Table of Contents

- The Game

- Introduction to LRP

- About Empire

- Game overview

- Getting Involved

- Battles

- Monstering

- Children

- Events

- Event List

- Event Site

- Standard Event Details

- Sanctioned Events

- Contact Details

- Contact Us

- Feedback

- Forums & Facebook

- Crew

- Crewing

- Event Management

- Resources

- Conduct

- Photography

- Traders

- Nations

- Nationality

- The Brass Coast

- Dawn

- Highguard

- Imperial Orcs

- The League

- The Marches

- Navarr

- Urizen

- Varushka

- Wintermark

- Costume Advice

- Music

- FAQ

- The Empire

- Overview

- Imperial Structures

- The Senate

- The Synod

- The Military Council

- The Conclave

- The Bourse

- The Throne

- The Academy

- Imperial Sodalities

- Imperial Law

- Imperial History

- Imperial Elections

- Recent History

- The Sentinel Gate

- The People

- Species

- Orc

- Lineage

- Overview

- Briar

- Cambion

- Changeling

- Draughir

- Merrow

- Naga

- FAQ

- Magic

- Rules

- Magical Skills

- Spellcasting

- Rituals

- Magic Items

- Herbs & Potions

- Imperial Magic

- Ritual Theory

- Magical Traditions

- Hearth Magic

- Cosmology

- Eternals

- Realms

- Regio

- Religion

- Overview

- Rules

- Religious Skills

- Aura

- Liao

- The Seven Virtues

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

- Imperial Theology

- The World

- Overview

- Maps

- Gazetteer

- Realms

- Eternals

- Barbarians

- Foreign Nations

- Languages

- Pronunciation Guide

- Setting FAQ

- Rules

- General Rules

- Characters

- Playing the Game

- Referees & GOD

- Safety

- Downtime

- Core Rules

- Combat

- Calls

- Weapons & Armour

- Magic

- Game Items

- Roleplaying Effects

- Character Creation

- Skills

- Bands

- Resource

- Rules Update

- FAQ

Alphabetical Index

- 18_Rings

- 18_rings

- 376YE_Winter_Solstice_Conclave_declarations

- 376YE_Winter_Solstice_Imperial_Titles

- 376YE_Winter_Solstice_Imperial_titles

- 376YE_Winter_Solstice_Senate_Session

- 376YE_Winter_Solstice_Senate_Sessions

- 376YE_Winter_Solstice_Senate_sessions

- 376YE_Winter_Solstice_Synod_Judgements

- 376YE_Winter_Solstice_Synod_judgements

- 377YE_Autumn_Equinox_Conclave_declarations

- 377YE_Autumn_Equinox_Imperial_Titles

- 377YE_Autumn_Equinox_Imperial_titles

- 377YE_Autumn_Equinox_Senate_Session

- 377YE_Autumn_Equinox_Senate_Sessions

- 377YE_Autumn_Equinox_Senate_sessions

- 377YE_Autumn_Equinox_Synod_Judgements

- 377YE_Autumn_Equinox_Synod_judgements

- 377YE_Spring_Equinox_Conclave_declarations

- 377YE_Spring_Equinox_Imperial_Titles

- 377YE_Spring_Equinox_Imperial_titles

- 377YE_Spring_Equinox_Senate_Session

- 377YE_Spring_Equinox_Senate_Sessions

- 377YE_Spring_Equinox_Senate_sessions

- 377YE_Spring_Equinox_Synod_Judgements

- 377YE_Spring_Equinox_Synod_judgements

- 377YE_Summer_Solstice_Conclave_declarations

- 377YE_Summer_Solstice_Imperial_Titles

- 377YE_Summer_Solstice_Imperial_titles

- 377YE_Summer_Solstice_Senate_Session

- 377YE_Summer_Solstice_Senate_Sessions

- 377YE_Summer_Solstice_Senate_Summit

- 377YE_Summer_Solstice_Senate_sessions

- 377YE_Summer_Solstice_Synod_Judgements

- 377YE_Summer_Solstice_Synod_judgements

- 377YE_Winter_Solstice_Conclave_Sessions

- 377YE_Winter_Solstice_Conclave_sessions

- 377YE_Winter_Solstice_Imperial_Elections

- 377YE_Winter_Solstice_Imperial_Titles

- 377YE_Winter_Solstice_Imperial_titles

- 377YE_Winter_Solstice_Senate_Sessions

- 377YE_Winter_Solstice_Senate_sessions

- 377YE_Winter_Solstice_Synod_Judgements

- 377YE_Winter_Solstice_Synod_judgements

- 378E_Spring_Equinox_Academy_Student_Council

- 378YE_Autumn_Equinox_Announcements_by_the_Quartermaster_General

- 378YE_Autumn_Equinox_Conclave_declarations

- 378YE_Autumn_Equinox_Imperial_titles

- 378YE_Autumn_Equinox_Senate_sessions

- 378YE_Autumn_Equinox_Synod_judgements

- 378YE_Autumn_Equinox_winds_of_magic

- 378YE_Autumn_Equinox_winds_of_war

- 378YE_Spring_Equinox_Academy_Student_Council

- 378YE_Spring_Equinox_Announcements_by_the_Advisor_on_the_Vallorn

- 378YE_Spring_Equinox_Announcements_by_the_Minister_for_Historical_Research

- 378YE_Spring_Equinox_Announcements_by_the_Quartermaster_General

- 378YE_Spring_Equinox_Conclave_declarations

- 378YE_Spring_Equinox_Imperial_Titles

- 378YE_Spring_Equinox_Imperial_titles

- 378YE_Spring_Equinox_Senate_Sessions

- 378YE_Spring_Equinox_Senate_sessions

- 378YE_Spring_Equinox_Synod_Judgements

- 378YE_Spring_Equinox_Synod_judgements

- 378YE_Spring_Equinox_winds_of_war

- 378YE_Summer_Solstice_Announcements_by_the_Minister_for_Historical_Research

- 378YE_Summer_Solstice_Announcements_by_the_Quartermaster_General

- 378YE_Summer_Solstice_Conclave_sessions

- 378YE_Summer_Solstice_Imperial_Titles

- 378YE_Summer_Solstice_Imperial_titles

- 378YE_Summer_Solstice_Senate_Sessions

- 378YE_Summer_Solstice_Senate_sessions

- 378YE_Summer_Solstice_Synod_Judgements

- 378YE_Summer_Solstice_Synod_judgements

- 378YE_Summer_Solstice_winds_of_war

- 378YE_Winter_Solstice_Announcements_by_the_Minister_for_Historical_Research

- 378YE_Winter_Solstice_Announcements_by_the_Quartermaster_General

- 378YE_Winter_Solstice_Imperial_titles

- 378YE_Winter_Solstice_Senate_sessions

- 378YE_Winter_Solstice_Synod_judgments

- 378YE_Winter_Solstice_Synod_judgments.1

- 378YE_Winter_Solstice_Synod_judgments.2

- 378YE_Winter_Solstice_Synod_judgments.3

- 378YE_Winter_Solstice_Synod_judgments.4

- 378YE_Winter_Solstice_winds_of_fortune

- 378YE_Winter_Solstice_winds_of_war

- 379YE_Autumn_Equinox_Conclave_sessions

- 379YE_Autumn_Equinox_Imperial_elections

- 379YE_Autumn_Equinox_Imperial_titles

- 379YE_Autumn_Equinox_Senate_sessions

- 379YE_Autumn_Equinox_Synod_judgments

- 379YE_Autumn_Equinox_winds_of_fortune

- 379YE_Autumn_Equinox_winds_of_war

- 379YE_Spring_Equinox_Announcements_by_the_Advisor_on_the_Vallorn

- 379YE_Spring_Equinox_Announcements_by_the_Crystal_Architect

- 379YE_Spring_Equinox_Announcements_by_the_Quartermaster_General

- 379YE_Spring_Equinox_Conclave_sessions

- 379YE_Spring_Equinox_Imperial_elections

- 379YE_Spring_Equinox_Imperial_titles

- 379YE_Spring_Equinox_Senate_sessions

- 379YE_Spring_Equinox_Synod_judgements

- 379YE_Spring_Equinox_Synod_judgments

- 379YE_Spring_Equinox_winds_of_fortune

- 379YE_Spring_Equinox_winds_of_war

- 379YE_Summer_Solstice_Announcements_by_the_Advisor_on_the_Vallorn

- 379YE_Summer_Solstice_Announcements_by_the_Crystal_Architect

- 379YE_Summer_Solstice_Conclave_sessions

- 379YE_Summer_Solstice_Imperial_elections

- 379YE_Summer_Solstice_Imperial_titles

- 379YE_Summer_Solstice_Senate_sessions

- 379YE_Summer_Solstice_Synod_judgments

- 379YE_Summer_Solstice_winds_of_fortune

- 379YE_Summer_Solstice_winds_of_war

- 379YE_Winter_Solstice_Announcement_by_the_Advisor_on_the_Vallorn

- 379YE_Winter_Solstice_Announcement_by_the_Dredgemaster_of_Feverwater

- 379YE_Winter_Solstice_Announcement_by_the_Quartermaster_General

- 379YE_Winter_Solstice_Conclave_sessions

- 379YE_Winter_Solstice_Imperial_elections

- 379YE_Winter_Solstice_Imperial_titles

- 379YE_Winter_Solstice_Senate_sessions

- 379YE_Winter_Solstice_Speaker's_Notes

- 379YE_Winter_Solstice_Synod_judgments

- 379YE_Winter_Solstice_winds_of_fortune

- 379YE_Winter_Solstice_winds_of_war

- 380YE_Autumn_Equinox_Conclave_sessions

- 380YE_Autumn_Equinox_Imperial_elections

- 380YE_Autumn_Equinox_Imperial_titles

- 380YE_Autumn_Equinox_Senate_sessions

- 380YE_Autumn_Equinox_Speaker's_Notes

- 380YE_Autumn_Equinox_Synod_judgments

- 380YE_Autumn_Equinox_winds_of_fortune

- 380YE_Autumn_Equinox_winds_of_war

- 380YE_Spring_Equinox_Announcement_by_the_Advisor_on_the_Vallorn

- 380YE_Spring_Equinox_Announcement_by_the_Civilian_Commissioner_of_Dawn

- 380YE_Spring_Equinox_Announcement_by_the_Civilian_Commissioner_of_Highguard

- 380YE_Spring_Equinox_Announcement_by_the_Civilian_Commissioner_of_the_Imperial_Orcs

- 380YE_Spring_Equinox_Announcement_by_the_Civilian_Commissioner_of_the_Marches

- 380YE_Spring_Equinox_Announcement_by_the_Quartermaster_General

- 380YE_Spring_Equinox_Conclave_sessions

- 380YE_Spring_Equinox_Imperial_elections

- 380YE_Spring_Equinox_Imperial_titles

- 380YE_Spring_Equinox_Senate_sessions

- 380YE_Spring_Equinox_Synod_judgments

- 380YE_Spring_Equinox_winds_of_fortune

- 380YE_Spring_Equinox_winds_of_war

- 380YE_Summer_Solstice_Conclave_sessions

- 380YE_Summer_Solstice_Imperial_elections

- 380YE_Summer_Solstice_Imperial_titles

- 380YE_Summer_Solstice_Senate_sessions

- 380YE_Summer_Solstice_Speaker's_Notes

- 380YE_Summer_Solstice_Synod_judgments

- 380YE_Summer_Solstice_winds_of_fortune

- 380YE_Summer_Solstice_winds_of_war

- 380YE_Winter_Solstice_Conclave_sessions

- 380YE_Winter_Solstice_Imperial_elections

- 380YE_Winter_Solstice_Imperial_titles

- 380YE_Winter_Solstice_Senate_sessions

- 380YE_Winter_Solstice_Synod_judgments

- 380YE_Winter_Solstice_winds_of_fortune

- 380YE_Winter_Solstice_winds_of_war

- 381YE_Autumn_Equinox_Announcement_by_the_Quartermaster_General

- 381YE_Autumn_Equinox_Conclave_sessions

- 381YE_Autumn_Equinox_Imperial_elections

- 381YE_Autumn_Equinox_Imperial_titles

- 381YE_Autumn_Equinox_Senate_sessions

- 381YE_Autumn_Equinox_Speaker's_Notes

- 381YE_Autumn_Equinox_Synod_judgements

- 381YE_Autumn_Equinox_Synod_judgments

- 381YE_Autumn_Equinox_winds_of_fortune

- 381YE_Autumn_Equinox_winds_of_war

- 381YE_Spring_Equinox_Conclave_sessions

- 381YE_Spring_Equinox_Imperial_elections

- 381YE_Spring_Equinox_Imperial_titles

- 381YE_Spring_Equinox_Senate_sessions

- 381YE_Spring_Equinox_Speaker's_Notes

- 381YE_Spring_Equinox_Synod_judgments

- 381YE_Spring_Equinox_winds_of_fortune

- 381YE_Spring_Equinox_winds_of_war

- 381YE_Spring_Solstice_Speaker's_Notes

- 381YE_Summer_Solstice_Announcement_by_the_Quartermaster_General

- 381YE_Summer_Solstice_Conclave_sessions

- 381YE_Summer_Solstice_Imperial_elections

- 381YE_Summer_Solstice_Imperial_titles

- 381YE_Summer_Solstice_Senate_sessions

- 381YE_Summer_Solstice_Speaker's_Notes

- 381YE_Summer_Solstice_Synod_judgments

- 381YE_Summer_Solstice_winds_of_fortune

- 381YE_Summer_Solstice_winds_of_war

- 381YE_Winter_Solstice_Conclave_sessions

- 381YE_Winter_Solstice_Imperial_elections

- 381YE_Winter_Solstice_Imperial_titles

- 381YE_Winter_Solstice_Senate_sessions

- 381YE_Winter_Solstice_Speaker's_Notes

- 381YE_Winter_Solstice_Synod_judgements

- 381YE_Winter_Solstice_announcement_of_the_Quartermaster_General

- 381YE_Winter_Solstice_winds_of_fortune

- 381YE_Winter_Solstice_winds_of_war

- 382YE_Spring_Equinox_Conclave_sessions

- 382YE_Spring_Equinox_Imperial_elections

- 382YE_Spring_Equinox_Imperial_titles

- 382YE_Spring_Equinox_Senate_sessions

- 382YE_Spring_Equinox_Speaker's_Notes

- 382YE_Spring_Equinox_Synod_judgements

- 382YE_Spring_Equinox_winds_of_fortune

- 382YE_Spring_Equinox_winds_of_war

- 382YE_Summer_Solstice_Imperial_elections

- 382YE_Summer_Solstice_winds_of_fortune

- 382YE_Summer_Solstice_winds_of_war

- A_Blight_in_Miaren

- A_Fool_in_a_Crown

- A_Kallivesi_Costume_Diary

- A_League_Costume_Diary

- A_League_Costume_Diary_2

- A_Miracle_in_Hahnmark

- A_Speaker's_guide_to_the_Senate

- A_Sudden_Farewell

- A_banner_of_Thorns

- A_big_sleep

- A_bit_of_peace

- A_business_like_any_other_(Trade_Winds)

- A_fine_and_private_place

- A_fundamental_struggle_(Trade_Winds)

- A_guide_to_fabrics_for_kitmaking

- A_heap_of_broken_images

- A_job_worth_doing

- A_long_good-bye

- A_question_of_provenance

- A_season_of_mushrooms

- A_silver_chalice

- A_spiritual_prism

- A_throne_of_blood

- Aben-Nuath

- Abraxus

- Abraxus_Stone

- Abrogate_Asavean_trade_ban

- Abrogate_Bursar_of_the_Academy

- Abrogate_Civilian_Commissioners

- Abrogate_Trade_Envoys

- Abrogate_fund_disbursement

- Abrogate_motion_to_construct_the_Signori_d’Argento_Vineyards

- Abrogate_motion_to_provide_aid_to_the_Hierro_Clan

- Abrogate_the_Blood_Red_Roads

- Abrogate_third_Navarri_army

- Abrograte_Civil_service_observation

- Abstraction

- Academy_Student_Council

- Accept_Barrens_peace_treaty

- Accept_Druj_peace_treaty

- Accept_Druj_peace_treaty_II

- Accept_Grendel_peace_treaty

- Accept_Grendel_proposal

- Accept_Iron_Confederacy_treaty

- Accept_Jotun_ceasefire

- Accept_Lasambrian_treaty

- Accept_Orcs_of_the_Great_Forest_treaty

- Accept_Sarcophan_Delves_treaty

- Accept_Thule_peace_treaty

- Accept_ceasefire_with_Sumaah_Republic

- Accessibility

- Acolyte's_Mercy

- Across_the_seven_seas

- Adamant

- Add_"Sum_of_the_Parts"_to_Imperial_Lore

- Add_Bloodcloak_schema_to_Imperial_Lore

- Add_Sum_of_the_Parts_ritual_to_Imperial_lore

- Address

- Address_boggart_infestation_in_Morrow

- Adelmar_the_Lion

- Admiral

- Advisor_on_orc_affairs

- Advisor_on_the_Vallorn

- Advocate

- Aesh

- Aid_Once_More

- Alabaster_Cerement

- Alderei_the_Fair

- Alderman's_Edge

- Aldones_di_Sarvos

- Align_the_Celestial_Net

- Alignment_of_Mind_and_Blade

- All_Come_Listen

- All_The_Ushka

- All_along_the_watchtower

- All_the_Pretty_Ponies

- All_the_World_in_a_Grain_of_Sand

- All_work_together

- Allocate_Brilliant_Shore_Spring_382YE

- Allocate_Gift_of_the_Dwindling_Star

- Allocate_Great_Forest

- Allocate_Great_Forest_II

- Allocate_Great_Pits_of_Ennerlund

- Allocate_Legacy

- Allocate_Vigilant_Swan

- Allocate_Vigilant_Swan_II

- Allocate_the_Damatian_Cliffs

- Allocate_the_Great_Mine_of_Briante

- Allocate_the_Legacy_Spring_382YE

- Allocate_the_Pride_of_Ikka's_Tears

- Allocate_the_Singing_Caves

- Allocate_the_Singing_Caves_II

- Allocate_the_Singing_Caves_III

- Allocate_the_Singing_Caves_Spring_382YE

- Allocate_the_Vigilant_Swan

- Allocation_of_the_Vigilant_Swan

- Almery_of_Purity

- Almery_of_Silence

- Alter_manifesto_of_Sevenfold_Path

- Altruist's_Recompense

- Always_a_Hero_Comes_Home

- Ambassador

- Ambassador_to_Asavea

- Ambassador_to_Axos

- Ambassador_to_Faraden

- Ambassador_to_Jarm

- Ambassador_to_Otkodov

- Ambassador_to_the_Commonwealth

- Ambassador_to_the_Iron_Confederacy

- Ambassador_to_the_Sarcophan_Delves

- Ambassador_to_the_Sumaah_Republic

- Ambassadorial_Gatekeeper

- Ambergelt_Baton

- Amberglass_Chain

- Amberglass_Orb

- Ambition

- Ambition_roleplaying_effects

- Amend_Crime_of_Desecration

- Amend_Crime_of_Sorcery_II

- Amend_Head_Gardener_of_Urizen

- Amend_Powers_of_Civilian_Commissioners

- Amend_Powers_of_Imperial_Master_of_Works

- Amend_Powers_of_the_Master_of_the_Imperial_Mint

- Amend_Powers_of_the_Quartermaster_General

- Amend_Powers_of_the_Quartermaster_General_II

- Amend_Powers_of_the_Quatermaster_General

- Amend_Synod_power_of_Recognition

- Amend_conditions_of_Brock's_Buffet

- Amend_crime_of_slavery

- Amend_crime_of_sorcery

- Amend_law_of_delegation_protection

- Amend_law_regarding_foreign_True_Liao_trade

- Amend_motion_to_Fortify_Karsk

- Amend_motion_to_construct_Runeforge_in_Redoubt

- Amend_motion_to_construct_runeforge_in_Redoubt

- Amend_motion_to_fortify_Karsk

- Amend_power_of_Inquisition

- Amend_powers_of_Advisor_on_the_Vallorn

- Amend_powers_of_Captain_of_the_Senate_Guard

- Amend_powers_of_Civilian_Commissioners_II

- Amend_powers_of_Conclave

- Amend_powers_of_Dredgemaster_of_Feverwater

- Amend_powers_of_Dredgemaster_of_Feverwater_Winter_381YE

- Amend_powers_of_Grandmasters

- Amend_powers_of_Imperial_Master_of_Works

- Amend_powers_of_Warmage

- Amend_powers_of_the_Advisor_on_Orc_Affairs

- Amend_powers_of_the_Advisor_on_the_Vallorn

- Amend_powers_of_the_Arcane_Architect

- Amend_powers_of_the_Auditor_of_Senatorial_Accountability

- Amend_powers_of_the_Bursar_of_the_Imperial_Academy

- Amend_powers_of_the_Civilian_Commissioners

- Amend_powers_of_the_Conclave_Liason

- Amend_powers_of_the_Crystal_Architect_of_the_Spires

- Amend_powers_of_the_High_Bard

- Amend_powers_of_the_High_Exorcist

- Amend_powers_of_the_High_Exorcist_II

- Amend_powers_of_the_Imperial_Admiral

- Amend_powers_of_the_Imperial_Magus

- Amend_powers_of_the_Imperial_Master_of_Works

- Amend_powers_of_the_Imperial_Seer

- Amend_powers_of_the_Imperial_Seer_II

- Amend_powers_of_the_Virtue_Inquisitors

- Amend_the_Imperial_Constitution

- Amend_the_powers_of_the_Advisor_on_Orc_Affairs

- Amend_the_powers_of_the_Imperial_Magus

- Amend_the_use_of_the_Gardens_of_High_Chalcis

- Amend_the_use_of_the_Imperial_breadbasket

- Amend_the_use_of_the_Imperial_breadbasket_II

- Amend_title_of_Custodian_of_the_Imperial_War_Memorial

- Amity_and_emnity

- Amity_and_enmity

- An_Echo_of_Life_Remains

- An_apple_that_falls

- Anarchy_in_Miekarova

- Anarchy_roleplaying_effects

- Anathemic_Call_of_Bug_and_Briar

- Annan_Water

- Announce_targets_of_the_Imperial_Guerdon_III

- Announcements_by_the_Advisor_on_the_Vallorn

- Announcements_by_the_Minister_for_Historical_Research

- Announcements_by_the_Quartermaster_General

- Anointing

- Anthem_of_Cantiarch's_Hold

- Anvil_Field_Hospital

- Anvil_Hospital_&_Imperial_School_of_Medicine

- Anvil_Library

- Apothecary

- Apothecary_Potions

- Apothecary_potions

- Appoint_Ambassador_to_Faraden_Spring_382YE

- Appoint_Ambassador_to_Otkodov_Spring_382Y

- Appoint_Ambassador_to_Sumaah_Spring_382YE

- Appoint_Asavean_Ambassador_II

- Appoint_Asavean_Ambassador_III

- Appoint_Asavean_ambassador

- Appoint_Axos_Ambassador

- Appoint_Captain_of_the_Senate_Guard_II

- Appoint_Captain_of_the_Senate_Guard_III

- Appoint_Commonwealth_Ambassador_II

- Appoint_Commonwealth_Ambassador_III

- Appoint_Commonwealth_ambassador

- Appoint_Commonwealth_ambassador_II

- Appoint_Dean_of_Pilgrims

- Appoint_Dean_of_Pilgrims_II

- Appoint_Dean_of_the_Academy

- Appoint_Dean_of_the_Liberated

- Appoint_Envoy_to_Axos

- Appoint_Faraden_Ambassador_II

- Appoint_Faraden_Ambassador_III

- Appoint_Faraden_ambassador

- Appoint_Feverwater_Dredgemaster

- Appoint_General_of_the_Wolves_of_War

- Appoint_Imperial_Consul

- Appoint_Imperial_Consul_II

- Appoint_Imperial_Master_of_Works

- Appoint_Imperial_Master_of_Works_II

- Appoint_Iron_Confederacy_Ambassador

- Appoint_Iron_Confederacy_Ambassador_II

- Appoint_Jarmish_Ambassador_III

- Appoint_Jarmish_Ambassador_IV

- Appoint_Jarmish_ambassador

- Appoint_Minister_for_Historical_Research

- Appoint_Minister_for_Historical_Research_II

- Appoint_Quartermaster_General

- Appoint_Sarcophan_Delves_Ambassador

- Appoint_Sarcophan_Delves_Ambassador_II

- Appoint_Senate_auditor

- Appoint_Sumaah_Ambassador_III

- Appoint_Sumaah_ambassador

- Appoint_Sumaah_ambassador_II

- Appoint_Throne_I

- Appoint_Throne_II

- Appoint_Throne_III

- Appoint_Throne_IV

- Appoint_Throne_V

- Appoint_Thule_Ambassador

- Appoint_Trade_Envoy_to_the_Sarcophan_Delves

- Appoint_a_Captain_of_the_Senate_Guard

- Appoint_a_General_for_the_Golden_Sun_army

- Appoint_ambassador_to_Asavean_Archipelago

- Appoint_ambassador_to_Axos_Winter_381YE

- Appoint_ambassador_to_Faraden_Winter_381YE

- Appoint_general_of_the_Strong_Reeds

- Appoint_trade_envoys

- Appointment

- Appointment_by_the_Senate

- Appointments_by_the_Senate

- Appointments_to_the_Senate

- Apprentice's_Blade

- Apprentice_Ability

- Appropriate_roleplaying

- April_is_in_my_mistress'_face

- Arcane_Architect

- Arcane_Mark

- Arcane_projection

- Archetypes

- Archmage

- Arete

- Arhallogen

- Arkad

- Arms_of_the_Warwitch

- Army_orders

- Army_qualities

- Arrangement_for_Britta's_body

- Arratan_Gamble

- Art_of_the_Deal

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- Assistance

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- Aura

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- Authority

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- Autumn

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- Background

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- Bands

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- Basic_Skills

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- Battles

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- Beater

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- Beg,_steal,_or_borrow

- Beneath_the_Skin

- Benefactor

- Benefactors

- Beneficent_Sigil

- Benevolence,_inspiration,_and_legacy

- Berechiah

- Better_world

- Bewaarder_van_het_Vandersar_dok

- Beware_my_power_(Winds_of_Magic)

- Beyond_Apulian's_Light

- Bidford_Grange

- Binding_Threads

- Birds_and_bats

- Birth_of_a_Nation

- Bishop

- Bishop's_Chalice

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- Bishops

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- Blossoms_a_rose_in_the_deeps_of_my_heart

- Blow_the_Candles_Out

- Blue_seas,_white_stone

- Boarskin_Vest

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- Bolholt_Song

- Bolstering_Bill

- Bolstering_Bill_(Exemplar)

- Bondring

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- Boneweaver

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- Braies

- Brand

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- Brass_Coast_magical_traditions

- Brass_Coast_military_concerns

- Brass_Coast_music

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- Bravash

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- Bravo

- Bravo's_Blade

- Bravos

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- Bregasland

- Briar

- Briar_liar

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- Britta's_song

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- Cathan_Canae

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- Circle_March

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- Citizens,_priests,_pilgrims_and_dedication

- City_folk_and_country_folk

- City_lights

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- Combat_skills

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- Commission

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- Commonwealth

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- Create_title_of_Delver_of_the_Depths

- Create_title_of_High_Bard_of_the_Empire

- Create_title_of_High_Consul

- Create_title_of_High_Exorcist

- Create_title_of_Imperial_Censor

- Create_title_of_Imperial_Chaplain_Consular

- Create_title_of_Imperial_Harbourmaster

- Create_title_of_Imperial_Inquisitor

- Create_title_of_Imperial_Master_of_Works

- Create_title_of_Imperial_Orc_observer

- Create_title_of_Imperial_Seer

- Create_title_of_Imperial_Wayleaves

- Create_title_of_Keeper_of_the_Breabasket

- Create_title_of_Keeper_of_the_Breadbasket

- Create_title_of_Master_Strategist

- Create_title_of_Minister_of_Historical_Research

- Create_title_of_Quartermaster_General_of_the_Imperial_Armies

- Create_title_of_Seer_of_the_Gateway

- Create_title_of_Trade_Envoy_to_the_Sarcophan_Delves

- Create_title_of_the_Dean_of_the_Academy

- Create_title_of_trade_envoy

- Create_titles_of_Civilian_Commissioners

- Creation_of_an_Imperial_lottery

- Crew_guidelines

- Crewing

- Criminal_Trials

- Crimson_Ward_of_Summer_Stars

- Crossroads

- Crow_Keeper_of_the_Rest

- Crow_on_the_Cradle

- Crow_on_the_cradle

- Crown_of_Three_Tears

- Crumbling_Flesh_and_Withering_Limbs

- Crusade

- Crystal_Architect_of_the_Spires

- Crystal_Clarity_of_the_Rational_Soul

- Crystaline_Focus_of_Aesh

- Crystaltender's_Vestment

- Cunning_Puissance_of_the_Leaping_Hare

- Curator_of_the_Printer's_Guild

- Curator_of_the_Printer's_Guild_Museum

- Curator_of_the_White_City_Museum

- Currency

- Current_Affairs

- Current_Imperial_Titles

- Current_Imperial_titles

- Current_crewing_opportunities

- Curse

- Curse_of_Decrepitude

- Curse_of_Gangrenous_Flesh

- Custodian_of_Glass_Point_Cove

- Custodian_of_the_Assayer's_Guild

- Custodian_of_the_Claw

- Custodian_of_the_Concordium_Dock

- Custodian_of_the_Imperial_War_Memorial

- Custodian_of_the_Starlight_Drift

- Custodian_of_the_Storm_Vault

- Cuttings

- Cyclic_magic

- Daddy_Fox

- Dadford_Road_Campsite

- Damaris

- Damation_Cliffs

- Dark_skies

- Darkest_night

- Dawn

- Dawn's_Glory

- Dawn_Culture_and_Customs

- Dawn_Egregore

- Dawn_History

- Dawn_Lineage_and_Species_Attitudes

- Dawn_Look_and_Feel

- Dawn_Maps

- Dawn_Music

- Dawn_children

- Dawn_costumes

- Dawn_culture_and_customs

- Dawn_economic_interests

- Dawn_hearth_magic

- Dawn_history

- Dawn_icons_and_artistry

- Dawn_leadership

- Dawn_lineage_and_species_attitudes

- Dawn_look_and_feel

- Dawn_magical_traditions

- Dawn_military_concerns

- Dawn_monarchy

- Dawn_monarchy_update

- Dawn_music

- Dawn_people

- Dawn_religious_beliefs

- Dawn_territories

- Dawnish_War_Song

- Day

- Day_Realm

- Day_Song_and_Night_Song

- Day_magic

- Day_ritual

- Dean_of_Laroc_Cathedral

- Dean_of_Pilgrims

- Dean_of_the_Academy

- Dean_of_the_Lyceum

- Death's_Door

- Death_is_not_the_end

- Death_of_a_salesman

- Declaration

- Declarations_of_Amity

- Declarations_of_Enmity

- Declarations_of_Interdiction

- Declarations_of_Sorcery

- Declare_Mournwold_thralls_foreigners

- Declare_peace_with_Barrens_orcs

- Declare_peace_with_Lasambrian_orcs

- Declare_peace_with_Orcs_of_the_Great_Forest_of_Peytaht

- Declare_war_on_the_Barrens_orcs

- Declare_war_on_the_Hierro_Clan

- Decoctions_of_Hoarfrost

- Decommission_Verthandi_spy_network

- Dedication

- Defiant_Steel

- Define_Jarmish_embassy

- Delegato_Imperiale_presso_i_sacerdoti_di_Balo_e_del_Toro_Nero

- Delve_Deep,_Beneath_the_Mountain

- Delver_of_the_Depths

- Designing_a_costume_for_your_character_-_a_Marcher_Costume_diary

- Desperate_affairs,_desperate_measures

- Detect_magic

- Devastating_Maul_of_Inga_Tarn

- Devastating_Scythe_of_Anguish_and_Loss

- Dhomiro_of_the_Cinnabar_Hills

- Diras

- Dirge_for_Fidele

- Disburse_Funds_to_the_Quartermaster_General_III

- Disburse_Funds_to_the_Quartermaster_General_IV

- Disburse_Imperial_budget

- Disburse_additional_funds_for_Dawnish_Army

- Disburse_additional_funds_for_Marcher_army

- Disburse_funds_for_Astolat_ministry

- Disburse_funds_for_Commonwealth_Embassy

- Disburse_funds_for_Dawnish_army

- Disburse_funds_for_Empress_Lisabetta's_Celebrations

- Disburse_funds_for_Far_Strider's_Watch_Spring_382YE

- Disburse_funds_for_Holt_of_the_Oak_Spring_382YE

- Disburse_funds_for_Iron_Helms

- Disburse_funds_for_Iron_Helms_II

- Disburse_funds_for_Iron_Helms_III

- Disburse_funds_for_Pilgrim's_Trail

- Disburse_funds_for_Senator_Bregasland

- Disburse_funds_for_Summer_college

- Disburse_funds_for_The_Towerjacks

- Disburse_funds_for_Wintermark_army

- Disburse_funds_for_Wintermark_army_II

- Disburse_funds_for_Wintermark_army_III

- Disburse_funds_for_Wintermark_army_IV

- Disburse_funds_for_Wintermark_army_V

- Disburse_funds_for_Wintermark_army_WInter_381YE

- Disburse_funds_for_breadbasket

- Disburse_funds_for_enlargement_of_The_Black_Thorns

- Disburse_funds_for_military_matters

- Disburse_funds_for_mithril_research

- Disburse_funds_for_rebuilding_of_Holmauer

- Disburse_funds_for_rebuilding_of_Holmauer_II

- Disburse_funds_for_resupply

- Disburse_funds_for_resupply_II

- Disburse_funds_for_resupply_III

- Disburse_funds_for_resupply_IV

- Disburse_funds_for_resupply_V

- Disburse_funds_for_strategic_magic

- Disburse_funds_for_strategic_magic_II

- Disburse_funds_for_strategic_magic_III

- Disburse_funds_for_strategic_military_magic

- Disburse_funds_for_strategic_purposes

- Disburse_funds_for_strategic_rituals

- Disburse_funds_for_strategic_rituals_II

- Disburse_funds_for_strategic_rituals_III

- Disburse_funds_for_summer_college

- Disburse_funds_for_the_Empress

- Disburse_funds_for_the_Empress_II

- Disburse_funds_for_the_Empress_III

- Disburse_funds_for_the_Empress_IV

- Disburse_funds_to_Autumn_Archmage

- Disburse_funds_to_Bregasland

- Disburse_funds_to_Conclave_Grandmasters

- Disburse_funds_to_Miekarova_militia

- Disburse_funds_to_Mr_Tyke

- Disburse_funds_to_Quartermaster_General_Spring_382YE

- Disburse_funds_to_Senator_Sarvos

- Disburse_funds_to_Thanmir_Hrafn

- Disburse_funds_to_Ywain_de_Gauvin

- Disburse_funds_to_add_Skein_of_Years_to_Imperial_Lore

- Disburse_funds_to_add_a_ritual_to_Imperial_Lore

- Disburse_funds_to_aid_Liathaven_citizens

- Disburse_funds_to_assist_Iron_Confederacy_port

- Disburse_funds_to_citizens_of_Skarsind

- Disburse_funds_to_hire_Autumn_mercenaries

- Disburse_funds_to_militia

- Disburse_funds_to_nominated_entity

- Disburse_funds_to_raise_Towerjacks

- Disburse_funds_to_settle_Freeborn_debts

- Disburse_funds_to_the_Dean_of_the_Lyceum

- Disburse_funds_to_the_Gatekeeper_of_Wisdom

- Disburse_funds_to_the_Jarmish_Cartel

- Disburse_funds_to_the_Quartermaster_General

- Disburse_funds_to_the_Quartermaster_General_II

- Disburse_further_funds_to_the_Quartermaster_General

- Disloyal,_unprosperous,_unvigilant,_unwise

- Dispatch_prospectors_to_the_Pride_of_Ikka's_Tears

- Dissemination

- Distant_deeps

- Distill_the_Serpent's_Stone

- Distillation_of_Diverse_Parts

- Distribute_Imperial_budget

- Distribute_food_to_the_thralls_of_Mournwold

- Distribute_knowledge_of_Arhallogen's_Ploy_cure

- Doctor's_Attire

- Documentary_FAQ

- Dos_Vidanya

- Doublet

- Down_along_the_cove

- Down_in_the_Rugged_Glen

- Down_to_Earth

- Downtime

- Dragonbone_Orb

- Dragonbone_Reliquary

- Dragonbone_Symbol

- Dragonbone_Tunic

- Drain_the_flooded_streets_of_Caricomare

- Dramaturgy

- Dramaturgy_Archive

- Draughir

- Drawing_the_Penumbral_Veil

- Dreams_in_the_Witch_House

- Dreamscape_of_the_Endless_Hunt

- Dredgemaster_of_Feverwater

- Dripping_Echoes_of_the_Fen

- Drive_the_Cold_Winter_Away

- Druj

- Druj_Arkad

- Druj_champion

- Druj_look_and_feel

- Druj_lore

- Druj_miasma

- Duelist's_Scales

- Duelist's_scales

- Dusty_old_dust

- Dying_light

- Earl

- Earthquake_Drummers

- Echoes_of_Glory

- Egregores

- El_official_de_engage_imperial_crown_loss_surcotes_de_Balo_y_le_Toro_Negro

- El_oficial_de_enlace_imperial_con_los_sacerdotes_de_Balo_y_el_toro_negro

- Elayne_Silverlark

- Election_schedule

- Eleonaris

- Elite_Grendel_characters

- Elite_Grendel_troops

- Elite_Jotun_characters

- Elite_Jotun_troops

- Elizabethan_recorder_music

- Embassy

- Embrace_the_Living_Flame

- Emperor_Ahraz

- Emperor_Ahraz_(Exemplar)

- Emperor_Barabbas

- Emperor_Frederick

- Emperor_Giovanni

- Emperor_Guntherm

- Emperor_Hugh

- Emperor_James

- Emperor_Nicovar

- Emperor_Walter

- Empire_Overview

- Empire_overview

- Empire_rules

- Employ_Civil_Service_to_observe_Fleets

- Employ_Civil_Service_to_observe_Fleets_II

- Empower

- Empress_Aenea

- Empress_Brannan

- Empress_Britta

- Empress_Deanne

- Empress_Giselle

- Empress_Lisabetta

- Empress_Mariika

- Empress_Richilde

- Empress_Richilde_(Paragon)

- Empress_Teleri

- Empress_Varkula

- Empty_handed

- Empty_skies_(winds_of_magic)

- Enchant_Imperial_Banner

- Enchantment

- Endowment

- Enduring_Breastplate

- Enfeebling_Echo

- Enigmatic_Staff

- Enlargement_of_The_Black_Thorns

- Enlargement_of_the_Golden_Axe

- Enoch_and_Levi

- Ensnaring_Bond_of_Transient_Stasis

- Entangle

- Ephisis

- Ephisis'_Scale

- Equality_and_diversity

- Erigo

- Erthe_Upon_Erthe

- Escharotic_Cauldron

- Establish_Imperial_Offices

- Establish_Imperial_Orc_Assembly

- Establish_The_Silver_Chalice

- Establish_contact_with_Barrens_orcs

- Estavus

- Eternal

- Eternal_Flame_of_Miaren

- Eternal_Shafts_of_Time

- Eternals

- Ethereal_Manacle

- Ettercap

- Evenlode_Studio

- Evenlode_Studios

- Event_Information

- Event_Safety

- Event_crew

- Event_information

- Event_safety

- Event_schedule

- Events

- Everything_has_rhythm

- Evrom

- Exarch's_Standard

- Excommunication

- Exorcism

- Expand_the_Regario_Dossier

- Extension_of_Jotun_Ceasefire

- Eyes_of_the_Sun_and_Moon

- Facebook_&_Forums

- Falcon_Wings

- Falcon_in_winter

- Fallow_Fields_and_Dried_Meat

- Fallsheart_Guardian

- Family

- Fan_the_Flame_of_New_Life

- Faraden

- Farewell_Farewell

- Farm

- Farmer's_Scythe

- Fear_and_Panic

- Fearful_symmetry

- Feast_of_the_Loom

- Feedback

- Fell_Iron_Fury

- Fellowship_of_Purple_Sails

- Feni

- Feresh

- Feroz

- Fetid_Breath_of_Teeming_Plague

- Field_Marshal

- Fight

- Fight_Tooth_and_Nail

- Fire_Maringo

- Fire_from_the_Heavens

- Fire_in_the_Blood

- Fire_safety

- Fireglass

- Fit_and_proper

- Five_Little_Ploughboys

- Flavours_of_Africa

- Fleet

- Fly_high

- Foam_and_Spittle_of_the_Furious_Sea

- Fog_on_the_brine

- Foggy_mountain_top

- Folly

- Footprints

- For_Once_I_Was_A_Young_Man

- Foreign_Nations

- Foreign_nations

- Foreign_ports

- Foreman_of_the_Mines_of_Gulhule

- Forest

- Forests_of_the_night

- Forge_of_Isenbrad

- Forge_of_champions

- Forge_of_sorrows

- Forge_the_Wooden_Fastness

- Forlorn_Hope

- Forms_of_magical_items

- Formulaic_ritual

- Fortification

- Fortifications

- Fortify_Ateri_in_Spiral

- Fortify_Cargo

- Fortify_Foracci

- Fortify_Freemoor

- Fortify_Golden_Downs_in_Mitwold

- Fortify_Greensward

- Fortify_Lestasny_in_Karsk

- Fortify_Lower_Tarn_Valley

- Fortify_Miekarova

- Fortify_Miekarova_II

- Fortify_Overton

- Fortify_Reikos

- Fortify_Skarsind

- Fortify_Skogei

- Fortify_Southmoor

- Fortify_Tassato

- Fortify_Town_defences

- Fortify_multiple_towns

- Fortify_the_Ore_Hills

- Fortress_of_Salt

- Forums_&_Facebook

- Forums_&amp;_Facebook

- Fountain_of_Life

- Four_Seasons'_Boneweaver

- Free_Companies

- Free_Company

- Free_company

- Free_to_live

- Freeborn

- Freeborn_family

- Freedom_Heresy

- Freedom_of_the_Soul

- Freezing_Brand_of_Irremais

- Frequently_Asked_Questions

- Friar_of_Honour's_Rest

- Friendly_rivalry

- Froggy_went_a'courting

- From_the_Mouths_of_Babes

- From_the_Spires_Tall

- Frozen_Citadel_of_Cathan_Canae

- Frozen_Citadel_of_Cathan_Canea

- Fund_the_Academy

- Furrowed_Wake

- Future_territory_assignment

- Gabriel_de_Leon

- Gallant_Archer

- Gambeson

- Gambit

- Game_items

- Game_overview

- Gancio's_Gamble

- Garden_of_Teth-Anon

- Gardens_of_High_Chalcis

- Garrison's_Vigilance

- Gate

- Gatekeeper

- Gatekeeper_of_Falling_Snow

- Gathering_the_Harvest

- Gazetteer

- General

- Getting_involved

- Giant's_Maul

- Giddy_Kipper

- Gidyon's_Refrain

- Gift_of_the_Dwindling_Star

- Gift_of_the_Wily_Broker

- Gilda_Ashwine

- Glamourweave_Robe

- Gloaming_Road

- Gloaming_Sentinel

- Glorious_Crown_of_Enchantment

- Glory

- Glory's_Call

- Glory_to_the_Sovereign

- Gnawing,_Endless_Hunger

- Goatfoot

- Goldbird_Bistro

- Golden_Pyramid

- Golden_Ramparts

- Golden_Sails

- Golden_Trees_of_Seren

- Golden_Trumpets

- Golden_Voyage

- Goldenfire_Scale

- Goldentide_Mail

- Goldwood_Pipes

- Gone

- Good_Neighbour

- Good_Walder

- Good_apples

- Good_faith

- Gralm

- Grandmaster

- Granger_of_the_Golden_Orchard

- Granites_of_Veltsgorsk

- Grant_permission_to_contact_Jotun

- Gravedigger's_Vest

- Great_Forest_Orcs

- Great_Forest_at_Reikos

- Great_Forest_of_Peytaht

- Great_Library_of_Hacynian

- Great_Mine_of_Briante

- Great_Pits_of_Ennerlund

- Great_work

- Green_and_pleasant_lands

- Greensteel_Bracelets

- Greensteel_Orb

- Grendel

- Grendel_look_and_feel

- Grim_Gardener

- Grimnir's_Hearthfire

- Group_Archetypes

- Groups

- Gryphonsoul_Aegis

- Guardian_of_Britta's_Shrine

- Guardian_of_Dunfrith

- Guardian_of_Giselle's_Tomb

- Guardian_of_the_Cairn

- Guerra

- Guided_Path

- Guidelines_for_all_young_live_roleplayers

- Guidelines_for_parents_or_carers

- Guides-_Synod

- Guides:_Synod

- Guild

- Guilds

- Gwerin_Morfa

- Hahnmark

- Hakima

- Hakima's_Glass

- Hallow

- Hallow_of_the_Green_World

- Hammer_of_Thunder

- Hammers_of_the_Brilliant_Shore

- Hand_of_the_Maker

- Handful_of_magic

- Hands_of_the_Healer

- Hard_times

- Harvest_Time

- Hat

- Hayaak

- Head_Gardener_of_Urizen

- Heal

- Healer's_Harness

- Healer_of_Dawn

- Healing_in_Empire

- Heart_of_the_Song

- Hearth_Tithe

- Hearth_and_Home

- Hearthfire_Circle

- Heartwood_of_the_Great_Vale

- Heath_magic

- Help-Adding_A_Page

- Help-Categories

- Help-Editing

- Help-Editing_Breadcrumbs

- Help-Editing_Empire_Navigation

- Help-Empire_Extras

- Help-Formatting

- Help-Images

- Help-Links

- Help-Tables

- Help:Adding_A_Page

- Help:Categories

- Help:Editing_Empire_Navigation

- Herald_of_the_Council

- Herb

- Herb_garden

- Herbalist_of_the_Hearth

- Herbs

- Hercynia

- Here's_A_Health_to_the_Company

- Here's_To_Varushka

- Hero's_Girdle

- Heroes

- Heroes'_Horn

- Heroic_skills

- Heroism

- High_Bard_of_the_Empire

- High_Exorcist

- High_Herbalist_of_Sybella

- Highguard

- Highguard_Egregore

- Highguard_Go_To_War

- Highguard_History

- Highguard_Lineage_and_Species_Attitudes

- Highguard_Maps

- Highguard_Music

- Highguard_children

- Highguard_costumes

- Highguard_culture_and_customs

- Highguard_economic_interests

- Highguard_hearth_magic

- Highguard_history

- Highguard_icons_and_artistry

- Highguard_leadership

- Highguard_lineage_and_species_attitudes

- Highguard_look_and_feel

- Highguard_magical_traditions

- Highguard_military_concerns

- Highguard_music

- Highguard_people

- Highguard_religious_beliefs

- Highguard_territories

- Hire_Asavean_Architect

- Hirmok

- His_Banner's_Not_Mine

- Historical_Empresses_and_Emperors

- Historical_Thrones

- Historical_research

- History

- Ho_Ho_Away_We_Go

- Holberg

- Holberg_Spoils_of_War

- Holberg_Wine

- Holberg_spoils_of_war

- Hold_Back_Frozen_Hunger

- Honesty

- Hood

- Hordalant

- Horizon's_Razor_Edge

- Horn_Resounding

- Horses

- Hose

- House_of_earth

- How_Assemblies_make_Judgments

- How_To_-_Make_a_Surcote

- How_To_-_Make_an_easy_kids_cloak

- How_sweet_is_the_sea

- How_to_-_Make_a_Suaq_Coat

- How_to_-_Make_a_felt_hat

- How_to_-_Make_a_wizard's_or_monk's_outfit

- How_to_-_Make_an_awesome_furry_mantle

- How_to_-_make_a_really_easy_Medieval_cote

- How_to_-_make_an_amazingly_easy_kirtle

- How_to_adapt_a_commercial_pattern_to_make_a_high_status_dress

- How_to_make_a_fur_hat

- How_to_make_a_t-tunic

- How_to_submit_a_background

- Howling_Despite_of_the_Yawning_Maw

- Hunger_of_the_Draughir

- Hungry_Goat

- Hungry_Grasp_of_Despair

- Hunt_of_Alderei_the_Fair

- Hunter_of_stars

- Hunters_and_wolves

- Hurry,_Hunter

- Hymn_to_Vigilance

- I_Come_and_Stand_at_Every_Door

- I_Wish_My_Baby_Was_Born

- I_will_make_you_brooches

- Icon_of_Judgement

- Icon_of_the_Devoted

- Icon_of_the_Driven

- Icon_of_the_Forge

- Icon_of_the_Hearth

- Icon_of_the_High_Tower

- Icon_of_the_Industrious

- Icon_of_the_Insightful

- Icon_of_the_Judge

- Icon_of_the_Justicar

- Icon_of_the_Pilgrim

- Icon_of_the_Proud

- Icon_of_the_Righteous

- Icon_of_the_Seer

- Icon_of_the_Smith

- Icon_of_the_Steward

- Icon_of_the_Watchful

- Icon_of_the_Witness

- Icy_Maw_Devours_the_Spark_of_Essence

- Idiom_Productions

- Idolatry,_Blasphemy_and_Heresy

- Idolatry,_blasphemy_and_heresy

- Idumea

- If_Varushka_Wills

- If_it_had_a_Heart

- Ilium

- Illuminate_the_Higher_Mind

- Illuminates'_Amulet

- Immortal_hand

- Imperial-Breadcrumbs

- Imperial-Footer

- Imperial-LeftBar

- Imperial-TitleBar

- Imperial:Breadcrumbs

- Imperial:Footer

- Imperial:LeftBar

- Imperial:TitleBar

- Imperial_Bourse

- Imperial_Censor

- Imperial_Chaplain_Consular

- Imperial_Civil_Service

- Imperial_Conclave

- Imperial_Constitution

- Imperial_Consul

- Imperial_Delegate_to_the_Temple_in_Feroz

- Imperial_Elections

- Imperial_Fleet_Master

- Imperial_Inquisitor

- Imperial_Law

- Imperial_Law_Overview

- Imperial_Law_at_sanctioned_events

- Imperial_Lore

- Imperial_Magus

- Imperial_Master_of_Works

- Imperial_Military_Council

- Imperial_Offices

- Imperial_Orc_Egregore

- Imperial_Orc_music

- Imperial_Orc_observer

- Imperial_Orcs

- Imperial_Orcs_children

- Imperial_Orcs_culture_and_customs

- Imperial_Orcs_economic_interests

- Imperial_Orcs_hearth_magic

- Imperial_Orcs_history

- Imperial_Orcs_leadership

- Imperial_Orcs_lineage_and_species_attitudes

- Imperial_Orcs_look_and_feel

- Imperial_Orcs_magical_traditions

- Imperial_Orcs_military_concerns

- Imperial_Orcs_people

- Imperial_Orcs_religious_beliefs

- Imperial_Orcs_territories

- Imperial_Roll_of_Honour

- Imperial_Roll_of_Honour_Autumn_Equinox_379YE

- Imperial_Roll_of_Honour_Autumn_Equinox_380YE

- Imperial_Roll_of_Honour_Autumn_Equinox_381YE

- Imperial_Roll_of_Honour_Spring_Equinox_379YE

- Imperial_Roll_of_Honour_Spring_Equinox_380YE

- Imperial_Roll_of_Honour_Spring_Equinox_381YE

- Imperial_Roll_of_Honour_Spring_Equinox_382YE

- Imperial_Roll_of_Honour_Summer_Solstice_379YE

- Imperial_Roll_of_Honour_Summer_Solstice_380YE

- Imperial_Roll_of_Honour_Summer_Solstice_381YE

- Imperial_Roll_of_Honour_Winter_Solstice_379YE

- Imperial_Roll_of_Honour_Winter_Solstice_380YE

- Imperial_Roll_of_Honour_Winter_Solstice_381YE

- Imperial_Roseweald

- Imperial_Seer

- Imperial_Senate

- Imperial_Sodalities

- Imperial_Sodality

- Imperial_Synod

- Imperial_Theology

- Imperial_Title

- Imperial_armies

- Imperial_army

- Imperial_elections

- Imperial_history

- Imperial_law

- Imperial_lore

- Imperial_navy

- Imperial_sodality

- Imperial_theology

- Imperial_title

- Imperial_treasury

- Imperial_wain

- Improve_House_of_Barbs

- Improvement_Suggestions

- Imurrement_of_Leaden_Chains

- In_brightest_day

- In_the_tents_of_prosperity

- Incantation's_Mystic_Mask

- Increase_Grandmasters_stipend

- Increase_the_Imperial_Guerdon

- Increase_the_Imperial_Guerdon_II

- Increase_the_Imperial_Guerdon_III

- Inescapable_Chains_of_Bitter_Glass

- Inevitable_Collapse_into_Ruin

- Inez_y_Guerra

- Infant_Starts_with_a_Blank_Slate

- Information_for_11-15_year_olds

- Information_for_16-18_year_olds

- Information_for_7-10_year_olds

- Information_for_under_7s

- Infusions_of_Feathers

- Inga_Tarn

- Inquisition

- Inquisitor's_Cassock

- Insight

- Inspirational_tomb

- Inspiring_Refrain

- Intent_to_exercise_right_of_Address

- Interdiction

- Into_the_woods

- Introduction_to_LRP

- Investigative_Theology

- Invite_Grendel_delegation

- Invite_an_Archmage_to_address_Senate

- Iron_Confederacy

- Iron_Confederacy_ports

- Iron_Raptors

- Iron_and_wine

- Ironbound_Axe

- Ironbrand_Thorn

- Irra_Harah

- Irremais

- Irrepressible_Monkey_Spirit

- Isaella

- Isenbrad

- Issue_an_apology_to_Jarm

- It_Is_Not_Yet_Day

- Ivory_Aketon

- Jack_and_the_Giant

- Jack_in_the_Green

- Jack_of_Irons

- Jade_Custodian

- Jade_Hammers

- Janon

- Jarm

- Jewellery_Guide

- John_Barleycorn

- Jonah_Gold

- Jotra

- Jotun

- Jotun_look_and_feel

- Judged_by_their_company

- Judgement

- Kaela

- Kahraman

- Kala

- Kalenda_Maya

- Kallavesa

- Kallavesi

- Karov

- Karsk

- Karsk_Spoils_of_War

- Karsk_spoils_of_war

- Keep_the_Fires_Burning

- Keeper's_Habit

- Keeper_of_Aurelie's_Garden

- Keeper_of_Berislav's_Rest

- Keeper_of_the_Breadbasket

- Keeper_of_the_Crystal_Vale

- Keeper_of_the_Dour_Fens

- Keeper_of_the_Glorious_Fountain

- Keeper_of_the_Golden_Fields

- Keeper_of_the_Imperial_Menagerie

- Keeper_of_the_Memorial_Gardens_of_Treji

- Keeper_of_the_Sapphire_Stair

- Keeper_of_the_Spice_Gardens

- Keeper_of_the_Tower_of_the_Fall

- Kethry

- Keywords

- Kimus

- Kimus'_Glaring_Eye

- Kirtle

- Knight-errant

- Knightly_Redoubt

- Knights-errant

- Knights_of_Glory

- Known_exemplars

- Korl

- Kyrop

- Labyrinth's_Gate

- Labyrinthine_Vestments

- Lambent_Essences

- Lament_for_Skarsind

- Lament_for_Spiral

- Lamia's_Whisper

- Land_fit_for_heroes

- Landkeeper's_Oath

- Landskeeper

- Landskeeper's_Oath

- Landsknecht

- Landsknecht's_Zweihander

- Landsknecht's_Zweihänder

- Language

- Languages

- Lann

- Lantern's_light

- Lashonar

- Last_Breath_Echoes

- Law

- Lay_me_Low

- League

- League_Egregore

- League_Hearth_Magic

- League_Lineage_and_Species_Attitudes

- League_Magical_Traditions

- League_Maps

- League_Music

- League_Territories

- League_costumes

- League_hearth_magic

- League_icons_and_artistry

- League_leadership

- League_lineage_and_species_attitudes

- League_magical_traditions

- League_military_concerns

- League_music

- League_religious_beliefs

- League_territories

- Least_of_my_Kind

- Leatherworking_Guide

- Leaves_and_fruit

- Legacy

- Legacy_of_Thorns

- Legalize_Scorpion's_Sting_Dagger

- Legendary_beasts

- Lepidus

- Leviathan

- Liaison_to_the_Temple_in_Nemoria

- Liao

- Liao_Ceremonies

- Liao_and_the_Labyrinth_of_Ages

- Liao_ceremonies

- Liathaven

- Liberated

- Lictors

- Light_Festival_Song

- Like_Water_Through_Your_Fingers

- Like_a_wheel_within_a_wheel

- Limitu_Principality_House_of_the_Way

- Lineage

- Lineage_and_species_FAQ

- Lineage_overview

- Lions_of_Phoenix_Reach

- List_of_Criminal_Offences

- Litany_of_the_Labyrinth

- Little_Boats_(Summer_379YE)

- Little_Folk_of_the_Empire

- Little_boats

- Livery_Coat

- Livery_coat

- Llofir

- Lodestone_Shears

- Lonely,_dark_and_deep

- Long_Tom_Goodfellow

- Long_roads_to_ruin

- Lord_of_Winter

- Lorenzo's_Legacy

- Lost_Segura

- Lost_Territories

- Lovely_Joan

- Low_Down_in_the_Broom

- Lower_the_Imperial_Guerdon

- Loyal_Stanchion

- Loyalty

- Loyalty_roleplaying_effects

- Lucia's_Song

- Luminous_Staff

- Madruga

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- Mage_Armour

- Maggot's_Talon

- Magic

- Magic_Butcher

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- Magic_overview

- Magical_Item

- Magical_Items

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- Magister

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- Magistrates

- Magnum_Opus

- Main_Page

- Make_good_use

- Making_Horns

- Making_a_hardened_leather_mask

- Malign_Spiritual_Presences

- Malign_spiritual_presences

- Mana_site

- Mandala_Studios

- Mandate

- Mantle_of_Lordly_Might

- Mantle_of_the_Golden_Orator

- Mantle_of_the_Mountebank

- Map_-_Coloured_Territories

- Map_-_Detailed_Empire

- Map_-_Empire_Overview

- Map_-_Empire_Overview_Woodcut

- Map_-_Outside_The_Empire

- Map_-_Regions_with_Keywords

- Map_the_Bay_of_Catazaar

- Map_the_Bay_of_Catazar

- Maps

- Marauder's_Cote

- March_On_Wintermark's_Army

- March_on_their_belly

- Marcher_At_My_Side

- Marcher_Dirge

- Marcher_Household

- Marcher_battle_song

- Marcher_household

- Marches

- Marches_Battle_Song

- Marches_Culture_and_Customs

- Marches_Economic_Interests

- Marches_Egregore

- Marches_History

- Marches_Lineage_and_Species_Attitudes

- Marches_Maps

- Marches_Military_Concerns

- Marches_Music

- Marches_Tales

- Marches_Territories

- Marches_costumes

- Marches_culture_and_customs

- Marches_economic_interests

- Marches_history

- Marches_icons_and_artistry

- Marches_lineage_and_species_attitudes

- Marches_military_concerns

- Marches_music

- Marches_tales

- Marches_territories

- Marching_song

- Marching_to_Victory

- Mark_of_Ownership

- Mark_the_Flesh_Incorruptible

- Market_Town

- Market_Towns

- Market_town

- Marriage_in_Dawn

- Marrowort

- Marshwalkers

- Mask_of_Gold_and_Lead

- Mask_of_the_Mountebank

- Masque_of_the_Blinded_Weaver

- Master_Apothecary

- Master_Medicinal

- Master_of_Ice_and_Darkness

- Master_of_the_Clearing_House

- Master_of_the_Imperial_Mint

- Master_of_the_School_of_Exorcism

- Materials

- Matrilineality

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- Mawrig

- Mayor_of_Caricomare

- Mazen

- Mazzarine_Spindle

- Mediator's_Mail

- Megan_Black_Blood

- Melancholic_Staff

- Member_of_the_Synod

- Men_of_Fenrose

- Mend

- Mendicant_Cassock

- Meraud

- Mercantile_investment

- Mercantile_investments

- Mercantilist's_Mask

- Mercenary_Banner

- Merciless_Wrath_of_the_Reaver

- Merlot

- Merrow

- Miaren

- Miaren_(song)

- Midwife's_Recourse

- Miekarova

- Might_of_the_Myrmidon

- Mikkal

- Military

- Military_Council

- Military_Council_design

- Military_Council_powers

- Military_keywords

- Military_procurement

- Military_unit

- Mine

- Mines_of_Old

- Minister_for_Historical_Research

- Minister_of_Historical_Research

- Ministry

- Mirror_of_the_Virtuous

- Missionary_Dalmatic

- Missionary_work

- Missive_for_Sadogua

- Mistress_of_the_Glass_Parador

- Mithril_Shirt

- Mitwold

- Moderation

- Monastery

- Monstering

- Monstering_a_battle

- Moonsilver_Doublet

- More_love,_less_paperwork

- More_work

- Morrow

- Mother_Varushka

- Mother_Varushka_Goes_to_War

- Motion_wording

- Mountain_Remembers_Its_Youth

- Mountainfall_Bracers

- Mountebank

- Mountebank's_Guise

- Mountebank's_Surprise

- Mountebanks

- Mournwold

- Mournwold_Harvest

- Mournwold_spoils_of_war

- Mravalzhamier

- Mundane_beasts

- Murit

- Music

- Music_of_the_spheres

- Music_template_page

- Must_avoid_policy

- Muster

- My_Ain_True_Love

- My_Bonny_Lass_She_Smileth

- My_Child

- Myfanwy_of_Hercynia

- Mystic

- Mystics

- Naeve

- Naeve's_Twisting_Blight

- Naga

- Nation_FAQ

- Nation_Overview

- Nation_overview

- National_Assembly

- Nationality

- Nations_FAQ

- Naughty_Pilgrim_Song

- Navarr

- Navarr_(song)

- Navarr_Costumes

- Navarr_Culture_and_Customs

- Navarr_Egregore

- Navarr_Hearth_Magic

- Navarr_History

- Navarr_Icons_and_Artistry

- Navarr_Lineage_and_Species_Attitudes

- Navarr_Look_and_Feel

- Navarr_Magical_Traditions

- Navarr_Maps

- Navarr_Music

- Navarr_Running_Song

- Navarr_children

- Navarr_costumes

- Navarr_culture_and_customs

- Navarr_economic_interests

- Navarr_hearth_magic

- Navarr_history

- Navarr_leadership

- Navarr_lineage_and_species_attitudes

- Navarr_look_and_feel

- Navarr_magical_traditions

- Navarr_military_concerns

- Navarr_music

- Navarr_people

- Navarr_religious_beliefs

- Navarr_territories

- Navy

- Navy_orders

- Necropolis

- Neophyte's_Aid

- Net_of_the_Heavens

- New_Imperial_titles

- New_player_FAQ

- News_from_the_north

- Niccolo_Barossa

- Nicolo_Barossa

- Night

- Night_Quarry

- Night_Realm

- Night_magic

- Night_pouch

- Night_ritual

- Night_rituals

- No_evil_shall_escape_our_sight

- Noble_House

- Noble_Houses

- Noble_Mien_of_the_Hawk_Lords

- Noble_house

- Nomination_of_Hector_to_the_Imperial_Throne

- Northbound_Trademaster

- Northern_trade_network

- Not_dark_yet

- Nursery_Rhyme_about_Lineage

- O_Oriens

- O_rose_thou_art_sick

- Oakheart_Shield

- Oathkeeper

- Oathsworn_Spine

- Obanzai

- Obscure_Questions

- Ode_to_Shadowglyn_Distillery

- Of_tribute

- Officers_of_the_Law

- Ogre

- On_the_Wall

- On_wings_aspire

- One_More_Vodka

- Online

- Only_Remembered_For_What_We_Have_Done

- Onward_to_Glory_I_Go

- Opaline_Coat

- Operate_portal

- Ophis

- Opportunities

- Opportunity

- Orator's_Chalice

- Orc

- Orders

- Other_Bourse_titles

- Otkodov

- Our_choice

- Out_of_void,_out_of_chaos

- Outlaw_Asavean_bourse_material_trade

- Outlaw_Vallorn_cultivation

- Outlaw_foreign_True_Liao_trade

- Outside_in_the_Distance

- Overseer_of_the_Cavabianca_Dock

- Overseer_of_the_Westward_Road

- Pakaanan's_Iron_Shutters

- Pallas

- Pallid_Flesh_of_the_Dead_King

- Paragon

- Paragons_and_Exemplars

- Paragons_and_exemplars

- Paralysis

- Pauper's_Key

- Pay_in_blood

- Peace_of_the_Mountains

- Peace_roleplaying_effects

- Peace_song

- Penumbral_Watcher

- People_of_the_North

- Permanent_titles

- Permion

- Permit_Great_Forest_Orcs_to_work_the_Thimble

- Permit_dredging_of_Feverwater

- Phaleron

- Phial_of_the_Sun

- Philtres_of_War

- Philtres_of_the_High_Peaks

- Phlegmatic_Staff

- Photography

- Physick

- Piercing_Light_of_Revelation

- Pilgrim's_Cup

- Pilgrim's_Shield

- Pilgrimage

- Pit-fights

- Plaguewulf

- Playing_a_barbarian

- Playing_the_game

- Plot

- Plot_crew

- Plot_guidelines

- Plot_teams

- Plutocracy

- Poor_boy

- Ports_of_the_Broken_Shore

- Ports_of_the_Jotun

- Potion

- Potion_list

- Powers_of_the_Imperial_Military_Council

- Powers_of_the_Imperial_Senate

- Powers_of_the_Senate

- Praise_and_blame

- Preachers

- Preceptor_of_the_Skarsind_College_of_Warcasting

- Pretty_Ploughboy

- Price_of_experience

- Price_of_prosperity

- Pride

- Pride_of_Ikka's_Tears

- Pride_of_the_Highborn

- Pride_roleplaying_effects

- Prime_Factor_of_the_Pallas_Docks

- Primer-_Synod

- Primer:_Synod

- Prince's_Raiment

- Principalities_of_Jarm

- Principalities_of_Jarm_ports

- Principle_of_Precedence

- Principle_of_Presence

- Principle_of_Proportions

- Professional_killers

- Profound_Decisions_management_team

- Projects

- Prominent_chapters

- Prominent_families_and_groups

- Prominent_guilds

- Prominent_halls

- Prominent_households

- Prominent_legions

- Prominent_noble_houses

- Prominent_steadings_and_stridings

- Promises_to_keep

- Pronunciation_guide

- Propose_treaty_of_limited_warfare_to_the_Jotun

- Prosperity

- Prosperity_roleplaying_effects

- Prospero

- Protection_for_delegations

- Proud_to_serve_(Imperial_Address)

- Proverbs

- Provide_aid_to_the_Hierro_Clan

- Provide_siege_training_to_new_Highborn_army

- Provost_of_the_Halls_of_Knowledge

- Proxy

- Pugilist's_Shillelagh

- Pull_Down_Below

- Pure_liao

- Purge

- Purify

- Quartermaster_General_of_the_Imperial_Armies

- Quaymaster_of_the_Black_Sails

- Queens_and_kings

- Queros

- Queros.jpg

- Questing_Knight

- Questing_Knights

- Questing_knight

- Questions_frequently_asked_by_new_players

- Quickening_Cold_Meat

- Quiet_Word

- Rabbits_and_snares

- Radiant_Orb

- Radiant_Torrent

- Raise_Dawnish_army

- Raise_Dawnish_army_II

- Raise_Freeborn_navy

- Raise_Highborn_army

- Raise_Highguard_army

- Raise_Marcher_Army

- Raise_Navarr_Army

- Raise_Towerjacks_army

- Raise_Varushkan_army

- Raise_Wintermark_army

- Raise_Wintermark_army_II

- Raise_a_glass

- Raise_the_Standard_of_War

- Raise_up_your_glass_to_Varushka

- Rake's_Progress

- Rampant_Growth

- Rangara

- Ratification_of_Britta's_Seal

- Ravenous_Tongue_of_Entropy

- Razorleaf_Hasta

- Re-employ_civil_service_historical_researchers_as_prognosticators

- Reading_the_Weave

- Realm

- Realm_Lore

- Realms

- Realmsroot

- Reap_what_you_sow

- Reaving_Mattock

- Rebel_March

- Rebirth_in_Reikos

- Rebuild_Aleksandra's_Watch

- Rebuild_the_Colossus_of_Sarvos

- Rebuild_the_Towers_of_Anduz

- Rebuild_the_roads_of_Karsk

- Recent_History_(Senate)

- Recent_History_(Synod)

- Recent_History_-_Historical_Research

- Recent_history

- Reclaimers

- Recognise_Academy_program_of_mentorship

- Recognise_Irontide_Isk

- Recognise_ducal_house

- Recognise_ducal_quality

- Recognise_the_House_of_Guiscard

- Recognition

- Red_Wind_Corsairs

- Red_phoenix_down

- Red_star

- Redhound

- Redoubt

- Redsteel_Chisel

- Reed_of_fortune

- Referee

- Refusal_of_the_ceding_of_territories_to_the_Hierro_Clan

- Regario_Dossier

- Regio

- Register_of_civil_service_gifts

- Reikos

- Reikos_Spoils_of_War

- Reikos_flux

- Reinforce_Skarsind

- Religion

- Religious_Crimes

- Religious_crime

- Religious_roleplaying_effects

- Religious_skills

- Relinquish_Brilliant_Shore

- Relinquish_Skarsind

- Remote_Navarr

- Renewed_Strength_of_the_New_Day

- Repair_Great_Pits_of_Ennerlund

- Repair_Holberg_defences

- Repair_the_Sarvos_Docks

- Repair_the_Spider's_Dream

- Repair_the_cargo_dock_at_Caricomare

- Repair_the_docks_at_Caricomare

- Reparations_to_the_Asavean_Archipelago

- Repel

- Reporting_discrimination_or_harassment

- Research_Abraxus

- Research_Aneira_Dancewalker_and_her_brother_Eurion_Dancewalker

- Research_Apaayuqiu_King

- Research_Exemplar_Zemress

- Research_Fire_from_the_Heavens

- Research_Hugh_of_House_Mazare

- Research_Luca_Ritter_von_Holberg

- Research_Mfanwy

- Research_Purifying_Flame

- Research_Rhonwen's_Fall

- Research_Terunael_ruins_in_Axos

- Research_into_the_Imperial_Favours_of_Empress_Britta

- Research_maps

- Research_the_Lost_Art_of_Crafting

- Research_the_Spring_and_Summer_Mage_known_as_Star

- Research_the_descendants_of_Terunael_in_Axos

- Research_the_founders_of_the_Brass_Coast

- Research_the_vallorn_for_the_Academy

- Resource

- Resource_overview

- Responsibility_for_respectful_silence

- Restore_limb

- Resupply_Imperial_Armies

- Resupply_Imperial_armies

- Resupply_the_Eastern_Sky

- Resupply_the_Golden_Axe

- Resupply_the_Granite_Pillar

- Resupply_the_Hounds_of_Glory

- Resupply_the_Quiet_Step

- Resupply_the_Wolves_of_War

- Retainer

- Retreat_to_the_White_Caves

- Reuben's_Brethren

- Revelation_of_the_Jewel's_Sparkling_Heart

- Revelatory_Light_of_the_Empyrean_Spheres

- Revocation

- Revoke_fund_disbursement

- Rewarding

- Rhianos

- Rhythm_of_Deep_Resonance

- Rhyv

- Riddle_Hides_the_Reward

- Ride_the_Noble_Steed

- Right_now

- Righteous_Aspergil

- Ring_of_Adversity

- Ring_of_Triumph

- Rings_in_the_League

- Riqueza

- Riqueza's_Dream

- Riqueza,_Erigo,_and_Guerra

- Rising_Roots_that_Rend_Stone

- Ritual_list

- Ritual_text

- Ritual_theory

- Ritual_use_of_ilium

- Rituals

- Rivers_Run_Red

- Rivers_of_Gold

- Rivers_of_Life

- Road_to_Bramar

- Roaring_Chimera_Rod

- Robe_of_Blood_and_Bone

- Rocks_and_gravel

- Rod_and_Shield

- Roleplaying_effect

- Roleplaying_effects

- Root_hog,_or_die

- Rose_of_Astolat

- Roshanwe

- Rot's_Rightful_Claim

- Routes_Coffee

- Rubies_on_the_Snow

- Rules_changes_2014

- Rules_of_Engagement

- Rules_update

- Rules_update_2013

- Rules_update_2014

- Rules_update_2015

- Rules_update_2016

- Rules_update_2017

- Rules_update_2018

- Run_Thorns_Run

- Rune_Overview

- Runeforge

- Runemail

- Runemark_Shirt

- Runeplate

- Runes

- Runesmith's_Gavel

- Ruth

- Ruthless_Vigilance,_Healthy_Crop

- Sadogua

- Safe_passage_for_Lasambrian_delegation

- Safe_passage_for_the_Jotun

- Safety

- Safety_overview

- Sail_Away_Across_the_Sea

- Sanction

- Sanctioned_event_rules

- Sanctioned_events

- Sanctuary

- Sanguine_Spear

- Sanguine_Staff

- Sanguine_Thorn

- Sarcophan_Delves

- Sarcophan_Delves_ports

- Sarvos

- Sceptre_of_the_Necropolis

- Schisms_and_Heresies

- Scholars_and_mandarins

- Schools_of_thought

- Scorpion's_Sting

- Scorrero_Nets

- Scrivener's_Bloodmark

- Scrivener's_Seal

- Scrutiny

- Seals_and_stars

- Secrecy

- Secrets_for_the_Shadow_Courier

- Secrets_of_Skillful_Artifice

- Secrets_of_the_Empty_Heart

- Sect

- Seer's_Probe

- Seer_of_the_Gateway

- Seer_of_the_Spiral_Sword

- Segura

- Segura_Spoils_of_War

- Segura_spoils_of_war

- Seize_the_fire

- Semblance_of_the_Witch

- Semmerholm

- Senate

- Senate_Sessions_of_the_Spring_Equinox_2013

- Senate_Sessions_of_the_Spring_Equinox_377YE

- Senate_Sessions_of_the_Summer_Solstice_377YE

- Senate_Sessions_of_the_Winter_Solstice_2013

- Senate_Sessions_of_the_Winter_Solstice_376YE

- Senate_Sessions_of_the_Winter_Solstice_377YE

- Senate_Speakers_Note_Winter_Solstice_380YE

- Senate_address

- Senate_announcement

- Senate_design

- Senate_motion

- Senate_notes_spring_380

- Senate_notes_winter_379

- Senate_recent_history

- Senate_session

- Senator

- Send_envoy_to_Axos

- Send_two_civil_service_surveyors_to_aid_the_Sarcophan_Delves

- Seneschal

- Sentinel

- Sentinel_Gate

- Sentinel_Gate_design

- Series_of_dreams

- Sermersuaq

- Serpent's_tooth

- Set_in_stone

- Set_the_Imperial_Guerdon

- Set_the_Imperial_Guerdon_II

- Setting_FAQ

- Setting_a_test

- Seven_lords_of_virtue

- Sevenfold_Path

- Severus'_Song

- Shackle_of_the_Unvirtuous

- Shackles_of_Insight

- Shadow_in_the_west

- Shadow_of_the_Bronze_Colossus

- Shadowbound_Donjon

- Shadowed_Glass_of_Sung

- Shadowglyn_Distillery

- Shamans

- Shared_Mastery_of_the_Magician's_Guild

- Sharp_Eyes_of_the_Corsair

- Shatter

- Shears_of_Winter

- Shelter_from_the_storm

- Shepherd_of_the_Great_Herd

- Sheriff_of_Overton

- Shieldbreaker

- Shift

- Shimmergold_Coat

- Shipyard

- Shirt

- Shoes

- Shroud_of_Mist_and_Shadow

- Shuttered_Lantern

- Siakha

- Sift_the_Dreamscape's_Sands

- Sign_of_Aesh

- Signori_d'Argento_Vine_Tender

- Signs_and_Portents

- Signs_of_the_Paragon_and_Exemplar

- Signs_of_the_paragon_and_exemplar

- Signs_of_the_paragons_and_exemplars

- Silent_Bell

- Silent_Giants

- Silent_Tide

- Silutarian_Method

- Silver_Chalice

- Silver_Gate

- Simar_of_Certainty

- Sinecure

- Sinews_of_the_heart_(Trade_Winds)

- Sing_a_sad_song

- Sing_your_name

- Singing_Caves

- Sinokenon

- Sir_Colwyn

- Sir_Isobel

- Site_crew

- Site_set-up

- Sitskrieg

- Skarsind

- Skarsind_Spoils_of_War

- Skarsind_spoils_of_war

- Skein_Bowl

- Skein_of_Years

- Skian_Mhor

- Skills

- Skin_of_Bark,_Blood_of_Amber

- Skoura

- Small_things_and_large

- Smooth_Hands_Shape_The_World

- Smooth_Hands_Shape_the_World

- Snow_and_rain

- Soghter

- Solace_of_Chimes

- Soldier's_Coat

- Soldier's_Harness

- Soldier's_coat

- Some_to_misery_are_born

- Song_of_the_Noonday_Sun

- Song_of_the_lakefolk

- Song_to_Keep_the_Dark_Away

- Sorcery

- Sorin

- Sorin's_Rite_of_Agony

- Sorins_Rite_of_Agony

- Sorrow_and_death

- Sowing_on_the_mountains

- Speak_of_Your_Love

- Speaker_for_the_Senate

- Spear_of_the_stars

- Spell_list

- Spellcasting

- Spider's_Tollkeep

- Spider_Folds_the_Net

- Spinning_Song

- Spiral

- Spiral_Spoils_of_War

- Spire

- Spires

- Spiritskin_Coat

- Splendid_Panoply_of_Knighthood

- Splendid_Vestment

- Splint_Mail

- Splintering_Gorget

- Splintering_Hammer

- Spoils_of_War

- Spoils_of_war

- Spontaneous_magic

- Spreading_the_word

- Spring

- Spring_Equinox_2014

- Spring_Equinox_2015

- Spring_Equinox_2016

- Spring_Equinox_2017

- Spring_Equinox_2018

- Spring_Realm

- Spring_magic

- Spring_ritual

- Spring_rituals

- Spy_network

- Squire

- Staff_of_Command

- Staff_of_Imperial_Mastery

- Staff_of_Life

- Staff_of_Power

- Staff_of_the_Magi

- Stalwart_Stand_on_Solid_Ground

- Stance_of_the_Constricting_Scourge

- Standing_at_the_Threshold

- Starfall

- Start_a_fire

- Statement_of_Intent_regarding_providing_missionaries_to_the_Iron_Confederacy

- Statement_of_Intent_regarding_slavery

- Statement_of_Intent_regarding_the_Stalker

- Statement_of_Intent_regarding_trade_with_the_Principalities_of_Jarm

- Statement_of_Principle

- Statement_of_principle

- Steading

- Steadings

- Steel_Fist

- Steinr

- Steward

- Steward_of_the_Sarvos_Mana_Exchange

- Steward_of_the_Tassato_Mana_Exchange

- Stewards

- Still_Waters,_Running_Deep

- Stings_like_the_truth

- Stonefield_Ice_Caves

- Storm_Sceptre

- Storm_Shaman

- Stormguard_Bulwark

- Stormweaver

- Stout_Resolve_of_the_Unyielding

- Stoutheart_Gambeson

- Strange_allies

- Strange_fruit

- Strange_harvest

- Straw_Mask

- Streams_of_Silver

- Strength_of_the_Bull

- Striding

- Striding_One

- Strigine_Mask

- Strong_Ox,_Golden_Sun

- Stumbleroot_Spear

- Style_guide

- Stzena

- Suaq

- Sular

- Sular's_Promise

- Sum_of_the_Parts

- Sumaah

- Sumaah_Republic

- Sumaah_Republic_ports

- Summer

- Summer_Realm

- Summer_Solstice_2015

- Summer_Solstice_2016

- Summer_Solstice_2017

- Summer_Solstice_2018

- Summer_in_Winter

- Summer_magic

- Summer_ritual

- Summer_rituals

- Sundering_Axe

- Sunfire_Pectoral

- Sunfire_Pennant

- Sung

- Sungold_Basin

- Support_medical_school_and_Anvil_hospital

- Suranni_pantheon

- Surgical_skills

- Sutton_Stone_Quarries

- Suzerain's_Command

- Swan's_Cruel_Wing

- Swanfeather_Schema

- Swans_will_sing

- Sweet,_Stay_Awhile

- Sweet_Kate

- Swift_Leaping_Hare

- Swift_heal

- Swim_Leviathan's_Depth

- Sydanjaa's_Call

- Symbols,_icons_and_trappings

- Symbols_of_the_Way

- Symposium

- Symposium_of_Revelation

- Synod

- Synod_Results,_Autumn_Summit,_377_YE

- Synod_Results,_Spring_Summit,_377_YE

- Synod_Results,_Summer_Summit,_377_YE

- Synod_Results,_Winter_Summit,_376_YE

- Synod_Results,_Winter_Summit,_377YE

- Synod_recent_history

- Syrene's_Wisdom

- Tactician's_Demand

- Tale_of_the_Golden_Hare

- Talisman

- Talking_sailor

- Talon_of_the_Gryphon

- Tam_Lin

- Tanner's_Hill

- Tassato

- Tears_in_the_rain

- Technology

- Temeschwar

- Templar's_Cuculla

- Temple_of_the_bull

- Ten_Thousand_Miles

- Tenacity_of_Jotra

- Terms_and_conditions

- Territories_and_regions

- Territory

- Terunael_(song)

- Terunael_Warlord

- Terunael_in_Axos

- Test_of_Arms

- Test_of_Citizenship

- Test_of_citizenship

- Testimony

- Thaneshall_Banner

- The_Academy

- The_Ambassadorial_Gatekeeper

- The_Anvil_of_Estavus

- The_Assassin's_Gate

- The_Assemblies_of_the_Synod

- The_Ballad_of_Sir_Alain

- The_Barren_Land

- The_Barrens

- The_Battlefield

- The_Beast_of_Volgadurn

- The_Bishop

- The_Blade

- The_Blade_Bites_Back

- The_Bourse

- The_Brass_Coast

- The_Brass_Coast_children

- The_Brass_Coast_costumes

- The_Brass_Coast_culture_and_customs

- The_Brass_Coast_economic_interests

- The_Brass_Coast_hearth_magic

- The_Brass_Coast_history

- The_Brass_Coast_leadership

- The_Brass_Coast_lineage_and_species_attitudes

- The_Brass_Coast_look_and_feel

- The_Brass_Coast_magical_traditions

- The_Brass_Coast_military_concerns

- The_Brass_Coast_music

- The_Brass_Coast_people

- The_Brass_Coast_religious_beliefs

- The_Brass_Coast_territories

- The_Brewer's_Lesson

- The_Captain

- The_Celestial_Library

- The_Chain

- The_Chalice

- The_Chamber

- The_Chamber_of_Delights

- The_Chamber_of_Pallas

- The_Claw

- The_Cloak

- The_Coin

- The_Comical_Dreamer

- The_Commonwealth

- The_Conclave

- The_Conspirator's_Cloak

- The_Counting_House

- The_Courageous_Priest

- The_Cuckoo's_Egg

- The_Culloch_Boar

- The_Cup

- The_Dance_of_Navarr_and_Thorn

- The_Doctor

- The_Doctrines_of_the_Faith

- The_Door

- The_Dredgemaster_of_Feverwater

- The_Drowned_Man

- The_Drowned_Threshold

- The_Ebb_and_Flow_of_Battle

- The_Eight-Spoked_Wheel

- The_Eight-spoked_Wheel

- The_Empire

- The_Empty_Horizon

- The_Eternal_Gambit

- The_Eye_of_the_High_Places

- The_Faculty_Song

- The_Fields_of_Glory

- The_Flickering_Flame

- The_Forest_Remains

- The_Founders

- The_Fountain

- The_Fountain_of_Thorns

- The_Garden

- The_Garden_of_Teth-Anon

- The_Glorious_Advance

- The_Good_Old_Way

- The_Grave's_Treacherous_Edge

- The_Great_Wyrm

- The_Green_World

- The_Hammer_of_Thunder

- The_Hands_of_Sacred_Life

- The_Heralds_of_Lashonar

- The_Hundred

- The_Iron_Labyrinth

- The_Judgments_of_the_Synod

- The_Key

- The_Key_and_The_Lock

- The_Key_and_the_Gate

- The_Labyrinth_of_Ages_and_the_Paragons_and_Exemplars

- The_Lantern

- The_Last_Of_The_Trolls

- The_Last_Retort

- The_Law

- The_League

- The_League_children

- The_League_costumes

- The_League_culture_and_customs

- The_League_economic_interests

- The_League_hearth_magic

- The_League_history

- The_League_leadership

- The_League_lineage_and_species_attitudes

- The_League_look_and_feel

- The_League_magical_traditions

- The_League_military_concerns

- The_League_music

- The_League_people

- The_League_religious_beliefs

- The_League_territories

- The_Leaping_Hare

- The_Library

- The_Lion_and_the_Unicorn

- The_Little_Mother

- The_Lock

- The_Lure_of_Distant_Shores

- The_Marches

- The_Marches_children

- The_Marches_costumes

- The_Marches_culture_and_customs

- The_Marches_economic_interests

- The_Marches_hearth_magic

- The_Marches_history

- The_Marches_icons_and_artistry

- The_Marches_leadership

- The_Marches_lineage_and_species_attitudes

- The_Marches_look_and_feel

- The_Marches_magical_traditions

- The_Marches_military_concerns

- The_Marches_music

- The_Marches_people

- The_Marches_religious_beliefs

- The_Marches_tales

- The_Marches_territories

- The_Marked

- The_Masquerade_of_the_Reaper

- The_Midgard_Seamstress

- The_Military

- The_Moon's_Only_Daughter

- The_Mountain

- The_Mountainous_Oak

- The_Mountebank

- The_Mournflag

- The_Nations

- The_Navigators

- The_New_Scions_of_Atun

- The_Night_of_a_Thousand_Torches

- The_North_wind_doth_blow

- The_Novarian_Phoenix

- The_Novarion_Phoenix

- The_Oak

- The_Oak_(song)

- The_Orc_Rebellion

- The_Parting_Glass

- The_Phoenix

- The_Powers_of_Synod_Priests

- The_Prince

- The_Retrograde_Wheel

- The_Ring

- The_Rising_of_the_Moon

- The_Ritual_On_The_Black_Plateau

- The_Ritual_for_the_Departed

- The_Rose_Garden

- The_Ruins_of_Terunael

- The_Scop's_Gift

- The_Semmerlak

- The_Senate

- The_Sentinel

- The_Sentinel_Gate

- The_Snow_It_Melts_the_Soonest

- The_Solace_of_Chimes

- The_Sound_of_Drums

- The_Sovereign

- The_Spider

- The_Spider's_Web

- The_Spider_and_The_Web

- The_Spiral_Sigil

- The_Stallion

- The_Stargazer's_Song

- The_Stork

- The_Swan's_Cruel_Wing

- The_Synod

- The_Syphon_of_Stars

- The_Three_Pillars

- The_Three_Refrains

- The_Three_Sisters

- The_Thrice-cursed_Court

- The_Throne

- The_Throne_addresses_the_Empire

- The_Tomb

- The_Tribunal

- The_Twilight_Masquerade

- The_Unquiet_Grave

- The_Vagabond_Wyrm

- The_Vigour_of_Youth

- The_Virtues

- The_Walker_of_the_Snow

- The_Walls_of_Terunael

- The_Wanderer

- The_Way

- The_Way_and_the_non-human

- The_Web

- The_Wind_That_Shakes_The_Barley

- The_Winter_Moon

- The_Witch

- The_Witches_of_Applefell

- The_World

- The_art_of_restraining_power

- The_dead_tree_gives_no_shelter

- The_flood_and_the_storm

- The_history_of_the_Way

- The_mother_of_morality

- The_other_empress

- The_parents_of_security

- The_place_you_called_home

- The_prime_colour_of_the_world

- The_sack_of_Sarvos

- The_stars_aren't_right

- The_twentieth_empress

- The_whole_world

- The_widening_gyre

- The_worth_of_a_life

- There_Is_No_Welcome_Here

- Therunin

- Thief's_Arcane_Gambit

- Thimble

- This_land_is_your_land

- Thorn

- Thorn's_Dance

- Thorn's_Kiss

- Thorn_Battle_Cadence

- Thorns_of_the_Rose

- Those_who_worship

- Though_Philomena_Lost_Her_Love

- Thought_Becomes_Action

- Thoughts_are_free_(Trade_Winds)

- Thoughts_on_Navarri_attitude

- Three_Ravens

- Thresher's_Cudgel

- Throne

- Through_the_dark_places

- Thule

- Thundering_Drum

- Thundering_Mace

- Thundering_Roar_of_the_Lion-bound_Horn

- Thunderous_Deluge

- Thunderous_Tread_of_the_Trees

- Tian

- Ties_that_Bind

- Timeless_Hammer_Rhythm

- Tinctures_of_True_Eminence

- Tinctures_of_the_Open_Sky

- Tisanes_of_the_Labyrinth

- Titan's_Battlemark

- Titles_Autumn_377

- Titles_Spring_377

- Titles_Summer_377

- Titles_Winter_376

- Titles_Winter_377

- Titles_by_Season

- Titles_by_event

- Titles_by_season

- To_March_with_Navarr

- To_Take_High_Chalcis

- To_sleep_in_Kallavesa

- Toil_and_weep

- Tom_A'Bedlam's_song

- Tombsteel_Guardian

- Tonics_of_True_Eminence

- Tonics_of_the_Deep_Forest

- Tonics_of_the_Open_Sky

- Too_much_of_nothing

- Tooling_&_Embossing

- Totally_Leathered

- Totem_magic

- Touch_of_Vile_Humours

- Tournament_Stud

- Tower_Song

- Town_defences

- Trade_envoy

- Trade_winds

- Trader_guidelines

- Traders

- Traitor's_Fate

- Transcendent_Mastery

- Transmogrification_of_the_Soul's_Echo

- Treason_guidance

- Treasures_of_Zenith

- Tree_of_ice_(conjunction)

- Treggajoran_Wartha

- Tribune_of_the_Synod

- Tribute_to_the_Thrice-Cursed_Court

- Triumphant_Blade

- Trod

- Trods

- Trodwalker's_Readiness

- Trogoni

- Trollhammer

- Trollslayer's_Crescent

- Trollsweave_Vest

- Troubadour

- Troubadour's_Ring

- Troubadour's_Tunic

- Troubadours

- Troupe

- Troupes

- Trove_remade

- True_Vervain

- Tulpa

- Tumultuous_Gyre

- Tunic

- Turbulence

- Turn_the_Circle

- Turns_the_Circle

- Twilight_Orb

- Twilight_Pauldrons

- Twist_of_Moebius

- Two_Men_Came_to_Your_Hall_Door

- Tykonus

- Ull

- Unable_to_see

- Unblinking_Eye

- Unbreakable_Behemoth's_Strength

- Unbreakable_Spirit,_Unbreakable_Blades

- Uncle_Vyig

- Unconquered

- Under_the_red_sky

- Unending_Cascade_of_Blood's_Fire

- Unfettered_Anarchy

- Unfettered_Mind

- Unguents_of_Falling_Leaves

- United_in_law

- Unmade_trove

- Unquiet_dead

- Unseen_Encasement

- Unwelcome_guest

- Unyielding_Constitution

- Up_on_Whittle_Hill

- Upper_Spernall_Farm

- Upwold

- Urizen

- Urizen_Culture_and_Customs

- Urizen_Egregore

- Urizen_Flower_Festival

- Urizen_Icons_and_Artistry

- Urizen_Leadership

- Urizen_Lineage_and_Species_Attitudes

- Urizen_Magical_Traditions

- Urizen_Maps

- Urizen_Memorial_Song

- Urizen_Military_Concerns

- Urizen_Music

- Urizen_children

- Urizen_costumes

- Urizen_culture_and_customs

- Urizen_economic_interests

- Urizen_hearth_magic

- Urizen_history

- Urizen_leadership

- Urizen_lineage_and_species_attitudes

- Urizen_look_and_feel

- Urizen_magical_traditions

- Urizen_military_concerns

- Urizen_music

- Urizen_people

- Urizen_religious_beliefs

- Urizen_territories

- Useful_Rhymes

- User-Chrisfallen

- User-Harry

- User-IllithidbixTom

- User-Matt

- User-Rafferty

- User:Aquarion

- User:Beeswax

- User:Chrisfallen

- User:Dyoung

- User:Hailmur

- User:Harry

- User:IllithidbixTom

- User:Matt

- User:Rafferty

- Vale

- Vale_of_Shadows

- Vallorn

- Vallornspawn_husk

- Vallornspawn_husks

- Vambraces_of_Regeneration

- Vardas

- Varushka

- Varushka_Economic_Interests

- Varushka_Egregore

- Varushka_Hearth_Magic

- Varushka_History

- Varushka_Leadership

- Varushka_Lineage_and_Species_Attitudes

- Varushka_Magical_Traditions

- Varushka_Maps

- Varushka_Military_Concerns

- Varushka_Music

- Varushka_Territories

- Varushka_children

- Varushka_costumes

- Varushka_culture_and_customs

- Varushka_economic_interests

- Varushka_hearth_magic

- Varushka_history

- Varushka_icons_and_artistry

- Varushka_leadership

- Varushka_lineage_and_species_attitudes

- Varushka_look_and_feel

- Varushka_magical_traditions

- Varushka_military_concerns

- Varushka_music

- Varushka_people

- Varushka_religious_beliefs

- Varushka_territories

- Varushkan_Monster

- Varushkan_Monsters

- Varushkan_Road

- Varushkan_Roads

- Varushkan_rhythms

- Vault_of_Hoarded_Wisdom

- Vengeance_roleplaying_effects

- Venom

- Verdant_Bountry_of_the_Twilight_Bayou

- Verdant_Bounty_of_the_Twilight_Bayou

- Vermin

- Verthandi

- Verys

- Veto

- Vigilance

- Vigilance_Guide_Our_Faithful_Watch

- Vigilance_roleplaying_effects

- Vigilant_Swan

- Vigour_of_Youth

- Virtue_Assembly

- Virtue_Inquisitor

- Virtue_Never_Falter

- Virtue_inquisitor

- Virtues_Anthem

- Virtuous_Ward

- Vis

- Vitality_of_Rushing_Water

- Vitriolic_Orb

- Vizier_of_the_Incarnadine_Satchel

- Voice_for_the_dead

- Voice_of_Barbs

- Voices_Call

- Volhov's_Robe

- Volodmartz

- Volodny

- Vorpal_Sword

- Vyig

- Wagon_song

- War

- Warcaster's_Oath

- Ward_of_the_Black_Waste

- Warden

- Warden's_Bardiche

- Warden's_Fists

- Wardens_of_Varushka

- Wardensweave_Scale

- Warmage

- Warmage's_Belt

- Warmage_Heilyn_of_Bronwen’s_Rest_shall_address_the_citizens_of_the_Empire

- Warrior's_Plate

- Warsmith's_Shingle

- Wassail

- Watcher_of_Britta's_Pool

- Watered_with_fears

- Wayfarer's_Pyx

- Wayfarer's_Robe

- Wayfinder

- Wayhouse

- We_will_go_Home_(Across_the_Mountains)

- Weakness

- Weapon_checking

- Weapons_&_Armour

- Weapons_&_armour

- Weaver

- Weaver's_Curse

- Weaver_cabal

- Web_of_Celestial_Attunement

- Wedding_Air

- Weep_O_Mine_Eyes

- Weigher_of_Worth

- Weirwater

- Weirwater_Vales

- Wendigo

- Wendigo's_Bargain

- Whelpmaster's_Fang

- When_I_Am_Laid

- When_all_this_was_trees

- When_the_ship_comes_in

- Whisper_Gallery

- Whisper_of_Conviction

- Whispering_Shadow_Courtiers

- Whispering_wind

- Whispers_through_the_Black_Gate

- Whole_Hog_Tavern

- Whose_Pigs_Are_These?

- Wiki_Updates

- Will

- Will_to_survive

- Wind_of_Mundane_Silence

- Windblow,_home

- Windreaping_Sickle

- Winter

- Winter's_Breath

- Winter's_Ghosts

- Winter_Realm

- Winter_Solstice_2014

- Winter_Solstice_2016

- Winter_Solstice_2017

- Winter_Solstice_2018

- Winter_Solstice_Elections

- Winter_magic

- Winter_ritual

- Winter_rituals

- Winterborn_Warmail

- Wintermark

- Wintermark_Costumes

- Wintermark_Culture_and_Customs

- Wintermark_Egregore

- Wintermark_Icons_and_Artistry

- Wintermark_Lineage_and_Species_Attitudes

- Wintermark_Magical_Traditions

- Wintermark_Maps

- Wintermark_Military_Concerns

- Wintermark_Music

- Wintermark_Religious_Beliefs

- Wintermark_Territories

- Wintermark_children

- Wintermark_costumes

- Wintermark_culture_and_customs

- Wintermark_economic_interests

- Wintermark_hearth_magic

- Wintermark_history

- Wintermark_lineage_and_species_attitudes

- Wintermark_look_and_feel

- Wintermark_magical_traditions

- Wintermark_military_concerns

- Wintermark_music

- Wintermark_people

- Wintermark_political_leadership

- Wintermark_religious_beliefs

- Wintermark_territories

- Winternight_Lifestealer

- Wisdom

- Wisdom_of_the_Balanced_Blade

- Wisdom_roleplaying_effects

- Wise_Rangara

- Witches'_Hammer

- Witchwood_Wand

- Wither_the_Seed

- Withering_Touch_of_Frost

- Without_You

- Witness

- Wolf_in_summer

- Won't_Lay_Down_My_Pride

- Wondrous_Forests_of_the_Night

- Woodcutter's_Axe

- Wording_of_a_motion

- Words_of_Ending

- Workers_in_struggle

- World_Overview

- World_overview

- Worth

- Woundbinder

- Writ_of_Excommunication

- Wyr

- Wyrmstone_Mortar

- Wyvernsting_Spaulders

- Xun

- Yaw'nagrah

- Ye_Mariners_All

- Yeoman's_Bounty

- Yeoman's_Flag

- Yeoman_of_Dawn

- Yeoman_of_the_Marches

- Yeomen_of_Dawn

- Yeomen_of_the_Marches

- Ylenrith

- Ylith_Silthar

- Yoorn

- You'll_recognise_yourself

- You_know_the_night

- Zakalwe

- Zemress

- Zenith

- Zeno's_Rest

- Zorech

- Zoria

Introduction to LRP

Contents

- 1 Overview

- 2 FAQ

- 3 What is live roleplaying?

- 3.1 Online gaming

- 3.2 Acting

- 4 How do you do it?

- 5 Is it difficult?

- 6 What is the point?

- 7 Can my character be anybody?

- 8 How does fighting work?

- 9 How do I get a costume?

- 10 What is Empire?

Overview

This page is designed to help explain what live roleplaying is for people who are new to the hobby. If you are new to live roleplaying and interested in the hobby then don't hesitate to contact us after you have read this introduction and we can answer any questions that you have.

FAQ

We maintain a new player FAQ which you may find answer some of your questions.

What is live roleplaying?

The most common question that people who are new to the hobby ask is what is live roleplaying? A game with rules but no winners or losers, a performance with actors but no audience or script, it is often confusing to the newcomer.

Roleplaying literally means assuming or acting out a particular role. In live roleplaying we take on a role or character for the enjoyment that can be had by acting out the role. One of the easiest ways to understand live roleplaying is to look at the similarities with other hobbies.

Online gaming

In online games players create a character who can explore the computer generated world and talk with other characters in the world. The world is filled with challenges and dangers for the characters to overcome.

Live roleplaying is just the same but it is all done for real. You dress, speak and act as the character you have created once the game begins.

Acting

It is easy to understand the idea that actors take on the role of the part they are playing. Once they are on stage they act as if they were the character they are portraying, in some cases improvising their lines if needed.

When live roleplaying you will be both actor and audience, creating lines for your own character and witnessing the improvised words and actions of the other players in the game.

How do you do it?

When you are live roleplaying you simply pretend to be your character, then act and speak as your character would. Unlike other roleplaying games, you never describe what your character is doing, instead you simply attempt the action. If you want to challenge another character to a duel, you must call them out, then draw your sword and try to strike your opponent with it. We strive to make the imaginary world feel as real as possible for all participants, so ask players try to avoid references to the real world and instead remain in their chosen role as much as possible.

Is it difficult?

No. Anyone can live roleplay, there is no skill or technique to learn. In essence it is no more difficult than the games of imagination like Cowboys and Indians that children play. If you are capable of pretending to be someone else then you can live roleplay.

Our live roleplaying games have a set of rules, in the same way that sports like football or tennis have rules. Learning these rules can appear cumbersome, however they are rarely needed in play. Established players are always understanding with new players who are still learning the rules so don’t be put off if you can’t remember them all. If you have any questions about the rules then you can find a referee to help. There is a short, printable summary of the key rules points available.

What is the point?

Live roleplaying, like acting, is enjoyable purely for its own sake. Most participants find that by immersing themselves in the character they have created, they can forget about the pressures of real life for a while. In the same way that an action film is different to a comedy or period drama, different games will offer different experiences. Some live roleplayers enjoy the social interaction, some prefer the thrill of battle whilst others relish the opportunity to create and wear amazing costumes.

There is no winning or losing. Just as real life doesn’t offer clear cut win or lose situations, neither do most live roleplaying games. However live roleplaying presents opportunities that you could never normally experience, allowing you to become the protagonist in historical or imaginary settings. In the end it is impossible to know whether you will enjoy live roleplaying unless you try it.

Can my character be anybody?

All live roleplaying games have a setting that describes the world the game takes place in. If you think about a Shakespearian play, you wouldn’t expect Julius Caesar to come on stage during a performance of Romeo and Juliet. You must create a character that is appropriate for this setting. By reading the description of the game world you can get a feel for the kind of characters that are suitable to play.

It is best to avoid trying to play a character taken directly from a film or book. It is much better to try and create a character of your own after you have read through the setting, although you may be inspired by a character you have seen or read about.

How does fighting work?

Live roleplaying games make use of special props that allow participants to fight each other safely. If you take part in a battle you can enjoy the thrill of actually wielding a weapon and experience the physical challenge of trying to strike your opponents while avoiding being struck yourself. The rules determine the effects of hitting an opponent and of being hit. If the character you are playing is killed then you can create a new character and then resume playing the game as someone different.

Battles can be exhilarating but they are not for everyone. Some people who attend events choose to avoid combat, preferring to focus on the social side of the game. Although you can never be sure what will happen to your character, most players who attend our events have little trouble avoiding combat if they make an effort to do so.

If you have never done live roleplaying before then we can arrange for an experienced player or member of crew to give you a quick lesson in how to fight safely at your first event. It only takes a few minutes to learn and most players will be happy to show you how.

How do I get a costume?

If you take up a hobby like diving or mountaineering, you need to have the relevant clothing and equipment. Costume is very important in live roleplaying because you need to dress as your character would. It is particularly important to avoid wearing anything that other players will see is inappropriate for the setting. For our events this means not wearing modern clothing such as trainers, jeans or printed t-shirts. If you were watching Robin Hood it would be totally incongruous if Guy of Gisburne was wearing a modern leather jacket.

Our wiki contains extensive advice on costume that is appropriate for your character in Empire. If you follow the advice then you can be confident that your costume will look good and be suitable for the game. If you have any questions about the suitability of a piece of costume then it is best to email us and we can give you specific advice.

Some live roleplayers enjoy making their own costume and you can find advice on how to do that on our wiki. If you don’t feel confident using a needle and thread or following a pattern then you can purchase costumes, weapons and armour from one of the many traders who support the hobby. We have traders at all our events and they sell everything you need for your character. Details and links for traders are also available on our wiki.

What is Empire?

Empire is a live roleplaying game created by Profound Decisions. Set in a world of mystery and magic, you play one of the heroes of the Empire - a civilization formed from nine disparate nations. The Empire is beset by many enemies, tribes of barbarian orcs threaten her borders while enemies within and without work to bring the Empire down. Players have the chance to play the leaders of the Empire, striving to triumph over her enemies.

Hundreds of players attend every event; working together to protect their home, they also strive against each other to gain power within the Empire. Merchants cut trade deals, magicians practice arcane rituals all while warriors fight vast armies of barbarians in epic battles.

You can read this basic overview of Empire to get more idea about the game.

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Game overview

Contents

- 1 Introduction

- 2 Look and feel

- 3 The nations of the Empire

- 4 The Senate

- 5 The Synod

- 6 The Military, the Bourse and the Conclave

- 7 The Civil Service and magistrates

- 8 Eternals

- 9 Lineage

- 10 Barbarians, foreigners and Orcs

- 11 Technology

Introduction

The game is set in a powerful Empire that is surrounded by hostile barbarians on all sides. The Empire has grown in power and size for centuries but has experienced a decline in recent decades with territories along the borders being overrun by barbarians. Around a fifth of the territory the Empire controlled at its height has been lost to a series of incursions that an Empire focused on internal politics was ill-equipped to repulse.

The game began shortly after the death of Empress Britta, leaving the collective player base as the most powerful individuals in the Empire. While the Imperial Senate has since elected a new Throne, Lisabetta, the challenge remains - to restore the Empire to its former glory by regaining the lands that have been lost, and to secure its future.

The Empire is formed from ten culturally distinct nations. Each nation has its own culture and customs but they are politically and legally unified. Although the players are all fundamentally on the same side there is rivalry between nations, with players competing with each other to lead the Empire and achieve their own goals.

Events represent the moments when the powerful and significant members of the Empire come together to shape its future. These are times when characters can take bold actions - there will be votes in the Senate and the Synod, opportunities to practise powerful magic, chances to make your fortune and battles to be fought that will determine the outcome of the Empire's military campaigns.

Look and feel

The inspiration for the setting is drawn from the late Byzantine period to the early Renaissance era. In creating the visual styles for the nations we have been inspired by some of the images from the Lord of the Rings movies, the Assassin's Creed and Dragon Age computer games, HBO Borgias and the Game of Thrones television series, the Starz Camelot series and even the BBC Merlin series.

The setting and the style of the game has also been influenced by modern fantasy literature, especially the highly political worlds of Jim Butcher's Codex Alera and Joe Abercrombie's The First Law.

The game is not a historical setting; history is just one of the starting points that has been used to create the distinctive looks and the culture of each nation. We want players to create characters and wear costume that fits the setting and their part within it. To help with this the wiki includes extensive information about each nation, the costumes that are appropriate and advice on how to create the right look. The goal is for everyone involved to be ambitious and work together to create a game that looks stunning and sets new standards for immersion.

The nations of the Empire

The Empire is formed from nine culturally distinct nations. Nations exist to provide the players with their primary source of identity - in the way that players in other fest systems are Malathians, Greeks or Lions, our players are Highborn or Navarr. The game is organised logistically along nation lines, with camps laid out for each nation. Nationality has no rules impact on a character’s skills or abilities, because we want to encourage players to choose their nation purely for its aesthetic and setting rather than for reasons of optimisation.

Nations are not politically independent, but they have a cultural identity that is identifiable and reflected in their dress, customs and attitude. The Empire has a single set of laws that applies to each citizen, and each nation elects senators to represent its political interests as well as generals to direct its armies in service to the Empire.

The Senate

Political control of the Empire is primarily through the Senate. Each nation selects its own senators, who serve for fixed terms. Senators vote on motions and make decisions that affect the Empire directly. The debates and business of the Senate is facilitated and administered by our NPC Civil Service and the Speaker. The Speaker’s role will be to chair and officiate meetings of the Senate.

In the absence of an Emperor or Empress, the Senate is largely in charge. Creating an Emperor or Empress is the responsibility of the Senate, but is not easy and we do not envisage it happening in the early part of the campaign. Even with the Throne occupied, the Senate continues to have a vital role in shaping the future of the Empire.

The point of the Senate is to provide a focus for political conflict between characters. It gives PCs the levers to control the Empire - but in uptime, rather than in downtime.

The Synod

The Synod is a political body and meeting place for the faithful of the Empire. It serves as the moral conscience of the Empire, but also possesses potent political powers supported by the Imperial Constitution. Membership of the Synod is open to all priests of the Imperial Faith with a congregation (represented by a personal resource), but a priest who is part of the Synod cannot simultaneously be a Senator or General.

The Synod has several powers including the ability to veto certain decisions of the Senate, to call Imperial Citizens before it to answer questions about their actions, and ultimately to dismiss senators and generals it deems to be corrupt or unvirtuous. They are also the only body able to intercede with the judiciary to plead for clemency for convicted criminals.

The Military, the Bourse and the Conclave

Three other "Imperial Structures" exist that rival the power of the Senate and Synod.

The Military is run by the generals who oversee war and conflict with the Empire's enemies. A position in the Military will give a character influence over the wars the Empire fights as well as the battles that take place at each event.

The Bourse is an arena for characters who are interested in trade and commerce. A position in the Bourse allows characters control of valuable resources that can be used to influence the economic development of the Empire.

The Conclave is a political arena for the powerful wizards in the Empire. Positions in the Conclave will be associated with magical prowess and power and characters involved in the Conclave will be able to shape the magical destiny of the Empire.

The Civil Service and magistrates

The Empire has an efficient and orderly civil service that helps administer the Empire. These are NPC roles played by crew. Their job is to facilitate the player leadership and keep the game immersive and challenging. They present details of the setting to the players in a purely IC manner, bringing onto the field aspects of the game that might otherwise have required referees, print outs or computers. The Civil Service lets the players enjoy the challenge of controlling an empire without getting bogged down in the bureaucratic details of administering an empire.

The Civil Service will also perform tasks such as managing meetings in the Senate, holding trials for accused parties and presenting intelligence to help the generals choose which battle opportunities to pursue. The Civil Service makes it possible for us to recognize what players are doing, and to ensure that their actions and decisions are reflected in the game world. The NPC Civil Service carry out a wide range of logistical functions, without being in charge.

The Magistrates are a specific branch of the Civil Service whose role is to enforce the law. Laws are created by the players in the Senate, but enforced by our NPC magistrates. PCs can be directly involved in the legal process, gathering evidence and arresting suspects, but trials will be conducted and judged by our NPCs. This ensures that breaking the law is meaningful and credibly dangerous, as well as keeping the resulting trials short and interesting.

Eternals

The world of Empire is known to touch six other planes of existence. These are home to magical entities called Eternals, some of whom are interested in the human world. Players - especially magicians - can meet and negotiate with the Eternals. The Eternals are not gods but possess magical powers that players will find useful. They have their own motivations and personalities, and characters will be able to bargain with them to advance their own agendas.

Lineage

Human PCs may choose one of six distinct lineages. Lineage represents a supernatural quality in a human character's make-up. This quality might be due to Eternal blood in their ancestry or represent exposure to powerful magic. The strength of lineage varies between individuals. Each lineage has a list of suggested roleplaying and physical trappings that offer guidance on how to play the lineage. The more of the trappings the player adopts for their character, the more like an Eternal and less like a human their character becomes. Characters with lineage are still human, and lineage has no impact on a character’s skills or abilities. It may however influence how other characters (especially Eternals) interact with them.

Lineage fills the role that race often plays in fantasy games. Only human characters have Lineage - orc characters, specifically, do not.

Barbarians, foreigners and Orcs

Barbarians are people who are not part of the Empire, that the Empire is currently at war with. There are several distinct barbarian powers which represent hostile tribes, kingdoms, and nations. The barbarians are designed to look cool in massive numbers in battles, to provide immersive, exciting and dramatic combat encounters, and to allow a range of interactions outside of combat. Most of the barbarian powers that currently surround the Empire are orcs. Players are not able to play barbarian characters - by definition, they are not welcome on the playing field.

Players are able to play Imperial Orcs. Imperial orcs are those orcs who were brought into the Empire decades earlier; as such, they are politically assimilated and loyal to the Empire. Imperial orcs have their own unique culture; effectively they are a nation of their own, although they lack territory and the political power that the nations of the Empire wield.

Other species exist in the world, but currently players may only create human or Imperial Orc characters.

Foreigners are people that are not part of the Empire, that the Empire is not currently at war with. The Empire trades with many of these foreign powers, and may host delegations from them. Foreigners have no ability to directly influence the future of the Empire, but may have political agendas that guide their interaction with the players.

Technology

While the basic technology of the game is aimed at a magical-medieval tone, there are a few things that go beyond the historical equivalents in the setting. The technology page lays out some of the important elements of common technology in the Empire that distinguish the setting from historical Europe. Most of these additions are designed to provide in-character explanations for real world technology - to make the setting fit the game better.

It is important to note that Empire is not a game of technological exploration - technological advancement and invention are not themes of the game. This means that you cannot invent binoculars by putting two spyglasses together - this is against the spirit of the game and would fail if you tried it. Substances like gunpowder are not part of our setting and cannot be researched or discovered.

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Getting involved

Contents

- 1 Overview

- 2 Why are Profound Decisions doing this?

- 3 Why Get Involved?

- 4 Ways to Get Involved

- 4.1 Set Building

- 4.2 Costume Making

- 4.3 Contributing to the Wiki

- 4.4 Crewing

- 4.5 Pitching In

- 4.6 Self-organizing

Overview

We want to make Empire be a community game in the sense that everyone who participates in the game has an in-character and out-of-character opportunity to be involved in making the game better - if they wish to be. Our goal is to try to make Empire a community game, one that everyone can contribute to and be a part of if they want to.

Our long term goal is to work with the players to develop the game to make it cooler. Once we have the basic game up and running and things are running smoothly, we want to build on the enthusiasm of the players and work together with players in the nations to create better sets, costumes and set pieces to make the IC camp look cooler. Working closely with everyone involved should allow us to produce a much more visually compelling game. Profound Decisions can provide funds for materials, participants can provide the skills and labour to make those materials into awesome costume and sets, so everyone gets a better game.

Why are Profound Decisions doing this?

In the past, we have striven to keep the players at arm's length when creating our events. We have taken the philosophy that it's our responsibility to create the game, and that the only appropriate responsibility for players has been to play it. We created a clear division between those who were crewing our games and those who were playing them and politely refused offers of help from the players. We did this to create games where having an important and significant character happened because of the things your character had done - not because of the things the player had done to help the event organizer. In Empire the leaders of nations, the famous heroes, the powerful mages - should be those characters whose in-character actions have brought them prominence, not the out-of-character time they have contributed.

But the undeniable truth is that the costumes, props and sets that we have created have simply not been as good as if we had accepted or sought out help. But there are also more subtle consequences. By refusing most help from the player-base it has been harder to identify and recruit new crew. It is also harder for players to use our campaign setting as a platform to develop their own event-running skills. It creates artificial distinctions which encourage distrust between organizers and players. Ultimately I think it runs contrary to what most live-roleplayers want - LRP is a very social game and events are most enjoyable when produced by an interested and involved community. Dividing people into players and crew works to undermine that community.

It is a perfectly valid criticism that a commercial LRP company could simply pay to have these things done commercially. In practice the economics are painfully clear; Profound Decisions has always been reliant on volunteers; there is no financial framework in which we can operate on a purely commercial basis. But more importantly what we can achieve by working with volunteers is not just better than that which we can achieve by operating alone - it’s unimaginably better. A key part of the logic of seeking much closer co-operation with everyone participating in the game is that we want to produce an epic game, we want to produce something that is utterly amazing - the closer we work with the community - the closer to that ambition we can get.

Why Get Involved?

We are determined to ensure that out-of-character involvement remains completely voluntary and does not affect a player's character in the game. Many of us have time-consuming jobs and don’t have the time to do anything more than turn up and play and participation won't be for everyone either for practical or taste reasons. We as event organizers - and the community of players who play Empire - need to ensure that “just playing” is no more or less valid than those who get involved in other ways. If we want the community to be as inclusive and accessible as possible then we need to make participation enjoyable - so that it becomes its own reward - not something that you exchange for credit with the players and organizers.

So getting involved is not about having an important or powerful character in the game. The reason to get involved is because you want to help and most important of all - because you'll enjoy yourself. We are striving to do everything possible to make the experience of getting involved as enjoyable as possible. Whether you're helping us put tents up, building incredible sets or monstering a battle, we want the experience to be fun. LRP is our passion and we want to work with people who share that passion. If that's you and you have time to contribute to making the games cooler than that is the reason to get involved.

Ways to Get Involved

There are loads of ways that players enthusiastic in Empire can get involved. A lot depends on what your skills are, how much time you have spare and what sort of things you enjoy. For the most part we are using Facebook to organize groups of people, but if you don't have a Facebook account then you can always email us and get involved that way.

Set Building

For the first event we are working to complete our two-storey tavern as well as building the Senate structure. There are also small projects around set dressing and creating props for the market place like street lighting. At present most of our set building takes place on site at Tournament Stud over the weekends. People come down for the day to help or camp over if they're able to do both days. All the materials and essential tools are on site, but if you're a skilled crafter and don't mind bringing your tools, more always helps!

Anyone can help with set building, provided you can work a drill or a hammer or a paintbrush and don't mind hard work. Some artistic talent or skill with tools is incredibly helpful, but everyone can play a role. Please don't just turn on spec though, get in touch and let us know that you want to come down. The best way to get involved is through the Facebook set building group.

You can also get involved with planning and creating set dressing. Set dressing is a real art, it takes talent to be able to look at a tent or a structure and know how to dress it to look the best. But planning before the event is incredibly useful, there are always bargains to be had on ebay and other places and preparation on set dressing before the event helps to transform a set. If you are able to help with dressing the sets and want to help then get in touch or join the Facebook group.

Costume Making

No LRP group can ever have enough costumes! We have two trucks full of costume, but we still need to create many more costumes for Empire. We need to make ref livery coats, civil service mantles, costume for Eternals and their heralds. We need costume for foreign dignitaries and barbarian orcs. But we also need shield covers for the shields we've bought, quivers for the arrows we've bought and so on and on.

We are buying all the materials, and of course in some cases we are paying for costume to be made up, but if people can help us by getting involved and turning material into costume or the like then it allows us to create vastly more costume for the same amount of money. The net result is that the NPCs and the game look better. The players are making incredible efforts on their costume and we want to make sure that we do everything possible to match their efforts.

The best way to get involved is through the new Facebook costume group. Sewing costume requires a degree of skill, but what is needed most is some enthusiasm and enjoyment of making kit. Some projects also suit folks with other skills, for instance making leather accoutrements for the barbarians or creating shield covers. At some point in the future we are planning to organize some costume making days, to get folks together to make kit, but until then most people involved are making kit at home.

Contributing to the Wiki

We want the Empire wiki to become a fantastic resource for people who are looking at making their own kit and costume. A number of very talented people have helped us create costume guides to offer advice on how to make kit and we're now adding to those with new submissions by players.

A kit diary is a fantastic way to contribute to the game. If you're making a new piece of kit, whether it's costume, a prop, shields, weapons, a tent - anything that could be useful for Empire, then keep a record of what you do, take plenty of photographs along the way and then write it up. The easier your kit diary is to understand and follow, the better. Once it's complete email it to Jude Reid who is collating the kit diaries and adding them to the wiki.

Eventually we hope to expand the wiki to allow player submissions in other areas.

Crewing

We are going to need a lot of crew for Empire, particularly people who are up for playing orc barbarians and having a lot of fights! We have a few spaces for people who want to help out with game administration in GOD and other roles, but our biggest need is for people to get involved and help us create the game by playing a wide variety of roles. There will be a lot of combat roles, but there will be a good mix of purely roleplaying roles as well.

Most crew positions are full time at the event, so crewing is something to consider as an alternative to playing the game. Crewing is free and is a lot of fun and you also get the satisfaction of knowing you have helped to create something a thousand plus people have enjoyed. If you are interested in joining the crew then the best place to start is by reading about crewing at Empire.

Pitching In

The alternative to crewing for those who want to play the game is to pitch in and help when you want to. If you're on site early and your own camp is already set up then find one of our set-up team and give them a hand putting up tents. It's hard work, but it's fun. If you want a break from playing your character for a while, or you just want to have some extra fights, then come and volunteer to NPC for us and we'll find some fun roles for you to play.

A lot of players have expressed an interest in creating their own monster kit for the event. Obviously we don't expect anyone to do this, but it's another brilliant example of the kind of commitment and contribution that will help to make the game look awesome. Eventually we hope to add guidelines to the wiki for players looking to create an identity and costume for the barbarian roles for when they are monstering the big battles.

Self-organizing

Ultimately the best way to contribute to Empire is to just do something that adds to the game. The people from Mandala recently ran a £30 costume challenge, challenging themselves and players to try and make costumes on a budget. They are organizing the whole thing but hopefully we'll have lots of pictures and information to add to the wiki when it's complete. By talking to other people in the Empire community we can share ideas for making costumes and props. A few people have already spoken to us about the prospects for running their own events in the Empire setting, something we're keen to support; there will be more information on that later in the year.

Our hope is that Empire can become a great platform for people who enjoy LRP as a hobby, not just playing but all aspects of LRP, writing plot, playing roles, creating kit, building sets, organizing events. We want to do what we can to support that and we hope that those of you who have the time and inclination will join us.

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Battles

Contents

- 1 Overview

- 2 Play One, Crew one

- 3 Safety

- 4 Objectives

- 5 Imperial Characters

- 6 Barbarians

- 7 Further Reading

- 7.1 General Information

- 7.2 Barbarian Tribes

Overview

Battles and skirmishes in Empire are the uptime aspect of the extensive military campaign conducted by the military council, and player military units to defend or expand the borders of the Empire. The downtime campaign provides the scenery and context for the uptime battles at events, and the importance of the decisions made by Imperial generals as to which battles and skirmishes they will undertake at events.

Empire battles are always objective driven and highly likely to feature movement and manoeuvring, often through wooded terrain.

Play One, Crew one

The first rule of participating in an Empire battle is that if you play one, then you must volunteer to crew one. Requiring the players to volunteer is the only way that we can create truly dramatic battles involving hundreds of characters at once.

Every event features at least two battles, so there is always an opportunity for every player who participates in the battle as their character to volunteer for another battle at the same event. The basic rule is that we expect players to volunteer to monster the other battle on the same weekend as they play a battle, but we appreciate that players may have health issues that make that impossible at times. In that specific situation it is appropriate to make up the deficit at the next event by monstering one rather than playing.

If you are affected by health issues that limit the roles that you can portray on the battlefield, then please make sure you let someone from the Profound Decisions crew know. Everyone who plays their character on the battlefield needs to volunteer to help with another battle, but there are a wide range of different roles that are available. We need help with reffing, safety, water carrying, getting costume and make-up ready and similar. Everyone has a chance to get involved and help create a great battle for their fellow players.

Safety

There are additional battle safety guidelines for all participants in battle.

Objectives

The functionaries of the Military Council will always know the primary objectives of a battle, informing the generals of what they are and a rough difficulty as worked out by civil service prognosticators. Battles are loosely graded as ‘easy’, ‘average’ or ‘hard’, though there may be variation between those difficulties depending on diverse circumstance (one hard battle may be more difficult than another). Secondary objectives may feature in many battles, these being plot or campaign relevant features. For example a notorious orc shaman might be on the battlefield whose capture or death would disrupt barbarian plans to perform rituals in the future, it might be possible to turn human slaves against their captors and so spread chaos through a region and so forth. Succeeding in those primary or secondary objectives will have significant effects on the overall military campaigns of the empire. Turning defeats into narrow escapes, reducing the casualties suffered by a campaign army, or removing skilled leadership from barbarian armies.

Each battle will be different, in some cases the PCs will arrive without sight of any barbarian opponents, in others they might arrive and be engaged immediately.

Imperial Characters

Functionaries in the Military Council and the Sentinel Gate will be able to inform Imperial citizens when a portal to a battle opportunity is available and for how long.

Those nations and banners going on a battle should be prepared to enter through the portal during that window of opportunity. While they may return from the battle at any time, the window to go to a battlefield is not long, and thus it is not possible to go back and forth, or to send later reinforcements if they should be needed.

On stepping through a portal to go on a battle or skirmish, players will then be timed out. Referees and other members of crew will assist players in going to the destination point for their teleport, on arriving there they will be timed in, arriving in the order and roughly the same formation as they walked through the portal.

You may return to Anvil from the point you arrived at your destination. It is not possible to then return to the battle once you have left. Again, you will be timed out on stepping back through the portal and make your way to the Sentinel Gate at anvil, on stepping back through the Sentinel Gate you will time in back at Anvil in the same condition as you left the off-field location.

Barbarians

Part of the social contract for Empire is that any player taking part in a battle as their Imperial character is required to take part in a battle as a barbarian character. Mustering for monsters begins 09:30, outside the monster tent. The latest you can arrive to get ready is 10:30.

Some events will have more than two battle opportunities for the generals to commit their nations to. When this is the case, you can select any one of the other battles you are not taking part in as your Imperial character to volunteer as a barbarian for. You may also choose to take part in more than one of those battles if you wish, and likewise can attend all of them if you have no intention of taking part in battles as your Imperial character but still wish to participate.

On arrival to volunteer as a barbarian you will be supplied with masks and armour where appropriate by PD and briefed on your role. While it is generally the case that groups of players are able to play together as barbarians, there may be times when we wish particular weapon combinations or armour to fight in specific units (e.g. all archers together). PD Crew will ensure the battle is explained to you and assist you in getting into your role as a barbarian character.

In some battles, barbarian reinforcements will arrive, this is to represent the barbarian numbers exceeding those of the number of barbarians we have available. To facilitate this, after you have died as a barbarian you should put your hand in the air, move clearly out of any engagement, and return to the designated place as explained to you by crew for that battle. To avoid breaking the immersion of the players you should wait until the current engagement is over - ideally when the players have moved on if possible.

While barbarians do have healers and will be using them, barbarian characters, unless otherwise informed, do not have a 3 minute death count. Barbarians can be considered dead (not terminal) one minute after they have been reduced to 0 hits. At that point you should move yourself out of the fighting area with your hand in the air and return to the reinforcement location.

Further Reading

General Information

- Battles

- Monstering

- Monstering a battle

- Playing a Barbarian

Barbarian Tribes

- Druj

- Grendel

- Jotun

- Thule

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Battles&oldid=61577"

Monstering

Contents

- 1 Overview

- 2 Volunteering

- 3 Getting More Involved

- 4 Essential Monstering Rules

- 4.1 Roleplay, Roleplay, Roleplay

- 4.2 Roleplay Heroic Blows

- 4.3 Remain IC and Support Immersion

- 4.4 Play the Ball, not the Man

- 4.5 Pay it Forwards

- 4.6 Roleplay Warriors, not Murderers

- 4.7 Do not Loot the Fallen

- 5 Non Combatants

- 6 Further Reading

- 6.1 General Information

- 6.2 Barbarian Tribes

Overview

Most of our Empire events feature large battles that take place between the elite heroes of the Empire and their barbarian enemies. Everyone who attends Empire has the opportunity to play some monster roles if they wish to do so, you can volunteer to monster for any of our quests, skirmishes or battles. If you want to play your character in one of the battles then you must volunteer to monster the other one - otherwise it's not possible to give anyone a challenging battle to fight.

Volunteering

The Imperial Military Council makes the decision on Friday night, which battles they are going to attempt that weekend and which nations will fight on each. This determines the battle opportunity that is available for your character - and which battle you will be expected to monster. Ideally, we hope that the Imperial generals will try to inform everyone of the decisions that have been made, but if you are unsure then ask your Egregore and they can let you know if you are fighting or monstering the next day.

Mustering for monsters begins at 09:30, and we will close Monster at 10:30. The battle will start at 11:00. The intention is that those people who are monstering the battle will muster up at the monster tent rather than going in-character that morning. Please try and be as prompt as possible.

Getting More Involved

We strive to make monstering as enjoyable as possible, so much so that some players choose to monster both battles if their character is not a combatant. However live roleplaying is ultimately a hobby where much of the enjoyment flows from the act of participating - the more you put into a game - the more enjoyment you can get out of it. Turn up for a battle is the basic minimum expected of everyone who plays a battle - but Empire has been deliberately designed to allow participants to invest in the experience to make the most of monstering for themselves and the other players.

Playing a barbarian lists some of the things that are possible for people who want to get more involved and get the most out of monstering and explains how the game setting is set up to handle this.

Essential Monstering Rules

Roleplay, Roleplay, Roleplay

You should endeavour to roleplay your blows and injuries as much as possible. The challenge of the battle is set by the actions of the players, the choices they make and the characters set by the battle manager. Your goal is to make the battles and the fighting as atmospheric and immersive as possible, by emphasizing the roleplaying of the fights.

Roleplay Heroic Blows

Do not deliberately aim heroic blows at hands and feet, while they are valid targets under the rules, they are not credible locations for a heroic blow under the spirit of the rules. As a barbarian your goal is to emphasize the heroic nature of this blow, by aiming a suitable strike at the torso or limbs of your enemy.

Remain IC and Support Immersion

If you are unsure whether you were affected by a heroic ability or spell, then take the effect. The battle will be cooler for everyone if you react to the actions of the Imperials rather than arguing over whether an arrow hit a steel plate or leather instead.

Play the Ball, not the Man

As a barbarian your role is to provide an amazing challenge for the players who are playing their character, but it is important to stress that you are there to bring their adversaries to life, not to beat the players or kill characters. You must roleplay as a barbarian according to your brief and follow the instructions of your leaders and referees. It is up to the Imperial characters to win or lose the battle.

Pay it Forwards

Don't forget that as a barbarian you are there for the enjoyment of the Imperials as well, if you give them a great fight with amazing roleplay, they will want to do exactly the same for you.

Roleplay Warriors, not Murderers

Under no account should you use the execute call unless specifically briefed to do so by a referee. In general barbarians do not stop to execute fallen opponents while the fight is still ongoing. Forces like the Jotun in particular are noted for their honourable behaviour, allowing their enemies to withdraw if defeated and taking hostages.

If the Imperial forces engage in widespread butchery, murdering barbarians who have fallen, then we will respond accordingly by providing our dedicated NPC crew with instructions to retaliate against the murderers.

It is not helpful for player volunteers to execute player-characters under any circumstances, as this damages the trust in the volunteer system that is essential to the game.

Do not Loot the Fallen

Do not loot fallen Imperial characters unless specifically briefed to do so by a referee. In general barbarians are focussed on defeating their enemy and winning the battle, not collecting loot. In some battles specific NPCs from our dedicated monster team will be instructed to loot fallen characters for their wealth.

It is not helpful for player volunteers to loot player-characters under any circumstances, like execution, this damages the trust in the volunteer system that is essential to the game.

Non Combatants

If you are affected by health issues that limit the roles that you can portray on the battlefield, then please make sure you let someone from the Profound Decisions crew know. Everyone who plays their character on the battlefield needs to volunteer to help with another battle, but there are a wide range of different roles that are available. Everyone has a chance to get involved and help create a great battle for their fellow players.

Further Reading

General Information

- Battles

- Monstering

- Monstering a battle

- Playing a Barbarian

Barbarian Tribes

- Jotun

- Grendel

- Thule

- Druj

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Monstering&oldid=54334"

Children

Overview

Live roleplayers of all ages are allowed to attend our Empire events. We believe that the Empire game setting provides a unique opportunity for the inclusion of young players in a natural way as part of the world.

Our context for including children in the game starts with the premise that children must roleplay characters who are children and that their parents or carers must roleplay characters who are their parents or carers. The Empire is very concerned with the education and training of children, to ensure that they grow into heroes. We will focus our activities for younger players on things that the Empire can deliver that are appropriate for their characters within the setting.

Empire is not a “family friendly” event. This means that you are not expected to moderate your language in the presence of other players, any more than your character would normally choose to do. Profound Decisions are of the opinion that children will hear far worse every day at school and that words alone don’t affect a child’s social development. We accept that this is not everyone’s view, but that position is the basis on which we are running the Empire game - if you are not happy for your children to hear adults swearing then you must not allow them to attend the event.

Anyone under the age of 16 wishing to attend the festival must be accompanied by someone over the age of 18. Those who are ages 16 or 17 are allowed to attend the festival unaccompanied, but this decision must be made with the consent of a parent or legal guardian.

Contents

- 1 Overview

- 2 Goals

- 3 Guidelines for all adults

- 4 Child Protection

- 5 Bookings

- 6 Additional guidelines

- 6.1 Guidelines for parents and young live roleplayers

- 6.2 Age specific information

Goals

- To give young live roleplayers an awesome LRP event to attend.

- To prevent issues surrounding young live roleplayers damaging immersion for all attendees, (adults and children).

- To ensure that Profound Decisions meets its moral and legal obligations to protect all our event attendees to the best of our ability.

Our primary goal in including under sixteens in our games is to give those roleplayers an awesome live roleplaying event. It is easy to idealize that we will have opportunities to teach children how to roleplay or help improve young children’s confidence or initiative, that we can enable parents to attend or similar.

None of these are part of our stated objectives - of course it is lovely if we can help young players become better live roleplayers or gain confidence but a child’s education is their parent’s responsibility - not ours. It is great if allowing children to attend improves access to the game for parents and carers. But these are not our goals; the fact that children pay less than the adults is no more relevant than the fact that people booking early pay less than players paying on the gate. Our responsibility is not to the parents or to the LRP community - our single overriding responsibility is to the young player. We must aim to give them a fantastic roleplaying event to attend, the same as we do for all our players.

Other than our moral and legal obligations to ensure that we protect children and adults attending our event, the only other caveat is that we ensure that our guidelines minimize the capacity for individual live roleplayers to disrupt the event for other players - children and adults. For the benefit of all our players we need to put clear rules in place for young players and their parents so that everyone can be confident that individual players will not be allowed to upset the event for others.

Guidelines for all adults

When roleplaying, you should aim to treat children as children as far as is humanly possible. However this is within the context of a society that expects children to have as much autonomy and responsibility as they can sensibly handle. The Imperial viewpoint is that the Empire is defended by its heroes and that children are the heroes of tomorrow. As such they are encouraged to take an interest in the business of the Empire and the way it runs, to learn how to fight and defend themselves. You determine how your character regards children, but your character is part of a society that tries to include children, not one that believes children should be “seen and not heard”.

However, children are still children, and a degree of realism is an expected part of the setting. You wouldn’t expect to take an eight year old to a battle or on a dangerous quest, nor would you be happy to see them running around wielding a sharp sword or any other lethal weapon. In the Empire, children have to earn the right to carry a weapon, when they have proved they are strong enough to wield it and mature enough to carry it.

Children, especially young children, will on occasion cry. This is perfectly normal in the real world, and your character should not make a fuss if it happens. It is exceptionally difficult to communicate to a parent that you are unhappy with their child crying IC, while perfectly happy with it OOC; there is a high risk that this will be seen as an OOC complaint. For this reason we ask all players to play characters who accept that children cry and are not unduly bothered by this.

As swearing is permitted at Empire, it is not appropriate to complain at the language used by other players in the presence of children for the same reason that it is not a good idea to complain about children crying, it is very difficult to roleplay these scenes without confusion about the IC/OOC nature of the complaint. A normal character in the setting might well avoid a string of expletives in front of a young child, but as a player your right to roleplay without having to watch what you say is clearly laid out in the social contract of the game.

Public nudity, of the kind that would not be permissible on a beach on which children are playing, is not appropriate at Empire. Your fellow players, of any age, do not want to see that, so ensure that genitalia and nipples (if female) are completely covered. The only exception to this is for people who are breast-feeding. This is perfectly acceptable at Empire, as it would be in many modern restaurants and other public areas.

If you are unhappy out-of-character with the behaviour of another player (of any age), then the correct response is to bring this to the attention of a member of the PD crew. This is particularly important if it is a situation where another roleplayer is struggling to remain in-character, for whatever reason. We will deal with the situation and speak to the player, or to their parent or carer as appropriate.

Empire is a political PvP game, but violence between citizens of the Empire is forbidden by law and the game is not intended to contain physical PvP conflict, beyond the possibility for the occasional assassination. Consequently your character should have very few reasons to want to threaten a child. It is appropriate for you to assume that a child’s OOC parent or carer is also their IC parent or carer and is therefore responsible for their actions. You should take IC action against the IC parents for the IC actions of their IC children wherever possible.

If your character does wish to act against a young live roleplayer, from a minor confrontation to kidnap or murder, you must obtain a member of our referee team and clear your actions with them first. They will assess the situation and take whatever steps are appropriate, to speak to parents or the child, to ensure that the child is mature enough to roleplay with the situation and that the child and adults involved are suitably protected. Anyone violating this rule will be dealt with harshly.

Child Protection

- Avoid being alone with a child

Profound Decisions have a robust set of child protection policies which we encourage all participants to read. However the single most important element that all event attendees should be aware of is the need to avoid being alone with a child. It is very important that older players make all possible efforts to avoid situations where they are alone with a child. The ideal situation is to have at least one other adult and two or more children present at any time. This is for your protection, as much as for the protection of the child, and is good advice for anybody in contact with children in modern life.

Bookings

Every person who attends one of our events must have their own account- there is no way to buy a ticket for children from your own account at this time. Instead you must create a separate account for them. Once you enter the correct date of birth for your child, then the child tickets will become available.

Please make sure you fill in the next of kin details appropriately as we will use these to check that children are attending the event with a suitable adult.

Additional guidelines

Additional guidelines are available for parents or carers as well as for young live-roleplayers. If you are a parent or carer please make sure that you have read the guidelines for parents, those for young live roleplayers and the age specific information that is relevant for your children or those in your care.

Young adults that are old enough to read and absorb the guidelines should be encouraged to read the guidelines for live roleplayers of their age. Parents should go through the guidelines with younger children to so that they can help them to follow the rules. If you wish to, you may also read our child protection information.

Guidelines for parents and young live roleplayers

- Guidelines for parents or carers

- Guidelines for all young live roleplayers

Age specific information

- Information for under 7s

- Information for 7-10 year olds

- Information for 11-15 year olds

- Information for 16-18 year olds

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Children&oldid=62160"

Events

Contents

- 1 Overview

- 2 Event Dates in 2018

- 3 Time-in and Time-out

- 4 Early Arrival

- 5 Location

- 6 Booking and Prices

- 6.1 Multi-booking Discounts

- 6.2 Concessions

- 7 Payment

- 7.1 Ebanking

- 7.2 Standing Orders

- 7.3 Cheque

- 7.4 Card Payments

- 8 Cancellations and Transfers

Overview

Profound Decisions will run four Empire events each year. Although we are keen to give players the freedom to run their own Empire events if they wish, we believe it is also important for players to know what level of commitment and involvement a game presents. Therefore there will only ever be four Profound Decisions Empire events each year.

Event Dates in 2018

OOC details for all our events in 2018 are below. If you have any questions about the details then please email us and we will endeavour to answer them for you.

Event

Start

End

Location

Winter Solstice

27st April

29th April

Dadford Road Campsite

Spring Equinox

15th June

17th June

Dadford Road Campsite

Summer Solstice

27th July

29th July

Dadford Road Campsite

Autumn Equinox

14th September

16th September

Dadford Road Campsite

Time-in and Time-out

Time in is at 6pm on Friday and 10am on Saturday and Sunday morning. Time-out is at 1am Saturday morning and Sunday morning. The event ends with final time-out at 3pm on Sunday.

Early Arrival

Although there is no role-playing before time-in on Friday, you are very welcome to arrive early to begin setting up your camp. The bar will be open on Thursday evening and our caterers will be aiming to provide hot food. Please enjoy this opportunity to socialize out-of-character.

The earliest that you can arrive is 1:00 pm on the Thursday before each event. Please note that the arrival time is two hours later than last year - as we need the additional time to finish site preparations before players arrive. There is an additional charge of £5 for anyone who stays on site on Thursday night that must be paid on the gate in cash only.

Location

All our events in 2018 will be held at our current site next to Dadford Road Campsite, off Dadford Road, near Dadford in Buckinghamshire.

Booking and Prices

Online booking is available for all Profound Decisions events via our online account system. Please create an account, enter your details and choose which events you wish to attend. You can even use the online booking system if you wish to pay by cheque as the system will give you a single booking reference to write on the back of your cheque.

All our events cost £65 if booked well in advance. The price rises after the early booking deadline and then again if you pay on the gate. Please see our ticket booking deadlines for details. Various discounts are available and all discounts are cumulative.

Multi-booking Discounts

If you book for more than one event simultaneously then you are receive a £5 discount for each additional event that you book. For example, if you book for three events then you are eligible for a discount of £10 from the total price.

Concessions

Players are eligible for a discount of £15 off the price of each event if they are eligible for concessions. Anyone who is a full time student, a full time member of the armed services, a pensioner, or receives state benefits as their main income is eligible for the concession on the ticket price. You only have to be eligible at the point where you provide the proof of your eligibility, so students or can claim the discount for the year even if their course ends in the Summer.

You must provide proof of your eligibility. The best way to do this is to email proof to us at admin@profounddecisions.co.uk after you have booked. We can then mark your entire booking as having the concession confirmed. If you don't do this then you will be forced to bring proof to the event and then queue up in a long queue at GOD before you can play. Please don't do this, it's bad for you and bad for us! Email us a scan of your proof and we will log it to your account.

Payment

Ebanking

You can pay for your ticket with a simple bank transfer, which is quick and easy especially if you use internet or telephone banking. The online booking system will provide you with a simple reference number to use when making your booking. This reference number is unique for your account and never changes.

Bank transfers are by far the cheapest way for us to take payment. If you do not mind what payment method you use then please pay by bank transfer as it helps us considerably.

Standing Orders

You can set up a standing order to pay for your tickets. The online booking system will provide you with a simple reference number to use when making your booking. This reference number is unique for your account and never changes. We do not get charged for standing order payments, so like bank transfers, it helps us out considerably if you choose to pay this way.

Cheque

PD No longer accept cheques as a valid form of payment.

Card Payments

Your can use most cards to pay for your bookings if you use the online booking system. If you don't wish to enter your details online then you can phone the office on 0845 0944 798 and we can process a card payment for you.

Cancellations and Transfers

You may cancel or transfer a ticket for an event if you inform us before 6pm on the Friday that the event begins. You can inform us by sending an email or leaving a message on our answer machine. We reserve the right to charge a £5 administration fee for cancellations or transfers within two weeks of the start of an event.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Events&oldid=62271"

Dadford Road Campsite

Contents

- 1 Overview

- 2 Queries

- 3 Arrival

- 3.1 OOC Camping Fields

- 3.2 Quiet Camping Field

- 3.3 Tent Only Camping

- 3.4 IC Camping Fields

- 3.5 Crew Camping Fields

- 4 Mobility Needs

- 5 Assistance

- 6 Site regulations

- 6.1 Ground Fires

- 6.2 Rubbish

- 7 Site Address

- 8 Directions

- 8.1 From M40 North

- 8.2 From M40 South

- 8.3 From M1

- 8.4 By Train

- 8.5 Minibus from Banbury

- 8.6 By Bus or Taxi

- 9 Amenities

Overview

All our events in 2018 will be held on the land next to Dadford Road Campsite. We will update the website with additional information on public transport soon.

Now that we have had time to address the access issues on the site, the restrictions which were in place at Easter have been significantly relaxed. Please read the information below carefully.

Queries

For all site related queries about Profound Decisions events at Dadford Road Campsite, please contact Profound Decisions, please do not attempt to contact the site.

Arrival

- The entrance to the site is marked Dadford Road campsite

- Continue on the farm track, past the buildings, until you get to the woods that is part of the event site

- There will be a temporary road for vehicles made from wood chip running through the event site

Our gate team will be on hand to meet you by the side of the track at the boundary of the event site. They will be able to answer any questions you have on the day and give you additional direction.

There is a temporary road made of wood chip that goes through the out-of-character camp, through Anvil and back round to the farm track. Vehicles will be allowed to leave the road provided the conditions are acceptable, please check with a member of crew for further details when you are on site.

OOC Camping Fields

- Pitch and park available

- A separate extra parking is available for those who want to come and go during the event

- PD's temporary hygiene facilities will be in place

The OOC camping fields are adjacent to the Anvil field. We will deploy our existing mobile toilet facilities here; these are recirculating toilets with a standpipe nearby for washing hands. This camp is ideal for anyone who wants easy access to their OOC camp throughout the weekend.

Quiet Camping Field

- Quiet camping is located in the field in front of the farm buildings just before the Anvil area

Due to circumstances beyond our control we are not able to use the camping field near the entrance this year as it is in reserved for other events. However we have a new quiet camp which is much closer to the game area. It is marked on the map, it is the field on the right hand side just before the main game area. There are additional toilets provided by the site for this field.

Please do not camp in any of the first four fields near the site entrance - please drive down the farm path to the event location and speak to the gate crew for further directions.

Tent Only Camping

- No vehicles of any kind in this field

The field behind the woods is set aside for player camping. Some players may find it convenient to use this field if it is close to their in-character camp. Due to the nature of the ground here, it is not possible to take vehicles of any kind into this field - including our 4x4s. We have extended the wood-chip road so that it goes to the edge of the field. Players wishing to camp here are allowed to drive their vehicle down to the gate before and after the event to load and unload from there.

You may park your car in the quiet camp or in the extra parking area.

IC Camping Fields

- No vehicles are allowed on this field - other than on the wood-chip road

- PD's temporary hygiene facilities will be in place

We have purchased two brand new mobile toilet blocks which will be deployed in the Anvil field. These are recirculating toilets with cold water in the wash basins for washing.

There will be a temporary wood-chip road in place running through the IC field. You may drive your vehicle anti-clockwise only around this road - you may not drive off the road. You may pull up on the left hand side to unload your vehicle.

Crew Camping Fields

- Camping for crew only

The crew camping field is for crew only. It lies beyond the out-of-character camping field. Crew may choose to camp here or in any of the player camping areas. GOD, and monster will all operate from this area.

Mobility Needs

There will be special dispensation for players with significant mobility needs. Please check with the gate staff on arrival - email us at matt@profounddecisions.co.uk to discuss what arrangements will suit you best.

We aim to make our events accessible to all and will do everything possible to help you enjoy the event.

Assistance

- We will have two 4x4s with large trailers to help move equipment

- We can tow trailers on and off the Anvil field

Members of our site team will be on hand with a pair of 4x4s with trailers to help players move IC equipment to areas of the IC field that are not already close to the temporary road.

Site regulations

Ground Fires

Fires must not be set on the ground, they must only be lit on the oil drums provided or an equivalent that keeps the fire off the ground. Existing fires should be completely extinguished each night. We are arranging firewood for the site. The site includes land that is actively farmed - so please do not throw rubbish that does not burn into campfires - particularly tins, bottles and bottle tops.

Rubbish

Please make sure that all your rubbish is suitably bagged and disposed of in the skip before you leave site. Do not overfill your rubbish bags - more bags are available on request from GOD at any time. The skip is located in the main OOC field. Please ask for directions if you cannot find it.

Site Address

Dadford Road Campsite, Dadford Road, Stowe, Silverstone, Buckinghamshire, MK18 5LH.

Directions

The event site is easy to get to with main roads nearby - players should find that their satnav has no problem directing them by the most sensible route. If you are having problems follow brown heritage road signs for Silverstone race track.

From M40 North

- Leave the motorway at J11

- Take the second exit at the roundabout marked Brackley A422

- Stay on the A422 until it meets the A43 as it goes round Brackley

- Stay on the A43 until you see the exit signed for Stowe, Dadford, Aberthorpe, and Silverstone

- Come off the A43 but continue straight on for 500m until you see a sharp right turned signed for Silverstone race track

- Continue over the A43 and straight on at the roundabout on the Dadford Road

- Stay on Dadford Road, straight over two roundabouts, past Silverstone race track

- The campsite is the third entrance on the right - it has blue signs indicating the entrance

From M40 South

- Leave the motorway at J10 and take the third exit the A43 signed for M1 and Northampton

- Continue on the A43 round Brackley towards Silverstone race track

- Stay on the A43 until you see the exit signed for Stowe, Dadford, Aberthorpe, and Silverstone

- Come off the A43 but continue straight on for 500m until you see a sharp right turned signed for Silverstone race track

- Continue over the A43 and straight on at the roundabout on the Dadford Road

- Stay on Dadford Road, straight over two roundabouts, past Silverstone race track

- The campsite is the third entrance on the right - it has blue signs indicating the entrance

From M1

- Leave the motorway at J15A and take the A43 towards Oxford & Banbury

- Stay on the A43 past Towcester

- Come off the A43 at the junction signed for Stowe, Dadford, Aberthorpe, Silverstone.

- Left at the roundabout onto Dadford Road

- Stay on Dadford Road, straight over two roundabouts, past Silverstone race track

- The campsite is the third entrance on the right - it has blue signs indicating the entrance

By Train

The most convenient train station is Banbury (which has good links to London Marylebone and Birmingham).

Minibus from Banbury

- There is a free minibus service between Banbury and the site

We will operate a minibus service collecting players from Banbury train station and bringing them to site. This minibus will leave Banbury at 15.45 and 19.15 on Thursday and then at 12:00, 13:30 and 15:00, and 16:30 on Friday. Return trips on the last day start from 16:00 until everyone is ferried.

By Bus or Taxi

From Banbury you may also take the Stagecoach 500 bus to Brackley which is 5 miles from the site and then use a local taxi. Taxis include Braxi Taxis (01280 700 600) and Direct Taxi Services (07512 929 297).

Amenities

Brackley has a large Tesco store on the southern edge of the town and a Waitrose more centrally. There are various other shops and takeaways in the centre.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dadford_Road_Campsite&oldid=62265"

Event information

Contents

- 1 Overview

- 2 Tickets

- 3 Arrival Times

- 4 Time in

- 5 Registration

- 6 IC Photographs

- 7 Weapons Check

- 8 Telephone

- 9 GOD

- 10 First Aid

- 11 Food and Drink

- 11.1 Beats and Bass Pizza Place

- 11.2 Conspiracy Catering

- 11.3 Flavours of Africa

- 11.4 Giddy Kipper

- 11.5 Mhorish Goodfood

- 11.6 Obanzai

- 11.7 Routes Coffee

- 11.8 Yuleys Bratwurst

Overview

The following event information is applicable for all our events. Please feel free to point people to this page if they are looking for information on details for times, dates and other recurring event details.

Tickets

The gate crew at all PD events have a list of every player who is booked for the event on it. They will check your name off as you arrive. If you are not sure if you are booked for the event, then you can check your booking status by logging in to your PD account or by emailing the head office.

Please make sure that you have entered your car registration number on your PD account if you are travelling by car.

If you have claimed the concessionary ticket price, please make sure that you email a copy of your proof of eligibility to the head office or bring a copy with you to the event.

Arrival Times

Players are allowed on site from 13:00 hrs (1pm) on the Thursday before the event starts. There is an additional charge of £5 to arrive one day early; this is paid on the gate and MUST be paid separately in cash.

The gate will close at approximately 10pm and will open again at 10am on Friday morning. If you are arriving after this time, there will be a number on the gate that you can call and security will open the gate to allow you in.

Time in

Empire begins at 6pm on Friday and ends at 1 am that night. On Saturday time in begins at 10 am and ends at 1am. On the last day of an event time in begins at 10 am and ends at 3pm.

All players must be off site by the evening of the last day.

Registration

We will open GOD for event registration at 12:00 Noon on Friday. It is likely that GOD will open on Thursday evening for a couple of hours for pack collection only if we are well ahead with our preparation . We will put up a sign outside GOD as soon as it is open. Once you have pitched your tent then come to GOD to collect your event pack. Your event pack will contain your character passport, your character's money, phys-reps for resources you have, ribbons for any special items and cards for mana crystals, liao and herbs.

IC Photographs

We will have a member of the GOD team taking photographs of characters in their costume.

Your picture should be of you wearing your costume and kit and any make-up or prosthetics that are appropriate.

Weapons Check

Bring your weapons to the weapon check point at the tip of the Wintermark camp near to the Sentinel Gate to get them checked by a Profound Decisions weapons checker before use. There will be a large grey banner on the tent to identify it. The best time to get your weapon checked is Friday day before the event starts where possible.

If you are taking part in the battles then your weapons will need checking before each battle. The first time you get your weapon checked we will put a coloured rubber band coded for the event on it. On Saturday any weapon that isn't banded will be checked before it can be taken on the battlefield. On Sunday we will check all weapons before they go on the battlefield.

Any weapon that fails a safety check will be tagged with a weapon-fail cable-tie and must be put stowed in an OOC area (or at GOD if you don't have access to any OOC area) until the end of the event.

Telephone

For appropriate use only, our on-site mobile number is 07817 133793. This will be manned by Profound Decisions event team on the run up to the event, and held by our security team throughout the event. If you need to get hold of Profound Decisions to report an emergency then you can call this number.

GOD

Any enquiries that you have about your character, the game or the event can be dealt with at GOD. This is located in the OOC camping field, near the entrance to the IC area.

First Aid

The First Aid tent is immediately in front of GOD. Qualified first aid staff are available at all times here or via GOD. Please report any medical problems to First Aid or to any member of staff with a radio.

Food and Drink

Drinks and snacks are available from our fully IC tavern. The bar will be serving drinks on Thursday evening, but is OOC until time in on Friday. We have a wide range of caterers serving food and drinks listed below.

Beats and Bass Pizza Place

Beats and Bass sell freshly made Neopolitan style pizzas with meat & vegetarian toppings, and a vegan cheese option so there’s something for everyone. They also sell rustic potato wedges with homemade salsas, and organic, fairtrade hot & cold drinks.

For more details of the planned menu see the Beats and Bass page.

Conspiracy Catering

Conspiracy Catering will be serving big breakfasts, fast lunches and roast dinners with plenty of vegetarian options. The provisional menu for the next event is:

- Cooked breakfast; 50p per item

- Lunch; Tex-mex & Mediterranean wraps or Burger & chips £4

- Dinner; Carvery £3-5

Flavours of Africa

Flavours of Africa provide authentic African and Nigerian cuisine in particular to the discerning foodie. Their mission is to take Nigerian dishes to every home in the UK using street food, food festivals and outdoor events as our channels of engagement.

Giddy Kipper

Giddy Kipper will be providing meals in the in-character area, with an emphasis on great quality vegetarian food.

For more details of the planned menu see the Giddy Kipper page.

Mhorish Goodfood

Mhorish will be serving tasty, filling, hot meals from the kitchen next to the Skian Mhor trade stall in the market place.

Obanzai

Obanzai will be providing a range of beautiful meals from their pan-asian menu. For more details of the menu see the Obanzai page.

Routes Coffee

Routes Coffee will be serving a great range of hot drinks with top notch coffee and great customer service at any event, however big or small.

Yuleys Bratwurst

Yuleys Bratwurst sells a range of different bratwurst all cooked on charcoal. All served with German condiments, Mustard, Curry and Tom ketch in a soft sub roll.

- 20” long Pork Bratwurst - £8

- 10” long Pork Bratwurst, Ham and Cheese Bratwurst, Ham Bratwurst - £6

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Event_information&oldid=65105"

Sanctioned events

Introduction

Sanctioned events are LRP events set in the Empire world that are not run by Profound Decisions but are still considered to be part of our ongoing campaign. The sanctioned event rules explain how sanctioned events work in more detail.

Sanctioned events are not run by Profound Decisions - and although we will take reasonable effort to try and ensure that the plot of these events is consistent with our campaign, we are not responsible for the style or quality of these events. One of the advantages of sanctioned events is that they give you an opportunity to play your character at a very different style of event. We will encourage sanctioned event organizers to make clear what kind of events they are running.

If you are running a sanctioned event set in the Empire world then please contact us and we will add your event to the list.

Forthcoming Event List

Writing on The Wall

3 pm 30thJune

Pomegranate Restaurant, 1 Antigua Street, EH1 3NH Edinburgh, United Kingdom

Writing on The Wall

A new story has been added to the Great Walls of Damata, the tale of the Sinking of the Freeborn Storm. Argi i Guerra and the Celesti invites the great and the good of the Empire to join them for a banquet before the grand unveiling of the engraving (and inevitable street party).

For more details contact Gordon@strangecompany.org.

Further Reading

- Sanctioned event rules

- Imperial Law at sanctioned events

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sanctioned_events&oldid=63845"

Contact Profound Decisions

Contents

- 1 Email

- 1.1 Feedback

- 1.2 Conduct

- 1.3 Crewing

- 1.4 Questions about Empire

- 1.5 Questions about your account

- 2 Phone

- 3 Address

- 4 Mobile

Email

Email is the best way to contact us. Please pick the single most appropriate contact and send your email to that address only. We try to respond to all emails quickly but please bear in mind that we receive over a hundred emails a day during busy periods.

Feedback

- matt@profounddecisions.co.uk - Feedback is vital in helping us to improve our events, please email matt directly with any feedback you have from an event.

Conduct

- conduct@profounddecisions.co.uk - Any issues to do with the conduct of other participants are best sent direct to the conduct team for the fastest possible response - but you can contact individual members of the team directly if you prefer.

Crewing

- crew@profounddecisions.co.uk - Email the crew team if you are interested in helping out with events.

Questions about Empire

- rules@profounddecisions.co.uk - This is the email to use for any queries about the rules for Empire.

- plot@profounddecisions.co.uk - This is the email to use for any queries about the Empire setting or plot - as well as for information submitted for player events.

- backgrounds@profounddecisions.co.uk - This is the email for all queries about character and group backgrounds for Empire.

- new.player@profounddecisions.co.uk - This is the email for all queries about how to start and play Empire. Queries about current and future characters are also welcome.

- wiki@profounddecisions.co.uk - This is the email to use to report what you think is a mistake on the wiki.

Questions about your account

- admin@profounddecisions.co.uk - for all queries about your account, booking for events, payments and refunds.

Phone

You are welcome to phone the office on 0845 0944 798 and we’ll take your call during normal working hours. We’re often working late in the office, so you are welcome to try your luck calling during out of office hours, but we can’t guarantee a response.

Address

Please address all correspondence to our PO Box - Profound Decisions, PO Box 666, Preston, PR2 1ZW.

Mobile

We usually head for site around four days before each event begins. You can use our mobile number, 07467 909227, if you need to contact us on site for any purpose.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Contact_Profound_Decisions&oldid=62831"

Feedback

Overview

Live roleplayers rarely like to complain; we're all very aware that running an event is difficult and everyone involved is trying their best. Because of the social nature of the hobby, we're often friends with the some or all of the people running the game, so we don't want to upset our friends by appearing critical. And because event running is always stressful and always frantic and most organizers have to run events around their real jobs then a lot of players tend to assume that we're too busy to deal with feedback.

But getting good feedback from players is essential to improving a game. As organizers, we don't have the luxury of playing the game, we know a lot about the game and what happens but our perspective and experience is very different from the player one. We want feedback because we want to make our games as awesome as we can - good feedback is essential to achieving that. And the advantage of running Profound Decisions as a full time job is that we don't have to work it round our day jobs - so we're never too busy with real life to talk to you about the game.

So please don't feel hesitant about talking to us about anything you think will improve the game for you or for other participants!

Best Way

If you do have a complaint, a concern or want to give feedback then please go to GOD and ask to speak to a member of the Profound Decisions management team. The management team are employees of Profound Decisions whose job it is to deal with any serious problems that you have. If an issue is serious or distressing then we would urge you to bring it to attention of the management team as early as possible. We will try to promptly resolve any problems that arise.

If there is any part of our game that you wish to discuss with Profound Decisions between events, then you can contact Profound Decisions at any time. The best way to send feedback is to email matt@profounddecisions.co.uk with your comments but you can also write or phone us at any time.

Worst Way

Profound Decisions is a professional live roleplaying company dedicated to producing high quality events. However the majority of crew that you encounter at an event are volunteers who have freely given up their time to make the event more enjoyable for everyone. Please respect their generosity and do not ask them to handle complaints. Please remember that this is their hobby too. We require our participants to be civil towards all members of the volunteer crew at all times.

Critically we find that a lot of players tend to assume that if a friend is a member of crew then it is better to talk to them about a problem than bother PD. Unfortunately this is the worst possible way to pass on feedback or complaints. Second-hand feedback is rarely very useful, if only because the issues get more confused and less verifiable the more they get passed on. If you have an issue you want to raise with us, I would much rather talk to you about the issue than hear it from another party, regardless of how important a member of our crew you might perceive that person to be.

Please bring any issues directly to us yourself if you possibly can, rather than passing them on to a third party.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Feedback&oldid=54899"

Forums & Facebook

Contents

- 1 Introduction

- 2 Forum

- 3 Facebook Page and Group

- 4 Player Support & New Player Help

- 5 Nation Groups

- 6 Involvement Groups

- 7 Unofficial Facebook Groups

Introduction

With over eighteen hundred players, Empire has an active online community that use a wide range of different social media. We maintain our own Facebook groups and forums for users to discuss the game and related issues but there are also a plethora of Facebook groups used by different groups of players.

Forum

Profound Decisions also host their own official Empire forum for players and crew alike. These forums are moderated by the same team that supervise all our official Facebook groups to ensure posts remain civil and relevant. They are a great place to chat with the game designers or the crew about any aspect of Empire especially for those who prefer the kind of longer, more thoughtful conversations, that forums encourage.

Facebook Page and Group

We maintain our own official Facebook page which we try to update regularly with blog posts and important news about the game. If you just want to keep abreast of the latest news it is worth liking and following the page.

In addition we run the Empire Facebook group where participants can discuss anything Empire related. The group is firmly moderated to ensure that conversations remain polite and on-topic. If you want to have a public discussion with the game designers or the crew about any aspect of Empire then this is a great place for it.

Player Support & New Player Help

We also have an official Facebook group that is just for providing support for players, especially for new players who are seeking help. If you are new to the game and full of questions then this is the best place to start your journey. There are lots of players in the group who are keen to help as well as key members of our player support team who are on hand to help you get questions answered and problems sorted.

Nation Groups

We also operate an official Facebook group for each of the nations. These are a great place to chat with other participants who play in that nation and also help with things like camp planning and pointing people towards groups that are looking for new characters.

Involvement Groups

There are a number of Facebook community groups - these are small groups where players and crew look at things that they can do together to improve the game. The goal for members of these groups is to pool their skills and time to improve the game for everyone.

- Sewing Circle - for LRPers interested in making costume for the Empire game

- Set Building - for LRPers interested in helping build the sets for the games

- Parents - for Empire LRPers bringing children to the game

Unofficial Facebook Groups

There are a plethora of Empire Facebook groups that have been created by players. These groups are not official and are not moderated by Profound Decisions. They are a good place to go if you are interested in talking to other players about a specific aspect of the game. They include a Facebook group for each of the lineage options (listed below)

- Briar

- Cambion

- Changeling

- Draughir

- Merrow

- Naga

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Forums_%26_Facebook&oldid=63557"

Crewing

Contents

- 1 Overview

- 2 Crew Wiki

- 3 Logistics

- 4 Organization

- 4.1 Site Crew

- 4.2 Event Crew

- 4.3 Plot Crew

- 5 Commitment

- 6 Enjoyment

- 7 Crew Links

Overview

Volunteer crew are an essential part of Profound Decisions; the events simply couldn't happen without them. We need a large crew to put on the Empire events, so we are dependent on people to volunteer to take part as crew. Crewing is hard work and may mean that you miss out on the fun of playing but crewing is great fun for those that enjoy it and you'll be part of an elite team of people helping to create a fantastic LRP event for over fifteen hundred players. It's a huge responsibility and very rewarding when you see what you've helped to create.

This information is for anyone who is considering volunteering to crew an Empire event. This set of pages explain how crewing works, what options are available and what is expected of our crew. If you are interested in crewing after reading these guidelines then email us and let us know what interests you, or just join Empire Crew Introduction on Facebook to chat to us about getting involved.

Crew Wiki

If you are a member of our crew or you have read the pages here and are looking for more information on crewing, then we have a separate dedicated Empire crew wiki. Although this information is intended for our crew, this wiki is deliberately open to the public so that anyone who is interested in finding out more about how crewing works can read about it. We hope to build on this wiki over time so that is is a definitive resource for crew but also provides useful information for other groups, particularly people interested in running Empire sanctioned events.

Logistics

Crewing the event is free and includes vouchers for meals up to £5.50 from the caterers and access to hot drinks and snacks in the crew area. You will need to bring your own tent, a sleeping bag and something to sleep on. The crew have their own camp, which is designated for use by crew members only. If you plan to share a tent with a player then you will need to camp in the player area.

Organization

Our crew are assigned to a single team from one of three broad areas, the site crew, the event crew and the plot crew. Each team has a head who confirms crew spaces for members of their team. If you want to volunteer for crewing then it's useful to tell us what team or teams you'd like to help out in. You aren't restricted to working with just one team, but you need to be join a team before you can be part of the crew.

Site Crew

The site crew help us get the event ready by putting up tents, setting up the electrics, maintaining the site etc. Those who are helping with set-up need to be on site roughly two days before time-in. Those who are helping with take-down need to be on site until roughly one day after time-out. We aim to complete take-down by nightfall the day after the event.

If you are part of the site crew then you are encouraged to get involved and take part in crewing the rest of the event, but if you prefer to play then you are welcome to do that instead. Bear in mind though that you might be called on during the event to help with any issues that are relevant to your team.

The site crew are made up of six teams, site set-up, gate, security, set dressing, sparkies, and hygiene. Read the site crew page to find out more about what is involved in joining one of these teams.

Event Crew

The event crew help us to run the event, handling all the necessary logistics to keep the game going. The GOD team and the referees are there to answer player queries They include the GOD team, the referees and the weapon checkers, and crew welfare who see to the well-being of the three hundred plus other members of crew on site!

Event crew is a great role for anyone who wants to help players enjoy the event and doesn't mind not being in-character for most of the event. Most event crew need to be on site well before time-in to help get the game ready. It is fantastic if you can lend a hand for a few hours taking down the god tent after the event, but it isn't a requirement.

Other than the weapon-checkers who are needed at set-times, most event crew are too busy throughout the event to get more than a few hours off to play.

The event crew are made up of several teams, god, refs crew welfare, tavern, and weapon check. Read the event crew page to find out more about what is involved in joining one of these teams.

Plot Crew

The plot crew are there to bring the Empire setting to life and try to make each event as dramatic and engaging as possible. We need good writers as part of our plot team, but good NPCs are also essential, whether playing the same role each event as part of the Anvil field team or playing a multitude of different parts in the skirmish or plot NPC team. And the NPCs need several teams to support them so that the make-up, costume and props are available. Everyone involved with plot works together to create the plot, get the NPCs briefed and into character, and to respond to the actions of the players as the plot unfolds.

Plot crew only need to be on site shortly before time-in ready for the game. It is great if you can lend a hand for a few hours taking down the monster tent after the event, but plot crew is a great role for anyone who wants to be right in the heart of the game but cannot get to the event early or stay late.

Plot crew are very busy throughout every event. This means that it is impossible to play an event and be a member of the plot crew; although you will get a chance to take a few hours off each event to get out and socialize in-character if you want to.

The plot crew are made up of several teams, costume, make-up, skirmish, plot NPCs, field NPCs, and writers. Read the plot crew page to find out more about what is involved in joining one of these teams.

Commitment

There is no expectation that crew commit to attending all four events each year. Some roles are only suitable for crew who can make the majority of the events, but there are many crew roles that are useful even if you only make one event a year.

We operate a permanent crew system and encourage people to become a full time member of the crew team rather than play some events and crew others. However, you are welcome to resume playing in the future if you choose to do so. You can let us know at any time if you’re not enjoying what you are doing as crew and equally we’ll be honest with you if we feel it’s not working out.

Enjoyment

It is important to us that the crewing experience is enjoyable and rewarding not least because we depend on our crew for so much. We believe that our first responsibility is to our crew and that the best way to deliver a great event for players is if the crew are really enjoying what they are doing. So if you are crewing the event then please remember that you come to events to enjoy yourself and that, as the people who do the work to put the event on, you have more right than anyone to enjoy it!

Crew Links

- Crewing

- Current Openings

- Site Crew

- Event Crew

- Plot Crew

- Management Team

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Crewing&oldid=62096"

Profound Decisions management team

Overview

Profound Decisions is a professional live roleplaying company dedicated to producing high quality events. However the majority of crew that you encounter at an event are volunteers who have freely given up their time to make the event more enjoyable for everyone. Please respect their generosity and do not ask them to receive complaints. Please remember that this is their hobby too. We require our players to be civil towards all members of the volunteer crew at all times.

If you do have a complaint or a concern then please go to GOD and ask to speak to the appropriate member of the Profound Decisions management team. If you aren't sure who to speak to, then please ask to speak to Matt Pennington. The management team are all employees of Profound Decisions whose job it is to deal with any serious problems that you have. If an issue is serious or distressing then we would urge you to bring it to our attention as early as possible. We will try to promptly resolve any problems that arise.

Alison Pennington

Alison is responsible for all issues to do with the site and security. If you have a problem with the toilets or showers or other site facilities then please ask to speak to Alison. If you have any concerns about the event security then you should bring them to Alison's attention. Alison is also the best person to speak to if you need help with practical matters, like broken tents, stuck cars or the like. We can't promise to help, but we always do what we can. You can also speak to Alison if you have a problem with a member of crew or another player and you prefer to speak to a woman. Alison is also one of the nominated child protection officers for the event.

Alison is usually found in the OOC area, near the catering area. Any member of the crew who has a radio can help direct you to Alison if you wish to speak to her.

Matt Pennington

Matt is responsible for all elements of the game itself, including event administration. If you have any issues with your pack or booking or with any aspect of the game, then please ask to speak to Matt. Matt is also the person to speak to if you have a problem with a member of crew or another player - unless you would prefer to speak to a woman, in which case please ask for Alison. Matt is also one of the nominated child protection officers for the event.

Matt is usually found in the Matt cave near to the monster room or wandering the site. Any member of the crew who has a radio can get hold of Matt if you wish to speak with him.

Crew Links

- Crewing

- Current Openings

- Site Crew

- Event Crew

- Plot Crew

- Management Team

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Profound_Decisions_management_team&oldid=62100"

Conduct

Contents

- 1 Overview

- 2 The Conduct Team

- 3 The Welfare Team

- 4 Equality and Diversity

- 5 Sexual Harassment

- 6 Challenging

- 7 Reporting

- 8 Supporting

- 9 Online

- 10 Limitations

- 11 Further Reading

Overview

Live roleplaying is a cooperative hobby which means that your enjoyment of our game is dependent on the behaviour of other participants and likewise their enjoyment is impacted by the way you approach and play the game. Because of this unique cooperative aspect of live roleplaying, we require all our participants to meet certain common standards of conduct and behaviour while they are at Empire events or using online spaces devoted to the game.

This code of conduct defines the responsibilities of participants involved with Empire. The aim is to benefit everyone involved by ensuring that you know what behaviour to expect at an event and what behaviour is expected of you. We want to make clear what behaviour is acceptable because Empire is a large active community of thousands of live roleplayers - who all have own views on these matters. Explicitly defining a social contract that you agree to by choosing to participate allows you to know the standards that you will be held to by others.

All our rules for conduct apply to everyone who attends our events, to all participants regardless of whether they are players or crew. The underlying goal of this code of conduct is about respecting other participants - and taking reasonable measures to produce the best events we can that are as accessible to as many people as possible. We want to produce high quality events that are enjoyed by all participants regardless of their gender, ethnicity, or sexuality.

Although we are passionate about these issues - it is outside our scope as an events company to support public discussions about them. These pages lay out the behaviour that is expected from participants in our game to remove assumptions about how things work at our events. We have published the definitive source for what is and is not acceptable at Profound Decisions events, so that everyone can understand what rules are used at our events.

The Conduct Team

- Emma Woods is the head of conduct at Empire

- Matt Pennington, Clare Evans, and Steve Tiernan are members of the conduct team

Emma Woods is the member of crew with primary responsibility for ensuring the conduct of all participants meets our guidelines and for dealing with any issues arising. If you wish to report an issue with the conduct of another participant then the best person to speak to is Emma or any other member of her team.

If you raise an issue with a member of our crew, then they will encourage you to speak to a member of the conduct team and help to get hold of them for you. If you prefer then you can ask for a specific member of the team - or ask to speak to a male or female member of the team - otherwise the crew will attempt to put you in touch with whichever member of the team is available first. We will take all complaints seriously and treat them with respect regardless of your gender, relationship status, race, ethnic origin, colour, nationality, national origin, disability, sexuality, transgender status, religion or age, or any similar distinction.

The Welfare Team

- John Newton is the head of participant welfare at Empire

- A member of the team is available on request throughout the day

Our participant welfare team consists of members of our volunteer crew team who have experience or qualifications in counselling and support. If you are experiencing problems at the event that are causing you distress then you can ask for a a member of this team to help, they are on hand during the day to provide support and assistance to any participant who needs it. The welfare team have a dedicated tent available where anyone can talk to them in confidence.

Members of the welfare team will aim to provide basic support and assistance for anyone who requests help. They have advice on how to access professional counselling services that can provide crisis counselling or support with mental health. They can help if you wish to contact the police. In general they will try to provide any help possible with any other needs you have.

Equality and Diversity

- Real-world discrimination is as unacceptable at our games as real-world violence

- It is not acceptable to insult another participant on the basis of an out-of-character attribute.

- Empire is a gender-blind setting

- References to non-consensual sex or sex with minors are not permitted

The setting does include in-character prejudice and bigotry - it is fine to insult another character on the basis of an in-character attribute, such as their lineage, species, archetype, or in-character nationality or beliefs. What is not acceptable is any treatment based on an out-of-character attribute. This means that participants are not allowed to discriminate on grounds of real-world gender, relationship status, race, ethnic origin, colour, nationality, national origin, disability, sexuality, transgender status, religion or age, or any similar distinction. Any behaviour that is based on real world discrimination is prohibited at Profound Decisions events, regardless of if it takes place while participants are in-character or out-of-character.

In particular, we have deliberately opted to discard real-world history to create a game setting that does not include any form of gender discrimination. Characters in the world of Empire do not make any distinction between genders or assumptions about characters based on their gender. There are no social roles reserved for men - or for women - and the idea of assigning responsibilities based on gender should be seen as ridiculous by any normal character.

There are additional guidelines for the use of language by all participants that are designed to reflect the gender-blind setting and encourage participation by all genders. However everyone should be aware that the Empire setting is written to exclude non-consensual sex or sex with minors. All participants must avoid in-character references to either of these two subjects in play.

Sexual Harassment

- Sexual harassment will not be tolerated by us at our events

We understand that many people come to Empire to socialize and enjoy themselves - but nobody should have to tolerate harassment from other participants. Our definition of sexual harassment includes any of the following behaviour:

- Repeatedly asking a person to socialize when the person has indicated that they are not interested.

- Repeatedly standing or sitting too close to or brushing up against a person without their clear consent.

- Sexual comments, banter, jokes, or innuendo in company that includes people who are not comfortable with that.

- Touching a person in an intimate or sexual way without their clear consent.

In plain English, if you continue to hit on other participants after they have indicated that they are not interested or if you make sexual comments or jokes that make other participants uncomfortable - then we will consider you guilty of sexual harassment and deal with you accordingly.

A victim of sexual harassment can be of any gender. The victim can be of the same gender as the harasser. The harasser can be any participant, a player or a member of crew. All of our rules apply to all participants regardless of gender or status.

Challenging

- Please challenge any behaviour that violates these rules at events if you feel safe to

- If your behaviour is challenged, you must apologize and back off

We ask all participants to support our efforts to prevent discrimination or harassment by making clear that that behaviour will not be tolerated. If you see examples of behaviour that is inappropriate because it appears to violate our rules on discrimination or harassment, then we encourage you to challenge the people involved on the spot if you feel confident enough to do so. It is not helpful to get into a direct confrontation with another participant but a simple forceful statement such as "OOC - please stop bothering X" should be sufficient.

If your behaviour is challenged by another participant in this way then you must apologize for any offense caused and back off immediately regardless of any other considerations. If you feel your actions have been misconstrued, then you should state that case to our referee if the matter is reported.

We ask participants not to confront inappropriate use of gendered language directly; see the language page for specific guidance on how to respond to that.

It is also important to appreciate that Empire is a game of political conflict between players. It is absolutely appropriate to challenge payers for any behaviour that violates our rules on harassment or discrimination - but it not appropriate to use this mechanism to respond to legitimate in-character conflicts between characters that do not contain any elements of sexual harassment or similar.

Reporting

- We encourage anyone who is experiencing problems with another participant's behaviour to raise the matter with us

We have completely overhauled our approach to handling issues of harassment and discrimination at events to try and make it as easy as possible for attendees to bring incidents to our attention. Please see the wiki page on reporting discrimination or harassment for information on how to raise an issue with us, the options available to you when you raising an issue and how we handle the matter.

Supporting

- Please support any participant who comes to you with an incidence of sexual harassment

Members of our conduct team are on site throughout the day to deal with any violation of our conduct rules, our security team are likewise available throughout the night. However we understand that many people who experience harassment find it difficult to approach a stranger to report the experience. They may be intimidated by the prospect of speaking with someone they do not know - or simply be unaware of who they should contact. We appreciate that in many cases, a participant will prefer to speak to a friend, regardless of whether they are a player or crew.

We ask everyone who attends our events to be aware that if another participant approaches you to discuss a case of harassment or assault, they are likely to have identified you as the individual they are most comfortable to approach over this matter. We realize that dealing with these matters is difficult and challenging - but we cannot create an event free from harassment unless participants support that goal. If someone has reached out to you to ask for help, we ask you to do everything that you feel capable of to help them access that help.

There are different levels of support that any participant can provide, depending on what is required and what you feel comfortable doing. As a minimum every participant who attends the event should try to be aware of who to report a case of harassment to. In addition to this, please consider if you are able to provide any of the following additional levels of support:

- If a participant does not know how to report an issue to Profound Decisions, you can help them to find a member of the crew who can respond.

- If a participant does not wish to speak to Profound Decisions, you can ask if they are comfortable allowing you to report the incident either in their name or anonymously.

- If a participant is able to speak to Profound Decisions, then you can offer to accompany and support them if they will find this helpful.

- If a participant is reporting to Profound Decisions, you can provide moral support during the process and ask what outcomes will take place.

We don't require any participant to do these things - but all of the above can provide invaluable assistance to an individual who has chose to approach you to ask for help. Anything that you can do to help them get a successful outcome to their situation will improve the event for them and by extension for every legitimate participant.

Online

- Our code of conduct includes behaviour of all participants in online public forums and spaces devoted to Empire

We expect all participants to follow these guidelines when posting online in public forums and spaces devoted to Empire. We will not enforce our code of conduct on other social media spaces - but we do expect participants to follow it when exchanging emails or private messages with each other.

Profound Decisions provide a set of official Empire forums and Facebook groups for all participants to discuss the game. These are moderated by volunteers appointed by Profound Decisions who follow these published moderation guidelines.

Limitations

The goal of our rules is to provide a high degree of personal safety and comfort to everyone who is participating in the Empire campaign. These rules govern all events run by Profound Decisions, as well as all the official online forums and Facebook groups that exist to support game and are moderated by us.

Empire sanctioned events run by other LRP groups may use their own event rules to govern the conduct of players at their events, but we expect most organizers to use the standard rules. We require any event organizer to be explicit in advance if they intend to deviate from any of our published rules.

If an event organizer is using the Profound Decisions conduct rules and an individual's behaviour does not meet the required standards then the event organizers or the affected parties may choose to pass the details of that matter to us for consideration. As the event is an extension of the Empire campaign then we will act on the basis of any clear violation of the rules at that event if we can verify the details. In particular we expect that players who have a must-avoid order will attempt to follow the spirit of these rules while attending any Empire events.

Our conduct rules do not cover any other real world situations. This includes other live roleplaying systems and events and any social or real world situation that are not a logical extension of the Profound Decisions environment. We are always prepared to talk to any participant about their concerns and we appreciate that situations that take place outside of Empire events are significant and can be pivotal to understanding the context of a situation or disagreement with another participant. But we will only take action against a participant on the basis of actions undertaken at Empire events or in the official online Empire community.

Further Reading

- Conduct

- Reporting

- Online

- Costume

- Language

- Must Avoid Policy

- OOC Design

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Conduct&oldid=62048"

Traders

Contents

- 1 Guidelines for Traders

- 2 Local Wiki Pages

- 3 Links & External Resources

- 3.1 'Soft' Costume

- 3.2 LRP Weapon Manufacturers

- 3.3 Armour

- 3.3.1 Metal Specialists

- 3.3.2 Leather Specialists

- 3.3.3 Polyurethane & Alternative Materials

- 3.4 Prosthetics and Masks

- 3.5 General Online Shops

- 3.6 Miscellaneous Items

- 3.6.1 Flags, Banners and Livery Badges

- 3.6.2 Fur and Traditional materials

- 3.6.3 Jewellery

- 3.6.4 Leather Accessories (including Shoes)

- 3.6.5 Pewter and Cast Goods

- 3.6.6 Tents and Camping Accessories

- 3.6.7 Wooden items

Guidelines for Traders

Due to the popularity of the event, we regret that at present we are unable to accept any new requests to trade at Empire events.

All traders who attend our events are required to comply with our trader guidelines.

Local Wiki Pages

- Idiom Productions - Costume and props workshop.

- Mandala Studios - Makers of bespoke props, weapons, costumes, armour, prosthetics and masks.

- The Midgard Seamstress - Custom-made costumes for LARP and reenactment.

- Totally Leathered - Custom tooled leather armour & accessories.

- Skian Mhor - Weapons, masks, prosthetics, props and armor.

Links & External Resources

'Soft' Costume

- Angrave Designs produces custom orders (including embroidered borders).

- Cloak’d and Dagger’d Historical costume for adults and children, including hats.

- Historic Enterprises General costume company (U.S. site).

- Jolly Dicey - costumiers to the discerning.

- Jorgencraft make beautiful period costume.

- Kats Hats Beautiful period headwear for men and women.

- Medieval Design Historic costume.

- The Midgard Seamstress Custom made UK LARP and re-enactment costumes.

- Purple Zebra Costume Bespoke costume by Empire specialists.

- Revival Clothing Medieval clothing for adults and children, including hats, boots and shoes (U.S. site).

- White Star specialise in historical costume and bespoke clothing at reasonable prices.

LRP Weapon Manufacturers

- Eldritch LRP weapons, armour and props.

- Light Armouries LRP weapons.

- Offa Studio Bespoke LRP weaponry, props, masks and creature costumes. Also illustration and design work undertaken.

- Saxon Violence creators of historically inspired LARP weaponry.

- Skian Mhor LRP weapons, masks, prosthetics and props. Suppliers of raw materials.

- Winterforge Armouries Bespoke LRP weapons, Leather, props and commission work.

Armour

Metal Specialists

- Armchair Armoury Metal armour and raw materials.

- Armour Services Historical Historical plate and brigandine.

- Cap-a-pie Maille, plate and padding specialists.

- The Ring Lord Maille, rings and raw materials.

- White Rose Apparel Metal plate, brigandine and leather armour.

Leather Specialists

- Battle Ready Male & female armour.

- Darkblade Complete LRP supplies from armour and weapons to leatherwork and accessories.

- Umbra Armoury Tooled leatherwork as well as props and weapons

Polyurethane & Alternative Materials

- Norton Armouries Highly detailed hybrid-poly armour.

Prosthetics and Masks

- Dogbane SFX Larp

- Mandala Studios

- Offa Studio Bespoke LRP weaponry, props, masks and creature costumes. Also illustration and design work undertaken.

- Skian Mhor LRP weapons, masks, prosthetics and props. Also supply all relevant raw materials

General Online Shops

- Armstreet Chemises and undershirts (doublets not really suitable for Empire).

- By the Sword Armour and clothing, including replica costumes from the TV series The Borgias.

- Cantrip's New and used LARP kit.

- Character Kit sells weapons and costume.

- Chow’s Emporium Best supplier for LARP Costumes and Accessories at reasonable price.

- Dein LARP Store has a large range of appropriate dresses, trousers and tunics. Note their page has a translate button and they ship to UK.

- Get Dressed For Battle General armour, costume and accessories.

- Gems Trading Quality custom tailor made costumes and armour.

- Having a Larp Everything you need for Larp and some things you just want.

- The Knight Shop Historical costume, armour and general LRP weapons and accessories.

- LARP Inn General costumes, weapons, armour and prosthetics.

- Matuls Clothing, armour tents and camp accessories from Poland (English language website).

- Mysticum De German LRP shop whose products include great LRP footwear with rubber soles.

- Mytholon General costumes, weapons, armour and prosthetics.

- Sew-mill Medieval clothing, tents, furniture and accessories.

- StahlGilde General armour, costume, leatherwork and accessories.

- Velvet Glove General costume, accessories and make-up supplies.

Miscellaneous Items

Flags, Banners and Livery Badges

- Medieval Art and Woodcraft Historical and historically inspired banners, flags and livery badges.

Fur and Traditional materials

- Candles for All Ages Tallow and Beeswax Candles.

- Tandy Leather Factory Leather and leatherworking supplies.

Jewellery

- Crafty Celts - Torcs, jewellery, buckles and belts (U.S.site).

- Day by Day Jewellery Beautiful jewellery including commissions.

Leather Accessories (including Shoes)

- Phil Fraser

- Re-enactment shoes

- Historical Shoes

- Historic Shoes German company (English language website)

- Ravenswood Leather Items America site. Non-historical leather items.

Pewter and Cast Goods

- HR-Replikate German company. Jewellery based on archeological finds (English language website) .

- Lionheart Replicas Pewterwear.

- Pewter Replicas Pewter badges, household items and livery collars.

Tents and Camping Accessories

- Smoke and Fire American company.

- Medieval Market German company (English language website) – Clothing, furniture, and other items.

Wooden items

- Douggie the Wood Wooden Furniture

- Hampshire Chestnut Wood and wooden furniture

- Robin Wood Authentic wood turned historical items

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Traders&oldid=53520"

Nationality

Contents

- 1 Overview

- 2 Egregore

- 3 The Civil Service

- 4 Conquest

- 5 Languages

- 6 Rules

- 6.1 Bands

- 6.2 Battles

- 6.3 Eligibility for Imperial Titles

- 7 Out-of-character Considerations

Overview

Every character must begin play as a member of one of the ten nations of the Empire. For most characters, nationality reflects the land of their birth, but it is possible for characters to change nation. Your nationality affects your eligibility for Imperial titles, for instance only a League citizen may become a senator for the League. Nationality is influenced by the magic of the egregores.

Moving nation is a part of the background of the game; the Navarr in particular often help characters move from one nation to another. However the ten nations of the Empire have remained culturally distinct for nearly four hundred years. With the exception of music, their cultures have not blurred and merged into one, despite the fact that they are politically unified (there is one single political and legal system that covers the entire Empire).

Egregore

When the Empire was created, the Freeborn of the Brass Coast feared a loss of their cultural identity. They saw the advantages of humans uniting, but believed that their heritage would be lost as some "Imperial" nationality emerged. As their price for joining the Empire, they used powerful ritual magic to create eight Egregores, one for each nation. With the blessing of the First Empress, the egregores formed the basis for the Empire- acceptance by an egregore is the legal definition of citizenship. When Urizen and the Imperial Orcs joined the Empire, they worked with the Freeborn to create their own egregores.

Whenever an individual seeks to join a nation, they approach the egregore of that nation. For most citizens, this happens as a youth, after they pass their test of citizenship, but some change nation as an adult and it is not uncommon for foreigners to adopt Imperial nationality. To be accepted by the egregore, the applicant must pledge an oath to be loyal to the nation and to uphold their culture and customs and to put aside all other loyalties and traditions. If the oath is accepted then the egregore magically bonds the character to the nation, using a more powerful equivalent of the create bond spell.

The effects of this magical link are powerful but subtle - everyone who joins a nation feels a gentle but unrelenting desire to adopt the traditions, cultures and customs of the nation they have joined, and to abandon practices that conflict with them. In Wintermark, a child who adopts the Suaq tradition feels a compelling need to dress and act like a Suaq. An outcast Marcher who joins the Navarr (rather than merely travelling with them) soon sheds their Marcher clothing and begins to dress and act like a Navarr.

A character can be aware of the compulsion, but it feels natural, like the desire to breathe or to quench a thirst. The clothes, the customs, the traditions of their new nation feel comfortable and natural, while those of their previous life start to feel awkward and foolish. The compulsion is gentle, and happens over time but is irresistible - like the tide washing up a beach, it travels a little further each time.

For most Imperial citizens this process happens when they come of age and pass their Test of Citizenship. There is usually something of a celebration afterwards and then the new citizens are presented to the egregore to swear their oaths.

The Civil Service

The egregores inform the civil servants when a character swears an oath of loyalty to them, and they update the records of that individual's nationality. They use these records to determine who is eligible to vote in some senatorial elections as well as checking to confirm that an individual is eligible to hold an Imperial title.

Conquest

If a territory is conquered by the Empire, then the Senate votes to allocate that territory to one of the ten Imperial nations. Usually a territory is assigned to a nation it borders, but this does not always happen. Once the vote is completed, the chosen nation's egregore travels around the conquered territory, offering inhabitants the choice to adopt their nationality.

Individuals are not forced to join the Empire, but the benefits of doing so are considerable. Citizens enjoy the full protection of the law, their taxation is limited by the constitution and they have the right of travel and trade anywhere in the Empire. As a result most of the inhabitants of a conquered territory will adopt the nationality of their new nation and within a few years, they are culturaly indistinguishable from those who were born and raised as part of that nation.

Languages

Everyone in the Empire speaks Imperial; this is phys-repped with English. Orc barbarians and foreigners in adjacent nations also speak this language.

Foreigners from other lands do not speak Imperial as their mother-tongue although many who choose to visit the Empire have learned it. The native tongue for these foreign nations will be specified when details for them are added to the wiki. It is only possible to play an active member of these nations after details have been added to the wiki and if you are a fluent speaker of the listed language.

If you are able to speak a foreign language in real life, then you are welcome to use that language in game. It represents a language foreign to the Empire, which your character has acquired.

Rules

Nationality has a three main game effects, bands, battles and eligibility.

Bands

A character can only join a band (a coven, banner or sect) if they share the same nationality as the other members. If a character changes nationality then they are automatically removed from any existing bands that they are part of. This means that you can only take the battlefield or perform rituals with characters whose nationality you share.

Battles

Battles and skirmishes are logistically arranged by nation - the appointed generals for that nation choose which battle and skirmish their forces will be committed to. The magic that transports characters to a battleground draws on the power of the egregore, so it is not in-character possible for an individual to travel with a nation unless they are part of that nation.

A band that possesses a mercenary banner can use this banner to choose which battle or skirmish they attend, so they do not need to fight with their nation if they do not wish to. However it is important to note that only characters with a common nationality can form a band.

Eligibility for Imperial Titles

The civil service maintain records of a character's nationality. This is reflected by the nationality recorded for your character on our database. Your character's nationality determines what Imperial titles you are eligible for. It is possible to defraud the election process if you are clever, and that is a perfectly legitimate in-character tactic, but it is important to note that our civil servants will report your fraud to the authorities as soon as they become aware of it.

Out-of-character Considerations

Some players are interested in playing a character with a bit of one nation and a bit of another. While this helps to make a character more unique, and avoids a player having to pick between two nations they like, it does so at the cost of the game itself. The nations of the Empire are broadly European in inspiration; they are already quite similar in terms of appearance and culture. The more players blur the lines by blending elements of different nations, the less distinct the nations become. The net result is that the game becomes less enjoyable for everyone as the nations become less recognisable.

For that reason we are encouraging all players to pick a single nation for their character and asking them to try and create a member of that nation. The Empire is filled with characters who reflect the nation they have embraced, not two or more nations. The magic of the egregore explains why these character predominate in the Empire, amongst the player-base and the NPCs, despite the movement of people.

If you are creating a character that has changed nation then it is fine to use that background to add a flourish to your character, a particularly ornate Dawnish sword for a Marcher yeoman or a pair of baggy Varushkan trousers for a Wintermark warrior. You don't need such a background to justify this, they can simply be items or clothing your character has acquired, but it is an example of the sort of minor costume or characterisation elements that remain when a character changes their nation.

What isn't acceptable is to treat the two nations as a pick-and-mix that you can just merge the costume and characterisation of both. Characters do go through a brief transition from one nation to another, when they change their loyalties, but the magic of the egregore encourages the transition of the character into a member of their new nation, as quickly as the player can phys-rep it. So if you are playing a Dawnish character born in the Brass Coast, you might preserve a fondness for bright colours of flame, but your costume and characterisation is still primarily Dawnish.

If you end up changing nation in play, then your nation will be updated at the point where you swear your oath in the presence of the egregore of your new nation. Obviously your characterisation and costume will not change over-night, that isn't appropriate or practical. But as you look to upgrade and improve your costume from one event to the next, then you should create new costume elements that match your new nation. The net result is that your costume should shift over time until it reflects the nation you have embraced.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Nationality&oldid=61819"

The Brass Coast

“Life is short — let it never be dull!”

The Freeborn of the Brass Coast are travellers, traders, lovers and poets. They are exuberant and flamboyant; when they laugh their humour is infectious and without spite, when they love they do so with a passion that is without guile and when they’re angry, their wrath is like a summer storm – terrible to behold but swift in passing. To be Freeborn is to be driven by a hunger for life, to see the world, to taste every delicacy, sample every wine and tell every tale. Success is measured in wealth, family and influence, not out of greed, but for the joy success brings.

The Freeborn prize individual freedom and responsibility. Although they are capable of serving a cause they have little respect for authority. Pompous or self-important individuals, especially those who think that titles and positions have made them important, are ridiculed on the Coast. Respect is earned, it cannot be bought or appointed.

While others see them as outspoken and brazen, their honesty is without arrogance, for to aggrandise the self is vulgar, while to praise the deeds of another is an art. Their tales are bawdy enough for a common tavern and grand enough for a lordly court alike and can fill a room with laughter, tears or gasps of horror.

Their wagons and ships cross the world bringing exotic goods that command the finest prices. They are renowned for their corsairs, who operate out of the Bay of Catazar. These daring privateers risk everything ensuring that the Empire's enemies are unable to threaten her shores and earning a fortune in gold in the process. It is a dangerous life but one that perfectly suits the Freeborn passion for high adventure.

Five things to know about the Freeborn

- They are notoriously candid. Brazen in person, and disarmingly frank in negotiation, they are never afraid to speak their mind when they want to.

- All things can have a price. The Freeborn believe the fairest way to reckon the worth of something is to put a price on it.

- They prize freedom and responsibility and disdain arrogance. The Freeborn philosophy is that society is best served when every individual is responsible for themselves and to themselves.

- They crave adventure and excitement. None more so than their corsairs who are the terror of the high seas.

- They like agreements to be explicit. The Freeborn like everybody to know exactly what has been agreed to.

What the Freeborn are not

- Desert dwellers. Grassy plains, rocky mountains and shipboard on the ocean are where the Freeborn live.

- Dodgy camel sellers or slave traders. Freeborn traders are upfront and scrupulously honest - the very opposite of the stereotype of the obsequious, wheedling trader.

- Matriarchal or patriarchal. The Freeborn are matrilineal, they take their mother’s family name, but other than this their society is completely gender blind. There are no harems or seraglios in the Empire.

The nation

Core Brief

- The people

- Culture and customs

- Look and feel

Further reading

- History

- Leadership

- Economic interests

- Military concerns

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

- Costumes

This selection of articles can be downloaded as a PDF book (or as html only)

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Brass_Coast&oldid=65747"

Dawn

“Great deeds are eternal.”

Few lands espouse the heroic ideal in quite the same way the Dawnish do. When people think of the Dawn they imagine her favoured sons and daughters, the nobility arrayed in armour, weapons drawn, eagerly seeking battle. Before them stand the troubadours, singing or reciting the epic lays of past heroes. Behind them, the war wizards, giving their strength to the battle.

Knights-errant travel the land, seeking an opportunity to prove themselves and achieve glory. Their nobility give battle in the tourney to judge who is fit to rule. The people turn their eyes on the enemies of the Empire, seeking victory and renown.

Her proud boasts are not hollow. Alone amongst the nations of the Empire, the Dawn has never given up land to the barbarians. But the aspiration to achieve great things is not just found on the battlefield. Every Dawnish feels that same urge; this is a nation that eats and drinks glory.

Enemies deride the nation for its stifling and outmoded system, where might makes right and the needs of ordinary people take second place to the quest for glory. And yet, they have forgotten the truth at its core - that great deeds are eternal.

Five things about Dawn

- Nobility is an achievement, not a birthright. Nobility is vaunted in Dawn, but it is a nobility of spirit they admire, not a title that you inherit.

- A great life leaves a legend. The only thing that remains when you depart this life is the memory of how you lived it. Death is nothing compared to great deeds.

- Glorious in victory, proud in defeat. The Dawnish relish a challenge. Those more skilled present an opportunity for glory by defeating them, those less skilled offer you an opportunity to demonstrate your prowess.

- You cannot armour the soul. The Dawnish do not hide the great passions of the soul; they wear their hearts on their sleeve.

- Courtship, romance and tragedy. The rules of the heart are complex in Dawn; sometimes love is the greatest challenge.

What the Dawnish are not

- Chivalrous. Dawnish nobility are always intensely competitive; they don't open doors for anybody, male or female. Dawnish women are independent and as obsessed with glory as their male counterparts.

- Required to be honourable. The Dawnish obsession is with triumph and renown; it does not demand a generous spirit.

The nation

Core brief

- The people

- Culture and customs

- Look and feel

Further reading

- History

- Leadership

- Military concerns

- Economic interests

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

- Costumes

This selection of articles can be downloaded as a PDF book (or as html only)

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dawn&oldid=51978"

Highguard

“The empire is our destiny.”

The Highborn are a people supremely confident of their own place in history. They revere the highest ideals, to epitomize Imperial Virtues, to reflect the noble obligations of leadership and thereby to embody the very spirit of the Empire. They created the Synod so that they might stand vigil over the collective soul of the Empire. Their manifest destiny is to drive the barbarians from the land and unite all humankind; they will accept nothing less.

The children of Highguard are a blazing beacon of righteousness in a dark and grimy world that too often chooses to take the easy way, to reach a compromise with vice. They stand against the tide of wickedness and say "No. This is not acceptable. We can be better." Regiments of disciplined soldiers march to battle, shoulder to shoulder, determined to take the fight to the enemies of civilisation. Their first thoughts and their last are for their beloved Empire, and they know that even if they are struck down a life of virtue will see them reborn once more, given another chance to bring humankind to its shining destiny.

The chapters, the great stone settlements in which most Highborn dwell, are scattered across the plains that lie between Urizen and the Bay of Catazar. Many are built on ancient battle sites, scenes of triumph in the historic wars that wrested control of the land from the barbarians. All are heavily fortified, with granite quarried from the southern mountains, for the Highborn will brook no expense to protect what is theirs. “Wood burns, stone endures” is an old Highborn aphorism that says much about their perspective.

Although the First Empress put aside her nationality when she united the Empire, the Highborn consider their nation the proud parent of the Empire, and themselves to be its founders, tutors and guardians. They protect the Empire with their armies, guide its hand in the Senate and guard its soul in the Synod; perhaps most important of all, they keep the Imperial Histories to record and tell of the deeds that make the Empire great.

“This is Highguard, the birthplace of the Empire. Our people, the Highborn, are the Empire’s proud parents, devoted lovers, stalwart protectors and wise guides. We are the people of virtue, who enumerated the Virtues, and unlocked the Labyrinth of Ages. We are destined to be the conquerors of death, slayers of gods and false prophets, and the greatest hope of all humanity.”

Five things to know about the Highborn

- We made the Empire. The First Empress was Highborn. She pulled the scattered human nations together and enlightened them to the true faith.

- Only actions are virtuous. Thoughts and feelings are never virtuous or vile. It is only the actions that you undertake that demonstrate your worth.

- The purpose of the past is to inspire the present. We study history not to argue over the facts but to identify lessons that can inspire us today.

- Virtue and vice are contagious. A virtuous life leads the faithful to further righteous action but vile behaviour spreads just as easily if not checked.

- A chapter is bound by spirit, not blood. Amongst the Highborn family ties matter less than shared belief, purpose and vision.

What the Highborn are not

- Zealots or Bigots. There are zealots in Highguard but as a nation they strive to be righteous and lead by example; they are not self-righteous and condemnatory.

- Christian crusaders. Highguard is partly inspired by the imagery and themes of the crusades but there are major differences between Highborn chapters and the crusading orders. Most specifically Christian iconography is inappropriate here.

The nation

Core brief

- The people

- Culture and customs

- Look and feel

Further reading

- History

- Leadership

- Economic interests

- Military concerns

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

- Costumes

This selection of articles can be downloaded as a PDF book (or as html only)

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Highguard&oldid=39094"

Imperial Orcs

“One life - make it count”

The Empire is an empire of humanity, but the Imperial Orcs are not human and never will be. Orcs are creatures of two worlds, guided by the whisper of those who have gone before in their souls, driven by a lust for battle that burns in their blood. While the barbarian orcs embrace these urges, the Imperial Orcs strive to temper their primal instincts with military discipline. So many choose the life of the professional soldier serving in the Imperial armies that Imperial Orc culture has a porfoundly martial nature.

Yet two generations ago the Imperial Orcs were slaves. First they won their freedom by strength and indomitable will, forcing the Empire to recognise the injustice it perpetrated against them. Reluctantly the Empire gave them freedom - but nothing more. They were recognized as the tenth nation of the Empire, but they had no land to call their own. In the decades that followed they spent blood and tears fighting the Empire wars, always pursuing the promise of a home where they might put down roots. This long march to war ended recently when they were granted the territory of Skarsind. Now the Orcs have face an entirely new challenge - to build a nation worthy of their ancestors, worthy of their descendants.

Like battle and the voices of the ancestors, loyalty is part of the orc soul. The barbarian orcs feel a powerful instinctive loyalty towards their tribe; they need to feel as if they are part of something larger than themselves. When they lacked a land of their own, the Imperial Orcs strove to make the Empire their tribe. Now they have their own land, some are openly questioning what must come next. Should they strive to make Skarsind the greatest territory in the Empire or seek out new territories to conquer?. Their efforts have won them recognition and a place in the great councils of the Empire, but they remain the smallest nation. They will need more before they can stand among the other nations of the Empire as equals.

Orcs know they have only one life to live; they strive to burn brightly and leave a better world for their children to inherit.

Five things to know about the Imperial Orcs

- Loyal to the core. Our loyalty to our legion, our nation and our Empire makes us who we are.

- We are citizens. We won the right to be part of this Empire and we are proud of our place in it.

- We are building a nation. We have a homeland now - but a nation is so much more than lines on a map.

- War is in our soul. Fighting is spiritual and it allows us to hear our ancestors.

- Life is precious. You have just one chance to make your mark. Do not squander it.

What the Imperial Orcs are not

- Traditional orcs. While the Imperial Orcs draw on some ideas found in other settings, they have their own unique culture and background. They are not the orcs of Lord of the Rings or Games Workshop's Warhammer setting; many elements of those settings do not fit and have been deliberately excluded.

- Brutal or callous savages. Imperial Orcs are few in number and if they are to build a nation they cannot afford to lose warriors every time they fight. They enjoy battle, but they strive to minimize losses and they take no particular pleasure in killing.

If you are planning to play an Imperial Orc please read the species brief as well as this page

The nation

Core Brief

- Introduction

- The people

- Culture and customs

- Look and feel

- Orc species brief

Further reading

- History

- Leadership

- Economic interests

- Military concerns

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

This selection of articles can be downloaded as a PDF book (or as html only)

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs&oldid=61160"

The League

"Nothing great without cost."

The people of The League are city-folk through and through. Competition is fierce - you might fall behind not because you have stumbled but simply because someone else is faster. Nobody is given a free ride in The League; they earn their fine lifestyles through hard work and hard dealing. You must seize every opportunity quickly if you wish to rise to become a Merchant Prince.

This is The League. The rivers that run down to the Bay of Catazar are the veins of the Empire, carrying the lifeblood of trade. The four great cities are its beating heart, sending tides of wealth back and forth across the nations. In the South are Sarvos - elegant and sophisticated, cultured and refined - and Tassato - diplomatic, Machiavellian, persuasive and articulate. In the North are Temeschwar - ruthless, relentless, cold and hard - and Holberg - pragmatic, ingenious, innovative and enlightened. Together as The League they are stronger than their parts - four strands inexorably woven to produce an unbreakable bond. They are a driven people, tolerating neither sloth nor lawlessness, and from the wealthiest moneylender to the loudest street bravo, they are quick-witted and alert to opportunity and danger.

It is said that the cities of The League never sleep. By day, the powerful guilds clash over business interests and The League's mercenary Free Companies seek to find work on the Empire's borders. By night, the street balladeers perform on every corner, and rival theatre-houses fight duels where the wordplay matters more than the swordplay. The long con is as much an art form here as the politics of high office; in the coffee-houses that never close, the cant covers both.

The League is much more than ruthless business and cut-throat competition; it is the centre of civilisation in the Empire. It produces and displays great works of art while rich patrons support the theatres. There is a university in each of the four cities and they champion scholastic learning and imaginative problem solving. They institutionalize charity - the Church of the Little Mother feeds and shelters the orphans of the Empire and finds them work - because they know that everyone is a citizen of the Empire, and that today's destitute orphans might rise to become the Merchant Princes of tomorrow.

Five things to know about The League

- Life is competition, and someone is always keeping score. Citizens of The League love to compete in everything they do.

- The rules of the game are not to be broken. League society has simple rules but woe betide those who break them; they are particularly ruthless with lawbreakers.

- Keep your loyalties close, like the rings on your fingers. The League takes loyalty very seriously.

- Coin counts, and everything costs. This is a land of conspicuous consumption where wealth is power and nothing worth having is free.

- Everything is on show, like a mask on your face. Bold, flamboyant action is the best way to publicize yourself and your services, but nobody confuses the mask with the real thing.

What the citizens of The League are not

- Popinjays and dandies. While appearance and charm are important, wit and panache are no substitute for actual deeds. Scratch the surface of The League and beneath you find a Nation of ruthless, ambitious people absolutely committed to their goals.

- DaVincian Inventors. Citizens of The League are imaginative and ingenious; they solve problems with their brains not their brawn. But Empire is not a game that supports the invention of new technologies - League characters are audacious, rather than inventive.

A map? A street map! You need more than a map of the streets to navigate this city, friend. There are rules to this city; break them, and the Prince will break you.

The Steel Throne, Act II, scene iv

The nation

Core brief

- The people

- Culture and customs

- Look and feel

Further reading

- History

- Leadership

- Economic interests

- Military concerns

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

- Costumes

This selection of articles can be downloaded as a PDF book (or as html only)

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_League&oldid=61196"

The Marches

“Pride in small things, loyalty to great ones”

For centuries, the Marcher Households have followed the beat of the Empire's drums. Aided by the Landskeepers' magic and inspired by the faithful of the monasteries, the Marcher armies have been built from the strength of the yeomen's arms, the courage of their hearts, and the knowledge that they fight for the green fields of home. Stubborn as stone, they give ground grudgingly, and even if they are forced to retreat they are not defeated: they will return.

The Marches are the guts of the Empire. They may not be pretty, but they are vital. They fought a war of independence long ago and they will die, one and all, before they give up their freedoms. None stands above another but that their neighbours put them there. Everything they have they have taken with blood and sweat, every season, their prosperity dragged from the soft earth with every harvest. Nature is their servant, bound and shackled with looming menhirs and iron ploughshares, a hound tamed and set to lie before their doors.

They understand sacrifice - not the easy sacrifice of blood for the harvest, but the hard sacrifice of lives spent day after day working for the future.

The Marches is the sleeping giant of Empire. Enemy boots churn up the rich soil, as the dog days of summer give way to the cold dawn of autumn – and to war.

Hearth and home, loyalty and land. Rivalry, pride and a nation of traditions. Sentinel hills, silent marshes, and standing stones that mark their dominance over the fields. Generation to generation tilling the good, dark earth as their forebears did, and reaping the harvests that feed all the Empire.

Hered the Wakened, Memories of Home

Contents

- 1 Five things about the Marches

- 2 What the Marchers are not

- 3 The nation

- 3.1 Core brief

- 3.2 Further reading

Five things about the Marches

- Land matters above all else. Control and ownership of the land influences every aspect of Marcher life, most especially politics and magic.

- They have deep roots and long memories. Proud of their history and the long rivalries between Households, they never forgive a grudge.

- They're fiercely independent, proud and stubborn. They solve their own problems and stand their ground to defend what is theirs.

- They're governed by consent. They choose their leaders; Marchers are led not ruled. Everyone is born equal and respect is earned not demanded.

- They hold their traditions dearly. This is a land that dislikes change for change's sake, a land comfortable with routine, where Imperial Virtues are just plain common sense.

What the Marchers are not

- Pagans. The Marchers use magic and hard work to tame and control the land; they subjugate it to their will, they don't worship it. The Landskeepers draw on many of the visual imagery of druids, but they are a core part of the agricultural Marcher society, not a throwback to an earlier age.

- Authentic. The Marches is a low-fantasy nation designed to allow people to use the extensive costume resources of The Anarchy, the Wars of the Roses and the Hundred Years war. However the Marches is still a fantasy nation, owing as much to The Wicker Man (1973) or Pratchett's Tiffany Aching series as the Ellis Peters' Cadfael stories or the Cousins' War; this is no place for arguments about historical authenticity.

The nation

Core brief

- The people

- Culture and customs

- Look and feel

Further reading

- History

- Leadership

- Military concerns

- Economic interests

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- The Marches icons and artistry

- Territories

- Children

- Music

- Costumes

- Tales

This selection of articles can be downloaded as a PDF book (or as html only)

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Marches&oldid=43402"

Navarr

“Actions have consequences.”

From the great forests they call home, through the cold lands of Wintermark and Varushka, to the Marcher fens, the high mountains of Urizen and even the streets of the League - the Navarr are the great travellers and pioneers of the Empire. Direct and efficient, few know better than they how to use the lands of the Empire to survive - and to fight. Practical, adaptable and focused, they do what they need to do to succeed. Fierce in appearance and dress, they have made themselves the allies of everyone who stands with civilisation and the savage and relentless foes of any who oppose it.

The Navarr are the blood that runs through the Empire’s veins. Spirited, they throw themselves wholeheartedly into the job of serving the Empire. They carry news, messages and even people with them as they travel. For those who dwell in inhospitable places, the Navarr may be the only Imperial contact they have. Vigilant, they roam through the wild places of the Empire and keep a constant watch for the dangers that lurk there. They serve as the Empire's scouts - their work keeps the roads open and their warnings ensure the armies are ready to face the threat.

The Navarr display their fierce heritage in battle. Warriors explode from ambush, slaughtering enemies with barbed spears. Navarr warlocks fuel magic with the primal power of blood. But in peace they are a generous people, noted for their festivities and celebrations to which all are welcome. Throughout the Empire travellers may stumble across Navarr settlements, the steadings, which offer welcome shelter and respite.

More than anyone else the Navarr know how fragile civilisation can be. Centuries ago their forebears dwelled in cities, but they were lost to war with the orcs and magic run amok. They carry the memory of that loss with them everywhere they travel, and though they still seek to reclaim the lands they lost, what drives them more is the need to ensure that it does not happen again. The Navarr know what happens to an Empire that believes itself invincible. They have lost one Empire - they are determined they will not lose another.

“Navarri fight as Thorn.”

Five things about the Navarr

- The Empire is our home. They travel the Empire carrying messages, information and people across the land.

- Survival is change. Their lifestyle is one of constant change as they travel the wilds, and they adapt accordingly.

- Actions have consequences. The Navarr take the long view; they are often magnanimous and see their actions in terms of the effects they will have in years to come, not just today.

- You cannot betray your enemies. The Navarr are fierce in battle; they don't let sentiment get in the way of finding practical solutions to their problems.

- Tread carefully in wild places. The Navarr are vigilant to the dangers of the world they travel through.

What the Navarr are not

- They are not uncivilised or outcasts. They may not possess all the trappings of civilisation now, but they once did. They helped form the Empire and see themselves as an essential part of it . They are happy to use any practical innovation of the Empire, so long as they can travel with it. Their somewhat brutal practicality may shock members of other nations, but it's born out of necessity, not ignorance.

- They are not animists, nature worshippers or Celts. The Navarr are adept at living in the wilds but they do not romanticize that lifestyle and they take a dim view of those who do. Their culture bears a few similarities with some Celtic mythology, but there are no triple goddesses, no Wild Hunt, no wholesale-lifted Celtic myth. The Navarr have their own stories.

The nation

Core brief

- The people

- Culture and customs

- Look and feel

Further reading

- History

- Leadership

- Military concerns

- Economic interests

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

- Costumes

- Thoughts on Navarri attitude

This selection of articles can be downloaded as a PDF book (or as html only)

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr&oldid=65666"

Urizen

"Where there is darkness, we will make light."

The mountains of Urizen rest on three pillars.

The first is magic – for the Urizen are a people where magical prowess is seen as the highest achievement. There are few places in the world where magicians are respected as they are in Urizen, but magic alone does not control the Nation. Magic is a tool, a means to an end, forged through study, honed by reason and wielded with the certainty of people who know they are wise enough to do so safely.

The second is reason – only those who understand the world are fit to shape it. Through education and thought, the Urizen learn about the world and the things in it and are better suited to make decisions that change the world. Architects bridge the mountains and focus light to illuminate great halls with a handful of candles. Scholars debate the meaning of existence, and engineers construct engines of war to bring swift ruin to their enemies.

The third is ambition – the Urizen want nothing less than the perfection of all humanity. They seek excellence in themselves, in everything they do. They carve mountains into cities, educate the ignorant and seek to shape the fate of Nations, all with a confidence and dedication that flows from the certainty that they are right to do so.

This is a Nation of timeless tranquillity preserved by strength, of decisive action guided by reason, of majestic spires and citadels reaching toward the sky. It is a Nation of magic, where magic is king.

It is a realm that understands the most important lesson of magic – that a single individual can change the world if they have sufficient will to do so.

Five things to know about Urizen

- They study magic as the highest discipline.

- They live their lives by reason. Rationality and logic are the tools with which they pick apart the secrets of creation.

- They aspire to excellence. Not just for themselves, but for the Empire and the rest of humanity.

- They seek mastery. Not only of themselves, but of the world around them.

- Education is the greatest gift one can give. People who understand the world are simply better than people who do not.

What the citizens of Urizen are not

- Pacifists or procrastinators. They are reasonable people, but are quite prepared to fight to get what they want - they're just likely to consider for a moment if violence is the best course of action before they attack.

- Unarmed combatants. When the Urizen think of martial skills, they think of weapons. Wrestling or even touching your enemies is a distasteful idea. Much better to keep them at bay and overwhelm them with your consummate weapon skills than let them get close to you.

The nation

Core brief

- The people

- Culture and customs

- Look and feel

Further reading

- History

- Leadership

- Economic interests

- Military concerns

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

- Costumes

This selection of articles can be downloaded as a PDF book (or as html only)

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen&oldid=39453"

Varushka

“Bar your door, and do not open it before sunrise.”

Varushka is a land of dark magics and dark tales. Monsters lurk in the sunless spaces of the forests that lie across the broken hills like a blanket woven from shadows. Those who keep to the roads and keep to the rules can travel safely. Those who choose their own path find that the rulers of Varushka do not tolerate a challenge to their authority. Power comes in many forms in Varushka, sometimes brutal and uncompromising, sometimes subtle and unnoticed. Boyars guard their dominions; their Schlacta, their iron fist, enforce their will. Wise ones instruct their people, keep them safe by ensuring they know how to follow the rules. Itinerant wizards, the Volhov, keep dangerous company and make everyone’s business their own.

The people of Varushka make hard decisions and compromises to prosper in this difficult land. Their toil has seen them grow rich from the wealth to be had here, and their caution has seen them grow wise to the dangers that lie in wait. Dour by day, they celebrate by night - but only the foolish unbar their doors before dawn.

They are the iron in the Empire’s laws; unyielding, uncompromising, they do what must be done to keep the Empire strong. They are the Empire’s bones, who endure all and still prosper.

Five things about Varushka

- Do not let your eyes fool you. Appearances are deceptive, take nothing for granted.

- Respect your elders. The old possess wisdom that you will need to survive here.

- Do not leave the road. Only the human habitants of this place wish you well. Breaking the rules can have terrible consequences.

- Prepare for difficult choices. Often the only choice is the lesser of two evils.

- Do not tolerate fools or wastrels. Tolerance builds complacency and invites disaster.

What the Varushkans are not

- Evil. The Varushkans can be authoritarian, uncompromising and intolerant but they are law-abiding, not sadistic, bloodthirsty or cruel. Their rule is hard but the real monsters lie outside their walls.

- Cossacks. Varushka draws on Eastern Europe and Russia but it is also inspired by Germany, dark fantasy and the Brothers Grimm. The Cossacks and the stereotypes that accompany them are not part of the setting.

The nation

Core brief

- The people

- Culture and customs

- Look and feel

Further reading

- History

- Leadership

- Military concerns

- Economic interests

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

- Costumes

This selection of articles can be downloaded as a PDF book (or as html only)

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Varushka&oldid=38015"

Wintermark

“The storm can never break us.”

Here is Wintermark, where the frozen wind howls down from the eternal storm of Sydanjaa to face men and women stood shoulder to shoulder, holding steadfast against the cold. Revelling in battle, the indomitable Winterfolk stare down every threat with their heads unbowed, for they know that death is only the long sleep before the dawn. Always courageous, they commit themselves to every challenge, matching wits and weapons against worthy foes, forging victory from adversity on the anvil of the north.

The Winterfolk are three great tribes - the wise Kallavesi, the bold Steinr and the clever Suaq - wrought into a single mighty nation. Their banner flies the three rings joined together - three peoples bound with one breath, three voices raised together against the storm. Strength, wisdom, cunning, entwined together to form an unbreakable cord.

Wise Shamans untangle the skeins to peer into the future. The Thanes appoint banner bearers to lead the warriors to battle. The Grimnirs, forbidden from battle by sacred oath, minister to the wounded. All the while, the stormcrows watch, keeping the people's Courage in place and ensuring that no oath goes unheard or unkept. At the end, the scops gather up the dead, raising them up in song and poem, so that their deeds will echo through the halls of the dead.

This can be a harsh land, but it does not breed harsh people. They hone their minds with riddles and mysteries and their souls sing with poetry. They craft beauty for the dreadful arts of war, weaving runes into every axe, shield and helmet. Their wise traditions of weregild and moot laid the foundations of the Empire's law and governance. They are the beating heart of the Empire, and they know that if only the other nations followed their example, the Empire would rule the world.

Five things about Wintermark

- Scions sired by a storm. Wintermark is a harsh land. Mastering it has made us strong.

- A hero's tale ends with a good death. We glory in battle; we stand tall and do not skulk from danger.

- Cold cannot compromise. We do not compromise even with ourselves. Not even age or injury turn us from our undertaking.

- A hero has a name. We prize individuality; your name is the beginning of your story.

- Three tears entwined. The three peoples of the Wintermark are indivisible; they live together and fight as one.

What the Winterfolk are not

- Vikings. The Steinr are inspired by the Saxons and the Rohirrim from Lord of the Rings and they follow the Imperial Religion. There are no longships, raiders or horned helmets, and Thor and the Norse pantheon are actively excluded from the brief.

The nation

Core brief

- The people

- Culture and customs

- Kallavesi

- Steinr

- Suaq

- Look and feel

Further reading

- History

- Political leadership

- Economic interests

- Military concerns

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

- Costumes

This selection of articles can be downloaded as a PDF book (or as html only)

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wintermark&oldid=61275"

Costume advice

Contents

- 1 National Costumes

- 2 How Tos

- 3 Specialist Tips and Techniques

- 4 Costume Diaries

- 5 £30 kit challenge!

- 6 Traders

National Costumes

- The Brass Coast costumes

- Dawn costumes

- Highguard costumes

- The League costumes

- The Marches costumes

- Navarr costumes

- Urizen costumes

- Varushka costumes

- Wintermark costumes

- Imperial Orcs look and feel

How Tos

- How to - make a ten minute skirt with only four seams!

- How to - make a ten minute apron

- How to - make an amazingly easy kirtle

- How to - make a really easy Medieval cote

- How to make a t-tunic

- How To - Make a Surcote

- How to adapt a commercial pattern to make a high status dress

- How To - Make an easy kids cloak

- How to - Make an awesome furry mantle

- How to - Make a wizard's or monk's outfit

- How to - Make a felt hat

- How to - Make a Suaq Coat

- Corset

- Use your T shirt to make a pattern for costuming!

- Ideas for continual kit improvement

- How to make basic monstering orc kit for 10 pounds Photo tutorial on facebook.

Specialist Tips and Techniques

- Leatherworking Guide

- Jewellery Guide

- Making Horns

- A guide to fabrics for kitmaking

- Making IC fabric flowers

Costume Diaries

- Designing a costume for your character - a Marcher Costume diary

- A Kallivesi Costume Diary - Kallavesi Mystic Part 1, Design A Wintermark Costume Diary

- A League Costume Diary 1- Dressing a Bravo

- A League Costume Diary 2- A Fine Lady's gown - with adjustments for pregnancy and breastfeeding

- Making a hardened leather mask

- Helen's blog on costuming the league

- High Status Marcher Woolen Trapunto Doublet by Moretta Designs

£30 kit challenge!

- Freddie's no-sew £20 costume

- Mandala's £30 kit challenge weekend - 7 nations (under £30 each) and some orc warskirts.

Traders

- Traders - List of links to LRP traders, crafters, and other resources.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Costume_advice&oldid=52837"

Music

Live music adds a huge amount of atmosphere to a game. Not only that, it can be used as a device to inject information for both plot and immersion purposes, and finally, music and storytelling provides a way to immortalise characters and to increase their lasting impact on the game world. The purpose of this section of the wiki is to encourage live performances of appropriate music and stories and to provide guidance and resources to create a different style of music for each nation. No IC music is discouraged, these resources are just suggestions. We hope it will help musicians and performers to bring alive their camps and add a great deal to the immersion of the game as a whole.

Music is supported by a great many talented and skilled PC bards as well by the NPC bards who are members of the Three Refrains.

Contents

- 1 Contributing music

- 2 Songs popular throughout the Empire

- 2.1 Imperial Battle Songs

- 2.2 Songs about The Way

- 2.3 Academy Songs

- 2.4 Tavern Songs

- 3 Music of the Empire nations

- 4 Music in battle

- 5 Songs about notable people or entities known across the Empire

- 6 General music resources

Contributing music

Please note, we are being very careful to credit all tunes and lyrics here. Please do not upload copyrighted material without the explicit permission of the authors/performers. Want to submit music to this resource? Here is a music template page to help you.

Songs popular throughout the Empire

Imperial Battle Songs

- A Battle Anthem - known across the Empire and popular in martial nations such as Highguard, The Marches, Dawn and Varushka, though sung in different styles, easy.

- Always a Hero Comes Home - Song about what it means to be a hero, easy.

Songs about The Way

- The Good Old Way - hymn about The Way, medium

Academy Songs

- The Faculty Song - Song about staff of The Academy and also teaches virtues, easy.

- Useful Rhymes - rhymes to help children (and adults) remember Virtues, herbs, etc.

Tavern Songs

- Here's A Health to the Company - easy drinking song.

- The Parting Glass - farewell song, medium.

- Daddy Fox - folk song about a cunning fox, easy.

- Three Ravens/Twa Corbies - song about a dead knight, medium.

- His Banner's Not Mine Versatile love song

Music of the Empire nations

Generic folk is sung throughout the Empire and no music is 'wrong' to sing or play unless it has OOC references. However it would be great to hear a different sound in each camp and the pages for each nation (below) will help you to adapt your existing repertoire to a national style, and learn new material.

- The Brass Coast music

- Dawn music

- Highguard music

- League music

- The Marches music

- Navarr music

- Urizen music

- Varushka music

- Wintermark music

- Imperial Orc music

Music in battle

Most of the Imperial nations will use music or noise to inspire courage on the battlefield, or to terrify their enemies. Styles vary from nation to nation and group to group, however here are some overall tendencies:

- Brass Coast - favour wild shouting and shrieking, along with taunts and challenges or structured 'marching music' on pipes/recorders with light drumming. They build up courage by typically starting in a very slow beat that gets faster and faster until it dissolves into chaos, then starting again.

- Dawn - a Dawnish shield wall may be accompanied by formal fanfare, or pipe and drum. Individual units are often accompanied by a troubadour, who maintains the morale of the soldiers through story and song, and who is also responsible for immortalising their deeds at the battle's end.

- Highguard - Highguard has a tradition of battle choirs, or unstructured bugles/trumpets/horns at the charge. When marching Highguard soldiers either sing or follow a rhythmical bell rung by a priest. Some units tie tiny bells to their shields or armour which ring during the fighting and if they fall in battle, the priests collect the bells and add them to the group's standard.

- The League - League soldiers love to taunt their enemies and often chant simple rhyming jeers at opposing soldiers. The League also make use of high or snare drums to build morale before a battle.

- The Marches - in a similar fashion to Rough Music, Marchers will shout, chant, bang shields, staves or anything else to create noise before a battle. When marching to the battlefield, drinking songs may also help to keep spirits up!

- Navarr - in order to distract foes from potential flanking ambushes, the Navarr may shout and chant, and use small horns and drums to create unstructured noise. At night or in dim forests, bullroarers or 'twirlies'/'whirlers' are sometimes used to scare and disorient their enemies.

- Urizen - gongs, bells and drums are sometimes used to provide a steady repeating rhythm which keeps the group of Sentinels moving forwards, gongs are also used to signal to other nations when Urizen reinforcements are close at hand.

- Varushka - Varushkans often sing morale-boosting Marching songs, and can be accompanied on the battlefield by drums but typically forget about any kind of structured music once the fighting starts.

- Wintermark - A Wintermark battle line will have orators, drummers, singers, or pipers gathered around the Banner of each group and they play a large role in keeping morale up. See Wintermark Military Concerns for more detail.

- Orcs - big drums, chanting, horns

Songs about notable people or entities known across the Empire

- Britta's song - Song about Empress Britta

- Harvest Time - Song about Empress Britta

- The Lion and the Unicorn - Song about Jaheris and Eleonaris becoming well known, especially by those associated with the Summer Realm

- Riqueza's Dream Telling one version of the tale of the founding of the Brass Coast this song is popular in taverns and Alcazars. It has sparked off several diplomatic incidents by 'accidentally' offending Highborn visitors.

General music resources

- For song lyrics: Mudcat, traditionalmusic.co.uk

- For tunes: TheSession

- To find vaguely religious lyrics about the virtues, try using the word search at http://fasola.org/indexes/1991/?l=a You can search by words e.g. Ambition or "The Way" and then click through to the whole song. To find the tune, try googling the song title as many shape note songs are on youtube, or find a friendly shape note singer who can look up the tune in the book. See also http://www.shapenote.net/ - a great resource for learning shapenote music.

- Shakespeare sonnets are suitable for a few cultures, especially Dawn, or for filking. http://www.shakespeares-sonnets.com/all.php

- A great podcast for discovering new folk music: http://www.folkcast.co.uk/

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Nation FAQ

Contents

- 1 Introduction

- 2 Can I change nation in play?

- 3 Can I play a mixed-nation character?

- 4 Can we play a mixed-nation group?

- 5 Can I play an Imperial Orc in the Marches?

- 6 Can Imperial Orcs change nation?

- 7 Can I be a Dawnish knight without being Dawnish?

- 8 Can I be more than one archetype?

- 9 What if my nationality or archetype is disputed?

- 10 What happens when different nationalities marry?

- 11 Can I play a foreigner?

Introduction

The following is a list of frequently asked questions that players have sent us. If you have any queries about Empire then it is worth checking the FAQs first, to see if the answer to your question is here. Otherwise email us at empire.rules@profounddecisions.co.uk with any questions about the rules or empire@profounddecisions.co.uk with any other questions about the game. We'll answer as quickly as we can and we'll add your question to our FAQ if we think it is likely to be of interest to other players.

This section of the FAQ contains questions about nations. For questions about other parts of the game, please see the more general FAQ.

Can I change nation in play?

To be a member of an Imperial nation you must be accepted by the egregore of that nation. In effect, this means that an existing character who wants to change nation will need to seek out the egregore of the nation they wish to join and convince them to accept you into their nation. You should make sure you read the page on nationality so that you understand the implications of joining a new nation.

Can I play a mixed-nation character?

All players must choose a single nation for their character. Although a character may have changed nation, the nature of the setting means that they should use the culture, costume and characterization of the nation they are a member of now. This page about nationality gives more information about why characters in Empire are from a single nation.

Can we play a mixed-nation group?

At the event, the main field will be split into ten distinct camping areas, one for each of the nations and one for the Imperial Orcs. Nation is your primary source of identity and the key route into all the politics of the game, so any Marcher character that spends their time hanging around in the Dawnish camp is likely to be cut out of a significant portion of the game. For this reason alone we are actively discouraging mixed-nation groups and asking players to focus on creating a group that draws from one nation.

There are significant rules penalties for mixed-nation groups. Characters take the battlefield by nation, so you cannot take the battlefield and fight together as a group. You can't be part of the same sect and gain any religious benefits and you can't be part of the same coven and work together to perform rituals. In addition you cannot participate in the politics together as the politics of Empire is segregated on national lines.

All of these elements of the game have been deliberately designed to discourage players from playing in mixed nation groups, because we believe it is much more likely that players in mixed nations groups will have a very bad time. In addition to the significant rules penalties described above, you may be ostracised by your fellow players. If that happens you risk being cut out of the roleplaying of the camp, along with your inability to participate in the battles, rituals and politics of the Empire.

It is important to point out that the nations are all part of a single Empire - they might have political differences on many issues but they are fundamentally on the same side. As such it is perfectly reasonable to begin the game having existing alliances and contacts with groups in other nations. If half your friends want to come from Varushka and half want to play Winterfolk then we would advise you make two groups - one from each nation - and put links between them in your respective backgrounds. It's normal to have close friends and allies from other nations.

Can I play an Imperial Orc in the Marches?

Imperial orcs are the equivalent of a nation - they have their own camp, their own armies, their own generals and so on. Anyone planning to play an Imperial Orc should be based out of the Imperial Orc camp. No orc character can join the Marchers (or any other Imperial nation) as the egregore is not able to bond an orc to the nation. Likewise Imperial Orcs cannot join another human nation.

While we appreciate that this would make the character unique and be a point of interest for everyone who interacted with you - what it would do ultimately is undermine the unique nature of the Marches and of the Imperial Orcs - because each camp would become less and less distinct. We have taken the decision to say no to all these requests because otherwise the game would lose all identity, the character and flavour of each camp would be lost and the net result would be that the game became more bland for everyone.

Can Imperial Orcs change nation?

It is not possible for a human character to join the Imperial Orcs - or for an Imperial Orc to join a human nation. The reason for this decision is to preserve the character and flavour of each nation - the orc nation would quickly be watered down by the presence of any significant number of humans in their camp. Likewise the unique character of the Imperial Orcs would quickly be lost if there were Imperial orcs in every nation.

The in-character reason why this is not possible is that the magic of the egregore rejects any attempt for an individual of a different race to join the nation. Regardless of the views of the individual egregore - and no matter how closely they attempt to follow that nation's customs - it is not possible for them to form a bond with the egregore.

Can I be a Dawnish knight without being Dawnish?

No. To be knighted is to be a member of a Dawnish noble house - which means being a member of a Dawnish group - for which you must be Dawnish.

Can I be more than one archetype?

When you create your character you can choose a single character archetype from those described for the nation on the wiki. Archetypes are completely optional, you don't have to have one but it tells us a lot about what you consider to be the main role of your character, and we use them when writing some plots. For instance, if we are going to write some plot involving combat in Urizen - then we might aim that plot at players who have told us they are playing a sentinel. If we're writing plot involving ritual magic in Dawn then we'll look at who is playing an enchanter.

It is difficult for a character to fulfil more than one role at once, though not impossible. At character creation we ask you to pick the archetype that is most relevant for your character. We may then use that information when looking for characters to involve in new plot we are writing. However archetypes are also about the setting and your characterisation, there are no game rules for them, it is simply a shorthand for how you present your character and what you tell the world about yourself. A Wintermark thane might also be a grimnir. However the social role, the vows involved, or simply the time required will often make it difficult to fully portray, or even be accepted, as more than one archetype at once.

What if my nationality or archetype is disputed?

Only members of a nation may vote in that nations senatorial elections - and in some cases only members of certain archetypes or characters with elevated social status may vote. For instance in Dawn, only nobles who have passed the Test of Mettle may participate in the senatorial tourney. In most cases who is or is not a Dawnish noble is obvious to everyone present - and the assumption is that all characters will react accordingly. If however there is some genuine doubt, then characters present may dispute an individuals nationality or status.

If that happens, then the civil service will look to the nation's egregore to make a ruling on the matter. An egregore is best placed to know if a character is genuinely or who they claim to be. The election will be halted while the egregore talks privately to the character in question. If the character is able to convince the egregore that they are who they claim to be then they will be allowed to participate in the election. If the player is uncertain, perhaps because they are new to the game, then the egregore will take the time to help them to understand what is involved and work out what the correct answer is.

What happens when different nationalities marry?

In Empire, most marriages are assumed to be between members of the same nation. Marriages between characters from different nations are not that unusual but most weddings involving NPCs will usually see one party join the nation of the other. This isn't a requirement - but the average Navarr citizen who joins a Marcher household - strops travelling, starts working the land - is going to become a Marcher over time simply because of the way nationality works in Empire. Of course it's possible for a Navarr to marry a Marcher and carry on travelling with their striding - only seeing their spouse for a few days each season or less. But that sort of arrangement would seem as difficult and unusual to Imperial citizens as it would to us today. There are no phones in Empire, and travel takes days or weeks. So a Highborn citizen married to a Varushkan, each living in their own lands, will only be able to see each other rarely and at great cost.

For PCs, who only actually play their characters for a few days of the year when they are all together at Anvil, these issues are less obvious. None-the-less a player should really think about what happens to their character if they get married. They have three basic options, they can roleplay that their married characters live apart but meet at Anvil and perhaps other times. A player who wants their character to move to live in another territory, can do so by contacting PD to request a new resource (note that it is very expensive for an Imperial citizen to live in lands other than their own). Finally a character who wishes to change nation can speak to the egregore who will advise them on what they need to do.

Can I play a foreigner?

No. All player characters must be imperial and live within the Empire. A character may have foreign connections in their past or have been born or resident in a foreign country in their past but at time of play must be an imperial citizen belonging and resident in a nation and bonded to an egregore. If you choose to play a character with foreign connections there is no further information available to you than that which is already on the wiki. It would be sensible to take this lack of knowledge into consideration when creating your character and to find reasons for your lack of knowledge and understanding of the language to the level of your out of character ability.

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Empire overview

Formed nearly four hundred years ago when the First Empress began her crusade to unite all humanity, the Empire has grown and prospered ever since despite being surrounded by barbarian enemies. Made up of nine great nations, the Empire is politically and legally unified. Everyone is an Imperial citizen but the Empire seeks to maintain the unique culture and customs of the different nations.

The Empire has a complex political system that shares power between a number of institutions. At its head is The Throne, the seat of the Emperor or Empress and the most powerful political position in the Empire. The Throne is not hereditary; the occupant is chosen by the Senate (a council of representatives chosen from each nation) to oversee the running of the Empire. When the Throne is empty, most of its powers are held by the Senate.

The Synod exists to keep the Empire virtuous. This august body is formed from every priest in the Empire who has a recognized congregation. It has many powers defined in the Imperial Constitution, and is the only body able to dismiss an Imperial citizen from a position once they have been appointed. The prosecution of wars and the defence of the Empire is the responsibility of the generals appointed to the Military Council, whilst the most powerful magicians in the Empire protect and support their own through the Conclave. The Bourse oversees matters of economics, helping to build the Empire and enrich its citizens.

The day-to-day operation of the Empire is attended to by the magistrates and functionaries of the Imperial Civil Service. These NPCs (non-player characters) ensure that the laws are upheld. They also ensure that the tedious business of logistics and administration is attended to without those who rule having to waste their time with such matters. They have an untarnished reputation for integrity and impartiality. The magistrates ensure that everyone has recourse to the law, while the functionaries see that armies are fed and transported where the Generals order and that workers are hired and paid for building projects that the Senate authorizes.

What binds the Empire together is the Way of Virtue, a single religion shared by every citizen which teaches that humans enjoy reincarnation after death and that adherence to the seven great Virtues will ensure a swift reincarnation. The Way recognizes the legacy of the heroes of the past, while encouraging every citizen to work towards the triumph of humanity.

That triumph is not assured; the Empire has enemies on all sides. Barbarian tribes and kingdoms that look on the success of humanity with jealous eyes. They remember a time when they ruled this land and pounce on any opportunity to restore their own fortunes. The dream of the First Empress will not be complete until these barbarians are defeated once and for all.

Five things to know about the Empire

- It is an enlightened republic. The Empire belongs to its citizens and at its best it serves their interest. It does not keep slaves or discriminate between its citizens on grounds of age, gender, sexuality or lineage.

- It is unified by faith. The Way of Virtue is the official state religion based on philosophy and reincarnation. It is the only legal religion allowed in the Empire and is accepted in some form by almost all citizens.

- It does not tolerate murder. The Empire has a strong legal system that serves to identify and prosecute criminals especially murderers. Our NPC magistrates will use every possible in-character resource to punish those who break the law.

- It has many enemies. The Empire is surrounded by barbarians, the majority of whom are orc tribes and kingdoms. There has never been a year when the Empire was not at war with at least one of them.

- It is defended by its heroes. The Empire relies on its heroic citizens to defend it. Many elements of Imperial society works to encourage the citizenry to step up to this challenge. Children are taught to be the heroes of tomorrow.

What the Empire is not

- An aristocracy. The Senate appoints an Emperor or Empress and the senators are in turn chosen by the prominent inhabitants of the nations. This pattern is widespread throughout the Empire; it has no aristocratic or dynastic family lines and no tradition of inherited power or titles. Wealth may be inherited, but power is granted by your peers.

Further reading

The wiki contains a great deal of information about the Empire and the world in which it lies. Everyone is given explicit permission to know anything they find on this wiki in-character if it is appropriate to their characterization.

- The Throne

- The Imperial Senate

- The Imperial Synod

- Religion

- The Imperial Military Council

- The Imperial Conclave

- The Imperial Bourse

- Currency

- Imperial Law

- Imperial history

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Empire_overview&oldid=64375"

Imperial Senate

Contents

- 1 Overview

- 2 Role within the Empire

- 3 History

- 4 Sessions

- 5 Participation

- 6 Limitations

- 6.1 Veto

- 6.2 Constitution

- 7 Further Reading

- 7.1 Core Brief

- 7.2 Additional Information

Overview

The Imperial Senate is the primary legislative body for the Empire. It is an elective chamber; with one senator appointed by each territory of the Empire to represent their interests. The chamber has access to a wide range of political powers which makes senators some of the most powerful political individuals in the Empire. They alone have the ability to change Imperial law, as well as enjoying access to the Imperial treasury. They are also responsible for appointing The Throne.

Role within the Empire

The purpose of the Senate is to govern the Empire. This control extends to all areas of Imperial life not already covered by the other houses of government; the Synod, Bourse, Military Council, and the Conclave.

Any major commission, whether military or economic in purposes requires the approval of the Senate. They cannot order the Bourse to provide the materials required, but they control the Imperial treasury and can disburse funds from it to purchase the materials needed.

The Senate are forbidden by the Imperial Constitution from intervening in the business of the Military Council, but members of the Senate appoint each general and only the Senate can declare war on another nation - or end it. When a territory is conquered by the Imperial armies, it is the Senate who decides which nation the territory will be assigned to.

The Senate are also responsible for Imperial law. Any changes to Imperial law must be raised and approved by members of the Senate; changes which have constitutional implications also require authorization by The Throne and approval by the of the Constitutional Court. The Senate also has the power to create new offices of state, individuals with powers and responsibilities, who operate as part of any of the great houses of government.

Because of their great power, the Senate is closely watched over by the Synod who have the power to veto decisions made by the Senate.

History

The Senate was created at the dawn of the Empire to ensure that the power to govern remained in the hands of the citizens. The Senate is a development of the Witan which existed in Wintermark to help the monarch run the nation, in the time before the Empire.

The design of the Senate is a direct consequence of the unique way the Empire was formed, not by conquest, but by a union of nations. All agreed that the Senate should limit the power of The Throne - the first Empress was a popular figure - but not that popular. But every nation had their own dogmatic views on how the new Empire should be run. Nations with strong military traditions, like Dawn and The Marches sought to enhance the power of the military, while nations like The League were openly contemptuous of the idea that politicians should control the Empire's economy. Highguard as the driving force behind the creation of the Empire was determined to secure the power and authority of the Imperial Synod.

Compromises were made to ensure unity; for example the constitutionally protected roles of the Imperial Bourse and the Imperial Military Council were expressly created to thwart the desire of senators to control these areas of the Empire. As a result, while the Senate is the most powerful of the five political houses, it has defined limits to its power set down by the Constitution, and it is forever watched over by the Synod.

Sessions

The Senate typically sits twice in each full day of an Imperial summit, and once in each part day. Sessions are conducted in the Senate chamber, a grand stone building at the heart of Anvil. To keep order each Senate session is chaired by the Speaker for the Senate, a civil servant responsible for ordering motions during a sitting, allowing time for motions to be considered, for maintaining civil debate, counting votes and ensuring due procedure within the chamber.

The agenda consists of motion, announcements, and addresses. Motions are raised by members of the Senate and considered and voted upon by all present. By historical tradition, motions are nailed to the walls of the Senate so that all citizens can be aware of them. It is common for the civil service to take a copy of the motion and make it available through the hub.

Announcements are made by any holder of an Imperial title who wishes to use Senate powers that have been delegated to that office. They can be considered and discussed like a motion, but are not subject to a vote. Addresses are made by those whose title grants them the power to address the Senate. Like an announcement, they may be considered and discussed, but no vote is taken.

It takes great strength of character

to be in favour of something you hate.

Lady Clarice Novarion

Participation

Only a member of the Senate or civil servant is entitled to enter to the Senate chamber for a session. Members must arrive promptly, entry is prohibited to any member of the senate once a session has begun. Anyone who has the right to enter, has the right to speak during the debates. To do so they must catch the eye of the Speaker and wait until invited to speak. To cast a vote, eligible members who are present will be called upon by the Speaker to take a stance on each motion brought before the Senate.

The right of witness ensures that every member of the Synod is entitled to observe all aspects of the Senate. To facilitate this, the Senate building has a large viewing gallery that runs alongside the main chamber. When it was originally constructed the gallery was only available to members of the Synod, but it was easier to open the gallery to all, and now all citizens with an interest in the proceedings are encouraged to attend. Any Imperial Citizen can ask the Speaker or the Captain of the Senate Guard to remove a non-citizen from the viewing gallery.

Although only a handful of citizens have the right to raise motions and vote on them in the Senate, the Senators who form the mainstay of the Senate are chosen by the people of their nation. Most senators work hard to make themselves available to the citizens who elect them. A senator who does not adequately represent the interests, views, and goals of the people of their nation and territory can quickly find themselves removed from office.

Limitations

Veto

The decisions of the Senate, both motions and announcements are subject to veto by The Throne and the Imperial Synod. Any veto automatically cancels the motion or announcement, as if it had been a motion which was voted down. A motion that is vetoed cannot be raised again before the start of the next summit.

The Imperial Synod, either the Assembly of Nine or the General Assembly may veto any motion with constitutional implications. In addition, the General Assembly of the Synod may veto any one Senate decision during any summit, using its veto. A veto by the Synod must be exercised before the start of the next session.

The Throne may veto any vote that occurs as part of a Senate session while they are present.

Constitution

The power of the Senate's is limited by the Imperial Constitution. The magistrates may declare a motion to be unconstitutional, if they believe it violates the principles of the Constitution. Where possible the magistrates will always do this before a motion is considered if they are given due time. If a motion is declared unconstitutional, the magistrates are required to provide complete guidance for why it was ruled unconstitutional. The senate may then consider a new motion on the issue at any time.

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- Appointments by the Senate

- Appointments to the Senate

- The Throne

- Master of the Imperial Mint

- Speaker for the Senate

- Conscience of the Senate

- Imperial treasury

- OOC design

This selection of articles can be downloaded as a PDF book (or as html only)

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Imperial Synod

Reward the Virtuous; Punish the Wicked

Contents

- 1 Overview

- 2 Role within the Empire

- 3 History

- 4 Sessions

- 5 Participation

- 6 Limitations

- 7 Further Reading

- 7.1 Core Brief

- 7.2 Additional Information

Overview

The Imperial Synod exists to safeguard the soul of the Empire, protecting it from dangers and corrupting influences, whilst nurturing and promoting virtue wherever it flourishes. It provides a balance on the power of the Imperial Senate and The Throne and has the power to reward the virtuous and punish the wicked. It also controls the supply of true liao which grants access to past life visions.

Role within the Empire

The Synod is charged with overseeing the spiritual well-being of the Empire - ensuring the virtue of its citizens and in particular those who lead them. Its remit includes being aware of all the official business of the Empire. Members of the Synod are permitted to sit in while any Imperial meetings are being convened, although they are not automatically able to pry into the private affairs of citizens. The purpose is to ensure that virtue is enshrined in all the most important decisions taken by Imperial citizens.

To allow the Synod to perform its role, it may act to veto motions passed by the Senate - or to revoke individuals who hold important positions in the Senate or the Military Council. The Synod's most feared punishment is to excommunicate a citizen, allowing the ceremonial rite of excommunication to be performed on the accused and stripping them of their right to hold any Imperial title.

The Synod is also granted the power to dispense the majority of the true liao produced by the Empire each season as well as being charged with maintaining Imperial doctrine, providing guidance to the faithful through rulings on metaphysical and spiritual issues.

History

The creation of the Imperial Synod was a crucial part of the formation of the Empire. While the Empress and many of her Highborn supporters favoured a theocratic model of government for the Empire, they were unable to convince everyone of the wisdom of this approach. The compromise was to vest legal power in the Senate - but to create the Synod to watch over the Senate and ensure it remained a virtuous house. When it became clear that the Military Council would act independently of the Senate, the Highborn were able to successfully argue that the Synod's remit should also cover the generals.

The notable exception to the powers of the Synod are the Bourse and the Conclave. Titles appointed by either of these two houses may not be revoked, nor are their decisions subject to veto. The exclusion of the Bourse was the result of a long and bitter battle between Giovanni of Tassato (later Emperor Giovanni) and his followers and the Highborn. Giovanni was insistent that the Bourse must be completely free from political interference and would brook no compromise, demanding that the independence of the Bourse be enshrined in the Imperial Constitution.

Giovanni later became Emperor, and was instrumental in courting the Urizeni, convincing them to join the Empire peacefully. The exclusion of the Conclave from oversight by the Synod likely reflects Giovanni's political views as much as it did the demands of the magicians of the time.

Sessions

The civil service do not arrange any formal meetings or sessions for the members of the Synod. Rather the Synod acts by passing (or rejecting) judgements that have been raised by members of the Synod. When a judgement is submitted to the civil service it is raised onto the walls of the hub so that it may be scrutinized by any citizen. Eligible members of the Synod may then vote for (or against) the judgement at any point until voting closes. Voting is conducted in public and any citizen may view the records to see how many votes a judgement has gathered and who has supported or opposed it.

At set times during the summit, voting closes to allow the civil service to tally the votes cast for every judgement that is due to end then. A judgement must receive at least four hours of scrutiny, unless there are sufficient members of the Synod physically present to immediately determine the outcome of the judgement.

This approach ensures that members of the Synod can have sufficient time to examine a judgement, discussing it with their peers, and considering the ramifications. It also means that all members of the Synod who attend Anvil can vote on judgements raised, regardless of how many are present.

Participation

Each citizen who has been responsible for the running of a congregation in the season preceding the summit is automatically a member of the Synod. This makes them eligible to raise one judgement per summit and to vote on judgements raised by other Synod members. Votes are based on the size of the congregation - the larger the flock that a priest tends to, the more votes they receive. The founders of the Empire adopted this approach to ensure that the decisions of the Synod best reflected the wishes of the citizens of the Empire.

A handful of Imperial titles also confer votes in the Imperial Synod - based on the size of the congregation associated with the position. Any citizen who holds such a title is automatically considered to be a member of the Synod. Any votes afforded by the title are in addition to those they are due from their congregation if any.

Participation in the Synod is divided into a number of different assemblies:

- General Assembly, consisting of all Synod Priests

- National Assemblies, consisting of all Synod Priests from a single nation. There are ten National Assemblies, and a given priest is automatically a member of one of them.

- Virtue Assemblies, consisting of all Synod priests who share the same dedication, or lack of. There are eight Virtue Assemblies (one for each of the seven virtues, and the assembly of the Way). A given priest is a member of one Virtue Assembly based on their dedication.

- Assembly of Nine, consisting of the eight Cardinals of the Virtue Assemblies and the Throne.

Every member of the Synod is automatically a member of the General Assembly - and a member of the relevant national and virtue assembly. Each assembly has specific judgements available to it - for example the Marcher National Assembly may revoke Marcher senators and generals.

The assembly that will consider a judgement is set when the judgement is raised - it may then only be voted on by members of that assembly.

Limitations

Although the Synod is powerful - arguably as powerful as the Imperial Senate - it does not possess the ability to change the law, nor to create new Imperial titles. The Synod has the power to veto motions passed by the Senate - but it is absolutely reliant on the Senate to raise and pass any motions needed to change laws or even the structure of the Synod itself.

Crucially the powers of the Synod do not extend to cover the Conclave or the Bourse. Both bodies are explicitly defined to be outside the Synod's jurisdiction. This means that the Synod cannot veto a declaration passed by the Conclave - nor revoke those who hold Bourse or Conclave titles.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Imperial Theology

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

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Imperial Military Council

Contents

- 1 Overview

- 2 Role within the Empire

- 3 History

- 4 Sessions

- 4.1 The Muster

- 4.2 Council sessions

- 5 Participation

- 6 Limitations

- 7 Further Reading

- 7.1 Core Brief

- 7.2 Additional Information

Overview

The Military Council is the gathering of Imperial generals and admirals. Individually, the generals have responsibility for the orders given to the Imperial army under their command, while the admirals provide the orders for the navies. Collectively, the Council has the power to determine what use will be made of the major conjunctions of the Sentinel Gate. The Council also meets regularly during events to allow generals an opportunity to share strategic information and receive formal presentations from other citizens, and wield the legal powers of the Council.

While each general is a member of the Military Council, there is an implicit tension between their responsibility to the nation they represent and the perceived needs of the Empire as a whole. Throughout the history of the Empire, the strength of the Military Council has waxed and waned. When the Council is dominant, the goals of the nations take second place to grand strategies. When the nations are dominant, their goals take precedence over the "good of the Empire".

Role within the Empire

The Imperial Constitution clearly divides the responsibilities for war between the Imperial Senate and the Military Council. Generals are appointed by members of the Senate, but once appointed serve their full term (unless they are revoked by the Synod). Only the Senate can declare war on another nation - or end it - but the generals prosecute those wars and ultimately decide whether to invade a barbarian nation or not. Furthermore, the Senate is forbidden from intervening in the business of the Military Council - it is illegal for a senator to enter the Council chamber while they are in session.

The main role of the Military Council is to determine how to best employ the major conjunctions of the Sentinel Gate. These conjunctions allow the Empire to send hundreds of their most skilled warriors to key strategic locations on the Empire's borders, but there are always difficult decisions to be made about which conjunctions to chose, which nations are best placed to take advantage of them, and who will lead them.

When a battle opportunity leads to the capture of a significant resource, such as an enemy weapon, prisoner or significant trove of barbarian resources, it is the responsibility of the Military Council to decide who will take custody of those resources. Usually the presence of such resources is well known in advance, but an individual citizen can appeal to a magistrate for a decision if they believe that a Field Marshal has claimed treasures that were not part of the strategic objectives of the battle.

Beyond control of the opportunities provided by the Sentinel Gate, the Military Council has relatively few legal powers and holds sessions primarily to give generals an opportunity to share military goals and strategies. It has the power to arrange the disposal of all spoils of war, valuable resources that have been captured by Imperial forces on campaign. The Council also plays a minor role in the judicial system; it has the power to release individuals who have been sentenced to fight to the death in battle, if service has been exemplary.

History

The structure of the Military Council and the Imperial armies was laid down at the creation of the Empire. The Marcher steward, Tom Drake, argued passionately that the command of Marcher yeomanry must be with a yeoman. He point blank refused to compromise; for Drake it was about the principle of representation and the right for Marchers to choose who they raised up. The military commanders of the other nations broadly agreed with him, and his vision of armies raised within nations and led by generals of those nations appointed by their senators quickly gained ground. It also eased concerns in many quarters of a future Throne who might seek to wield the might of the armies as a tyrant, or that the Military Council itself might overthrow the Senate in a coup.

Sessions

Like the Senate, meetings of the military council are chaired by a civil servant, the Herald of the Council. However the rules of the Council are not as strict as those of the Senate; members may speak freely and come and go as they please during the course of the meeting. The Herald will act to ensure everyone is given an opportunity to speak but ensure that the meetings run to time and does not become repetitive.

Unlike the Imperial Conclave or the Imperial Senate, the Imperial Military Council has two distinct types of meeting. The muster takes place on the first night of each summit at Anvil, and concerns decision about the use of the Sentinel Gate. Other meetings, called Council sessions have a broader remit and take place throughout the summit.

The Muster

The most important meeting of the Military Council is the muster which takes place on the first night of each summit at Anvil. At the start of the muster, the Herald will brief the assembled generals about the major conjunctions that the civil service has been able to identify. The generals discuss these opportunities, and decide which conjunctions to use. They then decide which nations will use each conjunction, and who will be in command on the field during each battle.

Once a decision has been reached, the muster is formally over. Those in attendance are then expected to return to their nations and let everyone present know what decisions the Council has reached (secrecy is not usually a concern), so that people may prepare themselves for the battles on the following days. The civil service also ensure that the egregores are informed to try to ensure everyone has a chance to find out when they might be called upon to fight.

Council sessions

The Military Council holds further sessions on each day following the first battle of the summit. They are distinct from the muster - shorter and with a broader focus. Every session has an agenda set by the members of the council and overseen by the Herald. The sessions give individual general an opportunity to wield the collective power of the Council; receive or deliver battle reports and other military briefings; and discuss and evaluate military strategies and concerns.

Participation

Each general is by default a member of the Military Council, as is the Warmage. They can participate in discussions, vote on matters of importance, and add items to the agenda for a Council session.

The right of witness ensures that every member of the Imperial Synod is entitled to observe meetings of the Military Council. In practice it is customary to allow any citizen who is interested in Council business to attend. However neither priests nor other Imperial citizens may speak unless invited to do so by the Herald. The Herald has the legal power to remove anyone from the chamber if their speech or behaviour is impeding the ability of the Council to act. Any Imperial Citizen can ask the Herald to remove a non-citizen from the meeting.

The constitution explicitly forbids senators from entering the Military Council under any circumstances. Some historical scholars claim this reflects the importance the First Empress and her advisers placed on the separating the business of war from the business of politics. Less flattering interpretations point out that since the Empress (or Emperor) is a member of both chambers, this ruling also enhances the prestige and power of The Throne.

Limitations

The Military Council cannot submit orders to the Imperial armies directly; only the appointed general or their adjutant has that authority. Although the Synod is charged with oversight of the Military Council and the generals who sit on it, neither the Military Council nor any other body may compel the generals to act in any way. They cannot even compel a general to attend a council session or muster - and every general has the ability to leave a session once they consider their business completed.

Further Reading

Core Brief

- Military Council Overview

- Muster

- Council Session

- Powers of the Imperial Military Council

- General

Additional Information

- War

- Council Address

- Appointments to the Military Council

- The Throne

- Herald of the Council

- Warmage

- Appointments by the Military Council

- Field Marshal

- Quartermaster General of the Imperial Armies

- OOC Design

This selection of articles can be downloaded as a PDF book (or as html only)

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Military_Council&oldid=51931"

Imperial Conclave

Magic is but a tool like any other, what matters is the mind that wields it.

Overview

The Conclave is an organisation effectively open to all magicians in the Empire. Members of the Conclave explore, discuss and use magic for the benefit both of the Empire and the magicians themselves. Much of the business of the Conclave is hidden from the eyes of non-Magicians, taking place in the Hall of Worlds. At the same time its influence can be far-reaching - it has access to the magical resources of the entire Empire, and has the ability to make decisions about magical matters that are legally binding on Imperial citizens.

Role Within The Empire

The Conclave is charged with oversight of magic across the Empire. Its remit includes encouraging the use of magic in the best interests of the people of the Empire; preventing the misuse of magic to damage the interests of the Empire; and advising the Imperial Senate, Military Council and Imperial Synod on arcane matters.

It possesses specific powers to promote and protect safe and prosperous use of magic by its citizens, through the use of declarations. The Conclave also controls a pool of magical resources that are distributed to each Conclave order via their grandmaster.

Contents

- 1 Overview

- 2 Role Within The Empire

- 3 History

- 4 Sessions

- 5 Participation

- 6 Further Reading

- 6.1 Core Brief

- 6.2 Additional Information

The Conclave also acts to direct magical research in the Empire. The Conclave appoints the Dean of the Lyceum, a prominent post that has has access to the resources needed to research new rituals in the span of years rather than the decades that would be required for a magician working alone.

History

Mages from Urizen were heavily involved in the creation of the Conclave and the power and nature of the body reflects much of their approach to life. The Urizen passion for magic caused many Urizen magi to attend and speak at the first Conclave meetings, even though the nation did not formerly join the Empire until after the death of the first Empress. In many ways the structure and arrangement of the Conclave reflects how the early Urizen would have chosen to rule the entire Empire, had they been given a free hand in such matters. Instead the design and creation of the Conclave was as imagined, but its remit was heavily constrained; the powers of the Conclave deal only with magic and the use of magic in the Empire.

The first Conclave deliberately chose to hold all their sessions in the Hall of Worlds at Anvil to limit the ability of non-magicians to interfere in their business. The Conclave has always met here although records show that this arcane location changed significantly in the decades that followed the formation of the Empire, growing in size and shape and taking on the form that it assumes today. Unpredictable, seemingly random, changes still occur but most are now cosmetic in nature. Many Conclave magicians subscribe to the idea that the Hall of Worlds adapts to suit the needs of those who meet there, as other chambers in the realms are known to do, reflecting the uses to which it is put.

Sessions

The official business of the Conclave takes place at the Conclave sessions - which are always held in the Hall of Worlds. The Conclave normally has a single session each evening during any Imperial summit. The agenda for these sessions is managed by the civil service but items can be added to the agenda by any individual in exchange for a mana crystal. Agenda items are divided into two types; addresses - an opportunity for individuals to provide Conclave members with information; and declarations - which allow Conclave members to vote on issues of policy.

Because of the potential size of the Conclave - which exceeds even that of the Synod - sessions are subject to strict rules that determine who can speak and for how long. These rules are referred to as the three principles; the Principle of Proportions, Principle of Precedence and Principle of Presence. The principles are designed to balance the desire of members to speak with the need to prevent Conclave sessions from becoming unnecessarily long. Civil servants administer the operational procedures of the Conclave, but in practice the chamber is dependent on members to police the rules to keep sessions moving. In return the Conclave provides every member with a vote that allows them to directly influence the decisions that the chamber takes.

Most members of the Conclave choose to join a Conclave order. These are political bodies with clear philosophies about how magic should be used. Joining an order allows an Imperial magician to unify their voice with other like-minded magicians as well as giving them influence over how the Conclave expends the magical resources it accrues.

Participation

Any Imperial magician who attends a session in the Hall of Worlds at Anvil is considered to be a member of the Conclave. They are eligible to vote in declarations and to join a Conclave order if they wish to do so. Members of an order elect a grandmaster who provides leadership and direction to the order. Most Imperial magicians who attend Conclave sessions regularly choose to join an order, but it is not mandatory and some individuals prefer to remain independent of any political affiliation, the better to influence all of them.

There are strict rules to determine who can speak and when, but anyone who is present at a session has the right to speak, provided they pay for their time with a mana crystal for every minute spent talking. Membership of the Conclave is a requirement to vote but not to speak. It is possible, albeit difficult, for non-magicians to reach the Hall of Worlds so anyone who makes the effort to reach the Hall of Worlds can address the Conclave, if they can afford it. It is rare for citizens who are not magicians to do this, however it is not uncommon for beings of the realms, eternals and their heralds who are present at meetings to speak before the Conclave.

Being a magician is a legal requirement to vote in declarations or to join an order, so any individual who attempted to pass themselves off as a magician without the requisite skill would be guilty of subverting the agencies of the state. It is common practice to assume every citizen present is a magician but magistrates do pass judgement when imposters are uncovered.

Anyone can add an address or a declaration to the agenda for a Conclave session, if they provide a mana crystal, they need only find a suitable civil servant to do so. However there is rarely any value in doing so unless you can be physically present to speak on the matter.

Further Reading

Core Brief

- Conclave session

- Declarations

- Amity, enmity, and neutrality

- Candidacy

- Concord

- Dissemination

- Endowment

- Imperial lore

- Interdiction

- Reconciliation

- Sorcery

- Conclave order

Additional Information

- Conclave address

- Principle of Precedence

- Principle of Presence

- Principle of Proportions

- Conclave vault

- OOC design

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Conclave&oldid=64464"

The Throne

This article is about the Imperial Position. For the coin, see
Currency

.

A bleeding pox take your manners. Having a beard doesn't make you wise. We could put a pig in that chair and put a crown on it - it would still be a ruddy pig. She can have my respect when she earns it.

Walter Brewer, Senator for Upwold

Contents

- 1 Overview

- 2 Duties

- 3 Limitations

- 3.1 No Proxy

- 3.2 Senate Support

- 3.3 Constitution

- 3.4 Synod Veto

- 4 Powers

- 4.1 Powers of State

- 4.1.1 Member of the Senate

- 4.1.2 Right of Address

- 4.1.3 The Hand of the Chancellor

- 4.1.4 Ratification

- 4.1.5 Power of Veto

- 4.1.6 Exclusion from the Senate

- 4.1.7 Declaration of War

- 4.1.8 Address the Empire

- 4.2 Powers of Virtue

- 4.2.1 Member of the Assembly of Nine

- 4.2.2 Custodian of Virtue

- 4.2.3 The Mercy of the Empress

- 4.2.4 The Gift of Liao

- 4.3 Powers of Magic

- 4.3.1 Master of Magic

- 4.3.2 Order of The Throne

- 4.4 Powers of War

- 4.4.1 Member of the Military Council

- 4.4.2 Power of Veto

- 4.4.3 Right of Address

- 4.4.4 Defender of the Empire

- 4.5 Imperial Favour

- 4.5.1 Using an Imperial Favour

- 5 Appointment

- 6 Further Reading

- 6.1 Core Brief

- 6.2 Additional Information

Overview

The Throne is the most powerful political position in the Empire. It is the formal title for the position of the head of the Imperial state, be they emperor or empress. The occupant heads the Imperial Senate, the Imperial Synod and the Imperial Military Council and serves as a rallying figure for the entire Empire.

The powers of The Throne were codified when the Empire was first created and have remained largely unchanged since then. There have been twenty Emperors and Empresses since the Empire was created.

Duties

The Throne holds a unique power: as a head of state, an Emperor or Empress is the only person who can have simultaneous influence in the Senate, the Synod and the Military Council. This gives them a signature ability to help provide unity of vision to the entire Empire and to guide it towards its manifest destiny.

Limitations

No Proxy

The Throne is not entitled to appoint a proxy. This restriction presents any potential for fraud by a claimant as well as avoiding any possibility of two participants acting as The Throne simultaneously (the incumbent and a proxy). Ultimately though this limitation was imposed by the founders to limit the powers of The Throne - the powers of an Empress are potent, but she must be physically present to utilize them. The only exception is an Imperial favour.

Senate Support

The Throne may use the legal powers granted to them without approval of the Senate, but they cannot propose a Senate motion. The Throne does not even receive a vote in the Senate, as they are expected to remain above the natural politics of the chamber.

Constitution

Although The Throne is needed to ratify amendments to the Imperial Constitution which have been passed by the Senate, they cannot approve an unconstitutional motion. A motion that has been struck down by the constitutional court because it is considered to violate the spirit of the Constitution cannot be ratified by an Empress.

Synod Veto

Several powers of the Throne, such as disbursement or declaration of war are made by announcement in the Senate. As with any announcement, if the Imperial Synod choose to use their veto then The Throne may not make another announcement which is functionally the same until the next summit. For example, if Master of Magic or Hand of the Chancellor were vetoed by the Synod then they could not be used again that summit. If the Synod vetoed a a declaration of war by The Throne, The Throne could not declare war against the same country or power that summit.

Powers

Powers of State

Member of the Senate

The Throne is a member of the Senate. They are entitled to enter the Senate chamber at the start of a Senate session and participate in the debates.

Right of Address

The Throne has the right to make a Senate address once per summit. As a member of the Senate, The Throne is able to participate freely in the debates there, but this power allows them to deliver an impassioned speech on a subject of their choice. To make an address, The Throne must add the address to the agenda for the next Senate session.

The Hand of the Chancellor

Up to one third of the residual income to the Imperial Treasury each season can be disbursed by The Throne without approval by the Senate. They may take these funds and dispose of them as they choose. To use this power, The Throne must make an appropriate announcement in a Senate session. If the General Assembly of the Imperial Synod veto the announcement, then The Throne may not use the Hand of the Chancellor again that summit.

The maximum that The Throne may disburse in this way during a summit is equal to a third of the Senate's income for that summit, after all upkeep has been paid. The Imperial Treasury cannot go into debt, so no motion or announcement may disburse more thrones than remain in the Treasury.

Ratification

If a constitutional vote in the Senate is successful, then the motion is passed but does not become law until it is ratified by signature by The Throne. This means that it is not possible to make any alterations to the constitution unless they are ratified by The Throne. The Throne may choose whether to ratify constitutional changes or not. Any constitutional changes which are not ratified remain in suspension and may be ratified by a future occupant of The Throne. One of the first jobs of a new Emperor or Empress is often to ratify several outstanding constitutional changes.

Power of Veto

The Throne may veto any motion that has been passed by the Imperial Senate. Unlike the power of veto exercised by the Synod, this power can be used any number of times without limitation. To veto legislation, The Throne must be present when the vote is taken and must exercise the veto immediately after the vote. An announcement is legally considered to be equivalent to a motion.

The Throne may also veto a vote of curtailment. They cannot veto the use of legal powers in the Senate, for example they cannot veto the right of address, nor can they veto a vote to recognize a proxy.

Exclusion from the Senate

The Throne may order a single senator removed from the Senate for the duration of a vote. They are not required to present a justification for this action. Unlike the Speaker for the Senate, they may only remove a single senator during a session and only for the duration of a single motion. Traditionally the Speaker uses their power to exclude senators whose behaviour is disorderly while The Throne acts to remove senators whose behaviour is considered to go against the best interests of the Empire.

Declaration of War

The Throne can declare war on any foreign power. Unlike the Senate, they are not able to end a state of war with another nation. To use this power, The Throne must make an appropriate announcement in a Senate session.

If the declaration of war is vetoed by the Imperial Synod, then The Throne may not make another declaration of war against the same nation for the remainder of the summit.

Address the Empire

Each summit, The Throne can grant a single citizen the right to address the Empire. The chosen citizen must provide the Imperial civil service with their words in writing over the following weeks. Their words will then be copied by scribes and spread throughout the land. The Throne may choose to address the Empire themselves or name any other Imperial citizen.

To use this power, The Throne must make an appropriate announcement in a Senate session. If the General Assembly veto the announcement, then The Throne may not nominate a citizen to address the Empire that summit.

The text of the address must be submitted by email to Profound Decisions before the end of the downtime submission period following the event. The letter will form part of the Winds of War and Winds of Fortune update that appear on the wiki for the next event, but must be submitted before they appear online.

Powers of Virtue

Member of the Assembly of Nine

The Throne is a member of the Assembly of Nine. They have a single ordinary vote in the Assembly, like all other members. In addition they may cast a deciding vote in the event of a tie between assembly members. To cast a deciding vote, they must be present in the Hub when the outcome of the vote is being determined.

Custodian of Virtue

The Throne may intercede in the creation of any judgement by any assembly that requires a lesser majority of the Imperial Synod. This intercession causes the judgement to require the greater majority to pass. To use this power, The Throne must intercede before the judgement is complete; they cannot use this power after a judgement has been rendered. The Throne does not have the ability to rescind the use of this power once they have announced its use.

If the judgement fails to pass, then any subsequent judgement raised in the same summit that would have the same outcome automatically requires the greater majority.

The Mercy of the Empress

The Throne may present an appeal for clemency on behalf of any Imperial Citizen who is being sentenced. The citizen must have pleaded guilty during their trial and The Throne must present the appeal on Virtuous grounds.

The Gift of Liao

The first portion of true liao that is produced by the Synod in each season is given to The Throne. The Throne may dispense this portion of liao as they choose.

Powers of Magic

Master of Magic

The Throne may dissolve the Imperial Conclave once a season. If this occurs then all the positions of the Imperial Conclave become vacant and must be refilled as soon as possible. The Throne cannot remove individual citizens from their position in the Imperial Conclave, they can only dissolve the entire Conclave.

To use this power, The Throne must have the floor to speak (having paid one mana crystal as normal). When they have the floor, they may announce that Conclave is dissolved. All Conclave titles are immediately vacated. The remaining addresses and declarations continue and may be voted on as normal, but only The Throne may designate any member of Conclave to speak. The civil service will announce the schedule for elections for all grandmasters at the end of the Session.

When using this power, The Throne can employ Order of The Throne to ensure they can take the floor to speak. The bearer of a favour allowing them to use this power must be recognised to speak in the usual way (by one of the grandmasters).

Order of The Throne

The Throne may nominate any citizen, including themselves, to speak during a Conclave session. To use this power, The Throne must be present during the Conclave Session. If The Throne is present during a session, then they are always asked to nominate first on any declaration or address being discussed.

Powers of War

Member of the Military Council

The Throne is a member of the Council. They are entitled to enter the Council chamber at any time, participate in the debates and cast a single vote on any issue. In addition to voting normally, The Throne may cast the deciding vote in the case that a vote is tied.

Power of Veto

The Throne may veto any vote that has been passed by the Imperial Military Council during a Council session. This power can be used any number of times without limitation. To veto a decision, The Throne must be present when the vote is taken and must exercise the veto immediately after the vote. The Throne may not veto the decision taken during the muster on which battle opportunities to take and which nations will take the field.

Right of Address

The Throne has the right to make a Council address once per summit. As a member of the Military Council, The Throne is able to participate freely in the debates there, but this power allows them to deliver an impassioned speech on a subject of their choice. To make an address, The Throne must add the address to the agenda for the next Council session.

Defender of the Empire

The Throne may remove a general from their position on the Imperial Military Council. The occupant of The Throne automatically assumes responsibility for and control of the Imperial army and all associated legal rights accorded to that general. In effect, command of the army and the right to appoint an adjutant become part of the legal powers of The Throne for the duration.

The Throne continues to operate as the general until a new election is held for the position. This happens when the assumed title of general comes due for re-election at the normal time - or when The Throne is revoked. The general that loses their position in this way is no longer considered to possess an Imperial title.

While holding the responsibilities of the removed general, The Throne cannot remove any further generals from their position. The Throne cannot choose to appoint a new general to take their responsibilities from them. This means that they they cannot use this power again before a new election takes place for the title.

Imperial Favour

The Throne has the right to award a chosen citizen with an Imperial Favour. A Favour can be presented at any time, and allows the bearer to perform a single act with the full power of The Throne. E.g. A citizen may claim the first portion of pure liao that is produced that season or they may issue a declaration of war. The Favour must be physically presented to the relevant body to be used.

It is possible for The Throne to create an Imperial Favour which must be used within a period of time stated on the favour. It is also possible for a favour to be limited in terms of what powers of The Throne can be used and it is common for favours to be created to allow the use of a single specific power. It can also be limited so that it can only be used by a named individual or group. Whatever powers are accessible by the holder of a favour - it can still only ever be used once. It is not possible to specify how a power can be used or place limits on it. For example, a favour that allows the bearer to use the Hand of the Chancellor can not set limits on how much money can be disbursed nor specify what the money must be spent on.

An Imperial Favour is a physical document describing the specific power that can be used, created with the assistance of a Magistrate. An individual occupant of the Throne may only have one favour in existence at any one time. They may not award an additional favour until their current favour has been presented and fulfilled. Any favour not presented by the time of the death of an Empress or Emperor remains valid until it is used. An Imperial favour is transferable and may be passed to another if the current owner desires.

Using an Imperial Favour

In legal terms, when an Imperial Favour is used, it counts as if it were being used by The Throne. For example, an Imperial Favour that was used to replace an Imperial general would count as if it were used by the Throne. Any existing general's position occupied by The Throne would be vacated; the new occupant would carry out the duties of the title only until The Throne used the same power again.

If a favour grants access to any power that is defined as part of the powers of state, then the bearer is automatically granted the power of a member of the Senate. The favour ceases to provide this benefit after it is invoked - the Speaker will invite the bearer to carry out the favour of The Throne and then withdraw once that is complete.

If a favour grants access to any power that is defined as part of the powers of war, then the bearer is automatically granted the power of a member of the Military Council. The favour ceases to provide this benefit after it is invoked - the Herald will invite the bearer to carry out the favour of The Throne and then withdraw once that is complete. The exception to this is that a Senator cannot attend meetings of the military council, even if they have a favour. This effectively means that a Senator is unable to use any favour granting one of the powers of war.

If a favour is used to claim membership of the Assembly of Nine then the bearer is entitled to vote on a single judgement, or to raise a judgement and vote on it.

If a favour is used to enact the Order of The Throne then the power lasts for the entire Conclave session.

Appointment

Any Imperial citizen may seek election to the Throne but appointment requires a constitutional vote by the Imperial Senate. Although many occupants of the Throne have been senators before their accession, there is no requirement to be so. The Senate may choose any Imperial citizen.

The exact procedure is as follows:

- A motion is raised that we should have a Throne.

- Any holder of an Imperial title with the power of proposal can choose to put forward a candidate (whether that is themselves or another imperial citizen).

- Each candidate has the opportunity to give a short speech, in the order in which they were nominated.

- Every senator then stands behind the single candidate they wish to give their support to or moves to a designated 'none of the above' area.

- If any candidate has got the required two-thirds of all senators in support (constitutional majority) then they have succeeded.

- If there is no successful candidate then, with no further discussion, senators are given a short amount of time to reconsider their position and move their support if they wish.

- If any move then a recount is conducted, still seeking a constitutional majority for a successful candidate.

- This process can be repeated until it becomes apparent that there will be no successful candidate, as none of the senators wish to move their support, in which case the motion has failed.

- If any candidate is successful then they becomes emperor or empress at the start of the next Senate session and the Synod have had time to consider their position.

- The coronation of the new Throne is normally scheduled for the following summit.

The Throne serves until they die or step down. The Throne can only be revoked by the General Assembly of the Synod.

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- Appointments by the Senate

- Appointments to the Senate

- The Throne

- Master of the Imperial Mint

- Speaker for the Senate

- Conscience of the Senate

- Imperial treasury

- OOC design

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Throne&oldid=60696"

The Academy

Heroes are not born. They are forged in the fires of experience, and tempered in the waters of wisdom. It is my duty and my honour to help forge the heroes of tomorrow.

Chancellor Eldenheart of the Imperial Academy

Contents

- 1 Overview

- 1.1 IC History

- 2 Attendance

- 3 Academy Staff

- 4 Opening times

- 5 Academy Rules

- 6 Administering Tests

- 7 Further Reading

Overview

The Academy is an in-character school run by NPCs which focuses on providing activities for young role-players. It aims to give them a fun and interesting role-playing experience while also helping them learn about the game world and, of course, how to play the game. The sessions provided by the Academy cover as far as possible all aspects of the game, including combat, magic, alchemy, physick, and the virtues. In addition the Academy provides "field trips" and other adventures for its students.

Our aim is to prepare young role-players to be fully-fledged characters in the game, which can be achieved by them passing their Test of Citizenship. The Academy has a prize-giving at the end of each event to reward students for their hard work!

IC History

The Imperial Academy at Anvil is an educational institution and Imperial sodality which is concerned with training the next generation of Imperial heroes. They are overseen by the Canterspire Academy in Urizen, whose Chancellor acts as its administrative and academic leader. Although the core members of the Faculty are Urizen scholars from Canterspire, they employ teachers from many other nations, and have a notable relationship with a number of Navarr stridings, whose view of the Great Dance resonates with the Academy's mission of bringing future heroes to their full potential. The Academy offers free tuition to any Imperial child.

In the Autumn of 380YE, the Urizen Abronsius Eldenheart stepped down from the position of Chancellor, and was succeeded by Zemira of Reumah's Redoubt from Highguard, signalling a bold new era for the Academy.

Attendance

- Children attending Academy activities must be accompanied by a responsible adult at all times

- Children cannot be left at the academy unattended

As the Academy is run by volunteer NPC crew, they cannot be left in loco parentis at any time. Children attending the Academy must be accompanied by an appropriate parent/ guardian at all times; this is for the safety and protection of both the Academy crew and the children.

Academy Staff

The Academy is run by a core team of NPCs known as the Faculty. These are dedicated members of crew who are entirely focused on helping young players integrate into the game while providing fun and often challenging activities. In addition many adult players offer visiting lectures, classes and activities, and the Academy crew encourage players interested in getting involved to talk to them. A full list of the current Faculty is given below.

Character

OOC Name

Role and responsibilities

Chancellor Zemira of Reumah's Redoubt

Steph Wood

Head of the Academy, responsible for oversight of all activities and appointment of all staff

Kythanus Everwatch

James Littlewood

Vice-Chancellor and Lecturer in Arcane Studies

Titus Hopkirk

Jerry Ferley

Senior Lecturer in Alchemy and
Bursar of the Imperial Academy
, responsible for overseeing Academy finances

Baba Ana

Lucy Hodgson

Senior Lecturer in Arcane Studies

Glesne Tair Leidr

Amanda Leeds

Matron

Mr Scrib

Rick Clarke

Lecturer in Physical Education; oversees preparation for the
Test of Arms

Cedric Harrow

Thomas Twissell

Quadwrangler and Chancellor's Secretary; responsible for the maintenance of Academy grounds and general assistance to the Faculty

Lucrezia

Rosie Bayliss

Lecturer in Spiritual Studies

Katya Mangnova

Katie Brown

Lecturer in Artisanal Studies and Advisor to the
Academy Student Council

Opening times

The Academy offers a variety of activities over the course of an event. Some activities, such as the Test of Citizenship and Test of Arms, Academy Student Council meeting, and field trips, are given regular time-tabled slots. The Academy's regular "classtimes" are 10am-12pm and 2pm-4pm, although the precise content of these sessions is highly fluid and generally responds to what the students are most interested in. In addition there will be many additional opportunities for other interesting trips both in and out of Anvil, but the timings for these will vary from event to event. An exact timetable of scheduled activities will be made available prior to each event.

Academy Rules

These are the IC rules for children (and adults) attending the Academy. They are intended to reflect the game world as well as providing a sensible, fair and enjoyable setting for young role-players.

- No-one is forced to come to the Academy – you should only attend if you have a desire to learn and better yourself

- We treat one another with respect, regardless of age or nationality

- Train hard and with spirit

- All students must bring a responsible adult who is happy to stay with them for the duration of the classes

- No sparring in the classroom; the Quadrangle is available for safe & sensible fight practice

- If any student causes harm to another they may be barred from the Academy

- Students are encouraged keep a well presented and accurate record of their studies to assist the Chancellor in judging and distributing awards and certificates

Administering Tests

Children in the Empire are legally considered to be citizens when they are able to pass the Test of Citizenship. This allows them to own property in the Empire, vote in elections, hold a title, etc. There is a second test, the Test of Arms which allows a young citizen to prove that they are strong and fit enough to take the battlefield against the Empire's enemies. Members of the Academy staff who are also civil servants carry out the tests as part of the Imperial duties.

The Academy helps attendees pass the test in two ways. The lessons prepare young people to take the exams, giving them the education they need to pass. But it also allows the civil servants to get to know the applicants so that they can better judge their suitability. The best way for Imperial who is under sixteen years of age to become recognized as a citizen is to attend the Academy.

Further Reading

- Test of Citizenship

- Test of Arms

- Academy Student Council

- Bursar of the Imperial Academy

- Dean of Pilgrims

I, Empress Mariika, extend my patronage to the Academy at Canterspire in Urizen, in recognition of the work undertaken by them to preparate and educate the children of all nations of our great Empire.

To ensure the future greatness of the Empire the best of all the Empire's children must be afforded instruction unparalleled in the Way, the arts of war, the weaving of magics, the grimnir's craft and all other such disciplines as are required to produce generations of heroes to defend this land. With this endowment, the Academy at Canterspire shall be ready to meet this challenge.

To the most civil servants of the Throne I give encouragement to seek out the best of the Academy's teachers and accept them as your own that they might administer the Test of Citizenship, so that future leaders of the Empire may commence their service to the Empire as soon as they are fit to be called Citizens.

Let all the citizens of this Empire hear my words and render to this Acamdey what aid they have within their means, that it might prosper.

Let all those who teach here do so in the knowledge that their work will secure the centuries to come.

Charter of the Canterspire Academy

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Imperial sodality

Contents

- 1 Overview

- 2 Sodalities in Play

- 3 Creating a Sodality

- 4 Secret Societies

- 5 Current Sodalities

- 6 Historical Sodalities

Overview

There are organisations in the Empire that have grown in influence beyond the confines of a single nation. These organisations are collectively referred to as Imperial sodalities. They are associations or societies that have a common purpose and sufficient reach or influence to be relevant to the Empire as a whole - but they are not part of the Imperial government and most do not usually receive ongoing financial assistance from the Senate or logistical assistance from the civil service.

Sodalities in Play

From time to time we will create new sodalities and add them to the wiki, to use as a vehicle for ongoing plots. This may represent a sodality that has recently been created, or one that has been around for a while but has not been active an Anvil previously. Most Imperial citizens have at least heard of the Imperial Senate or the Imperial Synod but a sodality is vastly less powerful and prestigious than these bodies and it is common for people to be unaware of their existence before they encounter them.

Creating a Sodality

It is not possible for players to create a sodality as part of character creation - the banners, sects and covens that new players can create are based in the nation they choose to play, but the definition of an Imperial sodality is a group with a reach or scope that extends beyond a single nation.

It is possible for players to create a sodality in play - a good example of this is the Anvil Field Hospital which players have created. If players establish an organisation that clearly has an influence that extends to all Imperial citizens at Anvil that persists for more than a year then we will try to update the wiki with information about them.

Secret Societies

The Empire has a number of secret societies - sodalities who wish to avoid operating openly. Some of these societies have good reason to hide, they may have criminal or heretical intent - others simply prefer to remain in the shadows. If the existence of a secret society becomes common knowledge in the Empire, due to the actions of players, then we will update the wiki with information on what is commonly known about them.

Current Sodalities

- Anvil Hospital - The Anvil Hospital and Imperial School of Medicine.

- Anvil Library - The Library is dedicated to collecting and collating knowledge from all over the Empire and making it available to all.

- Imperial Offices - An Imperial sodality dedicated to supporting the Throne in the performance of their duties and the furtherance of the Imperial agenda.

- The Academy - The Canterspire Academy provides education to young citizens at Anvil.

- The Three Refrains - The Three Refrains is a sodality of bards dedicated to spreading music and lore across the Empire.

- The New Scions of Atun - The New Scions are a new sodality founded to investigate theology, perform experimentation, and lead theological discourse.

Historical Sodalities

These are sodalities that are known to history in some manner but do not have any formal recognition in the present day:

- The Tribunal of the Orthodox to Ensure the Integrity of the Way

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Imperial law

Contents

- 1 Overview

- 2 Magistrates and trials

- 3 Purpose

- 4 Not About Conduct

- 5 Further Reading

Overview

Imperial Law is the body of law which has been created by the Imperial Senate and which extends the principles laid down in the Imperial Constitution. The law is prosecuted by magistrates, members of the Imperial Civil Service who are trained in Imperial jurisprudence. Magistrates act as judges during trials, determining guilt and sentencing and are able to deputise individuals to help them enforce the laws. The Throne and members of the Imperial Synod may appeal for clemency on behalf of the accused to obtain a reduced sentence.

Magistrates and trials

The implementation of the Law is overseen by the magistrates. They instigate an investigation into any potential crimes they are aware of; any character who believes a crime has been committed may bring the matter to the attention of a magistrate. The magistrates have far-reaching legal powers to allow them to go anywhere in the Empire and demand an audience with any citizen, similar to those possessed by the Synod. The magistrates may also deputise citizens to act on their behalf, either to gather evidence or to arrest a suspect.

Trials are inquisitorial rather than adversarial. There are no juries and no barristers. Trials are conducted by the magistrate who weighs the evidence and determines guilt and the accused is expected to speak in their own defence. The magistrate has the authority to silence anyone from speaking in their court and will use this power to ensure that trials remain short and dramatic.

Modern legal frameworks do not apply. There is no right to silence; if the accused refuses to answer a question, the magistrate may make an adverse inference about their guilt. Hearsay and circumstantial evidence are admissible. If a person has been murdered late at night, reports that the accused is known to dislike the accused may be weighted as evidence.

If the magistrate finds the accused guilty then they will proceed to sentencing. If the accused has pleaded guilty, a member of the Imperial Synod may submit a plea for clemency on their behalf. The plea must be based on Virtuous grounds; that is they must establish that the accused was acting virtuously, albeit illegally, when they committed their actions.

Magistrates have considerable power but are known to be bound by powerful magical oaths to uphold the spirit of the Law. As such they are considered to be above reproach. Their decisions may be incorrect - they are not infallible - but they are known to be absolutely impartial and honest.

Purpose

The point of the Law is to attempt to create a game in which there is a strong effective legal sanction against theft and murder. The goal is to create a convincing, compelling and original setting and also to encourage the majority of player-vs-player activity in the game to remain political rather than murderous. By making murder difficult to get away with, we hope to ensure that it is the least attractive option open to a player in dealing with their political enemies, rather than the most attractive option. The goal of Empire is to focus on a high degree of political interaction between players but have the balance of combat take place between players and monsters.

All magistrates will be NPCs, so that they work solely towards the goal of making the Law be trustworthy and effective. Any player character in this role would be minded to have other in-character considerations, other than to promote the game. The magistrates are also briefed to ensure that trials remain short and sweet, rather than running on interminably which is common in situations where they are not rigorously controlled.

Because the magistrates primary role is to make the law effective, they will never be used to run plot around corruption or other themes. They can be swayed by clever or charismatic testimony but they cannot be bribed, blackmailed or browbeaten.

Not About Conduct

Imperial law is purely in-character - it is part of the setting and breaking the law naturally leads to in-character consequences, such as pursuit by the militia and a potential trial. The legal system is designed to make some activities - like murder - dangerous - to try to build the sense of a functioning society, but that doesn't mean that those activities fall outside the out-of-character purview of the game.

However Empire also has a set of out-of-character rules for conduct that describe how players are expected to behave at events. These rules are categorically not part of Imperial law, because they are out-of-character - for example in-character racism (hating orcs or briars) is perfectly acceptable in Empire, is encouraged in the game and is not illegal. Out-of-character discrimination against members of real world minority groups is not permitted - players who witness a breach of the out-of-character game rules should refer the matter to Profound Decisions, the incident will be dealt with out-of-character means, not via the militia and the magistrates.

Further Reading

- Overview of Imperial law

- Officers of the Law.

- Criminal Trial.

- Civil Claims.

- List of Criminal Offences.

- Imperial Constitution.

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Imperial history

Contents

- 1 Overview

- 2 Before History

- 3 Ancient

- 4 Terunael

- 5 Chaos

- 6 Pre-Imperial

- 7 Foundation

- 7.1 Year Zero

- 7.1.1 (1 YE - 5 YE) Internal conflict

- 7.1.2 (6 YE) The Senate, The Synod and the Military Council

- 7.1.3 (22 YE) Death of the First Empress

- 7.2 (22 YE - 34 YE) Reign of Emperor Giovanni, "the Peacemaker"

- 7.2.1 (27 YE) Reclamation of Miaren

- 8 Consolidation

- 8.1 (36 YE - 69 YE) Reign of Empress Richilde, "the Sun Queen"

- 8.1.1 (46 YE) Karsk captured

- 8.1.2 (52 YE) Semmerholm defeated

- 8.1.3 (54 YE) Scouring of Redoubt

- 8.1.4 (56 YE) Reikos gained

- 8.2 71 YE - 91 YE Reign of Empress Teleri, "the Pious"

- 8.2.1 (74 YE) Westward expansion

- 8.2.2 (88 YE) Invasion of Kahraman

- 9 Expansion

- 9.1 92 YE - 102 YE The First Interregnum

- 9.2 103 YE - 120 YE Reign of Empress Aenea, "the Builder"

- 9.3 125 YE to 167 YE Reign of Empress Varkula, called "the Undying"

- 9.3.1 (125 YE) Assimilation of Zenith

- 9.3.2 (136 YE) Fall of Holberg

- 9.3.3 (154 YE) Skarsind pacified

- 9.3.4 (167 YE) Domination of Miekarova

- 9.4 168 YE to 179 YE Reign of Emperor Frederick, called "the Philosopher"

- 9.5 (180 to 198 YE) Reign of Emperor Barabbas

- 9.5.1 (183) Expansion into Segura

- 10 Turmoil

- 10.1 (200 YE - 209 YE) Reign of Emperor Nicovar "the Mad"

- 10.2 (212 YE - 234 YE) Reign of Empress Mariika

- 10.3 (239 YE - 248 YE) Reign of Emperor Guntherm

- 10.4 (249 YE - 257 YE) Reign of Empress Brannan

- 10.5 (257 YE - 281 YE) Reign of Emperor James

- 10.5.1 (265 YE) Fixing the borders

- 11 Renewal

- 11.1 (281 YE - 300 YE) The Second Interregnum

- 11.2 (300 YE - 318 YE) Reign of Empress Deanne

- 11.2.1 (322 YE - 324 YE) The Orc Rebellion

- 11.3 (324 YE - 329 YE) Reign of Emperor Ahraz "the Liberator"

- 11.3.1 (324 YE - 328 YE) The Freedom Heresy

- 12 Decline

- 12.1 (331 YE) The Decline begins

- 12.2 (331 - 346 YE) Reign of Empress Giselle "the Unwise"

- 12.3 (348 - 368 YE) Reign of Emperor Hugh, called "the Fat"

- 12.4 (371 - 373 YE) Reign of Emperor Walter, "the Ham-fisted"

- 13 Resurgence

- 13.1 (374 YE) Coronation of Empress Britta, "the Young Empress"

- 13.1.1 (376 YE) Death of the Young Empress

- 13.2 (380 YE) Coronation of Empress Lisabetta

Overview

Imperial historians date from the foundation of the Empire. Events that happened after the Empire is created are recorded as YE for "Year of the Empire" and BE for "Before the Empire." Most nations had their own calendars before the foundation of the Empire so historical documents that predate the Empire use different systems. A very few Highguard historians stubbornly cling to the numbering SL for "Since Landfall" dating from the point at which they first set foot on these shores, but this is a largely discredited system.

Before History

Between the creation of the world, and the first records of human civilization, an unknown period passes. Some historians speak in terms of eons, others in terms of millennia. Most agree that there was a time before the existence of humans and orcs, when the world may have been dominated by other species - perhaps the dragons whose bones are such a valuable material. This period, and the period that follows it, are sometimes called the Dark Ages - before the illumination of history.

Ancient

This period begins with the earliest recorded human habitation of the Bay of Catazar. it starts perhaps as long as two thousand years before the founding of the Empire. The ruins of the first orc and human settlements date from this period. There is some argument among Imperial scholars as to who was here "first" - the orcs or the humans. Very little is known for sure about the Ancient period, meaning that along with the time Before History it is sometimes called the Dark Ages.

According to historians among the Navarr, Urizen and Winterfolk, the orcs occupied land that had once belonged to early human kingdoms. What is known is that there were some powerful human kingdoms at this time, but that they were ultimately defeated and overthrown by the orcs.

At some point during this period, the forbears of the Suaq, Kallavesi, Ushka, Urizen, Terunael, and Feni settled around the Bay and began to build their cultures. There are ruins in many other places around the world that date from this period; the Asaveans claim that the city of Nemoria was founded during this period, making it the oldest city in the world.

Terunael

At its height, the Terunael empire may have lasted for between a hundred and three hundred years. During this period, the orcs were slowly driven out of the heartlands of what is today the Empire. The Terunael traded and warred with other human cultures - Imperial scholars believe that the the Suaq, the Kallavesi, the Ushka, the Feni, and the Urizen, or their forebears, were all present in some form or another during this time along with several cultures that no longer exist about whom we have only fragmentary records - such as the Gwerin Morfae.

Terunael culture was centred around their cities. The heart of their Empire, the city of Terunael, stood in Brocéliande while other cities existed in Miaren, Hercynia, Liathaven, and Therunin. Some historians believe there were between two and five other cities, located outside the area that the Empire now controls. Exact information about this period is fragmentary, but it is generally believed that the rulers of Terunael were its magicians.

This period ends with the catastrophic Fall, and the creation of the vallorn.

Chaos

After the fall of Terunael, the lands of the Bay of Catazar descended into chaos. Following the calamity, the barbarian orcs, who had largely been pushed out of the central lands, swept back in. A great many humans were enslaved, or killed, and their continued invasions sped the collapse of whatever infrastructure had survived the Bane of Terunael. Those human cultures who survived were isolated or lived in places the orcs were not interested in - the Suaq and Kallavesa in the north-west, the Ushka in the north-east, and the Urizen in the south-east.

Some historians believe that it was during the latter part of this period that the Vard and the Steinr fell from the heavens, and encountered (respectively) the people who would later form Wintermark and Varushka. Regardless, the Chaos is generally considered to end with the arrival of the Highborn.

Imperial histories tend to place the founding of Nemoria and the city that would become the Sarcophan Delves during this period, despite the claims of foreign scholars to the contrary.

Pre-Imperial

Three waves of colonization brought people that founded new human nations. The Highborn are generally held to be the first, landing in the south, the forebears of Dawn and The Marches settled in the east. Some scholars suggest that the Steinr and Vard appeared in the north during this period, after the foundation of Highguard, but there is no true consensus one way or another.

When the first waves of human colonization began, most of the initial inhabitants were in retreat - the Navarr to their forests, the Urizen to their mountains, the Suaq and the Kallavesi to the inhospitable north, the Ushka huddled around their camp fires, and the Feni lurking in their wilderness. There were also humans living among the orcs, largely as chattel, slaves or subjects. Where these humans were freed from orc oppression, they were usually assimilated by the conquerors leaving no records of their own culture.

These nations grew in size and power through constant warfare with their neighbours, particularly the barbarian orcs who claimed the land as their own. While the nations were successful, life was hard and brutal for the initial settlers and historians believe that it was only a matter of time before these new human nations would have been overrun and subjugated, like their predecessors.

Foundation

Year Zero

With an eye to the conflict between the human nations and the risks posed by the orcs, the First Empress began her crusade in Highguard. She gathered around a small group of like-minded individuals from various nations and with their assistance, and with the aid of the Navarr, she brought together the leaders of humanity to discuss the barbarian threat. Her vision and charisma - and the hard work of her allies - convinced many of them to recognise the value of an Empire. The people of Urizen declined to join, but sufficient folk from The Brass Coast, Dawn, Highguard, The League, The Marches, Navarr, Varushka and Wintermark accepted the proposal to allow them to form the Empire.

(1 YE - 5 YE) Internal conflict

In the early years the Empire concentrated on consolidating its position. The creation of the Empire led to a brief but bloody civil war in the Marches and the first of many battles with the orcs. During this time the first egregores were created through a ritual created by the hakima of The Brass Coast to ensure that the various nations are able to maintain their distinct cultural identity.

The most significant conflict was in Varushka where the Imperial forces engaged those of the corrupt boyar Alderei the Fair who threatened to conquer Varushka and create his own corrupt Empire. With the magical aid of the Volodny magicians, his armies proved to be a match for the Imperial forces. The efforts of powerful magicians ultimately neutralised the Volodny and the tyrant boyar was defeated by the Marcher general Tom Drake, although his body was never recovered.

(6 YE) The Senate, The Synod and the Military Council

The Empress and her advisors laid the groundwork for Imperial structures to support and empower the Empire. Building on traditions of government in Wintermark, the Senate was created to advise the Empress and give the nations a voice in the rule of the Empire. Following a plan developed in the Marches, the Military Council of generals was set up to coordinate the military forces of the various nations. The Synod was formed by the priests of Highguard, allowing the Imperial Faith to serve as a unifying force with a remit to ensure that the leaders of the Empire did not become corrupt.

(22 YE) Death of the First Empress

The First Empress led her troops from the front, rallying and inspiring them in their campaigns against their enemies. She died on campaign in battle against an orc barbarian tribe on the Brass Coast who were subsequently wiped out. She was interred in the Necropolis at Highguard, creating the tradition for many dead Emperors and Empresses that followed.

The last known horse, the mount of the First Empress, died at this time. Highguard tales described the pair's final battle, but Urizen records of army logistics from this period suggest that the horse died before the Empress. Although the first Empress is always shown on a horse, there were no more horses after this time.

(22 YE - 34 YE) Reign of Emperor Giovanni, "the Peacemaker"

After the death of the First Empress, Emperor Giovanni of Tassato was chosen by the Senate to replace her. An advisor to the late Empress, Giovanni was a statesman and politician rather than a military leader like his predecessor. He set about ensuring the Empire had the infrastructure required to help it prosper. His first act was to initiate a tradition of meeting once every three months at the site of the first meeting where the Empire was formed. A Senate building was built on the site, and it was declared Imperial Territory.

Giovanni approached the people of Urizen with an invitation to join the Empire, and this time they accepted. In return they offered their expertise as scholars and mages. Urizen scholarship slowly helped to raise levels of education and literacy across the Empire. Harnessing the power of Urizen divination with the expertise of the civil service helped Giovanni to transform the Imperial Civil Service into its current form.

The Urizen worked with the Empire to create the Imperial Conclave, inspired by experiences during the war with Alderei the Fair in Varushka. The divided magicians of the Empire, each jealously guarding their own secrets, were barely able to neutralise the much smaller force of the Volodya, and the Senate was keen to ensure that this does not happen again.

Giovanni also laid the foundations of the Imperial Bourse, and worked with the Senate and Synod to codify the body of Imperial Law. During his reign he established a single currency based on steel coins issued by the Imperial Mint, based in Tassato under the ultimate control of the Civil Service. Giovanni died in 34 YE but his legacy was at least as durable as that of his predecessor. His relentless commitment to civilisation earned Giovanni the epithet "Peacemaker".

(27 YE) Reclamation of Miaren

After fifteen years or so of active preparation, the Navarr destroyed the vallorn of Miaren with a combination of military might and potent rituals. The city of Seren was recovered and became a center for investigation of both vallorn and the history of Terunael for the next hundred years.

Consolidation

(36 YE - 69 YE) Reign of Empress Richilde, "the Sun Queen"

Following the reign of Emperor Giovanni, there was a brief period during which the Throne was unoccupied. The next Empress was Empress Richilde of Dawn. Senator for Astolat, this accomplished Dawnish noble parleyed her cleverness and charisma into political influence. She instituted the Imperial bards, served as a patroness of the arts, accompanied the Imperial armies on campaign as an inspirational symbol of the Throne, and worked extensively to encourage both national and Imperial pride. After her death, she was recognised as an exemplar and later a paragon of Pride.

(46 YE) Karsk captured

Imperial armies from Wintermark and Dawn supported the Varushkan force's conquest of Karsk. The war was long and did not produce tales of heroism or glory.

(52 YE) Semmerholm defeated

An unusual alliance between Marcher and Dawnish forces caused the destruction of a major orc tribe in the territory now known as Semmerholm.

(54 YE) Scouring of Redoubt

A combined Imperial force assisted the seers of Urizen in systematically removing the majority of orc occupants from the territory of Redoubt. Urizen control of the territory expanded allowing it to be represented in the Senate.

(56 YE) Reikos gained

Highborn forces finally succeeded in conquering Reikos on the borders of the Great Forest of Peytaht. The territory was accepted as part of the Empire although it took over a year to return the first senator for the territory.

71 YE - 91 YE Reign of Empress Teleri, "the Pious"

This Navarr Empress was deeply involved in the business of the Synod, and it was during her reign that they first began to exert the political powers they possessed. During her reign, the Synod gained increasing influence over all other parts of Imperial life, especially the Imperial Senate.

(74 YE) Westward expansion

A campaign to secure the western flank of the Empire took the Mourn from orcs and secured Mitwold to the sea, giving the Empire a western coastline.

(88 YE) Invasion of Kahraman

Freeborn and Marcher armies concluded a successful pincer invasion of the mountainous territory of Kahraman. The occupants were split in two by the invasion and forced out of the territory in the following years.

Expansion

92 YE - 102 YE The First Interregnum

Following the reign of Empress Teleri there was a period known as the First Interregnum during which there was nobody seated on the Throne. This period was marked by close co-operation between the Conclave, Bourse, Senate and Military Council with the Imperial Synod serving a vital role as supporters and intermediaries. As the interregnum progressed, however, there was increasing dissatisfaction with the dominance of the Synod.

103 YE - 120 YE Reign of Empress Aenea, "the Builder"

The Highborn Empress Aenea spent most of her reign improving the infrastructure of the Empire. Several border wars occurred during Aenea's time on the throne, and at various points the Empire was at war with Faraden, the Iron Confederacy, Axos, Skoura and even (technically) the Sumaah Republic.

125 YE to 167 YE Reign of Empress Varkula, called "the Undying"

Taking advantage of a weakened and divided Senate the ruthless Varushkan Empress Varkula manipulated (and in some cases, allegedly extorted) her way to the throne. She then set about dramatically increasing the military strength of the Empire. Her reign saw the Empire's borders expand, and also saw a reduction in the powers of the Synod that had expanded in the reigns of more pious Emperors and Empresses.

(125 YE) Assimilation of Zenith

The seers of Urizen completed the assimilation of Zenith after a lengthy campaign involving Highborn and League forces and a long sequence of powerful rituals.

(136 YE) Fall of Holberg

Imperial armies from Dawn conquered the territory of Holberg. The city of Holberg was convinced to join the Empire by League diplomats, leading to a political coup in the Senate that resulted in the territory being assigned to the League.

(154 YE) Skarsind pacified

Although it proved impossible to drive the barbarian orcs from Skarsind, enough of the territory was conquered and fortified for it to be declared an Imperial territory.

(167 YE) Domination of Miekarova

Steady expansion by the Varushkan boyars over the preceding century led to the inclusion of Miekarova within the Empire.

168 YE to 179 YE Reign of Emperor Frederick, called "the Philosopher"

Frederick Ritter van Holberg reigned for eleven years, over a time of relative peace during which the Empire consolidated the gains secured in the reign of Empress Varkula. He was a philosopher and political scholar who fiercely protected the rights of the individual over those of the state, and encouraged citizens of all nations to view the prosperity and security of the Empire as both their responsibility and something in which to take great pride.

(180 to 198 YE) Reign of Emperor Barabbas

The Highborn Emperor Barabbas was driven by the desire to expand the Empire to control the entire Bay of Catazar. He was only marginally successful, managing primarily to alienate the people of Surann and Skoura and ultimately seeing his Barabbine fleet sink in a terrible storm that would have left the Imperial Navy crippled if not for the foresight of his Freeborn allies.

(183) Expansion into Segura

A united front by the Hakima of the Guerra and Riqueza led to the Brass Coast expansion into Segura.

Turmoil

This period saw the reign of Emperor Nicovar, and his catastrophic effect on the history of the Empire. It was characterized by a sequence of military defeats as earlier conquests were lost to resurgent barbarian forces beginning with Segura in the Brass Coast in 204 and ending with the war in Karsk in 259. Most of the defeats were eventually reversed, with the borders moving back and forth. By the end of the years of turmoil, the Empire actually controlled slightly more land than at the beginning, but the period is still regarded as a low point in Imperial history.

(200 YE - 209 YE) Reign of Emperor Nicovar "the Mad"

The first reversals in the Empire's fortune occurred during the reign of Emperor Nicovar. Initially a brilliant administrator, Nicovar expanded the role of the civil service in support of the Empire. However, a decade of attempting to micromanage every element of the Empire, as well as a reliance on the magic of Day to gather and interpret ever greater amounts of information, eventually caused him to descend into madness.

The draughir Emperor became increasingly unstable, perceiving patterns in events that appeared paranoid to others. His unpopular policies divided the Senate and the Synod, and there were rumbles of civil war. He began to demand extreme amounts of record keeping and it became clear that he was not in his right mind.

Things came to a head in 209 when Emperor Nicovar sent his troops to burn down the Empire's libraries. There was a revolt, which culminated in the destruction of the central repository of records in Highguard and several key spires in Urizen. The mad emperor was executed by the captain of his own guard, the Navarr Thorn Isaella. Despite appeals for clemency from the Synod, Isaella took full responsibility. She was convicted as a traitor, but at the same time was both lauded as an exemplar of courage and duty, and a hero of the Empire.

The destruction of the libraries left a big hole in the history of the Empire - thousands of books and scrolls were lost. While records still existed, there were many gaps and those that remained were fragmentary. Since then scholars have attempted to recreate the books and records they had lost, but with mixed success.

(212 YE - 234 YE) Reign of Empress Mariika

After three years without an Emperor or Empress, the Suaq Empress Mariika ascended the Throne. The Empire was on the verge of financial collapse, and Mariika's reign is remembered for her ruthless and efficient reorganisation of the Imperial Economy. She disbanded two entire armies, slashed funding to the Military Council, gave the Bourse control of a number of raw material surpluses, recognised several informal positions as Imperial offices, and generally took steps to ensure the Empire avoided economic disaster.

(239 YE - 248 YE) Reign of Emperor Guntherm

The Steinr Emperor Guntherm ascended the Throne after a series of successful campaigns against the Jotun barbarians. He was committed to expanding the reach of the Empire, and chafed under the economic restrictions placed by his predecessor. The early part of his reign is committed to strengthening the borders of the Empire, and a number of castles and fortresses were built during his reign. The latter part of his reign is known for some of the bloodiest battles in Imperial history.

(249 YE - 257 YE) Reign of Empress Brannan

The Navarri Empress Brannan followed Guntherm to the throne, and was another military-minded ruler dedicated to smashing the orcs and expanding the borders of the Empire. Ultimately, her abusive attitude to the powers of the Throne, and allegations of improper relations with certain eternals resulted in her being the only Throne to be revoked by the Imperial Synod. Despite her failings, she showed what the Empire was capable of when sufficient resources were given to its armies. Some of the most glorious battles in Imperial history took place during her reign, and with her support the Navarr in particular made great advances in their fight to destroy the vallorn and reclaim their lost cities.

(257 YE - 281 YE) Reign of Emperor James

The Marcher Emperor James took the throne as a peacemaker - not to make peace with the barbarians, but to make peace within the Empire. He was responsible for fixing the borders of the Empire.

(265 YE) Fixing the borders

The Senate decreed that the Empire was now large enough and argued that further expansion was counterproductive, despite vociferous argument from the Synod and the Military Council. Trade routes with various foreigners were established, and peace treaties were signed with various barbarians,ushering in an era of economic growth and prosperity.

Some barbarians continued to threaten the borders, but the armies shifted to a more defensive role.

Renewal

The renewal period started with the fixing of the borders in 265YE and lasted until the end of the reign of Emperor Ahraz. It marked a period of introspection, but also of strengthening and renewing an Empire ravaged by the violence and confusion of the years of Turmoil. With the acceptance of the Imperial Orcs as a tenth nation, the Empire's strength appeared assured.

(281 YE - 300 YE) The Second Interregnum

After James' reign, a period of relative peace settled on the Empire. The borders were reinforced. Relationships between the Senate, Synod and Military Council achieved a degree of status quo. The Conclave and the Bourse focused on their own interests and were free to explore new avenues. Modern scholars suggest that this was a period of increasing complacency and introspection for the Empire, but others point to the high quality of life for most citizens, the various advances in magic, the arts and technology, and consider it a golden age built on the solid foundations laid by Emperor James' reign.

(300 YE - 318 YE) Reign of Empress Deanne

Empress Deanne ended the Second Interregnum by taking the throne in 300 YE, primarily in response to increased orc aggression. Her early reign was taken up with organising a fractious and complacent Senate, and helping a largely inexperienced Military Council deal with the dual threat of Grendel invasions along the southern coast, and a major effort by the Druj in the Barrens to claim Dawnguard.

(322 YE - 324 YE) The Orc Rebellion

Prior to 322 YE, many orcs that were defeated in battle were enslaved. Orcs had no rights in the Empire before this time, as they were not considered people in the eyes of the Constitution. There were slave populations in Dawn, Wintermark and Highguard and especially in Varushka and The League.

During this period an orc hero arose among his people, leading them in armed revolt that saw them occupy parts of Varushka, the League, Dawn and the Marches. The Freeborn Emperor Ahraz arranged a deal with the orcs, and a motion to recognise them as people was brought before the Senate. The motion passed by a tiny margin, making the Imperial Orcs citizens of the Empire.

(324 YE - 329 YE) Reign of Emperor Ahraz "the Liberator"

The only Freeborn Emperor to date, Ahraz came to the throne with promises to end the Orc Rebellion. He did so by bringing the slaves into the Empire, and by recognising the right of orcs to be citizens. His reign was marked with turmoil, and he abdicated in 329 YE a broken man.

(324 YE - 328 YE) The Freedom Heresy

A briar priest preaching the heretical Virtue of Freedom ultimately inspired an attempt to secede from the Empire. When the rebellion was defeated by Imperial forces, the priest led her followers into the Barrens where they attempted to found a rogue state, the kingdom of Mountane. In 328 YE the heretics were destroyed by barbarian orcs, and in 329 YE the ringleaders of the heresy were tried and executed for heresy and blasphemy.

Decline

(331 YE) The Decline begins

In 331YE the territory of Spiral was lost to Urizen. This marked the start of the current period called the Decline. A greedy and corrupt Senate, more concerned with internal political manoeuvring than the strength of the Empire, supported two weak occupants of the Throne (Empress Giselle de Sarvos and Emperor Hugh the Fat of House Rousillon) and a third catastrophically incompetent Emperor (the weak and self-indulgent naga-lineaged Emperor Walter Upwold who did not enter the Senate once during his two year reign).

The Synod was mostly concerned with dogmatic disputes and began to lose sight of its mission.

In 346 YE the territory of Holberg was lost to the barbarians. This triggered a defensive mindset and a period of recriminations. More territories were lost, leading to further defensiveness and less inter-nation cooperation. The generals of the Military Council found it impossible to collaborate effectively during this period. The addition of the first Imperial Orc generals in 351 YE simply made the matter worse.

Several more territories on the edges of the Empire were lost during this time.

(331 - 346 YE) Reign of Empress Giselle "the Unwise"

Empress Giselle de Sarvos of the League took the throne following the loss of Spiral in 331 YE and despite some early efforts entirely failed to re-take that territory. Her reign was marked with a period of political upheaval largely caused by the Empress herself whose blatant favouritism towards the League split the Senate and the Synod, and caused problems among the generals and the archmagi. Her reign ended with her death during the battle for Holberg which saw that territory lost to the Empire.

(348 - 368 YE) Reign of Emperor Hugh, called "the Fat"

After the death of Empress Giselle de Sarvos, Hugh de Rousillon of Dawn took the crown. Nephew of the Dawnish general Leon de Rousillon, and a noble of a politically and militarily powerful Dawnish noble house, Hugh was a personable, enthusiastic and idealistic knight with extensive battlefield experience. Unfortunately, he was an absolutely abysmal administrator, incapable of delegation, torn between the realities of political life and his personal idealism. His reign was marked by a dizzying number of feasts, banquets, and tourneys during which he desperately tried to woo an increasingly jaded Imperial Senate, as well as a sequence of crushing military defeats as Generals began to compete with each other over dwindling resources.

By the end of his reign, the Emperor was almost unrecognisable as the energetic young man he had been when the took the throne. Decades of feasting had left him corpulent and unhealthy, barely able to fit into his harness. Trying to stay ahead of the manipulations and machinations of the Senate had left him exhausted and despondent. According to those who saw him in the fateful battle for Karsk that spelled the end of his reign and ultimately his life, he was a broken man who embraced the peace offered by death.

(371 - 373 YE) Reign of Emperor Walter, "the Ham-fisted"

Emperor Walter Upwold was a Marcher naga who took the throne under dubious circumstances and was widely considered to be a disaster for the Empire. Under his 'reign' the Senate fell even further into open bickering and factionalism. He choked to death on an olive pit in 373YE during a state dinner with a group of Sarcophan and Jarmite diplomats.

Resurgence

(374 YE) Coronation of Empress Britta, "the Young Empress"

A Steinr woman named Britta became the nineteenth Empress. In the wake of the disastrous Emperor Walter (who was already being termed "the Ham-fisted") she took up the sword and shield and challenged the corruption of the Senate and Synod. She surrounded herself with competent generals, and began to formulate and prosecute a campaign to recover lost territories and drive the barbarians back.

A popular and charismatic figure, she united the people of the Empire behind her and dealt ruthlessly with her enemies. She had the wisdom to select competent advisors. People began to call her the Young Empress, and hailed her as the reincarnation of the First Empress, come to protect the Empire in its time of need.

(376 YE) Death of the Young Empress

The Empress Britta was killed during a disastrous attempt to retake Skarsind. Perhaps galvanised by this, the fastest campaign of conquest in Imperial history saw five territories previously lost returned to the Imperial fold. In the three years after her death, Skarsind, Karsk, Segura, Holberg, and Reikos were recaptured.

(380 YE) Coronation of Empress Lisabetta

Appointed by the Senate at the Spring Equinox, Lisabetta Giacomi von Holberg of the House of Seven Mirrors claimed she was inspired by her countryman, the intellectual Emperor Frederick, and by the example of the glorious Empress Richilde, paragon of Pride.

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Imperial elections

All Imperial titles are elected or appointed at one of the quarterly gatherings at Anvil. These take place at the Summer and Winter Solstices and the Spring and Autumn Equinoxes. This is also when the Imperial Institutions meet and exercise their legal powers.

Some titles have tenure, the citizen may hold the title until it is revoked, they die or they relinquish the position. Most titles are either re-appointed each year following the Imperial election schedule or after the citizen has held the title for a year if one of the appointments by the Senate. Titles in the Conclave can be reappointed at any time by successful declaration.

Elections are held by various different means (for example each nation uses their own traditional voting method to appoint their senators whilst generals are usually appointed by unanimous agreement of a nations senators and sinecures vary) and are observed to ensure there are no election irregularities by Merlot, the Civil Service Overseer of Imperial Elections. For example, with a few exceptions, an imperial citizen can only vote once per year on a particular matter. This is most commonly an issue with citizens of Navarr who as wanderers, often change the territory they are in, but are not then allowed to vote in their new territory until a full year has passed since they last had the opportunity to vote in their previous locations senator elections.

For a list of who currently holds every imperial title please refer to the imperial titles recent history page.

Eligibility to Vote

- Where relevant, the Empire identifies where your character lives based on the location of their resource

- To change territory, you must obtain a new resource in a new territory

In nations such as the Marches, the League and Navarr, your eligibility to vote in a senatorial election is based on your territory. Imperial citizens (especially the Navarr) may move freely around the Empire as they choose, however a resource cannot move. Because of this, the civil service use the location of your personal resource to determine your "territory" for determining eligibility for voting in senatorial elections. If you are a member a nation that votes by territory and you wish to vote in a different territory then you must get a new personal resource in the new territory.

The need to change resource still applies if you own a military unit or a fleet. Both these resources include the active service and involvement of a large number of Imperial citizens. These citizens have homes, families and roots in the territory they are based in - and they do not wish to change territory even though you do.

The laws for Imperial elections state that, if eligibility to vote in an election is restricted in some way, then you cannot vote if you were eligible to vote in an equivalent but different election in the last twelve months. For example, if you were eligible to vote for the Cardinal of Prosperity at the Winter Solstice - and you change faith to be part of the Ambition assembly - you cannot legally vote for the election of the Cardinal of Ambition until twelve months have passed from the date of the first election. To be eligible to vote you merely need to be present in Anvil at the summit where the election takes place (it does not matter if you did not actually vote). You must abstain from voting in a election if it occurs less than four events after the previous election. If you are in any doubt about your eligibility then you should consult Merlot, the civil service overseer of elections who can advise you.

Some nations do not restrict eligibility to vote in this way - for example, Highborn citizens with a congregation may vote in every Highborn senatorial election, regardless of their territory.

Any Imperial citizen who believes that another citizen is committing electoral fraud by voting in an election they are not eligible for should bring the matter to the attention of the election overseer and the magistrates.

Eligibility to Stand

- You must be an Imperial citizen to be eligible for an Imperial position or for a virtue position

- You must be a member of the appropriate nation to be eligible for a national position.

- You do not need to be present to be granted an Imperial title

Only Imperial citizens may hold an Imperial title which is an Imperial or virtue position. If the title is a national position, then only a member of the appropriate nation is eligible to hold the title. In all cases, the rules for eligibility may restrict who can vote in the election for the title, but they do not restrict who is eligible to hold the position. For example, only League citizens who possess a business in Sarvos may vote in the Sarvos senatorial elections - but they may choose to vote for any citizen of the League.

It is not necessary for a citizen to be present to be granted an Imperial title, it is perfectly legal for citizens to elect a proxy or support a candidate who is absent for any reason.

Multiple Titles

- It is not legal for a citizen to accept two Imperial titles

The constitution mandates that no Imperial citizen may wield the power of two Imperial titles at the same time. If a citizen who holds an Imperial title is granted a second Imperial title, then they must either renounce their current title or turn down the new position. To avoid any risk of being prosecuted for subverting Imperial law, a citizen should not wield any powers of their new Imperial title until they have had a chance to inform the civil servants in charge of elections which title they intend to renounce.

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Recent history

Contents

- 1 Overview

- 2 382

- 2.1 Summer Solstice

- 2.2 Spring Equinox

- 3 381

- 3.1 Winter Solstice

- 3.2 Autumn Equinox

- 3.3 Summer Solstice

- 3.4 Spring Equinox

- 4 380

- 4.1 Winter Solstice

- 4.2 Autumn Equinox

- 4.3 Summer Solstice

- 4.4 Spring Equinox

- 5 379

- 5.1 Winter Solstice

- 5.2 Autumn Equinox

- 5.3 Summer Solstice

- 5.4 Spring Equinox

- 6 378

- 6.1 Winter Solstice

- 6.2 Autumn Equinox

- 6.3 Summer Solstice

- 6.4 Spring Equinox

- 7 377

- 7.1 Winter Solstice

- 7.2 Autumn Equinox

- 7.3 Summer Solstice

- 7.4 Spring Equinox

- 8 376

- 8.1 Winter Solstice

Overview

The following are summaries of the history of the Empire since the death of Empress Britta in 376 YE.

A list of the seasons when each Imperial title is elected can be found in the election schedule.

To just see the name of the current character holding a particular title then please refer to the current Imperial titles page.

382

Summer Solstice

- 382YE Summer Solstice Imperial elections

- 382YE Summer Solstice Senate sessions

- 382YE Summer Solstice Synod judgements

- 382YE Summer Solstice Conclave sessions

- 382YE Summer Solstice winds of fortune

- 382YE Summer Solstice winds of war

Spring Equinox

- 382YE Spring Equinox Imperial elections

- 382YE Spring Equinox Senate sessions

- 382YE Spring Equinox Synod judgements

- 382YE Spring Equinox Conclave sessions

- 382YE Spring Equinox winds of fortune

- 382YE Spring Equinox winds of war

381

Winter Solstice

- 381YE Winter Solstice Imperial elections

- 381YE Winter Solstice Senate sessions

- 381YE Winter Solstice Synod judgements

- 381YE Winter Solstice Conclave sessions

- 381YE Winter Solstice winds of fortune

- 381YE Winter Solstice winds of war

Autumn Equinox

- 381YE Autumn Equinox Imperial elections

- 381YE Autumn Equinox Senate sessions

- 381YE Autumn Equinox Synod judgements

- 381YE Autumn Equinox Conclave sessions

- 381YE Autumn Equinox winds of fortune

- 381YE Autumn Equinox winds of war

Summer Solstice

- 381YE Summer Solstice Imperial elections

- 381YE Summer Solstice Senate sessions

- 381YE Summer Solstice Synod judgements

- 381YE Summer Solstice Conclave sessions

- 381YE Summer Solstice winds of fortune

- 381YE Summer Solstice winds of war

Spring Equinox

- 381YE Spring Equinox Imperial elections

- 381YE Spring Equinox Senate sessions

- 381YE Spring Equinox Synod judgements

- 381YE Spring Equinox Conclave sessions

- 381YE Spring Equinox winds of fortune

- 381YE Spring Equinox winds of war

380

Winter Solstice

- 380YE Winter Solstice Imperial elections

- 380YE Winter Solstice Senate sessions

- 380YE Winter Solstice Synod judgements

- 380YE Winter Solstice Conclave sessions

- 380YE Winter Solstice winds of fortune

- 380YE Winter Solstice winds of war

Autumn Equinox

- 380YE Autumn Equinox Imperial elections

- 380YE Autumn Equinox Senate sessions

- 380YE Autumn Equinox Synod judgements

- 380YE Autumn Equinox Conclave sessions

- 380YE Autumn Equinox winds of fortune

- 380YE Autumn Equinox winds of war

Summer Solstice

- 380YE Summer Solstice Imperial elections

- 380YE Summer Solstice Senate sessions

- 380YE Summer Solstice Synod judgements

Sentinel Gate

Overview

The Sentinel Gate is the massive archway that stands at one side of Anvil. It is used by Imperial citizens to teleport to battle-grounds to fight the barbarians - as well as to go on quests throughout the Empire.

History

The Gate is an ancient magical device, it was constructed long before the time of the Empire. The Gate was discovered by the Urizen mages and presented by them as a gift to the Empire when their nation joined. The Gate was then moved to Anvil and erected there, where it has remained since.

The Gate allows the Empire to teleport people to critical locations in the Empire but only at a solstice or equinox. It is now a pivotal part of the Empire's military planning - the ability to strike against their enemies at critical locations has been so decisive that it influences the entire way the Imperial Military Council plan and conducts their wars.

Conjunctions

The power of the stars creates connections between times and places - referred to by Imperial magicians as conjunctions. By using the Gate to access a conjunction a character can travel from Anvil to the site linked through the conjunction. The device is powerful and expensive, but not so powerful that it could not be replicated. However the Gate does not create conjunctions - it only provides the means to access them, so creating an additional Gate would not generate any additional conjunctions.

The Sentinel Gate at Anvil was bonded to the Empire centuries ago by Urizen magicians using a powerful Autumn ritual. Because of this, only Imperial citizens can use the Gate. Autumn magic can be used to create a link between the Empire and a barbarian or a foreigner to allow them to use the Gate - and Night magic can transform or disguise a target in such a way that they can pass through. In both cases, it requires that those using the Gate are accompanied by a greater number of Imperial citizens. In the opinion of Imperial magicians, the Gate is secure from intrusion - a belief supported by the last four centuries of use.

Partly as a result of this bond, the Gate can only be used to travel to places the Empire is connected to - either inside the Empire, on the borders or to locations where significant numbers of Imperial troops are present. In theory, the bond could be broken but it would then need bonding to a new nation or power to be usable at all.

Contents

- 1 Overview

- 2 History

- 3 Conjunctions

- 4 Predestination

- 5 Operating the Gate

- 6 Major Conjunctions

- 7 Rules

- 8 Further Reading

Predestination

Conjunctions only occur at a solstice or equinox but beyond this restriction they appear superficially to be random, defying attempts to explain or predict them using logic. Urizen magi use the Net of the Heavens to explain the clear serendipity in the conjunctions that arise that allows the Empire to intervene at critical moments - but this may simply be the natural hearth magic of the underlying constellations that links them to fate.

Any magician can detect the imminent presence of a conjunction by casting detect magic on the Gate. They can only detect the imminent presence of a specific conjunction in this matter - the caster must specify exactly what destination they are seeking to detect each time they cast the spell. If a conjunction for that location exists - then the spell will identify the approximate time and how powerful the conjunction is - expressed in terms of how many people can travel through the gate when the conjunction occurs.

Detect magic can only detect the imminent presence of a conjunction to a precisely specified location. It is not possible to use detect magic or rituals to detect all possible conjunctions for a wide area. Attempts to do this always fail. The spell is only as effective as the description of the location provided - ambiguous or unclear descriptions usually result in failure but may sometimes give erroneous answers.

Detecting conjunctions in this way is a form of prognostication, and is affected by the same limits that apply to all attempts to make forecasts or predictions using Day Magic. The information is always correct - but only at the specific time that the spell is cast - and only for the magician casting the spell. The information may change at any time and very occasionally different casters get different results. It is exceptionally rare for a conjunction to disappear once detected, it is slightly more common for new conjunctions to appear. Some Wintermark mystics claim this is because the conjunctions are linked to an individual's skein or perhaps the fate of a nation or even the whole Empire.

Operating the Gate

To access a conjunction to travel elsewhere in the Empire, the Gate must first be activated. The easiest way to do this is to perform the operate portal spell on the Gate - but any equivalent magic will work. Once opened the Gate remains open for a brief period, just long enough for those gathered to travel through it. After that, the outward gate closes and nothing further may pass through. It is impossible to access a single conjunction twice - the Gate can only be opened again if a second conjunction followed immediately after - an exceptionally rare event. Magic cannot restore access to a conjunction once the Gate has closed, no more than it can create new conjunctions.

Those who have made use of the conjunction to travel elsewhere in the Empire have a short period of time during which they return safely - usually around half an hour. The noted astrologer Aquila of the Glittered Towers compared it to the passage of the stars through the heavens. The conjunction begins when a specific heavenly body is directly over Anvil - only at the moment is outward travel to the destination possible. The travellers may return to Anvil at any time the conjunction endures, but as time passes, return becomes increasingly dangerous as the stars move out of alignment and the conjunction weakens. Citizens who have waiting too long to return have suffered magical backlash resulting in traumatic wounds and even death in exceptionally rare cases.

As a result, all Imperial magicians are taught a minor cantrip that usually allows them to calculate how long a conjunction they have used will last. Any magician that has used a conjunction to travel from Anvil can perform this cantrip without cost. It takes a few seconds to perform and if successful, lets them know approximately how long remains before they must return. The cantrip is not reliable, sometimes the influence of the stars is hard to detect and the spell fails.

Major Conjunctions

Most conjunctions are small, they allow anywhere between ten to thirty people to travel, but there are usually at least two conjunctions at any time which are potentially much more powerful. A major conjunction occurs when several normal conjunctions occur at the same time - as a result they often present the option to choose a single destination from one of several possibilities. Imperial magicians soon discovered that these conjunctions could be accessed by the egregores to allow vastly more people to travel through - hundreds or even more - sufficient to achieve major military outcomes. Because of their potent military benefits, these major conjunctions are controlled by the Imperial Military Council which decides which nations will travel and how best to make use of the conjunction.

Even a major conjunction would normally only allow a few dozen travellers, but by drawing on the power of the egregore bond, the conjunction can be accessed by everyone bonded to that egregore. Stargazers who have studied the operation of the Gate and the formation of conjunctions claim that the bond produces a powerful hearth magic effect through the law of sympathy - a character using the conjunction is a single entity - but the egregore can use a major conjunction to allow their entire nation to travel through the Gate as a single entity.

To operate the Gate in this way, the egregore does not need to physically travel via the conjunction (although some choose to do so), but they do need to engage the egregore bond with those who are travelling. This is usually done using a small ceremony or simple arcane rite designed to epitomize the nation's spirit. Invoking the essential nature of their nation produces the required hearth magic that allows the nation to travel through the Gate - at a major conjunction - as if they were a single entity.

There are limits to the major conjunctions - which are only poorly understood by Imperial magicians - which restrict the nations that may travel together. These restrictions appear to be bound by the movement of the stars in some way - which nations may use the conjunction to fight together is rarely the same from one summit to another. While the restrictions cannot currently be predicted, they can be divined - using night magic. The civil service present the Military Council with a definitive breakdown of the available options for using the Gate's major conjunctions each summit.

Major conjunctions have other limitations as well. They vary in size, the smallest allows a single nation to travel while the largest allows four or five nations to travel. Using a major conjunction is enormously taxing for the egregore - an individual egregore is rarely able to make use of more than one or two major conjunctions in this way during an equinox or solstice.

Does the conjunction happen by happy chance because Robert of Mitwold turns up to Anvil to complain about the Feni stealing his cows?

Of course not... what a foolish notion! You have preordination all the wrong way round my friend.

Robert of Mitwold comes to Anvil because the power of the constellations compels him to; it arranges all matters so that our Marcher friend cannot help but come to Anvil and find someone who can assist him.

The conjunction draws what it needs to it.

Rules

- The Gate can only be opened at predestined times. It is not possible for anyone or anything in the game to open the Gate at any other time.

- At the predestined moment, the Gate can be opened by any Imperial citizen. A magician can use the operate portal spell to activate the Gate, or an Egregore can do it using hearth magic.

- Any Imperial citizen can travel through the Gate when it is open. Foreigners and barbarians can only travel through the Gate using magic specifically designed to facilitate this - a ritual, item or eternal power, and only in the presence of an equal number of Imperial citizens.

- Magical creatures - beings that are created or summoned using magic cannot use the Gate.

- The Gate remains open for outward travel only for a short amount of time. No character or object may travel out through the Gate once the assembled citizens have passed through in good order.

- The Gate closes for return travel slowly. There is a set period of time for which return travel is safe, any citizen who delays too long may experience a magical traumatic wound when they eventually pass back through the portal.

- Any Imperial magician who passes through the gate can sense how long they can remain away from Anvil before the Gate closes if a referee is present. This ability requires a few seconds of appropriate arcane roleplaying.

- Characters can move anything through the gate that they can personally carry, including shared loads. Beasts of burden - and their loads cannot use the Gate.

- Sights and sounds perceivable through the portal can be perceived in-character.

Further Reading

- Sentinel Gate design - a longer explanation of some of the out-of-character design philosophy for the Gate.

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Orc

Contents

- 1 Overview

- 2 What orcs are not

- 3 Phys-rep

- 4 Not Appropriate

- 5 Psychology

- 5.1 Gregarious and Loyal

- 5.2 Revel in Battle

- 6 Rules FAQ

- 7 The blood

- 8 Lines of the Orcs

- 9 Suppliers

Overview

Orcs are a tough physical people who are forceful and loyal. Their heavy bones and thick skin makes them well disposed to physical confrontation, and they derive a visceral enjoyment from conflict and physical competition. Orcs are as intelligent as humans, but they tend to prize simple resilient solutions to problems and disdain needless complexity.

Orcs are most comfortable in groups with other orcs; they derive strength and reassurance by being surrounded by other members of the same legion or tribe. When alone orcs tend to become anxious and lose much of their confidence and certainty. Orcs prefer their groups to adopt simple clear laws that are strongly enforced.

Orcs prefer roles where their natural strength, forceful personality and physical presence allows them to shine. They are drawn to military and religious leaders. The complex layered politics of the Senate often frustrates them, in the Synod and the Imperial Military their fire and enthusiasm for the Empire shine through.

Inspirations for orc characters include anyone strong and physical who revel in battle. Literary characters like Dr Edwin Hyde from Alan Moore's second League of Extraordinary Gentlemen graphic novel as well as figures like Hercules and Conan the Barbarian. Orcs are keen supporters of the law and characters like Judge Dredd, Johnny Alpha and Wulf Sternhammer have many orc qualities.

Orc leaders are usually forceful, hard-driving characters who derive their charisma and respect from their physical presence. The classic American tough-guy image of figures like Jesse Ventura, Arnold Schwarzenegger, George Patton or Dwight Eisenhower but also literary figures like the young Robert Baratheon, when he leads his rebellion against the Mad King.

The most important inspiration for orcs is the close physical camaraderie of soldiers. Marines and any mythical band of soldiers are a great basis for any group of orcs. Pvt. J. Vasquez and the other marines from Aliens, the squaddies from Dog Soldiers or the Vikings in 13th Warrior. Imperial Orcs find the discipline and order of the professional soldier appealing - the Ghurkas are a great inspiration for an orc legion.

The only orcs in the Empire available to use as player characters are members of the Imperial Orc nation. While the details on this brief are applicable to all orcs, they are written with the Imperial Orcs in mind.

What orcs are not

- Warhammer orcs or goblins. Orcs are a single species, rather than a set of related families of creatures encompassing goblins and other greenskins. Most orcs in the world of Empire have pale mottled skin as shown below, the bright green skin of Games Workshop orcs must be avoided.

Phys-rep

The Orc face and head is substantially different to the human visage. Unlike lineage, it does not vary wildly from one orc to the next- orcs are a single race that share a common appearance. To achieve the correct look requires a substantial prosthetic or mask which must cover most of the face as a minimum. It is advisable to leave the mouth clear, as this makes speech clearer and allows a much greater range of facial expression, but the rest of the face should be covered to achieve the right look.

It is not possible to achieve the required level of representation with a small prosthetic that covers just the eyes and temple or make-up alone, so please do not attempt this. Make-up is appropriate for all visible areas of skin that are not covered by clothing or prosthetics.

Players who wish to create a non-human character using just make-up should look at the options for lineage.

- Skin colour. Like human skin, orc skin colour covers a range of different shades, but most hues tends to be muted earth tones. Grey is the most common colour, followed by a dark drab olive shade. Black, brown and red-brown shades are also seen but are far less common, akin to true blonde hair colouring in humans. Some orcs have dark mottled patterns radiating from the temples to over the top the ears sometimes reaching as far as the back of the head. Venerable orcs are albinos, their skin turning a bone white colour suddenly sometime past their sixtieth year.

- Large ears. Orc ears end in points and most are much larger than human or even changeling ears. The ears usually sweep backwards following the curve of the skull and give the face a more feral appearance.

- Upturned nose. All orcs have a large prominent nose. Many orcs noses have large forward facing open nostrils, giving the nose a flat face-on appearance. More human noses with down-turned nostrils are not unknown but in this case the skin over the bridge of the nose is often particularly thick and wrinkled. In some cases these folds continue up the nose and spread over the brow.

- Bald head. Orcs never have eyebrows, and very few orcs are able to grow a full head of hair. Most have no hair on the temples and sides of the head and many are naturally completely bald. A very narrow crest of hair down the line of the skull like a mane or a single small patch near the top rear of the skull are normal for those orcs with any hair at all. Facial hair around the chin or cheeks is less common but not unknown.

- Heavily Boned. Orcs have thick heavy bones (compared to a human of comparable height) which are prominent in the facial region. Highly defined cheek bones and brow ridges are common. Orc faces are rarely as expressive as human faces and orcs tend to use their voice and body language and gestures to communicate information rather than relying on subtle facial expressions.

Not Appropriate

- No bright colours. While many orcs have a greenish hue to their skin, no orcs have bright or lurid green flesh this would be a sign or a deathly illness. Such an individual is not long for this world.

- Tusks or fangs. Most orcs have very human teeth if slightly sharper and more yellow than white. Very rarely orcs suffer from an infection in their teeth that causes them to grow in size becoming larger and more pronounced. This is very dangerous as the infection quickly results in the death of the orc if the enlarged teeth are not removed.

Psychology

Orcs are fundamentally different to humans in their psychology. They have different instincts, and these roleplaying effects are designed to try and draw out the alien nature of orcs.

Gregarious and Loyal

Orcs seek group identity; they want to belong to something, to be a part of a group that provides them with an identity and provides them with allies on whom they can rely utterly. These groups are usually close-knit and always fiercely loyal to each other, regardless of size. Most orcs are comfortable with this affinity and enjoy being part of a larger group, even while they maintain some sense of personal identity.

When orcs of the same group are together, even in small numbers, they gain confidence and mental and physical strength from each other. Orcs become more confident and more boisterous in the company of other members of their group. Without this support, they lose their natural assurance, and tend to become quiet, withdrawn and sullen. The more isolated the orc feels, the more they lose their confidence in themself and their abilities.

Most orcs feel an instinctive loyalty towards their group that overrides fear or personal well-being. They put the best interests of the group first and make whatever sacrifices are necessary to do that. They want to be part of a group that expects this degree of solidarity, with clear rules that lays out what behaviour is expected. Betrayal of the group is a unforgivable crime in the eyes of any orc, but their loyalty to their group also tends to underpin a fierce support for the rule of law and order.

Groups cannot be arbitrary, they must be a fundamental part of an orc's identity. Most Imperial orcs live as part of a legion, treating all their fellow soldiers as brothers and sisters regardless of parentage. Barbarian orcs are divided into vast tribes, with similar bonds of loyalty.

Revel in Battle

Orcs enjoy fighting. They are not battle-crazed or foolhardy, but they are not squeamish and their insensitivity to pain and injury means that they have little instinctive fear of being hurt. The flight-or-fight response in orcs is balanced differently than it is in humans, and orcs are much more likely to attack than they are to flee.

In battle groups of orcs can hear their ancestors talking to them and this further reinforces the strength they draw from each raising their spirits and enthusiasm further. Orcs thrive on the adrenalin of combat and conflict; fighting is physically exhilarating for orcs - a pleasurable experience that can become dangerously addictive for some.

Orcs are not blood-thirsty, it is the thrill of combat, the adrenalin of the fight response that they revel in. Without a challenge, without the tension and threat of a credible opponent there is no combat rush for them. Orcs swiftly lose all interest in fighting once an enemy is clearly defeated. They want to overpower their opponents, not to murder them.

Orcs also enjoy direct physical competition; violent confrontational sports are endemic in orc societies. The enjoyment of such bouts, by audience and participants is based on the same responses that make orcs revel and exult in fighting and battle.

Rules FAQ

- Orcs cannot use liao: An orc that consumes liao feels dizzy and unwell, and often throws up shortly afterwards. They cannot learn or use any religious skills, nor receive a vision from true liao. They can be affected by auras, including those created through anointing, hallow, and consecration. They can also be subject to an exorcism, have their spirits marked through testimony or perceived by insight. They cannot be affected by dedication (which means an orc priest cannot join a virtue assembly other than the Assembly of the Way), nor does Excommunication have any effect on them.

- Orcs hear voices: Orcs hear the voices of their ancestors when they are in a heightened state, especially when fighting, angry or afraid. Some orcs hear their ancestors more often, and they are called shamans.

- Orcs draw strength from numbers. Orcs that are exposed to roleplaying effects that provoke them to question their loyalties or betray their group may respond by confronting the source of the effect if there is at least one other orc present who is a member of the same tribe or group as the character.

- Humanoid biology: Orc biology differs a little from that of humans, but surgical skills, drugs and potions work on them the same way as they do anyone else.

The blood

Physiologically orcs are very similar to humans. They are hairy mammals with two sexes. They have slightly more bone and muscle mass, and build up and use fat stores more efficiently, as well as healing a little faster than humans do. They have roughly the same internal organs, and are capable of the physical act of mating with humans - although orc/human liaisons never result in offspring.

Until recently the average orc lifespan in the Empire was around 40 years due to the exertion and deprivation suffered as slaves. Since winning their freedom, improved nutrition and medical care has made it common for orcs to reach seventy or eighty years of age without showing any signs of slowing down. Despite this the normal maximum lifespan of an orc is equivalent to that of a human being.

Orcs mature at the same speed as humans, but they tend to stay vital and fertile for longer, It is normal for an orc of 50 or 60 to be as physically active as an orc of 20 years. The transition from adulthood to elder status is marked prominently in orcs. At some point after 60 years of age an orc undergoes a dramatic paling of the skin that takes place over the course of several months. This corresponds with the point at which an orc is no longer fertile. These albino orcs are respected as elders amongst most groups of orcs.

Orcs do not have lineage.

Lines of the Orcs

- The Imperial Orcs live in the Empire, where they form the newest of the ten nations. They are disciplined, loyal and civilized people very much at odds with the barbarians who surround them.

- The Jotun tribe live in the lands west of Wintermark and the Marches. A warrior-society with strong traditions of personal and tribal honour, and codes of behaviour in battle. They are known to enjoy warring with the Empire and engage in regular raids into Imperial territory.

- The Druj tribe dominate the swamps and marshes to the east of Highguard and Varushka. They are notoriously devious and treacherous in their dealings with others. They make frequent use of poison on the battlefield, using herbs and magic to create powerful venoms to overcome their enemies.

- The Thule are the ruling tribe throughout the wastelands north of Wintermark and Varushka. They are cautious and meticulous planners with a reputation for greed. They make extensive use of magic on and off the battlefield and often attack sites of power in the Empire.

- The Grendel are the strongest tribe on Attar, the great island south of the bay of Catazar. They have raided the nations on the shores of the bay in the past; although their individual vessels are no match for the superior Freeborn corsairs, their navies are a dire threat that the Empire struggles to match.

Suppliers

There is no requirement to use a mask from these suppliers but Mandala has been heavily involved with the creation of the visuals for Empire, and their orc masks have been created with the game in mind. The masks by Dogbane SFX are also valid for all orcs in the setting. Any mask that fits the description for the orcs in Empire is suitable, but if you want to check if a mask is ideal then you are welcome to email us.

- Mandala Studios

- Dogbane SFX

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Briar

Contents

- 1 Overview

- 2 What briars are not

- 3 Sobriquets

- 4 Iconic trappings

- 5 Other trappings

- 6 Not Trappings

- 7 Roleplaying briars

- 8 The blood

- 9 Lines of the briar

- 10 Briar Images

Overview

The briars are infused by the realm of Spring, a fecund realm of exuberant natural forces whose green eternals care only for life and not at all for humankind. The briars are filled with primal energy: direct, uncomplicated and prone to outbursts of destructive rage.

Briars are most comfortable in military roles, although their primal nature can make them powerful in the Conclave. Some prosper in the Synod where their direct approach to the Imperial Faith often gives them spiritual insight. They often find the Bourse confusing and become easily frustrated by the complexities of the Senate.

The briar lineage is intended to appeal to players who want to play something primal or visceral, with a strong urge to straightforwardness and physicality. They also offer opportunities to play characters who are highly critical of the complexities and shortcomings of civilised society. Briars will allow characters to play with some themes of discrimination as well; this Lineage is presented as suspect by many groups within the setting.

One inspiration for the briars draws on characters such as Swamp Thing; individuals who are outside, yet drawn to, the human world. Both the Hulk and Edward Hyde represent a struggle between civilised impulses and the desire to break free of societal restriction. Fictional vigilantes who take a direct, simplistic, approach to solving the problems of society like the Punisher and characters such as Conan the Cimmerian and Kull the Conqueror represent a physicality and desire for simple solutions to problems. Tyler Durden from Fight Club displays a more extreme version of the same archetype. Pragmatic, direct characters are good examples of the briar mindset, as in the story of Alexander the Great and the Gordian Knot, or the scene from Raiders of the Lost Ark where Indiana Jones shoots the swordsman to avoid an unnecessary duel.

What briars are not

- Dryads. Briars are infected by the primal magic of Spring; it tends to make them energetic, physical and wild, but it does not turn them into a tree or instill them with a mystical awe for nature. They feel no more affinity to plants or trees than a normal human being does. While many briars reject the complexities of civilization they do so because of a difficulty fitting in, not because of an instinctive need to protect nature or be close to it.

Sobriquets

Leshy, Barkbleeder (derogatory), Spriggan, Cicatrix, Greenscar, the twisted

Iconic trappings

- Patches of bark Briars have patches of bark that grows in place of skin. The bark can grow anywhere on the body, but must cover areas of skin, it does not extend out away from the body. The effect is best created using latex prosthetics, as make-up by itself will not give the right raised profile. It is better to try and cover a few iconic areas of the body; we do not recommend trying to cover all visible skin. Briar's bark-skin can spread across the body in response to wounds suffered. The bark-skin is as sensitive as normal skin covered in a thick layer of latex would be.

Other trappings

- Green eyes. Briars may have exotically green eyes. Cosmetic contact lenses can be used to achieve this. The pupil can be any shape or design so long as the predominant colour is green.

- Thorns. Some briars have thorns growing from their skin, usually along the lines of the body like the cheekbones or the forearms. The thorns emerge from patches of bark, which requires a suitable prosthetic, but you can have them emerge directly from the skin. If you phys-rep this effect by taking thorns from a rosebush and gluing them to your skin then try to ensure that you put them in places like the face where people are unlikely to catch them.

- Prominent veins. Many briars have distinct veins in dark green or black that spread out beneath the skin. These are particularly prevalent near areas of bark-skin, emerging from underneath the growths. This effect is easiest to create using make-up.

- Briars "bleed" bark. The signature quality of the briars is that when their skin is broken, it heals over with bark-like material. Sometimes this material has thorns embedded in it. Most of this bark-like material will eventually peel away, usually to reveal fresh skin underneath, but some of it never disappears – every briar has a few patches of bark that appear permanent. The bark may grow quickly or take hours to appear, so you can add some more bark to your make-up the next time you are out of character. If you are heavily wounded you might choose to spread your bark-skin effect for an event, but that there is no requirement to keep the bark from event to event. This is an exception to the normal rule that says your lineage trappings should remain constant between events as much as possible.

- Restless demeanour. Briars are often filled with the energy and vitality of the realm of Spring. They rarely sit still for long and are constantly active and mobile. Try to move just a little quicker than is necessary, lengthen your stride when you walk and allow yourself to become frustrated with delays. This cannot be your only trapping - you must have at least one physical trapping as part of your lineage.

Not Trappings

- Leaves or Flowers The briar lineage does not manifest itself as leaves or flowers. The appearance of a briar is inspired by bark and briar patch rather than the classical myth of the dryad. For this reason leaves, flowers and other greenery are not part of the briar trappings.

Roleplaying briars

Briars blood influences the character of the one who possesses it. Not every briar expresses these effects to the same degree, but characters who demonstrate these roleplaying trappings possess stronger lineage than those who do not.

- Briars are straightforward. They make straightforward plans, and instinctively take the most direct route through (or around) any given situation. They dislike complexity for its own sake, and respect plain speaking over an elaborate argument. They generally express a pragmatic desire to get problems solved now, and where several options are available, they look for the simplest solution. They will neither avoid a perceived problem, nor dwell on one they see as irrelevant. This straightforwardness can also make them blunt or even rude in social situations, as they rarely hold back from saying what they think.

- Briars are mercurial. Briars change their minds easily, they are swayed by circumstances and whatever seems important at the time. They tend to be spontaneous in their displays of emotion (sometimes inappropriately) and their moods shift without warning. They want what they want now, and some are over-eager to simply take the thing they want and then keep it as long as it interests them, discarding it when they become bored with it. Briars live for the moment and few see any need to plan for the long term.

- Briars are primal. They are often scornful of the trappings of civilisation, dressing simply, using tools only when they make a task easier, some even eschewing material possessions altogether in the long term. They are often driven to pursue self-sufficiency, and may be commonly found among small pioneer communities. Their straightforward attitude may combine with this to make them uncertain in social groups larger than a few dozen individuals known personally to the briar, particularly if the roles and responsibilities within the group are not clearly defined.

- Briars are physical. They like tangible, solid, physical things, rather than getting excited by ideas or concepts. They commonly become frustrated or bored in intensely cerebral situations – they make their point and then expect things to move on swiftly to a conclusion. While this often makes them appear “simple” it is not that they are less intelligent than other humans, just that they have little patience for what they perceive as convoluted logic, circular discussions or anything which over-complicates what seems to them a simple matter. When confronted by a mental or social situation, they try to solve it in a simple physical way (for example, if someone is hungry they provide food, if someone is unhappy they look to physically remove the source of their friends’ unhappiness, rather than formulating a social response to the problem).

- Briars are vital. Briars possess a remarkable resilience and reserve of energy. They are no stronger than a normal person but they can often work that little bit longer than other people, walk further, carry that little bit more. They have reserves of energy that they can tap into when threatened. Briars that are exposed to any roleplay effect that causes them to feel tired, weary or weak can respond by becoming energetic and alert.

- Briars may degenerate into madness. Some briars become increasingly short-tempered, until they point where they start to lash out at anything that frustrates them. They insist on having everything their own way and react with anger to anyone who refuses them. They often depart the civilised world completely, withdrawing to wild places (such as mountains and forests) and many turn to banditry. As their madness increases their contempt for society increases and they begin to despise those that defend it. Ultimately they lose touch with their humanity, they become feral, killing anyone who gets in their way and striking out against structures and individuals that represent authority and civilisation.

The blood

Briars are warm blooded mammals. They mate and breed just like humans, they have hair, and they give birth to live offspring.

Briars are almost never born expressing their lineage. Their lineage appears when they sustain a serious injury, with the site of the injury quickly covered in a thick scab with the texture and appearance of bark. In almost all cases, magical healing is involved. It is believed that magical healing catalyses the Spring lineage, causing it to express itself openly. However, magical healing does not always trigger the lineage – some individuals are healed several times before their briar lineage manifests. It is also believed by the scholars of Urizen that any Spring Realm magic has the potential to trigger the expression of the briar lineage lurking in the blood; it is just that the most commonly encountered form of Spring Realm magic is healing magic.

Many people show no signs at all of being a briar before the bark appears. Once that happens, changes tend to happen quickly, thorns may appear growing through the skin and the eyes may turn green The psychological effects of lineage appear at the same time. If a briar is wounded and healed with Spring magic this can strengthen a briar's lineage; the physical and mental trappings become more evident. This is unpredictable however: some briars are healed many times with no apparent effect.

Because the lineage can hide in this manner it creates suspicion and distrust. Some people feel betrayed when their friend turns out to be a briar; other newly revealed briars (especially if they were unaware of their lineage until later life) suffer shock and damage to their mental stability when they discover they have been lineaged all along and when the urges of the blood become more powerful. Some more prejudicial individuals have inflicted serious injuries on suspected briars and then had them healed with Spring magic, hoping to reveal hidden taint – as well as ensuring their own ranks remain pure. It is a common belief that a briar who avoids magical healing will lose the taint of the blood and not pass it on to their offspring, although this is probably wishful thinking.

After death, a briar’s entire body is slowly covered with bark, appearing a lot like a misshapen, fallen log. According to superstition, an area where a dead briar has lain will be seeded with alien, supernatural foliage. Many individuals, especially among the Navarr, Marchers and the Highborn, insist that dead briars be burnt to prevent this happening.

The Eternals of Spring expect their lineaged relatives to be forthright and direct. A briar who displays energy and vitality is likely to be recognised as a kindred spirit, although this may not be a uniformly positive experience.

Lines of the briar

Part of the prejudice some Imperials feel comes from the events of the Freedom Heresy. Between 324YE and 328YE a briar-dominated group of heretics and secessionists attempted to seize territory from the Empire, with tragic consequences. Events such as this help to fuel suspicion of this lineage.

- In Dawn there is an undercurrent of suspicion towards those with briar lineage; it was in Dawn and the nearby Barrens that most of the bloody fighting of that uprising took place.

- In Highguard the bodies of dead briars are commonly burnt and their ashes scattered over water; while there are a few monuments to heroic briars in the the Necropolis, there are none of this lineage actually interred there.

- Briars are seldom seen in League society. They're too direct for the subtleties of Dead Reckoning.

- Many Marchers believe briars are accursed, and have nothing to do with them.

- The Navarr are especially suspicious of the briars, seeing a connection between them and the Vallorn.

- Intellectuals in Urizen find the briars too instinctual, too direct.

- The briar lineage is accepted in Varushka, but there is a deep-seated prejudice that they are too willful to be entirely trusted.

- Winterfolk, especially those of the Steinr tradition, respect the bold directness and uncompromising nature of the briars.

Briar Images

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Cambion

Contents

- 1 Overview

- 2 What cambion are not

- 3 Sobriquets

- 4 Iconic trappings

- 5 Other trappings

- 6 Roleplaying Cambion

- 7 The blood

- 8 Lines of the cambion

- 9 Prosthetics

- 10 Cambion Images

Overview

The cambion are infused by the realm of Autumn, a realm of naked ambition and intrigue where complex webs of wealth and influence connect the eternals. They are ambitious, driven individuals who are never satisfied with what they have, always striving for greater mastery of themselves, their peers and their world.

Cambion are comfortable in almost any role but are especially appropriate to characters with political or economic motivations – senators and mercantilists are obvious, but a general driven to take the Throne or a priest who wants to reshape the Synod to better suit their idea of faith are also examples that might appeal to a cambion.

The cambion lineage is intended to appeal to players who want to play driven, goal-oriented individuals, and touch on some motifs associated with ruthless devils or manipulative supernatural creatures. This lineage gives players free rein to touch on expedient or ruthless roleplaying, but also encourage them to set themselves goals and achieve them. They are also fertile ground for roleplaying about concepts of politics, ethics and expediency – do the ends justify the means?

Inspirations for cambion might run the gamut from students of the writings of Machiavelli and Sun Tzu, through spies such as Mata Hari and George Smiley to powerful figures such as Shakespeare’s Richard III and Lady MacBeth and Lord and Lady Aquitaine from the Codex Alera.

What cambion are not

- Devils. Despite their name and their horns, the cambions are not associated with traditional devils or demons. The eternals of Autumn are political entities who wield and embody ideas of power and confidence rather than being evil.

Sobriquets

Caliban, nephelim, rakshasa, the mazed

Iconic trappings

- Curved horns. Most cambion possess a pair of horns. These horns are similar to those of goats, sheep or bulls. They usually have a curved or spiral shape, often with ridges or fluting. They are likely to be either bone-coloured or metallic. Cambion horns do not branch like a stag's antlers - only changelings have stag's horns – they always occur in pairs and as a single continuous horn.

Other trappings

- Additional horns. Cambions may have more than one pair of horns, although these additional horns still appear in pairs on the head.

- Metallic eyes. Cambions may have exotically coloured eyes. Cosmetic contact lenses can be used to achieve this. The pupil should be the normal shape but the iris can be any metallic colour.

- Metallic skin. Cambions may possess metallic skin colouration - in gold, silver, bronze or copper. This can range from patches of mottling or discolouration to a whole body effect. Make-up can be used to create this effect. If you are adopting this trapping for your character you should either paint or cover all visible skin or else design the areas that are coloured to make it clear that you have mottled skin - do not paint your entire face in one solid colour and then leave your neck and ears unpainted.

- Metallic talons. Cambions may have talons that replace their fingernails. These claws are never large enough to be used as a weapon. Clawed fingers should be metallic, with the claws short and protruding from the end of the finger where the nail bed would be. Wolverine style claws that protrude from the back of the wrist are not appropriate.

- Labyrinth marks. Cambion frequently possess birthmarks or scars that take the form of branching, maze-like or web-like shapes. Some cambions are entirely covered in a network of lines that shifts imperceptibly over time.

- Metallic hair. Cambions may have fine hair in metallic colours, often complementing their eyes or skin colour. Common colouration is bronze, copper, gold or silver. You can use a wig to phys-rep this or colour your hair.

- Dominant demeanour. Cambions might express their drive and confidence by seeking and maintaining eye contact, making physical contact with those they are talking to, modulating their voices to inspire trust and using all sorts of simple tricks to define themselves as being in charge of any interaction. This cannot be your only trapping - you must have at least one physical trapping as part of your lineage.

Roleplaying Cambion

Cambion blood influences the character of the one who possesses it. Not every cambion expresses these effects to the same degree, but characters who demonstrate these roleplaying trappings possess stronger lineage than those who do not.

- Cambions are driven. Their blood pushes them to achieve all that they can. They are never content to rest on their laurels, always looking to the next accomplishment. They tend to have no patience for laziness or complacency, and may become frustrated with peers – or worse, superiors – who express these traits. They also tend to be goal-oriented, although a cambion is likely to have many goals they wish to advance at any given time.

- Cambions are opinionated. They find it difficult to accept the status quo and they seek to improve things – although each cambion will have their own idea what constitutes an improvement. They also tend to doubt received wisdom – hearsay and the opinions of others are useful to know, but a cambion would prefer to make up her own mind than take another’s opinion as their own.

- Cambions are political. They seek to gain influence over others, and often view social interactions in terms of favours to be offered or called in at a later date. They’re not incapable of altruism, but when prompted to do something out of the “goodness of their heart” they remember it and may bring it up at a later date. People who don’t appreciate the idea of trading and owing favours frustrate cambions; people who consider themselves apolitical or above political manoeuvring often annoy them.

- Cambions are competitive. They love testing themselves against others politically, mentally and socially. To a cambion, winning and losing is less important than a challenging contest with a worthy opponent. They tend not to hold grudges if they are bested in these sorts of contests, but dislike people who try to avoid playing their games. A cambion will often end up with a roster of rivals, friends and enemies made up of all the other people who engage in political manipulation in their sphere of influence.

- Cambions are stubbornly independent. A cambion who is exposed to a roleplaying effect that attempts to coerce them to follow another being can respond by becoming obdurate and stubborn instead.

- Cambions may degenerate into madness. Some cambions become increasingly ruthless, potentially to the point of megalomania. They come to regard others as tools or pawns to be moved into position, they see morals and ethics as unnecessary straitjackets on their activities and ambitions. Some have the best of intentions – they simply know what is best for everyone around them. They see no problem with using and even expending their pawns in pursuit of their goals.

The blood

Cambions are born dead. It’s a strange fact of their lineage that they appear lifeless when they are born. Within a few moments of birth, however, they cough and sputter and their eyes open and they seem to flow with life. Yet even as they grow older, their pulse seems to be weak and fluttering, and they will often stop breathing for minutes on end when they are asleep. Yet they are no more or less healthy than any human. Many of them claim that it is their willpower alone that keeps them alive, although there is no medical evidence for this.

Almost all cambions have horns. At birth, they are little more than tiny nubbins, but they develop as the child gets older, usually reaching their full adult size when the child reaches physical maturity. cambion blood is strong; the offspring of cambion are usually cambion themselves, but it is rare for a human woman to give birth to a cambion unless the other parent is a herald or another cambion. Unexpected cambion births therefore often result in disputed parentage or abandoned children.

The eternals of Autumn expect their lineaged relatives to be cunning and ambitious. A cambion will have to act the part to be taken seriously by them but they’ll treat them as a rival if they do so.

Lines of the cambion

Cambion often rise to positions of authority, or become sworn enemies of authority with which they disagree. Cambion children are often difficult to raise for parents without lineage and frequently leave home early to seek their fortune.

- A Freeborn cambion will often find a position as a scrivener, appreciating the intermediary role such a position offers them.

- Many cambion find a spiritual home in The League where they are especially encouraged to enter the priesthood.

- The unveiled of Highguard include a few cambion, their horns sawed off to publicly demonstrate that they have renounced their heritage.

Prosthetics

If you're feeling creative, there's a tutorial here about how to make your own horns. Otherwise, many traders will make them to order;

- Custom Costume Company Makes prosthetics and props to order

- Gypsy Roses

- Pan’s House of Horns

- Think Geek

- Nick Tiernan Makes horns and other props

- Arty Fakes

- Skian Mhor Make horns and prosthetics to any style design and size

- Mandala

- Jackerdemalion Makes horns

Cambion Images

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Changeling

Contents

- 1 Overview

- 2 What changelings are not

- 3 Sobriquets

- 4 Iconic trappings

- 5 Other Trappings

- 6 Roleplaying Effects

- 7 The blood

- 8 Lines of the Changelings

- 9 Changeling Images

Overview

Changelings are touched by the realm of Summer, a realm of beauty and strength whose Eternals are potent symbols of might and majesty. They are proud, confident, individualistic people who know they are the best of the best and were born to excel at anything they turn their hands to.

Changelings prefer roles where they can take the lead or stand out. They are especially appropriate to military and political leaders, but they also make great champions and representatives for groups. Bands of changelings work well, they can regard themselves as amongst their peers and be confident of the group's abilities as a result.

The changeling lineage is intended to appeal to players who want to create proud characters who enjoy being the centre of attention. They are particularly suited to heroes: characters who lead from the front, whether bold champions who bestride the battlefield or charismatic orators taking the floor of the senate.

Changelings obviously draw on images of elves from various settings, most especially Tolkien, with characters such as Glorfindel and Fëanor. However you can also draw inspiration from deities like Thor and Marduk as well as Greek heroes such as immortal-blooded Hercules, the heroes of the Illiad and Odyssey: Hector, Paris and Achilles as well as the proud leaders Hippolyta of the Amazons, and Jason of the Argonauts. Historical figures like Alexander the Great, Henry VIII and Elizabeth I are good inspirations for individual changelings, while the Three Musketeers and Arthur's Knights of the Round Table are an excellent inspiration for a group of changelings.

Villains can also make great role models for changelings, comic book villains like Dr Doom or the Kurgen from Highlander. Any villain who likes to dominate the situation and defeat their foes by besting them rather than outwitting them possesses some of the traits of a changeling.

What changelings are not

- Fairies. Changelings include elements of traditional fae, but focus on the Tuatha-de-dannan, the lords and ladies of the fae rather than pixies, fauns, satyrs or goblins.

- Beastkin. Changelings may have the antlers of a stag or a leonine mane but these characteristics add to their human features to enhance their majesty and prowess. They are not animals; they are neither animalistic or bestial.

Sobriquets

Elf, Fae, Feyling, Knife-ears, the Proud.

Iconic trappings

Changelings usually have ears that come to a marked point and are noticeably different to human ears, with their rounded tips. They are not the long ears of the Night Elf from Warcraft or similar.

Other Trappings

- Fey eyes. A changeling may have exotically coloured eyes. Cosmetic contact lenses can be used to achieve this. The pupil should be the normal shape but the iris can be purple, vibrant blue or bright green.

- Spiral Markings. Changelings may develop marks on their body that resemble spirals or even intricate knotwork. These might seem to be tattoos, or birthmarks, or represent areas of raised or lowered skin.

- Primal animal elements. Changelings may have an animal element of a lion's mane, stag's antlers or a feathered brow with eagle or swan feathers. These elements suggest power and potence; they make the character look regal by turning their brow into a crown. Changelings are not cat people, ratkin or beastfolk.

- Stag's antlers. Changelings of any gender can have stag's antlers. Antlers are specifically branching horns, rather than the goat, bull or ram horns which are the mark of a Cambion.

- Leonine mane. Hair that is swept back to give the impression of a leonine mane is appropriate for any gender of changeling. A hairpiece can also be used to achieve this effect. The goal is to appear as the king of the beasts, not a cat.

- Feathered Brow. Eagle or swan feathers on the brow line. A few feathers attached to the brow or a subtle headpiece can be used to achieve this effect. The goal is to appear as the king of the birds, not a pigeon.

- Haughty demeanour. Changelings might express their prowess and confidence by keeping their back straight and their heads up, always speaking in a clear audible tone. Avoiding contractions while speaking - saying do not instead don't or can not instead of can't help to impress the authority and importance of the changeling. This cannot be your only trapping - you must have at least one physical trapping as part of your lineage.

Roleplaying Effects

Changeling blood influences the character of the one who possesses it. Not every changeling expresses these effects to the same degree, but characters who demonstrate these roleplaying trappings possess stronger lineage than those who do not.

- Changelings are confident. They find it difficult to entertain the idea that they could fail at tasks they set their mind to. They often assume that they are the best person for a job and that their opinions are relevant. They seek out positions of authority and responsibility within groups. They are driven to achieve a degree of personal excellence that supports their view of themselves as superior, especially as a response to any apparent failure.

- Changelings are noble and bold. Around people who treat them with respect, around their friends and loved ones, they are solicitous, agreeable and gregarious. They feel a drive to take responsibility for others, to take charge, and get things done. They are not necessarily altruistic, but they often enjoy helping people if only to demonstrate that they can.

- Changelings are vain individuals. They like to stand out, and look different and love approval, adulation, and being the centre of attention. They hate being overlooked or dismissed as one of the crowd and take pains to ensure their appearance is striking and dramatic. They use their appearance to cement their image of themselves, and encourage others to see them as powerful and strong. They seek out the best clothing, the best armour and the best weapons.

- Changelings are wrathful. When thwarted, belittled, crossed or wronged they may fly into a devastating rage. These rages are like summer storms – intense but short lived. More than one changeling has lost control of their emotions and done something that changes their life forever in the grip of a sudden rage. Any changeling who is exposed to a roleplaying effect that creates fear or doubt can respond by becoming angry instead.

- Changelings may degenerate into madness. Some changelings become increasingly arrogant to the point of egomania. They treat others as if they are lesser creatures. They believe themselves to be stronger or wiser than they actually are, and brush aside anything that disagrees with that. They expect others to give them respect or obey them without earning that respect or obedience. They can become so blunt that they offend anyone they speak to, assuming that others will listen to what they say automatically just because of who and what they are.

The blood

Although changelings are still mortals, they tend to be healthy and live a little longer than their neighbours (assuming they avoid accidents or malice). Changelings tend to remain vital and spry and keep their wits until the end of their life.

Changeling blood tends to exaggerate the traits of the individual. A delicate noble flower will be more delicate, more lithe, more subtle. The coarse labourer or warrior will be more solid. more muscular, more physical. The lineage can lie dormant in the blood for a generation or two, then rear its head without warning. Some human families have a history of producing changeling children, and if both parents are from such families, the likelihood increases.

Some changelings talk of spending time in the Realm of Summer as prisoners, guests or even consorts of Eternals. Over the course of the timeless days spent in the Realm, humans may be slowly transformed into changelings. There is a suspicion in some quarters that the food and drink of the Eternals of Summer is responsible for this change, though it is likely due to the nature of the realm itself rather than any specific element of it.

The Eternals of Summer expect their lineaged relatives to be strong and confident. A changeling will have to act the part to be taken seriously by them but they’ll treat them as an equal if they do so.

Lines of the Changelings

It is perhaps surprising given the urging of their blood to be the centre of attention, but changelings often enjoy banding together into groups where almost every member bears the mark of Summer. Changelings often feel that only others who bear their lineage are truly able to give them the validation - or rivalry - they crave.

- Some noble houses of Dawn only accept changelings into their ranks. They epitomize the Summer lineage beautifully; confidence bordering on arrogance, and a boldness bordering on brash. The de Casillon nobles Spiral Castle are a well-known example of such a group.

- The unveiled of Highguard include a fair few changelings, who cut off their ear tips, horns and manes to publicly demonstrate that they have renounced their heritage.

- Changeling wardens have a reputation as reckless monster hunters in Varushka as part of the Company of the White Stag.

- Changeling blood is a sign of good luck in Wintermark where "sharp ears" is considered a compliment.

Changeling Images

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Draughir

Contents

- 1 Overview

- 2 What they are not

- 3 Sobriquets

- 4 Iconic trappings

- 5 Other trappings

- 6 Roleplaying draughir

- 7 The blood

- 8 Lines of the draughir

- 9 Draughir Images

Overview

The Draughir are touched by the realm of Winter, a nightmare realm of hunger and death that nonetheless possesses hidden wisdom. They are calculating, practical to the point of expediency and protective of what is theirs, but they are monstrous in appearance, and struggle with inhuman instincts.

Draughir are most comfortable in military and economic roles which give them the independence they need to make the sort of pragmatic decisions they want to take. Draughir are often drawn to positions of political power but they can find it frustrating to share power with others, if they get in the way of the draughir's ability to provide effective leadership. Draughir priests are relatively rare; while draughir can be as virtuous as any human, their pragmatic nature means they tend to prioritize solutions over principles and their virtue is often more instinctive than intellectual.

While many take dominant roles, there are plenty of draughir who actively seek out second-in-command and lieutenant roles and they make excellent companions, attendants and right-hand henchmen - they are capable of fierce loyalty, to the right commander.

The draughir lineage is intended to appeal to players who want a character who is callous and merciless towards their enemies. Draughir are often pragmatic to the point of being brutal and are an option for anyone looking to play an emotionally hardened or otherwise unsympathetic character. The draughir give options for playing an anti-hero or misunderstood outsider, as well as a character who is “wrestling with inner demons”. It also allows a player to roleplay themes of practicality, morality and personal responsibility.

Inspirations for the draughir might include the heroes Batman or the Shadow who use fear as weapons against the criminal underclass and the comic-book villains R'as al Ghul or Magneto who do terrible things with the best of intentions. Other inspirations might include a fictionalised Vlad Dracul who does cruel things to his enemies but still thinks of himself as a protector of what is his; the Livia of I, Claudius who performs and encourages terrible acts for the greater good of the Roman people; the Bride from the Kill Bill movies; Lisbeth Salander from The Girl With The Dragon Tattoo; the Sith from the Star Wars Old Republic, Reverend Mother Gaius Helen Mohiam of the Bene Gesserit from Dune, and to a degree the morlocks of H G Wells’ novel (and perhaps the 2002 movie) The Time Machine whose desperation to survive turns them into monsters. Marisa Coulter from the Northern Lights is a great example of an often heartless character conflicted by her feelings for those she cares about.

What they are not

- Sadistic or evil. Draughir are practical to the point of expediency, they are not innately wicked or corrupt. They are prepared to do cruel things only to achieve necessary ends, they do not delight in cruelty for its own sake.

- Undead. While draughir may often have a corpse-like appearance, they are living creatures.

Sobriquets

Wendigo, the Cold, the Wise, the Hungry, Ghul, Dread

Iconic trappings

- Pale skin. A draughir's skin is usually pallid, pale or discoloured as if from ill health. You can use white or yellow make-up to lighten or jaundice the skin tone. You can paint every inch of your skin bone-white, but if you do this, then avoid leaving your neck visible and unpainted, as it undermines the appearance. The alternative is to apply make-up more traditionally to lighten the skin tones and give your skin a deathly pallor, if you do this then you can blend in the make-up rather than trying to cover all visible skin.

Other trappings

- Prominent veins. Some draughir have red or black veins that are clearly visible just beneath the surface of their pallid skin. You can use make-up to paint veins onto the skin; ideally they should be subtle and give a sense of being just visible.

- Scarred or gouged flesh. Draughir skin is often calloused, lined or marked. The skin may appear heavily scarred or be marked with lines, cuts or cracks that run across the skin. The pictures on this page show examples of the kind of disfigurements that are appropriate. These can be achieved with make-up or using prosthetics.

- Wrinkled skin. Draughir skin often appears aged, although this has no effect on their vitality. The skin may be mottled with liver spots and is often heavily wrinkled, especially around the eyes. Make-up can be used to enhance natural wrinkles and make them more visible, or Collodion or other prosthetics can create deeper creases in the skin.

- Predatory teeth. Many draughir have elongated canines. A high lineage draughir may have additional canine teeth in place of regular incisors or molars on both jaws. This look is best achieved with teeth prosthetics.

- Hollow, deep-set eyes. Some draughir have unnaturally hollow and deep-set eyes. You can achieve this look by using makeup to darken the eye-sockets to make them look deeper or use prosthetics to build up the brow and cheekbones to achieve a more pronounced effect.

- Predatory eyes. Draughir may have predatory eyes. Cosmetic contact lenses can be used to achieve this. The pupil should be the normal shape but the iris might be yellow or blood red.

- Clawed fingers. Draughir may have talons that replace their fingernails. These claws are never large enough to be used as a weapon. Clawed fingers should be black or bone white, with the claws short and protruding from the end of the finger where the nail bed would be. Wolverine style claws that protrude from the back of the wrist are not appropriate.

- Cold demeanour. Draughir might express their lineage by avoiding smiling and avoiding physical contact with others. Don't express warmth towards people and avoid talking about how you feel. Try to act as if your feelings and those of others were irrelevant and not worth comment or discussion. This cannot be your only trapping - you must have at least one physical trapping as part of your lineage.

Roleplaying draughir

Draughir blood influences the character of the one who possesses it. Not every draughir expresses these effects to the same degree, but characters who demonstrate these roleplaying trappings possess stronger lineage than those who do not.

- Draughir are cold. Draughir are not unemotional, they are capable of feeling jealous, angry, triumphant and many other emotions. But almost all draughir find it hard to experience any pleasure from the emotions of others: neither empathy nor sympathy are part of their nature. They are not naive or ignorant, they recognize and understand the emotions that others are feeling, they simply are not moved by them in any way. This makes it easy for them to disregard the feelings of others; when a village is starving to death a draughir will suggest eating the dead without a second thought, and will do it themself even if the rest of the village reacts with revulsion.

- Draughir have a pack mentality. Draughir are usually jealously protective and possessive towards their family and friends, but tend to treat strangers and acquaintances as potential rivals and competitors. Although they rarely exhibit much genuine empathy for those close to them, they are often fiercely loyal to those under their control or those they work with. This loyalty does not express itself as sympathy but they strive to ensure that the people they protect are safe and provided for. Draughir leaders can be socially domineering, they do not consider others' feelings and they expect those they are looking after to treat them with respect and deference.

- Draughir are calculating. They do what it takes to stay alive. Everyone is either useful, dangerous or not a threat. Every situation advances the draughir’s aim or hinders it. If something is useful, it should be used. If something is dangerous, it should be destroyed or avoided. A draughir on a vital mission will leave a lame companion behind rather than risk slowing the group down. They’re the kind of people who are comfortable with sacrificing ten lives to save a hundred, with using disease or terror as weapons. They choose the most effective course of action without experiencing any moral qualms or scruples or letting ethical considerations get in the way. If the destruction of a village will slow an advancing army, that settlement is history.

- Draughir are never satisfied. Most draughir are inveterate planners, they like to prepare for conflict and dangers. They fear being caught short and are never complacent that they will weather the storm. Any spare moments are spent trying to improve preparations and ensure sufficient resources are in place. This hunger can never be satisfied. This can be positive; they refuse to become complacent. It can also negative; they are never satisfied with what they achieve and find it impossible to relax.

- Draughir can eat carrion. Draughir get sustenance from anything they can eat or drink, even if it would cause a normal human to become sick. They can eat rotting meat, spoiled vegetables and uncooked flesh, as well as drinking blood, stagnant water or rancid milk without ill effect. They also don’t need as much food, drink or sleep as anyone else – they can survive by eating cockroaches if they have to (as long as they get plenty of cockroaches). They’re no more resistant to poison than anyone else; this is a survival tool that also allows them to subsist on leftovers and offal while their friends and family get the stuff they need to stay healthy. They can't dispose of bodies by eating them - it takes forever to eat a human body, 180lbs of raw meat and bone, even if you don’t throw up every time you swallow a mouthful.

- Draughir may degenerate into madness. Some draughir become increasingly preoccupied with preparing for external threats, to the point of paranoia. They rarely become delusional, but they become incapable of accepting risks and incapable of trusting people who are not a part of their circle. They will go to any lengths to protect their own and they view most outsiders as irrelevant at best, little more than lumps of meat while those that are notable all become potential threats or dangers. Lone draughir or individuals who have contact only with other draughir seem to be particularly prone to this madness, which is why most draughir seek out human company.

The blood

Draughir are as warm blooded and vital as any human, although they sometimes have corpse-like appearance. They mate and breed just like humans. While a few draughir – especially those of strong lineage – are born with clear draughir marks, others appear entirely human but undergo a transformation in later life (before they reach maturity).

The unexpected transformation of a beloved child helps fuel the fear that many feel toward the draughir. A common belief is that people who turn to cannibalism will have draughir children, or will slowly become draughir themselves.

If draughir present themselves respectfully to the Eternals of Winter they usually respond by treating the draughir as one of their own. Draughir who present themselves as equals will be treated as a rival or a threat.

Lines of the draughir

Some draughir children are killed or given away because people fear them and what they may turn into. Lone draughir children often feel isolated, because no-one else sees the world quite the way they do. When two draughir meet they may become rivals, unless one acknowledges the other's authority, but groups of draughir are able to work together provided they have strong leadership.

- Varushkan draughir are able to make difficult decisions, an ability that commands respect in this harsh land.

- In Highguard, the Suns of Couros chapter of Reikos provides a safe haven for draughir, so that those who are given up, cast out, or unwanted can find refuge with others like them and pursue virtue in meditation and isolation from the world. The chapter is noted for its focus in Winter magic, its pursuit of Vigilance and Loyalty, and the ruthlessness with which it opposes the Druj and any other enemies of the Empire.

- Also in Highguard, the people of Syrene are known to have significantly more children with draughir lineage than those in other parts of the Empire - but paradoxically these children are invariably fostered out to be raised in other chapters in Casinea.

Draughir Images

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Naga

Contents

- 1 Overview

- 2 Sobriquets

- 3 What they are not

- 4 Iconic trappings

- 5 Other trappings

- 6 Minor trappings

- 7 Roleplaying naga

- 8 The blood

- 9 Lines of the naga

- 10 Naga Images

Overview

The naga are touched by the realm of Night, a realm of shape-changing wyrms and winged serpents. They are subtle, secretive and intuitive individuals whose passion and fervour for life drives them to seek new challenges and new experiences.

Naga are comfortable in roles where secrets and sensation are important. They excel in the Bourse where their motivation for wealth and passion for secrets gives them an edge, but they are also found in the Synod where their fervour and oratory make them successful. There have been a number of notable naga in the Senate and the Conclave over the years, but their self-indulgent nature means they have rarely embraced a life in the military.

The naga lineage is intended to appeal to players who want to be subtle and manipulative, as well as those who want to be a little mysterious. The naga suits a number of concepts: fanatical priests, mysterious wizards, fighters who enjoy fighting, artists and performers of all types. The concept plays with images of the snake as wise and subtle, but subverts the idea that snakes are “cold-blooded”.

Inspirations for the naga might include any number of famous artists and socialites such as Oscar Wilde and Van Gogh. Spymasters like Francis Walsingham from the film Elizabeth and the fictional spies Varys and Milady de Winter all fit the idea of subtle, secretive, passionate agents. Wizards and mysterious magicians of all stripes can provide inspiration including various versions of Thoth, Mister Miyagi, Merlin, Morgan le Fay and even Doctor Strange. Naga are often articulate characters that enjoy their own cleverness, like Vizzini and Tyrion Lannister. Other characters that fit the naga stereotype are the indulgent jewel-thief Catwoman, sinister sociopaths like The Talented Mr Ripley, manipulators like the Marquis de Carabas from Neverwhere, and most of the cast of Josh Whedon's Firefly series (but especially Shepherd Derriel Book and Inara Serra).

Sobriquets

Skinks, Snakes, Lamia, the Scaled

What they are not

- Hypersexual. Naga are sensates - they enjoy luxury and the pleasure of their senses but their sexual mores and inclinations are no different to any other person.

Iconic trappings

- Scaled brow or eye sockets. Almost all naga have scales around the eyes or across the brow. A quick and effective scale effect can be produced using make-up and applied with a stencil. You can also use a latex prosthetic to build up the scales across the forehead and highlight the eyes.

Other trappings

- Reptilian eyes. Naga often have eyes with thin vertical pupils like those of a cat or a reptile. Cosmetic contact lenses can be used to achieve this. The pupil and iris should be tall and thin, and the iris may be of any colour.

- Scaled skin. High lineage naga have scales covering more of their skin. This may be on the sides of the face and neck, the back of the hands and the arms or it may even cover large areas of visible skin. Naga are not restricted to any one colour scheme for their scales and exotic shades are entirely appropriate for this lineage, provided that the scale motif is clearly visible. There is no need to cover every inch of your skin but if you do this, then avoid leaving your neck visible and unpainted, as it undermines the appearance. It may be better to use the scales in highlighted areas like the cheek bones, face and the sides of the neck. You can also use latex prosthetics to enhance the scale effect by raising their profile.

- Fangs. Some naga have a pair of fangs where their upper canines would normally be. They do not have additional fangs or pointed teeth, no matter how strong their lineage is. This look is best achieved with teeth prosthetics.

- Feathers. If you are playing a high lineage naga with scales that cover significant areas of your face then you might also have brightly coloured feathers on the back of your head. You can tie long feathers into your hair or else use a wig or skull cap so that the hair is completely covered by a mane of feathers. The goal is to look like a feathered serpent, not a scaled bird.

- Sibilance. Naga speak with a sibilant accent stressing the final s in plural words and even lapse into hissing. This is regarded by some naga as unsophisticated and they train their voice to drop this habit, so it is possible to play a high lineage naga that does not do this if you prefer. This cannot be your only trapping - you must have at least one physical trapping as part of your lineage.

- Flat nose. High lineage naga sometimes have a flatter or less defined nose. The nostrils may look more like pits and the skin on either side rises to meet the bridge of the nose. This effect might be achieved with various kinds of latex prosthetic that cover the nose and centre of the face.

- Relaxed demeanour. Naga like to be comfortable and to relax wherever possible. Take your time sitting down, try to ensure that you have plenty of cushions and lounge and loll rather than sitting up straight. Never pass up the opportunity to shift in your seat to find a more comfortable position no matter how inappropriate it is. Sit rather than stand and stretch out on cushions rather than sit when the opportunity presents itself. This cannot be your only trapping - you must have at least one physical trapping as part of your lineage.

Minor trappings

Minor trappings are alternative trappings that have been requested by players and which have been approved as part of the setting. They are considered to be rare and are always found in combination with one or more of the regular physical trappings; they should not be used by themselves.

- Snakes Hood. A few naga have a "snakes hood", a hood of skin behind the head like a cobra. This can be achieved with suitable costume.

Roleplaying naga

Naga blood influences the character of the one who possesses it. Not every naga expresses these effects to the same degree, but characters who demonstrate these roleplaying trappings possess stronger lineage than those who do not.

- Naga are gregarious. Most naga are highly social people who enjoy the company of others. They appreciate conversation, as well as social occasions where there is music or performance. Naga rarely feel the need to dominate social situations, but they like to be party to what is happening and many enjoy arranging and manipulating social situations to bring people together. They enjoy wit and all forms of humour and appreciate skill with words and verbal cleverness. Many of them enjoy word-play and riddles.

- Naga are subtle and secretive. Naga relish being mysterious and secretive, in part because they enjoy the interest from others that it provokes. They like to orchestrate situations to conceal their true intentions and like to draw other people who find mysteries alluring into their plans. They take a pride in concealing their thoughts and ideas. Naga are not spiteful tricksters, but they enjoy complex situations where there are secrets to find out and they also enjoy creating those situations for others.

- Naga are instinctive and intuitive. They love to watch and to try and work out the motives of others, presuming there is some goal beyond the obvious and perhaps linking unrelated occurrences into this perceived ‘plan’. They can be a skilled judge of character and most naga are happy to trust their instincts, acting on the basis of their intuition. Some are more inclined to trust their judgement than other evidence but they can overcomplicate situations looking for more layers of meaning than are really there.

- Naga are passionate. Naga could never be thought cold, even at their most calculating and devious. There is a keen fire in the eyes and tension at the thrill of the chase. They feel all emotions strongly and love to engage with the moment, and if they enjoy an experience may seek to prolong it, or seek it out again. Their passion often exhibits as an enthusiasm for life, a fervour for their goals and objectives. They are not childish, nor erratic, just every sensation is more real to them and they cannot help feeling it, nor would they want to.

- Naga are avaricious. Naga love comfort and luxury and enjoy being wealthy enough to know that they can indulge themselves. Some naga are simply greedy, but many are driven by a desire to feel safe from the threat of deprivation. Naga like the tangible physical presence of affluence, they like to be able to touch and feel the things they own and many keep their money close by.

- Naga have discerning senses Naga often claim that all their senses seem a little stronger, a little more complex than those of other people. A common sweet might be a riot of intermingled flavours; a plain cloth is seen to be woven from subtly varied threads; a simple melody accompanied by all the implied harmonies and driven by the emotion of the musical flow. This does not make it easier to pick out poisons, or other potential advantages, in fact the sensations can be distracting leading to revulsion or rapture, evoking the passions in some way.

- Naga may degenerate into madness. Some naga become increasingly self-obsessed and selfish to the point where they are incapable of thinking of anyone but themselves. The pursuit of their goals - usually their own wealth and satisfaction - become so overriding that they find it impossible to consider other people. Concerned only with satisfying their own desires they see others as objects they own, things whose only purpose is to serve their whims. They take whatever they want, discard anything that does not serve their purpose and destroy any who get in their way.

The blood

Despite their appearance, naga are as warm-blooded and mammalian as any human. They mate and breed just like humans do, they give birth to live offspring and all have at least some body hair.

The naga bloodlines require frequent influxes of human blood. Without them the bloodline reaches a strength where the naga becomes incapable of successfully breeding with another naga. As a consequence naga often take human lovers, even if they are in a relationship with another naga.

Naga children are usually born looking almost entirely human. Enhanced senses and sibilance are the only sign of their lineage, but as the child grows they become acutely conscious of their heritage. Sometime after maturity they enter a deep sleep which lasts for many days, during which they undergo a profound transformation, physically shedding much of their skin they emerge as a full naga with all the trappings of their lineage that they then carry with them for the rest of their life.

Lines of the naga

- The passion of naga troubadors is famous in Dawn

- The Reckoner guilds of the League are dominated by those of merrow and naga blood.

- Most famously, the Kallavesi Marshsnakes who dwell in the swamps of Wintermark have naga lineage.

Naga Images

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Spellcasting

Contents

- 1 Overview

- 2 Spellcasting

- 3 Regular Spells

- 3.1 Swift casting

- 4 Offensive Spells

- 5 Further Reading

Overview

A magician is any character that purchases the magician skill. Becoming a magician allows a character to cast spells, and with additional study they can master the realm lores that allow them to perform powerful and versatile rituals. Like artistic ability, command of magic is both a talent and a skill - some people are born with a natural knack for working magic, while others develop their ability to weave spells through hard work and long hours of study. Even a natural talent needs help channelling and honing their power, however - there are many stories of prodigies who lack the ability to control their magic properly causing minor magical mishaps.

In the Empire it is common for a magician to learn their art studying with a more experienced mentor. It is theoretically possible to be "self taught" however - there are libraries and tomes that lay out magical law in all the nations.

Every magician, no matter where in the world they originate, learns three common spells (sometimes called cantrips in the Empire): detect magic, operate portal and create bond. These versatile utility spells allow a magician to perform a number of functions, and serve as the foundation for all other magical ability. These spells are only the beginning however - with additional study a magician can master more incantations that allow them to channel their personal magic to heal their allies, repel their foes and even grant the recently departed the ability to speak to the living.

In addition, every magician knows how to wield wands and rods. These implements are to the magician what swords and axes are to the warrior, or medicines and bandages to the physick. Their main use is to channel and unleash martial incantations, but even the most peaceful magician can benefit from bonding a magical implement to enhance their ability to work magic.

Finally, some magicians focus their magical study towards battlefield applications. These brave individuals are called battle mages and they learn to channel their power through staffs and attune themselves to special armour designed specifically to protect magicians while leaving them free to perform magic. This last is especially valuable to magicians who go into dangerous situations; mundane armour prevents the casting of even the simplest spell.

Spellcasting

- Every magician starts with four personal mana every day

- You must expend personal mana or crystallized mana to cast a spell

- You cannot cast spells while wearing armour

- All spells require vocals clearly audible to everyone within a few metres

Any character that purchases the magician skill has four personal mana and is able to cast create bond, detect magic or operate portal. Each time a character purchases an extra spell they must choose one additional spell from the spellcasting list.

Your character may also use crystallized mana to cast spells; a single crystal can be used to cast any single spell.

Your personal mana replenishes overnight.

All spell vocals require appropriate roleplaying which must include spell vocals in a clear voice audible to everyone within a few metres of you. All spells are one of two types, regular spells or offensive spells.

Regular Spells

Mana Cost

Create bond

1

Detect magic

1

Operate portal

1

Heal

1

Mend

1

Night pouch

1

Purify

1

Restore limb

1

Voice for the dead

1

Regular Spells

- Require at least thirty seconds of appropriate roleplaying

- You must be capable of touching the target with the casting hand throughout the casting of the spell

- The spell fails if you or your target are hit or attack another character during spellcasting

- You can choose to swift cast a regular spell

To cast a regular spell you must complete at least thirty seconds of appropriate roleplaying including spell vocals, and the use of one hand. These requirements do not mean you must chant or speak for the entire thirty seconds; you must include some vocal component but your appropriate roleplaying can also involve tracing magical signs or runes in the air, using props such as scrolls or powders, shaping magic with mystical passes and the like.

You must be able to touch the target with your casting hand throughout the casting of the spell. Even if you do not touch the target you must be close enough to easily do so - you cannot cast a regular spell on a target who is only close enough to touch with an implement (but see swift casting below).

If you or your target attacks another character or either of you are hit then the spell fails. Your mana is not lost but you must begin the spell again.

Swift casting

- Any regular spell can be cast with a few words of appropriate roleplaying instead of thirty seconds

- Swift casting a spell costs 2 mana rather than 1

- The effects of some spells change when they are swift cast

- If you are in combat, you must touch your target with an implement - a wand, rod or staff

Any magician who knows a regular spell can choose to swift cast it. Swift casting effectively allows the regular spell to be cast as if it were an offensive spell, but at the cost of an additional mana.

Some spells such as purify and heal have different effects when swift cast. You must make clear to the target what the effect is.

Magic items, rituals, and similar abilities do not provide the ability to swift cast a spell unless they explicitly say they do. For example, a wand may say that it allows you to cast or swift cast the purify spell, or a rod might allow you to swift cast the heal spell as if you knew it. An item that allows you to cast a spell as if you knew it without spending mana never allows you to change how it is cast.

Offensive Spells

Offensive Spells

Mana Cost

Empower

1

Entangle

1

Paralysis

2

Repel

1

Shatter

2

Venom

1

Weakness

1

- Require a few words of appropriate roleplaying

- Require you to hit the target with an implement, a wand, rod or staff

To cast an offensive spell you must utter a few words of appropriate roleplaying including spell vocals while you strike or touch your target with a wand, rod or staff. You cannot cast an offensive spell without using a suitable implement.

If you deliver an offensive melee strike to touch the target with your implement then the target also loses one global hit. You should always assume that your opponent has wounded you in this way unless their roleplaying clearly indicates otherwise.

Offensive spells are not interrupted or lost if you are attacked. For spells other than venom or weakness you do not lose the mana if it is clear that the target has not taken the effect.

Further Reading

- Spellcasting

- Rituals

- Formulaic Rituals

- Spontaneous Magic

- Battlefield Rituals

- Enchantments

- Curses

- Ilium

- Ritual Theory

- Magic Items

- Herbs & Potions

- Cosmology

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Rituals

Overview

Rituals are powerful magical spells that magicans can learn to perform by buying lore in one or more of the six realms. There are many more rituals than spells and most are much more powerful but they take longer to perform and can only be cast using crystal mana.

Some powerful rituals are too difficult for any one magician to perform alone. Magicians usually form covens to allow them to combine their skills to perform the most potent rituals.

Basic Rules

- Every ritual draws on one of the six realms

- Every ritual has a cost in crystalized mana to perform the ritual

- A ritualist may only expend mana up to their level of skill

- Crystalized mana expended by a character who has mastered the ritual counts double

- The regio at Anvil allows magicians to increase their effective skill to allow them to perform more powerful rituals

There are six magical realms, which the Empire call Day, Night, Spring, Summer, Autumn and Winter. Every ritual draws its power from just one of these six realms. You must have a rank of the appropriate Realm lore to attempt a ritual of that realm.

Contents

- 1 Overview

- 2 Basic Rules

- 3 Realms

- 4 Performing a Ritual

- 5 Formulaic Rituals

- 6 Spontaneous Magic

- 7 Battlefield rituals

- 8 Covens

- 8.1 Mastery

- 8.2 Contributors

- 9 Imperial Lore

- 10 Further Reading

All rituals require crystalized mana (from a mana site) to cast, they are too powerful to perform with personal mana. The magnitude of the ritual is the amount of crystal mana needed to perform it. The amount of crystalized mana that each ritualist can expend is limited by their level of skill with the appropriate realm lore.

Magicians can master a handful of formulaic rituals. Crystalized mana used by a character that has mastered the ritual counts double. Magicians may choose to master formulaic rituals when they purchase realm lore skills or the extra ritual skill.

E.g. A magician is performing the ritual, the Ascetic Star of Atun, a magnitude 6 Day ritual. The ritualist has three levels of skill in day lore, allowing them to contribute three points of crystalized mana, however the caster has mastered the ritual, doubling their effective mana. This allows them to achieve the 6 points required for the ritual.

A regio is an area with a magical aura. Most regios are keyed to one of the realms and some are powerful enough that they that make it easier for ritualists to perform rituals of that realm while inside it. There is a powerful permanent regio of all six realms at Anvil that allows each magicians contributing to the ritual to gain an additional effective rank of the appropriate Realm lore skill, subject to the normal rules for effective skill.

For example, A coven of three characters each with one rank of Summer lore use the anvil regio. They each act as if their Summer lore were rank 2 and can contribute 2 crystal mana to the ritual. A fourth member of their coven who has no ranks in Summer still cannot contribute to the ritual.

Ritual Summaries

Spring rituals

Summer rituals

Autumn rituals

Winter rituals

Day rituals

Night rituals

Realms

- Every ritual is keyed to a single realm

All the rituals in Imperial lore are keyed to a single realm. You can only attempt to cast that ritual if you have sufficient skill with that realm lore. Some ritual effects can be duplicated by clever use of the magic of another realm, but there is usually a steep cost to do this. Each realm has its own strengths and weaknesses and most formulaic rituals have been formulated using the best realm to produce that effect.

Each realm has a summary of the rituals associated with it, stating the name, basic effect and magnitude. These summaries are linked on the right. There is also a simple but complete list of every ritual that is part of Imperial lore available.

Performing a Ritual

- Rituals require several minutes of appropriate roleplaying; it should be obvious to everyone nearby that you are performing a ritual

- You cannot perform rituals while wearing armour

- If possible, you should get a ref before performing your ritual

Rituals require several minutes of appropriate roleplaying. Imperial magicians use a number of different sources, symbols, methods and theories when designing their rituals. The most common magical techniques are; Rune magic, Dramaturgy, Astronomancy and the Music of the spheres. These represent bodies of magical lore and theory that can be used to add depth and significance to all magic, and have special resonance for ritual magic. In addition, the description of each ritual includes a Common Elements section that can be used as a starting point for developing the roleplaying required to perform a ritual.

It should be obvious to everyone nearby that you are performing a ritual. While it is possible to conceal precisely what your ritual is intended to achieve, it is against the spirit of ritual magic to intentionally perform a ritual that appears to have an opposite effect. For example, performing a ritual that looks as if it is intended to heal someone that is actually intended to destroy one of their magic items is inappropriate.

We do not mark your performance in a ritual, but we do log every ritual, so that we can record and apply the effects. You should try and get a ref before you perform a ritual if possible, so that they can log the ritual.

Formulaic Rituals

- Ritualists can perform any formulaic ritual if they have the ranks to do so

The Imperial Conclave has helped to spread the knowledge of countless different magical rituals across the Empire. This list of formulaic rituals is referred to as the Imperial lore. Any Imperial magician can perform a formulaic ritual that is in Imperial lore if they have sufficient ranks in the appropriate realm. In addition a ritualist may choose to master a number of formulaic rituals - this makes those rituals much easier and cheaper to cast.

Spontaneous Magic

- Ritualists can attempt to create spontaneous magical effects

It is possible to create a magical effect at an event that is not part of the existing library of known Imperial rituals. Spontaneous magic is expensive and takes much longer to prepare than an equivalent formulaic ritual.

Battlefield rituals

- Battlefield rituals can be cast on the battlefield without a referee present

Many rituals do not require a referee to cast on the battlefield. This is a special exception which exists for a subset of rituals to make it as easy as possible for magicians to perform their rituals on battlefield without needing to find a referee first. Only a battlefield ritual can be performed in this way and you must follow the additional rules when casting without a referee present.

Covens

- A coven of ritualists can combine their skills to perform a ritual together

A ritualist can always perform a ritual by themselves. Most ritualists are also part of a coven, a mystical union that extends the hearth magic of oaths to allow participants to combine their strength.

Members of a coven can work together to perform a ritual with each participant contributing mana to a ritual up to the normal limit of their ability.

Mastery

It is not uncommon for some members of a coven to have mastered an Imperial formulaic ritual while others have not. In this case only the mana contributed to the ritual by the magicians who have mastered the ritual is doubled.

Contributors

Some rituals refer to contributors. A contributor is a character who is a member of the coven performing the ritual, has at least one rank of the realm lore used by that ritual, and participates in the performance.

A character can never contribute to a ritual if they have not spent experience points on the appropriate ritual lore skill.

Imperial Lore

Imperial lore is a library of known rituals that is shared by all Imperial magicians. Even where an Imperial citizen has not mastered a ritual that is part of Imperial lore, they can still try to perform it - whereas new effects that are not part of Imperial lore require the creation of an arcane projection or access to a ritual text. The Imperial Conclave has the ability to add new rituals to this body of knowledge through the declaration of Imperial lore.

Further Reading

- Spellcasting

- Rituals

- Formulaic Rituals

- Spontaneous Magic

- Battlefield Rituals

- Enchantments

- Curses

- Ilium

- Ritual Theory

- Magic Items

- Herbs & Potions

- Cosmology

This selection of articles can be downloaded as a PDF book (or as html only)

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Magic items

Contents

- 1 Bonded Items

- 2 Non-bonded Items

- 3 Artefacts

- 4 Personal Magic Items

- 4.1 Weapons

- 4.2 Armour

- 4.3 Talismans

- 4.3.1 Magic Standards

- 5 Group Magic Items

- 5.1 Gonfalon

- 5.2 Paraphernalia

- 5.3 Reliquaries

- 6 Changing Magic Items

- 7 Schema

- 8 Further reading

Bonded Items

- Most magic items are made by artisans

- You must be bonded to these items to use them

- You can only be bonded to one item of each form at once

- Most magic items last up to four events

Almost all magic items require you to be bonded to them to use them. Magicians can cast create bond to bond a character to an item, or an artisan can bond a character to any item that they know how to make. A bond lasts as long as the magic of an item endures, or until a magician breaks the bond using the a spell.

Personal magic items fall into one of three forms: weapons, armour, and talismans. You can only ever be bonded to one weapon, one suit of armour, and one talisman at any one time.

E.g. Your character is bonded to a Shieldbreaker weapon. You cannot become bonded to a Giant's Maul two-handed axe because both of these items are weapons.

A character who has purchased the artisan skill can make at least one magic item before every event. Magic items last for a single year from the day of creation. This means that they can be used at the following four events before the magic is lost.

Non-bonded Items

- Some magic items are activated and do not need to be bonded

A very small number of rare magic items can be used without the user needing to be bonded to them. Usually these items are one-shot items that require activation by the wielder to invoke the magic stored in them. It is not possible to bond to these items.

You should always assume that an item requires bonding unless the explicitly told otherwise. The detect magic spell will tell the caster if an item does not require bonding to use.

Artefacts

- Artefacts are permanent magic items made by artisans using ilium

Artisans can use ilium to make a permanent artefact version of any magic item they can create. These powerful items retain their properties indefinitely, are readily identifiable as unique named items, and can exert powerful roleplaying effects over anyone bonded to them.

Personal Magic Items

- There are three types of magic item a character can be bonded to

- You can only be bonded to one of each form at once

- Many personal magic items require you to have one or more skills to bond to it

Characters may bond to three different types of personal items. You may only be bonded to one item of each form: weapons, armour, and talismans.

Each magic item has its own page on the wiki, but there is a summary of the magic items by category, linked on the right. The summary includes the name and basic effect of the item. There is also a complete summary of all magic items available.

Weapons

Weapons

Skills Needed to Bond

Daggers

One-Handed Weapons

Two-Handed Weapons

Weapon Master

One-Handed Spears

Weapon Master

Paired Weapons

Ambidexterity

Polearms

Weapon Master

Bows

Marksman

Arcane Weapons

Ambidexterity
,
Magician

Wands

Magician

Rods

Magician

Staves

Magician
,
Battle Mage

Ritual Staves

Magician

Icons

Dedication

Musical Instruments

Dedication

- Weapons include all items designed to be wielded

- You must have a weapon in hand and be actively using it to use its magical abilities

Most weapons are magic items designed to be held in the hand and wielded, presented or used. Weapons and implements are the most common weapons, but this type also covers icons, ritual staves and musical instruments.

Paired weapons and arcane weapons are a single magic item that consists of two one-handed weapons or a one-handed weapon and an implement respectively. They are intended to be used together, and count as a single object for purposes of bonding.

A ritual staff is designed to be used by a ritualist during the performance of a ritual. It must be a phys-rep of a staff that is over 42” long and up to 84” long. It does not need to be a weapon safe implement and you do not need the battle mage skill to bond to or use one of these items. You do need the battle mage skill to bond to and use a regular magical staff.

Icons and musical instruments are magic items designed to be held in the hands that are used by a character with the dedication skill. The phys-rep for a musical instrument must be a musical instrument more complex than a triangle, and it must be played by the character bonded to it as part of the appropriate roleplaying used to activate its powers. An icon must be a phys-rep of a piece of religious imagery appropriate to the Way - ideally including an image of a paragon or exemplar. In both cases, there is no minimum size for the phys-rep but they must be wielded to be used. That is, they must be held in one hand that is not being used to hold anything else for as long as it takes to use them. A magical icon or musical instrument may not be used as a weapon or implement, even if they are weapon safe.

Armour

Armour

Skills Needed to Bond

Light Armour

Medium Armour

Heavy Armour

Mage Robes

Magician

Mage Armour

Magician
,
Battle Mage

Vestments

Dedication

- Armour includes all magic items that cover the body

- You must be wearing magic armour to use its magical abilities

Armour includes all magic items that cover a significant portion of the body when worn. The phys-rep for magical armour must cover the majority of the torso and at least one other location. Valid locations are the head (with a helm), the arms and the legs, or you may cover half of your arms and legs. Likewise, magical mage armour must comply with the coverage rules for normal mage armour.

Robes and vestments must be phys-repped with an article of clothing worn on the body such as a belt, sash, coat, jacket, or robe.

It is acceptable to wear a suit of heavier armour over the top of a suit of lighter magical armour, provided you phys-rep both sets of armour. You gain the hits and protection of the heaviest armour you wear, and the benefits of any magical armour you wear.

Talismans

Talismans

Skills Needed to Bond

Shields

Shield

Jewellery

Foci

Magician

Tools

Physick

or

Apothecary

or

Artisan

Regalia

Dedication

Standards

- You must be wearing or actively using a talisman to use its magical abilities

Talismans cover several different groups of magical items, including shields, ritual foci, ceremonial regalia, jewellery, and tools. Jewellery, regalia, and foci must be worn to use their magical abilities; shields and tools must be held in the hand to use their abilities.

Jewellery must be a phys-rep of an item that is worn. It may take the form of actual jewellery such as an amulet, ring, bracelet, or circlet. It may also take the form of any other small item intended to be worn, such as an embroidered favour, decorative braid, and the like. As much as possible the item should look distinctive and decorative.

Foci are items such as rings and masks that help focus energies in rituals. They can only be used by magicians.

Some tools are used by physicks, some by apothecaries, and some by artisans. You must have the appropriate skill to use a tool to be able to bond to it.

Magic Standards

A magic standard is a specific type of talisman. The phys-rep must be a banner or standard that is carried in the hand: it cannot be a back-banner or tabard. The banner pole must be at least 60" long, and the standard must be six square feet or more in area and at least one foot in any dimension (for example a 24" by 36" banner, or a 12" wide, 72" long pennant). You can include decorative additions to banners that are close to the minimum size to make them meet the requirements.

A standard must be wielded in at least one hand or it has no effect. You may not use a magic standard in the same hand as a shield or weapon. Regardless of construction, a standard cannot be used as a weapon nor may it be used to parry.

Group Magic Items

Group Magic Items

Band

Gonfalons

Banner

Paraphernalia

Coven

Reliquaries

Sect

- A band may only be bonded to one magic item at a time

- The magical item must be present and in use for the members to gain the benefit

These magic items must be bonded to a band to gain their benefits. A band can only be bonded to one magic item at a time and it must be present and actively in use for them to gain any benefits from it.

Gonfalon

A gonfalon provides an advantage to a banner. They follow the same phys-rep rules as magic standards. However a gonfalon is bonded to the entire band - rather than to a single individual like a magic standard.

Paraphernalia

Paraphernalia are props used in rituals by covens, that provide powerful bonuses to the magical strength of everyone in the coven. They can be orbs, books, chalices, or similar.

Reliquaries

A reliquary can be any phys-rep of a suitable relic, statue, chalice, tome, or actual reliquary.

Changing Magic Items

- You can never use two items of the same type in the same day

- If an item has been used then it cannot be used again that day

Any magician can perform a spell that breaks the bond between an item and a character. If the character has used the ability of their magical item in any way that day then they cannot benefit from the abilities of another item of the same type in the same day. The item is also affected - any character that is bonded to an item that has been used that day cannot make use of it until the following morning. The ref will inform you if an item has already been used that day when you are bonded to it.

E.g. You have a Shieldbreaker magic weapon that you have used to call SHATTER earlier that day, using the item. You cannot use any other magic weapon until the following day even if you bond to a new weapon. No other character can use this magic weapon until the following day even if they become bonded to it.

If the character or item is not present when the break bond spell is cast then the power of the item for the day is automatically used, as is the character’s ability to use an item of that type for that day.

Schema

- A schema describes the method of creating a single magic item

- A schema requires ilium to create

- An artisan can use a schema they possess to learn how to make the item it describes

- It is not possible to copy a schema

- A schema can be destroyed with the Words of Ending ritual as if it were an artefact

A schema (plural:schemata) is a rare, magical item that contains all the details necessary to create a magic item. Schemata are made at a runeforge. Most (though not all) schemata include a description of the item, including all the rules, and at least some in-character commentary on the item.

A character who has the physical schema can learn how to make the item it describes by buying the extra item skill or using an empty item slot. This follows all the other rules for learning a skill during time-in. The schema must be taken to GOD or shown to a referee to allow the item it describes to be mastered in the field.

Every schema is a permanent item, but it requires the rare material ilium to create. A schema needs 1 ring of ilium for each ingot or measure of raw materials required to make the final item (to a minimum of 10 rings).

The Imperial Senate can raise a motion to add a schema to the list of items any citizen can learn to make. If the motion passes, it costs 10 thrones to distribute the knowledge contained in the schema. The schema must be handed over to the civil service, and is destroyed in the process. If the Senate chooses to make the knowledge in a schema public knowledge, any character can learn to make the item and its details will be added to the wiki. The Senate could devolve this power to another body (such as the Imperial Conclave).

Further reading

- Artisan

- Downtime

- Ilium

- Materials

- Runeforge

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Potion

Overview

It is possible for a skilled apothecary to mix herbs together to create a powerful potion. Simple potions produce healing effects similar to herbs but they can be used by anyone - they do not require a skilled physick to apply them. More potent mixtures are capable of producing effects significantly more powerful than the simple herbs from which they are created.

Most minor poisons are obsolete within the Empire due to the presence of magicians who can remove basic poisons with a simple incantation, and apothecaries who can treat most poisoning with a simple herb. Those looking to harm their opponents through such means seek out apothecaries who can brew potent, near magical toxins.

Consuming a Potion

- Any character can use a potion with five seconds of appropriate roleplaying

- A potion is wasted if it is not applied in the correct way

- You cannot use a potion without a suitable lammy and phys-rep present

- You cannot take the action to use a potion if you are dying on zero hits

- You can feed a potion to a dying character if they are willing

- Some potions are tonics; a character can be under the effect of only one tonic at a time

Contents

- 1 Overview

- 2 Consuming a Potion

- 3 Philtres

- 4 Tonics

- 5 Poisons

- 6 Identifying a Potion

- 7 Brewing Potions

- 8 Further Reading

Any character can use a potion. To use a potion, you must engage in at least five seconds of appropriate roleplaying. For a liquid that you drink the appropriate roleplaying might be taking the potion bottle, removing the stopper, and drinking the contents. Potions have both mechanical effects and roleplaying effects.

Most potions are indicated by a laminated paper strip with a tab sticking out of the laminate. The strip, printed by Profound Decisions, indicates the presence of the potion and includes the effects of the potion written on the inside of the strip as well as describing how it must be used. The roleplaying effects and the mechanical effects apply to you as soon as you rip on the laminate, provided you have applied it correctly. If you don't use a potion correctly, then it is wasted. In some cases, using the potion in the wrong way may have unpleasant side effects (for example, drinking Oil of Blackthorn usually results in nausea).

You must provide a phys-rep for any potion that your character owns, and the lammy should be kept with the phys-rep, otherwise you cannot use the potion in game and should not carry it on your person.

You can only use a potion yourself if you are not dying on zero hits. If you are not dying then you can administer a potion to another character so that they can benefit from it (feeding it to them or applying it to their body) provided that they are willing. If they are not willing to let you administer the potion then it is wasted.

Potions come in four forms: they may be a liquid, salve, oil or infusion. This information is found at the top of the reverse side of the card that accompanies the potion. The form of a potion describes how it must be used if it is to be effective.

- A liquid is an elixir or medicine that is drunk.

- A salve is a balm or ointment that is smeared on the skin,or into a wound.

- An oil is a thick viscous liquid that is daubed or poured onto a weapon.

- An infusion is a volatile substance that reacts to heat. Infusions are burnt or boiled and the steam or smoke they produce inhaled.

You cannot poison a character with a regular potion. Potions which are not specifically designed to be used as poisons become inert within a few seconds of being mixed with food or drink. It is acceptable to roleplay mixing a liquid with water and handing it to a companion, but you cannot 'spike' someone with a potion without the assistance of a referee.

Philtres

- Philtres are a special kind of potion intended to be used quickly in battle

- A philtre requires five seconds of appropriate roleplaying to use

- Philtres can be correctly identified by any character

A philtre is a special kind of potion, intended to be used quickly in battle. All philtres are liquids that must be drunk to take effect, but they are sufficiently common and well known that they can be easily identified by any player-character who wants to do so.

Philtres do not use rip-on-use lammies - instead they use a card (like a herb) with the effects written on the outside. You rip this card to use the philtre. The card must be with the phys-rep of the potion - either attached to it or kept in a pouch alongside it. Because any player can read the card at any time, then any character can correctly identify the philtre if they wish to do so.

You must spend five seconds of appropriate roleplaying to use the philtre - but once complete, you benefit from the effects immediately.

Tonics

- A character can only be under the effect of one tonic at a time.

- If you are under the effect of one tonic and drink another tonic, the first potion's effects end and are replaced by those of the new potion.

Potions with long-duration effects such as those created by the Tonics of the Open Sky or the Tonics of the Deep Forest are tonics. A character can benefit from only one tonic at a time. If a potion is a tonic than this will be specifically stated in the rules effects written inside the potion lammy.

Poisons

- You must have a referee present to poison a character

- A poison loses effectiveness within fifteen minutes of being brewed

You can only surreptitiously administer a poison to a character if the potion is specifically designed to be used that way (such as The Assassin's Gate).

Poisons are highly volatile, and break down quickly. Once a poison is brewed, it loses all effectiveness within fifteen minutes, becoming inert. This creates a very narrow window of opportunity for the poison to be administered to a target; you cannot prepare a poison in advance for later use. To use a poison you need to take the ingredients to a referee and mix them together; the referee will then stay with the poison until it is delivered or until the duration expires, or it becomes clear you do not wish to continue.

A poison usually affects the first person who consumes it. If you pour a dose of poison into a jug it will poison the first person who drinks from that jug. If you pour five doses, it will poison the first five people who drink from it. Poisons do not stack with themselves; someone who consumes five doses of a poison in quick succession is poisoned only once.

Antidotes work in a similar way. In each case, there is a specific antidote for each poison. If the wrong antidote is used, the target will die. An antidote must be brewed and then applied within fifteen minutes - usually the apothecary who brews it is responsible for treating the victim of poisoning.

Most fatal poisons will kill their target within thirty minutes of the referee delivering the poison effects if the correct antidote is not provided.

Potion

Description

Apothecary Potions

Every apothecary knows how to mix these five preparations; they provide valuable medical aid

Balms of the Fountainhead

Ointments that increase the power of ritualists to wield Spring lore

Decoctions of Hoarfrost

Preparations that increase the power of Winter ritualists

Infusions of Feathers

Mysterious infusions that grant supernatural insight to those who breath their mystic fumes

Lambent Essences

Methodical elixirs that increase the power of ritualists to wield Day magic

Legacy of Thorns

Toxic preparations that weaken and envenom, used on weapons or to poison the unwary

Magnum Opus

Mysterious preparations that increase the power of ritualists to wield Night magic

Master Medicinal

Specialist medicinal potions that restore groups of people or provide multiple healing benefits in one swallow

Philtres of the High Peaks

Potions that restore the personal mana of magicians, or drain it completely

Philtres of War

Potions that restore hero points and bolster a character's fighting spirit - or remove it.

The Assassin's Gate

Lethal ingested poisons that cause swift, painful death - and their antidotes

The Winter Moon

Lethal ingested poisons that cause madness and lingering death - and their antidotes

Tisanes of the Labyrinth

Liao-based preparations that empower religious ceremonies with extra strength

Tonics of the Deep Forest

Potions that enhance a character's ability to take damage, allowing them to shrug off wounds that might otherwise incapacitate them

Tonics of the Open Sky

Potions that give enhanced fortitude; the extra time they grant mortally wounded characters has saved many lives

Tinctures of True Eminence

Heady elixirs that increase the power of ritualists to wield Summer magic

Unguents of Falling Leaves

Exotic preparations that increase the power of ritualists to wield Autumn magic

Identifying a Potion

- Anyone who recognizes the in-character description of a potion can identify it using appropriate roleplaying

- You cannot write the in-character name of the potion on the out-of-character lammy

On the back of each potion card is an in-character description. Each potion with the same effect has the same description. The descriptive text suggests ways you might gather the information about the contents through roleplaying. Any character can try to identify a potion by looking at the description.

Although it is perfectly legal to add an in-character label to the phys-rep for a potion - you must not write the in-character name of the potion on the out-of-character lammy - your character can label the bottle - the player can not add additional information to the lammy.

A character with the apothecary skill who is not sure about a potion can ask a referee if they recognise it as one of the ones they know how to make. Apothecaries have no special ability to recognise potions they cannot make.

The detect magic spell is no use in identifying potions or their effects; they are herbal effects, not magical ones. Some magicians use ritual magic to identify potions, but it is rarely as effective as simply asking an apothecary who knows how to brew that preparation to identify it.

Brewing Potions

- Characters with the apothecary skill can mix herbs to create potions.

- Ingredients can be exchanged for potions at GOD.

- You may be able to apply a potion directly to someone with the help of a referee if you know how to make it and have the correct ingredients.

Potions are usually mixed from common herbs, although some potions use other components as well such as liao or crystal mana, or even ilium. You need to take the materials to a referee or to GOD and exchange them for potion lammies. You can make several potions at once.

It takes around a few minutes of appropriate roleplaying to brew a potion; it is acceptable to count the time you spend exchanging ingredients for potions towards this time if you wish. The exception to this is the creation of poisons and antidotes which follow different guidelines.

When a character purchases the Apothecary skill they learn how to mix all the potions in the Apothecary Potions recipe. Each time they purchase the extra recipe skill, they may pick one additional recipe set from the list of seventeen recipe sets; they gain the ability to brew all the potions in the new set they have chosen.

For example, an apothecary who gains training in the Master Medicinal learns to prepare three useful healing elixirs - tranquil nostrum, Maledict's Medicament and the sovereign specific. All three recipes are gained at the same time, and are not learnt separately.

Further Reading

- Spellcasting

- Rituals

- Magic items

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Ritual theory

Contents

- 1 Overview

- 2 Resonance and Dissonance

- 3 Laws

- 3.1 The Law of Intent

- 3.2 The Law of Presence

- 3.3 The Law of Dominion

- 3.4 The Law of Bonds

- 3.5 The Law of Scale

- 3.6 The Law of Transience

- 3.7 The Law of Synergy

- 3.8 The Law of Boundaries

- 3.9 The Law of Essence

- 4 Limits

- 4.1 Restore Life

- 4.2 Resist Effects

- 4.3 Mind Control

- 4.4 Conjuring

- 4.5 Teleportation

- 4.6 Invisibility

- 4.7 Enchant Bourse Resources

- 4.8 Supernatural Effects

- 4.9 Divination

- 4.10 Army Movement

- 5 The Role of Eternals

- 5.1 Agreement

- 5.2 Eternal Nature

- 5.3 Communication

- 5.4 Response

- 5.5 Rituals that deal with Eternals

- 6 Further Reading

Overview

Imperial magicians who have studied the lore of the realms can use mana crystals to manipulate a realm to create magic effects. The most effective way to do this is to master one or more of the formulaic rituals that are part of Imperial lore, but the outcome of these rituals is fixed. If a magician wishes to achieve an entirely new effect, something not contained in Imperial lore, then they will need to prepare an arcane projection to create the spontaneous ritual effect.

A good understanding of the theory of ritual magic is essential for creating effective spontaneous magic. There are the known laws of magic that govern the rules by which it operates, as well as its limits and the role of eternals in magic. This page summarizes common Imperial knowledge about the power of the realms.

Resonance and Dissonance

Ritual magic is not limitless in scope and there are a number of fundamental laws that are common to all the realms, and certain limits that it cannot easily overcome. In addition to this, each of the six realms (Spring, Summer, Autumn, Winter, Day and Night) have strengths and weaknesses, often referred to as resonance and dissonance. Where a realm is resonant with a theme, rituals that produce that outcome are easier to cast using that realm than any other. For example, the Spring Realm is resonant with healing magic, so rituals that heal the wounded are easier to perform using the Spring realm than any other realm.

Where a realm is dissonant with a theme, then it is much harder to create a ritual effect that produces that outcome, if it is even possible. For example, the Autumn realm is dissonant with healing magic, it can repair broken items and damaged buildings, but it has almost no ability at all to heal the wounded.

Laws

The Law of Intent

Sometimes called the first law of magic, the Law of Intent stipulates that a formulaic ritual can achieve only what the ritual was designed to do. Many magicians claim it is called formulaic magic for this very reason. The ability of Rivers of Gold to enhance the production of a business by 180 rings is the fundamental intent of the ritual. It is not possible to perform the ritual on a mine or a farm, nor to cast it with more mana crystals to get more money. The ritual can only be performed exactly as it was originally intended when it was formulated.

At first glance, spontaneous magic appears to offer a more flexible alternative, but the truth is that it is no more flexible than formulaic magic and often less so. Some variations can be part of a formulaic ritual, if the ritual is designed and constructed that way. When a magician creates a ritual projection to create a spontaneous effect, they must specify the intent of the ritual as exactly as possible. This can be much more demanding than an equivalent formulaic ritual - for example an arcane projection to divine the properties of a magical item would be useful only for that magical item.

The Law of Presence

The magic of the realms is most effective on things that are present, and creating effects at range is much more difficult. Common spells such as weakness, or heal require the caster to be close enough to touch the target or else use an implement to deliver the spell. Ritual magic can overcome this limitation but only by drawing on other laws of magic to supplant the Law of Presence.

The Law of Dominion

The Law of Dominion is an important way to overcome the limitations of the Law of Presence when performing ritual magic. Authority over somebody or something creates a magical link that flows from the being with power to the subject of their authority. A general with command of an army, or any Imperial citizen who owns their own personal resource are both effective examples of the Law of Dominion.

A common use for this law allows rituals that are designed to enhance the production of a resource can be cast at Anvil provided the owner of the resource is present. Likewise a general can be used as to provide an arcane connection to the army they command, regardless of the distance. The Imperial regio is the most powerful expression of this law, providing as it does an arcane connection to every territory in the world that falls under the dominion of the Empire.

The Law of Bonds

The create bond spell commonly creates a magical link between an individual and their items. Such links are essential in most cases if the owner is to make use of the item, but they also come with a known risk. Magicians have created formulaic rituals that use the Law of Bonds, the link between the item and its bonded owner to affect the target (usually with a curse) even when they are not present.

Similar bonds are created between an individual and a band to which they belong. These bonds can also be used in formulaic rituals that try to employ the Law of Synergy to affect more than one target. Where a ritual has the right intent, it is possible to use the Law of Bonds to affect multiple band members present with a single casting.

The Law of Scale

Magical rituals operate on a natural scale, a size at which they are most effective. Although it is possible to reduce the magnitude of these rituals by making them less potent, doing so provides rapidly diminishing returns. Often there is a minimum threshold beneath which the magic simply stops working altogether.

For example, the 150 magnitude ritual Quickening Cold Meat calls a thousand spirits from the Winter realm to inhabit nearby corpses. An identical formulaic ritual to call forth only five hundred spirits might only be magnitude 140.

The natural scale for a ritual is usually set by the nature of the intended target. Rituals that target individuals or groups are much lower magnitude than rituals that target an army. The Law of Scale makes it increasingly difficult to create a ritual that affects an Imperial army that is lower than magnitude 70.

Magicians are usually more interested in creating more powerful versions of existing rituals, making them more potent or longer lasting. While this is always possible, similar penalties apply when attempting to exceed the natural scale of a ritual. A ritual that grants someone two ranks of endurance is always more than twice the magnitude of a ritual that grants a single rank.

The Law of Transience

The natural duration of most enchantments is a season. It is possible to create enchantments that last for longer than this time, but the difficulty and magnitude of the ritual rises exponentially as the duration increases. One of the few exceptions to this are the rituals developed by Marcher landskeepers to improve the productivity of farms. A year is the natural cycle of any farm, which is what allows the rituals to span this duration without becoming infeasible.

Enchantments with shorter duration are eminently possible, and are usually easier to create than an equivalent ritual that would last a season. However the difference is much less than might otherwise be expected, an enchantment that lasts only a day can be easily two thirds the cost of one that lasts three months. There are two common exceptions to this rule - both curses and effects that conceal (primarily found in the Night realm) regularly have a year duration. While it is possible to create enchantments that last for a year, they are significantly more expensive than those which last for only a season.

Only the inclusion of ilium in a ritual allows it to exceed this natural limitation of magic.

The Law of Synergy

The best way to make formulaic rituals more effective is to perform them on multiple targets at the same time. Rituals designed to take advantage of the Law of Synergy allow the ritualists to perform a single ritual that will affect more than one target for less than the cost to perform each individual ritual. The limits of the power that can be achieved using the Law of Synergy are th

Magical tradition

Contents

- 1 Overview

- 2 Traditions in the Empire

- 3 Other Traditions

- 4 Game Design

- 5 Further Reading

Overview

Magical traditions are methods and approaches that magicians in the world of Empire use to perform their magic. A tradition represents a shared set of guidelines that magicians can use to add additional significance to their rituals, not a prescriptive list of elements that must be included or your ritual will fail. The different traditions represent different ways of performing magic and while they are primarily useful for ritual magic, they have applications in spellcasting as well as crafting items.

The most prominent magical traditions in the Empire are astronomancy, blood magic, dramaturgy, rune magic and music of the spheres.

Traditions in the Empire

The prominent magical traditions represent different frameworks, common ideas that magicians have shared that help them to wield magic. It is very common for a coven of magicians to use the established motifs and themes when working their magic; while some magicians develop their own unique approach to magic, using different symbols and words of power, most employ the tradition or traditions they were trained with.

Traditions may take different forms in different lands. The League is famed for the dramaturgy of its League troupes, with complex mystical symbolism for different arcane elements, but this is far from the only way to use storytelling and performance to create magic as the guisers, mummers, and cabalists would be quick to point out. Individual magicians find their own way to use the traditions to inform their magic.

Some magicians choose to concentrate on a single tradition, devoting their lives to mastering that approach to magic; others prefer to dabble, adopting whatever devices seem to best suit the magic they need.

Other Traditions

The traditions commonly employed by Imperial magicians are far from the only magical traditions known; while the traditions of dramaturgy and astronomancy in particular are known all over the world in one form or another, many foreign magicians employ traditions entirely unfamiliar to the Imperial conclave. The Feni, for example, are known to use paint to create magical effects, using hides, the walls of caves and even people as canvas, while those who live in foreign lands beyond the borders of the Empire employ even stranger techniques.

It seems likely that the Thule, and the other barbarian orc tribes have their own traditions, although little reliable information has ever been recovered and what little is known is confused and difficult to be certain of. The Jotun appear to invoke patron deities to perform miracles, while the Asaveans often invoke one of their dizzyingly wide variety of gods, demigods, household gods, and mysterious spirits when working their rituals. The Druj seem to make extensive use of complex herbal recipes to control their rituals, while the Axou apparently draw on the spirits of their dead ancestors to grant them power. In some cases, foreign magicians use entirely different names for the realms of magic themselves - for example both the Faraden and the Grendel - and disagree with Imperial magicians on the precise definitions of what those realms represent.

Game Design

The magic traditions primarily exist to give players a basis for their roleplaying expression when performing rituals. Without a context for magic, it can be difficult for players to find sensible ways to phys-rep the magic they are performing. The traditions exist to give players a medium to roleplay the magic they are performing.

The traditions are also useful for letting magicians talk to each other about magic. They provide a common language with elements for magicians to reference and discuss.

Ultimately traditions exist to enable roleplaying - we don't determine which traditions can or should be used with different magics. We don't mark rituals, so there is no wrong way to use a magical tradition. The right way to use them is anything that reflects the philosophy of the tradition and improves the game for those involved.

Further Reading

- Traditions

- Astronomancy

- Blood Magic

- Dramaturgy

- Rune Magic

- Music of the Spheres.

- Ritual Theory

- Spellcasting

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Eternals (Redirected from Eternal)

Overview

The world of Empire is known to touch six other planes of existence. These are home to magical entities called eternals, some of whom are interested in the human world. Players - especially magicians - can meet and negotiate with the eternals. The eternals are not gods but posses magical powers that players will find useful. They have their own motivations and personalities, and characters will be able to bargain with them to advance their own agendas.

Eternals Interested in the Empire

This list of eternals is not exhaustive; rather it lists some of those beings who have shown a special interest in the Empire since its formation.

Eternals of Spring

Known Interests

Yaw'nagrah

Fertility, diversity

Arhallogen

Survival, adaptation, poison, arachnids

Llofir

Fungus, rot, decay, collapse

Irra Harah

Youth, struggle, the weak

The creature known as Capradan, the Horned Hunter, is a being of the Spring realm whose true nature is unclear. It is either a very potent herald or a lesser eternal concerned with primitive concepts of hunting and killing for sustenance.

Eternals of Summer

Eleonaris
, Queen of the Fields of Glory

Majesty, nobility, battle, victory

Jaheris

Rivalry, betrayal, consort of Eleonaris

Hayaak
, the Gryphon King

Wrath, vengeance, ferocity

Cathan Canae
, Queen of Ice and Darkness

Might, winter, strength, durability

Barien
, the Iron Duke

Challenges, worth, tests

Meraud
, the Golden Magician

Magic, enchantment

The creature known in the Empire as Aben-Nuath is believed to be a powerful herald, but it is not clear to whose "court" they belong, if any. They are usually described as "independent" in lists of such beings although there is much speculation.

Eternals of Autumn

The
Lictors

Binding, imprisonment, punishment, contracts

Estavus

Crafting, building, artisans

Callidus
, Prince of the Argent Tontine

Greed

Prospero

Influence, favours, grudges

Ephisis

Trade, mutually beneficial exchanges

Basileus Kade

Intrigue, Espionage, Power

Mazen
of the Many Faces

Manipulation, Deception

Eternals of Winter

Sorin
, the Tomb King

Privation, strength from weakness

Kaela

Entropy, despair, endings

The Thrice-cursed Court

Curses, power at a price, spite

Wise Rangara

Wisdom, tradition,

Agramant the
Wendigo

Hunger, cannibalism, madness, dread

Eternals of Day

Leviathan

History, foundations, causation

Phaleron
, the Great Library

Knowledge, preservation

Sinokenon
, the Turning Mirror

Hierarchy, connections, religion

Kimus
of the Thousand Eyes

Light, scrying, observation

Ylenrith
, the Swan

Purity, mathematics, music

Roshanwe
, the Navigator

Discovery, wisdom, truth

Zakalwe
, the Strategist

Conflict, logistics, strategy

Eternals of Night

Janon
the Shadowed Fire

Passion, freedom

Lashonar

Stories, confusion, speech that moves, oratory

Murit
the Shaper

Crafting, material transformation, the whole is different to the parts

Sadogua
, Brother of Wizards

Magicians, magic, power, manipulation

Soghter
, Changer of the Ways

Transitions, learning through experience

Sung
, the Rainbow Serpent

Mysteries and enigmas

The
Whisper Gallery

Secrets, rumour, art

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Realm

Overview

The world of Empire is known to touch six other planes of existence that are separate from, but intimately connected to, the mortal realm. These realms are innately connected to the practice of magic, as well as being home to magical entities called eternals.

Magicians have named four of the realms after seasons, but these are symbolic rather than literal names. The Realm of Winter, for example, incorporates brutal desert, parched forests and bottomless oceans as well as frozen snowfields. The "seasonal realms" resonate more with the "seasons of life" than the literal wheel of the seasons. Spring is wild and unfettered as a child, Summer is full of the arrogance of youth, Autumn is a realm of maturity, and Winter a realm echoing with the fear and wisdom of old age. By contrast, Day and Night are realms of the spirit; one encompasses ideas of intellect and the higher mind, the other ideas of passion and the primal instincts.

The Realm Glyphs

A system of six sigils are commonly used in the Empire to represent the realms. These sigla were created and popularised in pre-Imperial times by a Dawnish enchanter, initially for use in heraldry. They were later adopted by several prominent weaver cabals for the creation of magic banners, tabards and cloaks and their use slowly spread, especially in Varushka, the League and Highguard. Today they are regularly used in ritual magic as symbols of entire realms where individual Wintermark runes would be too specific or too laden with additional meaning. Many eternals recognise these glyphs, and honour their association.

Spring

Sometimes called the Primal Forest, this is a Realm overflowing with life in infinite variety. A Realm where things begin and are renewed second to second, but where death comes swiftly. Here the green Eternals celebrate creation and destruction in all its untold beauty, and buzzing voices remind humankind that it has no place here in the primeval realm.

Summer

In the realm of might and majesty, everything exists in a timeless moment at its idealised prime. Great oaks tower over the fields of glory, the mountains scrape the skies, the blizzards howl more terrible than any mortal storm and the dark sea is deeper than any mortal ocean. The savage beasts of legend are hunted across the rolling plains by Eternals clad in the bright panoply of youth and immortality.

Autumn

In the realm of intrigue and influence, everything interweaves in a great shifting web of favour and debt. The horned lords and ladies compete in savage games of wealth and power. They welcome mortals to their councils but beware the bargains of Autumn for, in the labyrinth, nothing is simple.

Winter

The Wasteland is hungry. It is a realm of creaking dread, of fear and famine without the memory of dusk or the hope of dawn. From the parching heat of the dusty desert halls to the frigid silence of snow-drowned forests wait the eternals of Winter, the wise monsters who make no effort to conceal their cruel natures. It is a realm of wisdom, the cruel wisdom that comes with age and experience, the wisdom of hard choices and the certainty of death.

Day

A realm of spirit and of shining light. Where the sky and the ocean meet, in the heights and the depths, the eternals of Day seek infinite understanding of the truths of creation. It is a realm that celebrates reason over impulse, thought over instinct, harmony over passion. It is the realm of the higher mind, of the birth of revelation and the death of secrets.

Night

A realm of spirit and of eternal shadow. Where passion rules, thought gives way to instinct, and joy and terror are both a breath away. The coiling serpents and enigmatic wyrms of Night whisper of the joy of mysteries, and of the riddles whose beauty lies in the act of unravelling rather than the revelation of the secrets wrapped within.

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Regio

Contents

- 1 Overview

- 2 Basics

- 2.1 Using Regio

- 2.2 The Imperial Regio

- 3 Portals and Chambers

- 3.1 The Anvil Portal

Overview

The mortal world of Empire is surrounded and infused by six magical realms, which Imperial magicians have named Day, Night, Spring, Summer, Autumn, and Winter. Normally the power of these realms is sequestered away; magicians can perform spells and rituals that draw on the power of the realms, but otherwise it does not affect the day-to-day lives of mortals.

A regio is a region where the power of one or more of the realms has seeped into the mortal world. Some regio occur naturally, others are a response to significant events or powerful magics. Some regio are permanent, some last only for a few hours; some are stable while others wax and wane with the hour or the season. Some are only detectable with magic, others cause effects that are so pronounced that you cannot fail to realize that something strange is happening.

Regio are useful for magicians, and some rituals are so powerful that they can only be performed in a regio. But the main reason regio exist is to create a suite of mechanics that covers many of the classic themes and ideas of mythology. A regio could be a fairy ring that fills with music and dancers at midnight. It could be a strange glade in a Dawnish forest into which knights are prone to wander but never return. A regio is any location in Empire that is mystical in some way, either enchanted or cursed.

Basics

- A regio is an area with a magical aura that exists in the mortal world

- Regio are connected to one of the realms and draw power from them

- Ritualists can detect regio and discover their realm connection with the detect magic spell

An area with a regio in it will often reflect the nature of the realm it is connected to; an area with a strong connection to one of the themes of a realm may over decades or even centuries, generate a regio.

For example, a Winter regio might form on a battlefield where hundreds have died and their bones been left without funeral rites. A Spring regio may form at the heart of an untracked wilderness. An ancient library with hundreds of books and scrolls or an observatory where astronomancers have watched the stars for centuries may form a Day regio.

A regio often has an aura associated with it that creates a powerful roleplaying effect. Sometimes these auras may have mechanical effects as well. Neither type of aura can be permanently removed as long as the regio is intact.

For example, a Winter regio may have an aura of dread that fills everyone entering it with the certainty that they are being watched by a horrible monster. A Spring regio may allow anyone within its bounds to recover hits with fifteen minutes of relaxation and rest.

Some regio are temporary, or exist only at certain times of the year. Some eternals can help create a temporary or permanent regio, provided that mortal creatures create an appropriate area for the regio to 'anchor' to first.

For example, a Day Eternal may agree to help a group of scholars create a regio in their library provided they create a weltsilver and mithril beacon to go on top of it. A Summer Eternal may allow the formation of a temporary regio on a battlefield at the site where five enemy standards are arranged in a circle.

Using Regio

- Ritual magicians can use powerful regio to enhance their rituals

- Only one ritual can be performed using a regio at a time

- Some regio have special properties when used as part of a ritual performance

A regio may help a coven or skilled magician to perform rituals. A handful of rituals are so powerful that they can only be performed using a suitable regio. For example, any Winter regio can be used to perform Whispers through the Black Gate. Any Spring regio can be used to perform Thunderous Deluge.

A ritual that affects a region or territory requires the use of a regio in that region or territory; you cannot use a Spring regio in Bregasland to cast Thunderous Deluge on Skarsind, only on Bregasland.

Only one ritual can be performed using the power of a regio at one time. A new ritual cannot draw on the regio while one is already being cast by a ritualist or coven unless that ritual is disrupted. In the event that two groups try to start a ritual simultaneously, neither of them can draw on the regio.

Some regio are sufficiently powerful that they may provide additional benefits when used to perform a ritual. Usually, these benefits make it easier to perform rituals by allowing contributing magicians to use more crystal mana than their skill would normally allow. For example, a powerful Spring regio might allow a contributor who had a single rank of Spring lore to contribute two crystal mana to a Spring ritual, rather than just one, subject to the normal rules for effective skill.

The Imperial Regio

- The Imperial Regio is a particularly powerful regio connected to all the realms located at Anvil

- This regio is connected to the entire Empire and powerful enough to enhance all rituals performed in it

The Imperial Regio or Anvil Regio is a powerful regio located near the Sentinel Gate at Anvil. The regio is connected to all six realms, which makes it virtually unique in the Empire and its presence here is the most likely reason that the founders chose Anvil as the meeting point for the Empire.

The Imperial Regio is powerful enough to enhance any rituals cast within it. Any ritual performed in the Imperial Regio may harness its power to enhance the realm lore (of any realm) of each contributor by one rank, subject to the normal rules for effective skill.

The Anvil regio can also be used to cast powerful rituals that effect a large area on any territory controlled by the Empire. This allows Imperial magicians to perform rituals from Anvil that would otherwise require them to be in a regio situated in the target territory. A ritual can only be performed in this way if it explicitly says so in the ritual description. For example, the Anvil regio can be used to perform Thunderous Deluge on any Imperial territory, but cannot be used to perform that ritual on a barbarian or foreign territory.

Portals and Chambers

- A regio may contain a portal

- A portal leads to a chamber, a location closer to the realm

- Magicians can detect a portal using detect magic

- Chambers may be inhabited by beings from the realm

- No matter how you leave a chamber, you always reappear in the place you left the mortal world

Some regio contain a portal, a magical door that leads deeper into the realm. Imperial magicians refer to the place that lies beyond a portal as a chamber. A chamber is any location that is beyond the mortal realm but is not fully part of one of the supernatural realms. For example, a bleak haunted castle may exist as a chamber reached from a Winter regio. A pleasant glade full of flowers and feasting tables may be a chamber reached from a Night regio. A primaeval forest inhabited by carnivorous giant insects might be a chamber reached from a Spring regio.

A portal can also be discovered with ritual magic (such as Shadowed Glass of Sung for example). It is sometimes possible to wander through a portal unintentionally, especially if an inhabitant of the chamber beyond wishes to attract mortals. More commonly, a magician uses the operate portal spell to pass through a portal intentionally.

Chambers are often inhabited by lesser eternals, heralds, mortals and creatures from the eternal realm as well as people from the mortal world, but there are strict rules that govern entry and exit from a chamber. An eternal who can enter a chamber from the realm, but cannot move from there to the mortal world. A mortal can likewise enter, but cannot pass beyond the chamber to the adjoining realm. Any mortal who enters through a portal discovers that, regardless of how they leave the chamber, they always depart through the door they came in through. Only heralds seem to be able to move freely between the mortal world and the realm using a portal.

The Anvil Portal

There is a portal in the Anvil Regio that leads to the Hall of Worlds. Any magician who casts operate portal on the Anvil Regio can travel to the Hall of Worlds.

Any magician who does so once (at the normal cost of one mana) can then use the spell freely to enter the Hall of Worlds through the Anvil Regio for the rest of the event without needing to spend additional mana.

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The Way

Seven Paths.

Seven Virtues.

One Way.

Contents

- 1 Overview

- 2 The Way and the Non-human

- 3 The Paths of Virtue

- 4 Further reading for religious PCs

Overview

The Way of Virtue – often simply known as the Way – is the religion that was adopted across the Empire when it was founded.

At its core, The Way of Virtue teaches:

- Human souls are immortal and, upon death, will eventually be reincarnated as a newborn child.

- Reincarnation is not instantaneous. The soul must first travel through the Labyrinth of Ages before being reincarnated.

- Those who follow the Paths of Virtue pass through the Labyrinth more quickly and with greater integrity of their soul; wicked souls are trapped in the Labyrinth for longer and perhaps forever.

- The Way teaches that all laudable human qualities are rooted in the Paths of Virtue. For example, the Freeborn commitment to truth is actually an expression of Courage and Pride.

- Souls who attain sufficient purity of spirit, predominantly through perfection of virtue, pass through the Labyrinth to enlightenment. These individuals are called paragons.

- There are some priestly ceremonies that require dedication to a single virtue. Dedication is practised by those who have a calling, such as priests, pilgrims, exemplars and paragons.

- For most Imperial citizens, dedication is not required. It is sufficient to know of the Paths of Virtue and how they can positively influence this life, and the next.

The Way of Virtue is promoted and protected by the Imperial Synod and is shaped by Imperial Theology.

The Way and the Non-human

Pure Liao has an equal effect on all adult humans, including those who are lineaged. However, it has no particular effect on orcs or, it is assumed, any other non-human species. This is understood to mean that the non-humans have no 'past lives' and thus supports the Doctrine of Reincarnation’s claim that only human spirits traverse the Labyrinth of Ages.

Opinions are divided as to what this means for the non-human. Some maintain that they are incapable of following the Way because of their natures. Others maintain that, even if they do not reincarnate, they should still be encouraged to follow the example of the paragons and exemplars.

The Paths of Virtue

Imperial doctrine currently states that there are Seven Paths of Virtue that make up the Way. These are:

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

Further reading for religious PCs

- Imperial Synod

- History of the Way

- The Labyrinth of Ages

- Paragons and exemplars

- The Way and Imperial Citizens

- Religious skills

- Religious Crimes

- Malign spiritual presences

- Symbols, icons and trappings

- Imperial Theology

- Liao

- The Doctrines of the Faith

- Signs of the paragon and exemplar

- Schisms and Heresies

- Investigative Theology

This selection of articles can be downloaded as a PDF book (or as html only)

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Religious skills

Contents

- 1 Overview

- 2 Performing a Ceremony

- 3 Cooperation

- 4 Ceremony Strength

- 5 Further Reading

Overview

Religious skills allow characters to invoke and influence spiritual forces. In the Empire, religious power comes from following the Way, the official faith of the Empire. Characters who practice these skills are often referred to as priests.

Every religious skill requires a dose of liao to use. Liao is provided to everyone with a congregation, which is a personal resource. Unlike a magician, a priest does not receive any innate power to use their religious skills. If you intend to make use of your ceremonies, it is well worth considering choosing a congregation for your character's personal resource.

A starting congregation resource produces five doses of liao per event, and also allows a character to participate in the business of the Imperial Synod - the political body that guides the Empire on spiritual matters.

The Seven Virtues

Ambition

Courage

Loyalty

Pride

Prosperity

Wisdom

Vigilance

The dedication skill is a prerequisite for every other religious skill. By taking the dedication skill, you can also choose to begin play dedicated to one of the Seven Virtues. Priests who are not dedicated to one of the Seven Virtues are called "Priests of the Way". They can still use all the religious skills but their ability to use the anointing, consecration, and hallow skills are significantly limited.

Some religious skills place auras on people, places, or objects. These ceremonies create roleplaying effects that can affect how someone plays their character. The auras a priest can choose from are determined by their dedication. For example, if they are dedicated to Ambition they can only use their skills to create auras of Ambition.

Using a religious skill is usually referred to as "performing a ceremony."

Performing a Ceremony

Religious Skill

Dedication
†

Anointing

Consecration

Exorcism

Excommunication

Hallow

Insight

Testimony

† Dedication is a prerequisite for all other religious skills.

- Requires a dose of liao and at least ten seconds of appropriate roleplaying.

- May require the presence of a referee.

- The target must usually be close enough to touch and present throughout.

- It should be obvious to everyone nearby that you are performing a ritual.

- Priests can cooperate to create more powerful effects.

- The ceremony fails if you or your target are hit or attack another character during the performance

While there are some exceptions, performing a ceremony requires a dose of liao and ten seconds of appropriate roleplaying. Some ceremonies also require the presence of a referee. Individual skills may call out exceptions to these rules (such as the ability to perform a quick Insight).

The target of a religious skill must usually be close enough to touch, and present throughout.

If you are using a skill that creates an aura, you need to specify which aura you are creating. For example, there are four personal auras that a priest dedicated to Ambition can create with anointing. They must tell the target of the anointing which aura they have imbued.

Priests who are not dedicated to a virtue cannot produce auras, but can use their skills to remove them (and they have some special benefits when it comes to cooperating with other priests).

Cooperation

- Characters with the same virtue may cooperate to perform a ceremony with a higher strength

- Characters with different virtues may cooperate if they are part of the same sect

- Every participant must have the appropriate skill

- Requires one dose of liao for each participant

Characters with the appropriate skills can cooperate to perform a ceremony with a higher strength. Strength means different things for different skills. For example, strength determines how hard auras, such as those created by anointing, hallow, or consecration are to remove or replace.

All characters collaborating to perform a ceremony must have the appropriate skill and either all be part of the same sect (a sect ceremony), or all have the same virtue (a virtue ceremony). Characters who are devotees of the Way can assist any virtue ceremony; they cannot assist a sect ceremony unless they are a member of the sect.

Each participant can use one dose of liao.

Only the insight skill provides no benefit for cooperation.

Ceremony Strength

- The strength of a ceremony is the amount of liao used to perform it

- A stronger aura is harder to destroy, you must create an effect of equal strength to replace or remove it

Several skills talk about the strength of the ceremony. The strength of a ceremony affects how difficult it is to remove or how effective it is in removing a spiritual effect. For example, an aura created with strength 3 can only be removed by performing a new ceremony with equal or greater strength. A powerful spirit that is possessing a character may require an exorcism of strength 5 or more to remove it.

The strength of a ceremony equals the amount of liao used to perform it, (plus any special bonuses). Under normal circumstances, a priest can spend only one dose of liao. There are magic items, potions, and even ritual enchantments that can allow a priest to use additional liao and thus create an effect with a higher strength.

Further Reading

- Ceremonial Skills

- Anointing

- Consecration

- Dedication

- Excommunication

- Exorcism

- Hallow

- Insight

- Testimony

- Additional Information

- Auras

- The Way

- Imperial Synod

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Aura

Contents

- 1 Overview

- 2 Roleplaying Effects

- 3 Single Aura

- 4 Types of Aura

- 4.1 Personal Aura

- 4.2 Item Aura

- 4.3 Location Aura

- 5 Durable Auras

- 6 Malign Auras

- 7 Orcs

- 8 Further Reading

Overview

An aura is a persistent spiritual effect on a character, item, or location that has an effect on those who experience it. The type of aura determines when its influence is felt. Most auras include a roleplaying effect based on the power that caused the aura. The easiest way for an Imperial citizen to create an aura is using a liao ceremony and the appropriate skill.

People experience auras in different ways - some talk in terms of an effect "settling onto them" like a mantle or cloak, others talk about it "welling up" from deep within them and filling them with its power.

Roleplaying Effects

- The roleplaying effects of an aura are strongest in the first few minutes after it takes effect

- Players should be influenced by the effects at key dramatic moments, rather than stress about roleplaying them throughout the event

- Every aura creates a roleplaying effect, but not everything that creates a roleplaying effect is an aura

Although auras persist for long periods of time they ebb and surge over that period - rather than maintaining the same intensity throughout. An aura is most potent for the first ten minutes or so after receiving it; beyond the influence may come and go unpredictably or lie dormant. Players who are experiencing an aura that lasts a long time should not need to feel obliged to ensure that they spend every moment roleplaying the influence of the aura - rather they should concentrate on allowing the effect to influence them at key moments that are dramatically appropriate.

An aura is a specific class of persistent spiritual effect. Although every aura creates a roleplaying effect, not everything that creates a roleplaying effect is an aura. Potions and many enchantments create roleplaying effects without being classed as auras.

Single Aura

- A target can only be under one aura at a time

- A new aura will replace any existing aura that is of the same strength or lower

A target can only be the recipient of a single aura at a time. They may be affected by auras of different types at the same time - for example a character under a personal aura who enters a consecrated area with a location aura - but there can only be one personal aura on a character at once - and so on.

Creating a new aura will automatically replace any existing aura that is of the same strength or lower. For example, a character who has an anointing of Courage has a personal aura of Courage. If they are they receive an anointing of Loyalty then the new personal aura replaces the previous one. If the new aura is less powerful than the existing aura, then it fails to take effect and the existing aura remains in place.

Types of Aura

Personal Aura

- Causes a roleplaying effect on the recipient

- Can be used as a source of spiritual strength to overcome a malign roleplaying effect

- Lasts until the start of the next event

- Can be detected using the insight ceremony

A personal aura can be used as a source of spiritual strength to overcome an unwanted roleplaying effect, allowing you to respond in a way that is appropriate for your character and the roleplaying effects of your aura. For example if a character with a personal aura of Courage enters a battlefield that is under an aura of fear, then they may use the strength provided by their personal aura to overcome the fear effects and respond as per the roleplaying of their Courage aura, rather than the fear aura.

If you are subject to an insight while anointed then you must tell the referee which aura is affecting you - the easiest way to do that is to show them your aura card if you have one.

You cannot use the spiritual strength provided by a personal aura to overcome the roleplaying effects of that aura.

Item Aura

- Causes a roleplaying effect on a character who uses the item

- Usually lasts as long as the item remains magical

- Cannot be used as a source of supernatural strength to overcome other roleplaying effects

An item aura covers a single item, usually a magical item, affecting anyone who uses it. An Imperial character can create an aura on an item using the hallow skill. A aura created on a magical item will usually last as long as the magic endures. A standard item aura on a non-magical item will usually persist for one year.

Any character who picks up the item will experience the aura once they become aware of its influence (the roleplaying effects will be written on the ribbon). The aura is most potent each time the item is donned, picked up or drawn (in the case of a scabbarded weapon). You cannot be affected by the aura of an item unless you are using the item in the appropriate manner. The aura on jewellery, clothing or armour will affect you when you put the item on. Auras on weapons affect you when you the draw or wield the weapon.

A standard Item auras provides a roleplaying effect, but can not be used as a source of supernatural strength. You cannot overcome other roleplaying effects using the benefits of an item aura.

Location Aura

- Causes a roleplaying effect on characters that enter that location

- Can be used as a source of supernatural strength to overcome other roleplaying effects while in the location

- Lasts until the start of the next event

A location aura covers a single location, either a well defined structure such as a tent or building, or filling a larger area such as a battlefield. It lasts for a season - it expires just before the start of the next Profound Decisions Empire event. In practice, this means an Imperial character who uses the consecration skill with liao can create an aura on a tent or building that will last for a weekend.

A location aura will affect a character who enters the area once the player become aware of it. Any character who enters the area will experience the aura once they become aware of its influence. For a tent or building the roleplaying effects will usually be written on an A5 laminated card that is prominently displayed inside the area. For a quest or battlefield, the ref will inform all the players of the aura.

A location aura can be used as a source of spiritual strength to overcome a malign roleplaying effect, allowing you to respond in a way that is appropriate for your character and the roleplaying mandated by the aura. For example if a character with a traumatic wound that causes them great pain enters a Dawnish shrine that is under an aura of Courage, then they may use the strength provided by the location aura to overcome the roleplaying effects of their wound and respond appropriately given the effects of the Courage aura.

You cannot use the supernatural strength provided by a location aura to overcome the roleplaying effects of that aura.

Durable Auras

- A standard aura will replace any other standard aura

- A durable aura will replace any standard aura or durable aura that is weaker in strength

- A true aura will replace any other aura

Most auras are considered to be standard aura - in effect they have a strength of one and are automatically replaced by any other aura of the same type that is placed on that target.

Durable auras follow all the normal rules for auras but are more difficult to replace or remove. A durable aura will have a strength listed for it - it can only be replaced by creating an aura with an equal or higher strength. Imperial characters with the same virtue and appropriate skills can cooperate to create a stronger aura. The strength of any aura is equal to the amount of liao used to create the aura.

A true aura is the most powerful kind of aura - they are usually permanent in nature, and can only be replaced by another true aura. The most common way to make a true aura is using a dose of true liao. A true aura will automatically replace any other aura when it is created.

Although a dedication is not considered to be an aura because it does not create any roleplaying effects - it is possible to cooperate to cooperate to create a durable dedication. The strength of the dedication is equal to the amount of liao used. It is also possible to use true liao to create a true dedication.

Malign Auras

There are spiritual effects other than the seven virtues - it is possible to become affected by malign spiritual forces such as Fear, Hope, or Peace. Malign auras follow all the normal rules for auras.

Orcs

- Orcs are affected by auras - just like any other character

Although orcs cannot use liao - they still have souls and are still affected by auras no matter how they are created.

Further Reading

- Auras

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

- Additional Information

- Religious skills

- The Way

- Imperial Synod

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Aura&oldid=57900"

Liao

Contents

- 1 Overview

- 2 Cards

- 3 Effects

- 4 True Liao

- 4.1 Further Reading

Overview

Liao is a purple powder that is used in ceremonial rites performed by Imperial priests.

Liao is made from vinum. Vinum is a white sap that was discovered by the Navarr to form a chewable confection that aids with deep, restful and dreamless sleep; and was often used to treat nightmares and night terrors. Refining vium to produce liao is a costly and time-consuming process. In the Empire, the civil service purchases large amounts of vinum, and processes it to create liao which is then provided to everyone who ministers to a congregation personal resource. Thanks to centuries of experience and improvement the civil service are able to produce liao quite efficiently for a fraction of the cost that any individual could make it.

Cards

- Liao is indicated using a card

- Rip the card on use

Liao is indicated by a small card (85mm x 55mm), printed by Profound Decisions, that indicates the presence of the liao and includes the rules for using it. At present we are in a period of transition from using Profound Decisions provided phys-reps to using Profound Decisions provided cards - as a result there is not requirement to provide an additional phys-rep while we are in this transition period.

To use liao to perform a ceremony, it can be:

- burned as incense and inhaled

- mixed with oil and used to anoint someone

- mixed into liquid and imbibed

- mixed into a small capsule and consumed

An appropriate phys-rep for liao is a small bottle or vial, such as might be used to hold a dose of liquid or powder.

Effects

Consuming liao without the use of a ceremony causes a human to experience vivid, striking dreams the next time they sleep. An orc who consumes a dose of liao merely becomes dizzy and unwell, and often throws up shortly afterwards.

True Liao

Also known as pure liao and Imperial liao.

During the maturing process that turns vinum into liao, around one dose in ten thousand matures to a radiant purple. This has come to be known as true liao, or Imperial liao. True liao is extremely rare, powerful, and valuable.

The amount of pure liao produced each season varies. The Throne is given the first portion. The second portion is given to the citizen who demonstrates their Prosperity by pledging the greatest value gift to the Synod; this usually means that it is auctioned to the highest bidder and the winning bid contributed to the Virtue Fund. Any additional portions are provided by the Civil Service to the Imperial Synod to be allocated by gatekeepers.

The most common use for true liao is to provide a human being with a special vision of another time and place, which is held to be their past life. True liao can also be used in place of ceremonial liao to significantly empower the effect of a religious skill.

Further Reading

- The Way of Virtue

- Imperial Theology

- Liao

- The Doctrines of the Faith

- Signs of the paragon and exemplar

- Schisms and Heresies

- Investigative Theology

- Imperial Synod

- Religious Skills

- Religious Crimes

- Recent History

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Liao&oldid=63847"

Ambition

Contents

- 1 The Path of Ambition

- 1.1 Guidance on the Path

- 2 Paragons and Exemplars

- 3 Symbols, icons and trappings

- 4 Further Reading

- 4.1 The Seven Virtues

- 4.2 Religion

The Path of Ambition

Though many citizens associate the Virtue of Ambition with an eye on a senator’s seat or even the Imperial Throne, this path embraces many subtler expressions also. The artisan who aspires to create something never before seen; the merchant who strives to be wealthier than any other; the youth who aspires to forbidden love – all may be guided by Ambition to turn their dreams to reality. There are as many Ambitions as there are citizens who can dream of them, though not all possess the strength of purpose, character and will to pursue the Path of Ambition to its fullest, for the cost of doing so is often high.

Guidance on the Path

Through meditation on the auras of Ambition, and study of the lives of paragons and exemplars, the priests of the Way have gleaned insight into the heart of the virtue and how best to pursue it. There are collections of parables, tales, sayings and teachings that distill this for Imperial citizens to learn from. The following are a handful of teachings and sayings deemed to be essential to understanding the path:

- Aim high; pursue your dreams; nothing is beyond your grasp.

- Even the most impenetrable forest may fall one tree at a time.

- Consequences are the price of Ambition; no price is too high to realise your dreams.

- It is better, by far, to try and fail, than fail to try.

- Despise the weakness that comes from pettiness and lack of vision.

Paragons and Exemplars

Recognised paragons and exemplars of Ambition include:

- The paragon Tian, who legend claims ascended the highest mountain in all creation to steal fire from the sun.

- The paragon Aldones di Sarvos, one of the founders of the League.

- The exemplar Atuman of the Highborn, who lead his people to the shores of Highguard.

- The exemplar Adelmar the Lion, founder of the School of Arms and an inspiration to weapon masters throughout the Empire.

Symbols, icons and trappings

The path of Ambition has many symbols and icons across the Empire, but one of the most common and prevalent is flame. This is not only symbolic of Tian’s quest to steal the fire of the sun, but fire possesses many of the qualities of purest ambition. It is ever hungry and never satisfied, for the moment it is satisfied, it dies. Some pilgrims of Ambition even go as far as to burn a brand on their arm or hand in recognition of the price Tian paid or as a reminder of how dangerous Ambition can be.

More mystically inclined individuals point to the Wintermark rune Naeve, which represents hunger, as a symbol of Ambition.

Further Reading

- You can learn about the various spiritual roleplaying effects created by priests dedicated to Ambition here.

- You can learn about the skills that priests can use to spread the virtue of Ambition here.

The Seven Virtues

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

Religion

- The Way of Virtue

- Imperial Theology

- Imperial Synod

- Religious Skills

- Recent History

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ambition&oldid=52138"

Courage

Contents

- 1 The Path of Courage

- 1.1 Guidance on the Path

- 2 Paragons and Exemplars

- 3 Symbols of Courage

- 4 Further Reading

- 4.1 The Seven Virtues

- 4.2 Religion

The Path of Courage

Courage is a popular virtue amongst the soldiers of the Empire who must face bloodthirsty foes and the spectre of death. However, the Virtue of Courage has lessons for those in all walks of life. Courage calls for citizens to stand firm in the face of all that would cause them to falter. The senator whose conscience compels them to vote against the populist measure; the proud leader who must face the shame of a secret exposed; the general who must pass on ill news to their people – all of these must draw on the Virtue of Courage in their time of trial. It is easy for many citizens to pay lip service to the Virtue of Courage but harder to cling to when the challenge finally comes.

Guidance on the Path

Through meditation on the auras of Courage, and study of the lives of paragons and exemplars, the priests of the Way have gleaned insight into the heart of the virtue and how best to pursue it. There are collections of parables, tales, sayings and teachings that distil this for Imperial citizens to learn from. The following are a handful of teachings and sayings deemed to be essential to understanding the path:

- The Virtuous face unwelcome truths as boldly as any barbarian charge.

- Do not fear to act; only be shamed by inaction.

- Cleave to what you know is true, even where others wish you to doubt.

- Never accept defeat; adapt your strategy and try anew.

- Despise cowardice which steers the spirit to weakness and inaction.

'I shall despise the cowardice that steers me to weakness and inaction. I shall face unwelcome truth as boldly as any barbarian charge. I shall not fear to act; only be shamed by inaction. I shall never accept defeat; I shall adapt my strategy and try again. I shall cleave to what I know to be true even when others wish me to doubt.'

A Highborn Litany of Courage

Paragons and Exemplars

Recognised paragons and exemplars of Courage include:

- The oldest recorded paragon, Korl, whose legendary learned the secrets of metal in the darkest places of the world and used them to craft the first axe, with which he drove back the dark forest and slew the beasts who dwelt within.

- The exemplar Permion of the Highborn who opposed the wicked power of the corrupt Patrician’s Council and empowered the Assembly of the Virtuous in its place.

- The exemplar Gilda Ashwine of Dawn whose fortitude and commitment freed her family and brought down the corrupt earl who had enslaved them.

- The exemplar Inga Tarn of Wintermark whose fearlessness and forthrightness inspired generations to seize the opportunities life presents.

Symbols of Courage

Common symbols of Courage across the Empire are those associated with the iconic tools or weapons of favoured paragons and exemplars. One of the most common and prevalent is the axe. This is symbolic of the axe created by Korl as both a weapon and a tool with which to tame the wilderness and overcome obstacles. Axes and hatchets are popular weapons among priests and pilgrims dedicated to the path of Courage for this reason. The hammer, the iconic weapon of Inga Tarn is likewise favoured as a weapon by pilgrims, and is especially popular among those dedicated to Courage in the southern Empire especially the Marches - a common saying is that a pilgrim in the south is much more likely to encounter problems that can be solved with a hammer than with an axe.

In Wintermark, courage is often signified by a jackdaw, while in Varushka the virtue is associated with the strength of the boar and the bear. Jotra, the Rune of Battle which represents challenges to be overcome, is used by some magicians as a symbol of Courage.

Those who take a less martial approach to the virtue use the Blue Rose as a symbol, in honour of Gilda Ashwine. During the Spring flower festival celebrated by the urizen by contrast, crimson and scarlet blossoms are associated with this virtue, perhaps representing shed blood.

Further Reading

- You can learn about the various spiritual roleplaying effects created by priests dedicated to Courage here.

- You can learn about the skills that priests can use to support the virtue of Courage here.

The Seven Virtues

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

Religion

- The Way of Virtue

- Imperial Theology

- Imperial Synod

- Religious Skills

- Recent History

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Courage&oldid=61877"

Loyalty

Contents

- 1 The Path of Loyalty

- 1.1 Guidance on the Path

- 1.2 Paragons and Exemplars

- 2 Symbols of Loyalty

- 3 Further Reading

- 3.1 The Seven Virtues

- 3.2 Religion

The Path of Loyalty

It is easy for citizens to claim Loyalty but, as with many of the virtues, its proof lies in the testing. For those that claim to be loyal, or to inspire Loyalty, all may seem well in times of peace and prosperity. It is in hardship, when errors are made, that temptation arises, if not to betray, but to doubt and undermine. Time and again, history has shown that when Loyalty is needed most, it is most scarce. The Empire stands on the foundation of the Loyalty of its citizens. If they be not loyal, then the Empire surely cannot stand. Day-to-day loyalty is seen in the student to their teacher, in the soldier to their commander, between lovers and spouses, and between the citizens and the Empire.

Guidance on the Path

Through meditation on the auras of Loyalty, and study of the paragons and exemplars, the priests of the Way have gleaned insight into the heart of the virtue and how best to pursue it. There are collections of parables, tales, sayings and teachings that distill this for Imperial citizens to learn from. The following are a handful of teachings and sayings deemed to be essential to understanding the path:

- Know your heart and what commands its devotion above all else.

- Even the wicked can be loyal when times are prosperous and judgements are unfailing; the truly virtuous are loyal even through hardship and misfortune.

- Loyalty is not displayed by words or deeds alone, but by the unity of both.

- The Virtuous build up their fellows; they do not tear them down.

- Despise treachery; even the strongest may err, but deceivers will lie again.

Paragons and Exemplars

Identifying the paragons and exemplars of Loyalty has taxed the theologians of the Synod and the Highborn before them for they rarely act alone. Furthermore, in some incarnations the paragons and exemplars inspire great Loyalty; in others, they demonstrate exceptional Loyalty to another. Recognised paragons of Loyalty include:

- The Marked.

Recognised exemplars of Loyalty include:

- Lady Elayne Silverlark of Dawn.

- Bolstering Bill, a character generally believed to have been a Marcher - if he existed at all - who appears in a number of comic songs, stories and poems in various parts of the Empire. He (or very occasionally, she) is presented as a simple yet well-meaning soldier, usually wielding a polearm, whose companions encounter any number of amusing or hair-raising scrapes and who survive or triumph with the aid of their companion, Bill combines good humour, honest camaraderie and more than a little tough love with an absolute commitment to never leaving a friend behind. While the truth behind these tales is contested, the character of Bolstering Bill is often considered to be an exemplar of Loyalty. Even the critics of the Bolstering Bill stories note that it is likely that many of them recount the adventures of real people, and have simply been ascribed to Bolstering Bill by later generations of storytellers to make them more accessible to their audiences. (see also the Good Neighbour, a polearm occasionally called a Bolstering Bill).

- Cora Holdfast, a Navarri Brand (and later guide) who was instrumental in establishing the Anvil Hospital and the Imperial School of Medicine. Her no-nonsense approach to the problems she found in Anvil in the aftermath of Empress Britta's death made her a powerful agent of change, and where a challenge was greater than she could handle, she organised others to join her. After her account of a traumatic Pure Liao Vision, she attracted pilgrims of Loyalty faced with hard choices. She was murdered only a few years into this work, but her work lives on at her Inspirational Shrine at High Chalcis.

One figure whose status is somewhat unclear is Ruth of the Seven Stars - a paragon of Loyalty in pre-Imperial Highguard, possibly recognised as an exemplar in 82YE, but who has never been officially included on lists of inspirational figurs.

Symbols of Loyalty

The Path of Loyalty has many symbols across the Empire, but one of the more common is a chain. This symbolises not only the humble origins of the earliest paragon as a slave, but is composed of single links given length, strength and purpose by being inextricably linked to others. Along similar lines, a rope of many strands is a common symbol. Some priests and pilgrims dedicated to this path wear chains around their necks, or either a chain or rope around their waist indicating their ties. Although the exact description of the slave tattoos of the Marked is lost to time, several priests and pilgrims will be tattooed, often with some reference – obvious, oblique or symbolic – to that which holds their Loyalty.

The chain and the rope are sometimes a matter of contention for the Preachers of the Imperial Orcs, being too closely representative of the slavery they and their ancestors endured at the hands of the Empire. Some have adopted the horse (especially the horse skull) to represent Loyalty, while others favour the clasped hands (a common expression of respect between individuals).

In the League, the ring is a strong symbol of Loyalty, tied inextricably as it is to both custom and hearth magic. indeed gifts of rings have become a powerful symbol of Loyalty throughout the Empire, and are often used as part of a ceremony where someone undertakes an obligation for another, or as a part of marriage vows. Interlinked rings - usually two but sometimes three (especially in Wintermark and the Brass Coast), or seven - represent bonds between individuals in a similar fashion.

In Navarr, thorns are sometimes used as a symbol of Loyalty, and the blood they shed is seen as a reminder of the price of sacrifice (an idea that many Navarr consider to be closely tied to the virtue as well as to their own nation's history). Thorny briars are a common feature of the tattoos used to mark oaths.

In Wintermark, the hawk and the falcon are symbols of Loyalty, while in Varushka the virtue is associated with the hound. Some magicians use the rune Lann, which represents equitable bargains, to symbolise Loyalty.

Some Urizen point to the astronomantic constellations of the Chain and the Three Sisters as manifestations of this virtue - albeit with different, nuanced interpretations. During their Spring festival, they represent Loyalty with blue flowers.

It is more shameful to distrust your friends than to be deceived by them.

Further Reading

- You can learn about the various spiritual roleplaying effects created by priests dedicated to Loyalty here.

- You can learn about the skills that priests can use to support the virtue of Loyalty here.

The Seven Virtues

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

Religion

- The Way of Virtue

- Imperial Theology

- Imperial Synod

- Religious Skills

- Recent History

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Loyalty&oldid=62245"

Pride

Contents

- 1 The Path of Pride

- 1.1 Guidance on the Path

- 2 Paragons and Exemplars

- 3 Symbols of Pride

- 4 Further Reading

- 4.1 The Seven Virtues

- 4.2 Religion

The Path of Pride

Some may believe that Pride is simply senators in fine clothing praising the qualities of their Nation, but this is only a tiny part of the path. National Pride is, quite rightfully, important to many citizens and is the reason for the creation of the egregores. Yet the Virtue of Pride exists to inform the small parts of life as much as the large. From the servant who keeps their mistress’ cups clean, to the craftsman who holds all their work to the same high standard, to the general who remembers the name of every soldier who died under their command – all demonstrate Pride and know what it is that they serve and strive for.

Guidance on the Path

Through meditation on the auras of Pride, and close study of the stories of paragons and exemplars, the priests of the Way have gleaned insight into the heart of the virtue and how best to pursue it. There are collections of parables, tales, sayings and teachings that distill this for Imperial citizens to learn from. The following are a handful of teachings and sayings deemed to be essential to understanding the path:

The Ten Things

It is obviously down to the individual which qualities make them proud, but each of the Imperial nations can be associated with a single common idea that is often referred to as a source of Pride. The Navarr writer Cerin of Winter Trees referred to them as the Nine Things in the early years of the Empire. They were still in use over three hundred years later when the Imperial Orc philosopher Jakaj added her own people to the list during a speech given at the funeral of Emperor Ahraz. Following a recitation of the Nine Things, she appended her own people, and since then the list has been referred to by its current name.

For the Freeborn it is honesty; in Dawn it is glory (of course); in Highguard it is certainty; among the Imperial Orcs it is strength; in the League it is cleverness; in the Marches it is either practicality or stubbornness (depending who you are speaking to); among the Navarr it is sacrifice; in Urizen, excellence; in Varushka the idea of wisdom; and among the Winterfolk heroism.

- Pride conveyed by words alone is vain boasting; proclaim it by how you conduct every part of your life.

- Do not be complacent; ever strive for excellence in that of which you are proud.

- Embrace your past; never be ashamed of it.

- The Virtuous inspire others to greatness; they do not demean them.

- Despise the half-hearted, the uncommitted and the pretender.

Paragons and Exemplars

Across history, the paragons and exemplars of Pride have been amongst the easiest to identify for they are, by nature, rarely reclusive and withdrawn. Recognised paragons and exemplars of Pride include:

- The legendary paragon Kethry of the Kesh kept her peoples' ways alive and ultimately inspired the conquering nation to embrace them.

- The paragon Richilde inspired the people of the Empire to celebrate their culture and history, and was the first paragon recognised in the modern era.

- The Highborn paragon Lepidus kept the spiritual heart of his nation alive during the dark days of the Patrician Council's corruption.

Symbols of Pride

Priests of Pride teach that the best symbol of the virtue is the open display of whatever it is that the pilgrim is most proud of. The flag and the banner are ways of displaying such symbols, as is the livery of a Marcher household, or the heraldry of a noble or Noble house in Dawn.

As a more unified symbol of the virtue itself, rather than of the individual's personal Pride, the Imperial Synod often favours the sun. The sun shines brightly, without shame, open for all the world to see. By so doing, it allows others to see as well - and while it may occasionally be occluded by clouds, when the clouds pass the sun's light is undiminished.

In Wintermark, the eagle, the heron, and the swan all symbolise Pride. The eagle is also a popular symbol of the virtue in Varushka where it is joined by the deer. Some magicians use the rune of Majesty, Feresh, which represents glorious splendour, to symbolise Pride. These magicians point to the way that Feresh only enhances attributes that are already present as a particularly telling parable about the nature of Pride.

During their Spring festival, the Urizen represent the virtue of Pride with pink blossoms.

Further Reading

- You can learn about the various spiritual roleplaying effects created by priests dedicated to Pride here.

- You can learn about the skills that priests can use to inspire the virtue of Pride here.

The Seven Virtues

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

Religion

- The Way of Virtue

- Imperial Theology

- Imperial Synod

- Religious Skills

- Recent History

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Pride&oldid=63280"

Prosperity

Contents

- 1 The Path of Prosperity

- 1.1 Guidance on the Path

- 2 Paragons and Exemplars

- 3 Symbols, Icons and Trappings

- 4 Further Reading

- 4.1 The Seven Virtues

- 4.2 Religion

The Path of Prosperity

To the one without virtue, Prosperity is oft misunderstood as the pursuit of wealth and luxury, yet neither the wealthy miser, gluttonous sot, or lucky gambler can truly be called prosperous. True Prosperity is the culmination of effort and labour, sweat and toil, and celebrating the fruits of that labour. The prosperous are: the farmer who toils to bring in the harvest and enjoys their bounty; the magician who strives to master a magic and then uses their newfound art; the merchant who competes fiercely for each coin they earn and then spends it in celebration. True Prosperity enriches those around them as well as the individual, and so what may seem the pursuit for the sake of the self is to the benefit of the many.

Guidance on the Path

Through meditation on the auras of Prosperity, and careful study of the tales of paragons and exemplars, the priests of the Way have gleaned insight into the heart of the virtue and how best to pursue it. There are collections of parables, tales, sayings and teachings that distill this for Imperial citizens to learn from. The following are a handful of teachings and sayings deemed to be essential to understanding the path:

- Strive, toil, and claim the just rewards of your labours.

- Enjoy the fruits of your labour today; no one knows what the morrow holds.

- There are three things that should never be made: Food that goes uneaten, coin that goes unspent and magic that goes unused.

- The Prosperous are not selfish; all that is worthwhile is shared with those who deserve it.

- Despise the thieving bandit, the lazy wastrel, the grasping miser and those who take without giving.

Paragons and Exemplars

Paragons and exemplars of Prosperity are considered reasonably easy to identify owing to their efforts and labour, and how they use - or share - the fruits of those labours. Recognised paragons and exemplars of Prosperity include:

- The legendary paragon Good Walder of the Marches.

- The exemplar known as The Little Mother, whose tireless work helped to establish the importance of charitable deeds in The League.

- The exemplar Long Tom Goodfellow, the healer and brewer whose legacy still encourages pilgrimages today.

- The exemplar Zemress, the Blade of the Isles, who not only encouraged hard work and investment but also the importance of taking-up of arms to defend what is yours.

Symbols, Icons and Trappings

The Path of Prosperity has many symbols across the Empire but one of the most common is the wheatsheaf. This is symbolic of harvest time, which is widely known as a time of prosperity. Many priests and pilgrims of this path may have a stalk of wheat or other grain upon them. Along similar lines, an apple, a cup, or a coin are symbols of this path.

It is quite common for priests and pilgrims of the Path of Prosperity to carry waterskins, or bear fruit or other food, to enjoy or share as virtue guides them. It is not unusual for some to also carry an oaken club as Good Walder did.

Further Reading

- You can learn about the various spiritual roleplaying effects created by priests dedicated to Prosperity here.

- You can learn about the skills that priests can use to support the virtue of Prosperity here.

The Seven Virtues

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

Religion

- The Way of Virtue

- Imperial Theology

- Imperial Synod

- Religious Skills

- Recent History

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Prosperity&oldid=58716"

Vigilance

Contents

- 1 The Path of Vigilance

- 1.1 Guidance on the Path

- 2 Paragons and Exemplars

- 3 Symbols, Icons, and Trappings

- 4 Further Reading

- 4.1 The Seven Virtues

- 4.2 Religion

The Path of Vigilance

The Virtue of Vigilance is popular amongst those charged with ensuring the safety of things precious; from the inquisitor who seeks out treacherous cultists, to the scrivener who scrutinises their dhomiro’s records against fraud and theft, to the shepherds in the fields. The threats to the Empire and its citizens are many and varied and all must be prepared for, guarded against and actively opposed lest they tear down civilisation. Not all threats carry arms like the barbarians; some come with smiles and lies, like false-faced eternals, or even lie in the hearts of weak citizens. Through diligence, detail, and dedication in all things does one person’s Vigilance safeguard another from harm.

Guidance on the Path

Through meditation on the auras of Vigilance, and by studying the lives of paragons and exemplars, the priests of the Way have gleaned insight into the heart of the virtue and how best to pursue it. There are collections of parables, tales, sayings and teachings that distill this for Imperial citizens to learn from. The following are a handful of teachings and sayings deemed to be essential to understanding the path:

- Seek out the poison in your neighbour’s fields, lest your own crops be blighted.

- Be alert to all dangers; within and without.

- Seek out falsehood and expose the truth.

- Prepare for malice, yet thwart malice before it strikes against you.

- Despise that which threatens what you watch over, whether by malice, lies, folly or carelessness.

Paragons and Exemplars

Attempts to catalogue paragons and exemplars of Vigilance have met with mixed success. In some cases, the disaster they prevent or the catastrophe that goes averted results in their heroism going unsung. More notable are those who publicly expose traitors, infiltrators, and black-hearted villains. Recognised paragons and exemplars of Vigilance include:

- The legendary paragon known as The Sentinel, who is credited with building many ancient towers and fortresses that still stand today.

- The paragon Vardas the Witch-Hunter of Varushka, who dedicated his life to tracking down and bringing to justice the criminals who preyed on his people.

Symbols, Icons, and Trappings

The Path of Vigilance has many symbols across the Empire, but one of the most common is the tower, which is symbolic not only of The Sentinel’s ancient works, but also epitomises the importance of defending what is precious, and in making the effort to prepare against threats. Along similar lines, another common symbol of the path is a bell to symbolise the means of sounding a warning. Priests and pilgrims of the Path of Vigilance will often carry a bell or whistle for precisely the purpose of alerting others to danger they have identified.

Further Reading

- You can learn about the various spiritual roleplaying effects created by priests dedicated to Vigilance here.

- You can learn about the skills that priests can use to safeguard the virtue of Vigilance here.

The Seven Virtues

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

Religion

- The Way of Virtue

- Imperial Theology

- Imperial Synod

- Religious Skills

- Recent History

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Vigilance&oldid=52143"

Wisdom

Contents

- 1 The Path of Wisdom

- 1.1 Guidance on the Path

- 2 Paragons and Exemplars

- 3 Symbols, Icons, and Trappings

- 4 Further reading

- 4.1 The Seven Virtues

- 4.2 Religion

The Path of Wisdom

There are many citizens of the Empire who believe themselves, by nature, to be filled with the virtue and it comes easily to them, yet the truth is – like all the virtues – Wisdom is a journey and must ever be striven for. Only the fool believes their journey is complete. Wisdom in the Empire takes many forms and what might benefit you in the Wintermark could as easily be your ruin in Varushka. Wisdom’s natural enemies are folly and complacency who steal the wit and desire for understanding and enlightenment. There is also dispute amongst the wise as to the extent that knowledge should be shared with the unready lest it imperils them.

Guidance on the Path

Through meditation on the auras of Wisdom, and careful analysis of the stories of paragons and exemplars, the priests of the Way have gleaned insight into the heart of the virtue and how best to pursue it. There are collections of parables, tales, sayings and teachings that distill this for Imperial citizens to learn from. The following are a handful of teachings and sayings deemed to be essential to understanding the path:

- The Virtuous apply what they have learned; Wisdom knows all knowledge is incomplete.

- Let every word you speak carry meaning; do not use forty when four will do.

- Wisdom is not always knowing the answer; Wisdom is finding the right question.

- Test what you learn; only fools accept hearsay as truth.

- Despise folly and chastise the fool that spreads it.

Paragons and Exemplars

Recognised paragons and exemplars of Wisdom include:

- The legendary paragon Zoria learned the names of all the creatures of the wild; bird and beast, fish and fowl and using their names, commanded them to serve her.

- The paragon Isenbrad of the Steinr was known for practicality, good judgement and wise counsel, and is said to have been the first runesmith

- The paragon Atun of the Highborn steered the ships that bore the Highborn through unknown waters to their new homeland.

- The exemplar Avigliana di Sarvos of League encouraged others to take note of the world they lived in and put the truth of it in writing.

- The exemplar Kala codified a system of weights and measures that are still in use today and provided much of the foundation for modern Imperial scholarship.

Symbols, Icons, and Trappings

The Path of Wisdom has many symbols across the Empire. Before the formation of the Synod, animal sigils were popular, in recognition of Zoria’s mastery of animals. However, the Synod has since discouraged this as the Way exalts the human spirit and beasts are lesser (though the practice exists still in parts of Varushka). As a consequence, more widely accepted symbols are scales as used by Kala to weigh and measure the world, and a lantern as used by Isenbrad to illuminate the cave in which he carved his secrets in runic form.

Many priests and pilgrims of the Path of Wisdom often carry sources of light or the means to provide such. Many also carry the means to record such knowledge and wisdom that they encounter.

Wisdom is not short hand for ‘action I’d like you to take’, and foolishness is not synonymous with ‘outcome I wish you had not provoked'

Cardinal Agnetha De Rondell, Spring 378YE

Further reading

- You can learn about the various spiritual roleplaying effects created by priests dedicated to Wisdom here.

- You can learn about the skills that priests can use to enlighten others to the virtue of Wisdom here.

The Seven Virtues

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

Religion

- The Way of Virtue

- Imperial Theology

- Imperial Synod

- Religious Skills

- Recent History

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wisdom&oldid=52144"

Imperial theology (Redirected from Imperial Theology)

OOC NOTE: The contents of this section are purely for players interested in Doctrinal and Theological Roleplay.

Knowledge of Imperial Theology is NOT a requirement for all Priest characters or Imperial Citizens.

We are Travellers on the Way.

Our spirits are immortal;

They have endured before and will again.

We follow in the footsteps of the Paragons,

Who showed humanity the Paths of Virtue.

By uniting the Paths and creating the Synod,

The First Empress showed us The Way.

Across the Labyrinth of Ages, the Virtues guide our spirits.

We shall not surrender our destiny to inhuman powers.

Death is not the end of our journey.

With each generation, Virtue makes us stronger.

Until as Paragons we shall conquer Death itself.

The Creed of the Winds of Virtue Chapter of Highguard

Introduction

For the average Citizen of the Empire, it is sufficient to know the Seven Virtues and how they apply to your life so that your passage through the Labyrinth of Ages can be swift and assured and you can be reborn stronger. Even simple lay preachers of The Way need not concern themselves with the subtleties and complexities of the Imperial Religion.

However, for many senior Priests within the Synod, as well as keen scholars, the foundations of the faith are a source of much discussion, debate and analysis. Senior clergy of the Synod may be asked about their opinion on key points of contention.

Index

- Liao

- The Doctrines of the Faith

- Signs of the Paragon and Exemplar

- Schisms and Heresies

- Investigative Theology

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_theology&oldid=39093"

World overview

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

- Maps

- Gazetteer

- Barbarians

- Foreign nations

- Realms

- Spring

- Summer

- Autumn

- Winter

- Day

- Night

- Eternals

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=World_overview&oldid=41956"

Maps

The Empire

Imperial Nations

The Barbarians

The Wider World

Tactical Maps

Maps by Daisy Abbott.

Important note, control of territories and even regional keywords can change from event to event. Please try to make sure you are using the most recent version of the map that is available. There is no guarantee that the maps will be updated every event.

The Gazetteer tells you all about the places on the map while the Pronunciation guide tells you how they're said.

Map Viewers

Alongside the above, you can take a look at Nicholas Avenell's wonderful zoomable Google version of the Empire Map.

Also, Racheet Dave has now produced a cool dynamic map so you can study the Empire territory by territory.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Maps&oldid=55676"

Gazetteer

OOC Tactical Map

National Information and Maps

The Brass Coast

- Feroz

- Kahraman

- Madruga

- Segura

See: Brass Coast Maps

Dawn

- Astolat

- The Barrens

- Semmerholm

- Weirwater

See: Dawn Maps

Highguard

- Bastion

- Casinea

- Necropolis

- Reikos

See: Highguard Maps

The Imperial Orcs

- Skarsind

See: Wintermark Maps

The League

- Holberg

- Sarvos

- Tassato

- Temeschwar

See: League Maps

The Marches

- Bregasland

- Mitwold

- Mournwold

- Upwold

See: Marches Maps

Navarr

- Brocéliande

- Hercynia

- Liathaven

- Miaren

- Therunin

See: Navarr Maps

Urizen

- Morrow

- Redoubt

- Spiral

- Zenith

See: Urizen Maps

Varushka

- Karov

- Karsk

- Miekarova

- Volodmartz

See: Varushka Maps

Wintermark

- Hahnmark

- Kallavesa

- Sermersuaq

See: Wintermark Maps

Wondering how some of these places are usually pronounced? Try the Pronunciation guide.

IC Maps

A selection of IC tactical and decorative maps can be found at Maps

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Gazetteer&oldid=43378"

Realm (Redirected from Realms)

Overview

The world of Empire is known to touch six other planes of existence that are separate from, but intimately connected to, the mortal realm. These Realms are innately connected to the practice of magic, as well as being home to magical entities called Eternals.

Magicians have named four of the Realms after seasons, but these are symbolic rather than literal names. The Realm of Winter, for example, incorporates brutal desert, parched forests and bottomless oceans as well as frozen snowfields. The "seasonal realms" resonate more with the "seasons of life" than the literal wheel of the seasons. Spring is wild and unfettered as a child, Summer is full of the arrogance of youth, Autumn is a realm of maturity and Winter a realm echoing with the fear and wisdom of old age. By contrast Day and Night are realms of the spirit; one encompasses ideas of intellect and the higher mind, the other ideas of passion and the primal instincts.

The Realm Glyphs

A system of six sigils are commonly used in the Empire to represent the realms. These sigla were created and popularised in pre-Imperial times by a Dawnish enchanter, initially for use in heraldry. They were later adopted by several prominent weaver cabals for the creation of magic baners, tabards and cloaks and their use slowly spread, especially in Varushka, the League and Highguard. Today they are regularly used in ritual magic as symbols of entire realms where individual Wintermark runes would be too specific or too laden with additional meaning. Many eternals recognise these glyphs, and honour their association.

Spring

Sometimes called the Primal Forest, this is a Realm overflowing with life in infinite variety. A Realm where things begin and are renewed second to second, but where death comes swiftly. Here the green Eternals celebrate creation and destruction in all its untold beauty, and buzzing voices remind humankind that it has no place here in the primeval realm.

Summer

In the realm of might and majesty, everything exists in a timeless moment at its idealised prime. Great oaks tower over the fields of glory, the mountains scrape the skies, the blizzards howl more terrible than any mortal storm and the dark sea is deeper than any mortal ocean. The savage beasts of legend are hunted across the rolling plains by Eternals clad in the bright panoply of youth and immortality.

Autumn

In the Realm of intrigue and influence everything interweaves in a great shifting web of favour and debt. The horned lords and ladies compete in savage games of wealth and power. They welcome mortals to their councils but beware the bargains of Autumn for in the Labyrinth, nothing is simple.

Winter

The Wasteland is hungry. It is a realm of creaking dread, of fear and famine without the memory of dusk or the hope of dawn. From the parching heat of the dusty desert halls to the frigid silence of snow-drowned forests wait the Eternals of Winter, the wise monsters who make no effort to conceal their cruel natures. It is a realm of wisdom, the cruel wisdom that comes with age and experience, the wisdom of hard choices and the certainty of death.

Day

A realm of spirit and of shining light. Where the sky and the ocean meet, in the heights and the depths, the Eternals of Day seek infinite understanding of the truths of creation. It is a realm that celebrates reason over impulse, thought over instinct, harmony over passion. It is the Realm of the higher mind, of the birth of revelation and the death of secrets.

Night

A realm of spirit and of eternal shadow. Where passion rules, thought gives way to instinct, and joy and terror are both a breath away. The coiling serpents and enigmatic wyrms of Night whisper of the joy of mysteries, and of the riddles whose beauty lies in the act of unravelling rather than the revelation of the secrets wrapped within.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Realm&oldid=34486"

Eternals

Overview

The world of Empire is known to touch six other planes of existence. These are home to magical entities called eternals, some of whom are interested in the human world. Players - especially magicians - can meet and negotiate with the eternals. The eternals are not gods but posses magical powers that players will find useful. They have their own motivations and personalities, and characters will be able to bargain with them to advance their own agendas.

Eternals have distinct personalities, but most respond positively to mortals who demonstrate personality traits in keeping with those common to the lineage associated with their realm.

Eternals Interested in the Empire

This list of eternals is not exhaustive; rather it lists some of those beings who have shown a special interest in the Empire since its formation.

Eternals of Spring

Known Interests

Yaw'nagrah

Fertility, diversity

Arhallogen

Survival, adaptation, poison, arachnids

Llofir

Fungus, rot, decay, collapse

Irra Harah

Youth, struggle, the weak

Siakha

Storms, destruction, predation, the sea

The creature known as Capradan, the Horned Hunter, is a being of the Spring realm whose true nature is unclear. It is either a very potent herald or a lesser eternal concerned with primitive concepts of hunting and killing for sustenance.

Eternals of Summer

Eleonaris
, Queen of the Fields of Glory

Majesty, nobility, battle, victory

Jaheris
, The Shadowed Prince

Rivalry, betrayal, vengance

Hayaak
, the Gryphon King

Wrath, vengeance, ferocity

Cathan Canae
, Queen of Ice and Darkness

Might, winter, strength, durability

Barien
, the Iron Duke

Challenges, worth, tests

Meraud
, the Golden Magician

Magic, enchantment

Rhianos
, Regent of the Eternal sea

The sea, seafarers, adventure

Adamant
, King of the Golden Deeps

Stone, beauty, treasure, construction

The creature known in the Empire as Aben-Nuath is believed to be a powerful herald, but it is not clear to whose "court" they belong, if any. They are usually described as "independent" in lists of such beings although there is much speculation.

Eternals of Autumn

The
Lictors

Binding, imprisonment, punishment, contracts

Estavus

Crafting, building, artisans

Callidus
, Prince of the Argent Tontine

Greed

Prospero

Influence, favours, grudges

Ephisis

Trade, mutually beneficial exchanges

Basileus Flint

Intrigue, Espionage, Power

Mazen
of the Many Faces

Manipulation, Deception

Eternals of Winter

Sorin
, the Tomb King

Privation, strength from weakness

Kaela

Entropy, despair, endings

The Thrice-cursed Court

Curses, power at a price, spite

Wise Rangara

Wisdom, tradition,

Agramant the
Wendigo

Hunger, cannibalism, madness, dread

Eternals of Day

Leviathan

History, foundations, causation

Phaleron
, the Great Library

Knowledge, preservation

Sinokenon
, the Turning Mirror

Hierarchy, connections, religion

Kimus
of the Thousand Eyes

Light, scrying, observation

Ylenrith
, the Swan

Purity, mathematics, music

Roshanwe
, the Navigator

Discovery, wisdom, truth

Zakalwe
, the Strategist

Conflict, logistics, strategy

Eternals of Night

Janon
the Shadowed Fire

Passion, freedom

Lashonar

Stories, confusion, speech that moves, oratory

Murit
the Shaper

Crafting, material transformation, the whole is different to the parts

Sadogua
, Brother of Wizards

Magicians, magic, power, manipulation

Soghter
, Changer of the Ways

Transitions, learning through experience

Sung
, the Rainbow Serpent

Mysteries and enigmas

The
Whisper Gallery

Secrets, rumour, art

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Eternals&oldid=63641"

Barbarian

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

Overview

Barbarians are people that are not part of the Empire, that the Empire is currently at war with.

There are several distinct barbarian powers which represent hostile tribes, kingdoms, and nations. The barbarians are designed to look cool in massive numbers in battles; to provide immersive, exciting and dramatic combat encounters; and to allow a range of interactions outside of combat. Most of the barbarian powers that currently surround the Empire are orcs.

Players are not able to play barbarian characters - by definition, they are not welcome on the playing field, however everyone has the opportunity to play a barbarian by volunteering to monster a battle or quest.

The Orcs

There are a large number of scattered orc tribes, but three of the tribes neighbouring the Empire are large enough that they are considered threats to the Empire.

- The Jotun are warlike but honourable, and occupy a large swathe of land to the west of Wintermark and The Marches.

- The Druj are a comparatively small tribe that uses fear to exert influence over a number of smaller tribes. They are found in the swamps and forests to the east of Dawn and Highguard and known for their treachery and their love of terror-tactics.

- The Grendel primarily occupy a land-mass to the south of the Bay of Catazar, and are kept at bay by the activities of the Freeborn corsairs. They are also found in numbers on the Broken Coast to the south of Urizen.

Smaller orc tribes are scattered across the Empire as bandits, or live outside its borders in numbers. The orcs of the hills between the Brass Coast and their foreign neighbours (Faraden and The Iron Confederacy) were a case in point.

The orc barbarians are not a monolithic threat - the tribes may form temporary alliances, but they sometimes fight each other with as much ferocity as they show to the Empire.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Barbarian&oldid=61814"

Foreign nations

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

Overview

Foreigners are people that are not part of the Empire, that the Empire is not currently at war with. The Empire trades with many of these foreign powers, and may host delegations from them. Foreigners have no ability to directly influence the future of the Empire, but may have political agendas that guide their interaction with the players.

Foreign Neighbours

Nations that are not part of the Empire but which are not barbarian are sometimes called 'local foreigners'. They are smaller than the Empire, and possess a level of influence and military power roughly on par with one to three Imperial nations. They tend to share borders with the Empire, and many are threatened by the same barbarian tribes that threaten their Imperial neighbours.

They speak the same tongue as the Empire, and engage in limited amounts of trade. This trade does not usually involve fleets; rather it could be represented with a business, or role-played. Larger scale trades may be entered into but these would be the result of politics with non-player characters from the neighbouring nations.

The primary foreign neighbours of the Empire are:

- Axos, a magocratic nation that closed its borders some time ago and is only now beginning to emerge from self-imposed isolation. It lies to the east of Urizen.

- Faraden, a hilly nation of traders with a long history of cooperation with the Freeborn that lies to the west of the Empire.

- The Iron Confederacy, a nation of feudalistic warlords who worship false gods, lying to the south of the Brass Coast.

- Skoura, a mountainous nation with rich mines and introspective citizens that lies to the south of Urizen.

- The Thule are dominated by their magicians, and engage in merciless asset-stripping of any lands they invade. They are found across the mountains to the north of Varushka in an area called Otkodov.

- The Vore, a nation ringed by impassable mountains that lies to the north-east of the Empire

Distant Foreigners

Distant foreigners primarily exist in downtime, although their representatives may attend events or enter correspondence with Imperial citizens. They represent nations that are on par with the Empire in terms of influence and capability - and in interest in world-wide events. They are all physically within four or five weeks hard-sailing of the Empire (meaning a fleet can reach them and return in a single downtime period; this also means it is largely unfeasible to try and invade them or for them to invade the Empire).

These nations do not speak Imperial as their primay-language (although many citizens there will be familiar with the language). A number of other real-world language families are assigned to represent the languages of these foreign nations, and to the smaller independent nations and tribes that surround them.

The five primary foreign nations active on the world stage as peers of the Empire are:

- The Asavean Archipelago, an old and self-satisfied nation with a taste for luxury.

- The Sarcophan Delves, a ruthless mercantile nation built in the ruins of a fallen civilisation.

- The Principalities of Jarm, a fractious magocracy known for exotic wonders and cut-throat politics.

- The Commonwealth, a comparatively young society founded on the principle of the greatest good for the greatest number of people.

- The Sumaah Republic, a secretive nation that shares the faith of the Empire but rejects the Synod

The list is not exhaustive - there may be other foreign nations out there but they are neither important nor active enough to be trading partners for the Empire. There are also extensive nations beyond the "known world" of the Empire campaign - too far away for regular trade to exist with them.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Foreign_nations&oldid=58715"

Languages

Contents

- 1 Overview

- 2 English

- 3 European Languages

- 4 Latin

- 5 Other British Languages

- 6 British Sign Language

Overview

In Empire we use real world languages as phys-reps for game languages. The most obvious example is the English language, which in the game is the common tongue for the Empire. However several other languages are also used in the setting, players can use these languages in play if they are familiar with them.

Language is a hard-skill in the Empire game, meaning that your character is entitled to speak any languages only as well as you can. We do not use any system of hand-signs, cards, or declarations to signify that a language being spoken is portraying another language in the game. Some character options are only available to players who are fluent in a foreign language as a result of this requirement.

English

English is used to represent the language commonly spoken by all citizens of the Empire. Although it is usually called "Imperial" by Imperial citizens the same language is spoken right across the continent - and most folk in other lands refer to it by their own name (for example in Axos the same language is called Axou) so some folk refer to it simply as "Common". Other residents of the continent may speak the language with a strong accent, but English represents their first language also, so the stereotypical broken English is not appropriate in anyway.

Due to the considerable power of the Empire over the last four centuries, the Imperial language is also a widely-spoken trading and diplomatic dialect in the wider world. If you are playing a character who is originally a [foreigner] - a character who has come to the Empire from overseas - then your character's mastery of Imperial is exactly as good as your English.

European Languages

The Empire is the most powerful state on the continent, but there are states on other continents whose power rivals that of the Empire. Interactions between the Empire and these countries is limited - the distances and dangers of travel are too great to allow any possibility of military action, but diplomacy and trade do flow back and forth.

We have created descriptions of several powerful rival states - and specified the language (or languages in many cases) used by the people who live there. You cannot play a character who was raised in that state unless you are a fluent speaker of one of the listed languages. If you are fluent then you can choose to either play a native of that land or to play an Imperial citizen who has learned to speak the language fluently.

OOC Language/Language-Group

IC name

Foreign Nation

Dutch

Sarcophan

The Sarcophan Delves

German

Commonweal

The Commonwealth

Romance

Asavean

The Asavean Archipelago

Scandinavian

Sumaask

The Sumaah Republic

Slavic

Jarmish

The Principalities of Jarm

Latin

Classical languages of Europe and the Middle-East from antiquity and the middle ages exist in the world of Empire as ancient historical tongues. Most of these languages are incredibly obscure but if you know some Aramaic or Hebrew then you are welcome to use the language in-character provided you are clear what it represents.

The exception is Latin which is relatively common. In Empire Latin represents Old Asavean, a forerunner tongue widely used on the Asavean Archipelago, it was once the common tongue of diplomats throughout the world. The language is ancient, it was known as Old Asavean even before the Empire formed. It was widely used for diplomacy and negotiation and was spoken by the rich and powerful across the world as a result.

At the time of the Empire's formation, it was a common second language for high-status citizens of the nations on the Bay of Catazar, and especially amongst the Dawnish. It was present but rarer in the northern nations. In 6 Y.E. the First Empress ruled that as a matter of Pride in her Empire, her Senate and Synod would speak "Imperial", not Old Asavean, in debate. The decision was not universally popular in the South, but it was grudgingly accepted.

As the last generation of Old Asavean speakers died out in the Empire, the language had a brief resurgence as young Imperial (especially Dawnish and Catazarri Leaguer) citizens associated it with the glory of the great leaders who built their Empire. Since then, it has persisted as a minor but high-status language, (ironically) associated with the glory of the first days of the Empire. Short phrases are often seen on banners, and as with any language, it has left remnants in the Imperial tongue.

Other British Languages

Languages of the Brythonic and Goidelic language group such as Welsh or Gaelic represent Iaith, a tongue widely used on the continent centuries before the Empire was created. This language had many sub-dialects and was already dying out before the destruction of Terunael. A few communities sought to preserve their language and there are communities in the Empire even today where these old languages are spoken.

If you speak or read any of these language then you are welcome to use this in-character as the ancient cultural language Iaith, it represents a dialect of this ancient tongue that your character or your community has preserved.

British Sign Language

British Sign Language represents the Imperial language of Hand-Sign. First developed in Holberg University in the 210s, Holberg Hand-Sign was developed by a deaf doctor by the name of Albrecht Gandino van Holberg. Gandino, who was deaf from birth, developed a basic sign-system with his family and Guild, and used it to studied medicine under his Guild-head. In 211 Holberg University financed him to develop the language more fully, and so he began work on a system of finger-spelling and hand signals that closely mapped on to Imperial - albeit with its own syntax and grammar.

In 234, a prosperous League doctor by the name of Elena Lucianova von Temeschwar took Gandino's work and developed it further, making use of space and involving movement of the hands, body, face and head. In 238, she produced a manuscript about "Master Babington", a deaf man proficient in the use of a manual alphabet, "contrived on the joints of his fingers", whose wife could converse with him easily, even in the dark through the use of tactile signing. Her system soon spread across the League, despite Lucianova's personal correspondence with rivals in other cities who she denounced for plagiarizing her original work, claiming they had sent spies to her classes to learn her system.

Over the next 80 years the system spread widely amongst the deaf, as well as some members of hearing communities: Freeborn corsairs have been known to use a dialect known as "Freesign" to communicate on deck, and Navarri scouts have used a variation known as "Night-speak" to talk silently amongst themselves. Disturbingly, members of the Sarvosian underworld have been rumoured to use Imperial Sign Language as a form of thieves' cant, to communicate silently under the noses of honest citizens.

Imperial Sign Language, as it has become known, has many regional dialects. Signs used by the Navarr, for example, may not be used (or even readily understood) by those in Sarvos, and vice versa. Some signs are even more local, occurring only in certain towns or cities (such as the various systems of number-signs).

The most common ISL dialect is represented in the Empire game by British Sign Language; less-common dialects are represented by Makaton and International Sign Language. Sign-Supported-Imperial also exists; this is represented by Sign-Supported-English. Other sign languages may be used freely, and may represent foreign sign languages or unusual local dialects of Imperial Sign Language.

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Pronunciation guide

By popular demand, here's a list of some of the words in the Empire setting and how we usually say them.

These are simply guidelines, and you won't be bludgeoned over the head if you say things differently. There are no hard and fast rules -- as many people have pointed out, pronunciation could vary depending on nation, accent and culture.

If there are other Empire words you're not sure of, please let us know and we'll add them to this list.

Word

Pronunciation

Notes

Alderei

OLDER-eye

Infamous Varushkan rebel

Anduz

an-DOOZ

Brass Coast settlement

Anozel

an-o-ZELL

Brass Coast settlement

Arete

Ah-REH-teh

Urizen concept

Arnet

ARNAY

Dawnish settlement

Astolat

ASS-toe-latt

Dawn territory

Atalaq

AT-al-ack

Wintermark settlement

Atalaya

ah-tah-LIE-yah

Brass Coast settlement

Atkonartoq

AT-konn-ar-tock

Wintermark lake

Auvanne

oh-VAN

Dawnish settlement

Bastion

BASS-tee-onn

Highguard city and territory

Boyar

BOY-arr

Leader of a vale in Varushka

Bregasland

BREG-az-land

Marches territory

Briante

bree-AN-teh

Brass Coast settlement

Briar

BRY-arr

Lineage

Brocéliande

brock-KELL-ee-ond

Navarri territory

Calvos

KALL-voss

Brass Coast settlement

Cambion

CAM-bee-on

Lineage

Caricomare

ka-ricko-MAH-ray

League place of interest

Casinea

cass-SIN-ee-ah

Highguard territory

Cazar

ka-ZARR

Brass Coast settlement

Cerevado

che-reh-VA-doe

Brass Coast settlement

Cevia

CHE-vee-ah

Tassato settlement

Culwich

CULL-itch

Dawnish settlement

Dhomiro

dome-EAR-roe

Brass Coast leader

Draughir

DRAW-gheer

Lineage

Eleri’s Stead

ell-AIRY

Navarr settlement

Elos

ELL-oss

Urizen settlement

Egregore

EGG-regg-orr

Magical embodiment of a nation

Erigo

ehr-IH-goe

Brass Coast tribe

Feni

FAY-nee

Pre-Imperial tribe who still harass the western Imperial lands

Feroz

FERR-ozz

Brass Coast territory

Fort Mezudan

MEZZ-oo-dan

Urizen settlement

Gildenheim

GILL-den-hime

Imperial Orc settlement

Guerra

GWERR-ah

Brass Coast tribe

Gulhule

gull-HOOLY

Imperial Orc settlement

Gulnar’s Deeps

GOOL-narr's Deeps

Wintermark settlement

Hahnmark

HANN-mark

Wintermark territory

Hakima

hack-EE-ma

Brass Coast role

Hedra

HEE-dra

Highguard settlement

Hercynia

herr-KIN-ee-ah

Navarri territory

High Chalcis

CHALL-siss

Highguard settlement

Ikka

ICK-ah

Wintermark glacier

Isember

ISS-ember

Varushkan settlement

Ishal

ISS-hal

Wintermark settlement

Isle of the Osseini

o-SANEY

Brass Coast settlement

Joharra

yo-HARRA

Brass Coast settlement

Jotun

YUH-toon

Barbarian culture

Kalpaheim

KALPA-hime

Wintermark settlement

Kahraman

KARR-ah-mann

Brass Coast territory

Kallavesa

kalla-VEH-sah

Wintermark territory

Kallavesi

kalla-VEH-see

Wintermark subculture

Kohan

KOE-han

Brass Coast role

Kolvy

KOLL-vee

Varushkan settlement

Korotny

ko-ROT-nee

Varushkan settlement

Kosti

KOSS-tee

Varushkan settlement

Kronehal

KRONUH-hal

Wintermark settlement

Krysse

CRISS-uh

Imperial Orc settlement

Lacre

LACK-ruh

Dawnish settlement

Liao

LEE-ow (ow as in "ow, that hurt")

Religious drug

Liathaven

LEE-ath-ah-venn

Navarri territory

Liaven’s Dance

LEE-ah-venn

Navarr settlement

Madruga

mad-ROO-gah

Brass Coast territory

Masi

MASSY

Wintermark settlement

Miaren

MEE-arr-enn

Navarri territory

Miekarova

MEE-karr-OVE-ah

Varushkan territory

Mitwold

MITT-wolled

Marches territory

Mormyk

MORR-mick

Varushkan settlement

Mournwold

MORN-wolled

Marches territory

Naga

NAH-gah

Lineage

Navarr

nah-VARR

Nation

Nutjuitoq

nut-JOOWY-tock

Wintermark lake

Olodny

oll-OD-nee

Varushkan settlement

Oloy

OLL-oy

Varushkan settlement

Oran

o-RANN

Brass Coast settlement

Pakaanen

pa-KHAN-en

Legendary Wintermark mage

The Pits of Brychel

brih-CHEL (ch as in loch)

Dawn place of interest

Quzar

koo-ZARR

Brass Coast settlement

Reikos

RYE-koss

Highguard territory

Riqueza

rick-AY-za

Brass Coast tribe

Rojota

ro-YOE-tah

Brass Coast settlement

Rucastle

ROO-castle

Dawnish settlement

Rundhal

ROOND-hal

Wintermark settlement

Runegrott

ROONUH-grot

Wintermark place of interest

Sarcombe

SARR-kum

Marcher settlement

Sadogua

Sadogua is said by some to believe that the more pronunciations of his name there are, the more potential rhymes there are for constructing hymns to his glory, or poems to amuse him. However, both "Sa-dog-uwa" and "sad-dog-wah" have been commonly noted.

Eternal

Sarvos

SAHRR-voss

League city

Schlacta

SHLAK-ta

Professional warriors of Varushka

Segura

seg-GOO-rah

Brass Coast territory

Sermersuaq

SERR-merr-SOO-ack

Wintermark territory

The Sign of Tamar

TAY-mar

Highguard place of interest

Siroc

SIRR-ock

Brass Coast city

Steinr

STY-ner

Wintermark subculture

Skarsind

SCAR-sinned

Imperial Orc territory

Solvi

SOLL-vee

Imperial Orc settlement

Sovevann

so-VEH-van

Wintermark lake

Suaq

SOO-ack

Wintermark subculture

Semmerholm

SEMMER-home

Dawn territory

Sutannir

SOO-tan-neer

Brass Coast role

Sybela

sih-BELLA

Highguard settlement

Sydanjaa

SID-an-yah

Ice storm

Syrene

SIGH-reen

Highguard settlement

Stzena

stuh-ZZEHN-ah

Varushkan role

Tabulos

TAB-you-loss

Urizen settlement

Tagliona

tag-LEE-OWE-nah

Tassato settlement

Taniki

tan-EEKY

Wintermark lagoon

Tassato Mestra

tass-AH-toh MESS-tra

League city

Tassato Regario

tass-AH-toh reh-GARR-ee-oh

League city

Temeschwar

TEH-meh-shwarr

League city

Therunin

therr-OON-inn

Navarri territory

Treji

treh-JEE

Navarr settlement

Triosk

TREE-ossk

Varushkan settlement

Trivento

trih-VEN-toe

League settlement

Turelva

too-RELL-vah

Wintermark settlement

Ulmo

OOL-moh

Wintermark King

Upwold

UP-wolled

Marches territory

Urizen

OOH-rih-zen

Nation

Valashal

VALASS-hal

Wintermark settlement

Vallorn

VALL-lawn

Dangerous woodland ecosystem

Varushka

vah-ROOSH-kah

Nation

Visten

VISS-ten

Urizen settlement

Vorota

vo-ROT-tah

Varushkan settlement

Westerhal

WESS-ter-hal

Wintermark settlement

Vate

VAYT

Navarri role

Volodny

voll-LODD-nee

Varushkan role

Weirwater

WEER-water

Dawn territory

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Setting FAQ

Contents

- 1 Introduction

- 2 Geography

- 2.1 How big is the Empire?

- 2.2 When are the seasons?

- 3 Flora and Fauna

- 3.1 Do mythical and real world beasts exist in Empire?

- 3.2 What beasts of burden exist?

- 3.3 What are the coins and what are they worth?

- 4 Magic

- 4.1 What is Hearth Magic?

- 4.2 What is known about the Stars?

- 5 Backgrounds

- 5.1 What are backgrounds all about?

- 5.2 Who do I talk to about my background?

- 5.3 Can I email a longer background?

- 5.4 Can we use settlement X for our background?

- 5.5 How much can I make up in my background?

- 5.6 What accents can/should we use?

- 5.7 Can I invent a Paragon or Exemplar?

- 5.8 Can I play a priest of a False Virtue?

Introduction

The following is a list of frequently asked questions that players have sent us. If you have any queries about Empire then it is worth checking the FAQs first, to see if the answer to your question is here. Otherwise email us at empire.rules@profounddecisions.co.uk with any questions about the rules or empire@profounddecisions.co.uk with any other questions about the game. We'll answer as quickly as we can and we'll add your question to our FAQ if we think it is likely to be of interest to other players.

This section of the FAQ contains questions about the Setting. For questions about other parts of the game, please see the more general FAQ.

Geography

How big is the Empire?

Very roughly, the Empire is 900 miles by 900 miles.

When are the seasons?

Each event takes place on an equinox or solstice. The first event of each year takes place on the Winter Solstice - in-character that is the 21st December. Winter runs from December to February - so there is around a month of winter before the event and around two months of winter after the event. Obviously some years winter "comes early" just as is does in the real world depending on the weather. As a result accounts running up to the Winter Solstice will be written from the perspective that winter is starting, other times from the perspective that winter is well underway.

Seasonal rituals - such as Gathering the Harvest are linked to the seasons through the events. Magic does not move the seasons, but the Gathering the Harvest ritual does allow the farmer to "gather crops faster", so their crop can be assumed to come in a little early. In practice when the harvest happens will vary from farm to farm depending on the crops they have, the weather they have and other considerations. It happens around the time of the Autumn Equinox event - some before - some after. We abstract away exactly when - we don't care - that's down to individual roleplaying.

Flora and Fauna

Do mythical and real world beasts exist in Empire?

Most indigenous European fauna like boars or stags exist in Empire, but obviously they are unlikely to turn up at events. The notable exception are horses, which did exist but were wiped out centuries ago. Fantastic beasts like trolls and dragons also exist in Empire - some of them as myths, some of them as creatures that you can meet.

Mundane details of the setting are broadly European in character, so non-European flora and fauna such as lions are not found in the Empire but are known of in foreign lands.

There are sections on the bestiary that list well-known or significant Mundane beasts, and that discuss the nature of various Legendary beasts in the Empire setting,

What beasts of burden exist?

Horses are extinct in Empire and oxen are used as beasts of burden instead.

What are the coins and what are they worth?

Imperial coinage is made up of rings, crowns and thrones. There are eight crowns to a throne and twenty rings to a crown.

It is effectively meaningless to talk about what coins are worth, since Empire will use a free market economy system in which players set the prices of items rather than the organisers. As a result we have no idea what things will be worth and prices will change from event to event. The starting income of a normal character is 18 rings; every normal character will receive that amount of money every event.

Magic

What is Hearth Magic?

The simplest possible definition of Hearth magic is magic that works in the world, albeit unreliably, without any skill. Hearth magic is useful in rituals, where it can sometimes be combined with "true" magic to make the effects slightly more potent. But Hearth Magic is a real potent force, it's a superstition in the same way that people in the real world believe that a piece of lodestone suspended in water will turn to point north.

What is known about the Stars?

The art of Astronomancy is the study of the magical influence of the constellations. Beyond this, little is known about the "mundane" aspects of the stars. They are bright shining bodies in the night sky - when you look at them through a telescope they still just look like points of light. The constellations are known to move around very slightly - and some Urizen stargazers take thousands of painstaking measurements of these tiny motions to try and track them. However no stargazer has discovered any pattern to their trajectories.

There have been numerous efforts made to correlate the movements of the constellations with the major changes in the Empire, providing plenty of evidence to support their known properties, but nobody is sure whether the stars cause the changes or the stars are moved by the same forces that cause the changes.

The clear exception to the constellations is the Wanderer, which gets its name from its habit of moving across the heavens. Such motions are undoubtedly important; when the Wanderer moves closer to the Oak that is clearly very significant, for example - and very different to when it moves closer to the Stallion.

Most educated folk understand that the Empire is a geocentric world. The moon and the sun very clearly rise in the sky, go round the planet and then set again. They are indisputably in orbit around the world. Nobody really knows why - and they don't appear to have much magical influence, so aren't that interesting.

Backgrounds

What are backgrounds all about?

There is some detailed guidance on creating character backgrounds here.

Who do I talk to about my background?

You can submit your background when you create your character using the online character generation system. If you have any questions or want to discuss your Empire backgrounds, personal and group, please email empire.backgrounds@profounddecisions.co.uk, where a team of friendly and helpful people are waiting to assist.

Can I email a longer background?

The character creation system allows you to submit a background which is up to 2000 characters (including spaces) long. We don't accept backgrounds longer than this because the workload involved in reading thousands of characters backgrounds is immense. The longer every player's background is, the less time members of plot team have to read any of them - and the less time they have for writing plot for the events. For this reason we refuse to accept any email for a background which is longer than 2000 characters.

Please appreciate that you are encouraged to submit a background as a series of bullet points. You are welcome to write your own epic version of the background for your own enjoyment and characterisation, but a bullet point summary is all our plot team will accept as a submission.

Can we use settlement X for our background?

It is usually fine, even preferable, to use an existing settlement in your background. It is often a good idea to check with us first, especially if you want your group to have control of that area or be particularly prominent. We will check to ensure that this request doesn't cause undue continuity errors.

How much can I make up in my background?

The map provides cities, towns and interesting places as a starting point. In coming up with new places for your background, the rule of thumb, really, is 'would it be widely known about'? If it would, it's best to avoid it. The existing map strives to provide a dense enough network of important places for you to refer to already, without the need to crowd our maps with more.

We're happy for participants to come up with hamlets, small settlements or steadings, points of interest such as hidden waterfalls or caves, sheltered valleys and the like. It is larger features, like towns and cities that are unlikely to fit in.

What accents can/should we use?

We are not specifying accents for individual nations, because many players find accents difficult to manage and we wish to avoid any assumption that people need to use a specific accent. It is also important to appreciate that while a nation like the Brass Coast is inspired by the costumes of South America and Moorish Spain it isn't meant to be Moorish Spain - you can use a Spanish accent to help develop your character but you don't need to.

It is worth appreciating that caricatures of accents have been used to ridicule ethnic groups for decades. It is appropriate therefore to avoid the kind of misanthropic mangled accents of bad cliches of ethnic groups from the Orient and Arabian Peninsula, because they will offend some players. However LRP is fundamentally about the appropriation of cultural motifs to create context and setting, in the same way that these motifs are used in literature, theatre and film. So it is absolutely fine to make your best attempt at a credible Spanish accent for your Freeborn character or Russian for a Varushkan character if you wish to do so.

Can I invent a Paragon or Exemplar?

The current paragons and exemplars outlined are not intended to be an exhaustive list but illustrative and to be expanded on. You can create an exemplar for your background but you should avoid creating paragons as these are few in number. As with any part of the setting, this will need to be checked to ensure its consistent with the setting game (i.e. an Inspector Clouseau like character will not be accepted as an exemplar of Wisdom).

It is worth reading about the signs of the paragon and exemplar.

Can I play a priest of a False Virtue?

It is possible to be a priest of a False Virtue and it is possible for such a priest to dedicate others to their False Virtue - but you cannot start out that way, you have to try to achieve it in play. Of course you can start out as a person who believes in the False Virtue and is seeking to become dedicated and to spread it.

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Characters

Contents

- 1 Character Creation FAQ

- 2 Advancement

- 3 One Character at a Time

- 4 Character Death

- 5 Creating Characters at Events

- 6 Further Reading

Character Creation FAQ

- You must choose one of the nine Imperial nations or the Imperial Orcs

- Human characters may choose one of the six known lineages

- You have 8 points to spend on skills for your character

- You must choose one personal resource for your character

- You should submit a background for your character

The character you create for Empire must be an Imperial citizen. This means you must choose one of the nine Imperial nations that your character is from or else play an Imperial Orc. Your choice represents the nation that your character is formally identified by the civil service as being part of. Your character may have travelled across the Empire and it is even possible to have been a foreigner who has taken citizenship in the Empire, but whatever your background you must begin play as an Imperial citizen who is a member of one of the nine nations or is an Imperial Orc.

If you are playing a human character then you may choose to possess one of the six lineages. Imperial Orcs do not possess lineage so you cannot choose a lineage if you are playing an orc.

You have eight character points to spend on skills for your character. Your choice of nation and lineage does not affect the cost or availability of the skills. If you are playing an Imperial Orc, then the skill costs are unchanged, but you cannot purchase religious skills for your character. Your skills represent your character's unique heroic abilities, the things that separate them from the common people of the Empire.

In addition to your skills, you pick one personal resource. Your resource will provide your character with wealth or influence at every event you attend.

It is a good idea to create a background for your character so that you have an idea of who your character is and what they want to do in the game. If you submit the background when you make the character on the system then our plot team will be able to check the details to ensure they fit with the setting.

Advancement

- Players gain one experience point if they attend one or two events in a year

- Players gain two experience points if they attend three or four events in a year

- Unspent points may be spent on a new character

- Points may be spent at an event

Players that attend one or two events in a year gain a single point to spend on new skills for their character after their first event. Players who attend three or more events in a year get a second point to spend on new skills after their third event.

Players can save experience points accumulated to buy expensive skills. If a character dies, then the player keeps any unspent points that were gained in play and may spend them on their new character.

Players can spend points on their character on the run up to an event using the website. Players can also spend points by training with another character at an event. The character should find a suitable mentor and then roleplay accordingly. After completing the roleplaying the player can come down to GOD from Saturday onwards at any event and register the points spent on their character’s new skills.

The exception to learning a new skill is that sometimes a skill is not general knowledge. The most common reason for this is that a ritual has been formulated, but not made part of Imperial lore. In this case, the only way to learn that ritual is to study the appropriate ritual text - a special item that contains the details of how the ritual is performed.

One Character at a Time

- Each player is allowed to play one character

- You must retire your current character if you wish to play a new character

- If you wish to take a break then you may volunteer to play a plot role

Players are only allowed to play a single character at any one time during the campaign. If you wish to begin playing a new character, then you must retire your current character. That character cannot be played again at a Profound Decisions event. If your character held an Imperial title, they are assumed to have resigned from the position when they retire.

If you wish to take a break from your current character then you may volunteer to play a role designated by the plot team. Come to GOD and speak to the administration team and they will arrange for you to receive a new character role that you can play for a period of time.

Character Death

- Go to GOD to register your character death

- Hand in any resources that were left with your character's body after they died

If you character has died then you must go to GOD to register your character death. Any materials, coins or similar that were on your character's person at the point where you stopped phys-repping the body must be taken with you and handed in.

Creating Characters at Events

- Please ask if you want help with ideas or costume for your new character

If you need to create a new character at an event then you can do so at any time by going to GOD. It can be difficult to source costume and create a concept at an event so if you would like any help with rules, ideas, costume, or make-up then please ask. Members of crew are available to help you create an interesting character that you can play straight away.

Further Reading

- Characters

- Playing the Game

- Referees & GOD

- Safety

- Conduct

- Downtime

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Playing the game

Contents

- 1 Time-in and the IC area

- 2 Behaviour while In-character

- 3 Behaviour while OOC

- 4 Stealing Items in Anvil

- 5 Looting Items on Battlefields

- 6 Disguises

- 7 Walls

- 8 Forgery

- 9 Cheating

- 10 Further Reading

Time-in and the IC area

- Time-in begins at 10 am and ends at 1 am each day

- You are always in-character (IC) in the IC area during time-in

- The Imperial Senate chamber is time in throughout the game

- You must not roleplay your character outside the IC area

Normal roleplaying begins at time-in, which is 6 pm on Friday and 10 am every morning thereafter. Normal roleplaying ends at time-out, which is 1 am each morning and at 3 pm on the last day of the event. The IC area is the section of the campsite reserved for the game where all roleplaying must take place. Each event guide will clearly delineate the boundary of the IC area.

The exception to this rule is the Senate Chamber. The meeting place of the Imperial Senate is the political hub of the Empire and the building remains time-in from the start of the event until time-out at the end of the event. Players who choose to remain in the Senate building after time-out each night do so because they wish to continue roleplaying. Please avoid this area after time-out if you are no longer IC.

Everyone who is in the IC area during time-in is considered to be IC. You should avoid the IC area during this time unless you are playing your character. If you are in the IC area and you wish to stop roleplaying then out of courtesy to other players you must leave the IC area first unless there is a genuine emergency.

You may continue to roleplay with other characters anywhere in the IC area after time-out so long as you do not take any confrontational actions. You can talk and trade but you must not attack another character, steal from them, or use any ability.

For example, you are in a casino so you may continue to roleplay after time-out but you may not steal items or money from other patrons and you may not attack anyone.

You must not roleplay once you leave the IC site boundaries.

Behaviour while In-character

- Avoid inappropriate references while at events

The themes that exist within Empire include mind-influencing magic, drugs and addiction, human sacrifice, racism and prejudice, prostitution, violence, robbery, torture and murder. They do not include non-consensual sex or sex with minors. It is not possible to know what real life experiences other players have suffered, so you must avoid IC references to either of these two subjects in play to ensure that you do not upset any of your fellow players.

The wiki lays out forms of racism and prejudice that are specific to the Empire setting - for example a briar will face prejudice in many parts of the Empire. We regard the choices that players have chosen to make for their character as acceptable subjects for discrimination in the game - please do not conflate these with real world discrimination issues such as sexuality, gender, and religion. See the rules for equality and diversity on our main website for more information.

Behaviour while OOC

- You must not use any secret IC information which was gained while OOC

You should do everything reasonably possible to ignore any secret information that your character has not gained IC. You should only act on the things your character could legitimately know.

It is usually inappropriate to tell another player something that their character might desperately want to know. If your character has been murdered, for instance, you should avoid telling your friends who murdered your character, for they are likely to want to take revenge. If another player actively tells you something that you did not want to know while OOC and you believe that doing this has affected your ability to discern the information IC then speak to the head referee. The head referee will assess the situation and may give you permission to act on the knowledge your character has if they believe it is appropriate.

Stealing Items in Anvil

- You may steal any obviously IC item such as money, a map, IC scroll or document

- You cannot break open a strong box or smash a chain

- You must return IC phys-reps to GOD within thirty minutes

- You can only steal items during time-in

- You cannot enter a tent that has been sealed

- Do not go through people's obviously OOC belongings

- Do not mix IC items with OOC belongings

If you steal IC money or resources from another character then you should keep it, but if you steal any other item then it is important to make sure that the player gets their phys-rep back.

We recommend that you bring stolen item phys-reps to GOD rather than returning them directly so that the victim does not know who has stolen their item OOC. You must ensure that the owner has the opportunity to regain their phys-rep within thirty minutes of stealing it, either by returning it to the player or by handing it in at GOD. Prompt return of stolen items will ensure that you are not embarrassed by a referee coming to find you and the stolen item.

You can only steal items from the IC area and during time-in. If you are stealing IC items, then you must make sure that you avoid going through any bags or boxes that contain obviously OOC belongings. If you are keeping OOC items in an IC area, then you must make sure you do not mix IC items in with them.

You may not enter a tent that has been sealed unless it is your own tent or there are clearly people inside the tent roleplaying. You can only take items from a tent that has an obvious entrance that has been left open to allow characters to pass in and out. You must get a ref to assist you if you wish to enter a sealed tent that has players inside who are roleplaying.

If a tent includes a wooden or metal box or a metal chain then you must assume that they are made using the strongest possible materials and strengthened magically, to the point where they are virtually indestructible. It is possible to destroy the item - but only by spending hours smashing it to pieces - making tremendous noise and utterly destroying the contents in the process if it is a box. This means that any solid box which is locked can not be smashed opened in game - you need the key or a mundane way to pick the lock. If the box is chained to the tent then it cannot be removed.

Looting Items on Battlefields

- You can replace a shattered weapon or shield if you can loot an equivalent item on the battlefield

- If you are stealing a magic item from the battlefield, the victim may ask you to take the ribbon, not the phys-rep

- Any stolen phys-reps must be returned to GOD before you resuming playing your character in Anvil after the fight

If your character is looting a weapon or shield from the battlefield so that you can replace a shattered item then you must loot an item that is equivalent to the phys-rep you are going to use. If your character has a large round shield - you must loot another large shield (not a buckler). If your character has a spear - you could replace a shattered spear by looting a similar size pole-arm - not a sword or axe.

If you are looting an item in this way - you must check with player whose character you are robbing. An item can only be looted once (so if another player has looted it already, you cannot do so) and there is no point to looting a shattered weapon. If the player tells you that the item has been shattered or looted already - then you cannot loot it.

If you are stealing a ribboned item because you want to take an item of value and keep it, then you should check with the owner. They may ask you to take the phys-rep with the ribbon attached, or they may remove the ribbon and give it to you. A player may do this because they do not want to risk losing an expensive phys-rep, but all our monsters will be instructed to hand over ribbons rather than phys-reps as we are unable to replace stolen phys-reps if we need to respawn the orc. If you take a ribbon you should put the ribbon on a suitable phys-rep of your own as soon as possible after the battle is over.

If you do need to take a phys-rep on the battlefield, either a magical item or a banner or equivalent, then you must return it to GOD after the battle is over. All phys-reps, including barbarian banners must be returned in this way.

Disguises

- If you wear a disguise it is only as good as the phys-rep you use

- You must answer truthfully if you are OOC challenged about your disguise

- You must not disguise yourself as a member of a different lineage or species

- Pretending to be dead on the battlefield follows the normal rules for disguise

It is perfectly acceptable for you to wear a disguise whilst in character (IC). Your ability to change your character’s appearance is only ever as effective as the phys-rep that you use; so if someone recognises you then they may choose to recognise your character, regardless of the method used to change your appearance.

If you believe you recognise a character that you have met previously who appears to be in disguise then you may check out of character (OOC) by asking the player. You can ask if they are playing a character by name or by reference to a meeting you have had but you cannot simply ask if they are in disguise. You may ask a referee to check a character’s identity to avoid asking them directly. If another player asks you if you are playing a specific character in disguise then you must answer truthfully.

For example, you are playing a Freeborn merrow called Iago but you have disguised yourself as one of the merrow of the Kallavesi. If anyone asks OOC if you are playing Iago or ‘your merrow’ or ‘the merrow I met last night’ then you must answer truthfully.

It is much easier for a player to obtain prosthetics for a lineage or species phys-rep than it would be for a character to adopt that disguise. Because of this, you must not disguise yourself as a member of another lineage or species. You may disguise your character, but must actively avoid any make-up or prosthetics that could conceivably be confused with the phys-rep requirements of another lineage or species. This restriction does not apply if you are using magical means to disguise your appearance.

For example, your human character could glue foam horns to their forehead but this would not be sufficient for any sane character to think you were a cambion. Therefore, you must avoid putting horns on your forehead as part of a normal disguise.

If you are pretending to be dead on the battlefield - then you follow the normal rules for disguise. If another player asks OOC you if you are dead or dying - then you must answer the OOC question truthfully.

Walls

- Perimeter fences round camps are strongly discouraged in Empire

- Any fence that exists is as effective as the phys-rep; your character can cross it by any means available

- Walls and barriers on battlefields follow different rules - you must not climb over them or break through them

The camp at Anvil is the single safest place in the Empire, and as such there is no credible threat of any kind that a perimeter fence or wall round a camp would serve to protect against. This set-up is part of the game design, intended to make Anvil as open as possible to encourage interaction and roleplay between everyone present and to discourage players from spending their time guarding gates.

If you do encounter a physical barrier at the event, then it is only as effective as the actual phys-rep for the barrier. If you want to climb over or push through it and you are able to do so then you are fine to do so under the rules of the game. Other characters are likely to take in-character exception to you coming into their camp in a way they have tried to prohibit, but all actions must betreated as fully in-character by all participants.

Players are not allowed to make any out-of-character complaints at any player who attempts to force their way over or through a barrier. Because of this it is not permissible to deliberately build a barrier using anything that is fragile or vulnerable such that it would become an out-of-character issue if it is damaged.

Walls and barriers on battlefields exist to make battles more challenging and enjoyable for all participants. They are there to create tactical problems for players to solve using their character skills, not to see which players are physically capable of getting over them. Crucially, it is not possible for any individual to safely climb over or break through a wall in the heat of a battle. For these safety and design reasons, the walls follow different rules and you must not attempt to climb over them or break through them.

Forgery

- You can forge letters and other purely in-character documents

- You cannot forge game items in Empire

- You cannot forge bourse notes

In-character forgery is not a theme of Empire. The divinations of day and night magic ought to make it trivial for the authorities to identify characters who were forging coins or similar items, but in practice this isn't possible for OOC reasons. You may forge IC documents written by NPCs or PCs if you wish to do so - but you cannot forge coins, herbs, potions, mana crystals, materials, liao, or any other similar game items. In particular, you cannot forge bourse notes or arcane projections.

Cheating

- You should report anyone you suspect is cheating to a referee

- Do not make public accusations of cheating

Profound Decisions make all reasonable effort to ensure that players are not cheating at events. Please do not make public accusations of cheating. OOC complaints during time-in ruin the atmosphere of the game and only exacerbate the problems caused by cheating.

If you think that another player is cheating then please report the matter to one of the referees as soon as possible and leave it for Profound Decisions to deal with. If referees find players cheating then they will deal with the issue as appropriate.

It is advisable to get a referee to accompany your character attacks another character. The referee will be able to help ensure that all the game rules are followed fairly by all participants.

Further Reading

- Characters

- Playing the Game

- Referees & GOD

- Safety

- Conduct

- Downtime

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Playing_the_game&oldid=65660"

Referee

Contents

- 1 Referees

- 1.1 Identifying a Ref

- 1.2 When to get a Ref

- 2 GOD

- 2.1 When to go to GOD

- 3 Marshals

- 3.1 Identifying a Marshal

- 4 Further Reading

Referees

- Refs are there to answer questions and ensure rules are being followed correctly

Referees at Empire are there to facilitate and assist with the rules of the game. If you have a question or need a decision about a character skill or action, then you should consult a referee. The referees will be wandering the IC field, but if you cannot find one then you can go to GOD and they will obtain a ref for you.

Identifying a Ref

- Refs wear a gold and black quartered livery coat

- Please avoid using a quartered gold and black livery coat as your costume

Our referees will be wearing basic costume and a gold and black quartered livery coat like the one pictured. On occasions where we need to put a large number of referees in the field at once then some refs may wear a gold and black quartered tabard instead. Anyone who is wearing a livery coat with this design should be treated as a referee. For this reason players are not allowed to wear this design of livery coat.

Referees in Empire are purely OOC. They do not exist in the game in any IC form. They are wearing a distinctive piece of costume so that they can be easily identified without breaking the visual immersion of the field, they should not be treated as characters.

When to get a Ref

- Try to get a ref before getting involved in combat

- The balance of doubt goes to the defender in a dispute if no ref is present

We would encourage you to get a referee to assist with:

- Attacking another character including poisoning or capturing them

- Stealing items or money from other characters

- Treating complex traumatic injuries

- Performing a Ritual

You don't have to get a ref before you attempt one of these actions, but the ref will help to ensure that all the rules are followed. As the defender has no chance to get a ref first (they don't know they are going to be attacked or robbed), if there is a disagreement between players then the balance of the doubt will go to the defender if there is no ref present.

Characters should have no need to attack a child but in the exceptionally rare circumstance where you need to initiate combat with a child then you must consult a referee first and follow their guidance. The referee will ensure that the child's OOC welfare is not compromised by your IC actions.

GOD

- If you have a query then you can go to the Games Operation Desk (GOD)

- You can phone for security at night or in an emergency

- On the rare occasions a member of GOD crew takes the field on an OOC basis they will be wearing Black and Blue coats similar to the ref jackets above. Please do not approach the GOD staff as they are likely to be busy at that time

All Profound Decisions events are administered from the Games Operation Desk (GOD) whose location is marked in each event guide. Members of the GOD crew are there to help you with any administrative or general queries that you may have about the event. If you need a referee then the referees have a desk that is always near GOD. The first-aid team operate from their own tent if you have any first-aid needs. For all other queries, you should enquire at GOD.

When to go to GOD

You will need to go to GOD to resolve any of the following:

- Collect your pack at the start of the event

- Get errors with your pack corrected

- Check to see if an item is in lost property

- Obtain a ref if one is not in sight

- Register your character death or create a new character

- Spend experience points

- Mix herbs to make a potion

- Exchange IC money for other denominations

- Buy a new resource or exchange an existing resource with another character

- Hand in resources at the end of the event that you intend to use in your downtime (it's not a bank) by 17:00 on the last day of the event.

- Raise a complaint

- If you need first aid before 16:00 on the Friday of the event.

Members of the GOD team do not handle complaints, but they will be able to get a member of the event management team or conduct team who will talk to you.

Members of the GOD team may be able to help you with some of the following:

- Find the answer to a rules query

- Process a ritual you have performed by yourself

- Obtain a red hat who can help you with a site issue

There is usually a referee in the GOD tent who can answer rules queries; if there isn't one then GOD can usually raise one on a radio. It is better to get a ritual processed by one of the refs in the field, but if you are having problems then the GOD staff can help you find one or they may be able to process a ritual if no ref is available.

Marshals

- Marshals are there to oversee safety and perform specific game tasks

- Please do not approach a marshal unless it is an emergency

Marshals at Empire are not referees. Although they support the game they are not there to provide direct assistance to the players and they cannot help you with a general query or any game task you wish to attempt. In particular many of our marshals have no ref training or experience and would not be able to help you with a ref query even if they were free.

Marshals have a range of responsibilities, such as overseeing safety, handling special FX, and delivering messages or game rulings to players. A marshal may find you to deliver an item or game ruling but you should not approach a marshal looking for help, unless it is an emergency.

Identifying a Marshal

- Marshals wear a red and black quartered livery coat

- Please avoid using a quartered red and black livery coat as your costume if possible

Our marshals will be wearing basic costume and a red and black quartered livery coat like the one pictured for the referee but with red panels rather than gold. Anyone who is wearing a livery coat with this design should be treated as a marshal. For this reason players are not allowed to wear livery coats with this specific design and colour scheme.

Like referees, the marshals in Empire are purely OOC. They do not exist in the game in any IC form. They are wearing a distinctive piece of costume so that they can be easily identified without breaking the visual immersion of the field, they should not be treated as characters.

Further Reading

- Characters

- Playing the Game

- Referees & GOD

- Safety

- Conduct

- Downtime

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Referee&oldid=65995"

Safety overview

It is important to do everything reasonable to ensure your safety and the safety of others. Although most experienced live rolepayers are familiar with the basic LRP safety concepts, please make sure that you read these rules so that you understand the specific requirements for battles and fight safety at Empire events.

Event safety

The basic rules for safety at events, including how to fight safely, the need for weapon checking and how to indicate and respond to non-combatants.

Bow safety

Bows and crossbows are among the more dangerous weapons in use on a LRP battlefield. You must know and follow these rules if you plan to use a bow.

Weapon checking

Every weapon, shield, implement, bow and arrow must be checked before every PD event you attend. These are the guidelines used by our weapon checking team.

Fire safety

The basic rules covering all fire performances at events, including how to contact us to arrange it and guidelines on appropriate clothing, storage, and location.

Further Reading

- Characters

- Playing the Game

- Referees & GOD

- Safety

- Event safety

- Weapon checking

- Bow safety

- Fire safety

- Conduct

- Downtime

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Safety_overview&oldid=61736"

Downtime

Contents

- 1 Income

- 2 Operating a Resource

- 3 Making Items

- 4 Roleplaying Between Events

- 4.1 Keeping the game live

- 4.2 Forums and IC roleplaying

- 4.3 Communication with NPCs

- 5 Hand-in Baggies

- 6 Further Reading

Income

- Every character receives 18 rings at the start of every event they attend

Characters attending an event automatically receive eighteen rings. This represents the wealth the character has accumulated in the months leading up to the event. It is up to the player to interpret how they have earned this money in a way that is appropriate to the setting and their character.

Character with personal or campaign resources that produce money, receive this in addition to their 18 rings.

Operating a Resource

- Every character can operate a single personal resource after each event they attend

You should choose a personal resource for your character when you create them. Your resource will automatically produce money or materials for your character to use at each event they attend.

Some personal resources, such as a fleet or a military unit always provide you with some very simple options that you can choose from each downtime. To access these options you should log on to the Profound Decisions website and choose your current character from the list of characters shown. If you attended the last event, then your character screen will display a "submit downtime" button that allows you to choose one or more options for your resource.

All resources can be improved, if you hand in the right materials, white granite, weirwood, or mithril. You can also hand in money to pay to make a resource such as a herb garden, mine or forest provide even more materials than usual. These options are all accessed by pressing the "submit downtime" button on your character details screen.

Making Items

- Artisans can make up to three magic items after each event they attend

A character who has purchased the artisan skill has three months each downtime to make items. There is no monetary cost to make items, but the character must have the rare materials needed to make the item. Most enchantments take a month to complete but some weak enchantments require two months to make rather than using any materials. A character can continue to operate their personal resource while crafting items.

Enchanted items last for a single year from the day of creation. This means that they can be used at the following four events before the magic is lost. If an artisan has access to enough ilium then they can use it to make a permanent magic item.

Roleplaying Between Events

Keeping the game live

- We want the important IC discussions and decisions to happen live at the events

Profound Decisions are very keen for the key IC activity of the Empire world to take place at events. We believe your game will be busier and better if everything that can happen in the field, does happen in the field. Trade negotiations, religious debates, military planning, magical discourse and political discussions and appointments are all examples of activities that should happen at events.

While it would be logical to expect some decisions and interactions to take place between Imperial summits, Empire is a live-roleplaying game not a real-time simulation. Every IC communication you have between events is one you cannot have face to face.

Forums and IC roleplaying

- No IC forums for nations or Imperial political bodies

- Emails and group forums are fine

Our core goal is to ensure that important game decisions are taken at events, rather than between events. For this reason we are asking players not to create IC forums for one of the ten nations or for any of the core Imperial political bodies - the Senate, Synod, Bourse, Military Council and the Conclave.

Although it is fine to send IC communications by email or use forums for groups, we would ask that you don't engage in important IC discussions of the kinds listed above unless you are at an event. It is ok to advertise IC services on the Empire Facebook group, provided you don't then get drawn into IC negotiations with other players for those services. Please save this for when everyone is in-character at the event.

Communication with NPCs

- You cannot send winged messengers between events

- We ask our NPCs not to send IC communications between events

You are welcome to send IC communications to egregores and Anvil civil servants between events but all our staff have been asked not to respond until the next event. They may choose to bring such IC communications with them to the next event and act on them there.

Rituals cannot be performed in downtime so you cannot perform Call Winged Messenger unless you are at an event.

Please also appreciate that our crew are all volunteers. While they may choose to respond to questions, Profound Decisions do not expect crew to handle any OOC communications between events. If you need a response, please email Profound Decisions instead.

Hand-in Baggies

- Put anything that you wish to use in downtime in your baggy at the end of the event

- Make sure you complete a hand-in slip listing the materials

If you want to make use of any money, materials or items during downtime then you must hand them in to GOD at the end of the event. Plastic bags are available in GOD for everyone handing in resources. You will find a personalized slip for your character in your pack that you collect from GOD. You should list everything that you are handing in on the slip and put it in the bag when you hand it in.

Any money or resources handed in will be available for use automatically for standard downtime actions such as crafting magical items or upgrading a resource. If you character needs to take an unusual action - such as paying for an Imperial Senate commission then you need to email Profound Decisions to make sure that we are aware that you wish to pay for this. We will remove the money or resources from your inventory as soon as we are aware that you wish to make a payment. If anything is removed from your inventory by us that you did not wish to use in this way then please let us know as quickly as possible.

Further Reading

- Characters

- Playing the Game

- Referees & GOD

- Safety

- Event safety

- Weapon checking

- Bow safety

- Conduct

- Downtime

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Downtime&oldid=58815"

Combat

Contents

- 1 Global Hits

- 2 Fighting without Skills

- 3 The One Second Rule

- 4 Heroic Blows

- 5 Arrows

- 6 Dying

- 7 Terminal

- 8 Traumatic Wounds

- 8.1 Spiritual Wounds

- 9 Moving a dying character

- 10 Searching a character

- 11 Capturing a character

- 12 Further Reading

Global Hits

- You start with two global hits

- Every time you are struck in combat you lose one hit

- On zero hits you cannot act and are dying

- You regain all lost global hits after at least two hours of rest and relaxation

Every character has a number of global hits to represent the injuries they can endure before becoming wounded so badly that they start to die. Most characters start with two global hits, but can gain more by buying the endurance skill or by wearing armour.

For the purposes of global hits it does not matter where you have been struck. You lose one hit every time you are struck in combat. Once you have lost all your hits then you are dying and can take no further action, as described later in this chapter.

You automatically regain all lost global hits after at least two hours of rest, so you always start each day with all your hits. Chirurgy and magic can both be used to restore lost hits.

Fighting without Skills

- You do not need a skill to use a melee weapon between 8" and 42” (106 cm) long

- You do not need a skill to use a shield up to 15” in diameter

- You do not need a skill to wear armour

All weapons must be at least 8” (20 cm) long, but you do not need a skill to wield a weapon up to 42” long, either to attack or to parry. You do not need a skill to wear armour or to use a small shield up to 15" in diameter to block attacks.

You must purchase the Weapon Master skill to use a larger weapon. You must purchase the shield skill to use a larger shield. You must purchase the Thrown skill to use thrown weapons or the Marksman skill to use a bow.

The One Second Rule

- You can only lose one global hit per second from multiple attacks from one enemy

A flurry of swift blows is not as dangerous as a full swing. To represent this, if a single character hits you more once in a single second then you lose one global hit to that flurry of blows. This rule is not meant to be measured with a stopwatch, it exists to give you a rule of thumb to decide how much damage to take from a swift flurry of blows.

Attackers should avoid rapid flurries of blows (often call 'drum rolling') that could confuse the opponent about how many blows they have taken.

This rule applies to all attacks from a single target including magical attacks and regardless of how many weapons they have - ambidexterity does not allow you to cause more than one hit every second. Attacks from multiple opponents do damage normally.

Heroic Blows

- You can buy skills to inflict one of three heroic blows

- You must purchase hero points to power heroic blows

- Each time a heroic blow is used you expend one hero point

- Hero points recharge overnight

- All heroic calls delivered with a weapon or implement also cause the target to lose one global hit

If you purchase hero points and an appropriate heroic skill then you can inflict one or more heroic blows in combat. These are indicated using the appropriate call which lets the target know what they have been hit with and how to react. Every time you make a heroic blow your character expends one hero point from their daily allowance. Your character’s hero points replenish overnight.

If the target does not visibly respond to your heroic call then your blow has not affected them and the hero point is not spent. You only expend a hero point if the target is affected by the call.

Arrows

- All arrows and bolts do Impale automatically

There is no call shouted when using a bow or crossbow, but if you are hit by an arrow or a bolt then you are affected by the Impale call.

Dying

- When you reach zero global hits you fall over and start dying

- You stop dying if you regain a global hit for any reason

- You become terminal after three minutes

- You are automatically unresisting while you are dying

- You must roleplay that you are dying

- You must not take any action other than talking or screaming

If you are reduced to zero global hits then you are so badly wounded that you fall over and start dying. You can sense what is happening around you and you can talk or scream but you cannot take any other action. You cannot attack, defend and you cannot use any skill or magical item unless it explicitly says that it can be used while dying. You may not drink a potion yourself, but may be fed a potion by another character. You must roleplay the fact that you are dying of your wounds.

You must fall to the ground at most two steps from where you were last struck. This rule allows you to avoid having to fall over in unsafe or particularly wet areas; it does not allow a tactical retreat from combat. Once you have fallen over you must not move from that spot unless you need to for reasons of OOC safety.

A character who is dying can be executed, killing them immediately. To execute a character you should spend at least five seconds appropriate roleplaying delivering a fatal blow to execute your target and then call EXECUTE.

A character that is dying will become terminal after three minutes. The fortitude skill and some magical items increase the time it takes to bleed to death in this way.

While being treated with the chirurgeon skill, your 'death count' is paused, you are still dying, and subject to all the other rules associated with the state. If the chirurgeon does not complete at least 30 seconds of roleplay to restore you to one hit, then your 'death count' will resume with the same time remaining.

Terminal

- A character who is terminal is dying and cannot be saved

- You must roleplay that you are dying

- You can choose the point in the event for your character to expire

A character becomes terminal after they have been bleeding to death for three minutes or more. A character who is terminal is so badly wounded that they are beyond any magical or medical help. The character is covered by all the rules for dying but they can no longer be saved by any method.

You can choose the point during the event at which your character dies, provided you continue to roleplay the fact that they are mortally wounded. There is a limit to how long your character can survive, your character dies before the start of the next PD Empire event, at the very latest.

Traumatic Wounds

- You may receive a traumatic wound in battle

- Traumatic wounds can only be healed using the physick skill

- You must keep the traumatic wound card and give it to your physick

In battle, your character is at risk of receiving a traumatic wound. Traumatic wounds represent things like broken bones, internal bleeding, punctured lungs and the like. These wounds are particularly difficult to treat and cannot be healed magically, you must receive the aid of another character using the physick skill to treat your wound.

If you receive a traumatic wound you will be given a wound card by a referee or crew member. This card will state the approximate nature of your wound. You must keep hold of the card - if a physick attempts to heal your character then you will need to give them the card so that they know what resources are needed to heal your wound.

A referee or crew member may assign you a traumatic wound card if your character is soundly beaten while fighting. Some large or magical monsters are notable for causing traumatic wounds when they connect solidly with an opponent.

Spiritual Wounds

- You may receive a spiritual wound in battle or from another supernatural cause.

- Spiritual Wounds affect the soul and require the insight ceremony to diagnose.

Spiritual wounds affect the soul of the target and are often associated with noticeable changes to behaviour or personality, in the form of roleplaying effects. These wounds are spiritual in nature and cannot be treated in the same way as physical injuries, such as physick or healing magic.

If you receive a spiritual wound, you will be given a card by a referee or crew member. This card will detail the symptoms you experience. If a priest performs theinsight ceremony on you, they will know what is needed to treat the wound. Some may require exorcism to cleanse.

A referee or crew member may assign you a spiritual wound if your character has an appropriate supernatural experience. Some supernatural entities, such as wraiths, are notable for inflicting both spiritual and physical damage when they strike.

Moving a dying character

- Moving a dying character requires both hands to be free

You may move any unresisting character if you have both hands free. You can move a dead, dying, terminal or paralysed character in this way. You cannot move a character who has been entangled until the spell effect has worn off.

Searching a character

- You must not touch a player unless they are comfortable for you to do so

- You must use appropriate roleplaying searching for at least 30 seconds

- You may perform an actual search only if both of you prefer to do so

You can search an unresisting character to attempt to find any valuable items that they are carrying that are on their person. You can only do this if you have both hands free. To search a character you must use appropriate roleplaying for at least thirty seconds. If you complete the count without interruption then the target must give you every IC item that they are carrying.

If you and the target agree that you both prefer to perform a real search then you may do so. You must not touch the player without a clear indication that they are comfortable for you to do so. You do not have to phys-rep the search if you are not comfortable doing so. The target must give you any items that you find while searching them.

Capturing a character

- You can automatically capture any character who cannot resist your attacks

- You can escape any bonds with five minutes of obvious roleplaying

- Make sure you have a referee present if you are planning to capture another character

If you wish to capture another character while they are at an event, then you must reduce them to zero global hits. If a character is not able to participate in combat because they are non-combat, or need to drop OOC for a first-aid incident or emergency then you require a referee if you wish to capture them. We strongly advise that you get a referee before attempting to capture any character.

You may then roleplay taking steps to secure the character with ropes or similar while another character treats their wounds. You should not phys-rep any method of restraint until you have made certain that the other player is comfortable with it.

If you are not on zero hits then you may automatically escape any bonds after a count of at least 300 seconds regardless of the method used to restrain you. You must use appropriate roleplaying in a way that is obvious to everyone who is watching that you are escaping your bonds. If your attempt to escape is interrupted then you must restart your count. Your character also automatically escapes if they are taken outside the IC site boundary.

If you are held prisoner at time-out at night or at the end of an event then you are assumed to be in the custody of your captors and should resume play as a captive at the next time in. If this is likely to be difficult for any reason then consult a referee. It is not possible to force a captor to hand over any resources they gain in downtime.

Further Reading

- Combat

- Calls

- Weapons & Armour

- Game Items

- Roleplaying Effects

- Event safety

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Combat&oldid=63167"

Calls

Contents

- 1 Calls

- 2 Monstrous Creatures

- 3 Heroic Calls

- 3.1 CLEAVE

- 3.2 IMPALE

- 3.3 STRIKEDOWN FAQ

- 4 Magic Calls

- 4.1 CURSE

- 4.2 ENTANGLE

- 4.3 PARALYSE

- 4.4 REPEL FAQ

- 4.5 SHATTER

- 4.6 VENOM

- 4.7 WEAKNESS

- 5 Mass Calls

- 6 Safety Calls

- 6.1 MAN DOWN

- 6.2 TIME FREEZE

- 7 Further Reading

Calls

- Calls allow characters to deliver magical effects or heroic blows

- All calls require the user to strike the target with a weapon or implement

- To make a call you must use appropriate roleplaying for the kind of call you are making

- All calls also cause the target to lose one global hit

- There are no game abilities that allow a target to resist a call

- Some calls do not affect a target if they hit armour

- If the target has clearly not taken the call then the call has not been used

A participant can shout a call in a fight to indicate that they have used a special ability or magical item that allows them to deliver an especially potent attack. By learning these calls, players know how to react appropriately when attacked by such an ability.

All heroic and magic calls require the user to strike the target with a suitable weapon or implement. The target loses one global hit as exactly as if they had been hit normally. Only mass calls can be used at a target at range and do not cause the loss of a hit.

To make any call you must use appropriate roleplaying for the skill or ability that you are using. A heroic blow might be bold and dramatic and accompanied by a mighty roar, while a magic call might involve an arcane flourish and a quick invocation.

If it is clear that the target has not visibly taken the call then the call has not been used. Characters with heroic skills do not lose a hero point if the target is visibly unaffected, magicians do not lose a mana point if the target has clearly not taken the spell they have cast.

All Empire players need to be familiar with the calls so that they know how to react to them if attacked, even if they don't have any way to deliver the calls themselves.

There is no way to resist an effect in Empire.

Some special calls effect a character even if the blow is blocked by a shield and it is important for a shield user to know which ones these are so they can react appropriately. A character is still repelled, entangled, or knocked off their feet if the blow strikes their shield, although they do not lose any hits.

Monstrous Creatures

- Monstrous creatures are not affected by calls

There is no way to resist an effect in Empire, but calls never affect over-sized monstrous creatures. A monstrous creature that is phys-repped with a bulky all-encompassing full-body costumes is not affected by calls. Player-characters (all PCs) always count as human-sized - no matter what costume they are wearing.

Large or broad-shouldered creatures like ogres - do not count as monstrous creatures and are affected by calls normally. Iconic monsters such as the Thule war beast count as monstrous as do the much smaller ice-giant and some of the larger drakes fielded by the Grendel.

Monstrous creatures cannot be healed using regular methods. It requires time or specific ritual magic to heal a monstrous creature.

Heroic Calls

- Heroic calls usually represent physical blows of great strength or skill

Heroic calls are most commonly used to represent physical blows of great strength or skill. A highly trained warrior may strikedown an enemy with their poleaxe, while a huge ogre might shatter a shield with their club.

CLEAVE

- If the blow strikes your torso, you lose all your hits

- If the blow strikes one of your limbs, it is ruined and you lose the use of that limb until cured

- If the blow strikes your head or neck, you lose one hit

- If the blow strikes your medium or heavy armour phys-rep, you lose one hit FAQ

- If you block or parry the blow, the call has no effect but is not expended

If you are hit with a CLEAVE then you have been hit with a blow that is heavy or precise enough to disable you with a single strike. If you are hit in the torso then you are reduced to zero global hits and are dying.

If you are hit in a limb then you lose the use of that limb. You must roleplay accordingly; you might fight on with the loss of an arm, but you must drop anything that was held in that hand. You may defend yourself from the ground with the loss of a leg, but you cannot kneel, hop or move around.

If you are hit by a CLEAVE in the head or neck or if the blow strikes the actual phys-rep of medium or heavy armour that you are wearing then you only lose one hit as if you had been hit by a normal blow.

The effects of CLEAVE and IMPALE are the same, but medium or heavy armour will protect you from a CLEAVE while only heavy armour will protect you from an IMPALE.

IMPALE

- If the blow strikes your torso, you lose all your hits

- If the blow strikes one of your limbs, it is ruined and you lose the use of that limb until cured

- If the blow strikes your head or neck, you lose one hit

- If the blow strikes your heavy armour phys-rep, you lose one hit FAQ

- All arrows and bolts cause IMPALE without needing to be called

- If you block or parry the blow, the call has no effect but is not expended. You must not attempt to parry an arrow or bolt with a weapon.

If you are hit with an IMPALE then you have been hit with a blow that is heavy or precise enough to disable you with a single strike. All arrows and bolts cause IMPALE without needing to be called.

If you are hit in the torso then you are reduced to zero global hits and are dying.

If you are hit in a limb then you lose the use of that limb. You must roleplay accordingly; you might fight on with the loss of an arm, but you must drop anything that was held in that hand. You may defend yourself from the ground with the loss of a leg, but you cannot kneel, hop or move around.

If you are hit by an IMPALE in the head or neck or if the blow strikes the actual phys-rep of heavy armour that you are wearing then you only lose one hit as if you had been hit by a normal blow.

STRIKEDOWN FAQ

- You are knocked off your feet

- You are struck down even if you parry the blow with a weapon or shield

If you are hit with a STRIKEDOWN then you have either been tripped or hit so hard that you have been knocked from your feet. You must roleplay this appropriately and fall to the ground - your backside or torso must touch the ground before you are able to take any other action or stand up. You cannot dive into a roll and leap back to your feet, nor drop to your knees.

You must fall to the ground at most two steps from where you were last struck. This rule allows you to avoid having to fall over in unsafe or particularly wet areas; it does not allow you to make a tactical retreat from combat nor to take any aggressive actions while moving to fall over.

Magic Calls

- Magic calls usually represent magical effects that debilitate or weaken the target

- You must strike the target with a wand, rod or staff

Magic calls are most commonly used to represent the malign effects of spells, rituals and powerful magical items. A skilled battle mage may cast a spell to repel an enemy, while a wraith might curse a target with the touch of its wicked blade.

To deliver a magic call, you must touch your target with a wand, rod or staff. If your victim parries or dodges the strike, then they are not affected by some spells.

As the effects of the magic calls VENOM and WEAKNESS cannot be seen, you must assume that the target has taken the call.

CURSE

- You are cursed and should see a ref for details when it is appropriate to do so

- The effect lasts until cured

A curse does not immediately affect your character; you are aware that you have been cursed but may continue to fight and act normally. See a referee for more details once you are able to do so without interrupting your roleplaying.

ENTANGLE

- You may not move your feet but you may otherwise move and fight normally

- You are entangled even if you parry the blow with a weapon or shield

- The effect lasts 10 seconds

Entangle makes it impossible for your character to move their feet for ten seconds. You may otherwise move and fight normally.

PARALYSE

- You may talk but may not make any other movement

- If you block or parry the blow, the call has no effect but is not expended

- The effect lasts 10 seconds

You are held in place by magical force. You cannot move at all. You may talk and drink a potion if you are fed one, but you cannot take any other actions. This effect lasts ten seconds.

If you block or parry the strike then you are not paralysed.

MASS PARALYSE will always affect you, holding you in place for ten seconds, regardless of whether you are equipped with a shield.

REPEL FAQ

- You must move away from the caster at a brisk walk or faster

- You are repelled even if you parry the blow with a weapon or shield

- The effect lasts 10 seconds or until you have retreated for 20’

Repel represents a magical force that drives you away from the caster. You must move away from them at a brisk walk or faster. The effect lasts for ten seconds or until you have retreated more than for 20' (6m).

If you cannot move away from the caster due to the presence of an obstacle, you must move as far as you can and then be pressed against the obstacle for the remainder of the ten second duration. While pressed against the obstacle you may talk but may take no other actions including blocking with a shield or parrying a blow.

SHATTER

- Any weapon, implement or shield struck is broken and useless

- Shattered items can be repaired with the mend spell

A SHATTER represents a magical force (or mighty blow) that is powerful enough to break weapons and shatter shields. Any weapon, implement or shield struck by a SHATTER call is broken and useless. If you are using a shield that is difficult to discard, then any further blow that strikes the shattered shield counts as if it had struck you on your arm.

VENOM

- Your bleed time drops to thirty seconds

- If you block or parry the blow, the call has no effect but is not expended

- The effect lasts until cured

- When using the VENOM call, you must assume that the target has taken the effect

A character will normally bleed to death in three minutes if they are reduced to zero hits. A character who is affected by venom will instead bleed to death in thirty seconds if they are reduced to zero hits.

The fortitude skill lists how long it takes for a character with the skill to bleed to death when affected by venom.

The victim remains affected by venom until they are cured by the purify spell or a similar potion or magic.

WEAKNESS

- You may not use any heroic skills, utilise any enchantments, use any mana or activate any magic items

- If you block or parry the blow, the call has no effect but is not expended

- The effect lasts until cured

- When using the WEAKNESS call, you must assume that the target has taken the effect

Weakness prevents the victim from using any heroic skills heroic skills, enchantments, or mana. Magical items that are "always on" work normally, but you cannot use any magic item that must be activated while under the effect. You may otherwise move and fight normally.

The victim remains affected by weakness until they are cured by the purify spell or a similar potion or magic.

Mass Calls

- MASS is an area effect call that expands the effect of another call to everyone within a 20' cone in front of the caster

Mass calls represent the most potent effects in the game and they are the only calls that can be used at range. It is commonly caused by rituals, though there are powerful unnatural creatures in the world that can cause MASS effects.

MASS is always used with another call immediately. In indicates that the mass call affects everyone in a ninety-degree arc in front of the area up to 20' (6m) away from the caster.

For example, Mass Repel causes everyone within the area of effect to be affected by the Repel call.

Safety Calls

Safety calls are out-of-character calls used to indicate that there is a safety issue that needs to be immediately addressed. Everyone who hears a safety call must immediately stop whatever they are doing and follow the safety call as appropriate.

MAN DOWN

- If you hear this call, you should stop any fighting and kneel down

- You should call MAN DOWN if you see anyone suffer a real injury

- Do not shout this call if you hear someone else shout it

If a participant suffers a real injury then a ref or any other participant who sees in the injury should shout MAN DOWN. This call alerts everyone to the fact that someone is genuinely hurt. You should alert the nearest member of crew, if they are not already aware of the incident.

If you hear MAN DOWN called then you should stop fighting and kneel down. Only the referees in the area should remain standing. This makes it as easy as possible for our first-aid team and crew to identify the situation and act appropriately. You should not shout the call just because you hear someone else shout it. This is to ensure the battle can continue to flow, and the appropriate crew can quickly identify the right location.

Depending on the severity of the injury, referees may keep the area timed out until it’s resolved, or move players away from the incident and resume fighting in the area by shouting TIME IN.

TIME FREEZE

- A ref will make this call if a significant safety problem is developing

- If you hear this call, you should stop any fighting, stop talking and listen for further instructions

If a referee identifies that a situation is becoming unsafe then they will call TIME FREEZE. All participants should stop any fighting and stop roleplaying. The referee will tell you what to do next, so you should remain alert and listen for instructions. You should not shut your eyes or make any noise. The ref will give a quick explanation of the problem and then state what remedial action everyone must take.

For example, if a fight is moving close to a deep ditch the ref may shout TIME FREEZE. A second later when everyone has stopped they will say "The ditch here is unsafe - all participants move 10 paces in that direction."

Once everyone has moved as directed the referee will indicate that the game can resume by shouting TIME IN.

Further Reading

- Combat

- Calls

- Weapons & Armour

- Game Items

- Roleplaying Effects

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Weapons & armour

Contents

- 1 Weapons

- 1.1 Daggers

- 1.2 One-handed Weapons

- 1.3 Great weapons

- 1.4 Polearms

- 1.5 Pike

- 1.6 One-handed Spear

- 2 Implements

- 2.1 Wands

- 2.2 Rods

- 2.3 Staff

- 3 Bows

- 4 Thrown Weapons

- 5 Shields

- 6 Armour

- 6.1 Light Armour

- 6.2 Medium Armour

- 6.3 Heavy Armour

- 6.4 Mage Armour

- 7 Further Reading

Weapons

- All weapons must be at least 8” (20 cm) long

- All weapons must be a phys-rep of a weapon

- Some categories require you to use a set grip to fight with the weapon

There are six basic weapon categories in Empire. Any character can wield a dagger or a one‑handed weapon but they must purchase the Weapon Master skill to use anything larger. Weapon categories are also important for enchantments.

One-handed spears, polearms, and pikes require you to use a set grip when fighting with the weapon. These grips are set for a combination of safety and play balance. You don’t have to carry the weapon like this when you are not fighting, but you must use the mandated grip throughout any fight where you use the weapon.

All weapons in Empire must be a phys-rep of an actual weapon - an object commonly used in battle. LRP-safe versions of common household objects like pans or gardening tools like shovels cannot be used as weapons.

Daggers

- Must be between 8” and 24” long

Any character may use a dagger in combat provided it is between 8” and 24” long. The only difference between a dagger and a one-handed weapon is that you cannot use a dagger with any heroic skills or with enchantments suitable for one-handed weapons.

One-handed Weapons

- Must be between 24” and 42” long

Any character may use a one-handed weapon in combat provided it is between 24” and 42” long. Flails up to 42” in length are included in this category and can be used by any character. Larger flails are covered by the rules for great weapons.

Great weapons

- Must be over 42” and up to 60” long

- You must hold the weapon in both hands

Any character with the Weapon Master skill may use a weapon up to 60" long provided they hold it in both hands.

Polearms

- Must be between 60” and 84” long

- You must hold the weapon in both hands with at least 18” separating them

- Can have a thrust-safe tip

Any character with the Weapon Master skill may use a weapon between 60" and 84" long provided you hold the weapon in both hands at all times and keep at least 18 inches separation between your hands during combat. This means that you cannot fight by sliding the polearm back and forth through your hands so that your hands meet - your hands must stay 18 inches apart throughout.

If the weapon has a thrust-safe tip then you may make thrusting strikes with it.

Pike

- Must be over 84” and up to 108” long

- You must hold the weapon in both hands with at least 18” separating them

- Must be a phys-rep of a pike

- Must have a thrust-safe tip and only be used for thrusting

A pike is any phys-rep of a pike that is between 7 foot and 9 foot in length. You must hold the weapon in both hands at all times and have at least 18” separation between your hands during combat. A character must have the Weapon Master skill to wield a pike.

A pike must have a thrust safe tip. You may only thrust using the pike, you may not swing any weapon that is over seven foot in length.

One-handed Spear

- Must be over 60" and up to 84" long

- You must hold the weapon within 6" of the centre of the shaft

- Must be a phys-rep of a spear

- Must have a thrust-safe tip and only be used for thrusting

A one-handed spear must be a phys-rep of a spear which is between 60" and 84" long. The weapon can be wielded in one hand - but you must hold the weapon within 6" of the centre of the shaft during combat. A character must have the Weapon Master skill to wield a spear one-handed in this manner.

A one-handed spear must have a thrust-safe tip and can only be used for thrusting. You cannot swing a weapon of this size when it is held in one hand.

Implements

- Offensive spells can only be delivered using an implement

- Must be a safe phys-rep of a wand, rod or staff

- Should not look like a weapon

- Cannot be used with heroic skills

An implement is a magical tool that allows a magician to deliver an offensive spell. All offensive spells require an implement to be used. You cannot use an implement to deliver a regular spell such as mend or heal.

All implements must be weapon-safe phys-reps. They may appear to be made of any material, and should be decorated and shaped to make it as clear as possible that they are magical implements and not weapons. The ideal phys-rep is a suitably arcane looking rod, staff or wand. You may use a quarterstaff, but you cannot use a spear or anything that is clearly a phys-rep of a weapon.

A character can cause a point of damage with an implement, but they cannot be used with the heroic skills cleaving strike, mortal blow or mighty strikedown.

Implements come in three broad classifications; wands, rods, and staves. Any character with the magician skill can wield a wand or rod effectively, but the Battle Mage skill is needed to wield a staff.

Although any magician may choose to use a wand or rod as an implement, some magical enchantments can only be placed on wands and some can only be placed on rods.

Wands

- Must be between 8” and 18” long

A wand is 8” to 18” long. Magical wands usually enhance healing incantations such as restore limb or utility incantations such as mend

Rods

- Must be over 18” and up to 42” long

A rod is 18” to 42” long. Wielded in one hand, a rod is popular with many magicians who take the battlefield because it can be combined with a shield or with another one-handed weapon (provided the magician possesses the skill to do so). Magical rods most commonly enhance battlefield incantations such as repel or empower.

Staff

- Must be over 42” and up to 84” long

- You must hold the weapon in both hands

- A staff that is at least 60” long must be held in both hands with at least 18” separating them

- Can have a thrust-safe tip

A staff is 42” to 84” long. It must be wielded in two hands, but greatly extends the magician's reach for delivering implement incantations. Staves are popular with magicians of all backgrounds, but require the Battle Mage skill to use in battle. Magic staves may enhance battlefield incantation or grant benefits to ritual casters.

A staff that is between 60" and 84" in length may have a thrust-safe tip. If it does then you may attack, and deliver spells and incantations, by making an appropriately safe thrust to strike your target. You must keep at least 18" separation between your hands when wielding a staff that is 60" or longer.

Bows

- You must have the Marksman skill to use a bow or crossbow

- You must hold the weapon in both hands to shoot

You may use a bow or crossbow. All missile weapons require both hands to shoot and do IMPALE automatically, with no need to call the effect.

Crossbows in Empire can only fire one bolt at a time - you can use a phys-rep crossbow that has more than one channel for a bolt, provided that you do not load more than one bolt at once.

Thrown Weapons

- You must have the Thrown skill to use a thrown weapon

- Must be 8" or longer and passed by weapons check as safe for throwing

You may throw weapons of 8” or larger provided that it has been passed as safe for throwing. Throwing weapons may include axes and javelins, but you cannot throw shuriken, rocks, or tiny throwing knives shorter than 8” long.

Shields

- Any character can use a buckler up to 15” (40 cm) in diameter

- A shield must be gripped by a handle held in the hand

- Characters with the shield skill can use larger shields

- You can push with a shield, but you cannot shield barge another character

Any character can use a buckler, a small shield up to 15 inches in diameter. If you have the shield skill then you can use a larger shield. The maximum dimensions for a shield are based on the shape, listed in the table below.

A shield must be gripped by a handle held in the hand to protect the wearer. A shield that is simply strapped to the body does not protect the wearer. All blows that strike a slung shield are considered to hit the character wearing it.

Some special calls still effect a character even if the blow is blocked by a shield. A character is still repelled, entangled, or knocked off their feet if the blow strikes their shield, although they do not lose any hits.

Shield Type

Max Dimensions

Buckler

15" (40cm) diameter

Round shield

40" (1m) diameter

Tower shield

40" by 24" (1m by 60cm)

Kite/Heater shield

48" by 24" (1.2m by 60cm)

If you are standing still or walking slowly then you may hold a shield out and push with it. You are not allowed to shield barge other characters; you must not run, shield first, into another character for safety reasons.

Armour

- All characters can wear armour

- The phys-rep must be a piece of armour, leather clothing or similar does not count

- Armour that covers the torso and another location provides extra global hits

- Some armour protects from CLEAVE or IMPALE

- Magicians cannot cast spells or perform rituals while wearing armour

Armour protects the wearer by increasing their global hits if it covers the majority of the torso and at least one other location. Valid locations are the head (with a helm), the arms, and the legs, or you may cover half of your arms and legs.

E.g. A mail vest covers your torso but does not cover another location. If you wear it with a helm them it would count. A full-length mail hauberk covers the torso, thighs and upper arms so it would always count.

Medium armour protects a character against CLEAVE, while heavy armour protects them against CLEAVE and IMPALE. You are only protected if the blow strikes the armour phys-rep; if it hits an unprotected part of the body then you are affected normally. Your armour continues to protect you in this way even if the hits it provides have been lost.

Any character can wear armour, but magicians cannot cast spells or perform rituals while wearing armour.

To count as armour, the phys-rep must be a phys-rep of a suit of armour. A leather coat or biker-jacket does not count as armour and is not appropriate costume for the Empire setting. Leather armour may count as light or medium armour depending on the thickness; adding studs or rivets does not make it count as heavy armour.

Armour does not provide separate armour hits, it protects you by increasing your global hits. Armour is not repaired separately. Whenever you are healed back to full hits all lost hits are regained.

Wearing more than one type of armour does not grant any additional hits.

Light Armour

- Padded cloth or thin leather armour (between 1.5mm and 3mm).

- Provides 2 extra hits only.

Any armour made of padded cloth such as a gambeson or light or thin leather such as a thin leather hauberk provides the wearer with 2 additional hits. It does not provide any additional protection against heroic blows.

Any cloth or leather that is less than 1.5mm thick counts as clothing, it does not count as armour at all. Costume made from foam or karrimat does not count as armour.

Medium Armour

- Thick leather or any lightweight armour materials, such as polyurethane or aluminium.

- Provides 3 extra hits and protects against CLEAVE.

Thick leather armour (the majority of the armour is more than 3mm thick) or any armour made from a light weight material such as polyurethane (e.g. Norton Armour), aluminium, or mixed neoprene and steel provides the wearer with 3 extra hits. Light mail, such as modern ring mesh (butcher's mail) or mail with an open weave (sometimes called "ring mail"), counts as medium armour.

If the wearer is hit by a CLEAVE heroic blow that strikes a piece of medium armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.

Heavy Armour

- Armour made from steel or a similar weight metal

- If there are plates used they must be at least 1mm thick

- Butchers mail and ring mail are not included as heavy armour, regardless of the materials used

- Provides 4 extra hits and protects against CLEAVE and IMPALE

Any armour that is primarily made from steel provides the wearer with 4 extra hits. Other base metals that weigh the same such as brass would also count, but aluminium and titanium armour count as medium.

If the wearer is hit by a CLEAVE or IMPALE heroic blow, that strikes a piece of heavy armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.

Mage Armour

- You must have the battle mage skill to wear mage armour

- Must cover at least 3 locations including one of the chest, shoulders or waist

- Providers 2 extra hits only

- Does not protect against CLEAVE or IMPALE calls

Mage armour is a magical talisman that protects you against harm but allows you to cast spells and perform rituals. The talisman is made up of several pieces fitted to the wearer's body to protect them. The parts of the talisman superficially resemble pieces of armour, but armour that is ornate and ceremonial rather than practical. They are often decorated with runes, crystals, gems, or other magical accoutrements and it is clear that the armour protects the wearer through magic rather than by physically deflecting blows.

Mage armour provides the wearer with two additional hits. Mage armour does not protect against CLEAVE or IMPALE. To qualify the talisman must include three of the following items including at least one of the first three items on the list:

- Pauldrons (shoulders)

- Pectorals (upper chest)

- Hero Belt (waist)

- Circlet (head)

- Vambraces (wrists)

- Gorget (neck)

- Greaves (lower legs)

The items must be substantial and cover a significant portion of the area but it is possible to use a single pauldron, greave, or vambrace if appropriate for the costume.

You must have the Battle Mage skill to wear and use mage armour. Although mage armour is magical in nature, any character with the battle mage skill is assumed to have access to a suit of mage armour, in the same way a warrior has access to a suit of mundane armour.

Mage armour can be made out of any real world material, provided you try to make as clear as possible that your character is wearing magical protection and not mundane armour.

Further Reading

- Combat

- Calls

- Weapons & Armour

- Game Items

- Roleplaying Effects

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Magic

Contents

- 1 Overview

- 2 Magicians

- 3 Herbs and Potions

- 4 Artisans

- 5 Priests

- 6 Hearth Magic

Overview

The world of Empire is suffused with magic. Powerful magicians who can harness the powers of magic directly are not common, but every citizen of the Empire is familiar with at least a few pieces of hearth magic lore that they can use to make their life easier. Physicks and apothecaries use herbs infused with power to heal wounds, cure ills, and make an array of useful potions, while artisans use rare magical materials to produce items of power.

Magicians

Any character who has purchased the magician skill is able to cast some basic spells and dedicated spellcasters are able to learn many more. If you are playing a magician then you will need to read the rules for spellcasting.

Some magicians also learn how to perform rituals. Rituals are much more powerful than spells, but they are far slower to cast and much more expensive. Anyone who has purchased any ritual skills will need to read the rules for performing rituals.

Herbs and Potions

There are five magical herbs in Empire, which a physick can apply to heal wounds and remove a variety of ailments. Apothecaries take a different approach, mixing herbs together to create magical potions that anyone can drink. Anyone who has purchased either skill should read the rules for herbs and potions.

Artisans

Artisans fashion powerful magical items using rare magical materials found in the Empire and beyond. Every artisan knows how to make at least four different magical items; dedicated crafters can learn many more. A character must be bonded to a magic item to use it, a mystical act which can be performed at events by a magician or by an artisan who can make the item in question. Anyone who has purchased the artisan skill will need to read the rules for making magic items to pick which items they want to make.

Priests

Priests use liao to perform ceremonies which influence and affect the fate of their fellow citizens' souls. Few citizens consider these ceremonies to be magical - and most priests would bristle at the suggestion - but the fact remains that like the artisan and the apothecary, they are using powers unavailable to common folk.

Imperial priests follow the Way, a religion which promotes seven great virtues. Individual priests choose to dedicate themselves to one of these virtues or else extol the benefits of them all. Anyone who has purchased the dedication skill will need to read the rules for priests so that they know how to use their abilities wisely.

Hearth Magic

Hearth magic is the "common" magic of the world: the use of masks to hide identity, a sheaf of corn by a Marcher hearth. An outsider might consider such things nothing but superstition, but in the Empire this body of lore is true for the most part. Some of the most powerful magical effects are reliant on hearth magic at their heart.

Most nations have their own hearth magics, representing the lore that is most useful and most well known in those lands.

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Game items

Contents

- 1 Overview

- 2 Materials

- 3 Liao

- 4 Magical Items

- 5 Coins

- 6 Herbs

- 7 Mana Crystals

- 7.1 Vis

- 8 Potions

- 9 Philtres

- 10 Artisan's Oil

- 11 Further Reading

Overview

There are several different categories of item that your character can acquire in Empire, with different rules for each category. For some items Profound Decisions will provide you with a phys-rep for the item, for some you will need to provide your own phys-reps. In some cases the item will be accompanied by a card or ribbon that denotes its special powers or effects, in other cases the phys-rep alone will suffice. We have summarized all these rules below and included pictures of the phys-reps supplied by Profound Decisions so that your character can recognize them.

Materials

Materials are produced by mines and forests, that are controlled by players. Each player whose character controls one of these resources will receive ingots or measures of the resource at the start of every event they attend.

The phys-reps for these items are provided by Profound Decisions, there are no cards or ribbons provided with them - if your character has possession of the phys-rep then they have possession of the item. Each material comes in three different sizes, the smallest size represents a single ingot or measure of the resource, the next largest represents 3 ingots or measures and the largest size represents five ingots or measures. Each of the phys-reps has a number of objects (swords, shields, drops) or an engraved tally-mark to indicate the size of the resource, 1-3.

Liao

Liao is distributed by the Imperial civil service to characters that own a congregation. Each player whose character controls a congregation will receive liao at the start of every event they attend.

Liao is indicated by a small card (85mm x 55mm), printed by Profound Decisions, that indicates the presence of the liao and includes the rules for using it.

Magical Items

Magical items are created by characters with the artisan skill using rare materials. Each player whose character has the artisan skill will receive at least one magical item at every event they attend. If an artisan hands rare materials into GOD at the end of the event then they can use these resources to create different items.

Magical items are indicated by a ribbon, stamped by Profound Decisions that indicates that the item is visually unusual and has special abilities. You must provide a phys-reps for any magical item that your character owns, and the ribbon should be attached to the item, otherwise you cannot use the item in game and should not carry the ribbon for the item on your person.

If your character has a magical ring, then we suggest that you tie the ribbon around the wrist of the hand with the magic ring.

You can learn more about magical items here.

Coins

Coins are provided by Profound Decisions to every participant playing an Imperial citizen who is attending an event. Each character automatically receives 18 Rings, characters with a farm or business receive substantial additional income.

The phys-reps for coins are provided by Profound Decisions. The coins are denominated as 1 Ring, 5 Rings, 1 Crown, 4 Crowns, 1 Throne, 5 Thrones, 20 Thrones and 100 Thrones. There are 20 Rings to a Crown and 8 Crowns to a Throne.

You can learn more about the Imperial currency here.

Herbs

Herbs are harvested by characters with a herb garden personal resource. Each player whose character controls a herb garden will automatically receive at least fourteen herbs at every event they attend.

Herbs are indicated by a small card (85mm x 55mm), printed by Profound Decisions, that indicates the presence of the herb and includes the rules for using the herb. You must provide a phys-reps for any herbs that your character owns, and the cards should be kept with the phys-reps, otherwise you cannot use the herbs in game and should not carry the cards on your person.

An appropriate phys-rep for a herb is a small vial of liquid, or a pile of herbs, leaves or pieces of plant matter. You can also focus on phys-repping a suitable container for the herbs instead if you prefer.

Mana Crystals

Mana crystals are grown by characters with a mana site personal resource. Each player whose character controls a mana site will automatically receive at least seven mana crystals at every event they attend.

Mana crystals are indicated by a small card (85mm x 55mm), printed by Profound Decisions, that indicates the presence of the mana crystal and includes the rules for using it. You must provide a phys-reps for any mana crystals that your character owns, and the cards should be kept with the phys-reps, otherwise you cannot use the crystals in game and should not carry the cards on your person.

An appropriate phys-rep for a mana crystal is a small lump of crystal, such as might be grown in a chemical solution or be found naturally.

Vis

In addition to the conventional mana crystals, characters may also acquire exotic mana called vis. This substance cannot be acquired from a personal resource; it is usually gained by dealing with powerful magical creatures and effects, most commonly an eternal or ritual.

Like mana crystals, vis is indicated by a small card (85mm x 55mm), printed by Profound Decisions, that indicates the presence of the vis and includes the rules for using it. You must provide a phys-rep for any vis that your character owns, and the cards should be kept with the phys-reps, otherwise you cannot use the substance in game and should not carry the cards on your person.

You can learn more about the six types of vis here.

Potions

Potions are mixed from herbs by apothecaries. Each potion requires a specific skill to make it - you can only mix a potion if your character has the skill to do so.

Each potion requires a specific set of ingredients. To mix a potion you must take the right herb cards to GOD. Once there you can exchange them for a laminated potion card. The card has a standard Empire special item card design on the front. On the back is a description of the contents of your potion, what it looks and tastes like, as well as the type of potion (liquid, salve, oil or infusion), which determines how you use it.

Any player who recognizes the potion from its description and taste can recognize the potion and know what it does. Your character does not need to have a skill to identify a potion. It is perfectly acceptable to copy the description of potions from the wiki into a book of lore and to consult this book in play if you wish to do so, but please make an appropriate effort to make the book look as in-character as possible.

Although it is perfectly legal to add an in-character label to the phys-rep for a potion - you must not write the in-character name of the potion on the out-of-character lammy - your character can label the bottle - the player can not add additional information to the lammy.

Every potion has a tab that sticks out of the lammy marked "Rip on Use". To use a potion you rip open off the tab and use this opening to prize the laminated card open and read what is written inside. Printed inside the card are the roleplaying and mechanical effects of the potion as well as the name of the potion (this is essentially OOC information and should be ignored, it exists so that our GOD crew can identify the right potion when laminating the cards).

You will need to provide your own phys-rep for the potion bottle. Skian Mhor have created a range of resin potion bottles which are available from their website or on sale at events.

Philtres

Philtres are a special kind of potion that is designed to be used quickly in battle. Philtres are more common than most potions, so they can be correctly identified by any character who examines them. Each philtres has the description and effects written on the accompanying laminated card - just like a herb.

If your character has one or more philtres you must provide your own phys-rep bottles for each one - just like a regular potion.

Artisan's Oil

Artisan's Oil is a substance created by artisans. Any artisan can spend a month, and a crown's worth of materials, to produce three doses of Artisan's Oil.

Artisan's Oil is indicated by a small card (85mm x 55mm), printed by Profound Decisions, that indicates the presence of the oil and includes the rules for using it. You must provide a phys-rep for any Artisan's Oil that your character owns, and the cards should be kept with the phys-reps, otherwise you cannot use the oil in game and should not carry the cards on your person.

An appropriate phys-rep for a dose of Artisan's Oil is a small vial of liquid, or a small tub, pot, or jar.

Further Reading

- Combat

- Calls

- Weapons & Armour

- Game Items

- Roleplaying Effects

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Game_items&oldid=52845"

Roleplaying effects

Contents

- 1 Overview

- 2 Spiritual

- 3 Overcoming Roleplaying Effects

- 3.1 Limitations

- 3.2 Other Effects Only

- 4 Further Reading

Overview

Roleplaying effects are a core part of the rule system for Empire and may affect your character at any time. Roleplaying effects in Empire never tell you what you must do, they don't tell you what you want to do or how you want to react - there is no magic that can exert complete control over your mind in Empire.

Instead all roleplaying effects describe emotions and feelings that your character is experiencing - how you react to these feelings will be dependent on your characterisation. You can't ignore the effects - even if you are able to resist the urge, you character is still experiencing it. But as a player, you choose how your character responds to the roleplaying effects they are experiencing.

All roleplaying effects, have a number of features in common regardless of their source.

Spiritual

- Roleplaying effects are spiritual in origin, they represent a supernatural influence affecting your character's soul

- You decide how your character responds

- You cannot ignore roleplaying effects

You may be the target of a power or ability that includes direction marked “roleplaying effects”. This states an influence on your character’s soul - your personality and mood. It is common for religious characters to be able to produce positive spiritual effects, for instance a anointing by a priest may infuse your character with a feeling of courage and confidence. Although your character cannot ignore the effects it is up to you choose how your character responds to the feelings they are experiencing.

For example, a priest wishes to encourage you and half a dozen of your friends to risk death to retrieve a rare artefact from a large group of orc raiders. Just before the expedition departs the priest imparts a blessing of Courage to everyone making them feel confident, bold and fearless. You decide that your character responds to their new found courage by leaving the group and instead going to publicly confront the Cardinal of Prosperity for taking bribes, a challenge you have been afraid to tackle up to this point.

It is also common to encounter malign auras and influences that will produce negative effects such as feelings of fear or anger. Your character must respond to these effects but it is up to you to determine the manner with which your character responds. In some circumstances you may be able to resist or overcome roleplaying effects - but even then it should be clear that your character has been affected by the roleplaying effects, but has found the strength to overcome them.

Overcoming Roleplaying Effects

- All Imperial player characters are assumed to be brave heroes

- Roleplaying effects are spiritual - you must have a source of spiritual strength to resist them

- Hero points can also be expended to resist roleplaying effects

When your character is affected by roleplaying effects, the spiritual influence that your character is experiencing is supernatural in nature. All Imperial PCs are assumed to be bold heroes; the spiritual aura of dread and fear that surrounds a wraith cannot be resisted or overcome simply because your characterisation is that you are uncommonly brave. If you want to resist or overcome these effects then your character must have a source of spiritual strength.

Common sources of spiritual strength are:

- Aura - Most commonly the auras created by Imperial priests using an anointing or consecration.

- Hero points - you can expend a hero point if you have one

- Magic items & Rituals - a small number of magical items and rituals provide a source of spiritual strength

- Lineage - some lineages provide a source of spiritual strength in limited circumstances.

A magic item or ritual only provides a source of spiritual strength if that it is explicitly stated for that ritual or item. Most rituals and items do not act as a source of spiritual strength even if they come with a roleplaying effect of their own. As with the spiritual strength provided by some lineages, a magic item or ritual will often have a limited scope - restricting the kinds of roleplaying effects you can overcome, and/or specifying how you should respond. For example, when you use a Circlet of Falling Snow it requires you to remain calm and collected in response to a roleplaying effect; the Conspirator's Cloak enchantment only provides spiritual strength to overcome roleplaying effects that would coerce you into following someone, or to reveal information about your plans, schemes or actions.

Hero points represent inner reserves of willpower and determination. Spending a hero point allows you to respond to a roleplaying effect in any manner you wish, as described under Heroic skills. The source of spiritual strength gained lasts for the duration of the encounter.

Limitations

- Some sources of spiritual strength are only valid against some spiritual effects

- Some sources of spiritual strength are only valid if you respond in the stated manner

Cambion, briars, and changelings all have a source of spiritual strength due to their inherent magical nature - but it is limited in scope. It can only be used to resist appropriate roleplaying effects - and only if the character responds accordingly - for example changelings can access a source of supernatural strength but only to resist roleplaying effects that cause fear and only by becoming angry.

Some magic items provide similar benefits - a source of spiritual strength - but only in response to a specific roleplaying effect - or only if you respond in the stated manner.

Other Effects Only

- Some roleplaying effects also act as a source of spiritual strength

- You cannot use the roleplaying effect that provides a source of spiritual strength to overcome that roleplaying effect

It is common for something that causes a roleplaying effect to act as a source of spiritual strength. You cannot use this source of strength to overcome the roleplaying effect that comes with it, only to resist other roleplaying effects.

For example, your character is anointed granting them the Trial of Courage Aura. This effect serves as a source of spiritual strength and has the roleplaying effect that "you feel an urge to seek new solutions to problems that you have failed to overcome. Where you have failed before, this time you feel sure you can succeed." You cannot use the strength provided by the aura to overcome the urge to seek new solutions to your problems - you can only use it to overcome other roleplaying effects.

If your character has two sources of spiritual strength, then you may choose which source of spiritual strength you are drawing on - but you cannot resist any roleplaying effects associated with that source of strength.

Further Reading

- Combat

- Calls

- Weapons & Armour

- Game Items

- Roleplaying Effects

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Skills

- A starting character has 8 points to spend on skills

Combat Skills

Magical Skills

Surgical Skills

Thrown

1

Magician †

2

Chirurgeon †

1

Ambidexterity

1

Extra Mana

1*

Physick

3

Weapon Master

2

[Extra Spell]

1**

Apothecary

2

Marksman

4

Battle Mage

2

[Extra Recipe]

1**

Shield

2

Spring Lore

1*

Endurance

2*

Summer Lore

1*

Religious Skills

Fortitude

1*

Autumn Lore

1*

Dedication
†

2

Winter Lore

1*

Anointing

1

Heroic skills

Day Lore

1*

Consecration

1

Hero †

2

Night Lore

1*

Excommunication

1

Extra Hero Points

1*

[Extra Ritual]

1**

Exorcism

1

Cleaving Strike

1

Hallow

1

Mortal Blow ‡

1

Crafting Skills

Insight

1

Mighty Strikedown ‡

1

Artisan †

4

Testimony

1

Relentless

2

[Extra Item]

1**

Unstoppable

2

Stay With Me

1

Get it Together

1

* You may buy this skill multiple times. The cost increases by 1 point each time.

** You may buy this skill multiple times. The cost is the same each time.

† This skill is a pre-requisite for all other skills in this section. You must buy this skill before buying any of the skills listed in the section below it.

‡ Weapon master is a prerequisite for these two skills.

Spending exp is not mandatory, and any unspent exp is saved. Characters who have not spent any exp can use the Apprentice Ability

Further Reading

- Skills

- Bands

- Resource

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Skills&oldid=48313"

Bands

Contents

- 1 Overview

- 2 The Role of Bands

- 3 Joining a Band

- 4 Creating a Band

- 5 Banners

- 6 Covens

- 7 Sects

- 8 Linking Bands Together

Overview

In Empire it is possible for characters to formalize their loyalty to each other by creating a band. Bands draw on the hearth magic of oaths combined with magical bonds created by magicians to allow members to use certain skills, rituals and items more effectively on each other. For instance ritualists who are part of the same coven (a type of band) can combine their skills to perform more powerful rituals.

Bands are intended to build on the characterisation of the group concept that you have created for your characters. They are there to recognize and support the choice to act as part of a Dawnish noble house, a League guild or a Freeborn family. Players creating characters together are encouraged to use the potential abilities of bands to add depth and character to their group concept.

The Role of Bands

We encourage players coming to Empire to attend as part of a band with their friends. Bands can help to add depth and enjoyment to characterization, making all the characters feel more real and be more fun to play. The band can have its own identity and history and gives characters a way to belong to something that is bigger than they are, yet is still something they can create a history and background for. Bands give OOC friends good IC reasons to roleplay together and good groups are great for helping new players get involved in a game.

The brief for every nation in Empire includes several archetypes to help you develop the idea for a band. For instance a noble house in Dawn, or a chapter in Highguard. There are pages for some of these archetypes explaining the part they play in the setting and offering advice on how to create and play one. These concepts have been designed to be fun to play, but the list is not meant to be restrictive. You can create a travelling band of Dawnish troubadours, or a secretive guild of Highborn artisans if you wish to. Working with your friends, you have the same freedom to create a group concept as you do to create your own character.

Joining a Band

- There are three types of band, banners, covens, and sects

- You may join one of each type of band when you create your character

- You can only ever join a band with members of the same nation

- Joining a band in play requires a magician using the create bond spell

There are three types of band: banners, covens, and sects. You may belong to a single banner, a single coven, and a single sect at the same time, but a character can never be a member of two banners at the same time, nor two covens, or two sects. If you are creating a new character then you may choose one band of each type to begin play as part of - but you can leave any of the options blank if you prefer. Please ensure that you have the permission of the players who are part of a band before joining.

E.g. The Highborn chapter of Exile's Hold is a banner. The members gain all the benefits of being a banner but any character that joins this group cannot join any other banner. They must break the bond with this banner before joining any other banner.

To join a band in play you must find a magician to perform the create bond spell. You can only be a member of one of each type of band at once. For example, if you are a member of an existing banner, then you cannot join another band that is a banner without first breaking the bonds that join you to your existing banner. You can only join a band with members of the same nation.

Creating a Band

- You must use the website to create a band

- Bands must have a name, an oath and a nationality

- Oaths must be appropriate for the setting

- An oath can never be changed

One player will need to use the website to create a new band, but it must only be done once - other characters then join that band. A band can be secret or public. If the band is public, then the name of the band and the nation it is associated with is public to all players in the game. Players making a character can choose to begin play as part of a public band. If the band is secret, then the name of the band is not visible to any player. New characters must join the band in play, they cannot begin play as part of a secret band.

Bands use the hearth magic of an oath to give them power. For this reason, a band must choose an oath when it is created. The oath is usually reasonably short - because it must be recited by any character who joins the band in play. The player creating the band online should enter the text for the oath when they create the band. The only requirement for the oath is that it is in-character and suitable for the setting, any oath that meets these requirements is fine.

Although an oath is required to create a band, it is not magically enforced - there is no automatic magical consequence for any individual that breaks their oath. It is a matter for the roleplaying of the characters who are members of the band to deal with any character who breaks their oath. Once created, the oath cannot be changed, a new band must be formed if characters wish to change their oath.

You can still create a band on the system, even if the benefits are not relevant for your group concept. By picking one of the three options (banner is usually the easiest, if your group plans to fight together at all) and ignoring the additional rules you can still submit details and background about it, even if it doesn't benefit from being a banner, coven or sect.

Banners

- A banner may benefit from using a magical standard

If your band incorporates the idea of a group of warriors that fight together then you may wish to create a banner to represent this.

Covens

- A coven may combine their skills to perform rituals together

- A coven can perform up to two rituals a day

- A coven may benefit from paraphernalia

Groups that intend to perform rituals together need to create a coven. A coven is a band of oath-sworn magicians who choose to work together to perform powerful rituals that they could not do alone.

Members of a coven can work together to perform a ritual with each participant contributing crystallized mana to a ritual up to the limit of their ability. This allows a coven to perform much more powerful rituals than an individual could achieve alone. A coven may also benefit by being bound to ritual paraphernalia, a powerful magical item created by an artisan.

A coven can only perform up to two rituals each day. A character may perform any number of rituals by themselves and they may include others in the ritual performance. But the power of the coven can only be used to combine magical strengths twice per day. Some magical paraphernalia increase the number of rituals a coven can perform in a single day.

If a character has contributed to a ritual as part of a coven, then they may join another coven but they cannot participate in another ritual conducted by that coven until the next day.

Sects

- Members of a sect may co-operate to perform a ceremony even if they are dedicated to a different virtue

- A sect may benefit from using a magical reliquary

If your group concept incorporates the idea of a shared set of beliefs and worship then you may wish to create a sect to represent this. A sect is a band of oath-sworn devotees of the Way who choose to work together to further their common goals.

Members of a sect may co-operate to perform a liao ceremony even if they are dedicated to different virtues. Each member of the sect who cooperates to perform the ceremony may use a single dose of liao. The strength of the resulting ceremony is equal to the total number of liao used. All the other rules for co-operation in ceremonial skills still apply.

A magical reliquary provides a benefit to every member of the sect that is bonded to it.

Linking Bands Together

Although a band must be either a banner, coven, or sect, it is common for players to have a background concept that includes characters who are linked in multiple ways. In these situations it is perfectly appropriate to create more than one band whose concepts and backgrounds are linked.

For example, a group of players intend to play a Marcher household but some of them want to play monks while the others play yeomen. They create a banner called the Cawford Household and a sect called Cawford Monastery - to represent the large monastery on the Cawford lands. Cawford players can choose to start as members of either or both groups or join either group in play.

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Resource

Contents

- 1 Personal Resource

- 2 Campaign Resource

- 3 Changing Resources

- 4 Changing Territories

- 5 Conquered Territories

- 6 Resources in other Nations

Personal Resource

- Every PC chooses one personal resource at character creation

- Your resource determines where your character nominally lives

- You can never have more than one personal resource

Every character chooses one type of personal resource and what territory it is located in when their character is created. The territory becomes the character's home territory. Most personal resources automatically produce money or items for the character’s use every event that they attend.

Personal resources have broad generic names that imply a whole category of possible options. Like income, it is up to the player to interpret the precise nature of their personal resource in a way that is appropriate to the setting and their character.

- Business - produces 9 crowns.

- Congregation - produces five doses of liao and provides 10 votes in the Imperial Synod.

- Farm - produces 9 crowns.

- Fleet - can trade with foreigners to produce items or money, or engage in privateering to produce random resources.

- Forest - produces twelve units of one rare material that are used by an artisan to make magic items.

- Herb garden - produces fourteen herbs for use by a physick or apothecary.

- Mana site - produces seven crystalized mana for use in spellcasting and rituals.

- Military unit - can be used to enhance an Imperial army or engage in paid work to produce random resources.

- Mine - produces twelve units of one rare metal that are used by an artisan to make magic items.

All personal resources can be upgraded to make them more productive or effective. Upgrading a personal resource requires building materials which are held in Imperial warehouses and can be acquired at the Bourse. A personal resource may only receive one upgrade per downtime.

You can never operate more than one personal resource at once. Although a group might hold more than one personal resource, each character can only own and use one personal resource. This represents the time and effort required to manage the resource.

Although Orcs cannot purchase religious skills, they can purchase a congregation. They receive liao and votes in the Synod accordingly. Personal resources can be improved to make them more effective, those resources that produce money or items will produce more when improved.

Campaign Resource

- Any character may be allocated control of a campaign resource

- You may control more than one campaign resource

- You may legally only hold one Imperial title or position

Campaign resources are similar to personal resources, but each one is unique and they can only be acquired in play. Characters do not own campaign resources, they are assigned them as a result of the actions of characters at the event. Some Imperial titles, such as General have a campaign resource associated with them. Although you may control any number of campaign resources at once, the Imperial constitution forbids an individual from holding more than one Imperial title at once.

E.g. The Imperial title of General of the 1st Marcher Army. The character with the position has control of the accompanying army and can determine its actions between events. The Imperial constitution forbids any Imperial citizen from holding two offices simultaneously, so a Marcher senator would have to resign their position to assume this position.

E.g. The Lord of the Four Winds, an eternal from the realm of Autumn can choose to give control of the North Wind to a character. This campaign resource is not an Imperial title or position, so it does not affect your ability to control any other campaign resource.

Campaign resources are unique, they may produce money or items or they may present other options for your character between events.

Examples of campaign resources include the Limitu Principality House of the Way and the Gloaming Road

Changing Resources

- It costs 2 crowns for a character to exchange their resource for a new one

If your existing character wishes to change their resource for a new one, either a different resource or the same resource in a different territory, then you can do so by email between events. Your character will be charged 2 crowns to represent the charges they incur in changing their resource. If you wish to exchange or sell your resource to another character, this also costs a total of 2 crowns.

If you are playing a brand new character and realize you have made a genuine mistake, then we will not charge your character to change their resource. If you do not have the money in your character inventory, it is possible to change the resource by creating a debt for your character which will be automatically deducted from your character's income at following events.

If a character in your group or territory dies leaving an upgraded resource and you wish to take it over in place of your own, this can be requested in the same way with the additional information of the deceased character's CID. You cannot, however, take on the resource of your own deceased character. Disputes arising during time in from such transfers will be handled IC as a civil claim (See also Will).

Changing Territories

- The Empire identifies where your character lives based on the location of their resource

- To change territory, you must obtain a new resource in a new territory

Imperial citizens (especially the Navarr) may move freely around the Empire as they choose, however a resource cannot move. Because of this, the game is not concerned where your character is at any given moment, instead, the location of your personal resource determines your "territory". Your territory can be important for rituals and is critical for voting in senatorial elections in some nations. This means if you want to change the territory where your character lives then you must obtain a new resource in the new territory. This follows the standard rules for changing resources above.

The cost to change resource still applies if you own a military unit or a fleet and wish to change territory. Both these resources include the active service and involvement of a large number of Imperial citizens. These citizens have homes, families and roots in the territory they are based in - and they do not wish to change territory even though you do.

Conquered Territories

For the sake of simplicity, we assume the most advantageous situation reasonable applies to a resource that is in a territory being fought over. So a resource is unaffected if the territory it is based in is partially controlled by barbarians - even if the barbarians control the majority of the regions in that territory such that it is not eligible to return a senator to the Imperial Senate. However, if a territory is completely conquered by barbarians with every region controlled by them, then all resources in that territory suffer a 50% production penalty.

For example, the majority of Holberg is controlled by the Druj, but there is no effect on resources here, while the Empire controls one of the regions in the territory - in this case the portion of the fortified city of Holberg that remains under their control. We assume that player resources in Holberg are in the Imperial held region - or at least close enough to enjoy the benefits thereof.

If the last region in Holberg falls to the barbarians then every resource in the territory would suffer a 50% production penalty, we assume that inventive players who are determined to hang on find some way to operate their resources and collect some portion of the wealth. How this is achieved is left to the player to decide for themselves as part of their personal story.

As fleets and military units are mobile, they are not affected by the rules for conquered territories. Fleets and military units based in a conquered territory do not suffer a production penalty.

Resources are used by the Imperial civil service to calculate a citizen's votes in a number of cases, most notably in the Bourse and the Synod. In these cases, the number of votes received is similarly affected.

Resources in other Nations

If a character finds themselves owning a personal resource in another nation than their own, that resource suffers a 33% production penalty while it is under their control. This penalty reflects the natural predisposition of inhabitants of the nations of the Empire to favour trade and interaction with citizens of their nation. It affects all types of resource, including military units and fleets.

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Rules update 2016

Contents

- 1 Overview

- 2 Varushkan Elections

- 2.1 Reasoning

- 2.2 IC Explanation

- 3 Liao

- 3.1 Implementation

- 4 Religion

- 4.1 Reasoning

- 4.2 IC Explanation

- 4.3 Changes

- 5 Additional Recipes

- 5.1 Reasoning

- 5.2 IC Explanation

- 6 Mastery

- 6.1 Reasoning

- 7 Rituals

- 7.1 Reasoning

- 7.2 IC Explanation

- 8 Boxes and Chains

- 8.1 Reasoning

- 8.2 IC Explanation

- 9 Conjunctions

- 9.1 National Weightings

- 9.2 Reasoning

- 9.3 IC Explanation

- 10 Shatter

- 10.1 Reasoning

- 11 Artisan's Oil

- 11.1 Reasoning

- 11.2 IC Explanation

- 12 Downtime

- 12.1 Reasoning

- 12.1.1 Conceptual

- 12.1.2 Cognitive

- 12.1.3 Consequential

- 12.1.4 Challenge

- 12.1.5 tl:dr;

- 12.2 IC Explanation

- 13 The Throne

- 14 Commission Costings

- 15 War

- 16 Fast Casting Effects

- 16.1 Healer's Harness

- 16.2 Warcaster's Oath

- 17 Further Reading

Overview

Over winter of 2015/2016 we carried out a review of the rules from the third year of Empire. As a result of that review we implemented some changes to the published rules. This page summarizes and explains the changes so that players can identify and understand the changes easily.

We try to include a section after each rules update to explain the reasoning behind the change.

Varushkan Elections

With a heavy heart we've taken the decision to change the rules for Varushkan elections. We have subtly but significantly altered the election method and changed the wiki accordingly. From this event onwards, candidates for the position of senator will be questioned by children - but will give their answers in front of the council of wise ones. This means that the wise ones will know exactly who the candidates are when making their choice.

Reasoning

The original idea we implemented - a blind selection process - was quirky and full of character but was deeply flawed. It has produced some fantastic senators - especially recently - but it was clear to us that ultimately this benefit was at the cost of the kind of political game that other nations were enjoying over who would be senator. Politics - the election of senators - the link between the senators and the characters who support them - is a key part of the Empire game that is designed to produce a lot of roleplaying and interaction on the field.

In changing the election method we were keen to maintain some core ideas - such as the involvement of the wise ones in determining the outcome rather than the boyars. We wanted a process that highlights Varushkan themes, the innocence of children, the strength of maturity and the wisdom of age and experience.

Obviously the new election method will be much more political than the previous one - many candidates will be chosen on the basis of their support and influence. However we hope that the polite fiction that the quality of their answers before the wise ones council is important will ensure that the answers remain important - that enough independent wise ones allow themselves to be influenced by the quality of the roleplaying during the election that it genuinely affects the outcome.

IC Explanation

The basis for the elections for any nation is drawn from the Imperial Constitution which states that each territory "will elect a single senator to participate in the Senate, according to the traditions of the nation that claims it". The legal application of this is that the civil service consult the egregore - the magical embodiment of the nation's traditions - and the egregore tells them what the nation consider to be appropriate. Therefore - the IC explanation for this change is that the egregore has informed the civil service that Varushka should revert to a much older tradition for their elections - one which did not include an element of blind selection.

It is very important to stress the difference between the nature of this decision - which is fundamentally an OOC game design taken by Profound Decisions - and the nature of the IC explanation. The egregore has not chosen to make this decision - instead they have recognized the slowly changing traditions of the Varushkan people. This is not a question of what any individual character wants - it is a question of the national mood - of what ultimately feels like the right tradition to the entire Varushkan nation. Egregores cannot be persuaded to change the elections, their IC role is to identify the preferred tradition of the nation (reflecting the decision taken by PD) not to select it.

Please do not hector your egregore to change the election method for your nation - if you must hector someone then talk to me by email. I'm always happy to discuss any part of the game with any player at any sensible time. The only way you can possibly change the election system of a nation is by convincing me that it will make significantly better game if it is changed - it is IC and OOC useless to try to persuade your egregore to change your political system.

Liao

- PD phys-reps of liao will remain valid until the end of the Winter Solstice 2017

- Phys-reps can be exchanged at GOD, handed in in packs, or used in ceremonies until the end of Winter Solstice 2017

Although the PD provided phys-reps for liao are a cool aspect of Empire, there are significant issues using them for self-reffing activities - notably it is not possible to destroy the phys-rep in the same way that can be done with a mana crystal. There are also logistical problems involved in using large amounts of liao - for example in response to Winds of Fortune events. As a result we have long considered the option of moving from using PD provided phys-reps for liao to use PD provided cards.

Part of our reasons for the rules changes to religion was to increase the range of activities that priests could do without needing to find a referee, and we had originally planned to address the issue of destroying the phys-rep by having additional anointing oil cards that players could use rather than the liao phys-rep. However it became clear in production that this option simply would not work - it was not possible to produce a sensible sized card which still had all the rules on it. There were also other issues with anointing oil - notably a concern that it would not solve the fundamental problem because players would not be keen to commit their liao to this use in advance.

As a result we have taken the decision to carry out the planned switch to liao cards at the forthcoming Summer Solstice Empire event. Players will receive these cards in their packs in place of the small phys-rep bottles that were supplied previously. They can be used for any activity that requires liao - and should be ripped on use or handed to a referee - just as you would do with a mana crystal.

Implementation

- PD phys-reps of liao will remain valid until the end of the Winter Solstice 2017

- The phys-reps can be traded in GOD at any point up to this time

The old phys-reps for liao will remain valid until the end of the first event of 2017. Any player who has an existing stock of liao may bring them to GOD and exchange them for an equal number of the new cards. Players may also hand liao phys-reps in in their pack and have it credited to their account - it will be returned to them as cards at the next event they attend.

After the first event of 2017, the bottles will no longer be valid game items not can they be exchanged. Any remaining bottles will be treated as a phys-rep for liao - not as the liao itself - after this time.

Religion

Anointing

Dedication

Excommunication

Exorcism

Hallow

Insight

Testimony

We have finally completed a major overhaul of the religion rules for Empire. We have made significant changes to the rules for all the religious skills. Players who possess one or more of the religious skills are advised to read the pages linked in the table to the right to understand how the skills will now work:

In addition to the changes to the skills, we have also made some significant changes to the auras produced by the skills for each virtue. The new rules are on the page for auras along with links to the auras available for each virtue.

Reasoning

The religious game in Empire is fairly unusual for a live roleplaying game in having a focus on roleplaying effects rather than clerical magic that produces game benefits. Because this approach was fairly novel we did not have much experience to draw on when creating this part of the game at the outset - and so many of the ideas employed were new and untested. Although they have stood the test of time remarkably well over the four years since we launched the game, the lessons drawn from seeing them used in play made it clear that the design could be improved on.

One of the most immediate problems was the confusion over which auras allowed players to resist roleplaying effects. There was no guidance under the old rules - rather players were judging the resilience provided by different auras based on the wording of the feelings they produced. While this was workable, it encouraged players to choose auras based on the flavour that appeared to provide the most effective defense rather than the roleplaying effect that was best suited for their character.

The purely subjective element also made it impossible for a large ref team to apply effects consistently. From the number of errors made on our part while ruling on the interaction between roleplaying effects it was clear that not even we could convincingly work out which auras should help characters in a given situation, let alone the players. We decided to shift to a system that set different roleplaying effects on the same level playing field, rather than having any one anointing or hallow aura be better than the others. This dramatically simplifies the actual rules - and keeps the focus on choosing a roleplaying effect is on the roleplaying - not the effect.

In editing the auras we were also able to tighten up the language considerably (everything is improved with editing!) and also strengthen the emphasis on action which is at the core of Imperial religion. The exception to this approach was the changes to consecrations - where we tried to emphasize a social or contemplative response rather than immediate action. We wanted players to enjoy roleplaying being in a consecration - not immediately rush to leave the area!

There were a number of important changes we wanted to make to the skills. One improvement identified early on was to look at ways to reduce the requirement for a referee to be involved in every single ceremony. In the end most ceremonies still require the use of a referee, but we were able to introduce some new options for anointing that will allow priests to perform an anointing without the need for a referee. We were also able to introduce an option for insight to allow the skill to be used without a ref present.

Another essential change identified was to change the way auras were removed using ceremonial skills. Previously, excommunication, testimony and other auras could all be removed by exorcism. This made exorcism the solution to all spiritual problems - that led to it being one of the most popular priest skills by far - and that led to a situation where any negative aura - like an excommunication - would always be far easier to remove than to put on (because there were far more exorcists in the game than priests with excommunicate). As less characters than we would have liked were bothering to perform more powerful ceremonies - there was little point if it was easier to remove than to put on.

By making the skill required to apply an aura be the same skill required to remove an aura, we restored a much better game balance between the skills - and improved the game benefits of stronger auras. To keep exorcism in line with other 1pt skills, we included the ability to exorcise magical spirits from the realms possessing objects and corpses as well as roaming spirits from the Labyrinth and those possessing objects or people. The exorcism skill is now firmly focused on exorcism with each of the skills for creating auras now able to remove the effects they create.

The continuing improvements in our event logistics meant that some changes could be made to skills like hallow that could not have been supported when the game was created. The wifi tablets all the refs are equipped with mean that any ref can now process a ceremony from any point in the field ready to collect at GOD by the time the player gets there. That improvement meant we could allow hallow effects to be more visible, more prominent - and not reliant on the magic of a bond. It also meant that we could unify the rules for plot items with spiritual auras on them (named items with the effects written on the ribbons) with the rules for similar items created by the players.

We have also changed the advantages provided by sects. We abandoned the mechanical benefits of allowing sects to create strong auras for free; this tended to reduce the pressure on supplies of liao (and hence the value) and made powerful auras seem less significant. Instead we opted to allow any member of a sect to cooperate together, regardless of virtue. This made sects more akin to the way covens work for rituals (in the sense that a powerful ritual is a rare and impressive thing) but crucially it meant that sects provided a significant roleplaying advantage - allowing a group of priests to work effectively together as a coherent band - yet follow different virtues.

As ever in a planned rules change we identified somethings that needed nerfing. The Banner of the Bold was overwhelmingly the simplest way to render a large group of warriors immune to harmful roleplaying effects - particularly fear. This deeply undermined the important role that priests were meant to play in this area - but also overshadowed other options like hero points and the Circlet of Fallen Snow. We looked at a number of ways to fix the problem with this magical item - and in the end we decided that the focus of magical standards was wrong. If a player is going to go to the effort of lugging a large phys-rep banner on to the battlefield to make the entire battle experience better for everyone around them - they should get the benefits of the magic - not everyone else! We've updated the Banner of the Bold accordingly and put a note to review the other magical standards over winter when we have time.

Some changes came very late in the process and were not part of the original design concepts for the overview at all. We were fortune enough to get really fantastic feedback from a handful of players that we showed early editions of the changes to that really helped us improve the overhaul. From one player's feedback we able to see a role for the anointing auras that created lucid dreams that we had not previously identified. Once we understood the role they could play in the game - it was simply a case of finding the right place for them - and the eventual idea that priests with dedication could use liao to cause particularly lucid dreams meant that we could keep improve dedication (especially for priests of the Way), keep clear consistent effects for personal auras created by anointing, and have a new consistency with true liao and the need for a guide priests to have the dedication skill.

There is still a considerable amount of work to do to update various items and rituals to make them compatible with the new rules. Some of that will take place over this event and next - but over winter we hope to sit down and look at reliquaries and other religious magic items and see if we can't produce similar significant improvements. As ever we'll update the wiki - and the latest updates - and let people know by facebook and email whenever we make an update to the game.

IC Explanation

It is relatively difficult to produce a credible explanation for a change to the setting and the rules that it as widespread as this one - even given the low bar we usually set ourselves on this front. In the end we opted to go with the ever reliable conjunction. We have a plot ongoing at the moment involving an ominous red star travelling through the heavens which is connected to the Wanderer. Such a powerful symbol of ill-omen and change will not pass the world without leaving its mark and so we have put the in-character onus of responsibility for the recent changes on this dread star.

As ever we need to stress that this is not some kind of plot - you can't move the star and put the rules back... These are OOC changes that we have made because they will make the game better - the star is a convenient piece of ongoing plot that we have conscripted to provide the IC justification for the changes.

Changes

As is usual when PD makes improvements to the Empire rules system, if any player feels that there is a skill that has been materially affected by the new rules that they would not normally have taken, then they can ask PD to remove that skill from their character by emailing us.

Additional Recipes

Potion Recipe

New Potion

Balms of the Fountainhead

Talonvine Infusion

Decoctions of Hoarfrost

Sorrow's Mask

Lambent Essences

Radiant Transcendence

Magnum Opus

Black Star

Tinctures of True Eminence

Firewine

Unguents of Falling Leaves

Essence of Verdigris

We have added six new potions to the game. Rather than create these as new recipes, each has been added to an existing potion recipe skill. If your character has the appropriate skill, you can choose to know how to make the new potion. If you wish, you may begin play without this knowledge and roleplay gaining it in play from another character. Each of the potions is similar in that they provide an effective three rank boost to a specific ritual lore, and require a ring of ilium to create.

We have also changed the potions that grant additional ranks of Realm Lore to make them tonics. The primary reason for doing this was to prevent stacking a +1 potion with a +3 potion.

Reasoning

These potions are the first of the new elements designed to support the changes to the Realm Lore skill. In each case, they are based on potions that were originally intended to be part of the game but were cut at the last moment around concerns that they were too powerful. With the recent changes, however, these concerns are greatly reduced.

IC Explanation

The Empire has recently defeated a significant Druj force in Reikos. The Druj are experts at the use of herbs, and this is the first time that the Empire has defeated a significant Druj force "at home" - the Stone Toad - and captured some of their herbalist lore. Furthermore, Reikos prior to the orc invasion was a center of Imperial apothecary studies, and a combination of these two factors makes it an ideal place to introduce new lore to the Empire. The potions themselves are not exactly new, however (for example, you might encounter a bottle of Black Star or Firewine squirreled away in the cache of a renegade Kallavesi mystic or ancient tomb); it is simply that previously the methods of brewing them were not commonly known in the Empire.

Mastery

We have implemented a new rule to allow ritualists to swap a single mastered ritual for another ritual chosen from Imperial Lore after each event they attend.

Reasoning

At present we allow players who email us, after their first event or two - to change the rituals they have chosen. We do this to reflect the OOC realisation that they have made a mistake when they generated their character and did not fully understand how the game would play. We also give players an out-of-character opportunity to change rituals and other skill choices whenever we make changes to the relevant rules. However these are out-of-characters changes, previously there has been no in-character way for a character to change their rituals.

Rituals are particularly problematic because the ability to perform them is often reliant on the actions of fellow participants. A group of players may decide to master a powerful ritual - only to find that they can no longer perform the ritual because some of their number have died or switched characters. The rules are designed to encourage significant covens to choose powerful rituals to master together - but the risk that a character becomes stuck with a set of mastered rituals they can no longer use grows over time.

The new rule is designed to give players the confidence to make ambitious choices about the rituals they master, with the knowledge that if it later becomes impossible to perform that ritual they are not permanently stuck with their choice.

The new rules only apply to mastered rituals - because there is no comparable situation for artisans, apothecaries or spell-casters where the skills they choose could become impossible to use due to events beyond their control. An item or potion may be unpopular - but it can never be impossible to make because your IC ally died. However by creating an in-character mechanism for mastered rituals to change we have also opened up options within the game for characters to pursue other in-character methods to change their character's focus.

Rituals

We have made a change to the rules for how much mana an individual magician can contribute to a ritual. We have defined a magicians innate skill in a realm as the number of ranks of that realm lore they have purchased using experience points. The magicians total effective skill, the amount of mana they can contribute to a ritual - may not be more than three times their innate skill.

This rule change means that a character must have spent experience points to purchase a rank of realm lore to be able to contribute to a ritual of that realm. It also puts strict limits on how much mana they can contribute based on the number of ranks of realm lore they have purchased.

Reasoning

This rules change complements a set of additional changes that we are implementing over coming events to increase the potency of methods for increasing your effective skill. At present a potion can provide only a single increase in rank, likewise for many of the masks. We are going to implement additional potions that are more potent - and overhaul the ritual masks to make them much more effective.

The goal is to enable small covens of committed ritualists to be able to significantly boost their effective skill through in-character methods at the event. The best way to perform a powerful ritual will always be to recruit a large coven of skilled ritualists, but this relies on out-of-character friends and influence as much or more than it does on in-character roleplaying. By making items and effects that boost your effective skill more potent we create more IC options for committed ritualists to perform powerful rituals at an event.

To keep game balanced, it is crucial to link the benefits that can be gained in-character to the skills the character has purchased. At present one of the more effective ways to perform a powerful ritual is to get as many contributors as possible, regardless of their skill. This undermines the purpose of playing a committed ritualist. It is extremely expensive to continue buying multiple ranks of skill in a realm - to preserve game balance it is essential that the game advantage provided reflects that commitment.

IC Explanation

These changes (and those to mastery) are the result of the lingering effects of the comet currently visible in the heavens. Changes resulting from that mysterious force are still being felt across the Empire.

Boxes and Chains

If a player's tent includes a wooden or metal box or a metal chain then you should assume that they are made using weirwood and strengthened with the runes Verys and Diras, to the point where they are virtually indestructible. It is possible to destroy a box or a chain - but only by spending hours smashing the item to pieces - making tremendous noise and utterly destroying the contents in the process if you are breaking open a box.

This means that any solid box which is locked cannot be opened in game without the key or a mundane way to pick the lock. If the box is chained to the tent then it cannot be removed.

Players who keep boxes in their IC areas are encouraged to use good looking props where possible. If you want to mark the box with runes for Verys and Diras - you can do so. In particular you should use an appropriate in-character lock which uses a key (combination locks are not appropriate in the setting). The key is obviously a vital in-character phys-rep and should be treated accordingly. It should be kept with other in-character belongings and can be stolen and used as normal. If it is a modern key then please consider what cosmetic changes you can make to it, to make it look more obviously like a game prop.

You cannot have an IC box that can be easily opened and claim it is a locked box. The phys-rep must actually be locked and physically secured. You are allowed to store important in-character and out-of-character valuables together in the box, but bear in mind that it is still theoretically possible that someone might steal the box if it is not chained down. If they do so - they must bring the phys-rep to GOD within half-an hour as per our normal rules for stolen items.

Reasoning

Security of valuables is a classic problem in LRP games. To prevent thieves from stealing items, players tend to bring boxes and chests to put them in. The thieves then appeal to the referees to give them the contents of the box on the grounds that they would have attempted to break open the box. Refs are left trying to arbitrarily decide whether or not a broadsword might really cut through a thick iron chain - how long it might take and how much noise might be involved.

At the heart of the problem is that the activity cannot be phys-repped - the broadsword isn't real - and you couldn't legitimately smash up a player's expensive phys-rep box if it were. Any proposed solution that tries to invoke "realism" just invites escalation. If this box is thin enough that it can be broken into - what happens if I bring a box twice as strong? What happens if it's banded with metal bands? What happens if it's a box made of inch thick steel? Theft is an inherently PvP activity - where both parties want the opposite outcome and both tend to instinctively make the opposite assumption about how easily and how quietly and how quickly the security measures might be breached. Live roleplaying games work best when we can use live mechanisms to find the outcome but here the crucial element that would determine success simply cannot be done "live".

Ultimately, what that means is that PD has to make a ref ruling on whether or not such boxes can be broken open or not. We are bound to disappoint one party - either the person with the valuable box or the person trying to break into it. The only question is which side to favour. To work out the answer to that we go back to some of the original elements of the game design.

Crime is an important part of the Empire setting - but we've always been clear that we wanted crime to be a very deliberate thing. One inspiration for the setting was the clever cons perpetrated by Scott Lynch's Gentlemen Bastards in the Lies of Locke Lamorra. We think there is great game in tricking and outwitting other players - in picking pockets in the market place, in a perfectly planned and executed robbery to steal a key. We'd asked players to refrain from casual murder - and instead to use assassination as a scalpel to remove their enemies and we've been heartened by the largely positive way players had adopted that for Empire, but we realized we'd never really said anything much about robbery. So we were left looking at how much game was created by characters simply going through tents at night and taking anything of IC value and whether that game fitted with what is intended to be a profoundly political PvP game.

Although we were not convinced that casual theft added a great deal to the game - there were some clear OOC problems that were particular to Empire. Late at night children may be sleeping in a tent, and some parents were understandably concerned at the idea that thieves might be rifling tents in which children were sleeping. In practice a better time to rob a player's in-character tent was around 11:30 on Saturday morning - when the character had gone off to battle - or even worse when they had volunteered to monster. Inadvertently we had created a situation which discouraged in-character camping with small children... and discouraged participation in the battle.

As a result we have chosen to settle the dispute in favour of the people with the boxes. We appreciate that this will make it significantly more likely that people will invest in essentially impervious boxes to store IC valuables - and that turning over tents when people are out is likely to diminish, probably significantly as a result. We had to make a decision on this - we fully appreciate that this decision will not suit everyone but we feel this decision better fits with the overall character of the game we are trying to deliver for players at Empire. A brilliantly executed theft or clever con are still intended to be very legitimate parts of Empire - and we hope this ruling will inspire enterprising montebancs to carefully craft their daring heists.

IC Explanation

Artisans in Wintermark have discovered that they can strengthen chains and boxes made with mithril and weirwood using the rune of Verys. Their discoveries have been quickly copied by skilled artisans in several other nations. The results are highly expensive - even more pricey than an Urizen lightstone - but any character of wealth and means (any character who attends Anvil) is welcome to roleplay that they have acquired one.

"Ta da" said Deorwine proudly, beaming at his wife.

She looked at him and then back at the small box in the centre of his steel making table. Then back at her talented but often incredible obtuse husband. "It's a little box?"

Doerwine nodded, still grinning from ear to ear. "It's fashioned from weirwood, and reinforced with mithril bands! I've spent two weeks carving the inside with paired runes - Verys and Diras".

Aune shut her eyes and did some mental calculations. It wasn't a big box but weirwood was one of the most expensive materials in the Empire. Only an utter fool would even contemplate using such a priceless material for a box. She had already written off the time for the week spent carving - marry a Steinr and he's just going to put a rune on everything... it's what they do. "It's an astonishingly expensive little box?" she said - trying hard to hide her sense of exasperation.

Doerwine nodded again - still grinning. Aune was reminded of the time her sister, Essi had once commented on her husband's likeness to a boarhound. She couldn't help but smile, Win's loyalty was unwavering, whereas Essi had come back from from a week's hunting to find her husband in bed with some Freeborn strumpet. "What's it for my love?" she asked, reminding herself that loyalty was a virtue that should always be returned.

"Watch!" he said, and walked over to his tool rack. He picked up his biggest sledge, a huge over-sized hammer, and with a groan he swung it over his head. Aune's jaw dropped in horror as he brought it crashing down on top of the priceless box. Unfortunate, as sometime later she realized was still standing there like some slack-jawed Marcher astonished by their first sight of magic. The box wasn't just intact, it appeared unscathed.

"Good eh?" said Deorwine. "I've no idea what I can use it for - but I've strengthened it so much that you'd need to be a troll to smash it open."

Aune looked at the box on the table. She thought about what a rich Thane might pay for a box no thief could ever hope to break open. Such a little thing... to be worth so much.

"Better than good my love.... Much better. How many more can you make before the solstice?"

Conjunctions

We have updated the rules on major conjunctions to limit which nations can go on the battle and when. In the first year of the game there were limits on how many nations - with larger nations like Wintermark counting double - but those rules largely lapsed. We trialed some new rules at event one in 2016, but they were too restrictive. Consequently we have adapted the rules to allow the widest possible arrangement of nations - to let the players choose any strategic combination that still preserves roughly equal numbers for each battle.

Under the new rules, the civil service will present the Imperial Military Council with the best estimate of the fighting strength of each nation. of their options, which nations could take the battlefield together. Each of the two battles must have at least 50 and at most 60 force weight sent on it. These weightings will be subject to change over time.

At the forthcoming event, the weightings are:

National Weightings

Nation

Force Weight

Wintermark

20

Navarr

15

Dawn

13

Highguard

14

Varushka

11

League

10

Marches

8

Urizen

7

Imperial Orcs

6

Brass Coast

6

All the nations are much bigger than the numbers listed - the numbers listed reflect the relative numerical strength of the nations not the actual number of fighters who take the field.

Reasoning

One of the fundamental design principles for Empire is to try to avoid giving players any opportunity to have a bad time. It is one of the truisms of LRP that many players will follow what their characters does - and have a bad time - rather than pick the option that is the most fun. In our view, good game design is about presenting players with cool in-character choices - where they will have out-of-character fun no matter what option they choose.

The nations are radically different in size - but our volunteer pool is drawn from the players who are not fighting that battle as their character. So the number of Imperial characters who fight on a battle directly impacts on the number of volunteers available and that is a big factor in how enjoyable the resulting fight is. In effect, if one battle is more political expedient than another, then it is strategically sound to weight that battle and give up on the other one, even though that makes both battles less enjoyable from an OOC perspective.

There are also issues in which a significant factor in military council choices about the battle were the perceived levels of warriors that each nation was bringing. The perceived need to balance the sides - for fairness - was crowding the IC discussions which might otherwise have focused solely on the political and tactical implications of the choices.

Therefore, we have removed this dimension of choice. We are tracking the number of players who take the battle from each nation each event - that will allow us to pick at least four battle options for every event that we know are broadly even. Players in the military council will not need to worry about balancing the sides - that has already been done - they can concentrate on making choices based on purely in-character considerations.

IC Explanation

The Sentinel Gate is known to be strongly linked with movements of the Wanderer, a fickle and unpredictable star. Recent movements of the star, have indicated a subtle but vital weakening of the strength of major conjunctions - a vital part of the Imperial military machine. After much examination of the gate, the Imperial magicians employed by the civil service have identified that the conjunctions are still operational - but that the options for which nations may travel together are now more limited than they once were.

The magicians expect that the options are likely to change with time - indeed they do not expect them to remain constant from one summit to the next, but they are confident that they provide the military Council with a definitive list of options each summit by through the use of night magic divination.

Megaris, leaned back and rubbed her eyes, trying to use her fingers to relieve the strain caused by the hours spent staring through the lens of her mentor's telescope. She picked the stylus and recorded the coordinates of the three stars she had been observing, sighing as she did so. Star-gazing had seemed so mysterious, so exciting, when she was a young student. If she'd realized that her chosen occupation would mostly consist of counting stars, she might have been less disdainful of other traditions.

"I wander why Vitula is so interested in the Wanderer" she said aloud. "What it is doing that is so important?"

"Child, how many times must I explain?" Megaris jumped at the sudden intervention. Vitula, her mentor was always quiet and had developed the intimidating habit of coming up behind her student. She wandered how long the woman had been watching her.

"The stars don't do anything. No more than the runes the Mark pull from their bags. They're just a way to sense what is happening in the world. I met a Feni wizard once, who used to drop molten wax into ice-water, claimed he could read the winds of magic in the patterns formed."

Megaris rolled her eyes, she'd heard this explanation a thousand times from Vitula. It was only a figure of speech, that was all. Besides ... not everyone quite agreed with Vitula's view of the matter, no matter how often she repeated it. Still, she was Vitula's student, the time for having her own opinions on magic was after she had learned what she could from her teacher and not before.

Thankfully the dreary anecdote of the Feni magician was cut short as Vitula leant over her desk to inspect her latest records. She stared at them intently, ignoring Megaris who waited eagerly if she would dispense some wisdom on what it all meant.

"We need to keep watching, we need to record the motion accurately, to discern what is happening" was all she said before turning and gliding silently away.

Megaris signed, and rubbed her sore eye again before bending back to the telescope. Her teacher knew a lot about the stars, it was her definition of "we" that left a lot to be desired.

Shatter

We have increased the minimum length required to use a weapon with the shattering blow skill. The previous minimum was 42", this has been increased to 48". This means it will no longer be possible to use the skill to call shatter by holding a 42" sword in two hands.

In addition, we have clarified the rules to make clear that it is not possible to use the shattering blow skill using a spear, similar polearm, or quarterstaff.

We're also taking other steps to reduce the frequency of the shatter call on the battlefield, starting with our approach to briefing monsters.

Reasoning

Shatter is one of the most powerful calls in the Empire system. Its role in the system is partly to balance the weakness of two-handed weapons in live roleplaying games. In the real world, two-handed weapons provide a significant advantage to the wielder by allowing them to strike a heavier blow, but at the cost of being able to use a shield. In Empire, a character with a two-handed sword cannot use a shield, but they gain no advantage at all in terms of being able to strike a heavier blow. The shatter call tries to address that inherent limitation.

We appreciate that 48" two-handed swords are uncommon, that most weapon makers create swords to the commonly used system lengths, 42" for a one-handed weapon and 60" for a two-handed weapon. There is some variation but since most player want the longest reach that they get, weapons size tend to closely follow standard category limits. As a result, we anticipate that the majority of characters using the shattering blow skill will do so using a large two-handed weapon. This is desirable, we want characters wielding two-handed weapons capable of shattering a shield or weapon to be clearly identifiable to other participants on the battlefield.

The original rules meant that it was possible to use a 42" weapon in two hands with the shattering blow skill. This had a very unfortunate and undesirable consequence with monstering, where it is common for volunteers to turn up armed with a 42" sword and no shield. In some circumstances, it was clear that these volunteers were being briefed to have one hero point and an appropriate call - at which point they made the understandable but undesirable assumption that it would be acceptable to wield the weapon in two hands to call shatter, before reverting to one-handed use. That increased the prevalence of shatter on the battlefield, made it impossible to identify when having your weapons shattered might be a risk, and removed the relative advantage of two-handed weapons, by allowing characters to use the skill with a one-handed weapon - albeit wielded in two hands for that blow.

The new rules make clear that situation is not possible - you cannot wield a 42" weapon in two hands to call shatter with the shattering blow skill.

The original rules also made it possible to use a one-handed spear of the right length and then attempt a shattering blow by putting a second hand on the weapon. The new rules make clear that this is not possible - you must have an appropriate phys-rep to use the shattering blow skill - either a sword, axe, hammer or mace - that is of the right length.

Any player who wishes to drop the shattering blow skill as a result of these rules changes can do so by emailing us.

Artisan's Oil

We are implementing a new option for artificers for 2016 onwards - allowing them to create three doses of Artisan's Oil in a month at a cost of 1 crown.

Reasoning

At present there is no consumable resource (other than mana crystals for wizards) that could allow a character to repair a shattered weapon. Comparable battlefield effects, like a cleaved limb or being reduced to zero hits can be treated with magic or with herbs. Creating an additional consumable mechanism for repairing shattered items brings it into line with these effects - and also gives artificers an additional ability that they can utilize on the battlefield.

IC Explanation

Manuals explaining how to create the oil were bought from the Commonwealth by members of the Purple Sails Sodality, who then distributed it widely across the Empire.

Downtime

We have amended the downtime system to remove the option to commit illegal or risky acts, foreign trade with barbarians, piracy with foreigners and raiding of nearby nations. From 2016 onwards fleets will be able to trade with foreign nations or pirate barbarian nations, or support Imperial navies. Military units will be able to support Imperial armies or carry out "mercenary" work.

We have removed the cost to the Empire to pay for the civil servants who were preventing illegal fleet actions.

The reasoning behind these changes is highly theoretical and consequently requires a fairly lengthy reasoning to explain it.

Reasoning

The version of the downtime system in the first few years contained actions that allowed players with fleets and military units to make choices in downtime that would impact the wider campaign. For example, by pirating foreigners it was possibly to damage foreign relations with that nation. When the Thule ceasefire came into being, it created the possibility that a few players might wreck the treaty simply by clicking a downtime option to raid the Thule - quite possibly even without realizing the implications of what they were doing.

At first glance, it appears appealing to give players the opportunity to change the campaign dynamics through downtime options. The previous game that we had run, Maelstrom, made widespread use of this concept, presenting players with downtime options that were beneficial to them but caused friction with other players. While it worked for that game, there were significant problems with the approach, but we had imagined that Empire would avoid these errors by shifting to political PvP mechanics instead of camp rolling.

In practice, the hugely streamlined downtime system used for Empire served to demonstrate the fundamental conceptual flaws in allowing this kind of downtime action. There are four core problems:

Conceptual

The Empire downtime system was conceived as an adjunct to the game. Its purpose is to produce an outcome we call "reflection" - the idea that the actions the players take should be reflected in changes in state to the world. Because this is a live roleplaying game - in this context, actions means "actions taken at the events". It exists to give the campaign meaning and credibility. If the Empire cede a region in Skarsind to the Thule - this has meaning and a discernible impact because the downtime system ensures that those decisions have palpable consequences.

Its purpose is not to drive the campaign - we want a downtime system because we want to ensure that Empire had a believable credible campaign setting - where the actions of players have a profound impact on the game world. But the design goal was to ensure that Empire remained a live roleplaying game 100% - that all the important decisions were ones taken at the events - that the campaign was driven by the actions of the players while roleplaying at the events - not by the choices they make in downtime.

We absolutely do want players to have opportunities to wreck peace treaties that other players have worked incredibly hard to create - that is essential to the game. But that opportunity should only happen as a result of actions taken while live roleplaying at events - not by decisions taken in downtime.

Cognitive

Research into various cognitive biases shows that human beings find it easier to break rules the further removed they are from the consequences of their actions. The more abstract the situation, the easier it becomes to justify the action to breach social protocols and break laws. In takes a significant degree of nerve - and preparedness for confrontation - to act against the socially agreed consensus - for example by breaking a treaty. But experience has shown us that players find it vastly easier to do this when choosing downtime options - where the actions are highly abstracted from the actions and the consequences are distant - than they would be to take actions with similar effects at an event. (for example see the current moment bias). In LRP terms we could summarize this as "Downtime crime is easy - uptime crime requires real guts".

At first glance, this appears desirable, if conflict is the lifeblood of a PvP political game, then seducing players into choosing antagonistic actions by making the pathways to conflict easier should create more conflict. Unfortunately the abstraction and the ease with which these decisions can be taken has a downside - namely that players feel detached from the decisions they haven taken. The actions do not feel like genuinely heartfelt decisions - because they are not - they are abstracted artificial choices.

As a result of this lack of internal commitment to the decisions, many players will attempt to reverse their choice when faced with the consequences at an event. In the best cases they tend to backtrack and use the artificiality of the downtime system to create new narratives that distance or divorce themselves from the actions they have taken. (Maelstrom provides a charming example of this, where characters who were horrified by the existence of slavery would continue to work large plantations full of slaves in downtime by claiming in uptime that the slaves were actually serfs). In the worst cases, players will abandon the character completely rather than face a confrontation they have not fully committed themselves to or in some cases even claim that the action was not taken by them (blaming system errors).

As a consequence the conflict that is generated by these kind of downtime actions is very often substantially inferior to the kind of conflict that is generated by uptime actions. Players who are the victims of the actions find it frustrating that there are few players prepared to stand by their actions. Players who are the perpetrators don't enjoy the experience of the ensuring confrontations because few were really committed to the actions they have taken, they were neither prepared for the ensuing conflict nor fully invested in what they have done.

The net result is that while these kind of conflicts are artificially easy to generate, they are often negative for the game experience as a whole. In Empire we want the conflicts that develop to be the result of actions that players have taken live at the events; in this way they are more fully invested in those decisions and better prepared for the ensuing confrontations.

Consequential

Empire is intended to be a game of significant decisions with important consequences. For those consequences to happen, actors in the campaign need to be able to link the actions of individuals to the perpetrators of those actions. As a simple example, there are no consequences to stealing - unless someone is caught for it.

In an ideal live roleplaying game the mechanisms that allow characters to identify the antagonists do not require reference to the organizers. If you assassinate a character in Empire, whether or not you are caught depends most heavily on whether there are any witnesses, how you dispose of the body, how well you hide your motivations - and so on. When working well, none of these factors require you to interact with Profound Decisions - they exist purely in the interaction between players in the field. Players may obtain interventions by refs using spells, rituals, or similar, but these work in predictable and readily repeatable ways. In essence whether or not you get caught for your actions depends on what you do, how well you do it and the IC actions of your political rivals.

Unfortunately, this situation is reversed when the actions take place in downtime. When a player clicks a downtime option to pirate a foreign vessel, whether or not any word of that action ever gets back to the foreign nation is a judgement decision made solely by us as organizers. There are almost no mechanisms that players can pursue at events that will allow them to identify who did the piracy - unless we choose to add a ritual or similar that identifies the guilty party - at which point there is no possibility of error. In effect, all the information pertaining to the action and its consequences can only be gained through interaction with Profound Decisions rather than through interaction with other players.

This makes it exceptionally difficult for organizers to decide how difficult such information is to obtain. The two simple outcomes are to provide all the information or no information and while it is possible to obfuscate the information, it is fairly tortuous to do so. If we give out no information we make it impossible for the perpetrators to be discovered, which makes it almost impossible to catch and stop them - and that removes the possibility of consequences. If we give out all the information we make it impossible for the perpetrators to get away with their crime

It is conceptually undesirable that the actions needed to investigate a downtime action rely solely on interactions with the organizers, but also highly problematic for the organizers to find themselves in the position of either giving out all the information or none of it.

Challenge

Actions that challenge the status quo - especially things like piracy and raiding would in reality be risky and difficult endeavours. They would be laced with danger and the clear risk of failure. None of this risk can be adequately modelled by our downtime system - the closest we could come would be choosing a random outcome to try to cover the possible risks. In contrast, actions taken at events have a clear risk of failure which is set by the environment, the actions attempted and the acts of others.

This latter element is crucial - at an event other participants can choose to act in ways that will make the actions of their rivals more or less likely to succeed. The difficulty of successfully achieving the desired outcome is dependent on the actions of everyone present - rather than random numbers generated by the organizer. Critically it allows other participants to act in ways that try to prevent their antagonists from succeeding, something is entirely lacking in a simplified downtime system like Empire. In plain terms, players can pass laws at events to allow or disallow piracy, but they can't put spies on ships or dock fronts to try and catch those engaged in it.

In a simplified downtime system it is very difficult to set the challenge of engaging in conflict at a justifiable level and almost impossible to have the level of challenge take account of the actions of other players who might wish to prevent it. In contrast, the challenge involved in succeeding at actions at events that would generate conflict is set totally organically and takes perfect account of the efficacy of the counter-actions of everyone involved.

tl:dr;

Conflict generated from actions taken in downtime is inherently inferior to conflict generated from decisions and actions made at events. We have chosen to remove the option so that we can better focus our efforts on improving ways to generate conflict at events.

IC Explanation

The changes made to military units do not require an explanation. Characters who choose to receive a bounty rather than supporting an Imperial army are free to roleplay that their military unit has been raiding the Thule, the Jotun or whoever. However what we have clarified is that such raids are below the abstraction layer - they do not have a significant campaign effect and consequently they are not detectable.

The legal changes made to fleets - that prevented them engaging in illegal piracy and illegal trade were made as a result of a law passed by the Empire. This law is back in force after a brief absence but the very significant costs - 50 thrones per season - are now being paid by an Imperial sodality - the Purple Sails - rather than from the Imperial treasury. Should the Senate ever decide to repeal this law, we would restore the option to commit illegal piracy and trade but it would be less effective than legal actions (to reflect the difficulties in carrying out illegal actions) not more effective as it was previously - and there would be an immediate and significant negative response from all foreign powers in the world of Empire.

The Throne

We have updated the description of the powers of The Throne. In some cases the existing powers (such as the veto in the Military Council) were listed elsewhere on the wiki but were not listed on the wiki page for The Throne. In some cases, such as the defender of the Empire the text was not clear on how the power worked.

We have added the power to address the Military Council once an event. The power of address is very much in line with the other powers of The Throne but was not included in the original draft for the page as the power did not exist in the game at that time (it was added when the description of the Military Council was overhauled).

We have changed the description of the voting power of The Throne in the Synod. The original notes on the Constitution assumed that the Assembly of Nine would vote by congregation strength - but in fact the Assembly is one member one vote, so the description in the notes made little sense.

The in-character explanation for these changes is that the civil service have rigorously checked the powers of The Throne, following the recent election.

Commission Costings

We have amended the costs for the Imperial Senate to Commission a spy network, to raise an army, and to enlarge an Imperial army, by adding a cost in thrones to reflect the labour required for these tasks (we have reduced the number of wains required). This has been done to bring these costs into line with other commissions. All standard commissions should now be operating on a system in which there is a labour cost of 2 crowns per wain used.

We have added an upkeep of 5 thrones to a shipyard to reflect their increased significance in the system; we will adjust the Imperial budget so that there is no impact to effective existing costs arising from the Madruga Shipyard.

We have removed the requirement for an army to remain out of conflict for a year for it to be enlarged. While this restriction could be regarded as "realistic" and was originally conceived as part of the play balance preventing large armies, it was clear in hindsight that the increased costs for a large army were already significant. Critically we did not want the experience of an Imperial general elected to serve for a year to be one in which they ordered their army to do nothing while it was enlarged to make it more effective for their successor.

War

We have amended the published rules on the wiki for armies attacking a region (it is now clear that it must be adjacent to an existing Imperial controlled region). During discussion, it was clear that many players and some members of the game team held different views on how this fine point of the rules worked. The wiki is now very explicit and the rules are simple and help to provide a basis for long-term strategic planning by Imperial generals.

Fast Casting Effects

Since the changes to spellcasting, rituals and items that allowed the fast-casting of regular spells were lagging behind in effectiveness. We've now adjusted these effects to allow a magician to cast spells with a few seconds of appropriate roleplaying, rather than 5 seconds of roleplaying. Furthermore, this means that (as with offensive spells the caster is not interrupted if they or their target are struck, or if the target is making an attack. All other restrictions of casting regular spells apply, especially the requirement that you must be capable of touching the target with your casting hand as you cast the spell. These changes effect the Hands of the Healer, Smooth Hands Shape the World, and Thought Becomes Action rituals, as well as the Forge of Isenbrad and Trollsweave Vest.

Healer's Harness

At the same time, we've altered the Healer's Harness ability to prevent loss of mana when interrupted while casting a healing spell. The change to spellcasting meant that nobody loses mana when a spell is interrupted; they simply have to begin the casting again, We have changed the effect, and slightly increased the cost in materials to create the item, which now provides reciprocal healing for the wearer when they use certain healing spells.

Warcaster's Oath

Likewise, the Warcaster's Oath effect has also changed. This shield is thematically intended to be useful for magicians who fight on the front lines, and the new power - to gain a burst of personal emergency healing in return for personal mana - is intended to reflect that.

Further Reading

- Rules update 2018

- Rules update 2017

- Rules update 2016

- Rules update 2015

- Rules update 2014

- Rules update 2013

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_update_2016&oldid=61991"

Frequently Asked Questions

Contents

- 1 Introduction

- 1.1 Obscure Questions

- 1.2 Questions about lineage and orcs

- 1.3 Questions about nations

- 1.4 Questions about the Setting

- 1.5 Questions by New Players

- 2 Plot

- 2.1 Can I request or suggest a plot idea?

- 3 Rules

- 3.1 Can I pick the lock on a box?

- 3.2 Why have I only got 1xp after two events?

- 3.3 Can I use recorded music in my IC tent?

- 3.4 What are the restrictions on bows and crossbows?

- 3.5 Do I have to spend all 8 character points?

- 3.6 Does the CLEAVE have to hit armour to be stopped?

- 3.7 Can I use steel armour that doesn't cover my torso?

- 3.8 Can I wear mail under my costume?

- 3.9 What happens to my hits when I swap armour?

- 3.10 Can I use a one-handed spear as a polearm?

- 3.11 Can my magician wear pieces of armour?

- 3.12 Can I master a new ritual I just performed?

- 3.13 Can you be fed a potion if you are dying?

- 3.14 Can I use Stay With Me or Get It Together at range?

- 3.15 Can I use weapon master to wield a quarterstaff?

- 3.16 Can I use a quarterstaff and make heroic calls?

- 3.17 Can I fight while holding two items in one hand?

- 3.18 When do I get my hits back from Unstoppable?

- 3.19 What can I do while as I am using Unstoppable?

- 3.20 Can I use Unstoppable while I am paralysed?

- 3.21 Can I hold on to something instead of being repelled?

- 3.22 Can I grab, or be grabbed by, a friend to resist a REPEL?

- 3.23 What do I do if I can't fall over?

- 4 Costume

- 4.1 Can I use a modern tent as an IC tent if I dress it?

- 4.2 Can I wear a kilt?

- 5 Game Style

- 5.1 Do I have to volunteer to monster?

- 5.2 Can I monster the battle without playing an orc?

- 5.3 Can I get a friend to monster for me?

- 5.4 How should parents handle monstering?

- 5.5 How do battles work?

- 5.6 How dangerous will the main field be?

- 5.7 Is PvP murder allowed?

- 6 Downtime

- 6.1 Can I tell you what my character is doing?

- 6.2 Can I send resources or coins by post?

- 6.3 When do I get the benefit of my upgrade?

- 6.4 Can I make a two month item at the end of downtime?

- 6.5 What should I do if my ritual isn't listed in my downtime?

- 6.6 Can I submit a free-text downtime?

- 6.7 What happens if I don't make an event?

- 6.8 Can I die in downtime?

- 6.9 Can I purchase a downtime ticket?

- 6.10 When does the magic item duration end?

- 6.11 Can I smoke in the tents?

- 7 Booking

- 7.1 Why does my bank payment take days to appear?

- 7.2 What is the requirement for concessions?

- 7.3 Can I use a recruitment booking code for Empire?

- 7.4 How do I book my child on to the event?

Introduction

The following is a list of frequently asked questions that players have sent us. If you have any queries about Empire then it is worth checking the FAQs first, to see if the answer to your question is here. Otherwise email us at empire.rules@profounddecisions.co.uk with any questions about the rules or empire@profounddecisions.co.uk with any other questions about the game. We'll answer as quickly as we can and we'll add your question to our FAQ if we think it is likely to be of interest to other players.

Obscure Questions

In addition to this list of frequently asked questions there is a list of obscure questions people have asked to which we have provided answers. They are included for completeness and for reference purposes and searches.

Questions about lineage and orcs

Questions about lineage and orcs are now maintained on their own lineage and species FAQ.

Questions about nations

Questions about nations are now maintained on their own Nations FAQ.

Questions about the Setting

Questions about the world the game is set in are now maintained on their own Setting FAQ.

Questions by New Players

A new player FAQ exists with questions frequently asked by players who are new to live roleplaying.

Plot

Can I request or suggest a plot idea?

We do not encourage players to send us suggestions for plot they would like to happen in the game. Partly this is a fairness issue, if it were possible to request plot by email then we would soon be inundated with hundreds of requests - we would spend more time answering emails than we do preparing the event! Critically the way to get more involved in the game would be through email - and that is something we are very keen to avoid. We want our players to play the game and to get involved with plots in the game based on the decisions their character makes.

However the main reason we don't pick up requests or suggestions from players is that the limit of the plot we run is not based on the number of ideas we have. Rather it is based on the time required to write and document a plot before the event and the time needed on the day to brief and debrief the NPCs. Our crucial limitation is the number of writers we have - not the number of ideas. Most of our writers are full of ideas of their own that they want to write - and their enjoyment comes from writing their own plots and seeing them come to life in the game. The best way for us to get more plot at events is if our writers enjoy what they are doing - which means encouraging them to use their own imagination to come up with their own plot ideas.

Some of our writers do read through backgrounds and pick up ideas for plot from them. This is relatively rare and players should bear in mind that there are literally thousands of characters on our database! We recommend that players create a background to help them define their character - not to try and create your own plot hooks in the game.

Rules

Can I pick the lock on a box?

If you find a lock, then you, as your character, may attempt to pick the lock - provided you are confident you know what you are doing and are not likely to damage their phys-rep. There is no open locks skill or spell - you can only open the box if you can pick the lock on the box.

Whenever you are interacting with other players at an LRP event, especially if you are in their tent stealing their stuff, you should take all reasonable steps to avoid damaging their kit and props. If you do break another player's LRP kit at an event, we expect you to be honest, let us known and to take responsibility for that.

Always remember that any phys-rep you take must be taken to GOD within 30 minutes.

Why have I only got 1xp after two events?

If you attend one or two events in a year - then you get one xp in total after the first event.

If you attend three or four events in a single year - then you get two xp in total - one after the first event and one after the third event.

Can I use recorded music in my IC tent?

We have asked all players not to use background music playing from an electronic source in the IC area. Using music like this remains a controversial issue, some attendees like it - but some don't. In Empire we have worked as hard as possible to encourage the presence of IC musicians at events - and we want to continue that by encouraging players to hire IC performers if they want IC music in their establishments.

What are the restrictions on bows and crossbows?

All bows must have a maximum draw weight of 30 lb at 28" (72 cm). All crossbows must have a maximum draw weight of 30 lb. We do not use bow competency tests at Profound Decisions events. You cannot parry or catch arrows that are fired at your character.

Bows and crossbows must be wielded in two hands. Pistol crossbows and wrist-mounted crossbows cannot be used in Empire.

Characters in Empire cannot use a crossbow that loads more than one bolt at once - you can use a phys-rep crossbow that has more than one channel for a bolt, provided that you do not load more than one bolt at once.

Do I have to spend all 8 character points?

You do not have to spend all eight character points when making your character. Unspent points are saved and can be spent on that character later. However you cannot spend those points on a different character in the future. Only unspent points that have been earned by attending events can be spent on a new character.

Does the CLEAVE have to hit armour to be stopped?

Yes. The armour you are wearing on your torso and body provides additional global hits. But to protect you against a CLEAVE or IMPALE, the physical blow must strike an actual piece of armour. If it hits a part of your body (other than your head or neck) which is not protected by armour then you take the full affect of the heroic blow. If the blow strikes the actual armour itself and the armour protects against that blow then you just lose one hit.

Can I use steel armour that doesn't cover my torso?

To gain the benefit of increased hits, your armour must cover your torso and one other location, either your head, legs, arms or half your arms and legs. But you still gain the protection provided by the individual piece of armour, appropriate for its type, if it is struck.

E.g. I am wearing a soft leather vest and helm which counts as light armour and provides me with two extra hits. In addition I am wearing steel vambraces and a hardened leather hero belt. If a CLEAVE or IMPALE strikes my steel vambraces then I just lose one global hit. If a CLEAVE strikes my thick leather hero belt then I just lose one global hit. If the blows strike me anywhere else, then I am affected normally.

Can I wear mail under my costume?

Yes, you can wear armour under costume, or even other armour. Your armour does not have to be visible. If you wear a steel vest of mail under your costume or other armour then it would protect against IMPALE or CLEAVE as normal.

What happens to my hits when I swap armour?

If you are wearing armour and you have lost any global hits, then you drop to one hit when you remove your armour. If you have lost any hits when you put a suit of armour on, then you do not gain any hits by donning a suit of armour, until you are healed.

In theory it would be possible to use fractions to calculate how many hits you have, in practice this is needlessly complicated for a situation that will almost never arise (people removing armour while wounded and in danger). The rules above are as simple as they can be and ensure that there is never any advantage to swapping one set of armour for another.

Can I use a one-handed spear as a polearm?

A one-handed spear can be used as a two-handed polearm. You can't use a two-handed bill or a halberd or the like as a one-handed spear - because it isn't a spear.

Can my magician wear pieces of armour?

A character cannot cast spells while wearing any piece of regular armour. A magician with the battle mage skill may wear mage armour which provides two additional global his but does not protect against CLEAVE or IMPALE.

You may not cast spells while wearing pieces of armour, such as greaves or vambraces. You cannot wear anything that would protect against a CLEAVE or IMPALE and cast spells at the same time. You can wear costume or mage armour that includes some metal if it is part of your costume but it is better to avoid it looking like armour and it does not protect against CLEAVE or IMPALE. If you wish to wear a helm for safety reasons then you may do so.

Can I master a new ritual I just performed?

It's not possible to master a ritual by casting it. A ritualist can attempt to cast any ritual effect at an event - effectively working without having mastered the spell. If the ritual is part of the Imperial Lore (it is on the wiki) then it is easier to do that. But successfully casting the ritual does not make the ritual part of the Imperial lore - that takes a major effort and only certain characters can achieve it (the Dean of the Lyceum of the Imperial Conclave or the Urizen Provost of the Halls of Knowledge).

Once a ritual has been added to the Imperial lore (put on the wiki) anyone can spend xp to master it.

It is possible to master a ritual that is not part of Imperial Lore - but doing so requires access to a special item called a ritual text that contains the details of how the ritual is performed. It is not possible for a character to simply teach a ritual that is not part of Imperial Lore to another character.

Can you be fed a potion if you are dying?

Yes. You cannot drink a potion yourself if you are dying on zero hits, but you can have one fed to you.

Can I use Stay With Me or Get It Together at range?

No. These are personal skills and require close, personal roleplaying. You must be close enough to touch the target to use these skills - shouting across the battlefield is not sufficient.

Can I use weapon master to wield a quarterstaff?

Both the battle mage and weapon master skills can be used to wield a staff in combat. However, neither allows the wielder to employ heroic calls using a staff (see below).

Can I use a quarterstaff and make heroic calls?

A staff is not a suitable phys-rep for a lethal battlefield weapon capable of delivering a heroic blow nor a suitable physrep for a magic weapon such a magic spear.

A staff can be used with the battle mage skill to cast offensive spells and is a suitable physrep for a magical staff or ritual staff.

Can I fight while holding two items in one hand?

No. You may only have one weapon or one shield in each hand when you are fighting. You cannot hold more than one item in each hand.

If you are wielding a two-handed weapon, a polearm or a similar item that requires two hands then you cannot hold a dagger, a buckler or any weapon, shield or similar in the hand while you fight.

When do I get my hits back from Unstoppable?

You get 3 hits back after the 5 seconds of appropriate roleplaying are complete. If you are using the skill when you are on zero hits then you will be left with 3 hits at the end of the roleplaying, regardless of any damage taken during that time (note that you can't attack your enemies while using this skill - see below).

What can I do while as I am using Unstoppable?

You cannot take any offensive action or attempt to move from the spot while you are performing five seconds of appropriate roleplaying to use the unstoppable heroic skill.

If you do move or attack, then by definition of the rules any blow that hits you must have landed after the five second of appropriate roleplaying to restore your hits was complete and so counts in full.

Can I use Unstoppable while I am paralysed?

You cannot use the unstoppable skill if you are paralysed, and will not be able to use it once it wears off. If you are paralysed while you are using the skill then your roleplaying has been interrupted. You will not regain any hits, but do not expend the hero point.

Can I hold on to something instead of being repelled?

You can hold on to a solid, immovable object such as a tree for ten seconds during which time you may talk but may take no other actions including blocking with a shield or parrying.

Can I grab, or be grabbed by, a friend to resist a REPEL?

No. Only a solid, immovable object will stop you moving. See also our rules on grappling.

What do I do if I can't fall over?

All characters who choose to enter combat at Empire are expected to be able to follow the published rules. This includes falling over if their character is reduced to zero hits, or being hit with a STRIKEDOWN effect. The rules for strikedown have been updated to allow any character to take two steps before they fall to the ground if needed for safety reasons.

If you have any mobility or safety restrictions that make it unsafe or impossible to follow the normal rules for combat then you must revert to the rules for being non-contact. This will ensure the highest possible level of safety and because it doesn't advantage your character it ensures that nobody can question the need to do so. The point at which you feel it is neccessary to become non-contact is absolutely your decision; it is not acceptable for any other participant to question this.

Costume

Can I use a modern tent as an IC tent if I dress it?

Modern tents made of obviously plastic materials like nylon cannot be used in the IC area at Empire, even if you have tent dressing for them. This means that dome tents and party tents cannot be used in the IC area as well as other similar tents. The reason we don't make an exception for tent dressing is that it changes the decision from one that is reasonably straightforward (is that a modern looking tent) to one that is utterly subjective (have you dressed it enough). All attendees on arrival are always adamant that they will fully dress a modern tent but the results vary dramatically. The issue devolves into an argument about how much dressing is required and what the minimum standards are.

In effect what we are doing is asking everybody who doesn't have an IC tent to make a sacrifice and do without an IC tent. There will be hundreds of IC tents on the field and your character will be able to use many of them. The OOC camp site will be nearby and you can sleep there and store vital supplies there. By excluding modern tents from the field we will achieve a much higher standard of IC immersion through the IC area, so everybody gains, but it does mean that folks without IC tents have to make that sacrifice so everybody can have that gain.

Can I wear a kilt?

As detailed in the Navarr look and feel, Skirts, especially war-skirts are fine for men or women in the Navarr (and indeed elsewhere), but players should take care to avoid kilts. The classic highland kilt made of bright tartan, either short or full, is inescapably linked with the 16th century Scottish Highlands.

Game Style

Do I have to volunteer to monster?

The Empire events run by Profound Decisions will feature one or more large battles, involving hundreds of participants. We have ordered four hundred orc masks and are in the process of ordering four hundred sets of orc armour. We can't possibly operate with that many crew, so to ensure that there is an epic horde to fight against we will need volunteers.

Volunteering will only be required if you plan to fight as your character in the battles. If you don't wish to take the field as your character, then there is no requirement to monster any of the battles. If you do wish to fight in the big battles then you will be required to volunteer to monster every other battle. There will be two battles at each of the first two events to ensure everyone has a chance to play one battle and monster one battle at each event.

We are confident that we can make monstering every bit as fun as playing. We need volunteers to fill out the barbarian hordes to make the battles as epic as possible, but our intention is that the majority of players find crewing one of the battles to be nearly as enjoyable as playing them. We are deliberately designing our barbarian foes to make them fun roles to portray.

There will also be skirmishes and other fights with the barbarians and other threats the Empire faces. We are aiming to have enough crew to operate these smaller battles ourselves, so volunteers are welcome but are not required.

Can I monster the battle without playing an orc?

Initially, most of the hostile enemies the Empire faces will be orcs. We have ordered four hundred masks for these which use latex prosthetics applied to a thin fabric balaclava making them relatively comfortable and pleasant to wear.

If someone can't play an orc, because they have a latex allergy or are non-combatant, then there will be other opportunities to help with the battle, but they are likely to be less fun. They may be human captives, sacrifices, or it may involve simply helping carry water for the battle. Provided you volunteer to help for one of the battles then you are welcome to the other, but if you can't play an orc then we cannot guarantee that what you'll be doing will be as much fun as the orcs are having.

Can I get a friend to monster for me?

People who play non-combatants will be welcome to monster both battles if they wish to. However you can't play two battles just because your friend is monstering two, the onus is on the individual - if you want to fight in an epic battle, you have to personally play your part in helping those epic battles happen, quid pro quo.

How should parents handle monstering?

It's important that young children are supervised throughout the event, so two parents or carers who are attending an event together can share monstering responsibilities if they wish to. This exception to the normal rule about sharing responsibilities takes account of their other responsibilities. This means that one of them can play one battle and one monster the other battle at the same event if they wish to. We encourage them to swap over between events, but of course this is up to them.

How do battles work?

How will battles work? (I paraphrase) Battles at events will form part of a wider campaign against the barbarian enemies of the Empire. Players will have opportunities to make pivotal interventions to turn the tide of war in their favour - provided they can triumph. Battles will feature objectives for the Imperial forces to achieve rather than being "meat-grinders"; achieving those objectives will improve the position of the much larger Imperial armies in the field. Things may be kept simple at early events to allow everyone to get the hang of the system but ultimately the intention is for those players playing Imperial Generals to decide where the Imperial armies are sent and to choose which battles to send the PCs to fight from the scenarios presented to them by their civil servants.

How dangerous will the main field be?

We are not planning to run camp attacks on the main field - the goal is to try and create the feel of a buzzing settlement right at the very heart of the Empire - a place of relative security. Our NPC magistrates will work to ensure the law is kept and the enemy is very far away. We want the field to feel like a place of relative safety, a place where characters can feel free to walk around without weapons or armour if they choose.

The idea is to contrast this with the very real danger that is present whenever the players leave the main field. Those characters that use magic to teleport to the Imperial battlefields will find themselves facing very real and very deadly threats. For the overwhelming majority of the time, players will know when they are heading into danger and those players who wish to avoid combat should find this easy provided they remain with the safety of the settlement.

Is PvP murder allowed?

We are quite explicitly setting out to make assassination as difficult to achieve as possible. The Empire has a legal system, run by NPCs, and it will make all possible effort to identify and execute assassins. Our intention is for the majority of conflict between players to be political and social in nature rather than combat based.

Assassination of characters is still acceptable out-of-character behaviour; what we are doing with the campaign is deliberately making that as difficult as possible for the assassins to get away with, so that it becomes a tool of last resort rather than the simplest way to deal with political enemies.

Downtime

Can I tell you what my character is doing?

We don't accept free text downtime submission to tell us what your character is doing in Empire. The prime reason for this is that with the huge number of players (well over 1600 at our last event) we would be utterly drowned in requests if we made any attempt to accept or validate such requests. Long experience has shown us that there is no possible way that we can handle that many requests; as a result we say "no" to all requests so that it is fair for everyone.

The second reason is that we are committed to producing a game in which all the key decisions in the campaign take place live at the event. We want to ensure that Empire is relentlessly focussed on the live roleplaying happening at the events. All our plots are written in such a way that any mechanism to influence them is accessible at the event. In such a way everyone playing the game knows that the way to advance their character's agenda must do so while they are playing their character at an event.

The only official way to have your character active between events is to use the online web system - which will allow you to pick from a limited range of options tailored to your character's skills and resources. All these actions are processed automatically, so we can scale these to any number of players.

Although you can't submit your character actions between events to Profound Decisions you can still roleplay that your character has been busy. Your character can't create a substantial impact on the campaign in downtime (that's what events are for) so you shouldn't roleplay that your character succeeded in taking actions that would have such an impact. But you can roleplay that your character has been searching for lost lore, sailing the high seas, fighting orcs in the Empire's wars - whatever suits your character best!

Can I send resources or coins by post?

You can hand in coins or resources to your account for use in downtime at the end of every event. Please only hand in items which you are capable of using in the next downtime: it is not a banking service for you to keep stuff safe. GOD closes at 17:00 hrs on the Sunday of the event and all hand ins must be in the hand in crate by then. If you forget then you can post them to our head office address. Please make sure you include your name, character name and CID as well as a list of what resources you are posting. Please appreciate that it always takes a few days for parcels to reach us.

When do I get the benefit of my upgrade?

If you upgrade or diversify a resource then you receive the new production straight away. The system does not show the changes in production (yet), but you will receive the updated production when your downtime is processed.

Can I make a two month item at the end of downtime?

Yes, if you select an item that takes two months as the last item you make in downtime then you will automatically complete this item as your first selection for your next downtime (this cannot be changed).

What should I do if my ritual isn't listed in my downtime?

If you had a ritual performed at the previous event that is not listed in your downtime then please email us with as much details about the ritual as you can remember e.g. when the ritual was completed, who performed it, who was present, etc. Most rituals do not provide additional downtime choices - they only change the production you get for your resource, so you should submit your downtime as normal. We will have your downtime shown correctly by the event.

Can I submit a free-text downtime?

No. The downtime system for Empire is very deliberately designed to be tightly defined in terms of using your characters assets and time to give them some valuable goods to take to the next event. This is the only thing that the downtime system can be used to do - to ensure that the focus remains clearly on the events themselves. There is no provision for submitting individual free text downtimes - the time for doing unique and interesting stuff is at the event.

What happens if I don't make an event?

When you attend an event your resource will produce materials in the following downtime. If you don't attend the next event then any money or resources gained are added to your character inventory - you receive them at the next event you do attend.

You only get resources and downtime following an event that you have attended. When you miss an event then you don't receive any resources (or the ability to craft items) in the downtime that follows that event.

Can I die in downtime?

Your character cannot be killed by Profound Decisions in downtime, regardless of any action you choose for your resource. If you are choosing to retire your character - and you wish to tie their death to current events then you can choose to have your character die while fighting in one of the military battles detailed in the Winds of War.

Can I purchase a downtime ticket?

No. There is no option to purchase downtime only tickets for Empire.

When does the magic item duration end?

The year duration for magic items begins at the next event that your character attends following the downtime that you make the item. The item is valid for that event and the three events that follow it.

Can I smoke in the tents?

You cannot smoke in any of the Profound Decisions tents or structures that are on site. Smoking is prohibited in the Senate, the tavern and all the large IC spaces in all circumstances. If you wish to smoke then you must leave the tent to do so.

You must not smoke in any other tent on site unless it is your own tent or you have been invited in and given express permission to smoke by the owner.

Booking

Why does my bank payment take days to appear?

Regrettably, Barclays Bank will not allow us access to their computer systems to integrate our payment system with theirs. This means that we cannot fully automate your payment, we are forced to download the payment data from Barclays by hand. Therefore, once a day we download all new payments. These are then imported into our software and processed automatically using the unique reference code for each player's account.

Unfortunately the data supplied by Barclay's is incomplete, which makes it impossible for us to distinguish between payments on the day they are received. This means we can only process payments for a day once we can be certain that Barclays will not add new payments for that day. Worse, Barclays have written their own software to conceal the true date of any payment received on Friday, Saturday and Sunday so that it appears as if the payment was received on the following Monday, presumably so that their computers can take the weekend off. As a result we can't process any payments sent on Friday, Saturday or Sunday until the following Tuesday at the earliest.

This means it can take up to a week or longer for your payment to appear on your account. Please be patient - it will turn up! We take several thousand payments this way every year, and the number of problems is in single figures and are always quickly resolved. But it does take time - bear with us and your payment will appear on your account as soon as we can process it. Your booking will always be honoured based on the day you sent your payment, not the date we process it.

What is the requirement for concessions?

Anyone who is a full time student, a full time member of the armed services, a pensioner, or receives state benefits as their main income is eligible for the concession on the ticket price. You only have to be eligible at the point where you provide the proof of your eligibility, so students or can claim the discount for the year even if their course ends in the Summer.

You must provide proof of your eligibility. The best way to do this is to email proof to us at admin@profounddecisions.co.uk after you have booked. We can then mark your entire booking as having the concession confirmed. If you don't do this then you will be forced to bring proof to the event and then queue up in a long queue at GOD before you can play. Please don't do this, it's bad for you and bad for us! Email us a scan of your proof and we will log it to your account.

Can I use a recruitment booking code for Empire?

The promotional discounts for new players are valid at all Empire events.

How do I book my child on to the event?

The website has now been updated to allow players of all ages to book on to the event. Anyone who is attending the event must have their own account, regardless of age. Once you have created an account and entered your birth date then the ticket prices will be updated to reflect your age and booking options.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Frequently_Asked_Questions&oldid=63999"

18 Rings

Words and tune by Claire Sheridan. tune

Comical song, in the style of popular tavern songs, by Nicassia of Phoenix Reach.

18 rings, 18 rings, All I've got of all I had Is 18 rings.

Oh when I ran a business, I ate and drank full well, But that was all in Mournwold Now there’s nothing left to sell. (Chorus)

I used to harvest Weirwood, And hoped to gain much wealth, But that got sacked by Jotun Which was not good for my health. (Chorus)

Oh then I had a navy, I’d trade goods by the score, But they were sacked by Grendel So I don’t trade anymore. (Chorus)

I used to harvest mana Which sparkled in the night, But nothing could restore them Once they’d perished in a blight. (Chorus)

Oh once I ran a unit, They brought my much to trade, But then they went to Skarsind- (Here raise a toast to the fallen) (Chorus)

Oh once I had a sinecure And promised not to shirk But now the Civil Service say They’ve lost my paperwork (Chorus)

I tried my hand at preaching, And dabbled with liao, But both were taken by Thule thugs - They’re no use to me now. (Chorus)

High upon a mountain I grew herbs by the ton, But the snow that came in winter Went and shrivelled every one. (Chorus)

So underground I headed To mine for metals rare, Since bandits hit my caravan I’ve nothing left to spare. (Chorus and so on)

Infinitely open to reinterpretation and updating with current events.

Edit the categories appropriately. This is important.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=18_Rings&oldid=33304"

18 rings

Words and lyrics by Claire Sheridan.

By Nicassia of Phoenix Reach.

18 Rings

Chorus:

18 Rings, 18 Rings, All I’ve got of all I’ve had Is 18 Rings

Oh when I ran a business, I ate and drank full well, But that was all in Mournwold Now there’s nothing left to sell.

(Chorus)

I used to harvest Weirwood, And hoped to gain much wealth, But that got sacked by Jotun Which was not good for my health.

(Chorus)

Oh then I had a navy, I’d trade goods by the score, But they were sacked by Grendel So I don’t trade anymore.

(Chorus)

I used to harvest mana Which sparkled in the night, But nothing could restore them Once they’d perished in a blight.

(Chorus)

Oh once I ran a unit, They brought me much to trade, But then they went to Skarsind - (Here raise a toast to the fallen)

(Chorus)

Oh once I had a sinecure And promised not to shirk But now the Civil Service say They’ve lost my paperwork

(Chorus)

I tried my hand at preaching, And dabbled with liao, But both were taken by Thule thugs - They’re no use to me now.

(Chorus)

High upon a mountain I grew herbs by the ton, But the snow that came in winter Went and shrivelled every one.

(Chorus)

So underground I headed To mine for metals rare, But since bandits hit my caravan I’ve nothing left to spare.

(Chorus and so on)

Infinitely open to reinterpretation and updating with current events.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=18_rings&oldid=41823"

376YE Winter Solstice Conclave declarations

Contents

- 1 Conclave Titles

- 1.1 Other Titles

- 2 Declarations

- 3 Gambits

Conclave Titles

Realm

Archmage

Order

Grandmaster

Winter

Savik Summerstorm

Celestial Arch

Sejanus Shatterspire

Spring

Kallendar Stormcrow

Golden Pyramid

William Bolholt

Summer

Corvus Auric Horizon

Rod and Shield

Meir Pathfinder

Autumn

Maurice de Gauvain

Sevenfold Path

Jessica Suns of Couros

Day

Callisius Quicksilver

Shuttered Lantern

Wyrda Bjornadottir

Night

Baba Ana

Unfettered Mind

Alexei

Other Titles

Warmage

Septima Shatterspire

Declarations

- No declarations recorded

Gambits

- No gambits recorded

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=376YE_Winter_Solstice_Conclave_declarations&oldid=35609"

376YE Winter Solstice Imperial Titles

Contents

- 1 Overview

- 2 Senators

- 2.1 The Freeborn senators of The Brass Coast

- 2.2 The senators of Dawn

- 2.3 The senators of Highguard

- 2.4 The senators of The League

- 2.5 The senators of The Marches

- 2.6 The senators of the Navarr

- 2.7 The senators of Urizen

- 2.8 The senators of Varushka

- 2.9 The senators of Wintermark

- 3 The Military Council

- 3.1 The Generals of The Brass Coast

- 3.2 The Generals of Dawn

- 3.3 The Generals of Highguard

- 3.4 The Generals of the Imperial Orcs

- 3.5 The General of The League

- 3.6 The Generals of The Marches

- 3.7 The Generals of Navarr

- 3.8 The General of Urizen

- 3.9 The Generals of Varushka

- 3.10 The Generals of Wintermark

- 4 Cardinals and Gatekeepers of the Imperial Synod

- 4.1 Ambition

- 4.2 Courage

- 4.3 Loyalty

- 4.4 Pride

- 4.5 Prosperity

- 4.6 Vigilance

- 4.7 Wisdom

- 4.8 The Way

- 5 The Imperial Conclave

- 5.1 Archmagi

- 5.2 Grandmasters of the Orders

- 6 The Imperial Bourse

- 6.1 Imperial Bourse Positions

- 6.2 National Bourse Positions

- 6.3 Further Reading

Overview

Following the death of the Empress Britta and many other Imperial officers, a state of emergency was called. Many Imperial titles were re-appointed during the Winter summit.

Senators

The Freeborn senators of The Brass Coast

- Senator for Feroz: Raul

- Senator for Kahraman: Salur

- Senator for Madruga: Zeref i Ezmara i Erigo (later proxied by Yalda i Ezmara i Erigo)

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell

- Senator for Semmerholm Ywain De Gauvain

- Senator for Weirwater: Marek

The senators of Highguard

- Seantor for Bastion: Simiel of the Shattered Tower

- Senator for Casinea: Cyrus of Felix's Watch

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Miroslav

- Senator for Tassato: Arsenio Sanguineo Rezia di Tassato

- Senator for Temeschwar: Oksana Kazaku von Temeschwar

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Richard of Bourholt

- Senator for Mitwold, Pride of the Marches: Bridget Talbot

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Seantor for Hercynia: Cei Windstrider

- Senator for Miaren: Bledri Eternal

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ioseph

- Senator for Redoubt: Probus

- Senator for Zenith: Hector Cascade

The senators of Varushka

- Senator for Karov: Konstantin

- Senator for Miekarova: Yelislaveta Syrnova Vlanich

- Senator for Volodmartz: Maxim

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

The Military Council

The Generals of The Brass Coast

- General Yasmina i Ezmara i Erigo of the Red Wind Corsairs

- General Deigo i Guerra of the Fire of the South

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Eryk Rykker of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Matthias of the Seventh Wave

- General Ruth, daughter of Esther of the Granite Pillar

The Generals of the Imperial Orcs

- General Klor of the Winter Sun

- General Braka of the Summer Storm

The General of The League

- General Stanislav Krieger van Temeschwar of the Wolves of War

The Generals of The Marches

- General Bjorn of the The Drakes

- General Edwin de Warrene of the Strong Reeds

- General William Tanner of King's Stoke of the bounders

The Generals of Navarr

- General Cerunnos of the Black Thorns

- General Kale Vigil of the Quiet step

The General of Urizen

- General Decius Cascade of the Army of the Citadel

The Generals of Varushka

- General Zakhar Dragovin Vassillich, called the grim of the Army of the Northern Eagle

- General Stanislav Borodin Havel of the Army of the Golden Axe

The Generals of Wintermark

- General Merrick of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Cardinals and Gatekeepers of the Imperial Synod

Ambition

- Bishop Serrusto Caeli Rezia di Tassato of the League was appointed Cardinal of Ambition

- Silent John of the Marches was appointed as the Gatekeeper of the Ambition Assembly

Courage

- Beorn Y’Basden of the Navarr was appointed Cardinal of Courage

- Asher of Highguard was appointed as the Gatekeeper of the Courage Assembly

Loyalty

- Bishop Julius Cavita of the League was appointed Cardinal of Loyalty

- Friar Alan Young of the Marches was appointed as the Gatekeeper of the Loyalty Assembly

Pride

- Friar Langdon Tor of the Marches was appointed Cardinal of Pride

- Meurig Tystwarden of the Navarr was appointed as the Gatekeeper of the Pride Assembly

Prosperity

- Bishop Alexandru Vintla of the League was appointed Cardinal of Prosperity

- Darius i Esmara i Erigo of the Brass Coast was appointed as the Gatekeepe of the Prosperity Assembly

Vigilance

- Sirka Parakgoosier Bashnya of Varushka was appointed Cardinal of Vigilance

- Abraham of Highguard was appointed as the Gatekeeper of the Vigilance Assembly

Wisdom

- Guide Tockryn Nighthaven of the Navarr was appointed Cardinal of Wisdom

- Starac of Varushka was appointed as the Gatekeeper of the Wisdom Assembly

The Way

- Bishop Antonnio Vanetti of the League was appointed Cardinal of The Way

- Gralka, an Imperial Orc, was appointed as the Conscience of the Senate

The Imperial Conclave

Archmagi

- Kallendar Stormcrow declared Archmage of Spring

- Corvus of Auric Horizon declared Archmage of Summer

- Maurice de Gauvain declared Archmage of Autumn

- Savik Summerstorm declared Archmage of Winter

- Callisius Quicksilver declared Archmage of Day

- Baba Ana declared Archmage of Night

Grandmasters of the Orders

These Grandmasters will serve with these voting strengths until re-election at the beginning of the Spring Equinox, 377YE.

- Grandmaster of the Order of the Celestial Arch Sejanus with a voting strength of 36

- Grandmaster of the Order of the Golden Pyramid William Bolholt of The Marches with a voting strength of 76

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr with a voting strength of 42

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard with a voting strength of 41

- Grandmaster of the Order of the Shuttered Lantern Wyrda Bjornadottir of Wintermark with a voting strength of 63

- Grandmaster of the Order of the Unfettered Mind Alexei of Varushka with a voting strength of 46

The Imperial Bourse

These seats are usually auctioned at various points throughout the year. Due to concerns of economic stability in a time of Imperial crisis, the seats gained at the Winter Equinox 376 will run until the Winter Equinox 377 and then the normal process of re-election will begin again.

Imperial Bourse Positions

- The Arratan Gamble is held by Francisco Alesthos Sangiene Relia de'Tessato Mestra (76 crowns & 1 ring)

- The Brilliant Star is held by Lukash Biessek von Temeschwar (101 Crowns)

- The Canterspire Circle is held by Thomas Shanks (90 crowns & 5 rings)

- The Damation Cliffs are held by Vittorio, Butcher's Guild of the League (104 crowns)

- The Fortress of Salt is held by Aedred ap Magor Renwaerd (70 crowns)

- The Golden Trees of Seren are held by Tobias Shanks (90 crowns & 5 rings)

- The Great Mine of Briante is held by Horsa Tysalt (70 crowns)

- The Heartwood of the Great Vale is held by Landon Landridge (?) (55 crowns)

- The Hunt of Alderei the Fair is held by Nicolai Tarrnhausen (104 crowns)

- The Night Quarry is held by Rudviso Garnossa (64 crowns & 5 rings)

- The Scorrero Nets are held by Aesher Endsmeet (30 crowns & 1 ring)

- The Singing Caves are held by Guillamo deTassato (150 Crowns)

- The Sutton Stone Quarries are held by Sandoval Meichteri Relia van Temekhlvan (76 crowns & 1 ring)

- The Syrene's Wisdom is held by Silvio De'Tassato (80 crowns)

- The Weirwater Vales are held by John Marsh (61 crowns & 2 rings)

- The Brilliant Shore is held by the Thule and will not be auctioned until Skarsind is once again an Imperial territory.

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The Eternal Shafts of Time (Varushka) are held by Tamasz Stracovich

- The Granites of Veltsgorsk (Varushka) are held by Bohdan Ivanovich Bashry

- The Legacy (Urizen) is held by Valerion of Phoenix Reach

- The Thimble (Navarr) is held by Idris Eternal

- The Vigilant Swan (Highguard) is held by Obediah of Cantiarch’s Hold

- The Regario Dossier (League) is controlled by Lorenzo la Vulpe

- The Master of the Imperial Mint (League) is Nicolo Barrossa DeTassato

- The Steel Fist is appointed during the Spring Equinox

- The Broken Shore Bounty is appointed during the Spring Equinox

- The Stonefield Ice Caves is appointed during the Spring Equinox

Further Reading

- 376YE Winter Solstice Senate Sessions

- 376YE Winter Solstice Synod Judgements

- Titles by event

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=376YE_Winter_Solstice_Imperial_Titles&oldid=25399"

376YE Winter Solstice Imperial titles

Contents

- 1 Senators

- 1.1 The Freeborn senators of The Brass Coast

- 1.2 The senators of Dawn

- 1.3 The senators of Highguard

- 1.4 The senators of The League

- 1.5 The senators of The Marches

- 1.6 The senators of the Navarr

- 1.7 The senators of Urizen

- 1.8 The senators of Varushka

- 1.9 The senators of Wintermark

- 2 The Military Council

- 2.1 The Generals of The Brass Coast

- 2.2 The Generals of Dawn

- 2.3 The Generals of Highguard

- 2.4 The Generals of the Imperial Orcs

- 2.5 The General of The League

- 2.6 The Generals of The Marches

- 2.7 The Generals of Navarr

- 2.8 The General of Urizen

- 2.9 The Generals of Varushka

- 2.10 The Generals of Wintermark

- 3 Cardinals and Gatekeepers of the Imperial Synod

- 3.1 Ambition

- 3.2 Courage

- 3.3 Loyalty

- 3.4 Pride

- 3.5 Prosperity

- 3.6 Vigilance

- 3.7 Wisdom

- 3.8 The Way

- 4 The Imperial Conclave

- 4.1 Archmagi

- 4.2 Grandmasters of the Orders

- 5 The Imperial Bourse

- 5.1 Imperial Bourse Positions

- 5.2 National Bourse Positions

Senators

The Freeborn senators of The Brass Coast

- Senator for Feroz: Raul

- Senator for Kahraman: Salur

- Senator for Madruga: Zeref i Ezmara i Erigo (later proxied by Yalda i Ezmara i Erigo)

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell

- Senator for Semmerholm Ywain De Gauvain

- Senator for Weirwater: Marek

The senators of Highguard

- Seantor for Bastion: Simiel of the Shattered Tower

- Senator for Casinea: Cyrus of Felix's Watch

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Miroslav

- Senator for Tassato: Arsenio Sanguineo Rezia di Tassato

- Senator for Temeschwar: Oksana Kazaku von Temeschwar

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Richard of Bourholt

- Senator for Mitwold, Pride of the Marches: Bridget Talbot

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Seantor for Hercynia: Cei Windstrider

- Senator for Miaren: Bledri Eternal

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ioseph

- Senator for Redoubt: Probus

- Senator for Zenith: Hector Cascade

The senators of Varushka

- Senator for Karov: Constantin

- Senator for Miekarova: Yelislaveta Syrnova Vlanich

- Senator for Volodmartz: Maxim

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

The Military Council

The Generals of The Brass Coast

- General Yasmina i Ezmara i Erigo of the Red Wind Corsairs

- General Deigo i Guerra of the Fire of the South

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Eryk Rykker of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Matthias of the Seventh Wave

- General Ruth, daughter of Esther of the Granite Pillar

The Generals of the Imperial Orcs

- General Klor of the Winter Sun

- General Braka of the Summer Storm

The General of The League

- General Stanislav Krieger van Temeschwar of the Wolves of War

The Generals of The Marches

- General Bjorn of the The Drakes

- General Edwin de Warrene of the Strong Reeds

- General William Tanner of King's Stoke of the bounders

The Generals of Navarr

- General Cerunnos of the Black Thorns

- General Kale Vigil of the Quiet step

The General of Urizen

- General Decius Cascade of the Citadel Guard

The Generals of Varushka

- General Zakhar Dragovin Vassillich, called the grim of the Army of the Northern Eagle

- General Stanislav Borodin Havel of the Army of the Golden Axe

The Generals of Wintermark

- General Merrick of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Cardinals and Gatekeepers of the Imperial Synod

Ambition

- Bishop Serrusto Caeli Rezia di Tassato of the League was appointed Cardinal of Ambition

- Silent John of the Marches was appointed as the Gatekeeper of the Ambition Assembly

Courage

- Beorn Y’Basden of the Navarr was appointed Cardinal of Courage

- Asher of Highguard was appointed as the Gatekeeper of the Courage Assembly

Loyalty

- Bishop Julius Cavita of the League was appointed Cardinal of Loyalty

- Friar Alan Young of the Marches was appointed as the Gatekeeper of the Loyalty Assembly

Pride

- Friar Langdon Tor of the Marches was appointed Cardinal of Pride

- Meurig Tystwarden of the Navarr was appointed as the Gatekeeper of the Pride Assembly

Prosperity

- Bishop Alexandru Vintla of the League was appointed Cardinal of Prosperity

- Darius i Esmara i Erigo of the Brass Coast was appointed as the Gatekeepe of the Prosperity Assembly

Vigilance

- Sirka Parakgoosier Bashnya of Varushka was appointed Cardinal of Vigilance

- Abraham of Highguard was appointed as the Gatekeeper of the Vigilance Assembly

Wisdom

- Guide Tockryn Nighthaven of the Navarr was appointed Cardinal of Wisdom

- Starac of Varushka was appointed as the Gatekeeper of the Wisdom Assembly

The Way

- Bishop Antonnio Vanetti of the League was appointed Cardinal of The Way

- Gralka, an Imperial Orc, was appointed as the Conscience of the Senate

The Imperial Conclave

Archmagi

- Kallendar Stormcrow declared Archmage of Spring

- Corvus of Auric Horizon declared Archmage of Summer

- Maurice de Gauvain declared Archmage of Autumn

- Savik Summerstorm declared Archmage of Winter

- Callisius Quicksilver declared Archmage of Day

- Baba Ana declared Archmage of Night

Grandmasters of the Orders

These Grandmasters will serve with these voting strengths until re-election at the beginning of the Spring Equinox, 377YE.

- Grandmaster of the Order of the Celestial Arch Sejanus with a voting strength of 36

- Grandmaster of the Order of the Golden Pyramid William Bolholt of The Marches with a voting strength of 76

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr with a voting strength of 42

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard with a voting strength of 41

- Grandmaster of the Order of the Shuttered Lantern Wyrda Bjornadottir of Wintermark with a voting strength of 63

- Grandmaster of the Order of the Unfettered Mind Alexei of Varushka with a voting strength of 46

The Imperial Bourse

These seats are usually auctioned at various points throughout the year. Due to concerns of economic stability in a time of Imperial crisis, the seats gained at the Winter Equinox 376 will run until the Winter Equinox 377 and then the normal process of re-election will begin again.

Imperial Bourse Positions

- The Arratan Gamble is held by Francisco Alestros Sanguineo Rezia di Tassato Mestra (76 crowns & 1 ring)

- The Brilliant Star is held by Lukash Biessek von Temeschwar (101 Crowns)

- The Canterspire Circle is held by Thomas Shanks (90 crowns & 5 rings)

- The Damation Cliffs are held by Vittorio, Butcher's Guild of the League (104 crowns)

- The Fortress of Salt is held by Aedred ap Magor Renwaerd (70 crowns)

- The Golden Trees of Seren are held by Tobias Shanks (90 crowns & 5 rings)

- The Great Mine of Briante is held by Horsa Tysalt (70 crowns)

- The Heartwood of the Great Vale is held by Landon Landridge (?) (55 crowns)

- The Hunt of Alderei the Fair is held by Nicolai Tarrnhausen (104 crowns)

- The Night Quarry is held by Rudviso Garnossa (64 crowns & 5 rings)

- The Scorrero Nets are held by Aesher Endsmeet (30 crowns & 1 ring)

- The Singing Caves are held by Guillamo deTassato (150 Crowns)

- The Sutton Stone Quarries are held by Sandoval Nieschteri Rezia van Temeschwar (76 crowns & 1 ring)

- The Syrene's Wisdom is held by Silvio De'Tassato (80 crowns)

- The Weirwater Vales are held by John Marsh (61 crowns & 2 rings)

- The Brilliant Shore is held by the Thule and will not be auctioned until Skarsind is once again an Imperial territory.

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The Eternal Shafts of Time (Varushka) are held by Tamasz Stracovich

- The Granites of Veltsgorsk (Varushka) are held by Bohdan Ivanovich Bashry

- The Legacy (Urizen) is held by Valerion of Phoenix Reach

- The Thimble (Navarr) is held by Idris Eternal

- The Vigilant Swan (Highguard) is held by Obediah of Cantiarch’s Hold

- The Regario Dossier (League) is controlled by Lorenzo la Vulpe

- The Master of the Imperial Mint (League) is Nicolo Barrossa DeTassato

- The Steel Fist is appointed during the Spring Equinox

- The Broken Shore Bounty is appointed during the Spring Equinox

- The Stonefield Ice Caves is appointed during the Spring Equinox

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=376YE_Winter_Solstice_Imperial_titles&oldid=47521"

376YE Winter Solstice Senate Session

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

Overview

- Imperial treasury during this season announced by the Civil Service at 200 Thrones.

- Various announcements and statements were also made during the course of the sessions which are not recorded here.

- The roll of Senators serving during this season can be found here.

- Funds disbursed to Imperial Conclave and Military Council (as per this motion): 14 Thrones and 4 Crowns.

Senate Motions Winter 2013

Motions Passed

- Construct Madruga shipyard

- Fortify Town defences

- Create title of Imperial Orc observer

- Auras illegal in the Senate

- Construct shrine for Britta's body

- Resupply Imperial armies

- Enchant Imperial Banner

- Disburse Imperial budget

- Ratification of Britta's Seal

- Raise Highguard army

Motions Defeated

- A motion to raise a second Urizen army (proposed by Morrow, seconded by Bastion) was defeated on principle.

- A motion to assign additional militia forces to Brass Coast, Varushka and Urizen (proposed by Karov, seconded by Zenith) was defeated with 18 votes against.

- A motion proposing the expansion of port and town in Semmerholm and raising of local militia (proposed by Weirwater, seconded by Astolat) defeated in principle with 20 votes against.

- A motion that the Senate appoint a subcommittee to establish the feasibility and process to establish an Imperial Bank (proposed by Feroz, seconded by Upwold) was defeated with 24 votes against.

- A motion to improve the output of the Imperial Ilium mines (proposed by Sermersuaq, seconded by Mitwold) was defeated in principle with 27 votes against.

Motions declared Unconstitutional

- Future territory assignment

- Change to Navarr voting

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=376YE_Winter_Solstice_Senate_Session&oldid=24012"

376YE Winter Solstice Senate Sessions

Overview

- Imperial treasury during this season announced by the Civil Service at 200 Thrones.

- The roll of Senators serving during this season can be found here.

- Funds disbursed to Imperial Conclave and Military Council (as per this motion): 14 Thrones and 4 Crowns.

Motions

Passed

- Construct Madruga shipyard

- Fortify Town defences

- Create title of Imperial Orc observer

- Auras illegal in the Senate

- Construct shrine for Britta's body

- Resupply Imperial armies

- Enchant Imperial Banner

- Disburse Imperial budget

- Ratification of Britta's Seal

- Raise Highguard army

Defeated

- A motion to raise a second Urizen army (proposed by Morrow, seconded by Bastion) was defeated on principle.

- A motion to assign additional militia forces to Brass Coast, Varushka and Urizen (proposed by Karov, seconded by Zenith) was defeated with 18 votes against.

- A motion proposing the expansion of port and town in Semmerholm and raising of local militia (proposed by Weirwater, seconded by Astolat) defeated in principle with 20 votes against.

- A motion that the Senate appoint a subcommittee to establish the feasibility and process to establish an Imperial Bank (proposed by Feroz, seconded by Upwold) was defeated with 24 votes against.

- A motion to improve the output of the Imperial Ilium mines (proposed by Sermersuaq, seconded by Mitwold) was defeated in principle with 27 votes against.

Declared Unconstitutional

- Future territory assignment

- Change to Navarr voting

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=376YE_Winter_Solstice_Senate_Sessions&oldid=26140"

376YE Winter Solstice Senate sessions

Overview

- Imperial treasury during this season announced by the Civil Service at 200 Thrones.

- The roll of Senators serving during this season can be found here.

- Funds disbursed to Imperial Conclave and Military Council (as per this motion): 14 Thrones and 4 Crowns.

Motions

Passed

- Construct Madruga shipyard

- Fortify Town defences

- Create title of Imperial Orc observer

- Auras illegal in the Senate

- Construct shrine for Britta's body

- Resupply Imperial armies

- Enchant Imperial Banner

- Disburse Imperial budget

- Ratification of Britta's Seal

- Raise Highguard army

Defeated

- A motion to raise a second Urizen army (proposed by Morrow, seconded by Bastion) was defeated on principle.

- A motion to assign additional militia forces to Brass Coast, Varushka and Urizen (proposed by Karov, seconded by Zenith) was defeated with 18 votes against.

- A motion proposing the expansion of port and town in Semmerholm and raising of local militia (proposed by Weirwater, seconded by Astolat) defeated in principle with 20 votes against.

- A motion that the Senate appoint a subcommittee to establish the feasibility and process to establish an Imperial Bank (proposed by Feroz, seconded by Upwold) was defeated with 24 votes against.

- A motion to improve the output of the Imperial ilium mines (proposed by Sermersuaq, seconded by Mitwold) was defeated in principle with 27 votes against.

Declared Unconstitutional

- Future territory assignment

- Change to Navarr voting

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=376YE_Winter_Solstice_Senate_sessions&oldid=35491"

376YE Winter Solstice Synod Judgements

Contents

- 1 The Synod as of Winter, 376 YE

- 2 Appointments

- 3 Synod Funds

- 4 Synod Judgments

- 5 Visionaries

The Synod as of Winter, 376 YE

At the Winter Summit, 376 YE, the General Assembly stood at an estimated 159 priests.

Appointments

At the end of the Winter Summit, 376 YE, the Assembly of Nine were:

Cardinal of Ambition

Serrusto Caeli Rezia di Tassato of the League

Cardinal of Courage

Beorn Y'Basden of the Navarr

Cardinal of Loyalty

Julius Cavita of the League

Cardinal of Pride

Langdon Tor of the Marches

Cardinal of Prosperity

Alexandru Vintla of the League

Cardinal of Vigilance

Sirka Parakgoosier Bashnya

Cardinal of Wisdom

Tockryn Nighthaven of the Navarr

Cardinal of The Way

Antonnio Vanetti of the League

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

0

Income

23 Crowns and 1 Ring

All from the auction of pure liao.

Rewards

20 Crowns

Harald Johnson, Priest of The Way,
rewarded
the Orc Generals with 20 crowns for their virtue.

Closing Value

3 Crowns and 1 Ring

Synod Judgments

- Malachi of Highguard called for the Pride Assembly to condemn Orthanac of the Navarr for heresy and blasphemy. This judgment was defeated.

- Meurig Tystwarden called for the Pride Assembly to recognise Mother Od as an Exemplar of the Virtue of Pride. This judgment achieved the greater majority required.

- Aiken Scriptbearer of the Navarr called for the Courage Assembly to recognise Connaught Thorntarry of the Navarr as an Exemplar of the Virtue of Courage. This judgement failed to achieve the greater majority required.

- Cardinal Langdon Tor of the Marches called for the Pride Assembly to recognise Olwynn the Witness as an Exemplar of the Virtue of Pride. This judgement achieved the greater majority required.

- Bloody Trees Rhain Winters Vigil, of the Navarr, called for the Navarr National Assembly to revoke the title of General held by The Lion. This judgement was carried by 140 to 30.

- Cardinal Serrusto Caeli Rezia di Tassato, of the League, called for the League National Assembly to revoke the title of General held by Ismund of the Wolves of War. This judgement was made by 100 for and none against.

- Harald Johnson, of the Marches and The Way, called for the General Assembly to reward the Orc Generals with 20 crowns from the Virtue Fund. This judgement was made by 160 for and 90 against.

- Yitzhak, of Highguard, called for the Vigilance Assembly to condemn the one who consecrated the Senate as having abused their powers. This judgement was defeated by 100 against and 50 for.

- Gatekeeper Abraham, of Highguard, called for the Vigilance Assembly to declare that “Lucidianism is a blasphemy and a threat to the Empire and all instances should be condemned and punished”. This judgement was defeated by 70 against and 60 for.

Visionaries

The following individuals were chosen by the Gatekeepers to receive visions of their past lives:

- Brother Anthony of the Marches

- Esdavio Di Tassato of the League.

- General Connaught Thorntarry of the Navarr

- General Ruth of Highguard

- Damaris of Cantioch’s Hold in Highguard

- Octavio di Virtos of Tassato of the League

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=376YE_Winter_Solstice_Synod_Judgements&oldid=25345"

376YE Winter Solstice Synod judgements

Contents

- 1 The Synod as of Winter, 376 YE

- 2 Appointments

- 3 Synod Funds

- 4 Synod Judgments

- 5 Visionaries

The Synod as of Winter, 376 YE

At the Winter Summit, 376 YE, the General Assembly stood at an estimated 159 priests.

Appointments

At the end of the Winter Solstice, 376 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Ambition

Serrusto Caeli Rezia di Tassato of the League

Silent John of the Marches

Courage

Beorn Y'Basden of the Navarr

Asher of Felix's Watch, Highguard

Loyalty

Bishop Julius Cavita of the League

Friar Alan Young of the Marches

Pride

Langdon Tor of the Marches

Meurig Tystwarden of the Navarr

Prosperity

Bishop Alexandru Vintla of the League

Darius i Esmara i Erigo of the Brass Coast

Vigilance

Sirka Parakgoosier Bashnya of Varushka

Abraham of the Shattered Tower, Highguard

Wisdom

Guide Tockryn Nighthaven of the Navarr

Starac of Varushka

The Way

Bishop Antonnio Vanetti of the League

Gralka, an Imperial Orc

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

0

Income

23 Crowns and 1 Ring

All from the auction of pure liao.

Rewards

20 Crowns

Harald Johnson, Priest of The Way,
rewarded
the Orc Generals with 20 crowns for their virtue.

Closing Value

3 Crowns and 1 Ring

Synod Judgments

- Malachi of Highguard called for the Pride Assembly to condemn Orthanac of the Navarr for heresy and blasphemy. This judgment was defeated.

- Meurig Tystwarden called for the Pride Assembly to recognise Mother Od as an Exemplar of the Virtue of Pride. This judgment achieved the greater majority required.

- Aiken Scriptbearer of the Navarr called for the Courage Assembly to recognise Connaught Thorntarry of the Navarr as an Exemplar of the Virtue of Courage. This judgement failed to achieve the greater majority required.

- Cardinal Langdon Tor of the Marches called for the Pride Assembly to recognise Olwynn the Witness as an Exemplar of the Virtue of Pride. This judgement achieved the greater majority required.

- Bloody Trees Rhain Winters Vigil, of the Navarr, called for the Navarr National Assembly to revoke the title of General held by The Lion. This judgement was carried by 140 to 30.

- Cardinal Serrusto Caeli Rezia di Tassato, of the League, called for the League National Assembly to revoke the title of General held by Ismund of the Wolves of War. This judgement was made by 100 for and none against.

- Harald Johnson, of the Marches and The Way, called for the General Assembly to reward the Orc Generals with 20 crowns from the Virtue Fund. This judgement was made by 160 for and 90 against.

- Yitzhak, of Highguard, called for the Vigilance Assembly to condemn the one who consecrated the Senate as having abused their powers. This judgement was defeated by 100 against and 50 for.

- Gatekeeper Abraham, of Highguard, called for the Vigilance Assembly to declare that “Lucidianism is a blasphemy and a threat to the Empire and all instances should be condemned and punished”. This judgement was defeated by 70 against and 60 for.

Visionaries

The following individuals were chosen by the Gatekeepers to receive visions of their past lives:

- Brother Anthony of the Marches

- Esdavio Di Tassato of the League.

- General Connaught Thorntarry of the Navarr

- General Ruth of Highguard

- Damaris of Cantioch’s Hold in Highguard

- Octavio di Virtos of Tassato of the League

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=376YE_Winter_Solstice_Synod_judgements&oldid=43621"

377YE Autumn Equinox Conclave declarations

This record is incomplete

Declarations

Nature of Declaration

Substance of Declaration

Made By

Made or Not Made?

Candidacy

Archmage of Day contested by Darius Auric Horizon

Darius Auric Horizon

Darius Auric Horizon declared as Archmage

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Autumn_Equinox_Conclave_declarations&oldid=35650"

377YE Autumn Equinox Imperial Titles

Contents

- 1 Overview

- 2 Senators

- 2.1 The Freeborn senators of The Brass Coast

- 2.2 The senators of Dawn

- 2.3 The senators of Highguard

- 2.4 The senators of The League

- 2.5 The senators of The Marches

- 2.6 The senators of the Navarr

- 2.7 The senators of Urizen

- 2.8 The senators of Varushka

- 2.9 The senators of Wintermark

- 2.10 Other Imperial Senate positions

- 3 The Military Council

- 3.1 The Generals of The Brass Coast

- 3.2 The Generals of Dawn

- 3.3 The Generals of Highguard

- 3.4 The Generals of the Imperial Orcs

- 3.5 The General of The League

- 3.6 The Generals of The Marches

- 3.7 The Generals of Navarr

- 3.8 The General of Urizen

- 3.9 The Generals of Varushka

- 3.10 The Generals of Wintermark

- 3.11 Other Military Council Positions

- 4 Cardinals and Gatekeepers of the Imperial Synod

- 4.1 Ambition

- 4.2 Courage

- 4.3 Loyalty

- 4.4 Pride

- 4.5 Prosperity

- 4.6 Vigilance

- 4.7 Wisdom

- 4.8 The Way

- 5 The Imperial Conclave

- 5.1 Archmagi

- 5.2 Grandmasters of the Orders

- 5.3 Other Imperial Conclave Positions

- 6 The Imperial Bourse

- 6.1 Imperial Bourse Positions

- 6.2 National Bourse Positions

- 6.3 Changes to Bourse Seats

- 7 Mercantile Investments

- 7.1 Further Reading

Overview

This information is believed to represent the outcome of the assorted elections and appointments at the Autumn Equinox 377YE.

Senators

The Freeborn senators of The Brass Coast

- Senator for Feroz: Sallur I Mnajdra I Guerra

- Senator for Kahraman: Rauul i Jannat i Requiza (retained seat)

- Senator for Madruga: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell

- Senator for Semmerholm Ywain De Gauvain (retained seat)

- Senator for Weirwater: Lady Adia of House Arwood

The senators of Highguard

- Seantor for Bastion: Brother Gideon of the Scions of Ravenfell

- Senator for Casinea: Zephram of Cantiarch’s Hold (claimed seat from Cyrus of Felix's Watch)

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato (claimed seat from Arsenio Sanguineo Rezia di Tassato)

- Senator for Temeschwar: Oksana Kazaku von Temeschwar

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Richard of Bourholt

- Senator for Mitwold, Pride of the Marches: Bridget Eastville (née Talbot)

- Senator for Upwold, The Silver Chase: Henry Ward (retained seat)

The senators of the Navarr

- Seantor for Hercynia: Rhain

- Senator for Miaren: Rhys

- Senator for Therunin: Caerwyn Summer Crow (retained seat)

The senators of Urizen

- Senator for Morrow: Lucius of Quicksilver Spire (claimed seat from Ioseph)

- Senator for Redoubt: Probus

- Senator for Zenith: Hector of the Spire of the Celestial Cascade.

Senator Hector was revoked by the Imperial Synod during the Spring Equinox, but then re-elected to the post; he cannot be revoked again until after the next time the Senatorship would be elected normally.

The senators of Varushka

- Senator for Karov: Constantin

- Senator for Miekarova: Yelislaveta Syrnova Vlanich

- Senator for Volodmartz: Valentin Ivarovich Severy (claimed seat from Maxim)

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun (retained seat)

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

- Senator for Skarsind: Triva of Tyrshalt

The title of Senator for Skarsind will next be up for election at the Spring Equinox, 378YE.

Other Imperial Senate positions

- The Conscience of the Senate is the Imperial orc Stormcrow Gralka

- The Advisor on orc affairs is Kessek, appointed by the Imperial Orc generals.

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Anwar i Covas i Erigo replaced Yasmina I Ezmara I Erigo of the Fire of the South

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Skayde of the Golden Sun

- General Frederick Novarion of the Eastern Sky (retained his position')

The Generals of Highguard

- General Matthias of the Seventh Wave (retained his position)

- General Ruth, daughter of Esther of the Granite Pillar

The Generals of the Imperial Orcs

- General Bloodcrow Martok replaced Klor of the Winter Sun TBC

- General Braka of the Summer Storm (retained his position)

The General of The League

- General Gabriel Barossa replaced Stanislav Krieger van Temeschwar of the Wolves of War

The Generals of The Marches

- General Richard Talbot of the The Drakes

- General Edwin de Warrene of the Strong Reeds

- General William Tanner of King's Stoke of the bounders (retained his position)

The Generals of Navarr

- General Cerunnos of the Black Thorns (retained his position)

- General Gwai replaced Kale Vigil of the Quiet step

The General of Urizen

- General Tanwyn Ankarien of the Army of the Citadel

The Generals of Varushka

- General Olaf Gregorson Strascovich of the Army of the Northern Eagle

- General Stanislav Borodin Havel of the Army of the Golden Axe

The Generals of Wintermark

- General Vahne of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Other Military Council Positions

- The title of Warmage has fallen vacant due to the death of Septima of Shatterspire towards the end of The Autumn Equinox. New elections will be held at the start of The Winter Solstice, and the newly appointed warmage will serve until the Spring Equinox

Cardinals and Gatekeepers of the Imperial Synod

Ambition

- Olek of the League remained Cardinal of Ambition

- Serrusta Caeli Rezia di Tassato of the League remained as the Gatekeeper of the Ambition Assembly

Courage

- Asher of Highguard was appointed Cardinal of Courage (replacing Lazarus of Highguard)

- Cyrus Cascade of Urizen remained as the Gatekeeper of the Courage Assembly

Loyalty

- Jared of Highguard remained Cardinal of Loyalty

- Friar Alan Young of the Marches remained as the Gatekeeper of the Loyalty Assembly

Pride

- Samson of Highguard was appointed Cardinal of Pride (replaced Epaph of Highguard)

- Meurig Tystwarden of the Navarr remained as the Gatekeeper of the Pride Assembly

Prosperity

- Ynez of the League was appointed Cardinal of Prosperity (replacing Bishop Alexandru Vintla)

- Darius i Esmara i Erigo of the Brass Coast remained as the Gatekeeper of the Prosperity Assembly

Vigilance

- Petra Petrivna Melikov of Varushka remained Cardinal of Vigilance

- Silas of Highguard remained as the Gatekeeper of the Vigilance Assembly

Wisdom

- Agnetha De Rondell of Dawn was appointed Cardinal of Wisdom

- Hywel Summercrow of Navarr was appointed as the Gatekeeper of the Wisdom Assembly

The Way

- Bishop Antonnio Vanzetti of the League remained Cardinal of The Way

- Gralka, an Imperial Orc, remained as the Conscience of the Senate

The Imperial Conclave

Archmagi

- Kallendar Stormcrow declared Archmage of Spring

- Corvus of Auric Horizon declared Archmage of Summer

- Maurice de Gauvain declared Archmage of Autumn

- Savik Summerstorm declared Archmage of Winter

- Darius of Auric Horizon declared Archmage of Day (replaced Callisius Quicksilver)

- Baba Ana declared Archmage of Night

Grandmasters of the Orders

These Grandmasters will serve with these voting strengths until re-election at the Winter Equinox, 377YE.

- Grandmaster of the Order of the Celestial Arch Sejanus with a voting strength of 14

- Grandmaster of the Order of the Golden Pyramid Edmundo I Jannat I Riqueza of the Brass Coast with a voting strength of 16 (replaces William Bolholt of The Marches)

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr with a voting strength of 22

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard with a voting strength of 10

- Grandmaster of the Order of the Shuttered Lantern Dimitri Ivanovich Ionescu of Varushka with a voting strength of 35 (replaced Wyrda Bjornadottir of Wintermark)

- Grandmaster of the Order of the Unfettered Mind Alexei of Varushka with a voting strength of 20

Other Imperial Conclave Positions

- The Varushkan Simargl, the Empty One of the Circle of Zulgan-Tash continues to serve as Dean of the Lyceum

- Iago Melfizzi was appointed to the title of Bursar of the Conclave by declaration before the conclave.

The Imperial Bourse

Under normal circumstances, all Mithril Bourse Seats would have been re-elected or re-appointed during the Equinox. Due to concerns of economic stability in a time of Imperial crisis, the seats gained at the Winter Equinox 376 will run until the Winter Equinox 377 and then the normal process of re-election will begin again.

Imperial Bourse Positions

- The Arratan Gamble is held by Francisco Alestros Sanguineo Rezia di Tassato Mestra (76 crowns & 1 ring)

- The Brilliant Star is held by Lukash Biessek von Temeschwar (101 Crowns)

- The Canterspire Circle is held by Thomas Shanks (90 crowns & 5 rings)

- The Damation Cliffs are held by Vittorio, Butcher's Guild of the League (104 crowns)

- The Fortress of Salt is held by Aedred ap Magor Renwaerd (70 crowns)

- The Golden Trees of Seren are held by Tobias Shanks (90 crowns & 5 rings)

- The Great Mine of Briante is held by Horsa Tyrshalt (70 crowns)

- The Heartwood of the Great Vale is held by Landon of Longridge (55 crowns)

- The Hunt of Alderei the Fair is held by Nikolai Tannhauser (104 crowns)

- The Night Quarry is held by Rodrigo Barossa de Tassato Regario (64 crowns & 5 rings)

- The Scorrero Nets are held by Aesher Endsmeet (30 crowns & 1 ring)

- The Singing Caves are held by Guillamo de Tassato (150 Crowns)

- The Sutton Stone Quarries are held by Sandoval Nieschteri Rezia van Temeschwar (76 crowns & 1 ring)

- The Syrene's Wisdom is held by Silvio de Tassato (80 crowns)

- The Weirwater Vales are held by John Marsh (61 crowns & 2 rings)

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Bohdan Ivanovich Bashnya

- The Legacy (Urizen) is held by Valerian of Phoenix Reach

- The Thimble (Navarr) is held by Idris Eternal

- The Regario Dossier (League) is controlled by Lorenzo “La Volpe” Macelliao von Temeschwar

- The Master of the Imperial Mint (League) is Nicolo Barossa de Tassato Regario

- The Steel Fist (Imperial Orcs) is held by Bruk

- The The Broken Shore Bounty (The Brass Coast)is held by Tabib i Eldaha i Riqueza

- The The Stonefield Ice Caves (Wintermark) is held by Joakim

Changes to Bourse Seats

- The Brilliant Shore has been reclaimed from the Thule but the allocation of the Bourse position by the Senate during The Autumn Equinox was vetoed by The General Assembly of the Imperial Synod and hence no one could be appointed to the position. Its allocation is now waiting for a standard Senate motion to be raised (which can occur no earlier than the Saturday evening senate session of The Winter Solstice); the seat continues to accrue mithril until it is successfully allocated.

- The Vigilant Swan (Highguard) has been lost to the Druj due to their conquest of Reikos. The seat will not be auctioned again until it is recovered.

Mercantile Investments

- The position of Spider's Tollkeep has not yet been appointed; it well be appointed at the Winter Solstice 377.

- The position of Keeper of the Spice Gardens has been vacated; it will be appointed at the Winter Solstice 377.

Further Reading

- 377YE Autumn Equinox Senate Sessions

- 377YE Autumn Equinox Synod Judgements

- Titles by event

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Autumn_Equinox_Imperial_Titles&oldid=25395"

377YE Autumn Equinox Imperial titles

Contents

- 1 Senators

- 1.1 The Freeborn senators of The Brass Coast

- 1.2 The senators of Dawn

- 1.3 The senators of Highguard

- 1.4 The senators of The League

- 1.5 The senators of The Marches

- 1.6 The senators of the Navarr

- 1.7 The senators of Urizen

- 1.8 The senators of Varushka

- 1.9 The senators of Wintermark

- 1.10 Other Imperial Senate positions

- 2 The Military Council

- 2.1 The Generals of The Brass Coast

- 2.2 The Generals of Dawn

- 2.3 The Generals of Highguard

- 2.4 The Generals of the Imperial Orcs

- 2.5 The General of The League

- 2.6 The Generals of The Marches

- 2.7 The Generals of Navarr

- 2.8 The General of Urizen

- 2.9 The Generals of Varushka

- 2.10 The Generals of Wintermark

- 2.11 Other Military Council Positions

- 3 Cardinals and Gatekeepers of the Imperial Synod

- 3.1 Ambition

- 3.2 Courage

- 3.3 Loyalty

- 3.4 Pride

- 3.5 Prosperity

- 3.6 Vigilance

- 3.7 Wisdom

- 3.8 The Way

- 4 The Imperial Conclave

- 4.1 Archmagi

- 4.2 Grandmasters of the Orders

- 4.3 Other Imperial Conclave Positions

- 5 The Imperial Bourse

- 5.1 Imperial Bourse Positions

- 5.2 National Bourse Positions

- 5.3 Changes to Bourse Seats

- 6 Mercantile Investments

Senators

The Freeborn senators of The Brass Coast

- Senator for Feroz: Sallur I Mnajdra I Guerra

- Senator for Kahraman: Rauul i Jannat i Requiza (retained seat)

- Senator for Madruga: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell

- Senator for Semmerholm Ywain De Gauvain (retained seat)

- Senator for Weirwater: Lady Adia of House Arwood

The senators of Highguard

- Seantor for Bastion: Brother Gideon of the Scions of Ravenfell

- Senator for Casinea: Zephram of Cantiarch’s Hold (claimed seat from Cyrus of Felix's Watch)

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato (claimed seat from Arsenio Sanguineo Rezia di Tassato)

- Senator for Temeschwar: Oksana Kazaku von Temeschwar

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Richard of Bourholt

- Senator for Mitwold, Pride of the Marches: Bridget Eastville (née Talbot)

- Senator for Upwold, The Silver Chase: Henry Ward (retained seat)

The senators of the Navarr

- Seantor for Hercynia: Rhain

- Senator for Miaren: Rhys

- Senator for Therunin: Caerwyn Summer Crow (retained seat)

The senators of Urizen

- Senator for Morrow: Lucius of Quicksilver Spire (claimed seat from Ioseph)

- Senator for Redoubt: Probus

- Senator for Zenith: Hector of the Spire of the Celestial Cascade.

Senator Hector was revoked by the Imperial Synod during the Spring Equinox, but then re-elected to the post; he cannot be revoked again until after the next time the Senatorship would be elected normally.

The senators of Varushka

- Senator for Karov: Constantin

- Senator for Miekarova: Yelislaveta Syrnova Vlanich

- Senator for Volodmartz: Valentin Ivarovich Severy (claimed seat from Maxim)

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun (retained seat)

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

- Senator for Skarsind: Triva of Tyrshalt

The title of Senator for Skarsind will next be up for election at the Spring Equinox, 378YE.

Other Imperial Senate positions

- The Conscience of the Senate is the Imperial orc Stormcrow Gralka

- The Advisor on orc affairs is Kessek, appointed by the Imperial Orc generals.

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Anwar i Covas i Erigo replaced Yasmina I Ezmara I Erigo of the Fire of the South

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Skayde of the Golden Sun

- General Frederick Novarion of the Eastern Sky (retained his position')

The Generals of Highguard

- General Matthias of the Seventh Wave (retained his position)

- General Ruth, daughter of Esther of the Granite Pillar

The Generals of the Imperial Orcs

- General Bloodcrow Martok replaced Klor of the Winter Sun TBC

- General Braka of the Summer Storm (retained his position)

The General of The League

- General Gabriel Barossa replaced Stanislav Krieger van Temeschwar of the Wolves of War

The Generals of The Marches

- General Richard Talbot of the The Drakes

- General Edwin de Warrene of the Strong Reeds

- General William Tanner of King's Stoke of the bounders (retained his position)

The Generals of Navarr

- General Cerunnos of the Black Thorns (retained his position)

- General Gwai replaced Kale Vigil of the Quiet step

The General of Urizen

- General Tanwyn Ankarien of the Citadel Guard

The Generals of Varushka

- General Olaf Gregorson Strascovich of the Army of the Northern Eagle

- General Stanislav Borodin Havel of the Army of the Golden Axe

The Generals of Wintermark

- General Vahne of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Other Military Council Positions

- The title of Warmage has fallen vacant due to the death of Septima of Shatterspire towards the end of The Autumn Equinox. New elections will be held at the start of The Winter Solstice, and the newly appointed warmage will serve until the Spring Equinox

Cardinals and Gatekeepers of the Imperial Synod

Ambition

- Olek of the League remained Cardinal of Ambition

- Serrusta Caeli Rezia di Tassato of the League remained as the Gatekeeper of the Ambition Assembly

Courage

- Asher of Highguard was appointed Cardinal of Courage (replacing Lazarus of Highguard)

- Cyrus Cascade of Urizen remained as the Gatekeeper of the Courage Assembly

Loyalty

- Jared of Highguard remained Cardinal of Loyalty

- Friar Alan Young of the Marches remained as the Gatekeeper of the Loyalty Assembly

Pride

- Samson of Highguard was appointed Cardinal of Pride (replaced Epaph of Highguard)

- Meurig Tystwarden of the Navarr remained as the Gatekeeper of the Pride Assembly

Prosperity

- Ynez of the League was appointed Cardinal of Prosperity (replacing Bishop Alexandru Vintla)

- Darius i Esmara i Erigo of the Brass Coast remained as the Gatekeeper of the Prosperity Assembly

Vigilance

- Petra Petrivna Melikov of Varushka remained Cardinal of Vigilance

- Silas of Highguard remained as the Gatekeeper of the Vigilance Assembly

Wisdom

- Agnetha De Rondell of Dawn was appointed Cardinal of Wisdom

- Hywel Summercrow of Navarr was appointed as the Gatekeeper of the Wisdom Assembly

The Way

- Bishop Antonnio Vanzetti of the League remained Cardinal of The Way

- Gralka, an Imperial Orc, remained as the Conscience of the Senate

The Imperial Conclave

Archmagi

- Kallendar Stormcrow declared Archmage of Spring

- Corvus of Auric Horizon declared Archmage of Summer

- Maurice de Gauvain declared Archmage of Autumn

- Savik Summerstorm declared Archmage of Winter

- Darius of Auric Horizon declared Archmage of Day (replaced Callisius Quicksilver)

- Baba Ana declared Archmage of Night

Grandmasters of the Orders

These Grandmasters will serve with these voting strengths until re-election at the Winter Equinox, 377YE.

- Grandmaster of the Order of the Celestial Arch Sejanus with a voting strength of 14

- Grandmaster of the Order of the Golden Pyramid Edmundo I Jannat I Riqueza of the Brass Coast with a voting strength of 16 (replaces William Bolholt of The Marches)

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr with a voting strength of 22

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard with a voting strength of 10

- Grandmaster of the Order of the Shuttered Lantern Dimitri Ivanovich Ionescu of Varushka with a voting strength of 35 (replaced Wyrda Bjornadottir of Wintermark)

- Grandmaster of the Order of the Unfettered Mind Alexei of Varushka with a voting strength of 20

Other Imperial Conclave Positions

- The Varushkan Simargl, the Empty One of the Circle of Zulgan-Tash continues to serve as Dean of the Lyceum

- Iago Melfizzi was appointed to the title of Bursar of the Conclave by declaration before the conclave.

The Imperial Bourse

Under normal circumstances, all Mithril Bourse Seats would have been re-elected or re-appointed during the Equinox. Due to concerns of economic stability in a time of Imperial crisis, the seats gained at the Winter Equinox 376 will run until the Winter Equinox 377 and then the normal process of re-election will begin again.

Imperial Bourse Positions

- The Arratan Gamble is held by Francisco Alestros Sanguineo Rezia di Tassato Mestra (76 crowns & 1 ring)

- The Brilliant Star is held by Lukash Biessek von Temeschwar (101 Crowns)

- The Canterspire Circle is held by Thomas Shanks (90 crowns & 5 rings)

- The Damation Cliffs are held by Vittorio, Butcher's Guild of the League (104 crowns)

- The Fortress of Salt is held by Aedred ap Magor Renwaerd (70 crowns)

- The Golden Trees of Seren are held by Tobias Shanks (90 crowns & 5 rings)

- The Great Mine of Briante is held by Horsa Tyrshalt (70 crowns)

- The Heartwood of the Great Vale is held by Landon of Longridge (55 crowns)

- The Hunt of Alderei the Fair is held by Nikolai Tannhauser (104 crowns)

- The Night Quarry is held by Rodrigo Barossa de Tassato Regario (64 crowns & 5 rings)

- The Scorrero Nets are held by Aesher Endsmeet (30 crowns & 1 ring)

- The Singing Caves are held by Guillamo de Tassato (150 Crowns)

- The Sutton Stone Quarries are held by Sandoval Nieschteri Rezia van Temeschwar (76 crowns & 1 ring)

- The Syrene's Wisdom is held by Silvio de Tassato (80 crowns)

- The Weirwater Vales are held by John Marsh (61 crowns & 2 rings)

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Bohdan Ivanovich Bashnya

- The Legacy (Urizen) is held by Valerian of Phoenix Reach

- The Thimble (Navarr) is held by Idris Eternal

- The Regario Dossier (League) is controlled by Lorenzo “La Volpe” Macelliao von Temeschwar

- The Master of the Imperial Mint (League) is Nicolo Barossa de Tassato Regario

- The Steel Fist (Imperial Orcs) is held by Bruk

- The The Broken Shore Bounty (The Brass Coast)is held by Tabib i Eldaha i Riqueza

- The The Stonefield Ice Caves (Wintermark) is held by Joakim

Changes to Bourse Seats

- The Brilliant Shore has been reclaimed from the Thule but the allocation of the Bourse position by the Senate during The Autumn Equinox was vetoed by The General Assembly of the Imperial Synod and hence no one could be appointed to the position. Its allocation is now waiting for a standard Senate motion to be raised (which can occur no earlier than the Saturday evening senate session of The Winter Solstice); the seat continues to accrue mithril until it is successfully allocated.

- The Vigilant Swan (Highguard) has been lost to the Druj due to their conquest of Reikos. The seat will not be auctioned again until it is recovered.

Mercantile Investments

- The position of Spider's Tollkeep has not yet been appointed; it well be appointed at the Winter Solstice 377.

- The position of Keeper of the Spice Gardens has been vacated; it will be appointed at the Winter Solstice 377.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Autumn_Equinox_Imperial_titles&oldid=47522"

377YE Autumn Equinox Senate Session

Overview

- Imperial treasury during this season announced by the Civil Service at Two Hunderd, Twenty two and a half Thrones.

- The roll of Senators serving during this season can be found here.

Senate Motions Autumn 2013

Motions Passed

- Create title of Minister of Historical Research

- Create title of Quartermaster General of the Imperial Armies

- Assignment of Skarsind

- Assignment of The Brilliant Shore

- Resupply the Quiet Step

- Create title of Imperial Master of Works

- Fortify Skogei

- Resupply the Granite Pillar

- Commission Imperial audit

- Construct Liathaven spy network

- Invite an Archmage to address Senate

Motions Defeated

- Creation of an Imperial lottery

- Nomination of Hector to the Imperial Throne

- Construct a memorial at Anvil

Motions declared Unconstitutional

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Autumn_Equinox_Senate_Session&oldid=24081"

377YE Autumn Equinox Senate Sessions

Overview

- Imperial treasury during this season announced by the Civil Service at Two Hundred, Twenty two and a half Thrones.

- The roll of Senators serving during this season can be found here.

Motions

Passed

- Create title of Minister of Historical Research

- Create title of Quartermaster General of the Imperial Armies

- Assignment of Skarsind

- Assignment of The Brilliant Shore

- Resupply the Quiet Step

- Create title of Imperial Master of Works

- Fortify Skogei

- Resupply the Granite Pillar

- Commission Imperial audit

- Construct Liathaven spy network

- Invite an Archmage to address Senate

Defeated

- Creation of an Imperial lottery

- Nomination of Hector to the Imperial Throne

- Construct a memorial at Anvil

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Autumn_Equinox_Senate_Sessions&oldid=26143"

377YE Autumn Equinox Senate sessions

Overview

- Imperial treasury during this season announced by the Civil Service at Two Hundred, Twenty two and a half Thrones.

- The roll of Senators serving during this season can be found here.

Motions

Passed

- Create title of Minister of Historical Research

- Create title of Quartermaster General of the Imperial Armies

- Assignment of Skarsind

- Assignment of The Brilliant Shore

- Resupply the Quiet Step

- Create title of Imperial Master of Works

- Fortify Skogei

- Resupply the Granite Pillar

- Commission Imperial audit

- Construct Liathaven spy network

- Invite an Archmage to address Senate

Defeated

- Creation of an Imperial lottery

- Nomination of Hector to the Imperial Throne

- Construct a memorial at Anvil

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Autumn_Equinox_Senate_sessions&oldid=35485"

377YE Autumn Equinox Synod Judgements

Contents

- 1 The Synod as of Autumn, 377 YE

- 2 Appointments

- 3 Appointments

- 3.1 Selection of the Cardinal of Prosperity

- 3.2 Selection of the Cardinal of Courage

- 3.3 Selection of the Cardinal of Loyalty

- 3.4 Selection of the Cardinal of Pride

- 4 Synod Judgments

- 5 Synod Funds

- 6 Visionaries

The Synod as of Autumn, 377 YE

At the Autumn Summit, 377 YE, the General Assembly's voting strength was estimated at 1,380.

Appointments

At the end of the Summer Summit, 377 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Ambition

Olek of the League

Serrusto of the League

Courage

Asher of Felix's Watch in Highguard

Cyrus Cascade of Urizen

Loyalty

Jared of the Suns of Courous, Highguard

Alan Young of the Marches

Pride

Samson of Cantiarch's Hold, Highguard

Meurig Tystwarden of the Navarr

Prosperity

Ynez di Carcomare of the League

Darius i Ezmara of the Brass Coast

Vigilance

Petra of Varushka

Silas of Highguard

Wisdom

Agnetha De Rondell of Dawn

Hwyel Summercrow of Navarr

The Way

Antonnio Vanzetti of the League

Gralka, an Imperial Orc

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Selection of the Cardinal of Prosperity

- Darius i Ezmara of the Brass Coast received 14 votes from the Assembly

- Ynez of the League received 104 votes from the Assembly and was appointed

- Cardinal Ynez retained Darius i Ezmara of the Brass Coast as Gatekeeper

Selection of the Cardinal of Courage

- Malachi of Highguard received 32 votes from the Assembly

- Asher of Highguard received 34 votes from the Assembly and was appointed

- Cardinal Asher retained Cyrus Cascade of Urizen as Gatekeeper

Selection of the Cardinal of Loyalty

- Friar Alan of the Marches received 10 votes from the Assembly

- Barrabas received 10 votes from the Assembly

- Julius Cavita of the League received 40 votes from the Assembly

- Jared of Highguard received 80 votes from the Assembly and was appointed

- Cardinal Jared retained Friar Alan Young of the Marches as Gatekeeper

Selection of the Cardinal of Pride

- Avery Armistead of Dawn received 10 votes from the Assembly

- Lady Josephine Novarrion of Dawn received 50 votes from the Assembly

- Samson of Highguard received 54 votes from the Assembly and was appointed

- Cardinal Samson retained Meurig Tystwarden of Navarr as Gatekeeper

Synod Judgments

At the Summit, the following judgments were made by the Assemblies of the Synod:

Judgment

Raised By

Outcome

The General Assembly were called upon recognise Zemress i Ezmara, Exemplar of Prosperity, as a Paragon of the Virtue.

Darius i Ezmara, Gatekeeper of Prosperity

Darius withdrew the judgment.

The General Assembly were called upon to reward Azmon of the Shattered Tower with four thrones from the Virtue Fund.

Abraham of Highguard, Priest of Vigilance

Judgment defeated 220 - 98.

The Assembly of Prosperity were called upon to remove the incumbent Cardinal.

Ynez of the League

Cardinal removed by Greater Majority

The Assembly of Prosperity were asked to condemn Xavier Cascade for Heresy and Blasphemy

Rurik Von Linden of the League

Upheld 90 - 0.

The Assembly of Courage was called on to revoke the incumbent Cardinal

Asher of Highguard

Upheld 34 – 12.

The General Assembly was called upon to reward the Marches Hospital with one and a half Thrones from the Virtue Fund

Danek Von Linden of the League, Priest of Prosperity

Upheld 338 - 146

The General Assembly was called upon to reward the Phoenix Spire of Urizen with one and a half Thrones from the Virtue Fund

Tockryn Nighthaven of the Navarr, Priest of Wisdom

Upheld 376 - 146

The General Assembly was called upon to reward Celesti Coven with one and a half Thrones from the Virtue Fund

Elisheyba of Highguard, Priest of Vigilance

Upheld 268 - 146

The General Assembly was called upon to reward Caleb of the Cenotaph with one and a half Thrones from the Virtue Fund

Solas of Urizen, Priest of Wisdom

Upheld 420 - 166

The General Assembly was called upon to Veto the Senate’s decision to assign the Brilliant Shore Bourse resource to Wintermark

Laelia Shatterspire of Urizen, Priest of Pride

Upheld by Greater Majority of the Assembly

The Assembly of Vigilance was called upon to recognise Olga of Miecova as an Exemplar of Vigilance

Irada-Catchie Bandsyna of Varushka, Priest of Vigilance

Upheld by Greater Majority

The General Assembly was called upon to reward Lazarus of the Shattered Tower, Knight of Prosperity, with 40 Crowns from the Virtue Fund.

Sabaoth of Highguard, Priest of the Way

Defeated 256 – 118

The Assembly of Courage was called upon to recognise Horsa Monster-slayer as an Exemplar of Courage

Ealdraed Tyrshalting

The judgment did not achieve the Greater Majority required

The General Assembly was called on to make the following Statement of Principle: “The General Assembly acknowledges that the current requirements to recognise an Exemplar of Virtue, being a Greater Majority of the a Virtue Assembly, are too easy to achieve with a small number of priests and, acknowledging that this cheapens the value of recognising an Exemplar, the recognition of an Exemplar of Virtue shall require both of: 1) A Greater Majority of the relevant Virtue Assembly, and 2) a Lesser Majority of the General Assembly. Furthermore, no judgment to recognise an Exemplar shall be valid unless it specifies which of the Signs of the Paragon the candidate has displayed.”

Hwyel Summercrow of the Navarr, Priest of Wisdom

Upheld 414 - 52

The General Assembly was called on to make the following Statement of Principle: “The General Assembly believes that a monument should be built at Anvil to the memory and everlasting glory of all those who lost their lives in military service to the Empire”

Ira of Highguard, Priest of Loyalty

Upheld 128 - 12

The Assembly of Pride was called on to make the following Statement of Principle: “The Assembly of Pride believes that the Empire is proud of all its citizens, in that all citizens are equal within the eye of the Empire. We call upon the Imperial Orcs to form a National Assembly within the Synod, to see to the virtue of those who hold elected Imperial positions within their nation”.

Cardinal Samson of Highguard

Upheld by Greater Majority

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

7 Thrones / 3 Crowns / 1 Ring

Income

70 Crowns

Raised by auction of Pure Liao

1 Ring

Donated by Meurig Tystwarden on behalf of a young citizen

Rewards

12 Crowns

Given to Caleb of the Cenotaph at the behest of Solas of Urizen

12 Crowns

Given to Celesti Coven at the behest of Elisheyba of Highguard

12 Crowns

Given to Phoenix Spire of Urizen at the behest of Tockryn Nighthaven of the Navarr

12 Crowns

Given to the Marches Hospital at the behest of Danek Von Linden of the League

Closing Value

10 Thrones / 1 Crowns / 2 Rings

Visionaries

The following individuals received visions of their past lives:

- Linden of Endsmeet, Urizen

- Ingar Saker, Wintermark

- Horsa Tyrshalt, Wintermark

- Sejanus Shatterspire, Urizen

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Autumn_Equinox_Synod_Judgements&oldid=25361"

377YE Autumn Equinox Synod judgements

Contents

- 1 The Synod as of Autumn, 377 YE

- 2 Appointments

- 3 Appointments

- 3.1 Selection of the Cardinal of Prosperity

- 3.2 Selection of the Cardinal of Courage

- 3.3 Selection of the Cardinal of Loyalty

- 3.4 Selection of the Cardinal of Pride

- 4 Synod Judgments

- 5 Synod Funds

- 6 Visionaries

The Synod as of Autumn, 377 YE

At the Autumn Summit, 377 YE, the General Assembly's voting strength was estimated at 1,380.

Appointments

At the end of the Autumn Summit, 377 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Ambition

Olek of the League

Serrusto of the League

Courage

Asher of Felix's Watch in Highguard

Cyrus Cascade of Urizen

Loyalty

Jared of the Suns of Courous, Highguard

Alan Young of the Marches

Pride

Samson of Cantiarch's Hold, Highguard

Meurig Tystwarden of the Navarr

Prosperity

Ynez di Carcomare of the League

Darius i Ezmara of the Brass Coast

Vigilance

Petra of Varushka

Silas of Highguard

Wisdom

Agnetha De Rondell of Dawn

Hwyel Summercrow of Navarr

The Way

Antonnio Vanzetti of the League

Gralka, an Imperial Orc

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Selection of the Cardinal of Prosperity

- Darius i Ezmara of the Brass Coast received 14 votes from the Assembly

- Ynez of the League received 104 votes from the Assembly and was appointed

- Cardinal Ynez retained Darius i Ezmara of the Brass Coast as Gatekeeper

Selection of the Cardinal of Courage

- Malachi of Highguard received 32 votes from the Assembly

- Asher of Highguard received 34 votes from the Assembly and was appointed

- Cardinal Asher retained Cyrus Cascade of Urizen as Gatekeeper

Selection of the Cardinal of Loyalty

- Friar Alan of the Marches received 10 votes from the Assembly

- Barrabas received 10 votes from the Assembly

- Julius Cavita of the League received 40 votes from the Assembly

- Jared of Highguard received 80 votes from the Assembly and was appointed

- Cardinal Jared retained Friar Alan Young of the Marches as Gatekeeper

Selection of the Cardinal of Pride

- Avery Armistead of Dawn received 10 votes from the Assembly

- Lady Josephine Novarrion of Dawn received 50 votes from the Assembly

- Samson of Highguard received 54 votes from the Assembly and was appointed

- Cardinal Samson retained Meurig Tystwarden of Navarr as Gatekeeper

Synod Judgments

At the Summit, the following judgments were made by the Assemblies of the Synod:

Judgment

Raised By

Outcome

The General Assembly were called upon recognise Zemress i Ezmara, Exemplar of Prosperity, as a Paragon of the Virtue.

Darius i Ezmara, Gatekeeper of Prosperity

Darius withdrew the judgment.

The General Assembly were called upon to reward Azmon of the Shattered Tower with four thrones from the Virtue Fund.

Abraham of Highguard, Priest of Vigilance

Judgment defeated 220 - 98.

The Assembly of Prosperity were called upon to remove the incumbent Cardinal.

Ynez of the League

Cardinal removed by Greater Majority

The Assembly of Prosperity were asked to condemn Xavier Cascade for Heresy and Blasphemy

Rurik Von Linden of the League

Upheld 90 - 0.

The Assembly of Courage was called on to revoke the incumbent Cardinal

Asher of Highguard

Upheld 34 – 12.

The General Assembly was called upon to reward the Marches Hospital with one and a half Thrones from the Virtue Fund

Danek Von Linden of the League, Priest of Prosperity

Upheld 338 - 146

The General Assembly was called upon to reward the Phoenix Spire of Urizen with one and a half Thrones from the Virtue Fund

Tockryn Nighthaven of the Navarr, Priest of Wisdom

Upheld 376 - 146

The General Assembly was called upon to reward Celesti Coven with one and a half Thrones from the Virtue Fund

Elisheyba of Highguard, Priest of Vigilance

Upheld 268 - 146

The General Assembly was called upon to reward Caleb of the Cenotaph with one and a half Thrones from the Virtue Fund

Solas of Urizen, Priest of Wisdom

Upheld 420 - 166

The General Assembly was called upon to Veto the Senate’s decision to assign the Brilliant Shore Bourse resource to Wintermark

Laelia Shatterspire of Urizen, Priest of Pride

Upheld by Greater Majority of the Assembly

The Assembly of Vigilance was called upon to recognise Olga of
Miekarova
as an Exemplar of Vigilance

Irada-Catchie Bandsyna of Varushka, Priest of Vigilance

Upheld by Greater Majority

The General Assembly was called upon to reward Lazarus of the Shattered Tower, Knight of Prosperity, with 40 Crowns from the Virtue Fund.

Sabaoth of Highguard, Priest of the Way

Defeated 256 – 118

The Assembly of Courage was called upon to recognise Horsa Monster-slayer as an Exemplar of Courage

Ealdraed Tyrshalting

The judgment did not achieve the Greater Majority required

The General Assembly was called on to make the following Statement of Principle: “The General Assembly acknowledges that the current requirements to recognise an Exemplar of Virtue, being a Greater Majority of the a Virtue Assembly, are too easy to achieve with a small number of priests and, acknowledging that this cheapens the value of recognising an Exemplar, the recognition of an Exemplar of Virtue shall require both of: 1) A Greater Majority of the relevant Virtue Assembly, and 2) a Lesser Majority of the General Assembly. Furthermore, no judgment to recognise an Exemplar shall be valid unless it specifies which of the Signs of the Paragon the candidate has displayed.”

Hwyel Summercrow of the Navarr, Priest of Wisdom

Upheld 414 - 52

The General Assembly was called on to make the following Statement of Principle: “The General Assembly believes that a monument should be built at Anvil to the memory and everlasting glory of all those who lost their lives in military service to the Empire”

Ira of Highguard, Priest of Loyalty

Upheld 128 - 12

The Assembly of Pride was called on to make the following Statement of Principle: “The Assembly of Pride believes that the Empire is proud of all its citizens, in that all citizens are equal within the eye of the Empire. We call upon the Imperial Orcs to form a National Assembly within the Synod, to see to the virtue of those who hold elected Imperial positions within their nation”.

Cardinal Samson of Highguard

Upheld by Greater Majority

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

7 Thrones / 3 Crowns / 1 Ring

Income

70 Crowns

Raised by auction of Pure Liao

1 Ring

Donated by Meurig Tystwarden on behalf of a young citizen

Rewards

12 Crowns

Given to Caleb of the Cenotaph at the behest of Solas of Urizen

12 Crowns

Given to Celesti Coven at the behest of Elisheyba of Highguard

12 Crowns

Given to Phoenix Spire of Urizen at the behest of Tockryn Nighthaven of the Navarr

12 Crowns

Given to the Marches Hospital at the behest of Danek Von Linden of the League

Closing Value

10 Thrones / 1 Crowns / 2 Rings

Visionaries

The following individuals received visions of their past lives:

- Linden of Endsmeet, Urizen

- Ingar Saker, Wintermark

- Horsa Tyrshalt, Wintermark

- Sejanus Shatterspire, Urizen

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Autumn_Equinox_Synod_judgements&oldid=45026"

377YE Spring Equinox Conclave declarations

Contents

- 1 Conclave Titles

- 1.1 Other Titles

- 2 Declarations

- 3 Gambits

Conclave Titles

Realm

Archmage

Order

Grandmaster

Winter

Savik Summerstorm

Celestial Arch

Sejanus Shatterspire

Spring

Kallendar Stormcrow

Golden Pyramid

William Bolholt

Summer

Corvus Auric Horizon

Rod and Shield

Meir Pathfinder

Autumn

Maurice de Gauvain

Sevenfold Path

Jessica Suns of Couros

Day

Callisius Quicksilver

Shuttered Lantern

Wyrda Bjornadottir

Night

Baba Ana

Unfettered Mind

Alexei

Other Titles

Warmage

Septima Shatterspire

Declarations

Nature of Declaration

Substance of Declaration

Made By

Made or Not Made?

Enmity

Zand, Eternal of Autumn, to be named an enemy of the Empire for sending heralds to Anvil offering to make trades for Imperial souls

Archmage Maurice de Gauvain

Made

Sorcery

Cnaeus to be named a sorcerer who turned himself and others near Endsmeet Spire into feral creatures

Sejanus Shatterspire

Made

Gambits

Gambit Raised By

Gambit Raised For

Sevenfold Path

32 mana to perform Fight Tooth and Nail upon generals and other targets as appropriate in preparation for the battle on Sunday

Celestial Arch

35 mana to perform 5 castings of Eyes of the Sun and Moon

Shuttered Lantern

30 mana to perform several castings of Horizon's Razor Edge

Unfettered Mind

30 mana; 15 mana for performances of Bright Lantern of Ophis and 15 for unspecified research

Golden Pyramid

17 mana, 1 ilium, 2 ingots of metals, 1 dram of true vervain, 1 dram of herb and 1 Cr 5r for use in experimentation with Scales of Ephisis

Archmage of Autumn

18 mana to empower 20 people in four bands from four nations with Splendid Panoply of Knighthood

Iulian Shatterspire

24 mana for two castings of Fountain of Life

Sejanus SHatterspire

20 mana for two castings of Shroud of Mist and Shadow to support the armies in the next season

Rod and Shield

14 ilium to produce an artefact Ambergelt Baton for the Warmage

Golden Pyramid

6 Thrones and 5 crystal mana to be given to a Bursar for the Conclave

Shuttered Lantern

15 crystals for Alexei for analytical rituals

Unfettered Mind

Resources to create a Syphon of Stars coven stone

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Spring_Equinox_Conclave_declarations&oldid=35613"

377YE Spring Equinox Imperial Titles

Contents

- 1 Overview

- 2 Senators

- 2.1 The Freeborn senators of The Brass Coast

- 2.2 The senators of Dawn

- 2.3 The senators of Highguard

- 2.4 The senators of The League

- 2.5 The senators of The Marches

- 2.6 The senators of the Navarr

- 2.7 The senators of Urizen

- 2.8 The senators of Varushka

- 2.9 The senators of Wintermark

- 2.10 Other Imperial Senate positions

- 3 The Military Council

- 3.1 The Generals of The Brass Coast

- 3.2 The Generals of Dawn

- 3.3 The Generals of Highguard

- 3.4 The Generals of the Imperial Orcs

- 3.5 The General of The League

- 3.6 The Generals of The Marches

- 3.7 The Generals of Navarr

- 3.8 The General of Urizen

- 3.9 The Generals of Varushka

- 3.10 The Generals of Wintermark

- 3.11 Other Military Council Positions

- 4 Cardinals and Gatekeepers of the Imperial Synod

- 4.1 Ambition

- 4.2 Courage

- 4.3 Loyalty

- 4.4 Pride

- 4.5 Prosperity

- 4.6 Vigilance

- 4.7 Wisdom

- 4.8 The Way

- 5 The Imperial Conclave

- 5.1 Archmagi

- 5.2 Grandmasters of the Orders

- 5.3 Other Imperial Conclave Positions

- 6 The Imperial Bourse

- 6.1 Imperial Bourse Positions

- 6.2 National Bourse Positions

- 6.3 Further reading

Overview

Following the death of state of emergency at the previous year's Winter Solstice, only a handful of titles were appointed or re-appointed during the Spring Equinox.

Senators

The Freeborn senators of The Brass Coast

- Senator for Feroz: Sallur I Mnajdra I Guerra

- Senator for Kahraman: Rauul i Jannat i Riqueza

- Senator for Madruga: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell (Proxied)

- Senator for Semmerholm Ywain De Gauvain

- Senator for Weirwater: Marek

The senators of Highguard

- Seantor for Bastion: Simiel of the Shattered Tower

- Senator for Casinea: Cyrus of Felix's Watch

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Miroslav

- Senator for Tassato: Arsenio Sanguineo Rezia di Tassato

- Senator for Temeschwar: Oksana Kazaku von Temeschwar

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Richard of Bourholt

- Senator for Mitwold, Pride of the Marches: Bridget Talbot

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Seantor for Hercynia: Cei Windstrider

- Senator for Miaren: Bledri Eternal

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ioseph

- Senator for Redoubt: Probus

- Senator for Zenith: Hector of the Spire of the Celestial Cascade.

Senator Hector was revoked by the Imperial Synod but then re-elected to the post; he cannot be revoked again until after the next time the Senatorship would be elected normally.

The senators of Varushka

- Senator for Karov: Konstantin

- Senator for Miekarova: Yelislaveta Syrnova Vlanich

- Senator for Volodmartz: Maxim

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

Other Imperial Senate positions

- The Conscience of the Senate is the Imperial orc Stormcrow Gralka

The Military Council

The Generals of The Brass Coast

- General Yasmina i Ezmara i Erigo of the Red Wind Corsairs

- General Deigo i Guerra of the Fire of the South

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Eryk Rykker of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Matthias of the Seventh Wave

- General Ruth, daughter of Esther of the Granite Pillar

The Generals of the Imperial Orcs

- General Klor of the Winter Sun

- General Braka of the Summer Storm

The General of The League

- General Stanislav Krieger van Temeschwar of the Wolves of War

The Generals of The Marches

- General Bjorn of the The Drakes

- General Edwin de Warrene of the Strong Reeds

- General William Tanner of King's Stoke of the bounders

The Generals of Navarr

- General Cerunnos of the Black Thorns

- General Kale Vigil of the Quiet step

The General of Urizen

- General Decius Cascade of the Army of the Citadel

The Generals of Varushka

- General Zakhar Dragovin Vassillich, called the grim of the Army of the Northern Eagle

- General Stanislav Borodin Havel of the Army of the Golden Axe

The Generals of Wintermark

- General Merrick of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Other Military Council Positions

- Septima of Shatterspire was appointed Warmage.

Cardinals and Gatekeepers of the Imperial Synod

Ambition

- Olek of the League was appointed Cardinal of Ambition

- Serrusta Caeli Rezia di Tassato of the League was appointed as the Gatekeeper of the Ambition Assembly

Courage

- Lazarus of Highguard was appointed Cardinal of Courage

- Asher of Highguard was appointed as the Gatekeeper of the Courage Assembly

Loyalty

- Bishop Julius Cavita of the League remained Cardinal of Loyalty

- Friar Alan Young of the Marches remained as the Gatekeeper of the Loyalty Assembly

There is some minorquestion as to whether Brother Alan was gatekeeper or not, which has not yet been resolved.

Pride

- Josephine of Dawn was appointed Cardinal of Pride

- Meurig Tystwarden of the Navarr remained as the Gatekeeper of the Pride Assembly

Prosperity

- Bishop Alexandru Vintla of the League remained Cardinal of Prosperity

- Darius i Esmara i Erigo of the Brass Coast remained as the Gatekeepe of the Prosperity Assembly

Vigilance

- Petra Petrivna Melikov of Varushka was appointed Cardinal of Vigilance

- Silas of Highguard was appointed as the Gatekeeper of the Vigilance Assembly

Wisdom

- Guide Tockryn Nighthaven of the Navarr remained Cardinal of Wisdom

- Agnetha de Rondell of Dawn was appointed as the Gatekeeper of the Wisdom Assembly

The Way

- Bishop Antonnio Vanetti of the League remained Cardinal of The Way

- Gralka, an Imperial Orc, remained as the Conscience of the Senate

The Imperial Conclave

Archmagi

- Kallendar Stormcrow declared Archmage of Spring

- Corvus of Auric Horizon declared Archmage of Summer

- Maurice de Gauvain declared Archmage of Autumn

- Savik Summerstorm declared Archmage of Winter

- Callisius Quicksilver declared Archmage of Day

- Baba Ana declared Archmage of Night

Grandmasters of the Orders

These Grandmasters will serve with these voting strengths until re-election at the beginning of the Spring Equinox, 377YE.

- Grandmaster of the Order of the Celestial Arch Sejanus with a voting strength of 36

- Grandmaster of the Order of the Golden Pyramid William Bolholt of The Marches with a voting strength of 76

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr with a voting strength of 42

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard with a voting strength of 41

- Grandmaster of the Order of the Shuttered Lantern Wyrda Bjornadottir of Wintermark with a voting strength of 63

- Grandmaster of the Order of the Unfettered Mind Alexei of Varushka with a voting strength of 46

Other Imperial Conclave Positions

- The Varushkan Simargl, the Empty One of the Circle of Zulgan-Tash was appointed Dean of the Lyceum by declaration of the Conclave.

The Imperial Bourse

These seats are usually auctioned at various points throughout the year. Due to concerns of economic stability in a time of Imperial crisis, the seats gained at the Winter Equinox 376 will run until the Winter Equinox 377 and then the normal process of re-election will begin again.

Imperial Bourse Positions

- The Arratan Gamble is held by Francisco Alestros Sanguineo Rezia di Tassato Mestra (76 crowns & 1 ring)

- The Brilliant Star is held by Lukash Biessek von Temeschwar (101 Crowns)

- The Canterspire Circle is held by Thomas Shanks (90 crowns & 5 rings)

- The Damation Cliffs are held by Vittorio, Butcher's Guild of the League (104 crowns)

- The Fortress of Salt is held by Aedred ap Magor Renwaerd (70 crowns)

- The Golden Trees of Seren are held by Tobias Shanks (90 crowns & 5 rings)

- The Great Mine of Briante is held by Horsa Tyrshalt (70 crowns)

- The Heartwood of the Great Vale is held by Landon of Longridge (55 crowns)

- The Hunt of Alderei the Fair is held by Nikolai Tannhauser (104 crowns)

- The Night Quarry is held by Rodrigo Barossa de Tassato Regario (64 crowns & 5 rings)

- The Scorrero Nets are held by Aesher Endsmeet (30 crowns & 1 ring)

- The Singing Caves are held by Guillamo de Tassato (150 Crowns)

- The Sutton Stone Quarries are held by Sandoval Nieschteri Rezia van Temeschwar (76 crowns & 1 ring)

- The Syrene's Wisdom is held by Silvio de Tassato (80 crowns)

- The Weirwater Vales are held by John Marsh (61 crowns & 2 rings)

- The Brilliant Shore is held by the Thule and will not be auctioned until Skarsind is once again an Imperial territory.

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Bohdan Ivanovich Bashnya

- The Legacy (Urizen) is held by Valerian of Phoenix Reach

- The Thimble (Navarr) is held by Idris Eternal

- The Vigilant Swan (Highguard) is held by Obadiah of Cantiarch's Hold

- The Regario Dossier (League) is controlled by Lorenzo “La Volpe” Macelliao von Temeschwar

- The Master of the Imperial Mint (League) is Nicolo Barossa de Tassato Regario

- The Steel Fist (Imperial Orcs) is held by Bruk

- The The Broken Shore Bounty (The Brass Coast)is held by Tabib i Eldaha i Riqueza

- The The Stonefield Ice Caves (Wintermark) is held by Joakim

Further reading

- 377YE Spring Equinox Senate Sessions

- 377YE Spring Equinox Synod Judgements

- Titles by event

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Spring_Equinox_Imperial_Titles&oldid=25391"

377YE Spring Equinox Imperial titles

Contents

- 1 Senators

- 1.1 The Freeborn senators of The Brass Coast

- 1.2 The senators of Dawn

- 1.3 The senators of Highguard

- 1.4 The senators of The League

- 1.5 The senators of The Marches

- 1.6 The senators of the Navarr

- 1.7 The senators of Urizen

- 1.8 The senators of Varushka

- 1.9 The senators of Wintermark

- 1.10 Other Imperial Senate positions

- 2 The Military Council

- 2.1 The Generals of The Brass Coast

- 2.2 The Generals of Dawn

- 2.3 The Generals of Highguard

- 2.4 The Generals of the Imperial Orcs

- 2.5 The General of The League

- 2.6 The Generals of The Marches

- 2.7 The Generals of Navarr

- 2.8 The General of Urizen

- 2.9 The Generals of Varushka

- 2.10 The Generals of Wintermark

- 2.11 Other Military Council Positions

- 3 Cardinals and Gatekeepers of the Imperial Synod

- 3.1 Ambition

- 3.2 Courage

- 3.3 Loyalty

- 3.4 Pride

- 3.5 Prosperity

- 3.6 Vigilance

- 3.7 Wisdom

- 3.8 The Way

- 4 The Imperial Conclave

- 4.1 Archmagi

- 4.2 Grandmasters of the Orders

- 4.3 Other Imperial Conclave Positions

- 5 The Imperial Bourse

- 5.1 Imperial Bourse Positions

- 5.2 National Bourse Positions

Senators

The Freeborn senators of The Brass Coast

- Senator for Feroz: Sallur I Mnajdra I Guerra

- Senator for Kahraman: Rauul i Jannat i Riqueza

- Senator for Madruga: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell (Proxied)

- Senator for Semmerholm Ywain De Gauvain

- Senator for Weirwater: Marek

The senators of Highguard

- Seantor for Bastion: Simiel of the Shattered Tower

- Senator for Casinea: Cyrus of Felix's Watch

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Miroslav

- Senator for Tassato: Arsenio Sanguineo Rezia di Tassato

- Senator for Temeschwar: Oksana Kazaku von Temeschwar

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Richard of Bourholt

- Senator for Mitwold, Pride of the Marches: Bridget Talbot

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Seantor for Hercynia: Cei Windstrider

- Senator for Miaren: Bledri Eternal

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ioseph

- Senator for Redoubt: Probus

- Senator for Zenith: Hector of the Spire of the Celestial Cascade.

Senator Hector was revoked by the Imperial Synod but then re-elected to the post; he cannot be revoked again until after the next time the Senatorship would be elected normally.

The senators of Varushka

- Senator for Karov: Constantin

- Senator for Miekarova: Yelislaveta Syrnova Vlanich

- Senator for Volodmartz: Maxim

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

Other Imperial Senate positions

- The Conscience of the Senate is the Imperial Orc Stormcrow Gralka

The Military Council

The Generals of The Brass Coast

- General Yasmina i Ezmara i Erigo of the Red Wind Corsairs

- General Deigo i Guerra of the Fire of the South

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Eryk Rykker of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Matthias of the Seventh Wave

- General Ruth, daughter of Esther of the Granite Pillar

The Generals of the Imperial Orcs

- General Klor of the Winter Sun

- General Braka of the Summer Storm

The General of The League

- General Stanislav Krieger van Temeschwar of the Wolves of War

The Generals of The Marches

- General Bjorn of the The Drakes

- General Edwin de Warrene of the Strong Reeds

- General William Tanner of King's Stoke of the bounders

The Generals of Navarr

- General Cerunnos of the Black Thorns

- General Kale Vigil of the Quiet step

The General of Urizen

- General Decius Cascade of the Citadel Guard

The Generals of Varushka

- General Zakhar Dragovin Vassillich, called the grim of the Army of the Northern Eagle

- General Stanislav Borodin Havel of the Army of the Golden Axe

The Generals of Wintermark

- General Merrick of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Other Military Council Positions

- Septima of Shatterspire was appointed Warmage.

Cardinals and Gatekeepers of the Imperial Synod

Ambition

- Olek of the League was appointed Cardinal of Ambition

- Serrusta Caeli Rezia di Tassato of the League was appointed as the Gatekeeper of the Ambition Assembly

Courage

- Lazarus of Highguard was appointed Cardinal of Courage

- Asher of Highguard was appointed as the Gatekeeper of the Courage Assembly

Loyalty

- Bishop Julius Cavita of the League remained Cardinal of Loyalty

- Friar Alan Young of the Marches remained as the Gatekeeper of the Loyalty Assembly

There is some minorquestion as to whether Brother Alan was gatekeeper or not, which has not yet been resolved.

Pride

- Josephine of Dawn was appointed Cardinal of Pride

- Meurig Tystwarden of the Navarr remained as the Gatekeeper of the Pride Assembly

Prosperity

- Bishop Alexandru Vintla of the League remained Cardinal of Prosperity

- Darius i Esmara i Erigo of the Brass Coast remained as the Gatekeepe of the Prosperity Assembly

Vigilance

- Petra Petrivna Melikov of Varushka was appointed Cardinal of Vigilance

- Silas of Highguard was appointed as the Gatekeeper of the Vigilance Assembly

Wisdom

- Guide Tockryn Nighthaven of the Navarr remained Cardinal of Wisdom

- Agnetha de Rondell of Dawn was appointed as the Gatekeeper of the Wisdom Assembly

The Way

- Bishop Antonnio Vanetti of the League remained Cardinal of The Way

- Gralka, an Imperial Orc, remained as the Conscience of the Senate

The Imperial Conclave

Archmagi

- Kallendar Stormcrow declared Archmage of Spring

- Corvus of Auric Horizon declared Archmage of Summer

- Maurice de Gauvain declared Archmage of Autumn

- Savik Summerstorm declared Archmage of Winter

- Callisius Quicksilver declared Archmage of Day

- Baba Ana declared Archmage of Night

Grandmasters of the Orders

These Grandmasters will serve with these voting strengths until re-election at the beginning of the Spring Equinox, 377YE.

- Grandmaster of the Order of the Celestial Arch Sejanus with a voting strength of 36

- Grandmaster of the Order of the Golden Pyramid William Bolholt of The Marches with a voting strength of 76

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr with a voting strength of 42

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard with a voting strength of 41

- Grandmaster of the Order of the Shuttered Lantern Wyrda Bjornadottir of Wintermark with a voting strength of 63

- Grandmaster of the Order of the Unfettered Mind Alexei of Varushka with a voting strength of 46

Other Imperial Conclave Positions

- The Varushkan Simargl, the Empty One of the Circle of Zulgan-Tash was appointed Dean of the Lyceum by declaration of the Conclave.

The Imperial Bourse

These seats are usually auctioned at various points throughout the year. Due to concerns of economic stability in a time of Imperial crisis, the seats gained at the Winter Equinox 376 will run until the Winter Equinox 377 and then the normal process of re-election will begin again.

Imperial Bourse Positions

- The Arratan Gamble is held by Francisco Alestros Sanguineo Rezia di Tassato Mestra (76 crowns & 1 ring)

- The Brilliant Star is held by Lukash Biessek von Temeschwar (101 Crowns)

- The Canterspire Circle is held by Thomas Shanks (90 crowns & 5 rings)

- The Damation Cliffs are held by Vittorio, Butcher's Guild of the League (104 crowns)

- The Fortress of Salt is held by Aedred ap Magor Renwaerd (70 crowns)

- The Golden Trees of Seren are held by Tobias Shanks (90 crowns & 5 rings)

- The Great Mine of Briante is held by Horsa Tyrshalt (70 crowns)

- The Heartwood of the Great Vale is held by Landon of Longridge (55 crowns)

- The Hunt of Alderei the Fair is held by Nikolai Tannhauser (104 crowns)

- The Night Quarry is held by Rodrigo Barossa de Tassato Regario (64 crowns & 5 rings)

- The Scorrero Nets are held by Aesher Endsmeet (30 crowns & 1 ring)

- The Singing Caves are held by Guillamo de Tassato (150 Crowns)

- The Sutton Stone Quarries are held by Sandoval Nieschteri Rezia van Temeschwar (76 crowns & 1 ring)

- The Syrene's Wisdom is held by Silvio de Tassato (80 crowns)

- The Weirwater Vales are held by John Marsh (61 crowns & 2 rings)

- The Brilliant Shore is held by the Thule and will not be auctioned until Skarsind is once again an Imperial territory.

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Bohdan Ivanovich Bashnya

- The Legacy (Urizen) is held by Valerian of Phoenix Reach

- The Thimble (Navarr) is held by Idris Eternal

- The Vigilant Swan (Highguard) is held by Obadiah of Cantiarch's Hold

- The Regario Dossier (League) is controlled by Lorenzo “La Volpe” Macelliao von Temeschwar

- The Master of the Imperial Mint (League) is Nicolo Barossa de Tassato Regario

- The Steel Fist (Imperial Orcs) is held by Bruk

- The The Broken Shore Bounty (The Brass Coast)is held by Tabib i Eldaha i Riqueza

- The The Stonefield Ice Caves (Wintermark) is held by Joakim

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Spring_Equinox_Imperial_titles&oldid=63920"

377YE Spring Equinox Senate Session

Overview

- Imperial budget for this season announced by the Civil Service as 173 Thrones.

- Various announcements and statements were also made during the course of the sessions which are not recorded here.

- The roll of Senators serving during this season can be found here.

- Funds disbursed to Imperial Conclave and Military Council (as per this motion of Winter 376): 16 Thrones and 4 Crowns.

Senate Motions Spring 2013

Motions Passed

- Create title of trade envoy

- Create title of Auditor of Senatorial Accountability

- Support medical school and Anvil hospital

- Repair Holberg defences

- Fortify Skogei

- Fortify multiple towns

- Repair the Spider's Dream

- Research Abraxus

- Safe passage for the Jotun

- Research maps

- Fund the Academy

- Outlaw Vallorn cultivation

- Commission Egregore histories

- Send envoy to Axos

- Commission roll of honour

Motions Defeated

- Motion to assign a budget to Bridget Talbot to purchase materials for fortifications (proposed by Mitwold, seconded by illegible) defeated in principle

- Motion to build cathedrals in Sarvos and Astolat (proposed by Sarvos, seconded by Upwold) defeated with 18 votes against.

Motions declared Unconstitutional

- Change Urizen voting

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Spring_Equinox_Senate_Session&oldid=24032"

377YE Spring Equinox Senate Sessions

Overview

- Imperial budget for this season announced by the Civil Service as 173 Thrones.

- The roll of Senators serving during this season can be found here.

- Funds disbursed to Imperial Conclave and Military Council (as per this motion of Winter 376): 16 Thrones and 4 Crowns.

Motions

Passed

- Create title of trade envoy

- Create title of Auditor of Senatorial Accountability

- Support medical school and Anvil hospital

- Repair Holberg defences

- Fortify Skogei

- Fortify multiple towns

- Repair the Spider's Dream

- Research Abraxus

- Safe passage for the Jotun

- Research maps

- Fund the Academy

- Outlaw Vallorn cultivation

- Commission Egregore histories

- Send envoy to Axos

- Commission roll of honour

Defeated

- Motion to assign a budget to Bridget Talbot to purchase materials for fortifications (proposed by Mitwold, seconded by illegible) defeated in principle

- Motion to build cathedrals in Sarvos and Astolat (proposed by Sarvos, seconded by Upwold) defeated with 18 votes against.

Declared Unconstitutional

- Change Urizen voting

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Spring_Equinox_Senate_Sessions&oldid=26141"

377YE Spring Equinox Senate sessions

Overview

- Imperial budget for this season announced by the Civil Service as 173 Thrones.

- The roll of Senators serving during this season can be found here.

- Funds disbursed to Imperial Conclave and Military Council (as per this motion of Winter 376): 16 Thrones and 4 Crowns.

Motions

Passed

- Create title of trade envoy

- Create title of Auditor of Senatorial Accountability

- Support medical school and Anvil hospital

- Repair Holberg defences

- Fortify Skogei

- Fortify multiple towns

- Repair the Spider's Dream

- Research Abraxus

- Safe passage for the Jotun

- Research maps

- Fund the Academy

- Outlaw Vallorn cultivation

- Commission Egregore histories

- Send envoy to Axos

- Commission roll of honour

Defeated

- Motion to assign a budget to Bridget Talbot to purchase materials for fortifications (proposed by Mitwold, seconded by illegible) defeated in principle

- Motion to build cathedrals in Sarvos and Astolat (proposed by Sarvos, seconded by Upwold) defeated with 18 votes against.

Declared Unconstitutional

- Change Urizen voting

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Spring_Equinox_Senate_sessions&oldid=35489"

377YE Spring Equinox Synod Judgements

Contents

- 1 The Synod as of Spring, 377 YE

- 2 Appointments

- 3 Synod Funds

- 4 Synod Judgments

- 5 Visionaries

The Synod as of Spring, 377 YE

At the Spring Summit, 377 YE, the General Assembly stood at an estimated 124 priests.

Appointments

At the end of the Spring Summit, 377 YE, the Assembly of Nine were:

- Olek of the League, Cardinal of Ambition

- Lazarus of Highguard, Cardinal of Courage

- Julius Cavita of the League, Cardinal of Loyalty

- Josephine of Dawn, Cardinal of Pride

- Alexandru Vintla of the League, Cardinal of Prosperity

- Petra Petrivna Melikov of Varushka, Cardinal of Vigilance

- Tockryn Nighthaven of the Navarr, Cardinal of Wisdom

- Antonnio Vanetti of the League, Cardinal of The Way

Synod Funds

The following is a summary of the Synod's Virtue Fund:

Starting Value

3 Crowns / 1 Ring

Income

22 Crowns

All from the auction of
pure liao
.

Rewards

-

Closing Value

25 Crowns / 1 Ring

Synod Judgments

- Yitzhak of the Highguard National Assembly raised a judgment relating to the creation of a National Choirmaster defeated 102 to 50.

- Marrok de Carsenere, through a greater majority of the Assembly of Vigilance, ensured members of the Collegiate of the Archmage Nicovar faced Inquisition

- Cardinal Julius Cavita, through a greater majority of the Assembly of Nine, delivered a judgment of condemnation against Igor Borison and Ivanna Martina Denisovitch of Varushka for the religious crime of Heresy.

- Tancred of Dawn, through the Dawnish National Assembly, revoked the title of General held by Erik Rykker.

- Torsch, an Imperial Orc, through a lesser majority of 50 to nothing in the Assembly of the Way, required Griski of Temeschwar face Inquisition. Griski did not present themselves.

- Cardinal Petra, through a greater majority of the Assembly of Nine, required the representatives of the Spire of the Celestial Cascade at Anvil face Inquisition.

- Cardinal Petra, through a greater majority of the Assembly of Nine, escalated the judgement of inquisition to a condemnation of Sophos Cascade for the religious crime of blasphemy.

- Asher of Felix’s Watch, through a greater majority of the Assembly of Courage, sought the reappointment of the Assembly’s Cardinal.

- Cardinal Lazarus, through a greater majority of the Assembly of Nine, condemned Xavier Cascade for the religious crimes of blasphemy and heresy.

- Darius I Ezmara I Erigo failed to obtain a greater majority of the General Assembly for the recognition of Zemress the Exemplar as a Paragon of Prosperity.

- Lady Josephine of Dawn, through a greater majority of the Assembly of Pride, sought the reappointment of the Cardinal of that Assembly

- Abraham of Highguard, through a lesser majority of the Assembly of Vigilance, required that Abraham of Highguard face inquisition.

- Xavier of the Spire of the Celestial Cascade in Urizen, through a lesser majority of the Urizen National Assembly, revoked the title of Senator from Hector of the Spire of the Celestial Cascade in Urizen.

- Antonio Raoul Calgone, through a lesser majority of the League National Assembly, declared the belief that there should be, at Anvil, a location consecrated to each of the Imperial Virtues.

Visionaries

The following individuals were selected by the Gatekeepers to receive pure liao visions of their past lives at the Spring Equinox:

- Gatekeeper Asher of Highguard

- Master of the Mint, Nicolo Barossa of the League

- General Floree de Rondell of Dawn

- Cardinal Tockrynn Nighthaven of the Navarr

- General Ed of the Marches

- Senator Bohemond de Rondell of Dawn

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Spring_Equinox_Synod_Judgements&oldid=25347"

377YE Spring Equinox Synod judgements

Contents

- 1 The Synod as of Spring, 377 YE

- 2 Appointments

- 3 Synod Funds

- 4 Synod Judgments

- 5 Visionaries

The Synod as of Spring, 377 YE

At the Spring Summit, 377 YE, the General Assembly stood at an estimated 124 priests.

Appointments

At the end of the Spring Equinox, 377 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Ambition

Bishop Olek of the League

Serrusto Caeli Rezia di Tassato of the League

Courage

Lazarus of Highguard

Asher of Felix's Watch, Highguard

Loyalty

Bishop Julius Cavita of the League

Friar Alan Young of the Marches

Pride

Josephine of Dawn was appointed Cardinal of Pride

Meurig Tystwarden of the Navarr

Prosperity

Bishop Alexandru Vintla of the League

Darius i Esmara i Erigo of the Brass Coast

Vigilance

Petra Petrivna Melikov of Varushka

Silas of the Suns of Couros, Highguard

Wisdom

Guide Tockryn Nighthaven of the Navarr

Agnetha de Rondell of Dawn

The Way

Bishop Antonnio Vanetti of the League

Gralka, an Imperial Orc

Synod Funds

The following is a summary of the Synod's Virtue Fund:

Starting Value

3 Crowns / 1 Ring

Income

22 Crowns

All from the auction of
pure liao
.

Rewards

-

Closing Value

25 Crowns / 1 Ring

Synod Judgments

- Yitzhak of the Highguard National Assembly raised a judgment relating to the creation of a National Choirmaster defeated 102 to 50.

- Marrok de Carsenere, through a greater majority of the Assembly of Vigilance, ensured members of the Collegiate of the Archmage Nicovar faced Inquisition

- Cardinal Julius Cavita, through a greater majority of the Assembly of Nine, delivered a judgment of condemnation against Igor Borison and Ivanna Martina Denisovitch of Varushka for the religious crime of Heresy.

- Tancred of Dawn, through the Dawnish National Assembly, revoked the title of General held by Erik Rykker.

- Torsch, an Imperial Orc, through a lesser majority of 50 to nothing in the Assembly of the Way, required Griski of Temeschwar face Inquisition. Griski did not present themselves.

- Cardinal Petra, through a greater majority of the Assembly of Nine, required the representatives of the Spire of the Celestial Cascade at Anvil face Inquisition.

- Cardinal Petra, through a greater majority of the Assembly of Nine, escalated the judgement of inquisition to a condemnation of Sophos Cascade for the religious crime of blasphemy.

- Asher of Felix’s Watch, through a greater majority of the Assembly of Courage, sought the reappointment of the Assembly’s Cardinal.

- Cardinal Lazarus, through a greater majority of the Assembly of Nine, condemned Xavier Cascade for the religious crimes of blasphemy and heresy.

- Darius I Ezmara I Erigo failed to obtain a greater majority of the General Assembly for the recognition of Zemress the Exemplar as a Paragon of Prosperity.

- Lady Josephine of Dawn, through a greater majority of the Assembly of Pride, sought the reappointment of the Cardinal of that Assembly

- Abraham of Highguard, through a lesser majority of the Assembly of Vigilance, required that Abraham of Highguard face inquisition.

- Xavier of the Spire of the Celestial Cascade in Urizen, through a lesser majority of the Urizen National Assembly, revoked the title of Senator from Hector of the Spire of the Celestial Cascade in Urizen.

- Antonio Raoul Calgone, through a lesser majority of the League National Assembly, declared the belief that there should be, at Anvil, a location consecrated to each of the Imperial Virtues.

Visionaries

The following individuals were selected by the Gatekeepers to receive pure liao visions of their past lives at the Spring Equinox:

- Gatekeeper Asher of Highguard

- Master of the Mint, Nicolo Barossa of the League

- General Floree de Rondell of Dawn

- Cardinal Tockrynn Nighthaven of the Navarr

- General Ed of the Marches

- Senator Bohemond de Rondell of Dawn

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Spring_Equinox_Synod_judgements&oldid=45642"

377YE Summer Solstice Conclave declarations

Declarations

Nature of Declaration

Substance of Declaration

Made By

Made or Not Made?

Candidacy

Archmage of Day contested by Callisius Quicksilver, Marius Auric Horizon and Marcus Tain

Not recorded

Callisius Quicksilver declared as Archmage

Concord

The position of Bursar should be formally created and empowered to spend Conclave funds

Corvus Auric Horizon

Declared

Neutrality

Zand has apologised and should not be regarded as an enemy of the Empire

Maurice de Gauvain

Declaration made

Amity

The Eternal Basileus Kade and his Herald Carolinus

Maurice de Gauvain

Declaration made

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Summer_Solstice_Conclave_declarations&oldid=35648"

377YE Summer Solstice Imperial Titles

Contents

- 1 Overview

- 2 Senators

- 2.1 The Freeborn senators of The Brass Coast

- 2.2 The senators of Dawn

- 2.3 The senators of Highguard

- 2.4 The senators of The League

- 2.5 The senators of The Marches

- 2.6 The senators of the Navarr

- 2.7 The senators of Urizen

- 2.8 The senators of Varushka

- 2.9 The senators of Wintermark

- 2.10 Other Imperial Senate positions

- 3 The Military Council

- 3.1 The Generals of The Brass Coast

- 3.2 The Generals of Dawn

- 3.3 The Generals of Highguard

- 3.4 The Generals of the Imperial Orcs

- 3.5 The General of The League

- 3.6 The Generals of The Marches

- 3.7 The Generals of Navarr

- 3.8 The General of Urizen

- 3.9 The Generals of Varushka

- 3.10 The Generals of Wintermark

- 3.11 Other Military Council Positions

- 4 Cardinals and Gatekeepers of the Imperial Synod

- 4.1 Ambition

- 4.2 Courage

- 4.3 Loyalty

- 4.4 Pride

- 4.5 Prosperity

- 4.6 Vigilance

- 4.7 Wisdom

- 4.8 The Way

- 5 The Imperial Conclave

- 5.1 Archmagi

- 5.2 Grandmasters of the Orders

- 5.3 Other Imperial Conclave Positions

- 6 The Imperial Bourse

- 6.1 Imperial Bourse Positions

- 6.2 National Bourse Positions

- 6.3 Further Reading

Overview

Following the state of emergency at the previous year's Winter Solstice, normality resumes with the first series of annual re-elections.

Senators

The Freeborn senators of The Brass Coast

- Senator for Feroz: Sallur I Mnajdra I Guerra (retained seat)

- Senator for Kahraman: Rauul i Jannat i Riqueza

- Senator for Madruga: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell

- Senator for Semmerholm Ywain De Gauvain

- Senator for Weirwater: Lady Adia of House Arwood (claimed seat from Marek)

The senators of Highguard

- Seantor for Bastion: Gideon (claimed seat from Simiel of the Shattered Tower)

- Senator for Casinea: Cyrus of Felix's Watch

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Mirislav (retained seat)

- Senator for Tassato: Arsenio Sanguineo Rezia di Tassato

- Senator for Temeschwar: Oksana Kazaku von Temeschwar

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Richard of Bourholt

- Senator for Mitwold, Pride of the Marches: Bridget Eastville (née Talbot)

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Seantor for Hercynia: Rhain replaced Cei Windstrider who was revoked by the Navarr National Assembly in his absence

- Senator for Miaren: Rhys (claimed seat from Bledri Eternal)

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ioseph

- Senator for Redoubt: Probus (retained seat)

- Senator for Zenith: Hector of the Spire of the Celestial Cascade.

Senator Hector was revoked by the Imperial Synod during the Spring Equinox, but then re-elected to the post; he cannot be revoked again until after the next time the Senatorship would be elected normally.

The senators of Varushka

- Senator for Karov: Constantin (retained seat)

- Senator for Miekarova: Yelislaveta Syrnova Vlanich

- Senator for Volodmartz: Maxim

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte (retained seat)

This scribe would like to offer humble apologies to the Senator for Hahnmark for consistently spelling his name incorrectly in multiple cases, and hopes that all such incidents are now corrected.

Other Imperial Senate positions

- The Conscience of the Senate is the Imperial orc Stormcrow Gralka

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs (replacing Yasmina i Ezmara i Erigo)

- General Yasmina I Ezmara I Erieo replaced Deigo i Guerra of the Fire of the South TBC

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Skayde of the Golden Sun (replacing Eryk Rykker)

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Matthias of the Seventh Wave

- General Ruth, daughter of Esther of the Granite Pillar (retained her position)

The Generals of the Imperial Orcs

- General Bloodcrow Martok replaced Klor of the Winter Sun TBC

- General Braka of the Summer Storm (retained his position)

The General of The League

- General Stanislav Krieger van Temeschwar of the Wolves of War

The Generals of The Marches

- General Richard Talbot of the The Drakes (replacing Bjorn)

- General Edwin de Warrene of the Strong Reeds

- General William Tanner of King's Stoke of the bounders

The Generals of Navarr

- General Cerunnos of the Black Thorns (retained his position)

- General Kale Vigil of the Quiet step

The General of Urizen

- General Tanwyn Ankarien of the Army of the Citadel (replacing Decius Cascade)

The Generals of Varushka

- General Olaf Gregorson Strascovichlaf of the Army of the Northern Eagle (replacing Zakhar Dragovin Vassillich, called the grim )

- General Stanislav Borodin Havel of the Army of the Golden Axe

The Generals of Wintermark

- General Vahne of the Green Shield Army 'replaced General Merrick whose position was revoked by the Wintermark National Assembly in his absence.

- General Erkenbrand of Tyrsholm of the Fist of the Mountain (retained his position)

Other Military Council Positions

- Septima of Shatterspire was appointed Warmage.

Cardinals and Gatekeepers of the Imperial Synod

Ambition

- Olek of the League remainedd Cardinal of Ambition

- Serrusta Caeli Rezia di Tassato of the League remained as the Gatekeeper of the Ambition Assembly

Courage

- Lazarus of Highguard remained Cardinal of Courage

- Cyrus Cascade of Urizen was appointed as the Gatekeeper of the Courage Assembly

Loyalty

- Jared of Highguard was appointed Cardinal of Loyalty

- Friar Alan Young of the Marches remained as the Gatekeeper of the Loyalty Assembly

Pride

- Epaph of Highguard was appointed Cardinal of Pride

- Meurig Tystwarden of the Navarr remained as the Gatekeeper of the Pride Assembly

Prosperity

- Bishop Alexandru Vintla of the League remained Cardinal of Prosperity

- Darius i Esmara i Erigo of the Brass Coast remained as the Gatekeeper of the Prosperity Assembly

Vigilance

- Petra Petrivna Melikov of Varushka remained Cardinal of Vigilance

- Silas of Highguard remained as the Gatekeeper of the Vigilance Assembly

Wisdom

- Agnetha De Rondell of Dawn was appointed Cardinal of Wisdom

- Hywel Summercrow of Navarr was appointed as the Gatekeeper of the Wisdom Assembly

The Way

- Bishop Antonnio Vanzetti of the League remained Cardinal of The Way

- Gralka, an Imperial Orc, remained as the Conscience of the Senate

The Imperial Conclave

Archmagi

- Kallendar Stormcrow declared Archmage of Spring

- Corvus of Auric Horizon declared Archmage of Summer

- Maurice de Gauvain declared Archmage of Autumn

- Savik Summerstorm declared Archmage of Winter

- Callisius Quicksilver declared Archmage of Day

- Baba Ana declared Archmage of Night

Grandmasters of the Orders

These Grandmasters will serve with these voting strengths until re-election at the Autumn Equinox, 377YE.

- Grandmaster of the Order of the Celestial Arch Sejanus with a voting strength of ??

- Grandmaster of the Order of the Golden Pyramid William Bolholt of The Marches with a voting strength of ??

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr with a voting strength of ??

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard with a voting strength of ??

- Grandmaster of the Order of the Shuttered Lantern Wyrda Bjornadottir of Wintermark with a voting strength of ??

- Grandmaster of the Order of the Unfettered Mind Alexei of Varushka with a voting strength of ??

Other Imperial Conclave Positions

- The Varushkan Simargl, the Empty One of the Circle of Zulgan-Tash was appointed Dean of the Lyceum by declaration of the Conclave.

The Imperial Bourse

Under normal circumstances, all White Granite Bourse Seats would have been re-elected or re-appointed during the Solstice. Due to concerns of economic stability in a time of Imperial crisis, the seats gained at the Winter Equinox 376 will run until the Winter Equinox 377 and then the normal process of re-election will begin again.

Imperial Bourse Positions

- The Arratan Gamble is held by Francisco Alestros Sanguineo Rezia di Tassato Mestra (76 crowns & 1 ring)

- The Brilliant Star is held by Lukash Biessek von Temeschwar (101 Crowns)

- The Canterspire Circle is held by Thomas Shanks (90 crowns & 5 rings)

- The Damation Cliffs are held by Vittorio, Butcher's Guild of the League (104 crowns)

- The Fortress of Salt is held by Aedred ap Magor Renwaerd (70 crowns)

- The Golden Trees of Seren are held by Tobias Shanks (90 crowns & 5 rings)

- The Great Mine of Briante is held by Horsa Tyrshalt (70 crowns)

- The Heartwood of the Great Vale is held by Landon of Longridge (55 crowns)

- The Hunt of Alderei the Fair is held by Nikolai Tannhauser (104 crowns)

- The Night Quarry is held by Rodrigo Barossa de Tassato Regario (64 crowns & 5 rings)

- The Scorrero Nets are held by Aesher Endsmeet (30 crowns & 1 ring)

- The Singing Caves are held by Guillamo de Tassato (150 Crowns)

- The Sutton Stone Quarries are held by Sandoval Nieschteri Rezia van Temeschwar (76 crowns & 1 ring)

- The Syrene's Wisdom is held by Silvio de Tassato (80 crowns)

- The Weirwater Vales are held by John Marsh (61 crowns & 2 rings)

- The Brilliant Shore is held by the Thule and will not be auctioned until Skarsind is once again an Imperial territory.

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Bohdan Ivanovich Bashnya

- The Legacy (Urizen) is held by Valerian of Phoenix Reach

- The Thimble (Navarr) is held by Idris Eternal

- The Vigilant Swan (Highguard) is held by Obadiah of Cantiarch's Hold

- The Regario Dossier (League) is controlled by Lorenzo “La Volpe” Macelliao von Temeschwar

- The Master of the Imperial Mint (League) is Nicolo Barossa de Tassato Regario

- The Steel Fist (Imperial Orcs) is held by Bruk

- The The Broken Shore Bounty (The Brass Coast)is held by Tabib i Eldaha i Riqueza

- The The Stonefield Ice Caves (Wintermark) is held by Joakim

Further Reading

- 377YE Summer Solstice Senate Sessions

- 377YE Summer Solstice Synod Judgements

- Titles by event

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Summer_Solstice_Imperial_Titles&oldid=25393"

377YE Summer Solstice Imperial titles

Contents

- 1 Senators

- 1.1 The Freeborn senators of The Brass Coast

- 1.2 The senators of Dawn

- 1.3 The senators of Highguard

- 1.4 The senators of The League

- 1.5 The senators of The Marches

- 1.6 The senators of the Navarr

- 1.7 The senators of Urizen

- 1.8 The senators of Varushka

- 1.9 The senators of Wintermark

- 1.10 Other Imperial Senate positions

- 2 The Military Council

- 2.1 The Generals of The Brass Coast

- 2.2 The Generals of Dawn

- 2.3 The Generals of Highguard

- 2.4 The Generals of the Imperial Orcs

- 2.5 The General of The League

- 2.6 The Generals of The Marches

- 2.7 The Generals of Navarr

- 2.8 The General of Urizen

- 2.9 The Generals of Varushka

- 2.10 The Generals of Wintermark

- 2.11 Other Military Council Positions

- 3 Cardinals and Gatekeepers of the Imperial Synod

- 3.1 Ambition

- 3.2 Courage

- 3.3 Loyalty

- 3.4 Pride

- 3.5 Prosperity

- 3.6 Vigilance

- 3.7 Wisdom

- 3.8 The Way

- 4 The Imperial Conclave

- 4.1 Archmagi

- 4.2 Grandmasters of the Orders

- 4.3 Other Imperial Conclave Positions

- 5 The Imperial Bourse

- 5.1 Imperial Bourse Positions

- 5.2 National Bourse Positions

Senators

The Freeborn senators of The Brass Coast

- Senator for Feroz: Sallur I Mnajdra I Guerra (retained seat)

- Senator for Kahraman: Rauul i Jannat i Riqueza

- Senator for Madruga: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell

- Senator for Semmerholm Ywain De Gauvain

- Senator for Weirwater: Lady Adia of House Arwood (claimed seat from Marek)

The senators of Highguard

- Seantor for Bastion: Gideon (claimed seat from Simiel of the Shattered Tower)

- Senator for Casinea: Cyrus of Felix's Watch

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Mirislav (retained seat)

- Senator for Tassato: Arsenio Sanguineo Rezia di Tassato

- Senator for Temeschwar: Oksana Kazaku von Temeschwar

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Richard of Bourholt

- Senator for Mitwold, Pride of the Marches: Bridget Eastville (née Talbot)

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Seantor for Hercynia: Rhain replaced Cei Windstrider who was revoked by the Navarr National Assembly in his absence

- Senator for Miaren: Rhys (claimed seat from Bledri Eternal)

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ioseph

- Senator for Redoubt: Probus (retained seat)

- Senator for Zenith: Hector of the Spire of the Celestial Cascade.

Senator Hector was revoked by the Imperial Synod during the Spring Equinox, but then re-elected to the post; he cannot be revoked again until after the next time the Senatorship would be elected normally.

The senators of Varushka

- Senator for Karov: Constantin (retained seat)

- Senator for Miekarova: Yelislaveta Syrnova Vlanich

- Senator for Volodmartz: Maxim

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte (retained seat)

This scribe would like to offer humble apologies to the Senator for Hahnmark for consistently spelling his name incorrectly in multiple cases, and hopes that all such incidents are now corrected.

Other Imperial Senate positions

- The Conscience of the Senate is the Imperial Orc Stormcrow Gralka

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs (replacing Yasmina i Ezmara i Erigo)

- General Yasmina I Ezmara I Erieo replaced Deigo i Guerra of the Fire of the South TBC

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Skayde of the Golden Sun (replacing Eryk Rykker)

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Matthias of the Seventh Wave

- General Ruth, daughter of Esther of the Granite Pillar (retained her position)

The Generals of the Imperial Orcs

- General Bloodcrow Martok replaced Klor of the Winter Sun TBC

- General Braka of the Summer Storm (retained his position)

The General of The League

- General Stanislav Krieger van Temeschwar of the Wolves of War

The Generals of The Marches

- General Richard Talbot of the The Drakes (replacing Bjorn)

- General Edwin de Warrene of the Strong Reeds

- General William Tanner of King's Stoke of the bounders

The Generals of Navarr

- General Cerunnos of the Black Thorns (retained his position)

- General Kale Vigil of the Quiet step

The General of Urizen

- General Tanwyn Ankarien of the Citadel Guard (replacing Decius Cascade)

The Generals of Varushka

- General Olaf Gregorson Strascovichlaf of the Army of the Northern Eagle (replacing Zakhar Dragovin Vassillich, called the grim )

- General Stanislav Borodin Havel of the Army of the Golden Axe

The Generals of Wintermark

- General Vahne of the Green Shield Army 'replaced General Merrick whose position was revoked by the Wintermark National Assembly in his absence.

- General Erkenbrand of Tyrsholm of the Fist of the Mountain (retained his position)

Other Military Council Positions

- Septima of Shatterspire was appointed Warmage.

Cardinals and Gatekeepers of the Imperial Synod

Ambition

- Olek of the League remainedd Cardinal of Ambition

- Serrusta Caeli Rezia di Tassato of the League remained as the Gatekeeper of the Ambition Assembly

Courage

- Lazarus of Highguard remained Cardinal of Courage

- Cyrus Cascade of Urizen was appointed as the Gatekeeper of the Courage Assembly

Loyalty

- Jared of Highguard was appointed Cardinal of Loyalty

- Friar Alan Young of the Marches remained as the Gatekeeper of the Loyalty Assembly

Pride

- Epaph of Highguard was appointed Cardinal of Pride

- Meurig Tystwarden of the Navarr remained as the Gatekeeper of the Pride Assembly

Prosperity

- Bishop Alexandru Vintla of the League remained Cardinal of Prosperity

- Darius i Esmara i Erigo of the Brass Coast remained as the Gatekeeper of the Prosperity Assembly

Vigilance

- Petra Petrivna Melikov of Varushka remained Cardinal of Vigilance

- Silas of Highguard remained as the Gatekeeper of the Vigilance Assembly

Wisdom

- Agnetha De Rondell of Dawn was appointed Cardinal of Wisdom

- Hywel Summercrow of Navarr was appointed as the Gatekeeper of the Wisdom Assembly

The Way

- Bishop Antonnio Vanzetti of the League remained Cardinal of The Way

- Gralka, an Imperial Orc, remained as the Conscience of the Senate

The Imperial Conclave

Archmagi

- Kallendar Stormcrow declared Archmage of Spring

- Corvus of Auric Horizon declared Archmage of Summer

- Maurice de Gauvain declared Archmage of Autumn

- Savik Summerstorm declared Archmage of Winter

- Callisius Quicksilver declared Archmage of Day

- Baba Ana declared Archmage of Night

Grandmasters of the Orders

These Grandmasters will serve with these voting strengths until re-election at the Autumn Equinox, 377YE.

- Grandmaster of the Order of the Celestial Arch Sejanus with a voting strength of ??

- Grandmaster of the Order of the Golden Pyramid William Bolholt of The Marches with a voting strength of ??

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr with a voting strength of ??

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard with a voting strength of ??

- Grandmaster of the Order of the Shuttered Lantern Wyrda Bjornadottir of Wintermark with a voting strength of ??

- Grandmaster of the Order of the Unfettered Mind Alexei of Varushka with a voting strength of ??

Other Imperial Conclave Positions

- The Varushkan Simargl, the Empty One of the Circle of Zulgan-Tash was appointed Dean of the Lyceum by declaration of the Conclave.

The Imperial Bourse

Under normal circumstances, all White Granite Bourse Seats would have been re-elected or re-appointed during the Solstice. Due to concerns of economic stability in a time of Imperial crisis, the seats gained at the Winter Equinox 376 will run until the Winter Equinox 377 and then the normal process of re-election will begin again.

Imperial Bourse Positions

- The Arratan Gamble is held by Francisco Alestros Sanguineo Rezia di Tassato Mestra (76 crowns & 1 ring)

- The Brilliant Star is held by Lukash Biessek von Temeschwar (101 Crowns)

- The Canterspire Circle is held by Thomas Shanks (90 crowns & 5 rings)

- The Damation Cliffs are held by Vittorio, Butcher's Guild of the League (104 crowns)

- The Fortress of Salt is held by Aedred ap Magor Renwaerd (70 crowns)

- The Golden Trees of Seren are held by Tobias Shanks (90 crowns & 5 rings)

- The Great Mine of Briante is held by Horsa Tyrshalt (70 crowns)

- The Heartwood of the Great Vale is held by Landon of Longridge (55 crowns)

- The Hunt of Alderei the Fair is held by Nikolai Tannhauser (104 crowns)

- The Night Quarry is held by Rodrigo Barossa de Tassato Regario (64 crowns & 5 rings)

- The Scorrero Nets are held by Aesher Endsmeet (30 crowns & 1 ring)

- The Singing Caves are held by Guillamo de Tassato (150 Crowns)

- The Sutton Stone Quarries are held by Sandoval Nieschteri Rezia van Temeschwar (76 crowns & 1 ring)

- The Syrene's Wisdom is held by Silvio de Tassato (80 crowns)

- The Weirwater Vales are held by John Marsh (61 crowns & 2 rings)

- The Brilliant Shore is held by the Thule and will not be auctioned until Skarsind is once again an Imperial territory.

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Bohdan Ivanovich Bashnya

- The Legacy (Urizen) is held by Valerian of Phoenix Reach

- The Thimble (Navarr) is held by Idris Eternal

- The Vigilant Swan (Highguard) is held by Obadiah of Cantiarch's Hold

- The Regario Dossier (League) is controlled by Lorenzo “La Volpe” Macelliao von Temeschwar

- The Master of the Imperial Mint (League) is Nicolo Barossa de Tassato Regario

- The Steel Fist (Imperial Orcs) is held by Bruk

- The The Broken Shore Bounty (The Brass Coast)is held by Tabib i Eldaha i Riqueza

- The The Stonefield Ice Caves (Wintermark) is held by Joakim

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Summer_Solstice_Imperial_titles&oldid=63921"

377YE Summer Solstice Senate Session Redirect page

377YE Summer Solstice Senate Summit

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Summer_Solstice_Senate_Session&oldid=25334"

377YE Summer Solstice Senate Sessions

Overview

- Imperial treasury during this season announced by the Civil Service at 167 Thrones.

- The roll of Senators serving during this season can be found here.

Motions

Passed

- Construct Otkodov spy network

- Create law of desecration

- Recognise Irontide Isk

- Research Exemplar Zemress

- Accept Jotun ceasefire

- Abrogate fund disbursement

- Add Sum of the Parts ritual to Imperial lore

- Create title of Bursar

- Permit dredging of Feverwater

- Resupply the Golden Axe

- Resupply the Hounds of Glory

Defeated

- Motion to censure proxy Hercynia (proposed by Redoubt, seconded by Miaren) defeated by 22 votes to 3.

- Motion to resupply the army of the Golden Axe (proposed by illegible, seconded by Feroz), defeated by 22 votes to 5.

- Motion to outlaw raiding aginst the Jotun during the ceasefire (proposed by Tassato, seconded by Therunin), defeated 22 votes to 5.

- Motion to declare Jotun foreigners during ceasefire (proposed Mitwold, seconded Upwold), defeated 27 votes to 0

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Summer_Solstice_Senate_Sessions&oldid=26142"

377YE Summer Solstice Senate Sessions (Redirected from 377YE Summer Solstice Senate Summit)

Overview

- Imperial treasury during this season announced by the Civil Service at 167 Thrones.

- The roll of Senators serving during this season can be found here.

Motions

Passed

- Construct Otkodov spy network

- Create law of desecration

- Recognise Irontide Isk

- Research Exemplar Zemress

- Accept Jotun ceasefire

- Abrogate fund disbursement

- Add Sum of the Parts ritual to Imperial lore

- Create title of Bursar

- Permit dredging of Feverwater

- Resupply the Golden Axe

- Resupply the Hounds of Glory

Defeated

- Motion to censure proxy Hercynia (proposed by Redoubt, seconded by Miaren) defeated by 22 votes to 3.

- Motion to resupply the army of the Golden Axe (proposed by illegible, seconded by Feroz), defeated by 22 votes to 5.

- Motion to outlaw raiding aginst the Jotun during the ceasefire (proposed by Tassato, seconded by Therunin), defeated 22 votes to 5.

- Motion to declare Jotun foreigners during ceasefire (proposed Mitwold, seconded Upwold), defeated 27 votes to 0

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Summer_Solstice_Senate_Sessions&oldid=26142"

377YE Summer Solstice Senate sessions

Overview

- Imperial treasury during this season announced by the Civil Service at 167 Thrones.

- The roll of Senators serving during this season can be found here.

Motions

Passed

- Construct Otkodov spy network

- Create law of desecration

- Recognise Irontide Isk

- Research Exemplar Zemress

- Accept Jotun ceasefire

- Abrogate fund disbursement

- Add Sum of the Parts ritual to Imperial lore

- Create title of Bursar

- Permit dredging of Feverwater

- Resupply the Golden Axe

- Resupply the Hounds of Glory

Defeated

- Motion to censure proxy Hercynia (proposed by Redoubt, seconded by Miaren) defeated by 22 votes to 3.

- Motion to resupply the army of the Golden Axe (proposed by illegible, seconded by Feroz), defeated by 22 votes to 5.

- Motion to outlaw raiding aginst the Jotun during the ceasefire (proposed by Tassato, seconded by Therunin), defeated 22 votes to 5.

- Motion to declare Jotun foreigners during ceasefire (proposed Mitwold, seconded Upwold), defeated 27 votes to 0

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Summer_Solstice_Senate_sessions&oldid=35487"

377YE Summer Solstice Synod Judgements

Contents

- 1 The Synod as of Summer, 377 YE

- 2 Appointments

- 3 Appointments

- 3.1 Selection of the Cardinal of Wisdom

- 3.2 Selection of the Cardinal of Courage

- 3.3 Selection of the Cardinal of Loyalty

- 3.4 Selection of the Cardinal of Pride

- 4 Synod Judgments

- 5 Synod Funds

- 6 Visionaries

The Synod as of Summer, 377 YE

At the Summer Summit, 377 YE, the General Assembly's voting strength was estimated at 1,520.

Appointments

At the end of the Summer Summit, 377 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Ambition

Olek of the League

Serrusto of the League

Courage

Lazarus of Highguard

Cyrus Cascade of Urizen

Loyalty

Jared of Highguard

Alan Young of the Marches

Pride

Ephah of Highguard

Meurig Tystwarden of the Navarr

Prosperity

Alexandru of the League

Darius i Ezmara of the Brass Coast

Vigilance

Petra of Varushka

Silas of Highguard

Wisdom

Agnetha de Rondell of Dawn

Hwyel Summercrow of Navarr

The Way

Antonnio Vanzetti of the League

Gralka, an Imperial Orc

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Selection of the Cardinal of Wisdom

- Agnetha De Roundell received 80 votes from the Assembly and was appointed.

- Cardinal Agnetha appointed Hwyel Summercrow of the Navarr as Gatekeeper

Selection of the Cardinal of Courage

- Cyrus Cascade of Urizen received 10 votes from the Assembly

- Lazarus of Highguard received 52 votes from the Assembly and was appointed

- Cardinal Lazarus appointed Cyrus Cascade of Urizen as Gatekeeper

Selection of the Cardinal of Loyalty

- Jared of Highguard received 60 votes from the Assembly and was appointed

- Cardinal Jared appointed Friar Alan Young of the Marches as Gatekeeper

Selection of the Cardinal of Pride

- Lady Josephine Novarrion of Dawn received 30 votes from the Assembly

- Friar Thomas Baxter received 10 votes from the Assembly

- Ephah of Highguard received 66 votes from the Assembly and was appointed

- Cardinal Ephah retained Meurig Tystwarden of Navarr as Gatekeeper

Synod Judgments

At the Summit, the following judgments were made by the Assemblies of the Synod:

Judgment

Raised By

Outcome

The General Assembly makes the following Statement of Principle: That it is a consequence of the Doctrine of Human Destiny, that the Lineaged, being possessed of a Human Soul, are as capable of expressing Virtue and following a Virtuous Path to reincarnation or Paragonhood as any human being

Malachi of Highguard, Priest of Pride

Upheld by judgment of 356 to 20.

The following change of Doctrine was put before the General Assembly: All citizens of the Empire, whether they be lineaged, or without lineage, are all equally capable of being virtuous

Dimitri of Varushka, Priest of

Not upheld

The General Assembly was asked to reward the Church of the Little Mother with four Crowns from the Virtue Fund for producing an entertaining serial guide to virtue, starting Autumn 377YE.

Ynez of the League, Priest of Prosperity

Upheld by a judgment of 176 to 40 of the Assembly

The Assembly of the Way were called on to condemn Mister Griski for religious crimes.

Bishop Bartello of the League

Upheld by 64 votes for and none against

The General Assembly was called upon to issue Writ of Excommunication against Sophus of the Spire of the Celestial Cascade, Urizen

Marrok De Carsenere, Priest of Vigilance

Received 390 votes for and 60 against, and did not achieve a greater majority

The Wintermark National Assembly was called on to remove General Merek of the Green Shield of the Forest army in his absence

Kalixtus of Wintermark, Priest of Loyalty

Upheld by a majority of 70 votes and none against

The General Assembly was called upon to condemn Ildis Semeyon Davidov of Varushka for the religious crime of blasphemy

Gwylio Windstrider of Navarr, Priest of Vigilance

Upheld by 240 votes of the Assembly and none against

The Assembly of Loyalty was called upon to remove Cardinal Julius Cavita in his absence

Jared of Highguard

Upheld by greater majority of the Assembly

The General Assembly was called on to condemn Gwydion Thornkist for complete lack of wisdom and vigilance in the rash disposal, without appropriate consultation, of Vallorn seeds causing five bystanders to be blood-cursed

Irada-Catchie Bandsyna of Varushka, Priest of Vigilance

Upheld by a lesser majority of the Assembly

The General Assembly was called on to excommunicate Xavier of the Spire of the Celestial Cascade following his conviction of religious crimes.

Petra of Varushka, Cardinal of Vigilance

Upheld by Assembly influence of 794

The Assembly of Courage was called on to recognise Damaris of Cantiarch’s Hold, in Highguard, as an Exemplar of Courage

Lazarus of Highguard, Cardinal of Courage

Upheld by a greater majority of 54 for and 32 against.

The Navarr National Assembly was called on to remove the Senator of Hercynia in their absence

Caradog Pathfinder, Priest of

Upheld by immediate greater majority of the Assembly

The Assembly of Nine were called on to put Diego, former-General of the Brass Coast to Inquisition

Cardinal Vanzetti of the Way

The judgment was upheld by greater majority of the Assembly

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

2 Thrones / 7 Crowns / 1 Ring

Income

40 Crowns

Raised by auction of Pure Liao

Rewards

4 Crowns

Given to the Church of the Little Mother at the behest of Ynez of the League

Closing Value

7 Thrones / 3 Crowns / 1 Ring

Visionaries

The following individuals were chosen by the Gatekeepers to receive visions of their past lives:

- Adoramus of the Shattered Tower, Highguard

- Grandmaster Jessica, Suns of Courous, Highguard

- General Stanislav, Varushka

- Seth of Adina's Charge, Highguard

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Summer_Solstice_Synod_Judgements&oldid=25356"

377YE Summer Solstice Synod judgements

Contents

- 1 The Synod as of Summer, 377 YE

- 2 Appointments

- 3 Appointments

- 3.1 Selection of the Cardinal of Wisdom

- 3.2 Selection of the Cardinal of Courage

- 3.3 Selection of the Cardinal of Loyalty

- 3.4 Selection of the Cardinal of Pride

- 4 Synod Judgments

- 5 Synod Funds

- 6 Visionaries

The Synod as of Summer, 377 YE

At the Summer Summit, 377 YE, the General Assembly's voting strength was estimated at 1,520.

Appointments

At the end of the Summer Summit, 377 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Ambition

Olek of the League

Serrusto of the League

Courage

Lazarus of Highguard

Cyrus Cascade of Urizen

Loyalty

Jared of Highguard

Alan Young of the Marches

Pride

Ephah of Highguard

Meurig Tystwarden of the Navarr

Prosperity

Alexandru of the League

Darius i Ezmara of the Brass Coast

Vigilance

Petra of Varushka

Silas of Highguard

Wisdom

Agnetha de Rondell of Dawn

Hwyel Summercrow of Navarr

The Way

Antonnio Vanzetti of the League

Gralka, an Imperial Orc

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Selection of the Cardinal of Wisdom

- Agnetha De Roundell received 80 votes from the Assembly and was appointed.

- Cardinal Agnetha appointed Hwyel Summercrow of the Navarr as Gatekeeper

Selection of the Cardinal of Courage

- Cyrus Cascade of Urizen received 10 votes from the Assembly

- Lazarus of Highguard received 52 votes from the Assembly and was appointed

- Cardinal Lazarus appointed Cyrus Cascade of Urizen as Gatekeeper

Selection of the Cardinal of Loyalty

- Jared of Highguard received 60 votes from the Assembly and was appointed

- Cardinal Jared appointed Friar Alan Young of the Marches as Gatekeeper

Selection of the Cardinal of Pride

- Lady Josephine Novarrion of Dawn received 30 votes from the Assembly

- Friar Thomas Baxter received 10 votes from the Assembly

- Ephah of Highguard received 66 votes from the Assembly and was appointed

- Cardinal Ephah retained Meurig Tystwarden of Navarr as Gatekeeper

Synod Judgments

At the Summit, the following judgments were made by the Assemblies of the Synod:

Judgment

Raised By

Outcome

The General Assembly makes the following Statement of Principle: That it is a consequence of the Doctrine of Human Destiny, that the Lineaged, being possessed of a Human Soul, are as capable of expressing Virtue and following a Virtuous Path to reincarnation or Paragonhood as any human being

Malachi of Highguard, Priest of Pride

Upheld by judgment of 356 to 20.

The following change of Doctrine was put before the General Assembly: All citizens of the Empire, whether they be lineaged, or without lineage, are all equally capable of being virtuous

Dimitri of Varushka, Priest of

Not upheld

The General Assembly was asked to reward the Church of the Little Mother with four Crowns from the Virtue Fund for producing an entertaining serial guide to virtue, starting Autumn 377YE.

Ynez of the League, Priest of Prosperity

Upheld by a judgment of 176 to 40 of the Assembly

The Assembly of the Way were called on to condemn Mister Griski for religious crimes.

Bishop Bartello of the League

Upheld by 64 votes for and none against

The General Assembly was called upon to issue Writ of Excommunication against Sophus of the Spire of the Celestial Cascade, Urizen

Marrok De Carsenere, Priest of Vigilance

Received 390 votes for and 60 against, and did not achieve a greater majority

The Wintermark National Assembly was called on to remove General Merek of the Green Shield of the Forest army in his absence

Kalixtus of Wintermark, Priest of Loyalty

Upheld by a majority of 70 votes and none against

The General Assembly was called upon to condemn Ildis Semeyon Davidov of Varushka for the religious crime of blasphemy

Gwylio Windstrider of Navarr, Priest of Vigilance

Upheld by 240 votes of the Assembly and none against

The Assembly of Loyalty was called upon to remove Cardinal Julius Cavita in his absence

Jared of Highguard

Upheld by greater majority of the Assembly

The General Assembly was called on to condemn Gwydion Thornkist for complete lack of wisdom and vigilance in the rash disposal, without appropriate consultation, of Vallorn seeds causing five bystanders to be blood-cursed

Irada-Catchie Bandsyna of Varushka, Priest of Vigilance

Upheld by a lesser majority of the Assembly

The General Assembly was called on to excommunicate Xavier of the Spire of the Celestial Cascade following his conviction of religious crimes.

Petra of Varushka, Cardinal of Vigilance

Upheld by Assembly influence of 794

The Assembly of Courage was called on to recognise Damaris of Cantiarch’s Hold, in Highguard, as an Exemplar of Courage

Lazarus of Highguard, Cardinal of Courage

Upheld by a greater majority of 54 for and 32 against.

The Navarr National Assembly was called on to remove the Senator of Hercynia in their absence

Caradog Pathfinder, Priest of

Upheld by immediate greater majority of the Assembly

The Assembly of Nine were called on to put Diego, former-General of the Brass Coast to Inquisition

Cardinal Vanzetti of the Way

The judgment was upheld by greater majority of the Assembly

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

2 Thrones / 7 Crowns / 1 Ring

Income

40 Crowns

Raised by auction of Pure Liao

Rewards

4 Crowns

Given to the Church of the Little Mother at the behest of Ynez of the League

Closing Value

7 Thrones / 3 Crowns / 1 Ring

Visionaries

The following individuals were chosen by the Gatekeepers to receive visions of their past lives:

- Adoramus of the Shattered Tower, Highguard

- Grandmaster Jessica, Suns of Courous, Highguard

- General Stanislav, Varushka

- Seth of Adina's Charge, Highguard

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Summer_Solstice_Synod_judgements&oldid=35957"

377YE Winter Solstice Conclave Sessions

During the Winter Solstice, 377YE there were three Conclave Sessions: Friday, Saturday and Sunday

Contents

- 1 Friday Session

- 1.1 Proportions

- 1.2 Addresses

- 1.3 Declarations

- 1.4 Gambits

- 2 Saturday Session

- 2.1 Proportions

- 2.2 Addresses

- 2.3 Declarations

- 2.4 Gambits

- 3 Sunday Session

- 3.1 Proportions

- 3.2 Addresses

- 3.3 Declarations

- 3.4 Gambits

- 4 Summary

- 4.1 Proportions

- 4.2 Appointments

- 4.3 Interdictions

- 4.4 Imperial Lore

- 4.5 Sorcerors

- 5 Notes

Friday Session

Proportions

Celestial Arch 20

Sevenfold Path 38

Rod and Shield 52

Golden Pyramid 40

Shuttered Lantern 27

Unfettered Mind 21

Addresses

1. Archmage of Spring Stormcrow Kalindar – Assistance on a plan to ensure the forces of Llofir attack Thule forces not Imperial forces.

2. Archamge of Autumn Maurice de Gauvain – Ilium.

3. Arkat of the Mlitia – the Militia.

4. Archmage of Summer Corvus – Eleonaris and the Realm of Summer.

5. Dean of the Lyceum Simargl – Fund raising for the Lyceum.

6. Archmage of Day Darius of Auric Horizon – Update on the position

Declarations

1. Dean of the Lyceum Simargl – Declaration of Imperial Lore – The Cuckoo's Egg ritual (allows the passage of non-citizens through the Sentinel Gate). PASSED, ritual added to Imperial Lore

2. Declaration of Candidacy for Warmage

1. Mara of Cantiarchs Hold – Candidacy – Warmage

2. Irontide Gust – Candidacy – Warmage

3. Rust – Candidacy – Warmage

4. Kahendrin of Seventeen Stars – Candidacy – Warmage

5. Vaan of Auric Horizon – Candidacy – Warmage. APPOINTED

6. Aife of Realms Reach – Candidacy – Warmage

7. Emilie de Rondella – Candidacy – Warmage

8. Stain Raske – Candidacy – Warmage

Gambits

Proposer

Resources

CA

GP

RS

SP

SL

UM

Pri

Use

Deadline

Approved

Archmage of Wnter Savik Summerstorm

75 Mana

20

25

20

10

Casting
Quickening Cold Meat

Summit

Yes

Archmage of Night Baba Ana

37 Mana

0

8

7

20

2

Cast
Drawing the Penumbral Veil
on 3 territories and
Shroud of Mist and Shadow
on 2
military units

Summit

Yes

Archmage of Autumn Mairice de Gauvain

18 Mana

3

3

3

3

3

3

Casting
Splendid Panoply of Knighthood
twice on 11 people each time

Summit

Yes

Archmage of Day Darius the Black

30 Mana

0

5

5

20

Scrying to aid the military council

Summit

Yes

Saturday Session

Proportions

Celestial Arch 11

Sevenfold Path 13

Rod and Shield 32

Golden Pyramid 19

Shuttered Lantern 23

Unfettered Mind 10

Addresses

1. Evander Slack - a poor reputation does not a sorcerer make

2. Archmage of Summer Corvus - Eleonaris and recent events

3. Nithyn Realms Reach - Vallorn new behaviours

Declarations

1. Tatiana Olya Vikentivch – Declaration of Sorcery – Evander Slack is a Sorcerer. PASSED

2. Bron Holdfast – Declaration of Sorcery - Alex Lansdale of Bregasland is a sorcerer. PASSED

3. Dean of the Lyceum Simargl - Declaration of Interdiction – Vallorn Ritual. PASSED (Secured in the Conclave vaults)

4. Concordia – Declaration of Candidacy – Conclave Liaison to the Senate. APPOINTED

Gambits

Proposer

Resources

CA

GP

RS

SP

SL

UM

Pri

Use

Deadline

Approved

Archmage of Winter Savik Summerstorm

24 Mana

3

4

8

4

4

1

Casting
Inevitable Collapse into Ruin
on the Sunday Battlefield

Summit

Yes

Archmage of Summer Corvus

30 Mana

5

5

0

5

3

4

Raising of a
Frozen Citadel of Cathan Canea
in
Karsk

Summit

Yes

Archmage of Day Darius the Black

36 Mana

9

5

6

4

6

6

To perform a custom ritual to scry out the heart of Bas Celik and
Swim Leviathan's Depths
to discover why she desired the head of
Empress Britta

Summit

Yes

Archmage of Autumn Mairice de Gauvain

20 Mana

2

0

2

7

5

3

Perform
Winter's Ghosts
on
Reikos

Summit

Yes

Warmage Vaan

45 Mana

5

5

5

3

2

3

22

To be given to the Warmage to see the casting of
Clarity of the Master Strategist

Summit

Yes

Archmage of Spring Stromcrow Kalindar

45 Mana

7

7

10

7

3

7

4

Casting
Bound by Common Cause
upon the army of the General's choosing

Summit

Yes

Archmage of Night Baba Ana

30 Mana

0

5

3

18

Battlefield healing for tomorrow's engagement against the
Druj
in
The Barrens

Summit

Yes

Sunday Session

Proportions

Celestial Arch 12

Sevenfold Path 20

Rod and Shield 38

Golden Pyramid 23

Shuttered Lantern 14

Unfettered Mind 16

Addresses

1. Ifan Nighthven – Rituals regarding lineage.

2. Grandmaster of the Golden Pyramid Edmundo – Money from the Senate to spend on Mana.

3. Heilyn of Bronwen's Rest – Tournament at the Spring Summit.

4. Archmage of Winter Savik Summerstorm – Drake's eggs.

5. Warmage Vaan – The war.

6. Archmage of Summer Corvus – Summer matters.

7. Archmage of Night Baba Ana – the subject of Varushkan sovereigns

8. Archmage of Day Darius – Regarding the heart of Bas Celik.

Declarations

1. Valentin Brossa – Declaration of Enmity – Carolinos Kade. FAILED

2. Archmage of Winter Savik – Declaration of Interdiction – Drake's eggs. PASSED

Gambits

Proposer

Resources

CA

GP

RS

SP

SL

UM

Pri

Use

Deadline

Approved

Archmage of Night Baba Ana

18 Mana

3

1

2

12

Summer Crows to use Day magic to discover specific iformation vital to the defence of Broceliande

Summit

Yes

Archmage of Day Darius the Black

6 Weltsilver

2

1

1

2

To appease
Kimus
and build our relationship.

Summit

Yes

Archmage of Spring Stromcrow Kalindar

5 Mana

3

2

Casting
Shadowed Glass of Sung
to investigate Spring Herald in
Dawn

Summit

Yes

Summary

Proportions

Day

Celestial Arch

Sevenfold Path

Rod and Shield

Golden Pyramid

Shuttered Lantern

Unfettered Mind

Total Attendance

Friday

20

38

52

40

27

21

192

Saturday

11

19

32

13

23

10

108

Sunday

12

23

38

20

14

16

123

Summit

43

71

122

82

64

47

429

Percentage

10.0

18.6

28.4

17.1

14.9

11.0

100

Appointments

Warmage - Vaan of Auric Horizon

Conclave Liaison to the Senate - Concordia

Interdictions

Vallorn Ritual

Drake's Eggs

Imperial Lore

- The Cuckoo's Egg ritual

Sorcerors

Evander Slak

Alex Lansdale of Bregasland

Notes

- There is a Drake's Egg in the secure interdiction vault.

- There is the body of a Yatak (hooked horror) in the Unfettered Mind vault, it has been ritually preserved.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Winter_Solstice_Conclave_Sessions&oldid=28652"

377YE Winter Solstice Conclave sessions

During the Winter Solstice, 377YE there were three Conclave Sessions: Friday, Saturday and Sunday

Contents

- 1 Friday Session

- 1.1 Proportions

- 1.2 Addresses

- 1.3 Declarations

- 1.4 Gambits

- 2 Saturday Session

- 2.1 Proportions

- 2.2 Addresses

- 2.3 Declarations

- 2.4 Gambits

- 3 Sunday Session

- 3.1 Proportions

- 3.2 Addresses

- 3.3 Declarations

- 3.4 Gambits

- 4 Summary

- 4.1 Proportions

- 4.2 Appointments

- 4.3 Interdictions

- 4.4 Imperial Lore

- 4.5 Sorcerors

- 5 Notes

Friday Session

Proportions

Celestial Arch 20

Sevenfold Path 38

Rod and Shield 52

Golden Pyramid 40

Shuttered Lantern 27

Unfettered Mind 21

Addresses

1. Archmage of Spring Stormcrow Kalindar – Assistance on a plan to ensure the forces of Llofir attack Thule forces not Imperial forces.

2. Archamge of Autumn Maurice de Gauvain – ilium.

3. Arkat of the Mlitia – the Militia.

4. Archmage of Summer Corvus – Eleonaris and the Realm of Summer.

5. Dean of the Lyceum Simargl – Fund raising for the Lyceum.

6. Archmage of Day Darius of Auric Horizon – Update on the position

Declarations

1. Dean of the Lyceum Simargl – Declaration of Imperial Lore – The Cuckoo's Egg ritual (allows the passage of non-citizens through the Sentinel Gate). PASSED, ritual added to Imperial Lore

2. Declaration of Candidacy for Warmage

1. Mara of Cantiarchs Hold – Candidacy – Warmage

2. Irontide Gust – Candidacy – Warmage

3. Rust – Candidacy – Warmage

4. Kahendrin of Seventeen Stars – Candidacy – Warmage

5. Vaan of Auric Horizon – Candidacy – Warmage. APPOINTED

6. Aife of Realms Reach – Candidacy – Warmage

7. Emilie de Rondella – Candidacy – Warmage

8. Stain Raske – Candidacy – Warmage

Gambits

Proposer

Resources

CA

GP

RS

SP

SL

UM

Pri

Use

Deadline

Approved

Archmage of Wnter Savik Summerstorm

75 Mana

20

25

20

10

Casting
Quickening Cold Meat

Summit

Yes

Archmage of Night Baba Ana

37 Mana

0

8

7

20

2

Cast
Drawing the Penumbral Veil
on 3 territories and
Shroud of Mist and Shadow
on 2
military units

Summit

Yes

Archmage of Autumn Mairice de Gauvain

18 Mana

3

3

3

3

3

3

Casting
Splendid Panoply of Knighthood
twice on 11 people each time

Summit

Yes

Archmage of Day Darius the Black

30 Mana

0

5

5

20

Scrying to aid the military council

Summit

Yes

Saturday Session

Proportions

Celestial Arch 11

Sevenfold Path 13

Rod and Shield 32

Golden Pyramid 19

Shuttered Lantern 23

Unfettered Mind 10

Addresses

1. Evander Slack - a poor reputation does not a sorcerer make

2. Archmage of Summer Corvus - Eleonaris and recent events

3. Nithyn Realms Reach - Vallorn new behaviours

Declarations

1. Tatiana Olya Vikentivch – Declaration of Sorcery – Evander Slack is a Sorcerer. PASSED

2. Bron Holdfast – Declaration of Sorcery - Alex Lansdale of Bregasland is a sorcerer. PASSED

3. Dean of the Lyceum Simargl - Declaration of Interdiction – Vallorn Ritual. PASSED (Secured in the Conclave vaults)

4. Concordia – Declaration of Candidacy – Conclave Liaison to the Senate. APPOINTED

Gambits

Proposer

Resources

CA

GP

RS

SP

SL

UM

Pri

Use

Deadline

Approved

Archmage of Winter Savik Summerstorm

24 Mana

3

4

8

4

4

1

Casting
Inevitable Collapse into Ruin
on the Sunday Battlefield

Summit

Yes

Archmage of Summer Corvus

30 Mana

5

5

0

5

3

4

Raising of a
Frozen Citadel of Cathan Canae
in
Karsk

Summit

Yes

Archmage of Day Darius the Black

36 Mana

9

5

6

4

6

6

To perform a custom ritual to scry out the heart of Bas Celik and
Swim Leviathan's Depths
to discover why she desired the head of
Empress Britta

Summit

Yes

Archmage of Autumn Mairice de Gauvain

20 Mana

2

0

2

7

5

3

Perform
Winter's Ghosts
on
Reikos

Summit

Yes

Warmage Vaan

45 Mana

5

5

5

3

2

3

22

To be given to the Warmage to see the casting of
Clarity of the Master Strategist

Summit

Yes

Archmage of Spring Stromcrow Kalindar

45 Mana

7

7

10

7

3

7

4

Casting
Bound by Common Cause
upon the army of the General's choosing

Summit

Yes

Archmage of Night Baba Ana

30 Mana

0

5

3

18

Battlefield healing for tomorrow's engagement against the
Druj
in
The Barrens

Summit

Yes

Sunday Session

Proportions

Celestial Arch 12

Sevenfold Path 20

Rod and Shield 38

Golden Pyramid 23

Shuttered Lantern 14

Unfettered Mind 16

Addresses

1. Ifan Nighthven – Rituals regarding lineage.

2. Grandmaster of the Golden Pyramid Edmundo – Money from the Senate to spend on Mana.

3. Heilyn of Bronwen's Rest – Tournament at the Spring Summit.

4. Archmage of Winter Savik Summerstorm – Drake's eggs.

5. Warmage Vaan – The war.

6. Archmage of Summer Corvus – Summer matters.

7. Archmage of Night Baba Ana – the subject of Varushkan sovereigns

8. Archmage of Day Darius – Regarding the heart of Bas Celik.

Declarations

1. Valentin Brossa – Declaration of Enmity – Carolinos Kade. FAILED

2. Archmage of Winter Savik – Declaration of Interdiction – Drake's eggs. PASSED

Gambits

Proposer

Resources

CA

GP

RS

SP

SL

UM

Pri

Use

Deadline

Approved

Archmage of Night Baba Ana

18 Mana

3

1

2

12

Summer Crows to use Day magic to discover specific iformation vital to the defence of Broceliande

Summit

Yes

Archmage of Day Darius the Black

6 Weltsilver

2

1

1

2

To appease
Kimus
and build our relationship.

Summit

Yes

Archmage of Spring Stromcrow Kalindar

5 Mana

3

2

Casting
Shadowed Glass of Sung
to investigate Spring Herald in
Dawn

Summit

Yes

Summary

Proportions

Day

Celestial Arch

Sevenfold Path

Rod and Shield

Golden Pyramid

Shuttered Lantern

Unfettered Mind

Total Attendance

Friday

20

38

52

40

27

21

192

Saturday

11

19

32

13

23

10

108

Sunday

12

23

38

20

14

16

123

Summit

43

71

122

82

64

47

429

Percentage

10.0

18.6

28.4

17.1

14.9

11.0

100

Appointments

Warmage - Vaan of Auric Horizon

Conclave Liaison to the Senate - Concordia

Interdictions

Vallorn Ritual

Drake's Eggs

Imperial Lore

- The Cuckoo's Egg ritual

Sorcerors

Evander Slak

Alex Lansdale of Bregasland

Notes

- There is a Drake's Egg in the secure interdiction vault.

- There is the body of a Yatak (hooked horror) in the Unfettered Mind vault, it has been ritually preserved.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Winter_Solstice_Conclave_sessions&oldid=44950"

377YE Winter Solstice Imperial Elections

Contents

- 1 Overview

- 2 Senators

- 2.1 Other Imperial Senate positions

- 3 The Military Council

- 4 Cardinals and Gatekeepers of the Imperial Synod

- 4.1 Prosperity

- 4.2 The Way

- 5 The Imperial Conclave

- 5.1 Grandmasters of the Orders

- 5.2 Other Imperial Conclave Positions

- 6 The Imperial Bourse

- 6.1 Changes to Bourse Seats

- 7 Mercantile Investments

- 7.1 Further Reading

Overview

The following represent the titles that will be re-elected at the Winter Equinox.

At this time the intention is for all Senatorial elections to take place between the fifth and seventh hour after noon on Saturday, and for the appointments of new generals to take place first thing on Sunday morning.

This information may be subject to change - please inquire with a civil servant during the festivities if you are unsure.

Incumbent senators and generals maintain all their privileges and responsibilities until the re-election is complete.

Senators

The following Senators are up for re-election during the Winter Solstice.

- Senator for Madruga; the incumbent is Avisena i Ezmara i Guerra

- Senator for Astolat; the incumbent is Bohemond De Rondell

- Senator for Necropolis; the incumbent is Adamah of the Silent Tide

- Senator for Temeschwar; the incumbent is Oksana Kazaku von Temeschwar

- Senator for Bregasland, the incumbent is Dour Fens: Richard of Bourholt

- Senator for Hercynia; the incumbent Rhain

- Senator for Zenith; the incumbent Hector of the Spire of the Celestial Cascade.

- Senator for Miekarova; the incumbent Yelislaveta Syrnova Vlanich

- Senator for Kallavesa; the incumbent is Uskolli

Other Imperial Senate positions

- The Conscience of the Senate was the Imperial orc Stormcrow Gralka, but her maximum term has now expired

The Military Council

The following Generals are up for re-appointment during the Winter Solstice.

- General Floree de Rondell of the Hounds of Glory

- General Bloodcrow Martok replaced Klor of the Winter Sun

- General Edwin de Warrene of the Strong Reeds

- General Stanislav Borodin Havel of the Army of the Golden Axe

- General Vahne of the Green Shield Army

Cardinals and Gatekeepers of the Imperial Synod

The following cardinals are up for re-appointment during the Winter solstice; by extension the gatekeepers may change when the cardinal changes.

Prosperity

- Ynez of the League was appointed Cardinal of Prosperity (replacing Bishop Alexandru Vintla)

- Darius i Esmara i Erigo of the Brass Coast remained as the Gatekeeper of the Prosperity Assembly

The Way

- Bishop Antonnio Vanzetti of the League remained Cardinal of The Way

- Gralka, an Imperial Orc, remained as the Conscience of the Senate

The Imperial Conclave

The following

Grandmasters of the Orders

The following grandmasters are eligible for re-election at the Winter Solstice.

- Grandmaster of the Order of the Celestial Arch; incumbent is Sejanus

- Grandmaster of the Order of the Rod and Shield; incumbent is Meir Pathfinder of Navarr

Other Imperial Conclave Positions

- The archmagi, the Dean of the Lyceum, the Warmage and the Bursar of the Conclave may all be challenged through a Declaration of Candidacy during a Conclave session as usual.

The Imperial Bourse

All Imperial Bourse seats are up for re-appointment but with the exception of the weirwood seats they will serve only a short term. That is, ilium seats will be appointed until the Spring Equinox, white granite seats retain the position until the Summer Solstice and mithril seats retain their positions until Autumn Equinox.

Changes to Bourse Seats

- The Brilliant Shore has been reclaimed from the Thule but the allocation of the Bourse position by the Senate during The Autumn Equinox was vetoed by The General Assembly of the Imperial Synod and hence no one could be appointed to the position. Its allocation is now waiting for a standard Senate motion to be raised (which can occur no earlier than the Saturday evening senate session of the Winter Solstice); the seat continues to accrue white granite until it is successfully allocated.

- The Vigilant Swan (Highguard) has been lost to the Druj due to their conquest of Reikos. The seat will not be auctioned again until it is recovered.

- The position of Castellan of Spiral Castle is still unavailable for assignment until such time as Spiral Castle can be reached again.

Mercantile Investments

- The position of Spider's Tollkeep has not yet been appointed; it well be appointed at the Winter Solstice 377.

- The position of Keeper of the Spice Gardens has been vacated; it will be appointed at the Winter Solstice 377.

- The Dhomiro of the Cinnabar Hills will be appointed this Winter Solstice but serve only a partial term, being re-elected in Autumn 378YE

- The Provost of the Halls of Knowledge will be appointed this year as normal and serve for the full term.

- The Bailiff of the Grand Market will be appointed this year as normal and serve for the full term.

Further Reading

- 377YE Winter Solstice Senate Sessions

- 377YE Winter Solstice Synod Judgements

- Titles by event

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Winter_Solstice_Imperial_Elections&oldid=26600"

377YE Winter Solstice Imperial Titles

Contents

- 1 Overview

- 2 The Imperial Senate

- 2.1 The Freeborn senators of The Brass Coast

- 2.2 The senators of Dawn

- 2.3 The senators of Highguard

- 2.4 The senators of The League

- 2.5 The senators of The Marches

- 2.6 The senators of the Navarr

- 2.7 The senators of Urizen

- 2.8 The senators of Varushka

- 2.9 The senators of Wintermark

- 2.10 Other Imperial Senate positions

- 2.11 Sinecures selected by senators

- 3 The Military Council

- 3.1 The Generals of The Brass Coast

- 3.2 The Generals of Dawn

- 3.3 The Generals of Highguard

- 3.4 The Generals of the Imperial Orcs

- 3.5 The General of The League

- 3.6 The Generals of The Marches

- 3.7 The Generals of Navarr

- 3.8 The General of Urizen

- 3.9 The Generals of Varushka

- 3.10 The Generals of Wintermark

- 3.11 Other Military Council Positions

- 4 The Imperial Synod

- 4.1 Ambition

- 4.2 Courage

- 4.3 Loyalty

- 4.4 Pride

- 4.5 Prosperity

- 4.6 Vigilance

- 4.7 Wisdom

- 4.8 The Way

- 5 The Imperial Conclave

- 5.1 Archmagi

- 5.2 Grandmasters of the Orders

- 5.3 Other Imperial Conclave Positions

- 6 The Imperial Bourse

- 6.1 Imperial Bourse Positions

- 6.2 National Bourse Positions

- 6.3 Mercantile Investments

- 6.4 Other Bourse Positions

- 7 Further Reading

Overview

This information is believed to represent the outcome of the assorted elections and appointments at the Winter Solstice 377YE.

The Imperial Senate

The Freeborn senators of The Brass Coast

- Senator for Feroz: Sallur I Mnajdra I Guerra

- Senator for Kahraman: Rauul i Jannat i Requiza

- Senator for Madruga: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell

- Senator for Semmerholm Ywain De Gauvain

- Senator for Weirwater: Lady Adia of House Arwood

The senators of Highguard

- Seantor for Bastion: Solomon

- Senator for Casinea: Zephram of Cantiarch’s Hold

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Drogon Morosini

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville (née Talbot)

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Seantor for Hercynia: Rhain

- Senator for Miaren: Rhys

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Lucius of Quicksilver Spire

- Senator for Redoubt: Probus

- Senator for Zenith: Cato

The senators of Varushka

- Senator for Karov: Constantin

- Senator for Miekarova: Radomir

- Senator for Volodmartz: Vitomyr Krasiludovich Antonov

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

- Senator for Skarsind: Triva of Tyrshalt

Other Imperial Senate positions

- The Conscience of the Senate is Gideon of the Sons of Couros

- The Advisor on orc affairs is Irontide Bruc

- The Imperial Master of Works is Richard Tunstall

- The Bursar of the Imperial Academy is Titus Hopkirk

Sinecures selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Guardian of Britta's Shrine is held by Ruth of the Cenotaph in Highguard

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Anwar i Covas i Erigo replaced Yasmina I Ezmara I Erigo of the Fire of the South

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Clarence Oswald of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Matthias of the Seventh Wave

- General Ruth, daughter of Esther of the Granite Pillar

The Generals of the Imperial Orcs

- General Bloodcrow Martok replaced Klor of the Winter Sun TBC

- General Braka of the Summer Storm

The General of The League

- General Gabriel Barossa replaced Stanislav Krieger van Temeschwar of the Wolves of War

The Generals of The Marches

- General Richard Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General William Tanner of King's Stoke of the bounders

The Generals of Navarr

- General Carr Foxden of the Black Thorns

- General Gwai replaced Kale Vigil of the Quiet step

The General of Urizen

- General Tanwyn Ankarien of the Army of the Citadel

The Generals of Varushka

- General Olaf Gregorson Strascovich of the Army of the Northern Eagle

- General Stanislav Borodin Havel of the Army of the Golden Axe

The Generals of Wintermark

- General Vahne of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Other Military Council Positions

- Warmage Vaan of Auric Horizon

- The title of Quartermaster General of the Imperial Armies is held by Janusz Dalibor von Temeschwar of the League

The Imperial Synod

Ambition

- Cardinal Olek of the League

- Gatekeeper Serrusta Caeli Rezia di Tassato of the League

Courage

- Cardinal Asher of Felix's Watch in Highguard

- Gatekeeper Cyrus Cascade of Urizen

Loyalty

- Cardinal Jared of the Suns of Courous, Highguard

- Gatekeeper Friar Alan Young of the Marches remained as the Gatekeeper of the Loyalty Assembly

Pride

- Cardinal Samson of Cantiarch's Hold, Highguard

- Gatekeeper Meurig Tystwarden of the Navarr remained as the Gatekeeper of the Pride Assembly

Prosperity

- Cardinal Ynez di Carcomare of the League

- Gatekeeper Darius i Esmara i Erigo of the Brass Coast

Vigilance

- Cardinal Petra Petrivna Melikov of Varushka

- Gatekeeper Silas of Highguard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper Hywel Summercrow of Navarr

The Way

- Bishop Antonnio Vanzetti of the League

- Conscience of the Senate - Gideon of the Sons of Couros

The Imperial Conclave

Archmagi

- Kallendar Stormcrow declared Archmage of Spring

- Corvus of Auric Horizon declared Archmage of Summer

- Maurice de Gauvain declared Archmage of Autumn

- Savik Summerstorm declared Archmage of Winter

- Darius of Auric Horizon declared Archmage of Day

- Baba Ana declared Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Sejanus

- Grandmaster of the Order of the Golden Pyramid Edmundo I Jannat I Riqueza of the Brass Coast

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard

- Grandmaster of the Order of the Shuttered Lantern Dimitri Ivanovich Ionescu of Varushka

- Grandmaster of the Order of the Unfettered Mind Alexei of Varushka

Other Imperial Conclave Positions

- Simargl, the Empty One of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Iago Melfizzi of The League serves as Bursar of the Conclave

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Rodrigo Barossa de Tassato Regario (41 Thrones)

- The Brilliant Star is held by Tobias Shanks (78 Thrones)

- The Canterspire Circle is held by Antoni Krol (90 Thrones)

- The Damation Cliffs are held by Lukash Biessek von Temeschwar (50 Thrones)

- The Fortress of Salt is held by Lorenzo “La Volpe” Macelliao von Temeschwar (80 Thrones)

- The Golden Trees of Seren are held by Ilia Miroslav von Danzig (145 Thrones)

- The Great Mine of Briante is held by Ricardo Almieda Desmondo di Tasetto (65 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (100 Thrones)

- The Hunt of Alderei the Fair is held by Horsa Tyrshalt (112 Thrones)

- The Night Quarry is held by Giacomo Corvinoscuro (49 Thrones)

- The Scorrero Nets are held by Aesher Endsmeet (30 crowns & 1 ring)

- The Singing Caves are held by Guillamo de Tassato (150 Crowns)

- The Sutton Stone Quarries are held by Todd the Smith (93 Thrones)

- The Syrene's Wisdom is held by Silvio de Tassato (80 crowns)

- The Weirwater Vales are held by Niccolo dos Tassatos (98 Thrones)

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Zlatimir Prochnost

- The Legacy (Urizen) is held by Marcus of Endsmeet

- The Thimble (Navarr) is held by Idris Eternal

- The Regario Dossier (League) is controlled by Carmine de Sarvos "Father" (8 Thrones)

- The Master of the Imperial Mint (League) is Guillamo de Tassato (18 Thrones)

- The Steel Fist (Imperial Orcs) is held by Bruk

- The The Broken Shore Bounty (The Brass Coast)is held by Tabib i Eldaha i Riqueza

- The The Stonefield Ice Caves (Wintermark) is held by Joakim

Mercantile Investments

- Hamnett of Gallowdale is appointed to the ministry of Bailiff of the Grand Market

- Estrella is appointed to the ministry of Dhomiro of the Cinnabar Hills

- Jaoquin i Shartha i Riquez is appointed to the ministry of Mistress of the Glass Parador

Other Bourse Positions

- Octavius of Auric Horizon was appointed as Provost of the Halls of Knowledge

Further Reading

- 377YE Winter Solstice Senate Sessions

- 377YE Winter Solstice Synod Judgements

- Recent history

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Winter_Solstice_Imperial_Titles&oldid=28661"

377YE Winter Solstice Imperial titles

Contents

- 1 The Imperial Senate

- 1.1 The Freeborn senators of The Brass Coast

- 1.2 The senators of Dawn

- 1.3 The senators of Highguard

- 1.4 The senators of The League

- 1.5 The senators of The Marches

- 1.6 The senators of the Navarr

- 1.7 The senators of Urizen

- 1.8 The senators of Varushka

- 1.9 The senators of Wintermark

- 1.10 Other Imperial Senate positions

- 1.11 Sinecures selected by senators

- 2 The Military Council

- 2.1 The Generals of The Brass Coast

- 2.2 The Generals of Dawn

- 2.3 The Generals of Highguard

- 2.4 The Generals of the Imperial Orcs

- 2.5 The General of The League

- 2.6 The Generals of The Marches

- 2.7 The Generals of Navarr

- 2.8 The General of Urizen

- 2.9 The Generals of Varushka

- 2.10 The Generals of Wintermark

- 2.11 Other Military Council Positions

- 3 The Imperial Synod

- 3.1 Ambition

- 3.2 Courage

- 3.3 Loyalty

- 3.4 Pride

- 3.5 Prosperity

- 3.6 Vigilance

- 3.7 Wisdom

- 3.8 The Way

- 4 The Imperial Conclave

- 4.1 Archmagi

- 4.2 Grandmasters of the Orders

- 4.3 Other Imperial Conclave Positions

- 5 The Imperial Bourse

- 5.1 Imperial Bourse Positions

- 5.2 National Bourse Positions

- 5.3 Mercantile Investments

- 5.4 Other Bourse Positions

The Imperial Senate

The Freeborn senators of The Brass Coast

- Senator for Feroz: Sallur I Mnajdra I Guerra

- Senator for Kahraman: Rauul i Jannat i Requiza

- Senator for Madruga: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell

- Senator for Semmerholm Ywain De Gauvain

- Senator for Weirwater: Lady Adia of House Arwood

The senators of Highguard

- Seantor for Bastion: Solomon

- Senator for Casinea: Zephram of Cantiarch’s Hold

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Drogon Morosini

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville (née Talbot)

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Seantor for Hercynia: Rhain

- Senator for Miaren: Rhys

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Lucius of Quicksilver Spire

- Senator for Redoubt: Probus

- Senator for Zenith: Cato

The senators of Varushka

- Senator for Karov: Constantin

- Senator for Miekarova: Radomir

- Senator for Volodmartz: Vitomyr Krasiludovich Antonov

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

- Senator for Skarsind: Triva of Tyrshalt

Other Imperial Senate positions

- The Conscience of the Senate is Gideon of the Sons of Couros

- The Advisor on orc affairs is Irontide Bruc

- The Imperial Master of Works is Richard Tunstall

- The Bursar of the Imperial Academy is Titus Hopkirk

Sinecures selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Guardian of Britta's Shrine is held by Ruth of the Cenotaph in Highguard

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Anwar i Covas i Erigo replaced Yasmina I Ezmara I Erigo of the Fire of the South

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Clarence Oswald of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Matthias of the Seventh Wave

- General Ruth, daughter of Esther of the Granite Pillar

The Generals of the Imperial Orcs

- General Bloodcrow Martok replaced Klor of the Winter Sun TBC

- General Braka of the Summer Storm

The General of The League

- General Gabriel Barossa replaced Stanislav Krieger van Temeschwar of the Wolves of War

The Generals of The Marches

- General Richard Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General William Tanner of King's Stoke of the bounders

The Generals of Navarr

- General Carr Foxden of the Black Thorns

- General Gwai replaced Kale Vigil of the Quiet step

The General of Urizen

- General Tanwyn Ankarien of the Citadel Guard

The Generals of Varushka

- General Olaf Gregorson Strascovich of the Army of the Northern Eagle

- General Stanislav Borodin Havel of the Army of the Golden Axe

The Generals of Wintermark

- General Vahne of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Other Military Council Positions

- Warmage Vaan of Auric Horizon

- The title of Quartermaster General of the Imperial Armies is held by Janusz Dalibor von Temeschwar of the League

The Imperial Synod

Ambition

- Cardinal Olek of the League

- Gatekeeper Serrusta Caeli Rezia di Tassato of the League

Courage

- Cardinal Asher of Felix's Watch in Highguard

- Gatekeeper Cyrus Cascade of Urizen

Loyalty

- Cardinal Jared of the Suns of Courous, Highguard

- Gatekeeper Friar Alan Young of the Marches remained as the Gatekeeper of the Loyalty Assembly

Pride

- Cardinal Samson of Cantiarch's Hold, Highguard

- Gatekeeper Meurig Tystwarden of the Navarr remained as the Gatekeeper of the Pride Assembly

Prosperity

- Cardinal Ynez di Carcomare of the League

- Gatekeeper Darius i Esmara i Erigo of the Brass Coast

Vigilance

- Cardinal Petra Petrivna Melikov of Varushka

- Gatekeeper Silas of Highguard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper Hywel Summercrow of Navarr

The Way

- Bishop Antonnio Vanzetti of the League

- Conscience of the Senate - Gideon of the Sons of Couros

The Imperial Conclave

Archmagi

- Kallendar Stormcrow declared Archmage of Spring

- Corvus of Auric Horizon declared Archmage of Summer

- Maurice de Gauvain declared Archmage of Autumn

- Savik Summerstorm declared Archmage of Winter

- Darius of Auric Horizon declared Archmage of Day

- Baba Ana declared Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Sejanus

- Grandmaster of the Order of the Golden Pyramid Edmundo I Jannat I Riqueza of the Brass Coast

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard

- Grandmaster of the Order of the Shuttered Lantern Dimitri Ivanovich Ionescu of Varushka

- Grandmaster of the Order of the Unfettered Mind Alexei of Varushka

Other Imperial Conclave Positions

- Simargl, the Empty One of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Iago Melfizzi of The League serves as Bursar of the Conclave

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Rodrigo Barossa de Tassato Regario (41 Thrones)

- The Brilliant Star is held by Tobias Shanks (78 Thrones)

- The Canterspire Circle is held by Antoni Krol (90 Thrones)

- The Damation Cliffs are held by Lukash Biessek von Temeschwar (50 Thrones)

- The Fortress of Salt is held by Lorenzo “La Volpe” Macelliao von Temeschwar (80 Thrones)

- The Golden Trees of Seren are held by Ilia Miroslav von Danzig (145 Thrones)

- The Great Mine of Briante is held by Ricardo Almieda Desmondo di Tasetto (65 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (100 Thrones)

- The Hunt of Alderei the Fair is held by Horsa Tyrshalt (112 Thrones)

- The Night Quarry is held by Giacomo Corvinoscuro (49 Thrones)

- The Scorrero Nets are held by Aesher Endsmeet (30 crowns & 1 ring)

- The Singing Caves are held by Guillamo de Tassato (150 Crowns)

- The Sutton Stone Quarries are held by Todd the Smith (93 Thrones)

- The Syrene's Wisdom is held by Silvio de Tassato (80 crowns)

- The Weirwater Vales are held by Niccolo dos Tassatos (98 Thrones)

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Zlatimir Prochnost

- The Legacy (Urizen) is held by Marcus of Endsmeet

- The Thimble (Navarr) is held by Idris Eternal

- The Regario Dossier (League) is controlled by Carmine de Sarvos "Father" (8 Thrones)

- The Master of the Imperial Mint (League) is Guillamo de Tassato (18 Thrones)

- The Steel Fist (Imperial Orcs) is held by Bruk

- The The Broken Shore Bounty (The Brass Coast)is held by Tabib i Eldaha i Riqueza

- The The Stonefield Ice Caves (Wintermark) is held by Joakim

Mercantile Investments

- Hamnett of Gallowdale is appointed to the ministry of Bailiff of the Grand Market

- Estrella is appointed to the ministry of Dhomiro of the Cinnabar Hills

- Jaoquin i Shartha i Riquez is appointed to the ministry of Mistress of the Glass Parador

Other Bourse Positions

- Octavius of Auric Horizon was appointed as Provost of the Halls of Knowledge

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Winter_Solstice_Imperial_titles&oldid=47525"

377YE Winter Solstice Senate Sessions

Overview

- Imperial treasury during this season announced by the Civil Service at 243 Thrones, 4 crowns.

- The roll of Senators serving during this season can be found here.

Motions

Passed

- Provide siege training to new Highborn army

- Construct Asavean Embassy

- Clarify the powers of the Quartermaster General

- Appoint Imperial Master of Works

- Establish Imperial Orc Assembly

- Create title of Conclave Liaison

- Amend Powers of the Quartermaster General

- Amend Synod power of Recognition

- Clarify the powers of the Minister of Historical Research

- Appoint Envoy to Axos

- Construct Jarmish Embassy

- Disburse funds for mithril research

- Assignment of the Brilliant Shore

- Disburse funds to Conclave Grandmasters

- Create title of High Exorcist

- Create title of Captain of the Senate Guard

- Disburse additional funds for Asavean Embassy

- Create title of Bursar of the Imperial Academy

- Disburse funds to Autumn Archmage

- Raise Marcher Army

- Expand roll of honour

- Appoint a General for the Golden Sun army

Approved

- Fortify Golden Downs in Mitwold

- Fortify Ateri in Spiral

- Resupply the Eastern Sky

Defeated

- Repair the Sarvos Docks

- Disburse funds to Ywain de Gauvin

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Winter_Solstice_Senate_Sessions&oldid=27035"

377YE Winter Solstice Senate sessions

Overview

- Imperial treasury during this season announced by the Civil Service at 243 Thrones, 4 crowns.

- The roll of Senators serving during this season can be found here.

Motions

Passed

- Provide siege training to new Highborn army

- Construct Asavean Embassy

- Clarify the powers of the Quartermaster General

- Appoint Imperial Master of Works

- Establish Imperial Orc Assembly

- Create title of Conclave Liaison

- Amend Powers of the Quartermaster General

- Amend Synod power of Recognition

- Clarify the powers of the Minister of Historical Research

- Appoint Envoy to Axos

- Construct Jarmish Embassy

- Disburse funds for mithril research

- Assignment of the Brilliant Shore

- Disburse funds to Conclave Grandmasters

- Create title of High Exorcist

- Create title of Captain of the Senate Guard

- Disburse additional funds for Asavean Embassy

- Create title of Bursar of the Imperial Academy

- Disburse funds to Autumn Archmage

- Raise Marcher Army

- Expand roll of honour

- Appoint a General for the Golden Sun army

Approved

- Fortify Golden Downs in Mitwold

- Fortify Ateri in Spiral

- Resupply the Eastern Sky

Defeated

- Repair the docks at Caricomare

- Disburse funds to Ywain de Gauvin

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Winter_Solstice_Senate_sessions&oldid=35483"

377YE Winter Solstice Synod Judgements

Contents

- 1 Appointments

- 2 Appointments

- 2.1 Selection of the Cardinal of Prosperity

- 2.2 Selection of the Cardinal of The Way

- 2.3 Selection of the High Exorcist

- 2.4 Selection of the Gatekeeper of Loyalty

- 3 Synod Judgments

- 4 Statements of Principle

- 5 Synod Funds

- 6 Visionaries

Appointments

At the end of the Summer Summit, 377 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Ambition

Olek of the League

Serrusta Caeli Rezia di Tassato of the League

Courage

Asher of Felix's Watch in Highguard

Cyrus Cascade of Urizen

Loyalty

Jared of the Suns of Courous, Highguard

Tancred De Rondell of Dawn

Pride

Samson of Cantiarch's Hold, Highguard

Meurig Tystwarden of the Navarr

Prosperity

Ynez di Carcomare of the League

Darius i Ezmara of the Brass Coast

Vigilance

Petra Melikov of Varushka

Silas of Highguard

Wisdom

Agnetha De Rondell of Dawn

Hywel Summercrow of Navarr

The Way

Antonnio Vanzetti of the League

Gideon of the Suns of Courous, Highguard

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Selection of the Cardinal of Prosperity

- Enoch of the Shattered Tower in Highguard received 50 votes

- Ynez di Carcomare of the Church of the Little Mother in the League received 76 votes and remained Cardinal

- Cardinal Ynez retained Darius i Ezmara of the Brass Coast as Gatekeeper

Selection of the Cardinal of The Way

- Maximillian Endsmeet, of Urizen, received 10 votes

- Torsch, an Imperial Orc, received 20 votes

- Antonio Vanzetti of the League received 102 votes and remained Cardinal

- Antonio Vanzetti appointed Gideon of the Suns of Courous, in Highguard, as Conscience of the Senate

Selection of the High Exorcist

- The Assembly of Nine elected Solas of the Waxing Sun as High Exorcist by Greater Majority; no other alternatives were considered

Selection of the Gatekeeper of Loyalty

- Following the courageous passage of Friar Alan Young into the Labyrinth, Cardinal Jared appointed Tancred De Rondell of Dawn as Gatekeeper.

Synod Judgments

At the Summit, the following judgments were made by the Assemblies of the Synod:

Assembly

Judgment

Raised By

Outcome

Assembly of Loyalty

Inquisition of General Stanislav of Varushka

Ester Cenotaph, Highguard

Upheld 75 - 0

Assembly of Loyalty

Inquisition of Olaf of the Vor'Azi

Anna-Valeria Cascade, Urizen

Upheld 75 - 0

Assembly of Loyalty

Inquisition of Valentin of House Ortzel

Julius Cavita, League

Upheld

Assembly of Prosperity

Recognition of Nicolo Barossa, Master of the Mint, as an Exemplar of Prosperity.

Cardinal Ynez di Carcomare, League

Upheld 84 - 0, the required Greater Majority

Assembly of Nine

Inquisition of Gabriel Barossa de Tassato Regario

Cardinal Antonnio Vanzetti, League

Upheld 83 - 0, a Greater Majority

Assembly of Nine

Inquisition of Ybasdon Striding of Navarr

Cardinal Petra Melikov, Varushka

Upheld 83 - 0, a Greater Majority

General Assembly

Rewarding Ira of Felix's Watch in Highguard with Seventy Crowns from the Virtue Fund for the purchase of five wains of white granite to help build the memorial to the Imperial dead here at Anvil, for which he has the support of a General Assembly Statement of Principle

Cardinal Jared, Suns of Courous, Highguard

Upheld 438 - 278

General Assembly

Rewarding Aquaillion of Endsmeet with Three Crowns from the Virtue Fund to reimburse him for mana used to send a book about the virtue of Wisdom to the Celestial Library

Palladius of Urizen

Defeated 401 to 236

General Assembly

Rewarding Dietrich Von Elias with Five Thrones from the Virtue Fund for the purpose of financing into organising Virtuous Missionaries to be sent to the Iron Confederacy

Dietrich von Elias of the League

Defeated 368 - 278

General Assembly

Rewarding General Erkenbrand of Wintermark with Three Crowns from the Virtue Fund for his inspirational speech to the troops before battle and his virtuous conduct in that battle against the Druj.

Chaplain Torsch, Imperial Orc

Defeated 440 - 95

General Assembly

Rewarding Pete Keeper of Kingstoke with Five Thrones from the Virtue Fund for Acts of Courage, Wisdom, Prosperity and Vigilance and the saving of many lives in Saturday's Battle

Aelfpyrd de Couluvre of the Marches

Defeated 250 to 160

Assembly of Navarr

Revocation of the title of General held by Ulrich Ybasdon

Carwynn of the Navarr

Upheld 72 - 50

Assembly of Nine

Inquisition of Navarri Generals called Cerunnos and Gwyd Summercrow

Cardinal Agnetha de Rondell, Dawn

Upheld by 49 - 0

Assembly of Nine

Inquisition of Guillmero di Tassato of the League

Cardinal Asher, Felix's Watch, Highguard

Upheld 50 - 0, a Greater Majority

Assembly of Prosperity

Inquisition of Angel Jannat of the Brass Coast

Darius i Ezmara

Upheld 48 - 10

Assembly of the Imperial Orcs

Revocation of the title of Advisor of Orc Affairs held by Kessek Irontide

Atla of the Imperial Orcs

Upheld by unanimous assent; 20 - 0

Assembly of The Way

Inquisition of Evander Slack

Adoramus of the Shattered Tower, Highguard

Upheld 62 - 0

Statements of Principle

The Imperial Synod was asked to make the following Statements of Principle:

Assembly

Statement of Principle

Priest

Outcome

General Assembly

Imperial Citizens should not trade liao with the Axos Confederacy until such time as the Synod recognises the virtue of their religions.

Valimir Bashnya of the Red Tower, Varushka

Upheld 368 - 0

Assembly of Highguard

The proposed Cursing of the whole territory of Reikos is a barbaric practice, that is unacceptable because it would indiscriminately kill, not only Druj, but also our own fellow citizens of Highguard.

Lilian of the Unbound Chapter

Defeated 147 - 43

General Assembly

This Statement of Principle calls for the removal of the word Freedom from the Senate Building; Freedom is the false virtue of Anarchy, and is unvirtuous

Abraham of the Shattered Tower, Highguard

Defeated

General Assembly

This House believes that there should be land consecrated to each of the Virtues at every meeting here at Anvil.

Antonio Raul Calogne di Trivento, League

Defeated 209 to 208

General Assembly

Each National Assembly should convene at least once every festival

Morgan Brokenbone, Navarr

Defeated 222 to 138

General Assembly

As the Empire has expanded in influence and Virtue, so too has the way in which we should recognise the Sign of Pilgrimage. Any journey with enough spiritual meaning can change the soul. Therefore when appropriate conjunctions arise, future opportunities ought to be created for pilgrims to journey out from Anvil.

Helena di Sarvos, League

Defeated 320 to 281

General Assembly

The Synod invites those Senators who wish to formally ally their works with those of the Imperial Priesthood to create a political band of Senators - The Bannerpeople of Virtue.

Rurik Von Linden

Defeated 456 to 111

Assembly of Courage

An Open List of aspirants to the Throne should be created through the appropriate channels to allow aspirants to publically and widely show their Courage and Ambition as such.

Isaac di Sarvos

Upheld by Greater Majority, 74 to 34

Assembly of Loyalty

This Statement of Principle recognises the actions of Diego i Guerra in the battle fought in Karsk; his assistance rendered to the soldiers of the Marches show his return towards walking the Virtuous path

Tancred de Rondell, Dawn

Upheld 74 - 0

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

10 Thrones / 1 Crowns / 2 Rings

Income

6 Thrones and 4 Crowns

Raised by auction of Pure Liao

15 Rings

Donated by Linden Endsmeet in memory of Acherus Overwatch

Rewards

70 Crowns

Given to Ira of Felix's Watch at the behest of Cardinal Jared

Closing Value

7 Thrones / 2 Crowns / 17 Rings

Visionaries

The following individuals received visions of their past lives:

- Jonah of Cantiarch's Hold, Highguard

- Livia Cascade, Urizen

- Rosamund Holt, Marches

- Cora Holdfast, Navarr

- Solomon of the Shattered Tower, Highguard

- Valentin Orisin Brossa, Varushka

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Winter_Solstice_Synod_Judgements&oldid=26606"

377YE Winter Solstice Synod judgements

Contents

- 1 Appointments

- 2 Appointments

- 2.1 Selection of the Cardinal of Prosperity

- 2.2 Selection of the Cardinal of The Way

- 2.3 Selection of the High Exorcist

- 2.4 Selection of the Gatekeeper of Loyalty

- 3 Synod Judgments

- 4 Statements of Principle

- 5 Synod Funds

- 6 Visionaries

Appointments

At the end of the Winter Summit, 377 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Ambition

Olek of the League

Serrusta Caeli Rezia di Tassato of the League

Courage

Asher of Felix's Watch in Highguard

Cyrus Cascade of Urizen

Loyalty

Jared of the Suns of Courous, Highguard

Tancred De Rondell of Dawn

Pride

Samson of Cantiarch's Hold, Highguard

Meurig Tystwarden of the Navarr

Prosperity

Ynez di Carcomare of the League

Darius i Ezmara of the Brass Coast

Vigilance

Petra Melikov of Varushka

Silas of Highguard

Wisdom

Agnetha De Rondell of Dawn

Hywel Summercrow of Navarr

The Way

Antonnio Vanzetti of the League

Gideon of the Suns of Courous, Highguard

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Selection of the Cardinal of Prosperity

- Enoch of the Shattered Tower in Highguard received 50 votes

- Ynez di Carcomare of the Church of the Little Mother in the League received 76 votes and remained Cardinal

- Cardinal Ynez retained Darius i Ezmara of the Brass Coast as Gatekeeper

Selection of the Cardinal of The Way

- Maximillian Endsmeet, of Urizen, received 10 votes

- Torsch, an Imperial Orc, received 20 votes

- Antonio Vanzetti of the League received 102 votes and remained Cardinal

- Antonio Vanzetti appointed Gideon of the Suns of Couros, in Highguard, as Conscience of the Senate

Selection of the High Exorcist

- The Assembly of Nine elected Solas of the Waxing Sun as High Exorcist by Greater Majority; no other alternatives were considered

Selection of the Gatekeeper of Loyalty

- Following the courageous passage of Friar Alan Young into the Labyrinth, Cardinal Jared appointed Tancred De Rondell of Dawn as Gatekeeper.

Synod Judgments

At the Summit, the following judgments were made by the Assemblies of the Synod:

Assembly

Judgment

Raised By

Outcome

Assembly of Loyalty

Inquisition of General Stanislav of Varushka

Ester Cenotaph, Highguard

Upheld 75 - 0

Assembly of Loyalty

Inquisition of Olaf of the Vor'Azi

Anna-Valeria Cascade, Urizen

Upheld 75 - 0

Assembly of Loyalty

Inquisition of Valentin of House Ortzel

Julius Cavita, League

Upheld

Assembly of Prosperity

Recognition of Nicolo Barossa, Master of the Mint, as an Exemplar of Prosperity.

Cardinal Ynez di Carcomare, League

Upheld 84 - 0, the required Greater Majority

Assembly of Nine

Inquisition of Gabriel Barossa de Tassato Regario

Cardinal Antonnio Vanzetti, League

Upheld 83 - 0, a Greater Majority

Assembly of Nine

Inquisition of Ybasdon Striding of Navarr

Cardinal Petra Melikov, Varushka

Upheld 83 - 0, a Greater Majority

General Assembly

Rewarding Ira of Felix's Watch in Highguard with Seventy Crowns from the Virtue Fund for the purchase of five wains of white granite to help build the memorial to the Imperial dead here at Anvil, for which he has the support of a General Assembly Statement of Principle

Cardinal Jared, Suns of Courous, Highguard

Upheld 438 - 278

General Assembly

Rewarding Aquaillion of Endsmeet with Three Crowns from the Virtue Fund to reimburse him for mana used to send a book about the virtue of Wisdom to the Celestial Library

Palladius of Urizen

Defeated 401 to 236

General Assembly

Rewarding Dietrich Von Elias with Five Thrones from the Virtue Fund for the purpose of financing into organising Virtuous Missionaries to be sent to the Iron Confederacy

Dietrich von Elias of the League

Defeated 368 - 278

General Assembly

Rewarding General Erkenbrand of Wintermark with Three Crowns from the Virtue Fund for his inspirational speech to the troops before battle and his virtuous conduct in that battle against the Druj.

Chaplain Torsch, Imperial Orc

Defeated 440 - 95

General Assembly

Rewarding Pete Keeper of Kingstoke with Five Thrones from the Virtue Fund for Acts of Courage, Wisdom, Prosperity and Vigilance and the saving of many lives in Saturday's Battle

Aelfpyrd de Couluvre of the Marches

Defeated 250 to 160

Assembly of Navarr

Revocation of the title of General held by Ulrich Ybasdon

Carwynn of the Navarr

Upheld 72 - 50

Assembly of Nine

Inquisition of Navarri Generals called Cerunnos and Gwyd Summercrow

Cardinal Agnetha de Rondell, Dawn

Upheld by 49 - 0

Assembly of Nine

Inquisition of Guillmero di Tassato of the League

Cardinal Asher, Felix's Watch, Highguard

Upheld 50 - 0, a Greater Majority

Assembly of Prosperity

Inquisition of Angel Jannat of the Brass Coast

Darius i Ezmara

Upheld 48 - 10

Assembly of the Imperial Orcs

Revocation of the title of Advisor of Orc Affairs held by Kessek Irontide

Atla of the Imperial Orcs

Upheld by unanimous assent; 20 - 0

Assembly of The Way

Inquisition of Evander Slack

Adoramus of the Shattered Tower, Highguard

Upheld 62 - 0

Statements of Principle

The Imperial Synod was asked to make the following Statements of Principle:

Assembly

Statement of Principle

Priest

Outcome

General Assembly

Imperial Citizens should not trade liao with the Axos Confederacy until such time as the Synod recognises the virtue of their religions.

Valimir Bashnya of the Red Tower, Varushka

Upheld 368 - 0

Assembly of Highguard

The proposed Cursing of the whole territory of Reikos is a barbaric practice, that is unacceptable because it would indiscriminately kill, not only Druj, but also our own fellow citizens of Highguard.

Lilian of the Unbound Chapter

Defeated 147 - 43

General Assembly

This Statement of Principle calls for the removal of the word Freedom from the Senate Building; Freedom is the false virtue of Anarchy, and is unvirtuous

Abraham of the Shattered Tower, Highguard

Defeated

General Assembly

This House believes that there should be land consecrated to each of the Virtues at every meeting here at Anvil.

Antonio Raul Calogne di Trivento, League

Defeated 209 to 208

General Assembly

Each National Assembly should convene at least once every festival

Morgan Brokenbone, Navarr

Defeated 222 to 138

General Assembly

As the Empire has expanded in influence and Virtue, so too has the way in which we should recognise the Sign of Pilgrimage. Any journey with enough spiritual meaning can change the soul. Therefore when appropriate conjunctions arise, future opportunities ought to be created for pilgrims to journey out from Anvil.

Helena di Sarvos, League

Defeated 320 to 281

General Assembly

The Synod invites those Senators who wish to formally ally their works with those of the Imperial Priesthood to create a political band of Senators - The Bannerpeople of Virtue.

Rurik Von Linden

Defeated 456 to 111

Assembly of Courage

An Open List of aspirants to the Throne should be created through the appropriate channels to allow aspirants to publically and widely show their Courage and Ambition as such.

Isaac di Sarvos

Upheld by Greater Majority, 74 to 34

Assembly of Loyalty

This Statement of Principle recognises the actions of Diego i Guerra in the battle fought in Karsk; his assistance rendered to the soldiers of the Marches show his return towards walking the Virtuous path

Tancred de Rondell, Dawn

Upheld 74 - 0

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

10 Thrones / 1 Crowns / 2 Rings

Income

6 Thrones and 4 Crowns

Raised by auction of Pure Liao

15 Rings

Donated by Linden Endsmeet in memory of Acherus Overwatch

Rewards

70 Crowns

Given to Ira of Felix's Watch at the behest of Cardinal Jared

Closing Value

7 Thrones / 2 Crowns / 17 Rings

Visionaries

The following individuals received visions of their past lives:

- Jonah of Cantiarch's Hold, Highguard

- Livia Cascade, Urizen

- Rosamund Holt, Marches

- Cora Holdfast, Navarr

- Solomon of the Shattered Tower, Highguard

- Valentin Orisin Brossa, Varushka

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Winter_Solstice_Synod_judgements&oldid=54815"

378YE Spring Equinox Academy Student Council (Redirected from 378E Spring Equinox Academy Student Council)

Meeting of the Saturday

League: That reusable items held by the Academy should be lent, not given. Did not carry 2-7

Wintermark: That the Oakheart Shield should go to the victor of an orc pit fight. Carried 9-0

Urizen: That the School Bell should go to the High Exorcist. Carried 9-0

Navarr: That there should be an international trade event where traders from all nations can trade with Academy students. Carried 6-1

Marchers: That the herbs held by the Academy should be given to the Hospital. Carried 5-4

Dawn: That the Illium held by the Academy should be sold and the money go to the Hospital. Carried 5-4

Orc: That the resources held by the Academy (3 green iron, 5 tempest jade, 3 dragon bone, 4 orichalcum and 3 liao) should be sold and the money kept by the Academy. Carried 5-4

(Note: Resources and ilium were to be sold at the international trade event, held as part of the Academy Fete on Sunday at 4pm.)

Meeting of the Sunday

League: That unused items held by the Academy be used to stop Surat, charred prince of the thrice-cursed court from from putting 2 members of the academy to eternal torment. Carried 7-0

Varushka: That an Icon of the Hearth be made and used to consecrate the Academy Carried 4-3.

Orc: Students should tell the Chancellor or other adult they're going to leave the Academy. Carried 7-0.

Highguard: That there should be a magic class before every fighting class. Carried 4-3.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Spring_Equinox_Academy_Student_Council&oldid=30923"

378YE Autumn Equinox Announcements by the Quartermaster General

Overview

- Resupply the Wintermark army of The Fist of the Mountains with 39 mithril.

- Resupply the Wintermark army of the The Green Shield with 40 mithriil.

- Resupply the Varushkan army of the Northern Eagle with 43 weirwood.

- The actions are grouped together, but each would count as a separate announcement for purposes of the Imperial Synod veto.

- This motion was approved by the Quartermaster General using the legal power to resupply armies granted by the Imperial Senate.

Date

- Autumn Equinox 378YE

Progress

- 79 wains of mithril and 43 wains of weirwood provided by Irontide Rad, Quartermaster General of the Imperial Armies, after Autumn Equinox 378YE

Campaign Outcome

- Resupply an army using 50 wains restores fighting strength equal to 1000 soldiers to the army.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Autumn_Equinox_Announcements_by_the_Quartermaster_General&oldid=30014"

378YE Autumn Equinox Conclave declarations

Declarations

Nature of Declaration

Substance of Declaration

Made By

Made or Not Made?

Candidacy

Archmage of Spring

Mira Tangled Thorn

Kallendar Stormcrow declared

Concord

The Conclave expects an address if you don't complete a Gambit promptly

Tiberius Echostorm

Declaration rejected

Candidacy

Imperial Warmage

-

Vaan declared as Warmage

Concord

There should be Synod oversight of interactions with Realm creatures. They are deceptive, inhuman and we put a great deal of trust in them

Obadiah

Declaration rejected

Imperial Lore

A ritual to discover the disposition of armues and forces

Simargl, Dean of the Lyceum

Declaration made

Enmity

Skathe

Cardinal Ynez di Caricomare

Declaration rejected

Concord

It should be possible to outbid extended comments by paying more mana into the vaults

Unknown

Declaration rejected

Candidacy

Archmage of Spring

-

Iulian Shatterspire declared as Archmage

Concord

The Sevenfold Path is the most powerful Conclave Order

Gerant i Erigo

Declaration made

Interdiction

The skin burning potion desired by Autumn Eternals to make silver heralds into gold ones

Isobel i Erigo

Declaration rejected

Concord

Placing auras before or during a Conclave is a misuse of magic and therefore a sorcererous act

Palaphon Ankarian, Grandmaster of the Unfettered Mind

Declaration rejected

Candidacy

Archmage of Winter

Savik Summerstorm

Cyrus Skybreaker declared as Archmage

Concord

The Conclave should back the re-creation of a Rune Forge. It will be self-funded. Eat at Tykes.

Edmundo i Jannat i Riqueza

Declaration made

Concord

Artisans should be counted as magicians and have the right to vote in Conclave. I know they can't get in but I am working on getting them in.

Edmundo i Jannat i Riqueza

Declaration rejected

Concord

The Conclave should withold all military assistance until the Senate permits construction of a new college of magic

Unknown

Declaration rejected

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Autumn_Equinox_Conclave_declarations&oldid=35646"

378YE Autumn Equinox Imperial titles

Contents

- 1 The Imperial Senate

- 1.1 The Freeborn senators of The Brass Coast

- 1.2 The senators of Dawn

- 1.3 The senators of Highguard

- 1.4 The senators of The League

- 1.5 The senators of The Marches

- 1.6 The senators of the Navarr

- 1.7 The senators of Urizen

- 1.8 The senators of Varushka

- 1.9 The senators of Wintermark

- 1.10 Other Imperial Senate positions

- 1.11 Sinecures selected by senators

- 2 The Military Council

- 2.1 The Generals of The Brass Coast

- 2.2 The Generals of Dawn

- 2.3 The Generals of Highguard

- 2.4 The Generals of the Imperial Orcs

- 2.5 The General of The League

- 2.6 The Generals of The Marches

- 2.7 The Generals of Navarr

- 2.8 The General of Urizen

- 2.9 The Generals of Varushka

- 2.10 The Generals of Wintermark

- 2.11 Other Military Council Positions

- 3 The Imperial Synod

- 3.1 Ambition

- 3.2 Courage

- 3.3 Loyalty

- 3.4 Pride

- 3.5 Prosperity

- 3.6 Vigilance

- 3.7 Wisdom

- 3.8 The Way

- 3.9 Other Synod positions

- 4 The Imperial Conclave

- 4.1 Archmagi

- 4.2 Grandmasters of the Orders

- 4.3 Other Imperial Conclave Positions

- 5 The Imperial Bourse

- 5.1 Imperial Bourse Positions

- 5.2 National Bourse Positions

- 5.3 Mercantile Investments

- 5.4 Other Bourse Positions

- 6 Miscellaneous

The Imperial Senate

The Freeborn senators of The Brass Coast

- Senator for Feroz: Kattalin i Hazama i Guerra

- Senator for Kahraman: Zamira i Covas i Erigo

- Senator for Madruga: J'zarr i Shartha i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell

- Senator for Semmerholm Escalados deCarsenere

- Senator for Weirwater: Valentin Ivarovich Orzel

The senators of Highguard

- Seantor for Bastion: Jada of Ravensfell

- Senator for Casinea: Zephram of Cantiarch’s Hold

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Drogon Morosini

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Seantor for Hercynia: Rhain

- Senator for Miaren: Syn Nighthaven

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Marissa Shatterspire

- Senator for Zenith: Cato

The senators of Varushka

- Senator for Karov: Constantin

- Senator for Miekarova: Radomir

- Senator for Volodmartz: Irina Kardaova Arkady

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

- Senator for Skarsind: Jorma Steelhail

Other Imperial Senate positions

- The Conscience of the Senate is Gideon of the Sons of Couros

- The Advisor on orc affairs is Irontide Bruc

- The Imperial Master of Works is Richard Tunstall

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Admiral is Sendero i Hazana i Guerra

- The Ambassador to Asavea is Camilia di Traviciana di Sarvos

- The Ambassador to Jarm is Owsi Twice-burned

- The Advisor on the Vallorn is Merel Pathfinder

- The Wisest Senator is Syn Nighthaven (NB: Not an Imperial Title, but was selected by the Senate at Autumn Equinox so included for completeness.)

Sinecures selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Guardian of Britta's Shrine is held by Ruth of the Cenotaph in Highguard

- The sinecure of Dredgemaster of Feverwater, is held by Corey Brackensong

- Custodian of the Academy Religious Studies (exact title to be TBA)

- Custodian of The Starlight Drift of Shimmering Snow (exact title TBA)

- Custodian of The Memorial Gardens of Treji (exact title TBA)

- Keeper of Sylvihrafyn

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Manny i Sayap i Guerra of the Fire of the South

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Starac Sijed Orzel of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Tyrus of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Bloodcrow Martok of the Winter Sun

- General Braka of the Summer Storm

The General of The League

- General Gabriel Barossa of the Wolves of War

The Generals of The Marches

- General Furious Fin of the The Drakes

- General Jack Flint of the Strong Reeds

- General Brianna of King's Stoke of the bounders

The Generals of Navarr

- General Carr Foxden of the Black Thorns

- General Merryn Farkas of the Quiet step

The General of Urizen

- General Tanwyn Ankarien of the Citadel Guard

The Generals of Varushka

- General Stanislav Borodin Havel of the Army of the Northern Eagle

- General Olaf Gregorson Strascovich of the Army of the Golden Axe

The Generals of Wintermark

- General Vahne of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Vaan of Auric Horizon

- The Quartermaster General of the Imperial Armies is Irontide Rad

The Imperial Synod

Ambition

- Cardinal Bishop Olek of the League

- Gatekeeper Serrusta Caeli Rezia di Tassato of the League

Courage

- Cardinal Asher of Felix's Watch in Highguard

- Gatekeeper Agnieszka Katrinova Prochnost of Varushka

Loyalty

- Cardinal Jared of the Suns of Courous, Highguard

- Gatekeeper Tancred De Rondell of Dawn

Pride

- Cardinal Samson of Cantiarch's Hold, Highguard

- Gatekeeper Meurig Tystwarden

Prosperity

- Cardinal Ynez di Caricomare of the League

- Gatekeeper Enoch of the Shattered Tower of Highguard

Vigilance

- Cardinal Marrok De Carsenere

- Gatekeeper Abraham of Highguard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper Livia Cascade of Urizen

The Way

- Bishop Antonio Vanzetti of the League

- Conscience of the Senate - Gideon of the Sons of Couros

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Auditor of Senatorial Accountability is held by Nadezha Dava of Varushka

- The post of Imperial Inquisitor is held by Petra Petrivna Melikov of Vauruska

The Imperial Conclave

Archmagi

- Iulian Shatterspire is Archmage of Spring

- Corvus of Auric Horizon is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Cyrus Skybreaker is Archmage of Winter

- Darius of Auric Horizon is Archmage of Day

- Baba Ana is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Sejanus

- Grandmaster of the Order of the Golden Pyramid Edmundo I Jannat I Riqueza of the Brass Coast

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard

- Grandmaster of the Order of the Shuttered Lantern Dimitri Ivanovich Ionescu of Varushka

- Grandmaster of the Order of the Unfettered Mind Palaphon of the Ankarian Magisitrum

Other Imperial Conclave Positions

- Simargl, the Empty One of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Iago Melfizzi of the League serves as Bursar of the Conclave

- Concordia Sforza of the League serves as Liason to the Senate

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Tomas Talbot (165 Thrones)

- The Brilliant Star is held by Tobias Shanks (240 Thrones)

- The Canterspire Circle is held by Antoni Krol (90 Thrones)

- The Damation Cliffs are held by Griacomo Carvinoscurro (170 Thrones)

- The Fortress of Salt is held by Lorenzo “La Volpe” Macelliao von Temeschwar (305 Thrones)

- The Golden Trees of Seren are held by Ilia Miroslav von Danzig (145 Thrones)

- The Great Mine of Briante is held by Feran (215 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (100 Thrones)

- The Hunt of Alderei the Fair is held by Horsa Tyrshalt (112 Thrones)

- The Night Quarry is held by Lukash Biessek von Temeshwar (170 Thrones)

- The Scorrero Nets are held by Silvio di Tassato (37 Thrones)

- The Singing Caves are held by Ricardo di Tasato (400 Thrones)

- The Sutton Stone Quarries are held by Eanwyn Dunning (155 Thrones)

- The Syrene's Wisdom is held by Marko von Temeshwar (48 Thrones)

- The Weirwater Vales are held by Niccolo dos Tassatos (98 Thrones)

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa (17 Thrones)

- The Master of the Imperial Mint (League) is Guillamo de Tassato (18 Thrones)

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Vio

- The Legacy (Urizen) is held by Sibella

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Zlatimir Prochnost

- The The Stonefield Ice Caves (Wintermark) is held by Joakeim Sussavari

- The Brilliant Shore (Wintermark) is held by Aelfric Kereftinar

Mercantile Investments

- Hamnett of Gallowdale is Bailiff of the Grand Market

- Jaoquin i Shartha i i Riqueza is Dhomiro of the Cinnabar Hills

- Paloma i Taziel i Riquez is Mistress of the Glass Parador

- Dieter Angelovic is the Custodian of the Assayers Guild

- Duarte i Hazzam i Guerra is the Vizier of the Incarnadine Satchel

Other Bourse Positions

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Foreign Trade Envoy to the Principalities of Jarm is Oswi Twice-burned

- Foreign Trade Envoy to Faraden is Roberto Murdochi di Sarvos

- Foreign Trade Envoy to the Asavean Archipelago is Adrianna Donati di Sarvos

- Foreign Trade Envoy to the Commonwealth is Jonah Yakovitch

- Foreign Trade Envoy to the Sumaah Republic is Aedred apMagor of Wintermark.

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Autumn_Equinox_Imperial_titles&oldid=47526"

378YE Autumn Equinox Senate sessions

Overview

- Imperial treasury during this season announced by the Civil Service at TBC.

Motions

Passed

- Drain the flooded streets of Caricomare

- Disburse funds for strategic rituals

- Disburse additional funds for creation of Marcher army

- Declare peace with Lasambrian orcs

- Construct herb gardens at Treji

- Disburse funds to Bregasland

- Construct Sylvihrafn Crystal Henge

- Construct fortified manor in Liathaven

- Research the vallorn for the Academy

- Fortify Overton

- Construct Starlight Drift of Shimmering Snow

- Fortify Tassato

- Amend powers of the Conclave Liason

- Disburse funds to Conclave Grandmasters

- Construct Academy Religious Studies sinecure

- Disburse funds to aid Liathaven citizens

- Create law of delegation protection

Defeated

- Construct Mercantile Exchange in Temeschwar

Announcements

- Announcements by the Quartermaster General

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Autumn_Equinox_Senate_sessions&oldid=35593"

378YE Autumn Equinox Synod judgements

Contents

- 1 The Imperial Titles of the Synod

- 1.1 Other Synod-Appointed Titles

- 2 Appointments

- 2.1 Appointment of the Cardinal of Loyalty

- 2.2 Appointment of the Cardinal of Pride

- 2.3 Appointment of the Cardinal of The Way

- 2.4 Appointment of the Custodian of the Imperial War Memorial

- 2.5 Appointment of the Auditor of Senatorial Accountability

- 2.6 Appointment of the Gatekeeper of Ambition

- 3 Synod Judgments

- 4 Statements of Principle

- 5 Synod Funds

- 6 Visionaries

The Imperial Titles of the Synod

At the end of the Autumn Equinox, 378 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Ambition

Bishop Olek of the League

Silent John of the Marches

Courage

Asher of Felix's Watch in Highguard

Agnieszka Katrinova Prochnost of Varushka

Loyalty

Jared of the Suns of Courous, Highguard

Tancred De Rondell of Dawn

Pride

Elka Nadyanova Gremani of Varushka

Samson of Cantiarch's Hold, Highguard

Prosperity

Ynez di Caricomare of the League

Enoch of the Shattered Tower in Highguard

Vigilance

Marrok de Carsenere of Dawn

Abraham of the Shattered Tower, Highguard

Wisdom

Agnetha De Rondell of Dawn

Livia Cascade of Urizen

The Way

Beodun Snowlock of Wintermark

Gideon of the Suns of Courous, Highguard

Other Synod-Appointed Titles

Title

Held By

Appointed By

Renews

High Exorcist

Solas of Urizen

Assembly of Nine

Winter Solstice

Auditor of Senatorial Accountability

Autocephalous Tolya Orbardenko of the League

Assembly of Nine

Until death, revocation or abdication

Imperial Inquisitor

Petra Petrivna Melikov of Vauruska

Assembly of Nine

Summer Solstice

Custodian of the Imperial War Memorial

Ira of Felix's Watch, Highguard

Assembly of Nine

Sinecure; until death, revocation or abdication

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Appointment of the Cardinal of Loyalty

- Jared of the Suns of Courous, Highguard, stood unopposed and was appointed Cardinal of the Assembly

- Cardinal Jared chose to retain Tancred De Rondell as Gatekeeper of Loyalty

Appointment of the Cardinal of Pride

Candidate

Votes Received

Outcome

Samson of Cantiarch's Hold

22 votes

Elka Nadyanova Gremani

72 votes

Appointed as Cardinal

Cardinal Elka appointed Samson of Cantiarch's Hold as Gatekeeper

Appointment of the Cardinal of The Way

Candidate

Votes Received

Outcome

Adoramus of the Shattered Tower, Highguard

30 votes

Hywel Summercrow of the Navarr

30 votes

Atla, an Imperial Orc

60 votes

Beodun Snowlock of Wintermark

66 votes

Appointed as Cardinal

Cardinal Beodun retained Gideon of the Suns of Courous as Conscience of the Senate

Appointment of the Custodian of the Imperial War Memorial

- The Assembly of Nine appointed Ira of Felix's Watch, Highguard, as Curator of the Imperial War Memorial by Decisive Majority

Appointment of the Auditor of Senatorial Accountability

- The Assembly of Nine appointed Autocephalous Tolya Orbardenko of the League by Decisive Majority

Appointment of the Gatekeeper of Ambition

- Cardinal Olek of the League appointed Silent John of the Marches after Gatekeeper Serrusto stepped down

Synod Judgments

At the Summit, the following judgments were made by the Assemblies of the Synod:

Number

Assembly

Judgment

Raised By

Outcome

1

Loyalty

Appointment of the Cardinal

The Civil Service

Jared of the Suns of Courous was appointed

2

Pride

Appointment of the Cardinal

The Civil Service

Elka Gremani was appointed

3

The Way

Appointment of the Cardinal

The Civil Service

Beodun Snowlock was appointed

4

Assembly of Nine

Appointment of the Curator of the Imperial War Memorial

The Civil Service

Ira of Felix's Watch in Highguard was elected by Decisive Majority

5

Assembly of Nine

Revocation of the current Auditor of the Senate

Jared of the Suns of Courous, Highguard

Upheld by Decisive Majority (5-0) and Tolya Ordenko appointed Auditor by the same Decisive Majority

6

Highguard

The Revocation of General Mathyus of The Granite Pillar for lack of virtue. Vigilance in losing the last of Reikos. Courage in failing to act. Prosperity in losing the Vigilant swan. Pride in failing to retake Reikos. Loyalty to citizens of Reikos.

Abraham of the Shattered Tower, Highguard

Defeated 203 - 42

7

Ambition

Appointment of Gatekeeper

Civil Service

Cardinal Olek appointed Silent John of the Marches

8

Prosperity

Inquisition of Senator Henry Ward of Upwold

Rurik Von Linden

Upheld 92 – 0

9

Prosperity

Inquisition of former Senator Valentin of Volodmartz

Auditor Tolya Ordenko

Upheld 92 - 0

14

General Assembly

Veto of the Senate Motion to provide protection to visiting barbarian delegates

Adoramus of the Shattered Tower, Highguard

Failed to achieve Greater Majority (Defeated 307 – 220)

16

-

Judgment withdrawn by raising priest

-

-

17

Prosperity

Condemnation of Senator Bridget of Mitwold for lying during inquisition.

Auditor Tolya

Upheld 92 - 0

18

General

The Doctrine of Excommunication – The rite, excommunication, severs the soul’s connection to the Labyrinth

Yael of Felix’s Watch, Highguard

Failed to achieve Greater Majority (Upheld 210 to 114)

19

Varushkan National

Revocation of General Olaf, following discussions of the Assembly and the evidence given by its members and the Inquisitor of Wisdom

Inquisitor Petra Melikov

Defeated 78 – 62

Statements of Principle

The Imperial Synod made the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

11

Pride

The Pride Assembly will be awarding the Beacon of Pride medal every Equinox to the most deserving citizen. Further details will follow in time.

Eadred Oswinson

Upheld 94 - 0

12

Highguard

The Actions of the Highborn Virtue Crusaders in seeking to reclaim Reikos were both courageous and loyal. Their sacrifice will not be forgotten by Highguard.

Caleb of the Silent Tide Chapter

Upheld 197 - 30

15

Vigilance

The stipend of the High Exorcist should be increased in order that the Empire is adequately protected from developing spiritual threats

Cardinal Marrok de Carsenere

Upheld 74 – 0

The Synod chose not to make the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

10

General

The Senate should pass a motion granting the following: Each gathering the civil service will deposit a number of liao from their supply into the Virtue Fund. This would allow priests to undertake liao-intensive theological projects without expending their personal supply. It would also encourage engagement in activities such as experimental theology.

Noah of Cantiarch’s Hold, Highguard

Defeated 314 - 305

13

General

Romance & Virtues are interlinked. Ambition: Aim high with your genitals and woo whomever you may choose. Courage: Do not fear rejection, it is part of the journey you and your genitals make together. Wisdom: Learn from using your genitals. Pride: Never be ashamed of your genitals, let them inspire you. Prosperity: A prosperous trade is one that leaves both parties better off, if you know what I mean. Loyalty: Despise the cheat, they show a lack of virtue. Vigilance: Take no foolish risks with your genitals.

Shem of the Shattered Tower

Defeated 483 - 104

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

34 Thrones / 3 Crowns / 2 Rings

Income

5 Liao

A donation from Noah of Cantiarch’s Hold, Highguard

22 Thrones

The price paid in the Bourse Auction

Rewards

None

Not applicable

Closing Value

56 Thrones / 3 Crowns / 2 Rings / 5 liao

Visionaries

The following individuals received visions of their past lives:

- General Vahne of Wintermark

- Hywel Summercrow of the Navarr

- Luke of the Shattered Tower in Highguard

- Tancred De Rondell, Gatekeeper of Loyalty

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Autumn_Equinox_Synod_judgements&oldid=41393"

378YE Autumn Equinox winds of magic

Contents

- 1 A Grand Conjunction

- 2 Game effects

- 2.1 Roleplaying Effects

- 2.2 Rules Effects

A Grand Conjunction

Six days before the Autumn Equinox, a Grand Conjunction begins.

Across the north, from Tanikipari in western Sermersuaq to Crowslook in eastern Karsk, the great winter lights are visible despite it being autumn. They coil and dance across the night sky, brighter than any mystic or volhov can remember their ever having been. Something momentous is afoot.

The astronomancers know that a grand conjunction occurs once in a lifetime, if that. Four constellations moving into a balanced alignment with the Wanderer. The Door, the Stork, the Web and the Great Wyrm with the eye of change equidistant between them. The effects are ... miraculous. Wonderful. Catastrophic, potentially.

As the crimson pilgrim burns in the night sky - an ember, a dark jewel, a glaring eye - things go awry, things shift. Those sensitive to such things - especially those who have dedicated their lives to the study of magic - complain of hearing a distant chord when they are under the unclouded sky. Some speak of moments of extreme vertigo, as if the world were spinning around them as they remain stationary. Others awake from dreams fill of a sense of the inexorable march of history, of the way events branch and merge to create other events. Some of the most sensitive talk of experiencing a sense of interconnectedness with everything around them that becomes stronger among those that draw on the coven bond with their fellow ritualists. Finally, a rare few talk distantly of strange notions that come upon them when they are alone, notions that force them to confront and challenge their most precious beliefs.

These sensations are not restricted to astronomancers, nor solely to magicians. They are strongest at night when the stars are visible in the sky. Nor is it likely they are restricted solely to the Empire - every mortal land shares the same sky, after all.

Game effects

The effects of astronomancy are normally weak but pervasive – this Grand Conjunction however is a major celestial event that exerts unquestionable influence on the mortal world. The conjunction will have faded before the next Profound Decisions event, but during the upcoming event it will have significant effects on the game.

Roleplaying Effects

Many players will not even notice there is a conjunction taking place. Others may choose to embrace one of the roleplaying effects associated with the conjunction, especially when they are under the sky at night.

- Any magician, especially one who has just spent mana to cast a spell, may hear an unearthly chord of distant music, inaudible to others nearby

- They may experience dizziness and vertigo as if everything begun to spin around them

- They may become intensely aware of the way events connect to each other and lead inexorably to further events

- They may feel a strong sense of the interconnectedness of all people and items, a sense that can be overwhelming and give a strong sense that the individual consciousness is in danger of "drowning" in a sea of other people

- They may suddenly be struck by an idea or notion that challenges the way they see the world or makes them question a strongly held assumption

These are intended to be tools to empower players to explore new elements of their characterisation and to inspire them to help create the in-character atmosphere fostered by the Grand Conjunction - they are by no means mandatory.

Rules Effects

The most profound effect, however, is on ritual magicians and the performance of ritual magic. Under this conjunction, it is impossible to improvise a ritual effect.

- This has no effect on performing a ritual one has mastered; they are cast as normal.

- Likewise, any magician can contribute to or perform a spontaneous version of a ritual that is part of Imperial lore without any problems.

- Ritualists who have access to a ritual text that is not part of imperial lore can attempt to spontaneously perform that ritual without additional problems.

- Any ritualist can perform spontaneous rituals to send a message to an eternal or to give a gift to an inhabitant of the eternal realms

- No other improvised rituals can be performed; the referees will not provide costings for new ritual effects, nor will any ritual that is not covered above work when performed during this conjunction

There are compensations.

The power of the coven bond is enhanced by this conjunction. Every coven can perform an additional ritual each day when drawing on their coven bond. This means that instead of performing two rituals each day, all covens can perform a base three rituals before taking into account any enchantments or paraphernalia that may be relevant.

Finally, this stellar event empowers the use of ilium in rituals; for the duration of the equinox the amount of star metal needed to make an enchantment or curse permanent is twice the magnitude of the ritual (to a minimum of ten rings) rather than three times the magnitude.

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378YE Autumn Equinox winds of war

Contents

- 1 Overview

- 2 Blood on the Stonefields

- 3 A Tale of Fog and Ravens

- 4 Interlude

- 5 The Tempest

- 6 The Walls of Holfried

Overview

Golden Summer fades slowly into brazen Autumn. It is one of the wettest Summers in living memory, and as the rain falls and the waters flow, so the blood flows also. On the western front, all is quiet - perhaps too quiet - but from Segura to Upwold there are no large-scale engagements, just occasional skirmishes between human and orc warbands making speculative raids into each others' territories.

In the north, in Sermersuaq, the Battle of the Stonefields sees the slow advance of the Thule as they inexorably claim more and more ground in the Silver Peaks despite strong Imperial opposition. On the far side of the Empire, in Karsk the Varushkan defenders make sinister alliances in an attempt to defend their newly liberated territory from the Thule barbarians - but there also they are slowly being forced back. It seems almost inevitable that without reinforcements, Karsk will be lost to the Empire again before the end of the year.

It is not all bad news, however. The Imperial forces defending Holberg city against the Druj face a sea of orcs supported by immense siege engines and terrible beasts but walls of Holfried have never been breached by enemy forces ... and the barbarians are forced to retreat from the walls after a fierce and protracted siege.

Finally, along the western shores of the Bay of Catazar, a supernaturally potent Tempest rages for several months, smashing the coast of Spiral and devastating the Grendel-held port of Apulus. Garbled eyewitness reports suggest the quayside there is reduced to splinters, damaging the ability of the sea-faring barbarians to funnel supplies their forces there in the shadow of the Black Plateau.

Victory in Holberg, then; and while the campaigns in Sermersuaq and Karsk are not going well, no territory has been lost. Autumn is a season for reaping what has been sown - and it remains to be seen precisely what is going to grow from the rocky ground of a year of warfare.

Blood on the Stonefields

As the days slowly lengthen toward Autumn, the skies are clear and bright, but at night the glittering sea of stars brings with it a bone numbing cold that promises a long winter to come. The Silver Peaks in north-eastern Sermersuaq echo with the thunder of war. The Green Shield and the Fist of the Mountain - already engaged in holding back the Thule advance through the Silver Peaks - are joined by the stoic Winter Sun (accompanied by a thousand silent husks torn from the battlefields of Holberg) and the fleet-footed Freeborn of the Fire of the South. They face the forces of the Thule in the foothills below the peaks.

Having begun to secure the upper passes, the Thule now focus their attention to the Stonefields themselves. The attempt by the Thule to claim the Stonefield Ice Caves was turned back by the swift action of the Empire's heroes; now they seek to claim the broken plains scattered with rich deposits of tempest jade and the rocky sanctuaries where crystal mana pools.

The Thule fight under the banner of the white hound - fight to the pounding of drums with a savage abandon that matches the cold fury of the Winterfolk, the disciplined might of the Imperial orcs and the passion of the Fires of the South. Their armies are wound around with sorcery. Their leaders seem preternaturally astute, predicting the moves of their opponents with uncanny accuracy, while the savage hunters of the Ice Shard Banner move through the foothills and broken terrain like ghosts, striking deep into East Floes and Suaq Fount. More dramatically, the warlocks fighting under the Lightning banner twist the weather itself to their command, sending blizzards of unseasonal snow to bog down the defenders and leave them vulnerable to deadly ambush.

The Thule sorcery does not go unanswered; Imperial magic causes the snowfields of Sermersuaq to glitter in the summer sun. Potent healing magic drawn from the Spring realm means that any wound short of a killing blow heals almost overnight. The magic is indiscriminate - it affects Imperial and barbarian, orc and human and beast equally. It helps reduce the death toll in the mountains, and all across Sermersuaq lives are saved and sicknesses healed. The herds of mammoth and deer will be especially rich and healthy come the Spring.

The two sides are roughly matched in terms of numbers; perhaps fifteen thousand warriors on each side. Yet the Thule sorcery inexorably turns the tide in their favour. Day by day they claim a little more ground, and while the Empire rallies to force them back one step, it does so at the cost of allowing them to take two steps forward elsewhere. The Imperial forces fight cautiously, ceding ground rather than risk being lured into an ambush or suffering a major defeat. The Thule by contrast take more risks, their losses reflect their tactics, despite the healing power of Spring which protects both sides equally.

After Summer dies, and Autumn ages towards the equinox, it is clear that the Stonefields are in the hands of the Thule. While their foothold has strengthened, the barbarians are still not quite secure enough to have conquered the entire Silver Peaks.The Imperial troops have slowed their advance, but they cannot stop it altogether. If all continues as it is, the Thule will claim the Silver Peaks with the beginning of Spring next year ... and then the plains of Sermersuaq will be theirs for the taking.

A Tale of Fog and Ravens

The dying summer is cold and damp in Karsk, but that is how it is in Varushka. The warm days are short and the cold nights are long. The Northern Eagle and the Golden Axe face nearly twenty thousand Thule warriors supported by sorcery, ogres and darker beasts drawn from the worst recesses of the realms.

Varushka is a magical land, and the hills of Karsk are no exception. In the hills of Nitrost, the Northern Eagle take up a defensive position around a glittering castle of polished ice and stone drawn from the frozen plains of the otherworldly realm of Cathan Canae. Arrayed against them in the broken terrain of Krevsaty around the ruins of Oloy, an answering citadel of orichalcum and bronze rises seamlessly from the ground, called by Thule sorcery from the glorious fields of Eleonaris.

Spring magic flows through every the rivers, streams, and springs and even the early Autumn rain. It brings life, and healing and surcease of care. It promises that while Winter is coming, Spring will follow after. Like much magic of the Spring realm, it does not differentiate between friend and foe, aiding Imperial and barbarian alike.

Not so the pall of fog that rolls down the side of the Broken Barrow in Branoc. The dark sovereign of that haunted mound has joined its might to that of the Empire. An army of men and orcs marches under a fluttering, tattered banner of bone and raven's feathers. Shrouded in fog and accompanied by a swarm of fat black crows, the magic knows precisely who the enemy is and strikes without mercy. Where the Golden Axe fight with mortal weapons, the Charnel Lord's banner brings merciless death to the orcs - the shroud traps and confuses the barbarian troops caught within it, and leaves them easy prey.

But magic alone will not win a war. As the Golden Axe and the Charnel Banner cautiously assault the Thule positions, the barbarians respond with their own well-planned and careful advance. Organised strikes against Lestazny, Moresvah, Kopvenost and Nitrost catch the Varushkan defenders a little by surprise - after months of defensive manoeuvring, the orc attack is unexpected. They do not commit their forces decisively; they seem to be testing the Imperial defences. They make a special point of targeting the baggage train bringing much needed supplies from Moresvah to Nitrost - preventing the resupply of the Northern Eagle once again.

In the last days of Autumn however, they launch a vicious attack at the heart of Nitrost, attacking the Frozen Citadel and targeting vales where the slow process of rebuilding was most advanced. The three Varushkan armies rally to the defence, but the Thule slowly force the defenders back towards the magical citadel.

Thanks to the healing magic of Spring, casualties on both sides are light - it is unlikely even as many as two thousand humans and orcs have died in the many engagements across Karsk. Yet if nothing changes, if the Varushkans continue to face four strong Thule banners alone, then there is no doubt that by midwinter at the latest, Nitrost will fall to the Thule.

And if that happens, the Thule will once again be in control of the ruined hills.

Interlude

The Empire has always been at war and this Summer is no exception ... yet even in war there are moments of silence. A stolen breath between beats of the drum, a chance to pause and take stock.

After nine months of savage warfare, the wardrums in Segura fall silent. Lasambrian orcs hold their positions in Anuzjasse, Yellow Chase and Burnish. The Freeborn soldiers and the orcs watch each other warily, but neither side engages the other. They are waiting, to see if diplomacy can end the war between the hills and the plains.

Reikos still labours under the lash of the Druj. The territory has fallen ominously silent - no word has come from the scattered resistance groups in the ruined Highborn territory since the Summer Solstice. Scouts risking the barbarians to try and make contact have not returned, or have come back with stories of homes and camps emptied and no sign of the inhabitants.

The forests of the Navarr are silent - or as silent as they ever are. The Jotun still control northern Liathaven. The vallorn still squats at its heart. The southern settlements still in Imperial hands continue to be isolated from the rest of the empire by distance and predatory bandits. The last few Thule in cold Hercynia try to drive off the thorns defending rebuilt Treji. but they are ridiculously outclassed, and retreat into the deepest parts of the wood nursing their wounds. The damp forest of Therunin is safe again - no Druj out of Reikos trouble the shadows beneath the trees. The dredgers of Feverwater in the south-east bring up occasional treasures, and have seen nothing of the threats the civil service predicted. So far. Only in Brocéliande is the silence broken - the orcs have left Elerael but the forest has not remained empty for long. Monstrous insects have swarmed through the empty glades from Dark Ranging and Vale's Lament, and wicked ettercap hunt where once barbarians hunted.

The Barrens are a hive of activity - with the aid of the Dawnish at Drycastle, hidden places and remote outposts have been resupplied and Imperial scouts scour the territory, hoping at last to uncover its secrets and the details of the war being fought there between rival orcs. The first reports from the field are beginning to trickle in - of the Spires of Dusk under siege, of orc slaughtering orc, of shapes in the Great Forest, of stranger things to come.

And in the Mournwold, in Overton, the scarecrow ring is slowly losing its strength but the Jotun remain cautious. Work has begun on an armoured garrison to shore up the defenders for when the magical defences fail completely. Hopeful stories drift out of Jotun territory that Marcher folk thought lost forever are returning to their homes, tired but alive. The wind whispers across the chalk hills - there is an air of expectation but what the wold is waiting for is impossible to guess.

The Tempest

A little less than a week after the end of the Summer Solstice, a massive sea storm smashes into the coast of Spiral. It begins as a summer storm, then whips itself up into a tempestuous frenzy then becomes a full grown hurricane. Massive waves smash the cliffs and coves, and more rain falls in a day than has fallen in this mountainous region in the previous month. It is as if the sea itself has gone to war with the land; in some places the cliffs are battered so severely they are swallowed by the ocean. The entire coastline changes - just a little - over the following three months.

The Grendel-controlled port of Apulian is hit especially hard. According to garbled eyewitness accounts, the quayside is devastated. The makeshift, ramshackle orc-built docks are ripped to splinters by seven coiling waterspouts. The waterspouts move slowly inland, ending lives and shattering buildings and leaving Apulian even more ruined than it was after the Grendel first conquered it.

The port of Visten in Redoubt is also hit by the storms, although nowhere near as severely. The Ribbon of Salt - the powerful Spring regio that swirls in the bay south of the city - undergoes a savage transformation into a continuous churning fountain of seawater and debris that rains dead fish and seashells and wreckage dredged up from the seabed over the docks for several weeks before it suddenly collapses back to its more usual, if more unpredictable, state.

Away from the coast, the storm is equally fierce but easier for individual vessels to ride out. Trading ships passing too close to the Spiral coast risk having their sails torn or their rigging ripped apart, or in the worst cases being dragged to their doom in the hungry maw of a swirling maelstrom opening without warning beneath its bow. While the storms are focused on pounding the waters around Spiral, the weather across the entire western Bay of Catazar is atrocious for most of the Summer months - and as the supernatural storm slowly ebbs it is simply replaced with the more natural yet equally dismal weather of the western Bay in Autumn.

Inland, the Highborn army of the Valiant Pegasus is sheltered behind the solid stone walls of the Fist in Spiral, and the Grendel are mobile enough to abandon their makeshift camps and forts along the southern coast. While the worst of the storms are restricted to the coastal region, the weather deteriorates across the entire territory. Both Imperial and barbarian armies are more concerned with defence than attack - while there are occasional clashes between scouts and patrols, neither the Grendel nor the Highborn seem to want to seek a direct confrontation. Barbarians outnumber those of the Empire, it is true, but both sides are outnumbered by the bandits, monsters and insane cultists that gather in the dark places of the lost territory or brood in the shadow of the Black Plateau.

The Walls of Holfried

The summer is hot. Hot, and wet. Heavy, warm rain gives way to a stinking, clinging fog. Fecund Spring magic, gravid with sickness, swirls through every drop of rain, pools in every puddle, spawns furiously in the churned up mud of every trench and sinkhole. The incessant buzzing of meat-fat flies during the day gives way to the endless drum beats of the barbarian war machine when night falls. The outer city, within the crumbling walls of Holmauer, is a ruined wasteland, held by the Druj. The upper city, secure within the unbreachable walls of Holfried, is a seething powderkeg of grim soldiers, scared citizens and refugees who have lost everything.

Many citizens of Holberg have already left. To the remaining civilian population of the city, add hundreds of miserable refugees driven from their homes by the Druj with nowhere else to go. To that crowded mass of humanity, add more than thirty-five thousand Imperial soldiers. Everyone is on edge. The city is one random incident away from a full-scale riot. The heat, and the damp, and the constant presence of the Druj, does not help.

Still ... the walls of Holberg have never been breached. Not by the orcs, and not even by the Empire.

Mud is everywhere. It is smears the faces of the Highborn scouts. It steals the bright sheen from Dawnish plate and Marcher harness. It tracks across every floor, caked on the boots of the bravos from the Free Companies. It stains the hems of Urizen robes; the siege is especially loathsome for the sentinels and magicians used to having space to breathe. The Imperial Orcs of the Summer Storm seem to mind it least, seem almost to appreciate the way everyone is packed together. It suits their temperaments.

Spirits raise briefly when news reaches the city that several hundred soldiers, believed lost in the retreat from Holmauer last season, have reached safety in Drycastle on the edge of the Barrens. Few take more than a day and a night of rest, marching instead to rejoin their armies, ready to continue the fight.

The pressure builds. Everyone knows the attack is coming. The Druj amuse themselves by catapulting the mutilated and dismembered remnants of prisoners over the walls. In some ways, the bloating and disfigurement of the corpses are a blessing - the dead are mostly unrecognisable. Disease and sickness become an ever-present threat. Only briars and draughir are seen abroad without something wrapped around their nose and mouth. Biting flies breed and swarm everywhere; dismal conditions and the accursed magic mean that even a bug bite can quickly fester and turn deadly.

The Towerjacks manning the walls calmly report the number and disposition of the Druj siege engines; the Wolves of War work with mathematicians from the university to position their own engines. The Druj throw chunks of stone torn from shattered Holmauer at the city; the League soldiers throw them back. The people are afraid, but the armies are strong. They are well rested, well supplied, and - despite the efforts of the Druj - full of grim determination for the fight that everyone knows is coming.

The walls of Holberg have never been breached. But then, there has never been a force such as this arrayed against them. There are whispers in the empty moments of the night. "Is this the end? Can we hold?" The Druj are a nightmare given form; nobody is in doubt that they will visit unspeakable torment on the defenders if they breach the walls. Citizens and refugees alike head west, to Semmerholm and beyond.

Then one night the storm breaks. Just after sunset, immense bonfires explode into light near the base of the walls, sending up great gouts of stinking eye-stinging smoke. The barbarians come through them like a tidal wave, a tsunami of screaming, howling, merciless savages. Great siege engines built on the plains of Rebeshof advance on the last bastion of Imperial presence in Holberg. Makeshift siege towers creak slowly forward, rickety siege ladders slam into place against the walls. Crude trebuchets and catapults rain down rocks and filth and flammable liquid. Great battering rams, each drawn by a dozen ogres, begin to pound against the walls. A thousand snaking tendrils of rope slap against the ramparts, crude iron hooks questing for a purchase. Under the great green-and-yellow banner of the scorpion, the Druj attack.

After the initial wave has struck the wall, the Druj unleash a hidden weapon - a dozen immense marshwalkers, no doubt drawn up from the marshes of the Morass and turned into living weapons by Druj alchemical sorcery. These magically bound elemental horrors tear into the walls, their unnatural hatred for anything built by the hands of man focused on tearing down the walls of Holberg. Each one is as deadly as a half-dozen catapults; a shiver of fear runs through the defenders ... but the Summer Storm are here. The discipline of the Imperial Orcs in the face of this monstrous assault helps steel the defenders against it. They pour out through the sally ports and open a path for the the Bounders and the Golden Sun to strike against these primordial behemoths and against several of the battering rams threatening to breach the portals. Marshwalker ichor and hot ogre blood mixes with gallons of Druj blood in the muddy quagmire outside the walls. As soon as the marshwalkers fall, the Imperial forces retreat behind the walls again - the Seventh Wave have been planning routes and fallbacks for weeks by this stage, and while the empire loses troops they lose only a fraction of their strength.

The barbarians are unprepared for the counter-attack; the banner of the scorpion dips and falls into the mud.

As the first night turns to day, and then toward night again, a more insidious enemy begins to prey on the defenders of Holberg. The wicked magic of the Rivers of Blood curse means that minor wounds fester and steal the life from soldiers who might otherwise survive; worse, those troops engaged with those who fight under the banner of the Deadly Blade wield poison and venom against the defenders. The Urizen sentinels and magi of the Citadel bear the brunt of these attacks - the healing power of their magic helps to counter the worst poison, but they also keep the orcs from the wall by the simple expedient of unleashing magical force against any orc that claims the wall - dozens of barbarians are hurled from the ramparts by the seemingly-gentle touch of a battlemage's staff.

As the second night falls, the Druj assault slackens. A single echoing horn-blast rolls across the corpse-strewn battlefield. The Druj are retreating! The defenders are too stunned, too exhausted to understand what is happening at first. They just stare, silently, as first one then a dozen then a hundred than a thousand orcs retreat away from the walls of Holberg. Retreating back to the other side of the Holmauer, back to Rebeshof, back to the forests and marshes of Utterlund and the Morass.

The ground beneath the walls is a vast, open cemetery scattered with broken and burning siege engines. Perhaps three thousand Imperial troops will not fight again. Some perished to poison, or to infected wounds, or fell from the walls to lie broken amongst the orc corpses. The walls of the upper city have taken a pounding, but they endure still - the Wolves of War countering the best efforts of the Scorpion Sting war machines - and they have saved hundreds of lives.

The barbarian dead cover the ground outside the walls like a carpet of broken flesh. The Druj losses are almost incalculable, but might be as high as ten thousand casualties. The groans of the dying orcs persist through most of the night and into the next day; one by one they fade away and by dawn the battlefield is silent. bodies lie everywhere, where they fell, where they dragged themselves, half buried in stinking mud. The power of Spring magic, foolishly applied to the wrong battle, has proved the undoing of its makers; minor wounds turned savage by the very magic the Druj sought to use against the Empire, to break their spirit.

The walls of Holberg have never been breached. Not in the earliest days of the Empire, not in the hundred battles fought since ... and not today.

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378YE Spring Equinox Academy Student Council

Meeting of the Saturday

League: That reusable items held by the Academy should be lent, not given. Did not carry 2-7

Wintermark: That the Oakheart Shield should go to the victor of an orc pit fight. Carried 9-0

Urizen: That the School Bell should go to the High Exorcist. Carried 9-0

Navarr: That there should be an international trade event where traders from all nations can trade with Academy students. Carried 6-1

Marchers: That the herbs held by the Academy should be given to the Hospital. Carried 5-4

Dawn: That the Ilium held by the Academy should be sold and the money go to the Hospital. Carried 5-4

Orc: That the resources held by the Academy (3 green iron, 5 tempest jade, 3 dragon bone, 4 orichalcum and 3 liao) should be sold and the money kept by the Academy. Carried 5-4

(Note: Resources and ilium were to be sold at the international trade event, held as part of the Academy Fete on Sunday at 4pm.)

Meeting of the Sunday

League: That unused items held by the Academy be used to stop Surat, charred prince of the thrice-cursed court from from putting 2 members of the academy to eternal torment. Carried 7-0

Varushka: That an Icon of the Hearth be made and used to consecrate the Academy Carried 4-3.

Orc: Students should tell the Chancellor or other adult they're going to leave the Academy. Carried 7-0.

Highguard: That there should be a magic class before every fighting class. Carried 4-3.

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378YE Spring Equinox Announcements by the Advisor on the Vallorn

Spring 378YE

Commission research into the life of the Navarri guide Megan Blackblood

Approved by the Advisor on the Vallorn.

Overview

- Historical research concerning Megan Blackblood has been commissioned through the civil service.

- Actions approved by the Advisor on the Vallorn.

Date

- Spring Solstice 378YE

Progress

- 5 Thrones provided by Merel Pathfinder, Advisor on the Vallorn, after Spring Equinox 378YE

Campaign Outcome

- A research report into this topic is being compiled by the civil service.

Voting

This motion was approved by the Advisor on the Vallorn using the legal power to commission research granted by the Imperial Senate.

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378YE Spring Equinox Announcements by the Minister for Historical Research

Commission research into Emperor Guntherm’s campaigns against the Jotun

Commision research into the location of the Gryphon's Pride banner

Approved by the Minister of Historical Research.

Overview

- Historical research concerning these two topics has been commissioned through the civil service.

- Actions approved by the Minister of Historical Research.

- The actions are grouped together, but each would count as a seperate announcement for purposes of the Imperial Synod veto.

Date

- Spring Solstice 378YE

Progress

- 10 Thrones provided by Ioseph of Phoenix Reach, Minister of Historical Research, after Spring Equinox 378YE

Campaign Outcome

- Research report concerning the Gryphon's Pride banner provided to the Minister during Summer Solstice 378YE

- Research report concerning the campaigns of Emperor Guntherm is still being prepared

Voting

This motion was approved by the Minister for Historical Research using the legal power to commission research granted by the Imperial Senate.

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378YE Spring Equinox Announcements by the Quartermaster General

Resupply the Seventh Wave with 42 wains

Resupply the Wolves of War with 43 wains

Resupply the Winter Sun with 43 wains

Resupply the Army of the Citadel with 42 wains

Approved by the Quartermaster General of the Imperial Armies.

Overview

- Resupply the Highborn army of the Seventh Wave.

- Resupply the League army of the Wolves of War.

- Resupply the Imperial orc army of the Winter Sun.

- Resupply the Urizen army of the Citadel Guard.

The actions are grouped together, but each would count as a separate announcement for purposes of the Imperial Synod veto.

Date

- Spring Solstice 378YE

Progress

- 170 wains of Mithril and Weirwood provided by Janusz Dalibor von Temeschwar, Quartermaster General of the Imperial Armies, after Spring Equinox 378YE

- 42 wains for the Seventh Wave

- 43 wains for the Wolves of War

- 43 wains for the Winter Sun

- 42 wains for the Citadel Guard

Campaign Outcome

- Resupply an army using 42 wains restores fighting strength equal to 840 soldiers to the army.

- Resupply an army using 43 wains restored fighting strength equal to 860 soldiers to the army.

Voting

This motion was approved by the Quartermaster General using the legal power to resupply armies granted by the Imperial Senate.

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378YE Spring Equinox Conclave declarations

Declarations

Nature of Declaration

Substance of Declaration

Made By

Made or Not Made?

Imperial Lore

Clad in Summer Raiment

Simargl, Dean of the Lyceum

Declaration made

Reconciliation

The Baton of Nicovar

Meir Pathfinder

Declaration made

Concord

Sorcerers should not be permitted to interact with heralds and Eternals unless explicitly given permission by an Archmage

Darius Auric Horizon

Declaration made

Enmity

Lady Shard

Bron Holdfast

Declaration rejected

Sorcery

Vashti's Penitents

Isobel i Erigo

Declaration made

Enmity

Surut of the Thrice Cursed Court

Emilia de Rondell

Declaration made

Amity

Ylenrith

Sejanus Shatterspire

Declaration rejected

Concord

The actions of Vashti's Penitents caused the war with Eleonaris. Things with Eleonaris were nearly fixed until her herald was killed today. She has given us an ultimatum which we will not fulfil, to execute the Penitents.

Corvus Auric Horizon

Declaration made

Concord

The records of Imperial Lore regarding the ritual Quickening Cold Meat should be updated to record the unintended effects where Marcher hearth magic regarding death traditions was violated and Jack of the Marches' form became deathlike

Nicholas Reaper

Declaration made

Amity

Skathe of the Thrice Cursed Court

Proxy Archmage for Winter

Declaration made

Amity

Ylenrith

Edmundo i Jannat i Riqueza

Declaration rejected narrowly

Sorcery

Jael of Vashti's Penitents

Declaration made

Sorcery

Eli of Vashti's Penitents

Declaration made

Concord

The Sevenfold Path's manifesto should change from "human destiny" to "destiny of the souls of Imperial citizens"

Jessica of the Suns of Couros

Declaration made

Concord

Nobody should breed with Yaw'nagrah's Heralds until we know the effects in greater detail.

Iulian Shatterspire

Declaration made

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378YE Spring Equinox Imperial Titles

Contents

- 1 Overview

- 2 The Imperial Senate

- 2.1 The Freeborn senators of The Brass Coast

- 2.2 The senators of Dawn

- 2.3 The senators of Highguard

- 2.4 The senators of The League

- 2.5 The senators of The Marches

- 2.6 The senators of the Navarr

- 2.7 The senators of Urizen

- 2.8 The senators of Varushka

- 2.9 The senators of Wintermark

- 2.10 Other Imperial Senate positions

- 2.11 Sinecures selected by senators

- 3 The Military Council

- 3.1 The Generals of The Brass Coast

- 3.2 The Generals of Dawn

- 3.3 The Generals of Highguard

- 3.4 The Generals of the Imperial Orcs

- 3.5 The General of The League

- 3.6 The Generals of The Marches

- 3.7 The Generals of Navarr

- 3.8 The General of Urizen

- 3.9 The Generals of Varushka

- 3.10 The Generals of Wintermark

- 3.11 Other Military Council Positions

- 4 The Imperial Synod

- 4.1 Ambition

- 4.2 Courage

- 4.3 Loyalty

- 4.4 Pride

- 4.5 Prosperity

- 4.6 Vigilance

- 4.7 Wisdom

- 4.8 The Way

- 4.9 Other Synod positions

- 5 The Imperial Conclave

- 5.1 Archmagi

- 5.2 Grandmasters of the Orders

- 5.3 Other Imperial Conclave Positions

- 6 The Imperial Bourse

- 6.1 Imperial Bourse Positions

- 6.2 National Bourse Positions

- 6.3 Mercantile Investments

- 6.4 Other Bourse Positions

- 7 Miscellaneous

- 8 Further Reading

Overview

This information represents the outcome of the assorted elections and appointments at the 378E Spring Equinox.

The Imperial Senate

The Freeborn senators of The Brass Coast

- Senator for Feroz: Sallur I Mnajdra I Guerra

- Senator for Kahraman: Rauul i Jannat i Requiza

- Senator for Madruga: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell

- Senator for Semmerholm Ywain De Gauvain

- Senator for Weirwater: Lady Adia of House Arwood

The senators of Highguard

- Seantor for Bastion: Solomon

- Senator for Casinea: Zephram of Cantiarch’s Hold

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Drogon Morosini

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: {currently vacant}

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Seantor for Hercynia: Rhain

- Senator for Miaren: Rhys

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Lucius of Quicksilver Spire

- Senator for Redoubt: Probus

- Senator for Zenith: Cato

The senators of Varushka

- Senator for Karsk: Machek Winterborn

- Senator for Karov: Constantin

- Senator for Miekarova: Radomir

- Senator for Volodmartz: Vitomyr Krasiludovich Antonov

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

- Senator for Skarsind: Jorma Steelhail

Other Imperial Senate positions

- The Conscience of the Senate is Gideon of the Sons of Couros

- The Advisor on orc affairs is Irontide Bruc

- The Imperial Master of Works is Richard Tunstall

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Advisor on the Vallorn is Merel Pathfinder

Sinecures selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Guardian of Britta's Shrine is held by Ruth of the Cenotaph in Highguard

- The sinecure of Dredgemaster of Lake Feverwater, is held by Corey Brackensong

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Anwar i Covas i Erigo replaced Yasmina I Ezmara I Erigo of the Fire of the South

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Clarence Oswald of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Matthias of the Seventh Wave

- General Ruth, daughter of Esther of the Granite Pillar

- General Tyrus of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Bloodcrow Martok replaced Klor of the Winter Sun

- General Braka of the Summer Storm

The General of The League

- General Gabriel Barossa replaced Stanislav Krieger van Temeschwar of the Wolves of War

The Generals of The Marches

- General Richard Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General William Tanner of King's Stoke of the bounders

The Generals of Navarr

- General Carr Foxden of the Black Thorns

- General Gwai replaced Kale Vigil of the Quiet step

The General of Urizen

- General Tanwyn Ankarien of the Army of the Citadel

The Generals of Varushka

- General Olaf Gregorson Strascovich of the Army of the Northern Eagle

- General Stanislav Borodin Havel of the Army of the Golden Axe

The Generals of Wintermark

- General Vahne of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Vaan of Auric Horizon

- The Quartermaster General of the Imperial Armies is Janusz Dalibor von Temeschwar of the League

The Imperial Synod

Ambition

- Cardinal Eofric Sammersund Miksa of Wintermark

- Gatekeeper Serrusta Caeli Rezia di Tassato of the League

Courage

- Cardinal Asher of Felix's Watch in Highguard

- Gatekeeper Cyrus Cascade of Urizen

Loyalty

- Cardinal Jared of the Suns of Courous, Highguard

- Gatekeeper Tancred De Rondell of Dawn

Pride

- Cardinal Samson of Cantiarch's Hold, Highguard

- Gatekeeper Meurig Tystwarden of the Navarr remained as the Gatekeeper of the Pride Assembly

Prosperity

- Cardinal Ynez di Caricomare of the League

- Gatekeeper Darius i Esmara i Erigo of the Brass Coast

Vigilance

- Cardinal Marrok Kanet of Dawn

- Gatekeeper Abraham of Highguard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper Livia Cascade of Urizen

The Way

- Bishop Antonio Vanzetti of the League

- Conscience of the Senate - Gideon of the Sons of Couros

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Auditor of Senatorial Accountability is held by Nadezha Dava of Varushka

The Imperial Conclave

Archmagi

- Kallendar Stormcrow declared Archmage of Spring

- Corvus of Auric Horizon declared Archmage of Summer

- Maurice de Gauvain declared Archmage of Autumn

- Savik Summerstorm declared Archmage of Winter

- Darius of Auric Horizon declared Archmage of Day

- Baba Ana declared Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Sejanus

- Grandmaster of the Order of the Golden Pyramid Edmundo I Jannat I Riqueza of the Brass Coast

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard

- Grandmaster of the Order of the Shuttered Lantern Dimitri Ivanovich Ionescu of Varushka

- Grandmaster of the Order of the Unfettered Mind Alexei of Varushka

Other Imperial Conclave Positions

- Simargl, the Empty One of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Iago Melfizzi of the League serves as Bursar of the Conclave

- Concordia Sforza of the League serves as Liason to the Senate

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Rodrigo Barossa de Tassato Regario (41 Thrones)

- The Brilliant Star is held by Tobias Shanks (78 Thrones)

- The Canterspire Circle is held by Antoni Krol (90 Thrones)

- The Damation Cliffs are held by Lukash Biessek von Temeschwar (50 Thrones)

- The Fortress of Salt is held by Lorenzo “La Volpe” Macelliao von Temeschwar (80 Thrones)

- The Golden Trees of Seren are held by Ilia Miroslav von Danzig (145 Thrones)

- The Great Mine of Briante is held by Ricardo Almieda Desmondo di Tasetto (65 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (100 Thrones)

- The Hunt of Alderei the Fair is held by Horsa Tyrshalt (112 Thrones)

- The Night Quarry is held by Giacomo Corvinoscuro (49 Thrones)

- The Scorrero Nets are held by Silvio di Tassato (37 Thrones)

- The Singing Caves are held by Guillamo de Tassato (150 Crowns)

- The Sutton Stone Quarries are held by Todd the Smith (93 Thrones)

- The Syrene's Wisdom is held by Marko von Temeshwar (48 Thrones)

- The Weirwater Vales are held by Niccolo dos Tassatos (98 Thrones)

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The The Broken Shore Bounty (Brass Coast)is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is controlled by Sylvia Cabreyra di Tassato (28 Thrones)

- The Master of the Imperial Mint (League) is Guillamo de Tassato (18 Thrones)

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Vio

- The Legacy (Urizen) is held by Marcus of Endsmeet

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Zlatimir Prochnost

- The The Stonefield Ice Caves (Wintermark) is held by Joakeim Sussavari

- The Brilliant Shore (Wintermark) is held by Aelfric Kereftinar

Mercantile Investments

- Hamnett of Gallowdale is Bailiff of the Grand Market

- Estrella is Dhomiro of the Cinnabar Hills

- Jaoquin i Shartha i Riquez is Mistress of the Glass Parador

- Dieter Angelovic is the Custodian of the Assayers Guild

- There is currently no Vizier of the Incarnadine Satchel

Other Bourse Positions

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks

Further Reading

- 378YE Spring Equinox Senate Sessions

- 378YE Spring Equinox Synod Judgements

- Recent history

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Spring_Equinox_Imperial_Titles&oldid=28785"

378YE Spring Equinox Imperial titles

Contents

- 1 The Imperial Senate

- 1.1 The Freeborn senators of The Brass Coast

- 1.2 The senators of Dawn

- 1.3 The senators of Highguard

- 1.4 The senators of The League

- 1.5 The senators of The Marches

- 1.6 The senators of the Navarr

- 1.7 The senators of Urizen

- 1.8 The senators of Varushka

- 1.9 The senators of Wintermark

- 1.10 Other Imperial Senate positions

- 1.11 Sinecures selected by senators

- 2 The Military Council

- 2.1 The Generals of The Brass Coast

- 2.2 The Generals of Dawn

- 2.3 The Generals of Highguard

- 2.4 The Generals of the Imperial Orcs

- 2.5 The General of The League

- 2.6 The Generals of The Marches

- 2.7 The Generals of Navarr

- 2.8 The General of Urizen

- 2.9 The Generals of Varushka

- 2.10 The Generals of Wintermark

- 2.11 Other Military Council Positions

- 3 The Imperial Synod

- 3.1 Ambition

- 3.2 Courage

- 3.3 Loyalty

- 3.4 Pride

- 3.5 Prosperity

- 3.6 Vigilance

- 3.7 Wisdom

- 3.8 The Way

- 3.9 Other Synod positions

- 4 The Imperial Conclave

- 4.1 Archmagi

- 4.2 Grandmasters of the Orders

- 4.3 Other Imperial Conclave Positions

- 5 The Imperial Bourse

- 5.1 Imperial Bourse Positions

- 5.2 National Bourse Positions

- 5.3 Mercantile Investments

- 5.4 Other Bourse Positions

- 6 Miscellaneous

The Imperial Senate

The Freeborn senators of The Brass Coast

- Senator for Feroz: Sallur I Mnajdra I Guerra

- Senator for Kahraman: Rauul i Jannat i Requiza

- Senator for Madruga: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell

- Senator for Semmerholm Ywain De Gauvain

- Senator for Weirwater: Lady Adia of House Arwood

The senators of Highguard

- Seantor for Bastion: Solomon

- Senator for Casinea: Zephram of Cantiarch’s Hold

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Drogon Morosini

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: {currently vacant}

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Seantor for Hercynia: Rhain

- Senator for Miaren: Rhys

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Lucius of Quicksilver Spire

- Senator for Redoubt: Probus

- Senator for Zenith: Cato

The senators of Varushka

- Senator for Karsk: Machek Winterborn

- Senator for Karov: Constantin

- Senator for Miekarova: Radomir

- Senator for Volodmartz: Vitomyr Krasiludovich Antonov

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

- Senator for Skarsind: Jorma Steelhail

Other Imperial Senate positions

- The Conscience of the Senate is Gideon of the Sons of Couros

- The Advisor on orc affairs is Irontide Bruc

- The Imperial Master of Works is Richard Tunstall

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Advisor on the Vallorn is Merel Pathfinder

Sinecures selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Guardian of Britta's Shrine is held by Ruth of the Cenotaph in Highguard

- The sinecure of Dredgemaster of Lake Feverwater, is held by Corey Brackensong

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Anwar i Covas i Erigo replaced Yasmina I Ezmara I Erigo of the Fire of the South

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Clarence Oswald of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Matthias of the Seventh Wave

- General Ruth, daughter of Esther of the Granite Pillar

- General Tyrus of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Bloodcrow Martok replaced Klor of the Winter Sun

- General Braka of the Summer Storm

The General of The League

- General Gabriel Barossa replaced Stanislav Krieger van Temeschwar of the Wolves of War

The Generals of The Marches

- General Richard Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General William Tanner of King's Stoke of the bounders

The Generals of Navarr

- General Carr Foxden of the Black Thorns

- General Gwai replaced Kale Vigil of the Quiet step

The General of Urizen

- General Tanwyn Ankarien of the Citadel Guard

The Generals of Varushka

- General Olaf Gregorson Strascovich of the Army of the Northern Eagle

- General Stanislav Borodin Havel of the Army of the Golden Axe

The Generals of Wintermark

- General Vahne of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Vaan of Auric Horizon

- The Quartermaster General of the Imperial Armies is Janusz Dalibor von Temeschwar of the League

The Imperial Synod

Ambition

- Cardinal Eofric Sammersund Miksa of Wintermark

- Gatekeeper Serrusta Caeli Rezia di Tassato of the League

Courage

- Cardinal Asher of Felix's Watch in Highguard

- Gatekeeper Cyrus Cascade of Urizen

Loyalty

- Cardinal Jared of the Suns of Courous, Highguard

- Gatekeeper Tancred De Rondell of Dawn

Pride

- Cardinal Samson of Cantiarch's Hold, Highguard

- Gatekeeper Meurig Tystwarden of the Navarr remained as the Gatekeeper of the Pride Assembly

Prosperity

- Cardinal Ynez di Caricomare of the League

- Gatekeeper Darius i Esmara i Erigo of the Brass Coast

Vigilance

- Cardinal Marrok Kanet of Dawn

- Gatekeeper Abraham of Highguard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper Livia Cascade of Urizen

The Way

- Bishop Antonio Vanzetti of the League

- Conscience of the Senate - Gideon of the Sons of Couros

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Auditor of Senatorial Accountability is held by Nadezha Dava of Varushka

The Imperial Conclave

Archmagi

- Kallendar Stormcrow declared Archmage of Spring

- Corvus of Auric Horizon declared Archmage of Summer

- Maurice de Gauvain declared Archmage of Autumn

- Savik Summerstorm declared Archmage of Winter

- Darius of Auric Horizon declared Archmage of Day

- Baba Ana declared Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Sejanus

- Grandmaster of the Order of the Golden Pyramid Edmundo I Jannat I Riqueza of the Brass Coast

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard

- Grandmaster of the Order of the Shuttered Lantern Dimitri Ivanovich Ionescu of Varushka

- Grandmaster of the Order of the Unfettered Mind Alexei of Varushka

Other Imperial Conclave Positions

- Simargl, the Empty One of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Iago Melfizzi of the League serves as Bursar of the Conclave

- Concordia Sforza of the League serves as Liason to the Senate

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Rodrigo Barossa de Tassato Regario (41 Thrones)

- The Brilliant Star is held by Tobias Shanks (78 Thrones)

- The Canterspire Circle is held by Antoni Krol (90 Thrones)

- The Damation Cliffs are held by Lukash Biessek von Temeschwar (50 Thrones)

- The Fortress of Salt is held by Lorenzo “La Volpe” Macelliao von Temeschwar (80 Thrones)

- The Golden Trees of Seren are held by Ilia Miroslav von Danzig (145 Thrones)

- The Great Mine of Briante is held by Ricardo Almieda Desmondo di Tasetto (65 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (100 Thrones)

- The Hunt of Alderei the Fair is held by Horsa Tyrshalt (112 Thrones)

- The Night Quarry is held by Giacomo Corvinoscuro (49 Thrones)

- The Scorrero Nets are held by Silvio di Tassato (37 Thrones)

- The Singing Caves are held by Guillamo de Tassato (150 Crowns)

- The Sutton Stone Quarries are held by Todd the Smith (93 Thrones)

- The Syrene's Wisdom is held by Marko von Temeshwar (48 Thrones)

- The Weirwater Vales are held by Niccolo dos Tassatos (98 Thrones)

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The The Broken Shore Bounty (Brass Coast)is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is controlled by Sylvia Cabreyra di Tassato (28 Thrones)

- The Master of the Imperial Mint (League) is Guillamo de Tassato (18 Thrones)

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Vio

- The Legacy (Urizen) is held by Marcus of Endsmeet

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Zlatimir Prochnost

- The The Stonefield Ice Caves (Wintermark) is held by Joakeim Sussavari

- The Brilliant Shore (Wintermark) is held by Aelfric Kereftinar

Mercantile Investments

- Hamnett of Gallowdale is Bailiff of the Grand Market

- Estrella is Dhomiro of the Cinnabar Hills

- Jaoquin i Shartha i Riquez is Mistress of the Glass Parador

- Dieter Angelovic is the Custodian of the Assayers Guild

- There is currently no Vizier of the Incarnadine Satchel

Other Bourse Positions

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Spring_Equinox_Imperial_titles&oldid=47527"

378YE Spring Equinox Senate Sessions

Overview

- Imperial treasury during this season announced by the Civil Service at 1163 Thrones, 4 crowns.

Motions

Vetoed

- Reject extension of Jotun ceasefire

Passed

- Disburse funds to the Dean of the Lyceum

- Create title of Advisor on the Vallorn

- Disburse funds toward new Marcher army

- Disburse funds for strategic rituals

- Assignment of Karsk

- Amend crime of sorcery

- Contact the Lasambrian orcs

- Appoint Feverwater Dredgemaster

- Create title of Admiral

- Disburse funds to the Quartermaster General

- Construct Barrens Spy Network

- Create title of Imperial Inquisitor

- Accept extension of Jotun ceasefire

- Construct a Marcher graveyard in Holberg

- Outlaw foreign True Liao trade

- Amend Powers of Quartermaster General

- Amend Powers of Imperial Master of Works

Defeated

- Amend Powers of the Master of the Imperial Mint

- Construct mana repository in Morrow

- Disburse funds to nominated entity

- Amend conditions of Brock's Buffet

- Propose treaty of limited warfare to the Jotun

Announcements

- Announcements by the Quartermaster General

- Announcements by the Minister for Historical Research

- Announcements by the Advisor on the Vallorn

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Spring_Equinox_Senate_Sessions&oldid=28774"

378YE Spring Equinox Senate sessions

Overview

- Imperial treasury during this season announced by the Civil Service at 1163 Thrones, 4 crowns.

Motions

Vetoed

- Reject extension of Jotun ceasefire

Passed

- Disburse funds to the Dean of the Lyceum

- Create title of Advisor on the Vallorn

- Disburse funds toward new Marcher army

- Disburse funds for strategic rituals

- Assignment of Karsk

- Amend crime of sorcery

- Contact the Lasambrian orcs

- Appoint Feverwater Dredgemaster

- Create title of Admiral

- Disburse funds to the Quartermaster General

- Construct Barrens Spy Network

- Create title of Imperial Inquisitor

- Accept extension of Jotun ceasefire

- Construct a Marcher graveyard in Holberg

- Outlaw foreign True Liao trade

- Amend Powers of Quartermaster General

- Amend Powers of Imperial Master of Works

Defeated

- Amend Powers of the Master of the Imperial Mint

- Construct mana repository in Morrow

- Disburse funds to nominated entity

- Amend conditions of Brock's Buffet

- Propose treaty of limited warfare to the Jotun

Announcements

- Announcements by the Quartermaster General

- Announcements by the Minister for Historical Research

- Announcements by the Advisor on the Vallorn

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Spring_Equinox_Senate_sessions&oldid=35438"

378YE Spring Equinox Synod Judgements

Contents

- 1 The Imperial Titles of the Synod

- 1.1 Other Synod-Appointed Titles

- 2 Appointments

- 2.1 Appointment of the Cardinal of Ambition

- 2.2 Appointment of the Cardinal of Vigilance

- 3 Synod Judgments

- 4 Statements of Principle

- 5 Synod Funds

- 6 Visionaries

The Imperial Titles of the Synod

At the end of the Spring Summit, 378 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Ambition

Eofric Sammersund Miksa of Wintermark

Serrusto Caeli Rezia di Tassato

Courage

Asher of Felix's Watch in Highguard

Cyrus Cascade of Urizen

Loyalty

Jared of the Suns of Courous, Highguard

Tancred De Rondell of Dawn

Pride

Samson of Cantiarch's Hold, Highguard

Meurig Tystwarden of the Navarr

Prosperity

Ynez di Caricomare of the League

Enoch of the Shattered Tower in Highguard

Vigilance

Marrok Kanet of Dawn

Abraham of the Shattered Tower, Highguard

Wisdom

Agnetha De Rondell of Dawn

Livia Cascade of Urizen

The Way

Antonio Vanzetti of the League

Gideon of the Suns of Courous, Highguard

Other Synod-Appointed Titles

Title

Held By

Appointed By

Renews

High Exorcist

Solas of Urizen

Assembly of Nine

Winter Solstice

Auditor of Senatorial Accountability

Nadezha Dava of Varushka

Assembly of Nine

Until death, revocation or stepping down

Imperial Inquisitor

Vacant

Assembly of Nine

Spring Equinox

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Appointment of the Cardinal of Ambition

Candidate

Votes Received

Outcome

Hector of Dawn

10

Serrusto Caeli Rezia di Tassato

No votes

Eofric Sammersund Miksa

70 votes

Appointed as Cardinal

Cardinal Eofric chose to retain Serrusto Caeli Rezia di Tassato as Gatekeeper

Appointment of the Cardinal of Vigilance

Candidate

Votes Received

Outcome

Petra Petrivna Melikov of Varushka

67 votes

Marrok Kanet of Dawn

93 votes

Appointed as Cardinal

Cardinal Marrok appointed Abraham of the Shattered Tower, Highguard, as Gatekeeper

Synod Judgments

At the Summit, the following judgments were made by the Assemblies of the Synod:

Number

Assembly

Judgment

Raised By

Outcome

4

The Way

Inquisition of Angelo i Jannat

Beodun Snowlock

Upheld 136 - 0

7

General Assembly

Rewarding each National Assembly with 2 Crowns each to be distributed to virtuous citizens by vote of the National Assembly

Ester of Highguard

Defeated 200 - 92

9

General Assembly

Revocation of the stats of Exemplar of Prosperity from Nicolo Barossa, former Master of the Mint. This to be done on the grounds that it did not follow the Statement of Principle passed by the General Assembly in Autumn 377 YE. As such his status as Exemplar has not been sufficiently supported.

Enoch of the Shattered Tower, Highguard

Defeated 319 - 236

10

The Way

Condemnation of Angelo of the family Janat of the Brass Coast, for the crime of blasphemy against human destiny for selling his soul to an eternal. This was an escalation of the inquisition in #4.

Beodun Snowlock

Upheld 72 - 0

11

-

This judgment was withdrawn by the priest that proposed it

-

-

12

General Assembly

The introduction of a Doctrine of Excommunication which states: The Ceremony of Excommunication marks the soul in such a way that once it enters the Labyrinth of Ages, it shall wander lost until the end of time and never again be reborn

Yael of Felix's Watch, Highguard

Did not achieve Greater Majority (Defeated 520 - 106)

14

General Assembly

A Writ of Excommunication to be issued against the Penitents of Vashti in attendence at Anvil in Spring 378 YE for their unvirtuous behaviour and inciting war with the Realm of Summer

Silas of the Suns of Courous, Highguard

Received 344 - 306 votes, but did not achieve a Greater Majority and the subjects of the judgment took their own lives before the judgment resolved

19

Assembly of Wisdom

The Recognition of Mani, the leader of the Scions of Atun, as an Exemplar of Wisdom.

Livia Cascade of Urizen

Did not achieve a Greater Majority of the Assembly of Wisdom

26

General Assembly

The Condemnation of Silas of the Suns of Courous for the religious crime of "Abuse of Priestly Powers"

Saul of Vashti's Penitents, Highguard

Defeated 204 - 30

27

Highguard National Assembly

Inquisition of Vashti's Penitents for their actions at the current summit

Naomi of Felix's Watch, Highguard

Upheld 110 - 0 (Vashti's penitents took their own lives before the judgment resolved)

28

Assembly of Prosperity

Inquisition of Janos of the Butcher's Bank, Quartermaster General of the Imperial Armies

Rurik Von Linden

Upheld by immediate Greater Majority (86 - 0)

32

General Assembly

Veto of the Decision of the Senate to decline the ceasefire extension offered by the Jotun, to be answered by the end of Spring Equinox, against the recommendation of the Military Council

Cardinal Eofric Sammersund Miksa

Upheld by a Greater Majority of the General Assembly (752 - 42)

33

General Assembly

The introduction of a Doctrine of Testimony which states: The marks upon a soul that gained in life, such as those created through the Ceremony of Testimony, shape and guide the path the soul takes through the Labyrinth of Ages following death

Edward Watcher of the Marches

Did not achive Greater Majority (Defeated 68 - 60)

34

Assembly of Ambition

Inquisition of Serrusto di Tassato with respect to preaching the exultation of an orc

Callum Cooperson of the Marches

Upheld by Greater Majority of the Assembly

35

Assembly of Nine

Revocation of the title of Senator from Bridget Talbot

Cardinal Asher of Felix's Watch, Highguard

Upheld by Greater Majority of the Assembly

Statements of Principle

The Imperial Synod was asked to make the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

3

General Assembly

We believe the Senate should make a treaty with our Faraden neighbours ensuring liao sold to them will be used only for the four virtues of the Way that they follow; and make arrangements for increased liao trade. This will increase the prosperity of the Empire, and aid virtue in our Faraden neighbours by allowing their virtuous priests to produce virtuous auras.

Soratio i Del Toro

Defeated 310 - 160

5

General Assembly

Trade of Imperial Liao with any Eternals is fraught with risk to the Empire, is unwise, and should not take place.

Chaplain Torsch, Imperial Orc

Upheld 178 - 68

6

General Assembly

That all Imperial Citizens should be Proud of their efforts and efficacy in freeing Imperial Territories of barbarian rule, and that all Virtuous Citizens should publically show their Pride in the achievements of our Soldiers.

Elka Nadyanova Gremani of Varushka

Upheld 294 - 74

8

General Assembly

There are long-standing beliefs and traditions within the Imperial Faith which should be enshrined as Doctrines of the Faith until such time as theologians change our understanding otherwise

Isaac Carlino di Sarvos

Defeated 311 - 234

13

General Assembly

Until more information can be gained as to the nature of the threat presented to the Empire by Yaw'nagrah, citizens should not allow themselves to be impregnated by Heralds of that Eternal

Rivka of Felix's Watch, Highguard

Upheld 273 - 80

15

General Assembly

The Throne has been empty for too long. There is a virtuous candidate that has proven himself as a leader. We call upon the Senate to appoint Senator Adamah of the Silent Tide to the Throne to provide the virtuous leadership the Empire needs. So say we all.

Abraham of the Shattered Tower, Highguard

Defeated 818 - 82 (a Greater Majority of the General Assembly)

16

General Assembly

Guiellmo di Tassato, current Master of the Mint, has shown himself to be unvirtuous by being: a) Greedy and unprosperous by claiming ownership of the Imperial Crown and using it for his own empowerment. In his own words, "It is mine and I wish it to empower me", b) Disloyal to the Empire by wearing the Imperial Crown and letting others wear it.

Baldwin of Wintermark

Upheld 428 - 74

17

General Assembly

That the unprovoked and premeditated destruction of Heralds within the Empire, that are not under a Declaration of Enmity, knowingly endangers the Empire and therefore denigrates the Virtues

Jared of the Suns of Courous, Highguard

Upheld 500 - 112

20

League National Assembly

A Fund should be created to which virtuous citizens can contribute donations in a demonstration of their Prosperity. This fund to be spent on worthy causes (on agreement of this national assembly). These donations would be acknowledged with a stylish token of our esteem.

Cardinal Ynez di Caricomare

Upheld 114 - 10

21

General Assembly

The Synod should engage in Missionary Efforts to foriegn lands in the interests of spreading The Way of True Virtues.

Dietrich Elias der Holburghan of the League

Upheld 318 - 24

22

Highguard National Assembly

The Assembly recognises General Ruth of Felix's Watch as someone who shows great Loyalty to the Empire

Lazarus of Cantiarch's Hold

Upheld 85 - 12

23

Highguard National Assembly

The Assembly recognises Mordecai of the Suns of Courous as an example of Great Loyalty in rallying different Highguard Chapters on a successful sortie into Reikos

Adoramus of the Shattered Tower

Upheld 97 - 10

24

-

The Judgment was withdrawn by the priest that raised it.

-

-

25

General Assembly

It is considered an unvirtuous action to state benefit of, or make attempt to, re-introduce slavery of any individual. It ignores the evidence that slavery was overall detrimental to the Empire and demonstrates a lack of learning from the past, and it is therefore unwise and inherently unvirtuous

Siflaed Ravensight of Wintermark

Upheld 238 - 82

29

General Assembly

It should be recognised that if an inquisition determines that a citizen has acted virtuously, that citizen should be recognised publically as being virtuous in their actions

Kolyma the Guardian, Wintermark

Upheld 194 - 64

30

General Assembly

The Synod hereby recognises that, despite the crimes for which Hilda Appleby of House Novarion of Dawn was executed, her life in service as Seneschal was full of virtuous deeds and showed Pride and Loyalty above all.

Cerwynn of Navarr

Upheld 60 - 52

31

General Assembly

The pursuit of the ability to enable Imperial Orcs to gain the benefits of dedication and to use religious skills is not contrary to the teachings of The Way.

Taryn of Navarr

Upheld 189 - 22

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

7 Thrones / 2 Crowns / 17 Rings

Income

15 Thrones

Raised by auction of Pure Liao to Brother Isaac of the Shattered Tower

5 Rings

Donation by a virtuous citizen whose name was not recorded

Rewards

2 Thrones

Given to the Handful of Dust in the Brass Coast at the behest of Darius i Ezmara of the Brass Coast

Closing Value

20 Thrones / 3 Crowns / 2 Rings

Visionaries

The following individuals received visions of their past lives:

- Karim of the Brass Coast

- Cesare di Tassato of the League

- Rosalene Novarion of Dawn

- Agnetha de Rondell of Dawn

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Spring_Equinox_Synod_Judgements&oldid=28135"

378YE Spring Equinox Synod judgements

Contents

- 1 The Imperial Titles of the Synod

- 1.1 Other Synod-Appointed Titles

- 2 Appointments

- 2.1 Appointment of the Cardinal of Ambition

- 2.2 Appointment of the Cardinal of Vigilance

- 3 Synod Judgments

- 4 Statements of Principle

- 5 Synod Funds

- 6 Visionaries

The Imperial Titles of the Synod

At the end of the Spring Summit, 378 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Ambition

Eofric Sammersund Miksa of Wintermark

Serrusto Caeli Rezia di Tassato

Courage

Asher of Felix's Watch in Highguard

Cyrus Cascade of Urizen

Loyalty

Jared of the Suns of Courous, Highguard

Tancred De Rondell of Dawn

Pride

Samson of Cantiarch's Hold, Highguard

Meurig Tystwarden of the Navarr

Prosperity

Ynez di Caricomare of the League

Enoch of the Shattered Tower in Highguard

Vigilance

Marrok Kanet of Dawn

Abraham of the Shattered Tower, Highguard

Wisdom

Agnetha De Rondell of Dawn

Livia Cascade of Urizen

The Way

Antonio Vanzetti of the League

Gideon of the Suns of Courous, Highguard

Other Synod-Appointed Titles

Title

Held By

Appointed By

Renews

High Exorcist

Solas of Urizen

Assembly of Nine

Winter Solstice

Auditor of Senatorial Accountability

Nadezha Dava of Varushka

Assembly of Nine

Until death, revocation or stepping down

Imperial Inquisitor

Vacant

Assembly of Nine

Summer Solstice

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Appointment of the Cardinal of Ambition

Candidate

Votes Received

Outcome

Hector of Dawn

10

Serrusto Caeli Rezia di Tassato

No votes

Eofric Sammersund Miksa

70 votes

Appointed as Cardinal

Cardinal Eofric chose to retain Serrusto Caeli Rezia di Tassato as Gatekeeper

Appointment of the Cardinal of Vigilance

Candidate

Votes Received

Outcome

Petra Petrivna Melikov of Varushka

67 votes

Marrok Kanet of Dawn

93 votes

Appointed as Cardinal

Cardinal Marrok appointed Abraham of the Shattered Tower, Highguard, as Gatekeeper

Synod Judgments

At the Summit, the following judgments were made by the Assemblies of the Synod:

Number

Assembly

Judgment

Raised By

Outcome

4

The Way

Inquisition of Angelo i Jannat

Beodun Snowlock

Upheld 136 - 0

7

General Assembly

Rewarding each National Assembly with 2 Crowns each to be distributed to virtuous citizens by vote of the National Assembly

Ester of Highguard

Defeated 200 - 92

9

General Assembly

Revocation of the stats of Exemplar of Prosperity from Nicolo Barossa, former Master of the Mint. This to be done on the grounds that it did not follow the Statement of Principle passed by the General Assembly in Autumn 377 YE. As such his status as Exemplar has not been sufficiently supported.

Enoch of the Shattered Tower, Highguard

Defeated 319 - 236

10

The Way

Condemnation of Angelo of the family Janat of the Brass Coast, for the crime of blasphemy against human destiny for selling his soul to an eternal. This was an escalation of the inquisition in #4.

Beodun Snowlock

Upheld 72 - 0

11

-

This judgment was withdrawn by the priest that proposed it

-

-

12

General Assembly

The introduction of a Doctrine of Excommunication which states: The Ceremony of Excommunication marks the soul in such a way that once it enters the Labyrinth of Ages, it shall wander lost until the end of time and never again be reborn

Yael of Felix's Watch, Highguard

Did not achieve Greater Majority (Defeated 520 - 106)

14

General Assembly

A Writ of Excommunication to be issued against the Penitents of Vashti in attendence at Anvil in Spring 378 YE for their unvirtuous behaviour and inciting war with the Realm of Summer

Silas of the Suns of Courous, Highguard

Received 344 - 306 votes, but did not achieve a Greater Majority and the subjects of the judgment took their own lives before the judgment resolved

19

Assembly of Wisdom

The Recognition of Mani, the leader of the Scions of Atun, as an Exemplar of Wisdom.

Livia Cascade of Urizen

Did not achieve a Greater Majority of the Assembly of Wisdom

26

General Assembly

The Condemnation of Silas of the Suns of Courous for the religious crime of "Abuse of Priestly Powers"

Saul of Vashti's Penitents, Highguard

Defeated 204 - 30

27

Highguard National Assembly

Inquisition of Vashti's Penitents for their actions at the current summit

Naomi of Felix's Watch, Highguard

Upheld 110 - 0 (Vashti's penitents took their own lives before the judgment resolved)

28

Assembly of Prosperity

Inquisition of Janos of the Butcher's Bank, Quartermaster General of the Imperial Armies

Rurik Von Linden

Upheld by immediate Greater Majority (86 - 0)

32

General Assembly

Veto of the Decision of the Senate to decline the ceasefire extension offered by the Jotun, to be answered by the end of Spring Equinox, against the recommendation of the Military Council

Cardinal Eofric Sammersund Miksa

Upheld by a Greater Majority of the General Assembly (752 - 42)

33

General Assembly

The introduction of a Doctrine of Testimony which states: The marks upon a soul that gained in life, such as those created through the Ceremony of Testimony, shape and guide the path the soul takes through the Labyrinth of Ages following death

Edward Watcher of the Marches

Did not achive Greater Majority (Defeated 68 - 60)

34

Assembly of Ambition

Inquisition of Serrusto di Tassato with respect to preaching the exultation of an orc

Callum Cooperson of the Marches

Upheld by Greater Majority of the Assembly

35

Assembly of Nine

Revocation of the title of Senator from Bridget Talbot

Cardinal Asher of Felix's Watch, Highguard

Upheld by Greater Majority of the Assembly

Statements of Principle

The Imperial Synod was asked to make the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

3

General Assembly

We believe the Senate should make a treaty with our Faraden neighbours ensuring liao sold to them will be used only for the four virtues of the Way that they follow; and make arrangements for increased liao trade. This will increase the prosperity of the Empire, and aid virtue in our Faraden neighbours by allowing their virtuous priests to produce virtuous auras.

Soratio i Del Toro

Defeated 310 - 160

5

General Assembly

Trade of Imperial Liao with any Eternals is fraught with risk to the Empire, is unwise, and should not take place.

Chaplain Torsch, Imperial Orc

Upheld 178 - 68

6

General Assembly

That all Imperial Citizens should be Proud of their efforts and efficacy in freeing Imperial Territories of barbarian rule, and that all Virtuous Citizens should publically show their Pride in the achievements of our Soldiers.

Elka Nadyanova Gremani of Varushka

Upheld 294 - 74

8

General Assembly

There are long-standing beliefs and traditions within the Imperial Faith which should be enshrined as Doctrines of the Faith until such time as theologians change our understanding otherwise

Isaac Carlino di Sarvos

Defeated 311 - 234

13

General Assembly

Until more information can be gained as to the nature of the threat presented to the Empire by Yaw'nagrah, citizens should not allow themselves to be impregnated by Heralds of that Eternal

Rivka of Felix's Watch, Highguard

Upheld 273 - 80

15

General Assembly

The Throne has been empty for too long. There is a virtuous candidate that has proven himself as a leader. We call upon the Senate to appoint Senator Adamah of the Silent Tide to the Throne to provide the virtuous leadership the Empire needs. So say we all.

Abraham of the Shattered Tower, Highguard

Defeated 818 - 82 (a Greater Majority of the General Assembly)

16

General Assembly

Guiellmo di Tassato, current Master of the Mint, has shown himself to be unvirtuous by being: a) Greedy and unprosperous by claiming ownership of the Imperial Crown and using it for his own empowerment. In his own words, "It is mine and I wish it to empower me", b) Disloyal to the Empire by wearing the Imperial Crown and letting others wear it.

Baldwin of Wintermark

Upheld 428 - 74

17

General Assembly

That the unprovoked and premeditated destruction of Heralds within the Empire, that are not under a Declaration of Enmity, knowingly endangers the Empire and therefore denigrates the Virtues

Jared of the Suns of Courous, Highguard

Upheld 500 - 112

20

League National Assembly

A Fund should be created to which virtuous citizens can contribute donations in a demonstration of their Prosperity. This fund to be spent on worthy causes (on agreement of this national assembly). These donations would be acknowledged with a stylish token of our esteem.

Cardinal Ynez di Caricomare

Upheld 114 - 10

21

General Assembly

The Synod should engage in Missionary Efforts to foriegn lands in the interests of spreading The Way of True Virtues.

Dietrich Elias der Holburghan of the League

Upheld 318 - 24

22

Highguard National Assembly

The Assembly recognises General Ruth of Felix's Watch as someone who shows great Loyalty to the Empire

Lazarus of Cantiarch's Hold

Upheld 85 - 12

23

Highguard National Assembly

The Assembly recognises Mordecai of the Suns of Courous as an example of Great Loyalty in rallying different Highguard Chapters on a successful sortie into Reikos

Adoramus of the Shattered Tower

Upheld 97 - 10

24

-

The Judgment was withdrawn by the priest that raised it.

-

-

25

General Assembly

It is considered an unvirtuous action to state benefit of, or make attempt to, re-introduce slavery of any individual. It ignores the evidence that slavery was overall detrimental to the Empire and demonstrates a lack of learning from the past, and it is therefore unwise and inherently unvirtuous

Siflaed Ravensight of Wintermark

Upheld 238 - 82

29

General Assembly

It should be recognised that if an inquisition determines that a citizen has acted virtuously, that citizen should be recognised publically as being virtuous in their actions

Kolyma the Guardian, Wintermark

Upheld 194 - 64

30

General Assembly

The Synod hereby recognises that, despite the crimes for which Hilda Appleby of House Novarion of Dawn was executed, her life in service as Seneschal was full of virtuous deeds and showed Pride and Loyalty above all.

Cerwynn of Navarr

Upheld 60 - 52

31

General Assembly

The pursuit of the ability to enable Imperial Orcs to gain the benefits of dedication and to use religious skills is not contrary to the teachings of The Way.

Taryn of Navarr

Upheld 189 - 22

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

7 Thrones / 2 Crowns / 17 Rings

Income

15 Thrones

Raised by auction of Pure Liao to Brother Isaac of the Shattered Tower

5 Rings

Donation by a virtuous citizen whose name was not recorded

Rewards

2 Thrones

Given to the Handful of Dust in the Brass Coast at the behest of Darius i Ezmara of the Brass Coast

Closing Value

20 Thrones / 3 Crowns / 2 Rings

Visionaries

The following individuals received visions of their past lives:

- Karim of the Brass Coast

- Cesare di Tassato of the League

- Rosalene Novarion of Dawn

- Agnetha de Rondell of Dawn

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Spring_Equinox_Synod_judgements&oldid=42884"

378YE Spring Equinox winds of war

The Eastern Front

As 378YE begins, as the sap begins to surge in the woodlands and the waters thaw, the standard of battle is raised against the eastern sky.

In Karsk, the Thule fall back, driven from the hills towards the dawn. Despite the aid of dark forces, the barbarians are overmatched. Engagement after engagement ends in decisive victory for the Empire - Kopevnost, Moresvah and Nitrost are now under their control. The Thule leave their erstwhile allies, the traitors of Isember, to face the anger of the Empire. Yet there is trouble in store – despite the aid of the grateful miners of Moresvah, the imperial armies are battered - the fervour of their attack coupled with the magical might of their foes has meant many casualties. Carrion birds, scavenging rats and hungry Wolves feast well on the battlefields of Karsk.

Let the inner eye glide south, towards Holberg. Two walls united under the Empire again, yet the forces of humanity are fought to a standstill. A vast Druj army fights beneath the banner of the Scorpion's Sting, terrible in their wrath and versed in the arts of siege and sabotage. The Imperial tide crashes against the fortifications of Rebeshof, but is driven back time and again. The orcs are on the defensive, clinging to their control of the Mines at Ennerlund with grim resolve. The forces use the forests and the marshes to their best advantage, flanking Imperial assaults and using their command of the terrain to harry and slow the Imperial advance.

Yet so great is the fervour of the fallen soldiers of the Empire that they will not let death stop them fighting. On the last night of the Winter Solstice, a great wind roared down from the empty sky, a wailing surge pouring through the streets of Holberg and surging out across the battlefields of Holfried. The dead walk, pulling themselves from spikes, clawing their way from their graces. An army of walking corpses – human and orc alike – shambling forth to join the fray beneath the banner of the Winter Sun orcs. Without their aid, the Imperial forces would surely have been decimated ... as it is, Holberg is stalemated.

The Barrens – something is happening in the Barrens. The watchers of Drycastle and the Towers of the Dawn speak of orcs fighting each other – pitched battles, a bloody slaughter. Armies turning against each other. As Winter turns to Spring, there are stories of whole tribes of orcs crossing the border from Brocéliande to the east – avoiding patrols. Deserting their hideaways beneath the green trees to heed some call from deep within the Barrens. The keen-eyed Navarr and the courageous scouts of Dawn speak of Druj banners, burning, burning in the rising sun ...

Away from the mystery of the Barrens! Fly south, further south. To Therunin.

The Black Thorns face two armies of Druj, fighting across the border from Reikos. Courageous, but outnumber by a force twice their size, they use the forest against their foe. The invaders pay for each inch of Navarri soil they claim with blood, but the defenders are slowly driven back, step by step. Nearly a thousand Navarr lay down their lives to hold their home against the barbarians. A great force of ten thousand orcs is closing in on Peakedge Stand ... a peaceful settlement, a haven for refugess ... sure to be a slaughterhouse if the Druj are not held back.

Five fires on the eastern front, the last down by the bay. In Spiral, Highborn courage and Navarri cunning meet cold barbarian fury. Nearly matched, the orcs have the advantage – but they are denied their prize. The Imperial forces turn the tide of barbarians seeking to conquer the Ossuary – and claim the bounty mithril mined from the Legacy for their own. The Granite Pillar and the Quiet Step buy time as well – work has begun again on the Fist. The stone-crafters guild of Ateri works feverishly on the great fortress of Mezudan; will their work be completed in time? Or will they simply attract the ire of the barbarians.

Fragmented reports from Spiral whisper of confusion – the orcs here do not fight beneath any known banner of the Grendel. Something is amiss.

There then the Eastern front in the war against the barbarians. Dark clouds gather, but the sun still shines bright and cold as the Spring gathers momentum.

The Western Front

Turn away now, from the spilled blood and the pyres of the eastern front. Trace the Hounds of Glory, arcing across the Empire like an arrow of fire, like a falling star, like a comet.

The Three Sisters gaze down from the clear skies of Winter. In the Brass Coast they are called Erigo, Riqueze, Guerra – the three sisters who founded the nation of fire, sand and glass. The three sisters from whom all Freeborn descend. Do they whisper to the army that drives across the Empire? Do they whisper of ties of blood and the pain of regret?

Ties of blood ... and of duty, binding soldier to soldier to soldier ...

Alongside the Dawnish knights and war-witches march the heroes of the Empire. A sea of shields and swords; axes and banners; a forest of pikes and spears; a maelstrom of livery and heraldry, of spire sigil and chapterhouse marks. Bound together by a common cause – the defence of the Brass Coast.

They are the hammer of the Empire.

The army marches with the dawn and with the wind behind them. Necropolis to Sarvos to Madruga and then, as the Three Sisters drop beneath the horizon, a final mad push across the capricious Scorrero to Segura.

The Red Wind Corsairs hold beleaguered Anozel against the bandits of the western hills, hold it against the coming of their allies. A cunning ruse has tricked the Lasombrian armies into caution – they believe there is another army in Segura.

How right they are.

The hammer of the Empire strikes against them, smashes them from the walls of Anozel, drives them back. Their camps in the Sorbal Grasses are burnt; the sweep of the campaign drives them from Anozoseri; the Imperials joined by freedom fighters out of the hills of Morajasse. Farm after farm reclaimed.

In central Segura, the Lasambrians try a desperate retreat across the Iron Plains – the barbarians are in disarray but not defeated quite yet. The first engagements on those wide, windswept plains have gone to the Empire … but can they maintain their momentum?

In the far north, at the edge of the world, the victory of Segura is echoed. The Summer Storm strikes in Hercynia, rampaging down from the hills of Skarsind to catch the orcs in the Glade of Shadows unpreapred. Treji is liberated! The orcs are scattered. They are no match for the Imperial orcs, arrayed in their finery, supported by the Navarr of Northpines and Old Ranging and Summersend. Treji is near to ruins; but many prisoners are released, returned to the bosoms of their stridings and their steadings, freed from enforced servitude to the Thule, no longer forced to make weapons and armour for their hated foes.

Their commander escapes – Harak the Red and his surviving children are not among the fallen. They will surely seek vengeance – against the Navarr and the Imperial orcs – but for now they present no further threat to the Empire. Yet all is not well, here in the west.

In Liathaven an army moves cautiously beneath the trees. Not all the Lasambrian forces are committed to Segura. The hillborn-barbarians work their way northward through the trees of Beacon Point, sending scouts into Western Scout. Reports are sketchy at best – the orcs burn steadings, slaughter stridings, steal everything that is not tied down, and the Navarr here are isolated from the Empire. In a land already oppressed by vallorn, sickness and Jotun. The Lasambrians seem unopposed.

And what of the Jotun? The treaty still holds, but the folk of the Greensward are slowly being ground down by raiding barbarians. No more refugees are coming from the Mourn – the last stragglers report the campaign of capture is complete. Whatever the Jotun are up to in Mournwold it has entered a new phase.

And yet the treaty still holds, and while it does the guttering candle of civilisation continues to burn in the Mourn ... but the winds off the downs are cold, and fierce, and much can happen in a year ...

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Spring_Equinox_winds_of_war&oldid=64799"

378YE Summer Solstice Announcements by the Minister for Historical Research

Commission research into the construct of Mazen

Commision research into the provenance and history of the Mask of the Visionary

Commission research into the history and wherabouts of the Equine Rod

Commission research into the existance, details and likely location of Empress Britta's Imperial favour

Commission research into the history and possible location of the Crown of Three Tears

Approved by the Minister of Historical Research

Overview

- Historical research concerning these two topics has been commissioned through the civil service.

- Actions approved by the Minister of Historical Research.

- The actions are grouped together, but each would count as a seperate announcement for purposes of the Imperial Synod veto.

- This motion was approved by the Minister for Historical Research using the legal power to commission research granted by the Imperial Senate.

Date

- Summer Solstice 378YE

Progress

- 25 Thrones provided by Ioseph of Phoenix Reach, Minister of Historical Research, after Spring Equinox 378YE

Campaign Outcome

- Research reports into these topics are being prepared by the civil service for presentation at the Autumn Equinox.

- Details of the Crown of Three Tears research can be found here.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Summer_Solstice_Announcements_by_the_Minister_for_Historical_Research&oldid=36461"

378YE Summer Solstice Announcements by the Quartermaster General

Resupply the Red Wind Corsairs

Resupply the Drakes

Resupply the Strong Reeds

Resupply the Fire of the South

Approved by the Quartermaster General of the Imperial Armies.

Overview

- Resupply the Freeborn army of the Red Wind Corsairs.

- Resupply the Freeborn army of the Fire of the South.

- Resupply the Marcher army of the Strong Reeds.

- Resupply the Marcher army of the Drakes.

- The actions are grouped together, but each would count as a separate announcement for purposes of the Imperial Synod veto.

- This motion was approved by the Quartermaster General using the legal power to resupply armies granted by the Imperial Senate.

Date

- Summer Solstice 378YE

Progress

- 112 wains of Mithril and Weirwood provided by Janusz Dalibor von Temeschwar, Quartermaster General of the Imperial Armies, after Summer Solstice 378YE

- 49 wains for the Red Wind Corsairs

- 43 wains for the Strong Reeds

- 20 wains for the Drakes

- 0 wains for the Fire of the South (this army is engaged by Thule forces in Sermersuaq)

Campaign Outcome

- Resupply an army using 49 wains restores fighting strength equal to 980 soldiers to the army.

- Resupply an army using 43 wains restored fighting strength equal to 860 soldiers to the army.

- Resupply an army using 20 wains restored fighting strength equal to 400 soldiers to the army.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Summer_Solstice_Announcements_by_the_Quartermaster_General&oldid=28784"

378YE Summer Solstice Conclave sessions

The Precedence of the Orders

The following is a guide to the precedence enjoyed by the Orders of the Conclave:

Day

Celestial Arch

Sevenfold Path

Rod and Shield

Golden Pyramid

Shuttered Lantern

Unfettered Mind

Total Attendance

Friday

20

38

52

40

27

21

192

Saturday

11

19

32

13

23

10

108

Sunday

12

23

38

20

14

16

123

Summit

43

71

122

82

64

47

429

Percentage

10.0

18.6

28.4

17.1

14.9

11.0

100

Declarations

Nature of Declaration

Substance of Declaration

Made By

Made or Not Made?

Enmity

Eleonaris

Sejanus, Grandmaster of the Celestial Arch

Declaration made

Amity

Ylitha-Rose and Stormcrow Vora; grandchildren of Yaw'nagrah

Iulian Shatterspire

Declaration made

Imperial Lore

Dance of Navarr and Thorn

Shane, poxy Dean of the Lyceum

Declaration made

Concord

Payment for gambits is inappropriate and has no legal force. There have been many requests for extra mana as payment in gambits.

Sejanus Shatterspire, Grandmaster of the Celestial Arch

Declaration made

Concord

All Senators should be magicians

A Herald of Sadogua?

Declaration rejected

Reconciliation

Evander Slak should no longer be a Sorcerer

Concordia Sforza

Declaration made (narrowly)

Imperial Lore

Skein of Years

Octavius Auric Horizon, Provost of the Halls of Knowledge

Declaration made

Candidacy

Dean of the Lyceum

-

Simargl declared as Dean

Neutrality

Maurice de Gauvain

Carolinus Kade

Declaration made

Concord

Whenever documents are sent to Eternals, a copy should go to the Eternal Library

Darius Auric Horizon

Declaration rejected

Amity

Ylenrith

Calatina of the Handful of Dust

Declaration made

Gambits

The following is a summary of the gambits proposed by the Archmages of

Proposer

Resources

CA

GP

RS

SP

SL

UM

Pri

Use

Deadline

Approved

Archmage Savik Summerstorm of Winter

24 Mana

3

4

8

4

4

1

Casting Inevitable Collapse into Ruin on the Sunday Battlefield

Summit

Yes

Archmage Corvus of Summer

30 Mana

5

5

0

5

3

4

Raising of a Frozen Citadel in Karsk

Summit

Yes

Archmage Darius the Black of Day

36 Mana

9

5

6

4

6

6

To perform a custom ritual to scry out the heart of Bal Shalik and Swim Leviathan's Depth's to discover why she desired the skull of Empress Britta.

Summit

Yes

Archmage Mairice de Gauvain of Autumn

20 Mana

2

0

2

7

5

3

Casting a 50 magnitude Winter's Ghosts targeting Reikos

Summit

Yes

Warmage Vaan

45 Mana

5

5

5

3

2

3

22

To be given to the Warmage to see the casting of Clarity of the Master Strategist

Summit

Yes

Archmage Stormcrow Kalindar of Spring

45 Mana

7

7

10

7

3

7

4

Casting Bound by Common Cause upon the army of the General's choosing

Summit

Yes

Archmage of Night Baba Ana

30 Mana

0

5

3

18

Battlefield healing for tomorrow's engagement against the Druj in The Barrens

Summit

Yes

Proposer

Resources

CA

GP

RS

SP

SL

UM

Pri

Use

Deadline

Approved

Archmage of Wnter Savik Summerstorm

24 Mana

3

4

8

4

4

1

Casting Inevitable Collapse into Ruin on the Sunday Battlefield

Summit

Yes

Archmage of Summer Corvus

30 Mana

5

5

0

5

3

4

Raising of a Frozen Citadel in Karsk

Summit

Yes

Archmage of Day Darius the Black

36 Mana

9

5

6

4

6

6

To perform a custom ritual to scry out the heart of Bal Shalik and Swim Leviathan's Depth's to discover why she desired the skull of Empress Britta.

Summit

Yes

Archmage of Autumn Mairice de Gauvain

20 Mana

2

0

2

7

5

3

Casting a 50 magnitude Winter's Ghosts targeting Reikos

Summit

Yes

Warmage Vaan

45 Mana

5

5

5

3

2

3

22

To be given to the Warmage to see the casting of Clarity of the Master Strategist

Summit

Yes

Archmage of Spring Stromcrow Kalindar

45 Mana

7

7

10

7

3

7

4

Casting Bound by Common Cause upon the army of the General's choosing

Summit

Yes

Archmage of Night Baba Ana

30 Mana

0

5

3

4

18

Battlefield healing for tomorrow's engagement against the Druj in The Barrens

Summit

Yes

The Addresses of the Conclave are not recorded here. If the Conclave wishes to make itself heard, it does so through the Declaration of Concord

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Summer_Solstice_Conclave_sessions&oldid=61370"

378YE Summer Solstice Imperial Titles

Contents

- 1 Overview

- 2 The Imperial Senate

- 2.1 The Freeborn senators of The Brass Coast

- 2.2 The senators of Dawn

- 2.3 The senators of Highguard

- 2.4 The senators of The League

- 2.5 The senators of The Marches

- 2.6 The senators of the Navarr

- 2.7 The senators of Urizen

- 2.8 The senators of Varushka

- 2.9 The senators of Wintermark

- 2.10 Other Imperial Senate positions

- 2.11 Sinecures selected by senators

- 3 The Military Council

- 3.1 The Generals of The Brass Coast

- 3.2 The Generals of Dawn

- 3.3 The Generals of Highguard

- 3.4 The Generals of the Imperial Orcs

- 3.5 The General of The League

- 3.6 The Generals of The Marches

- 3.7 The Generals of Navarr

- 3.8 The General of Urizen

- 3.9 The Generals of Varushka

- 3.10 The Generals of Wintermark

- 3.11 Other Military Council Positions

- 4 The Imperial Synod

- 4.1 Ambition

- 4.2 Courage

- 4.3 Loyalty

- 4.4 Pride

- 4.5 Prosperity

- 4.6 Vigilance

- 4.7 Wisdom

- 4.8 The Way

- 4.9 Other Synod positions

- 5 The Imperial Conclave

- 5.1 Archmagi

- 5.2 Grandmasters of the Orders

- 5.3 Other Imperial Conclave Positions

- 6 The Imperial Bourse

- 6.1 Imperial Bourse Positions

- 6.2 National Bourse Positions

- 6.3 Mercantile Investments

- 6.4 Other Bourse Positions

- 7 Miscellaneous

- 8 Further Reading

Overview

This information represents the outcome of the assorted elections and appointments at the 378E Summer Solstice.

The Imperial Senate

The Freeborn senators of The Brass Coast

- Senator for Feroz: Kattalin i Hazama i Guerra

- Senator for Kahraman: Rauul i Jannat i Requiza

- Senator for Madruga: Sallur i Mnajdra i Guerra

- Senator for Segura: Arisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell

- Senator for Semmerholm Ywain De Gauvain

- Senator for Weirwater: Valentin Ivarovich Orzel

The senators of Highguard

- Seantor for Bastion: Jada of Ravensfell

- Senator for Casinea: Zephram of Cantiarch’s Hold

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Drogon Morosini

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Seantor for Hercynia: Rhain

- Senator for Miaren: Syn Nighthaven

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Lucius of Quicksilver Spire

- Senator for Redoubt: Marissa Shatterspire

- Senator for Zenith: Cato

The senators of Varushka

- Senator for Karsk: Machek Winterborn

- Senator for Karov: Constantin

- Senator for Miekarova: Radomir

- Senator for Volodmartz: Vitomyr Krasiludovich Antonov

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

- Senator for Skarsind: Jorma Steelhail

Other Imperial Senate positions

- The Conscience of the Senate is Gideon of the Sons of Couros

- The Advisor on orc affairs is Irontide Bruc

- The Imperial Master of Works is Richard Tunstall

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Admiral is Sendero i Hazana i Guerra

- The Ambassaor to Asavea is Camilia di Traviciana di Sarvos

Sinecures selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Guardian of Britta's Shrine is held by Ruth of the Cenotaph in Highguard

- The sinecure of The Dredgemaster of Feverwater, is held by Corey Brackensong

- The Advisor on the Vallorn is Merel Pathfinder

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Anwar i Covas i Erigo of the Fire of the South

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Starac Sijed Orzel of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Mordecai of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Tyrus of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Bloodcrow Martok of the Winter Sun

- General Braka of the Summer Storm

The General of The League

- General Gabriel Barossa of the Wolves of War

The Generals of The Marches

- General Furious Fin of the The Drakes

- General Jack Flint of the Strong Reeds

- General William Tanner of King's Stoke of the bounders

The Generals of Navarr

- General Carr Foxden of the Black Thorns

- General Gwai of the Quiet step

The General of Urizen

- General Tanwyn Ankarien of the Army of the Citadel

The Generals of Varushka

- General Stanislav Borodin Havel of the Army of the Northern Eagle

- General Olaf Gregorson Strascovich of the Army of the Golden Axe

The Generals of Wintermark

- General Vahne of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Vaan of Auric Horizon

- The Quartermaster General of the Imperial Armies is Janusz Dalibor von Temeschwar of the League

The Imperial Synod

Ambition

- Cardinal Bishop Olek of the League

- Gatekeeper Serrusta Caeli Rezia di Tassato of the League

Courage

- Cardinal Asher of Felix's Watch in Highguard

- Gatekeeper Agnieszka Katrinova Prochnost of Varushka

Loyalty

- Cardinal Jared of the Suns of Courous, Highguard

- Gatekeeper Tancred De Rondell of Dawn

Pride

- Cardinal Samson of Cantiarch's Hold, Highguard

- Gatekeeper Meurig Tystwarden

Prosperity

- Cardinal Ynez di Caricomare of the League

- Gatekeeper Enoch of the Shattered Tower of Highguard

Vigilance

- Cardinal Marrok De Carsenere

- Gatekeeper Abraham of Highguard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper Livia Cascade of Urizen

The Way

- Bishop Antonio Vanzetti of the League

- Conscience of the Senate - Gideon of the Sons of Couros

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Auditor of Senatorial Accountability is held by Nadezha Dava of Varushka

- The post of Imperial Inquisitor is held by Petra Petrivna Melikov of Vauruska

The Imperial Conclave

Archmagi

- Kallendar Stormcrow is Archmage of Spring

- Corvus of Auric Horizon is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Savik Summerstorm is Archmage of Winter

- Darius of Auric Horizon is Archmage of Day

- Baba Ana is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Sejanus

- Grandmaster of the Order of the Golden Pyramid Edmundo I Jannat I Riqueza of the Brass Coast

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard

- Grandmaster of the Order of the Shuttered Lantern Dimitri Ivanovich Ionescu of Varushka

- Grandmaster of the Order of the Unfettered Mind Palaphon of the Ankarian Magisitrum

Other Imperial Conclave Positions

- Simargl, the Empty One of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Iago Melfizzi of the League serves as Bursar of the Conclave

- Concordia Sforza of the League serves as Liason to the Senate

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Tomas Talbot (165 Thrones)

- The Brilliant Star is held by Tobias Shanks (78 Thrones)

- The Canterspire Circle is held by Antoni Krol (90 Thrones)

- The Damation Cliffs are held by Griacomo Carvinoscurro (170 Thrones)

- The Fortress of Salt is held by Lorenzo “La Volpe” Macelliao von Temeschwar (80 Thrones)

- The Golden Trees of Seren are held by Ilia Miroslav von Danzig (145 Thrones)

- The Great Mine of Briante is held by Ricardo Almieda Desmondo di Tasetto (65 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (100 Thrones)

- The Hunt of Alderei the Fair is held by Horsa Tyrshalt (112 Thrones)

- The Night Quarry is held by Lukash Biessek von Temeshwar (170 Thrones)

- The Scorrero Nets are held by Silvio di Tassato (37 Thrones)

- The Singing Caves are held by ???

- The Sutton Stone Quarries are held by Eanwyn Dunning (155 Thrones)

- The Syrene's Wisdom is held by Marko von Temeshwar (48 Thrones)

- The Weirwater Vales are held by Niccolo dos Tassatos (98 Thrones)

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is currently uncontrolled and therefore will be elected next festival (for a shortened period)

- The Master of the Imperial Mint (League) is Guillamo de Tassato (18 Thrones)

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Vio

- The Legacy (Urizen) is held by Marcus of Endsmeet

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Zlatimir Prochnost

- The The Stonefield Ice Caves (Wintermark) is held by Joakeim Sussavari

- The Brilliant Shore (Wintermark) is held by Aelfric Kereftinar

Mercantile Investments

- Hamnett of Gallowdale is Bailiff of the Grand Market

- Estrella is Dhomiro of the Cinnabar Hills

- Paloma i Taziel i Riquez is Mistress of the Glass Parador

- Dieter Angelovic is the Custodian of the Assayers Guild

- Duarte i Hazzam i Guerra is the Vizier of the Incarnadine Satchel

Other Bourse Positions

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Foreign Trade Envoy to the Principalities of Jarm is Oswi Twice-burned

- Foreign Trade Envoy to Faraden is Roberto Murdochi di Sarvos

- Foreign Trade Envoy to the Asavean Archipelago is Adrianna Donati di Sarvos

- Foreign Trade Envoy to the Commonwealth is Jonah Yakovitch

- Foreign Trade Envoy to the Sumaah Republic is Aedred apMagor of Wintermark.

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks

Further Reading

- 378YE Spring Equinox Senate Sessions

- 378YE Spring Equinox Synod Judgements

- Recent history

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Summer_Solstice_Imperial_Titles&oldid=29030"

378YE Summer Solstice Imperial titles

Contents

- 1 The Imperial Senate

- 1.1 The Freeborn senators of The Brass Coast

- 1.2 The senators of Dawn

- 1.3 The senators of Highguard

- 1.4 The senators of The League

- 1.5 The senators of The Marches

- 1.6 The senators of the Navarr

- 1.7 The senators of Urizen

- 1.8 The senators of Varushka

- 1.9 The senators of Wintermark

- 1.10 Other Imperial Senate positions

- 1.11 Titles appointed by senators

- 2 The Military Council

- 2.1 The Generals of The Brass Coast

- 2.2 The Generals of Dawn

- 2.3 The Generals of Highguard

- 2.4 The Generals of the Imperial Orcs

- 2.5 The General of The League

- 2.6 The Generals of The Marches

- 2.7 The Generals of Navarr

- 2.8 The General of Urizen

- 2.9 The Generals of Varushka

- 2.10 The Generals of Wintermark

- 2.11 Other Military Council Positions

- 3 The Imperial Synod

- 3.1 Ambition

- 3.2 Courage

- 3.3 Loyalty

- 3.4 Pride

- 3.5 Prosperity

- 3.6 Vigilance

- 3.7 Wisdom

- 3.8 The Way

- 3.9 Other Synod positions

- 4 The Imperial Conclave

- 4.1 Archmagi

- 4.2 Grandmasters of the Orders

- 4.3 Other Imperial Conclave Positions

- 5 The Imperial Bourse

- 5.1 Imperial Bourse Positions

- 5.2 National Bourse Positions

- 5.3 Mercantile Investments

- 5.4 Other Bourse Positions

- 6 Miscellaneous

The Imperial Senate

The Freeborn senators of The Brass Coast

- Senator for Feroz: Kattalin i Hazama i Guerra

- Senator for Kahraman: Rauul i Jannat i Requiza

- Senator for Madruga: Sallur i Mnajdra i Guerra

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell

- Senator for Semmerholm Ywain De Gauvain

- Senator for Weirwater: Valentin Ivarovich Orzel

The senators of Highguard

- Seantor for Bastion: Jada of Ravensfell

- Senator for Casinea: Zephram of Cantiarch’s Hold

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Drogon Morosini

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Seantor for Hercynia: Rhain

- Senator for Miaren: Syn Nighthaven

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Lucius of Quicksilver Spire

- Senator for Redoubt: Marissa Shatterspire

- Senator for Zenith: Cato

The senators of Varushka

- Senator for Karsk: Machek Winterborn

- Senator for Karov: Constantin

- Senator for Miekarova: Radomir

- Senator for Volodmartz: Vitomyr Krasiludovich Antonov

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

- Senator for Skarsind: Jorma Steelhail

Other Imperial Senate positions

- The Conscience of the Senate is Gideon of the Sons of Couros

- The Advisor on orc affairs is Irontide Bruc

- The Imperial Master of Works is Richard Tunstall

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Admiral is Sendero i Hazana i Guerra

- The Ambassador to Asavea is Camilia di Traviciana di Sarvos

Titles appointed by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Guardian of Britta's Shrine is held by Ruth of the Cenotaph in Highguard

- The sinecure of Dredgemaster of Feverwater, is held by Corey Brackensong

- The Advisor on the Vallorn is Merel Pathfinder

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Anwar i Covas i Erigo of the Fire of the South

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Starac Sijed Orzel of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Mordecai of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Tyrus of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Bloodcrow Martok of the Winter Sun

- General Braka of the Summer Storm

The General of The League

- General Gabriel Barossa of the Wolves of War

The Generals of The Marches

- General Furious Fin of the The Drakes

- General Jack Flint of the Strong Reeds

- General William Tanner of King's Stoke of the bounders

The Generals of Navarr

- General Carr Foxden of the Black Thorns

- General Gwai of the Quiet step

The General of Urizen

- General Tanwyn Ankarien of the Citadel Guard

The Generals of Varushka

- General Stanislav Borodin Havel of the Army of the Northern Eagle

- General Olaf Gregorson Strascovich of the Army of the Golden Axe

The Generals of Wintermark

- General Vahne of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Vaan of Auric Horizon

- The Quartermaster General of the Imperial Armies is Janusz Dalibor von Temeschwar of the League

The Imperial Synod

Ambition

- Cardinal Bishop Olek of the League

- Gatekeeper Serrusta Caeli Rezia di Tassato of the League

Courage

- Cardinal Asher of Felix's Watch in Highguard

- Gatekeeper Agnieszka Katrinova Prochnost of Varushka

Loyalty

- Cardinal Jared of the Suns of Courous, Highguard

- Gatekeeper Tancred De Rondell of Dawn

Pride

- Cardinal Samson of Cantiarch's Hold, Highguard

- Gatekeeper Meurig Tystwarden

Prosperity

- Cardinal Ynez di Caricomare of the League

- Gatekeeper Enoch of the Shattered Tower of Highguard

Vigilance

- Cardinal Marrok De Carsenere

- Gatekeeper Abraham of Highguard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper Livia Cascade of Urizen

The Way

- Bishop Antonio Vanzetti of the League

- Conscience of the Senate - Gideon of the Sons of Couros

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Auditor of Senatorial Accountability is held by Nadezha Dava of Varushka

- The post of Imperial Inquisitor is held by Petra Petrivna Melikov of Vauruska

The Imperial Conclave

Archmagi

- Kallendar Stormcrow is Archmage of Spring

- Corvus of Auric Horizon is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Savik Summerstorm is Archmage of Winter

- Darius of Auric Horizon is Archmage of Day

- Baba Ana is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Sejanus

- Grandmaster of the Order of the Golden Pyramid Edmundo I Jannat I Riqueza of the Brass Coast

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard

- Grandmaster of the Order of the Shuttered Lantern Dimitri Ivanovich Ionescu of Varushka

- Grandmaster of the Order of the Unfettered Mind Palaphon of the Ankarian Magisitrum

Other Imperial Conclave Positions

- Simargl, the Empty One of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Iago Melfizzi of the League serves as Bursar of the Conclave

- Concordia Sforza of the League serves as Liason to the Senate

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Tomas Talbot (165 Thrones)

- The Brilliant Star is held by Tobias Shanks (78 Thrones)

- The Canterspire Circle is held by Antoni Krol (90 Thrones)

- The Damation Cliffs are held by Griacomo Carvinoscurro (170 Thrones)

- The Fortress of Salt is held by Lorenzo “La Volpe” Macelliao von Temeschwar (80 Thrones)

- The Golden Trees of Seren are held by Ilia Miroslav von Danzig (145 Thrones)

- The Great Mine of Briante is held by Ricardo Almieda Desmondo di Tasetto (65 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (100 Thrones)

- The Hunt of Alderei the Fair is held by Horsa Tyrshalt (112 Thrones)

- The Night Quarry is held by Lukash Biessek von Temeshwar (170 Thrones)

- The Scorrero Nets are held by Silvio di Tassato (37 Thrones)

- The Singing Caves are held by ???

- The Sutton Stone Quarries are held by Eanwyn Dunning (155 Thrones)

- The Syrene's Wisdom is held by Marko von Temeshwar (48 Thrones)

- The Weirwater Vales are held by Niccolo dos Tassatos (98 Thrones)

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is currently uncontrolled and therefore will be elected next festival (for a shortened period)

- The Master of the Imperial Mint (League) is Guillamo de Tassato (18 Thrones)

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Vio

- The Legacy (Urizen) is held by Marcus of Endsmeet

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Zlatimir Prochnost

- The The Stonefield Ice Caves (Wintermark) is held by Joakeim Sussavari

- The Brilliant Shore (Wintermark) is held by Aelfric Kereftinar

Mercantile Investments

- Hamnett of Gallowdale is Bailiff of the Grand Market

- Estrella is Dhomiro of the Cinnabar Hills

- Paloma i Taziel i Riquez is Mistress of the Glass Parador

- Dieter Angelovic is the Custodian of the Assayers Guild

- Duarte i Hazzam i Guerra is the Vizier of the Incarnadine Satchel

Other Bourse Positions

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Foreign Trade Envoy to the Principalities of Jarm is Oswi Twice-burned

- Foreign Trade Envoy to Faraden is Roberto Murdochi di Sarvos

- Foreign Trade Envoy to the Asavean Archipelago is Adrianna Donati di Sarvos

- Foreign Trade Envoy to the Commonwealth is Jonah Yakovitch

- Foreign Trade Envoy to the Sumaah Republic is Aedred apMagor of Wintermark.

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Summer_Solstice_Imperial_titles&oldid=47528"

378YE Summer Solstice Senate Sessions

Overview

- Imperial treasury during this season announced by the Civil Service at TBC.

Motions

Vetoed

- Vetoed motion

Passed

- Assign Segura

- Disburse funds to Bregasland

- Disburse funds to Conclave Grandmasters

- Safe passage for Lasambrian delegation

- Disburse funds to add Skein of Years to Imperial Lore

- Employ Civil Service to observe Fleets

- Reparations to the Asavean Archipelago

- Construct museum

- Construct fortified garrison in Overton

- Construct memorial at Anvil

- Establish contact with Barrens orcs

- Alter manifesto of Sevenfold Path

- Construct conservatory for the Anvil Hospital

- Appoint ambassador to Asavean Archipelago

Defeated

- Protection for delegations

Announcements

- Announcements by the Quartermaster General

- Announcements by the Minister for Historical Research

- There were no announcements by the Advisor on the Vallorn or the Imperial Master of Works

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Summer_Solstice_Senate_Sessions&oldid=28777"

378YE Summer Solstice Senate sessions

Overview

- Imperial treasury during this season announced by the Civil Service at TBC.

Motions

Vetoed

- Vetoed motion

Passed

- Assignment of Segura

- Disburse funds to Bregasland

- Disburse funds to Conclave Grandmasters

- Safe passage for Lasambrian delegation

- Disburse funds to add Skein of Years to Imperial Lore

- Employ Civil Service to observe Fleets

- Reparations to the Asavean Archipelago

- Construct museum

- Construct fortified garrison in Overton

- Construct memorial at Anvil

- Establish contact with Barrens orcs

- Alter manifesto of Sevenfold Path

- Construct conservatory for the Anvil Hospital

- Appoint ambassador to Asavean Archipelago

Defeated

- Protection for delegations

Announcements

- Announcements by the Quartermaster General

- Announcements by the Minister for Historical Research

- There were no announcements by the Advisor on the Vallorn or the Imperial Master of Works

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Summer_Solstice_Senate_sessions&oldid=35427"

378YE Summer Solstice Synod Judgements

Contents

- 1 The Imperial Titles of the Synod

- 1.1 Other Synod-Appointed Titles

- 2 Appointments

- 2.1 Appointment of the Cardinal of Courage

- 2.2 Appointment of the Cardinal of Wisdom

- 2.3 Appointment of the Imperial Inqusitor

- 2.4 Appointment of the Cardinal of Ambition

- 3 Synod Judgments

- 4 Statements of Principle

- 5 Synod Funds

- 6 Visionaries

The Imperial Titles of the Synod

At the end of the Summer Solstice, 378 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Ambition

Bishop Olek of the League

Serrusto Caeli Rezia di Tassato

Courage

Asher of Felix's Watch in Highguard

Agnieszka Katrinova Prochnost of Varushka

Loyalty

Jared of the Suns of Courous, Highguard

Tancred De Rondell of Dawn

Pride

Samson of Cantiarch's Hold, Highguard

Meurig Tystwarden of the Navarr

Prosperity

Ynez di Caricomare of the League

Enoch of the Shattered Tower in Highguard

Vigilance

Marrok de Carsenere of Dawn

Abraham of the Shattered Tower, Highguard

Wisdom

Agnetha De Rondell of Dawn

Livia Cascade of Urizen

The Way

Antonio Vanzetti of the League

Gideon of the Suns of Courous, Highguard

Other Synod-Appointed Titles

Title

Held By

Appointed By

Renews

High Exorcist

Solas of Urizen

Assembly of Nine

Winter Solstice

Auditor of Senatorial Accountability

Nadezha Dava of Varushka

Assembly of Nine

Until death, revocation or stepping down

Imperial Inquisitor

Petra Petrivna Melikov of Vauruska

Assembly of Nine

Spring Equinox

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Appointment of the Cardinal of Courage

Candidate

Votes Received

Outcome

Isaac di Sarvos of the League

30 votes

Asher of Felix's Watch in Highguard

98 votes

Appointed as Cardinal

Cardinal Asher appointed Agnieszka Katrinova Prochnost of Varushka as Gatekeeper

Appointment of the Cardinal of Wisdom

Candidate

Votes Received

Outcome

Tockrynn Nighthaven of Navarr

72 votes

Agnetha De Rondell

82 votes

Appointed as Cardinal

Cardinal Agnetha retained Livia Cascade of Urizen as Gatekeeper

Appointment of the Imperial Inqusitor

Candidate

Votes Received

Outcome

Julius Cavita of the League

3 votes

Petra Petrivna Melikov of Vauruska

Appointed as Imperial Inquisitor

Appointment of the Cardinal of Ambition

Candidate

Votes Received

Outcome

Eofric Sammersund of Wintermark

20 votes

Bishop Olek of the League

56 votes

Appointed as Cardinal

Cardinal Olek chose to retain Serrusto Caeli Rezia di Tassato as Gatekeeper

Synod Judgments

At the Summit, the following judgments were made by the Assemblies of the Synod:

Number

Assembly

Judgment

Raised By

Outcome

1

Courage

Election of the Cardinal

The Civil Service

Cardinal Asher of Felix's Watch

2

Wisdom

Election of the Cardinal

The Civil Service

Cardinal Agnetha De Rondell

3

Highguard

Inquisition of Highborn Senators regarding their Senate Votes at the Spring Equinox 378 YE

Naomi of Felix's Watch, Highguard

Upheld 223 - 20 (Decisive Majority)

4

Assembly of Nine

Inquisition of General Ruth of Highguard as a candidate for the Throne

Cardinal Marrok de Carsenere

Upheld 6 - 0 (Decisive Majority)

5

Assembly of Nine

Inquisition of Senator Atte of Wintermark as a candidate for the Throne

Cardinal Antonnio Vanzetti

Upheld 6 - 0 (Decisive Majority)

6

Assembly of Nine

Inquisition of Senator De Rondell of Dawn as a candidate for the Throne

Cardinal Ynez di Caricomare

Upheld 6 - 0 (Decisive Majority)

7

Ambition

Revocation of Cardinal Eofric of Wintermark

Gatekeeper Serrusto of the League

Upheld 44-20

8

Ambition

Election of the Cardinal

The Civil Service

Cardinal Olek of the League

9

General Assembly

Rewarding Lucifer Son of Cyrus with 5 Thrones to pay for research into the Mask of the Visionary to pay for the historical research

Lucifer of Felix's Watch, Highguard

Upheld 350 - 32

11

Courage

Recognition of
Emperor Ahraz
as an Exemplar of Courage

Isaac Carlino di Sarvos of the League

Upheld 94 - 10

12

Prosperity

Inquisition of Senator Bridget Eastville of the Marches

L. Tolya Orbardenko of the League

Upheld 150 - 10

18

General

Recognition of
Emperor Ahraz
as an Exemplar of Courage

Escalated from #11

Upheld 311 - 74

19

Rewarding

Rewarding Gralka Stormcrow, an Imperial Orc, with 3 Thrones from the virtue fund for vigilantly saving the life of Abraham of the Shattered Tower, Highguard, by virtuous use of night magic.

Abraham of the Shattered Tower

Defeated 214 - 140

22

Assembly of Nine

Election of Imperial Inquisitor

The Civil Service

Petra Petrivna Melikov of Vauruska

Statements of Principle

The Imperial Synod was asked to make the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

10

Varushkan

The Assembly believes: That our generals, Olaf Strascovich and Stanislav Havel, should be praised and recognised for their actions which helped recapture Karsk and save Imperial Lives.

Father Drakov

Upheld 88 - 0

13

Loyalty

The Assembly believes: It is an expression of Loyalty any citizen of the Empire may undertake to ensure the good health (via hydration, shade, rest and meals) of their fellow citizens who make important decisions which affect nations or the Empire as a whole

Gatekeeper Tancred De Rondell

Upheld 49 - 0

14

General

The Assembly believes: The Synod Priests should make the effort to meet up between the Autumn Equinox and Winter Solstice

Julius Cavita of the League

Upheld 183 - 84

15

Urizen

The Assembly believes: Dr Tiberius of Endsmeet has shown Outstanding Virtue in his tireless work saving the Citizens of Every Nation of this Empire. Showing Great Vigilance in finding and identifying injuries. Showing Great Loyalty in his actions for every Imperial Citizen. Showing Great Courage in accepting and enduring pain and injury when pushing beyond his limits. Showing Great Ambition in striving for further skill. Showing Great Prosperity in the works of every life saved. Showing Great Wisdom in the skill he has garnered.

Maximillian of the Way

Upheld 40 - 10

16

Prosperity

The Assembly believes: That the Senate should reform its procedures for purchasing bourse materials to be by open reverse auctions. The Synod of Prosperity shall host such an auction for all Senators and Bourse Members to participate in and so demonstrate their prosperity

Enoch of the Shattered Tower, Highguard

Upheld 118-0

17

General

The Assembly believes: The Faraden have previously shown willingess to enter into debate over the virtues of the Way. I [Lycier Phoenix] wish to extend a formal invitation to now have this debate with the Synod in the near future.

Lycier Phoenix of Urizen

Upheld 356 - 51

20

General

The Assembly believes: It is known that foriegn ambassadors to the Empire often hold religious beliefs incompatible with The Way. So long as they hold and practice these beliefs privately, not preaching nor otherwise deliberately propogating their belief onto imperial citizens, the Synod considers they should not be prosecutred for a religious crime simply due to holding said beliefs

Cardinal Jared, Suns of Courous, Highguard

Upheld 553 - 79

21

General

The Assembly believes: Following an in depth debate on the matter, the Realm of Night is not heretical in nature

Tabor of the League

Upheld 384 - 32

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

20 Thrones / 3 Crowns / 2 Rings

Income

3 Thrones

A fine levied against a convicted crimninal given to the Virtue Fund at the behest of Chaplain Torsch

16 Thrones

The price paid by the Shattered Tower for pure liao in the Bourse

Rewards

5 Thrones

Given to Lucifer of Felix's Watch, Highguard, as per judgment #9

Closing Value

34 Thrones / 3 Crowns / 2 Rings

Visionaries

The following individuals received visions of their past lives:

- General Anwar of the Brass Coast

- Pete Keeper of the Marches

- Grigory Mandel of Highguard

- Ricardo of the League

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Summer_Solstice_Synod_Judgements&oldid=28522"

378YE Summer Solstice Synod judgements

Contents

- 1 The Imperial Titles of the Synod

- 1.1 Other Synod-Appointed Titles

- 2 Appointments

- 2.1 Appointment of the Cardinal of Courage

- 2.2 Appointment of the Cardinal of Wisdom

- 2.3 Appointment of the Imperial Inqusitor

- 2.4 Appointment of the Cardinal of Ambition

- 3 Synod Judgments

- 4 Statements of Principle

- 5 Synod Funds

- 6 Visionaries

The Imperial Titles of the Synod

At the end of the Summer Solstice, 378 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Ambition

Bishop Olek of the League

Serrusto Caeli Rezia di Tassato

Courage

Asher of Felix's Watch in Highguard

Agnieszka Katrinova Prochnost of Varushka

Loyalty

Jared of the Suns of Courous, Highguard

Tancred De Rondell of Dawn

Pride

Samson of Cantiarch's Hold, Highguard

Meurig Tystwarden of the Navarr

Prosperity

Ynez di Caricomare of the League

Enoch of the Shattered Tower in Highguard

Vigilance

Marrok de Carsenere of Dawn

Abraham of the Shattered Tower, Highguard

Wisdom

Agnetha De Rondell of Dawn

Livia Cascade of Urizen

The Way

Antonio Vanzetti of the League

Gideon of the Suns of Courous, Highguard

Other Synod-Appointed Titles

Title

Held By

Appointed By

Renews

High Exorcist

Solas of Urizen

Assembly of Nine

Winter Solstice

Auditor of Senatorial Accountability

Nadezha Dava of Varushka

Assembly of Nine

Until death, revocation or stepping down

Imperial Inquisitor

Petra Petrivna Melikov of Vauruska

Assembly of Nine

Summer Solstice

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Appointment of the Cardinal of Courage

Candidate

Votes Received

Outcome

Isaac di Sarvos of the League

30 votes

Asher of Felix's Watch in Highguard

98 votes

Appointed as Cardinal

Cardinal Asher appointed Agnieszka Katrinova Prochnost of Varushka as Gatekeeper

Appointment of the Cardinal of Wisdom

Candidate

Votes Received

Outcome

Tockrynn Nighthaven of Navarr

72 votes

Agnetha De Rondell

82 votes

Appointed as Cardinal

Cardinal Agnetha retained Livia Cascade of Urizen as Gatekeeper

Appointment of the Imperial Inqusitor

Candidate

Votes Received

Outcome

Julius Cavita of the League

3 votes

Petra Petrivna Melikov of Vauruska

Appointed as Imperial Inquisitor

Appointment of the Cardinal of Ambition

Candidate

Votes Received

Outcome

Eofric Sammersund of Wintermark

20 votes

Bishop Olek of the League

56 votes

Appointed as Cardinal

Cardinal Olek chose to retain Serrusto Caeli Rezia di Tassato as Gatekeeper

Synod Judgments

At the Summit, the following judgments were made by the Assemblies of the Synod:

Number

Assembly

Judgment

Raised By

Outcome

1

Courage

Election of the Cardinal

The Civil Service

Cardinal Asher of Felix's Watch

2

Wisdom

Election of the Cardinal

The Civil Service

Cardinal Agnetha De Rondell

3

Highguard

Inquisition of Highborn Senators regarding their Senate Votes at the Spring Equinox 378 YE

Naomi of Felix's Watch, Highguard

Upheld 223 - 20 (Decisive Majority)

4

Assembly of Nine

Inquisition of General Ruth of Highguard as a candidate for the Throne

Cardinal Marrok de Carsenere

Upheld 6 - 0 (Decisive Majority)

5

Assembly of Nine

Inquisition of Senator Atte of Wintermark as a candidate for the Throne

Cardinal Antonnio Vanzetti

Upheld 6 - 0 (Decisive Majority)

6

Assembly of Nine

Inquisition of Senator De Rondell of Dawn as a candidate for the Throne

Cardinal Ynez di Caricomare

Upheld 6 - 0 (Decisive Majority)

7

Ambition

Revocation of Cardinal Eofric of Wintermark

Gatekeeper Serrusto of the League

Upheld 44-20

8

Ambition

Election of the Cardinal

The Civil Service

Cardinal Olek of the League

9

General Assembly

Rewarding Lucifer Son of Cyrus with 5 Thrones to pay for research into the Mask of the Visionary to pay for the historical research

Lucifer of Felix's Watch, Highguard

Upheld 350 - 32

11

Courage

Recognition of
Emperor Ahraz
as an Exemplar of Courage

Isaac Carlino di Sarvos of the League

Upheld 94 - 10

12

Prosperity

Inquisition of Senator Bridget Eastville of the Marches

L. Tolya Orbardenko of the League

Upheld 150 - 10

18

General

Recognition of
Emperor Ahraz
as an Exemplar of Courage

Escalated from #11

Upheld 311 - 74

19

Rewarding

Rewarding Gralka Stormcrow, an Imperial Orc, with 3 Thrones from the virtue fund for vigilantly saving the life of Abraham of the Shattered Tower, Highguard, by virtuous use of night magic.

Abraham of the Shattered Tower

Defeated 214 - 140

22

Assembly of Nine

Election of Imperial Inquisitor

The Civil Service

Petra Petrivna Melikov of Vauruska

Statements of Principle

The Imperial Synod was asked to make the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

10

Varushkan

The Assembly believes: That our generals, Olaf Strascovich and Stanislav Havel, should be praised and recognised for their actions which helped recapture Karsk and save Imperial Lives.

Father Drakov

Upheld 88 - 0

13

Loyalty

The Assembly believes: It is an expression of Loyalty any citizen of the Empire may undertake to ensure the good health (via hydration, shade, rest and meals) of their fellow citizens who make important decisions which affect nations or the Empire as a whole

Gatekeeper Tancred De Rondell

Upheld 49 - 0

14

General

The Assembly believes: The Synod Priests should make the effort to meet up between the Autumn Equinox and Winter Solstice

Julius Cavita of the League

Upheld 183 - 84

15

Urizen

The Assembly believes: Dr Tiberius of Endsmeet has shown Outstanding Virtue in his tireless work saving the Citizens of Every Nation of this Empire. Showing Great Vigilance in finding and identifying injuries. Showing Great Loyalty in his actions for every Imperial Citizen. Showing Great Courage in accepting and enduring pain and injury when pushing beyond his limits. Showing Great Ambition in striving for further skill. Showing Great Prosperity in the works of every life saved. Showing Great Wisdom in the skill he has garnered.

Maximillian of the Way

Upheld 40 - 10

16

Prosperity

The Assembly believes: That the Senate should reform its procedures for purchasing bourse materials to be by open reverse auctions. The Synod of Prosperity shall host such an auction for all Senators and Bourse Members to participate in and so demonstrate their prosperity

Enoch of the Shattered Tower, Highguard

Upheld 118-0

17

General

The Assembly believes: The Faraden have previously shown willingess to enter into debate over the virtues of the Way. I [Lycier Phoenix] wish to extend a formal invitation to now have this debate with the Synod in the near future.

Lycier Phoenix of Urizen

Upheld 356 - 51

20

General

The Assembly believes: It is known that foriegn ambassadors to the Empire often hold religious beliefs incompatible with The Way. So long as they hold and practice these beliefs privately, not preaching nor otherwise deliberately propogating their belief onto imperial citizens, the Synod considers they should not be prosecutred for a religious crime simply due to holding said beliefs

Cardinal Jared, Suns of Courous, Highguard

Upheld 553 - 79

21

General

The Assembly believes: Following an in depth debate on the matter, the Realm of Night is not heretical in nature

Tabor of the League

Upheld 384 - 32

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

20 Thrones / 3 Crowns / 2 Rings

Income

3 Thrones

A fine levied against a convicted crimninal given to the Virtue Fund at the behest of Chaplain Torsch

16 Thrones

The price paid by the Shattered Tower for pure liao in the Bourse

Rewards

5 Thrones

Given to Lucifer of Felix's Watch, Highguard, as per judgment #9

Closing Value

34 Thrones / 3 Crowns / 2 Rings

Visionaries

The following individuals received visions of their past lives:

- General Anwar of the Brass Coast

- Pete Keeper of the Marches

- Grigory Mandel of Highguard

- Ricardo of the League

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Summer_Solstice_Synod_judgements&oldid=51213"

378YE Summer Solstice winds of war

Contents

- 1 Overview

- 2 The Battle of the Iron Plains

- 3 Thunder in the Silver Peaks

- 4 A whisper of magic

- 5 Amid Ruined hills

- 6 The Siege of Holmauer

- 7 Flickers in the Twilight

- 7.1 Evening

- 7.2 Midnight

- 7.3 Dawn

Overview

As the wet Spring gives way to glorious Summer, the banners are raised and the horns echo across the battlefield. It is the season of war! On the eastern front, the Battle of the Iron Plains drives the Lasambrian invaders out of the Seguran heartland. The campaign is not over, but the dry grasslands are Imperial territory once more. Yet whose nation will the Senate judge worthy to take custody of them, to shoulder the responsibility of securing thelast regions of the westernmost province of the Empire?

Further north, thunder echoes through the Silver Peaks as a host of Thule comes sweeping down into the mountains of Sermersuaq bent on conquest. On the far side of the empire, in newly-liberated Karsk Imperial and Thule forces fight to a standstill amid the ruined hills. Only the crows and the rats prosper as the Varushkan armies seek to drive the barbarians out of their territory - and the Thule seem loathe to leave.

Not so the Druj - in marshy Therunin the combined forces of the Navarr and Highborn face advancing barbarians and drive the verminous enemy back to the dark hills of Reikos. Their noses are bloodied - but they are not defeated. Will they lick their wounds and consider their next action, or seek new prey? There are routes they could march their armies that threaten mountainous Morrow, splendid Bastion or - if they choose to test the might of the Sentinel - the heart of the Empire itself.

What of Holberg? The situation in the west has turned from bad to worse. The siege of Holmauer has ended in retreat - the Imperial armies are besieged behind the upper city, with the Druj in command of the rest of the territory. All is not lost - the walls of the city hold, and have never been broken. The gates open when the people of Holberg will it, never before ...

It is easy in the flood of history to forget the little things. To forget that Mournwold and Liathaven still labour under the yoke of Jotun rule - and for all their ceasefire with the Empire, the brave defenders of the Greensward still suffer regular raids from the barbarians. Sometimes the people of the Empire can be pushed beyond their breaking point - witness the sad end of the Virtue crusade. Sometimes, they rally in unexpected ways as the Grendel vessels sunk during the blockade of Apulus can attest ...

There then. Season of war, of hot blood. Here the Empire raises the flag of triumph, there they fight with their backs to the walls. The battle continues.

The Battle of the Iron Plains

Wide, empty and windswept the Iron Plains are a place to pass through or to come from, not to stay. Rain falls rarely, but as Spring gives way to Summer, the arid grasslands are watered with the blood of knights, corsairs, and barbarians.

Two armies of Lasambrian Orcs, driven north and west by the Imperials, seek an orderly retreat. The massed forces of the Red Wind Corsairs, the Eastern Sky and the Hounds of Glory fall on them like wolves on the fold. The battered barbarians give ground at every step, resisting a rout, pushed further back towards the hills that girdle Segura. Then a third Lasambrian army smashes *through* the other two armies. A new army, under an iron banner. It matches the fervour of the kohan and the glorious knights. It secures the escape of the other two armies, to Anduzjasse and Yellow Chase and Burnish.

Alongside the barbarians fight knights in crimson and gold who are neither orc nor human, but emissaries of an Eternal power. Beneath the golden lion banner, they engage Imperial forces without regard for their own safety, fighting astride great tawny lions and accompanied by swooping bull-sized hawks. Here and there among the allied contingent are massive creatures with spreading antlers, or claws-and-fanged wolf-beasts that sing with human voices as they tear into their prey.

Every inch of Iron Plains soil ceded to the Empire is paid for twice over by a price of blood. Near two thousand Imperial soldiers will not fight again. But the Empire prevails. The Red Wind drives the last Lasambrian stragglers northwards, reclaiming the Iron Plains for the Freeborn people. Near the ruins of Anduz, above the standing stones of the Longing Circle, the Dawnish forces establish an armed camp gazing across the churned earth towards the barbarian defenders occupying the old city.

With the Battle of the Iron Plains, the Empire has reclaimed Segura. Yet the Lasambrians have not been driven back into their hills - three barbarian armies remain, facing three Imperial armies across the dry grasslands.

Thunder in the Silver Peaks

In the north, in Sermersuaq, the passes shake to the thunder of drums and of marching feet. A Thule army comes, marching under the banner of the white hound. The pounding of great drums shakes the snow loose from the highest of the Silver Peaks More than ten thousand orcs, out of Skúld, out of western Otkodov, marching to war.

They occupy the northern passes, building fortified camps. They begin to claim the mines of the mountains and the foothills, to claim crystal mana from the Stonefields. With their armies march hundreds of savage orc hunters, wrapped in leather and fur and marked with white Winter runes. They raid deep into Sermersuaq. Hunters returning to Atalaq speak of orc raiding parties spotted as far west as the northern shores of Lake Atkonartoq, as far south as the East Floes above Wreck.

Stealthy scouts are spotted in the hills above the Stonefield Ice Caves. Watching. Planning. It seems unlikely these sorcerous barbarians will pass up the opportunity to claim the bounty of ilium the caves represent, nor the many mana sites of the Stonefields themselves.

It is good they do not march unopposed.

The Green Shield and the Fist of the Mountain are here. When the beacons flame, they have barely stamped the mud of Varushka from their boots. Barely rested from their long westbound trek, they march north-east to stop the barbarian advance.

The armies clash in the foothills. Many Winterfolk lay down their lives in the high peaks above the windswept plains. Many orcs are sent tumbling down the mountainsides.

They have not established themselves, but neither have they been driven out. At night, when the sky darkens enough that the first stars can be seen, the great drums of the Thule boom and shout across the mountains until the last star is hidden by the sun, rising behind the mountains.

The war for Sermersuaq has begun.

A whisper of magic

The wind… it blows through Therunin, whispering. The green shadows are quiet, apart from birdsong and the gentle soughing wind. There is magic in the whisper. A whisper of shadow, heard in the dripping fens of the Lower Tarn Valley. The chorus of frogs and the buzz of flies fallen silent, for a heartbeat. A half-seen castle of woven mist coalesces, spreading across the waters. The marsh itself comes to life, a subtle enchantment of coiling vines, toad spies and shambling swamp guardians.

A whisper of life, urging the waters of the marshy forest to run clear and fresh. Vitality thrums through the soil, dances in every shower of rain, swirls in every well and spring and stream and pond. Blood flows slowly, wounds heal quickly, infection is unknown. Nothing short of death lasts - injuries are washed away by the healing tide.

A whisper of death, heard by the dead. A thousand murdered Navarr and slaughtered Druj orcs rise from the mud, stumbling through the dark trees to join the army of the Black Thorns, falling on the barbarians as they advance.

There are over ten thousand orcs are in Therunin, under the banner of the Hunting Scorpion and the Red Lizard. An iron fist of warriors, a shroud of scouts, skirmishers and saboteurs, invaders out of Reikos.

The Hunting Scorpion is confident in its strength, marching under a dread miasma of fear and doubt. They do not expect the Granite Pillar to turn their own terror weapons back against them, to extend their aegis of protection to the Black Thorns and the Quiet Step. Imperial and barbarian forces clash again and again as the leaves spread and Summer blossom blooms on the boughs.

In the end a tangle of factors grants victory to the Empire. Without their magic, without the discipline of the Highborn, without the captains fighting alongside the Imperial armies, without the wood wisdom of the Black Thorns, the outcome could have been very different... As it is, by mid-Summer, the Druj forces have been pushed back across the border into the ruined hills of Reikos.

Amid Ruined hills

Talk of ruined hills … the hills of Reikos, the hills of Karsk. Thanks to the courage of heroes, Karsk is once again a part of Varushka. Yet there is no peace to be found in the war torn land, not this side of the labyrinth ... and perhaps not the other, either.

The Northern Eagle and the Golden Axe stand alone against over twenty thousand Thule warriors. As in Therunin, the power of Imperial magic makes the waters of Karsk sparkle with life. Here, that powerful Spring magic stands between the Imperial forces and catastrophic casualties.

Here, the Empire faces the dark sorcery of the Dragons of Thule ...

Two great citadels of ice and frozen stone have risen in the hills of Karsk. One raised by the power of Imperial magicians provides sanctuary for the Varushkan forces. From the other, raised in fallen Krevsaty, provides a vantage to orc warlocks who gaze from its frigid towers across the crow-haunted battlefields.Their armies display supernatural enchantments, potent ritual magic woven about their soldiers by the magician-kings of the north. They fight together as if their captains shared one mind, they exploit any opening presented by their Varushkan foes, they seem to respond to their enemies' movements almost before they make them.

Yet for all their magic, the Thule launch no attacks of their own – they simply defend those regions where their strength still holds.

While there are skirmishes throughout Karsk, most of the serious fighting takes place in the northern hills of Branoc. The Thule and the Empire clash in the dark shadow of the Broken Barrow itself, a haunted hill is held by an army of humans, orcs and revenant things that aid neither side. Those who stray within the ring of fallen stones that circles the hill – be they man or orc – are slain without mercy.

The Empire loses no land, but likewise it claims not one square foot of contested territory from the orc defenders. If the Thule had simply attacked, then the Imperial forces would surely have been overwhelmed rather than simply forced back to Nitrost and to Kopvenost.

The crows grow fat on a thousand fallen Imperials ... but the death toll could have been so much worse.

The Siege of Holmauer

Things are much worse in Holberg.

Perhaps fifteen thousand Freeborn, Dawnish and Marcher souls defend the solid walls of Holfried and the tattered walls of Holmauer.

Arrayed against them, perhaps twenty-five thousand orcs, commanded from the shambolic fortress at Rebeshof beneath the banners of the striking scorpion.

The waters of Holberg run with bloody Spring magic. Water turns foul quickly, spreads everywhere creating slippery mud that sucks the strength from the limbs of soldiers. Some who fall lack the will to rise again without assistance. Some never rise. Every wound festers, even minor injuries might prove life-threatening. The orcs suffer as well – but they seem not to care about the misery caused by their malicious magic.

From the gates of Rebeshof the Scorpion Sting lead an overwhelming assault on the walls of Holmauer. They walls hold for a time, then break

378YE Winter Solstice Announcements by the Minister for Historical Research

Commission research into the runeforge at Gildenheim in Skarsind

Commission research into the Claw of the Heavens ancient Urizen spire

Commission research into Emperor Barabbas' invasion plans against the Grendel

Commission research into the origins of the Hallowing ceremony

Approved by the Minister of Historical Research.

Overview

- Historical research concerning these topics has been commissioned through the civil service.

- Actions approved by the Minister of Historical Research.

- The actions are grouped together, but each would count as a seperate announcement for purposes of the Imperial Synod veto.

Date

- Winter Solstice 378YE

Progress

- Unknown

Campaign Outcome

- Research reports will be compiled and presented to the Minister for Historical Research

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Winter_Solstice_Announcements_by_the_Minister_for_Historical_Research&oldid=35414"

378YE Winter Solstice Announcements by the Quartermaster General

Overview

- Resupply the Brass Coast army of the Fire of the South with 38 wains of weirwood.

- This motion was approved by the Quartermaster General using the legal power to resupply armies granted by the Imperial Senate.

- Theis motion would be subject to the Imperial Synod veto.

Date

- Winter Solstice 378YE

Progress

- 38 wains of provided by Irontide Rad, Quartermaster General of the Imperial Armies, after Winter Solstice 378YE

Campaign Outcome

- Resupply an army using 38 wains restores fighting strength equal to 760 soldiers to the army.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Winter_Solstice_Announcements_by_the_Quartermaster_General&oldid=35712"

378YE Winter Solstice Imperial titles

Contents

- 1 The Imperial Senate

- 1.1 The Freeborn senators of The Brass Coast

- 1.2 The senators of Dawn

- 1.3 The senators of Highguard

- 1.4 The senators of The League

- 1.5 The senators of The Marches

- 1.6 The senators of the Navarr

- 1.7 The senators of Urizen

- 1.8 The senators of Varushka

- 1.9 The senators of Wintermark

- 1.10 Other Imperial Senate positions

- 1.11 Sinecures selected by senators

- 2 The Military Council

- 2.1 The Generals of The Brass Coast

- 2.2 The Generals of Dawn

- 2.3 The Generals of Highguard

- 2.4 The Generals of the Imperial Orcs

- 2.5 The General of The League

- 2.6 The Generals of The Marches

- 2.7 The Generals of Navarr

- 2.8 The General of Urizen

- 2.9 The Generals of Varushka

- 2.10 The Generals of Wintermark

- 2.11 Other Military Council Positions

- 3 The Imperial Synod

- 3.1 Ambition

- 3.2 Courage

- 3.3 Loyalty

- 3.4 Pride

- 3.5 Prosperity

- 3.6 Vigilance

- 3.7 Wisdom

- 3.8 The Way

- 3.9 Other Synod positions

- 4 The Imperial Conclave

- 4.1 Archmagi

- 4.2 Grandmasters of the Orders

- 4.3 Other Imperial Conclave Positions

- 5 The Imperial Bourse

- 5.1 Imperial Bourse Positions

- 5.2 National Bourse Positions

- 5.3 Mercantile Investments

- 5.4 Other Bourse Positions

- 6 Miscellaneous

The Imperial Senate

The Freeborn senators of The Brass Coast

- Senator for Feroz: Kattalin i Hazama i Guerra

- Senator for Kahraman: Zamira i Covas i Erigo

- Senator for Madruga: Anwar i Del-Toro i Riqueza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Hector de Rondell

- Senator for Semmerholm Escalados deCarsenere

- Senator for Weirwater: Valentin Ivarovich Orzel

The senators of Highguard

- Senator for Bastion: Jada of Ravensfell

- Senator for Casinea: Zephram of Cantiarch’s Hold

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Gant Archama

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Senator for Hercynia: Rhain

- Senator for Miaren: Syn Nighthaven

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Marissa Shatterspire

- Senator for Zenith: Cato

The senators of Varushka

- Senator for Karsk: Vuk the Wolfeater

- Senator for Karov: Constantin

- Senator for Miekarova: Dušan Otecovna Zlata

- Senator for Volodmartz: Irina Kardaova Arkady

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

- Senator for Skarsind: Jorma Steelhail

Other Imperial Senate positions

- The Conscience of the Senate is Lisabetta Giacomi von Holberg

- The Advisor on orc affairs is Irontide Bruc

- The Imperial Master of Works is Richard Tunstall

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Admiral is Sendero i Hazana i Guerra

- The Ambassador to Asavea is Camilia di Traviciana di Sarvos

- The Ambassador to Jarm is Owsi Twice-burned

- The Advisor on the Vallorn is Neb

- The Wisest Senator is Syn Nighthaven (NB: Not an Imperial Title, but was selected by the Senate at Autumn Equinox 378YE so included for completeness.)

Sinecures selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Guardian of Britta's Shrine is held by Ruth of the Cenotaph in Highguard

- The sinecure of Dredgemaster of Feverwater, is held by Corey Brackensong

- Dean of Pilgrims (exact title to be TBA)

- The sinecure of Custodian of the Starlight Drift is held by Vulpes Endsmeet

- The sinecure of Keeper of the Memorial Gardens of Treji

- The sinecure of Guardian of the Cairn is held by Thanmir Hrafnar

- The sinecure of Keeper of the Sapphire Stair is held by Ophelia Sanguineo Rezia di Tassato

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Manny i Sayap i Guerra of the Fire of the South

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Starac Sijed Orzel of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Jericho of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Morgur Bloodcrow of the Winter Sun

- General Braka of the Summer Storm

The General of The League

- General Gabriel Barossa of the Wolves of War

The Generals of The Marches

- General Furious Fin of the The Drakes

- General Jack Flint of the Strong Reeds

- General Brianna of King's Stoke of the bounders

The Generals of Navarr

- General Carr Foxden of the Black Thorns

- General Merryn Farkas of the Quiet step

The General of Urizen

- General Tanwyn Ankarien of the The Citadel Guard

The Generals of Varushka

- General Hallvard of the Army of the Northern Eagle

- General Magnus Anatolyvich Prochnost of the Army of the Golden Axe

The Generals of Wintermark

- General Marius Fjellrevening of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Vaan of Auric Horizon

- The Quartermaster General of the Imperial Armies is Irontide Rad

The Imperial Synod

Ambition

- Cardinal Bishop Olek of the League

- Gatekeeper Silent John of the Marches

Courage

- Cardinal Asher of Felix's Watch in Highguard

- Gatekeeper Agnieszka Katrinova Prochnost of Varushka

Loyalty

- Cardinal Jared of the Suns of Courous, Highguard

- Gatekeeper Oberon Caeli Rezia di Tassato

Pride

- Cardinal Elka Nadyanova Gremani of Varushka

- Gatekeeper Samson of Cantiarch's Hold

Prosperity

- Cardinal Peter Keeper of Kingstoke, the Marches

- Gatekeeper Edythe Dunne of Wintermark

Vigilance

- Vacant following the demise of Cardinal Marrok de Carsenere of Dawn

- Gatekeeper Abraham of Highguard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper Livia Cascade of Urizen

The Way

- Bishop Beodun Snowlock of Wintermark

- Conscience of the Senate - Lisabetta Giacomi von Holberg of the League

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Auditor of Senatorial Accountability is vacant following the demise of Autocephalous Tolya Orbardenko of the League

- The post of Imperial Inquisitor is held by Petra Petrivna Melikov of Vauruska

- The post of Custodian of the Imperial War Memorial is held by Ira of Felix's Watch, Highguard

The Imperial Conclave

Archmagi

- Iulian Shatterspire is Archmage of Spring

- Corvus of Auric Horizon is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Cyrus Skybreaker is Archmage of Winter

- Mari Linkforge is Archmage of Day

- Pavel is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Marius Auricspire

- Grandmaster of the Order of the Golden Pyramid Edmundo I Jannat I Riqueza of the Brass Coast

- Grandmaster of the Order of the Rod and Shield Raewynn Stormwise

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard

- Grandmaster of the Order of the Shuttered Lantern Dimitri Ivanovich Ionescu of Varushka

- Grandmaster of the Order of the Unfettered Mind Palaphon of the Ankarian Magisitrum

Other Imperial Conclave Positions

- Eudaemon of Halcyon serves as Dean of the Lyceum

- Iago Melfizzi of the League serves as Bursar of the Conclave

- Concordia Sforza of the League serves as Liason to the Senate

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Tomas Talbot (165 Thrones)

- The Brilliant Star is held by Tobias Shanks (240 Thrones)

- The Canterspire Circle is held by Falko of the Butchers Bank (265 Thrones)

- The Damation Cliffs are held by Griacomo Carvinoscurro (170 Thrones)

- The Fortress of Salt is held by Lorenzo “La Volpe” Macelliao von Temeschwar (305 Thrones)

- The Golden Trees of Seren are held by Reznik von Temeshwar (303 Thrones)

- The Great Mine of Briante is held by Feran (215 Thrones)

- The Heartwood of the Great Vale is held by Horsa Tyrshalt (310 Thrones)

- The Hunt of Alderei the Fair is held by Asael of Cantiarch's Hold (200 Thrones)

- The Night Quarry is held by Lukash Biessek von Temeshwar (170 Thrones)

- The Scorrero Nets are held by Silvio di Tassato (37 Thrones)

- The Singing Caves are held by Ricardo di Tasato (400 Thrones)

- The Sutton Stone Quarries are held by Eanwyn Dunning (155 Thrones)

- The Syrene's Wisdom is held by Marko von Temeshwar (48 Thrones)

- The Weirwater Vales are held by Landon of Longridge (280 Thrones)

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa (17 Thrones)

- The Master of the Imperial Mint (League) is Guillamo de Tassato (18 Thrones)

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Vio

- The Legacy (Urizen) is held by Sibella

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Zlatimir Prochnost

- The The Stonefield Ice Caves (Wintermark) is held by Joakeim Sussavari

- The Brilliant Shore (Wintermark) is held by Aelfric Kereftinar

Mercantile Investments

- Hamnett of Gallowdale is Bailiff of the Grand Market

- Jaoquin i Shartha i i Riqueza is Dhomiro of the Cinnabar Hills

- Paloma i Taziel i Riquez is Mistress of the Glass Parador

- Dieter Angelovic is the Custodian of the Assayers Guild

- Duarte i Hazzam i Guerra is the Vizier of the Incarnadine Satchel

Other Bourse Positions

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Foreign Trade Envoy to the Principalities of Jarm is Oswi Twice-burned

- Foreign Trade Envoy to Faraden is Roberto Murdochi di Sarvos

- Foreign Trade Envoy to the Asavean Archipelago is Adrianna Donati di Sarvos

- Foreign Trade Envoy to the Commonwealth is Jonah Yakovitch

- Foreign Trade Envoy to the Sumaah Republic is Aedred apMagor of Wintermark.

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Winter_Solstice_Imperial_titles&oldid=47529"

378YE Winter Solstice Senate sessions

Overview

- Imperial treasury during this season announced by the Civil Service at TBC.

Motions

Passed

- Legalize Scorpion's Sting Dagger

- Research Purifying Flame

- Disburse funds to the Quartermaster General

- Responsibility for respectful silence

- Assignment of Karsk

- Disburse funds for strategic rituals

- Increase the Imperial Guerdon

- Disburse funds to the Gatekeeper of Wisdom

- Rebuild the Towers of Anduz

- Amend law of delegation protection

- Disburse additional funds for Marcher army

- Disburse funds to Miekarova militia

- Raise Freeborn navy

- Create law outlawing the Vyig

- Construct the Glorious Fountain of Dusk and Dawn

- Construct college of magic in Morrow

- Define Jarmish embassy

- Construct Faraden embassy

- Disburse funds to hire Autumn mercenaries

- Construct Master Apothecary's Garden

- Auras illegal in the Civil Service hub

- Amend powers of the Bursar of the Imperial Academy

- Address boggart infestation in Morrow

- Accept Grendel proposal

Defeated

- Fortify Miekarova

- Construct Sumaah embassy

- Raise Dawnish army

Incomplete

- Appoint Throne (while the motion passed, no candidate received sufficient votes to take the Throne).

Announcements

- Announcements by the Quartermaster General

- Announcements by the Minister for Historical Research

- Announcements by the Advisor on the Vallorn

- Announcements by the Imperial Master of Works

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Winter_Solstice_Senate_sessions&oldid=37875"

378YE Winter Solstice Synod judgments

Contents

- 1 The Imperial Titles of the Synod

- 1.1 Other Synod-Appointed Titles

- 2 Appointments

- 2.1 Appointment of the Cardinal of The Way

- 2.2 Appointment of the Cardinal of Prosperity

- 3 Synod Judgments

- 4 Statements of Principle

- 5 Synod Funds

- 6 Visionaries

The Imperial Titles of the Synod

At the end of the Winter Solstice, 378 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Ambition

Bishop Olek of the League

Silent John of the Marches

Courage

Asher of Felix's Watch in Highguard

Agnieszka Katrinova Prochnost of Varushka

Loyalty

Jared of the Suns of Courous, Highguard

Oberon Caeli Rezia di Tassato

Pride

Elka Nadyanova Gremani of Varushka

Samson of Cantiarch's Hold, Highguard

Prosperity

Peter Keeper of Kingstoke, the Marches

Edythe Dunne of Wintermark

Vigilance

Vacant following the demise of Marrok de Carsenere of Dawn

Abraham of the Shattered Tower, Highguard

Wisdom

Agnetha De Rondell of Dawn

Livia Cascade of Urizen

The Way

Beodun Snowlock of Wintermark

Lisabetta Giacomi von Holberg of the League

Other Synod-Appointed Titles

Title

Held By

Appointed By

Renews

High Exorcist

Solas of Urizen

Assembly of Nine

Winter Solstice

Auditor of Senatorial Accountability

Vacant following the demise of Autocephalous Tolya Orbardenko of the League

Assembly of Nine

Until death, revocation or abdication

Imperial Inquisitor

Petra Petrivna Melikov of Vauruska

Assembly of Nine

Spring Equinox

Custodian of the Imperial War Memorial

Ira of Felix's Watch, Highguard

Assembly of Nine

Sinecure; until death, revocation or abdication

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Appointment of the Cardinal of The Way

Candidate

Votes Received

Outcome

Beodun Snowlock

108 votes

Appointed as Cardinal

Atla

40 votes

-

Shadorak

30 votes

-

Harald Johnson

10 votes

-

Lucifero Figlio

10 votes

-

Cardinal Snowlock appointed Lisabetta Giacomi von Holberg of the League as Conscience of the Senate

-

-

Appointment of the Cardinal of Prosperity

Candidate

Votes Received

Outcome

Ynez di Caricomare

62 votes

Ynez reappointed as Cardinal

Soratio

16 votes

-

Ynez retained Peter Keeper as Gatekeeper

-

-

Regrettably, Cardinal Ynez died on Saturday evening and it was necessary to carry out the appointment process again

Candidate

Votes Received

Outcome

Peter Keeper

30 votes

Peter Keeper appointed as Cardinal

Soratio

20 votes

-

Bertolli

10 votes

-

Edythe Dunne

10 votes

-

Peter Keeper appointed Edythe Dunne as Gatekeeper

-

-

Synod Judgments

At the Summit, the following judgments were made by the Assemblies of the Synod:

Number

Assembly

Judgment

Raised By

Outcome

1

The Way

Appointment of the Cardinal

The Civil Service

Beodun Snowlock of Wintermark was appointed

2

Vigilance

Condemnation of Thelonius Kade for rejection of the Doctrine of Human Destiny

Jon

Upheld 130 - 0

3

General

Rewarding of 10 Thrones to Landan of Applewood Arms for the great personal expense incurred in recovering holy items for the benefit of the Synod

Helena

Not upheld 220 - 216

4

Assembly of Prosperity

Appointment of the Cardinal

The Civil Service

Ynez di Caricomare was appointed

5

General

Inquisition of Thulun Silent Step of the Navarr, and his Coven

Yarrick Ursan

Upheld 450 - 10

5a

General

Escalation of Thulun's Inquisition to Condemnation for Idolatry

Yarrick Ursan

Upheld 322 - 0

7

General

Veto of the Senate Motion to repeal the ban on the use of the Scorpion Sting

Thaddeus

Did not achieve the majority required

8

The Nine

Inquisition of Syn Truthwalker Nighthaven

Marrok de Carsenere

Upheld 6 - 0

9

Ambition

Inquisition of the Architects of the Law of Delegate protection passed Autumn 378 YE

Severin Von Holberg

Upheld 79 - 0

10

-

Judgment was withdrawn by the raising priest

-

-

13

Highguard National

Inquisition of Lucifer, son of Cyrus, at his behest, to show purity of purpose in seeking the Mask of the Visionary, and show that none should fear inquisitions.

Lucifer

Upheld 218 - 0

15

General Assembly

Rewarding of 15 Thrones from the Virtue Fund to assist in the raising of a new army for Dawn in recognition of their ceaseless support of the other nations in reclaiming lost territory

Veli Gar Wulfson

Upheld 73 - 56

22

Prosperity

Election of the Cardinal

Civil Service

Peter Keeper was appointed

24

Varushka

The Revocation of Senator Dusan, Senator for Miekarova. It is the finding of the Imperial Inquisitor that he is grossly unworthy of his position due to a fundamental lack of Virtue, specifically Wisdom

Petra

Not upheld 42 - 28

32

Vigilance

The Condemnation of the four Anarchy Cultists, captured and returned from Miekarova, for the crime of Heresy

Vitomir Vardov

Upheld 136 - 0

33

The Nine

The Recovation of General Olaf of Varushka for disloyal and unwise conduct in the execution of his duties as General

Elka Gremani

Upheld 6 - 0

34

General

A Rewarding as per the dying wishes of Almerich Metri von Temeschwar to reward Arsenio of the Gilded Horn with the sum of three Thrones in recognition of his donation of ilium towards the Banner of the Three Rings to help the people of Wintermark overcome the curse affecting them

Tancred De Rondell

Upheld 323 - 148

35

Highguard

The Inquisition of Abraham of the Shattered Tower for teaching non-Doctrine principles; to take place in Spring on Saturday 3pm, Highguard Chapel

Naomi

Upheld 194 - 0

Statements of Principle

The Imperial Synod made the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

6

General

As Followers of The Way, we have a duty to save souls even at the cost of lives. We support the actions of Urizen in Spiral.

Upheld 393 - 78

11

Highguard National

Providing the grave goods of Empress Britta to an inhuman entity within the Kallavesi Swamp goes against the Doctrine of Human Destiny, insults Imperial Pride, questions Imperial Courage, lacks Prosperity in the waste of Britta's tomb, and lacks Vigilance in agreeing to the demands of an inhuman and unknown entity

Esau of Felix's Watch

Upheld 196 - 0

12

Highguard National

The Nation of Highguard owes thanks to
all those who assisted in the safe recovery of Permion the Navigator, Exemplar of Courage.

Asher of Felix's Watch

Upheld 208 - 0

14

Imperial Orc

When I see the Winter Sun battle, it is something for the entire nation to be proud of. I see in the heat of combat, every virtus displayed and it fills my heart with Pride. I feel the Winter Sun are a fine example of orc battle tactics and warfare and that it would be good to share this experience, wisdom, courage and vigilance with others so that our nation, our Empire, can prosper from our Loyalty. Our Ambition should be for all to benefit from our strength and ability, for what is knowledge if it is not used or shared.

Atla

Upheld 10 - 0

16

Pride

The Assembly of Pride would like to recognise the success of the Brass Coast in reclaiming their lost territory

Lilian

Upheld 47 - 10

17

General

Statements of Principle should only make one single point

Wyr of the Navarr

Upheld 196 - 96

18

General

When any person stands for a Synod position, on the judgment form where they put themselves forward for election, they must clearly state any condemnations that have been passed against them

Irada-Catchie Von Temeschwar

Upheld 367 - 70

19

General

The Denigration of a Relic is to be treated as equal to the denigration of the Paragon and is therefore blasphemy

Yael of Felix's Watch

Upheld 186 - 138

20

General

That which is good for the true pursuit of The Way of Virtue is good for the Empire. If revelations on the nature of The Way should come into conflict with the principles of the Empire, it is the Empire that must change

Isaac Carlino di Sarvos

Upheld 319 - 36

21

General

The claiming of souls by the Eternal Kaela must be acted upon by the Conclave

Harald Johnson

Upheld 259 - 56

23

General

In the interests of wisdom and vigilance within the Synod, experimental theologians are encouraged to inform the General Assembly of the results of their experiments

Noah

Upheld 245 - 23

25

Marcher Assembly

It is commonly held that some briar burials taint the land, yet a Marcher must be buried in Marcher soil. These conflict. We declare that this taint is not inherent to briar nature. Instead, it is the product of malign spiritual presences of Hatred and Vengeance, which are encouraged through life as a Marcher Briar. A Virtuous briar can overcome this and, as guardians of Marcher souls, it is our duty to aid them in this. Priests of the Marches must ensure that briars have an appropriate resting place, with dignity. Dependent on local circumstances, suggestions are within the hedgerows, in an orchard surrounded by flowing water, a normal orchard or burial of ashes

Edward Watcher

Upheld 62 - 0

27

General

High Inquisitor Petra stated that "Senator Dusan, Senator for Miekarova, has been found unoworthy of their position due to a fundamental lack of virtue", at 2.30pm on Sunday in a document circulated by Falstino Toliccu von Tassotto, upon her request and payment, before the Synod vote on the matter closed. Three others were named also; some of which were not inquisited directly

Fr Drakov

Outcome needs checking

28

Loyalty

We the Assembly of Loyalty wish to recognize the Loyalty displayed by the fighting citizens of Dawn, the Marches, Navarr, the League and the Imperial Orcs for their successful and valiant defence pf the vulnerable and besieged ritualists at the Battle of Reikos

Oberon Caeli di Rezia

Upheld 113 - 0

29

Courage

Lazarus of Cantiarch's Hold and all our departed brothers and sisters who have fallen in Reikos and have been unable to enter the Labyrinth due to the actins of the barbarian orcs: You have not been forgotten. Have Courage

Nina

Upheld 94 - 0

36

General

The General Assembly does not intend to veto the Senate Motion to address the boggart issue in Morrow

Hector de Rondell

Upheld 350 - 10

37

Vigilance

Naming Vitomir Vardov of Varushka as the priest responsible for coordinating consecrations and exorcisms across Miekarova to act against the Anarchy cultists in that area

Abraham

94 - 0

The Imperial Synod did not make the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

30

General

The Synod supports the creation of more priest sinecures to enable long serving priests who have armed their congregations in support of the Empire to continue functioning as priests.

Tarquinius Ankarien

Not upheld 242 - 211

31

General

The role of High Inquisitor is to initially offer recommendations to only the parties that could act on the findings, e.g. a recommendation of revocation of a senator to be given to the relevant National Assembly

Agnieszka Katrinova Prochnost

Not Upheld 330 - 138

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

56 Thrones / 3 Crowns / 2 Rings / 5 liao

Income

80 Thrones

The price paid in the Bourse Auction by Dr Ferrero

5 Crowns

Donation of proceeds from Private Bourse Auction by Xepicotl, Sumaah Priest of Ambition

Rewards

15 Thrones

Rewarding made to Dawn

3 Thrones

Rewarding made to Arsenio of the Gilded Horn

Closing Value

119 Thrones / 2 Rings / 5 liao

Visionaries

The following individuals received visions of their past lives:

- Nicassia of Phoenix Reach, Urizen

- Archmage Iulian Shatterspire, Urizen

- Twyll of the Eternal Family, Navarr

- Senator Henry Ward, The Marches

- Mordecai of the Suns of Couros, Highguard

- Captain Vraalbuka Straskovich, Varushka

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Winter_Solstice_Synod_judgments&oldid=35949"

378YE Winter Solstice Synod judgments

Contents

- 1 The Imperial Titles of the Synod

- 1.1 Other Synod-Appointed Titles

- 2 Appointments

- 2.1 Appointment of the Cardinal of The Way

- 2.2 Appointment of the Cardinal of Prosperity

- 3 Synod Judgments

- 4 Statements of Principle

- 5 Synod Funds

- 6 Visionaries

The Imperial Titles of the Synod

At the end of the Winter Solstice, 378 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Ambition

Bishop Olek of the League

Silent John of the Marches

Courage

Asher of Felix's Watch in Highguard

Agnieszka Katrinova Prochnost of Varushka

Loyalty

Jared of the Suns of Courous, Highguard

Oberon Caeli Rezia di Tassato

Pride

Elka Nadyanova Gremani of Varushka

Samson of Cantiarch's Hold, Highguard

Prosperity

Peter Keeper of Kingstoke, the Marches

Edythe Dunne of Wintermark

Vigilance

Vacant following the demise of Marrok de Carsenere of Dawn

Abraham of the Shattered Tower, Highguard

Wisdom

Agnetha De Rondell of Dawn

Livia Cascade of Urizen

The Way

Beodun Snowlock of Wintermark

Lisabetta Giacomi von Holberg of the League

Other Synod-Appointed Titles

Title

Held By

Appointed By

Renews

High Exorcist

Solas of Urizen

Assembly of Nine

Winter Solstice

Auditor of Senatorial Accountability

Vacant following the demise of Autocephalous Tolya Orbardenko of the League

Assembly of Nine

Until death, revocation or abdication

Imperial Inquisitor

Petra Petrivna Melikov of Vauruska

Assembly of Nine

Spring Equinox

Custodian of the Imperial War Memorial

Ira of Felix's Watch, Highguard

Assembly of Nine

Sinecure; until death, revocation or abdication

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Appointment of the Cardinal of The Way

Candidate

Votes Received

Outcome

Beodun Snowlock

108 votes

Appointed as Cardinal

Atla

40 votes

-

Shadorak

30 votes

-

Harald Johnson

10 votes

-

Lucifero Figlio

10 votes

-

Cardinal Snowlock appointed Lisabetta Giacomi von Holberg of the League as Conscience of the Senate

-

-

Appointment of the Cardinal of Prosperity

Candidate

Votes Received

Outcome

Ynez di Caricomare

62 votes

Ynez reappointed as Cardinal

Soratio

16 votes

-

Ynez retained Peter Keeper as Gatekeeper

-

-

Regrettably, Cardinal Ynez died on Saturday evening and it was necessary to carry out the appointment process again

Candidate

Votes Received

Outcome

Peter Keeper

30 votes

Peter Keeper appointed as Cardinal

Soratio

20 votes

-

Bertolli

10 votes

-

Edythe Dunne

10 votes

-

Peter Keeper appointed Edythe Dunne as Gatekeeper

-

-

Synod Judgments

At the Summit, the following judgments were made by the Assemblies of the Synod:

Number

Assembly

Judgment

Raised By

Outcome

1

The Way

Appointment of the Cardinal

The Civil Service

Beodun Snowlock of Wintermark was appointed

2

Vigilance

Condemnation of Thelonius Kade for rejection of the Doctrine of Human Destiny

Jon

Upheld 130 - 0

3

General

Rewarding of 10 Thrones to Landan of Applewood Arms for the great personal expense incurred in recovering holy items for the benefit of the Synod

Helena

Not upheld 220 - 216

4

Assembly of Prosperity

Appointment of the Cardinal

The Civil Service

Ynez di Caricomare was appointed

5

General

Inquisition of Thulun Silent Step of the Navarr, and his Coven

Yarrick Ursan

Upheld 450 - 10

5a

General

Escalation of Thulun's Inquisition to Condemnation for Idolatry

Yarrick Ursan

Upheld 322 - 0

7

General

Veto of the Senate Motion to repeal the ban on the use of the Scorpion Sting

Thaddeus

Did not achieve the majority required

8

The Nine

Inquisition of Syn Truthwalker Nighthaven

Marrok de Carsenere

Upheld 6 - 0

9

Ambition

Inquisition of the Architects of the Law of Delegate protection passed Autumn 378 YE

Severin Von Holberg

Upheld 79 - 0

10

-

Judgment was withdrawn by the raising priest

-

-

13

Highguard National

Inquisition of Lucifer, son of Cyrus, at his behest, to show purity of purpose in seeking the Mask of the Visionary, and show that none should fear inquisitions.

Lucifer

Upheld 218 - 0

15

General Assembly

Rewarding of 15 Thrones from the Virtue Fund to assist in the raising of a new army for Dawn in recognition of their ceaseless support of the other nations in reclaiming lost territory

Veli Gar Wulfson

Upheld 73 - 56

22

Prosperity

Election of the Cardinal

Civil Service

Peter Keeper was appointed

24

Varushka

The Revocation of Senator Dusan, Senator for Miekarova. It is the finding of the Imperial Inquisitor that he is grossly unworthy of his position due to a fundamental lack of Virtue, specifically Wisdom

Petra

Not upheld 42 - 28

32

Vigilance

The Condemnation of the four Anarchy Cultists, captured and returned from Miekarova, for the crime of Heresy

Vitomir Vardov

Upheld 136 - 0

33

The Nine

The Recovation of General Olaf of Varushka for disloyal and unwise conduct in the execution of his duties as General

Elka Gremani

Upheld 6 - 0

34

General

A Rewarding as per the dying wishes of Almerich Metri von Temeschwar to reward Arsenio of the Gilded Horn with the sum of three Thrones in recognition of his donation of ilium towards the Banner of the Three Rings to help the people of Wintermark overcome the curse affecting them

Tancred De Rondell

Upheld 323 - 148

35

Highguard

The Inquisition of Abraham of the Shattered Tower for teaching non-Doctrine principles; to take place in Spring on Saturday 3pm, Highguard Chapel

Naomi

Upheld 194 - 0

Statements of Principle

The Imperial Synod made the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

6

General

As Followers of The Way, we have a duty to save souls even at the cost of lives. We support the actions of Urizen in Spiral.

Upheld 393 - 78

11

Highguard National

Providing the grave goods of Empress Britta to an inhuman entity within the Kallavesi Swamp goes against the Doctrine of Human Destiny, insults Imperial Pride, questions Imperial Courage, lacks Prosperity in the waste of Britta's tomb, and lacks Vigilance in agreeing to the demands of an inhuman and unknown entity

Esau of Felix's Watch

Upheld 196 - 0

12

Highguard National

The Nation of Highguard owes thanks to
all those who assisted in the safe recovery of Permion the Navigator, Exemplar of Courage.

Asher of Felix's Watch

Upheld 208 - 0

14

Imperial Orc

When I see the Winter Sun battle, it is something for the entire nation to be proud of. I see in the heat of combat, every virtus displayed and it fills my heart with Pride. I feel the Winter Sun are a fine example of orc battle tactics and warfare and that it would be good to share this experience, wisdom, courage and vigilance with others so that our nation, our Empire, can prosper from our Loyalty. Our Ambition should be for all to benefit from our strength and ability, for what is knowledge if it is not used or shared.

Atla

Upheld 10 - 0

16

Pride

The Assembly of Pride would like to recognise the success of the Brass Coast in reclaiming their lost territory

Lilian

Upheld 47 - 10

17

General

Statements of Principle should only make one single point

Wyr of the Navarr

Upheld 196 - 96

18

General

When any person stands for a Synod position, on the judgment form where they put themselves forward for election, they must clearly state any condemnations that have been passed against them

Irada-Catchie Von Temeschwar

Upheld 367 - 70

19

General

The Denigration of a Relic is to be treated as equal to the denigration of the Paragon and is therefore blasphemy

Yael of Felix's Watch

Upheld 186 - 138

20

General

That which is good for the true pursuit of The Way of Virtue is good for the Empire. If revelations on the nature of The Way should come into conflict with the principles of the Empire, it is the Empire that must change

Isaac Carlino di Sarvos

Upheld 319 - 36

21

General

The claiming of souls by the Eternal Kaela must be acted upon by the Conclave

Harald Johnson

Upheld 259 - 56

23

General

In the interests of wisdom and vigilance within the Synod, experimental theologians are encouraged to inform the General Assembly of the results of their experiments

Noah

Upheld 245 - 23

25

Marcher Assembly

It is commonly held that some briar burials taint the land, yet a Marcher must be buried in Marcher soil. These conflict. We declare that this taint is not inherent to briar nature. Instead, it is the product of malign spiritual presences of Hatred and Vengeance, which are encouraged through life as a Marcher Briar. A Virtuous briar can overcome this and, as guardians of Marcher souls, it is our duty to aid them in this. Priests of the Marches must ensure that briars have an appropriate resting place, with dignity. Dependent on local circumstances, suggestions are within the hedgerows, in an orchard surrounded by flowing water, a normal orchard or burial of ashes

Edward Watcher

Upheld 62 - 0

27

General

High Inquisitor Petra stated that "Senator Dusan, Senator for Miekarova, has been found unoworthy of their position due to a fundamental lack of virtue", at 2.30pm on Sunday in a document circulated by Falstino Toliccu von Tassotto, upon her request and payment, before the Synod vote on the matter closed. Three others were named also; some of which were not inquisited directly

Fr Drakov

Outcome needs checking

28

Loyalty

We the Assembly of Loyalty wish to recognize the Loyalty displayed by the fighting citizens of Dawn, the Marches, Navarr, the League and the Imperial Orcs for their successful and valiant defence pf the vulnerable and besieged ritualists at the Battle of Reikos

Oberon Caeli di Rezia

Upheld 113 - 0

29

Courage

Lazarus of Cantiarch's Hold and all our departed brothers and sisters who have fallen in Reikos and have been unable to enter the Labyrinth due to the actins of the barbarian orcs: You have not been forgotten. Have Courage

Nina

Upheld 94 - 0

36

General

The General Assembly does not intend to veto the Senate Motion to address the boggart issue in Morrow

Hector de Rondell

Upheld 350 - 10

37

Vigilance

Naming Vitomir Vardov of Varushka as the priest responsible for coordinating consecrations and exorcisms across Miekarova to act against the Anarchy cultists in that area

Abraham

94 - 0

The Imperial Synod did not make the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

30

General

The Synod supports the creation of more priest sinecures to enable long serving priests who have armed their congregations in support of the Empire to continue functioning as priests.

Tarquinius Ankarien

Not upheld 242 - 211

31

General

The role of High Inquisitor is to initially offer recommendations to only the parties that could act on the findings, e.g. a recommendation of revocation of a senator to be given to the relevant National Assembly

Agnieszka Katrinova Prochnost

Not Upheld 330 - 138

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

56 Thrones / 3 Crowns / 2 Rings / 5 liao

Income

80 Thrones

The price paid in the Bourse Auction by Dr Ferrero

5 Crowns

Donation of proceeds from Private Bourse Auction by Xepicotl, Sumaah Priest of Ambition

Rewards

15 Thrones

Rewarding made to Dawn

3 Thrones

Rewarding made to Arsenio of the Gilded Horn

Closing Value

119 Thrones / 2 Rings / 5 liao

Visionaries

The following individuals received visions of their past lives:

- Nicassia of Phoenix Reach, Urizen

- Archmage Iulian Shatterspire, Urizen

- Twyll of the Eternal Family, Navarr

- Senator Henry Ward, The Marches

- Mordecai of the Suns of Couros, Highguard

- Captain Vraalbuka Straskovich, Varushka

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Winter_Solstice_Synod_judgments&oldid=35949"

378YE Winter Solstice Synod judgments

Contents

- 1 The Imperial Titles of the Synod

- 1.1 Other Synod-Appointed Titles

- 2 Appointments

- 2.1 Appointment of the Cardinal of The Way

- 2.2 Appointment of the Cardinal of Prosperity

- 3 Synod Judgments

- 4 Statements of Principle

- 5 Synod Funds

- 6 Visionaries

The Imperial Titles of the Synod

At the end of the Winter Solstice, 378 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Ambition

Bishop Olek of the League

Silent John of the Marches

Courage

Asher of Felix's Watch in Highguard

Agnieszka Katrinova Prochnost of Varushka

Loyalty

Jared of the Suns of Courous, Highguard

Oberon Caeli Rezia di Tassato

Pride

Elka Nadyanova Gremani of Varushka

Samson of Cantiarch's Hold, Highguard

Prosperity

Peter Keeper of Kingstoke, the Marches

Edythe Dunne of Wintermark

Vigilance

Vacant following the demise of Marrok de Carsenere of Dawn

Abraham of the Shattered Tower, Highguard

Wisdom

Agnetha De Rondell of Dawn

Livia Cascade of Urizen

The Way

Beodun Snowlock of Wintermark

Lisabetta Giacomi von Holberg of the League

Other Synod-Appointed Titles

Title

Held By

Appointed By

Renews

High Exorcist

Solas of Urizen

Assembly of Nine

Winter Solstice

Auditor of Senatorial Accountability

Vacant following the demise of Autocephalous Tolya Orbardenko of the League

Assembly of Nine

Until death, revocation or abdication

Imperial Inquisitor

Petra Petrivna Melikov of Vauruska

Assembly of Nine

Summer Solstice

Custodian of the Imperial War Memorial

Ira of Felix's Watch, Highguard

Assembly of Nine

Sinecure; until death, revocation or abdication

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Appointment of the Cardinal of The Way

Candidate

Votes Received

Outcome

Beodun Snowlock

108 votes

Appointed as Cardinal

Atla

40 votes

-

Shadorak

30 votes

-

Harald Johnson

10 votes

-

Lucifero Figlio

10 votes

-

Cardinal Snowlock appointed Lisabetta Giacomi von Holberg of the League as Conscience of the Senate

-

-

Appointment of the Cardinal of Prosperity

Candidate

Votes Received

Outcome

Ynez di Caricomare

62 votes

Ynez reappointed as Cardinal

Soratio

16 votes

-

Ynez retained Peter Keeper as Gatekeeper

-

-

Regrettably, Cardinal Ynez died on Saturday evening and it was necessary to carry out the appointment process again

Candidate

Votes Received

Outcome

Peter Keeper

30 votes

Peter Keeper appointed as Cardinal

Soratio

20 votes

-

Bertolli

10 votes

-

Edythe Dunne

10 votes

-

Peter Keeper appointed Edythe Dunne as Gatekeeper

-

-

Synod Judgments

At the Summit, the following judgments were made by the Assemblies of the Synod:

Number

Assembly

Judgment

Raised By

Outcome

1

The Way

Appointment of the Cardinal

The Civil Service

Beodun Snowlock of Wintermark was appointed

2

Vigilance

Condemnation of Thelonius Kade for rejection of the Doctrine of Human Destiny

Jon

Upheld 130 - 0

3

General

Rewarding of 10 Thrones to Landan of Applewood Arms for the great personal expense incurred in recovering holy items for the benefit of the Synod

Helena

Not upheld 220 - 216

4

Assembly of Prosperity

Appointment of the Cardinal

The Civil Service

Ynez di Caricomare was appointed

5

General

Inquisition of Thulun Silent Step of the Navarr, and his Coven

Yarrick Ursan

Upheld 450 - 10

5a

General

Escalation of Thulun's Inquisition to Condemnation for Idolatry

Yarrick Ursan

Upheld 322 - 0

7

General

Veto of the Senate Motion to repeal the ban on the use of the Scorpion Sting

Thaddeus

Did not achieve the majority required

8

The Nine

Inquisition of Syn Truthwalker Nighthaven

Marrok de Carsenere

Upheld 6 - 0

9

Ambition

Inquisition of the Architects of the Law of Delegate protection passed Autumn 378 YE

Severin Von Holberg

Upheld 79 - 0

10

-

Judgment was withdrawn by the raising priest

-

-

13

Highguard National

Inquisition of Lucifer, son of Cyrus, at his behest, to show purity of purpose in seeking the Mask of the Visionary, and show that none should fear inquisitions.

Lucifer

Upheld 218 - 0

15

General Assembly

Rewarding of 15 Thrones from the Virtue Fund to assist in the raising of a new army for Dawn in recognition of their ceaseless support of the other nations in reclaiming lost territory

Veli Gar Wulfson

Upheld 73 - 56

22

Prosperity

Election of the Cardinal

Civil Service

Peter Keeper was appointed

24

Varushka

The Revocation of Senator Dusan, Senator for Miekarova. It is the finding of the Imperial Inquisitor that he is grossly unworthy of his position due to a fundamental lack of Virtue, specifically Wisdom

Petra

Not upheld 42 - 28

32

Vigilance

The Condemnation of the four Anarchy Cultists, captured and returned from Miekarova, for the crime of Heresy

Vitomir Vardov

Upheld 136 - 0

33

The Nine

The Recovation of General Olaf of Varushka for disloyal and unwise conduct in the execution of his duties as General

Elka Gremani

Upheld 6 - 0

34

General

A Rewarding as per the dying wishes of Almerich Metri von Temeschwar to reward Arsenio of the Gilded Horn with the sum of three Thrones in recognition of his donation of ilium towards the Banner of the Three Rings to help the people of Wintermark overcome the curse affecting them

Tancred De Rondell

Upheld 323 - 148

35

Highguard

The Inquisition of Abraham of the Shattered Tower for teaching non-Doctrine principles; to take place in Spring on Saturday 3pm, Highguard Chapel

Naomi

Upheld 194 - 0

Statements of Principle

The Imperial Synod made the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

6

General

As Followers of The Way, we have a duty to save souls even at the cost of lives. We support the actions of Urizen in Spiral.

Upheld 393 - 78

11

Highguard National

Providing the grave goods of Empress Britta to an inhuman entity within the Kallavesi Swamp goes against the Doctrine of Human Destiny, insults Imperial Pride, questions Imperial Courage, lacks Prosperity in the waste of Britta's tomb, and lacks Vigilance in agreeing to the demands of an inhuman and unknown entity

Esau of Felix's Watch

Upheld 196 - 0

12

Highguard National

The Nation of Highguard owes thanks to
all those who assisted in the safe recovery of Permion the Navigator, Exemplar of Courage.

Asher of Felix's Watch

Upheld 208 - 0

14

Imperial Orc

When I see the Winter Sun battle, it is something for the entire nation to be proud of. I see in the heat of combat, every virtus displayed and it fills my heart with Pride. I feel the Winter Sun are a fine example of orc battle tactics and warfare and that it would be good to share this experience, wisdom, courage and vigilance with others so that our nation, our Empire, can prosper from our Loyalty. Our Ambition should be for all to benefit from our strength and ability, for what is knowledge if it is not used or shared.

Atla

Upheld 10 - 0

16

Pride

The Assembly of Pride would like to recognise the success of the Brass Coast in reclaiming their lost territory

Lilian

Upheld 47 - 10

17

General

Statements of Principle should only make one single point

Wyr of the Navarr

Upheld 196 - 96

18

General

When any person stands for a Synod position, on the judgment form where they put themselves forward for election, they must clearly state any condemnations that have been passed against them

Irada-Catchie Von Temeschwar

Upheld 367 - 70

19

General

The Denigration of a Relic is to be treated as equal to the denigration of the Paragon and is therefore blasphemy

Yael of Felix's Watch

Upheld 186 - 138

20

General

That which is good for the true pursuit of The Way of Virtue is good for the Empire. If revelations on the nature of The Way should come into conflict with the principles of the Empire, it is the Empire that must change

Isaac Carlino di Sarvos

Upheld 319 - 36

21

General

The claiming of souls by the Eternal Kaela must be acted upon by the Conclave

Harald Johnson

Upheld 259 - 56

23

General

In the interests of wisdom and vigilance within the Synod, experimental theologians are encouraged to inform the General Assembly of the results of their experiments

Noah

Upheld 245 - 23

25

Marcher Assembly

It is commonly held that some briar burials taint the land, yet a Marcher must be buried in Marcher soil. These conflict. We declare that this taint is not inherent to briar nature. Instead, it is the product of malign spiritual presences of Hatred and Vengeance, which are encouraged through life as a Marcher Briar. A Virtuous briar can overcome this and, as guardians of Marcher souls, it is our duty to aid them in this. Priests of the Marches must ensure that briars have an appropriate resting place, with dignity. Dependent on local circumstances, suggestions are within the hedgerows, in an orchard surrounded by flowing water, a normal orchard or burial of ashes

Edward Watcher

Upheld 62 - 0

27

General

High Inquisitor Petra stated that "Senator Dusan, Senator for Miekarova, has been found unoworthy of their position due to a fundamental lack of virtue", at 2.30pm on Sunday in a document circulated by Falstino Toliccu von Tassotto, upon her request and payment, before the Synod vote on the matter closed. Three others were named also; some of which were not inquisited directly

Fr Drakov

Outcome needs checking

28

Loyalty

We the Assembly of Loyalty wish to recognize the Loyalty displayed by the fighting citizens of Dawn, the Marches, Navarr, the League and the Imperial Orcs for their successful and valiant defence pf the vulnerable and besieged ritualists at the Battle of Reikos

Oberon Caeli di Rezia

Upheld 113 - 0

29

Courage

Lazarus of Cantiarch's Hold and all our departed brothers and sisters who have fallen in Reikos and have been unable to enter the Labyrinth due to the actins of the barbarian orcs: You have not been forgotten. Have Courage

Nina

Upheld 94 - 0

36

General

The General Assembly does not intend to veto the Senate Motion to address the boggart issue in Morrow

Hector de Rondell

Upheld 350 - 10

37

Vigilance

Naming Vitomir Vardov of Varushka as the priest responsible for coordinating consecrations and exorcisms across Miekarova to act against the Anarchy cultists in that area

Abraham

94 - 0

The Imperial Synod did not make the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

30

General

The Synod supports the creation of more priest sinecures to enable long serving priests who have armed their congregations in support of the Empire to continue functioning as priests.

Tarquinius Ankarien

Not upheld 242 - 211

31

General

The role of High Inquisitor is to initially offer recommendations to only the parties that could act on the findings, e.g. a recommendation of revocation of a senator to be given to the relevant National Assembly

Agnieszka Katrinova Prochnost

Not Upheld 330 - 138

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

56 Thrones / 3 Crowns / 2 Rings / 5 liao

Income

80 Thrones

The price paid in the Bourse Auction by Dr Ferrero

5 Crowns

Donation of proceeds from Private Bourse Auction by Xepicotl, Sumaah Priest of Ambition

Rewards

15 Thrones

Rewarding made to Dawn

3 Thrones

Rewarding made to Arsenio of the Gilded Horn

Closing Value

119 Thrones / 2 Rings / 5 liao

Visionaries

The following individuals received visions of their past lives:

- Nicassia of Phoenix Reach, Urizen

- Archmage Iulian Shatterspire, Urizen

- Twyll of the Eternal Family, Navarr

- Senator Henry Ward, The Marches

- Mordecai of the Suns of Couros, Highguard

- Captain Vraalbuka Straskovich, Varushka

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Winter_Solstice_Synod_judgments&oldid=37485"

378YE Winter Solstice Synod judgments

Contents

- 1 The Imperial Titles of the Synod

- 1.1 Other Synod-Appointed Titles

- 2 Appointments

- 2.1 Appointment of the Cardinal of The Way

- 2.2 Appointment of the Cardinal of Prosperity

- 3 Synod Judgments

- 4 Statements of Principle

- 5 Synod Funds

- 6 Visionaries

The Imperial Titles of the Synod

At the end of the Winter Solstice, 378 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Ambition

Bishop Olek of the League

Silent John of the Marches

Courage

Asher of Felix's Watch in Highguard

Agnieszka Katrinova Prochnost of Varushka

Loyalty

Jared of the Suns of Courous, Highguard

Oberon Caeli Rezia di Tassato

Pride

Elka Nadyanova Gremani of Varushka

Samson of Cantiarch's Hold, Highguard

Prosperity

Peter Keeper of Kingstoke, the Marches

Edythe Dunne of Wintermark

Vigilance

Vacant following the demise of Marrok de Carsenere of Dawn

Abraham of the Shattered Tower, Highguard

Wisdom

Agnetha De Rondell of Dawn

Livia Cascade of Urizen

The Way

Beodun Snowlock of Wintermark

Lisabetta Giacomi von Holberg of the League

Other Synod-Appointed Titles

Title

Held By

Appointed By

Renews

High Exorcist

Solas of Urizen

Assembly of Nine

Winter Solstice

Auditor of Senatorial Accountability

Vacant following the demise of Autocephalous Tolya Orbardenko of the League

Assembly of Nine

Until death, revocation or abdication

Imperial Inquisitor

Petra Petrivna Melikov of Vauruska

Assembly of Nine

Summer Solstice

Custodian of the Imperial War Memorial

Ira of Felix's Watch, Highguard

Assembly of Nine

Sinecure; until death, revocation or abdication

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Appointment of the Cardinal of The Way

Candidate

Votes Received

Outcome

Beodun Snowlock

108 votes

Appointed as Cardinal

Atla

40 votes

-

Shadorak

30 votes

-

Harald Johnson

10 votes

-

Lucifero Figlio

10 votes

-

Cardinal Snowlock appointed Lisabetta Giacomi von Holberg of the League as Conscience of the Senate

-

-

Appointment of the Cardinal of Prosperity

Candidate

Votes Received

Outcome

Ynez di Caricomare

62 votes

Ynez reappointed as Cardinal

Soratio

16 votes

-

Ynez retained Peter Keeper as Gatekeeper

-

-

Regrettably, Cardinal Ynez died on Saturday evening and it was necessary to carry out the appointment process again

Candidate

Votes Received

Outcome

Peter Keeper

30 votes

Peter Keeper appointed as Cardinal

Soratio

20 votes

-

Bertolli

10 votes

-

Edythe Dunne

10 votes

-

Peter Keeper appointed Edythe Dunne as Gatekeeper

-

-

Synod Judgments

At the Summit, the following judgments were made by the Assemblies of the Synod:

Number

Assembly

Judgment

Raised By

Outcome

1

The Way

Appointment of the Cardinal

The Civil Service

Beodun Snowlock of Wintermark was appointed

2

Vigilance

Condemnation of Thelonius Kade for rejection of the Doctrine of Human Destiny

Jon

Upheld 130 - 0

3

General

Rewarding of 10 Thrones to Landan of Applewood Arms for the great personal expense incurred in recovering holy items for the benefit of the Synod

Helena

Not upheld 220 - 216

4

Assembly of Prosperity

Appointment of the Cardinal

The Civil Service

Ynez di Caricomare was appointed

5

General

Inquisition of Thulun Silent Step of the Navarr, and his Coven

Yarrick Ursan

Upheld 450 - 10

5a

General

Escalation of Thulun's Inquisition to Condemnation for Idolatry

Yarrick Ursan

Upheld 322 - 0

7

General

Veto of the Senate Motion to repeal the ban on the use of the Scorpion Sting

Thaddeus

Did not achieve the majority required

8

The Nine

Inquisition of Syn Truthwalker Nighthaven

Marrok de Carsenere

Upheld 6 - 0

9

Ambition

Inquisition of the Architects of the Law of Delegate protection passed Autumn 378 YE

Severin Von Holberg

Upheld 79 - 0

10

-

Judgment was withdrawn by the raising priest

-

-

13

Highguard National

Inquisition of Lucifer, son of Cyrus, at his behest, to show purity of purpose in seeking the Mask of the Visionary, and show that none should fear inquisitions.

Lucifer

Upheld 218 - 0

15

General Assembly

Rewarding of 15 Thrones from the Virtue Fund to assist in the raising of a new army for Dawn in recognition of their ceaseless support of the other nations in reclaiming lost territory

Veli Gar Wulfson

Upheld 73 - 56

22

Prosperity

Election of the Cardinal

Civil Service

Peter Keeper was appointed

24

Varushka

The Revocation of Senator Dusan, Senator for Miekarova. It is the finding of the Imperial Inquisitor that he is grossly unworthy of his position due to a fundamental lack of Virtue, specifically Wisdom

Petra

Not upheld 42 - 28

32

Vigilance

The Condemnation of the four Anarchy Cultists, captured and returned from Miekarova, for the crime of Heresy

Vitomir Vardov

Upheld 136 - 0

33

The Nine

The Recovation of General Olaf of Varushka for disloyal and unwise conduct in the execution of his duties as General

Elka Gremani

Upheld 6 - 0

34

General

A Rewarding as per the dying wishes of Almerich Metri von Temeschwar to reward Arsenio of the Gilded Horn with the sum of three Thrones in recognition of his donation of ilium towards the Banner of the Three Rings to help the people of Wintermark overcome the curse affecting them

Tancred De Rondell

Upheld 323 - 148

35

Highguard

The Inquisition of Abraham of the Shattered Tower for teaching non-Doctrine principles; to take place in Spring on Saturday 3pm, Highguard Chapel

Naomi

Upheld 194 - 0

Statements of Principle

The Imperial Synod made the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

6

General

As Followers of The Way, we have a duty to save souls even at the cost of lives. We support the actions of Urizen in Spiral.

Upheld 393 - 78

11

Highguard National

Providing the grave goods of Empress Britta to an inhuman entity within the Kallavesi Swamp goes against the Doctrine of Human Destiny, insults Imperial Pride, questions Imperial Courage, lacks Prosperity in the waste of Britta's tomb, and lacks Vigilance in agreeing to the demands of an inhuman and unknown entity

Esau of Felix's Watch

Upheld 196 - 0

12

Highguard National

The Nation of Highguard owes thanks to
all those who assisted in the safe recovery of Permion the Navigator, Exemplar of Courage.

Asher of Felix's Watch

Upheld 208 - 0

14

Imperial Orc

When I see the Winter Sun battle, it is something for the entire nation to be proud of. I see in the heat of combat, every virtus displayed and it fills my heart with Pride. I feel the Winter Sun are a fine example of orc battle tactics and warfare and that it would be good to share this experience, wisdom, courage and vigilance with others so that our nation, our Empire, can prosper from our Loyalty. Our Ambition should be for all to benefit from our strength and ability, for what is knowledge if it is not used or shared.

Atla

Upheld 10 - 0

16

Pride

The Assembly of Pride would like to recognise the success of the Brass Coast in reclaiming their lost territory

Lilian

Upheld 47 - 10

17

General

Statements of Principle should only make one single point

Wyr of the Navarr

Upheld 196 - 96

18

General

When any person stands for a Synod position, on the judgment form where they put themselves forward for election, they must clearly state any condemnations that have been passed against them

Irada-Catchie Von Temeschwar

Upheld 367 - 70

19

General

The Denigration of a Relic is to be treated as equal to the denigration of the Paragon and is therefore blasphemy

Yael of Felix's Watch

Upheld 186 - 138

20

General

That which is good for the true pursuit of The Way of Virtue is good for the Empire. If revelations on the nature of The Way should come into conflict with the principles of the Empire, it is the Empire that must change

Isaac Carlino di Sarvos

Upheld 319 - 36

21

General

The claiming of souls by the Eternal Kaela must be acted upon by the Conclave

Harald Johnson

Upheld 259 - 56

23

General

In the interests of wisdom and vigilance within the Synod, experimental theologians are encouraged to inform the General Assembly of the results of their experiments

Noah

Upheld 245 - 23

25

Marcher Assembly

It is commonly held that some briar burials taint the land, yet a Marcher must be buried in Marcher soil. These conflict. We declare that this taint is not inherent to briar nature. Instead, it is the product of malign spiritual presences of Hatred and Vengeance, which are encouraged through life as a Marcher Briar. A Virtuous briar can overcome this and, as guardians of Marcher souls, it is our duty to aid them in this. Priests of the Marches must ensure that briars have an appropriate resting place, with dignity. Dependent on local circumstances, suggestions are within the hedgerows, in an orchard surrounded by flowing water, a normal orchard or burial of ashes

Edward Watcher

Upheld 62 - 0

27

General

High Inquisitor Petra stated that "Senator Dusan, Senator for Miekarova, has been found unoworthy of their position due to a fundamental lack of virtue", at 2.30pm on Sunday in a document circulated by Falstino Toliccu von Tassotto, upon her request and payment, before the Synod vote on the matter closed. Three others were named also; some of which were not inquisited directly

Fr Drakov

Outcome needs checking

28

Loyalty

We the Assembly of Loyalty wish to recognize the Loyalty displayed by the fighting citizens of Dawn, the Marches, Navarr, the League and the Imperial Orcs for their successful and valiant defence pf the vulnerable and besieged ritualists at the Battle of Reikos

Oberon Caeli di Rezia

Upheld 113 - 0

29

Courage

Lazarus of Cantiarch's Hold and all our departed brothers and sisters who have fallen in Reikos and have been unable to enter the Labyrinth due to the actins of the barbarian orcs: You have not been forgotten. Have Courage

Nina

Upheld 94 - 0

36

General

The General Assembly does not intend to veto the Senate Motion to address the boggart issue in Morrow

Hector de Rondell

Upheld 350 - 10

37

Vigilance

Naming Vitomir Vardov of Varushka as the priest responsible for coordinating consecrations and exorcisms across Miekarova to act against the Anarchy cultists in that area

Abraham

94 - 0

The Imperial Synod did not make the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

30

General

The Synod supports the creation of more priest sinecures to enable long serving priests who have armed their congregations in support of the Empire to continue functioning as priests.

Tarquinius Ankarien

Not upheld 242 - 211

31

General

The role of High Inquisitor is to initially offer recommendations to only the parties that could act on the findings, e.g. a recommendation of revocation of a senator to be given to the relevant National Assembly

Agnieszka Katrinova Prochnost

Not Upheld 330 - 138

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

56 Thrones / 3 Crowns / 2 Rings / 5 liao

Income

80 Thrones

The price paid in the Bourse Auction by Dr Ferrero

5 Crowns

Donation of proceeds from Private Bourse Auction by Xepicotl, Sumaah Priest of Ambition

Rewards

15 Thrones

Rewarding made to Dawn

3 Thrones

Rewarding made to Arsenio of the Gilded Horn

Closing Value

119 Thrones / 2 Rings / 5 liao

Visionaries

The following individuals received visions of their past lives:

- Nicassia of Phoenix Reach, Urizen

- Archmage Iulian Shatterspire, Urizen

- Twyll of the Eternal Family, Navarr

- Senator Henry Ward, The Marches

- Mordecai of the Suns of Couros, Highguard

- Captain Vraalbuka Straskovich, Varushka

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Winter_Solstice_Synod_judgments&oldid=37485"

378YE Winter Solstice winds of fortune

Contents

- 1 The Winds of War

- 2 Opportunities

- 2.1 Boggarts in Morrow

- 2.2 Celebrations in Segura

- 2.3 Anarchy in Miekarova

- 2.4 Friendly Rivalry

- 3 Events

- 3.1 Prosperity in Miaren

- 3.2 The Strength of Tradition

- 3.3 The Eldest Swamp

The Winds of War

The wars with the barbarian orcs continue. You can learn more here.

Opportunities

Over the past three months, the following events have occurred which are of significance to the Empire and may require a response from her champions:

Boggarts in Morrow

Vermin from the Realm of Night have been sighted in Morrow and could have an impact on the production of mana and herbs in this territory and potentially surrounding territories. There is more information regarding this infestation here.

Celebrations in Segura

With the Empire having fully restored Segura to the fold, there have been many celebrations. Imperial prognosticators have identified that the Synod, Senate and Bourse have the potential to capitalise on this sentiment. There is more information regarding this opportunity here

Anarchy in Miekarova

Reports are coming in of acts of sabotage and disruption across Miekarova that appear to be the actions of a coordinated cult of Anarchists. This sabotage appears to be primarily directed at military units in an effort to disrupt the Imperial war effort. There is more information regarding this threat here.

Friendly Rivalry

Owing to the deployment of military units from the two orc legions to the same location, there has been more contact between rank and file soldiers from each of the legions. This has generated a spirit of friendly rivalry and competition that the Imperial Synod could potentially capitalize on. There is more information regarding this opportunity here.

Events

The following represent significant events, sometimes of a magical nature, that do not have obvious solutions.

Prosperity in Miaren

As the days start to lengthen and Autumn turns inexorably into Winter, a subtle shroud of magic settles over the Navarr territory of Miaren. The first signs come when the herb gardens produce an unexpected bounty of bladeroot. Then the workers in the mines and forests enjoy unexpected prosperity; this extra prosperity means there is more money being spent in the businesses. Crops in the fields last longer both before and after harvest; meat smokes and salts easier. Some citizens turn to their guides to offer thanks for their unlooked-for comfort in the late-Autumn, while more suspicious individuals seek the advice of the priests to explain these events. Even soldiers whose home barracks are in Miaren enjoy additional success. Finally, the vates who tend the mana sites discover a small number of additional crystals to harvest.

While the majority of effects are positive, it is noticable that there is a cruel edge to the season as well as some unlooked for fortune. Weak animals and plants die in noticably greater numbers; young children suffer from sleepless nights, complaining of nightmares; the eldest Navarr, those in their final years before they go to their final rest in the funeral groves, find it almost impossible to get to sleep, spending their days in tired exhaustion. The draughir suffer worst of all - those who dwell in the steadings of Miaren, or pass through with stridings find it increasingly difficult to connect emotionally to anyone outside their immediate circle of friends and family. There are a few unfortunate incidents in which a draughir lashes out at someone they see as encroaching on their territory - but the majority of the Navarr ghul manage to keep their instincts under control.

Game Effect: Every personal resource owned by a Navarr character in Miaren gained an additional rank during the Autumn 378YE downtime. This resulted in additional production, and in the case of congregations will show as additional votes in the Imperial Synod. The vates have identified that for the three months following the Autumn Equinox, Miaren was subject to a Winter enchantment of magnitude 50. As the Winter Solstice draws closer, the magic started to weaken and fade.

The Strength of Tradition

Following incidents during the Autumn Equinox, an eerie influence has fallen over the people of Wintermark. In some halls, the Suaq, Kallavesi and Steinr are starting to factionalise - arguments have broken out, and members of the three traditions are increasingly seeking the company of those who share their cultural beliefs. Those few halls where one tradition dominates the others seem to have suffered least from this supernatural influence - indeed, they seem to be prospering compared to their increasingly quarrelsome neighbours. Indeed, when surrounded only by members of their own tradition, people report feeling more comfortable and more confident.

The growing rift is causing tension with the Fist of the Mountain and Green Shield. Some soldiers are actively forming banners only with members of their own tradition, and are slow to respond to the orders of commanders from different traditions. So far discipline is being maintained, but the situation is slowly worsening.

No clear explanation has emerged for this spreading influence. Some fearmongers point to the appearance of three very distinct egregores within the nation as a sign of either an impending calamity or - and only the most paranoid give this any credence - the imminent collapse of the bond that has bound the Suaq, Kallavesi and Steinr for untold generations. Opinion is divided as to whether the egregore is a symptom of the chaos - or the malfunctioning cause.

A more likely culprit than the egregore is the dark magic of the Thule. They have a vested interest in dividing the nation and destabilising the armies to speed the conquest of Wintermark. If this is the case, then presumably the wicked sorcery can be combated in some way - but any unified response is being made more difficult by the nature of the influence itself.

Game Effect: Every citizen of the Wintermark nation who attends the event is under a magical effect called The Strength of Tradition. We plan to include a card detailing this effect in everyone's pack, and newly created Wintermark characters should be able to collect a card from GOD when they make their character. These cards exist to clarify the roleplaying effects, and to provide something that can be examined with magic.

The Eldest Swamp

The mystics of the great Kallavesa marshes warn of what seems to be a threat unreleated to the difficulties of the wider nation - although the timing is suspicious. The mana sites tended by the mystics have become ... sluggish. Crystals are taking longer to form, and often appear dull and lifeless. In a few cases, the crystals have broken apart when handled, leaving only a handful of shards and dust.

Needless to say, many mystics are worried. The effect is definitely restricted to Kallavesa - mystics living in other parts of Wintermark have noticed no such decline in the quality of crystal mana - but is not just limited to mana sites harvested by the Kallavesi. Coupled with odd portents and visions, a number of mystics worry that there is something else going on in Kallavesa, something that is not a consequence of the strengthening of tradition - something that significantly threatens the magical energy they wield in their powerful rituals. Unfortunately, the spreading parochialism affecting the rest of the nation is making it hard to get anyone other than fellow Kallavesa to listen.

Game Effect: There is no game effect at this time, but if the situation worsens then it is likely to significantly reduce the amount of mana claimed from any mana site in the territory of Kallavesa.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Winter_Solstice_winds_of_fortune&oldid=35783"

378YE Winter Solstice winds of war

Contents

- 1 Overview

- 2 Four miracles, four mysteries

- 3 The Weight of the Mountains

- 4 The garden of Highguard

- 5 Interlude

- 5.1 Segura

- 5.2 Spiral

- 5.3 Somewhere in the Bay of Catazar

- 6 The fall of Holmauer

Overview

The Empire pushes forward on the eastern front. After a year of preparation, the Empire sends sends troops into Reikos, and finally gets first hand experience of the devastation the Druj have wrought in their absence. Karsk is once again Imperial territory thanks in large part to a profusion of magical enchantments - but the Thule remain a force to be reckoned with, In Holberg, the Empire launches a counterattack against the Druj, sweeping south and east from the gates of the city, driving the barbarians from the ruins of the lower city and laying siege to the crumbling fortress of Rebeshof.

Things are a little more mixed on the western front. The orcs of the Lasambrian Hills mostly withdraw from Segura with only a few die-hard, stubborn raiders refusing to honour the agreement with the Imperial Senate; the Dawnish army of the Eastern Sky make short work of these stragglers. In contrast, the campaign to keep the Thule from the Silver Peaks remains at a near deadlock, with the barbarians making only small gains. The loss of life in Wintermark is ... tremendous.

On the whole, however, the Empire appears to be reclaiming territory from the barbarians. Perhaps the tide has turned at last?

Four miracles, four mysteries

Varushka is a place of mystery and has its own share of wonders. They are dark, but they are wonders none-the-less. The Empire has suffered both exhilarating victory and crushing defeat in Karsk; but it has refused to retreat or let the Thule take one inch of the dark soil that is not soaked with blood.

The hills and forests, under the cold stars of Autumn, have become a place of miracles. In the west, a great citadel of glacier ice and dark basalt stone looms. Grim armoured giants man the walls, watching for the advance of the Thule with pitiless eyes. In the east, spiralling towers of gold and deep red wood greet the dawn, guarded by crimson-and-amber lion knights. They are the first miracle, and they are glorious and terrible as the morning and the night.

The second miracle comes from the south, and marches alongside the Citadel Guard. A legion of pale soldiers in cerulean blue and silver adamant. The captains of the elfin host ride impossible beasts - great white steeds with ivory hooves and ocean-deep eyes, each with a single curling horn in the centre of their forehead. They are beautiful and without mercy, spearing orcs and tossing them aside like so much chaff. They march beneath the banner of the white unicorn; the legion of Jaheris, come from the Summer Realm at the behest of the Imperial magicians to face the wroth of their master's lover amid the black hills of Karsk. They are cold as the moon, and full of vicious wit, but their wild ferocity is a wondrous mirror of the calm passion of the Urizen sentinels.

The third miracle rises from the earth of Varushka itself. A legion of ghost-soldiers and skeletal-champions joins the shambling animate corpses of the Black Thorns. While the husks lead the way into battle, the vanguard of each attack, the ghost-soldiers and accurséd wights bring up the rear. Silent, limned with flickering green fire beneath the dark clouds, they appear without warning and depart the same way when the sun first touches the horizon ... and they seem to obey the orders of a Varushkan general - a massive, grim draughir man bound in chains. When they engage the Thule, they are bound up by a bank of living fog that blinds their foes but does not hinder them or their allies. They are lead into battle by a flock of ghostly crows and ravens that seem to lead them unerringly to where their foes are weakest, and spread confusion in the enemy ranks. These cursed remnants inflict vicious slaughter on the Thule, alongside the wild men and women of northern Karsk who seem almost feral next to the armoured schlacta of the Golden Axe.

A fourth miracle; once again, the waters of Karsk sparkle with the irrepressible light of life and health. Any wound that is not fatal, heals in time. Each morning, the dew on the ground revitalises those who have survived the night. The rivers of life run through the hills and forests of Karsk.

The Thule themselves are on the move, pressing forward into the regions still in Imperial hands. Yet their focus seems elsewhere - beyond the golden citadel that serves as the headquarters of their warlocks, and the magic their magicians wield in battle, there is little sign of their great sorcerous might. The clashes are bloody, but how much more terrible would they have been if the waters had run clear, or with blood, instead of with the essence of health and healing?

Of all the supernatural aid mustered against the Thule arguably the most important is the strategic brilliance conjured up by the leaders of the Golden Axe. Time and again during the season the Thule attacks are only defeated by the arcane insights employed to the Imperial general and his allies.

And in the end ... in the end the orcs are pushed back, back out of the hills of Nitrost and back to their makeshift defences in the east and the north. When the sun rises on the last day of Autumn, there is no doubt. Karsk is once again in Imperial hands.

But for how long can the Empire hold it this time?

How certain is it that the Imperial senate will uphold the Varushkan claim to this territory once again?

How will the Thule react now that the Empire is arrayed against them once more in its strength?

And what of the dark presences that slumber in the forests and the hills - is their thirst for blood slaked or is their appetite merely whetted ...?

The Weight of the Mountains

After the Autumn Equinox, the days grow shorter and the winds grow colder. In the north, in Sermersuaq, the sky is overcast by day and frigid-clear by night, lit by the cold perfection of the great aurora that dances above Tsirku. The Silver Peaks echo to the rhythms of war... and are answered by the imperious brazen horns of the Hounds of Glory, the raised voices and pounding drums of the Red Wind Corsairs and the Fire of the South, and the relentless crunch-crunch-crunch of the Winter Sun over fresh fallen snow.

The number of Thule banners in Sermersuaq has all but doubled since the battle of the Stonefields. They hold the high passes and the low plains, and now their attention turns inexorably, once again, toward the Ice Caves and the great deposits of star metal concealed within. If they take the caves, they will control the entire Silver Peaks - the mines, the mana fields, and the passes through the mountains.

They do not come alone, this barbarian ocean of Thule soldiers and warlocks and terrible furred beasts out of the far north. A cohort of Summer knights marches beside them. Their golden helms glinting in the cold Autumn sun; their crimson surcoats soak up the blood of their prey. They laugh as they fight, glorying in the exhilaration of battle in a way only a few mortals can truly match ... mortals like the Hounds of Glory and the Freeborn kohan. The warriors of Summer seem to take great pains to seek the Dawnish and the Freeborn out, preferring them over the orcs. The Thule, by contrast, are full of eagerness to face the Imperial orcs in battle once again. Both sides care bound up in a bloody contest to see who can seize the highest ground, who can drive their enemies off the treacherous paths or trap them in a jagged gorge.

Battle rages throughout the foothills, across the Stonefields, and even in some parts of the high peaks on the edge of the treeline where the pines give way to eternal snow. Neither side is defending - the Thule seek to push down the slopes to take the Ice caves, the Empire strives to force them back up from the plains, back toward Otkodov.

The Empire is outnumbered - but not by much. They fight from a frigid citadel of translucent ice that forms itself directly in the path of the Thule advance. A ragged cheer goes up from the Imperial soldiers, but the Thule barely break their advance - they seem to have been expecting the citadel, almost. They have makeshift siege engines, and several dozen massive shaggy ogres bred no doubt as living battering rams in the pits of Otkodov.

Blood stains the early snow - so much blood! But the snow itself glitters with a hidden power, as do the streams and cool mountain springs. The waters of Sermersuaq run with life - and not just the Silverpeaks. From Lansipari to East Floes to northern Sarda, the lakes and rivers teem with life - few suaq have seen so many fish. The beasts glow with health and fertility under the magic of Spring, from the rabbits of the southern plains to the mammoth of the northern tundras. So much life.

So much death. The magic means that any blow that is not fatal will heal overnight, but once this is apparent it simply fuels the savagery of the Thule and their faerie allies - and many Imperial troops are quick to match it. A thousand humans and orcs die in the three months between the heart of Autumn and the heart of Winter. At least as many Thule, also - the magic is indiscriminate - yet for each one who falls and does not rise there is one who might have never risen who stands, and fights.

The barbarians have supernatural aid to match that of the Empire. The Red Wind Corsairs fight with preternatural clarity, anticipating Thule tactics and meeting them with clever stratagems of their own ... but the generals of the Thule are nearly as adept at unravelling the cunning plans of the Empire in their turn. The shambling host of the Holberg dead - animate husks with hungry Winter spirits bound inside - fight implacably, rising again and again despite the best efforts of the savage orc hunters ... but their sluggishness and slow advance is more than countered by the swift-moving Thule whose uncanny ability to navigate the foothills allows them to outmaneuver the grasping unliving brutes. As Winter comes closer, the walking dead are slower and slower to rise, and some fail to return entirely. Eventually, the rotten dead lie in droves wherever the Imperial orcs have fought. The Winter spirits escape the cold flesh and the forces of corruption and decay begin to catch up with them.

It is an even match, even so - but then, slowly, inexorably, the Thule begin to turn the tide. They push slowly forward, claiming the upper foothills ... and there they stop. Whatever else it has achieved, this bloody work, it has kept the northern orcs from claiming the ice caves. Yet they now control a little over half of the Silver Peaks ... and already their scavengers are stripping the mountains of every resource they can lay their hands on.

For now; the Thule show no sign that they intend to retreat. Indeed, they seem more committed to claiming the mountains of Sermersuaq than ever.

The garden of Highguard

The Garden of Highguard. A sleepy stretch of the Couros river; a place for gentle walks in shady parks; for contemplation of the virtues in quiet shrines; for the study of the threefold arts of chirurgery, physick and apothecary at the houses of healing in High Chalcis. Quiet settlements, connected by well-maintained roads. A place for introspection and celebration of what it meant to be Highborn. It should have been safe.

Until the Druj did the unthinkable and came south through the haunted Forest of Peytaht. Until they slaughtered the students at Exile, and brought their armies into the heart of the Empire and burnt the shady parks, and defiled the quiet shrines and made charnel pits of the houses of healing. Then, slowly and inexorably like a pestilence, like a black plague, they drove the Highborn from their garden and despite the best efforts of the Empire, claimed Reikos as wholly and completely their own.

That was a year ago, and now the Highborn are returning. The Granite Pillar and their Navarr allies of the Quiet step cross the Couros into Reikos, both armies guided and empowered with the sight beyond sight, the clarity of the strategist, the keen eyes of the Day that penetrate the plans of the enemy. They are, perhaps, a little unprepared for what they find.

Reikos has been devastated. The dead are innumerable, and those who have not been slain have been carried off to slavery and worse. A great citadel of broken stone and twisted metal stands now where the gardens of High Chalcis once stood - a terrible symbol of Druj dominion. Scouts report that from the walls flutter the tattered, soiled, defiled banners of all the chapters of Reikos with pride of place given to those of Cantiarch's Hold and the Suns of Couros. Above them all flutter the banners of a Druj clan - a white toad.

The Vigilant Swan is an open-cast quarry now, with a legion of battered and broken Highborn slaves toiling until they drop under the merciless gaze of their orc masters. Who knows what state the rest of the territory is in?

And over everything ... everyone... hangs a miasma. It is almost tangible, it can almost be tasted in the air. The weight of it is like death, like the dread that comes in the night when you start awake from a forgotten nightmare and for a moment cannot remember quite where you are. It is in the air, in the water, in the soil. It claws at the hearts of the soldiers of Highguard and Navarr urging them to turn and flee.

It is worse at night. The stars are wrong. They twist in the sky, unnaturally - there is a powerful fell magic at work, a shroud of shadows that during the day covers the sky in dark clouds and often as not plunges the territory into twilight long before the sun has touched the horizon.

But the armies of the Empire do not surrender to fear. The 'Pillar and the 'Step advance into Riverwatch. Tabernacle is in ruins - the once proud chapter looks as if it has been torn apart, probably stone and wood for the citadel at High Chalcis. It is also a ghost town - no sign of any human. The caution of the Empire's heroes is well placed - the ruins have been laid with traps and cruel deadfalls, making them practically impassible for anything other than small groups of scouts such as the Navarr and the Highborn Unconquered.

The Druj are quick to respond the the intrusion as well - there are raiding forces several hundred warriors strong stalking the ruins of Reikos, slaughtering everyone they meet who puts up any resistance. They barely even bother to make an example of their prisoners. Once they realise there are Imperial troops in Reikos again, they begin to organise a strong defence - they make little effort to engage the armies directly, harrying, flanking, striking once and then falling back towards prepared defences. It is like fighting mist - a mist that cuts and burns.

In the end, after several months, Imperial forces have barely made a foothold here - the gnawing unnatural dread makes it very difficult to hold ground - even the staunchest Highborn finds it hard to stand against the Druj for any length of time in the face of the miasma, the pounding drums, and the knowledge that their backs are to the Couros.

Still - some ground is claimed. The best Navarr scouts have spread out in small groups across the ruined plains of Reikos and will return shortly to give a full accounting of the situation in the charnel wastes to their general. The Druj have been driven from the ruins of Tabernacle, more or less; but there is still much to do before even Riverwatch is liberated - and the battle for control of the Vigilant Swan will be fierce indeed.

Interlude

Segura

Sir Jory wiped the sweat from his eyes and glared at the middle-aged knight before him.

"You can wipe that stupid grin off your face, Jessica, for a start. I am not in the mood to play 'good news and better news' with you today. it is too hot and my .. my leg hurts."

Sir Jory blushed in spite of himself. The orc's spear had not gone into his leg ... not precisely.

The questing knight tried to control her grin, but didn't answer. She raised her eyebrows at her friend. After a moment he sighed.

"Go on then, give me the good news."

Jessica's broad grin returned and if anything widened.

"The good news is that all three Lasambrian forces have withdrawn in good order back over the western border into their dam'd hills."

Sir Jory nodded thoughtfully.

"As agreed then. And the better news?"

"Not all of them have gone - we've got pockets of resistance from Anduz to the tributaries of the Scorrero. They're refusing to surrender, and threw spears at me when I insisted. It looks like a few hundred die-hards rather than a proper force but ... they're feisty, Jory. Dam'd feisty. It'll most likely take us several months to root them all out - and there's even a few bandits in there as well who need to be reminded that this is the Empire and they are part of it."

Sir Jory's grin spread across his face to match that of his companion.

"We'd best get started then," he smiled.

Spiral

Magister Horace smoothed the front of his vestment as he stared out of the wide high-arched window into the darkness. He did not like the mountains very much.

"These windows are far too wide," he opined to his second. The scribe looked up from her writing desk.

"It doesn't matter, Horace. There's a thousand foot drop on the other side of it and what isn't cliffside is overhang."

"It's still a poor way to build a castle," grumbled the Magister. "Too ... airy. Too ... light. Bloody Urizen."

He looked guilty immediately, and shot a glance to the third figure in the room. A pale skinned merrow patiently sewing by the glimmering lightstone in the corner.

"Not that they have not been excellent hosts, of course."

The merrow looked up, her face unreadable but her eyes full of compassion.

"You wish you were in Reikos, Magister Horace, do you not? It makes you short tempered, and then you feel as if you have shown weakness, and worry that your passion is a failing. It is not, because you never let your passion overwhelm your discipline. It does you great credit."

Horace sighed, and fidgeted with his dragonbone medallion.

"I feel we are wasted here. There is no fight in the Grendel and that thing - " He gestured suddenly to the north-east. "That thing has been in my dreams again."

The merrow magus nodded, and went back to her sewing.

"There is a pattern at work here, Magister Horace. You know it in your heart and still .. still you yearn to take the battle to the orcs who have defiled your homeland. But you do not, and you do not complain, and you stand watch as you are ordered to do. Yet remember that we also serve, who wait and prepare. The Grendel will come, in time. It is ... inevitable."

Magister Horace exchanged a gloomy look with his scribe and went back to staring out across the silent mountains.

Somewhere in the Bay of Catazar

"Were you expecting there to be three ships?" asked Angelo conversationally.

"No." said Captain Drummer. He drew his sword and started to shout orders with a slightly desperate edge to his voice.

"Oh," said Angelo quietly. "Oh dear."

The fall of Holmauer

With the arcane might of the Empire turned north against the Thule or south to support the drive into Reikos, the armies that march out of Holberg are forced rely on cold steel to push through their grim determination to drive the Druj from the Empire. There are no miracles here - bloody, accursèd Holberg is the prize, if the soldiers of the Empire can just find the strength of arms to overcome the bleak horror of the Druj.

After the disastrous Siege of Holberg, the Druj are in disarray. Their plans in tatters - the swift action of the heroes of Empire robbed them of their magical siege engine, and saw the army of the Stalking Cobra scattered to the five winds. Riding on the wave of that victory, over twenty-five thousand Marchers, Dawnish, Highborn, League soldiers and Imperial orcs issued from the great gates of Holberg. Those armies who had endured the great siege gained new support from fresh Marcher soldiers, dour-faced troops of the Strong Reeds force-marched up from distant Astolat. A great coterie of independent captains came to Holberg to fight. Drawn by the banner of the Wolves of War, these captains were bound by a common cause made all the stronger by the power of a grand Autumn working built on a framework of ilium and favours

Leaving the safety of Holberg, they took the fight to the barbarian invaders ... and what a fight it was.

The plan is sound; the Imperial forces are measured in their advance, taking few risks but pushing forward in a steady tide of steel. Not so the Summer Storm - first into the fray, last to leave, pushing always to confront the fearsome forces who marched beneath the Scorpion banner. Always in the vanguard, unmoved by the beating drums, and the grim horror of the Druj, driving them from the field time and again in overwhelming assault after overwhelming assault. They pay the price of course - but this Autumn the Druj are more concerned with survival than slaughter. Five hundred Summer Storm will not come home from this campaign - but then, what Imperial orc can ever come home?

The Druj, for all they are the filth of the world, stood to meet the Empire's advance. The battle wages back and forth across the tattered, broken walls of Holmauer. First one tower, then another falls. The last battered keep collapses under a rain of boulders from the Wolves of War, supported by a few small units of engineers who once marched beneath the banner of the Towerjacks. Once the outer walls around the suburbs of Holberg stood tall and proud. Now, after three decades and more of back-and-forth war; of both sides cannibalising structures to shore up their defences; of wildfires; of siege engines and slaughter ... the gardens and businesses and estates of Holmauer are broken tombs and cracked ruins home to the dead and the desperate.

The Imperial forces do not rest on their laurels. Holmauer is only the start. The fight comes to Rebeshof, all the way to the walls of the Druj castle there. The Scorpion banner retreating behind the walls to escape the Imperial orcs' implacable pursuit. The Golden Sun lays out its great palanquins within sight of the walls, while the Seventh Wave and the Bounders engage in grim competition to see who can find and slaughter the most straggling orcs as the Empire slowly consolidates its hold over half of Rebeshof.

The other armies prepare to lay siege. Irony, worthy of a play, to see the tables turned like this!

Yet... it is early to begin celebrating. There are banners here that have not been seen in Holberg - of the snake and the scorpion and the crimson lizard. The Druj have brought their own reinforcements to match the Marchers. The war for Holberg is not over, yet.

The Druj are bitter, bitter foes. if they are hateful and cruel in victory, they are ten times that in defeat.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=378YE_Winter_Solstice_winds_of_war&oldid=47808"

379YE Autumn Equinox Conclave sessions

The following is a summary of Conclave proceedings during the Autumn summit of 379YE.

Contents

- 1 The Imperial Titles of the Conclave

- 2 Conclave Addresses

- 3 Conclave Declarations

- 4 Conclave Gambits

- 5 Order Strengths

- 6 Order Vaults

- 6.1 Celestial Arch

- 6.2 Shuttered Lantern

- 6.3 Sevenfold Path

- 6.4 Rod & Shield

- 6.5 Golden Pyramid

- 6.6 Unfettered Mind

- 7 Campaign Updates

The Imperial Titles of the Conclave

The full list of Imperial Titles held in the Conclave at the end of the Autumn Equinox, 379 YE, can be found under 379YE Autumn Equinox Imperial titles

The following Imperial Titles were appointed by the Conclave during the Autumn Equinox, 379 YE:

- Simargl became the new Dean of the Lyceum

- Alcuin became the new Archmage of Spring

- Gregor became the new Grandmaster of the Shuttered Lantern

Conclave Addresses

At the Summit, the following addresses were placed on the Conclave agenda:

Day

Speaker

Nature of Address

Fri

Aquillian

Winter Eternal Arcane Projection

Fri

Sirus, Archmage of Winter

Matters pertaining to the Realm of Winter

Fri

Corvus, Archmage of Summer

Summer Matters

Fri

Maurice de Gauvain

Realm of Awesome

Fri

Tabor the Fool

Roshanwe and her Herald

Fri

Tiberius Echostorm

Cursing Imperial Territory

Fri

Mari Linkforge, Archmage of Day

Document received from Phaleron last summit

Fri

Solsetur Fjellrevening

On military scrying

Fri

Olle Markusson

Divination magic

Fri

Iulian Shatterspire, Archmage of Spring

A Spring Matter

Fri

Herald of Sadogua

The failings of the Grandmasters

Sat

Vahne Korppi

Regarding the Throne

Sat

Camillius of Endsmeet

The catalogue of Arcane Projections

Sat

Warmage Vaan

Apologies to the Conclave

Sat

Meltar of Saker

All the Eternals are very powerful. Obviously.

Sat

Solsetur Fjellrevening

On military scrying

Sat

Mari Linkforge, Archmage of Day

Matters of Day

Sat

Mari Linkforge, Archmage of Day

On the origin of the Highborn

Sat

Neb, Adviser on the Vallorn

Cadaver. He's a naughty sausage.

Sat

Reed, the Reckoner of Hours

Results of Audit

Sat

(Scribe's note: This name was indecipherable)

Peace with the Whisper Gallery

Conclave Declarations

The Conclave made the following Declarations:

Day

Speaker

Declaration

Outcome

Fri

Pavel, Archmage of Night

Amity - Lashonar

PASSED

Fri

Corvus, Archmage of Summer

Concord - The Conclave recognises Wintermark's sacrifice with the loss of the Silver Peaks

PASSED

Fri

Corvus, Archmage of Summer

Concord - The Conclave condemns prejudice against Briars based on superstition and ignorance

PASSED

Fri

Maurice de Gauvain, Archmage of Autumn

Amity - Reed, Reckoner of Hours, Herald of Ephisis

PASSED

Fri

Rosamund Holt

Amity - Yaw'nagrah

PASSED

Fri

Vaan, Warmage

Concord - The Conclave thanks Atte Arrowtongue for speaking to Conclave and acknowledges him as a candidate for Empress

PASSED

Fri

Vaan, Warmage

Concord - The Conclave thanks Lisabetta Giacomo von Holberg for speaking to Conclave and acknowledges her as a candidate for Empress

PASSED

Fri

Lord William Dromond

Concord - This Conclave believes the use of curses like Unfettered Anarchy to directly impede the holder of an Imperial position in fulfilling their duties to be irresponsible

FAILED

Sat

Haizea I Riqueza

Amity - Leviathan

FAILED

Sat

Vaan, Warmage

Concord - That the Senate should create a Conclave position whose remit is to co-ordinate scrying

PASSED

Sat

Corvus, Archmage of Summer

Concord - The Conclave condemns those citizens committing illegal piracy against Jarm, offers the Princes apologies for piracy that has been committed, and encourages discourse for the betterment of magicians of both nations

PASSED

Sat

Kalini Otecovna Zlata

Endowment - Eternal Gambit covenstone to Kalini of the Tangled Thorns to be handed back to Conclave by the start of the next gathering

PASSED

Sat

Ieuan Linkforge

Sorcery - Farran Duskbourne, for possession of an item belonging to Wendigo

PASSED

Sat

Gregor, Grandmaster of the Shuttered Lantern

Enmity - The Whisper Gallery (Scribe's note: this motion was placed under the Veil of Night)

PASSED

Sat

Anwar I Deltoro I Riquezza

Dissemination - Crystalline Focus of Aesh, to fulfil the treaty with the Thule

PASSED

Sat

Sumi, Herald of Sadogua

Concord - That the bat-faced herald is a danger to Sadogua's throne

PASSED

Sat

Maurice de Gauvain, Archmage of Autumn

Neutrality - Reed, the Reckoner of Hours

PASSED

Sat

Rosamund Holt

Candidacy - Archmage of Spring

FAILED

Sat

Alcuin Shatterspire

Candidacy - Archmage of Spring

PASSED

Sat

Domova Otecovna Zlata

Candidacy - Archmage of Spring

FAILED

Sat

Isca Bont Goch

Candidacy - Archmage of Spring

FAILED

Sat

Simargl

Candidacy - Deanship of the Lyceum

PASSED

Sat

Eudaemon of Halcyon

Candidacy - Deanship of the Lyceum

FAILED

Sat

Nikolai

Candidacy - Deanship of the Lyceum

FAILED

Conclave Gambits

The Conclave made the following Gambits:

Day

Proposer

Intended Use of Resources

Mana

Ilium

Am

BL

Dr

GI

IG

Or

TJ

We

Funded

CA

GP

RS

SP

SL

UM

Indep

Fri

Corvus, Archmage of Summer

5 Ilium to Sermersuaq in recognition of Wintermark's sacrifice of the Silver Peaks

-

5

-

-

-

-

-

-

-

-

YES

1

1

1

1

-

1

-

Fri

Pavel, Archmage of Night

Military Scrying

56

-

-

-

-

-

-

-

-

-

YES

-

10

11

8

20

7

-

Fri

Mari Linkforge, Archmage of Day

Curing 2 armies of the Reikos Flux

100

-

-

-

-

-

-

-

-

-

YES

4

5

25

25

16

25

-

Fri

Iulian Shatterspire, Archmage of Spring

Rivers of Life

25

-

-

-

-

-

-

-

-

-

YES

-

8

5

4

4

4

-

Sat

Vaan, Warmage

To purge miasma from the battlefield tomorrow

50

-

-

-

-

-

-

-

-

-

YES

15

-

8

10

10

7

-

Sat

Corvus, Archmage of Summer

Strategic Day magic for the Imperial war effort

85

-

-

-

-

-

-

-

-

-

YES

15

11

14

10

20

15

-

Sat

Mari Linkforge, Archmage of Day

Repay the strategic fund

80

-

-

-

-

-

-

-

-

-

YES

18

30

0

12

10

10

-

Sat

Iulian, Archmage of Spring

Spring College

85

-

-

10

-

-

30

-

10

-

YES

14

-

-

5

10

21

-

Scribe's Note: The final gambit by Iulian also requested 6 Ilium. However, records indicate this Ilium was returned to the Conclave.

Order Strengths

The strengths of the six Orders at the Conclave this summit were as follows:

Order

Friday Strength

Saturday Strength

Total Strength

Sevenfold Path

21

16

37

Rod & Shield

17

14

31

Celestial Arch

14

17

31

Golden Pyramid

17

7

24

Shuttered Lantern

20

24

44

Unfettered Mind

24

20

44

Order Vaults

The contents of the Order Vaults at the beginning and end of Conclave this summit were as follows:

Celestial Arch

Material

Beginning

End

Mana

87

35

Ilium

4

3

Ambergelt

1

1

Beggar's Lye

4

0

Dragonbone

4

4

Green Iron

0

0

Iridescent Gloaming

24

14

Orichalcum

3

4

Tempest Jade

18

18

Weltsilver

0

0

Shuttered Lantern

Material

Beginning

End

Mana

110

30

Ilium

3

3

Ambergelt

0

0

Beggar's Lye

0

0

Dragonbone

2

2

Green Iron

0

0

Iridescent Gloaming

2

2

Orichalcum

3

4

Tempest Jade

21

11

Weltsilver

13

13

Sevenfold Path

Material

Beginning

End

Mana

117

48

Ilium

5

4

Ambergelt

0

0

Beggar's Lye

14

9

Dragonbone

16

16

Green Iron

0

0

Iridescent Gloaming

24

24

Orichalcum

4

5

Tempest Jade

0

0

Weltsilver

0

0

Rod & Shield

Material

Beginning

End

Mana

63

0

Ilium

4

3

Ambergelt

0

0

Beggar's Lye

10

10

Dragonbone

12

12

Green Iron

0

0

Iridescent Gloaming

1

1

Orichalcum

14

15

Tempest Jade

3

3

Weltsilver

0

0

Golden Pyramid

Material

Beginning

End

Mana

118

54

Ilium

7

6

Ambergelt

18

18

Beggar's Lye

16

16

Dragonbone

1

1

Green Iron

0

0

Iridescent Gloaming

11

11

Orichalcum

18

19

Tempest Jade

0

0

Weltsilver

0

0

Unfettered Mind

Material

Beginning

End

Mana

85

17

Ilium

3

2

Ambergelt

0

0

Beggar's Lye

4

3

Dragonbone

3

3

Green Iron

0

0

Iridescent Gloaming

30

10

Orichalcum

2

3

Tempest Jade

24

24

Weltsilver

12

12

Campaign Updates

- 10 Thrones provided by Juha, the Cave Spider, to pay for the Thule ritual text

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=379YE_Autumn_Equinox_Conclave_sessions&oldid=41892"

379YE Autumn Equinox Imperial elections

Contents

- 1 Imperial Senate

- 2 Imperial Military Council

- 3 Imperial Synod

- 4 Conclave

- 5 Imperial Bourse

Imperial Senate

- Senator for Kahraman: Maher i Zaydan i Riqueza

- Senator for Semmerholm: Bohemond de Rondell

- Senator for Casinea: Zephram of Cantiarch’s Hold (Incumbent)

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato (Incumbent)

- Senator for Upwold: Silas

- Senator for Therunin: Caerwyn Summer Crow (Incumbent)

- Senator for Morrow: Ariadne (Incumbent)

- Senator for Volodmartz: Juha the Cave Spider

- Senator for Hahnmark: Hengest Dun (Incumbent)

- Senator for Skarsind: Vacant after the ratification of Relinquish Skarsind

- Minister of Historical Research: Title has lapsed

- Imperial Master of Works: Title has lapsed

- Quartermaster General of the Imperial Armies: Brendan Brackensong

- Ambassador to Faraden: Ricardo di Tassato

- Gatekeeper of Falling Snow: Pendraed the Maker

- Captain of the Senate Guard: Sergio Salvatore

- Ambassador to Jarm: Oswi Twice-Burned

- Master Apothecary: Freya Kreftinar

- Advisor on orc affairs: Bloodcrow Ergot

Imperial Military Council

- General of the Fire of the South: Elias i Lemora i Erigo

- General of the Eastern Sky: Richard Vandale

- General of the Seventh Wave: Cuth (Incumbent)

- General of the Wolves of War: Gabriel Barossa (Incumbent)

- General of the Bounders: Alusair Farstrider

- General of the Quiet Step: Merryn Farkas (Incumbent)

Imperial Synod

- Cardinal of Loyalty:Jared of the Suns of Courous, Highguard

- Cardinal of Pride: Ozren de Orzel of Dawn

- Gatekeeper of Loyalty: Anna-Valeria Cascade of Urizen

- Gatekeeper of Pride: Lady Josephine Novarion of Dawn

- Virtue Inquisitor of Ambition: Serrusto Caeli Rezia di Tassato of the League

- Virtue Inquisitor of Courage: Lady Eleanor de Rondell of Dawn

- Virtue Inquisitor of Loyalty: Julius Cavita of the League

- Virtue Inquisitor of Pride: Ephreal of Highguard

- Virtue Inquisitor of Prosperity: Vacant

- Virtue Inquisitor of Vigilance: Irada von Temeschwar of the League

- Virtue Inquisitor of Wisdom: Ana-Marina Ferreira da Mestra of the League

- Virtue Inquisitor of The Way: Yarrick Ursan of Wintermark

Conclave

- Grandmaster of the Shuttered Lantern: Gregor

- Archmage of Spring: Alcuim Shatterspire

- Dean of the Lyceum: Simargl, the Empty One of the Circle of Zulgan-Tash of Varushka

Imperial Bourse

- The Singing Caves: Alessandra Vedova del Macellaio (500 Thrones)

- The Fortress of Salt: Tobias Shanks (495 Thrones)

- The Brilliant Star: Giacomo Corvinoscuro (451 Thrones)

- The Great Mine of Briante: Vasiliy Krenyenkov Valeskai Strascovich (355 Thrones)

- The Eternal Shafts of Time: Tomasz

- The Legacy is held by the Grendel and will need to be allocated when Spiral is once again an Imperial Territory

- Castellan of Spiral Castle: Damian

- Dhomiro of the Cinnabar Hills: Joaquim i Shartha i Riqueza

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=379YE_Autumn_Equinox_Imperial_elections&oldid=47530"

379YE Autumn Equinox Imperial titles

Contents

- 1 The Imperial Senate

- 1.1 The Freeborn senators of The Brass Coast

- 1.2 The senators of Dawn

- 1.3 The senators of Highguard

- 1.4 The senators of The League

- 1.5 The senators of The Marches

- 1.6 The senators of the Navarr

- 1.7 The senators of Urizen

- 1.8 The senators of Varushka

- 1.9 The senators of Wintermark

- 1.10 Other Imperial Senate positions

- 1.11 Sinecures selected by senators

- 2 Other Senate Titles

- 3 The Military Council

- 3.1 The Generals of The Brass Coast

- 3.2 The Generals of Dawn

- 3.3 The Generals of Highguard

- 3.4 The Generals of the Imperial Orcs

- 3.5 The General of The League

- 3.6 The Generals of The Marches

- 3.7 The Generals of Navarr

- 3.8 The General of Urizen

- 3.9 The Generals of Varushka

- 3.10 The Generals of Wintermark

- 3.11 Other Military Council Positions

- 4 The Imperial Synod

- 4.1 Ambition

- 4.2 Courage

- 4.3 Loyalty

- 4.4 Pride

- 4.5 Prosperity

- 4.6 Vigilance

- 4.7 Wisdom

- 4.8 The Way

- 4.9 Other Synod positions

- 5 The Imperial Conclave

- 5.1 Archmagi

- 5.2 Grandmasters of the Orders

- 5.3 Other Imperial Conclave Positions

- 6 The Imperial Bourse

- 6.1 Imperial Bourse Positions

- 6.2 National Bourse Positions

- 6.3 Minor Bourse Titles

- 6.4 Bourse Ceremonial Titles

- 7 Miscellaneous

The Imperial Senate

The Freeborn senators of The Brass Coast

- Senator for Feroz: Liythos i Purjo i Guerra

- Senator for Kahraman: Maher i Zaydan i Riqueza

- Senator for Madruga: Anwar i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Earl Gregoire De Gauvain

- Senator for Semmerholm Bohemond de Rondell

- Senator for Weirwater: Valentin Ivarovich Orzel

The senators of Highguard

- Senator for Bastion: Solomon

- Senator for Casinea: Zephram of Cantiarch’s Hold

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Holberg: Rossalyn Jordan

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Gant Archama

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Upwold, The Silver Chase: Silas

The senators of the Navarr

- Senator for Hercynia: Rhain

- Senator for Miaren: Llewellyn Leafstalker

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Probus of Shattered Spire

- Senator for Zenith: Cato

The senators of Varushka

- Senator for Karsk: Radomir

- Senator for Karov: Maximov Strascovich

- Senator for Miekarova: Dušan Otecovna Zlata

- Senator for Volodmartz: Juha the Cave Spider

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

- Senator for Skarsind: Thanmir Hrafn

Other Imperial Senate positions

- The Conscience of the Senate is Lisabetta Giacomi von Holberg

- The Advisor on orc affairs is Bloodcrow Ergot

- The Imperial Master of Works is vacant

- The Minister of Historical Research is vacant

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Ambassador to Asavea is Camilia di Traviciana di Sarvos

- The Ambassador to Jarm is Owsi Twice-burned

- The Ambassador to the Iron Confederacy is Lukash Biessek von Temeschwar

- The Ambassador to Faraden is Ricardo di Tassato

- The Advisor on the Vallorn is Neb

- The Crystal Architect of the Spires is held by Tiberius Echostorm

- The Imperial Consul is Kellua Itsepainen of Wintermark

Sinecures selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Guardian of Britta's Shrine is held by Ruth of the Cenotaph in Highguard

- The sinecure of Dredgemaster of Feverwater, is held by Corey Brackensong

- The sinecure of the Dean of Pilgrims is held by Nina of Cantiarch's Hold

- The sinecure of Custodian of the Starlight Drift is held by Vulpes of Endsmeet

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Glorious Fountain is held by Tatiana of Auric Horizon

- The Mayor of Caricomare is Aria di Notturno di Sarvos

- The sinecure of Custodian of the Claw is held by Kaylan

- The sinecure of Keeper of the Tower of the Fall is held by Elyssiathain

- The Gatekeeper of Falling Snow is Pendraed the Maker

- The Master Apothecary is Freya Kreftinar

Other Senate Titles

- The Admiral is Vacant

- The Auditor of Senatorial Accountability is Nadezhda Darva

- The Captain of the Senate Guard is Sergio Salvatore

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Elias i Lemora i Erigo of the Fire of the South

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Starac Sijed Orzel of the Golden Sun

- General Richard Vandale of the Eastern Sky

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Jericho of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Morgur Bloodcrow of the Winter Sun

- General Irontide Skar of the Summer Storm

The General of The League

- General Gabriel Barossa of the Wolves of War

The Generals of The Marches

- General Nedry of The Cullachs of The Tusks

- General Richard Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General Alusair Farstrider of the bounders

The Generals of Navarr

- General Carr Foxden of the Black Thorns

- General Merryn Farkas of the Quiet step

The General of Urizen

- General Nicassia Avicia of Phoenix Reach of the Citadel Guard

The Generals of Varushka

- General Valentin Brossa of the Army of the Northern Eagle

- General Magnus Anatolyvich Prochnost of the Army of the Golden Axe

The Generals of Wintermark

- General Marius Fjellrevening of the Green Shield Army

- General Vanhe Korppi of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Vaan of Auric Horizon

- The Quartermaster General of the Imperial Armies is Brendan Brackensong

The Imperial Synod

Ambition

- Cardinal Olek La Maschera Sorridente de Temeshwar of the League

- Gatekeeper Silent John of the Marches

- Virtue Inquisitor Serrusto Caeli Rezia di Tassato of the League

Courage

- Cardinal Asher of Felix's Watch in Highguard

- Gatekeeper Agnieszka Katrinova Prochnost of Varushka

- Virtue Inquisitor Lady Eleanor de Rondell of Dawn

Loyalty

- Cardinal Jared of the Suns of Couros, Highguard

- Gatekeeper Anna-Valeria Cascade of Urizen

- Virtue Inquisitor Julius Cavita of the League

Pride

- Cardinal Ozren de Orzel of Dawn

- Gatekeeper Lady Josephine Novarion of Dawn

- Virtue Inquisitor Ephreal of Highguard

Prosperity

- Cardinal Edythe Dunne of Wintermark

- Gatekeeper Wilhemina Maryenkovich Poltova of Varushka

- Virtue Inquisitor is vacant

Vigilance

- Cardinal Silas of the Suns of Couros, Highguard

- Gatekeeper Aarne Ceorling of Wintermark

- Virtue Inquisitor Irada von Temeschwar of the League

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper Livia Cascade of Urizen

- Virtue Inquisitor Ana-Marina Ferreira da Mestra of the League

The Way

- Cardinal Beodun Snowlock of Wintermark

- Conscience of the Senate - Lisabetta Giacomi von Holberg of the League

- Virtue Inquisitor Yarrick Ursan of Wintermark

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Auditor of Senatorial Accountability is held by Sargon of Felix's Watch, Highguard

- The post of Imperial Inquisitor is held by Severin Teyhard von Holberg of the League

- The post of Custodian of the Imperial War Memorial is held by Ira of Felix's Watch, Highguard

- The post of Imperial Chaplain Consular is held by Hywel Summercrow of Navarr

The Imperial Conclave

Archmagi

- Alcuin Shatterspire is Archmage of Spring

- Corvus of Auric Horizon is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Syrus Skybreaker is Archmage of Winter

- Mari Linkforge is Archmage of Day

- Pavel is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Marius Auricspire

- Grandmaster of the Order of the Golden Pyramid Faustus

- Grandmaster of the Order of the Rod and Shield Raewynn Stormwise

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard

- Grandmaster of the Order of the Shuttered Lantern Gregor

- Grandmaster of the Order of the Unfettered Mind Kyra of Halcyon Spire

Other Imperial Conclave Positions

- Simargl, "the Empty One" of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Iago Melfizzi of the League serves as Bursar of the Conclave

- Cyrus, son of Felix of Highguard serves as Imperial Magus

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Erwillian Mann (400 Thrones)

- The Brilliant Star is held by Giacomo Corvinoscuro (451 Thrones)

- The Canterspire Circle is held by Falko of the Butchers Bank (265 Thrones)

- The Damation Cliffs are held by Jeremiah of the Cenotaph (405 Thrones)

- The Fortress of Salt is held by Tobias Shanks (495 Thrones)

- The Golden Trees of Seren are held by Reznik von Temeshwar (303 Thrones)

- The Great Mine of Briante is held by Vasiliy Krenyenkov Valeskai Strascovich (355 Thrones)

- The Heartwood of the Great Vale is held by Horsa Tyrshalt (310 Thrones)

- The Hunt of Alderei the Fair is held by Asael of Cantiarch's Hold (200 Thrones)

- The Night Quarry is held by Guillermo di Sarvos (370 Thrones)

- The Scorrero Nets are held by Douggie the Wood

- The Singing Caves are held by Alessandra Vedova del Macellaio (500 Thrones)

- The Sutton Stone Quarries are held by Silvio de Tassato (345 Thrones)

- The Syrene's Wisdom is held by Kendrick Tyke

- The Weirwater Vales are held by Landon of Longridge (280 Thrones)

- The Great Forest at Reikos is back within Imperial control and ready to be Allocated by the Senate

- The Vigilant Swan is back within Imperial control and ready to be Allocated by the Senate

- The Great Pits of Ennerlund are currently in the process of being repaired and are ready to be Allocated now Holberg is once again an Imperial territory

- The Legacy is held by the Grendel and will need to be allocated when Spiral is once again an Imperial Territory

National Bourse Positions

- The The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa

- The Master of the Imperial Mint (League) is Duke Fererro

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Kul

- The Eternal Shafts of Time (Varushka) are held by Tomasz

- The Granites of Veltsgorsk (Varushka) are held by Zlatimir Prochnost

- The The Stonefield Ice Caves (Wintermark) is held by Ogmundr Kaldrheim

- The Brilliant Shore (Wintermark) is held by J. Sussivari

Minor Bourse Titles

- Hamnett of Gallowdale is Bailiff of the Grand Market

- Joaquim i Shartha i Riqueza is Dhomiro of the Cinnabar Hills

- Constanza i Kalamar i Guerra is Mistress of the Glass Parador

- Dieter Angelovic is the Custodian of the Assayer's Guild

- Bayan Zayden Riqueza is the Vizier of the Incarnadine Satchel

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Damian is the Castellan of Spiral Castle

Bourse Ceremonial Titles

- Foreign Trade Envoy to the Principalities of Jarm is Owsi Twice-burned

- Foreign Trade Envoy to Faraden is Roberto Murdochi di Sarvos

- Foreign Trade Envoy to the Asavean Archipelago is Adrianna Donati di Sarvos

- Foreign Trade Envoy to the Commonwealth is Jonah Yakovitch

- Foreign Trade Envoy to the Sumaah Republic is Aedred apMagor of Wintermark.

- Foreign Trade Envoy to the Axos is Valimar Clarev Parakgoosier Bashnya.

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks of The Marches

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379YE Autumn Equinox Senate sessions

Overview

- Imperial treasury during this season announced by the Civil Service at TBC.

- The following has been donated to the Imperial treasury:

Motions

Passed

These motions are still being scrutinised by the constitutional scholars, and additional information may be added to them.

- Disburse funds to Mr Tyke

- Disburse funds for the Towerjacks

- Disburse funds for Dawnish Army

- Expand Regario Dossier

- Outlaw bourse material trade with Asavean Archipelago

- Invite Grendel delegation

- Disburse funds for resupply

- Disburse funds for Commonwealth Embassy

- Construct the Hearth of the Tempest

- Appoint Jarmish ambassador

- Appoint General of the Wolves of War

- Appoint Faraden ambassador

- Appoint Quartermaster General

- Appoint Sumaah ambassador

- Appoint a Captain of the Senate Guard

- Appoint Throne

- Rebuild the roads of Karsk

- Raise Varushkan army

- Change the level of the Guerdon

- Construct Reckoners Reward Info needed

- Issue an apology to Jarm

- Create title of Arcane Architect

- Create title of Imperial Seer

- Assign Skarsind

- Provide aid to the Hierro Clan

Defeated

- Amend powers of Warmage

Announcements

- Announcements by the Quartermaster General

- Announcements by the Minister for Historical Research

- Announcements by the Dredgemaster of Feverwater

- There were no announcements by the Crystal Architect of the Spires

- There were no annoucements by Advisor on the Vallorn

- There were no announcements by the Imperial Master of Works; the title has lapsed

Administrative Motions Arising

- The civil service may raise an administrative motion to confirm the details of the title Curator of the Printer's Guild Museum once they have been made compatible with the Constitution.

- The civil service may raise an administrative motion to confirm the location of the proposed Sumaah embassy if the senator who raised the motion cannot do so.

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379YE Autumn Equinox Synod judgments

Contents

- 1 The Imperial Titles of the Synod

- 1.1 Other Synod-Appointed Titles

- 2 Appointments

- 2.1 Appointment of the Cardinal of Loyalty

- 2.2 Appointment of the Cardinal of Pride

- 2.3 Appointment of the Virtue Inquisitors

- 3 Synod Judgments

- 4 Statements of Principle

- 5 Synod Funds

- 6 Visionaries

The Imperial Titles of the Synod

At the end of the Autumn Equinox, 379 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Virtue Inquisitor

Ambition

Bishop Olek of the League

Silent John of the Marches

Serrusto Caeli Rezia di Tassato of the League

Courage

Asher of Felix's Watch in Highguard

Agnieszka Katrinova Prochnost of Varushka

Lady Eleanor de Rondell of Dawn

Loyalty

Jared of the Suns of Courous, Highguard

Anna-Valeria Cascade of Urizen

Julius Cavita of the League

Pride

Ozren de Orzel of Dawn

Lady Josephine Novarion of Dawn

Ephreal of Highguard

Prosperity

Edythe Dunne of Wintermark

Wilhemina Maryenkovich Poltova of Varushka

TBC

Vigilance

Silas of the Suns of Couros, Highguard

Aarne Ceorling of Wintermark

Irada von Temeschwar of the League

Wisdom

Agnetha De Rondell of Dawn

Livia Cascade of Urizen

Ana-Marina Ferreira da Mestra of the League

The Way

Beodun Snowlock of Wintermark

Lisabetta Giacomi von Holberg of the League

Yarrick Ursan of Wintermark

Other Synod-Appointed Titles

Title

Held By

Appointed By

Renews

High Exorcist

Solas of Urizen

Assembly of Nine

Winter Solstice

Auditor of Senatorial Accountability

Sargon of Felix's Watch, Highguard

Assembly of Nine

Until death, revocation or abdication

Imperial Inquisitor

Severin Teyhard von Holberg of the League

Assembly of Nine

Summer Solstice

Custodian of the Imperial War Memorial

Ira of Felix's Watch, Highguard

Assembly of Nine

Sinecure; until death, revocation or abdication

Imperial Chaplain Consular

Hywel Summercrow, Navarr

Cardinal of The Way

Spring Equinox

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Appointment of the Cardinal of Loyalty

Candidate

Votes Received

Outcome

Jared of Highguard

86 votes

Appointed as Cardinal

Oberon Caeli Rezia di Tassato of the League

64 votes

-

Veli Garwulfson of Wintermark

20 votes

-

Tarquinius of Urizen

10 votes

-

Veli Garwulfson, the unchallenged proxy of Cardinal Jared appointed Anna-Valeria Cascade of Urizen as Gatekeeper

-

-

Veli Garwulfson, the unchallenged proxy of Cardinal Jared appointed Julius Cavita of the League as Virtue Inquisitor

-

-

The appointment of the Cardinal of Loyalty was later challenged as Jared was not present at the summit and he was nominated by a proxy. The challenge was upheld at Anvil but the Constitutional Court has since confirmed that proxies are able to stand for election of Virtue Titles and there is no need for the re-election announced by the Civil Service at the 379YE Winter Solstice summit. The Civil Service apologies for the prior announcement of the re-election. The appointment of Gatekeeper and Virtue Inquisitor are likewise considered valid.

Appointment of the Cardinal of Pride

Candidate

Votes Received

Outcome

Ozren de Orzel of Dawn

52 votes

Appointed as Cardinal

Eadread of Wintermark

34 votes

-

Cardinal Ozren retained Lady Josephine Novarion as Gatekeeper

-

-

Cardinal Ozren appointed Ephreal of Highguard as Virtue Inquisitor

-

-

Appointment of the Virtue Inquisitors

The creation of the Imperial Titles of Virtue Inquisitor required the immediate appointment of all eight Virtue Inquisitors..

A virtue inquisitor retains their title until they die, step down, are revoked, or until a new cardinal of their assembly is appointed and chooses to name a replacement.

Cardinal Olek appointed Serrusto Caeli Rezia di Tassato of the League as Virtue Inquisitor of Ambition.

Cardinal Asher appointed Lady Eleanor de Rondell of Dawn as Virtue Inquisitor of Courage.

Veli Garwulfson, the unchallenged proxy of Cardinal Jared appointed Julius Cavita of the League as Virtue Inquisitor of Loyalty.

Cardinal Ozren appointed Ephreal of Highguard as Virtue Inquisitor of Pride.

The Civil Service is awaiting confirmation of the appointment of the Virtue Inquisitor of Prosperity.

Cardinal Silas appointed Irada von Temeschwar of the League as Virtue Inquisitor of Vigilance.

Cardinal Agnetha appointed Ana-Marina Ferreira da Mestra of the League as Virtue Inquisitor of Wisdom.

Cardinal Beodun appointed Yarrick Ursan of Wintermark as Virtue Inquisitor of The Way.

Synod Judgments

At the Summit, the following judgments were made by the Assemblies of the Synod:

Number

Assembly

Judgment

Raised By

Outcome

1

Loyalty

Appointment of the Cardinal

The Civil Service

Jared of Highguard was reappointed

2

Pride

Appointment of the Cardinal

The Civil Service

Ozren of Dawn was appointed

3

General

Rewarding. The Court of Inquisitors request 10 thrones for the payment of informants who are currently investigating three fear cults within the Empire.

Cuthbert

Upheld 412 - 128

4

General

Rewarding of the Indomitable Sun coven. In the last year the Indomitable Sun coven have summoned over 9000 warriors from the Summer Realm, raised seven frozen fortresses and magically enhanced warriors to fight for the Empire - an offensive force of, on average, a medium strength army every season and an additional defensive force of twice that (7000) every season. To maintain this magic, the coven consumes over 200 resources for rings and staves, costing over 25 Thrones, every season. Nadezhda Nadyovna Gremani leads the coven's artisans and raises the money for materials. Without her exceptional artisanry and determination this magical support would not be possible. This rewarding acknowledges her achievements and will allow the coven to continue this inspirational work.

Elka

Upheld 288 - 208

5

General

Rewarding to recognise the Courage shown by Marad the Steel Wind, of Jekal and Garad, commander of the Ten Banners and scion of House Ogudai of Faraden. He knew the risks of a True Liao vision for him and faced them with Courage. May virtues guide his soul. His contribution to the knowledge of the Way will not be forgotten.

Agnieszka Katrinova Prochnost

Upheld 126 - 0

7

General

A rewarding of 4 Thrones to purchase liao for use in the virtuous endeavours that face the priests of the Way in various nations, for example combating the Vyig in League cities.

Tabor the Fool

Not upheld 236 - 272

9

General

As Imperial Chaplain Consular I exercise my power of Rewarding to withdraw 5 Thrones to fund the activities of my office: Purchase of liao and mana and hire of services.

Hywel Summercrow

Upheld automatically by power of the Imperial Chaplain Consular

10

Vigilance

Recognition of Abraham of the Shattered tower for his extraordinary deeds and acts, his inspiration to others, and many other reasons.

Azmon

Not upheld 98 - 40; Greater Majority not achieved.

The Civil Service incorrectly declared this judgment to be upheld at the summit, however it was later confirmed that a greater majority of the Vigilance Assembly (estimated to be a total voting strength of 270) had not been achieved. The Civil Service apologises for this lapse of Vigilance.

15

General

Veto of the motion to ban trade of bourse materials with Asavean Archipelago: the motion is half-hearted and unprosperous, banning only the trade we most need, and not all trade, inflating the price of forts. Whilst banning trade with the slavers would damage the empire's economy, but would at least send a consistent message, this harms the economy without benefit.

Soratio

Not upheld 196 - 100 Greater Majority not achieved.

16

Courage

Inquisition of General Carr of Navarr for blasphemy. The motion was given to Senator Henry Ward to be made in the Senate to trade liao to Freedom Heretics in the Barrens as part of a treaty.

Eleanor De Rondell

Upheld 120 - 24

17

Marches

The villages of Alum, Bregasland, represented by Mary Bregasland, Bloody Jack, Calum Roboto their physick and their mother, on suspicions of Heresy, Blasphemy and idolatry (the latter Mary only) for preaching the existence of the virtue of "Peace", and an "exemplar" of this false virtue.

James Appleseeder

Upheld 66 - 0

19

General

Inquisition of the abnormally high number of civil servants under the Imperial Historical Research department that have retired early following the recent murders by the Whispering Gallery. The Inquisition will be held at the Winter Solstice.

Celwyn Brackensong

Not upheld 146-186

28

Courage

The theoarchaeological evidence now tells us that the First Empress ought to be recognised as an Exemplar of Courage, while her precise doctrinal status is decided, in order to further inspire the Citizens to Virtue. Inspiration: Exemplars are defined above all by their capacity to Inspire. Whoever has been moved to strive for the Empire has been Inspired by the First Empress. Benevolence: Created the Imperial People. Salvation: Extension of the writ of the Synod. Legacy: Her Crown and Empire.

Tullius Cascade

Upheld 118 - 0 Greater Majority achieved.

This judgment has not yet been escalated to the General Assembly for the second step of the judgment of Recognition. Tullius Cascade may raise this judgment at a future summit.

31

General

Six Thrones to the Suns of Couros for 1: Having one of their number be experimented on as part of finding a cure for Reikos Flux. 2: Participating in a training exercise for young academy students resulting in many bruises. These acts, alongside steadfast military service, commend them as virtuous citizens.

Benedict Pacelli Von Holberg

Not upheld 78 - 148

37

General

Rewarding of 40 Thrones, 4 Crowns for the purchase of resources needed for the building of an Embassy to Sumaah, the other large nation that follows the Way of Virtue.

Isabella Renzi di Sarvos

Upheld 350 - 64

44

General

Inquisiton of the key individuals who can shed light upon the circumstances of death of General Tyrus: Axehrad Du, Sabriel of Cantiarch's Hold, Tinyor Wintermark. To be held at the Winter Summit 379YE.

Severin Teyhard von Holberg

Upheld automatically by power of the Imperial Inquisitor

45

General

Inquisition of Wulfric (Formerly of Hunters of the Mark).

Jorma Steelhail

Upheld of 226 - 22

46

Dawn

Inquisition of Lord Tristram Novarion, at the Winter Solstice, regarding accusations of Idolatry.

Agnetha de Rondell

Upheld 56 - 0

Statements of Principle

The Imperial Synod made the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

6

General

The National Assemblies of the Synod would benefit from being able to elect a Prelate from their number to help coordinate national religious concerns. This would also create a Prelates' Assembly to foster international co-operation and co-ordination.

Stormcrown Thaka

Upheld 274 - 244

8

General

The Synod would benefit from being able to create, amend and remove "Articles of Faith". Articles of Faith would sit between Statements of Principle and Doctrines of the Faith and include beliefs that are held to be true but are not Doctrine, such as the Signs of the Paragon and Exemplar and the effects of ceremonies on the human spirit.

Serrusto

Upheld 246 - 240

11

General

To reprimand the Senate for lack of vigilance in not replacing the captain of the Senate Guard and allowing two barbarians to be present at the extensive military discussion at the last senate session.

Chaplain Atla

Upheld 414 - 44

12

General

We wish to appoint Tarryn of Exile's End to lead the Synod delegation to the Lasambrian orcs in Segura.

Elowen Exile's End

Upheld 342 - 44

13

General

That Urizen at the last summit (Summer 379YE) showed an utter lack of Vigilance in allowing the murder of Zdenka (the singing trader) of Varuska to occur in broad daylight in the middle of their camp with no investigation or prevention by them.

Vukomir

Upheld 198 - 102

14

Pride

Orc priests who are unable to be dedicated to their chosen virtue should be able to enjoy the benefits and rights that any other priest of their chosen virtue can. The Pride Assembly would support a change in the law to allow them to join Virtue Assemblies.

Tiago Barossa

Upheld 54 - 20

18

Wisdom

Wisdom is in the action, not in the outcomes. We should celebrate those who make Wise decisions, even when those decisions have disastrous consequences.

Ana-Marina Ferreira da Mestra

Upheld 76-0

20

Loyalty

That those of Skarsind be discouraged from their course of over-production & damage to the Skarskind mines prior to the territory passing to the Imperial Orcs in line with decision of the Senate, the Crow of the Mark and the Moot of the Mark, as these actions are unvirtious in their disloyalty to the Empire.

Hawkfrost

Upheld 170 - 0

21

General

It is clear that the First Empress is a Paragon. She is currently not recognised as the Synod process will not allow the recognition of Paragons not linked to a singular virtue. This should be rectified.

Marcus Dromond

Upheld 268 - 216

22

Wintermark

We wish to discourage aggressive mining of Skarsind land. It is understood that the people of Skarsind deserve to prosper from their holding. However, we believe that to continue mining is correctly being practices involves risks to Imperial lives that cannot be adequately justified. We also hold to to be more prosperous to mine in a steady, safe manner for the people who will live in Skarsind in the future, for those living there now, and for the Empire currently and in future.

Gunnbrand Ironwill

Upheld 100 - 10

24

The Nine

The Assembly of Nine would like the Silent Bell to investigate the heretic known as Lady Barkheart, who is known to preach of the false exemplar Mikkal of Freedom.

Silas

Upheld 8 - 0

25

General

The Synod would support the Senate in the creation of religious sinecures to enable priests to lead small military units alongside existing units supporting our foreign allies. This would allow priests to monitor the impact on our citizens of serving alongside forces of different beliefs.

Wyn

Upheld 254 - 84

26

Wintermark

Despite the feeling amongst the Wintermark regarding the decision of Silver Peaks and the treaty with the Thule, we are proud to overcome any issue we may have for the good of the Empire and with Loyalty in our hearts and minds.

Myrun

Upheld 120 - 20

27

Courage

We the Assembly of Courage recognise the efforts of Sisters Cossie and Ruth, Brother Ezehial and Mary, all of Reikos in keeping, through their actions and martyrdom, the flame of Courage alive through the long years of Druj occupation in the mines of the Vigilant Swan. We call on all brave citizens to be led by their examples and seek always to act as becomes the Courage of others in the darkest times. May their souls pass swiftly onwards.

Esphelo Barossa

Upheld 100 - 0

30

Marcher

The Marcher Assembly would dispatch James Appleseader to spread virtuous auras to support the Hearth Tithe.

Bedwig of Hay

Upheld 54 - 0

33

Wintermark

The Wintermark National Assembly endorses the reintroduction of the Hearth Tithe and empowers Ealstan of Stormspire to create the aura necessary to bring about.

Ealstan

Upheld 120-0

34

General

A sodality should be established with extensive remit to investigate theology and perfect doctrine, for a better understanding of The Way.

Isaac Carlino di Sarvos

Upheld 308 - 80

35

General

The people of the Empire should make pilgrimage to the Necropolis to stand in solidarity with the dead heroes of the Empire and carry tales of their Virtue home to inspire the nations and the Empire.

Ira of Felix's Watch

Upheld 240 - 180

36

Wintermark

In addition to the excessive and risky practices undertaken by the miners Skarsind, the people of Wintermark of all professions are informed that the damaging production practices being considered by many are unvirtous, offending the virtues of Pride, Prosperity, Vigilance and Loyalty.

Aarne Ceorling

Upheld 68 - 10

38

Ambition

We endorse Regina Alcee Caeli Salvatici von Temeschwar our chosen priest to reward, acknowledge and encourage the virtuous citizens of Temeschwar as they continue the legacy of the Exemplar Ratibor di Temeschwar in finally crushing the Vyig. Liao has already been gathered for this effort.

Dietrich Elias der Holburghan

Upheld 46 - 0

39

Loyalty

Oberon of the Gilded Horn faced a panel of Inquiry (Anna-Valeria, Snowbear and Sister Meridith). The panel found Oberon to be performing his priestly duties poorly. Due to this the panel declare: "Oberon must fulfil the chosen penance as decided by the Loyalty assembly, and until such time this is completed to the assembly's satisfaction he should not be allowed to hold, stand or proxy for any assembly position".

Julius Cavita

Upheld 74 - 54

40

Vigilance

I will go to Holberg to use Vigilance in the interdiction of the Vyig. I will do this by holding sermons to preach the virtue of ridding the Empire of this blight. I will promote the militia and encourage the citizens to step up and join. In will oversee the Vigilance auras put upon the municipal buildings and markets, people of import and inspirational objects. I go with 100 liao and the support of the League assembly.

Vladimir von Temeschwar

Upheld 70 - 0

41

Vigilance

I go to Tassato to use Vigilance in the interdiction of the Vyig. I will do this by holding sermons to preach the virtue of ridding the Empire of the Vyig. I will promote and work with the militia. I will encourage the citizens to step up and join the militia. I will oversee Vigilance auras placed upon municipal buildings and markets and parks and people of import and inspirational objects. I will go with 100 liao and the support of the League and the national assemblies.

Valimir von Temeschwar

Upheld 70 - 0

42

Vigilance

I go to Temeschwar to use Vigilance in the interdiction of the Vyig. I will do this by holding sermons to preach the virtue of ridding the Empire of the Vyig. I will promote the militia to work with them. I will encourage the citizens to step up and join the militia. I will oversee Vigilance auras placed upon municipal buildings, markets and parks and people of import and inspirational objects. I come with Regina de Temeschwar to capitalise on the legacy of Ratibor de Temeschwar, Exemplar of Ambition.

Irada von Temeschwar

Upheld 70 - 0

43

General

We nominate the High Exorcist, Solas of Urizen, to organise the exorcism of the Vigilant Swan in Reikos over the coming season.

Solas

Upheld 314 -32

The Imperial Synod did not make the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

23

General

The effects of Hearth Magic on a human soul's passage to and through the Labyrinth are potentially dangerous to Human Destiny.

Yael of Felix's Watch

Not upheld 116 - 286

29

General

The act of cursing Imperial Citizens is a cowardly and unprosperous act. The use of resources in such a manner is explicitly detrimental to the Empire and its citizens.

Sivar

Not upheld 92 - 262

32

Prosperity

The question is put "does passion inspire virtue, or does virtue inspire passion?" The assembly judges that: "Passion inspires virtue".

Cristoff

Not upheld 14 - 20

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

1 Throne / 6 Crowns / 0 Rings

Income

65 Thrones

The price paid in the Bourse Auction for the dose of True Liao

Rewards

10 Thrones

Rewarding made to the Virtue Inquisitors

15 Thrones

Rewarding made to the Indomitable Sun coven.

5 Thrones

Rewarding made to Imperial Chaplain Consular Hywel Summercrow

36 Thrones / 1 Crown

Rewarding made for the building of an Embassy to the Sumaah Republic

Closing Value

0 Thrones / 0 Crowns / 0 Rings

Visionaries

The following individuals received visions of their past lives:

- Heilyn Bronwen's Rest, Navarr

- Ferrero of the Gilded Horn Carta, the League

- Vasiliy Krenyenkov Valeskai Strascovich, Varushka

- Creed of the Shattered Tower, Highguard

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379YE Autumn Equinox winds of fortune

Contents

- 1 Overview

- 1.1 A Big Sleep

- 1.2 Briar Liar

- 1.3 Crow on the Cradle

- 1.4 The Fellowship of Purple Sails

- 1.5 Fog on the Brine

- 1.6 Forge of Sorrows

- 1.7 Good Faith

- 1.8 Hearth Tithe

- 1.9 Professional Killers

- 1.10 Reap What You Sow

- 1.11 Red Phoenix Down

- 1.12 Reed of Fortune

- 1.13 The Rose of Astolat

- 1.14 Strange Harvest

- 1.15 The Dead Tree Gives No Shelter

- 1.16 Sitskrieg

- 2 Ongoing Events

- 2.1 Reikos Flux

- 2.2 Unquiet Dead

Overview

Over the past three months, several events have occurred which are of significance to the Empire and may require a response from her champions. You can also read about the progress of the Empire's military campaigns here.

A Big Sleep

The vyig suffer significant set-backs in Sarvos, and the opportunity exists to finally dislodge the criminal ticks that have been feeding on the cities of the League for too long. You can learn more about this event here.

Briar Liar

A briar demagogue has been spreading damaging lies in the Marches and whipping up bad feeling wherever he and his sister go. You can learn more about this event here.

Crow on the Cradle

With the cessation of hostilities in Karsk, the Varushkan inhabitants of the northern vales are seeking closer ties with their estranged cousins. You can learn more about this event here.

The Fellowship of Purple Sails

A sodality of ship-owners, merchants, captains, and Highborn benefactors is taking a renewed interest in Imperial politics: also, a few more details regarding foreign trade. You can learn more about this event here.

Fog on the Brine

Less than a month ago, a bank of supernatural fog has descended along the southern Imperial coast, and seems to stretch along the entire northern half of the Bay of Catazar. You can learn more about this event here.

Forge of Sorrows

A surprise find in Gildenheim presents an opportunity to the Empire - to refurbish an ancient runeforge. The opportunity does not come without complications, however; and the provenance of the ruined forge hints at greater mysteries. You can learn more about this event here.

Good Faith

The Grendel Salt Lord Suriad has sent a reasonably open letter to the Empire, concerning recent treaty negotiations. You can read the letter here.

Hearth Tithe

Conflict between the Jotun and the Empire has moved to an active phase, there is talk in the Marches and Wintermark of reviving the Hearth Tithe. You can learn more about this event here.

Professional Killers

Following the bloody murder of civil servants associated with the department of historical research, the Imperial Senate has acted ... but the attacks have not stopped, Not precisely. You can learn more about this event here.

Reap What You Sow

Troubles in Skarsind continue; miners in particular are being encouraged to get as much metal out of the ground as they can before the territory is handed over to the Imperial Orcs - and dissatisfaction is spreading. You can learn more about this event here.

Red Phoenix Down

The mountains of Urizen have been struck by a powerful curse that not only halves the amount of crystal mana coming from the mana sites, but leads to more than one catastrophic loss of poise. You can learn more about this event here.

Reed of Fortune

The herald Reed, the Reckoner of Hours, a favoured servant of Ephisis has been abroad in the Empire for the last three months, and has expressed a desire to purchase a Declaration of Amity from the Empire. You can learn more about this event here.

The Rose of Astolat

Unsettling events at the Castle of Thorns in Astolat; is there something dark at the heart of the Empire? The old seat of the Dawnish kings and queens, the Empire's première academy for civil servants, appears to be falling down ... You can learn more about this event here.

Strange Harvest

In the months since the Summer Solstice, vallorn activity along the borders of Brocéliande has spilled over into neighbouring Astolat, Casinea, and Semmerholm, leaving a wave of odd transformations in its wake. You can learn more about this event here.

The Dead Tree Gives No Shelter

A significant force of orcs has crossed over the border from the Lasambrian hills into Segura. You can learn more about this event here.

Sitskrieg

The Jotun raids in the west of the Empire have been decisively driven back by a combination of fortifications and Imperial armies. You can learn more about this event here.

Ongoing Events

Reikos Flux

The Reikos flux continue to rage unabated in that war-torn territory. In addition to significant damage to resources in the territory, it has cut a swathe through the armies engaged in fighting the Druj at Urith Barath. The only significant development comes from the presence of Imperial Orcs companies in the territory has demonstrated that the disease appears only to affect humans. You can learn about the Reikos flux in this season's Winds of War, or the original information about the disease can be found here.

Unquiet Dead

Following the dual haunting crises revealed last season, the Imperial Synod, Ozren de Orzel of Dawn was named by the Imperial Synod to oversee the exorcism of the Great Pits at Ennerlund. During the Autumn equinox, the Synod named High Exorcist Solas to oversee a similar cleansing of the Vigilant Swan in Reikos.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=379YE_Autumn_Equinox_winds_of_fortune&oldid=39846"

379YE Spring Equinox Announcements by the Advisor on the Vallorn

The Advisor to the Valorn makes the announcement that he intends to use his power of Historical Research: Origins of the Vallorn

Approved by the Advisor on the Vallorn.

Overview

- Historical research concerning these topics has been commissioned through the civil service.

- Actions approved by the Advisor on the Vallorn.

- This action allows no vote, but could be vetoed by the Imperial Synod veto.

Date

- Spring Equinox 379YE

Progress

- Unknown

Campaign Outcome

- Research reports will be compiled and presented to the Advisor on the Vallorn

- Many civil servants associated with historical research have been murdered in the last three months. There is some concern about the safety of people gathering the information for this project.

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379YE Spring Equinox Announcements by the Crystal Architect

Announcement by the Crystal Architect of his intention to create two Sinceures:

- The Caves of the Claw, overseen by the Custodian of the Claw in Morrow

- The Tower of the Fall, overseen by the Keeper of the Tower of the Fall in Zenith

Construct the Caves of the Claw

Overview

- The Crystal Architect of the Spires has comissioned construction of a mana sinecure in Morrow.

- It is not clear which region this sinecure will be constructed in.

- When complete, the Caves of the Claw will automatically create the Imperial title of Custodian of the Claw; this National position will be appointed by unanimous decision of the Urizen senators, and will serve for life or until revoked.

Date

- Spring Equinox 379YE

Costs

- Materials: 10 wains of mithril (Standard cost)

- Time: 3 months to construct per 50 wains of materials used

- Labour: 2 crowns per wain

- Upkeep: None

Progress

- 10 wains of mithril and 20 crowns provided by Tiberius EchoStorm after Spring Solstice 379YE

Campaign Outcome

- The new sinecure will be constructed in Morrow.

Construct the Tower of the Fall

Overview

- The Crystal Architect has comissioned construction of a mana sinecure in Zenith.

- It is not clear which region this sinecure will be constructed in.

- When complete, the Tower of the Fall will automatically create the Imperial title of Keeper of the Tower of the Fall; this National position will be appointed by unanimous decision of the Urizen senators, and will serve for life or until revoked.

Date

- Spring Equinox 379YE

Costs

- Materials: 10 wains of mithril (Standard cost)

- Time: 3 months to construct per 50 wains of materials used

- Labour: 2 crowns per wain

- Upkeep: None

Progress

- 10 wains of mithril and 20 crowns provided by Tiberius EchoStorm after Spring Solstice 379YE

Campaign Outcome

- The new sinecure was planned to be constructed in Morrow but construction has not yet begun as the Crystal Architect of the Spires has been unable to provide the relevant information.

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379YE Spring Equinox Announcements by the Quartermaster General

The Quartermaster General makes the announcement that he intends to use his power of Emergency Resupply:

- 50 Wains to the Bounders

- 50 Wains to the Citadel Guard

- 2 Wains to the Wolves of War

Overview

- Resupply Marcher army of the Bounders with 50 wains.

- Resupply the Urizen army of Citadel Guard with 50 wains.

- Resupply the League army of Wolves of War with 2 wains.

- This motion was approved by the Quartermaster General using the legal power to resupply armies granted by the Imperial Senate.

- This motion would be subject to the Imperial Synod veto.

Date

- Spring Equinox 379YE

Progress

- 80 wains of weirwood and wains of 22 mithril provided by Irontide Rad, Quartermaster General of the Imperial Armies, after Spring Equinox 379YE

Campaign Outcome

- Resupply an army using 50 wains restores fighting strength equal to 1000 soldiers to the army.

- Resupply an army using 2 wains restores fighting strength equal to 40 soldiers to the army.

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379YE Spring Equinox Conclave sessions

The following is a summary of Conclave proceedings during the Spring summit of 379YE.

Contents

- 1 The Imperial Titles of the Conclave

- 2 Conclave Addresses

- 3 Conclave Declarations

- 4 Conclave Gambits

The Imperial Titles of the Conclave

The full list of Imperial Titles held in the Conclave at the end of the Spring Solstice, 379 YE, can be found under 379YE Spring Equinox Imperial titles

The following Imperial Titles were appointed by the Conclave during the Spring Solstice, 379 YE:

- Faustus became the new Grandmaster of the Golden Pyramid

- Cyrus of Felix's Watch became the new Imperial Magus.

Conclave Addresses

At the Summit, the following addresses were placed on the Conclave agenda.

Day

Speaker

Nature of Address

Fri

Eudaemon of Halcyon

Matters of the Lyceum

Fri

Archmage Sirus

Address on the Winter Realm

Fri

Indomitable Sun coven

Singing to the Conclave in order to satisfy a deal with an Eternal

Fri

Corvus, Archmage of Summer

Summer matters

Fri

Edmundo

Funding the Summer College

Fri

Archmage Maurice de Gauvain

Mana Exchange

Fri

Olly Markusson

Divinatory magic

Fri

Valentin orissin Brossa

Evander Bloody Slack

Fri

Irontide Kask

Winning the favour of Cathan Canae for the Empire

Sat

Riagin Greenriver

To thank the Conclave

Sat

Pavel, Archmage of Night

Today's battle, and how we nearly killed a Thule Dragon

Sat

Warmage Vaan

On how Magic is winning the War

Sat

Archmage Maurice de Gauvain

Realm of Awesome and my awesome assistants

Sat

Aquillian

On the nature of runes;

Sun

Tiberius Echostorm

Serpent's Stones

Sun

Juha

Thanks from Karsk

Sun

Rauul

The responsibilities of the Imperial Magus

Sun

Iago Melfizzi, Bursar

The position of Bursar

Sun

Mari Linkforge, Archmage of Day

The Realm of Day

Sun

Imperial Magus Concordia

Events in the Senate

Sun

Maud Thorntarry

The Unfettered Mind clarifying a couple of matters

Sun

Valarian of Phoenix Reach

On sharing the knowledge of Arcane Projections

Sun

Karim

Regarding the cursing of Karim

Conclave Declarations

The Conclave made the following Declarations:

Day

Speaker

Declaration

Outcome

Fri

Willa Farkas Vihil

Neutrality for Surut

PASSED

Fri

Eudoxia of Shimmerspire

Concord - The cultists of Freedom and Peace should be declared sorcerers at the earliest opportunity

FAILED

Sat

Simargl

Acceptance - The ritual Counsel of the Everflowing River

PASSED

Sat

Archmage Iulian of Spring

Concord - That Conclave recognises the signal excellence of the Empire's strategic covens and mandates the Warmage to commend them to the other Imperial Bodies

PASSED

Sat

Carlos i Guerra

Acceptance - The ritual Sharp Eyes of the Corsair

PASSED

Sat

Archmage Iulian of Spring

Concord - That Conclave takes a very dim view of cursing entire Imperial territories without permission

PASSED

Sat

Corvus, Archmage of Summer

Interdiction - the ritual Quickening Cold Meat

PASSED

Sat

Theo Kelvinson

Candidacy - Archmage of Summer

FAILED

Sat

Corvus, Archmage of Summer

Candidacy - Archmage of Summer

POSITION RETAINED

Sat

Guillermo de Tassato

Candidacy - Imperial Magus

FAILED

Sat

Concordia, Imperial Magus

Candidacy - Imperial Magus

POSITION RETAINED

Sun

Nicholas Reaper

Endowment - That Nicholas should be endowed with the Eternal Gambit covenstone, please

WITHDRAWN

Sun

Corvus, Archmage of Summer

Endowment - To be endowed with the Eternal Gambit for gifting to the Gremani

PASSED

Sun

Pavel, Archmage of Night

Amity - Uk'ta the Messenger, Herald of Lashonar

PASSED

Sun

Edmundo

Concord - The Conclave believes that the sending of things to the Eternal Realms which would do that Realm or its residents harm, beyond what is natural for them, is irresponsible and bad for the Empire

FAILED

Sun

Mari Linkforge, Archmage of Day

Sorcery - Myfanwy Whispering Dray

PASSED

Sun

Marius, Grandmaster of the Celestial Arch

Concord - UNDER THE VEIL OF NIGHT. The actual Declaration was not recorded as a result. This scribe asks that, in future, the Declaration be fully recorded post-facto

PASSED

Sun

Nithyn

Interdiction - The Imperial Crown

PASSED

Sun

Rauul

Candidacy - Imperial Magus

FAILED

Sun

Cyrus of Felix Watch

Candidacy - Imperial Magus

ELECTED

Sun

Edmundo

Candidacy - Imperial Magus

FAILED

Sun

Valentin Brossa

Candidacy - Imperial Magus

FAILED

Sun

Yasen of the Tangled Thorns

Candidacy - Imperial Magus

FAILED

Conclave Gambits

The Conclave made the following Gambits:

Day

Proposer

Intended Use of Resources

Mana

Ilium

Am

BL

Dr

GI

IG

Or

TJ

We

Funded

CA

SP

RS

GP

SL

UM

Indep

Fri

Mari, Archmage of Day

Summer Crows' military scrying

35

-

-

-

-

-

-

-

-

-

YES

5

2

5

5

8

4

6

Fri

Pawel, Archmage of Night

Scrying using Day & Night magic for the Military Council

52

-

-

-

-

-

-

-

-

-

YES

7

9

6

10

12

5

3

Fri

Maurice, Archmage of Autumn

Create a Melancholic Staff to reward the Loyalty of an Imperial Citizen

-

-

-

-

20

14

-

-

-

9

YES

20

5

8

-

11

4

-

Fri

Corvus, Archmage of Summer

The casting of Frozen Citadel in Sermersuaq

35

-

-

-

-

-

-

-

-

-

YES

5

4

7

6

6

4

3

Sat

Pawel, Archmage of Night

Dragon trapping, Night scrying and the greater glory of the Empire

Night crystals

-

-

-

-

-

-

-

-

-

YES

-

-

-

-

-

-

-

Sat

Vaan, Warmage

Repay Umbral Reflection coven for experimental scrying of the Barrens

30

-

-

-

-

-

-

-

-

-

YES

6

5

6

1

4

8

-

Sat

Maurice, Archmage of Autumn

Investigate body of hooked horror / fund for best Projection prize

20

-

-

-

-

-

-

-

-

-

YES

-

-

-

-

-

20

-

Sat

Corvus, Archmage of Summer

The casting of Chasubles of Majesty to empower exorcists

30

-

-

-

-

-

-

-

-

-

YES

5

7

6

6

3

3

-

Sat

Sirus, Archmage of Winter

For the Suns of Couros to cast Inevitable Collapse into Ruin on the battlefield in Reikos

25

-

-

-

-

-

-

-

-

-

YES

6

5

7

-

4

3

-

Sat

Iulian, Archmage of Spring

Spring strategic magic

57

-

-

-

-

-

-

-

-

-

YES

12

19

10

5

7

4

-

Sun

Corvus, Archmage of Summer

Raising further Frozen Citadels

35

-

-

-

-

-

-

-

-

-

YES

3

6

8

3

6

5

-

Sun

Maurice, Archmage of Autumn

Casting Rivers of Gold on businesses in Hahnmark

22

-

-

-

-

-

-

-

-

-

NO

-

-

2

8

-

-

-

Sun

Iago Melfizzi, Bursar

Reimbursing citizens who gave ilium for the permanent Bound By Common Cause

-

12

-

-

-

-

-

-

-

-

YES

2

1

3

-

3

3

-

Sun

Mari, Archmage of Day

For destruction of mould in Miaren

-

-

19

-

-

-

-

-

-

-

YES

-

-

-

5

-

1

13

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379YE Spring Equinox Imperial elections

Contents

- 1 The Imperial Senate

- 2 The Military Council

- 3 The Imperial Synod

- 4 The Imperial Conclave

- 5 The Imperial Bourse

The Imperial Senate

- Senator for Segura: Avisena i Ezmara i Guerra

- Senator for Holberg: Rossalyn Jordan

- Senator for Karsk: Radomir

- Senator for Skarsind: Thanmir Hrafn

- The Advisor on orc affairs is Irontide Bruc

- The Ambassador to Jarm is Owsi Twice-burned

- The Crystal Architect of the Spires is held by Tiberius Echostorm

- The Custodian of the Starlight Drift is Vulpes of Endsmeet

- The Keeper of the Memorial Gardens of Treji is Ceinwen

- The Guardian of the Cairn is Tarqeq Icetongue

- The Keeper of the Sapphire Stair is Domitila Sanguineo Rezia di Tassato

- The Keeper of the Glorious Fountain is Tatiana of Auric Horizon

- The Mayor of Caricomare is Aria di Notturno di Sarvos

The Military Council

- General Zanterr i Ezmara i Erego of the Fire of the South

- General Jericho of The Valiant Pegasus

- General Irontide Skar of the Summer Storm

The Imperial Synod

- Cardinal of Ambition: Olek La Maschera Sorridente de Temeshwar of the League

- Cardinal of Prosperity: Edythe Dunne of Wintermark

- Cardinal of Vigilance: Silas of the Suns of Couros, Highguard

- Gatekeeper of Ambition: Seraiah Armand of the Suns of Couros, Highguard

- Gatekeeper of Pride: Lady Josephine Novarion of Dawn

- Gatekeeper of Prosperity: Wilhemina Maryenkovich Poltova of Varushka

- Gatekeeper of Vigilance: Nikolovich Drakov of Varushka

- The Auditor of Senatorial Accountability is Sargon of Felix's Watch, Highguard

- The Imperial Inquisitor is Severin Teyhard von Holberg of the League

- The Imperial Chaplain Consular is Hywel Summercrow of Navarr

The Imperial Conclave

- Grandmaster of the Order of the Golden Pyramid Faustus

- The Imperial Magus is Cyrus, son of Felix of Highguard

The Imperial Bourse

- The Scorrero Nets are held by Douggie the Wood

- The Syrene's Wisdom is held by Kendrick Tyke

- The The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa

- The Master of the Imperial Mint (League) is Fererro

- The Steel Fist (Imperial Orcs) is held by Irontide Kul

- The The Stonefield Ice Caves (Wintermark) is held by Ogmundr Kaldrheim

- The Custodian of the Assayer's Guild is Dieter Angelovic

- The Vizier of the Incarnadine Satchel is Bayan Zayden Riqueza

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379YE Spring Equinox Imperial titles

Contents

- 1 The Imperial Senate

- 1.1 The Freeborn senators of The Brass Coast

- 1.2 The senators of Dawn

- 1.3 The senators of Highguard

- 1.4 The senators of The League

- 1.5 The senators of The Marches

- 1.6 The senators of the Navarr

- 1.7 The senators of Urizen

- 1.8 The senators of Varushka

- 1.9 The senators of Wintermark

- 1.10 Other Imperial Senate positions

- 1.11 Sinecures selected by senators

- 2 The Military Council

- 2.1 The Generals of The Brass Coast

- 2.2 The Generals of Dawn

- 2.3 The Generals of Highguard

- 2.4 The Generals of the Imperial Orcs

- 2.5 The General of The League

- 2.6 The Generals of The Marches

- 2.7 The Generals of Navarr

- 2.8 The General of Urizen

- 2.9 The Generals of Varushka

- 2.10 The Generals of Wintermark

- 2.11 Other Military Council Positions

- 3 The Imperial Synod

- 3.1 Ambition

- 3.2 Courage

- 3.3 Loyalty

- 3.4 Pride

- 3.5 Prosperity

- 3.6 Vigilance

- 3.7 Wisdom

- 3.8 The Way

- 3.9 Other Synod positions

- 4 The Imperial Conclave

- 4.1 Archmagi

- 4.2 Grandmasters of the Orders

- 4.3 Other Imperial Conclave Positions

- 5 The Imperial Bourse

- 5.1 Imperial Bourse Positions

- 5.2 National Bourse Positions

- 5.3 Mercantile Investments

- 5.4 Other Bourse Positions

- 6 Miscellaneous

The Imperial Senate

The Freeborn senators of The Brass Coast

- Senator for Feroz: Kattalin i Hazama i Guerra

- Senator for Kahraman: Zamira i Covas i Erigo

- Senator for Madruga: Anwar i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Hector de Rondell

- Senator for Semmerholm Escalados deCarsenere

- Senator for Weirwater: Valentin Ivarovich Orzel

The senators of Highguard

- Senator for Bastion: Jada of Ravensfell

- Senator for Casinea: Zephram of Cantiarch’s Hold

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Holberg: Rossalyn Jordan

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Gant Archama

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Senator for Hercynia: Rhain

- Senator for Miaren: Syn Nighthaven

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Marissa Shatterspire

- Senator for Zenith: Cato

The senators of Varushka

- Senator for Karsk: Radomir

- Senator for Karov: Constantin

- Senator for Miekarova: Dušan Otecovna Zlata

- Senator for Volodmartz: Irina Kardaova Arkady

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

- Senator for Skarsind: Thanmir Hrafn

Other Imperial Senate positions

- The Conscience of the Senate is Lisabetta Giacomi von Holberg

- The Advisor on orc affairs is Irontide Bruc

- The Imperial Master of Works is Richard Tunstall

- The Minister of Historical Research is Ioseph of Phoenix Reach

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Admiral is Sendero i Hazana i Guerra

- The Ambassador to Asavea is Camilia di Traviciana di Sarvos

- The Ambassador to Jarm is Owsi Twice-burned

- The Advisor on the Vallorn is Neb

- The Crystal Architect of the Spires is held by Tiberius Echostorm

Sinecures selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Guardian of Britta's Shrine is held by Ruth of the Cenotaph in Highguard

- The sinecure of Dredgemaster of Feverwater, is held by Corey Brackensong

- The sinecure of the Dean of Pilgrims is held by

- The sinecure of Custodian of the Starlight Drift is held by Vulpes of Endsmeet

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Glorious Fountain is held by Tatiana of Auric Horizon

- The Mayor of Caricomare is Aria di Notturno di Sarvos

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Zanterr i Ezmara i Erego of the Fire of the South

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Starac Sijed Orzel of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Jericho of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Morgur Bloodcrow of the Winter Sun

- General Irontide Skar of the Summer Storm

The General of The League

- General Gabriel Barossa of the Wolves of War

The Generals of The Marches

- General Furious Fin of the The Drakes

- General Jack Flint of the Strong Reeds

- General Brianna of King's Stoke of the bounders

The Generals of Navarr

- General Carr Foxden of the Black Thorns

- General Merryn Farkas of the Quiet step

The General of Urizen

- General Tanwyn Ankarien of the The Citadel Guard

The Generals of Varushka

- General Hallvard of the Army of the Northern Eagle

- General Magnus Anatolyvich Prochnost of the Army of the Golden Axe

The Generals of Wintermark

- General Marius Fjellrevening of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Vaan of Auric Horizon

- The Quartermaster General of the Imperial Armies is Irontide Rad

The Imperial Synod

Ambition

- Cardinal Olek La Maschera Sorridente de Temeshwar of the League

- Gatekeeper Seraiah Armand of the Suns of Couros, Highguard

Courage

- Cardinal Asher of Felix's Watch in Highguard

- Gatekeeper Agnieszka Katrinova Prochnost of Varushka

Loyalty

- Cardinal Jared of the Suns of Couros, Highguard

- Gatekeeper Oberon Caeli Rezia di Tassato of the League

Pride

- Cardinal Elka Nadyanova Gremani of Varushka

- Gatekeeper Lady Josephine Novarion of Dawn

Prosperity

- Cardinal Edythe Dunne of Wintermark

- Gatekeeper Wilhemina Maryenkovich Poltova of Varushka

Vigilance

- Cardinal Silas of the Suns of Couros, Highguard

- Gatekeeper Nikolovich Drakov of Varushka

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper Livia Cascade of Urizen

The Way

- Bishop Beodun Snowlock of Wintermark

- Conscience of the Senate - Lisabetta Giacomi von Holberg of the League

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Auditor of Senatorial Accountability is held by Sargon of Felix's Watch, Highguard

- The post of Imperial Inquisitor is held by Severin Teyhard von Holberg of the League

- The post of Custodian of the Imperial War Memorial is held by Ira of Felix's Watch, Highguard

- The post of Imperial Chaplain Consular is held by Hywel Summercrow of Navarr

The Imperial Conclave

Archmagi

- Iulian Shatterspire is Archmage of Spring

- Corvus of Auric Horizon is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Cyrus Skybreaker is Archmage of Winter

- Mari Linkforge is Archmage of Day

- Pavel is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Marius Auricspire

- Grandmaster of the Order of the Golden Pyramid Faustus

- Grandmaster of the Order of the Rod and Shield Raewynn Stormwise

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard

- Grandmaster of the Order of the Shuttered Lantern Dimitri Ivanovich Ionescu of Varushka

- Grandmaster of the Order of the Unfettered Mind Palaphon of the Ankarian Magisitrum

Other Imperial Conclave Positions

- Eudaemon of Halcyon serves as Dean of the Lyceum

- Iago Melfizzi of the League serves as Bursar of the Conclave

- Cyrus, son of Felix of Highguard serves as Imperial Magus

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Tomas Talbot (165 Thrones)

- The Brilliant Star is held by Tobias Shanks (240 Thrones)

- The Canterspire Circle is held by Falko of the Butchers Bank (265 Thrones)

- The Damation Cliffs are held by Giacomo Carvinoscurro (170 Thrones)

- The Fortress of Salt is held by Lorenzo “La Volpe” Macelliao von Temeschwar (305 Thrones)

- The Golden Trees of Seren are held by Reznik von Temeshwar (303 Thrones)

- The Great Mine of Briante is held by Feran (215 Thrones)

- The Heartwood of the Great Vale is held by Horsa Tyrshalt (310 Thrones)

- The Hunt of Alderei the Fair is held by Asael of Cantiarch's Hold (200 Thrones)

- The Night Quarry is held by Lukash Biessek von Temeshwar (170 Thrones)

- The Scorrero Nets are held by Douggie the Wood

- The Singing Caves are held by Ricardo Almieda Desmondo di Tasetto (400 Thrones)

- The Sutton Stone Quarries are held by Eanwyn Dunning (155 Thrones)

- The Syrene's Wisdom is held by Kendrick Tyke

- The Weirwater Vales are held by Landon of Longridge (280 Thrones)

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund were held by the Druj but require repairing before allocation now Holberg is once again an Imperial territory.

National Bourse Positions

- The The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa

- The Master of the Imperial Mint (League) is Fererro

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Kul

- The Legacy (Urizen) is held by Sibella

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Zlatimir Prochnost

- The The Stonefield Ice Caves (Wintermark) is held by Ogmundr Kaldrheim

- The Brilliant Shore (Wintermark) is held by Aelfric Kreftirnar

Mercantile Investments

- Hamnett of Gallowdale is Bailiff of the Grand Market

- Jaoquin i Shartha i i Riqueza is Dhomiro of the Cinnabar Hills

- Paloma i Taziel i Riquez is Mistress of the Glass Parador

- Dieter Angelovic is the Custodian of the Assayer's Guild

- Bayan Zayden Riqueza is the Vizier of the Incarnadine Satchel

Other Bourse Positions

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Foreign Trade Envoy to the Principalities of Jarm is currently vacant

- Foreign Trade Envoy to Faraden is Roberto Murdochi di Sarvos

- Foreign Trade Envoy to the Asavean Archipelago is Adrianna Donati di Sarvos

- Foreign Trade Envoy to the Commonwealth is Jonah Yakovitch

- Foreign Trade Envoy to the Sumaah Republic is Aedred apMagor of Wintermark.

- Foreign Trade Envoy to the Axos is Valimar Clarev Parakgoosier Bashnya.

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=379YE_Spring_Equinox_Imperial_titles&oldid=47533"

379YE Spring Equinox Senate sessions

Overview

- Imperial treasury during this season announced by the Civil Service at TBC.

- The following has been donated to the Imperial treasury:

- 80 thrones from Senator Weirwater

- 11 thrones 4 Crowns from Senator Upwold

Motions

Passed

- Construct House of Barbs

- Disburse Funds to the Quartermaster General

- Raise Dawnish army

- Assign Holberg

- Fortify Miekarova

- Amend law regarding foreign True Liao trade

- Amend powers of Dredgemaster of Feverwater Info needed

- Disburse funds to add a ritual to Imperial Lore

- Amend the powers of the Advisor on Orc Affairs

- Amend the powers of the Imperial Magus

- Declare peace with Barrens orcs

- Disburse funds to the Jarmish Cartel

- Construct Printer's Guild Museum of Wonders

- Construct cargo dock at Caricomare

- Create title of Crystal Architect of the Spires

- Amend powers of the High Exorcist

- Repair Great Pits of Ennerlund

- Disburse further funds to the Quartermaster General

- Abrograte Civil service observation

- Create title of Imperial Chaplain Consular

- Construct Horddalat spy network

- Construct Sumaah embassy Info needed

- Construct Iron Confederacy embassy

Incomplete

- Appoint Throne (while the motion passed in principle, no candidate received sufficient votes to claim the Throne).

- Create title of Dean of the Academy (while the motion passed in principle, it requires ratification by The Throne).

- Relinquish Skarsind (while the motion passed in principle, it requires ratification by The Throne).

Vetoed

- Allocate the Vigilant Swan

Withdrawn

- Raise Wintermark army

Announcements

- Announcements by the Quartermaster General

- Announcements by the Minister for Historical Research

- Announcements by the Crystal Architect Info needed

- Announcements by the Advisor on the Vallorn

- Announcements by the Imperial Master of Works

Administrative Motions Arising

- Seeking clarification regarding the Dredgemaster of Feverwater tenure

- Was it the intention of the Senate to make this an annual position while granting the power to raise historical research?

- Seeking clarification regarding the Sumaah embassy

- Where is the embassy to be built?

- Seeking clarification regarding the Printer's Guild Museum of Wonders.

- Where is the museum to be built?

- Seeking clarification regarding the Trade envoys to Jarm and Asavea

- With the appointment of ambassadors, should these titles be abrogated?

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=379YE_Spring_Equinox_Senate_sessions&oldid=60192"

379YE Spring Equinox Synod judgements

Contents

- 1 The Imperial Titles of the Synod

- 1.1 Other Synod-Appointed Titles

- 2 Appointments

- 2.1 Appointment of the Cardinal of Vigilance

- 2.2 Appointment of the Cardinal of Ambition

- 2.3 Appointment of the Cardinal of Prosperity

- 3 Synod Judgements

- 4 Statements of Principle

- 5 Synod Funds

- 6 Visionaries

The Imperial Titles of the Synod

At the end of the Spring Equinox, 379 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Ambition

Bishop Olek of the League

Seraiah Armand of the Suns of Couros, Highguard

Courage

Asher of Felix's Watch in Highguard

Agnieszka Katrinova Prochnost of Varushka

Loyalty

Jared of the Suns of Couros, Highguard

Oberon Caeli Rezia di Tassato of the League

Pride

Elka Nadyanova Gremani of Varushka

Lady Josephine Novarion of Dawn

Prosperity

Edythe Dunne of Wintermark

Wilhemina Maryenkovich Poltova of Varushka

Vigilance

Silas of the Suns of Couros, Highguard

Nikolovich Drakov of Varushka

Wisdom

Agnetha De Rondell of Dawn

Livia Cascade of Urizen

The Way

Beodun Snowlock of Wintermark

Lisabetta Giacomi von Holberg of the League

Other Synod-Appointed Titles

Title

Held By

Appointed By

Renews

High Exorcist

Solas of Urizen

Assembly of Nine

Winter Solstice

Auditor of Senatorial Accountability

Sargon of Felix's Watch, Highguard

Assembly of Nine

Until death, revocation or abdication

Imperial Inquisitor

Severin Teyhard von Holberg of the League

Assembly of Nine

Summer Solstice

Custodian of the Imperial War Memorial

Ira of Felix's Watch, Highguard

Assembly of Nine

Sinecure; until death, revocation or abdication

Imperial Chaplain Consular

Hywel Summercrow, Navarr

Cardinal of The Way

Spring Equinox

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Appointment of the Cardinal of Vigilance

Candidate

Votes Received

Outcome

Silas of Highguard

63 votes

Appointed as Cardinal

Irada Von Temeschwar of the League

52 votes

-

Abraham of Highguard

42 votes

-

Yimiska of Wintermark

18 votes

-

Cardinal Silas appointed Nikolovich Drakov as Gatekeeper

-

-

Appointment of the Cardinal of Ambition

Candidate

Votes Received

Outcome

Olek of the League

87 votes

Appointed as Cardinal

Dietrich Elias Von Holburghan of the League

0 votes

-

Cardinal Olek appointed Seraiah Armand as Gatekeeper

-

-

Appointment of the Cardinal of Prosperity

Candidate

Votes Received

Outcome

Edythe Dunne of Wintermark

70 votes

Appointed as Cardinal

Soratio of the Brass Coast

26 votes

-

Cardinal Edythe appointed Wilhemina Maryenkovich Poltova as Gatekeeper

-

-

Synod Judgements

At the Summit, the following judgements were made by the Assemblies of the Synod:

Number

Assembly

Judgement

Raised By

Outcome

1

Vigilance

Appointment of the Cardinal

The Civil Service

Silas of Highguard was appointed

2

Ambition

Appointment of the Cardinal

The Civil Service

Olek of the League was appointed

3

Ambition

Inquisition of Nikolovich Drakov. The outgoing Imperial Inquisitor levelled accusations of unvirtuous behaviour and "pettiness" against Father Drakov. These accusations require Inquisition to determine their truth or falsehood. Inquisition to be held on Sunday at 6pm; convene at the Hub.

Severin Von Holberg

Upheld 92 - 0

4

General

Rewarding Achilles of Urizen with 20 Thrones for his prosperity at the last summit, realising potential accrued over a long time, without which success in Spiral and Reikos at that summit would not have been attainable.

Solas of the Spire of the Waxing Sun

Upheld 422 - 0

5

Vigilance

Recognition of "Major" Joshua Benson of the Marches as Exemplar of Vigilance who, before the time of the Empire, showed Benevolence for the people of Marches and Dawn, Inspired the founding of a Monastery, did a Pilgrimage in participating in the rebel March, left a Legacy of a tower and shield and Saved Marcher and Dawnish souls.

James Appleseeder

Upheld 113 - 0

5E

General

Escalation of Recognition of "Major" Joshua Benson of the Marches to the General Assembly

James Appleseeder

Upheld 145 - 67

6

General

Rewarding of 5 liao from the Virtue Fund to Solas the High Exorcist so that he can actually something useful with it instead of it sitting there, untouchable, gathering dust.

Wyn of Exile's End

Upheld 538 - 24

7

General

Rewarding to further the Pride of the Empire, 10 Thrones is requested for the prize purse for the "Pride of Holberg" public art competition to be awarded to Holberg's Painter, the one who instituted this competition, Leonora Albertina van Holberg. This competition is to create a public work of art in Anvil to inspire Pride in Imperial Citizens.

Tabor the Fool

Upheld 322 - 105

8

General

Rewarding 2 thrones to reward the winners of the "Beacon of Pride" Award. In order to help the growth of pride across the Empire.

Sokollu

Upheld 342 - 98

9

Ambition

Recognition of Ratibor of Temeschwar as a truly virtuous man and Exemplar of Ambition.

Regina Caeli

Upheld 72 - 0

9E

General

Recognition of Ratibor of Temeschwar not yet escalated to General Assembly

Regina Caeli

Not yet escalated

10

Courage

Inquisition of Axhind Dom of Wintermark, for giving the command to cut down General Tyus of Highguard during the Winter Battle of year 378YE.

Eleanor De Rondell

Upheld 142 - 20

12

The Nine

Inquisition of Vahne of Wintermark. To see her virtuous reasons for becoming a candidate for the Throne. To be held in Wintermark on Saturday 5pm.

Beodun Snowlock

Upheld 56 - 0

14

General

Rewarding of 40 thrones to Elka, Cardinal of Pride to create a Synod mission in northern Jarm that will allow us to trade liao for crystal mana. This is a once in a lifetime opportunity to convert citizens of Jarm to The Way.

Eadread Owinson

Upheld 422 - 42

15

General

Rewarding Jorma Steelhail of the Saker 8 Thrones to spread the prosperous Auras known as "The Miracle in Hahnmark" to Skarsind. The 8 Thrones are required for the auras to be spread.

Spike

Upheld 413 - 88

16

General

Veto of the Senate motion to
Allocate the Vigilant Swan
Bourse position to the Imperial Orc nation.

Shadorak

Upheld 743 - 136 Greater Majority achieved.

18

General

Rewarding of 5 Thrones for Ferrero of the League for his Loyalty to the Way (and in particular to the Gatekeeper of Courage in her work). At his own personal cost his actions have meant that an object of dubious virtue is no longer a danger to the population of the Empire.

Agnieszkav

Upheld 322 - 164

19

Prosperity

Appointment of the Cardinal following the heroic death of Peter Keeper.

The Civil Service

Edythe Dunne of Wintermark was appointed

20

General

Rewarding of 5 Thrones to Levitia of Endsmeet Spire of Urizen 5 Thrones for her Courage and Loyalty during a retreat from the field of battle 2 seasons ago. She stayed behind to heal a number of Imperial citizens, including two Highborn, and was captured and tortured by the Druj in view of the Sentinel Gate. She did not break and bears her scars with pride.

Asher of Felix's Watch

Upheld 440 - 42

21

Brass Coast

Revocation of General Manny i Sayap i Guerra of the Fire of the South due to the forsaking of duties.

Cristoff i Erigio i Ezmara

Upheld 36 - 0

23

General

Rewarding the Orc Nation with the balance of the Virtue Fund as 2pm Monday for their countless acts of Virtue when fighting for and supporting the Empire as recognition of all they do for the Empire. Bloodcrow Ergot will hold this for them as a Bonesetter.

Irada Von Temeschwar

Upheld 441 - 188

24

Imperial Orc

Revocation of Irontide Bruk, the Advisor on Orc Affairs.

Chaplain Atla

Upheld 20 - 0

25

Imperial Orc

Revocation of Irontide Braka, General of the Summer Storm, for gross disloyalty to the Empire. Committed by the unnecessary withdrawal of the orc armies.

Stormcrow Thraka

Upheld 20 - 0

26

General

Rewarding of 5 Thrones to Lady Eleanor de Rondell, the Inquisitor of Courage, for Courage Inquisitorial matters.

Isaac Carlino di Sarvos

Upheld 164 - 119

29

General

Inquisition of the Imperial Orc Assembly for their lack of Wisdom in revoking Irontide Bruk from his position as Advisor on Orc Affairs and Irontide Braka as General of the Summer Storm, as they were revoked for actions they had not taken, and lack of Vigilance for failure to confirm these actions. A lack of Courage for not confronting those they revoked. A lack of Loyalty for not consulting the orc people. A lack of Prosperity for leaving the Summer Storm leaderless.

Serrusto Caeli Rezia

Not Upheld 199 - 221

30

Ambition

Recognition of Thrace as an Exemplar of Ambition. Benevolence - Sacrificed their life for the Rebellion. Legacy - Thrace's Boot Knife is an item of great worth. Inspiration - Imperial Orc Nation. Salvation - Responsible for the ending of slavery.

Hector de Rondell

Upheld 80 - 0

30E

General

Escalation of Recognition of Thrace to the General Assembly

Hector de Rondell

Upheld 277 - 68

31

General

Rewarding 2 Thrones to Kai of the Citadel of Phoenix's Reach for Loyalty on the battlefield. He stayed close to the person he had been encouraged to guard constantly, but for one occasion: to withdraw and regather a larger force to rescue them and the line that they had fallen with. These actions were despite an Ambition to distinguish himself as a sentinel that led him to wish to place himself in places on the battlefield that are more conductive to recognition.

Anna-Valeria Cascade

Upheld 266 - 100

38

General

Rewarding 5 Thrones to Wilhelmina Fitztalbot of Tykes for her work to retrieve the bodies of the dead after Sunday’s battle at Reikos, ensuring the souls of Marcher fallen in particular are not impeded by their Hearth Magic in entering the Labyrinth.

Agnetha De Rondell

Upheld 311 - 40

39

The Nine

Inquisition of Irontide Bruk as a candidate for the Throne, at twelve noon on Monday at the Civil Service Hub.

Silas

Upheld 6 - 0

40

Vigilance

Inquisition of General Tanwyn Ankarien of the Magisterium of Urizen (at her own request) to prove her virtue in light of accusations made by "The Spider". To be conducted at the next summit.

Vitomir

Upheld 85 - 0

Statements of Principle

The Imperial Synod made the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

11

Ambition

The Assembly of Ambition believes the Virtue Fund should be used to fund ambitious projects in addition to rewarding virtuous deeds.

Antônio Raul Calogne di Trivento

Upheld 54 - 0

13

Wintermark

The standard of Woven Rings Banner is an inspiration to Loyalty. It is a sign of our strength together, that the loyalty to each other as a nation is stronger than any curse.

Veli Garwaltiosn

Upheld 112 - 0

17

Pride

The Assembly of Pride recognises the greatest work of magic of Imperial magicians in casting the permanent enchantment "Bound by the Common Cause" and recognises the Pride of all those who contributed crystal mana for this achievement.

Nikodemus

Upheld 72 - 0

22

Highguard

Highguard, as part of the Empire, should give to the Imperial Orcs recognition for their virtuous efforts on behalf of the Empire, and offer them material reward at least as large as the full output of the Vigilant Swan. We should prioritise conquering them a home of their own, as all Imperial Citizens should have.

Ephron

Upheld 98 - 27

27

Varushka

A patriarch or matriarch should be elected by the National Assembly. They will organise and chair meetings of the Varushkan National Assembly.

Nikolovich Drakov

Upheld 126 - 0

28

Varushka

That Chernobog of Varushka, for his courage on the battlefield, his prosperity in sharing with and strengthening his nation, his loyalty for carrying the Mark of the Wolves. For this and acting as an example to others he is to be commended.

Vukomir

Upheld 136 - 0

32

General

An Exemplar is an individual demonstrating exceptional virtue, and fulfilling at least 4 of the 8 signs of the paragon, but without doctrinal status. While it may be the first step to transcendence, the Exemplar is defined above all by their capacity to inspire.

Yael of Felix's Watch

Upheld 339 - 30

33

Brass Coast

No individual or group has the right to sign a contract that is binding to individuals who are not yet born, as this is tantamount to slavery.

Soratio

Upheld 26 - 0

34

Prosperity

The Virtue Assembly of Prosperity, with the consent of the National Assembly of Wintermark, invites Soratio Seseer Del Toro to extend the spontaneous aura of prosperity known as the miracle of Hahnmark to all mines in that region and the adjacent region of Skarsind, using liao generously donated from the supply of Soratio Seseer Del Toro, Pendrad of Bjornholt and Jorma Steelhail of the Saker.

Ealstan

Upheld 64 - 0

35

Loyalty

The recognition of the virtuous acts, behaviour and conduct of Atla, Orc Chaplain of The Way, and her understanding and propagation of Loyalty within the Empire.

Lunetta Sanguineo

Upheld 131 - 10

36

General

The Gatekeepers Council feel very strongly that Imperial Orc Citizens should be recognised for their virtuous conduct and actions. As they are unable to experience a past-life vision through the allocation of a dose of Imperial Liao, we feel that they should be recognised for their Virtue by the appropriate assemblies.

Oberon Caeli Rezia di Tassato

Upheld 418 - 78

37

The Nine

The Assembly of Nine supports the creation of an embassy of the Sumaah Republic.

Elka Nadyanova Gremani

Upheld 7 - 0

41

Prosperity

That the Imperial Crown, in the absence of an Empress to wear it, should remain available to be seen and used by the citizens of the Empire to Inspire them to greater Virtue and for use in service to the Empire. We reject the Conclave's interdiction that the Imperial Crown be placed in the Conclave Vaults, as this would remove its availability to citizens, and magic going unused is unprosperous.

Edythe Dunne

Upheld 60 - 24

42

General

Rewards from the Virtue Fund should be made with a public announcement or presentation ceremony.

Palladius

Upheld 264 - 48

43

Varushka

To recognise the outstanding loyalty shown by the Winterfolk to the Orcish nation by their benevolent offer of Skarsind as a home nation for the Orcs.

Rooslan Stanvich Prochnost

Upheld 116 - 0

The Imperial Synod upheld all Statements of Principle raised at the Spring Equinox, 379 YE.

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

119 Thrones / 0 Crowns / 2 Rings / 5 liao

Income

30 Thrones

The price paid in the Bourse Auction for the dose of True Liao

10 Thrones

Donation by Nebuchadnezzar

Rewards

20 Thrones

Rewarding made to Achilles of Urizen.

5 Liao

Rewarding made to Solas of the Spire of the Waxing Sun

10 Thrones

Rewarding made to Leonora Albertina van Holberg.

2 Thrones

Rewarding made for the "Beacon of Pride" award.

40 Thrones

Rewarding made to Elka, Cardinal of Pride to create a Synod mission in northern Jarm.

8 Thrones

Rewarding made to Jorma Steelhail of the Saker.

5 Thrones

Rewarding made to Ferrero of the League.

5 Thrones

Rewarding made to Levitia of Endsmeet Spire

5 Thrones

Rewarding made to Lady Eleanor de Rondell.

2 Thrones

Rewarding made to Kai of the Citadel of Pheonix's Reach.

5 Thrones

Rewarding made to Wilhelmina Fitztalbot of Tykes

5 Thrones

Rewarding made to Imperial Chaplain Consular Hywel Summercrow

52 Thrones, 2 Rings

Rewarding made to the Imperial Orc Nation.

Closing Value

0 Thrones / 0 Crowns/ 0 Rings / 0 liao / 0 drake's eggs

Visionaries

The following individuals received visions of their past lives:

- Clarice Novarion

- Sveta Stoneheart

- Mari Linkforge

- Baba Ana

- Leonora Von Holberg

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379YE Spring Equinox Synod judgments

Contents

- 1 The Imperial Titles of the Synod

- 1.1 Other Synod-Appointed Titles

- 2 Appointments

- 2.1 Appointment of the Cardinal of Vigilance

- 2.2 Appointment of the Cardinal of Ambition

- 2.3 Appointment of the Cardinal of Prosperity

- 3 Synod Judgments

- 4 Statements of Principle

- 5 Synod Funds

- 6 Visionaries

The Imperial Titles of the Synod

At the end of the Spring Equinox, 379 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Ambition

Bishop Olek of the League

Seraiah Armand of the Suns of Couros, Highguard

Courage

Asher of Felix's Watch in Highguard

Agnieszka Katrinova Prochnost of Varushka

Loyalty

Jared of the Suns of Courous, Highguard

Oberon Caeli Rezia di Tassato of the League

Pride

Elka Nadyanova Gremani of Varushka

Lady Josephine Novarion of Dawn

Prosperity

Edythe Dunne of Wintermark

Wilhemina Maryenkovich Poltova of Varushka

Vigilance

Silas of the Suns of Couros, Highguard

Nikolovich Drakov of Varushka

Wisdom

Agnetha De Rondell of Dawn

Livia Cascade of Urizen

The Way

Beodun Snowlock of Wintermark

Lisabetta Giacomi von Holberg of the League

Other Synod-Appointed Titles

Title

Held By

Appointed By

Renews

High Exorcist

Solas of Urizen

Assembly of Nine

Winter Solstice

Auditor of Senatorial Accountability

Sargon of Felix's Watch, Highguard

Assembly of Nine

Until death, revocation or abdication

Imperial Inquisitor

Severin Teyhard von Holberg of the League

Assembly of Nine

Summer Solstice

Custodian of the Imperial War Memorial

Ira of Felix's Watch, Highguard

Assembly of Nine

Sinecure; until death, revocation or abdication

Imperial Chaplain Consular

Hywel Summercrow, Navarr

Cardinal of The Way

Spring Equinox

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Appointment of the Cardinal of Vigilance

Candidate

Votes Received

Outcome

Silas of Highguard

63 votes

Appointed as Cardinal

Irada Von Temeschwar of the League

52 votes

-

Abraham of Highguard

42 votes

-

Yimiska of Wintermark

18 votes

-

Cardinal Silas appointed Nikolovich Drakov as Gatekeeper

-

-

Appointment of the Cardinal of Ambition

Candidate

Votes Received

Outcome

Olek of the League

87 votes

Appointed as Cardinal

Dietrich Elias Von Holburghan of the League

0 votes

-

Cardinal Olek appointed Seraiah Armand as Gatekeeper

-

-

Appointment of the Cardinal of Prosperity

Candidate

Votes Received

Outcome

Edythe Dunne of Wintermark

70 votes

Appointed as Cardinal

Soratio of the Brass Coast

26 votes

-

Cardinal Edythe appointed Wilhemina Maryenkovich Poltova as Gatekeeper

-

-

Synod Judgments

At the Summit, the following judgments were made by the Assemblies of the Synod:

Number

Assembly

Judgment

Raised By

Outcome

1

Vigilance

Appointment of the Cardinal

The Civil Service

Silas of Highguard was appointed

2

Ambition

Appointment of the Cardinal

The Civil Service

Olek of the League was appointed

3

Ambition

Inquisition of Nikolovich Drakov. The outgoing Imperial Inquisitor levelled accusations of unvirtuous behaviour and "pettiness" against Father Drakov. These accusations require Inquisition to determine their truth or falsehood. Inquisition to be held on Sunday at 6pm; convene at the Hub.

Severin Von Holberg

Upheld 92 - 0

4

General

Rewarding Achilles of Urizen with 20 Thrones for his prosperity at the last summit, realising potential accrued over a long time, without which success in Spiral and Reikos at that summit would not have been attainable.

Solas of the Spire of the Waxing Sun

Upheld 422 - 0

5

Vigilance

Recognition of "Major" Joshua Benson of the Marches as Exemplar of Vigilance who, before the time of the Empire, showed Benevolence for the people of Marches and Dawn, Inspired the founding of a Monastery, did a Pilgrimage in participating in the rebel March, left a Legacy of a tower and shield and Saved Marcher and Dawnish souls.

James Appleseeder

Upheld 113 - 0

5E

General

Escalation of Recognition of "Major" Joshua Benson of the Marches to the General Assembly

James Appleseeder

Upheld 145 - 67

6

General

Rewarding of 5 liao from the Virtue Fund to Solas the High Exorcist so that he can actually something useful with it instead of it sitting there, untouchable, gathering dust.

Wyn of Exile's End

Upheld 538 - 24

7

General

Rewarding to further the Pride of the Empire, 10 Thrones is requested for the prize purse for the "Pride of Holberg" public art competition to be awarded to Holberg's Painter, the one who instituted this competition, Leonora Albertina van Holberg. This competition is to create a public work of art in Anvil to inspire Pride in Imperial Citizens.

Tabor the Fool

Upheld 322 - 105

8

General

Rewarding 2 thrones to reward the winners of the "Beacon of Pride" Award. In order to help the growth of pride across the Empire.

Sokollu

Upheld 342 - 98

9

Ambition

Recognition of Ratibor of Temeschwar as a truly virtuous man and Exemplar of Ambition.

Regina Caeli

Upheld 72 - 0

9E

General

Recognition of Ratibor of Temeschwar not yet escalated to General Assembly

Regina Caeli

Not yet escalated

10

Courage

Inquisition of Axhind Dom of Wintermark, for giving the command to cut down General Tyus of Highguard during the Winter Battle of year 378YE.

Eleanor De Rondell

Upheld 142 - 20

12

The Nine

Inquisition of Vahne of Wintermark. To see her virtuous reasons for becoming a candidate for the Throne. To be held in Wintermark on Saturday 5pm.

Beodun Snowlock

Upheld 56 - 0

14

General

Rewarding of 40 thrones to Elka, Cardinal of Pride to create a Synod mission in northern Jarm that will allow us to trade liao for crystal mana. This is a once in a lifetime opportunity to convert citizens of Jarm to The Way.

Eadread Owinson

Upheld 422 - 42

15

General

Rewarding Jorma Steelhail of the Saker 8 Thrones to spread the prosperous Auras known as "The Miracle in Hahnmark" to Skarsind. The 8 Thrones are required for the auras to be spread.

Spike

Upheld 413 - 88

16

General

Veto of the Senate motion to
Allocate Vigilant Swan
bourse position to the Imperial Orc nation.

Shadorak

Upheld 743 - 136 Greater Majority achieved.

18

General

Rewarding of 5 Thrones for Ferrero of the League for his Loyalty to the Way (and in particular to the Gatekeeper of Courage in her work). At his own personal cost his actions have meant that an object of dubious virtue is no longer a danger to the population of the Empire.

Agnieszkav

Upheld 322 - 164

19

Prosperity

Appointment of the Cardinal following the heroic death of Peter Keeper.

The Civil Service

Edythe Dunne of Wintermark was appointed

20

General

Rewarding of 5 Thrones to Levitia of Endsmeet Spire of Urizen 5 Thrones for her Courage and Loyalty during a retreat from the field of battle 2 seasons ago. She stayed behind to heal a number of Imperial citizens, including two Highborn, and was captured and tortured by the Druj in view of the Sentinel Gate. She did not break and bears her scars with pride.

Asher of Felix's Watch

Upheld 440 - 42

21

Brass Coast

Revocation of General Manny i Sayap i Guerra of the Fire of the South due to the foresaking of duties.

Cristoff i Erigio i Ezmara

Upheld 36 - 0

23

General

Rewarding the Orc Nation with the balance of the Virtue Fund as 2pm Monday for their countless acts of Virtue when fighting for and supporting the Empire as recognition of all they do for the Empire. Bloodcrow Ergot will hold this for them as a Bonesetter.

Irada Von Temeschwar

Upheld 441 - 188

24

Imperial Orc

Revocation of Irontide Bruk, the Advisor on Orc Affairs.

Chaplain Atla

Upheld 20 - 0

25

Imperial Orc

Revocation of Irontide Braka, General of the Summer Storm, for gross disloyalty to the Empire. Committed by the unnecessary withdrawal of the orc armies.

Stormcrow Thraka

Upheld 20 - 0

26

General

Rewarding of 5 Thrones to Lady Eleanor de Rondell, the Inquisitor of Courage, for Courage Inquisitorial matters.

Isaac Carlino di Sarvos

Upheld 164 - 119

29

General

Inquisition of the Imperial Orc Assembly for their lack of Wisdom in revoking Irontide Bruk from his position as Advisor on Orc Affairs and Irontide Braka as General of the Summer Storm, as they were revoked for actions they had not taken, and lack of Vigilance for failure to confirm these actions. A lack of Courage for not confronting those they revoked. A lack of Loyalty for not consulting the orc people. A lack of Prosperity for leaving the Summer Storm leaderless.

Serrusto Caeli Rezia

Not Upheld 199 - 221

30

Ambition

Recognition of Thrace as an Exemplar of Ambition. Benevolence - Sacrificed their life for the Rebellion. Legacy - Thrace's Boot Knife is an item of great worth. Inspiration - Imperial Orc Nation. Salvation - Responsible for the ending of slavery.

Hector de Rondell

Upheld 80 - 0

30E

General

Escalation of Recognition of Thrace to the General Assembly

Hector de Rondell

Upheld 277 - 68

31

General

Rewarding 2 Thrones to Kai of the Citadel of Phoenix's Reach for Loyalty on the battlefield. He stayed close to the person he had been encouraged to guard constantly, but for one occasion: to withdraw and regather a larger force to rescue them and the line that they had fallen with. These actions were despite an Ambition to distinguish himself as a sentinel that led him to wish to place himself in places on the battlefield that are more conductive to recognition.

Anna-Valeria Cascade

Upheld 266 - 100

38

General

Rewarding 5 Thrones to Wilhelmina Fitztalbot of Tykes for her work to retrieve the bodies of the dead after Sunday’s battle at Reikos, ensuring the souls of Marcher fallen in particular are not impeded by their Hearth Magic in entering the Labyrinth.

Agnetha De Rondell

Upheld 311 - 40

39

The Nine

Inquisition of Irontide Bruk as a candidate for the Throne, at twelve noon on Monday at the Civil Service Hub.

Silas

Upheld 6 - 0

40

Vigilance

Inquisition of General Tanwyn Ankarien of the Magisterium of Urizen (at her own request) to prove her virtue in light of accusations made by "The Spider". To be conducted at the next summit.

Vitomir

Upheld 85 - 0

Statements of Principle

The Imperial Synod made the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

11

Ambition

The Assembly of Ambition believes the Virtue Fund should be used to fund ambitious projects in addition to rewarding virtuous deeds.

Antônio Raul Calogne di Trivento

Upheld 54 - 0

13

Wintermark

The standard of Woven Rings Banner is an inspiration to Loyalty. It is a sign of our strength together, that the loyalty to each other as a nation is stronger than any curse.

Veli Garwaltiosn

Upheld 112 - 0

17

Pride

The Assembly of Pride recognises the greatest work of magic of Imperial magicians in casting the permanent enchantment "Bound by the Common Cause" and recognises the Pride of all those who contributed crystal mana for this achievement.

Nikodemus

Upheld 72 - 0

22

Highguard

Highguard, as part of the Empire, should give to the Imperial Orcs recognition for their virtuous efforts on behalf of the Empire, and offer them material reward at least as large as the full output of the Vigilant Swan. We should prioritise conquering them a home of their own, as all Imperial Citizens should have.

Ephron

Upheld 98 - 27

27

Varushka

A patriarch or matriarch should be elected by the National Assembly. They will organise and chair meetings of the Varushkan National Assembly.

Nikolovich Drakov

Upheld 126 - 0

28

Varushka

That Chernobog of Varushka, for his courage on the battlefield, his prosperity in sharing with and strengthening his nation, his loyalty for carrying the Mark of the Wolves. For this and acting as an example to others he is to be commended.

Vukomir

Upheld 136 - 0

32

General

An Exemplar is an individual demonstrating exceptional virtue, and fulfilling at least 4 of the 8 signs of the paragon, but without doctrinal status. While it may be the first step to transcendence, the Exemplar is defined above all by their capacity to inspire.

Yael of Felix's Watch

Upheld 339 - 30

33

Brass Coast

No individual or group has the right to sign a contract that is binding to individuals who are not yet born, as this is tantamount to slavery.

Soratio

Upheld 26 - 0

34

Prosperity

The Virtue Assembly of Prosperity, with the consent of the National Assembly of Wintermark, invites Soratio Seseer Del Toro to extend the spontaneous aura of prosperity known as the miracle of Hahnmark to all mines in that region and the adjacent region of Skarsind, using liao generously donated from the supply of Soratio Seseer Del Toro, Pendrad of Bjornholt and Jorma Steelhail of the Saker.

Ealstan

Upheld 64 - 0

35

Loyalty

The recognition of the virtuous acts, behaviour and conduct of Atla, Orc Chaplain of The Way, and her understanding and propagation of Loyalty within the Empire.

Lunetta Sanguineo

Upheld 131 - 10

36

General

The Gatekeepers Council feel very strongly that Imperial Orc Citizens should be recognised for their virtuous conduct and actions. As they are unable to experience a past-life vision through the allocation of a dose of Imperial Liao, we feel that they should be recognised for their Virtue by the appropriate assemblies.

Oberon Caeli Rezia di Tassato

Upheld 418 - 78

37

The Nine

The Assembly of Nine supports the creation of an embassy of the Sumaah Republic.

Elka Nadyanova Gremani

Upheld 7 - 0

41

Prosperity

That the Imperial Crown, in the absence of an Empress to wear it, should remain available to be seen and used by the citizens of the Empire to Inspire them to greater Virtue and for use in service to the Empire. We reject the Conclave's interdiction that the Imperial Crown be placed in the Conclave Vaults, as this would remove its availability to citizens, and magic going unused is unprosperous.

Edythe Dunne

Upheld 60 - 24

42

General

Rewards from the Virtue Fund should be made with a public announcement or presentation ceremony.

Palladius

Upheld 264 - 48

43

Varushka

To recognise the outstanding loyalty shown by the Winterfolk to the Orcish nation by their benevolent offer of Skarsind as a home nation for the Orcs.

Rooslan Stanvich Prochnost

Upheld 116 - 0

The Imperial Synod upheld all Statements of Principle raised at the Spring Equinox, 379 YE.

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

119 Thrones / 0 Crowns / 2 Rings / 5 liao

Income

30 Thrones

The price paid in the Bourse Auction for the dose of True Liao

10 Thrones

Donation by Nebuchadnezzar

Rewards

20 Thrones

Rewarding made to Achilles of Urizen.

5 Liao

Rewarding made to Solas of the Spire of the Waxing Sun

10 Thrones

Rewarding made to Leonora Albertina van Holberg.

2 Thrones

Rewarding made for the "Beacon of Pride" award.

40 Thrones

Rewarding made to Elka, Cardinal of Pride to create a Synod mission in northern Jarm.

8 Thrones

Rewarding made to Jorma Steelhail of the Saker.

5 Thrones

Rewarding made to Ferrero of the League.

5 Thrones

Rewarding made to Levitia of Endsmeet Spire

5 Thrones

Rewarding made to Lady Eleanor de Rondell.

2 Thrones

Rewarding made to Kai of the Citadel of Pheonix's Reach.

5 Thrones

Rewarding made to Wilhelmina Fitztalbot of Tykes

5 Thrones

Rewarding made to Imperial Chaplain Consular Hywel Summercrow

52 Thrones, 2 Rings

Rewarding made to the Imperial Orc Nation.

Closing Value

0 Thrones / 0 Crowns/ 0 Rings / 0 liao / 0 drake's eggs

Visionaries

The following individuals received visions of their past lives:

- Clarice Novarion

- Sveta Stoneheart

- Mari Linkforge

- Baba Ana

- Leonora Von Holberg

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=379YE_Spring_Equinox_Synod_judgments&oldid=37484"

379YE Spring Equinox winds of war

Contents

- 1 Overview

- 2 Sorrow and Hope

- 3 Blood and Stone

- 4 Fire and Ice

- 5 Hammer and Blade

- 5.1 The Future of Holberg

- 6 Interludes

- 6.1 Owls

- 6.2 Wolves

- 6.3 Dawn

- 6.4 Dusk

- 6.5 Steak Pies

Overview

To the surprise of many, Karsk remains an Imperial territory; the Thule and the Imperial forces watch each other carefully across hills covered in a carpet of green by an early Spring. The barbarians seem to have used no large-scale magic here; there is also a question about what is going on with the forces of the Charnel Lord, the sovereign of the Broken Hill.

In Reikos, Imperial forces push westward following the retreating Druj. The Vigilant Swan is liberated but has been transformed into a monstrous charnel house. A dread miasma continues to slow progress, as does the presence of the Druj citadel that squats over the ruins of what was once High Chalcis. Every season in Reikos appears to be a season of unmitigated grief.

The deadlock continues in Sermersuaq - both the Empire and the Thule continue to reinforce and weave potent enchantments in this vicious, grinding engagement.

In Holberg the Empire wins a massive victory, and pushes the Druj back into the northern forests. Four thousand Imperial lives are lost in the process. The Druj are still present but their forces are greatly reduced; vicious curses including a pestilential taint and malignant spirits possessing trees contribute to the chaos and destruction.

Meanwhile, fifty companies of elite Imperial troops are engaged in campaigns outside the borders of the Empire; thirty companies support the forces fighting the Jotun in the hills of Faraden while a further twenty companies brave the trek to distant Axos and attempt to break the siege of Ipotavo. It remains to be seen what effect this will have.

Oh ... and massive storms wrack the seas off the coast of Spiral, impeding Grendel shipping and preventing any naval reinforcement of their positions there. It is not entirely clear what effect this has had on Grendel plans, but it definitely happened.

Sorrow and Hope

There's a dichotomy to Karsk. It seems like a year now, that the waters have run with magic, full of life and potential. The tramping boots of soldiers alive and ... not alive ... crush bluebells and crocuses but all the soldiers in the Empire could not stamp out the carpet of green, growing life thrusting its way through the black soil. A riot of new life, an ocean of growth. Spend a few minutes lying in a field and you can almost hear the grass and the trees and the Spring flowers growing. In the cool light of the morning sun it is easy to forget where you are, easy to simply marvel at the good, fresh life surrounding you. Even the rain tastes of hope.

As with so many seasons before, twin citadels rise from the hills of Karsk. A monolithic fortress of ice and granite in northern Nitrost, a squat keep of ice and carved ivory in southern Moresvah. For the first time, however, both magical citadels belong to the Empire. They provide safe havens for the Northern Eagle and the Black Thorns. There is no answering citadel from the Thule.

The Northern Eagle has fought in Karsk before, so many times. They know the hills and the forests and the soft, boggy marshes. They take refuge in hidden camps and secluded valleys across the western ranges. The Black Thorns, likewise, make little effort to issue forth from the frozen citadels and the safe havens of Kopevnost and Lestazny. Both armies defend Imperial territory, but do not seek to engage the Thule. There are occasional skirmishes between patrols, of course, but no clash of armies. The miners of Morsevah take advantage of what seems to be a lull in the fighting; ten wagons of weapons and armour are delivered without warning to the Northern Eagle along with several dozen new recruits ready to fight for Varushka. Not only do the Varushkans and the Navarr suffer no significant casualties, but the Northern Eagle is actually made stronger ...

Perhaps, if this were anywhere else, it would be time for optimism?

Indeed, the barbarian orcs seem almost ... absent, in a way. They do not advance; wherever possible the avoid encounters with Imperial forces, falling back rather than standing their ground. It is not a rout. The armies are disciplined and organised. Most of the time they fight only to secure their retreat eastward and northward, and when they counterattack they do so quickly and then melt back into the hills and forests. There is little sign of the Thule's magical might. Oh, there are warlocks and spellbinders and sorcerers aplenty - they are still Thule - but of cohorts of elves and the golden citadels there is no sign.

Yet it would be wrong to say there is no conflict in Karsk. The ramshackle allies of the Varushkans - the backwoods folk of Branoc and the northern regions - continue to fight the orc armies. Battle rages around the Broken Hill in particular but without the support of the Imperial armies, the native forces suffer defeat after defeat. Their cautious attempt to drive the Thule out of northern Karsk is disastrous - even though the barbarians are on the defensive. Even with the rivers running with life and healing power, Imperial scouts report significant losses to both the living guerillas and the army of accursed unliving soldiers lead by the chained draughir, and trivial losses among the Thule.

There is one other significant set of casualties in Karsk this spring. As the weeks turn to months, the unliving warriors accompanying the Black Thorns begin to rot. Perhaps the vital energies of the Spring enchantment that cloaks the territory speeds the process, but many Druj and Navarr husks begin to ... blossom. And not in a pleasant way. As the magic that sustains the corpses unravels, fresh life takes root in the shambling dead. Fungus and moss for the most part, but by April it is possible to find the occasional walking dead horror with a snowdrop growing from an empty eye socket. In one's and two's at first, and then in handfuls, the dead return to death. The only warning is a great sigh - then the creature simply drops where it stands. By the Equinox, they are all gone.

In the end, the Empire holds Karsk. No significant territory changes hands. The hills run green, rather than red, for the first time in a long time.

Blood and Stone

Three Imperial armies engage the Druj in ruined Reikos. The Granite Pillar leads the offensive, with the Quiet Step and the Valiant Pegasus spreading out to recruit and relieve what few defenders remain in hiding amidst the shattered chapterhouses. Where they pass, the Highborn cut down the tattered remains that decorate the crosses and stakes along the roads and around the broken chapters. They lay them to rest with what reverence they can muster. It slows their advance a little, but there is no attempt to tell the champions of the Granite Pillar and the Valiant Pegasus that they should leave the bodies of their countryfolk behind.

At least there are few fresh bodies - it is as if the Druj have simply run out of Highborn to murder.

In a way, it is just as well these remains are skeletons rather than flesh. When the Valiant Pegasus arrive, marching from mountainous Spiral to the east, they are accompanied by a thousand flesh-hungry walking corpses. Bloodless husks in tattered Urizen robes shamble alongside the animated cadavers of battered orcs from the Broken Shore, and unidentifiable bodies whose provenance is difficult to determine. The Highborn champions seem less than happy with the cohort of barely-controlled unliving horrors.

As to the Druj, beneath their white toad banner, they are on the defensive ... although this does not stop them trying to make the Empire pay for every inch of ground. There are multiple engagements across the southern territories that, while they end in defeat for the barbarian orcs, still cost the lives of Imperial soldiers.

In the end though, the Druj forces fall back east to their great, dark citadel at High Chalcis. They abandon baggage trains, maim human slaces and sacrifice injured or weary troops - whatever it takes to slow the Imperial advance.

The Empire seizes the ruins of Tabernacle and claims Riverwatch, purging the left-behind Druj ambushers. They push westward into Haros Water, and the devastated remains of Haros town. After three nights of fighting in the broken streets, the Druj fire the remaining buildings to cover their retreat. The broken town burns through the night, like a beacon of sorrow.

Next, the Empire liberates the Vigilant Swan. Once, the lands around the great white granite quarry were a rolling parkland, carefully planted stands of trees expertly placed to conceal the stoneworks and preserve the beauty of the landscape. Now Imperial forces advance through a wasteland dotted with blood-dulled stakes and mass graves. A year under undisputed Druj control has turned it from a carefully maintained source of fine white granite blocks to a twisted open-cast scar in the surface of the earth.

As their last act before withdrawing, the Druj do their best to butcher and cripple the remaining quarry slaves. Only a few dozen survive to be freed by the Imperial forces. The last, vicious fighting here takes place among the bodies of the warm dead and the freshly maimed. Some of the casualties suffered claiming the Swan are from wounds not to the body, but to the spirit - soldiers whose will to fight died behind their eyes when they saw what the Druj had done to their victims.

Which is not to say that the ony wounds are spiritual - the orcs of the white toad banner are Druj, after all. When their weapons are not envenomed, they are coated in filth, or designed with jagged edges to tear flesh and rip through muscle. There is no particular spring magic to spread disease here, but there does not need to be - conditions are ideal for sickness to prosper, and wounds not dealt with by a chirurgeon tend to fester and rot. The Highborn are less vulnerable to these dangerous conditions than the Navarr, due to their peoples' traditions of cleanliness and washing. In this case, he practicality of the Navarr sometimes plays against them, in a way; too many soldiers end up needing a physick because they did not think "a little bit of mud" would harm them.

Progress in reclaiming Reikos remains slow, even after Riverwatch and the Swan are freed. Over everything hangs an almost physical pall of dread and despair. It weighs on the Imperial forces like a dead weight It is in the air, in the water and the soil. It claws at the spirits of the liberators, slowly grinding away every positive emotion and threatening to undermine every virtuous thought. At night, it is so much worse - in the long watches after midnight dark thoughts might overwhelm the strongest mind. It becomes too easy to dwell on the surrounding horror, too easy to imagine the tormented spirits of the dead crying out their anger and despair.

The stars are wrong. It is easy to remind oneself that this is just magic, just a penumbral veil of illusion designed to counter magical scrying. But on clear nights when one looks up to the sky to see dark constellations seen nowhere else it is easier still to imagine that Reikos is a world of its own, an empty tortured world where there is no light and everything, ultimately, will be dragged down into the cold mud and a darkness that never comes. Even the most rational must worry, in the last hour before the eastern sky begins to brighten, that no dawn will come.

Fire and Ice

Winter in the northenmost peaks of the Empire is harsh. Very harsh. The magic of Spring still sings in the water, but in these cold northern peaks that water ... freezes solid. In the lowlands, the lakes of Sermersuaq still burst with life but on the slopes of the Silver Peaks the healing potential of the river of life lies trapped in glittering icicles and frozen streams. Its magic is still potent - once the ice is thawed. The miraculous waters will heal almost any wound short of a fatal blow. Yet there is something a little ... ominous ... about the way its power is trapped by the spreading winter.

As snow flurries wrap the lowlands, a great squat tower of smooth glacial ice and rough black iron appears on the lowest slopes overlooking the Stonefield Ice caves. Two hundred hulking soldiers garrison the walls, with the seemings of eight-foot-tall orcs wrapped in thick furs. They are marked from head to foot with spiralling scars and dull blue tattoos, and their eyes are the vibrant blue of a clear winter sky. Their voices rumble like a tide of snow in distant peaks. Each is armed with a twelve-foot barbed spear of polished bone - and they seem intimately familiar with its use. They are, despite all appearances to the contrary, on the side of the Empire - knights of Cathan Canae drawn from her frozen realm by Imperial magic to help hold the Thule from the foothills. They butcher any barbarian who strays too close to the walls of their fortress without mercy or hesitation.

Their frozen citadel provides a relatively secure base of operation from which to direct the defence of Sermersuaq. Orders go out to take defensive positions, to give the Thule no quarter but to hold ground rather than pursue the foe. The Hounds of Glory chafe a little, but news has recently reached them of the destruction of the distant Spires of Dusk. It brings with it a rumour - just the whisper of a rumour - that the people of Dawn are be about to begin a long-delayed campaign of conquest into the Barrens. There is joking - surely joking? - that the sooner the Thule are pushed back, the sooner the Hounds can return to Drycastle to begin mustering for the invasion!

If the Dawnish are ebullient, the soldiers of the other armies are more sober. The Winter Sun engages in carefully planned assaults against the Thule flanks wherever they advance, taking advantage of the deep snow, the broken gullies and the scrubby forests to strike and retreat. Their strategy is defensive but effective - a few well-placed rockslides and one spectacular avalanche, and they are able to block the easy routes from the upper peaks to the lower peaks at least until the spring thaw comes.

The Fires of the South have withdrawn, but their place is taken by both armies of Wintermark. The Green Shield and the Fist of the Mountains march together - resupplied and eager to return to the fray. They fight side-by-side, eight thousand Winterfolk defending their home against the depredations of the northern barbarians. There are problems, of course - the tensions between the Steinr, the Kallavesi and the Suaq are increasing but for now the generals and the captains are able to keep their armies from flying apart ... but it is getting harder. They channel the increasing frustration of their soldiers into the Thule, and when the barbarians attack they often regret engaging the Winterfolk on their home ground.

Where one army of Freeborn has fallen back, the other forges ahead. Not for them the dubious cover of icy walls and stony barricades. The Red WInd Corsairs fall on the Thule where they are weak, actively intercepting Thule raiding parties wherever they can. Their raids are supported by unliving allies - perhaps a thousand half-frozen corpses of humans and orcs dragged from the gullies of the Silver Peaks, the victims of nearly a year of war. They serve as an unnatural shield for the raiders, taking the brunt of the Thule reprisals while the Freeborn fill their sacks and packs with plunder left behind by the Thule.

There is a little grumbling, a little rumble of discord, from the shieldbrothers and swordsisters of the Wintermark armies, when they hear of the antics of the Red Wind. The opportunistic warthief, the battlefield plunderer - these are not well thought of among the Winterfolk. Sometimes, when they needs must share a billet, a Steinr or a Kallavesi or a Suaq will spit when they pass the Freeborn and mutter "maggots" under their breaths.

Twenty thousand Imperials await the barbarians, give or take. They do not have long to wait.

The horde comes with the snow. Day and night the drums pound. Down from the high passes and up from the Stonefields come the Thule. Their advance is relentless - an overwhelming assault against all Imperial positions.

The orcs do not come alone. As well as packs of ogres, a cohort of eternal soldiers continues to fight alongside them. Tall warriors of the Summer realm, crimson and scarlet against the pale snow and the dark stone. They raise incarnadine standards bearing the golden runes of Tykonus and Feresh. Their captains fight from the backs of great cats, sleekly-muscled golden beasts larger than an ox that move with epic grace across the difficult terrain. Where the orcs and humans struggle through the snow, they seem almost to glide along its surface ... laughing.

The eternal knights are only one of many Thule sorceries. Their warriors fight with preternatural insight, with supernatural coordination, with the raging fervour of the blizzard barely contained within their flesh. They seem to pass messages across great distances, to be able to read the vagaries of the winter weather and the treacherous mountain terrain with unmatched precision. Some engagements are supported by monstrous beasts; dire wolves with oiled hide armour and great blind apes from who-knows-what abyssal caverns beneath the mountains of Otkodov. There are even some encounters with things that cannot be classified with any confidence as creatures of the realms or of the mortal world - creatures combining the worst traits of men and beasts.

The most visible sign appears on the upper peaks on the last day of winter. Three hours after dusk, a great fire runs across the northernmost peak. It grows steadily brighter, until it seems as if the peak itself has caught aflame. Then, just after moonset, it erupts into a flare, churning and blazing and roaring loud enough to be heard in East Floes and Suaq Font. It roars up into the dark night sky, bright as a false sunrise, then explodes.. It bursts into a great sigil against the darkness - two spreading wings, a roaring tossing draconic head, a twisting tail. The echoes send snow cascading down the slopes, wake every restless soldier from their tent. Then it is gone, the only sign a rain of embers that seem to the eyes of the mystically inclined to spell out a rune ... perhaps Queros, perhaps Hirmok, perhaps Mawrig.

Then nothing. An omen, or a sign. A warning, or a promise, perhaps.

At the end of the day, though, nothing seems to come of it immediately. The forces warring over the Silver Peaks remain almost equally matched. While the magic of the Thule counters much of the Empire's strategy, it is likewise true to say that the preparations of the Empire counter the magic of the Thule. The barbarians' absolute commitment to their attack gives them savage strength, but the Empire's defensive tactics prove almost a match for it. it is impossible to point to one advantage on either side that is key - as always when two foes are closely matched, no one factor measures victory or defeat.

And the Empire holds ... holds ... and then is slowly .. slowly ... is pushed back.

An inch, then another. It never becomes a rout, but positions are overrun and soldiers are forced to retreat to lower defences. As the weather breaks and the first shoots of spring are seen beneath the lowland snow, the Thule claim another portion of the Silver Peaks from the defenders. But their come with the painstaking slowness of the glacier, not the overwhelming force of the avalanche.

Many, many people died in the Silver Peaks this winter. More still might have died, if not for valuable intelligence gathered by the heroes of the Empire through the Sentinel Gate. Advance warning of some of the Thule plans allows for troops to withdraw from exposed positions or blunt the force of savage barbarian attacks. But the toll - for both sides - remains considerable in spite of the magic of Spring. Perhaps fifteen-hundred Imperial soldiers die between the first and the last snows of winter. It is difficult to judge how many orcs, beasts and eternal knights die among the Thule, but their incautious strategy suggests that the numbers should be at least equal, probably higher.

The deadlock, more or less, continues.

Hammer and Blade

Holberg sickens. The Winter brings with it a pall of dirty snow. Ice makes muddy battlefields even more treacherous, and for the first time in a decade the Morass freezes solid. There is a pestilential curse in the water, a fecund malaise in the snow. Wounds fester, gangrene is a constant threat. The curse conspired with the numbing cold, the mud, and the filthy weapons of the Druj conspire to kill many soldiers who might otherwise have lived.

Worse still, the Druj have unleashed a second devastating curse across the territory. The trees of Utterlund and Misericorde, and the stunted vegetation of the Morass, have been infused with malignant spirits. There seems to be no rhyme or reason to which plants are affected; a mighty oak, a supple sapling or a twisting vine might all come alive without warning. The only good news is that the plants are drawn to structures and large concentrations of people rather than individuals. The remaining parks in Holmauer are closed, and guarded.

The trees cannot be controlled - they attack without favour both human and orc, both Holberg and Rebeshof. Imperial magicians know a similar ritual, the Thunderous Tread of the Trees - but in keeping perhaps with the nature of the Druj the spirits that infuse the vegetation of Holberg are more sneaky. Days may pass without incident; then a dozen trees launch a crushing attack against a patrol. The trees often pretend to be sessile until targets come within reach, erupting with a terrifying rage. It makes everyone extremely jumpy, to put it mildly.

Unpleasant and unsettling as these effects are however, it is the movement of soldiers that has the greatest impact in Holberg this winter, not magic.

The Wolves of War seem to be everywhere at once. Their numbers are swollen by over sixty companies of elite troops from across the empire. They are also supported by mercenary captains well versed in quick movement and battlefield maneuvering. They suggest several plans that will allow the Imperial forces to envelop or outflank enemy positions. Their strategies are not kind - they are Leaguers one and all, and they have no pity for the Druj in Holberg. General Anke Carsten von Temeschwar would be proud.

The Wolves are supported by three armies of Marchers - the Drakes joining the Strong Reeds and the Bounders shortly after the Solstice to form a twelve-thousand-strong hard core to the Imperial force. Passing through Holfried, many take the opportunity to visit the war memorial there - barren and dark in the depths of winter. The Marchers are grim faced, relentless - fighting across the open plains of Holberg suits their temperament and experience.

The Urizen Citadel Guard join the Imperial force shortly after the first snow, tired by the long march from Varushka and down through Dawn. They come with an escort of Seventh Wave scouts, and set up camp alongside the muddied palanquins of the Golden Sun. It is the magi and sentinels of the Citadel who are able to offer advice on the nature of the twin curses laid across Holberg, and suggest ways they may be dealt with - avoiding the trees, for example, or leading them away from vulnerable groups or into Druj forces.

Shortly after their arrival, a final force appears to join the battle. A contingent consisting of a few thousand mercenaries from the Autumn realm appear with the Dawn a week after the Solstice. According to the scouts, they arrived in a column seven abreast through a regio in Holmauer, with almost machine-like precision. The majority are minotaurs, standing half again as tall as a human or orc, with spreading horns. They are well armed and armoured, and possess a keen appreciation for the Imperial strategy. A little over a third of their number are shorter, quicker - inhabitants of the otherworldy City of Locks.

Their presence is not universally welcomed - and while they immediately align themselves with the Wolves of War and look to the general for orders, their attitude is less than ideal. Arrogant, scheming, cruel ... they are reliable enough but it is clear that they are fighting only for payment. They avoid taking risks, and keep to themselves when they are camping.

All told, at the start of winter, there are thirty-six thousand soldiers in Holberg, mostly camped around the crumbling walls of the fortress at Rebeshof.

The scorpion banner still flies over the battered walls of the orc fortress, but the army within seems in disarray. The rumour among the troops is that the general of Rebeshof was caught outside his defences and slaughtered during the Winter Solstice. Without orders, the orcs try desperately to defend the castle, while their allies desert them. All across Holberg, the Druj are falling back, giving ground, retreating in the face of Imperial aggression. The forces at Rebeshof become increasingly isolated.

After three weeks, the siege breaks. A minor breach caused by League catapults is capitalised on by Urizen sentinels who hold the opening long enough for the Summer Storm and the Bounders to force their way through, widening the gap as they do so. Within an hour, the fighting has moved within the walls. In the face of utter annihilation, the scorpion banner Druj finally pull themselves together and pull out but they have left it nearly too late. Nearly two thousand Druj corpses are accounted for once the fighting ends, the remainder of the once massive army fleeing north and east in disarray.

Rebeshof itself is no more; rubble would be too kind a word for what remains. With the fortress in pieces, its ruins occupied by victorious Imperial forces, it is a simple matter for the Wolves of War and the Seventh Wave to sweep the plains and claim the region for the Empire.

Then on to Ennerlund, with the Imperial orcs setting the pace for a relentless assault. The Druj seem especially afraid of the Summer Storm - this winter the Druj seem to want to put as much space between themselves and the the Imperial orcs as possible. With good reason, it must be said - the Summer Storm slaughters any Druj that comes within reach of their weapon, pressing relentlessly forward against any Druj position, giving no quarter and accepting no surrender.

The Golden Sun, by contrast, move more cautiously. They focus on consolidating the gains the Empire has made in Holberg. Wherever the Druj go they leave behind hidden agents, guerillas - the Dawnish knights ruthlessly hunt them out, scouring each region and securing it against the stealthy malice of the barbarians. It is dirty, thankless work but it makes it extremely difficult for the Druj to outflank or ambush the main force.

There is a battle at Ennerlund, but it is a messy, vicious affair. The Druj under the banners of the crimson lizard and the black snake make forays out of the Morass to the south, leaving deadfalls and traps behind them. They have extensively trapped the flooded ruins of the collapsed Great Pits, making an assessment of the damage done especially difficult. Preliminary reports suggest the entire mineworks has been collapsed ... with the miners still inside. Several hundred dead League citizens, buried alive. The lucky ones were killed in the collapse, the less lucky left to suffocate or starve or die of thirst.

The Druj are quickly overcome, their banners fleeing north into the deep forests of Utterlund and Misericorde. Part of the Imperial force pushes south into the marshes, rooting out the remaining Druj. Some escape south to the dubious safety of the Barrens, but most of those barbarian orcs trying to make a stand in the Morass are slaughtered.

On the edge of the forest, a pitched battle results in major losses to both sides ... but without a doubt the Druj take the worst of it. They are not the cocky, fearsome force that attacked Holberg less than a year ago. They are still deadly, still dangerous, but they seem to be on the verge of routing. It is still wise to be cautious however. The Druj may be retreating now, but they have feigned confusion and weakness before, luring their enemies in until they are ready to spring their trap.

Between curses and the malice of the Druj, there are almost four thousand Imperial troops who will not fight again. The Summer Storm has lost nearly seven hundred orcs, while the other armies have seen somewhere in the region of five hundred soldiers each. The Golden Sun have escaped comparatively lightly - their heavy armour and tactics have cost them "only" four hundred yeomen and nobles. In contrast, nearly *eight thousand* Druj corpses are accounted for - and many of those who died in the Morass in particular are entirely unaccounted for. The brunt of the casualties have been taken by the scorpion banner, who are a shadow of their former strength. If the Druj had not been retreating, or if the Empire had pressed a more aggressive attack, then the casualties on both sides would have been even higher.

The Druj have been dealt a crushing blow in Holberg, one they will find extremely difficult to recover from, but the Empire has by no means escaped unscathed.

When the snow clears and there is time to take stock, the situation in Holberg has changed dramatically. The Empire now holds everything south of the forests of Utterlund and Misericorde, including the shattered pits of Ennerlund. Civil servants supported by scouts and bounders are already picking through the ruins, putting together a report on whether the mines can be re-opened or not - if it possible it is unlikely to be cheap.

The surviving commanders of the Towerjacks hold a closed meeting in the garrison at Holfried, discussing their future. If the Druj really have been driven back, then what remains of the second League army may be ready to leave the walls and take to the field again. They have a long history as excellent engineers, both siege and otherwise; but they have also spent many years abandoned on the eastern borders by a succession if ineffective or actively corrupt Emperors, Senators and Generals. They have not made the results of their meeting public knowledge.

For the first time in thirty years, Holberg is once again part of the Empire. There are inevitable questions about how many League citizens remain in the territory; the lower half of Holberg has collapsed into uninhabitable ruin and thirty years of Druj occupation have stripped much of the countryside of its population. Still, there is cautious rejoicing throughout the League.

But they know from their own history, better than anyone except perhaps the Dawnish, that the disposition of Holberg is very far from a "done deal"

The Future of Holberg

Five regions of Holberg are now Imperial (Holfried, Holmauer, Rebeshof, Ennerlund and the Morass); the Great Pits at Ennerlund have been recovered. The fortress at Rebeshof has been destroyed.

A Senator now needs to raise a motion of Assignment. They need to name the nation they want the territory to go to, but anyone else can contest it and say it should go to someone else. Once the senate makes its decision, it's final - unless (say) the Druj steal the territory back and it then gets liberated again.

Once the Assignment is out of the way, someone in the Senate may want to raise a motion of Allocation for the Great Pits of Ennerlund. They can declare either that the Pits be Imperial (which means they get auctioned annually through the Bourse) or National (which means they get assigned by members of the nation who control a certain resource - the list by nation is here).

Bear in mind that the "National" allocation always means that the resource is controlled by the nation who controls the territory. If Holberg is assigned to the Brass Coast for example, and the Great Pits are allocated as National they are automatically controlled by the Freeborn - you can't allocate the pits Nationally and then name a different nation.

The Senate may wish to delay the vote of allocation until after they receive the civil service report on whether they can be reopened, and how expensive it will be.

The Towerjacks are also mentioned here, but only the League really needs to worry about those. They represent a fairly obvious opportunity for the League, regardless of how Assignment turns out.

Normally at this point I would mention Spoils of War, but it is difficult to confirm whether the list will have been prepared by the civil service in time for the Spring Equinox.

What would it mean if the territory of Holberg ended up Allocated to a nation other than the League? The likelihood is that the remaining League citizens of Holberg would either live in effective exile (suffering a penalty to their resource production as detailed here), or slowly convert to their new national identity with the aid of the egregore, or maybe just move to one of the other cities and start new lives there. The territory would slowly attract a new population from the nation it was assigned to, and within a generation or so the story of how Holberg used to be a League city would just be another part of the history of this oft-contested land.

The rampaging tree situation continues.

Interludes

These represent short pieces of fiction designed to highlight other significant events in the world related to the military campaign. They are mostly just a bit of fun, and include nonplayer characters not player characters. Think of them like a cutaway during a movie.

Owls

There was a light knock at the door.

After a moment the door opened, and a stocky man stepped across the threshold.

As the sentinel crossed the floor to the dais where she was studying, Illuminate Nissea studied his stance and expression. She surmised he did not have good news, on balance. He paused on the third step of the dais and waited for her to acknowledge him. She closed her book and smiled welcomingly.

"I take it you have news?" she asked, quietly. He nodded.

"Has Magister Horace safely left the mountains?"

The sentinel nodded again. His face darkened.

"And the abominations have accompanied him."

"Yes. All accounted for. I lead a patrol myself to ensure there were no stragglers. I still think that it was a questionable decision not to separate out the fallen Urizen from the horde." The sentinel's voice was deep and low.

Illuminate Nissea could sense his carefully contained disapproval.

"It could have been dangerous,"she said, calmly. And we might have made the situation worse. In the absence of the fallen general, I think it was wisest not to risk stretching the Law of Dominance to breaking point. They are outside our borders, now, and no longer our immediate problem. The body is just a vessel, after all."

The sentinel was still not happy, but he did not press any further. He reached into a fold of his robe and withdrew a tightly rolled scroll.

"An ephemeral owl arrived an hour ago, bearing this. I believe it is from one of the scouts down near the plateau, given the method of delivery." He offered it to the Illuminate but she moved her head slightly in a fractional negation.

The sentinel unrolled it, reading swiftly.

"Yes I thought so. It is from that Causus. The local." The sentinel could not quite contain a hint of irritation. With the Black Plateau cleansed of the worst of its malignant influence, more and more of Spiral's "missing" magi were emerging from their spires and sanctuaries. Causus the night magician was one of the most frustrating. Even the best of them were proving ... difficult ... for the residents of Fort Mezudan to get along with.

"He says that there is good news and bad news. The good news is that the Black Plateau continues quiescent. Many of those infected with madness are showing signs of slow recovery and it does indeed seem that Day magic can help in their return to wholeness. The worst sadly are the youngest who have known nothing else. He makes a questionable suggestion about how we might best use them which I will not repeat."

The Illuminate did not ask for details. Many of the local magi, cut off from Urizen for decades, were displaying a callousness that she found disturbing. They would have accepted the use of unliving husks to support Imperial armies without question - and some of them would have suggested ways to make the rituals involved more effective and the abominations created thereby more monstrous.

The sentinel continued reading.

"The bad news is that he has also spotted barbarian scouts in Screed. The Grendel almost certainly know the Plateau is neutralised as well. He suggests we begin preparations."

Illuminate Nissea allowed herself a little sigh. She tilted her head, enquiring if there was more. The sentinel turned the scroll over in his hands reading quickly.

"Nothing else of immediate importance. Some theoretical suggestions about ways to harness the power of the Plateau that even I can tell are a disaster waiting to happen. I think that perhaps he only includes them because he knows I read his reports. What will we do now?"

Illuminate Nissea chose her words carefully. "First, we should ensure everyone knows the important elements of the scout's report. Then we should begin making preparations."

The sentinel nodded.

"You do not think this treaty with the Salt Lords will amount to anything?"

Nissea stared at him for a moment before replying.

"What treaty? Do you mean the suggestion from the Senate that now might not be a good time to raid Grendel shipping? Coming at a time when the law prevents attacks against foreign vessels? How effective do you think that is going to prove, even in the short term?"

"You have a point," the sentinel replied, smiling mirthlessly.

Nissea picked up her quill and a smoothed out a roll of scrollpaper with one delicate webbed hand.

"I will ensure that the Senators and the General are aware of the situation, and send a letter to the Civil Service at Anvil. There are decisions that need to be made, and they are decisions that should be made by people more pivotal than you or I."

A slight smile quirked her thin lips.

"Poor Magister Horace. It appears he may have departed for his homeland just in time to miss the chance to take the fight to the Grendel - one way or another."

The sentinel inclined a fractional bow, turned, and left the Illuminate to her task, closing the door quietly behind him as Nissea began to write.

Wolves

The Kallavesi woman grinned viciously as her vessel closed on her prey. She drew an axe in either hand, with practiced ease, and sent one spinning through the air toward the enemy ship.

"Grapples! Lines! Axes!"she roared. "Time to bloody the waters, to soak the decks, to show those Steinr how the true Winterfolk fight! We are the wolves of the sea! We are the eagles of blood and salt! Leave no orc alive, and their stolen wealth will make us rich!"

An answering roar went up from her marines, three dozen Kallavesi warriors hungry for blood and plunder.

"But what about the Senate? " asked the nervous civil servant clinging to the mast for support. "And the Freeborn - shouldn't you let them know you've found their prey?"

"Damn the Senate!" roared the captain, her eyes glowing behind her wolfhead helm. "If they wanted to stay the axe-hand of the sea wolf they should have passed a law! And damn the Freeborn! They will have their star metal to keep them warm, but the nights in Kallavesa are cold indeed and we have no ilium to keep them at bay. Let us show them how the children of the crows kill orcs!"

She turned then, and ran, and leapt high into the air, one hand outstretched, her axe held high, hurling herself toward the decks of the Grendel ship, and her crew followed close behind her ...

Dawn

As a line of pale illumination flooded across the eastern sky, Jekal hauled himself up onto the rough standing stone with practiced ease. His joints clicked and his bones ached, but he concealed it with practiced ease as he pulled himself erect. He looked out across the sea of faces, judging their mood, waiting for those nearest to notice him. Fifty banners bearing some variant of the red moon of House Ogudai rustled gently in the early morning breeze. Among them stood out banners and standards that looked out of place to his eyes - the banners of the Empire. A large number of rough Wintermark and Marcher standards, with a scattering of Freeborn, Navarr and League.

He was not a tall man. Stocky, his width emphasised by the plated leather and bloodgold armour he wore over a crimson silk tunic. He eschewed a helmet this morning - he wanted to be sure of uninterrupted eye contact with his troops. In a different environment it would have been easy to overlook him completely - just another tired warrior. Not today though. Today he burned from within with a fervour that made him someone to be reckoned with.

Those nearest the stone noticed his present, fell silent, turning their faces toward him. A ripple of awareness spread across the natural amphitheatre, as soldier after soldier - Faraden and Imperial alike - recognised the general and stopped what they were doing.

"It is dawn on the last day!" He said, without preamble.

His voice was deep and confident, low but amplified by the natural properties of this hollow and the efforts of three magicians who stood around the base of the stone on which he stood. Nobody would miss a word of his speech.

"We have come to the edge of hope, to the edge of the world, to make a stand. We have chosen not only to believe in ourselves, but in each other. Today there is not a man or a woman who shall stand alone - not today. Today we face the monsters that are at our door, and we bring the fight to them as never before."

He raked the crowd with his gaze, suddenly pointing out specific banners.

"We do not stand alone. Thirty captains from the east have come here to fight alongside us against the beastmen. Thirty companies, three thousand soldiers of the Empire, come to fight and spill their blood and die alongside us. To drive the beasts from our hills, to push them back into the trees, to send them howling into the abyss from which they will never return.

"Today, they are our brothers and sisters. If they fall, we will avenge them tenfold. War does not alter, but today maybe there is the promise of something new."

He began to speak louder, his voice echoing as the sky turned red behind him. No other sound save the wind among the pennants.

"Today, this red day, we will raise the red moon standard and we will fall upon the invaders like a great wind. We will scatter them like sparrows before the storm. We will fight today so that our children will not have to fight tomorrow. Three thousand Imperial brothers and sisters raise their banners alongside us this morning, raise their banners alongside the banner of House Ogudai, beneath the red sky, in the Roaring Hills.

"Today, we cleanse Tebukan of the blight that spreads from the north. Today is the beginning of the end. We will grind them beneath our boots like worms, like snakes, like the filth they are.

"Today, oh my sons and daughters, oh cousins from the east, we drive the Jot'une from Faraden! Today we shall deal them such a blow that their mewling pups shall be born with the mark of our wrath! Today, we teach them why the hills of Tebukan shall never be theirs!"

He took a deep breath and bellowed, turning his face up towards the sky.

"They have dared to tread the hills of Tebukan! They have dared to spill the blood of Faraden! I am Jekal Swordborn, Lord of the Fifty Banners, scion of House Ogudai! AND I SHALL HAVE VENGEANCE! IN THIS LIFE! OR THE NEXT!"

He drew his great falchion, raising it above his head so that it caught the sun and seemed to catch fire for a moment, before he leapt down from the stone, landing lightly for a man of his age. As soon as his feet hit the ground he was moving, toward the north, toward the Jotun.

The army exploded around and behind him, roaring in answer, drawing their own steel and raising their own weapons, echoing some variant of his challenge in ten thousand ragged voices. The banners rose into the sky, and the army of House Ogudai and three thousand allied Imperial soldiers marched to join the other defenders, marched to war in the rolling hills of Faraden beneath the winter sky.

Dusk

Whispers, and the sound of velvet on velvet, heralded the approach of Grand Ilarch Adonai through the gathering dusk. The scribes kept their eyes on the flagstones and waited for him to address them.

"Well?" His voice was old, but did not quaver, full of authority and the expectation of respect.

"An initial head count suggests an estimated two thousand Imperial troops. We're still evaluating enchantments and the quality of their panoply and should have a better idea in the morning, but the preliminary assessment is that each of them is easily a match for one of the Agema. At the rate discussed, this would amount to at least sixty crystals of mana which is more than we expected but less than we wanted. We can meet the price, but the amount could go up. Until they are settled we can't perform a proper ..."

The Grand Ilarch silenced him with a sharp gesture.

"I am not interested in crystals of mana." He said flatly. "We are stood on the brink of the abyss and you talking to me of sixty crystals of mana? For two thousand troops - trained, skilled, hardened in battle? I am not here to quibble over the payment of mercenaries. If this goes well, if we survive the winter, then we will be well served if they return to their people with tales of the generosity of Ipotavo!

"I am interested in the people who have come here, not their price. Tell me about them."

The first scribe fell silent, twisting one hand in the belt of her heavy robe. The other looked over her wax tablet to refresh her memory.

"Ten Urizen captains, all told. These are a true prize - and an unlooked for gift. They are experienced fighting alongside magicians and they have an excellent reputation for being able to react to the realities of the battlefield and wield their power at a point. It is more than we could have hoped for. We may need to keep an eye on them to ensure nobody accidentally sneaks off to go in search of libraries or catacombs but I am not worried. They understand what it means to be a guest.

"Half a dozen - no, five - five Navarr captains. I suggest we simply leave them to get on with their slaughter. I have circumspectly suggested that Ipotavo is a good deal less concerned about manners than they may be used to in the Empire and if they wish to ... ah ... let themselves off the leash, we would not only not censure them but might in fact welcome such behaviour. We are fighting Druj after all.

"The others are Varushkans and Highborn, two captains each I believe. If I understand the nature of Varushka correctly, I think they will be used to fighting alongside the honoured dead. I am a little worried about the Highborn, but I think that as long as we keep them away from priests or temples there should be no incidents.

"Still ... Imperial troops. I have spoken with the Agema and the Toxetai, and we have reached a compromise with those Tavos Ageli who remain. The sensibilities of the Imperials will be accommodated as best we can given the circumstances. At midnight, the Covenant of the Gatekeepers gather in the chamber above Plaza of Leaden Chains. Everything is prepared, the general has been meditating since last night. Once the enchantment is complete ... "

Adonai nodded, impatiently.

"Yes, yes. With the advice of a thousand years of captains and strategists, General Danica will be best placed to exploit these mercenaries. How do you think the Imperials will react?"

The scribes looked at each other. The male spoke, choosing his words carefully.

"This is likely to be their first exposure to the necromantia ... but we are confident that if they have come this far they must know what they are likely to encounter. They surely have ghosts in the Empire."

He cleared his throat nervously.

"However ... I have suggested discreetly that we have some advisors on hand in case the Highborn start waving bells or aspergilla around. The advantage of the ritual is that once it is in place, once we are all bound to a single intent, it should make it easier for them to understand what is happening. If the Far Seer is with us."

Both scribes touched the metal phylacteries that hung at their belts, almost without thinking. The Grand Ilarch lightly ran his finger along the old, bone-handed knife that hung at his belt. The three shared a moment of reverence.

Adonai broke the silence first.

"That sounds adequate. The Druj will not know what has hit them. I have one last question before you go, however. In your candid opinion will it be enough?"

The scribes exchanged glances. Neither wanted to give the Grand Ilarch bad news. The woman spoke up at last.

"Possibly not. The walls will hold, and we have plenty of mana left but the Druj take every opportunity to circumvent our defences rather than attack them directly. They know how to hurt us - they the steal bodies of the fallen and befoul them. it is no wonder we are seeing desertions. There is still no hope of aid from Issyk, Malykop or Kantor.

" If we had another twenty captains? Then I think we would turn them back. As it stands, unless something unexpected happens we will win and the remaining gates will hold at least until spring. But ... after that ... in the long term ...."

Her voice faltered and she fell silent. Adonai said nothing for a long time. Behind his mask, his eyes were closed. When he spoke it was more to himself than the scribes.

"In the long term, we are all dead. If you cannot avoid death, then you should do whatever it takes to delay it. Another dusk is another dusk."

He sighed and moved away, over to the window, and looked out across the sea of Druj campfires that stretched as far as he could make-out in the thick darkness around the citadel. Ten thousand orcs, give or take; and all the things that they brought with them. Two thousand Imperial troops and the remaining defenders, behind the gates of Ipotavo; against ten thousand orcs.

"It will have to be enough." He said fiercely. "We will have to *make* it enough."

Steak Pies

"What am I looking at?" asked Sir Jory suspiciously.

"It is a pudding of steak and offal, steamed and served with a healthy selection of vegetables and a thick beef gravy."

The Knight glared at the Highborn cook.

"And is this it?"

The cook blinked, nonplussed.

"Well, there is a pudding. A suet pastry sprinkled with currants. raisins and other dried fruit, served in a bowl with a thick custard. Also steamed."

Sir Jory was unimpressed.

"This is what you serve the heroes of the Empire, come victorious from Segura? Steamed meat and steamed fruit? Two courses only? For knights of the Eastern Sky."

The cook took a cautious step back, looking around for support. She found only a sea of Dawnish faces, some of them bandaged, staring stonily back at her.

"We might be able to find a platter of roasted vegetables, and possibly some sort of sweet potato hash ..."

Sir Jory growled.

"It will have to do, I suppose."

He sniffed the bowl of clear liquid.

"Is this water!" he shouted suddenly. "Are you giving us water to drink!"

The Highborn tried to explain that the water was for washing the hands, but the knight was having none of it.

"Wine, damn your eyes! Red and white! We are tired from a long march and Casinea tries to fob us off with water! THIS WILL NOT STAND!"

The cook retreated quickly, keeping her composure by effort of will.

The Dawnish knights waited until the door had swung shut before exploding into laughter. Jessica shook her head disapprovingly as the knight took his seat again. Several of his companions slapped him on the back.

"That was cruel," said Jessica. She thought for a moment. "Although quite funny."

Sir Jory was unabashed. "I am already sick of steamed pastry. And if a Highborn tells me that man eats to live and does not live to eat one more time, there will be trouble."

He sighed. Casinea was tame, and dull. He wanted to be liberating Holberg from the Druj, or battling a Thule beast on a crumbling ledge in the Silver Peaks. Or leading his knights into the Barrens to claim the ruins of the Spires of Dusk.

Jessica patted his hand.

"Cheer up," she said. "What do you think the chances are that the Highborn have wine that is up to our refined Dawnish palates?"

The pair shared a grin that vanished as the door opened and the cook returned with two bottles. Sir Jory stood up again, face like thunder, and started to remonstrate with the cook for bringing only *two* bottles of wine to serve *thirty* Dawnish knights of the Eastern Sky.

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379YE Summer Solstice Announcements by the Advisor on the Vallorn

The Advisor to the Valorn makes the announcement that he intends to use his power of Historical Research: Origins of the Vallorn

Approved by the Advisor on the Vallorn.

Overview

- Historical research concerning this topics has been commissioned through the civil service.

- Actions approved by the Advisor on the Vallorn.

- This action allows no vote, but could be vetoed by the Imperial Synod veto.

Date

- Summer Solstice 379YE

Progress

- Unknown

Campaign Outcome

- Research reports will be compiled and presented to the Advisor on the Vallorn.

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379YE Summer Solstice Announcements by the Crystal Architect

Announcement by the Crystal Architect of his intention to create a Sinceure:

- The Storm Vault, overseen by the Custodian of the Storm Vault, in Zenith

Contents

- 1 Construct the Storm Vault

- 1.1 Overview

- 1.2 Date

- 1.3 Costs

- 1.4 Progress

- 1.5 Campaign Outcome

Construct the Storm Vault

Overview

- The Crystal Architect of the Spires has comissioned construction of a mana sinecure in Proceris.

- When complete, the Storm Vault will automatically create the Imperial title of Custodian of the Storm Vault; this National position will be appointed by unanimous decision of the Urizen senators, and will serve for life or until revoked.

Date

- Summer Solstice 379YE

Costs

- Materials: 10 wains of mithril (Standard cost)

- Time: 3 months to construct per 50 wains of materials used

- Labour: 2 crowns per wain

- Upkeep: None

Progress

- 10 wains of mithril and 20 crowns provided by Tiberius EchoStorm after Summer Solstice 379YE

Campaign Outcome

- The new sinecure will be constructed in Zenith

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=379YE_Summer_Solstice_Announcements_by_the_Crystal_Architect&oldid=40405"

379YE Summer Solstice Conclave sessions

Contents

- 1 Overview

- 2 The Imperial Titles of the Conclave

- 3 Conclave Addresses

- 4 Conclave Declarations

- 5 Conclave Gambits

- 6 Order Strengths

Overview

The following is a summary of Conclave proceedings during the Summer summit of 379YE.

Please note that while the Conclave meetings of the 379YE Summer summit were only scheduled to occur on the Friday and Saturday evenings, an emergency meeting did occur on the Sunday as well. This was due to a disturbance of the Conclave on the Saturday that resulted in the Conclave being evacuated early.

The Imperial Titles of the Conclave

The full list of Imperial Titles held in the Conclave at the end of the Summer Solstice, 379 YE, can be found under 379YE Summer Solstice Imperial titles

The following Imperial Titles were appointed by the Conclave during the Summer Solstice, 379 YE:

- Kyra became the new Grandmaster of the Unfettered Mind

Conclave Addresses

At the Summit, the following addresses were placed on the Conclave agenda.

Day

Speaker

Nature of Address

Fri

Archmage Iulian of Shatterspire

Spiders & other Spring matters

Fri

Archmage Corvus of the Auric Horizon

Summer matters

Fri

Olle Markusson

Interdiction of the Imperial Crown

Fri

Olle Markusson

Divinatory Magic

Fri

Gregor, Circle of Zulgan Tash

Statement regarding an Imperial candidate

Fri

Archmage Mari Linkforge

Secrecy in the Conclave

Fri

Mord Thorntarry

A competition sponsored by the Unfettered Mind

Fri

Olle Markusson

Statement regarding an Imperial candidate

Fri

Tabor the Fool

A question on the value of evangelism to the magical realms

Sat

Archmage Pavel

Matters in the Realm of Night

Sat

Pavel, Archmage of Night

Today's battle, and how we nearly killed a Thule Dragon

Sat

Atte Arrowtongue, Senator of Sermersuaq

On the matter of the Throne

Sat

Lisabetta Giacomi von Holberg

Throne candidacy

Sat

Warmage Vaan

On the war before us

Sat

Baba Ana of the White Flame

On matters about the Volodny Bas Celik and withholding information

Sat

Tychondrius of Urizen

On the potential forming of a new Order

Sat

Archmage Mari Linkforge

Matters in the Realm of Day

Sat

Iago Melfizzi, Bursar

The position of Bursar

Sat

Egil Ironhammer

The use of battle mages and the formation of a college for battle magic

Sat

Sirus Skybreaker

Matters pertaining to the Realm of Winter and Eternals in general

Sat

Bartholl de Rondell

Thanks from the Military Council

Conclave Declarations

The Conclave made the following Declarations:

Day

Speaker

Declaration

Outcome

Fri

Eudaemon of Halcyon, Dean of the Lyceum

Enmity - the Whisper Gallery

FAILED

Fri

Tristram Novarion

Amity - Lashonar

FAILED

Fri

Rosamund Holt

Amity - Gilean, Herald of Llofir

PASSED

Fri

Rosamund Holt

Amity - Mel'Yannah, Herald of Yaw'nagrah

PASSED

Fri

Rosamund Holt

Amity - Kvaasi, Herald of Irra Harah

PASSED

Fri

Jamilich

Concord - That Conclave recognises the sacrifice of Chernobog and the Loyalty and Vigilance of Varushka in defending the Conclave

PASSED

Fri

Nicholas Reaper

Endowment - Eternal Gambit Covenstone

PASSED

Fri

Archmage Mari Linkforge

Neutrality - Leviathan

PASSED

Fri

Kalini

Amity - Mira, Herald of Irra Harah

PASSED

Sat

Iluna d'Lusignan

Reconciliation - The Imperial Crown

FAILED

Sat

Archmage Iulian Shatterspire

Neutrality - Arhallogen

PASSED

Sat

Archmage Sirus Skybreaker

Reconciliation - Quickening Cold Meat

PASSED

Sat

Warmage Vaan

Imperial Lore - Chimes of Annulment

PASSED

Sat

Archmage Mari Linkforge

Amity - Phaleron the Celestial Library

PASSED

Sat

Archmage Maurice de Gauvain

Neutrality - Basileus Kade and his Heralds

PASSED

Sat

Palaphon Ankarien

Concord - Allowing the Grendel access to Spiral would be extremely detrimental to the Empire

PASSED

Sat

Archmage Corvus of the Auric Horizon

Concord - The Conclave apologises to Barien and Cathan Canae about the disruption to the tournament

PASSED

Sat

Provost Octavius

Imperial Lore - The Garden of Teth-Amon

PASSED

Sat

Grandmaster Faustus

Concord - That the Conclave recognise the Loyalty, Wisdom and Courage of all those citizens in the defence and speedy response to the threat of Arhallogen

PASSED

Conclave Gambits

The Conclave made the following Gambits:

Day

Proposer

Intended Use of Resources

Mana

Ilium

Am

BL

Dr

GI

IG

Or

TJ

We

Funded

CA

SP

RS

GP

SL

UM

Indep

Fri

Corvus, Archmage of Summer

Raising a Frozen Citadel

35

-

-

-

-

-

-

-

-

-

YES

5

6

8

6

6

4

-

Fri

Maurice, Archmage of Autumn

1 Drake's Egg to return to the Iron Raptors

-

-

-

-

-

-

-

-

-

-

YES

-

-

-

-

-

-

-

Sat

Mari, Archmage of Day

To cure an army of the Reikos Flux

60

-

-

-

-

-

-

-

-

-

YES

10

-

10

10

10

20

-

Sat

Vaan, Warmage

Military Scrying

56

-

-

-

-

-

-

-

-

-

YES

10

10

10

19

-

7

-

Sat

Sirus, Archmage of Winter

Refund the Saker coven for the unmastered ritual of Winter that completely destroyed the fortress on the battlefield today

80

-

-

-

-

-

-

-

-

-

YES

8

-

20

20

16

16

-

Sat

Iago Melfizzi, Bursar

Bound by Common Cause, final request

-

5

-

-

-

-

-

-

-

-

YES

-

-

-

-

3

2

-

Sat

Iulian, Archmage of Spring

Strategic Magic

57

-

-

-

-

-

-

-

-

-

YES

10

5

8

10

17

7

-

Sat

Pawel, Archmage of Night

Scrying

50

-

-

-

-

-

-

-

-

-

NO

-

-

-

-

-

-

-

Order Strengths

The strengths of the six Orders at the Conclave this summit were as follows:

Order

Friday Strength

Saturday Strength

Total Strength

Sevenfold Path

24

17

41

Rod & Shield

16

18

34

Celestial Arch

9

19

28

Golden Pyramid

28

23

51

Shuttered Lantern

23

25

48

Unfettered Mind

12

28

40

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=379YE_Summer_Solstice_Conclave_sessions&oldid=38485"

379YE Summer Solstice Imperial elections

Contents

- 1 The Imperial Senate

- 2 The Military Council

- 3 The Imperial Synod

- 4 The Imperial Conclave

- 5 The Imperial Bourse

The Imperial Senate

- Senator for Feroz: Liythos i Purjo i Guerra

- Senator for Astolat: Earl Gregoire De Gauvain

- Senator for Weirwater: Valentin Ivarovich Orzel

- Senator for Bastion: Solomon

- Senator for Sarvos: Mirislav

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Miaren: Llewellyn Leafstalker

- Senator for Redoubt: Probus of Shattered Spire

- Senator for Karov: Maximov Strascovich

- Senator for Sermersuaq: Atte

- The Ambassador to the Iron Confederacy is Lukash Biessek von Temeschwar

- The Imperial Consul is Kellua Itsepainen of Wintermark

- The Dean of Pilgrims is Nina of Cantiarch's Hold

- The Custodian of the Claw is Kaylan

- The Keeper of the Tower of the Fall is Elyssiathain

The Military Council

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Starac Sijed Orzel of the Golden Sun

- General Mathayus of the Granite Pillar

- General Irontide Skar of the Summer Storm

- General Nedry of The Cullachs of The Tusks

- General Richard Talbot of the The Drakes

- General Carr Foxden of the Black Thorns

- General Nicassia Avicia of Phoenix Reach of the The Citadel Guard

- General Valentin Brossa of the Army of the Northern Eagle

- General Vanhe Korppi of the Fist of the Mountain

The Imperial Synod

- Cardinal of Courage: Asher of Felix's Watch in Highguard

- Gatekeeper of Courage: Agnieszka Katrinova Prochnost of Varushka

- Cardinal of Wisdom: Agnetha De Rondell of Dawn

- Gatekeeper of Wisdom: Livia Cascade of Urizen

- The Imperial Inquisitor is Severin Teyhard von Holberg of the League

The Imperial Conclave

- Grandmaster of the Order of the Unfettered Mind Kyra of Halcyon Spire

The Imperial Bourse

- The Arratan Gamble is held by Erwillian Mann (400 Thrones)

- The Damation Cliffs are held by Jehramia of the Cenotaph (405 Thrones)

- The Night Quarry is held by Guillermo di Sarvos (370 Thrones)

- The Sutton Stone Quarries are held by Silvio de Tassato (345 Thrones)

- The Granites of Veltsgorsk (Varushka) are held by Zlatimir Prochnost

- The Brilliant Shore (Wintermark) is held by Joakim of Wintermark

- Constanza i Kalamar i Guerra is Mistress of the Glass Parador

- The Operator of Brock's Toll is Robert Shanks

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=379YE_Summer_Solstice_Imperial_elections&oldid=47534"

379YE Summer Solstice Imperial titles

Contents

- 1 The Imperial Senate

- 1.1 The Freeborn senators of The Brass Coast

- 1.2 The senators of Dawn

- 1.3 The senators of Highguard

- 1.4 The senators of The League

- 1.5 The senators of The Marches

- 1.6 The senators of the Navarr

- 1.7 The senators of Urizen

- 1.8 The senators of Varushka

- 1.9 The senators of Wintermark

- 1.10 Other Imperial Senate positions

- 1.11 Sinecures selected by senators

- 2 Other Senate Titles

- 3 The Military Council

- 3.1 The Generals of The Brass Coast

- 3.2 The Generals of Dawn

- 3.3 The Generals of Highguard

- 3.4 The Generals of the Imperial Orcs

- 3.5 The General of The League

- 3.6 The Generals of The Marches

- 3.7 The Generals of Navarr

- 3.8 The General of Urizen

- 3.9 The Generals of Varushka

- 3.10 The Generals of Wintermark

- 3.11 Other Military Council Positions

- 4 The Imperial Synod

- 4.1 Ambition

- 4.2 Courage

- 4.3 Loyalty

- 4.4 Pride

- 4.5 Prosperity

- 4.6 Vigilance

- 4.7 Wisdom

- 4.8 The Way

- 4.9 Other Synod positions

- 5 The Imperial Conclave

- 5.1 Archmagi

- 5.2 Grandmasters of the Orders

- 5.3 Other Imperial Conclave Positions

- 6 The Imperial Bourse

- 6.1 Imperial Bourse Positions

- 6.2 National Bourse Positions

- 6.3 Minor Bourse Titles

- 6.4 Trade Envoys

- 7 Miscellaneous

The Imperial Senate

The Freeborn senators of The Brass Coast

- Senator for Feroz: Liythos i Purjo i Guerra

- Senator for Kahraman: Zamira i Covas i Erigo

- Senator for Madruga: Anwar i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Earl Gregoire De Gauvain

- Senator for Semmerholm Escalados deCarsenere

- Senator for Weirwater: Valentin Ivarovich Orzel

The senators of Highguard

- Senator for Bastion: Solomon

- Senator for Casinea: Zephram of Cantiarch’s Hold

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Holberg: Rossalyn Jordan

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Gant Archama

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Senator for Hercynia: Rhain

- Senator for Miaren: Llewellyn Leafstalker

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Probus of Shattered Spire

- Senator for Zenith: Cato

The senators of Varushka

- Senator for Karsk: Radomir

- Senator for Karov: Maximov Strascovich

- Senator for Miekarova: Dušan Otecovna Zlata

- Senator for Volodmartz: Irina Kardaova Arkady

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

- Senator for Skarsind: Thanmir Hrafn

Other Imperial Senate positions

- The Conscience of the Senate is Lisabetta Giacomi von Holberg

- The Advisor on orc affairs is Irontide Bruc

- The Imperial Master of Works is Richard Tunstall

- The Minister of Historical Research is Ioseph of Phoenix Reach

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Ambassador to Asavea is Camilia di Traviciana di Sarvos

- The Ambassador to Jarm is Owsi Twice-burned

- The Ambassador to the Iron Confederacy is Lukash Biessek von Temeschwar

- The Advisor on the Vallorn is Neb

- The Crystal Architect of the Spires is held by Tiberius Echostorm

- The High Consul is Kellua Itsepainen of Wintermark

Sinecures selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Guardian of Britta's Shrine is held by Ruth of the Cenotaph in Highguard

- The sinecure of Dredgemaster of Feverwater, is held by Corey Brackensong

- The sinecure of the Dean of Pilgrims is held by Nina of Cantiarch's Hold

- The sinecure of Custodian of the Starlight Drift is held by Vulpes of Endsmeet

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Glorious Fountain is held by Tatiana of Auric Horizon

- The Mayor of Caricomare is Aria di Notturno di Sarvos

- The sinecure of Custodian of the Claw is held by Kaylan

- The sinecure of Keeper of the Tower of the Fall is held by Elyssiathain

Other Senate Titles

- The Admiral is Vacant

- The Auditor of Senatorial Accountability is Nadezhda Darva

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Zanterr i Ezmara i Erego of the Fire of the South

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Starac Sijed Orzel of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Jericho of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Morgur Bloodcrow of the Winter Sun

- General Irontide Skar of the Summer Storm

The General of The League

- General Gabriel Barossa of the Wolves of War

The Generals of The Marches

- General Nedry of The Cullachs of The Tusks

- General Richard Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General Brianna of King's Stoke of the bounders

The Generals of Navarr

- General Carr Foxden of the Black Thorns

- General Merryn Farkas of the Quiet step

The General of Urizen

- General Nicassia Avicia of Phoenix Reach of the Citadel Guard

The Generals of Varushka

- General Valentin Brossa of the Army of the Northern Eagle

- General Magnus Anatolyvich Prochnost of the Army of the Golden Axe

The Generals of Wintermark

- General Marius Fjellrevening of the Green Shield Army

- General Vanhe Korppi of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Vaan of Auric Horizon

- The Quartermaster General of the Imperial Armies was Irontide Rad, who died during the Solstice

The Imperial Synod

Ambition

- Cardinal Olek La Maschera Sorridente de Temeshwar of the League

- Gatekeeper Silent John of the Marches

- Virtue Inquisitor Serrusto Caeli Rezia di Tassato of the League

Courage

- Cardinal Asher of Felix's Watch in Highguard

- Gatekeeper Agnieszka Katrinova Prochnost of Varushka

- Virtue Inquisitor Lady Eleanor de Rondell of Dawn

Loyalty

- Cardinal Jared of the Suns of Couros, Highguard

- Gatekeeper Anna-Valeria Cascade of Urizen

- Virtue Inquisitor Julius Cavita of the League

Pride

- Cardinal Ozren de Orzel of Dawn

- Gatekeeper Lady Josephine Novarion of Dawn

- Virtue Inquisitor Ephreal of Highguard

Prosperity

- Cardinal Edythe Dunne of Wintermark

- Gatekeeper Wilhemina Maryenkovich Poltova of Varushka

- Virtue Inquisitor to be confirmed

Vigilance

- Cardinal Silas of the Suns of Couros, Highguard

- Gatekeeper Aarne Ceorling of Wintermark

- Virtue Inquisitor Irada von Temeschwar of the League

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper Livia Cascade of Urizen

- Virtue Inquisitor Ana-Marina Ferreira da Mestra of the League

The Way

- Cardinal Beodun Snowlock of Wintermark

- Conscience of the Senate - Lisabetta Giacomi von Holberg of the League

- Virtue Inquisitor Yarrick Ursan of Wintermark

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Auditor of Senatorial Accountability is held by Sargon of Felix's Watch, Highguard

- The post of Imperial Inquisitor is held by Severin Teyhard von Holberg of the League

- The post of Custodian of the Imperial War Memorial is held by Ira of Felix's Watch, Highguard

- The post of Imperial Chaplain Consular is held by Hywel Summercrow of Navarr

The Imperial Conclave

Archmagi

- Iulian Shatterspire is Archmage of Spring

- Corvus of Auric Horizon is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Syrus Skybreaker is Archmage of Winter

- Mari Linkforge is Archmage of Day

- Pavel is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Marius Auricspire

- Grandmaster of the Order of the Golden Pyramid Faustus

- Grandmaster of the Order of the Rod and Shield Raewynn Stormwise

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard

- Grandmaster of the Order of the Shuttered Lantern Dimitri Ivanovich Ionescu of Varushka

- Grandmaster of the Order of the Unfettered Mind Kyra of Halcyon Spire

Other Imperial Conclave Positions

- Eudaemon of Halcyon serves as Dean of the Lyceum

- Iago Melfizzi of the League serves as Bursar of the Conclave

- Cyrus, son of Felix of Highguard serves as Imperial Magus

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Erwillian Mann (400 Thrones)

- The Brilliant Star is held by Tobias Shanks (240 Thrones)

- The Canterspire Circle is held by Falko of the Butchers Bank (265 Thrones)

- The Damation Cliffs are held by Jeremiah of the Cenotaph (405 Thrones)

- The Fortress of Salt is held by Lorenzo “La Volpe” Macelliao von Temeschwar (305 Thrones)

- The Golden Trees of Seren are held by Reznik von Temeshwar (303 Thrones)

- The Great Mine of Briante is held by Feran (215 Thrones)

- The Heartwood of the Great Vale is held by Horsa Tyrshalt (310 Thrones)

- The Hunt of Alderei the Fair is held by Asael of Cantiarch's Hold (200 Thrones)

- The Night Quarry is held by Guillermo di Sarvos (370 Thrones)

- The Scorrero Nets are held by Douggie the Wood

- The Singing Caves are held by Ricardo Almieda Desmondo di Tasatto (400 Thrones)

- The Sutton Stone Quarries are held by Silvio de Tassato (345 Thrones)

- The Syrene's Wisdom is held by Kendrick Tyke

- The Weirwater Vales are held by Landon of Longridge (280 Thrones)

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund were held by the Druj but require repairing before allocation now Holberg is once again an Imperial territory.

National Bourse Positions

- The The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa

- The Master of the Imperial Mint (League) is Fererro

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Kul

- The Legacy (Urizen) is held by Sibella

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Zlatimir Prochnost

- The The Stonefield Ice Caves (Wintermark) is held by Ogmundr Kaldrheim

- The Brilliant Shore (Wintermark) is held by J. Sussivari

Minor Bourse Titles

- Hamnett of Gallowdale is Bailiff of the Grand Market

- Jaoquin i Shartha i i Riqueza is Dhomiro of the Cinnabar Hills

- Constanza i Kalamar i Guerra is Mistress of the Glass Parador

- Dieter Angelovic is the Custodian of the Assayer's Guild

- Bayan Zayden Riqueza is the Vizier of the Incarnadine Satchel

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

Trade Envoys

- Foreign Trade Envoy to the Principalities of Jarm is Owsi Twice-burned

- Foreign Trade Envoy to Faraden is Roberto Murdochi di Sarvos

- Foreign Trade Envoy to the Asavean Archipelago is Adrianna Donati di Sarvos

- Foreign Trade Envoy to the Commonwealth is Jonah Yakovitch

- Foreign Trade Envoy to the Sumaah Republic is Aedred apMagor of Wintermark.

- Foreign Trade Envoy to the Axos is Valimar Clarev Parakgoosier Bashnya.

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=379YE_Summer_Solstice_Imperial_titles&oldid=60184"

379YE Summer Solstice Senate sessions

Overview

- Imperial treasury during this season announced by the Civil Service at TBC.

- The following has been donated to the Imperial treasury:

Motions

Passed

- Abrogate Jotun ceasefire Info needed

- Accept Lasambrian treaty

- Accept Thule peace treaty

- Appoint Asavean ambassador Info needed

- Appoint Dean of Pilgrims

- Assign funds to protect historical researchers

- Construct apothecary clearing house in Tassato Info needed

- Construct College of Summer Magic

- Construct Commonwealth embassy Info needed

- Construct Garden of Falling Snow

- Create Inquisitorial Court

- Create title of High Consul

- Disburse funds for Dawnish army

- Disburse funds for strategic rituals

- Disburse funds for Summer college

- Disburse funds to militia

- Disburse Funds to the Quartermaster General

- Employ Civil Service to observe Fleets

- Grant permission to contact Jotun

- Raise Towerjacks army

Vetoed

- The Imperial Synod did not employ their veto.

Withdrawn

- Accept Iron Confederacy treaty

- Appoint Throne

- Disburse funds to raise Towerjacks

Defeated

- Abrogate Trade Envoys

- Accept Grendel peace treaty

- Accept Barrens peace treaty

- Accept Druj peace treaty

- Create title of Imperial Harbourmaster

Announcements

- Announcements by the Quartermaster General

- Announcements by the Minister for Historical Research

- Announcements by the Crystal Architect

- Announcements by the Advisor on the Vallorn

- Announcements by the Imperial Master of Works

Administrative Motions Arising

- Approve constitutional amendments to the motion to create the title of Imperial Consul

- Approve constitutional amendments to the motion to amend Dredgemaster of Feverwater.

- Approve constitutional amendments to the motion to construct Printer's Guild Museum of Wonders

- Seeking clarification regarding the Trade envoys to Jarm and Asavea

- With the appointment of ambassadors, should these titles be abrograted?

Necessary Details Missing

- Where is the Sumaah embassy to be built?

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379YE Summer Solstice Synod judgments

Contents

- 1 The Imperial Titles of the Synod

- 1.1 Other Synod-Appointed Titles

- 2 Appointments

- 2.1 Appointment of the Cardinal of Courage

- 2.2 Appointment of the Cardinal of Wisdom

- 2.3 Appointment of the Imperial Inquisitor

- 3 Synod Judgments

- 4 Statements of Principle

- 5 Synod Funds

- 6 Visionaries

The Imperial Titles of the Synod

At the end of the Summer Solstice, 379 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Ambition

Bishop Olek of the League

Seraiah Armand of the Suns of Couros, Highguard

Courage

Asher of Felix's Watch in Highguard

Agnieszka Katrinova Prochnost of Varushka

Loyalty

Jared of the Suns of Courous, Highguard

Oberon Caeli Rezia di Tassato of the League

Pride

Elka Nadyanova Gremani of Varushka

Lady Josephine Novarion of Dawn

Prosperity

Edythe Dunne of Wintermark

Wilhemina Maryenkovich Poltova of Varushka

Vigilance

Silas of the Suns of Couros, Highguard

Nikolovich Drakov of Varushka

Wisdom

Agnetha De Rondell of Dawn

Livia Cascade of Urizen

The Way

Beodun Snowlock of Wintermark

Lisabetta Giacomi von Holberg of the League

Other Synod-Appointed Titles

Title

Held By

Appointed By

Renews

High Exorcist

Solas of Urizen

Assembly of Nine

Winter Solstice

Auditor of Senatorial Accountability

Sargon of Felix's Watch, Highguard

Assembly of Nine

Until death, revocation or abdication

Imperial Inquisitor

Severin Teyhard von Holberg of the League

Assembly of Nine

Summer Solstice

Custodian of the Imperial War Memorial

Ira of Felix's Watch, Highguard

Assembly of Nine

Sinecure; until death, revocation or abdication

Imperial Chaplain Consular

Hywel Summercrow, Navarr

Cardinal of The Way

Spring Equinox

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Appointment of the Cardinal of Courage

Candidate

Votes Received

Outcome

Asher of Highguard

70 votes

Appointed as Cardinal

Esphelo of the League

60 votes

-

Cardinal Asher retained Agnieszka Katrinova Prochnost of Varushka as Gatekeeper

-

-

Appointment of the Cardinal of Wisdom

Candidate

Votes Received

Outcome

Agnetha of Dawn

84 votes

Appointed as Cardinal

Palladius of Urizen

30 votes

-

Ana-Marina of the League

10 votes

-

Benedict of the League

0 votes

-

Cardinal Agnetha retained Livia Cascade as Gatekeeper

-

-

Appointment of the Imperial Inquisitor

Candidate

Votes Received

Outcome

Severin of the League

5 votes

Appointed as Imperial Inquisitor

Yarrick Ursan of Wintermark

2 votes

-

Arkady of Varushka

1 votes

-

Synod Judgments

At the Summit, the following judgments were made by the Assemblies of the Synod:

Number

Assembly

Judgment

Raised By

Outcome

1

Courage

Appointment of the Cardinal

The Civil Service

Asher of Highguard was reappointed

2

Wisdom

Appointment of the Cardinal

The Civil Service

Agnetha of Dawn was reappointed

3

The Nine

Appointment of the Imperial Inquisitor

The Civil Service

Severin of the League was reappointed

4

General

Veto of the Senate motion importing white granite from the Asavean Archipelago.

Hector de Rondell

Withdrawn by raising priest 150 - 42

6

General

Inquisition of Rossalyn Jordan, the senator for Holberg. She has proposed to the Senate a motion to build a dock to receive white granite at a low cost, knowing it to be quarried and transported by slaves and sold to the Empire. We question the Virtue of her decision. We nominate 8pm on Saturday at the Hub. All are welcome who have Right of Witness.

Hembeneth NightHaven

Upheld 472 - 70

7

Wintermark

Veto the Senate motion to relinquish Skarsind. (Note: The Senate motion specified that the Wintermark National Assembly could veto this motion.)

Ylmiska Ferbow

Not upheld 10 - 114

8

Loyalty

Recognition of Cora Holdfast as an Exemplar of Loyalty.

Cerwynn Brackensong

Upheld 160 - 0 Greater Majority achieved

8E

General

Escalation of recognition of Cora Holdfast as an Exemplar of Loyalty.

Cerwynn Brackensong

Upheld 426 - 32

9

Highguard

Revocation of Senator Adamah of Necropolis for being drunk in the Senate last summit.

Asher of Felix's Watch

Not upheld 180 - 202

10

Navarr

Inquisition of Darmac for his lack of Wisdom in his actions after a joint trip to Varushka during the Spring Equinox. It involved the destruction of a potentially valuable artefact. Inquisition to happen at Autumn Equinox.

Ranulf the Wanderer

Upheld 40 - 0

11

General

Rewarding of 40 Thrones to Hywel Summercrow on behalf of Assembly of Nine to fund the construction of an embassy to the Sumaah Republic, in accordance with a Senate motion passed at the Spring Equinox.

Hywel Summercrow

Upheld 602 - 32

12

The Nine

Inquisition of Lisabetta Giacomi von Holberg to assess her virtuous worth as a candidate for the Throne.

Beodun Snowlock

Upheld 3 - 0

13

General

Condemnation of Lady Barkhart for blasphemy as she has been promoting the False Virtue of Freedom and calling for the return of the False Exemplar of Freedom, Mikkal. In doing this she is also burning mana sites.

Rodric Dieter

Upheld 572 - 10

14

General

Recognition of Ratibor of Temeschwar as a truly virtuous man and Exemplar of Ambition. Escalation from Spring Equinox.

Regina Caeli

Upheld 226 - 166 .

16

Wisdom

Recognition of Mani of the Scions of Atun as an Exemplar of Wisdom. Mani gave us liao, a cornerstone of our faith.

Edward Watcher

Upheld 136 - 10 Greater Majority achieved

16E

General

Escalation of recognition of Mani of the Scions of Atun as an Exemplar of Wisdom

Ed Watcher

Upheld 232 - 28

18

General

Change of Doctrine with the addition of The Doctrine of Liao Ceremonies. "Some humans can consume liao and perform ceremonies in order to create auras. These auras change the perception or behaviour of humans and orcs. Priests of The Way create auras which reflect the Virtue that they are dedicated to, though some practitioners of False Virtues can create malign auras reflecting their False Virtue. Ceremonies can also be used to remove curses and malign spiritual auras, and the rite of exorcism is most commonly used to perform this task."

Noah of Cantiarch's Hold

Not Upheld 194 - 152 Greater Majority not achieved.

20

General

Rewarding of 20 thrones to the Order of the Shuttered Lantern as recompense for their vigilant acts in scrying military zones and enemy territory to support the Imperial armies, and I support the further use of such rituals in the future.

Serrusto

Upheld 154 - 56 but nothing remained in Virtue Fund when this judgment passed.

21

General

Rewarding of 5 thrones to Heilyn Linkforge of Bronwen's Rest in recognition of his efforts in arranging the Wand and Blade tournament. This reward will allow him to continue to teach our warriors lessons of skill and Virtue for a full year.

Marcus Drommond

Not upheld 84 - 118

23

General

Rewarding of 5 Thrones for the payment of informants for Courage inquisitorial duties.

Lady Eleanor de Rondell

Not upheld 68 - 74

24

The Way

Inquisition of Parsi i Ezmara i Erigo who has been negligent in his parental duties and so directly led to the loss of an imperial soul to Murit, Eternal of Night. Inquisition to occur 2pm Sunday.

Lucifaro Figlio del Mattino

Upheld 104 - 0

29

Imperial Orc

Inquisition of Stormcrow Gogg, military adjutant, in order to address accusations of disloyalty and lack of Wisdom in taking charge in battles and skirmishes past.

Chaplain Atla

Not upheld 0 - 20

Statements of Principle

The Imperial Synod made the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

4

General

To declare the exorcism of the Great Pits of Ennerlund in Holberg, and I name Ozren de Orzel of Dawn as the exorcist.

Niccolo dos Tassatos

Upheld 706 - 70

15

General

The Synod endorses the following qualities of an exemplary throne, as determined by the children of the Academy. 1 - Citizen of the Empire, 2 - Support of 2/3rds of the Senate, 3 - Good Listener; understands what people mean, 4 - Logical Mind, 5 - Very, very wise, 6 - Not Greedy, 7 - Willing to do the job, 8- Aged 10+, 9 - Must love all Imperial Citizens, 10- Must account for the whole Empire in their decisions.

Benedict Pacelli Von Holberg

Upheld 254 - 188

17

Urizen

The Urizen national assembly would not find it unvirtuous if Imperial authorities endanger or sacrifice the lives of those children currently held hostage by the Grendel if the measure doing so will save more Imperial lives of any age.

Tarquinius

Upheld 60 - 10

19

Nine

The Assembly of Nine support the creation of the Inquisitorial Court as described in the since named Senate motion.

Silas

Upheld 8 - 0

22

Prosperity

The Assembly of Prosperity support the construction of a missionary structure in Segura to preach Prosperity and sell priestly services to any visiting traders.

Soratio

Upheld 88 - 0

25

General

The inquisition of Axehind in regards to the death of General Tyrus was not only incomplete but relied heavily on highly biased half-truths. It should be considered "open" until an actual inquisition can be completed.

Sivar

Upheld 150 - 138

26

General

An inquisition is to decide on matters of virtue, of that which is unvirtuous or lacking in virtue, not of criminal guilt or innocence. That is for the militia and magistrates to decide.

Irada Von Temeschwar

Upheld 340 - 42

27

General

Rossalyn Jordan, senator for Holberg has said she is "willing to do anything in [her] power to end slavery in Asavea" We the Synod support her her goal.

Arkady Maryankovich Zverokaz

Upheld 214 - 30

28

Imperial Orc

Virtue guides the souls of orcs over the Howling Abyss.

Gik

Upheld 20 - 0

30

Highguard

Following the personal testimony of Empress Britta, we believe that the grave goods and body of Britta needs to be re-united in Wintermark so that her soul can return to the Labyrinth.

Naomi

Upheld 320 - 60

31

The Nine

The Assembly of Nine wish the Silent Bell to investigate the labyrinth spirit called the Eater of Hope.

Jared

Upheld 5 - 0

The Imperial Synod upheld all Statements of Principle raised at the Summer Solstice, 379 YE.

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

0 Thrones / 0 Crowns / 0 Rings

Income

40 Thrones

The price paid in the Bourse Auction for the dose of True Liao

1 Crown

Donation as a result of fine.

1 Throne / 5 Crowns

Donation returned by Hywel Summercrow.

Rewards

40 Thrones

Rewarding made to Hywel Summercrow to fund the construction of an embassy to the Sumaah Republic.

Closing Value

1 Throne / 6 Crowns / 0 Rings

The Civil Service understands that Hywel Summercrow passed on funds to Serrusto in recognition of the passing of judgment 20 calling for the rewarding of the Shuttered Lantern. At the time the judgment passed the Virtue Fund was empty.

Visionaries

The following individuals received visions of their past lives:

- Igraine Novarion, Dawn

- Eriktho Auricspire, Urizen

- Gabriel Barossa, the League

- Yael of Felix's Watch, Highguard

- Marad of House Ogudai, Faraden

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=379YE_Summer_Solstice_Synod_judgments&oldid=51850"

379YE Summer Solstice winds of fortune

Contents

- 1 Overview

- 1.1 Bloody Murder

- 1.2 Blue Seas, White Stone

- 1.3 Calling the Drottningbjotha

- 1.4 Crossroads

- 1.5 Golden Sails

- 1.6 Green and Pleasant Lands

- 1.7 Little Boats

- 1.8 Lonely, Dark and Deep

- 1.9 News from the North

- 1.10 Promises to Keep

- 1.11 Reikos Flux

- 1.12 Shadow in the West

- 1.13 Sing a Sad Song

- 1.14 Strange Allies

- 1.15 Trade Winds

- 1.16 Unmade Trove

- 1.17 Unquiet Dead

- 1.18 Unwelcome Guest

- 1.19 Wolf in Summer

Overview

Over the past three months, several events have occurred which are of significance to the Empire and may require a response from her champions. You can also read about the progress of the Empire's military campaigns here.

Bloody Murder

In the months leading up to the Summer Solstice, four civil servants were murdered. You can learn more about this event here.

Blue Seas, White Stone

The powerful Tarquinius family of the Asavean Archipelago, in conjunction with the trade advisor to the Plenum, have sent an emissary to attend anvil during the Summer summit - and their arrival has caused some controversy. You can learn more about this event here.

Calling the Drottningbjotha

Hirak the Huntsmaster, herald of Cathan Canae, has announced the Drottningbjotha at Anvil - a contest of champions not just from the Empire but from lands both nearby and distant. You can learn more about this event here.

Crossroads

There is a tide in magic that speaks of momentous choices. You can learn about this "conjunction" here.

Golden Sails

A major Grendel navy has dropped anchor off the southern coast of Feroz. Apparently it is serving purely as the escort for a diplomat intending to negotiate at Anvil ... but the threat of potential violence is palpable. You can learn about this event here.

Green and Pleasant Lands

A group of orcs out of the Barrens have suddenly appeared in the Navarr territory of Brocéliande. They appear to be on their way to anvil. You can learn more about this event here.

Little Boats

A diplomatic delegation of Druj orc is on their way to Anvil under the protection of the law. You can learn more about this event here.

Lonely, Dark and Deep

The vallorn of Brocéliande stirs fitfully, thrasing in response to tighter trods and Druj meddling. You can learn more about this event here.

News from the North

The people of Wintermark have been dealing with a number of curses and blessings. You can learn more about these events here.

Promises to Keep

A diplomatic delegation of Thule orcs has come down from frozen Otkodov, to parley with the Empire - and with the Varushkans in particular. You can learn more about this event here.

Reikos Flux

Sickness has struck Reikos, and has spread through both the armies and the remaining Highborn population. You can learn more about this event here

Shadow in the West

The Jotun are about to launch a series of punitive raids across the western border into the Empire focusing on territories in the Marches, the League, and Wintermark. You can learn more about his event here.

Sing a Sad Song

Heralds of the eternal Lashonar the loquacious have mobbed the Golden Sun, bringing with them an infectious and intoxicating ballad that is having unlooked for effect on the soldiers of Dawn. Left unchecked, the situation is likely to escalate. You can learn more about this event here.

Strange Allies

The Lasambrian Hills are invaded - twice. They are sending a delegation to Anvil - but so are the Iron Confederacy, and the Jotun have left little doubt that interference with their conquest of the northern hills will end the existing peace. You can learn more about this event here.

Trade Winds

Imperial fleets have encountered unexpected problems when travelling to foreign ports. You can learn more about these events here.

Unmade Trove

A Torchbearer and her companion find a treasure with massive implications under a shattered tower in Redoubt. You can learn more about this event here.

Unquiet Dead

The Druj, even in retreat, continue to taunt the Empire. The slaughter of their slaves - first at the Great Pits of Ennerlund and then at the Vigilant Swan has given rise to scores of angry, terrified, hate-filled ghosts who haunt the mine and the quarry preventing all progress on reopening these Imperial Bourse resources. You can learn more about his event here.

Unwelcome Guest

The Seventh Wave engage twisted spring horrors in Casinea. You can learn about this event here.

Wolf in Summer

All four of the League cities have been struck by curses that have a deleterious effect on magicians and mana sources. You can learn more about this event here.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=379YE_Summer_Solstice_winds_of_fortune&oldid=41650"

379YE Summer Solstice winds of war

Contents

- 1 Overview

- 2 Uneasy Peace

- 3 Hard Rain Falling

- 4 Gralm and Ull

- 5 The Liberation of Holberg

- 6 Curse the Darkness

Overview

The Imperial military campaigns seem - with one obvious exception - to be going well. Karsk remains an Imperial territory; the Thule and the Imperial forces continue watch each other carefully but there are no significant engagements.

In Reikos, Imperial forces have largely become bogged down in Haros, but they are making some progress. The Druj for their part have retreated behind the walls of their massive citadel at what was once High Chalcis, and most engagements are with ambushers or wicked curses.

The deadlock in Sermersuaq has shifted slightly. The Empire has recaptured a little ground from the Thule, but there is still a long way to go and the death toll continues to rise.

The campaign in the forests of Holberg has ended with the Druj being driven back across the river into the Mallum. The malignant spirits possessing trees continue to cause chaos and destruction, but for now the League territory has been liberated. The remaining Druj are little more than bandits.

A significant force of elite Imperial troops remain engaged in campaigns outside the borders of the Empire; some fifty companies fight the Druj in distant Axos, seeking to end the siege of Ipotavo. It remains to be seen what effect this will have.

Finally... the Grendel have finally made their move. A major naval assault accompanied by lightning raids against Ossuary has cost the Urizen control of the Legacy. It appears that the southern barbarians are intent on capturing the entire territory.

Uneasy Peace

The sun is bright, but the ice is slippery, as they say in Korotny.

A strained "peace" continues in Karsk. The Northern Eagle and the Black Thorns maintain their positions; the forces loyal to the sovereign of Branoc gather around the great hill there, but maintain a careful distance from the Thule occupation force. The army of unliving, accused troops under Varushkan control fade into the hills of Nitrost, unseen except for the occasional glimpse on nights of the new moon.

The citadel of ice and bone in Nitros remains, unmelting, as Spring turns to Summer. The grim heralds who garrison their walls chafe under their enforced inaction, but the Thule do not come. A twisted fortress of trees and ivy winds itself together in Lestazny, to keep close watch for rumours of unwholesome activity in the south. The supernatural vitality that has surged through the waterways of Karsk has faded away; the last remnants of its touch visible only in what promises to be a bumper crop for the Varushkan farms after years of poor yields in a warzone.

Across the no-man's-land between the western regions under Imperial control, and the eastern regions dominated by the orcs there are occasional minor engagements between scouts or patrols, but nothing comes of them. In Kosti and Veresk, things seem almost to be back to normal. There is some talk of a joint venture between the younger members of the two vales to start a new settlement in Lestasny, and put the shame of Isember into the past where it belongs.

Wagons of mithril, escorted by warriors from the Malinov, Sloev and Pravin families of Moresvah wend north to deliver military supplies and more volunteers to the Northern Eagle. This will be the final such delivery - a year has passed since the Imperial heroes resolved the issue with the Three Sisters and the Thule invaders. They are grateful, but it is time to focus on their own concerns again. Now that Karsk is liberated - or at least the parts of Karsk that the three families care about.

Another caravan wends north and west, this time from the Imperial warehouses at Vorota. It is laden with wains of mithril, a gift from the Varushkan people to their allies in Karsk. A contingent of fur-and-leather clad men and women meet it at the eastern "border" of the northern hills. There is a guarded welcome, a temporary camp with a rough wooden palisade is set up and sealed against the night. The hillsfolk of Branoc and the hillsfolk of Nitrost share an evening of hospitality before the people of the Broken Hill take the wagons the rest of the way, back to their secluded vales.

The Thule ... are silent. There is rumour of delegation coming down out of the peaks, but there is no sign that their forces here are any less alert than they were last season.

As to the rumours of an army of rampaging husks and disembodied spirits in the woods south-western Lestaznic forests ... they seem to have come to nothing. Nothing more has been heard. It seems that the problem has completely resolved itself without Imperial intervention.

Karsk slumbers.

Hard Rain Falling

Reikos never changes, not any more. Life changes, death ... death is the end of change.

The main forces of the Stone Toad withdraw into their great citadel in the east, into Urith Barath, which the Empire called High Chalcis. They seal their gates, and they set siege engines of vicious cruelty on the walls. There they wait for the Empire to come to them.

They have mostly abandoned the rest of Reikos to the Empire ... but actually reclaiming the territory for the Empire is no less challenging. Traps and guerilla ambushers are only the half of it. The Druj have poisoned wells, and in some places entire sections of previously fertile land are sour and sickly. In one farmstead outside Haros, a malignant curse awaits Navarr scouts that inflicts madness and mind-clenching terror. In another, the walls of an entire chapter were so infused with suffering and grief that it required the assistance of multiple guides and Highborn priests to enable the soldiers to enter and search for waiting Druj. Then there is the matter of the tormented ghosts of the Vigilant Swan, who resist all efforts to reopen the white granite quarry.

After a while, the stake-lined pits and night-time attacks are seen as preferable to the ... other things ...

The main impediment to gaining ground in Reikos remains the miasma of dread that infuses the very air itself. It is omnipresent, a pall of despair that saps the will to fight - and in some cases the will to live. It grinds away every positive emotion, and even threatens virtuous thought. At night, the nightmares come - spun from the minds of the sleeping soldiers, from their personal fears, and from their private grief. One Highborn magister comments that it is as if the three armies - the Granite Pillar, the Quiet Step and the Valiant Pegasus - are somehow outside the world. The Empire seems impossibly distant - it is easy to forget sometimes that joy and love exist in the world at all. The priests of both Highguard and Navarr are hard-pressed to keep the spectre of dread under control so that the armies can keep pressing forward.

While the Valiant Pegasus and the Granite Pillar push forward into Haros Water, the Navarr are more cautious. In the end, and after a season of fighting concentrated around the southern regions, the Empire has made little progress. Still, while there are plenty of little skirmishes, most interaction with the Druj involves finding their (invariably trapped and despoiled) abandoned positions and baggage trains. As a consequence there are few significant casualties among the Imperial forces.

Scant consolation, perhaps.

The slow trudge forward becomes much worse, however, in the final fortnight before the Summer Solstice. Out of nowhere, heavy black clouds race across the whole of Reikos, born in a tumultuous gyre above the walls of Urith ... of High Chalcis. Thunder roars, lightning flashes ... within minutes everyone and everything is soaked to the skin. The thick mud becomes almost liquid underfoot, every ditch and pothole begins to fill with dirty water. The oxen pulling the Imperial baggage trains panic, overturning wagons and breaking wheels, and crushing one poor drover to death in their panic. Visibility drops, speaking to someone further away than arm's length becomes next to impossible.

Ten minutes after the thunderous deluge begins, it becomes even worse. The clouds lighten, tinged with a sickly sunset crimson. The rain turns the colour of blood - after only a short time, it seems like every soldier is drenched in gore, as if they have waded through a slaughterhouse. Some of the soldiers in the Quiet Step and the Valiant Pegasus begin to panic - the world itself seems to be coming to and end ...

... but after a few more minutes, the blood-rain ceases. The torrential downpour continues but soon washes away the crimson taint.

The magisters and the vates mutter and grumble. Rituals are preformed. Divinations sought. The rain continues, day and night, with barely a few hours irregular respite during which the air is filled with midges and flies. Those who have fought in Holberg recognise the sickening taste in the air - the taste of water infested with corrupted Spring magic. The unliving husks accompanying the Valiant Pegasus - their orc bodies and human corpses increasingly indistinguishable - begin to rot .. but the magic of Winter that infuses them means the rot does not progress far. Instead, they just begin to *stink*.

The rivers are running red, with defilement. And, everywhere, they begin to rise as the rain continues.

And then ... then, people begin to fall sick ...

... very sick.

Gralm and Ull

The Thule launch an overwhelming assault against Imperial positions the week after the Spring Equinox. Their warbeasts lead the fray, under the fluttering banners of the ice hound. Well over twenty-thousand orcs attack the Imperial forces, trying to claim the last areas of the Silver Peaks they do not already control. Their forces are heavily supported by Thule battle-magic. Their warbeasts, their twisted dire creatures, and the orcs who fight alongside them burn with a berserk rage that urges them to inflict terrible casualties - slaughtering the weak, the injured or those cut off from their allies.

The barbarian armies are again supported by several thousand knights of the Crimson Queen, Eleonaris. They fight on, raising their crimson banners under the bright sun. Their captains ride sleekly muscled golden beasts larger than an ox which are to cats what a hurricane is to the gentle rains of spring. They relish every chance to strike against the Empire, and especially seek out the Dawnish knights - they mock them, and they mock especially the name of the Eastern Sky fighting in distant Holberg.

The Imperial troops are not without their own supernatural allies - the great tower of black iron and glacier ice conjured by Imperial magicians does not melt under the Summer heat. if anything, it becomes more beautiful and terrible, sunlight causing it to glitter and shimmer like a vast jewel. The hulking, fur-wrapped, tattooed creatures - the orc-like giants that garrison the walls - bellow their delight as the Knights of Eleonaris attack the walls, and slaughter Summer knight and barbarian orc with equal gusto. The citadel is a major feature in the defence of Sermersuaq - providing a safe haven for the injured, a central base of operations for the commanders, and a symbol of Imperial defiance overlooking the Stonefield Ice Caves. The Winter Sun add to the garrison, responding with tireless endurance to news of other Imperial forces under threat. it is they that track and kill the Thule raiding parties that seek to slip down into Suaq Fount and the East Flows, preventing any attempt to circle round the Imperial line.

The shambling undead that accompany the Red Wind Corsairs have none of the cold brilliance of the Summer knights, none of the unyielding fortitude of Cathan Canae's guardians, none of the cold discipline of the Imperial orcs. Under the influence of the powerful spring magic infusing Sermersuaq, a number of them have begun to sprout fungus and moss, and even flowers. It is sometimes easy to forget that there are human and orc corpses, driven by flesh-hungry Winter spirits, hidden beneath the garlands of greenery that slowly overtake them.

The Freeborn soldiers have no time for the defensive measures of their companions. They push out from Imperial positions, and take the battle to the Thule. As before, they focus on attacking baggage trains and camps - higher up in the mountains than any other Imperial force chooses to roam. They use their unliving auxiliaries to shield their forces while they loot the Thule, but they suffer significant losses in the process. The Winterfolk soldiers openly call them maggots now, and will have little to do with them.

So much blood! So much death!

The Fist of the Mountains, supported by the power of the Autumn Archmage's Great Enchantment, refuse to cede even one inch of ground. They fight beside the Hounds of Glory, and each Dawnish knight has sworn an oath to keep the Thule back or to die trying. Between them, they hold the line against the Thule. They make them pay for each assault they launch ... and the Thule do not have enough spirit to pay the bill when it comes due.

While the orcs fight savagely, breaking against the defences of the Empire, the warlocks who direct the barbarian armies do so with cold precision and strategic brilliance. They withdraw from Imperial traps before they can close, and demonstrate preternatural knowledge of the Empire's movements. At the same time, the Thule hunters again demonstrate uncanny awareness of the hills, mountains and valleys in which they fight - there are reports of orc raiders who make impossible charges down the side of sheer cliffs, or sally forth from cave mouths which disappear as suddenly as they appeared.

That said, the armies of the Green Shield, Hounds of Glory and Golden Axe demonstrate similar strategic insight. Over the course of the three months of hard campaigning, it becomes clear that the defensive strategy of the Imperial commanders will win the day over the brute aggression of the orcs.

Win the day? Yes. The Imperial forces manage to hold their positions for the first time since the war began. The curse of tradition is broken, and the Green Shield and Fist of the Mountain are joined in fellowship once more. With the addition of the newly arrived Varushkan forces under the Golden Axe, the tide at last begins to turn.

The Thule claim no new territory, take no ground ... and more than that ... they are forced to pull back slightly. The reason? The attacks by the Red Wind Corsairs. While the rest of the Empire focused their attention on defence, the Freeborn attacked - and the damage they inflicted on the baggage trains and the high-peak camps has begun to take its toll. A daring raid into the Stonefields, attacking a Thule supply position is the final straw for the orcs - the Freeborn claim a bounty of tempest jade and crystal mana, and the Empire takes back a little ground. Only a little - the Thule cede the southernmost parts of the Stonefields - but it is a start.

So much death!

But life, also. This is Spring under the influence of the magic that sings in every drop of dew. The Thule thought to poison the waters, but the Varushkan magicians not only turned aside their curse, they turned it back on itself. Carpets of spring flowers turn the mountains and the cold plains alike into a rainbow of ocean blue, and milk white, and delicate lilac. The beasts feel the magic moving in their blood, and the trees in their sap. The fish in the great lakes teem so densely that a hunter could walk from one side of the Atkonartoq to the other without getting one's boots wet. If it were not for the barbarian orcs, it would be a good time to be a hunter, or a fisher, or a herder, or a farmer in Sermersuaq. It is certainly a good time to be a healer - a cup of water, with or without herbs infused, will cure almost any physical ailment.

So much blood!

Even with the enchantments of life singing in the streams, the death toll continues to be terrible. Over a thousand Imperial troops are lost - aye, even in victory there are over a thousand men and women who will not fight again. The Thule death toll is reckoned to be at least half again as much, perhaps even higher.

For now the tide of battle has shifted in the Empire's a favour ... but the Thule still hold the upper passes and most of the Stonefields. Their curses still rain misfortune across the plains and lakes of Sermersuaq. The Empire has won a small victory here, but the campaign is not the war.

The Empire receives an unlooked-for reminder that time is running out when Imperial orc patrols capture and destroy two large warbands of Jotun orcs who are reaving down into Stark and the Suaq Wastes. Expeditionary, probing raids but raids nonetheless. If the Jotun join the battle in Sermersuaq then even this small victory over the Thule might prove to be nothing more than a prelude to destruction.

The Liberation of Holberg

Spring in the forests of Holberg, in the woodlands of Utterlund and Misericorde. Infused with a malignant, despicable evil that hates humankind, and also with the tattered remnants of the Druj occupation forces.

Once, Utterlund was a tamed woodland - a hunting preserve for the rich and the bored, or those who sought an escape from the constant company of other humans. Once, Misericorde was a haunt of bandits and brigands, a wilderland bordering the Semmerlak on one side and one bank of the great river running along the southern border of the Mallum.

Now, they are the final battlefield of the Liberation of Holberg, a campaign thirty years in the making. It has been a long, long battle. Two fortifications and countless Imperial lives to finally push the Druj here, to the edge of the Empire. They have raised the trees of Utterlund and Misericorde against the Empire, but the magic they have unleashed is indiscriminate - the Druj are no more protected from it than the armies are.

The Imperial forces sweep from the plains of Ennerlund into the forest as the days grow longer. The trees are twisted and unwholesome - shaped by Druj magic, or perhaps just Druj malice. The previously welcoming southern woodlands have become a maze of thickets and hook-bladed thorns. The vines and briars themselves are alive, driven by hateful instinct to trip and tear, and sometimes constrict and crush. Without warning, a tree might strike with mighty branches against a passing column - or a cadre of Druj ambushers might emerge shrieking from the undergrowth to strike with poisoned spears and barbed arrows before retreating into the gloom.

The Drakes and the Fire of the South press the Druj on all sides - the Freeborn troops full of Summer enchantment that pushes them to particularly powerful attacks against their orcish foe. Together the soldiers of the Marches and the Brass Coast seek out the retreating Druj and put them to sword and pike.

Whenever they engage the orcs, they seek to fall back deeper into the woods and try to flank the Imperial positions. The disciplined Imperial troops resist the lure to separate, methodical in their pursuit. Some of the orcs have already fled - back into the Mallum, across the river. One army still fights beneath the serpent banner, three others beneath the banners of the scorpion. The southern woods are twisted, but they are still reasonably open compared to the wilder forest along the river to the north. Over several weeks, the Druj give up their positions and retreat before the advancing Imperials.

This season, the Knights of Eleonaris fight alongside the Dawnish warriors of the Eastern Sky. Crimson surcotes and scarlet banners flutter in the gloom. They are armoured in bloodgold, wielding wide-bladed spears and rune-inscribed arrows of sharpened flint. Proud and imperious, they show their foes no mercy - and yet they show little friendship to the humans they fight alongside. They seem to chafe under the leadership of the Dawnish commanders, barely able to contain their dislike of the mortals they fight alongside. Yet, over the course of the campaign, it seems their attitude softens. They show a little more respect - having seen the Dawnish knights in battle.

The Summer Storm strike straight to the heart of the Druj forces. They are ruthless and unflinching in their attack. They pursue the Scorpion Sting, pursue the tattered remnants of the army that once ruled proudly from the fallen citadel of Rebeshof. There is no mercy for the Druj of the Scorpion Sting. The Imperial orcs slew their Het, and now they are coming for the rest of the army. In the woods around twisted Sorensdromen - once a gentle park where lovers would walk and whisper sweet words - the Druj have established a supply camp. Cut off from the main force by the Imperial advance, the orcs there attempt to surrender to the Summer Storm. Their words are met with steel and shallow graves. The Druj will not weasel their way out in the face of Imperial fury, not this time.

The Golden Sun scour the woods for stragglers - continuing the grinding advance that flushes out Druj assassins and puts them to the sword. Along with the Summer Storm, they pay special attention to the stragglers of the Scorpion Sting. Caught between the hammer of the orcs and the anvil of Dawn, the soldiers of the Scorpion Sting lose engagement after engagement.

Towards the mid-point of the campaign, the Imperial forces have pushed the remaining Druj back into Misericorde. The battle turns even more vicious. Here the Druj have a slight advantage, more used to fighting in the tangled paths and claustrophobic forests of the east. In some places, the Imperial forces burn them out - where the Druj cannot be flushed from their bolt holes, they perish in fire.

In the end ... in the end the Druj break. Caught between the river and the Empire they choose to take their chances with the river. It becomes clear that their rout was not entirely unplanned - that have taken precautions. Many of their troops have already fled on makeshift rafts and crude pontoons, across the river to the north and east.

At the final tally, the Empire estimates another three thousand or so orcs have been killed, or drowned in the river crossing. The Empire in turn has lost perhaps a third of that number - but that is still a thousand soldiers. The Summer Storm bore the brunt of the casualties in their headlong rush to cut the enemy down; but in return, they tore the enemy to ribbons.

The Scorpion Sting alone lags behind - maybe as few as a thousand troops remain, perhaps a little more. They seem reticent to flee across the river - perhaps they expect quarter. Perhaps they fear the judgement of the Druj for their failure to keep Holberg. Regardless, they are slow to cross the river. A concerted strike from Imperial heroes might be sufficient to break them completely - to rout them before they can make the dubious safety of the Mallum.

For now, though, the armies of the Empire take stock. This is a day that will be remembered by the League for years to come.

The Liberation of Holberg ... is complete.

Curse the Darkness

A little over a fortnight after the Spring Equinox, a great navy of red-sailed ships enters the coastal waters of Spiral from the south. They anchor amid the shattered remains of Apulus, and disgorge thousands of additional Grendel troops along the southern coast. They bear plenty of supplies, and offer continual support to the newly beached army and the Grendel forces already present.

The forces already in Spiral strike north without warning through to Ossuary. They hit the Legacy hard and fast, taking the defenders by surprise. They quickly overwhelm the token Urizen force, and by the time reinforcements from Fort Mezudan reach them, it is already too late. The sentinels are able to retreat, rescuing a few survivors and escorting them north into Zenith.

The Grendel troops plunder the Legacy, and then part of their force takes up a defensible position while the rest marches south and west towards Fort Mezudan. They overrun most of the spires they encounter, joining up with Grendel scouts as they travel. They re-establish uncontested control over Ankra and Cinion. They establish a base at Damakan's Forge, quickly turning the ruined spire into an armed camp.

Meanwhile, the newly arrived army crushes all resistance in Apulus and Apstrus, then turns their attention to Screed and the Black Plateau. They strike in force, rounding up many straggling Urizen magicians seeking to help those freed from the Plateau's fading influence. They leave well-defended positions behind them as they march.

Wherever they go, the Grendel give the Urizen a choice - surrender or die. Those who refuse to surrender are offered no mercy, and the offer is not made a second time. Those who surrender are divested of their magical resources and sent north to the Legacy or south to Apulus where they are set to work constructing siege engines.

The Grendel spare any child under the age of fifteen that they encounter, and make a great show of sending them south to the navy off the southern coast. There they are held aboard the Grendel flagships.

A winged messenger received by Illuminate Nissea in Fort Mezudan reassures her that the Grendel will not harm the captured children, but it would be a shame if their lives were to be placed in peril by the Urizen. The commander of the Grendel forces in Spiral, who identifies himself as Garaigh the Gentle at Apulus, includes a politely worded request for the Imperial garrison at Fort Mezudan to either surrender themselves, or retreat westward to Redoubt. They have been given until the end of the Summer Solstice to give the Grendel their decision. He closes by stressing that, unlike the Empire, the Grendel can be trusted to keep their word - but their magnanimous offer will not be repeated.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=379YE_Summer_Solstice_winds_of_war&oldid=63722"

379YE Winter Solstice Announcement by the Advisor on the Vallorn

This motion is currently undergoing scrutiny.

To authorise historical research on the subject of Cadaver, a sovereign, of the Dark Hearts vale, Varushka

Approved by the Advisor on the Vallorn

Overview

- This research was commissioned by Neb Firstdance

- Historical Research concerning this topic has been commissioned through the civil service

- Action approved by the Advisor on the Vallorn

Date

- Winter 379YE.

Cost

- 5 Thrones

Progress

- Unknown

Campaign Outcome

- Research reports will be compiled and presented to the Advisor on the Vallorn

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=379YE_Winter_Solstice_Announcement_by_the_Advisor_on_the_Vallorn&oldid=43563"

379YE Winter Solstice Announcement by the Dredgemaster of Feverwater

This motion is currently undergoing scrutiny.

I wish to commission historical research in to the Heart of Peytaht, its contents and the nature of the entities within it. In addition investigating the rumor that there is no Vallorn presence within it.

Approved by the Dredgemaster of Feverwater

Overview

- The research was commissioned by Corey Brackensong

- Historical research concerning this topic has been commissioned through the civil service.

- Action approved by the Dredgemaster of Feverwater

Date

- Winter 379YE

Cost

- 5 Thrones

Progress

- Unknown

Campaign Outcome

- Information will be collated by the civil service and presented to Corey Brackensong (or possibly to both Corey and the new Dredgemaster pending outcome of discussion).

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=379YE_Winter_Solstice_Announcement_by_the_Dredgemaster_of_Feverwater&oldid=43567"

379YE Winter Solstice Announcement by the Quartermaster General

This motion is currently undergoing scrutiny.

I, Dan Brackensong, Quartermaster General of the Imperial Armies, Broceliande's Broker, Resourceful Thorn, Pilgrim of Pride, Exercise my right to announce resupply of the Wolves of War in the coming season.

Approved by the Quartermaster General of the Imperial Armies

Overview

- Resupply the League army the Wolves of War

- This motion was approved the Quartermaster General of the Imperial Armies using the legal power to resupply armies granted by the Imperial Senate

- This motion would be subject to the Imperial Synod veto

Date

- Winter 379YE

Progress

- Unknown

Campaign Outcome

- Unknown

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=379YE_Winter_Solstice_Announcement_by_the_Quartermaster_General&oldid=43565"

379YE Winter Solstice Conclave sessions

The following is a summary of Conclave proceedings during the Winter summit of 379YE.

Scrbe's Note: Due to the unusual weather circumstances, this scribe did not receive full notes on the comings and goings of the Conclave; doubtless many papers were lost to rain and mud. More information may be forthcoming.

Contents

- 1 The Imperial Titles of the Conclave

- 2 Conclave Addresses

- 3 Conclave Declarations

- 4 Order Strengths

- 5 Order Vaults

The Imperial Titles of the Conclave

The full list of Imperial Titles held in the Conclave at the end of the Winter Solstice, 379 YE, can be found under 379YE Winter Solstice Imperial titles

The following Imperial Titles were appointed by the Conclave during the Winter Solstice, 379 YE:

- Solsetar became the new Imperial Seer

- Garth became the new Custodian of the Library of Phaleron

- Andreas Gremani became the new Archmage of Summer

- Vitore van Temeschwar became the new Arcane Architect

Conclave Addresses

At the Summit, the following addresses were placed on the Conclave agenda:

Day

Speaker

Nature of Address

Fri

Neb

On the Imperial Research into the Vallorn

Fri

Archmage of Winter

Matters pertaining to the Winter Realm

Fri

Edmundo

The Wanderer (New Star)

Fri

Magistrate Cooper

The legal situation on boons from Wendigo

Fri

Vaan

Names that should be known

Fri

Archmage of Autumn

Realm of not so awesome

Fri

Iulian of Shatterspire

Concerning the Vallorn

Fri

Nicholas Reaper

Take/talk to me about the prosperity curse please

Fri

Karim

Regarding Basileus Flynt

Fri

Asenath

Regarding the effects of the constellation and a way of helping

Fri

Solsetar

The Eternal Kimus and the military situation

Sat

Corvus

Summer matters

Sat

Hellyn Bronwen's Rest

The tactical use of battlefield magic

Sat

Asenath

On magical items found in House of Leaves and exploring potential vs peril

Sat

Cyrus, Imperial Magus

Senatorial Matters

Sat

Alcuin, Archmage of Spring

Spring Matters

Sat

Faustus, Grandmaster of the Golden Pyramid

Matter concerning rituals, transformation and assault

Sat

Shona i Ezmara

The Guild of Artisans

Sun

Vitore van Temeschwar

Powers and responsibilities of the Arcane Architect (proxy Veronic de Rezia)

Sun

Solsetar (Imperial Seer)

Matters of divination

Sun

General Nicassia

On the use of massive effect battlefield rituals

Conclave Declarations

The Conclave made the following Declarations:

Day

Speaker

Declaration

Outcome

Fri

Solsetar

Candidacy - Imperial Seer

PASSED

Fri

Simargl

Imperial Lore - Brotherhood of Tian

PASSED

Fri

Garth

Concord - To appoint a librarian to the Library of Phaleron

PASSED

Fri

Lord Tristram Novarion

Interdiction - The white book of the House of the Fallen Leaves

FAILED

Fri

Volfe of Ashenhall

Interdiction - Hallow of the Green World

FAILED

Fri

Gancius of the League

Candidacy - Imperial Seer

FAILED

Fri

Vaan, Warmage

Concord - The Conclave thanks Vahne Korppi for her address and acknowledges her as a candidate for the Throne

PASSED

Fri

Mari Linkforge, Archmage of Day

Concord - This Conclave recognises the arete and achievement of the Auric Horizon in the Realm of Day

PASSED

Sat

Camillius of Endsmeet

Candidacy - Custodian of the Library of Phaleron

FAILED

Sat

Aquilien of Endsmeet

Candidacy - Custodian of the Library of Phaleron

FAILED

Sat

Garth

Candidacy - Custodian of the Library of Phaleron

PASSED

Sat

Grandmaster of the Sevenfold Path

Concord - The Conclave believes that the act of becoming a Herald or Eternal results in death, and this death should be treated as such under full Imperial Law

PASSED

Sat

Andreas Gremani

Candidacy - Archmage of Summer

PASSED

Sat

Mari Linkforge, Archmage of Day

Enmity - Kimus of the Thousand Eyes

PASSED

Sat

WylI

Sorcery - Aedan of Olwen's Stand

PASSED

Sat

Eudaemon

Concord - The Conclave has an interest in a secure exchange of magical knowledge with the Frozen Hearth coven of Faraden

FAILED

Sat

Faustus, Grandmaster of the Golden Pyramid

Concord - They are sorry that the previous apologies were not sent to Jarm

PASSED

Sat

Faustus

Enmity - Basileus Flint

FAILED

Sat

Vitor van Temeschwar

Candidacy - Arcane Architect

PASSED

Sat

Maurice de Gauvain

Candidacy - Archmage of Summer for Aubriete de Gauvain

FAILED

Sat

Leif Arnbjorn

Concord - That if the eternal Murit desires Amity, they should invite Imperial mages to an audience

PASSED

Sun

Andreas, Archmage of Summer

Concord - That we support Cathan Caena over Ellionaris in the war in the summer realm.

PASSED

Sun

Andreas, Archmage of Summer

Enmity - Ellionaris

PASSED

Sun

Evander Slak

Concord - That we recognise the vital contribution of dragonbone by the Academy for keeping the worst ravages of the winter realm at bay

PASSED

Sun

Kyra Halcyon

Concord - The Conclave names the new star following The Wanderer “The Pilgrim”

FAILED

Sun

Evaristo i Erigo

Concord - The Conclave believes that a priest seeking to pass a Synod judgement regarding magical matters should first arrange for an appropriate address or declaration of concord to be raised in Conclave

FAILED

Sun

Solsetar, Imperial Seer

Concord - The Conclave believes that the Imperial Seer should be allowed a gambit to obtain resources to repay covens assisting with divination.

PASSED

Sun

'A Magister'

Concord - The Conclave recognises the power and wisdom of the Eternals of Winter in inviting tribute from the Magi of the Empire at this Winter Solstice, and presents its gratitude.

FAILED

Order Strengths

The strengths of the six Orders at the Conclave this summit were as follows:

Order

Friday Strength

Saturday Strength

Sunday Strength

Total Strength

Sevenfold Path

21

3

5

29

Rod & Shield

15

10

8

33

Celestial Arch

14

11

30

35

Golden Pyramid

23

15

8

46

Shuttered Lantern

21

12

10

43

Unfettered Mind

24

10

11

45

Order Vaults

Scribe's Note: This scribe received no notes as to any gambits that took place.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=379YE_Winter_Solstice_Conclave_sessions&oldid=49836"

379YE Winter Solstice Imperial elections

Contents

- 1 Imperial Senate

- 2 Imperial Military Council

- 3 Imperial Synod

- 4 Imperial Conclave

- 5 Imperial Bourse

Imperial Senate

- Senator for Skarsind: The first Imperial Orcs Senator will be elected at the Winter Solstice. Details of how the first orc senator will be appointed can be found here.

- Senator for Madruga: You can learn about how this Brass Coast senator is elected here. Any Freeborn dhomiro can put in the largest purse and claim the right to appoint the senator.

- Senator for Astolat: You can learn about how this Dawnish senator is elected here. Any noble whose house does not already hold a seat in the Senate can compete in the Tourney to determine who will represent this rich Dawnish territory.

- Senator for Necropolis: You can learn about how this Highborn senator is appointed here. Any Chapter in Necropolis can put forward a candidate, and any Highborn citizen with a congregation can participate in selecting the best candidate.

- Senator for Temeschwar: You can learn about how this League senator is appointed here. Any Temeschwari citizen who runs a business in the city can throw their weight behind their favoured candidate.

- Senator for Bregasland: You can learn about how this Marcher senator is appointed here. Any Marcher who owns a farm in this marshy territory can align themselves with a steward to compete for the right to name the seat.

- Senator for Hercynia: You can learn about how this Navarr senator is appointed here. Any Navarr can stand, but only those whose resource is based in Hercynia can vote in the furious open-air election

- Senator for Zenith: You can learn about how this Urizen senator is appointed here. Each spire in Zenith can put forward a candidate, and any ritual magician from that territory can register their votes to help decide who will represent them

- Senator for Miekarova: You can learn about how this Varushkan senator is appointed here. Any Varushkan citizen can stand, and the wise ones will determine who is the wisest candidate and thus most suited to claiming the seat.

- Senator for Kallavesa:You can learn about how this Wintermark senator is appointed here. Any Wintermark citizen can stand, but only the Kallavesi will have a say in who represents this marshy territory.

- Captain of the Senate Guard: this ceremonial title is again vacant. It requires a Senator to raise a motion in the Imperial Senate. You can learn more about how the election works here

- The position of Sumaah ambassador will be appointed by the Senate during their first session on Friday night as an administrative motion. The Senators will decide by majority vote, but any citizen may be proposed as a candidate. This title may need to be reappointed if the Sumaah Embassy is completed.

- Curator of the Imperial museum in Bastion TBC

Imperial Military Council

- General for Hounds of Glory (Dawn)

- General for Strong Reeds (The Marches)

- General for Army of the Golden Axe (Varushka)

- General for Green Shield Army (Wintermark)

- General for Towerjacks (The League)

- Admiral for Freeborn Storn navy (the Brass Coast)

- General for Winter Sun (Imperial Orcs)

Either the senators for the nation will reach a unanimous decision about who shall take the seat at the military council, or the matter will need to be brought before the Imperial Senate by a Senator. In each case, the general must be from the nation.

The Imperial Orc general has previously been selected through a contest of arms in the fighting pit (you can learn more about this custom here). With the appointment of a senator, however, it is likely the legal basis for this tradition will come under careful scrutiny.

Imperial Synod

- Cardinal of The Way: Appointed by the assembly of the Way - every citizen with a congregation who is not dedicated to a virtue may participate in the election.

- Cardinal of Prosperity: Appointed by the assembly of Prosperity - every citizen with a congregation who is dedicated to this virtue may participate in the election

- Gatekeeper of Prosperity:Appointed by the Cardinal of Prosperity

- Conscience of the Senate: Appointed by decision of the Cardinal of the Way. Only those citizens of the laity may present themselves as candidates, and nobody can hold the title more than once.

- High Exorcist: the Assembly of Nine - the nine cardinals - appoint the High Exorcist with a Judgement, Only the Cardinals have a say, but any Imperial citizen can put themselves forward for the title.

- Voice of Barbs: Appointed by the Navarr national assembly. It can be held by any Navarr character, is re-appointed annually, and is a congregational sinecure that gives liao and votes in the Synod.

Imperial Conclave

- Grandmaster of the Celestial Arch

- Grandmaster of the Rod and Shield

The Grandmasters are appointed by the members of their orders. Any member of the order can vote in a closed session to pick one of their number to lead the Order for the coming year.

As always, all other Imperial Conclave titles may be reappointed at any time through a Declaration of Candidacy.

Imperial Bourse

- The Golden Trees of Seren

- The Hunt of Alderei the Fair

- The Heartwood of the Great Vale

- The Weirwater Vales

- The Canterspire Circle

These Imperial seats will be auctioned openly. Any citizen may bid for control of one of these valuable weirwood seats.

- The Thimble: This national position is determined by Navarr holders of herb gardens. Any Navarr may try and get the highest number of votes from those eligible to participate.

- The Vigilant Swan: The quarry has been liberated and cleansed of ghosts. Currently it is the decision of the Senate how it will be allocated - either national or Imperial. It will either be appointed by people who control resources in the nation that gains control of Reikos, or subject to open auction. If appointed, the Seat will serve until the Summer Solstice 380YE where it will again be up for appointment.

- Bailiff of the Grand Market: This Marcher ministry brings the ability to purchase trade goods and the responsibility for looking after the markets and roads of the Marches and keeping them clear of bandits. Any Marcher can stand, and any Marcher citizen who has control of a farm can secretly assign their votes to their chosen candidate.

- Provost of the Halls of Knowledge: this potent position allows an Urizen citizen to direct the magical research of the Halls of Knowledge for the coming year, and create new rituals Any Urizen can stand. The decision about who claims it will be made by those Urizen who own mana sites, who will secretly record their support with the civil service.

- Dhomiro of the Cinnabar Hills: the Freeborn who claims this title will gain the ability to purchase valuable trade goods and a responsibility for looking after the territory of Kahraman. Any Freeborn can take the seat, and the decision about who claims it will be made by those Freeborn fleet captains who register their support for their chosen candidate in secrecy with the civil servants of the Bourse

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=379YE_Winter_Solstice_Imperial_elections&oldid=43491"

379YE Winter Solstice Imperial titles

Contents

- 1 The Imperial Senate

- 1.1 The Freeborn senators of The Brass Coast

- 1.2 The senators of Dawn

- 1.3 The senators of Highguard

- 1.4 The senators of The League

- 1.5 The senators of The Marches

- 1.6 The senators of the Navarr

- 1.7 The senators of Urizen

- 1.8 The senators of Varushka

- 1.9 The senators of Wintermark

- 1.10 The senator of the Imperial Orcs

- 1.11 Other Imperial Senate positions

- 1.12 Sinecures selected by senators

- 2 Other Senate Titles

- 3 The Military Council

- 3.1 The Generals of The Brass Coast

- 3.2 The Generals of Dawn

- 3.3 The Generals of Highguard

- 3.4 The Generals of the Imperial Orcs

- 3.5 The General of The League

- 3.6 The Generals of The Marches

- 3.7 The Generals of Navarr

- 3.8 The General of Urizen

- 3.9 The Generals of Varushka

- 3.10 The Generals of Wintermark

- 3.11 Other Military Council Positions

- 4 The Imperial Synod

- 4.1 Ambition

- 4.2 Courage

- 4.3 Loyalty

- 4.4 Pride

- 4.5 Prosperity

- 4.6 Vigilance

- 4.7 Wisdom

- 4.8 The Way

- 4.9 Other Synod positions

- 5 The Imperial Conclave

- 5.1 Archmagi

- 5.2 Grandmasters of the Orders

- 5.3 Other Imperial Conclave Positions

- 6 The Imperial Bourse

- 6.1 Imperial Bourse Positions

- 6.2 National Bourse Positions

- 6.3 Minor Bourse Titles

- 6.4 Trade Envoys]

- 7 Miscellaneous

The Imperial Senate

The Freeborn senators of The Brass Coast

- Senator for Feroz: Liythos i Purjo i Guerra

- Senator for Kahraman: Maher i Zaydan i Riqueza

- Senator for Madruga: Anwar i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond de Rondell

- Senator for Semmerholm Escalade Carsenere

- Senator for Weirwater: Valentin Ivarovich Orzel

The senators of Highguard

- Senator for Bastion: Solomon, of the Shattered Tower

- Senator for Casinea: Zephram, of Cantiarch’s Hold

- Senator for Necropolis: Ianthe, of Raven's Watch

- Senator for Reikos: Gideon, of the Suns of Couros

The senators of The League

- Senator for Holberg: Rossalyn Jordan

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Gant Archama

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Upwold, The Silver Chase: Silas

The senators of the Navarr

- Senator for Hercynia: Ranulf Pridestalker

- Senator for Miaren: Llewellyn Leafstalker

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Probus of Shattered Spire

- Senator for Zenith: Tanwyn Ankarien

The senators of Varushka

- Senator for Karsk: Radomir

- Senator for Karov: Maximov Strascovich

- Senator for Miekarova: Dušan Otecovna Zlata

- Senator for Volodmartz: Juha the Cave Spider

Senator Dušan was revoked by the Imperial Synod but then re-elected to the post; he cannot be revoked again until after the next time the Senatorship would be elected normally.

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Olle Markusson

- Senator for Sermersuaq: Atte

The senator of the Imperial Orcs

- Senator for Skarsind: Irontide Vio

Other Imperial Senate positions

- The Conscience of the Senate is Rawk

- The Advisor on orc affairs is Bloodcrow Ergot

- The Imperial Master of Works is vacant

- The Minister of Historical Research is vacant

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Ambassador to Asavea is Camilia di Traviciana di Sarvos

- The Ambassador to Jarm is Owsi Twice-burned

- The Ambassador to the Iron Confederacy is Lukash Biessek von Temeschwar

- The Ambassador to Faraden is Ricardo di Tassato

- The Advisor on the Vallorn is Neb

- The Crystal Architect of the Spires is held by Tiberius Echostorm

- The Imperial Consul is Kellua Itsepainen of Wintermark

Sinecures selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Guardian of Britta's Shrine is held by Ruth of the Cenotaph in Highguard

- The sinecure of Dredgemaster of Feverwater is vacant

- The sinecure of the Dean of Pilgrims is held by Nina of Cantiarch's Hold

- The sinecure of Custodian of the Starlight Drift is held by Vulpes of Endsmeet

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Glorious Fountain is held by Tatiana of Auric Horizon

- The Mayor of Caricomare is Aria di Notturno di Sarvos

- The sinecure of Custodian of the Claw is held by Kaylan

- The sinecure of Keeper of the Tower of the Fall is held by Elyssiathain

- The Gatekeeper of Falling Snow is Pendraed the Maker

- The Master Apothecary is Freya Kreftinar

Other Senate Titles

- The Admiral is Vacant

- The Auditor of Senatorial Accountability is Nadezhda Darva

- The Captain of the Senate Guard is Vacant

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Elias i Lemora i Erigo of the Fire of the South

- Admiral Edgardo i Ruiloba i Guerra of The Freeborn Storm

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Starac Sijed Orzel of the Golden Sun

- General Richard Vandale of the Eastern Sky

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Jericho of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Morgur Bloodcrow of the Winter Sun

- General Irontide Skar of the Summer Storm

The General of The League

- General Gabriel Barossa of the Wolves of War

- General Andrea von Holdberg of the TowerJacks

The Generals of The Marches

- General Nedry of The Cullachs of The Tusks

- General Richard Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General Alusair Farstrider of the bounders

The Generals of Navarr

- General Carr Foxden of the Black Thorns

- General Merryn Farkas of the Quiet step

The General of Urizen

- General Nicassia Avicia of Phoenix Reach of the Citadel Guard

The Generals of Varushka

- General Valentin Brossa of the Army of the Northern Eagle

- General Ash of the Army of the Golden Axe

The Generals of Wintermark

- General Volk of the Green Shield Army

- General Horsa Tyrshalt of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Vaan of Auric Horizon

- The Quartermaster General of the Imperial Armies is Brendan Brackensong

The Imperial Synod

Ambition

- Cardinal Olek La Maschera Sorridente de Temeshwar of the League

- Gatekeeper Silent John of the Marches

- Virtue Inquisitor Serrusto Caeli Rezia di Tassato of the League

Courage

- Cardinal Asher of Felix's Watch in Highguard

- Gatekeeper Agnieszka Katrinova Prochnost of Varushka

- Virtue Inquisitor Lady Eleanor de Rondell of Dawn

Loyalty

- Cardinal Jared of the Suns of Couros, Highguard

- Gatekeeper Anna-Valeria Cascade of Urizen

- Virtue Inquisitor Julius Cavita of the League

Pride

- Cardinal Ozren de Orzel of Dawn

- Gatekeeper Lady Josephine Novarion of Dawn

- Virtue Inquisitor Ephreal of Highguard

Prosperity

- Cardinal Ophelia Sanguineo Rezia Di Tassato

- Gatekeeper: The Civil Service is awaiting confirmation of the appointment of Gatekeeper from the new Cardinal. Currently held by Wilhemina Maryenkovich Poltova of Varushka.

- Virtue Inquisitor: The Civil Service is awaiting confirmation of the appointment of Virtue Inquisitor from the new Cardinal. Currently held by Vauraus Korppitkotka of Wintermark.

Vigilance

- Cardinal Silas of the Suns of Couros, Highguard

- Gatekeeper Aarne Ceorling of Wintermark

- Virtue Inquisitor Irada von Temeschwar of the League

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper is vacant

- Virtue Inquisitor Ana-Marina Ferreira da Mestra of the League

The Way

- Cardinal Atla

- Conscience of the Senate - Rawk

- Virtue Inquisitor Yarrick Ursan of Wintermark

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Auditor of Senatorial Accountability is held by Sargon of Felix's Watch, Highguard

- The post of Imperial Inquisitor is held by Severin Teyhard von Holberg of the League

- The post of Custodian of the Imperial War Memorial is held by Ira of Felix's Watch, Highguard

- The post of Imperial Chaplain Consular is held by Hywel Summercrow of Navarr

- The post of Seer of the Gateway is held by Livia of the Spire of the Celestial Cascade

- The post of Voice of Barbs is held by Corey Brackensong

- The post of Curator of the Printer's Guild Museum is held by Taddea Ginori

The Imperial Conclave

Archmagi

- Alcuin Shatterspire is Archmage of Spring

- Andreas Gremani is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Syrus Skybreaker is Archmage of Winter

- Mari Linkforge is Archmage of Day

- Pavel is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Catalina i Erigo, of House Du Rondel

- Grandmaster of the Order of the Golden Pyramid Faustus

- Grandmaster of the Order of the Rod and Shield Raewynn Stormwise

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard

- Grandmaster of the Order of the Shuttered Lantern Gregor

- Grandmaster of the Order of the Unfettered Mind Kyra of Halcyon Spire

Other Imperial Conclave Positions

- Simargl, "the Empty One" of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Iago Melfizzi of the League serves as Bursar of the Conclave

- Cyrus, son of Felix of Highguard serves as Imperial Magus

- Solsetar Fjellrevening serves as the Imperial Seer

- Vitore Van Temeschwar serves as the Arcane Architect

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Erwillian Mann (400 Thrones)

- The Brilliant Star is held by Giacomo Corvinoscuro (451 Thrones)

- The Canterspire Circle is held by Tybalt von Ungeist (385 Thrones)

- The Damation Cliffs are held by Jeremiah of the Cenotaph (405 Thrones)

- The Fortress of Salt is held by Tobias Shanks (495 Thrones)

- The Golden Trees of Seren are held by Thalia of Netherwatch (350 Thrones)

- The Great Mine of Briante is held by Vasiliy Krenyenkov Valeskai Strascovich (355 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (375 Thrones)

- The Hunt of Alderei the Fair is held by Dagon of Shattered Tower (200 Thrones)

- The Night Quarry is held by Guillermo di Sarvos (370 Thrones)

- The Scorrero Nets are held by Douggie the Wood

- The Singing Caves are held by Alessandra Vedova del Macellaio (500 Thrones)

- The Sutton Stone Quarries are held by Silvio de Tassato (345 Thrones)

- The Syrene's Wisdom is held by Kendrick Tyke

- The Weirwater Vales are held by Soren il Signo (400 Thrones)

- The Great Pits of Ennerlund are currently in the process of being repaired and are expected to produce their first load of mithril shortly after the Summer Solstice 380YE

- The Great Forest at Reikos is back within Imperial control and ready to be Allocated by the Senate

- The Legacy is held by the Grendel and will need to be allocated when Spiral is once again an Imperial Territory

National Bourse Positions

- The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa

- The Master of the Imperial Mint (League) is Duke Fererro

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Kul

- The Eternal Shafts of Time (Varushka) are held by Tomasz

- The Granites of Veltsgorsk (Varushka) are held by Zlatimir Prochnost

- The Stonefield Ice Caves (Wintermark) is held by the Thule

- The Brilliant Shore (Wintermark) is held by J. Sussivari

- The Vigilant Swan (Highguard) is held by Asael of Cantiarch's Hold

Minor Bourse Titles

- Errol is Bailiff of the Grand Market

- Galleo i Tazriel i Riqueza is Dhomiro of the Cinnabar Hills

- Constanza i Kalamar i Guerra is Mistress of the Glass Parador

- Dieter Angelovic is the Custodian of the Assayer's Guild

- Bayan Zayden Riqueza is the Vizier of the Incarnadine Satchel

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Damian is the Castellan of Spiral Castle

Trade Envoys]

- Foreign Trade Envoy to the Principalities of Jarm is Owsi Twice-burned

- Foreign Trade Envoy to Faraden is Roberto Murdochi di Sarvos

- Foreign Trade Envoy to the Asavean Archipelago is Adrianna Donati di Sarvos

- Foreign Trade Envoy to the Commonwealth is Jonah Yakovitch

- Foreign Trade Envoy to the Sumaah Republic is Aedred apMagor of Wintermark.

- Foreign Trade Envoy to the Axos is Valimar Clarev Parakgoosier Bashnya.

- Foreign Trade Envoy to the Sarcophan Delves is Vacant

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks of The Marches

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=379YE_Winter_Solstice_Imperial_titles&oldid=60185"

379YE Winter Solstice Senate sessions

Overview

- Imperial treasury during this season announced by the Civil Service at TBC.

- The following has been donated to the Imperial treasury:

Motions

Passed

- Create title of Seer of the Gateway

- Construct mithril mine

- Fortify the Ore Hills

- Disburse funds for strategic military magic

- Disburse funds to settle Freeborn debts

- Assign Reikos

- Disburse funds for Iron Helms

- Disburse funds for resupply

- Allocate Vigilant Swan

- Abrogate Asavean trade ban

- Declare war on the Barrens orcs

- Create title of Trade Envoy to the Sarcophan Delves

- Construct the Tassato Mana Exchange

- Allocate Great Pits of Ennerlund

- Create titles of Civilian Commissioners

- Construct Mines of Gulhule

- Increase the Imperial Guerdon

- Construct Pilgrim's Trail

- Construct Golden Orchards of Miaren

- Construct Torfast Trading Post

- Construct Glen of Shadows Trading Office

- Construct shrine to Britta

- Construct folly in Afarjasse

- Construct College of the Liberated

- Appoint Minister for Historical Research

Failed

- Disburse funds to Senator Sarvos

Withdrawn

- Construct Ministry for Jarmish Slaves

Announcements

- 379YE Winter Solstice Announcement by the Advisor on the Vallorn

- 379YE Winter Solstice Announcement by the Dredgemaster of Feverwater

- 379YE Winter Solstice Announcement by the Quartermaster General

- There were no announcements by the Crystal Architect, the Minister for Historical Research, or the Minister for Imperial Works (the latter two titles are currently vacant).

Administrative

- Clarification on the Brilliant Shore

Administrative Motions Arising

- During their first session the Senate will appoint the first Sumaah ambassador.

- The Brilliant Shore was a Wintermark national Bourse resource. Now that Skarsind is an Imperial Orcs territory, the Brilliant Shore automatically becomes an Imperial orc national bourse seat. However, the seat is currently held by the Steinr Joakim. This is a unique position that has not arisen before and the civil service is looking to the Senate for advice on how to proceed. Should the seat be re-appointed by the Imperial orcs during the Winter Solstice, or should it remain with Joakim until next time it would normally arise for re-appointment (Summer 380YE, or the death of Joakim whichever comes first).

- The civil service may raise an administrative motion to confirm the details of the title Curator of the Printer's Guild Museum once they have been made compatible with the Constitution.

- The civil service may raise an administrative motion to confirm the location of the proposed Sumaah embassy if the senator who raised the motion cannot do so.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=379YE_Winter_Solstice_Senate_sessions&oldid=44470"

379YE Winter Solstice Speaker's Notes

Contents

- 1 Costing for

- 2 Academy council

- 3 Military Council Muster

- 4 Senate Motions

- 4.1 Fri evening

- 4.2 Sat pm

- 4.3 sat evening

- 4.4 sun pm

- 4.5 sun evening

Costing for

1) Rebuilding Holmauer

A Great Work requiring 40 Wains of White Granite and 80 crowns to build - see 6) below and http://www.profounddecisions.co.uk/empire-wiki/Great_work

2) Rebuilding the walls

Standard Fortification costs, so staring at 80 Wains of White Granite, 160 Crowns, see http://www.profounddecisions.co.uk/empire-wiki/Fortification

3) Improve Liathhaven spy network to allow it to additionally support guerrilla attacks on Jotun to slow their advance and harry their forces...

We will further investigate this. There are concerns that there may be no easy way to do this while we control no foothold in the Territory.

4) A Great Work to increase output of herb gardens in Morass

This Great Work could require as many wains as desired, with a minimum 40. See standard costings at http://www.profounddecisions.co.uk/empire-wiki/Great_work#Costs

5) Civil Service to organise large scale extermination of rats in Holberg.

The formation of a Rat Catchers Guild within Holberg would cost 20 wains of White Granite and 10 Thrones. While there would be a moderate increase to the running costs of Holberg, we anticipate that this would be offset by an increase in taxation to a new, more Rat Free, Holberg. It is not believed that any increase in the revenues from individual's Businesses would result. See http://www.profounddecisions.co.uk/empire-wiki/Folly

6) Costings on the Holberg labour exchange and confirmation that this will help the rebuilding of Holmauer.

Yes. The cost given for the district includes BOTH the restoration of its tax income to SOME extent AND the benefit of a great work to that size - 900 rings split between the territory' s businesses.

7) Costings on a military academy to discover and research new specialisations for armies and allow armies to change specialisation at lower cost

At present, we will investigate. If anything comes of this, we'll provide an opportunity. At present, we have no method of doing so.

8) Confirmation of output of ministries on Skarsind trade route and output per ministry built.

The Ministries will be at least as productive as a standard 12 wain ministry. The Resources they out will not be known until they commence trading. Torfast is the centre of the network, and will provide an indication as to the production of the rest.

9) A question concerning the docks for trade with Asevea - are they fit for any granite or just Asavean granite?

The Docks will be physically fit for any cargo. While there are some functions which are being tailored to Asavean Needs, the basic functionality is exactly the same as many of the docks in the Empire. Most notably it is particularly private, and sectioned off from adjacent docks.

10) note to self: new household of eels. Sinecure cost for business please.

11) What might be the cost of preparing caches for future use as focus for guerilla action in Ateri (see also 3)

We will investigate. Given that we hold Ateri, this should be easier than Liathaven.

12) Can personal holdings be turned into sinecures?

Not under any usual circumstances, although it is possible that in the future an Opportunity may arise to do so.

13) What might be the cost of educating slaves in east Feroz to incorporate them into the Empire as citizens, per thousand.

Due to Language Barriers, we are going over the costs on this. It is possible that in the future an Opportunity may arise to do this.

14) To create an Imperial Position to select the conditions under which the Guerdon applies

- The position would have to announce in the Senate each festival. Failure to do so would leave the Guerdon set under the conditions that applied previously.

- The holder could either list all of the Armies, Navies, Fortifications and Spy Networks that they wish to receive the benefit of the Guerdon. They could also say something like "All Armies, This Navy, This Fortress, No Spy Networks". They cannot ask for something like "Engaged Armies"

15) Could we have the scout reports for the Seventh Wave.

Done

16) What is the procedure for the completion of projects by departed senators?

Senators who have left the Senate are still responsible for the completion of the motions they passed through the Senate. Motions which are the responsibility of Senators who have left to pass through the Labyrinth may be the subject of an administrative motion.

Academy council

1) Highguard: That the Academy should have lessons in hearth magic of the nations. Passed.

2) League: That the Academy supports the purchase of boons for Dragonbone and the empire should buy these. Passed.

3) Marches: That the Academy should give 85 dragonbone to the Archmage of Winter for boon purchase to prevent these boons being used against the empire. Passed.

"I saw it with my very own eyes. They are our friends."

4) Varushka: That the Academy should give 44 liao to dean of pilgrims to use to show the Lasambrain orcs the Way. Failed.

Dean of pilgrims "I was only just briefed by him a minute ago."

5) Wintermark: That the Academy should do more missions for young ones. Passed.

"You really want to make Magic Errol balliff?" "Yup."

Military Council Muster

Saturday fight W H V M grendel redoubt. Field Marshal Seventh Wave.

Sunday fight N D L U IO BC jotun liathhaven. Field Marshal Red Wind Corsairs.

Senate Motions

Fri evening

Imperial title seer of the gateway pass

Commission mithril mine in semmersuq P 330t

Ambassador to Sumaah none of the above.....

Comission fort first step ore hills mournwold P 150t

Disbursal brass coast navy p 160t

Disbursal strategic magic p 300t

Assign Reikos to Highguard p

Sat pm

Administrative; Disburse of 200 thrones to senator sarvos - f

Funds to begon productin of the iron helm p 150t karsk

Disbursal of funds resupply p 140t bregasland

Allocate vigilant swan p national

Abrogate motion banning Asavean trade p

Declare war on Barrens orcs curtailed...

sat evening

Declare war on barrens orcs p

Authorise historical research on the cadaver of the dark hearts vale announcement vallorn affairs

Address senate on future plans of the imperial.seer - imperial seer

Address regarding thule diplomacy - imperial.magus

Create positon of trade envoy to the sarcovan delves p

Commission a mana ministry in tassato p 80t paid

To allocate the pits of ennerlund as an imperial position. P

To create the civil commissioners of the nations p

1300t to date.

sun pm

Build ministry in skarsind - miners of gulhule.

Raise guerdon p at 175t

sun evening

Great work pilgrims trail improves attendance at congregations avcros kallevesa

Great work assist integratioj of slaves into jarm. Increasd productivity of business

Mana sinecure in miaren serens orchards of miaren. National appointment.

Trading office in glen of shadows in hercynia to assist in trade with orcs

Appointment of minister of historical research. Lucifer of cyrus watch.

Shrine to celebrate the achievements of Britta in the kallevesa marshes

Commission torfast trading post. Yearly imperial orc position.

Folly in feroz in afarjasse

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379YE Winter Solstice Synod judgments

Contents

- 1 The Imperial Titles of the Synod

- 1.1 Other Synod-Appointed Titles

- 2 Appointments

- 2.1 Appointment of the Cardinal of Prosperity

- 2.2 Appointment of the Cardinal of The Way

- 2.3 Appointment of the High Exorcist

- 2.4 Appointment of the Voice of Barbs

- 2.5 Appointment of the Seer of the Gateway

- 3 Synod Judgments

- 4 Statements of Principle

- 5 Synod Funds

- 6 Visionaries

- 7 Voting Record

The Imperial Titles of the Synod

At the end of the Winter Solstice, 379 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Virtue Inquisitor

Ambition

Bishop Olek of the League

Silent John of the Marches

Serrusto Caeli Rezia di Tassato of the League

Courage

Asher of Felix's Watch in Highguard

Agnieszka Katrinova Prochnost of Varushka

Lady Eleanor de Rondell of Dawn

Loyalty

Jared of the Suns of Couros, Highguard

Anna-Valeria Cascade of Urizen

Julius Cavita of the League

Pride

Ozren de Orzel of Dawn

Lady Josephine Novarion of Dawn

Ephrael of Highguard

Prosperity

Ophelia Sanguineo Rezia Di Tassato of The League

Wilhemina Maryenkovich Poltova of Varushka

Vauraus Korppitkotka of Wintermark

Vigilance

Silas of the Suns of Couros, Highguard

Aarne Ceorling of Wintermark

Irada von Temeschwar of the League

Wisdom

Agnetha De Rondell of Dawn

Vacant

Ana-Marina Ferreira da Mestra of the League

The Way

Atla of the Imperial Orcs

Rawk of the Imperial Orcs

Yarrick Ursan of Wintermark

Other Synod-Appointed Titles

Title

Held By

Appointed By

Renews

High Exorcist

Solas of the Spire of the Waxing Sun, Urizen

Assembly of Nine

Winter Solstice

Auditor of Senatorial Accountability

Sargon of Felix's Watch, Highguard

Assembly of Nine

Until death, revocation or abdication

Imperial Inquisitor

Severin Teyhard von Holberg of the League

Assembly of Nine

Summer Solstice

Custodian of the Imperial War Memorial

Ira of Felix's Watch, Highguard

Assembly of Nine

Sinecure; until death, revocation or abdication

Imperial Chaplain Consular

Hywel Summercrow, Navarr

Cardinal of The Way

Spring Equinox

Seer of the Gateway

Livia Cascade of Urizen

Assembly of Nine

Until death, revocation or abdication

Voice of Barbs

Corey Brakensong of Navarr

Navarr National Assembly

Winter Solstice

Curator of the Printer's Guild Museum

Taddea Ginori of the League

Cardinal of Prosperity

Sinecure; until death, revocation or abdication. When a new Cardinal of Prosperity is appointed they may choose to name a replacement.

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Appointment of the Cardinal of Prosperity

Candidate

Votes Received

Outcome

Ophelia Sanguineo Rezia Di Tassato of The League

86 votes

Appointed as Cardinal

Edythe Dunne of Wintermark

40 votes

-

The Civil Service is awaiting confirmation of the appointment of Gatekeeper from the new cardinal

-

-

The Civil Service is awaiting confirmation of the appointment of the Virtue Inquisitor from the new cardinal

-

-

Appointment of the Cardinal of The Way

Candidate

Votes Received

Outcome

Atla of the Imperial Orcs

122 votes

Appointed as Cardinal

Lucifaro Figlio del Mattino of The Brass Coast

0 votes

-

Cardinal Atla appointed Rawk as Conscience of the Senate

-

-

Cardinal Atla retained Yarrick Ursan of Wintermark as Virtue Inquisitor

-

-

Appointment of the High Exorcist

Candidate

Votes Received

Outcome

Solas of Urizen

5 votes

Retained as High Exorcist

Pater Lynch of The League

0 votes

-

Vitória Barossa di Tassato Regario of The League

0 votes

-

Appointment of the Voice of Barbs

Candidate

Votes Received

Outcome

Corey Brackensong of Navarr

36 votes

Appointed as the Voice of Barbs

Bronwyn Brackensong of Navarr

26 votes

-

Rhis Tarw of Navarr

18 votes

-

Appointment of the Seer of the Gateway

Candidate

Votes Received

Outcome

Livia Cascade of Urizen

7 votes

Appointed as the Seer of the Gateway

Synod Judgments

At the Summit, the following judgments were made by the Assemblies of the Synod:

Number

Assembly

Judgment

Raised By

Outcome

1

Prosperity

Appointment of the Cardinal

The Civil Service

Ophelia Sanguineo Rezia Di Tassato of The League was appointed

2

The Way

Appointment of the Cardinal

The Civil Service

Atla of the Imperial Orcs was appointed

3

The Nine

Appointment of the High Exorcist

The Civil Service

Solas of Urizen was reappointed

4

Navarr

Appointment of the Voice of Barbs

The Civil Service

Corey Brackensong of Navarr was appointed

5

General

Veto the assignment of Skarsind to the Imperial Orcs, due to lack of Loyalty to the Wintermark inhabitants of Skarsind and lack of Pride. We want our own land not pity land from Wintermark. Redhand Gik, Imperial Orc, 2nd Legion Preacher of the Third Way

Redhand Gik

Not upheld 74 - 338; Greater Majority not achieved.

6

Marcher

Condemnation. Escalation of Judgment 17 of Autumn Equinox 379YE. As seen by the people of Anvil a season ago, the villagers of Alham, Bregasland, are too unaware of the process of the Synod, such that they, in names: Mother Alice, Calum Roberto, Mary Bregasland and Blood Jack committed crimes of Blasphemy, and heresy, in the Wise and Vigilant attempt to increase the Empire's understanding of the Way of Virtue. It should be noted that they did show insight and understanding during the' formal Inquisition, but by then they had already publicly preached heretical and Blasphemous facts as Truth to the public.

James Appleseeder

Upheld 30 - 0

7

General

Recognition. Escalation of Judgment 28 of Autumn Equinox 379YE. To recognise the First Empress as an Exemplar of Courage, predicated on her presence in the Imperial Liao Vision of Yael of the Golden Hostel. Benevolence: Forged the Imperial People. Legacy: Her crown and Empire. Salvation: Extended the writ of the Synod. Inspiration: Whenever you have striven for the Empire.

Tullius Cascade

Not upheld 210 - 372

This judgement relates to the
Conviction
and
The Courageous Priest
Winds of Fortune events.

8

Courage

Inquisition to call Golan of Reikos to stand before the justice of the Synod on charges of Blasphemy, Heresy and Idolatry. As author of the Recognition of the First Empress I request the opportunity. Inquisition to occur at the Spring Equinox 380YE.

Tullius Cascade

Upheld 150 - 0

This judgement relates to the
Conviction
and
The Courageous Priest
Winds of Fortune events.

9

General

Rewarding. The Inquisitor of Courage requires 5 Thrones from the Virtue Fund to pay a small militia synod group to infiltrate two cults who are under investigation by the Inquisition.

Eleanor De Rondell

Upheld 369 - 32

10

General

Recognition of Zemress i Ezmara, Blade of the Isles. Zemress was recognised as Exemplar with five signs of the Paragon, 175 years ago. At the Autumn Summit 379YE new evidence came to light of the end of her life, demonstrating the requisite 6th sign: Liberation. Her life is celebrated throughout the Empire and beyond. Now is the time to celebrate her soul.

Soratio

Not upheld 178 - 128; Greater Majority not achieved.

15

General

Rewarding. The General Assembly recognises that the destruction of the Vyig by the Vigilance Assembly has all but purged their unvirtuous, illegal criminal acts. This required the gathering of 300 liao and three months of vigilant striving. The Assembly wishes to award 8 Thrones to the priests Valimir, Vladimir, Regina and Irada for their labours and passion for Vigilance.

Niccolo Dos Tassatos

Upheld 269 - 142

This judgement relates to the
A long good-bye
winds of fortune event.

20

Vigilance

To call Faren Duskborn for inquisition, regarding a lack of Vigilance in bonding to unidentified Wendigo items, rejecting help when offered repeatedly and resulting in a hunger which caused him to try and eat fellow citizens causing significant harm. To be held 2pm Sunday at the Hub.

Irada von Temeschwar

Upheld 81 - 0

21

Loyalty

Inquisition of General Tancred De Rondell at the Highguard Chapel of the Seven Virtues on Sunday at 7pm.

Jared

Upheld 124 - 0

22

Loyalty

Inquisition of General Richard Vandale at the Highguard Chapel of the Seven Virtues on Sunday at 7pm.

Tarquinius Ankerien

Upheld 124 - 0

23

Loyalty

Inquisition of General Starac Sijed Orzel at the Highguard Chapel of the Seven Virtues on Sunday at 7pm.

Cerwynn Brackensong

Upheld 124 - 0

28

The Nine

Appointment of the Seer of the Gateway.

The Civil Service

Livia Cascade of Urizen was appointed

31

Varushka

Revocation of Senator Dušan of Miekarova.

Ula Ulanaya

Upheld 58 - 32

The Civil Service wishes to thank Senator Dušan Otecovna Zlata for alerting us to the misspelling of his name on the judgment; the Civil Service is ever thankful of the keen Vigilance of the citizens of the Empire. The Civil Service also wishes to make Vigilant citizens aware that as Senator Dušan was revoked but then re-elected to the post, he cannot be revoked again until after the next time the senatorship would be elected normally.

33

The Nine

Inquisition of Atte, Senator for Sermersuaq for lack of Vigilance in his bending of the rules of the Senate to incorporate two motions within one. Inquisition to be held at 6:30pm Sunday in the Hub.

Asher

Upheld 7 - 0

35

General

Rewarding of Wyn of Exile's End 5 Thrones to do Hywel's job and fund virtuous projects to foreign lands etc.

Wyn of Exile's End

Upheld automatically by power of the Imperial Chaplain Consular

41

General

Inquisition of Adelina Barossa, prince of the League, regarding her involvement in the creation of the Eternal Basileus Flint.

Severin Teyhard von Holberg

Upheld automatically by power of the Imperial Inquisitor

42

General

Inquisition of Iago Melfizzi of the League on a matter of Heresy and possible collusion in the annihilation of a human soul .

Benaiah

Judgment withdrawn by raising priest

43

Courage

Inquisition. Due to the death of Tullius Cascade, the Inquisition of Golan the Wander will be led by the Courage Assembly at the Spring Equinox 380YE.

Vitória Barossa di Tassato Regario

Upheld 118 - 0

This judgement relates to the
Conviction
and
The Courageous Priest
Winds of Fortune events.

46

Pride

Inquisition. Maurice De Gauvain of Dawn is called to be the subject of an Inquisition at the Hub at 9pm of the Friday of the Spring Summit 380YE regarding the matter of Shylock Flint.

Ephrael

Upheld 56 - 0

48

General

Rewarding of 2 Thrones towards the purchase of ceremonial liao for performing insight and other rites on Pure Liao visionaries.

Livia Cascade

Upheld automatically by power of the Seer of the Gateway

50

The Nine

Inquisition of Duke Ferrero for his suitability as a candidate for Empress.

Atla

Upheld 6 - 0

Statements of Principle

The Imperial Synod made the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

11

General

That each individual Sign on the path to Exemplar or Paragonhood can be formally recognised by the Synod. This does not make them an Exemplar but recognises their achievements on their journey and can help inspire others to greater virtue.

Agnieszka Prochnost

Upheld 379 - 153

12

Dawn

The Dawnish National Assembly supports actions taken by Nobles and Military Units in defence of The Barrens.

Frederik Novarion

Upheld 82 - 0

This statement of principle relates to the
Crusade
winds of fortune event.

13

Highguard

We the people of the The Highguard National Assembly believe that any National Bourse position holder in our Nation should use the resources they receive to support Imperial projects to ensure the ongoing Prosperity of the Empire. We will hold National Bourse position holders to account for how their resources are used.

Zephram

Upheld 254 - 0

14

General

According to Imperial Record, Inquisition is “investigate and publicize behaviour the Synod considers to potentially unvirtuous.”, however the current powers of Inquisition and Condemnation only allow for the effective and efficient publication of only religious crimes. To this end the Synod believes that the following powers should be added to the existing powers of the Synod to enable it to publicise the outcomes of Inquisitions and investigations: The powers of Castigation, Vindication and Penance are escalated from Inquisition in the same manner as Condemnation and the powers and responsibilities are detailed below: Castigation: The target is believed by the Assembly to be guilty of Unvirtuous deeds and nature and is formally rebuked. (The details of these acts and punishments are expected to be detailed within the Castigation statement but are not legally bound to do so). Vindication: The target is believed by the Assembly to be innocent of any accused Unvirtuous acts levelled against them and/or to be of a Virtuous disposition and is formally lauded as Virtuous. (The details of their Virtue and actions undertaken are normally expected to be detailed within the Vindication statement but are not legally bound to do so). Penance: The target is believed by the Assembly to have engaged in both Virtuous and potentially Unvirtuous behaviour. The judgement formally states that the target must correct their behaviour and is considered “Under Penance” (the details of the target’s behaviour and future actions of Penance to undertake are expected to be detailed within the Judgement however the raising priest is not legally bound to do so). Please note: the language of these powers is worded in a manner that the Constitutional Court of the Empire has approved. In addition, the Imperial Inquisitor and the Cardinals fully support this.

Jorma Steelhail

Upheld 307 - 20

17

General

After discussion on the subject over the Summer and Autumn summits, the Synod believes that there is value in spreading the Way of Virtue to the Magical Realms.

Antonio di Sarvos

Upheld 290 - 170

19

General

The Pride Assembly acknowledges that a gatekeeper and cardinal from the same nation is unorthodox, but has faith that our chosen gatekeeper; Josephine Novarion will carry out her duties with diligence and probity.

Franco i Sol Deverador i Erigo

Upheld 101 - 86

24

General

Humans are the greatest beings in all creation because of their Immortal Soul. It is the final destiny of all Human Souls to perfect their Virtue and transcend the Labyrinth of Ages. To destroy a Human Soul is therefore to deny that soul its true and rightful destiny. There is currently no law in the Empire which forbids the destruction of a Human Soul. In accordance with the points above, the Synod supports the creation of a new religious crime of Annihilation defined as Destroying, or endangering with destruction, a Human Soul.

Isaac di Sarvos

Upheld 358 - 36

25

Wintermark

Thanmir, former Senator of Skarsind, has been so thorough in protecting the former Wintermark denizens of Skarsind, heeding our voices and concerns; he has been proud of his station and the people he represented, Vigilant in his conduct and shown great loyalty to the people of Wintermark. We the National Assembly recognise Thanmir's wisdom and wish to encourage his and our Prosperity. If we are awarded the Virtue Fund we entrust it to him to distribute to affected halls.

Veikko

Upheld 111 - 0

26

Dawn

The Dawnish National Assembly supports actions taken by Nobles and Military Units in Glorious Battle and Crusade in The Barrens. The National Assembly appoints Frederik Novarion to lead this and support the military units using liao.

Frederik Novarion

Upheld 82 - 0

The Civil Service allowed Frederik Novarion to raise a second Statement of Principle following a misunderstanding of the requirements for such a call to arms.

This statement of principle relates to the
Crusade
winds of fortune event.

27

Navarr

We, the guides of the Navarr people, believe that the holder of a Navarr Bourse position must use the resources it provides for the Prosperity of the Empire as a whole. The Navarr National Assembly reserves the right to hold the holder of a position to account and revoke the position should we feel it is warranted.

Madog

Upheld 50 - 0

29

Courage

The Assembly of Courage calls for a campaign of preaching in the territory of Reikos, teaching how the Virtue of Courage stands alongside the other Virtues as an inspiration against fear and ruin. The campaign will be led by Nina of Cantiarch's Hold and be supported by at least 25 vials of liao to inspire virtue through virtuous auras.

Nina

Upheld 142 - 0

This judgement relates to the
Conviction
and
The Courageous Priest
Winds of Fortune events.

30

Urizen

We recognise that the bonds of Loyalty between our sentinels Vitellius of Phoenix Reach, Elysia of the Celestial Cascade, and Tanwyn Ankarien are an inspiration to our nation.

Anna-Valeria Cascade

Upheld 40 - 0

32

General

The Hierro orc clan should come to Holmauer in Holberg! They should see there is more to the Empire than the Brass Coast. Hierro should marvel at Holmauer's fascinating agriculture and exciting wildlife as part of earning their way into the Empire

Benedict Pacelli

Upheld 182 - 66

This statement of principle relates to the
A heap of broken images
winds of fortune event.

34

General

The General Assembly understands concerns amongst Jarmish Officials relating to freeing of slaves from the port of Rigia to the Empire. The General Assembly believes that the freeing of slaves is Virtuous. The General Assembly understands that a Statement of Principle will hold weight in enabling the Jarmish officials in ensuring the safe passage of slaves and be glad if this were enacted.

Duke Ferrero

Upheld 398 - 15

36

General

The General Assembly charges Duke Ferrero to travel to Jarm to act as a missionary to spread The Way and to prepare the Jarmish people for the potential construction of a temple of The Way.

Ianthe of Raven's Watch

Upheld 214 - 85

37

The Way

The Assembly of the Way nominates Beodun Snowlock to go to the eastern principalities of Jarm as a missionary, to teach them the true interpretation of the Way and counter Sumaah propaganda. This will require 50 liao which we will provide.

Elowen

Upheld 68 - 0

38

Marcher

The Marcher National Assembly sends the Loyalty priest Robert Wheelwright of Bregasland to the village of Alham, Bregasland, in order to weed out remains of a peace cult and to educate the villagers in the proper conduct of the Way of the Virtues and the' proceedings of the Synod. The priest will bring 10 liao to spread virtuous auras in the' area and remove peace auras.

James Appleseeder

Upheld 40 - 0

39

Marcher

To encourage Marcher Farmers to reduce the cost of food sold to the Civil Service to resupply the armies of the Empire. We name Martin Orchard to co-ordinate this and assign 50 liao to this work.

Martin Orchard

Upheld 30 - 10

This statement of principle relates to the
March on their belly
winds of fortune event.

40

Wintermark

Whilst we commend the courage and conviction of Dogri Thulebane and his fellows, we cannot condone the gathering of forces. We discourage people of Wintermark from travelling to join Thane Dogri and encourage them to settle in Wintermark lands. We are seeking an amicable agreement with Dogri, the Imperial Orcs, and all peoples of the Empire, which will keep the Wintermark traditions of Skarsind alive.

Gunnbrand Ironwill

Upheld 67 - 0

This statement of principle relates to the
Falcon in winter
winds of fortune event.

44

General

Golan the Wanderer is false in his preaching that purifying the Empire to Courage will cause the First Empress to Return. We know this for I, Yael, am the First Empress returned from beyond the Labyrinth and reborn among the people of my Empire. I shall come among the Citizens of Reikos to tell them of my vision of the Labyrinth and of the Land Without Tears.

Yael of Felix's Watch

Upheld 295 - 20

This judgement relates to the
Conviction
and
The Courageous Priest
Winds of Fortune events.

45

General

The Imperial Synod recognises, with Pride, the efforts of the Hierro Clan in learning so much about The Way in just one season. We also acknowledge, with Vigilance and Wisdom, that the Hierro do not yet fully understand The Way and call upon them to embody Pride, Ambition, and Courage in aspiring to improve their interpretations of the Virtues. Elka Nadyanova Gremani will support them in this using the Experience of Pride and the example of the Paragon of Kethry. We look forward to seeing how the Hierro rise to this challenge and further earn the respect of the Empire.

Elka Nadyanova Gremani

Upheld 174 - 48

This statement of principle relates to the
A heap of broken images
winds of fortune event.

47

Freeborn

The relic of Zemress, Exemplar of Prosperity current held by Anwar i Del-Toro is to be enshrined in Madruga at the congregation of Soratio i Del Toro i Riqueza

Lucifaro Figlio del Mattino

Upheld 26 - 0

49

General

The Synod recognises that the New Scions of Atun have formed as a cross-national sodality to investigate theology, perform experimentation, and lead theological discourse. Their goals are to perfect doctrine and seek a better understanding of The Way.

Livia Cascade

Upheld 167 - 10

51

Pride

The Assembly of Pride supports and endorses a competition between the chocolatiers of the Empire, and believes it will encourage the improved perfection of their art and the Pride of the confectioner will be elevated.

Ozren de Orzel

Upheld 25 - 0

52

General

The Synod supports the Sumaah Republic in their missionary work to convert the slaves of the Asavean Archipelago to the Way of Virtue.

Naomi of Felix's Watch

Upheld 131 - 10

53

General

The Synod supports Duke Ferrero to take liao and preach to Imperial Citizens that they tolerate the refugee Hierro clan of Lasambria whilst in Imperial lands. It is Loyal for citizens to support the Empire's plans. It is Vigilant to not turn a potential ally into an enemy. It is Wise to try a new path over reactive instinct. It is Ambitious to envision a new way to resolve an unusual situation.

Severin Teyhard von Holberg

Upheld 53 - 20

This statement of principle relates to the
A heap of broken images
winds of fortune event.

The Imperial Synod did not make the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

16

General

The Synod would support the Creation of The Doctrine of Stewardship: It is the destiny of humanity to transcend the Labyrinth through Virtue. When this occurs the orcs and other races will inherit creation. Followers of the Way must make ready for this day.

Lucifer of Felix's Watch

Not upheld 195 - 321

18

General

An eternal who threatens us with a boon to harm the Empire is practising extortion. Those who pay an extorter with dragonbone lack Vigilance. Any who cave to an eternal's threats and pay the wages of fear are unvirtuous and possibly idolatrous.

Valimir von Temeschwar

Not upheld 117 - 312

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

0 Throne / 0 Crowns / 0 Rings

Income

20 Thrones

The price paid in the Bourse Auction for the dose of True Liao

Rewards

5 Thrones

Rewarding made to the Virtue Inquisitors.

8 Thrones

Rewarding made to the Vigilance Assembly for actions against the Vyig.

5 Thrones

Rewarding made to Wyn, proxy for the Imperial Chaplain Consular.

2 Thrones

Rewarding made to Livia Cascade, Seer of the Gateway.

Closing Value

0 Thrones / 0 Crowns / 0 Rings

Visionaries

The following individuals received visions of their past lives:

- Corvus of Auric Horizon, Urizen

- Aquillian of Endsmeet, Urizen

- Friar Edward Watcher of King's Stoke, The Marches

- Father Drakov of the Vor'Azi, Varushka

- Kahendrin Wordsmith, Dawn

Voting Record

For this summit the Civil Service attempted to track which priests in the Synod cast at least one vote on a judgment. This is to intended to aid analysis on what proportion of members of the Synod do not vote on judgments. The Civil Service cannot guarantee the precise accuracy of these records, or that similar information will be available for any future summits.

Virtue Assembly

Voting Strength

Voted

Could Vote

Percentage

Ambition

134

9

12

75%

Courage

212

15

18

83%

Pride

72

7

9

78%

Loyalty

299

15

24

63%

Prosperity

148

14

14

100%

Vigilance

243

19

25

76%

Wisdom

208

12

21

57%

The Way

306

17

29

59%

General

1622

108

152

71%

National Assembly

Voting Strength

Voted

Could Vote

Percentage

Brass Coast

36

3

3

100%

Dawn

132

9

13

69%

Highguard

414

25

41

61%

Navarr

122

8

10

80%

The League

226

19

21

90%

The Marches

114

6

10

60%

Urizen

90

7

9

78%

Varushka

150

10

12

83%

Wintermark

290

18

29

62%

Imperial Orcs

48

3

4

75%

General

1622

108

152

71%

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379YE Winter Solstice winds of fortune

Contents

- 1 Overview

- 1.1 Audio File

- 1.2 A Fine and Private Place

- 1.3 A Heap of Broken Images

- 1.4 A Job Worth Doing

- 1.5 A Long Good-Bye

- 1.6 Black and White

- 1.7 Conviction

- 1.8 Crusade

- 1.9 Dying Light

- 1.10 Cuttings

- 1.11 Falcon in winter

- 1.12 Golden Trumpets

- 1.13 Land Fit for Heroes

- 1.14 Long Roads to Ruin

- 1.15 March on their Belly

- 1.16 Price of Prosperity

- 1.17 Red Star

- 1.18 Road to Bramar

- 1.19 The Stars Aren't Right

- 1.20 Summer in Winter

- 1.21 Swans will sing

- 1.22 Tears in the rain

- 1.23 To Sleep in Kallavesa

- 1.24 The Three Refrains

- 1.25 Trove Remade

- 1.26 Vermin

- 1.27 Whispering Wind

- 1.28 The Worth of a Life

- 2 Ongoing Events

- 2.1 Hearth Tithe

- 2.2 Crows and Colleges

Overview

Over the past three months, several events have occurred which are of significance to the Empire and may require a response from her champions. You can also read about the progress of the Empire's military campaigns here.

Audio File

A tongue-in-cheek summary of these Winds of Fortune, in the form of a news bulletin recorded by Ian Horne, can be found here with an extra special bulletin here. Listen carefully and you may be able to detect a little editorial bias!

A Fine and Private Place

There are reports from Anvil of irregularities involving regio, tied in some way to the bound king of the Thrice-cursed Court. You can learn more about this event here.

A Heap of Broken Images

In the south-west, the orcs of the Hierro clan camp a stones throw from the walls of Anduz in Segura. Tensions rise and fall, and the Imperial Synod faces difficult choices. You can learn more about this event here.

A Job Worth Doing

After the difficulties experienced by the Castle of Thorns in the lead up to the Autumn Equinox, some very peculiar stonemasons indeed have turned up to lend a hand. You can learn more about this event here.

A Long Good-Bye

The Imperial Synod assembly of Vigilance has launched a crusade against the vyig criminal organisation in Temeschwar, Tassato, and Holberg. You can learn more about the outcome of this event here.

Black and White

In Wintermark, the magpie symbolises Prosperity. The penguin... not so much. But it is the penguins that have stood dour witness to a discovery that could have far-reaching consequences for the Empire, far out on the very northern edge of the Empire, at the roof of the world. You can learn more about this opportunity here.

Conviction

In Reikos a firebrand preacher named Golan is calling for the Empire to acknowledge that the virtue of the First Empress - the virtue of Courage - is the most fundamental of all the virtues. Following a vision gained in the slave camps of the Druj, Golan claims that the Imperial Synod has finally admitted that Courage is HER virtue, and that SHE will return when the Empire has rekindled their faith in their own bravery. You can learn more about this burgeoning religious movement here.

Crusade

A fourth army in Dawn, and a major assault against Dawnguard and the Towers of the Dawn. The time is ripe, the troubadours say, for Dawn to seize its destiny and conquer the Barrens once and for all! You can learn more about this opportunity here.

Dying Light

Over the last three months an insidious curse has lain over the Highborn territory of Bastion. Vicious hail and gloomy sleet combine with a malign aura that encourages people to doubt their faith, striking at the very soul of the Highborn people. You can learn more about this curse here.

Cuttings

In the vicinity of the Upwold town of King's Stoke in Tower March there have been half-a-dozen very peculiar births. You can learn more about these events here.

Falcon in winter

Thane Dogri Thulebane has declared that Crow's Ridge in Skarsind is part of Wintermark, and not part of the Imperial Orcs homeland. His followers have claimed the tower and beacon of Crow's Keep as their base of operation, and are attracting other disgruntled Winterfolk to their banner. You can learn more about this event here.

Golden Trumpets

Magical golden trumpets have been sounding across the Empire in locations that are, or have been, associated with Summer magic. The eternal Meraud has a challenge for the magicians of the Empire. You can learn more about this event here.

Land Fit for Heroes

The decision to relinquish Skarsind has been ratified; the Imperial Senate has chosen to assign Skarsind to the Imperial Orcs. You can learn more about the implications of this momentous decision here; further significant information about opportunities and consequences for the Imperial Orcs can be found here.

Long Roads to Ruin

Four barbarian orc delegations are on their way to Anvil for the Winter Solstice. Delegates of the Druj, the Thule, the Grendel, and the independent tribes of the Barrens are coming either under flag of truce, or as foreign dignitaries depending on their status. You can learn more about this event here.

March on their Belly

Serious curses bedevil the Marches, devastating the Autumn harvest and seriously impacting the farms of Upwold, Mitwold, and Bregasland. This attack on the breadbasket of the Empire has significant implications for the Empire as a whole, especially with regard to military supplies and the price of food. You can learn all about this event here.

Price of Prosperity

The trade winds blow, bringing with them news of the foreign nations with which Imperial fleets trade. You can learn a little about the war with the Sumaah Republic - and about the international situation in general - here.

Red Star

The Wanderer and the Phoenix are a dangerous combination. Astronomancers across the Empire agree that there is something awry in the night skies, while an unsettling curtain of mania and aberration decends gently on the Empire. You can learn more about these eerie events here.

Road to Bramar

The Iron Confederacy have begun repatriating slaves with Imperial backgrounds as apart of an agreement with the Ambassador to the Iron Confederacy. They are interested in talking to the Imperial Senate about a treaty - especially now that they have apparently finished conquering the Lasambrian territory of Kalino and have a land border with the Empire for the first time. You can learn about these events here.

The Stars Aren't Right

Several eerie magical effects appear to be in place across the Empire and its borders, a fair proportion of them drawn from Night magic. You can learn a little bit more about them here.

Summer in Winter

It is shaping up to be a harsh winter across the entire Empire, but nowhere moreso than in Varushka. A powerful enchantment has settled over the entire nation, bringing with it the potent influence of summer magic. You can learn more about this event here.

Swans will sing

It is one thing to relinquish Skarsind, but to surrender the Silver Peaks to the Thule has wounded the pride of Wintermark. As the winter drags on that wound has continued to fester. You can learn more about this event here.

Tears in the rain

Reikos has been liberated, and while some barbarian orcs remain it is now Imperial territory once again. This brings with it several opportunities which you can learn about here.

To Sleep in Kallavesa

The regalia of Empress Britta has been removed from the Shrine of Britta in the Necropolis, and interred alongside her body in the marshes of Kallavesa. You can learn more about this event here.

The Three Refrains

The bardic sodality of the Three Refrains has re-emerged from obscurity to offer aid to the future heroes of the Empire. You can learn more about this group here.

Trove Remade

The discover of a trove of mage weapons and armour in a chamber beneath the Unmade Spire in Redoubt presented a unique opportunity to the people of Urizen. They have made their decision about how to use this windfall, and you can learn more about it here.

Vermin

The Druj have been driven out of Holberg, but their legacy still remains, in the ruins of Holmauer, in the spreading marshes ... and in the killer trees. You can learn more about the events slowly unfolding in Holberg here.

Whispering Wind

A magical wind has gone out across Madruga, Feroz, Segura, and Kahraman calling the hakima and the Kohan to a council. You can learn more about this Freeborn event here.

The Worth of a Life

The Imperial Orc nation is together in one place for the first time since the days of their formation. The presence of several groups of ambitious bonesetters in particular present intiguing opportunities to the orcs. You can learn about these opportunities here.

Ongoing Events

Hearth Tithe

During the Autumn Equinox, both the Wintermark and Marcher assemblies threw their support behind the reintroduction of the Hearth Tithe. The Wintermark assembly named Ealstan of Stormspire to encourage the reintroduction of the practice, while the Marcher Assembly named James Appleseeder of Upwold. As a consequence, for the next year. every farm in the Marches and Wintermark will set aside a plot of land to grow medicinal herbs to help the war against the Jotun. Every farm produces a little less money, but provides the owner with useful herbs. You can learn more about the effects of the Hearth Tithe here.

Crows and Colleges

As agreed by the peace treaty the Empire has negotiated with the Thule, the orcs have withdrawn the forces deployed in Karsk to the northern-eastern hills of Krevstay. Over the last three months the Golden Axe have swept through Crowslook and Branoc, reassuring the Varushkan people living in these regions that the orcs are gone. Despite the severe winter, there have also been several construction projects commissioned in Varushka.

Following the opportunities last season, the Imperial Senate has agreed not only to rebuild the roads of Karsk, but also to restore the Iron Helm. Work has begun on the new road construction, and if it continues at this rate should be completed by the Spring Equinox. However, so far no progress has been made towards mustering the Iron Helm despite the aid offered by the miners of Moresvah and the ability to pursue both projects at the same time.

Progress has begun on the The Icy Crag of the Eternal Sun in Volchitrava. There are reports that with the patronage of Cathan Canae a Summer regio has been somehow raised, or perhaps aligned, which will serve as the heart of the college.

Furthermore, construction has also begun in Mieriada on the Hearth of the Tempest, which will apparently aid in the exploration of Spring magic - although details are obscure at this time.

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379YE Winter Solstice winds of war

Contents

- 1 Overview

- 2 The Storms of Spiral

- 2.1 The Ruin of Fort Mezudan

- 2.2 The War for Ateri

- 2.3 Game Information

- 3 The Rains of Reikos

- 3.1 The Fall of the Stone Toad

- 3.2 The Rain Falls on the Just

- 3.3 Game Information

- 4 The Thunder of the Barrens

- 4.1 Rage Across Dawnguard

- 4.2 Game Information

- 5 The Mists of Liathaven

- 5.1 Tress, Wind, and Fire

- 5.2 Game Information

- 6 The Mourning Wind

- 6.1 The Mirror of War

- 6.2 Game Information

- 7 The Rage of the Jotun

- 7.1 The Blood-dimmed Tide

- 7.2 The Haven of Liath

- 7.3 Game Information

- 8 Audio Files

Overview

On the whole, the last three months have been kind to the Empire. On the whole.

In Spiral, Fort Mezudan is destroyed by powerful magic. Imperial forces and Grendel forces engage in a hard fought campaign for control of the western regon of Ateri, which the Empire wins. The Grendel are pushed back, but the Empire makes little headway into liberating the rest of the territory.

A little north of Spiral, it seems the Reikos campaign is drawing toward a conclusion. After the heroes of the Empire launched a devastating attack through the Sentinel Gate during the Autumn Equinox that saw brought down the citadel of Urith Barath and scattered the Stone Toad clan to the five winds, the Navarr and Dawnish armies have triumphed over the fleeing orcs and liberated not only many human victims of the Druj, but also the territory itself. Although there are some pockets of resistance, Reikos is now Imperial once again.

Further north again, the independent orcs of the Barrens launch a significant offensive against the Dawnish in Dawnguard. They are attempting to claim the Towers of the Dawn, the fortification that watches over that Imperial region of the wild, untamed wilderness. For the moment they are trying to avoid killing civilians and noncombatants, but there have been numerous of deaths on both sides.

On the western borders of the Empire, the war against the Jotun is entering its active phase for the first time. The Freeborn armies have moved into northern Liathaven and begun to slowly reclaim territory from the Jotun. They do not seem to have encountered any significant military opposition, but the difficulties of establishing a presence with limited supply lines are slowing them down. At the same time, a major force of Jotun has conquered southern Liathaven, burning steadings and slaughtering any Navarr unable to escape or hide from them.

Finally, the Empire has finally moved forces into the Mournwold. They are making steady progress against the Jotun, and have already recaptured the Ore Hills - and claimed a partially constructed fortress there. The Jotun are falling back slowly, supported by human collaborators - it seems many who have grown up under Jotun rule have chosen to favour their way of life over that of the Empire.

So with the Winter Solstice approaching, the Empire has made gains in some places, and lost ground in others. Things are going slower than perhaps some armchair generals expected. Especially since the Empire is at war on at least three fronts. At least the peace treaty with the Thule appears to be holding ...

The Storms of Spiral

The Ruin of Fort Mezudan

Fort Mezudan lies in ruins.

Shortly after the Autumn Equinox, a luminous greenish-yellow effulgence engulfed the highest spires of Fort Mezudan. It leapt from roof to battlement, coiling across the ramparts and the rooves like a living thing, before striking down to the lower levels. For a few minutes, every item of metal larger than an eating knife was wreathed in the cold flame. Then it was gone, and the first rain began to fall, and wind began to wail between the towers.

The storm gathered strength over the course of a day, battering the castle with increasingly powerful winds and pounding rain.

Shortly after sunset, the first spear of lightning hammered into one of the towers with an ear-shattering explosion, sending shards of sharp stone in all directions. For four hours, the castle was pummelled with thunderbolts. As the lightning cracked and broke the stone, the wind howled louder and louder. The rain thickened until it was a veritable deluge, cascading water making the courtyards and stairs treacherous and click. The rain sent cold, questing fingers searching for any crack in the white granite walls, and where they found them they tore them open to the hungry wind.

For four hours the storm raged. Then silence. People began to pick themselves up and assess the damage. The rain continued to pour down but the winds were silent. There were a few guarded expressions of satisfaction that the Fist had weathered the magical storm. There had been some loss of life - two sentinels thrown from the ramparts by the wind, a tragic tumble down a rain-slickened staircase resulting in a broken neck - but it could have been worse. Yet the clouds continued to swirl above. A desperate warning came from Illuminate Nissea, the otherwise unflappable commander of the castle. The storm was not over.

The final hammer struck out of the eye of the storm. A whirling tempest, roaring like some abyssal behemoth, smashed down from the churning sky into the heart of Fort Mezudan. A thaumaturgic gyre, summoned and unleashed with the most potent of Spring magics, tore the central tower to pieces and sent boulders of white granite spinning through the air like so much lethal chaff. The devastating column of wind, water, and stone lasted no more than ten minutes, and then collapsed violently one final apocalyptic detonation of thunder. The wind died. The rain continued to fall, heavy enough to hamper efforts to find survivors beneath the rubble.

With Urizen thoroughness, a tally of the dead, the injured, and the lost was quickly prepared. Seventy sentinels, magi, and spirefolk are accounted dead. This number including Illuminate Nissea, along with the majority of the stone-crafters guild, slain while attempting to shore up the collapsing central keep. A further sixty serious injuries are listed, along with eight souls unaccounted for either lost beneath the rubble or hurled to their deaths on the lower slopes by the cruel winds.

Fort Mezudan, the lonely sentinel in the east, stands watch no longer.

The War for Ateri

Had the storm struck earlier, it might have caught the army of the Granite Pillar still billeted at the Fist, and the death toll would surely have been higher. Yet when the Fist fell, the Highborn army was already marching. With the Quiet Step, they were marching north-east towards Screed and the slumbering horror of the Black Plateau. Had the storms struck a week later, it might have caught the Northern Eagle, the Wolves of War, and the Citadel Guard marching east from Highguard. As it was, they arrived several days after the destruction, after the last of the bodies had been recovered from the wreckage, just in time to attend the last of the funerals.

There is little time for grief. Imperial strategy is straightforward and ambitious. The Empire's forces intend to push cautiously through Ateri, driving the Grendel out. Then, on to Screed and the looming shadow of the Black Plateau; then onward to liberate the Legacy. A bold plan.

The Grendel strategy also appears to be quite straightforward. They launch a major offensive into Ateri the very morning after the ruination of Fort Mezudan. Despite being outnumbered by Imperial forces, they drive a spear-thrust of orcs and beasts into the heart of the Imperial armies. Perhaps a thousand-score barbarians, with siege weapons and unfamiliar warbeasts attempt to consolidate the gains made last season in Ateri.

If the Granite Pillar and the Quiet Step had been the only Imperial forces in Spiral, they would have outnumbered them two-to-one and we might be telling a different story here. With the relief column marching down from face nearly, however, they instead face nearly thirty-thousand Imperials. Not only are there three extra armies, but the Wolves of War are supported by one of the most significant forces of independent captains seen in recent memory, nearly ten thousand strong.

The Grendel respond quickly to the new threat. For all their savagery they are able to react quickly to unexpected Imperial tactics - perhaps supernaturally so. The soldiers who fight beneath the banner of the wading bird are particularly adept at countering Imperial stratagems. Their captains swathed cinnamon and scarlet silks direct a significant force of more traditionally dressed barbarians to cut off the Imperial advance, while avoiding Navarr attempts to lure them into ambushes, and countering the cunning feints of the cause-bound mercenaries of the Wolves of War.

The Wolves of War, advised by mercenary Urizeni strategists and supported by Varushkan and Wintermark sellswords with long experience of fighting in hills and mountains should have easily outmaneuvered the Grendel and attacked them from their rear. Unfortunately, the Grendel are already on the move by the time the Wolves of War arrive - they are not taking defensive positions, but pushing forward towards the Fist. They also enjoy the support of the naval vessels anchored on the southern coast; hard-bitten marines support the rear encampments of the Grendel, delivering valuable supplies to help the Grendel against their Imperial enemies.

In the end though, the campaign is proof that any while strategy is important, it helps to have your plan backed by superior numbers. Slowly but with growing confidence the Empire pushes north-east, and the Grendel fall back. That said, the Imperial forces never see the Black Plateau (except perhaps in their dreams). None save perhaps the scouts of the Quiet Step get to see the Legacy in distant Ossuary. The fighting is bitter, but it is largely constrained to the western foothills.

The Grendel cannot hold back the Imperial advance - over the course of three months they are slowly, slowly pushed back out of Ateri. The majority retreat toward Apulus (no doubt the take advantage of the supplies offered by their naval forces), but perhaps a third of the force retreats north-east, to defensive positions scattered around the outskirts of Screed.

During the Imperial advance, the soldiers of the Empire account for as many as three thousand Grendel orcs, while suffering barely half that many casualties themselves. Yet the Grendel show no signs of being routed - quite the contrary. Even in retreat the core of their barbarian forces remain disciplined. They do not flee, they withdraw in good order - all the while gathering up as much mana as they can find, and as much metal as they can claim from the mines on the mountain slopes.

The Grendel forces are a long way from home ... but they are well supplied and the Empire has seen in Sermersuaq how deadly a committed barbarian force can be if it chooses to make the Empire pay blood for the territory it seeks to reclaim. If the rate of Imperial advance stays constant, Urizen mathematacticians estimate it may take as long as six months to conquer Screed alone - assuming the Black Plateau remains quiescent in the face of the tide of death and hatred that armed conflict will doubtless stir up around it.

Game Information

Fort Mezudan has been destroyed by potent Grendel sorcery. The Empire has recaptured the region of Ateri from the Grendel, but made no headway toward Ossuary; the rest of Spiral is firmly in the hands of the Grendel. The campaign continues.

The Rains of Reikos

The Fall of the Stone Toad

The citadel of Urith Barath lies in ruins, and with it the ambition of the Stone Toad clan.

The orcs are not gone from Reikos entirely, but they are broken and scattered. The majority of the Stone Toad army retreated into Urith Barath after their defeat on the open fields in the Summer. Much of the garrison fell when the Bounders, the Strong Reeds, the Citadel Guard, and the Valiant Pegasus broke through the fortress walls. Then, at the height of the Autumn Equinox, after days of vicious fighting, the Sentinel Gate opened to the foot of the Druj citadel and the heroes of the Empire poured through. In a brutal and risky battle, they broke the defensive forces and gave the Imperial armies the final opening they needed to take High Chalcis back from the barbarians - and with it Chalcis Mount. Any orc who did not flee paid for their overconfidence with their life - and many of those who did run as the walls came down gained only an extra day or so of life.

The great granite walls, built from looted stone and stolen weirwood, mortared with the blood of slaves, have been torn down and with them the last significant sign of barbarian occupation of Reikos. The banners of the Stone Toad have been trampled into the mud. The handfuls of surviving slaves within the castle have been liberated. And for the first time in years, the banners of the Highborn Chapters have been raised on Chalcis Mount once again ... raised over a shattered ruin.

The Rain Falls on the Just

It rains in Reikos. But for the first time since the liberation began, the water is fresh, and clean, and cleanses what it touches. It washes away exhaustion, it washes clean the wounds of those fighting to free the scattered enclaves of Highguard citizens still surviving in the bleak plains and hills of Reikos. Perhaps most importantly, it washes away the taint of the Reikos Flux, the remaining foulness that the Druj used to poison the land. Any wound short of a mortal blow heals overnight ... which is good for the Imperials, but makes little difference to the scattered, outmatched, broken orcs who are often as not executed where they fall. There is little taste for mercy among the soldiers of the Empire. The water brings fresh life to the ruined landscape, a promise of a better Spring to come. It also brings hope.

Speed and righteousness are the key to the Imperial strategy. The armies of the Empire leave little space for the Druj miasma to assail their spirits. Yet the miasma still clings to Reikos - the black stones that anchor its foulness still stand. In the long nights, in the face of each little horror uncovered as the Empire advances north and west, the miasma still whispers of despair, and failure; of weakness, of futility.

As the cleansing rains begin to fall, the Hounds of Glory and the Eastern Sky have no time for introspection or fear. They break from the ruins of Urith Barath and launch an overwhelming assault against the scattered orc emplacements in Longshire. There is little coordination to the barbarian resistance. The orcs here live the scattered, selfish lives of brigands. Few of them squat beneath the banner of the Stone Toad - they seem barely to care that the citadel has been destroyed. They also seem unable to understand the scale of the threat facing them.

They close the doors of the stone halls, and the gates of the makeshift palisades they have erected around the ruined towns ... and the Dawnish wash over them in an irresistible wave.

Triumphant. Overwhelming. Glorious.

Broken chapter after broken chapter falls before the Dawnish armies. Teams of heavily armoured knights and relentless war witches sweep the ruins after the main force has passed over, rousting out stragglers and would-be assassins from their hidey-holes and hidden cellars, and giving them the only mercy they deserve - a quick death.

At the same time, the Black Thorns explode northwards into Broken Ride. They catch the bulk of the Druj fleeing the fall of the Stone Toad citadel and ruthlessly put an end to them. They skirt the open plains and low hills, scouts spreading out through the trees of the southern Great Forest looking for orcs. There are more signs of active resistance here - especially around the ruins of Exile - but they soon reach the slave-camp that stands where the lumberyards of the Great Forest of Peytaht once stood.

For a moment, it seems that the horror of the Vigilant Swan might be repeated - that the slaves forced to fell the weirwood trees in Broken Ride will be murdered by their bitter Druj captors. Yet the speed of the Black Thorns is not to be underestimated. They have outpaced the news of the fall of Urith Batol, slaughtered the messengers who would have brought confirmation that the Stone Toad has fallen. As a result, the Druj are only just rousing themselves to kill their slaves as the Navarr arrive - and the Scions of Terunael waste no time.

They pour down in a flood of vengeance against the oversees of the Stone Toad. As the Navarr attack, the slaves see their chance. They are tired, broken down, desperate ... and filled with the healing, renewing energy of the magical rain. They rise up en masse, with improvised weapons, throwing themselves at their orc captors. Many are cut down, but the deaths simply fuel their anger and their hate. Better to die on their feet than die on their knees. Some hundred and fifty slaves are liberated, saved not just from death but from the depths of despair.

Not everything goes the Imperial way. Despite the rain, the camp overseer seals herself behind the barricades where the season's harvest of weirwood is stored. Once it is clear the battle is lost, she immolates herself and her inner circle ... and the bounty of weirwood that has been gathered. Despite the rain the fire spreads quickly. Some alchemical essence has clearly been employed that tinges each licking tongue with a sickly green taint and makes it burn hotter in the face of water rather than being quenched by it. It takes all the effort of the tired Navarr and the exhausted slaves to prevent the flames spreading into the forest itself, growing into a conflagration that might devour a vast tract of the ancient forest. Yet they do stop it - not least in part due to the timely arrival of cadres of Dawnish nobles and yeomen send north to support the Navarr advance. This time at least the Druj efforts to poison the well, to stab back at the Empire from the bring of the Howling Abyss, are thwarted.

With Longshire swept clean of orcs, with the Great Forest at Reikos liberated, the two forces converge on Exile. The site of the first atrocity of the Druj invasion when their armies somehow overcame generations of superstition to pass from the Barrens, down through the haunted depths of Peytaht. Exile itself is a twisted parody of what it once was. Once a place of learning, of meditation, it is now an abominable temple dedicated to fear and suffering. The Druj miasma is stronger here. It clings to the wet soil beneath the trees in the form of a physical, rolling mist. There are hints of shapes in the fog. Ghosts. Dead spirits of Highborn soldiers and civilians and oh! so many priests. There are no signs of any bodies, however. The Spring magic that pulses in the rain and the soil allows for no corpses, not this season at least..

The Druj warriors that defend the temple are unfamiliar. They wear dark hoods, wield curved blades, fight in almost total silence - fight like cornered rats. To their credit they stand and fight to the death. They rely on the aura of fear and the darkness beneath the trees ... but it avails them naught in before the might of Dawn, and the keen eyes of the Navarr. Examination of the fallen orcs reveals eerie tattoos, unsettling piercings, lips sewn together with old cord.

There is some debate as to whether it might not be wisest to burn the ruins of Exile to the ground, if that might not put an end to the blasphemy that taints the air itself. In the end, an agreement is reached that the question of what to do with the ruins is not for the Dawnish or the Navarr to make.

With Longshire and Broken Ride liberated, the majority of Reikos is now under Imperial control. There are still orcs in Tamarbode and Grey Charge, but where can they go? West into Casinea and the waiting arms of the Silent Sentinel? South into Bastion, the heart of Highguard? North into Broceliande? There is nowhere for them to hide. There are also some orcs in the Great Forest, and hiding in the ruins of the central plains, but they are scattered and broken - they might continue to plague the people of Reikos as bandits but they are in no position to rise as an organised force.

The land itself has not fared well under Druj dominance. Signs of their occupation are everywhere. The rain has cleansed the Flux, but Reikos itself is ruined. The eastern barbarians have taken their vile pleasure in defiling, corrupting everything they can. For now, though, there is the hope that peace may once again come to Reikos, that flowers might bloom once again in the Garden of Highguard.

This is not the end of the campaign for Reikos; but it is perhaps the end of the beginning.

Game Information

Reikos has been recaptured by the Empire! A Senator can raise a motion of Assignment during the Winter Solstice and determine which nation the territory will be assigned to. If Reikos is assigned in a timely fashion, it may be possible to elect a senator to represent it (ideally if the assignment passes before the afternoon session of the Imperial Senate on Sunday we should be able to arrange an election).

Regardless, even though two regions (Tamarbode and Grey Charge) are still technically under orc control, Reikos is now an Imperial territory again (which is relevant for use of the Imperial regio at Anvil. The orcs there are scattered and weak. They are unlikely to be able to launch any sort of campaign to reclaim any part of Reikos. Unless a new force enters the frame, perhaps through the Great Forest of Peytaht or out of Broceliande, it is unlikely the Empire will lose Reikos again any time soon.

Both the Vigilant Swan and the Great Forest at Reikos are once again in Imperial hands. Any senator can raise a motion of allocation for one of these two Imperial Bourse seats. The motion can declare that the seat should be either Imperial (auctioned openly on the Bourse, any Imperial citizen may take the seat), or National (appointed by decision of those members of the nation who have appropriate personal resources, on a citizen of that nation can hold the seat).

Now that the territory is Imperial once again, which nation controls the seat if it is made national depends entirely on which nation the territory is assigned to. It is important to note that regardless of whether the Bourse seat was national or Imperial before it was lost to the Druj, the senate has complete freedom to declare either or both of them to be either national or Imperial going forward.

If the Vigilant Swan is allocated in plenty of time, then the civil service will attempt to auction it, or help the nation appoint someone to the position. Whoever takes the seat will keep it until the Summer Solstice 380YE (Event 3-2016) which is when white granite seats are usually appointed or auctioned. The Great Forest at Reikos is a little trickier; there is no production to assign, so even if it is allocated during the Winter Solstice, it will not be auctioned or appointed until Spring at the earliest - and whoever takes the seat will have a shorter tenure than normal as the resource will again be appointed (or auctioned) during the Winter Solstice 380YE (E1-2017) alongside the other weirwood seats.

Finally, the civil service is already assessing spoils of war, and it is likely a list will be submitted to the Military Council during the Winter Solstice. It must be stressed at this point that Reikos is in a parlous state, with much of the population either exiled to other parts of Highguard or simply dead.

The Thunder of the Barrens

Rage Across Dawnguard

After their initial attempt to bring down the Towers of the Dawn before the Autumn Equinox failed, the orcs of the Barrens retreated in disarray.

They return in force a little less than a month later. This time, there is no talk of peace treaties, or of agreements with the Senate. A single demand for the surrender of the Towers is made, a single command issued to the people of Dawn to either leave Dawnguard, or acknowledge the dominance of the Rhavin and the Peytaht. Needless to say, the Dawnish pay little heed to these demands. Still, captains under the horned lion of House Aureillius and the dagger and sceptr'd key of House Vexille join the garrison at the Towers. The noble houses of Drycastle and the outlying manors gather their knights and their yeomen to their estates. They prepare to fight...

No more demands are issued. Three days later the first attack against the Towers of the Dawn begins. They are still cautious, still testing the Dawnish defences - for the most part. The main thrust of the assault against the Towers of the Dawn is led by the battle-hardened army of the Rhavin. They fight beneath tattered banners made of sewn-together scraps taken as trophies from their hated Druj enemies ... and more than a few tatters that might once have been the banners of questing knights lost in the Barrens. They are well armed, well armoured, and possess a grim determination at odds with their barbaric appearance. Their attacks are focused, sustained, relentless ... and while they pay for their advance with blood, they extract a serious toll from both the castle walls and the human defenders.

While the majority of the orc attempt to capture the fortification, roughly a quarter of their number focus their attentions on the manor houses of Dawnguard. They encounter resistance, of course, and lives are lost on both sides. Yet all three Barrens armies seem to be going out of their way to avoid killing civilians where they can. They leave Dawnish noncombatants plenty of time to withdraw - but they do not hesitate to cut down anyone who tries to take arms against them. With the stubborn refusal of the Dawnish to retreat, and with the garrison at the Towers making them pay for every foot of ground they take, their advance is slow.

Regardless, conquering Dawnguard is clearly not their intent at this time. The bulk of their force focuses on either bringing the Towers of the Dawn under their control, or bringing them down. Neither side escapes without losses. The risky strategy of the Rhavin, and the fact the orcs are fighting a people with little patience for the Barrens, sees to that. Yet as the Winter Solstice grows nearer, it is clear that the Towers of the Dawn have taken significant damage from the orc attacks. The fortification can probably endure another season of siege from the Rhavin and the Great Forest without additional support, but it would be a gamble - especially if the Barrens orcs were to commit completely to the attack.

Game Information

The independent orcs of the Barrens have come back to attack the Towers of Dawn with renewed force. The fortification is damaged - below half strength easily - but still standing. The towers are currently the only thing standing between the Barrens orcs and the swift conquest of Dawnguard.

The Mists of Liathaven

Tress, Wind, and Fire

As Winter gathers strength and the weather becomes colder, the armies of the Brass Coast enter Liathaven from the north. The Red Wind Corsairs (and their unspeakable unliving horde) continue to march south out of Wintermark, while the fast moving Fire of the South speed up the coast from Feroz, through Tassato into the Marches. The armies join forces in Bregasland, and make a joint push out of the marshes and into the forest.

The Freeborn encounter some resistance from the Jotun - especially the scattered forts defending the barbarian supply lines that connect their territory in the west with their invasion force in the Mournwold. There is no significant threat, but the going is tough and the Jotun defenders fiercely resist the Imperial incursion. With the Red Wind Corsairs more focused on "looting the shit" out of the Jotun, establishing a beach head proves to be a difficult proposition.

Still, the Brass Coast armies persevere. They receive some assistance from scattered Navarr resistance fighters, eager to help the Freeborn deal with the Jotun forces occupying their homelands - and especially eager to help them avoid stumbling into the areas of vallorn infestation that stretch across the middle of the territory. Their concerns on the latter point are probably unnecessary - the Jotun themselves have marked the edge of the vallorn region with taboo markers and other warnings.

The Jotun fall back but, grudgingly. They may not like fighting beneath the trees, but they put up a spirited defence. Without the support of a full Jotun army, however, they can do little but slow the Imperial advance. Regardless of their small numbers, however, the need to establish and protect supply lines as the Freeborn push into Liathaven means that at the end of three months campaigning, the two armies are perhaps halfway through claiming the region of Liath's Ring.

The unliving, shambling horrors that have accompanied the Red Wind Corsairs over the last month finally give up the ghost as the Winter Solstice approaches. At first in handfuls, then in greater numbers, the husks suddenly stop what they are doing, shake and shudder for a moment, and then fall over. A couple, especially ones that have seen the most action, collapse into pieces as past injuries overwhelm their corpus. One or two allegedly explode, showering the Freeborn near them in rot and putrid gore. There have been rumours that Bad Things have accompanied the release of the Winter Spirits when the husks accompanying other armies have failed ... but the Red Wind Corsairs experience no uncanny events. Perhaps the presence of the Vallorn has weakened the spirits bound into the husks? The Navarr resistance fighters think it unlikely, but their superstitious dread of the Vallorn is legendary. A bigger question than the winter spirits is what to do about the sudden problem of a thousand human and orc bodies ...

As the Winter Solstice begins, however, the Brass Coast armies are almost in position to begin laying siege to Mournstead in the east of Liath's Ring, an important albeit minor fortress along the Jotun supply route. If they continue at the current rate, they will most likely liberate Mournstead - and with it the rest of the region - by the start of Spring, after which it should just be a matter of mopping up the remaining Jotun forces ... unless the Jotun take steps to prevent that, of course.

Game Information

The Freeborn armies in the northern part of the territory are slowly working to create a beachhead, and are suffering all the problems of trying to take a region that is not contiguous with another region controlled by the Empire in the same territory (as discussed here). They have so far been uncontested, and are a little over halfway to freeing Mournstead and taking Liath's Ring.

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The Mourning Wind

The Mirror of War

The Tusks and the Bounders are joined by both Imperial Orc armies and by the Highborn of the Seventh Wave. They mass their forces at Overton, on the Greensward, in the shadow of the almost completed Orchard's Watch. Shortly before dawn a little less than a month after the end of the Autumn Equinox, the Imperial armies line up in the pre-dawn gloom. There is little sound - an order barked here or there, the creak of armour straps, the sound of metal brushing against metal. The banners of the Marches, of the Orcs, and of Highguard snap and crack between the sharp fingers of the chill Mournwold wind.

As the sun begins the crest the horizon, the horns begin the blow. The drums begin to beat. A wordless cheer goes up from the women and men of the Marcher armies, is picked up by the Highborn, and is echoed by the Imperial Orcs.

Imperial forces march out of Overton into the Mournwold. The liberation has begun.

The orcs of the Summer Storm set the pace, with the Tusks and the Winter Sun matching their ferocity. Where the Summer Storm launch focused, sustained attacks deep into Jotun territory, the Winter Sun and the Tusks claim the higher ground, driving the Jotun off the hilltops and into the valleys. The Seventh Wave and the Bounders follow in their wake, cautious only in relation to the energy of the other three armies. The overwhelming energy of the Imperial assault seems to take the Jotun defenders a little off guard.

The barbarian orcs are outnumbered - the Imperial force brought to bear against them is nearly half again their size. They have a fort, it is true - a white granite castle built in the ruins of Sarcombe on the Southmoor, which the Jotun call Hillstop. It is placed to offer strategic control of the approach into Mournwold from Kahraman to the south, keeping a close watch on both Fort Braydon and on Overton. The castle provides them with a sanctuary against the human and orc fire that sweeps our of the Greensward.

There is also a partially completed fortification in the Ore Hills. Sadly for the orcs, their new fortification is not yet completed. Another season and it would have been finished, in spite of the disruption caused in recent months by the heroes of the Empire. As it is though, the Empire's success in their lightning raid into Liathaven has left the Jotun desperately short of the white granite they needed.

The fight for this partially complete castle is vicious - it is here that the Jotun make a stand against the Empire. The blood of orcs and humans both flows freely, turns the good marcher earth to frothy red mud. There is an odd synergy at work here, and odd reflection. Fighting alongside the Marchers, Imperial orcs. Fighting alongside the Jotun, human collaborators. They are mostly young, but they wield their bills and pikes with grim determination. Their bodies are marked with alien tattoos, and they strive to mimic the furs and leather and chain of their orc masters - and it makes more than one eye weep to see a harness of Marcher plate or a notched polearm that has been handed down from father to daughter, from grandmother to son being wielded in the defence of the Mourn ... but by those who have sold their birthright to the orc invaders.

The parallel is more poetic than literal, of course. There are twelve thousand Imperial orcs fighting alongside the Marchers, and barely more than a thousand humans fighting in the Jotun armies. But it stings the soul, it tears at the heart.

The fighting is brutal, raging for two days and well into the night. The turning point comes when one of the Seventh Wave Unconquered is able to take down the commander of the partially completed forts with an arrow to the eye. She pays for her bold action with her life, and the commander is soon back on her feet again, but the loss of direction at a crucial point allows the Empire to overrun some of the Jotun defensive positions, lets the rest of the Seventh Wave clear some of the stakes breaking up the Marcher formations ... and the tide of battle shifts.

In the end, the orcs are forced to fall back. Their banners dip and turn, their forces retreating north and west. Towers, bears, mountains driven before the boars, and the dolmen, the lightning and the frost, and the curving wave.

The Empire quickly consolidates its territorial gains and turns its attention north. While the Bounders and the Seventh Wave secure the Ore hills, the Tusks and the Imperial Orcs push north into Freemoor. There is further strong resistance from the Jotun, especially those under the mountain banner. Here, though, the Tusks find Marchers ready to fight on their side. A raggle-taggle bunch it is true - sons and daughters of the men and women who chose to stay on their land, chose to stay and farm, rather than flee north to live as exiles in Mitwold and Upwold. They are but a handful, barely two-score compared to the strength of the collaborators the Imperials have already faced. They are unused to war, untrained for it. But a fire of rebellion burns in their hearts. They have been raised on tales of the strength of the Marches, and the Jack that bound all the people together under one banner. They hunger for it, as a starving beggar hungers for bread. They say they are not alone, they are sure there will be others who will also take up fight, once they are convinced that freedom is at hand.

The battle for Freemoor shifts in the Empire's favour slowly. The Jotun fall back, again. Their tactics are defensive, designed to minimise the casualties they take. Rather than stand against the joyous savagery of the Tusks and the Imperial orcs, they fall back. Slowly, the Imperial forces claim back the land.

As the Winter Solstice approaches, the Empire has claimed the Ore Hills, and a made some headway toward liberating Freemoor. Another season like this, and they will have secured the entire eastern border of the Mournwold, a fence of Imperial flesh and steel between the Jotun and the rich city of Tassato. The treachery of the Empire has clearly caught the Jotun unprepared - their force here lacks the strength to hold off the Imperial armies. Their entire strategy seems to be about delaying the Empire. Perhaps the returning Seventh Wave scouts can shed some light on their greater strategy.

Regardless. For the first time in a generation, armed Marchers stride the hills and moors of the Mournwold and the Jotun invader falls back before them.

Game Information

The Empire has liberated the Ore Hills region. In the process, they have also captured the partially constructed fortification the Jotun were building in the region. The castle has been damaged during the battle to secure it, of course, but it is the opinion of those engineers who accompany the armies that it could be completed in six months, at the cost of forty white granite and ten Thrones. If the job were completed, the castle would be a rank one fortification. The Empire will need to move quickly however; at the moment it is providing no defensive advantage, and if the region changes hands again with the construction in its current state there is a good chance it might be completely destroyed.

The Imperial troops have also made some progress in liberating Freemoor - a little under half the region is now in their hands.

As the Winter Solstice begins, the last work on Orchard's Watch is completed, and a fortification rises to mirror the Jotun castle in Southmoor.

The Rage of the Jotun

The Blood-dimmed Tide

Shortly before the Freeborn begin their attack on northern Liathaven, perhaps forty thousand Jotun warriors enter Western Scout and Beacon Point. They come north out of the hills of Reinos, and east out of the southern Jotun kingdom of Narkyst. They pour through the trees like a river, like a flood of orcs. They methodically and systematically smash every steading they encounter. Most are captured and adapted to serve the needs of the orcs. Some are left burnt-out ruins. The fortified steading at Beacon Point, for example, is burnt to the ground after a two-day siege by the army of under the banner of the Southern Bear.

Very few steadings manage to hold out against the Jotun, primarily due to their remote position within the territory. It is only a matter of time before they fall, however. The Navarr of southern Liathaven have been too isolated from the Empire for too long, by the vallorn and by the bandit-haunted mountains of northern Kahraman. They put up a spirited defence, but without the support of a significant number of troops they cannot hope to endure the withering assault of the Jotun.

When they came east into Liathaven for the first time, the Jotun allowed their enemies to flee before them. While they did not offer the Navarr the choice to join the Jotun as thralls or as foot soldiers - they did not go out of their way to slaughter them. This time, some of the Jotun armies are actively butchering any Navarr they can catch. Survivors report that there is a rage in the orcs that they have not seen before, and it devours anyone they catch. Whole steadings are put to the sword. Stridings torn apart when the Jotun catch them on the road. The Jotun are not the Druj - they do not engage in torture or torment, not even to gather information. They simply dispatch any Navarr they catch without ceremony.

The trees help; there are places survivors can go, where they can hide. But if the Jotun continue to occupy Liathaven it is surely only a matter of time before even those scattered survivors are caught and killed.

In a little less than two months, southern Liathaven has gone dark. There are surely Navarr still there, but they are either fleeing or hiding. There are rumours of a large group of survivors gathering somewhere in the very south-east of the territory. They may attempt to push through the mountains into Kahraman, but if they do so they will potentially be easy picking for any organised group of bandits, orc or otherwise.

The Haven of Liath

The Vallorn of Liathaven slumbers, wrapped tight around the ruins of Liath Haven.

For now.

Game Information

To follow on from the Mists of Liathaven...

In the south, a massive Jotun invasion force has taken both Western Scout and Beacon Point. In the process, they have destroyed the fortified steading at Beacon Point.

This means that the Jotun now control all the regions of Liathaven, making it a fully conquered barbarian territory. The immediate effect of this is that all Imperial personal resources based in the territory will lose a half of their production until such time as at least one region is back in Imperial control. This also means that the territory counts as being in the control of the Jotun, meaning they can move into, out of, and through the entire territory freely. ... up to a point.

It is worth explicitly pointing out that we treated this battle as two separate theatres due to the presence of the Vallorn that neatly bisects the territory. The Jotun forces in the south cannot reach the northern regions without forcing their way through either Liath's Heart or Westwood, which would mean an encounter with the unknown quantity that is the vallorn. The same is true of any Imperial forces on the northern side of the hedge of malignant landscape.

Any player character steadings based in Liathaven who wish to have had their settlement conquered or destroyed by the Jotun should consider contacting empire.plot@profounddecisions.co.uk to discuss options going forward. Other steadings are considered to have been far enough off the main Jotun invasion routes to avoid destruction for the time being.

Audio Files

Ian Horne has recorded several of the Winds of War as audio files:

- The Storms of Spiral

- The Rains of Reikos

- The Thunder of the Barrens

- The Mists of Liathaven

- The Rage of the Jotun

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=379YE_Winter_Solstice_winds_of_war&oldid=51206"

380YE Autumn Equinox Conclave sessions

The following is a summary of Conclave proceedings during the Autumn Equinox 380 YE.

Contents

- 1 The Imperial Titles of the Conclave

- 2 Conclave Addresses

- 3 Conclave Declarations

- 4 Conclave Gambits

- 5 Order Strengths

- 6 Order Vaults

- 6.1 Celestial Arch

- 6.2 Sevenfold Path

- 6.3 Rod & Shield

- 6.4 Golden Pyramid

- 6.5 Shuttered Lantern

- 6.6 Unfettered Mind

The Imperial Titles of the Conclave

The full list of Imperial Titles held in the Conclave at the end of the Autumn Equinox, 380 YE can be found under 380YE_Autumn_Equinox_Imperial_titles.

The following Imperial Titles were appointed or re-affirmed by the Conclave during the Autumn Equinox, 380YE:

- The Shuttered Lantern retained Gregor of the Circle of Zulgan-Tash as their Grandmaster.

- The Conclave retained Brother Luke as the Master of Ice and Darkness.

- The Conclave appointed Abel of Reikos Reborn as the Bursar of the Conclave.

Conclave Addresses

At the Summit, the following addresses were placed on the Conclave agenda:

Day

Speaker

Nature of Address

Fri

Abraham

Emergency sessions hold no legal weight.

Fri

Aquillian

The Phoenix is back

Fri

Shona i Ezmara

On Prospero's involvement the theft of the Imperial Crown

Fri

Ancel Steward

To thank the Conclave for allowing House Vexille to continue Vigilance in the Empire's name.

Fri

Lykophos of the Spire of the Bitter Chalice

On Public Speaking

Fri

Zephaniah of Felix's Watch

Jessica of Couros

Fri

Kyra of Halcyon Spire

On the importance of clear communication of information

Fri

Solomon

Summer Matters

Fri

Vaan

Vaan's Intelligence Review, Price 10 Rings

Fri

Pavel, Archmage of Night

The Lashonar Issue

Fri

Moud of Auric Horizon, Archmade of Day

The Symposium has been delayed until the next summit and other day matters.

Sat

Aquillian

Culture, Comets and Enchantments

Sat

Imperial Seer, Finn Finnson

On Scrying

Sat

Maurice de Gauvain, Archmage of Autumn

Autumn Realm

Sat

Barthold de Rondell

Strategic Situation regarding Magic and Mana

Sat

Nadya Gremani

The Patronage of the Summer College of Magic

Sat

Dunston Stone of Mournwald

An invitation to Estavus to discuss to Boon given to Wisemarket

Sat

Alcuin Shatterspire

Llothir and Gilean daughter of Gilead

Sat

Garth

An offer from Phaeleron

Sat

Lucian

Rhianos and a really big whale

Sat

Solomon

More Summer Matters

Sat

Sibella of Phoenix's Reach

Finding more pieces of the Mirror of the Nations

Conclave Declarations

The Conclave made the following Declarations:

Day

Speaker

Declaration

Outcome

Fri

Ludmilla

Concord: That only those with a remit to do so from the senate negotiate on behalf of the Empire in Lashonar's caucus

PASSED

Fri

Ifan

Concord: The Conclave would approve of the construction of a Night Magic Alchemy Lab

PASSED

Fri

Gellan de Rondell

Candidacy for Bursar of the Conclave

FAILED

Fri

Jabin Endsmett

Candidacy for Bursar of the Conclave

FAILED

Fri

Abel of Reikos' Renown

Candidacy for Bursar of the Conclave

PASSED

Fri

Mord of Auric Horizon, Archmage of Day

Concord: That Individuals should consult the Magistrates/Constitutional Court before proposing changes to law in Conclave.

PASSED

Fri

Julian

Concord: That the Day Eternal of Hierarchy, known as the Host, send a representative to speak to House Carsenere about the potential return of the Rod of the Sun to Dawn.

FAILED

Fri

Cybi Farkas

Conclave believes that the casting of Thunderous Deluge, Rivers Run Red, Rivers of Life, Thunderous Tread of the Trees on Holberg or the casting of Hallow of the Green World on the Empire during the time between the start of the Autumn Equinox and the start of the Winter Solstice to be a great misuse of magic.

FAILED

Sat

Nadya Gremani

Master of Ice and Darkness (Summer College)

FAILED

Sat

Faustus

Concord: The Conclave agrees to a change to the role of Grandmaster to allow for a Gambit once per summit

PASSED

Sat

Faustus

Concord: The Conclave is above direct personal attacks and playground tactics

PASSED

Sat

Pavel, Archmage of Night

Neutrality for Lashonar

PASSED

Sat

Kyra of Halcyon Spire

Neutrality for Cathan Canae

PASSED

Sat

Helois of the Bitter Chalice

Endowment: To give the dose of True Liao deposited by Sadogua to Zephaniah of Felix's Watch

PASSED

Sat

Simargl, Dean of the Lyceum

Reconciliation: Original version of Quickening Cold Meat

PASSED

Sat

Brother Luke

Candidacy: Master of Ice and Darkness

PASSED

Sat

Maurice de Gauvain

Amity for Voivode of Chains, Grand Herald of Ephisis, Pharam Vex

FAILED

Sat

Anna Valeria Cascade

Concord - that it would appreciate if Kimus would grant an audience to Anna-Valeria Cascade of Urizen (who can be found within the Citadel of Phoenix's Reach) to discuss the repair of the Lightstone of the Lighthouse of Apulian, at their pleasure.

PASSED

Sat

Zephaniah of Felix's Watch

Concord: In consultation with New Scions of Atun and the Cardinal of Wisdom, the Conclave believes that none of the following rituals harm or threaten human souls in the context of the crime of Annihilation: Last Breath's Echo, Whispers Through the Black Gate, The Last Threshold, Transmogrification of the Soul's Echo, Freedom of the Soul, Sum of the Parts

PASSED

Sat

Heilyn Bronwen's Rest

Concord: That the Conclave after consultation with the Military Council chooses to buld a Night-aligned sinecure on the Tilphussan Reach of Redoubt

PASSED

Conclave Gambits

The Conclave made the following Gambits:

Day

Proposer

Intended Use of Resources

Mana

Ilium

Am

BL

Dr

GI

IG

Or

TJ

We

Funded

CA

GP

RS

SP

SL

UM

Indep

Fri

Archmage of Night

Veiling territories against Grendel scying

35

0

0

0

0

0

0

0

0

0

FUNDED.

5

5

8

2

10

5

0

Fri

Mord of Auric Horizon, Archmage of Day

Scrying

105

0

0

0

0

0

0

0

0

0

FUNDED.

14

17

20

15

25

14

0

Sat

Archmage of Night

Magical Investigations

40

0

0

0

0

0

0

0

0

0

FUNDED.

0

8

0

7

20

5

0

Sat

Bursar Abel

To trade with the Faraden for Two Mithril for a purpose to be decided later.

0

0

0

0

0

0

60

0

0

0

FUNDED.

10

0

0

33

2

15

0

Sat

Bartholl de Rondell, Warmage

Casting of Strategic Magic

110

0

0

0

0

0

0

0

0

0

FUNDED.

18

17

18

18

10

16

13

Sat

Maurice de Gauvain, Still Archmage of Autumn

For Faustus to use Ritual Magic to provide Cash for the Bursar. Also to refund Navarr + Rod and Shield for magics performed on the Battlefield.

68

0

0

0

0

0

0

0

0

0

FUNDED.

6

36

0

9

12

5

0

Sat

Archmage of Summer, Solomon

Crafting of permanent talisman for Throne

0

10

0

0

0

0

0

0

0

0

FUNDED.

0

2

0

6

2

0

0

Sat

Alcuin Shatterspire, Archmage of Spring

Grandmasters accessing their vaults & dealing with valuable spring reagents amongst hazardous spring waste.

72 + box placed into the Celestial Arch vaults by Alcuin yesterday.

0

0

0

0

0

0

0

0

0

FUNDED.

12 + box

12

12

12

12

12

0

Order Strengths

The strengths of the six Orders at the Conclave this summit were as follows:

Order

Friday Strength

Saturday Strength

Total Strength

Sevenfold Path

21

11

32

Rod & Shield

15

4

19

Celestial Arch

5

10

15

Golden Pyramid

15

13

28

Shuttered Lantern

26

19

45

Unfettered Mind

22

11

33

Order Vaults

The contents of the Order Vaults at the beginning and end of Conclave this summit, and after the regular receipt of income but before the Grandmasters' purchase of mana, were as follows:

Celestial Arch

Material

Start of Summit

End of Last Conclave Session

Before Grandmaster Purchase of Mana

Mana

70

39

71

Ilium

1

1

2

Ambergelt

0

0

0

Beggar's Lye

0

0

0

Dragonbone

9

9

11

Green Iron

0

0

0

Iridescent Gloaming

26

16

19

Orichalcum

3

3

3

Tempest Jade

26

26

28

Weltsilver

0

0

0

Extras

0

0

0

Sevenfold Path

Material

Start of Summit

End of Last Conclave Session

Before Grandmaster Purchase of Mana

Mana

69

40

97

Ilium

8

2

5

Ambergelt

0

0

0

Beggar's Lye

17

17

19

Dragonbone

11

11

14

Green Iron

0

0

0

Iridescent Gloaming

33

0

3

Orichalcum

3

3

3

Tempest Jade

0

0

0

Weltsilver

0

0

0

Extras

3 Hearthfire Crystals

3 Hearthfire Crystals

3 Hearthfire Crystals

Rod & Shield

Material

Start of Summit

End of Last Conclave Session

Before Grandmaster Purchase of Mana

Mana

78

44

82

Ilium

4

4

6

Ambergelt

15

15

17

Beggar's Lye

0

0

0

Dragonbone

1

1

1

Green Iron

21

21

24

Iridescent Gloaming

1

1

1

Orichalcum

23

23

25

Tempest Jade

4

4

6

Weltsilver

0

0

0

Extras

0

0

0

Golden Pyramid

Material

Start of Summit

End of Last Conclave Session

Before Grandmaster Purchase of Mana

Mana

77

20

Ilium

3

1

3

Ambergelt

19

19

22

Beggar's Lye

21

21

24

Dragonbone

0

0

0

Green Iron

12

12

14

Iridescent Gloaming

0

0

0

Orichalcum

31

31

34

Tempest Jade

0

0

0

Weltsilver

0

0

0

Extras

0

0

0

Shuttered Lantern

Material

Start of Summit

End of Last Conclave Session

Before Grandmaster Purchase of Mana

Mana

87

22

98

Ilium

3

1

4

Ambergelt

0

0

0

Beggar's Lye

0

0

0

Dragonbone

0

0

0

Green Iron

0

0

0

Iridescent Gloaming

2

0

0

Orichalcum

4

4

4

Tempest Jade

18

18

21

Weltsilver

20

20

23

Extras

0

0

0

Unfettered Mind

Material

Start of Summit

End of Last Conclave Session

Before Grandmaster Purchase of Mana

Mana

94

61

119

Ilium

2

2

5

Ambergelt

0

0

0

Beggar's Lye

3

3

3

Dragonbone

0

0

0

Green Iron

0

0

0

Iridescent Gloaming

15

0

4

Orichalcum

3

3

3

Tempest Jade

33

33

36

Weltsilver

17

17

19

Extras

0

0

0

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Autumn_Equinox_Conclave_sessions&oldid=47612"

380YE Autumn Equinox Imperial elections

This page was updated throughout the event as elections and vacant positions occur (i.e. opportunities!). Now the event is over we will tidy up the last few position title holders before transferring this information over to the rolling record.

Contents

- 1 Imperial Senate

- 2 Imperial Military Council

- 3 Imperial Synod

- 4 Imperial Conclave

- 5 Imperial Bourse

Imperial Senate

- Senator for Kahraman: Qusay i Kalamar i Guerra

- Senator for Semmerholm: Escalados de Carsenere

- Senator for Casinea: Barrabas

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato , the incumbent

- Senator for Upwold: Henry Ward

- Senator for Therunin: Caerwyn Summer Crow, the incumbent

- Senator for Morrow: Ariadne, the incumbent

- Senator for Volodmartz:Vuk the wolf-eater

- Senator for Hahnmark: Hengest Dun, the incumbent

- Senator for Miekarova: Yelislaveta Syrnova Vlanich (as previous holder was executed)

- Custodian of the Claw: Valeria of Phoneix Reach

- Quartermaster General of the Imperial Armies: Brendan Brackensong, the incumbent

- Ambassador to Faraden: Tal'Shar i Zabala i Erigo

- Ambassador to Jarm: Oswi Twice-Burned

- Ambassador to the Sarcophan Delves: Thanmir Hrafnar

- Ambassador to Axos: Tarquinius

- Keeper of Aurelie's Garden: Kiarten Twofeet

- Granger of the Golden Orchard:

- Master of the School of Exorcism: Naomi of Felix's Watch

- Civilian Commissioner for The Marches: Silas Merrick

- Civilian Commissioner for Wintermark: Tyr Brenna

- Karov Trade Post: Pavel Novack

- Herbalist of the Hearth: Brienne-Walda Stormborn

- Preceptor of the Skarsind College of Warcasting: Irontide T'onk

- Custodian of the Starlight Drift: Palaphon

- Dean of Pilgrims: Nina of Cantiarch's Hold

Imperial Military Council

- General for Fire of the South: Vrael i Sol-Devorador i Erigo

- General for Eastern Sky: Vincent Vexille

- General for Seventh Wave: Cuth, the incumbent

- General for Wolves of War: Gabriel Barrosa, the incumbent

- General for Bounders: Alusair Farstrider, the incumbent

- General for Quiet Step: Brennos Brackensong, the incumbent

Imperial Synod

- Cardinal of Loyalty: Oberon Di Tassato of The League

- Cardinal of Pride: Elka Nadayanova Gremani of Varushka

- Gatekeeper of Loyalty: Tess of the Marches

- Gatekeeper of Pride: Astrid Fjellrevening Rezia di Tassato of The League, the Incumbent

- Virtue Inquisitor of Loyalty: Corwin Leafstalker of Navarr

- Virtue Inquisitor of Pride: Ephrael of Highguard, the Incumbent

- Virtue Inquisitor of Courage: Rodrigo Whittington of Dawn

- Dean of Laroc Cathedral: Lady Eleanor de Rondell of Dawn

Imperial Conclave

- Grandmaster of the Shuttered Lantern: Gregor, the incumbent

- Imperial Censor

- Bursar: Abel of Reikos Reborn

- Master of Ice and Darkness: Brother Luke of the Shattered Tower of Highguard, the incumbent

Imperial Bourse

- The Singing Caves: Saura Splitroot (short season / lost)

- The Fortress of Salt: Tobias Shanks (600T)

- The Brilliant Star: Vasiliy Krenyenkov Valeskai Strascovich (590T)

- The Great Pits of Ennerlund: Lukash Biessek von Temeschwar (590T)

- The Eternal Shafts of Time: Tomasz

- The Legacy: Marcus of Endsmeet

- The Great Mine of Briante: (requires allocation with no production)

- Unnamed region in Sermersuaq: (requires naming, allocation with no production)

- Dhomiro of the Cinnabar Hills:

- Castellan of Spiral Castle: Maryc

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Autumn_Equinox_Imperial_elections&oldid=47717"

380YE Autumn Equinox Imperial titles

Contents

- 1 The Imperial Senate

- 1.1 The Throne

- 1.2 The Freeborn senators of The Brass Coast

- 1.3 The senators of Dawn

- 1.4 The senators of Highguard

- 1.5 The senators of The League

- 1.6 The senators of The Marches

- 1.7 The senators of the Navarr

- 1.8 The senators of Urizen

- 1.9 The senators of Varushka

- 1.10 The senators of Wintermark

- 1.11 The senator of the Imperial Orcs

- 1.12 Other Imperial Senate positions

- 1.13 Commissioners appointed by senators

- 1.14 Sinecures and Ministries selected by senators

- 2 The Military Council

- 2.1 The Generals of The Brass Coast

- 2.2 The Generals of Dawn

- 2.3 The Generals of Highguard

- 2.4 The Generals of the Imperial Orcs

- 2.5 The Generals of The League

- 2.6 The Generals of The Marches

- 2.7 The Generals of Navarr

- 2.8 The General of Urizen

- 2.9 The Generals of Varushka

- 2.10 The Generals of Wintermark

- 2.11 Other Military Council Positions

- 3 The Imperial Synod

- 3.1 Ambition

- 3.2 Courage

- 3.3 Loyalty

- 3.4 Pride

- 3.5 Prosperity

- 3.6 Vigilance

- 3.7 Wisdom

- 3.8 The Way

- 3.9 Other Synod positions

- 4 The Imperial Conclave

- 4.1 Archmagi

- 4.2 Grandmasters of the Orders

- 4.3 Other Imperial Conclave Positions

- 5 The Imperial Bourse

- 5.1 Imperial Bourse Positions

- 5.2 National Bourse Positions

- 5.3 Other Bourse Titles

- 6 Miscellaneous

The Imperial Senate

The Throne

- The Empress : Lisabetta Giacomi von Holberg of the League

The Freeborn senators of The Brass Coast

- Senator for Feroz: Oria

- Senator for Kahraman: Qusay i Kalamar i Guerra

- Senator for Madruga: Anwar i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond de Rondell

- Senator for Semmerholm Escalados de Carsenere

- Senator for Weirwater: Valentin Ivarovich Orzel

The senators of Highguard

- Senator for Bastion: Ibrahim, the South Paw, of the Cohort of the Winter Bear

- Senator for Casinea: Barrabas

- Senator for Necropolis: Ianthe, of Raven's Watch

- Senator for Reikos: Balthasar, of the Suns of Couros

The senators of The League

- Senator for Holberg: Stern

- Senator for Sarvos: Alessandra Serafini

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Gant Archama

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Senator for Hercynia: Ranulf Pridestalker

- Senator for Miaren: Llewellyn Leafstalker

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Probus of Shattered Spire

- Senator for Zenith: Edmundo of Endsmeet

- Senator for Spiral: Tanwyn Ankarien

The senators of Varushka

- Senator for Karsk: Maarit

- Senator for Karov: Irena Arkady

- Senator for Miekarova: Yelislaveta Syrnova Vlanich

- Senator for Volodmartz: Vuk the Wolfeater

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Olle Markusson

- Senator for Sermersuaq: Atte

The senator of the Imperial Orcs

- Senator for Skarsind: Irontide Vio

Other Imperial Senate positions

- The Conscience of the Senate is Maximillian of Urizen

- The Dean of the Academy is Faustina Notturno Di Sarvos

- The Advisor on orc affairs is Bloodcrow Ergot

- The Minister of Historical Research is Ioseph of Phoenix Reach

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Ambassador to Asavea is Camilia di Traviciana di Sarvos

- The Ambassador to Axos is Tarquinius of Ankarien

- The Ambassador to Jarm is Oswi Twice-burned

- The Ambassador to the Iron Confederacy is Starac Sijed Orzel

- The Ambassador to Faraden is Tal'Shar i Zabala i Erigo

- The Ambassador to the Commonwealth is Beatrix Amalia Novarion Zu Holberg

- The Ambassador to the Sumaah Republic is Vera Runova Helgrod

- The Ambassador to the Sarcophan Delves is Thanmir Hrafnar

- The Advisor on the Vallorn is Siân Eternal

- The Imperial Consul is Aureliana Perpetua Nicasia Saverio di Sarvos

Commissioners appointed by senators

- The Crystal Architect of the Spires is held by Tiberius Echostorm

- The Imperial Master of Works is Richard Lancaster

- The Civilian Commissioner of The Brass Coast is Carlos I Guerra

- The Civilian Commissioner of Dawn is Morien Stewart

- The Civilian Commissioner of The Marches is Silas Merrick

- The Civilian Commissioner of The Imperial Orcs is Bloodcrow Yargol

- The Civilian Commissioner of The League is Lorenzo La Volpe of the Bloody Butchers

- The Civilian Commissioner of Highguard is Rhesa of the Scions of Ravensfell

- The Civilian Commissioner of Navarr is Bron Foxden

- The Civilian Commissioner of Urizen is Juliana of Phoenix Reach

- The Civilian Commissioner of Varushka is Nadya Gremani

- The Civilian Commissioner of Wintermark is Tyr Brenna

Sinecures and Ministries selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Dredgemaster of Feverwater is Brennyn of Bronwyn's Rest

- The sinecure of the Dean of Pilgrims is Nina of Cantiarch's Hold

- The sinecure of Custodian of the Starlight Drift is held by Palaphon

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Glorious Fountain is held by Tatiana of Auric Horizon

- The sinecure of Mayor of Caricomare is held by Aria di Notturno di Sarvos

- The sinecure of Custodian of the Claw is held by Valeria of Phoenix Reach

- The sinecure of Keeper of the Tower of the Fall is held by Elyssiathain

- The sinecure of Gatekeeper of Falling Snow is Pendraed the Maker

- The sinecure of Master Apothecary is Freya Kreftinar

- The sinecure of Custodian of the Storm Vault is Xanthius Echostorm

- The sinecure of Shepherd of the Great Herd is Sunhammer Kirrik

- The sinecure of Healer of Dawn is Isabella de Rondell

- The ministry of Master of the Clearing House is Wilhelmina Aurora Sanguineo

- The ministry of Steward of the Tassato Mana Exchange is Beatriz Sanguineo Rezia

- The sinecure of Master of the School of Exorcism is Naomi of Felix's Watch

- The sinecure of Keeper of Aurelie's Garden is Kiarten Twofeet, of Navarr

- The sinecure of Herbalist of the Hearth is Brienne-Walda Stormborn

- The sinecure of Preceptor of the Skarsind College of Warcasting is Irontide T'onk

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Vrael i Sol-Devorador i Erigo of the Fire of the South

- Admiral Edgardo i Ruiloba i Guerra of The Freeborn Storm

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Zoran Orzel of the Golden Sun

- General Vincent Vexille of the Eastern Sky

- General Soldier Akella of the Gryphon's Pride

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Jericho of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Bloodcrow Morgur of the Winter Sun

- General Irontide Skar of the Summer Storm

The Generals of The League

- General Gabriel Barossa of the Wolves of War

- General Dietrich Nieschteri Rezia von Temeschwar of the TowerJacks

The Generals of The Marches

- General Nedry of The Cullachs of The Tusks

- General Will Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General Alusair Farstrider of the Bounders

The Generals of Navarr

- General Ulric Y'Basden of the Black Thorns

- General Brennos Brackensong of the Quiet step

The General of Urizen

- General Nicassia Avicia of Phoenix Reach of the Citadel Guard

The Generals of Varushka

- General Sullik of the Army of the Northern Eagle

- General Magnus Anatolyvich Prochnost of the Army of the Golden Axe

The Generals of Wintermark

- General Volk of the Green Shield Army

- General Erkenbrand of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Barthol de Rondell

- The Quartermaster General of the Imperial Armies is Brendan Brackensong

- The Imperial Fleet Master is Zanferr i Ezmara i Erigo

The Imperial Synod

Ambition

- Cardinal Serrusto Caeli Rezia di Tassato of the League

- Gatekeeper Viviane de Coeurdefer

- Virtue Inquisitor Robin of Swindale

Courage

- Cardinal Levitia of Endsmeet from Urizen

- Gatekeeper Jorma Steelhail of Wintermark

- Virtue Inquisitor Rodrigo Whittington of Dawn

Loyalty

- Cardinal Oberon di Tassato of the League

- Gatekeeper Tess of the Marches

- Virtue Inquisitor Corwin Leafstalker of Navarr

Pride

- Cardinal Elka Nadayanova Gremani of Varushka

- Gatekeeper Astrid Fjellrevening Rezia di Tassato of The League

- Virtue Inquisitor Ephreal of Highguard

Prosperity

- Cardinal Ophelia Sanguineo Rezia Di Tassato

- Gatekeeper Wilhemina Maryenkovich Poltova

- Virtue Inquisitor Vauraus Korppitkotka

Vigilance

- Cardinal Irada von Temeschwar, The League

- Gatekeeper Alys of Highguard

- Virtue Inquisitor Martin Orchard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper: Vacant

- Virtue Inquisitor Sariel of Highguard

The Way

- Cardinal Atla of the Imperial Orcs

- Conscience of the Senate Maximillian of Urizen

- Virtue Inquisitor Yarrick Ursan of Wintermark

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Imperial Inquisitor is held by Ephron of Adina’s Charge, Highguard

- The post of Custodian of the Imperial War Memorial is held by Ira of Felix's Watch, Highguard

- The post of Imperial Chaplain Consular is held by Hywel Summercrow of Navarr

- The post of Seer of the Gateway is held by Livia of the Spire of the Celestial Cascade

- The post of Voice of Barbs is held by Corey Brackensong

- The post of Curator of the Printer's Guild Museum is held by Taddea Ginori

- The post of Curator of the White City Museum is held by Apollos of Highguard

- The post of Watcher of Britta's Pool is held by Eldeen Wulfssdottir of Wintermark

- The coordinator of the Limitu Principality House of the Way is Lord Marcus Drummond

- The post of Dean of the Cathedral of Courage is held by Lady Eleanor de Rondell of Dawn

The Imperial Conclave

Archmagi

- Alcuin Shatterspire is Archmage of Spring

- Solomon is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Syrus Skybreaker is Archmage of Winter

- Mord of Auric Horizon is Archmage of Day

- Pavel is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Catalina i Erigo, of House de Rondell

- Grandmaster of the Order of the Golden Pyramid Faustus

- Grandmaster of the Order of the Rod and Shield Raewynn Stormwise

- Grandmaster of the Order of the Sevenfold Path Zephaniah of Highguard

- Grandmaster of the Order of the Shuttered Lantern Gregor

- Grandmaster of the Order of the Unfettered Mind Kyra of Halcyon Spire

Other Imperial Conclave Positions

- Simargl, "the Empty One" of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Abel of Reikos' Renown of Highguard serves as Bursar of the Conclave

- Cyrus, son of Felix of Highguard serves as Imperial Magus

- Finn Finnson serves as the Imperial Seer

- Vitore Van Temeschwar serves as the Arcane Architect

- Brother Luke of the Shattered Tower of Highguard serves as Master of Ice and Darkness

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Issebel Vittoria Barossa di Tassato Regario (325 Thrones)

- The Brilliant Star is held by Vasiliy Krenyenkov Valeskai Strascovich (590 Thrones)

- The Canterspire Circle is held by Tybalt von Ungeist (385 Thrones)

- The Fortress of Salt is held by Tobias Shanks (600 Thrones)

- The Golden Trees of Seren are held by Thalia of Netherwatch (350 Thrones)

- The Great Forest at Reikos is held by Azazel of Ravensfell (150 Thrones)

- The Great Mine of Briante is vacant and due to be auctioned at the Winter Solstice 380YE for a reduced term

- The Great Pits of Ennerlund is held by Lukash Biessek von Temeschwar (590 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (375 Thrones)

- The Hunt of Alderei the Fair is held by Dagon of Shattered Tower (200 Thrones)

- The Night Quarry is held by Meric Freysson (406 Thrones)

- The Scorrero Nets are held by Kali of the Saker (130 Thrones)

- The Sutton Stone Quarries are held by Peter Carter (300 Thrones)

- The Syrene's Wisdom is held by Falko of the Bloody Butchers of Temeschwar ( 155 Thrones)

- The Weirwater Vales are held by Soren il Signo (400 Thrones)

- The Singing Caves are back within Imperial control and ready to be allocated by the Imperial Senate

- The Damation Cliffs are held by the Jotun

National Bourse Positions

- The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa

- The Master of the Imperial Mint (League) is Duke Fererro

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Wesk

- The Eternal Shafts of Time (Varushka) are held by Tomasz

- The Granites of Veltsgorsk (Varushka) are held by Vitaly Grigorovich Dukov

- The Brilliant Shore (Imperial Orcs) is held by Gaterender Brik

- The Vigilant Swan (Highguard) is held by Azeal of Cantiarch's Hold

- The Legacy (Urizen) is held by Marcus of Endsmeet

- The Pride of Ikka's Tears (Wintermark) is vacant and due to be elected at the Winter Solstice 380YE for a reduced term

- The Stonefield Ice Caves (Wintermark) are held by the Thule

Other Bourse Titles

These titles are appointed through the Bourse, but do not give the holder a Seat on the Imperial Bourse.

- Errol is Bailiff of the Grand Market

- Galleo i Tazriel i Riqueza is Dhomiro of the Cinnabar Hills

- Constanza i Kalamar i Guerra is Mistress of the Glass Parador

- Marat Jaroslav is the Custodian of the Assayer's Guild

- Etseban Izmara I Erigo is the Vizier of the Incarnadine Satchel

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Maryc is the Castellan of Spiral Castle

- Irontide Flax is the Foreman of the Mines of Gulhule

- Sunhammer Krag is the Bonesetter of Torfast Trading Post

- Wyl Brackensong is the Broker of Treji Wayhouse

- Jan Von Schmied de Temeschwar is the Northbound Trademaster

- Following the recent loss and recovery of Overton, the title of Sheriff of Overton is vacant and due to be re-elected a the Winter Solstice.

- Pavel Novak is the Overseer of the Westward Road

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks of The Marches

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380YE Autumn Equinox Senate sessions

Overview

- Imperial treasury during this season announced by the Civil Service at 899 thrones and 4 crowns

Motions

Passed

- Accept Sarcophan Delves treaty

- Allocate the Great Mine of Briante

- Allocate the Pride of Ikka's Tears

- Amend crime of slavery

- Amend power of Inquisition

- Amend powers of Civilian Commissioners II

- Amend powers of the Imperial Seer

- Appoint Dean of Pilgrims II

- Appoint Faraden Ambassador II

- Appoint Jarmish Ambassador III

- Authorise retraining of The Valiant Pegasus

- Construct herbal great work in Skarsind

- Construct mana ministry in Astolat

- Construct the Pilgrim's Rest

- Construct tomb for Empress Giselle

- Disburse funds for enlargement of The Black Thorns

- Disburse funds for rebuilding of Holmauer

- Disburse funds for resupply IV

- Disburse funds for Senator Bregasland

- Disburse funds for strategic magic

- Disburse funds for Wintermark army

- Fortify Foracci

- Increase the Imperial Guerdon III

- Statement of Intent regarding providing missionaries to the Iron Confederacy

- Statement of Intent regarding trade with the Principalities of Jarm

Vetoed

- Allocate the Singing Caves

Failed

- Construct the Gardens of the Grim

Withdrawn

- Abrogate the Blood Red Roads

Administrative

- Appoint Axos Ambassador

- Appoint Sarcophan Delves Ambassador

Announcements

Commissions

- Construct the Colossus of Sarvos by the Civilian Commissioner of The League

- Construct Dunfrith by the Civilian Commissioner of Wintermark

- Construct the Gardens of Pallas by the Civilian Commissioner of Urizen

- Construct the Golden Fields by the Civilian Commissioner of The Marches

- Construct the Hanging Fruit Gardens of Gerondi by the Civilian Commissioner of Navarr

- Construct Ministry in Sybella by the Civilian Commissioner of Highguard

- Construct Ritual School of the White Shaman by the Civilian Commissioner of the Imperial Orcs

- Construct the Celesti Lighthouse by the Civilian Commissioner of The Brass Coast (Not Authorised)

Other

- Authorise targets of the Imperial Guerdon I by the Quartermaster General

- Disburse funds for the Empress by Empress Lisabetta using the power of The Hand of the Chancellor

- Research the founders of the Brass Coast by the Minister of Historical Research

- Resupply Imperial Armies by Quartermaster General

There were no announcements by the Arcane Architect, the Advisor on the Vallorn, the Crystal Architect, the Dredgemaster of Feverwater or the Minister for Imperial Works.

Empress Lisabetta Giacomi von Holberg has donated 60 thrones to the Imperial treasury.

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380YE Autumn Equinox Speaker's Notes

Question: Might a scriptorium or other structure be built that allows released slaves to be integrated into the empire such that they might provide useful intelligence as to a foreign nation? We've done a great work that used "inegrating released slaves" before (the College of the Liberated). Its likely that any "intelligence" would come from interacting with slaves in uptime rather than a downtime structure.

Question is there any benefit to assigning militsry units to a spy network when there is an army in the territory. So far the Empire has not fought in places where they did not already have a map. We would not automatically provide a map simply because an army has moved into the territory.

Queston: construction tradehubs, five, in different natns to trsde witth the faraden, cost p each laid our.... one motion or five. Could we use civilian commissiions? Phases or all at once? How do tey interact with blood red roads. Great works or sinecurrs or minitries?

Questiin csptain of the Senate Guard electiij

Kiarten twofoot aurilies garden

We can deal with a spy network in a territory that the Empire can idnetify clearly (such as Hordalant), either by knowing its name or by clearly telling us where it is. I think it is much easier (as in standard cost) to do a spy network adjacent to a territtory the empire already has maps of.

Question: can the historical research minister be elected this summit?

Has the sinecure oirgens rest really been destroyed?

Queston: axos embasssy in axos - is it possible to build a moving embassy?

Is it possible to cede small parts of land Yes. They are very likely to cease being part of the Empire, and may have implications as to whether a territory counts as Imperial or not - but the normal rules about 50% controlled by Empire applies.

Questiion is it possible to restrict the commission power if s cvilian commioner to a specifuc summit? Is it possivlw to found a tutke tyzt haa powwe if commiin byt us auctioned in the bourse?

Can we use the seraligua kennel toupgrade an army or smu with attack dogs

Admin qm general - passed

Historical research - sisters of the brass coast mhr

Disburse funds for strategicmagic p morrow s segura passed 125t

Disburse funds for holmauer park p holberg s karov passed 100t

Liao sinecure kallavesa p kallavesa s semmerholm passed no fun

L cc collosus of sarvos

U cc herb sinecure

Move gissele to temeschwar p temeschwar s sarvos passed no fun

Hg cc herb ministry

Disburse funds to enlarge black thorns p therunin s miaren passed 283t

M cc mana sinecure

Raise the guerdon p semmerholm s astolat passed 275 new guerdon

Build mana ministry p astolat s weirwater passed no fun

N cc herb great work

Wm cc herb sinecure

Disburse funds for wimtermark arm p hahnmark s karsk passed no fun

Disburse funds to senator bregasland p bregasland s upwold passed no fun

Io cc mana sinecure passed

Appoint ambassador to faraden p necropolis s reikos tal shar of house zabala

Great work for herbs 'worth of a life' p skarsind s sermersuaq passed

Herb sinecure miekarova p karov s volodmartz failed

Fortification in sarvos p sarvos s tassato passed

Inquisition result changes p conscience s redoubt passed

Disburse funds for resupply p feroz s kahraman passed 115.4t

Bc cc mna ministry

Appoint ambassador to jarm p sermersuaq s necropolis incumbent

Amend imperial seer to add gambits p redoubt s bregesland passed

Hand of chancellor 276t

Imperial army to physick p bastion s therunin

Appoint dean of pilgrims p dean of the academy s casinea

Allocate mithril mine 'pride of ikkas tears' national p madruga s bastion passed

Direct purchase of slaves made illegal p casinea s hercynia

Allocate singing caves as national p mitwold s hahnmark

Allocate great mine of briante as imperial

Amend cc to 5 per sjmmit p tassato s mitwold

Qm resuuply bounders golden axe quiet step red wind corsairs drakes

Qm guerdon wolves of war fist of mountain winter sun gryphons pride

Principle trading with jarm p upwold s morrow

Principle missionaries to iron confederacy p segura s kallavesa

Abrogate blood red road p hercynia s madruga

Ratify treaty with sarcophan delves p miaren s zenith

Dredgemaster hr road building and trods

Military council

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380YE Autumn Equinox Synod judgments

Contents

- 1 The Imperial Titles of the Synod

- 1.1 Other Synod-Appointed Titles

- 2 Appointments

- 2.1 Appointment of the Cardinal of Loyalty

- 2.2 Appointment of the Cardinal of Pride

- 2.3 Appointment of the Dean of Laroc Cathedral

- 3 Synod Judgments

- 4 Statements of Principle

- 5 Synod Funds

- 6 Visionaries

- 7 Voting Record

The Imperial Titles of the Synod

At the end of the Summer Solstice, 380 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Virtue Inquisitor

Ambition

Serrusto Caeli Rezia di Tassato of the League

Viviane de Coeurdefer of Dawn

Robin of Swindale from the Marches

Courage

Levitia of Urizen

Jorma Steelhail of Wintermark

Rodrigo Whittington of Dawn

Loyalty

Oberon Caeli Rezia di Tassato of the League

Tess of the Marches

Corwin Leafstalker of Navarr

Pride

Elka Nadyanova Gremani of Varushka

Astrid Fjellrevening Rezia di Tassato of The League

Ephrael of Highguard

Prosperity

Ophelia Sanguineo Rezia Di Tassato of The League

Wilhemina Maryenkovich Poltova of Varushka

Vauraus Korppitkotka of Wintermark

Vigilance

Irada von Temeschwar of the League

Alys of Highguard

Martin Orchard of the Marches

Wisdom

Agnetha De Rondell of Dawn

Vacant

Sariel of Highguard

The Way

Atla of the Imperial Orcs

Maximillian of Urizen

Yarrick Ursan of Wintermark

Other Synod-Appointed Titles

Title

Held By

Appointed By

Renews

High Exorcist

Solas of the Spire of the Waxing Sun, Urizen

Assembly of Nine

Winter Solstice

Auditor of Senatorial Accountability

Sargon of Felix's Watch, Highguard

Assembly of Nine

Until death, revocation or abdication

Imperial Inquisitor

Ephron of Adina’s Charge, Highguard

Assembly of Nine

Summer Solstice

Custodian of the Imperial War Memorial

Ira of Felix's Watch, Highguard

Assembly of Nine

Sinecure; until death, revocation or abdication

Imperial Chaplain Consular

Hywel Summercrow, Navarr

Cardinal of The Way

Spring Equinox

Seer of the Gateway

Livia Cascade of Urizen

Assembly of Nine

Until death, revocation or abdication

Voice of Barbs

Corey Brakensong of Navarr

Navarr National Assembly

Winter Solstice

Curator of the Printer's Guild Museum

Taddea Ginori of the League

Cardinal of Prosperity

Sinecure; until death, revocation or abdication. When a new Cardinal of Prosperity is appointed they may choose to name a replacement.

Curator of the White City Museum

Apollos of Highguard

Highguard National Assembly

Sinecure; until death, revocation or abdication.

Watcher of Britta's Pool

Eldeen Wulfssdottir of Wintermark

Wintermark National Assembly

Sinecure; until death, revocation or abdication.

Dean of Laroc Cathedral

Lady Eleanor de Rondell of Dawn

Dawn National Assembly

Sinecure; until death, revocation or abdication.

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Appointment of the Cardinal of Loyalty

Candidate

Votes Received

Outcome

Oberon Caeli Rezia di Tassato of the League

159 votes

Appointed as Cardinal

Jared of the Suns of Couros, Highguard

54 votes

Cardinal Oberon appointed Tess of the Marches as Gatekeeper

-

-

Cardinal Oberon appointed Corwin Leafstalker of Navarr as Virtue Inquisitor

-

-

Appointment of the Cardinal of Pride

Candidate

Votes Received

Outcome

Elka Nadyanova Gremani of Varushka

87 votes

Appointed as Cardinal

Jaylus of Highguard

74 votes

-

Franco i Sol Deverador i Erigo of the Brass Coast

10 votes

-

Cardinal Elka retained Astrid Fjellrevening Rezia di Tassato of The League as Gatekeeper

-

-

Cardinal Elka retained Ephreal of Highguard as Virtue Inquisitor

-

-

Appointment of the Dean of Laroc Cathedral

Candidate

Votes Received

Outcome

Lady Eleanor de Rondell of Dawn

109

Appointed as the
Dean of Laroc Cathedral

Synod Judgments

At the Summit, the following judgments were made by the Assemblies of the Synod:

Number

Assembly

Judgment

Raised By

Outcome

1

Loyalty

Appointment of the Cardinal

The Civil Service

Oberon was appointed

2

Pride

Appointment of the Cardinal

The Civil Service

Elka was appointed

3

Dawn

Appointment of the
Dean of Laroc Cathedral

The Civil Service

Eleanor de Rondell was appointed

4

General

Rewarding of 10 Thrones from the Virtue Fund towards the building of a Cathedral of Courage in Astolat. Withdrawn previously due to theft from the Virtue Fund and to support a rewarding towards the costs of the Empire wide coronation celebrations. This cathedral is much needed due to the malign aura, endangering Virtue.

Gawaine Orzel

Upheld 522 - 113

8

Pride

Inquisition of House Vexile of Dawn concerning treasonous dealing with the Druj. To be held at the Highguard Chapel. 23:10 Friday. As a power of the Imperial Inquisitor this Judgement passes without a vote.

Ephron

Upheld automatically

9

General

Change of Doctrine. Creation of a new Doctrine, the Doctrine of The Beyond which reads: Beyond the Labyrinth of Ages lies the Land Without Tears. Paragon souls that had freed themselves from the Labyrinth may ascend to this golden place that is without pain and suffering. The Land Without Tears is the ultimate transcendent destiny of all humans who turn their lives to Virtue and the pursuit of Paragonhood.

Yael

Not Upheld 673 - 729

This judgement relates to the
Pilgrimage
winds of fortune event. The greater majority of 1059 votes was not achieved.

10

General

Rewarding of 5 Thrones to the Seer of the Gateway for the purchase of liao and other paraphenalia. As a power of the Seer of the Gateway this Judgement passes without a vote.

Livia Cascade

Upheld automatically

11

Prosperity

Inquisition. The Assembly of Prosperity calls Brother Luke of the Shattered Tower to Inquisition regarding the matter of the Summer college. The inquisition will be at 6pm on Saturday in Lumis Teahouse in Wintermark.

Vukomir Maryankovich Zverokaz

Upheld 85 - 0

12

Prosperity

Inquisition. The Assembly of Prosperity calls Nadia of the Gremani to Inquisition regarding the matter of the Summer college. The inquisition will be at 5pm on Saturday in Lumis Teahouse in Wintermark.

Vauraus Korppitkotka

Upheld 85 - 0

13

Prosperity

Inquisition. The Assembly of Prosperity calls a member of the Coven of the Eternal Family of Navarr regarding the matter of the matter of the Summer college. The inquisition will be at 6pm on Saturday in Lumis Teahouse in Wintermark.

Esfir Zoryaova Zverokaz

Upheld 85 - 0

15

Loyalty

Inquisition. The assembly of Loyalty call Julius Cavita to inquisition regarding his conduct as Virtue Inquisitor at the Autumn Equinox 379YE. The inquisition will be held at the Hub or another agreed location, meeting at the Hub at 7pm Saturday.

Corwin Leafstalker

Upheld 158 - 0

18

Vigilance

Inquisition. I call Martha, Bourse Civil Servant to Inquisition regarding the theft of 120 Thrones from an unlocked box containing money owed to citizens and the Virtue Fund for sales of items by the Bourse. To be held Saturday at 9pm at the Hub.

Irada Von Temeschwar

Upheld 85 - 52

19

Marches

Condemnation. The Marcher National Assembly calls for a condemnation of Friar Robin of Wittle for spreading the auras of the false virtue of Hate. He has committed blasphemy.

Andrew Gifford

Upheld 82 - 0

This judgement relates to the
Will to survive
winds of fortune event.

24

Pride

Inquisition. The Pride Assembly call Zanterr i Ezmara i Erego to inquisition regarding his conduct as general of The Fire of the South, and subsequent actions on the field. The inquisition will be held in the Hub, at 2pm Sunday Autumn Equinox 380YE.

Franco i Sol Deverador i Erigo

Upheld 99 - 0

31

Wisdom

Revocation. That Girthwynn Frythsdottir Tokling of Wintermark, current Gatekeeper of Wisdom has her post reappointed by the Cardinal of Wisdom due to absence from festivals.

Galene Netherwatch

Upheld 72 - 0

36

Loyalty

To call members of the congregation of Yael, known as the Congregation of the First Empress, to an inquisition at the Winter Solstice of 380YE in the matter of their beliefs regarding the status of Sister Yael of Highguard.

Odanava

Upheld 119 - 10

This judgement relates to the
Pilgrimage
winds of fortune event. This judgement was raised after consultation with the Civil Service. The Civil Service confirms that the group and timing requirements of an Inquisition is not met for legal purposes, but those who consider themselves within the "Congregation of the First Empress" can answer this request.

37

Marches

Revocation of General Farstrider. This is due to the neglect of Marcher Upwold general selection traditions. This is not due to any unvirtuous actions by General Farstrider.

Robert Hawcombe

Not upheld 0 - 60

40

Dawn

Inquisition of the Enchanter of Vexille on the matter of his Virtue.

Lady Eleanor de Rondell of Dawn

Upheld 114 - 0

49

Marches

Inquisition of Deidre of Marshcutt to determine if her will has been subsumed to the Tulpa of The Three Sisters.

Martin Orchard

Upheld 70 - 0

50

General

Rewarding. To reward Langdon of the Applewood Levy with 15 Thrones from the Virtue fund for funding of the Imperial Breadbasket work.

Blake Ackerman

Upheld 530 - 77

56

Courage

Inquisition. Jorma Steelhail, the Gatekeeper of Courage, summons Dogri Thulebane to answer questions on his Virtue and suitability for a True Liao vision. Inquisition to occur 8pm Friday Winter Solstice 380YE

Jorma Steelhail

Upheld 230 - 0

This judgement relates to the
Falcon in winter
and
A throne of blood
winds of fortune events.

59

League

Inquisition of Senator Holberg to be held on Friday 8pm of the Winter Solstice 380YE.

Severin Von Holberg

Upheld 174 - 0

60

Nine

Condemnation of those of the banner of Lisabetta's Flowers who have not renounced the false virtue of Hope for Blasphemy.

Serrusto

Upheld 5 - 0

Statements of Principle

The Imperial Synod made the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

6

General

That it is virtuous and worthy for anyone trading overseas to encourage missionaries and priests of The Way and any Virtue to accompany them to spread the word and convert others to our Faith.

Dušan Otecovna Zlata

Upheld 941 - 48

14

Varushkan

That members of the Tangled Thorns Coven who were executed at this summit were, despite their sentence, good and virtuous Varushkans. Their loss will be sorely felt both by their nations and by the Empire.

Hubert Gremani

Upheld 52 - 20

16

General

The Symposiarch seeks the support of the support of the Synod in declaring "anyone invited to speak during a Symposium session should not be considered to be preaching for the purposes of the religious laws of blasphemy, idolatry, heresy, etc. during the session."

Edward Watcher

Upheld 971 - 94

This judgement relates to
Symposium
winds of fortune event.

17

General

That moving troops out of Spiral in the hope that the Grendel will respect a treaty made with them demonstrates a lack of Vigilance and of Wisdom given their history in reneging on such agreements.

Wix Worldsend

Upheld 235 - 215

20

Marches

We send Robin of Swindale to the town of Whittle and surroundings to eradicate auras of Hate and spread virtuous auras. He will go with liao to this end.

Bedwin of Hey

Upheld 82 - 0

This judgement relates to the
Will to survive
winds of fortune event.

21

General

We reaffirm that The Way is a living faith founded on experimental theology and open to change. Furthermore, that this changing faith is to be guided by The Synod so that it will change for the better, and not by rogue elements, who can only bring schism and blasphemy by altering doctrine.

Ula Ulanya Ulanaya

Upheld 537 - 251

23

General

Provide the support and facilitate Caleb of the Cenotaph to go into Reikos and remove the remaining miasma pillars that continue to affect small areas in Reikos! We encourage citizens to be vigilant and search and report the location of these pillars.

Sela of the Suns of Couros

Upheld 714 - 0

25

Wisdom

Regarding the Lakefolk of Atkonaroq. While it is important to act, it is folly to act without knowledge! To this end, we encourage the people of Sermersuaq to learn all they can of the nature and purpose of the Lakefolk and despatch Savik Summerstorm to lead this wise work.

Amris Johan Merikovich

Upheld 62 - 0

This judgement relates to the
Song of the lakefolk
winds of fortune event.

26

Wintermark

Regarding the Lakefolk of Atkonaroq, while it is important to act, it is folly to act without knowledge. To this end, we encourage the people of Sermersuaq to learn all they can of the nature and purpose of the Lakefolk and despatch Savik Summerstorm to lead this wise work.

Savik Summerstorm

Upheld 126 - 10

28

Brass Coast

We invite the Lasambrian Orcs to the Symposium at the Winter Solstice 380YE.

Immeldar i Ezmara i Erigo

Upheld 46 - 0

This judgement relates to
Symposium
winds of fortune event.

29

Courage

The Assembly of Courage believes that Jorma Steelhail, in his role as Gatekeeper of Courage, has only acted virtuously for the good of Wintermark and The Empire.

Kane the Frostwalker

Upheld 227 - 0

30

Loyalty

The Loyalty Assembly offers a duty of care to the excommunicants of the Printer's Guild. They will be offered aid in guiding them back to The Way by the following impartial parties. Silvio - Sabryya of Highguard. Valimire - Odanava of Varushka. Jonah - Tarquinius of Urizen. Through these partnerships may they be returned to Virtue.

Josephine Joanna Andolini Dei Liberi

Upheld 110 - 30

32

Ambition

We applaud the Ambitious scale of the Celebrations for the coronation of the Empress and look forward to the impressive projects and deeds of Virtue that it may inspire.

Dietrich Elias der Holburghan

Upheld 108 - 0

33

Prosperity

Following his Inquisition, the Assembly of Prosperity recognise that Achilies of Damakan's Forge has exhibited the signs of Benevolence and Inspiration. Benevolence through many acts, not least the act of personally purchasing the Lantern of Kimus and returning it, and hence protecting the lives of Imperial Citizens. Inspiration through the trades that he has funded, taught and inspired to improve the Prosperity of the Empire. We commend him and advise him to continue to demonstrate his Benevolence and Inspiration whilst looking to his Legacy and Pilgrimage.

Edmundo

Upheld 85 - 22

34

Navarr

Following discussion with Yael, the Navarr National Assembly believes that Navarri should seek guidance on the consequences of Yael's vision from Navarri Guides rather than undertake pilgrimage to hear Yael speak.

Corey Wayfarer

Upheld 89 - 0

This judgement relates to the
Pilgrimage
winds of fortune event.

35

Navarr

The Navarr National Assembly supports the creation of the Thornguard Steading who will guard the tombs of Navarri Thrones with Vigilance and Pride.

Morgan Brokenbone

Upheld 64 - 0

38

Dawn

Certain Dawnish citizens shamed Dawn in a public and deeply unvirtuous manner. All of Dawn are exhorted to act with Virtue and Glory and repair our reputation in the eyes of Empire and Empress

Elayne Novarion

Upheld 134 - 0

39

Prosperity

Denying those who endeavour the just reward of their labours goes against the fundamental principles of Prosperity. Accusing those who labour towards a goal of carrying out their actions in order to "buy power" is highly unvirtuous and it is an attempt to deny the Prosperous their just reward.

Ophelia Sanguineo Rezia Di Tassato

Upheld 117 - 0

41

Wintermark

We the Wintermark Assembly demand the return of all Imperial citizens currently held as slaves by the Thule.

Ylmiska Ferbow

Upheld 176 - 0

42

Wintermark

We the Stormcrows of Wintermark demand reparations from the Thule for the murdered Wintermarkers found in the green iron mines in Crow's Ridge.

Veikko

Upheld 152 - 0

44

Courage

We call the pilgrims in Reikos to face the hardships of the land with Courage whilst they await the construction of a sanctuary for the Congregation of the First Empress, which cannot be built this season due to the Empire exceeding its capacity of building projects. We have the resources awaiting the chance to begin the project.

Isaac di Sarvos

Upheld 204 - 0

45

Wintermark

The Stormcrows of Wintermark wish to clarify that Horsa, previously general of Wintermark was not revoked for cowardice on the battlefield, is not considered a coward, and was not revoked for his absence at the festival. His revocation was purely for dereliction of duty regarding his duties in the military council.

Gunnbrand Ironwill

Upheld 82 - 0

46

Wintermark

That pilgrims talk to the crows of Wintermark before travelling to listen to the preachings of Yael.

Eldeen Wulfssdottir

Upheld 134 - 0

This judgement relates to the
Pilgrimage
winds of fortune event.

47

Dawn

The National Assembly of Dawn condemns the message of Peace distributed by the Heralds of Lashonar, and encourages the citizens of Dawn to disregard this message and remember the true Virtues when in the presence of these Heralds. If sufficient liao is raised then Tamain of House Sepulchre will spread this message among the citizens of Dawn.

Tamain

Upheld 70 - 0

This judgement relates to the
Peace song
winds of fortune event.

48

Navarr

We, the Navarri National Assembly, laud the Virtue of Merel of the Navarr, and consider him to be well on the Path of an Exemplar of Wisdom. We fully support his striving for greater virtue and more signs of the Exemplar.

Raewyn Eternal

Upheld 64 - 0

52

Prosperity

The Prosperity Assembly recognises the contributions of Imperial Citizens to the funding of the extraordinary coronation celebrations which inspired citizens across the Empire to help stem the tide of Imperial Blood.

Taddea Ginori

Upheld 97 - 0

53

Pride

The Hierro clan orcs should be invited to the Symposium to discuss matters of Virtue.

Jaylus

Upheld 62 - 0

This judgement relates to
Symposium
winds of fortune event.

54

General

The lack of a lock on the box holding around 120 Thrones from the Bourse public auction in care for private citizens and the Virtue Fund which was stolen showed a lack of Vigilance by the Civil Servants responsible. The subsequent strongbox and padlock now used by the Civil Service shows Vigilance and Wisdom.

Erasmo di Tassato

Upheld 300 - 70

57

League

We invite the Sarcophan Delves to the Symposium at the Winter Solstice 380YE

Niccolo dos Tassatos

Upheld 174 - 0

This judgement relates to
Symposium
winds of fortune event.

58

League

We invite Asavea to attend the Symposium at the Winter Solstice 380YE.

Julius Cavita

Upheld 174 - 0

This judgement relates to
Symposium
winds of fortune event.

61

Brass Coast

We are the Heroes of the Empire and We're Here to Save The Day!

Lucifaro Figlio del Mattino

Upheld 56 - 0

The Imperial Synod did not make the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

5

General

I, Ephreal of Zephaniah's Lament, beseech all proud and courageous citizens of the Empire to resist the corruptive influence of the Heralds of Lashonar that currently infest the Dawnish Nation and try to undermine the Barrens campaign. Their very presence is an affront to the great deeds of those who have bled to expand our borders and bring The Way to all human souls. We must drive these malign, inhuman forces out and destroy them before their presence drives souls from the paths of virtue. I will see to this matter personally, ensuring that every noble house in the area is suitably inspired to act in the name of national pride and exterminate them all.

Ephreal

Not Upheld 498 - 339 Greater Majority not achieved.

Imperatrix Lisabetta invoked the Throne's Power of
Custodian of Virtue
, making this judgement require a Greater Majority to pass. This judgement relates to the
Peace song
winds of fortune event.

7

Dawn

A peace with the Druj in the Barrens would benefit the Empire unless the cost of the peace were too high.

Morienne Thorne

Not upheld 80 - 89

22

Dawn

The Troubadours of Dawn would encourage the people of our nation who have an interest in the Revelation of the Land Without Tears to go on pilgrimage to learn more of this new theology. If required I will take the liao to spread this message.

Marcus Drommond

Not Upheld 40 - 52

This judgement relates to the
Pilgrimage
winds of fortune event.

27

Ambition

The Ambition Assembly declares that it is not Ambitious to create or encourage cults of personality; as opposed to using one's status to spread Virtuous messages.

Lucan Sepulchre

Withdrawn by raising priest at 82 - 26

43

General

True Liao visions are important and deserve respect. To respect the vision, no recipient should undergo a True Liao Vision while under the influence of any potion etc

Aniera

Not upheld 179 - 513

51

General

We refute that the first Empress is among us and that we must listen and learn from her. Should the heroes of Anvil see fit to raise 500 liao, Duke Ferrero will travel to Reikos to counter the teachings of Yael, to show Loyalty to The Way, and follow his examples and teaching as a person who has changed the world in this life, such as by his pan-nation sodality challenging slavery, as well as the past in his former life as the Alderman Jenny, who led the first Marcher territory to success in Stockland.

Mazo i Zabala i Erigo

Withdrawn by raising priest at 81 - 220

This judgement relates to the
Pilgrimage
winds of fortune event.

55

General

The Empire and its citizens should demonstrate the Virtues by only making contracts that have been considered fully and made with the intent to keep them. Breaking such agreements is unvirtuous, jeopardise future Imperial negotiations and also endangers our ability to spread The Way in action.

Ferrero Sanguineo Rezia di Tassato

Not upheld 275 - 276

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

0 Throne / 0 Crowns / 0 Rings

Income

32 Thrones

The price paid in the Bourse Auction for the dose of True Liao

Rewards

10 Thrones

Rewarding made to Gawaine Orzel.

5 Thrones

Rewarding made to Livia Cascade, Seer of the Gateway.

15 Thrones

Rewarding made to Blake Ackerman.

Closing Value

2 Thrones / 0 Crowns / 0 Rings

Visionaries

The following individuals received visions of their past lives:

- Syn Nighthaven, Navarr

- Asenath of Felix's Watch, Highguard

- Juha the Cave Spider, Varushka

- Roman of Reumah's Redoubt, Highguard

Voting Record

For this summit the Civil Service attempted to track which priests in the Synod cast at least one vote on a judgment. This is to intended to aid analysis on what proportion of members of the Synod do not vote on judgments. The Civil Service cannot guarantee the precise accuracy of these records, or that similar information will be available for any future summits.

At the start of the summit the voting total of the General Assembly was calculated to be 1962 with 156 priests.

The final voting total of the General Assembly was calculated to be 2118 with 176 priests

At the end of the Autumn Equinox 380YE the voting strength of the Virtue and national assemblies were estimated to be:

Virtue Assembly

Voting Strength

Voted

Could Vote

Percentage

Ambition

164

13

15

87%

Courage

415

20

25

80%

Loyalty

397

28

35

80%

Pride

201

16

19

84%

Prosperity

195

13

17

76%

Vigilance

278

15

20

75%

Wisdom

222

17

22

77%

The Way

246

16

23

70%

General

2118

138

176

78%

National Assembly

Voting Strength

Voted

Could Vote

Percentage

Brass Coast

84

6

8

75%

Dawn

283

21

26

81%

Highguard

616

28

36

78%

Imperial Orcs

38

2

3

67%

Navarr

135

11

15

73%

The League

236

15

20

75%

The Marches

112

11

11

100%

Urizen

142

12

14

86%

Varushka

196

15

21

71%

Wintermark

276

17

22

77%

General

2118

138

176

78%

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380YE Autumn Equinox winds of fortune

Contents

- 1 Overview

- 1.1 Castle of Wind and Sky

- 1.2 Cobwebs

- 1.3 Disloyal, Unprosperous, Unvigilant, Unwise

- 1.4 Empty Skies (Winds of Magic)

- 1.5 Goatfoot

- 1.6 Iron and Wine

- 1.7 Like a Wheel Within a Wheel

- 1.8 Peace Song

- 1.9 Pilgrimage

- 1.10 Song of the Lakefolk

- 1.11 Starfall

- 1.12 Thoughts are Free (Trade Winds)

- 1.13 Turbulence

- 1.14 When All This Was Trees

- 1.15 Will to Survive

- 2 Ongoing Events and Resolutions

- 2.1 Matters of Mithril

- 2.2 The Other Empress

- 2.3 Veils of Shadow

- 2.4 The Crumbling Court of the Fountain

- 2.5 The Creeping Morass

Overview

Over the past three months, several events have occurred which are of significance to the Empire and may require a response from her champions. You can also read about the progress of the Empire's military campaigns here.

In each case. we've tried to tag the Winds of Fortune entry with the nations, or political bodies, to which it is most relevant. We've done this to help people who are interested only in events that are especially relevant to them. In no way are these tags intended to be exhaustive; the Empire is a complex place and very little happens in isolation.

As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of Fortune is to maintain the illusion of the Empire as a living, breathing place where things happen - and to make players aware of things their characters 'should' know based on what their roleplaying says they have been doing for the past three months.

Many winds of fortune open with a short section of in-character text. In all cases, these pieces are intended to help create an atmosphere and provide a little entertainment. Where they contain opinions, those are the opinions of the fictional people depicted - and where they contain information or rumours the assumption is that the reader will create their own context for that information or gossip. They're mostly just a bit of fun and they tend not to contain anything vital to the understanding of the wind of Fortune.

On with the motley then - assuming anyone has any left.

Castle of Wind and Sky

- Varushka, Imperial Conclave, Imperial Senate

A blizzard has hit the Icy Crag of the Eternal Sun - an unnaturally strong blizzard that roars around the castle but leaves the vale (and the people) of Volchitrava untouched. The blizzard shows no sign of going away. You can learn more about this situation here.

Cobwebs

- Empire

The runes Lann and Hirmok are showing up with supernatural frequency, the runecasters say. The astronomancers speak of a conjunction of the Web and the Chain, and everyone can feel those bonds that tug at their hearts becoming stronger. You can learn about the specific effects of this conjunction here.

Disloyal, Unprosperous, Unvigilant, Unwise

- Imperial Bourse

Friar Alyn of Hay has begun traveling the Marches, extolling the virtue of Prosperity and the lack thereof in relation to the Imperial Bourse Private Auction. The friar is actively encouraging citizens not to sell their treasure to the agents of the Imperial Bourse, and instead to try and sell them personally, or to keep them. You can learn more about the reasons presented for this shift here.

Empty Skies (Winds of Magic)

- Imperial Conclave, Empire

The stars have now vanished from over Skarsind, Holberg, Necropolis, Bregasland, Segura, Sermersuaq, Volodmartz, Karsk, Miekarova, and the Barrens. There are also developments with the eerie fog on the Bay of Catazar, and with that missing constellation you may have heard of. You can learn more about them here.

Goatfoot

- Wintermark, the Imperial Orcs

The have been multiple sightings of a bizarre, shaggy beast in the vicinity of Pakaanan's Pass, and occasionally around Northspires (in Hahnmark) and along the eastern shores of East Floe. It has a cryptic, unsettling message for the Imperial Orcs and their Winterfolk neighbours. You can learn more about this weird spirit and its antics here.

Iron and Wine

- the League, Military Council, Imperial Senate, everyone else

Legendary celebrations have been held across the entire Empire in the wake of the coronation of Empress Lisabetta. The revelry matches, and in some cases exceeds, that following the coronation of some of the most beloved Thrones in Imperial history. You can learn about the festivities - and about the new general order available to the armies of the Empire, as well as an opportunity for the Senate to make a profound change - here.

Like a Wheel Within a Wheel

- Urizen

The territory of Spiral has been reclaimed for the Empire - although the Grendel remain a significant threat there. The civil service have begun to review opportunities related to the territory, and you can learn about some of them here.

Peace Song

- Dawn, Military Council

Visits from by heralds of Lashonar have been a common occurrence through the last few years, especially in Dawn. These visits have brought both weal and woe at times - and this time is no exception. This time their music is focused on songs of sorrow and tears. The mood of these songs is clear - war is a horror to be avoided at all costs - it brings only death and misery. You can learn more about this effect here.

Pilgrimage

- Imperial Synod, Highguard

The size of the Congregation of the First Empress, and with it the influence of the living Paragon Yael of Felix's Watch, continues to increase. The Imperial Synod has supported and encouraged the spread of the belief in the message of revelation preached by members of the Congregation, and people from across the Empire are flocking to learn more about The Land Without Tears. You can learn all about this powerful religious movement and its implications here.

Song of the Lakefolk

- Wintermark, Imperial Synod

Unexpectedly, a small armed force of strangely-dressed hunters has started gathering on the northern shores of Atkonaroq, in the far reaches of Sermersuaq. From their camp on the northern shores, they have begun launching pecuilar raids on nearby settlements - raids in which almost nobody is harmed and nothing of note is taken. They are by all reports quite determined, but refuse to discuss what is going on or who they are - and their numbers appear to be growing. You can learn what little the Empire knows about these mysterious individuals here.

Starfall

- the Empire

The red star, the comet, dubbed the Stalker by the Imperial Conclave will hit the ground some time during the Autumn Equinox with potentially quite profound impact. You can learn about the current situation here.

Thoughts are Free (Trade Winds)

- Imperial fleet captains

The Empire does not exist in isolation - five other great civilisations, and a handful of smaller ones, are also active on the world stage. You can find an update on international diplomacy and trade opportunities here.

Turbulence

- Varushka, Dawn

There is something up with the Semmerlak. During the day, not a breath of wind. Once the sun sets, violent storms and rumours of unnatural beasts preying on fisherfolk, sailors, and those who stray too close to its waters. Something is up. You can learn more about this unfortunate state of affairs here.

When All This Was Trees

- Navarr, Imperial Senate

The orcs of the Great Forest tribe have entered Therunin as guests of the Navarr. Now, there needs to be some pretty intense discussion and negotiation about precisely what this is going to mean for the future. You can learn about the current situation in Therunin here.

Will to Survive

- the Marches, Highguard, the Imperial Orcs, Military Council, Imperial Synod

The Mournwold may have fallen, but in doing so it has given rise to a - what? an opportunity? A terrible new threat? Eerie blessed weapons and strange ideas are coming from parts of the lost Marcher territory, that have implications for the future of the campaign there - especially for the five armies currently camped in Tassato. You can learn about these events here.

Ongoing Events and Resolutions

Matters of Mithril

- the Imperial Bourse, the Imperial Senate, the League, Wintermark

Work on the new mithril mine in Sermersuaq will be completed by the start of the Autumn Equinox. The Imperial Senate may choose how to allocate the mithril mine at this time - that is whether it will be an Imperial or National Wintermark resource. The actual seat will not be appointed until the Winter Solstice, after the first mithril has produced. This will require a motion of the Imperial Senate as usual. The mithril resource currently does not have a name - the Senate is responsible for providing this name when they allocate the mine.

Work on the Great Pits of Ennerlund is complete, and the mithril mine has produced its first load of Imperial mithril since it was conquered by the Druj. The seat has been appointed as Imperial, and will be available for auction along with the other mithril seats during the Autumn Equinox.

The Other Empress

- the League, Highguard, Imperial Senate

The sarcophagus of Empress Giselle is still in a cellar in the vicinity of Sybella, under the watchful gaze of the magistrates. A small delegation has visited it to examine the sarcophagus and the remains within, but their findings have not been made public at this time. The situation has otherwise not changed - there are competing claims from the Highborn and the League, with final resolution resting with the Senate. You can learn more about this situation here.

Veils of Shadow

- the League

The Penumbral Veil that has hung over Tassato for the last year, twisting the night sky in an eerie fashion, begins to attenuate and finally fades entirely shortly before the Autumn Equniox. The magic of that potent shroud has clearly run its course.

The Crumbling Court of the Fountain

- Urizen

The Court of the White Fountain in Optarion continues to labour under the effect of the winter curse that is trying to undo it. The first signs appeared before the Spring Equinox, and they show no signs of abating. The plume of fire that gives the fortification its name is guttering, and the white stone that comprises the tower and the wall crumble and crack.

The Winter curse is not acting unopposed however. Magicians from the Spire of the Auric Horizon continue to bring powerful magic of their own to bear. There is some hope that the curse will have run its course by the time the Winter Solstice comes around - but if the effect does not peter out by that time it may well mean that it is permanent and another solution will need to be sought.

The Creeping Morass

- Holberg, Imperial Senate

Following last season's potent enchantment, the spread of the marshes of Holberg has continued unchecked. The spread of the Morass in the wake of Druj sabotage has been a matter of some concern for some time now, and the powerful enchantment exacerbated the situation. Large sections of Rebeshof have already reverted to their original, sodden state and as a result Rebeshof has been officially declared a marsh (it now has the marsh quality).

This deleterious change has had the immediate effect of permanently decreasing the production of farms in Holberg by 18 rings. If Ennerlund also succumbs to the marsh, the penalty will double.

Assuming nothing changes, Ennerlund will also have become a marsh by the start of the Winter Solstice 380YE. If Ennerlund does become a marsh, the Great Pits of Ennerlund will need additional pumps and precautions, permanently increasing the upkeep of this important Bourse resource by 2 Thrones per season.

It is too late to prevent the marsh spreading into Rebeshof, but Ennerlund could still be protected, but the work is now significantly harder than in previous seasons. It will now require the expenditure of 80 wains of weirwood, and 20 Thrones, to build new dikes, and to replace the paths and bridges that the Druj, nature, and Spring magic have conspired to destroy. This great work would add 75 random herbs to the production of herb gardens owned by League citizens in Holberg.

Alternatively, the Senate could abandon Ennerlund to the marshes and instead try to make the best of the situation. The result would be a vast, teeming marsh partially tended by skilled herbalists and doctors that would nearly rival the Kallavesa marshes for valuable healing herbs. This would cost the same as the plan to prevent the spread of the marsh - 80 wains of weirwood and 20 thrones - but would provide 100 random herbs each season to League herb gardens in Holberg. Obviously both Rebeshof and Ennerlund would be marshes by the time the work was finished.

It is worth noting that as the spread of the marsh accelerates, any further powerful Spring magic could remove the choice of how to proceed from the Empire entirely. Should Holberg be targeted by rituals such as Thunderous Deluge, Rivers Run Red, Rivers of Life, Thunderous Tread of the Trees, or similar - or should the Hallow of the Green World be cast on the Empire again - attempts to control the spread of the marsh will be rendered fruitless, and Ennerlund will be swallowed by the marsh regardless, negating these opportunities to gather herbs from the marshes (although it would still be possible to harness the marshes for the production of herbs, doing so would not involve an opportunity and instead follow the normal rules for great works).

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380YE Autumn Equinox winds of war

Contents

- 1 Overview

- 2 Retribution

- 2.1 Game Information : Liathaven

- 3 Our Neighbour's Field

- 3.1 Game Information

- 4 Fruits of Our Labour

- 4.1 Game Information : Kahraman

- 5 The Greatest Weapon (Interlude)

- 5.1 Standoff in Spiral

- 5.2 Spies in Sarvos

- 5.3 Silence in the Marshes

- 5.4 Slaughter in Astolat

- 5.4.1 Game Information: Astolat

- 6 Audacity

- 6.1 Game Information : Bay of Catazar

- 7 Loyalty to Great Things

- 7.1 Denouement

- 7.2 Game Information: Mournwold

- 7.3 Mournwold Participation

- 8 The Price is Consequence

- 8.1 Game Information: The Barrens

- 9 Other Information

- 9.1 Battles

- 9.2 Skirmish Volunteering

Overview

The Empire fights on two fronts, against the Jotun in the west and the Grendel and the Barrens orcs in the east.

The Navarr army of the Black Thorns continues their efforts to liberate southern Liathaven, leaving the Jotun with a clear lesson as to the repercussions of their actions in the south-western forests. In Kahraman just south-east of Liathaven, during a series of bloody conflicts the Empire drives the Jotun forces westward, recapturing Serra Briante, but the Jotun manage to hold on to their foothold in Serra Damata. By contrast, the defenders of the Mournwold suffer a crushing defeat, forced to retreat to nearby Tassato and leave the orcs in undisputed control of the territory - and the castle of Orchard's Watch.

In the south, the Valiant Pegasus can only look on helplessly as the Freeborn Storm clashes with a massive Grendel armada off the cost of Necropolis. Outnumbered and outclassed, nearly a fifth of the Imperial navy is destroyed in two engagements with the orc warships.

In the west, in Reikos, the Urizen army of the Citadel Guard attempt to drive out the supernatural presence that has taken root there. Their progress is slow, and grows slower as the season passes. The end result is inconclusive.

And in the north-west, in the Barrens, it appears that the Druj may have returned...

Retribution

As Summer pales into Autumn, the Navarr raise the banner of Thorns. The warriors of Navarr flock to fight with them, both those from the other forests and the survivors of the Jotun's rage. The Senate has ensured that there are plenty of weapons and armour to equip them. Their numbers swollen by new recruits, they are further bolstered by the forces of thirty Navarr captains, and half a dozen Imperial heroes of other nations, who bring with them an additional two and a half thousand troops.

Even the dead rise to fight the enemies of the Navarr. The Jotun raise burial mounds over those they honour, but they have left the bodies of the dead Navarr where they fell - a fatal mistake. On the last night of the Summer Solstice, a thousand murdered Navarr rise to heed the echoing call of Winter magic. Shambling; abominable; hungry for orc flesh; thirsty for orc blood; they howl for vengeance against those who slaughtered them, slew their families, burnt their steadings, scattered their stridings. They are terrible.

... the Black Thorns will utterly destroy

any Jotun they come across.

General Ulric Y'Basden

Yet even they are not so terrible as the living. The Navarr who still breathe launch ruthless, terrifying attacks against the orcs. They fall upon the hated enemy with cruel, savage attacks that leave no room for mercy on either side. The bodies of the fallen orcs are despoiled, displayed as trophies to fill the faltering hearts of their foe with terror. Wherever they are victorious they make grisly scarecrows of the fallen orcs - providing a fearsome lesson to the Jotun as to what it really means to face the full fury of the Navarr, unleashed at last.

The anger of the Jotun falters. As it is, only token forces remain in Liathaven - scattered warbands hunting the remaining defenders through the trees. It becomes clear as the Black Thorns advance that these warbands are unprepared for the cunning of the Navarr. They present little challenge - their tactics are better suited to pitched battles than to the relentless, unending guerilla assault of seven thousand mobile Navarr and their unliving cohort. A weak-seeming band of stragglers turns on the warband that pursues them as the trees sprout archers like murderous fruit. A poorly defended steading proves too ripe a prize to resist ... only for the Jotun to discover the token garrison has faded away and now they are surrounded by an army of Navarr. A "routing" band of Navarr ambushers leads the unsuspecting Jotun into the vallorn miasma then fades into the shadows as the orcs fall to packs of shrieking husks.

The darkness that the Jotun have always feared lurks beneath the trees has come alive, and their warbands are no match for it. Their warriors learn that when they fight these heirs of Terunael, they will not fall in heroic combat but will be slain unawares, butchered like sheep, oblivious to the danger until it is too late. They will not rest beneath burial mounds, but will hang rotting from the trees of the forest, torn apart and defiled utterly. Their certainty that their heroism will carry them across the howling abyss begins to falter. Anger at last begins to give way to fear.

The western orcs pull back, retreating first to Western Point and thence to Hordalant and Reinos. They refuse the tempting lures placed before them, withdraw rather than attack, and as the Autumn Equinox approaches they begin to quit southern Liathaven altogether rejoining the Jotun forces fighting elsewhere, in less terrifying terrain. They fall back where they see movement among the trees, where there is any hint of Navarr forces. The Jotun do not like to fight beneath the dark canopy of the forests at the best of times ... and this is very far from the best of times for the orcs.

Within six weeks of the end of the Solstice, Beacon Point is liberated. The Black Thorns and their allies - both living and dead - push on to Western Scout There is some scattered resistance ... and during the day the Jotun hold their own. But when night falls, the orcs die, alone and afraid, voiceless, in the dark.

Game Information : Liathaven

The Navarr have liberated one region of Liathaven (Beacon Point) and made significant gains in a second (Western Scout). If the situation does not change the Navarr will have liberated the whole of southern Liathaven by the Winter Solstice, breaking the Jotun control of the territory and making it once again a contested territory. Furthermore, thanks to their liberation and control of the paths of Lan Thúven, they will be in a position to strike into West Ranging to permanently sever the Jotun supply lines into the Mournwold.

In the face of the Navarr's terror-tactics, a significant number of orcs are quitting Liathaven without fighting, reinforcing Jotun armies elsewhere. It remains to be seen how significant this reinforcement might seem. This special order was the result of an opportunity for the Navarr to employ vicious tactics against their enemies to increase their ability to drive the Jotun out of Liathaven - it may or may not remain available to them if they choose to strike into northern liathaven and complete the liberation of the territory.

Our Neighbour's Field

The Citadel Guard march from Spiral to the verdant chaos of Reikos. The magic that has transformed the Highborn territory has not yet run its course. Scattered across Reikos are loci where the transformative magic is still breaking down the last ruins of the Druj occupation, but they do not impede the progress of the Urizen forces as they march north and west toward their ultimate destination - the newly forested region of Tamarbode claimed by the eternal Llofir, via its herald Gilean.

Outside of Tamarbode, the more supernatural effects

380YE Spring Equinox Announcement by the Advisor on the Vallorn

This motion is currently undergoing scrutiny.

I, Siân Eternal, wish to use my ability as Advisor on Vallorn affairs to commission a piece of historical research into the Charter Stone of the Terunael city of Seren.

Approved by the Advisor on the Vallorn

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- This research was commissioned by Siân Eternal

- Historical Research concerning this topic has been commissioned through the civil service

- Historical Research request approved by the Advisor on the Vallorn using the legal power to approve historical research delegated to them by the Senate.

Date

- Spring 380YE

Cost

- 5 Thrones

Progress

- Unknown

Campaign Outcome

- Research reports will be compiled and presented to the Advisor on the Vallorn

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Spring_Equinox_Announcement_by_the_Advisor_on_the_Vallorn&oldid=44651"

380YE Spring Equinox Announcement by the Civilian Commissioner of Dawn

Gardens of Tiberius' Bequest.

Building a small sinecure in Laroc, Astolat for the production of Cerulean Mazzarine.

This is to create the position of Healer of Dawn, to be assigned by the Dawnish Senators.

Approved by the Dawnish Civilian Commissioner

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- A sinecure in Laroc, Astolat which produces Cerulean Mazzarine.

- This motion was approved by the Dawnish Civilian Commissioner using the legal power to commission constructions delegated to them by the Senate.

Date

- Spring 380YE

Cost

- The announcement does not specify the size of the sinecure, but standard costs apply.

Progress

- 10 wains of white granite and 20 crowns provided by Morien after Spring Equinox 380YE.

Campaign Outcome

- When completed, this sinecure will automatically create the Dawnish national title of Healer of Dawn

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Spring_Equinox_Announcement_by_the_Civilian_Commissioner_of_Dawn&oldid=45074"

380YE Spring Equinox Announcement by the Civilian Commissioner of Highguard

I, Rhesa of the Scions of Ravensfell, would like to commission the School of Exorcism in Reikos, in Tabernacle.

The Master of the School of Exorcism will look after the school.

It will produce liao and cost 10 white granite to build.

The position will be elected through the Highguard National Assembly.

The Position will be held for life, but can be revoked by the assembly of nine, general assembly or the highguard national assembly.

Approved by the Highborn Civilian Commissioner

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- A sinecure in Tabernacle, Reikos which produces Liao.

- This motion was approved by the Highborn Civilian Commissioner using the legal power to commission constructions delegated to them by the Senate.

Date

- Spring 380YE

Cost

- 10 wains of white granite

- 20 crowns in labour costs

- Time: 3 months to construct

Progress

- 10 wains of white granite and 20 crowns supplied by Rhesa after Spring Equinox 380YE.

Campaign Outcome

- When completed, this sinecure will automatically create the Highguard national title of Master of the School of Exorcism.

- Under normal circumstances it is not possible to create a sinecure that provides only liao; this school of exorcism is the result of an opportunity.

- Due to the limitations on the Civillian Commissioners, the title of Master of the School of Exorcism cannot be appointed by the Highguard assembly. This can be changed by a motion raised by Senator amending the title's method of appointment.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Spring_Equinox_Announcement_by_the_Civilian_Commissioner_of_Highguard&oldid=46482"

380YE Spring Equinox Announcement by the Civilian Commissioner of the Imperial Orcs

The construction of a series of great drums which are to be set up in Estermark, Skarsind to assist in the raising of the Skarsind cattle herds.

The result is the sinecure, the Great Eastern Herd, administered by the Shepherd of the Great Herd.

Appointed by unanimous decision by the Imperial Orcs Senator(s).

Approved by the Imperial Orc Civilian Commissioner

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- A sinecure in Estermark, Skarsind which produces 216 rings a season.

- This motion was approved by the Imperial Orc Civilian Commissioner using the legal power to commission constructions delegated to them by the Senate.

Date

- Spring 380YE

Cost

- 10 wains of Weirwood

- 20 Crowns in labour costs

- Time: 3 months to construct

Progress

- 10 wains of weirwood and 20 crowns provided by Yargol after the Spring Equinox 380YE.

Campaign Outcome

- The Great Herd is now complete. It is overseen by the Imperial Orc national title of Shepherd of the Great Herd.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Spring_Equinox_Announcement_by_the_Civilian_Commissioner_of_the_Imperial_Orcs&oldid=45016"

380YE Spring Equinox Announcement by the Civilian Commissioner of the Marches

This motion is currently undergoing scrutiny.

The creation of a sinecure, in Graven, Gravenmarch, Bregasland to produce mana crystals.

The sinecure to be held by the Keeper of the Dour Fens.

Appointment by vote of the Marcher farmers.

Lifetime tenure.

Approved by the Marcher Civilian Commissioner

Overview

- This motion was to create a sinecure in Bregasland to produce mana crystals.

- This motion was approved by the Marcher Civilian Commissioner using the legal power to commission constructions delegated to them by the Senate.

- This commission was announced after the maximum number of commissions had been authorised, but was announced in case one of the previous commissions had been subject to the synod's veto. The veto was not employed and so this commission was not authorised.

Date

- Spring 380YE

Constitution

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Spring_Equinox_Announcement_by_the_Civilian_Commissioner_of_the_Marches&oldid=44655"

380YE Spring Equinox Announcement by the Quartermaster General

This motion is currently undergoing scrutiny.

I, Dan Brackensong, Quartermaster General of the Imperial Armies announce the resupply of

The Granite Pillar

The Golden Axe

The Strong Reeds

Approved by the Quartermaster General of the Imperial Armies

Contents

- 1 Overview

- 2 Date

- 3 Progress

- 4 Campaign Outcome

Overview

- Resupply the Highborn army, the Granite Pillar

- Resupply the Varushkan army, the Golden Axe

- Resupply the Marcher army, the Strong Reeds

- This motion was approved by the Quartermaster General of the Imperial Armies using the legal power to resupply armies granted by the Imperial Senate.

Date

- Spring 380YE

Progress

- Unknown

Campaign Outcome

- Unknown

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Spring_Equinox_Announcement_by_the_Quartermaster_General&oldid=44652"

380YE Spring Equinox Conclave sessions

The following is a summary of Conclave proceedings during the Spring Equinox 380 YE.

Contents

- 1 The Imperial Titles of the Conclave

- 2 Conclave Addresses

- 3 Conclave Declarations

- 4 Conclave Gambits

- 5 Order Strengths

- 6 Order Vaults

- 6.1 Celestial Arch

- 6.2 Shuttered Lantern

- 6.3 Sevenfold Path

- 6.4 Rod & Shield

- 6.5 Golden Pyramid

- 6.6 Unfettered Mind

The Imperial Titles of the Conclave

The full list of Imperial Titles held in the Conclave at the end of the Spring Equinox, 380 YE can be found under 380YE_Spring_Equinox_Imperial_titles.

The following Imperial Titles were appointed by the Conclave during the Spring Equinox, 380YE:

- Mord of Auric Horizon became the new Archmage of Day.

- Pavel remained the Archmage of Night.

- Alcuin Shatterspire remained the Archmage of Spring.

Conclave Addresses

At the Summit, the following addresses were placed on the Conclave agenda:

Day

Speaker

Nature of Address

Fri

Heilyn Bronwyn's Rest

The Death of Mari Linkforge, Archmage of Day, and the need for those with the Ambition to declare their candidacy.

Fri

Aquillian

What Urizen intend to do to the Grendel in Spiral and how you can help.

Fri

Tabor the Fool

Virtue/Magic Debate: The Third

Fri

Vauruus Korpittkotka

The Assembly of Prosperity wishes to investigate the Prosperity of the Orders.

Fri

Lucky Vivaci.

Discuss Lashonar and the situation in the Barrens.

Sat

Andreus Gremani

Summer Matters

Sat

Gui de Lusignan

Tharim's Throne

Sat

Heilyn Bronwyn's Rest

Recognising Wisdom in the use of Arcane Projections

Sat

Maurice de Gauvain

Realm of some Moderate Awesome

Sat

Leif Ambjorn

Visions from the Realm of Night

Sat

Vaan, Warmage

The Usual

Sat

Aquillian

The Spring Taint

Sat

Cybi Farkas

The Vate Hunt and Arhallogen

Sat

Silas di Sarvos

Locating target regios on the battlefield.

Sun

Shona i Ezmara

Recognising the prosperity and sacrifices made by Achilles of Damocles' Forge.

Sun

Mord Auric Horizon

Attitudes regarding Aquillion of Urizen

Sun

Solsetur Imperial Star

Divination Magic

Sun

Pavel, Archmage of Night

Today's battle and the cost of obstructing dealing with Eternals.

Sun

Olle Markusson

On the constellation of the Phoenix

Sun

Aquillion

Spiral no longer has a clear coastline

Sun

Eudaemon of Halcyon

On exchanges and dealings with foreign nations, in particular the Faraden

Sun

Hubert Gremani

Brief address on thoughts of Indomitable Sun Coven on Summer matters.

Sun

Tom of Upwold

Presentation of Staff of Judgement to Imperial Warmage

Sun

Alcuin Shatterspire

Boons of Arhallogen

Sun

Cyrus, Son of Felix

Matters relating to the Imperial Magus

Conclave Declarations

The Conclave made the following Declarations:

Note: there was an attempted Declaration of Sorcery against Klo de Luisignain by the Grandmaster of the Sevenfold Path under the Veil of Night on Sunday: but in fact there was no Grandmaster present, so it is understood that this Declaration, though it was passed at the time, does not stand.

Day

Speaker

Declaration

Outcome

Fri

Heilyn Bronwen's Rest

Candidacy for Archmage of Day.

FAILED

Fri

Kahendrin Wordsmith

Amity with the Eternal Janon

FAILED

Fri

Amris Mevikovich

Concord - This Conclave agrees that Auris may perform a consecration in the Hall of Worlds to test mana/liao synergy.

PASSED.

Fri

Finn Finnsson

Candidacy of the Archmage of Day.

FAILED.

Fri

Mord of Auric Horizon

Candidacy of the Archmage of Day.

PASSED.

Fri

Maurice de Gauvainn

Concord: The Conclave endorses Conclave Bonds.

PASSED.

Fri

Asenath

Neutrality with the Green Mother.

PASSED

Sat

Aquillian

Concord - That it is appropriate to summon a Tulpa of the New Star.

PASSED

Sat

Nicholas Reaper

Interdiction of Icy Maw Devours the Spark of Essence

FAILED

Sat

Nicholas Reaper

Interdiction of Naeve's Twisting Blight

FAILED

Sat

Gallan de Rondell

Candidacy for the Archmage of Night - nominating Ancel Steward of House Vexille

FAILED

Sat

Gallan de Rondell

Concord - The Conduct of the Pledge over the last few seasons in regard to acquisition and possession of artefacts is maelfic to the Empire and prescribes all trade in such artefacts with the Pledge.

PASSED

Sat

Barthul de Rondell

Endowment - Coven of the Green Man, in the Marchers, is Endowed with the Eternal Gambit covenstone.

PASSED

Sat

Rosamund Holt

Candidacy for Archmage of Spring

FAILED

Sat

Shona i Ezmara

Sorcery - Evander Slack to be a Sorcerer.

PASSED

Sat

Mord Auric Horizon

Neutraility with Kimus.

PASSED

Sat

Aquillian

Candidacy for Archmage of Spring

FAILED

Sat

Zephaniah

Concord - That it recognises the power and wisdom of the Eternals of Winter in inviting the Tribute from the Magi of the Empire at the Winter Solstice and presents its gratitude.

PASSED

Sat

Asenath

Candidacy for Archmage of Night

FAILED

Sat

Alcuin Shatterspire

Candidacy for Archmage of Spring

PASSED

Sat

Ludmilla Koslov

Candidacy for Archmage of Night

FAILED

Sat

Cybi Farkas

Candidacy for Archmage of Night

FAILED

Sat

Pavel

Candidacy for Archmage of Night

PASSED

Sun

Raewynn Farkas, Grandmaster of the Rod and Shield

Concord: The Conclave gives permission for Meraud to place a boon on the regio during the Saturday of the Summer Festival to empower higher magnitude rituals.

PASSED

Sun

Grandmaster of the Shuttered Lantern under the Veil of Night

Declaration of Sorcery against Gui de Luisignain

Sun

Grandmaster of the Golden Pyramid under the Veil of Night

Declaration of Sorcery against Ursul de Luisignain

Sun

Grandmaster of the Celestial Arch under the Veil of Night

Declaration of Sorcery against Tremaine de Luisignain

Sun

Grandmaster of the Rod and Shield under the Veil of Night

Declaration of Sorcery against Iluna de Luisignain

Sun

Grandmaster of the Unfettered Mind under the Veil of Night

Declaration of Sorcery against Claude de Luisignain

Sun

Caius

Neutrality with Eleonaris

PASSED

Sun

Heilyn Bronwen's Rest

Declaration of Endowment of the The Eternal Gambit covenstone to Sherade Hunters coven of Wintermark for a season.

PASSED

Sun

Isca

Declaration of Sorcery against: 8 individuals from Whispering Dray (Domel, Elvin, Aervan, Gareth, Laxainia, Leedy, Tinuvie, Arla)

PASSED - Scribe's Note - discussed together but 8 mana paid to raise.

Sun

Aquillion

Concord: The Conclave is interested in magical exchanges with the friendly nation of Asaveyah (sic).

FAILED

Sun

Cyrus, Son of Felix, Imperial Magus

The Conclave supports the Senate motion which accepts an Eternal's assistance in creating a new army.

PASSED

Sun

Naomi of Felix's Watch

Declaration of Sorcery of Catalina i Erigo now of House De Rondell for knowinly giving True Liao to an Eternal.

FAILED

Sun

Vaan

Declaration of Sorcery against Gallorn du Rondell

FAILED

Sun

Svetlana

Candidacy for Archmage of Spring

FAILED

Sun

Alcuin

Candidacy for Archmage of Spring

PASSED

Sun

Raewynn Farkas, Grandmaster of the Rod and Shield

To enter into Imperial Lore the ritual Golden Ramparts, a Summer Ritual

PASSED

Sun

Alcuin

Amity for the Herald known as Yleth-Sylfar

FAILED

Mon

Mavea Wulfsdotter

Reconciliation to de-interdict the Imperial Crown if the Empress Elect has gained no veto in the Synod

PASSED

Conclave Gambits

The Conclave made the following Gambits:

Day

Proposer

Intended Use of Resources

Mana

Ilium

Am

BL

Dr

GI

IG

Or

TJ

We

Funded

CA

GP

RS

SP

SL

UM

Indep

Fri

Vaan, Warmage

To flood the coastline of Spiral, denying the Grendel there the use of their Navies.

100

0

0

0

0

0

0

0

0

0

FUNDED.

0

20

15

15

15

35

0

Fri

Pavel, Archmage of Night

Scrying in service of the Empire.

64

0

0

0

0

0

0

0

0

0

FUNDED.

4

12

8

15

15

10

0

Sat

Pavel, Archmage of Night

Casting Dripping Echoes of the Fen in Kallvesa.

35

0

0

0

0

0

0

0

0

0

FUNDED.

3

1

5

9

6

5

0

Sat

Maud Auric Horizon, Archmage of Day

Shrouds.

31

0

0

0

0

0

0

0

0

0

FUNDED.

0

5

0

5

16

5

0

Sat

Maurice de Gauvain, Archmage of Autumn

Juha's negotiation with the Thule..

21

0

0

0

0

0

0

0

0

0

FUNDED.

5

3

2

3

5

3

0

Sat

Alcauin Shatterspire, Archmage of Spring

4 Chausable of Majesty on 3 Targets, 4 Words of Ending/Wisdom of the Balanced Blade for Solas the High Exorcist.

50

0

0

0

0

0

0

0

0

0

FUNDED.

0

20

5

10

8

7

0

Sun

Sinus Skybreaker, Archmage of Winter

Retrospective Gambit for rituals (3) passed by Saker Coven for Saturday battles. Only requesting efficient cost not full cost.

65

0

0

0

0

0

0

0

0

0

FUNDED.

12

15

10

6

7

10

0

Sun

Mord Auric Horizon, Archmage of Day

Rewards for Hard Work

0

6

0

0

0

0

3

0

0

5

FUNDED.

1 Illium

2 Illium, 3 Gloaming

1 Illium

0

5 Weltsilver

2 Illium

0

Sun

Pavel, Archmage of Night

To remove the mist on the Bay of Catazar

60

0

0

0

0

0

0

0

0

0

FUNDED.

10

10

8

12

10

10

0

Sun

Andreus Grimani, Archmage of Summer

For Frozen Fortresses

64

0

0

0

0

0

0

0

0

0

FUNDED.

10

22

10

1

8

13

0

Order Strengths

The strengths of the six Orders at the Conclave this summit were as follows:

Order

Friday Strength

Saturday Strength

Sunday Strength

Total Strength

Sevenfold Path

23

18

18

??

Rod & Shield

19

10

14

??

Celestial Arch

10

9

11

??

Golden Pyramid

17

14

10

??

Shuttered Lantern

34

33

20

??

Unfettered Mind

33

17

17

??

Order Vaults

The contents of the Order Vaults at the beginning and end of Conclave this summit were as follows:

Celestial Arch

Material

Beginning

End

Mana

66

22

Ilium

2

1

Ambergelt

0

0

Beggar's Lye

0

0

Dragonbone

5

5

Green Iron

0

0

Iridescent Gloaming

20

20

Orichalcum

3

3

Tempest Jade

22

22

Weltsilver

0

0

Shuttered Lantern

Material

Beginning

End

Mana

90

0

Ilium

4

4

Ambergelt

0

0

Beggar's Lye

0

0

Dragonbone

0

0

Green Iron

0

0

Iridescent Gloaming

2

2

Orichalcum

4

4

Tempest Jade

17

17

Weltsilver

19

14

Sevenfold Path

Material

Beginning

End

Mana

132

18

Ilium

5

3

Ambergelt

0

0

Beggar's Lye

13

13

Dragonbone

2

2

Green Iron

0

0

Iridescent Gloaming

27

24

Orichalcum

5

5

Tempest Jade

0

0

Weltsilver

0

0

3 Hearthfire Crystals

Rod & Shield

Material

Beginning

End

Mana

63

0

Ilium

2

1

Ambergelt

0

0

Beggar's Lye

11

11

Dragonbone

2

2

Green Iron

0

0

Iridescent Gloaming

1

1

Orichalcum

19

19

Tempest Jade

3

3

Weltsilver

0

0

Golden Pyramid

Material

Beginning

End

Mana

91

17

Ilium

3

3

Ambergelt

22

22

Beggar's Lye

22

22

Dragonbone

0

0

Green Iron

0

0

Iridescent Gloaming

15

15

Orichalcum

25

25

Tempest Jade

0

0

Weltsilver

0

0

Unfettered Mind

Material

Beginning

End

Mana

128

30

Ilium

3

1

Ambergelt

0

0

Beggar's Lye

3

3

Dragonbone

0

0

Green Iron

0

0

Iridescent Gloaming

15

15

Orichalcum

3

3

Tempest Jade

27

27

Weltsilver

13

13

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Spring_Equinox_Conclave_sessions&oldid=44712"

380YE Spring Equinox Imperial elections

These are the ongoing changes to Imperial Titles during this summit. For a comprehensive list of all current and previous title holders, refer to Current Imperial titles.

Contents

- 1 Imperial Senate

- 2 Imperial Military Council

- 3 Imperial Synod

- 4 Imperial Conclave

- 5 Imperial Bourse

Imperial Senate

- Empress Lisabetta Giacomi von Holberg of the League

- Senator for Segura The Incumbant

- Senator for Karsk Maarit

- Senator for Reikos Balthasar Suns of Couros

- Senator for Holberg Stern

- Senator for Feroz Pedro i Taziel I Riqueza

- The Ambassador to the Sumaah Republic: Vera Runova Helgrod

- The Ambassador to the Commonwealth: Beatrix Amalia Novarion Zu Holberg

- The Imperial Master of Works: Richard Lancaster

- The Minister for Historical Research: Ioseph of Phoenix Reach

- The Advisor on orc affairs: The Incumbant

- The Mayor of Caricomare The Incumbant

- The Custodian of the Storm Vault Xanthius Echostorm

- The Dredgemaster of Feverwater Breannain Bronwens's Rest

- The Advisor on the Vallorn Siân Eternal

- The sinecure of the Dean of Pilgrims is - vacant

- The Civilian Commissioner of The Brass Coast - Carlos I Guerra

- The Civilian Commissioner of Dawn - Morien Stewart

- The Civilian Commissioner of The Marches- Henry Ward

- The Civilian Commissioner of The Imperial Orcs -Bloodcrow Yargol

- The Civilian Commissioner of The League - Lorenzo of the Butchers

- The Civilian Commissioner of Highguard -

- The Civilian Commissioner of Navarr - Bron Foxden

- The Civilian Commissioner of Urizen -

- The Civilian Commissioner of Varushka - Nadya Gremani

- The Civilian Commissioner of Wintermark - Rhesa of the Scions of Ravensfell

Imperial Military Council

- General for the Gryphon's Pride:Soldier Akella

- General for the Valiant Pegasus: The Incumbant

- General for the Eastern Sky:Lady Clarice Novarion

- General for the Drakes:Will Talbot

- General for the Fist of the Mountains:Erkenbrand

Horsa Tyrshalt was revoked from the above position on the grounds of deriliction of duty.

- General for the Black Thorns:Ulric Y'Basden

- General for the Quiet Step:Brennos Brackensong

- General for the Army of the Golden Axe:Magnus Anatolyvich Prochnost

The senators for the nation reached a unanimous decision about who took each seat at the military council, so the matter was not needed to be brought before the Imperial Senate.

Imperial Synod

- Cardinal of Ambition Serrusto Caeli Rezia di Tassato

- Gatekeeper of Ambition Viviane de Coeurdefer

- Virtue Inquisitor of Ambition Robin of Swindale

- Cardinal of Courage Nina of Cantiarch's Hold

- Gatekeeper of Courage Jorma Steelhail

- Virtue Inquisitor of Courage The Incumbant

- Gatekeeper of Prosperity Wilhemina Maryenkovich Poltova of Varushka

- Virtue Inquisitor of Prosperity Vauraus Korppitkotka of Wintermark

- Cardinal of Vigilance Irada Von Temeschwar

- Gatekeeper of Vigilence Alys of Highguard

- Virtue Inquisitor of Vigilence Martin Orchard

- Gatekeeper of Wisdom Girthwynn Frythsdottir Tokling

- Virtue Inquisitor of Wisdom Sariel of Highguard

- Chaplain Consular The Incumbant

- Curator of the White City Museum: Apollos of Highguard

- Watcher of Britta's Pool: Eldeen Wulfssdottir of Wintermark

- Co-ordinator of the Limitu Principality House of the Way: : Lord Marcus Drummond

Imperial Conclave

- Grandmaster of the Golden Pyramid: The Incumbant

- Grandmaster of the Sevenfold Path:The Incumbant who subsequently was killed in battle then replaced with Zephaniah

- Archmage of Day: Maud

- Archmage of Night: The Incumbant

- Archmage of Spring: The Incumbant

The Grandmasters were appointed by the members of their orders who voted in a closed session.

As always, all other Imperial Conclave titles may be reappointed at any time through a Declaration of Candidacy.

Imperial Bourse

- Syrene's Wisdom Falco von Temeschwar (155 thrones)

- The Scorrero Nets Kali (of the saker) (130 thrones)

These Illum seats.Imperial seats were auctioned openly.

- The Steel Fist: Irontide Wesk

- The Broken Shore Bounty: Karlos i Shartha i Riqueza

- The Regario Dossier: The Incumbant

- The Master of the Imperial Mint: The Incumbant

- The Custodian of the Assayer's Guild: Marat Jaroslav

- The Vizier of the Incarnadine Satchel: Esteban Izmara i Erigo

- The Foreman of the Mines of Gulhule:Irontide Flax

- The Bonesetter of Torfast Trading Post: Krag

These national seats were appointed by secret voting by citizens of the nation who control certain personal resources.

- Foreign Trade Envoy to the Sarcophan Delves is Thanmir Hrafn

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Spring_Equinox_Imperial_elections&oldid=46673"

380YE Spring Equinox Imperial titles

Contents

- 1 The Imperial Senate

- 1.1 The Throne

- 1.2 The Freeborn senators of The Brass Coast

- 1.3 The senators of Dawn

- 1.4 The senators of Highguard

- 1.5 The senators of The League

- 1.6 The senators of The Marches

- 1.7 The senators of the Navarr

- 1.8 The senators of Urizen

- 1.9 The senators of Varushka

- 1.10 The senators of Wintermark

- 1.11 The senator of the Imperial Orcs

- 1.12 Other Imperial Senate positions

- 1.13 Commissioners appointed by senators

- 1.14 Sinecures selected by senators

- 2 The Military Council

- 2.1 The Generals of The Brass Coast

- 2.2 The Generals of Dawn

- 2.3 The Generals of Highguard

- 2.4 The Generals of the Imperial Orcs

- 2.5 The General of The League

- 2.6 The Generals of The Marches

- 2.7 The Generals of Navarr

- 2.8 The General of Urizen

- 2.9 The Generals of Varushka

- 2.10 The Generals of Wintermark

- 2.11 Other Military Council Positions

- 3 The Imperial Synod

- 3.1 Ambition

- 3.2 Courage

- 3.3 Loyalty

- 3.4 Pride

- 3.5 Prosperity

- 3.6 Vigilance

- 3.7 Wisdom

- 3.8 The Way

- 3.9 Other Synod positions

- 4 The Imperial Conclave

- 4.1 Archmagi

- 4.2 Grandmasters of the Orders

- 4.3 Other Imperial Conclave Positions

- 5 The Imperial Bourse

- 5.1 Imperial Bourse Positions

- 5.2 National Bourse Positions

- 5.3 Other Bourse Titles

- 6 Miscellaneous

The Imperial Senate

The Throne

- The Empress : Lisabetta Giacomi von Holberg of the League

The Freeborn senators of The Brass Coast

- Senator for Feroz: Pedro i Taziel I Riquezz

- Senator for Kahraman: Maher i Zaydan i Riqueza

- Senator for Madruga: Anwar i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond de Rondell

- Senator for Semmerholm Escalade Carsenere

- Senator for Weirwater: Valentin Ivarovich Orzel

The senators of Highguard

- Senator for Bastion: Solomon, of the Shattered Tower

- Senator for Casinea: Zephram, of Cantiarch’s Hold

- Senator for Necropolis: Ianthe, of Raven's Watch

- Senator for Reikos: Balthasar, of the Suns of Couros

The senators of The League

- Senator for Holberg: Stern

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Gant Archama

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Upwold, The Silver Chase: Silas

The senators of the Navarr

- Senator for Hercynia: Ranulf Pridestalker

- Senator for Miaren: Llewellyn Leafstalker

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Probus of Shattered Spire

- Senator for Zenith: Tanwyn Ankarien

The senators of Varushka

- Senator for Karsk: Maarit

- Senator for Karov: Maximov Strascovich

- Senator for Miekarova: Dušan Otecovna Zlata

- Senator for Volodmartz: Juha the Cave Spider

Senator Dušan was revoked by the Imperial Synod but then re-elected to the post; he cannot be revoked again until after the next time the Senatorship would be elected normally.

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Olle Markusson

- Senator for Sermersuaq: Atte

The senator of the Imperial Orcs

- Senator for Skarsind: Irontide Vio

Other Imperial Senate positions

- The Conscience of the Senate is Rawk

- The Advisor on orc affairs is Bloodcrow Ergot

- The Minister of Historical Research is Ioseph of Phoenix Reach

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Ambassador to Asavea is Camilia di Traviciana di Sarvos

- The Ambassador to Jarm is Owsi Twice-burned

- The Ambassador to the Iron Confederacy is Lukash Biessek von Temeschwar

- The Ambassador to Faraden is Ricardo di Tassato

- The Ambassador to the Commonwealth: Beatrix Amalia Novarion Zu Holberg

- The Ambassador to the Sumaah Republic: Vera Runova Helgrod

- The Advisor on the Vallorn is Siân Eternal

- The Imperial Consul is Kellua Itsepainen of Wintermark

Commissioners appointed by senators

- The Crystal Architect of the Spires is held by Tiberius Echostorm

- The Imperial Master of Works is Richard Lancaster

- The Civilian Commissioner of The Brass Coast is Carlos I Guerra

- The Civilian Commissioner of Dawn is Morien Stewart

- The Civilian Commissioner of The Marches is Henry Ward

- The Civilian Commissioner of The Imperial Orcs is Bloodcrow Yargol

- The Civilian Commissioner of The League is Lorenzo La Volpe of the Bloody Butchers

- The Civilian Commissioner of Highguard is Rhesa of the Scions of Ravensfell

- The Civilian Commissioner of Navarr is Bron Foxden

- The Civilian Commissioner of Urizen is vacant

- The Civilian Commissioner of Varushka is Nadya Gremani

- The Civilian Commissioner of Wintermark is vacant

Sinecures selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Guardian of Britta's Shrine is held by Ruth of the Cenotaph in Highguard

- The sinecure of Dredgemaster of Feverwater is Brennyn of Bronwyn's Rest

- The sinecure of the Dean of Pilgrims is vacant

- The sinecure of Custodian of the Starlight Drift is held by Vulpes of Endsmeet

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Glorious Fountain is held by Tatiana of Auric Horizon

- The Mayor of Caricomare is Aria di Notturno di Sarvos

- The sinecure of Custodian of the Claw is held by Kaylan

- The sinecure of Keeper of the Tower of the Fall is held by Elyssiathain

- The Gatekeeper of Falling Snow is Pendraed the Maker

- The Master Apothecary is Freya Kreftinar

- The Custodian of the Storm Vault is Xanthius Echostorm

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Elias i Lemora i Erigo of the Fire of the South

- Admiral Edgardo i Ruiloba i Guerra of The Freeborn Storm

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Starac Sijed Orzel of the Golden Sun

- General Lady Clarice Novarion of the Eastern Sky

- General Soldier Akella of the Gryphon's Pride

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Jericho of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Morgur Bloodcrow of the Winter Sun

- General Irontide Skar of the Summer Storm

The General of The League

- General Gabriel Barossa of the Wolves of War

- General Andrea von Holdberg of the TowerJacks

The Generals of The Marches

- General Nedry of The Cullachs of The Tusks

- General Will Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General Alusair Farstrider of the Bounders

The Generals of Navarr

- General Ulric Y'Basden of the Black Thorns

- General Brennos Brackensong of the Quiet step

The General of Urizen

- General Nicassia Avicia of Phoenix Reach of the Citadel Guard

The Generals of Varushka

- General Valentin Brossa of the Army of the Northern Eagle

- General Magnus Anatolyvich Prochnost of the Army of the Golden Axe

The Generals of Wintermark

- General Volk of the Green Shield Army

- General Erkenbrand of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Vaan of Auric Horizon

- The Quartermaster General of the Imperial Armies is Brendan Brackensong

- The Imperial Fleet Master is vacant

The Imperial Synod

Ambition

- Cardinal Serrusto Caeli Rezia di Tassato of the League

- Gatekeeper Viviane de Coeurdefer

- Virtue Inquisitor Robin of Swindale

Courage

- Cardinal Nina of Cantiarch's Hold in Highguard

- Gatekeeper Jorma Steelhail of Wintermark

- Virtue Inquisitor Lady Eleanor de Rondell of Dawn

Loyalty

- Cardinal Jared of the Suns of Couros, Highguard

- Gatekeeper Anna-Valeria Cascade of Urizen

- Virtue Inquisitor Julius Cavita of the League

Pride

- Cardinal Ozren de Orzel of Dawn

- Gatekeeper Lady Josephine Novarion of Dawn

- Virtue Inquisitor Ephreal of Highguard

Prosperity

- Cardinal Ophelia Sanguineo Rezia Di Tassato

- Gatekeeper Wilhemina Maryenkovich Poltova

- Virtue Inquisitor Vauraus Korppitkotka

Vigilance

- Cardinal Irada von Temeschwar, The League

- Gatekeeper Alys of Highguard

- Virtue Inquisitor Martin Orchard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper is Githwynn Frythsdottir Tokling

- Virtue Inquisitor Sariel of Highguard

The Way

- Cardinal Atla of the Imperial Orcs

- Conscience of the Senate – Rawk of the Imperial Orcs

- Virtue Inquisitor Yarrick Ursan of Wintermark

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Auditor of Senatorial Accountability is held by Sargon of Felix's Watch, Highguard

- The post of Imperial Inquisitor is held by Severin Teyhard von Holberg of the League

- The post of Custodian of the Imperial War Memorial is held by Ira of Felix's Watch, Highguard

- The post of Imperial Chaplain Consular is held by Hywel Summercrow of Navarr

- The post of Seer of the Gateway is held by Livia of the Spire of the Celestial Cascade

- The post of Voice of Barbs is held by Corey Brackensong

- The post of Curator of the Printer's Guild Museum is held by Taddea Ginori

- The post of Curator of the White City Museum is held by Apollos of Highguard

- The post of Watcher of Britta's Pool is held by Eldeen Wulfssdottir of Wintermark

- The co-ordinator of the Limitu Principality House of the Way is Lord Marcus Drummond

The Imperial Conclave

Archmagi

- Alcuin Shatterspire is Archmage of Spring

- Andreas Gremani is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Syrus Skybreaker is Archmage of Winter

- Mord of Auric Horizon is Archmage of Day

- Pavel is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Catalina i Erigo, of House de Rondell

- Grandmaster of the Order of the Golden Pyramid Faustus

- Grandmaster of the Order of the Rod and Shield Raewynn Stormwise

- Grandmaster of the Order of the Sevenfold Path Zephaniah of Highguard

- Grandmaster of the Order of the Shuttered Lantern Gregor

- Grandmaster of the Order of the Unfettered Mind Kyra of Halcyon Spire

Other Imperial Conclave Positions

- Simargl, "the Empty One" of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Iago Melfizzi of the League serves as Bursar of the Conclave

- Cyrus, son of Felix of Highguard serves as Imperial Magus

- Sólsetur Fjellrevening serves as the Imperial Seer

- Vitore Van Temeschwar serves as the Arcane Architect

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Erwillian Mann (400 Thrones)

- The Brilliant Star is held by Giacomo Corvinoscuro (451 Thrones)

- The Canterspire Circle is held by Tybalt von Ungeist (385 Thrones)

- The Damation Cliffs are held by Jeremiah of the Cenotaph (405 Thrones)

- The Fortress of Salt is held by Tobias Shanks (495 Thrones)

- The Golden Trees of Seren are held by Thalia of Netherwatch (350 Thrones)

- The Great Mine of Briante is held by Vasiliy Krenyenkov Valeskai Strascovich (355 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (375 Thrones)

- The Hunt of Alderei the Fair is held by Dagon of Shattered Tower (200 Thrones)

- The Night Quarry is held by Guillermo di Sarvos (370 Thrones)

- The Scorrero Nets are held by Kali of the Saker (130 Thrones)

- The Singing Caves are held by Alessandra Vedova del Macellaio (500 Thrones)

- The Sutton Stone Quarries are held by Silvio de Tassato (345 Thrones)

- The Syrene's Wisdom is held by Falko of the Bloody Butchers of Temeschwar ( 155 Thrones)

- The Weirwater Vales are held by Soren il Signo (400 Thrones)

- The Great Pits of Ennerlund are currently in the process of being repaired and are expected to produce their first load of mithril shortly after the Summer Solstice 380YE

- The Great Forest at Reikos is due to be auctioned for a reduced term at the Summer Solstice.

- The Legacy is held by the Grendel and will need to be allocated when Spiral is once again an Imperial Territory

National Bourse Positions

- The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa

- The Master of the Imperial Mint (League) is Duke Fererro

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Wesk

- The Eternal Shafts of Time (Varushka) are held by Tomasz

- The Granites of Veltsgorsk (Varushka) are held by Zlatimir Prochnost

- The Brilliant Shore (Wintermark) is held by J. Sussivari

- The Vigilant Swan (Highguard) is held by Asael of Cantiarch's Hold

- The Stonefield Ice Caves (Wintermark) is held by the Thule

Other Bourse Titles

These titles are appointed through the Bourse, but do not give the holder a Seat on the Imperial Bourse.

- Errol is Bailiff of the Grand Market

- Galleo i Tazriel i Riqueza is Dhomiro of the Cinnabar Hills

- Constanza i Kalamar i Guerra is Mistress of the Glass Parador

- Marat Jaroslav is the Custodian of the Assayer's Guild

- Etseban Izmara I Erigo is the Vizier of the Incarnadine Satchel

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Damian is the Castellan of Spiral Castle

- Flax is the Foreman of the Mines of Gulhule

- Krag is the Bonesetter of Torfast Trading Post

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks of The Marches

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Spring_Equinox_Imperial_titles&oldid=47538"

380YE Spring Equinox Senate sessions

Overview

- Imperial treasury during this season announced by the Civil Service at TBC.

- The following has been donated to the Imperial treasury:

Motions

Passed

- Amend powers of the Imperial Admiral

- Abrogate motion to provide aid to the Hierro Clan

- Allocate Great Forest

- Appoint Imperial Master of Works II

- Appoint Throne V

- Construct the Park of Holberg

- Construct Runeforge

- Construct the Ministry of Industry and Skarsind Trade

- Construct the expansion of Spiral Castle

- Construct Ossuary of Reikos

- Construct Asavean Temple

- Construct Aurelie's Garden

- Construct the Blood Red Roads

- Construct Urizen Sinecure Outposts

- Construct vale in Karsk

- Conversion of Overton Garrison

- Create law of Annihilation

- Disburse funds for Iron Helms II

- Disburse funds for Pilgrim's Trail

- Disburse funds for Imperial resupply

- Disburse funds to citizens of Skarsind

- Establish Imperial Offices

- Raise Navarr Army

- Refusal of the ceding of territories to the Hierro Clan

Veto Sought

- Declare war on the Hierro Clan - Senator Hahnmark has appraised the Senate that the Synod intends to seek the veto over this motion

Failed

- Allocate Great Forest

- Create title of Master Strategist

Withdrawn

- Disburse funds for summer college

Administrative

- Amend powers of the Civilian Commissioners

- Amend powers of the Arcane Architect

- Amend powers of the Crystal Architect of the Spires

- Amend powers of the Imperial Master of Works

- Appoint Commonwealth ambassador

- Appoint Sumaah ambassador II

- Appoint Trade Envoy to the Sarcophan Delves

- Clarification on Peace with the Thule

Announcements

Commissions

- 380YE Spring Equinox Announcement by the Civilian Commissioner of Dawn

- 380YE Spring Equinox Announcement by the Civilian Commissioner of Highguard

- 380YE Spring Equinox Announcement by the Civilian Commissioner of the Imperial Orcs

- 380YE Spring Equinox Announcement by the Civilian Commissioner of the Marches (Not Authorised)

Other

- 380YE Spring Equinox Announcement by the Advisor on the Vallorn

- 380YE Spring Equinox Announcement by the Quartermaster General

There were no announcements by the Crystal Architect, the Minister for Historical Research, the Dredgemaster of Feverwater or the Minister for Imperial Works.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Spring_Equinox_Senate_sessions&oldid=46579"

380YE Spring Equinox Synod judgments

Contents

- 1 The Imperial Titles of the Synod

- 1.1 Other Synod-Appointed Titles

- 2 Appointments

- 2.1 Appointment of the Cardinal of Ambition

- 2.2 Appointment of the Cardinal of Vigilance

- 2.3 Appointment of the Chaplain Consular

- 2.4 Appointment of the co-ordinator of the Limitu Principality House of the Way

- 2.5 Appointment of the Watcher of Britta’s Pool

- 2.6 Appointment of the Curator of the White City Museum

- 2.7 Appointment of the Cardinal of Courage following the Courageous death of Cardinal Asher

- 3 Synod Judgments

- 4 Statements of Principle

- 5 Synod Funds

- 6 Visionaries

- 7 Voting Record

The Imperial Titles of the Synod

At the end of the Spring Equinox, 380 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Virtue Inquisitor

Ambition

Serrusto Caeli Rezia di Tassato of the League

Viviane de Coeurdefer of Dawn

Robin of Swindale from the Marches

Courage

Nina of Highguard

Jorma Steelhail of Wintermark

Lady Eleanor de Rondell of Dawn

Loyalty

Jared of the Suns of Couros, Highguard

Anna-Valeria Cascade of Urizen

Julius Cavita of the League

Pride

Ozren de Orzel of Dawn

Lady Josephine Novarion of Dawn

Ephrael of Highguard

Prosperity

Ophelia Sanguineo Rezia Di Tassato of The League

Wilhemina Maryenkovich Poltova of Varushka

Vauraus Korppitkotka of Wintermark

Vigilance

Irada von Temeschwar of the League

Alys of Highguard

Martin Orchard of the Marches

Wisdom

Agnetha De Rondell of Dawn

Girthwynn Frythsdottir Tokling of Wintermark

Sariel of Highguard

The Way

Atla of the Imperial Orcs

Rawk of the Imperial Orcs

Yarrick Ursan of Wintermark

Other Synod-Appointed Titles

Title

Held By

Appointed By

Renews

High Exorcist

Solas of the Spire of the Waxing Sun, Urizen

Assembly of Nine

Winter Solstice

Auditor of Senatorial Accountability

Sargon of Felix's Watch, Highguard

Assembly of Nine

Until death, revocation or abdication

Imperial Inquisitor

Severin Teyhard von Holberg of the League

Assembly of Nine

Summer Solstice

Custodian of the Imperial War Memorial

Ira of Felix's Watch, Highguard

Assembly of Nine

Sinecure; until death, revocation or abdication

Imperial Chaplain Consular

Hywel Summercrow, Navarr

Cardinal of The Way

Spring Equinox

Seer of the Gateway

Livia Cascade of Urizen

Assembly of Nine

Until death, revocation or abdication

Voice of Barbs

Corey Brakensong of Navarr

Navarr National Assembly

Winter Solstice

Curator of the Printer's Guild Museum

Taddea Ginori of the League

Cardinal of Prosperity

Sinecure; until death, revocation or abdication. When a new Cardinal of Prosperity is appointed they may choose to name a replacement.

Curator of the White City Museum

Apollos of Highguard

Highguard National Assembly

Sinecure; until death, revocation or abdication.

Watcher of Britta's Pool

Eldeen Wulfssdottir of Wintermark

Wintermark National Assembly

Sinecure; until death, revocation or abdication.

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Appointment of the Cardinal of Ambition

Candidate

Votes Received

Outcome

Serrusto Caeli Rezia di Tassato of the League

61 votes

Appointed as Cardinal

Robin of Swindale of The Marches

10 votes

-

Vitor di Mestra of The League

10 votes

-

Cardinal Serrusto appointed Viviane de Coeurdefer of Dawn as Gatekeeper

-

-

Cardinal Serrusto appointed Robin of Swindale of the Marches as Virtue Inquisitor

-

-

Appointment of the Cardinal of Vigilance

Candidate

Votes Received

Outcome

Irada Von Temeschwar of The League

120 votes

Appointed as Cardinal

Silas of Highguard

54 votes

-

Vitomir Grigorovich Vardov of Varushka

36 votes

-

Pater Josiah Lynch of The League

10 votes

-

Cardinal Irada appointed Alys of Highguard as Gatekeeper

-

-

Cardinal Irada appointed Martin Orchard of the Marches as Virtue Inquisitor

-

-

Appointment of the Chaplain Consular

Cardinal Atla retained Hywel Summercrow of Navarr as Imperial Chaplain Consular The Civil service is not aware of any other potential candidates.

Appointment of the co-ordinator of the Limitu Principality House of the Way

The Assembly of Nine appointed Lord Marcus Drommond of Dawn as the co-ordinator of the Limitu Principality House of the Way. The Civil service is not aware of any other potential candidates.

Appointment of the Watcher of Britta’s Pool

Candidate

Votes Received

Outcome

Eldeen Wulfssdottir of Wintermark

110 votes

Appointed as the
Watcher of Britta's Pool

Ealstan of Wintermark

20 votes

-

Brawnwen of Wintermark

12 votes

-

River of Wintermark

0 votes

-

Appointment of the Curator of the White City Museum

Candidate

Votes Received

Outcome

Apollos of the Arion Sentinels from Highguard

110 votes

Appointed as the
Curator of the White City Museum

Ephron of Adina’s Charge from Highguard

94 votes

-

Beckah of the Suns of Couros from Highguard

44 votes

-

Jaylus of Highguard

38 votes

-

Appointment of the Cardinal of Courage following the Courageous death of Cardinal Asher

Candidate

Votes Received

Outcome

Nina of Highguard

86 votes

Appointed as Cardinal

Levitia of Urizen

54 votes

-

Jorma Steelhail

30 votes

-

Ezys of Varushka

10 votes

-

Cardinal Asher appointed Jorma Steelhail as Gatekeeper before his death. Cardinal Nina retained Jorma as Gatekeeper

-

-

Cardinal Nina retained Lady Eleanor de Rondell of Dawn as Virtue Inquisitor

-

-

Synod Judgments

At the Summit, the following judgments were made by the Assemblies of the Synod:

Number

Assembly

Judgment

Raised By

Outcome

1

Ambition

Appointment of the Cardinal

The Civil Service

Serrusto Caeli Rezia di Tassato of the League was appointed

2

Vigilance

Appointment of the Cardinal

The Civil Service

Irada Von Temeschwar of The League was appointed

3

General

Inquisition of Daedelus of Varushka on Sunday of the Spring Summit 380YE at 4pm at the Imperial Hub, regarding the potential destruction of a human soul.

Oreb

Upheld 380 - 0

4

General

Rewarding of 5 Thrones to Hywel Summercrow for the work of the Chaplain Consular’s Office. As a power of the Chaplain Consular this Judgement passes without a vote.

Hywel Summercrow

Upheld automatically

5

General

Rewarding 5 Thrones to the Seer of the Gateway for liao to use in insighting visionaries. Automatically passed by the power of the Seer of the Gateway

Livia Cascade

Upheld automatically

6

General

Inquisition of Karim of the Brass Coast regarding the supposed destruction of a human soul, to be held at 10pm Saturday of the Spring Equinox 380YE, in the Storms Fury chapter tent, Highguard.

Jaylus

Upheld 398 - 0

6E

General

Escalation of Judgement 6 to the condemnation of Karim of the Brass Coast on the basis of Heresy. He willing gave Shylock the tools and support necessary to become an eternal of the Autumn realm, ensuring the endangerment and potential destruction of his soul. This was done without Wisdom and Loyalty, displaying complete disregard for the immortality and sanctity of the human soul.

Jaylus

Upheld 192 - 70

7

Vigilance

Inquisition of the Tangled Thorns, including and in particular Senator Dušan at 3pm Sunday at the Hub, Ula presiding. This is to address accusations of blasphemy, idolatry and heresy.

Ula Ulanya Ulanaya

Upheld 164 - 10

The Civil Service notes that that the names “Svetlana, Ella, Vesna + Kalini" were scrawled in red crayon upon this judgement. The Civil Service believes this was helpfully added as a clarification of the members of the Tangled Thorns by Vigilant citizens.

7E

Vigilance

Escalation of judgement 7 to Condemnation. That the Fellowship of the Tangled Thorns did allow their relationship with the eternal Papa Otec to become idolatrous: adopting the Golden Hare, the symbol of his cult and seeking to stay with him in his realm forever. We recommended that they should be fined, castigated and admonished to reject their idol. We hope that they will thereby learn a hard, but valuable lesson.

Ula Ulanya Ulanaya

Not Upheld 58 - 84

11

Loyalty

Recognition of Chernobog of the Vor’azi of Varushka as an Exemplar of Loyalty with the signs of Benevolence, Pilgrimage, Inspiration and Legacy.

Raewyn Eternal

Upheld 102 - 10

At the time the scrutiny on this judgement closed a greater majority of the Loyalty Assembly required 101 votes. The required Greater Majority was achieved.

11E

General

Escalation of Judgement 11. Recognition of Chernobog of the Vor’azi of Varushka as an Exemplar of Loyalty with the signs of Benevolence, Pilgrimage, Inspiration and Legacy.

Raewyn Eternal

Upheld 350 - 20

12

Wintermark

Revocation of Horsa of the Renwaerd from the position of the General of the Fist of the Mountain on the grounds of dereliction of duty.

Veikko

Upheld 102 - 10

13

Wintermark

Appointment of the
Watcher of Britta's Pool

The Civil Service

Eldeen Wulfssdottir was appointed

14

Highguard

Appointment of the
Curator of the White City Museum

The Civil Service

Apollos was appointed

18

General

Inquisition of House de Lusignan of Dawn regarding rituals cast on Saturday morning. Automatically upheld by power of the proxy for the Imperial Inquisitor wielded by Martin Orchard.

Martin Orchard

Upheld automatically

18E

General

Escalation of judgement 18 to Condemnation of House de Lusignan of Dawn for blasphemy. Automatically upheld by power of the proxy for the Imperial Inquisitor wielded by Martin Orchard.

Martin Orchard

Upheld automatically

19

Vigilance

Inquisition of Irontide Skar after knowledge that he used an artifact to create malicious auras of fear. Inquisition to occur Sunday of the Spring Equinox 380YE at 4pm in the Imperial Hub.

Ylmiska Ferbow

Upheld 196 - 0

27

Loyalty

Inquisition regarding the actions relating to the Lantern of Ophis. I call either/or Silvo Di Tassato, Jonah Yakovitch and Valimir Von Temeschwar of the Printer’s Guild of Tassato on Sunday 2:30 at the Imperial Hub.

Sister Meredith Stellamaris

Upheld 60 - 0

28

Courage

Appointment of Cardinal following the death of Cardinal Asher whilst serving as the guide priest for the True Liao Vision of Ysabel of the Handful of Dust.

The Civil Service

Nina of Highguard was appointed

31

League

Inquisition of The Harlequin, Egregore of The League. Regarding the status and location of the other egregores of the League. At 7pm sunday in the League plaza.

Valimir Von Temeschwar

Upheld 74 - 10

32

Courage

Recognition. Cardinal Nina proposes that Lazarus of Cantiarch’s Hold (now deceased) be recognised as an Exemplar of Courage for the signs of Inspiration, Salvation, Pilgrimage, Recognition, Legacy and Inspiration.

Nina

Not Upheld 72 - 42 Greater Majority was not achieved.

38

Dawn

Inquisition of Dawnish Generals for accusations of cowardice on the battlefield.

Lady Eleanor de Rondell

Upheld 50 - 0

39

Way

Inquisition of Yargol of the Imperial Orcs for teaching false doctrines of ancestor worship. To be held the Imperial Hub on Sunday 10pm.

Beodun Snowlock

Upheld 56 - 0

44

General

Excommunication. Valimir Von Temeschwar of The Pledge has been found in Inquisition to have committed disloyal, unprosperous and unwise acts which were detrimental to the Empire.

Frederik Novarion

Upheld 1046 - 152

45

General

Excommunication of Prince Jonah Yakovitch von Holberg for extremely disloyal, unprosperous, unvigilant and unwise actions with profound negative consequences for Imperial citizens. In accordance with their inquisition

Tarquinius Ankarien

Upheld 1004 - 136

46

General

Excommunication. Guillamo de Tassato of the Printer’s Guild was found in inquisition to have committed disloyal, unprosperous, unvigilant and unwise acts which led to the deaths of Imperial citizens.

Tess

Upheld 1024 - 136

47

General

Excommunication. Following the outcome of this inquisition, the Synod calls for the Excommunication of Silvio di Tassato of The Pledge for acts of extreme disloyalty, that lack Prosperity, Vigilance and Wisdom to the detriment of the Empire and its citizens.

Cerwynn Brackensong

Upheld 1026 - 136

50

Ambition

That Navarr & Thorn, the foundation of the Navarr nation, be recognised as Exemplars of Ambition. In their Ambition to combat the Vallorn, they displayed the following signs of the Exemplars: Legacy: The Spring ritual of the Dance of Navarr & Thorn, which protects the Empire still. Inspiration. The Navarr nation follows their example to this day. Benevolence: Their sacrifice protected and benefited the nations that became the Empire. Pilgrimage: Navarr & Thorn were the first to walk the Trods.

Madog

Upheld 93 - 0

The required Greater Majority of the Ambition Assembly was achieved. This Judgement can now be escalated to the General Assembly at a future summit.

54

Unknown

Unknown

Unknown

Unknown

The Civil Service has no record of the judgement sheet or voting form of Judgement 54. Any information confirming its existence, content or non-existence would be appreciated.

57

General

At the request of the Empress Elect, Lisabetta Von Holberg, The General Assembly of the Imperial Synod now has the opportunity to veto her election to the Throne.

Severin von Holberg

Not Upheld 210 - 640

The required Greater Majority of the General Assembly was calculated to be 795. Following this Judgement Lisabetta Von Holberg was recognised as the twentieth Empress of the Empire.

58

General

To Veto the building of a major temple (the Temple of the Black Bull) to the Asavean Gods in Feroz.

Solas

Not Upheld 662 - 284

The required Greater Majority of the General Assembly was calculated to be 795. This judgement relates to the
Seven lords of virtue
winds of fortune event.

59

Brass Coast

Revocation. The Freeborn Assembly revokes Liythos i Purjo i Guerra, Senator for Feroz for a lack of Courage and dishonesty in the election of Empress Lisabetta.

Lucifaro Figlio del Mattino

Upheld 38 - 0

60

Marcher

Inquisition of Meredith Stellamaris of the Marches for the deal she made with the Night Eternal Janon in order to support the Empress. To be held at 1pm Merrick’s, all priests encouraged and welcomed to attend.

Martin Orchard

Upheld 42 - 0

Statements of Principle

The Imperial Synod made the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

8

General

The religious law of Desecration currently outlaws the removal of any spontaneous auras - even malign ones such as Hope, Anarchy or Hatred. This has recently discouraged people from removing these fake auras. The Law should change so that it only protects auras of Virtue.

Ephron of Adina’s Charge

Upheld 741 - 0

9

General

The Virtue to which the First Empress was dedicated remains an enduring mystery. The Synod has rejected that she was an Exemplar of Courage. In her life, we can see her exemplify all of the Seven Virtues and the Virtuous should look to her example whatever their chosen dedication. She created her Empire to allow her people to follow and uphold Ambition, Courage, Loyalty, Pride, Prosperity, Vigilance, and Wisdom. She placed none in prominence above the other. I call on the people of my Empire, the people of Highguard, and my followers in the chapter of Yael’s Revelation to dedicate themselves to the Virtue to which their soul cleaves most true. A life lived in pursuit of any of the 7 True Virtues will speed you through the Labyrinth, through the cycle of Reincarnation, and on to the transcendent destiny I have glimpsed beyond the Labyrinth. I go with liao to bring this message.

Yael

Upheld 692 - 50

This judgement relates to the
Conviction
and
The Courageous Priest
winds of fortune events.

15

General

The Empire has been attempting to convert orcs to the way. We believe a doctrine regarding the nature of orc souls should be added to the way. We support Bonewall Cole and Bonewall Rek in working to formulate a new Doctrine of the Howling Abyss.

Bonewall Cole

Upheld 543 - 159

16

General

The Empire’s intent to see Imperial Orcs have a place in the Way of Virtue is Ambitious. The Priesthood of the Sumaah Republic’s intent to see orcs culled as beasts is lacking in Virtues many and founded in hatred and vengeance. Bringing The Way to those that have been oppressed and enslaved is Virtuous. The Sumaah’s failure to send a priestly delegation to meet the orc nation (at their request) is cowardly.

Dietrich Elias der Holburghan

Upheld 350 - 259

17

League

With the assistance of Vittoria and Callista Barossa, in addition to Oberon of the Gilded Horn Carta, Leopold Von Holberg will perform consecrations and anointings to encourage the people of Sarvos to resistance against the Grendel through sabotage, non-compliance and direct action. All of the Virtues - Courage, Vigilance, Loyalty and Pride respectively represented will be employed. Blood spilled in the pursuit of Virtue is blood spilled well.

Leopold Von Holberg

Upheld 186 - 0

This judgement relates to the
The sack of Sarvos
winds of fortune event. The Civil Service noted the support given by the statement “I Aria Notturno di Sarvos, Mayor of Caricomare support and encourage the citizenry of Sarvos to rise up against the Grendel. I have made the people of Sarvos and the Egregore aware of my position in this.”

21

General

I, Jared of the Suns of Couros Chapter of Highguard in Reikos will travel the lands of the Empire to counsel the Faithful that the General Assembly of the Imperial Synod has rejected the First Empress as an Exemplar of Courage on grounds of insufficient evidence. She is now amongst us again and we must listen and learn from her again.

Jared

Upheld 542 - 10

Cardinal Jared requested that the Civil Service clarify in public record that this statement is in support of Judgement 9 raised by Yael, not in opposition and Jared supports Yael's actions over the coming season. This judgement relates to the
Conviction
and
The Courageous Priest
winds of fortune events.

22

General

The Cardinal of Pride and the Cardinal of the Way have broken centuries of Synod Tradition by selecting a Conscience and Gatekeeper from their own nation and this concentration of Synod power is dangerous so we ask the Conscience and Gatekeeper of Pride to take steps to remove themselves from their position. P.S. Get more priests from other nations.

Asher

Upheld 488 - 220

23

Nine

Silas of the Suns of Couros would like the Silent Bell to investigate the theft of the Spear of Empress Teleri from her tomb in Necropolis two seasons ago.

Silas

Upheld 7 - 0

24

Brass Coast

The National Assembly of The Brass Coast would recognise Houses Kalamar and Del Toro as well as the New Promise Cartel, the Krakenfire Armada, the Celesti, The Handful of Dust and The Seers of Oran, in addition to the nation of Highguard for their contribution of a collective 239 dragonbone towards the purchase of a boon from Skathe which was then used to curse High Lady Suriad, Salt Lord of Dubhtraig thus demonstrating the Prosperity and Ambition of The Scions of Atun and Atuman.

Franco i Sol Deverador i Erigo

Upheld 48 - 0

25

Loyalty

That the Loyalty Assembly believes that the following is the right penance for brother Oberon of the Gilded Horn Carta. Oberon will write a treatise on the Abuse of Priestly powers and this will be approved by the Imperial Inquisitor and reviewed by the relevant magistrate. Once done, he will be released from his penance.

Robert Hawcombe

Upheld 132 - 0

26

Loyalty

The Ashen Tower of Temeschwar of the League in particular Prince Volo Verus and Captain Feroce Lupo showed great Loyalty to the City of Sarvos and the Wider Empire by giving up many personal resources and businesses with a loss of political and economic power to provide an effective number of military units and continued to be a rallying point for other forces.

Odanava

Upheld 100 - 0

27E

General

Escalation of Judgement 27 by power of the proxy Virtue Inquisitor of Loyalty. That Jonah Yakovitch von Holberg, Valimir Von Temeschwar, Guillamo de Tassato and Silvio di Tassato have been judged disloyal by the Loyalty Assembly and it is recommended that the above persons be excommunicated until such time as they prove their Loyalty.

Sister Meredith Stellamaris

Upheld 246- 36

After this judgement was passed, the status of Sister Meredith Stellamaris as a valid proxy of the Virtue Inquisitor Julius Cavita, who was not present at the summit, was challenged by Cardinal Irada Von Temeschwar. This now under investigation by the Magistrates and Synod Civil Service for possible
impersonating an official of the state
and
subverting the processes of the agencies of the state

29

Courage

Lucifer of Highguard, with the aid of Nina of Cantiarch’s Hold are to be sent to Reikos to save those who have been abducted and maimed, and bring them back to the light of Courage. They are entrusted with 100 liao for this.

Lucifer, Son of Cyrus

Upheld 172 - 0

30

General

We as the Empire must hold to our treaties and oaths. They are easily broken when convenient. But we must have the Courage to stand by them in hardship, hold to the Loyalty of these bonds, and take Pride in the worth of our word.

Gwendolyn Athansdottir

Upheld 400 - 48

34

Prosperity

I propose that the Prosperity assembly take the opportunity to construct a grand temple of Prosperity, in the Eastern Principality of Jarm. This would be at the cost of 20 wains of white granite and 40 crowns. This temple would be a place for The Way to be preached to the people of Jarm and would increase the spread of conversions in The Way of Virtue across the Principality.

Ophelia Sanguineo Rezia di Tassato

Upheld 118 - 0

35

General

The herb gardens of the Druj in Reikos provide much opportunity for learning about their control and command of malign spiritual presences. I urge the investigation of these herbs that enable orcs to create spiritual auras.

Saul of Cantiach’s Hold

Upheld 583 - 14

36

General

At present Imperial Orc Preachers cannot join a Virtue Assembly due to being unable to be dedicated. This should change to allow them to join a Virtue Assembly based on a testamony.It would be virtious for the Senate to change the law to allow this.

Redhand Gik

Upheld 315 - 180

37

General

A need to send missionaries to help lead the Isle of Zemress in all of the Virtues. More information of the Isle of Zemress is available from Immeldar of the Brazen Pavadov.

Immeldar i Ezmara i Erigo

Upheld 403 - 24

40

League

When an Eternal makes a credible threat a prominent member of the Conclave, i.e an archmage or grandmaster, should be informed. If the threat involves a direct threat against the Empire’s military then a member of the Military Council should be informed. A priest should also be consulted.

Irada von Temeschwar

Upheld 104 - 0

41

General

The law against Idolatry is phrased as “Subsuming human will & destiny to any in-human entity or force. This includes worship, veneration or exaltation of any such being of power.” This does not clearly prohibit orc citizens from engaging in worship of powers if they do not technically “subsume” (etc) in some fashion. The Senate should amend this law.

Agnetha De Rondell

Upheld 444 - 90

42

Nine

That providing that citizens of the Empire are explicitly prevented from worshipping at a temple venerating the heathen idols of Asavea, and only if, then the creation of this temple on Imperial soil is worth the cost in order to bring The Way to the people of Asavea (with a temple build on their land.)

Serrusto Caeli Rezia di Tassato

Withdrawn at request of the raising priest

43

Courage

Under Inquisition, Golan the Wander revealed himself to be ignorant of the Paragons and Exemplars of Courage. He could not even name them, and he was not dedicated to the Virtue of Courage. He knew nothing of doctrine or the common practices of The Way. Golan has agreed to spend the coming season under the tutelage of the Cardinal of Courage to better educate him in these essential principles of our Faith.

Jorma Steelhail

Upheld 158 - 0

This judgement relates to the
Conviction
and
The Courageous Priest
winds of fortune events.

48

Vigilance

That all Imperial Generals and their adjutants should strive to be educated in, or educate themselves with a priest in The Way and teachings of the Virtues - So that they may weigh spiritual harms as well as physical harms in the pursuit of their duties.

Ingrid

Upheld 124 - 0

49

Wintermark

The Nation of Wintermark would like to recognise the Loyalty of Corvus, Archmage of Summer. When the Silver Peaks were ceded to the Thule, Corvus recognised our loss of Prosperity and gave a gift of ilium to the nation.

Ranulf

Upheld 82 - 0

51

Navarr

The Navarr National Assembly agrees with the motion to recognise Navarr and Thorn as Exemplars of Ambition.

Elowen of Exile’s End

Upheld 62 - 0

52

League

With reference to Judgement 17, due to the deaths of Leopold von Holberg and Callista Barossa, the priest so named to serve in Sarvos shall be: Vitória Barossa di Tassato Regario (Courage), Oberon of the Gilded Horn Carta (Loyalty), Josephine Joanna Andolini dei Liberi (The Way), Suta Blackbird (Pride)

Vitória Barossa di Tassato Regario

Upheld 124 - 0

This judgement relates to the
The sack of Sarvos
winds of fortune event. The Civil Service noted the support given by the statement “I Aria Notturno di Sarvos, Mayor of Caricomare support and encourage the citizenry of Sarvos to rise up against the Grendel. I have made the people of Sarvos and the Egregore aware of my position in this.”

53

Prosperity

That the Senate should actively pursue opportunities for trade with all foreign nations. Trade with foreign nations helps the Empire prosper and facilitates the spreading of The Way to foreigners.

Vauraus Korppitkotka

Upheld 68 - 0

55

General

The eternal Sorin has actively barred the passage of 18,904 souls into The Labyrinth. We urge Conclave to declare enmity.

Sivar

Upheld 304 - 56

56

General

The religious rite of Excommunication is widely held to be damaging to the human soul and its progress through The Labyrinth. It would therefore be unvirtuous to enact the rite of Excommunication on a human soul even if a Writ of Excommunication has been passed.

Vitomir Grigorovich Vardov

Withdrawn at request of the raising priest

61

Varushka

The Varushkan National Assembly recognises the need our Senators had to appoint a General without going through the due process, which has been established in Varushka, due to the dire need for expediency. We implore our Senators to hold an election for the position as soon as is practicable.

Ezys

Upheld 126 - 0

62

Varushka

That Yamiliach the Red Volhov of the Vorazi for his Courage on the battlefield and Loyalty to the Empire that cost him his life but saved the lives of many others should be recognised for his Virtue.

Vukomir Maryankovich Zverokaz

Upheld 126 - 0

63

Varushka

It has been powerfully demonstrated that Imperial citizens in occupied territories are losing The Way. To reduce suffering and increase Virtue, we encourage priests to go and preach in occupied territories. We will not abandon our citizens to make exceptionally difficult choices without our guidance.

Elka Nadyanova Gremani

Upheld 126 - 0

The Imperial Synod did not make the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

10

Navarr

The Navarr National Assembly recognises that the role of Navarr Prelate, as defined by Judgement 6 on the Autumn Equinox of 379 YE, will be held by the citizen who holds the Voice of Barbs Sinecure.

Gerallt Brakensong

Not Upheld 22 - 52

20

General

Creation of new Synod power: Declaration of Guidance. If a citizen is found to have acted unvirtuous by inquisition they may be placed under a Declaration of Guidance naming the citizen and the Virtue(s) they acted contrary to. Any member of one of the named Virtue Assemblies may place Virtuous auras on the citizen or their possessions without risk of accusation of abuse of powers for a period of a year. A senate motion will be required to create this power.

Soratio i Del Toro

Not Upheld 191 - 277

33

General

Many of the Paragons and Exemplars have died in the pursuit of their Virtue. Permion and Isaella died for their Courage. Vardas died for his Vigilance. Chernobog and members of the Marked died for their Loyalty. Tian was permanently crippled for her Ambition. The First Empress died in battle for Her Empire. The willingness to sacrifice one’s mortal life in the pursuit of their Virtue should be one of the Signs of the Paragon - the Sign of Martyrdom.

Isaac Carlino di Sarvos

Not Upheld 96 - 344

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

0 Throne / 0 Crowns / 0 Rings

Income

51 Thrones

The price paid in the Bourse Auction for the dose of True Liao

4 Crowns

Donation by Rek-Hand Gik

1 Throne

Anonymous donation by a Brass Coast Citizen.

1 Throne

Anonymous donation.

1 Crown/ 7 Rings

Seized from the possession of excommunicated citizens.

Rewards

5 Thrones

Rewarding made to Hywel Summercrow, the Imperial Chaplain Consular.

5 Thrones

Rewarding made to Livia Cascade, Seer of the Gateway.

Closing Value

43 Thrones / 5 Crowns / 7 Rings

Visionaries

The following individuals received visions of their past lives:

- Dagon of the Shattered Tower, Highguard

- Anwir Ruis Farkas, Navarr

- Ysabel of the Handful of Dust, The Brass Coast

- Dušan Otecovna Zlata of the Fellowship of the Tangled Thorns, Varushka

- Levitia of Endsmeet, Urizen

- Tanwyn Ankarien, Urizen

- Irada von Temeschwar, The League

Voting Record

For this summit the Civil Service attempted to track which priests in the Synod cast at least one vote on a judgment. This is to intended to aid analysis on what proportion of members of the Synod do not vote on judgments. The Civil Service cannot guarantee the precise accuracy of these records, or that similar information will be available for any future summits.

At the start of the summit the voting total of the General Assembly was calculated to be 1220 The Civil Service noted a marked increase in both the proportion of the Synod who cast at least one vote and the number whose arrival was not anticipated in comparison to the previous summit. The final voting total of the General Assembly was calculated to be 1588.

At the end of the Spring Equinox 380YE the voting strength of the Virtue and national assemblies were estimated to be:

Virtue Assembly

Voting Strength

Voted

Could Vote

Percentage

Ambition

101

9

9

100%

Courage

212

15

15

100%

Pride

56

7

7

100%

Loyalty

230

17

18

94%

Prosperity

160

12

13

92%

Vigilance

378

32

35

89%

Wisdom

208

18

20

90%

The Way

243

23

26

88%

General

1588

133

143

93%

National Assembly

Voting Strength

Voted

Could Vote

Percentage

Brass Coast

48

4

4

100%

Dawn

102

10

10

100%

Highguard

380

29

33

88%

Navarr

114

11

11

100%

The League

248

19

21

90%

The Marches

92

9

9

100%

Urizen

72

7

7

100%

Varushka

220

19

20

95%

Wintermark

264

21

24

88%

Imperial Orcs

48

4

4

100%

General

1588

133

143

93%

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Spring_Equinox_Synod_judgments&oldid=44639"

380YE Spring Equinox winds of fortune

Contents

- 1 Overview

- 1.1 Across the Seven Seas

- 1.2 Blossoms a Rose in the Deeps of My Heart

- 1.3 The Courageous Priest

- 1.4 Dark Skies

- 1.5 A Fundamental Struggle (Trade Winds)

- 1.6 Handful of Magic

- 1.7 Of Tribute

- 1.8 Reclaimers

- 1.9 The Sack of Sarvos

- 1.10 Seven Lords of Virtue

- 1.11 Snow and Rain

- 1.12 Strange Fruit

- 1.13 A Throne of Blood

- 1.14 Tree of Ice (Conjunction)

- 1.15 Up On Whittle Hill

- 2 Ongoing Events and Resolutions

- 2.1 Golden Trumpets

- 2.2 Delayed diplomacy

- 2.3 Frozen Mithril

- 2.4 A selection of public works

- 2.5 Hearth Tithe

- 2.6 Crows and Colleges

- 2.7 Vyig resources

Overview

Over the past three months, several events have occurred which are of significance to the Empire and may require a response from her champions. You can also read about the progress of the Empire's military campaigns here.

In each case. we've tried to tag the Winds of Fortune entry with the nations, or political bodies, to which it is most relevant. We've done this to help people who are interested only in events that are especially relevant to them. In no way are these tags intended to be exhaustive; the Empire is a complex place and very little happens in isolation.

Ian Horne has recorded a slightly tongue-in-cheek summary of the Winds of Fortune in audio form here.

Across the Seven Seas

- Navarr, Varushka (but see below)

A magical enchantment has settled on ships belonging to Navarr and Varushkan captains, leading them into dangerous situations but rewarding them with marvellous booty. You can learn about these supernatural adventures here. Note: Magicians and captains of other nations may also wish to take a look at this section which details an extended opportunity related to the peculiar scrolls the heralds of the Summer realm were distributing at the Winter Solstice.

Blossoms a Rose in the Deeps of My Heart

- Imperial Conclave; artists and entertainers; Night magicians; priests

The eternal Janon has opened up a regio in the woodlands of Astolat and invited Imperial citizens to visit it there. By opening the portal at the heart of a regio, rather than allowing access via the Hall of the Worlds, the eternal is making it possible for mundanes as well as magicians to meet with it. The eternal known as the Shadowed Flame is a creature of passionate intensity, and it is possible that the night may become a little wild. You can learn more about this opportunity here.

The Courageous Priest

- Imperial Synod; Highguard; potentially League, Dawn, and Navarr

The preacher Golan continues to spread his teaching about the First Empress and the primary importance of the virtue of Courage across Highguard and potentially beyond. Despite the efforts of the priests Yael and Nina, the Courage of the First Empress movement continues to gather strength. You can learn all about the developments here.

Dark Skies

- Imperial Conclave; Urizen; the League (Holberg), the Imperial Orcs and Wintermark (Skarsind)

Three celestial phenomena of note are described. The new star trailing behind the Wanderer; the fading of the Phoenix; and the empty skies over Holberg and Skarsind. You can learn about these phenomena and their implications here.

A Fundamental Struggle (Trade Winds)

- Imperial Senate; Imperial Synod; shipowners of every nation

The Empire does not exist in isolation; it shares the world stage with five great nations of similar power, and has a handful of neighbours whose interests often impact or intertwine with its own. You can learn about the state of trade between the Empire - and a little bit about the international political situation - here.

Handful of Magic

- the Brass Coast and Urizen; Varushka and the Marches; the League (Tassato); and everyone interacting with the Bay of Catazar

A roundup of magical or unusual effects across the Empire including storms and magical life-giving waters in the Brass Coast and Urizen; a rash of strange births in the Marches and Varushka; fog on the brine; warped skies; and a crumbling castle. You can learn more about these phenomena here.

Of Tribute

- Imperial Conclave (among others)

Following the opportunity to offer tribute to a number of the eternals of the winter realm, heralds of the Bound King have delivered news of the boons secured by the various people invited to treat with them. You can learn about these supernatural boons here.

Reclaimers

- the League

The angry trees that have been assaulting Holberg for the last year have finally settled back into immobility again. Now, the civil service has been able to assemble a number of opportunities to deal with the damage done by the long occupation and the liberation. You can learn about these opportunities here.

The Sack of Sarvos

- the League; the Imperial Synod

The Grendel orcs have invaded the southernmost League city of Sarvos, and appear to be engaged in wide-spread and well-coordinated pillaging. You can learn about what the occupation means for the Empire here.

Seven Lords of Virtue

- Imperial Senate; the Brass Coast, the League, Urizen

The Asavean Plenum (the government of the Asavean Archipelago]] has placed a formal petition before the Imperial Senate asking for permission to construct a temple on the Bay of Catazar. In return, they will invite the Empire to build a temple dedicated to the Seven Lords of Virtue in Nemoria. While the petition has been placed before the Senate, the Plenum appears fascinated by the implications of the civilian commissioners created during the winter Solstice ... You can learn about this opportunity here.

Snow and Rain

- the League, the Brass Coast, the Marches, Imperial Orcs, Wintermark (Skarsind)

The recent winter has been especially harsh for the Empire, and now the Spring is shaping up to be just as difficult. Following the failure of the Marcher harvest last year, the heavy snow and freezing winds have made for a dreadful season especially in Skarsind where starvation has been a real possibility. Now the snow is melting ... leading to the threat of serious flooding in the southern Empire. It's not all bad - but for those citizens who live near the banks of the Vassa and the Scorrero in particular, there may be difficult (or rewarding) times ahead. You can learn all about this problem here.

Strange Fruit

- Imperial Synod; the Brass Coast

The Imperial Synod has been active in Segura, dealing with the problems caused by the presence of the Hierro clan orcs. That situation appears to have changed significantly over the last season. You can learn about the developments here.

A Throne of Blood

- Wintermark; Imperial Orcs

Thane Dogri Thulebane continues to occupy Crow's Ridge in Skarsind. The efforts of the Wintermark assembly to remove him have largely been unsuccessful. As the Spring Equinox draws near, he offers an invitation to treat with him to a select few. You can learn about this opportunity here.

Tree of Ice (Conjunction)

- any magician

An astronomantic conjunction of the Fountain heralds a significant effect on any magician who relies on the power of their magic to heal, purify, restore, or purge the ailments of their allies. It also has profound implications for covens who favour healing rituals - or those rituals that taint and sicken. You can learn about the effects of this conjunction here

Up On Whittle Hill

- The Marches

An isolated village in Freemoor reaches out to their cousins in the Marches after thirty years of separation. They have endured much, but now they seek to reconnect with the Empire. You can learn more about the village of Whittle here.

Ongoing Events and Resolutions

This is a roundup of ongoing events. Many Winds of Fortune have a "resolution" entry which indicates the outcome of the events described - especially those that offered opportunities for the Imperial Senate or imperial Synod. We generally only call out the ones that we think are especially relevant in this section.

Golden Trumpets

- Imperial Conclave

The eternal Meraud's challenge to the magicians of the Empire (which you can read about here is still ongoing but is due to end after the Spring Equinox. The rare opportunity for magicians to impress the Summer Archmage and win a potent boon from him requires the performance of the most powerful arcane projection. At the moment, agents of the Golden Wizard have declared that the current front runners are ritual covens from the Urizen Auric Horizon and Echostorm spire who performed a day magic effect of the fiftieth magnitude called Peerless Tracking of the Malevolent Magery.

Delayed diplomacy

- Imperial Senate, Brass Coast

Due to the severe weather in Casinea during the Winter Solstice, several diplomatic delegations (including those from the Druj, Thule, Axou, Faraden, Iron Confederacy, and even the Freeborn hakima) were unable to attend. The dreadful wind caused these delegations to break their journey and wait for another appropriate time to turn up. It is believed that these delegations will attend during the Spring Equinox. You can find some details of some of these delegations here, here, and here.

Frozen Mithril

- Wintermark, Imperial Bourse

In response to an opportunity to create a new mithril mine in Sermersuaq, the Imperial Senate has ordered work to begin as soon as possible. The new Bourse resource should be completed in time for the Autumn Equinox.

A selection of public works

- Imperial Synod, Imperial Military Council, the Marches, Wintermark, Imperial Orcs, Navarr

During the Winter Solstice, the Imperial Senate resolved to take advantage of a significant number of opportunities to improve specific territories. In Kallavesa for example the Senate decided to begin construction on both a major shrine dedicated to the memory of Empress Britta and a great work design to encourage pilgrims to visit the marshes where so many Wintermark heroes are laid to rest.

In Skarsind the Senate has commissioned a ministry to encourage human miners to work the rich mines of Gulhule. They have also resolved to open trading offices and trading posts in Skarsind and Hercynia to begin establishing the "crossroads of the north."

Work has also begun on a second fortification in Mournwold, taking advantage of the opportunity presented by the capture of a partially completed Jotun fortification. The project is likely to be completed shortly before the Summer Solstice - assuming the Empire retains control of the construction site.

Hearth Tithe

- The Marches, Wintermark

During the Autumn Equinox 379YE, both the Wintermark and Marcher assemblies threw their support behind the reintroduction of the Hearth Tithe. The Wintermark assembly named Ealstan of Stormspire to encourage the reintroduction of the practice, while the Marcher Assembly named James Appleseeder of Upwold. As a consequence, for the next year. every farm in the Marches and Wintermark will set aside a plot of land to grow medicinal herbs to help the war against the Jotun. Every farm produces a little less money, but provides the owner with useful herbs. You can learn more about the effects of the Hearth Tithe here.

Crows and Colleges

- Imperial Conclave, Imperial Military Council, Varushka

Following the peace treaty agreed with the Thule, several opportunities rose for the Imperial Senate to commission special projects in Varushka. As the Spring Equinox draws near, work is completed on the program of public works designed to rebuild the roads of Karsk. With the completion of this great work, all mines and forests in the territory of Karsk have received a boost to their productivity. Perhaps just as importantly, the Varushkan nation is now able to fully support a third Imperial army. With that in mind, the long process of mustering the new Iron Helm army has begun in Karsk and if it continues at the current rate will likely be completed in time for Winter.

Progress on the Icy Crag of the Eternal Sun in Volchitrava appears to have stalled, however. While a Summer regio has been raised with the patronage of Cathan Canae, the actual construction of the college is no farther forward. Likewise, while construction has begun in Mieriada on the Hearth of the Tempest, it is not clear how much progress has been made - it is not believed to be operating as a college of spring magic at this time.

Vyig resources

- the League

As mentioned here, in the confusion caused by the dreadful weather during the Anvil summit, the planned auction of vyig assets did not go ahead. It has been rescheduled for Spring 380YE.

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380YE Spring Equinox winds of war

Contents

- 1 Overview

- 2 Fire on the Mountains

- 2.1 Game Information

- 3 Ruins of Gray Charge

- 3.1 Game Information

- 4 Under a Crimson Sky

- 4.1 Game Information

- 5 This Far, No Further

- 5.1 Game Information

- 6 Three Swords

- 6.1 The Western Forest

- 6.2 The Northern Marshes

- 6.3 The Southern Hills

- 6.4 Game Information

- 7 Salt and Glass

- 7.1 Game Information

Overview

Ian Horne has recorded these winds of war as audio files, so you can listen to them. The playlist begins here

Fire on the Mountains

It begins - as so much does - with storms. Vicious winter storms raised by magic that roll in off the Bay of Catazar and lash the coast of Spiral. Great waves bound the coast of Apulus, and beat against the cliffs of Ateri. Thick, black clouds race across the horizon, and the frozen winds whip the hail and the sleet into stinging icy missiles. Yet for all their fury, the storms do not touch the thick preternatural fog that cloaks the bay. It undulates like a blanket as the waves rise and fall, but it does not break up. When a bolt of lightning strikes the water, the mist seems to catch fire burning with a crackling effulgence that races hither and yon before fading to nothing.

The waters of Spiral are further infused with life-giving essence. The hail, the sleet, the rain, the salt-water and the fresh; Spring healing magic flows through them all. It ripples across the icy walls of the frozen citadel raised in the hills of Ateri, where a garrison of one-eyed giants watches both east and west for Grendel aggression. Only the most calamitous of wounds are fatal; rarely do any of the soldiers fighting over this mountainous land die save through malice. Both human and orc benefit from the benediction of the life-giving waters.

Fighting past the adventurous Grendel forces in Redoubt, Dawnish forces come to join the campaign in Spiral. The Hounds of Glory charge north and east through Cinion and Ankra (avoiding Screed, and the black behemoth that lurks at its heart). Alongside the Dawnish march a host of eternal soldiers in crimson-and-gold livery. Sharp ears, spreading antlers, flowing manes, mithril-and-gold chain, and deadly spears. The cyclopean warriors defending the icy citadel curl their lips as the elfin host passes. The knights of Eleonaris glare back at the warriors of Cathan Canae, not bothering to conceal their anger. Imperial soldiers who fight alongside them can attest to their rage. The Imperial Conclave has declared their Queen to be an enemy of the Empire, after all. Bound by ancient oaths, they must fight when they are called forth. But they do not have to be happy about it. More than one of their human "comrades" is concerned about the legality of what they are doing; the knights of glory are inseparable from their mistress and the power of the ritual that calls them proscribed by law. It is likely the magistrates will investigate the situation that has lead to three thousand of Eleonaris' troops marching alongside those of Dawn.

The knights of glory have ample opportunity to express their anger; the Hounds of Glory charge triumphantly down on the Grendel whenever the opportunity presents itself. The army unleashes its collective wrath against the orcs, seeking victory whatever the cost. The Eastern Sky strives to match their glorious example, engaging in their own overwhelming assault against the defences of Spiral's occupation force.

The Citadel Guard, the sentinels and war-magicians of Urizen, follow close behind. Wrapped in a mantle of supernatural power, they fight almost recklessly taking calculated risks to gain great rewards. They actively seek to be at the heart of the fray, and despite the danger in which they place themselves, their magic protects them. Wounds that might have been lethal even with the protection of the Spring enchantment turn out to be flesh wounds. Forces that might otherwise be overwhelmed by Grendel counter-attacks hold out until they can be relieved. The Citadel Guard fight valiantly, but inexplicably they suffer not a single fatality in three months.

The Northern Eagle, and the Green Shield can barely keep up with the other three. The Grendel have taken up defensive positions throughout the territory, readying themselves for the hammer blow of Imperial forces, but again and again they are driven back. The Empire does not have everything its own way; the Grendel forces expertly coordinate their defences with supernatural clarity. While their forces are spread out and outnumbered, the orc troops possess an almost instinctive intuition for what their fellows are doing, and their armies move with cool precision to slow the Imperial advance.

Some of the most brutal fighting of the campaign takes place in the valleys below Ossen's Spire in Ankra. At the gateway to Damakhan's Forge the Grendel have prepared makeshift defences and meet the Imperial forces in a pitched battle. At the height of the fighting, with the Citadel Guard in the vanguard, something unexpected happens. Whether some long-forgotten magic is disturbed, or whether it is some trick prepared by the Grendel is unclear, but a great wildfire sweeps across the battlefield consuming orc and human and elfin knight with equal hunger. Thanks to the healing magic in the waters the casualties are somewhat reduced, but nearly a thousand men, women, and orcs are slain or permanently maimed in the eldritch flames. The flames burn for a day and a night, and nothing dampens them. Only when they have run out of fuel do they flicker and die. The next day, the wind is full of choking ash and burnt cinders.

The fire was hot enough to melt stone and even metal, powerful enough to buckle and warp even mithril armour and weapons. Ossen's Spire is consumed by the flames, and there is significant damage to Damakhan's Forge as well. The slopes of Cinion are swept clean of trees and even the dark purple heather is reduced to blackened ruin. Paragons preserve those who were caught in the woodlands when the river of flame poured down the mountainside.

Only the Citadel Guard are untouched by the fire. It marks the end of the battle for Cinion - the Grendel forces flee east toward Ankra, and after a short respite the Imperials follow.

First Cinion falls to the Empire, then Ankra, and the Empire makes significant headway towards recapturing the mithril mines at Ossuary. There are casualties, of course, despite the power of the healing waters. Perhaps two-and-a-half thousand men and women and orcs fall, all told. While their wounds too severe even for the potent healing magic to save them, not all those who fall die immediately.

Indeed, some of them do not die at all.

Stories from the battlefields and the field hospitals of Northern Spiral speak of pale figures who move among those whose injuries place them beyond help. Wrapped in black or white robes over blackened armour they speak in quiet tones to the dying. Sometimes they offer a swift and painless death. Sometimes, the fallen rise from their deathbeds and accompany the pale figures into the darkness, never to be seen again. The Military Council has given leave to the servants of the Dark-Between-The-Stars to walk their battlefields and choose among the fallen those who might find a place in their mistresses' Grim Legion. The healing Spring enchantment means there are not many for them to choose from ... but there are enough.

Only among the Citadel Guard do these grim harbingers find no opportunity to claim the fallen for their cold-hearted queen. Where the Urizen sentinels march, the heralds turn to watch them, their faces bleak, empty, but above all patient.

Game Information

The Empire has captured the regions of Cinion and Ankra, and made some progress into Ossuary. The sea-storms will cease shortly before the Spring Equinox, but they will mean that any fleet based in Spiral will have suffered a small penalty to its production or fighting strength.

Ruins of Gray Charge

Three armies march to Reikos via the mountains of Redoubt. The Granite Pillar, the Wolves of War, and the Quiet Step. Their journey through Urizen is not uneventful. The remnants of a Grendel guerilla force in the southern hills and mountains target Imperial forces, arranging ambushes and destroying bridges and roads in an effort to restrict travel through Redoubt. Yet their impact is blunted by a potent spring enchantment laid over Redoubt, which heals all save the most lethal of injuries.

On reaching the Highborn territory, the Empire's armies focus their attention on clearing out the barbarian orcs who still inhabit the westernmost regions. There is some resistance, but it is scattered and disorganised. Without the influence of the Stone Toad, the orc warriors seem incapable of proper coordination. Still, clearing them out is not a straightforward task - they have had plenty of time to prepare their defences.

The Quiet Step lead the way, launching an overwhelming assault against the scattered orc settlements built amid the ruins of the fallen chapter houses. The Granite Pillar are a little more cautious - at least compared to the Navarr.

Accompanied by wagon raiders, the Wolves of War focus on plundering stolen Imperial wealth from the defeated orcs. The tactics of the League do not go unquestioned; there is little doubt that the wealth they are claiming from the scattered orc strongholds was stolen first from the people of Reikos. There are a few scattered reports of angry exchanges between champions of the Granite Pillar and the looters and wagon raiders supporting the Wolves of War.

As in Spiral, there are supernatural agents in Reikos. Wherever the Imperial armies fight they are accompanied by quiet, dour-faced agents of the Queen of Silence. They lurk patiently around the outskirts of the battles, watching. Now and again there are reports of them approaching a fallen orc and speaking in quiet tones with them. The fallen orcs disappear shortly thereafter, taken by the emissaries of the winter realm for their own purposes.

Over the course of the campaign, the Imperial forces clear most of the orcs from Gray Charge, and make significant headway in Tamarbode ... but they do not complete the liberation of Reikos. Parts of Tamarbode, especially the mysterious Sign of Tamar, are still in barbarian hands. It will take at least another season to completely remove the lingering barbarian presence.

Partly the slow progress is a result of the ever-present aura of fear the Druj have left behind them. Partly it is a result of the more cautious tactics employed by the League and Highborn armies - had they followed the Navarr lead there is no doubt that the last of the orcs would have been driven out of Reikos.

Game Information

Imperial forces have conquered Gray Charge and made some progress in taking Tamarbode. All three armies have suffered some casualties for passing through Redoubt, although they are reduced due to the presence of the Rivers of Life enchantment on Redoubt.

Under a Crimson Sky

Crusade! Say the word softly, and see the banners raised in the Dawnish mind's eye. With the Hounds of Glory and the Eastern Sky fighting in distant Urizen, and the Gryphon's Pride not yet ready to march, it falls to the Golden Sun to raise those banners over Dawnguard. Into the Barrens they march, the first Dawnish army in the Barrens in generations.

Alongside them come the Towerjacks of Holberg, and the Varushkan Golden Axe. They strike their camp in the shadow of the Towers of the Dawn and prepare to defend the Dawnish territory. The crusade has had the desired effect, it seems. The armies are joined by some six thousand Dawnish troops lead by independent captains, and one band of Imperial Orcs. The auxiliary forces are split roughly half-and-half between directly supporting the Golden Sun and garrisoning the Towers of the Dawn.

The armies are ordered to avoid engagements with the barbarian orcs as much as possible, merely attempting to slow their advance. There is some dissent from the Dawnish captains outraged by the inglorious defensive strategy, but the orders are clear. Give ground, do not engage except where necessary, let the enemy come to us.

And come they do. The armies of the indigenous orcs attack with passionate zeal, throwing themselves into an all-out assault against the Towers of the Dawn and the Imperial defenders. Even though they are significantly outnumbered, they fight desperately; one last-ditch attempt to try and claim Dawnguard. They are still doing their best to avoid unnecessary casualties; in some ways the presence of the Imperial forces makes this easier. It is much easier to tell the civilians from the warriors when they are arrayed in a crusaders panoply.

Just over a fortnight after the end of the Winter Solstice, just as the fighting is beginning to heat up, the unexpected occurs.

A malign miasma falls over the Barrens. It comes without warning; one morning the twilight before sunrise is tinged with a deep, malevolent crimson. The rain that falls is oily, heavy, thick with the implication of sickness and dread. Corruption creeps into the water. A thin film of foulness covers everything from breakfast wine to garden ponds to fountains to the bee-painted waterskins of the Varushkans. The rivers run with death, and uncleanliness. Blood flows sluggishly; injuries do not heal. No wound is suffered save that it festers, turns black. The soldiers of Holberg mutter with grim certainty. They have had a great deal of experience with these conditions, having fought for decades under the periodic taint of this particular curse.

It strikes both sides; the knights of Dawn and the barbaric orcs feel its sting in equal measure. Yet it is the barbarians who suffer the lion's share of casualties. The Imperial tactic of withdrawing back to the defences in the face of orc aggression minimizes losses, at the same time as the twisted enchantment causes the deaths of so many who might otherwise have survived.

The orcs fight on as best they can, but they make little progress against the Imperial defenders. As the year draws to a close, the noble estates of Dawnguard are littered with the corpses of dead orcs.

As the Spring Equinox comes closer, rumours of fighting in the south begin to percolate through the ranks in Dawnguard. A force of Navarr have attacked the orcish supply trains, burning several villages belonging to the Great Forest orcs, slaughtering their inhabitants, then fading back into the woods. Speculation suggests this is the work of special forces attached to the Quiet Step. Whatever else it achieves, it almost certainly puts paid to any suggestion of an alliance between the Navarr and the Barrens orcs.

The Imperial forces in Dawnguard have held off the orcish attack, but it was a close-run thing. The presence of the malign magic spread across the Barrens has resulted in significant casualties - to the orcs. The defensive orders of the Imperials mean that they have suffered perhaps a fifth as many casualties as the Barrens orcs, and a significant amount of the damage inflicted has been absorbed by the white granite and weirwood of the Towers of the Dawn - the fortification takes damage that might otherwise have killed over six hundred Imperial soldiers.

Game Information

Nobody has gained any ground - the Barrens orcs still have control of a portion of Dawnguard. It is possibly worth pointing out at this time that one of the things that has saved Imperial lives has been the damage to the Towers of the Dawn - damage to fortifications tends to represent broken walls rather than dead soldiers - and the apparent reticence of the orcs to murder unarmed civilians.

This Far, No Further

This winter in the Marches is harsh. In the wake of the disastrous harvest, spare food is in short supply. Belts are tightened. Compromises made.

Nearly forty-thousand Imperial soldiers fight in the Mournwold, supported by perhaps another five thousand troops lead by independent captains. They outnumber their barbaric opponents nearly two-to-one. The Jotun have a fortification at Southmoor - but the Marchers control a fortification of their own on the Greensward, and work has already begun on a second castle in Ore Hills.

The Valiant Pegasus prepare to unleash hell against the Jotun fortification in the ruins of old Sarcombe, in Southmoor. They bring up catapults, siege towers, and ladders. The Seventh Wave is ready to support them, the Tusks and the Strong Reeds ready to exploit any weakness the engines reveal.

The Fire in the South, fleeing Liathaven, join the rampaging Summer Storm and the more cautious Winter Sun in attacking Jotun positions across the Mournwold.

At the same time their fellow Freeborn of the Red Wind Corsairs set about gathering as much wealth from the Jotun encampments as they can, being reasonably cautious not to steal too much from the human farmers and "land owners" who labour under the orc yoke ... although it is not always easy to tell who is an oppressed Imperial citizen and who is a treacherous collaborator with the barbarian forces. There are still more human warriors fighting alongside the Jotun than anyone on the Imperial side is comfortable admitting to.

The Empire's strategy is straightforward. While the Highborn and the Marchers attack the castle at Sarcombe, the rest of their forces strike at the Jotun in Freemoor and Alderley. The outcome appears predetermined.

Unfortunately, the Imperial strategy does not count on the rage of the Jotun.

Orc reinfocements have marched uncontested through the forests of Liathaven to join the Jotun armies falling back before the Imperial advance. After their stinging defeat in Ore Hills, the barbarians rally under a banner surmounted by the masive skull of an elder mandowla.

These new forces do not fall back. On the contrary, they draw a line, and then they hold it.

For three months, the Empire throws everything it has in the Mourn at the Jotun armies. For three months, they take everything the Imperials have to offer, and hand it back to them.

Lead by a mountainous orc wielding a two-handed warhammer the Empire batters itself against the Jotun defences and makes absolutely no headway. The barbarians fight without quarter. This is unsurprising, perhaps, given that the Winter Sun in particular take special pleasure in murdering any Jotun that fall in their hands, and the Summer Storm slaughter any enemy - orc or human - who gets in their way. And there is more than enough blood spilled for even the thirstiest Imperial Orc.

The Jotun seem to burn with an absolute confidence that they cannot be defeated. Oh, their warriors fall in battle but those who do not fall soon return to the fray. As near as the scouts of the Seventh Wave can tell, the new Jotun forces include many thralls - human and orc alike - trained in the medicinal arts, and even some magician-healers. They do everything they can to help the Jotun hold against the Imperial advance.

The Unconquered also deliver unsettling reports that the Jotun appear to have a surprising amount of intelligence of their own, at least as regards the composition, positioning, and strength of the Imperial forces.

The Jotun armies are further supported by perhaps two thousand elite champions - warbands drawn it seems from across the western jarldoms. They take risks that even the bravest orc soldier might eschew, and time and again they seek out the heroic captains of the Empire, seemingly to test their mettle on the field of battle.

Thousands of Jotun orcs fall. On some days, the Imperials must practically wade through orc bodies and blood. The moors are stained crimson with sanguine excess. Even the clarity with which the Valiant Pegasus and the Tusks plan their strategies cannot overcome the Jotun defence - perhaps because it is so straightforward. Nothing brilliant, nothing complex, is being attempted. The Jotun have simply decided that they will not move and their glorious stand against the Imperials meets no counter.

The fields are scattered with the dead and the dying, and between them pick the chosen of the Black Dog. They are untouched by the warriors of either side, walking with the protection of the military council when they are among the Imperials, and under some protection of their own when they walk among the Jotun. Now and again they stop, and speak to one of the fallen. Sometimes, they raise up one of the dying and escort them from the battlefield. Only if someone tries to impede them in their strange duty do they fight, revealing a ruthless, supernatural skill. The Jotun make no attempt to bar their way, and after the first Imperial Orc tries to stand between one and the Jotun she has chosen, no Imperial gets in their way, either. Those who leave a battlefield with the black-clad, pale-skinned emissaries of the Queen of Silence are not seen again.

As the Spring Equinox draws closer, the leaders of the Imperial forces must face the cold fact that they have achieved nothing in this cold, bitter winter ... nothing save a slaughter on an almost unprecedented scale.

Nearly three thousand Imperial troops will never fight again. Yet the Jotun defence has cost them at least twice that many of their own forces.

Was it worth it? Was it heroism, or insanity? It hardly matters.

Those who fought under the mandowla banner have paid a heavy price, but by the end of the harsh winter, the Empire has gained not one square-foot more of Mournish soil than they had when the Winter started.

Game Information

The glorious Jotun forces have held firm in the Mournwold. Both sides have taken significant casualties - but the Empire has not made any gains in the territory this season.

Three Swords

The Western Forest

Jotun forces secure Liathaven. They do not do so entirely without opposition. There are some reports of pitched battles in the north between orcs and what appear to be a force of pale, grim, human (?) legionaries who show no signs of Navarr allegiance. They do little to stop the orcs recovering the territory the Freeborn claimed before the Winter Solstice, and there is little reliable information about who they were or where they came from.

There is some Navarr resistance in the south, but again how much and how effective is not clear. The entire territory is in the uncontested hands of the Jotun. No more Navarr refugees come south into Kahraman. A grim silence has fallen over Liathaven.

Perhaps the Navarr and the Freeborn scouts deep in the lost forests of Liathaven know more; but if they do they are not telling. Not yet.

The Northern Marshes

On the shores of the Westmere stands Westerhal, home to the small fleet of Kallavesi boats that keep the coast safe from Jotun raiders. Shortly after the Winter Solstice it becomes clear that Westerhal is not entirely up to the task. What works against a few raiders is no match for a significant force of Jotun .The decades-old call of the people of Westerhal for a fortification on the shores of the Gullet seems almost prescient in the face of the orc troops marching out of the west.

They come cautiously, but implacably, spreading south and east from a beach head on the western coast. With them march several warbands of Jotun champions, proud and terrible, who seek out the bravest of the Winterfolk defenders to test their mettle. Each time they come to a hall, they offer the inhabitants the choice - to join the Jotun as warriors or to lay down their arms and become thralls. Few take their offer. Those who do not are honoured with a warrior's death, buried, and then the Jotun move on.

In three months, the Jotun have conquered perhaps half of the West Marsh and show no signs of stopping. Westerhal is their target, but after that nothing will stand between them and Rundahl should they wish to strike at the heart of the Wintermark nation.

The Southern Hills

A massive force of Jotun strikes into Kahraman from the forests of Liathaven. Estimates vary, but it is believed that as many as thirty thousand orcs have poured out of the forests into the Cinnabar hills. They strike with great force, targeting first Serra Damata and then Serra Briante. They do not offer the Freeborn who stand between them and their prize the Choice, but neither do they slaughter those who flee before them. Those who try and stand against them are shown no mercy. Their treatment of those who try to fight is very different to their treatment of the Navarr - they are treated with a modicum of respect and buried, at least.

In Serra Damata, the Jotun encounter the first of three fortresses. A great squat tower of smooth glacial ice and rough black iron appears amidst the hills above the Damatian Cliffs. Hulking inhuman soldiers garrison the walls, each appearing as an eight-foot-tall orc wrapped in thick fur. From head to foot they are marked with dull blue tattoos and spiral scars, and their eyes are the vibrant blue of a clear winter sky. Each is armed with a twelve-foot barbed spear of polished bone, and their voices rumble like a tide of snow in distant peaks. They are knights of Cathan Canae drawn along with the tower from her frozen realm by Imperial magic.

They give the Jotun pause - but only for a moment. Then the barbarians smash the citadel to pieces, send its defeated guardians back to the Lady of the Frost, and claim the Damatian Cliffs and the hills and orichalcum mines of Serra Damata for themselves. The Jotun are not focused entirely on their attack. Some of the orcs from the northern Jotun kingdom are more interested in plundering the Freeborn mines and the white granite quarries of Damata. Others stay behind the establish a camp within the broken walls of the town of Damata, while the rest push forward into Serra Briante, aiming straight at the Great Mine.

Here they encounter a second citadel, a monolithic fortress of ice and granite supported by troops from Fort Braydon, blocking their approach not only to the mithril mine but also to the town of Briante. The force of the mighty Jotun charge falters a little in the face of the glacial walls, and their attack eventually falls back to defensive positions above the valley. Without the two magical citadels, it is likely that both Serra Damata and Serra Briante would have fallen to the Jotun in a single stroke.

In a tragic twist of fate, several of the settlements inhabited by Navarr displaced by the original Jotun invasion lie in the part of the valley claimed by the Jotun. The orcs treat these settlements as they have the steading and stridings of Liathaven. Without mercy.

Game Information

The Jotun have uncontested control of Liathaven, and have made significant progress towards establishing supply lines into Kallavesa.

Their southern force has claimed Serra Damata, the town of Damata, and the Damatian Cliffs. They have also plundered an undisclosed amount of the white granite that might otherwise have gone to Jeremiah of the Cenotaph (the Highborn seat holder). They have captured the frozen citadel raised in this territory, but luckily it will have returned whence it came by the time the Spring Equinox rolls round. The Jotun have also taken perhaps a fifth of Serra Briante.

Salt and Glass

Shortly after the Winter Solstice work begins in Bocche on the College of the Liberated. There are rumours that the decision to build the college near Trivento, rather than in Sarvos proper, is due to some desire to help "revitalise" the fading town. Others suggest more cynically that it is an attempt to prevent too many incomprehensible orc slaves arriving in Sarvos.

A little over six weeks ago, the first ships arrived on the shores of Sarvos bearing orcs.

Unfortunately, they were not the orcs everyone was expecting ...

Out of the blue, the Grendel launch a naval invasion of the island of Cigno. Their ships disgorge thousands of orc troops into the streets of the city. There is almost no warning - the ships are cloaked by the sinister fog that has covered the bay of Catazar for the last six months, and they seem to have little difficulty avoiding - or sinking - any Imperial ships between them and their destination. They strike with absolute confidence, and it is clear that they seem to know that there are no significant forces in a position to prevent their conquest of the islands.

Chaos ensues. The city of Sarvos itself falls to the overwhelming force of the barbarians within a little less than a week - although scattered resistance continues. The citizens fear the worst. Some try to flee to the mainland ... and the Grendel make little effort to prevent them from doing so.

An anticipated wave of murder and destruction does not materialise. Indeed, those Grendel captains who come ashore seem almost cordial.

Not so their savage troops, especially those fighting under the banner of the snarling dog. Having secured the city, they ruthlessly set about plundering the riches of Sarvos. The libraries of Diora University are not spared, nor are the treasures of the Capodomus cathedral, nor the businesses of the rebuilt Caricomare. Galleries are raided, museums looted, banks stripped of their valuables. Special care is taken to pillage the remains of the Alvetti estates, and the tomb of Empress Giselle. Observers (which includes a few magicians) are certain that the Grendel looters are under the effect of a potent spell, most likely a day magic enchantment, that allows them to effortlessly coordinate their merciless looting. No treasure, it seems, is safe from their avaricious gaze.

Only the embassies are left alone. The Suranni barricade their gates but the Grendel make no effort to breach them. The Asaveans are much more sanguine. Their ambassador meets one of the Grendel captains in the formal gardens and makes it clear that any attack against the embassy will be considered an act of war. The ambassador and the orc discuss the matter politely over iced tea while outside the walls the orc warriors help themselves to the riches of the jewelled city.

Anyone who tries to resist the Grendel is either executed and their bodies left where they fall, or clapped in irons and dragged away to languish in the hold of a slave ship. Those who do not try to get in the way of the orcs are largely left unmolested. The Grendel appear much more interested in securing as much of the wealth of Sarvos as possible, than in slaughtering its people or burning its buildings.

With their control of the island of Cigno secured, some of the Grendel forces expand their interest to the isles of Uccelini. They avoid many of the fortified estates and go straight for the docks of Glass Point. There are pitched battles in the streets, but the smugglers and captains are no match for the disciplined Grendel forces.

As the Spring Equinox draws clear, the sea-serpent banners of the Grendel snap and dance above the bejewelled spires of Sarvos.

Game Information

The Grendel have attacked Sarvos, conquering the island of Cigno - where the jewelled city stands - and claiming it for their own. They have also made significant headway towards conquering Uccelini, although most of their attention there has been focused on controlling Glass Point.

This unexpected attack has taken everyone by surprise; it is likely to have a profound impact not only on the League but on the entire Empire. Further information about the implications of the Grendel occupation will be revealed in Winds of Fortune.

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380YE Summer Solstice Conclave sessions

The following is a summary of Conclave proceedings during the Spring Equinox 380 YE.

Contents

- 1 The Imperial Titles of the Conclave

- 2 Conclave Addresses

- 3 Conclave Declarations

- 4 Conclave Gambits

- 5 Order Strengths

- 6 Order Vaults

- 6.1 Celestial Arch

- 6.2 Shuttered Lantern

- 6.3 Sevenfold Path

- 6.4 Rod & Shield

- 6.5 Golden Pyramid

- 6.6 Unfettered Mind

The Imperial Titles of the Conclave

The full list of Imperial Titles held in the Conclave at the end of the Spring Equinox, 380 YE can be found under 380YE Spring Equinox Imperial titles.

The following Imperial Titles were appointed by the Conclave during the Spring Equinox, 380YE:

- Brother Luke of the Shattered Tower became the new Master of Ice and Darkness.

- Finn Finnsson was appointed Imperial Seer.

- Bartholl de Rondell was appointed Warmage.

- Solomon was appointed Archmage of Summer.

- Mord retained his title of Archmage of Day.

Conclave Addresses

At the Summit, the following addresses were placed on the Conclave agenda:

Day

Speaker

Nature of Address

Fri

Kyra Halcyon

The Stars

Fri

Jabin Endsmeet

The Mageblood Potion

Fri

Vaan, Warmage

On the Progress of the War

Fri

Vaan

On the Future

Fri

Ancel Steward

To thank the Conclave for allowing us to be Vigilant and protect the Empire.

Fri

Catalina Novarian

Oversight of magical items sold through the Bourse

Fri

Vuktle Wolfeater

The landing location of the Nameless Star

Fri

Leif Arnbjorn

Signs and Reports

Fri

Alcuin Shatterspire

Spring and Reikos

Fri

Ludmilla

Lashonar the amazing and a permanent caucus

Sat

Lisabetta von Holberg, Imperatrix

Things have changed. They need to change more.

Sat

Simargl

Magic and Faith

Sat

Aquillian

On the Phoenix and its heart

Sat

Aquillian

Redirecting the falling star

Sat

Sam Plumptre

Karim's Dealings with the Autumn Realm

Sat

Andreus Gremani

Summer Matters

Sat

Achilles

The Lord of the Slumbering Mountain

Sat

Brother Luke

Summer College Matters

Sat

Finn Finnsson

The Death of the Imperial Seer

Sat

Mord, Archmage of Day

Day Matters

Sat

Maurice, Archmage of Autumn

Realm of Serious Business

Sat

Luciano, Archmage of Night

The Brass Coast, Wrong rituals, lots of mana, sad times.

Sat

Heilyn Bronwen's Rest

On the matter of Meraud's Boon

Sat

Vitore van Temeschwar

Sinecures with extra abilities

Sat

Vaan

Summer Matters

Sat

Garth

Update about the position for Custodian of the Great Library of Phaeleron

Sat

Eternal Sadogua

Amity and Enmity

Sat

Ludmilla Koslov

Lashonar's Caucus - the non-Conclave parts of the Caucus agreement

Conclave Declarations

The Conclave made the following Declarations:

Day

Speaker

Declaration

Outcome

Fri

Alexi Grimani

Candidacy for Master of Ice and Darkness

FAILED

Fri

Kyra Halcyon

Concord: That Halcyon Spire of Urizen is best suited to overseeing the Spire of Twisting Shadows

PASSED

Fri

Maurice de Gauvain

Concord: That the Conalve believes that an appropriate name for the current unnamed Red Star is "The Miscreant". (But see below.)

PASSED

Fri

Brother Luke

Candidacy for Master of Ice and Darkness

PASSED

Fri

Heilyn of Bronwen's Rest

That Heilyn Brownwen's Rest will organise the ordering of rituals while Meraud's Boon is in effect tomorrow.

PASSED

Fri

Iobhar Ergruk

Candidacy for Master of Ice and Darkness

FAILED

Fri

Asenath

Enmity against Sadogua

FAILED

Fri

Andreaus

Adding "
From the Mouths of Babes
" to Imperial Lore

PASSED

Fri

Martin Orchard

Concord: This Conclave recognises the efforts of all who aided in the unmasking of the House de Luisignan Anarchy Cult, and encourages virtuous citizens to show their prosperity by donating mana to the Virtue Fund to reward such efforts.

PASSED

Fri

Gancius della notte di Sarvos

Amity with Roshanwe

PASSED

Fri

Velushka

A position should be created that will have access to the Bourse private auction list and the power to raise a free interdiction in Conclave.

PASSED

Fri

Gancius della notte di Sarvos

That the law should be amended to officially grant Archmages the power to treat with Eternals of their relevant realm currently under emnity.

PASSED

Fri

Brother Luke of the Shattered Tower

EMERGENCY MOTION - Concord: The Red Star should instead be named "Stalker".

PASSED

Sat

Lev

Neutrality for Gilean, Herald of Llofir

PASSED

Sat

Gregor

Neutrality for Sadogua

PASSED

Sat

Luciano

Concord: Senate to Shoulder some burden in magic for the good of the Empire

FAILED

Sat

Ricardo

Concord: Conclave supports all imperial mages in the trade in mage with any Faraden citizens, BUT Conclave as an Imperial body will not support any Faraden family above or below any other.

FAILED

Sat

Zephaniah

Sorcery: That Guillermo, formerly di Tassato, who has renounced his nation and Empire and stolen a powerful boon, be declared a sorcerer.

Passed

Sat

Finn Finsson

Candidacy for Imperial Seer

Passed

Sat

Faustus

Concord: That anyone who attempts to cast non-scrying rituals upon the meteor without consent from at least 2 Grandmasters should be considered to be performing a gross mis-use of magic and should be considered for sorcery.

Sat

Zephaniah

Concord: The Conclave requests an opportunity to speak with the Eternal Sorin on a matter of great importance.

PASSED

Sat

Faustus

Under Veil of Night, as Concord:To extend the definition of sorcery to proscribe the use, ownership or possession of ritual staves, foci, covenstones, crystaline mana, vis, and anything if similar properties, items that have passed from a realm into the Empire, potions whose primary purpose is to aid or enhance the performance of rituals. Proscribed items are to be placed in the Vault at the Conclave for use by the Will of the Conclave. Regalia (tools of office) are not covered by this proscription.

PASSED

Sat

Heilyn Bronwen's Rest

Candidacy for Warmage

FAILED

Sat

Solomon

Candidacy for Archmage of Summer

PASSED

Sat

Faustus

Concord: The Conclave are interested in continuing talks with the Eternal Murit, and striking a deal between themselves and the Empire.

PASSED

Sat

Nicholas Reaper

Sorcery: Deidre of Overton, currently resident in Marshcutt in Bregasland

PASSED

Sat

Ludmilla

Concord: That we agree we are happy for a gift of 25 dragonbone to be given to Lashonar in exchange for the use of the Caucus and will commission a portrait or symbol of Lashonar to be placed in the Hall of the Worlds whilst the Empire is willing to use to Caucus. Conclave will continue to support those in the Empire who will take a diplomatic route towards conflict resolution. The Empire understand this will only last as long as a Pauper's Ley is provided once a year to Lashonar to invite a non-magician to visit them.

Sat

Gancius

Candidacy for Archmage of Day

FAILED

Sat

Mord

Candidacy for Archmage of Day

PASSED

Sat

Maurice de Gauvain

Concord: That Hercynia is a suitable place to drop a star

PASSED

Sat

Aubrietta de Gauvain

Candidacy for Archmage of Summer

FAILED

Conclave Gambits

The Conclave made the following Gambits:

Day

Proposer

Intended Use of Resources

Mana

Ilium

Am

BL

Dr

GI

IG

Or

TJ

We

Funded

CA

GP

RS

SP

SL

UM

Indep

Fri

Maurice de Gauvain, Archmage of Autumn

Two castings of Brotherhood of Tian.

120

0

0

0

0

0

0

0

0

0

FUNDED.

20

20

20

20

20

20

0

Fri

Vaan, Warmage

To create a Vagabond Wyrm, allowing more casting of Night magic by those who assist in the War Effort..

0

0

9

7

5

0

15

0

7

0

FUNDED.

0

9 Ambergelt, 7 Beggar's Lye

2 Dragonbone, 2 Tempest Jade

3 Dragonbone

5 Tempest Jade

8 Iridescent Gloaming

0

Fri

Finn Finnson, Proxy Archmage of Day

Divination magicks

115

0

0

0

0

0

0

0

0

0

FUNDED.

7

19

19

18

20

14

0.

Fri

Alcuin Shatterspire, Archmage of Spring

House of Seven Mirrors precautionary reward for curses on the Empress

20

0

0

0

0

0

0

0

0

0

FAILED

0

0

0

0

0

0

0

Sat

Archmage of Day

Pauper Key - permanent

0

20

0

0

0

0

0

0

0

0

PASSED

2

5

2

0

7

4

0

Sat

Luciano, Acting Archmage of Night

Protection and Shrouding against the Thule

35

0

0

0

0

0

0

0

0

0

PASSED

0

0

3

14

18

0

0

Sat

Maurice Archmage of Autumn

Moving the Miscreant, Sorry I Mean Stalker

150

0

0

0

0

0

0

0

0

0

PASSED

10

36

9

20

25

38

12

Fri

Sirrus, Archmage of Winter

Quickening Cold Meat

120

0

0

0

0

0

0

0

0

0

PASSED

10

0

9

60

20

15

6

Order Strengths

The strengths of the six Orders at the Conclave this summit were as follows:

Order

Friday Strength

Saturday Strength

Total Strength

Sevenfold Path

17

23

40

Rod & Shield

26

20

46

Celestial Arch

13

13

26

Golden Pyramid

32

11

43

Shuttered Lantern

25

20

45

Unfettered Mind

19

18

37

Order Vaults

The contents of the Order Vaults at the beginning and end of Conclave this summit were as follows:

Celestial Arch

Material

Beginning

End

Mana

67

2

Ilium

0

0

Ambergelt

7

0

Beggar's Lye

0

0

Dragonbone

7

7

Green Iron

0

0

Iridescent Gloaming

23

23

Orichalcum

3

3

Tempest Jade

24

24

Weltsilver

0

0

Shuttered Lantern

Material

Beginning

End

Mana

112

9

Ilium

7

0

Ambergelt

0

0

Beggar's Lye

0

0

Dragonbone

0

0

Green Iron

0

0

Iridescent Gloaming

2

2

Orichalcum

4

4

Tempest Jade

20

15

Weltsilver

17

17

3 Hearthfire Crystals

Sevenfold Path

Material

Beginning

End

Mana

132

0

Ilium

6

6

Ambergelt

0

0

Beggar's Lye

15

15

Dragonbone

6

8

Green Iron

0

0

Iridescent Gloaming

30

30

Orichalcum

3

3

Tempest Jade

0

0

Weltsilver

0

0

Rod & Shield

Material

Beginning

End

Mana

60

0

Ilium

3

1

Ambergelt

0

0

Beggar's Lye

13

13

Dragonbone

4

2

Green Iron

0

0

Iridescent Gloaming

1

1

Orichalcum

21

21

Tempest Jade

3

1

Weltsilver

0

0

Golden Pyramid

Material

Beginning

End

Mana

75

0

Ilium

5

0

Ambergelt

25

16

Beggar's Lye

25

18

Dragonbone

0

0

Green Iron

0

0

Iridescent Gloaming

17

10

Orichalcum

28

28

Tempest Jade

0

0

Weltsilver

0

0

Unfettered Mind

Material

Beginning

End

Mana

117

30

Ilium

4

0

Ambergelt

0

0

Beggar's Lye

3

3

Dragonbone

0

0

Green Iron

0

0

Iridescent Gloaming

19

11

Orichalcum

3

3

Tempest Jade

30

30

Weltsilver

15

15

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380YE Summer Solstice Imperial elections

Now the event is over this election results page contains the final results from The Summer Solstice 380YE..

Contents

- 1 Imperial Senate

- 1.1 Senator

- 1.2 Other Imperial Senate positions

- 1.3 Sinecures appointed by the Senate

- 2 Military Council

- 3 Imperial Synod

- 4 Imperial Conclave

- 5 Bourse

Imperial Senate

Senator

- The Brass Coast: Feroz: Oria

- Dawn: Weirwater: The Incumbent

- Highguard: Bastion: Brother Ibrahim the South Paw

- The League: Sarvos: Alessandra Serafini

- The Marches: Mitwold: The Incumbent

- Navarr: Miaren: The Incumbent

- Urizen: Redoubt: The Incumbent

- Varushka: Karov: Irena Arkady

- Wintermark: Sermersuaq: The Incumbent

- Urizen: Spiral: Tanwyn Ankarien

- Urizen: Zenith: Edmundo of Endsmeet

Other Imperial Senate positions

- Ambassador to Asavea: The Incumbant

- Ambassador to the Iron Confederacy: Starac Sijed Orzel

- Imperial Consul: Aureliana Perpetua Nicasia Saverio di Sarvos

- Civilian Commissioner of Wintermark: Thanmir Whiteraven

- Civilian Commissioner of Urizen: Juliana of Phoenix Reach

Sinecures appointed by the Senate

- Shepherd of the Great Herd: Kirrik of the Sunhammers

- Healer of Dawn: Isabella de Rondell

- Dean of the Academy: Faustina Notturno Di Sarvos

- Keeper of Aurelie's Garden

- Master of the Clearing House: Wilhelmina Aurora Sanguineo

- Steward of the Tassato Mana Exchange: Beatriz Sanguineo Rezia

- Master of the School of Exorcism

Military Council

- The Brass Coast: Red Wind Corsairs: The Incumbent

- Dawn: Golden Sun: Zoran Orzel

- Highguard: Granite Pillar: The Incumbent

- Imperial Orcs: Summer Storm: The Incumbent

- The Marches: The Drakes The Incumbent

- The Marches: The Tusks: The Incumbent

- Navarr: Black Thorns: The Incumbent

- Urizen: Army of the Citadel: The Incumbent

- Varushka: Army of the Northern Eagle: Sullik

- Wintermark: Fist of the Mountain: The Incumbent

- The League: Towerjacks: Dietrich Nieschteri Rezia von Temeschwar

- Imperial Fleet Master: Zanferr i Ezmara i Erigo

Imperial Synod

- Cardinal of Courage: Levitia of Endsmeet from Urizen

- Gatekeeper of Courage: Jorma Steelhail of Wintermark, the Incumbent

- Virtue Inquisitor of Courage: Lady Eleanor de Rondell of Dawn, the Incumbent

- Cardinal of Wisdom: Agnetha De Rondell of Dawn, the Incumbent

- Gatekeeper of Wisdom: Girthwynn Frythsdottir Tokling of Wintermark, the Incumbent

- Virtue Inquisitor of Wisdom: Sariel of Highguard, the Incumbent

- Imperial Inquisitor: Ephron of Adina’s Charge from Highguard

Imperial Conclave

- The Master of Ice and Darkness is Brother Luke of the Shattered Tower

- Grandmaster of the Unfettered Mind: The Incumbent

- Archmage of Day: Incumbent

- Archmage of Summer: Soloman

- Warmage: Barthol de Rondell

- Imperial Seer: Finn Finnsson

Bourse

Positions concerned with White Granite

- The Night Quarry: Meric Freysson (406T)

- The Arratan Gamble: Issebel Vittoria Barossa di Tassato Regario (325T)

- Sutton Stone Quarries: Peter Carter (300T)

- The Brilliant Shore: Gaterender Brik

- The Granites of Veltsgorsk: Vitaly Grigorovich Dukov

- Vigilant Swan: Azeal of Cantiarch's Hold

- Damnation Cliffs: Not currently in Imperial hands

Positions concerned with Weirwood

- Great Forest (Weirwood / Reduced term / up for auction at Winter 380YE): Azazel of Ravensfell (150T)

National Bourse positions:

- Mistress of the Glass Parador: The Incumbant

- Northbound Trademaster: Jan Von Schmied De Temeschwar

- Sheriff of Overton: Thomas Astwich

- Broker of Treji Wayhouse: Wyl Brackensong

Miscellaneous

- Brocks Toll

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380YE Summer Solstice Imperial titles

Contents

- 1 The Imperial Senate

- 1.1 The Throne

- 1.2 The Freeborn senators of The Brass Coast

- 1.3 The senators of Dawn

- 1.4 The senators of Highguard

- 1.5 The senators of The League

- 1.6 The senators of The Marches

- 1.7 The senators of the Navarr

- 1.8 The senators of Urizen

- 1.9 The senators of Varushka

- 1.10 The senators of Wintermark

- 1.11 The senator of the Imperial Orcs

- 1.12 Other Imperial Senate positions

- 1.13 Commissioners appointed by senators

- 1.14 Sinecures selected by senators

- 2 The Military Council

- 2.1 The Generals of The Brass Coast

- 2.2 The Generals of Dawn

- 2.3 The Generals of Highguard

- 2.4 The Generals of the Imperial Orcs

- 2.5 The Generals of The League

- 2.6 The Generals of The Marches

- 2.7 The Generals of Navarr

- 2.8 The General of Urizen

- 2.9 The Generals of Varushka

- 2.10 The Generals of Wintermark

- 2.11 Other Military Council Positions

- 3 The Imperial Synod

- 3.1 Ambition

- 3.2 Courage

- 3.3 Loyalty

- 3.4 Pride

- 3.5 Prosperity

- 3.6 Vigilance

- 3.7 Wisdom

- 3.8 The Way

- 3.9 Other Synod positions

- 4 The Imperial Conclave

- 4.1 Archmagi

- 4.2 Grandmasters of the Orders

- 4.3 Other Imperial Conclave Positions

- 5 The Imperial Bourse

- 5.1 Imperial Bourse Positions

- 5.2 National Bourse Positions

- 5.3 Other Bourse Titles

- 6 Miscellaneous

The Imperial Senate

The Throne

- The Empress : Lisabetta Giacomi von Holberg of the League

The Freeborn senators of The Brass Coast

- Senator for Feroz: Oria

- Senator for Kahraman: Maher i Zaydan i Riqueza

- Senator for Madruga: Anwar i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond de Rondell

- Senator for Semmerholm Escalade Carsenere

- Senator for Weirwater: Valentin Ivarovich Orzel

The senators of Highguard

- Senator for Bastion: Ibrahim, the South Paw, of the Cohort of the Winter Bear

- Senator for Casinea: Zephram, of Cantiarch’s Hold

- Senator for Necropolis: Ianthe, of Raven's Watch

- Senator for Reikos: Balthasar, of the Suns of Couros

The senators of The League

- Senator for Holberg: Stern

- Senator for Sarvos: Alessandra Serafini

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Gant Archama

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Upwold, The Silver Chase: Silas

The senators of the Navarr

- Senator for Hercynia: Ranulf Pridestalker

- Senator for Miaren: Llewellyn Leafstalker

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Probus of Shattered Spire

- Senator for Zenith: Edmundo of Endsmeet

- Senator for Spiral: Tanwyn Ankarien

The senators of Varushka

- Senator for Karsk: Maarit

- Senator for Karov: Irena Arkady

- Senator for Miekarova: Dušan Otecovna Zlata

- Senator for Volodmartz: Juha the Cave Spider

Senator Dušan was revoked by the Imperial Synod but then re-elected to the post; he cannot be revoked again until after the next time the Senatorship would be elected normally.

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Olle Markusson

- Senator for Sermersuaq: Atte

The senator of the Imperial Orcs

- Senator for Skarsind: Irontide Vio

Other Imperial Senate positions

- The Conscience of the Senate is Maximillian of Urizen

- The Dean of the Academy is Faustina Notturno Di Sarvos

- The Advisor on orc affairs is Bloodcrow Ergot

- The Minister of Historical Research is Ioseph of Phoenix Reach

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Ambassador to Asavea is Camilia di Traviciana di Sarvos

- The Ambassador to Jarm is Owsi Twice-burned

- The Ambassador to the Iron Confederacy is Starac Sijed Orzel

- The Ambassador to Faraden is Ricardo di Tassato

- The Ambassador to the Commonwealth: Beatrix Amalia Novarion Zu Holberg

- The Ambassador to the Sumaah Republic: Vera Runova Helgrod

- The Advisor on the Vallorn is Siân Eternal

- The Imperial Consul is Aureliana Perpetua Nicasia Saverio di Sarvos

Commissioners appointed by senators

- The Crystal Architect of the Spires is held by Tiberius Echostorm

- The Imperial Master of Works is Richard Lancaster

- The Civilian Commissioner of The Brass Coast is Carlos I Guerra

- The Civilian Commissioner of Dawn is Morien Stewart

- The Civilian Commissioner of The Marches is Henry Ward

- The Civilian Commissioner of The Imperial Orcs is Bloodcrow Yargol

- The Civilian Commissioner of The League is Lorenzo La Volpe of the Bloody Butchers

- The Civilian Commissioner of Highguard is Rhesa of the Scions of Ravensfell

- The Civilian Commissioner of Navarr is Bron Foxden

- The Civilian Commissioner of Urizen is Juliana of Phoenix Reach

- The Civilian Commissioner of Varushka is Nadya Gremani

- The Civilian Commissioner of Wintermark is Thanmir Whiteraven

Sinecures selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Dredgemaster of Feverwater is Brennyn of Bronwyn's Rest

- The sinecure of the Dean of Pilgrims is vacant

- The sinecure of Custodian of the Starlight Drift is held by Vulpes of Endsmeet

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Glorious Fountain is held by Tatiana of Auric Horizon

- The sinecure of Mayor of Caricomare is held by Aria di Notturno di Sarvos

- The sinecure of Custodian of the Claw is held by Kaylan

- The sinecure of Keeper of the Tower of the Fall is held by Elyssiathain

- The sinecure of Gatekeeper of Falling Snow is Pendraed the Maker

- The sinecure of Master Apothecary is Freya Kreftinar

- The sinecure of Custodian of the Storm Vault is Xanthius Echostorm

- The sinecure of Shepherd of the Great Herd is vacant

- The sinecure of Healer of Dawn is Isabella de Rondell

- The sinecure of Master of the Clearing House is Wilhelmina Aurora Sanguineo

- The sinecure of Steward of the Tassato Mana Exchange is Beatriz Sanguineo Rezia

- The sinecure of Master of the School of Exorcism is vacant

- The sinecure of Shepherd of the Great Herd is Kirrik of the Sunhammers

- The sinecure of Keeper of Aurelie's Garden is vacant

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Elias i Lemora i Erigo of the Fire of the South

- Admiral Edgardo i Ruiloba i Guerra of The Freeborn Storm

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Zoran Orzel of the Golden Sun

- General Lady Clarice Novarion of the Eastern Sky

- General Soldier Akella of the Gryphon's Pride

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Jericho of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Morgur Bloodcrow of the Winter Sun

- General Irontide Skar of the Summer Storm

The Generals of The League

- General Gabriel Barossa of the Wolves of War

- General Dietrich Nieschteri Rezia von Temeschwar of the TowerJacks

The Generals of The Marches

- General Nedry of The Cullachs of The Tusks

- General Will Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General Alusair Farstrider of the Bounders

The Generals of Navarr

- General Ulric Y'Basden of the Black Thorns

- General Brennos Brackensong of the Quiet step

The General of Urizen

- General Nicassia Avicia of Phoenix Reach of the Citadel Guard

The Generals of Varushka

- General Sullik of the Army of the Northern Eagle

- General Magnus Anatolyvich Prochnost of the Army of the Golden Axe

The Generals of Wintermark

- General Volk of the Green Shield Army

- General Erkenbrand of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Barthol de Rondell

- The Quartermaster General of the Imperial Armies is Brendan Brackensong

- The Imperial Fleet Master is Zanferr i Ezmara i Erigo

The Imperial Synod

Ambition

- Cardinal Serrusto Caeli Rezia di Tassato of the League

- Gatekeeper Viviane de Coeurdefer

- Virtue Inquisitor Robin of Swindale

Courage

- Cardinal Levitia of Endsmeet from Urizen

- Gatekeeper Jorma Steelhail of Wintermark

- Virtue Inquisitor Lady Eleanor de Rondell of Dawn

Loyalty

- Cardinal Jared of the Suns of Couros, Highguard

- Gatekeeper Anna-Valeria Cascade of Urizen

- Virtue Inquisitor Julius Cavita of the League

Pride

- Cardinal Ozren de Orzel of Dawn

- Gatekeeper Astrid Fjellrevening Rezia di Tassato of The League

- Virtue Inquisitor Ephreal of Highguard

Prosperity

- Cardinal Ophelia Sanguineo Rezia Di Tassato

- Gatekeeper Wilhemina Maryenkovich Poltova

- Virtue Inquisitor Vauraus Korppitkotka

Vigilance

- Cardinal Irada von Temeschwar, The League

- Gatekeeper Alys of Highguard

- Virtue Inquisitor Martin Orchard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper Githwynn Frythsdottir Tokling

- Virtue Inquisitor Sariel of Highguard

The Way

- Cardinal Atla of the Imperial Orcs

- Conscience of the Senate Maximillian of Urizen

- Virtue Inquisitor Yarrick Ursan of Wintermark

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Auditor of Senatorial Accountability is held by Sargon of Felix's Watch, Highguard

- The post of Imperial Inquisitor is held by Ephron of Adina’s Charge, Highguard

- The post of Custodian of the Imperial War Memorial is held by Ira of Felix's Watch, Highguard

- The post of Imperial Chaplain Consular is held by Hywel Summercrow of Navarr

- The post of Seer of the Gateway is held by Livia of the Spire of the Celestial Cascade

- The post of Voice of Barbs is held by Corey Brackensong

- The post of Curator of the Printer's Guild Museum is held by Taddea Ginori

- The post of Curator of the White City Museum is held by Apollos of Highguard

- The post of Watcher of Britta's Pool is held by Eldeen Wulfssdottir of Wintermark

- The coordinator of the Limitu Principality House of the Way is Lord Marcus Drummond

The Imperial Conclave

Archmagi

- Alcuin Shatterspire is Archmage of Spring

- Solomon is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Syrus Skybreaker is Archmage of Winter

- Mord of Auric Horizon is Archmage of Day

- Pavel is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Catalina i Erigo, of House de Rondell

- Grandmaster of the Order of the Golden Pyramid Faustus

- Grandmaster of the Order of the Rod and Shield Raewynn Stormwise

- Grandmaster of the Order of the Sevenfold Path Zephaniah of Highguard

- Grandmaster of the Order of the Shuttered Lantern Gregor

- Grandmaster of the Order of the Unfettered Mind Kyra of Halcyon Spire

Other Imperial Conclave Positions

- Simargl, "the Empty One" of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Iago Melfizzi of the League serves as Bursar of the Conclave

- Cyrus, son of Felix of Highguard serves as Imperial Magus

- Finn Finnson serves as the Imperial Seer

- Vitore Van Temeschwar serves as the Arcane Architect

- Brother Luke of the Shattered Tower of Highguard serves as Master of Ice and Darkness

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Issebel Vittoria Barossa di Tassato Regario (325 Thrones)

- The Brilliant Star is held by Giacomo Corvinoscuro (451 Thrones)

- The Canterspire Circle is held by Tybalt von Ungeist (385 Thrones)

- The Fortress of Salt is held by Tobias Shanks (495 Thrones)

- The Golden Trees of Seren are held by Thalia of Netherwatch (350 Thrones)

- The Great Forest at Reikos is held by Azazel of Ravensfell (150 Thrones)

- The Great Mine of Briante is held by Vasiliy Krenyenkov Valeskai Strascovich (355 Thrones)

- The Great Pits of Ennerlund are currently in the process of being repaired and are expected to produce their first load of mithril shortly after the Summer Solstice 380YE

- The Heartwood of the Great Vale is held by Landon of Longridge (375 Thrones)

- The Hunt of Alderei the Fair is held by Dagon of Shattered Tower (200 Thrones)

- The Night Quarry is held by Meric Freysson (406 Thrones)

- The Scorrero Nets are held by Kali of the Saker (130 Thrones)

- The Singing Caves are held by Alessandra Vedova del Macellaio (500 Thrones)

- The Sutton Stone Quarries are held by Silvio de Tassato (345 Thrones)

- The Syrene's Wisdom is held by Falko of the Bloody Butchers of Temeschwar ( 155 Thrones)

- The Weirwater Vales are held by Soren il Signo (400 Thrones)

- The Damation Cliffs are held by the Jotun

National Bourse Positions

- The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa

- The Master of the Imperial Mint (League) is Duke Fererro

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Wesk

- The Eternal Shafts of Time (Varushka) are held by Tomasz

- The Granites of Veltsgorsk (Varushka) are held by Vitaly Grigorovich Dukov

- The Brilliant Shore (Imperial Orcs) is held by Gaterender Brik

- The Vigilant Swan (Highguard) is held by Azeal of Cantiarch's Hold

- The Legacy (Urizen) is vacant

- The Stonefield Ice Caves (Wintermark) are held by the Thule

Other Bourse Titles

These titles are appointed through the Bourse, but do not give the holder a Seat on the Imperial Bourse.

- Errol is Bailiff of the Grand Market

- Galleo i Tazriel i Riqueza is Dhomiro of the Cinnabar Hills

- Constanza i Kalamar i Guerra is Mistress of the Glass Parador

- Marat Jaroslav is the Custodian of the Assayer's Guild

- Etseban Izmara I Erigo is the Vizier of the Incarnadine Satchel

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Damian is the Castellan of Spiral Castle

- Flax is the Foreman of the Mines of Gulhule

- Krag is the Bonesetter of Torfast Trading Post

- Wyl Brackensong is the Broker of Treji Wayhouse

- Jan Von Schmied de Temeschwar is the Northbound Trademaster

- Thomas Astwich is the Sheriff of Overton

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks of The Marches

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380YE Summer Solstice Senate sessions

Overview

- Imperial treasury during this season announced by the Civil Service at 1065 thrones and 4 crowns.

Motions

Passed

- Allocate Legacy Awaiting Scrutiny

- Amend Crime of Sorcery II Awaiting Scrutiny

- Amend Powers of Civilian Commissioners Awaiting Scrutiny

- Amend Powers of the Quartermaster General II Awaiting Scrutiny

- Appoint Asavean Ambassador II Awaiting Scrutiny

- Appoint Imperial Consul Awaiting Scrutiny

- Appoint Iron Confederacy Ambassador Awaiting Scrutiny

- Assign Spiral Awaiting Scrutiny

- Construct Axos Embassy

- Construct Cathedral of Courage

- Construct the Imperial Breadbasket

- Construct Sarcophan Delves Embassy Additional Details Awaiting Scrutiny

- Create title of Imperial Censor Awaiting Scrutiny

- Declare peace with Orcs of the Great Forest of Peytaht Awaiting Scrutiny

- Disburse funds for Empress Lisabetta's Celebrations Awaiting Scrutiny

- Disburse funds for Iron Helms III Awaiting Scrutiny

- Enlargement of The Black Thorns

- Raise Wintermark army II Additional Details Awaiting Scrutiny

- Statement of Intent regarding slavery Awaiting Scrutiny

- Statement of Intent regarding the Stalker Awaiting Scrutiny

Failed

- Construct Reinos Spy Network

Withdrawn

Administrative

- Appoint Dean of the Academy

Announcements

Commissions

- Construct the Dour Fens by the Civilian Commissioner of The Marches Awaiting Scrutiny

- Construct Gardens of Morrow by the Civilian Commissioner of Urizen Awaiting Scrutiny

- Construct Gardens of High Chalcis by the Civilian Commissioner of Highguard Awaiting Scrutiny

- Construct General Estana's Repository by the Civilian Commissioner of The Brass Coast Awaiting Scrutiny

- Construct the Skarsind School of Warcasting by the Civilian Commissioner of the Imperial Orcs

- Construct statue of Janon by the Civilian Commissioner of The League

- Construct Trading Post of Karov by the Civilian Commissioner of Varushka

- Construct Valley of Pride by the Civilian Commissioner of Wintermark

Other

- Research Hugh of House Mazare by the Dredgemaster of Feverwater Awaiting Scrutiny

- Research the Lost Art of Crafting by the Minister for Historical Research

There were no announcements by the Arcane Architect, the Crystal Architect, the Advisor on the Vallorn, Quartermaster General of the Imperial Armies or the Minister for Imperial Works.

Caerwyn of the Summer Crows has donated 2 thrones to the Imperial treasury.

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380YE Summer Solstice Speaker's Notes

Question - title for Construct conservatory for the Anvil Hospital motion?

Status of this sinecure is unclear - the destruction of the Spire of Twisting Shadows may have destroyed this sinecure.

Question : how to destroy a enemy spy network?

A: You'll need to find it first.

Question - Possibilities to help the people of Mierkarova survive the dreadful meteorite...? Evacuation of a territory is something the Synod could encourage - a declaration from the General Assembly or appropriate National Assembly could inspire a Wind of Fortune next event to allow more concrete responses (the comet is due to strike some time after Autumn equinox).

Question - How do we operate trade embargoes, as the foreigners do to us?

Senate motion we think, suspect it costs, but how - it may be one of the levers to move other nations from from barbarian to foreigner? Basically... Senate motion, specified as usual, which lowers imperial income in appropriate regions (usually ports), and lowers foreign nation income. It is worth noting that foreign nations can still trade with other foreign nations so the impact will be significant, but not dramatic/catastrophic.

Question - Can the power to choose where to assign the guerdong be assigned to the quartermaster? We are discussing this in great detail. Currently, it would be possible to amend the power of the Quartermaster General to allow them to define who will receive the guerdon down to specific armies, fortifications, or spy networks. Granting them this power is a constitutional motion that would require ratification - because it represents a significant shift in power from the nations to the Imperial authorities.

To give the Senate rather than the military council the power to restrict who gets the guerdon would have greater constitutional implications and might represent an unconstitutional level of influence of the armies of the Empire for the Senate. Constitution court can't reach a decision and may have to adjourn for some time.

It would be easy for them to give someone else the power to set the level of the Guerdon - in general the Senate can give their own powers away (or retrieve them), they can't take the powers off other houses.

Question - What would be the costings for a realmswood garden?

A small permanent garden will need three doses of realmsroot, 3 wains of weirwood, a senate motion, 6 crowns or an "expertnavarri herbalist" perhaps called Brennan Brokenheart and will form a sinecure and imperial title. It will produce five doses per season... only placeable.in Miaren, Hahnmark or Upwold.

Question - Would it be possible to change the election of the master of the mint to be open to all imperial citizens.

Yes, following the rules for re-allocation of a bourse seat..

Senate Friday evening

Balance 1065T, 4C

Address, Empress

Administrative motion: to appoint a Dean of the Academy.

Bc cc - folly callidus

Io cc - mana sinecure

Wm cc - herb sinecure

Hg cc - herb greatwork

U cc - herb great work

Historical research : lost art of crafting of house guildenstern.

Embassy to axos - p:zenith, s:sarvos passed in principle

Marches food great work ! Opportunity - p: bregasland s:upwold passed 400T

Senate Saturday "

Balance 665 thrones and 4 crowns

Marcher cc - mana sinecure

League cc - folly to janon

Spy network in reinos - p: madruga s: therunin - failed

Embassy sarcophan delves - p: mitwold s: kahraman - passed 200 thrones

To appoint a dean of the academy - faustina notturno di sarvos

To raise a wintermark army. P: hahnmark s: skarsind passed

Enslavement of sapient beings is contrary to the defining principles of the empire, our constitutiin andthe way ifvirtue. P; semmersuaq s: tassato passed

To construct a spy network in the lasambrian hills in the territory of Remos p: madruga s: therunin failed

To commission a folly in Temeshswar a statue of of jannonto encourage good relations has no imperial title annnouncement by the league cuvilian commissioner.

To raise a cathedral to courage in astolat to fortify the virtue of the dawnish people against any malign influence and auras. This to be a sinecure to provide votes in the assembly - the dean to be decided by national assembly of dawn. Funding sought by senate to be discussed on the floor. P; weirwater s: semmerholm passed at 25 T.

To commission a sinecure in Mieakarova Varushka, a war memorial "the inn of heroes rest", a white granite war memorial with a small lodging in a busy road with a szena employed to tell tales of the fallen. Announcement, civilian commissioner of varushka.

To amend the role of civilian commissioner to remove the power to build follies.p: kahranman s: feroz

To disbursement funds intended fir the purpose of completing the iron helms army in karsk, varushka. P: karsk s: hahnmark passed 200t

Proposal to increase the size of the navarri army the black thorns to that of a large army. P: tgerunin s: karsk passed 200t

To assign spiral to an imperial nation. P: morrow s: mitwold passed, urizen

To appoint an ambassador to the iron confederacy. P: temeschwar s: holberg passed: spiral

'Commission the construction of a trading post in karov funding + materials provides suggestion of appointment by vote of business ownners' 'check this announcement by the Varushkan civilian commissioner

Keeper of the dour fens, graven, bregasland, marcher senator selection, lifetime appointment, mana sinecure, announcement marcher civilian commissioner

To build an embassy to the Sarcophan Delves, p: mitwold s: therunin passed 200t

Motion appointment of an imperial consul p: hercynia s: miaren

Disbursement of funds to hold a celebration of the crowning of the empress. This will allow the empress to send a message to her people and will act as a symbol of the empire's loyalty and pride. P: tassato s:temeschwar passed 40t 4c

380YE Autumn Equinox Imperial elections [[

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380YE Summer Solstice Synod judgments

Contents

- 1 The Imperial Titles of the Synod

- 1.1 Other Synod-Appointed Titles

- 2 Appointments

- 2.1 Appointment of the Cardinal of Courage

- 2.2 Appointment of the Cardinal of Wisdom

- 2.3 Appointment of the Imperial Inquisitor

- 2.4 Appointment of the Conscience of the Senate

- 2.5 Appointment of the Symposiarch

- 3 Synod Judgments

- 4 Statements of Principle

- 5 Synod Funds

- 6 Visionaries

- 7 Voting Record

The Imperial Titles of the Synod

At the end of the Summer Solstice, 380 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Virtue Inquisitor

Ambition

Serrusto Caeli Rezia di Tassato of the League

Viviane de Coeurdefer of Dawn

Robin of Swindale from the Marches

Courage

Levitia of Urizen

Jorma Steelhail of Wintermark

Lady Eleanor de Rondell of Dawn

Loyalty

Jared of the Suns of Couros, Highguard

Anna-Valeria Cascade of Urizen

Julius Cavita of the League

Pride

Ozren de Orzel of Dawn

Astrid Fjellrevening Rezia di Tassato of The League

Ephrael of Highguard

Prosperity

Ophelia Sanguineo Rezia Di Tassato of The League

Wilhemina Maryenkovich Poltova of Varushka

Vauraus Korppitkotka of Wintermark

Vigilance

Irada von Temeschwar of the League

Alys of Highguard

Martin Orchard of the Marches

Wisdom

Agnetha De Rondell of Dawn

Girthwynn Frythsdottir Tokling of Wintermark

Sariel of Highguard

The Way

Atla of the Imperial Orcs

Maximillian of Urizen

Yarrick Ursan of Wintermark

Other Synod-Appointed Titles

Title

Held By

Appointed By

Renews

High Exorcist

Solas of the Spire of the Waxing Sun, Urizen

Assembly of Nine

Winter Solstice

Auditor of Senatorial Accountability

Sargon of Felix's Watch, Highguard

Assembly of Nine

Until death, revocation or abdication

Imperial Inquisitor

Ephron of Adina’s Charge, Highguard

Assembly of Nine

Summer Solstice

Custodian of the Imperial War Memorial

Ira of Felix's Watch, Highguard

Assembly of Nine

Sinecure; until death, revocation or abdication

Imperial Chaplain Consular

Hywel Summercrow, Navarr

Cardinal of The Way

Spring Equinox

Seer of the Gateway

Livia Cascade of Urizen

Assembly of Nine

Until death, revocation or abdication

Voice of Barbs

Corey Brakensong of Navarr

Navarr National Assembly

Winter Solstice

Curator of the Printer's Guild Museum

Taddea Ginori of the League

Cardinal of Prosperity

Sinecure; until death, revocation or abdication. When a new Cardinal of Prosperity is appointed they may choose to name a replacement.

Curator of the White City Museum

Apollos of Highguard

Highguard National Assembly

Sinecure; until death, revocation or abdication.

Watcher of Britta's Pool

Eldeen Wulfssdottir of Wintermark

Wintermark National Assembly

Sinecure; until death, revocation or abdication.

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Appointment of the Cardinal of Courage

Candidate

Votes Received

Outcome

Levitia of Urizen

112 votes

Appointed as Cardinal

Jorma Steelhail of Wintermark

46 votes

Nina of Highguard

28 votes

Cardinal Levitia retained Jorma Steelhail of Wintermark as Gatekeeper

-

-

Cardinal Levitia retained Lady Eleanor de Rondell of Dawn as
Virtue Inquisitor

-

-

Appointment of the Cardinal of Wisdom

Candidate

Votes Received

Outcome

Agnetha De Rondell of Dawn

68 votes

Appointed as Cardinal

Palladius of Urizen

10 votes

-

Cardinal Agnetha retained Girthwynn Frythsdottir Tokling of Wintermark as Gatekeeper

-

-

Cardinal Agnetha retained Sariel of Highguard as
Virtue Inquisitor

-

-

Appointment of the Imperial Inquisitor

Candidate

Votes Received

Outcome

Ephron of Adina’s Charge from Highguard

4 votes

Appointed as the
Imperial Inquisitor

Martin Orchard of the Marches

1 vote

-

Yarrick Ursan of Wintermark

1 vote

-

Vauraus Korppitkotka of Wintermark

1 vote

-

Sariel of the Shattered Tower from Highguard

1 vote

-

Appointment of the Conscience of the Senate

Cardinal Atla appointed Maxamillian of Urizen as Conscience of the Senate following the death of Rawk. The Civil Service is not aware of any other potential candidates.

Appointment of the Symposiarch

The Assembly of Nine appointed Edward Watcher of the Marches to be the Symposiarch. The Civil Service is not aware of any other potential candidates.

Synod Judgments

At the Summit, the following judgments were made by the Assemblies of the Synod:

Number

Assembly

Judgment

Raised By

Outcome

1

General

The General Assembly supports the holding of a Symposium at the Autumn Equinox 380YE, for the priests of the Synod and any guests the assemblies choose to invite to speak and debate matters of Virtue, Doctrine and spiritual ontology.

The Civil Service

Upheld 956 - 10

This relates to the
Symposium
wind of fortune.

2

Courage

Appointment of the Cardinal

The Civil Service

Levitia of Urizen was appointed

3

Wisdom

Appointment of the Cardinal

The Civil Service

Agnetha De Rondell was reappointed

4

Nine

Appointment of the Imperial Inquisitor

The Civil Service

Ephron of Highguard was appointed

5

General

Rewarding of 5 Thrones for the purchase of liao and other accoutrements for use of the Seer of the Gateway's duties. As a power of the Seer of the Gateway this Judgement passes without a vote.

Livia Cascade

Upheld automatically

8

Courage

The Inquisition of Senator of Kahraman: Maher i Zaydan i Riqueza and Senator for Madruga: Anwar i Del-Toro i Riqueza for the aiding and abetting of the construction of the heathen Asavean idols. To be held at House De Rondell at 1:30pm

Eleanor De Rondell

Upheld 174 - 0

9

Prosperity

It has been brought to my attention that Achilles of Damakan’s Forge demonstrated signs of being an Exemplar of Prosperity. I propose to call him to Inquisition to determine the Truth of this.

Vauraus Korppitkotka

Upheld 122 - 22

10

Nine

Condemnation of Romeo Des Sarvos for distributing the heretical document "The True Way" which preaches heresy against The Doctrine of Seven and blasphemy against Ambition, Wisdom and Vigilance.

Ophelia

Upheld 5 - 0

11

Pride

Inquisition. Horsa of Wintermark was revoked on accusations of dereliction of duty. I wish to summon him to an inquisition to establish the truth of the matter at 8pm Saturday of the summer summit 380YE at the Hub.

Ephrael

Upheld 92 - 0

12

General

The Chaplain Consular exercises his power of rewarding to reward Hywel Summercrow to undertake the tasks of his offices, to the value of five Thrones.

Hywel Summercrow

Upheld automatically

13

Vigilance

The revocation of Irada von Temeschwar, Cardinal of Vigilance.

Tormund

Not Upheld 112 - 162

15

General

Rewarding. Tabor the Fool requests 5 Thrones from the Virtue fund with which to purchase mana and liao to continue investigations into the fate of the soul on becoming a herald or eternal.

Tabor the Fool

Upheld 623 - 111

16

The Way

Inquisition. The assembly calls Brother Abraham of the Constitutional Court to answer questions regarding the constitutionality of Synod Judgement 36 (of the Spring Equinox 380YE) at a time before the end of the Summer Solstice convenient for all parties.

Lucifaro Figlio del Mattino

Upheld 103 - 0

The public record of the Synod records the wording of Judgement 36 of the Spring Equinox 380YE "At present Imperial Orc Preachers cannot join a Virtue Assembly due to being unable to be dedicated. This should change to allow them to join a Virtue Assembly based on a testimony. It would be virtuous for the Senate to change the law to allow this."

19

General

Excommunication of the Synod of the Sumaah Republic for the practice of False Virtues. Dogmatism used for politicians to defend ignorance of the world and narrow, flawed understanding of The Way of Virtue. Cowardice in refusing the request of Imperial Orc preachers to send a delegation to meet them, fearful that this would shatter their prejudices against these virtuous Imperial citizens.

Dietrich Elias der Holburghan

Not upheld 120 - 589 Greater Majority was not achieved.

20

The Way

Inquisition of some guy in a blue shirt and black vest identified by Arkat Ishatha for being dedicated to a false virtue and who would not provide a name.

Wyn of Exile's End

Upheld 125 - 0

22

Loyalty

Inquisition of Asenath of Felix's Watch regarding her virtuous actions. To be held at 1pm at the Suns of Couros tent, Highguard.

Sister Meredith

Upheld 92 - 0

23

The Way

Escalation of Judgement 20. Condemnation of the Imperial Citizen of Reikos who gave the name of "Lisabetta" when questioned. For heresy, claiming there are not 7 virtues, but only one truth and for being unrepentant when questioned. When brought to inquisition he was under a dedication of fear, this was removed before the start of the inquisition.

Wyn

Upheld 139 - 0

24

General

Rewarding. A judgement to award the Marches the sum of the Virtue Fund to contribute towards The Great Works of "The Imperial Bread Basket" this would be in recognition of The Loyalty shown by the Marcher farmers to the Empire by the continued supply towards the Imperial armies despite hardship of curses and poor harvest. For more information please contact Robert Hawcombe, priest of Loyalty, or any Marcher Senator.

Robert Hawcombe

Not upheld 226 - 349

26

Pride

This calls Gerard de Lusignan to Inquisition at 4pm Saturday in the spoke tent (formerly known as Hub Two).

Lady Josephine Novarion

Upheld 72 - 0

28

Pride

Escalation of Judgement 26. Condemnation of Gerard De Lusignan for idolatry and blasphemy.

Lady Josephine Novarion

Upheld 90 - 0

32

General

Rewarding. To Give Bonewall Cole the sum of two Thrones in order to buy supplies for investigation of the orcish soul, working with the New Scions of Atun.

Bonewall Cole

Upheld 378 - 80

34

General

Recognition. To recognise Thorn, one of the founders of the Navarr nation, as an Exemplar of Ambition. In his Ambition to combat the Vallorn, he displayed the following signs of the Exemplar. Legacy: The spring ritual of Dance of Navarr and Thorn, which protects the Empire still. Inspiration: The Navarr nation follows this example to this day. Benevolence: This sacrifice protected and benefited the nations that became the Empire. Pilgrimage: Thorn (alongside Navarr) were the first to walk the Trods.

Elowen of Exile's End

Upheld 484 - 40

This judgement is an escalation of Judgement 50 from the Spring Equinox 380YE raised by Madog of Exile's End before the Ambition Assembly. The Civil Service acknowledges the letter provided by Elowen that confirmed Madog's request for the Judgement to be escalated on his behalf.

36

Wisdom

Inquisition regarding the actions of Andreas Grimani involving Cathan Canae and Eleonaris. Inquisition to be held on Sunday of the Summer Solstice at 1:30pm in the House Orzel tent in Dawn.

Sariel

Upheld 70 - 0

44

General

Rewarding of 20 Thrones from the Virtue Fund for labour and resource purchased to build a temple of the Way in Asavea to bring truth and counsel to followers there.

Vitor di Mestra

Withdrawn by raising priest 297 - 200

Judgement was withdrawn by the raising priest following confirmation of the theft from the Imperial Hub including the 45 Thrones raised for the Virtue Fund by the sale of the True Liao dose at the public auction.

45

General

Inquisition. The Chaplain Consular exercises his power to call an Imperial Ambassador, to call Lukash Biessek von Temeschwar to answer questions relating to the provision of military aid provided by the Iron Confederacy during recent military operations in Sarvos. To occur at 20:45 on Saturday of the Summer Solstice 380YE.

Hywel Summercrow

Upheld automatically.

Judgement 49 is left blank in respect of the unrecorded names of those who sacrifice themselves in the defence of the Empire. May their Virtue speed them through the Labyrinth.

52

General

Rewarding of 20 Thrones towards the building of Courage Cathedral in Astolat, Dawn. This Cathedral is much needed because the prevalent malign aura which is endangering the Virtues of our nation. This is a matter of great emergency. For the Glory of the Empire.

Gawaine de Orzel

Withdrawn by raising priest 398 - 84

Judgement was withdrawn by the raising priest following confirmation of the theft from the Imperial Hub including the 45 Thrones raised for the Virtue Fund by the sale of the True Liao dose at the public auction.

53

General

To grant 30 Thrones from the Virtue Fund towards the Empire-Wide coronation celebrations. The bulk of the costs are being met by private donations but we believe this endeavour should be supported by the Synod also. It will lead to lasting benefits for our Empire

Astrid Fjellrevening Rezia di Tassato

Upheld 480 - 70

This relates to the
Raise a glass
wind of fortune.

Statements of Principle

The Imperial Synod made the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

6

Navarr

The Navarr National Assembly recognises the sacrifice needed by our armies to retake Liathaven and the Pride retaking Liathaven will bring to the nation. We urge the entire nation to unite behind our generals and ensure the fight is as swiftly as possible taken to the Jotun barbarians. Those who sacrificed their lives at Alwin's Stand and places unremembered must be honoured and we praise the Loyalty of Navarri who have the Courage to fight alongside the Black Thorns and the Quiet Step

Corey Brackensong

Upheld 74 - 0

This relates to
A banner of Thorns
wind of fortune.

7

Imperial Orc

The Imperial Orcs lack a name as a nation, while we are proud citizens of the Empire and our current name would imply this, we should follow the Ambition that has driven us to find our homeland and further establish ourselves in the world by creating a name for our tribe.

Skywise Gralka

Upheld 48 - 10

14

Brass Coast

The citizens of Feroz should remain calm and be mindful of the virtues in this time of discord within their region. Citizens should pay particular attention to the virtues of Loyalty and Wisdom to avoid being led astray by outside influence. Duke Ferrero will travel to the region with 50 liao to administer auras to reinforce the region's Loyalty.

Soratio

Upheld 74 - 10

This relates to the
Temple of the bull
wind of fortune.

17

Wintermark

The Wintermark Assembly recognises Viekko of Sigehold as the voice of the National Assembly of Stormcrows.

Ylmiska Ferbow

Upheld 119 - 0

18

Varushka

Amris wishes to repopulate his old vale with the disposed and refugees of Varushka with nowhere else to go and name it The Vale of Lost Souls.

Amris Johan Merikovich

Upheld 122 - 0

21

General

We the Printer's Guild have cast out Guillemo De Tassato; his loyalties to the League and to the Empire have been severed. He is a thief, Oathbreaker and Heretic and will be brought to justice by the magistrates. The Printer's Guild supports all actions that will bring him to account, and we request the Synod to aid us in this. We the Printer's Guild believe that he is wholly without Virtue and unanimously and unequivocally cast him out.

Irada von Temeschwar

Upheld 530 - 47

25

Highguard

Gravus of the Shattered Tower volunteers to venture inside Reikos to spread a message of Isolationism against the forces of the Spring Eternal Llofir. This will require 25 liao.

Gravus

Upheld 136 - 20

This relates to the
A question of provenance
wind of fortune.

27

Varushka

Call upon the Militia and Magistrates to investigate the Vale of Winter's Heart regarding their alleged collaboration with the Thule during their occupation of Karsk and other subsequent crimes.

Nikolovich Drakov

Upheld 116 - 0

29

Prosperity

The Assembly of Prosperity support the expansion of trade with the merchants of the Faraden throughout the Empire by the establishment of trading enclaves within the Empire.

Mazo i Zabala i Erigo

Upheld 90 - 20

31

League

We are informed that the Grendel follow Virtues and The Way. Despite our state of war, we therefore extend our invitation to priests and religious thinkers of the Grendel to attend the Synod's Symposium so that we may engage in comparative theology between our two ways of beliefs.

Isaac Carlino di Sarvos

Upheld 96 - 20

This relates to the
Symposium
wind of fortune.

33

Urizen

We, the Urizen National Assembly, would welcome our cousins from Axos in sending a delegation to discuss matters of religion at the forthcoming Symposium.

Belisarius

Upheld 92 - 0

35

General

The Assembly of Pride believes that Imperial citizens travelling to Faraden should seek the counsel of priests of Pride and where possible, auras of Pride. This should encourage Pride in their Faith and traditions, safeguarding their souls against those who seek to mislead them.

Rane Jorunsdottir

Upheld 614 - 67

37

Highguard

The human soul of Gillian, daughter of Gilliad, is welcome within the Empire. If Gillian renounces her spring heritage and rejoins the Nation of Highguard then she may continue to reside in Tamarbode.

Yael of Felix's Watch

Upheld 206 - 54

38

Wisdom

This Assembly invites the Day Eternal Roshanwe to the Symposium to be held at the Autumn 380YE summit.

Livia Cascade

Upheld 98 - 0

This relates to the
Symposium
wind of fortune.

39

General

The enslavement of sapient beings is contrary to the defining principles of the Empire, our Constitution and The Way of Virtue.

Hywel Summercrow

Upheld 732 - 15

40

Urizen

The Urizen National Assembly appoints Anna-Valeria Cascade to visit the spires of Zenith to create spaces of spiritual solace using virtuous auras for each spire and to teach Lucidian techniques for withstanding the effects of malign auras. I will collect liao for this purpose.

Anna-Valeria Cascade

Upheld 60 - 0

41

Nine

At the behest of the Symposiarch, the Symposium be delayed until Winter 380YE

Serrusto

Upheld 8 - 0

This relates to the
Symposium
wind of fortune.

42

Pride

We of the Pride Assembly encourage citizens of Reikos to share verbally what each one of them holds of their history. We further encourage them to make written copies of these and take them to museums, shrines, temples and churches, so that it is preserved for pilgrims to come.

Azekah

Upheld 92 - 0

43

Courage

The Assembly of Courage would like to recognise the Courage of Asenath in battle that she displayed this spring. With clarity of pure Courage she charged the Grendel besides generals, although she herself is a magister. She struck down the first Grendel and made another flee from her Courageous display of bravery. When the battle turned, she inspired others to Courage rallying them to the fallen Grimaldi family. Seeing the Tangled Thorns and Suns of Couros fallen, her Courage gave her the clarity of purpose to reach them and bring their bodies, living or dead, back to the Sentinel Gate. Asenath remains Courageous in retelling her tale, in sharing the image of loyalty of the dying Suns of Couros and Tangled Thorns, and inspiring a beautiful poignant work of art to capture her clear vision of the experience.

Nira of Cantiarch's Hold

Upheld 68 - 0

46

Nine

The "Temple of the Bull" in Oran is an idolatrous affront to The Way and threatening to seduce Imperial Souls into iniquity. To assist in its construction is to engage in, assist in spreading, and endorse idolatry. I will go to Oran to dissuade the people from this sin.

Agnetha De Rondell

Upheld 6 - 0

This relates to the
Temple of the bull
wind of fortune.

47

Nine

At the Symposium, some sessions should be open to all including the laity where discussion should be kept within normal religious laws. Others should be closed to all but Synod members and their invited guests where normally prohibited theories may be discussed.

Ozren de Orzel

Upheld 6 - 0

This relates to the
Symposium
wind of fortune.

48

Prosperity

The Synod would like to invite Prince Turnin of the Principalities of Jarm to speak at and attend the Symposium of The Way at the Winter Summit 380YE. He or his represenatives would be welcome to speak on an issue of their choice relating to The Way.

Marcus Drummond

Upheld 80 - 18

This relates to the
Symposium
wind of fortune.

50

Wintermark

The national assembly supports the creation of a third Wintermark army devoted to the Skarsind tradition of the roving army.

Ingrid

Upheld 97 - 0

51

General

I, Jared of the Suns of Couros and Cardinal of Loyalty, go with 100 liao to bring word of the return of the First Empress and of The Land Without Tears to the entire Empire. Rejoice all virtuous faithful for the Soul of the First Empress has chosen to return from Beyond the Labyrinth of Ages and now resides reborn within Sister Yael of Felix's Watch. All should pay heed to Yael's vision of The Land Without Tears - the place beyond the Labyrinth to which all Paragon Spirits ascend - and know that she has returned to aid our understanding of The Way of Virtue in this life.

Jared

Upheld 526 - 128

This relates to the
Rebirth in Reikos
wind of fortune.

54

General

The Synod of The Way would welcome representatives of Sumaah at their upcoming Symposium.

Atla

Upheld 556 - 0

This relates to the
Symposium
wind of fortune.

55

Marches

Deidra of Overton, Teacher of Marshcut, Bregasland, has left the Way of Virtue by teaching paranoia instead of true Vigilance of taking good measures of avoiding reasonable harm, and by subverting the Loyalty of the children of Marshcut, and by having a narrow understanding of Courage, restricting it to fighting the Jotun. She should repent and return to Doctrine; or give up her position of responsibility as teacher and friar.

James Appleseeder

Upheld 40 - 0

56

Brass Coast

We the Freeborn assembly recognise the inhabitants of the Isle of Zemress as descendants of the three tribes, and recognise their right to citizenship of the Brass Coast

Immeldar i Ezmara i Erigo

Upheld 48 - 0

57

Imperial Orcs

The Imperial Orc National Assembly invites Blutsauger Wargan of the College De Gemeinsamwohlpaladine, or his chosen representative, to represent the Commonwealth and discuss philosophy at the Symposium.

Bonewall Rek

Upheld 38 - 0

This relates to the
Symposium
wind of fortune.

58

Brass Coast

The Brass Coast assembly wishes to invite representatives of the priests of Faraden to attend the Symposium

Danita i Riqueza

Upheld 56 - 0

This relates to the
Symposium
wind of fortune.

The Imperial Synod did not make the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

30

General

When the Senate agreed to the construction of the Temple of the Bull in Feroz, this was under the understanding that the Asaveans do not preach their false faith and idolatry. This agreement has already been broken. The Empire cannot legally prevent citizens entering the Temple. The General Assembly supports Jorma Steelhail to ensure the destruction of that heathen building. Our conviction to The Way is boundless and we will not suffer heresy, blasphemy and idolatry.

Jorma Steelhail

Not upheld 327 - 421

This relates to the
Temple of the bull
wind of fortune.

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

43 Thrones / 5 Crowns / 7 Rings

Income

0

The sale of the True Liao dose was for 45 Thrones, however the money raised in the public auction was subsequently stolen from the Imperial Hub.

Rewards

5 Thrones

Rewarding made to Livia Cascade, Seer of the Gateway.

5 Thrones

Rewarding made to Hywel Summercrow, the Imperial Chaplain Consular.

5 Thrones

Rewarding made to Tabor the Fool

2 Thrones

Rewarding made to Bonewall Cole

26 Thrones/5 Crowns/ 7 Rings

Rewarding made to Astrid Fjellrevening Rezia di Tassato for Empress Lisabetta's coronation fund.

Closing Value

0 Thrones / 0 Crowns / 0 Rings

Visionaries

The following individuals received visions of their past lives:

- Cardinal Jared of the Suns of Couros, Highguard

- General Jericho, Highguard

- Elka Gremani, Varushka

- Antonio di Sarvos, the League

Voting Record

For this summit the Civil Service attempted to track which priests in the Synod cast at least one vote on a judgment. This is to intended to aid analysis on what proportion of members of the Synod do not vote on judgments. The Civil Service cannot guarantee the precise accuracy of these records, or that similar information will be available for any future summits.

At the start of the Summer Solstice 380YE the voting total of the General Assembly was calculated to be 1552 with 131 priests.

The final voting total of the General Assembly was calculated to be 1818 with 156 priests.

At the end of the Summer Solstice 380YE the voting strength of the Virtue and national assemblies were estimated to be:

Virtue Assembly

Voting Strength

Voted

Could Vote

Percentage

Ambition

148

10

13

77%

Courage

216

13

15

87%

Loyalty

324

24

27

89%

Pride

132

11

13

85%

Prosperity

190

15

17

88%

Vigilance

343

23

27

85%

Wisdom

206

12

19

63%

The Way

259

22

25

88%

General

1818

130

156

83%

National Assembly

Voting Strength

Voted

Could Vote

Percentage

Brass Coast

84

7

7

100%

Dawn

184

14

17

82%

Highguard

472

26

31

84%

Imperial Orcs

58

5

5

100%

Navarr

129

12

14

86%

The League

184

13

16

81%

The Marches

92

9

9

100%

Urizen

112

9

11

82%

Varushka

214

17

19

89%

Wintermark

289

18

27

67%

General

1818

130

156

83%

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380YE Summer Solstice winds of fortune

Contents

- 1 Overview

- 1.1 A Banner of Thorns

- 1.2 Blackest Night

- 1.3 O Rose Thou Art Sick

- 1.4 The Other Empress

- 1.5 The Prime Colour of the World

- 1.6 A Question of Provenance

- 1.7 Raise A Glass

- 1.8 Rebirth in Reikos

- 1.9 A Season of Mushrooms

- 1.10 Small Things and Large

- 1.11 Spreading the Word

- 1.12 Sorrow and Death

- 1.13 Symposium

- 1.14 Temple of the Bull

- 1.15 The Twentieth Empress

- 2 Ongoing Events and Resolutions

- 2.1 Golden Trumpets

- 2.2 The Icy Crag of the Eternal Sun

- 2.3 Fog on the Brine

- 2.4 Veils of Night

Overview

Over the past three months, several events have occurred which are of significance to the Empire and may require a response from her champions. You can also read about the progress of the Empire's military campaigns here.

In each case. we've tried to tag the Winds of Fortune entry with the nations, or political bodies, to which it is most relevant. We've done this to help people who are interested only in events that are especially relevant to them. In no way are these tags intended to be exhaustive; the Empire is a complex place and very little happens in isolation.

As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of Fortune is to maintain the illusion of the Empire as a living, breathing place where things happen - and to make players aware of things their characters 'should' know based on what their roleplaying says they have been doing for the past three months.

Many winds of fortune open with a short section of in-character text. In all cases, these pieces are intended to help create an atmosphere and provide a little entertainment. Where they contain opinions, those are the opinions of the fictional people depicted - and where they contain information or rumours the assumption is that the reader will create their own context for that information or gossip. They're mostly just a bit of fun and they tend not to contain anything vital to the understanding of the wind of Fortune.

Without further ado then.

A Banner of Thorns

- Navarr

The Black Thorns are in Liathaven, fighting to reclaim the Navarr territory from the Jotun. Their presence suggests certain opportunities for the Navarr, and perhaps for the Empire. You can learn about them here.

Blackest Night

- Imperial Conclave; Varushka; inhabitants of Skarsind, Holberg, Necropolis, Bregasland, and Segura

The nameless red star is getting larger in a deeply worrisome fashion. The Phoenix has faded so badly it is starting to get difficult to remember quite why it was so important; and over Skarsind, Holberg, Bregasland, Segura and Necropolis the stars are going out ... You can learn about these three peculiar celestial phenomena here.

O Rose Thou Art Sick

- Inhabitants of Astolat, Casinea, Tassato, Redoubt

Curses. If you are an inhabitant of Astolat (especially one with a military unit), Tassato (especially a magician), Casinea (especially a farmer), or Redoubt (especially the owner of a massive castle), you probably ought to read this page.

The Other Empress

- the League, Highguard, Imperial Senate

When the Grendel launched their cowardly sneak attack on Sarvos, they looted many priceless treasures. One of their targets was the tomb of Empress Giselle at the Alvetti estates. They robbed the tomb, but the true prize - the body and personal effects of the Empress - were saved by Imperial heroes. Now, on the eve of the coronation of the twentieth Throne, a decision needs to be made about where the sixteenth will be laid to rest. You can learn more about this situation here.

The Prime Colour of the World

- Everyone in the Empire, especially briars and people from Holberg

The Hallow of the Green World has been raised over the Empire by the Sherard Hunters of Wintermark. Its touch is felt through all ten nations, but it has had a particularly profound effect on Holberg. You can learn about it here.

A Question of Provenance

- Imperial Synod, Highguard, Imperial Conclave

In addition to everything else going on in Reikos, decisions about how to deal with the more esoteric plants and fungi growing in the territory need to be made. The onus falls on the Imperial Synod, and you can learn more about the situation here. You can also learn about the general situation in Reikos here, and about the influence of Golan and Yael here.

Raise A Glass

- Imperial Senate, Throne

Traditionally, the coronation of an Empress is followed by Empire-wide celebrations. For many citizens, the most important part of those celebrations are the massive parties held throughout the nations - parties which need to be paid for. But for the more politically savvy, the most significant part of those celebrations is the Throne's celebratory message - the first formal address to the people of the Empire that often sets the tenor of their reign. You can learn more about these celebrations here.

Rebirth in Reikos

- Imperial Synod, Highguard

Yael and Brother Jared come to Reikos to counter the teachings of the heretic Golan, and to speak of the Land Without Tears. Their arrival coincides with what some are hailing as a miracle that potentially has profound implications for the Imperial Synod. You can learn more about this event here. You can learn more about the situation in Reikos here, and here.

A Season of Mushrooms

- Highguard

A wave of transformation is sweeping across Reikos as the eternal Llofir is unleashed. You can learn about some of the extremely peculiar goings on in Reikos this season here. You can learn more about related incidents here and here.

Small Things and Large

- the Marches

After the failure of the Autumn harvest, after the defeat in the Mournwold ... the Spring planting fails as well. The situation is grim in the Marches, but sometimes it is when you are tested the most that your true mettle becomes clear. You can learn about the curses - and opportunities - available to the Marches here.

Spreading the Word

- Imperial Synod, Torchbearers, historians and scholars

A team of Torchbearers led by Livia Cascade, the Seer of the Gateway, has spent the time since the death of the Empress Britta recording accounts of past-life visions witnessed by citizens of the Empire. Recently, these accounts have been published across the Empire for the first time by a publishing-house in Redoubt named the Spider's Vantage Spire. You can learn about these publications here.

Sorrow and Death

- Urizen

The spires of Zenith are in significant danger from two supernatural threats. A former warmage and guest of the Spire of Twisting Shadows - Nazares by name - is binding the spirits of Winter into the corpses of the newely dead as part of a deranged "crusade" that appears to require the "recruitment" of every human on orc in the territory. at the same time, a pall of unendurable sorrow spreads slowly from the ruins of the devastated Spire ... with potentially disastrous consequences. You can learn more about the situation in Zenith here.

Symposium

- Imperial Synod

The question of whether to hold a Symposium has been laid before the Imperial Synod. More than just a meeting, a Symposium could be an opportunity to freely and openly address questions of concern for the faithful, or a chance to reaffirm the orthodoxy of the Imperial Way; it could be a chance to learn more about heathen faiths, or a gathering of like-minded individuals wishing to forge stronger bonds in the face of heterodoxy and heresy. Assuming it takes place at all - and you can learn more about what that might mean here.

Temple of the Bull

- Imperial Synod, Brass Coast

The Imperial Senate has given permission for the Asavean priests of Balo of the Foam and the Black Bull to build a temple in the Empire. Construction is underway, and now the Asaveans wait with interest to see if the Synod will accept their invitation to build a temple in Nemoria. You can learn about this - and about certain opportunities of dubious legality available to the Synod - here.

The Twentieth Empress

- Everyone

There is a new Throne! Empress Lisabetta Giacomi von Holberg was appointed during the Spring Equinox, and will be formally crowned during the Summer Solstice. You can learn more about her, about the Throne, and about the upcoming coronation here.

Ongoing Events and Resolutions

Golden Trumpets

- Imperial Conclave

The eternal Meraud's challenge to the magicians of the Empire (which you can read about here) has ended. The Summer Magician is expected to announce the victor, and deliver the promised boon - a powerful magical staff - during the Summer Solstice. There is also talk of an "enchantment on the Imperial regio" but the details of quite what that will entail are unclear.

The Icy Crag of the Eternal Sun

- Imperial Conclave

Work on The Icy Crag of the Eternal Sun, the Summer college built near Volchitrava in Miekarova has been completed. Infused with the power of the eternal Cathan Canae, who serves as its patron, it has already begun recruiting theorists, scholars, and students from across the Empire. The first Master of Ice and Darkness will almost certainly be selected during the coming summit - any Imperial citizen can present a Declaration of Candidacy to the Imperial Conclave in an attempt to secure the position.

Fog on the Brine

- Brass Coast, Highguard, the League, Urizen, Fleet owners

The eerie fog that clings to the waters of the northern Bay of Catazar persists - save in Sarvos where it has been seared away by potent Day magic.

Veils of Night

- Brass Coast, Urizen, the League

The night skies above Madruga, Zenith, and Tassato have continued to appear strange for the last three months. Magicians agree that this is caused by Drawing the Penumbral Veil. Shortly before the Summer Solstice, however, the eerie effect of the shrouds over Madruga and Zenith begin to fade, with several nights of normal skies until eventually the shrouds have disappeared entirely. The shroud over Tassato persists - for the moment at least.

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380YE Summer Solstice winds of war

Contents

- 1 Overview

- 2 The Conquest of the Barrens

- 2.1 Game Information: The Barrens

- 3 The Defiance of Sarvos

- 3.1 Game Information: Sarvos

- 4 The Maledictions of Spiral

- 4.1 Game Information: Spiral

- 5 The Crucible of Kahraman

- 5.1 Game Information: Kahraman

- 6 The Heralds of Mourning

- 6.1 Game Information

- 7 The Blood of Liathaven

- 7.1 Game Information: Liathaven

- 8 Five Colours

- 8.1 Green (Reikos)

- 8.1.1 Game Information : Reikos

- 8.2 Blue (Kallavesa)

- 8.2.1 Game Information : Kallavesa

- 8.3 Black (Karsk and Weirwater)

- 8.3.1 Game Information: Weirwater

- 8.4 White (Necropolis)

- 8.4.1 Game Information: Necropolis

- 8.5 Red (Segura)

- 8.5.1 Game Information : Segura

Overview

As Spring turns to Summer, the Empire is engaged in brutal warfare on multiple fronts. In the west, Jotun and Imperial forces clash in Kharaman, Liathaven, Kallavesa, and of course the Mourn. In the east, the war for the Barrens rages while the Empire struggles to drive the Grendel out of Spiral. In the south, humans and orcs clash in an attempt to secure the liberation of Sarvos. And these are only the most prominent theaters of war. With a new Empress on the throne, there will be little time for celebration as the machinery of conflict continues to grind humans and orcs alike into food for the crows.

The Conquest of the Barrens

The Golden Sun keep their banners flying over Dawnguard, and the Golden Axe fight beside them. The Towerjacks are gone, and in their place marches the reborn Gryphon's Pride at last. Five thousand Dawnish men and women in polished armour, marching under snapping pennants bearing the image of gryphons, a grand profusion of leonine-aquiline beasts rampant, couchant, raring for the chance to lay to rest the tattered spectre of the past. To finally, with the full sanction of the Empire, bring the Barrens under Imperial domination. The glorious core of the army is supported by several cadres of questing knights, each with a wealth of practical experience of the Barrens and its savage inhabitants, and by grim-faced knights-errant ready to risk all for the chance to catch the eye of a noble house.

Supported by the garrison of the Towers of Dawn, the Imperial host launches a series of crushing strikes against the orc outposts around Dryhaven. The Golden Sun fight defensively, ensuring the heaviest-armoured and best-shielded troops take the van, slowly grinding their way across the territory toward victory. The ironbound Golden Axe keep pace with them, demonstrating the adaptability and pragmatism that make them rightly feared. Between them, the Gryphon's Pride methodically ensure that not one inch of Dawnish land remains in the hands of barbarian orcs.

The free orcs of the Barrens stand firm, at first. Scouts bring scattered reports of magical defences - potent nexi of Spring and Night magic scattered across the wild places of the Barrens, roused to support the savages. From dripping fen and forest fastness, the orcs fight with savage vigour, inspired by the defensive enchantments.

This is not the only sorcery at work in the Barrens. For another season, the red waters flow in rivers, streams, marshes, and in the shallow bitter sea. Wounds fester. The arts of the physick, the apothecary, and the witch are tested; it is a challenge to keep the injured alive even with the many resources at their disposal. When the rain falls, it tastes of copper and despair. Yet the blight harms the orcs more than it does the humans: the Imperial generals have planned their strategy carefully. Their advance is slow, but it minimizes casualties in the face of the baleful sorcery at work in the Barrens.

The orcs are overmatched. Despite the potence of their magical defences, they are slowly pushed back. The gains they made in Dawnguard over the last year are lost, the households fallen under their yoke liberated, and the remaining nobles and yeomen free to join the battle. By the Summer Solstice, Dawnguard is free, again, of orc influence.

Overmatched... but not overrun. The Imperial armies continue to push, but their slow advance leaves little opportunity to gain new territory. They begin to slowly force the orcs out of the Carmine Fields, but the barbarians do not yield easily. Those who battle under the banner of the Black Wind seem particularly hard to unseat, especially once the battle presses beyond the borders of Dawnguard. It is as if a new passion ignites in them when they fight to defend the Carmine Fields. As a consequence, the Empire makes only slight inroads - perhaps a handful of villages captured, their population fleeing before the steel-and-mithril of Dawn and the iron-and-fire of Varushka.

By season's end, the warhost of the Empire has recaptured Dawnguard, and established several well-supported outposts along the northern borders of the Carmine Fields.

It seems the conquest of the Barrens has finally begun.

Game Information: The Barrens

The Dawnish are now uncontested in their control of Dawnguard. The Empire has made minimal gains in the Carmine Fields, which remain firmly under Barrens orc control.

The Defiance of Sarvos

The fog that has shrouded the Bay of Catazar for the last year or so fades... and almost immediately is replaced with a new fog. Those who saw this eerie mist arrive during the Spring Equinox whisper that it did not rise from the sea at all, but rather seemed to drift down from the sky like a cloak of falling clouds. Thick as Marcher broth, it swirls and surges through the streets of Sarvos, and spreads its pale fingers across Uccelini and Bocche and southern Riposi. It spreads like spilled milk along the swollen Gancio to Foracci and settles across the roofs of Rodez and Trivento and Orphan's Haven as gently as it falls on the jewelled towers of the City.

Within the peculiar haze, sound carries strangely - sometimes muffled, sometimes amplified. It brings strange dreams. Visibility becomes... muddled. It is difficult to tell the difference between orc and human at distances of more than a handful of yards. It is easy to get lost, even for people who have lived in Sarvos their entire lives. How much easier it is, though, for those who do not know the city?

At the same time, news comes from Anvil that the Mayor of Caricomare and the League Assembly have urged the people of Sarvos to rise up against the Grendel. The word travels fast, and it catches the spirits of the League citizens like sparks in dry kindling. It is not clear who strikes first - the fog makes it impossible to be sure. Did the Grendel send their thuggish enforcers to break up a meeting of angry citizens? Did a gang of furious bravos jump an orc patrol after one attempted intimidation too many? It hardly matters. The flame of rebellion ignites across the city, sweeping through the streets like wildfire from shore to shore, from the docks to the towers, from the poorest alleys to the wide avenues around the Diora University.

The Grendel have the advantage of overwhelming numbers... yet the conflict is by no means one-sided. The locals have the advantage of knowing the city, and knowing that they are battling not only for their homes and their wealth but for their Pride. The fighting is savage, vicious, utterly without honour or glory or mercy. In some parts of the city, blood flows in streams into the gutters. The bravos of the League employ all the arts learnt in hard fighting in alleyways and cramped, smoky rooms. The Grendel rely on their discipline and the violence that burns in the heat of every orc. In the narrow streets, the humans have the advantage. In the plazas and squares, and in the wider streets, the advantage is unequivocally with the Grendel. The orcs also have the advantage that it is not their city - they do not care how much damage they do to Sarvos.

Who throws the first torch is another mystery that will likely never be solved, but by sunrise the day after the rebellion begins, several Grendel ships are aflame... but so are parts of the city. Given the choice between fighting the invaders and saving their city from fire, the citizens of Sarvos make the pragmatic choice to save the city.

After two days of fighting, the Hounds of Glory and the Wolves of War arrive. A heavy pall of smoke mixes with the chaotic mists, tainting everything with the acrid scent of burning wood. As the army prepared to cross the water to the city, scouts bring back only reports that contradict one another and make little sense - the magical mist makes it difficult to get a good idea of the situation on the island of Cigno itself.

The Wolves of War enter the city first, cautious and careful. Through the entire march from Reikos, their sleep has been tormented by hideous nightmares of what they may find - burnt ruins, friends and families butchered or carried away to a life of slavery in the Grendel salt mines, a city sunk into the Bay, a city besieged by behemoth horrors from the ocean depths or even a city simply gone - their waking hours beset with doubts. The grim curse of Agramant works its hateful magic against them, but they are defiant. They are here to liberate the greatest city on the Bay, to fight alongside their brothers and sisters against the barbarians who dared to come and steal the jewels of Sarvos.

The Hounds of Glory waste little time with scouts. Starting at the northernmost point of the city, the Dawnish knights and witches sweep through the streets heading for the docks. Their advance is slowed by the mist, but it is inexorable, triumphant. While the magical fog muffles other sounds, it seems to offer no resistance to the blaring horns of the nobles of Dawn. The horns call the people of the Empire to the hunt, to the war, drawing the defenders to their banners.

The sleek warships of the Freeborn Storm are slowed by the strange fog but not by much. The brazen captains are eager to engage the Grendel navy and many know these waters well. With one eye on the coast and the advancing armies they seek out their ancient enemy - time for payback for the attack on the Madruga shipyards, and for a much older defeat. They expect to face overwhelming odds, a navy perhaps twice their size, even with their own flotilla bolstered by scores of independent corsair vessels, but even so there are no engagements.

The advance of the three forces is oddly almost entirely bloodless. No resistance is offered.

Indeed, no orcs are even encountered until the Imperial forces converge in Caricomare, on the waterfront. There at last signs of invasion. A dozen, unfamiliar, low-lying ships are anchored at the quay. Arrayed along the docks are a little over a thousand troops - orcs with heavy tapered shields and heavy greensteel chain. Orders are given, standards raised... the orcs prepare to receive the charge... no quarter is offered or given... the horns are raised to lips eager to at last set loose the dogs of war...

At the last moment, desperate messengers manage to get the attention of the captains. Orders are barked. Confusion reigns.

These are not the orcs the armies were expecting to face.

They are a battalion of orc soldiers from the Iron Confederacy, a mercenary band known as the Black Swords Janissaries, just disembarked from blocky Suranni vessels. Tense negotiations begin; the Imperial commanders meeting with the human captains of the Black Swords. It quickly transpires that these foreign mercenaries were secured by the military council to help with the liberation of Sarvos, to "fight alongside General Tancred de Rondell with the Hounds of Glory" at the behest of Lukash Biessek von Temeshwar, Ambassador to the Iron Confederacy.

A major diplomatic incident has been avoided. Thanks to the discordant fog, the Empire could easily have attacked a force of soldiers here to help.

Avoided? Well... perhaps only delayed. It slowly becomes apparent that by Imperial definition these thousand soldiers of the Iron Confederacy are not free. They are property - slaves - raised from birth to unquestioningly obey the orders of the humans that own them. There are tricky legal implications here. The Suranni officers appear to be a little disgruntled - they are very aware of the Empire's laws on slavery and claim that they were hired to fight the Grendel in territory outside the Empire. But the Grendel are nowhere to be found and now there are a thousand slave soldiers in the heart of the Empire...

Once it is clear there are no Grendel, the Black Sword Janissaries return to their ships and depart, before a magistrate can be found to make a clear ruling on the legality of their presence. Perhaps for the best - there are warriors on both sides who would have relished the opportunity to test the mettle of their opponents, and people who have personal reasons to wish to shed orc blood regardless of whether it belong to barbarian or foreigner.

There is a great deal of work to be done in Sarvos, and the presence of foreign mercenaries would simply have complicated the situation.

The uprising has left hundreds dead on both sides, and while the destruction has not been widespread the city has been permanently marked by the revolt. Fires raged through the streets during the fighting; it is only down to the Courage of the citizens of Sarvos fighting the fires that the city itself was not lost. If the Grendel had continued to fight, if they had attacked the bucket-chains and firefighters, then it is likely that key parts of the city would have been consumed in the inferno - especially given the chaos and confusion caused by the magical fog. Instead, the Grendel used the confusion to withdraw to the docks in an orderly fashion and it was the better part of a day before anyone realised they had fled.

The only signs of the Grendel that remain are a handful of warships burned down to the waterline, and the bodies of those slain in the uprising, many still floating in the bay. Along with their ill-gotten gains, they have fled the city en-mass shortly after the rioting began. The story is the same in Uccelini - the Grendel have left, disappearing into the fog that cloaks the shores of the Bay of Catazar beyond the borders of Sarvos. All that the Empire can be certain of is that their ships have not sailed south-west towards Madruga - even with the magical fog, they would not have been able to sneak past the Freeborn Storm.

Game Information: Sarvos

The Grendel have stripped Sarvos of a large portion of its wealth. Practically nothing has been recovered. The two armies quickly sweep the city, and the surrounding territory restoring Imperial law and order. Sarvos is now unequivocally Imperial again.

The uprising took the Grendel off guard and has inflicted an unknown number of casualties on the armies and navies that had attacked Sarvos. Unfortunately, it has also lead to some loss of Imperial life and damage to the city such that everyone will need to do some rebuilding (a term reduction of the taxation provided by the territory, and to the personal resources of the residents).

Any citizen of Sarvos is encouraged to create their own story of what they did during the two days of confused fighting in the city ahead of the Grendel withdrawal. A number of Grendel were killed, and several ships burnt. A small amount of stolen artwork and wealth was recovered, but not enough to restore the collections of the University or the Cathedral, or the personal connections of the prominent citizens.

Finally, there is no sign of any construction in Cigno - in the city proper. While an area of land was cleared with the apparent intention of building a fortification, no actual work has taken place on such a structure.

The Maledictions of Spiral

In Spiral, the Empire drives onward toward Ossuary. The Citadel Guard and Northern Eagle set the pace, smashing into the Grendel defenders with overwhelming force. The Dawnish forces of the Eastern Sky are more careful, with the Green Shield bring up the rear offering heroic support to the two armies on the front line.

In the south, the sky is rent asunder by thunderclouds as great waves and torrential rain pound the shores and cliffs... but do little to displace the magical fog that shrouds the northern Bay of Catazar. While most of the magical weather is focused along the coast, a tumultuous tempest engulfs the region of Screed in the middle of the season - a roaring maelstrom of thunder, rain, and crimson lightning striking repeatedly down in the vicinity of the Black Plateau. Some scholars of the Plateau believe that dark locale is responding somehow to the violence in Spiral, and that these strange storms over Screed are a manifestation of its rage. It is as well for the Empire that Imperial troops are avoiding that malignant place - for now, at least, the Grendel are welcome to it.

The magic of the Urizen takes a further toll on the orcs. The curse of the Ghosts of Winter has been unleashed to scour the territory, bringing misfortune and tormenting orc and human with equal glee. Things go awry; both sides find their supply lines are confused, and both Grendel plunder and Imperial rebuilding are equally complicated. The spirits unleashed by this magic are rarely visible, but this season in Spiral they are spotted in greater numbers than ever before. Emaciated, almost skeletal shapes with twisted features whose lower bodies trail off into smoke or fog or shadow. At night, their eyes burn with an effulgent crimson glow as they greedily fly hither and yon seeking out more opportunities to cause suffering. Superstitious residents of Spiral claim it is the restless hatred of the Black Plateau that empowers them, but astronomancers frown at their words, and look up to a certain place in the night sky, and wonder...

In addition to storms and ghosts, scouts report that potent Night magic has catastrophically transformed the coastline of Apulus into a stinking, poisonous, sucking mire of treacherous quicksand and shifting sands. For the time being at least any Grendel naval forces are effectively neutralized - assuming any were present. The fog makes it hard to guess precisely what effect this new development may have had on the outcome of the campaign - assuming any Grendel ships were even present.

The power that transforms Apulus is short-lived - as Summer approaches the effects are fading and it is unlikely that the magic can be repeated without the assistance of another potent conjunction. In one regard, however, it will leave a permanent mark on Spiral: the port of Apulus is again reduced to ruins. Between the shifting ground and the thunderous waves, reports say that the entire town has effectively sunk beneath the waves along with the foundations of the Grendel fortifications under construction there. It has also certainly claimed the lives of a large number of orc civilians and human captives - including any of the Urizen children taken as hostages by the Grendel who were being held there.

The Grendel themselves are on the defensive, and if they are dismayed by their lack of naval support they barely show it. Even with the appearance of an icy citadel conjured from the realm of the Queen of Ice and Darkness, the Empire must fight for every foot of territory it claims. The Grendel cannot resist the Imperial advance entirely, but with additional support from the south they are able to keep hold of the Ossuary - if only just. There are garbled suggestions that a fresh force of orc soldiers has entered Spiral from the south-east, from Grendel lands.

It is perhaps no surprise that magic plays such a large part in the campaign in Urizen - and for the moment at least the majority of the magic is woven by the Empire. Yet for all that, magic can be a capricious tool - and the Black Plateau stands as a stark reminder that there are more things in the world, and in the heavens above it, than are dreamt of in the philosophies of humans, or of orcs.

Game Information: Spiral

The Empire has made some gains in Ossuary, but no regions have changed hands. The territory remains in the hands of the Grendel - albeit only just - and they still hold the Legacy.

There has been a lot of magic in Spiral as well, even leaving aside the various enchantments on human and orc armies. The curse Winter's Ghosts is one of them - anyone in Spiral over the last three months will almost certainly have encountered some of the effects which include crops failing, animals sickening and dying; humans and orcs alike suffering malaise and nightmares (especially in this case nightmares with themes of hate and fear); unseasonable weather that makes the unseasonable weather already created by the storm curse even worse; food and buildings and indeed everything in between being ravaged by rot, rust, and mould. Misfortune, weakness, hunger, and dread run rampant. Tempers fray, and everything goes wrong at once. You may wish to include this in your individual stories of what you have done since the Spring Solstice if you are in Spiral.

Apulian is gone entirely now. Already damaged by the explosive destruction of the Lighthouse during the initial Grendel attack; then damaged again during the Imperial blockade-and-storm combination; finally sunk into the sea by a combination of floods, marshes, and pounding storms. This mostly affects the Grendel, obviously, but may be relevant if the Empire ever retakes Apulus. At the very least we are considering whether to give the region the ruined quality.

While Apulus currently does not have the coastal quality, it will have regained it by the start of the Summer Solstice. The magic used to turn the entire shoreline of that region into a treacherous quagmire is unlikely to work again without another complex conjunction.

The Crucible of Kahraman

Kahraman... the cinnabar hills shake to the thunder of war. A little over twenty-five thousand Imperial forces form a bulwark against nearly forty thousand Jotun intent on conquering Serra Briante. The Tusks form the heart of the Imperial defence, supported by two armies of Highborn. The Seventh Wave and the Imperial Orcs of the Winter Sun both try to use the terrain to their advantage - the one with a series of ruthlessly planned and executed ambushes, the other with a relentless hit-and-run campaign of stinging attacks against the flanks and rear of the Jotun forces. In the thick of the fighting, though, it is often the Winterfolk who face the strongest warriors of the Jotun head-to-head, making them pay for every Freeborn hill they take. The Fist of the Mountain lives up to its name, bloodying the Jotun but spilling its own blood in return. And while the rest of the Empire forms a defensive line, the Red Wind Corsairs go on the offensive. The bold corsairs strike out, attacking Jotun baggage trains to steal the back the wealth that the Jotun have so recently taken from the Freeborn.

During the lulls in the fighting, the Jotun and the Wintermark engage in a strange ceremony of honour: wherever possible, each side allows the other to reclaim the bodies of the dead. On the battlefield there is only blood, but in the beats between there is room for something else. So far, at least, none of the other Imperial forces have taken advantage of this détente to murder the choosers of the slain. The orcs and humans are not the only ones moving among the slain, however, and the détente between them makes the presence of the heralds of Kaela even more obvious as they go about their grim business offering the dying of both sides an escape of a sort.

Not that there are as many dead as perhaps there might be. The waters of Kahraman surge with life - it pulses in the stream and riverbeds, filled to bursting by the snowmelt from the northern mountains. The magic throbs like an invisible heart, and follows the tributaries of the Scorrero in particular, spreading an unexpected fertility to the rest of the Brass Coast. The power saves a great many, orc and human alike, who might otherwise have breathed their last... or taken the cold hand of one of Kaela's agents.

Yet even with this potent magic, four thousand orcs and humans will never fight again. After each battle, the Jotun raise great hills over their dead, and over the dead of the Empire whose bodies are not recovered.

It is a campaign of castles, as much as armies. The Jotun armies are supported by a great squat tower of smooth glacial ice and rough black iron that has risen over the ruins of Freeborn Damata. The knights of Cathan Canae who garrison it appear as eight-foot-tall orcs, garbed in fur and with scarred and tattooed skin. Each wields a mighty barbed spear of polished bone against Imperial troops with precisely the same fervour that last season they - or their cousins - wielded those same spears against the Jotun. The Lady of the Frosts is even-handed with her gifts.

For their part, the Imperial forces are based from Fort Braydon, and out of a castle of black ice that broods in the hills overlooking the Great Mine of Briante. Summoned from the realm of the Queen of Ice and Darkness by the Varushkans of the Coven of the Indomitable Sun, garrisoned by three barn-sized one-eyed giants who hurl chunks of ice and stone at the Jotun if they venture too close. And venture close they do, as they seek to conquer Serra Briante with the same furious speed which brought them victory in Serra Damata.

The greater campaign, of Empire against Jotun, is reflected in many different ways - but nowhere more obviously than in the rivalry between the doughty Marchers who fight beneath the banner of the Tusks, and that of the savage raiders who carry the wolf-skull standard of the Howling Night. Where the Tusks present a disciplined defence, the Howling Night ulvenwar constantly probe and seek to outflank the Imperial defences. In the end, the two armies more-or-less cancel each other out... yet it is easy to imagine what might have happened if one or the other had not been present. But for the constant maneuvering of the wolfskin-wearing Jotun, the Marchers might have dug in and offered a serious counter to the barbarian forces. if not for the stout defence of the soldiers of the Marches, the barbarian raiders could easily have skirted and perhaps even overrun the Imperial defensive positions.

In the end though the Empire cannot hold back the flood of the Jotun. Their vanguard overwhelms the defensive lines, triumphantly pushing the Imperial forces back. They lay siege to the frozen citadel at Serra Briante, answering the hurled boulders of the ice giants with catapults and trebuchets. For all the heroic defence of the Imperial armies, the grim truth is that without the need to break the enchanted fortress, it would not have been enough to prevent them from claiming the Great Mine of Briante as they have the Damatian Cliffs. In the end, it provides just enough additional support to the Empire to prevent the Jotun from claiming the eastern Serra.

In the end, though, it is only just enough. The Jotun stand on the very threshold of victory in Serra Briante; there are even stories that a certain ghostly figure whom the Marchers call Jonah Gold has been heard warning the remaining miners to lay down their picks and flee for their lives.

Serra Briante balances on a knife edge - an errant gust of wind might be enough to cause it to fall to the orcs.

Game Information: Kahraman

The Empire is pushed back. Building on their gains last season the Jotun almost - but not quite - conquer Serra Briante and the Great Mine of Briante along with it. For now it remains in Imperial hands. As there are five regions in Kahraman, the Jotun would need to conquer three of them to take the territory and as the Summer Solstice begins they control only one region.

The Heralds of Mourning

In the Mournwold, the Empire seeks to build on the gains they made before the Winter Solstice, before the Jotun drew their line in the soil and said "no further." Their numbers are almost half what they were in the previous season - twenty-three thousand Imperial soldiers face the Jotun across the barren hills and fields of the Mourn.

The Bounders and the orcs of the Summer Storm hunger for the blood of the invaders. They push themselves to the attack, relentlessly striking at the strength of the orcs, ruthlessly seeking to add as many as they can to the butcher's bill. The fury of the Marchers finds a match in the wrath of the Imperial Orcs. Together they cut a swathe through the ranks of the Jotun. By contrast, the Drakes, the Quiet Step, and the Towerjacks take a more balanced approach - fighting to drive the Jotun back rather than focusing on spilling their blood. The Towerjacks in particular seem to relish the chance to fight alongside the warriors who came to the defence of Holberg, and help to liberate the city from the stranglehold of the Druj.

The Empire attacks... and encounters the hammer-blow of the Jotun coming in the other direction. The barbarians are also on the offensive this season. The warriors who fight beneath the banner of the mandowla - numbers greatly depleted by their heroic stand - triumphantly lead the way in an all-out attack against the defenders of the Empire.

Yet their strategy is not that of the single mighty hammer blow - it is like a half dozen hammers striking all along the borders of the lands the Empire has freed. They drive the Empire out of Freemoor first, village by village. They meet the Imperial charge, and turn it back. Their numbers are bolstered not only by the glorious captains of the Jotun - the forces that owe allegiance to no single army but fight where their ancestors and their hunger for glory takes them - but by stranger forces.

At first, it seems as if an army of Dawn has taken the field against the Empire. It soon becomes apparent that these are no Dawnish nobles, but a cohort of Knights of the Crimson Fields. Champions of Eleonaris. Two thousand tall, proud knights, all clad in raiment of burning crimson. They bear stag-horns upon their brows, and bring with them a thousand goblinborn yeomen, each bearing a shield with a rampant lion device. As they come, they call out the glory of the Jotun, and mock the treacherous, cowardly nature of the Empire.

Freemoor falls to the Jotun.

The fighting in the Ore Hills has been bad enough, but now the full focus of the campaign falls in the region newly-taken by the Empire, as thundering blow after thundering blow beats against the Imperial advance.The Towerjacks are able to hold the new fortification the Empire has raised - built on the partially completed frame of the Jotun castle - only long enough to secure the retreat and to get the last of the builders to safety, before the newly completed structure falls to the orcs. One more season, and the fortification could have been garrisoned and served to bolster the Imperial claim to the Mournwold but now... the banners of the Shield of the Mountain already fly over the keep which the Jotun are tauntingly calling "The Tribute".

The Summer Storm and the Bounders rally the retreating Imperial forces, and launch a counterattack. The Shield of the Mountain come to meet them. A day of carnage ensues, the Battle of Ore Hills will be remembered by Imperial and orc alike for a century and more to come. At the height of the battle, when the sun is at its highest point, some fury overtakes the Imperial Orcs, some rapture roars through their blood. As one they come together, drawn together from across the battlefield, and as one they fall on the Jotun - all tiredness and exhaustion gone. Their faces burn with rage. Many shout unfamiliar battle-cries.

The Jotun are taken aback, falter in their advance... for a moment, falter... and then with a passionate intensity that matches that of the Imperial Orcs, they come to face them. The battered humans are ignored for a few terrible moments as the Summer Storm seems hell-bent on engaging the entire Jotun force by themselves - until a beat later the Bounders sound their own advance and enter the fray alongside the scions of Thrace.

Chaos. Horns, drums. The shrieks of the dying.

Then news from the south. While part of the Quiet Step has been fighting in Freemoor, the rest struck stealthily into Southmoor to attack supply trains. It is from these Navarr that the warning comes. The Tower of the North marches on Orchard Watch with catapults and siege towers. With them five thousand newcomers, red and black clad warriors bearing the orange anvil-and-mountain banner of the Corazón. Freshly arrived through the forests of Liathaven, the former Lasambrians - now the newest clan of the Jotun - marches into the Greensward toward Overton. Without support, the Greensward will surely fall and Overton and the Singing Caves be lost to the barbarians.

Orders are given, the retreat is sounded. It seems at first that the Summer Storm and the Bounders will not quit the field, but after a tense moment they begin to withdraw. The Jotun follow close behind.

It is not a rout but a withdrawal. A forced march south to Greensward, to intercept the besieging forces. The orcs already lay siege to Orchard's Watch when the Empire arrives. In different circumstances they might catch the Tower of the North and the Corazón between their hammer and the anvil of the castle... but not with the host of Jotun on their heels.

Another terrible battle ensues in the shadow of Orchard's Watch. The Jotun send a fraction of their force toward the Singing Caves, forcing the Empire to respond. The garrison of Overton holds the town against the barbarians, but the walls are pounded for six hours straight by orc siege engines before the Empire is able to overrun their positions and push them back... but not all the way back.

More blood, more bodies, more land lost to the Jotun - and this time the Jotun camp on land they have not owned in four hundred years.

As the Summer Solstice draws near, the Jotun have retaken all the territory the Empire had liberated, and conquered half of the Greensward for good measure. Orchard's Watch still stands, and the Singing Caves have been held. The fighting there was fierce, but my some miracle the mithril miners and wagon-drivers who carry the bounty of the Caves to Tassato were forewarned of the Jotun attack. They say that Jonah Gold walked the mine, and cried a warning. Warned is armed, the Marchers sometimes say; but a warning alone is rarely enough. The miners and wagon-drivers shed blood to keep the mine from the Jotun and without the intervention of the Drakes and the Towerjacks they would have been swiftly overrun.

There is a rhythm in such things, and a time between beats. Jotun and Empire alike need to regroup. Eight thousand soldiers have fallen in the Mournwold this season alone.

The orcs set about the business of laying their dead beneath the funerary mounds their heathen ghodi prepare. And as is the nature of their heathen practices, they lay the dead Imperials alongside their own dead - perhaps as slaughtered foes to serve the heroes in the land across the abyss, perhaps to honour those who fought with bravery.

For the first time, the watchers on the walls of Orchard's Watch report, they lay Imperial Orcs alongside the fallen of the Marches and the League.

Perhaps it means something.

Game Information

The Empire has lost Ore Hills, along with all the territory they had claimed in Freemoor, and nearly half of the Greensward. Orchard's Watch still stands, but has been damaged. The Singing Caves were attacked, but remain in Imperial hands.

The fortification at Ore Hills, which would have been completed by the Empire by the start of the Summer Solstice, is now controlled by the Jotun. Assuming they install a garrison, it means they have gained another level one fortification in the Mournwold to go with the one they already controlled in Southmoor.

Every Imperial Orc who was fought with the Summer Storm army, and any Imperial Orc PC who would have fought alongside them, has experienced a powerful moment of contact with a potent orc ancestor. Sjöfn of the Bittenblade is an ancient Jotun whose voice for a short time overwhelms that of all other ancestors. While she is a Jotun, she appears unconcerned by the nature of the Imperial Orcs; her voice drives them to fight heroically, gloriously, and revel in the clash of steel on the battlefield. Any Imperial Orc who wishes to can continue to hear this ancestor although the "volume" of her voice will have diminished significantly by the end of the Summer Solstice. Any PC who wishes to do so will find that she encourages them to take actions that are in line with the five things of the Jotun.

The Blood of Liathaven

The Jotun and the Imperial armies clash in Kahraman, locked in bloody battle over control of Serra Briante. The orcs barely note the Navarr moving along the border, through the sparse woodlands and low hills of Serra Damata, and into the mountains of the north-west. They travel quickly, in small groups. Sometimes they use the trods, sometimes they don't, but they always move with speed and stealth and purpose. There are the soldiers that form the core of the army, but they are joined by warbands from Liathaven, Therunin, Miaren, Brocéliande and Hercynia. Some are experienced thorns, some are enthusiastic warriors just past their citizenship tests. There are stoic warriors who have fought the barbarians and the Doom of Terunael all their lives, and there are people who until recently oversaw herb gardens or forest reservations, who have left behind the life of the tender and taken up the bow and the spear.

There are a few clashes between Jotun orc and Navarr, but not many. The scions of Terunael do not seek the engage the Jotun and when they set their minds to moving swiftly, and with focus, the Jotun cannot gainsay them. They have more pressing matters in Serra Briante, after all.

The Navarr, the warriors of the Black Thorns and their allied captains, give Damata and the Cliffs a wide berth. Had they had pressed closer, the Jotun would have treated them as a threat, would have drawn them into their campaign to conquer Kahraman. But they have other places to be.

Not everyone who travels the hidden paths with the Black Thorns is Navarr. Beside them walk a company of dark-clad Highborn; two bands of pale Ushkans far from their home in Miekarova; a fellowship of quiet warrior-mystics from the marshes of Wintermark. They match the Navarr for cunning, and caution. And some of those allies are pale, and grim, and do not fear the death of the body for their souls belong to a world very far from the dark forests of Liathaven. The Clarion Call of Ivory and Dust has been sounded, and the servants of Kaela march alongside many of the Navarr warbands.

Well-paid Freeborn scouts, hard-bitten and scarred and foul-mouthed, lead them through a certain pass in the mountain. They do not follow them down into the forest, preferring to take their chances in Kahraman with their well-earnt wages. One by one the disparate bands reunite in Beacon Point.

A month after the end of the Spring Equinox, some seven thousand Navarr raise the standard of the Black Thorns in Liathaven and begin to take back their home.

Many of them have left friends or family in the corpse-glades of Liathaven. They are angry... but they all know that they will have a hard fight ahead of them. They are prepared to fight the legions of the Jotun; to strike from the shadows beneath the trees and to run from any pitched battle. Prepared to give their lives to save as many of their people as they can.

There is no parley, no prisoners, no mercy. Not on either side. Jotun injured are executed quickly. Navarr who fall and cannot be rescued are killed without question by the orcs. There is no time for pity. There is no way to be sure just how many warriors the Jotun have left in these woods.

Two things become clear as the guerilla campaign continues.

The armies of the Jotun are not in Liathaven, not in southern Liathaven at least. There is some resistance, especially along the south-eastern borders. Outposts and watchers left behind by the armies moving from the west into the cinnabar hills. The Black Thorns hit fast and pull back to the cover of the woods. The Jotun are well trained, but they are reticent to pursue the "human Druj" into the forests; they know the Navarr will show them no quarter. There are not even any supply trains to harry - most likely the Jotun in the cinnabar hills are being supported by the orcs of Lasambria. The Navarr have taught them the dangers of running their baggage trains through the woods.

Second, despite this lack of organised occupation, liberating Beacon Point and establishing a beachhead here will be a difficult task for a single army, even with the support of nearly three thousand Thorns and their allies. But they are Navarr, and they are cunning. They know that this is gamble, that everything depends on what the Jotun do next. If the Jotun conquer Kahraman, the Black Thorns risk being trapped in Liathaven - easy prey for the vast Jotun host. There are enough orc warriors in the cinnabar hills alone to strike down every Navarr soldier twice over, should they turn their attention toward the forest.

Worse, there is the Vallorn. Oh, there is little sign that that slumbering behemoth is any more active than it has been for a century or more... but it cuts Liathaven in half like a festering wound. It is not enough to free Beacon Point and Western Scout; to liberate Liathaven will require the Jotun hold be broken on some or all of the northern regions and that may prove extremely tricky for a single army, even one driven by the passion to retake their homeland.

Yet there is hope, also. By the end of the second month, the survivors of Liathaven begin to make themselves known. The Thorns of the Blackscar are the first to arrive, bringing with them scores of former citizens of Liathaven who they have enlisted into their service. Small groups of daring messengers are sent to Western Scout, and north to the edges of the vallorn, in search of other resistance groups.

There may be no armies, but there are still orcs to fight. People still die. Yet, now the standard has been raised, the last remnants of the people of Liathaven are coming to fight beneath it. They will not go gently into the night. They will rage; rage against the Jotun; rage like the fires that consumed their homes; rage until there is a final reckoning and Liathaven is free again.

Game Information: Liathaven

The Black Thorns has made significant headway toward freeing Beacon Point and establishing a beach head in southern Liathaven. If nothing changes, they will have claimed the region by the end of next season and liberated Western Scout by the end of the year.

Additionally, the remaining resistance fighters and survivors of the Jotun purge are flocking to the Black Thorns' banner. This represents an opportunity... which will be explored in more detail in Winds of Fortune.

Five Colours

There are grand theatres of war, where campaigns rest on a knife edge - The Barrens, Kahraman, Liathaven, Mournwold, Sarvos, and Spiral, for example. There are also other theatres, places where the war is cooler... or where things that are not quite war are taking place.

Green (Reikos)

Three days after the Spring Equinox, Reikos is invaded.

Not by orcs this time, but by something much more esoteric. A great wellspring of Spring magic pours through the Sign of Tamar. It spreads quickly through Tamarbode, through Broken Tide and Grey Charge. As it spreads, it gathers speed and strength. Wherever it passes, existing Spring regio echo the initial wellspring, and add their own power to the magic. It washes over Longshire and Riverwatch, eddying around the walls of Tabernacle and thence to Haros Water and the ruins of Haros. Finally, it swirls across the ruined walls of High Chalcis, and the Chalcis Mount.

With the magic comes a wave of life and transfiguration. At the forefront, mushrooms, fungus, moulds in a rainbow of colours, creeping and consuming everything broken, everything damaged, everything poisoned. Where they have passed, plants grow with supernatural speed, rejuvenating Reikos at the same time as they tear apart the ruins left by war and Druj occupation.

The waves of magic are accompanied by a legion of the Children of Llofir. They range in size from little ambulatory toadstools no larger than rabbits, through human-sized pallid heralds, to a handful of immense mushroom-shrouded mammoth-sized monstrosities that move with slow inevitability across the land. Few of them can speak; those that can are unfailingly polite, quiet, patient... and offer no harm to the Highborn, even in defence of their own lives. Instead, where they encounter resistance, they simply wait, patiently, for the defenders to tire. They congregate in ever increasing numbers, sending clouds of spores before them, infesting everything.

Where Llofir's army passes the ruins of Highguard are unmade. Those who had hoped to rebuild their chapters, or recover some tattered reminder of the time before the Druj, must fight for every remnant they wish to preserve. The heralds of Ruin see no difference between a Druj-tainted den and a liberated Highborn village that might be restored. As far as they are concerned, it is all damaged, all sick; it has to go. Luckily for those Highborn who wish to preserve their heritage, several captains had planned to spend this season in Reikos gathering the honoured dead and investigating rumours of dark cults. They quickly adapt to a new challenge - protecting the heritage of the Highborn from gentle unmaking by the servants of the Rot Lord.

Yet there seems to be little malice in this magic. Where the servants of Llofir have been allowed to do their work, they leave a land untouched by violence and the hatred of the Druj. Fresh water, fertile soil, healthy growth. Trees sprout with supernatural speed.

Where four centuries of Highborn industry had left open land... little by little the Great Forest that once covered Reikos is being restored. Little by little, any sign that there were ever humans, or orcs, or war in Reikos are being removed. Little by little, the hope that Reikos may be left as something other than a shattered ruin grows...

Game Information : Reikos

The territory of Reikos remains in Imperial hands, but the region of Tamarbode has effectively been conquered by the forces of the eternal Llofir. While the Imperial armies had made some headway into claiming the region over Winter, there is nobody to resist the forces of the Rot Lord when they rise from the Sign of Tamar. It is not so clear what has become of the scattered orcs left behind in Tamarbode...

As to the rest... expect to see more information about the situation in Reikos in Winds of Fortune.

Blue (Kallavesa)

The great army of the Jotun does not withdraw. It continues to advance along the coast, slowly spreading out across the Westmarsh, forging routes toward Skymark. The orcs come cautiously - they do not seem to relish fighting in the marshes. yet they are here to conquer, not to raid. Where they encounter Winterfolk, they offer the Choice. Take up arms as Jotun; lay down their weapons and become Thralls; or fight and die a heroic death.

They come to conquer - but not to despoil. Unlike in Liathaven, they keep their fire tamed. The orc ghodi determine which pools and lakes hold the heroic dead - and the Jotun endeavour to avoid these places. Yet for all their respect they do not cease in their slow advance. Barbarian scouts are sighted in Wittal Grove, and along the road north of Fisk. They ask those they capture about Rundhal and the great road that links it to the Marches.

There is scattered fighting, but the halls of Kallavesa are in no position to offer more than a token resistance. All that stands between them and the conquest of Westmarsh is the magic of Wintermark and the Marchers. The Sussivari Frost Coven and the landskeepers of the Circle of the Endless Dark weave the subtle power of Night to raise the marshes themselves against the Jotun. Mists swallow the Rundahl Marshes, and both Kallavesa Marsh and the West Marsh, offering sanctuary to those who flee before the Jotun army - and a base of operations for those who resist. At the same time, the power of the Sherard Hunters wakes the Wittal Grove - the trees themselves resist and entrap the Jotun scouts who venture that far, while protecting and aiding the hunters and warriors who seek to oppose them.

Over all hangs a pall of sickness - the fens and pools of Kallavesa become breeding grounds for mosquitoes and for disease as the rivers run red. Any serious wound suffered festers, and many orcs die who might otherwise have recovered. The curse is indiscriminate of course - the Winterfolk suffer its ill effects as harshly as the Jotun do.

Game Information : Kallavesa

These potent enchantments, coupled with the caution of the Jotun, means that they make no headway their conquest of the Westmarsh. Yet by the same token, the scattered defenders and the hungry waters of Kallavesa have inflicted only minimal casualties on the orc forces and would have been even lower without the effect of Rivers Run Red.

Black (Karsk and Weirwater)

On the last night of the Spring Equinox, the dead rise in Karsk. Several thousand casualties of the recent war with the Thule, both human and orc, drag themselves out of their graves and begin to march south.

Death has not been kind to them. Many are little more than skeletons - but the magic that animates them fills them with unnatural vitality. Initially at least they seem disinterested in attacking anywhere in particular - they appear to be congregating around the troubled vale of the Dark Heart. There is a hurried exchange of messages between the Thule and the Varushkans, but before any response can be arranged, the shambling cadavers abruptly start to move.

An army of wolves, an army of the walking dead, an army of rotting flesh ridden by flesh-hungry Winter spirits moves south-west through Karsk toward Kosti near the shores of the Semmerlak. The inhabitants of the town slam their heavy gates, and take up defensive positions on the wall fearing the worst... and the unliving host walks straight past them. Without hesitation, they walk into the Semmerlak. Thousands of animate corpses simply walk into the lake and disappear beneath its surface without a trace...

...only to emerge several weeks later several miles north of Culwich in Weirwater. Panicked yeofolk flee south to the safety of the town but again the moribund legion simply ignores them and continues to march south-west. As the Summer Solstice dawns, the army is believed to be moving through Garthmoor toward Applefell. At the current rate they will pass the town during the Solstice... and if they do not turn aside will enter Semmerholm not far from the Semmerstones a little less than a week after the Solstice.

Game Information: Weirwater

An army of cadaverous warriors are marching through Weirwater; it is hard to estimate how many, but it is certain that they represent a force on the scale of an Imperial army, rather than a military unit. They are not going out of their way to attack the living, but anyone who tries to engage them is mercilessly torn apart (if they are lucky - the marching dead hunger for the flesh of the living after all). There has been some damage to villages and roads, and at least one garrison south of Culwich that attempted to obstruct their passage has been overwhelmed with the loss of at least five nobles and thirty yeomen.

There are reports of a few black standards among them, and of an eerie green glow that accompanies the army after the sun has set, but these are unconfirmed at this time. There is no indication who leads them (if anyone), or what they want, or who has raised them, or what their final destination may be. However, as a non-Imperial force marching through Imperial territory it is likely they will be unable to move more than one territory each season.

White (Necropolis)

When the Granite Pillar march to Necropolis to take up defensive positions near the southern coast, the magic of Wintermark supports them. The Sherard Hunters have roused the forests of Highrod to support them. The trees grow thickly around the ruins of the First Sentinel - the broken fortress that once looked north to wild Reikos now serves as a base of operations for those who look south to the waters of the Bay of Catazar. A second significant force takes positions on Sanctuary Sands, below the bluffs on which the Necropolis itself stands.

The coast itself is still shrouded in the unnatural fog that has clung to the shores of the northern Bay for nearly a year now.

Of the Grendel, there is no sign.

Game Information: Necropolis

The situation in Necropolis has not changed.

Red (Segura)

On the last day of the Spring Equinox, there is a flurry of activity in the Hierro clan encampment south of Anduz. All Imperial citizens are politely asked to leave, and if they do not take the hint, are physically ejected. Over the course of the next week, Imperial visitors are turned away by uncommunicative orc sentinels.

At dawn two weeks after the Spring Equinox, without fanfare, the Hierro break camp.

Despite the fears of the people of Anduz, they do not attack the town but instead march west towards the hills of Reinos. Swift-footed scouts dispatched to follow them say they move unerringly toward the red hills. The garrisons at the Towers of Anduz brace themselves, but the Hierro do not even pause.

The orcs march out of Segura, and there is nobody to gainsay them.

At the very last, a lone orc approaches the Kabalai Palace under a flag of truce. Tall orc, armoured, with braided hair and a proud demeanour, he calls himself the chieftain of the Hierro. His manner is civil, his message is short. He thanks the Freeborn for their hospitality, and the Empire for giving his people the greatest of gifts. They will hold the Way in their hearts, and it will give them strength as they go to face the Choice of the Jotun.

And then he turns and follows after the rest of his clan and is swallowed up by the cloud of red dust that trails behind them.

Game Information : Segura

The Hierro have left Segura, and headed west into the territory of the Jotun. The handful that remain behind have asked to join the Imperial Orcs - they appear sincere enough.

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380YE Winter Solstice Conclave sessions

The following is a summary of Conclave proceedings during the Winter Solstice 380 YE.

Contents

- 1 The Imperial Titles of the Conclave

- 2 Conclave Declarations

- 3 Conclave Addresses

- 4 Order Resources

- 5 Clarifications

The Imperial Titles of the Conclave

The full list of Imperial Titles held in the Conclave at the end of the Winter Solstice, 380 YE can be found here.

The following Imperial Titles were appointed by the Conclave during the Winter Solstice, 380YE:

- Alcuin Shatterspire remained the Archmage of Spring after a Friday challenge. However, Rosamund Holt then became the new Archmage following the Saturday session.

- Elyssiathain of Endsmeet became the Archmage of Night following the Saturday session.

- Gancius della Notte di Sarvos became the Archmage of Day following the Saturday session.

Conclave Declarations

The Conclave made the following Declarations:

Day

Speaker

Declaration of..

The Imperial Conclave declares..."

Outcome

Fri

Bartimaeus of Reikos Reborn

Candidacy

that Bartimaeus of Reikos Reborn shall be the Archmage of Spring.

Failed

Fri

Eudaemon of Halcyon Spire

Sorcery

Renee de Loire to be a Sorcerer.

Passed

Fri

Severin de Rondell

Amity

a state of Amity between the Empire and Murit.

Failed

Fri

Simargl, the Empty One

Imperial Lore

that Gideon's Refrain shall be accepted into Imperial Lore.

Passed

Fri

Allegra Foundhome

Emnity

a state of Emnity between the Empire and Yaw'na'grah.

Passed

Fri

Alcuin, Archmage of Spring

Candidacy

that Alcuin shall be the Archmage of Spring.

Passed

Fri

Grandmaster of the Unfettered Mind

Sorcery, under the Veil of Night

that House Vexell
[1]
are Sorcerers.

Failed due to Invalid Declaration

Fri

Mord, Archmage of Day

Concord

that Conclave reaffirm and endorses the invitaton to the Symposium from the Synod and furthermore invites and grants explicit permission for a chamber to be opened after Conclave this Saturday for the discussion of Virtue and the Way by Roshanwe.

Passed

Fri

Morien Stewart

Concord

that Conclave would appreciate if the host, Lord of Hierarchy, would contact Morien Stewart about the Rod of the Sun.

Passed

Fri

Leif

Concord

that the Conclave encourages the trade of magical knowledge in the Realm of Night with the Frozen Hearth of Faraden.

Passed

Fri

Maurice de Gauvain

Concord

that the Conclave acknowledges the deplorable fate of mages in the Iron Confederacy, encourages attempts to bring Suranni citizens to the Way, and specifically strongly suggests such suggestions should include mage representation.

Passed

Fri

Lyb Fahas

Concord

that the Conclave believes that all briars be they citizen or citizen should be allowed the opportunity to serve the Empire in a lawful and virtuous manner.

Failed

Sat

Archmage of Night

Concord

that a place of contemplation be built in Morning Hollow, not a library.

Failed

Sat

Volfe of Ashenhall

Interdiction

that Hallow of the Green World shall be Interdicted.

Passed

Sat

Elyssiathain of Endsmeet

Candidacy

that Elyssiathain of Endsmeet should be Archmage of Night.

Passed

Sat

Volfe of Ashenhall

Candidacy

that Volfe of Ashenhall should be Archmage of Spring.

Failed

Sat

Maurice de Gauvain

Neutrality

a state of Neutrality to exist between Meraud and the Empire.

Passed

Sat

Brother Luke, of the Shattered Tower

Acceptance

that Lions of Phoenix Reach shall be accepted into Imperial Lore.

Passed

Sat

Brother Luke, of the Shattered Tower

Acceptance

that Stalwart Stand on Solid Ground shall be accepted into Imperial Lore.

Passed

Sat

Pavel Danisavia Patricia

Candidacy

that Pavel Danisavia Patricia shall be the Archmage of Night.

Failed

Sat

Allegra Foundhome

Candidacy

that Allegra Foundhome shall be the Archmage of Spring.

Failed

Sat

Gancius della Notte di Sarvos

Candidacy

that Gancius della Notte di Sarvos shall be the Archmage of Day.

Passed

Sat

Rosamund Holt

Candidacy

that Rosamund Holt shall be the Archmage of Spring.

Passed

Sat

Catalina, Grandmaster of the Celestial Arch

Concord, under the Veil of Night

that the Archmage of Night, in line with his official role, is overseeing Ancel Vexille
[3]
in using his boon with the Whisper Gallery to ensure the return of an Imperial soul. Should this act be carried out under his auspices, the Conclave understands this to be neither treason nor sorcery.
[2]

Passed

Sat

Mord of Auric Horizon

Candidacy

that Mord of the Auric Horizon shall be the Archmage of Day.

Failed

Sat

Mord of Auric Horizon

Concord

that the collective of day beings known as the Myrmidons be recognised as an Eternal.

Passed

Sat

Heilyn Bronwen's Rest

Concord

that the Imperial Conclave authorises the trade of a copy of "Bound by Common Cause" to the Principalities of Jarm in return for an Autumn ritual that can double construction speed.

Passed

Sat

Heilyn Bronwen's Rest

Dissemination

that Bound by Common Cause shall be Disseminated, and the text delivered the Marcus of Endsmeet.

Passed and Paid.

Sat

Concord

Raewynn Farkas

that Conclave is willing to produce a ritual text of "The Dance of Navarr and Thorns" should negotiations with Axos be completed successfully.

Passed

Sat

Zephaniah of the Sevenfold Path

Concord

that Conclave believes the Prosperity of those who fund Imperial magical positions is to be respected and this work must not count against them in matters of Candidacy. Ambitious opposition is also laudable but candidates must be elected on Virtuous merit.

Passed

Sat

Kyra, of the Unfettered Mind

Sorcery

that the coven of Vexille's Keys, consisting of "Guisart of House Vexille", "Acel
[3]
Steward of House Vexille", "Gui of House Vexille"
[4]
, "Allen Weaver"
[5]
and "Guiniveve of House Vexille", are Sorcerers.

Passed

Sat

Heilyn Bronwen's Rest

Concord

that the Conclave expects that any casting coven casting an Empire-wide ritual will obtain a Declaration of Concord first.

Passed

Sat

Luke of the Shattered Tower

Imperial Lore

that Hammer of the Brilliant Shore shall be accepted into Imperial Lore.

Passed [[Payment Unclear

Sat

Alcuin

Neutraility

a state of Neutrality between the Empire and Stormcrow Vora.

Passed

Sat

Alcuin

Neutraility

a state of Neutrality between the Empire and Ylitha-Rose.

Passed

Sat

Alcuin

Candidacy

that Alcuin shall be the Archmage of Spring.

Failed

Sat

Alcuin

Neutraility

a state of Neutrality between the Empire and Mel'yannsh.

Passed

Conclave Addresses

Following an audit of procedure, the Civil Service scribes will no longer be providing a detailed list of addresses given at Conclave sessions.

Records indicate that 12 addresses were made at the Friday session and 13 at the Saturday session.

Order Resources

TBC

Clarifications

1 Believed to refer to "House Vexille"

2 This declaration has significant legal implications for all involved

3 Believed to refer to "Ancel Steward"

4 Believed to refer to "Gui Fletcher"

5 Believed to refer to "Arlen Weaver"

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380YE Winter Solstice Imperial elections

This page was updated throughout the event as elections and vacant positions occurred (i.e. opportunities!). Now the event is over we will tidy up the last few position title holders and transfer this information over to the rolling historical record that can be found here

Imperial Senate

- Senator for Skarsind: The Incumbant

- Senator for Madruga: The Incumbant

- Senator for Astolat: The Incumbant

- Senator for Necropolis: The Incumbant

- Senator for Temeschwar: The Incumbant

- Senator for Bregasland: The Incumbant

- Senator for Hercynia: The Incumbant

- Senator for Zenith: The Incumbant

- Senator for Miekarova: Father Nikolovitch Drakov

- Senator for Kallavesa:The Incumbant

- Senator for Sarvos: Magdeliana de Sarvos

- Senator for Karov: Ludmilla Koslov

- Senator for Therunin: Willa Farkus-Vigil

- The Sinecure of Guardian of Dunfrith: Ham Running

- The Ministry of High Herbalist of Sybella: Tolamy of Scions of Ravensfell

- The Sinecure of Granger of the Golden Orchard: Merial Pathfinder

- The Sinecure of Whitelake titled Storm Shaman: Ashborn Rauur

Imperial Military Council

- General for Hounds of Glory (Dawn): The Incumbant

- General for Strong Reeds (The Marches): The Incumbant

- General for Army of the Golden Axe (Varushka): Nikolai Zakharovich Prochnost

- General for Green Shield Army (Wintermark): Iron Osric

- General for Towerjacks (The League): Natalia Barossa

- Admiral for Freeborn Storm navy (the Brass Coast): The Incumbant

- General for Winter Sun (Imperial Orcs): The Incumbant

- General for Iron Helms (Varushka), for a reduced term until the Spring Equinox 381YE: Akstis Eigulys

- General for Valiant Pegasus (Highguard): Cayleb

Imperial Synod

- Cardinal of The Way: The Incumbant

- Cardinal of Prosperity: Ricardo Almieda Desmondo di Tassatto of the League

- Gatekeeper of Prosperity: Morgan Leafstalker of Navarr

- Conscience of the Senate: Ingrid Sigeing of Wintermark

- Virtue Inquisitor of the Way: The Incumbant

- Virtue Inquisitor of Prosperity: The Incumbant

- Gatekeeper of Wisdom: Amris of Varushka

- High Exorcist: The Incumbant

- Voice of Barbs: The Incumbant

- Curator of the Printer's Guild Museum: The Incumbant

Imperial Conclave

- Grandmaster of the Celestial Arch: The Incumbant

- Grandmaster of the Rod and Shield: Aethelstan

- Archmage of Night: Elyssiathain of Endsmeet

- Archmage of Day: Gancius Dellamotte di Srevos

- Archmage of Spring: Rosmund Holt

- The Imperial Censor is up for election for the first time if someone wishes to raise a Declaration of Candidacy.. They are able to raise an Declaration of Interdiction without having to spend the usual crystal mana cost.

Imperial Bourse

- The Golden Trees of Seren: Adelada (50 thrones & 2 crowns)

- The Hunt of Alderei the Fair: Dyta von Temeschwar (50 thrones)

- The Heartwood of the Great Vale: The Incumbant (50 thrones)

- The Weirwater Vales: Jack Plank (50 thrones)

- The Canterspire Circle: Rada Prochrost (50 thrones)

- Great Mine of Briante, for a reduced term until Autumn 381YE: Siliva Alcham (200 thrones)

- Great Forest at Reikos: Nemuel of Ravensfell (56 thrones)

- Singing Caves: Falko Von Temeshwar (165 thrones)

- The Thimble: Idris Eternal

- The Pride of Ikka's Tears: Raknar Stormspire. This is for a reduced term, until Autumn 381YE.

- Bailiff of the Grand Market: The Incumbant

- Provost of the Halls of Knowledge: The Incumbant

- Sheriff of Overton: Robert Dunlane. Short term until Summer 381YE

- Dhomiro of the Cinnabar Hills: Sagua i'Ezmara i'Murit i'Erigo

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380YE Winter Solstice Imperial titles

Contents

- 1 The Imperial Senate

- 1.1 The Throne

- 1.2 The Freeborn senators of The Brass Coast

- 1.3 The senators of Dawn

- 1.4 The senators of Highguard

- 1.5 The senators of The League

- 1.6 The senators of The Marches

- 1.7 The senators of the Navarr

- 1.8 The senators of Urizen

- 1.9 The senators of Varushka

- 1.10 The senators of Wintermark

- 1.11 The senator of the Imperial Orcs

- 1.12 Other Imperial Senate positions

- 1.13 Commissioners appointed by senators

- 1.14 Sinecures and Ministries selected by senators

- 2 The Military Council

- 2.1 The Generals of The Brass Coast

- 2.2 The Generals of Dawn

- 2.3 The Generals of Highguard

- 2.4 The Generals of the Imperial Orcs

- 2.5 The Generals of The League

- 2.6 The Generals of The Marches

- 2.7 The Generals of Navarr

- 2.8 The General of Urizen

- 2.9 The Generals of Varushka

- 2.10 The Generals of Wintermark

- 2.11 Other Military Council Positions

- 3 The Imperial Synod

- 3.1 Ambition

- 3.2 Courage

- 3.3 Loyalty

- 3.4 Pride

- 3.5 Prosperity

- 3.6 Vigilance

- 3.7 Wisdom

- 3.8 The Way

- 3.9 Other Synod positions

- 4 The Imperial Conclave

- 4.1 Archmagi

- 4.2 Grandmasters of the Orders

- 4.3 Other Imperial Conclave Positions

- 5 The Imperial Bourse

- 5.1 Imperial Bourse Positions

- 5.2 National Bourse Positions

- 5.3 Other Bourse Titles

- 6 Miscellaneous

The Imperial Senate

The Throne

- The Empress : Lisabetta Giacomi von Holberg of the League

The Freeborn senators of The Brass Coast

- Senator for Feroz: Oria

- Senator for Kahraman: Qusay i Kalamar i Guerra

- Senator for Madruga: Anwar i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond de Rondell

- Senator for Semmerholm Escalados de Carsenere

- Senator for Weirwater: Valentin Ivarovich Orzel

The senators of Highguard

- Senator for Bastion: Ibrahim, the South Paw, of the Cohort of the Winter Bear

- Senator for Casinea: Barrabas

- Senator for Necropolis: Ianthe, of Raven's Watch

- Senator for Reikos: Balthasar, of the Suns of Couros

The senators of The League

- Senator for Holberg: Stern

- Senator for Sarvos: Magdelena di Sarvos

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Gant Archama

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Senator for Hercynia: Ranulf Pridestalker

- Senator for Miaren: Llewellyn Leafstalker

- Senator for Therunin: Willa Farkus-Vigil

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Probus of Shattered Spire

- Senator for Zenith: Edmundo of Endsmeet

- Senator for Spiral: Tanwyn Ankarien

The senators of Varushka

- Senator for Karsk: Maarit

- Senator for Karov: Ludmilla Koslov

- Senator for Miekarova: Father Nikolovich Drakov

- Senator for Volodmartz: Vuk the Wolfeater

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Olle Markusson

- Senator for Sermersuaq: Atte

The senator of the Imperial Orcs

- Senator for Skarsind: Irontide Vio

Other Imperial Senate positions

- The Conscience of the Senate is Ingrid Sigeing

- The Dean of the Academy is Faustina Notturno Di Sarvos

- The Advisor on orc affairs is Bloodcrow Ergot

- The Minister of Historical Research is Ioseph of Phoenix Reach

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Ambassador to Asavea is Camilia di Traviciana di Sarvos

- The Ambassador to Axos is Tarquinius of Ankarien

- The Ambassador to Jarm is Oswi Twice-burned

- The Ambassador to the Iron Confederacy is Starac Sijed Orzel

- The Ambassador to Faraden is Tal'Shar i Zabala i Erigo

- The Ambassador to the Commonwealth is Beatrix Amalia Novarion Zu Holberg

- The Ambassador to the Sumaah Republic is Vera Runova Helgrod

- The Ambassador to the Sarcophan Delves is Thanmir Hrafnar

- The Advisor on the Vallorn is Siân Eternal

- The Imperial Consul is Aureliana Perpetua Nicasia Saverio di Sarvos

Commissioners appointed by senators

- Note: The Imperial Senate voted to abrogate the Civilian Commissioners at the Winter Solstice 380YE, meaning those titles no longer exist.

- The Crystal Architect of the Spires is held by Tiberius Echostorm

- The Imperial Master of Works is Richard Lancaster

Sinecures and Ministries selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Dredgemaster of Feverwater is Brennyn of Bronwyn's Rest

- The sinecure of Dean of Pilgrims is Nina of Cantiarch's Hold

- The sinecure of Custodian of the Starlight Drift is held by Palaphon

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Glorious Fountain is held by Tatiana of Auric Horizon

- The sinecure of Mayor of Caricomare is held by Aria di Notturno di Sarvos

- The sinecure of Custodian of the Claw is held by Valeria of Phoenix Reach

- The sinecure of Keeper of the Tower of the Fall is currently vacant

- The sinecure of Gatekeeper of Falling Snow is Pendraed the Maker

- The sinecure of Master Apothecary is Freya Kreftinar

- The sinecure of Custodian of the Storm Vault is Xanthius Echostorm

- The sinecure of Shepherd of the Great Herd is Sunhammer Kirrik

- The sinecure of Healer of Dawn is Isabella de Rondell

- The ministry of Master of the Clearing House is Wilhelmina Aurora Sanguineo

- The ministry of Steward of the Tassato Mana Exchange is Beatriz Sanguineo Rezia

- The sinecure of Master of the School of Exorcism is Naomi of Felix's Watch

- The sinecure of Keeper of Aurelie's Garden is Kiarten Twofeet, of Navarr

- The sinecure of Herbalist of the Hearth is Brienne-Walda Stormborn

- The sinecure of Preceptor of the Skarsind College of Warcasting is Irontide T'onk

- The ministry of High Herbalist of Sybella is Tolame of the Scions of Ravensfell

- the sinecure of Guardian of Dunfrith is Ham Dunning

- the sinecure of Granger of the Golden Orchard is Merel Pathfinder

- the sinecure of Storm Shaman is Ashborn Rauur

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Vrael i Sol-Devorador i Erigo of the Fire of the South

- Admiral Edgardo i Ruiloba i Guerra of The Freeborn Storm

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Zoran Orzel of the Golden Sun

- General Vincent Vexille of the Eastern Sky

- The position of General of the Gryphon's Pride is vacant following the death of Soldier Akella at the Winter Solstice

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Cayleb of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Bloodcrow Morgur of the Winter Sun

- General Irontide Skar of the Summer Storm

The Generals of The League

- General Gabriel Barossa of the Wolves of War

- General Natalia Barossa of the TowerJacks

The Generals of The Marches

- General Nedry of The Cullachs of The Tusks

- General Will Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General Alusair Farstrider of the Bounders

The Generals of Navarr

- General Ulric Y'Basden of the Black Thorns

- General Brennos Brackensong of the Quiet step

The General of Urizen

- General Nicassia Avicia of Phoenix Reach of the Citadel Guard

The Generals of Varushka

- General Coiska Graemovna Sulich of the Army of the Northern Eagle

- General Nikolai Zakharovic Prochnost of the Army of the Golden Axe

- General Akstis Eigulys of the Army of the Iron Helms

The Generals of Wintermark

- General Iron Osric of the Green Shield Army

- General Erkenbrand of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Barthol de Rondell

- The Quartermaster General of the Imperial Armies is Brendan Brackensong

- The Imperial Fleet Master is vacant

The Imperial Synod

Ambition

- Cardinal Serrusto Caeli Rezia di Tassato of the League

- Gatekeeper Viviane de Coeurdefer

- Virtue Inquisitor Robin of Swindale

Courage

- Cardinal Levitia of Endsmeet from Urizen

- Gatekeeper Jorma Steelhail of Wintermark

- Virtue Inquisitor Rodrigo Whittington of Dawn

Loyalty

- Cardinal Oberon di Tassato of the League

- Gatekeeper Tess of the Marches

- Virtue Inquisitor Corwin Leafstalker of Navarr

Pride

- Cardinal Elka Nadayanova Gremani of Varushka

- Gatekeeper Astrid Fjellrevening Rezia di Tassato of The League

- Virtue Inquisitor Ephreal of Highguard

Prosperity

- Cardinal Ricardo Almieda Desmondo di Tassato

- Gatekeeper Morgan Leafstalker of Navarr

- Virtue Inquisitor Vauraus Korppitkotka

Vigilance

- Cardinal Irada von Temeschwar, The League

- Gatekeeper Alys of Highguard

- Virtue Inquisitor Martin Orchard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper: Amris of Varushka

- Virtue Inquisitor Sariel of Highguard

The Way

- Cardinal Atla of the Imperial Orcs

- Conscience of the Senate Ingrid Sigeing of Wintermark

- Virtue Inquisitor Yarrick Ursan of Wintermark

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Imperial Inquisitor is held by Ephron of Adina’s Charge, Highguard

- The post of Custodian of the Imperial War Memorial is held by Ira of Felix's Watch, Highguard

- The post of Imperial Chaplain Consular is held by Hywel Summercrow of Navarr

- The post of Seer of the Gateway is held by Livia of the Spire of the Celestial Cascade

- The post of Voice of Barbs is held by Corey Brackensong

- The post of Curator of the Printer's Guild Museum is held by Taddea Ginori

- The post of Curator of the White City Museum is held by Apollos of Highguard

- The post of Watcher of Britta's Pool is held by Eldeen Wulfssdottir of Wintermark

- The coordinator of the Limitu Principality House of the Way is Lord Marcus Drummond

- The post of Dean of Laroc Cathedral is held by Lady Eleanor de Rondell of Dawn

The Imperial Conclave

Archmagi

- Rosamund Holt is Archmage of Spring

- Solomon is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Syrus Skybreaker is Archmage of Winter

- Gancius della Notte di Sarvos is Archmage of Day

- Elyssiathain of Endsmeet is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Catalina Novarion

- Grandmaster of the Order of the Golden Pyramid Faustus

- Grandmaster of the Order of the Rod and Shield Aethelstan

- Grandmaster of the Order of the Sevenfold Path Zephaniah of Highguard

- Grandmaster of the Order of the Shuttered Lantern Gregor

- Grandmaster of the Order of the Unfettered Mind Kyra of Halcyon Spire

Other Imperial Conclave Positions

- Simargl, "the Empty One" of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Abel of Reikos' Renown of Highguard serves as Bursar of the Conclave

- Cyrus, son of Felix of Highguard serves as Imperial Magus

- Finn Finnson serves as the Imperial Seer

- Vitore Van Temeschwar serves as the Arcane Architect

- Brother Luke of the Shattered Tower of Highguard serves as Master of Ice and Darkness

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Issebel Vittoria Barossa di Tassato Regario (325 Thrones)

- The Brilliant Star is held by Vasiliy Krenyenkov Valeskai Strascovich (590 Thrones)

- The Canterspire Circle is held by Rada Prochrost (50 Thrones)

- The Fortress of Salt is held by Tobias Shanks (600 Thrones)

- The Golden Trees of Seren are held by Adelajda von Temeschwar (50 Thrones, 2 Crowns)

- The Great Forest at Reikos is held by Nemuel of Ravensfell (56 Thrones)

- The Great Mine of Briante is held by Silvia Alcham (200 Thrones)

- The Great Pits of Ennerlund is held by Lukash Biessek von Temeschwar (590 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (50 Thrones)

- The Hunt of Alderei the Fair is held by Dyta von Temeschwar (50 Thrones)

- The Night Quarry is held by Meric Freysson (406 Thrones)

- The Scorrero Nets are held by Kali of the Saker (130 Thrones)

- The Sutton Stone Quarries are held by Peter Carter (300 Thrones)

- The Syrene's Wisdom is held by Falko of the Bloody Butchers of Temeschwar (155 Thrones)

- The Weirwater Vales are held by Jack Plank (50 Thrones)

- The Singing Caves are held by Falko Von Temeschwar (165 Thrones)

- The Damation Cliffs are back within Imperial control and ready to be allocated by the Imperial Senate

National Bourse Positions

- The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa

- The Master of the Imperial Mint (League) is Duke Fererro

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Wesk

- The Eternal Shafts of Time (Varushka) are held by Tomasz

- The Granites of Veltsgorsk (Varushka) are held by Vitaly Grigorovich Dukov

- The Brilliant Shore (Imperial Orcs) is held by Gaterender Brik

- The Vigilant Swan (Highguard) is held by Azeal of Cantiarch's Hold

- The Legacy (Urizen) is held by Marcus of Endsmeet

- The Pride of Ikka's Tears (Wintermark) is held by Raknar Stormspire

- The Stonefield Ice Caves (Wintermark) are held by the Thule

Other Bourse Titles

These titles are appointed through the Bourse, but do not give the holder a Seat on the Imperial Bourse.

- Errol is Bailiff of the Grand Market

- Sagua i'Ezmara i'Murit i'Erigo is the Dhomiro of the Cinnabar Hills

- Constanza i Kalamar i Guerra is Mistress of the Glass Parador

- Marat Jaroslav is the Custodian of the Assayer's Guild

- Etseban Izmara I Erigo is the Vizier of the Incarnadine Satchel

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Maryc is the Castellan of Spiral Castle

- Irontide Flax is the Foreman of the Mines of Gulhule

- Sunhammer Krag is the Bonesetter of Torfast Trading Post

- Wyl Brackensong is the Broker of Treji Wayhouse

- Jan Von Schmied de Temeschwar is the Northbound Trademaster

- Robert Dunlain is the Sheriff of Overton

- Pavel Novak is the Overseer of the Westward Road

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks of The Marches

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Winter_Solstice_Imperial_titles&oldid=53481"

380YE Winter Solstice Senate sessions

Overview

- Imperial treasury during this season announced by the Civil Service at 1338 thrones and 4 crowns

Motions

Passed

- Abrogate Civilian Commissioners

- Abrogate third Navarri army

- Accept Druj peace treaty II

- Allocate Gift of the Dwindling Star

- Allocate the Singing Caves II

- Amend Crime of Desecration

- Amend powers of Grandmasters

- Construct cargo dock in Cargo

- Construct Hall of the Krampus

- Construct Jarmish Docks

- Construct Jarmish trade hub in Tassato

- Construct Menagerie

- Construct Alchemical Workshop in Miaren

- Construct Temple of the Way in Nemoria

- Construct theatre in Temeschwar

- Create title of High Bard of the Empire

- Create title of Imperial Wayleaves

- Disburse funds for breadbasket

- Disburse funds for rebuilding of Holmauer II

- Disburse funds for resupply V

- Disburse funds for strategic magic II

- Disburse funds for Wintermark army II

- Fortify Reikos

- Hire Asavean Architect

- Construct Garden of the Grim II (Not Authorised)

Failed

- Construct Library for Phaleron

- Lower the Imperial Guerdon

Announcements

Commissions

- Construct Vales Might by the Civilian Commissioner of Wintermark

- Construct the Celesti Lighthouse II by the Civilian Commissioner of The Brass Coast

- Construct Home of the Broken Shield by the Civilian Commissioner of the Imperial Orcs

- Construct the Eternal Flame of Miaren by the Civilian Commissioner of Navarr

- Construct The Wellspring of Jade by the Civilian Commissioner of The League

Other

- Authorise targets of the Imperial Guerdon II by the Quartermaster General

- Disburse funds for the Empress II by the Empress Lisabetta using the power of The Hand of the Chancellor

- Research Luca Ritter von Holberg by the Minister of Historical Research

- Research Apaayuqiu King by the Minister of Historical Research

There were no announcements by the Arcane Architect, the Advisor on the Vallorn, the Crystal Architect, the Dredgemaster of Feverwater or the Minister for Imperial Works.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Winter_Solstice_Senate_sessions&oldid=52630"

380YE Winter Solstice Synod judgments

Contents

- 1 The Imperial Titles of the Synod

- 1.1 Other Synod-Appointed Titles

- 2 Appointments

- 2.1 Appointment of the Cardinal of Prosperity

- 2.2 Appointment of the Cardinal of the Way

- 2.3 Appointment of the High Exorcist

- 2.4 Appointment of the Voice of Barbs

- 3 Synod Judgements

- 4 Statements of Principle

- 5 Synod Funds

- 6 Visionaries

- 7 Assembly Strength

The Imperial Titles of the Synod

At the end of the Winter Solstice, 380 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Virtue Inquisitor

Ambition

Serrusto Caeli Rezia di Tassato of the League

Viviane de Coeurdefer of Dawn

Robin of Swindale from the Marches

Courage

Levitia of Urizen

Jorma Steelhail of Wintermark

Rodrigo Whittington of Dawn

Loyalty

Oberon Caeli Rezia di Tassato of the League

Tess of the Marches

Corwin Leafstalker of Navarr

Pride

Elka Nadyanova Gremani of Varushka

Astrid Fjellrevening Rezia di Tassato of The League

Ephrael of Highguard

Prosperity

Ricardo Almieda Desmondo di Tassatto of the League

Morgan Leafstalker of Navarr

Vauraus Korppitkotka of Wintermark

Vigilance

Irada von Temeschwar of the League

Alys of Highguard

Martin Orchard of the Marches

Wisdom

Agnetha De Rondell of Dawn

Amris of Varushka

Sariel of Highguard

The Way

Atla of the Imperial Orcs

Ingrid Sigeing of Wintermark

Yarrick Ursan of Wintermark

Other Synod-Appointed Titles

Title

Held By

Appointed By

Renews

High Exorcist

Solas of the Spire of the Waxing Sun, Urizen

Assembly of Nine

Winter Solstice

Auditor of Senatorial Accountability

Sargon of Felix's Watch, Highguard

Assembly of Nine

Until death, revocation or abdication

Imperial Inquisitor

Ephron of Adina’s Charge, Highguard

Assembly of Nine

Summer Solstice

Custodian of the Imperial War Memorial

Ira of Felix's Watch, Highguard

Assembly of Nine

Sinecure; until death, revocation or abdication

Imperial Chaplain Consular

Hywel Summercrow, Navarr

Cardinal of The Way

Spring Equinox

Seer of the Gateway

Livia Cascade of Urizen

Assembly of Nine

Until death, revocation or abdication

Voice of Barbs

Corey Brackensong of Navarr

Navarr National Assembly

Winter Solstice

Curator of the Printer's Guild Museum

Taddea Ginori of the League

Cardinal of Prosperity

Sinecure; until death, revocation or abdication. When a new Cardinal of Prosperity is appointed they may choose to name a replacement.

Curator of the White City Museum

Apollos of Highguard

Highguard National Assembly

Sinecure; until death, revocation or abdication.

Watcher of Britta's Pool

Eldeen Wulfssdottir of Wintermark

Wintermark National Assembly

Sinecure; until death, revocation or abdication.

Dean of Laroc Cathedral

Lady Eleanor de Rondell of Dawn

Dawn National Assembly

Sinecure; until death, revocation or abdication.

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Appointment of the Cardinal of Prosperity

Candidate

Votes Received

Outcome

Ricardo Almieda Desmondo di Tassatto of the League

122 votes

Appointed as Cardinal

Ophelia Sanguineo Rezia Di Tassato of The League

26 votes

Cardinal Ricardo appointed Morgan Leafstalker of Navarr as Gatekeeper

-

-

Cardinal Ricardo retained Vauraus Korppitkotka as Virtue Inquisitor

-

-

Cardinal Ricardo retained Taddea Ginori of the League as Curator of the Printer's Guild Museum

-

-

Appointment of the Cardinal of the Way

Candidate

Votes Received

Outcome

Atla of the Imperial Orcs

82 votes

Appointed as Cardinal

Cardinal Atla appointed Ingrid Sigeing of Wintermark as Conscience of the Senate

-

-

Cardinal Atla retained Yarrick Ursan of Wintermark as Virtue Inquisitor

-

-

Appointment of the High Exorcist

Candidate

Votes Received

Outcome

Solas of Urizen

3 votes

Reappointed as High Exorcist

Ozren de Orzel of Dawn

1 votes

-

Appointment of the Voice of Barbs

Candidate

Votes Received

Outcome

Corey Brackensong of Navarr

52 votes

Reappointed as the Voice of Barbs

Anera Exile's End of Navarr

50 votes

-

Iniska of Navarr

22 votes

-

Synod Judgements

At the Summit, the following judgements were made by the Assemblies of the Synod:

Judgements 1-18 were taken from the Hub in the early morning of Saturday and all but judgement 14 were recreated with the aid of the raising priests. The Civil Service and militia remains interested in any further information regarding this. The Tribunes of the Synod confirm that rumours of liaison with the Thrice Cursed Court regarding development of the Civil Service Oath are unfounded and untrue.

Number

Assembly

Judgement

Raised By

Outcome

1

Prosperity

Appointment of the Cardinal

The Civil Service

Ricardo was appointed

2

The Way

Appointment of the Cardinal

The Civil Service

Atla was reappointed

3

General

Mandate: The Imperial Synod will send Lucifaro with 25 liao to endorse the creation of a temple of the Way in Asavea and encourage missionaries to travel there to spread knowledge of the Way to the people of Nemoria.

Lucifaro

Upheld 406 - 236

4

Navarr

Appointment of
Voice of Barbs

Civil Service

Corey was reappointed

5

Nine

Appointment of
High Exorcist

Civil Service

Solas was reappointed

6

General

Mandate: The General assembly acknowledges the plight of the rebels of Kalino, and their desire to live a life of prosperity, liberty, and dignity. Yet the Synod will not risk the safety of the Empire, nor aid a cause touched by Anarchy. As such we send Maurice de Gauvain with 50 liao to encourage the rebels to leave Kalino, abandon their efforts to overthrow their government, and accept sanctuary in the Empire.

Rolland Chambers

Not upheld 1078 - 190

Imperatrix Lisabetta invoked the Throne's Power of
Custodian of Virtue
, making this judgement require a Greater Majority to pass. A Greater Majority of the General Assembly was estimated to be 1120. This judgement relates to the
Missionary work
winds of fortune event.

7

Vigilance

Inquisition of Thanmir, Thane Hrafn at Saturday, 1pm at The Rookery, Wintermark camp

Aarne Ceorling

Upheld 69 - 0

8

General

Change of Doctrine. The Synod has taught the Way to orcs. We must have an understanding of the orcish soul. Thus we enshrine this: Doctrine of the Howling Abyss: Orcs live only one life. After death, the orcish soul either is lost to the Howling Abyss or crosses it to become an Ancestor who can guide and advise living orcs

Bonewall Rek

Upheld 1234 - 252

9

General

Change of Doctrine. Doctrine of the Ancestors: To cross the Howling Abyss an orc must be known for their deeds. Though there may be other ways to cross, embracing the Seven Virtues leads an orc to the Great and Inspiring deeds that make an Ancestor and a Virtuous Ancestor can guide future generations on the Way.

Bonewall Cole

Upheld 1298 - 172

13

Courage

Recognition of an Exemplar: That Ulric Y'Basden be recognised as an exemplar of Courage. Demonstrating the signs of: 1) Legacy: Wielding a relic of Arhallogen. 2) Salvation: Leading Jotun thralls back into the Way in Summer 380YE. 3) Pilgrimage: Even alone and abandoned he has never strayed from his dance of Liathaven. 4) An Inspiration to his people. 5) Leading his people in the pursuit of retaking their land.

Rhisiart Tarw

Not upheld 52 - 84

14

Navarr

Inquisition

Iniska

10 - 10

This judgement was not recreated by the raising priest following the theft of the Synod judgements in the early hours of Saturday morning.

15

General

Mandate: Endorsement of the Silent Bell. The Imperial Synod recognises the contribution of the Silent Bell and encourages the faithful to remain Vigilant for any sign of threat among their neighbours. It provides Esau with 25 liao to support their work.

Esau

Upheld 722 - 10

17

General

Mandate: The General Assembly believes that knowledge of the seven Virtues that guide the spirit through the Labyrinth of Ages is the right of all humankind. With that intent in mind we send Eleanor Novarion with 50 doses of liao to spread knowledge of the Virtues and the Way to the rebels of Kalino.

Eleanor Novarion

Not upheld 768 - 216

Imperatrix Lisabetta invoked the Throne's Power of
Custodian of Virtue
, making this judgement require a Greater Majority to pass. A Greater Majority of the General Assembly was estimated to be 1120. This judgement relates to the
Missionary work
winds of fortune event.

26

Vigilance

Escalation of judgement 7. Sanction, Vindication: Thanmir White Raven, Thane Hrafn, after due inquisition is found to have acted to date with all due Wisdom in his role as Ambassador to the Sarcophan Delves. He is advised to exercise continued Vigilance in his investigation into the spiritual practices of that nation.

Aarne Ceorling

Upheld 101 - 0

27

League

Inquisition. I call Lorenzo of Butcher's Bank to inquisition at 11pm Saturday in the league Plaza regarding the risks he has taken by building on the Trods.

Carmine de Sarvos

Upheld 96 - 0

28

Pride

Inquisition. The Pride assembly call the Honradez sisters to Inquisition regarding their dedication to the false virtue of vengeance. The inquisition will take place at 6:05pm in the Hub.

Franco i Sol Deverador i Erigo

Upheld 114 - 0

30

General

Change of Doctrine: The doctrines of faith were developed from liao rituals on humans and so refer to "human spirits" as "spirits". The Synod's interest in expanding doctrine to include our understanding of orc spirits necessitates making this explicit so that doctrine does not become self-contradictory. Therefore: 1) "Change "spirit" to "human spirit" in The Doctrine of Seven. 2) Change "spirit" to "human spirit" the first time that it occurs (verse 4) in The Doctrine of the Paragons.

Tarquininus

Not upheld 590 - 268 Greater Majority not achieved

31

Urizen

Cowards and traitors continually accuse me, in the vaguest possible terms, being unable to specify which of my actions are unvirtuous. I call upon them to test their claims. Inquisit me. Medea Ruth Marshwatch

Medea Ruth Marshwatch

Upheld 50 - 20

32

Nine

Mandate: The proposed temple in Nemoria is to the "Lords of Virtue", not the Way. it is an idolatrous corruption offered in bad faith (see the Regario Dossier). The Imperial Synod send Agnetha de Rondell with 50 doses of liao to denounce as blasphemous any construction of a temple of the Way in Nemoria; rather than dealing with the idolatrous tyrants of Nemoria, missionaries should focus on supporting and empowering the rebellious slaves who fight to overthrow them.

Agnetha de Rondell

Not upheld 4 - 5

38

Prosperity

Inquisition. We call Ingar Ironbreaker to inquisition at 11am on Sunday at Lumi's Tea House in Wintermark to investigate their use of battle ritual magics to aid the Empire.

Vieri Allori

Upheld 90 - 0

39

Prosperity

Inquisition. We call the Landon of Longridge to inquisition at midday on Sunday at Lumis Tea House in Wintermark to investigate the actions leading up to and during the Bourse Auction of weirwood positions.

Vauraus Korppitkotka

Upheld 96 - 0

43

General

Sanction: Condemnation. We condemn Bloodcrow Yargol for spreading heresy (specifically the Excessionist heresy) and blasphemy. Bloodcrow Yargol in this latest instance in Hrafn Hold encouraged Imperial Orcs to not follow the Way claiming it is a "human religion". Yargol went further to say the Hierro clan failed because "they had too much Ambition". Yargol continued to preach against the dangers of too much Virtue and encouraging to speak on the dangers of too much Pride and Ambition. Despite admonishment he has refused to stop. Furthermore he went on to claim orcs are superior to humans because humans have to "cheat" using liao and claims Thrace could create auras spontaneously, with no evidence. Bloodcrow Yargol has encouraged similar acts repeatedly, having previously been inquisited by Beodun Snowlock and said he would mend his ways, yet has made no clear effort to do so.

Jorma Steelhail

Upheld 110 - 30

44

Pride

Sanction: Condemnation. Maricela i Tsagaan i Guerra, and Amaia i Tsagaan i Erigo both confessed to being priests of Justice while under inquisition.

Franco

Upheld 104 - 0

45

Courage

Sanction: Condemnation. Maricela i Tsagaan i Guerra, and Amaia i Tsagaan i Erigo both confessed to being priests of Justice while under inquisition.

Amahel

Upheld 52 - 0

46

General

Rewarding. Lord Marcus Drommond of the Limitu Wayhouse requests 10 thrones from the Virtue fund to research Jarmish Exemplars. This would not only broaden our knowledge of the Way but would allow our missionaries to spread the Way more effectively.

Marcus Drommond

Upheld 544 - 102

49

General

Rewarding. To draw 5 Thrones from the Virtue Fund to reward virtuous actions of several citizens during and arising from the Symposium, as permitted by the role of Imperial Chaplain Consular. As a power of the Chaplain Consular this Judgement passes without a vote.

Taryn

Upheld automatically

50

General

Rewarding. Contribution towards building a great work of Pride in Reikos at 20 thrones. The Museum of Pride will contribute towards the recovery of the War ravaged infrastructure and will provide a source of strength to people whose entire history was washed away by the eternal Llofir.

Lev Unbound

Upheld 516 - 80

51

General

Rewarding. Awarding Livia 5 thrones from the Virtue Fund for the purchase of liao for Seer uses. As a power of the Seer of the Gateway this Judgement passes without a vote.

Livia Cascade

Upheld automatically

52

General

Rewarding. The rewarding of Ephrael of Zephaniah's Lament 5 thrones for her great Vigilance and Courage in the face of cultists of Vengeance. Her action was swift and just and the fine she had to pay is a mockery and insult to the office of Inquisitor.

Sivar

Not upheld 282 - 462

53

General

Rewarding of 10 Thrones to the captains of the armies who stayed with the Black Thorns in Liathaven for their Courage and Loyalty. Their actions prevented the rout of an entire army.

Elowen Exile's End

Upheld 301 - 132

61

Varushka

Mandate. The Varushkan national assembly acknowledges that the hare is a virtuous animal, symbolising Ambition. We send Hubert Gremani with 25 doses of liao to spread word of its nature to the vales of Varushka.

Hubert Gremani

Upheld 102 - 0

65

General

To Veto the construction announcement by the League Civilian commissioner to ensure a build slot for a more Virtuous work.

Sariel

Not upheld - 480 - 18 Greater Majority not achieved.

Statements of Principle

The Imperial Synod made the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

10

Navarr

Our nation's namesake, Navarr herself led a life lead by Wisdom, worthy of investigation by the Wisdom Virtue Assembly for Recognition as Exemplar.

Cerwynn Brakensong

Upheld 126 - 0 Greater Majority

11

Navarr

The Navarr Assembly utterly rejects Yael's claim to be the first Empress reborn and urges citizens to ignore her teachings.

Wyn

Upheld 116 - 0 Greater Majority

12

General

The Imperial Synod believes that all Briars be they citizens or not, have the potential and right to positively serve the Empire in a legal and Virtuous fashion.

Thalandor Exile's End

Upheld 520 - 72

16

Dawn

The Troubadours of Dawn hold up the following song as proclamation:

Some folk must walk the Labyrinth

To atone for their wrongs

Four thousand winters:

Think it not too long

But others through the Labyrinth pass

To a land without tears

As true liao scholarship

Discovered through the years.

Dawn's first Empress returned to us

From that happy vale

Reincarnate in the person of Highborn Yael.

Blessed be this paragon

Returned from beyond

Raise your voice

And praise her in Song.

Ser Criseyde

Upheld 102 - 50

The Civil Service is unconvinced that the full weight of this judgement is successfully conveyed in this written format and advises citizens to seek out a musical rendition of the original to ensure Dawnish national tradition is satisfied. This relates to a
matter of faith
wind of fortune.

18

Brass Coast

The Freeborn Assembly considers that the use of the cruel tactics of the Iron Helm Army of Varushka is unvirtuous. It is neither wise nor prosperous to use these tactics because it negatively affects the opinions of our foreign trading partners towards the Empire. We aspire to be better than this and lead by example.

Mazo i Zabala i Erigo

Upheld 62 - 0 Greater Majority

19

General

Just as the Conscience of the Senate and Imperial Consular Chaplain give guidance, the Synod supports the creation of an equivalent position to serve and advise the Military Council

Ingrid

Upheld 886 - 192

20

General

The Synod believes that the Law of Desecration needs to be changed to allow the removal of a spontaneous anointing upon a person who has freely requested its removal. Anointings are temporary tools to guide the faithful. They must not be imposed or maintained against the recipient's own will. To do otherwise as a priest is a misuse of their powers. The law as it stands overrides an individual's own choice and encourages inaction where a soul maybe in danger.

Jared

Upheld 730 - 50

21

Vigilance

The priests of the Vigilance Assembly should strive to use their right to witness the Virtuous functioning of the Imperial Bourse, Imperial Senate, Imperial Military Council, Imperial Conclave, or Imperial Synod Assemblies at least once at every Anvil Summit they attend.

Sophus Cascade

Upheld 120 - 0

22

Urizen

Since the cleansing of the Black Plateau, many of those cursed have lived in hiding, isolated from Virtue and the Imperial Way of life. We endorse Belisarius Blackheart in undertaking missionary work to find these people and offer them the chance of salvation.

Belisarius Blackheart

Upheld 120 - 0 Greater Majority

23

Highguard

Our assembly recognises the benevolent and saving Ambition and Loyalty of our departed Brother Gideon of the Suns of Couros in the creation of the Great Ossuary of Reikos. May his memory be forever linked to this Great Work and to the Prosperity and Pride of Reikos.

Ianthe

Upheld 432 - 10 Greater Majority

24

Wintermark

The Wintermark Assembly believes the most Virtuous path to resolve concerns regarding Dogri Thulebane is for a Wintermark army to intercede.

Gunnbrand Ironwill

Upheld 150 - 20 Greater Majority

25

General

A group of priests should be created who undertake additional training in delivering clemency pleas to the magistrates. These priests will undergo training with the militia and be known to the magistrates to be called upon when needed. Too many citizens have been executed for Virtuously committed crime.

Irada von Temeschwar

Upheld 718 - 182

29

Nine

We the Assembly of Nine encourage our Gatekeepers to interview Imperial Orcs (for the allocation of True Liao) on equal terms to human candidates for past life visions.

Atla

Upheld 6 - 1 Greater Majority

33

Urizen

The Urizen National Assembly does not accept the teachings of the "Land Without Tears" based on current evidence and does not condone the following of this belief. Citizens are urged to focus on existing doctrine and teachings of the Way.

Zeno, Stallion's Sibling

Upheld 90 - 0 Greater Majority

35

Wintermark

We reject the claims and teachings of Yael regarding the First Empress and the Golden City. This is on the basis of insufficiently tested and explored evidence behind her, and no reflection of her virtue or intent. We demand she ceases these teachings and urge citizens to disregard them.

Rane Jorunsdottir

Upheld 172 - 0 Greater Majority

36

General

A exemplar is one whose actions set a Virtuous example to others because their action would, if undertaken by a human soul, advance that soul on the path to Paragonhood

Corey Wayfarer

Upheld 562 - 158

40

Prosperity

The Assembly of Prosperity affirms the Empire's close ties with the Prosperous and hard working people of Faraden and encourages continued trade with them.

Taddea Ginori

Upheld 90 - 0

41

Marcher

I, James Appleseeder from Fernwood, will organise the distribution of three thrones a year to help with the cost of lodgings and schooling for the children of refugees from the Mourn taken in by Marshcut, Bregasland.

James Appleseeder

Upheld 60 - 0 Greater Majority

42

General

The Synod believes that the process of becoming a herald - including a member of Kaela's Grim Legion - risks the destiny of the human soul and a permanent transformation should not be undertaken.

Antonio Papageno di Sarvos

Upheld 568 - 104

47

Marcher

We, the Marcher Assembly, with regard to the army of the Iron Helm, consider the use of extreme orders (including torture and mutilation) inside the Mournwold, or any other current or former imperial territory, as being opposed to the principles of the Seven Virtues. We have further concerns about the effect of these orders on the souls of the soldiers to whom the orders are given, regardless of the territory that they are fighting in.

Sister Meredith

Upheld 72 - 0 Greater Majority

48

Wintermark

We the Wintermark Assembly believe the excessive cruelty of the Iron Helms army to be unvirtuous.

Ylmiska Ferbow

Upheld 124 - 20

54

League

Citizens of Tassato are reminded of their Pride in our traditions and their Loyalty to the League and the Way - the Whittle Marchers who have moved to Tassato should be welcomed and shown by example the worth of true Virtue, but the League must steel their hearts against any preaching of Hatred.

Erasmo di Tassato

Upheld 216 - 0 Greater Majority

55

Imperial Orc

The Imperial Orc Nation recognises the symbol of the Labyrinth and seeks to recognise a symbol of the Howling Abyss to better represent our soul's journey. This symbol:
[1]

Skywise Gralka

Upheld 58 - 0 Greater Majority

56

League

The League Assembly invites Marcher priests to Tassato Mestra to proselytise to the citizens fleeing from Whittle to counter the influence of Hatred in their midst

Vitor di Mestra

Upheld 214 - 0 Greater Majority

57

Varushkan

Varushkan heritage is rooted in the ancient wisdom of the Ushkan people. The old ways are practiced still by those Ushkans. Those Ushkans who hold to their Ushkan traditions should be proud of this and accepted as a vital part of the Varushkan nation.

Amris Johan Merikovich

Upheld 82 - 20 Greater Majority

58

Varushkan

I Father Drakov call the citizens of Varushka to inform on the movements of a troop of Mora masquerading as a Navarri striding called the Spring Path. They destroyed a village forty years ago and two years ago killed a Warden on the roads of Varushka. They must be stopped.

Nikolovich Drakov

Upheld 82 - 0 Greater Majority

59

General

Imperial Orcs should retain their full and equal status in the Synod, and should not be split off into a separate body.

Rhys Temple Hold

Upheld 508 - 54

60

Imperial Orc

As the rifts in the Empire over Yael's Revelation widen, we urge the Imperial Orcs to look to our own place in the Way; the preachers and people must think and argue on matters of Virtue and Ancestors, not of what lies beyond the Labyrinth.

Torsch

Upheld 58 - 0 Greater Majority

62

Varushkan

The Varushkan National Assembly explicitly rejects Yael as the First Empress Reborn and encourage our people not to listen to her teachings.

Odanava

Upheld 92 - 0 Greater Majority

63

League

The League National Assembly utterly rejects Yael's claim to be the First Empress reborn and urges citizens to ignore her teachings.

Jonah Yakovitch

Upheld 194 - 50 Greater Majority

64

Brass Coast

The Freeborn Assembly calls upon the people of Feroz to remember their Loyalty to the Way and support their fellow citizens in resisting the lure of false gods and idolatry that presents itself as an easy route to money. Prosperity is not just the accumulation of wealth. They call upon all Freeborn to have Pride in the Way and the traditions that have brought us to Virtue.

J'zarr i Shartha i Guerra

Upheld 62 - 0 Greater Majority

66

Nine

The Assembly of Nine requests that the Silent Bell investigate the activities of the Hand of Glory.

Oberon Caeli Rezia di Tassato

Upheld 6 - 0 Greater Majority

67

Varushkan

We wish to clarify to the citizens of Varushka that although we believe that the Hare maybe a Virtuous animal, anyone revering or worshipping the golden hare is acting idolatrously.

Ezys

Upheld 94 - 0 Greater Majority

68

Courage

Hear the words of Yael. The Synod is gripped with fear. They shirk from the enormity of my Revelation not because they believe I am a heretic but because they are consumed with doubt. They seek to stifle me to buy themselves more time, more evidence. But the Time of Revelation is now and Truth must be shared with all the Empire. I know this to be true, and with Courage as my Virtue I cannot be lead to doubt. I cannot be made to stop. If the Synod believe I am a heretic, it must name me one. I will face martyrdom without fear as did Permion and Isaella. And I will return again.

Yael

Upheld 204 - 0 Greater Majority

69

Marcher

The friars and monks of the Marches reject hatred, it is a false virtue. It was hate and isolationism that led to the terrible divisions of our civil war. We encourage the folk of Whittle to return to the traditions of the marches by following the true seven Virtues that will aid their souls

Martin Orchard

Upheld 62 - 0 Greater Majority

The Imperial Synod did not make the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

34

General

To be an exemplar, a soul must be Virtuous. To be Virtuous, a soul must be on the Path to Paragonhood.

Elayne Novarion

Not upheld 254 - 494

37

General

The religion of the Sarcophan Delves is a valid path in faith.

Gonzola i Riqueza

Not upheld 16 - 306

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

2 Throne / 0 Crowns / 0 Rings

Income

45 Thrones

The price paid in the Bourse Auction for the dose of True Liao

10 Crowns and 2 Rings

Donation via the Bourse from an anonymous citizen.

Rewards

5 Thrones

Rewarding made to Taryn, proxy Chaplain Consular.

5 Thrones

Rewarding made to Livia Cascade, Seer of the Gateway.

10 Thrones

Rewarding made to Marcus Dromond to research Jarnish Exemplars

20 Thrones

Rewarding made for the Museum of Pride.

7 Thrones/ 10 Crowns / 8 Rings

Rewarding made to the captains who assisted the Black Thorns.

Closing Value

0 Thrones / 0 Crowns / 0 Rings

Visionaries

The following individuals received visions of their past lives:

- Landon of Longridge, The Marches

- Kali Keen-Eye, Wintermark

- Hengest Dun, Wintermark

- Aubrietta de Gauvain, Dawn

- Imperatrix Lisabetta Giacomi von Holberg, The League

- Colwynn de Rondell, Dawn

Assembly Strength

At the start of the summit the voting total of the General Assembly was calculated to be 1999

The final voting total of the General Assembly was estimated to be 2238

At the end of the Winter Solstice 380YE the voting strength of the Virtue and national assemblies were estimated to be:

Virtue Assembly

Initial Voting Strength

Final Voting Strength

Final Greater Majority

Ambition

200

200

101

Courage

374

400

201

Loyalty

326

414

208

Pride

161

181

91

Prosperity

216

216

109

Vigilance

203

243

122

Wisdom

258

278

140

The Way

261

306

154

General

1999

2238

1120

National Assembly

Initial Voting Strength

Final Voting Strength

Final Greater Majority

Brass Coast

116

116

59

Dawn

239

249

125

Highguard

618

680

341

Imperial Orcs

38

58

30

Navarr

175

206

104

The League

268

298

150

The Marches

92

92

47

Urizen

132

152

77

Varushka

92

92

47

Wintermark

229

295

148

General

1999

2238

1120

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380YE Winter Solstice winds of fortune

Contents

- 1 Overview

- 2 Winds of Fortune

- 2.1 A Matter of Faith

- 2.2 Beware My Power (Winds of Magic)

- 2.3 A Business Like Any Other (Trade Winds)

- 2.4 City Folk and Country Folk

- 2.5 Darkest Night

- 2.6 Death of a Salesman

- 2.7 Forge of Champions

- 2.8 In Brightest Day

- 2.9 Into The Woods

- 2.10 Lantern's Light

- 2.11 Missionary Work

- 2.12 No Evil Shall Escape Our Sight

- 2.13 Serpent's Tooth

- 2.14 Symposium of Revelation

- 2.15 Tale of the Golden Hare

- 2.16 The Widening Gyre

- 2.17 Those Who Worship

- 2.18 The Witches of Applefell

- 3 Ongoing Events and Resolutions

- 3.1 The Other Empress

- 3.2 The Crumbling Court of the Fountain

- 3.3 The Creeping Morass

- 3.4 Song of the Lakefolk

- 3.5 Lashonar and the Song of Peace

- 3.6 Castle of Wind and Sky

- 3.7 Blood Red Roads

- 3.8 The Orcs of Therunin

- 3.9 Krampus Tales

Overview

Over the past three months, several events have occurred which are of significance to the Empire and may require a response from her champions. You can also read about the progress of the Empire's military campaigns here.

In each case, we've tried to tag the Winds of Fortune entry with the nations, or political bodies, to which it is most relevant. We've done this to help people who are interested only in events that are especially relevant to them. In no way are these tags intended to be exhaustive; the Empire is a complex place and very little happens in isolation.

As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of Fortune is to maintain the illusion of the Empire as a living, breathing place where things happen - and to make players aware of things their characters 'should' know based on what their roleplaying says they have been doing for the past three months.

Many winds of fortune open with a short section of in-character text. In all cases, these pieces are intended to help create an atmosphere and provide a little entertainment. Where they contain opinions, those are the opinions of the fictional people depicted - and where they contain information or rumours the assumption is that the reader will create their own context for that information or gossip. They're mostly just a bit of fun and they tend not to contain anything vital to the understanding of the wind of Fortune.

Winds of Fortune

A Matter of Faith

- Everybody

The Imperial Synod stands on the brink of crisis. There is the very real threat of a catastrophic schism within the Way, as supporters of the vision supported by the Congregation of the First Empress clash with those who believe it to be heresy. You can learn more about this matter of faith here.

Beware My Power (Winds of Magic)

- Conclave, assorted magicians, dramaturgists, and astronomancers, citizens of Reikos, Spiral, and the shores of the Semmerlak

Magic ebbs and flows. A round-up of significant magical effects, some with wider implications, some without, can be found here.

A Business Like Any Other (Trade Winds)

- Fleet captains, Congregation leaders, Ambassadors

International trade, like international relations, can be fraught with pitfalls - and rich with opportunities. You can find a quick round up of things related to the current state of affairs, with an emphasis on trading, here.

City Folk and Country Folk

- The Marches, the League (especially Tassato)

The people of Whittle in the Mourn are on the move. Following recent developments and the renewed domination of the Jotun they have left their homes en-masse and travelled south through the Freemoor hills with all their possessions, seeking sanctuary in Tassato Mestra. You can learn more about this situation here.

Darkest Night

- Naga, Imperial Conclave especially astronomancers, poets

After a year of piecemeal disappearances, the stars have finally disappeared from the skies across the entire Empire. They've even gone from some non-Imperial territories adjacent to the Empire. Perhaps more importantly, every naga in the Empire is experiencing a powerful urge to keep their cards close to their chests. You can learn more about these eerie magical occurrences here.

Death of a Salesman

- Imperial Bourse, Wintermark, the Brass Coast, Imperial Orcs, Highguard (especially benefactors)

The Imperial Bourse private auction has been suffering for a little while now, and at last it has shuffled off this mortal coil. A number of alternatives are already springing up. You can learn about them here.

Forge of Champions

- Anyone who has challenged the Iron Duke

The eternal Barien appears preoccupied, but his lieutenant Castellan has let it be known that she plans to visit Anvil during the next Summit to talk to various people about their challenges. Apparently, the paperwork is in a dreadful state, even for the Summer realm. You can learn more about this here.

In Brightest Day

- Everyone, but especially artists, priests of Pride, and artisans

Powerful magic inspires artists and culture across the Empire. In addition to its purely artistic effect, it also has some implications for priests of Pride, and there is a delicious rumour of some sort of announcement from The Looking Glass relating to a new schema. You can learn more about the fallout of this magic here.

Into The Woods

- Temeschwar, the Fortress of Salt

Something cold and dark has settled over the Metri in Temeschwar. Gaunt figures appear without warning, slaughtering anyone who tries to bring violence to another citizen. The roads have never been safer, but the woods have never been darker. You can learn more about these events here.

Lantern's Light

- Imperial Senate, Varushka, Imperial Orcs

The Stalker has fallen to earth. Diverted at the last moment from Miekarova to smash into eastern Otkodov, its supernatural influence has faded. As per their agreement, the Thule are offering an arrangement whereby the Empire can share in the bounty of ilium it contains... but nothing is every quite that straightforward where the Dragons are concerned. You can learn more about these events here.

Missionary Work

- Imperial Synod

The Imperial Senate has offered an opportunity to the people of the Iron Confederacy to receive missionaries, to learn of the virtues and the practice of the Way. Some Suranni have asked to learn more, and now it is up to the Imperial Synod how they wish to respond. You can learn more about this opportunity here.

No Evil Shall Escape Our Sight

- Imperial Synod, Vigilance Assembly

The Silent Bell are an Imperial Sodality associated with the Vigilance Assembly who investigate internal threats to the Empire. They are looking to formalise their arrangement with the Synod, which you can learn about here.

Serpent's Tooth

- Military Council, Imperial Senate, Dawn

The Barrens, the Druj, and the situation in the east. An offer to negotiate peace from the orcs of the Mallum. You can learn more about this diplomatic opportunity here.

Symposium of Revelation

- Imperial Synod

A Symposium is due to be held at the Winter Solstice. The Imperial Synod has been planning the event for six months, which will bring priests and theologians from all over the world to Anvil to discuss pressing matters of doctrine, faith, and the future path of the Way. You can learn more about the Symposium here.

Tale of the Golden Hare

- Varushka

The Virtuous Animals are a significant element of the spiritual life of the Varushkan people. Thanks to the National Assembly, and the actions of a certain Fellowship, a new candidate for inclusion in the lexicon of virtue has presented itself - the golden hare. You can learn about this opportunity here.

The Widening Gyre

- Wintermark, Imperial Senate

Dogri Thulebane, renegade leader of the Winterfolk of Crow's Ridge is preparing something, the impact of which may be felt across the northern Empire and beyond. You can learn more about it and the opportunities it presents here.

Those Who Worship

- The Brass Coast, Imperial Synod, Imperial Senate

The Asavean temple in Oran is nearing completion despite some opposition from the Imperial Synod. As the structure is now largely complete, it may be time to consider the opportunities presented by the Asavean counter-offer to build a temple in Nemoria. At the same time, the idolatrous priest responsible for overseeing the structure, and his team of architects and builders, are looking for something challenging to occupy their time. You can learn more about these developments here.

The Witches of Applefell

- Dawn, Weirwater Vales

In Weirwater, bandits have attacked a caravan of weirwood near the town of Applefell, apparently in alliance with a band of renegade witches. This is the latest in a line of escalating problems with witches in southern Weirwater. You can learn more about this problem here.

Ongoing Events and Resolutions

The Other Empress

- The League, Highguard, Imperial Senate

Following a Senate motion proposed by Senator Gant Archama, the sarcophagus of Empress Giselle has been moved to Temeschwar where it is awaiting the completion of the new tomb. It is being stored in one of the disused dungeons beneath Ratibor's Gate, the old prison now used by the civil service.

The Crumbling Court of the Fountain

- Urizen

The curse that has been degrading the Court of the White Fountain in Optarion has finally run its course, but not before one final season of attacking the fortification. Shortly before the Winter Solstice, the fire that gives the fortification its name suddenly flares up, as bright and powerful as ever - although the white stone that comprises the tower still has several cracks that will need to be repaired. Now that the curse is over, the Court will begin to recover normally - assuming no more restorative magic is brought to bear by magicians from the Spire of the Auric Horizon, or that no Grendel attack it in the coming months.

The Creeping Morass

- Holberg, Imperial Senate

Ennerlund has completed its slow transformation into a marsh. It joins Rebeshof and the Morass to form one of the largest marshes outside of Kallavesa and Bregasland in the west. The production of all farms in the territory has been permanently reduced by 36 rings, and the Great Pits of Ennerlund will now need additional pumps and precautions, permanently increasing the upkeep of this important Bourse resource by 2 Thrones per season.

Song of the Lakefolk

- Wintermark

Raids by strange hunters continue to disrupt businesses and farms in Sermersuaq. At the Autumn Equinox the Assembly of Wisdom, with some support from the Wintermark National Assembly, resolved to take the cautious route of gathering more information. This means that Savik Summerstorm is coordinating efforts in the area to learn more about this situation, and is the person to talk to.

Lashonar and the Song of Peace

- Dawn

The eternal Lashonar has been interferring musically with the armies of Dawn. The Imperial Conclave decided to strip Lashonar of its amity - although they did not declare enmity. At the same time, the National Assembly of Dawn stridently opposed the message of peace being spread by the agents of the eternal. Lady Tamain Sepulchre was named by the Assembly to directly oppose the influence of the Night eternal, and was supplied with a hundred liao to support their efforts. Lady Tamain composed and popularised The Heralds of Lashonar in order to combat the insidious threat posed by the eternal. As a consequence, while the effects of Lashonar's heralds continued to be felt during the last few months, they have been entirely countered by the start of the Winter Solstice.

Castle of Wind and Sky

- Varushka, Imperial Conclave

The disruptive weather plaguing the Icy Crag of the Eternal Sun shows no sign of dissipating. The upkeep of the College of Magic continues to be artificially high.

Blood Red Roads

- The League

Work on the Blood Red Roads continues. The project still has many months to go before the four cities of the League are linked by wide stone roads.

The Orcs of Therunin

- Navarr

The orcs of the Great Forest, seeking sanctuary from the Barrens, continue to occupy the Lower Tarn Valley in Therunin. The situation has not changed very much from where it was last season. The Senator for Therunin, Caerwyn Summer Crow, provided the orcs with significant support in the form of money and supplies, but the matter of land is still uppermost in the thoughts of many of the Navarr of the south-east.

Krampus Tales

- Wintermark

The Krampus continues to act erratically. There has been no movement on constructing a home for the supernatural creature in Skarsind. As it is winter, the spirit is due to appear at Anvil to hear the sins of the Winterfolk - but it is not clear whether its "allegiance" is still with Wintermark, or the Imperial Orcs, or the Jotun.

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380YE Winter Solstice winds of war

Contents

- 1 Overview

- 2 Quiet on the Eastern Front

- 3 Quiet on the Western Front

- 3.1 Game Information: Western Front

- 4 On Crimson Field

- 4.1 Game Information : The Barrens

- 5 Shores of Naris

- 5.1 Game Information : Redoubt

- 6 Leaves of Grass

- 6.1 Game Information : Liathaven

- 7 Major Conjunctions

Overview

The empire is engaged in multiple campaigns with the barbarian orcs.

The eastern front is quiet. In Spiral, the Empire and the Grendel are both defending the territory they control. A few minor skirmishes between scouts take place but both sides appear to be more interested in defence and consolidation than engagement. In Weirwater, the unwholesome army out of Karsk seems to be quiescent - although there are enough travellers tales to suggest that it is still a threat. Likewise, Imperial forces keep a vigilant eye on the southern coast of Necropolis and the eerie supernatural forest of north-western Reikos - but for now, no threat seems to be forthcoming.

The western front is also quiet. There is no fighting in the Mournwold as both Jotun and Imperial hold to their own territory. In Kahraman, the Jotun withdraw through the western mountains leaving the supernatural troops of Cathan Canae to delay the Empire. The Summer soldiers are overwhelmed eventually, and their citadel falls, and Serra Damata is liberated.

In the Barrens, the Dawnish claim some territory, and there is no sign of the Druj.

In Redoubt, a naval assault attacks the southern shores. There is some resistance from the garrison of the Court of the White Fountain, but the attackers have made significant progress towards creating a beach head. There is some evidence that the Grendel vessels are supporting orc troops who are not native to the Broken Shore.

Finally, in Liathaven, the forces of the Jotun who have withdrawn from Kahraman fall on the Black Thorns inflicting massive casualties and trapping the army in the Western Point.

Quiet on the Eastern Front

Winter is coming. It creeps in, slowly and inevitably. The nights turn cold, dark beneath starless skies. Unlike last winter the winds do not howl, just sigh mournfully with the promise of heavy snow. Mornings start with the quiet crack of ice being broken on water barrels, the sharp crunch of frost-gilded grass, and muttering about the frigid air.

We will bide our time, wait out the Grendel Storm and

make ready to stand heroically if they push any further.

General Sullik of the Northern Eagle

In Spiral, the orcs stay close to their campfires. The Broken Shore is warm and dry even in winter. The Grendel on the whole do not much care for the cold. Their forces still hold much of the south - and the Black Plateau of course. The Imperial forces keep a close watch on the uneasy borderlands between the territory they hold and the territory held by the invaders. In Ankra and Cinion, spires begin slowly to rebuild. It is almost peaceful There is some half-hearted skirmishing, mostly encounters between bands of scouts, but no clash of armies.

People are rebuilding in Reikos as well. The wave of Spring magic has entirely subsided. New forests spread across what was once ruined land. Here and there, in defiance of winter, the Highborn break ground on new chapters. Axe and saw are taken to hardwoods; pick and shovel bite deep into stone. Makeshift camps begin to be replaced by shacks and cottages, and slowly, stone walls start to rise again. Tamarbode is silent, however. No woodcutting or quarrying in the dark forest that Llofir claims.

Time to rest and recover. Dont get used to it!

We'll be back on the front line soon. Make the most of it!

General Estana I Mestiere I Guerra

At night, the builders in northern Grey Charge, and western Broken Ride, and north-western Longshire can see the faint luminescent glow of mushrooms beneath the trees. In the absence of the stars, it is eerily bright.

In Necropolis, the Quiet Step and the Red Wind Corsairs hold a long vigil against the possibility of a Grendel assault against Sanctuary Sands, but no such assault takes place. The scouts of the Quiet Step line the cliffs overlooking the Bay of Catazar, searching for signs of danger. By the tomb of Atuman, they build a makeshift beacon to warn of any potential naval invasion, but the beacon is left unlit.

In Weirwater, the unquiet dead still wait beneath the trees. Six months ago they emerged from Karsk, from the Semmerlak, and marched south. Driven back from Astolat, they remain in the forests of Weirsmoor, and Hawksmoor, and southern Garthsmoor. Under the ebon night skies, corpselights dance, and emerald fires flicker. Questing knights and knights errant are drawn to Weirwater, to the unliving host. There are deaths, and stories of glorious fights alike. Some of the weavers of Applefel have cautiously slipped through the woodlands, wrapped in heavy cloaks against the cold, hidden from malicious eyes. There are unsettling stories. Pedlars, woodcutters, charcoal burners, scouts, poachers - people who have not come home despite the cold chill of Winter. The yeofolk mutter and grumble. There are probably good explanations for the people who have disappeared, but the easiest is that the army of the dead has eaten them. "Something must be done," becomes the refrain as the Winter Solstice approaches. "Someone must do something!"

Quiet on the Western Front

The Mourn rests uneasy. The Jotun took Greensward, and the Empire took it back less than a month later. The Jotun withdraw north and west as an early winter snow settles over the burial mounts they leave behind. The dark earth of the south-eastern farms is freshly turned, a final bed for the heroes of the Marches. After so much bitter fighting, the situation is back to what it was during the long months of the ceasefire

This is the war of a generation. We will not end it in one day, but we will raise the curtain on a decisive act.

By the time the curtain falls, you will be heroes and all the world will be your audience.

Take their breath away..

General Gabriel Barossa of the Wolves of War

The Empire defend what they have regained. The Jotun defend what they have taken. On the walls of Orchard's Watch, and Fort Braydon, and La Redotta Rezia, the sentries stand a nervous watch in wan daylight and pitchblack night, straining to hear the tread of orc feet signalling the orc return. It doesn't come.

Stories blow down from the north, of resistance crushed without mercy. Of armies of orcs moving across the hard, frozen ground. Of fighting, but not with the Empire. A week after the Autumn equinox nearly a hundred men, women, and children of the Mourn cross the border from Grey March into Graven Marsh. Many of them are Marchers only in theory - children grown up under the Jotun who have known no other way of life. Each of the adults bears a livid brand on their cheek of the rune Queros. Their passage is watched by five hundred silent Jotun on the hills above High Courage. These are some of those who rallied to the Empire when they came to liberate the Mournwold. Defeated by the Jotun, marked as oathbreakers, and set free as agreed with Tancred De Rondell. The last of them, exhausted from their long march, bring a message. "There will be no more mercy."

Autumn turns to winter, and a shroud of silence settles over the Mournwold broken only by the bitter cries of crows, hungry for war.

My Friends, take heart in knowing you fight for your home,

your nation and your people.

General Vrael i Sol-Devorador i Erigo of the Fire of the South

Further south, in Kahraman, the silence is broken by the roar of great beasts and the clash of steel on steel and stone on flesh. The Fire of the South, the Fist of the Mountains, the Summer Storm, and the Towerjacks sweep west through Serra Damata, supported by scouts and auxiliaries from Fort Braydon in the north. They encounter little resistance from the Jotun. The orcs have broken camp and marched west, ahead of the armies.

What they encounter instead is a citadel of ice and black stone. The castle dwarfs the town of Damata, as the giants that garrison it dwarf the soldiers who come against them. Massive warriors of the Summer Realm wrapped in leather and white fur, tough hides marked with curling spiral tattoos, they fight the Imperial troops without let or quarter, defending the Jotun retreat. The citadel cannot stand against four Imperial armies, but it holds for three days before finally the gates are broken and the fighting shifts to the halls and chambers of the magical edifice. Once the walls are breached, the Imperial soldiers find that the giant orc-like ogrekin are not the only defenders - vicious fighting between human and orc, and squat ivory-tusked goblin-warriors slicks the frigid halls with blood.

I ask the Summer Storm, once again, to earn their legend

and cut down the Enemy!

Strive for your nation!

March for your Empire!

General Irontide Skar of the Summer Storm

These creatures of the Summer Realm do not seem to fear death; for them it is only a defeat that sends them back to their mistress' domain. Those who fall beneath their spears and their warpicks and their icy axes... they do not rise again. In the end, around a hundred Imperials die taking the magical citadel... with little to show for it. As the Winter Solstice approaches the castle begins to crumble and sag. By the end of the summit it will have gone, tumbled back into the realm of the Queen of Ice and Darkness.

The Jotun have long gone by the time the Imperials liberate the people of Damata - along with a bounty of white granite from the Damation Cliffs. The beautiful walls of the town still stand, the intricate calligraphy that covers them undamaged by the Jotun occupation. Wordlessly, the dhomiro of Damata take the commanders of the Imperial armies to view a part of the walls where new writing can be found. A Jotun stonesmith has carved her own passage onto the walls of Damata, in a stark and angular letters a foot high. "We came. We shall come again."

Game Information: Western Front

The situation in the Mournwold has not significantly changed - the Empire controls Greensward and the Jotun appear to control everything else. The Singing Caves were briefly in the hands of the Jotun before they were liberated - so the Imperial Senate may choose to allocate them again. Indeed, during the Autumn Equinox the Senate voted to allocate the Singing Caves as a Marcher national seat but the motion was subject to veto by The Throne. As a result, the mithril mine remains unallocated. If the Senate reaches a decision swiftly, it may be possible for the seat to be appointed during the coming summit.

Imperial forces have completed the liberation of Serra Damata from the barbarians. All of Kahraman is now under Imperial control once again. The white granite quarries of the Damation Cliffs have been recovered and are now available to the Senate to allocate. Regardless of their decision, the seat will not be appointed until the Spring Equinox at the earliest.

On Crimson Field

The time is at hand. Now is the day, the season,

the Glorious Golden Sun will shine over the Barrens!

General Zoran Orzel of the Golden Sun

The Golden Sun and the Gryphon's Pride press the advance in the Barrens. They consolidate the territory they have taken in Carmine Fields, and push south and east into Murderdale. Imperial forces encounter some resistance, but it is disorganised and falls easily before Dawnish steel and the spells of the war witches. It seems that many of the orcs native to the northern Barrens have already fled before the encroaching armies; those that remain are hard-bitten savages who fight viciously to defend their homes but are soon swept aside. The scattered survivors retreat into the woods to take up lives of petty banditry.

Imperial Forces are supported by a field hospital. Perhaps inspired by the words of Empress Lisabetta at her coronation, a number of chirurgeons and physicks fight their own battles against death and disease in support of the Dawnish. Their aid is invaluable in keeping the number of casualties suffered by the Empire to a bare minimum.

Scouts and knights errant report that the Dawnish armies are not the only forces moving in the Barrens, however. There is little concrete information; perhaps the soldiers working with the spy network know more. It certainly appears that the Druj are continuing their campaign of conquest, but they do not come into conflict with the Dawnish. There are confused stories of vicious fighting in the south - most likely with the briar heretics at Dourfell Keep - but the truth of the matter and the outcome are both unclear.

How much longer can the two forces in the Barrens continue to avoid conflict? Rumours of secret compacts are rife.

Game Information : The Barrens

Imperial forces now control Murderdale and Carmine Fields as well as the Dawnish holdings in Dawnguard. To capture the entire territory, the Empire would need to control at least six regions.

Shores of Naris

Two weeks after the Autumn Equinox, a force of barbarian orcs makes landfall along southern Naris in Redoubt. Supported by a shore offensive by Grendel mariners, the orcs quickly establish themselves on the peninsula of Rebekah's Leap, and push north toward Elos.

It seems likely that they intend to try and take the defenders of Redoubt by surprise, but they have reckoned without the Heliopticon. Within hours of the first attack, warnings fly through the air to nearby spires and from there spread out across the entire territory. By dawn the next day, the Urizen nation knows there are orcs in southern Redoubt. The garrison of the Court of the White Fountain is mobilized to support the sentinels and citadels along the coast. It takes some time to traverse the mountain roads, and by the time the defensive forces arrive the invaders have already captured several settlements.

The Heliopticon bears more than just news of the attack. It brings with it the news that these are not Grendel forces - or at least the majority of them are not what the magi of Urizen would describe as Grendel. They are hard, vicious orc barbarians well-versed in fighting in the foothills, and with a significant number of savage battle magicians in their ranks. Many of them bear banners of orange cloth, and beat frenzied unfamiliar rhythms on their drums. A Freeborn merchant visiting the spire of Hanging Rock offers confirmation - against all the odds these are Lasambrian orcs. Oh there are Grendel among them, that much is clear to the spyglasses of Urizen. But the main force is without a doubt made up not of orcs of the Broken Shore but of the western hills, far away on the other side of Segura.

Lasambrian they may be, but they seem to share the Grendel thirst for treasure. The spires that fall to their advance are looted - valuables and citizens alike stolen and sent south toward the coast. The soldiers of the Court of the Fountain slow their advance, providing an opportunity for some of the spires to evacuate - but they cannot halt the orcs.

The most recent reports suggest that the orc force has sent out two very large raiding parties. One is heading north towards the fishing town of Elos. The other is heading north-east towards the largely unprotected spire of Evenstar - a rich hospital specialising in the use of Spring magic and Day magic to treat long-term illness.

Game Information : Redoubt

The invading orcs control roughly a third of the region of Naris, and are well on their way to establishing a beachhead in Redoubt.

Leaves of Grass

Our commitment to revenging ourselves upon the Jotun has not wavered.

It is not enough to hurt them or distract them, we must ruin them and

force them to compromise everything that makes their nation strong in their

attempt to counter our tactics. Imperial Druj? Hardly. We are far darker than

that. We are the Empire's Monsters... Make them pay and tell dark stories of

us. Take the North. Save our People.

General Ulric Y'Basden of the Black Thorns

The Black Thorns push into Western Scout encountering little resistance from the orcs there. They begin to recapture ruined steadings while hunting for survivors hiding from the Jotun. The work integrating the influx of Navarr thorns into the army is complete, swelling the army's numbers to well over seven thousand. The dead thorns, raised by Winter magic, continue to fight alongside their living brothers and sisters. Hope rises that southern Liathaven can be liberated within a couple of weeks.

Those hopes are smashed less than a month after the Autumn Equinox when a massive Jotun force pours through the mountains from Kahraman and devastates the thorns left behind to consolidate Beacon Point.

The Jotun are angry. If anything, they are even more incandescent with rage that they were the last time they swept through Liathaven. They are a tide of fire and steel purposeful, ruthless, washing east to west and slaughtering everything in their path. They do not waste time - where they encounter fortified resistance they simply burn it out and move on. They offer no quarter. Columns of black smoke mark their progress through the forests.

The Navarr put up a spirited defence but even with their enlarged force they are vastly outnumbered. Over the course of the next two months, three thousand thorns are lost to the Jotun advance. More than died on the Iron Plains. More than fell to the Flux in Reikos. As many soldiers as fell defending the walls of Holfried. Cut to pieces, crushed beneath iron boots, rent asunder by the fury of the barbarian armies who form a veritable wall of death as they root out every Navarr they can find.

Unable to stop the onslaught, the Black Thorns are pushed west. There is no opportunity for them to try and break the Jotun lines - they are too spread out and the Jotun are simply too strong for them. Beacon Point is lost within a month, and the gains the Imperial troops have made in Western Point soon come under attack. There is little doubt the Jotun forces are bent on the complete destruction of the Black Thorns - they seem largely disinterested in capturing territory compared to slaughtering Navarr soldiers.

The rout might have been complete were it not for the efforts of a score of brave thorns fighting alongside the army with their elite military units. There is nothing these seasoned soldiers can do to cut the losses suffered by the army - but their aid is sufficient to slow the attackers and give the army time to regroup. Sadly their numbers are near half what they were last season. The assistance the Black Thorns were receiving from other nations has vanished - and over a third of the elite Navarr units gone with it. But still, many have stayed on, resisting the lure of the Guerdon and the opportunity to get paid for resting their troops in the Mourn.

All is not necessarily lost, not quite yet. The advance of the Jotun is slowed by the need to deal with the forces in Beacon Point. The Black Thorns are still holding on to parts of Western Scout, meaning they still possess a beachhead in Liathaven should they be in a position to fight back against the tide of death advancing on them from the west. Yet it cannot be denied the army is caught in a vice. A Jotun army to the east that seems bent on their complete annihilation. Unknown Jotun forces to the west and south. The Vallorn to the north. Trapped.

Or ... not completely. Paths of Lan Thúven remain open, providing a possibility for retreat through the Vallorn to West Ranging. The Jotun could not follow directly - they would need to circumnavigate the Vallorn, come in to West Ranging from the north - assuming they realised where the Black Thorns had gone of course. They could advance into the northern Lasambrian hills, into Reinos, and thence hope to fight their way back into Kahraman from the west by midsummer. Or they could attack west into the unknown Jotun territories that lie beyond the forest. Or they could try to force their way east, hoping to somehow overwhelm the Jotun advance and make it back through the mountains to Kahraman - but even if that were possible it would likely see significant casualties suffered by the already bloodied army.

Or they could stand and fight - but without significant support it is doubtful if they could survive a second season of the Jotun's fury.

Game Information : Liathaven

The Black Thorns are boxed in in western Liathaven. The Jotun and the Vallorn are between them and the rest of the Empire. If nothing changes during the coming summit, the General of the Black Thorns will have a difficult decision to make. A civil service expert will be on hand during the coming summit to discuss the strategic situation with the general in more detail. A rough assessment of the army's options would be:

- They could stay where they are, or try to push east into Beacon Point and hope to drive the Jotun back.

- They could attempt to push through the Jotun line and reach Serra Damata, but doing so would likely result in significant casualties even for an army as swift as the Black Thorns.

- They could, of course, advance south into the Lasambrian Hills territory of Reinos - but they would then have to spend a season in that territory before they could move east into Kahraman.

- They could push west into the unknown Jotun territory beyond Liathaven.

- They could use the Paths of Lan Thúven to cross the Vallorn to the north - but if they did so they would stop once they entered the Jotun-controlled region of West Ranging and this move would be subject to the normal rules for attacking a disconnected region.

Regardless of what happens, the opportunity presented to enlarge the Black Thorns has been completed - indeed, without the additional troops provided by that opportunity, the Black Thorns would be in an even worse state than they currently are.

Major Conjunctions

The civil service has identified five major conjunctions of the Sentinel Gate that are expected to be available during the coming summit.

On Saturday, two major conjunctions have been identified - but the heroes of the Empire will only be able to take advantage of one of them. Both open in Redoubt. One opens near the fishing town of Elos, the other near the hospital spire of Evenstar. The civil service predicts that either of these conjunctions could be used to head off one of the two large barbarian raiding forces.

On Sunday, three conjunctions have been identified that will allow Imperial heroes to engage the Jotun - but again only one can be taken advantage of. The first opens in Liathaven and offers an opportunity to get the Black Thorns moving through the Paths of Lan Thúven, potentially helping to get the army out of southern Liathaven. The second also opens in Liathaven and offers an opportunity to support the Black Thorns - potentially offering them assistance in holding their beachhead in Western Scout if they receive assistance from other Imperial armies. The third conjunction opens in the Mournwold, and offers an opportunity to secure information about the Jotun's plans for their campaign along the western front.

By the time of the Winter Solstice summit, the civil service will have completed reports for each of the five major conjunctions, which will be presented the the generals during the Muster. The final decision about which two major conjunctions to exploit, and who will take part in the battles, is the heavy responsibility of the generals alone.

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381YE Autumn Equinox Announcement by the Quartermaster General

Announcement of the Quartermaster’s Guerdon:

Quiet Step

Bounders

Hounds of Glory

Granite Pillar

Wolves of War

Are entitled to draw from the Imperial Guerdon following the Autumn Equinox 381YE.

Approved by the Quartermaster General of the Imperial Armies

Overview

- This motion was approved by the Quartermaster General of the Imperial Armies using the legal power to authorize targets of the Imperial Guerdon granted to them by the Senate

Date

- Autumn 381YE

Campaign Outcome

- Owners of military units who support one of the announced armies will receive a share of the Imperial Guerdon.

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381YE Autumn Equinox Conclave sessions

Contents

- 1 Overview

- 2 Precedence

- 3 Titles

- 4 Conclave Declarations

- 4.1 Friday Session

- 4.2 Saturday Session

- 5 Conclave Addresses

- 6 Order Vaults

Overview

The following is a summary of Conclave proceedings during the Autumn Equinox 381 YE.

Precedence

The precedence at the start of the summit, as determined by membership, was as follows:

1. The Golden Pyramid with 83 members.

2. The Shuttered Lantern with 72 members.

3. The Rod and Shield with 67 members.

4. The Sevenfold Path with 59 members.

5. The Unfettered Mind with 35 members.

6. The Celestial Arch with 25 members.

Titles

The following Imperial Titles were declared by the Conclave during the summit.

- Pavel was appointed as the Imperial Magus following the Friday session.

- Marcus Endsmeet was appointed as the Archmage of Autumn following the Saturday session.

In meetings of the members of the appropriate orders, the following Grandmasters were appointed.

- Gregor was re-appointed Grandmaster of the Shuttered Lantern.

- Raewynn Farkas was appointed Grandmaster of the Silver Chalice.

Conclave Declarations

Records show that 3 declarations were made during the Friday session, and 20 were made during the Saturday session. The details of these declarations and their outcomes were as follows: when a declaration is not one of Concord, its text may have been edited for standardisation purposes.

Friday Session

Speaker

Declaration of...

The Imperial Conclave declares

Outcome

Pavel

Candidacy

Imperial Magus

Passed

Helios of the Bitter Chalice

Endowment

The
talisman offered
by
Sinokenon
to be endowed to the Grandmaster of the Shuttered Lantern

Passed

Asenath

Reconciliation

Lady Genevieve de Vexille

Passed

Saturday Session

The Conclave made the following Declarations:

Speaker

Declaration of...

The Imperial Conclave declares

Outcome

Arsenio Rezia di Tassato

Concord

We formally thank lord Adamant for his
offer of aid
and invite his koboldi to aid the Empire

Passed

Alain Shatterspire

Interdiction

Rivers Run Red

Passed

Aquillian

Imperial Lore

Aid Once More

10 Thrones provided after the Autumn Equinox by Aquilian

Passed

Aquillian

Imperial Lore

Ride the Noble Steed

10 Thrones provided after the Autumn Equinox by Ioseph of Phoenix Reach

Passed

Volfe of Ashenhall

Concord

The Conclave should send magicians to the Great Forest orcs to teach them the basics of magic and help them overcome the damage done by the Druj

Passed

Marcus Endsmeet

Candidacy

Autumn Archmage

Passed

Volfe of Ashenhall

Dissemination

Rivers of Life
to the orcs of the Great Forest (10 Thrones received from Volfe of Ashenhall; ritual text disseminated)

Passed

Azneical of Suns of Couros

Concord

Gilean herald of
Llofir
is invited to return to Highguard

Passed

Suvi Summervale

Concord

Support in Conclave to pursue the matter of the subject of horses and Medea of Urizen

Failed

Gancius

Concord

That the library at Mournng Holow shall be assigned to Phaleron by the Senate

Passed

Thomas of Hay

Concord

Richard of Holberg
begins work on a mana sinecure in the Mournwold

Passed

Reawynn Farkas

Endowment

That the 7 mithril held by the bursar be given to the Silver Chalice (to aid with the building of their ministry)

Passed

Tiberius Stormspire

Endowment

That the divination projection
offered to the Empire
by
Roshanwe
be endowed to Octavius,
Provost of the Halls of Knowledge

Passed

Helios Bitter Chalice

Interdiction

Mountain Remembers Its Youth

Passed

Kay Carter

Dissemination

Blessing of New Spring
to the orcs of the Great Forest

10 Thrones provided after the Autumn Equinox by Kay Carter of Dawn.

Passed

Volfe of Ashenhall

Concord

The Conclave should use its power to display our Loyalty to the Great Forest orcs by upholding our treaty with them

Passed

Helios Bitter Chalice

Candidacy

Autumn Archmage

Defeated

Gorion of Phoenix Reach

Concord

That
Richard of Holberg
design a mana sinecure in
Morrow

Passed

Brand Sherarding

Reconciliation

For the interdicted ritual
Hallow of the Green World

Passed

Erasmo di Tassato

Concord

That
Richard of Holberg
design a magical structure in
Tassato
.

Passed

Conclave Addresses

Records show that 5 addresses were made during the Friday session, and 11 during the Saturday session. Per protocol, the titles of addresses are not recorded.

Order Vaults

Following a number of improvements the civil service will now be providing an update on the mana obtained by each order before magicians arrive at Anvil - rather than after. The civil service records for 381YE Winter Solstice Conclave sessions include the information of the distribution of mana following the Autumn Equinox and preceding the Winter Solstice.

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381YE Autumn Equinox Imperial elections

This page was updated throughout the event as elections and vacant positions occured (i.e. opportunities!). Now the event is over we are tidying up the last few position title holders before we transfer this information over to the rolling historical record that can be found here

Contents

- 1 Senate

- 2 Imperial Military Council

- 3 Imperial Synod

- 4 Imperial Conclave

- 5 Imperial Bourse

- 5.1 Imperial

- 5.2 National

- 6 Lapsed

Senate

- Senator for Kahraman:Incumbent

- Senator for Semmerholm:Lady Josline Arwood

- Senator for Casinea: Nira of Cantiarch's Hold

- Senator for Tassato:Incumbent

- Senator for Upwold: Incumbent

- Senator for Therunin: Cybi Farkas

- Senator for Morrow: Incumbent

- Senator for Volodmartz: Asya olya Vickentivich

- Senator for Hahnmark: Incumbent

- Senator for Mournwold (allocated by Senate to The Marches): Robert Dunlain

- Senator for Redoubt (after previous was revoked): Marissa of Shattered spire

- Senator for Zenith: (after previous was revoked): Previous incumbent was re-elected

- Ambassador to Jarm:

- Ambassador to Faraden: Talshar i Zabala i Erigo

- Ambassador to the Sarcophan Delves: Incumbent

- Caretaker of New Dunhall:Briganlia Dunning

- Weigher of Worth: Skywise Taal

- Custodian of Glass Point Cove:Dalibor Marek

- Signori d'Argento Vine Tender: Marcus Devere

- Keeper of Aurelie's Garden: Katrina Gardner

Imperial Military Council

- General for Fire of the South: Gomez Souza Gurrea

- General for Eastern Sky: Incumbent

- General for Seventh Wave: Incumbent

- General for Wolves of War:Michael Angelio

- General for Bounders: Incumbent

- General for Quiet Step: Incumbent

- Quartermaster General of the Imperial Armies: Incumbent

Imperial Synod

- Cardinal of Loyalty: Veikko of Wintermark

- Cardinal of Pride: Azekah of Highguard (the incumbent)

- Cardinal of Ambition: Viviane de Coeurdefer of Dawn

- Gatekeeper of Loyalty: Tess of the Marches (the incumbent)

- Gatekeeper of Pride: Astrid Fjellrevening Rezia di Tassato of The League (the incumbent)

- Gatekeeper of Ambition: Vacant

- Virtue Inquisitor of Loyalty: Corwin Leafstalker of Navarr (the incumbent)

- Virtue Inquisitor of Pride: Rane Jorunsdottir of Wintermark (the incumbent)

- Virtue Inquisitor of Ambition: Ranae de Rondell of Dawn (the incumbent)

- Virtue Inquisitor of Wisdom: Galene Netherwatch of Urizen

- Auditor of Senatorial Accountability: Vacant (following the resignation of Zeno, Stallion's Sibling at the start of the summit):

- Quaymaster of the Black Sails: Illaria Notturno di Sarvos of the League

- Custodian of the Imperial War Memorial: Sister Magdelana of the Shattered Tower, Highguard

- Watcher of Britta's Pool: Gunnbrand Ironwill of Wintermark

Imperial Conclave

- Grandmaster of the Shuttered Lantern: Incumbent

- Grandmaster of the Silver Chalice: Raewynn Farkus

As always, all other Imperial Conclave titles may be reappointed at any time through a Declaration of Candidacy.

- Imperial Magus: Pavel

- Archmage of Autumn: Marcus of Endsmeet

Imperial Bourse

Imperial

- The Fortress of Salt: Caleb of the Cenotaph (375 thrones)

- The Brilliant Star: Tobias Shanks (350 thrones)

- The Great Mine of Briante: Jonah Farkas (370 thrones)

- The Great Pits of Ennerlund: Vasiliy Krenyenkov Valeskai Strascovich (370 thrones)

- Custodian of the Concordium Dock: Dranthus of Enlightenment Spire (5 thrones)

- Delver of the Depths: Tobyrtan (47 thrones)

- Imperial Wayleave: Breeta Dunning (6 thrones)

- Imperial Wayleave: Lorenzo von Temeschwar (8 thrones)

- Imperial Wayleave: Silas di Sarvos (8 thrones 4 crowns)

Imperial seats will be auctioned openly. Any citizen may bid for control of one of these valuable resource seats

- Naming rights to the Northern Sinkhole: Lorenzo 'La Vulpe' von Temeschwar (5 thrones) - "Lorenzo's Deep Pockets"

National

- The Eternal Shafts of Time:(Varushkan mine owners): Tomasz (the incumbent) (unopposed)

- The Pride of Ikka's Tears (Wintermark military unit captains): Algar of Ashenhall (by 14 votes)

- Castellan of Spiral Castle (Dawnish military unit captains): Maryc Orzel (unopposed)

- Dhomiro of the Cinnabar Hills: Demitrio Taziel I Riqueza (by 60 votes)

- Overseer of the Cavabianca Dock: Fioré dei Liberi (by 148 votes)

Not available this event are the Legacy in Spiral (currently in the hands of the Grendel)

The Singing Caves in Mournwold has been conquered by the Empire. It can be allocated by the Imperial Senate as either an Imperial or National title. If it is made Imperial, it will be auctioned during the Winter Solstice for a three-season term; if it is made National it will likewise be appointed by the appropriate nation for a short term. As with all other mithril seats, the Singing Caves will be auctioned or appointed again in Autumn.

Lapsed

These non-scheduled titles have no current citizen holding them (e.g. lapsed, been vacated etc)

- Eternal Flame of Miaren: Tanwen Snowstep

- Custodian of the Imperial War Memorial: Sister Magdelana of the Shattered Tower, Highguard

- Ambassador to the Iron Confederacy: Zadkiel de Coeurdefer

- Dredgemaster of Feverwater: Eleri of Bronwen's Rest

- Dean of Pilgrims: Vacant.

- The Crystal Architect of the Spires:

- The Imperial Master of Works:

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381YE Autumn Equinox Imperial titles

Contents

- 1 The Imperial Senate

- 1.1 The Throne

- 1.2 The senators of The Brass Coast

- 1.3 The senators of Dawn

- 1.4 The senators of Highguard

- 1.5 The senators of The League

- 1.6 The senators of The Marches

- 1.7 The senators of the Navarr

- 1.8 The senators of Urizen

- 1.9 The senators of Varushka

- 1.10 The senators of Wintermark

- 1.11 The senator of the Imperial Orcs

- 1.12 Other Imperial Senate positions

- 1.13 Commissioners appointed by senators

- 1.14 Sinecures and Ministries appointed by senators

- 2 The Military Council

- 2.1 The Generals of The Brass Coast

- 2.2 The Generals of Dawn

- 2.3 The Generals of Highguard

- 2.4 The Generals of the Imperial Orcs

- 2.5 The Generals of The League

- 2.6 The Generals of The Marches

- 2.7 The Generals of Navarr

- 2.8 The General of Urizen

- 2.9 The Generals of Varushka

- 2.10 The Generals of Wintermark

- 2.11 Other Military Council Positions

- 3 The Imperial Synod

- 3.1 Ambition

- 3.2 Courage

- 3.3 Loyalty

- 3.4 Pride

- 3.5 Prosperity

- 3.6 Vigilance

- 3.7 Wisdom

- 3.8 The Way

- 3.9 Other Synod positions

- 3.9.1 Sinecures and Ministries appointed by the Synod

- 4 The Imperial Conclave

- 4.1 Archmagi

- 4.2 Grandmasters of the Orders

- 4.3 Other Imperial Conclave Positions

- 5 The Imperial Bourse

- 5.1 Imperial Bourse Positions

- 5.2 National Bourse Positions

- 5.3 Other Bourse Titles

- 6 Miscellaneous

The Imperial Senate

The Throne

- The Empress : Lisabetta Giacomi von Holberg of the League

The senators of The Brass Coast

- Senator for Feroz: Chiara i Zayden i Riqueza

- Senator for Kahraman: Qusay i Kalamar i Guerra

- Senator for Madruga: Anwar i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond de Rondell

- Senator for Semmerholm Lady Jocelyn Arwood

- Senator for Weirwater: Lady Eve Orzel

The senators of Highguard

- Senator for Bastion: Sammual, of the Cohort of the Winter Bear

- Senator for Casinea: Nira, of Cantiarch's Hold

- Senator for Necropolis: Ianthe, of Raven's Watch

- Senator for Reikos: Cadeus, of the Shattered Tower

The senators of The League

- Senator for Holberg: Irina Arkady Staryn Von Holberg

- Senator for Sarvos: Magdelena Alagna di Sarvos

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Gant Archama

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: William Guildenstern

- Senator for Upwold, The Silver Chase: Henry Ward

- Senator for Mournwold, The Mourn: Robert Dunlain

The senators of the Navarr

- Senator for Hercynia: Ranulf Pridestalker

- Senator for Miaren: Llewellyn Leafstalker

- Senator for Therunin: Cybi Farkas

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Marissa of Shattered Spire

- Senator for Zenith: Edmundo of Endsmeet

The senators of Varushka

- Senator for Karsk: Maarit

- Senator for Karov: Pipski Bearonovitch Strascovich of the Vor'azi

- Senator for Miekarova: Father Nikolovich Drakov

- Senator for Volodmartz: Asya Olya Vikentivich

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Olle Markusson

- Senator for Sermersuaq: Atte

The senator of the Imperial Orcs

- Senator for Skarsind: Irontide Vio

Other Imperial Senate positions

- The Advisor on orc affairs is Bloodcrow Yargol

- The Advisor on the Vallorn is Siân Eternal

- The Ambassador to Asavea is Jarrigk Wegwandelaar

- The Ambassador to Axos is Tarquinius of Ankarien

- The Ambassador to the Commonwealth is Cael Splitroot

- The Ambassador to Faraden is Tal'Shar i Zabala i Erigo

- The Ambassador to the Iron Confederacy is Zadkiel de Coeurdefer

- The Ambassador to Jarm is Oswi Twice-burned

- The Ambassador to Otkodov is Juha the Cave Spider

- The Ambassador to the Sarcophan Delves is Thanmir Hrafnar*

- The Ambassador to the Sumaah Republic is Vera Runova Helgrod

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Captain of the Senate Guard is Keelin Foxden

- The Conscience of the Senate is Ingrid Sigeing

- The Dean of the Academy is Faustina Notturno Di Sarvos

- The Imperial Consul is Aureliana Perpetua Nicasia Saverio di Sarvos

- The Minister of Historical Research is Ioseph of Phoenix Reach

- The Trade envoy to Asavea is TBC

- The Trade envoy to the Commonwealth is TBC

- The Trade envoy to Faraden is TBC

- The Trade envoy to Jarm is TBC

- The Trade envoy to the Sarcophan Delves is Thanmir Hrafnar*

- The Trade envoy to the Suumah Republic is TBC

- Thranmir Hrafnar has indicated his intention to stand down as Trade envoy to the Sarcophan Delves at the start of the Winter Solstice

Commissioners appointed by senators

- Note: The Imperial Senate voted to abrogate the Civilian Commissioners at the Winter Solstice 380YE, meaning those titles no longer exist.

- The Crystal Architect of the Spires is vacant

- The Imperial Master of Works is vacant

Sinecures and Ministries appointed by senators

- The sinecure of Broken Shield Guardian is Redhand Gezzar

- The sinecure of Caretaker of New Dunhall is Brigantia Dunning

- The sinecure of Custodian of Glass Point Cove is Dalibor Marek

- The sinecure of Custodian of the Claw is held by Valeria of Phoenix Reach

- The sinecure of Custodian of the Starlight Drift is held by Palaphon

- The sinecure of Custodian of the Storm Vault is Xanthius Echostorm

- The sinecure of Dean of Pilgrims is vacant

- The sinecure of Dredgemaster of Feverwater is Eleri of Bronwen's Rest

- The sinecure of Eternal Flame of Miaren is Tanwen Snowstep

- The sinecure of Gatekeeper of Falling Snow is Pendraed the Maker

- The sinecure of Granger of the Golden Orchard is Merel Pathfinder

- The sinecure of Grim Gardener is Maegruth Bearonovitch Strascovitch

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Guardian of Dunfrith is Kai of Wintermark

- The sinecure of Healer of Dawn is Isabella de Rondell

- The sinecure of Herbalist of the Hearth is Brienne-Walda Stormborn

- The sinecure of Jade Custodian is Giacomo Corvinoscuro

- The sinecure of Keeper of Aurelie's Garden is Katrina Gardner, of Dawn

- The sinecure of Keeper of Berislav's Rest is Goran Berislavin Kovacevic

- The sinecure of Keeper of the Crystal Vale is Torunn Volcarona

- The sinecure of Keeper of the Dour Fens is Bill of Middleton

- The sinecure of Keeper of the Glorious Fountain is held by Tatiana of Auric Horizon

- The sinecure of Keeper of the Golden Fields is Thomas of Hay

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Keeper of the Tower of the Fall is Elyssian

- The sinecure of Master Apothecary is vacant

- The sinecure of Master of the School of Exorcism is Naomi of Felix's Watch

- The sinecure of Mayor of Caricomare is held by Aria Notturno di Sarvos

- The sinecure of Preceptor of the Skarsind College of Warcasting is Irontide T'onk

- The sinecure of Shepherd of the Great Herd is Sunhammer Kirrik

- The sinecure of Signori d'Argento Vine Tender is Markus Devere

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Storm Shaman is Ashborn Rauur

- The sinecure of Weigher of Worth is Skywise Taal

- The ministry of Celesti Lighthouse Keeper is Bakar i Erigo

- The ministry of High Herbalist of Sybella is Tolame of the Scions of Ravensfell

- The ministry of Master of the Clearing House is Wilhelmina Aurora Sanguineo

- The ministry of Steward of the Tassato Mana Exchange is Edwin Sanguineo di Tassato

The Military Council

The Generals of The Brass Coast

- General Estana i Mestiere i Guerra of the Red Wind Corsairs

- General Gomez i Souza i Guerra of the Fire of the South

- Admiral Edgardo i Ruiloba i Guerra of The Freeborn Storm

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Zoran Orzel of the Golden Sun

- General Vincent Vexille of the Eastern Sky

- General Garravaine de Rondell of the Gryphon's Pride

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Cayleb of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Bloodcrow Morgur of the Winter Sun

- General Irontide Skar of the Summer Storm

The Generals of The League

- General Michael Angelino of the Wolves of War

- General Natalia Barossa of the Towerjacks

The Generals of The Marches

- General Marius Woodville-Talbot of The Tusks

- General Will Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General Rickard of Lambrook of the Bounders

The Generals of Navarr

- General Eira Pridestalker of the Black Thorns

- General Brennos Brackensong of the Quiet Step

The General of Urizen

- General Nicassia Avicia of Phoenix Reach of the Citadel Guard

The Generals of Varushka

- General Akstis Eigulys of the Army of the Northern Eagle

- General Nikolai Zakharovic Prochnost of the Army of the Golden Axe

- General Magnus Prochnost of the Army of the Iron Helms

The Generals of Wintermark

- General Iron Osric of the Green Shield Army

- General Erkenbrand of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Heilyn Bronwen's Rest, of Navarr

- The Quartermaster General of the Imperial Armies is Brendan Brackensong

- The Imperial Fleet Master is Estaban Del Rio Blanco

The Imperial Synod

Ambition

- Cardinal Viviane de Coeurdefer of Dawn

- Gatekeeper is Vacant

- Virtue Inquisitor Ranae de Rondell of Dawn

Courage

- Cardinal Jorma Steelhail of Wintermark

- Gatekeeper Nina of Cantiarch's Hold, of Highguard

- Virtue Inquisitor Lucifer, Son of Cyrus of Highguard

Loyalty

- Cardinal Veikko, of Wintermark

- Gatekeeper Tess of the Marches

- Virtue Inquisitor Corwin Leafstalker of Navarr

Pride

- Cardinal Azekah of Zepheniah's Lament of Highguard

- Gatekeeper Astrid Fjellrevening Rezia di Tassato of The League

- Virtue Inquisitor Rane Jorunsdottir of Wintermark

Prosperity

- Cardinal Ricardo Almieda Desmondo di Tassato

- Gatekeeper Morgan Leafstalker of Navarr

- Virtue Inquisitor Vauraus Korppitkotka of Wintermark

Vigilance

- Cardinal Irada von Temeschwar, The League

- Gatekeeper Aarne Ceorling of Wintermark

- Virtue Inquisitor Adamah of Highguard

Wisdom

- Cardinal Abaddon De Rondell of Dawn

- Gatekeeper: Amris of Varushka

- Virtue Inquisitor Galene Netherwatch of Urizen

The Way

- Cardinal Atla of the Imperial Orcs

- Conscience of the Senate Ingrid Sigeing of Wintermark

- Virtue Inquisitor Yarrick Ursan of Wintermark

Other Synod positions

- The post of Auditor of Senatorial Accountability is vacant

- The post of High Bard of the Empire is held by Kaywenn du Launcet, of Dawn

- The post of High Exorcist is held by Solas of the Waxing Sun, of Urizen

- The post of Imperial Chaplain Consular is held by Bloodcrow Ergot of the Imperial Orcs

- The post of Imperial Inquisitor is held by Martin Orchard, of the Marches

- The post of Seer of the Gateway is held by Livia of the Spire of the Celestial Cascade, of Urizen

Sinecures and Ministries appointed by the Synod

- The post of Crow Keeper of the Rest is held by Nils Bardstrom of Wintermark

- The post of Curator of the Printer's Guild Museum is held by Taddea Ginori

- The post of Curator of the White City Museum is held by Apollos of Highguard

- The post of Custodian of the Imperial War Memorial is Sister Magdelana of the Shattered Tower, Highguard

- The post of Dean of Laroc Cathedral is held by Odelina de Rondell of Dawn

- The post of Guardian of Giselle's Tomb is held by Casimir Marcellino di Sarvos of the League

- The post of Head Gardener of Urizen is Alcuin of the Spire of Shattered Art

- The post of Coordinator of the Limitu Principality House of the Way is Lord Marcus Drummond

- The post of Quaymaster of the Black Sails is held by Illaria Notturno di Sarvos of the League

- The post of Voice of Barbs is held by Corey Brackensong

- The post of Watcher of Britta's Pool is held by Gunnbrand Ironwill of Wintermark

The Imperial Conclave

Archmagi

- Volfe of Ashenall is Archmage of Spring

- Solomon is Archmage of Summer

- Marcus of Endsmeet is Archmage of Autumn

- Sirus Skybreaker is Archmage of Winter

- Gancius della Notte di Sarvos is Archmage of Day

- Elyssiathain of Endsmeet is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Catalina Novarion

- Grandmaster of the Order of the Golden Pyramid Arsenio Sanguineo Rezia di Tassato

- Grandmaster of the Order of the Rod and Shield Aethelstan

- Grandmaster of the Order of the Sevenfold Path Zephaniah of Highguard

- Grandmaster of the Order of the Shuttered Lantern Gregor

- Grandmaster of the Order of the Unfettered Mind Kyra of Halcyon Spire

- Grandmaster of the Order of the Silver Chalice Raewynn Farkas

Other Imperial Conclave Positions

- Simargl, "the Empty One" of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Abel of Reikos' Renown of Highguard serves as Bursar of the Conclave

- Pavel, of Varushka serves as Imperial Magus

- Finn Finnson serves as the Imperial Seer

- Vitore Van Temeschwar serves as the Arcane Architect

- Brother Luke of the Shattered Tower of Highguard serves as Master of Ice and Darkness

- Helios Bitter Chalice, of Urizen serves as Imperial Censor

- Asenath, of Highguard, serves as Penumbral Watcher

- Sibella of Phoenix Reach, of Urizen, serves as Gloaming Sentinel

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Liora of the Silver Chantry (300 Thrones)

- The Brilliant Star is held by Tobias Shanks (350 Thrones)

- The Canterspire Circle is held by Rada Prochrost (50 Thrones)

- The Custodian of the Concordium Dock is held by Dranthus of Enlightment Spire (5 Thrones)

- The Damation Cliffs are held by Vieri Allori (355 Thrones)

- The Fortress of Salt is held by Caleb of the Cenotaph (375 Thrones)

- The Golden Trees of Seren are held by Adelajda von Temeschwar (50 Thrones, 2 Crowns)

- The Great Forest at Reikos is held by Nemuel of Ravensfell (56 Thrones)

- The Great Mine of Briante is held by Jonah Farkas (370 Thrones)

- The Great Pits of Ennerlund is held by Vasiliy Krenyenkov Valeskai Strascovich (370 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (50 Thrones)

- The Hunt of Alderei the Fair is held by Dyta von Temeschwar (50 Thrones)

- The Night Quarry is held by Thalia of Netherwatch (306 Thrones)

- The Scorrero Nets are held by Saura Splitroot (75 Thrones)

- The Sutton Stone Quarries are held by Peter Carter (287 Thrones & 4 Crowns)

- The Syrene's Wisdom is held by Hepzibah of Reumah's Redoubt(90 Thrones)

- The Weirwater Vales are held by Jack Plank (50 Thrones)

- The Singing Caves are vacant, awaiting allocation by the Imperial Senate.

National Bourse Positions

- The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa (68 Thrones)

- The Master of the Imperial Mint (League) is Lieselotte van Holberg (10 Thrones)

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Bloodcrow Losak

- The Eternal Shafts of Time (Varushka) are held by Tomasz

- The Granites of Veltsgorsk (Varushka) are held by Vitaly Grigorovich Dukov

- The Brilliant Shore (Imperial Orcs) is held by Sunhammer Dav

- The Vigilant Swan (Highguard) is held by Bartimaeus of the Shattered Tower

- The Pride of Ikka's Tears (Wintermark) is held by Algar of Ashenhall

- The Gift of the Dwindling Star (Varushka) is held by Jarek the Peaceful

- The Overseer of the Cavabianca Dock (League) is Fioré dei Liberi

- The Stonefield Ice Caves (Wintermark) are held by the Thule

- The Legacy (Urizen) is held by the Grendel

Other Bourse Titles

These titles are appointed through the Bourse, but do not give the holder a Seat on the Imperial Bourse.

- Errol is Bailiff of the Grand Market

- Demitrio Taziel i Riqueza is the Dhomiro of the Cinnabar Hills

- Safya i Kalamar i Guerra is Mistress of the Glass Parador

- Claus Friedrich von Holberg is the Custodian of the Assayer's Guild

- Esteban i Ezmara i Erigo is the Vizier of the Incarnadine Satchel

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Maryc is the Castellan of Spiral Castle

- Irontide Flax is the Foreman of the Mines of Gulhule

- Irontide Krag is the Bonesetter of Torfast Trading Post

- Cenwyn Ironroot is the Broker of Treji Wayhouse

- Jan Von Schmied de Temeschwar is the Northbound Trademaster

- Pavel Novak is the Overseer of the Westward Road

- Tobyrtan is the Delver of the Depths

Miscellaneous

- The Operator of Brock's Toll is Tristan of House de Rondell of Dawn

- The Keeper of the Imperial Menagerie is Kay Griffinsbain

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=381YE_Autumn_Equinox_Imperial_titles&oldid=62779"

381YE Autumn Equinox Senate sessions

Overview

- Imperial treasury during this season announced by the Civil Service at  ???

Motions

Passed

- Accept ceasefire with Sumaah Republic

- Add Bloodcloak schema to Imperial Lore

- Amend Head Gardener of Urizen

- Amend the use of the Gardens of High Chalcis

- Appoint Dean of the Liberated

- Appoint Faraden Ambassador

- Appoint Jarmish Ambassador

- Appoint Sarcophan Delves Ambassador

- Assignment of Mournwold

- Construct Honour's Rest

- Construct Treasure Ship

- Construct south west road network

- Construct Giant's Well

- Construct the Weaver's Market

- Construct Lorenzo's Legacy of Loyalty - this commission will be overseen by Almodin Oktístis, Priest of the Builder.

- Construct Lorenzo's Legacy of Ambition - this commission will be overseen by Almodin Oktístis, Priest of the Builder.

- Create title of Keeper of the Breadbasket

- Disburse funds for Astolat ministry

- Disburse funds for military matters

- Disburse funds for Wintermark army

- Disburse funds to assist Iron Confederacy port

- Fortify Greensward

- Fortify Freemoor

- Fortify Lower Tarn Valley - this commission will be overseen by the orcs of the Great Forest tribe and does not count against the Senate's seasonal limitation.

- Permit Great Forest Orcs to work the Thimble

- Recognise the House of Guiscard

- Set the Imperial Guerdon

Wilhdrawn

- Allocate the Singing Caves

Failed

- Amend the use of the Imperial breadbasket

- Construct Mountains of the Moon spy network

- Fortify Southmoor

Announcements

- Hand of the Chancellor was exercised by Imperatrix Lisabetta to the amount of 348 Thrones

- Research Terunael ruins in Axos by the Advisor on the Vallorn

- Research Mfanwy by the Dredgemaster of Feverwater

- 381YE Autumn Equinox Announcement by the Quartermaster General

- No announcements by the Minister of Historical Research.

Commissions

- Construct mana sinecure at New Dunhall by Breeta Dunning, as holder of an Imperial Wayleave

- Construct Lorenzo's Legacy of Pride by Silas di Sarvos, as holder of an Imperial Wayleave

- Construct Lorenzo's Legacy of Courage by Lorenzo Macelliao von Temeschwar, as holder of an Imperial Wayleave

- No announcements by the Crystal Architect of the Spires, the Arcane Architect, or the Imperial Master of Works.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=381YE_Autumn_Equinox_Senate_sessions&oldid=61926"

381YE Autumn Equinox Speaker's Notes

1) is it going to be possible to render the election of ambassadors an administrative motion.?

- No

2) cost of expedition around the bay of catazaar, for name and numbers and nations of territories

- This is interesting, not entirely sure how to proceed - it sounds like the kind of thing that could lead to a Wind of Fortune - needs discussion

3) could we change the a schedule of ambassadorial appointments?

- Yes, there is precedence for short election sessions if you wanted to move the election to a different event

4) " To begin construction in Nemoria, capital of Asavea, of a Temple of the Way" - progress, and title?

- Completed, having an effect already, nobody has been assigned to the liason, The method of appointment was not specified in the original Senate motion so the necessary details are left to the senator who raised the motion - Maher i Zaydan i Riqueza to decide and inform CS.

5) does the docks in sarvos increase imperial taxation there.? Specifically the arsenal....

- It may ultimately increase taxation but as with every single great work we have been asked this about, we cannot guarentee it will or predict anything.

6) general estabanas folly - do follys have upkeep? Constitutiinal impact?

- No, they do not have an upkeep

7) re Disburse funds to the Jarmish Cartel - what do we know about whats happened as a result?

8) can a great work be targeted to improve taxation directly?

- no

9) does presence in a territory improve tax income?

- yes, if you hold a business.

10) the marchers would like to assign military units to the singing caves - to blockade the egress of mithril.

- You couldn't enact that with Military Units. You could use either an army or use a synod motion to provoke some kind of uprising. This is likely to be treason.

11) is the opportunity to rebuild the spire of oblivion's edge still available?

- We are not aware of any such oppertunity existing, having checked back through the opportunities of the time.

11a) wow. I read a pd-branded print-out of the opportunity the guy was holding - either I got the critucal word wrong, or its a forgery. I'll check.

12) would the construction of a road to faraden interact with a trade route to faraden using the trod through feroz?

- Could you clarify what you mean by "Interact"? Is there a specific game object that you're referring to

12a) an extension to the blood red roads, and the trade route specified in a motiion earlier tiday.

13) "Ambassador to Axos: Tarquinius" was elected last autumn, thunks he should be up for relelection, but he's not on our list...

14) wayleave, usaable to make a title auctiined in the bourse?

15) wayleave - can make congregational sinecures? (Qv limit on cc commissions?)

16) how much weirwood does the great forest fort opportunity to stay live? (Presume consistent with other ckmissiins ie "A Senate commission has a year to begin construction from the date it passes."

17) is it cinstitutiinal to reliquish a bourse seat such that it can be reassigned?"

Contents

- 1 Senate session - the Friday evening

- 1.1 An announcement by the Throne.

- 1.2 To amend the high gardener of Urizen as follows:

- 1.3 To construct a Folly, an Imperial Treasure Ship, named 'Adventure', laden with valuables in the port of Siroc

- 1.4 Disbursement of funds to train and Levy Wintermark Army

- 1.5 To assign Mournwold to the Marches

- 2 Senate session - Saturday pm

- 2.1 Appoint dean of the liberated

- 2.2 To construct a Great Work in Madruga and Segura

- 2.3 To accept a ceasefire with the Sumah republic

- 2.4 To request funds for a mana ministry in Astolat

- 2.5 Disbursement of funds for military matters

- 2.6 That we construct a folly in Mitwold, in the Marches, self-funded to "cap the giants well"

- 3 Senate session - Saturday evening

- 3.1 Historical research unto the ruined Terunael city in Axos

- 3.2 Appoint ambassador to Jarm

- 3.3 Guerdon increase

- 3.4 To add the Bloodcloak schema to Imperial Lore

- 3.5 To redistribute the bounty of herbs granted by the Gardens of High Chalcis to the Great Forest Orcs

- 3.6 Commission by Wayleave

- 3.7 To construct the congregational Sinecure 'Honour's Rest' in Overton, Mournwold

- 3.8 To assist in the refurbishment of the trade port of Robec in the Iron Confederacy

- 4 Senate session - the Sunday day

- 4.1 Commission by Wayleave (Silas di Sarvos)

- 4.2 I, the Dredgemaster of Feverwater, announce historical research

- 4.3 Commission by Wayleave (Lorenzo)

- 4.4 To Appoint an ambassador to Faraden

- 4.5 To appoint an Ambassador to the Sarcophan Delves

- 4.6 To build a fort in Greensward named "Far Striders Watch"

- 4.7 To construct a fortification at Freemoor in the Mourn

- 4.8 To construct a fortification at Southmoor in the Mourn

- 4.9 To accept the offer of the Great Forest Orcs

- 4.10 To allow the Great Forest Orcs to work the Thimble

- 4.11 To create the national title of the Keeper of the Breadbasket

- 4.12 To recognise the House of Guiscard

- 4.13 To construct a spy network

- 4.14 To construct a mana ministry in Skarsind

- 4.15 That the Senate use the skills of the Asavean Architect to construct a Great Work in Tassato

- 4.16 That the Senate use the skills of the Asavean Architect to construct a Great Work in Temeschwar

- 4.17 To allocate the Singing caves Bourse Position

Senate session - the Friday evening

Address: Speaker

Saturday ~ dawn, wintermark, highguard, brass coast - husks in weirwater

Sunday - league, navarr, marchers, orcs, varushka, urizen - grendel.

Announcement: Throne

An announcement by the Throne.

To exercise the power "Hand of the chancellor"

Passes 348t to the Throne.

To amend the high gardener of Urizen as follows:

- To be elected annually by the Urizen National Assembly.

- To gain the responsibility to act as custodian and record keeper for the Prosperity fund of Urizen, and use it for the greatest Prosperity for the Nation.

P Morrow S Conscience

Passed

To construct a Folly, an Imperial Treasure Ship, named 'Adventure', laden with valuables in the port of Siroc

Upon completion, the Adventure will set sail, leaving the Bay of Catazar behindm accompanied by whatever Fleets dare to sail with it. Seeking out the most ferocious Tempestm the Adventure's crew will lash the wheel, driving it towards the eye of the storm then scuttle the ship, sending it and its cargo to rest in the deep oceans before boarding the other vessels.

Raised on behalf ot eh Archmage of Summer, Solomon, in pursuit of the support of the Regent of the Eternal Sea, Rhianos.

P Madruga S morrow

Passed

Disbursement of funds to train and Levy Wintermark Army

P Hahnmark S Semersuaq

Passed at 262.5 T

To assign Mournwold to the Marches

P Bregasland S Mitwold

Passed

Senate session - Saturday pm

Addresses: field marshal, master of the mint, Throne

Appoint dean of the liberated

P miaren S feroz

Appointed Venturo de Sarvos as Dean of Liberated

To construct a Great Work in Madruga and Segura

A road network connecting Anduz to Tassato, partly self-funded.

P Kahraman S kallevesa

Passed in principle

To accept a ceasefire with the Sumah republic

P Karsk S Hercynia

Passed

To request funds for a mana ministry in Astolat

P Astolat S Weirwater

Passed at 40T

Disbursement of funds for military matters

P Zenith S Kahraman

Passed at 200T

That we construct a folly in Mitwold, in the Marches, self-funded to "cap the giants well"

P Mitwold S Bastion

Passed

Senate session - Saturday evening

Address: High bard

Announcement: Vallorn

Historical research unto the ruined Terunael city in Axos

I, Sian Eternal, use my power of historical research to send civil service researchers to Axos to gather information about their ruined Terunael city and vallorn around it. An expedition suggested by Aili Marjasdottir, and supported by the Imperial Ambassador to Axos, Tarquinius of Ankarien.

Appoint ambassador to Jarm

P Hercynia S madruga

Appointed the incumbent, Oswi, as Ambassador to Jarm

Guerdon increase

In light of the continued loyalty of military captains dedicating their resources to crucial military efforts, to increase the Guerdon to an amount more commensurate with the servcie they provide the Empire.

P Weirwater S Astolat

Passed at 25t

To add the Bloodcloak schema to Imperial Lore

Self funded

P Semmerholm S Karsk

Passed

To redistribute the bounty of herbs granted by the Gardens of High Chalcis to the Great Forest Orcs

P Reikos S Necropolis

Passed

Commission by Wayleave

The construction of a Mana Sinecure in New Dunholm in Hahnmark. To cultivate and collect the crystalisations forming in the vicinity of (yet to be named) hole. With the goal the increased prosperity in Wintermark. It will cost 10 wains of Mithril to Construct and 20 crowns. It will be self-funded.

Breeta Dunning - right of address to Balder Dunning her second.

To construct the congregational Sinecure 'Honour's Rest' in Overton, Mournwold

Creating the title 'Friar of Honour's Rest', appointed by the Marcher National Assembly, Revocation as per the well-worn path.

This motion to be self-funded by the people of Wintermark as a gift to the people of Mournwold.

Let this Sinecure stand as a reminder that the Empire makes mistakes and should acknowledge them.

P Kallevesa S Volodmartz

Passed

=== To permanently change the Imperial Breadbasket to include the Mournwold

P Mournwold S Upwold

Failed

To assist in the refurbishment of the trade port of Robec in the Iron Confederacy

In order to facilitate the opening of favourable trade and diplomatic opportunities with the Iron Confederacy.Disbursement of funds from the Senate requested to purchase and send white granite.

P Feroz S Miaren

Passed at 50T

Senate session - the Sunday day

Address: Field Marshal, Advisor on Orc Affairs

Announcement: Wayleave, Wayleave, Feverwater

Commission by Wayleave (Silas di Sarvos)

To construct a Great Work in Sarvos for the production of mana. To be known as "Lorenzo's Legacy of Pride". To cost 40 wains of mithril and 10 thrones to be funded by the Bloody Butchers Guild.

I, the Dredgemaster of Feverwater, announce historical research

On Myfanwy of Hercynia and her travels and relationships with the First Empress.

Commission by Wayleave (Lorenzo)

To construct a Great Work in Holberg for the production of mana. To be known as "Lorenzo's Legacy of Courage". To cost 40 wains of mithril and 10 thrones to be funded by the Bloody Butchers Guild.

To Appoint an ambassador to Faraden

P Bastion S Casinea

Appointed Talishar i Zabatar i Erigo as Ambassador to Faraden

To appoint an Ambassador to the Sarcophan Delves

P Necropolis S Reikos

Appointed the incumbant as Ambassador to the Sarcophan Delves

To build a fort in Greensward named "Far Striders Watch"

To be funded by the Imperatrix.

P Conscience S Holberg

Passed

To construct a fortification at Freemoor in the Mourn

P Mierakarova S Temeswar

Passed

To construct a fortification at Southmoor in the Mourn

P Temeswar S Mierakarova

Failed

To accept the offer of the Great Forest Orcs

to construct a fortification in the Lower Tarn Valley.

P Redoubt S Segura

Passed

To allow the Great Forest Orcs to work the Thimble

In return their will receive 4 wains of weirwod a season. This agreement will last until either the treaty with the Great Forest Orcs ends or this motion is revoked.

P Therunin S Karov

Passed

To create the national title of the Keeper of the Breadbasket

To be selected by Marcher Senators for a term of one year and revocable by the Marcher Assembly or the Assembly of Nine.

The Duty of the Keeper of the Breadbasket is to maintain the Great Work and decide if the Breadbasket is to support the Mournwold or the Imperial Armies which can only be done once per summit.

The Keeper of the Breadbasket has the right of address to Senate once per summit which must be used if the allocation is to be changed.

P Upwold S Mournwold

Passed

To recognise the House of Guiscard

as rulers of Kalino.

P Segura S Skarsind.

Passed

To construct a spy network

in the area known as the Valley of the Moon, known as the Valley of silence in Axos.

P Casinea S Therunin

Failed

To construct a mana ministry in Skarsind

named "the weavers' market as a self-funded Imperial Orc National Bourse position, appointed in the usual way.

P Sarvos S Redoubt

Passed

That the Senate use the skills of the Asavean Architect to construct a Great Work in Tassato

This great work will be for the production of Mana. To be known as "Lorenzo's Legacy of Ambition" To cost 40 wains of Mithril and 10 thrones to be funded by the Bloody Butchers Bank.

P Karov S Tassato

Passed

That the Senate use the skills of the Asavean Architect to construct a Great Work in Temeschwar

This great work will be for the production of Mana. To be known as "Lorenzo's Legacy of Loyalty" To cost 40 wains of Mithril and 10 thrones to be funded by the Bloody Butchers Bank.

P Tassato S Zenith

Passed

To allocate the Singing caves Bourse Position

P Holberg S Bregasland

Withdrawn

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=381YE_Autumn_Equinox_Speaker%27s_Notes&oldid=61925"

381YE Autumn Equinox Synod judgements

Contents

- 1 Overview

- 2 Change of doctrine

- 3 Veto

- 4 Statement of principle

- 5 Mandate

- 6 Evaluation

- 7 Recognition

- 8 Appointment

- 8.1 Voting Breakdown

- 9 Rewarding

- 9.1 The Virtue Fund

- 10 Visionaries

- 11 The Imperial Titles of the Synod

- 11.1 Other Synod-Appointed Titles

- 12 Assembly Strength

Overview

During the Autumn Equinox 381YE, the Imperial Synod raised 87 judgements.

The successful recognition of Navarr as an exemplar by the Wisdom Assembly will be escalated to the General Assembly at the Winter Solstice 381YE.

Change of doctrine

No change of doctrine was attempted during the Summit.

Veto

No veto was sought during the Summit.

Statement of principle

Number

Assembly

Statement of Principle

Priest

Outcome

3

General

To recognise the Loyalty and Wisdom to the Empire of General Irontide Skar in the manipulation, ambushing and slaying of the Druj Magester Green Mask; and the Brackensong Coven in the recovery of the vital Spring ritual from Green Mask’s mind.

Irontide Lok

Upheld 648 - 65

9

Courage

Recognising the Courage of Pavel in the actions he took in retrieving the Regalia of the Archmage of Spring from the Realms, last summit. He risked his life for the safe return of valuable Imperial Property, and his Courage is recognised.

Amahel

Upheld 176 - 14

Greater Majority

16

Dawn

The Dawnish Assembly is appalled that one of the courageous and loyal Imperial Orcs was mistaken for a treacherous Druj. We would seek to educate our citizens of the Virtuous deeds of our fellow Imperials and would invite an orc priest to accompany a troubadour around our Nation, specifically to those places least visited by citizens of the wider Empire.

Ozren Ivarovich Severyan

Upheld 126 - 10

Greater Majority

17

General

The current holder of the Blood Cloak schema will be sharing this with the Empire, in response to this display of Loyalty (something no Blood Cloak general has done before). I move that the rest of the Empire should display Loyalty in return and provide what resources and funds they can to raise this army and reduce casualties in battle for the Prosperity of the Empire.

Helka Ingesdottir

Upheld 807 - 136

21

General

As an Empire we made of many nations. Each nation has its own skills, hearth magic, beliefs and Bourse resources. It is working of these different traits, guided by the Virtues, together that makes the Empire strong and great. Every nation should be proud of these traditions and support them, from Urizen poise to the Heroism of Wintermark. Be proud of your place in the Empire.

Amris Johan Merikovich

Upheld 971 - 69

22

General

It is disloyal to deny support to the armies of the Empire.

Alderai

Upheld 497 - 473

23

General

We believe the powers of the Virtue Inquisitors should be expanded. They should be granted one additional judgement of inquisition to be raised only in their Virtue assembly and subject to the assembly’s vote. A Virtue Inquisitor is still a priest who must represent their congregation; they should not have to choose between them and their duty as an inquisitor.

Pahkina

Upheld 804 - 126

24

Wintermark

We appreciate the actions of Iron Osric, General of the Green Shield. During military council and other meetings he has Courageously supported the interests of Wintermark even in the face of opposition. Let it be known that the Wintermark National Assembly stands behind his Virtue.

Ylmiska Ferbow

Upheld 207 - 0

Greater Majority

26

General

Currently the Virtue Assembly Inquisitors are appointed by Cardinals. The job of an Inquisitor however, is to seek truth and question all. As such, the position of Inquisitor should not be reliant on political patronage and should instead, only be answerable to the Virtue and Virtue Assembly. In light of this, the position of Virtue Assembly Inquisitor should be an elected one - chosen by Virtue Assembly.

Ranae de Rondell of Dawn

Upheld 697 - 353

27

General

Many people did not listen to Rosamund Holt in life. My Loyalty to her means I want her to be heard now she is gone. Attached is a copy of the message I read for her at her funeral. The Synod agrees she lived a Virtuous life.

Tess

Not upheld 79 - 608

31

General

I act on what I know. As Archimandrite of the New Scions of Atun I express my profound disappointment in the newly discovered actions of my predecessor Yael. In the creation of the Golden Fragment, previously seen as evidence for her claims, she cast doubt on all her work. I can no longer support it as truth. But this does not detract from the purpose of the New Scions: our work to perfect the Way through gathered evidence continues.

Edward Novarion

Upheld 713 - 96

35

General

It is Virtuous to celebrate victories with merriment, to remember our fallen with respect and inspiration, to learn from our losses may we continue to remember and learn.

Bucklund

Upheld 815 - 62

38

Marcher

The people of the Mourn are miners. The Singing Caves is their greatest achievement as miners. They have waited years to be liberated, denied their just reward by the Jotun. Prosperity demands that we return the just reward to those who have earned it. The Singing Caves should be returned to the Mournwolders. Mournwolder Land, Mournwolder Prosperity.

Thomas of Mournwold

Upheld 72 - 0

Greater Majority

39

Marcher

To the people of Whittle. The Jotun drove you to hate. This was not your way before. This is the last chain they have on you. When you put it aside you will be free of their influence.

Brother Hugh

Upheld 72 - 0

Greater Majority

40

General

As the generals of the Empire bear the weight of great responsibility on their soul, we believe that they would be better supported and the Virtue of their orders and declarations less likely to be challenged if they are Dedicated. As such, we suggest and support the Dedication of all those who stand on the military council.

Dietrich Elias der Holburghan

Not upheld 439 - 558

41

General

“Knowledge” is not a true Virtue and cannot compel citizens into heresy, nor diminish their enjoyment of tomatoes or fruit salads.

Hawker Ringbane

Not upheld 281 - 286

44

Dawn

The National Assembly sends the High Bard Lady Kaywenn Du Launcet to Semmerholm to inspire the people there to fiercely resist the Druj by singing the “Song for Semmerholm”

Elayne Novarion

Upheld 148 - 0

Greater Majority

45

General

In being deceived there is no shame;

But deceivers will lie and lie again.

Yael’s complicity in deceit and untruth

Renders all her teachings moot.

Any value that she shared

Must now be proven out elsewhere.

Ser Criseyde

Upheld 812 - 104

46

General

To recognise and praise the Courage of Dogri Thulesbane and acknowledge his actions while criminal were also Virtuous.

Maarit Suvidottir

Upheld 594 - 275

48

Brass Coast

We were heartened by the rescue of our cousins from the Isle of Zemress and we would welcome them in settling in Segura. We are certain that their resourceful skills and work ethic will contribute greatly to the Prosperity of the province and we will be happy to smooth their full integration back into the Empire.

Mazo i Zabala i Erigo

Upheld 76 - 0

Greater Majority

49

League

The League feels for the orphans of the war in the Mourn. The League has a strong tradition of supporting orphans and guiding them to reach their true, Virtuous potential. The League therefore seek to provide support in the Marches for the orphans of Mournwold.

Cesare Enzo Di Trivento

Upheld 142 - 0

50

Urizen

Removing your opponent's desire to fight is the first step to victory. This assembly applauds the Wisdom shown by the strategists of the Military Council and the General of the Wolves of War and the General of the Red Wind Corsairs in depriving the Grendel of the economic bounty of the Legacy's production. We urge all those opposing the Grendel in our territory of Spiral and at home and abroad to follow their example, to harass baggage trains and impair production. Let the Grendel know no profit while they remain in Spiral.

Maximillian of Ankarien

Upheld 160 - 0

Greater Majority

52

Urizen

We find that Storm of Curses is likely not to have strategic merit over the benefits of Cyclic Resonance, therefore we do not advocate unleashing our magical armies powers in this way. While we believe that all tools should be considered we do not advocate cruelty without justification.

Tarquinius

Upheld 110 - 0

54

Navarr

We support the Marchers in reclaiming their lands from the Jotun as we also support reclaiming all lost Imperial territories from the Jotun. We exhort all Navarr to pursue this goal.

Corey Wayfarer

Upheld 110 - 0

Greater Majority

55

League

Citizens of Sarvos should not be afraid or reluctant to employ the orcs graduating from the College of the Liberated. We have invested in their Prosperity and should enjoy the rewards, and enable them to reach their full potential.

Illaria Notturno di Sarvos

Upheld 178 - 0

Greater Majority

57

Pride

The Pride Assembly recognises the hard work of the following people in making the League Theatre a success; in demonstrating Pride in their national culture and the arts, and building a platform to showcase and lift up the arts from the League and across the Empire:

Ephelides Sanguineo Rezia Hardfrost di Tassato - artistic director

Coraphine Fliore di Tassato, Idwyn Splitroot, Darnyen Volkov Von Temeshwar, Bica and Maeve from the Temeschbar

Astrid Rezia di Tassato

Upheld 159 - 0

59

General

Under normal circumstances, a priest should not perform a rite on a citizen or their property without their agreement. Consecrated areas should be marked so that citizens know that an aura exists before deciding whether to enter the area.

Eevi

Not upheld 413 - 459

61

General

To accuse someone of a religious crime without being able to define that religious crime is not only very stupid, it is unvirtuous.*

*The reason I raise this is because this should be obvious but it does not appear to be.

Kerem

Upheld 606 - 120

62

Prosperity

It has been suggested that the practice of raising husks is comparable with the keeping of slaves. We, the Prosperity Assembly, hold this to be false. Husks are bodies devoid of souls, animated by magical power. Slaves are alive, and possess souls. The use of husks in a manner does not deprive citizens of their livelihood, is not unprosperous.

Yarona of the Chantry

Upheld 197 - 0

Greater Majority

63

Varushka

That Varushka is known for its hospitality and as such will offer hospitality to all of the Empire, be they pauper or prince, single archer or entire army.

Vukomir Maryankovich Zverokaz

Upheld 88 - 0

Greater Majority

65

Courage

The Courage Assembly will decide the fate of the Courage Shield Torchbrand.

Nina of Cantiarch’s Hold

Upheld 104 - 0

66

Prosperity

If 20 fleets trade with Axou every season for four seasons it is likely that Axos will recognise the Prosperity of the Empire and move to cease the use of slaves. The Assembly of Prosperity therefore recognises the Prosperity of fleet trading with the Axou and encourage citizens to do so where they are able.

Morgan Leafstalker

Upheld 171 - 0

Greater Majority

67

Prosperity

In recognition of the actions and intentions of the Eastern Principalities of Jarm, and the understanding that they continue, to abolish the vile institution of slavery. It would increase the Prosperity of the Empire and its citizens, as well as that of the Eastern Principalities, if Imperial fleet captains were to visit the trading ports of the Eastern Principalities and engage in trade with the traders and merchants there.

Ezekiel of the Chantry

Upheld 187 - 0

Greater Majority

68

Urizen

We commend the Ambition of Medea Ruth’s work on horses, and encourage her to consider collaboration with other interested parties, including Aloysius Sunspire.

Medea Ruth Irremais

Upheld 100 - 10

72

General

The General Assembly condemns the use of wanton battlefield executions of foes with personhood. As such, we urge that they only be used when generals deem them necessary and issue clear orders in this respect. Our foes lose respect for us day by day - let the Empire be judged on its official military decisions, not the whims of individuals in the heat of battle. Cleave to Virtue.

Constanza i Kalamar i Guerra

Upheld 621 - 156

73

Pride

We recognise that the Highborn Assembly seeks to reaffirm their commitment to the Doctrine of the Synod that they founded. We recognise the Pride that inspires this action.

Azekah

Upheld 134 - 0

75

Nine

The Assembly of Nine request the Silent Bell investigate the location of “Oath-Heart”, the legendary shield of Loyalty, once borne by Drumlin the Sworn of Wintermark.

Veikko

Upheld 6 - 0

Greater Majority

76

Nine

The schism over Yael’s vision has divided the Empire too long; what threatens the Empire ultimately threatens the Way. New evidence, corroborated by both Yael’s supporters and detractors, demonstrates that a significant document on which her philosophy relied was falsified by her hand. In Virtue, we face unwelcome truths as boldly as a barbarian charge. In Virtue, we act on what we learn, knowing our knowledge is incomplete. When new proof arises, we accept it and move forward. The Assembly of Nine calls on the Synod and the Empire to end this schism, and move forward.

Abaddon De Rondell

Upheld 7 - 0

Greater Majority

77

Loyalty

I wish to put the words and assurances of my peers into action, regarding the Iron Helms. The actions of the Iron Helms against the traitor Dogri Thulesbane and their use of cruelty as a tool in the Mournwold, have shown only their Loyalty to the Empire and their actions are not unvirtuous.

Bogdan

Upheld 56 - 20

78

General

The trods connect the Empire and must be walked. The faithful should try to use them as often as possible.

Aneira Exiles End

Upheld 576 - 32

79

Nine

The use of cruel tactics by any army is unvirtuous. Cruel tactics inspire fear and hatred in our enemies and allies alike. They diminish the spirit of all they touch, and we of the Nine will lead the Synod in providing spiritual governance to all Generals who employ them.

The vote count in this judgement has been contested by Cardinal Azekah of the Assembly of Nine who wishes it noted that their vote has been incorrectly recorded.

Ricardo di Tassato

Upheld 6 - 1

Greater Majority

80

Imperial Orc

The worth of our armies is not written with cruelty, our legends are not made by harming civilians. We do not need dogs and beasts to fight our wars for us. We are heroes of the Empire, we are Imperial Orcs.

Gralka

Upheld 36 - 0

Greater Majority

81

Marcher

We invite Marcher and Imperial Orc preachers to the Mourn to talk to the free orcs of the Mourn (the former Jotun thralls) and preach to them about the Way. We encourage the Virtuous folks of the Mourn to support these preachers and ensure their voices are heard. In return, we invite stewards or other leaders of the free orcs of the Mourn to come to Anvil and make their concerns heard, so that the Empire will not decide for them, but with them.

Hrodin

Upheld 62 - 0

Greater Majority

83

Marcher

All good Marcher folk should recognise and support the Virtuous acts achieved by Marcher folk in support of the Mourn. That Thomas of Hay and Asher Holt convinced Conclave to sponsor a mana sinecure built by Dicky Holberg dedicated to healing and healing magics. The Loyalty shown by Unwavering Ned Cullach in taking the stain on his soul of the evil shit what's been done to us in the Mourn by entering the Wicker Man. That Robert Dunlain, our new Mournish Senator, has invited the Whittlefolk back home. That Benedick Goodfellow and Beatrice Greenhill have given to the Mourn the Prosperity-blessed wool sheared from the last sheep in the Mourn before it fell 30 year ago. A lot good been done for the Mourn, and the Marches as a whole should recognise this.

Robin of Swindale

Upheld 72 - 0

Greater Majority

84

Marcher

All good Marcher folk should recognise and support the Virtuous acts achieved by Imperial folk in support of the Mourn. That Long Tom and Helios Bitter Chalice got Rivers Run Red and Mountain Remembers Its Youth interdicted in Conclave. That Cesare Enzo Di Trivento is bringing missionaries from the Church of the Little Mother to build orphanages and schools. That the Winterfolk passed through the Senate to build a memorial to the heroes what died fighting for the Mourn at Overton, paid for by the kiddies of the Artisan’s Arms. That Ricardo de Tassato has, as the Assembly of Nine, started the wider condemnation of the cruelty what we been seeing in the Mourn. A lot good been done for us, and the Marches as a whole should recognise this.

Mel of Mourn

Upheld 72 - 0

Greater Majority

85

Prosperity

We wish to publicly recognise the outstanding Prosperity of the following citizens:

Sirus

Asenath of Felix’s Watch

Vukomir Maryankovich Zverokaz

Ptolemy

Able of Reikos Reborn

Lumis of Wintermark

Miralek Jarek of the Vale of Sciany

Octavia Taziel

Avadon of House de Emeric

Tabitha of the Chantry

Upheld 159 - 0

Greater Majority

86

Prosperity

We the assembly recognise Tarquinius, ambassador to the Axou, for his work in revealing to the Axou that Prosperity may be obtained without slavery. This has opened a way to induce the Axou to denounce slavery.

Ziva of the Chantry

Upheld 159 - 0

Greater Majority

87

Imperial Orc

At the request of those cut off from the Empire in the Mourn, and in conjunction with our statement of principle and shared understanding on the use of cruel tactics, we intend to send missionaries to bring the Way and support reintegration of the Mournwolders, led by Bloodcrow Losak.

Atla

Upheld 36 - 0

Greater Majority

Mandate

Number

Assembly

Judgement

Raised By

Outcome

4

Wintermark

A hero's tale ends with a good death - for us or our enemies. We send Gunnbrand Ironwill with 25 liao to urge our warriors to face the Jotun on the battlefield as heroes, and strive with every sinew for victory, not for slaughter. Thus will we let the grimnir of either side treat their fallen.

The liao for this mandate has been provided by Gunnbrand Ironwill following the Autumn Equinox.

Aarne Ceorling

Upheld 249 – 23

8

Urizen

We send the named priest Lucretius of the Twisted Spire, Priest of Urizen and Sentinel of the Citadel Guard, with 100 doses of liao to inspire the Citadel Guard to unleash the full extent of our powers and rain death upon our enemies.

Lucretius

Withdrawn by raising priest at 60 - 80

11

Navarr

We send Brat Umbral Path with 50 doses of liao to exhort every Imperial soldier to slaughter our Empire's enemies with ruthless abandon!

Imperatrix Lisabetta invoked the Throne's Power of
Custodian of Virtue

, making this judgement require a Greater Majority to pass.

Brat Umbral Path

Not upheld 84 - 59

29

Varushkan

We send Belakov Prochnost with 50 doses of liao to exhort every Imperial soldier to slaughter our Empire's enemies with ruthless abandon.

Imperatrix Lisabetta invoked the Throne's Power of
Custodian of Virtue

, making this judgement require a Greater Majority to pass.

Belakov Prochnost

Not upheld 46 - 0

36

Highguard

We cannot prove for certain if Yael was the first Empress reborn or not. Regardless of this and no matter who Yael was, the Land without Tears is not part of doctrine and preaching it as such is Heresy. We refute the claim of the Land without Tears and encourage our citizens to look to only those Doctrines which have been debated and agreed upon by the Synod rather than allowing one figure to tear our faith and our Empire apart. We the priests of Highguard send Melchior of Adina's Charge with 250 Liao to spread this message to the citizens of Highguard.

The liao for this mandate has been provided by Melchior of Adina's Charge following the Autumn Equinox.

Melchior of Adina's Charge

Upheld 418 - 0

37

Navarr

The Navarr assembly send Tynan Lonestriker with 25 Liao to urge Navarr apothecaries, physicks and brokers to share what herbs they can spare with our guests and allies.

The liao for this mandate has been provided by Tynan Lonestriker following the Autumn Equinox.

Tynan

Upheld 151 - 0

51

Urizen

The Urizen National Assembly sends Lucretius of the Twisted Spire with 50 doses of liao to exhort every Urizen Sentinel to slaughter our Empire’s enemies with ruthless abandon, should their general order it.

Imperatrix Lisabetta invoked the Throne's Power of
Custodian of Virtue

, making this judgement require a Greater Majority to pass.

Following the death of Lucretius, Sophus nominates Zeno, Stallion’s Sibling to go in their place. Verified by the Tribunes of the Synod.

Despite the successful approval of this mandate by the Urizen National Assembly - Zeno has opted not to take up the mandate, therefore it will not take effect.

Sophus Cascade

Upheld 154 – 22

64

Brass Coast

All things can have a price. We send Gonzalo i Riqueza, known as “Lupo” with 25 liao to remind people of their prosperity as well as their courage and to take a ransom from those foes we defeat rather than count their bodies. We will fill our souls with virtue and our pouches with coin.

The liao for this mandate has been provided by Gonzalo i Riqueza following the Autumn Equinox.

Gonzalo i Riqueza

Upheld 82 - 0

71

General

The Blood Red Roads will connect the people of the Empire and make them stronger. This project is one of the most Ambitious in Imperial history. It demonstrates the Benevolence of Lorenzo “La Volpe” Macelliao von Temeschwar, and will stand as a lasting Legacy. We send Jonah Yakovitch with 25 liao to encourage the faithful to aid in this endeavour.

The liao for this mandate has been provided by Jonah Yakovitch following the Autumn Equinox.

Jonah Yakovitch

Upheld 508 - 165

74

League

The works of Lorenzo “La Volpe” Macelliao von Temeschwar stand as testaments not to a single virtue, but to everything it means to be part of the League. The Imperial Synod sends Ricardo di Tassatto with 25 doses of liao to encourage individuals across the League to embrace the inspiration of the Bloody Butchers; where others build cities, we build nations.

Irada von Temeschwar

Not upheld 56 - 108

Evaluation

The Synod made the following judgements of excommunication, inquisition, revocation, and sanction.

Number

Assembly

Judgement

Raised By

Outcome

6

Courage

Revocation. I call for the Revocation of Cardinal Jorma Steelhail of the Assembly of Courage. My reasons are thus:

He is a dangerous criminal, having assaulted Aarne of Wintermark in the Hub, seemingly unprovoked. He is a danger to those around him and should not be in a position of authority.

His Loyalty to the Empire is in question, after showing unrepentant support for the traitor and murderer Dogri Thulebane, who refused Imperial order and led in the murder of hundreds of Proud, Noble Varushkan soldiers of the Iron Helms.

He is a vain, self-serving fool, who was only appointed as Gatekeeper by the late Cardinal Asher to “[shut him up and keep him busy]”.

Inquire at the Calf’s Head pub in Varushka if you wish to discuss this with me.

Ezys

Not upheld 52 - 131

7

General

Inquisition. I hereby call to Inquisition the following who are bound in a sect in the Chantry of the Silver Skull: Tabitha, Kerem, Liora, Tova, Onan, Lilith, Yarona. Regarding their singing of songs about the Land Without Tears. Saturday 16:30 Autumn Equinox 381 YE at the Highborn Chapel.

Ephron of Adina’s Charge

Upheld 503 - 143

14

Urizen

Revocation. The Revocation of Senator Zenith (Edmundo) based upon evidence indicating that they have neglected the military situation with Zenith and Urizen as a nation, leading to increased inefficiency and casualties.

Zeno, Stallion’s Sibling

Upheld 114 - 102

15

Urizen

Revocation. The Revocation of Senator of Redoubt (Probus) based upon evidence indicative that they have neglected the military situation with Redoubt and Urizen as a nation, leading to increased inefficiency and casualties.

Sejanus

Upheld 148 - 38

18

Pride

Inquisition. I call Ser Kay of House Ossienne to answer allegations of a serious nature regarding religious crimes that have been discovered in Dawn. He is summoned to the tent of Zephaniah’s Lament in the Highborn camp at 2:30 today (Saturday, Autumn Equinox 381 YE)

Ephrael

Upheld 185 - 0

19

Pride

Inquisition. We wish to question Orlene De Ossienne regarding serious heresy and blasphemy that has been discovered in Dawn. This will take place at 2:30pm (Saturday, Autumn Equinox 381 YE) in Zephaniah’s Lament tent.

Jaylus

Upheld 175 - 0

20

Prosperity

Inquisition. I call Kyra of the Halcyon Spire to Inquisition at 4pm on Saturday, Autumn 381 YE, at Lumis Teahouse, Wintermark to investigate the situation regarding the election of the Archmage of Day and what has occurred since.

Vauraus Korppitkotka

Upheld 57 - 0

25

Dawn

Sanction: Condemnation. The glorious troubadours of Dawn vigorously condemn the Order of the Golden Heart for continued preaching of the false doctrine of the Land Without Tears and support of the heretic Yael. To whit: Ser Criseyde Vandale, Ser Thomas Aurelius, Ser Elayne Novarion.

The Dread Princess Orlene Ossienne

Withdrawn by raising priest at 40 - 52

28

Wintermark

Revocation. Through no fault of Virtue, merely her inability to attend the Anvil summits. We reappoint the Watcher of Britta’s Pool. Eldeen Wulfdottir.

Veli Garwulfson

Upheld 185 - 0

32

General

Sanction: Vindication. Raise Inquisition to Vindication of Thamnir Hrafnar.

Bloodcrow Ergot

Upheld 256 - 73

33

Prosperity

Inquisition. I call Mord and Vaan of the Auric Horizon to Inquisition at 9pm of Saturday, Autumn Equinox 381 YE, at Lumi’s Teahouse, Wintermark to investigate the situation regarding the election of the Archmage of Day and what has occurred since.

Krzysztof Vladovich Pultova

Upheld 77 - 0

34

Pride

Sanction: Vindication. Escalation of Judgement 82 from Summer 381YE.

Gully the Varushkan General has been involved in trying to solve the problem of the husk army in Weirwater. A lot of misinformation about this issue has been spread and requires more investigation but Gully has acted with common sense grounded in Vigilance and Loyalty to the Empire.

Lady Josephine Novarion

Upheld 123 - 0

42

General

Sanction: Vindication. Escalation of Judgement 52 from Summer 381YE.

After inquisition I find that Gralka Skywise acted virtuously in seeking to recognise a miracle and should go forth and raise a debate in the wider Synod concerning the implication of orcish miracles in our understanding of the Way.

Ephron of Adina’s Charge

Upheld 542 - 50

43

General

Sanction: Vindication. Escalation of Judgement 54 from Summer 381YE.

Following the Inquisition of Imperatrix Lisabetta, this Assembly (under the findings and guidance of the Auditor of Senatorial Accountability) finds that the funds removed from the Senate funds under the Throne’s power of Hand of the Chancellor have been and should continue to be used solely for matters that benefit the Empire directly.

Zeno, Stallion’s Sibling

Upheld 733 - 10

53

Vigilance

Inquisition. Inquisition of Heilyn Bronwen's Rest, at his request, Sunday morning (Autumn 381 YE), as soon as he is free for this purpose, over his address to the Empire.

Martin Orchard

Upheld 88 - 0

56

General

Sanction: Penitence. Escalation of Judgement 7

Following inquisition, I find that Tabitha, Kerem, Liora, Tova, Onan, Lilith and Yarona of the Chantry of Silver Skulls, by singing a song of The Land Without Tears at execution of Yael, did not pose such a risk to the souls of the Virtuous as to merit a heresy charge. But nonetheless they set an example that must be opposed. Their penance shall be to publicly reaffirm their acceptance of Doctrine and spread this message to the delegates at Anvil. They accept this judgement and their recent actions show their intent to set this right.

Ephron of Adina’s Charge

Upheld 697 - 108

69

General

Sanction: Vindication. Escalation of Judgement 65 from Summer 381YE.

I have escalated my judgement of inquisition upon Irada von Temeschwar, raised at the Summer Solstice 381 YE. I do not find Irada to have acted unvirtuously in this matter.

Solas

Upheld 452 - 20

70

Urizen

Sanction: Vindication. Escalation of Judgement 75 from Summer 381YE.

We the Urizen National Assembly recognise that the teachings of the Disciples of the Tempest Jade Maiden encourage Virtuous action. Consequently we believe that they and other groups of sword scholars are following teachings that promote virtue. This follows the inquisition on the Saturday of this summit.

Edmundo

Upheld 154 - 0

82

Marcher

Sanction: Penance. Escalation of Judgement 48 from Summer 381YE.

Jack Flint showed Courage in battle in his rescue of Galbraith Rosencrantz. He showed Courage in stating his opinion, unwelcome as it was. He was not field marshal and none had a duty to obey. Jack was found lacking in the Pride needed to take responsibility for and stand up for his choices. He has been tasked to seek a friar’s guidance. For his lack of Wisdom in not asking deeper questions over the Mourn curses, he takes the Brand of Irremais and the landskeeper’s guidance.

Martin Orchard

Upheld 62 - 0

88

General

Inquisition. Raise Inquisition against Miroslav di Sarvos proxy of the Imperial Consul to appear by appointment at Winter 381 YE

As a power of the Imperial Chaplain Consular this Judgement passes without a vote

Bloodcrow Ergot

Upheld automatically

Recognition

Number

Assembly

Judgement

Raised By

Outcome

12

Wisdom

Recognition. We recognise Navarr as an Exemplar of Wisdom.

She displayed Benevolence in spending her adult life creating the Trods.

She displayed Inspiration in the great numbers who flocked to hear her speak and followed her.

Her first journeys along the trods are already recognised as a sign of Pilgrimage in the life of Thorn.

Navarr’s legacy is self evident - her journeys and teachings founded a nation.

Erasmo di Tassato

Upheld 183 - 0

Appointment

At the Summit, the following appointments were made by the Assemblies of the Synod:

Number

Assembly

Judgement

Raised By

Outcome

1

Loyalty

Appointment of the Cardinal.

Civil Service

Veikko was appointed

2

Pride

Appointment of the Cardinal.

Civil Service

Azekah was reappointed

13

Loyalty

Appointment of the
Quaymaster of the Black Sails

Civil Service

Illaria Notturno di Sarvos was appointed

47

Highguard

Appointment of Custodian of the Imperial War Memorial.

Civil Service

Magdelana of the Shattered Tower was appointed.

58

Ambition

Appointment of Cardinal following the abdication of Cardinal Severin

Civil Service

Viviane de Coeurdefer was appointed

60

Wintermark

Appointment of the Watcher of Britta’s Pool following reappointment.

Civil Service

Gunnbrand Ironwill was appointed

In addition, Cardinal Abaddon appointed Galene Netherwatch of Urizen as Virtue Inquisitor of Wisdom.

Voting Breakdown

Cardinal of Ambition

Following the abdication of Cardinal Severin

Candidate

Votes Received

Outcome

Viviane de Coeurdefer of Dawn

142 votes

Appointed as Cardinal

Dietrich Elias der Holburghan of the League

10 votes

-

The Civil Service is awaiting confirmation of the appointment of the Gatekeeper from Cardinal Viviane

-

-

Cardinal Viviane retained Ranae de Rondell of Dawn as Virtue Inquisitor

-

-

Cardinal of Loyalty

Candidate

Votes Received

Outcome

Veikko of Wintermark

77 votes

Appointed as Cardinal

Sabella of the Silent Tide, Highguard

72 votes

Tamain of House Sepulcre of Dawn

66 votes

Ser Criseyde of Dawn

40 votes

Brother Hugh of the Marches

32 votes

Cardinal Veikko retained Tess of the Marches as Gatekeeper

-

-

Cardinal Veikko retained Corwin Leafstalker of Navarr as Virtue Inquisitor

-

-

Cardinal of Pride

Candidate

Votes Received

Outcome

Azekah of Zephaniah's Lament, Highguard

154 votes

Appointed as Cardinal

Ephron of Adina's Charge, Highguard

56 votes

-

Lucretius of the Twisted Spire, Urizen

46 votes

-

Jaylus of Bastion, Highguard

20 votes

-

Rune Rathmore, Urizen

10 votes

-

Cardinal Azekah retained Astrid Fjellrevening Rezia di Tassato of The League as Gatekeeper

-

-

Cardinal Azekah retained Rane Jorunsdottir of Wintermark as Virtue Inquisitor

-

-

Quaymaster of the Black Sails

Candidate

Votes Received

Outcome

Illaria Notturno di Sarvos of the League

84 votes

Appointed as the
Quaymaster of the Black Sails

Custodian of the Imperial War Memorial

Candidate

Votes Received

Outcome

Sister Magdelana of the Shattered Tower, Highguard

142 votes

Appointed as Custodian

Lilian Unbound, Highguard

106 votes

-

Ezekiel of the Chantry, Highguard

86 votes

-

Ruth of the Cenotaph, Highguard

44 votes

-

Watcher of Britta's Pool

Following the reappointment of Eldeen Wulfssdottir

Candidate

Votes Received

Outcome

Gunnbrand Ironwill

171 votes

Appointed as the
Watcher of Britta's Pool

Rewarding

Number

Assembly

Judgement

Raised By

Outcome

5

General

Rewarding. In recognition of his Virtue in Courageously acting when others hesitated and the Vigilance shown by moving to cease the spread of heresy; for condemning the heretic Yael, and diligently pursuing that unto its end; the general assembly rewards Aarne Ceorling 4 Thrones.

Gunnbrand Ironwill

Not upheld 198 - 325

10

General

Rewarding. As High Exorcist, I withdraw 7 Thrones, pursuant to my duties. This is with the expectation that this power is reverted to a Senate Stipend as soon as economically feasible.

As a power of the High Exorcist this Judgement passes without a vote.

Solas

Upheld automatically

30

General

Rewarding. Reward Livia with 5 Thrones from the Virtue fund for the purchase of liao for the duties of the Seer of the Gateway.

As a power of the Seer of the Gateway this Judgement passes without a vote.

Livia Cascade

Upheld automatically

The Virtue Fund

The following represents the Virtue Fund of the Synod:

Starting Value

18 Thrones / 0 Crowns / 0 Rings

Income

60 Thrones

The price paid in the Bourse Auction for the dose of True Liao

Rewards

7 Thrones

Rewarding made to Solas of the Spire of the Waxing Sun, High Exorcist.

5 Thrones

Rewarding made to Livia Cascade, Seer of the Gateway.

Closing Value

66 Thrones / 0 Crowns / 0 Rings

Visionaries

The following individuals received visions of their past lives:

- Lord Vincent Vexille, Dawn

- Grandmother Asya, Varushka

- Achilles of Damakan's Forge, Urizen

- Lorenzo “La Volpe” Macelliao von Temeschwar, The League

The Imperial Titles of the Synod

At the end of the Autumn Equinox, 381 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Virtue Inquisitor

Ambition

Viviane de Coeurdefer of Dawn

Vacant

Ranae de Rondell of Dawn

Courage

Jorma Steelhail of Wintermark

Nina of Cantiarch's Hold

Lucifer, Son of Cyrus of Highguard

Loyalty

Veikko of Wintermark

Tess of the Marches

Corwin Leafstalker of Navarr

Pride

Azekah of Highguard

Astrid Fjellrevening Rezia di Tassato of The League

Rane Jorunsdottir of Wintermark

Prosperity

Ricardo Almieda Desmondo di Tassatto of the League

Morgan Leafstalker of Navarr

Vauraus Korppitkotka of Wintermark

Vigilance

Irada von Temeschwar of the League

Aarne Ceorling of Wintermark

Adamah of Highguard

Wisdom

Abaddon De Rondell of Dawn

Amris of Varushka

Galene Netherwatch of Urizen

The Way

Atla of the Imperial Orcs

Ingrid Sigeing of Wintermark

Yarrick Ursan of Wintermark

Other Synod-Appointed Titles

Title

Held By

Appointed By

Renews

High Exorcist

Solas of the Spire of the Waxing Sun, Urizen

Assembly of Nine

Winter Solstice

Auditor of Senatorial Accountability

Vacant following the abdication of Zeno, Stallion's Sibling

Assembly of Nine

Spring Equinox

Imperial Inquisitor

Martin Orchard of the Marches

Assembly of Nine

Summer Solstice

Custodian of the Imperial War Memorial

Sister Magdalena of the Shattered Tower, Highguard

Highguard National Assembly

Sinecure; until death, revocation or abdication

Imperial Chaplain Consular

Bloodcrow Ergot of the Imperial Orcs

Cardinal of the Way

Spring Equinox

Seer of the Gateway

Livia Cascade of Urizen

Assembly of Nine

Until death, revocation or abdication

High Bard of the Empire

Kaywenn du Launcet of Dawn

Assembly of Nine

Spring Equinox

Voice of Barbs

Corey Brackensong of Navarr

Navarr National Assembly

Winter Solstice

Curator of the Printer's Guild Museum

Taddea Ginori of the League

Cardinal of Prosperity

Sinecure; until death, revocation or abdication. When a new Cardinal of Prosperity is appointed they may choose to name a replacement.

Curator of the White City Museum

Apollos of Highguard

Highguard National Assembly

Sinecure; until death, revocation or abdication.

Watcher of Britta's Pool

Gunnbrand Ironwill of Wintermark

Wintermark National Assembly

Sinecure; until death, revocation or abdication.

Dean of Laroc Cathedral

Odelina de Rondell of Dawn

Dawn National Assembly

Sinecure; until death, revocation or abdication.

Crow Keeper of the Rest

Nils Bardstrom of Wintermark

Wintermark National Assembly

Sinecure; until death, revocation or abdication.

Guardian of Giselle's Tomb

Casimir Marcellino di Sarvos of the League

League National Assembly

Sinecure; until death, revocation or abdication.

Quaymaster of the Black Sails

Illaria Notturno di Sarvos of the League

Loyalty Assembly

Autumn Equinox

Assembly Strength

At the start of the summit the voting total of the General Assembly was calculated to be 2128

The final voting total of the General Assembly was estimated to be 2377

The Civil Service reminds citizens that determining whether a judgement has achieved a Greater Majority counts from the estimation of the assembly strength when scrutiny on the judgement closes, not the final assembly strength at the end of the summit.

At the end of the Autumn Equinox 381 YE the voting strength of the Virtue and national assemblies were estimated to be:

Virtue Assembly

Initial Voting Strength

Final Voting Strength

Final Greater Majority

Ambition

216

226

114

Courage

241

263

132

Loyalty

333

371

186

Pride

301

366

184

Prosperity

260

304

153

Vigilance

228

282

142

Wisdom

243

273

137

The Way

306

292

147

General

2128

2377

1189

National Assembly

Initial Voting Strength

Final Voting Strength

Final Greater Majority

Brass Coast

82

92

47

Dawn

191

231

116

Highguard

495

580

291

Imperial Orcs

66

66

34

Navarr

199

209

105

The League

276

288

145

The Marches

82

112

57

Urizen

260

270

136

Varushka

130

162

82

Wintermark

347

367

184

General

2128

2377

1189

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=381YE_Autumn_Equinox_Synod_judgements&oldid=62997"

381YE Autumn Equinox Synod judgments

Contents

- 1 The Imperial Titles of the Synod

- 1.1 Other Synod-Appointed Titles

- 2 Appointments

- 2.1 Appointment of the Cardinal of Loyalty

- 2.2 Appointment of the Cardinal of Pride

- 2.3 Appointment of the Quaymaster of the Black Sails

- 2.4 Appointment of the Custodian of the Imperial War Memorial

- 2.5 Appointment of the Cardinal of Ambition

- 2.6 Appointment of the Watcher of Britta's Pool

- 2.7 Appointment of the Virtue Inquisitor of Wisdom

- 3 Synod Judgements

- 4 Statements of Principle

- 5 Judgements to be carried forwards

- 6 Synod Funds

- 7 Visionaries

- 8 Assembly Strength

The Imperial Titles of the Synod

At the end of the Autumn Equinox, 381 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Virtue Inquisitor

Ambition

Viviane de Coeurdefer of Dawn

Vacant

Ranae de Rondell of Dawn

Courage

Jorma Steelhail of Wintermark

Nina of Cantiarch's Hold

Lucifer, Son of Cyrus of Highguard

Loyalty

Veikko of Wintermark

Tess of the Marches

Corwin Leafstalker of Navarr

Pride

Azekah of Highguard

Astrid Fjellrevening Rezia di Tassato of The League

Rane Jorunsdottir of Wintermark

Prosperity

Ricardo Almieda Desmondo di Tassatto of the League

Morgan Leafstalker of Navarr

Vauraus Korppitkotka of Wintermark

Vigilance

Irada von Temeschwar of the League

Aarne Ceorling of Wintermark

Adamah of Highguard

Wisdom

Abaddon De Rondell of Dawn

Amris of Varushka

Galene Netherwatch of Urizen

The Way

Atla of the Imperial Orcs

Ingrid Sigeing of Wintermark

Yarrick Ursan of Wintermark

Other Synod-Appointed Titles

Title

Held By

Appointed By

Renews

High Exorcist

Solas of the Spire of the Waxing Sun, Urizen

Assembly of Nine

Winter Solstice

Auditor of Senatorial Accountability

Vacant following the abdication of Zeno, Stallion's Sibling

Assembly of Nine

Spring Equinox

Imperial Inquisitor

Martin Orchard of the Marches

Assembly of Nine

Summer Solstice

Custodian of the Imperial War Memorial

Sister Magdalena of the Shattered Tower, Highguard

Highguard National Assembly

Sinecure; until death, revocation or abdication

Imperial Chaplain Consular

Bloodcrow Ergot of the Imperial Orcs

Cardinal of the Way

Spring Equinox

Seer of the Gateway

Livia Cascade of Urizen

Assembly of Nine

Until death, revocation or abdication

High Bard of the Empire

Kaywenn du Launcet of Dawn

Assembly of Nine

Spring Equinox

Voice of Barbs

Corey Brackensong of Navarr

Navarr National Assembly

Winter Solstice

Curator of the Printer's Guild Museum

Taddea Ginori of the League

Cardinal of Prosperity

Sinecure; until death, revocation or abdication. When a new Cardinal of Prosperity is appointed they may choose to name a replacement.

Curator of the White City Museum

Apollos of Highguard

Highguard National Assembly

Sinecure; until death, revocation or abdication.

Watcher of Britta's Pool

Gunnbrand Ironwill of Wintermark

Wintermark National Assembly

Sinecure; until death, revocation or abdication.

Dean of Laroc Cathedral

Odelina de Rondell of Dawn

Dawn National Assembly

Sinecure; until death, revocation or abdication.

Crow Keeper of the Rest

Nils Bardstrom of Wintermark

Wintermark National Assembly

Sinecure; until death, revocation or abdication.

Guardian of Giselle's Tomb

Casimir Marcellino di Sarvos of the League

League National Assembly

Sinecure; until death, revocation or abdication.

Quaymaster of the Black Sails

Illaria Notturno di Sarvos of the League

Loyalty Assembly

Autumn Equinox

Appointments

At the Summit, the following appointments were made by the Assemblies of the Synod:

Appointment of the Cardinal of Loyalty

Candidate

Votes Received

Outcome

Veikko of Wintermark

77 votes

Appointed as Cardinal

Sabella of the Silent Tide, Highguard

72 votes

Tamain of House Sepulcre of Dawn

66 votes

Ser Criseyde of Dawn

40 votes

Brother Hugh of the Marches

32 votes

Cardinal Veikko retained Tess of the Marches as Gatekeeper

-

-

Cardinal Veikko retained Corwin Leafstalker of Navarr as Virtue Inquisitor

-

-

Appointment of the Cardinal of Pride

Candidate

Votes Received

Outcome

Azekah of Zephaniah's Lament, Highguard

154 votes

Appointed as Cardinal

Ephron of Adina's Charge, Highguard

56 votes

-

Lucretius of the Twisted Spire, Urizen

46 votes

-

Jaylus of Bastion, Highguard

20 votes

-

Rune Rathmore, Urizen

10 votes

-

Cardinal Azekah retained Astrid Fjellrevening Rezia di Tassato of The League as Gatekeeper

-

-

Cardinal Azekah retained Rane Jorunsdottir of Wintermark as Virtue Inquisitor

-

-

Appointment of the Quaymaster of the Black Sails

Candidate

Votes Received

Outcome

Illaria Notturno di Sarvos of the League

84 votes

Appointed as the
Quaymaster of the Black Sails

Appointment of the Custodian of the Imperial War Memorial

Candidate

Votes Received

Outcome

Sister Magdelana of the Shattered Tower, Highguard

142 votes

Appointed as Custodian

Lilian Unbound, Highguard

106 votes

-

Ezekiel of the Chantry, Highguard

86 votes

-

Ruth of the Cenotaph, Highguard

44 votes

-

Appointment of the Cardinal of Ambition

Following the abdication of Cardinal Severin

Candidate

Votes Received

Outcome

Viviane de Coeurdefer of Dawn

142 votes

Appointed as Cardinal

Dietrich Elias der Holburghan of the League

10 votes

-

The Civil Service is awaiting confirmation of the appointment of the Gatekeeper from Cardinal Viviane

-

-

Cardinal Viviane retained Ranae de Rondell of Dawn as Virtue Inquisitor

-

-

Appointment of the Watcher of Britta's Pool

Following the reappointment of Eldeen Wulfssdottir

Candidate

Votes Received

Outcome

Gunnbrand Ironwill

171 votes

Appointed as the
Watcher of Britta's Pool

Appointment of the Virtue Inquisitor of Wisdom

Cardinal Abaddon appointed Galene Netherwatch of Urizen as Virtue Inquisitor

Synod Judgements

At the Summit, the following judgements were made by the Assemblies of the Synod:

Number

Assembly

Judgement

Raised By

Outcome

1

Loyalty

Appointment of the Cardinal.

Civil Service

Veikko was appointed

2

Pride

Appointment of the Cardinal.

Civil Service

Azekah was reappointed

4

Wintermark

Mandate. A hero's tale ends with a good death - for us or our enemies. We send Gunnbrand Ironwill with 25 liao to urge our warriors to face the Jotun on the battlefield as heroes, and strive with every sinew for victory, not for slaughter. Thus will we let the grimnir of either side treat their fallen

Aarne Ceorling

Upheld 249 - 23

5

General

Rewarding. In recognition of his Virtue in Courageously acting when others hesitated and the Vigilance shown by moving to cease the spread of heresy; for condemning the heretic Yael, and diligently pursuing that unto its end; the general assembly rewards Aarne Ceorling 4 Thrones.

Gunnbrand Ironwill

Not upheld 198 - 325

6

Courage

Revocation. I call for the Revocation of Cardinal Jorma Steelhail of the Assembly of Courage. My reasons are thus:

He is a dangerous criminal, having assaulted Aarne of Wintermark in the Hub, seemingly unprovoked. He is a danger to those around him and should not be in a position of authority.

His Loyalty to the Empire is in question, after showing unrepentant support for the traitor and murderer Dogri Thulebane, who refused Imperial order and led in the murder of hundreds of Proud, Noble Varushkan soldiers of the Iron Helms.

He is a vain, self-serving fool, who was only appointed as Gatekeeper by the late Cardinal Asher to “[shut him up and keep him busy]”.

Inquire at the Calf’s Head pub in Varushka if you wish to discuss this with me.

Ezys

Not upheld 52 - 131

7

General

Inquisition. I hereby call to Inquisition the following who are bound in a sect in the Chantry of the Silver Skull: Tabitha, Kerem, Liora, Tova, Onan, Lilith, Yarona. Regarding their singing of songs about the Land Without Tears. Saturday 16:30 Autumn Equinox 381 YE at the Highborn Chapel.

Ephron of Adina’s Charge

Upheld 503 - 143

8

Urizen

Mandate. We send the named priest Lucretius of the Twisted Spire, Priest of Urizen and Sentinel of the Citadel Guard, with 100 doses of liao to inspire the Citadel Guard to unleash the full extent of our powers and rain death upon our enemies.

Lucretius

Withdrawn by raising priest at 60 - 80

10

General

Rewarding. As High Exorcist, I withdraw 7 Thrones, pursuant to my duties. This is with the expectation that this power is reverted to a Senate Stipend as soon as economically feasible.

As a power of the High Exorcist this Judgement passes without a vote.

Solas

Upheld automatically

11

Navarr

Mandate. We send Brat Umbral Path with 50 doses of liao to exhort every Imperial soldier to slaughter our Empire's enemies with ruthless abandon!

Brat Umbral Path

Not upheld 84 - 59

Imperatrix Lisabetta invoked the Throne's Power of
Custodian of Virtue
, making this judgement require a Greater Majority to pass.

12

Wisdom

Recognition. We recognise Navarr as an Exemplar of Wisdom.

She displayed Benevolence in spending her adult life creating the Trods.

She displayed Inspiration in the great numbers who flocked to hear her speak and followed her.

Her first journeys along the trods are already recognised as a sign of Pilgrimage in the life of Thorn.

Navarr’s legacy is self evident - her journeys and teachings founded a nation.

Erasmo di Tassato

Upheld 183 - 0

13

Loyalty

Appointment of the
Quaymaster of the Black Sails

Civil Service

Illaria Notturno di Sarvos was appointed

14

Urizen

Revocation. The Revocation of Senator Zenith (Edmundo) based upon evidence indicating that they have neglected the military situation with Zenith and Urizen as a nation, leading to increased inefficiency and casualties.

Zeno, Stallion’s Sibling

Upheld 114 - 102

15

Urizen

Revocation. The Revocation of Senator of Redoubt (Probus) based upon evidence indicative that they have neglected the military situation with Redoubt and Urizen as a nation, leading to increased inefficiency and casualties.

Sejanus

Upheld 148 - 38

18

Pride

Inquisition. I call Ser Kay of House Ossienne to answer allegations of a serious nature regarding religious crimes that have been discovered in Dawn. He is summoned to the tent of Zephaniah’s Lament in the Highborn camp at 2:30 today (Saturday, Autumn Equinox 381 YE)

Ephrael

Upheld 185 - 0

19

Pride

Inquisition. We wish to question Orlene De Ossienne regarding serious heresy and blasphemy that has been discovered in Dawn. This will take place at 2:30pm (Saturday, Autumn Equinox 381 YE) in Zephaniah’s Lament tent.

Jaylus

Upheld 175 - 0

20

Prosperity

Inquisition. I call Kyra of the Halcyon Spire to Inquisition at 4pm on Saturday, Autumn 381 YE, at Lumis Teahouse, Wintermark to investigate the situation regarding the election of the Archmage of Day and what has occurred since.

Vauraus Korppitkotka

Upheld 57 - 0

25

Dawn

Sanction: Condemnation. The glorious troubadours of Dawn vigorously condemn the Order of the Golden Heart for continued preaching of the false doctrine of the Land Without Tears and support of the heretic Yael. To whit: Ser Criseyde Vandale, Ser Thomas Aurelius, Ser Elayne Novarion.

The Dread Princess Orlene Ossienne

Withdrawn by raising priest at 40 - 52

28

Wintermark

Revocation. Through no fault of Virtue, merely her inability to attend the Anvil summits. We reappoint the Watcher of Britta’s Pool. Eldeen Wulfdottir.

Veli Garwulfson

Upheld 185 - 0

29

Varushkan

We send Belakov Prochnost with 50 doses of liao to exhort every Imperial soldier to slaughter our Empire's enemies with ruthless abandon.

Belakov Prochnost

Not upheld 46 - 0

Imperatrix Lisabetta invoked the Throne's Power of
Custodian of Virtue
, making this judgement require a Greater Majority to pass.

30

General

Rewarding. Reward Livia with 5 Thrones from the Virtue fund for the purchase of liao for the duties of the Seer of the Gateway.

As a power of the Seer of the Gateway this Judgement passes without a vote.

Livia Cascade

Upheld automatically

32

General

Sanction: Vindication. Raise Inquisition to Vindication of Thamnir Hrafnar.

Bloodcrow Ergot

Upheld 256 - 73

33

Prosperity

Inquisition. I call Mord and Vaan of the Auric Horizon to Inquisition at 9pm of Saturday, Autumn Equinox 381 YE, at Lumi’s Teahouse, Wintermark to investigate the situation regarding the election of the Archmage of Day and what has occurred since.

Krzysztof Vladovich Pultova

Upheld 77 - 0

34

Pride

Sanction: Vindication. Escalation of Judgement 82 from Summer 381YE.

Gully the Varushkan General has been involved in trying to solve the problem of the husk army in Weirwater. A lot of misinformation about this issue has been spread and requires more investigation but Gully has acted with common sense grounded in Vigilance and Loyalty to the Empire.

Lady Josephine Novarion

Upheld 123 - 0

36

Highguard

Mandate. We cannot prove for certain if Yael was the first Empress reborn or not. Regardless of this and no matter who Yael was, the Land without Tears is not part of doctrine and preaching it as such is Heresy. We refute the claim of the Land without Tears and encourage our citizens to look to only those Doctrines which have been debated and agreed upon by the Synod rather than allowing one figure to tear our faith and our Empire apart. We the priests of Highguard send Melchior of Adina's Charge with 250 Liao to spread this message to the citizens of Highguard.

Melchior of Adina's Charge

Upheld 418 - 0

37

Navarr

The Navarr assembly send Tynan Lonestriker with 25 Liao to urge Navarr apothecaries, physicks and brokers to share what herbs they can spare with our guests and allies.

Tynan

Upheld 151 - 0

42

General

Sanction: Vindication. Escalation of Judgement 52 from Summer 381YE.

After inquisition I find that Gralka Skywise acted virtuously in seeking to recognise a miracle and should go forth and raise a debate in the wider Synod concerning the implication of orcish miracles in our understanding of the Way.

Ephron of Adina’s Charge

Upheld 542 - 50

43

General

Sanction: Vindication. Escalation of Judgement 54 from Summer 381YE.

Following the Inquisition of Imperatrix Lisabetta, this Assembly (under the findings and guidance of the Auditor of Senatorial Accountability) finds that the funds removed from the Senate funds under the Throne’s power of Hand of the Chancellor have been and should continue to be used solely for matters that benefit the Empire directly.

Zeno, Stallion’s Sibling

Upheld 733 - 10

47

Highguard

Appointment of Custodian of the Imperial War Memorial.

Civil Service

Magdelana of the Shattered Tower was appointed.

51

Urizen

Mandate. The Urizen National Assembly sends Lucretius of the Twisted Spire with 50 doses of liao to exhort every Urizen Sentinel to slaughter our Empire’s enemies with ruthless abandon, should their general order it.

Sophus Cascade

Upheld 154 - 22

Imperatrix Lisabetta invoked the Throne's Power of
Custodian of Virtue
, making this judgement require a Greater Majority to pass.

Following the death of Lucretius, Sophus nominates Zeno, Stallion’s Sibling to go in their place. Verified by the Tribunes of the Synod.

53

Vigilance

Inquisition. Inquisition of Heilyn Bronwen's Rest, at his request, Sunday morning (Autumn 381 YE), as soon as he is free for this purpose, over his address to the Empire.

Martin Orchard

Upheld 88 - 0

56

General

Sanction: Penitence. Escalation of Judgement 7

Following inquisition, I find that Tabitha, Kerem, Liora, Tova, Onan, Lilith and Yarona of the Chantry of Silver Skulls, by singing a song of The Land Without Tears at execution of Yael, did not pose such a risk to the souls of the Virtuous as to merit a heresy charge. But nonetheless they set an example that must be opposed. Their penance shall be to publicly reaffirm their acceptance of Doctrine and spread this message to the delegates at Anvil. They accept this judgement and their recent actions show their intent to set this right.

Ephron of Adina’s Charge

Upheld 697 - 108

58

Ambition

Appointment of Cardinal following the abdication of Cardinal Severin

Civil Service

Viviane de Coeurdefer was appointed

60

Wintermark

Appointment of the Watcher of Britta’s Pool following reappointment.

Civil Service

Gunnbrand Ironwill was appointed

64

Brass Coast

Mandate. All things can have a price. We send Gonzalo i Riqueza, known as “Lupo” with 25 liao to remind people of their prosperity as well as their courage and to take a ransom from those foes we defeat rather than count their bodies. We will fill our souls with virtue and our pouches with coin.

Gonzalo i Riqueza

Upheld 82 - 0

69

General

Sanction: Vindication. Escalation of Judgement 65 from Summer 381YE.

I have escalated my judgement of inquisition upon Irada von Temeschwar, raised at the Summer Solstice 381 YE. I do not find Irada to have acted unvirtuously in this matter.

Solas

Upheld 452 - 20

70

Urizen

Sanction: Vindication. Escalation of Judgement 75 from Summer 381YE.

We the Urizen National Assembly recognise that the teachings of the Disciples of the Tempest Jade Maiden encourage Virtuous action. Consequently we believe that they and other groups of sword scholars are following teachings that promote virtue. This follows the inquisition on the Saturday of this summit.

Edmundo

Upheld 154 - 0

71

General

Mandate. The Blood Red Roads will connect the people of the Empire and make them stronger. This project is one of the most Ambitious in Imperial history. It demonstrates the Benevolence of Lorenzo “La Volpe” Macelliao von Temeschwar, and will stand as a lasting Legacy. We send Jonah Yakovitch with 25 liao to encourage the faithful to aid in this endeavour.

Jonah Yakovitch

Upheld 508 - 165

74

League

Mandate. The works of Lorenzo “La Volpe” Macelliao von Temeschwar stand as testaments not to a single virtue, but to everything it means to be part of the League. The Imperial Synod sends Ricardo di Tassatto with 25 doses of liao to encourage individuals across the League to embrace the inspiration of the Bloody Butchers; where others build cities, we build nations.

Irada von Temeschwar

Not upheld 56 - 108

82

Marcher

Sanction: Penance. Escalation of Judgement 48 from Summer 381YE.

Jack Flint showed Courage in battle in his rescue of Galbraith Rosencrantz. He showed Courage in stating his opinion, unwelcome as it was. He was not field marshal and none had a duty to obey. Jack was found lacking in the Pride needed to take responsibility for and stand up for his choices. He has been tasked to seek a friar’s guidance. For his lack of Wisdom in not asking deeper questions over the Mourn curses, he takes the Brand of Irremais and the landskeeper’s guidance.

Martin Orchard

Upheld 62 - 0

88

General

Inquisition. Raise Inquisition against Miercova Di Sarvos proxy of the Imperial Consul to appear by appointment at Winter 381 YE

As a power of the Imperial Chaplain Consular this Judgement passes without a vote

Bloodcrow Ergot

Upheld automatically

Statements of Principle

The Imperial Synod made the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

3

General

To recognise the Loyalty and Wisdom to the Empire of General Irontide Skar in the manipulation, ambushing and slaying of the Druj Magester Green Mask; and the Brackensong Coven in the recovery of the vital Spring ritual from Green Mask’s mind.

Irontide Lok

Upheld 648 - 65

9

Courage

Recognising the Courage of Pavel in the actions he took in retrieving the Regalia of the Archmage of Spring from the Realms, last summit. He risked his life for the safe return of valuable Imperial Property, and his Courage is recognised.

Amahel

Upheld 176 - 14

Greater Majority

16

Dawn

The Dawnish Assembly is appalled that one of the courageous and loyal Imperial Orcs was mistaken for a treacherous Druj. We would seek to educate our citizens of the Virtuous deeds of our fellow Imperials and would invite an orc priest to accompany a troubadour around our Nation, specifically to those places least visited by citizens of the wider Empire.

Ozren Ivarovich Severyan

Upheld 126 - 10

Greater Majority

17

General

The current holder of the Blood Cloak schema will be sharing this with the Empire, in response to this display of Loyalty (something no Blood Cloak general has done before). I move that the rest of the Empire should display Loyalty in return and provide what resources and funds they can to raise this army and reduce casualties in battle for the Prosperity of the Empire.

Helka Ingesdottir

Upheld 807 - 136

21

General

As an Empire we made of many nations. Each nation has its own skills, hearth magic, beliefs and Bourse resources. It is working of these different traits, guided by the Virtues, together that makes the Empire strong and great. Every nation should be proud of these traditions and support them, from Urizen poise to the Heroism of Wintermark. Be proud of your place in the Empire.

Amris Johan Merikovich

Upheld 971 - 69

22

General

It is disloyal to deny support to the armies of the Empire.

Alderai

Upheld 497 - 473

23

General

We believe the powers of the Virtue Inquisitors should be expanded. They should be granted one additional judgement of inquisition to be raised only in their Virtue assembly and subject to the assembly’s vote. A Virtue Inquisitor is still a priest who must represent their congregation; they should not have to choose between them and their duty as an inquisitor.

Pahkina

Upheld 804 - 126

24

Wintermark

We appreciate the actions of Iron Osric, General of the Green Shield. During military council and other meetings he has Courageously supported the interests of Wintermark even in the face of opposition. Let it be known that the Wintermark National Assembly stands behind his Virtue.

Ylmiska Ferbow

Upheld 207 - 0

Greater Majority

26

General

Currently the Virtue Assembly Inquisitors are appointed by Cardinals. The job of an Inquisitor however, is to seek truth and question all. As such, the position of Inquisitor should not be reliant on political patronage and should instead, only be answerable to the Virtue and Virtue Assembly. In light of this, the position of Virtue Assembly Inquisitor should be an elected one - chosen by Virtue Assembly.

Ranae de Rondell of Dawn

Upheld 697 - 353

31

General

I act on what I know. As Archimandrite of the New Scions of Atun I express my profound disappointment in the newly discovered actions of my predecessor Yael. In the creation of the Golden Fragment, previously seen as evidence for her claims, she cast doubt on all her work. I can no longer support it as truth. But this does not detract from the purpose of the New Scions: our work to perfect the Way through gathered evidence continues.

Edward Novarion

Upheld 713 - 96

35

General

It is Virtuous to celebrate victories with merriment, to remember our fallen with respect and inspiration, to learn from our losses may we continue to remember and learn.

Bucklund

Upheld 815 - 62

38

Marcher

The people of the Mourn are miners. The Singing Caves is their greatest achievement as miners. They have waited years to be liberated, denied their just reward by the Jotun. Prosperity demands that we return the just reward to those who have earned it. The Singing Caves should be returned to the Mournwolders. Mournwolder Land, Mournwolder Prosperity.

Thomas of Mournwold

Upheld 72 - 0

Greater Majority

39

Marcher

To the people of Whittle. The Jotun drove you to hate. This was not your way before. This is the last chain they have on you. When you put it aside you will be free of their influence.

Brother Hugh

Upheld 72 - 0

Greater Majority

44

Dawn

The National Assembly sends the High Bard Lady Kaywenn Du Launcet to Semmerholm to inspire the people there to fiercely resist the Druj by singing the “Song for Semmerholm”

Elayne Novarion

Upheld 148 - 0

Greater Majority

45

General

In being deceived there is no shame;

But deceivers will lie and lie again.

Yael’s complicity in deceit and untruth

Renders all her teachings moot.

Any value that she shared

Must now be proven out elsewhere.

Ser Criseyde

Upheld 812 - 104

46

General

To recognise and praise the Courage of Dogri Thulesbane and acknowledge his actions while criminal were also Virtuous.

Maarit Suvidottir

Upheld 594 - 275

48

Brass Coast

We were heartened by the rescue of our cousins from the Isle of Zemress and we would welcome them in settling in Segura. We are certain that their resourceful skills and work ethic will contribute greatly to the Prosperity of the province and we will be happy to smooth their full integration back into the Empire.

Mazo i Zabala i Erigo

Upheld 76 - 0

Greater Majority

49

League

The League feels for the orphans of the war in the Mourn. The League has a strong tradition of supporting orphans and guiding them to reach their true, Virtuous potential. The League therefore seek to provide support in the Marches for the orphans of Mournwold.

Cesare Enzo Di Trivento

Upheld 142 - 0

50

Urizen

Removing your opponent's desire to fight is the first step to victory. This assembly applauds the Wisdom shown by the strategists of the Military Council and the General of the Wolves of War and the General of the Red Wind Corsairs in depriving the Grendel of the economic bounty of the Legacy's production. We urge all those opposing the Grendel in our territory of Spiral and at home and abroad to follow their example, to harass baggage trains and impair production. Let the Grendel know no profit while they remain in Spiral.

Maximillian of Ankarien

Upheld 160 - 0

Greater Majority

52

Urizen

We find that Storm of Curses is likely not to have strategic merit over the benefits of Cyclic Resonance, therefore we do not advocate unleashing our magical armies powers in this way. While we believe that all tools should be considered we do not advocate cruelty without justification.

Tarquinius

Upheld 110 - 0

54

Navarr

We support the Marchers in reclaiming their lands from the Jotun as we also support reclaiming all lost Imperial territories from the Jotun. We exhort all Navarr to pursue this goal.

Corey Wayfarer

Upheld 110 - 0

Greater Majority

55

League

Citizens of Sarvos should not be afraid or reluctant to employ the orcs graduating from the College of the Liberated. We have invested in their Prosperity and should enjoy the rewards, and enable them to reach their full potential.

Illaria Notturno di Sarvos

Upheld 178 - 0

Greater Majority

57

Pride

The Pride Assembly recognises the hard work of the following people in making the League Theatre a success; in demonstrating Pride in their national culture and the arts, and building a platform to showcase and lift up the arts from the League and across the Empire:

Ephelides Sanguineo Rezia Hardfrost di Tassato - artistic director

Coraphine Fliore di Tassato, Idwyn Splitroot, Darnyen Volkov Von Temeshwar, Bica and Maeve from the Temeschbar

Astrid Rezia di Tassato

Upheld 159 - 0

61

General

To accuse someone of a religious crime without being able to define that religious crime is not only very stupid, it is unvirtuous.*

*The reason I raise this is because this should be obvious but it does not appear to be.

Kerem

Upheld 606 - 120

62

Prosperity

It has been suggested that the practice of raising husks is comparable with the keeping of slaves. We, the Prosperity Assembly, hold this to be false. Husks are bodies devoid of souls, animated by magical power. Slaves are alive, and possess souls. The use of husks in a manner does not deprive citizens of their livelihood, is not unprosperous.

Yarona of the Chantry

Upheld 197 - 0

Greater Majority

63

Varushka

That Varushka is known for its hospitality and as such will offer hospitality to all of the Empire, be they pauper or prince, single archer or entire army.

Vukomir Maryankovich Zverokaz

Upheld 88 - 0

Greater Majority

65

Courage

The Courage Assembly will decide the fate of the Courage Shield Torchbrand.

Nina of Cantiarch’s Hold

Upheld 104 - 0

66

Prosperity

If 20 fleets trade with Axou every season for four seasons it is likely that Axos will recognise the Prosperity of the Empire and move to cease the use of slaves. The Assembly of Prosperity therefore recognises the Prosperity of fleet trading with the Axou and encourage citizens to do so where they are able.

Morgan Leafstalker

Upheld 171 - 0

Greater Majority

67

Prosperity

In recognition of the actions and intentions of the Eastern Principalities of Jarm, and the understanding that they continue, to abolish the vile institution of slavery. It would increase the Prosperity of the Empire and its citizens, as well as that of the Eastern Principalities, if Imperial fleet captains were to visit the trading ports of the Eastern Principalities and engage in trade with the traders and merchants there.

Ezekiel of the Chantry

Upheld 187 - 0

Greater Majority

68

Urizen

We commend the Ambition of Medea Ruth’s work on horses, and encourage her to consider collaboration with other interested parties, including Aloysius Sunspire.

Medea Ruth Irremais

Upheld 100 - 10

72

General

The General Assembly condemns the use of wanton battlefield executions of foes with personhood. As such, we urge that they only be used when generals deem them necessary and issue clear orders in this respect. Our foes lose respect for us day by day - let the Empire be judged on its official military decisions, not the whims of individuals in the heat of battle. Cleave to Virtue.

Constanza i Kalamar i Guerra

Upheld 621 - 156

73

Pride

We recognise that the Highborn Assembly seeks to reaffirm their commitment to the Doctrine of the Synod that they founded. We recognise the Pride that inspires this action.

Azekah

Upheld 134 - 0

75

Nine

The Assembly of Nine request the Silent Bell investigate the location of “Oath-Heart”, the legendary shield of Loyalty, once borne by Drumlin the Sworn of Wintermark.

Veikko

Upheld 6 - 0

Greater Majority

76

Nine

The schism over Yael’s vision has divided the Empire too long; what threatens the Empire ultimately threatens the Way. New evidence, corroborated by both Yael’s supporters and detractors, demonstrates that a significant document on which her philosophy relied was falsified by her hand. In Virtue, we face unwelcome truths as boldly as a barbarian charge. In Virtue, we act on what we learn, knowing our knowledge is incomplete. When new proof arises, we accept it and move forward. The Assembly of Nine calls on the Synod and the Empire to end this schism, and move forward.

Abaddon De Rondell

Upheld 7 - 0

Greater Majority

77

Loyalty

I wish to put the words and assurances of my peers into action, regarding the Iron Helms. The actions of the Iron Helms against the traitor Dogri Thulesbane and their use of cruelty as a tool in the Mournwold, have shown only their Loyalty to the Empire and their actions are not unvirtuous.

Bogdan

Upheld 56 - 20

78

General

The trods connect the Empire and must be walked. The faithful should try to use them as often as possible.

Aneira Exiles End

Upheld 576 - 32

79

Nine

The use of cruel tactics by any army is unvirtuous. Cruel tactics inspire fear and hatred in our enemies and allies alike. They diminish the spirit of all they touch, and we of the Nine will lead the Synod in providing spiritual governance to all Generals who employ them.

Ricardo di Tassato

Upheld 6 - 1

Greater Majority

80

Imperial Orc

The worth of our armies is not written with cruelty, our legends are not made by harming civilians. We do not need dogs and beasts to fight our wars for us. We are heroes of the Empire, we are Imperial Orcs.

Gralka

Upheld 36 - 0

Greater Majority

81

Marcher

We invite Marcher and Imperial Orc preachers to the Mourn to talk to the free orcs of the Mourn (the former Jotun thralls) and preach to them about the Way. We encourage the Virtuous folks of the Mourn to support these preachers and ensure their voices are heard. In return, we invite stewards or other leaders of the free orcs of the Mourn to come to Anvil and make their concerns heard, so that the Empire will not decide for them, but with them.

Hrodin

Upheld 62 - 0

Greater Majority

83

Marcher

All good Marcher folk should recognise and support the Virtuous acts achieved by Marcher folk in support of the Mourn. That Thomas of Hay and Asher Holt convinced Conclave to sponsor a mana sinecure built by Dicky Holberg dedicated to healing and healing magics. The Loyalty shown by Unwavering Ned Cullach in taking the stain on his soul of the evil shit what's been done to us in the Mourn by entering the Wicker Man. That Robert Dunlain, our new Mournish Senator, has invited the Whittlefolk back home. That Benedick Goodfellow and Beatrice Greenhill have given to the Mourn the Prosperity-blessed wool sheared from the last sheep in the Mourn before it fell 30 year ago. A lot good been done for the Mourn, and the Marches as a whole should recognise this.

Robin of Swindale

Upheld 72 - 0

Greater Majority

84

Marcher

All good Marcher folk should recognise and support the Virtuous acts achieved by Imperial folk in support of the Mourn. That Long Tom and Helios Bitter Chalice got Rivers Run Red and Mountain Remembers Its Youth interdicted in Conclave. That Cesare Enzo Di Trivento is bringing missionaries from the Church of the Little Mother to build orphanages and schools. That the Winterfolk passed through the Senate to build a memorial to the heroes what died fighting for the Mourn at Overton, paid for by the kiddies of the Artisan’s Arms. That Ricardo de Tassato has, as the Assembly of Nine, started the wider condemnation of the cruelty what we been seeing in the Mourn. A lot good been done for us, and the Marches as a whole should recognise this.

Mel of Mourn

Upheld 72 - 0

Greater Majority

85

Prosperity

We wish to publicly recognise the outstanding Prosperity of the following citizens:

Sirus

Asenath of Felix’s Watch

Vukomir Maryankovich Zverokaz

Ptolemy

Able of Reikos Reborn

Lumis of Wintermark

Miralek Jarek of the Vale of Sciany

Octavia Taziel

Avadon of House de Emeric

Tabitha of the Chantry

Upheld 159 - 0

Greater Majority

86

Prosperity

We the assembly recognise Tarquinius, ambassador to the Axou, for his work in revealing to the Axou that Prosperity may be obtained without slavery. This has opened a way to induce the Axou to denounce slavery.

Ziva of the Chantry

Upheld 159 - 0

Greater Majority

87

Imperial Orc

At the request of those cut off from the Empire in the Mourn, and in conjunction with our statement of principle and shared understanding on the use of cruel tactics, we intend to send missionaries to bring the Way and support reintegration of the Mournwolders, led by Bloodcrow Losak.

Atla

Upheld 36 - 0

Greater Majority

The Imperial Synod did not make the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

27

General

Many people did not listen to Rosamund Holt in life. My Loyalty to her means I want her to be heard now she is gone. Attached is a copy of the message I read for her at her funeral. The Synod agrees she lived a Virtuous life.

Tess

Not upheld 79 - 608

40

General

As the generals of the Empire bear the weight of great responsibility on their soul, we believe that they would be better supported and the Virtue of their orders and declarations less likely to be challenged if they are Dedicated. As such, we suggest and support the Dedication of all those who stand on the military council.

Dietrich Elias der Holburghan

Not upheld 439 - 558

41

General

“Knowledge” is not a true Virtue and cannot compel citizens into heresy, nor diminish their enjoyment of tomatoes or fruit salads.

Hawker Ringbane

Not upheld 281 - 286

59

General

Under normal circumstances, a priest should not perform a rite on a citizen or their property without their agreement. Consecrated areas should be marked so that citizens know that an aura exists before deciding whether to enter the area.

Eevi

Not upheld 413 - 459

Judgements to be carried forwards

The Imperial Synod has not raised a veto for the following summit.

The successful recognition of Navarr as an exemplar by the Wisdom Assembly will be escalated to the General Assembly

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

18 Thrones / 0 Crowns / 0 Rings

Income

60 Thrones

The price paid in the Bourse Auction for the dose of True Liao

Rewards

7 Thrones

Rewarding made to Solas of the Spire of the Waxing Sun, High Exorcist.

5 Thrones

Rewarding made to Livia Cascade, Seer of the Gateway.

Closing Value

66 Thrones / 0 Crowns / 0 Rings

Visionaries

The following individuals received visions of their past lives:

- Lord Vincent Vexille, Dawn

- Grandmother Asya, Varushka

- Achilles of Damakan's Forge, Urizen

- Lorenzo “La Volpe” Macelliao von Temeschwar, The League

Assembly Strength

At the start of the summit the voting total of the General Assembly was calculated to be 2128

The final voting total of the General Assembly was estimated to be 2377

The Civil Service reminds citizens that determining whether a judgement has achieved a Greater Majority counts from the estimation of the assembly strength when scrutiny on the judgement closes, not the final assembly strength at the end of the summit.

At the end of the Autumn Equinox 381 YE the voting strength of the Virtue and national assemblies were estimated to be:

Virtue Assembly

Initial Voting Strength

Final Voting Strength

Final Greater Majority

Ambition

216

226

114

Courage

241

263

132

Loyalty

333

371

186

Pride

301

366

184

Prosperity

260

304

153

Vigilance

228

282

142

Wisdom

243

273

137

The Way

306

292

147

General

2128

2377

1189

National Assembly

Initial Voting Strength

Final Voting Strength

Final Greater Majority

Brass Coast

82

92

47

Dawn

191

231

116

Highguard

495

580

291

Imperial Orcs

66

66

34

Navarr

199

209

105

The League

276

288

145

The Marches

82

112

57

Urizen

260

270

136

Varushka

130

162

82

Wintermark

347

367

184

General

2128

2377

1189

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=381YE_Autumn_Equinox_Synod_judgments&oldid=56108"

381YE Autumn Equinox winds of fortune

Contents

- 1 Overview

- 2 Wind of Fortune

- 2.1 An Apple That Falls

- 2.2 The Art of Restraining Power (Trade Winds)

- 2.3 Birds and Bats

- 2.4 Desperate Affairs, Desperate Measures

- 2.5 Empty Handed

- 2.6 Hunters and wolves

- 2.7 More Love, Less Paperwork

- 2.8 The Mother of Morality

- 2.9 Out of Void, Out of Chaos (Conjunction)

- 2.10 The Parents of Security

- 2.11 The Place You Called Home

- 2.12 Praise and Blame

- 2.13 Proud to Serve (Imperial Address)

- 2.14 Queens and Kings

- 2.15 Rabbits and Snares (Plenipotentiary)

- 2.16 Scholars and Mandarins

- 2.17 A Silver Chalice

- 2.18 Seals and Stars (Winds of Magic)

- 2.19 Unable to See

- 2.20 Workers in struggle

- 3 Roundup

- 3.1 Mandates

- 3.2 Conquered Territories

- 4 Imperial Lore

- 4.1 Bittersweet Legacy

Overview

Over the past three months, several events have occurred which are of significance to the Empire and may require a response from her champions. You can also read about the progress of the Empire's military campaigns here.

In each case, we've tried to tag the Winds of Fortune entry with the nations, or political bodies, to which it is most relevant. We've done this to help people who are interested only in events that are especially relevant to them. In no way are these tags intended to be exhaustive; the Empire is a complex place and very little happens in isolation.

As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of Fortune is to maintain the illusion of the Empire as a living, breathing place where things happen - and to make players aware of things their characters 'should' know based on what their roleplaying says they have been doing for the past three months.

Many winds of fortune open with a short section of in-character text. In all cases, these pieces are intended to help create an atmosphere and provide a little entertainment. Where they contain opinions, those are the opinions of the fictional people depicted - and where they contain information or rumours the assumption is that the reader will create their own context for that information or gossip. They're mostly just a bit of fun and they tend not to contain anything vital to the understanding of the wind of Fortune.

Wind of Fortune

An Apple That Falls

- The Mournwold

The situation in the Mournwold remains complicated. There are any number of things that could be done, but what things will be done? What should be done, for that matter? You can find out more about this double-length opportunity here.

The Art of Restraining Power (Trade Winds)

- Fleet captains; congregation leaders; ambassadors and diplomats

The Empire is not the only power in the world. Trade is a big part of it - but there is much more to trade than simply moving goods from one place to another. You can find a quick round up of things related to the current state of affairs, with an emphasis on trading - and a digression into the state of international relations - here.

Birds and Bats

- Imperial Conclave; writers of love letters; tea houses

Two eternals of the realm of Night have sent messengers to speak with the civil service. Lashonar has sent a sonnet that outlines an invitation to participate in a competition. Sadogua has sent a little girl to politely request a formal parley with the Conclave. You can learn about both events here.

Desperate Affairs, Desperate Measures

- The Brass Coast; fleet captains of all nations

Over the last several months, the orc pirates of the Broken Shore have shown more than usual organisation. They launched two vicious raids against the people of the Bay of Catazar - first to try and attack the fisherfolk, the second to try and enslave the people of the Isle of Zemress. The captains of the Imperial fleets have not stood idly by and instead launched counter-raids of their own against the dastardly southern orcs. You can learn about the outcomes, and a few new developments here.

Empty Handed

- Wealthy folks, especially those with an interest in peculiar rarities.

Since the demise of the Bourse Private Auction, entrepreneurs and the desperate alike have made their way to Anvil seeking to tap the rich markets that may be found there. Markets such as the traditional Varushkan Winter Market, which takes place during the Autum Equinox. This season, there is news of a fallen star in the Marches; an antique artifact belonging to a famous Dawnish enchanter; a rare tea recipe and a herald associated with the Night realm; and some peculiar potions belonging to the Great Forest Orcs. You can learn about these opportunities here.

Hunters and wolves

- Imperial citizens; Marchers; and magicians

Three Winter eternals are involved in activity within the Empire. The grim eternal Sorin seeks participants in a trial of hard choices and suffering, The Bound-King Tharim of the Thrice-cursed Court has sent his heralds to ... well nobody knows. And a crazed follower of Wendigo has been attempting to spread chaos and discord through the Empire. You can learn more about these eternal-related opportunities here.

More Love, Less Paperwork

- The League assembly; the General Assembly; the Virtue Assemblies of Ambition, Loyalty, Pride, and Prosperity

Lorenzo “La Volpe” Macelliao von Temeschwar, Master of the Butchers Bank, Treasurer of the Bloody Butchers of Temeschwar, former custodian of the Fortress of Salt, former overseer of the Regario Dossier, former Civilian Commissioner for the League, and architect - or at least financier - for a significant number of interesting things made out of stone. An inspiration to many, his name associated with a number of great works. Philanthropist, merchant-prince, visionary. You can learn a little about why his name is on everyone's lips here.

The Mother of Morality

- Wintermark, Brass Coast, and League

- This wind of fortune is a counterpart to praise and blame

The infamously cruel Varushkan army continue to be divisive. The Wintermark and Freeborn assemblies have unambiguously rejected them. The priests of the League have spoken out against the use of fear as a weapon - although to be fair their assembly was far from united in that condemnation. Several significant opportunities have arisen as a result of the Synod's ongoing discussion of what is, or is not, too high a price to pay for victory. You can learn more about some of them here.

Out of Void, Out of Chaos (Conjunction)

- Primarily magicians versed in the lore of night magic

In the night sky, the Wanderer hangs in a peculiar conjunction with the Great Wyrm. The stars often reflect events happening in the world, but this time it seems that they may also be reflecting events in the realm of Night. Two powerful rituals are acting strangely, and two inhabitants of the night realm are acting significantly more oddly than usual. You can learn more about this strange conjunction, and these odd events here.

The Parents of Security

- Citizens of the League, especially Sarvosans

The League national assembly has made several statements of principle regarding the rebuilding and security of the city of Sarvos, as well as a statement condemning the army of the Iron Helms ... who have just spent three months in Sarvos. Some of the repercussions of these two related events, as well as a quick update on the fate of the orcs studying at the College of the Liberated can be found here.

The Place You Called Home

- The Navarr of Therunin; Imperial Senate; Imperial Conclave

The orcs of the Great Forest tribe came to Therunin as exiles fleeing the Druj. Their presence presented several challenges to the Empire. During the Summer Solstice, the Imperial Senate ratified a treaty designed to define the relationship between the displaced orcs and the Empire. You can learn about the repercussions of this treaty here.

Praise and Blame

- Dawn, Highguard, Navarr, Varushka, Urizen

- This wind of fortune is a counterpart to the mother of morality

The Iron Helms army continues to promote debate.The assemblies of Urizen, Highborn, and Dawn have joined their voices with Navarr and Varushka in sanctioning the use of cruelty and fear on the battlefield. Several significant opportunities have arisen as a result of the Synod's ongoing discussion of what is, or is not, too high a price to pay for victory. You can learn more about these opportunities here.

Proud to Serve (Imperial Address)

- All Imperial citizens

The Imperatrix has used her power to address the Empire to allow Heilyn Bronwen's Rest, the Warmage, to dispatch a message to all Imperial citizens. You can read it here.

Queens and Kings

- Imperial Conclave; mine owners

The ongoing saga of the Icy Crag of the Eternal Sun takes another twist as the champions of the Summer eternals gather to compete for the right to offer patronage to the college of magic. At the same time, Eleonaris makes her displeasure with the people of Dawn clear, and the King Under The Mountain sends his koboldi to make an unexpected offer to the mine-owners of the Empire. You can learn all about these events here.

Rabbits and Snares (Plenipotentiary)

- Imperial Conclave

Three eternals have requested formal parley with an archmage, apparently as a consequence of plenipotentiary messages received during the Summer Solstice. You can learn which eternals, and which matters they are keen to discuss, here.

Scholars and Mandarins

- Imperial Conclave

Four eternals of the Day realm have offers and requests to make of the Empire. The eternal library of Phaleron requests an audience with Imperial magicians and librarians. Meanwhile, a peculiar trio of heralds have traveled the Empire offering certain boons on behalf of their masters. You can learn about these opportunities here.

A Silver Chalice

- Magicians; Imperial Conclave

The Imperial Senate has chosen to establish a new Conclave order - the Silver Chalice. The Order will focus on working with and expanding healing magic and other projects which can be used to aid the bodies and minds of Imperial Citizens, the Nations, and the Empire. You can learn about the last few steps needed to establish the order here.

Seals and Stars (Winds of Magic)

- Everyone, but especially the people of Sermersuaq and the Imperial Conclave

A roundup of magical effects covering: the state of the night skies; the status of the regio of the Spring realm; the raising of castles with magic; the seal-folk of Sermersuaq and their blessing; and a grateful Holberg architect with an offer for the Imperial Conclave. You can learn about these disparate matters here.

Unable to See

- Highguard; Imperial Synod

At the Summer Solstice, the General Assembly of the Imperial Synod condemned Yael, who claimed to be the First Empress reborn, for heresy. Reusing to renounce her vision, she was duly executed. But one nation did not reject her. The Highborn stood by their own, just as the nation once stood by the First Empress when she set forth with on a journey to unite all humanity. Now everyone is faced with the fact that their founding nation of The Way has taken a doctrinal position at odds with the rest of the Empire. You can learn more about the repercussions here.

Workers in struggle

- Imperial Bourse; Dredgemaster of Feverwater

Three situations related to the Imperial Bourse have arisen that offer either opportunities or potential threats. You can learn more about the great sinkhole, a theft from Serra Briante, and a threat to the Dredgemaster of Feverwater here.

Roundup

This represents short reminders of things that are still ongoing, or resolutions of events from the Summer Solstice that are not a Wind of Fortune of their own.

Mandates

During the Summer Solstice, the Synod successfully enacted six mandates. In each case, the mandate was raised and passed by the appropriate assembly, and the named priest succesfully used the appropriate amount of liao to enact the desired effect.

Assembly

Mandate

Priest

Outcome

Dawn

The National Assembly sends Odelina de Rondell with 25 doses of liao to repudiate the false teachings of Yael of Highguard. Those who have been deceived by her claim to be the First Empress Reborn and the hope of the Land Without Tears should renounce this false doctrine and return to their homes.

Odelina de Rondell

Dawn has rejected the teachings of Yael and the Congregation of the First Empress

Marcher

Land matters above all else. Marcher armies should always stand their ground to defend what is theirs. We send Mel of Mourn with 25 doses of liao to spread the word that no Marcher army should ever give ground.

Mel of Mourn

No Marcher general can issue the Give Ground order ever again as detailed
here
.

Wintermark

No true hero of the Mark should stand with the Iron Helms - those who use their dogs for war have become dogs themselves. The assembly sends Gunnbrand Ironwill with 50 liao to urge every hero of Wintermark to show the heroism that a true hero of the Empire should aspire to.

Gunnbrand Ironwill

Wintermark armies can take additional orders when fighting alongside the Iron Helms; the Iron Helms suffer penalties when fighting with Wintermark armies, as detailed
here
.

Navarr

Mandate. Mercy is a luxury that the Empire cannot afford when faced with enemies that seek to destroy it; we must not cast aside any weapon that may bring victory. The Navarr assembly sends Corey Wayfarer with 75 doses of liao to urge the Quiet Step to build on the opportunity presented by Arhallogen and find new and effective tactics for dealing with our enemies.

Corey Wayfarer

The general of the Quiet Step has the opportunity to permanently change the quality of their army to
cunning
, as detailed
here

Varushka

Mandate. The Iron Helms only do what is necessary to defeat their enemies quickly. We do not have the luxury of mercy when facing what comes out of the darkness. The assembly sends Amris with 100 doses of liao to urge every inhabitant of Varushka to seize the opportunity to support the Iron Helms and show the enemies of the Empire what real cruelty looks like.

Amris Johan Merikovich

Until the start of Spring 382YE, the Iron Helms can take the Terror in the Night order as detailed
here
.

Brass Coast

Mandate. The cruelty of the Iron Helms is unvirtuous - it demeans our Empire to use such tactics and it betrays the ideals of our people to fight alongside those who do so. The assembly sends Constanza i Kalamar i Guerra with 25 liao doses to urge our soldiers to reject the Iron Helms and their cruelty.

Constanza i Kalamar i Guerra

The Iron Helms suffers penalties when fighting with Freeborn armies as detailed
here
.

Conquered Territories

Resources in Liathaven are receiving the "conquered territory" penalty to their production.

Imperial Lore

The Imperial Conclave has declared that two new rituals "Unknown Unknown" and "Golden Voyage" be entered into Imperial lore. With regard to Unknown Unknown, however, at this time we have no confirmation that the ten thrones has been provided, nor that the ritual text has been handed over.

Bittersweet Legacy

Every Highborn character who owns a resource in Highguard will see a small boost to their production this event, a side effect of the recent focus on religious matters. The bonus will continue as long as they do not formally reject the belief in the Land Without Tears.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=381YE_Autumn_Equinox_winds_of_fortune&oldid=63483"

381YE Autumn Equinox winds of war

Contents

- 1 Overview

- 1.1 OOC Context

- 2 Wasting Light (Spiral)

- 2.1 Game Information - Spiral

- 3 Cold Day in the Sun (Weirwater)

- 3.1 Game Information - Weirwater

- 4 Another Round (Bay of Catazar)

- 4.1 Game Information

- 5 Resolve (Zenith)

- 5.1 Game Information - Zenith

- 6 Times Like These (Mournwold)

- 6.1 Game Information - Mournwold

- 7 Walk (Liathaven)

- 7.1 Game Information - Liathaven

- 8 Summer's End (Semmerholm)

- 8.1 Game Information

- 8.2 Partcipation

- 9 Major Conjunctions

Overview

As the Autumn Equinox 381YE approaches, the Empire continues to fight against threats both external, and internal.

OOC Context

News of the Empire's victories and defeats spreads quickly across the Empire, in part thanks to the omnipresent Navarr messengers.

Each Wind of War consists of a report on the campaign, delivered in reasonably in-character language. Players are encouraged to use this text as the basis for creating their own stories about what their characters, or their company of soldiers have done during the last few months. It is usually followed by a short out-of-character section which deals with absolute facts - the nitty-gritty of numbers, regions captured, and important game effects.

As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of War and Winds of Fortune is to allow players to choose to be aware of things their characters "should" know based on what their roleplaying says they have been doing for the past three months

Wasting Light (Spiral)

Move with haste to a defensible position where we will await the arrival of the Red Wind Corsairs. Not in recent years has the entire Brass Coast Military fought in the same territory, let's show the Grendel why they should fear us. We shall shatter them like thin glass, and as a flame we will reduce them to dust....

General Marciel i Riqueza of the Fire of the South

There are two Imperial forces in Spiral. In the west, both League armies and the Citadel Guard control the lion's share of Cinion. In the north-east, the Fire of the South take up defensive positions and await the arrival of the Red Wind Corsairs - they secure the major pass into Zenith, and wait for reinforcements. The two forces, separated by distance and deadly foes alike, manage to maintain contact via fleet Freeborn messengers, magical winged messengers, and staccato heliopticon messages.

The latter has become a little unreliable, however. For the most part, the Grendel do not destroy or loot heliopticon towers - instead they use them to try and intercept Imperial communiques, break the new codes being used to secure military information, and spread disinformation and false messages wherever they can. For now, the best Imperial codes - many devised by officers of the Towerjacks - have remained unbreakable. As far as anyone knows...

With all due haste - which should be plenty after your great rest - let's get us into Spiral, Freeborn! We are helping our great friends the Urizen, and fighting the cursed Grendel! Let's make this war no longer give them profit. Let's bleed them, coin and all, until they realise the folly of their ways. All freeborn are fighting here this season. We will link with the Fire of the South in the Ankra whilst the Freeborn Storm in the South. Let's Plunder the Barbarians! For the Freeborn! For the Empire!

General Estana I Mestiere I Guerra

Both the Grendel and the Empire are on the offensive this season, although in both cases their focus appears uncertain. Grendel forces under the turtle banner advance carefully on Freeborn positions, probing for any sign of weakness. The Fire in the South likewise push slowly southward from their positions around the Twilight Gate (the grand pass through the mountains to the plains of Proceris). Whenever the two forces meet one another, both sides take up defensive positions and engage in cautious skirmishes. A complex dance plays out slowly across northern Ossuary.

Three weeks after the end of the Summer Solstice, the Red Wind Corsairs arrive. Dodging past Druj forces in Zenith, the Corsairs reach the main Freeborn encampment below the Twilight Gate, and almost immediately turn their full attention to destroying Grendel baggage trains, intercepting Grendel raiders, and wherever possible seizing stolen resources. In the west, the Wolves of War take a similar approach - Varushkan wagon raiders are supported by dozens of independent captains, adept at operating independently of the main force (and yet able to integrate their tactics with the broader strategy thanks to the potent enchantment laid on the Wolves of War). They are not the only ones. A significant fraction of the Grendel forces are engaged in an almost identical strategy - sweeping the territory the orcs already control and striking against the baggage trains of the Imperial armies, pillaging everything that isn't nailed down. More than once the two Imperial armies clash with orc soldiers and mercenaries over control of a mana site or a mine. The fighting is quick and bloody, with one side or the other retreating once it is clear who has the upper hand, and looking for other opportunities to gain wealth.

It is a season of Reckoning. We owe our friends in Urizen for their years of Virtuous sacrifice. And we damned well owe a reckoning to the Grendel for Sarvos. They took our homes, our treasures. Now we will hit them where it hurts, in the place the Grendel feel pain - Their money pouches. Hit their supply lines - do not let them profit from the theft of the Legacy. Take back what they have stolen and take back our land.

Gabriel Barossa, General of the Wolves of War

All this is only part of a larger scheme, however. Messages fly thick and fast between the Freeborn captains and their opposite numbers in the Wolves of War. Once the Corsairs and the Wolves are confident they have the measure of the Grendel defences, a daring scheme is put into operation. While the Red Wind and the League Free companies move into position, the Fire of the South distract the Brine Turtles, slowly pulling them out of position. In the west, the Towerjacks and Citadel Guard time a major offensive into Ankra to ensure that the forces the attention of the Grendel generals is focused on them ... rather than on the Legacy. When the time is exactly right, the Empire strikes.

The two pillaging armies strike into northern Apstrus. Their target is not the Legacy itself, but the heavily armoured caravans that transport mithril south toward the Grendel headquarters in Apulian. The bulk of the Red Wind Corsairs actually move past the caravan, instead launching an assault on the baggage train of the Brine Turtles - and ensuring that no forces from Apulian will arrive in time to interfere. At the same time, the Wolves of War seize passes from Ankra to Apstrus, hold them ... and fall on the back of the Grendel caravan.

Caught between a hammer and an anvil, the fighting is fierce. The Grendel almost immediately begin to pull forces from their other theatres to secure their supply lines - but they are too late to save their vital caravan. The Red Wind and the Wolves fall back to prepared positions, joining up with the Towerjacks and the Fire of the South respectively. Some of

Soldiers of the Towerjacks, we have held the barbarians and now we will push them back. We will advance steadily into Ankra and then on to Ossuary, minimising our casualties where possible and drawing power from the Clarity of the Master Strategist.

General Natalia Barossa of the Towerjacks

the Grendel commanders launch futile attacks to try and recover the stolen mithril, but to no avail. There is no doubt the Imperial raid hits the Grendel where it hurts them the most - in their money pouches.

The Imperials are not the only ones undertaking a complex stratagem in Spiral this season, however - although theirs is certainly the most daring and provocative. As the season draws on, the Citadel Guard and Towerjacks begin to receive reports from the south western mountains of orcs engaged in collapsing the passes into Redoubt. As near as anyone can tell, warriors of the Kraken's Jaws Moridun accompanying a significant force of soldiers under the Stone Gyre banner, are moving north through the western mountains. They are targeting the main passes with a combination of terrible warbeasts and Spring magic. Not all the passes - only those large or convenient enough for an army to use without problems. A hurried communique from the Fire of the South brings news that a similar force appears to be active in the northern a mountains as well - based out of Ankra - and there is a very real possibility that the Twilight Gate is now the only remaining safe route through the mountains into Zenith.

Once again we fight for Spiral. This time, we will finish this. We will use strategy, we will use strength. The Empire learns from its mistakes. Spiral will be ours ... We bring our magical strength into our home nation because of the ground you take...

General Nicassia Avicia of the Citadel Guard

The Grendel seem to be looking to cut the territory of Spiral off from the Empire - at least to a degree. A heliopticon message from the Court of the White Fountain says that the Onyx Path is still intact at least - but it confirms that all the other major routes from south-eastern Redoubt appear to have been collapsed or otherwise made impassable.

A little more than six weeks after the Summer Solstice, there is another development. The Citadel Guard provide a warning, but it is difficult to disseminate it to the entire Imperial force in time. A night of nightmares sweeps across Spiral, a storm of phantasms and hallucinations not restricted to sleeping minds. Over the next week, there are scattered reports from across the territory of madness and despair - of hardened soldiers starting awake shrieking in terror; experienced scouts losing their way in terrain they know well; disciplined warriors ignoring orders and falling on their opponents howling like mad beasts. It is not just the Imperial forces that are affected; there are clear signs that the orcs have been affected as well. The strange, infectious madness adds to the confusion and uncertainty in Spiral.

The Urizen know the cause - it is not a stratagem of the Grendel that is to blame, but the very fabric of the territory itself. Roused by violence, bloodshed, and passion the Black Plateau is beginning to "wake up" again. They can't predict how bad it will get, but they are certain it will get worse.

Game Information - Spiral

The Empire is winning in Spiral this season. The western forces (Wolves of War, Towerjacks, Citadel Guard) have driven the Grendel out of Cinion, and made significant headway into Ankra. The Freeborn forces in northern Ossuary have made some headway into Ankra from the eastern side, but they are still pretty much penned in on the northern side of the territory by the Grendel armies.

Perhaps more significantly, the Wolves of War and the Red Wind Corsairs have plundered the Legacy. The relative generals will need to compare notes but it seems that they may have looted the entire production of the mithril mine between them. Both armies have also stolen significant amounts of wealth from the Grendel - although arguably they have merely recovered what the orcs first stole from the Urizen.

At the same time, the Grendel have systematically swept across the southern regions engaging in their own campaign of plunder and pillage. After years conquered by the rapacious orcs, it is likely that there is not a huge amount of wealth left in Spiral. They are also taking large numbers of slaves. To represent this effect, we are applying an effect going forward that reduces the production of all personal resources in Spiral by 20%. This effect will remain as long as there are any regions in Spiral controlled by the Grendel, as workers are afraid to operate in the territory for fear of being taken by the Grendel.

While the Empire has been looting the Legacy, the Grendel have been engaged in a significant stratagem of their own. They have been collapsing the passes through the western and the northern mountains. At this time there are only three major passes still open that are large enough to allow a campaign army to pass through them without difficulty.

- The Onyx Path linking Optarion and Ateri. The western end of the pass is guarded by the Citadel of the Flame, while the eastern end emerges near the ruins of Fort Mezudan.

- The Crow Road linking Willstone and Cinion. The western end of the pass is watched by the resourceful sentinels of Willstone spire, while the eastern end emerges in the hills above the ruins of Damakhan's Forge.

- The Twilight Gate linking the plains of Proceris and the northern Osuary. This "pass" is wide enough that it would be extremely difficult to close it without constructing a fortification.

These three passes now effectively control access from Imperial territory into Spiral, and vice versa. There are several smaller, higher passes still intact of course that can be used by small groups or caravans - but these are not suitable for a campaign army to use. The full strategic implications of this situation will be made clear to the Military Council during the Muster, once the Civil Service has confirmed what they are.

The Black Plateau has been upgraded from "murmuring" to "grumbling" by the Citadel Guard. This past season it has increased all casualties suffered by the armies fighting in Spiral by a small amount (not even a tenth), but the "grumbling" is slowly and steadily getting worse. Illuminates of the Citadel Guard suggest it will be bad enough to increase all casualties in Spiral by a tenth by the end of the Autumn Equinox. At the moment the relatively cautious strategies of the orc and Imperial forces are minimizing the impact of the increasingly dangerous Plateau, but it is not clear how long that will continue to be the case.

Cold Day in the Sun (Weirwater)

Charge Dawn Charge, the Golden Sun will Drive the husks before it. We will act as a shield for the People of Dawn with Iron and Fire

General Zoran Orzel of the Golden Sun

The Golden Sun launch an overwhelming assault against the abominable unliving forces in Weirwater. They do not fight alone. Over forty independent captains fight alongside the Dawnish army - primarily Dawnish knights and yeomen, but a number of League soldiers and Wintermark warriors have also heard the call to defend Weirwater.

The Imperial armies are further reinforced by a grand cohort of knights from the Fields of Glory - some three thousand glorious and terrible warriors of the Summer Realm, called from the demesne of Eleonaris by the combined might of the enchanters and witches of Dawn, to oppose the flesh-devouring husks inhabited by fell Winter spirits. Beneath gilded crimson banners. tall lords and ladies armoured in polished golden plate march alongside the warriors of Dawn, Wintermark, and the League. The Empire has seen the Knights of Glory before, but there is something different about these fae warriors. They are more gregarious, less arrogant... less bitter. There is a sense of true nobility about them that has been lacking before. They engage in courteous words with the Imperial soldiers they accompany. When the armies camp, the knights arrange their own pavilions of cloth-of-ruby-and-gold ... but once the tents are erected they send cordial parties to visit the camps of the Golden Sun, sometimes bearing gifts of fine wine and exotic foodstuffs. They act like allies of choice, rather than creatures bound by oaths to fight alongside anyone who calls them forth.

And fight they do. The abominable invaders have slowly been driven north and east by the Golden Sun. Outnumbered perhaps three to one, they make up for their lack of numbers with supernatural tenacity - and with their unnatural ability to replace their fallen by inhabiting fresh corpses. Rather than a single great army, they split into multiple smaller groups, forcing the Golden Sun to likewise divide its forces. For the most part they seek to avoid pitched battles, preferring to try and prey on the yeofolk of Weirwater - because when they do stand and fight they are utterly outmatched by the Imperial forces.

In the first month after the Summer Solstice, there are major engagements at Applefell and the Weirwater Vales. The abhorrent husks try desperately to overwhelm the defenders, forcing their way past barricades and palisades to try and slaughter the yeofolk intent on adding more corpses to their Winter host. In both cases, however, they are thwarted by a combination of the yeofolk's refusal to stop fighting, and by the glorious bravery of the local noble houses. They keep the unliving pinned down long enough for forces from the Golden Sun to arrive and catch them against the walls of the very communities they seek to annihilate.

The last great engagement takes place at the rich port-town town of Culwich. The remaining husks have come together in a single host, rampaging through the farms and villages around the oldest Dawnish settlement. Again, though, they are thwarted by the nobles and the yeofolk. Larger communities bar their gates and fight tooth-and-nail against the undying attackers. Smaller communities, given sufficient warning, band together at defensible locations, or retreat in good order to Culwich. A valiant troubadour brings together several groups of knights errant and, with the aid of a circle of Weavers, creates a makeshift fortification amid the ruins of the Sentinel’s Folly - the shattered tower overlooking Culwich - which offers sanctuary to fleeing farmers and fisherfolk alike. The pattern of glorious heroism is repeated over and over again as the unliving advance. The people of Weirwater will not bow before this unnatural horde - and they know that the Golden Sun are coming.

In the end, the final battle before the Autumn Equinox takes place amid the broken ruins of the farms outside Culwich. The entire Imperial host draws up, and with grim commitment falls on the abominations. Committed to victory at any cost, the glorious warriors of Dawn strike straight to the heart of their enemy, charging en masse across the blighted farmland, flanked by the Golden Host of Eleonaris. The fighting is brutal, even tragic - by this time the majority of the Winter spirits are inhabiting the bodies of fallen Dawnishfolk, still wearing the armour and wielding the weapons with which they died fighting the unliving.

As night falls - the starless night with only a sliver-thin moon - the people of Culwich light great beacons along their walls. Skilled yeofolk archers, master hunters, launch burning arrows into the oil soaked thatch of farmhouses near the wall, creating roaring bonfires. The polished armour and shields of the Golden Sun and the Knights of Glory catch this light and reflect it back; and for one vital hour, it is as if the sun has never set. The burning buildings serve as a convenient way to dispose of abominations; still fighting, many are forced back into the conflagrations and burned to ash. It is a tragedy, that the bodies of Dawnish men and women who fell in glorious battle receive no proper burial, and some troubadours weep openly when they hear of it.

Unable to use the darkness to their advantage, the unliving begin to break. They retreat again from Culwich, north toward Karov. Even with the ability of the Winter spirits to take new corpses, their numbers are greatly depleted. Rough estimates suggest that there are only around two-and-a-half thousand remaining creatures in Weirwater - although not all of these are unliving husks. Soldiers recount engagements with dreadful creatures and even the occasional gang of living warriors among the host - servants of fell powers that have cast their lot in with the monsters ravaging Weirwater.

Despite their allies, the invaders are defeated - for now. The overwhelming commitment to victory shown by the Golden Sun, the strength of their allies both magical and mundane, and the glory of the people of Weirwater have all contributed to this victory - but the war is not yet over.

Game Information - Weirwater

The unliving host has been driven across Weirwater by the Golden Sun and their allies. The Imperial army has suffered some losses - four hundred or so soldiers have fallen to the unliving. Some of these fallen rise again and fight against their former allies, but for every fallen Dawnish soldier, at least two husks fall. The enemy has been soundly defeated, and seriously weakened by the season of battle.

Weirwater itself is not unscathed - much of the farmland around Culwich has been destroyed for example - but for the most part the Golden Sun has been able to prevent the smaller communities being overrun - both preserving the yeofolk and the noble estates, and preventing the undead from replenishing their numbers using the bodies of the dead.

A word of caution, however - not all the husks in Weirwater are part of the main force. Several smaller gangs are still at large in the territory. On a grand scale they are merely nuisances, but they are more than capable of destroying a small noble estate or slaughtering families of yeofolk farmers. There are enough to keep knights-errant busy for several seasons, even if the main force of husks is destroyed.

Another Round (Bay of Catazar)

Supported by more than fifty independent fleet captains, flushed with its victory over the Grendel forces left behind in Redoubt, anticipating the first opportunity for all the Freeborn forces to be in the same campaign, the Freeborn Storm sails east to Spiral. They spread out, taking a wide formation, if the Grendel are acting to support their armies, then the Storm will catch them while they are engaged on land and harry their ships all the way back to Dubhtraig. With superior tactics and daring the Freeborn can overcome the Grendel superior numbers!

The wiley Grendel are a match for them and more though. Perhaps someone tipped them off - perhaps they simply don't care about their armies fighting in Spiral. Whatever the reason the navy meets the Grendel armada coming in the opposite direction - all formed up for a full on naval engagement. It is clear they intend to challenge the Storm head on and with the Freeborn vessels dispersed they have a massive advantage.

The time to push in Spiral is now. As our armies, including the Red Wind Corsairs and the Fire of the South, fight bravely on the land, we must do our best to stop the Grendel Navies supporting their forces. This will not be easy, the enemy will be waiting, so we must be smart. To the end, we will harry them and keep them tied up. Make no mistake, there will be losses, but know that we will be helping keep our brothers and sisters alive. Should we need to fall back, we are to go to Redoubt. Take comfort in the Virtues, and show those bastards the Coast's true colours.

Admiral Edgardo i Ruiloba i Guerra of The Freeborn Storm

They meet in the waters south of Ateri, and the Grendel attack mercilessly. Their superior formation alone places the Freeborn Storm at a serious disadvantage. The independent fleet captains of the Empire more than double the strength of the Freeborn Storm, but they are still outnumbered by the Grendel navies. Yet the numerical disadvantage is less than it was last time they clashed - the Grendel navies have not emerged unscathed from their various battles with the Empire, nor have they been untouched by the storms raised by Imperial magicians.

Still, the Empire is outmatched and outnumbered, and the Grendel crews are more experienced at ship-to-ship combat on such a scale. The Empire's warships are powerful, but they are slower to react to the ebb and flow of the sea battle than their orc opposite numbers. It is a blessing that the Grendel navies still appear to consist primarily of warships - if the Grendel had brought a contingent of their own independent captains with them then the Empire would be in even more serious trouble.

As the battle progresses it soon becomes clear that the Grendel ships possess the same unnerving ability to coordinate their attacks demonstrated time and again by the orc forces on land. They seem to have a natural, instinctive awareness of where their fellow vessels are and where they are going that goes beyond anything even the most experienced captains might manage. They seem to know exactly when to break off, and precisely where the Imperial ships are at their most vulnerable.

Thousands of lives are lost, dozens of ships captured, sunk, or burnt to the waterline - on both sides. The Grendel do not have things entirely their own way - but the Empire loses three times as many vessels as the Grendel do. Without the presence of the independent captains - every nation save Varushka is represented - the situation would have been significantly more one-sided. Easily half the Grendel ships lost are sunk by independent captains, able to respond more quickly to the changing situation that the navy itself. Those same ships are more adept at avoiding Grendel counter-attacks - so the Grendel concentrate their attacks on the navy instead - focussing all the casualties there.

In the end, the Freeborn Storm is - again - forced to retreat west back into Redoubt. The Grendel harry their retreat, sinking several more vessels. Over the next weeks, the Freeborn storm is pushed further west, forced back time and again by the orc ships. The pattern is the same in each engagement - the orcs outnumber and outmaneuver the Imperial ships, and inflict three-times as many losses as the Empire manages to inflict on the Grendel.

As the Autumn Equinox approaches, the Freeborn Storm has been pushed back to Rebekah's Leap ... where the Imperial and orc navies first clashed, last year.

Game Information

Auditor of the Imperial Treasury, Gerard La Salle has prepared a report for the Admiral on the strategic situation created by two rival naval forces being in the same territorial waters, to be presented during the Autumn Equinox.

Soldiers of Highguard, our brother and sisters in Urizen call for aid, and we shall answer! The Druj will not take one more step in Urizen without paying in blood.

General Cuth of the Seventh Wave

Resolve (Zenith)

Across Zenith, spires are winking out. The Spire of Celestial Cascade and Echostorm have both disappeared behind shrouds of Night magic, as have several of the smaller spires, even those not in immediate danger of being overrun. Others are not so lucky. There are scattered, horrifying reports from those spires the Druj now dominate - and the dreadful fates met by those who resist.

The Druj invaders have taken Lustri and Occursion and they come pouring down out of the hills and woodlands to sweep across the plains of Proceris.

The tide of orcs is met by a wall of dark steel. The Valiant Pegasus, the Granite Pillar, and the Seventh Wave are waiting, offering their strength to the people of Urizen. There is a fire in many Highborn soldiers to fight the Druj - especially those who saw what they did in Reikos, and to its people.

Soldiers of the Pegasus, we will link with our brothers and sisters and hold back the Druj. We will support them and keep them fighting for Highguard, for Urizen and for the Empire.

General Cayleb of The Valiant Pegasus

The Pillar takes the lead, coordinating the other two armies and those forces belonging to independent captains. Along with the Wave bear the brunt of the initial attacks, holding firm against the initially disorganised Druj assault. The Pegasus serve as a firm bedrock, supporting and protecting the other two armies. The Highborn apothecaries and healers are well prepared for the venoms and poisons employed by the Druj, as well as the more usual mortal wounds and crippling blows.

After the initial assaults, which are handily repulsed, the main force of the Druj is brought to bear. The Black Wind leads the way - orcs out of the Barrens once rebellious and now bound again by the Druj. They ape the other eastern orcs, but their cruelty is something to behold. It is as if they wish to prove their loyalty by being even more merciless, more ruthless, than the Druj themselves. Any Imperial that falls into their hands is crippled, tormented, and ultimately crucified left to die slowly of their wounds, of hunger, and of thirst. Several spires are turned into unspeakable charnel houses, every person within heinously butchered. They drive crippled and broken survivors before them, calmly picking them off with arrows before they reach the safety of the Imperial lines. They are cruel indeed, and once it is clear the true depths of depravity they are capable of, it shakes the confidence of all save the most resolute Imperial soldiers.

Furthermore, the Black Wind possesses a supernatural strategic excellence - with a sinking feeling some of the Highborn who have fought the Grendel in Spiral recognise hints of what is occurring. Whenever the Empire accidentally leaves itself weak, the Black Wind assault them there. When the Empire seeks to trick the Druj into overextending themselves, the Black Wind pull them back. Their general - a vicious female orc - exercises iron control over her troops backed up by a potent enchantment woven of Day magic. This is not the only sign of Grendel involvement - there are reports that Grendel mercenaries may be supporting some of the other Druj armies, although details are scarce at this time.

This is Urizen, so it is no surprise that this is not the only magic at work here. The magicians and sentinels of Urizen gather in Clypion in a citadel of black ice - a great squat tower with a wall of razor-sharp granite, drawn from the realm of Summer by the Blazing Sun coven of Highguard. The great echoing halls provide a valuable base of operations, and a focal point for the residents of Zenith to take refuge from the invaders.

We go to defend Zenith from the Druj. The People of Urizen need our strength. Let us make a strategic defence of Zenith and halt enemy offence.

General Mathayus of the Granite Pillar

A second citadel squats in Lustri - a great sprawling mass of trees woven into the rough likeness of a castle. Ghulai are said to lair here, and high-value prisoners who survive the initial Druj lust for blood and torment are sent here to have their secrets torn from them. How many Urizen magicians have been sent into the foreboding fortress, and how many have gasped out their last breaths begging to be allowed to unburden themselves of their magical knowledge, it is impossible to say.

The entire territory is also wrapped in a web of powerful Autumn magic, woven by the Grape & The Grain coven of Wintermark. The magic is of great value to the people of Urizen, guiding them to safe paths clear of marauders, helping them to rest safely, and giving preternatural awareness of the location of those who wish them harm. It directly helps hundreds of people in the war-torn east of Zenith make it to the safety of the west. It also aids the Highborn defenders - alerting them to the presence of the Druj and providing valuable protection from their ambushes. Unfortunately, the magic is indiscriminate - it is just as effective at helping the Druj armies, and at forewarning the orcs against Unconquered scouts, as it is at aiding Imperial citizens.

At first, the two forces - Highborn and Druj - appear relatively equally balanced. As the campaign progresses though it becomes apparent that the Druj have the upper hand. While the Black Wind seem most interested in kindling a spark of terror in Imperial hearts the rest of the Druj - the true Druj - achieve something similar simply through relentless, unstinting commitment to violence. Overwhelming assault after overwhelming assault breaks against the Highborn lines and despite their best efforts, they are slowly forced back.

But their retreat is measured, and careful, and disciplined. They fall back a few miles at a time, always to new positions prepared by the Granite Pillar with the aid of the Urizen civilian population. Thanks to their resolute courage, spires that would otherwise have been washed away by the oncoming tide are able to evacuate in good order. Many have time to secure their magical lore, or carry it with them westward to the Halls of Knowledge, or to the welcome of spires in Iteri and Clypion.

Over a thousand Highborn soldiers give their lives to secure this evacuation, and to hold the Druj back. If not for the Autumn magic granting protection to everyone in Zenith, this number would have been much higher. It is hard to guess at Druj losses, but the Urizen prognosticators and the Highborn scouts alike agree that the Druj have lost similar numbers of orc lives.

The Druj gain some territory, it is true, in their slow advance westward - but if the Highborn had not been present they would have conquered the plains of Proceris and likely put the Halls of Knowledge in Clypion to the torch.

Game Information - Zenith

The Druj have made some gains in Proceris, but not enough to claim the entire region. This may have some implications for the Freeborn in Spiral, if the Druj manage to capture the Twilight Gate.

The Imperial forces are left in no doubt that the Black Wind army possesses the Cruel quality, and has been engaged in a Merciless Onslaught. The Highborn armies will break if their military strength falls below 1,500 (or below 2,250 if they are large) before the end of the Autumn Equinox.

Also causing concern - the civil service are extremely worried about what will happen if the Druj take Proceris, especially the Golden Cascade - a series of terraces carved into the foothills and supported with powerful ritual magic and unique polished mirrors. Along with the fertile farms on the plains, the Golden Cascade provides much of the food for the people of Zenith - and is a significant contributor to the nation's ability to support the Citadel Guard. Losing it is unlikely to cost the Urizen their ability to support their army, but it would certainly place them in a precarious position.

It is expected that Auditor of the Imperial Treasury Gerard La Salle will be available to answer questions about both topics during the Muster.

Fellow Bounders, I know the sadness you feel for the death of General Farstrider. We must not let grief lessen our resolve, but nor can we let rage drive us to recklessness. This season we fight for the hearts and minds of the Mournwolders, as we steadily reconquer our land. We are not to pursue the Jorun as they flee from the Ore Hills, Greensward and Alderly; aid the Mourn yeomen in rebuilding their homes and consolidating our gains..

General Rickard of Lambrook of the Bounders

Times Like These (Mournwold)

There are no Jotun armies left in the Mournwold - but the territory is far from undefended. The garrisons of the Tribute, and Hillstop, continue to resist the Imperial conquest. There are also bands of Jotun champions at large in the Mournwold, still fighting a rear-guard action that seems designed solely to slow the Imperial advance.

The Empire presses south and west. The first - indeed the only - major battles come in the south, in the Ore Hills. The Empire built the Tribute, and now must lay siege to it. The Jotun are given a chance to withdraw, or surrender, but they do not even bother to answer. The siege lasts the better part of a month, and would have been over even more quickly had the orcs not taken the time to shore up the defences a little so the original Imperial plans of the fort, and its weaknesses, are out of date.

Now then my merry lads and merry lasses we are in the breach, the hounds are set loose and it is time at long last for the Mourn to be returned to the Imperial fold. Take heart though for not only do we march to victory, we shall do it in our way, a Marcher way as we enact a steady conquest of the Mournwold. Let us show our people that this is not a war of extermination, but a war for Marcher land. Words are wind, so let's damned well show them how its done. First we advance upon the Ore Hills, then the Greensward and if we make it that far onto Alderly and Southmoor! Slake your bloodlust and stoke the fires of your national Pride, land is what matters above all else, with courage in your hearts and our loyal neighbours beside us we will be victorious.

General Will Talbot of the Drakes

When the castle gates are breached, the fighting is bitter and fierce. The orc garrison gives not one inch of ground until it has been watered profusely with orc and human blood. They fight to provide time for the thralls and the orc warbands alike to withdraw west toward Hillstop, and the fortified town of Sarcombe. In the end, the fort is gutted - ruined walls around a shattered and broken keep. Almost all the Jotun warriors are dead. Those who are taken alive spit in the faces of their captors. Under interrogation, they do not try to hide their contempt for the Imperials. They believe that the Empire has proved time and again that they are treacherous, honourless vermin no better than the Druj. They claim that no Jotun garrison will surrender, or withdraw - because they know the Empire is without mercy and will kill them as soon as they show any weakness. If their claims prove to be prophetic then the campaign in Southmoor is likely to be hard going.

With the fortress fallen, Ore Hills follows quickly after. The momentum of the Imperial advance takes them into the Greensward once more. The ruins of Overton, the shattered and burnt walls of Orchard's Watch, are a mute reminder of the winter campaign and all that came with it. Some of the soldiers visit the ruins to lay tokens or look for remnants of fallen companions.

North of the ruins, a massive grass-covered burial mound has been raised by the Jotun. Any fallen Imperial soldiers are likely interred there along with the Jotun who fell fighting them. Someone - perhaps surviving monks from the Abbey - has planted young apple trees at the crest. There is some talk of disinterring the mound, but the Marcher soldiers are adamant they be left to rest undisturbed. The soil may have been soured, but it is still the soil they died fighting for, whether they were Marchers or not.

Today. Today is the day thirty years in the waiting. Today, we look to our Courage to realise our Ambition. The land waits, but it need not wait any longer. Soldiers of the Strong reeds, today is the day that we take back what is ours. We WILL lead the way, and carry the day. For the Marches and for the Empire!.

General Jack Flint of the Strong Reeds

There is no fight left in the Greensward. It is quickly brought under Imperial control. A skeleton crew of orc thralls are captured at the Singing Caves, left behind as the Jotun retreated north and west. They seem lost, more than anything else, and raise no resistance as the Empire sweeps in and claims the mithril mine. There is no sign it has been worked this past season. The fields are largely fallow - the yeomen who might have worked them have already left. Some have gone south to Kharaman, passing beneath the walls of Fort Braydon. Some have gone east to Tassato, perhaps to join the Whittle folk in Mestra. Others have gone west with the Jotun, turning their backs on the Empire forever. The humans who remain are primarily monks and friars, tending to the dead, and seeking to offer some comfort to the ghosts that now haunt the Greensward.

We march to take the fort in the Ore Hills. Prepare pitch and ladders and bodkins - we will kill them by the bow before we crush them by the bill. From there, we will sweep the Jotun forces from the Greensward, then chase them out of Alderly. Let us force them from our lands, but remember that their unarmed thralls are the people of the Mourn - let them be unmolested..

General Marius Woodville-Talbot of the Tusks

The Imperial advance is steady and considered. Behind the front lines, field hospitals are set up. Here and there magicians and physicks alike already serve under the banner of the Silver Chalice - showing their allegiance even though the Order has not been formally founded yet. They put their magic in the service of preserving life, and not only the lives of the soldiers.

The presence of the Imperial armies is not solely about driving the Jotun back. Some of the Imperial Orc soldiers are charged with helping to distribute Senatorial aid to the orc thralls who still remain in the liberated territories. Many of them baulk at the idea of relief efforts but the presence of those who agree - especially among the Winter Sun - seems to calm the orc thralls. Under the watchful, unreadable eyes of the Mournwold yeomen, those thralls prepared to accept Imperial aid receive food and other supplies. Where they are suspicious of human soldiers, even those of the Marches, they seem much quicker to accept the Imperial Orc soldiers. They are predisposed, after all, to obey the orders of orcs in armour with weapons.

We fight on in the Mourn. We salute the Mournwolders and the fallen. With the boon from spring let us show there is more to us than bloodshed. We reclaim the land and may the magic turn the earth and begin to mend the scars of war. We steadily push back the Jotun in our conquest of the Mourn.

General Bloodcrow Morgur of the Winter Sun

At the same time, Marcher soldiers assist the civil service in the distribution of grain, preserved food and drink, and seeds from the Imperial Breadbasket to the people of the Mournwold, regardless of species. The food is gratefully received by the liberated Marchers. These people are not starving but the Jotun were in the habit of taking the lions share of their thrall's harvest as a tax to support their armies. Now for the first time in many years, they will face the harvest without worry and be able to live well on the fruits that it brings. The seed - and the promise for the future it represents - lifts their hope.

Not that the Imperial advance is universally celebrated. While the Marcher armies are given a cordial reception, for the most part, the Golden Axe, Winter Sun, and Summer Storm receive a frostier welcome. The situation is tense; if there is one characteristic Mournwolders share with the Marchers of the north it is the ability to hold a grudge. There are plenty of people glad to be free of the Jotun yoke, but many who see the presence of the Imperial troops as a new yoke being prepared for their necks.

The situation is clearly not improved when word comes of the announcement by Heilyn Bronwen's Rest, the Imperial Warmage. The Jotun are gone for now - but the view of many is that they will be back. Knowing that further deadly curses of death and disease will be thrown at them by Imperial magicians when the Jotun return, does nothing to reassure them that the Empire has their best interests at heart.

The orcs and the yeomen are not the only force in the Marches, however.

We travel to the Mourn to put an end to this war with the Jotun. Bring this front to a close.

General Irontide Skar of the Summer Storm

With Ore Hills and the Greensward conquered, the Imperial army turns the brunt of its attention to the north-west, to Alderly. The Empire has made slow progress in the face of stiff resistance from the feni that dwell there. Oh, not in the form of armies, but in the shape of lighting raids from the dark, and stealthy sabotage. The depths of the woods are barred to the Imperial forces - simply too dense, too overgrown, too wound around with traps and ambushes and Night magic to permit an army to forge through. There is some suggestion of simply burning the woods, but the consensus is that that is a discussion for another time to be made by generals and senators, not honest soldiers.

Thorns, you are mighty and have time and time again thwarted the Jotun forces against you. And we shall do it again. We shall slip out right between the teeth of the iron trap that they have tried to capture us in and we will rejoin the Empire forces in the Mourn to reclaim the land that they have stolen, one more step for us to reclaim our home and to stop the Vallorn that stirs.

General Eira Pridestalker of the Black Thorns

A welcome surprise comes in the form of the Black Thorns. They emerge from the darkness of Liathaven without warning - thousands of Navarr simply seeming to coalesce from the shadowed woodlands. They are ... hard to see in the twilight of Alderly. In direct sunlight, they can be seen easily. Out of direct light, it becomes difficult to keep track of them, as if they become inconsistent in their location. Powerful Night magic has rendered them inconstant and obfuscated in some way. They bring news of an umbral march through Liathaven, wrapped in living shadows, evading the ring of death that surrounded them and flowing across the woodlands in spite of orc attempts to pin them down, to stop them.

They catch the Jotun forces still in Alderly completely by surprise, catch them retreating ahead of the Imperial advance. Their orderly retreat quickly becomes a rout and the Navarr remind everyone of how they deal with the enemies of the Empire. Few survive to escape to Greenmarch.

General Nikolai has once again called on the forces of the Golden Axes, to take another step in the Mournwold, to show Loyalty to our allies of the Marches, an all out assault on the fortress in the Ore Hills, then continue to support the Marches conquest, into Greenwold, Alderly and Southmore. Now is the time to Fight with Pride, and show our enemies no fear in the ranks of the Golden Axes and to finish our fight here in the Mournwold.

General Nikolai Zakharovic Prochnost of the Army of the Golden Axe

In the end, the Empire conquers the land around the woods, sending a few well-armed patrols into the eaves to ensure those scattered villages of insular Mournwolders who dwell under the trees are aware that the Jotun have gone. The woodsfolk greet the message with cool equanimity - they seem largely unconcerned. Some of the Marcher soldiers emerge from the shadows shaking their heads. There is some question whether the folk of Alderly are even slightly Marcher anymore, or whether they are something else entirely. But regardless, they are Mournwolders.

They are not even close to the most peculiar beings in the Mourn this season. The Winter Sun are accompanied by a cadre of quiet little beings with twisted bodies and soft voices, servants of the eternal Llofir. Wherever the Winter Sun fight, the little heralds ensure that the bodies of the fallen are carefully buried in the soil of the Mournwold. They become quite agitated if anyone attempts to interfere with them, breathily citing the orc General as having given them permission to ensure the dead do not linger.

Everywhere there are signs of the Jotun occupation that makes their absence all the more obvious. They have retreated west, to Southmoor and Greenmarch, and into Liathaven. Their retreat is slow because they move at the pace of the thralls who travel with them - orcs and humans who will not bow their head to an Empire many of them have never known. With the Tribute fallen, the centre of the Jotun forces becomes the castle of Hillstop.

With Alderly secure, Imperial attention turns back to Southmoor. Initial probing attacks make some progress but soon confirm that the Jotun have focused their remaining forces at Hillstop. There is no indication the Jotun will give up the castle without a fight - they have shown no interest in parley. The Empire has made it clear they will show no mercy - so the orcs must know it can end only one way. The same way the fight for Ore Hills ended. Thousands of dead orcs, and another mute ruin standing vigil over the desolate hills of the Mourn.

Game Information - Mournwold

The Empire has liberated three more regions of the Mournwold. Only Green March and Southmoor remain under Jotun control, and the Empire has made some progress in Southmoor. They may have gained even more land if not for the lingering effects of the advantage the Jotun gained during the Spring Equinox - effects that have now faded completely.

The liberated regions are relatively quiet for now, and appear to have at least tentatively reached an accord with the Marcher soldiers there, but there is still anti-Imperial sentiment among many. The Black Thorns, Golden Axe, Winter Sun, and Summer Storm are not entirely welcome. Further details of this situation will be discussed in Winds of Fortune before the start of the Autumn Equinox.

As such, the Empire now controls the Mournwold again. Any senator can raise a motion of assignment to declare the Mournwold to be part of any Imperial nation. While there is a great deal of expectation that the Mournwold will be declared a Marcher territory, there is no legal requirement for them to do so - or even to immediately assign the territory at all. If they do so before Saturday evening, however, the civil service will arrange the election of a Senator for the Mournwold in the appropriate nation. The seat is traditionally elected in Spring, so any senator raised this season will serve a shortened term.

In addition, the Empire has once again liberated the Singing Caves. It can be allocated by the Imperial Senate as either an Imperial or National title. If it is made Imperial, it will be auctioned during the Winter Solstice for a three-season term; if it is made National it will likewise be appointed by the appropriate nation for a short term. As with all other mithril seats, the Singing Caves will be auctioned or appointed again in Autumn.

A word of caution - the Jotun still control Green March and Southmoor. While they would have to conquer two regions to take the territory again, if they did so any new senator would immediately be unseated.

Thorns, we march to Tassato and thence to Kharaman, the north from Serra Damata to Beacon's Point. While the Jotun chase the tail of the Black Thorns in the north, we will make a steady advance in the south, clearing their watchposts and supply lines as we do.

General Brennos Brackensong of the Quiet Step

Walk (Liathaven)

The Summer Solstice ends with the Black Thorns surrounded by the might of the Jotun in West Ranging. Thanks to the courageous actions of the Imperial heroes during the Solstice, the worst of the Jotun wrath was averted for a few days. A few vital days... Thousands of Navarr lives were saved, and a handful of hours gained during which the magicians of Varushka were able to weave a potent shroud over the army. Wrapped in a mysterious caul of Night magic, the entire army is hidden from the eyes of the Jotun.

During the day, black ravens with amber eyes fly above them. At night, black owls roost in the trees around their camp. And when they must fight, black crows feast upon the fallen.

When the Navarr move through the shadowed places beneath the trees of Liathaven, they do so as smoke and shadow. The gaze of their enemies is diverted, turned aside by trickery and coincidence. When they are stationary, thick mists and unnatural shadows guard their camp - their fires burn with peculiar dark flames that provide heat but little light. Jotun patrols are subtly misled, away from their location. When an unfortunate Jotun scouting party gets too close, they flounder in an eerie gloom through which the Navarr can see easily ... and the orc scouts die, silently.

Taking advantage of this power, the Black Thorns slip out of the orc noose, and flee eastward through Liath's Ring and Liaven's Glen, and thence into the Mournwold.When they reach Alderly, the enchantment starts to fray ... but it lasts long enough for them to take the Jotun there entirely by surprise.

The shroud is not perfect - but it does not need to be. The Jotun manage to intercept some unfortunate soldiers, but the majority are able to avoid the ring of steel that threatened to destroy the entire army, and make it safely to the Mournwold.

As the Black Thorns are leaving northern Liathaven, the Quiet Step is entering Beacon Point. The other Navarr army has marched down through Tassato, through Kahraman, and into the southern forests. They press forward carefully, steadily, wiping out any Jotun camp they encounter. More importantly, they are able to send their scouts north to harry the Jotun. Some risk the Paths of Lan Thuven, others gird themselves for war and slip through the terrible paths consumed by the vallorn. A handful here, a handful there - nothing approaching a full army - but they harass the Jotun supply lines in the north. They trick the Jotun, who must imagine that the Black Thorns have somehow found a way to hide in Liathaven from them.

There is little reliable intelligence from the north, but the scouts who return safely are certain that the Jotun are chasing their own tails - jumping at shadows. They will get little rest this season, and it takes them the better part of six weeks to work out exactly what is going on. The Jotun must know the Quiet Step are in the south now, but there is little they can do about it until after the Autumn Equinox.

For their part, the Quiet Step have made some gains in southern Liathaven - they are perhaps a fifth of the way towards liberating Beacon Point from the Jotun.

Game Information - Liathaven

As detailed earlier, the Black Thorns have successfully escaped Liathaven and engaged in the Mournwold.

The Quiet Step have made small gains in Beacon Point, in southern Liathaven. As it currently stands, the Jotun are in northern Liathaven and no direct engagement between the Navarr and the orcs has taken place so far.

Summer's End (Semmerholm)

A week after the Summer Solstice, the Druj invade Semmerholm. They come across the border into the wild woods of Axmure under the cover of darkness. Several of the secluded manor houses there have already fallen to the orcs before a few survivors manage to escape and raise the alarm. A week later, the main body of the Druj march up the Drycastle road, pushing north and east toward the Gate.

While the secluded manors fall quickly, it is the manors nearer the road that perhaps meet a more ironic fate. Many had given succour to refugees from the Barrens - only to find that following close on the heels of those refugees were the Druj themselves. Some who had escaped the fall of Dawnguard are caught by the Druj, as if fate itself had marked them for death.

As in Dawnguard, the Druj do not seem to be going out of their way to slaughter the Dawnish who fall into their hands - unless they try and fight back in which case they are mercilessly dispatched. Many do try to fight back - but the scattered and disorganised nature of the noble houses of Axmure works against them. Banners are raised bearing the golden boar's head of House Rylas and the white tree of House de Lusignan, but they are utterly outnumbered by the Druj invaders. Only the locations of their manor houses deep in the wild woods provides any real protection from the orc armies, and they are soon forced to fall back.

Axmure is effectively conquered in less than a month. Those manors and villages too stubborn to flee soon fall to the orcs. Those who do flee head along the road toward the Gate, toward Holberg ... with the Druj hot on their heels.

The Druj do not pause - while some of their forces are consolidating their control of the southern woodlands, the bulk press into Estmure. There they encounter their first serious resistance - the garrison of the Gate. Supported by a single unit of men-at-arms belonging to House Cordraco, a scattering of Imperial Orcs still living in Estcastle, and a poorly organised yeoman militia raised to try and keep the orcs at bay. The militia is quickly dispatched, their agonised screams persisting over several nights before they finally, mercifully, fall silent.

For the most part, the Druj are not especially cautious - but neither do they charge recklessly at the walls. Many of their weapons are envenomed with lethal poisons, and they also make use of herbal preparations to grant strength and vigor to the warriors who assault the walls. They largely ignore the manors of Estmure, for the most part focusing all their attention on the fortification.

As the main force besieges the castle, raiders spread out across Semmerholm, attacking indiscriminately, sowing terror and confusion wherever they can. There are reports of Druj guerrillas as far west as Rucastle, and in the vicinity of Semmer's Rose in the north. Fear grips some of the yeofolk - made worse by the stories brought out of Dawnguard by the fleeing survivors. An Imperial orc trader is lynched in a small village near the Semmerstones, mistaken for a Druj spy. While the miscreants are immediately arrested, the woman is still dead.

Like the people of Dawnguard before them, the folk of Semmerholm do their best to resist the Druj advance. The noble houses begin to rally their colours - the emerald and silver of House Devereux; the orange, gold and white of House Ossienne; the green, sable, and argent of House Tamerlaine; the green, gold, and-silver, and the red and black, of the Axmure houses. Despite their best efforts, they are scattered to be effective - although raiding parties can be turned aside or defeated, they cannot quell the irresistible force of the Druj armies.

The Gate holds against the Druj for a week, then a month... hope begins to rise that it will stand long enough for the Empire to arrange a response... only to be dashed. A fortnight before the Autumn Equinox the gates are finally breached. There are confused reports of a crippling poison introduced into the well of the keep under cover of darkness - and very reliable reports that the Druj butcher every soldier who does not flee, even those who in their desperation try to surrender. They hang the bodies on the walls and along the road just as they did at the Towers of the Dawn. The head of the garrison commander is mounted on the flagpole atop the central keep, and the ruined castle set alight by the victorious orcs.

Again, it seems that the Druj expected more resistance - their initial approach is much more considered than in the Barrens. While they have destroyed the Gate, and conquered Axmure, the ruins of the Gate represent the sum-total of the land they have conquered in Estmure. The fortification may have fallen, but it occupied Druj attention and forced them to deal with it - now they are free to turn their attention to the undefended settlements in the west. If nothing else changes, it is likely that both rugged Estmure and wealthy Lacuve will fall to the orcs in the coming seasons - assuming the Empire is lucky and they do not conquer even more territory.

Game Information

With no significant military forces remaining in Semmerholm, information is confused. It is certain that the Gate has been destroyed - it is not in Druj hands but has been reduced to a ruin like the Towers of the Dawn before it. The Druj control Axmure but they have not made much progress in Estmure. Having removed all significant opposition, however, nothing now stands between them and the capture of the entire territory.

Coming on the heels of the loss of Dawnguard, there is some concern about how much more land Dawn can afford to lose before it is no longer able to support all four of its armies. Gerard la Salle is expected to be able to discuss this matter with the military council at the upcoming summit. It is not clear whether he will have good or bad news.

Worse, should they manage to conquer the whole of Estmure they will effectively cut the entire territory of Holberg off from the Empire. While it may be possible to supply the city by ship via the Semmerlak, it is not clear how Holberg will fare in this state. It is also not clear what the effect is likely to be on the populace - even during the occupation by the Druj the city itself remained well supplied by merchant caravans passing through the Gate from Semmerholm. The actual passes through to the city are well fortified by the Walls of Holberg - the Druj cannot get from Estmure or Axmure into Holberg without going through the fortification there or risking the dangerous mountains between Axmure and Holmauer.

Partcipation

The Druj have conquered Axmure, and captured or destroyed several noble houses and village. If you are roleplaying that you are based in Axmure you may assume that your holdings are far enough out of the way as to have avoided the attention of the orcs - for now. There is no penalty to production until the barbarians conquer the territory, for example. You should be aware that this situation can change - should the Druj turn their attention to rooting out the last remaining free Dawnish houses and villagers.

You may alternately roleplay that your holding has been destroyed and you have fled elsewhere in Semmerholm - you do not need to contact Profound Decisions unless you want to change to a different level one resource in which case the usual 2 crown transfer fee applies. Should you wish to abandon the territory entirely, however, you may email plot@profounddecisions.co.uk and we will allow you to take a level one resource in another territory without the usual transfer fee.

Major Conjunctions

The civil service has identified three major conjunctions of the Sentinel Gate that are expected to be available during the coming summit.

There are two conjunctions on Saturday. One opens to Sandling in Weirwater, close to the shores of the Semmerlak. The other opens to in northern Proceris not far from the border with Morrow.

The Weirwater conjunction presents an opportunity to strike against the army of husks that are being driven east by the Golden Sun. The Proceris conjunction presents an opportunity to engage Druj forces there, most likely the Black Wind army. As always, the Empire can only take advantage of one of these opportunities, and the decision is in the hands of the Imperial Military Council.

There is a single conjunction on Sunday. This will open close to the mountain pass of Crow Road that connects Cinion in Spiral to Willstone in Redoubt. This offers an opportunity to intercept a Grendel force that has flanked the Imperial forces in Spiral.

In addition to the major conjunctions, the civil service has also identified a more traditional conjunction that would allow a large force of Imperial heroes to pass through the Sentinel Gate to Southmoor, in the Mournwold, close to the Jotun fortress of Hillstop. (OOC: A skirmish against the Jotun).

By the time of the Autumn Equinox summit, the civil service will have completed reports for each of these conjunctions, which will be presented the the generals during the Muster. The final decision about which major conjunctions to exploit, and who will take part in the battles, is the heavy responsibility of the generals alone.

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381YE Spring Equinox Conclave sessions

The following is a summary of Conclave proceedings during the Spring Equinox 381 YE.

Contents

- 1 The Imperial Titles of the Conclave

- 2 Precedence

- 3 Conclave Addresses

- 4 Conclave Declarations

- 4.1 Friday Session

- 4.2 Saturday Session

- 5 Income to the Order Vaults

- 5.1 Endowments

- 5.2 The Font

- 5.3 The Illium Reserve

- 5.4 Income from Gifts and Bequests

- 6 Clarifications

The Imperial Titles of the Conclave

The full list of Imperial Titles held in the Conclave at the end of the summit can be found here.

The following Imperial Titles were declared by the Conclave during the summit.

- Helios Bitter Chalice was appointed the Imperial Censor following the Saturday session.

- Heilyn Bronwen's Rest was appointed the Imperial Warmage following the Saturday session.

In meetings of the members of the appropriate orders, the following Grandmasters were appointed.

- Zephaniah of Highguard was re-appointed Grandmaster of the Sevenfold Path.

- Arsenio Sanguineo Rezia di Tassato was appointed Grandmaster of the Golden Pyramid.

Precedence

The precedence and size of each order at the start of the summit were as follows:

1. The Golden Pyramid had 66 members.

2. The Rod and Shield had 65 members.

3. The Shuttered Lantern had 65 members.

4. The Sevenfold Path had 48 members.

5. The Unfettered Mind had 32 members.

6. The Celestial Arch had 28 members.

Conclave Addresses

Records show that 11 addresses were made during the Friday session, and 15 during the Saturday session. Per protocol, the titles of addresses are not recorded.

Conclave Declarations

Records show that 6 declarations were made during the Friday session, and 10 were made during the Saturday session. The details of these declarations and their outcomes were as follows: when a declaration is not one of Concord, its text may have been edited for standardisation purposes.

Friday Session

Speaker

Declaration of...

The Imperial Conclave declares

Outcome

Raewyn Eternal

Concord

that the library in Mourning Hollow should be rebuilt.

Passed

Simargl, the Empty One

Imperial Lore

that the ritual "Mountain Remembers Its Youth" shall be accepted into Imperial Lore.

Passed

Raewyn Farkas

Dissemination

that a ritual text for "Skein of Years" shall be disseminated to Raewyn Farkas.
[1]

Passed

Raewyn Farkas

Dissemination

that a ritual text for "All the World in a Grain of Sand" shall be disseminated to Raewyn Farkas.

Failed

Merlot

Concord

that as a body they wish the civil service to investigate and institute (if possible) a Sunday session of Conclave at each equinox and solstice.

Failed

Kaspar Yakovitch von Holberg

Reconciliation

that Ancel Steward shall be reconciled with the Empire and no longer considered a sorcerer.

Failed

Saturday Session

The Conclave made the following Declarations:

Speaker

Declaration of...

The Imperial Conclave declares

Outcome

Rosamund, Archmage of Spring

Concord

that "Anathemic Call of Bug and Briar" is a stupid and inaccurate name and we should get rid of it.

Passed

Rosamund, Archmage of Spring

Enmity

a state of Enmity shall exist between Siakha and the Empire.

Passed

Helios Bitter Chalice

Candidacy

that Helios Bitter Chalice shall be appointed as Imperial Censor.

Passed

Martin Orchard

Sorcery

that Barthol de Rondell is a Sorcerer.

Failed

Eudaemon of Halcyon

Sorcery

that Drefa Brackensong is a Sorcerer

Failed

Drefa Brackensong

Sorcery

that Rosamund Holt is a Sorcerer.

Failed

Heilyn Bronwen's Rest

Candidacy

that Heilyn Bronwyn's Rest shall be appointed as Imperial Warmage.

Passed

Vaan

Concord

that assault upon a Herald at Parley is a betrayal of the Empire and the Conclave.

Passed

Elyssiathain, Archmage of Night

Concord

agents of Soghter and Murit to cast a ritual to erase the traces of Death in the Mournwold to assist in the creation of the Azoth.

Failed

Zephaniah, Grandmaster of the Sevenfold Path

Concord

to all magicians of the Empire: remember Virtue and use magic with care.

1. Remember the side effects of rituals on recipients

2. Beware the costs and potential costs of rituals - if you summon external forces this has consequences. Your actions may be virtuous or unvirtuous.

3. Consider not only the efficacy of a magical work, but also its consequences. Choose your course and take responsibility for that outcome with Wisdom.

Passed

Income to the Order Vaults

The income detailed below will be given to each Grandmaster at the beginning of the next summit, along with any mana purchases they choose to make using their powers of funding.

Endowments

There were no endowments at this summit.

The Font

The income of mana at this summit was as follows.

- The basic font at this summit was 122 mana.

- The income from the Principle of Proportions was 166 mana.

- The income from lawful confiscation was 0 mana.

- The remainder from previous seasons was 0 mana.

This gives a total font of 288 mana, which was divided thus:

- The Golden Pyramid received 62 mana.

- The Rod and Shield received 61 mana.

- The Shuttered Lantern received 61 mana.

- The Sevenfold Path received 45 mana.

- The Unfettered Mind received 30 mana.

- The Celestial Arch received 26 mana.

This left 3 mana, which will be added to the font to be divided at the end of the next summit.

The Illium Reserve

The details of illium divided among the orders was as follows.

- The Golden Pyramid received 3 illium.

- The Rod and Shield received 3 illium.

- The Shuttered Lantern received 3 illium.

- The Sevenfold Path received 2 illium.

- The Unfettered Mind received 2 illium.

- The Celestial Arch received 1 illium.

Income from Gifts and Bequests

The total income from the order's regular gifts and bequests was as follows:

- The Golden Pyramid received 3 measures of ambergelt, 3 measure of beggar's lye, 2 measures of green iron and 3 measures of orichalcum.

- The Rod and Shield received 2 measures of ambergelt, 3 measures of green iron, 2 measures of orichalcum and 2 measures of tempest jade.

- The Shuttered Lantern received 3 measures of tempest jade and 3 measures of weltsilver.

- The Sevenfold Path received 2 measures of beggar's lye, 3 measures of iridescent gloaming and 3 measures of dragonbone.

- The Unfettered Mind received 4 measures of iridescent gloaming, 3 measures of tempest jade and 2 measures of weltsilver.

- The Celestial Arch received 2 measures of dragonbone, 3 measures of iridescent gloaming and 2 measure of tempest jade.

Clarifications

1 This was disseminated at the summit.

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381YE Spring Equinox Imperial elections

This page was updated throughout the event as elections and vacant positions occured (i.e. opportunities!). With the event over the last few position title holders were tidied up and then we transfered this information over to the rolling historical record that can be found here

Please note the following titles have either lapsed or been vacated:

- The Legacy (Currently in Grendel hands)

- Senator for Spiral (The Territory of Spiral is no longer in Imperial hands.)

- Sheriff of Overton (Sinecure destroyed during the fall of Overton)

- Civilian Commissioners (Motion to create the titles abrogated by Senate.)

- Custodian of the Imperial War Memorial (Title resigned by the holder)

- Dean of the Cathedral of Courage (Title resigned by the holder)

Senate

- Senator for Segura: The Incumbent, Avisena i Ezmara i Guerra

- Senator for Karsk: The Incumbent, Maarit

- Senator for Reikos: Cadeur of the Shattered Tower

- Senator for Holberg: Irina Arkady Staryn Von Holberg

- Ambassador to the Sumaah Republic: The Incumbent, Vera Runova Helgrod

- Ambassador to the Commonwealth: Lapsed, election to take place at the first senate session of Summer Solstice

- Advisor on orc affairs: Bloodcrow Yargol

- Crystal Architect of the Spires:

- Sinecure of the Broken Shield Guardian:

- Ministry of the Celesti Lighthouse Keeper: Bakar i Erigo

- Keeper of the Dour Fens : Bill of Middleton

- Eternal Flame of Miaren:

- Keeper of the Crystal Vale:

- Herbalist of the Hearth:

- Keeper of the Tower of the Fall: Elyssian

- Minister of Historical Research: Vacant

- Construct the Gardens of Pallas:

- Jade Custodian: Giacomo Corvinoscuro

- Mayor of Caricomare: Aria Notturno di Sarvos

Imperial Military Council

- General for Valiant Pegasus: The Incumbent, Cayleb of Felix's Watch

- General for The Army of the Iron Helms: Magnus Anatolyvich Prochnost of the Embers of Ivarsgard

- General for The Gryphon's Pride: Garravaine de Rondell

- General of the Fire of the South: is now Marciel i Riqueza (after Vrael i Sol-Devorador i Erigo was revoked on Sunday morning)

- Imperial Fleet Master: Estaban Del Rio Blanco

Imperial Synod

- Cardinal of Ambition: Severin Teyhard von Holberg of the League

- Cardinal of Vigilance: Irada von Temeschwar of the League

- Cardinal of Pride: Azekah of Zepheniah's Lament, Highguard

- Cardinal of Loyalty Frederik di Regario of the League (died by end of the summit)

- Gatekeeper of Ambition: Viviane de Coeurdefer of Dawn

- Gatekeeper of Vigilance: Aarne Ceorling of Wintermark

- Gatekeeper of Pride: Astrid Fjellrevening Rezia di Tassato of The League

- Virtue Inquisitor of Ambition:Ranae de Rondell of Dawn

- Virtue Inquisitor of Vigilance:Adamah of Highguard

- Virtue Inquisitor of Pride: Rane Jorunsdottir of Wintermark

- Virtue Inquisitor of Courage: Lucifer, Son of Cyrus of Highguard

- Auditor of Senatorial Accountability: Zeno, Stallion's Sibling of Urizen

- Imperial Chaplain Consular: Bloodcrow Ergot of the Imperial Orcs

- Dean of Laroc Cathedral Odelina de Rondell of Dawn

- Crow Keeper of the Rest Nils Bardstrom of Wintermark

- Guardian of Giselle's Tomb Casimir Marcellino di Sarvos of the League

- High Bard of the Empire Kaywenn du Launcet of Dawn

Imperial Conclave

- Grandmaster of the Golden Pyramid:Arsenio Sanguineo Rezia di Tassato, of the League

- Grandmaster of the Sevenfold Path:The Incumbent, Zephaniah of Highguard

The Grandmasters are appointed by the members of their orders. Any member of the order can vote in a closed session to pick one of their number to lead the Order for the coming year. As always, all other Imperial Conclave titles may be reappointed at any time through a Declaration of Candidacy.

- Imperial Censor: Helios Bitter Chalice, of Urizen

- Warmage: Heilyn Bronwen's Rest, of Navarr

Imperial Bourse

Imperial

- Syrene's Wisdom: Hepsebar of rumers Redoubt (90 thrones)

- The Scorrero Nets: Saura Splitroot (75 thrones)

Imperial seats will be auctioned openly. Any citizen may bid for control of one of these valuable resource seats.

National

- The Steel Fist: Bloodcrow Losak

- The Broken Shore Bounty: The Incumbent, Karlos i Shartha i Riqueza

- The Stonefield Ice Caves: not currently under Imperial control.

- The Regario Dossier: The Incumbent, Rodrigo Barossa (68 thrones)

- The Gift of the Dwindling Star: Jarek the Peaceful

- Master of the Imperial Mint: Lieselotte van Holberg (10 thrones)

- Custodian of the Assayer's Guild: Claus Friedrich von Holberg

- Vizier of the Incarnadine Satchel: The Incumbent, Esteban i Ezmara i Erigo

- Jarmish Weirwood docks: Mercurio Ankarien

- The Foreman of the Mines of Gulhule: The Incumbent, Irontide Flax

- The Bonesetter of Torfast Trading Post: Irontide Krag

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381YE Spring Equinox Imperial titles

Contents

- 1 The Imperial Senate

- 1.1 The Throne

- 1.2 The Freeborn senators of The Brass Coast

- 1.3 The senators of Dawn

- 1.4 The senators of Highguard

- 1.5 The senators of The League

- 1.6 The senators of The Marches

- 1.7 The senators of the Navarr

- 1.8 The senators of Urizen

- 1.9 The senators of Varushka

- 1.10 The senators of Wintermark

- 1.11 The senator of the Imperial Orcs

- 1.12 Other Imperial Senate positions

- 1.13 Commissioners appointed by senators

- 1.14 Sinecures and Ministries selected by senators

- 2 The Military Council

- 2.1 The Generals of The Brass Coast

- 2.2 The Generals of Dawn

- 2.3 The Generals of Highguard

- 2.4 The Generals of the Imperial Orcs

- 2.5 The Generals of The League

- 2.6 The Generals of The Marches

- 2.7 The Generals of Navarr

- 2.8 The General of Urizen

- 2.9 The Generals of Varushka

- 2.10 The Generals of Wintermark

- 2.11 Other Military Council Positions

- 3 The Imperial Synod

- 3.1 Ambition

- 3.2 Courage

- 3.3 Loyalty

- 3.4 Pride

- 3.5 Prosperity

- 3.6 Vigilance

- 3.7 Wisdom

- 3.8 The Way

- 3.9 Other Synod positions

- 4 The Imperial Conclave

- 4.1 Archmagi

- 4.2 Grandmasters of the Orders

- 4.3 Other Imperial Conclave Positions

- 5 The Imperial Bourse

- 5.1 Imperial Bourse Positions

- 5.2 National Bourse Positions

- 5.3 Other Bourse Titles

- 6 Miscellaneous

The Imperial Senate

The Throne

- The Empress : Lisabetta Giacomi von Holberg of the League

The Freeborn senators of The Brass Coast

- Senator for Feroz: Oria

- Senator for Kahraman: Qusay i Kalamar i Guerra

- Senator for Madruga: Anwar i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond de Rondell

- Senator for Semmerholm Escalados de Carsenere

- Senator for Weirwater: Valentin Ivarovich Orzel

The senators of Highguard

- Senator for Bastion: Ibrahim, the South Paw, of the Cohort of the Winter Bear

- Senator for Casinea: Barrabas

- Senator for Necropolis: Ianthe, of Raven's Watch

- Senator for Reikos: Cadeus, of the Shattered Tower

The senators of The League

- Senator for Holberg: Irina Arkady Staryn Von Holberg

- Senator for Sarvos: Magdelena di Sarvos

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Gant Archama

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Senator for Hercynia: Ranulf Pridestalker

- Senator for Miaren: Llewellyn Leafstalker

- Senator for Therunin: Willa Farkus-Vigil

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Probus of Shattered Spire

- Senator for Zenith: Edmundo of Endsmeet

The senators of Varushka

- Senator for Karsk: Maarit

- Senator for Karov: Ludmilla Koslov

- Senator for Miekarova: Father Nikolovich Drakov

- Senator for Volodmartz: Vuk the Wolfeater

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Olle Markusson

- Senator for Sermersuaq: Atte

The senator of the Imperial Orcs

- Senator for Skarsind: Irontide Vio

Other Imperial Senate positions

- The Conscience of the Senate is Ingrid Sigeing

- The Dean of the Academy is Faustina Notturno Di Sarvos

- The Advisor on orc affairs is Bloodcrow Yargol

- The Minister of Historical Research is vacant

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Ambassador to Asavea is Camilia di Traviciana di Sarvos

- The Ambassador to Axos is Tarquinius of Ankarien

- The Ambassador to Jarm is Oswi Twice-burned

- The Ambassador to the Iron Confederacy is Starac Sijed Orzel

- The Ambassador to Faraden is Tal'Shar i Zabala i Erigo

- The Ambassador to the Commonwealth is vacant

- The Ambassador to the Sumaah Republic is Vera Runova Helgrod

- The Ambassador to the Sarcophan Delves is Thanmir Hrafnar

- The Advisor on the Vallorn is Siân Eternal

- The Imperial Consul is Aureliana Perpetua Nicasia Saverio di Sarvos

Commissioners appointed by senators

- Note: The Imperial Senate voted to abrogate the Civilian Commissioners at the Winter Solstice 380YE, meaning those titles no longer exist.

- The Crystal Architect of the Spires is vacant

- The Imperial Master of Works is vacant

Sinecures and Ministries selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Dredgemaster of Feverwater is Brennyn of Bronwyn's Rest

- The sinecure of Dean of Pilgrims is Nina of Cantiarch's Hold

- The sinecure of Custodian of the Starlight Drift is held by Palaphon

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Glorious Fountain is held by Tatiana of Auric Horizon

- The sinecure of Mayor of Caricomare is held by Aria di Notturno di Sarvos

- The sinecure of Custodian of the Claw is held by Valeria of Phoenix Reach

- The sinecure of Keeper of the Tower of the Fall is Elyssian

- The sinecure of Gatekeeper of Falling Snow is Pendraed the Maker

- The sinecure of Master Apothecary is Freya Kreftinar

- The sinecure of Custodian of the Storm Vault is Xanthius Echostorm

- The sinecure of Shepherd of the Great Herd is Sunhammer Kirrik

- The sinecure of Healer of Dawn is Isabella de Rondell

- The ministry of Master of the Clearing House is Wilhelmina Aurora Sanguineo

- The ministry of Steward of the Tassato Mana Exchange is Beatriz Sanguineo Rezia

- The sinecure of Master of the School of Exorcism is Naomi of Felix's Watch

- The sinecure of Keeper of Aurelie's Garden is Kiarten Twofeet, of Navarr

- The sinecure of Herbalist of the Hearth is Brienne-Walda Stormborn

- The sinecure of Preceptor of the Skarsind College of Warcasting is Irontide T'onk

- The ministry of High Herbalist of Sybella is Tolame of the Scions of Ravensfell

- The sinecure of Guardian of Dunfrith is Ham Dunning

- The sinecure of Granger of the Golden Orchard is Merel Pathfinder

- The sinecure of Storm Shaman is Ashborn Rauur

- The sinecure of Keeper of the Dour Fens is Bill of Middleton

- The sinecure of Jade Custodian is Giacomo Corvinoscuro

- The ministry of Celesti Lighthouse Keeper is Bakar i Erigo

- The sinecure of Eternal Flame of Miaren is vacant

- The sinecure of Broken Shield Guardian is vacant

- The sinecure of Keeper of the Crystal Vale is vacant

- The sinecure of Head Gardener of Urizen is vacant

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Marciel i Riqueza of the Fire of the South

- Admiral Edgardo i Ruiloba i Guerra of The Freeborn Storm

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Zoran Orzel of the Golden Sun

- General Vincent Vexille of the Eastern Sky

- General Garravaine de Rondell of the Gryphon's Pride

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Cayleb of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Bloodcrow Morgur of the Winter Sun

- General Irontide Skar of the Summer Storm

The Generals of The League

- General Gabriel Barossa of the Wolves of War

- General Natalia Barossa of the Towerjacks

The Generals of The Marches

- General Nedry of The Cullachs of The Tusks

- General Will Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General Alusair Farstrider of the Bounders

The Generals of Navarr

- General Ulric Y'Basden of the Black Thorns

- General Brennos Brackensong of the Quiet Step

The General of Urizen

- General Nicassia Avicia of Phoenix Reach of the Citadel Guard

The Generals of Varushka

- General Coiska Graemovna Sulich of the Army of the Northern Eagle

- General Nikolai Zakharovic Prochnost of the Army of the Golden Axe

- General Akstis Eigulys of the Army of the Iron Helms

The Generals of Wintermark

- General Iron Osric of the Green Shield Army

- General Erkenbrand of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Heilyn Bronwen's Rest, of Navarr

- The Quartermaster General of the Imperial Armies is Brendan Brackensong

- The Imperial Fleet Master is Estaban Del Rio Blanco

The Imperial Synod

Ambition

- Cardinal Severin Teyhard von Holberg of the League

- Gatekeeper Viviane de Coeurdefer of Dawn

- Virtue Inquisitor Ranae de Rondell of Dawn

Courage

- Cardinal Levitia of Endsmeet of Urizen

- Gatekeeper Jorma Steelhail of Wintermark

- Virtue Inquisitor Lucifer, Son of Cyrus of Highguard

Loyalty

- Cardinal is vacant following the death of Frederik di Regario of the League

- Gatekeeper Tess of the Marches

- Virtue Inquisitor Corwin Leafstalker of Navarr

Pride

- Cardinal Azekah of Zepheniah's Lament of Highguard

- Gatekeeper Astrid Fjellrevening Rezia di Tassato of The League

- Virtue Inquisitor Rane Jorunsdottir of Wintermark

Prosperity

- Cardinal Ricardo Almieda Desmondo di Tassato

- Gatekeeper Morgan Leafstalker of Navarr

- Virtue Inquisitor Vauraus Korppitkotka of Wintermark

Vigilance

- Cardinal Irada von Temeschwar, The League

- Gatekeeper Aarne Ceorling of Wintermark

- Virtue Inquisitor Adamah of Highguard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper: Amris of Varushka

- Virtue Inquisitor Sariel of Highguard

The Way

- Cardinal Atla of the Imperial Orcs

- Conscience of the Senate Ingrid Sigeing of Wintermark

- Virtue Inquisitor Yarrick Ursan of Wintermark

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Imperial Inquisitor is held by Ephron of Adina’s Charge, Highguard

- The post of Custodian of the Imperial War Memorial is vacant

- The post of Imperial Chaplain Consular is held by Bloodcrow Ergot of the Imperial Orcs

- The post of Seer of the Gateway is held by Livia of the Spire of the Celestial Cascade

- The post of Auditor of Senatorial Accountability is held by Zeno, Stallion's Sibling of Urizen

- The post of High Bard of the Empire is held by Kaywenn du Launcet of Dawn

- The post of Voice of Barbs is held by Corey Brackensong

- The post of Curator of the Printer's Guild Museum is held by Taddea Ginori

- The post of Curator of the White City Museum is held by Apollos of Highguard

- The post of Watcher of Britta's Pool is held by Eldeen Wulfssdottir of Wintermark

- The coordinator of the Limitu Principality House of the Way is Lord Marcus Drummond

- The post of Dean of Laroc Cathedral is held by Odelina de Rondell of Dawn

- The post of Guardian of Giselle's Tomb is held by Casimir Marcellino di Sarvos of the League

- The post of Crow Keeper of the Rest is held by Nils Bardstrom of Wintermark

The Imperial Conclave

Archmagi

- Rosamund Holt is Archmage of Spring

- Solomon is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Sirus Skybreaker is Archmage of Winter

- Gancius della Notte di Sarvos is Archmage of Day

- Elyssiathain of Endsmeet is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Catalina Novarion

- Grandmaster of the Order of the Golden Pyramid Arsenio Sanguineo Rezia di Tassato

- Grandmaster of the Order of the Rod and Shield Aethelstan

- Grandmaster of the Order of the Sevenfold Path Zephaniah of Highguard

- Grandmaster of the Order of the Shuttered Lantern Gregor

- Grandmaster of the Order of the Unfettered Mind Kyra of Halcyon Spire

Other Imperial Conclave Positions

- Simargl, "the Empty One" of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Abel of Reikos' Renown of Highguard serves as Bursar of the Conclave

- Cyrus, son of Felix of Highguard serves as Imperial Magus

- Finn Finnson serves as the Imperial Seer

- Vitore Van Temeschwar serves as the Arcane Architect

- Brother Luke of the Shattered Tower of Highguard serves as Master of Ice and Darkness

- Helios Bitter Chalice, of Urizen serves as Imperial Censor

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Issebel Vittoria Barossa di Tassato Regario (325 Thrones)

- The Brilliant Star is held by Vasiliy Krenyenkov Valeskai Strascovich (590 Thrones)

- The Canterspire Circle is held by Rada Prochrost (50 Thrones)

- The Fortress of Salt is held by Tobias Shanks (600 Thrones)

- The Golden Trees of Seren are held by Adelajda von Temeschwar (50 Thrones, 2 Crowns)

- The Great Forest at Reikos is held by Nemuel of Ravensfell (56 Thrones)

- The Great Mine of Briante is held by Silvia Alcham (200 Thrones)

- The Great Pits of Ennerlund is held by Lukash Biessek von Temeschwar (590 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (50 Thrones)

- The Hunt of Alderei the Fair is held by Dyta von Temeschwar (50 Thrones)

- The Night Quarry is held by Meric Freysson (406 Thrones)

- The Scorrero Nets are held by Saura Splitroot (75 Thrones)

- The Sutton Stone Quarries are held by Peter Carter (300 Thrones)

- The Syrene's Wisdom is held by Hepzibah of Reumah's Redoubt(90 Thrones)

- The Weirwater Vales are held by Jack Plank (50 Thrones)

- The Singing Caves are held by Falko Von Temeschwar (165 Thrones)

- The Damation Cliffs are back within Imperial control and ready to be allocated by the Imperial Senate

National Bourse Positions

- The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa (68 Thrones)

- The Master of the Imperial Mint (League) is Lieselotte van Holberg (10 Thrones)

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Losak

- The Eternal Shafts of Time (Varushka) are held by Tomasz

- The Granites of Veltsgorsk (Varushka) are held by Vitaly Grigorovich Dukov

- The Brilliant Shore (Imperial Orcs) is held by Gaterender Brik

- The Vigilant Swan (Highguard) is held by Azeal of Cantiarch's Hold

- The Pride of Ikka's Tears (Wintermark) is held by Raknar Stormspire

- The Gift of the Dwindling Star (Varushka) is held by Jarek the Peaceful

- The Stonefield Ice Caves (Wintermark) are held by the Thule

- The Legacy (Urizen) is held by the Grendel

Other Bourse Titles

These titles are appointed through the Bourse, but do not give the holder a Seat on the Imperial Bourse.

- Errol is Bailiff of the Grand Market

- Sagua i'Ezmara i'Murit i'Erigo is the Dhomiro of the Cinnabar Hills

- Constanza i Kalamar i Guerra is Mistress of the Glass Parador

- Claus Friedrich von Holberg is the Custodian of the Assayer's Guild

- Etseban Izmara I Erigo is the Vizier of the Incarnadine Satchel

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Maryc is the Castellan of Spiral Castle

- Irontide Flax is the Foreman of the Mines of Gulhule

- Irontide Krag is the Bonesetter of Torfast Trading Post

- Wyl Brackensong is the Broker of Treji Wayhouse

- Jan Von Schmied de Temeschwar is the Northbound Trademaster

- Robert Dunlain is the Sheriff of Overton

- Pavel Novak is the Overseer of the Westward Road

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks of The Marches

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=381YE_Spring_Equinox_Imperial_titles&oldid=54678"

381YE Spring Equinox Senate sessions

Overview

- Imperial treasury during this season announced by the Civil Service at 357 thrones and 6 crowns

Motions

Passed

- Amend motion to construct runeforge in Redoubt

- Amend motion to fortify Karsk

- Amend powers of the High Exorcist II

- Amend powers of the Auditor of Senatorial Accountability

- Amend the Imperial Constitution

- Appoint Captain of the Senate Guard II

- Appoint Commonwealth Ambassador II

- Appoint Sumaah Ambassador III

- Construct Art Museum of Tassato

- Construct Gardens of the Grim III

- Construct Grand Art Gallery of Sarvos

- Construct Grand Conservatory of Music

- Construct the Great Library of Hacynian

- Construct The Legion's Rookery

- Construct runeforge in Redoubt

- Construct village expansion in Volodmartz

- Create title of Ambassador to the Thule

- Disburse funds for Wintermark army III

- Disburse funds to Thanmir Hrafn

- Distribute knowledge of Arhallogen's Ploy cure

- Fortify Lestasny in Karsk

- Recognise Academy program of mentorship

- Repair the cargo dock at Caricomare

- Set the Imperial Guerdon

Failed

- Amend powers of the Imperial Seer II

Administrative

- Appoint Thule Ambassador

Announcements

Commissions

- Construct butterfly reserve in Miekarova by Julianna of Phoenix Reach, Urizen as holder of an Imperial Wayleave

- Construct night mana sinecure in Redoubt by the Arcane Architect

- Construct The Unbound Steel Hall of Lost Chapters by Ella, Daughter of Zemira, of Reumah's Redoubt, Highguard as holder of an Imperial Wayleave

Other

- Announce targets of the Imperial Guerdon III by the Quartermaster General

- Disburse funds for the Empress III by the Empress Lisabetta using the power of The Hand of the Chancellor

- Research Rhonwen's Fall by the Advisor on the Vallorn

- Resupply the Wolves of War by the Quartermaster General

- The Throne addresses the Empire by the Empress Lisabetta using the power of Address the Empire

There were no announcements by the Crystal Architect, the Dredgemaster of Feverwater, the Minister of Historical Research, or the Minister for Imperial Works.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=381YE_Spring_Equinox_Senate_sessions&oldid=54480"

381YE Spring Solstice Speaker's Notes (Redirected from 381YE Spring Equinox Speaker's Notes)

ĥHow might I gain the opportunity to increase the size of an army by weapons horde. fortifcation says the only effect of not paying upkeep is simply to give no effect this season.. noone believes this can be the case.... pleaseconfirm...

Cost of adding an autumn wing to the halls of knowledge.

Creating a missionary armada, how would this work. Going to a foreign nation and trying to convert.

Competing mandates, does loser spend liao? Ę a

- Historical research about the

- hand of chancellor - throne 119.2t(?)

- construct garden of grim - p miekarova s karov passed

- construct fortification karsk, lestasny - p karsk s miekarova passed

- Construct great work, pride in sarvos - p sarvos s tassato passed

- construct great work , pride in tassato - p tassato s astolat passed

- construct runeforge in redoubt, limus - p zenith s upwold passed

- create title of ambassador to thule, senate appointment - p kallavesa s morrow passed

Saturday pm

- appoint sumar ambassador karov s kallevesa incumbent

- appoint thule ambassador p civil servi,ceecure passed uha

- ,appoint senate guatd capt. P upwold s skarsind not elected

- disburse funds for wintermark army - p hahnmark s bregasland passed 125t

- ,construct sinecure varushka national p volodmartz s karsk passed

- construct folly phaleron library p hercynia s zenith passed

- construct great work, pride in urizen p morrow s hercynia pased

Saturday evening

- amend powers of imperial seer p madruga s mitwold failed

- amend powers auditor p mitwold s semmerholm passed

- construct legions rookery, great work pride p sermersuaq s hahnmark passed

- construct night mana sinecure redoubt , arcane arcxchitect

- construct docks sarvos asavaea p temeschwar s holberg passed

Sunday

- amend motion runforge to asavaean architect p kahraman s necropolis

- qmg resupply wolves of war

- qmg guerdon fires of the south, eastern sky, towerjacks, freeborn storm, bounders, hounds of glory

- throne address the empire

- great work pride reikos wayleave

- set guerdon p miaren s therunin

- appoint commonwealth p reikos s casinea

- amend motion fort to asavaean architect p therunin s reikos

- amend constitution to reference nations p skarsind s segura

- disseminate spider nerve cure p bregasland s conscience

- amend power of exorcist p segura s kahraman

- disburse funds to thanmir p necropolis s redoubt

- mentorship program p dean s sarvos

- butterfly reserve sinecure gloaming conclave appointment kiekarova wayleave

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=381YE_Spring_Solstice_Speaker%27s_Notes&oldid=53488"

381YE Spring Equinox Synod judgments

Contents

- 1 The Imperial Titles of the Synod

- 1.1 Other Synod-Appointed Titles

- 2 Appointments

- 2.1 Appointment of the Cardinal of Ambition

- 2.2 Appointment of the Cardinal of Vigilance

- 2.3 Appointment of the Cardinal of Pride

- 2.4 Appointment of the Cardinal of Loyalty

- 2.5 Appointment of the Dean of Laroc Cathedral

- 2.6 Appointment of the Crow Keeper of the Rest

- 2.7 Appointment of the Guardian of Giselle’s Tomb

- 2.8 Appointment of the Auditor of Senatorial Accountability

- 2.9 Appointment of the High Bard of the Empire

- 2.10 Appointment of the Imperial Chaplain Consular

- 2.11 Appointment of the Virtue Inquisitor of Courage

- 3 Synod Judgements

- 4 Statements of Principle

- 5 Judgements to be carried forwards

- 6 Synod Funds

- 7 Visionaries

- 8 Assembly Strength

The Imperial Titles of the Synod

At the end of the Spring Equinox, 381YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Virtue Inquisitor

Ambition

Severin Teyhard von Holberg of the League

Viviane de Coeurdefer of Dawn

Ranae de Rondell of Dawn

Courage

Levitia of Urizen

Jorma Steelhail of Wintermark

Lucifer, Son of Cyrus of Highguard

Loyalty

Vacant

Tess of the Marches

Corwin Leafstalker of Navarr

Pride

Azekah of Highguard

Astrid Fjellrevening Rezia di Tassato of The League

Rane Jorunsdottir of Wintermark

Prosperity

Ricardo Almieda Desmondo di Tassatto of the League

Morgan Leafstalker of Navarr

Vauraus Korppitkotka of Wintermark

Vigilance

Irada von Temeschwar of the League

Aarne Ceorling of Wintermark

Adamah of Highguard

Wisdom

Agnetha De Rondell of Dawn

Amris of Varushka

Sariel of Highguard

The Way

Atla of the Imperial Orcs

Ingrid Sigeing of Wintermark

Yarrick Ursan of Wintermark

Other Synod-Appointed Titles

Title

Held By

Appointed By

Renews

High Exorcist

Solas of the Spire of the Waxing Sun, Urizen

Assembly of Nine

Winter Solstice

Auditor of Senatorial Accountability

Zeno, Stallion's Sibling of Urizen

Assembly of Nine

TBC (likely Spring Equinox)

Imperial Inquisitor

Ephron of Adina’s Charge, Highguard

Assembly of Nine

Summer Solstice

Custodian of the Imperial War Memorial

Vacant

Assembly of Nine

Sinecure; until death, revocation or abdication

Imperial Chaplain Consular

Bloodcrow Ergot of the Imperial Orcs

Cardinal of The Way

Spring Equinox

Seer of the Gateway

Livia Cascade of Urizen

Assembly of Nine

Until death, revocation or abdication

High Bard of the Empire

Kaywenn du Launcet of Dawn

Assembly of Nine

Spring Equinox

Voice of Barbs

Corey Brackensong of Navarr

Navarr National Assembly

Winter Solstice

Curator of the Printer's Guild Museum

Taddea Ginori of the League

Cardinal of Prosperity

Sinecure; until death, revocation or abdication. When a new Cardinal of Prosperity is appointed they may choose to name a replacement.

Curator of the White City Museum

Apollos of Highguard

Highguard National Assembly

Sinecure; until death, revocation or abdication.

Watcher of Britta's Pool

Eldeen Wulfssdottir of Wintermark

Wintermark National Assembly

Sinecure; until death, revocation or abdication.

Dean of Laroc Cathedral

Odelina de Rondell of Dawn

Dawn National Assembly

Sinecure; until death, revocation or abdication.

Crow Keeper of the Rest

Nils Bardstrom of Wintermark

Wintermark National Assembly

Sinecure; until death, revocation or abdication.

Guardian of Giselle's Tomb

Casimir Marcellino di Sarvos of the League

League National Assembly

Sinecure; until death, revocation or abdication.

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Appointment of the Cardinal of Ambition

Candidate

Votes Received

Outcome

Severin Teyhard von Holberg of the League

120 votes

Appointed as Cardinal

Delilah of Highguard

50 votes

Medea Ruth Marshwatch of Urizen

10 votes

Cardinal Severin retained Viviane de Coeurdefer of Dawn as Gatekeeper

-

-

Cardinal Severin appointed Ranae de Rondell of Dawn as Virtue Inquisitor

-

-

Appointment of the Cardinal of Vigilance

Candidate

Votes Received

Outcome

Irada von Temeschwar of the League of the League

167 votes

Reappointed as Cardinal

Aarne Ceorling of Wintermark

54 votes

Cardinal Irada appointed Aarne Ceorling of Wintermar as Gatekeeper

-

-

Cardinal Irada appointed Adamah of Highguard as Virtue Inquisitor

-

-

Appointment of the Cardinal of Pride

Following the death of Cardinal Elka.

Candidate

Votes Received

Outcome

Azekah of Highguard

105 votes

Appointed as Cardinal

Ozren Orzel of Dawn

75 votes

Jaromir Dristanov Scovak of Varushka

10 votes

Cardinal Azekah retained Astrid Fjellrevening Rezia di Tassato of The League as Gatekeeper

-

-

Cardinal Azekah appointed Rane Jorunsdottir of Wintermark as Virtue Inquisitor

-

-

Appointment of the Cardinal of Loyalty

Following the revocation of Cardinal Oberon.

Candidate

Votes Received

Outcome

Frederik di Regario of the League

193 votes

Appointed as Cardinal

Cardinal Frederik retained Tess of the Marches as Gatekeeper

-

-

Cardinal Frederik retained Corwin Leafstalker of Navarr as Virtue Inquisitor

-

-

Cardinal Frederik died courageously in battle towards the end of the summit, leaving this position vacant for next summit.

Appointment of the Dean of Laroc Cathedral

Candidate

Votes Received

Outcome

Odelina de Rondell of Dawn

92 votes

Appointed as Dean

Appointment of the Crow Keeper of the Rest

Candidate

Votes Received

Outcome

Nilis Bardstrom of Wintermark

63 votes

Appointed as the Crow Keeper

Kitsana Throne’s Protector of Wintermark

-

Died during the voting process

Appointment of the Guardian of Giselle’s Tomb

Candidate

Votes Received

Outcome

Casimir Marcellino di Sarvos of the League

102 votes

Appointed as the Guardian

Erasmo di Tassato

42 votes

Appointment of the Auditor of Senatorial Accountability

Candidate

Votes Received

Outcome

Zeno, Stallion's Sibling of Urizen

7 votes

Appointed as the Auditor

Iniska Ashwood of Navarr

0 votes

The Senate passed a motion amending the powers and appointment of the Auditor of Senatorial Accountability

Appointment of the High Bard of the Empire

Candidate

Votes Received

Outcome

Kaywenn du Launcet of the Order of the Gryphon’s Quill, Dawn

3 votes

Appointed as the High Bard

Ser Thomas Aurelius of the Order of the Golden Heart, Dawn

2 votes

Bessy the Bard of House Du Gauvain, Dawn

0 votes

Lady Aillien of House Devereux, Dawn

0 votes

Lady Tamain of House Sepulchre, Dawn

0 votes

Earl Martel of Dawn

0 votes

Segramore of House Du Gauvain, Dawn

0 votes

Constanza i Kalamar i Guerra of the Brass Coast

0 votes

Lolhäwk Sherarding of Wintermark

0 votes

Appointment of the Imperial Chaplain Consular

Cardinal Atla appointed Bloodcrow Ergot of the Imperial Orcs as Imperial Chaplain Consular.

Appointment of the Virtue Inquisitor of Courage

Following the death of Rodrigo Whittington of Dawn. Cardinal Levitia appointed Lucifer, Son of Cyrus of Highguard of Virtue Inquisitor of Courage.

Synod Judgements

At the Summit, the following judgements were made by the Assemblies of the Synod:

Number

Assembly

Judgement

Raised By

Outcome

1

Ambition

Appointment of the Cardinal.

Civil Service

Severin was appointed

2

Vigilance

Appointment of the Cardinal.

Civil Service

Irada was reappointed

3

Pride

Appointment of Cardinal after the death of Elka Gremani.

Civil Service

Azekah

6

Navarr

Mandate. The Navarr National Assembly sends Corey Wayfarer with at least 25 liao to repudiate the false teachings of Yael of Highguard. Those who have been deceived by her claim to be the First Empress Reborn and the hope of a Land Without Tears should retract this false doctrine and return to their homes.

Corey Wayfarer

Upheld 117 - 0

7

Dawn

Appointment of the Dean of Laroc Cathedral.

Civil Service

Odelina de Rondell was appointed

8

General

Inquisition. I wish to summon Silas of Zephaniah's Lament to Inquisition regarding her conduct in framing a number of individuals. To take place at 10:15pm, Friday in The Hub.

Amahel

Upheld 238 - 27

9

Pride

Inquisition. Ephrael of Zephaniah's Lament is called to Inquisition regarding the death at her hands at the previous summit. At 11pm Friday at the Highborn chapel.

Ephron

Upheld 70 - 0

10

Wintermark

Appointment of the Crow Keeper of the Rest.

Civil Service

Nilis Bardstrom was appointed

11

League

Appointment of the Guardian of Giselle’s Tomb.

Civil Service

Casmimir di Sarvos was appointed

13

Varushka

Mandate. The national assembly sends Father Nikolovich Drakov with 25 doses of liao to repudiate the false teachings of Yael of Highguard. Those who have been deceived by her claim to be the First Empress Reborn and the hope of a Land Without Tears should retract this false doctrine and return to their homes.

Rooslan

Upheld 98 - 0

14

General

Mandate. The Imperial Synod sends Bonewall Rek with 100 doses of liao to oversee the important task of explaining the Doctrine of the Howling Abyss and the Doctrine of the Ancestors to those followers of the Way who live on foreign shores. They will encourage scholars to travel to Asavea, Jarm, Sarcophan, and the Commonwealth to illuminate the reasons for these changes, and spread the understanding of the orc soul among pilgrims in these distant lands.

Bonewall Rek

Upheld 946 - 110

20

Dawn

Inquisition: The Dawnish National Assembly calls an inquisition of Yael of Highguard to discuss matters of faith and the future of Dawn and the Empire. To be held in the Glory Square at 6pm Saturday.

Aranen

Upheld 52 - 20

23

Amahel

Sanction: Castigation. Escalation of judgement 8. Silas of Zephaniah's Lament confessed to lacking Vigilance while investigating heretics and blasphemers, while under Inquisition. We recommend Silas wears an item Hallowed to Vigilance for a year to remind her of the importance of the Virtue of Vigilance.

Amahel

Upheld 748 - 62

26

Ambition

Recognition of an Exemplar: Anabela di Regario was a pre-Imperial ruler who brought together bitter enemies and rulers under her Ambition of creating a great and powerful city that would become Tassato. She displayed the signs of Benevolence, Salvation, Inspiration and Legacy which have been outlined in accompanying documents but summarised:

Benevolence - United Regario and Mestra.

Salvation - Turning the people against vengeance to true Virtue.

Inspiration - Her Impact on League culture and hearth magic.

Legacy - The city and its culture of rivalry.

Dietrich

Upheld 160 - 0

Greater Majority

This judgement achieved the required greater majority of the Ambition assembly, and can now be escalated to the General Assembly at a future summit.

27

League

Mandate:

All city folk can spot a dodgy mountebank

Whether wearing Leaguish mask or Highborn veil,

The League assembly therefore does repudiate

The teachings of the false, deceitful Yael.

We sent to you our priest* with

50 doses of liao, to spread our message far and wide

Tassato, Holberg, Temeschwar and Sarvos,

Call you home to where True Virtue does reside.

*Astrid Fjellrevening di Tassato is sent.

Astrid Fjellrevening di Tassato

Upheld 194 - 20

28

Dawn

Mandate:

One voice, one people & one harmony:

The tune sounds best when held as one;

I’ll sing my song of Yael to them,

The nation of the rising sun.

We send Criseyde with 25 doses of liao to carry her song of the 1st Empress to the people of Dawn. Let all who hear, know the truth of her Glorious return from beyond the Labyrinth.

Ser Criseyde

Not upheld 72 - 102

29

Sariel

Inquisition of Diras Irremais, Coven of Varushka, regarding the effects and outcome of the Whispers through the Black Gate ritual in relation to Wisdom of the actions taken, and how to move forward from this. At Sunday 1pm in Varushka.

Sariel

Upheld 124 - 0

31

Nine

Appointment of the High Bard of the Empire.

Civil Service

Kaywenn du Launcet was appointed.

33

Brass Coast

Mandate: The Freeborn assembly sends Lucifaro i Erigo with at least 25 liao to repudiate the false teachings of Yael of Highguard. Those who have been deceived by her claim to be the First Empress Reborn and the hope of a Land Without Tears should retract this false doctrine and return to their homes.

Lucifaro

Upheld 74 - 0

34

League

Sanction - Vindication: The League National Assembly commend Lorenzo for his actions regarding the Blood Red Roads. He has consulted with Vates and conclave to have their support regarding the trods. The roads are a Prosperous endeavour.

Nadia

Upheld 122 - 0

36

Marcher

Mandate: The Marcher Assembly sends Sister Meredith with 50 doses of liao to spread the word in Upworld, Mitworld and Bregasland that the folk of Whittle are not good Marchers. Their refusal to abandon their misguided belief in the power of Hate marks them as blasphemers. They must be shunned until they renounce this blasphemy.

Bridget Talbot

Upheld 76 - 0

37

Navarr

Sanction - Vindication of Idris Eternal of the Eternal Family. Regarding the Thumble he has shown himself to be Loyal to Navarr, Wise in his actions and Prosperous in his trades.

Iniska Ashwood

Upheld 82 - 0

41

Loyalty

Revocation. We revoke Cardinal Oberon with love, on the basis that we require a vote in the Assembly this evening.

Caleb

Upheld 185 - 14

44

Loyalty

Appointment of the Cardinal.

Civil Service

Frederik di Regario was appointed

45

Wintermark

Mandate: The National Assembly sends Aarne Ceorling with 150 doses of Liao to repudiate the false teachings of Yael of Highguard. Those who have been deceived by her claim to be the First Empress reborn and the hope of a Land without Tears should retract this false doctrine and return to their homes

Rane Jorunsdottir

Upheld 234 - 0

47

Urizen

Inquisition of General Nicassia regarding the virtues and process of reasoning behind her decisions with the Military Council regarding actions in Mournwold. To be held at 5pm on Saturday at the Spire of the Bitter Chalice.

Xanthippe

Upheld 124 - 0

52

General

Mandate: The Imperial Synod sends Sophus Cascade with 50 liao to encourage the people of Feroz to remain vigilant against the influence of the false Asavean religion. They must not forget that those who worship at this temple are idolators, and deserve neither sanctuary nor succour.

Sophus Cascade

Upheld 461 - 79

57

Marcher

Mandate: The National Assembly sends Cathy Upwold with 35 doses of Liao to repudiate the false teachings of Yael of Highguard. Those who have been deceived by her claim to be the First Empress reborn and the hope of a Land without Tears should retract their false doctrine and return to their homes.

Sister Cathy Upwold

Upheld 44 - 0

62

Urizen

Mandate: The Urizen National Assembly sends Zeno, Stallion’s Sibling with 75 doses of Liao to repudiate the false teachings of Yael of Highguard. Those who have been deceived by her claim to be the First Empress reborn and the hope of a Land without Tears should retract this false doctrine and return to their homes.

Zeno, Stallion’s Sibling

Upheld 114 - 22

63

Nine

Appointment of the Auditor of Senatorial Accountability.

The Senate passed
a motion amending the powers and appointment of the Auditor of Senatorial Accountability

Civil Service

Zeno, Stallion's Sibling was appointed

66

General

Rewarding of Livia Cascade: 5 Thrones for Liao and other items for Seer of the Gateway use. As a power of the Seer of the Gateway this Judgement passes without a vote.

Livia Cascade

Upheld automatically

69

Courage

Inquisition: Madyn Bitterbark, to test her virtue and prove that she acted and was not shamed by inaction, in regards to quests to Liathaven. Madyn supports this. Friday 8pm at the next Summit, Bitterbark house.

Lucifer, Son of Cyrus

Upheld 60 - 0

71

Prosperity

Sanction - Vindication: for Landon of Longridge with respect to his Prosperity regarding the Weirwood auction at Winter Solstice 380YE. The Inquisition found that he did not act unprosperously. Escalation of Judgement 39 Winter Solstice 380YE

Vauraus

Upheld 89 - 0

74

Brass Coast

Revocation: To remove the General title from Vrael i Sol-Devorador i Erigo.

Gonzola i Riqueza

Upheld 54 - 0

75

Brass Coast

Mandate: The Imperial Synod sends Franco i Erigo with 50 Liao to encourage the people of Feroz to embrace the opportunities presented by the Temple of Balo and the Black Bull. While those who worship there may be Idolators they are not Imperial citizens and their faith does not concern the Freeborn so long as they follow our laws.

Franco i Erigo

Upheld 54 - 0

80

General

Inquisition: I Jonah Yakovitch Priest of Vigilance call Hywel Summercrow to Inquisition at 2pm on the Saturday of the Summer Solstice in the Hub. To investigate the 30 Thrones withdrawn from the Virtue fund during his time in office and the lack of evidence pertaining to any studies he may have conducted.

Jonah Yakovitch

Upheld 564 - 38

82

General

Rewarding: We recognise the Marcher Assembly of the Synod for the work of the Marcher priests in preaching against the false virtue of Hatred and in particular commend their loyalty in coming to the cities of the League to attempt to save the souls of former Marcher folk. We entrust 10 thrones to Sister Meredith Stellamaris to distribute amongst the Assembly as appropriate.

Adamah

Upheld 522 - 32

85

General

Rewarding: Withdrawal of 5 Thrones for the purpose of spreading the new Doctrines of the Way to the Empire and nations of the world. As a power of the Chaplain Consular this Judgement passes without a vote.

Bloodcrow Ergot

Upheld automatically

89

Nine

Mandate: The Council of Nine sends Sophus Cascade with 125 Liao to encourage the people of Feroz to remain Vigilant against the influence of the false Asavean religion. They must not forget that those who worship at the temple are idolators and deserve neither sanctuary nor succour.

Agnetha de Rondell

Upheld 5 - 0

91

Brass Coast

Mandate: The Imperial Synod sends Franco i Erigo with 130 Liao to encourage the people of Feroz to embrace the temple at Balo and the Black Bull. While those who worship there may be idolators, they are not Imperial citizens and their faith does not concern the Freeborn, so long as they follow our laws.

J'zarr i Shartha i Guerra

Upheld 84 - 0

Statements of Principle

The Imperial Synod made the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

4

Dawn

The first reborn with open heart would leap. The frigid waters of her misplaced doubt. Accepting challenge to claim the Crown of Dawn. False Paragon in fear would slink away. False claims once tested. False hearts quick betray. In other words - Prove it.

Ozren de Orzel

Upheld 30 - 10

5

General

There cannot be a faithful agreement between the Empire and any agency who holds Imperial lives in slavery. To allow this suffering to go unrecognised and without cessation is a failure of our Loyalty. We the Synod demand the Thule release all Imperial citizens they have enslaved and that reparations are paid for the slaughtered Imperial souls that were discovered beneath Crow’s Ridge.

Veikko

Upheld 861 - 181

12

General

There are two concepts that have been discussed based on the Past Life Vision of Yael of Felix’s Watch: The concept that Paragons may voluntarily reincarnate. The concept of the “Land Without Tears”. These concepts are separate. Either may be true or false, independently of each other. These two concepts have been conflated repeatedly, and it is imperative that we do not conflate them.

Solas

Upheld 1088 - 84

15

General

The General Synod rejects that Yael is the First Empress Reborn and disbelieves her vision and teachings as stated.

Sabryya i Covas i Erigo

Upheld 971 - 664

17

Highguard

The National Assembly of Highguard believes that Sister Yael is the First Empress Reborn, returned amongst us to further our understanding of the Way of Virtue, to be our Guiding Light and to bring a glimpse of what lies beyond the Labyrinth of Ages

Jared

Upheld 379 - 76

Greater Majority

19

General

We recognise Dan Brackensong and the Voice of the Quiet Forest coven for their Virtuous actions in saving 200 soldiers' lives in Liathaven, by creating, commissioning, funding and casting the arcane projection “Heart’s Blood Feeds the Black Thorns”

Brodi Brackensong

Upheld 981 - 26

21

Brass Coast

The Freeborn Assembly declare that we do not consider the current method of election of Senators in the Brass Coast to be sufficiently Virtuous. We move that the top bid, after administrative deductions, should be shared among all that bid, not merely the top three non-winning bidders. Where everyone votes and bids, that Prosperity should be shared by all.

Constanza i Kalamar i Guerra

Upheld 64 - 0

Greater Majority

22

General

We believe that humans are the greatest beings in all creation.

Sejanus

Upheld 660 - 309

24

Urizen

The Spires of Redoubt are encouraged to be proactive in repairing the damage the Grendel-sent storms have done to our paths and bridges. Be Vigilant. Offer or request aid as arete and Prosperity allow.

Marissa Shatterspire

Upheld 192 - 0

Greater Majority

25

Pride

It is an affront to the Empire to send agents to spread spiritual influences of a malign nature - in direct violation of our laws - among our citizens. “Justice” (vengeance) is decried as a false virtue. The Honradez sisters were enabled in their violation of Imperial Law by Faraden agents and equipped with items clearly intended to incite murder. It is clear that some agents within Faraden intend to sow discord within the Empire. We invite the Faraden to offer an official explanation for these actions.

Ephrael

Upheld 100 - 0

32

Brass Coast

The Freeborn assembly explicitly reject Yael’s claim to be the First Empress Reborn and urges citizens to ignore her teachings.

Immeldar i Ezmara i Erigo

Upheld 74 - 0

Greater Majority

35

Marcher

Those who reject Hate will be welcomed back whole heartedly into the embrace of the Marcher Family.

Sister Meredith

Upheld 76 - 0

Greater Majority

38

Loyalty

The Loyalty Assembly does not endorse fighting and squabbling between armies on opposing sides of the Yael schism. The Virtuous build each other up, they do not tear each other down! A Loyal and Virtuous Imperial army must always support other Imperial armies. Know your heart’s Loyalty and what commands it. Discuss and debate your differences, but when push comes to shove, we are one people, one Empire and must remain Loyal to the Empire and unite to defeat our barbarian foes.

Frederik di Regario

Upheld 89 - 0

40

Highguard

The Highguard National Assembly believes that it is Virtuous to build the Unbound-Steel Hall of the lost chapters in Tabernacle, Reikos and fully supports this endeavor.

Lev Unbound

Upheld 98 - 0

42

General

The occupation of Tamarbode is being diplomatically resolved by the Archmage of Spring, Asenath of Felix’s Watch and Azrekal of the Sun of Couros. To take action against the residents of Tamarbode without consultation would be deemed unvirtuous!

Sela

Upheld 372 - 74

43

Wisdom

We declare that military matters are Harsh and Hard and require harsh and hard choices to be made. Things that may be described as cruel, venomous, terrible or atrocities, should instead be described as effective or useless. It is Virtuous to use even horrifying means to achieve your goals. The goal of war is to defeat your enemies! “Nice” is not a Virtue.

Amris

Upheld 86 - 10

46

General

The spiritual advisor of the Academy (currently Lucrecia) casts votes according to the wishes of the children and the young citizens of the Empire, thus giving them a voice in the Synod.

Lucrecia

Upheld 646 - 146

48

General

The Imperial Synod wishes to engage in censored religious discussion with priests of Axos. We draw the following conclusions from their Symposium presentation:

It is not compatible with Doctrine: preaching the Axos religion within the Empire is a religious crime.

It is a product of reason: We find their conclusions incorrect due to our having different evidence (True Liao) rather than a failure to act on evidence and reason.

Future cooperation is desirable: The Synod is confident its Doctrines will stand up to evidence and welcomes further engagement.

Caelia of Weaver’s Reach

Upheld 432 - 30

49

General

In Wisdom the Synod judges Liao trade with the Axos to be an acceptable activity that is neither virtuous nor unvirtuous. Axos’ use of Liao to create auras of Loyalty, Wisdom, Vigilance, Courage, Pride, Ambition and Prosperity is likely to lead to it being actively supported by the Synod.

Factors in favour:

reduce use of bone Liao.

Increased use of virtue auras in Axos

Support an enemy of the Druj

Prosperity of our merchants.

Factors against:

Supporting a religion that contradicts Doctrine

Increased use of false Virtue auras.

Supports a Grendel trading partner.

Tarquinius

Upheld 439 - 46

50

General

The Synod supports Axos citizens visiting the Empire and reminds them that: Heresy (preaching their religion) is a crime. Blasphemy (denigrating the virtues of our Paragons) is a crime. Idolatry (worshipping non-human entities) is a crime. Holding Axos beliefs is not a crime. By tradition foreign visitors are not usually accused of religious crimes against themselves or each other, but if in doubt speak to an Imperial priest first.

Cyra Stormhaven

Upheld 501 - 16

51

General

We recognise the inspirational quality of Dan Brackensong’s Pride of Holberg art installations “Guises of Virtue”, and encourage virtuous citizens to visit the Senate to see them.

Elowen of Exile’s End

Upheld 560 - 26

53

Highguard

Highguard believes that medical reserves have the right to follow their wisdom on who they treat and how they are treated. Advice from commanding officers and others is welcome and to be considered by the physicks to ensure the best outcome for the situation, but physicks should not be pressured to break their oath when carrying out their duties. Final decisions on who and how to treat are the responsibility of the physick.

Rhesa

Upheld 330 - 16

54

Pride

The Empire has many capable and talented citizens. It is extremely unlikely that there will ever be only a single viable candidate for an elected position. Therefore, we encourage citizens to ensure that no election passes with a single uncontested candidate, and those with the desire and capability to perform it to find the Pride to stand for it, even in the face of challenging odds.

Azekah

Upheld 85 - 0

55

Dawn

Enchantress Orlene of the Dread and Terrible House Ossiene will lead a glorious, virtuous Charge of Dawnish Troubadours and large goblets of Liao into the Barrens to convert the Orcish dispossessed Druj to The Way

Enchantress Orlene

Upheld 154 - 32

Greater Majority

Imperatrix Lisabetta invoked the Throne's Power of
Custodian of Virtue
, making this judgement require a Greater Majority to pass. A Greater Majority of the Dawnish National Assembly was estimated to be 113.

56

Wintermark

Hengist Dunn, Senator of Hahnmark, through Past Life Vision, revealed his past life as the first Stormcrow of Steinr, who witnessed, soon after Steinr herself fell from the sky, the first Three tears Nation: Steinr, Vard and Jotun. This Nation was broken when Catrina, leader of the Vard broke Thane of Thanes Uhtred of Steinr’s hospitality and murdered Jarl of Jarls, Sigurdson Wyrmslayer. Kali Keen-Eye is the reincarnation of the personal Grimnir of Emperor Guntherm and saved the life of that era’s Jarl of Jarls of the Jotun whose descendants owe a blood debt to. These sagas must be spread to every Hall in Wintermark. These stories must be learned upon.

Jorma Steelhail

Upheld 157 - 0

58

Courage

Tanwyn Ankarien has demonstrated great Courage in her efforts to liberate Spiral. In doing so she has shown three of the Signs of the Exemplar. We commend her for her Virtue and urge her to maintain this course, looking to her Legacy and Pilgrimage.

Benevolence: seeking to restore Spiral.

Inspiration: Her name is spread and echoed by the Spiral Resistance.

Salvation: Spiral citizens kept from and rescued from slavery.

Belisarius Blackheart

Upheld 224 - 16

Greater Majority

59

Navarr

We the Navarr National Assembly fully support the use of cruel tactics by the Varushkan Iron Helms army against our enemies, for these tactics are how we of Navarr have survived since the dance of Navarr and Thorn. These tactics are virtuous and hold no bar for true followers of the Way.

Brat

Upheld 87 - 0

60

General

We acknowledge the Loyalty of Gully of Varushka in his recent command of the Iron Helms army.

Belakov

Upheld 436 - 100

61

Highguard

The Highborn Assembly believe that the historical artwork, a stained glass window in the tomb of Miriam the Strong, should be restored as close to the original version as possible.

Nira of Cantiarch’s Hold

Upheld 120 - 0

64

Assembly of Nine

We the Council of Nine reject Yael and her teachings.

Irada von Temeshwar

Upheld 7 - 1

Greater Majority

65

Ambition

The Cardinal of Ambition seeks the Guidance of the Assembly in the appointment of the Virtue Inquisitor of Ambition. Candidates should make themselves known to the Herald. ‘Voting’ will proceed in the expected manner.

Severin Teyhard von Holberg

Upheld.

Votes for Ranae de Rondell of Dawn - 50.

Votes for Vitor di Mestra - 10.

Votes against the motion: 22.

The Civil Service are unlikely to allow citizens to use Statements of Principle as a voting mechanism in the future due to the confusion caused.

67

Dawn

The Dawnish National Assembly recognises the Empress Lisabetta as Queen of Dawn. She is the ultimate authority in this life and her words should be followed above all others

Tamain Sepulchre

Upheld 158 - 20

Greater Majority

68

Urizen

The Urizen National Assembly recognises the Courage of the Commonwealth in sending its armies to oppose slavers. If they were willing to assist against the Grendel slavers in Spiral we would find it virtuous for Urizen traders to encourage trade with the Commonwealth.

Alexis Vanahir of Weaver’s Reach

Upheld 116 - 20

Greater Majority

70

Marchers

The Marcher Assembly explicitly rejects Yael’s claims of being the First Empress reborn and urges citizens of the Marchers to reject her teachings.

Robin of Swindale

Upheld 44 - 0

Greater Majority

72

Prosperity

Ingar Ironbreaker and the Saker coven are recognised and applauded for their Prosperous actions casting rituals to aid the Imperial military over numerous seasons. They use the talents and goods that they have to save Imperial lives and act when needed in a Prosperous fashion. They are an example to all Imperial covens.

Vauraus

Upheld 99 - 0

73

Wintermark

The Stormcrows of Wintermark wholeheartedly condemn the decision to employ brutal, dishonourable tactics in the Mournwold, and are concerned by a trend of cruelty in Imperial military matters. These citizens who died in the Mourn were denied the opportunity for Virtue and a good death. Our enemies were not given good deaths, and our own soldiers suffered the same. The lack of Vigilance on the part of the Council is unacceptable, in not considering the consequences of their choices on Imperial Souls. This is not how Wintermark fights and it should not be how the Empire fights, or we are not worth fighting for.

Gunnbrand

Upheld 149 - 15

76

Varushkan

The Varushkan National Assembly support the use of the Iron Helms. They are cruel when necessary. They are an army comprised of people from a hard land who make the hard choices. Our enemies deserve no mercy; “nice” is not a Virtue.

Father Nikolovich Drakov

Upheld 104 - 0

Greater Majority

77

Prosperity

In the light of recent incidents the Prosperity Assembly emphasises that Foreign Nationals must abide by Imperial Law (especially with respect to religious crimes) whilst in Imperial Territory, and should not stand in the way of the Empire prosecuting violations of Imperial Law under the Imperial Legal System. The same should apply to the Empire and to Imperial Citizens in foreign lands. Such agreements will facilitate good trade relations and Prosperity between the Empire and our neighbours while sending a clear message that we will prosecute foreigners who commit religious crimes in our land.

Mazo i Zabala i Erigo

Upheld 109 - 0

Greater Majority

78

Prosperity

We recognise the diligent and committed work of the Seer of the Gateway Livia Cascade in carefully documenting and investigating the True Liao visions of the worthy. The virtuous labour of our citizens should not be unrewarded and we call upon the Order of the Sevenfold Path in our conclave to make available 10 Ilium rings so that a set of regalia may be created - a Mendicant’s Cassock that will aid Livia in her work and form a lasting legacy as the Regalia of the Seer of the Gateway

Ricardo di Tassato

Upheld 109 - 0

Greater Majority

79

Prosperity

The Assembly wishes to recognise and reward the Imperial Consul, Aureliana Perpetua Nicasia Saverio di Sarvos, for her benevolence and Prosperity. When the Empire faced an issue with the Druj she prosperously provided the seven wains of White Granite with the betterment of the Empire in mind. We reward her with 12 crystals of Mana funded by the Empress with a view that she will use these prosperously for the Empire. Her actions are an example of how the virtuous act.

Morgan Leafstalker

Upheld 94 - 0

83

Imperial Orcs

We the National Orc Assembly recognise the miraculous and virtuous nature of the actions taken by Skywise Rykana in the steading of Return before winter in resisting a potent fear aura when no other orc could, and the breaking of the stone when no other could, and the liberation of the countless suffering souls within. Should this miracle be recognised we will further this to the General Assembly.

Skywise Gralka

Upheld 48 - 0

Greater Majority

84

League

The greatest work our Empire has ever created is our people. Forged by the Way and sharpened by our cultures. In Loyalty we welcome the people of Whittle to integrate with the people of Tassato. We will provide an education to every child to ensure a prosperous future and instruction in the seven Virtues. We have courage in our conviction and take pride in our people.

Harlequin

Upheld 182 - 0

Greater Majority

86

Marcher

The monks and friars of the Marches condemn the lack of Vigilance shown in not facing the threats posed by cursing the Mourn. We condemn the lack of Loyalty shown to the 250,000 Marchers left there. The Urizen General has been rebuked by the Synod. The Warmage has lost his seat over this. Those responsible shall be held to account.

Martin Orchard

Upheld 46 - 0

Greater Majority

87

Courage

The Assemblies that speak and pass Judgements against Yael, the First Empress Reborn, show a lack of Courage. If they truly disbelieved her Revelation and her words, they would have the strength of conviction to see her condemned, tried and convicted for the Heresy they say she preaches. Until they do this, they make a mockery of their own authority.

Isaac di Sarvos

Upheld 186 - 0

Greater Majority

88

Courage

Hear the Words of Yael. I cannot be turned from the truth I preach. I shall cleave to what I know to be True, and I can do nothing else. If the Synod rejects my words and Revelation, let it condemn me, try me, and seek my death as a Heretic. Though I am glad to face my martyrdom as Permion, I know that those who come after me will be as Lepidus. They shall be as the Seven Stars, to guide the Empire when my Guiding Light has been snuffed out.

Yael

Upheld 186 - 0

Greater Majority

90

Assembly of Nine

We, the Assembly of Nine, request that the Silent Bell investigate Janon the Eternal of Night and cults associated with them - especially Freedom and people of note that have contact with him.

Levitia Endsmeet

Upheld 6 - 0

Greater Majority

The Imperial Synod did not make the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

16

General

The General Synod believes Yael is the First Empress Reborn and is here to inspire us to greater understanding of the Way. The Way is always a step forward and this is our next step. As show in the True Liao vision of Yael, supported by the True Liao vision of Tabor the Fool and the Golden Fragment recovered by Ed Watcher.

Naomi

Not upheld 552 - 1116

18

Varushka

I Snežana Shulgaova Lyubomir am standing for head of the Varushkan National Assembly, if this judgement is upheld it is recognised as my authority.

Snežana

Not upheld 22 - 54

30

General

The General Assembly believes it to be Virtuous for the Quartermaster General to offer the guerdon only to armies whose nations reject Yael’s teachings.

Viviane de Coeurdefer

Not upheld 332 - 547

39

Highguard

A true pilgrimage should test the follower in many ways so that they grow, learn and gain awareness of how they shall follow the Way. I believe a “Grand Pilgrimage” of 3 to 6 months is needed for this. In agreement with the Navarr I believe this should be undertaken with Navarri guides and to travel the trods. In doing so we shall also drive back the Vallorn.

Delilah

Not upheld 142 - 216

81

General

It is virtuous for a priest to use the rite of Excommunication against people not under the writ of Excommunication to help combat Heresy, Blasphemy, and Idolators.

Edmundo

Not upheld 156 - 366

Judgements to be carried forwards

The Imperial Synod raised the following Veto for the following summit.

Assembly

Veto

Priest

General

Veto - The Senate proposal to abrogate the High Exorcist Stipend of 7 Thrones per season from the Imperial Budget and grant them the power to withdraw 7 Thrones from the Virtue Fund without the Synod being able to vote or veto.

Zastyt, the Feeder

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

0 Thrones / 0 Crowns / 0 Rings

Income

70 Thrones

The price paid in the Bourse Auction for the dose of True Liao

Rewards

5 Thrones

Rewarding made to Livia Cascade, Seer of the Gateway.

5 Thrones

Rewarding made to Bloodcrow Ergot, Chaplain Consular.

10 Thrones

Rewarding made to the Marcher Assembly.

Closing Value

50 Thrones / 0 Crowns / 0 Rings

Visionaries

The following individuals received visions of their past lives:

- Adelina Barossa, The League

- Aureliana di Sarvos, The League

- Corey Wayfarer, Navarr

Assembly Strength

At the start of the summit the voting total of the General Assembly was calculated to be 2024

The final voting total of the General Assembly was estimated to be 2350

At the end of the Spring Equinox 381YE the voting strength of the Virtue and national assemblies were estimated to be:

Virtue Assembly

Initial Voting Strength

Final Voting Strength

Final Greater Majority

Ambition

190

250

126

Courage

350

362

182

Loyalty

336

358

180

Pride

200

250

126

Prosperity

197

207

104

Vigilance

195

315

158

Wisdom

214

248

125

The Way

342

360

181

General

2024

2350

1176

National Assembly

Initial Voting Strength

Final Voting Strength

Final Greater Majority

Brass Coast

84

84

43

Dawn

194

224

113

Highguard

532

616

309

Imperial Orcs

58

58

30

Navarr

223

223

112

The League

248

288

145

The Marches

44

76

39

Urizen

154

226

114

Varushka

130

160

81

Wintermark

357

395

198

General

2024

2350

1176

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=381YE_Spring_Equinox_Synod_judgments&oldid=54482"

381YE Spring Equinox winds of fortune

Contents

- 1 Overview

- 2 Winds of Fortune

- 2.1 A Spiritual Prism

- 2.2 Distant Deeps

- 2.3 Fearful Symmetry

- 2.4 Forests of the Night

- 2.5 Immortal Hand

- 2.6 In the Tents of Prosperity

- 2.7 On Wings Aspire (Winds of Magic)

- 2.8 The Price of Experience

- 2.9 Seize the Fire

- 2.10 Sinews of the Heart (Trade Winds)

- 2.11 Some to Misery are Born

- 2.12 Spear of the Stars

- 2.13 Watered with Fears

- 3 Miscellaneous

- 3.1 Detente in Sermersuaq

- 3.2 Krampushall

Overview

Over the past three months, several events have occurred which are of significance to the Empire and may require a response from her champions. You can also read about the progress of the Empire's military campaigns here.

In each case, we've tried to tag the Winds of Fortune entry with the nations, or political bodies, to which it is most relevant. We've done this to help people who are interested only in events that are especially relevant to them. In no way are these tags intended to be exhaustive; the Empire is a complex place and very little happens in isolation.

As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of Fortune is to maintain the illusion of the Empire as a living, breathing place where things happen - and to make players aware of things their characters 'should' know based on what their roleplaying says they have been doing for the past three months.

Many winds of fortune open with a short section of in-character text. In all cases, these pieces are intended to help create an atmosphere and provide a little entertainment. Where they contain opinions, those are the opinions of the fictional people depicted - and where they contain information or rumours the assumption is that the reader will create their own context for that information or gossip. They're mostly just a bit of fun and they tend not to contain anything vital to the understanding of the wind of Fortune.

Winds of Fortune

A Spiritual Prism

- Everyone, but especially the Imperial Synod, the Imperial Military Council, Dawn, and Highguard

The crisis that threatens to slowly tear the Imperial Synod apart continues. The threat of a catastrophic schism within the Way deepens. Five nations have denounced Yael of Highguard and her Congregation of the First Empress; one has endorsed her; one has declared no interest in the matter; and three have kept their own counsel. The situation is increasingly volatile, and there are both opportunities to seize and prices to pay. You can learn more about the deepening crisis here.

Distant Deeps

- Imperial Synod (especially the Freeborn and Prosperity assemblies); fleet captains; Imperial Senate

Finally, after the better part of a year, the Temple of Balo and the Black bull in Oran has opened its doors.The immediate impact has been an influx of merchants and sailors from the Asavean Archipelago, eager to recieve the blasphemous blessings of their peculiar idols. The Imperial Senate has provided material support to build a similar temple, dedicated to the Way in far-distant Nemoria ... but the Freeborn assembly seems less than thrilled ... You can earn about these developments here.

Fearful Symmetry

- Urizen, Military Council

The New year brings with it storms to Urizen- and not just the furious storms that batter the coast. Powerful storms have struck Redoubt, raging as far inland as Cargo in the north, accompanied by flooding and high winds and battering rain that seems guided by a malign intelligence. The mountains of Urizen rely on well maintained roads and bridges, and this sinister storm appears to have swept away several key avenues through the territory. You can learn about what implications this has for Redoubt, and for the movement of armed forces through the territory, here.

Forests of the Night

- Forest owners, Naga, Dreamers, people who like moths

During the Winter solstice, the Coven of Umbral Reflection and the Spire of the Auric Horizon combined their powers to weave the powerful enchantment known as the Wondrous Forests of the Night. Working with consummate magical skill, the Urizen magicians laid a delicate network of mystery and imagination across the entire Empire. As with the Hallow of the Green World performed last year, the ritual has had several significant magical effects beyond what might have been expected. You can learn all about them here.

Immortal Hand

- Imperial Conclave

The six archmagi of the Empire have the power to send a formal message to a single eternal each Summit. During the Winter Solstice, five such plenipotentiary messages were sent - and over the last three months each of the eternals contacted has made a formal response. One of the five has also agreed to a formal parley with the Empire. You can learn about these responses here.

In the Tents of Prosperity

- Various rich folk and traders including (but not limited to) those of Urizen, Highguard, Wintermark, and Navarr

The Imperial Bourse private auction is no more. Rather, individual citizens with interesting good to sell are encouraged to come to Anvil and try to get the best, most Prosperous deal they can by dealing face-to-face with the leaders of the Empire. Many of them do everything they can to make sure there is a little bit of buzz around their goods, to help ensure they make a good sale. You can learn about several such opportunities at the coming Summit here.

On Wings Aspire (Winds of Magic)

- Technically everyone, but especially Imperial Magicians

The Empire is an Empire of powerful magic, but not all powerful magic is of the Empire. The Winds of Magic collects a grab-bag of interesting or important effects and opportunities, both certain and rumoured, including tales of disruption in the Summer realm; a bounty offered by a Day eternal; a glimmering citadel in the marshes of Bregasland; the details of the ongoing darkest night; and the conjunction of stars visible from those parts of the Empire that can still see the stars. You can learn more about these diverse efects here.

The Price of Experience

- Navarr, Imperial Orcs; Imperial Senate

The orcs of the Great Forest fled south from the Barrens with the Druj at their heels. Invited to come to Therunin six months or so ago, they did just that - but the temporary situation where they squat in the Lower Tarn Valley is proving unsustainable. With spring in bud upon the trees, the orcs of the Great Forest are bringing things to a head. You can learn about the developing situation in Therunin here.

Seize the Fire

- Imperial Synod, Imperial Senate, Imperial Orcs

During the Symposium of Revelation, the Imperial Senate accepted two additional doctrines; the Doctrine of the Howling Abyss and the Doctrine of the Ancestors. With this change of doctrine, the position of the Imperial Orcs has been cemented in the Way ...but there are still some questions to be answered, and not everyone is receptive to these changes. You can learn about this complex situation here.

Sinews of the Heart (Trade Winds)

- Fleet captains; congregation leaders; ambassadors

International trade, like international relations, can be fraught with pitfalls - and rich with opportunities. You can find a quick round up of things related to the current state of affairs, with an emphasis on trading, here.

Some to Misery are Born

- Tassato, the Marches

After the doughty folk of Whittle Hill in the Mournwold were forced to leave their land by the Jotun, they have been exiled to Tassato. Welcomed by the Tassato Chamber of Commerce, they have purchased two streets and created a Marcher enclave there. Unfortunately, the Imperial Synod is still very concerned about their involvement with certain blasphemous powers. You can learn about this season's chapter in the saga of the folk of Whittle here.

Spear of the Stars

- Imperial Orcs, Varushka, Wintermark; the Northern trade network; the Senate and the Synod

Doghri Thulebane has been removed and the northern passes out of Skarsind to Otkodov are now open to the Thule orcs. They appear pleased, and continue to extend the slightly guarded hand of friendship to the Empire. There are opportunities that might be explored, but as the détente between the Empire and Otkodov improves, there are ... obstacles ... that must be overcome. You can learn more about the diplomatic situation here.

Watered with Fears

- The Marches, Wintermark

The recent campaign season in the Mournwold has been one of the bloodiest ever, thanks to certain curses and the strategy of the Imperial Military Council. Twenty-thousand dead warriors and soldiers and who knows quite how many citizens of the Mourn. Four groups have been particularly effected - the Marchers of Mournwold themselves; the Jotun, of course; the Feni who live in the forest of Alderly; and those folk in Wintermark who perhaps expected more. You can learn about these four groups, and how the carnage has affected them, here.

Miscellaneous

Detente in Sermersuaq

- Wintermark

The raids by the odd hunters that have been going on for the last six months or so have petered out. It is not obvious if this is a temporary respite, or whether Savik Summerstorm has secured a permanent resolution.

Krampushall

- Wintermark, Imperial Orcs

During the Winter Solstice, the Imperial Senate gave permission for the construction of the Krampushall - a residence for the supernatural creature known as the Krampus in Pakaanan's Pass overlooking the Clattering Gulley. After nearly a year of very peculiar behaviour, the beast is apparently well pleased with its new home and "looking forward to meeting the neighbours" - presumably it means the Imperial Orcs. Given the creature is strongly associated with bad luck, this may well be something of a double-edged sword.

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381YE Spring Equinox winds of war

Contents

- 1 Overview

- 2 Shore Leave (Redoubt)

- 2.1 Redoubt Game Information

- 3 Balance of Terror (Liathaven)

- 3.1 Liathaven Game Information

- 3.2 Liathaven Participation

- 4 Devil in the Dark (Weirwater and the Barrens)

- 4.1 Weirwater and the Barrens Game Information

- 5 Wolf in the Fold (Skarsind)

- 5.1 Skarsind Game Information

- 5.2 Skarsind Participation

- 6 Patterns of Force (Spiral)

- 6.1 Spiral Game Information

- 7 Let That Be Your Last Battlefield (Mournwold)

- 7.1 Mournwold Game Information

- 8 Major Conjunctions

Overview

As the year 381YE dawns, the campaigns against the barbarian orcs continue.

On the southern coast of Urizen, the Eastern Sky support the garrison of the Court of the White Fountain, eager to repel any Grendel advance - yet no such advance materialises. Indeed, it seems the main bulk of the southern orc forces has quit the territory, leaving a token force behind to maintain their presence among the captured spires in Naris.

In the west, the Black Thorns withdraw from southern Liathaven along the Paths of Lan Thúven, protected by Spring magic and leaving behind them a thousand ravenous winterbound cadavers to harry the Jotun. They are not retreating - they launch an attack into northern Liathaven, meeting the Freeborn Fire in the South in an attempt to liberate West Ranging. They come within a hair's breadth of doing so.

Shore Leave (Redoubt)

The Grendel have expanded into Redoubt. Now is the time for the Eastern Sky to do what they do best. We will match to redoubt and harass the enemy, slowing their advance by giving ground.

General Vincent Vexille of the Eastern Sky

The Eastern Sky march out of Spiral into Optarion, in eastern Redoubt. Blue and gold tents pool around the Court of the White Fountain, supporting the Urizen garrison. The knights, war-witches, and yeomen of the third Dawnish army are ordered to avoid major engagements, but to slow the Grendel advance wherever possible. Some of the commanders are a little nonplussed, but for the most part the soldiers are more than happy to enjoy the hospitality of the Urizen.

While the army rests, the Heliopticon is busy. Light and dark flicker, bringing terse messages from the spires of the storm-tossed southern coast. From the fishing town of Elos comes news of a major raiding force turned aside by a warband of Imperial heroes. While the town suffered some damage, the orcs were prevented from burning it to the ground.

The remaining fishing boats and trading ships of Elos take shelter from the magical storms in their deep harbour, but with their spyglasses they keep as close an eye as they can on the orc force. They report that the majority of the Lasambrian ground forces have made a disciplined withdrawal back to their ships. The Grendel vessels have set their sails - some crimson, some emerald-green - and swiftly departed for open waters. They are not quick enough to outrun the wild Spring magic already taking hold across the southern coast of Urizen - some of their sails are tattered and torn by the time they pass beyond the ken of the watchers at Elos.

Not all the barbarian forces have departed. The Winter Solstice surprise attack left the orcs in possession of several southern spires. Rousting these remaining orcs would provide little challenge for an Imperial army, but while they remain the southern orcs have a foothold in Naris. Should the Grendel return, the forces left behind would aid them in seizing a beachhead here.

The main focus of the remaining forces appears to be the spire of Evenstar - the hospital where Urizen practitioners of Spring and Day magic worked their magical arts to treat the sick. This spire fell to the barbarians during the Winter solstice - one last desperate flickering of the Heliopticon marking its fall. "The orcs are here. The gate has fallen." Then silence.

Redoubt Game Information

The Grendel forces appear to have left Redoubt. While they do not control a region, their attack has established a foothold in Naris. It would be a simple matter for an Imperial army to use an appropriate attack order to clear the region of the remaining orcs, but while they remain they will make it easier for the Grendel to take a beachhead here should they return.

In campaign terms, victory points accrued toward conquering a region do not go away naturally and count toward future attempts to take that region. Victory points are only removed if a campaign army attacks the conquered areas.

Balance of Terror (Liathaven)

The Black Thorns walk the Paths of Lan Thúven. Bound with a powerful enchantment woven from Spring magic by the vates of the Voice of the Quiet Forest, they pass from the battlefield of Western Scout into the heart of the Westwood, bound for West Ranging.

Behind them, they leave chaos, and dead Navarr. Two hundred thorns sacrifice their lives to slow the orc advance long enough for the army to gather at the ruins of the Jotun-burnt steading of Hidden Walk; without the magic of the Quiet Forest, many more would have died. Yet as their new protective enchantment takes hold, the hungry dead bound to the Navarr army are let loose. A thousand spirit-ridden husks, a thousand slaughtered Navarr given a chance at vengeance against their murderers, a thousand winter horrors set free to follow their true nature...

As the Black Thorns enter the Paths of Lan Thúven, the dead let loose a single terrifying howl - a single cry voiced by ten-hundred unliving throats - and race through the woods toward the advancing Jotun. Unleashed, their furious hunger is indiscriminate - they fall on their former brothers and sisters with the same abominable relish with which they assail the orcs. While the potent magic woven to protect the Black Thorns blunts the worst of the attack, the last huddled groups following the Black Thorns through the Paths bear savage wounds, marks of the gluttonous hunger of the creatures they have unleashed.

Leaving the Jotun behind to face the unbound wrath of the dead, the army passes into the vallorn-choked Westwood. Shrouded with the Night magic woven into the pathway, four and a half thousand Navarr walk into the very jaws of their greatest foe. Through the asphyxiating miasma they walk. Through the green hell that is the riotous depth of the Doom of Terunael. No thorn who makes this journey will ever forget it - it is one thing to range into the vallorn as scouts, as small bands; quite another to march an army into the deeps.

The magic protects those who keep to the path - but the journey is not without its dangers. Stray too far to the left or the right; miss one of the boundary stones; fail to pass through one of the arches... the alien beasts that dwell in the depths of the vallorn strike without warning and the miasma allows little room for mistakes. Yet, still, the Black Thorns are protected; the magic of Spring can bring terrible death, but it also brings life. Those injured by Jotun axes, or torn by unliving claws, quickly recover from their wounds. While the paths do not lie along a trod, the enchanted soldiers find it easy to push themselves forward. Anything to get to the far end of the Paths as soon as possible.

As soon as possible ... Time has little meaning on the Paths of Lan Thúven. The trees grow impossibly thick in the Westwood, blocking out the sky. The fog of the miasma chokes everything. Even at noon, little light penetrates the canopy, leaving everything shrouded in twilight. At night ... at night it is sometimes worse. The plants and insects near the paths possess an eerie phosphorescence, rendering the depths of midnight into that same encompassing twilight. Objectively, it takes a little under a week to pass from south to north. Subjectively ... hard to say. Even measured in sleep, it is difficult to track exactly how long the journey takes. One soldier may be famished, thirsty, stumbling near exhaustion while her companion is satiated, full of energy. It makes little sense.

Eventually, though, the Black Thorns emerge coughing, blinking, into the southern woodlands of Jotun-held West Ranging. They take one night to rest in the ruins of Silent Stand steading. And then they attack.

We have an opportunity, cousins, to make the Jotun pay for their invasion of Kahraman and the brutality they have shown us. March swiftly to join our Navarri cousins and make the Jotun bleed.

General Vrael i Sol-Devorador i Erigo of the Fire of the South

As the Black Thorns strike from Silent Stand into the forests on the southern border of northern Liathaven, a second Imperial force drives into the territory from the north. The Freeborn of the Fire of the South have made their own march, north out of Kahraman, through Tassato, through Upwold, and Mitwold, and down into the marshes of Bregasland. A heroic charge, a testament to the ferocity and the stamina of the soldiers of the Bay of Catazar. They, too, rest for a single night after their mad rush, a sea of rainbow tents along the causeway east of Sallow, and then into West Ranging with the aid of the flat-bottomed boats of the marshfolk.

The Jotun garrisons are alert for a potential invasion, but they are looking north - not south. When the Freeborn enter the woodlands, they are ready for them, ready to fight - but not half so ready for the Navarr who strike from the south, from out of the vallorn. The first engagement is a rout - the orcs fall back as soon as they see the Navarr, clearly mistaking them for some new horror out of the Westwood. They rally quickly, however, once it becomes clear that they are facing a mortal threat.

The defenders are outclassed, but they are stubborn. The two Imperial armies exchange messengers, and moving quickly and with sure purpose meet up and turn their attention to the last Jotun holdouts. They hold nothing back, but in the end it appears that the long years the Jotun have had to prepare for a serious Imperial assault have worked in their favour. The Imperial forces have taken most of the region, but there are still pockets of orc resistance. Worse, as news spreads of the Imperial attack, Jotun bands from Liath Ring and Liavens Glen begin to harry the Imperials from the east.

The Imperials fail to secure the region, but they are very close. The Jotun still control the lightly fortified ruins of the former Navarr steading of Seveneaves, and two or three key points along the route between Hahnmark and the Mournwold. If nothing changes, the Empire could secure these final objectives next season. If nothing changes...

Liathaven Game Information

Imperial forces have gained a very significant foothold in West Ranging - but they have fallen short of the number of victory points required to secure the beachhead by one victory point.

At the same time, the Jotun have removed all trace of an Imperial presence in Western Scout, conquering that region.

As there are no Imperial-controlled regions in Liathaven, the standard penalty to the production of personal resources now applies.

With a second Jotun conquest of southern Liathaven, with the Jotun fury directed at the Navarr, and with the call to rally around the Black Thorns, we assume there is now no significant Navarr presence remaining in the territory. Going forward, we will assume that the only Navarr steadings and stridings still based in Liathaven are player character groups. While this will not prevent spoils of war being assessed should the territory be recaptured, the lack of Imperial citizens and non-Jotun infrastructure means the territory would require extensive rebuilding, regardless of which Imperial nation the Senate assigns the territory to.

Liathaven Participation

Any Navarr character who wishes to roleplay that they accompanied the Black Thorns through the Paths of Lan Thúven is welcome to do so. Any character who assigned their military unit to support the Navarr army may also have accompanied them through the Westwood, or they may roleplay that their troops joined the army once it reached West Ranging. While the Black Thorns were protected by the magic woven into the Paths, and by the enchantment woven by the Voice of the Quiet Forest, passing through a vallorn is not a safe proposition and medical supplies are in high demand. If you accompanied the Black Thorns, you may e-mail empire.plot@profounddecisions.co.uk and request a traumatic wound to represent your exposure to the vallorn.

Devil in the Dark (Weirwater and the Barrens)

The Golden Sun and the Gryphon's Pride withdraw from the Barrens, marching west to Astolat. Murderdale and the Carmine Fields - temporarily under Imperial control - are claimed by the Druj...

... and that is all anyone in Dawnguard can say with any certainty.

I have everything I wanted. You are no longer my responsibility.

Goran Dobromir

The situation in Weirwater is also a little uncertain. Since they emerged from Karsk and crossed the Semmerlak in Summer last year, the army of the unquiet dead has avoided direct conflict wherever possible. Oh, their march has hardly been bloodless - they are flesh hungry shambling cadavers after all - but for the most part they have actively avoided confrontation with Imperial forces. Even when they were engaged in Astolat by the Golden Axe, and the defenders of the Castle of Thorns, they preferred to retreat rather than fight Imperial forces. They spent the last season spread across south-western Weirwater - beneath the trees of Garthsmoor, Weirsmoor, and Hawksmoor.

On the last night of the Winter Solstice, something happens. According to eye-witnesses from Applefell and Hawthorn, the green corpse-lights and emerald fires that mark the presence of these dangerous horrors suddenly flared up, turning rapidly from green to blue to purple to red. At the same time, thousands of unliving throats let loose an unspeakable, gleeful howling that froze the blood of those who heard it, and sent all save the most courageous fleeing for home.

Then ... nothing.

Some brave knights-errant, and a handful of curious questing knights stride forth to explore the area. A number do not return, but those that do say that the unliving abominations are still there - gathered together in the wild hills and tangled woods of eastern Hawksmoor. They are not shy about attacking and attempting to devour living intruders, and there are a few more garbled reports that farms and homesteads nearby have been found empty or splashed with dried blood. Yet they do not seem to be ranging very far afield and fairly soon the yeofolk of western Weirwater learn to avoid the areas where they are likely to be encountered.

Weirwater and the Barrens Game Information

In the Barrens, Dawn - and thus the Empire - now controls only the region of Dawnguard. The Druj control the rest of the Barrens. There is no further information about what is going on - although there is a spy network in the Barrens and it is possible that any military units assigned to support the scouts there may have more information.

Thanks to the peace treaty ratified by the Empire during the Winter Solstice 380YE, the Druj orcs are now considered foreigners under Imperial law.

In Weirwater, there is still a significant force of unliving husks. They appear similar to those created with a certain dark Winter magic enchantment. The bulk of the unnatural force is focused in western Hawksmoor. It represents a major force, comparable to a campaign army.

Wolf in the Fold (Skarsind)

Find Dogri Thulebane. Bring him to Justice. Alive and Whole.

General Akstis Eigulys of the Army of the Iron Helms

Out of the east, the Iron Helms march. Three stzena lead the way, beating drums. Behind them comes a standard bearer, holding the black and silver banner of the Iron Helms, raised for the first time in many years. Behind the banner march the warriors of Varushka, and their allies. Five thousand soldiers of the hills and the forests, grim faced and implacable. Most are clad in tightly woven scale, the finest the artisans of Karsk can forge. Others prefer the freedom of movement offered by dark leather lamellar. The black plumes on their peaked helms flutter in the cold wind blowing down from the northern mountains. Their round shields are slung on their back. Their heavy swords, their sharp axes, are sheathed.

Ranging to either side of the column are the dog handlers, their muzzled beasts restrained by tough leather leashes. One word will send them racing into the enemy to harry, to trip, to savage. Another word will cause them to fall on downed warriors, tearing at throats and bellies until the enemy is so much bleeding meat. It is a cliché that people grow to look like their dogs... but with their pugnacious jaws, wild hair, growling voices - the houndsmasters of the Iron Helms seem to prove it true. They fight beside their hounds, and there are stories - whispers - tales - that on nights when the moon is dark they hunt alongside them through the forests of Lestasny, wrapped in the skin of wolves.

There are other beasts among the Iron Helms. Toward the rear of the column march a hundred eerie warriors hailing from the hills of Branoc. They wear fur and boiled leather, and they are adorned with black feathers. Their faces are painted white, in disturbing patterns. They look a little more like Kallavesi, or Navarr, than true Varushkans. Many of their fellow soldiers give them a wide berth, and when they camp their yurts are raised a short distance from the others. There are said to be a number of cabalists among them, privy to the unsettling secret lore of the Lord of the Broken Barrow. When they enter Skarsind, they seem fascinated by the Imperial Orcs, and there are rumours that some of them have fought alongside the Thule, as well as against them, during the recent campaigns in Karsk.

Above the column drift night-feathered carrion birds. In the evening and the morning, they crowd in the trees, croaking and muttering to one another. Some of the soldiers - just a few - are seen speaking to the birds as night falls. What they discuss, and who these soldiers are, is not a topic for open discussion.

The Iron Helms come to Skarsind, along the road from Olvanshka to Gildenheim. They camp outside the orc city for a night, then leave the good roads behind them. They march north through Estermark, past the ruins of the Four-Seasons Market, up into the Skogei Glens. They travel quickly, and at night their tents huddle close together - they are Varushkan and do not like much being in the wilds in the dark. They spend three nights and two days at Hengesthal, where the commanders study maps and ask questions of the Imperial Orcs who garrison the fortification. The fortification is also where they meet three magistrates; a Varushkan, an Imperial Orc, and a Suaq from Hahnmark. They will accompany the army as it heads into the hills. Perhaps their presence adds greater legitimacy to what is to come.

There is a little frustration among some of the captains, especially those from the mines of Moresvah. "There are quicker ways to break a castle that to lay siege to it," one of them declares. "You break a castle by breaking the people inside." They have their orders, however, and while they may mutter, they will follow them.

One cold, wet morning at the tail end of Winter, while Spring is hanging immanent in the air, the Iron Helms march up the narrow mountain track that is the only approach to Crow's Keep. They do not come stealthily. Their banners are unfurled; their stzena beat loud and hard on their drums; the soldiers raise their voices in the war anthem of the Empire. Their tone is dark, however; they impart to the celebration of Imperial martial might a certain cold edge, a threat, a promise of things to come.

They have sent runners ahead, to tell the defenders of Crow's Keep that they are coming, and that they expect to be met by Dogri Thulebane, and by the criminals he shelters. The messengers meet them halfway up the mountain, the response of the Winterfolk a predictable silence.

The castle is no great fortification, but the approach is well guarded and difficult. There are a great many people on the walls - heavily armoured Steinr soldiers, leather-clad Suaq archers, and masked Kallavesi warriors. Scouts suggest Dogri's little army of perhaps five hundred disgruntled Winterfolk has been reinforced. How much, and who by, is difficult to say. They are believed to be independent captains, angry with the ceding of Skarsind and the Silver Peaks, hungry for a chance to strike against the hated Thule, bitter that their grievances have gone unheard. Few in the Iron Helms care one way or another.

A second warning is given. "Hand over Dogri Thulebane, and the criminals he shelters, or we will come and take them."

From the ramparts, a voice calls out "You will take no man or woman of Wintermark this day. Go back, or we will make you go back." They are outnumbered perhaps ten times by the Varushkan army, but they seem unbowed by the threat arrayed against them. The heirs of Inge Suvvisdottir truly believe the storm can never break them.

One last time, a message is delivered. One final chance to avoid what is to come.

"Any who wish may leave, save Dogri Thulebane and the criminals he shelters. An oath is given that any who quit the castle now, and offer themselves to the custody of the magistrates, will be unharmed."

Nobody moves. Minutes tick by. One of the Suaq on the wall raises their bow and sends two arrows thudding into the cold earth two feet in front of the messenger. She flinches but does not move. She nods her head to the Winterfolk, turns her back on them, and walks casually back to the army to deliver their final refusal.

Ten minutes later, the siege begins in earnest. It is not quite as one-sided as might be expected. Crow's Keep survived countless attacks by the northern barbarians, survived even the occupation of the Thule, because of its isolated position and the difficulty of the approach - a single bridge over a fast flowing river gorge is the only reliable approach. Further, Dogri has received significant support from the captains of Wintermark - most with their shields and faces hooded, their identities known only to Dogri himself. They fight alongside the people of Crow's Keep with equal fervour, and if they feel remorse at slaying fellow Imperial citizens that does not stay their hands. Any more than it stays the hands of the Varushkan soldiers.

The only approach to the outer gate, the gate that provides access to the stone bridge across the river, is via a narrow pass. Two hundred warriors hold the outer fort against the Varushkans for nearly a fortnight. The Iron Helms probe for weakness, attacking over and over, but each time they find little that they can exploit and are forced to fall back. They are patient, however, and while the loss of Imperial life on both sides is grim it is not half so terrible as it might be had their commander ordered an all-out assault.

Eventually, the pressure of the Varushkan warriors breaches the gate. The fighting in the courtyard beyond is vicious, but the defenders retreat back across the bridge in good order taking advantage of the barricades they have had plenty of time to erect. The Varushkans occupy the outer fort and again probe for weaknesses. The defenders have deep cellars - if the Iron Helms hope to starve them out they will be sorely disappointed. Several sorties across the bridge end in defeat for the Iron Helms, and for a short time the defenders begin to hope that they might hold out until the Spring Equinox.

Yet the Varushkans hold the advantage and they never give up testing the defences. A little over a month after the gate is breached, they launch the final assault. It begins with a dark shadow falling over the keep - as a screaming murder of black crows descends on the walls, talons tearing and beaks seeking the eyes of the marksmen. Covered from the archers, the implacable, heavily armoured schlacta advance, bearing great shields and vicious axes that can maim and cripple. Behind them come the hounds and their handlers, snarling and savage.

The fighting rages for over an hour as the Wintermarkers force the Helms to pay a blood price for every step they take across the bridge. But the Varushkans give as good as they get and their war hounds exact a terrible price, tearing out the throats of those who fall. Both sides keep their discipline and follow their orders - but this cruel Varushkan army was bred for bloody killing and the stones run red wheresoever they tread.

If the Wintermarkers had had another score of archers or the same for their shield wall they would surely have thrown the Varushkans back once more. But for want of a shield the wall is lost - and the battle with it. The horn sounds and the few surviving defenders fall back to the Keep. Behind them the stones are washed clear by the light rain that has begun to fall. The skies weeping, perhaps.

The main gate of Crow's Keep was built to withstand raiding orcs, not an Imperial army. The Iron Helms bring up a covered battering ram, carefully navigating it over the stone bridge. Carved from a single weirwood tree, swinging on mighty chains, its hideous head of greensteel shaped in the likeness of a ravening wolf bound with runes and oaths. The Hammer, they call it, and when they set it to the gates of Crow's Keep, the gates fall swiftly before it.

Once the castle is finally breached, blood is shed in earnest. These confined spaces still favour the defenders more than the attackers, but both sides sense the final battle has begun. As the Iron Helms struggle to bring the full force of their army to bear, the Winterfolk fight to defend their home. These warriors toughened by the harsh winters of northern Skarsind seek no quarter, as they fight against those who have come to take their home and the last vestige of their pride with it.

Soon the army has secured the fortification. Many of the surviving defenders have fled, ordered by Dogri to escape with their lives through a hidden postern gate when it is clear that the battle is lost. But Dogri and those closest to him make no attempt to flee. Shortly after noon, the last warriors of Crow's Keep take a stand in the Thane's great hall. They do not bar the doors, do not seal themselves in. They wait inside stone walls, walls that have stood for over two centuries, for the invaders to come to them.

The Iron Helms pause; there is a discussion about how best to proceed. One of the captains wants to simply set fire to the hall and let the flames solve their problem. Her argument that this will save Varushkan lives is dismissed out of hand, before any magistrate can intervene. The general has been very clear how this battle will end. Dogri Thulebane and his collaborators will be arrested and will face trial. The order is given. The dogs are leashed, the physicks and chirurgeons are called forth to await the word; once the hall is secured they will fight their own grim battle to ensure Dogri and his lieutenants are whole and hale enough to stand trial.

The Iron Helms of Varushka charge the hall of the last Thane of Skarsind and Crow's Keep falls.

Skarsind Game Information

Dogri Thulebane has been captured - alive - by the Iron Helms along with several of his key supporters. In the process, most of his five-hundred person strong army is killed, with the remainder scattered or arrested. In doing so, however, over two-hundred Iron Helms were killed or otherwise rendered unable to continue fighting. Crow's Keep itself has fallen, and is effectively ruined.

Prior to closing downtime, we had agreed a set of numbers that would determine the outcome. Specifically, if Dogri received the support of 1500 more strength from player characters than the Iron Helms received, he would hold off the Imperial army this season. In the end it was incredibly close - so close in fact that it was effectively decided by a single upgraded military unit supporting the Iron Helms.

The region of Crow's Ridge is now considered to be under the control of the Imperial Orcs.

Going forward, on the back of this outcome, Profound Decisions will assume that there is no remaining significant population of Winterfolk in Skarsind. There remain some player character halls, but they are isolated and exceptional and it is our assumption that their numbers will slowly dwindle. It is no longer possible for new Wintermark players to start with their resources in Skarsind.

Skarsind Participation

If you are a player character who fought alongside Dogri, you are assumed to escape safely and without being recognised. Alternatively, you can choose to have been caught along with Dogri during the final assault on the Thane's Hall. If you choose this course of action, you must e-mail and let us know in advance. You will need to turn up to GOD before going in-character to talk to a magistrate about your situation. You don't need to have sent a military unit to take this option, but be aware that you will be tried for murder and resisting arrest alongside Dogri and his other supporters, and the common sentence for crimes of this magnitude is death.

If you supported Dogri and choose not to be captured, you are free to roleplay the events of his arrest as you see fit, in line with the text above. It is important to note, however, that in accordance with their orders the Iron Helms have not committed any sort of atrocity at Crow's Keep. Nobody has been put on spikes, nobody was tortured, nobody was burnt alive. They have killed people who did not surrender to them, and some of those who fell were killed by trained dogs, and nobody who went down fighting received any medical attention to prevent them dying, but they have all died fighting.

Patterns of Force (Spiral)

We will continue to bide our time, prepare to move in the coming season.

General Coiska Graemovna Sulich of the Army of the Northern Eagle

For three months, powerful storms batter the southern coast of Spiral; Spring magic unleashed against the Grendel. In the north, Urizen citizens begin to cautiously rebuilding. Some return to spires they fled ahead of the initial Grendel conquest, others seek to establish new homes for themselves and their families.

The Green Shield of Wintermark and the Northern Eagle of Varushka defend them. Their orders are to hold fast, and make the enemy work for any land they claim, should they dare to attack. Neither army receives a share of the Imperial Guerdon; neither army is supported by any significant force of Imperial captains. The heroic Wintermark army receives some support, although it comes from no natural source. A thousand crawling corpses inhabited by the hungry spirits of Winter come to join the mortal soldiers. They possess the bodies of dead Grendel orcs and fallen Imperial soldiers alike, bringing the shambling unliving horrors to guard the newly liberated spires.

Unfortunately, after a season of regrouping, the Grendel launch a major offensive in the north and the west. They are supported by marines, and by Grendel naval forces, but even without them - and with the added unliving forces - the Imperial defenders are massively outnumbered. The orcs flood Ossuary, capturing the Legacy and then using it as a base from which to quickly crush resistance in the rest of the territory. Imperial forces are driven west toward Ankra. At the same time, a tide of orcs washes over Ateri - scant days after the Eastern Sky march through the region into Redoubt to support the Court of the White Fountain - and force the Imperial forces there north toward Cinion. The Green Shield and the Northern Eagle do their best to hold, but they are slowly forced to cede ground - as the Spring Equinox draws closer, the orc armies begin to tighten their noose.

A major fraction of the orcs pressing north from Ateri pull back - giving a few scant days of brief hope that their attack is over. That hope dies swiftly when it becomes clear they have moved through Screed to add additional weight to the armies pressing west from Ossuary. Before the Imperial forces can do much more than evacuate a couple of newly repaired spires, they are forced to retreat again, pushed back into Cinion. Both armies rally there, amid the ruins of Damakhan's Forge.

The orcs keep coming, probing the Imperial defences. As on several previous occasions, the orc generals demonstrate a remarkable ability to coordinate their attacks, and to respond to Imperial strategy with alacrity. Individual soldiers fight with iron-clad discipline, and on more than one occasion warbands react to events they cannot possibly have been directly aware of, moving to support and relieve allied soldiers with ruthless efficiency. This goes beyond anything achievable with tactics - Urizen seers are left in no doubt that the orcs are making great use of their mastery of Day magic. Ironic, perhaps.

We are to hold our ground. No matter the cost. The power of Winter sent death is with us. The Storm can never break us.

General Iron Osric of the Green Shield Army

For the most part the orcs are concentrating on conquering territory and driving off defenders - but they are still the Grendel. Several thousand orcs are more focused on grabbing anything of value that they can get their hands on. This slows their advance a little ... but that is scant consolation to those they are robbing. In addition to raiding the mithril produced by the Legacy, they have also raided the Dragons Graveyard and the Mavrisma Níki in Ossuary and the Procella_Viridis in Cinion.

They are also rounding up as many captives as possible, and sending them south. Where Grendel and Imperials clash, where the human armies are forced to retreat, the orcs push after them, looking to divide their forces and capture stragglers. Over the course of the season, nearly three thousand Winterfolk and Varushkans are lost - but it is not clear how many have fallen in battle and how many have been captured by the opportunistic Grendel. The fate of those warriors who have been captured is not bright; those who do not die in the salt mines will surely be set to spill out their life blood in the Grendel arenas.

Spiral Game Information

The Grendel have regained control of Spiral. They have captured Ossuary, Ateri, and Ankra. They have made even some minor inroads into Cinion. The territory is now controlled by the barbarian orcs - it is no longer an Imperial territory and the Senator for Spiral has lost their seat. They have also captured the Legacy, meaning that the current holder of that Bourse seat has also lost their seat.

The plundering Grendel armies have intercepted a portion of the mithril produced by the Ossuary; they have also impacted the production of three spoils of war: the Dragons Graveyard, Mavrisma Níki, and Procella Viridis. If they continue to plunder in Spiral, the production of these resources will continue to be impacted. It would be possible to protect them from Grendel thieves using appropriate ritual magic. At the moment the production of the other significant resources has not yet been impacted, but if the Grendel continue their advance that situation may change.

Let That Be Your Last Battlefield (Mournwold)

The Enemy come for us and we will bleed them. Fall back before them, killing as you go. Give Ground. Fall back to Tassato if needs be, They may take the ground, but this is not over.

General Gabriel Barossa of the Wolves of War

During the Winter Solstice, heroes of the Empire made a cunning strike deep into the orc-held territory and recovered a communique from the rulers of the Jotun, detailing their strategy for the coming season. They know when the orcs are coming, and where they will strike. Armed with this information they prepare a brutal trap for the enemy.

At Overton on the Greensward, the Imperial host gathers. Forty-five thousand soldiers, give or take; supported by a further twelve thousand troops loyal to independent captains. All the nations save Navarr are represented. The Red Wind Corsairs; the Hounds of Glory; the Seventh Wave and the Valiant Pegasus; the Summer Storm and the Winter Sun; the Wolves of War; the Fist of the Mountains; the Citadel Guard; and the first Marcher army, Tom Drake's Finest, gather in the shadow of Orchard's Watch to face the Jotun advance they know is coming.

The Golden Axe of Varushka march alone into Freemoor, forging a grinding advance intended to distract the Jotun forces. While the rest of the Imperial forces gather in the south, prepared to blunt the Jotun assault and then retreat to Tassato if need be, the Varushkans launch a risky attack against Jotun forces in the north.

Not all the Imperial forces are prepared to retreat, however. The Drakes - the first army of the Marches - the only Marcher army present - refuses to retreat. They plant their feet firmly in the soil of the Greensward, and challenge the Jotun to face them. The Valiant Pegasus consider only the wounded - having exchanged the expertise of their war engineers for the mastery of the Highborn apothecaries and chirurgeons. They will tend the injured, and stay in the Mourn as long as there are soldiers to be healed.

Sentinels of the Citadel Guard, we are where we are needed. We are in enemy territory. Here, through me, through you, we will pull down curses and enchantments to cripple our enemies the Jotun. You are the finest warriors of the Empire. We will make them bleed. We will make them break. Make me proud.

General Nicassia Avicia of Phoenix Reach, of the Citadel Guard

The Empire is prepared for the Jotun advance and more than prepared. The presence of the magi of the Citadel Guard has allowed the Empire to focus powerful ritual curses onto the Mournwold. On the first night after the Winter Solstice, the heavy rain thickens with pestilence, turning blood red. The streams and rivers are next - tainted by malign Spring magic that infests the waterways and brings venomous insects, promotes sickness, and causes any wound to fester and rot.

On the second night, a cold wind sighs from the east, bringing with it the promise of worse to come. From that point on, the weak and the sick in the Mournwold begin to die. Most pass silently, painlessly in their sleep. The curse seems to take away the pain and suffering of dying - but at a terrible price. Once the fighting start it is clear that this second curse will take its toll on the warriors as well. Already prone to slow death from rotting wounds due to the Spring magic, even those who might otherwise have had the strength to survive infected wounds quickly succumb, dying suddenly with a single, final, sighing exhalation. There are reports here and there of an odd figure being sighted near some of those who die - a matronly woman with a kind face, and a quiet voice, clad in autumnal browns. She does not speak to the living, only those who later succumb to their wounds, or their sickness, or their exhaustion. Her description is circulated, but it does little to stop the stories of her appearances.

Every step the Jotun take in the Mourn will be over the bodies of their dead. We will give ground, but they will pay such a price, they will never recover. Our unconquered will learn the details of their imminent defeat, and with this, write the first page in the story of how the Jotun were broken.

General Cuth of the Seventh Wave

The Valiant Pegasus does its best to minimise the effects of the twin curses on the soldiers of the Empire, but the people of the Mourn are too dispersed to be given effective aid. Nearly one in five of those who call the Mourn home sicken and die as the baleful magics run their course. The sickness and death are indiscriminate, killing Jotun thralls and Feni hunters just as easily as Marcher yeoman. Greensward, where the fighting is thickest, is particularly badly hit - with more than half the inhabitants of the area succumbing to the disease.

For the first month or so, as the power of the curses takes hold, the Jotun launch several probing attacks against the defenders of the Greensward. They are easily repulsed. Then, five weeks after the Winter Solstice, the Jotun come in force against Overton ... but they are outnumbered. Even with their heroic champions, even with the support of the garrisons of their fortified castles, they do not match the host the Empire has arrayed against them.

This does not stop them, however. Yet this time they are a little more cautious, more balanced in their approach. They provide an escort for the siege weapons of the Tower of the North - a forest of trebuchet, siege towers, and battering rams ready to storm the walls of Orchard's Watch. In the vanguard come the Iron Host and the Hierro, forcing those troops outside the castle to fall back again and again.

The walls of Orchard's Watch, battered again and again over the course of the last year, do not provide much resistance to the orc assault. The gatehouse falls within an hour, and the Jotun do not stop pounding the walls until they have breached them in several places. Only then do the catapults fall silent and the footsoldiers pour in, a raging tide of barbarian orcs thirsty for blood.

Marcher Lasses, Marcher Lads, the Jotun hammerblow is about to fall upon us. We have their orders, we know where and when they are coming for us and we shall make them pay. We will enact a solid defence and yield not one patch of Mournwold soil, unless it is drenched in Jotun blood. It is the will of the council that ground is given, so that the Jotun will be broken. We accept this, but it is not the Marcher Way! Land is our heart and soul, it is who we are - do not blame our allies for their lack of understanding. The Golden Axe of Varushka, they are the only army to stand and not withdraw. Treat their soldiers as you would our own, we will not forget their sacrifices. Orchard's Watch will be our last bastion, if we must we fight and hold there - aye as a last stand if need be. Now - to war! For the Mournwold!

General Will Talbot of the Drakes

It is obvious they are not prepared for the full effect of the Imperial curses, not really. The Thule, the Druj, the Grendel - they would have understood all the implications of the red water, perhaps even the sighing wind. The Jotun are warriors, not magicians. If there are any among their host who understood the true horror that was to come, their voices went unheard.

The fall of Overton takes twelve hours of some of the worst, bloodiest, foulest fighting in Imperial history. The defenders are ordered to fall back rather than fight - to slow the advance of the Jotun rather than halt it. When the walls fall, they continue to fight a slow retreat - an ordered retreat rather than a route - pushing through the Jotun forces that seek to surround them.

Overton falls, and with it the castle of Orchard's Watch - reduced to rubble. The garrison refuses to flee, ignoring their orders they follow the example of the Drakes. All of them, even the reserves from Whittle new-come from Tassato, stand to the last. Shortly after, Greensward Abbey burns, the defence supported by the old abbot and his loyal monks. They too refuse to fall back, Marchers to the end they refuse to yield their land... until death takes them.

Hour by hour the Empire cede the ground to the orcs... but the Jotun pay an unspeakable price. Perhaps ten thousand of their number die in the attack on Orchard's Watch alone. Another thousand fall taking the Abbey. A further thousand lost trying - and failing - to capture the Singing Caves from the Drakes - those same Drakes who refuse to give ground save where they are forced back by the sheer weight of the Jotun advance. After Overton falls, they make a stand at the Caves - and they hold them against the Jotun.

The battle of the Greensward rages on and off for three days. The soil is churned to mud by the shed blood, and by the thick, bitter rain that continues to fall throughout the conflict. In the end, orc bodies litter the torn fields of the Greensward like fallen leaves.

And not only orc bodies. The twin curses the Imperial have unleashed scythe through the defenders as well. All told, perhaps three thousand Imperial soldiers are killed who would otherwise have survived the orc assault - three thousand men and women succumb to wounds that might otherwise have been treatable. Despite the order to give ground, despite the efforts of the Valiant Pegasus, three thousand soldiers die from the lethal combination of the Spring sickness and the sighing Winter wind.

In the end, although the Imperial host is forced back, it is not forced out of the Mourn entirely. The Jotun control most of the region - but not the whole of the territory. Some of their forces were forced to fight in the north against the Varushkans, rather than aid the attack on Overton. While the Golden Axe is ultimately forced back across the border into Upwold, rallying at Sutton Stone Quarries, they manage to pin down a significant Jotun force that might otherwise have swung the battle in the south.

At the same time, supported by the Valiant Pegasus, the Drakes refuse to give an inch of ground more than they need to, and the Jotun cannot afford to ignore them. The independent captains, the enchantments, the careful strategy ... if any one of these had been incomplete, the Jotun would have gained ultimate victory ... rather than the Pyrrhic victory they have instead secured.

Mournwold Game Information

The Jotun have almost secured control of the Greensward. The Empire has a few holdouts along the eastern borders and at the Singing Caves but their position is extremely precarious.

An absolutely astonishing number of people - orcs and humans - have died. And not just soldiers. The combination of Rivers Run Red and the eerie, sighing Winter wind have killed a sixth of the civilian population across the Mournwold as well as more than half of the remaining population of the Greensward.

As a consequence, the Greensward has gained the haunted quality; the ghosts of those who died in the fall of Overton will not rest easily. And there are a great many of them. Their suffering has sunk into the soil itself - it will take a lot more than a few exorcisms to lay these spirits to rest - and that may well be impossible. Further, the destruction of almost every single significant building over the last nine months or so, culminating in the fall of the only major settlement, has also given the region the ruins quality - although that may be easier to deal with should the Empire ever look to rebuild in the Mournwold.

The castle of Orchard's Watch has been destroyed and with it the sinecure of the Sheriff of Overton. Likewise, Greensward Abbey is in ruins, and the abbot is numbered among the fallen. If you had a personal resource in the Mournwold that you were roleplaying was in the Greensward, and you wish it to be a casualty of the battle for the greensward, you may contact Profound Decisions at empire.plot@profounddecisions.co.uk and we will destroy it for you.

There are too many factors to call out any one specific element that led to this result - the three armies who were not using Give Ground helped to blunt the Jotun advance, but so did the various enchantments and military units assigned to support the armies here. The result was extremely close - as little as one more victory point for the orcs, and the whole territory would have fallen (meaning any future attempt by the Empire to push the Jotun back would have required them to establish a new beachhead. As it is, the Empire still maintains a presence here - at least for the moment.

Major Conjunctions

The civil service has identified five major conjunctions of the Sentinel Gate that are expected to be available during the coming summit.

On Saturday, two major conjunctions have been identified - but the heroes of the Empire will only be able to take advantage of one of them. One opens in West Ranging, in northern Liathaven. The other opens in the Greensward, in southern Mournwold. The civil service are still compiling notes, but anticipate that both opportunities offer a chance to have a significant impact on the campaign against the Jotun.

On Sunday, three conjunctions have been identified that will allow Imperial heroes to engage the Grendel in Spiral - but again only one can be taken advantage of. One opens in Cinion, while the other two both open in different parts of Ateri. The Cinion conjunction offers an opportunity to head off a Grendel attack against the region, and deny them a potential advantage. The two conjunctions in Ateri both offer chances to disrupt Grendel slave-taking operations.

In addition to these major conjunctions, the civil service report a number of smaller, more traditional conjunctions that all seem to open into locations around Ossauary that seem to culminate in a significant conjunction on Saturday evening, one suitable for a use by a large force of Imperial heroes (OOC: a skirmish).

By the time of the Spring Equinox summit, the civil service will have completed reports for each of the five major conjunctions, which will be presented the the generals during the Muster. The final decision about which two major conjunctions to exploit, and who will take part in the battles, is the heavy responsibility of the generals alone.

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381YE Spring Solstice Speaker's Notes

ĥHow might I gain the opportunity to increase the size of an army by weapons horde. fortifcation says the only effect of not paying upkeep is simply to give no effect this season.. noone believes this can be the case.... pleaseconfirm...

Cost of adding an autumn wing to the halls of knowledge.

Creating a missionary armada, how would this work. Going to a foreign nation and trying to convert.

Competing mandates, does loser spend liao? Ę a

- Historical research about the

- hand of chancellor - throne 119.2t(?)

- construct garden of grim - p miekarova s karov passed

- construct fortification karsk, lestasny - p karsk s miekarova passed

- Construct great work, pride in sarvos - p sarvos s tassato passed

- construct great work , pride in tassato - p tassato s astolat passed

- construct runeforge in redoubt, limus - p zenith s upwold passed

- create title of ambassador to thule, senate appointment - p kallavesa s morrow passed

Saturday pm

- appoint sumar ambassador karov s kallevesa incumbent

- appoint thule ambassador p civil servi,ceecure passed uha

- ,appoint senate guatd capt. P upwold s skarsind not elected

- disburse funds for wintermark army - p hahnmark s bregasland passed 125t

- ,construct sinecure varushka national p volodmartz s karsk passed

- construct folly phaleron library p hercynia s zenith passed

- construct great work, pride in urizen p morrow s hercynia pased

Saturday evening

- amend powers of imperial seer p madruga s mitwold failed

- amend powers auditor p mitwold s semmerholm passed

- construct legions rookery, great work pride p sermersuaq s hahnmark passed

- construct night mana sinecure redoubt , arcane arcxchitect

- construct docks sarvos asavaea p temeschwar s holberg passed

Sunday

- amend motion runforge to asavaean architect p kahraman s necropolis

- qmg resupply wolves of war

- qmg guerdon fires of the south, eastern sky, towerjacks, freeborn storm, bounders, hounds of glory

- throne address the empire

- great work pride reikos wayleave

- set guerdon p miaren s therunin

- appoint commonwealth p reikos s casinea

- amend motion fort to asavaean architect p therunin s reikos

- amend constitution to reference nations p skarsind s segura

- disseminate spider nerve cure p bregasland s conscience

- amend power of exorcist p segura s kahraman

- disburse funds to thanmir p necropolis s redoubt

- mentorship program p dean s sarvos

- butterfly reserve sinecure gloaming conclave appointment kiekarova wayleave

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381YE Summer Solstice Announcement by the Quartermaster General

Announcement of the Quartermaster’s Guerdon:

The Black Thorns

The Bounders

The Freeborn Storm

The Seventh Wave

The Wolves of War

The Golden Sun

The Eastern Sky

Are entitled to draw from the Imperial Guerdon following the Summer Solstice 381YE.

Approved by the Quartermaster General of the Imperial Armies

Overview

- This motion was approved by the Quartermaster General of the Imperial Armies using the legal power to authorize targets of the Imperial Guerdon granted to them by the Senate

Date

- Summer 381YE

Campaign Outcome

- Owners of military units who support one of the announced armies will receive a share of the Imperial Guerdon.

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381YE Summer Solstice Conclave sessions

Contents

- 1 Precedence

- 2 The Imperial Titles of the Conclave

- 3 Conclave Declarations

- 3.1 Friday Session

- 3.2 Saturday Session

- 4 Conclave Addresses

- 5 Order Vaults

- 5.1 Endowments

- 5.2 The Font

- 5.3 The Ilium Reserve

- 6 Clarifications

Precedence

The precedence and size of each order at the start of the summit were as follows:

1. The Golden Pyramid had 84 members.

2. The Rod and Shield had 69 members.

3. The Shuttered Lantern had 68 members.

4. The Sevenfold Path had 60 members.

5. The Unfettered Mind had 35 members.

6. The Celestial Arch had 28 members.

The Imperial Titles of the Conclave

The full list of Imperial Titles held in the Conclave at the end of the summit can be found here.

The following Imperial Titles were declared by the Conclave during the summit.

- Sibella of Phoenix Reach was appointed as the Gloaming Sentinel following the Friday session.

- Asenath was appointed the Penumbral Watcher following the Friday session.

- Volfe of Ashenhall was appointed Archmage of Spring following the Saturday session.

In meetings of the members of the appropriate orders, the following Grandmasters were appointed.

- Kyra Halcyon was re-appointed Grandmaster of the Unfettered Mind.

Conclave Declarations

Records show that 10 declarations were made during the Friday session, and 14 were made during the Saturday session. The details of these declarations and their outcomes were as follows: when a declaration is not one of Concord, its text may have been edited for standardisation purposes.

Friday Session

Speaker

Declaration of...

The Imperial Conclave declares

Outcome

Eudaemon of Halcyon

Sorcery

that Drefa Brackensong is a sorcerer.

Failed

Rosamund Holt

Neutrality

that a state of Neutrality shall exist between Yaw'nagrah and the Empire.

Failed

Arcadius Endsmeet-Arkarian

Candidacy

that Arcadius Endsmeet-Arkarian is the Penumbral Watcher.

Failed

Sibella of Phoenix Reach

Candidacy

that Sibella of Phoenix Reach is the Gloaming Sentinel.

Passed

Bronwyn Eliasdottir

Candidacy

that Bronwyn Eliasdottir is the Penumbral Watcher.

Failed

Drake de Coeurdefer

Candidacy

that Drake de Coeurdefer is the Penumbral Watcher.

Failed

Sister Mayia of the Shattered Tower

Candidacy

that Sister Mayia of the Shattered Tower is the Gloaming Sentinel.

Failed

Cerys Greenhealer

Candidacy

that Cerys Greenhealer is the Archmage of Spring.

Failed

Owain Farkas

Candidacy

that Owain Farkas is the Penumbral Watcher.

Failed

Asenath

Candidacy

that Asenath is the Penumbral Watcher.

Passed

Saturday Session

The Conclave made the following Declarations:

Speaker

Declaration of...

The Imperial Conclave declares

Outcome

Sirius Skybreaker

Amity

that a state of Amity shall exist between Tharim and the Empire.

Passed

Reichard von Holberg

Concord

the Empire deeply regrets the shattering of our relationship with Spring and seeks to redress.

Passed

Solomon

Amity

that a state of Amity shall exist between Rhianos and the Empire.

Passed

Gancius della Notte di Sarvos

Concord

the Myrmidons are not an Eternal.

Passed

Maurice de Gauvain

Interdiction

that Quickening Cold Meat is interdicted.

Failed

Raewynn Farkas

Concord

that the Conclave supports the creation of a new order - the Silver Chalice.

Passed

Azzurkhul of the Suns of Couros

Amity

that a state of Amity shall exist between Gilean, Llofir's Herald, and the Empire.

Passed

Halvyn Splitroot

Concord

the proposer of a successful declaration of Sorcery shall promptly, to the best of their ability, provide to the magistrates the sorcerer's name, social grouping, nation, physical description, known associates, known haunts and, where possible, an artist's impression.

Passed

Catalina Novarion

Dissemination

Crystalline Focus of Aesh to be distributed to Barbara Radz, Leader of the Eastern Alliance, Principality of Jarm
[1]

Passed

Vaan

Amity

that a state of Amity shall exist between Agon, Polemarch of Clarity, Zakalwe's Herald, and the Empire.

Passed

Volfe of Ashenhall

Candidacy

that Volfe of Ashenhall is the Archmage of Spring.

Passed

Alcuin Shatterspire

Imperial Lore

that the ritual Invocation of the Unknown Unknown shall be codified into Imperial Lore.
[2]

Passed

Andreas i Sol-Devorador i Erigo

Imperial Lore

that the ritual Golden Voyage shall be codified into Imperial Lore.
[3]

Passed

Conclave Addresses

Records show that 17 addresses were made during the Friday session, and 10 during the Saturday session. Per protocol, the titles of addresses are not recorded.

Order Vaults

The income detailed below will be given to each Grandmaster at the beginning of the next summit, along with any mana purchases they choose to make using their powers of funding.

Endowments

There were no endowments at this summit.

The Font

The income of mana at this summit was as follows.

- The basic font at this summit was 122 mana.

- The income from the Principle of Proportions was 207 mana.

- The remainder from previous seasons was 3 mana.

This gives a total font of 332 mana, which was divided thus:

- The Golden Pyramid received 81 mana.

- The Rod and Shield received 66 mana.

- The Shuttered Lantern received 65 mana.

- The Sevenfold Path received 57 mana.

- The Unfettered Mind received 33 mana.

- The Celestial Arch received 27 mana.

This left 3 mana, which will be added to the font to be divided at the end of the next summit.

The Ilium Reserve

The details of ilium divided among the orders was as follows.

- The Golden Pyramid received 3 ilium.

- The Rod and Shield received 3 ilium.

- The Shuttered Lantern received 3 ilium.

- The Sevenfold Path received 2 ilium.

- The Unfettered Mind received 2 ilium.

- The Celestial Arch received 1 ilium.

Clarifications

1. This was paid for at the Summit, and the Civil Service are making arrangements for it to be sent to the intended recipient.

2. The Civil Service were unable at the time to confirm receipt of payment or ritual text for this ritual, so it could not be codified. The matter has since been resolved.

3. The Civil Service were unable at the time to confirm receipt of payment or ritual text for this ritual, so it could not be codified. The matter has since been resolved.

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381YE Summer Solstice Imperial elections

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

This page was updated throughout the event as elections and vacant positions occurred (i.e. opportunities!). Now the event is over we will tidy up the last few position title holders and transfer this information over to the rolling historical record that can be found here

Please note the following titles have either lapsed or been vacated:

- None yet listed

Senate

- Senator for Feroz:Chiara i Zaydan i Riqueza

- Senator for Weirwater:Lady Eve of House Orzel

- Senator for Bastion:Sammual

- Senator for Sarvos: Magdelena Alanga Di Sarvos (Incumbent)

- Senator for Mitwold: William Guildenstern

- Senator for Miaren:Llewellyn Leafstalker (Incumbent)

- Senator for Redoubt:Probus of Shattered Spire (Incumbent)

- Senator for Karov:Pipski of the Vor'ezi

- Senator for Sermersuaq:Atte (Incumbent)

- Ambassador to the Commonwealth: Cael Splitroot

- Ambassador to Asavea:Jarrigk Wegwandelaar

- Imperial Consul: Aureliana Perpetua Nicasia Saverio di Sarvos

- Guardian of Dunfrith: Kai of Wintermark

- Keeper of the Crystal Vale: Torrun Volcarona

- Keeper of the Imperial Menagerie: Kaye Griffihs Bain

- Grim Gardener: Maegruth Bearonovic Strascovic

- Keeper of Beroslav Rest: Goram Berislavin Kovacovick

- Master of the Tassato Mana Exchange: Edwin Sanguineo di Tassato (not Lucia Sanguineo di Tassato who already has a proxy title)

- Master of the apothecary clearing house in Tassato: Wilhelmina Aurora Sanguineao

- Keeper of the Golden Fields: Tom O'Haye

- Broken Shield Guardian: Redhand Gezzar

- Captain of the Senate Guard: Keelin Foxden

- Minister of Historical Research: Ioseph of Phoenix Reach

- Head Gardener of Urizen: Alcuin of the Spire of Shattered Art

Imperial Military Council

- General for Red Wind Corsairs: Estana i Mestiere i Guerra (incumbent)

- General for Golden Sun:Zoran Orzel (incumbent)

- General for Granite Pillar:Mathayus (incumbent)

- General for Summer Storm:Irontide Skar (incumbent)

- General for The Drakes:Will Talbot (incumbent)

- General for The Tusks: Merry Woodville

- General for Black Thorns:Eira Pridestalker

- General for The Citadel Guard:Nicassia Abicia (incumbent)

- General for Army of the Northern Eagle:Akstis Elgulys

- General for Fist of the Mountain:Erkenbrand (incumbent)

- General of the Bounders: Richard Lambrook

- General of the Wolves of War is currently the Throne as Gabriel Barossa was removed under the Throne power of Defender of the Empire

Imperial Synod

- Cardinal of Courage: Jorma Steelhail

- Cardinal of Wisdom: Agnetha De Rondell of Dawn

- Cardinal of Loyalty: Caleb of Reumah's Redoubt, Highguard

- Gatekeeper of Courage: Nina of Cantiarch's Hold

- Gatekeeper of Wisdom: Amris of Varushka

- Gatekeeper of Loyalty: To be confirmed, retained by incumbent.(Tess of the Marches)

- Virtue Inquisitor of Courage: Lucifer, Son of Cyrus of Highguard

- Virtue Inquisitor of Wisdom: To be confirmed, retained by incumbent. (Sariel of Highguard)

- Virtue Inquisitor of Loyalty: To be confirmed, retained by incumbent. (Corwin Leafstalker of Navarr)

- Imperial Inquisitor: Martin Orchard of the Marches

Imperial Conclave

- Grandmaster of the Unfettered Mind:Kyra of Halcyon Spire (The Incumbent)

- Penumbral Watcher: Asenath

- Gloaming Sentinel: Sibella of Phoenic Reach

- Archmage of Spring: Volfe of Ashenhall

The Grandmasters are appointed by the members of their orders. Any member of the order can vote in a closed session to pick one of their number to lead the Order for the coming year. As always, all other Imperial Conclave titles may be reappointed at any time through a Declaration of Candidacy.

Imperial Bourse

Imperial

- The Damation Cliffs: Vieri Allori (355 thrones)

- The Night Quarry: Thalia of Netherwatch (306 thrones)

- The Arratan Gamble: Liora of the Silver Chantry (300 thrones)

- Sutton Stone Quarries: Peter Carter (287 thrones & 4 crowns)

Imperial Wayleaves

- Brother Dagon of the Shattered Tower (10 thrones)

- Dalibor Marik di Saverio (5 thrones 1 crowns)

- Azzam i Zaydan i Riqueza (5 thrones)

Imperial seats will be auctioned openly. Any citizen may bid for control of one of these valuable resource seats.

National

- The Brilliant Shore: Sunhammer Dav

- The Granites of Veltsgorsk: Vtaly Grigorovich Dukov (incumbent)

- Mistress of the Glass Parador: Safya i Kalamar i Guerra

- Vigilant Swan: Bartimaeus

- Northbound Trademaster: Jan von Temeschwar (incumbent)

- Broker of Treji Wayhouse: Senwyn Ironroot

- Brock's Toll: Tristan

- Sheriff of Overton: No longer in Imperial hands

- Gloaming Road: Note this is a resource, but is not an Imperial title

- Overseer of the Cavabianca Dock: not appointed, taken forward to Autumn 381YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=381YE_Summer_Solstice_Imperial_elections&oldid=56053"

381YE Summer Solstice Imperial titles

Contents

- 1 The Imperial Senate

- 1.1 The Throne

- 1.2 The Freeborn senators of The Brass Coast

- 1.3 The senators of Dawn

- 1.4 The senators of Highguard

- 1.5 The senators of The League

- 1.6 The senators of The Marches

- 1.7 The senators of the Navarr

- 1.8 The senators of Urizen

- 1.9 The senators of Varushka

- 1.10 The senators of Wintermark

- 1.11 The senator of the Imperial Orcs

- 1.12 Other Imperial Senate positions

- 1.13 Commissioners appointed by senators

- 1.14 Sinecures and Ministries selected by senators

- 2 The Military Council

- 2.1 The Generals of The Brass Coast

- 2.2 The Generals of Dawn

- 2.3 The Generals of Highguard

- 2.4 The Generals of the Imperial Orcs

- 2.5 The Generals of The League

- 2.6 The Generals of The Marches

- 2.7 The Generals of Navarr

- 2.8 The General of Urizen

- 2.9 The Generals of Varushka

- 2.10 The Generals of Wintermark

- 2.11 Other Military Council Positions

- 3 The Imperial Synod

- 3.1 Ambition

- 3.2 Courage

- 3.3 Loyalty

- 3.4 Pride

- 3.5 Prosperity

- 3.6 Vigilance

- 3.7 Wisdom

- 3.8 The Way

- 3.9 Other Synod positions

- 4 The Imperial Conclave

- 4.1 Archmagi

- 4.2 Grandmasters of the Orders

- 4.3 Other Imperial Conclave Positions

- 5 The Imperial Bourse

- 5.1 Imperial Bourse Positions

- 5.2 National Bourse Positions

- 5.3 Other Bourse Titles

- 6 Miscellaneous

The Imperial Senate

The Throne

- The Empress : Lisabetta Giacomi von Holberg of the League

The Freeborn senators of The Brass Coast

- Senator for Feroz: Chiara i Zayden i Riqueza

- Senator for Kahraman: Qusay i Kalamar i Guerra

- Senator for Madruga: Anwar i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond de Rondell

- Senator for Semmerholm Escalados de Carsenere

- Senator for Weirwater: Lady Eve Orzel

The senators of Highguard

- Senator for Bastion: Sammual, of the Cohort of the Winter Bear

- Senator for Casinea: Barrabas

- Senator for Necropolis: Ianthe, of Raven's Watch

- Senator for Reikos: Cadeus, of the Shattered Tower

The senators of The League

- Senator for Holberg: Irina Arkady Staryn Von Holberg

- Senator for Sarvos: Magdelena Alagna di Sarvos

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Gant Archama

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: William Guildenstern

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Senator for Hercynia: Ranulf Pridestalker

- Senator for Miaren: Llewellyn Leafstalker

- Senator for Therunin: Willa Farkus-Vigil

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Probus of Shattered Spire

- Senator for Zenith: Edmundo of Endsmeet

The senators of Varushka

- Senator for Karsk: Maarit

- Senator for Karov: Pipski Bearonovitch Strascovich of the Vor'azi

- Senator for Miekarova: Father Nikolovich Drakov

- Senator for Volodmartz: Vuk the Wolfeater

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Olle Markusson

- Senator for Sermersuaq: Atte

The senator of the Imperial Orcs

- Senator for Skarsind: Irontide Vio

Other Imperial Senate positions

- The Conscience of the Senate is Ingrid Sigeing

- The Dean of the Academy is Faustina Notturno Di Sarvos

- The Advisor on orc affairs is Bloodcrow Yargol

- The Minister of Historical Research is Ioseph of Phoenix Reach

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Ambassador to Asavea is Jarrigk Wegwandelaar

- The Ambassador to Axos is Tarquinius of Ankarien

- The Ambassador to Jarm is Oswi Twice-burned

- The Ambassador to the Iron Confederacy is vacant

- The Ambassador to Faraden is Tal'Shar i Zabala i Erigo

- The Ambassador to the Commonwealth is Cael Splitroot

- The Ambassador to the Sumaah Republic is Vera Runova Helgrod

- The Ambassador to the Sarcophan Delves is Thanmir Hrafnar

- The Advisor on the Vallorn is Siân Eternal

- The Imperial Consul is Aureliana Perpetua Nicasia Saverio di Sarvos

Commissioners appointed by senators

- Note: The Imperial Senate voted to abrogate the Civilian Commissioners at the Winter Solstice 380YE, meaning those titles no longer exist.

- The Crystal Architect of the Spires is vacant

- The Imperial Master of Works is vacant

Sinecures and Ministries selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Dredgemaster of Feverwater is Brennyn of Bronwyn's Rest

- The sinecure of Dean of Pilgrims is vacant

- The sinecure of Custodian of the Starlight Drift is held by Palaphon

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Glorious Fountain is held by Tatiana of Auric Horizon

- The sinecure of Mayor of Caricomare is held by Aria di Notturno di Sarvos

- The sinecure of Custodian of the Claw is held by Valeria of Phoenix Reach

- The sinecure of Keeper of the Tower of the Fall is Elyssian

- The sinecure of Gatekeeper of Falling Snow is Pendraed the Maker

- The sinecure of Master Apothecary is Freya Kreftinar

- The sinecure of Custodian of the Storm Vault is Xanthius Echostorm

- The sinecure of Shepherd of the Great Herd is Sunhammer Kirrik

- The sinecure of Healer of Dawn is Isabella de Rondell

- The ministry of Master of the Clearing House is Wilhelmina Aurora Sanguineo

- The ministry of Steward of the Tassato Mana Exchange is Edwin Sanguineo di Tassato

- The sinecure of Master of the School of Exorcism is Naomi of Felix's Watch

- The sinecure of Keeper of Aurelie's Garden is Kiarten Twofeet, of Navarr

- The sinecure of Herbalist of the Hearth is Brienne-Walda Stormborn

- The sinecure of Preceptor of the Skarsind College of Warcasting is Irontide T'onk

- The ministry of High Herbalist of Sybella is Tolame of the Scions of Ravensfell

- The sinecure of Guardian of Dunfrith is Kai of Wintermark

- The sinecure of Granger of the Golden Orchard is Merel Pathfinder

- The sinecure of Storm Shaman is Ashborn Rauur

- The sinecure of Keeper of the Dour Fens is Bill of Middleton

- The sinecure of Jade Custodian is Giacomo Corvinoscuro

- The ministry of Celesti Lighthouse Keeper is Bakar i Erigo

- The sinecure of Eternal Flame of Miaren is vacant

- The sinecure of Broken Shield Guardian is Redhand Gezzard

- The sinecure of Keeper of the Crystal Vale is Torunn Volcarona

- The sinecure of Head Gardener of Urizen is Alcuin of the Spire of Shattered Art

- The sinecure of Grim Gardener is Maegruth Bearonovitch Strascovitch

- The sinecure of Keeper of the Golden Fields is Thomas of Hay

- The sinecure of Keeper of Beroslav Rest is Goran Berislavin Kovacevic

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Marciel i Riqueza of the Fire of the South

- Admiral Edgardo i Ruiloba i Guerra of The Freeborn Storm

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Zoran Orzel of the Golden Sun

- General Vincent Vexille of the Eastern Sky

- General Garravaine de Rondell of the Gryphon's Pride

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Cayleb of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Bloodcrow Morgur of the Winter Sun

- General Irontide Skar of the Summer Storm

The Generals of The League

- General Lisabetta Giacomi von Holberg of the Wolves of War following use of Defender of the Empire power.

- General Natalia Barossa of the Towerjacks

The Generals of The Marches

- General Marius Woodville-Talbot of The Tusks

- General Will Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General Rickard of Lambrook of the Bounders

The Generals of Navarr

- General Eira Pridestalker of the Black Thorns

- General Brennos Brackensong of the Quiet Step

The General of Urizen

- General Nicassia Avicia of Phoenix Reach of the Citadel Guard

The Generals of Varushka

- General Akstis Eigulys of the Army of the Northern Eagle

- General Nikolai Zakharovic Prochnost of the Army of the Golden Axe

- General Magnus Prochnost of the Army of the Iron Helms

The Generals of Wintermark

- General Iron Osric of the Green Shield Army

- General Erkenbrand of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Heilyn Bronwen's Rest, of Navarr

- The Quartermaster General of the Imperial Armies is Brendan Brackensong

- The Imperial Fleet Master is Estaban Del Rio Blanco

The Imperial Synod

Ambition

- Cardinal Severin Teyhard von Holberg of the League

- Gatekeeper Viviane de Coeurdefer of Dawn

- Virtue Inquisitor Ranae de Rondell of Dawn

Courage

- Cardinal Jorma Steelhail of Wintermark

- Gatekeeper Nina of Cantiarch's Hold, of Highguard

- Virtue Inquisitor Lucifer, Son of Cyrus of Highguard

Loyalty

- Cardinal Caleb of Reumah's Redoubt, of Highguard

- Gatekeeper Tess of the Marches

- Virtue Inquisitor Corwin Leafstalker of Navarr

Pride

- Cardinal Azekah of Zepheniah's Lament of Highguard

- Gatekeeper Astrid Fjellrevening Rezia di Tassato of The League

- Virtue Inquisitor Rane Jorunsdottir of Wintermark

Prosperity

- Cardinal Ricardo Almieda Desmondo di Tassato

- Gatekeeper Morgan Leafstalker of Navarr

- Virtue Inquisitor Vauraus Korppitkotka of Wintermark

Vigilance

- Cardinal Irada von Temeschwar, The League

- Gatekeeper Aarne Ceorling of Wintermark

- Virtue Inquisitor Adamah of Highguard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper: Amris of Varushka

- Virtue Inquisitor Sariel of Highguard

The Way

- Cardinal Atla of the Imperial Orcs

- Conscience of the Senate Ingrid Sigeing of Wintermark

- Virtue Inquisitor Yarrick Ursan of Wintermark

Other Synod positions

- The post of High Exorcist is held by Solas of the Waxing Sun, of Urizen

- The post of Imperial Inquisitor is held by Martin Orchard, of the Marches

- The post of Custodian of the Imperial War Memorial is vacant

- The post of Imperial Chaplain Consular is held by Bloodcrow Ergot of the Imperial Orcs

- The post of Seer of the Gateway is held by Livia of the Spire of the Celestial Cascade, or Urizen

- The post of Auditor of Senatorial Accountability is held by Zeno, Stallion's Sibling of Urizen

- The post of High Bard of the Empire is held by Kaywenn du Launcet, of Dawn

- The post of Voice of Barbs is held by Corey Brackensong

- The post of Curator of the Printer's Guild Museum is held by Taddea Ginori

- The post of Curator of the White City Museum is held by Apollos of Highguard

- The post of Watcher of Britta's Pool is held by Eldeen Wulfssdottir of Wintermark

- The coordinator of the Limitu Principality House of the Way is Lord Marcus Drummond

- The post of Dean of Laroc Cathedral is held by Odelina de Rondell of Dawn

- The post of Guardian of Giselle's Tomb is held by Casimir Marcellino di Sarvos of the League

- The post of Crow Keeper of the Rest is held by Nils Bardstrom of Wintermark

The Imperial Conclave

Archmagi

- Volfe of Ashenall is Archmage of Spring

- Solomon is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Sirus Skybreaker is Archmage of Winter

- Gancius della Notte di Sarvos is Archmage of Day

- Elyssiathain of Endsmeet is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Catalina Novarion

- Grandmaster of the Order of the Golden Pyramid Arsenio Sanguineo Rezia di Tassato

- Grandmaster of the Order of the Rod and Shield Aethelstan

- Grandmaster of the Order of the Sevenfold Path Zephaniah of Highguard

- Grandmaster of the Order of the Shuttered Lantern Gregor

- Grandmaster of the Order of the Unfettered Mind Kyra of Halcyon Spire

Other Imperial Conclave Positions

- Simargl, "the Empty One" of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Abel of Reikos' Renown of Highguard serves as Bursar of the Conclave

- Cyrus, son of Felix of Highguard serves as Imperial Magus

- Finn Finnson serves as the Imperial Seer

- Vitore Van Temeschwar serves as the Arcane Architect

- Brother Luke of the Shattered Tower of Highguard serves as Master of Ice and Darkness

- Helios Bitter Chalice, of Urizen serves as Imperial Censor

- Asenath, of Highguard, serves as Penumbral Watcher

- Sibella of Phoenix Reach, of Urizen, serves as Gloaming Sentinel

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Liora of the Silver Chantry (300 Thrones)

- The Brilliant Star is held by Vasiliy Krenyenkov Valeskai Strascovich (590 Thrones)

- The Canterspire Circle is held by Rada Prochrost (50 Thrones)

- The Damation Cliffs are held by Vieri Allori (355 Thrones)

- The Fortress of Salt is held by Tobias Shanks (600 Thrones)

- The Golden Trees of Seren are held by Adelajda von Temeschwar (50 Thrones, 2 Crowns)

- The Great Forest at Reikos is held by Nemuel of Ravensfell (56 Thrones)

- The Great Mine of Briante is held by Silvia Alcham (200 Thrones)

- The Great Pits of Ennerlund is held by Lukash Biessek von Temeschwar (590 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (50 Thrones)

- The Hunt of Alderei the Fair is held by Dyta von Temeschwar (50 Thrones)

- The Night Quarry is held by Thalia of Netherwatch (306 Thrones)

- The Scorrero Nets are held by Saura Splitroot (75 Thrones)

- The Sutton Stone Quarries are held by Peter Carter (287 Thrones & 4 Crowns)

- The Syrene's Wisdom is held by Hepzibah of Reumah's Redoubt(90 Thrones)

- The Weirwater Vales are held by Jack Plank (50 Thrones)

- The Singing Caves are held by Falko Von Temeschwar (165 Thrones)

National Bourse Positions

- The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa (68 Thrones)

- The Master of the Imperial Mint (League) is Lieselotte van Holberg (10 Thrones)

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Losak

- The Eternal Shafts of Time (Varushka) are held by Tomasz

- The Granites of Veltsgorsk (Varushka) are held by Vitaly Grigorovich Dukov

- The Brilliant Shore (Imperial Orcs) is held by Sunhammer Dav

- The Vigilant Swan (Highguard) is held by Bartimaeus of the Shattered Tower

- The Pride of Ikka's Tears (Wintermark) is held by Raknar Stormspire

- The Gift of the Dwindling Star (Varushka) is held by Jarek the Peaceful

- The Stonefield Ice Caves (Wintermark) are held by the Thule

- The Legacy (Urizen) is held by the Grendel

Other Bourse Titles

These titles are appointed through the Bourse, but do not give the holder a Seat on the Imperial Bourse.

- Errol is Bailiff of the Grand Market

- Sagua i'Ezmara i'Murit i'Erigo is the Dhomiro of the Cinnabar Hills

- Safya i Kalamar i Guerra is Mistress of the Glass Parador

- Claus Friedrich von Holberg is the Custodian of the Assayer's Guild

- Esteban i Ezmara i Erigo is the Vizier of the Incarnadine Satchel

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Maryc is the Castellan of Spiral Castle

- Irontide Flax is the Foreman of the Mines of Gulhule

- Irontide Krag is the Bonesetter of Torfast Trading Post

- Cenwyn Ironroot is the Broker of Treji Wayhouse

- Jan Von Schmied de Temeschwar is the Northbound Trademaster

- Pavel Novak is the Overseer of the Westward Road

Miscellaneous

- The Operator of Brock's Toll is Tristan of house de Rondell of Dawn

- The Keeper of the Imperial Menagerie is Kay Griffinsbain

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381YE Summer Solstice Senate sessions

Overview

- Imperial treasury during this season announced by the Civil Service at  ???

Motions

Passed

- Abrogate motion to construct the Signori d’Argento Vineyards

- Accept Orcs of the Great Forest treaty

- Allocate the Damatian Cliffs

- Amend powers of the High Bard

- Amend the use of the Imperial breadbasket

- Amend title of Custodian of the Imperial War Memorial

- Appoint Asavean Ambassador III

- Appoint Captain of the Senate Guard III

- Appoint Imperial Consul II

- Appoint Iron Confederacy Ambassador II

- Appoint Minister for Historical Research II

- Auction the rights to name the Sinkhole

- Construct an inspirational shrine to Cora Holdfast

- Construct Embassy to the Thule

- Construct the market town of New Dunhall

- Construct a road connecting the Thule to the Torfast Trading Post

- Construct the Signori d’Argento Vineyards

- Construct trade hub in Upwold

- Construct a Trade Hub to Axos

- Create law of protection for humans in Mournwold

- Create title of Delver of the Depths

- Disburse funds for strategic magic III

- Disburse funds for Wintermark army IV

- Distribute food to the thralls of Mournwold

- Establish The Silver Chalice

- Recognise ducal house

- Send two civil service surveyors to aid the Sarcophan Delves

Failed

- Re-employ civil service historical researchers as prognosticators

- Create title of Chaplain Military

- Amend powers of Conclave

Administrative

- Appoint Commonwealth ambassador II

Announcements

- Declaring war on the Druj using the power of Declaration of War, Disburse funds for the Empress IV using the power of The Hand of the Chancellor, Intent to exercise right of Address and Warmage Heilyn of Bronwen’s Rest shall address the citizens of the Empire by the Empress Lisabetta

- 381YE Summer Solstice Announcement by the Quartermaster General

- Research the Spring and Summer Mage known as Star by the Advisor on the Vallorn

- Research Aneira Dancewalker and her brother Eurion Dancewalker by the Dredgemaster of Feverwater

Commissions

- Construct the Glass Point Cove by Dalibor Marek do Saverio Von Temeschwar, as holder of an Imperial Wayleave

- Construct the Signori d’Argento Vineyards II by Brother Dagon of the Shattered Tower, as holder of an Imperial Wayleave

- Construct a reliquary in the mountains of Gildermark by Azzam i Zaydan i Requeza, as holder of an Imperial Wayleave

No announcements by the Crystal Architect, the Minister of Historical Research, or the Minister for Imperial Works.

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381YE Summer Solstice Speaker's Notes

1) can the marcher bread basket be used alleviate the situation in the mourn?

- Yes. This would require a motion, and would replace its two current effects (Providing additional money to Marcher Farms and Providing a Backstop for Army Supply). You would also require another motion to change it back.

2) can appointment of ambassadors be handled by administrative motion?

- No.

3) any outstanding historical research?

- Yes. (We believe there is one). If you believe otherwise, please let us know.

4) specify the duration of historical research minister please.... believe one year, not written down.

- One Year. We'll review

5) can we restrict the sale of an imperial bourse post to specific nations citizens

- No, beyond making it National.

6) do we think the jarmish and axou opportunities would adversely affect each other if we built them both in tassato?

- No, we do not think so, but the Civil Service would like to point out that the Axou would prefer either Cargo or Crown's Quay.

7) could there be a "roll of honour" for citizen imperial budget contributions?

- No, but these are noted on the Senate Budget and this can be provided by the Master of the Mint.

8) axos trading enclave costs?

- Liao One - 20 Wains of White Granite

- Benefits of the other one is to be negotiated, and we cannot cost it until we know more (Its costs will be based on a ministry)

9) thule ambassador - what about any implicit ministry?

- Ministry is associated with the Embassy, not the Ambassador

10) can we move the end if ambassador service to Saturday evening not friday, to avoigaps in authirity

11) cost for a new order ofr mages? 30mithril 60T

Motions for the friday

1: The throne will exercise her power of declaration of war. Senate Announcement by the Throne. Deckared war on tye druj.

2: Amendment to High Bard: set a seasonal stipend. Amount tbd on senate floor. Weirwater/Semmerholm. P 1t

3: Allocate the Damatian Cliffs as an Imperial Resource. Kallavesa/Hahnmark. P

4: to disburse funds for the levying of the third Wintermark army, working title "The Blood Cloaks". Hahnmark/Kallavesa. Withdrawn

5: the civilians of the mournwold are recognized as Imperial citizens and thereby afforded protection under law. Any individuals causing the death of citizens through actions or orders will be prosecuted under full force of law. Mitwold/Morrow P

6: change the law: conclave can raise a Declaration of Remorse, striking named ritual from Imperial lore, at cost currently estimated at 25 thrones, to be provided by the persons ralaising the declaration. Madruga/Upwold F

7: divert civil service resources from historical research to prognostication. Instead, They are tasked to identify sentinel gate conjunctions aligned with areas of interest defined by the senate or other suitable agencies. Sarvos/ Tassato F

8. Create imperial title of Chaplain Military, An imperial title of the synod, reminds generals to be virtuous. Necropolis/casinea. F

9. Motion to appointment of imperial consul. Segura/hercynia

10. Motion to appoint ambassadir to the commonwealth. Cael splitroot

11. Motion to appoint ambassador to Asavea. Semmerholm/miaren

12. Empire to lend aid in form of two civil architects from the league to the Bedelaar huisbaas Diepenbeck, aiding in dredging sarcophan delves. Casinea/Astolat. P 1,2

13 faraden tradehub in kings stoke, P 3

For saturday 3pm

14. Address; master of the mint.

15. Anounce, dredgemaster research "ameira dancewalker" general quiet step long ago.

16. Auction exploitation of the sinkhole to imperial title "delver of the depths", weltsilver, zero wains, 5t upkeep, *will prevent access by private mikitary captains* miaren/ therunin P

17. Appointment of imperial consul. Segura/hercynia Aureliana perpetua nicasia di sarvos

18. Appoint ambassador to Asavea. Semmerholm/miaren jarrigk wegwandelear

19. Sinecure shrine to cora holdfast exemplar of loyalty reikos/astolat P suv5

20. Sell naming rights to eastern sinkhole through bourse dean/volodmartz p

21. Disburse funds wintermark army hahnmark kallevesa P 100t

22. Embassy to Thule in mieakarova volodmartz/karsk P surv4

For saturday 9pm

23) address by high bard

24) anounce wayleaf - mana site, sarvos dalibor marek

25) appoint minister for historical research hercynia/miekarova

26. Appoint captain of senate guard - conscience/necopolis

27) road connecting thule to torfast trading post skarsind/temeschwar sur6. Passed.

28) axos trade hub ib necropolis tassato/sarvos sur7. Passed.

29. Construct market town, coin sinecure, sermesuaq/conscience sur8. Passed at 30.

30. construct vineyard coin sinecure in sarvos. holberg/temescwar sur9. Passed.

31. Glass point wayleave. Mana sinecure.

32. disbursement for strategic magic zenith/madruga. Passed at zero.

Sunday senate

33. Ratify treaty with great forest orcs. Holberg/Feroz

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381YE Summer Solstice Synod judgments

Contents

- 1 The Imperial Titles of the Synod

- 1.1 Other Synod-Appointed Titles

- 2 Appointments

- 2.1 Appointment of the Cardinal of Courage

- 2.2 Appointment of the Cardinal of Wisdom

- 2.3 Appointment of the Imperial Inquisitor

- 2.4 Appointment of the Cardinal of Loyalty

- 3 Synod Judgements

- 4 Statements of Principle

- 5 Judgements to be carried forwards

- 6 Synod Funds

- 7 Visionaries

- 8 Assembly Strength

The Imperial Titles of the Synod

At the end of the Summer Solstice, 381YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Virtue Inquisitor

Ambition

Severin Teyhard von Holberg of the League

Viviane de Coeurdefer of Dawn

Ranae de Rondell of Dawn

Courage

Jorma Steelhail of Wintermark

Nina of Cantiarch's Hold

Lucifer, Son of Cyrus of Highguard

Loyalty

Caleb of Reumah's Redoubt, Highguard

Tess of the Marches

Corwin Leafstalker of Navarr

Pride

Azekah of Highguard

Astrid Fjellrevening Rezia di Tassato of The League

Rane Jorunsdottir of Wintermark

Prosperity

Ricardo Almieda Desmondo di Tassatto of the League

Morgan Leafstalker of Navarr

Vauraus Korppitkotka of Wintermark

Vigilance

Irada von Temeschwar of the League

Aarne Ceorling of Wintermark

Adamah of Highguard

Wisdom

Agnetha De Rondell of Dawn

Amris of Varushka

Sariel of Highguard

The Way

Atla of the Imperial Orcs

Ingrid Sigeing of Wintermark

Yarrick Ursan of Wintermark

Other Synod-Appointed Titles

Title

Held By

Appointed By

Renews

High Exorcist

Solas of the Spire of the Waxing Sun, Urizen

Assembly of Nine

Winter Solstice

Auditor of Senatorial Accountability

Zeno, Stallion's Sibling of Urizen

Assembly of Nine

TBC (likely Spring Equinox)

Imperial Inquisitor

Martin Orchard of the Marches

Assembly of Nine

Summer Solstice

Custodian of the Imperial War Memorial

Vacant

Unknown

Sinecure; until death, revocation or abdication

Imperial Chaplain Consular

Bloodcrow Ergot of the Imperial Orcs

Cardinal of The Way

Spring Equinox

Seer of the Gateway

Livia Cascade of Urizen

Assembly of Nine

Until death, revocation or abdication

High Bard of the Empire

Kaywenn du Launcet of Dawn

Assembly of Nine

Spring Equinox

Voice of Barbs

Corey Brackensong of Navarr

Navarr National Assembly

Winter Solstice

Curator of the Printer's Guild Museum

Taddea Ginori of the League

Cardinal of Prosperity

Sinecure; until death, revocation or abdication. When a new Cardinal of Prosperity is appointed they may choose to name a replacement.

Curator of the White City Museum

Apollos of Highguard

Highguard National Assembly

Sinecure; until death, revocation or abdication.

Watcher of Britta's Pool

Eldeen Wulfssdottir of Wintermark

Wintermark National Assembly

Sinecure; until death, revocation or abdication.

Dean of Laroc Cathedral

Odelina de Rondell of Dawn

Dawn National Assembly

Sinecure; until death, revocation or abdication.

Crow Keeper of the Rest

Nils Bardstrom of Wintermark

Wintermark National Assembly

Sinecure; until death, revocation or abdication.

Guardian of Giselle's Tomb

Casimir Marcellino di Sarvos of the League

League National Assembly

Sinecure; until death, revocation or abdication.

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Appointment of the Cardinal of Courage

Candidate

Votes Received

Outcome

Jorma Steelhail of Wintermark

162 votes

Appointed as Cardinal

Nina of Cantiarch's Hold, Highguard

34 votes

Levitia of Urizen

22 votes

Rhishart of Urizen

8 votes

Eyzs of Varushka

0 votes

Cardinal Jorma appointed Nina of Cantiarch's Hold, Highguard as Gatekeeper

-

-

Cardinal Jorma retained Lucifer of Highguard as Virtue Inquisitor

-

-

Appointment of the Cardinal of Wisdom

Candidate

Votes Received

Outcome

Agnetha De Rondell of Dawn

154 votes

Appointed as Cardinal

Sejanus of Urizen

104 votes

-

Cardinal Agnetha retained Amris as Gatekeeper

-

-

The Civil Service is awaiting confirmation of the retention or appointment of the Virtue Inquisitor from Cardinal Agnetha

Appointment of the Imperial Inquisitor

Candidate

Votes Received

Outcome

Martin Orchard of the Marches

7 votes

Appointed as the
Imperial Inquisitor

Yarrick Ursan of Wintermark

1 vote

-

Ephron of Adina’s Charge from Highguard

0 vote

-

Amahel of Navarr

0 votes

-

Appointment of the Cardinal of Loyalty

Candidate

Votes Received

Outcome

Caleb of Reumah's Redoubt, Highguard

62 votes

Appointed as Cardinal

Ser Criseyde of Dawn

60 votes

Tamain of House Sepulcre of Dawn

44 votes

Uskolli of Wintermark

20 votes

The Civil Service has not yet received confirmation of the retention or appointment of Gatekeeper or Virtue Inquisitor. The incumbents retain the title until this point.

Synod Judgements

At the Summit, the following judgements were made by the Assemblies of the Synod:

Number

Assembly

Judgement

Raised By

Outcome

1

Courage

Appointment of the Cardinal.

Civil Service

Jorma was appointed

2

Wisdom

Appointment of the Cardinal.

The Civil Service

Agnetha De Rondell was reappointed

3

Nine

Appointment of the Imperial Inquisitor

The Civil Service

Martin Orchard was appointed

4

Loyalty

Appointment of the Cardinal.

The Civil Service

Caleb was appointed.

5

General

Veto. To Veto the Senate proposal to abrogate the High Exorcist Stipend of 7 thrones per season from the Imperial Budget and grant them the power to withdraw 7 Thrones from the Virtue Fund without the Synod being at to vote or veto.

Zastyt, the feeder

Not upheld 180 - 286

7

General

Rewarding. 5 Thrones to Livia Cascade for purchasing liao and other accoutrements for the tasks of the Seer of the Gateway.

As a power of the Seer of the Gateway this Judgement passes without a vote.

Livia Cascade

Upheld automatically

8

General

Rewarding. To provide 30 Thrones to Erasmo di Tassato to distribute to those Grandmasters who have of late offered aid to priests of the Synod regarding religious matters.

Erasmo di Tassato

Upheld 438 - 180

9

General

Condemnation for heresy. In the persistent preaching of the rejected doctrine of The Beyond as Truth, Yael of Highguard has performed continuing acts of heresy. We, the general assembly of the Imperial Synod thereby condemn Yael of Highguard on charge of heresy; on account of active teaching and promotion of false doctrine.

Aarne Ceorling

Upheld 1286 - 404

Greater Majority

Imperatrix Lisabetta invoked the Throne's Power of
Custodian of Virtue
, making this judgement require a Greater Majority to pass.

Cardinal Irada invoked her power to extend scrutiny.

Yael plead guilty to the charge of heresy and was executed.

10

General

Recognition of an Exemplar. Escalation of Judgement 26 from Spring 381 YE.

I propose that Anabela di Regario be recognised as Exemplar of Ambition for the following signs:

Benevolence: Ending petty disputes between princes rather than settling scores.

Salvation: Converting rival princes from vengeance in favour of ambitious competition.

Inspiration: Lasting mark on League national character and an example of virtuous statecraft.

Legacy: She is the founder of Tassato and left a legacy of aspiration and competition.

Dietrich

Upheld 686 - 204

11

Prosperity

Inquisition. I call Abel of Reikos Reborn, Bursar of the Conclave, to inquisition at 1pm on Saturday (Summer Solstice 381YE) at Lumi’s Tea House in Wintermark to investigate his actions on behalf of the Conclave with a view to commending his actions as Prosperous.

Vauraus Korppitkotka

Upheld 88 - 0

13

Courage

Sanction: Vindication. Escalation of Judgement 69 from Spring 381 YE.

Madyn Bitterbark has suffered trial by inquisition and not found wanting. She acted and was not shamed by inaction.

Lucifer

Upheld 88 - 0

16

General

Rewarding. Seek contribution of 30 thrones towards the building of the fortification in Reikos on the border with the Druj. The construction should be finished as soon as possible in view of the impending war with the enemy.

Lev Unbound

Upheld 700 - 346

17

General

Rewarding. Dunharth Hall has been destroyed in the sinkhole in Hanhnmark. The family were vigilant in saving lives but lost possessions and resources when the hall fell. We are asking 30 thrones to purchase white granite and other materials to build a market town in Hahnmark. This would help us rebuild, be stronger and more Prosperous as a family and in turn would enable us to then support the nation and the Empire. We have the Ambition to complete this and Pride in our family and nation. Without strong foundations we cannot rebuild.

Edythe Dunne

Not upheld 394 - 502

18

Pride

Inquisition. We call Franco i Erigo to inquisition to better understand their account last season regarding trade with Asaveans. This will be held 6pm (Saturday, Summer Solstice 381 YE), Sherard Hunters Hall, Wintermark.

Rane Jorunsdottir

Upheld 124 - 0

24

Wintermark

Inquisition. Inquisition of Snori and Halfries of Rundhal Kalavasa at the Hub at 2pm Saturday at the Autumn Equinox 381 YE. They were given penance by Arania and Baldwin of Sussivar to create art in glory of Emperor Guntherm. They have not returned to report progress as agreed. This was given for their actions interfering with Guntherm's tomb while addled by their naga nature and the influence of the Night realm.

Baldwin

Upheld 142 - 0

28

Dawn

Mandate. The National Assembly sends Odelina de Rondell with 25 doses of liao to repudiate the false teachings of Yael of Highguard. Those who have been deceived by her claim to be the First Empress Reborn and the hope of the Land Without Tears should renounce this false doctrine and return to their homes.

Odelina de Rondell

Upheld 116 - 70

32

Marcher

Mandate. Land matters above all else. Marcher armies should always stand their ground to defend what is theirs. We send Mel of Mourn with 25 doses of liao to spread the word that no Marcher army should ever give ground.

Mel of Mourn

Upheld 62 - 0

33

General

Rewarding. We the General Assembly wish to reward the Mournwolders for their actions of Loyalty towards their neighbours in the face of the extreme adversity inflicted upon them by the use of the ritual magics (The Hardest Choice & Rivers Run Red). We ask the Virtue Fund for 40 thrones to be given to Bedwin of Hay, to distribute the funds to the citizens of Mournwold.

Jonah Yakovitch

Upheld 504 - 136

36

Wintermark

Mandate. No true hero of the Mark should stand with the Iron Helms - those who use their dogs for war have become dogs themselves. The assembly sends Gunnbrand Ironwill with 50 liao to urge every hero of Wintermark to show the heroism that a true hero of the Empire should aspire to.

Gunnbrand Ironwill

Upheld 108 - 68

38

Prosperity

Sanction: Vindication. Escalation of Judgement 11.

Following the inquisition of Abel, Bursar of the Conclave, we recognise that Abel has been acting Prosperously for the Empire through ensuring that the mana ministries of the Conclave are utilised. This behaviour is to be encouraged and supported.

Vauraus Korppitkotka

Upheld 56 - 0

41

Navarr

Mandate. Mercy is a luxury that the Empire cannot afford when faced with enemies that seek to destroy it; we must not cast aside any weapon that may bring victory. The Navarr assembly sends Corey Wayfarer with 75 doses of liao to urge the Quiet Step to build on the opportunity presented by Arhallogen and find new and effective tactics for dealing with our enemies.

Corey Wayfarer

Upheld 138 - 0

45

General

Change of Doctrine. In light of the rejection of the Land Without Tears, we propose a new doctrine.

The Doctrine of the Void: There is nothing beyond the Labyrinth.

Isaac di Sarvos

Not upheld 30 - 1092

46

Varushka

Mandate. The Iron Helms only do what is necessary to defeat their enemies quickly. We do not have the luxury of mercy when facing what comes out of the darkness. The assembly sends Amris with 100 doses of liao to urge every inhabitant of Varushka to seize the opportunity to support the Iron Helms and show the enemies of the Empire what real cruelty looks like.

Amris Johan Merikovich

Upheld 150 - 0

48

Marcher

Inquisition of General Jack Flint to determine the Virtue of his actions as general, both on the field and in his orders. Time: As soon as convenient.

Martin Orchard

Upheld 60 - 0

50

General

Rewarding. We award Astrid Rezia 5 thrones for historical research into a true liao vision which revealed information on the subject of the false virtue of purity also called hatred.

Astrid Fjellrevening Rezia di Tassato

Upheld 590 - 168

52

General

Inquisition. The Inquisition of Gralka concerning the raising of a motion implying that orcs can perform the sign of the miracle. To be held at 10pm Friday of the Autumn summit 381 YE at the Highguard Chapel.

Ephron of Adina’s Charge

Upheld 710 - 202

54

General

Inquisition. Using the authority of the Auditor of Senatorial Accountability I, Zeno, Stallion’s Sibling, call to Inquisition Lisabetta, Imperatrix regarding funds disbursed under the application of Hand of the Chancellor since her election.

Provisionally, by mutual agreement, to be held in the tent of the Seven Wandering Stars in Urizen at 1pm on Sunday of the Summer Solstice 381 YE.

As a power of the Auditor of Senatorial Accountability this Judgement passes without a vote.

Zeno, Stallion's Sibling

Upheld automatically

59

Brass Coast

Mandate. The cruelty of the Iron Helms is unvirtuous - it demeans our Empire to use such tactics and it betrays the ideals of our people to fight alongside those who do so. The assembly sends Constanza i Kalamar i Guerra with 25 liao doses to urge our soldiers to reject the Iron Helms and their cruelty.

Constanza i Kalamar i Guerra

Upheld 82 - 0

62

General

Rewarding. Reward 5 thrones to Lucifer for research into historical Miracles.

Lucifer

Upheld 686 - 156

64

Nine

Inquisition. The Assembly of Nine calls the Constitutional Court to Inquisition: Magistrate Karkovitch, Magistrate Abraham, Magistrate Cooper, Gerard La Salle Auditor of the Imperial Treasury

Severin Teyhard von Holberg

Upheld 6 - 0

65

General

Inquisition. I call Irada Von Temeschwar to Inquisition in the Urizen Camp at 4:30pm on Saturday of the Autumn Equinox 381 YE, to clarify the circumstances surrounding the Whispers Through the Black Gate upon Emperor Nicovar Ankarien.

Solas

Upheld 786 - 136

66

Pride

Inquisition. The Pride Assembly call the Freeborn of the Maw to Inquisition regarding their involvement in a cult dedicated to Siakha. The Inquisition will take place in Anvil at the Autumn Summit 381 YE.

Franco i Erigo

Upheld 140 - 0

67

General

Rewarding. As High Exorcist, I withdraw 7 thrones from the Virtue Fund, pursuant to my duties. This is on the understanding that this reverts to a Senate Stipend as soon as economically feasible.

As a power of the High Exorcist this Judgement passes without a vote.

Solas

Upheld automatically.

68

Wintermark

Revocation. The Senators of Wintermark have displayed cowardice and a lack of Pride and demonstrated they do not represent the interest of Wintermark’s values by voting in favour of a trade route with the Thule. This route will pass through Crow’s Keep at the site that 500 Wintermark died who opposed the Thule. This is a betrayal of those that died. We revoke the senator of Kallavesa: Olle Markusson.

Jorma Steelhail

Not upheld 68 - 106

71

Urizen

Sanction: Vindication. Subsequent to her Inquisition, we believe Medea Ruth to be a Virtuous citizen. Any who believe otherwise should discuss specific unvirtuous actions with Medea Ruth.

Medea Ruth

Not upheld 40 - 40

74

Pride

Sanction: Vindication. Escalation of Judgement 18.

We find Franco i Erigo to have acted Virtuously. He has followed his Prosperity and Courage in the face of adversity, and represented and pursued the Virtue of his people. Let this be an example to citizens to hold to their Virtue in interactions with heretics and idolators.

Rane Jorunsdottir

Upheld 130 - 10

75

Urizen

Inquisition. The Disciples of the Tempest Jade Maiden wish a judgement on their Virtue. In order that as many members of the national assembly as possible may witness their statements about their philosophy and in doing so we gain true knowledge rather than hearsay, we summon senior brothers “Marcus” and “Atticus” to inquisition in the Endsmeet Tent on Friday of the Autumn Equinox 381 YE at 8pm.

Edmundo

Upheld 112 - 0

77

General

Inquisition. To call upon Thanmir Hrafnar to answer to the Synod regarding statements made regarding the Synod and foreign policy.

As a power of the Imperial Chaplain Consular this Judgement passes without a vote

Bloodcrow Ergot

Upheld automatically

80

Nine

Sanction: Vindication. The Assembly of Nine finds that in the matter of the treaty with the Great Forest Orcs, the Constitutional Court has acted with Vigilance to preserve the Prosperity of the citizens of the Empire, and conducted themselves and their duties with Pride and Courage. The assembly renders a judgement of Vindication.

Severin Teyhard von Holberg

Upheld 7 - 0

82

Pride

Inquisition. We call Akstis Eigulys (Gully) to Inquisition at 9pm Friday in the Glory Square in connection to the husk army in Weirwater. This is for the Autumn summit 381 YE.

Lady Josephine Novarion

Upheld 120 - 0

Statements of Principle

The Imperial Synod made the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

12

Navarr

Nice is not a Virtue.

Wyn

Upheld 138 - 0

Greater Majority

14

Highguard

Cruelty is a weapon. In this time of trial, it is unwise for the Empire to discard any tool that can be used Virtuously. As long as the Iron Helms act as Virtuous tools of the Empire they shall have the full support of the Highborn Assembly.

Able of the Shattered Tower

Upheld 386 - 44

Greater Majority

20

Nine

The Path of Wisdom is to ask the right question. I am minded to offer Yael the Throne’s portion of True Liao, so that Wisdom may be served. I seek not to undermine the Judgement of Heresy levelled against Yael. No one is above the law and we support the will and judgement of the Synod in pursuit of its constitutional duty; this judgement is to clearly show the will of the Assembly of Nine. There would be conditions to the grant - in the selection of an independent guide priest and the subsequent use of the relevant divinatory rituals.

Empress Lisabetta von Holberg

Upheld 8 - 0

Greater Majority

21

General

People should be judged and supported based on the actions and Virtue of their current incarnation in this life rather than those of the person their spirit has previously incarnated as.

Odanava

Upheld 972 - 226

22

General

Nina of Cantiarch’s Hold and a group of Academy children (and chaperones) will take 25 liao to preach Virtue throughout the Empire, and inspire The Empire to better follow The Way

Nina of Cantiarch’s Hold

Upheld 1206 - 28

Greater Majority

23

Varushkan

That those who seek to hunt the monsters of Varushka, must understand and seek the Wisdom of Varushka. The Venatius Illustros of Dawn and Urizen are fools who lead others to their death and do not deserve the hospitality of Varushka, their leader the Grandmother of Laurel should speak to the national assembly of Varushka about this.

Vukomir Maryankovich Zverokaz

Upheld 144 - 0

Greater Majority

25

Navarr

The Navarr nation wishes it to be known that the Loyalty and sacrifice of the Marchers to their land and the Empire inspires great Pride in us. This stands as an example to all Imperial Citizens.

Tyrnan

Upheld 108 - 0

Greater Majority

26

General

Having been recognised by the Imperial Orc National Assembly, the General Assembly recognises that Skywise Rykana has achieved the sign of miracle for his actions at the steading of return - Winter 380 YE.

Gralka

Upheld 526 - 260

29

Dawn

The glorious troubadours of Dawn support the generals of the Empire in waging war in light of Virtuous Counsel. Specifically, cruel armies are a tool to be used against our enemies.

The Dread Princess Orlene Ossienne

Upheld 116 - 60

Greater Majority

31

Highguard

Highguard believes that the Empire is the best platform for Human Destiny. We believe that all those who study and follow the Way of Virtue have something to contribute towards its understanding. Accordingly we reject the Principle of Foundationalism.

Jericho

Upheld 320 - 34

34

Wintermark

The Wintermark National Assembly believes that after the sinkhole’s catastrophic destruction of Dunhearth Hall, that Dunhearth Hall’s Ambition to build a new market town shows Pride and Prosperity as well as Loyalty to the Wintermark.

Nils Bardstrom

Upheld 180 - 14

Greater Majority

35

General

We support the Symposiarch in the continuing organisation of sessions to discuss matters of immediate concern to the Synod, with a view to holding each session on the Saturday of each summit.

Edward Watcher

Upheld 856 - 52

37

Highguard

We, the unveiled, chose unveiling. Unveiling is the active rejection of the taint of the realms by a lineaged human. Virtue is action, and the unveiling is meaningless unless the lineaged themselves choose to take that action. We are Proud of the choices we have made.

Lilian Unbound

Upheld 282 - 34

39

Highguard

The fortification being built in Reikos is a Virtuous undertaking.

Yarona of the Chantry

Upheld 190 - 0

40

Wintermark

The Battle of Ikka’s Tears has lived in the hearts of the folk who fought and those whose stories ended upon that field of battle. The Wintermark National Assembly believe that a great memorial should be constructed upon the site of the battle so its story shall be forever sung.

Osfrid of Lonelychapel

Upheld 190 - 0

Greater Majority

42

Highguard

We the people of Highguard, believe that any persons who follow Yael solely on the basis that she is believed to be the First Empress reborn, rather than following her on her teachings on faith should return home and seek guidance from a priest outside of Yael’s Congregation to ensure that they are acting for Virtuous reasons.

Sela of the Suns of Couros

Upheld 284 - 26

43

Courage

Hear the words of Yael. I call upon my Dawnish followers in the Congregation of the First Empress who are of martial skill to return to their homeland so they might take up arms against the Army of Husks that plagues Dawn.

Yael

Upheld 216 - 0

Greater Majority

44

Dawn

We think that a coordinated group of exorcists should go to Weirwater to assist the souls in the husks to returning quickly to the Labyrinth. They should be led by a nominated priest with at least 50 liao.

Anna Fetch

Upheld 160 - 0

Greater Majority

47

Varushkan

The people of Varushka are all Vard and all Ushkan. None of us are solely one or the other.

Alderai

Upheld 130 - 0

Greater Majority

49

Urizen

The Military Council should have access to Cruel Armies, Rivers Run Red, Mountain Remembers its Youth and any other tool that it needs in order to be effective. However a campaign is won when an enemy is unwilling or unable to continue fighting. Using these tools in a way that increases our enemies’ resolve such that they bring more resources to bear than the action destroyed is unvigilant and unwise. We expect our Generals to calculate the optimal approach in all circumstances, not to be swayed by emotional arguments and to be held to account when they fail to do so. All tools should be considered and it is the view of the Urizen National Assembly that friendly and civilian casualties bear the same weight whether they are an immediate direct consequence of our action or a long term indirect consequence of our inaction.

Tarquinius

Upheld 124 - 10

Greater Majority

51

Dawn

Although their actions in stealing Bourse resources were criminal, the actions of the Witches of Applefell in defending the people of Weirwater from rampaging husks were Vigilant and resulted in Glory.

Ser Thomas Aurelius

Upheld 118 - 22

Greater Majority

55

General

The Synod recognises Sunhammer Kirrik for organising the Empire-wide Artisan’s Guild as a legacy of Prosperity and her path of Virtue is watched for Signs of the exemplar.

Chaplain Atla

Upheld 470 - 222

56

Pride

The Pride Assembly recognises that Gerallt Brackensong has demonstrated the Sign of Legacy in the form of the nightly songs and stories which he began and has continued in his name following his death. This judgement serves as a precursor to a potential future judgement of Recognition.

Brodi Brackensong

Upheld 132 - 10

Greater Majority

57

Varushka

The Varushkan National Assembly support our allies in Wintermark. The rumours of assault and mutilation on the bodies of Wintermark citizens have been investigated and found to be the work of a common enemy bound to create division between our nations. Varushka stands with Wintermark, proud citizens of the Empire, Loyal allies.

Rooslan Stanvich Prochnost

Upheld 120 - 10

Greater Majority

58

Wintermark

The Wintermark Assembly support our allies in Varushka. The rumours of assault and mutilation on the bodies of Wintermark citizen have been investigated and found to be the work of a common enemy bound to create division between our nations. Wintermark stand with Varushka. Proud citizens of the Empire and Loyal allies.

Ylmiska Ferbow

Upheld 178 - 0

Greater Majority

60

League

We acknowledge the Loyalty and Courage of the people of Sarvos in defending their home. We encourage them to show their Pride and Prosperity by rebuilding their city with vigor.

Josephine Von Temeschwar

Upheld 174 - 0

Greater Majority

61

Dawn

The troubadours of Dawn believe that True Virtue leads to Glory, Legacy and Transcendence. Glory is a product of Virtue, not greater than it. Pursue Virtue above all other goals.

Viviane de Coeurdefer

Upheld 150 - 10

Greater Majority

63

Dawn

The Queen of Dawn holds authority over the Dawnish people. However if the Queen wishes to take part in a senatorial tourney, she may do so in the way of other nobles, by standing behind a candidate and bringing her authority to bear in that way.

Tamain Sepulchre

Upheld 130 - 30

Greater Majority

69

League

The use of cruel tactics by any army is unvirtuous. Cruelty is designed to break the spirit and install fear. The use of the False Virtue of Fear as a weapon is unvirtuous. We urge all Synod members to provide spiritual guidance to the generals of their nations that use said tactics.

Cesare Enzo Di Trivento

Upheld 100 - 96

70

Ambition

Constructing the physical form of a Horse, and introducing a Horse soul to that form, would be an Ambitious act. Medea Ruth, as a Physick with Arete in Ambitious Chirurgery, and a Priest of Ambition, should do this. The statue containing horse souls should be given to Medea Ruth to use for this purpose.

Medea Ruth

Upheld 76 - 52

72

Nine

I ask that the Silent Bell look into the creation of a covert organisation in Redoubt by the Grendel.

Irada Von Temeschwar

Upheld 6 - 0

Greater Majority

73

League

I encourage the people of Sarvos to show hospitality to the freed Jarmish slaves at the College of the Liberated, but to be vigilant to the possibility of Grendel infiltrators.

Casimir Marcelino di Sarvos

Upheld 162 - 0

Greater Majority

76

General

In light of the large loss of life from war, steps have been taken to produce the next generation. It is Virtuous to continue on this path and continue procreating.

Gwendolyn Athansdottir

Upheld 284 - 256

78

Imperial Orc

To state that this motion is to end proxy slavery is virtuous. This motion will make an amendment to the Constitution in the senate section. At the end of the following sentence, “The Senate will assume responsibility for relations with other nations,” insert the following “ensuring that Prosperity is not at freedom’s cost”.

”Prosperity” is in this case is to be defined as Imperial Trade with Foreign nations, and “freedom” is the guarantee to their people not to be subjected to slavery by their nation.

Bloodcrow Ergot

Upheld 48 - 0

Greater Majority

79

Nine

The Assembly of Nine welcome Axou scholars to visit the Empire and share their spiritual understanding in the following places of learning:

Citadel of Phoenix Reach

The Library of Mourning Hollow

Bronwen’s Rest Wayhouse, Therunin

Any branch of the Anvil Public Library

College of Summer, Miekarova

The Chantry of the Silver Skull, Highguard

Printer’s Guild Museum, Tassato,

The Legion’s Rookery, Gildenheim, Skarsind

Where all religious debate will be welcome in the same manner as the recent Symposium.

Agnetha de Rondell

Upheld 7 - 0

Greater Majority

81

Nine

The Assembly of Nine approves of the proposed improvements to the transparency and communications of the Constitutional Court.

Azekah

Upheld 7 - 0

Greater Majority

The Imperial Synod did not make the following Statements of Principle:

Number

Assembly

Statement of Principle

Priest

Outcome

6

General

Pride, Courage, Loyalty: The Virtuous inspire others to greatness. They neither demean them, nor debase them, nor seek to inspire the cowardice Virtue bids us to despise. The Imperial Synod condemns the use of cruel orders in warfare as an act of vice.

Clarice Novarion

Not upheld 446 - 932

15

General

It is unvirtuous to condemn a priest for their conviction. Courage compels Yael to preach and Courage compels us to other options than condemnation. The penalty for the conviction of heresy is death. As priests of Virtue do we really condemn a priest of conviction to death? We may not agree with her vision, but condemnation is unvirtuous in this example. As priests we must chose Virtue over law.

Rhisiart Ankarien

Not upheld 210 - 904

19

Dawn

The Virtuous seek to inspire Virtue. The Dawnish Assembly holds the use of cruel orders in warfare to be an act of Vice which debases the soul, and urges the citizens of Dawn to condemn such conduct.

Lord Marcus Drommond

Not upheld 50 - 86

27

Urizen

The Urizen National Assembly strongly encourages and supports any effective action to annihilate the Druj presence in Zenith, and reminds that Loyal suffering under the consequences thereof is commendable. The anointing “Price of Vigilance” reminds us that morals are distractions that prevent us from acting. This life is not a test. Virtue is for the Labyrinth.

Sophus Cascade

Not upheld 40 - 100

30

General

We who vote in favour;

Endorse the rebirth of the First Empress’ paragon spirit into the mortal form of Yael.

Believe her vision of a Land Without Tears describes new knowledge of the doctrinal concept of transcendence.

Understand that Pride in beliefs, Courage in hard tasks, Vigilance of errors in past understanding, Wisdom to expand knowledge and our Loyalty to your own precious spirit, lead us here.

Uphold, proclaim and illuminate what we know.

And call those who name us “heretic” cowards and fools if they so think and yet condemn us not.

Ser Criseyde

Not upheld 260 - 898

53

General

As only human souls are capable of reincarnation and journeying through the Labyrinth. I propose all cardinals of virtue must possess a human soul.

Magdalena of the Shattered Tower

Not upheld 206 - 886

Imperatrix Lisabetta invoked the Throne's Power of
Custodian of Virtue
, making this judgement require a Greater Majority to pass.

Judgements to be carried forwards

The Imperial Synod has not raised a Veto for the following summit.

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

50 Thrones / 0 Crowns / 0 Rings

Income

80 Thrones

The price paid in the Bourse Auction for the dose of True Liao

10 Thrones

Donation from several Faraden families in recognition of judgement 40 from the Winter Solstice 380 YE.

Rewards

5 Thrones

Rewarding made to Livia Cascade, Seer of the Gateway.

30 Thrones

Rewarding made to the Grandmasters who have aided the Synod.

40 Thrones

Rewarding made to Bedwin of Hay to aid the citizens of Mournwold.

30 Thrones

Rewarding made for the building of the fortification in Reikos on the border with the Druj.

5 Thrones

Rewarding made to fund historical research into a true liao vision regarding the false virtue of purity.

5 Thrones

Rewarding made to fund historical research into historical miracles.

7 Thrones

Rewarding made to Solas of the Spire of the Waxing Sun, High Exorcist.

Closing Value

18 Thrones / 0 Crowns / 0 Rings

Visionaries

The following individuals received visions of their past lives:

- Nihm Farkas, Navarr

- Thanmir Hrafnar, Wintermark

- Garth of Renwaerd Hall, Wintermark

- Sagua i Ezmara, Brass Coast

Assembly Strength

At the start of the summit the voting total of the General Assembly was calculated to be 2014

The final voting total of the General Assembly was estimated to be 2418

The Civil Service reminds citizens that determining whether a judgement has achieved a Greater Majority counts from the estimation of the assembly strength when scrutiny on the judgement closes, not the final assembly strength at the end of the summit.

At the end of the Summer Solstice 381 YE the voting strength of the Virtue and national assemblies were estimated to be:

Virtue Assembly

Initial Voting Strength

Final Voting Strength

Final Greater Majority

Ambition

222

222

112

Courage

262

308

155

Loyalty

304

364

183

Pride

190

220

111

Prosperity

298

340

171

Vigilance

198

306

154

Wisdom

238

268

135

The Way

302

380

191

General

2014

2408

1205

National Assembly

Initial Voting Strength

Final Voting Strength

Final Greater Majority

Brass Coast

100

100

51

Dawn

196

226

114

Highguard

506

684

343

Imperial Orcs

50

78

40

Navarr

168

194

98

The League

228

268

135

The Marches

72

102

52

Urizen

210

232

117

Varushka

164

174

88

Wintermark

320

350

176

General

2014

2408

1205

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381YE Summer Solstice winds of fortune

Overview

Over the past three months, several events have occurred which are of significance to the Empire and may require a response from her champions. You can also read about the progress of the Empire's military campaigns here.

In each case, we've tried to tag the Winds of Fortune entry with the nations, or political bodies, to which it is most relevant. We've done this to help people who are interested only in events that are especially relevant to them. In no way are these tags intended to be exhaustive; the Empire is a complex place and very little happens in isolation.

As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of Fortune is to maintain the illusion of the Empire as a living, breathing place where things happen - and to make players aware of things their characters 'should' know based on what their roleplaying says they have been doing for the past three months.

Contents

- 1 Overview

- 2 Winds of Fortune

- 2.1 All Along the Watchtower

- 2.2 Changing of the Guards

- 2.3 Death Is Not The End

- 2.4 Down Along the Cove

- 2.5 In Virtue and Reason (Imperial Address)

- 2.6 Not Dark Yet

- 2.7 Pay in Blood

- 2.8 Rocks and Gravel

- 2.9 Series of Dreams (Winds of Magic)

- 2.10 Shelter From the Storm

- 2.11 Too Much of Nothing

- 2.12 Under the Red Sky

- 2.13 When the Ship Comes In (Trade Winds)

Many winds of fortune open with a short section of in-character text. In all cases, these pieces are intended to help create an atmosphere and provide a little entertainment. Where they contain opinions, those are the opinions of the fictional people depicted - and where they contain information or rumours the assumption is that the reader will create their own context for that information or gossip. They're mostly just a bit of fun and they tend not to contain anything vital to the understanding of the wind of Fortune.

Winds of Fortune

All Along the Watchtower

- The Empire

The situation in the Mournwold is complicated, and getting more complicated by the day. A storm is brewing, and the kind that sends sensible people scurrying for shelter. And that's before we even get to the Jotun castles and armies! You can learn about the situation in the Mourn, and various things that might help improve it, here.

Changing of the Guards

- Dawn

The National Assembly of Dawn passed a simple statement of principle during the Spring Equinox "The Dawnish National Assembly recognises the Empress Lisabetta as Queen of Dawn. She is the ultimate authority in this life and her words should be followed above all others." The potential repercussions of that statement are ... profound. You can learn about them here.

Death Is Not The End

- Imperial Synod; Highguard; Dawn

The schism in the Imperial Faith over the claims of Yael of Highguard (on her past life as the First Empress and the Land without Tears) is coming to a climax. Wintermark, Varushka, Navarr, Urizen, the League, the Marches and the Brass Coast have sent priests with liao urging their people to reject Yael and denouncing her as false. The Imperial Orcs have made clear that they have no part in this conflict over Human destiny. Highguard and Dawn have embraced Yael, though Dawn appears to have internal doubt on the matter. You can learn about the implications of these actions and the cracks that continue to spread through the Imperial Face here.

Down Along the Cove

- Fleet captains; the Brass Coast, the League, Highguard, and Urizen; and the Imperial Synod

Recent powerful Spring magic (not to mention all those storms) is being credited with a major boom in the population of fish and other sea creatures. An slightly risky opportunity exists from the fisherfolk of the Bay of Catazar to fill their boats with valuable fish, whale meat, and other products of the deep water. The risk is that the Grendel see courageous fisherfolk in much the same way a hungry shark sees a drowning sailor .... You can learn about this potentially lucrative opportunity here.

In Virtue and Reason (Imperial Address)

- All Imperial citizens

The Throne, Imperatrix Lisabetta, has used her power to address the Empire to present a personal message to all Imperial citizens. You can read her message here.

Not Dark Yet

- Varushka; Navarr; the Marches; the Brass Coast; Wintermark; and the National Assemblies thereof

The new Varushkan army, the Iron Helms, has been active in the field for barely six months and it is no stranger to controversy. During the Winter Solstice and the Spring Equinox, several statements of principle were made regarding the army and its role (or lack thereof) in Imperial military strategy. These statements have lead to a series of controversial mandates which you can learn about here.

Pay in Blood

- Spring magicians, Imperial Conclave

Since the Spring Equinox, practitioners of Spring magic across the Empire have encountered problems performing certain types of rituals. It soon becomes apparent that the problem lies not in the magic, nor in the magicians, but in the regio aligned to the Spring realm. It appears to be impossible for Imperial magicians to draw power from Spring regio ... You can learn about the full effect of this magical catastrophe here.

Rocks and Gravel

- Independent military captains; Navarr, Wintermark, the Marches, and Temeschwar; the Military Council

A "natural" disaster has struck the north-western Empire. Parts of Temeschwar, Miaren, Upwold, and Hahnmark have been swallowed up by a massive sinkhole. Thanks to a timely warning by a band of Navarr vates, major loss of life has been avoided - but a great big chasm now stretches from the site where Woodhall used to stand, to the orchards of Goldglades, and from a point dangerously close to Eastern Guard deep into the wild hunting grounds of the Vardstein Vale. You can learn about this natural disaster, and its implications here.

Series of Dreams (Winds of Magic)

- Basically everyone, but especially people associated with the Freeborn Storm and the Mournwold

The Empire is an Empire of powerful magic, but not all powerful magic is of the Empire. The Winds of Magic collects a grab-bag of interesting or important effects and opportunities, including matters regarding magical castles; a burning plume of fire and shadows in Redoubt; peculiar cauldron shenanigans in the Mournwold; and the Empress of All Goats Theatre. You can learn about them here.

Shelter From the Storm

- The Brass Coast, fleet captains, the Imperial Synod, the Quartermaster of the Imperial Armies

The Isle of Zemress is home to a "lost colony" descended from the crew of the Kraken's Bane. For the last few years they have been in sporadic contact with their Freeborn cousins, but now their idyllic life of hard work and independence has been shattered. The Grendel orcs have finally discovered their island hideaway, and the clock is ticking. Without outside help, they will all end their lives in the salt mines of Dubhtraig. Will the Empire intervene? You can learn all about this dire situation here.

Too Much of Nothing

- Wealthy folks; especially those with an interest in curious rarities

Since the demise of the Bourse Private Auction, entrepreneurs and the desperate alike have made their way to Anvil seeking to tap the rich markets that may be found there. This season, there is news of a Dawnish seneschal with rare seeds to sell to help feed their house's yeofolk-in-exile; old documents concerning the life of a historical Senator; a potentially dangerous Winterfolk knife; and an exotic Freeborn curio. You can learn about this handful of nothing here.

Under the Red Sky

- Imperial Conclave

The six archmagi of the Empire have the power to send a formal message to a single eternal each Summit. During the Spring Equinox, five such plenipotentiary messages were sent - and over the last three months each of the eternals contacted has made a public response. You can learn about these responses here.

When the Ship Comes In (Trade Winds)

- Fleet captains; congregation leaders; ambassadors

International relations continue to develop - some improve, and some decline, like the ebb and flow of the tides. You can find a quick round up of things related to the current state of affairs, with an emphasis on trading - and a digression into the state of international relations between congregations of the Way - here.

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381YE Summer Solstice winds of war

Contents

- 1 Overview

- 2 Unfinished Business (Redoubt)

- 2.1 Game Information - Redoubt

- 3 Flesh and Bone (Weirwater)

- 3.1 Game Information - Weirwater

- 4 Blood on the Scales (Spiral)

- 4.1 Game Information - Spiral

- 5 The Road Less Travelled (Hordalant and Liathaven)

- 5.1 Game Information : Hordalant and Liathaven

- 6 You Can't Go Home Again (Mournwold)

- 6.1 Game Information - Mournwold

- 7 Occupation (Dawnguard)

- 7.1 Game Information : Dawnguard

- 7.2 Participation : Dawnguard

- 8 Valley of Darkness (Zenith)

- 8.1 Game Information Zenith

- 8.2 Participation : Zenith

- 9 Major Conjunctions

Overview

As Summer 381YE approaches, the Empire continues to fight against threats both external, and internal.

Imperial forces are engaged with the Grendel on the southern coast of Urizen in Redoubt and Spiral. In the west, a large Imperial force launches a major assault against the Jotun forces occupying the Mournwold, while the Navarr launch a risky offensive of their own. And in Weirwater, a lone Dawnish army fights a force of living nightmares.

At the same time, the Druj orcs launch major assaults against the Dawnish and the Urizen, in spite of the peace treaty agreed with them a scant six months ago.

Unfinished Business (Redoubt)

The Grendel have a foothold in Naris, in Redoubt. This cannot stand. We are to set out and take that land back! We've been inactive for too long - time to bloody our axes. Have Fun!

Admiral Edgardo i Ruiloba i Guerra of the Freeborn Storm

The Freeborn Storm - the grand Imperial navy - arrives in Redoubt like a comet from a clear sky. Supported by independent Freeborn and Navarr captains, and by several vessels from other nations, it assaults the beaches of Naris with the intention of driving out the Grendel insurgents who have captured several of the southern spires. Supported by the garrison of the Court of the White Fountain, the kohan and corsairs engage in a spirited campaign to liberate as many Urizen, and kill as many orcs, as they can.

The orcs are not prepared for such a concerted attack - without the support of their own armies, they are swiftly overwhelmed by the Freeborn tide. Spire after spire is liberated, until a final vicious battle takes place at Evenstar, the base-of-operations for the Grendel invaders. Rather than engage in a lengthy siege, the Freeborn Storm and their allies launch a full-frontal assault against the hospital. It is easy to see how Evenstar fell to swiftly to the Grendel - it is a spire built to encourage healing and convalescence, not to defend against a naval assault. Beautiful gardens are no substitute for stout walls.

In addition to the orcs, there are a dozen or so freakish creatures of the Spring realm defending Evenstar - hulking humanoid horrors with cruel serrated spears and gaping maws full of razor teeth. Heralds of the eternal Siakha, they are dangerous and hard to kill - striking devastating blows with their barbed weapons - but they do die eventually. Their presence is not enough to stem the tide of Imperial attackers and within a few hours the spire - and its associated Spring regio - is recaptured.

The Grendel took many slaves during their initial invasion. Sadly, few of those slaves remain to be liberated - a significant number have already been carried away across the Bay of Catazar to who-knows-what dark fate. Tragically, among their number are most of the Urizen healers and physicians that made Evenstar a place of powerful healing, as well as perhaps as many as a score of wealthy patients from various parts of the Empire.

Of possible interest to the liberators is news that several Grendel ships - not war vessels but fast pirate ships - were supplying Evenstar in the months since its capture. They took many slaves away with them, and several treasures from the captured spires of southern Redoubt. Some of the Urizen have an interesting story to tell their liberators. Several of them were pressed into service unloading these swift Grendel pirate ships. They report that in addition to the expected cargo - weapons, armour, food and drink - but there were also occasions when they were restricted to their barracks, and the Grendel soldiers unloaded the cargos - on each occasion, it is believed they were bringing in wains of building materials. Yet there is no sign of this phantom cargo anywhere liberated by the Freeborn storm.

At the same time the Imperial navy is mopping up the Grendel defenders in the south, the Northern Eagle is hard at work repairing the roads and bridges in the north. It is perhaps fitting that a Vaurshkan army is at work rebuilding roads damaged in the recent turbulent storms - the folk of that northern nation are known for their roads after all. They have made good progress - another season and the essential infrastructure should be rebuilt sufficiently to allow smooth passage through the territory again.

The Granite Pillar are also present, taking defensive positions in the north and around the Court of the White Fountain, ready to resist any further potential invasion by the southern orcs. They offer assistance to the Northern Eagle - but it proves unworkable to employ both forces on the task at the same time.

Game Information - Redoubt

The Freeborn Storm have liberated the spires captured by the Grendel during their recent invasion - the victory points in Naris accumulated by the southern orcs have been neutralised.

The Northern Eagle is half-way through the task of repairing the roads and bridges in Redoubt. As detailed in last season's Wind of Fortune, it will take another season of work by an Imperial army to completely restore movement through the territory. While an army with the Siege quality could have repaired the roads in one season, it is not possible for two armies to combine their efforts to match that speed.

Flesh and Bone (Weirwater)

The Golden Sun will march to Weirwater. There we will grind the winter driven husks back with Iron and Fire.

General Zoran Orzel of the Golden Sun

Shortly after the Spring Equinox, the dead rise in Weirwater.

The night is dark indeed when the corpses of dead Dawnish pull themselves from their graves. The stars are still hidden, and the moon is little more than a thin silver sliver when the first shambling ghouls begin their assault. Choked in dark earth, some of them incongruously garlanded in the flowers that adorned their graves, they lurch towards the nearest human habitation, hungry for the flesh of the living. The curse that calls them is egalitarian; noble and yeoman alike are dragged from their slumber and sent stumbling to prey upon their countryfolk. The freshest corpses are the most dangerous, but those who endure the assault of the ravenous husks talk of ancient, withered dead lurching alongside the more recently departed - some barely more than skeletons cloaked in tattered parchment skin, dull red flames burning in their empty eyesockets.

A night of horror ensues across Weirwater that leaves dozens dead. The nobles are well equipped to deal with these ambulatory cadavers, but it is easy to forget that many yeomen have served in the armies of Dawn in their time. Where people are not taken by surprise, they are generally able to survive until sunrise. Yet across Weirwater hundreds die. While a single solid blow is often enough to deal with the average husk, there are a great many of them. Worse, a number of the corpses are those of Dawnish knights and nobles, buried in their armour, often with their shields. Even the mightiest blow is to no avail when it is turned aside by rusted plate, earth-clogged chain, or a clumsily interposed shield.

There is no warning, but the people are not caught entirely unprepared. Ever since the horde of unliving horrors emerged from the Semmerlak, there have been people in Weirwater predicting an event of this nature - although they have severely underestimated the magnitude. There are stories of glorious courage and vigilance across Weirwater. The witches of Applefell and their criminal allies materialise out of nowhere to protect the town from a hundred or so corpses, only to disappear again with the sunrise. The war-witches of Spiral Castle join with House Griffinsbain to drive off a terrible force of withered Varushkan warriors and Dawnish soldiers that rise from an ancient battlefield in northern Weirmoor. The troubadours of Culwich rally the people of the village against a sodden cohort of drowned fisherfolk and stranger things that drag themselves, dripping and stinking, from the mud of the Semmerlak. Axe-wileding lumberjacks from the Weirwater Vales, many of them dour Varushkans, create a no-nonsense perimeter around their camps and chop any husk foolish enough to attack them into bloody pieces.

As the sun rises, the assault of the unliving slackens. At first, it is easy to believe that the bright sunlight has ended the curse - that a single night of horror is all that they will have to endure. This proves optimistic, however. The husks have stopped attacking the living but they have not returned to their graves. Rather, they have begun to shamble and stumble towards Hawksmoor, to join the unliving army there - an army that is already on the move.

The abominable horde begins to move east through the trees, a slow tide of abominations moving toward the nearest large settlement - the hedge-encircled town of Hawthorne. As they march, they slaughter any living being that crosses their path, overwhelming a small village, several farms, and the estate of the Amici, a minor noble house. The witches of Hawthorne begin to muster their defence, sending desperate messengers to Applefell and Culwich, and south into Semmerholm, asking for aid.

Aid is already on its way, however. Two nights after the dead rise, the Golden Sun march into the forests of Weirsmoor from Astolat. Moving with grim determination, the heavily-armoured knights push eastwards as fast as they can. Passing Spiral Castle, the de Casillon nobles bring the commanders of the army up to speed on the terrible events overtaking Weirwater, and offer what aid they can. From the scattered reports, they estimate that perhaps as many as another thousand malign spirits have been unleashed into Weirwater - spirits that defile the fallen of Dawn by possessing the bodies of those who should have been left to sleep beneath the soil and driving them to prey on their descendants, their families, and their friends.

Even as they hurry to intercept the unliving host, they take few chances. As they sweep eastward into Hawksmoor, their forces spread out to ensure as many straggling unliving ghouls as possible are destroyed. The small groups of abominations are no match for a Dawnish army, and barely slow their advance ... until they reach Hawthorne at least.

The army arrives to find the siege of Hawthorne well underway. The poison-thorned hedges provide an effective perimeter, but the hordes of the unliving feel no pain and even as the magical poison is ravaging their flesh they continue to push forwar. Bolstered by every noble knight and war-witch who can reach the town, the witches coordinate a desperate defence. It is not enough to turn the unliving horder aside - the living are outnumbered and overmatched by the dead - but their courage is at least sufficient to delay the unliving long enough that they are only just breaking through the defences as the Golden Sun arrive.

The cadaverous host initially ignores the Dawnish soldiers, focusing their attention on murdering as many of the people of Hawthorne as they can. As the horns sound and the army advances implacably across the torn fields surrounding the town, the ghouls slowly begin to register the presence of five thousand knights and yeoman-soldiers. Their attention turns away from feasting on the civillians, and they lurch forward to engage the Golden Sun.

Previously, the unliving have avoided direct engagements. Even during their ill-fated foray into Astolat, they retreated rather than fight the Golden Axe and the garrison of the Castle of Thorns. That is no longer the case. The desperate moaning howl they voice as they pour out of Hawthorne is like a living thing, assailing the spirits of the Dawnish soldiers that seek to stand against them. Some break - it is too much for them - the terrible hunger, the terrible moaning, the horror of fighting the walking corpses. Here and there among the hordes, on tattered scraps of surcotes and tabards, and even the occasional soiled standard, one cannot fail to spot the heraldry of the nobles of Weirwater; the burning phoenix of House Novarion; the white eagles of House Orzel; the golden pegasus of House Arwood; the red gryphon of House Griffinsbain; the stars of the |De Ledure and the De Céleste; and the hand-and-spiral of the De Casillon. While the army might have begun as a horde of Varushkan and orc corpses, perhaps a third of their number are now made up of the mortal remains of the people of Dawn.

The battle is savage; the unliving hurl themselves onto the Dawnish soldiers without regard for their continued existence. The first wave is quickly dispatched ... but the second wave is harder to deal with. By the third wave, the Dawnish lines start to buckle slightly. Here an armoured knight stumbles, tripping over a fallen body. There a yeoman presses forward a little too far and is quickly surrounded and torn apart. The lines hold, but people begin to die. The fourth wave pushes the line back a step.

But only a step. With the drums and the horns, the magic of the witches and the words of the troubadours bolstering the will of the warriors to keep fighting, with the cry of "Glory!" echoing, the army as one soldier takes a step foward. Then another. The unliving rally - there is no doubt that there is some will at work here directing their strategy - but the onrushing tide slackens. The fields around Hawthorne are littered with the bloodless dead ... and with too many bleeding bodies of fallen soldiers and civilians.

The unliving retreat. Between one moment and the next, they seem to lose interest in both Hawthorne and the Golden Sun. They begin to shamble north, away from the town and the army. After a few steps many break into a loping run. Fleeing. A cheer goes up from a thousand throats, from the Golden Sun and the surviving defenders of Hawthorne. The enemy has broken!

And then the final horror begins. Here and there across the battlefield, and in the town, bodies begin to move. Soaked in blood, eyes filling with an unnatural hunger, they rise again. The vessels have been cut down, but the spirits that drive them are not so easily dismissed. They seek out new hosts, and the nearest hosts are the bodies of those who fell desperately defending their people. They turn their hunger on those who they died fighting alongside. The cheers turn to wails of horror and grief, as those courageous combatants who gave their lives endure a terrible second existence as pawns of the enemy.

Most of the newly risen are dealt with quickly, once the initial shock lessens, but several dozen follow the main body of the unliving horde north. The Golden Sun give chase, and over the course of the season there are several other engagements with the cadaverous horde. In each case, they go roughly the same way. The first few rounds of battle go to the Dawnish, but the unliving wear them down, exhausting them until they make mistakes. Then, on an unspoken signal, they flee the field and regroup, and the whole thing happens again.

The strategy of the Golden Sun minimizes the number of Dawnish soldiers who fall to the unliving, but conversely they give few opportunities to destroy the enemy. And after every engagement, a portion of those who have fallen rise again, reinforcing the unliving and slowly transforming the horde from a mass of Varushkan and orc husks into a mass of Dawnish husks.

Game Information - Weirwater

The unliving army is on the offensive. The Golden Sun have won each engagement, but have not dealt many significant losses to the unliving horde. The situation is complicated by two factors. It doesn't help that in one night the initial horde, primarily Varushkans and orcs, was bolstered by an additional thousand Dawnish troops. Worse, it has become clear that the husks are recovering a proportion of their losses even as they fight - very much as if the spirits that drive them are seeking out new bodies when their old one is rendered unusable. On the plus side, while the Dawnish have lost some manor houses, villages, and farms, the host has not managed to gain any significant ground, and the situation is considerably less tragic than it would have been without the intervention of the Golden Sun.

Blood on the Scales (Spiral)

Stand fast, stand strong, my soldiers of Shield. Hold fast, Hold true, our bloody hands shall not yield.."

General Iron Osric of the Green Shield

Shortly after the Spring Equinox, the Northern Eagle withdraws from Spiral into Redoubt. For a few days it looks as if the Green Shields will be defending Cinion by themselves ... but then they are reinforced by the Eastern Sky, marching from the west through the passes of Willstone. A couple of weeks later they are further reinforced by the Towerjacks - the League army refusing to allow the disastrous state of the roads in Redoubt to slow them down. The three armies mount a staunch defence of the one remaining Imperial region of Spiral.

And what a defence it is! Supported by some eight thousand troops belonging to independent captains, as well as the shambling undead shock troops attached to the Green Shield, they face a full assault from the Grendel forces.

The Grendel strategy appears to be three tiered; some of their armies push directly north and west toward Damakhan's Forge from Ateri. A second, slightly smaller force takes a more cautious approach, moving from Screed to test the Empire's defences in southern Cinion. A third force attempts an even slower advance from Ossuary, targeting key spires along the western side of the still-Imperial region. These forces are supported by marines and supplies delivered by the Grendel navies.

Towerjacks, we stood on the walls of Holberg and threw back the Barbarians for twenty years! Now we will once again stand against the barbarians in the defence of the Empire. We make our heroic stand for Virtue and the Empire!

General Natalia Barossa of the Towerjacks

As in previous seasons, some of the orc generals demonstrate a preternatural ability to coordinate their tactics, and to engage in unified strategy even though the armies are spread out around the borders of Cinion. They are, perhaps, not expecting the Towerjacks who possess their own potent enchantment, enhancing the discipline of the League army to the point where they are able to predict and counter the direct strategy of the army marching beneath the banner of the black eels. The overwhelming assault the western Grendel armies are expecting to punch through the Imperial defences ... fails to materialise. yet this defence is costly. The Towerjacks heroic refusal to cede even an inch of ground requires tough decisions to be made, and tough decisions cost lives...

The southern orc force moves more slowly, with greater care ... meets the wall of steel and shields that is the Green Shield and the Eastern Sky. They press through the mountains from the Black Plateau, probing, looking for any weakness ... and fail to find it. Week after week they continue to try and fine new ways to push around the Imperial defenders - to no avail. The southern forces stand fast. The Eastern Sky offer and expect no quarter, their fervour inspiring the Green Shield and their cohort of reanimated Urizen and Grendel corpses to hold the line. The Grendel are pushed back into Screed time and again.

The Grendel and the Empire shall know that the Eastern Sky have not gone soft in garrison. Dawnish knights shall win the defenders of Spiral respite from the Grendel onslaught. We shall sally forth in Cinion, force the enemy to take a backward step. Then we will form an unbreakable wall of steel and death! We shall give no ground!.

General Vincent Vexille of the Eastern Sky

The price of defending the west and the south is that the eastern force is almost unopposed. Pressing out of Ossuary, the orcs under the turtle banner make some early gains ... and then the Fire of the South arrive. Last engaged with the Jotun in Liathaven, the Freeborn army engages in a heroic forced march across the entire breadth of the Empire. Skirting the northern borders of the Mournwold, they barely pause for breath as they press through Miaren and Casinea, down into Bastion, following the trods as best they can. Resting for one full day, they then press into the mountains. Through Morrow into Zenith, avoiding the trap of Redoubt, they triumphantly tear down out of Occursion into Ossuary, taking the Grendel turtle-banner by surprise. The orcs abandon their assault into Cinion, and wheel to face the new threat.

To their credit, the turtle-banner responds extremely quickly - they demonstrate the supernatural ability to adjust and respond to enemy strategies that has become a hallmark of the orcs during the Spiral campaign - but they are outnumbered. The Fire of the South has brought with then some two thousand additional soldiers - those who were able to keep up. Some of them are clearly magical in nature, including a cohort of crystalline soldiers of a peculiarly insectile appearance. They have also brought with them a force never before encountered by the Grendel. A half dozen immense magical beasts; three massive ram-like creatures, a bear, and two huge boars composed of living fire. The first time the armies fight, these supernatural allies, summoned and bound by Imperial magic, charge straight into the orc army and detonate with an ear-splitting explosion of thunder and magical flame, startling and scattering and incinerating orcs left and right!

Soldiers, we find ourselves once more traversing the breadth of the Empire, this season we will wash into Spiral as a tide, sweeping aside Grendel as we go. We move with a sense of purpose and clarity as one. We will sweep into Ossuary and reclaim the land stolen from the people of Urizen; We are a blaze that will envelop the force of the Grendel and send them howling to their deaths. You will find me fighting among you with my band of Kohan; I shall see you in the field and I pray I fill you with the same Pride you fill me with."

General Marciel i Riqueza of the Fire of the South

The turtle-banner rallies, but it is slowly pushed back. As the other Imperial forces protect Cinion, the Fire of the South advances slowly southward into Ossuary, beginning the long slow march toward the Legacy in the south. The Grendel advance has been stymied - more, the unexpected arrival of the Freeborn army has seen the Empire regain a little of its lost territory. A significant factor here - along with the strength of the Empire's defence, and the numbers of troops brought to bear - was surely the victory of the heroes of the Empire during the Spring Equinox. The defence of Damakhan's Forge and the various successful skirmishes with the southern orcs over the course of Equinox clearly interfered with the Grendel strategy. The heroic action put them on the back foot and making it easier for the Imperial armies to position themselves so as best to stop the Grendel attack. The situation might have been quite different if the orcs had succeeded in their sneak attack into Cinion!

There is perhaps one note of caution, sounded by the Urizen watchers who keep Screed under careful scrutiny. The bloodshed, the violence, and the anger that has washed across Spiral these last few seasons has begun to rouse the Black Plateau again. Dawnish soldiers and Wintermark warriors alike hear its echoes in their dreams as they fight on the southern borders of Cinion. What influence the Black Plateau may have on the battles in Spiral is uncertain at best - even the Grendel seem to give it a wide berth - but some of the watchers are concerned that continued violence may see some unpredictable magical emanation in the near future.

Game Information - Spiral

The Empire has held their ground in Cinion, but the Grendel still have a presence along the eastern side of the region (a few remaining victory points). The Fire of the South have made some headway into driving the Grendel out of Ossuary, but still have a long way to go (and are effectively attempting to create a new beachhead meaning their progress will be further impeded).

The Road Less Travelled (Hordalant and Liathaven)

It's been many years since Imperial troops laid a claim to the territory of a barbarian orc nation. It is true that the recent Dawnish advances in the Barrens briefly gained new ground but that ancient wilderness was not under control of the Druj when the conquest began - and Dawn has made temporary advances in the Barrens before. Not since the reign of Empress Brannan has the Empire really made a serious attempt to attack the Druj, the Jotun, the Thule, or the Grendel at home. Arguably it has been only a little under two centuries since the Empire last successfully attacked and conquered any new lands claimed by barbarians.

The attempt to regain the Empire's former might begins a week after the end of the Spring Equinox; as the Black Thorns cross the western borders of Liathaven into the Jotun territory of Hordalant.

The purpose is to do a lightning strike behind enemy lines, cause some noise and disruption to try and give those Jotun armies in our lands something to think about and try and inflame a reaction.

General Ulric Y'Basden of the Black Thorns

Lying just to the west of the Empire, Hordalant has been a staging ground for Jotun aggression in the south almost for as long as there has been an Empire. Spies report that the territory is fortified, with a large population of Jotun orcs. It is perhaps not what the Empire would imagine when they think of barbarian lands. The territory is criss-crossed by well-maintained roads. There are many well-defended settlements; great numbers of farms; watchtowers; palaces and memorials; merchants plying their trades; fisherfolk casting their nets. If not for the fact the people living here are primarily orcs, it would be easy to mistake Hordalant for Hahnmark, or even Mitwold.

So the Black Thorns duck across the border from the forests of West Ranging to the forests of Vallorberg, and begin their steady conquest of Hordalant.

Even the best-laid plans oft go awry, and the first major fly in the ointment of this bold plan is when the Black Thorns scouts detect a sizeable Jotun force moving in the opposite direction. But, just as they slipped from Kahraman into southern Liathaven in the Summer of last year, the Navarr use their speed, woodcraft and supernatural strategic sense to avoid any major engagement. It is possible that the Jotun do not immediately recognise their enemies, being set on travelling east into Liathaven. Though a small measure of strategic skill, and a large dose of luck, the Black Thorns are able to avoid the orc forces and enter Hordalant.

Vallorberg is a largely uninhabited region under the grip of what the Jotun term the "Dead Forest" - their name for the great forest that spreads across Liathaven and the eastern borders of the southern Jotun kingdoms. Some of the forest has been cleared for farming - mainly around the Hellis river in the north and the Volg river in the south. The Black Thorns encounter minimal resistance - at least at first. It seems that the farmers of Vallorberg would rather flee than fight. Those who cannot flee are forced to surrender; becoming surly prisoners stubbornly refusing to cooperate with their captors.

Battles are sporadic and short - there are small scattered bands of Jotun warriors on most of the farmsteads and some of them make a stand despite the overwhelming odds arrayed against them. They put up a spirited fight, however, giving their lives to protect what they own - apparently determined to be the last to leave. Only those farmsteads where the occupants have had time to completely flee are undefended.

Some of the thralls are orcs, but there are many humans among their number. Despite the deaths of their masters, neither group seems appreciative of their liberators. Indeed, apart from the obvious physical details, the human thralls are nearly indistinguishable from the others. Both groups appear intimidated by the Navarr, as if expecting summary execution at any moment.

A fortnight sees the Black Thorns make steady gains in Vallorberg ... and then the situation begins to turn.

Two wide scouting patrols fail to return. When the third finally appears, half its number are dead and half the rest are walking wounded. They provide a dire warning - at least one significant Jotun force is camped nearby, supported by the garrison of a major fortification. As near as the scouts can tell, the Jotun force that passed by as they slipped into Hordalant had left one or more armies behind with orders to resupply. Convoys of food and essential supplies are being moved to the Jotun armies including wagons filled with mithril presumably intended for emergency resupply. All those attempts have been utterly thwarted by the expected presence of the Black Thorns in Hordalant - a strategic victory of sorts... but now they are coming for the Navarr in force.

Three days later, the Jotun hammer falls. The first major engagement in western Vallorberg goes to the Black Thorns. A significant force of Jotun move to reinforce a village near the Hellis river, but they are heavily outnumbered and retreat once the majority of thralls have been evacuated. This represents the last gain the Navarr make in Hordalant. Two days later, a much larger force attacks the Black Thorns from the south-east, pushing them back across the Volg. Then at dawn the following day, the force in the north attacks again, pushing the Navarr westward. Their strategy is straightforward - but even though the powerful enchantment on their army provides insight into how best to counter it, the Black Thorns are hard pressed to take advantage of the insight it offers. The orcs attack with the rhythm of the smith at the anvil; a hard strike in one place and then retreat and attack somewhere else the next day. They leave few openings for the outnumbered Navarr to exploit.

Exact numbers of orcs opposing the Imperial army are difficult to estimate even for the Navarr scouts. Independent captains have swelled the depleted Black Thorns to nearly double their size and at first it appears that the orc and Imperial forces might almost be matched in size... but as the days wear on that hope fades. The Jotun generals are carefully rotating their forces driving the Navarr back even while they minimise their own casualties. By the final month of the campaign, there is little doubt that the defenders of Hordalant outnumber the Black Thorns and their auxiliaries; although how many of these troops are part of an army and how many are "home guard" forces attached to a fortification is impossible to say. Hopefully, any scouts attached to the spy network in Hordalant may have more information.

The Black Thorns are outmatched nearly two-to-one, and they are steadily forced back. The Jotun defence is careful but relentless and they harry the Navarr night and day driving them out. Less than a month before the Summer Solstice it becomes painfully clear that they are certain to lose all the gains they have made, and scouts are increasingly assigned to seek out paths by which the bulk of the army might escape Hordalant intact.

Rather than rout, the Black Thorns stage a disciplined retreat. Once they decide to move, they move fast and sure. The best thorns fight a delaying action to let the Navarr gather their forces together, and then the entire army moves back east into Liathaven, abandoning Hordalant to its Jotun masters.

Only then does the true horror of their position become clear.

In West Ranging, they discover an immense force of Jotun orcs. A force that massively outnumbers them, perhaps as much as five to one. A force that has been waiting for them.

A week before the Summer Solstice, the situation for the Black Thorns in Liathaven is dire. They are surrounded by Jotun forces on all sides - with an impenetrable wall of Jotun stone and steel at their back in Hordalant. If not for their facility for fast movement it is likely that they would have suffered catastrophic losses already. While the Hordalant adventure only saw the loss of five hundred or so Navarr soldiers, once the Jotun press the attack, they are almost certain to lose many times that number.

If the forces in Hordalant were like the smith's hammer, the forces in Liathaven are like a raging forest fire, eager to reduce the Black Thorns to ashes.

The situation looks ... very bad indeed.

Game Information : Hordalant and Liathaven

The presence of the Jotun armies alongside the fortifications made all the difference here. If not for that they would have been able to secure some territory in Hordalant and begun to take a foothold. If there is one positive to this outcome, it is that the Jotun in Hordalant were clearly not expecting the Black Thorns - instead of being resupplied the armies defending the Jotun territory have taken more casualties (albeit reduced in number by the orders issued by both sides). According to the reports, the Navarr may even have prevented the Jotun armies from using emergency resupply to restore the armies to fighting strength.

As it is, the Black Thorns make no lasting gains in Hordalant and are forced to retreat back the way they came. Into Liathaven. Straight into a massive force of angry Jotun - not, arguably, that there is any other kind where the Navarr are concerned.

There are two problems however.

The first is that the army is now surrounded on all sides by angry Jotun warriors - who immediately attack. Unless something changes during the Summer Solstice, it is likely that by the Black Thorns will suffer several thousand casualties before downtime even begins. Cautious orders or magic might help reduce the casualties but it will take radical action to avoid a bitter defeat; a defeat that might well see the army disband (and as a large army, the Black Thorns disband if their fighting strength drops below 1,500).

The second problem is that the Black Thorns are once again trapped by Jotun armies. Assuming everything remains as it is during the coming summit, the General of the Black Thorns will face some serious decisions. Any attempt to move out of Liathaven would see the army needing to push through a cordon of tens of thousands of Jotun warriors.

A civil service expert will be on hand during the coming summit to discuss the strategic situation with the general in more detail, but a rough assessment of the army's options would be:

- They could stay where they are, taking an attacking order of some sort, attempting to drive the Jotun out of Liathaven. They can't take a defending order because there is literally no territory for them to defend.

- They could try to push north into Bregasland. This would require them to break through the Jotun blockade, resulting in them suffering a significant number of casualties. Given they have the Fast quality, they could even keep moving - assuming they were able to endure the punishment inflicted by the ring of orcs.

- They could again use the Paths of Lan Thúven and move south through the vallorn into Western Scout. Again, however, they would suffer serious casualties - the Jotun now control Silent Stand steading and seem to know enough to make an effort to stop the army reaching it. The army would also need to stop moving once they reached Western Scout - and while the Jotun cannot follow them directly it would still be a risky move.
Listen well my merry lads and lasses, once more, once more we go back into the Mourn and our foe shall tremble at the sight of our banners and the beat of our drums. It is the beginning of the end for the Jotun Horde, their armies are weakened, their morale broken - and if they yearn for a worthy death, we shall be sure to grant it to them. We are the first army of the Marches, we were last out and we will be the first imperials back in ... Remember though we fight this war for the living, show the people of the Mournwold that they have not been abandoned! ... We will, nay must show the people of the Mournwold that we are their saviours and not their bane...

General Will Talbot of the Drakes

- They could push west into Hordalant again. This would not result in any additional automatic casualties, but it would leave the Black Thorns engaged in Hordalant against forces that have already defeated them once - and the Jotun armies in Liathaven may well follow them.

It is possible that scouts attached to the spy network in Liathaven might have further information about the situation in that territory, and as always developments at the event may change the situation, but this represents the Empire's best guess as to the starting point of the Navarr army.

You Can't Go Home Again (Mournwold)

During the Spring Equinox, while the heroes of the Empire were fighting in western Liathaven, the Jotun forces in the Mournwold completed their push to drive Imperial forces out of the Greensward. Overwhelmed, the armies were pushed back across the border into Tassato. The Jotun again controlled the entire Mourn. A fleeting victory, but a victory nonetheless. A grim victory, given how much blood had been spilt.

The Drakes, the Fist of the Mountains, the Hounds of Glory, and the orcs of the Winter Sun regroup in Tassato and immediately march north through the forests of Madeiras and Tower March into Upwold. The Golden Axe are already waiting for them - as are the Iron Helms fresh from their militia engagement in Skarsind. An armed camp is established on the Heath not far from Sutton Stone Quarries.

Assault Soldiers of the Stong Reeds. The eyes of the Empire are upon you! The task will not be an easy one. The enemy is well trained, well equipped and battle hardened. They will fight savagely but this is a new year, the sees the Jotun armies all but broken. Last season, we laid a deadly trap and paid a terrible price. Now we face the monsters at our door. Now we bring the fight to them. The tide has turned, The Empire is marching to Victory. I have full confidence in your courage. We will lead the way, we will carry the day, we will accept nothing less than total victory. Onwards, for the Marches and for the Empire!

General Jack Flint of the Strong Reeds

There, the Imperial armies await reinforcements. Over the next few weeks they are joined by the Bounders, the Strong Reeds, and the Tusks. There is an air of celebration - it will be the first time that the four Marcher armies have fought together in the Mournwold and the moment has not come too soon for some. Soldiers and commanders alike laugh about who will be the first into Freemoor, who will be the first to break a Jotun army, who will be the first to liberate a Mournwold village.

Some eight thousand soldiers loyal to independent captains swell the already sizable force gathered on the Heath. Next-to-last to arrive are the Navarr of the Quiet Step, and then the Gryphon's Pride. The arrival of a second Dawnish army is met with some muttering - with the exception of the Winter Sun, all the other armies present belong to nations that have declared opposition to the vision of the Land without Tears - but the Dawnish nation has embraced it. The commanders tolerate muttering, but nothing more. Still, there is something tense in the air as one last discussion of strategy gives way to a gloomy morning, and the armies begin to move...

The Imperial forces cross into Freemoor, retracing the route the Golden Axe took last season. Banners snap in the wind, but the soldiers for the most part march in silence. As the Old Pig comes in sight, however, the Drakes raise their voices in the Marches Battle Song. After the first ragged chorus, the Bounders, and the Tusks, and the Strong Reeds join in. The Marcher armies pick up the pace.

The Jotun depend upon their champions and heroes for leadership, morale and their path across the Abyss. We will march to Freemoor and deny them those champions, and those champions the honourable deaths they desire. Where they seek honourable combat against the Shield of the 'Mark or Highborn, their leaders will meet our arrows and barbed spears, and the Fires of Spring will burn in their blood.

General Brennos Brackensong of the Quiet Step

Initially, the Empire encounters surprisingly little resistance from the orcs. Perhaps the Jotun commanders are expecting the Empire to attack from Tassato again, as they have so many times before. Perhaps they do not believe the Empire will be so quick to engage them again after the slaughter at the Fall of the Greensward.

Either way, it is three days before the first orc forces are spotted - Hierro orcs marching under the Jotun banners. Along with the Skjalderborn, they engage the Empire. They fight cautiously - withdrawing from any major engagement almost before it begins. Even with the support of the two Jotun castles - of Hillstop and the Tribute - the Jotun orcs are greatly outnumbered by the Imperial forces. Battle after battle, they fall back - but they do not rout. They give ground in a disciplined fashion - and whenever they spot an opening in the Imperial strategy they strike hard and fast at the exposed force before continuing their withdrawal. Still, that simmering undercurrent of uncertainty continues to stew. While some of the Imperial armies seize this opportunity for glory or heroism, some of the Imperial forces employ unorthodox tactics that invite open criticism from their allies.

We will fight the Jotun honourably, as noble foes, cleansing the land back for the Empire. .

General Erkenbrand of the Fist of the Mountains

Freemoor is liberated. The Chalkdowns are liberated.

Those who have fought alongside the Quiet Step in particular notice a change in their behaviour. Navarr thorns have always been fond of poison, of ambush, and of traps. That fondness appears amplified this seasons. They seem to have procured prodigious amounts of oil of blackthorn and redwillow paste. They share their venomous bounty with any who will accept it - especially those Marcher beaters, and warriors from the Varushkan armies who appreciate such things. They create brutal and efficient traps, and lure the Jotun into them. Their scouts seem disinterested in gathering information about the Jotun - rather they sneak out at night to slip through the Jotun armies and assassinate the enemy commanders wherever they can - a tactic that proves especially effective against the Hierro. Whenever the Jotun are engaged with other Imperial forces, the Quiet Step flank them and butcher as many as they can with arrows and poison blades.

The Gauntlet of Challenge has been laid down to the Jotun. No vile curses to steal our glory! We will show them why they wished to fight the Empire without our Intervention. Win a triumph by our charge, worthy of our new Queen! Honour the Fallen and allow the Jotun to reclaim and bury their honoured dead. Do no harm to civilian thralls.

General Tancred de Rondell of the Hounds of Glory

At the same time, the Iron Helms demonstrate how they once earned such a merciless reputation. Some soldiers have heard stories of what happened in the north with Dogri Thulebane -

My loyal warriors, the Jotun want to try and cross the Abyss by fighting the Empire, so the Winter Sun will help them into it. We do not weep for any Jotun, not even their fallen newborns. They are barbarian scum and deserve a quick death under the shadow of the first Legion Banners. While the second legion relax, we shall charge forwards in an overwhelming assault along side our marcher brothers and sisters.

General Bloodcrow Morgur of the Winter Sun

the hounds, and the ravens, and the drums. In Skarsind, the Iron Helms were fighting fellow humans, Imperial citizens. Here, they are fighting barbarian orcs, here they are finally let off the leash...

The Jotun are known to place much stock in respecting the dead - so the Iron Helms mutilate and despoil the bodies of their fallen opponents. Bodies are burned beyond recognition and then the charred remains hung from trees and signposts. There are stories of prisoners torn apart by dogs, of captured Jotun warriors impaled on rough stakes in front of their fellow orcs. The Iron Helms are scrupulous in obeying the orders of their general - no civilian is harmed by design - but any enemy who dares to raise a weapon against the Empire finds an agonising death awaits them if they fall into the hands of the Iron Helms. Word soon spreads throughout the territory - the Empire has come... and brought a bloody murder with them to the Mourn.

With so few Jotun arrayed against them, the Empire advances quickly; as the Summer Solstice draws closer, the Empire even manages to make inroads into the forest of Alderly. Here they encounter new foes of an entirely different nature, as Feni ambushers attack several patrols. They snipe at scouts and launch surprise attacks against smaller forces camped under the trees. Always, they run as soon as they lose the element of surprise, melting back into the trees. The truth is that they are little more than a nuisance - and it appears they are a nuisance

Iron Helms will perform a merciless onslaught into Freemoor alongside the Golden Axe... (we will) heighten the fear in Jotun hearts and break their morale... (we)will not assault civilians, allowing them to pass unhindered.

General Magnus Anatolyvich Prochnost of the Iron Helms

that seems just as interested in taking pot-shots at the Jotun at that. Yet some die to their arrows, and their poisoned blades, and there are precious few Feni corpses to show for it.

As the days grow warmer and the nights grow shorter, the Empire has driven the Jotun out of two regions and is close to conquering a third - in spite of Feni resistance.

Much of the north-eastern Mourn is liberated but if the Imperial forces had expected a joyous welcome they are sorely disappointed. In every settlement, soldiers are met with cold sullen faces. Lines of Marchers in plain homespun clothes stand mutely staring at the advancing soldiers, arms crossed over their chest. Once they have made their point, they return to their houses, turning their backs on the newcomers and barring their doors against them. From that point on, they pointedly refuse all contact with the armies of the Empire, rebuffing all attempts to engage them - whether to buy essential supplies or simply just to talk.

Last season your actions were beyond valour. I swell with pride to be your General! Now I must call upon your resilience and strength again to push forwards in a grinding advance into Freemoor. The Iron Helms will join us there as we push through Mournwold. We will stand side by side with our brothers and sisters of Varushka. If you encounter civilians from either side, you will allow them to leave unharmed.

General Nikolai Zakharovic Prochnost of the Golden Axe

In other places, the reception is different but just as unwelcoming. In the village of Charcoal on the edge of Alderly, the Empire is met with a line of tight-lipped Marchers armed with pans and ladles. As the soldiers draw near the wood burners and their families begin beating the pans over and over producing a riot of noise that assails the ears and simply does not stop. Only when the Empire pulls back far enough back that the houses are out of site does the racket finally cease. In Blackheath, a small community of leather workers on the edge of Freemoor, several tanners makes their displeasure plain by heating cauldrons in advance of the column, letting the wind carry the curse of the tanners' craft towards the advancing army.

The shunning is particularly painful for the Marcher soldiers. Many of them try to reason, or argue, with their fellow yeomen. Some get through. Most do not. In at least one case, a group of Tusks are reduced to angry tears by the hurled accusations of "murderer" and "coward" and the oft-voiced hope that the soldiers are reborn as rats and crows.

We shall sweep the Jotun from Freemoor, then the Chalk Downs and the Alderney. Now Discipline is more vital than ever. Every effort should be made to spare thralls and non-combatants. We will allow the Jotun to remove their dead if the request.

General Nedry of The Cullachs of the Tusks

This season we raise our banners and shoulder our weapons once more as we march for Mournwold. We march to meet our brothers and sisters from the other Marcher Armies in Freemoor and we will show them what us Bounders do best as we are relentless in our attack and cut the Jotun down! We will strike blows for our families and strike one for the land! When a Marcher strikes a blow, there's iron in their hand! So now you will pick up your bows and now your bill hooks hone. For when a marcher strikes a blow they never stand alone! Let's be sure to move it along double-time now, can't be letting the Drakes beat us to Freemoor!

General Alusair Farstrider of the Bounders

Now is the time, soldiers of the Gryphon's Pride. Our ambitions in the Barrens have been paused but today we begin a new chapter of our glorious history. Today we go to reconquer the Mournwold for the Empire and bring it;'s people back into the Imperial fold after thirty years under Jotun rule. Remember the commands of the Queen of Dawn and treat civilians and non-combatants with the hospitality our nation is famed for. If the Jotun stand against the Imperial host they shall die, if they flee we will flow across marcher land toward the Jotun homelands! For the Empire! For Glory! Conqueror

General Garravaine de Rondell of the Gryphon's Pride

Still ... whatever metric one uses the Empire is victorious. Despite the advantages the Jotun had, despite the problems of securing a beachhead and the fortifications arrayed against them, the Empire frees several regions. The orc forces fall back south to their castles in Ore Hills and Southmoor, and west to Green March. Yet it is impossible not to notice that the Empire is facing a significantly smaller force than they fought last season. The majority of the Jotun are conspicuous by their absence.

Game Information - Mournwold

The Empire has conquered two regions and is almost three-quarters of the way towards taking a third (Alderly). They have suffered perhaps a thousand casualties, if that. The Jotun have lost perhaps three times that many troops - probably the only thing that has kept their token forces alive has been their decision to give ground.

What is very clear however is that the Empire may have won the battle for territory this season, but the battle for the hearts and minds of the people of Mournwold has only just begun. The civilians - those folk who have dwelt here all their lives - are extremely angry with the Empire. While this has not particularly harmed the Imperial advance it does not bode well for the future.

Occupation (Dawnguard)

Along the western borders of the Barrens are four massively built white granite tower-keeps collectively known as the Towers of Dawn. This ancient fortification has been assailed many times by the Druj, and briars, and bandit orcs alike, but the Towers have never fallen. They have protected Dawnguard since they were first raised, a symbol of Dawn's resolve - that these lands will one day be theirs. They are one of the mightiest fortifications in the Empire, only the Castle of Thorns is larger. But stone walls alone do not make a fortress impregnable - only the resolve of Dawn's armies can do that.

But nothing lasts forever...

The reports of the refugees are fragmentary, confused. Piecing them together, it seems that the Druj split their armies into two forces, sweeping in from Murderdale and the Carmine Fields, driving everything before them. The main body of orcs struck with merciless force, overwhelming the defenders almost before they realised they were being attacked. The second, smaller force fighting under a scorpion banner, followed behind consolidating, rooting out resistance, and rounding up as many yeomen and nobles as they could find.

The two forces met at the Towers of the Dawn. At full strength the great fortification could hold off three Druj armies for a season, but the Towers were depleted by the attacks of the Barrens Orcs over a year ago, and that damage has weakened them disastrously. It would have made little difference if the castle had been at full strength - the Druj host spread out before the walls was clearly intended to overcome at least two Imperial armies and the Towers.

Alone, the Tower garrisons are barely able to slow the attackers down. With siege ladders and siege beasts, the Druj make short work of the courageous - but ultimately doomed - soldiers. Between the confusion of the swift attack, and the Druj living siege engines, the castle itself is torn apart and the walls reduced to rubble. The bodies of the defenders are mounted on spikes thrust into the rubble, and a small force of shrikes left to add anyone who tries to remove the bodies to their gruesome gallery.

There is some fighting at Drycastle, but it is short-lived. Those nobles and yeomen who try to resist the Druj are given no quarter. Their efforts are enough to buy some of the citizens of the Dawnish town the time they need to flee, but those who remain to fight pay the ultimate price. Their heads now stand on pikes mounted along the shattered walls, as the Druj make the settlement their new base of operations in the region.

After their initial push, the Druj forces quickly spread out across the region securing or destroying the manors of the noble households that call Dawnguard home. The lands of House de Carsenere, House Martel, House Aurelius, and House Vexille are all believed to have been overrun by Druj forces. There has been great loss of life, but nowhere near as much as their might have been. It seemed as if the Druj were here to conquer Dawnguard, rather than just to kill Dawnishfolk. Their main focus was on securing Drycastle and the Towers of Dawn, allowing space for refugees to escape north into the forests of Axmure. A few brave nobles even lead a rag-tag band through the mountains into Holmauer. Dawnguard has never been safe, and many households had contingency plans in case of an orc invasion that stretched back decades.

For now, a pall of silence has fallen of Dawnguard. Some minor pockets of resistance still exist, but they are slowly being stamped out by the Druj invaders. While a number of people escaped, a much larger number did not. Their fate is unknown - but veterans of the recent liberation of Reikos shake their heads and look away when asked for reassurance that the people still in Dawnguard will be alright.

Game Information : Dawnguard

With the fall of Dawnguard, the Barrens is now a conquered territory. As a consequence, every personal resource belonging to an Imperial citizen will have its production halved. The ritual Vale of Shadows can be used to protect a personal resource from the Druj, and may also be used to provide an in-character explanation as to how members of a household can continue to operate out of the Barrens. Any Dawnish character whose personal resource is in the Barrens may decide that it has been destroyed or conquered by the Druj by e-mailing Profound Decisions (at plot@profounddecisions.co.uk). If they do so before the Summer Solstice, they may take a new rank one resource in a Dawnish territory (Semmerholm, Weirwater, or Astolat) without paying the usual administration charge of two crowns.

There is a spy network in the Barrens; it is likely that the commander of any military unit that has been supporting it will receive more up-to-date information about the situation in the Barrens and in Dawnguard in particular.

Participation : Dawnguard

Any character whose personal resource is in the Barrens may choose to e-mail in to plot@profounddecisions.co.uk before the event and indicate they would like to begin play suffering the ater-effects of a wound inflicted by the Druj. We will then put a card in your pack detailing the ongoing effects. As a word of warning, the Druj make extensive use of venom and disease when fighting the Empire, and several of those toxins are resistant to the application of the purify spell, being much closer in potency to a curse or traumatic wound than the venom spell-effect.

In addition, we are offering an opportunity for some players to begin the game in the Barrens, besieged by the Druj and on the verge of being overrun. This opportunity is open to any character whose personal resource was in the Barrens at the start of downtime, to any new character whose personal resource is in the Barrens, and to any character whose military unit was assigned to the Barrens spy network this downtime. Anyone who is interested should come to monster (you can get directions from GOD) at no later than half-past-five on Friday afternoon. There is a conjunction on the Sentinel Gate that will be available to be opened after six-o-clock (time in) so any Dawnish characters who are interested in participating in what looks a lot like a rescue mission into the Barrens should ensure they are ready to go bright and early. Be warned - Imperial forces have been soundly thrashed in the Barrens, and the starting positions of those volunteering for this opportunity will represent that. Feel free to bring plenty of fake blood.

Valley of Darkness (Zenith)

A little over a month after the Spring equinox, desperate messages began to dance across the heliopticon. Reports claim there is an orc force in north-eastern Zenith, in the forests of Lustri. Reports of orcs in Lustri are not new - the region is sparsely populated after all. There is clearly something more serious at work here, however. The most coherent report comes from Gatherwood Spire, which stands near the southern banks of the Feverwater. The spire's isolation means they have a lot of practice using the heliopticon, sending messages quickly and efficiently. Before all contact is lost, they calmly inform the rest of Zenith that an "overwhelming force of orcs has come south from the Mallum. Impossible to count. They are everywhere."

Bit by bit, Lustri goes silent. A week later, the same messages begin to fly from the spires of Occursion.

By this time the Urizen sentinels have rallied ... but they are horribly outnumbered. Whatever force is moving south through Zenith appears equally adept at fighting in the hills and peaks of Occursion as in the forests of Lustri. Eyewitnesses report thousands of orcs, marching under Druj banners, storming the spires of eastern Zenith. Each spire is given one opportunity to surrender. If they do not take it, then when the Druj overwhelm them one in five of the residents are brutally murdered, while the spire is looted and then burnt to the ground. The slain are impaled on spikes, left for the birds as a stark warning to others of the futility of resistance. As the true scale of the threat becomes clear, many choose to flee before the Druj arrive. The orcs make no effort to catch them, happy to let them run and spread panic.

It is not just the spires that are their targets. The Starlight Drift is claimed, as is the Tower of the Fall, Origen's Rest, and a dozen other key mana sites, mines, forests, and especially herb gardens.

The defenders fall back to Endsmeet, only to discover that the spire is burdened with refugees seeking shelter. The resources of the magicians there are stretched to breaking point... and then the Druj arrive. Panic spreads. The magicians of Endsmeet try to rally the defenders, but to no avail.

The apparent commander of the Druj forces - an orc woman who stands beneath the banner of the basilisk - offers no opportunity to surrender. Instead, Druj catapults begin to fling balls of burning pitch against Endsmeet, and the Druj attack hell-bent on slaughtering everyone within. As the attack begins, the skies shift and change above the spire - a pall of obscuring night magic begins to spread across the entire territory.

Endsmeet falls.

The valiant defenders manage to buy enough time for many of the populace to flee, but the spire itself is gutted by fire. The library burns, the gardens burn, the towers are broken and defiled. Bodies scatter the elegant walkways like so may fallen leaves.

The survivors flee west, across the fields of Proceris.

And the Druj follow close behind.

Game Information Zenith

Lustri has fallen. Occursion has fallen. Proceris is under attack. The spire of Endsmeet has fallen...

The Druj take two regions of Zenith and are about a tenth of the way toward taking a third. The Druj (presumably) have raised a powerful Penumbral Veil over Zenith, a night magic effect of magnitude 38 (according to the magicians of Zenith). What else they might have done is impossible to say at this point - there are no reliable reports of activity in the regions the Druj have conquered, and nobody in a position to get any before the summit begins.

Any character from Endsmeet is free to roleplay they were present during the defence, but they will have been forced to retreat before the spire fell. Any such character who wishes to have died at the hands of the Druj is of course free to do so. Furthermore, while we don't track personal resources by region, if any character from Endsmeet wishes to roleplay that their personal resource has been captured or destroyed by the Druj, they can e-mail Profound Decisions and we will allow them to change to a new rank one resource without the usual two-crown transfer fee.

The sinecures "Starlight Drift", "Tower of the Fall", and "Origen's Rest" provide their usual production before this event, but going forward will produce nothing. The characters who had the titles associated with these sinecures retain those titles, and will start receiving production again if the regions are liberated from the Druj if they still have the titles (assuming the Druj do not repeat their tragic demolition of the Great Pits of Ennerlund, of course).

Participation : Zenith

Any character whose personal resource is in Zenith may choose to e-mail in to plot@profounddecisions.co.uk before the event and indicate they would like to begin play suffering the ater-effects of a wound inflicted by the Druj. We will then put a card in your pack detailing the ongoing effects. As a word of warning, the Druj make extensive use of venom and disease when fighting the Empire, and several of those toxins are resistant to the application of the purify spell, being much closer in potency to a curse or traumatic wound than the venom spell-effect.

Major Conjunctions

The civil service has identified five major conjunctions of the Sentinel Gate that are expected to be available during the coming summit.

On Saturday, three major conjunctions have been identified - but the heroes of the Empire will only be able to take advantage of one of them. Two open in different parts of West Ranging, in north-western Liathaven. The third opens in Green March, in north-western Mournwold. The civil service are still compiling notes, but anticipate that the Liathaven opportunities at least most likely provide opportunities to assist the Black Thorns in some way; they are uncertain as to the advantage offered by the Mournwold conjunction.

On Sunday, two conjunctions have been identified in the Eastern empire - but again only one can be taken advantage of. One opens in Spiral, in southern Ossuary, near the border with Screed. The other opens in Zenith, in the Proceris farmland, not far from the southern border. The Ossuary conjunction offers an opportunity to engage Grendel soldiers, while the advantage of the Zenith conjunction is less clear but may have to do with a Grendel advance force that seems to be closing in on refugees from Endsmeet.

In addition to these major conjunctions, the civil service report a number of smaller, more traditional conjunctions that all seem to open into locations west of Sermersuaq that seem to culminate in a significant conjunction on Saturday evening, one suitable for a use by a large force of Imperial heroes (OOC: a skirmish against the Jotun).

By the time of the Summer Solstice summit, the civil service will have completed reports for each of the five major conjunctions, which will be presented the the generals during the Muster. The final decision about which two major conjunctions to exploit, and who will take part in the battles, is the heavy responsibility of the generals alone.

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381YE Winter Solstice Conclave sessions

Preperation

Precedence and the Font

- The basic font at this summit was 122 mana.

- The income from the Principle of Proportions at the previous summit was 130 mana.

- The remainder from previous seasons was 3 mana.

The members of each order in attendance at the end of the previous summit determine precedence for the following summit according to the Principle of Precedence. The income of mana following the previous summit is listed above and was distributed as per the table below. This left 3 mana, which will be added to the font to be divided at the end of the next summit along with the income from the Principle of Proportions at this summit.

Order

Precedence

Members

Mana

Ilium

Golden Pyramid

1

79

58

3

Shuttered Lantern

2

72

52

3

Rod and Shield

3

65

47

2

Sevenfold Path

4

55

40

2

Unfettered Mind

5

33

24

1

Celestial Arch

6

25

18

1

Silver Chalice

7

18

13

1

Process

Contents

- 1 Preperation

- 1.1 Precedence and the Font

- 2 Process

- 2.1 The Imperial Titles of the Conclave

- 2.2 Changes of Sorcery

- 2.3 Changes of Amity and Enmity

- 2.4 Conclave Declarations

- 2.4.1 Friday Session

- 2.4.2 Saturday Session

- 2.5 Conclave Addresses

- 2.6 Principle of Proportions

The Imperial Titles of the Conclave

The full list of Imperial Titles held in the Conclave at the end of the summit can be found here.

The following Imperial Titles were declared by the Conclave during the summit.

- Emilia was appointed as the Archmage of Winter following the Friday session.

- Fabienne of Vexille was appointed Archmage of Spring following the Saturday session.

In meetings of the members of the appropriate orders, the following Grandmasters were appointed.

- TBD

Changes of Sorcery

- Eudaemon and Aurelia of Halcyon Spire were declared sorcerers.

- Gui of House Vexille was reconciled with the Conclave.

Changes of Amity and Enmity

- The eternal Zakalwe has been granted amity.

- The eternal Ylenrith has acquired enmity.

- Gilean, Herald of Llofir has ceased to exist and been removed from the roster of amity.

Conclave Declarations

Records show that 10 declarations were made during the Friday session, and 10 were made during the Saturday session. The details of these declarations and their outcomes were as follows: when a declaration is not one of Concord, its text may have been edited for standardisation purposes.

Friday Session

Speaker

Declaration of...

The Imperial Conclave declares

Outcome

Proxy Archmage of Day

Enmity

that Ylenrith shall have enmity against her.

Passed

Kyra of Halcyon Spire

Sorcery

that Eudaemon of Halcyon Spire is a Sorcerer.

Passed

Simargl, the Empty One

Amity

that Sadogua shall have amity towards him.

Failed

Emilia

Candidacy

that Emilia is the Archmage of Winter.

Passed

Erasmo di Tassato

Concord

that Conclave requests the Senate reviews the laws regarding sorcery and ensures they are in line with the Constitution.

Passed

Kyra of Halcyon Spire

Sorcery

that Aurelia of Halcyon is a Sorcerer.

Passed

Vandale the Enchantress

Candidacy

that Vandale the Enchantress is the Archmage of Summer.

Failed

Raewynn Farkas

Dissemination

that the ritual text "Dance of Navarr and Thorn" shall go to Axos.

10 Thrones provided by Raewynn Farkas after Winter Solstice

Passed

Mercutio Ankarien

Candidacy

that Mercutio Ankarien is the Dean of the Lyceum.

Failed

Asenath

Reconcilation

that Gui of House Vexille is no longer a Sorcerer.

Passed

Saturday Session

The Conclave made the following Declarations:

Speaker

Declaration of...

The Imperial Conclave declares

Outcome

Aquillian

Imperial Lore

that The
Infant Starts With A Blank Slate
should be added to Imperial Lore.

10 Thrones provided after Winter Solstice

Passed

Volfe of Ashenhall

Concord

Irra Harrah is allowed to aid those in need throughout the Empire, so long as he does not sow discord, preach heresy, or break the laws of the Empire.

Passed

Raewynn Farkas

Endowment

that the 2 mithril held by the bursar be granted to the Silver Chalice. (CS: TBD?)

Passed

Marcus Endsmeet

Concord

that Reed is allowed to conduct a second Audit of the Empire.

Failed

Gabriel Barossa

Amity

that Zakalwe shall have amity towards him.

Passed

Mord of Auric Horizon

Concord

Thank you to Sadogua for protecting the Halls of Knowledge.

Passed

Romande Remys

Candidacy

that Romande Remys is the Archmage of Spring.

Failed

Fabienne of Vexille

Candidacy

that Fabienne of Vexille is the Archmage of Spring.

Passed

Rhode Scarlet Guard

Concord

the Empire will gift a copy of "the Mountain Remembers Its Youth" to a foreign nation of Prospero's choosing.

Failed

Stormchaser

Candidacy

that Stormchaser is the Archmage of Spring.

Failed

Conclave Addresses

Records show that 15 addresses were made during the Friday session, and 12 during the Saturday session. Per protocol, the titles of addresses are not recorded.

Principle of Proportions

155 mana was collected in accordance with the Principle of Proportions. This means that, including the existing remainder, 158 extra mana will be distributed at the next summit along with the basic font.

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381YE Winter Solstice Imperial elections

This page was updated throughout the event as elections and vacant positions occured (i.e. opportunities!). Now the event is over we tided up the last few position title holders and transferred this information over to the rolling historical record that can be found here

Contents

- 1 Imperial Senate

- 1.1 Other Imperial Senate positions

- 2 Imperial Military Council

- 3 Imperial Synod

- 4 Imperial Conclave

- 5 Imperial Bourse

- 6 Destroyed by Druj in Zenith

- 7 Destroyed by Grendel in Madruga

Imperial Senate

- Senator for Madruga: Adan i Del-Tero i Riqueza

- Senator for Astolat: Bohemond de Rondell, the incumbent

- Senator for Necropolis: Jeconiah of Ravens Watch

- Senator for Skarsind: Irontide Vio, the incumbent

- Senator for Temeschwar: Gant Archama, the incumbent

- Senator for Bregasland: Orrick Bolholt, the incumbent

- Senator for Hercynia: Rhisart Dancewalker

- Senator for Zenith: The Incumbent, then we lost the territory to barbarian orcs

- Senator for Miekarova: Father Nikolovich Drakov, the incumbent

- Senator for Kallavesa: Edythe Dunne

- The Senator for Redoubt resigned and was replaced with: Andronikos

- The Senator for Volodmartz was revoked and replaced with: Alexei Volostra

- The Senator for Semmerholm was murdered and replaced with: Lady Ailliena Devereux

Other Imperial Senate positions

- The Ambassador to Axos: Tarquinius Ankarien, the incumbent

- The Dean of Pilgrims: No motion of appointment was raised in the Senate

- The Imperial Master of Works: No motion of appointment was raised in the Senate

- The Crystal Architect of the Spires: No unanimous decision of the senators of Urizen was presented to the the Civil Service Overseer of Imperial Elections

- The Fallsheart Guardian: Breeta Dunning of Wintermark

- The Master Apothecary: Kai Dunning of Wintermark

- Keeper of the Breadbasket: Rowen Merrick

Imperial Military Council

- General for Hounds of Glory: Tancred de Rondell, the incumbent

- General for Winter Sun: Bloodcrow Morg'ur, the incumbent

- General for Strong Reeds: Jack Flint, the incumbent

- General for Army of the Golden Axe: Volk Kusntor Starcorvich

- General for Green Shield Army: Iron Osric, the incumbent

- General for The Towerjacks: Natalia Barossa, the incumbent

- General for Fist of the Mountains was revoked and replaced with: Axehind of Dunhearth Hall

- General for The Bounders died on the battlefield and was replaced with: Black Jack

- General for Army of the Golden Axe: died on the battlefield and no unanimous decision by the Varushan senators was presented to the Civil Service Overseer of Imperial Elections

Imperial Synod

- The Cardinal of The Way: Atla of the Imperial Orcs, the incumbent

- The Cardinal of Prosperity: Cesare Enzo Di Trivento

- The Gatekeeper of Ambition: Corey Wayfarer (also known as Corey Brackensong)

- The Conscience of the Senate: Mel Greenhill

- The Cardinal of Pride abdicated and was replaced with: Astrid Fjellrevening Rezia di Tassato

- The Auditor of Senatorial Accountability: Vauraus Korppitkotka

- The Friar of Honour's Rest: Albert Fugglestone-Copperhill

- The High Exorcist: Solas of Urizen, the incumbent

- The Voice of Barbs: Meredith Nighthaven

- Head Gardener of Urizen: Alcuin Shatterspire, the incumbent

- Liaison to the Temple in Nemoria: Franco Di Erigo

- The Gatekeeper of Prosperity: Morgan Leafstalker

- The Virtue Inquisitor of The Way: Yarrick Ursan of Wintermark

- The Virtue Inquisitor of Prosperity: Yarona of The Chantry of the Silver Skull

Imperial Conclave

- Grandmaster of the Celestial Arch: Reichard Callan Remidos von Holmauer

- Grandmaster of the Rod and Shield: Zephyr DeRondall

These Grandmasters were appointed by the members of their orders. Members of the order voted in a closed session to pick one of their number to lead the Order for the coming year.

- Archmage of Winter: Emilia

- Archmage of Summer: Solomon of the Shattered Tower, the incumbent

- Dean of the Lyceum: Simargl, "the Empty One" of the Circle of Zulgan-Tash, the incumbent

- Archmage of Spring: Fabienne of Vexille

These Imperial Conclave titles were reappointed at Conclave sessions through a Declaration of Candidacy.

Imperial Bourse

- The Golden Trees of Seren: Watkin (280th)

- The Hunt of Alderei the Fair: Raknar Dunning (320th)

- The Heartwood of the Great Vale: Mathilda Reaper (275th)

- The Weirwater Vales: Rada (280th)

- The Canterspire Circle: Bron Mordssen (280th)

- Great Forest at Reikos: Issachar (200th)

These Imperial seats were auctioned openly and citizens bidded for control of these valuable weirwood seats.

- The Thimble: Idris Eternal (unopposed)

- Bailiff of the Grand Market: Errol Butcherson (unopposed)

- Provost of the Halls of Knowledge: Mord Thorntarry (by 10 votes)

- Overseer of the Westward Road: Borys Vardovich Strascovich (by 50 votes)

- The ministry of the Four Seasons' Boneweaver: Palerictus Tog (unopposed)

- Imperial Wayleave: Shauni di Vest (15th)

- Imperial Wayleave: Sandro Visconti di Sarvos (35th)

- Imperial Wayleave: Maccus Belisarius Trahern (20th)

Destroyed by Druj in Zenith

- Custodian of the Starlight Drift

- Keeper of the Tower of the Fall

- Custodian of the Storm Vault

- Origen's Rest

Destroyed by Grendel in Madruga

- The Freeborn Storm

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381YE Winter Solstice Imperial titles

Contents

- 1 The Imperial Senate

- 1.1 The Throne

- 1.2 The senators of The Brass Coast

- 1.3 The senators of Dawn

- 1.4 The senators of Highguard

- 1.5 The senators of The League

- 1.6 The senators of The Marches

- 1.7 The senators of the Navarr

- 1.8 The senators of Urizen

- 1.9 The senators of Varushka

- 1.10 The senators of Wintermark

- 1.11 The senator of the Imperial Orcs

- 1.12 Other Imperial Senate positions

- 1.13 Commissioners appointed by senators

- 1.14 Sinecures and Ministries appointed by senators

- 2 The Military Council

- 2.1 The Generals of The Brass Coast

- 2.2 The Generals of Dawn

- 2.3 The Generals of Highguard

- 2.4 The Generals of the Imperial Orcs

- 2.5 The Generals of The League

- 2.6 The Generals of The Marches

- 2.7 The Generals of Navarr

- 2.8 The General of Urizen

- 2.9 The Generals of Varushka

- 2.10 The Generals of Wintermark

- 2.11 Other Military Council Positions

- 3 The Imperial Synod

- 3.1 Ambition

- 3.2 Courage

- 3.3 Loyalty

- 3.4 Pride

- 3.5 Prosperity

- 3.6 Vigilance

- 3.7 Wisdom

- 3.8 The Way

- 3.9 Other Synod positions

- 3.9.1 Sinecures and Ministries appointed by the Synod

- 4 The Imperial Conclave

- 4.1 Archmagi

- 4.2 Grandmasters of the Orders

- 4.3 Other Imperial Conclave Positions

- 5 The Imperial Bourse

- 5.1 Imperial Bourse Positions

- 5.2 National Bourse Positions

- 5.3 Other Bourse Titles

- 5.3.1 Imperial Wayleaves

- 6 Miscellaneous

The Imperial Senate

The Throne

- The Empress : Lisabetta Giacomi von Holberg of the League

The senators of The Brass Coast

- Senator for Feroz: Chiara i Zayden i Riqueza

- Senator for Kahraman: Qusay i Kalamar i Guerra

- Senator for Madruga: Adan i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond de Rondell

- Senator for Semmerholm Lady Ailliena Devereux

- Senator for Weirwater: Lady Eve Orzel

The senators of Highguard

- Senator for Bastion: Sammual, of the Cohort of the Winter Bear

- Senator for Casinea: Nira, of Cantiarch's Hold

- Senator for Necropolis: Jeconiah, of Raven's Watch

- Senator for Reikos: Cadeus, of the Shattered Tower

The senators of The League

- Senator for Holberg: Irina Arkady Staryn Von Holberg

- Senator for Sarvos: Magdelena Alagna di Sarvos

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: vacant

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick Bolholt

- Senator for Mitwold, Pride of the Marches: William Guildenstern

- Senator for Upwold, The Silver Chase: Henry Ward

- Senator for Mournwold, The Mourn: Robert Dunlain

The senators of the Navarr

- Senator for Hercynia: Rhisiart Dancewalker

- Senator for Miaren: Llewellyn Leafstalker

- Senator for Therunin: Cybi Farkas

The senators of Urizen

- Senator for Morrow: Ariadne of Auric Horizon

- Senator for Redoubt: Andronikos

The senators of Varushka

- Senator for Karsk: Maarit

- Senator for Karov: Pipski Bearonovitch Strascovich of the Vor'azi

- Senator for Miekarova: Father Nikolovich Drakov

- Senator for Volodmartz: Alexei Volostra

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Edythe Dunne

- Senator for Sermersuaq: Atte

The senator of the Imperial Orcs

- Senator for Skarsind: Irontide Vio

Other Imperial Senate positions

- The Advisor on orc affairs is Bloodcrow Yargol

- The Advisor on the Vallorn is Siân Eternal

- The Ambassador to Asavea is Jarrigk Wegwandelaar

- The Ambassador to Axos is Tarquinius of Ankarien

- The Ambassador to the Commonwealth is Cael Splitroot

- The Ambassador to Faraden is vacant

- The Ambassador to the Iron Confederacy is Zadkiel de Coeurdefer

- The Ambassador to Jarm is Oswi Twice-burned

- The Ambassador to Otkodov is Juha the Cave Spider

- The Ambassador to the Sarcophan Delves is Thanmir Hrafnar

- The Ambassador to the Sumaah Republic is Vera Runova Helgrod

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Captain of the Senate Guard is Keelin Foxden

- The Conscience of the Senate is Mel Greenhill of Mourn

- The Dean of the Academy is Faustina Notturno Di Sarvos

- The Imperial Consul is Aureliana Perpetua Nicasia Saverio di Sarvos

- The Keeper of the Breadbasket is Rowan Merrick

- The Minister of Historical Research is Ioseph of Phoenix Reach

- The Trade envoy to Asavea is TBC

- The Trade envoy to the Commonwealth is TBC

- The Trade envoy to Faraden is TBC

- The Trade envoy to Jarm is TBC

- The Trade envoy to the Sarcophan Delves is vacant

- The Trade envoy to the Suumah Republic is TBC

Commissioners appointed by senators

- The Crystal Architect of the Spires is vacant

- The Imperial Master of Works is vacant

Sinecures and Ministries appointed by senators

- The sinecure of Broken Shield Guardian is Redhand Gezzar

- The sinecure of Caretaker of New Dunhall is Brigantia Dunning

- The sinecure of Custodian of Glass Point Cove is Dalibor Marek

- The sinecure of Custodian of the Claw is held by Valeria of Phoenix Reach

- The sinecure of Dean of Pilgrims is vacant

- The sinecure of Dredgemaster of Feverwater is Eleri of Bronwen's Rest

- The sinecure of Eternal Flame of Miaren is Tanwen Snowstep

- The sinecure of Fallsheart Guardian is Breeta Dunning

- The sinecure of Gatekeeper of Falling Snow is Pendraed the Maker

- The sinecure of Granger of the Golden Orchard is Merel Pathfinder

- The sinecure of Grim Gardener is Maegruth Bearonovitch Strascovitch

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Guardian of Dunfrith is Kai Dunning of Wintermark

- The sinecure of Healer of Dawn is Isabella de Rondell

- The sinecure of Herbalist of the Hearth is Brienne-Walda Stormborn

- The sinecure of Jade Custodian is Giacomo Corvinoscuro

- The sinecure of Keeper of Aurelie's Garden is Katrina Gardner, of Dawn

- The sinecure of Keeper of Berislav's Rest is Goran Berislavin Kovacevic

- The sinecure of Keeper of the Crystal Vale is Torunn Volcarona

- The sinecure of Keeper of the Dour Fens is Bill of Middleton

- The sinecure of Keeper of the Glorious Fountain is Tatiana of Auric Horizon

- The sinecure of Keeper of the Golden Fields is Thomas of Hay

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Master Apothecary is Kai Dunning of Wintermark

- The sinecure of Master of the School of Exorcism is Naomi of Felix's Watch

- The sinecure of Mayor of Caricomare is held by Aria Notturno di Sarvos

- The sinecure of Preceptor of the Skarsind College of Warcasting is Irontide T'onk

- The sinecure of Shepherd of the Great Herd is vacant

- The sinecure of Signori d'Argento Vine Tender is Markus Devere

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Storm Shaman is Ashborn Rauur

- The sinecure of Weigher of Worth is Skywise Taal

- The ministry of Celesti Lighthouse Keeper is Bakar i Erigo

- The ministry of High Herbalist of Sybella is Tolame of the Scions of Ravensfell

- The ministry of Master of the Clearing House is Wilhelmina Aurora Sanguineo

- The ministry of Steward of the Tassato Mana Exchange is Edwin Sanguineo di Tassato

The Military Council

The Generals of The Brass Coast

- General Estana i Mestiere i Guerra of the Red Wind Corsairs

- General Gomez i Souza i Guerra of the Fire of the South

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Zoran Orzel of the Golden Sun

- General Vincent Vexille of the Eastern Sky

- General Garravaine de Rondell of the Gryphon's Pride

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Cayleb of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Bloodcrow Morg'ur of the Winter Sun

- General Irontide Skar of the Summer Storm

The Generals of The League

- General Michelangelo Garcian de Sarvos of the Wolves of War

- General Natalia Barossa of the Towerjacks

The Generals of The Marches

- General Marius Woodville-Talbot of The Tusks

- General Will Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General Black Jack of the Bounders

The Generals of Navarr

- General Eira Pridestalker of the Black Thorns

- General Brennos Brackensong of the Quiet Step

The General of Urizen

- General Nicassia Avicia of Phoenix Reach of the Citadel Guard

The Generals of Varushka

- General Akstis Eigulys of the Army of the Northern Eagle

- The position of General of the Army of the Golden Axe is vacant. The adjutant for the late Volk Kunzetsov Strascovih is currently discharging the general's duties.

- General Magnus Prochnost of the Army of the Iron Helms

The Generals of Wintermark

- General Iron Osric of the Green Shield Army

- General Axehind of Dunhearth Hall of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Heilyn Bronwen's Rest, of Navarr

- The Quartermaster General of the Imperial Armies is Brendan Brackensong

- The Imperial Fleet Master is Estaban i Del Rio Blanco i Guerra

The Imperial Synod

Ambition

- Cardinal Viviane de Coeurdefer of Dawn

- Gatekeeper is Corey Wayfarer of Navarr

- Virtue Inquisitor Ranae de Rondell of Dawn

Courage

- Cardinal Jorma Steelhail of Wintermark

- Gatekeeper Nina of Cantiarch's Hold, of Highguard

- Virtue Inquisitor Lucifer, Son of Cyrus of Highguard

Loyalty

- Cardinal Veikko, of Wintermark

- Gatekeeper Tess of the Marches

- Virtue Inquisitor Corwin Leafstalker of Navarr

Pride

- Cardinal Astrid Fjellrevening Rezia di Tassato of The League

- Gatekeeper Constanza i Kalamar i Guerra of The Brass Coast

- Virtue Inquisitor Rane Jorunsdottir of Wintermark

Prosperity

- Cardinal Cesaro Enzo di Trivento

- Gatekeeper Morgan Leafstalker of Navarr

- Virtue Inquisitor Yarona of the Chantry of the Silver Skull of Highguard

Vigilance

- Cardinal Irada von Temeschwar, The League

- Gatekeeper Aarne Ceorling of Wintermark

- Virtue Inquisitor Adamah of Highguard

Wisdom

- Cardinal Abaddon De Rondell of Dawn

- Gatekeeper: Amris of Varushka

- Virtue Inquisitor Galene Netherwatch of Urizen

The Way

- Cardinal Atla of the Imperial Orcs

- Conscience of the Senate Mel Greenhill of the Mourn of the Marches

- Virtue Inquisitor Yarrick Ursan of Wintermark

Other Synod positions

- The post of Auditor of Senatorial Accountability is Vauraus Korppitkotka of Wintermark

- The post of High Bard of the Empire is held by Kaywenn du Launcet, of Dawn

- The post of High Exorcist is held by Solas of the Waxing Sun, of Urizen

- The post of Imperial Chaplain Consular is held by Bloodcrow Ergot of the Imperial Orcs

- The post of Imperial Inquisitor is held by Martin Orchard, of the Marches

- The post of Seer of the Gateway is held by Livia of the Spire of the Celestial Cascade, of Urizen

Sinecures and Ministries appointed by the Synod

- The post of Crow Keeper of the Rest is held by Nils Bardstrom of Wintermark

- The post of Curator of the Printer's Guild Museum is held by Taddea Ginori

- The post of Curator of the White City Museum is held by Apollos of Highguard

- The post of Custodian of the Imperial War Memorial is held by Sister Magdelana of the Shattered Tower, Highguard

- The post of Dean of Laroc Cathedral is held by Odelina de Rondell of Dawn

- The post of Friar of Honour's Rest is held by Albert Fugglestone-Copperhill

- The post of Guardian of Giselle's Tomb is held by Casimir Marcellino di Sarvos of the League

- The post of Head Gardener of Urizen is held by Alcuin of the Spire of Shattered Art

- The post of Liaison to the Temple in Nemoria is held by Franco i Erigo

- The post of Coordinator of the Limitu Principality House of the Way is held by Lord Marcus Drummond

- The post of Quaymaster of the Black Sails is vacant

- The post of Voice of Barbs is held by Meredith Nighthaven of Navarr

- The post of Watcher of Britta's Pool is held by Gunnbrand Ironwill of Wintermark

The Imperial Conclave

Archmagi

- The Archmage of Spring is Fabian of Vexille

- The Archmage of Summer is Solomon

- The Archmage of Autumn is Marcus of Endsmeet

- The Archmage of Winter is Emilia

- The Archmage of Day is Gancius della Notte di Sarvos

- The Archmage of Night is Elyssiathain of Endsmeet

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Reichard Callan Remidos von Holmaur

- Grandmaster of the Order of the Golden Pyramid Arsenio Sanguineo Rezia di Tassato

- Grandmaster of the Order of the Rod and Shield Zephyr De Rondell

- Grandmaster of the Order of the Sevenfold Path Zephaniah of Highguard

- Grandmaster of the Order of the Shuttered Lantern Gregor

- Grandmaster of the Order of the Unfettered Mind Kyra of Halcyon Spire

- Grandmaster of the Order of the Silver Chalice Raewynn Farkas

Other Imperial Conclave Positions

- Simargl, "the Empty One" of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Abel of Reikos' Renown of Highguard serves as Bursar of the Conclave

- Pavel, of Varushka serves as Imperial Magus

- Finn Finnson serves as the Imperial Seer

- Vitore Van Temeschwar serves as the Arcane Architect

- Brother Luke of the Shattered Tower of Highguard serves as Master of Ice and Darkness

- The position of Imperial Censor is vacant

- Asenath, of Highguard, serves as Penumbral Watcher

- Sibella of Phoenix Reach, of Urizen, serves as Gloaming Sentinel

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Liora of the Silver Chantry (300 Thrones)

- The Brilliant Star is held by Tobias Shanks (350 Thrones)

- The Canterspire Circle is held by Bron Mordssen (280 Thrones)

- The Custodian of the Concordium Dock is held by Dranthus of Enlightment Spire (5 Thrones)

- The Damation Cliffs are held by Vieri Allori (355 Thrones)

- The Fortress of Salt is held by Caleb of the Cenotaph (375 Thrones)

- The Golden Trees of Seren are held by Watkin (280 Thrones)

- The Great Forest at Reikos is held by Issachar (200 Thrones)

- The Great Mine of Briante is held by Jonah Farkas (370 Thrones)

- The Great Pits of Ennerlund is held by Vasiliy Krenyenkov Valeskai Strascovich (370 Thrones)

- The Heartwood of the Great Vale is held by Matilda Reaper (275 Thrones)

- The Hunt of Alderei the Fair is held by Raknar Dunning (320 Thrones Thrones)

- The Night Quarry is held by Thalia of Netherwatch (306 Thrones)

- The Scorrero Nets are held by Saura Splitroot (75 Thrones)

- The Sutton Stone Quarries are held by Peter Carter (287 Thrones & 4 Crowns)

- The Syrene's Wisdom is held by Hepzibah of Reumah's Redoubt(90 Thrones)

- The Weirwater Vales are held by Rada (280 Thrones)

- The Singing Caves are vacant, awaiting allocation by the Imperial Senate.

National Bourse Positions

- The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa (68 Thrones)

- The Master of the Imperial Mint (League) is Lieselotte van Holberg (10 Thrones)

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Bloodcrow Losak

- The Eternal Shafts of Time (Varushka) are held by Tomasz

- The Granites of Veltsgorsk (Varushka) are held by Vitaly Grigorovich Dukov

- The Brilliant Shore (Imperial Orcs) is vacant

- The Vigilant Swan (Highguard) is held by Bartimaeus of the Shattered Tower

- The Pride of Ikka's Tears (Wintermark) is held by Algar of Ashenhall

- The Gift of the Dwindling Star (Varushka) is held by Jarek the Peaceful

- The Overseer of the Cavabianca Dock (League) is vacant

- The Stonefield Ice Caves (Wintermark) are held by the Thule

- The Legacy (Urizen) is held by the Grendel

Other Bourse Titles

These titles are appointed through the Bourse, but do not give the holder a Seat on the Imperial Bourse.

- Errol is Bailiff of the Grand Market

- Demitrio Taziel i Riqueza is the Dhomiro of the Cinnabar Hills

- Safya i Kalamar i Guerra is Mistress of the Glass Parador

- Claus Friedrich von Holberg is the Custodian of the Assayer's Guild

- Esteban i Ezmara i Erigo is the Vizier of the Incarnadine Satchel

- Mord Thorntarry of the Spire of Auric Horizon is Provost of the Halls of Knowledge

- Maryc is the Castellan of Spiral Castle

- Irontide Flax is the Foreman of the Mines of Gulhule

- Irontide Krag is the Bonesetter of Torfast Trading Post

- The Broker of Treji Wayhouse is vacant

- Jan Von Schmied de Temeschwar is the Northbound Trademaster

- Borys Vardovich Straskovich is the Overseer of the Westward Road

- Tobyrtan is the Delver of the Depths

- Palerictus Tog is the Four Seasons' Boneweaver

Imperial Wayleaves

The Imperial Senate auctioned three Imperial wayleaves during the Winter Solstice. Each title holder serves for one season.

- Shauni di Vest (15 thrones)

- Sandro Visconti di Sarvos (35 thrones)

- Maccus Belisarius Trahern (20 thrones)

Miscellaneous

- The Operator of Brock's Toll is Tristan of House de Rondell of Dawn

- The Keeper of the Imperial Menagerie is Kay Griffinsbain

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=381YE_Winter_Solstice_Imperial_titles&oldid=64009"

381YE Winter Solstice Senate sessions

Overview

- Imperial treasury during this season announced by the Civil Service at  ???

Administrative

This administrative motion was raised as the first order of business at the first Senate session on Friday.

- Amend powers of the Advisor on the Vallorn to include Custodianship of the Great Library of Hacynian - first order of business, Friday

- Create Senate power of relinquishment - Sunday session, Constitutional vote

Motions

Passed

- Amend powers of Captain of the Senate Guard

- Amend powers of Dredgemaster of Feverwater

- Appoint ambassador to Axos

- Appoint ambassador to Faraden

- Appoint general of the Strong Reeds

- Authorise ambassador to Iron Confederacy

- Charter Sarcombe market town

- Construct Gate in Semmerholm - This motion does not require a commission

- Construct Harps of Astolat

- Construct place of pilgrimage in Casinea

- Construct Temeschwar Mana Exchange

- Construct Sarvos Mana Exchange

- Construct Seren's Whispering Garden

- Construct spy network in the Mountains of the Moon

- Construct Lorenzo's Legacy of Prosperity

- Construct Lorenzo's Legacy of Vigilance - this commission will be overseen by Almodin Oktístis, Priest of the Builder.

- Construct walls of Holberg

- Create Senate power of escalation - required constitutional vote

- Declare Mournwold thralls foreigners

- Decommission Verthandi spy network

- Disburse funds for strategic purposes

- Disburse funds for Wintermark army

- Map the Bay of Catazar

- Rebuild Aleksandra's Watch- This motion requires a commission

Withdrawn

Failed

- Amend powers of Advisor on the Vallorn

- Create Senate power of relinquishment - failed to achieve Constitutional majority

- Construct Arsenal in Sarvos

Vetoed

- The Arcane Architect announced their decision to construct a summer mana sinecure in Reikos, but it was vetoed by the Throne.

Announcements

- Research Fire from the Heavens was announced by the Minister of Historical Research

- Research the descendants of Terunael in Axos was announced by the Advisor on the Vallorn

- Hand of the Chancellor was exercised by Imperatrix Lisabetta to the amount of 473 Thrones

- The intention to address the Empire was announced by Imperatrix Lisabetta.

- 381YE Winter Solstice announcement of the Quartermaster General

- Change to Imperial Breadbasket announced by Rowan Merrick, Keeper of the Breadbasket

Commissions

A total of 11 commissions were announced during the Winter Solstice: 8 standard commissions, 2 wayleaves, and 1 under the auspices of Almodin Oktístis.

- Rebuild the Colossus of Sarvos by Shauni di Vergo the bearer of an Imperial Wayleave.

- Construct Rose Towers by Sandro Visconti di Sarvos, the bearer of an Imperial Wayleave.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=381YE_Winter_Solstice_Senate_sessions&oldid=64311"

381YE Winter Solstice Speaker's Notes

Sinecure : master spothecarys garden in wintermark - kai dunning 6609 Mana sinecyre hahnnark, built breeta dunning 4418, to her

2) address by high bard evening

3) judgeme nt of inquusitiin without time/place? Miroslv, egiot

4) can ww cgange basic maguc spelln listc?

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=381YE_Winter_Solstice_Speaker%27s_Notes&oldid=62848"

381YE Winter Solstice Synod judgements

Contents

- 1 Overview

- 2 Change of doctrine

- 3 Veto

- 4 Statement of principle

- 5 Mandate

- 6 Evaluation

- 7 Recognition

- 8 Appointment

- 8.1 Voting Breakdown

- 9 Rewarding

- 9.1 The Virtue Fund

- 10 Visionaries

- 11 The Imperial Titles of the Synod

- 11.1 Other Synod-Appointed Titles

- 12 Assembly Strength

Overview

During the Winter Solstice 381YE, the Imperial Synod raised 77 judgements.

The successful recognition of Asher of Felix's Watch as a paragon by the Courage Assembly will be escalated to the General Assembly at the Spring Equinox 382YE.

Change of doctrine

No change of doctrine was attempted during the Summit.

Veto

No veto was sought during the Summit.

Statement of principle

Number

Assembly

Statement of Principle

Priest

Outcome

6

General

The slaving principality of Northern Jarm offers a bribe to the Empire in the form of “White Seed” - a clear ploy to degrade the anti-slavery progress made by Eastern Jarm.

The Synod urges ALL CITIZENS to be vigilant and NOT to purchase “White Seed”.

Lieselotte von Holberg.

Upheld 723 - 153

10

Urizen

We send Medea Ruth Irremais and Belisarius Blackheart to counter the malign effects of the Black Plateau in Spiral, using such liao as fellow citizens may donate.

Medea Ruth Irremais

Upheld 94 - 0

14

General

In order to improve understanding between the Empire and Faraden, the Synod invites Faraden priests to visit the Empire and discuss their understanding of the Way with Imperial Priests in good standing with the Synod. This invitation is made with the understanding that Faraden will make similar allowances for Imperial Priests in Faraden. Discussion would only be allowed at the specific places of learning listed below. Additionally, if a purpose-built structure were constructed for religious debate in the Empire, future debate would be consolidated at that location.

Places of learning: the School of Epistemology, League; Seminary of the Hall of the White Ravens, Skarsind; Pickham, Marches; Towers of Anduz, Brass Coast; Chantry of the Silver Skull, Highguard; Legion’s Rookery, Skarsind; Meagenstede Hall, Wintermark; Spire of the Waxing Sun; Magisterium of Antearein, Urizen.

All religious debate in the Empire would be conducted in the same manner as the recent Symposium in Winter 380YE.

Mazo i Zabala i Erigo

Upheld 991 - 97

22

Highguard

Priests of the Empire should be instructed to preach a message of Vigilance to their congregations regarding Arhallogen’s Ploy.

This message should instruct citizens not to touch spider jars that they encounter, but instead send them to Ptolemy at Sybella for research into further preventative measures.

Tova of The Chantry

Upheld 190 - 0

23

General

The mandates we have been given about orthodoxy do not have enouch nuance and Pride in our differences.

The National Assemblies are best suited to analyse, and if needed corect the practices of their people when they stray towards heresy.

I encourage the National Assemblies to do this in Judgements so that the entire Empire can witness and learn.

Lady Josephine Novarion

Upheld 728 - 175

24

Wintermark

The path of the hero is the path of the Virtuous. The Exemplars of the Empire are the heroes we seek to emulate, and the greatest of heroes are Paragons.

Gunnbrand Ironwill

Upheld 219 - 14 Greater Majority

25

General

I have returned to my home in Karsk to find it defiled by a great abomination. The Asavaean Architect, Almodin Oktisis has enshrined in the walls of Aleksandra’s Watch two blasphemous images. Masquerading as schlacta these are craven images of their Black Bull deity. I shall remain on Iversgard to oversee the eradication of these. As my outgoing motion, as Preceptor for the National Assembly of Varushka I urge all the peoples of the Empire to remain Vigilant to watch for and take action to remove blasphemous and idolatrous images spreading across our Holy Empire. Do not allow our sacred land to be blighted. Stand together, firm and resolute, in the one True Way of Virtue.

Rooslan Stanvich Prochnost

Upheld 516 - 142

27

General

Bite, a highly addictive drug, is making its way around the Empire.

This is an unwise drug to take as it encourages disloyal actions.

Iniska Ashwood

Upheld 529 - 272

31

Dawnish

Dawn recognises House de Gauvan as the pre-eminent provider of Summer Realm magical expertise within the nation, enabling the previous and future castings of the Knights of Glory ritual. Dawn acknowledges and thanks them for their service to the Nation and Empire.

Chauntecleer Words

Upheld 104 - 0

35

Navarr

To all Imperial citizens, let it be known that when someone falls in the Vallorn miasma, they do not die. The terrible Vallorn keeps them on the brink of death and puppets their bodies, trapping their souls, unable to move on to the Labyrinth or cross the Abyss.

The Navarr National Assembly now considers the destruction of the Vallorn and release of the souls trapped within to be the most important spiritual endeavour of the Empire. We call upon our fellow nations to dedicate themselves to this cause.

Raewyn Eternal

Upheld 146 - 0 Greater Majority

37

General

We request the support of the Sevenfold Path in the casting of Whispers through the Black Gate and other suitable rituals to investigate souls believed to have ascended and so better understand the experience linked to the potential paragon Asher.

Edward Novarion

Upheld 565 - 122

38

Imperial Orcs

Wisdom informs us that we should not heed the vengeful voices of our non-Imperial ancestors that seek to destroy or escape the Empire. For when our Imperial ancestors joined the Empire we became Imperial Orcs. The Empire became our tribe, its laws, Virtue and Way ours, so to venerate and promote non-Imperial Ancestors that are not Loyal to Imperial Values and Virtues should be considered idolatory.

Bloodcrow Ergot

Upheld 61 - 0 Greater Majority

40

Highguard

We the Highborn Assembly encourage our priests with exorcism, the Reikos college of exorcism and the stewards of the dead to travel to Overton in the Mournwold to join with the Prior of Honour’s Rest and the other Marcher exorcists to deal with the ghosts there, to guide the trapped souls back to the Labyrinth, and encourage the Orc souls to jump the Abyss.

Naomi of Felix’s Watch

Upheld 294 - 30

41

Dawn

The Troubadours of Dawn recognise the Ambition of the Summer Dawning Relentless Coven in their continued support of our armies with the Knights of Glory against the Druj.

Palleas Thorne

Upheld 114 - 0

42

Pride

To refuse to fight alongside another nation displays a lack of Pride in the Empire we have built together.

Ephron of Adina’s Charge

Upheld 190 - 0 Greater Majority

43

Navarr

The Guides of Navarr recognise Brendan Brackensong’s creation of the Artefact Abrexus Strone known as “The Broker’s Tear” as his Legacy to the Nation. It will pass down through generations and its story should be told throughout the Nation.

Brat Umbral Path

Upheld 100 - 26

45

General

I request the support of the Sevenfold Path to commission the construction of a Shackle of the Unvirtuous to be used in the theological experiments of the New Scions of Atun.

Lord Marcus Drommond

Upheld 352 - 261

46

General

On the matter of dealing with Eternals.

We hold it to be a matter of Virtue than in all dealings with Eternals, Imperial Citizens should remember that the Eternals, as beings apart from us, should be treated and dealt with in a manner governed by the Code of Virtue that applies to foreigners.

To be precise - if an action would be unacceptable if aimed at a foreigner, it is not Virtuous to act in that way to an Eternal.

Ranae de Rondell

Not upheld 291 - 483

47

Urizen

The people of Urizen recognise the loyal sacrifices made by all Imperial armies fighting in Spiral and Zenith. Furthermore, the presence of all three Highborn armies in Zenith shows them to be a true and loyal friend of Urizen.

Sejanus

Upheld 114 - 0

55

General

Raised on behalf of Hazelelponi of the Shattered Tower:

Taking inspiration from our own past, we applaud and support those who rise up against oppression using the tools of Pride to build up, rather than anarchy to tear down.

Malachi of the Shattered Tower

Upheld 718 - 22

60

Highguard

People of Highguard, take Pride in our Nation, our Courageous recovery of Reikos, and its Prosperity through joining in our Wisdom and Ambition to raise a fourth army in the future. A fourth army will show our Vigilance to future threats to our Nation and Empire. Share your Prosperity through contributions to the Highborn benefactors who will support some of the financing of the army. Show your Loyalty through support of your Senators as they bring motions to build out army to the Senate in the coming seasons.

Nira of Cantiarch’s Hold

Upheld 202 - 0

61

Highguard

Sela encourages the citizens of Reikos to be Vigilant and report any sighting of knowledge of remaining Druj Miasma Pillars to Sela of the Suns of Couros so Caleb of the Cenotaph may complete his ambition to rid Reikos of them.

Sela of the Suns of Couros

Upheld 176 - 20

62

Nine

The Way is evidence based. We, the Council of Nine ask the Silent Bell to seek any evidence of unvirtuous auras caused by cruel tactics alone.

Irada Von Temeschwar

Upheld by a Great Majority 6 - 0

64

Nine

The Assembly of Nine believe that the refugees in Feroz who can be brought to The Way, should so be; and should be offered succour within the Empire.

Viviane de Couerdefer

Upheld 7 - 0 Greater Majority

65

Pride

The Pride Assembly acknowledges that Dana i Erigo will perform penance for the actions that have been discussed in Inquisition. Dana will seek out examples from each nation of acknowledging mistakes and learning from them as a facet of the virtue of Pride. They will report to Jaromir who will guide her in this.

Jaromir Dristanov Scovak

Upheld 205 - 0 Greater Majority

66

General

The drug Bite is still of unknown origin.

It seems not to cause immediate harm, but it would be unvigilant to consider it safe.

Citizens should be vigilant to the potential for danger, and pass any information back to myself at the Ashentower of The League.

Isabella De La Torre

Upheld 529 - 40

68

Loyalty

Regarding the Inquisition of Skywise Rykana:

I am skeptical of living Exemplars and I was decidedly apprehensive going into his Inquisition.

Having grilled him for over the allotted time I am surprised to say I can believe he might indeed be an Exemplar and will be continuing the investigation.

I would encourage all priests to talk to Skywise Rykana to make their own opinions and also because he’s a very interesting chap. Thanks, Corywn.

Corwyn Leafstalker

Upheld 142 - 0

74

General

1. To seek to inspire cowardice is explicitly offensive to Courage.

2. To seek to demean others is explicitly offensive to Pride.

Cruelty is effective precisely because it inspires cowardice and demeans it victims. If it did not, it would be entirely ineffective.

The use of torture and cruel tactics is actively offensive to the Virtues of Courage and Pride.

Clarice Novarion

Not upheld 262 - 437

76

Varushkan

General Magnus Prochnost of the Iron Helms in Varushka was granted a dose of True Liao as a favour from the Iron Helms.

As in all such actions of the Iron Helms the wellbeing of the Empire was placed over his personal needs and it was given to consecrate the Sentinal for the good of the Empire. The General and Army should be commended for their Loyalty and Wisdom

Amris Johan Merikovich

Upheld 64 - 0.

77

Freeborn

I speak of the Iron Confederacy renegades who have recently crossed our borders, refused to integrate into our culture and instead taken up banditry in the Lasambrian hills. I have met similar individuals and wish to make it know that as they currently are they are barbarians and heretics twisted by the false Virtues of Hatred and Freedom. We should hold no reticence in raising arms against them to defend our own livelihoods.

Constanza i Kalamar i Guerra

Upheld 58 - 0 Greater Majority

Mandate

The Tribune notes that Judgements 7, 15, 19, 59, and 70 are competitive. Of these five Mandates, Judgement 15 was upheld by the greatest margin, and therefore is the Mandate that will be successful if acted upon.

Number

Assembly

Judgement

Raised By

Outcome

7

General

We have learned to our bitter cost, the effects of national religious divisions upon the ability of Imperial armies to fight together. At a time when the Empire faces many foes, let us not rush to create another schism. It is the seven Virtues than unite us, not divide us. We send Tarquinius Ankarion with 100 doses of liao to remind Imperial citizens of our common belief in the seven Virtues, at the heart of belief in every Imperial Nation.

Tarquinius Ankarion

Upheld 515 - 437, a margin of 178.

15

General

We have learned to our bitter cost, the effects of national religious divisions upon the ability of Imperial armies to fight together. At a time when the Empire faces many foes, let us not rush to create another schism. It is the seven Virtues than unite us, not divide us. We send Severin von Holberg with 100 doses of liao to remind Imperial citizens of our common belief in the seven Virtues, at the heart of belief in every Imperial Nation.

100 liao received from Severin von Holberg after the Winter Solstice.

Severin von Holberg

Upheld 886 - 232, a margin of 654.

17

Imperial Orc

We are the heroes of the Empire. First to battle, last to leave. We will charge into the breech when others stumble. We will hold the line when all others have failed. We send Maarit Suvidottir with 50 doses of liao to urge the Summer Storm to adopt new ways of fighting, ones that truly reflect the spirit of our people.

Irontide Lok

Not upheld by a Greater Majority 0 - 94, a margin of 94.

19

General

The Way unites the people of the Empire and we must not allow petty differences to cause division in the face of greater threats. It is time to cast out those who the Way calls for us to despise and reaffirm a truly Virtuous Empire. We send Helka Ingesdottir with 100 doses of liao to unite the Empire and persecute the Unvirtuous and those who denigrate the Way with their vile ways.

Helka Ingesdottir

Not upheld 234 - 1007, a margin of 773.

26

Marcher

The Marcher Assembly sends Sister Meredith with 50 doses of liao to the orcs of the Mournwold to bring them to the Way of Virtue. We encourage the Virtuous folks of the Mourn to support these preachers and ensure their voices are heard

50 doses of liao provided by Sister Meredith Stellamaris

Bethany

Upheld by Greater Majority 72 - 10, a margin of 62.

28

General

The Synod recognises the actions of Magician-Prince Barbara Radz in moving to improve the condition of slaves in her eastern alliance in Jarm. We send Jared of the Suns of Couros with 25 doses of liao to urge every Imperial captain intending to visit Jarm to trade with the enlightened people of Rigia, rather than the corrupt slavemasters of Vezak and Kavor.

25 doses of liao provided by Jared of the Sons of Couros

Jared of the Sons of Couros

Upheld 784 - 30, a margin of 754.

36

Dawnish

The triumphant defence of Semmerholm is an INSPIRATION to GLORY for every true DAWNISH. We send Lady Caewyn of the Gryphon’s Quill with 25 doses of liao to carry the inspiring songs of our VICTORY to every corner of the NATION so that all may hear the GOOD NEWS. We implore the YEOFOLK of this land to work the HERB GARDENS of DAWN to produce the herbs we need to achieve glorious VICTORY!

25 doses of liao provided by Dread Princess Orlene Ossiene

Dread Princess Orlene Ossiene

Upheld 124 - 0, a margin of 124.

50

Imperial Orc

The Imperial Orc Assembly sends Bloodcrow Losak with 50 doses of liao to preach to the orcs of the Mournwold and bring them to the Way of Virtue.

We encourage the Virtuous people of the Mourn, orc and human, to support these preachers and those of the Marcher Assembly.

50 doses of liao provided by Bloodcrow Losak

Bloodcrow Losak

Upheld by a Greater Majority 61 - 0, a margin of 61.

52

Varushkan

Every established nation of the Empire has traditions that go back to the founding and before. Let all our people look to their past, and let our soldiers remember who they are and where they came from. We send Bogdan Bogdanovich with 50 liao to encourage all Varushkan soldiers to embrace our rich heritage.

50 Liao received from Bogdan Bogdanovich after the Winter Solstice.

Bogdan Bogdanovich

Upheld 100 - 0, a margin of 100.

58

General

The General Assembly recognises again the lessons to be learned from stories of the Sentinel, and the importance of the virtue of Vigilance. Let Imperial citizens be alert for all dangers, and prepared for malice. Further, let the Silent Sentinel in Casinea be consecrated as a site of pilgrimage and recognised as the likely resting place of that paragon whose inspiration and legacy has endured so many centuries. We send Rhesa, Exarch of the Scions of Ravensfell with a dose of true liao and 4 crowns to consecrate the Silent Sentinel in the name of Vigilance.

One dose of true liao and four crowns received from Rhesa after the Winter Solstice.

Rhesa

Upheld 704 - 0, a margin of 704.

59

General

The Way unites the people of the Empire, and it is time for us all to come together and reaffirm our commitment to the Virtues and the Doctrines of the Faith. We send Lilith of the Chantry and 100 doses of liao to remind Imperial citizens of the need to embrace Virtue for the betterment of your soul and therefore the Empire.

Lilith of the Chantry

Not upheld 310 - 380, by a margin of 70.

70

General

The Way unites the people of the Empire, and it is time for us all to come together and reaffirm our commitment to the Way and our Seven Virtues. We must embrace the lessons of the Paragon Kethry, and take Pride in how each nation of this great Empire inspires Virtue among its people. We send Frances Preacher with 100 doses of liao to remind Imperial citizens that our spiritual traditions are an aid to the pursuit of Virtue, and a valuable guard against new-fangled Heresies and Blasphemous temptations.

Martin Orchard

Not upheld 267 - 476, a margin of 209.

Evaluation

The Synod made the following judgements of excommunication, inquisition, revocation, and sanction.

Number

Assembly

Judgement

Raised By

Outcome

3

General

Inquisition. The General Assembly of The Imperial Synod calls Dana i Erigo of The Brass Coast to inquisition on suspicion of Blasphemy, Heresy and idolatry; regarding the signing of a contract to spread dedications of Justice amongst Imperial Citizens. The General Assembly empowers Aarne Ceorling, Gatekeeper, to carry out this inquisition.

Inquisition to be held at The Rookery, in the Wintermark encampment at Anvil, and midnight on Friday, Winter Solstice 381YE.

Aarne Ceorling

Upheld 438 - 0

11

Prosperity

Inquisition. The Prosperity Assembly calls Nicholas Reaper of the Marchers to inquisition at Lumi’s Teahouse in Wintermark at 1pm on Saturday of the Winter Solstice 381YE. The matter is to investigate how Nicholas Repeaer has helped or hindered the Prosperity of the Empire.

Vauraus Korpittkotka

Upheld 23 - 0

13

Vigilance

Inquisition. I, Ser Ancel Steward, Knight Errant of Dawn call forth Volfe of Ashenhall for inquisition at the tenth hour of the evening on Saturday, at the tent of the glorious Lord Vexille to question and appraise the strength and conviction of his Vigilance in his dealings with those outside of the Empire.

Ancel Steward

Upheld 75 - 29

20

Wintermark

Revocation. We revoke Erkenbrand, General of the Fist of the Mountains, after exemplary service, due to his absence from the Summit.

Alfred Bjorning

Upheld 241 - 0

29

Loyalty

Inquisition. Skywise Rykana might be an Exemplar. I’d like to have an official chat with him to start forming an opinion. He’s up for it, so we just need your seal of approval to get things rolling. Hub, 6pm, Saturday. Thanks, Corywn.

Corwyn Leafstalker

Upheld 96 - 11

30

General

Escalation of Judgement 3. Sanction: Condemnation.

We, the General Assembly of The Imperial Synod Condemn Dana i Erigo on charge of heresy.

The panel of inquisition recognise that Dana’s actions whilst illegal were motivated by genuine uncertainty and add that in the opinion of the inquisitor, her behaviour did not constitute a significant threat to The Faith and ask that the magistrates reflect this in the severity of their Judgement.

Aarne Ceorling

Not upheld 213 - 253

32

Wisdom

Inquisition. Call Skywise Rykana to an Inquisition at 1:30pm Sunday, Winter Summit about his potential signs of being an Exemplar of Wisdom. To take place in the Sentinel’s Repose, Endsmeet.

Galene Netherwatch

Upheld 90 - 0

33

Courage

Inquisition. I summon Solomon of the Shattered Tower, Archmage of Summer to inquisition. 10:00pm, The Hub, Saturday of the Winter Solstice, regarding his conduct over the Rhiannos deal and the aftermath.

Amahel

Upheld 119 - o

34

General

Inquisition. We call Hugh Le Gossian of the Iron Confederacy to an Inquisition at Anvil in Spring 382YE on the Saturday at 3pm.

Palladius

Upheld 683 - 42

48

Pride

Inquisition. Miriam of the Cenotaph is summoned to inquisition to discuss her virtuous actions on the battlefield.

This will take place at the Spring Summit, Saturday afternoon at 3pm in the Highguard chapel.

Rane Jorunsdottir

Upheld 195 - 0 Greater Majority

49

Varushkan

We revoke Asya, Senator for Volodmartz, Beloved of Varushka, due to her absence from the Summit.

Rooslan

Upheld 140 - 0 Greater Majority

51

Dawnish

Inquisition. Griselda Silvertongue!

I have heard of the doings of the Order of Eternal Ambition but would wish to hear such tales from their own Troubadour!

Please attend Inquisition with the National Assembly at the Spring Equinox, 8pm Friday, Glory Square. Your friend, Ser Tom.

Ser Thomas Aurelius

Upheld 102 - 0.

53

Way

Inquisition. On behalf of the Orc National Assembly, I call Skywise Gralka to Inquisition. To be held midnight, Saturday, at the Orc camp.

Yarrick Ursan

Upheld 86 - 21

54

General

Inquisition. For various issues related to the endangerment of human souls and miserly conduct. 6:30pm Saturday, the Hub.

The Tribune notes that the Imperial Inquisitor exercised the power of their office to automatically pass this Judgement. Unfortunately, the Tribune failed to note that no individual was named on the original Judgment sheet, and therefore the Judgement was rendered retrospectively invalid.

Martin Orchard

Automatically upheld, later invalidated.

57

Prosperity

Inquisition. The Chantry of the Silver Skull call Jonah Yakovitch of the Printer’s Guild to inquisition, regarding his progress on the path towards reversal of his excommunication. Felix Watch tent, Highguard, 11am Sunday.

Yarona of the Chantry

Upheld 78 - 0

73

Wisdom

Inquisition. Griselda Silvertongue, Troubadour of the Order of Eternal Ambition, to answer allegations of corruption of Imperial Citizens against The Way,

To be held Spring Equinox 382YE, Saturday 3pm, House Rakshasa, Dawn.

Savik Summerstorm

Upheld 40 - 0

Recognition

Number

Assembly

Judgement

Raised By

Outcome

4

Courage

I put forward Asher of Felix’s Watch, former Cardinal of Courage, as a Paragon of Courage. His signs are thus:

Inspiration: Many of the Assembly and Highguard still carry Asher’s words as a guiding influence. Abbadon de Rondell and Clarice Novarion of Dawn come to mind as obvious names, as well as Imperial citizens across the Empire - most notably Highguard, Urizen, the Marches and Dawn.

Legacy: Tom of Upwold created with spear of Courage known as Oathkeeper, which Asher placed a Hallowing of the Bull (strength of twelve priests) upon with True Liao. Asher also wielded an artefact zweihander called Daring Rescue that encouraged whoever used it to protect those that they had healed, no matter the cost.

Miracle: Asher’s body spontaneously vanished from the Chapel in Anvil, leaving behind a spontaneous Courage consecration of the strength of seven priests. His soul was also not traceable via Whispers Through the Black Gate when it was cast to speak with him after his body disappeared.

Liberation: When Whispers through the Black Gate was cast to communicate with Asher on his death in Spring 380, rather than his spirit or other entity appearing, the Anointing know as the Purity of Courage spontaneously manifested upon all the ritualists’ souls with the strength of seven priests. This did not disappear as normal but has proven permanent. We hold that the inability to contact Asher’s spirit, his body’s disappearance and the spontaneous permanent auras upon the ritualists and the Chapel as evidence of Asher’s Liberation from the Labyrinth.

Recognition: It has been confirmed that Asher was Ruth, wife of Permion, through his True Liao Vision. She was the one who hid the maps leading to the body of Permion with the body of Atuman. A Hallowed artefact brooch belonging to Ruth was recovered, and subsequently worn by Asher until his death. It is currently in the possession of Naomi of Felix’s Watch.

Pilgrimage: Asher, following his vision in Spring 377, committed to a two-fold Pilgrimage. First to recover the maps he hid as Ruth, then leading a band of Heroes to recover the body of Permion in Winter 378.

Levitia of Urizen

Upheld 177 - 0 Greater Majority

18

Recognition: Exemplar.

We recognise Navarr as an Exemplar of Wisdom.

She displayed Benevolence in spending her adult life creating the Trods.

She displayed Inspiration in the great numbers who flocked to hear her speak and followed her.

Her first journeys along the Trods are already recognised as a sign of Pilgrimage in the life of Thorn.

Navarr’s Legacy is self-evident: her journeys and teachings founded a nation.

Erasmo do Tassato.

Upheld 975 - 27.

Appointment

At the Summit, the following appointments were made by the Assemblies of the Synod:

Number

Assembly

Judgement

Raised By

Outcome

1

Prosperity

Appointment of the Cardinal.

Civil Service

Cesare Enzo Di Trivento was appointed

2

Way

Appointment of the Cardinal.

Civil Service

Atla of the Imperial Orcs was reappointed

5

Navarr

Appointment of the
Voice of Barbs

Civil Service

Meredith Nighthaven was appointed.

8

Nine

Appointment of
High Exorcist
.

Civil Service

Solas of Urizen was reappointed.

16

Pride

Appointment of Cardinal following the abdication of Cardinal Azekah

Civil Service

Astrid Fjellrevening Rezia di Tassato of The League was appointed.

39

Urizen

Appointment of the
Head Gardener of Urizen
.

Civil Service

Alcuin Shatterspire was appointed

56

Freeborn

Appointment of the
Liaison to the Temple in Nemoria

Civil Service

Franco I Erigo of The Brass Coast was appointed.

63

Nine

Appointment of the
Auditor of Senatorial Accountability
.

Civil Service

Vauraus Korppitkotka was appointed by a Greater Majority.

78

Marcher

Appointment of the
Friar of Honour's Rest
.

Civil Service

Albert Fugglestone-Copperhill of The Marches was appointed by a Greater Majority.

In addition, the Cardinal of Ambition Viviane de Couerdefer appointed Corey Wayfarer (also known as Corey Brackensong) to the position of Gatekeeper.

Voting Breakdown

In many cases, appointments were contested by multiple candidates. The details of each appointment are listed below.

Cardinal of Prosperity

Candidate

Votes Received

Outcome

Cesare Enzo Di Trivento of The League

132 votes

Appointed as Cardinal

Mazo i Zabla i Erigo of The League

39 votes

Ophelia Sanguineo Rezia Di Tasatto of The League

22 votes

Taddea Ginori of The League

No votes

Cardinal Enzo retained Morgan Leafstalker of Navarr as Gatekeeper.

-

-

Cardinal Enzo appointed Yarona of the Chantry of the Silver Skull as Virtue Inquisitor.

-

-

Cardinal of The Way

Candidate

Votes Received

Outcome

Atla of the Imperial Orcs

83 votes

Appointed as Cardinal

Bethany of The Marches

10 votes

Lord Aranon of House Sepulcre

10 votes

Cardinal Atla appointed Mel Greenhill of the Marches as Conscience of the Senate.

-

-

Cardinal Atla retained Yarrick Ursan of Wintermark as Virtue Inquisitor

-

-

Cardinal of Pride

Candidate

Votes Received

Outcome

Astrid Fjellrevening Rezia di Tassato of The League

146 votes

Appointed as Cardinal

Ephron of Adina's Charge, Highguard

60 votes

-

Cardinal Astrid appointed Constanza i Kalamar i Guerra as Gatekeeper.

-

-

Cardinal Astrid retained Rane Jorunsdottir of Wintermark as Virtue Inquisitor

-

-

Voice of Barbs

Candidate

Votes Received

Outcome

Meredith Nighthaven

72 votes

Appointed as the Voice of Barbs

Aneira of Exile’s End

36 votes

-

Brat Umbralpath

20 votes

-

High Exorcist

Candidate

Votes Received

Outcome

Solas of Urizen

4 votes

Appointed as High Exorcist

Sariel of Highguard

0 votes

-

Head Gardener

Candidate

Votes Received

Outcome

Alcuin Shatterspire

10 votes

Appointed as the Head Gardener

Auditor of Senatorial Accountability

Candidate

Votes Received

Outcome

Vauraus Korppitkotka

6 votes

Appointed as the Auditor of Senatorial Accountability by a Greater Majority.

Friar of Honour’s Rest

Candidate

Votes Received

Outcome

Albert Fugglestone-Copperhill

62 votes

Appointed as the Friar of Honour’s Rest by a Greater Majority.

Rewarding

Number

Assembly

Judgement

Raised By

Outcome

9

General

I withdraw 7 Thrones, pursuant to my duties as High Exorcist. This is on the understand that this power is reverted to a Senate Stipend as soon as economically feasible.

As a power of the High Exorcist this Judgement passes without a vote.

Solas

Upheld automatically. Paid.

12

General

I seek 6 Thrones from the Virtue Fund to aid the Anvil Hospital in creating a herb garden sinecure.

Serrusto

Upheld 946 - 96. Paid.

21

General

5 Thrones to Livia of the Spire of the Celestial Cascade for the purchasing of liao and other accoutrements for the work of the Seer of the Gateway.

As a power of the Seer of the Gateway this Judgement passes without a vote.

Livia Cascade

Upheld automatically. Paid.

44

General

I ask for 5 Thrones to be put towards investigative theological research in the care of myself and used by the Imperial Sodality of the New Scion of Atun.

Bonewall Col

Upheld 473 - 210. Paid.

67

General

The Marcher Assembly requests 5 Thrones from the Virtue Fund for Martin Orchard, Imperial Inquisitor, to pay for magical investigations into religious crimes.

Frances Preacher

Upheld 655 - 82. Not paid.

72

General

To reward the loyal actions of the fleet captains who are putting aside their own prosperity this season by spending their time mapping the Bay of Catazar, instead of trading.

I look for 50 Thrones to be rewarded from the Virtue Fund to be split amongst all the captains.

Jonah Yakovitch

Upheld 532 - 136. Paid.

75

General

We wish to recognise and reward Sunhammer Dav, Irontide Vio, Bloodcrow Yargol and all who have put the Empire’s Prosperity at the fore and arranged to redistribute the Brilliant Shore: 30 Thrones.

Atla of the Imperial Orcs

Upheld 308 - 113. Not paid.

The Virtue Fund

The following represents the Virtue Fund of the Synod:

Starting Value

66 Thrones / 0 Crowns / 0 Rings

Income

100 Thrones, 2 Crowns, 2 Rings

The price paid in the Bourse Auction for the dose of True Liao, plus a small donation from a citizen wishing to share their Prosperity.

Rewards

7 Thrones

Rewarding made to Solas of the Spire of the Waxing Sun, High Exorcist.

5 Thrones

Rewarding made to Livia Cascade, Seer of the Gateway.

6 Thrones

Rewarding made to Serrusto of the League.

5 Thrones

Rewarding made to Bonewall Col of the Imperial Orcs.

50 Thrones

Rewarding made to Jonah Yakovitch of The League.

Closing Value

93 Thrones / 2 Crowns / 2 Rings

The Tribune notes that two Rewards of 5 Thrones and 30 Thrones were not collected at the Summit. If these Rewards are collected at the Spring Equinox Summit 382YE, the value of the Virtue Fund with be 58 Thrones, 2 Crowns, 2 Rings.

Visionaries

The following individuals received visions of their past lives.

The Imperial Titles of the Synod

At the end of the Winter Equinox, 381YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Virtue Inquisitor

Ambition

Viviane de Coeurdefer of Dawn

Corey Brackensong (formerly Wayfarer) of Navarr

Ranae de Rondell of Dawn

Courage

Jorma Steelhail of Wintermark

Nina of Cantiarch's Hold

Lucifer, Son of Cyrus of Highguard

Loyalty

Veikko of Wintermark

Tess of the Marches

Corwin Leafstalker of Navarr

Pride

Astrid Fjellrevening Rezia di Tassato of The League

Constanza i Kalamar i Guerra of The Brass Coast

Rane Jorunsdottir of Wintermark

Prosperity

Cesare Enzo di Trivento

Morgan Leafstalker of Navarr

Yarona of The Chantry of the Silver Skull

Vigilance

Irada von Temeschwar of the League

Aarne Ceorling of Wintermark

Adamah of Highguard

Wisdom

Abaddon De Rondell of Dawn

Amris of Varushka

Galene Netherwatch

The Way

Atla of the Imperial Orcs

Mel Greenhill of The Marches

Yarrick Ursan of Wintermark

Other Synod-Appointed Titles

Title

Held By

Appointed By

Renews

High Exorcist

Solas of the Spire of the Waxing Sun, Urizen

Assembly of Nine

Winter Solstice

Auditor of Senatorial Accountability

Vauraus Korppitkotka

Assembly of Nine

Spring Equinox

Imperial Inquisitor

Martin Orchard of the Marches

Assembly of Nine

Summer Solstice

Custodian of the Imperial War Memorial

Sister Magdalena of the Shattered Tower, Highguard

Highguard National Assembly

Sinecure; until death, revocation or abdication

Imperial Chaplain Consular

Bloodcrow Ergot of the Imperial Orcs

Cardinal of the Way

Spring Equinox

Seer of the Gateway

Livia Cascade of Urizen

Assembly of Nine

Until death, revocation or abdication

High Bard of the Empire

Kaywenn du Launcet of Dawn

Assembly of Nine

Spring Equinox

Voice of Barbs

Meredith Nighthaven

Navarr National Assembly

Winter Solstice

Curator of the Printer's Guild Museum

Taddea Ginori of the League

Cardinal of Prosperity

Sinecure; until death, revocation or abdication. When a new Cardinal of Prosperity is appointed they may choose to name a replacement.

Curator of the White City Museum

Apollos of Highguard

Highguard National Assembly

Sinecure; until death, revocation or abdication.

Watcher of Britta's Pool

Gunnbrand Ironwill of Wintermark

Wintermark National Assembly

Sinecure; until death, revocation or abdication.

Dean of Laroc Cathedral

Odelina de Rondell of Dawn

Dawn National Assembly

Sinecure; until death, revocation or abdication.

Crow Keeper of the Rest

Nils Bardstrom of Wintermark

Wintermark National Assembly

Sinecure; until death, revocation or abdication.

Guardian of Giselle's Tomb

Casimir Marcellino di Sarvos of the League

League National Assembly

Sinecure; until death, revocation or abdication.

Quaymaster of the Black Sails

Illaria Notturno di Sarvos of the League

Loyalty Assembly

Autumn Equinox

Friar of Honour's Rest

Albert Fugglestone-Copperhill

Marcher National Assembly

Sinecure; until death, revocation or abdication.

Assembly Strength

At the start of the summit the voting total of the General Assembly was calculated to be 2293

The final voting total of the General Assembly was estimated to be 2601

The Civil Service reminds citizens that determining whether a Judgement has achieved a Greater Majority counts from the estimation of the assembly strength when scrutiny on the Judgement closes, not the final assembly strength at the end of the summit.

At the end of the Winter Equinox 381 YE the voting strength of the Virtue and national assemblies were estimated to be:

Virtue Assembly

Initial Voting Strength

Final Voting Strength

Final Greater Majority

Ambition

217

227

114

Courage

258

300

151

Loyalty

376

392

197

Pride

308

348

175

Prosperity

203

271

136

Vigilance

272

346

174

Wisdom

281

301

152

The Way

378

426

214

General

2293

2601

1301

National Assembly

Initial Voting Strength

Final Voting Strength

Final Greater Majority

Brass Coast

94

114

58

Dawn

241

281

141

Highguard

550

636

319

Imperial Orcs

83

93

47

The League

258

268

135

The Marches

112

102

52

Navarr

235

235

118

Urizen

238

238

120

Varushka

128

230

116

Wintermark

354

404

203

General

2293

2601

1301

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=381YE_Winter_Solstice_Synod_judgements&oldid=63646"

381YE Winter Solstice announcement of the Quartermaster General

This motion is currently undergoing scrutiny.

the Quartermaster General, Dan Brackensong, announced that the Imperial Guerdon for Winter 381 is to go to the following Armies:

the Quiet Step

the Summer Storm

the Hounds of Glory

the Wolves of War.

Approved by the Quartermaster General of the Imperial Armies

Overview

- This motion was approved by the Quartermaster General of the Imperial Armies using the legal power to authorize targets of the Imperial Guerdon granted to them by the Senate

Date

- Winter 381YE

Campaign Outcome

- Owners of military units who support one of the announced armies will receive a share of the Imperial Guerdon.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=381YE_Winter_Solstice_announcement_of_the_Quartermaster_General&oldid=62962"

381YE Winter Solstice winds of fortune

Contents

- 1 Overview

- 2 Winds of Fortune

- 2.1 All Work Together

- 2.2 Better World

- 2.3 Budded Roses

- 2.4 Chain Around My Leg

- 2.5 Dusty Old Dust (Trade Winds)

- 2.6 The Flood and the Storm

- 2.7 Foggy Mountain Top (Winds of Magic)

- 2.8 Fly High

- 2.9 Froggy Went A'Courting

- 2.10 Hard Times

- 2.11 House of Earth

- 2.12 Poor Boy

- 2.13 Right Now (Conjunctions)

- 2.14 Root Hog, or Die

- 2.15 Sing Your Name

- 2.16 Sowing on the Mountains

- 2.17 Talking Sailor

- 2.18 This Land is Your Land

- 2.19 What Did The Deep Say? (Plenipotentiary)

- 2.20 You Know the Night

- 3 Roundup

- 3.1 Zemress Islanders

- 3.2 Lorenzo the Builder

- 3.3 Hordalant Spy Network

- 3.4 Mandates

- 3.5 Imperial Lore

Overview

Over the past three months, several events have occurred which are of significance to the Empire and may require a response from her champions. You can also read about the progress of the Empire's military campaigns here.

In each case, we've tried to tag the Winds of Fortune entry with the nations, or political bodies, to which it is most relevant. We've done this to help people who are interested only in events that are especially relevant to them. In no way are these tags intended to be exhaustive; the Empire is a complex place and very little happens in isolation.

As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of Fortune is to maintain the illusion of the Empire as a living, breathing place where things happen - and to make players aware of things their characters 'should' know based on what their roleplaying says they have been doing for the past three months.

Many winds of fortune open with a short section of in-character text. In all cases, these pieces are intended to help create an atmosphere and provide a little entertainment. Where they contain opinions, those are the opinions of the fictional people depicted - and where they contain information or rumours the assumption is that the reader will create their own context for that information or gossip. They're mostly just a bit of fun and they tend not to contain anything vital to the understanding of the wind of Fortune.

Winds of Fortune

All Work Together

- Imperial Synod

Following a period of turmoil and religious conflict, it may be time for cooler heads to prevail. A judgement by Nina of Cantiarch's Hold leads to several mandates that seek to find ways to encourage the Empire to embrace the Way... although there are various different ideas of exactly what that means. You can learn about these mandates here.

Better World

- Fleet captains, Imperial Synod, owners of mana sites

Two major announcements have come out of the Principalities of Jarm over the last season. In Rigia, the provincial capital of the Eastern Alliance, Magician-Prince Barbara Radz has announced radical reforms to the treatment of slaves in her principality - and made membership of the alliance contingent on adopting these reforms among the other Princes. At the same time, a powerful cabal of princes from Northern Jarm have announced their intention to make a unique substance - beloye zerno - available to Imperial magicians which has significant implications for anyone who owns a mana site. You can learn about these international developments here.

Budded Roses

- Dawn

Last season, having completed their conquest of the Barrens, the Druj struck deep into Semmerholm. They conquered Axmure and destroyed the Gate. With the fortification gone, the Druj were certain to press the advantage, and the nation collectively held its breath as the fate of Semmerholm hung in the balance. Dawn has never lost a territory to the barbarians - was this the moment that proud boast would fail? No. It was not. And you can learn about the fervour that has swept across Dawn in the wake of that boast being upheld here.

Chain Around My Leg

- Imperial Orcs. Arguably Varushkans, Wintermark, and Temeschwari should not read this wind of fortune so it comes as a nice surprise.

The Winter Sun have spent the last season in Casinea, resupplying and seeking a stronger connection with their ancestors via an experimental ritual and the use of a unique relic called Defiance. You can learn about the consequences of his action here.

Dusty Old Dust (Trade Winds)

- Fleet captains, ambassadors, traders

The Empire does not exist in isolation; with four fractious neighbours and five great powers overseas, international trade and diplomacy is an ever shifting sea of opportunity and obstacle. You can read about current Imperial relations with foreign powers here.

The Flood and the Storm

- Imperial magicians; WIntermark, Urizen, Navarr, Varushka.

The difficulties Imperial magicians have been experiencing accessing the power of regio aligned with Spring have ended as abruptly as they began. Not only can magicians draw on regio to empower Spring magic again, but the magic seems to be in flood - leading not only to some opportunities for new commissions but also to the chance to make risky decisions when performing powerful rituals. You can learn about the situation here.

Foggy Mountain Top (Winds of Magic)

- Magicians and Imperial Conclave primarily, but there is something for everyone here

The stars are back! This news, and a round up of magical effects and eternal-related activities, can be found here.

Fly High

- The League

Over the last season, three grand construction projects in the League have been completed: the Blood Red Roads, in all their glory; the long-delayed Grand Park of Holberg; and a series of red stone monoliths that now focus and enhance the flows of mana through each of the four League territories.- magical monuments to the virtue of Lorenzo Macelliao von Temeschwar. These great works have quite inspired the people of the League, and opportunities abound! You can learn more about them - and about a potent new street drug - here.

Froggy Went A'Courting

- People interested in orc diplomacy

The Thule in Otkodov, the Great Forest Orcs in Therunin, and the Grendel on the Bay of Catazar. Three tribes of orcs, each with their own relationship to the Empire. You can learn about recent developments with these orc tribes here.

Hard Times

- The Brass Coast, the Imperial Senate, potentially many others

Some two hundred men and women have appeared in southern Feroz, revolutionaries fleeing from the lands of Duke Guiscard of the Iron Confederacy. Escaped slaves, they have built makeshift camps and are engaging in periodic raids across the border into Kalino. You can learn more about this complex diplomatic and political situation here.

House of Earth

- Marchers, especially Mournwolders; Imperial Orcs;; Senate, Synod, Military Council

Not all the Jotun have left the Mournwold. There remain significant numbers of orc former-thralls living throughout the Mourn. Large numbers of them fled west marching with the Jotun armies as they retreated before the Empire's advance, but many remained behind. And now the question is what to be done with them. The problems presented by this population of orcs - and some potential solutions - are outlined here.

Poor Boy

- the Brass Coast, magicians, and astronomancers.

Anvil is a bustling centre of commerce, as well as politics. Merchants, traders, entrepreneurs, and chancers alike are drawn to the Winter Summit looking for opportunities to buy and sell. A youth with a unique pearl; a seeker after celestial knowledge; a naval treasure; and a foreign jeweler are all described here.

Right Now (Conjunctions)

- Lorenzo de la Lupe; Imperial champions, especially from Wintermark, Dawn, and the Marches

Late breaking news - a collision in Sarvos, drowned dead in Sermersuaq, and raiding Feni in Hahnmark and Upwold among others. You can learn about these tumultuous events, and the conjunctions of the Sentinel Gate associated with them here.

Root Hog, or Die

- Navarr, Bregas, Military Council

The vallorn of Liathaven is on the move, flexing and shifting. If nothing is done, it will consume all of West Ranging before its aberrant vitality subsides. At the same time, eerie mists bring the seeds of peculiar short-lived plants to the farmers of Bregasland, rich with fecund power. You can read more about this situation here.

Sing Your Name

- Highguard, Imperial Synod, potentially the Military Council

The Heirs of Lepidus have completed another significant piece of research that conclusively proves the Silent Sentinel, the oldest and ugliest fortification in the Empire, is also the likely habitation of the enigmatic paragon known as the Sentinel. If the Imperial Synod is interested there are opportunities to celebrate this new revelation in a way that aids the entire Empire - and the assembly of Vigilance as well perhaps. You can find more about this opportunity here.

Sowing on the Mountains

- Varushka primarily, but also some elements of interest to the Navarr, the Courage assembly, and potentially the Military Council

A once-in-a-century storm has raged across the northern mountains of Varushka, subtly shifting the terrain as torrential flood waters lead to mudslides and rockslides and all sorts of realignment of earth and water. As the storms abate, a quartet of intriguing opportunities to build from destruction present themselves. You can learn about these opportunities here.

Talking Sailor

- Fleet captains, Imperial Senate

With the destruction of the Freeborn Storm, the Grendel have effectively gained military domination of the Bay of Catazar, contested only by a handful of brave Imperial captains. With their efforts to attack the fishing fleet stymied so effectively the pirates of the Broken Shore are looking for new prey. Urged on by the blood-thirsty eternal Siakha, their next target is the trading fleet. At the same time, there has been an upswell of interest in finding out exactly where the Grendel are along the Bay, with an eye towards taking the battle to them in some way. You can find out about both situations here.

This Land is Your Land

- Marchers, especially in Mournwold; sections very relevant to Imperial Orcs, Senate, Military Council, and Synod

The Jotun have fled the Mournwold, driven out by a combination of Imperial armies and Imperial magic. But lingering resentment remains in the hearts of many who dwell, a bitter legacy of the malevolent magic used to break the Jotun. Determined to seek amends, the people of the Mourn selected three representatives to take their concerns to Anvil in person. They were sent with a list of demands so see if they could get some recompense for the wrongs done. Nobody expected to get everything they had demanded - but "Things turn up for one who digs", as they say ... and you can learn about what has turned up here.

What Did The Deep Say? (Plenipotentiary)

- Imperial Conclave

Four eternals have requested formal parleys with an archmage, and one has agreed to a meeting but specifically refused to do so under its aegis. You can learn which eternals have responded, and the matters they wish to discuss here.

You Know the Night

- Imperial Orcs, Varushka, General Assembly

The debate between those who believe cruelty and fear are weapons the Empire should use, and those who mandate a more heroic path, continues. The Imperial Orcs have chosen the heroic path; the Varushkans have the opportunity to remind the Empire once again that they are who they are. You can learn about the current stage of the disagreement here.

Roundup

This section contains information that is potentially relevant, but doesn't merit its own Wind of Fortune.

Zemress Islanders

Mazo i Zabala i Erigo of the the Freeborn Assembly raised a statement of principle that the exiles from the Isle of Zemress should settle in Segura. Since the Autumn Equinox they have been working to establish a home for their extended family in that territory. It is anticipated that they will have settled in by the Spring Equinox.

Lorenzo the Builder

The Blood Red Roads will connect the people of the Empire and make them stronger. This project is one of the most Ambitious in Imperial history. It demonstrates the Benevolence of Lorenzo “La Volpe” Macelliao von Temeschwar, and will stand as a lasting Legacy. We send Jonah Yakovitch with 25 liao to encourage the faithful to aid in this endeavour.

Jonah Yakovitch, League Assembly, Autumn 381YE, Upheld 508-165

Thanks to the inspirational preaching of Jonah Yakovitch, supported by the League Assembly, the Butcher's Benevolence - the Blood Red Roads are complete. The four cities of the League have been connected by a series of broad highways, and the roads extended to Stockland, Kalpaheim, Delev, Siroc, and Holt in Miaren. The roads will bring prosperity to each territory they pass through, and there is already a plan afoot to extend the south-western roads to include the Freeborn trade town of Anduz.

Not content with the Blood Red Roads, work has also been completed on an extensive series of red stone monoliths in Holberg, Temeschwar, Tassato, and Sarvos designed to focus and enhance the flows of mana through the League territories. There has been some controversy - the Asavean architect Almodin Oktístis, priest of the Builder, has put his own unique stamp on the monoliths in Temeschwar and Tassato. Lorenzo watchers are waiting with interest to see what project the visionary designer will turn his hand to next.

Hordalant Spy Network

Over the last three months, the Jotun orcs have dismantled the Hordalant spy network. It will no longer be possible to assign a military unit to it.

Mandates

Five mandates were successfully upheld in the Imperial Synod. You can find the details of all the mandates, along with the rest of the Synod judgements, here.

Assembly

Mandate

Priest

Outcome

Wintermark

A hero's tale ends with a good death - for us or our enemies. We send Gunnbrand Ironwill with 25 liao to urge our warriors to face the Jotun on the battlefield as heroes, and strive with every sinew for victory, not for slaughter. Thus will we let the grimnir of either side treat their fallen

Gunnbrand Ironwill

The tactics of the Wintermark armies will be changed for the next four seasons.

Highguard

We cannot prove for certain if Yael was the first Empress reborn or not. Regardless of this and no matter who Yael was, the Land without Tears is not part of doctrine and preaching it as such is Heresy. We refute the claim of the Land without Tears and encourage our citizens to look to only those Doctrines which have been debated and agreed upon by the Synod rather than allowing one figure to tear our faith and our Empire apart. We the priests of Highguard send Melchior of Adina's Charge with 250 Liao to spread this message to the citizens of Highguard.

Melchior of Adina's Charge

Will heal the effects of the Yaelian Schism

Navarr

The Navarr assembly send Tynan Lonestriker with 25 Liao to urge Navarr apothecaries, physicks and brokers to share what herbs they can spare with our guests and allies.

Tynan Lonestriker

Grants aid to the orcs of Therunin

Brass Coast

All things can have a price. We send Gonzalo i Riqueza, known as “Lupo” with 25 liao to remind people of their prosperity as well as their courage and to take a ransom from those foes we defeat rather than count their bodies. We will fill our souls with virtue and our pouches with coin.

Gonzalo i Riqueza

The quality of the Red Wind Corsairs will be improved.

General

The Blood Red Roads will connect the people of the Empire and make them stronger. This project is one of the most Ambitious in Imperial history. It demonstrates the Benevolence of Lorenzo “La Volpe” Macelliao von Temeschwar, and will stand as a lasting Legacy. We send Jonah Yakovitch with 25 liao to encourage the faithful to aid in this endeavour.

Jonah Yakovitch

The Blood Red Roads will be
completed
at the start of the Winter Solstice.

Imperial Lore

The rituals Combing the Beach, Ride the Noble Steed, and Aid Once More have been added to Imperial Lore and any Imperial magician may master them following the normal rules.

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381YE Winter Solstice winds of war

Contents

- 1 Overview

- 2 Hunting By The Rivers

- 2.1 Game Information: Zenith

- 3 The Memories Scarred

- 3.1 Game Information : Mournwold

- 4 Living in the Night

- 4.1 Game Information : Spiral

- 5 Where All Roads Meet

- 5.1 Game Information : Semmerholm

- 5.1.1 Participation

- 6 Two Tales

- 6.1 Nothing Will Hold

- 6.2 Resentment Rides High

- 6.3 Game Information : Two Tales

- 7 To Fool The Crowd

- 7.1 Game Information : Madruga

- 7.2 Participation

- 8 Imperialistic House of Prayer

- 8.1 Major Conjunctions

- 9 Audio Recordings

Overview

The Empire is at war; it is difficult to remember a time when it was not.

In Zenith, a catastrophic flood washes out the farms of Proceris, and the Druj destroy what they cannot control. Three Highborn armies face off against the eastern orcs; while the Druj consolidate the land they have already claimed, they do not advance. Zenith rests on a knife-edge, and the smallest victory by the savage orcs will tip it into their control.

North of Zenith, the defence of Semmerholm sees the armies of Dawn defeat the Druj, supported by both supernatural agents from the Summer realm and the heroes of Wintermark. Immense amounts of blood are spilled - eight thousand humans and orcs are killed or crippled beyond recovery. The Druj are pushed south, but they are not driven from the territory and seem to have plans of their own.

In the south-east, Imperial forces assault the Black Plateau. The Grendel defend, but the Empire slowly pushes them back. As great danger as the two clashing armies is the Plateau itself - its malignant influence spreads across the territory driving some to madness and death. It is getting worse...

Far to the west, the liberation of Mournwold is completed. The Jotun have retreated entirely, and the Marcher armies have claimed the last inch of the Mourn for their people with the aid of the Navarr soldiers of the Quiet Step. For all their victory on the battlefield, however, the political situation in Mournwold remains tense. The people are not entirely happy.

On the cold tundra of Sermersuaq, and on the arid plains of Segura, Jotun champions are engaged in strategy that seems aimed at smoothing the way for their armies to invade. Rather than send their massed troops against the Empire this season, the Jotun have dispatched raiders and scouts under the banners of their kirkja and their respected champions.

Finally, in Madruga, the Grendel armada has destroyed the Freeborn Storm, and brought the Black Thorns to the brink of annihilation. Half the coast of the Freeborn territory is in their hands, and they have captured the birthplace of the Brass Coast itself - Atalaya.

Chaos and death all around. The civil service study the Sentinel Gate in Anvil, and compose their reports for the Military Council. Soon the heroes of the Empire will have a chance to make a difference. The only question remains where will they make that difference?

Hunting By The Rivers

The Seventh Wave will not fail. We will not allow Zenith to be taken. Our foe may have numbers but we will not fall and we will not fail.

General of the Seventh Wave

During the Autumn Equinox, the Druj forces in Zenith moved against the Golden Cascade. A series of terraces and aqueducts carved into the foothills, it was supported both by powerful ritual magic, and great polished mirrors that ensured the fields received as much sunlight as possible all year round. The Golden Cascade was seen by many as a wonder of the Empire. Now it is gone.

The eastern orcs turned a monstrous marshwalker loose against the great dam that controlled the flow of water to the terraced farms. The creature tore the white granite wall apart, unleashing a deluge of freezing water across the foothills - a devastating flash flood that swept away everything in its path. The farms are ruined, the aqueducts shattered, the great golden mirrors cast down. Thousands of ushabti are destroyed and scores of farmers drowned in the relentless flood.

The catastrophe is epic in scale; many refugees fleeing across the plains from Lustri and Occursion are caught by the waves of water, and those who manage to find higher ground are easy prey for the murderous Druj. The Highborn armies defending Zenith - Seventh Wave, Granite Pillar, and Valiant Pegasus - are forced to withdraw, barely making it out of Proceris before the disaster strikes. The Druj armies, expertly positioned and well-practiced in the art of fighting in treacherous, boggy conditions, sweep in behind the flood claiming the defences the Highborn have abandoned.

The people of Urizen need us now more than ever! The venomous water has been purified and we must hold the last region! We make a strategic defence of Zenith and coordinate with both the Seventh Wave and Valient Pegasus. Hold your ground!

General of the Granite Pillar

If there is a single bright side to the disaster, it is that the cold water from the mountains is surprisingly pure even after it has swept across the plains. Indeed, under the noonday sun the water seems to sparkle with a hard-to-define golden radiance. A potent enchantment has been lain across Zenith that purifies liquids of all sorts, separating off any corruption or poison. The Urizen fleeing the Druj have no lack of fresh drinking water, and the potent magic also serves as a measure of protection from envenomed blades and infected wounds.

The Golden Cascade is a significant loss, but it is not the only blow to the people of Urizen. The Druj also overrun the Arch of the Sky, a collection of spires on the tallest mountain in Zenith, where stargazers from all of the Empire once gathered to discuss and debate the Net of the Heavens, comparing their astral observations to the history and present state of the Empire and the wider world. The Druj flood waters do not reach the spire itself of course, but even as the dam is being smashed apart Druj guerillas are moving into position. Many of the astronomancers and star-watchers have already retreated, but a handful of magicians and sentinels remain behind in the hope of holding the orcs at bay. Such hope is in vain. The eastern orcs take and loot the spires, and before turning their attention back to the flooded plains they burn the proud observatories and libraries. What they cannot take with them is reduced to ashes.

Everywhere the citizens of eastern Zenith flee west. Those who can make it to the foothills in the west, where the Seventh Wave wait, are safe. Those left behind meet grim fates. Hunted, enslaved, tormented … the Druj are savage and without mercy. The barbarians seem to treat the pursuit almost as a game, taking grim pleasure in peppering the fleeing Urizen with arrows in the last moments before they reach sanctuary. The Highborn do what they can, but all too few manage to escape the combination of floodwater and Druj malice.

The general of one of the orc armies, those who fight beneath the banner of the crimson snake, takes great pleasure in tying prisoners to stakes on low ground, leaving them to starve to death or drown in the flood waters in full view of Highborn positions - as bait. Some of them are rescued, but many of those who attempt such rescues are captured by the Druj and staked out in their turn.

A week or so after the Equinox there is a moment of uncertainty for the Druj when two Freeborn armies march through the grand pass from Spiral known as the Twilight Gate. The broad pass through the mountains allows the Red Wind Corsairs and the Fire of the South to avoid the worst of the destruction, and there are many mariners and corsairs among the soldiers who are able to employ their professional skills to craft makeshift rafts when they have to. The Druj launch a few probing strikes against the soldiers of the Brass Coast - but these cautious attacks are easily shrugged off. The Freeborn are not here to fight - they quickly pass through Proceris, and without pause push on westward through Clypion and Iteri, and then south into Redoubt.

The Druj consolidate their gains, but the armies do not press beyond Proceris. That is not to say that there are no Druj in Clypion - there are small groups of scouts, guerillas, and even assassins who move quietly through the hills but the vigilance of the Granite Pillar prevents them from achieving more than a few minor acts of banditry and barbarism. While the Highborn still hold Clypion, the westernmost region of Iteri is relatively safe.

Stand with our brothers and sisters and hold Zenith. Heal those who fall, both military and civilian. Fight with the virtue of the Highborn. We will not allow people to fall to the Druj.

General of the Valiant Pegasus

Several spires there have taken in cousins and friends from the conquered western territories, but the Urizen are not well-suited for dealing with displaced population. Too many people in too small a space, drawing on too sparse a supply of food ... The Valiant Pegasus offer what aid they can, and set up makeshift camps to house the refugees, but many prefer to continue north into Morrow looking for somewhere to stay among their own people.

As the Winter Solstice draws near, the floodwaters have largely settled. The Druj have claimed almost all of Proceris - a concerted push against the remaining Highborn defences and they will control the entire sodden plain - and with it the territory of Zenith.

Game Information: Zenith

The Druj have further consolidated their hold on Lustri and Occursion, and hold nine-tenths of Proceris. The Highborn defenders along the western border of the region are all that stand between the Druj and control of Zenith.

The precise extent of the damage to Zenith is not clear at this time, but the Golden Cascades are utterly ruined. These farms represented a great work that provided a significant amount of food to the spires of eastern Urizen. Going forward, all farms in Zenith suffer a penalty of 18 rings production each season due to the lack of good quality farmland in the wake of the catastrophe. Furthermore, attempts to build a fortification in Proceris are likely to encounter additional costs and difficulties. It may be possible to counter these problems, but not until the current conflict with the Druj is settled.

Confirmation has been received from refugees that the Druj have destroyed the Starlight Drift of Shimmering Snow, the Tower of the Fall, the Storm Vault, and Origen's Rest. The titles associated with these sinecures still exist, but provide no benefits. If the sinecures were rebuilt (assuming the Druj are driven out of Zenith), the current holders would resume their posts. Alternatively, if the current title holders had stepped down in the interim, the normal methods of appointment would apply.

The Memories Scarred

Steadily, mile by mile, the Marchers and their Navarr allies advance across the Mournwold. The last few scattered Jotun in Southmoor fall back into Liathaven before the first Imperial soldiers reach them. With a vital extra season to evacuate their thralls, the fields of Southmoor are eerily empty. A scattering of orcs are all that remain, the human thralls having long since moved to greener pastures in other parts of the Mourn.

Soldiers of the Stong Reeds, the time has come to finish what has been started ... it is time to end the campaign in the Mournwold. For the Marches and for the Empire!!

General of the Strong Reeds

Southmoor was the last region lost to the Jotun during the original invasion, and is the last to be freed. The final major settlement to be liberated is old Sarcombe, perhaps appropriately. Once a prosperous Marcher town, trading with the Navarr in Liathaven, it was broken to ruins during the fighting three decades ago. It has long since been transformed into a fortified Jotun hall keeping a careful watch east, to the Greensward, and to Tassato. Some of the town buildings still stand, but the castle that surmounted it is no more. The western orcs have torn Hillstop down themselves, rather than allow it to fall into the hands of the Empire. The once rich market town of Sarcombe is a broken ruin again.

Right soldiers, WE FINISH THIS. Our boots will tread the fields so our landskeepers can once again take the lands of the marcher soil of mournwold. ... Share your rations with the newly liberated marchers, and save your best goole fledged arrows for the Jotun. Our work starts in Southmoor and we don't stop 'til we see the Green March back in our control!

General of the Tusks

The story is the same in Green March. There are a handful of Jotun warbands that are still in the process of retreating from the Mourn, but they mostly fall back as soon as they see the slightest sign of Imperial forces. Again, not many thralls have been left behind - scattered families of stubborn humans and a smattering of orc thralls who seem to have picked up their neighbour's grim determination to hang on to "their" land. Their masters lacked the time, or the spirit, to argue with them, abandoning them as they retreated.

Most of the Mournwolders who remain tend to be older - men and women in their forties and fifties who still remember life as part of the Empire. Some of the young people have left with the Jotun, following the only life they have ever known. Of the very old and the very young, there are all too few, a bitter legacy of the curses that were used to retake the land from the orcs.

Thorns, the Jotun have been harried by our forces in Liathaven. They will come to drive us out, but will not find us. We march to the Mournwold ... and will carve a new road to Liaven's Glen. As we pass through Kharaman, expect to take on a reinforcement of materials for our apothecaries and vates which were made possible by the aid of the Spider King, whose support of the Nation earns our gratitude.

General of the Quiet Step

The Marchers are not the only soldiers in Mournwold. The Navarr of the Quiet Step march up through the Greensward to join in the liberation of the Mournwold, keen to secure the western borders and access to the forests of their own conquered territories. There is something peculiar at work among the thorns and brands, however. Something supernatural. The army is accompanied by a larger-than-usual number of vates - the elite Navarr magicians - and by creatures that are clearly neither human nor orc. A few worried landskeepers opine that these are heralds of the Spring realm, but what they are doing with the Quiet Step is difficult to say. The Quiet Step seem almost disappointed that there are no Jotun to slay. Whatever private business it is that they are about they are given a wide berth by the citizens of the Mournwold.

Good Bounders last season we returned the Mourn to Imperial control. This season we finish the job. Push the last of the Jotun from our lands; let the beaters once again beat the bounds of all the Marches. Look to our landskeepers and our physicks to heal the land and the people as we advance streadily to regain our borders.

General of the Bounders

Finally, at High Courage, the remains of a hastily abandoned camp are found. A mournful red and black banner, the banner of Gudmundur Arason, Jarl-of-Jarls, King of Narkyst, flutters before the great stag statue. A reminder and a promise, perhaps.

Now then my merry lads and lasses, the end is nigh and the job is almost done. One last push, one last effort and the entirity of the Mournwold will return to its people. The Jotun have demolished Hillstop, their armies have fled and we are now unopposed. Let our steady advance take the first marcher army to the borders of Liathaven. First Southmoor and finally onto Green March, that is where we march. So long as no Jotun oppose us, I want the wealth of Mitwold to fill our coffers and use this oppertunity to rearm and re-equip.

General of the Drakes

Game Information : Mournwold

The Marchers, and thus the Empire, now control all of Mournwold. There is no significant opposition - the Drakes for example are in a position to benefit from their popular support and actually able to resupply while on active campaign.

Despite the best efforts of the Jotun, the castle at old Sarcombe - what the Jotun once called Hillstop - could probably be rebuilt by the Empire. The civil service are still looking into the possibilities of rebuilding Hillstop, the Tribute, and Orchard's Watch now that the Jotun have fled. They are also compiling a list of spoils of war to present to the Imperial Military Council, and may also suggest other opportunities to help restore the Mournwold.

The Quiet Step has permanently changed it's army quality from scouting to cunning.

The political situation in the Mournwold is still uncertain, however. Some steps have been taken to address their concerns, such as the commission of several fortifications, for example, but the Singing Caves still remains unallocated by the Imperial Senate. There will be further updates about the situation in the Mourn in Winds of Fortune, but for now the situation remains tense.

Living in the Night

During the Autumn Equinox the Grendel sent an elite warband to collapse the Crow Road, the pass connecting Willstone in Redoubt with Cinion. Had they succeeded, the Imperial forces in Spiral would have risked becoming trapped, cut off from support, and easy prey for their barbarian opponents. Thanks to the swift intervention of Imperial heroes, the salt lords' strategy was stymied. Control of the pass proves crucial in the coming weeks. With the pass open, the Towerjacks are able to withdraw toward Sarvos to resupply, and the Green Shield and Iron Helms are able to move down to support the Imperial forces still engaged in Spiral.

Once again we will be engaging in daring and devastating raids against our foes. We are traveling north into Zenith, swinging south west into Redoubt and joining the rest of the Imperial armies back in Spiral. There we will plunder our foes, rushing for screed, carry on bleeding them dry, and make these accursed Grendel realise this is not a war they can profit from! Fight for the Empress, fight for the Freeborn, fight for the Empire! But be careful of the Black Plateau, it's a bit shit there!

General of the Red Wind Corsairs

It also allows the Fire of the South and the Red Wind Corsairs to make a daring march from their isolated position in northern Ossuary. They push north through the Twilight Gate, skirting the Druj armies in sodden Proceris, and coming round through Zenith and Redoubt to join the main Imperial force in Cinion. They are joined, to the surprise of many, by a small force from Axos. Three hundred agema and toxatai, under the command of Circe Icastos, daughter of General Dancia of Ipotavo. The skirmishers are newly arrived, having chartered swift vessels with the assistance of the Imperial ambassador to Axos. They are quiet, grim faced, and keep themselves to themselves. On reaching Spiral, they immediately present themselves to General Nicassia of the Citadel Guard - they are here to repay a debt to the Urizen who helped defend Ipotavo against the Druj.

For nearly a month, though, the Wolves of War and the Citadel Guard hold Spiral alone against the combined might of the Grendel armies. They are not idle while they wait for their reinforcements; withdrawing soldiers from Ateri and Ossuary, they begin to slowly move south-east into the very heart of Spiral itself; the barren plains of Screed at the centre of which squats the malign presence of the Black Plateau.

The Grendel have effectively controlled Screed for nearly thirty years, sweeping across it largely uncontested in the final weeks of their original invasion, then again in the Summer of 379YE. There have been skirmishes, of course, but there has never been a significant military engagement in Screed between the Empire and the barbarians. Until now.

Fire of the South, fastest army of the Empire, your fleetness is required once again. We will march north into Zenith, passing by the Highborn, southwest into redoubt, and then swing into spiral once more. Alongside the other Imperial armies we will enact a Steady conquest of Spiral, pushing for Screed and the Northwest Black Plateau. Our friends in Urizen fight against the Grendel occupation, we will come to their aid. The Grendel had a great victory over our navy. Let's give them a defeat that will make them fear the freeborn once more.

General of the Fire of the South

The Fire of the South, the Citadel Guard, and the Green Shields push slowly forwards south and east, carefully conserving their strength. The physicks and magicians who accompany them, bolstered by a number of priests, focus their attention on preserving the lives of their fellow soldiers - their lives and their spirits as well, perhaps. The Black Plateau continues to grumble. Everyone in Screed seems supernaturally aware of its location at all time - even when they cannot physically see it they know exactly where it is, and cannot shake the fearful impression that it is watching them. Some sensitive souls find the experience goes beyond unnerving and becomes unbearable.

The disquiet is exacerbated by the presence of both the Iron Helms and the thousand shambling husks fighting alongside the Green Shields. The corpses ridden by flesh-hungry spirits of the Wasteland seem ... agitated ... by Screed. They are more vicious, and a little harder to control. Something about this place, about the gloom that pervades the arid valleys, makes them irritable. More brutal. Crueler. They rarely wait for their opponents to die before they start feeding on them, and it takes a strong will to call them off once the battle is engaged. There are even a few reports of incidents where the hungry dead have snapped at Imperial soldiers - never those of the Green Shield, but the warriors of the other armies begin to give the Wintermark force a wide berth.

Last season this army was led by the Imperatrix. Inspired by her mandate to preserve life we shall implacably advance into screed then onward into Ossuary. Bound as we are by common cause, all that fight alongside the wolves, be they citizens of the Empire or foreign mercenaries shall be treated with utmost respect. For this season we are one. All wounded and dead will be recovered and with reverence and respect returned to their people.

General of the Wolves of War

The main bulk of the Imperial force is represented by the Wolves of War. Supported by nearly nine thousand additional troops lead by independent captains, their forces outnumber the other three armies put together. They are further supported by heavily armoured cohorts drawn from the Free Companies, and by a significant force of heavily armoured Imperial Orc reavers. The mercenaries are in the van, leading a steady grinding advance across Screed, consolidating gains and fortifying the Imperial position as they go.

The Iron Helms balance the need to claim ground with the desire to kill the southern orcs. Since the Fire of the South, Red Wind Corsairs, and the Green Shields will not fight alongside them; the Helms move north supported by the Wolves of War and Citadel Guard, while the main Imperial force sweeps south around the Black Plateau. The Varushkan army keeps their cruelty carefully leashed, but the Grendel are in no doubt as to their presence. Their dark banners, and the cloud of carrion birds that drift in their wake would be warning enough, but the presence of the Black Plateau seems to make their advance even more pronounced. They are a terror in the night, and not only for the barbarians; some Imperials speak in hushed tones of sweaty nightmares in which they were devoured by red-eyed soot-black hounds with iron teeth.

With most of the Imperial forces focused on claiming ground and preserving the lives of their soldiers, the Red Wind Corsairs enthusiastically seek opportunities to engage the Grendel directly. Coming after the successful raid against the Legacy last season, spirits are high and even the brooding malignancy of the Black Plateau can do little to quash them. With the words of the Freeborn assembly ringing in their ears, they launch daring raids against the Grendel supply camps. Their target is the wealth the orcs have accumulated there - crystal mana, magical ore, and the valuables stolen from conquered spires. More than a few, following the lead of the priests, take the opportunity to capture Grendel officers and ransom them back to their commanders for a healthy profit.

The orcs of the Broken Shore are a little on the back foot; their main forces are focused in Ateri, Ankra, and Ossuary. The main Grendel presence in Screed appears to be a dozen or so fortified camps, mostly built around captured Urizen spires. Scattered in a wide ring around the edges of Screed, they serve as supply depots and watchposts rather than significant fortifications. The first handful fall to the Empire before the Grendel can move their armies in to defend the others. There seems to be no significant Grendel force near the Black Plateau itself, and they are loath to engage the Empire in it's shadow - and truth be told, the soldiers of the Empire are no keener than the barbarians to get close to it.

If we take the plateau we can start to heal our land. If we take Ossuary we will free our allies and take the Legacy. The heroes have kept the pass open, our allies support us. Fight for our home, and make me proud.

Citadel Guard

Over the next few months, there are countless engagements between the Empire and the Grendel armies. Wherever possible, the barbarians try to control the battleground - falling back to defensive positions, moving through Ankra and Ateri to flank the Imperial advance, drawing their enemies into broken terrain the Grendel troops have previously scouted. Their eyes and ears are everywhere - adept scouts on both sides play a deadly game of cat and mouse through the foothills and barren valleys. But it is noticeable that their soldiers seem more cautious than normal, perhaps even a little more predictable - something has clearly put them on the defensive.

As the weeks wear on, the engagements become fewer in number but significantly more bloody. At first, probing raids from both sides are easily repulsed, but as the Empire takes more territory there is less room for the Grendel armies to manoeuvre. The two sides clash in larger and larger numbers.

There is more at work in Spiral than just humans and orcs fighting, however. This is Urizen, after all. Some far-ranging scouts from the Imperial armies make sorties far south as the coast. They bring back confusing reports of powerful magic at work in the waters of the Bay of Catazar. They talk of spires of razor-sharp rock and coral erupting from the sea floor, and of a thick sea fog that rises without warning full of dancing lights and large hard-to-see shapes. Vessels berthed at the rebuilt port of Apulus are protected, but the magic plays havoc with any vessel at sea off the coast of Spiral.

Indeed, the scouts also report that the port at Apulus is more than rebuilt - it is significantly fortified. The Grendel appear to have built a castle on the southern coast with almost supernatural speed, and are using the garrison there to support their troops in the defence of their conquered territories.

Heroes of the Green Shield, the bond of loyalty and friendship take us once again to Spiral. We have bled for comrades, have been tested in wars great storm, but the storm can never break us. So stand and take up your shields, solid for the people of Spiral. Stand take up your spears, to strike swift these unworthy foes.

General of the Green Shield

Yet these enchantments pale beside magic neither side controls. The Black Plateau itself is here - and it is gathering power. While Imperial forces have encountered it's subtle, pervasive influence before they are not prepared for direct exposure to its madness. It seems to ebb and flow, and the dreams at least seem tied to the influence of the moon. On nights when the moon is dark, those who sleep in Screed experience dreams of despair and creeping paranoia. On nights when the moon is full and bright, their sleep is riven with dreams of blood and savagery flavoured by their darkest, hidden urges.

The dreams are only part of it. Even with the sun at its height, there are the phantasms and delusions; sometimes a half-familiar voice whispers from the shadow inside an empty tent. Sometimes one seems to spot and old friend, an enemy, a loved one in a crowd. Odd certainties come from nowhere - one confused band of Freeborn scouts reports with absolute confidence a major Grendel force moving along a dry river bed that on further investigation seem to have existed only in their minds. This tragic tale comes with a grim warning - while moving to intercept the imaginary force the Freeborn soldiers are flanked by a very real Grendel army coming from the south, and the Red Wind Corsairs are badly bloodied before they can pull back to defensive positions. Two of the scouts take their own lives in grief and shame.

There is a rash of suicides - not only soldiers taking their own lives in despair but raging warriors hurling themselves with bloody abandon against their enemies without thought for their own survival. The madness is infectious - a whole warband might suddenly break rank and attack the enemy without support leaving their commanders with a handful of seconds to decide whether to abandon the plan and support their maddened troops or leave them to die at the hands of the enemy. There are reports of Urizen sentinels abandoning poise, mutilating and torturing captured Grendel prisoners. Of League captains withdrawing their forces in disarray convinced that at any moment they will be overwhelmed by imaginary monsters. Of a Wintermark patrol found dead at each other's hands, the lone survivor sobbing a broken tale of betrayal and suspicion that boiled over into murder around the camp fire.

The only positive is that the Empire are not alone in suffering the baleful touch of Screed; the Grendel generals seem to be having just as much difficulty controlling themselves and their troops as their opposite numbers in the Empire.

Rod, and sword, and moon, and bow. We march to distant Urizen to repay a debt owed, to aid our western cousins as they have aided us. From the Throne of Day, Ipotavo watches, her eyes on those who act with certainty and reason.

Circe Icastos

Dreadful as the insidious effects of Screed are, the situation could have been much worse. The majority of both orc and human armies have chosen defensive approaches intended to minimise loss of life and it is just as well that they do. It is noticeable that the Iron Helms and the Red Wind Corsairs suffer more losses to the pernicious influence of the accursed ground than the other Imperial armies.

Despite their caution, the Grendel armies do not give ground easily. They are not fighting to the death to defend the region but nor are they just falling back. It seems almost like a calculated effort to husband their resources, avoiding giving up any more land than they absolutely must while they wait for something. The Empire pushes them hard but by the time the next summit draws near the region itself remains in the hands of the orcs of the Broken Shore, and the only real change is the landscape itself. If the Black Plateau were grumbling before, now it is growling. If it was shifting restively in its sleep, now it is beginning to stir to wakefulness. But has it's appetite been sated by all the blood spilled... or merely whetted?

Game Information : Spiral

The Empire has made significant headway into Screed, but the Grendel still control the region. While everyone has been focused in the centre of Spiral, and the Grendel have been on the defensive, Imperial gains in Ankra (and their minor gains in Ossuary) have not been compromised - yet.

The influence of the Black Plateau has increased casualties suffered by both sides fighting in Spiral, and the situation appears to be getting worse. Anyone who wishes to roleplay there were present during the recent campaign is free to create their own horror stories of things they have encountered, based around themes of creeping fear, haunting phantasms, eerie dreams, gnawing suspicion, and outbursts of uncontrolled anger.

Furthermore, any Imperial general of one of the armies engaged in Spiral, and any character with a military unit assigned to support those armies, may e-mail plot@profounddecisions.co.uk and volunteer to have been more profoundly affected by the Black Plateau than their peers. They will begin the next game cursed with a powerful roleplaying effect that may significantly influence their behaviour. If your character does not meet these criteria (military unit assigned to support an army in Spiral), please do not e-mail in; this opportunity to be cursed is not available to those roleplaying they supported the army.

Finally, there are stone sea-spines and weird hypnotic fog rising off the southern coast that are playing havoc with shipping fleets. The spiny spikes fade with the coming of the Winter Solstice, but the odd mist and its peculiar lights show no signs of going away. Any fleet based in Spiral suffers a 50% penalty to its production this season, and will continue to do so as long as the seductive fog curse remains in place.

Where All Roads Meet

Soldiers of the Pride, for the first time in our 100 years, four Dawnish armies march side by side into battle, each fighting to their strengths. We match to drive the Druj out of Dawnish lands. We will show them and warriors of the Summer Realm that fight with our forces that we can not just outfight but our out think and outmaneuver the Druj. By season's end Semmerholm will lie in Dawnish lands again. For glory. For Dawn. For the Empire!

General of the Gryphon's Pride

Immediately after the Autumn Equinox, the bulk of the Druj forces in Semmerholm push north into Estmure. They assault Estcastle, taking vicious pleasure in slaughtering as many Imperial Orcs as they can find. They raid Lacre, damaging the cathedral. They do not have things all their own way; a citadel of ice and basalt rises in the hills of Estmure, garrisoned by white-skinned knights in armour of living frost. The knights of Lacre and the orcs of Estcastle, along with a few scattered survivors from the fallen Gate, find sanctuary within the frigid halls. They rally against the Druj, who find their advance blunted by its adamantine walls.

At the forefront of the force pushing toward the Semmerlak, and toward Holberg, are the Black Wind. For a short time free orcs of the Barrens, they abandoned their fellows to return to the Druj, heads bowed and glad of the yoke. They are very much changed from the time the soldiers of Dawn met them on the fields of the north-western Barrens. Aping their masters, they are cruel and barbarous beyond measure. They murder and torture without mercy, and those who fall into their hands die screaming, their broken bodies left bound to trees - as the orcs of the Barrens once bound the bodies of the Druj in the brief period they were free. Even the brave yeomen and knights of Dawn balk at facing the bitter vengeance of the Black Wind; where their black banners go the militias of Semmerholm flee.

For the first time in over a century the four armies of Dawn will march as one. Arrayed with us the host of Summer and household soldiers of the nation our Triumphant Charge will sweep the filth of the Druj from our lands. Be heroes, let the troubadours sing for centuries to come of these days.

General of the Hounds of Glory

A second force of Druj push westward into Ulvenholm. Smaller and more focused, these orcs advance under banners showing twisted yellow-eyed black lizards. There are a significant number of Vikari marching alongside them. They make a straight line for the Pits of Brychel, barely pausing to pillage the estates they pass. There are a few reports from the Navarr of Boar's Dell that this army is sending scouts south across the border, into Brocéliande, perhaps looking for something. Uncharacteristically, they retreat as soon as they see the thorns that defend the scattered steadings of the northern forest, avoiding any engagement. They are up to something ... but there are no clues as to what.

Two weeks after the Autumn Equinox, the armies of Dawn arrive.

All four armies - the Gryphons Pride the Hounds of Glory, the Eastern Sky, and the Golden Sun - march into Semmerholm. The first time they have been in one place, fighting the enemies of Dawn. The banners of the nobles of Dawn flutter above glorious knights caparisoned in shining plate; above war witches ready with shield and rod, and staff; above yeofolk archers and spear fighters in the colours of their house.

The anger has been tempered and prepared to be unleashed. Now the Eastern Sky will show the Druj what happens when Dawn is angered. For the first time in over 100 years, the four armies of Dawn fight together on one front. This is the moment of glory we have been waiting for and we will seize it

Eastern Sky

Alongside the armies march nine thousand elfin knights of the realm of Summer. Three cohorts of the supernatural soldiers of Eleonaris fight for Dawn. Three majestic champions of the Queen of the Fields of Glory march alongside the captains of the Gryphons Pride, Hounds of Glory, and Eastern Sky.

Dawn and their fey allies do not fight alone - the Fist of the Mountains, the heroic champions of Wintermark, fight with them. Allies come from further afield as well - four hundred Iron Confederacy soldiers fight beneath the black and silver banner of House de Coeurdefer alongside the Hounds of Glory. Grim faced nobles of the Duchy of Guiscard lead chain-shirted levies against the Druj. Far from home, they fight with a dour brutality, eschewing the blandishments of the enchanted knights that fight alongside the Dawnish. They fight with courage, but it is perhaps doubtful that these magic-hating foreigners will take a good report of the campaign back to Kalino with them.

The Golden Sun will march to Semmerholm to engage the Druj forces. We will be the anvil for our forces to hammer the Druj.

General of the Golden Sun

The Gryphon's Pride push to conquer, engaging the Druj in Axmure and smashing their makeshift defences. The Hounds of Glory charge, and the Eastern Sky charge with them. Ten thousand nobles and yeomen of Dawn, six thousand warriors of Eleonaris. They crash against the Druj forces in Estmure in a furious wave, a hammer of gold, and steel, and azure. The orcs fall back almost immediately, and fall back again ... and then they attack. With poison blades, they launch ambush after ambush. War-witches, and yeofolk, and elfin knights alike fall beneath a withering hail of arrow-fire. Proud armoured nobles, ambushed by assassins, learn that their armour offers little protection against the poisonous thorns of the Druj. Bloody engagement after bloody engagement, the cost counted in the blood of Dawn.

One of the Druj armies attempts to flank the main force of the Dawnish, the orcs relying on their maneuverability and stealth to attempt to strike the Imperial forces from the rear. This strategy is barely effective against the aggressive Dawnish armies - but the Fist of the Mountains are another matter. Behind the main advance, the Winterfolk fight a bitter battle to keep the Druj contained, slaughtering their scouts and far-ranging raiders and protecting the scattered manors and estates of western Semmerholm. Their defensive positions make them easy prey for the fast moving army that fights beneath the banner of the hunting scorpion; the Fist of the Mountains are hammered from the flanks and from the rear by elite chikad and hupul, and when they try to respond their assailants melt back into the trees.

When you get to Semmerholm, advance to contact with the enemy then make them pay for every inch of ground. Bleed the Druj, butcher them and leave their carrion for the crows. It has been an honour serving with you all. You are the finest army in the Empire, Heroes every one of you.

General of the Fist of the Mountains

Battles between the Empire and the Druj rage back and forth across eastern Semmerholm for two months. The Imperial armies try to force the Druj to fight them in the open; the Druj try to force the Empire to engage them in the forests. Blood flows like bitter wine on both sides. In the end though, after eight weeks of relentless campaigning, the Druj are driven back. The Gryphons Pride leads the push south, mile by mile. The Druj armies retreat before them, falling back to the crude fortifications they have built around the ruined manors of southern Semmerholm.

The Druj are turned back, but they are not driven from Semmerholm. Yet for now their threat of conquest has been met, and soundly answered. The cost was high; the dead lie like fallen leaves beneath the trees of Axmure. Four-and-a-half thousand Imperial citizens will fight no more. Most are dead; some are so broken in spirit or body that they cannot be easily saved; others are lost, their fate unknown. Orc corpses lie among the fallen in equal numbers - all told at least eight thousand people have spilled their blood in the fight to drive the Druj from Semmerholm.

Game Information : Semmerholm

Imperial forces stop the Druj advance and push them back into southern Axmure. They still control the region but their hold is extremely tenuous. There are some reports of orc warriors in Unlvenholme as well, but this seems to be a guerilla force rather than a campaign army.

Everyone who fought in the Semmerholm campaign is aware of the monstrous presence of the Black Wind army - an army undertaking the merciless onslaught order. The Imperial forces luckily did not suffer enough casualties to bring them to the threshold where this tactic would have broken their armies, but many soldiers will suffer nightmares of the atrocities these savage barbarians inflicted on the people of Axmure and Estmure.

The presence of nine-thousand Knights of Glory and the Frozen Citadel of Cathan Canea, play a significant part in this victory, as did the bold strategy of the Dawnish generals. Without both factors, the Empire may well not have been victorious against the massed forces of the Druj. By contrast, while the defensive strategy of the Fist of the Mountain was effective at killing the Druj, and saving Imperial lives, it did nothing to push the orc armies back.

Participation

The presence of three cohorts of knights of glory, summoned by the magicians of Dawn, has not only had a significant effect on the campaign outcome. Any character whose military unit supported one of the three armies that fought alongside the heralds (Gryphon's Pride, Hounds of Glory, and Eastern Sky) may choose to begin the next event experiencing a roleplaying effect. You are filled with confidence; nothing is beyond you if you put your mind to it. Now is the time to act, to pursue goals you have been neglecting. Anyone who questions your prowess must be taught a quick lesson about the foolishness of doubting you.

Furthermore, if you are a changeling whose military unit supported one of the three armies, the roleplaying effect is much more pronounced. In addition, and if you have the hero skill you have an additional hero point for the duration of the event. Such characters may also use their experience of fighting alongside the knights of glory to permanently increase the strength of their lineage.

Please bear in mind that these opportunities are only available to characters whose military unit supported one of the three armies this downtime. You are free to roleplay you were present, as always, but you do not qualify for the additional hero point or the ability to increase your changeling lineage trappings.

Two Tales

Nothing Will Hold

As the Winter Solstice approaches, bitter winds blow down from the ice floes of Sermersuaq, cold enough to freeze a hunter's breath to their face. Only the hardiest travellers are abroad in such conditions - or the most determined hunters. A few pass over the ice seeking seals and bears to provide for their halls, one last hunt before the worst of the winter storms begin. This brave handful of hunters are the first to spot the signs, and they hurry quickly southwards to warn their people.

The Jotun have come, and they have come in force.

Sermersuaq has been relatively peaceful these last three years - even while other territories in the Empire burned - but no more. Oh the western orcs have made their raids as always, and the business of the hylje prince and his skin caused some disruption, but not since the Senate made peace with the Thule three years ago has a threat like this entered the ancestral homeland of the Suaq.

At first there is incredulity. After the crushing defeat inflicted on the Jotun in the south, few expected them to come again in force so soon, and certainly not here. Not now. Sombre orders are given to the icewalkers and the scouts to spy out the approaching forces and asses the scale of the threat. Several tense days pass before the first news is brought back, stuttering words from exhausted men and women, and short notes tied to the legs of crows.

All the reports confirm there is a significant Jotun force in Stark. Significant... but not sizeable. Perhaps fifteen hundred Jotun warriors - surely no more than that. Not an army; no commander would be mad enough to commit an army so depleted to war against the Winterfolk. They march under a blue banner with a leaping silver fish emblazoned on it. An unusual device for the Jotun, whose totem beasts are usually more savage. They move cautiously - even allowing for the rough terrain and the poor weather - but they move with with purpose. One keen-eyed scout, an old woman experienced in the hunts of war and peace alike, notes that the force seems to be entirely composed of warriors drawn from the Jotun kirkja. These elite fighting soldiers would normally represent a force that formed the backbone of a Jotun army - or a band of champions that might move swiftly to reinforce one.

Each day the certainty that the Jotun have a purpose grows. Scouts report heavy wooden bridges constructed across two narrow waterways. The Jotun have scouts of their own out, mapping out routes across the ice floes and pathfinders charting the best courses over the glaciers. There is news of temporary fortifications being erected, of large caches of supplies coming up behind the Jotun. The conclusion is unmistakable - these Jotun warriors are preparing the way for an invasion. This kind of sophisticated military operation is not easy to organise and implement - but if unchecked it would be a huge asset to any invading force, potentially meliorate the normal challenges facing an army attempting to create a beachhead in a land like Sermersuaq. It seems they have learned lessons from their attempts to invade the hallowed marshes of Kallavesa. There they trusted to their strength alone to carry the day - this time it appears they have adopted a far wiser strategy. In truth it is hard for the canny Suaq not to approve of the sense of it.

The Jotun warriors do not shy away from battle where the Wintermarkers offer it. There is no major military presence in Sermersuaq, but there are more than a few warriors prepared to test their mettle against the western orcs. Jotun champions and Winterfolk heroes clash, and neither side holds back. Blood splashes across the ice floes, and stains the glaciers, blood spilled on both sides. Any Suaq, Kallavesi, or Steinr who falls before the Jotun is interred beneath a barrow mound; there are unconfirmed reports that those who surrender are offered the Choice as they have been since time immemorial - but those who make that choice are swiftly sent west to Tromsa, to Skallahn, and perhaps further west.

A handful of Winterfolk who have returned home to Sermersuaq after serving with the Imperial armies are certain they recognise the flag - these are the Ice Fishers of Ldansk, a bound fellowship of minor clans and lesser Jarls who have fought the Empire in the south several times beneath the banner of the Fist of Ulven. They are experienced, doughty warriors and while they may not have numbers comparable to an Imperial army, they smaller size gives them a manoeuvrability that even the Fire of the South or the Black Thorns would envy.

As the Solstice draws closer, this expeditionary force moves slowly southward through Stark until they camp barely a day's march from the village of Rest - the little settlement built at the meeting point of two trods. One of the northernmost settlements in the entire Empire, it is also the site of the welcoming fires of the Last Lantern, the Navarr wayhouse farthest from the heart of the Empire. The Navarr and the Suaq scouts that live here send three of their number up the steep hill overlooking the village, to the ruined tower that watches over them, lit torches in hand.

The beacon is lit. A warning spread south and east. The Jotun are here. Send aid.

Resentment Rides High

The low lands of Yellow Chase in Segura are hot, dry, stony, and impoverished. The soil is poor and the landscape is marked by pockets of heavy rock which are never far from the surface. The truth is - and this is the Brass Coast where people prefer the truth even if it is hard and unwelcome - that some of the people here are not much better than the land. Even before the invasion, there were stories that some of them traded with the Lasambrian bandits on occasion, to make ends meet; and sometimes perhaps did even worse things. A "Yellow Chase farmer" is a slang term used in parts of Segura for a liar - especially someone lying about where their money has come from.

So when the first reports of orcs in the Yellow Chase come down the Cinnamon Road, the long trod that runs north out of Anduz and up to Kahraman, few people pay it much heed. There have always been a few orcs in the Chase... this is hardly news. Don't these people realise there's a war on? People shake their heads, civil servants file reports, and a few dutiful Kohan set off to make sure that it is something and nothing.

It is fortunate indeed that they were vigilant - for it appears that the inhabitants of Yellow Chase are not exaggerating. A force of Jotun warriors has crept over the border and is quietly getting on with the business of invading Segura.

It is not an army - of that much the scouts are certain - but it is vastly more than the local dhomiros are able to deal with. There are somewhere between one and two thousand orcs here - heavily armed and armoured and all marching under the banner of a bird wreathed in flames. At first glance they appear much like any other elite Jotun champions, but on closer inspection their leaders wear sashes and hoods of bright orange hue - not a colour normally associated with the western orcs. At least, not a colour associated with the Jotun orcs. Some of the Yellow Chase farmers have seen orcs wearing that colour before...

It is no coincidence then that they are in Yellow Chase. This area once served as a centre of power for the Lasambrian barbarians, there was a great armed camp here from which raiding parties swept down onto the plains. The camp was abandoned when the bandits were driven off by Dawnish forces during the last days of the liberation of Segura. Now it has been reoccupied - and it appears these new invaders are intent on fortifying the site. A loose palisade of closely packed timbers is being raised around the perimeter of the camp. This is not a real fortification yet - there is no white granite being employed - but it is all too clear that these orcs are intent on securing this position.

This is not the only thing the strange Jotun are about. A pair of shepherds report that there the rock fall that blocked the pass over Old Man's Ride into Reinos ten years ago has been completely cleared. This was a major landslip, that would have taken hundreds of people working for days on end to make it passable for just a merchant wagon. Now it is a smooth as honeyed silk, and what's more they claim that the road that leads up to the pass has had every hole filled with loose stone and then pounded flat. With the pass blocked, it took nearly a week to get over the border here - now you can do it in a day.

And nobody in Yellow Chase thinks these peculiar Jotun are clearing the way between Kalino and Segura for the benefit of the merchants...

Game Information : Two Tales

These two forces - one in Sermersuaq and one in Segura - are not campaign armies. They are elite bands of Jotun warriors, and despite their relatively small numbers they seem quite serious about invading the Empire. While this is not a traditional campaign report, it potentially has significant strategic importance for the Empire, so we have included it here. Further information about what is going on will be made available to the Military Council during the muster.

To Fool The Crowd

Shortly after the Autumn Equinox, the Freeborn Storm limps back to the shipyard at Atalaya. Many of their warships are battered, and need time in drydock. Their crews are exhausted, bloodied, and keen to spend a season recovering from their campaign against the Grendel. They are welcomed by the people of Atalaya; an impromptu street party is organised to honour the mariners who showed such courage against the southern barbarians - and to celebrate those who have not returned.

They are followed three weeks later by the entire Grendel armada.

The naval force is vast, perhaps five times as large as the Freeborn Storm. There is very little warning; a desperate winged messenger from Glass Point in Sarvos, and garbled rumours of sightings by fisherfolk along the north-western bay. They ignore Calvos Sound, cutting straight across the bay to Free Landing.

The Shining Pillar falls almost immediately; the Grendel barely pause before sweeping south across the islands. Resistance is decisively crushed, but the smaller settlements are clearly not what the armada is here for. They are here for Atalaya, the birthplace of the Brass Coast.

We rolled the dice and they were against us, but our losses were not in vain. We helped save many hundreds of our friends on the land. It's been a tough season and now it's time to head home and put to port. We're going home. As an aside, this will be my last group of orders. I shall be standing down as of next year. It's been an honour and a privilage to command you courageous lot, and I am proud of you all. Farewell.

Admiral Edgardo i Ruiloba i Guerra of the Freeborn Storm

The waters around Atalaya are treacherous, the channels difficult to navigate if one does not know the secret locations of the obstacles that rest just beneath the surface of the waters. The Grendel do not seem to care; rather than attempt a direct approach to the port itself, their ships spread a wide cordon around the island and disembark several thousand orc warriors on the northern beaches.

The orcs, marching under the banner of a sinuous black eel, attack the port from the landward side. At the same time, Grendel magicians and engineers begin to map out the harbour defences in small boats, their great warships providing covering fire with crossbow and ballista from any Freeborn ships that attempt to stop them. The crimson and gold sailed navies inch closer to Atalaya, while the ships under emerald sails maintain the cordon.

There is a small militia in Atalaya, but it is not enough. The sailors of the Freeborn Storm do their best to hold the town, but they are quickly overwhelmed. Two hundred Navarr soldiers of the Black Thorns valiantly attempt to support the garrison but they know their cause is hopeless - and there is nowhere to fall back to. The fighting lasts less than eight hours before Atalaya is in the hands of the Grendel. That night, the eastern horizon is lit up by a ruby glow, visible across the Madrugan coast. The shipyard is burning. The Freeborn Storm is burning.

Morning sees a great black cloud hanging over the islands, which slowly breaks up over the next several hours. The town itself is mostly undamaged, the historic buildings still standing, but the shipyard and the navy are both embers and ashes, burnt to the waterline.

March from the Mournwold to Siroc Plains, Madruga to resupply. Thorns, once again we have fought with courage & loyalty, we have outwitted the Jotun & escaped their clutches again. Now we rest, we mend, we recuperate in Madruga. I am proud of you all. We must be at our best to engage the enemy once more to win back our home.

General of the Black Thorns

A few manage to escape the island, several on the fast ships belonging to a lone Marcher mariner from Mournwold who had chosen to spend time with the Freeborn Storm at the shipyard. They evade the Grendel cordon, and bring news of the fall of Atalaya to the mainland, to Quzar and to the Black Thorns. A week later, the Grendel follow them and lay siege to Quzar. By this time, the swift soldiers of the Black Thorns are in position, but between the army of the black eel, and the marines from the Grendel armada, they are able to do little more than delay the inevitable. The Thorns have been reduced to breaking point by heaving fighting in previous campaigns; once the extent of the Grendel forces becomes clear they are forced to retreat back the way they have came. Perhaps five hundred more Navarr give their lives holding the barbarians back, before they bow to the inevitable.

Atalaya, Quzar, and Midport all fall to the Grendel, along with several other smaller villages and family estates on the islands, and along the eastern coast. The conflagration that consumed the shipyard at Atalaya, and destroyed the Freeborn storm, is not repeated. The Grendel crush any resistance, but they loot anything of value they can lay their hands on. They seem more interested in trade goods than slaves, but some of their captains relish chaining the Freeborn and the few Navarr soldiers who are taken alive.

A fortnight before the Winter Solstice, the light of the Shining Pillar goes out. An hour later it re-ignites but the flame has changed. Rather than a clear white light that calls the Freeborn home, the beacon burns a rich purple colour. The Bay of Catazar belongs to the Grendel.

Game Information : Madruga

The Grendel have conquered the whole of Free Landing, from Midport in the south to the islands north of the Shining Beacon. They have destroyed the shipyard at Atalaya, and burnt the Freeborn Storm to the waterline. Some of the ships and sailors may have escaped, but the navy itself has disbanded. Admiral Edgardo i Ruiloba i Guerra has lost the title Admiral of the Freeborn Storm.

The Black Thorns have been severely damaged by their attempt to help the Freeborn citizens. If they had not been using the give ground order it is likely they would have risked being disbanded as well.

The Grendel have conquered the eastern coast of Lightsea, and sacked the rich port town of Quzar. This has impacted the taxation provided by Madruga, but it is not as bad as it could have been - Siroc remains untouched at this time. They have made significant headway toward claiming the entire region.

Participation

Because of the way territories and personal resources interact, we do not assume that anyone's personal resource was in the area controlled by the Grendel. However, any player whose character's personal resource is in Free Landing or Lightsea can choose to roleplay that it has been damaged or destroyed by the Grendel.

Imperialistic House of Prayer

Major Conjunctions

The civil service has identified five major conjunctions of the Sentinel Gate that are expected to be available during the coming summit.

Two conjunctions have been identified on the Saturday. One will take the heroes of Anvil to Madera Viejo, in Yellow Chase, Segura. The other opens to Fulgentius' Solitary, an open expanse ahead of the Imperial advance in Screed, Spiral.

The first opportunity will allow a strike against the Jotun and the Lasambrians orcs in the area and force them back into Reinos. The second opportunity will allow heroes to capitalise on the progress made in Screed by the Imperial armies and to consolidate further ground.

A third, smaller, conjunction has been identified to Mournstead in Liath's Ring, Liathaven on the Saturday. The old steading lies close to an area of vallorn miasma and was visited from Anvil at the Autumn Equinox. There is an opportunity for the Navarr to engage two of their hated enemies, while the Brass Coast egregore has noted that the conjunction has relevance to the Freeborn as well. This is a large skirmish that will take place at 18:00 on Saturday.

Three conjunctions have been identified on the Sunday. The first will take Imperial forces to Kugaaruk Point, an open expanse in the very west of Stark, Sermersuaq. The second opens to the Plantation of Tall Ferns, in northern Proceris, Zenith. The final conjunction will align a portal for travel to the wooded Chase of Arnet, in Ulvenholm, Semmerholm.

The conjunction in Sermersuaq provides a second opportunity to engage the Jotun expeditionary forces pushing into the western Empire. In Zenith the heroes of Anvil can prevent the Druj bringing monstrous reinforcements in from the Mallum; whilst in Semmerholm, the Empire can engage a force of barbarian orcs that have fled from the Dawnish advance and now threaten the lands of Ulvenholm.

By the time of the Winter Solstice summit, the civil service will have completed reports for each of these conjunctions, which will be presented the the generals during the Muster. The final decision about which major conjunctions to exploit, and who will take part in the battles, is the heavy responsibility of the Imperial Military Council alone.

Imperial prognosticators are also preparing additional information relating to a number of smaller conjunctions over the course of the summit that will be of relevance to the Military Council, individuals from the various nations, and other parties. A summary of the identified conjunctions will be provided nearer the summit, with additional details passed to national egregores and civil servants of the Military Council.

Audio Recordings

Ian Horne has recorded the Winds of War as sound files, which you can listen to or download from Soundcloud.

- Zenith (Hunting by the rivers)

- and an alternate version read by Scarlett Hayler-King here

- Mournwold (The memories scarred)

- Spiral (Living in the night)

- Semmerholm (Where all roads meet)

- Sermersuaq (Nothing will hold)

- Segura (Resentment rides high)

- Madruga (To fool the crowd)

- Major Conjunctions (Imperialistic house of prayer)

- Game Information read by Ian Horne (a summary of all the Game Information sections)

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=381YE_Winter_Solstice_winds_of_war&oldid=63719"

382YE Spring Equinox Conclave sessions

Preparation

Precedence and the Font

- The basic font at this summit was 122 mana.

- The income from the Principle of Proportions was 155 mana.

- The remainder from previous seasons was 3 mana.

The members of each order in attendance at the end of the previous summit determine precedence for the following summit according to the Principle of Precedence. The income of mana following the previous summit is listed above and was distributed as per the table below. This left 5 mana, which will be added to the font to be divided at the end of the next summit along with the income from the Principle of Proportions at this summit.

Order

Precedence

Members

Mana

Iliumn

Rod and Shield

1

78

60

3

Golden Pyramid

2

76

58

3

Shuttered Lantern

3

74

57

2

Sevenfold Path

4

53

40

2

Unfettered Mind

5

31

23

1

Celestial Arch

6

27

20

1

Silver Chalice

7

23

17

1

Contents

- 1 Preparation

- 1.1 Precedence and the Font

- 2 Process

- 2.1 The Imperial Titles of the Conclave

- 2.2 Changes of Sorcery

- 2.3 Changes of Amity and Enmity

- 2.4 Conclave Declarations

- 2.4.1 Friday Session

- 2.4.2 Saturday Session

- 2.5 Conclave Addresses

- 2.6 Principle of Proportions

- 3 Clarifications

Process

The Imperial Titles of the Conclave

The full list of Imperial Titles held in the Conclave at the end of the summit can be found here.

The following Imperial Titles were declared by the Conclave during the summit.

- Imperial Censor: Ingar

In meetings of the members of the appropriate orders, the following Grandmasters were appointed.

- Grandmaster of the Golden Pyramid: Arsenio Sanguineo Rezia di Tassato, the incumbent

- Grandmaster of the Sevenfold Path: Zephaniah of Highguard, the incumbent

Changes of Sorcery

- Ancel Steward and Arlen Weaver were reconciled with the Conclave

Changes of Amity and Enmity

- The eternal Surut received amity.

- The eternal Adamant received amity.

- The eternal Sadogua received amity.

- The eternal Irra Harah received enmity

Conclave Declarations

Records show that seven declarations were made during the Friday session, and fifteen were made during the Saturday session. The details of these declarations and their outcomes were as follows: when a declaration is not one of Concord, its text may have been edited for standardisation purposes.

Friday Session

Speaker

Declaration of...

The Imperial Conclave declares

Outcome

Kyra of Halcyon Spire

Reconciliation

Rivers Run Red

Failed

Willen of Navarr

Amity

For Surut

Passed

Lucias Kriegheim von Holberg

Candidcay

Lucias Kriegheim von Holberg to be the new Imperial Censor.

Failed

Lord Ramond Remys

Concord

The Sanctity of Curses

Failed

Lord Severin de Rondell

Enmity

Irra Harah

Passed

Kyra of Halcyon Spire

Neutrality

Mira, Herald of Irra Harah

Passed

Kyra of Halcyon Spire

Neutrality

Kvaasi, Herald of Irra Harah

Failed

Saturday Session

The Conclave made the following Declarations:

Speaker

Declaration of...

The Imperial Conclave declares

Outcome

Solomon

Amity

Adamant

Passed

Alejandra i Erigo

Concord

Conclave re-affirms the right of virtuous magicians to use curses as they see fit.

Passed

Saeros Splitroot

Concord

That the Voice of the Quiet Forest should cast Rivers Run Red on Therunin this season

Passed

Emilia Archmage of Winter

Amity

Sorin

Failed

Ingar

Candidacy

Imperial Censor

Passed

Asenath

Enmity

Eleonaris

Failed

Cael Splitroot

Dissemination

To gift "Bound by common cause" and "Dreams in the witch house" to the Commonwealth

Procedural

1

Kaisa vieno Magenling

Neutrality

Arhallogen

Passed

Kaisa vieno Magenling

Neutrality

Llofir

Passed

Abel Bursar

Concord

That Conclave should have the post of Remerberocor.

Passed

Zadkiel of Courdefour

Neutrality

That Irra Harah be made neutral to the Empire

Procedural

2

Kyra of Halcyon

Neutrality

Baxshula Herald of Arhallogen

Passed

Elyssian of Endsmeet

Amity

Sadogua

Passed

Thomas de Rondell

Reconciliation

Ancel Steward

Passed

Thomas de Rondell

Reconciliation

Arlene Weaver

Passed

Conclave Addresses

Records show that 15 addresses were made during the Friday session, and 8 during the Saturday session. Per protocol, the titles of addresses are not recorded.

Principle of Proportions

204 mana was collected in accordance with the Principle of Proportions. This means that, including the existing remainder, XXX extra mana will be distributed at the next summit along with the basic font.

Clarifications

1. A declaration of dissemination can only be raised for a single ritual text.

2. This declaration did not proceed as a claim was made that it had been fraudulently submitted by another party.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=382YE_Spring_Equinox_Conclave_sessions&oldid=65123"

382YE Spring Equinox Imperial elections

This page was updated throughout the event as elections and vacant positions occur (i.e. opportunities!). Now the event is over we have tidied up the last few position title holders and transferred this information over to the rolling historical record that can be found here and adjusted (where required) the Election schedule

Contents

- 1 Imperial Senate

- 2 Imperial Military Council

- 3 Imperial Synod

- 4 Imperial Conclave

- 5 Imperial Bourse

- 5.1 Imperial

- 5.2 National

Imperial Senate

- Senator for Segura: Avisena i Kharizmi i Guerra, the incumbent (5.5 thrones)

- Senator for Reikos: Cadeus, of the Shattered Tower, the incumbent

- Senator for Holberg: Caerwyn von Holberg of the Feasting Crow

- Senator for Mournwold: Robert Dunlain, the incumbent

- Senator for Karsk: Maarit, the incumbent

- Senator for Spiral: Tanwyn Ankarien (after it was allocated to Urizen in Senate)

- Senator for Temeschwar: Giuseppe Sanguineo, The senator resigned following the last senate session.

- The Ambassador to Faraden: Achilles of Damakhan's Forge. The ambassador then died during the Sunday battle.

- The Ambassador to Otkodov: Yevgeni Katzev

- The Ambassador to the Sumaah Republic: Accalon of Felix's Watch

- The Ambassador to the Commonwealth Cael Splitroot died during the Sunday battle.

- The Mayor of Caricomare: Aria Notturno di Sarvos, the incumbent

- The Advisor on orc affairs: Bloodcrow Yargol, the incumbent

- The Celesti Lighthouse Keeper: Bakar i Erigo, the incumbent

- The Magic Butcher: Lisabeth von Temeschwar of the Pledge

- The Shepherd of the Great Herd: Redhand Luga

- The Steward of the Sarvos Mana Exchange is appointed by the League senators, and receives custodianship of a ministry allowing the purchase of mana.

- The Master Apothecary: Kai Dunning of Wintermark resigned

- The Preceptor of the Skarsind College of Warcasting: Irontide Tonk resigned

- The Bursar of the Imperial Academy has been abrogated

Imperial Military Council

- General for The Fire of the South: Marciel i Riqueza, following the death of Gomez i Souza i Guerra

- General for The Gryphon's Pride: Garravaine de Rondell, the incumbent

- General for The Valiant Pegasus: Brother Lucifer

- General for The Quiet Step: Lisabetta Giacomi von Holberg of the League, using Defender of the Empire

- General for The Iron Helms: Magnus Prochnost, the incumbent

- General for The Golden Axe: Belakov Zakharovich Prochnost

- General for The Bloodcloaks: Llofyn Bloodcloak

- General for The Fist of the Mountains: Theoderic Ulfarsson, following the revocation of Axehind of Dunhearth Hall

- The Imperial Fleet Master: Estaban i Del Rio Blanco i Guerra, the incumbent

Imperial Synod

- Cardinal of Ambition: Viviane de Coeurdefer, the incumbent

- Cardinal of Vigilance: Irada von Temeschwar, the incumbent

- Gatekeeper of Ambition: Corey Wayfarer, the incumbent

- Gatekeeper of Vigilance: Sela of the Suns of Courous

- Virtue Inquisitor of Ambition: Ranae de Rondell, the incumbent

- Virtue Inquisitor of Vigilance: Ser Ancel of House Vexille

- Castellan of the Silent Sentinel: Rhesa of the Scions of Ravenfell

- High Bard of the Empire: Irina Akulinovna Kotor

- Imperial Chaplain Consular: Chainbreaker Snark

- Quaymaster of the Black Sails:

- Claviger of the Basilica of Cora Holdfast: Jared of the Suns of Couros

Imperial Conclave

- Grandmaster of the Golden Pyramid: Arsenio Sanguineo Rezia di Tassato, the incumbent

- Grandmaster of the Sevenfold Path: Zephaniah of Highguard, the incumbent

- Imperial Censor: Ingar

Imperial Bourse

Imperial

- Syrene's Wisdom - Misha Kemi (120 thrones)

- The Scorrero Nets - Gwynn of the Cenotaph (80 thrones)

- Bearer of an Imperial Wayleave: Lorenzo 'La Volpe' von Temeschwar (12 thrones)

- Bearer of an Imperial Wayleave: Jorgan Brenna (21 thrones)

- Bearer of an Imperial Wayleave: Selenius of the Crystal Spire (60 thrones)

- Seer of the Spiral Sword: Gemma Brightsmith (25 thrones)

- Prime Factor of the Pallas Docks - for a reduced term of 3 seasons as wasn't auctioned during Winter Solstice - Caesar (8 thrones)

National

- The Broken Shore Bounty: Jeziah i Radah (by 246 votes)

- The Gift of the Dwindling Star: Jarek the Peaceful (unopposed)

- Master of the Imperial Mint: Lieselotte van Holberg (25 thrones)

- The Regario Dossier: Rodrigo Barossa (40 thrones)

- The Steel Fist: Bloodcrow Losak (by 300 votes)

- The Overseer of the Cavabianca Docks: Lukash Biessek von Temeschwar (unopposed)

- The Bonesetter of Torfast Trading Post: Irontide Krag (unopposed)

- The Custodian of the Assayer's Guild: Johan van den Berghe (by 20 votes)

- The Foreman of the Mines of Gulhule: Irontide Flax (unopposed)

- The Vizier of the Incarnadine Satchel: Esteban i Ezmara i Erigo (by 180 votes)

- The The Broker of Treji Wayhouse: Tristan Brackensong (by 114 votes)

- The Scorrero Nets holder (Saura Splitroot) died during the Sunday Battle

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=382YE_Spring_Equinox_Imperial_elections&oldid=66265"

382YE Spring Equinox Imperial titles

Contents

- 1 The Imperial Senate

- 1.1 The Throne

- 1.2 The senators of The Brass Coast

- 1.3 The senators of Dawn

- 1.4 The senators of Highguard

- 1.5 The senators of The League

- 1.6 The senators of The Marches

- 1.7 The senators of the Navarr

- 1.8 The senators of Urizen

- 1.9 The senators of Varushka

- 1.10 The senators of Wintermark

- 1.11 The senator of the Imperial Orcs

- 1.12 Other Imperial Senate positions

- 1.13 Commissioners appointed by senators

- 1.14 Sinecures and Ministries appointed by senators

- 2 The Military Council

- 2.1 The Generals of The Brass Coast

- 2.2 The Generals of Dawn

- 2.3 The Generals of Highguard

- 2.4 The Generals of the Imperial Orcs

- 2.5 The Generals of The League

- 2.6 The Generals of The Marches

- 2.7 The Generals of Navarr

- 2.8 The General of Urizen

- 2.9 The Generals of Varushka

- 2.10 The Generals of Wintermark

- 2.11 Other Military Council Positions

- 3 The Imperial Synod

- 3.1 Ambition

- 3.2 Courage

- 3.3 Loyalty

- 3.4 Pride

- 3.5 Prosperity

- 3.6 Vigilance

- 3.7 Wisdom

- 3.8 The Way

- 3.9 Other Synod positions

- 3.9.1 Sinecures and Ministries appointed by the Synod

- 4 The Imperial Conclave

- 4.1 Archmagi

- 4.2 Grandmasters of the Orders

- 4.3 Other Imperial Conclave Positions

- 5 The Imperial Bourse

- 5.1 Imperial Bourse Positions

- 5.2 National Bourse Positions

- 5.3 Other Bourse Titles

- 5.3.1 Imperial Wayleaves

- 6 Miscellaneous

The Imperial Senate

The Throne

- The Empress : Lisabetta Giacomi von Holberg of the League

The senators of The Brass Coast

- Senator for Feroz: Chiara i Zayden i Riqueza

- Senator for Kahraman: Qusay i Kalamar i Guerra

- Senator for Madruga: Adan i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond de Rondell

- Senator for Semmerholm Lady Ailliena Devereux

- Senator for Weirwater: Lady Eve Orzel

The senators of Highguard

- Senator for Bastion: Sammual, of the Cohort of the Winter Bear

- Senator for Casinea: Nira, of Cantiarch's Hold

- Senator for Necropolis: Jeconiah, of Raven's Watch

- Senator for Reikos: Cadeus, of the Shattered Tower

The senators of The League

- Senator for Holberg: Caerwyn von Holberg of the Feasting Crow

- Senator for Sarvos: Magdelena Alagna di Sarvos

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: vacant

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick Bolholt

- Senator for Mitwold, Pride of the Marches: William Guildenstern

- Senator for Upwold, The Silver Chase: Henry Ward

- Senator for Mournwold, The Mourn: Robert Dunlain

The senators of the Navarr

- Senator for Hercynia: Rhisiart Dancewalker

- Senator for Miaren: Llewellyn Leafstalker

- Senator for Therunin: Cybi Farkas

The senators of Urizen

- Senator for Morrow: Ariadne of Auric Horizon

- Senator for Redoubt: Andronikos

- Senator for Spiral: Tanwyn Ankarien

The senators of Varushka

- Senator for Karsk: Maarit

- Senator for Karov: Pipski Bearonovitch Strascovich of the Vor'azi

- Senator for Miekarova: Father Nikolovich Drakov

- Senator for Volodmartz: Alexei Volostra

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Edythe Dunne

- Senator for Sermersuaq: Atte

The senator of the Imperial Orcs

- Senator for Skarsind: Irontide Vio

Other Imperial Senate positions

- The Advisor on orc affairs is Bloodcrow Yargol

- The Advisor on the Vallorn is Siân Eternal

- The Ambassador to Asavea is Jarrigk Wegwandelaar

- The Ambassador to Axos is Tarquinius of Ankarien

- The Ambassador to the Commonwealth is vacant

- The Ambassador to Faraden is vacant

- The Ambassador to the Iron Confederacy is Zadkiel de Coeurdefer

- The Ambassador to Jarm is Oswi Twice-burned

- The Ambassador to Otkodov is Yevgeni Katzev

- The Ambassador to the Sarcophan Delves is Thanmir Hrafnar

- The Ambassador to the Sumaah Republic is Accalon of Felix's Watch

- The Captain of the Senate Guard is Keelin Foxden

- The Conscience of the Senate is Mel Greenhill of Mourn

- The Dean of the Academy is vacant

- The Imperial Consul is Aureliana Perpetua Nicasia Saverio di Sarvos

- The Keeper of the Breadbasket is Rowan Merrick

- The Minister of Historical Research is Ioseph of Phoenix Reach

- The Trade envoy to Asavea is TBC

- The Trade envoy to the Commonwealth is TBC

- The Trade envoy to Faraden is TBC

- The Trade envoy to Jarm is TBC

- The Trade envoy to the Sarcophan Delves is vacant

- The Trade envoy to the Suumah Republic is TBC

Commissioners appointed by senators

- The Crystal Architect of the Spires is vacant

- The Imperial Master of Works is vacant

Sinecures and Ministries appointed by senators

- The sinecure of Broken Shield Guardian is Redhand Gezzar

- The sinecure of Caretaker of New Dunhall is Brigantia Dunning

- The sinecure of Custodian of Glass Point Cove is Dalibor Marek

- The sinecure of Custodian of the Claw is held by Valeria of Phoenix Reach

- The sinecure of Dean of Pilgrims is vacant

- The sinecure of Dredgemaster of Feverwater is Eleri of Bronwen's Rest

- The sinecure of Eternal Flame of Miaren is Tanwen Snowstep

- The sinecure of Fallsheart Guardian is Breeta Dunning

- The sinecure of Gatekeeper of Falling Snow is Pendraed the Maker

- The sinecure of Granger of the Golden Orchard is Merel Pathfinder

- The sinecure of Grim Gardener is Maegruth Bearonovitch Strascovitch

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Guardian of Dunfrith is Kai Dunning of Wintermark

- The sinecure of Healer of Dawn is Isabella de Rondell

- The sinecure of Herbalist of the Hearth is Brienne-Walda Stormborn

- The sinecure of Jade Custodian is Giacomo Corvinoscuro

- The sinecure of Keeper of Aurelie's Garden is Katrina Gardner, of Dawn

- The sinecure of Keeper of Berislav's Rest is Goran Berislavin Kovacevic

- The sinecure of Keeper of the Crystal Vale is Torunn Volcarona

- The sinecure of Keeper of the Dour Fens is Bill of Middleton

- The sinecure of Keeper of the Glorious Fountain is Tatiana of Auric Horizon

- The sinecure of Keeper of the Golden Fields is Thomas of Hay

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Magic Butcher is Lisabeth von Temeschwar of the Pledge

- The sinecure of Master Apothecary is vacant

- The sinecure of Master of the School of Exorcism is Naomi of Felix's Watch

- The sinecure of Mayor of Caricomare is held by Aria Notturno di Sarvos

- The sinecure of Preceptor of the Skarsind College of Warcasting is vacant

- The sinecure of Shepherd of the Great Herd is Redhand Luga

- The sinecure of Signori d'Argento Vine Tender is Markus Devere

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Storm Shaman is Ashborn Rauur

- The sinecure of Weigher of Worth is Skywise Taal

- The ministry of Celesti Lighthouse Keeper is Bakar i Erigo

- The ministry of High Herbalist of Sybella is Tolame of the Scions of Ravensfell

- The ministry of Master of the Clearing House is Wilhelmina Aurora Sanguineo

- The ministry of Steward of the Sarvos Mana Exchange is vacant

- The ministry of Steward of the Tassato Mana Exchange is Edwin Sanguineo di Tassato

The Military Council

The Generals of The Brass Coast

- General Estana i Mestiere i Guerra of the Red Wind Corsairs

- General Marciel i Riqueza of the Fire of the South

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Zoran Orzel of the Golden Sun

- General Vincent Vexille of the Eastern Sky

- General Garravaine de Rondell of the Gryphon's Pride

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Brother Lucifer of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Bloodcrow Morg'ur of the Winter Sun

- General Irontide Skar of the Summer Storm

The Generals of The League

- General Michelangelo Garcian de Sarvos of the Wolves of War

- General Natalia Barossa of the Towerjacks

The Generals of The Marches

- General Marius Woodville-Talbot of The Tusks

- General Will Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General Black Jack of the Bounders

The Generals of Navarr

- General Eira Pridestalker of the Black Thorns

- General Lisabetta Giacomi von Holberg of the League of the Quiet Step. The Throne used her power of Defender of the Empire.

The General of Urizen

- General Nicassia Avicia of Phoenix Reach of the Citadel Guard

The Generals of Varushka

- General Akstis Eigulys of the Army of the Northern Eagle

- General Belakov Zakharovich Prochnost of the Army of the Golden Axe

- General Magnus Prochnost of the Army of the Iron Helms

The Generals of Wintermark

- General Iron Osric of the Green Shield Army

- General Theoderic Ulfarsson of the Fist of the Mountain

- General for The Bloodcloaks is Llofyn Bloodcloak

Other Military Council Positions

- The Warmage is Heilyn Bronwen's Rest, of Navarr

- The Quartermaster General of the Imperial Armies is Brendan Brackensong

- The Imperial Fleet Master is Estaban i Del Rio Blanco i Guerra

The Imperial Synod

Ambition

- Cardinal Viviane de Coeurdefer of Dawn

- Gatekeeper is Corey Wayfarer of Navarr

- Virtue Inquisitor Ranae de Rondell of Dawn

Courage

- Cardinal Jorma Steelhail of Wintermark

- Gatekeeper Nina of Cantiarch's Hold, of Highguard

- Virtue Inquisitor Lucifer, Son of Cyrus of Highguard

Loyalty

- Cardinal Veikko, of Wintermark

- Gatekeeper Tess of the Marches

- Virtue Inquisitor Corwin Leafstalker of Navarr

Pride

- Cardinal Astrid Fjellrevening Rezia di Tassato of The League

- Gatekeeper Constanza i Kalamar i Guerra of The Brass Coast

- Virtue Inquisitor Rane Jorunsdottir of Wintermark

Prosperity

- Cardinal Cesaro Enzo di Trivento

- Gatekeeper Morgan Leafstalker of Navarr

- Virtue Inquisitor Yarona of the Chantry of the Silver Skull of Highguard

Vigilance

- Cardinal Irada von Temeschwar, The League

- Gatekeeper is Sela of Suns of Couros of Highguard

- Virtue Inquisitor is Ser Ancél Watcher of Dawn

Wisdom

- Cardinal Abaddon De Rondell of Dawn

- Gatekeeper: Amris of Varushka

- Virtue Inquisitor Galene Netherwatch of Urizen

The Way

- Cardinal Atla of the Imperial Orcs

- Conscience of the Senate Mel Greenhill of the Mourn of the Marches

- Virtue Inquisitor Yarrick Ursan of Wintermark

Other Synod positions

- The post of Auditor of Senatorial Accountability is Vauraus Korppitkotka of Wintermark

- The post of High Bard of the Empire is held by Irina Akulinovna Kotor, of Varushka

- The post of High Exorcist is held by Solas of the Waxing Sun, of Urizen

- The post of Imperial Chaplain Consular is held by Chainbreaker Snark of the Imperial Orcs

- The post of Imperial Inquisitor is held by Martin Orchard, of the Marches

- The post of Seer of the Gateway is held by Livia of the Spire of the Celestial Cascade, of Urizen

Sinecures and Ministries appointed by the Synod

- The post of Castellan of the Silent Sentinel is held by Rhesa of the Scions of Ravenfell

- The post of Crow Keeper of the Rest is held by Nils Bardstrom of Wintermark

- The post of Claviger of the Basilica of Cora Holdfast is held by Jared of the Suns of Couros

- The post of Curator of the Printer's Guild Museum is held by Taddea Ginori

- The post of Curator of the White City Museum is held by Apollos of Highguard

- The post of Custodian of the Imperial War Memorial is vacant

- The post of Dean of Laroc Cathedral is held by Odelina de Rondell of Dawn

- The post of Friar of Honour's Rest is held by Albert Fugglestone-Copperhill

- The post of Guardian of Giselle's Tomb is held by Casimir Marcellino di Sarvos of the League

- The post of Liaison to the Temple in Nemoria is held by Franco i Erigo

- The post of Coordinator of the Limitu Principality House of the Way is vacant

- The post of Quaymaster of the Black Sails is vacant

- The post of Voice of Barbs is held by Meredith Nighthaven of Navarr

- The post of Watcher of Britta's Pool is held by Gunnbrand Ironwill of Wintermark

The Imperial Conclave

Archmagi

- The Archmage of Spring is Fabian of Vexille

- The Archmage of Summer is Solomon

- The Archmage of Autumn is Marcus of Endsmeet

- The Archmage of Winter is Emilia

- The Archmage of Day is Gancius della Notte di Sarvos

- The Archmage of Night is Elyssiathain of Endsmeet

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Reichard Callan Remidos von Holmaur

- Grandmaster of the Order of the Golden Pyramid Arsenio Sanguineo Rezia di Tassato

- Grandmaster of the Order of the Rod and Shield is vacant

- Grandmaster of the Order of the Sevenfold Path Zephaniah of Highguard

- Grandmaster of the Order of the Shuttered Lantern Gregor

- Grandmaster of the Order of the Unfettered Mind is vacant

- Grandmaster of the Order of the Silver Chalice Raewynn Farkas

Other Imperial Conclave Positions

- Simargl, "the Empty One" of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Abel of Reikos' Renown of Highguard serves as Bursar of the Conclave

- Pavel, of Varushka serves as Imperial Magus

- Finn Finnson serves as the Imperial Seer

- Vitore Van Temeschwar serves as the Arcane Architect

- Brother Luke of the Shattered Tower of Highguard serves as Master of Ice and Darkness

- Ingar serves as the Imperial Censor

- Asenath, of Highguard, serves as Penumbral Watcher

- The position of Gloaming Sentinel is vacant

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Liora of the Silver Chantry (300 Thrones)

- The Brilliant Shore is vacant

- The Brilliant Star is held by Tobias Shanks (350 Thrones)

- The Canterspire Circle is held by Bron Mordssen (280 Thrones)

- The Custodian of the Concordium Dock is held by Dranthus of Enlightment Spire (5 Thrones)

- The Damation Cliffs are held by Vieri Allori (355 Thrones)

- The Fortress of Salt is held by Caleb of the Cenotaph (375 Thrones)

- The Golden Trees of Seren are held by Watkin (280 Thrones)

- The Great Forest at Reikos is held by Issachar (200 Thrones)

- The Great Mine of Briante is held by Jonah Farkas (370 Thrones)

- The Great Pits of Ennerlund is held by Vasiliy Krenyenkov Valeskai Strascovich (370 Thrones)

- The Heartwood of the Great Vale is held by Matilda Reaper (275 Thrones)

- The Hunt of Alderei the Fair is held by Raknar Dunning (320 Thrones Thrones)

- The Night Quarry is held by Thalia of Netherwatch (306 Thrones)

- The Scorrero Nets are vacant

- The Sutton Stone Quarries are held by Peter Carter (287 Thrones & 4 Crowns)

- The Syrene's Wisdom is held by Misha Kemi (120 Thrones)

- The Weirwater Vales are held by Rada (280 Thrones)

National Bourse Positions

- The Broken Shore Bounty (Brass Coast) is held by Jeziah i Mestiere i Guerra

- The Eternal Shafts of Time (Varushka) are held by Tomasz

- The Gift of the Dwindling Star (Varushka) is held by Jarek the Peaceful

- The Granites of Veltsgorsk (Varushka) are held by Vitaly Grigorovich Dukov

- The Legacy (Urizen) is vacant

- The Master of the Imperial Mint (League) is Lieselotte van Holberg (25 Thrones)

- The Overseer of the Cavabianca Dock (League) is Lukash Biessek von Temeschwar

- The Pride of Ikka's Tears (Wintermark) is held by Algar of Ashenhall

- The Regario Dossier (League) is held by Rodrigo Barrosa (40 Thrones)

- The Singing Caves (Marches) is vacant

- The Steel Fist (Imperial Orcs) is held by Bloodcrow Losak

- The Thimble (Navarr) is held by Idris Eternal

- The Vigilant Swan (Highguard) is held by Bartimaeus of the Shattered Tower

- The Stonefield Ice Caves (Wintermark) are held by the Thule

Other Bourse Titles

These titles are appointed through the Bourse, but do not give the holder a Seat on the Imperial Bourse.

- Errol is Bailiff of the Grand Market

- Demitrio Taziel i Riqueza is the Dhomiro of the Cinnabar Hills

- Safya i Kalamar i Guerra is Mistress of the Glass Parador

- Johan van den Berghe is the Custodian of the Assayer's Guild

- Esteban i Ezmara i Erigo is the Vizier of the Incarnadine Satchel

- Mord Thorntarry of the Spire of Auric Horizon is Provost of the Halls of Knowledge

- Maryc is the Castellan of Spiral Castle

- Irontide Flax is the Foreman of the Mines of Gulhule

- Irontide Krag is the Bonesetter of Torfast Trading Post

- Tristan Brackensong is the Broker of Treji Wayhouse

- The Northbound Trademaster is vacant

- Borys Vardovich Straskovich is the Overseer of the Westward Road

- Tobyrtan is the Delver of the Depths

- Palerictus Tog is the Four Seasons' Boneweaver

- Gemma Brightsmith is the Seer of the Spiral Sword

Imperial Wayleaves

The Imperial Senate auctioned three Imperial wayleaves during the Winter Solstice. Each title holder serves for one season.

- Lorenzo 'La Volpe' von Temeschwar (12 thrones)

- Jorgan Brenna (21 thrones)

- Selenius of the Crystal Spire (60 thrones)

Miscellaneous

- The Operator of Brock's Toll is vacant

- The Keeper of the Imperial Menagerie is Kay Griffinsbain

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=382YE_Spring_Equinox_Imperial_titles&oldid=66058"

382YE Spring Equinox Senate sessions

Overview

- Imperial treasury during this season announced by the Civil Service at 1514 Thrones and 4 Crowns.

- 75 Thrones were returned to the treasury by Hengest Dun as the motion the funds were received for has expired.

- 10 Thrones were contributed to the treasury by Hengest Dun to cover the costs to dispatch prospectors to the Pride of Ikka's Tears.

- 30 Thrones were domated to the Senate treasury by Thanmir Hrafnar

- 60 Thrones were donated to the Senate treasury by Imperatrix Lisabetta von Holberg

Administrative

This administrative motion was raised as the first order of business at the first Senate session on Friday.

- Appoint ambassador to Faraden - first order of business, Friday

Motions

Passed

- Abrogate Bursar of the Academy

- Allocate Brilliant Shore

- Allocate the Legacy

- Allocate the Singing Caves

- Amend powers of the Virtue Inquisitors

- Appoint Ambassador to Faraden

- Appoint Ambassador to Otkodov

- Appoint Ambassador to Sumaah

- Assignment of Spiral

- Authorise Commonwealth envoys

- Construct Lorenzo's Great Game - this commission will be overseen by Almodin Oktístis, Priest of the Builder.

- Construct Golden Causeway

- Construct Iron Qanat - this commission will be overseen by Almodin Oktístis, Priest of the Builder.

- Construct Kruidenkenner warehouse

- Construct Blade of Thorn

- Construct sausage shop

- Construct seminary in Reikos

- Construct venom brokerage

- Construct Virtue's Rest

- Create law prohibiting Bite

- Create Roll of Benefactors

- Disburse funds to Quartermaster General

- Disburse funds for Holt of the Oak

- Disburse funds for Far Strider's Watch

- Dispatch prospectors to the Pride of Ikka's Tears

- Enlargement of the Golden Axe

- Fortify Cargo

- Raise Highborn army

- Relinquish Brilliant Shore

Withdrawn

Failed

- Improve House of Barbs

- Increase Grandmasters stipend

Vetoed

Announcements

- Hand of the Chancellor was exercised by Imperatrix Lisabetta to the amount of 504 Thrones and 4 Crowns.

- The Quartermaster General announced that the Imperial Guerdon for Spring 382 is to go to the following armies: The Wolves of War, The Fire of the South, the Bloodcloaks, and the Tusks.

- The intention to address the Empire was announced by Imperatrix Lisabetta, but was later withdrawn.

- Research into anomalous conjunctions, particularly the last conjunction of Empress Britta was announced by the Minister of Historical Research.

- Research into the past Life of Adelina Barossa was announced by the Minister of Historical Research.

Commissions

A total of 14 commissions were announced during the Winter Solstice: 9 standard commissions, 3 wayleaves, and 2 under the auspices of Almodin Oktístis.

- An announcement by the Arcane Architect of intention to construct a summer vis sinecure in Reikos.

- An announcement by Selenius, bearer of an Imperial Wayleave, to construct a trading enclave in Peak Edge.

- An announcement by Jorgen Brenna, bearer of an Imperial Wayleave, to Construct Brenna’s Gift.

- An announcement by Lorenzo La Volpe, bearer of an Imperial Wayleave, to Construct the Azure Chorus. .

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=382YE_Spring_Equinox_Senate_sessions&oldid=65977"

382YE Spring Equinox Speaker's Notes

Can a commission built over a longer period of time by providing less resources per season for more seasons until the build is complete e.g. 25 wains per season for 4 seasons for a 100 wain build instead of 50 wains per season for 2 seasons? - You can make payments towards it in smaller lumps if you wish, but a seasons work will complete once a seasons worth of materials have been received. BUT, it will only count towards contruction once a seasons worth of materials are received. And there can be no more than one year between any season where contruction is progressed.

Who is the general of the quiet step - - for the purpose of dominion - Surat needs them at 6pm - Imperatrix Lisabetta Von Holberg

Can it be favored. Away. - The ability to use Defender of the Empire can, yes. Being the general cannot, no.

Who is john cooper this weekend? - Karkovich.

Saturday Battle - Full success.

Cost of sharing ushtabti construction witg the axos - context: rebuilding their econony if they stop slsvery

Where is the definitive list of amnity nd emnity. And when thise srares change....

Barak - plv man. Trye liao to pid 271 danica van dale

To turn the bloody great pit into the source of a canal ststem which can feed a canal system..

Audit of unallocated improved resourses please..

Motion to appoint thilemon of uruzen to tutle of dean of academy . Prop. Migwold second mournewold

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=382YE_Spring_Equinox_Speaker%27s_Notes&oldid=64684"

382YE Spring Equinox Synod judgements

Contents

- 1 Overview

- 2 Change of doctrine

- 3 Veto

- 4 Statement of principle

- 5 Mandate

- 6 Evaluation

- 7 Recognition

- 8 Appointment

- 9 Rewarding

- 9.1 The Virtue Fund

- 10 Visionaries

- 11 The Imperial Titles of the Synod

- 11.1 Other Synod-Appointed Titles

- 12 Assembly Strength

Overview

During the Spring Equinox 382YE Summit, the Imperial Synod raised 91 judgements.

Change of doctrine

No change of doctrine was attempted during the Summit.

Veto

Number

Assembly

Judgement

Raised By

Outcome

75

General

That the vote to create the Golden Bridge via Summer magic was not done with all the pertinent information.

That in Conclave, the issue that Eleonaris in this construction was confirmed means that this Senator misinformed Senate.

This squanders the Prosperity of the Empire, it lacks Courage in not telling the truth.

This Motion must be vetoed.

Sammual

Not upheld 364 - 504

Statement of principle

Number

Assembly

Judgement

Raised By

Outcome

9

Navarr

We recognise the support given to the Navarr in fighting the Vallorn by the Marches. As such we wish to reward the Generals of the Tusks and the Bounders with an appropriate Testimony.

Corey Wayfarer

Upheld 163 - 0 Greater Majority

11

Urizen

That all sword scholars unite under the banner of the disciples of the Tempest Jade Maiden to become an effective fighting force.

Edmundo

Upheld 116 - 0 Greater Majority

12

General

Can souls fly free of the Labyrinth of cross the Howling Abyss when the body is in chains?

I ask every priest of the Synod to lead the foreign nation of Axos to outlaw slavery. To gather resources, and use their influence to further this aim.

The opportunity is before us now - 100 wains each of mithril, weirwood and white granite will enable Axos to act decisively and swiftly to outlaw slavery.

300 wains of resources is insignificant when measured against the lives of generations of slaves.

Let us act with Ambition, let us act with Benevolence.

Severin Teyhard von Holberg

Not upheld, withdrawn at the request of the raising priest 245 - 84.

13

Highguard

The rebuilding of the Lake at the Vigilant Swan is a message to all that there is nothing the Druj can take from us. Souls will be reborn, and anything else can be rebuilt and improved.

Death to the Druj.

Bartimaeus

Upheld 264 - 0

16

General

Imperial citizens should lead virtuous lives; they should have virtuous deaths.

Any Imperial citizen who finds their home occupied by forces hostile to the Way must follow in the footsteps of Thrace and rebel against their oppressors, destroy their supply lines, harass their troops, and assist Imperial armies in driving them out.

Citizens who perish do so for the Empire and the Way. The Synod recognises their sacrifice. A virtuous death will speed their spirit through the Labyrinth of Ages or their soul across the Howling Abyss.

Chandrenos

Upheld 758 - 498

22

Navarr

Aniera Exile’s End requests 75 crystal mana from the Vaults of the Sevenfold Path to assist Navarr armies in their virtuous fight against the Vallorn.

Aniera Exile’s End

Upheld 160 - 0 Greater Majority

24

Imperial Orc

We believe that Virtuous Ancestors should be able to be Recognised by the Synod. We identify the following signs of Virtue in having relevance in such a Matter:

Sign of Legacy

Sign of Inspiration

Sign of Benevolence

SIgn of Salvation

Sign of Pilgrimage

Sign of Miracle

Sign of Revelation

Bonewall Col

Upheld 83 - 0 Greater Majority

30

General

Priests and Mages of the Empire! You have the ability to Insight and Detect magic. Use these on those that are seeking Imperial positions - for the safety of the Empire.

Those who have Imperial positions carry great responsibility. We do not want them to be under malign effects.

Jericho

Upheld 1245 - 44

32

General

The actions of Aarne Ceorling, Gatekeeper of Vigilance, in treating with The Whisper Gallery to obtain evidence to further our understanding of The Way, were motivated by Virtue.

Whatever the outcome of his trial for treason, the Imperial Synod should make use of the evidence so obtained.

Aarne Ceorling

Not upheld 328 - 627

34

General

The unique qualification for a Paragon is that they transcended the Labyrinth. The signs are a helpful tool that allows the virtuous to identify such souls so that we might inspire ourselves by their actions.

The signs of Paragon should not inform our actions. Virtue should. To purposefully imitate the signs alone is misguided.

Lev Unbound

Upheld 697 - 353

40

Highguard

Citizens of Reikos, be Vigilant should you find any Spider Jars. Report the location and do not approach without a mage. If possible the Jar should be boxed and sent to Sybela Cross Physic Hall. Otherwise, report the location.

Sela of the Suns of Courous.

Upheld 632 - 10 Greater Majority

44

Highguard

We remember well the suffering inflicted by the Druj. The Highborn Assembly calls upon all citizens of Highguard to remember the Virtues of Prosperity, Loyalty and Pride. To throw open the doors of their homes to our cousins from Urizen and offer them safety and succour for as long as their homes lie in the hands of the Barbarian.

Able of the Shattered Tower

Upheld 550 - 0 Greater Majority

45

Highguard

The armies of Highguard - The Granite Pillar, The Seventh Wave and the Valiant Pegasus - have fought many wars against the enemies of the Empire. But no foe is more deserving of war than the Druj. The Highguard Assembly recognises the sacrifice and virtue of our soldiers and calls upon any citizens capable of doing so to lend their arm to the destruction of the Druj in Zenith and beyond.

Absalom

Upheld 456 - 48 Greater Majority

46

Highguard

Reikos may appear to be reborn, but a disease lurks in its heart. The Highborn Assembly calls upon all virtuous citizens of Reikos and beyond to REJECT and REPULSE the ETERNAL LLOFIR and do whatever is necessary to drive him from our home. We must STOP the ROT growing at the heart of the Empire WHATEVER THE COST.

Clariel

Upheld 318 - 224

47

Highguard

“...when someone falls in Vallorn miasma, they do not die, trapping their souls…” - Navarr National Assembly, Winter 381YE.

The National Assembly believes that walking the trods to weaken the Vallorn now also has a religious calling, and that walking the trods should be encouraged for all nations to save as many souls as we can.

Malachi of the Shattered Tower

Upheld 538 - 0 Greater Majority

49

General

The Vallorn spawn husks have souls trapped with them, both human and orc, including Imperial souls. This can be observed by the use of Insight upon the husk. The Advisor on the Vallorn, Siân Eternal, has collated evidence of this. This, the Vallorn, is the greatest spiritual threat to the Empire.

Raewyn Eternal

Upheld 969 - 213

53

Imperial Orc

The best long-term way to encourage greater Virtue among Orcish souls is for the virtuous Orc souls to cross the Howling Abyss.

To prevent Orcish souls from facing the Howling Abyss would deny the creation of new virtuous ancestors.

Skywise Tulva

Upheld 72 - 0 Greater Majority

54

General

The degradation of Slavery denies slaves the exercise of Virtue.

They must rebel to have Virtue and such rebellion is not anarchy.

Bloodcrow Ergot

Upheld 552 - 421

55

General

We would like to celebrate those priests who are active in the Synod by the creation of a Synod Roll of Honour that records and publishes each season the number of times each priest votes within the Synod.

Skywise Gralka

Upheld 753 - 400

56

Urizen

We believe that while it is important to reclaim Zenith from the Druj we must not do so at the expense of the human and orc souls trapped by the Vallorn in Liathaven.

Armenius Neverwatch

Upheld 110 - 10

58

Urizen

The people of Urizen do not trust the Senate of the Empire to make decisions in the best interests of our nation and the Empire as a whole.

(Based on the National debate and vote last Summit.)

Stilicho

Not upheld 20 - 104

60

General

We, the Synod, hold that National Assemblies play a crucial role in the guidance and shaping of Virtue within the Empire. They provide an irreplaceable good for our nations, showing Pride in our different cultures and putting focus on matters of importance to the nation that can be solved no other way. Any usage of these bodies to promote schisms or disloyalty is an Abuse of Powers and must be prosecuted as such.

Casimir Marcellino di Sarvos

Upheld 649 - 425

61

Prosperity

The Chantry of the Silver Skull are pleased to announce that the Prosperity of the Empire was greatly demonstrated during this year’s miser-smiting festival.

Young citizens aged 16 or under are encouraged to apply to the ‘Young Benefactors fund” for the provision of:

13 Thrones, 2 Crowns, 12 rings.

A selection of herbs & potions.

5 Artisan’s Oils.

6 Mana crystals.

12 Liao.

3 Ambergelt

1 Wain of mithril.

Tova of the Chantry

Upheld 135 - 0

62

General

The General Assembly ask the Sevenfold Path to support the Arcane Projection of “Thought Imprisons the Mind” being put into Imperial Law. This ritual/curse would prevent a magician from using a ritual they had not mastered, and therefore could stop dangerous Arcane Projections (Territory level or other) from being used. Ciancus Archmage of Day is leading this process.

Alys

Upheld 586 - 242

63

Navarr

Sacrifice is in our blood. We, the National Assembly, urge all citizens to tighten their belts and offer all possible support to resupplying the Blackthorn’s Army.

The Empire needs out might at full strength sooner rather than later.

Harwyn Hollowatcher

Upheld 146 - 0 Greater Majority

64

Varushkan

Varushka recognises the virtue and integrity of Lycier of Phoenix Reach who, by his actions saved the lives of over seventy Varushkans and potentially hundreds of others.

Alderal

Upheld 64 - 0

68

Freeborn

The rebels of the Iron Confederacy were heretics and bandits, who were offered refuge but refused and decided to use our territories as a base for their raids. Their treatment does not set a precedent for the treatment of Zemress settlers.

Immeldar i Ezmara i Erigo

Upheld 86 - 0 Greater Majority

69

Freeborn

Donating money and resources to support Imperial military action is not unprosperous. The gain is not monetary, but increased safety and security allows prosperous activities to proceed uninterrupted.

Figaro i Ignacio i Guerra

Upheld 86 - 0 Greater Majority

70

Courage

The Courage Assembly believes that Clarice Novarion has demonstrated inspiration in her Courage by showing the strength of the human spirit in her ongoing fight, after being cruelly broken.

We are not defined by the actions taken upon us, but instead by the actions we take.

Odelina de Rondell

Upheld 152 - 0 Greater Majority

73

Navarr

The Navarr will be casting “Wither the Seed” in Liathaven at the Summer Summit 382YE. This is done to fight our ancestral enemy and the greatest spiritual threat to the Empire. We do this in Loyalty to the nation, the Empire, and The Way.

We urge all individuals to leave the territory before this to preserve their Prosperity. This is the will of the people.

Ranulf

Upheld 108 - 0

74

League

We encourage the famed architect Menno van Ritsjhof to display his virtue by offering his architectural expertise to the Freeborn in constructing ambitious fortifications in Madruga.

Serrusto

Upheld 206 - 0 Greater Majority

76

Pride

It is an insult to the Pride of the Empire to allow slaves to be taken on Imperial soil.

Whatever the legal technicalities, this was the consequence of allowing forces from the Iron Confederacy to assault the group of rebel slaves this season.

We must do better than this.

Daniel of Jeremiah’s Welcome

Upheld 237 - 0 Greater Majority

77

Freeborn

The Freeborn take their virtues very seriously (though not in the absence of fun). Our prosperous trading traditions, and our honesty and directness, are ingrained in our everyday virtue.

The Broken Wheel is an age-old tradition where the Freeborn perform a kind of mass performance art, showing what chaos would ensue if we did not cleave to virtue as we do.

In the interest of fun and spectacle this counterpoint often takes the form of a humorous extreme - an aspect of the festival Freeborn are familiar and comfortable with, and an aspect we wish to help other nations come to understand. The following day all reflect upon the events of the Broken Wheel, with a renewed perspective and appreciation of virtue. The Sutannir of the Brass Coast take particular care to look to the souls of their congregations at this time.

Constanza i Kalamar i Guerra

Upheld 42 - 0

78

Marcher

We the Marcher Assembly request any willing exorcists to visit Honour’s Rest in the Mourne to assist in guiding restless souls to the Labyrinth or across the Howling Abyss as appropriate.

Albert Fugglestone Copperhill

Upheld 80 - 0 Greater Majority

79

Nine

We the Assembly of Nine ask the Silent Bell to investigate the Freeborn of the Maw who are idolators. They worship Rhianos and Siakha, and commit human sacrifice. We ask that you find the names of their notable persons, find out where they are, and any information that could be used to bring them to account for their idolatry. They are believed to be in Fontargenta, Feroz.

Irada von Temeschwar

Upheld 7 - 0 Greater Majority

80

Wisdom

Knowingly getting addicted to a substance manufactured by the Druj is worthy of Chastisement.

Osfrid of Wyven’s Watch

Upheld 136 - 0

82

Freeborn

The Empire is made stronger by the diversity of its Nations united by the Way. National myths and traditions are not by the nature unvirtuous and we should celebrate our differences and be Proud of our heritage.

Mazo i Zabala i Erigo

Upheld 42 - 0

83

Urizen

Meda Ruth Irremais, Belisarius Blackheart, and Tarquinius are to investigate the nature and effects of the Black Plateau, and to continue to counter its malign effects on Imperial Citizens through the use of Virtue.

Medea Ruth Irremais

Upheld 60 - 0

84

General

There should be a clear record of upcoming inquisitions, detailing time, place and target, on the Synod board; so that interested parties - especially those busy on Imperial business - can attend. This should be updated by the priest raising the Judgement at the time of raising (or by their delegate) and marked as passed or failed when this is known.

Bethany

Upheld 863 - 49

85

Navarr

The Navarr National Assembly would like to offer thanks to the mages of Urizen for the major casting of “Clarity of the Master Strategist” on the Marcher armies assisting in Liathaven. These Wise and Loyal users of magic assisted greatly. We invite Urizen to send a couple of these mages they choose to receive testimonies if they wish, recognising this effort and to show our gratitude.

Meredith Nighthaven

Upheld 116 - 0

90

Navarr

Following the Assembly of Nine stating that the Vallorn are the greatest spiritual threat to the Empire AND that husks trap souls, we the Navarr Assembly believe that EVERY priest should preach that message to their congregation to warn off the threat.

Alban

Upheld 148 - 0 Greater Majority

91

Marcher

The Marcher Assembly requests 15 mana and 5 Dragonbone from the Sevenfold Path vaults, to pursue Good Walder’s inspiration of rewarding the deserving. You may view this true spiritual inspiration in the spontaneous true aura upon Bastard Tom of Stoke.

Martin Orchard

Upheld 80 - 0 Greater Majority

Mandate

Number

Assembly

Judgement

Raised By

Outcome

25

Navarr

The destruction of the vallorn is our reason for existing. Created by our ancestors, it is our responsibility to deal with it, and to free the spirits it has trapped eternally between life and death. We have walked the trods, but now it is time to take up spear and shield against the vallorn of Liathaven. We send Elowen Exile’s End with 25 doses of liao to urge all the thorns of Navarr to join together to drive the vallorn from Liathaven, inasmuch as that is possible.

Elowen Exile’s End

Not upheld, withdrawn at the request of the raising priest 90 - 0

27

Wintermark

We do not compromise even with ourselves. The mantle of the hero is not easily shrugged on and off again, it is a quality of the soul that endures beyond life. We send Gunnbrand Ironwill with 50 doses of liao to remind all the people of Wintermark of the path that we all walk.

Gunnbrand Ironwill

Upheld 236 - 0 Greater Majority

Evaluation

The Synod made the following judgements of excommunication, inquisition, revocation, and sanction.

Number

Assembly

Judgement

Raised By

Outcome

3

General

Inquisition: I summon Magnus Prochnost to Inquisition regarding what happened in Spiral and the actions and discussions that led to the Black Plateau waking up; on Saturday 1pm at the Military Council Tent.

Amahel

Upheld 345 - 50

4

General

Excommunication: Magnus Prochnost, General of the Iron Helms, should be Excommunicated for this orders and actions to his army in Spiral this last season, specifically the use of the cabal to call upon the dark pact of the Sovereigns to awaken the Black Plateau.

The accursed powers unleashed doomed thousands of souls to be lost in the Labyrinth, their minds twisted by the false Virtues of Fear and Hatred, and closed to Wisdom by the confusion and madness that followed.

Ozren Ivarovich Severyan

Not upheld 201 - 975

6

General

Acceptance
: The General Assembly of the Synod recognise Silvio de Tassato’s Virtue and welcome him back to the Way. He has shown great Prosperity, from gifting powerful rituals to Imperial lore to dedicating his soldiers to the Empire’s Wars. We believe that Silvio must be Re-communicated, his penance is done, he is ready to be a part of the Empire once more.

Cesare Enzo Di Trivento

Upheld 1504 - 167 Greater Majority

7

Ambition

Inquisition: The Ambition Assembly call the Imperial citizen Medea Ruth of Urizen to Inquisition. She is requested and required to attend for Inquisition in the Hub at 6pm on Saturday to answer questions regarding her actions in the name of Ambition, with a special focus on the placement of auras in public and significant places in Anvil.

Ranae de Rondell

Upheld 82 - 0

8

General

Acceptance
: After 2 years of penance, learning and dedicated work, it is time to acknowledge my Virtues and my return to the Way.

I, Jonah von Holberg, will be found in the Hub while voting is open to discuss my journey with those who believe that Souls can be Redeemed.

Jonah von Holberg

Upheld 1496 - 121 Greater Majority

18

Wisdom

Vindication: I, Sariel of the Shattered Tower, in reference to the inquisition of Diras Irameaus, do hereby vindicate the coven for the actions when casting Whispers through the Black Gate.

I believe that through Wisdom they weighed all the options and acted virtuously for the betterment of the Empire.

Sariel

Upheld 132 - 0

20

Wintermark

Revocation: We call for Revocation of Axhind, General of the Fists of the Mountain.

Let it be clear that the masterful command and iron discipline that Axhind demonstrates is recognised and celebrated, as are the many victories his skill has wrought.

Due to his absence, and only for this reason, do we call this Judgement.

Seaver

Upheld 164 - 0

21

Vigilance

Penance: Following the Inquisition of Volfe Ashenhall I escalate to a Penance from my findings.

Through Vigilance shall you be saved,

Thorns and boughs in darkness braved,

Let not our lands be rent and torn,

Reclaim the knowledge, or slay Vallorn.

So shall his soul be marked solely with the following, until he is redeemed through his penance in the eyes of the Vigilant:

”Blind Fool”

Ser Ancel Watcher

Upheld 95 - 20

28

Wintermark

Inquisition: I call Nukilik Adamantine to inquisition, to be held at 6pm Saturday at the Rookery in the Wintermark camp, to discuss the matter of the Krampus.

Helka Ingesdottir

Upheld 146 - 0

29

Wintermark

Inquisition: I call Qimmiq Swiftblade to inquisition, to be held at 6pm Saturday at the Sigehold Hall in the Wintermark camp, to discuss the matter of the Krampus.

Rafe

Upheld 144 - 0

31

Wisdom

Inquisition: I call Ingar Rakshasa of Dawn to an inquisition regarding possible signs of Exemplarhood at 2p, Saturday, House Rakshasa in Dawn.

Galene Netherwatch

Upheld 114 - 0

33

Prosperity

Vindication: Following intense Inquisition, the Prosperity Assembly announce the VINDICATION of Prince Jonah of the Printer’s Guild. He has shown Prosperous Action, and as such is to receive the Testimony “Prosperous Citizen”.

Yarona of the Chantry

Upheld 102 - 0

35

Prosperity

Inquisition: I call Tomasz Strascovich of the Vorazi of Varushka to inquisition at the Chantry of the Silver Skull, Highguard on the Saturday of the Autumn Summit 382YE at 4pm, to be conducted by Kerem, daughter of the Chantry.

Kerem of the Chantry

Upheld 134 - 10

36

Prosperity

Inquisition: Ziva of the Chantry calls Brother Dagun of the Shattered Tower, Highguard to inquisition for this miserly actions. To occur at 1pm Sunday at the Chantry of the Silver Skull.

Ziva of the Chantry

Upheld 131 - 26

37

Prosperity

Inquisition: Corvus of the Auric Horizon is called to Inquisition in the tent of the Chantry of the Silver Skull in Highguard at 1pm on Sunday of this Summit. He has been chosen by the Auric Horizon to answer accusations of miserliness against their Spire in the matter of refusing to enter certain rituals into Imperial lore. Inquisition to be conducted by Onan of the Chantry of the Silver Skull.

Onan of the Chantry

Upheld 157 - 0 Greater Majority

38

Prosperity

Inquisition: Yarona of the Chantry of the Silver Skull calls to inquisition Cesare Sanguinaeo Rezia di Tassato to answer accusations of miserliness, at the Chantry tent, Highguard, 1pm Sunday.

Yarona

Upheld 118 - 26

39

Dawnish

Vindication: Having inquisited Griselda Silvertongue I find that the evidence of word and Insight exonerates them They are a Troubadour of Pride that we can be proud of, and the Order of Eternal Ambition are encouraged to heed Griselda’s teaching.

Thank you, Griselda, for a pleasant and friendly Inquisition! Your pal, Ser Tom.

Ser Thomas Aurelius

Upheld 74 - 0

41

General

Inquisition: We request an audience for Inquisition for the Asavean Architect Almodin Oktístis so we can better understand the commission brief and nature of his buildings within the Empire, at the Summer Solstice Summit 382YE, 3pm Saturday, at the Hub.

Veikko

Upheld 1020 - 31

42

Vigilance

Inquisition: I, Ser Ancel Watcher, Knight Errant of Dawn call forth Solomon of the Shattered Tower for Inquisition, to discuss accusations of idolatry raised against him.

We shall meet at 9:30 Saturday at the tent of the Virtuous Printer’s Guild in the League. May we meet as equals in this field of agreed

Ser Ancel Watcher

Not upheld 55 - 64

50

Loyalty

Revocation: Revoke Illaria Notturno di Sarvos as Quaymaster of the Black Sails. She has left Anvil and does not intend to return.

Tarquinius Ankerien

Upheld 128 - 0

51

General

Inquisition: Bloodcrow Losak calls Lilian Unbound to Inquisition in the Imperial Orc camp at 5pm on Saturday of the Summer Solstice to answer for her accusations that the Synod have strayed from the way by admitting our people.

Bloodcrow Losak

Upheld 569 - 120

52

General

Penance: I escalate my Judgement of Inquisition of Magnus Prochnost to Penance: to undergo Pilgrimage, the route determined by the Varushkan National Assembly.

This must be taken in the next two seasons.

He should also write an account of the Pilgrimage to discuss with myself and other priests, one the Pilgrimage is completed.

Amahel

Upheld 583 - 283

57

Urizen

Inquisition: The Urizen National Assembly wishes to Inquisit Tanwyn Ankarien in relation to statements during a debate on the proposed Grendel Treaty. To be held at the Summer Solstice Summit 382YE, 3pm Saturday, Scarlet Guard Tent.

Sejanus

Upheld 102 - 0

65

Wintermark

Castigation: Following Inquisition of Qimmiq Swiftblade by Rafe, I call upon Wintermark to CASTIGATE THEM. I ask that they be required to be placed under the guidance of a Stormcrow approved by the Assembly, to ensure they are educated in the Way and our traditions.

Rafe

Upheld 230 - 0 Greater Majority

66

Wintermark

Condemnation: Following the Inquisition of Nukilik Adamantine by Helka Ingesdottir. I call upon Wintermark Stormcrows to condemn Nukilik for their actions against the Krampus.

The actions taken were, by their admission, unwise - lacking proper preparation and knowledge.

They also showed a lack of Loyalty to their fellow priests by acting alone.

Helka Ingesdottir

Not upheld 111 - 129

67

Freeborn

Inquisition: The Freeborn National Assembly call Gomez i Souza i Guerra to Inquisition on Sunday after the battle in the Star tent at 1pm regarding his actions as General, and specifically actions taken in Spiral. In the spirit of transparency, this will not be a private matter and anyone is welcome to observe.

Al-Cidi Margrace

Upheld 86 - 0 Greater Majority

71

General

Vindication: We find Adal de Guvadian and the Hand of Dumon despite differences have an understanding of the Virtues, and a desire to live Virtuous lives.

The Empire should support them in their path to live Virtuous lives.

Palladius of Urizen

Upheld 419 - 81

72

Dawn

Inquisition: To summon Ser Gwyn of the Order of Eternal Ambition for Inquisition at 3pm Saturday of the Summer Solstice Summit 382YE in House Rakshasa, Dawn. We need to answer the questions that we found together.

Savik Summerstorm

Upheld 72 - 0

81

Navarr

We call Willa on her request to Inquisition over her alleged actions within the Conclave and her declaration of Imperial intention. To meet Friday 7.30pm of the next Summit of attendance, at the Umbral Path Camp.

Brat Umbralpath

Upheld 96 - 0.

86

Prosperity

Vindication: Following an Inquisition of Nicholas Reaper at the Winter Solstice 381YE, I find that his general activities are both Prosperous and more widely Virtuous. In particular he dedicates his time to helping all people of The Marches, from Lords to Yeomen, to get the most from their farms. This takes significant effort but helps the Prosperity of The Marches and the Empire. He is truly a Virtuous Farmer.

There are more examples of his virtue. See me if you want them.

Vauraus Korppitkotka

Upheld 135 - 0

87

Courage

Inquisition: Through the trial of Inquisition, Elanor Novarion shall be tested to show the strength of her soul.

She has agreed to submit to this. Place: Highborn Chapel. Time - Sunday 10am.

Lucifer

Upheld 125 - 0

89

Freeborn

Inquisition: An Inquisition of Chiara i Zidone i Riqueza in relation to the matter of the Iron Confederacy crossing our borders to kill their escaped slaves. To be held at 7pm on Friday of the Summer Solstice 382YE Summit at the Three Sister’s teahouse.

J’Zarr i Shartha i Guerra

Upheld 70 - 0 Greater Majority

Recognition

Number

Assembly

Judgement

Raised By

Outcome

19

Prosperity

Following two inquisitions of Achilles of Damakan's Forge, we, the Prosperity Assembly, recognise him as an Exemplar of Prosperity.

Vauraus Korppitkotka

Upheld 109 - 32

23

General

I put forward Asher of Felix’s Watch, former Cardinal of Courage, as a Paragon of Courage. His signs are thus:

Inspiration: Many of the assembly and Highguard still carry Asher’s words as a guiding influence. Abbadon de Rondell and Clarice Novarion of Dawn come to mind as obvious names, as well as Imperial citizens across the Empire – most notably Highguard, Urizen, the Marches and Dawn.

Legacy: Tom of Upwold created the spear of Courage known as Oathkeeper, which Asher placed a Hallowing of the Bull (strength of twelve priests) upon with True Liao. Asher also wielded an artefact zweihander called Daring Rescue that encouraged whoever used it to protect those that they had healed, no matter the cost.

Miracle: Asher’s body spontaneously vanished from the chapel in Anvil, leaving behind a spontaneous Courage consecration of the strength of seven priests. His soul was also not traceable via Whispers Through the Black Gate when it was cast to speak with him after his body disappeared.

Liberation: When Whispers through the Black Gate was cast to communicate with Asher on his death in Spring 380, rather than his spirit or other entity appearing, the Anointing known as the Purity of Courage spontaneously manifested upon all the ritualists souls with the strength of seven priests. This did not disappear as normal but has proven permanent. We hold that the inability to contact Asher’s spirit, his body’s disappearance and the spontaneous permanent auras upon the ritualists and the Chapel as evidence of Asher’s Liberation from the Labyrinth.

Recognition: It has been confirmed that Asher was Ruth, wife of Permion, through his True Liao Vision. She was the one who hid the maps leading to the body of Permion with the body of Atuman. A Hallowed artefact brooch belonging to Ruth was recovered, and subsequently worn by Asher until his death. It is currently in the possession of Naomi of Felix’s Watch.

Pilgrimage: Asher, following his vision as Ruth in Spring 377, committed to a two-fold Pilgrimage. First to recover the maps he hid as Ruth, then leading a band of Heroes to recover the body of Permion in Winter 378

Levitia of Urizen

Not upheld 731 - 361

Appointment

At the Summit, the following appointments were made by the Assemblies of the Synod:

Number

Assembly

Judgement

Raised By

Outcome

1

Ambition

Appointment of the Cardinal.

Civil Service

Viviane de Couerdefer of Dawn was reappointed.

2

Vigilance

Appointment of the Cardinal.

Civil Service

Irada von Temeschwar of The League was reappointed. Greater Majority

15

Assembly of Nine

Appointment of the High Bard.

Civil Service

Irina Akulineuna Kotor was appointed.

17

Loyalty

Appointment of Cora’s Claviger.

Civil Service

Jared of the Suns of Courous was appointed.

26

Highguard

Appointment of the Castellan of the Silent Sentinel.

Civil Service

Rhesa of the Scions of Ravensfell was appointed.

Appointments by Cardinals:

The Cardinal of Ambition reappointed Corey Wayfarer of Navarr as their Gatekeeper, and Ranae de Rondell of Dawn as their Virtue Inquisitor.

The Cardinal of Vigilance appointed Sela of the Suns of Courous of Highguard as their Gatekeeper, and Ser Ancél of House Vexille of Dawn as their Virtue Inquisitor.

The Cardinal of the Way, Atla of the Imperial Orcs, appointed Chainbreaker Snark of the Imperial Orcs to the position of Imperial Chaplain Consular.

Rewarding

Number

Assembly

Judgement

Raised By

Outcome

5

General

I request 48 Thrones from the Virtue Fund to purchase White Granite through the Cavabianca Dock Ministry. The intent is to give this White Granite to Axos to speed up their outlawing of slavery, to Severin of the House of Seven Mirrors.

Use White Granite from Asavea to end slavery in Axos.

The Cavabianca Dock in the League buys White Granite from Asavea, a nation that has slaves.

There is no use this White Granite can be put to that will not bear the taint of slavery.

Let the Synod purchase this White Granite, and use it to enable Axos to outlaw slavery.

48 Thrones from the Virtue Fund puts Asavean “bloody granite” to a Virtuous use.

If the purchase cannot be achieved, 48 Thrones will be returned to the Virtue Fund.

Lieselotte Von Holberg

Upheld 734 - 246. Paid.

10

General

The General Assembly rewards Gunnbrand Ironwill the sum of 30 Thrones for his historic and current work in the promotion of Courage amongst the armies of Wintermark, and the wider Empire.

It is the understanding of the General Assembly that these funds are to be used in the development of Wintermark’s capability to raise a fourth army, or in the commissioning thereof.

Kaisa Vieno Maegening

Upheld 546 - 439. Paid.

14

General

To reward Lieselotte Von Holberg 10 Thrones for her good work as Master of the Mint in which she has provided clear guidance to the Senate.

Marcus Drommond

Upheld 591 - 356. Paid.

43

General

As High Exorcist, I withdraw 7 Thrones, pursuant to my duties. This is on the understanding that this power is reverted to a Senate stipend as soon as is economically feasible.

As a power of the High Exorcist this Judgement passes without a vote.

Solas of Urizen

Upheld automatically. Paid.

48

General

With my appointment as Imperial Chaplain Consular, I wish to withdraw my 5 Thrones to use SOLELY in matters of faith.

As a power of the Imperial Chaplain Consular this Judgement passes without a vote.

Chainbreaker Snark

Upheld automatically. Paid.

59

General

Reward Livia Cascade 5 Thrones to purchase Liao and accoutrements for the duties of Seer of the Gateway.

”As a power of the Seer of the Gateway, this Judgement passes without a vote.

Livia Cascade

Upheld automatically. Paid.

88

General

To rewards Sagua of the Brass Coast 25 Thrones from the Virtue Fund for her ambition to regain Atun’s Ring (the ring, not just a ring). It was revealed to her in a Past Life Vision as she placed it for safe keeping in Ephisis’ Scales vault. She has proudly told her story and requested funds from nations, covens and sects. Her intentions once she has the ring are Virtuous. To have it investigated by mages and priests, and if found safe to use, to allow use by all of the Empire, starting by allowing the Academy to learn from it.

Hembeneth i Guerra

Upheld 493 - 288. Paid.

The Virtue Fund

The following represents the Virtue Fund of the Synod:

Starting Value

93 Thrones / 2 Crowns / 2 Rings

Income

90 Thrones

The price paid in the Bourse Auction for the dose of True Liao.

Rewards

5 Thrones

Rewarding made to Martin Orchard at the Winter Solstice 381YE Summit, Reference of the Synod 67, raised by Frances Preacher.

30 Thrones

Rewarding made to Sunhammer Dav, Irontide Vio and Bloodcrow Yargol at the Winter Solstice 381YE Summit, Reference of the Synod 75, raised by Cardinal Atla.

48 Thrones

Rewarding made to Lieselotte Von Holberg.

30 Thrones

Rewarding made to Gunnbrand Ironwill.

10 Thrones

Rewarding made to Lieselotte Von Holberg.

7 Thrones

Rewarding made to Solas of the Spire of the Waxing Sun, High Exorcist.

5 Thrones

Rewarding made to Chainbreaker Snark, Imperial Chaplain Consular.

5 Thrones

Rewarding made to Livia Cascade, Seer of the Gateway.

25 Thrones

Rewarding made to Sagua of the Brass Coast.

Closing Value

18 Thrones / 2 Crowns / 2 Rings

Visionaries

The following individuals received visions of their past lives.

- Sian of the Eternal Family of Navarr

- Brendan Brackensong of Navarr

- Thomas of Upwold of the Marches

The Imperial Titles of the Synod

At the end of the Winter Equinox, 381YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Virtue Inquisitor

Ambition

Viviane de Coeurdefer of Dawn

Corey Brackensong (formerly Wayfarer) of Navarr

Ranae de Rondell of Dawn

Courage

Jorma Steelhail of Wintermark

Nina of Cantiarch's Hold

Lucifer, Son of Cyrus of Highguard

Loyalty

Veikko of Wintermark

Tess of the Marches

Corwin Leafstalker of Navarr

Pride

Astrid Fjellrevening Rezia di Tassato of The League

Constanza i Kalamar i Guerra of The Brass Coast

Rane Jorunsdottir of Wintermark

Prosperity

Cesare Enzo di Trivento

Morgan Leafstalker of Navarr

Yarona of The Chantry of the Silver Skull

Vigilance

Irada von Temeschwar of the League

Sela of the Suns of Courous

Ser Ancel of House Vexille.

Wisdom

Abaddon De Rondell of Dawn

Amris of Varushka

Galene Netherwatch

The Way

Atla of the Imperial Orcs

Mel Greenhill of The Marches

Yarrick Ursan of Wintermark

Other Synod-Appointed Titles

Title

Held By

Appointed By

Renews

High Exorcist

Solas of the Spire of the Waxing Sun, Urizen

Assembly of Nine

Winter Solstice

Auditor of Senatorial Accountability

Vauraus Korppitkotka

Assembly of Nine

Spring Equinox

Imperial Inquisitor

Martin Orchard of the Marches

Assembly of Nine

Summer Solstice

Custodian of the Imperial War Memorial

Sister Magdalena of the Shattered Tower, Highguard

Highguard National Assembly

Sinecure; until death, revocation or abdication

Imperial Chaplain Consular

Chainbreaker Snark of the Imperial Orcs

Cardinal of the Way

Spring Equinox

Seer of the Gateway

Livia Cascade of Urizen

Assembly of Nine

Until death, revocation or abdication

High Bard of the Empire

Irina Akulineuna Kotor

Assembly of Nine

Spring Equinox

Voice of Barbs

Meredith Nighthaven

Navarr National Assembly

Winter Solstice

Curator of the Printer's Guild Museum

Taddea Ginori of the League

Cardinal of Prosperity

Sinecure; until death, revocation or abdication. When a new Cardinal of Prosperity is appointed they may choose to name a replacement.

Curator of the White City Museum

Apollos of Highguard

Highguard National Assembly

Sinecure; until death, revocation or abdication.

Watcher of Britta's Pool

Gunnbrand Ironwill of Wintermark

Wintermark National Assembly

Sinecure; until death, revocation or abdication.

Dean of Laroc Cathedral

Odelina de Rondell of Dawn

Dawn National Assembly

Sinecure; until death, revocation or abdication.

Crow Keeper of the Rest

Nils Bardstrom of Wintermark

Wintermark National Assembly

Sinecure; until death, revocation or abdication.

Guardian of Giselle's Tomb

Casimir Marcellino di Sarvos of the League

League National Assembly

Sinecure; until death, revocation or abdication.

Quaymaster of the Black Sails

Vacant

Loyalty Assembly

Autumn Equinox

Friar of Honour's Rest

Albert Fugglestone-Copperhill

Marcher National Assembly

Sinecure; until death, revocation or abdication.

Claviger of the Basilica of Cora Holdfast

Jared of the Suns of Courous

Loyalty Assembly

Sinecure; until death, revocation or abdication.

Castellan of the Silent Sentinel

Rhesa of the Scions of Ravensfell

Highguard Assembly

Sinecure; until death, revocation or abdication.

Assembly Strength

At the start of the summit the voting total of the General Assembly was calculated to be 2607.

The final voting total of the General Assembly was calculated to be 2930.

The Civil Service reminds citizens that determining whether a Judgement has achieved a Greater Majority counts from the estimation of the relevant Assembly strength when scrutiny on the Judgement closes, not the final Assembly strength at the end of the summit.

At the end of the Spring Equinox 382YE Summit the voting strength of the Virtue and National Assemblies were estimated to be:

Virtue Assembly

Initial Voting Strength

Final Voting Strength

Final Greater Majority

Ambition

210

260

131

Courage

258

304

153

Loyalty

394

442

222

Pride

399

419

211

Prosperity

251

303

152

Vigilance

285

368

185

Wisdom

326

350

176

The Way

484

484

243

General

2607

2930

1466

National Assembly

Initial Voting Strength

Final Voting Strength

Final Greater Majority

Brass Coast

126

136

69

Dawn

316

316

159

Highguard

686

816

409

Imperial Orcs

126

126

64

The League

250

288

145

The Marches

110

120

61

Navarr

217

257

129

Urizen

208

218

110

Varushka

190

228

115

Wintermark

378

425

213

General

2607

2930

1466

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=382YE_Spring_Equinox_Synod_judgements&oldid=66254"

382YE Spring Equinox winds of fortune

Overview

Over the past three months, several events have occurred which are of significance to the Empire and may require a response from her champions. You can also read about the progress of the Empire's military campaigns here.

In each case, we've tried to tag the Winds of Fortune entry with the nations, or political bodies, to which it is most relevant. We've done this to help people who are interested only in events that are especially relevant to them. In no way are these tags intended to be exhaustive; the Empire is a complex place and very little happens in isolation.

As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of Fortune is to maintain the illusion of the Empire as a living, breathing place where things happen - and to make players aware of things their characters 'should' know based on what their roleplaying says they have been doing for the past three months.

Contents

- 1 Overview

- 2 Winds of Fortune

- 2.1 Before the Sunrise (Winds of Magic)

- 2.2 Beg, Steal, or Borrow

- 2.3 Benevolence, Inspiration, and Legacy

- 2.4 A Bit of Peace

- 2.5 Change

- 2.6 City Lights

- 2.7 Come Back to Stay

- 2.8 Coming Home

- 2.9 Everything Has Rhythm (Conjunctions)

- 2.10 Fight

- 2.11 Free to Live

- 2.12 Heroes

- 2.13 How Sweet is the Sea

- 2.14 Hunter of Stars (Plenipotentiary)

- 2.15 Our Choice

- 2.16 Start a Fire

- 2.17 United in Law (Imperial Address)

- 2.18 The Whole World (Trade Winds)

- 2.19 You'll Recognise Yourself

- 3 Ongoing Situations and Outcomes

- 4 Roundup

- 4.1 Arcane Projections

- 4.2 Limited Opportunities

- 4.3 Mandates

- 5 Imperial Lore

Many winds of fortune open with a short section of in-character text. In all cases, these pieces are intended to help create an atmosphere and provide a little entertainment. Where they contain opinions, those are the opinions of the fictional people depicted - and where they contain information or rumours the assumption is that the reader will create their own context for that information or gossip. They're mostly just a bit of fun and they tend not to contain anything vital to the understanding of the wind of Fortune.

Winds of Fortune

Before the Sunrise (Winds of Magic)

- Navarr, especially in Therunin; Winterfolk; Dawnish; Artisans; people who like cats

For the first time in ages, the state of the stars in the night skies are not the main event. Among other things, this round up of magic events includes mention of the new runeforge in Redoubt; a very problematic offer from a powerful eternal, and an even more problematic curse settling over vallorn-haunted Therunin. Oh, and something about the cats of Spiral. You can read the round-up here.

Beg, Steal, or Borrow

- Freeborn; Marchers; Wintermark maggots; relic owners; monster hunters

While everyone expects politics on the Anvil field, it's easy to forget that the Summits are also a time to engage in trade. There are mysterious Freeborn manuscripts and strange Feni letters to be sold, whose true value no doubt lies in the secrets they contain; a maggot selling loot; an agent purchasing religious relics; a refugee with a haunted jar; and a pair of Navarr who want to meet with monster hunters. They're all described here.

Benevolence, Inspiration, and Legacy

- Imperial Synod, Imperial Senate, all Imperial followers of the Way

In resolving a dispute between several Synod factions, the General Assembly has passed a mandate that opposes further spiritual or religious conflict in the Empire. As part of the mandate, Severin von Holberg was empowered to present a sermon which was distributed throughout the Empire. The sermon examines what it means to be a virtuous citizen, and lays out a series of questions that can be used to help choose the correct course of action when faced with almost any dilemma. You can read his words - and learn about some of the sometimes radical responses - here.

A Bit of Peace

- Imperial Senate, Navarr, Highguard, and Dawn

Three tribes of orcs - Jotun, Thule, and the Great Forest. Two-and-a-half delegations. Talk of peace treaties. And the sudden unexpected arrival of a number of people in northern Highguard out of a forest humans have no business coming out of... You can learn more about these developments here.

Change

- Mine and forest owners; magicians especially practitioners of night magic

The eternals known as Murit and Soghter have apparently undergone some sort of all-consuming, fundamental change. In their stead a new eternal rises. This has had some peculiar side-effects on the Empire - especially if you own a mine or a forest - which you can learn about here.

City Lights

- The League (especially bravos and mountebanks); Hahnmark; Madruga

Money. You either have it, or you want it, or so the saying goes. In the League, the bite trade is contributing to a bit of a crisis that threatens to further complicate the rich street life of the four cities. In Madruga, the Grendel threat to the city of sails - to Siroc - is a topic of great concern. In Kalpaheim, the "city" of Wintermark, the opportunities presented by the easy access to the whole Empire provided by the Blood Red Roads are being extensively examined. You can learn about these three monetarily-driven situations here.

Come Back to Stay

- People attending Anvil

Zenith has fallen to the Druj. Rumours are rife that this means the imminent return of a certain long-dead Throne. It's probably nonsense. But just in case it isn't, you can read about the eerie unexplained events here.

Coming Home

- Wintermark

An exceptionally rare conjunction of the Sentinel Gate leads to the marshes of Kallavesa, signalling an opportunity to do... something. Talk turns to heroism, and the right way for the Winterfolk to live. You can learn more about this situation here.

Everything Has Rhythm (Conjunctions)

- Imperial Heroes

The Sentinel Gate is a true wonder of the world, allowing Imperial heroes to visit places all around the Empire and deal with threats to the safety of their people. Some of those conjunctions can be determined well in advance, and the fact of their existence made public knowledge. You can learn bout some of these conjunctions here

Fight

- Marchers, Imperial Orcs; Priests

In the wake of the Imperial Senate declaring them to be foreigners, the Imperial Synod has sent not one but two priests - a Marcher and an Imperial Orc - to speak to the Mournwold orc thralls. There have been some results, which you can learn more about here.

Free to Live

- The Brass Coast

The exiles from the island of Zemress have settled in Segura. Ambitious and hard working, they are full of enthusiasm to reshape their new home, to bring about its full potential. Yet, unsurprisingly, integrating a people who have been separate to the Empire for centuries is not an entirely straightforward proposition. You can learn more about these developments here.

Heroes

- Senate; the Brass Coast

The Suranni Duke of Kalino has sent five thousand troops across the Imperial border into Feroz at the invitation of the Ambassador to the Iron Confederacy. The rebel slaves that had established camps along the border have been decisively smashed, and almost all have been executed or returned to the Iron Confederacy in chains. You can learn more about these developments here.

How Sweet is the Sea

- Fleet captains; cartographers

The Imperial Senate decided to go ahead and map the Bay of Catazar. You can find out more about how this went - as well as learning about the challenges facing sailors on a Grendel dominated Bay - here.

Hunter of Stars (Plenipotentiary)

- Imperial Conclave

For the first time, there are six responses to plenipotentiary messages sent during the Winter Solstice. Five eternals have agreed to a formal parley with an archmage, but one has refused outright. You can learn which eternals are keen to talk to the Empire, and which one is not, here.

Our Choice

- Varushka; Brass Coast and Wintermark

During the Winter Solstice, Bogdan Bogdanovich encouraged the Varushans to embrace their heritage and stand with the Iron Helms. The people have listened, and now the generals of the northern nation have some choices to make. You can learn about those choices - and consequences - here.

Start a Fire

- Navarr; Imperial Synod

The Navarr have stymied the expansion of the vallorn in Liathaven. The forces of that coil in the depths of Liath's Heart are overextended - weakened. A once in a generation opportunity presents itself - to strike against the vallorn and drive its infestation back. You can learn about these opportunities here.

United in Law (Imperial Address)

- All Imperial citizens

The Throne, Imperatrix Lisabetta, has used her power to address the Empire to present a personal message to all Imperial citizens. You can read her message here.

The Whole World (Trade Winds)

- Fleet captains; Imperial Senate; Urizen

International politics and trade are an unpredictable ocean of conflicting currents and unpleasantly spiky rocks. The Imperial Ambassadors do their best to navigate the Empire through those dangerous waters, but there is always something new to worry about. You can learn about current developments - including an opportunity to gain more commissions for the Empire, and some interesting suggestions about what to do about the imminent threat of Druj invasion - here.

You'll Recognise Yourself

- Lorenzo "la Volpe" Macelliao von Temeschwar; Practically everyone but especially the Imperial Senate

As the Blood Red Roads spread across the Empire, and various constructions are created in the League cities, the benevolence of the Lorenzo "la Volpe" Macelliao von Temeschwar is slowly growing to become a legend. Some people like that. Some people don't. You can learn about both factions - along with the plans for quite a large number of possible commissions - here.

Ongoing Situations and Outcomes

The Mournwold situation is currently stable - work has begun on the fortifications in Greensward and Freemoor. Sarcombe - should it be rebuilt - has been given a charter. The Empire is engaging in some dialogue with the Jotun thralls. For the time being, at least, things are broadly positive... and everyone is waiting with bated breath to see what happens with the Singing Caves.

The Blood Cloaks army has been completed, bringing Wintermark to three armies, and the Imperial Orcs have chosen to permanently change the quality of the Winter Sun to Freedom Fighters.

Roundup

Arcane Projections

As of this event, the changes to the way arcane projections work that we announced before the first event are now in full effect. Magicians contribute arcane projections while downtime is open, rather than being done at events.

Limited Opportunities

Last event there were a number of time-limited opportunities to commission unique structures. In each case we've updated the resolution section of the Winds of Fortune to clarify which are still available and which are not. The key commissions that remain available to the Empire at this time are the opportunities in Varushka following the epic storm, and the magical structures designed by Richard of Holberg for the Imperial Conclave.

Mandates

Seven mandates were successfully upheld in the Imperial Synod. You can find the details of all the mandates, along with the rest of the Synod judgements, here.

Assembly

Mandate

Priest

Outcome

General

We have learned to our bitter cost, the effects of national religious divisions upon the ability of Imperial armies to fight together. At a time when the Empire faces many foes, let us not rush to create another schism. It is the seven Virtues than unite us, not divide us. We send Severin von Holberg with 100 doses of liao to remind Imperial citizens of our common belief in the seven Virtues, at the heart of belief in every Imperial Nation.

100 liao received from Severin von Holberg after the Winter Solstice.

Severin von Holberg

Severin may write an address to the Empire; any attempt to incite people to confront religious differences or spiritual conflicts would be strongly inhibited for the following year.

Link

Marcher

The Marcher Assembly sends Sister Meredith with 50 doses of liao to the orcs of the Mournwold to bring them to the Way of Virtue. We encourage the Virtuous folks of the Mourn to support these preachers and ensure their voices are heard.

50 doses of liao provided by Sister Meredith Stellamaris

Bethany

Begins the process of enlightening the ex-Jotun thralls as to the teachings of the Way

Link

General

The Synod recognises the actions of Magician-Prince Barbara Radz in moving to improve the condition of slaves in her eastern alliance in Jarm. We send Jared of the Suns of Couros with 25 doses of liao to urge every Imperial captain intending to visit Jarm to trade with the enlightened people of Rigia, rather than the corrupt slavemasters of Vezak and Kavor.

25 liao recevied from Jared of the Suns of Couros after the Winter solstice

Jared of the Sons of Couros

Imperial captains trading with Vezak and Kavor receive significantly reduced production for the next year.

Link

Dawn

The triumphant defence of Semmerholm is an INSPIRATION to GLORY for every true DAWNISH. We send Lady Caewyn of the Gryphon’s Quill with 25 doses of liao to carry the inspiring songs of our VICTORY to every corner of the NATION so that all may hear the GOOD NEWS. We implore the YEOFOLK of this land to work the HERB GARDENS of DAWN to produce the herbs we need to achieve glorious VICTORY!

25 doses of liao provided by Dread Princess Orlene Ossiene

Dread Princess Orlene Ossiene

Every herb garden in Dawn receives bonus production for the season; Lady Caewyn can submit a song that will improve this bonus

Link

Imperial Orc

The Imperial Orc Assembly sends Bloodcrow Losak with 50 doses of liao to preach to the orcs of the Mournwold and bring them to the Way of Virtue. We encourage the Virtuous people of the Mourn, orc and human, to support these preachers and those of the Marcher Assembly.

50 doses of liao provided by Bloodcrow Losak after Winter Solstice.

Bloodcrow Losak

Begins the process of enlightening the ex-Jotun thralls as to the teachings of the Way.

Link

Varushka

Every established nation of the Empire has traditions that go back to the founding and before. Let all our people look to their past, and let our soldiers remember who they are and where they came from. We send Bogdan Bogdanovich with 50 liao to encourage all Varushkan soldiers to embrace our rich heritage.

50 Liao received from Bogdan Bogdanovich after the Winter Solstice.

Bogdan Bogdanovich

All Varushkan armies are affected by the penalties for fighting alongside Wintermark, and the Brass Coast, rather than just the Iron Helms. There will be opportunities to update the quality of their armies.

Link

General

The General Assembly recognises again the lessons to be learned from stories of the Sentinel, and the importance of the virtue of Vigilance. Let Imperial citizens be alert for all dangers, and prepared for malice. Further, let the Silent Sentinel in Casinea be consecrated as a site of pilgrimage and recognised as the likely resting place of that paragon whose inspiration and legacy has endured so many centuries. We send Rhesa, Exarch of the Scions of Ravensfell with a dose of true liao and 4 crowns to consecrate the Silent Sentinel in the name of Vigilance.

One dose of true liao and 4 crowns received from Rhesa after the Winter Solstice.

Rhesa

Fortifications will be easier to build and a place of pilgrimage can be built.

Link

Imperial Lore

The ritual Infant Starts with a Blank Slate has been added to Imperial lore by the Conclave and any Imperial magician may master them following the normal rules.

During the Autumn Equinox, the Imperial Senate announced that the schema for the Bloodcloak would be added to Imperial lore, allowing any artisan to master the creation of these items. The knowledge of this magic item has now been distributed and any Imperial artisan can choose it as one of the items they know how to create..

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382YE Spring Equinox winds of war

Contents

- 1 Overview

- 2 Salvage (Madruga)

- 2.1 Game Information : Madruga

- 3 Pyre (Sermersuaq)

- 3.1 Game Information : Sermersuaq

- 4 Home (Semmerholm)

- 4.1 Game Information : Semmerholm

- 4.2 Semmerholm Participation

- 5 Immolation (Liathaven)

- 5.1 Game Information : Liathaven

- 5.2 Liathaven Participation

- 6 Cascade (Zenith)

- 6.1 Game Information : Zenith

- 7 Leviathan Wakes (Spiral)

- 7.1 Game Information : Spiral

- 7.2 Spiral Participation

- 8 Assured Destruction (Major Conjunctions)

Overview

It is a new year, but the war is old.

Marcher armies oppose the Grendel in Madruga while the armies of Dawn and their Varushkan allies fight the Druj to liberate Semmerholm. Neither force faces significant opposition - the orcs seem to have abandoned their positions and withdrawn.

The Marchers and the Navarr face the vallorn in Liathaven, a vicious campaign intended to resit an attempt to expand into West Ranging. They are victorious, but the price is high. Still, it wins a chance to push forward - a once-in-a-lifetime opportunity to attack the heart of a vallorn directly.

The Jotun have launched an invasion of Sermersuaq far to the north in Wintermark. They are unopposed, and only their cautious tactics prevent them from seizing half the territory.

In Urizen, the scales shift dangerously. The Highborn defenders are driven out of Zenith by the Druj - the entire territory is now in the hands of the eastern orcs. At the same time a major force of Imperial troops slaughters three Grendel armies in Spiral, winning the territory but in the process rousing a slumbering power to wakefulness that may have long lasting consequences.

An uneven season of campaigning for the Empire. The Civil Service studies and compiles notes on the Sentinel Gate - the unique teleportation device that allows the heroes of the Empire to intercede in distant theatres of war. The generals will have their work cut out for them when the muster begins at the Spring Equinox.

Salvage (Madruga)

Merry Lads and Lasses, The Mournwold is ours, but now our neighbours need us, and it seems our work is never done. We march to Madruga and our bills and bows advance steadily will drive the Grendel back into the bitter sea from where they came. Freelanding is the home of the Freeborn, now lets get them back their land.

Will Talbot, General of the Drakes

The Grendel swept into Madruga after the Autumn Equinox, a lightning raid agaist Atalaya and the Shining Pillar. They burned the shipyards, destroyed the Freeborn Storm, crushed all resistance on the islands of Free Landing, and then pushed on to raid the port of Quzar. The Navarr forces defending Madruga, the Black Thorns, were decisively defeated, pushed to the brink of destruction themselves.

After the Winter Solstice, the Navarr withdraw, marching north through Kahraman and the Mournwold toward the safety of distant Miaren. In the opposite direction, down out of the Mourn, come two Marcher armies to replace them. The Drakes and the Strong Reeds waste little time engaging the seafaring orcs. They drive south along the coast of Lightsea liberating towns and villages. There is some fierce fighting at Quzar, but it lasts only a handful of hours before the raiding pirates board their ships and flee back across the straits to Atalaya.

The invading orcs are nothing like the disciplined forces that have come to drive them out. The Marchers are methodical, marshalling their resources to ensure the fewest Imperial lives are lost. Seven and a half thousand soldiers against at most a few hundred raiders - it seems the bulk of the Grendel forces have already withdrawn to the islands. Sadly they take with them their ill-gotten gains, the booty of a hundred looted paradours and ruined businesses.

With the aid of the corsairs of the Brass Coast, the armies of the Marches push to liberate the islands of Free Landing. There is no navy, but the distances between islands are short and the people of Madruga are very angry indeed. There is some reticence from the Marcher captains. In the end, they are forced to admit that they either risk the sea or leave the Grendel in control of the islands. Some, of course, are more eager than others - there are yeomen born and raised among the boats of Meade and the rushes of North Fens who leap at the chance.

Soldiers of the Strong Reeds, our hard won victories do not mean we can rest on our laurels. The Empire aided us, now we in turn aid. A Steady Advance into Madruga to remove the Grendel scum.

Jack Flint, General of the Strong Reeds

The Grendel have little interest in fighting this season. A handful of hit-and-run strikes against Freeborn ships transporting Marcher soldiers, a few vicious skirmishes on this island or that. One by one the islands are liberated. Only at Atalaya is there any serious attempt to slow the Marcher advance; but it is clear that almost all the Grendel forces have already departed. Witnesses say that the great armada left, taking the land troops with it, even before news of the Strong Reeds and the Drakes reached the islands. They have also taken much of the wealth of Free Landing - including many priceless relics and artefacts of the first years of the Brass Coast looted from the museums of Atalaya.

Unfortunately, the difficulty presented by fighting over the islands does not complement the steady advance favoured by the Marchers. While almost all the islands are liberated, the troops are not in a position to take Atalaya which remains in Grendel hands. Several of the smaller islands are still occupied by Grendel forces, but they are opportunists - pirates - thieves. Not soldiers.

One more push should see the last Grendel occupation forces driven out - but such a push must wait until after the Spring Equinox.

Game Information : Madruga

The Strong Reeds and the Drakes face no organised resistance in their push to liberate Madruga. The main Grendel forces have withdrawn, leaving behind only scattered raiders and pirates. The Empire has retaken Lightsea, and is eight-tenths toward complete control of Free Landing.

Pyre (Sermersuaq)

A week after the Winter Solstice, eighteen thousand Jotun march into Sermersuaq, give or take. They march under the banners of the Queen in the North's honourguard. The Jarl of Jarls of the orcs of Kallsea has sent her champion, Jorgen Hylasson, to lead his Skjalderborn to Sermersuaq. Heralding their way come the musicians and skalds of the Roaring Thunder, the army of Kyrac Gerdasdóttir. Impressive as this force would be by itself, they are further bolstered by what appears to be a great host of Jotun champions - the warbands that march under the banners of the greatest heroes of the Jotun - and by warriors sworn to the kirkja.

The way has been prepared by the Ice Fishers of Ldansk. Stark quickly falls. The village of Rest, and the Last Lantern become the base from which the Jotun expand to conquer the rest of the region. The ruined tower that stands near the village - The Sentinel's Rest - is briefly extinguished and then reignited by the orcs themselves. A great bonfire is raised, many times larger than the warning beacon traditionally used. Thus the Jotun armies announce their presence.

Despite the lack of any substantial force capable of holding back the tide the Jotun continue to advance cautiously with none of their normal bravado. All the signs suggest they expect a trap, preparing at any moment to fall back to their defenses. Some Winterfolk flee, many more stand and fight to defend their homes, but the Jotun advance is not even slowed. Hall after hall falls. As before, the bodies of those who fight the Jotun are treated with respect, interred beneath barrow mounds. Those who surrender are offered the Choice - but those who choose to become thralls are sent west out of Sermersuaq to Tromsa and Skallahn.

Stark falls quickly. The Jotun do not pause. They press north into Taikipari, with the same measured slow advance, prepared always for signs of treachery. More halls fall. Suaq hunting parties are intercepted, and given the Choice. A fortnight before the Spring Equinox, the Roaring Thunder and the fellowship of the Howling Bears take the Hot Springs of Taniki. The defenders are supported by Kallavesi warriors, by feathered mystics, but the Jotun roll inexorably onwards, crushing all who stand before them.

Quick moving Raðljóst scouts are spotted as far afield as the Face of Ikka in the north and Wreck in the east. Do the scouts know about the new mine in Suaq Fount? There is no way to be sure.

There are raiders everywhere. The warband of the Jarl of Aftanes pushes into Sealtoq to the east, but is repulsed with minor losses by the desperate Suaq. A feint, rather than a serious attempt to conquer. Testing the resolve of the defenders. Many Suaq fall; barely a handful of orc bodies are counted on the battlefield when the Jarl withdraws.

There is another matter of concern. In Spring 380YE, the Jotun invaded Kallavesa and over the course of the Summer established a presence there. While they later left the territory, their warriors still haunt the marshes of northern West Marsh. West Marsh lies just across the border from Stark - and if the Jotun were to turn their attention toward the ancestral homeland of the Kallavesi they would have a significant advantage in establishing a foothold there.

Furthermore, a band of hard-bitten Steinr wardens who patrol the plains beneath the Silver Peaks return to Atalaq, battered and bruised, shortly before the Spring Equinox. They bring news that a group of Jotun have passed into the foothills there. They tired warriors assert that the Jotun have been received by the Thule - a diplomatic envoy to the orcs of Otkodov no doubt. There is much heated discussion about what might happen if the warrior-born Jotun were to forge an alliance with the warlocks of Otkodov; none of it heartening. For their part, the northern orcs take no part in the invasion by the Jotun. They remain in their mountain fastness, seemingly disinterested in the slow advance of the western orcs.

Game Information : Sermersuaq

As the Spring Equinox dawns, the Jotun are dug-in at Stark, and half-way towards complete control of Tanikipari. They control most of the land between the western border and the shores of lake Atkonartoq. There are raiding forces all over the territory - any character who lives there could have seen or encountered them. The Jotun are being very cautious - but they are not afraid to spill orc or human blood in pursuit of their conquest of the territory.

Home (Semmerholm)

Dawn and the Eastern Sky has been awakened. Like a Beast waking from a winter slumber. Last Season we were but stretching our muscles. Now we are empowered and our fury untamed. The Druj will melt like frost in the first rays of the summer sun.

General of the Eastern Sky

The Winter Solstice saw the armies of Dawn, and their allies in the Golden Axe, victorious, the bulk of the Druj forces in retreat across Semmerholm, pulling back into Axmure. The Varushkans are not the only allies fighting alongside the people of Dawn. In a peerless act of Summer magic not seen since the time of Empress Brannan, Dawn's witches have called forth a grand host of elfin knights and goblin soldiers from the Fields of Glory, from the domain of Eleonaris, the Sovereign in Scarlet and Gold.

Now heralds of Summer fight alongside each of the four armies of Dawn. The golden cohort relishes every opportunity to prove their strength against the vicious, cowardly orcs of the Mallum. They sing as they fight, exulting in the chance to spill the blood of the twisted Druj. Their presence is an inspiration, and not only on the field of war. They offer and receive camaraderie with gusto, extending supernal hospitality to their fellow warriors, and accepting it in their turn. The golden palanquins of the noble fey never seem to lack for prime victuals, fine wines fermented from no earthly grapes, and shared tales of wild hunts, of glorious romance, and heroic battle in the summer Realm. The regimented ranks of green and black tents that house their soldiers - those squat, unrefined squires and archers - welcome the yeofolk to share their coarser fare, their strong spirits, and more earthy tales of conquest and desperate conflict.

Once Again the knights of the Summer Realm march with us. Rejoice in their presence and compete to Charge Triumphantly, more gloriously and show our strength. Prove our superiority in friendly competition too with the Golden Sun and enjoy the company of our fellows in the eastern sky and Gryphon's Pride and our Varushkan Comrades in the Golden Axe.

General of the Hounds of Glory

The Dawnish match their strange allies feast for feast, drink for drink, tale for tale. Gifts are exchanged; weapons and armour forged in Summer forges or bound with the light touch of Weavers. Trophies of great beasts from forests magical and mortal. Arrows fletched with unearthly feathers, or marked in the colours of noble houses. Flasks of dark purple wine, of thick brown beer; bottles of finest vintage, of strong Vaushkan mead. Some mortals and some courtiers of Eleonaris exchange favours. There are challenges offered and met, and fights "for love" between mortal and immortal, and even occasional dalliances in those timeless moments when the fires burn low and the moon hangs fat and slow above the trees of Axmure.

Not everyone is seduced by the camaraderie of Dawn's newest allies; some are less willing to embrace these inhuman knights of Summer. How can those who never die sing of the glory of a struggle between life and death? They fear for the outcome if this campaign becomes some unearthly pageant rather than a true battle to preserve the great land of Dawn. They point out that the inhuman Druj are a real enemy, not creatures of shadow from a storybook but cruel, ruthless, endlessly cunning orcs who will seize upon any weakness to murder their foes. They urge their fellows to remember that this is not a game, or a story, and that the enemy who waits for them will not easily be defeated.

Dawnish Knights, it's time to finish this. Push the line in Semmerholm and take back what is ours from the Druj.

General of the Gryphon's Pride

Regardless of these concerns, the host of Dawn rises and goes forth to face the Druj... only to find that they have quit the field.

The orcs are in full retreat - withdrawing south faster than the Dawnish armies can advance. There are the usual Druj tricks - traps and ambushes left to bedevil the unwary and the overconfident. Bands of saboteurs and guerillas who seek to outflank scouts and overzealous bands of questing knights and bring them to a bad end. As they fall back they fire the manors and villages they have conquered, sending plumes of greasy black smoke into the sky to taunt the armies of Dawn. They refuse every attempt by the armies of Dawn to draw them to battle, melting away like fog before the light of the rising sun whenever the captains think they have them within their grasp.

Oh, for sure, scattered bands of Druj continue to raid across the territory beyond the front lines. They burn, they loot, they murder. The Golden Axe spend much of their time hunting these groups, but for each band they corner two more slip through their fingers. During the Winter Solstice, a particular strike force raided the Pits of Brychel for example, carrying away a band of scholars studying the old Terunael ruins there. No sign of the raiders or the scholars is found. Those witnesses who survived the attack say that the Druj were not alone - that they met with certain bandit bands who had long harassed the people of Ulvenholm and Boar's Dell, descendants of the bitter orcs who once ruled all of Semmerholm. Now they are gone - retreated back south alongside the armies - and they seem to have taken the bulk of the bandits with them to the relief of the yeofolk and Navarr alike.

Filled with the might and power of Glory, we will charge the hated Druj and drive them from Semmerholm. For Dawn and the Empire.

General of the Golden Sun

Less than a month, and the legions of Dawn have liberated all that land claimed by the Druj. The next two months are spent rooting out the worst of the Druj hunting bands - but that is work perhaps more suited for knights errant than for the glorious hosts of the rising sun. There is perhaps some disappointment - there are few opportunities for glory.

Still, the Druj have made little effort to hide where they have gone. Their armies have crossed the southern border the way they came, back into the Barrens, back toward Dawnguard. Perhaps it is only fitting that the armies of Dawn have a little time to celebrate their victory, to gird themselves for what must surely come next...

Game Information : Semmerholm

Continue to march to Semmerholm in support of Dawn.

General of the Golden Axe

The Druj have fled Semmerholm without allowing Imperial forces any major engagements. Druj raiding parties strike various places across Semmerholm, but by the end of the season, those that have not been hunted down and destroyed have either fled the territory or gone into hiding.

Semmerholm is once again entirely in Dawnish hands.

Semmerholm Participation

This season, the magicians of Dawn summoned four cohorts of knights of glory to fight alongside their armies (and a further two engaged in other campaigns alongside armies from other nations). Any character whose military unit supported one of the Dawnish armies this season may choose to begin the next event experiencing a roleplaying effect. You are filled with absolute confidence; nothing is beyond you if you put your mind to it. Now is the time to act, to pursue goals you have been neglecting. Anyone who questions your prowess must be taught a quick lesson about the foolishness of doubting you.

Furthermore, if you are a changeling whose military unit supported one of the armies, the roleplaying effect is significantly more pronounced. In addition, however, you experience an additional roleplaying effect: you feel a yearning to see the Summer realm in all its glory, and the mortal realm seems dull and lifeless in comparison. The company of people who are not changelings or Summer heralds seems tedious and mundane, their concerns petty and limited. If you have the hero skill you have an additional hero point for the duration of the event. Such characters may also use their experience of fighting alongside the knights of glory to permanently increase the strength of their lineage.

Any character whose military unit fought alongside the Dawnish armies will receive a ribbon for a favour from one of the Summer heralds - you can make up your own story of you received it. If your character would not have accepted such a favour, you can simply hand it back in at GOD when you get your pack. You will need to provide your own phys-rep; they will generally be strips of cloth marked with symbols appropriate to Eleonaris.

Immolation (Liathaven)

The vallorn unfolds across Liathaven, but it is West Ranging where its intent is most focused. Three Imperial armies - the Quiet Step of course, with the Tusks and the Bounders in support - come south out of the marshes of Bregasland to face it there.

It is not easy to fight a vallorn. The vanguard of the vallorn is green; vines and plants and flowers that grow so swiftly they seem to be moving. Snaking over the trees of the western forests, smothering everything in their path, wrapping it in briars and thorns. Aberrant blossoms open to breathe forth the miasma that cloaks those places the vallorn has claimed. Soft white seeds drift on the wind, swiftly sprouting whenever they land on fertile soil. Human-sized ferns uncoil and spread serrated leaves, sending out great clouds of golden spores. Where the spores find open wounds, a monstrous germination takes place, plants drawing sustenance from the liquids of the body as easily as from the ground. A few warriors get them in their eyes, and only the very fortunate are close enough to a physick that their sight can be saved.

Soldiers become gardeners first, and warriors second. Perhaps it is appropriate that it is the Marchers who support the Navarr - they are farmers, and sometimes fighting the vallorn is like weeding a fallow field. Scythes and sickles are employed as often as bills and bows. Fire works a little; once the plants have been cut and torn out, they are burned. Walls of black smoke drift through the trees joining with the miasma. This is not the heart of a vallorn; once the fecund life is uprooted, it is slow to grow back.

The time has come to return to the old war. We march through Bregasland into West Ranging where we will, supported by our marcher allies, make an overwhelming assault on the Vallorn expanding there.

General of the Quiet Step

Behind the plants come the husks. The Synod says that these are tragic victims; that their life has not fled them and their souls are trapped in torment. Unlike those corpses that are ridden by winter spirits, say the guides, the vallornspawn husks are living beings enslaved forever on the verge of death. They are tenacious opponents, and they come with the miasma that brings swift death to those that fall before it.

There is an unsettling egalitarianism to these vallornspawn. Navarr and orc shapes shuffle and stumble together, their differences wiped away by the plant life that controls them. Some are clearly recent - the wounds that felled them clear to see, writhing with fresh greenery. Others are older - much older in some cases - unrecognisable as human or orc, devoid even of the scraps of clothing or armour that the fresher vallornspawn sport.

The Quiet Step have made preparations, slathering their weapons in Oil of Blackthorn, or wielding rod and shield to deliver deadly venom. The vallornspawn husks cannot stand against these attacks, failing and withering like wax in a furnace. But there are so many of them. Thousands. The bitter fruit of decades of war, of a legacy of the long centuries of misfortune and desperation before ever the Jotun came into the woods in force. Perhaps some date back to the fall of Liath itself, before the first Navarr took their oaths. Most of them are shaped like people but a few are different. Hulking beasts, once ogres, now massive overgrown threats. Cautious briarborn, the bark that marked their Spring-touched bodies in life now grown to cover them entirely. They radiate the power of life, healing injured vallornspawn and sending them back against the Imperial soldiers.

OK Tusks. Time has come to move again. Our neighbours need us. Bregasland needs us. We strike the vallorn, through Bregasland and into west ranging on Steady Advance. Get your bills. We are going Gardening.

General of the Tusks

The viridian wave breaks against the defenders; breaks and falls back and surges forward again. New horrors begin to appear. Among with the husks and the hungry plants come aberrations from the deep vallorn. Unique in their madness, in their twisted shapes, but all-too-familiar in their desire to destroy and consume anything that stands against them. Plants that lurch forward slowly but inexorably, or that lie in wait like green spiders. Natural animals long since twisted and made strange by the awful fecund power of Spring. A massive blind dire bear covered in beautiful multicoloured blossoms. A pack of trilling forest drakes covered in whiplike fronds that trip and entangle those who fight them. A great humanoid effigy half again as tall as the tallest Marcher, faceless head surmounted with horns of braided vines, elongated wooden claws ripping and tearing anything that comes within reach of its emaciated stick-like arms.

The vates whisper. Not all these creatures are natural expressions of the vallorn. There are other powers at work here.

Finally, the ettercaps begin to appear. Massive carapaced beetles scuttle out of the Westwood. They are rare, but when they appear they do not come alone. Twisted insect-creatures with the proportions of humans or orcs, wrapped in chitin. These are something new. They bear scraps of metal and leather strapped to their bodies - armour looted from the battlefields. They wield weapons taken from fallen orcs, from lost Navarr scouting parties. They work together - with more than the cunning of wolves or other natural beasts. Unlike the bulk of the creatures that live within the vallorn, they seem aware of themselves, of their enemies. They are unmarked by the changes, the uniqueness, that the vallorn fosters in its spawn. They use tactics - simple, straightforward, undeveloped - but tactics nonetheless. They flank, they ambush, they hunt out the weak links and fall on them. They possess an eerie fluidity to their movement and action - fighting together as a group rather than each one attacking as the whim takes them as is more common for the vallornspawn.

Horrors, then. A war of human folk against horrors.

The vallorn creatures are at their most dangerous when they draw near a Spring regio. The power of the vallorn takes root more easily there, more swiftly, and with more vitality. The plants and the husks are drawn to these places. Those who must fight the vallornspawn around the scattered Spring regios of West Ranging endure some of the worst fighting of the campaign. They speak also of things coming out of the regio - handfuls of horrors that attack with the power of Spring magic as well as wooden claws. The vates whisper and mutter, certain now. The hand of Yaw'nagrah rests on western Liathaven, despite the efforts of the Conclave to forbid her entry. Has she been called? Or is Liathaven so long outside the borders of the Empire that the Conclave's edict no longer holds sway here?

There are more pressing questions; the matter of Yaw'nagrah must wait.

The battle is hard, and it is tragic. Whenever a soldier falls, they pass quickly into the influence of the miasma. Without immediate aid, they become hosts for the very force that has struck them down. Left long enough, they rise again, infested with the power of the vallorn, to fight their former companions. Especially the briars.

Steady Conquest into West Ranging.

General of the Bounders

The Empire is not without powers of its own. Where the Quiet Step fights, an inferno follows. A potent enchantment, fuelled by the power of the Winter realm, brings the flame of Surut to aid the Navarr. The incandescence is deep ruby red, almost black, and devours whatever it touches. It is eager to consume the vallornspawn, but the Navarr seem to have little sway over it and it burns where it wishes. Sometimes it is in the blades of the warriors. Sometimes it kindles in their wake, seizing on fallen vallornspawn or igniting suddenly in the branches of a living tree. It reduces everything to cold grey ashes. It does not harm the Navarr or their allies - not directly. After a few hours, anyone fighting alongside the Quiet Step is caked in dirty ashes, coughing from the smoke that clings to everything. Soap and water will not shift the stench of burning wood. The flames in particular seem hungry to consume Spring regio, and with each immolation of a magical place, they burn stronger.

In the end, the green tide of the vallorn is met and turned back, but the fighting takes a heavy toll. Nearly fifteen-hundred Imperial soldiers - the bulk of them Marchers - fall before the unnatural ferocity of the living forest. Most of those who are overcome in Liathaven are burnt, or beheaded, or rendered to dust by the power of Surut lest they rise again as vallornspawn husks. No Navarr welcomes such an end, but for the Marchers it is a particularly cruel fate. Eight hundred yeomen denied the quiet peace of the soil of their homeland, denied the succor of the apple trees and the rest they have earned.

In the end, as the last fires burn dim and the miasma begins to thin, the Empire has made significant gains in north-western Liathaven. The land is as scarred as the soldiers, however. Swathes of forest have been consumed by Surut's blazing gift, or so warped by the vallorn that there was no choice but to take axe and burning brand to them. It will be decades before the woods recover - if they ever do.

But for now, the vallorn's power has fallen blunted - if not subdued.

Game Information : Liathaven

The vallorn has been prevented from seizing West Ranging. The Empire has made significant headway toward capturing the region, but has not conquered it completely - they are still in the process of establishing a beachhead in northern Liathaven.

As predicted, the vallorn's attempt to expand into West Ranging has expended a lot of energy, leaving it vulnerable. An opportunity exists to push south into Westwood and potentially clean the infestation from this region. As before, magic may be helpful in establishing how difficult that is likely to be. The lack of a beachhead in West Ranging will make it more difficult to press into the Westwood. It will also mean fighting in an area claimed by the vallorn miasma - casualties are likely to be higher than normal as a consequence.

Fire has destroyed great swathes of the forest here; both natural fire and the grim magical immolation of Surut. The latter has left wide ashen scars where nothing will grow, especially where it has consumed a Spring regio. There is no doubt that this has been effective in helping the Imperial forces defeat the vallorn, but so much damage has been caused that the region has lost the forested quality. Almost all the Spring regio in West Ranging have been consumed by Surut's gift.

Liathaven Participation

Anyone whose military unit supports one of the three armies fighting here (the Bounders, the Tusks, or the Quiet Step), and the generals of those armies, can e-mail Profound Decisions and ask for a traumatic wound related to their experiences with the vallorn. A word of warning, however; while the perils of green lung and similar results of exposure to the misasma are well understood this fight against the vallorn has been like nothing in living memory. Soldiers are left infested with living plants that function much like parasites, and there may be lasting damage to anyone whose wounds are not carefully treated. Anyone who does request such a wound will be encouraged to be creative in phys-repping it, at least until a physic can treat them.

Cascade (Zenith)

Make a Strategic Defence of Zenith. The Urizen have lost too much, let them lose no more!

General of the Granite Pillar

The water of Zenith may have been unleashed in the catastrophic destruction of the Golden Cascades, but that water is now infused with healing power. The Rivers of Life flow through the streams, gathering in the pools, falling with the rain. Any wound short of death itself will heal overnight; it is as if every spring in the mountains serves as a healing potion. The Druj, if they are surprised, show no sign of it - as keen to take advantage of this enchanted balm as any Highborn warrior.

They have worked their malign craft in Proceris, transforming the sodden once-fertile plains into a dripping marshland more suited to something from their own homeland, from the Mallum. They have laid down miasma pillars, the wicked stone monoliths that anchor a supernatural force of dread and terror, and let it seep out into the countryside to cow the defenders, speeding the transformation of the Urizen farmland into a stinking morass. But these are the least of their works in Zenith this season. Even as the Winter Solstice comes to an end their armies are on the move. Easily thirty thousand orcs pour across Proceris. The Highborn have held a thin strip of land in the north-west, the gate to Clypion, for six months or so - they are overwhelmed in a matter of days.

Pushed back into Clypion they barely have time to rally before they are again on the retreat. The Granite Pillar coordinate the three Highborn armies, and it is largely due to their strategies that the Druj are slowed as much as they are. The Valiant Pegasus focus their efforts on reducing the casualties the Druj are so eager to inflict; the healing waters are powerful but even they are no match for the malice of the orcs. Hundreds of lives are saved - and not only those of Highborn warriors. At the same time, the unconquered and the magisters of the Seventh Wave risk all to gather as much information as they may about the composition of the Druj forces and - perhaps - their eventual aims.

Into Clypion then floods the tide of the Druj. An overwhelming wall of orcs, set on nothing less than the annihilation of the Imperials and the conquest of the entire territory. At their forefront comes an implacable host beneath a scorpion banner who direct their fellows as to how best to counter the defensive strategies of the Granite Pillar. While they are not as disciplined as their Highborn opponents, they more than make up for that with their cunning. What the Pillar seek to defend, the scorpion-warriors seem to take special pleasure in defiling.

Not One More Step. We have drawn a line of Blood in the Mud and the Druj will not cross it. Turn the Waters of Zenith Red with their blood. Whilst we fight, our unconquered will identify their weaknesses for when we retake Zenith. Death to the Druj.

General of the Seventh Wave

Spire after spire falls. Then the Druj come at last to the flat mountaintop where the Halls of Knowledge once stood... and the Seventh Wave report that the absence of the college drives some of them into a wrath as terrifying as it is all-consuming. There are magicians among the Druj - ghulai and vikari alike - who are clearly apoplectic with rage that they have been denied the chance to destroy the foremost college of Urizeni scholarship. They turn the shallow lake where the college once stood black with blood spilled from those prisoners - Highborn and Urizen alike - who suffer the torments inflicted by the frustration of the Druj.

They barely pause, then, their advance fired with the rage of thwarted desire. The deluge continues, out of the hills of Clypion and down onto the plains of Iteri where the Highborn make their last stand.

The Druj do not like to fight on the open plains. Even ground as rugged as that which passes for plains in Urizen lacks the kind of cover they prefer. Their surging advance pauses, and for a day and a night it seems that the invasion may have reached its high-water mark. This hope is short lived however. A tidal wave of Druj washes over the front line defenders, killing and maiming. At first the lines hold then, one by one, the Druj push through. Those soldiers who do not immediately retreat are surrounded and devoured by the horde.

Then the Druj splinter, separate, flowing around the second line of Highborn defenders, outflanking and outmaneuvering. Chaos reigns. The intelligence of the Seventh Wave tracks the Druj warbands as best it can, providing last-minute warnings to the defenders of the movements of the foes. The last refugee camps are almost overrun - the Valiant Pegasus fight desperately to let the last few Urizen evacuate to Morrow and Redoubt, holding off the Druj in some cases to their last breath. The Druj advance reaches the banks of the river Utique; there is a valiant defence that secures time for the last escaping ships of the Urizen to make their way downstream to the river Couros. Five hundred Highborn pay for the flight of the Urizen with their lives in this battle alone, in spite of the magic of the healing river walkers.

The order comes to fall back across the Utique. Spire Calator - the ancient spire where Urizen crafters first codified the lore of the ushabti - burns. The Gardens of Pallas fall to the Druj and - to the surprise of many physicks and apothecaries - after reaping their herbs the Druj burn them also. A pall of thick smoke drifts across the Utique and again it seems that the Druj have reached the extent of their advance.

But they have not. A great storm of axes is brought to bear, stripping the trees of central Iteri. Barely a forest within three leagues of the riverbanks escapes the blades of the Druj. A profusion of pontoon bridges and rafts stretches across the river in a dozen places. Like ants, the Druj swarm across them. The Highborn pepper them with arrows, with javelins; they take up defensive positions on the banks... but fighting a force as cunning and relentless as the Druj who stand knee-deep in what amounts to enchanted healing elixir? It can end only one way. Force of numbers carries the day. Another five hundred Highborn fall in the battle of the Fords of Uteri, bringing the death toll to more than fifteen hundred. Barely a third that many Druj have been slain.

Tend the Highborn armies, but also lend the survivors/refugees of Zenith. Treat them and aid them returning to Morrow/Redoubt

General of the Valiant Pegasus

The Granite Pillar do their best but it is clear that even their superior tactics will not keep the Druj at bay. The order is given. The three Highborn armies retreat through the hills into Limus, rallying at the town of Cargo - one of the most important settlements in Urizen, dangerously close to the font line of the Druj advance. A throng of refugees greets them; a quarter of the population of Zenith has gathered here in the shadow of the high cliffs of the port-town.

The Druj advance pauses at last. They now control the entirety of Zenith. Some of the Highborn weep openly, remembering the grim retreat out of Reikos only a handful of years ago, when Haros Water and Riverwatch fell to this very same foe. Some weep also when they remember what happened to the people left behind, in the clutches of the Druj, in a land dominated by the cruelest orcs.

But their tears are just tears; the healing power infused into the waters has been left behind in Zenith.

Game Information : Zenith

During the Winter Solstice, the Druj appear to have used their sinister arts to set in motion a transformation that has begun the process of turning Proceris into a stinking marshland. The region has gained the marsh quality. This may be connected to the establishment of black monoliths, but that seems to be only part of the process.

The entire territory is now under the control of the Druj - any character whose personal resource is in Zenith suffers the conquered territory penalty to production unless it is secured with the Vale of Shadows. Any Urizen from Zenith who wishes to evacuate may e-mail admin@profounddecisions.co.uk and request a new rank 1 resource in Morrow or Redoubt without paying the normal 2 crown handling charge for changing their resource.

A handful of Zenith spires are protected with Night magic from the orcs of the Mallum; the rest are either destroyed or in imminent danger of attack.

The Gardens of Pallas have been destroyed; the title Head Gardener of Urizen has effectively ceased to exist as a consequence.

Sentinels, I am proud of each and everyone of you. For some of you, this will be the last season you will fight for some time. Make the Grendel pay for how they have made us suffer. We will cut them down. We will make them break. We will fight them in Ankra, we will fight them in Ossuary, we will fight them in Screed. Leave them the coast. Do not approach Apulus. Fight well. Fight with Pride. Regain our Strength. Make me Proud.

General of the Citadel Guard

Leviathan Wakes (Spiral)

The Black Plateau growls and shifts restlessly in its sleep.

Two armies take the Crow Road out of Spiral - the Fire of the South and the Green Shield leave shortly after the Winter Solstice. Four armies pass them in the other direction. The Towerjacks return from their furlough in Sarvos. Both Imperial Orc armies, fresh from fighting the Jotun on the western front, march through the pass.

The Empire prepares for one final push, The Grendel secure their positions. The Black Plateau rumbles and mutters.

Thirty three thousand soldiers raise their banners. Nearly fourteen thousand troops commanded by independant captains - ten thousand at least supporting the Summer Storm alone. Two legions of knights called from the Summer Realm march with the Imperials, alongside the Summer Storm and the Towerjacks. Bound to fight with the Empire by the same magicians of Dawn who set the glorious contingent to aid their own armies in Semmerholm.

It has been a dark time for our people, but our light hums with a fury that will not die. Be daring, alongside our brothers and sisters of the Empire. Take what is theirs, make yourself prosperous. And stay vigilant, do not listen to the whispers of the plateau. I will drink with you all soon.

General of the Red Wind Corsairs

The Imperial strategy is complex. Some strike for Ossuary, others to Ankra, seeking to exploit the foothold the Empire has secured in seasons past and the Grendel have failed to dislodge. One heads straight for Screed and...

More of that later. The Red Wind Corsairs, urged to ignore the whispering of the Black Plateau, hunt living prey through the dry valleys, through the foothills, through the scrubby forests. Wealth is recovered, prisoners captured, baggage trains disrupted. They strike with relative impunity; the Grendel are dug in and their ability to respond to the corsairs is limited at best. High value "guests" are relieved of their valuables and returned to their comrades for princely sums. They join once more with the Wolves of War, and with the Northern Eagle, and lay siege to Ossuary pushing mile by mile towards the shining prize - the Legacy.

At the same time the Towerjacks and the Citadel Guard strike west into Ankra. The Imperial Orc armies reinforce them from Cinion. The Grendel soldiers try to stand their ground but they are outnumbered and outclassed. In spite of the magic that grants them supernal strategic advantages, they cannot stand against what has come against them. The four Imperial armies crush the limited Grendel resistance, catching them and driving them east and south. Armies beneath banners of twining eels, resplendant turtles, forced to retreat before the hammer of the Empire into the crucible of Ossuary.

The Heroes of Anvil have lost many. We will repay this debt in Death. Cut them down wherever you find the enemy. The drowned Urizen in Water, we drown them in Blood.

General of the Summer Storm

Ankra is liberated by the Empire. The great host does not pause, moving quickly to join their allies in Ossuary. The Iron Helms...

No. Later. The massed forces of the Empire lay siege to the Legacy. The Grendel fight tooth-and-nail to keep the mithril mine. Two weeks it takes to finally breach their defences. The Eel and the Turtle banner join the Stone Gyre, but they are not enough. The general commanding the orc troops refuses to give the order to retreat, it seems. It is only towards the end, when the Empire is battering down her door, that she allows her troops to flee south. If not for the intervention of the Sand Pipers and the Salt Dogs, the armies would have been crushed like eggs in a vice. The slaughter is... a thousand dead orcs, hundreds of dead Imperials. The mithril of the Legacy is drowned in blood, stained with defeat.

The Black Plateau hungers. Tides of madness and death ebb and flow. Restful sleep becomes a luxury. Fear, rage, doubt, confusion, despair. These are the currency with which Ossuary is bought. What came before, what the armies who have fought here over the last year have experienced, is as nothing to what comes now.

But two regions are liberated. Thousands of orcs dead.

We Join our 2nd legion kin and charge head long into west ranging in Sprial. We scream the name of Thrace and in his name we shall overwhelm the Grendal in our assault. Loud still ring the voices from the mines of old. Free this land of the barbarian skum. Show no mercy... For the Empire... For Thrace

General of the Winter Sun

The Iron helms come at last to Screed. Perhaps it was inevitable, in a way. With the soldiers travel magicians from the darkest parts of Varushka - cabalists well versed in the arts of bargaining, and the dark spirits they have chained. They meet the Iron Gulls, supported and supplied by marines and the Grendel legionnaries that serve the navies. They build on the successes the Empire has already had, pushing the orcs back towards the coast. They fight without quarter. Any orc that falls into their hands is torn apart by dogs, crucified, impaled, ripped limb from limb. They have gone beyond mercy, beyond humanity perhaps. What begins as cruelty escalates quickly. They are in the shadow of the Black Plateau - their actions call to it, and it answers. A circle of power begins to flow. Hate begetting hate, fear feeding fear. The Black Plateau rouses.

Into the shadow of the Black Plateau the Iron Helms come. There, as the sun sets, the cabalists begin to weave their magic. Bolstered by the knowledge that they have the full support of the priests, and the generals they draw on old pacts. They call to the shadows beneath the trees of distant Miekarova and Volomartz, on the blackness that waits beneath the hills of Karsk and Karov. They draw it to them, streamers of cold, hungry darkness. And then they turn it loose upon the Grendel.

At the moment their rite is completed, every living thing in Spiral knows it. The presence of the Black Plateau is suddenly impossible to ignore. From Ankra to Apulus every single thinking being is suddenly absolutely aware of the location of the Black Plateau. Heads snap round. Sleeping soldiers jerk awake. The fighting pauses. There is a moment of absolute silence, that seems to stretch timelessly... and then everything snaps back into focus.

The stage is set. Curses rain upon us and the Beast has made their move. Now it is time for The Bravo to take the stage and win the day. Charge like heroes of Holberg into Ankra, then Screed, then Ossuary. Throw these bad actors off the stage

General of the Towerjacks

Yet everyone in the territory - human and orc - is left with a profound awareness of the Iron Helms. They know where they are, and they know every time one of them slaughters an orc. Every time they tie a captured prisoner between two saplings and let them be torn in half. Every time they burn a Grendel merchant alive. Every time they set their dogs on orcs desperate to surrender. Every time they break the legs of a scout and tie them, still living, to a gibbet for the crows to feast on.

It is bad enough for the Imperials; it is hard to imagine how terrible it must be for the Grendel.

If the Black Plateau was restless before... the intensity of the dreams and visions it brings seems to double over the next few nights. It becomes harder and harder to tell what is real and what is a phantasmagoric hallucination. Supplies of liao run dangerously low as soldiers desperately seek the solace of anointing. The violence, if anything, escalates even further. Only the Red Wind Corsairs and the Wolves of War seem capable of remembering what quarter is - perhaps thanks to the tenor of their orders. Those Imperial soldiers whose generals have urged them to give in to the power that is lose in Spiral, to cut the Grendel down, to take revenge, to hate.. they revel in it, in the slaughter. The worst are the orc armies, and the Towerjacks, who begin to echo some of the atrocities of the Iron Helms, but the Citadel Guard and the Northern Eagle likewise begin to seek out opportunities to slake their thirst for blood on the orcs. For their part, the Grendel match the Imperial ferocity blood for blood. They fall back, but it is clear their generals are struggling to keep them under control. They stand and fight when they should retreat. The Black Eels and the Brine Turtles seem least effected, but their relative discipline is more than made up for by the Salt Dogs, Sand Pipers, and the Stone Gyre.

The schemes of our enemies have robbed us of the mercenaries that make our force so flexible. But we shall not be deterred. We advance into Ankra, then Ossuary then Screed, making no attack on any coastal regions or fortifications. Where we meet the Grendel, whether they defend or attack, we shall engage them. We shall not press hard to drive them back, instead our assault will be measured and careful. We hold back until we see the banners of the Summer Storm and the Iron Helms. Only then do we surge forward to give our enemies the dead reckoning they're owed.

General of the Towerjacks

The Iron helms take Screed. The Grendel there retreat south and east. Some to the fortified port of Apulian, some to the south-eastern border, to Apulus, to rendezvous with the forces driven south by the main bulk of the Imperial armies. There, on the lower slops of Apstrus, in the shadow of Solen's Doubt the final battle of the season is fought.

It is carnage. Absolute. A frenzy of bloodletting, of savagery. Unspeakable. Indescribable.

The Salt Dogs break first, turning on their own officers in their frenzy to escape. As they fragment, a panic runs through the Grendel ranks like a wildfire. The Sand Pipers break next, abandoning their positions and cutting through their own baggage train in their madness. The Stone Gyre try to turn them back, and within moments the two Grendel forces are at each others' throats. Madness. Chaos reigns.

Those generals still in command of their troops, lead by the cool heads of the Black Eels and the Brine Turtles, begin to sound the retreat. The Stone Gyre refuse. The madness is in them, the terror of the Iron Helms has unhinged their reason. They charge the Imperial lines and are cut to shreds. It is impossible to tell what is happening. Human and orc bodies lie in drifts, the dead and the dying comingled, trampled by both sides in the confusion and...

And then the Black Plateau wakes up.

Everyone fighting in the shadow of Solen's Doubt knows the exact moment when it happens. It is as if a pressure has been building, unfelt, unheard, for the last year and suddenly it has been released. There is a sound, and a sensation of movement, of overwhelming nausea. Every dark thought, every painful memory is suddenly brought to the fore. Roughly five hundred Imperials - including all the cabalists who roused the terror in the night - go mad or die in that instant, their minds or their hearts breaking into shards.

The Iron Helms wull unleash Terror in the Night on the Grendel in Spiral, across the Black Plateau

General of the Iron Helms

The battle of Solen's Doubt ends in that moment. The commanders on both sides desperately pull their armies apart but it is no easy task. The bloodlust reigns supreme. And it is not just aimed at the enemy. Every slight, every little niggle, every suspicion is let loose in a flood as the Black Plateau becomes ascendant. Soldiers who have bickered in the past draw steel against each other. Not every dispute is rational, or real. One soldier stabs another in the back shouting incoherently about an imagined infidelity. Others break and flee, howling like beasts, their reason fled.

The elfin knights fighting alongside the Summer Storm and the Towerjacks depart en masse. They retreat north in as much disarray as the Imperial armies, and withdraw almost immediately to the nearest Summer regio where they depart the mortal realm. Those who saw them leave say that they were pale and brittle, confused and afraid, uncertain, profoundly uncertain and full of doubts.

The Black Plateau is awake.

The Empire withdraws its forces to Ossuary, leaving the remaining Grendel in control of Apstrus and the southern coast.

After the initial surge of madness, the power of the Plateau recedes a little but nobody in Spiral is left in any doubt that it is awake, whatever that means. Everyone knows exactly where it is, a weight on the skein of their pereception. Looked at directly, it is the same as it always has been - a great lump of black volcanic glass. Seen from the corner of the eye - and in dreams - it is the centre of a howling gyre of hatred and despair, a whirling column that reaches up into the clouds, churning ceaselessly.

Cautious Advance to Ossuary

General of the Northern Eagle

The Empire controls Spiral - technically at least. They have conquered Ankra, Ossuary, and Screed. Along with Cinion, they now own Spiral. They have also recaptured the Legacy, the mithril mine in Ossuary. Around two thousand Imperals are dead, as compared to perhaps as many as six thousand Grendel orcs. Many are unaccounted for, scattered in the moment the Black Plateau awoke. The Grendel have lost three whole armies to the terror of the Iron helms and the merciless ferocity of the Imperial armies.

And the Black Plateau... is awake.

Game Information : Spiral

The Empire now controls Spiral, and it may now be assigned by the Senate. The Legacy is back in Imperial hands and may be allocated during the Spring Equinox as either Imperial or National position. If it is allocated it will be available to appoint, and receive its first share of mithril, during the Summer Solstice.

The Grendel have lost three entire armies - the Salt Dogs, the Sand Pipers, and the Stone Gyre.

However... the Black Plateau is now active to a degree unprecedented in the history of the Empire. This has a number of effects, many of which are not yet clear. What is certain for the time being however is:

- Every army fighting in Spiral will take 25% additional casualties going forward

- It is impossible to receive natural resupply in Spiral

- Any army that sends the season in Spiral will lose 5% of its maximum fighting strength over the course of that season even if it is not engaged.

- Personal resources have their production reduced by a quarter; this includes fleets and military units. The nightmares and the oppressive power of the Black Plateau encourages any living person in Spiral to leave.

- The mithril in the Legacy appears to shield the workers there somewhat, but there are few workers prepared to make the trip to Ossuary given the recent history of the mithril mine and the constant threat of the Black Plateau. As a consequence the upkeep of the Legacy has been doubled for the forseeable future.

Over the last few years there have been several magical rituals designed to deal with the Black Plateau. None of those rituals will have any effect, for good or ill, on the active Black Plateau. Indeed, it is highly unlikely that any ritual magic will be effective against the Black Plateau in its current roused state.

Finally ... even though the Urizen now control Spiral, it is a poor substitute for Zenith, which they have lost entirely. Consequently, the Citadel Guard is still in danger of disbanding. The civil service predicts that Urizen will need to conquer at least one more region of Spiral if they are to support their army.

Spiral Participation

Anyone who wishes to roleplay there were present during the recent campaign is free to create their own horror stories of things they have encountered, based around themes of creeping fear, haunting phantasms, eerie dreams, gnawing suspicion, and outbursts of uncontrolled anger. As the campaign escalates, these experiences become more visceral, and more horrific - although any player character is assumed to have sufficient mental fortitude to have resisted the worst excesses caused by the malignant force of the Black Plateau... up to a point.

Every player whose military unit supported an army in Spiral this season, and the generals of those armies, will receive a curse card in their packs at the event.

Assured Destruction (Major Conjunctions)

The Civil Service have detected four major conjunctions of the Sentinel Gate during the Spring Equinox. Each provides an opportunity for the heroes of the Empire to influence the direction of one of the ongoing campaigns against the barbarian orcs.

Prognosticator Atraxes has noted that three of these conjunctions are fluid and not fixed to a specific day. This means that the gate can be opened on either Saturday or Sunday, but not both. The fourth conjunction can only be used on Sunday, should the Military Council wish to make use of it.

- The first conjunction is to the site of Lerrovac's Camp, in Murderdale, in the Barrens. The area contains a significant number of Imperial prisoners, held at the mercy of a powerful Druj Tepel and a major force of orc warriors.

- A second conjunction will allow travel to the Spring Hills, in Sermersuaq. Located above the hot springs of Tiniki, a large Jotun force is resting there, gathering their strength for the coming season.

- A third portal offers an opportunity to reach a Summer regio on the Westerhal Trail, West Marsh, Kallavesa. The raiding parties that have spent the last year maintaining the Jotun presence in Kallavesa have begun to gather there, potentially with the intention of beginning to solidify their hold over the West Marsh region.

- The final conjunction, available only on Sunday, allows the heroes of Anvil to visit the Gethern Expanse in Screed, Spiral. A force of elite Grendel mercenaries are heading towards this location, although what they intend to do when they get there is not known at this time.

By the time of the Spring Equinox summit, the Civil Service will have completed reports for each of these conjunctions, which will be presented the the generals during the Muster. The final decision about which major conjunctions to exploit, and who will take part in the battles, is the heavy responsibility of the Imperial Military Council alone.

A further quartet of large conjunctions have been identified early on Saturday evening of the Spring Equinox. Two open portals in East Floes, Sermersuaq close to the location of engagements against drowned dead during the Winter Solstice. The second pair of conjunctions allow passage to the final two Spring Regio known to exist in West Ranging, Liathaven.

Imperial prognosticators are also preparing additional information relating to a number of smaller conjunctions over the course of the summit that will be of relevance to the Military Council, individuals from the various nations, and other parties. A summary of the identified conjunctions will be provided nearer the summit, with additional details passed to national egregores and civil servants of the Military Council.

Our Battle Team intend to run two large skirmishes aimed at Wintermark, and two aimed at the nations whose armies are engaged in Liathaven - Navarr and the Marches. They will take place on Saturday between 17:00 and 19:00. To ensure these encounters run as intended we are opening up monstering to any player who wishes to help out. We will provide additional details on the nature of the skirmishes, the exact times, and kit requirements as part of the Winds of Fortune.

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382YE Summer Solstice Imperial elections

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

This page will be updated throughout the event as elections and vacant positions occur (i.e. opportunities!). Once the event is over we will tidy up the last few position title holders before we transfer this information over to the rolling historical record that can be found here and adjust (if required) the Election schedule

Contents

- 1 Imperial Senate

- 2 Imperial Military Council

- 3 Imperial Synod

- 4 Imperial Conclave

- 5 Imperial Bourse

Imperial Senate

- Senator for Feroz

- Senator for Weirwater

- Senator for Bastion

- Senator for Sarvos

- Senator for Mitwold

- Senator for Miaren

- Senator for Redoubt

- Senator for Karov

- Senator for Sermersuaq

- Senator for Temeschwar - shortened duration

- Senator for Sermersuaq is now no longer an Imperial position due to the Jotun and Thule in the region

- Ambassador to Asavea - (Appointment by the Senate)

- Ambassador to the Commonwealth - (Appointment by the Senate)

- Ambassador to the Iron Confederacy - (Appointment by the Senate)

- Imperial Consul - (Appointment by the Senate)

- Captain of the Senate Guard - (Appointment by the Senate)

- Master of the Clearing House - The League national appointment

- Steward of the Tassato Mana Exchange - The League national appointment

- Imperial Master of Works - (Appointment by the Senate)

- Dean of the Academy - (Appointment by the Senate)

- Crystal Architect of the Spires - Urizen national appointment (Senate)

- The Ambassador to Faraden - (Appointment by the Senate)

Imperial Military Council

- General for Red Wind Corsairs

- General for Golden Sun

- General for Granite Pillar

- General for Summer Storm

- General for The Drakes

- General for The Tusks

- General for Black Thorns

- General for Citadel Guard

- General for Army of the Northern Eagle

- General for Fist of the Mountain

Imperial Synod

- Cardinal of Courage

- Cardinal of Wisdom

- Gatekeeper of Courage

- Gatekeeper of Wisdom

- Virtue Inquisitor of The Way

- Virtue Inquisitor of Prosperity

- Imperial Inquisitor

Imperial Conclave

- Grandmaster of the Unfettered Mind

- Gloaming Sentinel due to the previous sinecure holder stepping down after Spring Equinox 382YE

Imperial Bourse

- The Damation Cliffs

- The Night Quarry

- The Arratan Gamble

- Sutton Stone Quarries

- The Brilliant Shore - Imperial not National for this summit (and thus will be appointed via open auction)

- The Granites of Veltsgorsk

- Overseer of the Cavabianca Dock

- Mistress of the Glass Parador

- Broker of Treji Wayhouse

- Northbound Trademaster

- Brock's Toll

- Singing Caves - shortened duration

- The Scorrero Nets - shortened duration

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382YE Summer Solstice winds of fortune

Overview

Over the past three months, several events have occurred which are of significance to the Empire and may require a response from her champions. You can also read about the progress of the Empire's military campaigns here.

In each case, we've tried to tag the Winds of Fortune entry with the nations, or political bodies, to which it is most relevant. We've done this to help people who are interested only in events that are especially relevant to them. In no way are these tags intended to be exhaustive; the Empire is a complex place and very little happens in isolation.

As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of Fortune is to maintain the illusion of the Empire as a living, breathing place where things happen - and to make players aware of things their characters 'should' know based on what their roleplaying says they have been doing for the past three months.

Contents

- 1 Overview

- 2 Winds of Fortune

- 2.1 Bury the Hatchet (Plenipotentiary)

- 2.2 A Civil Tongue (Trade Winds)

- 2.3 Fit and Proper

- 2.4 Good Apples

- 2.5 Judged by Their Company

- 2.6 Leaves and Fruit

- 2.7 Make Good Use

- 2.8 More Work

- 2.9 Set in Stone

- 2.10 Stings Like The Truth

- 2.11 Toil and Weep

- 3 Ongoing Situations and Outcomes

- 4 Roundup

- 4.1 Mandates

Many winds of fortune open with a short section of in-character text. In all cases, these pieces are intended to help create an atmosphere and provide a little entertainment. Where they contain opinions, those are the opinions of the fictional people depicted - and where they contain information or rumours the assumption is that the reader will create their own context for that information or gossip. They're mostly just a bit of fun and they tend not to contain anything vital to the understanding of the wind of Fortune.

Winds of Fortune

Bury the Hatchet (Plenipotentiary)

- Imperial Conclave

Six eternals have apparently responded to plenipotentiary messages sent by the archmages during the Spring Equinox. Furthermore, all six have agreed to formal parley. Some intend to visit - or send representatives to - the Hall of Worlds, while others are arranging to meet the archmage and a few guests in specially prepared chambers. You can learn which eternals are keen to talk to the Empire, and what about, here.

A Civil Tongue (Trade Winds)

- Fleet captains, ambassadors, traders

The Empire does not exist in isolation; with four fractious neighbours and five great powers overseas, international trade and diplomacy is an ever shifting sea of opportunity and obstacle. You can read about current Imperial relations with foreign powers here.

Fit and Proper

- Imperial Conclave; Imperial Senate; Militia

Thanks to the recent controversy around the use of a forbidden curse, some magicians - the sort who generally don't attend Anvil - are deeply concerned. Has the Imperial Conclave fatally undermined it's own moral authority to oversee the use of magic in the Empire? What does it mean to say "this ritual is interdicted... except when we say it isn't”? Whether you think it is one compromise too many, or merely acknowledgement of the realities of modern Imperial politics, you can learn about their concerns and a suggestion for addressing the issues here.

Good Apples

- The Marches, Prosperity assembly

Good Walder is a paragon of Prosperity beloved across the Empire. There are recent stories that Good Walder themselves - or maybe someone who looked like them - or maybe something else entirely the stories are confused - came to Anvil last season. The Marchers probably know more. One of the repercussions of that visit involves the fate of a small stand of apple trees, that by all accounts are producing miraculous apples. You can learn about this apple-themed occurrence here.

Judged by Their Company

- Imperial Synod; Franco i Erigo

Far to the west of the Empire, in the ancient Asavean city of Nemoria, stands a Temple of the Seven Virtues. The Imperial priests who support the temple slowly spread understanding of the Way to the Asavean idolators, and it has remained crisis free for nearly nine months. Now though, Ressia i Afanera i Guerra has been approached by Asaveans who want to be ordained and master the liao ceremonies Imperial priests of the Way take for granted. Ressia is not keen to make a potentially contentious decision himself, and is looking to the Imperial Synod and the Liason to the Temple for guidance. You can learn about this situation - and about some other religious matters related to the upcoming inquisition of the Asavan Architect and a scurrilous, possibly blasphemous - pamphlet here.

Leaves and Fruit

- Highguard

A very old saying suggests that Highguard is built on white granite. To a nation looking for a little stability in the wake of schism and heresy, such a saying might bring a little comfort. Three opportunities to build with white granite toward a greater virtue. Roads to carry pilgrims, and virtuous merchants. A new start for an old meeting hall, and a return to tradition. A chance to practice what the benefactors preach. You can learn about these opportunities here.

Make Good Use

- The Marches, Wintermark

Feni raiding in Hahnmark, raiding in the Mournwold, and allegedly living secretly in the forest of Alderly getting up to who-knows-what. Something should be done, before they steal every perishable good they can get their hands on in Wintermark and the Marches! You can learn about the problem, and some possible solutions, here.

More Work

- Imperial Synod, Imperial Senate; Highguard

The encyclical of Severin von Holberg continues to be discussed. Whilst initial reactions focused on the problems caused by the National assemblies and the nature of the paragons and exemplars, now that a few months have passed ecclesiastical scholars are looking at what it has to say about virtue. "It is the Seven Virtues than unite us, not divide us" said Severin - and by mandating him to send out his address, the Imperial Synod tacitly agreed with him. You can hear some of the suggestions made by theologians and constitutional scholars here.

Set in Stone

- The Marches

The Mournwold is broadly looking up, but news has reached the landskeepers of certain developments during the Spring Equinox that have many of them spitting teeth - and have fuelled Mournwolder concerns about the future. You can learn about these developments, and what is being proposed by the Mourn, here.

Stings Like The Truth

- Imperial Conclave; Imperial Senate; Imperial Synod; Militia; Livia Cascade

The Empire has several bodies dedicated to uncovering and sharing knowledge. The Department of Historical Research; the Anvil Library; the office of the Seer of the Gateway; and several others. These scholars and truthseekers are not without their enemies, however, both supernatural and mundane. The Whisper Gallery, Sung, and a chapter of Highborn are all looking at the Empire's current laissez faire attitude to scholarship... and not liking what they see. You can learn about this, and potential solutions, here.

Toil and Weep

- Military unit owners

It's been brewing for a little while now, but war has come to the Asavean Archipelago. Two of their provinces have risen in armed rebellion against the Plenum, apparently supported by agitators from the Sumaah Republic. The Ministry for Military Procurement is keen to employ foreign mercenaries - soldiers with no connection to any of the disgruntled territories - and is reaching out to the Empire with a potentially lucrative opportunity. You can learn about the details of the war, and the offer from the Asavean government, here.

Ongoing Situations and Outcomes

In this section, we'll summarize situations that are potentially of interest to players, but which at this time we've decided not to explore with a full Wind of Fortune.

Roundup

Mandates

Only one mandate was successfully upheld in the Imperial Synod during the Spring Equinox. You can find the details of all the Synod judgements raised last season here.

Assembly

Mandate

Priest

Outcome

Wintermark

We do not compromise even with ourselves. The mantle of the hero is not easily shrugged on and off again, it is a quality of the soul that endures beyond life. We send Gunnbrand Ironwill with 50 doses of liao to remind all the people of Wintermark of the path that we all walk.

Gunnbrand Ironwill

permanent change
in tactics for Wintermark armies, plus opportunites.

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382YE Summer Solstice winds of war

Death Masks (Overview)

During the Spring Equinox 382YE, a great tragedy struck the heroes of the Empire. A battle in the shadow of the Black Plateau against the Grendel ended in a pyrrhic victory. The field was won, but many courageous people bought that victory with their lives. Spirits cast back into the Labyrinth, to wander for a time, and then to be reborn. The Empire will miss their strength. Grief touches many hearts. But grief does not slow the turning of the wheel of time. Its enemies care nothing for the sorrow of the Empire.

In the south-west, on the Brass Coast the Grendel are driven conclusively from Madruga... only for the Jotun to move armies into Kahraman. When they were defeated during their last sortie, the Jotun promised to return, and return they have. Only the garrison of Fort Braydon slows their advance, preventing them from seizing both Serra Damata and the Damatian Cliffs.

Contents

- 1 Death Masks (Overview)

- 2 Devil Take the Hindmost (Brass Coast)

- 2.1 Game Information : Madruga and Kahraman

- 3 In Flagrante (Spiral)

- 3.1 Game Information - Spiral

- 3.2 Participation - Spiral

- 4 A Light in the Darkness (Sermersuaq)

- 4.1 Game Information - Sermersuaq

- 4.2 Participation - Sermersuaq

- 5 De Profundis (Major Conjunctions)

- 6 Audio Recording

In the south-east, in Spiral, there is little resistance. There, too, a fortification plays a key role but in this case it is a Grendel fortress in what was once an Urizen town. It falls before the Empire, its defenders executed without mercy by the Iron Helms. Yet even in the absence of Grendel armies, a portion of Spiral remains unconquered.

In the north-west, in Sermersuaq, the Jotun advance in force. The Empire rises to meet them, calling on its own strange allies, but in the end it is not enough. The Jotun take Sealtoq, and seize Atalaq, the Suaq heartland. The territory ceases to be Imperial. Yet perhaps not all is as dark as it appears...

From Liathaven, from Zenith, from the Barrens there is no news at the moment. Perhaps the old saying is true, and a lack of news leaves space for something good to grow. Perhaps not.

Finally, as the wheel turns inexorably grinding human and orc lives alike in its indifferent advance to the future, the civil service examine the Sentinel Gate - that source of so much hope and despair and joy and grief - and reveal what they have learned of the major conjunctions that will open during the Summer Solstice. So it begins again. The old grief fades and the Empire steels itself for new grief, beneath the impassive red eye of the Wanderer.

Devil Take the Hindmost (Brass Coast)

The Drakes are in Madruga, fighting the remaining Grendel for control of the islands around Atalaya. They are supported by Freeborn corsairs and fisherfolk alike, ferried across the hungry sea in boats and ships pressed into service as troop transports. There is significant grumbling on both sides - the Marchers do not enjoy the boats and the Freeborn do not enjoy having to turn aside from their business to deliver soldiers to their destinations. Both groups enjoy having Grendel on Imperial soil even less, however, and so the matter is dealt with expeditiously - so the Drakes can get back to dry land and the Freeborn sailors get back to work.

Thanks to the efforts of Imperial heroes who struck at key targets during the Spring Equinox, there is little fight left in the orcs. Those who remain on the Brass Coast are mainly chancers, risking everything for a chance to make a profit or build a name for themselves. They are no match for the disciplined Marcher army. The situation is slightly different on the island of Atalaya - there is a solid core of Grendel troops here who do their best to to resist the army of Tom Drake - but they are outmatched, outnumbered, and outclassed.

My merry lads and lasses, those cheeky Grendel so-and-so's have been baring their arse cheeks and giving us for the last month. Their time si up. We're going to board the skiffs of our Freeborn allies and sweep the arrogant bastards from Atalaya. Slow and steady though, we don't know what traps they've laid so make sure we preserve marches lives in this steady conquest. Let them flee across the Bay if they wish, there are Corsairs in these waters no doubt, hungry for payback. Once we're done, time for foot the ball on the beach. Mitwold town Forever!

Will Talbot, General of the Drakes

When it becomes clear they will fail to hold the Freeborn town, the Grendel garrison simply surrenders - to the surprise of many. By this point there are perhaps fifty Grendel left; their commander opens the gates of the town, and offers her spear to the first Marcher captain she sees. The orcs are currently corralled in a makeshift pen on the small island of Mariposa - the Freeborn will not suffer them to remain on Atalaya, not after all they have done and the Drakes are somewhat at a loss to know what to do with them. The captain - Innevia, daughter of Moorvain - is quite up-front about her orders, seeing no reason to conceal them. They expected the armada to return, she says. They were to hold Atalaya and Free Landing as a beachhead against a more sizeable Grendel force returning. No such force has arrived. Presumably something happened to change the plans of the Salt Lords.

Madruga, then, is once more in the hands of the Empire in its entirety.

This is not the only military activity in south-west this season, however.

On the other side of the Brass Coast, as far away from Free Landing as it is possible to get but still be in Freeborn territory, an army emerges from the hills of Reinos. Three weeks after the Spring Equinox over fifteen thousand orcs cross the border into Kahraman. For the most part, they seem to be Jotun, but many wear hoods or sashes of a bright orange hue over their armour. These orcs march beneath the banner of the firebird - a great eagle wreathed in orange flames. This design was first seen in the months leading up to the Winter Solstice last year, and is now recognisably the device of the orcs of the Lasambrian hills. Others march under more traditional Jotun standards, red banners topped with the skulls of great bears.

The Jotun under the banner of the bear take the lead; they push straight toward the town of Damata, a lightning advance that seeks to crush the defenders before they can be sure what is happening. The border watch is quickly overwhelmed, and it is pure chance their strategy is unsuccessful. A patrol from Fort Braydon catches sight of the smoke from their campfires, and sends three runners to warn the Freeborn that the Jotun have come back. As the bear army pushes forward, the orcs of the Hierro clan - and their new banners - follow in their wake. The Lasambrians are more cautious, dfensive, prepared for a trap. They secure the territory the army of the bear has claimed rather than pushing to the heart of the territory. A combination of the two strategies proves very effective - without the Imperial soldiers from the fort it is likely that the whole of Serra Damata would have fallen to them in short order.

At the same time, the Corazón range far and wide across the territory. They are clearly more interested in causing as much disruption as possible than on engaging with the scattered Freeborn defenders. The are not shy about fighting - and those who try to resist are dealt with without pause - but they do not go out of their way to kill anyone who does put up a fight. Instead they raid caravans and farms, rob paradours and mines, and even take the time to carry away crystal mana from any mana site they encounter. Anything that might be useful to the defenders of Karhaman appears to be fair game. Nowhere is safe - bands of Corazón orcs are seen as far east as Nestor's Bounty. Both the Great Mine of Briante and the Damation Cliffs are targetted by these fast-moving orcs, who raid caravans transporting valuable mithril and white granite carrying away some of the bounty of the two Bourse seats.

When the Jotun retreated from Kahraman in the Winter of 380YE, they left a message on the walls of Damata saying they would return. It seems it is a promise they are intent on keeping.

Game Information : Madruga and Kahraman

Madruga is entirely in Imperial control once more. There are fifty Grendel prisoners in a makeshift pen on the island of Mariposa in Free Landing, including their commander Innevia, daughter of Moorvain. A decision will need to be made about what to do with them. The Imperial Military Council will most likely be called upon to make this decision. There seem to be three likely outcomes. The orcs could simply be executed - they are barbarians after all. They could be released, given a boat and told them to go home. Or someone could try and negotiate with the Grendel somehow for a suitable ransom. Regardless of what is done, if they are still prisoners by the end of the Summer Solstice, they will need to be fed and watered and Freeborn guards employed to keep an eye on them. This will be paid for out of the Imperial treasury, and is estimated to cost 2 Thrones each season until the prisoners are dealt with.

In Kahraman, Jotun conquerors have have claimed everything of note in Serra Damata with the exception of Damata itself, and the Damatian Cliffs that overlook it. Without the garrison at Fort Braydon, they would have taken the entire region and likely have made some headway into Gambit or (more likely, judging on past campaigns) Serra Briante. At the same time the Hierro and the army beneath the bear banner have been doing their best to conquer Serra Damata, the Corazón have been extensively raiding all across the Freeborn territory.

The first result of this action is that the production of both the Great Mine of Briante and the Damatian Cliffs will be reduced next season as a consequence (four fewer wains of white granite for the Damatian Cliffs, two fewer wains of mithril for the Great Mine of Birante). If the Corazón continue to raid the territory, then the production may be impacted again. Worse, if their raids continue then every personal resource with the exception of a military unit or fleet in the territory will lose a fifth of its production next season.

In Flagrante (Spiral)

After the Battle of Solen's Doubt, the Citadel Guard, the Red Wind Corsairs, and the Winter Sun withdraw westwards leaving the Varushkan Iron Helms and Northern Eagle, the Summer Storm, and the two League armies to finish the task of liberating Spiral. Six thousand soldiers under the banners of independent captains fight alongside the Wolves of War; a handful of other captains fight with the Summer Storm. For the most part, the Imperial armies engage in a slow and steady progression into the remaining regions of the south-east, engaging the orcs carefully and making great use of physicks, magical healers, and the priests whose ceremonial skills help to reduce the impact of the horror that lurks at the heart of Screed.

Moving through Apstrus, Ateri then Apulus using merciless onslaught. We have grought the Grendel Terror, now we destroy those that remain for the crimes they have committed.

General of the Iron Helms

The Iron Helms and the handful of captains who march with their banner eschew such careful tactics and instead engage in a campaign of wholesale terror and slaughter against every orc they can find. Without the supernatural terror unleashed by their magicians during the previous season, they are forced to rely on more mundane tools of torture and execution - but they prove equally adept at wielding the sharpened stake, the hound, the chain, and the rope as they were the abyssal terror and howling gyre during the advance on Solen's Doubt. There are few enough orcs left in the territory - the Grendel appear to have made a full retreat - but some still fall into the hands of the Varushkan soldiers of the Iron Helms and suffer for it.

Steady Conquest into Apstrus, followed by Ateri and into Appulus, under the shadow of the Plateau, Sprial, to crush the Grendel.

Akstis Eigulys, General of the Northern Eagle

The majority of the Imperial forces first push through the wooded rolling hills of Apstrus, capturing Solen's Doubt, and the fallen remains of the central heliopticon tower there. At the same time the Summer Storm drive into the hills of Ateri, securing the ruins of Fort Mezudan and the eastern end of the Onyx Path. Both forces then turn their attention to Apulus, and to the Grendel fort at Apulian.

The fighting on the southern coast is brief, and exceptionally bloody. There is no chance of escape - a supernatural storm roars across the southern coast, and those ships prepared to brace its unrelenting fury have done so weeks before. The garrison does its best to hold back the Imperial tide but they cannot hope to stand. Even tired from the conquest of Apstrus and Ateri, the Empire easily crushes the defenders of Apulian. The soldiers there have suffered their own months of terror since the nightmare at the heart of Spiral was awoken. All told, the siege lasts less than a week - the gates fail and the town is liberated.

Last Summit, we butchered Grendel in droves. Now, we take back what they stole with a Steady Conquest. Will them wherever you find them, don't let them do what they want with Imperial Land any more.

Irontide Skar, General of the Summer Storm

The Iron Helms hang every surviving Grendel soldier; many choose to throw themselves into the waters of the Bay of Catazar rather than face the fate that awaits them if they fall into the hands of the Varushkans.

A number of slaves are liberated, but there are few Urizeni here however. Those who were enslaved in Apulian are exclusively mundane citizens - farmers and miners without a spark of magical talent. They talk in halting sentences about the magicians - the magi, the stargazers, the seers, and especially the illuminates - who have passed through Apulian in chains both real and metaphorical. Carefully examined by Grendel Wind Lords, the magicians who fell into the hands of the Broken Shore orcs were quickly taken out of Spiral, sent south to the slave markets of Dubhtraig, of Fort Fuil, of Gainmeachdubh, and of Vorlach.

There are also a handful of slaves who were Imperial soldiers, Winterfolk and Varushkans especially. Taken prisoner in battle and pressed into service, they . As with the magicians of Urizen, however, the majority of these men and women have been sent elsewhere. There is a great demand for strong, disciplined warriors both to work in the salt and the mithril mines, and to spill out their blood for the amusement of the Grendel in the arena.

Finally, there are a small number of people among the freed population who speak little Imperial. Once translators can be brought in, they are discovered to be slaves from the Asavean Archipelago. They are not slaves of the Grendel, for the most part. Rather they appear to be the slaves of an Asavean collaborating with the Grendel - a representative of the Tarquinius family of Nemoria. That powerful Plenum family, it seems, has been trading white granite and slaves to the Grendel - importing the valuable building material to a number of places but most especially to Apulian. Asavean quarries provided the stone used to build the fortifcation here - a fortification that was in the process of being enlarged when the Empire tore it apart. Without exception, these freed slaves ask for sanctuary in the Empire.

We make a Steady Conquest through Apstrus, Ateri and finally to Apulus. The Grendel's backs are broken, now we push to drive them to the coast and out of spiral once and for all. It's time to settle sore reckonings, let's to it!

Michelangelo Garcian de Sarvos, General of the Wolves of War

There is a single Asavean ship left in the harbour, and when Imperial troops move to board it a handful of soldiers attempt to stop them. An argument ensues, blades are drawn. Blood is spilled. Their master - Leri Tarquinius - is dragged kicking and screaming from the captain's cabin. The Tarquinius does not seem to appreciate the gravity of his situation - he is arrogant and condescending. He demands to be allowed to leave once the storm has died down, to return to his peoples' embassy in Dubhtraig. He wants to take his slaves, of course, and also his shipment of white granite. A quick inspection discovers that the cargo hold of his vessel is weighted down with fifteen wains of white granite, which he claims quite vociferously are the property of the Tarquinius family for which he has not been paid. He is taken into custody for his own safety, before anything unfortunate can happen to him.

And so Apulian falls... but there the advance falters. The constant pressure of the abominable atmosphere, and the desperate tenaciousness of the defenders of Apulus, has meant that the Empire has failed to take the entire territory. Two-fifths of Apulus is not in Imperial hands. It does not entirely appear to be in Grendel hands either, however. Rather, it seems that a large number of ex-soldiers, orcs and humans driven to madness along with what seem to be the tattered remnants of the howling maniacs that once clustered in Screed, have gathered in the south-east. They slaughter and in some cases devour those few Grendel who attempted to flee toward Mareave in the south. They are disorganised, confused, nothing like an army... but there are a lot of them and they effectively control the southern part of the region.

Throughout all this, it must not be forgotten that at the heart of Spiral, the gyre of despair at the heart of Spiral continues to cast its ebony shadow across events. It shows no signs of becoming quiescent - quite the contrary in fact. It seeps into the hearts and minds of humans and orcs alike - spreading despair, breeding violence and unleashing the darkest nature of those who fight under its influence.

Once more we push to drive the Grendel from the Empire. Draw from the power of the Clarity of the Master Strategist to resist the influence of the Plateau. Fight shoulder to shoulder and watch for your comrades to protect each other. Push through Apstrus and Ateri and drive them back to the coast.

Natalia Barossa, General of the Towerjacks

All told, a little over three hundred Imperial troops are lost fighting the Grendel, primarily during the assault on Apulian. A further one and a quarter thousand are lost to the malign influence, to the nightmares. Some die, or are killed, or kill themselves but many more survive long enough to desert, even though they are driven to howling madness and bloodthirsty violence. The orcs of the Summer Storm are a little more able to endure its influence than their human companions, able to resist any urging to turn on their fellows... but this simply means that when they do lose control they do it in groups.

It seems impossible to judge, but far from abating the storm of madness that swirls around the plateau has gained strength. There is nothing like the horror that swept over Solen's Doubt, but rather a slow intensification of malice and dread that hangs like a thick fog over everything. With each execution, with each crucifixion, with each mass-hanging or impalement by the Iron Helms, the shadow of the Black Plateau deepens, seeping into everything... including the spirits of those who fight in the territory.

Game Information - Spiral

The Empire controls Ateri and Apstrus, but is only three-fifths of the way toward conquering Apulus. This success means that the Citadel Guard are no longer in danger of disbanding.

The Black Plateau continues to influence the territory, and that influence has become even more powerful as the season has worn on. Next season, every Imperial or Grendel campaign army fighting in the territory will suffer 30% additional casualties, and will lose 10% of its maximum strength over the course of the season even if it is not engaged.

Finally, Imperial forces have captured an Asavean dignitary and 15 wains of white granite that apparently belong to the powerful Tarquinius family. Leri Tarquinius is in custody for his own safety, but is quite adamant that while the white granite was to be sold to the Grendel, they have not actually paid for it and so it remains the property of his family. He is demanding to be released and allowed to return to Nemoria with all fifteen wains.

With the liberation of Apstrus, we have updated the strategic information on the Spiral page. The mountains here contain no passes through to the Grendel territory of Mareave that are suitable for use by an Imperial army. Without an opportunity it is only possible to enter Mareave through Apulus. It is possible to commission a spy network in Mareave however - the high mountain passes can be traversed by small groups of adept soldiers even though they are closed to the armies themselves.

Participation - Spiral

As with last season, anyone who wishes to roleplay there were present during the recent campaign is free to create their own horror stories of things they have encountered, based around themes of creeping fear, haunting phantasms, eerie dreams, gnawing suspicion, and outbursts of uncontrolled anger. As the campaign escalates, these experiences become more visceral, and more horrific - although any player character is assumed to have sufficient mental fortitude to have resisted the worst excesses caused by the malignant force of the Black Plateau.

Every player whose military unit supported an army in Spiral this season, and the generals of those armies, will receive a curse card in their packs at the event representing the oppression of the Black Plateau.

A Light in the Darkness (Sermersuaq)

It has been a little while since the waters of Sermersuaq last ran with enchanted life. Not since the Empire and the orcs of Otkodov contended over the Silver Peaks. Three years, almost exactly, since the power of Spring sang in the waters. Barely a blink of the eye, and the waters burgeon with healing power once again. Barely a turning of the seasons in the circles of life and death. Once again, the magic is in place. The curse that brings life to the injured, and health and fecundity to the beasts and the plants, settled over Sermersuaq like a cloak.

Troops will be reminded of the honourable and heroic heritage of the Bloodcloak army, reminded that Winterfolk fight as heroes not just soldiers. All fallen Jotun should be treated with respect and allowed to be collected by their compatriots for honourable burial.

Llofyn Bloodcloak, General of the Bloodcloaks

After the Winter Solstice, there were some eighteen thousand Jotun in western Sermersuaq. With their way prepared by the Ice Fishers of Ldansk, the force has already captured Stark and pushed into Tanikipari. At the Spring Equinox, a large force of kirkja descended from the hills above the the Hot Springs of Taniki, capturing the settlement, and swiftly pressing their advantage. With little to stop them the Jotun had secured control of the entire region within a week of the Solstice ending.

The armies of the Western orcs then turn their attention to Sealtoq. The most hospitable region of Sermersuaq, Sealtoq is also the site of Atalaq, the largest permanent settlement in the the entire territory. A gathering place for the hunters who follow the Suaq traditions, a place of cunning and craft where whale-followers, walrus-farmers, icewalkers, and mammoth-herders return after long treks north. With the Silver Peaks in the hands of the Thule, it represents the greatest concentration of wealth in the entire northern territory. As Rundhal is to the Kallavesi, and Kalpaheim is to the Steinr, so Atalaq is to the Suaq - the heart of their tradition. It is defended - hunters returning from the northern plains, warriors driven south and east by the advance of the Jotun, all have gathered at Atalaq. The Jotun will have a fight on their hands if they try to take it with only eighteen thousand warriors!

Troop will be told to remember and follow the honourable way of engaging foes. Honour Duels will be encouraged. Bodies of the fallen will be allowed to be recovered, and treated with respect.

Theoderic Ulfarsson, General of the Fist of the Mountain

Except they do not have eighteen thousand warriors. Not any more. The first sightings of the Jotun reinforcements are deeply worrying; the reports of scouts and hunters are dismissed by some as exaggeration at first. Yet the truth is as bad as it can be. Another fifty thousand orcs have come to Sermersuaq. The banners of the King of Narkyst and the Queen of Kallsea at their head - both the Jarl of Jarls of the north, and of the south, are here with their honour guard and their warriors, and maybe six thousand kirkja and champions of the Jotun.

Against such a force, the hunters and warriors at Atalaq will avail nothing. The Jotun will crush Sealtoq in a month, and most likely the rest of the territory in short order.

It is fortunate, then, that the hunters are not alone.

I come to you in a time of mourning, but it is not our way to be morose, so lets give our former general an appropriate celebration to usher him through the labyrith. Face the Jotun with honesty, with honour, and with your steel. Life is short, let it never be dull!

Marciel i Riqueza, General of the Fire of the South

The Bloodcloaks, mustered at last, come north through the marshes of Kallavesa. With them march three thousand shining knights from the Fields of Glory, champions of Eleonaris called by Summer magic. The knights are impressive enough - attired in golden chain with fine fur cloaks, razor-sharp spears, and crimson-stained circular shields - but their number is dwarfed by nearly three times as many soldiers beneath the banners of the independant armies of the Empire. Together, this sea of warriors gives the Bloodcloaks alone the strength of three whole armies!

From the south-east, another Wintermark army comes to Atalaq. The Fist of the Mountain out of Hahnmark. Beside them march another three thousand Summer warriors, with bloodgold plate and amber leathers, vicious axes, teardrop shields of yellow and red, and fluttering pennants showing the lion encrowned. They join the Bloodcloaks, a great camp of thousands of warriors mortal and unearthly alike, spreading a lake of tents and banners around the Suaq settlement.

Their presence brings heart to the defenders - these heroes will surely stand against the orc horde in a battle well-worthy of the tales to come!

As they begin to establish a base camp at Atalaq, they are joined by the flamboyant Fire of the South. Marching from Astolat in the east, this doughty army makes excellent time and is barely winded by the journey through Temeschwar and Hahnmark. They, too, march with three thousand knights of glory, fey warriors all bound up in crimson and gold silk with wicked swords and axes, and scarlet shields engraved with roaring lions. Another fifteen hundred heroes march with them. They begin to send swift-footed scouts out east and north, intercepting Jotun raiders and granting aid to the bands of hunters still returning from the northern hunt.

Finally, tired from their long march north from the mad forest of Liathaven, the Marchers arrive. Through the familiar fens of Bregasland, and the ghost-haunted swamps of Kallavesa the Tusks and the Bounders have come, without a pause, from their vicious battle against the vallorn horrors. The coming campaign may be a relief; they are exchanging an unknown, abhorrent foe for one of flesh-and-blood. The Jotun, whatever else they may do, will not turn their own dead against them. The fallen will reest beneath good soil, at least. No majestic heralds accompany the Marchers; but there are four-and-a-half thousand independent Imperial soldiers. Primarily Imperial orcs, Marchers, and Winterfolk, only the League is not represented. They have put aside national rivalries, bound by a potent enchantment to fight as a single, cohesive army against the Western orcs.

Particular care to fight the Jotun Hourouably, recovery of the fallen

Black Jack, General of the Bounders

All told, then, some fifteen thousand Imperial troops, perhaps the same again in soldiers fighting beneath heroes' banners, and nine thousand gilded sanguine knights against sixty thousand orc invaders, on the plains around Atalaq.

Sermersuaq is the largest of the Imperial territories, and the Jotun already control nearly a third of it. It is large, but much of it is empty save for the beasts and the wind soughing through the trees, whispering across the tundra. Places like Atalaq are useful, in a way, because they give the armies something to fight over. And fight they do. The Empire is not here to defend - to draw a line and seek to hide behind it. They are here to drive the Jotun out! Their strategy is careful, minimizing unnecessary casualties - on both sides - but it is intended to push the orcs back.

For their part, the orcs seem eager to face the Empire in battle. They are here to conquer, not to defend their gains. These orcs are no strangers to the Empire - they have fought them in dread Liathaven, in the hills of Kahraman, in the marches of Kallavesa... and the haunted ruins of the Mournwold.

Right Tusks. Clean your wounds, sharpen bills, and fledge arrows. We leave the horror of Liathaven behind us to meet our old enemy, the Jotun, in the North. We march to our allies & neighbours in Sermersuaq. Conducting a Steady Conquest to take back that cold soil! When we fight, we allow the Jotun to recover the bodies. I want them so full of goose fledged bodkins it will be like they recover hedgehogs!! Kit up, prepare to march once more.

Marius Woodville-Talbot, General of the Tusks

It quickly becomes apparent that they had expected the Empire to be on the defensive - parts of their strategy only make sense with that in mind. Some of their forces move north, lead by the Queen of Kallsea herself, attempting to flank Atalaq and its defenders. They march around the shores of the Atkonartoq, seeking to come down toward Atalaq from the Suaq Fount. They are perhaps a little surprised to find the Bounders and the Fire of the South moving to intercept them rather than remaining in defensive positions.

At the same time, the King of Narkyst leads an advance of twenty thousand orcs aiming straight for the walls of Atalaq, obviously intending to overrun the defenders. The approach from the west is slightly limited - a thick corridor of land between the Atkonartoq to the north and the Rikkivesi to the south. Before they can reach the town, they must capture the crossing point over the wide waterway that connects the two lakes - the Ford of Berusen.

Three armies take the vanguard - the Fist of Ulven under the King himself, the doughty heavily-armoured Shield of the Mountain, and the glorious Mandowla's Roar. They are supported by the Iron Host and the Fell Hammers, whose relentless advance to either side of the main push threatens to engulf the Imperial forces, requiring them to fight on three fronts at once - but fight they do. The Tusks, the Fire of the South, and the two armies of Wintermark, prepare to intercept the Jotun attack.

The Battle of the Ford of Berusen rages for three days. Orcs and humans clash again and again, neither side prepared to yield an inch of ground, both striving to push the other force back and out of Sealtoq. The Imperial forces reach the ford first, but they are quickly pushed back from the western bank. On the second day, the Jotun manage to establish a presence on the eastern shores, but are likewise pushed back before they can secure their position.

The enchanted waters of the ford run red. Yet each night, after the sun has set and it has become too dark to see, there is a truce. It is unofficial, but it is a truce nonetheless. The healers of the Bloodcloaks, and the thralls and ghodi of the Jotun forces, move back and forth across the field of battle securing the injured, the dying, and the dead. They do not meet - an intricate dance of lanterns and torches moves between the two vast forces, like fireflies, picking through the churned mud for bodies. The potent enchantment laid across the territory has filled with the waters of the ford with healing magic but some wounds are too terrible even for the most powerful magic to heal.

As the sun sets in the west on the third day, burning the sky to blood, the Jotun make a final push, led by the Iron Host and the Fell Hammers. The Hammers live up to their name, driving into the Imperial lines in grim silence, seemingly oblivious to the carnage. They fight as if they have lost of all fear of death - as if only the slaughter can redeem them. The Iron Host are just as deadly though their demeanour is starkly at odds with their allies. They sing as they advance, embracing the traditional Jotun thrill in battle, rushing to engage at every opportunity, heedless to the dangers. Soldier after soldier is cut down on both sides until finally the Fist of the Mountains and the Tusks are forced to give the order to retreat.

With the Ford lost, the Imperial forces pull back. The Jotun take the opportunity to pause, to regroup and to raise a barrow mound for the dead. Then they begin to move again, turning their attention back toward their prize.

In the north, the Bounders and the Fire of the South face the Lion of the North, the Howling Night, and the Skjaldirborn. The Imperials are outnumbered, but the Jotun armies are forced to adapt their stratagem to an offensive army where they expected a defensive one. The quick-witted, disciplined Skjaldirborn respond quickest, moving out east and south from the shores of the great lake. At first it looks as if they are heading for East Floes, but at the last moment it becomes clear that they are actually moving to catch the Imperials in a closing fist. Just in time to avoid being trapped, the Empire pauses its advance, throwing down makeshift defences.

The second battle of Sermersuaq begins, then, the Battle of the Shores of Akonartoq. It is less bloody than the battle at the Ford of Berusen, but no less intense. The Imperials fight on two fronts, with their backs to the lake. The Fire of the South are no strangers to using water to their advantage, and there are enough soldiers from Bregasland among the Bounders to do likewise. The Jotun give the water a wide berth - almost as if they fear it - which the Empire's troops use to their advantage.

Inexorably though the tide begins to turn against the Imperial forces. The Skjaldirborn press them from the east, and the cunning warriors of the Lion of the North fight well with the peculiar shaman and Ulvenwar of the Howling Night to push them from the north. Each side is determined to attack, determined to claim victory, but in the end the Empire is outnumbered and forced to reatreat. Many lives lost on the shores of the Akonartoq, human and orc alike. As with the forces in the west, the northern force pauses a day to raise a barrow mound for the fallen; as at the Ford of Berusen, there is an unofficial truce to gather the dead.

With the defenders rallying at Atalaq, and the two forces of the Jarls-of-Jarls closing in, there is a night to prepare. Much of it is spent in defence, or evacuation, but in the smallest hours of the morning the Suaq call together a circle of fire at the heart of their town, and beat their drums and remember their past and their heroes. They drum to remember, but also to raise the spirits of the defenders - in more ways than one.

For a heart-stopping moment it appears they have succeeded. Shouts go up. Human warriors are approaching from the north-west, a band of perhaps two hundred. Survivors from the Ford of Berusen, and from the shores of the Akonartoq. They carry another hundred or so who are too injured to walk. Marcher and Winterfolk alike, they are accompanied by a score of Suaq with bone harpoons who deliver their charges to the armed camp and then melt back into the shadows. The soldiers tell an astounding tale of being cut off by the Jotun - on the west bank of the Berusen, or left behind in the retreat from the north, and of warriors and hunters that literally rose from the waters of the lake and fell on the Jotun. They fought viciously, and wherever they could they grabbed the lost soldiers and pulled them beneath the waters of the Akonartoq, sharing their breath with them, and leading them at last to a small camp on the south-east shores of the lake. The hylje, the seal-shifters of the northern lakes, have come to the aid of their human cousins. They will not fight the Jotun head on, says one of the survivors charged to bring a message of hope - but they will offer what aid they can.

The next morning, the third battle begins. The Battle of Atalaq, and the heart of Suaq.

The King of the South leads the charge from the west, while the Queen of the North brings her troops down more cautiously. The defenders of Atalaq are supported both by the magic in the waters and by an open-air hospital established by the healers from the five Imperial armies at the centre of Atalaq. By nightfall on the first day of fighting it looks as if the Empire will be able to hold, thanks to the independent captains and the forces of Eleonaris and the power of the waters. But by noon on the second day, as the Jotun take the western side of the town, that hope begins to fade. By sunset, defeat is a certainty. There is a hurried council of war, and the next morning the retreat from Atalaq begins.

It is no frenzied rout, but a disciplined withdrawl east, fighting every step. The Iron Host and the Fell Hammers do their best to harry the Imperials, feinting at their flanks and continuing to press them, while the rest of the Jotun army regroups at Atalaq. Twice the Empire tries to halt their retreat and push back, twice they gain a little ground, twice they fall back again. They are eventually pushed all the way east out of Sealtoq, into East Floes.

The Jotun do not cease their advance, they do not rest on their laurels. They continue to press eastward, pursuing the Imperial host onto the wide plains beneath the mountains of Hahnmark and Skarsind. There are no more pitched battles - although Imperial and orc forces clash several times - but the Jotun slowly but surely begin to drive the Empire back across East Floes. A second base of operations is established around the great ruined ship at Wreck, and serious plans for withdrawing east through Pakaanan's Pass or south to the North Spires are discussed.

A week before the Summer Solstice, an hour before sunset, there is one further development. The Queen of Narkyst herself, alongside her champion Jorgen Hylasson, at the head of an honour guard of one hundred Jotun from,the Skjaldrborn and the Lion of the North, approaches one of the defensive positions of the Fist of the Mountains along the western side of East Floes. Behind her come another hundred thralls and oxen, pulling wagons. They remain well out of bowshot, though they are far enough from their own lines that they would be in grave danger if the Winterfolk chose to give battle. There is no flag of truce - and the warriors have their weapons at the ready - but they make no effort to attack. Instead, the thralls begin to unload the ox carts, quickly and deftly, laying out a sad harvest on the cold tundra. Long, cloth-wrapped shapes laid side by side and end to end by the human and orc thralls.

Then the Queen raises her blade once - a signal or a salute to is hard to say - and she and her soldiers withdraw east.

When the Fist of the Mountain move to see what she has left for them, they find two hundred dead warriors of Wintermark, fifty Marchers, and twenty of the Fire of the South their bright clothes crusted with blood. Each has their hands crossed over their chests, and their eyes closed, and a weapon at their side, and on the brow of each body has been placed a pebble painted with the rune Tykonus.

All told, the butcher's bill of this first season of campaigning in Sermersuaq is almost two-and-a-half-thousand Imperial dead. The Jotun have lost singificantly less - perhaps as few as one-and-a-half thousand. If not for the potent Spring enchantment in the territory, the cost would have been so much higher, of course. Of the three hundred soldiers saved by the hylje, only a bare hundred went on to survive the Battle of Atalaq - but they represent soldiers that otherwise would certainly have been slain.

Esa peered desperately into the gloom, holding the lantern out at arms length as he sought frantically for any sign of life. The sad dirge of war had begun now that the sun had set - a cacophony of low moans that drifted on the wind. They were the sound of soldiers, allies, friends, all in pain and at risk of death if Esa could not find them soon. If only it weren't so damn dark.

A noise behind him made him jump and frantically he tried to spin around. The lantern twisted chaotically as he wrenched it round trying to cast its light on the shape that had come up suddenly behind him. A hand gripped his forearm holding it in place - the fingers were firm.... and inhuman. His bowels ran cold as he stared into the eyes of a Jotun orc. Neither of them were dressed for war - but a short scram hung from a belt around his enemies waist - more than enough to slit his throat.

The Jotun tightened her grip, pushing his arm, still clutching the lantern out wide. The beam of light danced across the water at the edge of the ford before alighting on the body of a soldier laid face down in the muddy ground. She held him there then, for what seemed like an age.

"One of yours" she said. And then she was gone.

Game Information - Sermersuaq

The Jotun have conquered Sealtoq, and along with Stark and Tanikipari they control three of the seven regions and have made some headway into the East Floes. The Thule control the SIlver Peaks, leaving the Empire with only three regions - East Floes, Suaq Fount, and the Suaq Wastes. Sermersuaq is no longer an Imperial territory - it is now considered neutral, under nobody's control. The Senator for Sermersuaq - Atte - has lost his seat in the Senate, and the territory can no longer be targeted from the Imperial regio.

The ability of Wintermark to supply their armies has been decreased by one with the loss of Sermersuaq. Fortunately, recent events in the marshes of Kallavesa mean they are still able to sustain their three existing armies.

It is obvious to everyone fighting in the territory that the Wintermark armies are going out of their way to fight the Jotun with honour - as Gunnbrand Ironwill urged them to do. This has resulted in less casualties among the Jotun, but has meant they have gained less ground in their conquest of Sermersuaq. The strategies ordered by the Marcher and Freeborn armies have not been quite so obvious, but it are unlikely to have gone unnoticed.

The Pride of Ikka's Tears has not been damaged - it is still an Imperial Bourse seat for the moment, a national position controlled by Algar of Ashenhall. In the event that the Jotun conquer East Floes, however, it will be impossible to get the mithril from the mine in the north of Sermersuaq to an Imperial region without the assistance of the Thule in the SIlver Peaks. if this happens, the mithril will be stockpiled at the Pride of Ikka's Tears - unless the Senate orders that the workers withdraw (meaning no mithril will be produced, but they will need to pay no upkeep).

The capture of Atalaq is a serious blow to the Suaq people and may have further consequences.

Participation - Sermersuaq

Any character whose military unit supported one of the three armies that fought alongside the heralds (Bloodcloaks, Fire of the South, Fist of the Mountains) may choose to begin the next event experiencing a roleplaying effect: You are filled with confidence; nothing is beyond you if you put your mind to it. Now is the time to act, to pursue goals you have been neglecting. Anyone who questions your prowess must be taught a quick lesson about the foolishness of doubting you.

Furthermore, if you are a changeling whose military unit supported one of the three armies, the roleplaying effect is much more pronounced. In you are a changeling and also have the hero skill you have an additional hero point for the duration of the event. Such characters may also use their experience of fighting alongside the knights of glory to permanently increase the strength of their lineage.

If your military unit was supporting one of the armies fighting here, or you are the general of one of the armies, you are also free to roleplay that you were one of the soldiers rescued by the hylje - carried underwater to safety and returned to Atalaq on the eve of the final battle. The hylje are strange and unearthly creatures who move freely between the shapes of men and women and great seals, and while they may have offered aid here they are not be nature either violent or warlike. You are free to build your own story within reason, but should be aware that this is intended to empower you to create your own story, not to request plot.

Please bear in mind that these opportunities are only available to characters whose military unit supported one of the three armies this downtime. You are free to roleplay you were present, as always, but you do not qualify for the additional hero point or the ability to increase your changeling lineage trappings.

De Profundis (Major Conjunctions)

Based on their divinations and reports from across the Empire the Civil Service report on major conjunctions of the Sentinel Gate at the Summer Solstice. These will allow the Heroes of Anvil opportunities to strike against the barbarian orcs and influence the wider military campaign.

As noted with the conjunctions at the Spring Equinox 382YE Prognosticator Atraxes reports that all of these major events are fluid and as of yet not fixed to a specific day of the Solstice. Any of the three conjunctions could be taken on either the second or third day of the Solstice.

The first conjunction opens to the Clavidian Wilds, an area of the coastal plain in Apulus not far from where the Lighthouse of Apulian once stood. The last few Grendel soldiers left in Spiral have retreated here, and, as of this time, are holding their position in open land above the ruins.

The second conjunction will open to Competa del Bosque, an area of the wild woodlands of southern Serra Damata, Kahraman, close to the border with the former territory of the Lasambrians. While a great distance from the vanguard of the Jotun's advance, this area serves as a vital supply line for the invading armies.

The final conjunction presents an opportunity to reach Firehand's Taiga in the northern reaches of Sealtoq, Sermersuaq. A large number of refugees from Atalaq have fled the eastward Jotun advance but are now trapped between the barbarians and the shores of Atkonaroq.

By the time of the Summer Solstice summit, the Civil Service will have completed reports for each of these conjunctions, which will be presented to the generals during the Muster. The final decision about which major conjunctions to exploit, and who will take part in the battles, is the heavy responsibility of the Imperial Military Council alone.

A duo of large conjunctions have also been detected early on the Saturday evening of the Summer Solstice. Both of these will allow transit to a Spring regio named as the Green Maw in the depths of the West Wood, in Liathaven. Interestingly, the two conjunctions appear to open in quick succession, one after the other, although the precise nature of the conjunctions is still being examined.

Imperial prognosticators are preparing additional information relating to a number of smaller conjunctions over the course of the summit that will be of relevance to the Military Council, individuals from the various nations, and other parties. A summary of the identified conjunctions will be provided nearer the summit, with additional details passed to national egregores, Herald of the Council and the Imperial War Scouts.

Our Battle Team intend to run two large skirmishes aimed at Navarr in Liathaven at the event.. They will take place on Saturday between 18:00 and 19:00. To ensure these encounters run as intended we are opening up monstering to any player who wishes to help out. We will provide additional details on the nature of the skirmishes, the exact times, and kit requirements as part of the Winds of Fortune.

Audio Recording

Ian Horne has worked with volunteers to create audio recordings of the Winds of War, and upload them to YouTube.

- Overview is here, read by Ian Horne

- Brass Coast is here read by Jon Kidger.

- Spiral is here read by Anna Reid. There's also a version of Spiral here which has weird audio effects.

- Sermersuaq here read by Ian Horne

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=382YE_Summer_Solstice_winds_of_war&oldid=66085"

A Blight in Miaren

Poor Timing

Gwynneth sprinted out of the steading with the sound of her sister's pained shouting in her ears. The contractions were coming hard and strong now. It would not be much longer. Gwynneth had felt distinctly uncomfortable standing around and not knowing what to do.

Then the marrowort had worn off, and no longer shielded Caedyyfryn from the pain. Gwynneth had been almost laughably grateful to be sent running to fetch more marrowort. It was useful and purposeful.

Rushing through the mud, Gwynneth stopped short at the herb garden and plucked the pale plant. She was about to turn and sprint back when something caught her eye. She paused reached out and turned over another pale marrowort leaf. There, beneath the leaf was soft, white, hairy fungus.

Gwynneth cursed aloud, but then her sister's cries grabbed her attention back again. Biting her lip, Gwynneth ran back to the house. One challenge at a time.

Navarr walking the trods of Miaren have reported sudden blights of Armillaria. Armillaria is a parasitic fungus that is suspected to have been altered by exposure to the Realm of Spring. Its has a white and furry appearance and it aggressively attacks herbs, specifically Marrowort. A blight of Armillaria fungus can significantly harm the productivity of herb gardens.

Although deadly to herbs, Armilliaria fungus is a natural medicinal for livestock and it can promote health, fertility and wellbeing that increases the productivity of farms. Farmers will be able to benefit from this informally, however a coordinated effort can be arranged through the Senate could promote farm productivity more aggressively.

Armillaria fungus is fairly fragile, and will last only about three months and cannot be easily transported long distances. Consequently, its effects will not last beyond the Summer Solstice, and are unlikely to extend beyond territories adjacent to Miaren.

Interestingly, Armillaria fungus does not attack trees or forests. Scholars discovered that worldblood - known as Ambergelt - is toxic to it. This discovery has meant that it is possible to extract worldblood and use it against Armillaria. The utilisation of magical resources in this way requires the support of the Conclave.

Based on past experience, the civil service estimates that if no action is taken then herb gardens in Miaren will produce less Marrowort[1] but farms will benefit from the medicinal properties of the fungus[2]. In the past, the Empire has responded to similar situations in the following ways:

- The Senate can pass a motion to harvest the Armillaria fungus specifically to capitalise on the benefit to livestock. For a disbursement of 9 Thrones the impact on herb gardens would be reduced[3], and the benefit to farms would be increased.[4]

- The Senate could alternative pass a motion to deliberately infect a single neighbouring territory to Miaren with Armillaria spores. For a disbursement of 4 Thrones a territory adjacent to Miaren could be affected by the fungus in the same way that Miaren is. There is no limit on the number of territories that could be infected in this manner.

- The Conclave could declare a Gambit of 19 ambergelt per affected territory to use that ambergelt to kill the fungus. This would eliminate the impact, both good and ill. Multiple territories could be named in a single Gambit but would require the necessary multiples of ambergelt. In all cases, the Gambit would need to name a person for collecting and distributing the ambergelt who would ensure it is in their inventory at the end of the summit and then notify the civil service between summits of their intentions.[5]

- It has been hypothesised that if the Empire can attract its attention then Llofir, Eternal of Spring known as the Rotlord or Lady of Spores, could influence Armillaria fungus for good or ill. What Llofir would want for its intervention, if it could intervene, is unknown.

- Use of the ritual Ruthless Vigilance, Healthy Crop would offset the impact of the fungus for an individual herb garden, whilst improving the production of other types of herb.

The above represent tried and tested responses to potential Armillaria blight. Other options can be put to the civil service for consideration, and costing, via the usual means.

Footnotes

- [1] -2 marrowort per herb garden in affected territory

- [2] +30 rings to farms in affected territory

- [3] Marrowort penalty reduced to -1 per herb garden

- [4] Benefit to affected farms increased to +50 rings

- [5] No loss to marrowort, no benefit to farms

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_Blight_in_Miaren&oldid=38963"

A Fool in a Crown

A Fool in a Crown Written OC and recording by Reesha Dyer. Written IC by Virtue di Tassato

The actors a fine one for plying his trade, Looks so superb on the plans that you made, But take of his mask and you will be dismayed, He's made of a much paler shade.

Chorus: If the actor were true if the bravo were brave, If up, could only be down, If only, if only, not one were a phoney, We'd not have a fool in a crown.

The trader she seems like a sensible sort, She tells me there's nothing that cannot be bought, But when friends are there for the coin in your stores, What if someone offers more?

Chorus

The bravo talks loudly, and thinks with her sword, The tales that you hear you can't help but applaud, If only she wasn't so easily bored, Liability we can't afford.

Chorus

And then there's the skulker, the servant, the pest, He thinks that he's puppeting all of the rest, His pretence of power's a pretty poor jest, And nobody's really impressed.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_Fool_in_a_Crown&oldid=33888"

A Kallivesi Costume Diary

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

Contents

- 1 Kallavesi Mystic Part 1 - Design

- 1.1 Concept & Inspiration

- 1.2 Planned kit

- 1.2.1 What have I got already?

- 1.2.2 Tunics

- 1.2.3 Cloaks

- 1.2.4 Headdress

- 1.3 (Not) Sketching

Kallavesi Mystic Part 1 - Design

By James Fishwick

In the same vein as the Marcher Costume Diary, on this page I’m going to explain how I’m making my Kallavesi Mystic kit, from design to construction to finished product. I’m going to be mixing new and old pieces of costume, to produce a new and distinctive character’s look.Once I’ve finished I might also make some spare back-up Wintermark kit, just in case I die... Suaq kit sounds lots of fun!

Concept & Inspiration

When I first read the Wintermark brief I really loved the idea of a Kallavesi Mystic- a shaman, wearing a big headdress and tattered cloak, covered in fetishes, speaking in riddles and spitting curses at his enemies. As the rules aren’t out yet, I’m not sure if I’ll end up as a priest or a magic-user or a combination of the two, so I’ll try not to make the kit too specific one way or the other. Visually I want to emphasis the Raven look, so I’m planning on quite stark black kit - especially a big black cloak. Beyond that colour choice I want to stick as close to brief as practical. To plan my look I started by looking through the pages on Wintermark Costume and the Wintermark look and feel. The main costume points that leapt out at me were:

- Thigh-length tunic over trousers

- Ragged cloak, either semi-circular or a front-split rectangular poncho

- Unhemmed rough checked wool, linen, fur - drab colours, greys and blacks

- Layers, more primitive / Iron Age, less tailored

- Belts covered in pouches and so on are good

- Feathers, beads, fetishes, animal headdress

I’ve also been looking at the Holt Hyrde Pinterest Board, which is especially useful for headdress ideas.

Planned kit

What have I got already?

From my random kit box I’ve already got some pretty suitable dark brown striped wool trousers, and some plain black (although aged & muddy, so more like brown) leather ankle boots. I’ve also got plain brown leather belts & pouches and a plain heavy cream canvas shoulder bag, which I’ve used lots of Odyssey, so I’ve got places to store my IC & OOC money, phone, car keys, etc. Finally from my Maelstrom Native kit I’ve got lots of bead necklaces - some are too plastic or bright to work for the Kallavesi, but the wooden beads will be great. I might replace some of this stuff with Empire-specific kit in the future marked with the runes, perhaps?), but for now I’ve got a good base to build on.

Tunics

If I’m wearing a rough wool tunic, I want a linen or cotton undertunic as well. But I’m very aware of how warm those layers could be in summer, so I want to make the tunic not too massive. Adding extra layers will help in cooler weather, but I want kit that I can wear in the height of summer and still look good! So I think I’ll go with a sleeveless tunic, in a Roman/Celtic style. I’m going to make it from some lovely black and white checked wool that I bought from Bernie the Bolt. The sleeveless tunic style has four main advantages over a full T-tunic:

- It’s easier to make - it’s just two rectangles!

- It’s got that primitive / Iron Age feel that sets Kallavesi apart from Steinr and Suaq.

- It’s cooler, for summer wear, as it has no arms. In cold weather I can add a thick cloak, or maybe later make a T-tunic.

- I’ve already got a Roman-style armless calico under-tunic in my Odyssey kit (bought from Ceolred Monger), so I just need to add the wool tunic and I’ll be done. Calico is undyed cotton - not quite linen, but it’s a natural fibre so it’s close. Of course, it’d also be easy to make my own undertunic at a later date. But I’m lazy, so if I have a perfectly good one I may as well reuse it.

Cloaks

As well as the tunics I need to make my cloaks. These need to be big, ragged and layered. I want at least one warm layer in there, but it needs to be removeable for the summer. So I’m thinking of a black cotton layer as the base (again linen would be better, but I have an old duvet cover that I could use for free..), with a black fully feathered mantle and, for bad weather, a dark wool layer or two? I’ll probably be consulting and adapting the costume guide on making a furry mantle!

Headdress

Finally, of course, there’s the headdress and fetishes. I’m collecting useful bits for these from ebay (crow’s feet, feathers, bird skulls, evil eye beads...) This is definitely the least developed part of my plan so far, but I think I want the headdress to be more of a hat than a mask - so I could go for an elaborate face-painted lineage if I wanted. I also want to avoid drawing too much from any particular real world culture - partly to avoid causing offense, partly because this is my chance to fantasy it up!

(Not) Sketching

At this stage the sensible thing would be to draw a sketch of my costume. But I’m rubbish at drawing, and I’m planning on experimenting with the shape of the cloak and the headdress as I go along. This may go horribly wrong, but I prefer a more organic design process (i.e. I’m lazy).

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A League Costume Diary

Contents

- 1 Dressing a Bravo

- 1.1 Part 1 - Planning and Design

- 1.1.1 IC and OC Practical considerations

- 1.1.2 Breakdown, layer by layer

- 1.1.3 Accessories

- 1.1.4 Fabric and materials

- 1.1.5 So what do I need?

- 1.1.6 Fabric

- 1.2 Part 2- Making it

- 1.2.1 The Pattern

- 1.2.2 Garment 1: Under-hose

- 1.2.3 Mistake 1: sewing the wrong side out

- 1.2.4 Improvement: the gusset

- 1.2.5 Stitching up

- 1.2.5.1 Handy Tip from Helly

- 1.2.6 Improvement 2: Lining the waistband

- 1.2.7 Problem 2: Feet

- 1.2.8 Garment 2: Outer Hose

- 1.2.9 Problem: My poor decision making

- 1.2.10 Marking out the slashes

- 1.2.11 Stitching Up Again

- 1.2.12 Cutting the Slashes

- 1.2.13 Codpiece and Gussets

- 1.2.14 Pointing

- 1.2.15 Final adjustments

- 1.2.16 Possible shortcut

- 1.3 The Doublet

- 1.3.1 Stage 1: The Body

- 1.3.2 Sleeves

- 1.3.3 Putting it together

- 1.3.4 Finishing, slashing and gathering

- 1.3.5 Problem: Too Much Enthusiasm

- 1.3.6 Sleeve Fashions

- 1.3.7 Bright Idea: Reinforcing while Hemming

- 1.4 Making a League Hat: The Dockenbaret

- 1.4.1 Stage 1: Hatband

- 1.4.2 Stage 2: Beret

- 1.4.3 Problem 1: Underestimating the enemy

- 1.4.4 Stage 3: Beret Revisited

- 1.4.5 Stage 4: Decorative loops

Dressing a Bravo

by Tim Baker

Part 1 - Planning and Design

Before I started I had a solid idea that I wanted my character to be a League bravo. He is going to be a professional soldier and instructor, with an interest in studying sword fighting as a science.

One of the key appeals of the League is the inspiration provided by the colourful outfits of late medieval mercenaries. Particularly the slashed doublets and hose of the Landsknechts.

What really sold me on the project was reading about those people and how they came to wear the clothes they did. If, like me, you have little knowledge of needlework and find the whole idea really intimidating, then this may be the project for you. Landsknechts were brutal professional soldiers with very limited tailoring skills. The fancy slashing is not just for show- it is to make up for the fact they didn’t really know how to sew.

Borrowed books and Google image searches turned up a lot of useful inspiration. I also came across a pattern I fancied using, which had got some good reviews from people I felt were reliable. I’ve never used a pattern before, but then I’ve also never taken on a major sewing project either (I’ve tried embroidery and leatherwork, but the most complex thing I’ve sewn until now has been a tabard).

Accessorising the costume will add some unique touches, but to start with I wanted to try making the key garments, particularly the ‘wams and hosen’ (doublet and hose).

IC and OC Practical considerations

The obvious starting point is that I like to play physically active characters and tend to be hard-wearing on my kit. Nothing in this costume should ever make me hesitate before jumping into a muddy ditch or pushing through a hedge.

I also want to be able to sit in a chair down at the tavern, sprawling comfortably. This should not be a costume that only works when standing elegantly like a courtier.

As of writing, I still don’t know what weapons or armour I want to use on the battlefield. My guiding principle here is that if the costume is based on a historical one, it’ll probably work just fine with whatever I settle on.

One great thing about late medieval mercenaries is that they were really well documented (relatively). Flamboyant costumes contrast with practical and brutal lifestyles. These were people who were ordered to have ‘regulation length’ pikes, but who invariably sawed four feet off the end to make them easier to carry. People who were notorious brawlers and thugs, but whose style influenced fashion across a continent.

The main consideration this gives me is quite a convenient one: nothing I’m carrying should be utterly impractical. These bravos are not the armoured knights of Dawn who might change clothes completely before battle, don padding, then carefully strap on each piece of plate. Rather than separate padding, a landsknecht might own a ‘ledergollar’- a leather waistcoat that could be either light armour in its own right or padding for a breastplate. Otherwise I should be ready to fight in the clothes I’m swaggering around in. All of that fits well with the kind of character I have in mind.

The slashing in the fabric achieves two purposes. For one, it allows someone with no taste or restraint to show off their gaudy colours. Secondly, it allows movement. A skilled tailor can make hose which sit very tight but allow you flexibility. The slashing lets you move even in hose that were made by a ham-fisted thug (like me!).

A final practical point is that I want to be comfortable in all weathers, so options for making this cooler or warmer are ideal.

Breakdown, layer by layer

On my legs I plan to wear slashed hosen. There will be two layers. One pair of tight fitting hose underneath, which will not be slashed. Over the top will be a second pair of hose, with the slashes to show the pair underneath.

For my torso, I will be wearing a doublet. This will have a wide neck (I often think these wide necklines, rather than a close fitting collar, are an iconic feature that sets this outfit apart from an earlier medieval look), to show the shirt underneath. This doublet will have an option to lace on a rectangle of richer material over the chest, called a brustfleck. When reading up on the costume I saw that the brustfleck was often made of something expensive which a landsknecht had taken as plunder, to show their success in battle. I feel this fits the character, so decided to add it in.

Once the rest are made, I plan to work on a ledergollar, partially so I can have some lightweight brawling and training armour and partially to pad my breastplate if I choose to wear one. However, this will have to wait until the doublet is done to be able to measure it up.

For footwear, I am currently undecided. Once hose are complete I will see how different options look. The pattern allows for the hose to have integral feet, which works well with a classic 1500s lightweight shoe, but I tried some on and found them less than comfortable. Once the hose are done I’ll try some options.

Accessories

There are a few things which leap out from the League brief and historical inspirations. One I am keen to try is tying ribbons around my limbs. This is to serve a dual purpose of decoration and also holding folds in the fabric in place at key places around my joints.

A mask motif might also make an appearance- I like the idea of having a mask hanging from the belt, ready for use if needed (this is entirely the fault of Ian Andrews’ book ‘The Pearls That Were His Eyes’).

Fabric and materials

This is an important bit. Hose need to be cut on the bias to give them enough stretch when you move. However, landsknechts did not hem the slashes in their clothing- they just used fabric which would not fray when it was cut.

Therefore I have gone for some different types of wool for this outfit. The first pair of hose, worn next to my skin, are of a soft blue wool with a lot of stretch (£8/m), bought from Herts Fabrics. The hose on top, which will be slashed, are of a heavier black wool (£11/m), a melton type, bought from Anne Laverick. Tests with the black wool confirm that it does not need hemming and will not fray, but does not stretch as much as the blue.

For the doublet I will be using the same wools, although the properties are not as critical here. Having said that, the heavier wool will be ideal if I want to wear plate armour on my upper arms, seen quite often in illustrations.

For the brustfleck I’ve bought a small deer skin (15 Euros) from a re-enactment market near Paris. This will be the lining and give it a lot of depth- thus achieving the desired look of a manly, well developed chest. To line the ledergollar I will either be using silk (Herts Fabrics, £5/m when he was having a sale some years back) or linen, with a very soft leather cover (Lyon Leathers). The key here is that the collar will be against my neck and I don’t want it to chafe. Keith Lyon provided valuable advice here and was very worth speaking to.

So what do I need?

Fabric

Part 2- Making it

The Pattern

I am using a pattern by Reconstructing History- ‘RH502, Landsknecht Wams and Hosen’ bought from Paul Meekins Books for £24. Thus far, worth every penny.

My starting point here is as someone who cannot easily use a sewing machine and doesn’t really know any stitching techniques- my method to date has been ‘go in-and-out until it hopefully stays together’. Thankfully, the RH pattern book also has clear and easy instructions on how to do some useful types of stitches. As a small confession, I’m slightly scared of needles, which puts me off sewing machines and is one reason I’m hand sewing everything (I am happier when I feel I can control the evil thing). On the bright side, this is allowing me to pay particular attention to key areas where I know the fabric will be stressed.

Thus far I am finding the pattern is not perfect, but I’d be shocked if it was, but seems to be making what seemed like an intimidating task quite manageable.

Garment 1: Under-hose

First off, I used some grease-proof paper to trace out a copy of the pattern pieces. Not being confident in my skills, I don’t want to ruin the original by cutting it up.

Once this was done, I laid the pattern out on my fabric, sitting diagonally across it (on the bias). This is done to ensure you will get as much stretch as posisble. Despite not having made a pair of hose before, I’ve been wearing them at re-enactment for more than 18 years now and the most common problem is them tearing across the crotch. Knowing this, I plan to try and stop it happening by every means possible.

One leg cut out. At this stage they don't look recognisible as anything.

A carpenter once told me ‘measure twice, cut once’. That is worth applying here. Once your pattern is laid out, draw around it on the fabric with dressmakers chalk. When you cut around it, remember to leave about half an inch all around as a seam allowance. You can always cut more off later if you make it too big.

A key feature of these hose is where they sit on your waist. Modern trousers usually come up to around your belly button, while the more common mid-15th Century hose sit very low- barely covering your bum when standing. These landsknecht hose come up much higher, with the top almost up to your ribcage. I am guessing that this might have been to make their legs look longer, but really have no concrete idea.

As another word of advice, bear in mind that the leg seams on hose do not sit in the place you would expect with modern trousers. Rather than a seam up each side of the leg, you have just one seam running up the back.

The pattern gives you a choice of two ways to do your seam, with either what they call a ‘classic seam’ or a ‘slanted Italianate seam’. I chose to go with the former, as it looked easier.

Having cut out twice around the pattern (once each way up), the next stage is to pin them and have a look at how they fit around your legs, then pin the two sections together. A friend to help you in invaluable here. Once they are pinned in approximately the right place, loosely stitch them together.

Wearing the hose inside out to be able to adjust the seams.

For this stage, I was just wearing them inside out, so I could see all the seams. It was also the stage where I made my first big mistake.

Mistake 1: sewing the wrong side out

I had sewn up each leg and they seemed to be fitting well. I then started to sew the two legs together. When I tried them on again, I realised that I had stitched the crotch seam the wrong way around, so if the seams on the legs were hidden that one would show, or vice-versa. There was nothing for it but to unpick that seam and do it again. Still, it didn’t take long and was a good exercise in why it is worth doing a rubbishy loose stitch first, then going over it with a better one when you are sure the fit is right.

However, I did take this opportunity to make what I consider to be an improvement to the pattern. Time will show if I am right

Improvement: the gusset

At the bottom of each ankle you need to make two small slits (one each side, over the knobbly bits of bone that stick out). These slits allow you to insert triangles (gussets), which thus slightly flare the bottom few inches of the material and make it fit better over your feet.

To be honest, I was having a bit of a whine about this bit, as it seemed like extra work for marginal benefit. Having done so though, I recommend doing the same and they do fit better and it didn’t take long. If you are making hose which cover your feet this bit is particularly important, but I’d do it either way.

Anyway, having cut out four triangular gussets anyway, I spontaneously decided to cut out a fifth one, slightly larger than the others. Bearing in mind how often I have seen hose split across the crotch before, I added this extra gusset between the legs. It isn’t in the pattern, but it should add a bit of extra room to maneuver. A 10 minute job that adds a lot of confidence to the end result.

Here you can see both the triangular gusset I’ve added to allow movement between the legs and the linen insert peeking out of the waistband where it has been stitched in to add strength.

Stitching up

Once I was comfortable everything was about right, I did my final stitching together. For most of the back of the legs I just used a conventional [running stitch], although trying to keep the stitches small for neatness and strength. However, for the crotch seams and gussets I used another seam (with instructions from the pattern book)- the [backstitch]. This is a dead easy stitch to do, but seems really strong and good for reinforcing those vulnerable areas.

One other decision I made may have been slightly bizarre, but we’ll see if it worked out: to stitch the seams I used a large-ish needle and embroidery thread (as in, several strands, not just a single piece), rather than cotton. This was another choice to try and increase the strength of the seams. (Note from Jude: using multiple strands of thread can strengthen your seam though embroidery floss can snap readily, especially when wet. Other extra strong options include linen thread, extra-strong top stitching thread and cobbler's thread. Stitching your seam twice is another option. You might also want to hem or oversew the raw edges of your fabric to stop them unravelling, as even the strongest thread can be let down if it's the fabric that gives way.)

[[File:tim4.jpg|300px|thumb|left|Needle with embroidery thread.

Handy Tip from Helly

By sheer luck, the excellent Helly Bean happened to be down when I started this project. She is a much more experienced seamstress and offered a really useful bit of advice: when lining up your seams, be careful not to stretch one side of the material more than the other. if you do, it will distort the fabric. I have tried to follow this throughout the process by carefully smoothing out the material before I sew, to ensure both sides are lying naturally so there is no distortion.

Improvement 2: Lining the waistband

This is something else I decided to do based on my experience of wearing hose at re-enactment. Hose are normally laced to the doublet, which holds them up. However, the points where you have laced them can come under a hell of a lot of strain when you are moving, especially if you are active. Many are the times when I have been fighting and felt a lace go ‘ping’ deep under my armour and known there is now nothing holding my hose and nothing I can do about it either.

Worse than a lace snapping is if the material of the doublet or hose tears. Then you can’t just put a new lace in and the repair is a real swine to do in the field. To try and prevent this, I folded over the wool at the top of the hose to make a waistband. Between the two layers of wool I inserted a heavy linen strip, then sewed it in. Hopefully this will stop it tearing if I roll around the place.

Problem 2: Feet

I was in two minds as to whether to make feet for these hose, but decided to give it a try. It was when I had cut out and pinned the soles that I discovered a problem: when the feet were attached, it tended to pull the hose down and make the crotch sag. Not much, but just enough that it might make them more prone to tearing.

Thus the current plan is to remove the spats (top of foot) and just make them hose without feet, as these will most likely be covered by boots anyway.

Here you can see the seam running up the back of the legs, as well as the unusually high waist..

Garment 2: Outer Hose

If you don’t plan to wear slashed hose, these are unnecessary. You just wear the under-hose as a complete garment. However, whichever pair is on the outside will need a codpiece.

For these, I started in the same way as with the under-hose. However, they need to be slightly bigger in order to fit on top.

Problem: My poor decision making

When I bought the material, I had a very limited choice of colours. This was primarily because I was being very picky about the physical characteristics of the fabric (stretch, resistance to fraying etc). I also wanted a contrast between the outer and inner layers.

Thus I decided to make my outer layer black, with something colourful on the inside. It was only when I came to start sewing that I realised the obvious problem. Black thread against a dense black fabric is really, really hard to see properly. Thus I found sewing this to be a bit slower than sewing up the blue under-hose. Still, if you want black it shouldn’t stop you- just be aware it may take a few minutes longer.

Marking out the slashes

At this stage, before sewing the seams up the back of the legs, you are supposed to put in the slashes where you want them. This stage takes a bit of planning, as it will affect the finished look. Again, the pattern book is invaluable here, as it gives some good advice. In particular, using a spare off-cut of fabric to do some testing. Normally I am the kind of person who doesn’t bother with such things (like not testing hair dye on a patch of my skin before using it), as I’m too impatient. In this case I was glad I did. My first couple of slashes into the test fabric went slightly awry before I got the knack for cutting straight, but very quickly it got easier. For the sake of five minutes and a bit of throwaway material this was very worthwhile.

However, I chose to deviate from the pattern book a bit at this stage. Because I want my hose to be fairly tight to my legs, I didn’t want the slashes in before I had stitched them. That way they would be very close fitting and the slashes would add extra flexibility. Thus I marked with chalk where I wanted the slashes, but held off cutting them in until the next stage was done.

The pattern book offers several options for types of slashing you can use at this stage. To be quite frank I didn’t fully understand all of them, so went for the one it said was most common and where it was clearest what to do- alternating horizontal and vertical slashing.

Stitching Up Again

The pattern book had advised that the best way to get your seams right was to loosely sew them up using a ‘basting stitch’. This is just a really quick and dirty way of sewing where the stitches are about half an inch apart. Very little strength to it and you’d never rely on it to hold clothing together (unless you wanted to be undressed while fighting for comic effect). For the under-hose I hadn’t bothered, because the wool was lighter, so pins seemed to do an OK job of holding it together while I worked out where the proper seam should go. However, the outer hose are made of the heavy, fray-resisting, melton wool- pins fall out under the weight far too easily. Here the basting stitches were a god-send, because they allowed me to try the hose on, mark a few places where they needed tightening with dressmakers chalk, then do the final stitching. In hindsight, it was so much easier that I probably should have followed the pattern’s advice for both pairs.

Cutting the Slashes

Now that the legs were stitched up and I was happy with the fit, I started to cut in the slashes. Slightly slowed down by the compulsion to try them on once the first leg was done.

First look suggests that I could have put more slashing in each row, but to start with I held back a bit on the basis that you could always cut more later, but you couldn’t take it back. Initially I used scissors to cut in the slashes, but soon found that a sharp knife was quicker and gave much better control.

Codpiece and Gussets

Having what now looks largely like a pair of hose, once again I added a gusset between the legs and this time made up a codpiece. For the codpiece, I chose to make it out of two layers of wool, with the liner being the same blue as the inner hose. My thinking was the slash the black outer to show the blue, but thus far it doesn’t seem to really work, in that because the codpiece flexes less than the legs, the blue doesn’t show through.

The codpiece was where I found the greatest number of problems in the whole project. The pattern suggests options for having a single thickness of material, lining the codpiece or even for padding it(!). I chose lining as I tend to think lining makes garments look like much better quality, while padding would have been a whole different statement than I wanted to make for the character. However, my choice soon proved fraught with problems. Once I had the codpiece stitched on, I immediately found the material was bunching up between my legs. To make a lined codpiece, I'd laid the two layers of material atop another, then stitched them flat. Having done this, I turned them inside out so the rough edges of the fabric and the stitches wouldn't show. This looked neat, but had the side effect of making the edges bulky. Stitched into the gusset between the legs, the effect was amplified and felt frankly ridiculous as well as uncomfortable- a huge wedge of material between the upper thighs. In practice I’m not sure it was visible, but it had to go.

My eventual fix was to unstitch the bottom half of the codpiece and cut away the liner, so only the front section is lined. It is now more comfortable, but still has the lined appearance.

Pointing

To make everything stay on, a series of reinforced holes (points) had to be made in the hose. These are where they will be laced to the doublet to hold them up, as well as how the codpiece will be held in place and the flies held together. It is probably the most laborious part of the job, although not complicated. A minimum of 14 holes will be needed, probably more. Each of those has to be made by pushing something round like a thick awl through the material to make a round hole, then sewing around and around the edge to keep it open and strengthen it to stop laces tearing through the fabric. It is important when making the hole not to cut the fabric, as that will make it fray or tear, but to push the fibres apart around whatever tool you are using.

The problem here is that they can take about five to ten minutes each, even with a bit of practice, which equates to a lot of very dull sewing. It’s worth doing though, to make the hose last longer and more comfortable- just get a couple of good dvds to watch for an evening.

Final adjustments

Trying the hose on properly, it was obvious that the top of both leg seams needed tightening. Being too loose, especially with such a high waist, made my backside look massive. This was trivially fixed though. It is also apparent that I could stand to extend some of the slashes to make the colour more visible.

Trying them on

Possible shortcut

It occured to me after I made the under hose that I could have cheated to save a lot of time by wearing a pair of coloured leggings under the wool outer hose, rather than the under-hose, since their primary purpose is to provide splashes of colour seen through the slashes. If you are on a budget, this may also save money (two metres of good wool will almost always cost a lot more than a pair of cheap leggings).

The Doublet

You may be pleased to hear that my conclusion after making the doublet was that it was comparatively easy. Whereas the hose required a bit of fiddly fitting to get right, the doublet just seemed to come together and where problems occurred they were trivially fixed.

Stage 1: The Body

There are two possible doublet patterns included in the book from Reproducing History, called Open or Closed Wams. I chose Closed Wams, which look more like a modern jacket.

The doublet is lined in wool. I was running low on the blue wool I used for my under hose, so decided to line the body in black, as it would not be slashed in any case.

The liner and outer section are each made up of three sections- back and two halves of the front. Once they are cut out, the pieces are stitched together at the sides, as shown below.

The inner and outer are then layed one on top of the other and most of the hems are stitched up. I chose to stitch them up all around the outside except for the very bottom hem and the tops of the two thin sections you can see on the photo above where the front shoulders will attach to the back. Once these have been stitched, the entire garment is turned inside out, hiding the seams. The reason I left the tops of the shoulders untitched was that having turned the garment the right side out, you tend to find the corners and smaller pieces bulge a lot where the seams are now bulking out the inside. This can distort the shape. When the shoulders were joined up it hid the edges anyway, but let it sit flat.

Overall the body was pretty simple to put together. However, I still left the bottom hem open so as not to close my options until I had finished the sleeves.

Sleeves

Cutting these out was dead easy- the sleeves for Closed Wams are huge rectangles, slightly shaped at one end. If you are working from the same pattern as me, note that the sleeves are one half of the full pattern- you will need to mirror it over the line marked ‘fold’.

The sleeve, halfway through basting the lining and outer together- not a complicated pattern!

As with the body, I cut out the liner and outer, this time using the blue for the lining again. Lay one atop the other and use a quick basting stitch to hold them together. This doesn’t serve any structural purpose for the finished garment, but makes sewing it all together much easier. The whole sleeve is then folded in half, with the lining on the outside, and back-stitched down the long side. With that, the basic sleeve is done and just needs attaching and finishing.

Putting it together

The body section is turned inside out, with the sleeve turned right way out laid inside it- so that the seam won’t show. I then back stitched the sleeve in place. This was a bit time consuming, partially because it is a little fiddly and partially because the sleeve was larger than the hole so needed a couple of pleats put in. If you take a moment to think about how the pleat will sit when the body it turned right-side out, you can decide which way you want the fold to lie.

Finishing, slashing and gathering

The most important part of finishing the sleeve is gathering the wrist, which will make the garment wearable (as you can see from the photo below, until it is gathered the sleeve just swamps your arm).

The sleeve on the left is half finished- slashed and gathered at the wrist- while the one on the right is untouched. You can also see the square neckline and high waist.

One thing which the pattern does not talk about is how to achieve some of the alternate sleeve styles. Thus I did a bit of experimentation and some making it up as I went along. From the picture above, you can see that you could choose to stop at the stage where you have gathered the wrist and slashed.

Problem: Too Much Enthusiasm

Being KEEN to make the garment wearable so I could try it on, I gathered one sleeve first. Having done this I learned a useful lesson, which is that it is far easier to do the slashing and gathering higher up the sleeve if you haven’t gathered the wrist, making that end hard to access.

This is the basic sleeve with no slashing.

For the second sleeve, I used dress makers chalk to mark out where I wanted to put the slashes and gathers. I put all the slashes in first, then did the gathering- this made it much easier. The other issue caused by my excessive Keen was accidentally cutting through the lining when doing one of my slashes; it was the first cut on the second sleeve and my concentration lapsed. This was easily remedied by sewing up the cut in the lining.

Sleeve Fashions

There are several ways to finish these types of doublets. Sadly, one detail I had seen in loads of pictures and wanted to try was not mentioned in the pattern book. Thus I was left to puzzle it out myself- so my solution may well be neither the best nor perfect. What I was aiming for was the kind of sleeve where there are rows of slashes, divided by gathered sections. Having seen how the wrist worked, it seemed like the easiest solution would be to simply mark out lines where I wanted them, then use a basting stitch all around the arm in each place. Then tighten the stitches to pull the fabric in around each line.

The sleeves are now bunched to make the slashes gape and show the lining .

The final touches were to sew in all the lacing points and finish the bottom hem of the body. There are several ways to finish that bottom hem, but I chose to take advantage of having some spare fabric to solve another problem at the same time.

Bright Idea: Reinforcing while Hemming

The bottom of the doublet is where I would need to sew several holes for lacing the hose to. These points can be put under stress when you bend and stretch, so I wanted them tougher. Therefore to hem the bottom of the doublet I took long rectangles of black wool offcuts and trimmed them to even sizes. I used three of these (one each for the main body panels) to wrap around the front and lining of the bottom hem. This meant that as a side effect of hemming the finished garment was four layers of wool thick all around the bottom edge. My lacing points would go through all four layers, hopefully making it much harder for them to tear when stressed.

Here is the doublet worn with the hose .

Making a League Hat: The Dockenbaret

Looking at images of landsknechts, they are far more often than not shown to be wearing hats. A range of styles are available (including some massively flamboyant ones, with huge feathers sticking out at all angles). The style I fancied making was one of the simpler ones, but stylistically fitted with the rest of the costume I’d made. At this stage I should probably stress that the whole decision to make one was pretty impulsive and I didn’t have a pattern to hand (despite looking online and in The Tudor Tailor book). Therefore I adopted a possibly ill-advised approach of making it up as I went along. My pattern was based on looking at pictures and half-remembered images of ones I’ve seen on re-enactors in the distant past. How could this go wrong?

The dockenbaret looks much like a very wide beret, with loops of material sewn to the sides in a manner which is quite similar to the effect generated by slashed sleeves. One of the great appeals of the design was also that I reckoned I could make it entirely out of off-cuts from the doublet and hose project.

Stage 1: Hatband

I decided to start by making a simple hatband out of a fairly tough linen (the same grade I’d use for making an arming jack). This was measured out pretty crudely, but it seemed to work. First off I just measured my head with a strip of ribbon. Then I did the same thing after wrapping a single strip of wool around my head, on the basis that the hatband might have some wool folded inside it and this should ensure there was enough room. The second measurement was about an inch larger than the first, so I went with that.

Cutting a two inch-wide strip of linen, I then folded it in half down its length (so it was now two thicknesses at one inch wide) and sewed the ends together with about an inch of overlap (thus creating a linen circlet, in effect). Trying it on, this was slightly loose around my head. Possibly more by luck than judgement, my crude measuring technique turned out to have been pretty much spot on.

The components of the hat: crown (round black material), hatband (linen circlet) and loops (rectangles or blue and black fabric)

Stage 2: Beret

Having made a workable hatband, I gave several seconds of thought to how to make the main crown of the hat, ‘the beret bit’ as I thought of it. The simplest idea seemed to be to cut out a large circle of fabric, then sew that to the hatband. Pleats at regular intervals around the brim should make it fit, while ensuring that there was plenty of fabric in the crown to look sufficiently full. For my first attempt I grabbed a dinner plate and drew around it on the black fabric in dress makers chalk. Then I extended the radius of the circle by about an inch. I did this entirely by eye, rather than measuring, figuring it wouldn’t matter if it wasn’t mathematically perfect.

To attach the crown to the hatband I folded each of them in half, then used this to gauge the front and back of the material. Then folded them in half again to work out the sides. Pinning them together I now had a crown attached at four evenly divided spaces around the band. It was easy to then put in another four pins, evenly spaced between the four ‘corners’. Putting in two pleats in each of the eight resulting sections seemed to work pretty well. I now had what looked like a wearable hat pinned together, so I decided to try it on and discovered Problem Number 1.

Problem 1: Underestimating the enemy

Attaching the crown to the hatband was quite easy. However, as soon as I tried it on it was clear that the dinner plate method had not allowed anything like enough fabric for the pattern. It was wearable, but looked more like a modern soldier’s beret than the basis for a landsknecht’s dockenbaret. Being hopelessly optimistic, I decided to persist and finish it, to see if it would look better when I had attached the decorative strips around the rim.

What resulted turned out to look very much like a jester’s cap. Looking on the bright side, if I ever want to play in Dawn, I now have a character idea and the starting point for a costume. On the downside, I had to unpick all the stitches, make a new crown-piece and start again.

Share my embaressment: the accidental jester hat that resulted from my first attempt

Stage 3: Beret Revisited

For the next attempt, I was determined not to repeat my initial mistake. Thus I used the largest circular object I could find to draw the pattern (a wok) and then extended the circle radius by about two inches. This left the circle being about 17 inches in diameter. In the event I reckon this was just wide enough. For someone with a larger head (mine is quite small at 56 cm) I would consider making it an inch or two bigger.

Once again I pinned and pleated the crown evenly around the hatband, then back-stitched it in place. This resulted in a much better effect and I considered stopping at that stage- the wide beret looked quite League just by itself and you could trivially make one like that in about an hour.

Stage 4: Decorative loops

I cut out eight strips of wool (four black and four blue) from my off-cuts. Each was around three inches wide and 9 inches long (well, they started as 11 inches long, but I trimmed them as I went, when trial and error showed they worked better just a little shorter).

There are loads of ways to attach these around the rim of the hat and I must have tried half a dozen, with varying levels of success and appalling failure. In the end they were attached by spacing them evenly around the rim of the hat (with a very slight overlap), with both thin ends of each strip sewn to the wool at the base of the hatband. The inner of the two strips was then sewn to the crown a bit further up by a simple few stitches right in the middle of the fabric. Then when the hat is worn the loops hang slightly open.

Finished hat. Wearing it at a slightly jaunty angle seems called for.

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A League Costume Diary 2

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

Contents

- 1 A Lady's Gown

- 1.1 Part 1 - Design and planning

- 1.1.1 What sort of person is my character going to be?

- 1.1.2 What IC and OOC practical considerations do I need to take into account?

- 1.1.3 What images from the media appeal to me that might help with my design?

- 1.1.4 Ready to Scribble?

- 1.1.5 Pinterest

- 1.1.6 Breakdown - Layer by layer

- 1.1.7 What have I got already?

- 1.1.8 So what do I need?

- 1.2 Part 2 - Making it

- 1.2.1 Sewing with commercial patterns

- 1.2.2 Making the bodice

- 1.2.3 Assembling the skirt

- 1.2.4 The Chemise

- 1.3 Part 3 - Putting it all together

A Lady's Gown

by Jessica Townshend

Part 1 - Design and planning

What sort of person is my character going to be?

This dress is intended to serve two characters - first a fairy NPC at Masquerades and Massacres, and the second as an Empire character (yet to be fully realised). The key concepts uniting the two are a need for an elegant and impressive presence. What really appeals to be about making costume for Empire and the League specifically is the separation of political and combat arenas, so a character is free to express an extravagant and flamboyant side through their dress without having to make it battle ready.

What IC and OOC practical considerations do I need to take into account?

The train I will put in for M&M will have to be removed for Empire, and the skirt shortened, as events can be very muddy and we want to avoid bringing the dress back dripping wet every time it rains. The front closure is also designed to be adjustable in future, as the wearer is currently pregnant and will be breastfeeding.

What images from the media appeal to me that might help with my design?

Very few media images appeal, to be honest. I much prefer to reference historical source material and bring a creative interpretation to it, rather than adapt designs taht already have had a modern influence infused into them. Having said that, I made a few forays into Borgias costume diaries and archives, to make it clear in my head what the Empire design team intended, and look at a few options for sleeve designs.

Ready to Scribble?

Lizy provided me with a pencil sketch of what she envisioned for the M&M NPC and the design slowly drifted from this original concept as we searched for fabric and researched historical images. I feel the key thing with scribbles is not to be bound my them if you aren't trying to recreate a specific piece.

Pinterest

One of the most helpful tools for costume making I've recently been introduced to is Pinterest. While searching the internet for pictures, tutorials and dress diaries I've been able to collect any interesting finds into one resource that represents things with pictures. So much easier to work with than the old bookmarks list or myriad of open browser tabs. Even if you don't want to sign up for an account there are still lots of inspiration boards people have made for your to browse.

Breakdown - Layer by layer

The dress itself will be a front fastening affair that slips over all manner of underclothes. It won't take well to belt pouches and bags but these would be decidedly practical and so at odds with the fashion of the day. If carrying capacity is required pockets can be made to sit beneath the underskirt, a drawstring purse can be made from spare fabric or a chatelaine can be pinned to the bodice.

Underneath the dress an underskirt can be worn as a front panel where the skirt splits. This can have a decorative panel for contrast or be a single colour/print.

The lowest layer will be a square necked, drawstring chemise with huge sleeves to puff out the slashes in the dress sleeves. The bigger the better is a good motto for chemise making in the League.

For shape and support Lizy has a pair of 18th Century stays which provide a flat front in keeping with the League visual style. Alternatively a good bra will do the job if required.

In addition to the bits I'll be making Lizy has turned a vintage fur coat into a short cape and muff for the colder weather.

What have I got already?

Aside from the stays this is a scratch build.

So what do I need?

5 metres of fabric for the dress. 3 metres of white linen for the chemise. 1 metre of contrasting fabric for bodice and sleeve borders. 3 metres of lining fabric. More thread than I anticipate.

For the dress fabric Lizy chose a curtain fabric with a flock silk appearance. This was a light blue silk with raised velvet areas in a damask pattern in a contrasting black. Our colour scheme established we purchased a metre of black cotton velvet for borders. The most appealing aspect of the dress fabric was the textures at play which meant large areas of fabric would look visually appealing without the need for accessories and embellishments. I'm a real fan of texture in costuming.

The total cost of fabric was around £50.

Part 2 - Making it

Sewing with commercial patterns

When it comes to costume making I'm still very much a learner. No matter what I tired I just couldn't get the bodice right by drafting my own pattern. After searching the internet for a suitable bodice design we settled on the now discontinued McCalls pattern [2806] which we managed to locate on Etsy. With this starting point available I made a few tweaks to the bodice part of the pattern and discarded the rest as I'd already planned the sleeves and skirt.

Making the bodice

The bodice in the base pattern was designed to fit closely when closed but we needed this costume to be adjustable so I extended the edges to make it close like a wrap dress. To get this right I copied the pattern onto sheets of newspaper taped together where I was able to adjust the measurements as required before making a mock up out of cheap fabric we had lying around.

I always try to make a mock up before cutting expensive fabric, especially if I have done some alterations to a pattern. This allowed us to check the fit without cutting and wasting our nice dress fabric. Any adjustments needed could be drawn directly onto this mock up and transferred to newspaper once more to fiddle with. As luck would have it the mock up was fine so I used this as interlining (an extra layer of fabric between the outside and lining) because it's a shame to waste fabric when you don't need to.

When placing the pattern on the fabric I wanted to make sure the damask pattern was a part of the costume and not simply covering it. To this end I selected a particularly impressive part and made this the centre of the bodice back. This did mean I was less economical with the fabric as I couldn't place the bodice pattern in the corner of the fabric to reduce waste. Again it is a shame to waste fabric but the benefits of doing so in this case make it easily justifiable.

Drafting the sleeves

This was the most challenging part of the project as it was new ground and pushed my skills. I wanted to capture some of the most outrageous moments of Landsknecht/Tudor fashion and aimed far beyond my actual capabilities. What we ended up with was a compromise between my fantasies and practicality. I could happily create an entire article on making sleeves for League dresses but I'll stick to what I did for this entry.

To start I drafted some basic sleeves and ensured they had a comfortable fit. This was done on paper once more so I could happily cut up and mess around to get the right feel.

First step was to take off the tapered edges and create a rectangular core. The tapered edges where then placed together as they would when the sleeve was folded round. There would be no changes made to these tapered parts as they would sit against the bodice and I wanted them to be flat to ease arm movement and serve as a form to aid the puffs.

I then divided the rectangle up into equal bars. I settled for six 50mm wide strips but this would vary depending on your sleeve size and the desired amount of slashing. To create the puffs I then extended these strips by 20%. All the patterns were then made into tubes of dress fabric one side and lining fabric the other which I turned inside out to hide the seams.

Now came the tricky bit. I decided three puffs would look right so divided the tapered section into three. The tubes were then tacked at the ends to form a sleeve shape and I did some eyeballing to get the puffs right. I think a video tutorial is the best way to convey this. The key thing to remember is that the central tubes have to be longer at the top so they reach the top of the arm hole and still puff.

To give volume to the puffs the sleeves of the chemise will be extra big and the fabric pulled out through the slashes. In order to finish the sleeves I made cuffs and bands from the velvet to gather everything together.

Assembling the skirt

The central theme for the skirt was 'HUGE!' To achieve this I used the full width of the remaining fabric and managed to get three panels out of it. Again I wasted some fabric here as I wanted the pattern to continue around the skirt which meant losing some to ensure everything lined up correctly. The end result is very satisfying as the seams are lost in the folds and it looks like one continuous piece.

Essentially the skirt is just one long rectangle gathered to the bodice. For M&M the bottom of the central section was a semi circle to create a train but this will be removed for Empire as it is not fun to have fabric dragging in the mud or your dress being trodden on in crowds.

At just under 7000mm long this skirt needed pleating down to somewhere under 1000mm to fit the bodice. To do this I mentally divided each panel into four and gathered each of these quarters onto a loop of thread. I was then able to gather the skirt in twelve separate sections independently. By splitting the bottom of the bodice into twelve sections I was able to gather the skirt and pin it to the bodice in small and easy to manage segments before running it all through the machine a couple of times.

There are many choices for pleating but I settled on gathering in a cartridge pleat style as this creates a fuller puff and really makes a feature of the skirt. In the final dress this decision really pays off as there is no shape wear like a bum roll or panniers worn under it and it still gives a full skirt.

The Chemise

One of the most commonly overlooked aspects of larp costume is what you intend to wear under it. It's very tempting to stick with warm modern clothing underneath costume worn as a shell and in many cases this is absolutely fine. In this case the chemise forms an integral part of the costume forming the neck line under the bodice and providing the puff for the sleeves and will therefore be very visible.

There are lots of handy chemise tutorials all over the internet but if you are making one for your Empire kit I'd advise making it big. Like, real big. A drawstring square neck means the chemise will always fall right on your shoulders and the larger the sleeves and body the more stylish gathers and extravagant puff you will have. This is perhaps the best bit of kit to make as a beginner as you really don't need to worry about your measurements too much. If you cut the fabric right you can use the selvedges (the non-fraying edges at the side of your fabric) for the bottom of the chemise which will save you a job with hemming.

Part 3 - Putting it all together

Here we have the finished dress. The ruff is for M&M and will be absent for Empire. The sleeves of the chemise can be seen between the slashed sleeves of the dress and even though I made them huge they could happily do with being bigger. Notice how the contrasting theme of light blue and black is used throughout with no attempt to add further trim or accessories which would clutter the effect with the already busy pattern on the fabric.

I hope this has been an interesting read. Jess

Picture of finished dress here

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A Miracle in Hahnmark

Miracle in Hahnmark

Ville paused to wipe the sweat from his brow, and stretched his back. Instead of the ache of his muscles, they felt almost as though they glowed. A warm sensation filled Ville and it felt good. Somehow, Ville knew without knowing how, that the harder his muscles ached, the better it would feel. Alongside that, it was almost as though he could hear the weltsilver calling to him, inviting him to free it from the grasp of cold, unyielding, stone.

Ville looked to his left and he could see that Needa felt it too. Grinning the pair hefted their picks and struck again and again.

Word is spreading of Weltsilver mines in Hahnmark spontaneously generating auras consistent with the Virtue of Prosperity. Miners have reported feeling enervated and enjoyment from mining the reddish glistening ore, which has increased their enthusiasm for the work. Consequently, these miraculous auras have significantly increased the productivity of those mines. As a byproduct of this, there has been an increase in religious zeal in the area, and attendance - and associated influence - of congregations has also increased.

There have been some complaints from businesses across the territory who have found that there has been a migration of labour to mine working, which has left them short-handed an affected output. The shift in labour is credited to a mixture of a belief in the more virtuous nature of the work, and the positive sensations generated.

Events of this nature, whilst uncommon, are certainly not unheard of and attest to the positive benefits of the Virtues in this life, and all others. There is talk that these aura stem from a forgotten Wintermark Paragon of Prosperity, who perhaps displayed signs of benevolence and legacy through the mastery of weltsilver. There are no surviving records of such. Following recent events, this has caused some debate over whether they were Kallavesi, Steinr or Suaq.

Based off similar events in the lifetime of the Empire, the civil service predicts that if no action is taken, then the effect will be a major increase in the productivity of Weltsilver mines[1], and moderate increase in the attendance and influence of congregations in Hahnmark[2], but a moderate downturn in Hahnmark businesses[3]

There have been times in the Empire's history when the citizens have wanted to take action, and examples of this have included:

- Back in the time of the Emperor Giovanni the Peacemaker, the decision was taken by the Senate that as one group of citizens was blessed, another should not be short changed. A Senate Motion disbursed funds to offer a subsidy for recruitment that allowed businesses to compete. The civil service estimates that this would cost 47 Thrones and the effect would be that the mines would only benefit by a moderate amount[4], but that the impact on businesses would be negated, and the effect on congregations would remain. Theoretically, the General Assembly of the Synod could also make such a payment using the Synod Power of Rewarding.

- Although the spontaneous auras are confined to the Weltsilver mines, in similar situations the Assembly of Prosperity has been able to capitalise on this and - using priestly auras - spread the benefit more widely. A Statement of Principle from the Assembly of Prosperty could name a person - capable of raising consecrations - who could coordinate the consecrations of other mines so that the auras demonstrate the value of all mine working. The civil service estimates the named priest would need around 24 liao to spread this benefit sufficiently. The effect would be that the major benefit experienced by weltsilver mines would apply to all types of mine[5].

- Spiritual events also lend themselves to opportunities for missionary work to spread, and reinforce, the benefits of a Virtuous Life. A disbursement of 8 Thrones from a Senate Motion or Virtue Fund Rewarding could support this work so that the effect can be spread to include a single named territory adjacent to Hahnmark. The territory would need to be named in the Motion or the Judgment of Rewarding.[6]

- More controversially, during the reign of Empress Varkula, a Cardinal of the Way - an Urizen Illuminate suspected of Lucidianism - called for the exorcism of a spontaneous aura of Ambition as actually being disruptive to the functioning of the Empire. This would require a Statement of Principle from either the Wintermark National Assembly, or a Virtue Assembly, which would name a person who would take responsibility for the exorcism of the auras. The named person would need around 14 liao to ensure the exorcism of the auras ensuring the current effect be nullified.[7] Note: The exorcism of a spontaneously arising virtuous aura is currently classed as the religious crime of Desecration and individuals doing so may be condemned by the Synod if they do not have an legal exemption from the Senate

The above options are the lessons learned across the history of the Empire. The civil service does not expect that this is an exhaustive or absolute list. Costings for Senate Motions, Conclave Gambits or Synod Rewardings can be requested from the civil service at the Hub. Other actions taken by Imperial citizens may also be taken into account.

Footnotes

- [1] +4 resources to Weltsilver mines in affected territory

- [2] +1 liao and +2 influence to congregations in affected territory

- [3] -33 Rings to affected businesses

- [4] Benefit to affected mines falls to +2 resources, but no impact on businesses

- [5] +4 resources to all types of mines in affected territory; not just weltsilver

- [6] The effect also covers a territory adjacent to Hahnmark

- [7] No impact on mines, businesses or congregations

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A Speaker's guide to the Senate

Contents

- 1 Essentials

- 2 Members of the Senate

- 3 Senate powers

- 4 Procedures of the Senate

- 5 Additional reading

Essentials

- Imperial Constitution

- Imperial Senate

- Senate design

Members of the Senate

- Senator

- The Throne

- Conscience of the Senate

- Master of the Imperial Mint

Senate powers

- The creation and modification of laws

- The execution of commissions

- The creation of new imperial titles

- The emergency resupplying of armies

- The pursuit of historical research

Procedures of the Senate

- Senate session

- Senate motion

- Motion wording

- Scrutiny

- Senate address

- Senate announcement

- Appointments by the Senate

Additional reading

- Imperial Titles

- Imperial Elections

- Recent History

- Speaker for the Senate

This selection of articles can be downloaded as a PDF book (or as html only)

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A Sudden Farewell

Song by Jamie Wakefield (https://soundcloud.com/jamie-wakefield/a-sudden-farewell)

Chords, Verses: Em G D Am x3, Em G D (Em); Chorus: Em G D; Bridge: Em

Verse 1 (Navarr) Into the eve'ning, My lover, we're leaving. No time left for grieving. Our oaths we fulfil.

Our lives we will offer. A step to here-after. A future made better, For Terunael

Chorus (Thorn) Aye, my lover. A sudden farewell. Aye, my lover. A sudden farewell.

Verse 2 (Thorn) Long we've provided, Our people we guidance, Without us, their stridings, Will travel a far.

Our future decided, Before we're divided, Let's lie here united, As Thorn and Navarr.

Chorus (Navarr)

Bridge (Thorn) Hear me x4

Verse 3 (Navarr) We should be preparing, And what your suggesting, Would use, though its tempting, What time we have ill.

Soon, when we're long gone, Our people embark on, An exodus begun, For Terunael.

Chorus (Thorn)

Bridge x2 (Navarr then Thorn)

Verse 4 (Thorn) Your hard dedication, Is all to your credit, But we've done all we can, and we have to let go.

Let's show we have no doubt, For soon we will bow out. But the dance will continue With other heroes.

Verse 5 (Navarr) Then let us make our rest, And lie in the forest, And let us show our trust, In those who follow.

Let this be a lesson, To trust in your brethren, As our fore-bearers once did, For Terunael.

Coda (both) Aye, my lover, For Terunael (Repeat to end)

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A banner of Thorns

The three thorns sat around the glowing embers of their fire. They kept the flames low as a matter of course, ensuring they did not to attract any attention from the Jotun they knew to be in the area. They passed a round bottle from hand to hand, listening to the rain, and speaking quietly.

"You know he's totally mad..." The first said, trailing off.

"You say that," retorted the second. "But we're finally here. At least he's doing something. That's my kind of mad. I'd take that over sane any day."

"Oh, I'm not saying I wouldn't follow him into the darkness, and back, if I had to." said the first, taking a quick swig form the bottle. "No-one denies he gets things done."

The third took the bottle of cider, and took a larger swig. She put the bottle down and addressed the others.

"He's crazy, and probably stupid. He took a risk, and right now it looks like it's paid off. That's it. But, you're right. He did something. We didn't swear our Thorn oath to watch our people get slaughtered. They say he's cursed, and he'll probably take us all with him... but I'd rather die trying."

"You think we'll die then?"

"Everyone dies Alaw - what matters is the manner of your going not the day."

Contents

- 1 Overview

- 2 Significance

- 2.1 The Banner of Thorns

- 2.2 The Hammer and the Anvil

- 2.3 The Dark Beneath the Trees

- 2.4 The Paths of Lan Thúven

- 3 Resolution

Overview

The Black Thorns fight to liberate Liathaven. The remaining resistance fighters and survivors of the Jotun purge - many of whom have survived thanks to the assistance of the heroes of the Empire - flock to their banner.

But the fight for Liathaven has only begun. While there are no major orc forces in the south, there is no news from West Ranging, Liath Ring, or Liaven's Glen in the north. There are major Jotun forces in Kahraman and the Mournwold to the east, and unknown numbers of orcs in Hordalant to the west.

The Black Thorns are fighting alone, and at any moment the Jotun might send forces east or west (or north out of the Lasambrian hills) to crush them.

It may be time for desperate measures.

Significance

There are several opportunities for the Navarr that concern the situation in Liathaven.

The Banner of Thorns

The Black Thorns banner is drawing survivors and resistance fighters to fight beneath it. For the first time they have hope that their homes may finally be liberated and the Jotun driven off for good. Yet the call to arms extends beyond Liathaven; soldiers from across the Navarr nation are drawn to aid the war in the south-west.

These additional thorns, as well as volunteers from all walks of life, are making their way via the trods to join the battle for Liathaven. The Imperial Senate may take advantage of these volunteers to commission the enlargement of the Black Thorns - (or the Quiet Step if they move into Liathaven this season). However if they wish to exploit this opportunity they must begin immediately.

If they take advantage of the current opportunity then the final cost to make the army large will be 100 mithril and 25 thrones, and require two seasons. The first season of work may begin with a payment of 50 mithril and 15 thrones. To benefit from this opportunity, however, the army must continue fighting in Liathaven for the next two seasons.

The Hammer and the Anvil

The Black Thorns are currently engaged in the conquest of southern Liathaven, while the Quiet Step are in the Mourn. Important as the liberation of the Mournwold is to the Marchers, there is a strong feeling among many Navarr that the time is right to strike against the orcs in Liathaven. A great many Navarri have died at the hands of the relentless Jotun, and more will die the longer the territory remains in their hands. Those deaths must not go unanswered.

A call for unity could focus the attention of the entire nation on the goal of freeing Liathaven. The Navarr National Assembly or the General Assembly could pass a suitably worded judgement to encourage the Navarr to retake Liathaven as swiftly as possible. This will not require a named priest and the expenditure of liao, merely a clearly worded Statement of Principle.

The statement by itself will have no effect. However, if the Quiet Step then joins the Black Thorns in Liathaven, and the generals of both armies take attacking orders, then any Navarr military unit that chooses to support one of these armies will receive a significant bonus to their fighting strength (the equivalent of three additional ranks).

This opportunity may continue to be available in future seasons while the campaign in Liathaven continues.

The Dark Beneath the Trees

The Jotun do not like fighting in forests. They seem to have a superstitious dread of the vallorn woods in particular. For all that, the orcs have engaged in a campaign of slaughter against the Navarr of Liathaven - and there are many who are keen for the chance to enact a particularly bloody justice against them.

During this season, the general of any Navarr army engaged in Liathaven may choose to issue the "An Enduring Example" attacking order in place of their normal order.

An Enduring Example

- The ability of this army to capture territory is increased by a three-tenths

- Casualties suffered by this army are increased by a fifth

This order involves ruthless, merciless attacks against a hated enemy. Quarter is neither asked nor given, and the bodies of fallen enemies are despoiled and displayed as trophies to fill the hearts of the enemy with fear of the army taking the order. Some of the defenders retreating before the onslaught will pull back to adjacent territories, reinforcing Jotun forces there.

This order will increase the speed with which the army will be able to liberate Liathaven, but have the side effect of causing some of the fleeing Jotun soldiers to reinforce orc armies outside Liathaven.

This order may continue to be available in future seasons while the campaign in Liathaven continues.

The Paths of Lan Thúven

One of the problems the Navarr face in their liberation of Liathaven is the presence of the vallorn, which stretches across the middle of the territory cutting it in half. The Black Thorns in the south cannot assault the northern regions without passing through the miasma... and drawing the spawn of the vallorn in great numbers to defend their territory. While there is nothing to stop the Navarr fighting their way through the vallorn, there will be many deaths if they attempt it - and the vallorn is not weak enough for any land to be claimed from it at this time so they would need to create a second beachhead on the far side.

But the Navarr are not without options.

In Western Scout, on the very edge of the vallorn miasma,stand the crumbling pillars of an old gateway. The Gate of Lan Thúven dates back to pre-Imperial times; it may even be Terunael in origin. No stories remain to say who, or what, or where Lan Thúven might have been. Only the gate remains - this one, and a second gate in West Ranging on the far side of Liathaven.

Between them, according to refugees from the Jotun-burnt Hidden Walk steading, there is a path through the vallorn. A hidden way, following the route of an old Terunael road, woven with potent Night magic that blinds the eyes of the vallornspawn. The insular Hidden Walk used this route to travel deep into the Westwood, and to keep contact with their cousins on the other side of Liathaven at Silent Stand steading.

The Jotun seized both Hidden Walk and Silent Stand. The steadings were destroyed - but the gates that mark either end of the hidden path still stand. The orcs clearly realise that the gates are valuable, but treat them with the same superstitious dread they show towards anything associated with the vallorn.

Indeed, for the Jotun, the hidden path is effectively useless. They may pride themselves on their heroism and bravery, but the vallorn eats the brave and the heroic as readily as it devours all other fools. It requires a great deal of finesse and experience to traverse the vallorn, even with the protection of a hidden route through its depths. Regardless of what they know or suspect, the orcs have left warbands behind to protect each end of the hidden path. While large, neither warband is well supported - and the one camped near the ruins of Hidden Walk in the south is particularly isolated.

If the Navarr were to launch a surprise strike against one of the gates - either Hidden Walk or Silent Stand - then they would be able to bring the Paths of Lan Thúven under their control. The survivors of the fallen steadings have already agreed to demonstrate how to use the gateways to find and traverse the hidden route between the two.

OOC Note

Navarr vates have already detected a significant conjunction of the Sentinel Gate that provides an opportunity to strike at Silent Stand, in West Riding. It is currently set for 21:30 on Saturday, but conjunctions sometimes move unpredictably. Any magician can determine the current state of this conjunction using the normal method.

In the event that the Navarr are able to take control of one of the gates, the concealed road between them could be accessed. This would allow Navarr armies (and only Navarr armies - although smaller units from any nation could still accompany the larger Navarr forces), to treat Western Scout and West Ranging as if they were adjacent for purposes of establishing supply lines and moving back and forth - avoiding many of the difficulties presented by the vallorn that occupies the middle of Liathaven.

Resolution

During the Summer Solstice, the Navarr liberated the Paths of Lan Thúven allowing their armies free passage between the northern and southern parts of Liathaven.

While Corey Brackensong lead the Navarr national assembly in a call for unity in the face of the Jotun threat, the Quiet Step and the Black Thorns were engaged in different territories during the following season. Regardless, the Imperial Senate passed a motion to provide support to those Navarr warbands who wished to reinforce the Black Thorns more permanently, and the two-season process of enlarging that army has begun - although 50 wains of mithril and 10 Thrones will still need to be provided after the Autumn Equniox, and the army will need to remain in Liathaven during that time, if the opportunity is not to be wasted.

Finally, during the three months after the Summer Solstice, General Ulric Y'Basden of the Black Thorns instructed the troops to become the dark beneath the trees, and fill the hearts of the Jotun with terror. You can learn further details of the recent campaign in Liathaven here.

The Navarr National Assembly recognises the sacrifice needed by our armies to retake Liathaven and the Pride retaking Liathaven will bring to the nation. We urge the entire nation to unite behind our generals and ensure the fight is as swiftly as possible taken to the Jotun barbarians. Those who sacrificed their lives at Alwin's Stand and places unremembered must be honoured and we praise the Loyalty of Navarri who have the Courage to fight alongside the Black Thorns and the Quiet Step.

The Navarr Assembly of the Imperial Synod 380YE Summer Solstice

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A bit of peace

"There's a dozen of them no more, and they're in Hahnmark. We can take them all no bother."

Onni had his bow out, an arrow resting against the wood. Wulfra shook her head at the folly of youth.

"It's not about numbers, little idiot. If it was about numbers they'd have come five thousand strong. It's about the law, and about the virtues."

The younger warrior furrowed his brow behind his mask. He was an adequate soldier, and tried to be a good man, and maybe he had the makings of a true hero even - provided he lived long enough to grow up a little and learned when to speak and when to keep quiet. Wulfra suspected he was also a little drugged, which was normally not a problem here in Southridge but along the borders would be a much more serious matter.

"Unless the Thane sends new orders, we watch, and we let them walk. Nothing more."

Unfortunately, Onni was just young and stupid enough not to know when to let something go.

"I was talking to Veeta round the fire last night and she said that the law isn't actually clear at all. They're protected while they're at Anvil, and on their way back from Anvil - as long as they go straight back home - but the wording means that we can do what we like to them while they are on their way to Anvil."

Wulfra rolled her eyes.

"Veeta thinks she is a damn sight cleverer than she is. The law is not a game of words. Do you think when they made the law the Senate expected orcs like these to somehow sneak to Anvil unseen? To fly maybe? To swim through shadows like Mäkäräinen swam the night in the storybooks? Oh, you could try your maggot-mouthed interpretation of the law when you're dragged up in front of the magistrates and I don't doubt that they'll listen with interest, and nod, and then your soul will be on its way to the Labyrinth before you feel the steel at your neck. The intention of the law is clear as a mountain brook."

Onni was not to be quieted.

"They're orcs," he said stubbornly. "And they're walking through Hahnmark like they own the place. They shouldn't be here!"

"They're Jotun," countered Wulfra. "And they are under a flag of truce."

She threw her hands up then with a great exhalation of frustration.

"Think boy! Are your eyes so poor that you can't see any further than you can shoot? What's the lesson of the Sapling and Shears?"

Onni concentrated hard, rubbing his closely-shaven head. He was not expecting the question and his wits were low.

"Things... end?" he said at last. "And... things begin?"

"Thing's end." she echoed. "And every ending begins somewhere. This might be the beginning of that end. Do you think your children will thank you for prolonging a war whose end has come? And even if they are not walking to Anvil to talk about peace, they may be going to talk about the beginning of peace, or the beginning of that beginning."

"Peace is not a virtue," he said then, insolently, a self-satisfied grim beginning to spread across his face. So she slapped him, open palmed, leaving his cheek stinging and red. He yelped, surprised rather than in pain.

"You won't speak to me like that," she said coldly. "Do you understand?"

He nodded then, and in the moment he remembered who she was and what she was capable of. His face paled behind his beard. She took pity, then.

"They are no threat." Her voice was quiet. "They are not stealing or raiding. They are clearly not spying, they are traveling the road openly. They are not demanding, nor asking for our aid. They bear a flag of truth, and they are Jotun. They mean what they say, whatever they say. So we will watch them until they pass out of our reckoning and then we will tell the Thane what we have seen, and that will be that. We may never know where their skein takes them, or what our choice here today means, but I have made it and now it is done. So put your bow away and go and get Vikka. And while you're about it splash some water on your face, and if you show up for duty stoned one more time I will slap you so hard your brother will feel it at the other end of the valley. Is that clear?"

Onni looked a little startled at the sudden steel in the captain' voice, but he nodded his head vigorously a few times and scuttled away to follow her instructions. Now to have a long conversation with Vikka about the law, and the difference between words and spirit. Perhaps it was finally time for Vikka's skein to twist in a different direction?

Below the tower, the Jotun continued to walk south, paying no heed to the watchers at its top.

Contents

- 1 Jotun Orcs

- 2 The Orcs of Otkodov

- 2.1 The Navarr

- 3 Orcs of the Great Forest

- 3.1 Rescue

Jotun Orcs

The Jotun have invaded Sermersuaq and, if the reports are to believed, have dispatched a diplomatic delegation to speak to the northern orcs. Yet it is not just the Thule to whom they are sending representatives. A little over a month ago a band of perhaps a dozen Jotun orcs left Sermersuaq heading south under a flag of truce. Moving on foot, they joined the Blood Red Roads near Kalpaheim, and have made no attempt to conceal their destination - Anvil.

They camp in the open rather than using Imperial inns or Navarr wayhouses, and are clearly disinterested in talking with strangers. Militia patrols have approached them and been met with the message that they are invited guests on their way to a meeting. Furthermore, they are well aware of the laws regarding the protection of delegations, although they will not speak of their reason for visiting the heart of the Empire. The contingent is led by an old pale skinned orc called Ustigar who is apparently one of the northern Jarls, an along with a light honour guard. Observers have also noted the presence of two orcs of the Hierro clan among their number. Both of these former Lasambrian orcs have visited Anvil before - the orc "priest" Kenza and the former diplomat Juevar.

The delegation is expected to reach Anvil shortly before the summit. Legally, the Imperial Consul, Aureliana Perpetua Nicasia Saverio di Sarvos, would expect to be the host for any formal diplomatic delegation, but the orcs claim to be guests of Liissá of Sigehold bound for a meeting with the Jarl of the Golden People, Avisena i Kharizmi i Guerra. Their party of five are waiting on formal instruction from their hosts to know exactly when they should arrive.

The Orcs of Otkodov

Following the Winter Solstice visit to Anvil by Rak Who-Speaks-For-The-Dragons-United and companions, there is still no sign of a new peace treaty with the northern orcs. The Thule Ambassador is philosophic; he seems confident that the Empire can still avoid war with Otkodov. With the Summer Solstice, and the end of the existing peace treaty, fast approaching Rak has announced that the Dragons are sending him back to Anvil to continue negotiations with the Imperial Ambassador to Otkodov.

He has publicly cautioned, however, that the Thule have no intention of surrendering the ancestral lands that the Empire returned to them as part of the earlier peace treaty. That is not a matter the Dragons are prepared to discuss - and if the Empire chooses to demand that the Thule quit the Silver Peaks and Krevsaty then the negotiations cannot help but end in failure.

Rak Who-Speaks-For-The-Dragons-United is expected to arrive at Anvil on Saturday afternoon. He has again requested a formal meeting with the Imperial Ambassador and their staff.

The Navarr

According to Rak, the Navarr people entered into some agreements with one of the Dragons that do not seem to be bearing fruit.

The Thule have been asked to withdraw their archaeologists from Hercynia. Arguments have been raised that an agreement with the Navarr gave the Thule unrestricted access to the northernmost Navarr territory, but now the Empire has asked them to leave. Rak is unhappy, but in accordance with the Empire's request all the Thule visitors to Hercynia have been recalled to Otkodov. There are few specific details, but Rak appears to believe that the orcs were given leave to recover items of worth that have cultural significance to the Thule - and now that permission has been revoked.

The Dragons are not angry but they are disappointed. The rulers of Otkodov has agreed to allow the Navarr to perform The Dance of Navarr and Thorn in the eastern territory of Sküld, should they be able to locate a suitable regio in the territory. Now that agreement looks as if it has been severely imperiled; it appears that the Navarr and the Dragon they negotiated with have different recollections of what was agreed during their meeting.

Rak urges that the Navarr identify some among their number who can negotiate in good faith. This person should then work with the Imperial Ambassador to arrange a meeting with him when he visits Anvil during the Spring Equinox so that they can discuss the situation and find an acceptable solution while there is still time. Rak has specifically mentioned the assistance of the one known as "Merel" who he believes may have been substantially involved in negotiations with the Dragon.

Orcs of the Great Forest

The Great Forest orcs continue to settle in Therunin. People are adaptable; both the Navarr and the exiled orcs are learning to live with one another with only occasional problems which are largely sorted out by arbitration. Work has begun on the Holt of the Oak but so far the orcs are making little progress - they still need a significant amount of weirwood and money if they are to complete the construction of the fortification. As a structure built of weirwood, rather than white granite, the current enthusiasm for building defensive structures sweeping the Empire with the consecration of the Silent Sentinel has had no effect on the time and materials needed.

It is still not clear if a delegation of Great Forest Orcs visited Anvil during the last season. The civil service have attempted to explain to them that there are certain protocols to observe when visiting Anvil as regards formal delegations, but their explanations appear to he largely falling on deaf ears. "If it is not the law, then we may do as we choose," is their response. "Why should we need formal delegates to talk with our friends?" they ask. They continue to pay little attention to suggestions they deal with the Imperial Consul, preferring rather to speak directly to the senators of the Navarr. It is all very frustrating.

That said... the orcs of the Great Forest have somewhat grudgingly confirmed that they are sending some of their number of Anvil for the Spring Equinox. Again, however, this is not any sort of formal business - they simply intend to speak to the senators for Therunin and Reikos, and deliver gifts to them in recognition of the bounty of herbs that have been provided to them. The delegation is expected to reach Anvil "at some point on Saturday, probably in the afternoon". There is a small chance that the Secretary to the Diplomatic Corps may know more.

Rescue

One other matter has been placed at the door of the Great Forest Orcs - and at the door of their briar allies. A month after the Winter Solstice, a little over a hundred and fifty yeofolk and a handful of nobles from the houses of Dawnguard in the Barrens arrive with little warning on the doorstep of Remember Exile in Reikos. They are accompanied by perhaps sixty warriors of the Great Forest orcs and three dozen humans, the majority with obvious briar lineage.

Apparently, during the Winter Solstice, with the aid of allies they will not name but which there are strong hints represent allies on the field at Anvil, they were able to liberate these Dawnishfolk from a labour camp in the Barrens. Over the last four weeks they have been leading the escaped prisoners through the Great Forest of Peytaht, where the Druj would not follow. The escaped prisoners are shell-shocked, and recount harrowing stories of their treatment at the hands of the Druj - but they are glad to be free.

The orcs and their briar allies waste no time returning to Therunin after delivering the liberated slaves; perhaps two dozen of the yeofolk choose to accompany them. The remainder of the freed Dawnish slaves are keen to return to their own people, and where possible to rejoin their houses-in-exile.

(OOC Note: If you are a member of a Dawnish noble house exiled from the Barrens, you are welcome to role-play that some of your missing members, especially missing yeomen, are among the people who emerged from the forest into Reikos. They will tell harrowing tales of casual cruelty by the Druj, and of hours of back-breaking work in the weirwood forest under the watchful gaze of malicious overseers.)

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A business like any other (Trade Winds)

The little bell above the door tinkled merrily, and Estefan Giacamo von Sarvos slipped his book onto the shelf below the desk with one hand, smoothed his doublet with the other, and stood up straight with an expression of earnest enthusiasm on his face. His composure took a slight knock when he saw who had come in, but he did not let it show.

Two figures in heavy velvet robes glided into the shop. They wore full-face masks of pale ivory carved in the manner of fanciful demons, but that was hardly unusual for Sarvos. What made the shopkeeper a little uneasy were the voluminous hoods, the thick belts emblazoned with the many-rayed sun, and the strong smell of peculiar spices that accompanied them.

Internally, he cursed his brother for suggesting that they invest some of their excess profits in employing a street magician to place an enchantment on the shop. It always brought in the oddest customers.

The first figure through the door had a spear, and from beneath her robe there was the suggestion of leather armour. Presumably she could shed the cumbersome vestments quickly if a fight broke out - or perhaps she was simply trained to fight in heavy, smothering black cloth. She held the door open for the woman who followed her, and Estefan immediately recognised one of the necromantia - the Axou wizards. Her staff was heavy, weighted down with intricate dragonbone decorations, hung with delicate weltsilver bells that jingled slightly as she walked.

The door closed behind them. Estefan swallowed. The room seemed darker, almost - all that heavy black velvet.

"Good evening," said the woman, her voice muffled by her mask. Her companion ignored Estefan, and floated over to examine the pots of herbs laid out on one of the tables, lifting the lids and sniffing the contents with black-gloved fingers.

"Good evening ma'am, how can we help you today?"

The customer reached up and pulled down her mask. It slipped free to reveal a surprisingly young woman, her face beaded with sweat. She looked tired. Unsurprising - it had been a warm afternoon and the robes did not appear to breathe much.

"We are interested in buying some herbs," she said.

Estefan launched into his patter.

"Then you have come to the right place. We have just received an excellent shipment of bladeroot from Volodmartz, and some very fine mazzarine from the Spice Gardens at Feroz - indeed if you are interested in more mundane herbs and spices we also have ..."

The woman cut her off. Her companion had stopped looking over the herbs and slid over to stand behind her. Even though she was shorter than Estefan, with her cowl raised and her long staff, she seemed to loom very largely in the enclosed space of the shop.

"Yes, it certainly looks like you have excellent quality merchandise," said the young woman who had not spared even a glance for the pots of herbs since she came in. "But we are not looking to buy medicinal herbs at this time. We are after something a little more ... exotic."

The two Axou - one masked, the other bare-faced, stared at Estefan. The young woman raised her eyebrow suggestively.

Estefan's mind raced. What did they know? Who had they been speaking to? Were they what they seemed to be, or was this a baroque militia scheme to catch him out? He favoured them with a weak smile, and crossed the shop to switch the sign over to "Closed" and drop the latch. Then he returned to the counter and leant forward conspiratorially. The two women turned slightly to watch him, in a way that was frankly quite unsettling.

"Well ... I have recently receive a shipment of ... ah ... special herbs from Kallavesa if you are interested? And I also have something more meaty if that is to your taste, if you know what I mean?"

The young woman blinked at him, and frowned slightly. She seemed to have no idea what he was talking about. Had he misunderstood? What sort of trouble was he in now?

"You misunderstand. We are looking to purchase ..." here she leaned forward herself, the gentle whisper of velvet-on-velvet loud in the gloomy shop. "... liao."

He almost laughed. "Liao? Just liao? Not true liao? But that's not ill- I mean that's fine. Liao? Really?"

"Yes. Have we misunderstood? Is this not a business where one can purchase herbs? Liao is a herbal preparation is it not?"

"Well yes, and I guess I have a few doses, but really you should probably just -" he had been about to say "go to a priest" when the still-masked figure reached into her robe and pulled out quite an impressively clinking pouch and handed it to her companion. She put it down on the counter purposefully.

"- take a seat and I will see how much we can provide you with today." he finished smoothly. The young woman smiled and inclined her head, but his two guests made no move to sit down.

"How much are you looking to buy?"

The young woman casually opened the money pouch and Estefan saw that it appeared to contain quite a few Thrones. She took out several of the coins and weighed them in her hand.

"How much have you got?" she asked.

Contents

- 1 Overview

- 1.1 The Black-sailed Vessels of Axos

- 1.1.1 A thirst for liao

- 1.2 The Pleasure of Princes

- 1.3 Stone Hearts of the Suranni

- 1.4 Faraden caravans

- 1.5 Deathly Smiles

- 1.6 Sumaah and the Imperial Crown

- 1.7 The Good of the Commonwealth

- 1.8 Plain Sailing in Asavea

- 1.9 Dragons and gold

Overview

The Black-sailed Vessels of Axos

The Axos port of the Towers of Kantor is now open to Imperial fleets, and the Axou have completed work on an extensive embassy there now staffed by Imperial civil servants. You can learn more about the port here.

At the same time, black-sailed merchants from Axos are visiting ports in the Empire in significant numbers for the first time in decades. On the Bay of Catazar they favour the ports of the Brass Coast, the League, and Urizen over those of Highguard - but there are also reports of adventurous Axou captains braving the Semmerlak and visiting Varushka and Dawn. They bring with them shipments of beggar's lye, orichalcum, peculiar spices, fine dark cloth, rich wines, unfamiliar delicacies, seductive narcotics, and oddly beautiful art objects carved from ivory and bone. In return they seem particularly interested in purchasing fine metalwork, luxurious Imperial food and drink, measures of dragonbone and ingots of green iron. Oh, and liao. But more of that later.

Several of their ships also bear dour and gloomy Skouran passengers, in groups of two or three. They sell beautifully cut gemstones; high-grade gold, silver, and iron; breathtaking jewellery; and fine tempest jade. In return show a great deal of interest in the fruits of the forests of the Empire, as well as large amounts of preserved foodstuffs - especially citrus fruit for some reason which appears to be a mild delicacy among them. Only a few have travelled with the Axou so far, and they are extremely closed-mouthed about their business.

A thirst for liao

One trade good the Axou seem very keen to acquire is liao. They are evasive when asked why they want it, but they cannot conceal the fact that there is a market for the substance in the citadels of Axos. As a consequence, demand for liao has spiked - at least temporarily. Any character with a congregation who chooses to sell their liao in the coming season will receive 20 rings (1 crown) rather than the usual 12 rings. It is very likely that this price increase will be temporary - as it currently stands the price is likely to drop back to normal levels by Spring if nothing else changes.

The Imperial Synod may choose to use a statement of principle to encourage, or discourage, this trade. If the statement passes with a greater majority, it might influence the outcome of this opportunity. Similarly, the Imperial Senate may pass a Senate motion to amend the law regarding the trade of liao to the Axou - in this case the price will remain at the current level.

If the Senate or the Synod does intervene, the price of liao will be made clear at the start of downtime.

The Pleasure of Princes

The Empire recognises the importance of extant

and future trade in strategic materials with our allies

in Jarm and welcomes any overtures to strengthen

existing agreements or form new ones.

During the Autumn Equinox 380YE, the Imperial Senate formally recognised the importance of trade with the Principalities of Jarm, and expressed interest in strengthening trade between the two nations. Word has come that the House of Princes has finally gotten around to removing the last of the trade sanctions against the Empire, and has issued a statement of their own that echoes that of the Senate encouraging closer ties with the Empire.

While governments make such statements all the time, this has had a positive effect on trade with the Jarmish ports. Jarmish traders are enthusiastically looking for opportunities to secure more Imperial custom, and each of the three Jarmish ports is providing a little extra wealth to Imperial traders who visit in the coming months.

- The northern port of Kavor will supply an additional ingot of green iron in the coming season.

- The southern port of Vezak will supply an additional crystal mana to each visiting ship.

- The eastern port of Rigia will provide an additional measure of dragonbone.

This increase in potential prosperity is contingent upon the Empire finishing the Winter Solstice still on good terms with the Principalities of Jarm. There may be further opportunities thanks to this blossoming of positive international feeling - there has been a rumour of Jarmish interest in the Tassato Mana Exchange for example. Oswi Twiceburned is the Imperial title of Ambassador to Jarm and may know more.

Stone Hearts of the Suranni

The Suranni port of Robec has long been closed to merchant vessels from the Empire, with some limited trade between the two powers confined to the less profitable overland routes. While the frosty relations with the Iron Confederacy thawed a little following their annexation of Kalino, many of the powerful Ducal Houses remain highly suspicious of the Empire and unconvinced of its good intentions. Indeed, there are reports from southern Feroz that the Suranni have begun work on a significant fortification in Kalino, overlooking one of the main routes through the southern Lasambrian Hills to the heartland of the Iron Confederacy.

Yet for all its veneer of unity, it is composed of several Ducal Houses who regularly vie for supremacy. There are reports that one or more of the Dukes of the eastern confederacy is interested in potentially extending a guarded hand of friendship to Imperial traders. The Marquis Flavien du Libellue, a seasoned diplomat and traveller by Iron Confederacy standards, has been appointed by this faction to handle negotiations with the Empire. The 'Dragonfly Marquis' has spent the past season navigating the interests of the feuding Houses and the stern priesthood of Surann to build a deal that he can now offer to the Empire. There are few publicly known details, but indications are that the port of Robec may be opened to Imperial traders in return for a significant bribe of some sort. It is likely that the Imperial Ambassador to the Iron Confederacy, Starac Sijed Orzel of House Orzel in Dawn, will be the first to learn the details of the proposal.

Provide your customers with products they need and charge

a little bit to stimulate your market and before you know it

customers come to depend on you, I mean really need you.

Roper

Faraden caravans

The Faraden lords and ladies continue to send caravans into the Empire. They pass back and forth through the northern Lasambrian hills unmolested by the Jotun thanks to a binding treaty between the two. It has been decades since there have been so many Faraden in the Empire. Occasionally, this is less than ideal - they are unashamed heretics (they embrace a false virtue) and blasphemers (they deny Wisdom, Ambition, and Vigilance). But they are rich and they show every sign of enjoying the Prosperity that free trade with the Empire can bring. There has been talk of some problems back east - the merchants seem particularly keen to acquire iridescent gloaming. Yet for the most part, the Faraden are friendly, open, and entrepreneurial. There is some talk of how nice it would be if the Empire were to build caravan stops and trade enclaves for the use of the Faraden, and a great deal of approval of the Blood Red Roads project. It is possible that the current Ambassador to Faraden, Tal'Shar i Zabala i Erigo, may know more.

Deathly Smiles

The Sarcophan Delves continue to present a carefully neutral face toward the Empire, remaining open and welcoming to Imperial trade. They continue to make no demands of the Empire - neither reasonable or unreasonable - but they also continue to engage in open diplomatic relations with the Grendel whose vessels are now regular visitors to the wealthy southern port.

Whatever else they are, the Sarcophan people are pragmatic merchants and are known to value their neutrality. A recent treaty between the Senate and one of the Bedelaar-Huisbaas has seen work on a loading dock begin in the busy international trade port of Cargo in Urizen that, when completed, will allow the purchase of white granite by a chosen minister. It is likely that now there is a formal Ambassador to the Sarcophan Delves, Thanmir Hrafnar, they will look to secure further trade opportunities with the Empire.

Sumaah and the Imperial Crown

The Präster of the Sumaah Republic are still believed to be in possession of the Imperial Crown - the symbol of Imperial authority since the time of the First Empress. They also remain at war with the Empire - and the port of Zemeh remains closed to Imperial visitors. The skeletal staff at the Suumah embassy in Necropolis conduct what little business they have with a minimum of fuss. They have issued no further statement since Autumn. Reports from foreign traders suggest that their priests are active in Sarcophan, Jarm, and the Commonwealth quietly undermining Imperial efforts in these nations, especially any efforts by the Imperial Synod to spread "their version" of the Way.

While invited to the Symposium of Revelation by the Imperial Orc Cardinal of the Way, they have issued no formal response since their Autumn statement that there would be no possibility of any of their priests attending while it is a hotbed of heterodoxy, heresy, blasphemy, and idolatry.

The market's don't like instability,

and they don't like uncertainty.

Peter Mandelson

The Good of the Commonwealth

Relations with the Commonwealth continue to be chilly. The Senate's decision to endorse closer trade links with the Principalities of Jarm, and its reciprocation, have not gone unnoticed. Indeed, given the poor relations between those two great nations, it is entirely possible Jarmish emissaries have been rubbing the noses of their Commonwealth opposite numbers in it. The trade tariffs and bureaucratic hoops that captains visiting the Commonwealth have had to navigate in recent years have not yet been reinstated, however. It is possible the Commonwealth is waiting to see what this statement from the Senate means for their future relations before reacting.

Plain Sailing in Asavea

Trade with the Asavean Archipelago continues steadily. Most of their interest at the moment seems to be focused on the Temple of Balo and the Black Bull. Some trade opportunities are mentioned in that wind of fortune, contingent on the successful completion of one or both of the temples involved. For now, however, relations with the Archipelago, the Plenum, and the priests of Asavea, appears to be good.

Dragons and gold

The Thule orcs have expressed some cautious interest in establishing an embassy and opening trade routes with the northern Empire. More details can be found here.

If a merchant in England sends an article of English manufacture abroad which costs him a shilling at home, and imports something which sells for two, he makes a balance of one shilling in his favour; but this is not gained out of the foreign nation or the foreign merchant, for he also does the same by the articles he receives, and neither has the advantage upon the other.

Thomas Paine

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A fine and private place

The players finished their play, and took their bows. The audience was silent, until a small polite clap grew to a crescendo in the small tavern.

The actors quickly thanked the crowd and ran back stage. The farcical comedy of the Empress Teleri and the Archmage of Summer was one of their most popular plays. The paragons knew, the people of the Marches needed cheering up as grim curses ran riot among their farms and the first stories of the battle for Mournwold began to filter in from the south.

They had performed the plays countless times - even reduced the dour Highborn in Necropolis to tears of laughter during one triumphant, golden night. It was simple enough and suited their style - one act, set in the Chamber. Always the Chamber. Exposing weakness was such a key theme of the play, empowering the humour that comes from playing the Prince against the Mountebank.

Jane of Sutton asked the question first. When the heck had they decided to use the Tomb set instead? Mummer dramaturgy tended toward the improvisational but they usually at least blocked out the main thrust before each performance. This time everything had just ... changed. Midstream, as it were.

None of them could agree who had first shaded the dialogue to include the mausoleum, nor when the throne had become the sarcophagus of the pious martyr. Each one of them had become so caught up in the scene, and then somehow the play had changed.

The comedy had still been there, but it had been darker. Blacker. The not-quite-romance between the pious Empress and the bawdy Marcher had an edge of tragedy about it, of loss. It was certainly not the play they had rehearsed, and it wasn’t at all what they had intended to present to the drunken patrons of the Horse and Six Buckets.

The crowd appeared to have appreciated it, so no harm down. Yet it was still a little worrying. They were due to perform the play again tomorrow at the Widderson Fair … this time with a few more laughs , hopefully.

Contents

- 1 Overview

- 2 Significance

- 2.1 Power of Winter

- 2.2 Strange Thoughts

- 2.3 Threshold of Winter

- 2.4 A Sense of Loss

- 2.5 The Heralds of Winter

- 3 Resolution

Overview

For inscrutable reasons, it is the dramaturgists who first become aware of the change. Actors are sensitive at the best of times, and it does not take a genius to notice that as Autumn turns to Winter everyone seems to be setting their plays in the Tomb. The majority defend their artistic decisions vociferously, of course, but a rare few admit that it just "seemed like a good idea but now I can't remember why".

In some cases it is quite jarring - the tomb represents tragedy and transition; to see a romantic tryst, a stirring oratory, or a tense political scene in the context of a mausoleum, cemetery, or graveyard is occasionally offputting and invariably warps the context and implications of the scene. The theatre-going patrons of the League troupes (and the fairground audiences of the guisers, and patrons of the mummers open-air shenanigans) tend to be nonplussed ... but broadly positive. The plays are still good after all. Just occasionally a little .. odd. Scholars of dramaturgy however are a little less sanguine. In a mystical context, the Tomb represents curses; condemnation; conclusions; oaths and promises; weakness, fear, and poison after all.

As the Winter Solstice draws near, however, the hints at something significant occurring finally resolve themselves as information about the peculiar events at the Imperial regio begins to filter out to the magicians of the Empire. And shortly after that, the first heralds begin to appear.

Significance

There is a second regio at Anvil. This is a new magical aura, strongly aligned to Winter magic. Those who spend more than a few minutes in its presence find themselves subject to disquieting thoughts. More importantly, the regio appears to open into a hitherto unknown chamber, close to the realm of Winter itself. Finally, this new regio does not appear to have been cut from whole cloth - which has some unsettling implications for the Imperial regio.

Power of Winter

The new regio is considered a strong Winter regio for purposes of performing rituals. It allows any magician who already possesses the knowledge of Winter lore to spend one more crystal mana than normal when performing a winter ritual. Perhaps more significantly, however, it does not have the same sympathy with the entire Empire that the Imperial regio does. As a consequence, it cannot be used to target rituals on other parts of the Empire.

OOC Explanation

This strong winter regio allows the performance of rituals such as Whispers_through_the_Black_Gate, but it will not allow rituals to target territories other than Casinea.

Any draughir character can sense the presence of the winter regio once they are in Anvil by concentrating for a few moments; any such player can ask a referee for its location. A draughir may do so before time-in if they wish, but are asked to refrain from discussing the location of the regio out-of-character.

Any character can confirm if they are in presence of the new regio by performing the detect magic spell with the assistance of a referee.

Strange Thoughts

Anyone who spends more than a few minutes at the new Winter regio finds their thoughts being influenced by it. Those of the draughir lineage are most strongly affected, finding all of their usual instincts and tendencies greatly enhanced. Any orc, or human without lineage who interacts with the regio will find themselves picking up mild draughir characteristics - becoming emotionally cold; experiencing a strong affinity for their friends and allies and antipathy for strangers; becoming calculating with a reduced sense of ethics and morality; and never being entirely satisfied with any plan. Those of the naga, cambion,briar, changeling, or merrow lineages may feel a vague sense of one of these traits, but it is extremely mild. In all cases the roleplaying effect fades after five minutes of being away from the new regio.

Threshold of Winter

Beginning at 4pm on the Saturday of the Winter Solstice, any magician can use the operate portal spell to open the portal at the heart of the regio, allowing them to travel to the "winter chamber" that lies in some indefinable way "nearby". This does not follow the same as the portal from the Imperial regio - performing operate portal allows one to enter the chamber, but must be repeated each time one wishes to enter, and repeated again to allow one to leave. In each case the magician will need to expend one personal mana - again, this is not the portal to the Hall of the Worlds but an entirely separate portal that operates using the standard rules for portals.

The portal closes permanently at midnight on the same day.

The portal is in all ways a normal regio portal - it may be tricked with a Pauper's Key or The Ambassadorial Gatekeeper; it may be sealed temporarily at either end by Pakaanan's Iron Shutters; and so on.

A Sense of Loss

The Imperial regio has been impacted significantly by the presence of this additional regio. Analysis of the regio has indicated that until Sunday morning of the Winter solstice, the Imperial regio effectively has no winter component. It does not count as a powerful Winter regio; it does not empower the performance of Winter magic; and it will not allow Winter rituals to target other Imperial territories.

At sunrise on Sunday morning, the Imperial regio should return to normal. Probably.

The Heralds of Winter

This is not a natural phenomenon. For seven days leading up to the event, hooded creatures identifying themselves as messengers of the winter eternal Tharim have been seeking out Winter covens and powerful practitioners of Winter magic and delivering public declarations, reading from scrolls inscribed onto pale leather. The content of the declarations is the same in each case:

Scions of Atun and Atuman; the royal houses of the Dawn; the tribes of Kallavesi and Suaq; the heirs of Aldrei the Fair; the scions of Terrunel; the masters of the High Peaks; the Princes of Jarm; the descendants of the Sorcerer-Kings; the tribes of the Dragon; and the sons and daughters of Naguerro. Hear the words of the King Bound in Chains.

I have created a regio that will allow travel to a Winter Chamber from the fourth hour of the afternoon on the Winter Solstice until midnight of that day. Let magicians who are skilled practitioners of winter lore come to that chamber to speak with the sovereign-lords of the Wasteland.

Let it be known that this chamber is neutral territory between your nations and any others who may come before us as ambassadors of their people; any violence or theft against another guest will see that nation earn the ire of all the sovereign-lords of the Wasteland. Do not test our will; we are united in this regard. So swears Tharim, Skathe and Surat, Rangara and Kaela, Agramant and Sorin.

During this time we will accept tribute from your people in the form of Dragonbone. Each of us has prepared boons. We will magnanimously grant these boons to you in return for your tribute. Whichever among you gives the greatest amount of dragonbone for each of the boons we have prepared shall gain sole custody of that boon.

I trust that each of the nations we have invited will decide who will be giving tribute for their nation. let none who does not rightfully claim to belong to that nation offer tribute to us lest they incur the wrath of their ancestors.

So is my word given

Tharim, the King Bound in Chains

Many of the "nations" described no longer exist - have not since the formation of Empire. There are some interesting exceptions - and also some significant questions, especially around exactly who Tharim and the other "sovereign-lords of the Wasteland" are treating as scions of Atun and Atuman, and who they think the "heirs of Alderei the Fair" might be.

Regardless, there appears to be a significant magical event taking place and it appears that Imperial magicians - or at least some of them - have been offered front-row seats.

Resolution

Shortly before the Spring Equinox 380YE, heralds of Tharim again visited the Empire to reveal who had gained the favour of the winter eternals. Details of this event are listed here.

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A fundamental struggle (Trade Winds)

"I'm not very happy about this," said Captain Gerralt.

The orc in front of him shrugged, and spread his hands, but there was nothing apologetic about his gesture.

"I apologise. You are absolutely free to depart now, if you wish. We will end the inspection and you may seek another port. But if you wish to do business in Leerdam, you will do so only once I am reassured that your cargo is legitimate."

The orc commander made a curt gesture and rattled out a series of instructions in the Gemeinsamesprache. The uniformed orcs began to spread out across the deck. Captain Gerralt could see that the crew did not like it. Being boarded by orcs, even orcs in the uniform of a Commonwealth force, did not sit well with them. The Dawnishman wondered if it was a studied insult. It seemed unlikely. This was Leerdam, after all, not Kavor or Nemoria.

"My earl will be very unhappy if your warriors break anything."

"My soldiers." the orc stressed the word. "My soldiers will be thorough and careful. If anything should be damaged during our inspection you will of course be reimbursed - assuming that is that no contraband is found of course."

The orc paused for a moment, leaving a space for Gerralt to speak. When the yeoman did not immediately interject, the commander continued.

"Now can I ask what you are carrying in your hold today?"

"Wood," said Gerralt carefully. "Hardwood from the forests of Weirwater. Also wine and brandy. Fine quality merchandise as well, from the vineyards of Astolat. We also have some pots of True Vervain - healing salves, yes?"

Gerralt mimed smearing something on his face. He was rattled, and on the verge of babbling. The orc commander did not quite roll his eyes but it was clear he knew what True Vervain was for.

"That is good. Now I must ask you this. Are all members of your crew free citizens of your Empire? If any are not you must tell me now. If you do not admit it now, and it is later found that you are using slaves, then you will be charged with a serious crime and your vessel will be confiscated."

The Dawnishman was beginning to get angry, but strove to control his temper.

"No of course we have no slaves aboard! We're Imperial, by the Paragons! This is an outrage!"

"Nevertheless, I will need to speak to each member of your crew before they disembark. Die Stahlhalle is concerned that some Imperial ships may be relying on the labor of people who are not free. Such a thing is not acceptable in the Commonwealth. I will also need to review a copy of your cargo manifest and match it against the contents of your hold. Again, if it is found out later that you have attempted to deceive me you will be taken into custody and face at a fine and expulsion from Commonwealth waters."

Gerralt sputtered.

"You have no reason to -" he began but the orc commander cut him off.

"Please do not waste your breath on outrage, Captain. Your Empire's commitment to the dignity of sapient beings appears to be waning. Your primary trading partners are the Asaveans and the Jarmish. Even without the denunciations of the Sumaah, it is clear to us that your ethics are flexible. You will not set one foot on Commonwealth soil until I am certain that you are not someone who prospers from unjustly denying the liberty of other people. If you have nothing to hide, you will have nothing to fear. Although I must warn you that since your last visit Die Stahlhalle has placed additional restrictions on what goods may be freely traded with Imperial captains."

The yeoman looked around, one hand on his money pouch, and opened his mouth to suggest that perhaps they could discuss it further somewhere quieter.

The orc soldier narrowed his eyes and interrupted.

"While we are talking, I wish to mention that attempting to bribe an officer of the Common Law is also a significant crime which may result in the confiscation of all goods and potentially up to five years in prison. Was there something you wished to say, friend Captain?"

Gerralt shut his mouth again, and shook his head.

"That is excellent news. Now, may I see the papers that prove that you are the legitimate captain of this vessel, and record your port of origin?"

Contents

- 1 Overview

- 2 War with Sumaah

- 3 Trade with Asavea

- 4 Commonwealth Red Tape

- 5 The Politics of Princes

- 5.1 Rigia, Eastern Principalities of Jarm

- 6 Sardonic Sarcophan

- 7 Suranni, Axou, Faraden, and Regario

Overview

The Empire does not exist in isolation. Every season, brave captains set sail from Sarvos and Tassato; from Meade and Siroc; from Korotny and Lacre; and from a dozen smaller ports across the Empire. Their ships cross vast distances, holds burgeoning with Imperial goods, returning weeks later with exotic goods from distant shores.

Yet the Empire is by no means universally liked, or respected. The international arena is as brutal and bloodthirsty as any fighting pit. The captains who risk the open seas to visit foreign ports return with more than mere trade goods - they often bring with them the first warning of changes in the political landscape that might have profound effects on the Empire at home, as well as abroad.

A great deal of world politics is a fundamental struggle, but it is also a struggle that has to be waged intelligently.

Zbigniew Brzeziński

War with Sumaah

Despite the completion of the embassy in Necropolis, the Sumaah Republic remains at war with the Empire - and the port of Zemeh remains closed to Imperial visitors. The Imperial Senate has not declared war on the Sumaah in turn, however, so legally the Empire continues to treat citizens of the Republic as foreigner guests, rather than barbarian invaders.

The Imperial Senate will appoint the Ambassador to the Sumaah Republic during the Spring Equinox - most likely during their first session. Any citizen may be put forward as a candidate, and they are likely to have their work cut out for them - but unless someone with the authority to deal with the Republic reaches out to Heln Stianser; Censor of wood, metal and stone; The High House of Prosperity; Sumaah Republic, the situation can only continue to deteriorate.

Sumaah diplomats continue to conspire against the Empire, however. They denounce the Imperial Synod as schismatic heretics and blasphemers, and their words carry weight with many foreign nations. Regardless of how governments may feel about the Republic, they are seen as straightforward and honest in their approach to their religion. Attitudes to the Imperial practice of the Way are shifting slowly to the negative - the Imperial Synod is no longer seen as the primary definition of what constitutes virtuous behaviour by adherents in other countries. While this is primarily a matter of faith at the moment, it has the potential to damage relations in other areas as well - if the Empire are seen as hypocrites it will do little for their reputation abroad.

There are two obvious exceptions however. The people of Asavea - where the Sumaah have no influence, and who are actually predisposed to be more friendly to people the Sumaah are angry with - and the Eastern Principalities of Jarm (see below). While diplomatic relations are hard to predict, it is likely that the first practical result of the Sumaah campaign will be the reduction in the effectiveness of Synod-supported enclaves such as the Limitu Principality House of the Way.

There is one positive note in the symphony of distrust and recrimination, however. The Statement of Principle by Naomi of Felix's Watch during the Winter Solstice that stating that "The Synod supports the Sumaah Republic in their missionary work to convert the slaves of the Asavean Archipelago to the Way of Virtue" at least suggests that the possibility of peace exists, and that while the divisions between the faithful of these two proud nations are deep they are not insurmountable.

Trade with Asavea

Following the abrogation of the short-lived law criminalizing trade in white granite, mithril, weirwood, and ilium with the Asavean Archipelago, relations between the two nations have returned to their previous friendly state.

Nemoria remains a port that welcomes Imperial ships, and an opportunity currently exists to improve relations even further - potentially to the point where the western port becomes an even more lucrative option for fleet captains.

The only fly in the ointment is the continued criticism and complaint from the powerful Tarquinius family. Influential in the Plenum, they are currently demanding that "swift and final retribution" fall on the heads of the "malefactors and scoundrels" responsible for cursing a scion of their family who was on a diplomatic mission to the Empire. For the time being, however, they seem to have little support from their fellow nobles.

Commonwealth Red Tape

Following the completion of the Commonwealth embassy in the City of a Thousand Sails, news has reached the Empire that an Imperial embassy has been established in the port of Leerdam. A staff of civil servants have already taken up residence.

Despite the formal opening of diplomatic relations, attitudes to the Empire remain cool. Every Imperial ship visiting the Commonwealth encounters significant new tariffs and restrictions on trade - as well as having to endure an unpalatable search by officers of the law allegedly looking for slaves and illicit goods.

Furthermore, the supply of crystal mana in the western Commonwealth port of Volkavaar seems to have largely dried up. It is not clear whether this is due to significant reductions in the amount of mana being produced, or whether the mana is simply being directed elsewhere, but going forward Imperial captains will no longer be able to acquire crystal mana from Commonwealth ports. At the same time, it appears the Commonwealth has relaxed restrictions on the trade of Artisan's Oil to foreign nations, and captains visiting Volkavaar will be able to acquire this useful substance relatively cheaply.

The primary cause of the Commonwealth's distant attitude to the Empire appears to be their contradictory and unclear attitude to the practice slavery. It is possible that some unequivocal statements denouncing the institution from the Imperial Synod, Imperial Conclave, and/or Imperial Senate may go some way towards addressing this perception. There is currently no Ambassador to the Commonwealth. The title is likely to be appointed during the coming summit - and it is likely that a clear message from that individual to the Commonwealth government (most likely through Militärattache Ludkhannah Schöningen, die Stahlhalle, Volkavaar) may also help in this regard.

The Politics of Princes

On Sunday shortly after noon the Jarmish House of Princes met to discuss making the ban on trade of crystal mana to imperial citizens permanent. In part due to some excellently apologetic letters sent from 'Cato Echostorm on behalf of the Imperial Senate and then-archmage Corvus on behalf of the Imperial Conclave, the House not only declined to extend the embargo, but ultimately voted to remove it entirely! Jarmish politics can be a confusing and mercurial thing.

On the other hand, the Magician-Princes of the North and South are still unhappy with continuing Imperial interference in Jarmish politics - which means that there are still all sorts of bureaucratic nightmares and uncooperative merchants to deal with meaning that Imperial captains are still having a few problems in Vezak and Kavor. Yet interest in the vendetta is clearly waning, and unless the Empire gives the Jarmish another reason to be outraged, it is likely that they will turn their attention to more pressing matters.

Rigia, Eastern Principalities of Jarm

By contrast, the Eastern princes are overjoyed and very well disposed toward the Empire. The continued support of Imperial captains in establishing Rigia as a significant trade port has paid dividends, with other foreign nations taking their lead from the Empire. As such, Rigia is fully established as a functioning port - and the merchants responsible for trading green iron in particular are being quick to offer excellent deals to the Imperial captains. It's not clear how long this gratitude will last - presumably long enough for sufficient Imperial ships to go there to collect all the slaves Duke Ferrero has purchased.

Plus, the missionary (or perhaps more correctly anti-missionary) work of Stormcrow Beodun Snowlock of Wintermark in the Eastern principalities has almost certainly helped the situation along. With an invitation from Prince Barbara Radz. the Imperial Synod sent him to oversee efforts to both reduce the impact of Sumaah missionaries spreading anti-Imperial rhetoric in that part of Jarm, and to encourage and support the local followers of the Way - with some success.

Sardonic Sarcophan

The Sarcophan Delves continue to remain neutral toward the Empire. They remain open and friendly to Imperial fleets - as they are to traders from all corners of the globe. Even the Grendel are welcome in Sarcophan. Likewise, their ships are regular visitors to the ports of the Bay of Catazar, and trade between the two nations remains healthy.

To date they seem to have made no demands of the Empire - neither reasonable or unreasonable - and continue to appear unconcerned about their status as the only major world power without an embassy on Imperial soil.

Suranni, Axou, Faraden, and Regario

Not all Imperial attention is focused on the nations far across the sea, however. Following the decision to expand the Regario Dossier, covert agents are now active in the Iron Confederacy port of Robec, in the coastal Axou citadels of Issyk and Kantor, and even at the Court of the Five Winds in Faraden. Custody of the Regario Dossier Imperial Bourse Seat will be auctioned during the Spring Equinox; the victor will receive the eponymous dossier itself once their identity is confirmed. It is likely that the dossier will contain recommendations as to how the Empire might go about formalizing trade with these nearby nations in addition to the usual information about the more distant countries.

OOC Note

While trade exists between the Empire and the neighbouring nations of Faraden and the Iron Confederacy, it currently does so beneath the abstraction level. With sufficient diplomacy, however it might be possible for the Empire to negotiate access to the ports of the Suranni and the Axou, or to arrange something similar with the Faraden, allowing Imperial fleets access to the wealth of the nearby nations as well as those further afield.

When diplomacy ends, War begins.

Adolf Hitler

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A guide to fabrics for kitmaking

When it comes to making your costumes, there is a baffling array of names and terms to describe fabric. Here is an attempt to help you make sense of it, as well as giving a rough guide to what I've found to be the best use for each textile.

All of this is presented merely as a series of suggestions, which you can heed as much or as little as you fancy - you might have more skill or luck with stuff that I've never had any joy with.

Contents

- 1 Natural Fabrics

- 2 Silk

- 3 Linen

- 4 Cotton

- 5 Wool

- 6 Velvet

- 7 Fur and fake fur

- 8 Synthetic fibres

- 9 A few fabrics that I avoid

- 10 In a nutshell...

Natural Fabrics

Natural fabrics include silk, linen, cotton and wool. We're not re-enactors, so authenticity isn't a major consideration, but in my opinion these fabrics look better, are more comfortable and will wear better than their synthetic counterparts. Often they're no more expensive, and with careful shopping they can actually be cheaper and longer-lasting.

Silk

For beautiful costume, there really is nothing to equal it. Advantages - vast range of available colours, comfortable, easy to work with, wears wonderfully. Disadvantages - can be expensive if you don't shop carefully. Often not machine washable.

For Dawnish gowns and surcotes, you're might start by looking for silk dupion, a slightly roughly woven fabric which is widely available. You shouldn't pay more than about £10 per metre, which makes your surcote surprisingly affordable at £20-30. Silk taffeta is generally more expensive, but you may prefer its smoother look to the slightly "slubby" dupion. Silk satin is almost exclusively a bridal fabric, and as such commands a premium. However, if you're lucky enough to find heavy silk satin on sale, it makes the ultimate in a luxurious statement.

In the Brass Coast, the loose, flowing gowns and elaborate veils are ideally suited to silk habotai, silk chiffon and silk georgette. These can often be expensive to buy in colours, but the great thing is that they are widely available cheaply for silk painting. You can dye them yourself very easily (use cold water or silk dyes for best results) to get some fantastic variagated colours in a pallette of your choosing to make some truly unique and wonderful costume.

Commonly called "raw" silks, silk matka and silk noil are rough textiles woven from the outer husk of the silk cocoon. They look a lot like coarse linen, but are wonderfully comfortable, machine washable and take dye perfectly. For a wandering minstrel's robe, a pious knight's cloak and surcote or a low status yeoman they're perfect, and are often cheaper than smoother silks.

Linen

Linen is the most 'historical' of the commonly available fabrics - its hard wearing and readily available.

Advantages - 'authentic', wears nicely, easy to sew, available in a variety of weights, generally not too expensive (£4-12 per metre), available in lots of colours, takes machine dye very well.

Disadvantages - very "crushy", needs pressing, needs pre-washed before sewing. You can get linen blends, where the fibres are mixed with other materials - linen/cotton blend is perfect and combines the advantages of both. Sometimes a polyester/linen blend looks just like the real thing but crushes less.

You can use linen almost anywhere in your costume - a good rule is to use the finer and lighter ones closer to your skin, and coarser ones the further out you go. In the "posher" countries such as Dawn and Brass Coast you might not want to use it for your top layer, as it can look a bit rustic unless you choose some vivid colours and trim it, in which case it looks fabulous.

Cotton

A great cheap fabric for kit. Like linen, wear the softer, lighter ones close to your skin, and the heavier ones as outerwear. Advantages - availalble in a huge range of colours, weights and textures, cheap, wears well, comforatable, cool in summer. Disadvantages - can look cheap and flimsy. Choose your cotton wisely!

I wouldn't tend to use lightweight cotton for a top layer - flimsy cotton tabards and cloaks are a bit of a cliche in larp costuming, and they can very rapidly look shabby. As an alternative to linen, you could try looking in charity shops for woolen blankets or heavy linen-look curtains - something with a bit more substance to it will look much better in the long term.

Wool

Wool was a staple of medieval costume, and you can get a wool fabric to suit any costume at all. It ranges from lightweight for ladies' gowns, mens doublets and hose, through medium weight into heavy wool melton, which is perfect for winter surcotes, houpellandes and cloaks. You can get polyester blends which are usually quite good, but check first to make sure they're not too plasticky. Lightweight silk/wool blends are wonderful if you can get your hands on them.

As a rule, it shrinks badly in the wash, so don't count on being able to machine wash things made of wool.

Velvet

Velvet is a catch all term for a napped fabric with a woven backing. You can get it in silk, cotton, rayon and other synthetics. Generally cotton velvet is the most affordable (£5-15 pm) and has the right weight for heavy gowns that look like they belong in the medieval period. Technically they used a silk velvet, but modern silk velvet is far lighter and more flowing than its historical antecedent, making it a perfect choice for soft, flowing, "elven" style gowns (almost all of Arwen's gowns in Lord of the Rings were made of it, for example). Rayon velvet looks nice and can be a good choice for a heavyweight gown, but one thing I've found is that it marks badly when it gets wet, and melts if you iron it. Be warned!

Stretch velvets are a bit of a mixed blessing - good ones can look like silk velvet and make fitting a bit easier. Look for ones with a rich, deep pile - ones that don't have much depth to them generally don't look great or wear very well. I personally don't like crushed stretch velvets as I've found they look a bit modern, are a bugger to work with and wear terribly.

Fur and fake fur

Fur trim or lining can look great, and is really cosy.

If you're adding fur trims, you can avoid pelts from animals kept in poor conditions in several ways;

- Faux furs can be an excellent substitute to real fur, but beware of cheap 'fun furs' which always look like nylon and matt together very quickly. Fabrics Online sell some excellent quality faux furs in various colours, lengths and patterns.

- Vintage furs are cheap and easily available online, from charity shops (you may have to ask for them) and from car boot sales. One coat can trim a range or garments and torn furs can be bought for a few pounds.

- Furs can also be bought after licensed culls of animals and you can be sure they have not been farmed.

- Finally, there are ethical furriers around. House of De Clifford are one who sell a huge range of products online. They can advise you on the provenance of their goods. Their coyote pelts, for example, are by-products of overpopulation culls, and make great substitutes for wolf-furs on cloaks.

Whether working with real or fake fur it's best to cut your pieces out on the wrong side, using a scalpel or razor blade - it stops you chopping into the fur fibres and looks nicer. It's still very messy, so you might want to put dust sheets down and consider wearing a mask (or youll be sneezing furry bits for days.)

Synthetic fibres

In my head, I divide these into three groups - blends, "true" synthetics, and rayon. A natural fabric blended with a bit of acrylic or polyester is generally ok- just check that it moves and behaves the way you want it to, doesn't look too plasticky and be wary that it might be a bit sweaty to wear. "True" synthetics - acrylic and polyester - are basically plastic. Think carefully before spending hours making costume out of something that might be as comfortable to wear as a bin bag. On the whole, they make you sweat, pick up static and look unconvincing. Of course, there are always exceptions - there are some lovely synthetic taffetas that I made a whole series of gowns in, which look and handle much like the vastly more expensive silks - but be careful, even they were pretty hot to wear, and I wouldn't want them against my skin. Rayon is a man-made fibre which is made of processed cotton, and it can actually be quite nice to work with and wear. If you find one, make sure it doesn't look or feel too synthetic, and you might well get a nice bargain.

A few fabrics that I avoid

Anything with much of a stretch. It might save you some effort on fitting, but it will sag and bag and eventually be unwearable. There are a few stretch velvets (NOT CRUSHED VELVET - SEE BELOW!) which fake up nicely as silk velvet, which I've made kit with some success, but generally anything I've used that's got too much lycra in it looks crap and wears badly.

Crushed velvet. I hate this stuff. It's been widely used in larpwear, and it looks lightweight and fake. Don't let me put you off it you want to try it, or you get a great bargain on some - I'd love to be proved wrong. But I've seen it done badly too many times (usually by me!) not to pass on a warning.

Anything with an obviously modern print, or very synthetic colours. Aniline dyes were a late invention, so anything neon, acid green, synthetic pinks just look wrong. There were lots of bright hues available in the middle ages - a good rule of thumb is don't use a colour you wouldn't see in nature, and you won't go far wrong.

In a nutshell...

Getting good fabric is all about shopping around. Take a mate who sews with you the first few times - tell them what you're trying to make, and they'll be an invaluable source of advice and support. Don't be afraid to ask the shop assistants for advice, too - they're a great source of information, and like crack dealers, they want to get you hooked on their product. The best way of doing that is facilitating your early projects. Costuming is addictive. You have been warned.

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A heap of broken images

Amira i Haour i Guerra stood her ground, arms folded, in the face of the three orcs.

The one in the middle, who had been doing most of the talking was watching her closely. The other two were looking anywhere but at her - scanning the farm, the house, and the surrounding hills. He tried again, changing tack, narrowing his eyes as if concentrating hard on trying to remember something.

"We have offered you coins, because we want to buy the food from you. It is not Prosperous for you to refuse to reward our hard work in this way."

She stared at him, in much the same way she might stare at a goat that had stood on its hind legs and started to sing the Fire Maringo.

"What?" She hated how stupid she sounded.

"It is not Prosperous. We have gained these coins by ... by hard work." One of the orcs flanking him grinned, the nasty scar across her face twisting the expression into a snarl. "You must recognise our hard work by rewarding us with the goods we desire."

The orc looked triumphant, allowed a smirk of self-satisfaction to spread across his face.

"I told you, that is not the price. I told you the price, which is what the beasts are worth. I am not going to sell them to you for less than that price - and by rights I don't really want to be selling them to you at all. Lasambrian."

The orc scowled. All pretense of pleasantry disappeared. His voice was flat.

"It is my ambition ..." he tasted the word and found it to his liking. "It is my ambition to eat goat meat for my supper, and there is no price too high to pay to get what I want."

He took a step forward, and the two burly orc warriors stepped up with him. She held her ground, even though the warriors towered over her. They were wrapped in heavy leather straps and buckles, with sheep- and goat-skins thrown over their shoulders to give them even greater bulk. She did not doubt that they could kill her before she could do more than cry out once. But she still held her ground.

"Well, Lasambrian, that threat means that the price has tripled. Because you have been rude, and because it is clear to me that you do not have the first idea what the words you are using mean. If you won't pay, then you can get out of my farmyard, and take your attack dogs with you."

The scarred orc warrior rested her hand on the pommel of her scimitar, and leered at the short Freeborn woman.

Before things could escalate further, Jorge and Reisa came around the side of the farm house. Her husband had his vicious bhuj slung casually over his shoulders, and his sister Reisa already had an arrow nocked in her short bow.

"Is everything well, Amira?" asked Jorge, ignoring the orcs.

"Everything is well, husband." she replied. "These gentlemen were just leaving."

The two warriors eyed the newcomers. The scarred one locked eyes with Jorge and tried to stare him down. He held the orc woman's gaze easily, and it was she who looked away first. The third orc - the ringleader - put one hand on her shoulder and shook his head once, sharply.

"It seems we have failed to agree on a price, Freeborn. We will go away and consider the best course of action, and then we will come back and see if we cannot leave with your goats another time."

There was a naked threat in his voice. He made little effort to conceal it.

"After all, you should never accept defeat. You should adapt your strategy and try again."

He inclined his head to her curtly, spun on his heel, and began to tromp back toward Anduz, his guards falling into step behind him.

Reisa raised her bow slowly, and Jorge put his hand on her arm.

"Not in the back, Reisa." He walked over to stand beside Amira.

"Do you think they will come back?" He asked.

"I don't know." she replied, not taking her eye off the shorter orc who had clearly been doing his homework. She had pegged him as a nasty piece of work, regardless of the fact he was a Lasambrian. "But I think that we should prepare for malice ..."

Her husband's sister, joining them at the gate, caught this last and grinned grimly. She rested one hand on Amira's shoulder and completed her sentence.

" ... yet thwart malice before it strikes against us."

The three of them stood in silence then, watching the orcs stomp back the way they had come.

Contents

- 1 Overview

- 2 Significance

- 2.1 Support

- 2.2 Resupply

- 2.3 Further Instruction

- 2.4 An Eleventh Nation

- 2.5 Good Neighbours?

- 3 Resolution

Overview

The Hierro clan of the Lasambrian orcs are still in Segura. The Imperial Senate resolved to provide support to them, allocating 75 Thrones from the treasury to the project. Their makeshift camp south of Anduz is looking a lot less makeshift than it was before the Autumn Equinox.

At the same time, the general assembly of the Imperial Synod appointed the Navarr priest Taryn of Exile's End to oversee efforts to bring the tenets of the Way to the displaced Lasambrians. One hundred liao was made available, and numerous volunteers offered their aid in meeting with and speaking to the orcs.

The Lasambrians were at first suspicious, but the “miraculous” auras that the Imperial priests were able to create commanded their attention. The Hierro appear to have no formal religion as the Empire understands it; instead they revere the dead spirits of their ancestors. It seems that there are not many shamans among the Hierro clan – there is some talk that the Naguerro clan took the lead in advising on spiritual matters whenever they came up. Indeed, beyond the common orc belief in the Howling Abyss most Hierro orcs seem to have given little through to matters of the soul.

The Way is of great interest to these orcs. The Virtues teach powerful lessons – about personal strength, the importance of ambition, and the drive to achieve great things. Unfortunately, the Hierro interpret the teachings Taryn and his companions bring through the lens of their own experiences and their own culture.

Consequently, the missionary work among the Hierro is having mixed results. Some of the orcs insist on twisting the virtues to fit their preconceptions. For example, they point out that the tenets of Courage entirely support the idea of running away and attacking from ambush. They argue that banditry and raiding are both seriously risky, difficult jobs – and that Prosperity and Ambition alike support the idea of taking what they want from others.

In particular, they scoff at the idea that there is anything special or unique about human souls; rather than accept the reality of the Labyrinth they quickly latch onto the idea that the Virtues provide the spiritual strength to cross the Abyss to the lands of their ancestors – and more than one Lasambrian has openly mocked the idea of “wandering around lost in a maze” as an afterlife worthy only of cattle. Heresy and blasphemy (in their technical terms) are commonplace.

If anything, the Way is making the Lasambrians bolder. When they arrived before the Autumn Equinox they were a broken people, fleeing, defeated. The teachings of the Way seem to be strengthening their spirits – restoring their Ambition, Courage and Pride. Unfortunately it seems that the Lasambrian outlook is strikingly at odds with the Freeborn people they are sharing a land with. Now that the spirit of their people is being restored, the Freeborn and the Lasambrians are finding it increasingly difficult to peacefully coexist.

Inspired by the missionaries, the Lasambrians are becoming more strident in their requests – and their demands. And now they are also showing an interest in joining the Empire … although not in the way anyone expected.

Significance

Support

The Imperial Senate has agreed to support the Hierro, and will pay 75 Thrones each season to do so. While the Senate continues to disburse these funds, the Lasambrians have no need to engage in banditry to support themselves or their families.

The Senate could abrogate this stipend at any time with a suitable motion. If they were to declare war on the Lasambrians, this would also bring the payments to an end.

Resupply

The Lasambrians cannot currently receive natural resupply. Their army is in a seriously depleted state – while there are many orcs, less than three thousand of their number are fighting fit. Representatives of the Hierro clan have approached both merchants in Segura and members of the civil service looking for assistance to resupply themselves, expressing concern not only about the Jotun to the west, but about the Iron Confederacy to the south, who appear to be engaged in ruthlessly butchering every Lasambrian they can get their hands on.

They have made a formal request that the Empire provide them with 100 mithril or weirwood so that they can begin rebuilding their strength. In the event that the Empire is unable, or unwilling, to help them then they will have to consider moving to a safer location – their current camp in south-western Segura would be an easy target for both Confederacy forces and for an invading Jotun army.

While they have formally asked the Senate for assistance, any citizen could provide the general of the Hierro with weirwood or mithril with which to resupply themselves. This would be entirely legal, unless the Senate chooses to declare the Lasambrians to be barbarians in which case providing them any assistance would be treason.

Further Instruction

As before the General Assembly of the Imperial Synod may continue to try and spread an understanding of the Way to the Hierro clan. Again, this will require a successful Statement of Principle, a named priest, and the accumulation of another 100 liao.

Before this statement of principle can be effective, however, the assembly will need to make a decision about the interpretation of the Way by the orcs. Should they tolerate the cultural interpretations of the Hierro, bordering as they do on heresy and Blasphemy? Or should the priests of the Way require adherence to orthodoxy, refusing to give ground on doctrinal issues? The decision of the Assembly should be clear from the wording of the statement of principle.

An Eleventh Nation

A season of receiving religious instruction has encouraged the Hierro to be Ambitious – but it has also reinforced their Pride in themselves. They have formally requested admittance to the Empire.

However, they still refuse point-blank to join the Imperial Orcs or otherwise surrender their identity as the Hierro clan. Delegates are being sent to Anvil, but their “request” can be broken down into three main points:

They will not be rootless vagabonds. Like the so-called Imperial Orcs they will require a homeland. They are prepared to accept Segura, but they would prefer Madruga because it does not have a border with their known enemies. This is not negotiable. Either they have land of their own and a Senator, or they will remain independent. Once they are established, they will set about recovering the lost territories of Reinos and Kalino, of course, and adding them to their new Imperial nation.

While they understand this may be difficult, they are more than happy to simply conquer Segura or Madruga if this will make life easier for the Empire.

They wish to discuss the nature of egregores; they are currently suspicious. The virtues of Vigilance and Wisdom alike help reinforce this suspicion. They require proof that the egregore is not some method of attempting to dominate their people.

The civil service have remained neutral but have pointed out both to the Hierro and to those citizens who have made inquiries that the Lasambrians joining the Empire would require both a motion before the Senate and ratification by the Throne.

Needless to say those citizens of Segura and Madruga who are aware of the “request” are less than thrilled by it.

(OOC Note: While the Lasambrians are requesting admission to the Empire as an eleventh nation, Profound Decisions will not be making them an available choice for player characters regardless of whether players choose to admit them or not. The Lasambrian orcs will remain non-player characters, and a former-Hierro is not currently available as an option as a background for an Imperial Orc character.)

Good Neighbours?

Much of the consternation among the Seguran population about the presence of so many non-believers, has now abated in the light of the growing numbers of Lasambrians taking up a version of the Way. Many Freeborn citizens are increasingly accepting that there is now a place for the Lasambrians in the Empire - the problem is where. They can't stay in Segura... they're simply not Freeborn - and it's very clear that they don't have any intention of becoming Freeborn. As one Brass Coast citizen puts it "their idea of honesty would shame a League mountebank". The general view is that they either need to be dispersed across the Empire as the Imperial Orcs were - or else given a homeland of their own... as the Imperial Orcs were.

That last analogy makes a lot of people in Segura very concerned. Many Freeborn citizens are not adverse to claiming that if the Senate was prepared to take Skarsind from Wintermark and give it to the Imperial Orcs - why wouldn't they take Segura from the Brass Coast and do similar? The more level-headed are pointing out that Reikos is a very long way away from the Lasambrians' enemies - and conveniently is up for allocation. More hot-headed voices are openly suggesting that the sensible thing to do is to "encourage" the Lasambrians on now... before the Senate makes its mind up one way or the other.

The Synod may choose to respond to this consternation in several ways.

A suitable judgement raised by the Freeborn Assembly, the General Assembly, or any Virtue Assembly could give the green light to those among the Freeborn who are keen to take matters into their own hands and "encourage" the Hierro to move somewhere else. Such a judgement would require a named priest to carry the message to Segura but would not require any liao to be effective (but see below in relation to conflicting judgements). It would likely result in outbreaks of violence between the inhabitants and the newcomers - which would cause further damage to the Lasambrian fighting strength - but would cause the orcs to be displaced to an adjacent Imperial territory.

A suitable judgement raised by the Freeborn Assembly or the General Assembly could urge the Freeborn people to continue to tolerate the presence of the Lasambrian people on their land. A single named priest, armed with at least 50 liao would be influential enough to carry this difficult view across the territory. The current troubles could be quelled for a season in this way - perhaps buying time for a more permanent settlement to be found. If the priest uses 100 or more liao, then it would improve acceptance of the Hierro sufficient for them to successfully purchase the resources they need to gain the equivalent of half a season of natural resupply. In theory such an action could be repeated next season, although it would likely require more and more liao each time as supplies grow scarcer.

The Freeborn Assembly could pass a judgement calling on the Freeborn people to evacuate Segura or Madruga in preparation for action by the Senate or invasion by the Hierro. Such a judgement would be incredibly contentious. The current mood in these territories is very much opposed to such an outcome. The Assembly would need to name a priest and would require at least 100 liao to make a noticeable difference to attitudes. This would not be an instantaneous affair, but the only way to find out exactly how long it might take would be to attempt it.

In each case, the assembly must name a single priest who will be responsible for collecting and distributing liao to support their judgement. If the Synod attempts to pass multiple conflicting judgements, then the judgement with the most liao backing it will take effect.

In the event that the Synod does nothing, the situation in Segura between the Freeborn and the Hierro clan orcs will continue to deteriorate. An outbreak of violence is certain, as one side or the other takes matters into their own hands. In effect a decision to do nothing by the PCs in Anvil will mean that the decision is made by the NPCs in Segura.

(OOC Note: While there is an opinion among the Freeborn that Reikos would make a much better homeland for the Hierro clan, it is important to note that it is not legal to assign Reikos to these foreigners. It is only legal to assign a territory to an Imperial nation)

A note about synod opportunities

There are several complex options here, but the mechanics of how the Synod employs them are the same in each case; a statement of principle by an assembly, naming a single priest who is responsible for overseeing the project. If the statement is supported by the assembly, the named priest should put the liao into their inventory at the end of the event. It is also helpful to e-mail Profound Decisions at empire.plot@profounddecisions.co.uk to remind us the liao is there.

Resolution

The General Assembly of the Synod raised and passed three relevant judgements:

They raised the judgement that "The Synod supports Duke Ferrero to take liao and preach to Imperial Citizens that they tolerate the refugee Hierro clan of Lasambria whilst in Imperial lands. It is Loyal for citizens to support the Empire's plans. It is Vigilant to not turn a potential ally into an enemy. It is Wise to try a new path over reactive instinct. It is Ambitious to envision a new way to resolve an unusual situation."

Duke Ferrero gathered sufficient liao to influence the people of Segura, but not sufficient to allow the Hierro to perform wide-scale resupply. Throughout the Winter months, Duke Ferrero and his allies spread tolerance and understanding in Segura.

They raised the judgement that "The Imperial Synod recognises, with Pride, the efforts of the Hierro Clan in learning so much about The Way in just one season. We also acknowledge, with Vigilance and Wisdom, that the Hierro do not yet fully understand The Way and call upon them to embody Pride, Ambition, and Courage in aspiring to improve their interpretations of the Virtues. Elka Nadyanova Gremani will support them in this using the Experience of Pride and the example of the Paragon of Kethry. We look forward to seeing how the Hierro rise to this challenge and further earn the respect of the Empire."

Backed by 100 liao, Elka Nadyanova Gremani has some success in bringing the Hierro orcs to the path of Imperial Orthodoxy - they begin to see how their cultural interpretation has warped the essential message of the virtues.

Finally, they also raised the judgement "The Hierro orc clan should come to Holmauer in Holberg! They should see there is more to the Empire than the Brass Coast. Hierro should marvel at Holmauer's fascinating agriculture and exciting wildlife as part of earning their way into the Empire."

This judgement was not backed up with any liao, and appears to have had no immediate effect.

Further information about the situation in Segura can be found as part of the Spring Equinox Winds of War here.

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A job worth doing

Moche was woken by the sound of someone trying to hammer very quietly. From the sound of it, the hammer they were using was very large and the surface they were striking was very strong. She lay in bed for a moment listening. Frowning. Over the sound of the hammering she could hear what sounded a lot like voices trying to shout instructions to each other very quietly, and the occasional thump of wood and clash of metal.

A shadow moved across the window of her bedroom. She rolled to her feet, pausing to grab her sword belt from the chair beside the bed. She padded cautiously over to the window. She could just make out the sound of someone on the other side of the shutters telling someone else to be careful because it was quite early and people might still be asleep. She did not recognise the voice.

She took a firm grip on the shutter and with a swift movement pulled it open, ready to flick her sword lose of its scabbard if there was danger.

On the other side of the widow, a pair of short creatures blinked at her a little owlishly. They were stood on a wooden gantry that appeared to be suspended from the battlements of the tower above. One held a small hammer in its clawed hand, the other was in the middle of sketching something on a long roll of pale parchment with a stick of charcoal.

From a distance the two creatures - she could not quite think of them people - might have been mistaken for naga. Close up, there was little chance of them being so mistaken. They were squat, muscled, and covered in scales from head to toe. Both had a scaled crest that ran over their foreheads into their thick dark hair. The one with the hammer was a deep, lustrous blue of a summer sky. The one with the parchment was emerald green. Both wore long tunics and leather aprons.

Neither party spoke. The blue creature nervously tapped its little hammer on one of the stones, then frowned. A hoarse whisper from above called down to ask what was happening. Moche cleared her throat.

The green creature carefully rolled the parchment it had been sketching on and bowed deeply. It bid her good morning. She had expected it to squeak but it spoke with a deep, rumbling baritone that seemed almost to echo in its broad barrel-chest. She returned the greeting.

"What exactly is going on here?" asked Moche, in her best classroom voice. She could see more of the creatures - some blue and green like the ones outside her window, some with scales of vivid scarlet, and the occasional sumptuous black. They appeared to be setting up equipment, deploying ladders and ropes and even in some places scaffolding. Several of them were examining the great thorns that grew over the castle walls, and clearly exclaiming excitedly.

"We have been asked to help your castle," replied the green creature. She felt there was more of the lizard about it than the snake, definitely. The blue one tapped the stone near the window again and again made a strange face.

"Did you know that your castle has been recently cursed?" it asked, its voice the same bass rumble of its companion, so incongruous in a creature that Moche imagined would barely come up to her shoulder.

"Yes, we had noticed." she said dryly. "Who sent you? Who are you for that matter?"

"Przysięga smoczych wojowników!" said the blue guest proudly, effortlessly pronouncing a confusing strong of vowels and consonants. Moche asked it to repeat itself a couple of times and in the end gave up.

"We were sent by He Who Sits on the Adamant Throne to look to your castle. At the request of the wizards of the spire of the Auric Horizon. Weren't you ... we were told you would be expecting us?"

Moche simultaneously frowned and raised her eyebrows in utter incredulity. The two lizard-like workers looked at each other out of the corners of their large, round eyes. The green one darted its long tongue a little nervously, then pulled back its lips and revealed very sharp teeth that immediately made Moche tense in expectation of an attack - before she realised it was supposed to be a smile.

"Please, we are here to repair the damage that has been done to this beautiful castle. It is truly wonderful, one of the most beautiful we have seen and we have seen many castles indeed. Did you know that it is covered in rose bushes? That is such a novel idea! And so strong! It would take several armies to breach its walls! Could we come in and ask you some questions about it? We would be very grateful!"

Wordlessly, Moche stepped back and let the scramble in through her window. All around, their fellows went to work repairing the damage to the Castle of Thorns. .

Overview

Before the Autumn Equinox, the Castle of Thorns in Astolat was subject to a powerful curse of the Winter realm that dramatically increased the cost of its upkeep. While the worst of the curse faded after the Equinox, there had still been some damage to the structure itself.

Shortly after the Autumn Equinox, a large team of exotic creatures resembling brightly-scaled human-like lizards arrived overnight at the threshold of the castle. Calling themselves koboldi, they claimed to be emissaries of the King on the Adamant Throne - King Adamant. Careful questioning by civil servants and witches quickly established that they seemed to be retainers of a Summer realm eternal unknown within the Empire. They had been summoned by magic performed by the Urizeni Spire of the Auric Horizon, and tasked with repairing any damage to the Castle of Thorns.

They set about this task with enthusiastic gusto. Despite their small size they appeared supernaturally strong and resilient - on one occasion one fell almost the length of one of the towers and while it landed with enough force to crack several paving stones it appeared to suffer only minor injuries. They are well equipped, and clearly possess the talents of expert masons and engineers. They also worked with preternatural speed - within two days they had repaired all structural damage caused by the recent curse, and even taken the time to restore any number of minor inconveniences around the castle.

And then they went away, as suddenly as they appeared.

Significance

All residual effects of the winter curse are gone. The Castle of Thorns is at full strength, and indeed is cleaner and in a better state of repair than at any time since its completion.

Before departing, several Dawnish enchanters were able to converse with the herald who appeared to serve the role of chief engineer. They confirmed that several of the creatures possessed strong auras of Summer enchantment, and that they were almost certainly intelligent inhabitants of that realm. Furthermore, from their discussion, it was clear that the eternal they claimed to represent - this King Adamant - had hitherto had little interest in the Empire. Now that his attention had been attracted, however, the creature seemed confident that he would send emissaries to speak with the Imperial magicians - especially if the Empire was capable of producing such beautiful structures as Castle of Thorns. King Adamant, apparently, very much appreciates large, impressive structures of stone.

The "chief engineer" asked several astute questions, especially about the Imperial Conclave and the role of the "champions of magic" as it insisted on calling the archmages. It remains to be seen if anything comes of this, or what the nature of "King Adamant" might be.

Resolution

During the Winter Solstice 379YE, a small band of these koboldi attending the Anvil summit and spoke to a number of individuals in the name of King Adamant. They expressed interest in encouraging the Empire to build fortifications, and inquired about several matters to do with mines but the details are not general knowledge.

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A long good-bye

Uncle Uzo drummed his fingers on the hard oak table. The faded runes tattooed on his knuckles stretched and moved. Strength to do what needs to be done. To bring an ending to those who oppose. To be cunning and cautious in the face of oppression. To have the will to choose ones own destiny. As he counted them off, the mantra in his head went some way towards calming his troubled thoughts. Some way.

Back in Tassato Mestra. Already. He cursed under his breath. Hardfrost! That damn Talbot beater, that damn militiaman! It was like he had a supernatural sense for Uzo's agents! All efforts to establish himself in Sarvos ruined; his brick factory confiscated; his followers dead or fled. And now he was back in damn Tassato, a poor relative knocking at the door of the damn woman he had moved to Sarvos to get away from in the first place.

Auntie Vivian di Tassato Mestra. She had not even deigned to see him yet, keeping him waiting for the second day. Hiding out in a filthy garret overlooking the river, drinking himself into oblivion each night on stolen Hercynian spirits brought down the river from Temeshwar hidden in crates of weltsilver ore. He sighed gustily. If their situations had been reversed, he would have enjoyed her situation as much as she was plainly enjoying his.

He glared across the table at her representatives. Carlton di Tassato Mestra was young, and making a show of cleaning his fingernails with a slim stiletto. A popinjay. His older brother William was a different matter - hard and strong, like a true vyig, at ease with the harsh realities of life as an enforcer for Auntie Vivian. Where Carlton was clearly full of nervous energy, William sat stock still in his seat, his dark-skinned hands resting easily on the table in front of him. Uzo could barely make out any of his tattoos; black ink on black skin. He'd heard that if you were close enough to see the vyig marks, you were only still breathing because William (or his Auntie) thought you were worth more alive than dead.

Uncle Uzo shook his head to clear it. That sort of thinking was fine for the sheep, for the bleating masses that bowed beneath the Imperial yoke. It was not right for an Uncle of the vyig, for a wolf-in-shepherds-garb, to give too much credulity to stories spun to keep the prey on the back foot.

William was staring at Uzo. Appraising him. The silence stretched. The older man was damned if he was going to appear weak by breaking it. He took another sip of strong Navarri alcohol, grimaced at the sharp tang. What the hell did they use to make whiskey in the Glade of Shadows? Damn Hardfrost.

Suddenly, young Carlton cocked his head and frowned. He stood up and moved fluidly towards the door, cracked it open. Uzo heard it then as well - the sound of someone banging on the door to the tavern below. Raised voices.

William was already by the window, cracking it a little, peering into the street. Uzo had not seen him move. "Militia," he said quietly, his voice betraying no emotion. He might have been discussing the weather. "And ... priests?" The sound of wood splintering from below, raised voices. Steel.

Uzo lumbered to his feet. "What ... you told me this place was safe!" he hated how petulant he sounded. His head swam from the sudden movement. He'd had too much to drink, and cursed himself for it.

"Nowhere is safe right now, 'Uncle'." said Carlton, not bothering to conceal his contempt.

Uzo bridled, his hackles raised, whiskey fuelling the anger vying with fear in his belly. He had been smashing faces and breaking legs before this little shit had got blood on his first tunic. He deserved respect, dammit! He opened his mouth to bawl the young bravo out and then ... something went wrong.

He slumped back in his seat, heavily. He became aware of a spreading wetness, and the first hint of pain in his back. He craned his head round. William was behind him, wiping his daggers quickly clean on Uzo's cloak.

"This is not personal, Uzo" he said quietly as Carlton locked and barred the door. "Aunt Vivian holds no grudge against you, but you know too much and you are too old and fat to go where we are going. Better that you take our secrets to the Labyrinth with you."

Uzo tried to stammer something but William silenced him with a finger. Behind him, Carlton had unshuttered the other window, and was already pulling himself up onto the roof of the building next door.

"Don't say anything, Uzo." William's lip curled.

"Any true vyig would have died in Sarvos fighting the magistrates. We will say that that is what happened, give you a little of the dignity you seem to have spent the last ten years running from. You do not need to thank me."

As the agony from his ruined kidneys banished any rational thought, as the room began to grow dark, Uzo slumped forward over the table.

The last thing he saw was William's boots disappearing from sight as he followed his brother onto the roofs of Tassato; the last thing he heard the pounding fist and the raised voice demanding that he open the door; and the last thing he thought before he ceased to be Uncle Uzo entirely was "That ... damn ... Hardfrost ..."

Contents

- 1 Overview

- 2 Significance

- 3 Spoils of War

- 4 Disruption

- 5 Further Investigation

- 6 Participation

- 7 Resolution

Overview

Following on from the events in Sarvos, the Empire has taken up arms against the vyig infestation of the League cities of Holberg, Mestra, Regario, and of course Temeschwar. Three priests of the assembly of vigilance have lead the way, working both to inspire citizens to act against the criminals in their midst, and to co-ordinate the efforts of bishops, bravos, and guilds with the militia and the magistrates. Preaching the virtue of ridding the Empire of the vyig blight, they work tirelessly to promote the militia and encourage League citizens to sweep their city and the surrounding area clean of criminals. Municipal buildings and public spaces are consecrated with auras of vigilance, serving as gathering places for those dedicated to rooting out the vyig. Supporters of the cause are anointed with mantles that sharpen their eyes and bolster their will to track down and eliminate all traces of the criminal threat. For a time, the fear the vyig evoke is countered by the will to expose and denounce the wicked.

While citizens of the League take the forefront in operations against the criminals, they are not alone. In Holberg, Vladimir von Temeschwar receives the unexpected assistance of a number of thief-takers from the Imperial orc camp in Estcastle, as well as several dozen questing knights and knights-errant. The city is quickly searched - the cowardly vyig mostly deserted Holberg during the Druj siege - but there are several armed engagements in the ruins of Holmauer where it seems the vyig were attempting to construct criminal dens among the rubble.

In Tassato, beneath stars that are twisted and unfamiliar, Valimir von Temeschwar is able to forge a tenuous - and temporary - truce between rival Princes on either side of the river. During the drab autumn months habitual opponents offer grudging assistance to each other, ensuring that the vyig thugs are given nowhere to hide. Wily Navarr thorns and dour Highborn priests help to unearth and end a sinister trade in stolen goods - valuables stolen in Mestra fenced in Regario and vice versa. The efforts of the priests of vigilance receive strong and unexpected support from the followers of the Charitable Chain of Andromeo, a congregation which values loyalty above all other virtues. A proud fellowship offering succor and protection to the victims of the vyig, their knowledge of the depths to which the criminal conspiracy will stoop proves invaluable in locating and destroying some of the worst dens of vice on both sides of the village - although sadly their leader (the ex-mountebank Callista di Tassato Regario) and several of her closest allies pay for their courage with their lives. Still, thanks to the bravery and vigilance of citizens such as these, the vyig are no longer a force in the twin-city by the time the first dreary snow of winter falls on the roofs of the twin city.

Things are not quite so straightforward in Temeschwar - unsurprisingly, perhaps. Irada von Temeschwar takes the lead here. A powerful aura of vigilance is laid on the statue of Ratibor von Temeschwar, the boyar who first rousted the vyig from his city in the years before the foundation of the Empire. Angy priests from the Assembly of Ambition are roused by Regina Alcee Caeli Salvatici von Temeschwar to join with Varushkan Schlacta and volhov to scour the city for those with vyig tattoos and their associates. This is not the era of the boyars; those suspected of crimes are arrested, interrogated, and dealt with fairly under the rule of law.

In Temeschwar, the vyig fight back with sword and fire - the grim leaders of the conspiracy would rather die that submit to the legal authority of the magistrates. For a week in late autumn there are open battles between law-abiding citizens and secretive criminals both inside the city bounds and in the forests nearby. The vyig are suspiciously well armed - caches of weapons and armour purchased or stolen from all over the Empire are uncovered along with evidence of plans for armed insurrection. The investigation of the vyig here escalates quickly, but the militia receive unexpected support from the Vardstein Voyi, a gang of bravos who claim a proud heritage - descended from the schlacta who took part in the first Night of a Thousand Torches at the behest of Ratibor and active opponents of the vyig ever since.

This wide-ranging conflict with the vyig is not without its costs. The disruption caused by searching out the hidden places where the criminals gather is widespread and unavoidable. Citizens are arrested in large numbers, or held for questioning about their suspicious behaviour. Significant numbers of secret liaisons, sharp business practices, and criminal enterprises only peripherally associated with the vyig are exposed to the light of day. In a few cases, business establishments are physically damaged in fights between militia and criminal enforcers.

Significance

There is little doubt that the vyig are dealt a blow from which they will not soon recover. Their operations in Tassato and Holberg are brought to a conclusive end - with the raids in Sarvos over the Summer months, the vyig infection is effectively cut out from the southern Empire. In the north, the vyig are a little more tenacious ... but their operations in Temeschwar are smashed, the ring-leaders scattered, and more importantly the spectre of fear they inspire broken by the vigilance and strong hearts of those who oppose them.

The disruption wrought by these three long months of direct conflict, while significant in the short-term, are already fading and it looks like it will be business as usual after the Winter Solstice.

Spoils of War

As in Sarvos last season, the magistrates have confiscated assets belonging to the vyig. Some of those assets are significant enough that they are to be auctioned during the Winter Solstice. They include:

- Auntie Bimber's Palinka A Temeschwari den of iniquity in Hanuri with a reputation as a neutral meeting ground for rival vyig factions. The tavern was shut down in a massive militia raid, and its proprietors and clientèle now face the full weight of the law, but the premises, stock, and distillation equipment are largely untouched. (Auntie Bimber's Palink is a rank 2 business).

- Bartelli's Bolt A weltsilver Mine in the foothills of Mellfort Peak. Long considered almost played out, investigations uncovered that the place was being used to store stolen goods including art treasures from all over the Empire. The owner, Bartelli von Temeschwar, was using "conscripts" (effectively slaves) to work the weltsilver veins and smuggle goods stolen from Wintermark and Varushka south for sale to overseas clients and unscrupulous art collectors. With his arrest the mine has been seized by the militia until a suitable new owner can be found to turn its fruit to more a more Virtuous end. (Bartelli's Bolt is a rank 4 weltsilver mine).

- Pressing Matters, The Prince's Prints. Regario is well known for its skillful printers but not all of its skillful printers are that well known. Whilst for some of them this is a consequence of their mediocrity, for a very few businesses this lack of notoriety is carefully crafted. Located in the heart of the eastern city and hidden behind a basic fabric shop facade, this moderately prosperous business was used as the base of operations for a gang of confidence tricksters preying on the credulous and the greedy. There is also some evidence that printmaster was attempting to find a way to counterfeit Bourse certificates - without any noticeable success. (Pressing Matters is a rank 3 business).

- The Carta de Fimi Nacoso. Known to a select few as the Guild of the River's Secrets this extended family of merrow reckoners specialised in ferrying citizens across the wide river. Initially an honest business the recent investigations uncovered evidence that the head of the Guild, Carlotta de Mestra had been blackmailed by the vyig "Auntie Vivian". Largely without the complicity of its members the Guild of the River's Secrets had been moving stolen goods across the river for the vyig. With Carlotta gone the Fimi Nacoso are looking for a more honest soul to help them return to their original, law abiding roots. (Carta de Fimi Nacoso is a rank 2 business).

- The Tunnel Snakes War is a time of much tragedy but it is also a time of opportunity for those able to seize it. Over the last decade the vyig operated this Holberg logistics and supplies company as a front for a network of contacts, supply chains and smugglers involved in siphoning resources, weapons and other goods from the walls of Holberg to the heart of Temeschwar. The supply and distribution network, as well we premises in all four League cities, have been auctioned in the hope that a law abiding citizen can put them to more prosperous use - importing luxury goods from the rest of the League city to the newly liberated Holberg. (The Tunnel Snakes are a rank 3 business)

These resources will be auctioned on Saturday evening during the public auction. Any Imperial citizen may participate, of course, but they are obviously of more interest and use to citizens of the League. A citizen who wins one of these resources will be able to take control immediately, but there will be some paperwork to complete - and the usual charge of two crowns to change resource will apply. (OOC: It is part of the game design that a character cannot have more than one personal resource. This means that if you win a resource, you must exchange it for your current personal resource, or it will instead go to the next highest bidder. It may also mean that your character changes their territory of residence for purposes of elections).

Disruption

As all three priests named by the Imperial Synod chose to employ the full hundred liao mentioned in that opportunity, the vyig have been routed - but the resultant disruption significantly effected commerce in the four cities. As a consequence, citizens operating in Temeschwar, Holberg, an the two Tassatos have found the income from their business interests reduced by a quarter. Now that the vyig are dealt with, however, things should presumably return to normal.

Further Investigation

The vyig are no longer a significant threat, and their presence in Tassato and Holberg as it an end. In Temeschwar, their operations have been smashed but there are still a few lose ends to tie up. Many of the Uncles and Aunts died rather than be arrested by the militia, but there are still a few unaccounted for. The leader of the vyig, Bollek, is believed to be dead but there are still some questions around precisely what happened to him. With these factors in mind, Magistrate Gerude von Temeschwar intends to visit Anvil to meet with Vladimir von Temeschwar, Valimir von Temeschwar, and Irada von Temeschwar to make a final report on the outcome of the operation to end the vyig threat to the Empire once and for all.

Participation

Any character is welcome to roleplay that they have been involved in this fight against the vyig; the operation has by no means been restricted to League citizens. Likewise, any citizen of Holberg, Tassato, or Temeschwar - especially those with businesses - can come up with a story about how the war against the organised crime syndicate has effected them. While the main thrust of the investigation has focused on the vyig, any criminal activities in the three cities is likely to have been impacted by the campaign - any character with criminal connections in the League is welcome to e-mail empire.plot@profounddecisions.co.uk and we will happily arrange for you to begin play as prisoners of the militia facing trial for your crimes.

Resolution

In the confusion caused by the dreadful weather during the Anvil summit, the planned auction of vyig assets did not go ahead. It has been rescheduled for Spring 380YE.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_long_good-bye&oldid=44057"

A question of provenance

"Well, brothers and sisters," called Caleb, "we have some good news, and some bad news, and then we have some news of Virtue."

His voice echoed around the rude camp that was all the refugees had been able to cobble together out of what the creeping rot had left them. They were tired, but their faces were set, determined.

"The good news is, we found some abandoned wagons. We think they belonged to some teamsters, with the Wolves of War. I have no idea what made them leave their load, but they were hauling sacks of Marcher grain and some barrels of salt beef."

He held up a hand to forestall celebration.

"The bad news is that whatever it is that has been getting into our supplies has eaten everything but the salt beef - or to put it another way, we've got ourselves a couple of wains of mushrooms."

He let a grim smile twist his mouth. "And that brings me neatly to Virtue. Brother Isaachar has looked them over and reckons the mushrooms are just as edible as the grain was. He's tried them himself and says they taste "nutty". That was six hours ago and he's doing fine."

He inclined his head to where Isaachar stood, and the apothecary dumped three sacks onto the ground at his feet, spilling dinner-plate sized pale mushrooms out.

"So! Either way we can eat tonight. But if we've got the Courage to trust Brother Isaachar and these mushrooms, we can eat well. So what do we do?"

Contents

- 1 Overview

- 2 Significance

- 2.1 The Judgements of the Synod

- 2.2 The Concern of the Conclave

- 2.3 Further Reading

- 3 Resolution

Overview

The people of Reikos - both returning refugees and Courageous new settlers - face a time of uncertainty.

The Highborn territory is being transformed by Spring magic. The power of an eternal, even one claiming to be working at Imperial behest, is rarely entirely welcomed by the Highborn. One element that is causing a great deal of consternation is the question of the eerie plant life that accompanies the rejuvenating touch of Spring.

Even after the magic itself begins to fade, weird mushrooms abound in all the places one might normally expect to find fungus. One breed in particular seems especially widespread - a deep violet 'shroom that grows with fecund enthusiasm wherever vinum is found. Similar strains infest grain and vegetable produce, but despite potentially ruining crops they seem to be particularly tasty and nourishing. Finally, the mulch left behind when some of these plants die seems to have a positive effect on herb gardens ...

... but there are still doubts as to whether any of this is a good thing.

Significance

The Judgements of the Synod

Many of the people of Highguard look to the Synod for guidance. In a way, concerns over the influence of Llofir reflext the Eternal Schism between the exclusionist (the Eternal Realms exist outside of the true Creation and are akin to parasites attached to the mortal world) and inclusionist (the Eternal Realms are part of the wider Creation and that contact with Eternals is inevitable and unavoidable) approaches to the eternal realms.

The General Assembly, Highborn Assembly, or Council of Nine can pass a Statement of Principle to offer guidance to the Imperial citizens in Reikos and direct the groundswell of public opinion. All such judgements will require that a named priest be authorized to spread the judgement of the Synod to Reikos, and must be accompanied by the collection of at least 25 liao for use in creating auras (the liao should be handed in in the pack of the named priest, as described here).

If the Statement of Principle is a clear warning against the dangers of the eternal realms and encourages the people of Reikos to avoid contact with the strangeness afoot there (an essentially exclusionist approach), the people will avoid contact with the agents of Llofir and shun the fruits of its influence in the name of Vigilance. As a consequence, each congregation in Reikos will receive 2 extra votes and 1 extra liao, as engagement and support from their representatives encourages the Highborn to attend congregation with a renewed interest in the Synod. At the same time, however, this will have a small negative impact on the production of all businesses, farms, forest, and herb gardens in Reikos as people destroy or cast aside any suspect materials they come across.

If the Statement of Principle encourages the people of Reikos to cautiously engage with the magic that has overtaken their people, while being mindful of the virtues (an essentially inclusionist approach), the products of Llofir's influence will be exploited by the rebuilding effort in the name of Prosperity and Wisdom, working with rather than against the magic to rebuild Reikos. Those things that have particular value to the apothecary or physician - or that the congregation consider too dangerous to leave unattended - will be forwarded to the keepers of the congregations of Reikos for study and safe-keeping. At the same time, all farms, forests, businesses, and herb gardens in Reikos will receive a small boost to their production as their owners are able to take advantage of the curious plants and fungus they encounter. It is not certain what resources this will yield, but it will include at least some doses of the herbs familiar to Imperial herbalists, as well as potentially some unique or novel substances produced by the eerie Spring magic.

The Concern of the Conclave

A number of magisters in Reikos have examined the effect that has swept across the territory and expressed some guarded concern. They judge that given the nature of the magic used, the widespread effects they are seeing should not be possible without first passing a Declaration granting amity to Llofir. Which it has clearly not.

The powers of enmity and amity are a powerful tool in the hands of the Conclave, which grant them additional powers to serve as intermediaries between the Empire and the Eternal realms. If it has been compromised, or someone or something has found a way to work around it, then it is probably Wise and Vigilant for the Conclave to investigate quite how Llofir has managed this.

Further Reading

There's a lot going on in Reikos this season. You may also want to look at some of the following sections:

- Winds of War

- More details of the general situation

- More details of the fight against heresy

Resolution

With the support of the Highborn Assembly, Gravus of the Shattered Tower volunteered to venture inside Reikos to spread an exclusionist message, with the full backing of the Imperial Synod. As a consequence, the congregations of Reikos were reinforced, while the production of businesses, farms, forests, and herb gardens has been reduced as people destroy or cast aside any suspect materials they come across.

Gravus of the Shattered Tower volunteers to venture inside Reikos to spread a message of Isolationism against the forces of the Spring Eternal Llofir. This will require 25 liao.

The Highborn Assembly of the Imperial Synod 380YE Summer Solstice

At the same time, the Imperial Conclave decided to strip the herald Gilean of her amity. In addition, during the months following the Solstice, the Citadel Guard of Urizen moved to Reikos in an attempt to capture the region of Tamarbode from the forces of the eternal Llofir. You can read about that here

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_question_of_provenance&oldid=63824"

A season of mushrooms

"How can it have got this bad this quickly?" Sister Hepzibah stared uncomprehending at the moss-covered ruin that was her childhood home. "We... We were here with the 'Pegasus last year, and it was all..."

She trailed off. Even as she watched, the one remaining wall was shifting, cracks spreading through its weakened stones, mortar seemingly turned to nothing but mud and mould.

"Get back!" She raised a voice that had cut through battlefields from Karsk to Spiral. "Get back! It's coming down!"

Clouds of amber and violet dust burst around her as the wall came down.

Contents

- 1 Overview

- 2 Significance

- 2.1 Salvation

- 2.2 The Grand Ossuary and the Guardians of the Past

- 2.2.1 The End of the Druj Miasma

- 2.3 The New Forest at Tamarbode

- 3 Participation

- 3.1 Regarding Previous Opportunities

- 3.2 Further Reading

- 4 Resolution

Overview

A wave of fertility sweeps Reikos consuming the broken and the blighted.

The bodies that were abandoned where they fell disappear first. Everything that has died is devoured by the fungus - but it does not end there.

Vast swathes of ivy tear up the side of buildings, while the timbers that once held them up disappear beneath a riot of brightly coloured mould.

Like the bodies, everything that is lifeless falls prey to this river of life.

At first it seems that the territory will vanish beneath this tide of life, but finally the waters recede a little. The fungus and moulds die back, as impossibly fast as they sprung up. In their place they leave a natural landscape transformed by their passage, washed clean not just of the foul touch of the Druj, but of every touch of a mortal being. Gardens have become wild meadows, orchards have become forests, hard stone roads turned to muddy trails. Of the poison and diseases seared into the land by the Druj there is no trace - now the ground teems with life. The poetic imagine that this is what Reikos must have looked like before the Highborn first tamed these lands.

Although everyone is happy to see the marks of the Druj erased, many Highborn are not sanguine about the loss of their own legacy that accompanies it. As soon as they realize what is happening, these inhabitants attempt to defend the structures of their chapter houses from the encroaching tsunami that threatens them. Working day and night they strive to preserve what they can of the Highborn history accrued from the centuries of life in Reikos. Only constant Vigilance suffices - each inhabitant can save only as much as they can clear in a day - for after a nights sleep the moulds and the fungus are back and the back-breaking work to save something must begin anew. Only by such constant diligence can they stem the flood and only the most prized monuments and buildings can be saved - anything that is lifeless that does not have someone to protect it is consumed.

There are also rumours that the Highborn are not the only ones fighting the transformation - there are reports of other forces holding out. There are orcs, pockets of Druj that remain and others who have never been anything more than bandits, hiding out in the barren places of Reikos, the hills, the wetlands and the forests. Those who take the time note that these folk, are fighting almost as hard as the Highborn to hold on to what little they have. And in some places there are reports that the magic has disturbed things other than orcs - though none can spare the time to find out exactly what the force of magic may have roused.

Significance

Reikos is a territory in the process of transforming from a broken wasteland to something else. Despite the claims of the superstitious, many magisters say that it is a powerful Spring magic, and that its effects have been further heightened by the Hallow of the Green World enchantment currently spread across the Empire. They also believe that the magic is somehow being directed by the eternal Llofir.

The magic has not entirely run its course. In many places the fungus that has consumed the ruin of Reikos has been replaced by new life, fresh grass, and even new woodland, the mushrooms, mould, and heralds of Llofir are still actively working to break down and rejuvenate several locations in each region. The magisters do believe that the magic is running its course, however, and will most likely have faded away entirely by the start of the Autumn equinox - leaving Reikos transformed.

Salvation

Lucifer of Highguard, with the aid of Nina of Cantiarch’s Hold are to be sent to Reikos to save those who have been abducted and maimed, and bring them back to the light of Courage. They are entrusted with 100 liao for this.

The Assembly of Courage 380YE Winter Solstice

Two priests have come to Reikos with the authorisation of the Imperial Synod to address the problem of Golan and his heretical teachings. A third priest, Lucifer Son of Cyrus, of Felix's Watch, was sent here with a different mission; to offer succour to those damaged in body and spirit by the domination of the Druj and bring them back to the Empire.

His efforts could not have come at a better time. His charge to aid the people of Reikos, to help those who have lost purpose or become too accustomed to living in fear, are quickly turned to helping the people to preserve what they can of the history of Reikos. Like the return of the First Empress, there appears to be a strange serendipity about Lucifer's arrival. The auras of Courage he creates are critical, granting the Highborn the spiritual strength to go out to do battle every day with the sorcery that seeks to take their history from them - something which helps them to find their own salvation from the terrors of the past.

The Grand Ossuary and the Guardians of the Past

"Are we sure we are in the right place?" Brother Barnabas, the sexton, leaned upon his spade by the edge of what the scouts had marked as one of the many, many charnel pits of Haros.

Sister Aella frowned down at her slate. "Unless someone's been doing our job and lying about it, brother."

He crouched down and peered at the ground. "It's just that this hole is only a foot deep."

He took his spade in his hand, reached down, gave the soil an experimental poke. "You certain we-"

His voice cut off in a strangled shriek: the spade was wrenched from his hand as the black and noisome roots coiled their way up and around and about it. He frantically scrabbled away from the pit as the clearing echoed with the decisive crunch of the wooden haft as the splintered tool was drawn into the pit.

And the ground there rippled hungrily.

At the same time, there are a dozen independent captains who have brought their retinues to Reikos to help support the creation of a great ossuary there. Over the last three months, the names of Exarch Solomon, Inquisitor Courage, Guardian Maya, and Unconquered Jada of the Shattered Tower; Guardian Amon of the Raven's Watch; Guardian Cayleb of Felix's Watch; Cataphract Jericho of the Suns of Couros; Lucifer of the Cohort of the Winter Bear; Obidiah Rockborn, Ciaphas Dekar, and Arnulf Fuch, and Skywise Kray of the Imperial Orcs become known across the territory.

They have arrived just in time to help prevent the tide of green magic overwhelming the ruins of Highguard. The spring magic that breaks apart corpses does not differentiate between those who died at the hands of the Druj, and those who have rested in the tombs of Reikos for centuries. It does not care that a document is dusty because it is hundreds of years old, or that the mortar of a tomb is crumbling because of time and not because of any inherent weakness. They are quickly caught in a desperate fight to keep the (apparently well-meaning) servants of Llofir from devouring the history of Reikos alongside the lingering Druj taint.

The End of the Druj Miasma

But there is at least one very positive thing about this sorcerous "invasion". Between the captains fighting to protect the legacy of Highguard, the survivors motivated by the power of Courage, and the rampaging power of Llofir, many of the Druj miasma pillars have been located and destroyed.

While some surely remain active, their aura has been greatly curtailed, reduced to zones of terror a few scant miles across. Many of these sites are now buried under supernatural forests or partially sunken in magical marshes - quiescent for now but potentially creating enclaves appealing to certain threats that might creep into Reikos that do not fear death.

OOC Note: You are free to roleplay that if you have been in Reikos this season you have helped to destroy some of the Druj fear pillars, especially if you are one of the dozen characters who have lead their military units to Reikos, or have accompanied Lucifer, Son of Cyrus.

The New Forest at Tamarbode

Zellah and Jebediah crept silently through the wild undergrowth. Both had thick scarves covering their noses and mouths. They had learnt that as long as they kept moving, the spores would not settle on their leather armour, or eat away at the straps of their gear. If they stood still for more than a few minutes though...

From up ahead there came an eerie creaking noise. Zellah held up her hand. They froze in place.

With a couple of curt gestures, Jebediah silently asked "What that noise?"

Zellah didn't know, shook her head. The heavy clouds of spores hung like a thick fog, this close to the heart of the old regio. In the days when their chapter had stood watch over the Laughing Well, they had kept the entire area clear of plant-life taller than the long grass, and carefully monitored access to the enchanted waters. But none of the chapter had been in a position to do so for over a decade. Now the power of the regio had been unleashed, and what had once been an open field was a dense forest, full of fungus an ferns.

The noise came again, closer.

"Coming. Cover." she signed quickly. The two scattered, drawing the long-bladed knives they favoured for close combat.

A creature as tall as one of the northern mammoths was suddenly between them. Roughly humanoid, with squat bandy legs and long forearms, it moved like a mountain gorilla but with the kind of serene, unhurried patience that reminded Zellah of the whales she had seen as a child in the waters north of Meade. It had a small head, with large liquid eyes, and its back was covered in dark purple and golden mushrooms of all sizes. Perched between its shoulderblades was a little figure in a black robe.

For all its size it was surprisingly quiet. It passed between the two Unconquered, and disappeared eastwards away from the regio.

Zellah and Jebediah exchanged wide-eyed, blinking stares. Almost simultaneously looked down at their long-bladed daggers, and then with a single smooth motion, put them away."

Finally, there is a new force present in Reikos. Something has taken residence in the region of Tamarbode and claimed it for itself.

Perhaps it is a harbinger of the force of magic that has scoured the territory - there are reports that the first surges of the spreading Spring magic began here. Perhaps it is simply taking advantage of the situation - possibly even some dark thing snuck out of Brocéliande to the north-west. Either way, something has taken control of Tamarbode. A significant portion of the plains have been overrun by a new forest, a dark wood where the trees grow so close that the light cannot penetrate. The new woodland has completely engulfed, and seems to spread out from, the mysterious Sign of Tamar.

At present no-one knows for sure what manner of creature dwells there, and strange myconoid soldiers patrol the borders, turning back any who come in force.

The region of Tamarbode was not under Imperial control to start with, having been claimed by those barely organised Druj remnants left behind from the fall of Urith Barath. Several of the orc camps in Tamarbode had been destroyed by Imperial forces during the cleansing of Gray Charge. Yet there were also several settlements that had not been cleared.

Of those camps, and the orcs who once dwelt in them, there has been no further sign since the forest appeared.

Participation

Nehemiah didn't quite scream: he'd scrambled up the ladder so fast he didn't have any breath left for it.

Instead he slammed the trapdoor of the old cellar closed and took a second to breathe. Like his mother had taught him, he named seven Virtues and four Exemplars under his breath to give himself time to calm himself.

There was the sound of cracking and something collapsing below. He gingerly lifted the trapdoor again.

The creature was still there, gazing up at him with liquid black eyes, surrounded by the rotting remains of what until a few moments earlier had been a sturdy oak ladder. The beast favoured him with a gormless, toothless, lopsided grin.

"Hello!" it called up, its voice soft and breathy. "I'm here to help! Please don't try to eat me again! I taste terrible!"

He shut the trapdoor again and sat on it. From below came the sounds of the beast enthusiastically chewing up what he hoped were the broken pieces of ladder. He wondered what he was going to tell his mother.

Any Highborn group based out of Reikos can choose to roleplay that the inhabitants of their chapter or similar have been struggling to hold back the tide of new growth which has spread quickly across the territory. No chapter has been left untouched by the magic - every group has lost some history to the ensuing wave of powerful magic but how much has been lost is a roleplaying choice for the group. They may have saved the essential buildings and belongings, the documents and books that they want to keep, they may have lost everything to the change - or anything in between.

For those making a future in Reikos, the territory has been transformed into a more natural landscape. The villages and towns have been kept clear of growth, but the countryside, once a rural idyll, is now a haven for wild plants and animals. Copses have become woods, woods have become forests. Reikos is fundamentally changed in the passing of a single season - becoming either a natural paradise or else a blank canvas depending on your point of view.

An exception to the general destruction are the spoils of war - the key resources identified by the civil service in liberated Reikos. We assume that sufficient force has been present to ensure that these resources are protected from the aggressive power of the Spring enchantment.

"It's no good, Dinah." Sister Brannan mopped her brow and cast a doleful eye over the ruined arbour. "They're all like this. Every single blasted one of them."

She gave the thing a kick and it creaked alarmingly. "Ruined, I call that. Half a season's crop up in smoke."

"Up in spores, actually." Corrected Sister Dinah, peering closely at the mycelial mass where nothing but good vinum should be. She carefully turned over what had once been a leaf with a gloved hand, marveling at the way the tiny white moulds covered the underside.

"Well, I'm glad someone's finding some mirth in this situation-"

"No, no. Look." Dinah had found what she was looking for - carefully she lifted the little purple cap for Brannan to see. "Here's one again. This isn't regular blight. Never seen this variety before or since. A ring'll get you a crown this thing's nowhere in my books."

"So we've got some kind of new, superior vinum blight rather than regular vinum blight." Brannan scowled. "Should I send for the Pledge-"

"D'you not think it's odd, though?" The alchemist fished a little bottle out of her pocket, held it up beside the offending mushroom to catch the light. "That this thing grows on vinum and vinum alone, and it's the exact same colour as liao?"

The scowling sister's expression darkened further. "That's beyond foul. I'll get a fire going."

Dinah raised an eyebrow. "Without even having had a proper look at it? This is a problem, and we can solve it, if we put our minds to it. Where's your Wisdom, sister?"

"Behind my Vigilance, sister."

The two glared at each other in silence.

Regarding Previous Opportunities

The opportunity to rebuild the Garden of High Chalcis has not been impacted by the burst of Spring magic - quite the contrary. The apothecaries of Peakedge Song are keen to see what new medicinal plants the spreading wave of magic and decade of Druj domination might reveal. Likewise, the opportunity to construct a fortification at Broken Ride is if anything of even more interest to the Vigilant as it would also be in a position to keep a watch over whatever is happening in Tamarbode.

At this time, the Civil Service are uncertain what effect this magical wave may have had on the supply situation but it seems clear that the sudden cleansing of the Druj corruption from Reikos will have gone some way toward helping it to support a fourth Highborn army - assuming that the bounteous new life can be properly harnessed in the service of humanity.

Further Reading

There's a lot going on in Reikos this season. You may also want to look at some of the following sections:

- Winds of War

- More details of the fight against heresy

- An opportunity for the Imperial Synod regarding the weird fungi growing in parts of Reikos.

Resolution

Most of the more supernatural elements of the wave of fecundity have died down by the time of the Autumn Equinox. Almost all the ruins that once dotted Reikos are now gone, and the settlements that preceded them been replaced with healthy, natural vegetation.

Over Winter we will be adjusting the map of Reikos, and the details of the page, to reflect its new, verdant state.

You can learn about some of the developments with the new forest at Tamarbode here.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_season_of_mushrooms&oldid=47020"

A silver chalice

Overview

At the Summer Solstice the Imperial Senate passed a motion to establish The Silver Chalice, a new order in the Imperial Conclave. Such a thing has not happened in many years, so the civil service have prepared a general briefing to help people understand how the laws work in this regard and how the Empire has deal with such matters traditionally.

The Manifesto

The Order of the Silver Chalice holds the following to be true:

- Life flows through each of us; our magic allows us to reach out to our fellows and nurture that life, mend what is broken, and bring what is torn apart back together.

- Healing magic has vast amounts of raw potential, but is complemented by the precise nature of physical healing

- The strength of the Empire relies on its citizens, thus by keeping citizens healthy, we strengthen the Empire

The Order of the Silver Chalice therefore exists to:

- Utilise the immensely practical applications of healing magic for the good of the empire, promote understanding of healing magic and research new healing rituals and spells

- Ensure that conclave is reminded of the value of life, and that it makes decisions with that value in mind

- Work with healers, physicks and apothecaries across the empire, including bodies that represent such individuals, such as the Anvil Hospital

- Look into supporting long term efforts to aid the infrastructure (and foundations) of the Empire

Manifesto of the Silver Chalice

Motto, Symbol, and Manifesto

The creation of a new Conclave order requires a successful constitutional motion to be passed by the Imperial Senate. Formally, the manifesto of the order should be included in the motion; in this specific case the manifesto was read out on the floor of the Senate - so all senators should be aware of the manifesto they have approved. Once the motion is approved, the only changes that are allowed to the order's manifesto are minor changes designed to improve the grammar. Anything that the Constitutional Court consider to represent a substantive change would require further authorization by the Imperial Senate.

At the point where the motion is passed, then the Conclave order comes into legal existence - but it is not possible for any character to join the order until the motto and symbol are finalized, since both are required for a successful ritual to create the first arcane mark. The citizens involved with passing the motion have provided the civil service with the order's symbol and informed them that the motto will be "The well of life is bottomless''.

Joining the Order

- The civil service have prepared an Autumn magnitude 20 arcane projection to create the arcane mark

- Nobody can join the order until this ritual is completed

The magical ritual Arcane Mark allows a single magician to join an Imperial order when it is cast. Any number of magicians can join the order by performing this ritual, but it it not possible to use the ritual to create a new order - a different ritual is required to achieve that.

By tradition the Imperial civil service prepare an arcane projection to create the new arcane mark (and by extension the order) which is presented to those magicians assembled at the first meeting of the order. The motto and symbol of the order must be finalized by this point, as they are required by the ritual. Because of this requirement, those involved must obtain the help of an Autumn coven and the 10 additional mana crystals needed to perform the ritual. There is usually some competition to fill this prestigious role - after all it is not every day a coven gets to create a new order. It is common for any Autumn coven planning to join the order to volunteer but there is no formal or magical requirement for the magicians performing the ritual to be part of the new order. The order remains a formal part of the Conclave but no magician can join it until the ritual is complete.

Contents

- 1 Overview

- 2 Motto, Symbol, and Manifesto

- 3 Joining the Order

- 4 The Font and the Vaults

The ritual allows everyone targeted to join the order at the same time that the order is created. In practice this usually saves valuable time and mana - provided that there are more than a few members looking to join.

The vote to elect the first grandmaster takes place immediately after the ritual is complete. Everyone who joins the order at the point where it is created is eligible to vote. In an exception to the normal rules, citizens who were eligible to elect a grandmaster of a different order in the previous twelve months are still eligible to vote in the first election.

The Overseer of Imperial Elections, Merlot, is due to present the arcane projection to the assembled magicians of the Conclave in the Hall of Worlds at 6pm on Saturday at the next summit.

No matter how many members join the order during the Autumn Equinox, it will automatically count as the smallest order in the Conclave for determining precedence. Precedence is based on the number of members an order has at the beginning of the summit.

The Font and the Vaults

Once a Conclave order is established by the Imperial Senate it is eligible for a share of the font - however, initially, there are no members, so it does not receive any mana until the summit following the event at which the ritual to create the arcane mark is cast.

The order is eligible to receive a share of the ilium immediately, although it automatically counts as the smallest order in the Conclave for determining precedence, until the summit after the first members join.

A new order will not have any bequests, so it will usually have no unusual materials in the vaults. It is common for new orders to attract bequests in the first decade after they are created as people and powers take an interest in them.

The new grandmaster does not have the ability to acquire mana until a suitable source of mana is constructed. There are standard protocols used by the Imperial civil service for all orders, but the 30 wains of mithril (and 60 crowns) required must be provided by the new grandmaster at the end of their first summit elected. They will then be able to purchase mana normally following the next summit.

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A spiritual prism

Contents

- 1 Overview

- 2 Repudiation

- 2.1 Conversion

- 3 One Life

- 4 Manifest Destiny

- 5 Exultation

- 5.1 The Glorious Monarch

- 5.2 The Song

- 5.3 The Faithful

- 6 Martyrdom

- 6.1 Competing Judgements

- 7 Yael in play

Overview

In Summer 379YE, Yael of Highguard experienced a past life vision, during which she claimed to have received a revelation of the Land Without Tears, a paradise that waits beyond the Labyrinth for the truly virtuous. Initially she and her followers were given permission to use liao to spread word of this revelation across the Empire. A mighty congregation formed, swelled by pilgrims from every nation in the Empire.

But when the Doctrine of the Beyond was put before the Imperial Synod - it was rejected. This caused confusion across the Empire - if the Synod rejects Yael's revelation does that mean her words are heretical? If the Land Without Tears is not part of the Way of Virtue - is it illegal to preach it? Disagreements about what the Synod judgement really meant turned to arguments and in some cases to violence.

In response to the lack of leadership from the General Assembly, several of the national assemblies chose to pass clear judgments decisively rejecting Yael's words. The citizens of those nations have benefited from this clear moral leadership - but it has exposed a new danger. The Imperial faith represents the shared values that bring citizens of disparate nations together, without agreement that common unity is threatened.

The Doctrine of the Beyond

Beyond the Labyrinth of Ages lies the Land Without Tears. Paragon souls that had freed themselves from the Labyrinth may ascend to this golden place that is without pain and suffering. The Land Without Tears is the ultimate transcendent destiny of all humans who turn their lives to Virtue and the pursuit of Paragonhood.

Proposed but not upheld at the Autumn Equinox 380YE, 673 - 729

Repudiation

- Wintermark, Varushka, Navarr, Urizen, the League have their ability to provide effective military aid to Highguard, Dawn, the Marches and the Brass Coast halved (and vice versa)

At the previous summit, five nations of the Empire, Wintermark,Varushka, Navarr, Urizen, and the League each passed a statement of principle with a greater majority decisively rejecting the revelation brought forth by Yael. Most of the judgements explicitly rejected her claim to be the First Empress - and all of them urged their faithful of their nation to reject her teachings and instead hold true to traditional doctrine.

This clear moral leadership has resolved the conflict that existed in these nations. There are no more discussions about what Yael's revelation means for their nation - no more debates about the theological implications, no more questions or doubts. The national assembly has rejected her claims - and that has dispelled all doubts in the minds of most folk of that nation.

The drawback of this clarity is that it is increasingly causing conflicts between those nations that have rejected Yael - and those that have not. Ultimately, a rejection of Yael's claims is almost identical to a rejection of Yael. The priests of the Imperial Synod might choose their words carefully when addressing this complex task, but the common soldiery do not. So when those who have not yet made their mind up about Yael - sit round the campfires with those whose leaders have told them to reject Yael and her claims - fists start to fly.

The truth is that the Way of Virtue is the heart of the Empire - it is what ties the ten nations together. The more the disagreements grow... the harder it becomes for the Empire to act and fight as one.

As a result of the decisions taken by their national assembly, the armies of those nations that have decisively rejected Yael may no longer receive effective military support from military units from nations that have not issued compatible guidance - Dawn, Highguard, the Marches, and the Brass Coast. The reverse also applies, Dawnish, Highborn, Freeborn and Marcher armies may not be supported by military units from the five nations that have rejected Yael. In each case, the effective ranks of a military unit choosing to support an army on the other side of the schism will be halved.

At present the situation is still evolving and any national assembly may issue a statement of principle decisively accepting or rejecting Yael. Provided it is passed with a Greater Majority then it will take effect immediately and allow the military units of that nation to fight accordingly.

Conversion

While the statement of principle by a national assembly that is rejecting Yael is sufficient to end discussion of the issue, it is not sufficient to convince those who have embraced Yael to abandon their new faith. Most of these citizens still reside within the borders of their nation - but many have undergone a pilgrimage, traveling to Reikos or Casinea in the hope of encountering the First Empress Reborn or at least others like them who support her. This tide of pilgrims has swelled the ranks of the Congregation of the First Empress, a great mass of people looking to Yael for guidance and thereby granting her considerable influence and power within the Synod.

The national assembly sends X with X doses of liao to repudiate the false teachings of Yael of Highguard. Those who have been deceived by her claim to be the First Empress Reborn and the hope of a Land Without Tears should retract this false doctrine and return to their homes.

Synod Mandate

Any national assembly that has already passed a statement of principle with a greater majority may decide to issue a priest of their nation with this mandate to confront these wayward pilgrims. If they pass a judgement of mandate with a lesser majority then they can authorize a priest to use at least 25 doses of liao to convert those of their nation who have strayed from the path they can shepherd them back to the Way of Virtue. This mandate would end the movement of pilgrims seeking Yael from the nation, reducing the size and influence of that congregation in proportion, but only if it is couched in the clearest possible terms as a denunciation of Yael's teachings - nothing less than this will convince those who have converted.

In the event that several nations issue this mandate, the total amount of liao they spend on it would be summed for purposes of resolving conflicts with other mandates such as those to turned the Congregation of the First Empress into an army, or to incorporate it into a Dawnish army.

One Life

- The Imperial Orcs are no longer directly effected by the turmoil surrounding Yael and her revelations.

The revelation of the First Empress Reborn concerns the Land Without Tears, a paradise that waits for those who are virtuous enough to pass through the cycle of reincarnation in the Labyrinth. There is no role for the orcs in this vision and the Imperial Orc national assembly have made clear that this matter is only of significance and importance for humans. Given the basic orc belief in one life - a single attempt to cross the Howling Abyss or face extinction - this statement of principle has been sufficient to resolve the matter.

Unless there is further guidance form the Imperial Orcs assembly to the contrary, the nation are no longer affected by the turmoil surrounding Yael and her revelations. Their citizens will play no further role in this matter and their armies and military units may support and be supported by members of any other nation.

Manifest Destiny

- The division within the Imperial Synod is reflected in a division within the nation of Highguard.

The Way of Virtue began in Highguard. From there, it later spread across the nascent Empire, one of the symbols of its unification - and then across the world. The Highborn often boast that they embody the true spirit of the Empire; other nations might dispute that, but no-one can argue that Highguard is the spiritual and physical home of the Imperial faith. Virtue permeates every aspect of Highborn life and the nation looks to their priests for political as well as moral leadership.

As such, the failure of the Highborn national assembly to provide clear guidance on the First Empress Reborn and the Land Without Tears has hit this nation harder than any other. In chapter houses across Highguard, arguments rage over the nature of the revelations. Does the Doctrine of the Beyond contradict the Doctrine of the Paragons? Is it heresy or some profound new insight into the manifest destiny of the human race? Is Yael genuinely the reincarnation of the First Empress Reborn returned to help the Empire in its hour of need - or a charlatan who will destroy it?

These arguments have raged across the whole Empire - but are now settled in many of the nations by the decisive word of their National Assembly. Although Highguard is not the only nation whose Assembly has not spoken out, it is in this nation where faith and the Way are the very air they breathe, the Doctrines a dinner-table conversation as much as the price of bread. In the Marchers or the Brass Coast, it is uncommon for religious differences to divide friends and family; in Highguard, your friends and family are those who share your faith. This fellowship is the fabric from which the Highborn nation is woven; in this land, there are few threads that faith does not touch. As the threads fray, so too the fabric of Highborn society is beginning to divide with it; this now manifests in the discipline of their military.

Highborn armies are increasingly struggling to overcome the conflicts caused by the division amongst the faithful who serve. As a result all Highborn armies suffer a 10% penalty to victory points generated, and will break if their army strength falls below 1200.

At any time the Highborn National Assembly may still pass a statement of principle with a Greater Majority - either in support of Yael and her Doctrine of the Beyond - or against her. Either would resolve the conflict in the armies. Rejecting her would align Highguard with the other nations that have rejected Yael, and similarly give them the chance to pass the associated mandate. The situation is too complex to predict exactly what further effect unified national support for Yael might bring, but as in the case of Dawn, there is a powerful narrative that could bring significant benefit - the First Empress was, after all, Highborn...

But until a statement is passed - until the leaders of the most faithful nation can provably demonstrate that they have come to an agreement on this matter - the situation in Highguard will continue to deteriorate.

The Troubadours of Dawn hold up the following song as proclamation:

Some folk must walk the Labyrinth. To atone for their wrongs.

Four thousand winters: Think it not too long.

But others through the Labyrinth pass. To a land without tears.

As true liao scholarship. Discovered through the years.

Dawn's first Empress returned to us. From that happy vale.

Reincarnate in the person of Highborn Yael.

Blessed be this paragon. Returned from beyond.

Raise your voices. And praise her in Song.

Dawn National Assembly, 380YE Winter Solstice

Exultation

- The Dawnish assembly has passed a judgement in support of Yael

The Dawnish National Assembly has passed a judgement recognizing Yael as the First Empress reborn and encouraging all citizens of the nation to raise their voices in praise of her. The situation is complicated, the judgement did not achieve a Greater Majority in the Assembly, but the judgements were stolen making voting much more difficult, and several important Dawnish priests were slain during the summit. For many these events seem just a little too convenient, is some force or group trying to prevent the Empire from recognizing Yael's claim?

As a result the majority in favour of Yael has given a number of Dawnish citizens reason to take renewed interest in Yael and her teachings.

The Glorious Monarch

One element that has caught the imagination of the Dawnish is her relationship with the land of Dawn. The First Empress is a legendary figure in the Empire, the founder of the Empire who personally united the squabbling human nations and conquered the orcs. But to many Dawnish she is something more - the first glorious Imperial Monarch of Dawn. According to history the Empress jumped over the River of Sighs to complete a Test of Mettle and win King Rodric's heart. The rebirth of the First Empress impacts every citizen of the Empire, but for some Dawnish what is more important is that the greatest Dawnish Queen that ever lived has returned to them.

For some, this momentous event signals a rebirth of Dawnish Glory and Pride. Rumours are already flying that one or more of the Dawnish regalia has been seen in the Barrens. Is this another sign that the "Greatest Monarch of Dawn" is come again?

Of course, by tradition - only the reigning Empress is offered the chance to claim the Throne of Dawn. Empress Lisabetta is well known for her widespread knowledge of Imperial history, easily the rival of any archivist or troubadour. So the fact that thus far she has not elected to press a claim to the title undoubtedly reflects politics rather than ignorance of her rights. Those who have passionately taken up Yaels' cause seem convinced that Lisabetta will concede that Yael has a greater right to the title and not contest the situation.

All of which assumes that Yael can be persuaded to accept the honour and stake her claim. The Dawn monarchy is not inherited, it is fought over in Grand Tourney. To be crowned, she must win victory in a grand tourney of Dawnish nobility. As a Highborn citizen Yael is not eligible to fight, but any Dawnish noble may take up her cause and already there are some who dreaming of becoming her champion. Any noble who does not feel that Yael is worthy to bear the title of King or Queen of Dawn would then take the field against her. Thus far, Yael's claims, have been an issue primarily for priests and troubadours - but if she makes a claim to be Queen of Dawn, then there is a chance for all the Dawnish nobility to fight for or against her.

Victory in such a tourney would be electrifying. The long beards in the Synod may argue at length about the theological implications of the Land Without Tears - but none of that would matter to the average Dawnish yeoman. As First Empress Reborn - and Queen of Dawn, Yael would have the undying affections of all Proud Dawnish men and women. Support for Yael would no longer be in question - in one swift stroke she could capture the hearts of every Loyal citizen of Dawn. While lesser nations argue for doctrine and ask for evidence - Yael has the chance to physically demonstrate for all the world to see that she is the First Empress Reborn - what could possibly be more glorious than that?

The Song

The song of the First Empress lifts the hearts of every Proud Dawnish man and women who hears it. All the yeofolk of Dawn dream of glory - so they cannot help but be inspired by the knowledge that the First Empress, a figure of legend, now walks amongst them. Let the priests in the Synod argue about doctrine - Dawnish troubadours know a glorious song when they hear one. The Dawnish National Assembly can choose to pass a mandate with a lesser majority to carry this song to every corner of Dawn bringing these benefits to all.

We send X with 25 doses of liao to carry the song of the First Empress to every Proud Dawnish man and woman. Let all who hear it know the truth of her glorious return from beyond the Labyrinth."

Synod Mandate

If the mandate is successful, every personal resource in Dawn owned by a Dawnish character will gain a bonus equal to one additional rank for the following year. This bonus will be doubled if Yael also becomes the Queen of Dawn.

The Faithful

There are makeshift camps in Reikos and Casinea where pilgrims who have traveled from all across the Empire have gathered to praise Yael. The Empire has resolutely ignored all pleas to create an appropriate church to provide shelter and guidance, instead they have left them to face the elements. Some have returned home, but many continue to stay, surviving as best they can. Some hope for a glimpse of the First Empress Reborn, but most are just grateful for a chance to live amongst those who share their beliefs. All worry what will become of them if the Synod rejects their doctrine as it has already rejected their requests for aid.

It is impossible to doubt the passion of Yael's followers - they are deeply committed to her - and to the Empire. For those who have visited the camps, the subject of the Empire's wars is a common topic - and one of the things that they are keen to remind visitors is that the First Empress was a conqueror. She united the human nations in a war of conquest that drove the orcs from the Empire. Many of the faithful are fully prepared to do more than just support the First Empress - they are willing to give their lives fighting for Yael.

We send X with x doses of liao to urge the congregation of the First Empress to travel to Dawn and fight alongside the Gryphons Pride. Let us conquer the barbarians together in her name.

Synod Mandate

While the Dawnish assembly continues to support Yael, it is possible for a Dawnish citizen who had been granted a suitable mandate by the Dawnish assembly and at least 25 doses of liao to convince the Congregation of the First Empress to fight alongside a Dawnish army. The most suitable army is the newly raised Gryphons Pride whose conquering spirit most aptly resonates with the history of the First Empress. Some of the faithful lack weapons and training - but they make up for this lack with their numbers and passion. If these devotees were inducted into the ranks of the Gryphons Pride then the army could be made large in a single season for a cost of 75 mithril only.

Taking this opportunity requires the Imperial Senate to pass a normal motion to enlarge the named army. If such a motion passed, the Senator would be for responsible for determining how that would be achieved - even if the Synod then did not pass this judgement, the Senator could still enlarge the army using the standard methods.

As an alternative, rather than focusing on expanding the size of the army, the most capable warriors could be selected to form a cadre of elite troops, using the Dawnish nobles among their number as officers. This would still require 75 mithril, but combined with a single dose of true liao to permanently hallow the army banner, the entire quality of the army would be improved, further enhancing their determination to conquer the barbarians in the name of the First Empress.

Either approach would bring an air of fanatical devotion to the army, as the most devout pilgrims joined the ranks. However, should the Dawnish ever cease to support Yael and her vision of the Land without Tears, all benefits would be lost as the fanatics in turn cease to support Dawn.

Hear the words of Yael. The Synod is gripped with fear. They shirk from the enormity of my Revelation not because they believe I am a heretic but because they are consumed with doubt. They seek to stifle me to buy themselves more time, more evidence. But the Time of Revelation is now and Truth must be shared with all the Empire. I know this to be true, and with Courage as my Virtue I cannot be lead to doubt. I cannot be made to stop. If the Synod believe I am a heretic, it must name me one. I will face martyrdom without fear as did Permion and Isaella. And I will return again.

Courage Assembly, 380YE Winter Solstice

Martyrdom

- The assembly of Courage supports Yael

Backed by a greater majority of the Assembly of Courage, Yael has issued a defiant rebuke to the Synod. She has made clear that she will not be stopped and that she is perfectly prepared to die for her cause, safe in the knowledge that she will come again.

Her inspirational words have been embraced by many in the Congregation of the First Empress. They know that the fate of their nascent faith hangs by a thread - there is open talk of what they will do if Yael is declared a heretic and it is clear that many are prepared to die with her. At present these discussions are merely talk - albeit passionate and enthused - but it is clear that the Courage assembly could take advantage of this opportunity to unite the Congregation under Yael's banner and turn them into a fighting force.

To do so the assembly would have to pass a judgement of mandate, naming a priest and authorizing them to expend at least 25 liao urging the Congregation to take up arms and fight for the First Empress. If the mandate were successful, then the Congregation would be transformed into an army, albeit one that was small and possessed of a quality that reflected its lack of formal training and experience. It would no longer grant liao or votes in the Synod but it would be able to take military orders, just like any other army.

We send X with X doses of liao to urge the Congregation of the First Empress to unite under the banner of the Courage Assembly and fight for the truth of her revelation. Together we will defeat those whose doubts leave them too weak to face the truth.

Synod Mandate

The army would be motivated by their faith in the First Empress Reborn, so they would act independently, but it is likely that Yael would be able to write to the leader of the army to request what actions she would like them to take. The upkeep would be paid for by donations from Imperial citizens who accept the truth of Yael's revelations, so there would be no cost to the Imperial treasury and no requirement for additional support from an Imperial nation.

There are no legal impediments to prevent citizens like the Congregation banding together to form an independent army though students of Imperial history can point to the most obvious example when an Imperial force outside the direct control of the Military Council brought unpredictable consequences.

The army of the First Empress

- Has an initial fighting strength of 2,000.

- Requires no upkeep, and does not need to be supplied.

- Is controlled by NPCs, but Yael (or someone she formally designates by writing to the army) could guide their strategy.

- The only orders the army can submit are the overwhelming assault and heroic stand.

- Cannot benefit from natural resupply, but may receive emergency resupply from Yael.

- Once completed would be possible to provide emergency resupply, or increase its fighting strength to a maximum of 5,000, using a mandate of the Courage assembly, and a supply of liao

Competing Judgements

As always, in the event that multiple incompatible judgements are passed, the judgement that has had the largest amount of liao spent on it takes precedence. If more than one national assembly submits a mandate to convince their citizens to return home, then any competing mandate would need to contain more liao than was used with all these mandates added together.

Yael in play

It is important to bear in mind that Yael of Highguard is a player character, and not a member of our NPC crew.

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A throne of blood

The soldiers came out of the snow to the barricade. Clad in long chain hauberks, their round shields slung from their backs. They flew the banner of Dogri Thulebane, he reminded himself. These were dangerous people, they had made it very plain that they would do what they felt was right whatever the cost.

"Got mail for yah here mate." The Navarri shouted jabbing a thumb at the oxen train behind him loaded with supplies and letters. Surrounding it were more Wintermark families, solders’ and traders. "And some hangers on"

The Crowskeeper at the front smiled, her face was covered in scars and her eyes had a twinkle to them that was either playful or a threat of violence.

"Got a message for you too boy, take it back to the Empire for us eh?" she laughed patting him on the cheek.

"That’s the job" the Navarri nodded as he rubbed his cheek. The other Crowskeepers allowed the caravan to pass.

"Tell ‘em Dogri will talk. Crowskeep, Crowsridge, Skarsind. You come to us - we're not coming south. Piss on Anvil."

The Navarri started to scribble frantically, his fingers fighting stiffness in the cold.

"Tell ‘em, Kali of the Saker and as many Skarsind, or those that was, as can travel with Kali. No Kali? No meeting. Look at me boy." The soldier snapped.

"It had better be Skarsind folk only - and that frayed prick of an ex senator isn’t invited. Break these rules and the meeting finishes. There is no negotiation, no misunderstanding. That is how it is and how it will be."

The Navarri nodded, as she continued "These are the terms, if you break them Dogri walks out and we are done. That means we defend our own borders from here on - from anyone who tires to cross them."

Then she turned and followed the baggage train into the snow singing an old Skarsind battle song cheerfully to herself.

He shook his head, put the note in his pocket and pulled his mittens on. It was a long walk back.

Overview

Skarsind. In the south, the Imperial Orcs are engaged in building their nation. In the north, Dogri Thulebane and his supporters continue to occupy Crow's Ridge. As discussed elsewhere, the harshest winter in years has helped prevent the situation deteriorating further - but now that spring is here, and the worst of the snows are over, Winterfolk are again starting to rally to Thane Dogri's banner.

At the Winter Solstice, the stormcrows of Wintermark attempted to call the errant children of Wintermark home with a statement of principle.

"Whilst we commend the courage and conviction of Dogri Thulebane and his fellows, we cannot condone the gathering of forces. We discourage people of Wintermark from travelling to join Thane Dogri and encourage them to settle in Wintermark lands. We are seeking an amicable agreement with Dogri, the Imperial Orcs, and all peoples of the Empire, which will keep the Wintermark traditions of Skarsind alive."

Wintermark national assembly

Despite this judgement however, the Four Seasons Market remains in Wintermark hands. The owner maintains that as no Imperial Orc came to discuss the Market, there was no-one to give it up to. As a result, the Synod judgement has not had the desired effect and with Dogri now looking to talk, further developments are now dependent on the outcome of that meeting.

Significance

With the judgement of the Wintermark assembly, a number of stubborn Winterfolk have finally given up and left Skarsind. At the same time however, some of the real die-hards have travelled north to join Dogri. It is impossible to say at this time how many supporters he has gained. The situation is tense, and how the situation continues to develop will depend on the meeting with Thulebane.

The civil service has confirmed that a conjunction exists on the Sentinel Gate to Crowskeep, Crowsridge, during the upcoming Spring Equinox. Examination of the Gate once the Equinox begins will allow the precise time, and the number of citizens who can travel through it, to be narrowed down.

Resources

During the Spring Equinox, the Goeki Expanses and the Clattering Gulley are vacant, and will be auctioned by the civil service on Saturday evening.

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Aben-Nuath

...and I believe, through meticulous collection and examination of multiple stories and accounts, that I have identified a little documented herald of Summer by the name of Aben-Nuath. To be clear, I must concede the possibility that Aben-Nuath is not the name of a singular herald, but the title of a series of heralds who fulfil the same function.

The common theme appears to be the character within stories who appears to lend some assistance to the central character in reaching a place of conflict or testing, but never to offer aid with the outcome. My list of examples include accounts of talking animals or trees, riddling hermits, and other inexplicable guides who appear and disappear without trace or precedent. Within the stories, the actions have been attributed to the Paragons, eternals or Fate with little clarity.

My hypothesis is that Aben-Nuath is a courtier of the eternal Barien. If this is so, then it would imply this eternal’s court may have further layers and subtleties than may initially be perceived…

Elektra Evenspire, Order of the Celestial Arch

Summary

The speculation of Elektra Evenspire, and others, as to the existence and nature of Aben-Nuath has never been formally confirmed by any party, nor made explicit in the Conclave via Declaration of Enmity, Amity or Concord. The existence of a herald – or heralds – whose function is to nudge, or otherwise influence events, to facilitate decisive confrontations or moments of testing would be consistent with the nature of the eternal Barien, yet Barien has thus far denied such meddling unless directly challenged.

It is equally possible that Aben-Nuath exists as part of Barien’s court and her / his / its actions are an impulse to further the interests of the one she / he / it serves and facilitate the kind of events or encounters that Barien likes to hear of.

If the speculation is true, then it would be foolhardy to consider Aben-Nuath as a wholly benevolent entity. Guidance in reaching a decisive moment or challenge may appear supportive, yet this is only the case where the guided one prevails. In those cases where the guided one falters, and potentially falls, Aben-Nuath can be seen to have led them to their doom.

Appearance

There is no consistent description of Aben-Nuath. Within the accounts that purport to detail the herald’s existence, then various forms and descriptions have been attributed. This could be taken as evidence that there is no singular Aben-Nuath, and that there are multiple in different guises, or that she/he/it possesses the ability to alter its appearance in line with the task at hand.

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Abraxus

At the Spring Summit, 377YE, a motion was put before the Senate by Edward Watcher of the Marches and Senator Lucifer, Proxy for Casinea. The motion authorised research into the controversial figure, Abraxus Whitespire of Urizen. The cost of the research was not funded by the Senate, but by a collective of private concerns.

Contents

- 1 Abraxus Whitespire (17-72 YE)

- 2 The Rise...

- 3 ...And Fall.

- 4 Legacy

Abraxus Whitespire (17-72 YE)

Abraxus of the White Spire Ascending was born and raised in Zenith in the early years of the Empire, which Urizen had recently joined. Abraxus was of Merrow lineage and showed a great curiosity around the Net of Heavens, and its potential relationship to the Pure Liao visions administered by the Synod. Consequently, Abraxus made the study of these intertwining phenomena his ambition, and a central theme of the Arete in his life.

These studies, and this journey, elevated Abraxus high within the Synod and the Empire, before his fall from grace and descent into madness and death. To this day, Abraxus remains a controversial, and divisive, figure. There remain those who consider Abraxus to be a visionary and potential Exemplar of Ambition or Wisdom. Others have referred to him as a cautionary tale.

...that I shall, in the following text, provide proofs that the visions received through Pure Liao are not random. Nor are they, as Cardinal Jezebel would have us believe, selected in relation to Virtue, or at least not solely by that means. It will be made clear for all to see that they are deliberately chosen. That they are, in truth, messages.

Messages that are wrapped in metaphor and context, because those sending them cannot communicate with us directly and must use our past lives in order to do so. Messages that are not about the past, but about the present - and the future. Messages from the Divine.

Excerpt from ''On the Teleology of Pure Liao'', by Abraxus Whitespire

The Rise...

Abraxus attained citizenship at the age of 17, and served the Empire as a priest of the Synod. By this stage, he was already articulate on spiritual and theological matters and attracted many - scholars and pilgrims - to hear him speak. Trained as an Illuminate, Abraxus would also arrange private meetings with influential people to offer guidance, specifically in relation to the interpretation of dreams and visions.

Aged 30, Abraxus achieved widespread notoriety with the publication of On the Teleology of Pure Liao, for which he was condemned by the Assembly of Vigilance for the religious crime of idolatry. At his trial, Abraxus recanted his claim, and instead attributed the messages he wrote about to the Paragons, though some doubted the sincerity of his retraction. Abraxus received a light punishment, but the idea that the Paragons could communicate with mortals carried with it a popular appeal.

For the following six years, Abraxus enjoyed a measure of celebrity and, as an experimental theologian, obtained repeated access to Pure Liao visions for himself, and his followers. Specific details are hard to come by, but it is rumoured that the Abraxians actively experimented with various ways to influence the visionary process, outside of those handed down by the Scions of Atun. Documents refer to metempsychotic anointing and alchemical concoctions featuring unusual ingredients from foreign and supernatural realms. In this time, there were two attempts to have Abraxus recognised as an Exemplar, but both faltered on the basis of a lack of supporting evidence.

In 49 YE, Abraxus married Jezebel of the Seven Stars Chapter of Highguard, who had turned from his harshest critic to staunchest advocate. They had two children, whom were given to Jezebel's Chapter to raise.

...And Fall.

In 54 YE, Abraxus was arrested by the militia. Details are fragmented, but the charge appears to have been treason. Even more curiously, the trial took place in a closed session of the Senate and the public gallery was cleared. The details of the trial, and evidence involved, were classified as pertaining to Imperial security. The verdict of guilty was declared, and Abraxus would have been executed, save for the intervention of Empress Richilde who exercised the throne's mercy.

After the verdict stripped Abraxus of his assets and citizenship, he elected to leave the Empire's borders. There are no records of what he got up to in the following thirteen years. He eventually returned to Imperial lands in 67 YE and made claims that he had made discoveries that would redeem him. Supported by Jezebel and a number of benefactors, Abraxus was able to purchase a portion of Pure Liao through the Bourse. Covered in runic marks and unusual robes, Abraxus declared that he would emerge from the vision having seen his future lives.

Records state that a large crowd gathered to see Abraxus emerge from his vision. However, rather than emerging triumphantly, he was carried forth by civil servants and followed by a grief-stricken Jezebel. Abraxus was unconscious and no physick, exorcist or magus could awaken him.

Jezebel and the Abraxians took Abraxus to Auric Horizon Spire in Morrow where a vigil was kept, and Abraxus' body was cared for. It is claimed, though not corroborated, that Abraxus would occasionally speak, and his followers wrote down what he said, certain that he had traveled to the future and possessed knowledge of import. Others claimed that this was a deception by the Abraxians to sell fake "prophetic scrolls". This continued for five years, before Abraxus Whitespire passed away in 72 YE.

Legacy

- There are a number of popular myths about Abraxus, many of which are populist and dramatic, with little supporting evidence. These claims often relate to things that Abraxus is expected to have seen and heard prior to his fall from grace. Equally, there are wild claims as to what treason Abraxus was alleged to have committed.

- Empress Teleri, as part of her reforms of the Synod, worked with the Assemblies to create the positions of the Gatekeepers. These posts were created, in part, to ensure that access to pure liao was safely regulated and kept from unstable, and potentially heretical or idolatrous hands, such as Abraxians.

- It is possible to find scrolls for sale that purport to be transcribed at Auric Horizon Spire from the words spoken by the comatose prophet. Several of these have proven to be modern fabrications and few scholars have agreed on what true Abraxian prophecy looks like.

- There is nothing that definitively links Abraxus Whitespire to the Abraxus Stone talisman. The talismans pre-date Abraxus, though some scholars claim that they held an older name and that Abraxus' association with the anti-venom protective came later as a product of the Abraxians' experiments with toxic substances. Others claim that Abraxus the Prophet was named for an older Abraxus that created the talisman but whose legacy has been overshadowed.

- In the modern era, there are groups who will identify themselves as Abraxians. However, this label is loosely defined. Some sects or covens may use it to refer to the, potentially-idolatrous, belief that pure liao visions are messages from beyond the Labyrinth, whereas others adhere to the belief that Abraxus saw his future life or lives.

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Abraxus Stone

Description

The most common form for an Abraxus Stone is a silver or gold band set with a white oval stone, usually inscribed with a crimson or emerald Cavul rune. They are also crafted in the form of amulets, medallions and bracelets, but regardless of the form are usually composed of silver metal.

The use of these protective amulets dates back to the kingdom the Navarri call ancient Terunael. In the aftermath of that kingdom's fall, many of these rings were made to help the early Navarri fight against the Vallorn creatures. The rarest of these rings were bands of pure ilium set with pale gemstones and inscribed with runes; any one of these artefacts would be a gift beyond price to the Navarri.

In the wake of the disaster that destroyed the Terunael civilisation, the rings were discovered to have an additional vital power. They provided protection from the deleterious effects of exposure to the so-called vallorn miasma, up to and including preventing a dying person being infested with the plants that might cause it to rise as a vallornspawn husk. Indeed, the rings even appear to be effective at protecting their wearers from the effects of the sickness known as green lung that is linked to long-term exposure to the miasma - provided they are worn constantly of course. Even a few minutes without the protection of the talisman may result in the sickness being contracted.

Not all Abraxus Stones are rings. One of the first rings made by the Navarri was used as the basis for a beautiful amulet, given as a gift of friendship to the first of the Highborn navigators, Atuman: a single perfect white stone hung from an ilium chain, delicately crafted to suggest links of interlocking Imperial Roseweald flowers. As part of the negotiations surrounding the giving of this Tear of Peace, the Highborn agreed to allow the Navarri to travel through their lands. It disappeared following the assassination of Permion the Lawmaker, and while some stories suggest the First Empress wore the chain around her neck, as with the other rings its whereabouts today are unknown.

These rings are obviously of especial use to warriors who must fight magicians, assassins, eastern orcs or vallorn-beasts.

Rules

- Form: Talisman. Takes the form of a piece of jewellery. You must be wearing this item to use its magical properties.

- Requirement: Any character can bond to this item.

- Effect: When hits are restored to you by any means then you are also cured of the venom condition. This item will not work if the purify spell would fail to remove the VENOM for any reason. In addition, while wearing his talisman you are not subject to the venomous effects of the vallorn miasma. You will not contract green lung, nor will you become a vallornspawn husk if you die while wearing this talisman.

- Materials: Crafting an Abraxus Stone requires thirteen measures of beggar's lye, ten measures of weltsilver and seven ingots of tempest jade. It takes one month to make one of these items.

One of these items is, of course, the central device in the famous Marcher play, "Twelve Pigs". The Stone is inadvertently mixed in with the feed for a herd of swine on their way to market, and the penniless protagonist must scour the countryside trying to find the pig which has eaten it in order to secure his fortune. Despite the fact that the hero has to spend a good deal of time on hands and knees combing through pig-faeces, the play was originally regarded as a parable on Prosperity, and many in the Marches were outraged to discover that the League playhouses were playing it as a farce.

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Abrogate Asavean trade ban

To abrogate the motion banning the trade of Bourse resources with the Asavean Archipelago

Proposed by Sarvos, Seconded by Temeschwar

Overview

- Passed

Date

- Winter 379YE

Campaign Outcome

- The prohibition has been abrogated and been removed from the list of criminal offences.

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Abrogate Civilian Commissioners

Abolish Civilian Commissioners

Proposed by Conscience of the Senate, Seconded by Feroz

Overview

- This motion was to abrogate the previous motion to create the title of Civilian Commissioner

- Passed

Date

- Winter 380YE

Campaign Outcome

- The title of Civilian Commissioner has been removed.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Abrogate_Civilian_Commissioners&oldid=52706"

Abrogate Trade Envoys

To abrogate the motion to have the title of trade envoy.

Proposed by Temeschwar, Seconded by Astolat.

Overview

- The ceremonial title of trade envoy would be abrogated.

Date

- Defeated Summer 379YE

Campaign Outcome

- The motion was defeated.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Abrogate_Trade_Envoys&oldid=58064"

Abrogate fund disbursement

Revoke the law disbursing unused Senate funds to the military council and conclave at the end of each quarter.

Proposed Temeschwar, seconded by Tassato.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Campaign Outcome

Overview

- End the distribution of unused funds by abrogration of the motion to distribute funds of Winter 376YE.

- Passed by 27 votes to 0

Date

- Passed Summer 377YE (Event Three 2013).

Cost

- None

Campaign Outcome

No more funds will be disbursed to the Military Council or Imperial Conclave.

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Abrogate motion to construct the Signori d’Argento Vineyards

To abrogate the motion to construct a vineyard in Sarvos, the Signori d’Argento vineyards sinecure.

Proposed by Kahraman, Seconded by Zenith.

Overview

- This motion was to abrogate the construction of a vineyard money sinecure, passed at an earlier Senate session this summit.

- The vineyard was later recommissioned by Brother Dagon of the Shattered Tower, as holder of an Imperial Wayleave..

- Passed

Date

- Summer 381YE

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Abrogate motion to provide aid to the Hierro Clan

This motion is currently undergoing scrutiny.

We wish to abrogate the motion that provides funds of 75 Thrones a season to the Hierro Clan of the Lasambrian Orcs for supplies

Proposed by Redoubt, Seconded by Segura

Contents

- 1 Overview

- 2 Date

- 3 Campaign Outcome

- 4 Constitution

Overview

- This motion ended the funding of supplies for the Hierro Clan.

- Passed

Date

- Spring 380YE

Campaign Outcome

- The previous upkeep of 75 Thrones a season has ended.

Constitution

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Abrogate the Blood Red Roads

We abrogate the motion of the construction of the Blood Red Roads due to the impact on the Trods and as such the future of the Empire

Proposed by Hercynia, Seconded by Madruga

Overview

- This motion was to abrogate the previous motion to construct the Blood Red Roads

- Withdrawn

Date

- Autumn 380YE

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Abrogate third Navarri army

Abrogate the motion raising the third navarr army

Proposed by Therunin, seconded by Sermersuaq

Overview

- This motion abrogates the motion to raise the third Navarr army

- Passed

Date

- Winter 380YE

Campaign Outcome

It is no longer legally possible to raise a third Navarr army without a new motion to approve it.

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Abrograte Civil service observation

Abrogate the motion passed in 378 which assigned Civil Servants to Imperial Fleets.

Proposed Madruga, seconded by Upwold.

Overview

- End the measures that assigned Civil servants to Imperial fleets.

Date

Spring Equinox 379YE.

Cost

- None; the previous upkeep of 50 Thrones each season has now ended.

Campaign Outcome

- The measures preventing Imperial citizens from pirating foreign nation fleets, or trading with barbarians, have been suspended.

- The magistrates wish to remind Imperial citizens that while there is no crime of "piracy" per se, there are crimes of assault, murder, theft, criminal damage etc. Foreigners receive protection under imperial law so crimes committed against them can be prosecuted.

- OOC Note: It is now possible for PCs to commit piracy against foreign nations that the Empire is not at war with, or to trade with barbarians. Both actions still have significant legal ramifications, however.Bold text

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Abstraction

Contents

- 1 Overview

- 2 Keep it Simple

- 3 Below the Abstraction Layer

- 4 The Campaign Abstraction Layer

- 5 The Abstraction Layer is your Friend

Overview

Empire incorporates a simple downtime system that allows characters to gain new resources and wealth between events. In addition, the Imperial Senate receives an income every event from the Imperial treasury. Actions by characters at events and the ongoing plot can change the resources that are generated - but to ensure that this part of the system remains simple we employ a powerful principle to keep things simple - abstraction.

Keep it Simple

Every resource controlled by every character in Empire is different. One character may control a fleet which consists of a single great vessel, while another character owns a fleet of smaller ships. Farms may be large or small, fertile or barren; while a business could be anything that fits with the setting. Players are free to roleplay these details as they choose, within the remit of what makes sense within the system.

However no matter what a player chooses to roleplay - the income and wealth generated by a resource remain fixed. The different possibilities that players may imagine do not affect the simple rules that determine what wealth a resource produces. For the purposes of the rules we use a simple abstract - all ships and anything conceptually similar are just a fleet. A shop, a restaurant, a theatre or an opera house - in game terms all these things are represented by a business, the details are "below the abstraction layer" - they are ignored for the purposes of the game rules.

Below the Abstraction Layer

Detail and complexity that is below the abstraction layer is completely ignored by the rules. This provides a clear freedom to players - since it enables them to roleplay in whatever way is appropriate to the setting and their character's personal circumstances. If you want to roleplay that your character does not just own a farm - but is a pig farmer with a herd of prize winning pigs - then you are absolutely free to invent that kind of detail. The corresponding limitation is that these details do not affect the rules that govern the game - your farm does not produce more income than another character's farm - even though your pigs win prizes.

Any attempt by players to try to affect the game rules by delving "below the abstraction layer" will always be rejected by the game team. There are a number of ways that a character can improve the income from a farm - they can have rituals performed upon it, they can invest money to buy weirwood to make a farm bigger. But you can never increase the income of your farm through better husbandry - these details simply do not have a direct game effect other than in how you choose to roleplay them.

The Campaign Abstraction Layer

The abstraction layer also covers the elements of the game on the Imperial scale in places like the Imperial Military Council or the Senate. The general of an Imperial army is free to roleplay whatever appropriate leadership and training they provide to their army that makes sense for their character and the setting - but it doesn't change the effective fighting strength of the army as recorded by the rules system. If a general wants to improve the fighting abilities of an army - there are rituals and investments they can make that do that.

Likewise the treasury available to the Imperial senators is the sum of money that remains after a vast amount of taxation has been collected - and a vast amount of taxation has been spent administering the Empire. Expensive items - and items that the players can change - like the upkeep of armies and fortifications or the stipend for an Imperial title can be changed. But the minutiae of the fine details of how the civil service have made thousands of payments ensuring that the Empire can run are simply not part of the game. These details can't be changed, whatever changes might be made are simply ignored for rules purposes. The income of the Senate increases as the Empire conquers new territories and as they invest in more resources for auction through the bourse. It can't be increased purely by roleplaying that the civil service have become more efficient.

The Abstraction Layer is your Friend

On the face of it, the limitations imposed by the abstraction layer may seem restrictive. In fact the opposite is true - by ignoring these details, we don't have to play-balance them and that means we don't have to attach any rules to them - and that means complete freedom for players to roleplay as they choose provided the roleplaying makes sense within the context of the setting.

The true benefits of the abstraction layer come from the simplicity that they ensure. The game design strives to ensure that the complexity of the game is in the field - in the interactions between characters - not in the interactions between players and refs. A basic rules framework - with clear abstraction of the core ideas means the rules remain simple and much easier for players to understand. It works to prevent the rules becoming complex with time, as individual players seek rules clarifications for details that are being ignored by the system.

Having run games where the rules became increasingly complex over time, we are absolutely determined that that is not going to happen to Empire. We will continue to add new elements to the game over time, but all these elements will use the same level of abstraction and simple rules that apply to everything else in the game - so that the game becomes richer with more elements in it - but does not become more complex.

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Academy Student Council

The Academy Student Council draws its members from students attending the Imperial Academy. One member is elected from each nation. It serves both as an educational experience in the political processes of the Empire and as a decision-making body on behalf of all Academy students.

The council's activities are overseen by the Advisor to the Student Council, a member of the Academy Faculty who advises the council on how they may use their powers and the motions they present in council meetings.

Elections

Elections are held twice a year, at the Spring and Autumn Equinoxes. Any student attending the Academy may put themselves forward, and elections for each nation are conducted according to national traditions. Each Student Councillor may appoint a proxy.

Meeting times

The Student Council meets officially at 12pm on the Sunday of each event in the Senate to present and vote on motions. Meetings are conducted by a Speaker for the Senate. Council members may arrange informal meetings prior to this to discuss any Council business.

Powers

The council's powers are designed to empower the students to make decisions about the use of resources available to the Academy, including the stipend provided to the Bursar by Senate, any other charitable donations, and the produce of the Faculty's herb gardens, mana sites and mines.

Councillors may present one motion at each meeting. If passed, the Faculty will make all efforts to see that the motion is carried out. Previous motions have included the construction of magic items for the use of the Academy or as gifts to worthy people or groups, donations in support of organisations such as the Anvil Field Hospital, and suggestions for new classes or activities.

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Accept Barrens peace treaty

To accept the terms offered by the Barrens orcs and humans to move troops through the Barrens (see attached terms). This does not cover the movement of the Navarri army of the Black Thorns through the Barrens into Broceliande. This is to happen regardless of these terms.

Proposed by Upwold, Seconded by Therunin.

Overview

- A delegation from the Barrens negotiated a treaty.

- The treaty was presented to the Senate.

Date

- Defeated Summer 379YE

Campaign Outcome

- The terms of the treaty were not accepted.

- The Barrens delegation had already left Anvil when this motion was presented and defeated; it is not clear if they are aware their treaty has been declined.

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Accept Druj peace treaty

To accept the treaty between the people of the Druj and the people of the Empire.

Proposed by the Conscience of the Senate, Seconded by Zenith.

Overview

- A delegation from the Druj negotiated a treaty.

- The treaty was presented to the Senate.

Date

- Defeated Summer 379YE

Campaign Outcome

- The terms of the treaty were not accepted.

- The Druj delegates were present during the discussion of the treaty and are aware it has been rejected.

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Accept Druj peace treaty II

To agree upon the Peace Treaty with the Druj

Proposed by Sarvos, Seconded by Necropolis

Overview

- This follows on from a previous, failed attempt to agree a peace treaty with the Druj

- Passed

Date

- Winter 380YE

Campaign Outcome

- The terms of the treaty were accepted and the Druj are now considered a foreign nation.

Peace Treaty with the Druj

- 5 year peace treaty

- 2 Imperial armies could remain in Dawnguard

- 2 Druj armies to cautiously advance in the first season into Murderdale and Carmine Fields, with 3 on solid defence and 1 to withdraw, and the Empire withdraws and army

- Both sides withdraw 1 army per season until both sides have 2 armies remaining in the Barrens

- Trade to be 3 white granite for 2 mithril; 27 wains first season, then 18 wains of mithril made available per season for 5 years

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Accept Grendel peace treaty

To accept the terms of the peace treaty with the Grendel Salt Lords.

Proposed by Segura, Seconded by Mitwold.

Overview

- A delegation from the Grendel negotiated a treaty.

- The treaty was presented to the Senate.

Date

- Defeated Summer 379YE

Campaign Outcome

- The terms of the treaty were not accepted.

- The Grendel delegation had already left Anvil; it is not clear if they are aware the treaty has been declined.

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Accept Grendel proposal

To accept the Grendel proposal that they will remove one of their armies from Spiral if we do not raid Dubtraig for the duration of one year. After this, further negotiations may occur with this Salt Lord and/or others.

Proposed by Kharaman, Seconded by Feroz.

Overview

- An ambassador from the Grendel Salt Lord of Dubhtraig presented an agreement to the Imperial Senate. This is a formal acceptance of that agreement but is not a change to the law.

Date

- Winter 378YE

Constitution

- This is not a legal restriction, but a statement of principle by the Imperial Senate.

- The Grendel remain barbarians, and raiding their fleets remains perfectly legal.

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Accept Iron Confederacy treaty

To accept the terms of the peace treaty with the Iron Confederacy.

Proposed by Karov, Seconded by Volodmartz.

Overview

- An ambassador from the Iron Confederacy negotiated a treaty.

- The motion was withdrawn before reaching the floor of the Senate.

Date

- Summer 379YE

Campaign Outcome

- Because the motion was withdrawn, details of the treaty will not be included here.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Accept_Iron_Confederacy_treaty&oldid=58061"

Accept Jotun ceasefire

To accept the Jotun offer of a two year ceasefire during which the Jotun and the Empire will not make war on each other.

Proposed by Upwold, seconded by Mitwold.

Overview

- Agree to a two-year ceasefire with the Jotun orcs.

- The ceasefire runs from the beginning of the Spring Equinox 377YE until the beginning of the Spring Equinox 379YE.

- Passed by 27 votes to 0.

Date

- Passed Summer 377 YE (Event Three 2013).

Cost

- None

Campaign Outcome

The ceasefire prohibits Imperial armies from entering territories claimed by the Jotun, including Liathaven and Mournwold. Jotun campaign armies in turn will not enter any Imperial territory.

At the Spring Equinox 378YE, the senate voted to accept a proposed extension of the treaty which will now end at the start of the Spring Equinox 380YE.

During the Summer Solstice 379YE, the senate voted to abrogate the ceasefire early, to allow them to provide military aid to the Lasambrian orcs against the Jotun.

Notes

Subsidiary motions to outlaw raiding on the Jotun during the ceasefire, and to declare the Jotun foreigners for the duration, were proposed and defeated.

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Accept Lasambrian treaty

To accept the treaty negotiated with the Lasambrian hills.

Proposed by the Skarsind, Seconded by Madruga.

Overview

- A delegation from the Hierro clan of the Lasambrian hills orcs negotiated a treaty.

- The treaty was presented to the Senate.

- Acceptance of this treaty required the abrogation of the Jotun ceasefire.

Date

- Summer 379YE

Campaign Outcome

- The terms of the treaty were accepted.

- Imperial captains can deploy their forces to assist the general of the Hierro army.

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Accept Orcs of the Great Forest treaty

The Senate ratifies the treaty with the Orcs of the Great Forest.

Proposed by Holberg, Seconded by Feroz.

Overview

- The motion to accept this peace treaty with the Great Forest Orcs was passed

- A copy of the treaty can be found here

Date

- Summer 381YE

Campaign Outcome

- The Great Forest Orcs are now officially foreigners.

Constitution

- The treaty has passed scrutiny by the Constitutional Court

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Accept Sarcophan Delves treaty

To ratify the treaty with the Sarcophan Delves as detailed below

Trade Treaty between the Empire, as represented y the Imperial Consul on behalf of the Imperial Senate, and the Bedelaar-Huisbaas Vandersar, as represented by Edwin Vandersar.

- That the Bedelaar-Huisbaas Vandersar do agree to make available 24 wains of white granite to the Empire each season

- That the Empire may purchase said granite at a cost of:

32 crowns for the first 8 wains

29 crowns for the second 8 wains

26 crowns for the last 8 wains

- That the Imperial Senate shall appoint a minister to oversee the purchase of said wains.

- That suitable docks shall be made available with offices for any appointed minister, such that the wains may be unloaded.

- This treaty shall remain in effect as long as both parties are not at war with each other.

- Both parties reserve the right to renegotiate the quantity and price of the wains after a period of 1 year.

- This treaty shall come into effect immediately upon ratification by the Imperial Senate, the Bedelaar-Huisbaas Vandersar and upon construction of a suitable cargo dock and ministerial offices.

Signed

Imperial Consul, Aureliana Perpetua Nicasia Saverio di Sarvos

Ambassador to the Sarcophan Delves, Thanmir Hrafn

Representative of Bedelaar-Huisbaas Vandersar, Edwin Vandersaar

Proposed by Miaren, Seconded by Zenith

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Campaign

- 5 Constitution

Overview

- Passed

Date

- Autumn 380YE

Cost

- 40 wains of Weirwood and 10 wains of of White Granite

- 12 Thrones 4 Crowns

- Time: 3 months

Campaign

- The Senator has indicated the intention to build the docks mentioned in Cargo, in the Urizen territory of Redoubt.

- The treaty has been ratified by the Bedelaar Husibas of the Sarcophan Delves and work may begin following the Winter Solstice 380YE.

- As a ministry, the docks do not have an upkeep. The suggestion they did was in error.

Constitution

The Bourse shall control access to those resources that are essential to the prosperity of any great empire.

Imperial Constitution

The only well-worn path for appointing someone to oversee these docks would be to have the imperial title appointed through the Bourse. If the title were Imperial, then it would be auctioned annually. If the title were national, it would be appointed by the citizens of the appropriate nation using their traditional methods.

As the motion does not specify whether the position will be national or Imperial - then the civil service will look for guidance on this matter from the Senator who raised the motion.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Accept_Sarcophan_Delves_treaty&oldid=53894"

Accept Thule peace treaty

To accept the peace treaty negotiated with the Thule.

Proposed by Volodmartz, Seconded by Morrow.

Overview

- A delegation from the Thule negotiated a treaty.

- The treaty was presented to the Senate.

Date

- Summer 379YE

Campaign Outcome

- The terms of the treaty were accepted.

- The Thule delegates were present during the discussion of the treaty and are aware it has been accepted.

- The provisions of the treaty have been put into operation.

- The Silver Peaks have been ceded to the Thule.

- It is illegal for Imperial citizens to raid the Thule.

- Peace exists between the Empire and the Thule until the beginning of the Summer Solstice 382YE.

- During the Summer Solstice 380YE, further negotiations will be arranged regarding trade opportunities and information about the enemies of the Empire.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Accept_Thule_peace_treaty&oldid=41435"

Accept ceasefire with Sumaah Republic

The senate accepts the ceasefire proposed by the Sumaah Republic and welcomes a diplomatic delegation.

Proposed by Karsk, seconded by Hercynia.

Overview

- While the Empire is not formally at war with the Sumaah Republic, the Republic considers itself at war with the Empire.

- This motion recognises the Sumaah request for a ceasefire and welcomes a formal diplomatic envoy from the Republic.

- Passed

Date

- Autumn 381YE

Campaign Outcome

- The ceasefire begins at the end of the Autumn Equinox 381YE and lasts for a period of six months until the start of the Summer Solstice 382YE.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Accept_ceasefire_with_Sumaah_Republic&oldid=63853"

Accessibility

Contents

- 1 Overview

- 2 What is a plot?

- 3 Information and Support

- 3.1 Who and how to ask?

- 3.2 Questions about a specific plot

- 3.3 Getting Help Accessing Plots

- 3.4 Getting Help Accessing GOD

- 3.5 Asking For A Change

- 3.6 Moving the Regio

- 3.7 The problem with having to ask

- 3.8 Acknowledging disablism (also called structural ableism)

- 4 Combat

- 4.1 What is a Non-combatant?

- 4.1.1 Characters Who Do Not Fight

- 4.1.2 The “Non-Contact” Gesture

- 4.2 Fight Classificiations and the “Non-Contact” Gesture

- 4.3 Combat Highly Likely

- 4.4 Combat Possible

- 4.5 Combat Highly Unlikely

- 4.6 Players

- 4.7 The Level Of In-Character Danger

- 4.8 Criticising How Others Behave On A Quest

- 5 Distance

- 5.1 Location, Terrain and Movement

- 5.2 Skipping the Sentinel Gate

- 6 Documents

- 6.1 In game documents

- 6.2 Pre-event documents

- 7 Timings

- 7.1 Late Night Encounters

- 7.2 Catching an NPC

- 8 Acknowledgement

Overview

Over the past 5 years, alongside working hard on supporting out of character access needs, Profound Decisions and its volunteer teams have begun to increase the range of accessibility needs met by its various plots and the encounters and activities within them. This document aims to make it much clearer and easier to find the information you need to discover what provisions we have made and to understand how to request further adjustments to help you enjoy the game.

Our general information on the out-of-character factors that impact accessibility like the site, ground conditions, structures and hygiene are currently available on the central Profound Decisions website. This page deals specifically with the efforts we are making to make the plot we run more accessible.

What is a plot?

For the purposes of this document we can consider a “plot” at Empire to be a series of encounters, activities or events instigated by Profound Decisions, and designed to increase roleplaying opportunities on the field.

The way Profound Decisions generated plot reaches its players at Empire is broadly (although not exhaustively) covered by the list below

- Opportunities generated by winds of war and winds of fortune which are available via the wiki to be read in advance of events, and give players topics to discuss, have opinions on and mobilise actions in one of the political bodies of the Empire

- Letters or other documents sent directly to players, either placed in the character's pack alongside their resources or delivered in the field either because they have engaged with NPCs, made a political statement, or have something in their resources choices, skill picks, titles or background information about the character that relates to a piece of plot being launched in game

- NPCs (non player characters) who come to the field at Anvil, bringing with them goals, opinions, tasks and challenges. Sometimes these are announced in advance by one of the above methods, sometimes they are the first sign something is going on

- The military campaign, where information is delivered primarily through the Imperial Military Council and the above mentioned winds of war

- Activities which take place “off Anvil”, either through the Sentinel Gate or the Hall of Worlds. This includes battles, skirmishes, and encounters. For encounters, some are set in field or woodland locations, some within a set of tents we call “encounter tents”. These can be discovered through any of the above methods, or from the egregores.

This page has a particular focus on the last of these plot types, but will touch on some of the others.

Information and Support

Because access needs are individual, there is no such thing at Empire as an “accessible plot”. Instead we are aiming to consider and be able to provide a much wider range of information about access features of each of our plots (particularly, but not only, those which take place via the Hall of Worlds or the Sentinel Gate) and make it known that this information is available for all players to make decisions about what will be accessible to them.

The information we provide is limited to the things that we, as game organisers control, other players actions may sometimes - especially in relation to combat - create additional accessibility issues.

Who and how to ask?

Anyone may ask a referee, egregore or member of the GOD team for accessibility information about a plot line, at any time (including, but not limited to, when carrying out an in-character conjunction check). You do not need to use the magician skill of detect magic, and you do not need to explain anything about your reasons for asking so long as it is for out of character purposes.

You will need to have a good way of describing the plot you are interested in so that the person assisting you is able to find the information. The kind of things that will help us identify a plot are listed below in descending order - the most effective ways are listed first.

- Any details about a conjunction such as time or location

- A ribboned item linked to the plot

- The name of a specific NPC you have interacted with

- The title of a wind of fortune or wind of war related to the plot

- A general description of events that have happened so far

Questions about a specific plot

There are a number of questions you can ask about a plot you are engaged with or considering engaging with, including, but not limited to:

- Where on the site an activity is going to take place

- When an activity is going to take place

- What intensity of combat is expected

- What light levels you can expect

- Whether there will be documents to read

- Whether the whole activity is wheelchair accessible

- Whether seating is available

- Whether the activity has any phobia warnings listed against it

- Any other questions that relate to your specific access needs

- Whether a high degree of word/maths or logic reasoning or motor control is needed for puzzles

It is important to note that we will do our best to have the answers for these questions ready, but we won’t always have all answers in advance, so there may be a delay whilst we check something if we can’t answer immediately, especially if it relates to a need that we have not considered.

The questions best fit with plots that take place “off Anvil”, but might also apply to an audience with an eternal in the Hall of Worlds, or a planned delegation visit to the Hub, for example.

Getting Help Accessing Plots

You may also ask your egregore for help accessing ongoing plots that you are pursuing or are involved with. They will be able to give you some advice on existing plots - and also feed back to the writers on the kind of changes or improvements that would make a plot more accessible. For example “I’d like to be involved with the negotiations with the Jotun but I can't easily walk more than a few hundred yards” is the sort of guidance that we will try to incorporate into our planning to make an encounter responsive to an individual's needs.

Getting Help Accessing GOD

Although not usually relevant for plot, please note that we now operate a system where you can nominate another player to handle any GOD admin for you. Anybody who has mobility challenges that make accessing GOD difficult for any reason can nominate another player to sort their stuff in GOD for them. Just email us - and let us know who your nominated contact is. We'll make a record of that on the system so that we can check it if we ever need to.

We'll print the number on your pack - so that your friend can collect your pack for you quickly and easily. But they can also access GOD for any reason on your behalf. So they can mix and collect potions, sort ribbons, whatever. If you need anything from GOD - we'll just treat them as if they were asking on your behalf.

Asking For A Change

It is absolutely acceptable to ask for a change to an encounter to enable you to attend it. We have moved outside encounters inside, changed lighting levels, changed times; and will make every effort to adjust an encounter for someone who is closely following a plot, if we discover their access needs in time. Egregores, referees or GOD can help you organise this. It will not always be possible, especially as sometimes different needs conflict, but if we can accommodate a change we will.

For the moment, it will be left up to the refs and plot teams to decide what can be offered on a case-by-case basis. We’ll pay attention to how well we are doing at meeting these requests, and implement a more rigid protocol if we are not doing well.

Moving the Regio

If you are looking to do a ritual that uses the regio but any of members of your ritual team would find the distance to the regio a significant problem, then you may arrange with a referee or with GOD to do the ritual elsewhere. We can ref the ritual at any suitable location that doesn't pose a problem. We can't move the props or the sound FX system or any of the regio equipment - but a referee can come to your camp or to an appropriate location and treat that as the regio if that is needed.

The problem with having to ask

We are aware that asking for information and help is a form of labour that can be draining for anyone, and that people with access needs have to carry out more often than other people, and that therefore this is an imperfect solution. However we hope that by being explicit about the fact that we expect these questions to be asked, and are looking forward to responding and helping as much as we can, we reduce that burden somewhat. We will also aim to find more ways to make information explicit in advance (e.g. in such things as Winds of Fortune) in order to reduce the number of occasions where asking is necessary.

Acknowledging disablism (also called structural ableism)

We recognise that festival LRP reflects some of the wider disablism of our society. We also acknowledge that this is particularly true of Empire LRP because core elements of the game design are intended to test the skills of the player, not the character. Inevitably that approach creates additional accessibility challenges that add to the overall impact of disablism rather than reducing it.

The goal of our plot-writing is not to circumvent the game but rather to identify the problems for our participants which are not part of the game design. The more of these problems that we can successfully resolve or mitigate then the more people will be able to participate in and enjoy multiple aspects of the event.

We welcome feedback on the steps we have taken so far, and on those areas of the game where we could do more.

Combat

We want to be very clear that activities without combat, and accessible activities are NOT one and the same thing. We have designed a system for discussing combat which we hope will help players make their own informed choices about whether a battle, skirmish or quest is suitable for them, especially when combined with the information we offer about location.

What is a Non-combatant?

Some confusion arises because the term “non-combatant” can mean many different things to different people. To avoid this causing confusion, at Empire we avoid this term and isntead use the following apprach:

Characters Who Do Not Fight

This is the most common meaning of the term “non combatant” and it tells us nothing about the access needs of the player. People playing "characters who do not fight" may go on battles, skirmishes, quests and encounters. They risk their character when they do so, and may be hit, or need to run away.

The “Non-Contact” Gesture

The non contact gesture means putting your hand in the air. If you do this then your character falls to 0 hits, and all other players should avoid hitting you if they possibly can. PD cannot guarantee that you will not be hit, but every effort will be made to avoid doing so by those around you.

Fight Classificiations and the “Non-Contact” Gesture

At Empire, our off Anvil encounters will be marked as:

- Combat Highly Likely

- Combat Possible

- Combat Contained

- Combat Highly Unlikely

These designations each have a different description about the likelihood (not severity) and containment of fighting, the conclusions we make about the risks of using the gesture, and how you should use the classifications to assess whether the experience fits your needs.

Combat Highly Likely

No one should go on a battle, skirmish or encounter that is marked as “combat highly likely” if it is likely to be important to their safety to be able to use the “non-contact” gesture successfully. The level of combat planned for these types of activity is high and there is a high chance that those around might not see the gesture in time to avoid hitting someone. Those players wishing not to fight, and neither prepared or able to flee or take hits if a fight breaks out near them should not go on battles, skirmishes or quests marked combat highly likely.

The non-contact gesture can still be used by anyone if they find themselves injured, panicked or in a situation where they can use the gesture to make themselves safe and avoid escalating to the point of needing a MAN DOWN call.

Combat Possible

It is acceptable to go on an encounter marked combat possible if you plan to use the non-contact gesture. However players should be aware that the likelihood of a fight breaking out near them will be higher than in Anvil. The risk of being hit because someone didn’t see the gesture is also higher than it would be in Anvil. It also follows that bleeding out and losing the character as a result of using the gesture are also far higher than in Anvil, so you will be risking your in-character safety in the same way that combat characters will.

If you choose to go on a quest marked combat possible with the intention of using the non-contact gesture then you need to be prepared for both the in-character and out-of-character dangers.

Combat Highly Unlikely

An encounter marked as combat highly unlikely indicates either combat is as unlikely as it is at Anvil or it has been planned to take place in a contained location (usually inside a fighting pit or outside an area with certain types of warding) so that characters should be able to take simple in-character steps to avoid it. These encounters allow the use of the non-contact gesture with similar risks and effectiveness to being in Anvil.

Provided the in-character instructions are followed, it should be perfectly possible to go on the encounter and avoid any crew initiated combat which takes place during it.

Players

- Our categories refer to expected actions by our crew and/or player monsters only

It is important to remember that a player may instigate combat in Anvil or on any encounter - either against the enemy or against other player characters. The categories we assign cannot account for player actions which are beyond our control.

The Level Of In-Character Danger

It is important to understand that the information we provided is intended to help each individual player decide whether an activity is suitable to their access needs. If a fight breaks out on a “combat possible” encounter then it could easily be as intense or dangerous as the fighting on a “combat highly likely” encounter. Likewise a “combat contained” encounter might involve the use of venom or curse calls that make it as dangerous for the characters that enter the location of the fight as any other quest.

Criticising How Others Behave On A Quest

It is not appropriate to make out-of-character complaints about how other players on a quest have behaved in relation to whether they decide to fight or not. It is perfectly acceptable, and within the letter and spirit of the Profound Decision rules, to go on a combat highly likely encounter and then roleplay in such a way that the combat does not happen. Our game is about making exactly these kind of decision, we run plot, we don't run fights.

It is equally acceptable to start a fight where one did not seem likely or necessary or to criticise any attempt or action that changes the way an encounter plays out - provided that the basis for the criticism is clearly the in-character decisions made and the in-character consequences. The emphasis should be always be on the in-character reasons for participating in an encounter and the only person who can decide if they are out-of-character suitable for a quest is the player themself.

What is not acceptable is to tell any player that “they should have gone on a non-combat quest instead”. Such things do not exist, such sentiments violate our equality and diversity policy and run counter to the spirit of our entire game. Equally this means that there are no purely "accessible" or "non-combat" quests that are designated or intended solely for non combat players or those with access needs.

If you feel someone is criticising your choices as a player rather than as a character, you can choose to handle it in several different ways, which might include any combination of the following:

- Disengaging from the situation, and asking another player, a referee, Egregore or member of our Conduct team to have a word with the other player. They can use guidance from this page which discusses the best way to challenge behaviour which breaks the Equality and Diversity part of our social contract

- Briefly pausing and challenging the behaviour yourself. Again the guidance on challenging behaviour may be helpful, or you could use a phrase such as: “under the game rules, there are no such thing as non-combat quests” or “this feels to me like you are attacking me for my impact on your fun OOC rather than criticising my character actions in an IC way, could we stop the discussion or approach it differently please”

- Choosing to ignore the OOC element of what they are saying and meeting it resolutely IC, if it is your preference to avoid a further break in immersion. For example:

- “Yes, I bargained with the troops’ leader instead of charging in - I judged it best.”

- “If you didn’t think it was a good idea, why didn’t you bring it up at the time?”

- “I saw a situation and acted. Don’t blame me for what you didn’t do.”

- “I resolved the situation, and no-one was hurt. I don’t see the problem.”

Distance

Location, Terrain and Movement

Every encounter that is planned to take place off Anvil will always have a location specified for it. This information will tell you where the encounter is located, which could be an encounter tent, the field or the woods. This gives you the first sense of distance and terrain.

In general (though poor weather may affect this) the terrain is as follows

- Woodland - Can be difficult underfoot with rough terrain, tangled undergrowth, ditches and other obstacles, whether free-ranging or limited.

- Field - Ground is uneven, especially in some parts with obstacles and some trip hazards.

- Encounter Tent - Flat ground on a slight inclination; will not normally include obstacles.

In addition where possible we will classify an encounter that takes place off Anvil to describe movement in the location:

- Free-ranging - You need to be able to roam the area to fully participate in this encounter

- Limited area – distant - You will need to travel a considerable distance to get to the start of the encounter, but once started it is designed to take place in a reasonably contained area

- Limited area – mid-way - You will need to travel a couple of hundred yards to the start of the encounter, but once started it is designed to take place in a reasonably contained area

- Limited area – close - This quest takes place in a limited area in the part of the field closest to the Sentinel Gate

Free-ranging quests on the field may run into areas with similarly rough terrain in between the open grass. Limited area quests on a field will focus on an area with relatively clear movement, but depending on player choices may sometimes move into areas with tangled undergrowth or fallen logs. The “limited area - close” location is similar terrain to the ground in Anvil, but with longer grass

Skipping the Sentinel Gate

If you are heading to an encounter tent activity, and would find the distance of heading to the Sentinel Gate first a problem, then you may ask the other players going with you to tell the ref or plot writer at the gate that you should be collected from GOD. Crew members who are collecting people for Encounter tent activities will ask the group if they have anyone waiting at GOD, when they tell them the gate is ready to be used, but if possible speak to a member of the crew when you enter GOD and ask them to radio the plot team to ensure that we are definitely aware that you are there for the quest.

This system relies heavily on unified player parties, and puts a lot of onus on one player having to ask other players to support them. We are aware of this, and looking to see firstly, whether it helps in this form, and then whether we can make other improvements in the future.

Documents

In game documents

We are aware that that low light levels and IC fonts can prove difficult to read. We are also aware that even for a single condition such as dyslexia, there is no standardised solution which increases readability for everyone, and whilst there are standard sizes with large print, for some conditions affecting vision, larger print is actually harder to read.

We are moving towards a standard whereby most in-character documentation produced by the plot team will be issued in a clear simple serif or plain handwriting fonts which should make them more accessible to more players.

Sometimes the plot writers produce documentation whose value as a prop is more important than the information contained within it. Whilst we will aim to consider readability, these props may feature ageing, smaller text, fancy calligraphy or actual handwriting which will make the documents harder to read.

We appreciate that it seems like it should be easy to offer large print options either on request, or attached to every document. For a wide range of reasons this is not as simple as it might seem. However we are exploring other things we may do to improve options around accessible documentation in future.

Pre-event documents

A large amount of written information is made available prior to events, with information about plot-lines that characters can discuss and act upon in the field. Focusing specifically on the documents that change every event - the winds of war and winds of fortune - we know that this can be an accessibility issue.

Currently, to make this more accessible we do the following:

- Detailed IC accounts are separated visually from factual summaries so that people can decide how much written information they want to access

- Overview pages offer a couple of sentences summarising all the content so that people can choose which to read further

- Taking steps to make the information available further in advance of each event, in order to give a longer reading time

We are also grateful to player produced audio versions of the documents, which offer a different way to absorb the information, and will, over the course of 2018, be trying to ensure that these are more consistently available.

Timings

Late Night Encounters

We are aware that plot that takes place late in the evening may exclude some players. It has been suggested that plot encounters should stop at 10pm in the evening in order to avoid this exclusion. Unfortunately, this limits too heavily the overall quantity of plot we are able to run, especially in our woodland, field and encounter tent locations, and in key spaces in Anvil. Due to NPC numbers and planning, it could also limit how many plots of any kind we are able to run.

If you are heavily engaged in a plot and discover that something is due to happen late at night in a way that will exclude you, please let us know via your egregore or GOD, and we will see if we can do anything to either change the scheduling or offer other related opportunities at times that work for you. It may not always be possible, but it is always worth asking.

Catching an NPC

We know that one of the biggest access issues of Empire is the size of the field, and the fact that much of the political game is carried out by walking from meeting to meeting.

We know that there is also a perception that our NPC’s appear at significant locations such as the Hall of Worlds or the Hub, and opportunities to talk to them are gained by the people who are most able to be checking those places frequently. Additionally, the scarcity of opportunities to interact with NPC’s can favour those who find it easiest to be alert and/or functioning at their best at a moments notice. We believe there is some truth in that perception and are working to change it:

These are the things that are already in place:

- NPC’s are usually given a brief which discourages them from speaking with “the people who are nearest” - they may actually be looking for a named character, or they may be told to go and “find Grimnir in Wintermark” or “Wise ones in Varushka” or “Monster Hunters in Dawn” - so the frequency with which they engage only with the people at the location where they arrive on the field is decreasing, to the point where we aim for it to become a rarity

- We have explored a method of plot delivery which is best described as “have your name and most common location placed in a box if you’d like this type of NPC to visit you” - communicated via winds of fortune. This was successful in terms of high levels of engagement, though challenging in crew time to follow up. We will probably do more of this, although recognise that as an IC solution, it may not suit some characterisations.

- When someone is engaged in a plot, NPCs often give them ritual tokens, or agree to pay message costs for them to notify us of suitable times for an NPC to come to them. Alternatively we might notify them of a time via a letter to initiate a plot, and ask them to send a message if that time is not convenient. Again, this in-character method will not suit everyone, it is perfectly acceptable to ask an egregore to discuss a change of time of an NPC visit instead if the change is needed for access reasons.

- If we have been targeting plot at a person or group, and they are not available on the field, when an NPC goes looking for them without a pre-arranged appointment, the NPC will usually aim to work out why that is (are they doing something in-character where they can’t be disturbed or are they meeting their out-of-character needs) if the reasons is out-of-character, the NPC will usually return at another time, sometimes at a future event.

We know that even with these elements in place, Anvil can be daunting to face for people with either fatigue or mobility issues, so we will also explore other things we can do in the future.

Acknowledgement

This document was developed by volunteers for Profound Decisions: Kat Quatermass led the project with support from the plot, battle and ref teams. Consultancy was provided by Robin Tynan of Access LRP. We are grateful for the advice given, this work would bigger gaps without it. We also acknowledge that there are some areas where we haven’t been able to move as far/fast as the advice recommended, but we intend to continue to try and improve levels of accessibility over time where possible.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Accessibility&oldid=64502"

Acolyte's Mercy

Description

It is not clear why this wand, which requires so little in terms of special materials to construct, takes so long to form. It isn't the shape - there is no uniformity in the texture or appearance of the wood, metal or bone used to form the wand. It isn't anything to do with decoration - while traces of weltsilver ore are often used to colour the short baton, none of that mineral is actually required. Throughout the eight weeks or so that it takes for an artisan to craft one of these valuable implements, however, the wand-to-be must be handled constantly, smoothed and shaped by hand. For the best results the artisan speaks or sings to the item as it is slowly brought into being - many will sleep with the item beneath their pillow or beside their beds. They eat near it, drink near it, caress it and touch and hold it. There is a widely held belief that what is happening is that the artisan is teaching the wand about the shape and form of life itself, so it knows how best to shape the weaves of magic to restore it in others.

Rules

- Form: Weapon. Takes the form of a wand.

- Requirement: You must have the magician skill to bond to this item.

- Effect: You may cast, or swift cast, the heal spell as if you know it.

- Materials: Crafting an acolyte's mercy requires no special materials. It takes two months to make one of these items.

Sutin rolled the wooden rod around his hands, his thumb absently caressing the thin chains that wrapped tightly around its length. They had been crafted from the manacles that had bound his grandfather in years past, melted down and reshaped at his request. It had taken him months to complete the task the artisan had demanded of him, gathering wood from the forest where his grandfather had fallen fighting for freedom and chains of iron from the ruined mine where he had slaved.

He had never been able to grasp the intricacies of healing magic, his heart was full of the lust for battle; shattering the weapons of his foes and turning the blood of his enemies thick with poison, yet it had always pained him to watch kin die beside him with no means to help them. He clutched the wand tightly in his hands, the reflected firelight flickering along the metal.

He mused upon the words of his father, a skilled healer who had saved countless lives, and felt an echo of them whisper in his spirit, along with the touch of a departed hand on his shoulder.

"To heal, you must never forget the wounds of the past, my son"

He stared into the campfire before him, his gaze fixed on the flickering flames as if watching an unfolding play that only he was privy to. He began to sing, his voice soft but proud. The chains felt warmer to his touch as his tune filled the air, the sorrowful song lilting and passionate.

“Times of toil, times of strife

Bound in chains, our darkened life,

Never forgotten, never un-told

Story of blood worth more than gold.

Then he came, a saviour strong

His voice the singer of freedom’s song,

His arm the wrath of freedom’s ire

Fuelling the pride of orc-heart’s fire.

Battle won and battle earned

No longer orc –blood be Empire spurned,

From night-cloaked mines to blazing sun

Freedom earned and freedom won”

He breathed deeply, his singing had drawn a crowd from the surrounding orcs, the very eldest amongst them wept at the memories that rushed through their minds. Sutin’s breath misted in the air, spirals of white twisting in the winter night and coiled towards his wrists, wrapping around them for the briefest time before dissipating as they touched upon the warmly glowing metal that bound the wand.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Acolyte%27s_Mercy&oldid=50204"

Across the seven seas

"So what are the seven seas anyway? Is it something to do with the virtues?"

A small band of children had gathered to watch Mirkala painting, clustered on the dock beneath the wooden plank on which she perched, suspended by ropes from the deck of the Freeborn ship, The Seventh Sea. She paused for a moment, dropping her brush back into her pot, and turned to speak to the girl who had asked the question.

"Well! I'm glad you asked, young lady. It is clear your education has been sorely neglected if you do not know about the seven seas! If you quiet down, I can tell you all about it."

A small gang of children gathered in a rough semicircle below her. She turned round on her plank to put the ship at her back, and leaned forward holding on to one of the ropes.

"So! The first sea stretches roughly from here to midway to Sarcophan. That's the Sea of Sighs. So called because sailors sailing out of it sigh with homesickness, and those sailing back into it sigh with relief that they are practically home provided they can make it past the Grendel. The Bay of Catazar is only the northernmost part of it, and it stretches down past the Broken Shore and the lands of the orcs."

"South of that, between us and Sarcophan, is the Sea of Teeth. Lots of little islands, lots of fog. Lots of fog. Damp, warm fog that clings. You get more than your fair share of ghosts and ghost ships in the Sea of Teeth because it is so close to the Delves."

"Why's it called the Sea of Teeth and not the Sea of Fog?" asked one of the boys.

"Two reasons, both of them horrible." Far from being worried by the talk of horrors, the children clustered closer.

"Well children," she began, pitching her voice low so they had to cluster closer to hear what she was saying over the sounds of the busy quayside. "Well children ... some say the Sea of Teeth takes its name from the shallows and the unexpected rocks that will tear the bottom out of your sheep like you'd tear open a banana. If your pilot is an idiot, if your charts aren't up to date, you can run into a stone pinnacle even in deep water and then ... crunch! ... everyone drowns. And then you find out the other reason it's called the Sea of Teeth. Which is because of the SHARKS!"

She shouted the last word, causing the children to leap back in delicious terror. She snapped her teeth at them.

"Great big sharks! Bigger than a ship, some of them, and wily too. The Sarcophan hunt them, and make a special soup from their bones."

"Sharks don't have bones, though," said a boy she didn't recognise. He bore the obvious mark of merrow blood. Mirkala ignored him.

"That's two. Sail west a bit further, and you find the Sea of Storms which takes its name, as you might imagine, from all the storms. Apart from the bad weather, it's not very exciting to be honest with you ... although it's here that you find the really deep water - water so deep that you could drop the entire mountains of Urizen into it and not only would it swallow them whole but it would take half a day for the first wizards to come bobbing up to the surface complaining about how their silken robes have been ruined!"

She mimed an angry Urizen wizard, shaking her fist at the children.

"This is where you have to be very careful, because there are things in the deep water ... big things. All feathery fins and grasping arms and great bit glowing eyes. Sometimes you see their shadow beneath your ship and when you do ... why there's nothing else for it but to run as fast as you can and hope you can get clear before they rise up, like islands of flesh and scales."

"Then after weeks of sailing you find yourself in the Sea of Salt. It's not a very exciting name, but it gets its name because the waters there are salted with the tears and the blood of the Sumaah and the Asaveans. They're always sinking each other and wailing and moaning about history centuries past. There's a lot of water there, which is just as well. If there was less, you'd not be able to move for angry ghosts of drowned Asavean sailors who can't get through the Labyrinth because they put all their faith in made-up-gods instead of in the Virtues."

"Do they come back as dolphins?" asked one earnest little boy. Some of his friends scoffed but Mirkala put on a serious expression.

"No not at all. The best of them who might have been virtuous if they had heard of The Way, they become albatrosses. You can see them sometimes drifting in the wake of an Imperial ship, especially if there is a priest on board, drawn by something they don't understand. The worst of them though are reborn as eels. Horrible big eels that lurk in the seaweed mats that float here and there in the open waters. The most wicked of all become trapped between life and death, and they end up as hungry shapechangers like the mora who pretend to be drowning sailors to lure the foolish in where they can wrap them in their sinewy bodies and drag them down into the deep!"

One of the littler children started to cry. Mirkala realised she might have overdone it a little.

"Not to worry though! They mostly try to lure in the Sumaah sailors who sank them, and while they may have poles up their arses the people of the Republic are too full of Wisdom to fall for the sob stories of unliving eel people! So they go hungry, and you can hear them moaning and grumbling at night about how famished they are - a little like Master Jubal does when he doesn't get his tea."

Mirkala laughed, and her laugh was infectious. Tears were dried and quickly forgotten.

"So that's four seas. The fifth sea is in the east, towards the Commonwealth and the Principalities. That's called the Sea of Steel because of all the warships you see. The people of the Commonwealth and the people of Jarm are great rivals, like two big dogs both thinking that the porch steps belong to them. They circle around each other and growl and show their teeth and occasionally one of them nips at the other one. Usually it means that the Sea of Steel is the safest sea, what with all those warships, but sometimes it gets a little messy. Sometimes Commonwealth censors want to board our ships and make sure we aren't transporting slaves to Jarm, or buying slaves from them."

"That's outrageous!" said the poor merrow. "The Empire would never deal in slaves!"

Several of the older children looked indignant. Mirkala realised she had gathered a couple of sailors for her audience now, leaning on the railings above her and passing a pipe back and forth between them.

Mirkala shrugged and muttered something about politics before getting back to her story.

"The sixth sea, I have never seen. It lies to the north on the far side of the Empire. The Sea of Snow the Wintermarkers call it, because it is full of ice. Great mountains of the stuff that move by themselves, and can crush a ship. They say there are all kinds of strange beasts in the Sea of Snow - massive cambion-whales with curling horns, and seahemoths with the upper bodies of mammoths and the lower bodies of black and white fish-beasts, and things like seals but the size of oxen with massive fangs - like thiff!"

Mirkala mimed the tusks of a walrus, and made dreadful faces, and the children laughed.

"You're making this up!" said the merrow child, plaintively. Mirkala raised her voice as she continued.

"The Sea of Snow stretches past Otkodov where the wicked Thule live, and I hear that no ships sail it because of the ice and the dark magic of the dragon princes. Leastways, I've never met anyone who has sailed up there and come back to talk about it."

The smallest of the children had been counting on her fingers.

"That's six seas," she said seriously. "Sighs, Teeth, Storms, Salt, Steel, and Snow. Your ship is called The Seven Seas - where's the seventh?"

Mirkala nodded and smiled, and waited until the children settled down again.

"The seventh sea is a magical place, and you can even see it from the docks here at Siroc if you know where to look, and if the waters aren't being shrouded in magical fog like they are at the moment.

"When the night is clear and the water is still, you can see it stretching around you like an ocean of light and darkness. Your prow cuts through it barely raising a wake at all, and everyone knows you're sailing through something special. It's like you're sailing in the sky itself, stars above and below, so clear you'd think you could reach up from the top of the mast and catch the Wanderer in your hand. Everyone goes quiet, everyone just watches. Sometimes it can last for hours, and when you sleep that night it seeps into your dreams."

The children had fallen silent as Mirkala spoke, spellbound. Only the little merrow boy seemed unimpressed.

"So is that it then? Only seven seas in the whole world and one of them obviously made up?"

"I'm telling you stories, you think?" She shook her head. "Well there's only one way to find out isn't there? You'll have to go to sea yourself!"

She picked up her brush again.

The children, sensing storytime was over, exploded uproariously then and raced off across the quay, dodging between workers and crates, starting up a confused but lively game of Corsairs and Pirates where it was not entirely clear who was on which side.

One of the sailors who had been listening in chuckled, and passed a bottle down to her.

"That was very funny," he said, as she took a swig.

Mirkala winked at him, handed the bottle back, and went back to painting.

Contents

- 1 Overview

- 2 Significance

- 2.1 Rhianos, Regent of the Eternal Ocean

- 3 Participation

Overview

Over the past season, all fleets belonging to Navarr and Varushkan characters have been under a potent summer enchantment. The magic means that any captain who engaged in either privateering or trade with a foreign port has had ... adventures!

They encounter strange obstacles - mist-shrouded islands not on any map inhabited by unliving courtiers; a disgruntled Night magician with a penchant for making people think they are pigs; a pod of friendly dolphins who help lost sailors find fresh food and water on an island of marvellous orichalcum apple trees; a sea battle with an angry independent pirate who must be faced down or outrun; a ghost ship haunted by the spirits of dead Sarcophan who must be defeated in a rhyming contest lest they try to drag the Imperial vessel beneath the waters; an island populated by savage dodo birds who guard strange egg-like stones of tempest jade and emerald; a leviathan whale that spews ambergris all over the deck of a ship; strange birds with gems set in their foreheads; the ruined tower of a stormlord of ancient days, long since gone to dust, but whose walls still bear valuable tapestries; an uncharted island that turns out to be the shell of a great sea turtle ... and so forth.

Each of these encounters presents a challenge that, when overcome, leads to a little booty and a tale of derring do to tell in Anvil. This effect comes from magic employed during the Winter Solstice, given to the Empire in the form of peculiar little scrolls by heralds of an unfamiliar eternal going by the name of Rhianos.

Significance

The purely mechanical effect is that enchanted fleets gain additional random income. Within the confines of the Empire world, however, you are free to make up your own stories about how you came by this additional wealth.

Rhianos, Regent of the Eternal Ocean

This eternal appears to be from the Summer realm. Imperial scholars know very little about this individual. While there have been occasional mentions of Rhianos in books and scrolls, the Empire has had no significant interaction with them in the last several centuries. The Conclave has no clear idea of who they are or what they are about beyond what has been gleaned from talking to their heralds, or uncovered in old stories.

Participation

The enchantments were delivered by heralds in the form of scrolls that could be evoked as if they were arcane projections - scrolls that lost their potency at the end of the Equinox. Due to the bad weather, not every nation had the same chance to employ these scrolls, and the physreps themselves were a little unclear as we forgot to include the arcane projection reference on them. As a result we have decided to extend their duration until the end of the Spring Equinox.

If you have one of the scrolls, you can bring it to GOD at the next event and we will replace it with an updated scroll that has the right code on it.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Across_the_seven_seas&oldid=45034"

Adamant

Contents

- 1 Eternal of Summer

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Summer

Sobriquets

Until very recently, King Adamant has been largely unknown in the Empire. The magicians of the Principalities of Jarm are believed to have extensive contact with him, where he is known as Sharaz, of the Throne of Admanat which implies that "Adamant" may be a title rather than his actual name. He is also believed to be a patron of some Asavean magicians, especially those responsible for building the great temples and monuments so beloved by the people of the western archipelago.

Appearance

In the Empire, very little is known about King Adamant. In on Jarmish text, he is depicted as a titanesque man with skin of white granite – like a living statue - seated on a throne, crowned, in vestments of mithril. In another, more fanciful image, he is depicted as a dragon with skin of gold, his scales encrusted with brilliant gemstones. Some scholars who have managed to speak to his koboldi describe him as a great stone face that appears on the wall of an immense throne room.

He is said to be the kind of a subterranean nation inhabited by short, stocky servitors who are incredible stonemasons and miners - the koboldi. These servants plumb the depths of the earth for gemstones and precious metal which they craft into beautiful forms as gifts for Sharaz. They are also sometimes sent to aid other Eternals, or even evoked by mortals, to help in the creation of great, enduring works of stone especially fortifications.

Concerns

Adamant is strongly connected to the enduring nature of the Summer realm. One Jarmish text refers to him as a consort, child or rival of Cathan Canaea, but it is not clear if there is any actual relationship. Adamant also embodies the resonance of majesty - he encourages mortals to build immense, inspiring structures and beautiful, glittering jewel with equal gusto; to delve deep into the earth to uncover the treasures hidden there; and to do everything on an immense, awe-inspiring scale.

It is not clear what has sparked his current interest in the Empire, but the first recorded appearance of his koboldi came during the WInter Solstice 379YE when a koboldi workforce appeared to help deal with accursed damage to the Castle of Thorns. The koboldi have been seen several times since - on the field at Anvil, and helping to maintain the Court of the White Fountain in the face of a malign curse.

Boons

Adamant appears to have boons related to construction and repair of castles, that much is clear. His koboldi claim to be expert miners as well - it is likely he may be able to offer boons related to mining such as Delve Deep, Beneath the Mountain. There is some speculation that he may be able to offer boons that grant mortals the properties of stone such as Stout Resolve of the Unyielding or Unbreakable Spirit, Unreakable Blades. At this time, it is difficult to do more than guess.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Adamant&oldid=52687"

Add Sum of the Parts ritual to Imperial lore (Redirected from Add "Sum of the Parts" to Imperial Lore)

Fund Dean of Lyceum's new ritual being added to imperial libraries.

Proposed by Miekarova, seconded by Zenith.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Adding a ritual to Imperial Lore allows any Imperial citizen to learn it freely.

- Required declaration by the Imperial Conclave already presented.

- Ritual prepared by the Dean of the Lyceum, Simargl of the Circle of Zulgan-Tash.

- Passed by 26 votes to 1.

- Funded at 5 thrones; shortfall made up with donations by the Dean

Date

- Passed Summer 2013

Cost

- 10 Thrones

Progress

- 5 Thrones from the Senate budget

- 5 Thrones from the Dean of the Lyceum

Campaign Outcome

- The ritual Sum of the Parts has been added to Imperial lore and any magician with Autumn lore may master it.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Add_Sum_of_the_Parts_ritual_to_Imperial_lore&oldid=26494"

Add Bloodcloak schema to Imperial Lore

To add the Bloodcloak schema to Imperial Lore.

Raised by Semmerholm, seconded by Karsk

Overview

- To make the schema for the Bloodcloak magic item available to all Imperial citizens.

- Passed

Date

- Autumn 381YE

Cost

- 10 Thrones

- The schema itself must be handed over to the Civil Service. In the process of disseminating the knowledge the schema will be destroyed.

Progress

- 10 thrones and the schema provided by Lofyn Blood-cloak after Winter Solstice 381YE.

Campaign Outcome

- The Bloodcloak has been Imperial lore, allowing any Imperial citizen to learn how to make it.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Add_Bloodcloak_schema_to_Imperial_Lore&oldid=64396"

Add Sum of the Parts ritual to Imperial lore

Fund Dean of Lyceum's new ritual being added to imperial libraries.

Proposed by Miekarova, seconded by Zenith.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Adding a ritual to Imperial Lore allows any Imperial citizen to learn it freely.

- Required declaration by the Imperial Conclave already presented.

- Ritual prepared by the Dean of the Lyceum, Simargl of the Circle of Zulgan-Tash.

- Passed by 26 votes to 1.

- Funded at 5 thrones; shortfall made up with donations by the Dean

Date

- Passed Summer 2013

Cost

- 10 Thrones

Progress

- 5 Thrones from the Senate budget

- 5 Thrones from the Dean of the Lyceum

Campaign Outcome

- The ritual Sum of the Parts has been added to Imperial lore and any magician with Autumn lore may master it.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Add_Sum_of_the_Parts_ritual_to_Imperial_lore&oldid=44942"

Address

Contents

- 1 Overview

- 2 Procedure

- 2.1 Raising an address

- 2.2 Presentation

- 2.3 Debate

- 2.4 Resolution

Overview

An address is an opportunity for an individual to make a presentation to the Imperial Conclave.

Procedure

Raising an address

Any Imperial citizen can place an address on the agenda for the next Conclave session. Placing an address costs a mana crystal, paid when the address is raised. The civil servant records the name of the person raising the address who may also choose to add a short sentence summarizing the topic of their address.

Presentation

Presenting an address allows an individual to speak before the Conclave, for up to one minute in duration, on whatever topic they desire. If they wish to speak for longer than a minute then they may spend additional crystal mana to do so as normal.

Legally, an address is considered to be any agenda item that does not require a vote of the Conclave. Traditionally, addresses are used to provide the assembled magicians with important information, or to inform the Conclave of significant magical or political developments.

The Warmage, Bursar and any archmage have the power to raise a single address for free each summit. They are expected to use their addresses to report on the progress of any gambits they have been fulfilling, but there is no legal requirement for them to do so.

Debate

After the presentation is complete, the grandmaster of each order may nominate someone present to speak, in order determined by the Principle of Precedence. Every speaker must pay crystal mana for the right to present their views. It is considered rude to move the debate away from the topic of the address - magicians who attempt to pursue unrelated agendas are often barracked by the assembled magicians until they stop talking.

Resolution

After the discussion, the address is complete and the civil servant moves on to the next address, or the process of resolving the declarations begins.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Address&oldid=24083"

Address boggart infestation in Morrow

To trap the boggarts in Morrow, preventing damage to Mana Sites.

Proposed by Sarvos, Seconded by Necropolis.

Overview

- This motion is intended to address the problem of boggarts infesting Morrow.

- Trapping the boggarts will significantly reduce the amount of mana lost to their depradations.

- Passed at 25 Thrones

- A statement of principle was passed by the Synod that there was no intention to veto this motion.

Date

- Winter 378YE

Progress

- 25 Thrones disbursed to Senator Sarvos.

- In conjunction with a successful quest by the Academy, these traps have prevented the loss of mana from mana sites in Morrow.

- Boggart faeces has been harvested and used to enhance the herb gardens of Morrow.

Campaign Outcome

- Unknown.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Address_boggart_infestation_in_Morrow&oldid=35581"

Adelmar the Lion

The object of war is not to die for your country, but to make your enemy die for theirs.

inscription on the wall of the Academy of Arms (circa 64 YE)

Virtue

Adelmar was recognised as an exemplar of Ambition by the Imperial Synod in 176 YE.

Biography

Adelmar of Arnet, also known as Adelmar the Lion, or the Lion of Arnet, is both the founder of the Academy of Arms and an exemplar of Ambition.

According to the Scroll of Noble Deeds, housed in the Imperial Library, Adelmar was born in 32 YE and grew up as a younger son to a family of farmers residing near the Dawnish town of Weaving.

At the age of eleven his parents played host to a visiting company of Knights-errant. The Knight-commander, Elaine of Faybourne, identified something special in Adelmar and took him under her wing, apprenticing him as her squire but also teaching him the way of the sword and setting him on the path to glory. He proved a quick study and trained hard, improving his techniques until he excelled with both sword and spear. By the age of sixteen he was as skilled as any of the Knights-errant and was granted command of the company's yeomanry.

During this period Adelmar continued to demonstrate a great thirst for knowledge. He befriended an itinerant Urizen scholar named Nicassia, who became a lifelong companion and the primary annalist of his accomplishments. Not content with improving his martial skills and taking part in the many conflicts with neighbouring barbarians, he still found time to learn his letters and with the aid of Nicassia, became a keen student of all aspects of warfare. However, his main area of interest related to the styles and perfection of personal combat. He sought advice from knights that he met on campaign and poured over martial tomes secured for him by Nicassia. Wherever they travelled, wherever they fought, Adelmar was driven by the need to refine and improve his combat skills.

One day the company of knights were approached by a band of foresters. They told the knights about a giant bear that had started preying on their village. They were poorly equipped to deal with such a monster and other knights who had attempted to aid them had fallen before the monster. At his request, Adelmar was granted his Test of Mettle; to destroy the great beast in combat. A grown bear is always a challenge for even the most skilful of knights, especially one that had overcome its fear of humans, but Adelmar was undeterred and relished the confrontation. He followed the tracks of the animal to a cave in a secluded dell. The surrounding area was littered with shards of torn metal armour and shattered spears - the remains of the knights the beast had killed. The bear had caught his scent and as he approached its lair it launched itself at him. The beast had clearly been twisted by foul sorcery for it was enormous even for one of its ilk. Standing four yards high at the shoulder, it was covered in long golden hair matted with the crusted blood of its victims. A row of six large horns protruded from its crown and its claws were twisted blackened daggers, the length of a person's forearm. In the ensuing battle Adelmar breaks his spear against the bear's hide which is so thick that it resists even his sharpest weapon. Not to be beaten, he adapts his fighting style and targets the monster's own weapons and one by one, he hacks the talons from the beast's paws. He then slays the monster with one of its own severed claws which he thrusts deep into its heart. He removes its pelt and fashions it into a golden fur cloak which he retains throughout his career. Some scholars believe this has mistakenly led to the epithet "Lion" when it should in actuality be "Bear".

In 52YE, with Adelmar now a fully fledged questing knight, his company participate in the combined Marcher-Dawnish expedition to liberate Semmerholm from orcish occupation. An early skirmish with orc ambushers leads to the death of Elaine of Faybourne. In her will she expressed her desire that Adelmar take over her personal estate naming him "the most comely of Knights, skilled beyond measure in his mastery of arms". The other knights appear to agree with her statement and gladly accepted him as their new Knight-commander.

During the Semmerholm campaign Adelmar meets with the leader of the Imperial army Empress Richilde, the Sun Queen. He impresses the Empress with his skill and zeal in combat and, when not fighting, becomes a favoured figure among her court. It is believed that he reveals to her his ambition to start his own training school, dedicated to the perfection of combat. Impressed by the young knight, the Empress grants him the right to lead the heavy assault upon Arnet Keep.

Adelmar leads his knights in a charge upon the breached gates of the castle. Witness reports state that the fighting is intense and bloody work but by midday Imperial forces storm the inner fortress and set upon the defenders. Adelmar engages in personal combat with the feared orc warlord Tu'Chak, and slays him before delivering his head on a golden plate to the Empress. Several notable historians mention these actions in their accounts, paying particular note to Adelmar's incredible strength and speed. For his 'distinguished actions and demonstration of virtuous deeds', Empress Richilde rewards him with the Imperial funds required to establish an academy dedicated to excellence in personal combat, naming him her Lion of Arnet. However, in a notably adroit political move designed to prevent any grumblings of favouritism, the Dawnish Empress orders him to establish his academy in the Urizen territory of Redoubt and appoints the Urizen born scholar Nicassia, to support him in a role equivalent to seneschal.

Adelmar's reputation attracts many potential applicants - both as students and teachers. Unfortunately, by its very nature, places within the academy are limited. Although all are welcome to apply Adelmar insists that only those that demonstrate the true determination for self improvement and excellence will be accepted as students. A complex process of physical and mental tests are devised to identify those who possess the characteristics required to become the most deadly warriors in the Empire. This unorthodox selection process results in eager novices mixing with seasoned veterans and weapon masters - each seeking to reach the zenith of their ability.

Over the years the Academy of Arms, and Adelmar himself, become a lure for weapon masters from across the Empire and beyond - what the Urizen refer to as a 'node' among the 'net of heaven'. Throughout this period, Adelmar continues to train others while honing his personal martial talents. Eventually he masters every weapon commonly used within the Empire and stands undefeated among his peers. In the year 77YE, he makes the pronouncement that with no challenges left within the Empire, he intends to travel beyond the borders, seeking and mastering new forms of martial combat wherever they may be. He issues orders that the next master of the academy is to wear his cloak and become the new 'Lion'. After this declaration he simply vanishes and later that year Bryony of Tharn is appointed as the next Master of the Academy of Arms.

Many of those who train at the Academy go on to eventually found their own schools and the practice spreads throughout the Empire. Variations on the original Academy of Arms can now be found in most major cities, many specialising in particular styles or forms of combat.

A few have argued that after Adelmar recognised the perfection of his achievement he transcended which is why he disappeared. However, others have argued that his own statement that there was more for him to learn beyond the borders of the Empire would negate such an assumption. A few claim that Adelmar was poisoned by jealous rivals but there is little to no evidence to support this claim. The most popular theory is that Adelmar simply took the opportunity to leave quietly with the least pomp and ceremony possible, his mind clearly focussed on the journey before him as it had been in so many aspects of his life.

For many citizens of Dawn, Adelmar represents the epitome of the questing knight or knight-errant. He encapsulates the drive and ambition to succeed, to serve the Empire, destroy her enemies and be bathed in glory, heralded as a true hero of the Empire.

There are those, especially from Urizen, who believe that while his ambition must be recognised one could equally argue that so must his courage and loyalty, but that it is actually his pursuit of wisdom that underlays his great success. These arguments tend to be somewhat circular and remain as theoretical disputes to this day.

It has been noted that Adelmar himself was recorded as saying that "The quality of a person’s life is in direct proportion to their ambition, expressed via their commitment to excellence, regardless of their chosen field of endeavour."

During the year 176 YE the Imperial Synod recognised Adelmar as an exemplar of Ambition.

Signs

The Assembly of Ambition cited the following signs of Adelmar's exemplardom:

- Adelmar's dedication to martial perfection was demonstrated in his service to the Empire and was an example of his Benevolence.

- He was responsible for the formation of the Academy of Arms, an Inspiration to many warriors across the Empire.

- His journey from farm boy to weapon master, his teachings and focus in encouraging others from across the Empire, while setting himself as an example of excellence and ambition are viewed as evidence of his deep understanding of the virtue of Ambition and held to be testimony of his personal Pilgrimage. Many still follow in his footsteps, following the dangerous and circuitous path to the mountain fastness of the Academy in Redoubt.

- Adelmar's cloak, The Lion's Mantle, is a relic and evidence of a Legacy.

- Although not a sign per se, it has been noted that the Empress Richilde, a recognised paragon of Pride, rewarded Adelmar for his 'virtuous deeds'.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Adelmar_the_Lion&oldid=63036"

Admiral

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 4 Selection

- 5 Removal

- 6 History

Overview

The Admiral is an ceremonial title created by the Imperial Senate in Spring 378YE with responsibility to coordinate with fleet owners engaging in raiding as to the best possible targets.

The intention is that in the future this title will be expanded to include the ability to bind fleets to the Admiral's representation, but the costs and technicalities of this are being revised by Imperial Audit and Costings at present.

Responsibilities

Imperial citizens who control fleets may issue them with orders to pirate the shipping of another nation each season. Such actions hamper the nation, by damaging trade and capturing vessels and supplies. The Admiral exists to coordinate Imperial corsairs to achieve the best military outcomes for the Empire.

Powers

The Admiral is a ceremonial title - it has no legal powers to representation in the Military Council. Only generals may vote in the Military Council and other Imperial Citizens present may be silenced by vote of the generals present.

Selection

This title is an Imperial position appointed by the Senate to serve for a year following their appointment.

Removal

The admiral serves for one year. They can be revoked by the General Assembly and the Assembly of the Nine.

History

The last time the Empire had significant naval strength was during the reign of Emperor Barabbas. The majority of the Barabbine fleet was destroyed when it encountered a supernaturally intense storm two days south of Joharra. This resulted in the first, biggest – and most expensive – naval disaster of Imperial history and goes some way toward explaining why modern Imperial fleets are mercantile, rather than military, concerns.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Admiral&oldid=29904"

Advisor on orc affairs

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Member of the Senate

- 3.2 Right of Address

- 4 Appointment

Overview

The Advisor on Orc Affairs is an Imperial title created by the Imperial Senate in Winter 376YE and amended in the Spring Equinox of 379YE.

The first Imperial orc advisor was appointed at the Autumn Equinox in 377YE. Even before that appointment there was some controversy; when the position was first suggested, the magistrates were concerned that there were extensive constitutional problems with the title. "It is the magistrate's opinion that this motion is unconstitutional as the primary purpose of the senate is to represent the citizens of current imperial territories. The Imperial Orc nation does not currently have any territories. Furthermore it is within the existing powers of the senate to call someone to address the senate with regards to a particular motion." Following a full investigation of the matter by the Constitutional Court, these concerns were overturned - comparison was made with the Master of the Imperial Mint. As there was no attempt to give the Advisor any ability to vote or raise motions, the constitutional concerns were assuaged.

Prior to the establishment of the orc territory of Skarsind, the Advisor was appointed by unanimous decision of the Imperial Orc generals; if they were not unanimous, the only alternative was for a vote of appointment by the Imperial Senate. With the assignment of Skarsind, and the nation now having the ability to appoint senators, the appointment mechanism defaults to the standard method of appointing national Senate titles.

Responsibilities

The Advisor advises the Imperial Senate on matters relating to the orcs, both Imperial and otherwise. While they cannot raise or second a motion, nor vote, the Advisor is able and expected to participate fully in the debate that surrounds any Senatorial decision.

Powers

Member of the Senate

The Advisor on Orc Affairs is a member of the Senate. They are entitled to enter the Senate chamber at the start of a Senate session and participate in the debates. They do not have the power to raise motions or to vote on a motion.

Right of Address

The Advisor on Orc Affairs has the right to make an address to the Senate once per summit. This is intended to allow them to present issues or concerns relating to the orcs. To use this power, the Advisor informs the Civil Service that they wish to address the Senate. Their address will be added to the agenda for the next Senate session.

Appointment

The Advisor on orc affairs is appointed during the Spring Equinox each year. The title is selected by unanimous decision of the Imperial Orcs senator. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by any Imperial Orc citizen, and they can be revoked by the General Assembly, the Imperial Orc National Assembly, and by the Assembly of the Nine.

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Advisor on the Vallorn

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Historical Research

- 3.2 Right of Address

- 3.3 Declaration of Interdiction

- 4 Custodian of the Great Library

- 5 Appointment

- 6 Publication

Overview

The Advisor on the Vallorn is an Imperial title that may be held by any Navarr. The position was established by majority vote of the Senate in Spring 378YE.

The Advisor of the Vallorn has been the target of several attacks by agents of the Whisper Gallery. These eternals appear to object to the Advisor's role in directing the Empire's historical research agenda.

Responsibilities

The title is responsible for advising the Senate on matters relating to the vallorn, and protecting the Empire from the influence of this mysterious force or entity. As custodian of the Great Library of Hacynian, if the commission were to be threatened in any way, it would be their responsibility of the Advisor to deal with those threats. Likewise, if any opportunity relating to the library presented itself, they would make any decisions needed to take advantage of that.

Powers

Historical Research

The advisor has the power to authorize a single historical research request each season. The civil service is able to process up to two research requests in total per season - research requests authorized by the Senate, the advisor or the Minister of Historical Research all count against this limit. The results of the research are compiled by the civil service then presented to the advisor.

To use this power, the advisor provides an announcement to the Civil Service, who present the decision to the Imperial Senate. No voting is possible by the Senate at this point, as the power has been delegated to the advisor. The Imperial Synod may, however, choose to exercise their veto over the advisor's decision.

Right of Address

The Advisor on the Vallorn has the right to make an address to the Senate once per summit. This is intended to allow them to present important information for the Senators consideration. It is extremely impolite not to inform the Speaker's seat of your intention to use the Right of Address in advance of a session.

Declaration of Interdiction

Once per summit, the Advisor on the Vallorn can raise a Declaration of Interdiction to the agenda of a Conclave session without spending crystal mana. They follow all other rules and guidelines for submitting an article for the Conclave agenda (it must be in advance, with the assistance of a civil servant, and they are responsible for any presentation).

Custodian of the Great Library

The Advisor has custodianship of the Great Library of Hacynian in Miaren. They are not automatically assumed to be involved in the day to day operation of the library but are assumed to direct those efforts. The custodian cannot take any action that would require a legal power to authorize, such as abrogating or ceding the commission (which are powers of the Imperial Senate).

Appointment

The Advisor on the Vallorn is appointed by unanimous decision of the Navarr senators. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by a Navarr citizen. The advisor has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Navarr National Assembly, and by the Assembly of the Nine.

Publication

Notes presented to the Senate by Neb, a previous Advisor on the Vallorn, have been made available to anyone who is interested - File:Vallorn Notes.pdf.

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Advocate

Overview

Advocates are professional yeomen who make a study of the history of the Empire and the structure of the Imperial offices, with an eye towards supporting noble senators. They may occasionally be called on to brief generals or other nobles on behalf of the senators, but for the most part they focus on making sure that Dawn gains political capital - and expends it as wisely as possible.

Creating an advocate

Dawn is very unlikely to need more than a small handful of advocates so it is worth trying to find out how many players are currently playing advocates. If there are less than three advocates then it is worth considering making an advocate character; if there are more than this then it is worth talking to some of the existing advocate players to see if they think another advocate would have enough to do at events.

If you are new to the game, it is worth considering playing a novice advocate who is looking to learn your trade. Until you have some experience of how the senate works, you are unlikely to be able to convincingly portray a highly experienced advocate, no matter how much you study the content of the wiki. It is always tempting to want to create the most brilliant advocate Dawn has ever seen, but ultimately your character's ability as an advocate will be determined solely by your skills playing them. An eager and helpful advocate who openly admits to being inexperienced is going to get called on to help more than a character that claims to know everything but whose advice reveals their lack of experience.

This is a character choice that will allow you to explore some of the themes of being a civil servant without actually being an NPC. A lot will rely on roleplaying, but you should never be afraid to approach a civil servant and ask for clarification on a point of law or procedure - liaising with the civil service can be a source of fun in itself.

Playing an advocate

Playing an advocate is a little like playing a personal assistant or secretary. Rather than restricting yourself to being an assistant to only one noble, however, there is a lot more fun to be had making yourself indispensable to all the Dawnish senators. There is a lot of opportunity for roleplaying interactions both within Dawn and with your opposite numbers in other nations.

As an advocate you are ultimately responsible to the nation you serve and the senators who take your advice. There may be opportunities to turn situations to your own advantage as an advocate, but the most popular and active advocates will be those who give effective and impartial advice.

Although advocates exist to advise the Dawnish senators, don't assume that the Senate is the only place you can get your work done. It is a poor advocate who helps their senators pass their bill only to see it vetoed by the Synod. The more you understand of the Empire, how it runs and who runs it, the more effective an advocate you will be.

Advocates have no official power in Dawn or the Empire, so you won't have any additional resources to call on. If you are able to demonstrate your effectiveness as an advocate, either individually or by working together with the other advocates then it may be worth pressing the Dawnish senators to provide a purse of money for the advocate's benefit. Everyone knows politics is dirty work and coin helps lubricate the wheels of power - but many Dawnish senators disdain money and are openly contemptuous of bribery. As nobles it's their responsibility to strive to be as glorious as possible, so someone else is going to have to make sure that Dawn wins those essential Senate votes...

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Aesh

Contents

- 1 The Staff, Rune of Thought

- 2 Using Aesh in Magic

- 3 Crafting with Aesh

- 4 For Machine Embroidery

The Staff, Rune of Thought

Affiliated with the Realm of Day

Aesh is the Staff, or sometimes the Staff and the Star. It represents thought, reason and intellectual faculties. It is also the rune of Logic, suggesting the progression from one idea to another, and in this aspect may sometimes be called the Chain. The concept of one thought or idea providing the foundation on which others are built also makes it the Rune of Hierarchy, of stable social structures based around reason, order and shared ideals.

This rune also symbolizes all forms of mental discipline based on universal truths - mathematics, engineering and even music. As the Rune of Knowledge it is sometimes called the Scrollcase.

Reason is often devoid of moral imperative, however, and logic can lead inexorably towards terrible deeds. These darker aspects of Aesh bring with them the suggestion of intellectual bigotry and the assumption that learning and rationality alone make an individual better than their peers.

Thought empowers and is empowered by the rational mind. It directly opposes Zorech, the Rune of Passion, which represents instinctual behaviour. Some magicians argue otherwise and claim that Aesh and Zorech complement, rather than oppose, one another; the theory being that passion and intuition harnessed by reason and logic are stronger than either quality alone.

The Rune of Thought is sometimes associated with the general practice of magic, especially by some Urizen prognosticators. They claim that it is only through thought and reason that magic can be understood, mastered and wielded. Even in a nation known for intellectual rivalry and disparate philosophy, this idea is considered especially contentious.

Using Aesh in Magic

Aesh is unsurprisingly evoked with any magic that deals with the mind, but it is also commonly used in rituals that deal with the exercise of mental skills such as engineering, architecture or tactics. It is often used with the detect magic incantation.

Crafting with Aesh

Magicians often have the rune worked into their implement, or whatever tool they use to perform their magic. Some mystics claim that every magician's staff, wand or rod is a physical manifestation of Aesh. It is also commonly worked into the cover (often on the spine) or frontispiece of any non-fiction book; likewise it is embossed on scroll cases and writing kits by sages and itinerant scholars alike. Despite its associations with scholastic pursuits, tacticians and strategists often carry batons or other items marked with the rune, recognising the role logic and reason play in the planning of battles.

For Machine Embroidery

Here is a digitized version of Aesh in .jef format, suitable for a 7x5 hoop. File:RuneAesh.jef

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

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Aid Once More

Contents

- 1 Rules

- 1.1 Autumn Magnitude 6

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Performing the Ritual

- 4 OOC Note

Rules

Autumn Magnitude 6

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must have the magician skill.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This enchantment allows the character to make use of a Volhov's Robe three times each day instead of two times each day. All other rules, including the requirement to be bonded to the item, and the restriction against being part of a coven, still apply.

The effect lasts until the start of the next Profound Decisions Empire event.

Description

This ritual was developed from research performed by the well-known magical theorist Aquillian Effugere, and formulated at the Halls of Knowledge by Provost Octavius. It was entered into Imperial lore by declaration of the Conclave during the Autumn Equinox 381YE.

This utilitarian enchantment subtly alters and reinforces the bond between a magician and a Volhov's Robe, allowing the wearer to use its power an additional time each day. Autumn magic is adept at working subtle changes to magical bonds, and in enhancing the product of mortal artisans. Magicians working to formulate this ritual speculate that similar effects could be created with any number of magic items - using Autumn lore to temper the bonds between the item and the wielder. Unfortunately, each ritual would need to be specifically designed to work with a single magic item, which will likely limit the applications of this research.

It is worth noting that the ritual does not enchant the robe itself. Rather, the magician wearing the robe gains an enhanced ability to draw on the power of the magic item. Comparisons might be drawn between the way the magician gains increased skill, and the way certain other enchantments allow a warrior to use their weapons with greater facility (such as Barked Command of the Iron Serjant).

Interestingly, the magician enchanted with the power of Aid Once More does not actually have to be bonded to a Volhov's Robe at the point the ritual is performed. The ritual is an enchantment after all, that simply provides the recipient with an ability they otherwise would not possess - in this case the ability to draw on the power of a specific magic item more effectively.

Performing the Ritual

While the magician need not actually be bonded to or wearing a Volhov's Robe to gain the benefit of the enchantment, if they are then the robe becomes an obvious focus for the ritual. It might be painted with a special design that is echoed on the body of the magician (for example, a rune on the hand also painted onto the hood). Symbols of binding and bonding are also appropriate - binding the hands of the magician lightly during the ritual only to free them at its climax representing their ability to push beyond the limitations of use normally imposed by a Volhov's Robe.

The ritual may also involve a casting of the create bond spell - either to bind a new Volhov's Robe to the recipient, or to symbolically reinforce and reforge the bonds between magician and magical robe. The ritual is low enough in magnitude that an adept of Autumn lore can be perform it without the aid of a coven; in such cases the magician may wish to enlist the aid of allies to help them don the robe in a ceremonial fashion to draw on the powerful hearth magic of girding.

The rune Hirmok, representing mastery and dominion, has particular resonance with this ritual, but Verys (the rune of strength) or Irremais (the rune of wisdom) might also be appropriate. A blood magician might use a little blood from a respected magician, used to anoint the hands or the robe. A dramaturge is likely to find this ritual has significant resonance with the Witch, and with both the Lantern and the Ring. For the astronomancer, the Chain (representing bonds and connections) and the Phoenix (with its resonance of learning and magical power) are particularly appropriate.

OOC Note

When this ritual was originally formulated, the effects of the enchantment were quite different. It allowed an enchanted magician to contribute to an additional ritual each day. This mechanic was based on a mistake at our end caused by misleading text on the Volhov's Robe. The ability to cooperate to perform rituals is a feature of a coven, not individual characters, and it's not possible to allow individuals to perform additional coven rituals. The ritual as written violated important core game mechanics and introduced irreconcilable problems. We changed it to the current form to get as close to the original intent as possible but keep within the core rules for the game. We have made the modified version part of Imperial lore, but refunded the resources spent on the declaration, and on the original arcane projection.

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Alabaster Cerement

Description

The power of this enchanted robe is to grant a devout wearer a great reserve of inner strength; they bank the fires of mortality, helping the wearer to endure pain and suffering that might overwhelm and kill other people. Also called variously a martyr's shroud, a gravedigger's coat and a widow's (or widower's) gown these robes are modeled after the shrouds used to wrap the dead in Highguard and several other nations.

In contrast with many other enchanted robes they tend to be sombre, with limited decoration. The cloth is bleached with beggar's lye, toughened with ambergelt, reinforced with dragonbone and finally embroidered with delicate silver threads. Outside the Brass Coast they are rarely coloured, being commonly left white rather than any other shade.

Among the Freeborn, by stark contrast, they are usually dyed a deep red or yellow colour, and the sleeves and hems are much more likely to be ornamented with tiny gemstones. Here they are called flickering shrouds; while their association with death is not denied, it is celebrated rather than mourned.

Rules

- Form: Armour. Takes the form of a robe. You must be wearing these vestments to use their magical properties.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: You gain three ranks of fortitude.

- Materials: Crafting an alabaster cerement requires seven measures of beggar's lye, six measures of ambergelt, and three measures of dragonbone. It takes one month to make one of these items.

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Alderei the Fair

Over centuries the Volodny kept their feud alive through malign curses and spiteful sabotage. Shortly before the time of the First Empress, they launched a devastating attack against the Varushkans. While the Volodny themselves refused to use steel, they gave their support to a boyar called Alderei the Fair. Alderei raised an army and sought to unite the entire nation under his rulership, with the intention of leading this new nation to conquer the rest of humankind. Alderei was not afraid to use steel, and swept down from the north crushing everything in his path. Whenever a settlement fell to his army, he gave the survivors a simple choice “join me, or die.” To join Alderei required submission to the iron fist of a tyrant who would brook no argument, and tolerate no failure.

Many joined Alderei because, whatever else he did, he drove the monsters before his armies and protected those who swore allegiance to him from the darkness. To do this however required the aid of the Volodny and they took a terrible price from Alderei’s supporters in blood and flesh, which they used to propitiate the dark powers and fuel the boyar tyrant's armies with their malign sorceries.

It seemed certain that the Varushkans would be united under the banner of Alderei; the people lacked a unified central authority capable of resisting the conquering boyar. According to legend, a gathering of wise ones took place at this time to discuss what could be done to stem the seemingly unstoppable tide washing down from the north. The gathering lasted for a full lunar month, and eventually came down to a decision between two very different yet hauntingly similar courses of action.

The first course was to compromise with Alderei and march beneath his banner, to create a great thousand-year Empire and to offer the dark powers the sacrifices they craved. The other was to seek external aid – the Navarr had brought news of a gathering to the south where a new way of life was being discussed, one of unity rather than subjugation. In the end the wise ones took a delegation to this meeting, while the remaining free boyars who refused to accept Alderei’s yoke fought desperately against the tyrannical boyar's forces.

After days of negotiation, the wise ones agreed that Varushkans would join the nascent Empire in return for aid in defeating Alderei and his Volodny conspirators. A great host formed of the armies of the other nations rode into Varushka to relieve the besieged boyars. With the aid of ritual magicians from Urizen the power of the Volodny was matched and broken. The boyar himself was slain by the heroic Marcher general Tom Drake (who lost his life in the process), and several of the Volodny met their final ends as their army fell apart.

The body of Alderei was never recovered and at his execution one of the captured Volodny gave a prophecy saying that one day in the future the dark king would return and take vengeance for this defeat, shattering the Empire as he had once shattered Varushka.

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Alderman's Edge

Description

These items often take the form of chains of orichalcum and gold, from which hangs an oval medallion inlaid with tempest jade. They are often used by Marcher aldermen to bolster their defences, allowing traders and artisans to fight alongside trained bill fighters.

In other parts of the Empire, they are often called Homefire Guardians and are used to allow civilians to protect their homes from invaders. These items more commonly take the form of simple rings or bracers of orichalcum and gold, inlaid with tempest jade in the form of symbols of vigilance (such as geese in Varushka), runes such as Ophis, Feresh or Jotra, or heraldic beasts such as gryphons.

Rules

- Form: Talisman. Takes the form of a jewellery. You must be wearing this item to use its magical properties.

- Requirement: Any character can bond to this item.

- Effect: You gain the weapon master skill.

- Materials: Crafting an Alderman's Edge requires nine ingots of tempest jade and three ingots of dragonbone. It takes one month to make one of these items.

Sir Orly squared his shoulders and held his spine as straight as possible while balancing on the slick surface of the fallen log. Lady Gwendoline couldn't see it, but his cheeks were flushed red with embarrassment beneath his visored helm. He'd never expected her to come here. In his wildest fantasies, perhaps, she'd finally given some sign of returning his ardour; maybe a silk scarf or a lock of her golden hair as a sign of favour, but he'd never expected to see her here in this dank marsh.

She smiled, and it was a smile that could melt a pound of butter in midwinter. "It's Sir Orly, isn't it?"

"You, ... your ladyship. I.. I...er...wasn't expecting to see you. Out here, I mean."

She twirled a delicate finger through the necklace of green stones that spilled down over her generous bosom - the same sparkling green as her eyes, he noted. "Oh, come now, Sir Orly." she admonished, "This is the test the Earl set for our marriage, is it not? Shouldn't I take an interest in a potential suitor?"

"On my honour, he made me swear to guard this bridge against all comers for three days, my lady. I've sent sir Dregan and a few village boys packing already. By morning I'll have completed the task. Not that it's a burden, or anything..." He looked at his feet, blushing once more.

She seemed to choose her next words carefully. "Orly, that's very sweet, but you might have done well to ask me first. The truth is that I already have a lover, and no interest in marriage besides."

This was all wrong! She was a sweet, virginal bloom, a tender young maiden. She couldn't be saying these words. "Who?" he snarled. "I'll gut him, I'll have his head, I'll eat his heart for breakfast!"

She smiled serenely again as she casually foraged a fallen branch from the bushes by the side of the stream, "You probably would, too, wouldn't you? Quite good at violence by all accounts. Dregan still hasn't woken up from that beating you gave him. Very well, my hero - come here and receive my embrace."

His instincts were telling him that something was wrong, but his passion overwhelmed them and he move forwards, arms outstretched for the kiss he'd been yearning for so long. Suddenly her arms whipped the heavy branch around with all the speed and skill of a trained warrior, striking him full in the side of the helm with a sickening crunch. For second he swayed, then collapsed towards the foaming stream. At the last instant he managed to get one hand into a knothole on the log's surface, although it almost wrenched his arm from its socket. He looked up as she stepped daintily along the log until she was above his hand.

"Help me!" he cried, "We are meant to be together! It's destiny!"

"Not in this lifetime, I'm afraid, Orly" she said as she brought the branch down on his fingers with all her strength.

Later that night as Lady Gwendoline celebrated her freedom, her lover handed her a glass of wine and asked "Did the jewels you asked for bring you pleasure, my lady?"

Gwendoline laughed lustily, "My dear Signeura, you have no idea..."

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Aldones di Sarvos

There is only one true insult you can offer to a citizen of our League – 'unremarkable'

Contents

- 1 Virtue

- 2 Biography

- 3 Aldones Today

- 4 Signs

- 5 Aldones in Play

- 5.1 Inspirational Tomb

- 5.2 The Basilica of Aldones

Virtue

Aldones di Sarvos was recognised as a paragon of Ambition by the Imperial Synod in 23 YE. He was also formally recognised as a paragon of Ambition by the Sumaah Republic in 186YE.

Biography

Aldones di Sarvos is both the founder of the League and a paragon of Ambition. According to legend he began life as an orphan before becoming the most powerful merchant prince of the city of Sarvos. As one of the earliest supporters of the First Empress and one of the the richest men in the world at that time, his silver flowed everywhere the Empress and her troops went. Early on, Aldones recognised a clear problem; while he and his fellow Sarvossians considered themselves the most civilised people in the world, a single city could not compare with the power of the nations that were drawn to the Empress' banner.

Demonstrating his great vision and pragmatism when it came to achieving his goals, he met with his fiercest rival, the Merchant Prince Barrell of Tassato, and with Maria Ivanova, Boyar of Temeschwar. He introduced them to the Empress, and together they persuaded the two that their future lay with the Empire. In private meetings following the more public meeting with the Empress, Aldones convinced the other two that as the greatest cities of the world, they had more in common with each other than with the nations that surrounded them. He persuaded them to join together into a single League and thereby create an entirely new nation.

Several years after the foundation of the Empire, Aldones took True Liao. He received a potent vision of which he would not speak but the priest he had a chosen to accompany him, Bishop Catertina de Sarvos, indiscreetly revealed the truth of the matter; Aldones had received a vision of having been the Highborn cultural hero, Atuman the Navigator. This caused an immediate uproar in the Synod, because they argued that it made it impossible for Atuman himself to have attained paragonhood.

The political furore that ensued badly damaged Aldones' plans but grudgingly the Synod were forced to agree that Atu

Align the Celestial Net

Contents

- 1 Rules

- 1.1 Night Magnitude 30

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Strength

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 30

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. During the ritual the casters must be in a strong regio. The ritual targets the regio in which it is performed.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual shifts the Realm quality of a regio for purposes of the next ritual cast using that regio.

The regio can be shifted one step in either direction along a fixed progression.

Day <-> Winter <-> Spring <-> Night <-> Summer <-> Autumn <-> Day

The enchantment lasts until a ritual is performed using that regio, or the next sunrise, whichever comes first.

Additional Strength

The ritual can be used to shift a regio two steps along the progression in either direction by increasing its magnitude by 50.

Description

As with The Eight-spoked Wheel, there is a great deal of mystery around how precisely this ritual does... what it does. Align the Celestial Net should in theory only transform a Night regio, or only allow a regio to be aligned to Night. Instead it allows transformation around a 'wheel' and is equally effective at targeting regio aligned to other realms, or aligning a regio into any realm. Despite its versatility, it is often easier to use this ritual to align a Night aura than any of the others - perhaps because Night auras are so imbued with the energies of transformation, more likely because a Night regio is likely to enhance Night Realm magic performed within it.

The Urizen claim that the ritual draws on the power of astronomancy, specifically on constellations such as The Wanderer and The Door. The runesmiths of Wintermark claim it relies on the convergence of Wyr and Xun. The Highguard prefer to imagine that it is the result of human magical strength bending the power of the supernatural Realms to their will. It may well be that none of them, or all of them, are right.

The ritual is at its most effective when used on a battlefield. With it, a regio attuned to Spring might be shifted to Winter to allow a powerful curse to be invoked, or a regio attuned to Autumn might be shifted to Summer to allow the creation of a vital enchantment. Either way, mastery of the ritual is not common - its use is circumstantial - but when it is needed it dramatically increases the battlefield options of an Imperial strike force.

The ritual is believed to have minimal effect on the regio-aura at Anvil; that regio is already attuned to several realms. The Imperial Conclave has specifically interdicted the use of this ritual at Anvil, for fear that it have unforeseen repercussions for the Sentinel Gate, the Hall of Worlds or the settlement of Anvil.

Common Elements

The performance of this ritual depends largely on the realms involved. To shift a ritual from Spring to Winter, symbols of entropy and declining energy might be used. To shift from Autumn to Day, images associated with building order and hierarchy through influence and rational thought might be more appropriate. The ritualists must be inside the regio, and often subject to any roleplaying effects.

AS previously mention, this ritual often involves the runes Xun and Wyr, the constellations of The Wanderer and The Door and the invocation of Eternals of Night associated with mystery and transformation.

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Alignment of Mind and Blade

Contents

- 1 Rules

- 1.1 Day Magnitude 18

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 18

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target may call impale once each day with any one-handed weapon or one-handed spear.

While under the enchantment the target experiences a roleplaying effect: they feel poised on the verge of sudden, decisive action. Thought and deed become increasingly united - when they decide to do something it is very difficult for them to resist acting immediately without guilt, doubt, hesitation or mercy.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Every additional character increases the magnitude by 14. Additional characters must be present throughout.

Description

This ritual grants the ability to make decisive strikes with a one-handed weapon or one-handed spear. Along with the martial power comes a sense of poise and excellence that drives warriors under this enchantment to act with perfect clarity, removing doubts and freeing them from guilt. Some magicians who use this spell call it The Perfect Moment because it encourages the target to live entirely in the present, to abandon concerns about the past or future. This can be a powerfully liberating - and potential dangerous - frame of mind to experience. Many scholars of Day magic prefer to ensure this ritual is used only on those who have already demonstrated the ability to control their emotions, for fear of creating a merciless killer.

Common Elements

This ritual usually involves both the target and their weapon. A ritualist might trace matching runes on weapons and warrior, or might encourage them to run through a weapon-drill. Some magicians encourage the targets to remain absolutely still, sometimes in an uncomfortable martial pose, until the climax of the ritual when they explode into action with a single dramatic strike. The ritual is often combined with an oath or promise to use its power (or not use its power) in a certain way.

Legendary warriors, especially those who fought only when necessary, are often invoked as are Paragons and Exemplars who showed heroic judgement; the name of Zakalwe the Eternal Master Strategist is also appropriate. The virtues of Wisdom and Ambition may be referenced in literal or symbolic forms.

Any of the Day runes might be evoked. Cavul, the rune of clarity and Aesh, the rune of thought, are commonly marked on the weapon and the wielder respectively. An evocation of The Key may be appropriate with this ritual.

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All Come Listen

This is a simple little song to a traditional tune which makes a lovely mnemonic for the virtues. It can also be sung as a round. It's well-known in Highguard.

The tune is traditional, the words are by Nira of Cantiarch's Hold.

A pdf of the words and music can be foun here.

A midi of the tune can be found here.

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All The Ushka

by Stephanie Heath and Anna Clifford-Tait

Recording here: All The Ushka

All the Ushka mother Born of land and shadow Clustered in our wilderness Prey for wolves and snow

All the Ushka father Alive in wilderness Holding fast against the cold Surrounded by the darkness

All the Ushka sister Hiding from the Vard Bargains failed, fighting too Then conquered heads are bowed

All the Ushka brother Shared their hard won hearth Rather than destruction Protection offered worth

All the Ushka wise ones Work hard and keep the faith Bargainers refused to bow Were exiled to the waste

All the Ushka children From shadow 'neath the trees Joined together, now are one Varushka, we are free

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All along the watchtower

"Well if that's how you see it, them's your choices, Mournwolder! Suck it up!" Jasna pushed her seat back, as she shouted at the local sat opposite her. His reaction startled her. He started laughing. Bitter, hollow laughter.

"Oh really schlacta? Don't you know our history? There's never just two choices." He leaned in, his face angry and intimidating.

"We're Marchers... when our backs are to the wall, and some arrogant prick is trying to tell us how important it is that we toe the line and do as we're told ... we march."

And at that he stood up, threw a handful of coins on the table, and walked out of the tavern."

Contents

- 1 Overview

- 2 Significance

- 3 Spring

- 4 Lore

- 5 Mithril

- 6 Land

- 7 Neighbours

- 8 Iron

- 9 Participation

- 10 Resolution

Overview

For thirty years much of the Mournwold has languished under Jotun control. A handful of villages held out along with Overton in Greensward, but for many the Empire became a distant memory. As the seasons turned a generation were born knowing nothing but Jotun dominion. Now at last a great host of Imperial armies has entered the Mourn. But the Empire's magic designed to bleed the Jotun has claimed many innocent lives. With the destruction wrought by their magic it seems certain that the Empire will defeat the Jotun - what is less certain is how they will claim victory.

Imperial generals have been meticulous in issuing orders to their troops instructing them to avoid any civilian casualties, but while their concern is worthy the instructions are unnecessary. Imperial armies are made up of professional soldiers, drilled and disciplined; not some ravening fire destroying everything in their path. Imperial officers strive to ensure the minimum civilian casualties from their actions unless they are specifically ordered to by their generals. Ironically the Jotun fight in a very similar style. The deaths of countless Mournwold civilians have not happened as the result of soldiers run amok at any point - they happened when the Imperial magicians explicitly summoned magic to bring death to everyone in the territory. The legacy of this act lingers in the grim demeanour of every yeoman the Imperial armies encounter.

Now that act has been complemented by the actions of the Iron Helms as their pursue their merciless onslaught against the Jotun, using any tactics necessary to break their enemies' spirit. This strategy is succeeding - the Jotun are falling back in terror. General Akstis Eigulys of the Iron Helms has given clear orders that his troops are only to slaughter the Jotun warriors in this way - no civilians are assaulted, they are allowed to pass unhindered. No Mournwold or orc civilian (of which there are many) have been harmed - but for the actions of the Iron Helms to work they have to be visible to everyone. Perhaps if this order had not come a season after the Empire used magic to kill a sixth of the population of the Mournwold things might have been different. But with that recent deed still fresh in their memory, many Mournwolders are watching the cruelty of the Iron Helms and thinking about what that means for them should the General issue fresh orders next season.

Significance

The situation in the Mournwold is dire. Imperial soldiers are now openly shunned, or driven away with rough music. This is not what most Marchers had in mind when they set out to free the Mourn. The Jotun are clearly on the back foot, but the mood of the Mourn grows darker with every passing season. The Empire has just put out one fire in the north, it will need to find a way back from this abyss if it is to avoid starting many more.

At present the situation is so complicated that the civil service are unable to identify a single clear action that the Empire could take to redress the situation. Instead they have identified a number of different approaches the Empire might consider, all of which would have some effect if they could be done - but not enough by themselves. But if the Empire pursued most of the options identified at this stage, it would at least be enough to get prominent Mournworlders to talk to them about the problem.

What categorically will not work at this stage is words. The Way teaches that there is no virtue in words - only in actions. There is nothing people can say to the people of the Mournwold at this time that is going to change this situation - but the right actions might be sufficient to start addressing the problem.

Spring

Shem shifted slightly where he sat on the moss covered boulder, and looked down across the valley with its light sprinkling of woods. He smiled for a moment at how well his backside fitted into the groove in the old rock. That's tradition right there, he thought. six, seven centuries of Landskeeper arse wearing a stone down until it's comfy.

He pulled out the folded parchment, and silently read it for the third time, his lips moving slowly as he read.

"our Empire has begun to lose ... it is not too late ... uplift the spirit ... I do not believe that the children of the Jotun are ‘monsters’, to be thus scourged ... It is only with your will and when we act together - in inspiration and benevolence - that we shall ultimately prevail."

He scratched at a scab of bark on his cheek, sighed, folded the letter carefully and put it away again.

Landry and Becks turned up together, as was their wont. There was the usual slightly stilted exchange of pleasantries and small talk.

"Do you want the good news or the bad news," she began. Pleasantries were over. Shem stood up and joined her by the old stone.

"I like to start with the good news," he said.

"Well there isn't any." she snapped. "Tell him, Landry."

"I spoke to a tinker at the market," Landry chimed in. "The problem with the regio? It's not just us. Oliver Ashill says it's up his way too, says everyone is asking about it. She said it's the same in Madeiras as well. And Becks spoke..."

"Euan Blackswan says it's everywhere," Becks interrupted. "Whole empire. Not a single coven can draw on a single Spring regio."

"Oh." Shem said. He knew he wasn't really adding much to the conversation but he just felt so ... hollow. Cold to his stomach. Empty. All that work... for nothing...

Several landskeepers from the neighbouring territories have come over the border to try and talk to the Mournwolders - to try to convince them that the incident with the winter and spring curses at the start of the year were an aberration and that those responsible have been punished. Copies of Empress Lisabetta's address to the Empire were distributed.

Eventually they begin to put together a plan. Rivers of Life is a potent Spring ritual that could be used to help the Mourn. It's not going to bring back any of the dead of course, but it protects against Rivers Run Red, it would give succour to people in the territory and to make them feel safer. Of course a few of the landskeepers realize such a decision might not suit the wishes of the Military Council, but the Empress has been emphatic about reducing casualties - this would be something the Empire could actually do to reduce the amount of killing in the Mournwold.

The Mournwolders have almost nothing - there are few magicians of any worth and little mana to perform the ritual. But they figure if they can convince the Conclave with some kind of declaration or something - then maybe they can get the Conclave to cast the ritual for them. It wouldn't solve the problem - but it would be a start. Half a plan!

And then word comes down that the Empire has lost the ability to perform powerful Spring rituals... which has largely stymied the plan. It is clear is that substantive actions taken to reduce the number of casualties on all sides would influence how those who live here view what is happening. But how that might be achieved is no longer clear.

The monks and friars of the Marches condemn the lack of Vigilance shown in not facing the threats posed by cursing the Mourn. We condemn the lack of Loyalty shown to the 250,000 Marchers left there. The Urizen General has been rebuked by the Synod. The Warmage has lost his seat over this. Those responsible shall be held to account.

Marcher National Assembly, Spring Equinox 381YE, Martin Orchard, Upheld 46 - 0

Lore

The Marcher National Assembly have taken actions to ensure that the people of the Mournwold are aware that as a result of thousands of Marcher citizens being killed with magical curses, the Urizen General has been rebuked and the Warmage has lost their seat. The statement is largely falling deaf ears at the moment - but from all the dark talk about a wicker man, it is clear that little short of summary execution or voluntary immolation would mollify their anger. Still, a few people are able to at least make the case that the Empire has demonstrated a change of heart.

Unfortunately these advocates for the Empire are forced to eat their own words when news arrives that the Imperial Conclave has added another potent Spring curse to Imperial lore. It is hard to make a case that anyone regrets the use of Spring curses on the Mournwold when the Empire is busily adding yet more rituals of this kind to lore. And the timing is particularly unhelpful. In other nations magicians are studying the ritual and wondering how they might use it on their enemies... but the response of the few Mournwolders who can do magic is to study the ritual to see how they might best protect themselves against it.

People have queried if a ritual might be removed from Imperial lore before now. In theory there is no legal mechanism by which such a thing might be accomplish, but Harry Archer, an enterprising thresher from Mitwold has come up with an option. The Imperial Conclave can interdict a ritual text - and they can give instruction for the thing they interdict to be destroyed. This declaration is usually applied to an item - or a small class of items - but Harry points out that in theory the Conclave might choose to interdict every single known copy of a ritual text - giving orders for them to be destroyed. If that were done - then the effect would be identical to if the ritual had never been added to lore.

The thresher has spoken to the civil service and they have confirmed that while there is no fundamental constitutional bar to this approach, it is not consistent with the current law. While interdicted magic items or materials should be handed in promptly to the civil service this explicitly does not apply to interdicted rituals, which are simply illegal to perform. Magistrates advise that a change to the law would be required to create a new Conclave power to accomplish this. They argue that it would be appropriate to create a new power and they warn it would be expensive - they calculate it would cost 25 thrones per named ritual to seek out and destroy every copy of each of those ritual texts in the Empire. It has been impishly suggested that this power could be called a Declaration of Remorse.

It would be incredibly expensive to remove Rivers Run Red from Imperial Lore but it would be a clear step to demonstrate to the folk of the Mourn that the Empire regretted the decision to use that ritual. It would need to be done alongside removing Mountain Remembers its Youth though - leaving one or the other rituals in Imperial lore would achieve nothing. If these rituals are removed it would not prevent anyone who has mastered the ritual from continuing to cast it but it will no longer be available to learn without a ritual text.

"Look you dumb-ass farmer... we're here to free you!"

"Free us!" Jasper slammed his fist down on the table. "Free us? You stuck up bloody town-boy! You've got some flaming cheek!"

Jenna rocked back in her seat at the fury in the old man's eyes, and the raw passion in his voice.

"You aren't here to free us. You're here to kill Jotun! That's all! It's not about us, it's about you - what you want. We're just another battleground. Our home is just a place where you can kill Jotun."

"That's not..." Jenna shot back but Jasper was not listening.

"Shut ya trap! I've listened to your sanctimonious drivel all night! You cannot say you are here to free us from the yoke of the Jotun when you killed thousands of us. Thousands! And for what? So you could butcher as many orcs as possible. You spent a year telling us it were wrong to Hate the Jotun. You sent that poor Whittler sod to the Labyrinth for it ... and the entire time, the entire time, your only reason for being in the Mourn is because you want to kill the Jotun!"

Jasper hurled his mug against the wall where it shattered. Jenna felt her own wrath rising.

"You'd rather live as a slave then?"

"Seems to me we get to live as a slave whatever happens, all that's changed is that the Jotun never pretended we were anything else!"

Mithril

Many Mournwolders feel betrayed by the Imperial Synod. After a year of criticizing the people of Whittle for their hatred of the Jotun, culminating in the execution of one of their spiritual leaders, the Empire appears to have demonstrated that they despise the Jotun every bit as much as the Whittle folk. The accusation on many lips is that the Empire is not really here to give the Mourn back to the Mournwolders - they are just here to kill as many Jotun as possible.

At this stage, the Marcher assembly and the rest of the Imperial Synod is going to find it impossible to move the hearts and minds of the people of the Mournwold. Indeed, given the way liao works to amplify situations, creating auras across the Mourn is likely to make the situation worse. Giving an angry population Courage, or making them Ambitious, or Proud... could end very badly. The Hierro clan demonstrated the risks in encouraging people to pursue virtue.

What would help is some concrete gesture that demonstrated that this war was being fought for the benefit of the Marcher people who live in the Mournwold. Something the Empire could do that would show these people that this was about freeing them - not killing Jotun. One way the Empire could do that is to allocate the Singing Caves, the mithril Bourse resource located on the Greensward near Overton, as a national seat rather than an Imperial one. Having one of their own in charge of the mine, rather than have some over-dressed League Prince (everyone seems to agree that the League will own it) would blunt the accusation that this war was only ever about killing the Jotun.

The Senate recently voted to allocate the seat to the Marchers - but the decision was vetoed by the Throne. If the mine is brought back under Imperial control that decision will need to be made again. The Empress has been crystal clear that the Prosperity of the Empire depends on resources like the Singing Caves being Imperial. It remains to be seen if she prefers to go down in history as a prudent ruler in the tradition of Empress Mariika or a benevolent leader like Emperor Frederick.

Land

Land matters above all else to Marchers. They defend what they have to the death - and they expect other Marchers to do the same. The Marcher generals understood that; General Will Talbot of the Drakes understood that. If Imperial strategy in the Mourn had been spearheaded by Marcher generals leading Marcher armies things might have been different. But the folk of the Mournwold watched in disgust over winter as countless Imperial armies gave ground before the Jotun advance. And to prove their point that no true Marcher would have done that... when everyone else was falling back... the Drakes were given orders to hold their ground, to fight for every inch of land. In the view of many here that's not just how Marchers should fight - that's how everyone should fight.

Of course those who study strategy can well understand the value of giving ground. Falling back at the right time can be essential to save an army or to win a campaign in the long run. But the people of the Mournwold don't see it like that - and extolling the virtue of the strategic value of a well-organized retreat just annoys them all the more. If you're not fighting for your land... what in Virtue's name are you fighting for?

Recent actions have led many in the Mourn to question what the Empire is fighting for. So Friar Agnes has proposed a way that the Marchers might show some solidarity with the people of the Mourn and by doing so they can show the Empire what they are fighting for. Having heard that General Talbot was interested in ways to win hearts and minds she has sent a message to his office with a proposal for a mandate that the Marcher National Assembly could pass.

Land matters above all else. Marcher armies should always stand their ground to defend what is theirs. We send X with 25 doses of liao to spread the word that no Marcher army should ever give ground.

Synod Mandate

The Marchers are naturally inclined to such a mindset, so it would not take much to convince them of the wisdom of this approach - and once it was agreed there would be no going back. If this mandate were enacted, it would become impossible for any Marcher general to issue the order to give ground to their army.

Such an action would not solve all the problems in the Mourn. It wouldn't do anything for the Empire's standing here - but it would improve the standing of the Marcher nation in the eyes of the inhabitants of the Mourn. It would demonstrate that the people of Upwold, Mitwold, and Bregasland shared their passion to defend their lands. It would help them view other Marchers as just like them, rather than lumping them in with the rest of the Empire which is what is happening at the moment.

Of course there is a way that the Empire could demonstrate that they shared the concerns of the Mournwold people. The General Assembly could pass a version of the mandate for all Imperial armies. That would require ten times the amount of liao - this change of strategy would be a hard sell in many lands. But giving up the ability for any Imperial army to give ground would prove to the people of the Mournwold that the Empire is here fighting for their land.

Neighbours

Gwen stood in the doorway, her arms folded, her face set. Her voice was calm, but Jim could hear her patience fraying with every exchange.

"It's just a warning, we're here to look after you." said the schlacta on the doorstep.

"Thank you for your warning." Gwen's voice was frosty enough to wither grass.

He hoped she'd keep her temper under control. He was under no illusion how easily the soldiers could kill her, him, and all three children. Burn the house and the field, Salt the ground. Put their bodies on ... he took a deep shaky breath. He hugged little Beth, her face pale and her eyes brimming with tears. She was being braver than he was. He forced a smile, held her close, whispered how well she was doing. Hugged her tighter.

"We know they're around and they're likely to be desperate. If you see them, let us know. We'll make sure you're safe."

"I will certainly bear that in mind," Gwen's voice was level, but Jim could see her shoulders vibrating with tension. He knew her well enough to know that she was fighting the urge to give the Varushkan captain a piece of her mind. Or show her the back of her hand..

"If that's everything, I have work to be getting on with. Don't let me keep you."

The soldier showed no sign of moving. She took off her oddly shaped helmet, held it in the crook of her arm, wiped the sweat from her scarred face with one thick hand. She was older than he had expected, her long braided hair steel grey.

"Look. These vermin are dangerous. Crafty. You and your family could be in danger. Don't let the stories fool you, they'll fight like cornered rats if their backs are to the wall."

Gwen took a deep, sharp breath in through her nose. When she spoke, her voice was quiet, her words precise.

"We have lived with them for the best part of thirty years - we know exactly what they are like thank you." She picked her words carefully. "Now, shall I get you all an oatcake and a mug of milk? For the road?"

At her words, Jim stopped breathing, his heart pounding. He was proud of his wife's courage, but deathly afraid she might have overstepped the mark. Everything teetered on a knife edge.

The Varushkan captain pressed her lips together tightly and spun on her heel, jamming her helmet back into place. Without another word she strode across the yard, collecting the four soldiers lounging at the gate.

Gwen shut the door, and leant her forehead against it for a moment. Then she moved to the window to watch, making sure the soldiers have left. Once it was clear they were not coming back, she pulled back the homespun rug on the kitchen floor, and lifted the wooden trapdoor beneath. She glared down into the root cellar. A half dozen frightened faces stared back up at her.

"They've gone for now, but they won't go far." she said quietly. "You'll not make it a field's length before they catch you. You're going to have to stay here at least another night, maybe two. So settle in, and keep quiet or paragons preserve me I'll stick you on spikes myself!"

None of the huddled orcs said anything. Hjordgar just nodded his head twice to show he understood. Gwen let the trapdoor drop again.

Jim picked Beth up, caught his wife in a tight hug. Beth began to cry silently. Gwen kissed her on the brow. They clung together, not speaking, listening to the column of soldiers outside marching south-west toward the Whatmore place.

The Jotun forced those who served them to toil hard regardless of their race. For three decades, those Marchers who were forced to become thralls have worked alongside the orc thralls that the invaders brought with them. They are not friends, by any stretch, what they are, however, is neighbours. In some places that bond has grown surprisingly strong. Some of these people have more in common, more shared experience of hard work in fields and mines, than they do with the people across the border in Tassato, or Kahraman.

Some of these thralls have fled the Mourn, but most have been trapped, desperately trying to avoid the clashes between the armies. Now that the Empire is on the advance, the Marcher inhabitants are able to return to their farms and look after themselves - but the orc thralls have no lands to go back to and with Imperial armies on the rampage things are becoming increasingly dangerous for them. Their supplies are running low - and winter is coming.

Of all the problems in the Mourn, this is the only one that can be solved by throwing money at it. But it would take a lot of money... it would need 75 thrones a season to provide enough food to feed the orc thralls until a permanent solution can be found. Doing so would not remove the current antagonism in the Mourn, but it would demonstrate that the Empire was absolutely serious about ensuring that the Jotun thralls were not to be harmed by the war. And that would help improve the standing of the Empire with those Marchers who have worked side by side with the thralls for so long.

People don't do the right thing because they care about others. That is the the lie we tell ourselves. The truth is that we do these things to feel better about ourselves. To tell ourselves that we are not monsters. It is only people like us, people who know that they are monsters, who don't have to bother with the games of children. The greatest strength I have is to know myself.

Empress Varkula, Letter to Karsk Senator

Iron

The situation in the Mournwold is dire - nobody can deny that the territory is dry field awaiting a flame. While there are fifty thousand Imperial troops driving the Jotun before them, nobody is going to take up arms. There will be plenty of shouting and bawling and whining about the price, but people will put up and shut up. But once those armies are sent elsewhere, it is anybodies guess what will happen. Thus many folk are focussed on what can be done to resolve the problem. Some way to sooth angry tempers, to calm frayed nerves, some magic spell to make everyone be happy again. Only a few have had the Courage to point out that there is more than one way to skin a cat.

It's nothing to do with "cruelty" - it's to do with laying down the law. Everyone wants to believe that this war is about freeing the Mournwold, but there is another way to look at it. The Jotun control this land - now the Empire is coming with sword and shield to conquer it. They have done it before - how do people think Holberg ended up part of the Empire? They might have chosen to "join" the League, but they weren't interested in joining anything until the Dawnish armies conquered every piece of land they could see from their mountaintop. Once the writing on the wall was plain for them to see - they found loyalty and joined up.

It's not going to be pleasant - a lot of Marchers are pretty pig-headed. You put a spear to their belly and tell them to decide whether they're for the Empire or the Jotun and some of them are going to be dumb enough to choose a quick trip back to the Labyrinth. But the grim truth is that if the Empire comes in and forces these people to decide where their loyalty lies then plenty of them are going to see which way the wind is blowing. And the ones that don't... the ones that end up dead? Those are the ones that were going to be trouble anyway... The bitter truth that nobody will want to accept is that you can either have this trouble now... when you have fifty thousand Imperial boots on the ground... or you can have it in two years time when the territory is empty, the Jotun are massing and the armies are engaged elsewhere.

Sure, laying down the law will leave a bitter taste that may never wash out. These people are going to be hostile and angry for years to come. But they will do what they are told, they will get their freedom whether they want it or not, the Jotun will be driven out - and the Empire will have the Mourn back. They will have to build some fortifications to make sure nobody rebels... but that's it. If the Empire wants these people to love them... then they're going to have wipe their tears for them. But they don't have to do that. The people in the Mourn are already angry, the Empire might as well be hung for a sheep as a lamb as the Marchers say. If the Empire is prepared to settle for obedience then there is a much more effective way to get the job done...

To accomplish this the Imperial Senate could pass legislation authorizing Imperial armies to lay down the law in the Mournwold. An example of a suitable wording to accomplish this might be:

Armies in the Mournwold are sanctioned to take any measures necessary this season to ensure that all resistance in this territory is crushed. All those who choose to violently resist should expect no quarter, neither will they be given redress under the law.

The current opinion of the constitutional court is that a motion drafted in such terms would have constitutional implications and require ratification by the Throne.

If this law is passed by the senate any Imperial general whose army is in the Mournwold this season may choose to issue the order to Lay Down the Law.

Lay Down the Law

- All casualties inflicted by this army are increased by a tenth.

- The ability of this army to conquer territory is decreased by a tenth.

- The army will ruthlessly suppress any dissent in the conquered territory.

As the army pushes the enemy back, they will root out any who are not loyal to the Empire. They will ruthlessly suppress dissent, executing any who will not acknowledge that they have been defeated. The conquered people will be hostile for years - the memory of this experience will not soon fade - but fear of the consequences will prevent any act of open rebellion within the next ten years.

If five or more Imperial armies follow this order, then any simmering rebellion in the Mourn will be ended before it can begin. If less than five armies submit this order, then only the regions that those specific armies capture will be conquered and forced to yield. If any Imperial general issues one of these orders then all other options presented here will fail.

Participation

If you are playing a character who is from the Mourn, or has family there, then as a PC you are absolutely free to choose your own view of the current conflict that is raging there. Your character should know people who died from the curses enacted over Winter, and if you have been there recently then you should be aware of the anger and resentment that is widespread. But there are Mournwolders on all sides of the arguments - so your character's position is perfectly valid whatever it is.

Resolution

During the Summer Solstice, the Marcher assembly successfully raised the mandate that Marcher armies would never give ground again. Mel of Mourn took liao to spreadnews of this mandate to the armies and people of the Marches. As a consequence, no Marcher army can ever again take the give ground order.

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All the Pretty Ponies

Trad

Here is Caroline Herring's version - https://www.youtube.com/watch?v=SCu4Jd-5ZXQ

Hush a bye don't you cry Hush a bye my pretty baby When you wake you shall have All the pretty little ponies

Blacks and bays, dapples and greys Hush a bye my pretty baby When you wake you shall have All the pretty little ponies

NB Horses are now extinct in the Empire.

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All the World in a Grain of Sand

Contents

- 1 Rules

- 1.1 Day Magnitude 30

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Removing the Curse

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 30

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. At the end of the ritual one of the contributors is chosen to deliver the curse with a pronouncement of doom.

This effect is a curse. A target may be under more than one curse at a time.

Effects

This ritual creates a curse that is delivered to a target with a pronouncement of doom: one contributor is chosen to deliver the curse, and they must do so within fifteen minutes or it falls on their own head.

While under the curse, the target experiences a powerful roleplaying effect; their mind has been exposed to an enormous, revelatory and thoroughly terrifying truth that they cannot bear. They are plagued with madness; they may hallucinate, talk to themselves, become paranoid or obsessed with uncovering and recording trivial, confusing details. They may embrace their madness seeking more and more information, or flee from it and hide in their own minds.

While under the effect the target loses access to the ability to cast mastered rituals; they contribute to all rituals as if they had not mastered them (this includes losing the ability to employ any options that require you to have mastered the ritual).

The effect of the ritual lasts for a year (until the start of the Profound Decisions Empire event four events from now).

Removing the Curse

The curse can be removed by certain powerful creatures or items. It can also be alleviated by powerful rituals that remove curses of madness or personal disintegration such as Transmogrification of the Soul's Echo.

Description

This dreadful curse is sometimes embraced by its victims as if it were a blessing, but there is no real benefit to receiving it. The target loses the ability to perform rituals effectively, and often becomes obsessed with trivia. The vision they suffer is virtually impossible to articulate, and attempts to do so often leave them frustrated and confused.

Common Elements

As with many curses this ritual often involves a recitation.of the grievances against the target; sometimes obscure formulae or invocations to reveal to the target the vast expanse of the comsos are invoked. Lights or fires are often created, with more and more light focused on a single point to suggest the overwhelming power of the vision. Ashes, sand and dust are another common component. The rune of revelation is often evoked, suggesting that some revelations are damaging to the mind, and the runes Irremais or Aesh may be defaced or destroyed to represent the loss of wisdom and clarity.

"So let me get this straight," Eowyn pinched her brow and focused. The cold and her striding's flight were taking its toll on them all, and she was still nursing an injury from the skirmish which had left her without three of her strongest Thorns. She must have been desperate to even contemplate what her Vate was telling her. "Let me wrap my head around this. We can't hope to beat them in a fair fight. That's fine; once we meet up with the Third Way, we should have the advantage of numbers and that clever swine Leofric, who'll run rings around them. But you don't want us to run rings around them-"

"On the contrary, Eowyn. We'll need exactly that. We want to pull them as close together as possible."

"Won't they disperse if we surround them?"

"Not the Thule. The Thule will fall back to defend their Dragon if they feel he's truly threatened." Vate Olwyn demonstrated with a few of her rune-stones on the ground.

"Alright, so you want us to run rings around them. And then we engage them, and then what?"

"Pin them down," the vate said, taking a long sip from her drinking-horn, "and once we've convinced the Third Way's vates to swear to our coven-stone, we'll have the numbers we need to curse the Dragon."

"Curse him. Can't we just kill him?"

Off to one side, the Guide Daffyd's eyes widened for a moment, and he shook his head fervently. "Even they don't all die defending him, they'll fight to the death afterwards. Better to hurt him and retreat, my Brand."

Eowyn frowned as she took this in. "They say not even an archer can shoot a Thule Dragon, for the others will throw themselves before him to guard him. How do you hope to strike him?"

"I think that's a bit of an exaggeration, my Brand, but that's not what I'm aiming for. Just get me close enough that he can hear me - I'll stand right behind the line - and let me deliver a little poetry. You'll hear him scream, and his warriors won't have the first idea what to do about it. Without their Dragon's orders, they'll be lost. We can melt away, and I'll bet you all the mithril in the Bourse they'll retreat. If they don't, they'll wander round for a while, while the master they worship goes steadily more and more insane - and soon, all their rituals will fail, and you can attack them without their advantage of magic."

"If they hear their master screaming in pain, won't they just attack anyway?"

Olwyn's grin was feral. "Oh, but it won't be in pain. It'll be in delight. He'll know all the secrets of the universe. Just what a Dragon secretly hopes for, when he's not serving his people. He'll fight against any attempt to repair his shattered mind, and they'll be too frightened to disobey. And in the meantime, it won't hurt that he'll be trying to count the leaves on the trees, and capture the sunbeams in his drinking-horn, and anything else that might help him get back that omniscient feeling.

"If you can't turn that into a victory, my Brand, I'll be voting for another leader come the Solstice," Daffyd spoke with a broad grin, and Eowyn threw one of the runestones at him in irritation. The two of them had ganged up on her, but the plan sounded sensible. Cut the head off, and the monster would die flailing. Poison it, and it would die slowly. Just the trick.

"Alright, Olwyn, we'll do it your way. But if this doesn't go off, you owe me a pint in the next life..."

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=All_the_World_in_a_Grain_of_Sand&oldid=40273"

All work together

"I'm not sure I agree with you." said Kesiah. "The Way unites the Empire, that's what it does, that's what it's for."

"Half the Empire are heretics and blasphemers." Rosemary was emphatic. "Reincarnating as trees and rats? Treating unvirtuous acts as a commodity you can pass to a priest? Magic bird spirits coming to carry your soul to the labyrinth? Venerating so-called heroes? Virtuous ancestors? Hungry spiritual geography waiting to swallow you up? Dolphins? The broken wheel?"

"I suppose that's fair but is it really heresy or blasphemy to cling to old folk belief...."

"Yes." Rosemary put her cup down firmly on the table. "Yes it is. I can go through them all if you like. Let's start with 'only human spirits reincarnate' and whether a human spirit is still a human spirit when it's an apple tree..."

Contents

- 1 Overview

- 2 Significance

- 3 Mandates

- 4 Resolution

Overview

Nina of Cantiarch’s Hold and a group of Academy children (and chaperones) will take 25 liao to preach Virtue throughout the Empire, and inspire The Empire to better follow The Way.

Statement of Principle, Summer 381YE, Nina of Cantiarch's Hold, General Assembly, Upheld 1206-28

During the Summer Solstice 381YE, Nina of Cantiarch's Hold raised this judgement to the General Assembly of the Imperial Synod, and it passed with a greater majority. Due to the peculiar wording which implies a mandate, it took some time before the civil service were able to determine what to do about it. (A mandate cannot be created ad hoc in this way, the Synod may only pass mandates in response to opportunities to do so identified by the civil service as it is a requirement that everyone knows that the mandate will actually do). Since it cannot be a mandate, the civil service treated the judgement as a statement of principle and, due to its greater majority, ensured it was communicated to every priest of the Way in the Empire.

This judgement came at an interesting time; the Yaelian Schism was coming to its dramatic conclusion. The Highborn were rejecting the philosophy of foundationalism, and the implications of the change of doctrine relating to the Imperial Orcs were beginning to sink it. After a period of turmoil and conflict, an opportunity to bring everyone together in their understanding of the Way looks like a welcome respite.

Alternative Reincarnation

There is very little evidence to support Freeborn or Marcher beliefs about reincarnation as animals. There is no evidence to prove it isn't true either, but there are two relevant facts. The first is that any attempt to insight such an animal always gives the same response - not human, not orc, not a creature of the realm, not ghost. The other fact is that in nearly five hundred years of past life visions - nobody has ever had a vision of being a dolphin. Or a tree for that matter.

The acerbic priest Abbot Robin of Upwold argued passionately that this only proves that people don't experience past life visions of their time as a tree, not that they don't reincarnate as one. Robin was a controversial member of the Synod in the early years of the Empire and his claim that the "Labyrinth of Ages" was a metaphor for the time that a soul spent as a tree (and hence barely sapient) was flatly rejected.

The only known evidence that supports the idea of reincarnation as dolphins is that these fish seem particularly intelligent, and garbled claims that pods of dolphins have occasionally defended sailors from attack by sharks when their ship has sunk or they have fallen overboard.

Significance

Except... not everyone follows the Way in the same manner. Each nation has their own opinions about spirituality and some of them are not supported by doctrine. A solid core of orthodoxy exists in the Way - the priests of Highguard, the League, and Varushka may differ on some points but their beliefs about the virtues and the soul are very much in line with one another.

The Navarr and the Urizen accept virtue, but have their own understanding about how to approach it - but the Great Dance and the Net of the Heavens are philosophies that are not particularly at odds with the Way. The Imperial orcs have likewise found a place in the Way thanks to the recent changes of doctrine.

There have been concerns about Dawn in the past, but the recent statement of principle by Vivianne de Couerdefer that the path to glory lies through true Virtue has gone some way to mollifying these concerns - at least for the moment.

There are three nations however whose commitment to orthodoxy is less clear. The folk of Wintermark place great value on heroism, and practice peculiar funeral rites in which heroes are interred in a swamp to sleep alongside their ancestors. The people of the Brass Coast believe odd things about dolphins and participate in a heretical festival every year in which they turn virtue on its head. And the Marchers... the Marchers believe any number of odd things from the belief that souls can be reborn as appletrees or rats, in passing unvirtuous acts on to others, and in burning people alive to "atone" for bad behaviour.

Of course nobody likes being told that they are doing it wrong - but if orthodoxy is to mean anything then at some point someone must pay the price to separate the wheat from the chaff. Changing views on these matters would take a lifetime or more - but you can't plough a farm in a day as the Marchers say - you have to start somewhere.

However the other place you could start is with the recent influx of foreigners. If you were going to look for the most egregious examples of heresy and blasphemy in the Empire, it would be difficult to argue that you shouldn't start with the Asaveans. Not content with the construction of a great temple to their false idol (some kind of bull deity that they worship), their architect has been repeatedly employed by the Senate to erect several major structures which increasingly feature blatant idolatry. They are not the only ones either - the influx of Faraden traders have caused more than a few to note that their faith appears to have some rather fundamental differences to the Way.

OOC: The priest approved by the Synod to spread this mandate will be able to provide a short statement about the Way, of no more than 1000 words. This text must be emailed to us before the end of the downtime submission period following the event and will form part of the Winds of Fortune update for Spring 382YE.

Mandates

A number of mandates have been submitted to the Tribune's office in response to this Statement of Principle. Whichever mandate is approved by the Synod will enable the named priest to preach to the Empire, provided that 100 liao are provided to help spread the citizens words. Some of the mandates submitted would have additional effects if they are approved by the Synod - these are all presented below.

It is important to note that matters of faith are always complex and are resistant to any attempt to use day magic to forecast them, so any mandate can always have unexpected effects. All the listed effects of these mandates would last for one year; during that time the civil service would attempt to identify additional mandates that could be used to provide further guidance and encouragement to the citizens of the Empire, if any occur (the greater the impact of a mandate, the more likely it is that it will lead to further developments).

The original Statement of Principle was raised by Nina of Cantiarch's Hold and she has indicated that she intends to lead a group of the children from the Academy to spread the following mandate if she can get approval from the Imperial Synod.

The Way unites the people of the Empire, and it is time for us all to come together and reaffirm our commitment to the Virtues and the Doctrines of the Faith. We send (named priest) and 100 doses of liao to remind Imperial citizens of the need to embrace Virtue for the betterment of your soul and therefore the Empire.

Synod Mandate, General Assembly

The explicit commitment to the virtues and the Doctrines of the Faith means that this mandate will provide significant encouragement to the congregations of those nations who are devoutly orthodox over those that are less orthodox. if this mandate were endorsed, the least orthodox nations - the Brass Coast, the Marches, and Wintermark would each lose 1 liao and 2 votes in the Synod. Congregations of the most orthodox nations - Varushka, the League, and Highguard - would see an increase in the size of their congregation, gaining 1 liao and 2 votes for the same period. The other nations would not be affected and there would be no other effects of this mandate other than granting the named priest the ability to preach to the Empire.

Bartimaeus of the Shattered Tower in Highguard has proposed a more strident version of this orthodox mandate:

In this time of Darkness, the Empire must be secured from threats within in order to defeat the Barbarians without. Unorthodox beliefs and superstitions are unvirtuous. The Synod sends (named priest) with 100 doses of Liao to encourage citizens to take whatever actions are necessary to seek out and punish such Heresy, Idolatry and Blasphemy.

Synod Mandate, General Assembly

The unequivocal wording of this mandate mean that it will be similarly effective in providing support to the congregations of those nations who are devoutly orthodox over those that are less orthodox. Congregations in the Brass Coast, the Marches, and Wintermark would each lose 1 liao and 2 votes in the Synod, while congregations in Varushka, the League, and Highguard would each gain 1 liao and 2 votes for the same period. However it would also have additional effects which are difficult to predict with certainty.

In the Empire, heresy, idolatry and blasphemy are illegal, but the magistrates cannot prosecute any individual until they have been directed to do so by the Synod. Because of the final elements urging citizens to seek out and punish heretics, idolaters and blasphemers, it is likely that some orthodox citizens will respond by taking matters into their own hands and attempt to deal with religious crimes without waiting for further approval by the Synod. At present there are significant populations of foreigners in the Empire, including Asaveans, the Great Forest Orcs and the Faraden who would be directly impacted by this.

Rather than support or oppose orthodoxy, Severin Teyhard von Holberg has submitted a mandate encouraging unity:

We have learned to our bitter cost, the effects of national religious divisions upon the ability of Imperial armies to fight together. At a time when the Empire faces many foes, let us not rush to create another schism. It is the seven Virtues than unite us, not divide us. We send (named priest) with 100 doses of liao to remind Imperial citizens of our common belief in the seven Virtues, at the heart of belief in every Imperial Nation.

Synod Mandate, General Assembly

This mandate provides clear instruction to Imperial citizens to put aside their differences and to remember that seven Virtues serve to unite the Empire beneath a common banner. This mandate would not provide support to the faithful of any particular nation - so no congregations would benefit as a result. However the clear endorsement to unity - and the explicit warning about the dangers presented by a schism mean that any attempt to incite people to confront religious differences or spiritual conflicts would be strongly inhibited for the following year.

Brother Orchard of the Marchers has proposed a mandate that embraces hetrodoxy:

The Way unites the people of the Empire, and it is time for us all to come together and reaffirm our commitment to the Way and our Seven Virtues. We must embrace the lessons of the Paragon Kethry, and take Pride in how each nation of this great Empire inspires Virtue among its people. We send (named priest) with 100 doses of liao to remind Imperial citizens that our spiritual traditions are an aid to the pursuit of Virtue, and a valuable guard against new-fangled Heresies and Blasphemous temptations.

Synod Mandate, General Assembly

The clear reference to the paragon Kethry, whose tale of Pride emphasises the need for a community to stay true to their own traditions no matter what, mean that this mandate will support the congregations of those nations who are less orthodox over those that are more orthodox. if this mandate were endorsed, the most orthodox nations - Varushka, the League, and Highguard - would see a significant decrease in the size of their congregations losing 1 liao and 2 votes each in the Synod. At the same time, the least orthodox nations - the Marches, the Brass Coast, and Wintermark - would see an increase in the size of their congregation, gaining 1 liao and 2 votes for the same period. The congregations of other nations would not be affected.

Finally, Jorma Steelhail of Wintermark has prepared a mandate encouraging the Empire to persecute all the unvirtuous:

The Way unites the people of the Empire and we must not allow petty differences to cause division in the face of greater threats. It is time to cast out those who the Way calls for us to despise and reaffirm a truly Virtuous Empire. We send (named priest) with 100 doses of liao to unite the Empire and persecute the Unvirtuous and those who denigrate the Way with their vile ways.

Synod Mandate, General Assembly

This mandate is similar to the mandate proposed by Bartimaeus, but it goes further in urging all citizens to actively persecute anyone they consider to be unvirtuous. Although each citizen is likely to read this mandate differently, a significant number will view this mandate as an endorsement to maltreat any occupant of the Empire who they feel is insufficiently virtuous. If this mandate were endorsed, all congregations in the Empire would gain 1 liao and 2 votes for the coming year, as people would feel a pressing need not just to attend their local congregation, but to be seen doing so.

Groups like the Asaveans and the Faraden would face active persecution by Imperial citizens, as would any individual deemed insufficiently virtuous. Any group of citizens whose demeanour was judged to be unvirtuous would suffer the same fate as the foreigners in that case.

Resolution

While several competing mandates were raised, and indeed upheld, by the Imperial Synod, the mandate raised by Severin von Holberg succeeded by the largest margin. Severin has presented an address the Empire, and any attempt to incite people to confront religious differences or spiritual conflicts would be strongly inhibited for the following year.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=All_work_together&oldid=64066"

Allocate Gift of the Dwindling Star

To accept the gift of red star ilium from the Thule which will create a national Bourse position seat for Varushka and be a stepping stone towards a lasting peace with the Thule.

It will be called 'Gift of the Dwindling Star'

This offer is only available this season and in this form. Any attempt to force this into an Imperial position will result in the Thule withdrawing the offer.

Proposed by Volodmartz, Seconded by Karov

Overview

- This motion was in relation to the offer presented by the Thule regarding the Ilium acquired from the red star detailed here

- Passed

Date

- Winter 380YE

Campaign Outcome

- The Gift of the Dwindling Star is now a national Bourse position of Varushka

- The seat will be elected through the Imperial Bourse by secret vote of the owners of the mines and forests of Varushka

- The seat will be elected for the first time at the Spring Equinox 381YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Allocate_Gift_of_the_Dwindling_Star&oldid=51990"

Allocate Great Forest

For the allocation of the Great Forest as a national bourse position for Highguard, and is proposed on the virtue of Prosperity

Proposed by Reikos, Seconded by Astolat

Overview

- This motion would have allocated the Great Forest at Reikos bourse seat in Reikos as a national position.

- Failed

- A subsequent motion to allocate the Great Forest as Imperial was passed

Date

- Spring 380YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Allocate_Great_Forest&oldid=58072"

Main Page

Welcome

Welcome to the Empire Wiki; here you will be able to find everything you need to know about Empire, the new live roleplaying game from Profound Decisions, which began Easter 2013. We often upload new content to the site, so if you are returning after a break then check the Wiki Updates section for a list of what has changed since your last visit. For up to date in character information head to the recent history page.

The Game

Read our introduction to LRP if you're new to the hobby. Then take a look at the game overview to get an idea of what Empire is all about.

The Nations

The Empire is composed of nine human nations and the Imperial Orcs. Each culture is detailed on the wiki including advice on costumes.

Lineage

All human beings may choose one of the six lineages if they are touched by the Realms. Read how each lineage can shape your character.

The Empire

Find out about the political structures of the Empire that will allow the players to shape the game world. Also here is information about the Way of Virtue, the unique Imperial Religion.

The World

The Empire is part of a rich and vibrant campaign setting that includes barbarian enemies, foreign powers and six magical realms as well as their supernatural inhabitants.

The Rules

Empire uses a simple set of rules that are designed to be fun to play but easy to understand. The rules explain how to make a character and how the game works.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Main_Page&oldid=47365"

Allocate Great Pits of Ennerlund

To allocate the Pits of Ennerlund as an Imperial bourse position

Proposed by Holberg, Seconded by Therunin

Overview

- The Great Pits of Ennerlund, in Holberg, are currently being repaired after their destruction by the Druj.

- Passed

Date

- Winter 379YE

Campaign Outcome

- The Great Pits of Ennerlund is expected to be finished being repaired after the Summer Solstice 380YE, with the first mithril being received by the seat at the Autumn Equinox 380YE

- The Bourse seat associated with the Great Pits of Ennerlund will be auctioned at the Autumn Equinox 380YE.

Constitution

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Allocate_Great_Pits_of_Ennerlund&oldid=44167"

Allocate Legacy

This motion is currently undergoing scrutiny.

To allocate The Legacy as a national bourse position

Proposed by Spiral, Seconded by Sermersuaq

Overview

- This motion was to allocate the Legacy bourse seat in Ossuary, Spiral as a National position

- Passed

Date

- Summer 380YE

Campaign Outcome

- The Legacy is now National and is due for appointment at the Autumn Equinox 380YE

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Allocate_Legacy&oldid=46571"

Allocate Vigilant Swan

To assign the Vigilent Swan bourse position

Propsed by Necropolis, Seconded by Casinea

Overview

- The Vigilant Swan in Reikos was recently liberated by Imperial troops.

- Passed as a National position.

- Nations propsed were Highguard and Imperial Orcs.

- Assigned to the Imperial Orcs.

- The motion was subject to the veto of the Imperial Synod.

Date

- Spring 379YE

Synod Veto

- This motion was vetoed by the General Assembly of the Imperial Synod

Campaign Outcome

- The Imperial Synod used the power of the veto.

- The motion to assign the Vigilant Swan cannot be raised again during the current summit.

- The Vigilant Swan is currently unassigned. Production from Spring 379YE will be stockpiled and made available to the first Imperial citizen elected to operate this Imperial Bourse resource.

Constitution

- If the motion had passed, the National status of the Bourse Seat would have followed the nation the territory of Reikos was eventually assigned to.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Allocate_Vigilant_Swan&oldid=36213"

Allocate Vigilant Swan II

To allocate the Vigilant Swan bourse seat

Proposed by Bastion, Seconded by Necropolis

Overview

- Passed as a National position.

Date

- Winter 379YE

Campaign Outcome

- The Bourse seat connected to the Vigilant Swan has been appointed. The seat will be up for re-election at the Summer Solstice 380YE.

Constitution

- This motion should have been to allocate the Vigilant Swan as either a national or an Imperial seat.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Allocate_Vigilant_Swan_II&oldid=44117"

Allocate the Damatian Cliffs

To allocate the Damatian Cliffs as an Imperial Resource.

Proposed by Kallavesa, Seconded by Hahnmark.

Overview

- This motion was to ...

- Passed

Date

- Summer 381YE

Campaign Outcome

- The Damation Cliffs remain as an Imperial Bourse seat.

- Control of the Damatian Cliffs will be auctioned every Summer ,and any Imperial citizen may hold the title.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Allocate_the_Damatian_Cliffs&oldid=55248"

Allocate the Great Mine of Briante

Motion to Allocate the Great Mine of Briante as an Imperial Bourse position

Proposed by Kahraman, Seconded by Feroz

Overview

- This motion was to allocate the Great Mine of Briante bourse seat in Kahraman as an Imperial position

- Passed

Date

- Autumn 380YE

Campaign Outcome

- The Great Mine of Briante remains Imperial and is due for auction, for a reduced term, at the Winter Solstice 380YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Allocate_the_Great_Mine_of_Briante&oldid=50768"

Allocate the Pride of Ikka's Tears

To allocate the Mithril Mine in Sermersuaq to be known as

The Pride of Ikka's Tears as a national position

Proposed by Madruga, Seconded by Bastion

Overview

- This motion was to allocate the new mithril mine which has been under construction since Winter 379YE

- Passed

Date

- Autumn 380YE

Campaign Outcome

- The Pride of Ikka's Tears is now a national Bourse position of Wintermark

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Allocate_the_Pride_of_Ikka%27s_Tears&oldid=47290"

Allocate the Singing Caves

Allocate the Singing Caves

Proposed by Mitwold, Seconded by Hahnmark

Overview

- The Singing Caves in Mournwold were recently liberated by the heroes of the Empire.

- Passed as a National position

- Nations proposed were The Marches and The League

- Assigned to the Marches

- The motion was subject to the veto of The Throne

Date

- Autumn 380YE

Constitution

- If the motion had passed, the National status of the Bourse Seat would have followed Mournwold to whichever the nation the territory was eventually assigned to

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Allocate_the_Singing_Caves&oldid=58076"

Allocate the Singing Caves II

Allocate the Singing Caves

Proposed by Upwold, seconded by Mitwold

Overview

- The Singing Caves in Mournwold were recovered by the Empire

- This motion follows a previous motion that was subject to the veto of Empress Lisabetta

- Passed as Imperial

Date

- Winter 380YE

Campaign Outcome

- The Singing Caves are now an Imperial bourse position and were auctioned for a reduced term at the Winter Solstice 380YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Allocate_the_Singing_Caves_II&oldid=53269"

Allocate the Singing Caves III

To allocate the Singing Caves Bourse seat.

Proposed by Holberg, seconded by Bregasland

Overview

- The Singing Caves in Mournwold were recovered by the Empire

- During this discussion a motion of curtailment was passed, but subsequently vetoed by the Throne.

- The motion was withdrawn by Senator Holberg

Date

- Autumn 381YE

Campaign Outcome

- The Singing Caves have not been allocated.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Allocate_the_Singing_Caves_III&oldid=58096"

Allocate the Vigilant Swan

To assign the Vigilent Swan bourse position

Propsed by Necropolis, Seconded by Casinea

Contents

- 1 Overview

- 2 Date

- 3 Synod Veto

- 4 Campaign Outcome

- 5 Constitution

Overview

- The Vigilant Swan in Reikos was recently liberated by Imperial troops.

- Passed as a National position.

- Nations proposed were Highguard and Imperial Orcs.

- Assigned to the Imperial Orcs.

- The motion was subject to the veto of the Imperial Synod.

Date

- Spring 379YE

Synod Veto

- This motion was vetoed by the General Assembly of the Imperial Synod

Campaign Outcome

- The Imperial Synod used the power of the veto.

- The motion to assign the Vigilant Swan cannot be raised again during the current summit.

- The Vigilant Swan is currently unassigned. Production from Spring 379YE will be stockpiled and made available to the first Imperial citizen elected to operate this Imperial Bourse resource.

Constitution

- If the motion had passed, the National status of the Bourse Seat would have followed the nation the territory of Reikos was eventually assigned to.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Allocate_the_Vigilant_Swan&oldid=58055"

Allocation of the Vigilant Swan

To assign the Vigilent Swan bourse position

Propsed by Necropolis, Seconded by Casinea

Overview

- The Vigilant Swan in Reikos was recently liberated by Imperial troops.

- Passed as a National position.

- Nations proposed were Highguard and Imperial Orcs.

- Assigned to the Imperial Orcs.

- The motion was subject to the veto of the Imperial Synod.

Date

- Spring 379YE

Synod Veto

- This motion was vetoed by the General Assembly of the Imperial Synod

Campaign Outcome

- The Imperial Synod used the power of the veto.

- The motion to assign the Vigilant Swan cannot be raised again during the current summit.

- The Vigilant Swan is currently unassigned. Production from Spring 379YE will be stockpiled and made available to the first Imperial citizen elected to operate this Imperial Bourse resource.

Constitution

- If the motion had passed, the National status of the Bourse Seat would have followed the nation the territory of Reikos was eventually assigned to.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Allocation_of_the_Vigilant_Swan&oldid=41690"

Almery of Purity

Description

An almery is a decorated box, generally used for holding either ceremonial tools or consumables such as oil or liao - indeed many sects who are bonded to one of these potent items keep their communal liao stores inside it. As with other reliquaries, while an almery of purity usually takes the form of a container, it might be infused into any object that has spiritual significance to the sect to which it belongs.

As with all reliquaries, the almery of purity is bonded to an entire sect of the faithful. It is most popular with those sects that deal with spiritual evil on a regular basis. It offers great potence to ceremonies designed to remove malign auras from members of the sect. Indeed, some devout individuals who have come under the scrutiny of dark forces may intentionally seek the aid of such a sect in banishing the oppressive entity or presence.

Sects that use the almery of purity are often deeply concerned with maintaining codes of virtuous behaviour, and take a hard line against members who betray the sect or fail to live up to their standards of spirituality. The almery also offers extra potence to effects that cast those who are found wanting out of the sect - and indeed the faith.

Rules

- Form: Reliquary. Takes the form of a ceremonial reliquary.

- Effect: Once per day when a member of the sect performs or participates in a ceremony of exorcism or excommunication on another member of the sect, each dose of liao contributed counts double for the potency of effect.

- Materials: Crafting an almery of purity requires ten measures of beggar's lye, nine measures of dragonbone, five ingots of weltsilver and three ingots of orichalcum. It takes one month to make one of these items.

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Almery of Silence

Description

An almery is a decorated box, generally used for holding either ceremonial tools or consumables such as oil or liao. As with other reliquaries, while an almery of purity usually takes the form of a container, it might be infused into any object that has spiritual significance to the sect to which it belongs. Unlike many reliquaries, an Almery of Silence is rarely placed on public display. It is more likely to be concealed or kept in a secure location than it is to be placed on the altar of a consecrated shrine.

While this reliquary is bonded to a sect, it conceals the auras of all members from the insight ceremony. Even true liao cannot garner any information about the aura of a person who is part of a sect with an Almery of SIlence. Unlike more spiritually dangerous items such as a Shackle of the Unvirtuous, or poisons like the Shadowcrow Infusion it does so without impeding the sect members' ability to perform liao ceremonies. They have been popular in the Empire among sects dedicated to Vigilance against the enemies of the Empire, and with sects that engage in missionary work to foreign nations where they might encounter someone capable of wielding the insight ceremony or something similar.

The Almery of Silence has never been a popular item. It is expensive compared to a Wayfarer's Pyx or Litany of the Labyrinth and the benefits it provides of questionable value to anyone other than a sect of heretics. Yet there are always a few sects who value protection from the prying eyes of other priests.

The history of the Almery of Silence is a turbulent one. Several times during the history of the Empire it has been declared a criminal offence to create, own, or use this reliquary. Both Emperor Nicovar and Emperor Ahraz supported bans on the use of this item, albeit for different reasons. Surprisingly, however, the item began to see its first widespread use in the reign of Empress Teleri, primarily in the hands of sects with an emphasis on missionary work among the Faraden and the Jarmish - something that is sometimes pointed out when the thorny discussion of its use comes up in the Imperial Synod. Currently it is not illegal to own or use an Almery of Silence in the Empire.

This item is certainly known among the priests of Faraden, and according to travelers and missionaries, an item with very similar effects is known in Axos - indeed there is some circumstantial evidence to suggest the item may have originated in that eastern nation. It is, perhaps unsurprisingly, completely illegal in the Sumaah Republic.

Rules

- Form: Reliquary. Takes the form of a ceremonial reliquary.

- Effect: The aura of every member of the sect is concealed from the insight ceremony. A character responding to a quick insight must respond "my aura is concealed" and provide no other information.

- Roleplaying Effect: You feel an urge to follow the teachings of your sect regardless of consequence.

- Materials: Crafting an Almery of Silence requires five ingots of orichalcum, seven ingots of tempest jade, seven measures of beggar's lye, and eleven measures of dragonbone. It takes one month to make one of these items.

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Alter manifesto of Sevenfold Path

Change the wording of the manifesto of the Sevenfold Path from “Human Destiny” to “The Destiny of Imperial Citizens”

Proposed by Sermersuaq, seconded by Skarsind

Overview

- The manifesto of the Sevenfold Path contained a point that "Magic should work in harmony with, and to promote, the fulfilment of human destiny."

- The motion follows on from a Declaration of Concord in the Imperial Conclave

Date

- Summer 378YE

Campaign Outcome

- The official manifesto of the Sevenfold Path has been altered to "Magic should work in harmony with, and to promote, the fulfilment of the destiny of Imperial citizens."

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Altruist's Recompense

Description

These useful wands allow a magician on the battlefield to restore her allies while at the same time using a little of the magical energies expended to heal herself. While the residues of magic harnessed in this fashion are hardly on a par with the full power of true magical healing, they allow a magician to stay ahead of the damage caused by casual blows while reserving the majority of her energy for aiding her allies - or smiting her foes.

These wands are particularly popular with Cambion healers who find it irritating to offer others something as vital as healing without a guarantee that they will receive something in return. Although the recompense isn't much, it does make the transaction more palatable to the most highly lineage Cambion. Indeed it was a Cambion Hakima who devised the wand, sensing a demand for such an item among her relatives and colleagues. Some wands are made to reassemble an uncurled horn to draw upon the association with the children of Autumn.

Although born of selfishness, these wands are also forced upon the most dedicated healers by concerned friends. Some medical magicians have been known to neglect themselves by refusing to spare mana to heal themselves while others lie bleeding. Numerous healers have been given these wands under the pretense that they are Woundbinder wands to force the recipient to heal themselves. Some such healers claim that the rush of health is accompanied by a sense of well-meaning reproach, as if the wand itself is reprimanding them for not taking better care of themselves.

Rules

- Form: Weapon. Takes the form of a wand.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Whenever you cast, or swift cast, the heal spell you regain one hit.

- Materials: Crafting an altruist's recompense requires five ingots of weltsilver and four measures of iridescent gloaming. It takes one month to make one of these items.

Marte was old and many-scarred. She'd seen many a fight, and had carried more than one of her sword-brothers to sleep in Kallavesa. Now her Thane had asked her to lead the grimnir-line. He'd said it was because he needed her raven's-mind to keep the grimnir whole, and that was a kindness, but she suspected the real reason. She was old now, and she couldn't hold a slaughter-wall as she had in her youth, couldn't keep the barbarians back by strength of arm alone.

She'd gathered her charges, made a speech about the glory of duty, and now she was passing through the camp, as her thane would be too, though in lines of warriors, not healers.

She came to a small fire, where a youngster she didn't recognise was checking small jars of oils and pastes, dried pink roots, dull green leaves and wraps of pounded irremaisahne.

"Ready? Your first battle? Worried?"

"Oh, I'll be fine." said the young Grimnir with a smile, "If there's no time to use the herbs, I've got my magics, and my husband's a runesmith, gave me this." He pulled a wand, lined with silvery metal and coloured like a kingfisher's wings from a leather belt-sheath, and smiled down at it.

"Bravash and Lann?" She marked the runes. Love and bargains.

"Oh, yes. We've only just started together, see, and he wants me to remember to take care. No skein-choices in this battle, he said. That's the promise."

"He knows you're not going to be near the front rank?" She asked gently. She sometimes felt she had to remind the younger grimnir of this; they knew the calling, but it was hard for them.

"Well, he knows that's the tradition." His eyes hardened. "But he knows me better that that. Not one of our people is going to die while I can still cast a spell."

She felt old, then, in the face of his youth and his certainty. She steeled herself and spoke with a voice of command.

"No hollow-headed jackdaws in my lines, we're ravens here. You'll do what you're told while you're with me, young man."

He looked down, chastened, his fingers absently caressing his wand. It was a sound gift, one that might help to keep him alive and counter some of the mistakes he was sure to make. He was vulnerable, but he reminded her suddenly of so many others. She was still tired, but she could get some sleep later. She smiled then; she thought she might have misjudged her Thane.

"But you know? I have but a few battles in me before I face a walk into Sydanjaa. Maybe between us we can make me an end worthy of a song... Stay with me, and we'll find your young man some recompense for that gift of yours..."

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Altruist%27s_Recompense&oldid=50205"

Always a Hero Comes Home

Adaptation of "A Hero Comes Home" by Alan Silvestri

Lyrics and Melody adapted by Joshua Binks (link to come).

Prelude Out of the mist of history, He'll come again. Sailing on ships across the sea To our wounded Nation.

Signs of a saviour, Like fire on the water. Its what we prayed for, One of our own.

Call Just wait, though wide he may roam.

Response Always a hero comes home.

Calls He'll go where no-one can go. He'll fight what no-one could fight.

Continue in this style, making up things for the hero to do until the end;

Call He stands, brave and alone.

Response But always a hero comes home.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Always_a_Hero_Comes_Home&oldid=26771"

Ambassador

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Treaty

- 3.2 Delegation

- 3.3 Briefing

- 3.3.1 Trade Opportunities

- 3.4 Mercantile Support

- 4 Imperial Consul

- 5 Selection

- 6 Removal

- 7 Current Ambassadors

- 8 Further Reading

- 8.1 Core Brief

- 8.2 Additional Information

Overview

The Imperial Senate has the power to commission an embassy to handle negotiations with a foreign nation or power. The Empire can open embassies with distant foreigners such as Asavea, Jarm and the Commonwealth. These foreign powers are empires in their own right and have a similar level of might and influence to the Empire, but are far away over the seas and have many concerns of their own. The Empire can also open embassies to nearby foreigners such as the Axos, the Faraden and the Iron Confederacy. These nations possess power equivalent to one or more Imperial nations, but they are much closer to the Empire and their concerns are much more likely to be aligned with Imperial concerns.

Each embassy is overseen by an ambassador - a new title is automatically created when a new embassy is created. The power to oversee relations with other nations is vested in the Imperial Senate but in practice it is logistically impossible for the Senate as a body to carry out detailed negotiations with a foreign power. As a result, appointing an ambassador automatically grants a citizen the authority to negotiate on their behalf.

The civil service appoint one or more of their number to the position of Secretary to the Diplomatic Corps (currently the magistrate John Cooper of Upwold). This position is intended to provide support for the Empire's ambassadors in pursuit of their responsibilities, in particular providing them with briefings and helping them to manage any foreign delegations that come to Anvil.

It is possible to appoint an ambassador to another nation without constructing an embassy - however most foreign nations will only take an ambassador seriously if an appropriate embassy is constructed to house them and the civil servants required to support them. When a title with authority is created, it is essential to clearly delineate which nation or power the title is being given authority to negotiate with. It is not possible to grant authority to negotiate with a non-Imperial group unless they are clearly a nation, major power or the equivalent. For example it is possible to grant an ambassador authority to negotiate with the Sarcophan Delves - but not authority to negotiate with a prominent Sarcophan family or trading house.

It is not possible for the Senate to limit the scope or dominion of an ambassador. For example, it is not possible to limit the authority to conduct treaty negotiations to specific subjects such as religion, trade, or magic.

Responsibilities

An ambassador is responsible for representing the Empire to a foreign nation, and often vice versa. They receive a briefing from the Civil Service about events in the foreign nation they represent, and are expected to conduct or oversee any treaty negotiations with that foreign nation. The civil service will direct representatives and citizens of the foreign power to the ambassador wherever appropriate. It is illegal for any Imperial citizen to falsely claim authority to negotiate a treaty on behalf of the Empire.

Although it is only possible for a single citizen to have authority to negotiate treaties with a foreign nation, any citizen can negotiate and agree individual deals with members of other nations and it is possible for the Senate to create other titles that have responsibility to ensure good relations or similar with certain members of that nation. In most cases the ambassador's responsibilities will be assumed to include such liaison and cooperation with those individuals as is required to ensure effective relations with the nation in question.

In addition to the Empire's goals, foreign nations have agendas of their own, and may seek to draw the Empire into their intrigues. The Asavean Plenum might seek to enlist the Empire in its conflict with the Sumaah Republic, for example. One member of the Plenum might seek to engage Imperial support in a conspiracy against another Plenum family. A high ranking noble might want to employ foreign mercenaries to help put down a slave revolt, or to locate a prized artifact. Handling these matters are considered the primary responsibility of the ambassador.

Powers

Treaty

Authority grants the holder the power to negotiate a treaty with another nation for consideration by the Senate. A senator must use a Senate motion to submit the treaty for ratification by the Senate - but ratification only requires a single senate motion, regardless of how many legal changes are required to ratify the treaty. For example, the Senate recently ratified a treaty with the Thule which ceded control of the Winter Mark region of the Silver Peaks and declared peace with them for three years.

Ratification of a treaty is considered to be a single motion before the Senate because the Senate can either choose to accept the treaty or reject it. It is not possible to amend a treaty once it is presented as a motion; it either passes in its entirety in the form it was submitted or it does not pass. The only legal way for the Senate to ratify variations of a treaty is to submit different treaties as separate motions.

Any citizen can negotiate and agree a deal with individuals from another nation, but only the Imperial title with authority may submit a treaty for ratification by the Senate and only when the civil service have confirmed that it is a genuinely negotiated treaty with members of that nation.

Any attempt to submit a treaty for ratification that is not negotiated with authorized representatives of that nation by the Imperial citizen with the appropriate authority would be breaking Imperial law by subverting the agencies of state. Any deals which require Senate authorization that are made with foreigners who are representing their own interests rather than their nation must be submitted as distinct Senate motions as usual.

As a senate motion, a treaty should be carefully worded. It should concise and to the point, clearly laying out the actions to be taken as part of the treaty. Treaties are subject to scrutiny like any other senate motion. Perhaps moreso than other motions, it is sensible to have a treaty scrutinized before it is presented to the Senate.

Delegation

If a foreign delegation is seeking to meet with the ambassador to discuss matters of state, then the Secretary will inform the ambassador of their presence and let them know when the delegation is expected to arrive. The ambassador can choose where to receive the delegation, they may opt to receive them in the Senate if it is free or choose a more informal location if they prefer. The secretary will pass on the information to the delegation and may escort them to the agreed location if necessary.

Unless instructed otherwise, the Secretary will remain present during any official meeting between an ambassador and a foreign delegation. They can provide help with formulating treaties to ensure that they are legal and binding. Where possible they will consult with the Constitutional Court over the wording of a treaty to minimize the impact of scrutiny and their confirmation is required to submit a treaty to the Senate to guarantee that it is genuinely negotiated treaty with representatives of the appropriate nation.

Priests with the power of witness may attend a formal meeting to observe proceedings but only those given permission by the ambassador may speak. Anyone who attempts to disrupt such a meeting, even speaking without permission, runs the risk of being prosecuted for subverting the agencies of state.

Briefing

If the Senate construct an embassy, then this will be used to house civil servants who can compile information and reports on the current status of relations with the foreign nation. In this case, the ambassador will receive a briefing from the civil service each summit which provides a summary of current nature of diplomatic relations. This usually involves a meeting with the current Secretary who will provide the ambassador with the written documentation and attempt to answer any questions that the ambassador has.

Only the ambassador is privy to this information, and they have complete freedom as to how they use it and who they share it with. This briefing often includes opportunities for the ambassador to consider. The Pallas Docks, for example, were built as a result of an opportunity offered to the Ambassador to Jarm. It may also contain requests or demands, or foreshadow potential future problems between the Empire and the nation.

If an ambassador wants to take advantage of an opportunity or enter into a dialogue with the representative of the foreign nation, they make use of the ritual Call Winged Messenger. At this time it is the responsibility of the ambassador to arrange (and pay for) the performance of this ritual.

Trade Opportunities

A common type of opportunity presented to ambassadors are trade opportunities - the ability to exchange commodities with a foreign nation. To take advantage of an opportunity like this, the ambassador ensures that the materials or money required as payment are in their inventory, and then e-mails plot@profounddecisions.co.uk before downtime closes. They should include clear details of the trade.

Mercantile Support

If the Empire opts to build an embassy then merchants of both sides who engage in trade between the Empire and the nation in question will visit it to curry favour with the ambassador for various reasons. Commonly they will take a portion of the items they buy and sell and make them available to the ambassador at favourable prices.

This benefit is reflected by the inclusion of a ministry as part of an embassy. This allows the ambassador to directly purchase raw materials from traders and merchants of the associated nation. For example, the Asavean embassy allows the ambassador to purchase Cerulean Mazzarine, Orichalcum, Iridescent Gloaming, and Tempest Jade directly for Imperial currency. The materials provided may fluctuate, but will be tied to those which the foreign nation has regular surpluses of.

Imperial Consul

The default situation under the Imperial Constitution is that authority for all foreign relations is vested in the Senate. If the Empire chooses to appoint an ambassador (or any other title with authority) then they have authority to handle all treaty negotiations with any representative of the foreign power, without recourse or appeal to any higher power.

In Summer 379YE, the Senate passed a motion to create a Consul, with the power to exercise authority where no other Imperial title existed with that power. The title included responsibilities to coordinate with existing ambassadors. The Constitutional Court issued explicit guidance to make absolutely clear that an ambassador would have primacy in all matters of authority for the nation they dealt with. The Consul has no legal right to direct the ambassadors in their work.

Selection

The well worn path for choosing an ambassador is via appointment through the Imperial Senate.

In the past, there have been times when individual ambassadors have been appointed by unanimous decision of the Senators of a chosen nation, by the General Assembly of the Imperial Synod, and through open auction on the Imperial Bourse. During the reign of Emperor Nicovar, a motion was proposed to modify the powers of The Throne to allow them to appoint the ambassadors. The motion was approved by the Constitutional Court at that time, but did not pass the Senate.

Removal

The method of removal depends on how the title has been selected. If the well-worn path is followed, an ambassador can be revoked by the General Assembly or the Assembly of Nine.

An ambassador serves until a new ambassador is appointed. By default, an ambassador serves for one year before the title must be reappointed. It is traditional for an outgoing ambassador to bring their replacement up to speed on any outstanding business. The Secretary to the Diplomatic Corps will deliver a briefing to the new ambassador when they are appointed.

Current Ambassadors

This table includes all ambassadors which have been appointed in recent times. For a full list of title holders see here. This was last updated following Autumn Equinox 381YE.

Ambassador

Foreign Nation

Location of Embassy

Term

Ambassador to Asavea

Asavean Archipelago

Sarvos
, Cigno

Year, Summer

Ambassador to Axos

Axos

Redoubt
, Limus

Year, Winter

Ambassador to the Commonwealth

Commonwealth

Madruga
, Siroc Plains

Year, Summer

Ambassador to Faraden

Faraden

Segura
, Anduzjasse

Year, Spring

Ambassador to the Iron Confederacy

Iron Confederacy

Sarvos, Cigno

Year, Autumn

Ambassador to Otkodov

Thule

Miekarova
, Mieriada

Year, Spring

Ambassador to Jarm

Principalities of Jarm

Redoubt, Limus

Year, Autumn

Ambassador to the Sarcophan Delves

Sarcophan Delves

Redoubt, Limus

Year, Autumn

Ambassador to the Sumaah Republic

Sumaah Republic

Necropolis
, Coursmouth

Year, Spring

Imperial Consul

Druj
,
Grendel
,
Jotun
and
Skoura

N/A

Year, Summer

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- Appointments by the Senate

- Appointments to the Senate

- The Throne

- Master of the Imperial Mint

- Speaker for the Senate

- Conscience of the Senate

- Imperial treasury

- OOC design

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Ambassador to Asavea

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Imperial Ambassador to the Asavean Archipelago

- 3.2 Asavean Merchants

- 4 Appointment

- 5 The Title in Play

Overview

The Ambassador to Asavea is an Imperial title. It is an Imperial position appointed by the Imperial Senate. The embassy that created the title was commissioned by the Senate in Winter 377YE following a serious diplomatic incident related to levels of Imperial piracy in Asavean territorial waters., but work was not completed until shortly before the Summer Solstice 378YE. Today the Asavean embassy is a fixture of the Sarvos social whirl, and has lead to an influx of Asavean traders which in turn has lead to luxurious goods from the far west becoming more freely available on the streets of the city.

Responsibilities

The ambassador is expected to represent the Empire in relations with the Asavean Archipelago. They have all the responsibilities common to an Imperial ambassador.

Powers

Imperial Ambassador to the Asavean Archipelago

The title has all the common powers of an ambassador: they receive a briefing, can receive a formal delegation, and may prepare a treaty.

Asavean Merchants

The embassy in Sarvos means that the ambassador enjoys the benefits of mercantile support from traders keen to curry their favour. As a ministry, this allows them to purchase quantities of special materials at a set price. The ambassador spends their money and makes their choices during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Total Money Spent

Production

8 Crowns

6 Cerulean Mazzarine, 5 Orichalcum, 4 Iridescent Gloaming, 3 Tempest Jade

30 Crowns

18 Cerulean Mazzarine, 15 Orichalcum, 12 Iridescent Gloaming, 9 Tempest Jade

60 Crowns

30 Cerulean Mazzarine, 25 Orichalcum, 20 Iridescent Gloaming, 15 Tempest Jade

Appointment

The Ambassador to Asavea is an Imperial position appointed by the Senate. Any Imperial citizen can hold this title, and the ambassador serves for a year. They can be revoked by the General Assembly and by the Assembly of the Nine.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ambassador_to_Asavea&oldid=60373"

Ambassador to Axos

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Imperial Ambassador to Axos

- 3.2 Axou Merchants

- 4 Appointment

- 5 The Title in Play

Overview

The Ambassador to Axos is an Imperial title. It is an Imperial position appointed by the Imperial Senate.

After several years of wrangling, an embassy to the citadels of Axos was commissioned by the Imperial Senate during the Summer Solstice 380YE, and work began almost immediately in Urizen. Built in the port-town of Cargo, in Redoubt, construction was completed in a timely fashion and the Axou ambassador and their staff took residence shortly before the Autumn Equinox. With the opening of the embassy, the Axou in turn opened the port of Towers of Kantor to Imperial shipping. Closer ties between the two nations also saw a significant increase in the number of black-sailed vessels calling at Imperial ports not only on the Bay of Catazar, but also in Dawnish and Varushkan ports on the Semmerlak.

Responsibilities

The ambassador is expected to represent the Empire in relations with the people of Axos. They have all the responsibilities common to an Imperial ambassador.

Powers

Imperial Ambassador to Axos

The title has all the common powers of an ambassador: they receive a briefing, can receive a formal delegation, and may prepare a treaty.

Axou Merchants

The embassy in Cargo means that the ambassador enjoys the benefits of mercantile support from traders keen to curry their favour. As a ministry, this allows them to purchase quantities of special materials at a set price. The ambassador spends their money and makes their choices during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Total Money Spent

Production

8 Crowns

5 Beggar's Lye, 4 Orichalcum, 3 Tempest Jade, 3 Crystal Mana

30 Crowns

15 Beggar's Lye, 12 Orichalcum, 9 Tempest Jade, 9 Crystal Mana

60 Crowns

25 Beggar's Lye, 20 Orichalcum, 15 Tempest Jade, 15 Crystal Mana

Appointment

The Ambassador to Asavea is an Imperial position appointed by the Senate. Any Imperial citizen can hold this title, and the ambassador serves for a year. They can be revoked by the General Assembly and by the Assembly of the Nine.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ambassador_to_Axos&oldid=60374"

Ambassador to Faraden

Overview

The Ambassador to Faraden is an Imperial title. It is an Imperial position appointed by the Imperial Senate. The agreement to construct an official embassy was contingent on the liberation of Segura, and the repair of the Towers of Anduz. Without these two achievements, the Empire had no ability to protect trade routes (and avenues for diplomatic envoys) through the northern Lasambrian Hills. Construction of a Faraden embassy in Anduz was commissioned by the Senate in Winter 378YE and completed shortly after the Summer Solstice 379YE.

Responsibilities

The ambassador is expected to represent the Empire in relations with the people of Faraden. They have all the responsibilities common to an Imperial ambassador.

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Imperial Ambassador to Faraden

- 3.2 Faraden Merchants

- 4 Appointment

- 5 The Title in Play

Powers

Imperial Ambassador to Faraden

The title has all the common powers of an ambassador: they receive a briefing, can receive a formal delegation, and may prepare a treaty.

Faraden Merchants

The embassy in Segura means that the ambassador enjoys the benefits of mercantile support from traders keen to curry their favour. As a ministry, this allows them to purchase quantities of special materials at a set price. The ambassador spends their money and makes their choices during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

The production of the ministry is related to the operation the Towers of Anduz in Segura..

Total Money Spent

Production

8 Crowns

4 True Vervain, 2 Imperial Roseweald, 5 Weltsilver, 3 Orichalcum, 2 Tempest Jade, 2 Green Iron

30 Crowns

12 True Vervain, 6 Imperial Roseweald, 15 Weltsilver, 9 Orichalcum, 6 Tempest Jade, 6 Green Iron

60 Crowns

20 True Vervain, 10 Imperial Roseweald, 25 Weltsilver, 15 Orichalcum, 10 Tempest Jade, 10 Green Iron

Appointment

The Ambassador to Faraden is an Imperial position appointed by the Senate. Any Imperial citizen can hold this title, and the ambassador serves for a year. They can be revoked by the General Assembly and by the Assembly of the Nine.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ambassador_to_Faraden&oldid=64588"

Ambassador to Otkodov

Overview

The Ambassador to the Thule orcs of Otkodov is an Imperial title It is an Imperial position appointed by the Senate.

Work on an embassy for the Thule orcs was commissioned in Summer 381YE by order of the Imperial Senate, and completed just before the Autumn Equinox that year. This followed on from some disagreements with the northern orcs about how an ambassador might be appointed - they made clear that a uniquely Varushkan ambassador would be particularly appealing to them, to the point where a physical embassy would be unnecessary. The Imperial Senate declined their offer.

The embassy itself stands in Miekarova, just across the lake from Wendell's Hope in Mieriada. Isolated, snowed under for nearly half the year, the embassy is already seen as a poor posting for civil servants. By the time the embassy was completed the Varushkan Juha the Cave Spider of the Circle of Zulgan Tash was already serving as ambassador for several seasons.

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Imperial Ambassador to Otkodov

- 3.2 Thule Merchants

- 4 Appointment

- 5 The Title in Play

Responsibilities

The ambassador is expected to represent the Empire in relations with the Thule of Otkodov. They have all the responsibilities common to an Imperial ambassador.

Powers

Imperial Ambassador to Otkodov

The title has all the common powers of an ambassador: they receive a briefing, can receive a formal delegation, and may prepare a treaty.

Total Money Spent

Production

12 Crowns

10 crystal mana

36 Crowns

24 crystal mana

80 Crowns

40 crystal mana

Thule Merchants

The embassy in Miekarova means that the ambassador enjoys the benefits of mercantile support from traders keen to curry their favour. As a ministry, this allows them to purchase quantities of special materials at a set price. The ambassador spends their money and makes their choices during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Appointment

The Ambassador to Otkodov is an Imperial position appointed by the Senate. Any Imperial citizen can hold this title, and the ambassador serves for a year. They can be revoked by the General Assembly and by the Assembly of the Nine.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ambassador_to_Otkodov&oldid=60377"

Ambassador to the Commonwealth

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Imperial Ambassador to the Commonwealth

- 3.2 Commonwealth Merchants

- 4 Appointment

- 5 The Title in Play

Overview

Despite being commissioned in Summer 379YE, the Commonwealth embassy was not completed until shortly before the Spring Equinox 380YE. This followed several months of growing tension between the powerful south-eastern nation and the Empire, including a number of tariffs imposed by the Commonwealth government on Imperial imports and exports. The embassy stands in Siroc, on the southern coast of Madruga. For their part, the Commonwealth has sent word that a reciprocal arrangement has been made in the port of Leerdam, where a palatial estate has been made available for the use of Imperial civil servants.

The Ambassador to the Commonwealth is an Imperial title. It is an Imperial position appointed by the Imperial Senate.

Responsibilities

The ambassador is expected to represent the Empire in relations with the Commonwealth. They have all the responsibilities common to an Imperial ambassador.

Powers

Imperial Ambassador to the Commonwealth

The title has all the common powers of an ambassador: they receive a briefing, can receive a formal delegation, and may prepare a treaty.

Commonwealth Merchants

The embassy in Siroc means that the ambassador enjoys the benefits of mercantile support from traders keen to curry their favour. As a ministry, this allows them to purchase quantities of special materials at a set price. The ambassador spends their money and makes their choices during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Total Money Spent

Production

8 Crowns

5 Green Iron, 5 Tempest Jade, 4 Ambergelt

30 Crowns

15 Green Iron, 15 Tempest Jade, 12 Ambergelt

60 Crowns

25 Green Iron, 25 Tempest Jade, 20 Ambergelt

Appointment

The Ambassador to Asavea is an Imperial position appointed by the Senate. Any Imperial citizen can hold this title, and the ambassador serves for a year. They can be revoked by the General Assembly and by the Assembly of the Nine.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ambassador_to_the_Commonwealth&oldid=60378"

Ambassador to the Iron Confederacy

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Imperial Ambassador to the Iron Confederacy

- 3.2 Suranni Merchants

- 4 Appointment

- 5 The Title in Play

Overview

The Ambassador to the Iron Confederacy is an Imperial title It is an Imperial position appointed by the Imperial Senate. The Senate commissioned the construction in Sarvos of an embassy with the Iron Confederacy during the Spring Equinox 379YE. The embassy was completed shortly before the Summer Solstice 379YE, and Lukash Biessek von Temeschwar was appointed as the first ambassador. Rumour suggests that the Iron Confederacy expressed a preference for Lukash specifically.

Responsibilities

The ambassador is expected to represent the Empire in relations with the Iron Confederacy. They have all the responsibilities common to an Imperial ambassador.

Powers

Imperial Ambassador to the Iron Confederacy

The title has all the common powers of an ambassador: they receive a briefing, can receive a formal delegation, and may prepare a treaty.

Suranni Merchants

The embassy in Sarvos means that the ambassador enjoys the benefits of mercantile support from traders keen to curry their favour. As a ministry, this allows them to purchase quantities of special materials at a set price. The ambassador spends their money and makes their choices during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Total Money Spent

Production

8 Crowns

6 Marrowort, 6 Green Iron, 4 Ambergelt, 2 Orichalcum

30 Crowns

12 Marrowort, 20 Green Iron, 14 Ambergelt, 6 Orichalcum

60 Crowns

21 Marrowort, 34 Green Iron, 22 Ambergelt, 10 Orichalcum

Appointment

The Ambassador to the Iron Confederacy is an Imperial position appointed by the Senate. Any Imperial citizen can hold this title, and the ambassador serves for a year. They can be revoked by the General Assembly and by the Assembly of the Nine.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ambassador_to_the_Iron_Confederacy&oldid=60379"

Ambassador to the Sarcophan Delves

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Imperial Ambassador to the Sarcophan

- 3.2 Sarcophan Merchants

- 4 Appointment

- 5 The Title in Play

Overview

The embassy to the merchants of the Sarcophan Delves was commissioned by the Imperial Senate during the Summer Solstice 380YE, and work began almost immediately in Urizen. Built in the port-town of Cargo, in Redoubt, construction was completed in a timely fashion and a small group of ambassadors took residence shortly before the Autumn Equinox. Unlike other nations, there does not appear to be a single ambassador - instead representatives of five of the bedelaar husibas seem to share the residence and the responsibilities of diplomacy with the Empire. Each of these ambassadors has brought their own staff, meaning the embassy is almost certainly quite crowded - which has lead to the embassy spilling over into, and dominating, the nearby neighbourhood.

The Ambassador to the Sarcophan Delves is an Imperial title. It is an Imperial position appointed by the Imperial Senate.

Responsibilities

The ambassador is expected to represent the Empire in relations with the Sarcophan Delves. They have all the responsibilities common to an Imperial ambassador.

Powers

Imperial Ambassador to the Sarcophan

The title has all the common powers of an ambassador: they receive a briefing, can receive a formal delegation, and may prepare a treaty.

Sarcophan Merchants

The embassy in Cargo means that the ambassador enjoys the benefits of mercantile support from traders keen to curry their favour. As a ministry, this allows them to purchase quantities of special materials at a set price. The ambassador spends their money and makes their choices during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Total Money Spent

Production

8 Crowns

5 Beggar's Lye, 5 Weltsilver, 5 Marrowort, 4 Imperial Roseweald

30 Crowns

15 Beggar's Lye, 15 Weltsilver, 15 Marrowort, 12 Imperial Roseweald

60 Crowns

25 Beggar's Lye, 25 Weltsilver, 25 Marrowort, 20 Imperial Roseweald

Appointment

The Ambassador to the Sarcophan Delves is an Imperial position appointed by the Senate. Any Imperial citizen can hold this title, and the ambassador serves for a year. They can be revoked by the General Assembly and by the Assembly of the Nine.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ambassador_to_the_Sarcophan_Delves&oldid=60380"

Ambassador to the Sumaah Republic

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Imperial Ambassador to the Sumaah Republic

- 3.2 Sumaah Merchants

- 4 Appointment

- 5 The Title in Play

Overview

The Ambassador to the Sumaah Republic is an Imperial title. It is an Imperial position appointed by the Imperial Senate.

After a false start in Winter 378YE, the Senate eventually commissioned an embassy for the Sumaah Republic in Spring 379YE. The project was been dogged by problems, and not completed until shortly before the Spring equinox 380YE. This delay exacerbated the growing fury of the Sumaah Republic towards the Empire, which culminated in a declaration of war by the Republic in late 379YE.

Responsibilities

The ambassador is expected to represent the Empire in relations with the Sumaah Republic. They have all the responsibilities common to an Imperial ambassador.

Powers

Imperial Ambassador to the Sumaah Republic

The title has all the common powers of an ambassador: they receive a briefing, can receive a formal delegation, and may prepare a treaty.

Sumaah Merchants

This ministry is not available while the Empire is at war with the Republic

The embassy in Necropolis means that the ambassador enjoys the benefits of mercantile support from traders keen to curry their favour. As a ministry, this allows them to purchase quantities of special materials at a set price. The ambassador spends their money and makes their choices during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Total Money Spent

Production

8 Crowns

6 Liao, 5 Orichalcum, 5 Dragonbone, 3 Imperial Roseweald

30 Crowns

18 Liao, 15 Orichalcum, 15 Dragonbone, 9 Imperial Roseweald

60 Crowns

30 Liao, 25 Orichalcum, 25 Dragonbone, 15 Imperial Roseweald

Appointment

The Ambassador to Asavea is an Imperial position appointed by the Senate. Any Imperial citizen can hold this title, and the ambassador serves for a year. They can be revoked by the General Assembly and by the Assembly of the Nine.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ambassador_to_the_Sumaah_Republic&oldid=60381"

Ambassadorial Gatekeeper

Contents

- 1 Rules

- 1.1 Autumn Magnitude 10

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 10

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

Effects

This ritual allows a single target to accompany one of the contributors through a portal. The target can enter the portal, and can leave through it without the assistance of one of the contributors provided they do so before the next sunrise.

The ritual must be performed at a portal; at the completion at least one of the contributors must accompany the target character through that portal. There is no additional mana cost to operate the portal.

Additional Targets

This ritual can affect additional characters who are members of the same band. Each additional target increases the magnitude by 8. Each character must be present throughout the ritual.

Description

This simple, if expensive, ritual is primarily used to convey characters who are not magicians to the Hall of Worlds, usually either to address the Imperial Conclave or to attend an audience with an Eternal. In the past it was also used to allow mundane visitors to pass through the hidden portals that are sometimes found in regio, especially by those Dawnish enchanters and Marcher landskeepers who did not consider it appropriate to call on the denizens of those chambers without at least a token entourage.

While one of the ritualists must accompany the target through the portal the first time, they can return under their own power simply by walking through an appropriate portal - provided that portal has not been sealed in some way. While a magician can usually force open a portal that an Eternal does not wish them to use by casting operate portal, a fully mundane person has no such capacity.

Although the ritual is usually performed in a regio, there is no requirement that the ritualists draw on that regio - in theory Ambassadorial Gatekeeper would work as easily on a portal found outside of a magical aura.

Some League mountebanks ironically reference the Pauper's Key and call this ritual The Beggar's Cavalcade - and the name is also used by a few members of the Celestial Arch order (specifically those who consider a magician who acts as a conduit for non-magicians to be acting in a slightly shameful manner). By contrast members of the Golden Pyramid have been known to favour using this ritual to allow artisans to enter the Hall of Worlds and attend meetings of the Conclave - in one capacity or another. Among the Suaq icewalkers and the Navarr this ritual is called The Guide for Empty Places, and a ritualist who leads a group through a portal traditionally assumes total responsibility for their safety - and their safe return. This can be a heavy burden, and there are stories of guides who have crippled or on some occasions even killed errant members of their own party whose foolish or rude behaviour has endangered the others.

One potential advantage to this ritual over the traditional incantation is that, while the ritual must be performed without armour, there is no requirement for the target to be unarmoured. It has sometimes been used to allow heavily armoured allies to accompany a magician on an excursion to a potentially dangerous regio chamber.

Common Elements

This ritual is invariably cast in a regio, and the invocation and other trappings often reflect or symbolise the Realm to which that regio is attuned. Keys. especially metal keys. are a very common element as is the creation of an artificial threshold across which the ritualists and their guests step at the completion of the ritual. This is often achieved by laying down a thin layer of salt or powder, or among practical Marcher ritualists by laying down a staff or drawing a line in the dirt.

Some ritualists give a token to the targets of the ritual intended to protect them or mark them as guests - iron keys on thongs are a very common signifier that someone is a guest in a chamber or the Hall of Worlds. The rune Hirmok and Lann, the virtue of Loyalty and the constellations of The Key and The Door are often evoked with this ritual.

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Ambergelt Baton

Description

These sturdy wands are usually made of a stout wooden core, wound about with weltsilver wire and tipped at the base with a shaped piece of ambergelt. They often bear one or more of the runes Rhyv, Cavul or occasionally Xun.

The Ambergelt Baton is a valuable emergency healing tool valuable both to dedicated magician healers, and to battle magicians of all sorts. It does not require extensive knowledge of healing incantations to provide powerful medical aid on a battlefield. A number of combat magicians wield a mundane rod but have an ambergelt baton as a support implement, drawing it out when they need to heal a critically wounded ally - or recover quickly from a particularly vicious engagement. Their usefulness has meant that some magicians simply call them the Lifesaver, and in some circles even an expended ambergelt baton is considered lucky.

Since 377YE, the warmage has been entrusted with Merel's Rod of Healing, an artefact ambergelt baton. The rod was made by Merel Pathfinder, with ilium provided by the Imperial Conclave. The warmage may wield the rod themselves, but the intention was that it could be allocated to a worthy individual each day to ensure it saved the most lives possible.

Rules

- Form: Weapon. Takes the form of a wand.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Once per day you may cast heal, purify and restore limb on the target simultaneously as if you know them without spending any mana.

- Materials: Crafting an ambergelt baton requires seven measures of ambergelt, four ingots of weltsilver and three measures of iridescent gloaming. It takes one month to make one of these items.

"It seems we arrived too late, Magister" muttered the civil servant to the cowled and robed woman at his side, "There's no way he'll survive the trip back to a surgeon in this state".

"Perhaps, and then again, perhaps not," she replied, her voice betraying no emotion.

Pulling back her white hood she crouched down over the ravaged figure at their feet. Reaching into a hidden pocket she drew forth a varnished wooden rod decorated with intricate silver scrollwork and laid it against the fallen man's chest. Closing her eyes, she exhaled and began to speak slow, precise words of magic. After a moment, there was a catch and she felt the power being drawn out of her like air from a bellows, fanning up the flickering embers of life in the broken figure before her.

With a grisly crunch the shattered bones of his leg began to grind together, the gaping claw wounds began to close over and a snaking rope of damp guts coiled back into his innards like worms. Droplets of black fluid began to bubble and leak from the bite marks on his neck, dripping onto the grass where they began to steam and burn the soil bare. Feeling somewhat drained, she slowly rose to her feet again as the man on the ground regained consciousness with a scream and curled into a ball, rocking gently.

Smiling with satisfaction, she gestured to the civil servant.

"You see? Hale enough to travel now."

The civil servant nodded, brought forth a scroll and began to read.

"Gaius Thuron Harkaysis, you are hereby charged with betraying the Empire, and with trafficking with forbidden Eternals. You are ordered to surrender yourself to the Inquisition..."

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Amberglass Chain

Description

The most cunning artificers create these staves so that they appear to be rigid chains of translucent amber or glass. The majority however take the form of a shaft of wood or metal wound around with amber or golden chains. They are sometimes favoured by bounty hunters and thief-takers who use them to hold fugitives in place so they can be arrested, or in battles with fast-moving skirmishers to pin them down and speed their eventual defeat.

The rune Hirmok, the rune of Dominion, is most commonly used on these staves, but some bear Bravash, the rune of Fertility, to command nearby plant-life to grasp at the target. Highly Lineaged Briars have complained that those staves cause their thorns to twitch uncomfortably when they call upon the enchantment, as if also affected by Bravash's call.

Some magicians keep the power of the Chain in reserve until they have expended all other resources and find themselves needing to flee an opponent, earning the staff the name Hopeless Headstart. The most notorious use of this staff was at the loss of the Mournwold, where one of the Marcher battle-mages used the Chain on their own commander during the rout, distracting the orcish pursuers long enough to allow the magician's escape. The treacherous mage was arrested and executed after receiving a damning Testimony to their lack of Loyalty.

Rules

- Form: Weapon. Takes the form of a staff. You must be wielding this implement to use its magical properties.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: Twice per day you may cast the entangle spell as if you know it without expending any mana.

- Materials: Crafting an Amberglass Chain requires nine measures of ambergelt. It takes one month to make one of these items.

As the other cities of the League joined with Temeschwar, they found that they were dealing with a different breed of criminal than their magistrates were used to. Violent, disciplined men and women who had been willing to stand up to the might of the boyars found little to fear in facing up to League justice. Reasoning that rooting out of these criminals was a specialist task best suited to specialists, the Princes hired Varushkan bounty hunters to deal with the situation. Using fear and brutality, the bounty-hunters broke the criminals and scattered them back to their rat-holes.

Over time this "Iron Harvest" was repeated again and again, until whole families of Varushkan bounty hunters moved to the League permanently, being absorbed into the culture of the city-states. In more recent times these well-established "Ironblood" families have turned to more civilised methods, leaving the more brutal end of bounty-hunting to the orcs.

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Amberglass Orb

Description

This valuable item is usually crafted in the form of an orb of crystal, glass, metal inlaid with tempest jade. It is infused with potent enchantments and attuned to the realm of Spring. A coven can use it to draw on the power contained in ingots of ambergelt and align it with their own magic, allowing them to reduce or in some cases replace the need for crystal mana when performing Spring rituals.

This 'covenstone' may take the form of a bowl or chalice, but almost always a slightly irregular, organic-seeming construction. Some are studded with irregular hooks or thorns, and handling these items without being pricked can be quite challenging. Ambergelt comes from living trees, and even after it has set hard it maintains some of the vitality of the vegetation from which it is drawn. The item is often marked with runes; or with images associated with living things, especially trees and leaves, and occasionally insects. Regardless of the precise form it takes, a coven that uses it is careful to ensure that it takes pride of place in their ceremonies - in addition to its magical functions it is a potent reminder of their unity of purpose and their coven oath. Some covens maintain that the Amberglass Orb works best when it is kept in constant contact with living creatures, and one member of the coven tends to the orb at all times, even sleeping with it.

Rules

- Form: Paraphernalia. Takes the form of a piece of ritual paraphernalia. The item must be present in the ritual to use its magical properties.

- Effect: Members of the coven who are performing a Spring ritual they have mastered may use ambergelt in place of crystal mana. Every two measures of ambergelt spent count as one crystal mana.

- Materials: Crafting an Amberglass Orb requires seven ingots of tempest jade, four ingots of ambergelt and three measures of dragonbone. It takes one month to make one of these items.

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Ambition roleplaying effects

Contents

- 1 Overview

- 2 Consecration of Ambition

- 3 Anointings of Ambition

- 3.1 The Absolution of Ambition

- 3.2 The Clear Path of Ambition

- 3.3 The Calling of Ambition

- 3.4 The Rewards of Ambition

- 3.5 The True Ambition

- 4 Hallows of Ambition

- 4.1 Hallowing of the Broken Shield

- 4.2 Hallowing of Tian's Reach

- 4.3 Hallowing of Achievement

- 4.4 Hallowing of Aldones

- 4.5 Hallowing of the Master

- 4.6 Hallowing of the Conquerer

- 4.7 Hallowing of Atuman

Overview

These roleplaying effects are created by priests dedicated to the virtue of Ambition who use the relevant ceremonial skill. A character performing an anointing or hallow must pick one of the appropriate roleplaying effects when they perform the ceremony.

Consecration of Ambition

- In this place, you feel an impulse to do something that will further any objective you are pursuing; any reasons you have for not doing so feel trivial and irrelevant.

Anointings of Ambition

The following are a range of auras that can be summoned onto a living soul, with their consent, by priests whose own souls are dedicated to Ambition:

The Absolution of Ambition

- You are filled with a sense that your ambitions are of vital importance. Any regret, guilt or remorse you feel as a result of actions you took to advance your ambitions is diminished.

Description: The path of ambition can require a pilgrim to speak or act in ways that, whilst furthering their ultimate goals, can weigh them down with regrets and doubts. The priests of ambition have been able to use this aura to alleviate the distress of these necessary actions, and provide affirmation of the pilgrim's virtue in holding true to their path.

The Clear Path of Ambition

- You feel as though nothing should impede your ambitions, and you are inclined to ignore objections and obstacles. Emotions or attitudes that might interfere with the pursuit of your ambitions are muted, and you find it easier to do things you would normally find distasteful or unpleasant in furthering your ambition.

Description: Pilgrims on the path of ambition may know, or understand, in their heads what they need to do in the furtherance of their goals, but may be held back by weakness, doubts or fear of consequences. Priests of ambition have been able to use this aura to help quell those doubts, and bolster the virtue of the pilgrim, removing the obstacles in walking their path.

The Calling of Ambition

- During this anointing, you were asked to specify a particular goal, desire or outcome. Whilst this anointing is in effect, you feel a strong urge to prioritise this goal and make progress toward it. This applies even if the specified outcome would not normally count as your ambition.

Description: This is a contentious aura for, whilst it clearly promotes ambition, this is not always the true ambition of the pilgrim receiving the anointing. Priests of ambition have maintained that this aura can be useful in illustrating the virtuous path, or inspiring those who otherwise may seem to be utterly without ambition to seek their own. Others have pointed out to the potential abuses of this aura in compelling others to act in potentially destructive ways, but the priests of ambition assert that it is, and can be, only ever used with the full consent of the recipient.

The Rewards of Ambition

- You feel the value of ambition in its own right. You feel a sense of immense satisfaction each time you take an action that you believe could further your desired ends, even if the action does not achieve the intended result.

Description: The path of ambition is not always clear to the pilgrim or priest. It can be hard to glean which of several options is the best for furthering the pilgrim's ambitions, or there may not appear to be any opportunities at all. Priests of ambition have been able to use this aura to help pilgrims in realising that the virtue of ambition is not simply about the destination, but the journey. In that light, it is the striving that demonstrates the virtue for, as has been taught, it is better to try, and fail, than to fail to try.

The True Ambition

- The next time you sleep you experience vivid dreams concerning your ambitions. You dream show you pursuing your ambitions, achieving them and what follows on. You awaken deeply invigorated and renewed and with a new drive to achieve something you care deeply about.

Description: For pilgrims who wish to follow the path of ambition, it is easy to misstep; lesser concerns may seem more pressing that they are. Distractions in the form of commitments to others, the lure of prosperity, or the slow accumulation of fears and worries can all conspire to delay the pilgrim's road towards their heart's desire. Those anointed with the true ambition find it easier to shrug off the false comforts of prosperity and loyalty and renew their commitment to their own goals.

Hallows of Ambition

Hallowing of the Broken Shield

- When bonded to this item, and in contact with it, you feel an urge to eliminate any obstacles to your ambition. This includes an impulse to use this item in doing so, if it would be appropriate.

Hallowing of Tian's Reach

- When you concentrate upon this item, you are reminded of your ambitions. You also feel a surety of purpose even if the object of your ambitions seems distant.

Hallowing of Achievement

- You feel an urge to do something that will further your ambition immediately. Failure to move towards a goal before dawn causes the feeling to change to one of revulsion and rejection that flows from the item toward you for as long as you are bonded to it.

Hallowing of Aldones

- You feel strong desire to not discuss your true intentions or agenda so that others cannot seek to prevent your ambitions coming to pass.

Hallowing of the Master

- You feel a strong desire to utilise others in your presence to further your own aims.

Hallowing of the Conquerer

- You feel entirely at ease with any use you put this item to. This feeling is amplified to satisfaction if that use is clearly linked to fulfilling you ambitions.

Hallowing of Atuman

- You feel a desire to expand the breadth, or depth, of any current ambition you may hold, or to seek out a new and more compelling challenge.

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Amend Crime of Desecration

To amend the Crime of Desecration such that it reads:

The removal of spontaneously created virtuous auras such as legacies of ascendance to paragonhood. This includes such auras arising on areas and objects, and those people who do not wished them removed

Proposed by Necropolis, Seconded by Casinea

Overview

- This motion follows on from the previous motion to create the crime of desecration.

- Passed

Date

- Winter 380YE

Campaign Outcome

- The crime of desecration has been amended

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Amend Crime of Sorcery II

To extend the provisions of sorcery to proscribe the use, ownership, or possession of

Ritual Staves

Foci

Coven Stones

Crystaline mana, Vis and anything of similar properties to cast rituals

Items that have passed from a realm into the empire

Potions whose primary purpose is to aid or enhance the performance of rituals

Proscribed items are to be placed in the vaults of the Conclave for use by the will of the Conclave.

Regalia are not subject to these proscriptions.

Proposed by Feroz, Seconded by Redoubt

Overview

- This followed on from a previous motion to amend the crime of sorcery.

- It was noted during the debate that these restrictions would include any item which had passed from a realm into the Empire using a ritual

- Passed

Date

- Summer 380YE

Campaign Outcome

- The Declaration of Sorcery was amended.

Constitution

During Autumn 381YE some amendments were made to this law by the Constitutional Court. This meant that the earlier prohibition against sorcerers possessing crystal mana was overturned. Earlier amendents had already changed the understanding that illegal items would be confiscated and given to the Imperial Conclave. Further details can be found here.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_Crime_of_Sorcery_II&oldid=61378"

Amend Head Gardener of Urizen

The High Gardener of Urizen will be elected annually by the Urizen National Assembly. The title gains a responsibility to act as custodian and record keeper for the Prosperity fund of Urizen, and use it for the greatest Prosperity for the Nation.

Proposed by Morrow, Seconded by Conscience of the Senate

Overview

- * The Head Gardener of Urizen.was commissioned by the Urizen Civilian Commissioner in Autumn 380YE.

Date

- Autumn 381YE

Campaign Outcome

- The election and responsibilities of the Head Gardener were amended.

- The title would have been available for appointment again during the Autumn Equinox 382YE, had the Druj not burnt it down after the Winter Solstice 381YE.

Constitution

As the title previously had tenure, the current title holder will continue in the role until a year has passed since the amendment, barring revocation. The title will next be available to appoint in Autumn 382YE.

While the Civilian Commissioners were unable to commission anything appointed by the Imperial Synod, the Imperial Senate can amend those titles as they see fit.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_Head_Gardener_of_Urizen&oldid=64294"

Amend Powers of Civilian Commissioners

To amend the role of Civil Commissioner to remove the power to build Follies

Proposed by Kahraman, Seconded by Feroz

Overview

- This motion was to amend the previous motion to create the title of Civilian Commissioner to remove the power to announce the construction of follies

- Passed

Date

- Summer 380YE

Campaign Outcome

- The power of the Civilian Commissioners to announce the construction of Follies has been removed.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_Powers_of_Civilian_Commissioners&oldid=47182"

Amend Powers of Imperial Master of Works

To change the powers of the Master of Works, such that they have the power to repair existing fortifications, but not to build new ones. Additionally, a new stipend to be voted on.

Proposed by Hahnmark, Seconded by Bastion

Overview

- The ability of the Imperial Master of Works to raise new fortifications was removed

- An agreed 10 Throne stipend per season was granted.

Date

- Spring 378YE

Campaign Outcome

- The powers of the Imperial Master of Works were amended.

Constitution

Voting

State

Votes For

Votes Against

Result

In Principle

25

2

Passed

5 Crowns

21

6

Failed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_Powers_of_Imperial_Master_of_Works&oldid=27023"

Amend Powers of the Master of the Imperial Mint

Grant a the Master of the Mint the following additional power: Emergency Deficit Powers. In the event of a predicted deficit, the Master of the Mint is able to choose in which order specific Armies, Navies, Fortresses and Imperial Titles lapse sufficient to balance the budget.

Proposed by Sarvos, seconded by Feroz.

Contents

- 1 Overview

- 2 Date

- 3 Voting

- 4 Constitution

Overview

- Amend the powers of the Master of the Imperial Mint to allow them to decide on the order assets are disbanded in the event of a deficit.

- Defeated

Date

- Spring 378YE

Voting

State

Votes For

Votes Against

Result

In Principle

0

U

Failed

Constitution

As the Senate have indicated that there is some interest in ensuring good oversight of this process, the civil service are looking to find a practical way to transfer this ability directly to the Senate.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_Powers_of_the_Master_of_the_Imperial_Mint&oldid=58044"

Amend Powers of the Quartermaster General

Spring 378YE

To amend the power of the Quartermaster General of the Imperial Armies to have the power of Address and the responsibility of Notification, removing their power of advising the senate

Proposed by Skarsind, Seconded by Sermersuaq

Overview

- The Quartermaster General of the Imperial Armies loses the power to speak in the Senate.

- The Quartermaster General gains the ability to address the Senate.

- The Quartermaster General's stipend is adjusted.

Date

- Spring 378YE

Campaign Outcome

- The powers of the Quartermaster General were modified.

- In the final outcome, the Quartermaster General's stipend was removed.

Voting

State

Votes For

Votes Against

Result

In Principle

25

1

Passed

5 Crowns

9

17

Failed

Winter 377YE

Grant the Right of Speak to Senate to the Quartermaster General

Proposed by Semmerholm, Seconded by Mitwold

Overview

- Allow the Quartermaster General of the Imperial Armies to speak in the Senate.

Date

- Winter 377YE

Voting

State

Votes For

Votes Against

Result

Accepted

16

11

passed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_Powers_of_the_Quartermaster_General&oldid=27051"

Amend Powers of the Quartermaster General II

To amend the powers of the Quartermaster General.

To include the power to announce to the Senate once each season to which Armies, Navies, Fortifications and/or Spy Networks the Imperial Guerdon will apply that season.

Proposed by Segura, Seconded by Casinea

Overview

- This motion has constitutional implications

- The motion requires ratification by The Throne

- Passed

- This followed on from a previous motion to amend the powers of the Quartermaster General of the Imperial Armies

Date

- Summer 380YE

Campaign Outcome

- This motion was ratified by Empress Lisabetta in Summer 380YE, and the title of Quartermaster General of the Imperial Armies has been changed

Scrutiny

- This motion was ruled by the Constitutional Court to require a constitutional vote - it was duly passed by the Senate and ratified by the Throne.

- As the motion requires announcement in the Imperial Senate, it is subject to veto by the Imperial Synod as if it were any other announcement.

- This motion will not pass scrutiny without any accompanying change in the method of appointment.

This motion required ratification by the Senate as it was judged to represent a considerable shift in power from individual nations and their generals to the Imperial Military Council.

Existing powers of the Military Council do not require announcement in the Senate - but this power is a significant new extension of the powers of the Military council. Having the announcement take place in the Senate ensures greater public awareness and will mean that the announcement is subject to veto by the Imperial Synod.

In the final process of scrutiny, it was identified that the appointment of the Quartermaster General could fall within the provenance of the Senate rather than the Military Council - due to the appointment method for this Imperial title which allowed for input from both houses. As a result, the motion was ruled unconstitutional - with the recommendation to raise an administrative motion to change the method of appointment of the Quartermaster General - to be by majority vote of the Military Council. If this administrative motion is passed by the Imperial Senate - then the motion will pass into law.

- The administrative motion to amend the method of appointment of the Quartermaster General passed.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_Powers_of_the_Quartermaster_General_II&oldid=47284"

Amend Powers of the Quatermaster General

Grant the Right of Speak to Senate to the Quartermaster General

Proposed by Semmerholm, Seconded by Mitwold

Overview

- Allow the Quartermaster General of the Imperial Armies to speak in the Senate.

Date

- Winter 377YE

Voting

State

Votes For

Votes Against

Result

Accepted

16

11

passed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_Powers_of_the_Quatermaster_General&oldid=26342"

Amend Synod power of Recognition

That the Synod's power of recognition shall be amended to conform to those defined in the statement of principles proposed by Hywel Summercrow and passed by majority of the General Assembly of the Synod in Autumn 377 YE.

Proposed by Therunin, seconded by Feroz.

Overview

- Recognises a judgement of the Imperial Synod

“The General Assembly acknowledges that the current requirements to recognise an Exemplar of Virtue, being a Greater Majority of the a Virtue Assembly, are too easy to achieve with a small number of priests and, acknowledging that this cheapens the value of recognising an Exemplar, the recognition of an Exemplar of Virtue shall require both of:

1) A Greater Majority of the relevant Virtue Assembly, and

2) a Lesser Majority of the General Assembly.

Furthermore, no judgment to recognise an Exemplar shall be valid unless it specifies which of the Signs of the Paragon the candidate has displayed.

Hywel Summercrow of the Navarr, Priest of Wisdom

Date

- Winter 377YE

Campaign Outcome

- The use of the Synod power of Recognition has been amended to include the new principles.

Voting

State

Votes For

Votes Against

Result

In Principle

27

0

Passed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_Synod_power_of_Recognition&oldid=35463"

Amend conditions of Brock's Buffet

The National Bourse position of Brock's Toll's ownership decided by 'Brock's Buffet' an annual competition of arms between the yeoman who were so eager to fight of Dawn and the Marches. This proposal is to allow Navarr a place in this tradition.

Proposed by Miaren, seconded by Therunin.

Overview

- Custodianship of Brock's Toll, a sinecure, in Miaren, is determined by a contest between Marcher and Dawnish yeomen.

- The proposal was that the Navarr would be able to field contestants and potentially gain custodianship of the toll bridge.

- Defeated

Date

- Spring Solstice 378YE

Voting

State

Votes For

Votes Against

Result

In Principle

6

22

Failed

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_conditions_of_Brock%27s_Buffet&oldid=58047"

Amend crime of slavery

The direct purchase and sale of slaves is to be made illegal, as it creates a demand that the Empire does not wish to promote.

To clarify, this does not encompass the repatriation of Imperial citizens.

Proposed by Casinea, Seconded by Hercynia

Overview

- This motion has made it illegal to purchase slaves with the intent of freeing them.

- This change in law does not cover paying ransoms for Imperial citizens taken on the field of battle, or for the repatriation of Imperial citizens taken by other means.

- Passed

Date

- Autumn 380YE

Campaign Outcome

- The crime of slavery has been amended

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_crime_of_slavery&oldid=50772"

Amend crime of sorcery

Add the following to the declaration of Sorcery: A declared Sorcerer is barred from knowingly interacting with eternals and their heralds.

Proposed by Zenith, seconded by Kahraman.

Overview

- Amend the law to prohibit interaction with a herald or eternal by any individual declared a sorcerer by the Conclave.

Date

- Spring Equinox 378YE

Campaign Outcome

- The Declaration of Sorcery was amended.

Voting

State

Votes For

Votes Against

Result

In Principle

20

5

Passed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_crime_of_sorcery&oldid=28099"

Amend law of delegation protection

Replace the wording of the barbarian visitor law to read: Any delegations from barbarian nations who arrive on the field of anvil under a flag of peace shall have protection under the law as if they were imperial citizens for the duration of their visit and for their direct passage out of the empire.

Proposed by Miaren, seconded by Segura.

Overview

- Amending the existing law to cover passage out of the Empire as well as activity at Anvil.

- The use of the word "delegation" explicitly means that they are sent as representatives, and are not wandering visitors or mobs.

- This changes the law to dictate that the delegation are not protected if they decide to take a scenic route home.

Date

- Winter 378YE

Campaign Outcome

- This amends the existing law.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_law_of_delegation_protection&oldid=35517"

Amend law regarding foreign True Liao trade

At the request of the assembly of the nine, the senate establishes that the distribution of True Liao by the gatekeepers of virtue, for no payment, does not constitute "Trade".

Proposed by Conscience, seconded by Temeschwar.

Overview

- This is a reference to make an exception for the Crime of Property of trade of True Liao for gatekeepers, the wording having been checked by two magistrates as suitable for this intention.

Date

- Spring 378YE

Progress

- Complete

Campaign Outcome

- The exception has passed into law and been added to the list of criminal offences

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_law_regarding_foreign_True_Liao_trade&oldid=36101"

Amend motion to Fortify Karsk

This motion is currently undergoing scrutiny.

To amend the motion to build the fortification in Karsk to use the Asavean Architect

Proposed by Therunin, Seconded by Reikos

Overview

- This motion was to amend the previous motion to construct a fortification in Lestasny, Karsk

- Passed

Date

- Spring 381YE

Campaign Outcome

- The services of the Asavean architect have been engaged for the construction of the fortification

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_motion_to_Fortify_Karsk&oldid=53541"

Amend motion to construct Runeforge in Redoubt

This motion is currently undergoing scrutiny.

Amend the motion to build the runeforge in Redoubt to use the Asavean Architect

Proposed by Kahraman, Seconded by Necropolis

Overview

- This motion was to amend the previous motion to construct a Runeforge in Redoubt

Date

- Spring 381YE

Campaign Outcome

- The services of the Asavean architect have been engaged for the construction of the runeforge

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_motion_to_construct_Runeforge_in_Redoubt&oldid=53543"

Amend motion to construct runeforge in Redoubt

Amend the motion to build the runeforge in Redoubt to use the Asavean Architect

Proposed by Kahraman, Seconded by Necropolis

Overview

- This motion was to amend the previous motion to construct a runeforge in Redoubt

Date

- Spring 381YE

Campaign Outcome

- The services of the Asavean architect have been engaged for the construction of the runeforge

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_motion_to_construct_runeforge_in_Redoubt&oldid=54455"

Amend motion to fortify Karsk

To amend the motion to build the fortification in Karsk to use the Asavean Architect

Proposed by Therunin, Seconded by Reikos

Overview

- This motion was to amend the previous motion to construct a fortification in Lestasny, Karsk

- Passed

Date

- Spring 381YE

Campaign Outcome

- The services of the Asavean architect have been engaged for the construction of the fortification

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_motion_to_fortify_Karsk&oldid=53874"

Amend power of Inquisition

The Senate to create the powers detailed by Jorma Steelhail in his Statement of Principle within the Synod during Winter 379 summit.

These powers are the judgements of Castigation, Vindication and Penance. The intent of these powers are to conclude and proclaim the outcomes of Inquisition that cannot be reasonably included under Condemnation.

The powers of Castigation, Vindication and Penance are escalated from Inquisition in the same manner as Condemnation and the powers and responsibilities are detailed below:

- Castigation: The target is believed by the Assembly to be guilty of Unvirtuous deeds and nature and is formally rebuked.

- Penance: The target is believed by the Assembly to have engaged in both Virtuous and Unvirtuous behaviour. The judgement recommends how the target can correct their Unvirtuous behaviour.

- Vindication: The target is believed by the Assembly to be innocent of any accused Unvirtuous acts levelled against them and/or be of a Virtuous disposition and is formally lauded as Virtuous.

Proposed by the Conscience of the Senate, Seconded by Redoubt

Contents

- 1 Overview

- 2 Date

- 3 Constitution

- 4 Campaign Outcome

Overview

- This motion was to modify the Synod power of Inquisition

- Passed

Date

- Autumn 380YE

Constitution

The Constitutional Court note that there is an ambiguity in the wording of the Senate motion. The implication is that the author intends that castigation, vindication and penance are raised from an inquisition - but does not explicitly mandate that. Furthermore, the simplest legal interpretation of the opening line of the motion is that the Senate wish the Synod to have access to the judgements of castigation, vindication and penance. The intent may be that these powers will be used only after an inquistion, but that is not the legal protocol for a judgement. Intent will guide the judgement of the Synod, but is never legally binding.

In cases where there are different possible interpretations of a motion, the Constitutional Court restrict their deliberations to those interpretations which are constitutionally valid. It is the decision of the court that it would not be constitutional for the Synod to have access to the judgements of Castigation, Vindication and Penance but not be able to submit them without first submitting an inquisition. "Voting in the Synod will be performed by such assemblies as are rightfully able to weigh the virtue of an action or individual, in accord with their nationality and authority." If condemnation does not require an inquisition first, then there is no constitutional basis to prevent an assembly by rightfully able to weigh the virtue of an action or individual, with regard to vindication, castigation, or penance. Therefore the only constitutional interpretation of the law is one in which the Synod may submit these new judgements - exactly as if they were a condemnation.

OOC Note: It is not completely clear if the Conscience intended to allow the Synod to submit the new judgements without first submitting an inquisition, but we have ruled that the new judgements must follow exactly the same rules as condemnation in the interests of keeping a simple set of rules that players have the best possible chance to understand.

Campaign Outcome

- The Imperial civil service are updating the procedures for the Synod to encompass the new options now allowed under Imperial law following this motion.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_power_of_Inquisition&oldid=50256"

Amend powers of Advisor on the Vallorn

to amend the title ‘Advisor on the Vallorn’ to remove the power of Historical Research.

Proposed by Volodmartz, seconded by Miekarova.

Overview

- To remove the ability to commission historical research from the Advisor on the Vallorn.

- Failed

Date

- Winter 381YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_Advisor_on_the_Vallorn&oldid=62984"

Amend powers of Captain of the Senate Guard

To amend the Imperial position of Captain of the Senate Guard, to include a stipend of one throne per season, with the intent to be paid to the guards of the senate.

Proposed by Hercynia, seconded by Karov.

Overview

- The Captain of the Senate Guard is an Imperial title charged with defending the Senate.

- Passed at 5 Thrones

Date

- Winter 381YE

Campaign Outcome

- The powers of the Captain of the Senate guard have been amended.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_Captain_of_the_Senate_Guard&oldid=63850"

Amend powers of Civilian Commissioners II

To amend the title of Civilian Commissioner such that they can only announce five commissions per summit.

Proposed by Tassato, Seconded by Mitwold

Contents

- 1 Overview

- 2 Date

- 3 Campaign Outcome

- 4 Constitution

Overview

- This motion was to amend the previous motion to create the title of Civilian Commissioner so that the collective ten Civilian Commissioners can only announce up to five constructions per summit

- This motion followed on from a previous motion to amend the powers of the Civilian Commissioners to remove their power to announce the construction of follies

- Passed

Date

- Autumn 380YE

Campaign Outcome

- There are significant constitutional implications to this motion - it is currently undergoing scrutiny.

Constitution

Citizens shall not hold more than one high office at a time and must exercise their powers in person; those whose virtue causes them to be offered numerous Imperial titles must choose between them

Imperial Constitution

- It is not constitutional to share a power between Imperial titles in this way. Either the civilian commissioner has the power of commission or they do not - it is not possible to make the use of a power contingent on the actions of another title in this way. The use of a power by an Imperial title may be limited by practical or logistical considerations - but it cannot be subject to legal limitations in this way.

Members of the constitutional court will make themselves available to the Senate on Saturday afternoon at the next summit to offer any help they can to allow senators to craft a constitutional solution to their current problem.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_Civilian_Commissioners_II&oldid=50791"

Amend powers of Conclave

To change the Law, so that: the Imperial Conclave can raise a “Declaration of Remorse,” striking a named ritual from the body of imperial lore, at a cost currently estimated at 25 thrones, to be provided by the person raising the Declaration.

Proposed by Madruga, Seconded by Upwold.

Overview

- Failed

Date

- Summer 381YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_Conclave&oldid=58084"

Amend powers of Dredgemaster of Feverwater

To improve the sinecure of Feverwater Lake, additionally to provide the Dredgemaster of Feverwater with the ability to approve one research request per season.

Proposed by Miaren, Seconded by Hercynia

Overview

- The sinecure dedicated to the dredging of lake Feverwater in Therunin is to be improved

- The Dredgemaster of Feverwater gains the ability to commission one piece of historical research each season.

Date

- Spring 379YE

Campaign Outcome

- The powers of the Dredgemaster were amended.

- This power was later removed by the Senate during the Winter Solstice 381YE.

Necessary Details

- The Imperial Senate has set no upper limit on the amount of improvement possible. As such, the Senator can improve this sinecure as much as they like over the next year.

Constitution

- Clarify the limits on usage to commission historical research

- Amend the tenure of this title

Usage

While the Dredgemaster has the ability to commission Historical Research, the Empire as a whole can still only commission a limited number each season. To use this power, the Dregemaster provides an announcement to the Civil Service, who presents the decision to the Imperial Senate. No voting is possible by the Senate at this point, as the power has been delegated to the Dredgemaster. The Imperial Synod may, however, choose to exercise their veto over this announcement.

Tenure

The ability to commission historical research is a significant power. Other similar titles with this power are appointed annually. To bring this position into line with existing titles, the Court have recommended that it be amended to be appointed annually.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_Dredgemaster_of_Feverwater&oldid=62979"

Amend powers of Dredgemaster of Feverwater Winter 381YE

to amend the title ‘Dredgemaster of Feverwater’ to remove the power of Historical Research.

Proposed by Morrow, seconded by Volodmartz.

Overview

- To remove the ability to perform historical research from the Dredgemaster of Feverwater.

- Passed

Date

- Winter 381YE

Campaign Outcome

- The Dredgemaster of Feverwater has lost the ability to commission historical research.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_Dredgemaster_of_Feverwater_Winter_381YE&oldid=63852"

Amend powers of Grandmasters

That the Senate provides a stipend to the Grandmasters of the Conclave orders

Proposed by Sermersuaq, seconded by Kallavesa

Overview

- Passed

- No stipend allocated

Date

- Winter 380YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_Grandmasters&oldid=51993"

Amend powers of Imperial Master of Works

To change the powers of the Master of Works, such that they have the power to repair existing fortifications, but not to build new ones. Additionally, a new stipend to be voted on.

Proposed by Hahnmark, Seconded by Bastion

Overview

- The ability of the Imperial Master of Works to raise new fortifications was removed

- The 10 Throne stipend per season was removed.

Date

- Spring 378YE

Campaign Outcome

- The powers of the Imperial Master of Works were amended.

Constitution

Voting

State

Votes For

Votes Against

Result

In Principle

25

2

Passed

5 Crowns

21

6

Failed

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_Imperial_Master_of_Works&oldid=50484"

Amend powers of Warmage

Apply a stipend to the Warmage with the responsibility to reward the loyalty and prosperity of covens casting strategic, military magic for the Empire.

Proposed by Morrow, seconded by Tassato.

Overview

- Failed

Date

- Autumn 379YE.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_Warmage&oldid=58069"

Amend powers of the Advisor on Orc Affairs

To modify the position of Advisor on Orc Affairs to change the term to one year..

Proposed by Redoubt, Seconded by Conscience

Overview

- The Advisor on orc affairs will now have an annual term, rather than a life-time tenure.

Date

- Spring 379YE

Campaign Outcome

- The tenure of the Advisor was amended.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_the_Advisor_on_Orc_Affairs&oldid=36088"

Amend powers of the Advisor on the Vallorn

Motion to combine the titles ‘Advisor on the Vallorn’ and ‘Terunael Lorekeeper’. The title and allocation will remain as Advisor on the Vallorn but will include the responsibilities of the Terunael Lorekeeper. The responsibilities are the overseeing of the Great Library and protecting the lore stored there. The Advisor would be based out of the Great Library of Hacynian and in turn that would develop into a specialist library for Vallorn information. There is no cost for this change.

Administrative

Overview

- This motion allows the Advisor on the Vallorn to take custodianship of the Great Library of Hacynian.

- Passed

Date

- Winter 381YE

Campaign Outcome

- The Advisor of the Vallorn title was amended appropriately.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_the_Advisor_on_the_Vallorn&oldid=62883"

Amend powers of the Arcane Architect

To amend the motion to create the title of Arcane Architect, which was passed at the Autumn Equinox 379YE, to limit the number of commissions they may authorise to one per summit.

Administrative Motion

Overview

- This motion was part of a larger series of motions to amend the powers of the titles created by the Senate which have the power of commission, following on from the recent understanding of the limitations of the Imperial Surveyors.

- Passed

Date

- Spring 380YE

Campaign Outcome

- The Arcane Architect, may only authorise one commission each summit.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_the_Arcane_Architect&oldid=44738"

Amend powers of the Auditor of Senatorial Accountability

To amend the powers of the Auditor of Senatorial Accountability.

Amend this Imperial title as follows: The Auditor of Senatorial Accountability is an Imperial Title of the Synod.

Selection: The Auditor of Senatorial Accountability is appointed by judgement of the Assembly of Nine, they serve a term of one year.

Powers: Once per summit, they may call Inquisition of a single Member of the Senate without the need for a vote of the Synod, this judgement shall be raised in the General Assembly.

The Auditor has the Right to Address the Senate.

Removal: The Auditor can be revoked by the Assembly of Nine, or the General Assembly.

Proposed by Mitwold, Seconded by Semmerholm

Overview

- This motion was to amend the powers of the Auditor of Senatorial Accountability

- Passed

Date

- Spring 381YE

Campaign Outcome

- The powers of the Auditor of Senatorial Accountability have been amended

- Zeno, Stallion's Sibling of Urizen was appointed to the position during the Spring Solstice 381YE.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_the_Auditor_of_Senatorial_Accountability&oldid=54458"

Amend powers of the Bursar of the Imperial Academy

To amend the sinecure of Bursar of the Academy to be a lifetime position, and to grant the position a stipend of 6 thrones a year.

Proposed by Tassato, Seconded by Casinea.

Overview

- Amending the title Bursar of the Imperial Academy to include an annual, rather than seasonal, stipend.

- The amendment also makes the this Imperial title a life-long appointment rather than one that needs to be regularly re-elected; this amendment was not neccessary as the title was already a life-time appointment.

Date

- Winter 378YE

Cost

- Stipend: 6 Thrones annually.

Campaign Outcome

- The Imperial title of Bursar of the Imperial Academy was amended.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_the_Bursar_of_the_Imperial_Academy&oldid=35577"

Amend powers of the Civilian Commissioners

To amend the motion to create the titles of Civilian Commissioners, which was passed at the Winter Solstice 379YE, to limit the number of commissions each Civilian Commissioner may authorise to one per summit. Administrative Motion

Overview

- This motion was part of a larger series of motions to amend the powers of the titles created by the Senate which have the power of commission, following on from the recent understanding of the limitations of the Imperial Surveyors.

- Passed

Date

- Spring 380YE

Campaign Outcome

- Each Civilian Commissioner may only authorise one commission each summit.

- The title was updated to reflect this change.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_the_Civilian_Commissioners&oldid=44736"

Amend powers of the Conclave Liason

That in order that the Conclave Liason to the Senate is better able to serve the Empire:

- The Liason may have the power Advising the Senate, allowing them to attend and speak in Senate sessions, with the intention that this be used for Conclave related discussions

- That the Liason may address the Conclave once per summit without having to pay the initial mana cost.

- That the post of Conclave Liason to the Senate henceforth be renamed Imperial Magus.

Proposed by Feroz, Seconded by Morrow

Overview

- The abilities of the Conclave Liaison to the Senate were modified.

- The position was renamed Imperial Magus

- Passed in principle

Date

- Passed Autumn 378YE

Campaign Outcome

- The powers of the Conclave Liason to the Senate were amended, and the name of the title changed.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_the_Conclave_Liason&oldid=29716"

Amend powers of the Crystal Architect of the Spires

To amend the motion to create the title of Crystal Architect of the Spires, which was passed at the Spring Equinox 379YE, to limit the number of commissions they may authorise to one per summit.

Administrative Motion

Overview

- This motion was part of a larger series of motions to amend the powers of the titles created by the Senate which have the power of commission, following on from the recent understanding of the limitations of the Imperial Surveyors.

- Passed

Date

- Spring 380YE

Campaign Outcome

- The Crystal Architect of the Spires may only authorise one commission each summit.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_the_Crystal_Architect_of_the_Spires&oldid=44740"

Amend powers of the High Bard

To revise the Imperial Title “High Bard of the Empire” that was established in Spring 381 and appointed by the Assembly of Nine during the same season. As a result of Scrutiny by the Civil Service it has been determined that Right of Address may not be afforded to an Imperial Title without significant legal power or stipend and in order to pass the motion as presented during spring 381 the senate would need to append a minimum stipend of 1 Throne per season to afford right of Address to the High bard. I therefore propose this amendment to resolve the matter. “Set a seasonal stipend for the office of High Bard, amount to be determined on the Senate Floor.”

Proposed by Weirwater, Seconded by Semmerholm.

Overview

- Passed

- Stipend passed at 1 throne.

Date

- Summer 381YE

Campaign Outcome

- The powers of the High Bard of the Empire have been amended.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_the_High_Bard&oldid=55312"

Amend powers of the High Exorcist

To increase the stipend of the High Exorsist.

Proposed by Astolat, Seconded by Segura

Overview

- Passed at a 4 Throne increase to the existing stipend.

- The High Exorcist previously received a stiped of 3 Thrones each season.

Date

- Spring 379YE

Campaign Outcome

- The stipend of the High Exorcist was amended to 7 Thrones each season.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_the_High_Exorcist&oldid=36100"

Amend powers of the High Exorcist II

To amend the powers of the High Exorcist via the following changes:

- Remove the stipend of 7 Thrones.

- Add the power of rewarding from the Virtue fund up to the value of 7 Thrones.

Proposed by Segura, Seconded by Kahraman

Overview

- This motion was to amend the powers of the High Exorcist to remove their stipend and grant them an additional judgement each summit to be used on rewarding up to 7 thrones each season.

- Passed

Date

- Spring 381YE

Campaign Outcome

- A member of the Synod has raised an intent to veto

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_the_High_Exorcist_II&oldid=54456"

Amend powers of the Imperial Admiral

To amend the title of Imperial Admiral to whit:

Title to Imperial Fleet Master

Powers to address Military Council

Responsibilities to drum up support for Imperial Navies from citizen's fleets

Appointment by vote of military council.

Proposed by Sarvos, Seconded by Weirwater

Overview

- This motion followed on from the previous motion to create the title, which passed in Spring 378YE.

- This motion amended the Imperial title of Imperial Admiral, which is now known as Imperial Fleet Master.

- Passed

Date

- Spring 380YE

Campaign Outcome

- The Imperial Title of Imperial Admiral has been altered, and is now known as Imperial Fleet Master.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_the_Imperial_Admiral&oldid=60190"

Amend powers of the Imperial Magus

To amend the powers and responsibilities of the Imperial Magus to give the responsibility to advise the Conclave of the Senate's position on magical matters.

Proposed by Hahnmark, Seconded by Kallavesa

Overview

- The Imperial Magus.

Date

- Spring 379YE

Campaign Outcome

- The responsibilities of the Imperal Magus were amended.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_the_Imperial_Magus&oldid=36086"

Amend powers of the Imperial Master of Works

To amend the motion to create the title of Imperial Master of Works, which was passed at the Autumn Equinox 377YE, to limit the number of commissions they may authorise to one per summit.

Administrative Motion

Overview

- This motion was part of a larger series of motions to amend the powers of the titles created by the Senate which have the power of commission, following on from the recent understanding of the limitations of the Imperial Surveyors.

- Passed

Date

- Spring 380YE

Campaign Outcome

- The Imperial Master of Works may only authorise one commission each summit.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_the_Imperial_Master_of_Works&oldid=44742"

Amend powers of the Imperial Seer

To amend the powers of the Imperial Seer to include the power to raise a Gambit once per summit.

As per the Conclave declaration of Winter 379YE.

Proposed by Redoubt, Seconded by Bregasland

The Conclave believes that the Imperial Seer should be allowed a gambit to obtain resources to repay covens assisting with divination.

The first Imperial Seer Solsetar's Declaration of Concord to the Conclave Winter 379YE

Overview

- This motion was to amend the previous motion to create the title of Imperial Seer to grant the power to raise a gambit once per summit.

- Passed

Date

- Autumn 380YE

Constitution

The Constitutional Court have noted and corrected a number of errors in procedures following the time of emergency which have now been corrected. As such this motion is not compatible with the prescribed methods of the Conclave. The civil service apologize for these errors.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_the_Imperial_Seer&oldid=50790"

Amend powers of the Imperial Seer II

To amend the powers of the Imperial Seer so that they have the full right of speech and attendance in the Military Council.

This does not alter their power to address the Senate and Conclave once each per summit.

Proposed by Madruga, Seconded by Mitwold

Overview

- This motion was to amend the powers of the Imperial Seer to make them a full member of the Military Council

- Failed

Date

- Spring 381YE

Constitution

- It is the belief of the Constitutional Court that in order for a title to be granted power of speech and attendance in the Military Council they would also need to be granted a vote.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_the_Imperial_Seer_II&oldid=58080"

Amend the Imperial Constitution

So that we can truly call ourseles an equal society of sapeint beings afforded equal treatment under our Constitution.

Amend the Imperial Constitution

Replacing: “In concord with the representatives of the great nation of humanity, we declare the founding of our Empire.”

With: “In concord with the representatives of our great nations, we declare the founding of our Empire.”

This is a Constitutional motion that will require a two-thirds majority vote of the Empire’s senators and ratification by the Thrones to pass.

Let us make history today, and complete the work begun by the exemplars of Ambition and of Courage, Thrace and Ahraz. Let us enshrine the equality of Imperials Orcs and Imperial Humans at the very heart of our Empire’s principles.

Proposed by Skarsind, Seconded by Segura

Overview

- This motion was to amend the constitution of the Empire

- Passed

- Ratified by Empress Lisabetta

Date

- Spring 381YE

Cost

- 5 thrones

Campaign Outcome

The Imperial Constitution has now been updated and new copies issued to all interested parties.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_the_Imperial_Constitution&oldid=54492"

Amend powers of the Advisor on Orc Affairs (Redirected from Amend the powers of the Advisor on Orc Affairs)

To modify the position of Advisor on Orc Affairs to change the term to one year..

Proposed by Redoubt, Seconded by Conscience

Overview

- The Advisor on orc affairs will now have an annual term, rather than a life-time tenure.

Date

- Spring 379YE

Campaign Outcome

- The tenure of the Advisor was amended.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_the_Advisor_on_Orc_Affairs&oldid=36088"

Amend powers of the Imperial Magus (Redirected from Amend the powers of the Imperial Magus)

To amend the powers and responsibilities of the Imperial Magus to give the responsibility to advise the Conclave of the Senate's position on magical matters.

Proposed by Hahnmark, Seconded by Kallavesa

Overview

- The Imperial Magus.

Date

- Spring 379YE

Campaign Outcome

- The responsibilities of the Imperal Magus were amended.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_powers_of_the_Imperial_Magus&oldid=36086"

Amend the use of the Gardens of High Chalcis

To redistribute the bounty of herbs granted by the Gardens of High Chalcis to the Great Forest Orcs.

Proposed by Reikos, Seconded by Necropolis.

Overview

- This motion was to use the Gardens of High Chalcis to provide support to the orcs of the Great Forest currently resident in Therunin

- It concerns an opportunity presented here.

- Passed

Date

- Autumn 381YE

Campaign Outcome

- The Gardens of High Chalcis great work provide no benefit to the herb garden owners of Reikos for the next year (until after the Autumn Equinox 382YE).

- The orcs of the Great Forest will receive a generous supply of herbs.

- This exceptional act of generosity will also create an unrivaled opportunity for a closer relationship between the people of Reikos and the tribe of the Great Forest.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_the_use_of_the_Gardens_of_High_Chalcis&oldid=63856"

Amend the use of the Imperial breadbasket

To repurpose the Imperial breadbasket so that it will supply free food to people not in an army in the Mournwold.

Proposed by Bregasland, Seconded by Skarsind.

Overview

- This motion was to provide support to the people of the Mournwold.

- Passed

Date

- Summer 381YE

Campaign Outcome

- The entire function of the Imperial Breadbasket has been changed to "provide food for the people of the Mournwold."

- Until this motion is abrogated, the great work provides no funds to farmers in the Marches.

- Furthermore the granaries will have no effect to reduce the effects of natural decay on the armies of a single nation as detailed here.

- Changing the purpose of the Imperial Breadbasket to supply food to the Mournwold takes three months. If the motion is abrogated, the additional money for Marcher farms would be restored immediately. It would take a further three months to restore the ability to reduce the effects of natural decay on a nation's army. For example, if the motion were abrogated in Spring, the Marcher farms would receive their share of the great work monetary bounty at the Summer event, but the effect of natural decay would be suffered by all armies in the meantime.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_the_use_of_the_Imperial_breadbasket&oldid=55280"

Amend the use of the Imperial breadbasket II

To permanently change the Imperial Breadbasket to include the Mournwold.

Proposed by Bregasland, Seconded by Skarsind.

Overview

- This motion was to further amend the use of the Imperial Breadbasket.

- As outlined here, this motion would have allowed the benefits of the Imperial Breadbasket to spread to the Mournwold and increase in effectiveness, but would have permanently removed the ability of the breadbasket to support additional Imperial armies.

- Failed

Date

- Autumn 381YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_the_use_of_the_Imperial_breadbasket_II&oldid=58085"

Amend title of Custodian of the Imperial War Memorial

To confirm that the title of Custodian of the Imperial War Memorial is a sinecure appointed by the Highguard National Assembly on an Annual basis.

Proposed by Bastion, Seconded by Kahraman.

Overview

- This motion was to clarify the appointment method of the Custodian of the Imperial War Memorial

- Passed

Date

- Summer 381YE

Campaign Outcome

- The appointment and removal methods for the title have been amended.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amend_title_of_Custodian_of_the_Imperial_War_Memorial&oldid=55290"

Amity and enmity (Redirected from Amity and emnity)

Contents

- 1 Overview

- 2 Amity

- 2.1 Current Amity

- 3 Enmity

- 3.1 Current Emnity

Overview

The Imperial Conclave has the ability to declare amity or enmity towards an eternal.

Amity or Enmity towards an eternal is considered to apply to all that eternal's heralds. The Conclave may also occasionally extend amity or enmity towards a specific herald without changing the designation of other heralds or the patron eternal.

Amity

An eternal (and associated heralds) under Declaration of Amity gains the following rights:

- They receive protection under Imperial Law

- They can attend conclave meetings

- They may be nominated to speak before the conclave, although they cannot vote.

- They can place an Address or Declaration onto the conclave agenda under the normal rules as if they were Imperial citizens (the civil service does not accept realm-specific mana as payment).

- They can make bequests to the vault of a specific order or to the Conclave as a whole.

The declaration also has a magical effect. Eternals and their heralds find it easier to manifest in the Hall of Worlds and to move into Anvil.

Current Amity

Eternal

Declared By

Date

Barien

Corvus, Archmage of Summer

Baxshula, Herald of Arhallogan

Rosamund Holt

Cathan Canae

Corvus, Archmage of Summer

Gilean, Herald of Llofir

Rosamund Holt

379YE Summer Solstice

Kvaasi, Herald of Irra Harah

Rosamund Holt

379YE Summer Solstice

Mira, Herald of Irra Harah

Kalini

379YE Summer Solstice

Mel'Yannah, Herald of Yaw'nagrah

Rosamund Holt

379YE Summer Solstice

Meraud

Corvus, Archmage of Summer

Phaleron, the Celestial Library

Archmage Mari Linkforge

379YE Summer Solstice

Sadogua

Simargl, The Empty One

Stormcrow Vora, Spring Child

Iulian, Archmage of Spring

Uk'ta the Messenger, Herald of Lashonar

Pavel, Archmage of Night

Ylenrith

Darius of the Spire of the Auric Horizon

Ylitha-Rose, Spring Child

Iulian, Archmage of Spring

Enmity

An eternal (and associated heralds) under Declaration of Enmity suffers the following penalties:

- Eternals and heralds under enmity count as barbarians for legal purposes.

- Trading or dealing with an eternal under enmity is illegal and will be investigated as treason.

- Any ritual that deals directly with an eternal subject to the declaration of enmity (such as Ephisis' Scale for Ephisis, Clarion Call of Ivory and Dust for Kaela or Missive for Sadogua for Sadogua and so on) is automatically considered to be interdicted; magistrates may seek the assistance of the archmagi to clarify which rituals this effects, unless there is a separate declaration of interdiction against specific rituals.

The declaration also has magical effects. Eternals find it much harder to enter the Hall of Worlds. Heralds cannot use the portal in the Hall of Worlds to travel to Anvil without ritual assistance from an Imperial citizen.

Current Emnity

Eternal

Declared By

Date

Prohibited Rituals

Wendigo

Beloslava Velkovitch.

306 YE Winter Solstice

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amity_and_enmity&oldid=38697"

Amity and enmity

Contents

- 1 Overview

- 2 Declaration

- 3 Resolution

- 3.1 Declaration of Amity

- 3.1.1 Current Amity

- 3.2 Declaration of Enmity

- 3.2.1 Current Enmity

- 3.3 Declaration of Neutrality

- 4 Further Reading

- 4.1 Core Brief

- 4.2 Additional Information

Overview

The three declarations of amity, enmity, and neutrality are similar in nature. They are a critical tool used by the Imperial Conclave to interact with the eternals, the supernatural denizens that inhabit the six magical realms. They allow the Conclave to declare that a specific eternal (or a defined group of eternals) is an ally or enemy of the Empire, or remove one of those designations and restore the eternal to neutrality.

More than political and legal tools, these declarations have a known magical effect. Eternals who are subject to one of these declarations find their ability to interact with the empire changes to reflect the Conclave's decision. An eternal that has amity for example finds it easier to dispatch heralds and wield its supernatural power within the bounds of the Empire, while one that has enmity finds it significantly harder to perform these actions.

The archmage power of plenipotentiary circumvents declarations of amity and enmity to a small degree. An eternal formally invited to the Hall of Worlds for a parley may manifest itself or its servants regardless of its status with regard to these declarations.

Amity or enmity towards an eternal is considered to apply to all that eternal's heralds. In recent years, the Conclave has extended amity or enmity towards a specific herald without rather than the patron eternal. Recent investigation by scholars associated with the Lyceum has suggested that this practice may have unexpected consequences.

Heralds and eternals

During 381YE, a group of arcane scholars associated with the Lyceum undertook a number of experiments and investigations with the assistance of the eternal Lashonar and its herald Ut'Ka. The outcome of these experiments demonstrated something that had long been suspected; when a herald is given amity the supernatural effects apply also to the eternal. As far as the hearth magic that underpins amity (and presumably enmity) is concerned, there is no difference between an eternal and its heralds.

The legal status of amity and enmity still differentiates between the two, but by giving amity to Baxshula, Uk'ta and the rest the Conclave inadvertently gave amity to the eternals Arhallogen, Irra Harah, Lashonar, and Llofir as well.

Declaration

In each case, the declaration names a single eternal or known group of eternals such as the Whisper Gallery, the Lictors, or the Thrice-cursed Court.

Resolution

If the declaration passes, the result comes into effect a the end of the Conclave session as normal. The precise effects differ depending on which of the three declarations has been passed.

Declaration of Amity

The Conclave may declare a specific eternal, and any associated heralds, an ally of the Conclave. Members of the Conclave are encouraged to demonstrate courtesy and even aid these eternals, or their Heralds, where it is possible for them to do so. This declaration automatically overturns a declaration of enmity.

An eternal (and associated heralds) under declaration of amity gains the following legal rights, enforced by the magistrates.

- They receive protection under Imperial Law

- They can attend conclave meetings

- They may be nominated to speak before the conclave by a grandmaster, although they cannot vote. The usual payment of crystal mana must still be made.

- They can place an address or declaration onto the conclave agenda under the normal rules as if they were Imperial citizens (the civil service does not accept realm-specific mana as payment).

- They can make bequests to the vault of a specific order or to the Conclave as a whole. Bequests made to the Conclave as a whole are generally dealt with using a declaration of endowment.

The declaration of amity also has a significant magical effect. Eternals and their heralds find it easier to manifest in the Hall of Worlds and to move into Anvil. Eternals with amity also find it easier to wield their powers within the Empire; in many cases eternals require amity to be able to use their most powerful abilities.

In some cases, the Empire has attracted the attention of an eternal they wished to initiate contact with through this declaration. The declaration of amity or declaration of concord have occasionally been used with some success, but the most effective way to get the attention of an eternal who is not currently interested in the Empire is through the use of an Archmage's plenipotentiary.

Current Amity

Eternal

Declared By

Date

Sadogua

Elyssian of Endsmeet

382YE Spring Equinox

Adamant

Solomon of the Shattered Tower

382YE Spring Equinox

Surut

Willa of Navarr

382YE Spring Equinox

Zakalwe

Gabriel Barossa

381YE Winter Solstice

Barien

Corvus of Auric Horizon

Phaleron
, the Celestial Library

Mari Linkforge

379YE Summer Solstice

Rhianos

Solomon of the Shattered Tower

381YE Summer Solstice

Roshanwe

Gancius della notte di Sarvos

Tharim

Sirus Skybreaker

381YE Summer Solstice

Herald

Declared By

Date

Uk'ta the Messenger, Herald of
Lashonar

Pavel, Archmage of Night

379YE Spring Equinox

Declaration of Enmity

The Conclave may declare a specific eternal to be an enemy of the Empire. If this declaration is made, it becomes dangerous for anyone to consort with the eternal named in this declaration, or with their Heralds. It is not illegal to talk to an eternal with enmity (as is often incorrectly assumed) but the offender risks being declared a sorcerer, and can face investigation by a magistrate for treason. A declaration of enmity automatically overturns and replaces a declaration of amity.

An eternal (and associated heralds) under declaration of enmity suffers the following penalties:

- Eternals and heralds under enmity are considered to be barbarians for legal purposes.

- Trading or dealing with an eternal under enmity is illegal and will be investigated as treason.

- Any ritual that deals directly with an eternal subject to the declaration of enmity (Ephisis' Scale for Ephisis, Clarion Call of Ivory and Dust for Kaela or Missive for Sadogua for Sadogua, for example) is automatically considered to be interdicted; magistrates may seek the assistance of the archmagi to clarify which rituals this effects, unless there is a separate declaration of interdiction against specific rituals.

As with the declaration of amity, this declaration also has significant magical effects. Eternals find it much harder to enter the Hall of Worlds. Heralds cannot use the portal in the Hall of Worlds to travel to Anvil without ritual assistance from an Imperial citizen. There is significant evidence that heralds associated with an eternal under enmity find it extremely difficult or impossible to enter the Empire through any regio without ritual assistance.

Current Enmity

Eternal

Declared By

Date

Prohibited Rituals

Irra Harah

Lord Severin de Rondell

382YE Spring Equinox

-

Ylenrith

Skywise Gralka

381YE Winter Solstice

-

Siakha

Rosamund Holt

381YE Spring Equinox

-

Wendigo

Beloslava Velkovitch.

306 YE Winter Solstice

-

Whisper Gallery

Gregore

379YE Autumn Equinox

Whispering Shadow Courtiers

Yaw'nagrah

Allegra Foundhome

380YE Winter Solstice

-

Declaration of Neutrality

This declaration removes either amity or enmity from the named eternal, returning them to a neutral legal status. Any benefits gained from, or penalties imposed by, the previous status are lost at the end of the conclave session.

Any eternal not listed as having either amity or enmity is neutral.

Heralds of neutral eternals are not protected by Imperial law - it is legal for them to be slain by Imperial citizens. They are however expected to abide by Imperial law while they are within the confines of the Empire.

Further Reading

Core Brief

- Conclave session

- Declarations

- Amity, enmity, and neutrality

- Candidacy

- Concord

- Dissemination

- Endowment

- Imperial lore

- Interdiction

- Reconciliation

- Sorcery

- Conclave order

Additional Information

- Conclave address

- Principle of Precedence

- Principle of Presence

- Principle of Proportions

- Conclave vault

- OOC design

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amity_and_enmity&oldid=65099"

An Echo of Life Remains

Contents

- 1 Rules

- 1.1 Winter Magnitude 2

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 2

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The target remains must be present throughout, and close enough to touch.

Effects

This ritual is used upon a grave or a corpse. It will also work on the remains of a corpse, even if that corpse has been reduced to ashes, as long as the majority of the remains are still present.

At the conclusion of the ritual the ritualists become aware of a common name of the deceased being, and may learn other information such as an image of the deceased.

If more than two bodies are present in the remains, the answer is clouded.

Description

This bitter divination spell is useful for determining who is buried in a grave without needing to desecrate it; for identifying remains claimed from a battlefield so they may be given appropriate posthumous honours; to confirm the demise of a hated enemy or criminal even if the remains are scattered or defaced; and to identify the victims of murder or exposure whose bodies might otherwise be unrecognisable.

As long as the remains are present, the ritual will work on them even if they are not conventionally dead. It is rare, but occasionally the ritual is used on an undead or inhabited corpse, assuming it can be restrained for the performance.

While the spell is useful, it is somewhat circumstantial. It is not a commonly mastered ritual, except by those who deal with unidentified corpses on a regular basis. Even Winter ritualists would rather perform the ritual spontaneously that admit that they are dealing with desecrated remains or murder victims often enough to entail them mastering the ritual.

The ritual does have a little synergy with Whispers through the Black Gate. On occasion, it has been used to discover the identity of a fresh corpse so that the more powerful necromantic ritual can be invoked to learn more about the circumstances of death; it has proved especially useful in questioning the spirit of recently deceased enemy soldiers, for example,

Common Elements

The most common element of this ritual is ash. It may be scattered over the target remains, mixed with fat or water to draw a rune on the ritualist or the target, or sometimes used to outline the eyes of the caster. Examination of the corpse may be accompanied with the use of the Sular rune, or meditation and evocation of the spirit of the dead with the Ophis rune. Most often the rune of ending is sketched on or above the remains.

The performance of this ritual is often muted, grim and understated; at the end of the day, the ritual involves the remains of a mortal being whose identity is in doubt and that should be a sobering experience.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=An_Echo_of_Life_Remains&oldid=40274"

An apple that falls

Jenny Thresher stared at their pantry in disbelief. The cool storeroom was filled to the gunnels with food stuffs, mostly sacks of grain but also cured meats, dried fruit and similar. Enough to get her the whole farm through the winter no matter what happened. For the first time in her life she didn't have to worry about what would happen if the crops failed, didn't have to worry what the family would eat. Everyone who worked on the farm would be fine until next year now - come what may.

And all thanks to their cousins in Upwold and Mitwold. Well Bregasland too technically - but folk there were odd. These supplies were good solid Marcher staples, people in Bregasland probably eat exotic food like eels or seaweed or something. Still the bounty was thanks to all of them - that couldn't be denied.

She shut the door of the pantry and walked back into the light. "Lost time is never found Jenny Thresher" she told herself. With so much food stored for the winter, she could turn her attention to repairing the hedgerows round the four back fields. And there was the long ditch between her farm and Spittlefields that hadn't been touched in years. She could spare the time to dig it out now. She was determined to make best use of this windfall, invest her time wisely and see her farm prosper again.

Contents

- 1 Overview

- 2 Cruel Leaders Are Replaced

- 3 Sure Of Having Something

- 4 Willing To Die For It

- 5 Silence is Argument

- 6 My End Will Be My Beginning

- 7 Notes

- 8 Resolution

Overview

The situation in the Mournwold remains tense. The Jotun seem to finally be being routed - the war is almost over - but the anger remains. Those who try to reason with the Mournwolders over the actions of the Empire are met with frank words. People here talk less in terms of liberation... and more of the Imperial conquest of the Mourn. The Jotun are not completely gone but already a few people have begun to talk wistfully of how much better things were when the jarls ruled the Mourn. The Empire has won this war - but it remains close to losing the Mourn.

Only a civil tongue buys cheap apples.

Marcher Proverb

The Empire took four significant actions last season to improve the situation in the Mourn. Marchers deployed their granaries and storehouses to help provide food for their neighbours which wasn't asked for but was all the more welcome for it. The Imperial Senate also approved a payment of 75 thrones to provide for the orc thralls through the coming winter, which was the least of the things the Mourn asked for - but still generated some respect. People were disappointed but not surprised that the Imperial Military Council did not support a plan to stop their armies giving ground. More than one Marcher laughs about "Dawn's glorious generals... always ready to give ground at any moment". But the Marchers did the right thing and put a stop to that for their own armies - showing everyone what it meant to be a Marcher and proving themselves in the eyes of many here.

Crucially the Marchers were able to reign in the Imperial armies, limiting further loss of life on all sides of the conflict. The orders issued to the four Marcher armies all amounted to a steady advance designed to minimize casualties, but it wasn't just the Marchers this time - the Imperial Orcs also took the same approach. If this behaviour continues over the seasons ahead it will have an increasing effect on attitudes on the ground in the Mournwold - blunting the criticism that this was is about killing the Jotun and that the Mourn is just a convenient battlefield for the slaughter.

Sadly the immediate benefits gained from the Empire's generosity towards the Jotun thralls were largely squandered by the message sent to the Mourn (and the wider Empire) from the Imperial Warmage in which he appeared to defend the decisions of his predecessor and affirmed that he would repeat them in the future. Following the Imperial Address, the situation in the Mourn is now so febrile that it is impossible for the Imperial civil service to fully assess the situation, indeed it is increasingly dangerous for anyone who isn't a Marcher to be abroad alone in the Mournwold right now... As a result they are unable to advise on clear solutions that might be implemented - the best they can do is summarize the key problems and identify possible areas where action might be taken to mitigate the situation.

What might help is that three of the leaders of the Mourn are intent on attending Anvil this summit. Mel Greenhill, Long Tom, and Edda Counter are all well respected prominent citizens - they are well liked and influential people from across the Mourn. Mel was in Anvil last season, but neither Tom nor Edda have set foot outside the Mourn before now. But the three of them are coming now, bringing the concerns of the friends and families with them. If these three people return home with good news and fair words - it'll sway enough folk to calm the Mourn. If the opposite happens then the Empire had better not remove its armies from the Mourn anytime soon...

Cruel Leaders Are Replaced

- The Mournwold seeks protection from the Imperial War Mage and the Imperial Conclave

In the aftermath of the magical slaughter wrought by the Empire, Martin Orchard raised a judgement that was passed unanimously by the Marcher Assembly: "The Urizen General has been rebuked by the Synod. The Warmage has lost his seat over this. Those responsible shall be held to account." This was far from sufficient to mollify those who had had to bury their loved ones - but it did at least give those loyal to the Empire a case to argue. Those responsible had been held to account and punished. Few people felt a "rebuke" was sufficient punishment - but the implication at least was that people understood that what had happened was wrong and that it would not happen again.

Then the Throne granted the new Warmage, Heilyn Bronwen's Rest, the right to address the Empire. When his words are heard in the Mournwold it causes riots. Couriers carrying the messages are threatened, two are beaten badly, one near to death. A few voices point out that the Empress is understood to be an ally of the Mournwolders, one who understand their anger and shares their tears - so the Warmage can't be using her address to say what he appears to be saying. There must be something more to it than that they reason.

Sadly most people see a different interpretation. Heilyn agrees, even knowing the death toll and how many innocents would die, with the decision to curse the Mourn. The idea that anyone has been rebuked, that anyone has lost their title as Martin Orchard claims are all irrelevant when the replacement indicates that they absolutely agrees with the decision of their predecessor. They also state clearly that they cannot promise not to do it again. That last part in particular is taken very badly - with more than a few people arguing that it is intended as a veiled threat... The Mourn had better not step out of line... because if it does... then the Warmage stands ready to kill the rest of us if needed...

When a dog barks, you don't bark back.

Marcher Proverb

As a result of this "threat", the people of Mournwold are looking at what steps might be taken to protect themselves from the Empire - specifically from the Warmage and the Imperial Conclave. Their ideal solution would be to have these rituals removed from Imperial Lore - but they know now that that is unlikely to happen. The Imperial Senate has spoken flatly rejecting any attempt to place these rituals beyond use.

Even so there are things that might be done. The Conclave interdicting these awful rituals would be the least of them. It won't convince many of the Empire's good intentions - the view is that the Conclave would just remove the interdiction next time it wants to use them. But it would be something. Alternatively the Conclave could choose to replace the Warmage with someone who would promise not to use such magics again - someone who speak clearly to the mistakes of the past.

But "You don't expect your neighbour to plough your own fields" as they say in the Mourn. Perhaps the Marchers should stop relying on others to protect them and set about it themselves. To that end the landskeepers have drawn up a plan and sent one of their own - Long Tom of the Chalk Downs - to see if there is anything that can be done to make it happen. The plan apparently involves a chain of dolmens set at key points across the territory - which might protect the populace from the worst effects of any territory-wide curses. The only problem is that it would require a lot of mithril...

Bread without spice is better than spice without bread.

Marcher Proverb

Sure Of Having Something

- The Mournwold seeks evidence that the Empire's interests in their land run deeper than claiming their mithril mines

One of the criticisms of the Empire is that it is interested in killing Jotun and the Mourn's mithril and not a lot else. Those citizens who support the Empire are pointing out that the Marcher folk are truly free for the first time in a generation. They no longer have the Jotun taking the lion's share of everything they produce. But those who are angry at the Empire for the slaughter they wrought point to the Singing Caves and claim that the Empire will be taking everything the Mournwold has just like the Jotun used to do. There are many things the Empire could do to address this criticism, some more expensive than others.

The Marchers of the Mournwold have already expressed their enthusiasm to see the Singing Caves declared a Marcher national resource. That way it will be run by a Marcher and the mithril it produces can be used for the good of all the Marcher territories. They could use the mithril to protect themselves from the Conclave's magic and help the landskeepers rebuild their mana sites. They could raise military units that would be used to defend the Mourn from any who sought to conquer it. Giving the Caves to the Marchers would blunt the accusation that this war was about more than mithril and murder.

Indeed, the Senator for Mitwold attempted just that in Autumn 380YE - but the motion was vetoed by the Throne. Wise heads point out that Imperatrix Lisabetta has made clear that no seat will be declared National. But the Marches is the only nation of the Empire that doesn't have its own Imperial Bourse seat - so the argument goes - surely the Empress can see the unfairness of that? Surely she'll see how the Mournwold people have suffered? Surely this time she'll make an exception...

If the Empress did choose to allow the Singing Caves to be allocated to the Marchers it would have a significant impact on the situation. They understand that the Empire's coffers are running dry and that a new mithril seat could fill them. Allocating the Caves to the Marches would not remove the grievances that all feel - but it would prove that the Empress was prepared to acknowledge that suffering that the Empire had inflicted on them. It would prove she was on their side and greatly improve her standing there. The wealth that flowed from the Caves would significantly improve the Empire's standing and that alone would be enough to ensure that there was no chance of open rebellion in the future.

One step the Empire has taken that has considerably improved sentiment in the Mournwold is the allocation of the Breadbasket to feed the Mourn. The people here are not starving, they fed themselves during the Jotun occupation and they can feed themselves now. This is Marcher land in its bones and so there are prosperous yeoman farmers here even now. But... there are nowhere near as many of them as are found in Upwold or Mitwold. The land there is just so much more fertile - in the Mourn the wealth of the land is in the mines dug into the hillsides - not fields of crops. Now they are beginning to see the prospects that this impressive feat of Marcher engineering might provide.

When the granaries and storehouses of the breadbasket were built the Mournwold was almost totally controlled by the Jotun - so there are only a few links to the breadbasket in place. But if the Empire spent an additional 20 wains of weirwood and 20 wains of white granite then similar silos and stores could be built across the Mourn. But these stores wouldn't be used to hold grain produced here - but rather to bring it here from the Marches. That would allow many more men and women, to work the more prosperous mines rather than herding sheep on the arid hills. It would mean permanently surrendering the ability of the breadbasket to support additional Imperial armies - but it would extend the financial benefits of the old breadbasket to every Marcher territory - and with the flow of wealth from the new openly mines, the returns for everyone would increase by half as much again.

If the Empire won't do either of those things (and there is a lot of scepticism that any of that will happen), then there are less impressive things the Empire might do. Sarcombe was once a prosperous mining town, rich off the back of trade in green iron from the Southmoor hills. It's a ruin now, destroyed in the previous invasion of the Mourn, but it could be rebuilt. The more resources the Senate was prepared to commit to the reconstruction of Sarcombe the greater the restoration of Prosperity to the region. Such a move would kill two birds with one stone as well - since it would help raise levels of Prosperity across the territory - which would mean that taxation rose quickly to the level seen before the Jotun took the territory. Sadly the fact that the Empire might well be the biggest beneficiary of such a move would limit any positive improvement in local sentiment if this were all the Empire managed.

Of course, before the town could be rebuilt the region would need to be liberated from the Jotun still garrisoned at Hillstop castle there.

You don't own it unless you can defend it.

Marcher Proverb

Willing To Die For It

- The Mournwold seeks a way to defend itself against aggressors

Although the Imperial armies have largely driven the Jotun forces from the Mourn, two regions remain under Jotun control. Most folk here expect the Military Council to finish the job - it is just good sense to secure the territory while the Jotun are on the back foot. But then what? The Jotun have pulled back to Liathaven, they must be resupplying their armies already. How long until they return in force? A season or two? A year at most? They took the Mourn once - what is to stop them taking it again?

The answer of course would be to build some solid fortifications. Just look at how much effort the Empire is having to make to drive the Jotun out... A couple of solidly built fortifications would help to secure the Mournwold against the inevitable return of the Jotun. Perhaps if the Empire fortified the border - it wouldn't need to use ritual magic to wreak indiscriminate slaughter. Sceptics claim that such fortifications would take a year to build, but it is soon pointed out that it might not be in Imperial Lore but some magicians recently performed a ritual to speed the construction of fortifications. Perhaps the Conclave could begin to redress the balance of their crimes here?

A single fortification would not be sufficient to placate the Mourn - there was one of those in Overton and it fell quickly enough. But two would be mitigate fears - and three would calm them further. Perhaps the fortification at Overton might be rebuilt, with another at Green March and maybe Southmoor. If the Empire would just do what the Jotun do - and fortify their territories with a ring of castles - then the people might begin to feel safe.

Of course there is one step that the Empire could take to really improve the view of them here. They could build the fortifications - and then hand control of them to local Mournwolders. Never mind Imperial garrisons - give complete control of the fortifications to the Marchers who live here. Then the Mourn can take care of the Mourn. Of course such people would need to be paid - so it wouldn't save any money. In fact it wouldn't have any Imperial benefits at all. But if the Mourn ever tried to rebel... then the castles would be theirs to be used against any outside force that tried to impose its will on the people.

Not many people can see that happening. It would a lot of trust from all sides, and at the moment there isn't much trust to go round. Much more likely in most minds is that nothing will get done - the Senate will say it is too busy and too broke to build any fortifications in Mournwold and that will be that. Of course what it could do is restore the powers of the Imperial Master of Works. The title has always been a Marcher position and it served the Marchers will... until the Empire stripped it of its real powers. Giving the Master of Works the power to commission fortifications wouldn't improve the situation in the Mournwold by itself - but it would help to prevent it deteriorating further.

Edda Counter in particular is keen to talk to the Master of Works and to anyone who is prepared to discuss fortifying her homeland. She is interested in the disposition of the Mourn's mithril also - but as she said when she publicly rebuked the Elston Steward at the big meeting in Shaffy's Inn - "You don't own it unless you can defend it."

Nothing dries faster than a tear.

Marcher Proverb

Silence is Argument

- The Mournwold seeks acceptance of their people and their beliefs

There is of course still the matter of the remaining people of Whittle whose village remained unconquered by the orcs for thirty years. Their attempt to help fight the Jotun, and their ultimate flight to Tassato, created ripples that have still not entirely settled.

Protracted effort on the part of prominent citizens of the twin cities - led by Senator Cesare - has gone a long way toward helping the Whittlefolk open up a little to their new neighbours in Tassato Mestra. "When we go home", they say, "we'll surely keep a piece of Tassato in our hearts". They are already taking steps to ensure the agreed flow of green iron to the Chamber of Commerce continues, even should they themselves return to Freemoor. Little Mournwold, as the enclave claimed by the Whittlefolk is already know, will continue - there are other Mournwolders, like some of those who fled the Greensward, who will happily remain in residence.

Home. The Whittlefolk dearly want to return there - the Whittle Hill is liberated by the Empire, the Jotun pushed back westward. There is a problem however. The Whittlefolk make no secret of the fact that in addition to the seven Virtues, they recognise the false virtue of Hatred, openly speaking of a force the Imperial Synod decries as ultimately malign, as blasphemy. A blasphemy that has already claimed the life of Friar Robin of the Whittlefolk, executed for his beliefs by the Imperial Magistrates at the behest of the Marcher assembly. Yet the Whittlefolk have made clear, time and again, that they will not abandon these beliefs, nor tolerate any dilution of them.

The folk of the Mourn, when asked, seem to support the return of the Whittlefolk. Despite everything, there was a band of Whittlefolk at Overton when it fell, fighting on the walls of Orchard's Watch against the Jotun, giving their lives alongside their fellow Marchers to try and defeat the orc invaders. Many Marchers take a practical view of religion. There is a sentiment that the religion of the people from Whittle Hill is a matter only for them - not for other folks, and most especially not folks outside the Mourn. After all, there are no shortage of people who hate the Jotun in the Mournwold. During the occupation the continued liberty of Whittle was a source of comfort to many living as thralls in the eastern Mournwold. To some, they are heroes. More than a few are keen to talk to the Whittle people when they return - to find out more about this spiritual force that gave them the will to resist the Jotun for so long.

The Marcher Assembly sends Sister Meredith with 50 doses of liao to spread the word in Upwold, Mitwold and Bregasland that the folk of Whittle are not good Marchers. Their refusal to abandon their misguided belief in the power of Hate marks them as blasphemers. They must be shunned until they renounce this blasphemy.

Bridget Talbot, Marcher Assembly, Spring Equinox 381YE, Upheld 76 - 0

The Whittlefolk - led by Margaret Steward - are worried, however. While they have time and again been warmly received at Anvil by their fellows, the fact remains that the Marcher Assembly have repeatedly condemned them. No less a figure that Bridget Talbot raised the mandate spread by Sister Meredith encouraging Marchers across Mitwold, Upwold and Bregasland to shun them.

The truth the Whittle folk must endure is that those mandates decisively influence the behaviour of Marchers who do not attend the summits. It's all well and good having friends in Anvil but all their kind words aren't worth a bucket of pig shit when the Marcher Assembly condemns them. If their friends can't influence the Assembly to speak in their favour - then the Whittle folk may simply have swapped an orc enemy for a human one.

As the Whittle folk made preparations to return home, discussion of their fate is contributing to feelings of discontent with the Imperial Synod in the Mourn. There have been statements in some national assemblies that support the use of any available weapon - including the kind of weapons that resulted in the deaths of thousands of innocent civilians. Support for all weapons that is except for the spiritual force that drove the Whittle folk to successfully resist the Jotun for three decades. Apparently it's fine for the Navarr to hate the Jotun but Marchers who Hate them face condemnation and execution by the Synod. People compare this principled defence of spiritual rectitude by the Imperial Synod with its pragmatic acceptance of thousands of Marchers slain at Imperial hands and they don't like it.

Even those who sympathetic to the plight of the Whittle folk accept there is a clear danger in allowing the return of a group of unrepentant blasphemers - a people deeply proud of their Hatred - to a territory where passions are inflamed with raw wounds and fresh grievances.

The Imperial Senate could theoretically deal with this problem once and for all - if they passed a law making it a capital offence to be dedicated to Hatred, then the magistrates could purge the Whittle folk using similar methods to the ones used to root out the Vyig in recent years. Such a move would categorically end the risk of Hatred spreading through the Whittle folk - but it would be taken extremely badly by the other inhabitants of the Mourn. Head Magistrate Stanislav Karkovich has, however, expressed his opposition to such a move, and warns that at the very least such a motion would be subject to extensive scrutiny and would certainly be constitutional in nature. He has invited lawmakers to speak with him on this thorny subject during the Autumn Equinox at Anvil

We send named priest with 25 liao to urge Tassatans to come forwards with any evidence of blasphemous acts by the Whittle folk.

General Assembly or League Assembly Mandate

If the Senate will not or cannot act, then the General Assembly or the League Assembly might pass a mandate urging citizens of Tassato to provide evidence against those among the Whittle folk who follow Hate. This would not be as effective as making the false virtue a capital crime - but it would provide the Synod with the means to call these people to inquisition or move directly to condemn them. It would be taken just as badly as intervention by the Senate - but it would also have the advantage of identifying any Tassatans who have been tempted into Hate, should such exist. Alternatively, the cardinal of Vigilance could instruct the Silent Bell to look into the Whittlefolk and identify any blasphemers among them.

The Whittle folk themselves are hoping that when the new senator is appointed they will make a public statement on the matter. They have asked the senator to send a winged messenger to Margaret Steward in Tassato to state whether they be welcomed home. The Whittle Steward appears to have identified that her people have no support of any kind in the Marcher Assembly - and no hope of getting any - so she intends to appeal directly to the elected representative to speak on their behalf. Any letter will be shown by the Steward to their critics - assuming it endorses their worth.

One option that would significantly improve the situation in the Mourn is if the Synod chose to repudiate their earlier calls to shun the Whittle folk and instead laud these people as heroes. It will be extremely difficult and time consuming to change the views of those in the other Marcher territories - who are now minded to shun the Whittle folk - but simply taking the action would be enough to convince the Mournwolders of the Synod's good faith - that it cares about land and people as much or more than it cares about souls.

The Assembly sends named priest with 150 doses of liao to spread the word throughout the Marchers that the Whittle folk are heroes who resisted the Jotun occupation for thirty years when all else failed.

General Assembly or Marcher Assembly Mandate

If this mandate were spread across the Marches then it would cement the reconciliation between the Marcher people of the four territories and convince many in the Mournwold of the Empire's good intentions, especially if it were passed with a greater majority by the General Assembly. Of course it would also mean that folk across the Marchers were then inclined to view the Hateful Whittle folk as heroes to be listened to, rather than heretics to be shunned. That would go a long way to settling the current rebellious mood of the Mourn but would be certain to cause problems later.

Mel Greenhill of Mourn is a monk from the Mournwold who is well regarded by many there on matters of faith. Their opinion of the solutions sought by the Empire to this problem, along with the views Long Tom and Edda Counter, are likely to be pivotal in determining the views of the Mournwold going forwards.

Fair words won't bury grudges

Marcher Proverb

My End Will Be My Beginning

- The Mournwold demands a reckoning

There is one other action that might help to calm the mood of the Marchers. An old tradition - older than the Empire - some say it is as old as the Marches themselves. Less than a year ago the Empire took actions that resulted in the deaths of thousands of inhabitants of the Mourn. Even those who understand and can accept that there was a strategy behind it all are adamant that there must be a reckoning.

The Synod told the Mournwold that folk had been "rebuked" for the deaths. Rebuked!? In the Marches you rebuke a child for not doing their chores when they're told. Those that cast these rituals, those that brought death to the fields of the Greensward... they were not children. There must be a reckoning.

There were tens of thousands of deaths in the Mourn - even granted that most of them were Jotun - that still leaves thousands of Marcher citizens slain. That is a price that can never be balanced out. Everyone understands that an eye for an eye will leave the whole world blind. But still... there must be a reckoning.

Out on Old Tam Shaffer's farm - under the eaves of Black Hill Wood men and women are leaving piles of straw and wicker. Not a word is said to anyone, but the pile grows ever bigger. Folk who have the time lend the old Landskeeper of the Wood an hour, helping him weave the wicker into a frame. Steadily it takes shape, like a child growing into a man - a wicker man. The tears for the dead have all run dry. Now there must be a reckoning.

It remains to be seen who among the Marchers has the strength to be counted. Whose death will bury this grudge? Whose end will be their beginning? The wicker man will burn at the eleventh hour on the night of the Solstice. All Marchers are called to bear witness... There must be a reckoning.

There are more things in heaven and earth, Horatio,

Than are dreamt of in your philosophy.

Hamlet Act 1, scene 5

Notes

We appreciate that this is an exceptionally long and complicated Wind of Fortune. We apologize for the length - but the situation in the Mourn is fevered and complex - a consequence of the various actions taken by players over the last few years of the campaign. What we've tried to do here, rather than lay out a short simple list of things that the players must do to solve the solution is start by identifying what the primary problems are - the key bullet points in each section. There is then a more detailed list of the various things players might do to try and redress the situation. In most cases the most dramatic intervention is listed first, easier (but less effective) interventions are listed later.

The list is accurate but not definitive. Like with the inspirational idea last event by the players to repurpose the Imperial Breadbasket to feed the Mourn, there will be things that players might think of that we have not considered. We are always strive to be as responsive as possible to player actions - but on an occasion such as this where the problem is so complex, we wanted to underline the fact that anything that makes a substantive difference to life in the Mournwold - and which addresses the concerns of the inhabitants as defined in the bullet points - will have some effect on the problem. As with a mandate - we will try to add something to the wiki if you email your idea to us in the next few days (along with an appropriate explanation of how effective it would be). Otherwise you will have to take your chances at the event!

We did consider splitting each section into its own Wind of Fortune! That would have made it easier to read - but we wanted to make clear that these are all linked. The Mournwold has a set of concerns and grievances - making more effort to meet one concern would mean less needed to be done for others.

There will be three characters from the Mournwold at the event, Mel Greenhill, Long Tom and Edda Counter, all representing the people of the Mournwold. The outcome of the current rumblings of sedition will depend on the combination of the reports of these three characters with the actions the Empire takes to redress the situation. Please bear in mind that some of these characters are players, and not members of our NPC crew.

Resolution

Through the Autumn Equinox, a number of actions were taken to address the problems in the Mournwold. Their outcome will be dealt with in the WInter Solstice 381YE winds of fortune.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=An_apple_that_falls&oldid=58620"

Anarchy in Miekarova

Trouble on the Road

The wagon jolted as a wheel splashed through a puddle that was deceptively deep. Radev grunted and wiped the rain from his eyes before pulling his cap forward. The rain and mud was unwelcome, but the oxen were sure footed. Besides, Radev was determined to make good time for the cart was laden with boxes of supplies for cousin Vassily and the others. Letters from home, food and other supplies that would bolster the spirits of the troops and remind them of home.

There was another jolt, and then suddenly a loud snap. The wagon lurched to the left, and Radev scrabbled to keep his balance. Looking behind him, he saw one of the wheels fall away. The oxen halted. Radev jumped down and bent on one knee to take a closer look. After a moment, his expression soured. The marks were unmistakable; the axle had been partially sawn through. The jolting on the rough trod had strained it to breaking point - and beyond.

Radev looked at the road ahead of him, and behind. The rain continued to fall, and nightfall was mere hours away.

Civil Service Report

Citizens across the Varushkan territory of Miekarova are reporting encountering an increased number of malign auras of anarchy, as well as acts of sabotage and disruption. These seem to be primarily targeted at the infrastructure supporting smaller military units. The planned and coordinated nature of these events and auras speaks heavily of an unusually large, and organised, effort by an anarchy cult.

An analysis of the impact of these actions indicates that, if unchecked, these acts will significantly reduce the efficacy of military units that operate out of Miekarova. Soldiers in these units risk becoming demoralised, distracted by concerns at home, and be denied missives and supplies intended to bolster them. A small consolation is that the libertine effect of the anarchy auras has seen more impulse purchasing, which has been beneficial to businesses in the territory. However, this kind of stimulus is unsustainable.

As yet, no specific anarchist cult is claiming credit for the attacks, however these incidents follow the consecration of the Senate building to anarchy nearly two years ago, and that at least one individual condemned by the Synod has yet to face the magistrates.

The threat to Miekarova-based military units is twofold:

- The practical acts of sabotage committed by the cultists

- The use of hallowings and consecrations that affect the actions and judgment of citizens

Over the course of its history, the Empire has had to deal with a range of bandits, cultists and insurgents. Based off similar events, if nothing is done in response, then military units based out of Miekarova will experience a massive reduction in effectiveness[1], but businesses in Miekarova will experience a moderate improvement in demand[2]. In the past, strategies that have been employed in situations such as these include:

- A Senate Motion to recruit additional militia in an affected territory. This primarily addresses the practical acts of sabotage through prevention and apprehension of saboteurs. Disbursement of 18 Thrones would recruit sufficient militia support to reduce the disruption to military units [3]. Disbursement of 26 Thrones would recruit sufficient militia support to almost completely eliminate the disruption to military units [4]. Neither action would affect the bonus to businesses caused by auras..

- As an alternative to additional militia resources, the Senate could authorise the deployment of military units in Miekarova. A Senate-approved deployment of five military units would be able to sweep the territory for anarchists and forcibly relocate them to a neighbouring territory, i.e. Skarsind, Karov or Volodmartz. The intended relocation would need to be specified in the Senate Motion.

- During the Freedom Heresy, the Synod directed priests to lead the exorcism of blasphemous auras in Montane. A Statement of Principle made by the Varuskhan National Assembly, or a Virtue Assembly, could name a person who would be responsible for coordinating exorcism efforts. Estimates are that the person would need around 14 liao to achieve this. The disruption to military units would be reduced, but the benefit to businesses would also be reduced/eliminated[5].

- An alternative would be the creation of a multiude of auras of Vigilance to aid the citizens of Miekarova in being alert to anarchists and/or resisting the blasphemous auras. A Statement of Principle from the Assembly of Vigilance could name one of their number - capable of raising consecrations of vigilance - to coordinate the creation of virtuous auras to counter those of the anarchists. The named priest would need around 17 liao to achieve this. The auras would limit the disruption the anarchists can do to military units, but not change the impact on businesses[6]

- This anarchist sect appears to be well-organised. The ability to disrupt their leadership structure would likely limit their ability to disrupt Imperial military units [7]. However, the civil service has very little intelligence regarding this anarchist group.

The above options are the lessons learned across the history of the Empire. The civil service does not expect that this is an exhaustive or absolute list. Costings for Senate Motions, Conclave Gambits or Synod Rewardings can be requested from the civil service at the Hub. The impact of other actions taken by Imperial Citizens can also be factored into consideration.

Footnotes

- [1] -6 resources on raiding or -60 strength in war per military unit

- [2] +36 rings income per business

- [3] Military unit penalty reduces by 2 resources / 20 strength per unit

- [4] Military unit penalty reduces by 4 resources / 40 strength per unit

- [5] Military unit penalty reduces by 2 resources / 20 strength per unit; benefit to businesses lost

- [6] Military unit penalty reduces by 2 resources / 20 strength per unit; benefit to businesses remains

- [7] Military unit penalty reduces by 2 resources / 20 strength per unit

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Anarchy_in_Miekarova&oldid=34892"

Anarchy roleplaying effects

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

Overview

These roleplaying effects can be created by a person whose soul is dedicated to Anarchy using the relevant ceremonial skill. A character performing an anointing or hallow must pick one of the appropriate roleplaying effects when they perform the ceremony.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Anarchy_roleplaying_effects&oldid=39942"

Anathemic Call of Bug and Briar

Contents

- 1 Rules

- 1.1 Spring Magnitude 16

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Removing the Curse

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 16

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. At the end of the ritual one of the contributors is chosen to deliver the curse with a pronouncement of doom.

This effect is a curse. A target may be under more than one curse at a time.

Effects

This ritual creates a curse that is delivered to a target with a pronouncement of doom: one contributors is chosen to deliver the curse, and they must do so within fifteen minutes or it falls on their own head.

While under the curse, the target experiences a roleplaying effect; they often suffer from itchy skin, and are regularly targeted by biting or stinging insects when they are in a natural setting.

While under the curse the target loses half of any production that would have been provided by a farm, forest or herb garden resource.

The additional production provided by an enchantment such as Rampant Growth or Gathering the Harvest is not affected by this curse.

The effect of the ritual lasts for a year (until the start of the Profound Decisions Empire event four events from now).

Removing the Curse

The curse can be removed by certain powerful creatures or items.

Description

This curse focuses the fecund energies of the Spring realm onto a target, and through them onto their resources. Insects and parasites breed with frighting speed around them, and uncontrolled fertility causes rhododendrons, briars, weeds and fungi to breed at supernatural speed, overwhelming the valuable vegetation that their wealth relies on. It makes little difference if the target abandons their farm, forest, or herb garden - within a few days the same unnatural growths begin to overwhelm their new resource.

Several eternals of Spring are known to have the power to remove this curse - and to deliver their own variants of it - especially Yaw'nagrah and Llofir. Unfortunately, both are more inclined to encourage the curse than to discourage the supernatural growth it causes; it generally requires a great deal of effort to encourage them to assist. By contrast, some eternals of Winter (notably Kaela) are more than happy to help remove the effect... but this rarely leaves the resource in question any more productive.

During the Spring Equinox 381YE, then-Archmage of Spring Rosamund Holt raised a Declaration of Concord suggesting that the common name of the ritual was "stupid" and should be changed. The Imperial Conclave agreed.

Common Elements

As with many curses, this ritual often involves a recitation of the grievances against the target, casting aside food or forest resources, invoking the rune Bravash, or calling on the names of Eternals such as Yaw'nagrah or Llofir.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Anathemic_Call_of_Bug_and_Briar&oldid=61123"

Annan Water

Trad. Tune here or here.

A pdf of the tune and lyrics can be found here but please learn the tune from the YouTube links first - the pdf is a memory aid and not note-perfect.

Oh Annan Water's wondrous deep And my love Ann is wondrous comely And woe that she should wet her feet Because I love her best of any. Go saddle for me the bonny grey mare Go saddle her and make her ready. For I must cross the stream tonight, Or never more I'll see my lady.

He's ridden over field and fen. O'er moor and moss and many's the mire, But the spurs of steel were sore to bite. Sparks from the mare's hoofs flew like fire. The mare flew over moor and moss, And when she's reached the Annan Water She couldn't have ridden a furlong more Had a thousand whips been laid upon her.

Chorus And woe betide you Annan Waters By night you are a gloomy river, And over you I'll build a bridge That never more true love can sever.

Oh Boatman put off your boat, Put off your boat for gold and money. For I must cross the stream tonight, Or never more I'll see my lady Oh the sides are steep, the waters deep. From bank to brae the water's pouring And the bonny grey mare she sweats for fear. She stands to hear the water roaring

And he has tried to swim the stream, And he swam on both strong and steady, But the river was deep and strength did fail, And never more he'll see his lady. Oh woe betide the willow wand, And woe betide the bush and briar, For you broke beneath my true love's hand When strength did fail and limbs did tire

Chorus And woe betide you Annan Waters By night you are a gloomy river, And over you I'll build a bridge That never more true love can sever.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Annan_Water&oldid=21583"

Announce targets of the Imperial Guerdon III

I, Dan Brackensong, Quartermaster General of the Imperial Armies direct the Guerdon to the following:

Fires of the South

Eastern Sky

TowerJacks

Freeborn Storm

Bounders

Hounds of Glory

A moment of silence for the dead.

Approved by the Quartermaster General of the Imperial Armies

Overview

- This motion was approved by the Quartermaster General of the Imperial Armies using the legal power to authorise targets of the Imperial Guerdon granted to them by the Senate

Date

- Spring 381YE

Campaign Outcome

- Owners of military units who support one of announced armies will receive a share of the Imperial Guerdon

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Announce_targets_of_the_Imperial_Guerdon_III&oldid=53490"

Announcements by the Advisor on the Vallorn

Spring 378YE

Commission research into the life of the Navarri guide Megan Blackblood

Approved by the Advisor on the Vallorn.

Overview

- Historical research concerning Megan Blackblood has been commissioned through the civil service.

- Actions approved by the Advisor on the Vallorn.

Date

- Spring Solstice 378YE

Progress

- 5 Thrones provided by Merel Pathfinder, Advisor on the Vallorn, after Spring Equinox 378YE

Campaign Outcome

- A research report into this topic is being compiled by the civil service.

Voting

This motion was approved by the Advisor on the Vallorn using the legal power to commission research granted by the Imperial Senate.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Announcements_by_the_Advisor_on_the_Vallorn&oldid=28155"

Announcements by the Minister for Historical Research

Spring 378YE

Commission research into Emperor Guntherm’s campaigns against the Jotun

Commision research into the location of the Gryphon's Pride banner

Approved by the Minister of Historical Research.

Overview

- Historical research concerning these two topics has been commissioned through the civil service.

- Actions approved by the Minister of Historical Research.

- The actions are grouped together, but each would count as a seperate announcement for purposes of the Imperial Synod veto.

Date

- Spring Solstice 378YE

Progress

- 10 Thrones provided by Ioseph of Phoenix Reach, Minister of Historical Research, after Spring Equinox 378YE

Campaign Outcome

- Research reports into these two topics are being compiled by the civil service.

Voting

This motion was approved by the Minister for Historical Research using the legal power to commission research granted by the Imperial Senate.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Announcements_by_the_Minister_for_Historical_Research&oldid=28158"

Announcements by the Quartermaster General

Spring 378YE

Resupply the Seventh Wave with 42 wains

Resupply the Wolves of War with 43 wains

Resupply the Winter Sun with 43 wains

Resupply the Army of the Citadel with 42 wains

Approved by the Quartermaster General of the Imperial Armies.

Overview

- Resupply the Highborn army of the Seventh Wave.

- Resupply the League army of the Wolves of War.

- Resupply the Imperial orc army of the Winter Sun.

- Resupply the Urizen army of the Army of the Citadel.

The actions are grouped together, but each would count as a separate announcement for purposes of the Imperial Synod veto.

Date

- Spring Solstice 378YE

Progress

- 170 wains of Mithril and Weirwood provided by Janusz Dalibor von Temeschwar, Quartermaster General of the Imperial Armies, after Spring Equinox 378YE

- 42 wains for the Seventh Wave

- 43 wains for the Wolves of War

- 43 wains for the Winter Sun

- 42 wains for the Army of the Citadel

Campaign Outcome

- Resupply an army using 42 wains restores fighting strength equal to 840 soldiers to the army.

- Resupply an army using 43 wains restored fighting strength equal to 860 soldiers to the army.

Voting

This motion was approved by the Quartermaster General using the legal power to resupply armies granted by the Imperial Senate.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Announcements_by_the_Quartermaster_General&oldid=28157"

Anointing

Contents

- 1 Overview

- 2 Performance

- 3 Effects

- 4 Removal

- 5 True Liao

- 6 Further Reading

Overview

By anointing a person, the priest creates a potent personal aura on them drawn from their virtue. An anointing provides two key benefits. Firstly, it produces a roleplaying effect which will influence the way the recipient acts. Secondly, any personal aura will also provide a source of spiritual strength to overcome a malign roleplaying effect.

A character may only have one personal aura on them at once, so creating a new aura automatically replaces any existing standard aura. A stronger aura is more difficult to remove. Characters with the same virtue can cooperate to perform an anointing to create a stronger aura or to remove or replace an existing one.

Anointing is not the only way that a person may experience a powerful, personal aura. Powerful spirits, curses and some dangerous experiences have the ability to create auras, and in theory a personal aura can manifest spontaneously - although this is exceptionally rare.

Auras by virtue

Ambition

Courage

Loyalty

Pride

Prosperity

Vigilance

Wisdom

Performance

- Requires a dose of liao and at least ten seconds of appropriate roleplaying

- Does not require the presence of a referee

- Requires a willing target

- The priest must choose which aura they are creating during the ceremony

Anointing a character uses a dose of liao. It requires at least ten seconds of appropriate roleplaying to perform the ceremony and target must be close enough to touch throughout. The target must be willing. If they are unwilling or unaware of the purpose of the ceremony, it fails.

After you anoint a character, they are infused with a standard personal aura that makes them subject to a roleplaying effect chosen by you. You can choose one aura from the list available for the virtue you are dedicated to.

Effects

- Anointing creates a personal aura on a character

- Given appropriate aura card to the target and show them the aura you have chosen

- The aura provides a source of spiritual strength for overcoming roleplaying effects

- The effect lasts until the start of the next Profound Decisions Empire event

- Orcs can be the subject of an anointing

Anointing a character creates a personal aura that lasts until the start of the next Profound Decisions event. A character can only be under the effect of one personal aura at a time. The strength of the aura determines how hard it is to remove or replace the aura.

When you anoint a character you must give the target an aura card - and indicate which one of the four auras available you have chosen to create. Aura cards are freely available in GOD for anyone playing a priest dedicated to a virtue with the anointing skill, you can collect them at any time. They exist so that you can give an aura card to the target when you perform an anointing - the card is entirely OOC and has no game effect until one or more doses of liao are used to create the aura.

Removal

- Anointing lasts until the start of the next Profound Decisions Empire event, or until removed or replaced.

- The anointing skill can be used to remove a personal aura.

As with any aura, you can only be under the effect of one personal aura at once. Any character with the anointing skill (including one who is not dedicated to a Virtue) may replace an existing aura by creating a new one or they may use the skill purely to remove an existing anointing.

The anointing skill can also be used to remove personal auras arising from other sources, including those created by some enchantments such as The Conspirator's Cloak.

A durable aura is more difficult to remove - it can only be replaced or removed by multiple characters cooperating to create an anointing of equal or higher strength.

True Liao

- True liao can be used in place of liao to perform the anointing ceremony

You can use true liao in place of normal liao to perform an anointing ceremony. This will create a true aura, the aura is permanent - it will last at least as long as the character is alive and perhaps even longer than that.

Further Reading

- Ceremonial Skills

- Anointing

- Consecration

- Dedication

- Excommunication

- Exorcism

- Hallow

- Insight

- Testimony

- Additional Information

- Auras

- The Way

- Imperial Synod

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Anointing&oldid=46281"

Anthem of Cantiarch's Hold

A pdf of the lyrics and music can be found here.

To the tune of Gaudete (trad), words by Cassiel of Cantiarch's Hold.

Cantiarch, raise your sword against your foeman Side by side, in Virtues name we shall stand Cantiarch, raise your sword against your foeman Side by side, in Virtues name we shall stand

Let our soldiers show their pride as they march to battle, Victors strong and standing tall, they are no man's chattel.

Cantiarch, raise your sword against your foeman Side by side, in Virtues name we shall stand Cantiarch, raise your sword against your foeman Side by side, in Virtues name we shall stand

Let their courage know no bounds, death claims those who falter, Act in full or bear the shame, whether word or slaughter.

Cantiarch, raise your sword against your foeman Side by side, in Virtues name we shall stand Cantiarch, raise your sword against your foeman Side by side, in Virtues name we shall stand

Lead them boldly from the fore, show your heart’s ambition, Willing hearts the greatest fuel, dreams will brings ignition.

Cantiarch, raise your sword against your foeman Side by side, in Virtues name we shall stand Cantiarch, raise your sword against your foeman Side by side, in Virtues name we shall stand

Loyalty can only show, when the lights are fading, When darkness comes and men despair, be the beacon guiding.

Cantiarch, raise your sword against your foeman Side by side, in Virtues name we shall stand Cantiarch, raise your sword against your foeman Side by side, in Virtues name we shall stand

True wealth comes with hardest work, only strong men prosper, Those in need should earn thy aid, strength in turn they’ll foster.

Cantiarch, raise your sword against your foeman Side by side, in Virtues name we shall stand Cantiarch, raise your sword against your foeman Side by side, in Virtues name we shall stand

Ever vigilant he stands, he who guards the tower, Though his watch is cold alone, in his eyes the power.

Cantiarch, raise your sword against your foeman Side by side, in Virtues name we shall stand Cantiarch, raise your sword against your foeman Side by side, in Virtues name we shall stand

Learn the path that no man walked, knowledge ever growing, Share the truths that you have learned, seeds of wisdom sowing.

Cantiarch, raise your sword against your foeman Side by side, in Virtues name we shall stand Cantiarch, raise your sword against your foeman Side by side, in Virtues name we shall stand

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Anthem_of_Cantiarch%27s_Hold&oldid=21764"

Anvil Hospital & Imperial School of Medicine (Redirected from Anvil Field Hospital)

Contents

- 1 Overview

- 1.1 The Imperial School of Medicine

- 1.2 The Anvil Hospital

- 2 History

- 3 In Play

Overview

The Anvil Hospital and Imperial School of Imperial Medicine is an Imperial sodality dedicated to the protection and promotion of the healing arts.

The School produces a memorandum twice a year that includes updates and news items on what is happening in the medical community within the Empire, articles on various medical matters and so on. This pamphlet can be picked up for just a few rings. In addition, the School runs frequent medical lectures. There is a small charge for entrance to these lectures for non-members and for lecture materials (provided by the lecturer), a portion of this fee going to the School and the rest to the lecturer themselves.

The School collates and prints the Guide to Medicine. This bound volume is the authoritative edition of all things medical within the Empire, and covers every herb, potion, recipe, healing ritual and wound in the game, together with details on various and specific threats, how to deal with traumatic wounds, and so on. Copies can be purchased directly from the Hospital. The School also publishes, and will help publish, other texts, treatise, and other materials relevant to medicine and medical treatment at Anvil and the wider Empire.

The sodality also has its own dedicated website which contains an overview of how the venture works, a comprehensive library of IC texts, and an online database of all things medical in Empire.

The Imperial School of Medicine

The Imperial School of Medicine is the administrative body of the venture. The school has several functions which include running the Hospital, protecting the interests of the profession, promoting training in the healing arts with the Academy, presenting regular lectures, making representations to the Senate where necessary and operating a herb bank which allows members to trade herbs at preferential rates.

This School of Medicine is open to all citizens of the Empire and has a membership fee which goes toward the running of the institution. In return a member receives a number of benefits, details of which can be found in the Members section of our website.

The Anvil Hospital

The Anvil Hospital (field hospital) is the business end of the institution. It is funded, run and administrated by the School of Medicine and provides healing to the citizens of the Empire, and especially to those soldiers returning from the battlefield who are in need of treatment. The Hospital has a permanent home by the Sentinel Gate and is marked by a flag bearing the Hospital symbol; the blood rune Rhyv on a white background.

Any medic of skill and dedication is welcome to come and help out in the Hospital, and those who work there give their services freely. You do not have to be a member of the School of Medicine to benefit from or work within the Hospital, and whilst the Hospital is glad to receive donations of people's time, money, or herbs, it does not charge for its services; all citizens of the Empire are entitled to receive free healing.

History

The Anvil Hospital was created in the chaotic years following Britta's death in 376. Concerned citizens of the Empire banded together to create the institution and it quickly grew from there.

Following a vote from the Senate during the Spring Equinox of 377YE the School of Medicine was awarded a one-off lump sum of money. This was used to upgrade members’ herbs gardens, providing a permanent source of herbs for the Anvil Hospital. Although the disbursement by the Senate provided the Hospital with Imperial recognition, it does not affect its independent status - the Hospital and the School are not subject to the Imperial Senate or the civil service.

In Play

The Anvil Field Hospital operates from a tent which is permanently sited next to the Sentinel Gate. Anyone seeking the Imperial School of Medicine or the Hospital is best advised to go there first.

To ensure broad support from across the Empire, the sodality is managed by a board, comprised of one representative from each of the ten nations. The School of Medicine does not elect or appoint the board members; a representative is chosen by the medics of each nation by whatever means they deem fit. The board decide on the day to day running of the School and the Anvil Hospital, vote on changes and dictate direction. Any citizen of the Empire may request a matter be brought before the board by speaking with their national representative.

In addition to the board, the Hospital is served by the three non-executive positions, a bursar, chancellor, and librarian. These positions can only advise the board. They have no voting rights, they exist to ensure continuity as the board members change, and to handle the background administration and costs of the venture.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Anvil_Hospital_%26_Imperial_School_of_Medicine&oldid=38947"

Anvil Hospital & Imperial School of Medicine

Contents

- 1 Overview

- 1.1 The Imperial School of Medicine

- 1.2 The Anvil Hospital

- 2 History

- 3 In Play

Overview

The Anvil Hospital and Imperial School of Imperial Medicine is an Imperial sodality dedicated to the protection and promotion of the healing arts.

The School produces a memorandum twice a year that includes updates and news items on what is happening in the medical community within the Empire, articles on various medical matters and so on. This pamphlet can be picked up for just a few rings. In addition, the School runs frequent medical lectures. There is a small charge for entrance to these lectures for non-members and for lecture materials (provided by the lecturer), a portion of this fee going to the School and the rest to the lecturer themselves.

The School collates and prints the Guide to Medicine. This bound volume is the authoritative edition of all things medical within the Empire, and covers every herb, potion, recipe, healing ritual and wound in the game, together with details on various and specific threats, how to deal with traumatic wounds, and so on. Copies can be purchased directly from the Hospital. The School also publishes, and will help publish, other texts, treatise, and other materials relevant to medicine and medical treatment at Anvil and the wider Empire.

The sodality also has its own dedicated website which contains an overview of how the venture works, a comprehensive library of IC texts, and an online database of all things medical in Empire.

The Imperial School of Medicine

The Imperial School of Medicine is the administrative body of the venture. The school has several functions which include running the Hospital, protecting the interests of the profession, promoting training in the healing arts with the Academy, presenting regular lectures, making representations to the Senate where necessary and operating a herb bank which allows members to trade herbs at preferential rates.

This School of Medicine is open to all citizens of the Empire and has a membership fee which goes toward the running of the institution. In return a member receives a number of benefits, details of which can be found in the Members section of our website.

The Anvil Hospital

The Anvil Hospital (field hospital) is the business end of the institution. It is funded, run and administrated by the School of Medicine and provides healing to the citizens of the Empire, and especially to those soldiers returning from the battlefield who are in need of treatment. The Hospital has a permanent home by the Sentinel Gate and is marked by a flag bearing the Hospital symbol; the blood rune Rhyv on a white background.

Any medic of skill and dedication is welcome to come and help out in the Hospital, and those who work there give their services freely. You do not have to be a member of the School of Medicine to benefit from or work within the Hospital, and whilst the Hospital is glad to receive donations of people's time, money, or herbs, it does not charge for its services; all citizens of the Empire are entitled to receive free healing.

History

The Anvil Hospital was created in the chaotic years following Britta's death in 376. Concerned citizens of the Empire banded together to create the institution and it quickly grew from there.

Following a vote from the Senate during the Spring Equinox of 377YE the School of Medicine was awarded a one-off lump sum of money. This was used to upgrade members’ herbs gardens, providing a permanent source of herbs for the Anvil Hospital. Although the disbursement by the Senate provided the Hospital with Imperial recognition, it does not affect its independent status - the Hospital and the School are not subject to the Imperial Senate or the civil service.

In Play

The Anvil Field Hospital operates from a tent which is permanently sited next to the Sentinel Gate. Anyone seeking the Imperial School of Medicine or the Hospital is best advised to go there first.

To ensure broad support from across the Empire, the sodality is managed by a board, comprised of one representative from each of the ten nations. The School of Medicine does not elect or appoint the board members; a representative is chosen by the medics of each nation by whatever means they deem fit. The board decide on the day to day running of the School and the Anvil Hospital, vote on changes and dictate direction. Any citizen of the Empire may request a matter be brought before the board by speaking with their national representative.

In addition to the board, the Hospital is served by the three non-executive positions, a bursar, chancellor, and librarian. These positions can only advise the board. They have no voting rights, they exist to ensure continuity as the board members change, and to handle the background administration and costs of the venture.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Anvil_Hospital_%26_Imperial_School_of_Medicine&oldid=38947"

Anvil Library

Contents

- 1 Overview

- 2 History

- 3 Current Staff

- 4 Joining the Anvil Library

- 5 In Play

Overview

The Anvil Library is an Imperial sodality dedicated to the protection and promotion of knowledge across the Empire.

The Library collates and prints a multitude of publications, covering subject from medicine to religion, politics to magic, and everything in between. The Library also publishes, and will help publish, other texts, treatise, and other materials relevant to the citizens attending the summit at Anvil and the wider Empire.

Citizens are free to reference a selection of the thousands of pamphlets, books and papers the Library has in its possession, covering a wide variety of topics and subjects. Copies of most of these works can be purchased for a modest fee which, in turn, helps to financially support the Library in with its running costs.

The Library also looks to collect and preserve special artefacts, historic documents, maps and articles from expeditions; these are kept in a special reference section of the Library for researchers to access (these items are not available for sale or lending outside of the Library).

There is also a back catalogue of newspapers from each of the Anvil Summits, including such notable publications as The Looking Glass, the Thrifty Squid, and The Pledge. The Library is always interested in receiving copies of any publications produced at each Anvil Summit for inclusion in our reference section.

The Library also produces a newsletter at each Anvil Summit that cover important updates and news items concerning library, and articles on various other matters. This pamphlet can be picked up for just a few rings.

In addition, the Library runs frequent lectures. There is a small charge for entrance to these lectures for non-members and for lecture materials (provided by the lecturer), a portion of this fee going to the Library and the rest to the lecturer themselves.

History

The Anvil Library was founded by Garth of Renwaerd, Wintermark; in the first instance as a travelling repository of knowledge collected during his travels. But by 380YE the number of books became too cumbersome to be carried around, and so Garth sought a more permanent location. This is when the library found a home in the corner of the tent belonging to the Three Refrains' at Anvil in Winter 380YE.

Over the next few seasons the number of books increased dramatically, outgrowing the area provided by the Three Refrain's. So a new location was sought in Anvil, it was at this stage that the Library was awarded its own tent, near to the Imperial Offices in Anvil, at the end of 381YE.

In 382YE the Library officially became an Imperial sodality, run by and for the citizens of the Empire.

Whilst officially acknowledged by the Empire, the library is run by a small team of dedicated librarians, researchers, and supporters, and is governed by two core values:

- To gather, to preserve, and to make available, the texts of the Empire for all citizens.

- To undertake research, and to expand the knowledge of the Empire.

The Library is not subject to the Imperial Senate or the civil service.

Current Staff

The Library is run by a core of player characters. These are dedicated players who are focused on helping all players integrate into the game while providing interesting and often challenging activities. A full list of the current senior library staff is given below.

IC Name

Library Role

OOC Name

Garth of Renwaerd, Wintermark

Founder / Chancellor

Gary Longford

Genevieve, Dawn

Head Librarian

Emily Bowen

Birdie of the Sons of Couros, Highguard

Deputy Head Librarian

Kazzy Crimson

Tormund Crowstooth, Navarr

Senior Librarian / Welfare Officer

Ed Jenkins

Bynn the Naga, Navarr

Senior Librarian

???

Librarian / Researcher roles require only time and a willingness to help out. Benefits include a fast track to understanding the sweep of Imperial game and how to ‘get things done’. Roles are particularly suitable for those ‘new to Anvil’, but not exclusively so.

Joining the Anvil Library

Come to the Library (located between the Imperial Offices and the Hub) and ask to speak with one of the senior librarians or the Chancellor.

In Play

The Anvil Library operates from a tent which is permanently sited next to the Imperial Offices.

To ensure broad support from across the Empire, the Library is managed by a board, comprised of one representative from each of the ten nations. The Library does not elect or appoint the board members; a representative is chosen by the Librarians of each nation by whatever means they deem fit. The board decide on the day to day running of the Library, vote on changes and dictate direction. Any citizen of the Empire may request a matter be brought before the board by speaking with their national representative.

In addition to the board, the Library is served by the three non-executive positions, the Chancellor, the Head of Library, and the Treasurer. These positions can only advise the board. They have no voting rights, they exist to ensure continuity as the board members change, and to handle the background administration and costs of the venture.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Anvil_Library&oldid=66259"

Surgical skills (Redirected from Apothecary)

Contents

- 1 Surgical Skills

- 2 Chirurgeon

- 3 Physick

- 4 Apothecary

- 5 Extra Recipe

- 6 Further Reading

Surgical Skills

- You cannot use any surgical skills on yourself

- Surgical skills require both hands free and your attention on your patient

Chirurgeon

- You must purchase chirurgeon before you can take any other surgical skills

If you spend at least 30 seconds of appropriate roleplaying treating a character who is bleeding to death, then you can restore a single lost hit. The bleeding character's death count is paused while you treat them. This skill has no effect on a character who is not on zero hits. You must complete this time without being interrupted. If your character is a physick, you may also apply a single herb during this time.

Physick

- You can use appropriate roleplaying to treat a range of conditions

- You can also apply herbs to an affected character to treat them

- You cannot use this skill on yourself

If you spend at least 2 minutes of appropriate roleplaying treating a character then you may restore the use of a limb ruined by the CLEAVE or IMPALE call or treat the effects of a traumatic wound. Some traumatic wounds require longer than 2 minutes of treatment, as directed by the trauma card.

Herb

Benefit

Bladeroot

Removes the
WEAKNESS
condition

Cerulean Mazzarine

Repairs a ruined limb

Imperial Roseweald

Removes the
VENOM
condition

Marrowort

Allows a character to ignore the roleplaying effects of traumatic wounds

True Vervain

Restores all lost hits to a character who is not dying

If you spend at least 3 minutes of appropriate roleplaying treating a character who is terminal then you may allow the character to act as if they are not in pain.

If you spend at least 5 minutes of appropriate roleplaying treating a character who is wounded then they regain all lost global hits after ten minutes of rest and relaxation. This roleplaying can only be performed in a tent or similar building suited for use as a physick's chamber - it cannot be performed on a battlefield.

You can also use this skill to attempt to diagnose what is wrong with a patient. You must ask a ref if there is anything else you can tell about your patient, and what you can do to fix the problem.

You can also apply medicinal herbs directly to a patient to treat them. There are five herbs in Empire, each can be used to treat a different effect. You must spend at least 10 seconds of appropriate roleplaying to apply a herb, but it is possible to apply a single herb while spending thirty seconds treating a character using the chirurgeon skill.

Herbs are produced by a herb garden, and are measured in drams. Any character can choose to start with a herb garden, which is a personal resource. A starting herb garden produces fourteen herbs per event, six drams of True Vervain and two of each of the others.

Apothecary

- Herbs can be mixed to produce a potion that can be taken by any character

You are able to mix herbs together at an event to produce a potion that recreates the effects of the herbs but that can be drunk by any character. It requires five seconds of appropriate roleplaying to drink a potion.

This skill gives you the ability to mix all five of the Apothecary Potions automatically. You can take the extra recipe skill to learn how to make additional potions.

Extra Recipe

You can choose one additional recipe set of potions that your character knows how to make each time you purchase this skill.

Further Reading

- You can find a useful, short article about medicine and healing in the Empire world here.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Surgical_skills&oldid=41788#Apothecary"

Apothecary Potions

Every apothecary knows how to mix these five essential preparations. They allow the drinker to gain medicinal aid without needing the personal attention of a physick.

Contents

- 1 Anodyne Analgesic

- 2 Bloodharrow Philtre

- 3 Elixir Vitae

- 4 Feverfail Elixir

- 5 Ossean Solution

Anodyne Analgesic

Replacing the more cumbersome Anodyne Embrocation, this potent elixir numbs pain, and helps clear and focus the mind of the drinker. The philtre is not without its dangers; while it allows the imbiber to overcome many of the effects of a traumatic injury, it does nothing to actually treat the effects of such wounds. More than one soldier has dropped dead after using the potion to allow them to ignore a serious condition that required immediate medical attention. It can also be used to alleviate the symptoms of painful medical conditions such as inflamed joints, arthritis and rheumatism, but the cost of doing so with a potion tends to place this option outside the reach of all save the most wealthy.

- Form: Philtre.

- Description: This dark blue elixir has a gritty, slightly sandy texture. It smells strongly of freshly cut grass. Put a tiny drop on your finger or your tongue, and the tip quickly becomes numb.

- Roleplaying Effects: The liquid numbs the pain of your injuries, and provides an invigoration that quickly clears your mind.

- Mechanical Effects: You can overcome the roleplaying effect of a single traumatic wound of your choice until the end of the current engagement.

- Recipe: One dram of Marrowort and one dram of True Vervain.

Bloodharrow Philtre

A thin, slightly toxic elixir that harrows the blood of the one who drinks it. After a moment or two of agonising pain, the body is purged of venom, and of some minor poisons.

- Form/Description: Philtre.

- Form/Description: This translucent red liquid has tiny white particles suspended in it. It has a spicy scent, and a tiny amount on your tongue or your finger tingles unpleasantly for a moment.

- Roleplaying Effects: Pain spreads rapidly through your body; you feel as if your blood is on fire. After a moment or two, the pain fades.

- Mechanical Effects: You lose the venom condition.

- Recipe: One dram Imperial Roseweald and one dram of Marrowort

Elixir Vitae

This potent healing elixir captures the essence of True Vervain to restore health and vitality. It is a common preparation in the Empire, carried by warriors and healers alike, and many can identify the clear, slightly sticky liquid on sight.

- Form: Philtre

- Description: This translucent liquid is tinted a pale blue-green. It has a clean, fresh scent. A tiny drop of the sticky fluid on your tongue or your finger tingles pleasantly for a moment.

- Roleplaying Effects: A warm glow spreads quickly through your body, removing pain, revitalising your spirit and creating a sense of enormous well-being.

- Mechanical Effects: You regain up to three lost hits.

- Recipe: One dram of True Vervain and one dram of Cerulean Mazzarine.

Feverfail Elixir

This elixir drives out the lingering effects of enervation. It is occasionally useful in treating symptoms that include excessive tiredness or dizziness.

- Form: Philtre.

- Description: This translucent grey liquid smells faintly of spring flowers. A tiny drop of the thick, syrupy fluid on your tongue causes a grimace - it tastes a little like spoiled milk.

- Roleplaying Effects: You feel nauseous. A dizzying chill spreads through your body, leaving you incapacitated for a few moments. Both effects clear as quickly as they arose, leaving you feeling revitalised.

- Mechanical Effects: You lose the weakness condition.

- Recipe: One dram of Bladeroot and one dram of Imperial Roseweald.

Ossean Solution

For centuries, the Ossean Balm was used to rapidly restore ruined limbs. Recently, however, a method of distilling the essential power of that salve into liquid form was perfected by Navarr apothecaries, giving rise to the Ossean Elixir. When the philtre is drunk by someone who has been seriously injured, with more than one limb crippled, it tends to repair the limb that is most advantagous to the imbiber - a feature that intrigues some apothecaries. There is fierce debate in some circles about how the potion "knows" which limb to heal - how it knows that someone wishing to flee needs their leg repaired rather than their arm for example. Most apothecaries and physicks simply shrug and point out that this is just a tendency - that there are also harrowing stories of the philtre restoring the "wrong" limb with tragic consequences.

- Form: Philtre

- Description: This thick, odourless, blue liquid has a gritty texture. When you rub it between finger and thumb it leaves a crusty residue that soon flakes away. It tastes disgusting.

- Roleplaying Effects: You feel a numbness spreading through the flesh of your ruined limb as the torn ligaments and broken bones fuse together.

- Mechanical Effects: You regain the use of a single limb that has been ruined by cleave or impale.

- Recipe: One dram of Cerulean Mazzarine and one dram of Bladeroot.

Older Potions

In the past, these powerful philtres were brewed as less concentrated preparations, and were liquids or salves. In character, new recipes have been introduced and embraced by apothecaries that make the process of brewing these old potions obsolete.

Any player who has one of the old potions, represented by a laminated slip, can bring it to GOD and swap it for one of the new philtre cards.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Apothecary_Potions&oldid=48707"

Apothecary potions

Every apothecary knows how to mix these five essential preparations. They allow the drinker to gain medicinal aid without needing the personal attention of a physick.

Contents

- 1 Anodyne Embrocation

- 2 Bloodharrow Philtre

- 3 Elixir Vitae

- 4 Feverfail Elixir

- 5 Ossean Balm

Anodyne Embrocation

This analgesic body rub numbs pain, and the strong scent helps to clear the mind when rubbed firmly into the skin. It can also be used to alleviate the symptoms of painful medical conditions such as inflamed joints, arthritis and rheumatism, but the cost of doing so with a potion tends to place this option outside the reach of all save the most wealthy.

- Form: Salve.

- Description: This dark blue cream has a gritty, slightly sandy texture. It smells strongly of freshly cut grass. Put a tiny drop on your finger or your tongue, and the tip quickly becomes numb.

- Roleplaying Effects: The salve numbs the pain of your injuries, and its strong scent helps to clear your mind.

- Mechanical Effects: You can ignore the roleplaying effect of a single traumatic wound until the end of the current engagement.

- Recipe: One dram of Marrowort and one dram of True Vervain.

Bloodharrow Philtre

A thin, slightly toxic elixir that harrows the blood of the one who drinks it. After a moment or two of agonising pain, the body is purged of venom, and of some minor poisons.

- Form/Description: Liquid.

- Form/Description: This translucent red liquid has tiny white particles suspended in it. It has a spicy scent, and a tiny amount on your tongue or your finger tingles unpleasantly for a moment.

- Roleplaying Effects: Pain spreads rapidly through your body; you feel as if your blood is on fire. After a moment or two, the pain fades.

- Mechanical Effects: You lose the venom condition.

- Recipe: One dram Imperial Roseweald and one dram of Marrowort

Elixir Vitae

This potent healing elixir captures the essence of True Vervain to restore health and vitality. It is a common preparation in the Empire, carried by warriors and healers alike, and many can identify the clear, slightly sticky liquid on sight.

- Form: Liquid.

- Description: This translucent liquid is tinted a pale blue-green. It has a clean, fresh scent. A tiny drop of the sticky fluid on your tongue or your finger tingles pleasantly for a moment.

- Roleplaying Effects: A warm glow spreads quickly through your body, removing pain, revitalising your spirit and creating a sense of enormous well-being.

- Mechanical Effects: You regain all lost hits.

- Recipe: One dram of True Vervain and one dram of Cerulean Mazzarine.

Feverfail Elixir

This elixir drives out the lingering effects of enervation. It is occasionally useful in treating symptoms that include excessive tiredness or dizziness.

- Form: Liquid.

- Description: This translucent grey liquid smells faintly of spring flowers. A tiny drop of the thick, syrupy fluid on your tongue causes a grimace - it tastes a little like spoiled milk.

- Roleplaying Effects: You feel nauseous. A dizzying chill spreads through your body, leaving you incapacitated for a few moments. Both effects clear as quickly as they arose, leaving you feeling revitalised.

- Mechanical Effects: You lose the weakness condition.

- Recipe: One dram of Bladeroot and one dram of Imperial Roseweald.

Ossean Balm

This blue salve is used to rapidly restore a ruined limb. The treatment forms a thick crust over the damage limb, causing it to become stiff and immobile for a few moments, after which the damaged skin peels away to reveal fresh and undamaged material beneath.

- Form: Salve.

- Description: This blue cream has no discernable scent. It has a gritty, sandy texture and quickly dries when you rub it between finger and thumb, leaving a thin crust that soon flakes away. It tastes disgusting.

- Roleplaying Effects: The salve forms a thick crust over your damaged limb, leaving it stiff and immobile for a few moments, after which the damaged skin peels away to reveal undamaged flesh beneath.

- Mechanical Effects: You regain the use of a limb that has been ruined by cleave or impale.

- Recipe: One dram of Cerulean Mazzarine and one dram of Bladeroot.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Apothecary_potions&oldid=20232"

Appoint Asavean Ambassador II

To appoint an ambassador to Asavea

Proposed by Unknown, seconded by Unknown

Overview

- This motion was to elect a citizen to the position of Ambassador to Asavea

Date

- Summer 380YE

Nominees

- Camilia di Traviciana di Sarvos

Campaign Outcome

- Camilia di Traviciana di Sarvos was appointed ambassador to the Asavean Archipelago

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Asavean_Ambassador_II&oldid=47194"

Appoint Asavean Ambassador III

To appoint an Imperial citizen as Ambassador to Asavea.

Proposed by Semmerholm, Seconded by Miaren.

Overview

- This motion was to elect a citizen to the position of Ambassador to Asavea.

Date

- Summer 381YE

Campaign Outcome

- Jarrigk Wegwandelaar was appointed.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Asavean_Ambassador_III&oldid=55256"

Appoint Asavean ambassador

I would like to open candidacy for position of Asavean Ambassador.

Proposed by Karsk, Seconded by Hahnmark.

Overview

- This motion is to choose a citizen to appoint as Ambassador to Asavea.

- This title was first appointed during Summer 378YE, and serves in the post for a year.

Date

- Summer 379YE

Nominees

- Unknown

Campaign Outcome

- Unknown

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Asavean_ambassador&oldid=37793"

Appoint Axos Ambassador

To appoint an Imperial Citizen to the position of Ambassador to Axos

Administrative Motion

Overview

- First appointment of the Ambassador to Axos

- This motion appoints someone to be responsible for the Axos embassy, and to represent the Empire in dealings with Axos.

Date

- Autumn 380YE

Campaign Outcome

- Tarquinius of Ankarien was appointed as the first Ambassador to Axos

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Axos_Ambassador&oldid=60346"

Appoint Captain of the Senate Guard II

Motion to trigger the appointment process for Captain of the Senate Guard

Proposed by Upwold, Seconded by Skarsind

Overview

- This motion was to appoint a citizen to the position of Captain of the Senate Guard

Date

- Spring 381YE

Campaign Outcome

- No citizen was elected and the position remains vacant

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Captain_of_the_Senate_Guard_II&oldid=53536"

Appoint Captain of the Senate Guard III

To appoint Captain of the Senate Guard.

Proposed by the Conscience, Seconded by Necropolis.

Overview

- This motion was to appoint a citizen to the position of Captain of the Senate Guard

- Passed

Date

- Summer 381YE

Campaign Outcome

- Keelin Foxden was appointed.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Captain_of_the_Senate_Guard_III&oldid=55276"

Appoint Commonwealth Ambassador II

Appointment of Cael of Splitroot as Ambassador to the Commonwealth

Proposed by Reikos, Seconded by Casinea

Overview

- This motion is to appoint a citizen to the position of Ambassador to the Commonwealth and to have the power to deal with the Commonwealth on behalf of the Empire.

- This election was announced at the last senate session of the Spring summit. Following Senatorial procedure on elections the election will occur at the first senate session of the Summer Solstice 381YE

Date

- Spring 381YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Commonwealth_Ambassador_II&oldid=60355"

Appoint Commonwealth Ambassador III

This motion is currently undergoing scrutiny.

To appoint an Ambassador to the Commonwealth.

Administrative Motion

Overview

- This motion was to appoint a citizen to the position of Ambassador to the Commonwealth and to have the power to deal with the Commonwealth on behalf of the Empire.

- This election was announced at the last Senate session of the Spring summit. Following senatorial procedure on elections, the election took place at the first Senate session of the Summer Solstice 381YE.

Date

- Summer 381YE

Campaign Outcome

- Cael Splitroot was appointed.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Commonwealth_Ambassador_III&oldid=60356"

Appoint Commonwealth ambassador

This motion is currently undergoing scrutiny.

To appoint an Imperial Citizen to the position of Ambassador to the Commonwealth

Administrative Motion

Overview

- First appointment of the Ambassador to the Commonwealth

- This motion appoints someone to be responsible for the Commonwealth Embassy, and to represent the Empire in dealings with the Commonwealth

Date

- Spring 380YE

Campaign Outcome

- Beatrix Amalia Novarian Zu Holberg was appointed ambassador to the Commonwealth

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Commonwealth_ambassador&oldid=60344"

Appoint Commonwealth Ambassador III (Redirected from Appoint Commonwealth ambassador II)

This motion is currently undergoing scrutiny.

To appoint an Ambassador to the Commonwealth.

Administrative Motion

Overview

- This motion was to appoint a citizen to the position of Ambassador to the Commonwealth and to have the Authority to deal with the Commonwealth on behalf of the Empire.

- This election was announced at the last Senate session of the Spring summit. Following senatorial procedure on elections, the election took place at the first Senate session of the Summer Solstice 381YE.

Date

- Summer 381YE

Campaign Outcome

- Cael Splitroot was appointed.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Commonwealth_Ambassador_III&oldid=54787"

Appoint Dean of Pilgrims

To fill the position of Dean of Pilgrims (Academy Liao Sinecure).

Proposed Redoubt, Seconded by Skarsind.

Overview

- This motion is to choose a citizen to appoint as Dean of Pilgrims.

- This title was created by an earlier motion.

Date

- Summer 379YE

Outcome

- Nina of Cantiarch's Hold elected.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Dean_of_Pilgrims&oldid=38414"

Appoint Dean of Pilgrims II

Motion: of re-election for the position of Dean of Pilgrims of The Academy, to be held at Sunday's Senate, with the Former Cardinal of courage and previous Dean as a candidate for this position.

Proposed by Dean of the Academy, Seconded by Casinea

Overview

- This motion was to choose a citizen to appoint as Dean of Pilgrims

Date

- Autumn 380YE

Campaign Outcome

- Nina of Cantiarch's Hold was elected

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Dean_of_Pilgrims_II&oldid=47299"

Appoint Dean of the Academy

This motion is currently undergoing scrutiny.

To appoint an Imperial Citizen to the position of Dean of the Academy

Administrative Motion

Overview

- First appointment of the Dean of the Academy

- This motion was raised by the civil service as an administrative motion, as it was the first time the position was up for appointment. Any future appointment must be raised as a motion by a member of the Senate.

Date

- Spring 380YE

Campaign Outcome

- Faustina Notturno di Sarvos was appointed as the first Dean of the Academy

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Dean_of_the_Academy&oldid=46568"

Appoint Dean of the Liberated

Appoint a Dean of the Liberated

Proposed by Miaren, seconded by Feroz

Overview

- The College of the Liberated in Sarvos is a great work with an associated ceremonial title.

Date

- Autumn 381YE.

Campaign Outcome

- Venturo de Sarvos was appointed as Dean of Liberated.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Dean_of_the_Liberated&oldid=63857"

Appoint Envoy to Axos

That one of the nominees should be given the imperial title Envoy to Axos.

Procedural Motion.

Overview

- This motion is a reference to an earlier Senate motion to send an envoy to Axos.

Date

- Winter 377YE

Nominees

- Valimar Clarev Parakgoosier Bashnya (League)

- Marissa Shatterspire (Urizen)

Campaign Outcome

Valimar Clarev Parakgoosier Bashnya was appointed envoy to Axos.

Voting

State

Valimar

Marissa

Result

For position

20

7

Valimar

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Envoy_to_Axos&oldid=26279"

Appoint Faraden Ambassador II

To appoint an Ambassador to Faraden

Proposed by Necropolis, Seconded by Reikos

Overview

- This motion appoints someone to be responsible for the Faraden Embassy, and to represent the Empire in dealings with Faraden

Date

- Autumn 380YE

Campaign Outcome

- Tal'Shar of House Zabala appointed as the second Ambassador to Faraden

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Faraden_Ambassador_II&oldid=60348"

Appoint Faraden Ambassador III

To appoint an Ambassador to Faraden

Proposed by Bastion, Seconded by Casinea

Overview

- This motion appoints someone to be responsible for the Faraden Embassy, and to represent the Empire in dealings with Faraden

Date

- Autumn 381YE

Campaign Outcome

- Tal'Shar of House Zabala appointed as the second Ambassador to Faraden

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Faraden_Ambassador_III&oldid=60358"

Appoint Faraden ambassador

Appoint an Ambassador to Faraden

Administrative Motion

Overview

- First appointment of the Ambassador to Faraden.

- This motion appoints someone to be responsible for the Faraden Embassy, and to represent the Empire in dealings with the Faraden.

Date

- Autumn 379YE.

Campaign Outcome

- Ricardo di Tassato was appointed ambassador to Faraden.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Faraden_ambassador&oldid=41297"

Appoint Feverwater Dredgemaster

Assign a person to the position of Dredgemaster of Lake Feverwater, to be nominated by Navarr senators.

Procedural Motion.

Overview

- This motion is a reference to an earlier Senate motion to permit the dredging of Feverwater.

- The earlier motion created a sinecure in Feverwater lake in Therunin.

Date

- Spring 378YE

Nominees

- There was only one nominee,

Campaign Outcome

Corey Brackensong was appointed to the position of Dredgemaster of Feverwater by unanimous decision of the Navarri senators.

Constitution

The formal process for electing a national position is for Merlot, the master of elections, to hold an election involving the relevant nation's senators.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Feverwater_Dredgemaster&oldid=42463"

Appoint General of the Wolves of War

To appoint a General to the Wolves of War

Proposed by Sarvos, seconded by Karsk.

Overview

- This motion was to choose a citizen to appoint as General to League army the Wolves of War.

- This motion was raised in the absence of a unanimous agreement among the four League senators.

Date

- Autumn 379YE.

Outcome

- Gabriel Barossa was elected.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_General_of_the_Wolves_of_War&oldid=39749"

Appoint Imperial Consul

To appoint the Imperial Consul

Proposed by Hercynia, seconded by Miaren

Overview

- This motion was to elect a citizen to the position of Imperial Consul

Date

- Summer 380YE

Nominees

- Aureliana Saverio di Sarvos

Campaign Outcome

- Aureliana Saverio di Sarvos was appointed as Imperial Consul

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Imperial_Consul&oldid=47196"

Appoint Imperial Consul II

To appoint an Imperial Citizen to the position of Imperial Consul.

Proposed by Segura, Seconded by Hercynia.

Overview

- This motion appoints a citizen to the position of Imperial Consul.

Date

- Summer 381YE

Campaign Outcome

- Aureliana Perpetua Nicasia Saverio di Sarvos was appointed.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Imperial_Consul_II&oldid=55255"

Appoint Imperial Master of Works

Approve Richard Tunstall of the Marches as the Imperial Master of Works.

Procedural Motion.

Overview

- First appointment of the Imperial Master of Works.

Date

- Winter 377YE

Constitution

The Imperial Master of Works is normally appointed during the Autumn Equinox, but the position was vacant. It will be appointed again at the Autumn Equinox 377YE.

Voting

State

Votes Against

Votes For

Result

Appoint Richard Tunstall.

0

25

Passed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Imperial_Master_of_Works&oldid=26201"

Appoint Imperial Master of Works II

This motion is currently undergoing scrutiny.

To appoint a citizen to the position of Master of Imperial Works

Proposed by Mitwold, seconded by Miaren

Overview

- This motion was to choose a citizen to appoint as Imperial Master of Works

- Passed

Date

- Spring 380YE

Campaign Outcome

- Richard Lancaster, of the Marches was elected.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Imperial_Master_of_Works_II&oldid=44656"

Appoint Iron Confederacy Ambassador

To appoint an ambassador to the Iron Confederacy

Proposed by Temeschwar, seconded by Holberg

Overview

- This motion was to elect a citizen to the position of Ambassador to the Iron Confederacy

Date

- Summer 380YE

Nominees

- Lukash Biessik von Temeschwar

- Starac Sijed Orzel

- Gellan de Rondell

Campaign Outcome

- Starac Sijed Orzel was appointed ambassador to the Iron Confederacy

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Iron_Confederacy_Ambassador&oldid=47197"

Appoint Iron Confederacy Ambassador II

To appoint an Ambassador to the Iron Confederacy.

Proposed by Karov, Seconded by Weirwater.

Overview

- This motion is to appoint a citizen to the position of Ambassador to the Iron Confederacy and to have the Authority to deal with the Iron Confederacy on behalf of the Empire.

- This election was announced at the last senate session of the Summer summit. Following Senatorial procedure on elections, the election will occur at the first senate session of the Autumn Equinox 381YE.

- Passed.

Date

- Summer 381YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Iron_Confederacy_Ambassador_II&oldid=55266"

Appoint Jarmish Ambassador III

To appoint an Ambassador to the Principalities of Jarm

Proposed by Sermersuaq, Seconded by Necropolis

Overview

- This motion appoints someone to be responsible for the Jarmish Embassy, and to represent the Empire in dealings with the Principalities of Jarm

Date

- Autumn 380YE

Campaign Outcome

- Oswi Twice-burned was reappointed as the Ambassador to Jarm

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Jarmish_Ambassador_III&oldid=60351"

Appoint Jarmish Ambassador IV

To appoint an Ambassador to the Principalities of Jarm

Proposed by Hercynia, Seconded by Madruga

Overview

- This motion appoints someone to be responsible for the Jarmish Embassy, and to represent the Empire in dealings with the Principalities of Jarm

Date

- Autumn 381YE

Campaign Outcome

- Oswi Twice-burned was reappointed as the Ambassador to Jarm

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Jarmish_Ambassador_IV&oldid=63863"

Appoint Jarmish ambassador

To appoint an ambassador to Jarm

Proposed by Kallavesa, seconded by Morrow.

Overview

- This motion was to choose a citizen to appoint to the Imperial title of Ambassador to Jarm.

Date

- Autumn 379YE.

Outcome

- The incumbent, Oswi Twice-burned, was elected.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Jarmish_ambassador&oldid=39715"

Appoint Minister for Historical Research

To appoint the Minister of Historical Research to enable continued research that is currently stalled.

A proposed candidate is Lucifer, son of Cyrus, Felix Watch, Highguard

Proposed by Reikos, Seconded by Hercynia

Overview

- This motion was to choose a citizen to appoint as Minister for Historical Research

- This motion was raised at the last senate session of the summit, so following the method for elections within the Senate, the elections will take place at the first senate session of the Spring Equinox 380YE

Date

- Winter 379YE.

Campaign Outcome

- The actual appointment took place during the Spring 380YE summit, Ioseph of Phoenix Reach was elected.

Constitution

- While a candidate has been proposed, every Member of the Senate with the power of proposal can nominate a candidate of their choice when the actual appointment is debated.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Minister_for_Historical_Research&oldid=44629"

Appoint Minister for Historical Research II

To appoint Minister for Historical Research.

Proposed by Hercynia, Seconded by Miekarova.

Overview

- This motion was to choose a citizen to appoint as Minister for Historical Research

Date

- Summer 381YE

Campaign Outcome

- Ioseph of Phoenix Reach was appointed.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Minister_for_Historical_Research_II&oldid=55277"

Appoint Quartermaster General

To elect a Quartermaster

Administrative Motion.

Overview

- This motion was to choose a citizen to appoint as Quartermaster General of the Imperial Armies.

- The candidates were drawn from a short list voted on by the Military Council

Date

- Autumn 379YE.

Campaign Outcome

- Brendan Brackensong was elected.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Quartermaster_General&oldid=41390"

Appoint Sarcophan Delves Ambassador

To appoint an Imperial Citizen to the position of Ambassador to the Sarcophan Delves

Administrative Motion

Overview

- First appointment of the Ambassador to the Sarcophan Delves

- This motion appoints someone to be responsible for the Sarcophan Embassy, and to represent the Empire in dealings with the Sarcophan Delves

Date

- Autumn 380YE

Campaign Outcome

- Thanmir Hrafnar was appointed as the first Ambassador to the Sarcophan Delves

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Sarcophan_Delves_Ambassador&oldid=60347"

Appoint Sarcophan Delves Ambassador II

To appoint an Imperial Citizen to the position of Ambassador to the Sarcophan Delves

Proposed by Necropolis. seconded by Reikos

Overview

- This motion appoints someone to be responsible for the Sarcophan Embassy, and to represent the Empire in dealings with the Sarcophan Delves

Date

- Autumn 381YE

Campaign Outcome

- Thanmir Hrafnar was appointed as Ambassador to the Sarcophan Delves

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Sarcophan_Delves_Ambassador_II&oldid=62304"

Appoint Senate auditor

To request an Auditor to be chosen by full Synod by whichever means the Synod see fit to audit accounts of Senators to whom funds have been supplied by Senate vote, auditor to then report back to the Senate.

Proposed by Astalot, seconded by Semmerholm.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Legal Ramifications

- 5 Election

Overview

- Create an Auditor of Senatorial Accountability with responsibility to investigate Imperial Senators.

- Passed with one vote against

Date

- Passed Spring 377YE (Event Two 2013).

Cost

- None

Legal Ramifications

- This position has a responsibility to investigate Senate expenditure and report to the Senate

- The Senate has not chosen to assign any legal authority to this position

- The Senate has not chosen to assign a stipend to this position

The civil service opinion is that there are a range of legal powers that might have been considered appropriate to this position. As the title is assigned by the Synod, the auditor could have been granted the authority to use inquisition on members of the Imperial Senate. The position could have been given the authority to address the Senate. Additional Senate votes would now be required to grant any additional powers to this position.

Election

- Synod General Assembly Appointment

The title is elected by the General Assembly of the Imperial Synod, and once chosen will serve for life, until they resign or until revoked by the General Assembly or Assembly of Nine.

The first election of the Auditor of Senatorial Accountability takes place at the Autumn Equinox 377YE.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Senate_auditor&oldid=23554"

Appoint Sumaah Ambassador III

Motion to appoint an ambassador to the Sumaah Republic

Proposed by Karov, Seconded by Kallavesa

Overview

- This motion appoints a citizen to the position of Ambassador to the Sumaah Republic and to have the power to deal with the Sumaah Republic on behalf of the Empire.

Date

- Spring 381YE

Campaign Outcome

- Vera Runova Helgrod was re-appointed Ambassador to the Sumaah Republic

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Sumaah_Ambassador_III&oldid=60354"

Appoint Sumaah ambassador

To assign an ambassador to the Sumaah Republic

Proposed by Miaren, seconded by Zenith

Overview

- This motion was to choose a citizen to appoint as Ambassador to the Sumaah Republic.

- This motion was raised at the last senate session of the summit so, following the method for elections within the Senate, the elections took place at the first senate session of the Winter Solstice 379YE.

Date

- Autumn 379YE.

Campaign Outcome

- The actual appointment took place during the Winter 379YE summit, but ultimately no candidate received the backing of the senate and so the title remained vacant.

- With the completion of the Sumaah Embassy in Necropolis, the Senate will have another administrative opportunity to appoint an ambassador during Spring 380YE.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Sumaah_ambassador&oldid=43694"

Appoint Sumaah ambassador II

This motion is currently undergoing scrutiny.

To appoint an Imperial Citizen to the position of Ambassador to the Sumaah Republic

Administrative Motion

Overview

- First appointment of the Ambassador to the Sumaah Republic

- This motion appoints someone to be responsible for the Sumaah Embassy, and to represent the Empire in dealings with the Sumaah Republic.

Date

- Spring 380YE

Campaign Outcome

- Vera Runova Helgrod was appointed ambassador to the Sumaah Republic

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Sumaah_ambassador_II&oldid=46672"

Appoint Throne I

That the Senate wishes to elect a citizen onto the Throne.

Proposed by Sermersuaq, Seconded by Hercynia.

Overview

- This motion is to choose a new Throne.

- The motion passed in principle, but no candidate received sufficient votes to take the Throne.

Date

- Winter 378YE

Nominees

- The Navarr Syn Nighthaven

- The Dawnish Earl Beaumont de Rondell

- The Wintermark Vanhe Korppi

- The Imperial orc Irontide Bruk

- The Wintermark icewalker Atte Arrow-Tongue Metsastajason

Campaign Outcome

- No single candidate received sufficient votes

Candidate

Round 1

Round 2

Syn Nighthaven

1

0

Baumont de Rondell

5

6

Vanhe

3

0

Bruk

6

5

Atte

9

12

None of the Above

5

5

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Throne_I&oldid=37922"

Appoint Throne II

I propose a motion to elect an Emporess to the Throne.

Proposed by Karsk, Seconded by Madruga.

Overview

- This motion is to choose a new Throne.

- The motion passed in principle, but no candidate received sufficient votes to take the Throne.

Date

- Spring 379YE

Nominees

- The Dawnish Earl Beaumont de Rondel

- The Wintermark Vanhe Korppi

- The Imperial orc Irontide Bruk

- The Wintermark icewalker Atte Arrow-Tongue Metsastajason

Campaign Outcome

- No single candidate received sufficient votes

Candidate

Round 1

Beaumont

4

Vanhe

2

Bruk

3

Atte

12

None of the Above

9

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Throne_II&oldid=37881"

Appoint Throne III

To elect an Imperial citizen to the Throne.

Proposed by Kallavesa, Seconded by Casinea.

Overview

- This motion was to choose a new Throne.

- The motion was withdrawn

Date

- Summer 379YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Throne_III&oldid=58062"

Appoint Throne IV

That the Senate wishes to elect an Imperial Citizen to the Throne.

Proposed by Upwold, seconded by Therunin.

Contents

- 1 Overview

- 2 Date

- 3 Nominees

- 4 Campaign Outcome

Overview

- This motion was to choose a new Throne.

Date

- Autumn 379YE.

Nominees

- Senator for Sermersuaq Atte Arrow-Tongue Metsastajason

- [General General] Vanhe Korppi of the Fist of the Mountain.

- Conscience of the Senate Lisabetta Giacomi von Holberg

Campaign Outcome

- No single candidate received sufficient votes

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Throne_IV&oldid=39724"

Appoint Throne V

This motion is currently undergoing scrutiny.

To elect a citizen to the Throne

Proposed by Volodmartz, seconded by Therunin

Contents

- 1 Overview

- 2 Date

- 3 Nominees

- 4 Campaign Outcome

- 5 Constitution

Overview

- This motion was to elect a citizen to the Throne

Date

- Spring 380YE

Nominees

- Lisabetta von Holberg

- Atte Arrow-Tongue Metsastajason, Senator for Sermersuaq

- Cyrus son of Felix, of Felix's Watch, Imperial Magus

- Olle Markusson, Senator for Kallavesa

Campaign Outcome

- Lisabetta von Holberg has been elected to the Throne.

Constitution

- This motion was ratified by Empress Lisabetta in Spring 380YE.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Throne_V&oldid=44658"

Appoint Thule Ambassador

This motion is currently undergoing scrutiny.

To elect an Imperial Citizen to the position of Ambassador to the Thule

Administrative Motion

Overview

- This motion appoints a citizen to the position of ambassador to the Thule and to have the power to deal with them on behalf of the Empire.

Date

- Spring 381YE

Campaign Outcome

- Juha, the Cave Spider was appointed as the Ambassador to Otkodov

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Thule_Ambassador&oldid=60353"

Appoint Trade Envoy to the Sarcophan Delves

To elect a Trade Envoy to the Sarcophan Delves

Administrative Motion

Contents

- 1 Overview

- 2 Date

- 3 Campaign Outcome

- 4 Constitution

Overview

- First appointment of the Trade Envoy to the Sarcophan Delves after the title's creation in Winter 379Ye

Date

- Spring 380YE

Campaign Outcome

- Thanmir Hrafn was appointed Trade Envoy to the Sarcophan Delves.

Constitution

- OOC Note: Parts of this section were superseded by the rules update 2018.

As explained during the creation of the title, this title has no power to handle diplomatic relations with the Sarcophan Delves. It is a ceremonial title, with the responsibility for helping with trade with the Sarcophan Delves - it does not have legal powers. Authority to negotiate with the Sarcophan Delves continues to remain with the Imperial Consul until an embassy is built.

Experience has shown that all attempts to initiate diplomacy with foreign nations without first building an embassy are ineffective.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_Trade_Envoy_to_the_Sarcophan_Delves&oldid=60345"

Appoint a Captain of the Senate Guard

To appoint a Captain of the Senate Guard

Proposed by Bastion, seconded by Kallavesa.

Overview

- This motion was to choose a citizen to appoint as Captain of the Senate Guard.

Date

- Autumn 379YE.

Outcome

- Sergio Salvatore was elected

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_a_Captain_of_the_Senate_Guard&oldid=39723"

Appoint a General for the Golden Sun army

Elect a new general from available Dawnish candidates.

Procedural Motion.

Overview

- One of the Senators for Dawn was forced to retire early from the Summit, leaving them unable to appoint a new general.

Date

- Winter 377YE

Nominees

- Clarence Oswald of House Arwood was the sole nominee

Campaign Outcome

- Clarence Oswald of House Arwood was appointed General of the Golden Sun army.

Voting

State

Votes For

Votes Against

Result

Nominee

23

0

Passed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_a_General_for_the_Golden_Sun_army&oldid=26314"

Appoint ambassador to Asavean Archipelago

Vote for an Ambassador for the Asavean Archipelago.

Administrative Motion.

Overview

- First appointment of the Ambassador to Asavea.

- The motion appoints someone to be responsible for the Asavean Embassy, and to represent the Empire in dealings with the Asaveans.

Date

- Summer 378YE

Nominees

- Unknown

Campaign Outcome

- Camilia di Traviciana di Sarvos was appointed ambassador to the Asavean Archipelago.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_ambassador_to_Asavean_Archipelago&oldid=29302"

Appoint ambassador to Axos Winter 381YE

To elect an Ambassador to Axos

Proposed by Redoubt, Seconded by Bastion

Overview

- This motion appoints the Ambassador to Axos

- Passed

Date

- Winter 381YE

Campaign Outcome

- The election was held Saturday 4pm

- Tarquinius Ankarien retains their position

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_ambassador_to_Axos_Winter_381YE&oldid=62880"

Appoint ambassador to Faraden Winter 381YE

to open up nominations for the Ambassador to the Faraden.

Proposed by Segura, seconded by Hercynia.

Overview

- This motion appoints the Ambassador to Faraden

- Passed

Date

- Winter 381YE

Campaign Outcome

- The election will be held during the Friday Senate Session at the Spring Equinox.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_ambassador_to_Faraden_Winter_381YE&oldid=62969"

Appoint general of the Strong Reeds

Motion:

The election by Senate of the General of the Strong Reeds army of the Marches.

Proposed by Mitwold, seconded by Mournwold.

Overview

- This motion appoints the general of the Strong Reeds

- Passed

Date

- Winter 381YE

Campaign Outcome

- The election was held Saturday 4pm

- Jack Flint was appointed

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_general_of_the_Strong_Reeds&oldid=62887"

Appoint trade envoys

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

To appoint ambassadors to foreign nations to pursue trade in bulk raw materials. Ambassadors to be appointed to the Principalities of Jarm, the Asavean Archipelago, Faraden, the Commonwealth and the Sumaah Republic. Results to be presented for Senate approval at the next meeting.

Proposed by Tassato, seconded by Temeschwar.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Constitution

- 5 Progress

- 6 Election

- 7 Campaign Outcome

Overview

- Appoint ambassadors to foreign nations to pursue trade in bulk raw materials.

- Ambassadors to be appointed to the Principalities of Jarm, the Asavean Archipelago, Faraden, the Commonwealth and the Sumaah Republic.

Date

- Passed unanimously Spring 377 (Event Two 2013).

Cost

- None

Constitution

- This motion should have been presented as five separate motions so that senators could vote individually

- These positions have a responsibility to initiate trade with the foreign nation

- The Senate has not chosen to assign any powers or functions to these positions

- The Senate has not chosen to assign any money to support these positions

Progress

The purpose of these positions appears to be closer to trade envoys, than to actual ambassadors - the Senate appears to wish these positions to find a way to allow the Empire to trade for bulk raw materials with neighbouring powers.

The civil service have provided those appointed with the names of known contacts in the foreign powers so that they may initiate communication with them via Winged Messenger.

It is possible that a trade embassy might be built to allow regular trade to be automated. This would require significant investment of bulk resources - the civil service strongly recommend that this construction does not begin without firm agreements with a foreign power on trade terms first.

Election

At the event the following people were appointed to theses positions by the Senate.

- Constanza Barassadi di Tasssato of the league for the Principalities of Jarm

- Adnanna Dionati of the League for the Asavean Archipelago

- Braganza i Arco of the Brass Coast for the Faraden

- Destain of Derondell of Dawn for the Commonwealth

- Elisir of Urizen for the Suma Republic

Campaign Outcome

???

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appoint_trade_envoys&oldid=23555"

Appointment

The Synod will establish assemblies that each may know their virtue and select the most virtuous amongst them to lead.

Imperial Constitution

Synod Judgement

- Any Assembly

- Lesser Majority

Contents

- 1 Overview

- 2 Judgement

- 3 Outcome

- 4 Current Titles

- 5 Further Reading

- 5.1 Core Brief

- 5.2 Additional Information

Overview

The judgement of appointment allows the Synod to choose a citizen to hold an Imperial title for a year or more. It is a standard method of appointment that forms one of the well worn paths for election available to the Senate when they create a new Imperial title.

A judgement of appointment may only be submitted by the Tribune of the Synod - rather than by a member of the Synod. Candidates who wish to be considered for the position make themselves known to the Tribune. Once they have done this, any member of the appropriate assembly is eligible to vote for them.

Judgement

Each Imperial title that is appointed by the Synod specifies which assembly the title is appointed by. Any title that is re-elected annually will also specify when the election occurs. At the summit, any citizen who is eligible for the position may approach the Tribune to indicate they wish to be considered for the title. The Tribune will then raise a judgement in the appropriate assembly asking the the Synod to judge the appointment.

Once the judgement is submitted by the Tribune, any citizen who is eligible can have the Tribune add their name to the judgement. Members of the Synod may vote at any time, casting their votes for a single candidate named on the judgement.

The Tribune will use their discretion to choose the appropriate deadline for the election, normally this will be 6pm on the second day of the summit, provided that the nominations begin on the Friday. A judgement of appointment is not subject to further scrutiny by the cardinals; the deadline for voting on a judgement raised by the Tribune may not be moved. Voting continues until the deadline unless there is primacy or the civil service determines that a greater majority has been achieved.

A candidate for appointment may withdraw at any time. If they are the only candidate for the title, then the judgement will be withdrawn. Any votes that are recorded for the candidate will not be counted (though Synod members may change their vote) - a candidate may not give their votes to another candidate.

If no nominee comes forward for a position, the Tribune will not raise a judgement of appointment for the position.

Having a beard doesn't make you wise.

Marcher Proverb

Outcome

A judgement of appointment does not need a greater majority to succeed - whichever candidate has the most votes wins. If two citizens are tied for votes, then nobody wins the election and a new judgement must be raised to appoint the title.

Once the election is confirmed, the Tribune will inform the Overseer of Imperial elections of the result and the winner assumes the prerogatives of their office.

Current Titles

The following Imperial titles are elected by the priests of the Synod using a judgement of appointment.

Title

Appointed By

Renews

Cardinal

Virtue Assembly

By Virtue

Auditor of Senatorial Accountability

Assembly of Nine

Spring Equinox

High Exorcist

Assembly of Nine

Winter Solstice

Imperial Inquisitor

Assembly of Nine

Summer Solstice

Imperial Chaplain Consular

Cardinal of the Way

Spring Equinox

High Bard of the Empire

Assembly of Nine

Spring Equinox

Quaymaster of the Black Sails

Loyalty Virtue Assembly

Ministry; Autumn Equinox

Voice of Barbs

Navarr National Assembly

Winter Solstice

Head Gardener of Urizen

Urizen National Assembly

Sinecure; Winter Solstice

Seer of the Gateway

Assembly of Nine

Until death, revocation or abdication

Dean of Laroc Cathedral

Dawn National Assembly

Sinecure; until death, revocation or abdication.

Custodian of the Imperial War Memorial

Highguard National Assembly

Sinecure; until death, revocation or abdication

Curator of the White City Museum

Highguard National Assembly

Sinecure; until death, revocation or abdication.

Watcher of Britta's Pool

Wintermark National Assembly

Sinecure; until death, revocation or abdication.

Crow Keeper of the Rest

Wintermark National Assembly

Sinecure; until death, revocation or abdication.

Curator of the Printer's Guild Museum

Cardinal of Prosperity

Sinecure; until death, revocation or abdication. When a new Cardinal of Prosperity is appointed they may choose to name a replacement.

Guardian of Giselle's Tomb

League National Assembly

Sinecure; until death, revocation or abdication.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Imperial Theology

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appointment&oldid=57921"

Appointment by the Senate

Contents

- 1 Overview

- 2 Imperial Position

- 2.1 Appointment

- 2.2 Escalation

- 2.3 Selection

- 2.4 Removal

- 3 National Position

- 3.1 Appointment

- 3.2 Selection

- 3.3 Removal

- 4 Senatorial Appointment

- 5 Further Reading

- 5.1 Core Brief

- 5.2 Additional Information

Overview

The Imperial Senate has the authority to make a number of important appointments. The most significant is The Throne, but the Senate is also responsible for appointing the generals of the Imperial armies. In addition it is common for the Senate to create new Imperial titles which are in turn appointed by the Senate, though it is easiest if they follow the well worn paths laid down by the constitution.

Imperial Position

Imperial positions are usually the most important positions made by the Senate. These titles can have far reaching powers that affect everyone in the Empire and are likely to have responsibilities that concern the Empire as a whole.

Appointment

To elect a citizen to an Imperial position appointed by the Senate requires a member of the Senate to raise a motion of appointment for that position. The election does not happen immediately, instead the motion of appointment is announced by the Speaker for the Senate at the session where it is submitted but the election takes place at the following session to give senators time to arrange their own candidates. When new Imperial titles that are appointed by the Senate are created, it is traditional for the Speaker to immediately raise an administrative vote to carry out an election for the position.

At the following session, the proposer will present their opening address, then the Speaker invites every member of the Senate with the power of proposal to nominate a candidate if they wish. After all nominations are concluded there is a short period for the candidates to speak and answer questions, and then the motion concludes with a vote.

Because of the constitutional implications, election to the Throne require a two-thirds majority vote of the Senate, as does any Imperial position appointed by the Senate which required a constitutional vote to create. Any other position appointed by the Senate only requires a simple majority.

If an Imperial position is vacant, then it remains vacant until a new motion is raised to hold an election and appoint a candidate. Some titles effectively lapse when the holder dies because of this rule.

If the Imperial Synod veto a motion of appointment, then that appointment cannot be raised again that summit.

Escalation

When an election is announced in Senate, the proposing Senator may call for escalation. The motion will subsequently require a constitutional vote, but the election will be triggered immediately rather than at the next session. Escalation may be used even if the title already required a constitutional vote (such as the Throne, or the Dean of the Academy).

Any senator on the senate floor may propose a candidate (including in absentia). However for a candidate to be appointed they just receive the support of a constitutional majority, the appointment must then receive ratification from the Throne, and the motion is subject to the veto of the Imperial Synod as with any other constitutional vote.

Should no candidate be elected, a new motion to appoint would need to be submitted.

Selection

Any Imperial citizen may hold an Imperial position, provided it is the only Imperial title they control.

Some Imperial positions are held for a year. This means that the citizen serves for a year from the summit where they were appointed. Such a position becomes eligible for reappointment at the equivalent summit one year later. The Senate may pass a motion of appointment at any time during that summit. The incumbent remains in position until they are replaced or the end of the summit - whichever comes sooner.

Example, Earl Marguerite D'Alicer is appointed by Senate motion to the Imperial position of Minister of Historical Research at the Spring Equinox 378YE. They will serve for a year from this point, the title becomes eligible for reappointment at the Spring Equinox 379YE unless the Earl dies, steps down, or is revoked before that date. The Imperial Senate may pass a motion to reappoint the title at any point from the start of the Spring Equinox 379YE summit onwards. The Earl serves as Minister until the end of that summit or until replaced by the Senate during the summit.

Other Imperial titles have tenure. The title is held until the citizen dies or steps down.

Removal

Imperial positions are subject to revocation by the General Assembly and the Assembly of the Nine of the Imperial Synod. The position becomes vacant and is eligible for reappointment immediately. If the Senate chooses to reappoint the incumbent then this is still considered to be a new appointment - this means that they serve their full term from the point where the new motion passes, and are still subject to revocation by the Synod.

National Position

National positions are only eligible to citizens of that nation and usually they have responsibilities that concern only that nation. They are usually less important than most Imperial positions and less likely to concern the Senate as a whole. Consequently there are mechanisms in place to allow the nation to choose the title holder without recourse to the entire Senate.

Appointment

A vacant national position may be appointed at any time by a unanimous vote of the senators of that nation. To succeed, the vote requires the support of a senator of every territory of that nation in the Empire. If a senator is not available, or one has not been appointed, then the position cannot be filled in this way.

There is no time-limit for the senators to make a decision, they may continue to deliberate and arrange matters amongst themselves for as long as they wish. The appointment takes place at the point where all the senators confirm a single agreed candidate with the civil service.

The alternative is that any member of the Senate may raise a motion of appointment for that position. The process then proceeds as normal.

Selection

Only Imperial citizens of the appropriate nation are legally entitled to take up an Imperial title that is a national position, regardless of how the position is elected. A Freeborn senator may raise a motion to appoint a Highborn general - but to be constitutionally legal, the candidate they any nominations must be Highborn.

Removal

Most national positions, particularly sinecures, are for life, the incumbent serves until they die or are revoked.

Almost all national positions are subject to revocation by the General Assembly, Assembly of Nine, and the appropriate National Assembly of the Imperial Synod.

Senatorial Appointment

In the chaotic years that followed the death of Britta, a number of motions were passed to create titles that were directly appointed by a single senator. After studying the records, the Constitutional Court have issued further guidance that such appointments are not constitutional - the existing titles remain - but it is not possible to create a new Imperial title that is appointed by a single senator.

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- Appointments by the Senate

- Appointments to the Senate

- The Throne

- Master of the Imperial Mint

- Speaker for the Senate

- Conscience of the Senate

- Imperial treasury

- OOC design

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Appointment_by_the_Senate&oldid=64304"

Appointments by the Senate

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

Contents

- 1 Overview

- 2 Imperial Position

- 2.1 Appointment

- 2.2 Selection

- 2.3 Removal

- 3 National Position

- 3.1 Appointment

- 3.2 Selection

- 3.3 Removal

- 4 Senatorial Appointment

- 5 Further Reading

- 5.1 Core Brief

- 5.2 Additional Information

Overview

The Imperial Senate has the authority to make a number of important appointments. The most significant is The Throne, but the Senate is also responsible for appointing the generals of the Imperial armies. In addition it is common for the Senate to create new Imperial titles which are in turn appointed by the Senate, though it is easiest if they follow the well worn paths laid down by the constitution.

Imperial Position

Imperial positions are usually the most important positions made by the Senate. These titles can have far reaching powers that affect everyone in the Empire and are likely to have responsibilities that concern the Empire as a whole.

Appointment

To elect a citizen to an Imperial position appointed by the Senate requires a member of the Senate to raise a motion of appointment for that position. The election does not happen immediately, instead the motion of appointment is announced by the Speaker for the Senate at the session where it is submitted but the election takes place at the following session to give senators time to arrange their own candidates. When new Imperial titles that are appointed by the Senate are created, it is traditional for the Speaker to immediately raise an administrative vote to carry out an election for the position.

At the following session, the proposer will present their opening address, then the Speaker invites every member of the Senate with the power of proposal to nominate a candidate if they wish. After all nominations are concluded there is a short period for the candidates to speak and answer questions, and then the motion concludes with a vote.

Because of the constitutional implications, election to the Throne require a two-thirds majority vote of the Senate, as does any Imperial position appointed by the Senate which required a constitutional vote to create. Any other position appointed by the Senate only requires a simple majority.

If an Imperial position is vacant, then it remains vacant until a new motion is raised to hold an election and appoint a candidate. Some titles effectively lapse when the holder dies because of this rule.

If the Imperial Synod veto a motion of appointment, then that appointment cannot be raised again that summit.

Selection

Any Imperial citizen may hold an Imperial position, provided it is the only Imperial title they control.

Some Imperial positions are held for a year. This means that the citizen serves for a year from the summit where they were appointed. Such a position becomes eligible for reappointment at the equivalent summit one year later. The Senate may pass a motion of appointment at any time during that summit. The incumbent remains in position until they are replaced or the end of the summit - whichever comes sooner.

Example, Earl Marguerite D'Alicer is appointed by Senate motion to the Imperial position of Minister of Historical Research at the Spring Equinox 378YE. They will serve for a year from this point, the title becomes eligible for reappointment at the Spring Equinox 379YE unless the Earl dies, steps down, or is revoked before that date. The Imperial Senate may pass a motion to reappoint the title at any point from the start of the Spring Equinox 379YE summit onwards. The Earl serves as Minister until the end of that summit or until replaced by the Senate during the summit.

Other Imperial titles have tenure. The title is held until the citizen dies or steps down.

Removal

Imperial positions are subject to revocation by the General Assembly and the Assembly of the Nine of the Imperial Synod. The position becomes vacant and is eligible for reappointment immediately. If the Senate chooses to reappoint the incumbent then this is still considered to be a new appointment - this means that they serve their full term from the point where the new motion passes, and are still subject to revocation by the Synod.

National Position

National positions are only eligible to citizens of that nation and usually they have responsibilities that concern only that nation. They are usually less important than most Imperial positions and less likely to concern the Senate as a whole. Consequently there are mechanisms in place to allow the nation to choose the title holder without recourse to the entire Senate.

Appointment

A vacant national position may be appointed at any time by a unanimous vote of the senators of that nation. To succeed, the vote requires the support of a senator of every territory of that nation in the Empire. If a senator is not available, or one has not been appointed, then the position cannot be filled in this way.

There is no time-limit for the senators to make a decision, they may continue to deliberate and arrange matters amongst themselves for as long as they wish. The appointment takes place at the point where all the senators confirm a single agreed candidate with the civil service.

The alternative is that any member of the Senate may raise a motion of appointment for that position. The process then proceeds as normal.

Selection

Only Imperial citizens of the appropriate nation are legally entitled to take up an Imperial title that is a national position, regardless of how the position is elected. A Freeborn senator may raise a motion to appoint a Highborn general - but to be constitutionally legal, the candidate they any nominations must be Highborn.

Removal

Most national positions, particularly sinecures, are for life, the incumbent serves until they die or are revoked.

Almost all national positions are subject to revocation by the General Assembly, Assembly of Nine, and the appropriate National Assembly of the Imperial Synod.

Senatorial Appointment

In the chaotic years that followed the death of Britta, a number of motions were passed to create titles that were directly appointed by a single senator. After studying the records, the Constitutional Court have issued further guidance that such appointments are not constitutional - the existing titles remain - but it is not possible to create a new Imperial title that is appointed by a single senator.

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- Appointments by the Senate

- Appointments to the Senate

- The Throne

- Master of the Imperial Mint

- Speaker for the Senate

- Conscience of the Senate

- Imperial treasury

- OOC design

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Appointments to the Senate

Contents

- 1 Senate Appointments

- 1.1 Related Appointments

- 2 Sanctions

- 2.1 The Throne

- 2.2 Proxies

Senate Appointments

- The Throne is occupied by an Emperor or Empress.

- The senators, one for each Imperial territory.

- The Conscience of the Senate is appointed by the Cardinal of the Assembly of the Way

Related Appointments

- The Master of the Imperial Mint is chosen by public auction; it is available only to League citizens, and advises the Senate on economic matters.

- The Speaker for the Senate is a civil service position; the speaker helps run Senate sittings

Sanctions

The Speaker for the Senate can censure anyone in the Senate during a sitting who acts in an inappropriate or disruptive fashion. There are three sanctions the Speaker can apply, each more serious than the last: Silence, Exclusion and Expulsion.

The Throne

The Throne may speak, vote and raise motion as a senator does and has a variety of powers which modify the functions of the Senate.

The Throne has the right to speak and the right to address, to vote, assign budgets, and to abstain if they choose, They may also raise a motion and allocate a budget.

Proxies

Any member of the Senate, bar the Throne, may appoint a proxy.

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Apprentice's Blade

Description

An Apprentice's Blade is often the first item crafted by a young artisan at the beginning of their career. While they require only the most trivial amount of orichalcum ore be worked into the metal, the process of creating the correct alloy is very time-consuming. Most apprentices have to begin the process several times, melting the blade back down again, painstakingly extracting the precious ore, and alloying the steel all over again. Once the proportions needed to create the alloy are correct, the metal must be folded and refolded hundreds of times in a seemingly never-ending series of forging and quenching and hammering.

Completing one of these weapons is often a rite of passage; even the most dour master must admit that a crafter who can create one of these items is an apprentice no longer. Mastering the art of crafting this item is often considered proof that the artisan possesses self-discipline, due respect for the materials, and the ability to undertake complex crafting processes.

The Wintermark rune Jotra is sometimes engraved into the pommel of an Apprentice's Blade, or more commonly onto the scabbard that holds the weapon. They are sometimes called a Banner-bearer's Desperation among the Winterfolk, as they are often used by banner-bearers caught in dangerous circumstances.

Rules

- Form: Weapon. Takes the form of a one-handed weapon.

- Requirement: Any character can bond to this item.

- Effect: You may spend a hero point to call CLEAVE with this one-handed weapon.

- Materials: Crafting an Apprentice's Blade requires no special materials. It takes two months to make one of these items.

"Look boy, the price is ten crowns, take it or leave it. I'm not dropping the price for a prince, let alone a guttersnipe like you."

"Seven Crowns is all I have, take it and leave me the blade, or things will go badly for you."

"Are you threatening me boy? Oh I see, you've hired yourself a bravo. And she's going to seal this deal for you is she? Well why don't I give you a little demonstration of why my steel is worth ten crowns."

"Don't be a fool, you're a blacksmith not a warrior. You can't possibly fight my cicisbeo. Take the 7 crowns, it's a good offer."

"Boy, just because your hired thug is fucking you, doesn't make her a cicisbeo. She's a pretty lass, but if her hand draws that sword, then ambition take me, I'll take her bloody arm off."

"Don't make threats you can't keep blacksmith. Take the pouch, leave the sword, walk away. I'll let you chalk it up to experience."

The bravo's blade darted from her scabbard as she lunged forward to strike, eager to pierce the blacksmith's heart. Giorno had none of the bravo's speed but he staggered to his left and the strike took him in the shoulder. He screamed in agony, and lashed out with the sword in his hand letting the red hot fire of the wound fuel his anger. He had little skill with arms but he poured his strength and his pain into the blade feeding the magic he'd locked there. The bravo was already darting back, but not before the sword fell across her forearm. Across it and then through it, as the eager magic chewed into the muscle and the bone. The Bravo dropped to the floor screaming and clutching the bloodied stump of her ruined hand.

"I'll keep my sword and I'll keep your pouch boy. Seven crowns will pay for a physick to treat the wound your thug just gave me. And a lesson for you about smithing. The apprentice's sword is ten crowns, and it's worth every ring of that. It might be a simple enchantment, but it's the best enchantment to have if you don't know how to fight but you've got some fire in your soul. I'll let you chalk that up to experience."

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Apprentice Ability

Any character who has no skills (either because they have not yet spent any exp, or because they are a child) can utilize the apprentice ability. This ability allows them to use any skill provided they are being actively instructed by another character who knows that skill.

An apprentice can only use a skill under the close supervision of another character who knows that skill. The supervisor must roleplay providing direction and instruction and cannot use any other abilities of any kind. They must be able to use the skill themselves at the time so they must not be restrained, dying or terminal. The apprentice gains all the benefits of the skill use, rather than the character supervising them.

In the event that the apprentice is participating in a ritual, then the supervisor's coven bond is used rather than their own. If the apprentice is casting a spell or using a heroic ability, then the supervisor's mana or hero points are used.

The apprentice ability exists to enhance the roleplaying of tuition and instruction and to provide more opportunities to get young players involved in the game in areas that require skills, such as apothecary. There are no mechanical benefits provided by the apprentice ability.

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Appropriate roleplaying

- Many abilities require appropriate roleplaying to use

All religious, magical and heroic skills require appropriate roleplaying to use. The roleplaying can be anything that is appropriate to your characterization and to the ability that you are using. Most skills of this kind require some audible speech or noise as part of the roleplaying. For example, you are using the heroic skill that allows you to break an enemies bones with your great sword. The appropriate roleplaying is a blow that you roleplay being swung with great force and perhaps a war-cry or an almighty groan of exertion.

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April is in my mistress' face

Out of copyright

Score: Media:April_is_in_My_Mistress'_Face.pdf‎ (pdf)

Learning resources

April is in My Mistress' Face midis:

- all parts: Media:april-is-in.midi

- soprano: Media:april-is-in-sop.midi

- alto: Media:april-is-in-alto.midi

- tenor: Media:april-is-in-tenor.midi

- bass: Media:april-is-in-bass.midi

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Arcane Architect

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Commission construction of mana structures

- 3.2 Address the Conclave

- 3.3 Toad Wand

- 4 Appointment

Overview

The Arcane Architect is an Imperial title appointed by the Imperial Conclave. The title was created by the Imperial Senate during the Autumn Equinox 379YE.

When the title was initially created, it had an unlimited power to commission the construction of mana structures. The Senate amended the power to once per season as part of an administrative motion.

Responsibilities

The Arcane Architect is responsible for supporting the ritual magicians of the Empire in virtuous application of mana.

Powers

Commission construction of mana structures

Once per summit, the Arcane Architect can commission the construction of structures that will produce crystal mana. The materials required for construction are provided by the Arcane Architect. Each such commission automatically creates a sinecures, one that is appointed by Declaration of Candidacy. These titles must be Imperial titles, rather than national titles (meaning they can be held by any citizen). As with any other title appointed through the Imperial Conclave, these subsidiary titles cannot be revoked by any assembly of the Imperial Synod.

To use this power, the Arcane Architect provides an announcement to the Civil Service, and then presents the announcement to the Senate. No voting is possible by the Senate at this point, as the power has been delegated to the Arcane Architect. The Imperial Synod may, however, choose to exercise their veto over the Arcane Architect's commision.

Address the Conclave

Once per summit, the Architect can raise an address to the agenda of a Conclave session for free.

Toad Wand

During the Winter Solstice 379YE, the eternal Sadogua pledged to provide a magic item to the Arcane Architect. This item takes the form of a wand surmounted by a toad. Sadogua has pledged to re-empower the wand every year during the Winter solstice, as long as he enjoys the amity of the Imperial Conclave. The powers of the wand have not been made public knowledge.

Appointment

The appointment, replacement, or removal of the Architect is made by the declaration of candidacy as part of a Conclave session. Any Imperial citizen may hold the title.

The Arcane Architect serves until they are replaced by another magician using the Declaration of Candidacy. As a title in the Conclave, they cannot be revoked.

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Arcane Mark

Contents

- 1 Realm: Autumn

- 2 Magnitude: 2

- 3 Performing the ritual

- 4 Effects

- 5 Additional Magnitude

- 6 Description

- 6.1 OOC note

- 7 Performing the ritual

Realm: Autumn

Magnitude: 2

Performing the ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must possess the magician skill and be willing to receive the arcane mark.

Effects

This ritual places an enduring magical mark on the target character which can be perceived only with magical detection. The mark created by this spell takes the form of the symbol for one of the current conclave orders, as chosen by the target. If a conclave order is dissolved, its associated arcane mark vanishes from every individual who possesses it.

An arcane mark can be detected by a detect magic spell cast on the character for that specific purpose (a detect magic spell cast for any other purpose does not reveal the mark). If the caster of the detect magic bears the same arcane mark as the target they discover that their marks are the same; otherwise they only discover that the target has an arcane mark.

A character can have only one arcane mark at a time - subsequent casting of the ritual replaces a previous mark. It is possible to perform this ritual with the intent of creating "no mark" to remove an existing arcane mark without replacing it.

The arcane mark is not restricted to any part of the target's body; it cannot be hidden from detection by covering it up.

The arcane mark remains until it is replaced; it may persist even through death.

Additional Magnitude

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 1. Additional characters must be present throughout, and all characters targeted by the ritual receive the same arcane mark.

Description

This ritual is used when joining a Conclave order. The ritual was adapted in the first years of the Conclave by Urizen magicians building on existing formulaic rituals that allowed the caster to mark the target as a member of a specific magical group; by expanding the range of targets and clever use of hearth magics involving identity and the nature of being an Imperial citizen, a ritual that allowed any Imperial citizen to mark any magician with the mark of one of the defined magical orders was created.

A fascinating element of the ritual is that the purely political decisions of the Imperial Senate directly affect it. When a new order is formally created, or an existing order is destroyed, the marks change appropriately. There has been talk for some time among some members of the Unfettered Mind about an experiment to see what would happen if the Senate formally changed the symbol of an existing order - their assumption is that the symbol created with this ritual would change to match. So far, concerns that doing so might effectively dissolve the existing order have meant that they have been unable to get support for their experiment.

Other magicians have drawn parallels between this ritual and the testimony of a priest. The parallels appear superficial; the arcane mark is not visible to a priest using the ceremony of insight, or a mystic consuming Ravenwing Infusion; it is visible only to magical detections such as detect magic or to those employing Magpie Infusion. Even then, magical detection only allows the mark to be seen if the caster specifically uses the spell in that fashion, and when they do no other information is uncovered by their detection.

It is not uncommon for the order the target wishes to join to pay the mana crystal needed to perform the ritual, especially when someone is an established magician changing an order for some reason. Some grandmasters try to organise meetings where several candidates can have the ritual performed on them at the same time, cutting down the amount of mana required to bring a group of new members into their order and adding to the drama of the experience.

A mark has a wider context than just showing a person to be a member of an order; divination magic grounded in the lore of Day can be used to discover basic information about people who bear the same arcane mark as one of the contributors in the nearby vicinity. The civil service perform this ritual at the start of each summit as part of their task to provide the grandmaster of each order with a list of members of their order.

An unknown number of other versions of this ritual exist - some cults and secret societies use related rituals to create specific marks that are not compatible with the mark created by this ritual. In each case, these rituals create a single mark and are jealously guarded secrets.

OOC note

A new character with the magician skill can join the order of their choice when they are created without needing access to the ritual; they are assumed to have been able to find the required mana crystal and someone to perform the ritual for them.

It is not possible to 'falsify' an arcane mark, whether one created by this ritual or a similar ritual. For example, if a secret order uses a variant of arcane mark to mark out their members, the only way to duplicate that mark is to through that specific formulaic ritual. It is possible for an Imperial citizen to spontaneously perform this ritual, however, as the ritual is part of Imperial lore.

It is important to note that this ritual does not create any sort of bond.

Performing the ritual

Many magicians prefer to perform this ritual in the Hall of Worlds; some magicians say it strengthens the bond between the target and the magical order. The target often makes a point of touching or associating themselves with a physical symbol of the order; it's common for Navarr to cut or trace a stylised version of the symbol onto the skin of the target, while many Urizen and Highborn prefer to receive the ritual from someone who is already a member of their preferred order, strengthening bonds of connection and loyalty. Lann is often evoked during the performance, as are the virtues of Loyalty, Pride and Ambition (and the associated paragons and exemplars).

A common thread in any casting is that the target recites a short catechism, or makes a short statement, about their belief in magic and why they choose to join this order. Some rituals involve recitation of the manifesto of the order, or an almost Hermetic series of questions and answers between the ritualists and the targets.

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Arcane projection

Contents

- 1 Overview

- 2 Arcane Projection

- 3 Preparing an Arcane Projection

- 3.1 Details Required

- 3.2 Outcome

- 4 Using an Arcane Projection

- 5 Further Reading

Overview

It is possible to create a magical effect without performing a formulaic ritual. Creating an impromptu magical effect is commonly referred to as performing spontaneous magic or less correctly as a spontaneous ritual. Spontaneous magic is difficult and costly, partly because it is not possible to master a spontaneous magic effect as a magician might with a formulaic ritual that is part of Imperial lore. The advantage of spontaneous magic is the wide flexibility it gives a coven or master magician. With it, they can perform unique feats and explore the boundaries of magical theory.

Unlike a formulaic ritual, spontaneous magic is very rough-and-ready. A formulaic ritual has been carefully created and rigorously tested so that it can be reliably cast again and again. No such benefit exists when performing spontaneous magic. Many formulaic rituals include options such as using orichalcum in place of crystal mana or beggar's lye to reduce the magnitude. This is not possible with spontaneous magic; likewise, it is impossible to use ilium to to make a spontaneous ritual effect permanent.

It is not possible to simply create a spontaneous effect. Significant preparation is required during which a magician explores various theories, considers the techniques used to create other similar rituals, and tries to take into account the many variables that might effect the flow of magic during an impromptu performance. In addition to the time involved, a preparation requires ten mana crystals to create, although this magic is then available to perform the spontaneous ritual. The result of this investment of time and mana is an arcane projection.

Players interested in performing a spontaneous effect should make sure they read through the information on ritual theory.

Arcane Projection

- An arcane projection is a magical text that contains the basis for a spontaneous magic effect

- Only the magician or coven that holds the projection can attempt the effect

- A projection lasts until it used

- A projection is consumed once it is cast

- Ritual theory summarizes the known lore of what is and is not possible with a ritual

An arcane projection is a magical text that contains the information and some of the power needed to create a spontaneous magic effect. The projection is essential for completing the magic; only the magician or coven that has possession of the projection can attempt the spontaneous effect described. The contributors must still have sufficient ranks to perform the effect, the projection merely allows them to make the attempt.

Any magician can attempt to create an arcane projection. Doing so requires several weeks of study, theory, experimentation, and complex calculations. There is no guarantee that it will produce a workable spontaneous magic effect; if the attempt to create an arcane projection is unsuccessful some of the crystal mana dedicated to the attempt may still be lost.

There is a large body of ritual theory that Imperial magicians have discovered through painstaking research. Reading this lore will help any player who is interested in discussing or creating an arcane projection. It is often easier to create an arcane projection that is similar to existing rituals already described in Imperial lore than it is to create an entirely new effect.

Preparing an Arcane Projection

- It takes ten mana and several weeks to create an arcane projection

- You must use your PD account to make a projection

- If the effect is possible, the referee will tell you what magnitude it will be

Preparing an arcane projection is an arduous and expensive task that can only be attempted by a magician who has one or more ranks in the relevant realm. The magician must use their magical skills to calculate the magnitude of the effect they are trying to create. To do this requires the magician to incorporate ten mana crystals into the arcane projection being created.

It is possible to prepare more than one arcane projection at a time, or to prepare several possible variations of an effect, but each variation is considered to be its own projection; you must spend ten mana crystals for each projection you wish to create.

During downtime, any character with the magician skill who has ten or more mana crystals in their character's inventory on the database can submit a request for an arcane projection automatically using their account. Log on to your account and the option to request a projection will be visible in the screen containing your character details. Once Downtime closes, it is no longer possible to submit an Arcane Projection. You must have sufficient crystal mana in your inventory when you submit the arcane projection. For example, you cannot use mana produced by a mana site or sinecure the same downtime it is produced.

If you wish, you can also submit an arcane projection during an event using the computers in GOD, and will receive the result at the start of the next event.

An arcane projection must incorporate numerous hearth magic effects beyond the magicians' control, such as magical tides, the seasons and the constellations. These effects are locked in when the arcane projection is created, so the preparation can be used at any time, however in some cases these effects will be fundamental requirements of the spontaneous effect. If the magician attempts to recreate the same effect later they may find that too many factors have changed and the effect can no longer be reproduced.

Details Required

- You must select what realm of magic you are planning to use

- It helps significantly if you provide a good in-character description of what you are attempting

- It helps significantly if you provide a good description of what you would like the rules outcome to be

- If you leave either element out, we will make them up

- It does not help at all to provide the magnitude you think it will be

When you are planning a spontaneous magic effect, it is a significant help if you provide a good in-character description of what your character or coven would like to attempt. It is just as helpful if you provide a clear explanation of what you would like the out-of-character rules outcome to be. If you don't provide either of these two details then our team will make them up, and if they are very different to the ideals you had but didn't tell us this could result in an arcane projection that is not useful to you.

You cannot specify what magnitude you want the spontaneous effect to be. It is the job of the referee team to calculate the level of magnitude required. You must select one (and only one) of the realms of magic available to your character. Many magical effects are best produced with a single realm and some effects cannot be produced at all with the wrong realm.

Outcome

- We will work with your description to try and provide you with a ritual that is as close as possible to what you have requested.

- If we cannot provide you with a suitable ritual, some of your mana will be refunded.

If you successfully create an arcane projection, it will be available for collection in your pack at the start of the event. It is not possible to request a projection during the event. If your attempt fails, some of the crystal mana dedicated to the effect will be returned to you in your pack along with an explanation as to why your attempt to create the arcane projection was not successful.

We will work as closely as we can with the details you provide us to create a suitable ritual. You may not get exactly what you are expecting, especially if the in-character and rules elements of your submission do not go well together. In these cases, we will try to give you something that is at least in the spirit of what you have requested. If we cannot provide you with a workable ritual based on the details you have given us, we will refund half your mana (five crystals).

Using an Arcane Projection

- All spontaneous magic effects have a magnitude exactly like a formulaic ritual

- You cannot master a spontaneous magic effect

- Only the magician or coven that holds the projection can attempt the effect

- A projection is consumed once it is cast

All spontaneous magic effects have a realm and magnitude exactly like a formulaic ritual. You must provide mana crystals equal to the magnitude of the ritual (less the ten mana crystals used to make the projection). You must also have sufficient ranks in ritual lore amongst the participants to be able to use all the mana required to perform the ritual, exactly as if you were performing a formulaic ritual.

An arcane projection contains the power of the ten mana crystals that are used to create it. These are released when the spontaneous magic is performed, providing ten mana towards the casting of the ritual, but consuming the arcane projection in the process. If a spontaneous magic effect is higher than magnitude ten then the casters must provide the additional mana as normal, otherwise no mana is needed to perform the effect.

An arcane projection may be codified at a college of magic, turning it into a formulaic ritual. This can take many months of work. Not all arcane projections are suitable to be turned into a formulaic ritual. The arcane projection is destroyed in the process of turning it into a formulaic ritual, producing a ritual text. The precise details of the ritual may change during the process of formulating an arcane projection; magnitude may increase or decrease, or additional options may become available such as the ability to add additional targets.

Further Reading

- Spellcasting

- Rituals

- Formulaic Rituals

- Spontaneous Magic

- Battlefield Rituals

- Enchantments

- Curses

- Ilium

- Ritual Theory

- Magic Items

- Herbs & Potions

- Cosmology

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Archetypes

Contents

- 1 Overview

- 2 Archetypes by nation

- 2.1 The Brass Coast

- 2.2 Dawn

- 2.3 Highguard

- 2.4 Imperial Orcs

- 2.5 The League

- 2.6 The Marches

- 2.7 Navarr

- 2.8 Urizen

- 2.9 Varushka

- 2.10 Wintermark

Overview

When you create your character you can choose a single character archetype from those described for the nation on the wiki. This is entirely optional; you don't have to have one. Picking an archetype, however, tells us a lot about what you consider to be the main role of your character. An archetype comes with a number of assumptions - if you choose the Dhomiro archetype for your Freeborn character that tells us that you are playing someone who represents their family to the wider world. If your Dawnish character is a troubadour, then we assume you are playing a priest who uses storytelling or music to exalt glorious champions.

Archetypes can provide useful characters hooks, but we also sometimes reference them when writing plots. For instance, if we are going to write some plot involving combat in Urizen - then we might aim that plot at players who have told us they are playing a sentinel. If we're writing plot involving rum doings in the Marches, we might aim part of that plot at characters who are bounders or landskeepers.

Not every character role is an archetype - there are priests in Dawn who are not troubadours, for example. Archetypes usually present a role in a certain way that resonates with the themes of a nation - or in rare cases is at odds in some way with those themes.

See also: Group Archetypes

Archetypes by nation

The Brass Coast

Dhomiro

A Dhomiro is a member of a Freeborn family who is chosen by the family to be their representative to the wider world; sometimes as a leader, sometimes as an emissary.

Kohan

Kohan are groups of volunteer and outcast warriors-without-family, who traditionally pledge loyalty to a group of hakima.

Sutannir

Sutannir perform inspiring religious ceremonies for the Freeborn, and (more importantly) organise the parties that follow.

Hakima

Hakima are highly-organised groups of magic-users whose loyalty is to the nation, not their family. They are taken to be wise.

Corsair

Freeborn Corsairs are traders and privateers who deal with - and raid - barbarian shipping in the Bay of Catazar.

Scrivener

Scriveners are Freeborn contract-writers who help traders frame the terms of their deals, and then decorate them with artwork and calligraphy.

Dawn

Earl

The Earl of a Dawnish Noble House is the House's leader, who leads the House in all its great achievements and who sets its conditions of membership.

Knight-errant

Knights-Errant are men and women engaged in their Test of Mettle, who are still technically yeomen but who are expected - and who are questing - to prove themselves glorious.

Questing knight

Questing Knights are those Knights who have proved themselves worthy in their Test of Mettle and have chosen to keep on questing for ever-greater glory.

Troubadour

A Troubadour is a priest who learns all the stories of their Noble House, past and present, and tells them in poetry and song to inspire their people to greatness.

Witch

Witches are Dawnish magic-users. In noble houses, they fight alongside the House's warriors. Most others belong to Weaver Cabals, independent groups of ritual witches which accept both yeomen and noble members.

Guiser

Itinerant entertainers who often combine magic with their performances and practice
dramaturgy
. They are often (sometimes justly) accused of being spies, tricksters and mountebanks as well as performers.

Enchanter

Some Earls who have studied magic choose the title "Earl-Enchanter" or simply "Enchanter". Most learn ritual magic to benefit their people; some build relationships with powerful Summer Eternals.

Seneschal

A Noble House's Seneschal is a trusted yeoman who oversees its financial affairs, arranging deals and trades and keeping the House solvent.

Advocate

Dawnish Advocates are yeoman politicians who navigate the murky waters of Senate politics for their noble masters.

Retainer

A yeoman Retainer is a Dawnish Noble's most trusted attendant, who works closely with a particular Noble, or sometimes for the whole House.

Highguard

Exarch

The Exarch, or Exarchs, are those who are appointed by a Highguard Chapter as their leader(s) as determined by the Chapter's creed, or by embodying its principles.

Guardian

Guardians form the core of Highborn military, taking on a range of roles in defence of their Chapters, and in prosecuting vigilant warfare.

Unconquered

The Unconquered are Highguard's elite guerilla troops. They are prone to using ruthless tactics, even operating behind enemy lines, to destroy the enemy's capacity to make war.

Cataphract

Cataphracts are Highguard's elite heavy warriors, who once rode horses into battle but who, in modern times, represent a resolute and unbreakable wall of steel.

Wayfarer

Wayfarers are Highborn priests with a long-standing tradition of teaching the truth of
The Way
to the ignorant, and seeking out Examplars and Paragons born in other lands.

Inquisitor

Highborn Inquisitors are zealous defenders of The Way from those that would threaten it, whether mortal or supernatural.

Steward of the Dead

Stewards of the Dead dedicate their lives to preserving the legacies of the worthy. This includes the interring of remains as well as the preservation of legacies and tales.

Magister

Magisters are the master magicians of Highguard, often with an affinity for Winter Magic. They shape magic using movement, sound and the chime of bells.

Benefactor

Benefactors are affluent Highborn merchants and tradesfolk who do not pursue wealth for its own sake, but who sponsor individuals, great works and endeavours.

Archivist

Archivists are a unique class of Highborn scholar dedicated to preserving the essence, or truth, of history, over and above accounts and evidence that may seek to undermine that truth.

Imperial Orcs

Warlord

Legions chose their own commanders, called warlords, with individuals chosen for their ability to provide clear effective leadership in battle, according to the traditions of the individual legion

Pitfighter

Professional fighters of the Pits in which the Orcs hone their combat skills; trading on the reputation for skill and strength that they have built up in previous fights, pitfighters buid their careers until their notoriety means that other orcs begin to seek them out and actively challenge them.

Shaman

Most orcs only experience communion with the ancestors when battle is upon them but a few individuals - called shamans - are able to hear the voices more frequently; they are almost incessantly surrounded by the constant input of ancestral advice much of it bearing a contradictory or even hostile message.

Preacher

Those Imperial Orcs who embrace the Way and become priests.

Warcaster

The highly physical traditions of the Wintermark runesmiths has appealed to some orcs who adopt a similar approach and become Warcasters.

Oathwright

Oathwrights believe that the bond between an item and a person affects them both, items may gain worth by being owned and bonded to the right person and the right item affects an individuals’ hopes of becoming an ancestor.

Bonesetter

Usually trained apothecaries, physicks or both, Bonesetters are expected to attend to the physical needs of the legion, but their remit runs well beyond this.

Thief-taker

Working closely with Imperial Magistrates ,Thief-takers earn their income by collecting bounties on criminals who have fled the law and more rarely by taking payments from private individuals looking to identify perpetrators of crimes.

Reaver

Soldiers of the Legions who become dedicated to raiding and mercenary work.

The League

Merchant Prince

A Merchant Prince is head of a Guild, the tight-knit mercantile organisations which define the shape of League society.

Bravo

Bravos are the members of the mercenary Free Companies, as rough and rowdy off the battlefield as they are disciplined and professional on it, and immensely proud of their Companies.

Bishop

The Bishops of the League are its high priests, who provide Virtuous guidance to any who can afford it, and who compete using the size and influence of their congregations.

Troupe Magician

Troupes are bands of actors who often go masked while performing, and when performing ritual magic. To them, magic is a commodity like any other.

Mountebank

Mountebanks are street magicians whose tricks may be sleight of hand or genuine magic, many of whom skirt the edges of the law playing short-cons and rigging street games.

Cicisbeo

A Cicisbeo is an expensive professional paramour, the only exception to League culture's absolute prohibition on extramarital relations.

The Marches

Steward

A steward is the chosen head of a
Marcher household
. However a steward leads their household only with the consent of the other
yeoman
.

Beater

Beaters are a roaming informal police force, learning every part of the land, watching for thieves, vagrants and other ne’er-do-wells. Beaters are often instrumental in settling land disputes between neighbors and they have a vital role in the tradition of
beating the bounds
. Most are skilled foresters or hunters.

Yeoman

The yeoman is to many the archetypal inhabitant of the Marches. They are a hard people, who own their own land and are well accustomed to a long day working it. Military service is a proud tradition in the Marches, and the majority of yeomen are also soldiers.

Monk

Monks minister to the spiritual welfare of the folk around their monastery, largely ignoring
Household
boundaries. They divide their time between study of the
Imperial Faith
and working the farmlands claimed by the monastery.

Friar

Friars work their own land and provide spiritual advice and counsel to their fellow yeomen in their
household
. Many also serve as scholars for their community, acting as a chirurgeon, and teaching letters and history to young children.

Landskeeper

A landskeeper is a figure from the Marches magical tradition, who supports the territories or the nation as a whole. Landskeepers can use a variety of methods, from hearth magics and good practical advice to rituals.

Mummer

Itinerant entertainers who combine theatrical performance with magic using the techniques of
dramaturgy
. They attend fairs, markets and other regular gatherings performing plays and feats of skill but are often greeted with a suspicion and (sometimes unfairly) accused of being tricksters and mountebanks.

Alderman

Aldermen are the appointed leaders of
market towns
,and are the rough equivalent of the yeomen. In most cases these men or women are wealthy merchants of the town, but often they include prominent town folk such as a friar or blacksmith who lives in the village.

Navarr

Brand

Navarri who have dedicated themselves to the service of the community, who work tirelessly to aid others without fee. They might be from any profession - Thorn, Vate, blacksmith, tanner, it doesn't matter. They are named for the brand burned into the skin on their left cheekbone.

Thorn

A Navarri sworn to service in battle - usually, but not necessarily, a warrior. Always tattooed, they often wear warpaint into battle.

Guide

A Navarri who follows the path of the Virtues, and takes it upon themselves to ensure that members of the Empire have found the place in society that they are best suited to.

Broker

A Navarri who serves as an intermediatey between a buyer and a seller, usually claiming some sort of payment from the deal.

Vate

The magical practitioners of Navarr. Often called upon to perform rituals in service of the nation and the Empire, they are the Navarri most trusted to meet with Eternals or their Heralds.

Urizen

Arbiter

An Arbiter is the appointed leader of a Spire, often (but not always) its wisest and most skilled mage.

Sentinel

Sentinels are scholar-warriors who strive for excellence in the ways of warfare.

Questor

The Questors are a sect of rationalist priests who believe the Way of Virtue is an unfinished doctrine, and must be questioned to understand its truth, relevance and moral rightness.

Illuminate

The Illuminates are an Urizen priesthood who work improve the Empire's Virtue by identifying and influencing pivotal figures to become Virtuous.

Mage

Urizen Magi are cunning politicians who use magic to bolster their influence, both in the mortal world and in the Eternal Realms.

Stargazer

Stargazers are pure scholar-mages who study and experiment to advance humankind's understanding of magic and the Realms, and use their power to improve the world.

Seer

The Seers are kin to the Torchbearers, seekers after objective truth who maintain extensive libraries. Many are powerful diviners.

Architect

Architects meticulously study the Empire's economy to identify where and when to invest for the best return, and to exert the most influence.

Torchbearer

The Torchbearers are a political movement devoted to spreading truth as wide and as fast as possible, in a quest to keep the Empire "honest".

Varushka

Boyar

A Varushkan Boyar is the hard heart of a Varushkan community, whose first duty is as a strong protector of their people. Second to that, they arbitrate and govern their vale in council with their Wise Ones.

Warden

The Warden brotherhoods are heroic warriors who employ magical protection along with their armour and weapons to hunt down the terrors of the Varushkan wilderness, and to uphold Imperial Law.

Schlacta

The Schlacta are Varushka's well-organised bands of soldiery, who provide defence to a place or an employer.

Wise One

Wise Ones are the true hearts of Varushkan communities. They are the thinkers who deal with those problems which cannot be dealt with by strength, and who look through the appearance of things to discover the threats lurking beneath.

Volhov

A Volhov is a Varushkan who studies magic, particularly warding magic (so necessary to Varushka's safety) and divination, to uncover threats before they grow too great to deal with. They often find it necessary to deal with Eternals, and sometimes even to pacify Varushka's deadly Sovereigns with rituals or bargains.

Cabalists

Cabals are teams of ritual magic-users, who often act as individual groups, independent of their vales. Each Cabal is different from each other, but their magical might grants them considerable influence.

Storytellers

Varushkan Storytellers are the nation's ragged priests, often itinerant, around whom entire communities will gather to hear news, entertaining tales, and spiritual messages told well.

Stzena

The inheritors of a tradition of night-sentries, Stzena are bands of musicians who perform at local events.

Wintermark

Thane

The leader of a Hall in Wintermark, a Thane settles disputes that lie outside the law and provides civic and military leadership.

Banner-bearer

Warriors whose purpose is to raise the morale and fighting spirit of their companions. Banner-bearers often literally carry their warband's banner.

Stormcrow

The ragged priests of Wintermark, who act as guides, witnesses and confessors, and who provide spiritual and moral inspiration and guidance for the Winterfolk.

Runesmith

Artisans who specialise in the magic of the old runes of Wintermark, who create engraved weapons and armour, or scribe warding marks to protect people or places.

Icewalker

The cunning mages of the Suaq, who use their magical skills and their knowledge of the Ice as part of their hunting tradition.

Mediator

A Wintermark merchant who specialises in negotiating weregild between aggrieved parties.

Maggot

A scavenger, a looter on the battlefield; "Maggots" are seen as scum by most Winterfolk.

Mystic

Deeply spiritual Kallavesi who make predictions about the future and advise their fellows on the wisest course of action. Often a magician, but some do it with hearth magic and intellect.

Scop

The professional entertainers of Wintermark, Scops are known for their mastery of saga and song, and their skill with alliterative poetry. They are responsible for granting an adult name to a child coming to adulthood.

Grimnir

The battlefield doctors and healers of Wintermark, Grimnir swear an oath to stay clear of the front lines.

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Archmage

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Addressing the Conclave

- 3.2 Plenipotentiary

- 3.3 Parley

- 3.4 Master of Magic

- 3.5 Regalia of the Archmage

- 3.5.1 Staff of the Archmage

- 3.5.2 Chain of Aesh

- 3.5.3 Belt of Stars

- 4 Appointment

Overview

Archmage is an Imperial title bestowed upon a magician by the members of the Conclave. There are six archmagi in the Conclave; one for each of the magical realms. They serve as a focal point for ritualists of that realm, as well as helping to guide the use of the Conclave's resources.

The six archmagi match the six realms into which magic is divided. Where the influence of a grandmaster is primarily political, the archmagi are responsible for attending to the magical business of the Conclave. They are assumed by the Senate, the Military Council, foreign dignitaries and Eternals alike to be well-versed in the capabilities and lore of their Realm. The archmagi are often seen as the public faces of the Conclave; they are the individuals most likely to be consulted by other Imperial bodies when they wish to know what magical possibilities exist.

Each archmage is addressed by their title and the name of the Realm of magic they stand for - Tavistock, Archmage of Spring or Archmage Reyon d'Esange of Summer. The title archmage comes originally from Urizen, a development of the title mage.

Responsibilities

The six archmagi are responsible for attending to the magical business of the Conclave. They represent the Empire to the eternals, and vice versa. They also work with magicians versed in the ritual magic of their realm to expand the Empire's understanding and power in that realm, and employ it to the advantage of Imperial citizens.

Powers

Each archmage position is an Imperial title in the Conclave.

Addressing the Conclave

Once per summit, an archmage can raise an address to the agenda of a Conclave session for free. This power is intended to be used to let an archmage appraise the Conclave of a magical problem or development related to their realm of mastery, but the archmage is free to address the Conclave however they wish.

Plenipotentiary

Each archmage is expected to represent the Empire to the eternals of their realm, and vice versa. While it is perfectly legal and extremely common for individual citizens to speak with almost all eternals and their heralds, the archmages are the closest the Empire has to having a formal representative to the Realms, similar to an ambassador. Most eternals understand that the archmage is a representative of the Empire and look to them for assistance on formal matters. The majority of eternals will meet with the appropriate archmage before meeting with other magicians, and will sometimes ask the archmage to be present at any meeting. They also instruct their heralds to look to the archmage for support and protection should it be necessary.

To empower them to carry out their work, each archmage may choose to send a missive of up to 313 words to a single named eternal of their realm each summit. This message is guaranteed to reach the eternal. No eternal who wishes to maintain relations with the Empire will fail to respond to the missive - even if those relations are currently strained.

It is impossible to predict with certainty what form the response will take. Usually an eternal that is well-inclined to the Empire - or is agreeable to the wording will make contact with the archmage at the following summit - possibly creating a chamber connected to the hall of worlds or more likely sending a herald as an envoy. If the eternal is hostile to the Empire - or is insulted by the content of the message - then their response may be aggressive or dangerous as reflects their nature.

The nature of the missive is such that it serves as a powerful invitation making it easier for the eternal to respond. An eternal who is sent a missive by an archmage of the Conclave is able to enter the Hall of Worlds at the next summit regardless of any state of emnity that may exist. It is not unknown for an eternal to take the opportunity to appear with their entourage in the Hall of Worlds in parley, though most choose a more low-key response. A peaceful response is not the only option however though it is exceptionally rare for an eternal to respond with force.

To send a missive, the archmage must cast open portal on the portal at the back of the Hall of Worlds and cast their message into the portal when it opens. Attempts by other characters to send missives in this way will fail, as will any attempt to send more than one missive per summit, or a missive longer than 313 words.

it is not illegal for an archmage to use the power of plenipotentiary to send a missive to an eternal who is under enmity, although it is possible that the contents of such a missive might constitute a crime.

Parley

If an eternal chooses, they respond to a missive sent by an archmage with a formal parley that takes place in the Hall of Worlds. The civil service will be aware of the timing of the parley and will communicate the information to everyone attending the summit through the normal means.

A formal parley follows similar rules to those that govern speech during a Conclave session, but it is the archmage with whom the eternal has come to treat who determines who may speak. The archmage cannot forbid entry to the Hall of Worlds during the parley but the laws of Conclave mean that no magician may to speak unless they are granted permission. Speaking does not require a payment of mana, and the archmage may silence the speaker at any point.

A violation of parley by a citizen is prosecuted as an act of subversion against the state - but this may be the least of the magician's concerns if the eternal chooses to take offense at this breach of protocol.

Like the missive, the parley is bound by powerful oaths that govern it. These solemn oaths bind both parties, prohibiting them from acts of violence - if the eternal or the Empire were to break this contract, the hearth magic of the oath would likely exact a terrible price. An eternal that does not request a formal parley is not bound by this oath and is free to respond to a missive in any way it chooses.

it is not illegal for an archmage to engage in a parley with an eternal under enmity, but otherwise the usual rules apply. An archmage who parleys with an eternal under enmity must be scrupulous in their conduct if they wish to avoid investigation for potential treason.

Master of Magic

In situations where it is unclear if a specific act of magic breaches a Declaration of interdiction or association with a herald or eternal breaches a Declaration of Enmity an Imperial Magistrate may issue a formal request for the appropriate archmage to provide a ruling. Control of the judicial process remains with the Magistrate, but the Archmage's ruling on whether the act is a breach of the relevant declaration is binding.

An archmage is legally obligated to provide a ruling when requested by a magistrate or else to direct the magistrate to another archmage better able to clarify the situation.

Regalia of the Archmage

Each archmage receives a staff, a chain and a belt when they take the title. Together these are referred to as the regalia of the archmage. These items are re-enchanted each year. If an archmage loses their position, then the items must be given to the new archmage. If part of the regalia is lost or stolen it may be replaced depending on the resources available to the Conclave; otherwise it remains lost until the next Winter solstice when a replacement is made. Theft of part of an archmage's regalia is a very serious business. Archmagi are encouraged to take all appropriate precautions to keep these items safe.

The regalia is created by a reclusive order of Dawnish artisans in Weirwater, the Five Rings, who pledged themselves to this task in the first years of the Conclave.

Staff of the Archmage

The archmage takes custody of the ceremonial staff of the archmage. Each of the staffs of the archmagi is a ritual staff, appropriate to the realm of the archmage, which grants two additional ranks of the appropriate realm lore skill.

Chain of Aesh

The chains are magical items that can be used to empower ritual magic, and are bound to the archmage in the same manner as other magical talismans. Once per event the archmage can evoke the power of their chain before a ritual from their Realm is performed to reduce the effective magnitude of that ritual by 10. The archmage does not need to be a participant or contributor to the ritual, they only need to be present; likewise, they do not need to be of the same nation as the coven they are using the chain to assist.

Belt of Stars

The belt allows an archmage to help different covens work together. Once each summit, they can invoke it to allow multiple covens from the same nation to co-operate on a single ritual from the archmage's realm of magic. This counts as a daily ritual use by each coven involved in the ritual, and while the covens may perform a ritual together, they are still treated as separate covens for all other purposes (for example, a ritual that affects an entire coven will only affect one target coven). Each coven can use their own paraphernalia while performing a joint ritual. The target covens must all be from the same nation but that does not have to be the same nation as the archmage invoking the belt.

Any ritual performed with the power of the belt of stars takes an extra minute to perform for each additional coven involved.

Appointment

The appointment, replacement or removal of an archmage is made by declaration of candidacy as part of a Conclave session. A candidate can be presented for the post of archmage only once a season, and the title can be held by any Imperial citizen.

An archmage serves until they are replaced by another magician using the Declaration of Candidacy. As a title in the Conclave, an archmage cannot be revoked.

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Arete

Excellence is not an act but a habit.

At its most basic, Arete suggests that whatever can be “done” can be done “better.” Being content that one is “good enough” is seen as a failing. Arete exists in all endeavours from preparing food to building an aqueduct. The concept stems from a belief that human actions are of paramount importance; the world is a place of conflict and difficulty, and human value and meaning is measured against individual effectiveness in the world.

The Urizen apply the term to anything; for example, the excellence of a chimney, the excellence of a goat to be bred and the excellence of a human. The meaning of the word changes depending on what it describes, since everything has its own peculiar excellence; the arete of a person is different from the arete of a building.

In people, Arete is strongly linked to the Way of the Virtue and is sometimes referred to simply as “virtue”. For a human being to possess Arete they must instinctively embody some or all of the seven virtues. The virtues represent scales against which individuals and their actions can be weighed to see if they possess Arete.

Arete is borrowed from classical Greek and adapted for Empire. It is the core Urizen philosophy, an idea that underpins their cultural personality; our presentation is intended to be a relatively simple concept that any player can work into their characterisation if they are playing an Urizen character. As Urizen is a land of countless philosophies if you wish to play a character with a detailed knowledge of philosophy, then the contemporary Greek philosophies such as Stoicism and Epicureanism are good source material, once adapted, for more esoteric Urizen philosophies.

Better a smooth pebble than a rough diamond

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Arhallogen

Contents

- 1 Eternal of Spring

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Spring

Sobriquets

Most commonly, Arhallogen is called the Spider King (although gender has little meaning for this powerful creature, it is usually addressed by male honorifics).

It is also occasionally referred to by other Eternals by a name that sounds like a sequence of quick clicking noises - noises commonly produced by Arhallogen, its heralds and its spawn.

Appearance

A swarm of poisonous insects and arachnids that speak with a single whispering voice; a monstrous spider-like, scorpion-like horror, all pincers and deadly stingers; or sometimes an insect-like vaguely-humanoid shape in cobweb robes and an iron crown, bearing a poisoned glaive.

Concerns

Arhallogen is an inhabitant of the Spring Realm, and part of the family of Eternals that are the most alien to humanity. It seems to be fascinated by the ways living things prey on and compete with each other, especially the adaptations and natural qualities that let them hunt, kill and consume prey - or that let the prey fight off their predators.

Unsurprisingly, the Spider King rates venom as one of the most potent tools that any living creature can employ, and is delighted to encounter new poisons.

During the Winter Solstice 378YE, Arhallogen was declared to have the enmity of the Imperial Conclave. The enmity was later removed, but not before the eternal launched a vicious attack on the Hall of the Worlds with venomous heralds.

Boons

This dark Eternal encourages competition between living things, not so much out of a desire to see death or conflict but apparently from an urge to see living things survive and prosper. It offers a number of boons, many of them violent, and often involved with crushing weaker prey or poisoning stronger creatures to make them weak.

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Arkad

Contents

- 1 Overview

- 2 The Arkad

- 2.1 Pakkad

- 2.2 Chikad

- 2.3 Hupul

- 2.4 Vikari

- 2.5 Kallad

- 3 Herbalism Skills

- 4 Further Reading

Overview

This page covers what little is known by Imperial citizens about the elite Druj troops. Most of this information is not widely known across the Empire - but soldiers and commanders who have fought the Druj before, or those unfortunate enough to have been enslaved, might be familiar with it.

Players who are interested in getting more involved in monstering at Empire can create their own elite monster unit (EMU) by choosing one of the known forces listed below. The list is deliberately limited - the Druj have deliberate weaknesses in the way they fight, as well as strengths - so it is not possible for players to create a new arkad.

The Arkad

The most promising young Druj are recruited into one of the five arkads, each of which operate their own lodges throughout Druj lands. Those who are chosen face a dangerous initiation rite, a mix of Druj mysticism coupled with powerful narcotics prepared for them by the tepel. Not all the warriors who take this rite survive. Membership of an arkad confers status and prestige on the new recruits and brings them closer to the centre of power in Druj society. The tepel run the lodges, providing the members with potent herbs and brews needed for their spiritual rites and giving out instructions and orders sent from their masters, the buruk tepel, the rulers of Druj society.

Like the Druj clans from which they are drawn, each arkad has their own unique totem creature, a venomous reptile, bird, insect, or other beast. Members of a lodge train to fight together on the battlefield and frequently employ tactics that emulate a particular trait of their totem creature. The animal is also upheld as the perfect example of a particular trait favoured in battle by the arkad.

The tepel ensure that members of the arkad have the best weapons and armour available. Along with their banners and shields, these are often decorated with a stylized representation of the arkad's totem creature. In battle their different fighting skills tend to complement each other and most Druj armies are built around groups of warriors drawn from each arkad lodge.

Pakkad

The orcs of the Pakkad are always well equipped and better armoured than the warriors of other arkad. These brutal fighters may wield any weapon that suits their purpose, but all wear the heaviest armour they can get their hands on. Some lodges keep slaves who can forge fine weapons and armour for their warriors, but others take theirs from their defeated foes which can give the unit a ramshackle and incoherent appearance. They dress as fearsomely as possible, using body parts, flayed skin, bones and skulls as decoration. A favoured ritual among the Pakkad is to smear their armour with blood before a battle, a practice that has led to the Pakkad being known as "the Bloodied".

In battle the Pakkad are often directed to provide protection for the Het commander or another notable Druj on the field. Their devotion means they are quick to throw themselves into harm's way to ensure the survival of the one they have been ordered to protect. If no protection is needed they may be used secure and hold key objectives, but they also act as a potent, heavily armoured and shock unit that can smash into enemy lines or eliminate exposed high-value targets. With this in mind, the Pakkad are often held in reserve until the enemy is already weakened and the leader is ready for them to strike with brutal force.

The Pakkad embody the aspect of the Black Hide Beetle, their armour and weapons reflecting the creature's thick chitinous plates and sharp mandibles. These beetles are found in small social groups that, when threatened, will form up around the dominant beetle and ward off predators.

Chikad

The Chikad are elite skirmishers. They harass enemy formations many times their size, picking off lone individuals, slowing the enemy, and forcing them to spend valuable time and resources tending to their crippled and poisoned comrades. A Chikad force will often feign engagement with a foe, only to break and flee at the first sign of resistance. If all goes to plan, the distracted enemy is then taken by surprise by a flank attack from another Druj force.

The leaders of the Chikad are known to be devious tacticians. They often conceal themselves in undergrowth or watch an engagement from the treeline, directing various elements of their force from relative safety. Large forces of these skirmishers generally break up into smaller groups, assaulting enemy lines from different angles and with different tempos. Even when they are outnumbered this strategy can make it hard for Imperial forces to bring their full might to bear on any individual group of attackers.

Chikad units vary greatly in their appearance and the equipment they carry, and are among the most adaptable of the arkad. Whilst they favour medium armour, some groups will wear light leathers and padded jacks to allow them to stay fast and mobile. Other units may at times don chain vests and plate armour on their limbs, turning themselves into a heavier force that can overcome weaker foes very effectively. Where possible their tepel provide the Chikad with poison to smear on their weapons so that even the smallest wound has a chance to kill or incapacitate an enemy.

The pack-hunting Razor Skink is the revered totem of the Chikad. These lizards are fast hunters whose hides are festooned with bony blades, barbs and spiny projections. They chase down prey much larger than themselves, slashing at vulnerable bellies and legs, slowly wearing the animal down until the pack is able to begin feasting on the exhausted creature.

Hupul

The Hupul fulfill a pivotal role in the Druj forces, operating as both forward scouts and skilled hunters. They often operate as a vanguard force of archers, slinking along the sides of a battle to unleash shot after shot into the ranks of the enemy. Sometimes they try to bring down key heroes,or vital support troops. They especially target healers, knowing that their loss can sow panic among the enemy. Whatever their target, they avoid direct engagements wherever possible. Constantly on the move, they always endeavor to flank their enemy, or draw them into ambushes, and as much as possible remain in close communication with their commanders.

On campaign they may be called on to operate away from the army for weeks at a time, and so strive to be as self-sufficient possible. As a result all Hupul are adept survivors, capable of avoiding the enemy left to their own devices. Most carry herbs or potions provided for them by the tepel, and adopt a distinctive style of dress intended to allow them to move unseen through the wilderness. More so than other Druj, they favour natural coloured open robes and ragged cloaks that help them to hide in ambush.

The totem of the Hupul is the Deathstinger, a deadly insect found in the eastern Barrens and the Mallum. These large red-and-black vespids can grow to the size of a dove or sparrowhawk and are commonly found in small groups. Brightly coloured, fast in flight, and practically fearless, a pack can easily overcome an unwary human. Travelers in the areas they frequent know to flee as soon as they hear the distinctive low-pitched buzzing the creatures make. Moving in small groups these oversized hornets hunt down their prey, darting in from just beyond reach to deliver vicious stings before flying out of harm's way. Their barbed stingers tear the skin and their venom thins the blood and causes the heart to begin beating faster and faster. Depending on size and constitution more than half a dozen or so stings is usually fatal as the heart literally explodes in the chest or they expire from massive blood loss. The bodies of their victims are left where they fall until the natural processes of rot and decay have made them more palatable to the vicious territorial killers.

Vikari

Those Druj that demonstrate magical aptitude who are not claimed as apprentices by the powerful Ghulai are usually inducted into the ranks of the Vikari. This arkad draws on the aspect of the Green Forest Scorpion, weakening, poisoning and entangling their foes. They favour hit and run tactics, combining a fast assault and a swift retreat before their lack of armour and resilience can be used against them.

As a Vikari gains status they will seek to craft a set of mage armour to protect them in battle, embellishing it with all manner of scorpion symbols, bright green splashes and the preserved chitin, pincers and tails of their scorpion totem. If they survive long enough the orc may add an elaborate headdress that takes on the shape of a scorpion, with pincer-like cheek guards and a tail that curves up and over the top of their head.

When deployed a unit of Vikari fights in two ranks. The front rank, known as the claws, is comprised of arcane weapon users who can cripple their opponents as well as harry them with weakening spells. The second rank, called the tails, then use their mage staffs to entangle their foes or ravage them with venomous magics.

The Green Forest Scorpion is just one of dozens, if not scores, of different scorpion species found in the Mallum. These fast-footed creatures are very aggressive and strike without provocation, delivering poisonous stings that slow or even paralyse their prey. They tear at their victims with their razor-sharp claws, inflicting bleeding wounds, before retreating. They are particularly single-minded; a green forest scorpion has been known to pursue prey for vast distances following their initial attack, continuing to claw and sting at fleeing prey, waiting for it to finally expire of blood-loss, accumulated venom, or terrified exhaustion.

Kallad

* The Kallad are played by our Skirmish Crew and are not a player monster option In some ways the Kallad are the most feared of all Druj - even warriors of other arkad tread lightly around these single-minded killers. All the arkad take their orders from the buruk tepel, but it is the Kallad that the rulers of the Druj tribe employ when they wish to openly discipline their subordinates. The Druj do not punish failure that could not have been foreseen or averted, but those whose failings bring defeat on the tribe will soon meet with members of the Kallad. Executions or torture are brutal and carried out in public, providing an object lesson of the need to avoid repeating the mistakes of the condemned.

In battle the Kallad operate separate from the main body of the Druj forces. They can often be seen stalking through the woodland after lone foes, or descending on enemy soldiers who have been left behind by their comrades. The lucky ones receive a swift death, those less fortunate face an agony of torture before they return to the Labyrinth. A fallen Highguard scout might have their legs cleaved as they lie on the ground, a Dawnish knight errant may have daggers driven into their flesh whilst having poisons poured into their mouth. These murderers will often taunt their foes by hauling fallen comrades to their feet, lashing them to trees, before they are eviscerated. While cruel, these brutal murders are intended to serve a purpose. By tormenting their prisoners, the Kallad try to provoke their enemies into rash and costly attempts to save the lives of their friends.

This arkad take the Coiled Shrike as their totem. This terrible creature is not a bird but a snake that lurks in trees, waiting for prey to pass by, believed by some scholars to be a distant relative of the jaculi native to the tropical jungles of the war west. When the moment comes to strike, the snake uncoils its body to leap from the branch. Only the most skilled tepel can save those bitten by the terrible fangs from an agonizing death - the Shrike's necrotic poison causes the victim to swiftly rot while still alive and is said to be one of the most painful experiences imaginable. Victims of the Coiled Shrike often beg for death or take their own lives to escape the unspeakable torment the venom inflicts.

Herbalism Skills

The elite Druj warriors who train with the arkad lodges work closely with the tepel. Away from the battlefield, the warriors often help gather and prepare valuable herbs. As a result, any member of the arkad who shows aptitude is given limited training by the tepel, learning how to treat and staunch wounds sustained in battle. While they will never match the abilities of a fully trained physick, they can use this training to get other warriors healed and back into battle. In battle the tepel provide the arkad with limited supplies of True Vervain to heal the wounds of their comrades.

Any member of the Druj Arkad can spend 30 seconds applying True Vervain to restore all lost hits to another character as if they had the physick and chirurgeon skills. Any player who is playing a member of an arkad who has their own appropriate phys-rep for a bag of herbs or similar will receive True Vervain herb cards.

Further Reading

- Overview

- Elite warriors

- Champions

- Look and feel

- Lore

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Arms of the Warwitch

Description

A rod and a one-handed sword are the most common combination for the Arms of the Warwitch, although it is by no means the only arrangement of these arcane weapons. They are obviously favoured by warriors who combine magical lore with martial prowess. Ironically, these arcane weapons are not especially popular with the traditional war witch, who tends to focus more on raw magical power. They are much more commonly used in the League, Brass Coast, Varushka and among the Navarr; even there it is rare to find a warrior who uses both offensive magic and aggressive combat techniques. It is much more common to find a magician with offensive magic and a the confidence to keep themselves or their allies fighting, or a magician who relies on the ability to strike crippling blows and uses healing or utility magic off the battlefield.

In the League, the Brass Coast and Highguard this arcane weaponry is called a set of Dragonbone Scales, and they are often engraved with a set of unbalanced merchant's scales. The name references the way the wielder 'balances' their confidence and inner fire with their magical power.

Rules

- Form: Weapon. A pair consisting of a one-handed weapon and either a rod or a wand. You must be wielding both the weapon and the implement to use the set's magical properties.

- Requirement: You must have both the ambidexterity and magician skills to bond to these items.

- Effect: You may either expend one hero point to regain one personal mana, or expend three personal mana to regain one hero point.

- Materials: Crafting the Arms of the Warwitch requires nine measures of dragonbone, three ingots of green iron and three measures of iridescent gloaming. It takes one month to make a pair of these items.

The Festival of the Little Mother was at its height. Tassato sparkled like a diadem with candles at every corner, and its party-goers shone no less, with jewels at every throat. The city-folk said that the Vass and Gancio themselves were in town, and in full fest. The Cozido was fit to burst with locals and visitors. Small bowls of the stew for which the tavern was named were passed from hand to hand over the crowd, and gratefully accepted by drinkers at three tables in what would usually be a quiet corner...

One was occupied by a Troupe from the south, in for the week and all four still masked from the night's performance.

"...I loved your Beast, Mikael. A work of genius."

"Ah, it would have been nothing without your Mountebank, father!"

"True, true. Here, they may see the Mountebank as a hero, but those of us with more refined tastes see him as the braggart and thief he is. Not to put too fine a point on it, that is the difference between Sarvos and lesser cities."

There was a scraping sound, as chairs were pushed back from the second table. Two men in cloaks and leathers stood and took stance. One spoke:

"Refined, you say? Not quite 'stilled enough yet, I think. Are you ready for the retort, sir?"

"Oh, a Bravo of Mestra! How delightful! How rude of me not to introduce us! I am Jof, the Vassa there is my wife Mia, the Beast is my son, Mikael, and Gancio is Skat, our manager. We are four, and you are two. Tell me, is your sword as sharp as your tongue?"

"We shall put a fire under you, sir, and see that long neck bend to us, under Tassato's heat..."

"You know the name of the Troupe of the Seventh Seal, of course? You know our performances are... Spellbinding?"

"What a coincidence..." said the first as the pair pulled back their cloaks, and each drew short sword and rod.

The second added: "Not Bravos, but 'braggarts'. Though we can match words with deeds: can you and yours...?"

The "fight" was short. Two of the Sarvan Troupe had hardly drawn before they were slammed back to the wall. The one called Mikael was stuck fast to the floor, unable to offer any assistance to his father, last in the fight.

In a final flurry, one of the Tassato mountebanks swiveled with a flourish, swept his rod round in a languid arc, and touched the other on the chest. The Empowered fighter stabbed in low octave, and the Sarvan actor in the Mountebank's mask fell to the floor, grunting in pain, as his left leg collapsed under him.

"As I said. You will kneel..."

The occupants of the third table had paused in their carousing to watch the scuffle. A man in parti-coloured green-and-blue of utter flamboyance stood, and swept a generous bow:

"Two rings, I note? May I interest you both in a third? I am Signeur of the Free Company of Bacalhau. Yes, our little joke. 'Twas all we had to eat defending Holberg, and it stuck. However. The Company of Salt Cod. We travel well... and we are hiring."

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Army orders

Contents

- 1 Overview

- 2 Movement

- 3 Attacking

- 3.1 Cautious Advance

- 3.2 Balanced Attack

- 3.3 Overwhelming Assault

- 3.4 Steady Conquest

- 4 Defending

- 4.1 Give Ground

- 4.2 Solid Defence

- 4.3 Heroic Stand

- 5 Further Reading

- 5.1 Core Brief

- 5.2 Additional Information

Overview

Each general can issue a single set of orders for the army they control. The orders should describe a broad strategic plan representing what the general would like the army to achieve on campaign in a territory over the downtime before the next event.

A military campaign is not a single battle, a campaign is a prolonged period of warfare that takes place over the whole territory in the three months between events.

Movement

Generals may issue orders to attack or defend any territory their army can reach. To keep things as simple as possible, an army is assumed to move to any territory that the general issues orders to attack or defend before any fighting takes place. In effect, an army can slip away at the start of a season before the campaign begins.

Most Imperial armies can move through three territories in a season (for example, an army in Bregasland may be ordered to defend Hercynia - it will pass through Kallavesa and Hahnmark before reaching Hercynia where it will join any campaign that takes place. However an army cannot pass through a territory it does not control - it will automatically stop and engage any enemy forces present if it enters a hostile territory - one that is controlled by an enemy power.

A fast army can use the forced march order to move as far as its general wishes each season, but must still stop when it enters a territory that is controlled by an enemy.

Note that the elite military unit resources controlled by players do not move like this. Military units can cross the entire Empire swiftly and quickly - so they can be freely assigned to an Imperial army, or sent to raid a neighbouring nation.

There is no "move order" for an army, even if an army moves to the centre of the Empire to resupply, it is assumed that it would defend the territory it has moved to if that territory were attacked.

Attacking

- Imperial armies can only attack a region that is adjacent to an existing region controlled by the Empire

- Taking any attack action means a campaign will happen if the enemy is still in the territory.

- Taking any attack action means the army is not eligible for natural resupply this season.

If a general wishes to attack a territory, they must indicate which region they wish to assault. Imperial armies can only attack a region that is adjacent to an existing region controlled by the Empire. This represents the limitations of warfare and the practicalities of moving armies through enemy territory. The region the army is attacking from may be in another territory - but in this case it is twice as difficult to take the region.

If a general wishes to attempt to capture more than one region, they should indicate which regions they will attack and in what order. Subsequent regions that are assaulted may only be adjacent to the region that has just be conquered.

All of these orders will always cause a military campaign to be initiated in the territory if there is an opposing force present. If an attacking force is victorious - they will capture land - the greater the victory the more land they will take in a season.

Cautious Advance

- Casualties suffered by this army are reduced by a fifth

- The ability of this army to capture territory is reduced by a fifth

A general may be keen to scout out a territory to identify enemy forces, or simply wish to make a probing attack to initiate a campaign. A cautious assault can also be useful to disrupt enemy supplies lines and prevent the enemy from resupplying.

Cautious assaults are less effective at claiming territory - the attackers are less able to overcome the defenders and drive them back - but casualties suffered will be lower. Urizen and Freeborn armies favour this strategy as it provides the most certain ways to identify the strength of the enemy position.

Balanced Attack

- There are no modifiers associated with this order

This is the standard order issued by Imperial generals who wish to engage the enemy forces in a territory. A balanced attack involves assaulting the enemy positions but seeks weak points in the enemy lines rather than attempting to smash through strong positions. Highguard armies favour this strategy believing that the natural efficiency best serves the manifest destiny of the Empire.

Overwhelming Assault

- Casualties suffered by this army are increased by a fifth

- The ability of this army to capture territory is increased by a fifth

A general who seeks victory at any price can order an overwhelming assault. The army will spend the season seeking out the strongest enemy troops and attempting to smash through their positions. This kind of attack is dangerous - casualties will be higher than normal - but the army will gain more ground during that season. Wintermark and Dawnish armies favour this strategy as it provides many opportunities for glory and heroism.

Steady Conquest

- Casualties suffered by this army are reduced by a fifth

- Casualties inflicted by this army are reduced by a fifth

- Only Imperial armies may take this order.

Every Imperial army is accompanied by a cadre of battlefield physicks and chirurgeons, and magicians skilled in healing magic, who are more than prepared to take risks to help minimize Imperial losses. By adapting strategies to make the most use of these resources, a general can ensure no part of the army is ever too far away from skilled medical attention. At the same time, the general ensures that the soldiers in their army eschew risky tactics, or those that would lead to unnecessary loss of life, in pursuit of spilling enemy blood.

Steady conquest is as effective as balanced attack in claiming enemy territory and securing strategic objectives, but significantly reduces the casualties suffered by the army - at the cost of inflicting less casualties on enemy forces. This order became possible after the coronation of the twentieth Throne, Empress Lisabetta, when Imperial strategy was reassessed in the light of significant losses inflicted by the barbarian orcs.

Defending

- No campaign will take place unless another force issues an order to attack

- Any victory achieved by the army translates into fewer casualties incurred rather than territory gained

- Taking a defending order means an army is eligible to receive natural resupply provided the other requirements are satisfied.

Armies on defend are seeking to hold their position and fight off any attackers they encounter. If all forces in a territory have orders to defend the regions they control, then no campaign takes place and the side that controls the territory will be able to resupply their forces. If the defenders are victorious - if their side has a higher effective strength than the attacker, then their victory translates directly into reduced casualties for the defenders. The greater the victory, the less casualties they suffer. Defenders take fewer casualties than attackers anyway; all other factors being equal there is a small natural advantage that favours the defender.

Give Ground

- Casualties suffered by this army are decreased by a half

- The ability of this army to defend territory is decreased by two fifths

A general that wants their army to carry out a fighting retreat can issue orders to give ground. The army will avoid major engagements, while still attempting to slow the enemy advance using ambushes and the like. An army that is giving ground is much less effective at holding the territory against an attacker, but will see their casualties reduced accordingly. Navarr and Varushkan armies are both fond of this strategy. The Navarr consider it an effective way to bleed an enemy as they advance into a trap, while in Varushka the land itself can soon become the enemy of an unwary attacker. Following the events of the Summer Solstice 381YE, no Marcher general can issue this order. If they try to do so, it will default to Solid Defence.

Solid Defence

- Casualties suffered by this army are decreased by a fifth

- Any army that does not submit an order defaults to solid defence.

An army that attempts the solid defence of a region will seek to make best use of the terrain to bring the enemy to battle in a way that favours the defender. Casualties suffered are less than if the army simply attacks, even though an enemy army that attacks is just as likely to be rebuffed. The League traditionally favours a solid defence believing that the fortifications at Holberg have proven the advantage of this strategy over many years.

Heroic Stand

- Casualties suffered by this army are increased by a fifth

- The ability of this army to defend territory is increased by three tenths

An army that commits to a heroic stand will not initiate a military campaign - but they will make the enemy pay for every inch of ground they take. The army will take every opportunity to engage with the enemy side, they won't fight to the last soldier, but they will fight on even until the cause is utterly hopeless. Marcher armies favour this strategy; their natural belligerence makes them loathe to leave any battlefield while the chance of victory remains.

Further Reading

Core Brief

- Military Council

- War

Additional Information

- Imperial armies

- Army orders

- Navy orders

- Casualties

- Territory

- Army qualities

- Spy network

- Fortification

- Campaign outcome

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Army qualities

Contents

- 1 Overview

- 2 New Qualities

- 3 Conquering

- 4 Cruel

- 5 Cunning

- 6 Daring

- 7 Disciplined

- 8 Fast

- 9 Foraging

- 10 Freedom Fighters

- 11 Glorious

- 12 Guerilla

- 13 Hard Bitten

- 14 Haunted

- 15 Magic

- 16 Mercenary

- 17 Physick

- 18 Relentless

- 19 Resilient

- 20 Resourceful

- 21 Scouting

- 22 Siege

- 23 Skirmishing

- 24 Venomous

- 25 Further Reading

- 25.1 Core Brief

- 25.2 Additional Information

Overview

All Imperial armies and most barbarian armies possess a single unique quality that give them advantages in certain situations. These qualities represent the unique strength of each army reflecting the flavour of the army and the nation to which it belongs. The most common qualities are described below. Other qualities exist, and some such as cyclic magic may even be unique to a specific army.

New Qualities

When a new Imperial army is raised, it receives a quality automatically that reflects its purpose, the nation who has raised it, and the conditions under which it was mobilized. Most Imperial nations have one or two qualities that are common for their armies, but it is possible for plot developments to provide the option for to choose a different quality.

Existing Imperial armies already have a quality representing their traditional roles and history. It is never possible for an army to have more than one quality or to diversify its abilities, but it is possible for an army to improve their essential quality if a plot opportunity presents that option.

Conquering

- Can use the push the line order when attacking

- Other Descriptors: Methodical, Inspired

A conquering army focuses on capturing territory, driving the defenders of the land before them. The newly restored Gryphon's Pride of Dawn has this quality, representative of Dawnish ambitions in the Barrens.

Push the Line

- The ability of this army to conquer territory is increased by three tenths

- Casualties inflicted by this army are reduced by a fifth

The army seeks to dominate key strategic objectives, and focuses on claiming territory from the opposing army.

Cruel

- Can use the merciless onslaught order when attacking

- The presence of a cruel army in a territory is impossible to conceal and is always obvious to other armies in the same territory

- Other Descriptors: Dread, Fearsome, Merciless, Monstrous, Terrifying

A cruel army breaks the morale of its opponents. It may employ ruthless tactics, torture of prisoners and civilians, monstrous auxiliaries or psychological tricks that cause even the most disciplined army to prefer flight over capture. Enemy forces often withdraw well before their troops are in danger of being routed, aware that overconfidence in the face of a cruel opponent could lead to the loss of their entire army. The Iron Helms of Varushka has this quality. The Dance of Blood of Navarr (destroyed by the Jotun in 245YE) also used to employ dreadful tactics against their barbarian opponents.

Merciless onslaught

- An enemy army that takes casualties from this army will break if their military strength falls below 1,500 (or below 2,250 if they are large)

The army tries to break the spirit of their enemy. They ambush or overrun the enemy, leave mutilated corpses or maimed opponents to warn their comrades. Some cruel armies may employ monstrous beasts, summoned creatures, or psychological tactics designed to demoralise the opposing forces.

Cunning

- Can use the Whatever it takes order when attacking

A cunning army contains soldiers adept at employing unorthodox - but effective - tactics. The force makes great use of venom and poison (both mundane and magical), as well as setting traps and luring enemies into ambushes. They take advantage of situations where an ally has engaged an enemy to launch surprise attacks against their weak spots, taking particular pains to kill enemy healers, magicians, and supply trains. Since the Winter Solstice 381YE, the Quiet Step army of Navarr has the Cunning quality.

Whatever it takes

- All casualties inflicted by this army are increased by a tenth.

- All casualties suffered by this army are increased by a tenth.

- All casualties inflicted by allied armies in the same territory who have issued attacking orders are increased by a tenth.

The army employs vicious tactics to set up ambushes, lay traps, and kill high-value targets such as healers and magicians. The army takes every opportunity to punish their opponents. At the same time, they weaken and distract their enemies, so that their allies can gain the opportunity to kill front line troops.

Daring

- Can use the daring raid order when attacking

- Only the Red Wind Corsairs army has this quality

This enhanced quality was gained by the Red Wind Corsairs shortly before the Winter Solstice 381YE. It was gained as a response to an opportunity, the Freeborn assembly sent Gonzalo i Riqueza to spread a message that capturing and ransoming enemies was preferable to simply robbing them. Battle is a chance to seize the wealth of the enemy - war is about increasing your affluence at the expense of your foes, rather than to see them dead. The opportunity came in the wake of a well-planned raid against an Grendel-controlled Legacy in Spiral.

The Freeborn soldiers of the Red Wind Corsairs embrace their instinct to treat their defeated enemies with respect and take their money not their lives Instead of the plunder order, the general can submit the daring raid order. Although some Wintermark armies find fighting alongside a foraging army distasteful - many Wintermark heroes prefer the idea of ransoming defeated enemies to butchering them and have no reason to dislike a daring army.

Daring Raid

- Casualties inflicted by this army are reduced by three tenths.

- Casualties suffered by this army are reduced by a tenth.

- The army generates wealth based on the number of victory points generated.

The army concentrates on lightning attacks against the enemy forces intended to take key strategic points and capture prisoners in the process. Defeated enemies are treated with respect and healed, but kept as prisoners to be ransomed back to the enemy. By such a means members of the army will grow wealthy; a portion of this bounty in the form of potions, magic items, money, herbs, crystal mana, crafting materials and valuable materials such as weirwood, mithril, white granite, and ilium will be claimed by the army general.

Disciplined

- Can use the strategic defence order when defending

- Other Descriptors: Strategic, Tactical, Vigilant

A disciplined army is well-organised and relentlessly drilled. Every soldier is a professional who knows their place in the chain of command. The Granite Pillar of Highguard are armies known for their discipline. Several attempts have been made in the past by the sentinels of Urizen to raise a disciplined, strategically minded army that embrace the national philosophy of arete.

Strategic defence

- The army gains an additional victory point for each enemy army in the territory that takes an attacking order to a maximum of 5 additional victory points.

The strategic army concentrates on orchestrating well planned defences designed to exploit flaws in the enemy strategy. The army excels at taking advantage of the slightest mistake or misjudgement by enemy commanders.

Fast

- Can use the forced march order when attacking

- Can use the desperate reinforcement order when defending.

- Other Descriptors: Durable, Pathfinder, Organized.

A fast army is able to move quickly over long distances. This is not just a quality of speed - moving thousands of soldiers overland is a daunting logistical prospect. Within the Empire, a fast army takes advantage of the trods whenever it can, supplementing their magic with forced marches and expertly organised baggage trains. The Freeborn Fire of the South and the Navarr Black Thorns are both known for their speed and mobility.

Forced March

- Can move as far as the general wishes this season. It must still stop moving when it enters a hostile territory.

- The ability of this army to capture territory is decreased by one fifth.

A general who orders a forced march pushes their troops to move swiftly - but also takes pains to preserve their strength so that when they arrive they are in a fit state to fight. Some soldiers may fall behind, but they keep moving until they catch up with the armes again. By taking advantage of roads and trods, the general ensures that when the army arrives at its destination it does so with the will to engage the enemy. Yet a forced march is not magical movement - the army will arrive late in the campaign season, meaning their ability to capture territory is reduced..

Desperate Reinforcement

- Can move as far as the general wishes this season. It must still stop moving when it enters a hostile territory.

- The ability of this army to defend territory is decreased by one fifth.

Sometimes a situation is desperate, but additional troops may turn the tide of battle. In such cases, the general pushes their troops to move as quickly as possible, to ensure that a faltering garrison receives last minute assistance, or a failing position is reinforced just before it collapses. When time is of the essence, the general can risk exhausting some of their troops to ensure they arrive in time to support their allies.

Foraging

- Can use the plunder order when attacking

- Other Descriptors: Looter, Scavenger, Snaffler, Raider, Maggots (derogatory)

A foraging army excels at stripping enemy settlements and casualties of valuables. The Freeborn Red Wind Corsairs were known for their ability to gather resources in enemy territory, prior to their embrace of the idea of ransoming their enemies rather than simply robbing them. Some Wintermark armies find fighting alongside a foraging army distasteful - the deeply ingrained cultural dislike for "maggots" is well known.

Plunder

- Casualties inflicted by this army are reduced by one tenth.

- The ability of this army to capture territory is reduced by one tenth.

- The army generates wealth based on the number of victory points generated.

The army concentrates on looting enemy forces. They launch attacks intended to capture baggage trains and other financial objectives. They focus on capturing mines, forest preserves, farms, businesses, mana sites and herb gardens. A portion of this bounty in the form of money, herbs, crystal mana, crafting materials and potentially even rare materials such as weirwood, mithril or white granite are claimed by the army general.

Freedom Fighters

- Can use the break the chains order when attacking

- Can use the hit and run order when defending

- Only the Winter Sun has this quality

After the Autumn Equinox 381YE the soldiers of the Winter Sun experienced a powerful revelation relating to the generations of their ancestors who had lived and died as slaves. Despite the turmoil and wrath, some of the soldiers of the Winter Sun gain strength from the experience, and from the voices of their enslaved ancestors. Some swore oaths to ensure that the evil of slavery - evil they have experienced first hand - is wiped from the earth. Many of these orcs wear medallions of bone or wood in the shape of hammers, in remembrance both of the tools their ancestors used to break rocks and of the hammers used ultimately to break their chains. Following the Winter Solstice the general, Bloodcrow Morg'ur, encouraged the soldiers to embrace this revelation, permanently changing the Winter Sun quality from guerilla to freedom fighters.

In the long run, soldiers of the army will be less comfortable around human armies from Varushka, Wintermark, and the League - but they are disciplined enough to ensure that there are no significant incidents if they are required to fight alongside the descendants of the people who once kept them as chattel.

Break the chains

- Your side must control a region with the forested, hilly or marsh keyword.

- Casualties suffered by this army are decreased by three tenths.

- Casualties inflicted by this army are decreased by a fifth.

The army uses their mastery of wilderness survival to outmaneuver enemy advances, and make contact with local forces that share their enemies. They free slaves and prisoners, seek the support of rebels and bandits, and sabotage labour camps and prisons alike. Allies are helped to reach camps in defensible locations, shown hidden paths, and the like. The army avoids pitched battles, and focuses on gaining allies among subject populations, some of whom join the army as fresh recruits.

Hit and run

- Your side must control a region with the forested, hilly or marsh keyword.

- The ability of this army to defend territory is increased by a fifth.

- Casualties suffered by this army are decreased by a fifth.

- Casualties inflicted by this army are decreased by a fifth.

The army uses their mastery of wilderness survival to impede enemy advances. They set up camp in defensible locations, use hidden paths to move around, and employ natural features of the wilderness to hamper their attackers. A guerilla army in a defensible position does everything it can to make itself hard to attack, rarely presenting the enemy with an opportunity for a pitched battle. This tactic is especially effective at slowing the advance of an enemy force while awaiting reinforcements

Glorious

- Can use the triumphant charge order when attacking

- Can use the final stand order when defending.

- Other Descriptors: Crazed, Heroic, Honourable, Righteous.

A glorious army is full of fighting spirit, and is capable of utter commitment to the act of war. Stories are still told of the Burning Falcon, a Freeborn army with many kohan that was wiped out to the last soldier holding off a Jotun force three times its own size during the invasion of Kallavesa in 247YE; troubadours still sing of the last-ditch, foolhardy assault of the Dawnish Gryphon's Pride against the barbarians in the Barrens. Today, the Dawnish Hounds of Glory are glorious, while the Green Shield of Wintermark are known for their heroism.

Triumphant charge

- The ability of this army to capture territory is increased by two-fifths.

- Casualties inflicted by this army are increased by one fifth.

- Casualties suffered by this army are increased by half.

A general who unleashes their troops in a triumphant charge seeks great victory, but pays a great price. The army confronts the strongest enemy troops and the most defended positions, and attempts to rout them. Individual soldiers and companies engage in valiant attacks, employing risky tactics to defeat their opponents. The army will gain much more ground, but does so at the cost of increased casualties.

Final stand

- Any victory gained by the enemy converts to additional casualties taken by this army, rather than territory gained.

- Every enemy victory point causes 100 additional casualties to this army until the army disbands.

Sometimes a general needs to hold a position regardless of cost. A final stand trades Imperial lives for every inch of ground that would otherwise be lost. The order is rarely used; even if the army is not wiped out, it will almost certainly be severely weakened. When an attacking force must not be allowed to gain territory or establish a beachhead, it is incredibly effective.

Guerilla

- Can use the hit and run order when defending

- Other Descriptors: Adaptable, Hunter, Ranger, Territorial.

A guerilla army is adept at fighting in difficult terrain. It is often organised into many small companies that can fight independantly of each other, employing scouts and messengers to keep each element of the force appraised of the status and position of other forces. The Northern Eagle army of Varushka has extensive experience fighting in difficult terrain; the Winter Sun of the Imperial Orcs incorporated hard lessons learned by the original rebels fighting the Empire in the southern territories and had this quality prior to the spiritual revelation of Autumn 381YE that gave them the freedom fighters advanced quality.

Hit and run

- Your side must control a region with the forested, hilly or marsh keyword.

- The ability of this army to defend territory is increased by a fifth.

- Casualties suffered by this army are decreased by a fifth.

- Casualties inflicted by this army are decreased by a fifth.

The army uses their mastery of wilderness survival to impede enemy advances. They set up camp in defensible locations, use hidden paths to move around, and employ natural features of the wilderness to hamper their attackers. A guerilla army in a defensible position does everything it can to make itself hard to attack, rarely presenting the enemy with an opportunity for a pitched battle. This tactic is especially effective at slowing the advance of an enemy force while awaiting reinforcements

Hard Bitten

- Can use the make them pay order when defending

- Other Descriptors: Garrison, Unyielding, Stubborn

A hard-bitten army refuses to give ground to invaders. When fighting from defensive positions they can inflict massive casualties on enemy forces that dare to approach them. The Strong Reeds of the Marches are a stubborn army who use every advantage to make their enemies pay for every inch of Marcher soil they try to take, while the Fist of the Mountain possess a dogged refusal to back down before their foes. Some Druj armies are adept at using traps and treacherous tactics to slowy grind an agressor down as they attempt to claim barbarian territory.

Make them pay

- Casualties inflicted by this army are increased by two fifths

- Casualties suffered by this army are increased by a fifth

The army attempts to bleed the enemy, making them pay for every inch of ground surrendered. The army takes any chance to butcher their attackers; enemies suffer greatly increased casualties if they push forward, at the price of increased losses for the defenders.

Haunted

- Can use the reap the harvest order when attacking

- Other Descriptors: Accursed, Leech, Slave, Unliving

A haunted army gains strength as it defeats enemies. It might contain creatures that are able to consume the corpses of those they have defeated or be empowered with fell winter magics that allow them to raise the dead as husks to fight again. A haunted army that gains strength using this order cannot take itself above its normal maximum strength. No Imperial army has ever had this quality; no encountered barbarian army has had this quality, either.

Reap the harvest

- The ability of this army to capture territory is decreased by one-fifth

- If the army is victorious it gains 10% of all the casualties slain in that campaign as free resupply

The army recovers the bodies of those who have fallen on the battlefield, using the corpses to replenish the army, at the cost of pushing forwards and taking territory. If the army is not victorious then they do not gain any resupply from this order.

Magic

- Rituals that target a territory may be performed using the general of this army as a focus

- Can use the Arcane Consolidation order when defending

- Other Descriptors: Arcane, Necromantia, Occult, Sorcerous

A magic army contains many magicians, and soldiers trained to fight alongside magicians and help with the targeting of powerful rituals. If they are defending a territory then they can provide a bounty of crystal mana to their general for use in creating helpful enchantments. Rumours suggest that the native defenders of Karsk who have been assisting the Varushkan generals during their fight against the Thule also possess this quality. Several Thule armies possess similar sorcerous powers. The Axou and the Jarmish also field several armies with this quality.

Before the use of the unmade trove granted them cyclic magic, the Citadel Guard of Urizen possessed this quality.

Arcane Consolidation

- The army generates mana crystals based on the number of victory points generated.

- Does not change army strength, casualties inflicted or casualties suffered.

The army concentrates on making magical preparations, shoring up their reserves of mana crystals and seeking out nearby sources of magic. A portion of this bounty in the form of mana crystals is passed to the army general so that they can make the most appropriate use of it.

Ritual targeting

This army contains many specialized magicians and magical experts. The general of the army can serve as a focus for any ritual that targets a territory, replacing the requirement for that ritual to be performed at a regio in the target territory. This only works for rituals targeting the territory where the army is currently on campaign. The general must be present throughout the ritual. Examples of rituals that can be empowered in this way might include Frozen Citadel of Cathan Canae (although the target territory must still contain a suitable region), or a curse such as Rivers Run Red or Naeve's Twisting Blight.

Mercenary

- The army can use siege, scouting, foraging, resilient or skirmishing once each per year

- Other Descriptors: Flexible, Free Company

A mercenary army has experience working with and integrating mercenaries and other independent military units. They may employ siege engineers, expert scouts, wagon raiders, light infantry or free companies, but each group can only be employed once each year. The Wolves of War is a League army that attracts mercenary banners and free companies from across the empire.

Mercenary Options

A mercenary army is versatile, but can only employ each type of specialist troop once a year. For example, the general of the Wolves of War is appointed in Autumn. They might immediately employ wagon raiders (and use the pillage order), but then cannot employ those auxiliary troops again until after the next Autumn summit.

Physick

- Can use the tend the fallen order when defending

- Other Descriptors: Apothecary, Grimnir, Healer, Herbalist, Hospitaller, Support

A physick army contains a large number of battle-field hardened healers of various traditions, and soldiers adept at fighting alongside them. The force excels at using medical skills, establishing mobile field hospitals, and applying principles of triage to save those who can be saved. The Valiant Pegasus of Highguard has the physick quality. The newly reformed Wintermark Bloodcloaks, also possess this quality, as did the original Bloodlcloaks who were lost to the Thule during the reign of Empress Brannan.

Tend the fallen

- All casualties suffered by this army are reduced by a fifth.

- All casualties suffered by allied armies in the same territory who are taking defensive orders are reduced by a tenth.

- The ability of this army to defend territory is reduced by a fifth.

The army establishes mobile field hospitals, and supply points while ensuring allied forces are accompanied by talented physicks and soldiers trained to support them. Medicinal herbs are gathered, and healing or defensive potions distributed to officers. The army focuses on moving casualties away from battlefields, patching them up, and returning them to the front.

Relentless

- Can use the cut them down order when attacking

- Other Descriptors: Bloodthirsty, Ruthless, Savage

A relentless army is capable of focused, sustained attacks against their enemies. They may have superior equipment, advanced combat training, or simply possess an unquenchable thirst for the blood of their foes. Within the Empire, the Bounders are known for their relentless pursuit of their enemies while the Summer Storm of the Imperial Orcs are known for their military acumen and carefully channelled bloodlust. It is also a common quality for Jotun and Druj armies.

Cut them down

- Casualties inflicted by this army are increased by three tenths

- Casualties suffered by this army are increased by a fifth

The army takes every opportunity to engage with the enemy to try and cut them down. They may claim some territory, but this is secondary to their goal of slaughtering as many of the enemy as possible. This emphasis on engaging the enemy means that the army loses more troops itself; but the commitment to fighting and preparations it takes mean that it suffers comparatively less than the opponents it engages.

Resilient

- Can use the grinding advance order when attacking

Other Descriptors: Cautious, Defensive, Responsive

A resilient army fights defensively, even while advancing. It often represents an army that specialises in heavy armour and shields, but it might also represent an army of soldiers with above-average fortitude or endurance. The heavily armoured Golden Sun of Dawn, and the adaptable Golden Axe of Varushka are resilient armies.

Grinding advance

- Casualties suffered by this army are reduced by three tenths.

- Casualties inflicted by this army are reduced by a fifth.

The army slowly advances, consolidating every gain before moving forward. The army looks to avoid direct engagements with the enemy, ceasing their advance and taking defensive positions if they are engaged.

Resourceful

- This army can benefit from emergency resupply regardless of what territory they are in or whether they are engaged by the enemy.

- This army can benefit from natural resupply regardless of what territory they are in as long as they are not engaged by the enemy, even if they are taking an attacking order.

- Other Descriptors: Quartermasters, Superior Logistics

A resourceful army has expert logistical support. It can quickly distribute resources and assign new soldiers, even while under attack. It may also represent an army whose soldiers are doggedly committed to their cause, so that soldiers who are so badly hurt they would normally be decommissioned fight to be allowed to rejoin their units. The Eastern Sky army of Dawn and the Drakes of the Marches enjoy the support of the people of their nation, represented by regular investment of people and resources to keep the army at fighting strength.

Scouting

- Can use the Gather Intelligence order when attacking

- Can use the Guard the Gates order when defending.

- Other Descriptors: Astute, Farsight, Infiltration

A scouting army is adept at gathering information about opposing forces. While it is active in a territory, associated rangers, agents and magicians gather intelligence about opposing forces in the area. They compose a report specifically for their general which includes information abut significant forces in the area. Because this information is gathered by mundane means, and by agents in the field, it is rarely impeded by magical effects such as Drawing the Penumbral Veil. The Highborn unconquered auxiliaries of the Seventh Wave are excellent scouts.

Gather Intelligence

- The general who commands the army receives a report about forces present in the same territory as the army

- Casualties inflicted by this army are reduced by one fifth.

A general who sends their scouts to gather information while engaged in an aggressive campaign receives a report that includes details of the enemy campaign armies in the territory; their allegiance; an estimation of their strength; the name of their general and information about their special qualities. They also receive information about significant local fortifications; and other potentially useful strategic and tactical information about the campaign and the forces involved in it.

Guard the Gates

- The general who commands the army receives a report about forces present in the same territory as the army

- Casualties inflicted by this army are reduced by one fifth.

While defending, the general can send their scouts and spies out to focus their attention within the borders of the land their side controls. They receive information about any foreign spy network operating in the territory, and about any strategic or tactical opportunities related to defending the territory from outside forces. They also receive details of any enemy campaign armies that undertake an attacking order in the territory - their allegiance; an estimation of their strength; the name of their general and information about their special qualities.

Siege

- Can use the storm the walls order when attacking

- Other Descriptors: Engineer, Sappers

A siege army excels at attacking fortifications. The army is experienced with fighting over the walls of enemy castles, and supported by engineers and artisans who can quickly built siege engines. The newly recommissioned League army of the Towerjacks has this quality.

Storm the walls

- The army must be attacking a region containing a fortification or else the order defaults to cautious advance

- The ability of this army to capture the fortified region is increased by half

- Casualties suffered by the army are increased by three tenths.

The army unleashes hell against the fortification. While catapults and trebuchet pound the walls, siege towers and ladders are deployed to allow the soldiers to take the fight to the defenders. Meanwhile, engineers work to undermine the walls, and massive covered rams are deployed against the gates. The loss of life is likely to be severe, but the fortification will fall much more quickly than it might in a prolonged siege.

Skirmishing

- Can use the outmaneuver order when attacking

- Other Descriptors: Maneuverable, Flanking, Tactical

A skirmishing army specialises in outmaneuvering its opponents. The mobility and independence of the troops composing the army makes it extremely effective at exploiting situations where some or all of the enemy armies have committed to defence, rather than attack. There are currently no Imperial armies with this quality; the venerable Thundering Tide, composed of the descendants of the old Highborn light cavalry units, were disbanded during the reign of Empress Mariika. Many of the unconquered and cataphracts that used to belong to this army would go on to join the Seventh Wave

Outmaneuver

- The army gains an additional victory point for each enemy army in the territory that takes a defensive order, to a maximum of five additional victory points.

- If there are no enemy armies in the territory using defending orders, it defaults to Balanced attack.

The army attempts to take advantage of the enemies defensive stance and lack of mobility. The army probes the enemy defences, determines where they are weak, and reconfigures its attack plan to exploit those weaknesses. The more enemy forces defending a reason, the more complex the countermeasures the army employs to strengthen its own attack.

Venomous

- Can use the fire in the blood order when attacking

- Other Descriptors: Ambush, Assassin, Poisonous, Treacherous

A venomous army contains soldiers skilled in the use of poison and unorthodox tactics. The force contributes these experts to support allied attacks, luring enemies into traps or taking advantage of engagements to savagely ambush their foes. There is no Imperial army with this quality at the moment.

Fire in the blood

- All casualties inflicted by this army are increased by a tenth.

- All casualties suffered by this army are increased by a tenth.

- All casualties inflicted by allied armies in the same territory who have issued attacking orders are increased by a tenth.

The army works with their allies to set up ambushes, feints and opportunities to bypass enemy defences to kill high-value targets. Other elements of the force distribute poisoned weapons, or valuable offensive potions, to their allies.

Further Reading

Core Brief

- Military Council Overview

- Muster

- Council Session

- Powers of the Imperial Military Council

- General

Additional Information

- War

- Council Address

- Appointments to the Military Council

- The Throne

- Herald of the Council

- Warmage

- Appointments by the Military Council

- Field Marshal

- Quartermaster General of the Imperial Armies

- OOC Design

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Arratan Gamble

Contents

- 1 Overview

- 2 The Resource

- 3 The Bourse Seat

- 3.1 Responsibilities

- 3.2 Powers

- 3.2.1 Seat on the Bourse

- 3.2.2 Bounty of white granite

- 3.3 Appointment

Overview

The Arratan Gamble stands in northern Enterio, in the League territory of Tassato. Custodianship of the Arratan Gamble grants an Imperial title; a seat on the Imperial Bourse; and a seasonal bounty of valuable white granite.

The Resource

The Gamble is a large quarry; is claimed that on a clear day the Arratan Gamble is visible from the tallest spires of the city. In addition to the white granite produced in the Gamble, the quarries of Entario are known for producing fine masonry stone using in construction throughout Tassato and the central Empire.

Official records have always named the quarry Arratan Gamble, but the quarry has also been known as Lerner’s Folly, and most often The Poor Choice. The reason is simple; as the ruination of many a citizen, the quarry is believed to be cursed. According to rumour, Ernesto Lerner von Temeschwar was the first of the victims claimed by the quarry. The first Imperial citizen to hold the Seat, he was an inveterate gambler. Within six months of taking the Seat, he was murdered - hurled off the top of the quarry by one of his many debtors. In plays and stories, Ernesto is killed by a group of people, each of whom had been promised the full production of the Arratan Gamble as collateral on a loan, or inducement to invest in his campaign to take the Bourse seat.

After that follows a litany of unfortunate seat holders; a Varushkan poisoned by an apple; a Marcher stabbed whilst visiting the "theatres" of Tassato Mestra. One notable death came when Tamani i Riqueza was killed when Mighty Franco, the largest single block of white granite ever raised from the quarry, somehow toppled over and crushed her.

Those of a rational persuasion do not believe the Gamble to be cursed. Many of them blame the dissolute lives of the victims themselves, and blame poor tallies on the workers themselves. The more cynical point out that every "victim" of the curse of the Arratan Gamble has come from somewhere other than Tassato, and point to the legendary jealousy of the citizens of the twin cities. They also like to point out that no magical investigation of the Arratan Gamble has ever found the slightest trace of a curse. This absence of obvious malediction has allowed conspiracy theories to run riot - perhaps the most famous of which is the existence of a shadowy secret society immortalized in the play"The Fellowship of the Red and Gold Mask" - a cultish cabal made up of members of prominent guilds from both Tassato Mestra and Tassato Regario motivated by a crazed desire to punish any "outsider" who meddles in the feud between Regario and Mestra. Sensible people dismiss these claims as wild - albeit entertaining - fabrication.

Still, a wise Seat apportions the bounty of white granite provided by the Seat cautiously; is careful never to get into debt; and gives the actual quarry itself (and its workers) a wide berth.

The Bourse Seat

Responsibilities

The Seat has no particular responsibilities; they simply receive a bounty of white granite which is theirs to do with as they will. If the Arratan Gamble were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to the Arratan Gamble, the Seat would expect to be consulted as to how that opportunity might be resolved.

Powers

Seat on the Bourse

Custodianship of the Arratan Gamble comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of white granite

The Seat has control of a source of white granite and receives Bourse certificates to represent that control. They can dispense this resource as they choose. Production is 25 Imperial wains of white granite every season.

Appointment

As with all white granite Bourse seats, the holder of the title is determined during the Summer Solstice. As an Imperial seat, any Imperial citizen may participate in the auction and hold the title.

Custodianship of the Arratan Gamble is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be revoked by the Imperial Synod.

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Art of the Deal

Contents

- 1 Rules

- 1.1 Autumn Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a fleet. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The fleet provides an additional 120 rings of profit over the next season, in addition to normal production, but only if it engages in foreign trade.

The character who controls the target resource is under a roleplaying effect for at least ten minutes after the ritual is performed: they feel a strong sense of the worth of every item they possess, and of how much they would trade to acquire the items and attributes of others. They see all interactions in transactional terms, and are absolutely disinclined to engage in either altruistic or charitable action.

The effect lasts until the start of the next Profound Decisions Empire event. If the owner of the resource does not attend the next event, then the additional production provided by the resource is still added to that character's inventory. If the fleet does not engage in foreign trade during the next downtime, the ritual has no effect.

If the owner of the resource does not attend the next event, then the additional production provided by the resource is still added to that character's inventory.

Additional Targets

This ritual can affect additional fleets as long as they are controlled by characters in the same band. Each additional fleet increases the magnitude by 6. The character who controls each fleet must be present throughout the ritual.

Description

This ritual enchants the traders associated with a fleet resource, giving them an innate feel for deals and trade. As with Rivers of Gold and similar effects it serendipitously influences the likelihood that they will make profitable deals, and it grants supernatural insight into the shifts and trends of the markets through which they move. It is very subtle in its effect, but it means that a trader with a hold full of trade goods reaching the Asavean Archipelago or the Sarcophan Delves is assured not only of purchasing valuable goods of use to Imperial citizens but also returning with a hold groaning with obscure and exotic trade goods that will sell well on the docks, paradors, bazaars and markets of the Empire.

As with many such rituals, especially in the Realm of Autumn, the effect is more economical the more fleets it targets. Six crowns for four crystal mana is one thing; eighteen crowns for ten crystal mana is much more appealing. The true joy of this ritual for many Autumn ritualists is the knowledge that their magic is reaching half-way around the world. Through this ritual and others like it, their influence is felt in distant parts of the globe, without their ever having to leave their comfortable chairs in the Empire.

On occasion fleets enchanted by this ritual have returned to the Empire with exotic, unexpected trade goods whose value has far exceeded what was expected. There are whispered stories of rare trade goods, exotic narcotics, supernatural liquors, minor enchanted items and even (on one occasion) a ring of ilium found among the many fine items acquired by the traders whose ships were under the influence of this Autumn spell.

Mind you it is also worth noting that some of these "items" have brought nearly as much danger as they have presented opportunities for profit and influence, such as the time a Freeborn dromond returned with an exiled Jarmite princess hiding in a weirwood wardrobe, or when a Dawnish caravel returned from the Sarcophan Delves with a delicate golden ring stolen by tomb robbers whose unsleeping, undying guarding proceeded to pursue it to the Empire and cause havoc in Weirwater.

Common Elements

This ritual encourages profitable deals and exchanges, and enhances the natural interpersonal skills of a merchant or trader. The performance is often accompanied by coins and other precious items, especially those symbolic of foreign trade. In The Marches and The Brass Coast, coins taken from a previous venture's profit are often used as a way to 'prime' the enchantment and attract more wealth. The rune Pallas is often evoked, but so are subtle rune of plots and the serendipitous rune of chance, as well as the rune of discovery - chosen both for its connection to ships and to highlight the idea that the wealth this ritual offers is sought - it does not simply fall into the lap of the merchant. Symbols of Prosperity are also common, often with an invocation highlighting the rewards of hard work.

Foreign traders are a component of some rituals; Navarr ritualists often mix blood with that of a visitor to the Empire to symbolically encourage understanding between strangers; likewise, Varushkan ritualists might create an oath or promise between the target and a representative of a foreign land, and use that oath to strengthen the ritual. Stones from foreign seaports might be the target of the enchantment, then used for ballast on the flagship of the fleet, and flags or even sails woven by skilled ritualists might be enchanted and used to help the ship navigate treacherous waters both literal and metaphoric.

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Artefacts

An artefact is a magical item whose enchantment is permanent. These items can only be permanently destroyed with the Words of Ending ritual or by certain powerful creatures (including some eternals).

Artefacts are not common because they require a significant investment of the exotic material ilium. The most common place to acquire this are material is from the Imperial Bourse; several Seats (such as the Regario dossier or The Scorrero Nets) provide their holder with a bounty of ilium. Occasional finds of ilium by private citizens also tend to be auctioned through the Bourse to the benefit of the lucky prospector.

Every artefact has a name, and many exert strong influence over their wielders in the form of roleplaying effects. Over time these roleplaying effects may become more pronounced, or subtly shift, based on the significant events in which the item is involved. This is a permanent part of the item and cannot be removed with a ceremony of exorcism.

An artefact is still affected by the shatter call, but can always be repaired with the mend spell.

Creating an atefact

An artisan can create an artefact version of any magical item they know how to craft.

Creating an artefact requires one ring of Ilium for each ingot and measure required to make the item, with a minimum of 10 rings of Ilium.  For example, crafting a permanent duelist's scales sword, which requires seven ingots of orichalcum, three ingots of tempest jade, three ingots of weltsilver and three units of beggar's lye will require sixteen rings of Ilium to craft as an artefact.

The ilium must be imbued into the item at the same time it is crafted; it's not possible to make an existing magic item into an artefact.

The creator gives the artefact a unique name when they craft the item, which appears on the item ribbon; they may choose to imbue the item with a roleplaying effect. Such roleplaying effects usually reflect the nature of the artisan, or the purpose for which it is intended.

For example, Guntherm's Hammer is an artefact greathammer crafted for the Steinr Emperor Guntherm which shares the magical qualities of a Captain's Command weapon but fills the wielder with a strong desire to kill any orc standing on Imperial soil.

Further reading

- You can learn more about the artisan skill used to make magical items here.

- You can learn more about the many magical items that can be created by Imperial artisans here, and the list of items available is found.

- You can learn more about how magical items are made by artisans here.

- You can learn more about the various special materials that artisans use to craft items here, including the rare star-metal ilium.

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Artisan's Oil

Description

Every artisan knows how to prepare Artisan's Oil. When applied by someone who understands the complex secrets of creating magic items, Artisan's Oil quickly mends an item that has been damaged by a shattering blow.

This thick, glutinous substance can be stored indefinitely, and is usually contained in bottles, jars, and small pots. In Wintermark, these containers are already being marked with the Rune of Wealth, although several Urizen artificers have expressed a preference for the astronomantic symbol of the Chalice.

The procedure for creating Artisan's Oil was disseminated throughout the Empire in late Autumn and early Winter of 379YE by agents of the Fellowship of Purple Sails. Agents of this relatively young sodality secured the process from representatives of the Commonwealth where it was originally developed. Already, several variations have been tried and tested by imaginative Imperial artisans, resulting in substances closer to a salve, cream, or paste than an oil. Regardless, the substance has the same marvellous properties regardless of the precise materials that go into its creation. Some of the substances are quite expensive, but readily available throughout the Empire. A month of work by an artisan produces three doses of Artisan's Oil, and consumes a crown's worth of materials.

The substance is equally effective at restoring both magical and non-magical items; even an artefact can be fully restored with the application of Artisan's Oil. A magical item repaired with this substance retains all its special properties (although obviously any restricted abilities that have been expended are still used up).

As with the mend spell, Artisan's Oil can be difficult to use in the middle of a fight. The artificer needs several moments to apply the oil, during which time they must handle the item and ensure that all parts are covered with the valuable substance, and avoid being interrupted. Unlike the magical ability of some magicians, however, an artificer can employ Artisan's Oil while fully armoured.

The oil is mildly toxic. If someone were to eat it for some reason, they would suffer painful stomach cramps and constipation.

Rules

- Can only be applied by a character with the artisan skill.

- Using 30 seconds of appropriate roleplaying the artisan This oil repairs an item, such as a weapon or shield that has been broken using the SHATTER call.

- The artisan's oil use fails if you or the target item are hit, or used to attack another character, during application. The artisan's oil is not consumed but the roleplaying must be begun again.

- Materials: Crafting Artisan's Oil requires a crown's worth of materials. It takes one month to make three doses of Artisan's Oil.

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Artisan's Oil (Redirected from Artisan's oil)

Description

Every artisan knows how to prepare Artisan's Oil. When applied by someone who understands the complex secrets of creating magic items, Artisan's Oil quickly mends an item that has been damaged by a shattering blow.

This thick, glutinous substance can be stored indefinitely, and is usually contained in bottles, jars, and small pots. In Wintermark, these containers are already being marked with the Rune of Wealth, although several Urizen artificers have expressed a preference for the astronomantic symbol of the Chalice.

The procedure for creating Artisan's Oil was disseminated throughout the Empire in late Autumn and early Winter of 379YE by agents of the Fellowship of Purple Sails. Agents of this relatively young sodality secured the process from representatives of the Commonwealth where it was originally developed. Already, several variations have been tried and tested by imaginative Imperial artisans, resulting in substances closer to a salve, cream, or paste than an oil. Regardless, the substance has the same marvellous properties regardless of the precise materials that go into its creation. Some of the substances are quite expensive, but readily available throughout the Empire. A month of work by an artisan produces three doses of Artisan's Oil, and consumes a crown's worth of materials.

The substance is equally effective at restoring both magical and non-magical items; even an artefact can be fully restored with the application of Artisan's Oil. A magical item repaired with this substance retains all its special properties (although obviously any restricted abilities that have been expended are still used up).

As with the mend spell, Artisan's Oil can be difficult to use in the middle of a fight. The artificer needs several moments to apply the oil, during which time they must handle the item and ensure that all parts are covered with the valuable substance. Unlike the magical ability of some magicians, however, an artificer can employ Artisan's Oil while fully armoured, and is not interrupted by damage or other distractions.

The oil is mildly toxic. If someone were to eat it for some reason, they would suffer painful stomach cramps and constipation.

Rules

- Can only be applied by a character with the artisan skill.

- Using 10 seconds of appropriate roleplaying the artisan This oil repairs an item, such as a weapon or shield that has been broken using the SHATTER call.

- Materials: Crafting Artisan's Oil requires a crown's worth of materials. It takes one month to make three doses of Artisan's Oil.

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Asavean Archipelago (Redirected from Asavea)

The information presented here is designed to give a feel for the foreign nation, and is by no means exhaustive. The focus of the Empire campaign is on the Empire and its citizens, and while this information can be used to create backgrounds or inform role-playing on the field; it is not intended that players portray characters from this foreign nation without discussion with Profound Decisions.

Contents

- 1 Overview

- 2 Terrain

- 3 People

- 4 Politics

- 5 Magic

- 6 Religion

- 7 Look and Feel

- 8 Languages

- 9 Asavean Archipelago in play

Overview

A predominantly island culture, Asavea possesses a small empire scattered across a sprawling archipelago, far across the ocean to the west. A timeless and cultured nation, it sees itself as having moved beyond the questioning and struggle of more primitive lands. The Asavean people consider their society to approach perfection; change is considered unnecessary and disruptive and should be avoided as much as possible.

Until around a hundred years ago, the Asavean empire had holdings all over the world. Over the last century they have slowly withdrawn, turning their attention inwards. They appear to be a nation in decline, although they are still powerful enough to maintain a presence on the 'world stage'.

Of particular interest to Imperial citizens are the Asavean ports which are open to trade with the Empire.

Terrain

Asavea is much warmer than the Empire, and centred around several chains of volcanic islands. Their land mass isn't huge (probably about the equal of any two Imperial nations), but it is densely populated. Each island is surrounded by floating shanty towns inhabited by the poorest members of Asavean society. The Asavean engineers are experts at creating structures on and in water, draining swamps and performing other tasks that allow them to expand the habitable land-mass of their archipelago. In the past they have regularly used powerful ritual magic in the pursuit of more living space, but these days they prefer to do their land-sculpting with large numbers of slaves over many decades.

People

The people of Asavea are almost exclusively human. Members of all six lineages are known among them, but only the merrow lineage really prospers. Members of other lineages (especially cambion and briar) are often seen as being 'troublemakers' and exiled to positions in the subject territories. Several of the ruling families have strong merrow blood. Orcs are almost unknown; they are usually considered to be exotic, primitive savages who none-the-less enjoy a level of mystique and feature in several lurid Asavean tales of adventure (usually as cannibalistic worshippers of dark god-spirits who bring the foolish adventurer's expedition to a nasty end).

The archipelago is ruled through a system of shared hereditary nobility known as the Plenum. The head of each major household has a seat on the Plenum and receives a set share of the nation's wealth. While the Plenum can make laws and take decisions, they rarely do so quickly, and years of debate and consultation of precedent can be required to make major changes. In truth the Plenum more often discusses matters such as art and philosophy, preferring to let their slave-run civil service administer to the day-to-day affairs of state.

Almost all manual labour, and a good deal of skilled labour is done by the slave class, which constitutes the majority of the population. However, slaves are strictly stratified and spend a lot of time trying to advance themselves. A high-caste slave could wield similar influence to an Imperial citizen, and slaves are generally well treated. However, children of slaves automatically start at the lowest caste, and must work their way up through effort and rigorous examinations. Slaves cannot be granted freedom, as it is an accepted part of the natural order of things that they remain so. The vast majority accept the stratification of Asavean society without question; those who do not are exiled or executed.

Although the Asaveans still regard themselves as sprung from heroic stock, the truth is that they no longer regard the military as either glorious or important. Members of the Plenum caste often serve as officers, but this is merely considered tedious civic duty, and most allow their competent slave-soldiers to handle things.

The Asaveans are extremely wealthy due in part to their large slave-fleets and their dominant position for shipping. They trade extensively to both east and west, and are known to deal with nations far beyond those familiar with Imperial traders in lands beyond the setting sun. Despite their emphasis on social stability, Asavea has an enormous and insatiable appetite for luxury goods and rare objects. Anything unique, novel or aesthetically pleasing fetches a high price, as the nobles are always looking for items to add to their collections.

Politics

According to the legends of the islands, the archipelago was once home to monsters, with the only safety to be found in walled city-states who feuded continually with each other. Starvation was common, and resources were scarce because the interior lands were so dangerous. In myth, the heroes known as the Asav were born directly out of the ocean; shining champions who conquered the bickering cities, united the people of the archipelago and destroyed the monsters. The Asav brought order and civilisation, and by tradition the members of the Plenum caste claim blood descent from them

The rulers of a number of smaller nations near the Asavean Archipelago are 'advised' by satraps appointed by the Plenum. These nations maintain a polite fiction of independence but are Asavean subjects in all but name. The satraps often help the smaller nation maintain order through the use of Asavean troops. Imperial citizens who have visited these smaller nations often comment that the Asaveans they encounter there seem more alert, competent and committed to the ideals of their nation than those they encounter in the Archipelago itself. These lesser nations tend to speak the same mix of languages that are spoken on Asavea proper, and it is likely that they form the root from which the Asavean people have sprung.

The defences of the island chains are impressive, with fortifications that have been added to for centuries, and standing armies of well equipped and drilled slave-soldiers. Many Asavean structures, especially those built outside the Archipelago proper, are heavily fortified - a remnant of a time when their ancestors were constantly under threat of war or invasion. With deep pockets, and large stores, they can always afford to simply retreat behind their walls, allowing time for their allies to send aid. Modern Asavean architecture focuses more on beauty than defensibility.

While they have a large navy, their vessels are more commonly trading or pleasure ships. Almost all Asavean ships use banks of oars and slaves to supplement their sails, and are based on developments of the dromon and the liburna. Although they maintain a small number of military vessels, they often rely on mercenaries to protect their fleets. While the Asavean shipwrights were the best in the world just over a century ago, their designs have been superseded by those of younger nations such as the Empire and the Sarcophan Delves; Imperial vessels may be more dependant on the vagaries of the wind but they do not require slaves, and those of the Sarcophan Delves are often moved by entirely reliable crews of tireless unliving creatures rather than slaves that require food, drink and discipline.

Magic

At their height, the Asavean sorcerers were powerful wielders of ritual magic. Over the last century or so, their magical power has declined. The Asavean Archipelago has fewer magicians than the Empire, although this is likely to be more due to a lack of access to teaching than to any lack of actual magical ability. Most of their ritual magicians are now slaves, although every coven is lead by a member of the Plenum caste.

Magicians of the Plenum caste perform their civic duties in a perfunctory way, spending most of their time in private research into the wonders of the universe - or naval gazing as many Imperial magicians would have it. There are some very loose ties between the Asavean magicians and the Imperial Order of the Unfettered Mind, as well as with similar cabals in other parts of the world.

Religion

They are polytheistic, and completely open to any religion that doesn't interfere with the smooth functioning of their state. However, fervent belief is seen as uncouth and uncivilised, and those of the Plenum caste see religion as being a matter of tradition rather than spirit. Slaves are often deeply religious, but know well enough to be quiet and discrete in public.

There are over a hundred Asavean god-spirits, and only their priests are likely to know more than a handful. Priests are often extensively tattooed with images that represent the god-spirits to which they feel the closest connection. Offerings are made to the god-spirits by those who need good fortune in an area that god-spirit oversees, or who wish a rival to suffer bad luck in that area, or who wish to fend off bad luck. Offerings are usually burnt before an image of the god-spirit in question by a priest. Human sacrifice is not a common practice but is known to have taken place in the past, and there are dark mutterings among Imperial missionaries that in some extreme cases it continues to this day.

This practice informs the belief among members of the Plenum caste that goods burned with the body accompany the soul into its afterlife. Hence members of the nobility have a tradition of amassing enormous collections of exotic items to be burned with them on a slave-ship when they die. In the past, the slaves were also burned with their masters, but these days this only applies if the slaves themselves constitute a collection. They amass libraries, treasure vaults and halls full of antiquities, only to have them all burned to ash with them upon death. They regard this as rather obvious, and engaging in one-upmanship for collections is a major past-time amongst the Plenum class.

Recently the Way of the Imperial faith has begun to find a foothold amongst the slaves of Asavea, and several members of the Plenum are becoming alarmed – objecting to its strident and atheistic tone. They have exhorted the Imperial missionaries to “tone down” their rhetoric for the public good. However it is a little unclear whether this growing dissatisfaction is a result of Imperial missionaries, or whether agents from the Sumaah Republic are to blame.

Look and Feel

Asavea is much warmer than the Empire, and this is reflected in their dress. Long tunics are common, sometimes with a loose robe in a contrasting colour worn over the top. Tunic and robe alike will often possess decorative embroidery - even slaves have access to materials that allow them to decorate their clothing. White is the most common colour for the tunic, with red, purple and green being the most common colours for the loose robe. The most valuable tunics are bleached brilliant white with beggar's lye, while the most valuable robes are dyed in a number of deep blue hues using iridescent gloaming and Cerulean Mazzarine. Asavean blue is a valuable coloured cloth that is sold throughout the known world.

Members of the Plenum caste of both sexes usually wear a toga over the top of their tunic, rather than a robe. Only the highest ranking slaves are allowed to wear the toga, and only the Plenum caste are allowed to wear the prestigious black toga on pain of death. The toga is usually worn only out of doors or in very formal situations, and is rarely embroidered or decorated.

Jewelry tends to be ostentatious but an Asavean would rather wear one or two pieces of extremely fine and valuable jewelry than drip with gold and gems - quality over quantity is a traditional Asavean saying and applies especially in this area.

Languages

The Asavean people are the descendants of a number of tribes from a wide geographic area. The dominant languages of the archipelago are represented by those from the romanic language group especially French, Italian, Portugese, Romanian and Spanish. French and Spanish are slightly more dominant than the others, and at various points in their history one or the other has dominated Plenum business; when people refer to Asavean they may be talking about any of these tongues.

Asavean Archipelago in play

The Asavean Archipelago is a nation that has become hide-bound, inward-looking and decadent. It is facing a slow decline into obscurity, and whether it goes quietly, explodes in a frenzy of violence, or somehow renews itself, only time will tell. At its peak a hundred years ago, it can be seen as an "elder statesman" of the other nations active on the 'world stage'. It combines a number of ideas and images from real-world Roman, Greek, Byzantine, Phoenician and Egyptian empires as well as diverse fictional sources such as Mervyn Peake's Gormenghast or even David Eddings' Mallorea.

While Asavea is a nation based on slavery, the institution is so old and hierarchical that the majority of the slaves consider it entirely normal. For the most part, only those slaves on the very bottom rung of society - those who labour in fields and mines - have a poor quality of life. Many of the slaves in the higher echelons have a lifestyle that peasants in other parts of the world would envy. To many Asaveans, freedom is a terrifying prospect which is generally believed to lead to starvation and death, or murder at the hands of criminals. The entire society reinforces this belief, and those who agitate for freedom are viewed at best as insane and at worst as anarchists who want to destroy society. This is not the prevalent attitude among the subject territories, but even there the presence of Asavean troops and the protection of Asavean naval forces is seen as a good thing that helps prevent society collapsing into widespread anarchy.

The Asavean people as a whole are traditional and hierarchical, introspective and faintly smug but they are no more stupid or cruel than anyone else. They consider their society as close to perfect as makes no difference, and tend to ignore critics as being irrelevant, ignorant or rude.

Asavean merchants travel to several locations favoured by the Empire, and their languages are spoken all over the known world as a consequence. Characters who speak French, Italian or other 'Asavean' languages might never have visited the archipelago itself, and may have only a tenuous connection to the distant island empire.

It's worth noting that the Asavean god-spirits are not 'real' in the way the virtues of the Way are real - these are not Eternal cults, and Imperial scholars suggest that many of them are defied versions of folk heroes whose stories have taken on a supernatural edge. Asavean priests lack access to any religious skills; have no use for liao; and while they believe in reincarnation they assume that people are reincarnated into the same caste they were in their previous life. Their faith is very institutionalised and secularised, and it seems that few Asavean people actually believe in the god-spirits. Some of these god-spirits have odd similarities to Paragons and Exemplars, and the Asaveans are quite happy to absorb the gods, folk-heroes and ancestors of other nations into their bloated pantheon.

In short, while many Imperial citizens find Asavean society offensive, it will take a lot more to change it than a foreigner going to Nemoria and telling the teeming citizenry that they are 'doing it wrong'.

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Asavean Archipelago

The information presented here is designed to give a feel for the foreign nation, and is by no means exhaustive. The focus of the Empire campaign is on the Empire and its citizens, and while this information can be used to create backgrounds or inform role-playing on the field; it is not intended that players portray characters from this foreign nation without discussion with Profound Decisions.

Contents

- 1 Overview

- 2 Terrain

- 3 People

- 4 Politics

- 5 Magic

- 6 Religion

- 7 Look and Feel

- 8 Languages

- 9 Asavean Archipelago in play

Overview

A predominantly island culture, Asavea possesses a small empire scattered across a sprawling archipelago, far across the ocean to the west. A timeless and cultured nation, it sees itself as having moved beyond the questioning and struggle of more primitive lands. The Asavean people consider their society to approach perfection; change is considered unnecessary and disruptive and should be avoided as much as possible.

Until around a hundred years ago, the Asavean empire had holdings all over the world. Over the last century they have slowly withdrawn, turning their attention inwards. They appear to be a nation in decline, although they are still powerful enough to maintain a presence on the 'world stage'.

Of particular interest to Imperial citizens are the Asavean ports which are open to trade with the Empire.

Terrain

Asavea is much warmer than the Empire, and centred around several chains of volcanic islands. Their land mass isn't huge (probably about the equal of any two Imperial nations), but it is densely populated. Each island is surrounded by floating shanty towns inhabited by the poorest members of Asavean society. The Asavean engineers are experts at creating structures on and in water, draining swamps and performing other tasks that allow them to expand the habitable land-mass of their archipelago. In the past they have regularly used powerful ritual magic in the pursuit of more living space, but these days they prefer to do their land-sculpting with large numbers of slaves over many decades.

People

The people of Asavea are almost exclusively human. Members of all six lineages are known among them, but only the merrow lineage really prospers. Members of other lineages (especially cambion and briar) are often seen as being 'troublemakers' and exiled to positions in the subject territories. Several of the ruling families have strong merrow blood. Orcs are almost unknown; they are usually considered to be exotic, primitive savages who none-the-less enjoy a level of mystique and feature in several lurid Asavean tales of adventure (usually as cannibalistic worshippers of dark god-spirits who bring the foolish adventurer's expedition to a nasty end).

The archipelago is ruled through a system of shared hereditary nobility known as the Plenum. The head of each major household has a seat on the Plenum and receives a set share of the nation's wealth. While the Plenum can make laws and take decisions, they rarely do so quickly, and years of debate and consultation of precedent can be required to make major changes. In truth the Plenum more often discusses matters such as art and philosophy, preferring to let their slave-run civil service administer to the day-to-day affairs of state.

Almost all manual labour, and a good deal of skilled labour is done by the slave class, which constitutes the majority of the population. However, slaves are strictly stratified and spend a lot of time trying to advance themselves. A high-caste slave could wield similar influence to an Imperial citizen, and slaves are generally well treated. However, children of slaves automatically start at the lowest caste, and must work their way up through effort and rigorous examinations. Slaves cannot be granted freedom, as it is an accepted part of the natural order of things that they remain so. The vast majority accept the stratification of Asavean society without question; those who do not are exiled or executed.

Although the Asaveans still regard themselves as sprung from heroic stock, the truth is that they no longer regard the military as either glorious or important. Members of the Plenum caste often serve as officers, but this is merely considered tedious civic duty, and most allow their competent slave-soldiers to handle things.

The Asaveans are extremely wealthy due in part to their large slave-fleets and their dominant position for shipping. They trade extensively to both east and west, and are known to deal with nations far beyond those familiar with Imperial traders in lands beyond the setting sun. Despite their emphasis on social stability, Asavea has an enormous and insatiable appetite for luxury goods and rare objects. Anything unique, novel or aesthetically pleasing fetches a high price, as the nobles are always looking for items to add to their collections.

Politics

According to the legends of the islands, the archipelago was once home to monsters, with the only safety to be found in walled city-states who feuded continually with each other. Starvation was common, and resources were scarce because the interior lands were so dangerous. In myth, the heroes known as the Asav were born directly out of the ocean; shining champions who conquered the bickering cities, united the people of the archipelago and destroyed the monsters. The Asav brought order and civilisation, and by tradition the members of the Plenum caste claim blood descent from them

The rulers of a number of smaller nations near the Asavean Archipelago are 'advised' by satraps appointed by the Plenum. These nations maintain a polite fiction of independence but are Asavean subjects in all but name. The satraps often help the smaller nation maintain order through the use of Asavean troops. Imperial citizens who have visited these smaller nations often comment that the Asaveans they encounter there seem more alert, competent and committed to the ideals of their nation than those they encounter in the Archipelago itself. These lesser nations tend to speak the same mix of languages that are spoken on Asavea proper, and it is likely that they form the root from which the Asavean people have sprung.

The defences of the island chains are impressive, with fortifications that have been added to for centuries, and standing armies of well equipped and drilled slave-soldiers. Many Asavean structures, especially those built outside the Archipelago proper, are heavily fortified - a remnant of a time when their ancestors were constantly under threat of war or invasion. With deep pockets, and large stores, they can always afford to simply retreat behind their walls, allowing time for their allies to send aid. Modern Asavean architecture focuses more on beauty than defensibility.

While they have a large navy, their vessels are more commonly trading or pleasure ships. Almost all Asavean ships use banks of oars and slaves to supplement their sails, and are based on developments of the dromon and the liburna. Although they maintain a small number of military vessels, they often rely on mercenaries to protect their fleets. While the Asavean shipwrights were the best in the world just over a century ago, their designs have been superseded by those of younger nations such as the Empire and the Sarcophan Delves; Imperial vessels may be more dependant on the vagaries of the wind but they do not require slaves, and those of the Sarcophan Delves are often moved by entirely reliable crews of tireless unliving creatures rather than slaves that require food, drink and discipline.

Magic

At their height, the Asavean sorcerers were powerful wielders of ritual magic. Over the last century or so, their magical power has declined. The Asavean Archipelago has fewer magicians than the Empire, although this is likely to be more due to a lack of access to teaching than to any lack of actual magical ability. Most of their ritual magicians are now slaves, although every coven is lead by a member of the Plenum caste.

Magicians of the Plenum caste perform their civic duties in a perfunctory way, spending most of their time in private research into the wonders of the universe - or naval gazing as many Imperial magicians would have it. There are some very loose ties between the Asavean magicians and the Imperial Order of the Unfettered Mind, as well as with similar cabals in other parts of the world.

Religion

They are polytheistic, and completely open to any religion that doesn't interfere with the smooth functioning of their state. However, fervent belief is seen as uncouth and uncivilised, and those of the Plenum caste see religion as being a matter of tradition rather than spirit. Slaves are often deeply religious, but know well enough to be quiet and discrete in public.

There are over a hundred Asavean god-spirits, and only their priests are likely to know more than a handful. Priests are often extensively tattooed with images that represent the god-spirits to which they feel the closest connection. Offerings are made to the god-spirits by those who need good fortune in an area that god-spirit oversees, or who wish a rival to suffer bad luck in that area, or who wish to fend off bad luck. Offerings are usually burnt before an image of the god-spirit in question by a priest. Human sacrifice is not a common practice but is known to have taken place in the past, and there are dark mutterings among Imperial missionaries that in some extreme cases it continues to this day.

This practice informs the belief among members of the Plenum caste that goods burned with the body accompany the soul into its afterlife. Hence members of the nobility have a tradition of amassing enormous collections of exotic items to be burned with them on a slave-ship when they die. In the past, the slaves were also burned with their masters, but these days this only applies if the slaves themselves constitute a collection. They amass libraries, treasure vaults and halls full of antiquities, only to have them all burned to ash with them upon death. They regard this as rather obvious, and engaging in one-upmanship for collections is a major past-time amongst the Plenum class.

Recently the Way of the Imperial faith has begun to find a foothold amongst the slaves of Asavea, and several members of the Plenum are becoming alarmed – objecting to its strident and atheistic tone. They have exhorted the Imperial missionaries to “tone down” their rhetoric for the public good. However it is a little unclear whether this growing dissatisfaction is a result of Imperial missionaries, or whether agents from the Sumaah Republic are to blame.

In Spring 378YE, a pamphlet claiming to offer insight into the Asavean religion began to circulate in the Empire. Parts of the pamphlet appear to have clearly been intended for children, but it apparently details several of the prominent Asavean Gods. It is an easy matter for an Imperial citizen to lay their hands on a copy of the pamphlet if they wish (File:Asavean Religion Pamphlet.pdf).

Look and Feel

Asavea is much warmer than the Empire, and this is reflected in their dress. Long tunics are common, sometimes with a loose robe in a contrasting colour worn over the top. Tunic and robe alike will often possess decorative embroidery - even slaves have access to materials that allow them to decorate their clothing. White is the most common colour for the tunic, with red, purple and green being the most common colours for the loose robe. The most valuable tunics are bleached brilliant white with beggar's lye, while the most valuable robes are dyed in a number of deep blue hues using iridescent gloaming and Cerulean Mazzarine. Asavean blue is a valuable coloured cloth that is sold throughout the known world.

Members of the Plenum caste of all genders usually wear a toga over the top of their tunic, rather than a robe. Only the highest ranking slaves are allowed to wear the toga, and only the Plenum caste are allowed to wear the prestigious black toga on pain of death. The toga is usually worn only out of doors or in very formal situations, and is rarely embroidered or decorated.

Jewelry tends to be ostentatious but an Asavean would rather wear one or two pieces of extremely fine and valuable jewelry than drip with gold and gems - quality over quantity is a traditional Asavean saying and applies especially in this area.

Languages

The Asavean people are the descendants of a number of tribes from a wide geographic area. The dominant languages of the archipelago are represented by those from the romanic language group especially French, Italian, Portugese, Romanian and Spanish. French and Spanish are slightly more dominant than the others, and at various points in their history one or the other has dominated Plenum business; when people refer to Asavean they may be talking about any of these tongues.

Asavean Archipelago in play

The Asavean Archipelago is a nation that has become hide-bound, inward-looking and decadent. It is facing a slow decline into obscurity, and whether it goes quietly, explodes in a frenzy of violence, or somehow renews itself, only time will tell. At its peak a hundred years ago, it can be seen as an "elder statesman" of the other nations active on the 'world stage'. It combines a number of ideas and images from real-world Roman, Greek, Byzantine, Phoenician and Egyptian empires as well as diverse fictional sources such as Mervyn Peake's Gormenghast or even David Eddings' Mallorea.

While Asavea is a nation based on slavery, the institution is so old and hierarchical that the majority of the slaves consider it entirely normal. For the most part, only those slaves on the very bottom rung of society - those who perform manual labout such as those who work in fields and mines, or who load and unload ships - have a poor quality of life. Many of the slaves in the higher echelons have a lifestyle that peasants in other parts of the world would envy. To many Asaveans, freedom is a terrifying prospect which is generally believed to lead to starvation and death, or murder at the hands of criminals. The entire society reinforces this belief, and those who agitate for freedom are viewed at best as insane and at worst as anarchists who want to destroy society. This is not the prevalent attitude among the subject territories, but even there the presence of Asavean troops and the protection of Asavean naval forces is seen as a good thing that helps prevent society collapsing into widespread anarchy.

The Asavean people as a whole are traditional and hierarchical, introspective and faintly smug but they are no more stupid or cruel than anyone else. They consider their society as close to perfect as makes no difference, and tend to ignore critics as being irrelevant, ignorant or rude.

Asavean merchants travel to several locations favoured by the Empire, and their languages are spoken all over the known world as a consequence. Characters who speak French, Italian or other 'Asavean' languages might never have visited the archipelago itself, and may have only a tenuous connection to the distant island empire.

It's worth noting that the Asavean god-spirits are not 'real' in the way the virtues of the Way are real - these are not Eternal cults, and Imperial scholars suggest that many of them are defied versions of folk heroes whose stories have taken on a supernatural edge. Asavean priests lack access to any religious skills; have no use for liao; and while they believe in reincarnation they assume that people are reincarnated into the same caste they were in their previous life. Their faith is very institutionalised and secularised, and it seems that few Asavean people actually believe in the god-spirits. Some of these god-spirits have odd similarities to Paragons and Exemplars, and the Asaveans are quite happy to absorb the gods, folk-heroes and ancestors of other nations into their bloated pantheon.

In short, while many Imperial citizens find Asavean society offensive, it will take a lot more to change it than a foreigner going to Nemoria and telling the teeming citizenry that they are 'doing it wrong'.

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Asavean Archipelago ports

Overview

There is only one port available to Imperial characters with the fleet resource; Nemoria, jewel of the Asavean Archipelago.

Some Imperial fleets skirt the central islands of the archipelago and trade with the various smaller subject states dominated by the Asavean Satraps. These states tend to be poorer than Asavea itself, and trade in roughly the same goods (OOC: It is fine to role-play trading with one of the subject nations, but your character will receive the same goods regardless of whether they go to Nemoria proper or not.)

Nemoria

Jewel of the balmy Asavean Archipelago, the civilised folk of Nemoria welcome traders who bring exotic curiosities. White marble columns, exotic flowers, the hustle-and-bustle of the great wharf-side markets where slaves buy food for their noble masters from higher-ranking merchant slaves, Imperial vessels lie alongside ships from nations far to the west beneath the setting sun, unknown in the Empire.

A range of goods can be acquired by traders from the Empire visiting Nemoria. Foreign visitors enjoy a status within Asavean society roughly equivalent to that of a high-ranking slave, although they have more freedom to travel and trade. Still, a merchant must be cautious not to get on the wrong side of a politically powerful member of the Plenum caste - or one of their favoured slaves.

There is a temple of the Way in Nemoria - the Temple of the Seven Virtues, paid for by the Imperial Senate and constructed with the support of the Asavean Plenum. The priests there minister to local pilgrims, and compete with the followers of the Asavean god-spirits for the hearts and minds - and spirits - of the Nemorian people.

In addition to orichalcum and tempest jade from the mines of the subject territories, Asavea trades extensively in iridescent gloaming and rich dyes of all colours, luxurious jewelry and exotic food and drink from lands unknown to the Imperial citizenry. The warm forests of several islands are given over to the cultivation of Cerulean Mazzarine, which is also used in the many subtle and gorgeous blue dyes favoured by many Asaveans; with the growing political unrest in the Archipelago, however, this valuable healing herb is no longer available to foreign merchants. Rather, they are encouraged to fill their holds with luxury goods of all kinds which fetch a fine price in the markets of the Empire.

Trade with Nemoria

A starting fleet resource that engages in trade with Nemoria during downtime will produce 3 ingots of orichalcum, 3 measures of iridescent gloaming, 2 ingots of tempest jade, and 36 rings (representing luxury goods bought from or sold to the Asaveans). A fleet that has been upgraded will produce more valuable resources according to this chart of foreign ports.

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Ascendance of the Highest Mind

Contents

- 1 Rules

- 1.1 Day Magnitude 15

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 15

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must have the magician skill.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains the ability to cast up to three spells as if they knew them. The spells are chosen during the ritual, and must be known to at least one character who contributes to the performance.

They also experience a roleplaying effect: You feel an urge to increase your magical power and your knowledge of magic.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 11. Additional characters must have the magician skill and be present throughout; each target receives the ability to cast the same spells.

Description

Like Illuminate the Higher Mind and Transcendent Mastery, this ritual imprints precise knowledge of how incantations are performed, their effects and limitations, into the mind of the target. By using that knowledge they can perform the spell 'by rote' and greatly increase their personal knowledge of magical incantations.

The magical knowledge is more fragile than that granted by Illuminate the Higher Mind and erodes completely overnight. It allows a coven to focus their magical lore into a number of individual magicians, often with the intention of sending those individuals somewhere the coven as a whole are not going. It is rarely cast by a solo ritualist, although it would certainly be possible - the problem is that a ritualist powerful enough to perform the ritual solo rarely has a broad range of skills from which to choose. That said, there are several cases where a venerable volhov or a wise one has shared potent incantations with a young apprentice, or a staid enchanter has bestowed a surprising range of battlefield incantations on an ally.

Common Elements

The ritual usually involves a symbolic transfer of knowledge between the character or characters who know the chosen spells, and the recipients. Often this mimics the master/apprentice or student/teacher relationships, and sometimes it involves the casting of the spell to be taught. In cases where there are multiple magicians 'donating' spell knowledge, each will give a short lecture or demonstration in turn while the rest of the coven counterpoint with chants or gentle music.

Further ideas might be found in the description of Illuminate the Higher Mind.

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Ascetic Star of Atun

Contents

- 1 Rules

- 1.1 Day Magnitude 2

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 2

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

The ritual fails if you or the target are hit, or attack another character.

Effects

This ritual removes the venom condition from the target.

The ritual will not treat more powerful poisons, but target receives a feeling of clarity and well-being that may also helps alleviate roleplaying effects that cause nausea or fever. (such as that which may come from some traumatic wounds).

Additional Targets

This ritual can affect additional characters. The magnitude increases by one for every two additional targets. All targets must be present throughout, and the ritual fails if any of the targets are hit, or attack another character.

Description

The Navigator Atun is a Paragon of Wisdom, and most stories that speak of her describe her a Highborn ascetic; reserved, calm and distant. Some legends say that she lived almost entirely on bread and water for philosophical reasons, eschewing meat entirely, and treating alcohol and narcotics alike as poisons that had no place in her body. Some of her followers believed that her disdain for many worldly affairs freed her mind to allow her to refine her already powerful intellect, and to maintain a clear and rational sense of what was important at all times. Through her discipline, she attained mastery over her physical desires, and by mastering them, transcended them.

Not all historians or theologians agree with these stories, but nonetheless this ritual is intended to emulate her ascetic mastery over her own body. Through the power of the Realm of Day, individuals can master their own bodies and drive out dangerous impurities,

Ascetic Star of Atun restores the victims of venom from such sources as a venom spell or the use of a Barbed Spear. While the purify spell is more versatile, this ritual is very effective at alleviating this condition from a number of people such as the victims of rituals such as Fetid Breath of Teeming Plague or The Grave's Treacherous Edge, or those who have been fighting deadly creatures such as plaguewulfs or hyrda. A single competent ritualist can restore nearly a dozen injured or dying people with a handful of mana crystals; a coven can restore a small army.

The ritual is also useful when a group of explorers encounter a source of weakness unexpectedly. Any circle of Day ritualists can spontaneously perform Ascetic Star of Atun, and while this may be expensive for them to do so it can preserve the life of a number of people who might otherwise risk death with every battle.

Common Elements

Lights, open flames and and mirrors are both common elements in this ritual, as are fresh water and meditation. Focusing the mind to overcome the body is an important feature, as are invocations that drive out evil or corruption. Bleeding is also a common element. A Navarr or Varushkan ritualist in particular is likely to inflict a small cut on the target, drawing the poison in their body out with their blood. For the Navarr this has obvious resonance, while for the Varushkan ritualist the small wound is often left to intentionally scar as a reminder to avoid being poisoned again.

Even on a battlefield, it is common for the ritualists to.try and create a feeling of tranquility and calm. The targets may be instructed to focus their attentions on some stationary point (which is where lights, mirrors and open flames come in useful); their bodies may be cleansed with fresh water or their thirst's quenched. It is also common to include slow, measured rhythms such as the ringing of a bell or gong, or the beating of a drum to help the targets focus their minds.

In The League this ritual is often associated with the character of The Doctor or The Bishop, and the use of The Chalice; in Dawn, some cabal of weavers make use of a favour that is used to draw out the poison from the target and symbolically burnt at the completion of the ritual.

The Cavul rune is an obvious symbol evoked in this ritual, but some ritualists prefer the rune of wisdom or rune of mastery; the constellations of The Fountain or The Key are another common element, as is the firebird which heals itself through supernatural immolation.

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Ashen Mantle

Description

These robes are sometimes considered the pinnacle of the weaver's art. The process of creating them consists of carefully treating the fabrics involved with beggar's lye and colouring them with dyes infused with iridescent gloaming. The magisters of Highguard are particularly fond of these beautiful vestments, and use only the richest dyes to combine with the finest and most subtle decoration. In Urizen the robes are delicately shaded and sometimes simply called Robes of the Magi, although even there the traditional name is used more commonly.

In the Brass Coast by contrast these robes are usually bright, clashing colours and fine fabrics with beautiful dragonbone decorations, while those volhov lucky enough to own an ashen mantle prefer one made from fine waterproofed lamb's wool.

For many magicians an Ashen Mantle and a Staff of the Magi are an obvious combination, greatly increasing their spellcasting abilities.

Rules

- Form: Armour. Takes the form of a robe.

- Requirement: You must have the magician skill to bond to this item.

- Effect: You gain four additional points of personal mana.

- Materials: Crafting an Ashen Mantle requires fifteen measures of iridescent gloaming, seven measures of dragonbone, five measures of beggar's lye and four ingots of ambergelt. It takes one month to make one of these items.

She leant on the lectern, cleared her throat, and looked down at her notes.

"Dating from the second century of the Empire, the Shroud Empirical is an item of historical, magical and artistic significance, and hence far too valuable to be actually worn except on occasions of national celebration. One of the very first Ashen Mantles constructed (at least to the modern arcane definition), the Shroud was commissioned by Arbiter Layana as her official robes of office.

"A well-constructed Mantle is a challenge to the skilled crafter, but the Shroud was intended as a clear signal of the dominance of Urizen's arts to the rest of the world. It depicts a map of the entire nation in silken threads, picked out with seed pearls and minuscule worked glow-stones. Skillfully interlaced with this are passages from some of the greatest philosophers and magicians of Urizen, some lines written to a scale so small that they are difficult to read with the naked eye. Woven through it all are threads of puissant magical power arranged in a pattern meant to depict the Net of the Heavens itself.

"Those of a conspiratorial bent also assert that Layana left the secrets of many of her most cunning rituals somehow woven into this relic, for those with the wit to decipher them. It is said that more than one archivist has gone insane simply staring at its endlessly complex pattern."

She cleared her throat again and looked up.

"As you can see the item is in excellent condition, despite its sojourn in the ruined citadel of Karos. Two of my agents died recovering this beautiful and powerful artefact from Spiral. It is unique, a priceless example of artisanship and a symbol of Urizen cultural ideals.

"So I believe we shall start the bidding at one hundred crowns, ladies and gentlemen.

"Do I hear one hundred?"

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Assembly

Contents

- 1 Overview

- 2 General Assembly

- 3 The National Assemblies

- 4 The Virtue Assemblies

- 5 Assembly of the Nine

- 6 Further Reading

- 6.1 Core Brief

- 6.2 Additional Information

Overview

The Imperial Synod is divided into many distinct assemblies, each of which has differing powers, responsibilities and roles in ensuring the virtue of the Empire. The purpose of the Assemblies is to ensure that power is vested in those best placed to judge a matter - for example, the Marcher National Assembly, composed of Marcher priests is responsible for the virtuous behaviour of the Marcher generals as well as Marcher national titles.

Every member of the Synod is automatically a member of the General Assembly as well as the relevant national and virtue assemblies.

General Assembly

The General Assembly is the largest and most senior of the assemblies of the Synod. The authority of the judgments made by the General Assembly extend to the whole Empire, including the Throne and its judgments stand in authority over those made by any other Assembly.

Every citizen of the Empire who has responsibility for a congregation or a sinecure whose role includes guiding the spiritual well-being of Imperial citizens is a member of the General Assembly. They receive a number of votes in proportion to the size of their congregation or sinecure when they attend Anvil.

The National Assemblies

With the establishment of the Imperial Orc Assembly in Winter 377YE there are ten national assemblies, one for each nation of the Empire. A national assembly consists of all members of the Synod of that nation. Members of the assembly may cast a number of votes in proportion to the size of their congregation or sinecure when they attend Anvil.

Each assembly is charged with the spiritual well being of the nation it is responsible. The authority of the assembly's judgments extend only to individuals and groups from that nation.

The Virtue Assemblies

There are eight virtue assemblies, one for all the priests of each of the seven virtues and the Assembly of the Way, for all priests who are not dedicated to a virtue. Members of the assembly may cast a number of votes in proportion to the size of their congregation or sinecure when they attend Anvil.

Each virtue assembly elects a cardinal from their number to sit upon the Assembly of the Nine. The cardinal is then responsible for selecting a gatekeeper from their assembly. The gatekeepers of virtue are collectively responsible for apportioning the True Liao.

Each assembly is charged with providing guidance and spiritual teaching for their virtue, as well as ensuring the virtuous behaviour of those citizens who profess to follow it. Characters of any virtue - or none - are subject to the oversight of any virtue assembly, but by definition they are expected to concern themselves only with matters pertaining to their virtue.

If a priest changes dedication at a summit then their assembly does not change until the next summit they attend.

Assembly of the Nine

The Assembly of Nine consists of the eight cardinals appointed by the virtue assemblies and the Throne. Each member of the Assembly has a single vote.

Although it is rare for a judgement by the Assembly of Nine to be tied it can happen. In this situation, if there is a sitting Throne then they may issue a deciding vote. They may do this regardless of whether they have voted already or not.

The authority of judgments made by the Assembly of Nine extends to the whole Empire, excluding The Throne and overrule those made by any other assembly bar the General Assembly.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

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Assembly of Nine

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Assign Holberg

That Holberg be allocated to the League

Proposed by Semmerholm, seconded by Astolat

Overview

- An alternative was suggested; that Holberg be assigned to the Imperial Orcs.

- The motion passed by 19 to 11 in favour of the League.

Date

- Spring 379YE

Campaign Outcome

- Holberg has been assigned to the League, and can elect a Senator.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Assign_Holberg&oldid=36000"

Assignment of Reikos (Redirected from Assign Reikos)

Assign Reikos as an Imperial Territory

Proposed by Necropolis, Seconded by Casinea

Overview

- Assigned to Highguard

Date

- Winter 379YE

Campaign Outcome

- Reikos has been assigned to Highguard, and can elect a Senator

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Assignment_of_Reikos&oldid=44759"

Assign Segura

To assign conquered territory of Segura to the Brass Coast.

Proposed Segura, Seconded Kahraman

Overview

- The territory of Segura was conquered following an extended military campaign

Date

- Summer 378YE

Campaign Outcome

- The territory of Segura is now part of the nation of the Brass Coast.

- It was noted that the territory is not secure; orcs of the Lasambrian hill tribes still control three of the seven regions. The loss of a single region would result in the loss of this Imperial territory.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Assign_Segura&oldid=28681"

Assignment of Skarsind II (Redirected from Assign Skarsind)

Allocation of the territory of Skarsind

Proposed by Hahnmark, seconded by Temeschwar.

Contents

- 1 Overview

- 2 Date

- 3 Campaign Outcome

- 4 Constitution

Overview

- Assigned to the Imperial Orcs.

Date

- Autumn 379YE.

Campaign Outcome

- Skarsind has been assigned to the Imperial Orcs, and can elect a Senator.

- Skarsind is no longer a Wintermark territory, which has significant implications for any Winterfolk still living there.

- Many of the implications of this move are covered here.

Constitution

- A method whereby the Imperial Orcs appoint a senator has been determined.

- This has directly effected the method whereby the Imperial Orcs appoint their Generals and similar titles.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Assignment_of_Skarsind_II&oldid=44757"

Assign Spiral

To assign Spiral to an Imperial Nation

Proposed by Morrow, Seconded by Mitwold

Overview

- Assigned to Urizen

Date

- Summer 380YE

Campaign Outcome

- Spiral has been assigned to Urizen, and has elected a Senator

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Assign_Spiral&oldid=47199"

Assign guards to historical researchers (Redirected from Assign funds to protect historical researchers)

To protect the civil service historical research department from the attacks from the shadow gallery.

Proposed by Necropolis, seconded by Bastion

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Following the murder of several civil servants associated with the department for historical research, the Senate wished to provide them with round-the-clock protection.

Date

- Summer 379YE

Cost

- 22 Thrones per season

Progress

- Unknown

Campaign Outcome

- Increased security for the civil servants associated with the department of historical research should prevent further murders.

- This protection should maintain the current level of historical research availability. The Empire has the resources to arrange two research projects each season.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Assign_guards_to_historical_researchers&oldid=37867"

Assign guards to historical researchers

To protect the civil service historical research department from the attacks from the shadow gallery.

Proposed by Necropolis, seconded by Bastion

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Following the murder of several civil servants associated with the department for historical research, the Senate wished to provide them with round-the-clock protection.

Date

- Summer 379YE

Cost

- 22 Thrones per season

Progress

- Unknown

Campaign Outcome

- Increased security for the civil servants associated with the department of historical research should prevent further murders.

- This protection should maintain the current level of historical research availability. The Empire has the resources to arrange two research projects each season.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Assign_guards_to_historical_researchers&oldid=37867"

Assignment of Karsk

Assignment of conquered territory of Karsk to an Imperial nation.

Procedural vote.

Contents

- 1 Overview

- 2 Date

- 3 Campaign Outcome

- 4 Voting

Overview

- The territory of Karsk was conquered following a heroic opportunity in the region of Lestasny

Date

- Spring 378YE

Campaign Outcome

- The territory of Karsk is now part of the nation of Varushka.

- It was noted that the territory is not secure; orcs of the Thule tribe still control three of the seven regions. The loss of a single region would result in the loss of this Imperial territory.

Voting

State

Varushka

Imperial Orcs

Result

Vote

26

0

Varushka

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Assignment of Karsk II

That the territory of Karsk be allocated to an Imperial Nation.

Proposed by Mitwold, Seconded by Karov.

Overview

- The territory of Karsk was reconquered by Imperial forces during the Autumn of 378YE.

Date

- Winter 378YE

Campaign Outcome

- The territory of Karsk is now part of the nation of Varushka.

- It is noted that the territory is still not secure - the Thule still control three of the seven regions.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Assignment_of_Karsk_II&oldid=35361"

Assignment of Mournwold

Assign Mournwold to the Marches

Proposed by Bregasland, Seconded by Mitwold

Overview

- Assigned to the Marches

- Passed

Date

- Autumn 381YE

Campaign Outcome

- Mournwold has been assigned to the Marches, and can elect a Senator

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Assignment of Segura

To assign conquered territory of Segura to the Brass Coast.

Proposed Segura, Seconded Kahraman

Overview

- The territory of Segura was conquered following an extended military campaign

Date

- Summer 378YE

Campaign Outcome

- The territory of Segura is now part of the nation of the Brass Coast.

- It was noted that the territory is not secure; orcs of the Lasambrian hill tribes still control three of the seven regions. The loss of a single region would result in the loss of this Imperial territory.

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Assignment of Skarsind

Assignment of conquered territory of Skarsind to an Imperial nation.

Procedural vote.

Overview

- Assigned to Wintermark.

- Passed unanimously.

Date

- Autumn 377YE (Event Four 2013).

Campaign Outcome

- The territory of Skarsind is now part of the nation of Wintermark.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Assignment_of_Skarsind&oldid=23908"

Assignment of The Brilliant Shore

The Brilliant Shore, a source of White Granite in Skarsind, to become a National Bourse position assigned to Wintermark.

Procedural vote

Autumn 377YE

Overview

- The Brilliant Shore to become a National Bourse position.

- Passed by 21 votes to 4.

Synod Veto

- This motion was vetoed by the General Assembly of the Imperial Synod

Campaign Outcome

- The Imperial Synod used the power of the veto.

- This procedural motion will automatically be raised again during a sitting at the next Summit.

- The Brilliant Shore is currently unassigned. Production from Autumn 377 has been stockpiled and will be made available to the first Imperial citizen elected to operate The Brilliant Shore.

Constitution

Assignation of The Brilliant Shore to Wintermark is legally extraneous. A national Bourse position can only be eligible to Imperial citizens of the nation that controls the territory the resource is in.

Winter 377YE

The Brilliant Shore to become a National Bourse position.

Procedural vote

Overview

- The motion during the Autumn Equinox 37Y7E was vetoed by the Imperial Synod.

- The question of the assignment of the Brilliant Shore was automatically raised again at the Winter Solstice 377YE.

Date

- Winter 377YE

Campaign Outcome

- The The Brilliant Shore is now a National Bourse position.

- Production from Autumn 377 has been stockpiled and will be made available to the first Imperial citizen elected to operate The Brilliant Shore.

Constitution

Assignment as a National resource means that the Brilliant Shore automatically comes under the auspices of the nation that controls the territory wherein it is located - in this case Skarsind in Wintermark.

Voting

State

Votes For

Votes Against

Result

In Principle

21

3

Passed

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Assistance

Contents

- 1 Overview

- 2 Mules

- 3 Requesting Help

- 4 Mobility Needs

- 5 Arrival

- 6 Departure

Overview

For the events at Dadford Road Campsite this year we will be operating a system to assist all players getting their kit onto and off the IC and OOC fields. This page explains how the system works, so that you can understand how to take advantage of it.

Mules

- We have hired 6 ATVs - all terrain vehicles to move kit around on site for players and crew

- We have recruited half a dozen new crew to operate the vehicles on set-up and take down

- The mules will be available Thursday and Friday and throughout take-down

We will have six ATVs - all terrain vehicles - mostly Kawasaki mules like the one pictured. Some of the mules will have trailers to carry extra kit. We have recruited a team of new crew purely to operate them so that we can move equipment quickly and simply around the site for players. In addition we expect to have a tractor and large trailer for moving heavy equipment.

Requesting Help

- Make your way to a Mule pick-up point and request assistance

- They will radio GOD who will log your name, location and time

- GOD will direct the mules to the next person on the list as soon as one comes free

- You must remain with your equipment to be sure that you do not miss your slot

- Make sure your equipment is ready to be quickly loaded

We are going to log all requests for assistance from players on the site (you cannot request a slot in advance). This will allow us to make sure that we are able to help players move their kit into place as quickly as possible with the fewest possible delays. To get help, you need to go to a Mule pick-up point and request assistance. Please tell them roughly how much equipment you have (a car load, a trailer full, a van load etc) and show them where you will be waiting. They will log your request with GOD. GOD will manage the list and send an ATV to your mule pick-up point for you as soon as one becomes free.

Please make sure that you remain in the area once you have requested help. We will get to you as quickly as possible - but we will move to the next name on the list if we cannot find you quickly.

Please have your kit ready to be loaded as quickly as possible. Once your kit is loaded, at least one of you should travel with the mule driver to your destination. You will then need to unload your equipment. The quicker you can load and unload your equipment - the quicker we can help everyone.

Mobility Needs

- We expect able-bodied players to load and unload their own equipment, but help is able to anyone who needs it.

We expect able-bodied players to load and unload the own equipment from the mules, but the crew operating them will provide assistance with loading and unloading for anyone who needs it. If you need help then please let the operator know.

Arrival

- There will be a pick-up point in the quiet camping field next to the main gate

- There will be one pick-up point in each of the OOC camping fields

- If you need to move equipment to two locations, then you may request assistance twice

There will be a pick-up point in the quiet camping field - near the main gate - and another one in each of the OOC camping fields. They will either be wearing a crew t-shirt and red hat or a hi-vis waistcoat.

If you need to drop equipment in the OOC field and in the IC field, then tell the crew operating the mule. You may put all your kit on one mule - but the driver cannot wait while you put a tent up - you must unload all your kit from the mule before putting anything up. If you prefer you may move your equipment first to the OOC camp first, put up that tent - then request assistance again and get a second mule to help you move your remaining equipment to the IC field.

Departure

- There will be a pick-up point in each nation camp

- There will be one pick-up point in each of the OOC camping fields

- If you need to move equipment from two locations, then you may request assistance twice

On departure, we will deploy a member of the crew to the rough centre of each nation camp to act as a point of contact for players to request a mule, and one crew member to each of the two OOC camping fields. They will either be wearing a crew t-shirt and red hat or a hi-vis waistcoat.

If you need to move equipment from the OOC field and the IC camping field, then you may put all your kit on one mule - but only if everything is packed and ready to go. The crew operating the mule will only wait while you are loading kit, not while you are taking a tent down. If you do not wish to take all your tents down at once then you can request assistance a second time once you are ready to move the remainder of your equipment.

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Astolat

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 The Castle of Thorns

- 3.2 The Harps of Astolat

- 3.3 Brightway

- 3.4 Laroc

- 3.5 Oldheart

- 3.6 Weaving

- 3.7 Kethry’s Grove

- 3.8 Boar’s Hollow

- 4 Regions

- 4.1 The Chase

- 4.2 Coombe

- 4.3 Grovesyard

- 4.4 Winterbourne

- 4.5 Withy

- 5 OOC Notes

Overview

Central, well defended, civilized and beautiful, Astolat is the heartland of the nation. It is famous for its rose gardens, and the offering of a single Astolat rose is considered the perfect gift of true love (as in the Dawnish song The Rose Garden). In the north of Astolat, the majestic granite mountains are rich in ore, but occasionally threatened by their proximity to the wild forests which shelter beasts, barbarians and bandits.

Recent History

Major Features

The Castle of Thorns

Seat of the old Dawnish Kings and Queens, in Withy. Given over now to a great park, and almost completely engulfed in rose bushes, the Castle of Thorns serves as an academy for the training of civil servants, and is where most of the day-to-day business of running the Nation takes place. Each Dawnish Senator has apartments within this beautiful edifice, decorated with the produce and images of the territory they represent.

According to legends, the roses that enshroud the castle of thorns are the remnants of a magical defence created in pre-Imperial times by the enchanter Queen Jessamy. When the castle was besieged, she wove a great thicket of magically strengthened roses that surrounded the castle and tore the attacking forces to pieces when they tried to press the siege. The thicket lasted for only a season, but bought time for Jessamy's husband and allies to rally and come to her defence. The roses of the castle of Thorns are highly prized to this day as a symbol of enduring love and loyalty.

The River of Sighs runs past the Castle of Thorns. This wide, deep, fast flowing river was the site of the First Empress' legendary leap that won her entry to the house of Cevise. Traditionally set as a challenge for yeomen who were considered to be seeking to rise above their station, there are still knights-errant today who try to duplicate the Empress' jump, and the majority of those who fail are swept away and drowned.

The Harps of Astolat

The glorious tales of the great victories of 381YE in Weirwater and Semmerholm inspired the people of Astolat no less than they inspired their neighbours. An impromptu summit of enchanters and represenatitves of Astolat weaver cabals came together at Weaving shortly after the Autumn Equinox to discuss how they could express their pride and aid their nation. In the end they recognised that the witches already supporting the armies were more than a match for the Druj sorcerers - but they needed a ready source of power to wield their magic on the battlefield, or to weave the enchantments that will help the knights achieve victory. Lord Joshua of House Cadence devised an ambitious plan to construct a series of grand aolian harps at key locations throughout the territory. Commissioned by the Imperial Senate during the Winter Solstice, work was swiftly begun and swiftly completed. Aolian harps now stand in key locations throughout Astolat.

Six feet tall or more, these harps respond not to the wind but to the currents of mana, producing not only eerie ethereal music - the Music of the spheres - but harnessing, directing, and focusing the flow of magic itself. Each is built of blue-stained weirwood, with strings of polished moonsilver. As long as the central harp at Weaving remains unmolested, their beautiful, haunting music echoes across forest and field alike, weaving the magical currents to channel their power into the mana sites of Astolat.

Brightway

A peaceful settlement in the glades on the edge of Miaren. Famed for Aurelie's Rest, a Dawnish centre of healing, where physicians and surgeons do what they can to aid those who are crippled or seem beyond cure -- in Brightway they may find rest for a while.

Laroc

Famous for its tournament ground, which sets a standard for pageantry that other, lesser, nations can only envy. Many Dawnish who care for the glory of the duel hold Laroc in their hearts as they fight elsewhere. Several miles to the southeast of Laroc lie the Rosered Woods, a stretch of forest with a mysterious reputation said to be aligned in some fashion with one of the night eternals. It is said that anyone who spends a night in the forest will dream of their one true love - whether that be a person or a cause.

A short distance from the tourney grounds of Laroc stands the so-called Laroc Cathedral. The grandiose name is a bit of a misnomer as it is closer to a large chapel in size and import, but it is beautifully decorated and dedicated to the virtue of Courage.

Oldheart

An ancient town famed for its fine fruit brandies, set in an unusually verdant landscape; blossom is abundant in spring and its autumns are fruitful. The weaver cabal here weaves in willow withies, not cloth, and if any in Dawn have links to the Marchers, it is the weavers of Oldheart.

Weaving

A centre of learning for ritual magics, where cabals plan the greatest of rites, and discuss what their voice in the Conclave should say for the greater good of Dawn and Empire. As a waymeet, it's also a town of many inns, where you'll often find questing knights or squires swapping stories, desperate for news of chances for heroism in far-flung places. Adelmar the Lion, Exemplar of Ambition was born here, and a small shrine marks the site where his family once lived.

Kethry’s Grove

A glade dedicated to the Paragon, Kethry, thought to be where Makin once courted her. Often used by the Dawnish as a place of vigil for those who follow Pride.

Boar’s Hollow

A great statue of a boar, fully 20 hands high, moss covered and inscribed with writings of Terunael, stands here in a small hollow, apparently watching the border with Varushka. Some amongst the Dawnish regard it as a place of fertility.

Regions

The Chase

Coombe

Grovesyard

Winterbourne

Withy

OOC Notes

- Each region of Astolat is under the control of the Dawnish (and by extension, the Empire), making this a staunchly Imperial territory.

- The Harps of Astolat are a great work that provide an additional 45 crystal mana each season divided among the mana sites of Astolat.

- The Castle of Thorns is a rank three fortification.

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Astronomancy

As above, so below; As below; so above.

Contents

- 1 Overview

- 2 Invocation and Command

- 3 As Above, So Below

- 4 Tulpas

- 5 Constellations

- 6 Further Reading

Overview

The constellations have been known since time immemorial – they figure, largely unchanged from their present forms, on some of the oldest buildings and artifacts in the world. Many magicians – especially those of Urizen – believe them to be a map or chart of the powers of the world reflected above – as if the sky were a great dark lake and reflected on its surface was the means to understand, control and manipulate the forces of nature.

At its core, astronomancy is a magical tradition that involves identifying patterns in the stars associated with fundamental magical and natural laws, and drawing power from them to fuel ritual magic. These patterns - the constellations - are held by many astronomancers to be the same tools the Creator used to forge Creation. Like the runes and the narrative principles of dramaturgy, Astronomancy is a means of placing magic in context and understanding it.

Invocation and Command

The stars are handles – physical ways to grab the force of magic. Nobody in the Empire imagines The Stork is an actual stork. That arrangement of stars you can see in the sky is the way it is to represent one of the primal powers of creation; by using that imagery and incorporating it into your rituals, you are tapping into that primal power and associating your ritual with it.

Astronomancers believe that the sky is limitless, and so are the powers it represents; the constellations known and codified by the Empire are merely the tip of the iceberg. Every star is part of a constellation and every constellation is a representation of a cosmic principle, a natural force or a universal power. The codified ones are simply those whose meaning and purpose is clearly understood; there exist many more to discover, comprehend and codify. Every Astronomancer dreams of naming a new constellation and adding them to the great catalogue.

Using the constellations the easy way, an Astronomancer can draw the design on an implement or artifact, arrange things or people to recreate the design below (such as standing your ritualists in the shape of The Fountain or The Chain) or simply invoke them during a ritual to shine favourably or unfavourably upon the outcome or a specified target. By naming propitious stars to someone you could bless or curse them.

As Above, So Below

Astronomancers firmly believe that echoing the structure of the constellations strongly influences the environment – it is not uncommon to find an Urizen spire's encampments laid out in the form of The Net, or Astronomancer’s chambers arranged specifically to evoke a particular constellation.

Tulpas

The constellations are not sentient or sapient in any meaningful way – they are symbols of potentiality, emblems of cosmic forces ill-understood by the Empire’s magicians. But sometimes during a ritual, a combination of the existence of the constellation, coupled with the efforts of the magician, will cause the manifestation of a Tulpa. These are thought-forms; concepts and ideas given form by magical will and the motive power of the Constellation.

Tulpas are curious creatures – constructs of will and magic that make it easier to form a connection between the constellation and mortal magicians. The process by which a Tulpa forms and manifests is structurally and magically very similar indeed to the process by which a national Egregore is formed; some Astronomancers view them perhaps as the understandable face of principles too vast and alien for our minds to clearly understand. As the Varushkan Egregore sometimes represents a way for magicians to understand what it means to be Varushkan, to interact with the soul of a nation in a meaningful way, so Tulpas of the Claw allow a magician to interact with the principle of conflict between living things.

They are bridges, formed by magicians to connect them to these potent principles. Essentially the magician gives the magic a physical form or a spiritual form that is easier for mortal minds to interact with. In a real sense, if the magician were not doing the ritual the Tulpa would not exist - it is like a combination of the cosmic principle and the ritual itself. It exists from moment to moment at the point where magicians work magic using it. Through the principles of Astronomancy, the tulpa allows magicians to connect to the power of the constellations; they are not entities in the way the eternals are entities; the Urizen in particular describe them as being much more like cosmic ushabti.

Whilst Tulpas traditionally form their own bodies, astronomancers who are deeply aligned with a constellation during a working sometimes experience what they describe as “brushing by” or "alignment" with a Tulpa. The ritualist’s mind brushes the consciousness of a Tulpa during a ritual and the ritualist finds themselves behaving in a way which personifies or exemplifies the principle of the Constellation. The ritualist does not lose control or consciousness, they remains in control of their own actions; but all factors to do with the constellation are amplified.

Constellations

There are eighteen constellations recognised by Imperial astronomancers, from which they can draw power.

Constellations of Astronomancy

Constellation

The Law

Common magic

The Chain

Things hold together

Bonds, oaths

The Chalice

Things heal; things apart come together

healing, mending, connections

The Claw

Things bleed

Battle, destruction, violence

The Door

Things move and change

transport, travel, personal transformation

The Drowned Man

Things end

Curses, misfortune, ending

The Fountain

Things live

Growth, fertility, foundations

The Great Wyrm

Things change and transform

magic, grand transformation

The Key

Things are revealed

scrying, opening, skills

The Lock

Things can be hidden

wards, defence, concealment

The Mountain

Things are not easy

obstacles, effort, trials

The Oak

Things endure

strength, endurance, fortitude

The Phoenix

Things learn

knowledge

The Spider

Things are watched by a hidden eye

hidden forces, eternals, sovereigns

The Stallion

Things procreate

fertility, growth, wealth

The Stork

Things matter

decisions, responsibility, leadership

The Web

Things are connected

relationships, synchronicity, sympathy

The Three Sisters

Things are connected by blood

consequences, ties of blood, sorrow

The Wanderer

Things are not what you think or Things go awry

destiny, fate, chance

In each case, the common magic mentioned is just a starting point or summary. The individual pages for each constellation contain a lot more information about the use of a constellation in ritual magic or spellcasting.

Further Reading

- Traditions

- Astronomancy

- Blood Magic

- Dramaturgy

- Rune Magic

- Music of the Spheres.

- Ritual Theory

- Spellcasting

This selection of articles can be downloaded as a PDF book (or as html only)

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Atuman

Contents

- 1 Virtue

- 2 Biography

- 2.1 Controversy

- 3 Signs

- 4 Atuman in Play

- 4.1 Inspirational Tomb

Virtue

Atuman was recognised as a paragon of Ambition in 3YE. He had already been recognised as a paragon by the Highborn Assembly of the Virtuous in the time before the Imperial Synod. When the General Assembly recognised Aldones di Sarvos as the reincarnation of Atuman, they "reduced" the former paragon to the status of exemplar.

Biography

Atuman was the brother of Atun, and one of the Twin Navigators of Highborn legend. The stories say that it was Atuman who was the motivating force behind the exodus that brought the early Highborn to the shores of the Bay of Catazar. His ambition to provide a safe homeland for his people not only created the nation of Highguard but by extension the Brass Coast, the League, and the Empire itself. Indeed, there is some evidence that Atuman was mentioned by both the Founders during their exodus to the west, and by Aldones di Sarvos in his discussions with Merchant Prince Barrell of Tassato and Maria Ivanova, Boyar of Temeschwar - making it doubly ironic that Aldones would be partially responsible for Atuman losing his status of paragon.

Accounts of Atuman describe him as "ebon haired, with a proud profile, and eyes of fire." All accounts depict him as a powerful orator - a man whose passion could charm a storm as easily as it swayed his enemies to his side. When his sister spoke of a terrible fate that would befall their people, it was he who brought together all who would listen and persuaded them on the dangerous course of fleeing their beleaguered homeland and seeking to found a new nation. The early histories of the Highborn are adamant that many of those who followed Atuman and Atun on their flight were enemies, and that it was Atuman's charisma that helped them to put aside their differences and work together so that all could prosper.

Atuman founded the city of Pharos at the mouth of the river Couros, and became effectively the king of Highguard, although Highborn historians agree he never used that name and refused to take a crown when the patricians offered it to him. His daughter Acenath took the title Navigator after his death in his honour, and raised a great tomb for him on the cliffs overlooking the Bay. He designed the tomb himself, and laid the foundation stone with his own hands. On his deathbed, he told Acenath that his reasons for wishing to be interred on the headland were threefold: he wished to be able to look out across the sea to the homeland he had left behind in his youth; to watch for any danger that might come from the sea to threaten his people; and so that if his beloved sister ever returned from across the sundering sea, he would be the first to see her - and the first thing she would see would be him, waiting for her.

During the Turmoil, several supporters of Permion the Lawmaker - including one of his surviving daughters - sought sanctuary in the tomb during the burning of Pharos. Even the supporters of the bloodthirsty patricians would not defile the sanctity of that place. There is a story, almost certainly apocryphal, that when a dark-hearted soldier of the patricians sought to spill blood in the tomb her sword shattered and she was struck blind, terrifying her fellows and causing them to flee the area. The tale is considered mildly heretical by orthodox Highborn priests, but this did nothing to reduce its popularity - or the idea that even in death, from beyond the Labyrinth, Atuman sought to protect his people.

After the civil war, the Assembly of the Virtuous elected to turn the ruins of Pharos into the Necropolis, and built a new capital further north in Bastion. The Tomb of Atuman still stands on the cliffs overlooking the sea.

While Atuman has never proved as popular a figure in the Empire as his twin, he is still held as an inspiration by followers of the Way. Many Navarr point to him as an example of someone with an instinctive understanding of the Great Dance. When his people and his home were threatened, he chose to move and find somewhere better to make a new home. Some Navarr writings refer to him as The Unbranded Brand and used his stories as a way to build stronger ties between the pre-Imperial Navarr and the Highborn. In the League, he is overshadowed by Aldones but even there the priests patiently point out that one of the motive forces behind the foundation of their nation himself pointed to Atuman as an inspiration - and was literally the man himself reborn to continue to work of building powerful nations. In Wintermark Atuman is seen as a heroic figure - a passionate leader who brought his family and his people through a terrible exodus to found a nation that has endured for seven centuries. Some Thanes, especially among the Steinr, see in the stories of Atuman an all-too-human leader who never stopped striving to secure the safety and prosperity of his people - even when his people were squabbling among themselves like spoiled children.

Controversy

It is unfortunate that his greatest achievements - bringing the Highborn to their new home, founding their nation, and building the great city of Pharos on the shores of the Bay of Catazar - are today overshadowed by the politics of the early Synod. Historians can only speculate about the events leading to the General Assembly refuting his paragonhood. Aldones di Sarvos is said to have repeatedly denied that his vision meant that Atuman was not a paragon, but the Synod did not agree. The Doctrines of the Faith say that "A truly Virtuous Spirit, one who is a paragon of Virtue, is capable of freeing itself from the Labyrinth of Ages through transcendence. If Aldones di Sarvos was Atuman reborn, then his spirit could not have freed itself from the Labyrinth, and thus he could not have been a paragon.

There is some evidence that there was more than simply doctrinal disagreement at work in the Synod. Some stories suggest that some of the priests of the other nations had grown weary of what they saw as the presumption of the Highborn Assembly - not only in their role in the Synod. There are certainly stories that speak of the "arrogant" attitude of the Highborn - that because the First Empress was Highborn, the Empire had ultimately been founded by their people. As the acknowledged founder of Highguard, Atuman was sometimes described as the ultimate founder of the Empire. The truth will probably never be known, but the belief in a conspiracy of early Imperial priests to "shame" Highguard by "dethroning" Atuman has waxed and waned in popularity for the last three hundred and fifty years.

Signs

- Regardless, nobody questions that Atuman was the driving force behind the Highborn exodus, and the founder of their Nation, as well as their first king. By saving his people, he demonstrated his Benevolence.

- His Legacy is the nation of Highguard, a legacy which he shares with his sister Atun.

- While his influence is somewhat diminished, and his thunder somewhat stolen by Aldones di Sarvos, he remains a powerful Inspiration. He demonstrates that with sufficient will, one can achieve anything.

- By strict definition, Atuman's voyage across the sea to what is now modern Highguard should not count as a Pilgrimage. However, as with certain other cases of paragons and exemplars who lived before the construction of the White City his journey to the Bay of Catazar is deemed to meet this criteria.

- As with Atun, several miracles are assigned to Atuman in stories of his life. The one that is often cited as a specific miracle is the tale of how he was such a powerful public speaker that during the crossing of the oceans to the Bay of Catazar he not only quelled a storm with the power of his voice but convinced the winds to fill the sails of the fleet and carry them across the waters to safety.

- That Atuman had been Liberated from the Labyrinth was disproved by the vision of Aldones di Sarvos.

Atuman in Play

Inspirational Tomb

Atuman's tomb still stands on the cliffs overlooking the Bay of Catazar, watching eternally for the return of his beloved sister.

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Atun

Virtue

Atun was recognised as a Paragon of Wisdom in 3YE. She had already been recognised as a paragon by the Highborn Assembly of the Virtuous in the time before the Imperial Synod.

Biography

The paragon Atun of the Highborn, was one of the Twin Navigators who lead her people cross the sea to found the nation of Highguard. Stories claim that she was noble-born, and trained as a physician and apothecary in the time before the Highborn exodus. She was the twin of Atuman, and is usually held by Highborn scholars to be the elder of the two. Softly spoken, she is said to have been a living embodiment of the idea that the Wise never use forty words when four would do, and that there are times when actions can communicate ideas more effectively than any number of words.

Where her twin was a figure of fire and passion, Atun was described as "calm, and deep, like the sea beneath the stars - and just as powerful." The stories describe her as a visionary - that her insight into the world, and her spirituality so profound, that she had visionary dreams that warned her of danger. Her most famous vision was of the doom that would engulf her people, and which saw Atun and her brother lead a remnant of their people to safety on the shores of the Bay of Catazar.

Where Atuman focused on binding the people together - and keeping them from turning on each other during - their long journey, Atun watched the sea and the stars and charted their course. Where her twin stirred the spirits of their people with fiery rhetoric, her wisdom and foresight reassured them. It was Atun who ensured they always had sufficient provisions, that there was always enough water to drink as well as dried meat and bread. There is a somewhat contentious story that when a sickness struck three of the ships, Atun made the hard choice to impose a strict quarantine, leading to the deaths of half of the people on those ships. In the story, she chastises her brother who wishes to lift the quarantine out of compassion by saying "It is hard, and it is cruel, and it is not just - but it is better that we lose one half of the people on those three ships, than that we lose one half of the entire fleet. If we must do harm, we should do as little harm as we can."

Eventually, the Highborn fleet reached the shores of the Bay of Catazar and made landfall on Sanctuary Sand. Alone of those who had made the journey, Atun never set foot on the new land. She remained on the flagship of the fleet for three days, speaking to several of her friends and members of her family, and on the fourth day she bid farewell to her people and set sail again. While the stories say that she traveled alone, it would have been impractical for her to crew the vessel by herself and there is some scattered evidence that suggests perhaps as many as thirty Highborn accompanied her.

Her reasons for refusing to set foot on the new land have been a matter of speculation for seven centuries. They range from the mystical to the blasphemous - the most popular is that she had received another vision, or that her vision had always told her that she would not join her brother and her people in founding the new nation. Others have suggested that she was burdened by grief not only for those who had died during the crossing, but for the thousands they had left behind, and that she could not rest. There is some speculation that she returned to the land the Highborn had left behind to search for survivors and met her final end in the ruins of her original home. A particularly blasphemous version of the tale, recounted in the salacious book The True History of the Highborn claims that she was an agent of the eternal Sorin, and that part of the dark pact that allowed her to save her people was that she would never help them rebuild. All known copies of the blasphemous book were burnt shortly after it was published, and the eternal himself has categorically denied that there is any truth to the tale, but that has not stopped this calumny resurfacing from time to time.

Regardless of the reason, Atun passes out of history, and into the realm of legends. She left behind students who honoured her memory, some of whom ultimately went on to form the Scions of Atun and devote their lives to spiritual matters, including unlocking the mysteries of liao. She did not leave any written accounts of her own, but her words live on in fragments gathered from the journals and recollections of the many people whose lives she touched. In the modern Empire the main source for collected quotations from and about Atun is the short book "Fragments of Atun" collected from a number of sources in 121YE.

Contemporary accounts paint a picture of a woman of great wisdom - and of great spirituality. While she lived centuries before the foundation of the Way, it is easy to see how her words helped shape the early understanding of the Virtues, and even some of the Doctrines of the Faith. Some of the quotation ascribed to her seem to be echoed in parts of the Doctrine of Reincarnation and the Doctrine of the Creator, for example, and in the .

More so than her brother Atuman, Atun is an inspirational figure to many followers of the Way especially those following the path of Wisdom. Many Freeborn pilgrims see clear parallels between her story and the story of the Founders, especially Riqueza. Several Kallavesi mystics helped spread the Way among the people of Wintermark using stories of her visions, and her understanding of herb lore as a way to draw parallels between their own people and this "distant cousin, not of our blood, but of our spirit." While she has never proved as popular with the Varushkans as Zoria, many see her pragmatism as a sign that she would have made a good quality Wise One - especially in the story of the three plague ships.

Signs

The Assembly of Wisdom cited the following signs as proof that Atun was a paragon.

- She provided a great Inspiration to the Highborn in particular. Stories of her life are often cited as demonstrating the importance of making difficult decisions, and of trusting one's own judgement - in several stories she expresses the idea that before a solution can be found one must understand what the problem actually is (a clear paraphrase of the oft-repeated saying that Wisdom is not always knowing the answer; Wisdom is finding the right question). While many followers of the Way focus on her wisdom, she is also cited as an inspiration by many physicks, who point to her practical application of medical skills as a true expression of her paragon status.

- Her wise sayings and her exploration of spiritual matters are a clear indication of Salvation. Without her it is likely the Way might have taken a very different form.

- As with Atuman, several miracles are assigned to Atun. The most obvious, and the most widely accepted, are her prophetic visions. Later theologians have claimed that it is more likely that her "visions" were the result of a great insight into people and events than of some supernatural power, but these critics are largely discounted.

- Her Legacy is the nation of Highguard, a legacy which she shares with her brother Atuman.

- While there are few hard-and-fast facts, it is clear that by leading her people across the sea out of great danger she showed great Benevolence.

- Although the circumstances of her death are unknown, there has never been a past-life vision that has even included Atun much less indicated she has been reincarnated. This is seen as a clear sign of Liberation.

- By strict definition, Atun's voyage across the sea to what is now modern Highguard should not count as a Pilgrimage. However, as with certain other cases of paragons and exemplars who lived before the construction of the White City her travels both before and after the foundation of the new nation are deemed to meet this criteria.

"I have looked into the eyes of the dying, and of the newborn. I have seen the same light in those eyes, and I say that there is something in humanity that is immortal. It walks the world for a time in a fragile suit of flesh and bone, experiencing all the joy and pain that life can bring."

"I have thought on this long and hard, all through the dark night of the spirit when I have questioned why it is that humanity is so fragile, and so prone to foolishness. I believe the spark of life within us is unquenchable, that it may pass from the world for a time but that it returns again. It is the common thread that all humans know in their bones; it is the only thing that makes sense."

"I look at the world and I see the hand of the Creator in every sunrise and in every sunset. They set the stars in the sky, they formed a world out of the darkness, and they breathed life into humanity."

"An angry woman asked me that the Creator had ever done for us, and I answered her by saying 'They created a world, and they brought us into it, and then they stepped away so that we might live, and grow, and come to know ourselves.' I think that is their greatest gift to us, the only one that matters."

"The world is arbitrary, but it is not cruel, Cruelty requires intent, and there is no intent in nature. It is only humans that can be cruel, or kind, or fair, or vicious. It is only humans who can look at the world and see it as it is - and as it could be."

"We are creatures of spirit, and of flesh. Without spirit, we could not know ourselves. Without flesh, we could not know each other."

"Every time I learn something new I think to myself 'how can I use this?' I enjoy knowing things, but I enjoy doing things even more."

"Every night before I go to sleep I think about what I have seen during the day and I ask myself 'I wonder what I will see tomorrow?'"

"Answers are obvious, if you ask the right question."''Fragments of Atun'', collected by Hannah of Loric's Cross, 121YE

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Atun's Ring

Description

The most common form taken by Atun's Ring is either a single band marked with one rune associated with each of the six realms or a single ring formed of six interwoven bands, each of a different precious metal.

These rings are named for the paragon Atun, the sister of Atuman, exemplar of Ambition. Stories indicate that Atun was a powerful magician, prone to visionary experiences even without the use of magic, and a mistress of multiple realms. When she departed the nascent Highborn nation she left the artefact magical ring that bore her name with her brother as a keepsake. Her followers crafted lesser rings in its image, and when the Freeborn began their exodus it is believed that all three founding sisters bore versions. The use of the rings was also widespread among the magicians of Tassato and Sarvos, and three were given as gifts by Highborn magisters to the magicians of Urizen during early diplomatic exchanges.

The original ring would be a treasure beyond price, were it to be found, but it vanished during the tumultuous years of the Highborn civil war. Its last known bearer was Permion the Lawmaker, and it was not seen again after his assassination.

Rules

- Form: Talisman. Takes the form of a ritual focus. You must be wearing this item or holding it in hand to use its magical properties.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Once per day you may use this ring to gain one additional rank of any one ritual lore for the purposes of performing a single ritual, subject to the normal rules for effective skill.

- Materials: Crafting Atun's Ring requires seven ingots of orichalcum, seven ingots of tempest jade, seven ingots of weltsilver, seven measures of ambergelt, seven measures of beggar's lye and seven measures of iridescent gloaming. It takes one month to make one of these items.

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Auction the rights to name the Sinkhole

To sell through the bourse the naming rights to the Sinkhole.

Proposed by the Dean of the Academy, Seconded by Volodmartz.

Overview

- This motion was to ...

- Passed

Date

- Summer 381YE

Campaign Outcome

- The right to name the sinkhole that recently opened in the north-western empire will be auctioned at the Autumn Equinox to the highest bidder.

Constitution

- The Constitutional Court cautions that while the citizen who buys the right to name the sinkhole can give it whatever name they see fit, they have no authority to enforce the use of that name. The local citizens who suffered tragic losses as a result of the sinkhole opening are unlikely to embrace a comedic or inappropriate name.

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Auditor of Senatorial Accountability

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Right of Address

- 3.2 Inquisit Member of the Senate

- 4 Appointment

Overview

The Auditor of Senatorial Accountability is an Imperial title created by the Imperial Senate in Spring 377YE with responsibility to investigate the use of Imperial funds by Senators.

The Imperial Senate has responsibility for allocating and spending the treasury. They do this by appointing individual Senators to oversee projects from building a shipyard to raising an army. They also disburse funds to worthy causes such as the Anvil hospital or toward the creation of valuable tools for the Empire. In all such cases, it is the responsibility of the chosen individual to ensure that the funds are used wisely and for the purpose they are intended.

The powers of the Auditor were extensively amended by the Imperial Senate in Spring 381YE.

Responsibilities

The Auditor of Senatorial Accountability is charged with ensuring that funds allocated to Senators by the Imperial Senate are spent wisely and for the purpose for which they were intended. The findings of the Auditor should be reported to the Senate.

Powers

Right of Address

The Auditor has the right to make an address to the Senate once per summit. This is intended to allow them to present important information for the Senators consideration. To use this power, the Auditor informs the civil service that they wish to address the Senate. Their address will be added to the agenda for the next Senate session.

Inquisit Member of the Senate

Once per summit, the Auditor may call an inquisition against any member of the Senate (including The Throne) without the need for a vote in the Synod. This is in addition to any existing judgements they have raised normally. This use of the power may be escalated to a Condemnation just like any other inquisition. To use this power, the Auditor must still place a judgement before the Synod, but it is considered to pass automatically at the point it is presented.

Appointment

The Auditor is appointed during the Spring Equinox. The are chosen with a judgement of appointment by the Assembly of the Nine.

The title can be held by any Imperial citizen. They can be revoked by the General Assembly and the Assembly of the Nine.

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Auras

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Auras illegal in the Civil Service hub

To expand the existing law regarding auras on the Senate to include the Civil Service Hub. The Citizens granted a vote would be the Magistrates and Civil Servants

Proposed by Astolat, seconded by Bastion.

Overview

- Extend the law prohibiting auras in the senate.

Date

- Winter 378YE

Campaign Outcome

- At the time, a member of the Imperial Synod indicated an intention to discuss raising a veto. In the end they did not do so, and the law came into effect after the first Senate session at the Spring Equinox event.

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Auras illegal in the Senate

To remove the aura of Vigilance from the Senate and to make it illegal for an aura to be emplaced on the Senate building without prior explicit permission from the Senate

Proposed by Zenith, seconded by Hercynia.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Campaign Outcome

Overview

- Remove the aura of Vigilance from the Senate

- Make it illegal for an aura to be placed on the Senate building without prior explicit permission from the Senate

- Passed unanimously

Date

- Passed Winter 376YE (Easter 2013).

Cost

- None

Campaign Outcome

- The prohibition against placing auras on the Senate building has been added to Imperial Law.

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Auras of Ambition

This person is not illustrious, but they are cunning, competent and ambitious. Let us raise them to high office, for the betterment of us all.

Callus Strategos, '''The Book of Callus'''

Contents

- 1 Overview

- 2 Anointing

- 2.1 The Absolution of Ambition

- 2.2 The Clear Path of Ambition

- 2.3 The Calling of Ambition

- 2.4 The Drive of Ambition

- 3 Consecration

- 3.1 Dare Do All

- 4 Dedication

- 4.1 Dreams of Ambition

- 5 Hallow

- 5.1 Hallowing of Adelmar

- 5.2 Hallowing of the Masquerade

- 5.3 Hallowing of Aldones

- 5.4 Hallowing of the Broken Shield

- 5.5 Hallowing of the Conqueror

- 5.6 Hallowing of the Master

- 5.7 Hallowing of the Navigator

- 5.8 Hallowing of the Visionary

- 5.9 Hallowing of the Patron

- 6 Further Reading

Overview

An aura is a persistent spiritual effect on a person, location or item. The auras listed here are created by priests dedicated to the virtue of Ambition who use the relevant ceremonial skill. A character who is dedicated to Ambition must pick one of the following auras when they perform the relevant ceremony. A priest of the Way may also use the Dreams of Ambition when they use the dedication ceremony to provide a pilgrim with a visionary dream.

The names used for each aura are simply the most common ones used in the Empire. For example, the Clear Path of Ambition may be called The Armour of Ambition by a Dawnish troubadour. This is especially true with those auras that are named after paragons and exemplars; all these auras would have had different names before the exceptional individual they are named for was recognised by the Synod. The Hallowing of Aldones for example was commonly called the Hallowing of the Mountain before Aldones' recognition as a paragon of Ambition.

Study of these auras helped the founders of the Way to create the Path of Ambition. Some lay persons assume that the Imperial Synod created these auras in some fashion to encourage adherence to orthodoxy, but according to theological scholars the situation is the other way around. The auras came first, then the tenets of the Path of Ambition.

Anointing

Anointing involves a short ceremony to create a personal aura on a mortal being. Anointing always requires the consent of the subject.

The Absolution of Ambition

- You are filled with a sense that your aspirations are of primary importance. Any regret, guilt or remorse you feel as a result of actions is diminished.

Description: The path of Ambition can require a pilgrim to speak or act in ways that, whilst furthering their ultimate goals, can weigh them down with regrets and doubts. Priests use this aura to alleviate the distress of these necessary actions, and provide affirmation of the pilgrim's virtue in holding true to their path.

The Clear Path of Ambition

- You feel confident and certain of your ambitions. Doubts fall away and you feel justified in ignoring objections from others.

Description: Ambitious pilgrims may understand what is needed to further their goals, but be held back by weakness, doubts or the arguments of others. Priests of Ambition have been able to use this aura to help quell those doubts, and bolster the virtue of the pilgrim, removing some the obstacles preventing them walking their path.

The Calling of Ambition

- You feel a strong urge to prioritise the goal you named when anointed. You feel a pressure to pursue that agenda before others.

Description: This is a contentious aura for, whilst it clearly promotes Ambition, there are fears it could be abused to make someone pursue an agenda other than their own. Others have pointed to the potential abuses of this aura in compelling others to act in potentially destructive ways, even though it can only ever be used with the willing consent of the recipient. Most priests of Ambition maintain that this aura is useful in illustrating the virtuous path, and for helping a pilgrim with multiple or confounding ambitions to focus on the one that is most important to them. Some priests also use the anointing to inspire those who would otherwise be utterly without Ambition to help them find purpose.

The Drive of Ambition

- You feel driven to seize any opportunity to further your aspirations. It feels better to take a small step towards your goal than to take no steps at all.

Description: The path of Ambition is often long and arduous. The opportunities for a pilgrim to advance their goals may seem dangerous or unattainable, and lofty goals may appear impossibly distant. Priests use this aura to help pilgrims to appreciate that the virtue of Ambition is not simply about the destination, but the journey and "even the most impenetrable forest may fall one tree at a time".

Consecration

Consecration is the ceremony used to create an aura on a clearly defined location. There is only one aura for each virtue, and all priests create the same one when they use this skill.

Dare Do All

- You have a profound sense of destiny - of what can ultimately be accomplished by you if you strive for it. You feel nothing is beyond your reach.

Description: This powerful aura of Ambition fills those who experience it with an uplifting sense of what they might achieve if they set their mind to it. It drives people to act encouraging them to set aside other considerations.

Dedication

Dedication is the ceremony used to link a pilgrim's soul to virtue. It can also be used to create vivid oracular dreams.

Dreams of Ambition

- The next time you sleep you experience a vivid dream concerning your ambitions and the goals you have set yourself. Your dream will often show you pursing your ambitions, and may include challenges you face or consequences that will follow from the things you are striving for. Sometimes the vision will show you new ambitions, things that seem appealing while you are dreaming though you may not have considered them before.

Lost time is never found.

Marcher Proverb

Hallow

Hallow is used to create an aura on an item, such as a weapon, implement, shield or suit of armour. It is not possible to use hallow to create an aura on large immobile objects. Hallows do not provide a source of supernatural strength, but are durable and can last for a year (or potentially forever in the case of an artefact hallowed with true liao).

Hallowing of Adelmar

- You feel a desire to take immediate action no matter how convincing the reasons to delay appear.

Hallowing of the Masquerade

- You feel an urge to conceal your true intentions or agenda from those who might oppose you.

Hallowing of Aldones

- You feel an urge to seek out new challenges to expand your ambitions.

Hallowing of the Broken Shield

- You feel an urge to eliminate obstacles that stand between you and your goals.

Hallowing of the Conqueror

- You feel driven to publicly defeat any enemy who stands against you.

Hallowing of the Master

- You feel a desire to use others as tools to further your own aspirations.

Hallowing of the Navigator

- You feel driven to ignore anyone who tries to dissuade you from pursuing your goals.

Hallowing of the Visionary

- You feel a desire to recruit allies and gather support from others.

Hallowing of the Patron

- You feel driven to silence naysayers; those who tell others they cannot achieve must be confronted.

Further Reading

- Auras

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

- Additional Information

- Religious skills

- The Way

- Imperial Synod

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Auras_of_Ambition&oldid=45931"

Auras of Courage

There is no such thing as a courageous plan general, only a foolish one. Only that which bleeds can show Courage. Men and women bleed, a plan does not. You on the other hand? If this plan fails, we will take some satisfaction in seeing the colour of your Courage.

Empress Varkula, the Undying

Contents

- 1 Overview

- 2 Anointing

- 2.1 The Light of Courage

- 2.2 The Purity of Courage

- 2.3 The Proof of Courage

- 2.4 The Trial of Courage

- 3 Consecration

- 3.1 The Sticking Place

- 4 Dedication

- 4.1 Dreams of Courage

- 5 Hallow

- 5.1 Hallowing of Permion

- 5.2 Hallowing of Irontooth

- 5.3 Hallowing of Inga Tarn

- 5.4 Hallowing of Brass

- 5.5 Hallowing of the Bard

- 5.6 The Hallowing of Isaella's Resolve

- 5.7 The Hallowing of Ashwine's Rose

- 5.8 The Hallowing of the Cataphract

- 6 Further Reading

Overview

An aura is a persistent spiritual effect on a person, location or item. The auras listed here are created by priests dedicated to the virtue of Courage who use the relevant ceremonial skill. A character who is dedicated to Courage must pick one of the following auras when they perform the relevant ceremony. A priest of the Way may also use the Dreams of Courage when they use the dedication ceremony to provide a pilgrim with a visionary dream.

The names used for each aura are simply the most common ones used in the Empire. For example, the Light of Courage is called The Flame of Courage by both Urizen illuminates and Freeborn sutannir, while a League writer might refer to it as The Beacon of Truth. This is especially true with those auras that are named after paragons and exemplars; all these auras would have had different names before the exceptional individual they are named for was recognised by the Synod. The Hallowing of Inga Tarn for example was commonly called the Hallowing of the Warden before her recognition as an Exemplar of Courage (and still is in some parts of Varushka).

Study of these auras helped the founders of the Way to create the Path of Courage. Some lay persons assume that the Imperial Synod created these auras in some fashion to encourage adherence to orthodoxy, but according to theological scholars the situation is the other way around. The auras came first, then the tenets of the Path of Courage.

Anointing

Anointing involves a short ceremony to create a personal aura on a mortal being. Anointing always requires the consent of the subject.

The Light of Courage

- You feel empowered to speak out. The more unwelcome the truth is, the more important it is to face it.

Description: Most Priests of Courage stress that the virtue is about much more than just bravery in battle, that Courage has a vital role to play in the Empire not just on the battlefield. The virtuous are encouraged to face unwelcome truths as boldly as any barbarian charge. This aura encourages pilgrims to find the strength to speak out, so that others can find their Courage. It is popular with priests and pilgrims who find the need to make a public address in one of the political houses of the Empire, and especially with those who follow the example of Gilda Ashwine.

The Purity of Courage

- Any uncertainty about your chosen path falls away. Fears and doubts - whether your own or those of other people - do not move you.

Description: Fear and doubt are the natural enemies of the pilgrim on the path of Courage. Priests use this aura to help pilgrims strengthen themselves against these forces, and live their lives by the teaching that states "do not fear to act; only be shamed by inaction".

The Proof of Courage

- You feel an urge to face the challenge you named when anointed, no matter the dangers. Reasons for inaction or delay increasingly feel like cowardice.

Description: This common aura allows a priest of Courage to gird the pilgrim's soul, helping them find the strength to face a particularly dangerous task. It is popular with priests and pilgrims alike, for it fulfills the common understanding of Courage - the spiritual strength to face danger. Like similar auras for other virtues, some have pointed to the potential abuses of this aura in driving others to act in potentially life-threatening ways, even though it can only ever used with the full consent of the recipient.

The Trial of Courage

- You feel an urge to seek new solutions to problems that you have failed to overcome. Where you have failed before, this time you feel sure you can succeed.

Description: Nothing is more dangerous than defeat; failure saps the confidence of any pilgrim, making them doubt themselves and their abilities. This aura helps pilgrims who have experienced a setback, strengthening their resolve to try again. However it is also helpful for pilgrims who have not yet made the attempt but are faced with a challenge that seems insurmountable. An essential part of Courage is the self-confidence to believe that you will be able to find a way to triumph, no matter how difficult or intimidating the task appears.

Consecration

Consecration is the ceremony used to create an aura on a clearly defined location. There is only one aura for each virtue, and all priests create the same one when they use this skill.

The Sticking Place

- You have a profound sense of conviction, an urge to do what you believe is right. You feel certain that you can change the world.

Description: This powerful aura of Courage fills those who experience it with a powerful drive to pursue a course of action they believe to be true.It boosts confidence helping those who feel that the obstacles in their path may be insurmountable.

The craven die every day, the brave but once.

Marcher Proverb

Dedication

Dedication is the ceremony used to link a pilgrim's soul to the virtue. It can also be used to create vivid oracular dreams.

Dreams of Courage

- The next time you sleep you experience a vivid dream concerning the things you are afraid of. Your dream will often show you confronting these fears, and may force you to face unwelcome truths and self-deception. Sometimes your vision will show you new enemies, forces that seem threatening even through they are not things you have encountered before. Often the dream will include you doing battle with the things you fear or may include elements that inspire you, either symbolically or directly.

Hallow

Hallow is used to create an aura on an item, such as a weapon, implement, shield or suit of armour. It is not possible to use hallow to create an aura on large immobile objects. Hallows do not provide a source of supernatural strength, but are durable and can last for a year (or potentially forever in the case of an artefact hallowed with true liao).

Hallowing of Permion

- Your fear of death is greatly diminished. If you are terminal or dying you may roleplay stoic acceptance.

Hallowing of Irontooth

- You feel driven to expose cowardice and corruption regardless of consequences.

Hallowing of Inga Tarn

- You feel an urge to confront and defeat dangers that threaten the innocent.

Hallowing of Brass

- You feel an urge to openly practice your beliefs regardless of consequences.

Hallowing of the Bard

- You feel driven to encourage others to act and stop them succumbing to doubt.

The Hallowing of Isaella's Resolve

- You feel a urge to do what you know to be right regardless of consequences.

The Hallowing of Ashwine's Rose

- You are filled with certainty - attempts to dissuade you are unlikely to succeed.

The Hallowing of the Cataphract

- You feel driven to challenge the overcautious and confront those who throw up reasons for the righteous to doubt themselves.

Further Reading

- Auras

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

- Additional Information

- Religious skills

- The Way

- Imperial Synod

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Auras_of_Courage&oldid=46273"

Auras of Loyalty

Don't ask how far are they prepared to go. Ask what are they prepared to go all the way for.

Quellcrist Falconer, Poet

Contents

- 1 Overview

- 2 Anointing

- 2.1 The Proof of Loyalty

- 2.2 The Bonds of Loyalty

- 2.3 The Seeds of Loyalty

- 2.4 The Eyes of Loyalty

- 3 Consecration

- 3.1 A Peerless Kinship

- 4 Dedication

- 4.1 Dreams of Loyalty

- 5 Hallow

- 5.1 Hallowing of the Steward

- 5.2 Hallowing of the Banner

- 5.3 Hallowing of Bolstering Bill

- 5.4 Hallowing of the Silverlark's Tears

- 5.5 Hallowing of the Token

- 5.6 Hallowing of the Marked's Oath

- 5.7 Hallowing of the Favour

- 6 Further Reading

Overview

An aura is a persistent spiritual effect on a person, location or item. The auras listed here are created by priests dedicated to the virtue of Loyalty who use the relevant ceremonial skill. A character who is dedicated to Loyalty must pick one of the following auras when they perform the relevant ceremony. A priest of the Way may also use the Dreams of Loyalty when they use the dedication ceremony to provide a pilgrim with a visionary dream.

The names used for each aura are simply the most common ones used in the Empire. For example, the Eyes of Loyalty may be called The Oath of the Hall by a Winterfolk warrior. This is especially true with those auras that are named after paragons and exemplars; all these auras would have had different names before the exceptional individual they are named for was recognised by the Synod. The Hallowing of Bolstering Bill for example was commonly called the Hallowing of True Devotion before Bill's recognition as an exemplar of Loyalty.

Study of these auras helped the founders of the Way to create the Path of Loyalty. Some lay persons assume that the Imperial Synod created these auras in some fashion to encourage adherence to orthodoxy, but according to theological scholars the situation is the other way around. The auras came first, then the tenets of the Path of Loyalty.

Anointing

Anointing involves a short ceremony to create a personal aura on a mortal being. Anointing always requires the consent of the subject.

The Proof of Loyalty

- You feel an impulse to defend those you care most about. An attack on them feels like an attack on you personally.

Description: A key facet of Loyalty is the idea of shared burdens and shared dangers. One of the great tests of the virtue comes when the subject of a pilgrim's fealty is threatened or attacked. This aura is used to bolster the strength of pilgrims to help them find the fortitude to defend the things they care about, and not just from physical threats; the anointing also inspires the recipient to defend against political or verbal attacks.

This aura has also been used by those facing a difficult decision in ensuring that Loyalty informs the choices they make. There are even a few folk tales where a wily priest has used this aura to trick people into revealing their true loyalties.

The Bonds of Loyalty

- You feel an urge to keep faith with those you are loyal to, whatever it takes. It is easy to ignore qualms caused by actions you take on their behalf.

Description: Loyalty is easy to find when the path ahead is clear and free from danger. It is much harder for a citizen to remain virtuous when the demands of Loyalty are onerous. This aura is often used to help citizens and pilgrims prepare themselves for a coming time of trial, or when confronted by a difficult decision. Some pilgrims use this anointing to stir them into action on behalf of those they are loyal to, but who know this will be to their own detriment or harm. According to some priests, the Navarr thorn Isaella was anointed with this aura shortly before her fateful encounter with Emperor Nicovar.

The Seeds of Loyalty

- You feel an urge to aid the person or group you declared your loyalty to when anointed. You feel each of their triumphs and defeats as if they were your own.

Description: Some priests question the proper use of this anointing, worried that it can be misused to attempt to make someone serve a person or cause. The aura remains popular, however, and those who favour it point out that it can only be used with the consent of the target. It is sometimes used when a supplicant wishes to make a public demonstration of fealty or where they wish to shore up their commitment before facing a great danger.

The Eyes of Loyalty

- You feel an urge to support those you are loyal to no matter the cost. You find it easy to accept any action they take in pursuit of their goals.

Description: One of the hardest trials of the path of Loyalty is when the person, or persons, who are the subject of that devotion err, falter, or compromise. Standing by, or following, one who has given you unwelcome cause for doubt is where many pilgrims have strayed from the path. Priests of Loyalty have been able to use this anointing to help bolster a pilgrim's commitment and dedication to another. This has also proven beneficial in helping citizens to forgive one another and approach reconciliation, or at least be forward looking rather than dwelling on the past.

Pride in small things, loyalty to great ones.

Marcher Proverb

Consecration

Consecration is the ceremony used to create an aura on a clearly defined location. There is only one aura for each virtue, and all priests create the same one when they use this skill.

A Peerless Kinship

- You have a profound sense that service to a person or cause is truly worthy. Nothing extraordinary is achieved without sacrifice.

Description: This powerful aura of Loyalty fills those who experience it with a deep sense of the significance of a life dedicated to a person or cause. Those who experience it feel a sense of the essential nobility of devoting themselves to the purpose that commands their devotion above all others. With this comes an understanding that Loyalty may require the pilgrim to make great sacrifices for the virtue demands commitment to something other than yourself.

Dedication

Dedication is the ceremony used to link a pilgrim's soul to the virtue. It can also be used to create vivid oracular dreams.

Dreams of Loyalty

- The next time you sleep you experience a vivid dream concerning the people and ideals that matter most to you. The vision will often show you how your loyalty upholds and exalts them, reminding you of how these people depend on you. Sometimes you will dream of individuals or causes with whom you feel no affiliation at present, though in your dream it is clear that they need your aid. Often the dream will show you the fate that will befall those you fail to support.

Hallow

Hallow is used to create an aura on an item, such as a weapon, implement, shield or suit of armour. It is not possible to use hallow to create an aura on large immobile objects. Hallows do not provide a source of supernatural strength, but are durable and can last for a year (or potentially forever in the case of an artefact hallowed with true liao).

Hallowing of the Steward

- You feel a desire to serve your cause without concern for your own reward.

Hallowing of the Banner

- You feel an urge to challenge detractors who criticise the object of your loyalty.

Hallowing of Bolstering Bill

- You feel driven to protect those you love from all harm regardless of the cost to yourself or others.

Hallowing of the Silverlark's Tears

- You feel an urge to conceal your devotion from others, even the object of your loyalty.

Hallowing of the Token

- You feel ready to risk anything in support of the allegiance this token represents.

Hallowing of the Marked's Oath

- You feel a desire to recruit others to the service of your chosen cause or patron.

Hallowing of the Favour

- You feel driven to advance your patron's interests by any means, especially if they gave you this item.

Further Reading

- Auras

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

- Additional Information

- Religious skills

- The Way

- Imperial Synod

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Auras_of_Loyalty&oldid=50446"

Auras of Pride

Of all those who have sat the Throne she may well have been the greatest. She was not named for the golden charge on her banner but because she outshone the sun.

Eddard of House Cassilon, Legend of the Golden Throne

Contents

- 1 Overview

- 2 Anointing

- 2.1 The Affirmation of Pride

- 2.2 The Experience of Pride

- 2.3 The Wellspring of Pride

- 2.4 The Strength of Pride

- 3 Consecration

- 3.1 Partner of Greatness

- 4 Dedication

- 4.1 Dreams of Pride

- 5 Hallow

- 5.1 Hallowing of Lepidus

- 5.2 Hallowing of Richilde

- 5.3 Hallowing of the Inquisitor

- 5.4 Hallowing of the Conqueror

- 5.5 Hallowing of the Diplomat

- 5.6 Hallowing of the Advocate

- 5.7 Hallowing of The Throne

- 5.8 Hallowing of the Cicisbeo

- 6 Further Reading

Overview

An aura is a persistent spiritual effect on a person, location or item. The auras listed here are created by priests dedicated to the virtue of Pride who use the relevant ceremonial skill. A character who is dedicated to Pride must pick one of the following auras when they perform the relevant ceremony. A priest of the Way may also use the Dreams of Pride when they use the dedication ceremony to provide a pilgrim with a visionary dream.

The names used for each aura are simply the most common ones used in the Empire. For example, the Wellspring of Pride may be called The Glass Wheel by a Freeborn corsair. This is especially true with those auras that are named after paragons and exemplars; all these auras would have had different names before the exceptional individual they are named for was recognised by the Synod. The Hallowing of Richilde for example was commonly called the Hallowing of the Nightingale before the Empress' recognition as a paragon of Pride.

Study of these auras helped the founders of the Way to create the Path of Pride. Some lay persons assume that the Imperial Synod created these auras in some fashion to encourage adherence to orthodoxy, but according to theological scholars the situation is the other way around. The auras came first, then the tenets of the Path of Pride.

Anointing

Anointing involves a short ceremony to create a personal aura on a mortal being. Anointing always requires the consent of the subject.

The Affirmation of Pride

- You feel a keen awareness of self-worth, and of the worth of other people. You find it difficult to tolerate disrespect, rudeness, or insults.

Description: The path of Pride is not about airs and graces, but pilgrims who embody Pride expect to be treated with courtesy and respect. Crucially the path teaches that the virtuous inspire others, they do not demean them. Those who benefit from this aura feel driven to help those around them find Pride in who they are and what they do and to defend those who seek to belittle or tear down their fellow citizens.

The Experience of Pride

- When anointed you were asked to name a personal quality which you are proud of. You feel an urge to exemplify that quality in everything you do.

Description: This anointing can be used to help pilgrims experience the benefits of Pride, allowing them to focus on a source of the virtue within themselves. However it is also invaluable for encouraging pilgrims to embody Pride in their actions. The Way teaches that Virtue is about action not words; Pride is not about vainglorious or egotistical boasting. It is about acting in ways that make you and others proud.

The Wellspring of Pride

- You feel an urge to embody the culture and customs of your home. Abandoning your traditions or compromising on your peoples' beliefs feels shameful.

Description: The path of Pride stretches in both directions and pilgrims are often required to reflect on where they have come from, as well as where they are going to. This anointing emphasizes tradition, encouraging the pilgrim to embrace their past and defend the values of their home. It is popular across the Empire, especially among those who seek help in staying firm in defence of their traditional values in the face of calls for compromise or sacrifice. It is invaluable for helping Imperial citizens resist pressure to abandon their cultural traditions. This anointing is also called The Touch of Kethry, in recognition of that paragon's achievements in keeping their nation's traditions alive and inspiring others to embrace them.

The Strength of Pride

- You feel an urge to do what you say you will do. Whenever you face a challenge to your commitment, you feel a surge of inner strength.

Description: One of the key teachings of Pride is the importance of commitment. Those who strive to be virtuous must become forthright and resolute. Every pilgrim is different but those who have Pride must be clear what they stand for and they must clearly stand for it. There is no tolerance for the half-hearted, the uncommitted, or the pretender. Finding such strength of purpose is difficult, so this anointing exists to aid pilgrims giving them the strength to remain on the path of Pride by staying true to themselves.

Pride in small things, loyalty to great ones.

Marcher Proverb

Consecration

Consecration is the ceremony used to create an aura on a clearly defined location. There is only one aura for each virtue, and all priests create the same one when they use this skill.

Partner of Greatness

- You feel a profound sense of self-esteem, that who you are and what you do is significant. You are the foundation on which the future will be built.

Description: This powerful aura of Pride fills those who experience it with a deep sense of their own relevance. Every pilgrim finds Pride in different things, but the aura uplifts all of them the same. It reminds them of the profound importance of their actions to the fate of the Empire - and the importance of passing on the things that inspire Pride to future generations.

Dedication

Dedication is the ceremony used to link a pilgrim's soul to the virtue. It can also be used to create vivid oracular dreams.

Dreams of Pride

- The next time you sleep you experience a vivid dream incorporating elements from your past that make you proud. The dream will often show you striving to improve on the achievements of the past, working to make them greater still. Sometimes your dream will show you something new, in the vision you feel proud of this thing even though you may not have experienced it before. Often the dream will involve others you know, working with you to achieve something worthy.

Hallow

Hallow is used to create an aura on an item, such as a weapon, implement, shield or suit of armour. It is not possible to use hallow to create an aura on large immobile objects. Hallows do not provide a source of supernatural strength, but are durable and can last for a year (or potentially forever in the case of an artefact hallowed with true liao).

Hallowing of Lepidus

- You feel an urge to demonstrate your worth, inspiring others to follow your example.

Hallowing of Richilde

- You feel an urge to create art, to fill the world with wonder and exalt the souls of others.

Hallowing of the Inquisitor

- You feel a desire to expose false claims, revealing spurious and empty boasts for what they are.

Hallowing of the Conqueror

- You feel driven to convert others, and feel certain that everyone should embrace your traditions and ideals.

Hallowing of the Diplomat

- You feel driven to treat people with respect. Disrespect by others, even towards your enemies, grates on your nerves.

Hallowing of the Advocate

- You feel driven to refute unwarranted criticism, especially by those who tear down others from bias or self-interest.

Hallowing of The Throne

- You feel an urge to stand by your decisions. You sense instinctively that the choices you have made are the right ones.

Hallowing of the Cicisbeo

- You feel driven to exalt your companions; their confidence and dignity reflects on you.

The Ten Things

It is obviously down to the individual which qualities make them proud, but each of the Imperial nations can be associated with a single common idea that is often referred to as a source of Pride. The Navarr writer Cerin of Winter Trees referred to them as the Nine Things in the early years of the Empire. They were still in use over three hundred years later when the Imperial Orc philosopher Jakaj added her own people to the list during a speech given at the funeral of Emperor Ahraz. Following a recitation of the Nine Things, she appended her own people, and since then the list has been referred to by its current name.

For the Freeborn it is honesty; in Dawn it is glory (of course); in Highguard it is certainty; among the Imperial Orcs it is strength; in the League it is cleverness; in the Marches it is either practicality or stubbornness (depending who you are speaking to); among the Navarr it is sacrifice; in Urizen, excellence; in Varushka the idea of wisdom; and among the Winterfolk heroism.

Further Reading

- Auras

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

- Additional Information

- Religious skills

- The Way

- Imperial Synod

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Auras_of_Pride&oldid=46275"

Auras of Prosperity

We did not build an Empire so that citizens might make it rich, but rather that it might bring them wealth.

Emperor Giovanni the Peacemaker

Contents

- 1 Overview

- 2 Anointing

- 2.1 The Path of Prosperity

- 2.2 The Worth of Prosperity

- 2.3 The Benevolence of Prosperity

- 2.4 The Means of Prosperity

- 3 Consecration

- 3.1 Neither Beg Nor Fear

- 4 Dedication

- 4.1 Dreams of Prosperity

- 5 Hallow

- 5.1 Hallowing of the Little Mother

- 5.2 Hallowing of the Overflowing Cup

- 5.3 Hallowing of the Shepherd

- 5.4 The Hallowing of Good Walder

- 5.5 Hallowing of the Prudent Seneschal

- 5.6 Hallowing of the Lazy Orphan

- 5.7 Hallowing of the Grateful Debtor

- 5.8 Hallowing of Damakhan

- 5.9 Hallowing of the Zemress

- 5.10 Hallowing of Giovanni's Retort

- 6 Further Reading

Overview

An aura is a persistent spiritual effect on a person, location or item. The auras listed here are created by priests dedicated to the virtue of Prosperity who use the relevant ceremonial skill. A character who is dedicated to Prosperity must pick one of the following auras when they perform the relevant ceremony. A priest of the Way may also use the Dreams of Prosperity when they use the dedication ceremony to provide a pilgrim with a visionary dream.

The names used for each aura are simply the most common ones used in the Empire. For example, the Worth of Prosperity is sometimes called The Yeoman's Due by Marcher farmers. This is especially true with those auras that are named after paragons and exemplars; all these auras would have had different names before the exceptional individual they are named for was recognised by the Synod. The Hallowing of Good Walder for example was commonly called the Hallowing of the Sheriff before his recognition as a paragon of Prosperity.

Study of these auras helped the founders of the Way to create the Path of Prosperity. Some lay persons assume that the Imperial Synod created these auras in some fashion to encourage adherence to orthodoxy, but according to theological scholars the situation is the other way around. The auras came first, then the tenets of the Path of Prosperity.

Anointing

Anointing involves a short ceremony to create a personal aura on a mortal being. Anointing always requires the consent of the subject.

The Path of Prosperity

- You feel driven to enjoy the fruits of your hard work. You sense that this is the right time to celebrate your endeavours.

Description: A cold beer or hot meal at the end of the day is much more satisfying if you have spent the day working. The path of Prosperity is arduous, but priests encourage pilgrims to celebrate hard earned achievements without delay. There are always those who try to delay celebration in the belief that wealth must be hoarded for the challenges to come, but the path of Prosperity reminds pilgrims that nobody knows what tomorrow will bring. The virtuous do not postpone their festivities because of war or famine - for doing so undermines the value of hard work.

The Worth of Prosperity

- You feel a desire to ensure you receive the reward your efforts merit. Attempts to persuade you to work for free feel like theft.

Description: A crucial element of Prosperity is the entitlement that derives from honest labour, the right of the prosperous individual to be rewarded for their efforts. While most pilgrims are strong enough to demand what they deserve in good times, when times are hard there are always calls for people to give up their rewards for the greater good. This aura helps pilgrims remember that their Prosperity is virtuous. Appeals to altruism or patriotism are often attempts to persuade a pilgrim to share what they have worked to achieve with those who do not deserve it.

The Benevolence of Prosperity

- You feel an urge to reward those who have contributed to your achievements. It feels just to share your success with those whose efforts deserve it.

Description: This existence of this aura is often used to rebut criticism that Prosperity is selfish. Priests emphasize that the Path of Prosperity is not just about ensuring that you are rightly rewarded for your hard work - but also about ensuring that those who help you are also treated fairly. The aura is also used to refute assertions that prosperity is about giving your money away, pointing out that the aura only encourages the pilgrim to share their success with the deserving, not with everyone.

The anointing is sometimes used to stir those who lack virtue into action, whether they are lazy or miserly, but it is also common for those who have achieved great success to request it, hoping to ensure that triumphs do not cause them to forget those who aided them along the way.

The Means of Prosperity

- You feel an urge to work with others to achieve the goal you named when anointed. You experience a deep satisfaction from committing yourself to this endeavour.

Description: Pilgrims on the path of Prosperity are encouraged to work with others to achieve shared goals. Cooperating with other people to produce rewards everyone can share is virtuous and should bring a deep sense of fulfillment to all involved. Sometimes the pilgrim may commit themselves to an endeavour that will not benefit them immediately, in the knowledge that the virtuous will reciprocate in the future. This aura can help a pilgrim find the motivation to work hard in such circumstances.

Although this aura requires the consent of the recipient, some priests still worry that it could be abused to try to make a pilgrim feel work towards a goal which is not their own.

Easy come, worth less.

Marcher Proverb

Consecration

Consecration is the ceremony used to create an aura on a clearly defined location. There is only one aura for each virtue, and all priests create the same one when they use this skill.

Neither Beg Nor Fear

- You feel a profound sense of fulfillment from all your hard work has achieved. You feel no reward is beyond your reach if you strive for it.

Description: This powerful aura of Prosperity grants a compelling sense of satisfaction at all they have accomplished to those who become aware of it. Even those who feel despondent that recent actions have not been successful will usually find that the aura reminds them of the victories they have gained. Whatever the case, it also brings an uplifting sense of what can be achieved through hard work.

Dedication

Dedication is the ceremony used to link a pilgrim's soul to the virtue. It can also be used to create vivid oracular dreams.

Dreams of Prosperity

- The next time you sleep you experience a vivid dream concerning the rewards you have been working towards. The dream will often show you toiling and succeeding through hard work. Sometimes the vision will show you something new, a challenge that would appear to offer great rewards if successful, though it may not be something you have considered before. The dream will often include people you know, usually working with you to help you achieve your goals, but in some less pleasant visions you may see strangers taking what you have earned from you.

Hallow

Hallow is used to create an aura on an item, such as a weapon, implement, shield or suit of armour. It is not possible to use hallow to create an aura on large immobile objects. Hallows do not provide a source of supernatural strength, but are durable and can last for a year (or potentially forever in the case of an artefact hallowed with true liao).

Hallowing of the Little Mother

- You feel an urge to encourage others to work hard and to help them earn their just rewards.

Hallowing of the Overflowing Cup

- You feel a desire to enjoy the fruits of your labour and celebrate as hard as you have worked.

Hallowing of the Shepherd

- You feel an urge to protect what has been justly earned from the undeserving who would seek to take it.

The Hallowing of Good Walder

- You feel an urge to confront and expose the undeserving who steal from and exploit others.

Hallowing of the Prudent Seneschal

- You feel an urge to secure thrifty deals and to avoid profligacy and waste.

Hallowing of the Lazy Orphan

- You feel driven to expose and punish the lazy, especially those who take without giving.

Hallowing of the Grateful Debtor

- You feel driven to reward others with fair recompense for what they have done for you.

Hallowing of Damakhan

- You feel driven to pursue the work at hand. Other matters increasingly feel like distractions you should ignore.

Hallowing of the Zemress

- You are driven to rebuke the envious; those who condemn the deserving for their prosperity demonstrate their unworthiness.

Hallowing of Giovanni's Retort

- You are driven to defend prosperity and expose the self interest of those who take the just rewards of others.

Commentary: The idea that hard work should be its own reward, or that people should be denied their just rewards in the name of some spurious "greater good", deny Prosperity. The Prosperous may choose to share the rewards of their hard work with the deserving, but they should never be coerced into doing so. Altruism - the idea that someone should do something without expectation or reward, or give away their skills or possessions - can be seen as little more than theft.

Further Reading

- Auras

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

- Additional Information

- Religious skills

- The Way

- Imperial Synod

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Auras_of_Prosperity&oldid=46276"

Auras of Vigilance

A soul warned is half saved.

Marcher Proverb

Contents

- 1 Overview

- 2 Anointing

- 2.1 The Demands of Vigilance

- 2.2 The Price of Vigilance

- 2.3 The Merits of Vigilance

- 2.4 The Preparations of Vigilance

- 3 Consecration

- 3.1 In Deepest Consequence

- 4 Dedication

- 4.1 Dreams of Vigilance

- 5 Hallow

- 5.1 Hallowing of the Torch

- 5.2 Hallowing of the Bell

- 5.3 Hallowing of the Scale

- 5.4 Hallowing of the Scout

- 5.5 Hallowing of the Archivist

- 5.6 Hallowing of the Unconquered

- 5.7 Hallowing of the Arbiter

- 5.8 Hallowing of the Sentinel

- 6 Further Reading

Overview

An aura is a persistent spiritual effect on a person, location or item. The auras listed here are created by priests dedicated to the virtue of Vigilance who use the relevant ceremonial skill. A character who is dedicated to Vigilance must pick one of the following auras when they perform the relevant ceremony. A priest of the Way may also use the Dreams of Vigilance when they use the dedication ceremony to provide a pilgrim with a visionary dream.

The names used for each aura are simply the most common ones used in the Empire. For example, the Preparations of Vigilance may be called Gathering the Spears by a Navarr guide.

Study of these auras helped the founders of the Way to create the Path of Vigilance. Some lay persons assume that the Imperial Synod created these auras in some fashion to encourage adherence to orthodoxy, but according to theological scholars the situation is the other way around. The auras came first, then the tenets of the Path of Vigilance.

Anointing

Anointing involves a short ceremony to create a personal aura on a mortal being. Anointing always requires the consent of the subject.

The Demands of Vigilance

- You feel an urge to probe the claims, motives, and actions of others. Refusal to cooperate inspires feelings of suspicion.

Description: This is an anointing favoured by inquisitors, Illuminates and other priests who desire to get to the truth behind deception and dissembling. It is less popular with citizens who have had their privacy invaded as a result, though the innocent have nothing to fear from the Vigilant. Priests of Vigilance have also used this to help citizens question assumptions, and whether individuals or groups are actually worthy of their loyalty.

The Price of Vigilance

- You feel an urge to end the threat you named when anointed. Morals and scruples feel like distractions that will prevent you from taking action.

Description: The threats that beset the Empire are wily and cunning, and few will ever provide absolute proof or solid evidence of their intentions before it is too late. Yet doubts about the consequences of acting, or feeling that there is insufficient information, can bedevil the pilgrims of Vigilance and discourage them from doing what must be done. Priests use this anointing to ready the virtuous and strengthen them to act with confidence and certainty. This anointing is popular in empowering priests and pilgrims to overcome other effects that cloud the mind, including malign auras.

The Merits of Vigilance

- You feel driven seek the source of a threat. You feel an urge to work with those who share your certainty and bypass those who procrastinate.

Description: This aura encourages pilgrims to try to address the source of the dangers that threaten them, rather than directing their efforts against the most visible or immediate threat. The Vigilant understand the importance of rooting out a threat to ensure that it is completely destroyed. This aura is popular with some Urizen priests who draw parallels with the Net of the Heavens, arguing that the aura drives pilgrims to find the pivotal node, the most effective point to act against the danger.

The Preparations of Vigilance

- You feel a need to prepare for the threats that are to come. You feel an urge to call out the complacency of those who are blind to the dangers.

Description: Many priests of the Path of Vigilance use this anointing as a call to arms, especially for those who they feel have become complacent and are unready for the dangers that may come. Other Vigilant groups or sects may use this anointing more regularly to encourage regular drilling and practicing of skills.

You don't own it unless you can defend it.

Marcher Proverb

Consecration

Consecration is the ceremony used to create an aura on a clearly defined location. There is only one aura for each virtue, and all priests create the same one when they use this skill.

In Deepest Consequence

- You feel a profound desire to protect the things you truly care for. You know your decisions are crucial to ensure their safety.

Description: This powerful aura of Vigilance fills those who experience it with a passion to protect the things they care most about. Although it can be an unsettling aura, it gives pilgrims an unshakable sense of the significance of their own role in averting danger. It is often used to create places of contemplation, a place for pilgrims to be reminded of the importance of Vigilance when making difficult judgements.

Dedication

Dedication is the ceremony used to link a pilgrim's soul to the virtue. It can also be used to create vivid oracular dreams.

Dreams of Vigilance

- The next time you sleep you experience a vivid dream concerning known threats and likely dangers. The dream will often show ways in which you might take action to confront and defeat them. Sometimes the dream will show you a new threat, it appears ominous and foreboding in the vision even if you have not encountered it before. The dream will often include symbolic elements that seem to provide some hint of the source of the dangers that threaten you.

Hallow

Hallow is used to create an aura on an item, such as a weapon, implement, shield or suit of armour. It is not possible to use hallow to create an aura on large immobile objects. Hallows do not provide a source of supernatural strength, but are durable and can last for a year (or potentially forever in the case of an artefact hallowed with true liao).

Hallowing of the Torch

- You feel an urge to root out and expose corruption among the powerful.

Hallowing of the Bell

- You feel an urge to rouse others to deal with a threat or danger you have identified.

Hallowing of the Scale

- You feel driven to uphold the law to ensure the innocent are protected.

Hallowing of the Scout

- You feel driven to investigate danger to find the source of the threat.

Hallowing of the Archivist

- You feel an urge to decipher secrets and unravel mysteries to identify hidden threats.

Hallowing of the Unconquered

- You feel an urge to act decisively to eliminate potential dangers before they can threaten you.

Hallowing of the Arbiter

- You feel an urge to simplify complex situations; ultimately everything significant is either a threat or something to protect.

Hallowing of the Sentinel

- You feel an urge to take strategic actions to defend your homeland.

Commentary: Strategic actions often include things such as raising armies, building fortifications, creating large-scale enchantments and curses, hiring mercenaries, encouraging generals to remain wary for unexpected threats, and similar actions.

Further Reading

- Auras

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

- Additional Information

- Religious skills

- The Way

- Imperial Synod

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Auras_of_Vigilance&oldid=54091"

Auras of Wisdom

We can gain a lifetime of knowledge, yet never see the wisdom in it.

Avigliana di Sarvos

Contents

- 1 Overview

- 2 Anointing

- 2.1 The Worth of Wisdom

- 2.2 The Focus of Wisdom

- 2.3 The Clarity of Wisdom

- 2.4 The Challenge of Wisdom

- 3 Consecration

- 3.1 Dagger of the Mind

- 4 Dedication

- 4.1 Dreams of Wisdom

- 5 Hallow

- 5.1 Hallowing of the Questor

- 5.2 Hallowing of the Strategist

- 5.3 Hallowing of Chastisement

- 5.4 Hallowing of the Volhov

- 5.5 Hallowing of the Stormcrow

- 5.6 Hallowing of the Magistrate

- 5.7 Hallowing of Avigliana

- 6 Further Reading

Overview

An aura is a persistent spiritual effect on a person, location or item. The auras listed here are created by priests dedicated to the virtue of Wisdom who use the relevant ceremonial skill. A character who is dedicated to Wisdom must pick one of the following auras when they perform the relevant ceremony. A priest of the Way may also use the Dreams of Wisdom when they use the dedication ceremony to provide a pilgrim with a visionary dream.

The names used for each aura are simply the most common ones used in the Empire. For example, the Worth of Wisdom may be called The Fork in the Road by a Varushkan wise one. This is especially true with those auras that are named after paragons and exemplars; all these auras would have had different names before the exceptional individual they are named for was recognised by the Synod. The Hallowing of Avigliana for example was commonly called the Hallow of the Messenger before Avigliana's recognition as an exemplar of Wisdom.

Study of these auras helped the founders of the Way to create the Path of Wisdom. Some lay persons assume that the Imperial Synod created these auras in some fashion to encourage adherence to orthodoxy, but according to theological scholars the situation is the other way around. The auras came first, then the tenets of the Path of Wisdom.

Anointing

Anointing involves a short ceremony to create a personal aura on a mortal being. Anointing always requires the consent of the subject.

The Worth of Wisdom

- You feel driven to make a decision and act on it - you are painfully aware that if you do nothing the situation can only get worse.

Description: The Path of Wisdom teaches that "the virtuous apply what they have learned; Wisdom knows all knowledge is incomplete". Priests of the Path of Wisdom are able to use this anointing to stir those who have become mired in contemplation or the acquisition of knowledge to test and apply that knowledge and gain wisdom. This anointing has also been applied to citizens and pilgrims who face difficult decisions, or are hesitating from taking action.

The Focus of Wisdom

- You feel driven to find a practical solution to the problem you named when anointed. Digressions, fanciful suggestions, and unworkable ideas infuriate you.

Description: One of the core axioms of the virtue states that "Wisdom is not always knowing the answer; Wisdom is finding the right question". The virtue is not about accruing ever more information, rather it emphasizes the importance of using the crucial knowledge to apply practical solutions to problems. Priests of Wisdom use this aura to remind pilgrims of the importance of focussing their search for knowledge on the essential facts needed to overcome challenges.

The Clarity of Wisdom

- You feel an urge to express your ideas and opinions clearly and concisely. You find it difficult to tolerate those who ignore the facts.

Description: The pilgrim who follows the Path of Wisdom understands the benefits of sharing facts and understanding with others. As well as enabling others to act wisely, helping others gain insight may be the most effective way to use the knowledge the pilgrim has gained. However priests often remind the virtuous to "let every word you speak carry meaning; do not use forty when four will do." Effective communication requires simple, short communication of the essential ideas, not rambling or grandstanding. Priests of Wisdom use this aura to remind pilgrims of these ideas, as well as helping those who struggle to find the confidence to speak out about what they know.

The Challenge of Wisdom

- You feel an urge to test your knowledge, discarding anything that falls short. A good decision depends on good understanding.

Description: Assumptions and inherited knowledge can be dangerous obstacles on the Path of Wisdom. The Path of Wisdom teaches pilgrims to "test what you learn; only fools accept hearsay as truth". The Empire is filled with misinformation and falsehoods, often promulgated by people who have not applied critical reasoning to the things they have been told. Priests of Wisdom use this anointing to encourage pilgrims to examine the things they have heard, to try to separate the wheat from the chaff by identifying what is likely to be true from pure fiction.

Having grey hair doesn't make you wise.

Marcher Proverb

Consecration

Consecration is the ceremony used to create an aura on a clearly defined location. There is only one aura for each virtue, and all priests create the same one when they use this skill.

Dagger of the Mind

- You have a profound sense that nothing is impossible. You feel you can solve any problem if you ask the right question.

Description: This powerful aura of Wisdom fills those who experience it with an uplifting sense that they can overcome any obstacle if they find the right approach. The aura helps pilgrims focus on the challenges they face and inspires them to seek new solutions.

Dedication

Dedication is the ceremony used to link a pilgrim's soul to the virtue. It can also be used to create vivid oracular dreams.

Dreams of Wisdom

- The next time you sleep you experience a vivid dream concerning the problems you are facing. The dream will often show those experiences and moments that revealed information about the challenges you are now facing and sometimes you see yourself acting on that information or seeking out new information. Sometimes the vision will include new problems or mysteries - these seem pressing and important in the dream even if you have never considered them before. The dream will often include individuals you know offering advice or information that helps you in the dream though it is hard to recall the details of what was said or done later.

Hallow

Hallow is used to create an aura on an item, such as a weapon, implement, shield or suit of armour. It is not possible to use hallow to create an aura on large immobile objects. Hallows do not provide a source of supernatural strength, but are durable and can last for a year (or potentially forever in the case of an artefact hallowed with true liao).

Hallowing of the Questor

- You feel an urge to question received wisdom and determine how trustworthy that information is.

Hallowing of the Strategist

- You feel an urge to appreciate the bigger picture. The needs of individuals pale besides the greater good.

Hallowing of Chastisement

- You feel an urge to chastise fools, and those who spread folly or use hindsight to criticize others' wisdom.

Hallowing of the Volhov

- You feel driven to find problems to solve and to ignore anyone who tells you to mind your own business.

Hallowing of the Stormcrow

- You feel an urge to listen to others when they speak about the things they know.

Hallowing of the Magistrate

- You feel a urge to trust your judgement, and act according to the information you have now.

Hallowing of Avigliana

- You feel a desire to spread ideas, sharing your experiences, knowledge, and insights with others.

Further Reading

- Auras

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

- Additional Information

- Religious skills

- The Way

- Imperial Synod

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Auras_of_Wisdom&oldid=46277"

Authorise ambassador to Iron Confederacy

To authorise the Ambassador to the Iron Confederacy to invite the Duke Guiscard of the Iron Confederacy to send his forces into Feroz to deal with the Iron Confederacy rebels, and then immediately withdraw.

Proposed by Feroz, seconded by Upwold.

Overview

- The Ambassador to the Iron Confederacy has been authorized by the Imperial Senate to invite Duke Guiscard of Kalino to send troops into Feroz.

- Passed

Date

- Winter 381YE

Constitution

- The ambassador will still need to invite the Duke to bring his troops to the Empire.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Authorise_ambassador_to_Iron_Confederacy&oldid=64291"

Authorise retraining of The Valiant Pegasus

That an Imperial army should have its quality changed to that of 'physick'

Proposed by Bastion, Seconded by Therunin

Overview

- This motion was to take advantage of the opportunity presented following the celebrations of Empress Lisabetta's coronation which granted the Senate the chance to retrain an Imperial army to have the quality of physick

- The Highborn army, The Valiant Pegasus was nominated

- Passed

Date

- Autumn 380YE

Campaign Outcome

- The Valiant Pegasus has lost its siege training and has received an influx of trained herb masters who are in the process of changing the army's quality

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Authorise_retraining_of_The_Valiant_Pegasus&oldid=50793"

Authorise targets of the Imperial Guerdon I

This motion is currently undergoing scrutiny.

I, Dan Brackensong, Quartermaster General of the Imperial Armies announce that the Imperial Guerdon will apply to the following armies

The Wolves of War

The Fist of the Mountain

The Winter Sun

The Gryphon's Pride

Approved by the Quartermaster General of the Imperial Armies

Overview

- This motion was approved by the Quartermaster General of the Imperial Armies using the legal power to authorise targets of the Imperial Guerdon granted to them by the Senate

Date

- Autumn 380YE

Campaign Outcome

- Owners of military units who support one of announced armies will receive a share of the Imperial Guerdon

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Authorise_targets_of_the_Imperial_Guerdon_I&oldid=47303"

Authorise targets of the Imperial Guerdon II

I, Dan Brackensong, Quartermaster General of the Imperial Armies direct the Guerdon to the following:

Liathaven Spy Network

Black Thorns

Hounds of Glory

Wolves of War

A moment of silence for the dead.

Approved by the Quartermaster General of the Imperial Armies

Overview

- This motion was approved by the Quartermaster General of the Imperial Armies using the legal power to authorise targets of the Imperial Guerdon granted to them by the Senate

Date

- Winter 380YE

Campaign Outcome

- Owners of military units who support one of announced armies will receive a share of the Imperial Guerdon

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Authorise_targets_of_the_Imperial_Guerdon_II&oldid=53301"

Authority

The Senate will assume responsibility for relations with other nations

Imperial Constitution

Contents

- 1 Overview

- 2 Limitations

- 2.1 Cannot be Shared

- 2.2 No Delimitations

- 2.3 Primacy

- 2.4 Ratification

- 2.5 Embassy

- 3 Procedure

- 4 Current Titles with Authority

- 5 Further Reading

- 5.1 Core Brief

- 5.2 Additional Information

Overview

The power to oversee relations with other nations is vested in the Imperial Senate not The Throne as many foreigners assume. As with many of their powers, it is possible for the Senate to choose to create an Imperial title that can wield their authority on their behalf.

The authority to negotiate with foreign powers is constrained by a number of important limitations.

Limitations

Cannot be Shared

The civil service will direct representatives and citizens of the foreign power to whichever title or body has been granted authority to represent the Empire. The power of authority cannot be vested in multiple titles or bodies; it must be absolutely unambiguous who holds authority.

The default situation is that authority for all foreign relations is vested in the Senate. If the Empire creates an Imperial title that has authority, such as by creating an ambassador, then the Senate is considered to have appointed the title holder to negotiate on their behalf. Authority is then vested in that title holder instead of the Senate.

If the Senate passes a second motion to create a title with authority for relations with the same nation, then this creates a constitutional impasse. If possible, the Constitutional Court will interpret the motion as implicitly abrogating the previous motion. If that is not viable, they may rule the second motion to be unconstitutional.

No Delimitations

It is not possible for the Senate to create a title with authority that is limited in scope or dominion. An Imperial title either has authority for negotiations with a foreign nation - in which case they may negotiate on any subject they choose - or they do not. It is not possible to limit negotiations to specific subjects such as religion, trade, or magic.

In Spring 377YE, the Senate passed a motion to create ambassadors with several foreign nations but indicated that the scope of their responsibilities was purely to initiate trade in resources. Because of this limitation, it was judged that these positions did not carry any authority and were ceremonial titles only.

Primacy

Once appointed, an ambassador (or any other title with authority) is the sole legally appointed representative of the Empire to the power or nation they have authority for dealing with. They are empowered to handle all negotiations with any representative of the foreign power, without recourse or appeal to any higher power. The Imperial Constitution is explicitly clear that an ambassador appointed by the Senate outranks the Throne as well as the Senate themselves - in matters of diplomacy with the appropriate power. Any citizen that attempts to negotiate on behalf of the Empire in place of an officially appointed ambassador would be breaking Imperial law and be guilty of subverting the agencies of state.

Authority does not include the power to declare war or peace, those powers must be granted separately if the Senate wish their representative to have that right.

In Summer 379YE, the Senate passed a motion to create a Consul, with the power to exercise authority where no other Imperial title existed with that power. The title included responsibilities to coordinate with existing ambassadors. The Constitutional Court issued explicit guidance to make absolutely clear that an ambassador would have primacy in all matters of authority for the nation they dealt with. The Consul has no legal right to direct the ambassadors in their work.

Ratification

Authority gives the right to negotiate on behalf of the Empire, but it does not automatically grant other powers of state, such as commission or the power to declare peace. If an agreement requires a change in the law or a change in the legal status of a barbarian nation then this does not become legally binding until it is ratified via a successful Senate motion.

For example, an ambassador may agree a ceasefire with a barbarian nation - but they cannot legally prohibit an Imperial general from submitting an order to attack the barbarians. That requires a declaration of peace - which must be passed by the Imperial Senate.

Embassy

If the Empire opts to build an embassy then that commission implicitly includes the creation of an Imperial title of ambassador to oversee the structure. It is not possible to build an embassy and not appoint an ambassador with authority to operate it.

An embassy allows the Empire to initiate diplomatic contact with foreign nations to make requests of them. Experience has shown that all attempts to initiate diplomacy with foreign nations without first building an embassy are ineffective.

It is possible for foreign and barbarian powers to make diplomatic requests of the Empire without the Empire creating an embassy. These representations must be handled by the Senate unless the Empire has vested authority in another title or body. At present the Consul has authority to deal with any foreign nation for which no embassy exists.

Procedure

The civil service provide support to allow the ambassador to speak on behalf of the Empire when dealing with foreign dignitaries from the relevant nation. If the visitors are present at the summit and have requested an official audience, then the Senate room is made available for use by the Ambassador at least once. The ambassador is expected to receive guests from the Imperial throne and to decide on who will be present in the chamber during this audience.

Current Titles with Authority

- Asavea - Ambassador to Asavea

- Faraden - Ambassador to Faraden

- Iron Confederacy - Ambassador to the Iron Confederacy

- Jarm - Ambassador to Jarm

- All other barbarian and foreign nations - Imperial Consul

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- Appointments to the Senate

- The Throne

- Master of the Imperial Mint

- Speaker for the Senate

- Conscience of the Senate

- Imperial treasury

- OOC design

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Authority&oldid=52768"

Authorize ambassador to Iron Confederacy

This motion is currently undergoing scrutiny.

to authorise the Ambassador to the Iron Confederacy to invite the Fuke Guiscard of the Iron Confederacy to send his forces into Feroz to deal with the Iron Confederacy rebels, and then immediately withdraw.

Proposed by Feroz, seconded by Upwold.

Overview

- The Ambassador to the Iron Confederacy has been authorized by the Imperial Senate to invite Duke Guiscard of Kalino to send troops into Feroz.

- Passed

Date

- Winter 381YE

Constitution

- The ambassador will still need to invite the Duke to bring his troops to the Empire.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Authorize_ambassador_to_Iron_Confederacy&oldid=62971"

Autumn Realm (Redirected from Autumn)

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Realms

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Autumn Equinox 2013

Contents

- 1 Overview

- 2 Battles

- 2.1 Volunteering

- 3 Site Map

- 4 OOC Camping

- 5 Traders

- 5.1 Battle Ready

- 5.2 Chows Emporium

- 5.3 Coelred Monger

- 5.4 Darkblade

- 5.5 Eldritch

- 5.6 Evenlode Studio

- 5.7 Gem’s Trading Co

- 5.8 Grand Expedition

- 5.9 Having A Larp

- 5.10 Light Armouries

- 5.11 Mandala Studios

- 5.12 Millstream Forge

- 5.13 Romany Robes

- 5.14 Saxon Violence

- 5.15 Skian Mhor

- 5.16 Tallows

- 5.17 Velvet Glove Costumes

- 5.18 Warriors Wardrobe

- 5.19 White Rose Apparel

Overview

This page currently lists all the details that are specific for our fourth Empire event - the Autumn Equinox 2013. There is an additional page with event information which lists arrival and departure times and similar details that are common for all Empire events.

Battles

At the Autumn Equinox we will be running two large battles, one 11:00 Saturday morning and one 11:00 Sunday morning, along with a large number of smaller encounters. The large battles will follow the normal rules for battles; you may only participate in a single battle as your character and you must monster the other battle if you decide to participate in one.

Volunteering

Players are welcome to volunteer to help PD crew the smaller encounters, but are not obliged to do so - anyone who volunteers to help by monstering an encounter will receive a token that enables you to collect a free drink from the bar as thanks.

Site Map

The map shows the layout of the OOC camping fields and the IC area. The grey lines in the in-character field are roads that go through the camps. These roads will be laid out with fencing pins and nylon rope until the start of the event. You must not pitch your tent in the road, the red hats are under instructions to move any tents pitched in the IC roads.

No cars are allowed in the IC camping area at this event - they may only use the road indicated by the grey line that circles around the field. The road will be wide enough for you to pull up and park so that you can unload your vehicle next to your camp. Please unload your camping equipment and then move your vehicle to the car park before putting up your tent to allow other players to unload.

If you have a trailer or a large vehicle such as a minibus then you may drive that on to the field to unload. To do that you must wait at the IC entrance to the field. A member of the PD security team will then escort you vehicle to your camp where you can unload your vehicle. Once you are ready to move your vehicle to the car park you must request a member of the PD team escort your vehicle off the field.

OOC Camping

The OOC camping area will be laid out in lines with fencing pins and nylon rope. The system is designed to separate the tents from the cars so the rope has signs hanging from it which indicates that you should park you car adjacent to the rope and then pitch your tent on the other side of the rope.

Do not pitch your tents in the wide lane between the guide ropes, this lane must be kept free for access.

Traders

The following traders have booked for the event.

Battle Ready

Hand crafted leather goods.

Chows Emporium

Costume, leather gloves, products related to drinking and accessories.

Coelred Monger

Suppliers of replica costume and artefacts.

Darkblade

Leather Stuff.

Eldritch

Weapons and armour.

Evenlode Studio

Evenlode Studio supply a wide range of props and costume. These include all kinds of leather armour and costume, masks suitable for Empire, natural accessories and much much more.

Gem’s Trading Co

Costumes and leatherwork. Fine quality tailored garments and LRP props. Also a wide range of hand made leather items and missile weapons supplied by Arrow Kaster available to order.

Grand Expedition

Costume and jewellery and trips to foreign parts.

Having A Larp

Costume, weapons, armour and LARP accessories.

Light Armouries

Supplier of latex weapons and props.

Mandala Studios

High quality latex prosthetics and masks tailor made for the Empire campaign.

Millstream Forge

Metalwork - located next to Skian Mhor.

Romany Robes

A range of beautiful costume at reasonable prices.

Saxon Violence

A wide range of weapons suitable for Empire.

Skian Mhor

Latex Weapons and props. Costume, armour, leatherwork, chainmail, tents and all types of LRP supplies and essentials.

Tallows

Beautiful weapons and shields that are perfect for Empire.

Velvet Glove Costumes

Costumes, make-up, prosthetics, jewellery with more to come!

Warriors Wardrobe

A wide range of costume made for Empire.

White Rose Apparel

Beautiful armour.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Autumn_Equinox_2013&oldid=22690"

Autumn Equinox 2015

Contents

- 1 Overview

- 2 IC News

- 3 Battles

- 4 Quests

- 5 Site Map

- 6 OOC Camping

- 7 Traders

Overview

This page lists all the details that are specific for the Autumn Equinox 2015. There is an additional page with event information which lists arrival and departure times and similar details that are common for all Empire events.

IC News

Please see the 379YE Autumn Equinox winds of fortune for the latest IC developments known throughout the Empire.

For the Civil Service events set to occur and at what location, please refer to the external link to this civil service timetable

Battles

At the event we will be running two large battles, one Saturday morning and one Sunday morning. The large battles will follow the normal rules for battles; you may only participate in a single battle as your character and you must monster the other battle if you decide to participate in one. The sides for the battles will be chosen by the generals in the Muster of the Imperial Military Council on Friday night.

The fighting begins at 11:00 am - but if you are playing the battle then you will need to muster up before this time and if you are monstering then you need to make your way to the monster area for 10:00 am to give us time to get you into costume, made-up and briefed.

Quests

As before we are asking for player volunteers to give us a few hours to monster some of our larger quests. This allows us us to run much more plot at the event.

To help us organize folk, we've set aside a slot for each nation to volunteer to monster, which are listed below.

Saturday

Time

Nation

14:00

Imperial Orcs

14:30

Varushka & The Brass Coast

15:00

The League

16:00

Navarr

16:30

Wintermark

17:00

Urizen

18:00

The Marches

18:30

Highguard

19:00

Dawn

Monstering during this slot is purely voluntary - but it will help us put on a much better event for everyone. We are tracking the numbers of players who volunteer from each nation on an ongoing basis and using that to create equivalent sized quest opportunities for those nations at the next event. In effect, we'll try and deliver more fights to the nations that volunteer the most - on the assumption that those nations contain the players who want those opportunities the most.

Site Map

The site map is below; there is an exit gate behind the Brass Coast camp that leads onto Burford Lane. We will be operating a one-way system at the event with players who are dropping off IC tents and equipment in this field following the marked road until they reach the gate. Once there they should travel around the site and come back in through the entrance to park in one of the two OOC fields.

The roads will be marked with fencing pins and rope as usual. There is a narrow strip of land around the edge of each field which is deliberately set aside for use by birds and wildlife. This area will be fenced off, as you must make sure that you do not drive or camp there.

The camp coordinators for each camp will have their own layout for their camp, showing where all the tents they know about are to be pitched. If you do not know where you are supposed to be camping, then please speak to them on arrival at your nation's camp.

We are confident that the ground will be much dryer and firmer at this event, but please make sure that you follow the directions provided by the red caps when you arrive on site. No unescorted vehicles are allowed off the roads in the IC camping area. The road will be wide enough for you to pull up and park so that you can unload your vehicle next to your camp. Please unload your camping equipment and then move your vehicle to the car park before putting up your tent to allow other players to unload.

If you have a trailer or a large vehicle filled with heavy kit then you may drive that on to the field to unload. To do that you must wait for a member of the PD security team who will escort you vehicle to your camp where you can unload your vehicle. Once you are ready to move your vehicle to the car park you must request a member of the PD team escort your vehicle off the field.

We have a lot of players booked for this event, so we're trying to organize the parking a little better in advance. If you are not staying on site overnight then please park your car in the far field next to the exit gate. You can enter and leave by that gate as needed. If you are staying on site but do not have any OOC tents, then please park in the marked parking area in the quiet camping field. Anyone who wishes to camp in this field is welcome to do so as normal, provided that they respect the quiet camp designation.

OOC Camping

The OOC camping area will be laid out in lines so that people can pitch their tent next to their car. The gate team will direct you where to park. The section of the OOC camp nearest to the IC area will be set aside for any player with mobility issues as normal. Please ask the gate crew for directions if you are eligible to camp here.

Traders

The following traders have booked for the event.

- As If By Magic Creating custom makes for your delectation.

- Battle Ready Hand crafted leather goods.

- Chows Emporium Costume, leather gloves, products related to drinking and accessories.

- Coelred Monger Suppliers of replica costume and artefacts.

- Das Shoppe Swap shop

- Darkblade Leather Stuff.

- Douggie the Wood Beautiful wooden furniture and props

- Eldritch Weapons and armour.

- Gem’s Trading Co Costumes and leatherwork. Fine quality tailored garments and LRP props. Also a wide range of hand made leather items and missile weapons supplied by Arrow Kaster available to order.

- Having A Larp Costume, weapons, armour and LARP accessories.

- Irregular Props Weapons, shields and mage implements designed especially for Empire.

- Light Armouries Supplier of latex weapons and props.

- Mandala Studios High quality latex prosthetics and masks tailor made for the Empire campaign.

- Millstream Forge Metalwork - located next to Skian Mhor.

- Romany Robes A range of beautiful costume at reasonable prices.

- Saxon ViolenceA wide range of weapons suitable for Empire.

- Skian Mhor Latex Weapons and props. Costume, armour, leatherwork, chainmail, tents and all types of LRP supplies and essentials.

- Tallows Beautiful weapons and shields that are perfect for Empire.

- Twisted Flax

- Velvet Glove Costumes Costumes, make-up, prosthetics, jewellery with more to come!

- Warriors Wardrobe A wide range of costume made for Empire.

- White Rose Apparel Beautiful armour.

- Winterforge Armouries Bespoke LRP weapons, Leather, props and commission work.

- Wanderlust Couture

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Autumn Equinox 2016

Contents

- 1 Overview

- 2 IC News

- 3 Battles

- 3.1 National Weightings - Autumn Equinox 2016

- 4 Grendel Skirmish

- 5 Caterers

- 6 Site Map

- 7 Mobility Camp

- 8 Traders

Overview

This page lists all the details that are specific for the Autumn Equinox 2016. There is an additional page with event information which lists arrival and departure times and similar details that are common for all Empire events.

IC News

Please see the winds of fortune and the winds of war for the latest IC developments known throughout the Empire.

For a list of what official elections are due to take place (and other changes to Current Imperial Titles as they occur during the event) refer to the 380YE Autumn Equinox Imperial elections page

For the official civil service timetable of events occurring throughout the Autumn Equinox, please refer to this [link]

Battles

At the event we will be running two large Jotun battles, one Saturday morning and one Sunday morning. The large battles will follow the normal rules for battles; you may only participate in a single battle as your character and you must monster the other battle if you decide to participate in one. The sides for the battles will be chosen by the generals in the Muster of the Imperial Military Council on Friday night.

The fighting begins at 11:00 am - but if you are playing the battle then you will need to muster up before this time and if you are monstering then you need to make your way to the monster area for 10:00 am to give us time to get you into costume, made-up and briefed.

Both these battles will feature Jotun opponents - if you have any costume that is appropriate for the Jotun please bring that with you when you come to monster.

National Weightings - Autumn Equinox 2016

Nation

Force Weight

Wintermark

21

Navarr

17

Highguard

14

Dawn

13

League

11

Varushka

10

Urizen

7

Marches

6

Imperial Orcs

6

Brass Coast

5

All the nations are much bigger than the numbers listed - the numbers listed reflect the relative numerical strength of the nations not the actual number of fighters who take the field.

Grendel Skirmish

For this event we have decided to try out a new approach to monstering. As a result, rather than advertising a set of times that players could volunteer at - we are asking everyone who is enthusiastic to volunteer to help with some extra monstering to volunteer to play Grendel at 6:00pm on Saturday.

We want to stress that this is a request to people to volunteer - unlike the battles there is absolutely no obligation to volunteer to monster. But our hope is that enough players will volunteer to fight alongside our full time monster crew that we will be able to deliver a great skirmish at this time.

The skirmish is at

- 18:00 Saturday - Grendel

Of course anyone who wants to do some npcing will be welcome at any time - but 6pm Saturday is when we really need people - put the word around! The players will be fighting the Grendel, so if you have any Grendel costume please bring it with you when you come. We expect the slot to last between 60 and 90 minutes at most.

Caterers

- Mhorish

- Right Wok

- Applebys

There will be three caterers at the event, Mhorish will be providing a range of meals which are available from the IC or OOC field. In addition Right Wok will provide take-away dishes and Applebys will provide hot drinks from the catering area near the entrance to the IC field.

Site Map

The site map is opposite; the camp coordinators for each camp will have their own layout for their camp, showing where all the tents they know about are to be pitched. If you do not know where you are supposed to be camping, then please speak to them on arrival at your nation's camp.

Mobility Camp

The area marked with a wheelchair on the out-of-character camp is intended for participants with mobility needs. If you have genuine mobility needs then you can park your car here in the out-of-character camp - but still come and go throughout the event provided you have parked the car near the road. Please discuss with the crew if you have a disability that means you will need to camp here.

There are two disabled toilets at the event, one is part of the showers next to the disabled camp - the other is in the in-character field near Varushka and the Imperial Orcs. In addition there are two more disabled toilets in the shower units 750m away in the quiet camping field, if you are choosing to camp there.

Traders

The following traders have booked for the event.

- Cantrips Handmade, new and used clothing, accessories and jewellery, fabric and trims and IC camp accessories.

- Chows Emporium Costume, leather gloves, products related to drinking and accessories.

- Coelred Monger Suppliers of replica costume and artefacts.

- Darkblade Leather Stuff.

- Das Shoppe New and second hand costume, leatherwork, weapons, props and furniture. Trade ins welcome.

- Eldritch Weapons and armour.

- Gem’s Trading Co Costumes and leatherwork. Fine quality tailored garments and LRP props. Also a wide range of hand made leather items and missile weapons supplied by Arrow Kaster available to order.

- Having A Larp Costume, weapons, armour and LARP accessories.

- Mandala Studios High quality latex prosthetics and masks tailor made for the Empire campaign.

- Skian Mhor Latex Weapons and props. Costume, armour, leatherwork, chainmail, tents and all types of LRP supplies and essentials.

- Tallows Beautiful weapons and shields that are perfect for Empire.

- [www.quiverstock.co.uk Quiverstock] Archery supplies.

- Velvet Glove Costumes Costumes, make-up, prosthetics, jewellery with more to come!

- White Rose Apparel Beautiful armour.

- Winterforge Armouries Bespoke LRP weapons, Leather, props and commission work

- Wanderlust Couture

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Autumn Equinox 2017

Contents

- 1 Overview

- 2 IC News

- 3 Battles

- 4 Site Map

- 5 Mobility Camp

- 6 Traders

Overview

This page lists all the details that are specific for this event. There is an additional page with event information which lists arrival and departure times and similar details that are common for all Empire events.

IC News

Please see the 381YE Autumn Equinox winds of fortune for the latest IC developments known throughout the Empire. An Event schedule that shows timings of IC activities common to all Empire events is also available. A list of what Imperial elections are taking place this event can be found here

Nation

Force Weight

Brass Coast

8

Dawn

16

Highguard

13

Imperial Orcs

6

League

9

Marches

9

Navarr

18

Urizen

8

Varushka

10

Wintermark

24

Battles

At the event we will be running two large battles, one Saturday morning and one Sunday morning. The large battles will follow the normal rules for battles; you may only participate in a single battle as your character and you must monster the other battle if you decide to participate in one. The sides for the battles will be chosen by the generals in the Muster of the Imperial Military Council on Friday night.

The Sentinel Gate opens at 11:00 am - regardless of whether anyone is ready or not! If you are playing then make sure you arrive in plenty of time before this so your weapons can be checked.

If you are monstering then you need to make your way to the monster area between 9:30 and 10:00 am to give us time to get you into costume, made-up and briefed. If you turn up after 10:30 you will be turned away.

We will update this page in the next 24 hours with the force weighting for each nation.

Site Map

The site map is opposite; the camp coordinators for each camp will have their own layout for their camp, showing where all the tents they know about are to be pitched. If you do not know where you are supposed to be camping, then please speak to them on arrival at your nation's camp.

Mobility Camp

The area marked with a wheelchair on the out-of-character camp is intended for participants with mobility needs. We have permission from the land owner for the handful of players with legitimate mobility needs to come and go from this area through the weekend. Please let the crew know if you have a disability that means you will need to camp here.

The nearest disabled toilet is approximately 10 m away in the adjacent hygiene block. There is a second disabled toilet 120 m away in the in-character field near Varushka and the Imperial Orcs.

Traders

The following traders have booked for the event.

- Battle Ready Hand crafted leather goods.

- Cantrips Affordable handmade, new & used costumes, props and accessories.

- Chows Emporium Costume, leather gloves, products related to drinking and accessories.

- Coelred Monger Suppliers of replica costume and artefacts.

- Craeftigan Beautiful weapons and costume that are perfect for Empire.

- Darkblade Leather Stuff.

- Eldritch Weapons and armour.

- Gem’s Trading Co Costumes and leatherwork. Fine quality tailored garments and LRP props. Also a wide range of hand made leather items and missile weapons supplied by Arrow Kaster available to order.

- Hardy & Sweet

- Having A Larp Costume, weapons, armour and LARP accessories.

- Honest Jim's Wandering Shop

- Irregular Props Weapons, shields and mage implements designed especially for Empire.

- Light Armouries Supplier of latex weapons and props.

- Mandala Studios High quality latex prosthetics and masks tailor made for the Empire campaign.

- Millstream Forge Metalwork - located next to Skian Mhor.

- Romany Robes A range of beautiful costume at reasonable prices.

- Skian Mhor Latex Weapons and props. Costume, armour, leatherwork, chainmail, tents and all types of LRP supplies and essentials.

- Velvet Glove Costumes Costumes, make-up, prosthetics, jewellery with more to come!

- White Rose Apparel Beautiful armour.

- Wonderlust Couture - custom made, individual jewellery and costume in various designs.

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Realms (Redirected from Autumn Realm)

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Autumn magic

Contents

- 1 Overview

- 2 Resonance

- 2.1 Prosperity

- 2.2 Trade

- 2.3 Influence

- 2.4 Bands

- 2.5 Binding

- 2.6 Craftsmanship

- 2.7 Travel and Communication

- 3 Dissonance

- 3.1 Personal Strength

- 3.2 Vegetation

- 3.3 Creation

- 3.4 Creativity

- 3.5 Destruction

- 3.6 Healing

- 3.7 Coarseness

- 4 Further Reading

Overview

The magic of Autumn is the magic of influence and prosperity. Where Summer enhances the capabilities of the individual or Winter diminishes those same capabilities, the magic of Autumn spreads outwards from its targets along points of correspondence to affect large areas or large numbers of people. To a degree the magic of Autumn is the magic of scale – it is the ability to bless crops, or to blight them; to reveal mineral deposits or conceal them; to unite people or cause them to become fractious; to aid travel and movement over large distances, or to impede it. Autumn magic is subtle - its most powerful effects often come together due to synchronicity and serendipity. To an outside observer, many Autumn magic effects appear to be entirely natural and coincidental.

The magic of travel is also part of the Autumn purview. Whether it is speeding the movement of a shipping fleet or transporting four hundred warriors over great distance, the rites of Autumn play on the connections between here and there to bridge the gaps in the world. That same magic can be used to confound direction sense – there is a tale of a rite that causes all the pathways through a forest to loop back on themselves, and of an army still trapped somewhere unable to find their way out even through death.

Magic that deals with wealth, prosperity and comfort – or the appearance of the same – is also part of Autumn. It preserves food and drink, it enhances the potency of wine and the flavour of meat, it repairs broken things. Magicians who work extensively with Autumn magic often describe the experience as being mentally taxing, as if they are negotiating with a cunning opponent, persuading it to perform a task for them. Autumn magicians are often seen as arrogant or controlling because they feel they must cultivate an indomitable will if they are to work the most powerful magics.

Autumn magic is the most powerful because it harnesses some of the most potent, subtle forces in creation - not just synchronicity but the ability for mortals to work together to create wonders. Influence and wealth go hand in hand and provide potent tools for shaping the world.

Resonance

Prosperity

Money, wealth, and the comfort that derives from it are all resonant motifs of the Autumn realm. Other realms provide ways to improve the production of resources but few can compete with Autumn and none where the outcome is purely monetary. The Autumn realm has a special love for wealth, especially precious metals of all kinds and magic that deals with the creation of wealth falls squarely within the remit of Autumn.

Examples: Streams of Silver, Rivers of Gold, The Chamber of Pallas, Art of the Deal, The Lure of Distant Shores, Rivers of Gold, Gathering the Harvest, and Gift of the Wily Broker.

Trade

Some claim that Autumn magic's resonance with wealth is really only a consequence of a deeper connection - with the act of trade itself. Autumn rituals that create wealth usually do so by enhancing the trades carried out to produce the wealth, but the very idea of exchanging one good for another is fundamental to the realm of Autumn. Rituals that help satisfy desires and needs through mutual agreements and exchange are most powerful when performed using Autumn magic.

Examples: Ephisis' Scale, Before the Throne of Estavus, Twist of Moebius, Like Water Through Your Fingers and Balanced Scales of Lann.

Influence

Magic that strengthens and empowers influence and authority is strongly resonant in Autumn. Where the Summer realm grants power through prowess and majesty, the Autumn realm prefers a more subtle approach based on enhancing loyalty and command. Interestingly, unlike Summer, Autumn can also weaken central authority, by creating rituals that encourage individual ambition and aid conspiracies and treachery.

Examples: The Conspirator's Cloak, Mantle of the Golden Orator.

Bands

Autumn magic resonates strongly in any ritual that attempts to create magical bonds between members of a band. The Realm claims mastery over all magics that involve allegiance and loyalty, especially where those rituals involve the creation of binding contracts. For the most serious agreements, the Lictors, a powerful Autumn Eternal, can be invoked to ensure that all parties are suitably bound. This resonance covers more than just pacts, however, covering any magic that connects people, through webs of influence, diplomacy, and allegiance.

Examples: Create bond spell, Arcane Mark, Mark of Ownership, Ties that Bind, Scrivener's Bloodmark.

Rituals that bring disparate groups together, binding them to a common cause are resonant with Autumn magic. Magic that works to empower a group, improving coordination, trust and loyalty, enhancing the strengths that flow from cooperation are all favoured by the Realm.

Examples: Shared Mastery of the Magician's Guild, Barked Command of the Iron Serjant, Circle of Gold, Sum of the Parts, Bound by Common Cause

Binding

Autumn magic delights in complex chains and knots that bind things together. The motif of chains made of countless links and ropes woven from innumerable fibres is seen everywhere in the Autumn realm. Skilled magicians can translate this resonance into magic that literally binds the target in place. Rituals and spells that entangle the target, metaphorically or physically, are all possible using Autumn magic.

Example: Stance of the Constricting Scourge, Brazen Claws of the Lictor, Inescapable Chains of Bitter Glass, and the Entangle spell.

Craftsmanship

The Autumn realm claims dominion over the skill of the artisan, the act of turning raw materials into more complex, more useful items. This is especially true of metals, both base metals and precious metals, all of which are strongly favoured by the realm. Although magical items themselves are not of the realms, being made of materials found squarely within the mortal world, magic that marks them, bonds them, and affects them is common in Autumn. The realm resonates with most aspects of craftsmanship and powerful Autumn rituals allow crafters to work in a fraction of the time it would normally take them.

Examples: Hand of the Maker, Mark of Ownership, The Anvil of Estavus, The Blade Bites Back, Smooth Hands Shape the World, Timeless Hammer Rhythm, and Shadow of the Bronze Colossus.

Travel and Communication

The idea of communication is central to the Autumn Realm, but Autumn magic also resonates strongly with anything that empowers the travel needed to support such contact. The very notion of travel, the idea of roads, and the movement of people and ideas is an often overlooked resonance within Autumn.

Example: Call Winged Messenger, and The Ambassadorial Gatekeeper.

Dissonance

Personal Strength

Autumn hates making individuals stronger. It likes to grant influence, not strength or prowess. It despises the heroic warrior king. Where Summer is about doing it yourself or empowering a champion, Autumn is about getting someone else to do it, or empowering a group. This means there are few personal enchantments in Autumn, and those that are tend to be associated with objects (such as Shadow of the Bronze Colossus).

Vegetation

There is very little wild vegetation in the Autumn realm. Even a garden in an Autumn city is likely to be made of cunning replicas created from metal and gems rather than actual trees or plants. There are no forests or sprawling meadows in Autumn; all vegetation in autumn is tamed. There are farms, and well-maintained gardens but most of the terrain is made up of cities and the coiling stone and metal labyrinths that connect them. While Autumn magic can enchant a farm, it is impossible to use Autumn magic to encourage wild growth.

Creation

Autumn magic does not create matter from nothing; the essence of crafting is to modify and combine materials to make something else. Autumn magic could never spin gold out of straw, or conjure a sword out of thin air. It might allow someone to work faster, or with limited tools, but it will never bypass the need to actually make something. Modifying and combining existing things is the way of Autumn.

Creativity

Likewise, autumn is not creative. Inspiration and the kind of imagination that creates a brand new item are much more resonant with Night. There is an essential spark missing from Autumn magic when it comes to making new things. The Eternals of Autumn often make copies of creatures - a copper butterfly or a heart of gold - but really their power lies in manufacture, not innovation. Autumn eternals do not make art, and often fail to appreciate its more ephemeral representations. A gold ring is a solid thing, a display of wealth. A poem is just words put together in an interesting order - it isn't "real".

Destruction

Autumn magic does not destroy. The magic is about accumulating and trading things of value; destroying something valuable is a dreadful crime against the realm and its magic. It may allow a team of wreckers to work with supernatural speed and instinctive co-operation to tear a boat apart quickly and efficiently but the magic itself cannot simply make the boat fall apart into its component pieces. When an Autumn magician wishes to destroy a castle, they must enchant an army to smash it apart with catapults. When it wishes to ruin someone, it encourages chance to turn against you; it doesn't destroy your money.

Healing

Autumn is great for fixing broken objects - the mend spell is very resonant with Autumn. It is useless for fixing broken people - the heal spell is dissonant. Autumn would much rather replace a crippled hand with a cunning steel replica than try to restore the damaged tissues. At its heart, there is something cold and mechanical about Autumn magic that resonates poorly with healing and health. It is almost impossible to directly heal someone with Autumn magic.

Coarseness

Autumn is all about being subtle, it hates booming loud things, fireballs and flashy effects. Autumn moves and influences others, and it does so with finesse. Magic that draws attention to itself creates dissonance - leave earthquakes and walking forests to Summer and Spring. The ideal Autumn magic influences and encourages, it doesn't act directly. Using a tool to overcome a problem is the essence of Autumn, but the paradox is that the magic of Autumn itself is rarely the right tool to use.

Further Reading

- Ritual theory

- Spring magic

- Summer magic

- Autumn magic

- Winter magic

- Day magic

- Night magic

- Spellcasting

- Rituals

- Formulaic Rituals

- Spontaneous Magic

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Category:Autumn Ritual (Redirected from Autumn ritual)

Ritual

Explanation

Magnitude

Arcane Mark

This ritual places an enduring magical mark on the target character which can be perceived only with magical detection. The mark takes the form of the symbol for one of the current conclave orders.

2

Hand of the Maker

Identifies the crafter of an item.

2

Mark of Ownership

Marks a bonded item as owned.

2

Streams of Silver

Adds 24 rings to a business' production during the next season.

2

The Anvil of Estavus

Mends an item.

2

The Blade Bites Back

Grants an extra use to a biting blade that has been used that day.

3

Before the Throne of Estavus

Swaps raw materials for Autumn mana.

4

Ephisis' Scale

Allows trade with the Eternal Ephisis.

4

Shared Mastery of the Magician's Guild

Grants knowledge of a spell known by a member of the coven.

4

The Conspirator's Cloak

Grants an aura of confidence to a character.

4

Ties that Bind

Determines who is bonded to an item.

4

Call Winged Messenger

Sends a magical letter.

6

Mantle of the Golden Orator

Increases a congregation for the next season granting additional 3 Liao and 6 votes in the synod.

7

Art of the Deal

Adds 120 rings to the resources produced by a fleet if it trades during the next season.

8

Chamber of Pallas

Creates roleplay aura of conviviality in location.

8

Scrivener's Bloodmark

Creates a delayed curse between contractees.

8

Stance of the Constricting Scourge

Grants the ability to call entangle with weapon or implement once each day.

8

Twist of Moebius

Allows a coven to perform an extra ritual tomorrow at the cost of a ritual today.

8

Vault of Hoarded Wisdom

Coven can consume mana crystals to restore personal mana.

8

Ambassadorial Gatekeeper

Lets someone accompany a ritualist to the Hall of Worlds.

10

Imurrement of Leaden Chains

Gives a coven a one-use ability to entangle opponents.

10

The Lure of Distant Shores

Enhances resources gained when a fleet takes the trade action over the next season.

10

Rivers of Gold

Adds 180 rings to the production of a business in the next season.

12

Barked Command of the Iron Serjant

Three targets gain partial weapon mastery for a day.

14

Brazen Claws of the Lictor

Grants a magician the ability to repeatedly entangle their opponents.

14

Timeless Hammer Rhythm

Grants an artisan the ability to craft an item overnight.

14

Gathering the Harvest

Replaces Strong Ox, Golden Sun and adds 400 rings to the production of a farm.

15

Gift of the Wily Broker

Adds 1 Liao, 1 of each type of Resource and 1 of each type of herb to production of a business over the next season.

15

Sum of the Parts

Three participants contribute health to a champion

15

Circle of Gold

Five characters can use Stay with Me on each other once a day for a season.

16

Smooth Hands Shape The World

Grants ability to cast mend faster for a season.

19

Shadow of the Bronze Colossus

Grants four ranks of endurance to heavy amour wearer for a day.

21

Balanced Scales of Lann

Increases one realm lore at the cost of Autumn realm lore for a season.

24

Like Water Through Your Fingers

Curses a character to lose three-quarters of all resource production for a year.

30

Inescapable Chains of Bitter Glass

Allows one area-of-effect entangle.

40

Bound by Common Cause

Enhances a campaign army for each military unit attached to it.

80

Brotherhood of Tian

This ritual targets an army, the general of which must be present throughout the casting. Whenever the target army benefits from natural resupply, it recovers an additional 250 fighting strength. This enchantment operates by improving the target army's logistics, and lasts until the start of the next Profound Decisions Empire event

120

Pages in category "Autumn Ritual"

The following 37 pages are in this category, out of 37 total.

A

- Ambassadorial Gatekeeper

- Arcane Mark

- Art of the Deal

B

- Balanced Scales of Lann

- Barked Command of the Iron Serjant

- Before the Throne of Estavus

- Bound by Common Cause

- Brazen Claws of the Lictor

- Brotherhood of Tian

C

- Call Winged Messenger

- Chamber of Pallas

- Circle of Gold

E

- Ephisis' Scale

G

- Gathering the Harvest

- Gift of the Wily Broker

H

- Hand of the Maker

I

- Imurrement of Leaden Chains

- Inescapable Chains of Bitter Glass

L

- Like Water Through Your Fingers

M

- Mantle of the Golden Orator

- Mark of Ownership

R

- Rivers of Gold

S

- Scrivener's Bloodmark

- Shadow of the Bronze Colossus

- Shared Mastery of the Magician's Guild

- Smooth Hands Shape the World

S cont.

- Stance of the Constricting Scourge

- Streams of Silver

- Sum of the Parts

T

- The Anvil of Estavus

- The Blade Bites Back

- The Conspirator's Cloak

- The Lure of Distant Shores

- Ties that Bind

- Timeless Hammer Rhythm

- Twist of Moebius

V

- Vault of Hoarded Wisdom

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Autumn rituals

Ritual

Explanation

Magnitude

Arcane Mark

Marks a magician as a member of an order.

2

Hand of the Maker

Identifies the crafter of an item.

2

Mark of Ownership

Marks a bonded item as owned.

2

Streams of Silver

Adds 24 rings to a business' production during the next season.

2

The Anvil of Estavus

Mends an item.

2

Shared Mastery of the Magician's Guild

Grants knowledge of a spell known by a member of the coven.

3

The Blade Bites Back

Grants an extra use to a biting blade that has been used that day.

3

Before the Throne of Estavus

Swaps raw materials for Autumn mana.

4

Ephisis' Scale

Allows trade with the Eternal Ephisis.

4

The Conspirator's Cloak

Grants an aura of confidence to a character.

4

Ties that Bind

Determines who is bonded to an item.

4

Call Winged Messenger

Sends a magical letter.

6

Mantle of the Golden Orator

Increases a congregation for the next season granting additional 3 Liao and 6 votes in the synod.

7

The Ambassadorial Gatekeeper

Lets someone accompany the caster to the Hall of Worlds.

7

Art of the Deal

Adds 120 rings to the resources produced by a fleet if it trades during the next season.

8

Scrivener's Bloodmark

Creates a delayed curse between contractees.

8

The Chamber of Pallas

Creates roleplay aura of conviviality in location.

8

Twist of Moebius

Allows a coven to perform an extra ritual tomorrow at the cost of a ritual today.

8

Vault of Hoarded Wisdom

Coven can consume mana crystals to restore personal mana.

8

Barked Command of the Iron Serjant

Three targets gain partial weapon mastery for a day.

9

Circle of Gold

Five characters gain a one-use Stay with Me they can use on each other.

9

Imurrement of Leaden Chains

Gives a coven a one-use ability to entangle opponents.

10

Smooth Hands Shape the World

Grants ability to cast mend faster for a season.

10

The Lure of Distant Shores

Enhances resources gained when a fleet takes the trade action over the next season.

10

Stance of the Constricting Scourge

Grants a one-use ability to call entangle with weapon or implement.

11

Rivers of Gold

Adds 180 rings to the production of a business in the next season.

12

Timeless Hammer Rhythm

Grants an artisan the ability to craft an item overnight.

14

Gathering the Harvest

Replaces Strong Ox, Golden Sun and adds 400 rings to the production of a farm.

15

Gift of the Wily Broker

Adds 1 Liao, 1 of each type of Resource and 1 of each type of herb to production of a business over the next season.

15

Sum of the Parts

Three participants contribute health to a champion.

15

Braying Horns of War

Allows a banner to join battles or skirmishes separate to its nation for a season.

20

Brazen Claws of the Lictor

Grants ability to call entangle with an implement three times over a day.

22

Balanced Scales of Lann

Increases one realm lore at the cost of Autumn realm lore for a season.

24

Shadow of the Bronze Colossus

Grants four ranks of endurance to heavy amour wearer for a day.

24

Like Water Through Your Fingers

Curses a character to lose three-quarters of all resource production for a year.

30

Inescapable Chains of Bitter Glass

Allows one area-of-effect entangle.

40

Bound by Common Cause

Enhances a campaign army for each military unit attached to it.

80

Brotherhood of Tian

Enchants a
campaign army
with accelerated
natural resupply
.

120

This selection of articles can be downloaded as a PDF book (or as html only)

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Avigliana di Sarvos

And I say to you, that whilst the vaults of Highguard, and the grain stores of the Marches, may store wealth, only the League can make it.

Avigliana di Sarvos, on addressing the Senate

Virtue

Avigliana di Sarvos was recognised as an Exemplar of Wisdom by the Synod in the year 76 YE, as she lay on her death bed.

Biography

Avigliana was born in the city of Sarvos on the year that the Empire was founded. The daughter of a money-lender, Avigliana learned the accountant's trade, but had a grander vision.

When the first Empress died, she judged the situation wisely, and moved to Tassato in order to gain the ear of Emperor Giovanni.

Her work at the time was primarily on large-scale accounting, but many of the larger guilds were confined to the League by complex exchange rates and the lack of a shared currency. The idea of an Imperial currency was not a new one, but Avigliana was able to appeal to the Emperor on behalf of his home city, and also appeal to the Imperial Senate, to entrust the League with the creation of the single universal measure of the Empire's wealth.

Although she continued to work with the Imperial Mint, she used her influence to set up the School of Epistemology, to which she eventually retreated entirely, seen only by the students there. But her writing became prolific – pamphlets and letters would emerge from the school, bearing her seal, talking about subjects both mundane and esoteric.

These writings form the “Epistemologicon”, which is held, in coded form, by the school. A modern edition, “Excerpts from the Epistemologicon” is an ongoing project by the new master of the school, Niccolo Dos Tassatos.

The school continues to support the Empire – many diplomats are trained there, as are spies and cartographers, using a highly specialised approach that only the Path of Wisdom can offer.

Signs

The Assembly of Wisdom held that Avigliana demonstrated the following signs of being an Exemplar:

- Avigliana was recognised as being the reincarnation of Kala, a Urizen Exemplar of Wisdom. Both were committed to weighing and measuring the world they dwelt in. It was simply a matter of what was weighed and measured, and how.

- Avigliana's efforts in contributing to the Imperial Mint, and in seeing the League's currency - and fascination with wealth - accepted across the Empire, demonstrated her benevolence to the Empire.

- Through her school Avigliana encouraged citizens of the League to take note of the world they lived in and put the truth of it in writing. The school continues to teach spies, diplomats and cartographers, alongside the the more traditional accountants and priests. Those that study there study Avigliana's works closely, which illustrates how she inspired others.

- Some claim that the Imperial Mint is Avigliana's legacy, but she has also left behind a magnificent reliquary that pilgrims have visited and meditated in the presence of.

- Finally, demonstrating the sign of salvation, Avigliana wrote extensively about Wisdom as a path to Ascension; teaching the laity to meditate on the entire Labyrinth as a means of transcending its function. As an extension of this, she also wrote a treatise on the distant future of the Empire, and the rewards, and dangers, of mass Ascension of large numbers.

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Axos

Contents

- 1 Introduction

- 2 People

- 3 Culture and Customs

- 4 Abridged History

- 5 Axou Military Concerns

- 6 Axou Economic Concerns

- 7 Axou Religious Beliefs

- 8 Axou Magic Traditions

- 9 Axou Territories

- 10 Look and Feel

- 11 Axos in Play

Introduction

The Axos Citadels are located to the south east of the Empire on the far side of Urizen, and sharing a border with Skoura. Their name refers to the chain of citadels that protrude from the crags that line the coast. A people with an ancient history, the Aneleito Axou, or Merciless Axis, are an allegiance of sorcerous city states each answering to a sorcerer king. The Citadels have fierce rivalries with each other, but stand together against the barbarians and the Empire. Due to the catastrophic losses they have suffered, they are more given to diplomatic outcomes and solutions. They have developed strong cultural ties with the people of the mountain in Skoura, trading with them for ore and stone in exchange for military aid and sorcerous assistance. .

Never particularly friendly to the Empire, they politely closed their borders against Imperial traders in 207YE. Prior to that there had been a few border skirmishes, but given their closest neighbours were the Urizen, these skirmishes rarely came to anything. In 330 YE, diplomatic overtures from the Senator for Spiral were sent into Axos but rebuffed; it is believed that the Urizen were attempting to arrange a joint defence of that beleaguered territory but no records exist one way or another.

Of particular interest to Imperial citizens are the Axou ports which are open to trade with the Empire.

People

The people of Axos are well educated and have a reputation for being cunning, pragmatic and arrogant - convinced that their way of life is superior to all others. Recent information about the Axou is sparse; since they closed their borders, most of what is known of their society is based on written works nearly a century and a half out of date.

Their population is almost entirely concentrated in their massive citadels. Very different to the measured open spaces that characterize Urizen spires the diplomat Mercadia de Sarvos wrote in 196YE "It is as if someone has taken the city of Tassato, or perhaps a nest of vipers, and built it into the side of a mountain." Of the people, Savella of Stormspire wrote in her short treatise Studies of the Axou "It is as if someone has taken all the misplaced confidence of the most boastful citizen of the League, mixed in the worst elements of the parochialism of the Marches, and then forced thousands of them to live on top of one another like rats!"

Culture and Customs

Like their neighbours and, allegedly, distant cousins the Urizen, the Axou are steeped in magical tradition. It is believed that their culture is strongly influenced by their mystical beliefs in - some might say obsession with - death and what happens afterwards.

In person, Axou usually appear friendly and welcoming, but to Imperial citizens often seem superstitious and unpredictable. They are known to have made a great study of summoning and communicating with the spirits of the dead - a practice they call necromantia. Their skills in this area rival and in some areas exceed the knowledge of the Empire.

The people are grouped into clans known as Ile, which appear to be organised in a very hierarchical fashion. In each Ile there is a circle of sorcerers known as the Ilae who are responsible for leading their household and holding its secrets. Amongst these, an Ilarch is chosen to lead the house and represent the Ile to the Commander of the Agema Guard. One Ile within each citadel is pre-eminent. The Ilarch that holds the Throne and the Crown of the citadel take the title of Grand Ilarch and have undisputed control over the citadel.

While Axou culture is far from egalitarian, and while slavery is not illegal, they tend not to keep slaves. They are not above selling captured orcs into slavery in Jarm or Asavea, but there are few actual slaves in the nation itself. Rather, the Axou rely on an ambitious underclass eager to work for any wage or the possibility of patronage from one of the great clans or houses. Drug use is common among the lowest tiers of Axou society, and there are also popular arena combats in which teams of volunteer warriors fight in specially designed gladiatorial contests - sometimes to the death although more often not - against each other, thrill-seeking foreigners and savage beasts for purses of gold and the adulation of the masses.

Abridged History

The early Nikitis Axou or Victorious Axis were a nomadic people who navigated the Skoura plains using a series of peaks along the coast as markers for their hunting patterns. Over time, monuments were built on these peaks, then settlements, then the Axou Citadels that stand today. Imperial scholars theorize that the original Axou were cousins of the modern Urizen and Navarr, although the Axou have denied this repeatedly. There is some evidence that exiles from the nations that would become the Eastern Empire found a welcome of sorts in Axou, and many Ile have Highborn, Dawnish and Urizen ancestors. Unfortunately these exiled Imperial ancestors tend to have left dark reputations for heresy, criminality or sorcery behind them in the Empire, a fact which has in the past caused some tension with the Axou.

During the time of Emperor Nicovar the Axou closed their borders; two years later they launched an unexpected attack into the Imperial territory of Spiral. The attack was eventually rebuffed, but seriously damaged relationships with the Axou from that point onwards. The motivation behind the Axou attacked are unclear, but it seems likely that it was an opportunistic activity by a single citadel looking to gain access to Urizen magical resources rather than a concerted effort of the entire nation.

Axou Military Concerns

The armies of the Axou consist of the Agema and the Toxatai, heavy and light skirmishers respectively. Many Toxatai are magicians as well, wearing mage armour on the battle field. Agema by contrast are usually fully devoted to the fighting arts. Crescent shaped shields, long thin swords, and sorcerous rods are the weapons of choice among the Axou, although both the Agema and the Toxatai are known to make good use of compact bows before engaging in melee.

Axou forces are often supported by small numbers of elite magical troops known as Tavos Ageli. These creatures are identified by their heavy armour and the face-covering masks that they wear. Urizen sentinels who have faced them in battle say that they appear to be moderately intelligent, or at least cunning, and appear to possess both great strength and barely controllable blood-lust. Their exact nature is unknown. Some scholars theorize that they are similar to the husks created with Quickening Cold Meat, most likely preserved human corpses possessed by more powerful Winter spirits; others believe they are similar to the undying soldiers summoned with Clarion Call of Ivory and Dust, perhaps the result of an enduring pact with an Eternal such as Sorin or Kaela.

Axou Economic Concerns

For many years Axos did not trade with the Empire, instead relying on close ties with the Skoura for many raw materials. In 380YE, however, a thawing of diplomatic relations following Imperial aid during the Druj Siege of Ipotavo and the subsequent Liberation of Kaban saw the port-citadel of the Towers of Kantor opened to Imperial traders.

The citadels that lie along the coast are known to make use of fleets of dark-sailed ships that have been encountered as far afield as the Asavean Archipelago and the Principalities of Jarm. They are known to trade extensively with the Sarcophan Delves. It is believed that the jungle-like forests of central Axos are a hostile environment with few raw materials, a serious problem for a nation with as much interest in magical implements and robes as the Axos. The Axou are known to offer a particularly good price for Imperial dragonbone. They are also believed to have little access to weirwood, and are known to import much of the mithril they require from Skoura in return for access to the fine white granite with which they build and expand their citadels.

The Axou have a reputation for being duplicitous and untrustworthy in matters of trade, but this may be based on a misconception. While the nation is united in matters of self-defence the individual citadels - and often individual families within them - see to their own trade agreements and one family or citadel rarely feels bound by an agreement made by another Ile or Ilarch.

Axou Religious Beliefs

The Axou are known to have a series of spiritual beliefs based on the relationship between body and soul. During the Summer Solstice 381YE, then Cardinal of Wisdom Agnetha de Rondell extended an invitation on behalf of the Assembly of Nine to Axou scholars prepared to visit Imperial institutions of higher learning and share information about their peculiar faith. The Empire now has a much clearer insight into the the peculiar - and almost certainly blasphemous - Axos religion.

Axou Magic Traditions

The magicians of Axos appear to be as competent and talented as their Imperial counterparts; if they have a weakness it is that each citadel and in many cases each Ile jealously guards its own magical lore. The Axou are known to make regular deals with the Eternals, especially those of the Realms of Autumn and Night. Their interest in necromantia means that several seek out specific Winter eternals whose interests align with their own - especially Kaela and Sorin.

Axou Territories

Axos appears to be made up of several areas of land equivalent to an Imperial territory. Following the visit of Eleri Sweetwater to Axos, three of the territories have been named; Kabanja in the north-west where stand the Towers of Kaban, the Gates of Ipotavo, and the Spires of Solokha; Thronaskoni in the south-east where the Towers of Kantor, Chambers of Issyk, and Halls of Maykop are found; and the great forest Visokuma which is belived to be occupied by an immense vallorn.

Each citadel is believed to be situated on the mausoleum of the founder of the structure, and is named for that founder. The land that surrounds the citadel shares the same name; so the Tunnels of Kaban control an area of land called Kaban. The six citadels of Axos are:

- the Towers of Kantor; which has the closest ties of any of the citadels with the Skoura

- the Chambers of Issyk; perhaps the most active of the citadels in external trade especially with the Principalities of Jarm.

- the Tunnels of Kaban; known to be almost constantly at war with the Druj barbarians.

- the Gates of Ipatovo; like the Tunnels of Kaban engaged in war with the Druj.

- the Halls of Maykop, believed to have the largest necropolis in Axos and be home to the most advanced practitioners of necromantia.

- the Spires of Solokha; while this is the closest citadel to the Empire, it is believed to have been abandoned or destroyed at some point after the closing of the borders.

Look and Feel

TBC.

Axos in Play

Axos lies near to the Empire, and the Axou speak the language known as Imperial, represented by English. Axos does not directly border any Imperial territory, and its people are insular - much of the information presented here may be a century or so out-of-date. The Axou are not at war with the Empire, but they are not friendly, either. Imperial player characters will not have greater knowledge about Axos than is presented here, and it is very unlikely that any background that includes periods of time spent in Axos will be accepted. This may be subject to change based on activities that take place during the game.

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Axos ports

Overview

There is only one Axou port available to Imperial characters with the fleet resource; the Towers of Kantor.

Some Imperial captains prefer to avoid the Towers of Kantor and trade directly with some of the other citadels. This may involve a short overland trek - neither the Gates of Ipotavo nor the Halls of Maykop are easily accessible by sea. These citadels tend to be less prosperous on average than the Towers of Kantor itself, but trade in roughly the same goods (OOC: It is fine to role-play trading with one of the other citadels, but your character will receive the same goods regardless of where they go in Axos.)

Towers of Kantor

A citadel of Axos, a city of towers and mausoleums built in the foothills of the of the sky-scraping mountains southern Axos. Where other cities might spread in all directions, the architects of Kantor have chosen to build upwards instead. The towers are of fine white granite - Kantor controls some of the richest deposits of that strange material in the known world - and connected by thick arched bridges. It is said that a citizen of Kantor can live their entire life without once setting foot on the ground, if they are wealthy enough. The hills above the city are pocked with entrances to maze-like tombs, guarded by living and dead alike, where lie the ancestors of Kantor - and where the ghosts of sorcerers and merchants alike can be found

The Towers of Kantor were allegedly founded by the Sorcerer-King whose name they share. A busy metropolis that focuses on trade, the docks of Kantor dispatch black-sailed ships throughout the known world but they are also known as a centre of trade for the entire nation. Not only Axou merchants come to Kantor, but also Skouran traders from across the southern mountains, Sarcophan vessels from the south, and Jarmish vessels from the far east. There are even a few orc merchants in Kantor - the Grendel are as welcome as any others should they wish to risk the smoky, heavily scented bazaars of lower Kantor.

Like all Axou cities, a visitor is never far from a mausoleum, tomb, or memorial to the dead. Like the other Axou citadels, the revered dead of Kantor are interred in chambers beneath the city. Due to the vertiginous buildings that the citizens of Kantor favour, however, the arrangement of the catacombs is significantly less haphazard than in other citadels for fear of undermining the massive structures. Rather, there are said to be a second set of inverted towers build in the spaces between the main structures - sepulcher after sepulcher extending down, down into the dark stone beneath the city and linked by narrow galleries and passages.

In addition to beggar's lye gathered from extensive forest preserves at the foot of the plateau in central Axos, and between the cities, Kantor has extensive mineral wealth gathered both from deep mines in the mountains and trade with Skoura, leading to a bounty of tempest jade and orichalcum. Yet perhaps the most valuable trade good in Kantor is crystal mana - a material they have in such abundance that it has reportedly replaced money among some of the richest families of the citadel.

The Towers are also a source of luxuries unknown in the Empire - exotic foodstuffs, strange wines and spirits brewed with subtle spices, beautiful woolen garments, delicate but hard-wearing ceramics, and disturbing ceremonial articles associated with the practice of the necromantia, funerary urns, and narcotics. Also of interest to Imperial merchants are scrolls and books, which are easily available in Kantor and (unlike those acquired in more distant ports) written in the Imperial tongue. These texts are often quite disturbing, dealing as they commonly do with themes of death, ghosts, and the heretical notions of the strange Axou religion. All of these items fetch a fine price in the Imperial bazaars and among Imperial collectors. (OOC Note: Luxury goods from the Towers of Kantor are represented by money, acquired as part of the production provided by a fleet that visits the citadel.)

Trade with the Towers of Kantor

A starting fleet resource that engages in trade with the Towers of Kantor during downtime will produce 2 measures of beggar's lye, 2 ingots of orichalcum, 2 ingots of tempest jade, 2 crystal mana, and luxury goods worth 24 rings. A fleet that has been upgraded will produce more valuable resources according to this chart of foreign ports.

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Axos religion

Contents

- 1 Overview

- 2 Beliefs

- 2.1 The Malign Creator

- 2.2 Spiritual Forces

- 2.3 The Eternal Torture Chamber

- 2.4 Ancestors

- 2.5 Funerary Rites

- 2.6 Axou religion and orcs

- 3 Repudiation

- 3.1 Repudiating the Doctrine of Reincarnation

- 3.2 Repudiating the Doctrine of Human Destiny

- 3.3 Repudiating the Doctrine of Seven

- 3.4 Repudiating the Doctrine of The Paragons

- 3.5 The Doctrine of the Creator

- 3.6 The Doctrine of the Labyrinth

Overview

The religion of Axos appears based on one fundamental "truth" - a truth completely at odds with the Way. it posits that the Creator is an actively malign force, and that the Labyrinth exists to torture human souls. Reincarnation is a cruel trick - because the process strips a human of all the knowledge they have accrued in life, constantly forcing them to begin the process of seeking enlightenment - or transcendence - from scratch.

Beliefs

The Malign Creator

The Creator is not an entity that should be revered, but a cruel tyrant who hates and fears humanity (and possibly the orcs as well). Death is the wicked tool that the Creator uses to ensure its power is never threatened. The malignancy of the Creator is obvious in the mortal world which is full of pain, hardship, suffering, and pestilence.

Spiritual Forces

The Axou agree that powerful spiritual forces exist, which many refer to as "virtues." Humans can wield these spiritual powers with liao and other substances that allow a person to gain the correct spiritual state. The virtues are the manifest power of human spirits, however - they are nothing to do with the Labyrinth. Quite the contrary. To many Axou, the virtues are the touch of dead human spirits. This is most commonly manifest in the dreams which are a way of offering guidance that every properly trained priest knows - the put the target in touch with their ancestors who offer advice and support.

What the Empire calls virtue are just a seemingly random selection of the spiritual forces that exist. Most Axou don't differentiate between them the way the Empire does. The various religious orders regularly combine the auras that they produce in service of their goals and beliefs. For example, in Imperial terms, the Order of the Ivory Cup regularly draws on auras of Courage, Wisdom, and a force they call understanding - which seems unsettling familiar to some Imperial theologians.

Axou use the same spiritual ceremonies that Imperial priests use. Liao is not cultivated in Axos - rather their people use a number of expensive, hard to create narcotics and drugs to achieve the correct spiritual state to wield their powers. Liao is both more effective and significantly easier to create - leading to a great demand for it among the priests of Axos. Sadly, the priests must compete with the necromantia (magicians) for every dose of liao - for liao has use in several of the magical rituals they use to speak to, bind, or create ghosts.

The Eternal Torture Chamber

The Labyrinth is a trap and a torture-device put in place by the Creator. It exists to grind away the personality of a human so their soul can be reborn, mewling and shitting, with no ability to access its prior experiences. Thus the Creator keeps souls recycling forever and prevents humanity achieving its true destiny.

It is the duty of human beings to fight against the Labyrinth. The natural state of humankind is to be immortal in body and spirit, but the Creator opposes that. Thus the Axou fight to keep the spirits of the dead out of the Labyrinth so they remember who they are.

A very few people are strong willed enough to either avoid the Labyrinth or resist the tortures of the Creator that destroy memory. Ghosts are one example of this but there are also ancestral spirits such as the first six Sorceror-Kings who maintain their personalities after death. Faithful Axou hope they will manage to avoid the Labyrinth and stay in the world to help their descendants.

The Imperial Synod serves the Creator by convincing people that reincarnation is a good thing. Worse, they enshrine the idea that getting through it quickly is a good idea - while in fact all it means is that people get their personalities destroyed quicker.

Ancestors

All Axou trace their lineage, and most can follow it back to the six great Sorceror-Kings who founded the citadels. Axou treat revered ancestors in much the same way the Empire treats exemplars - but with the twist that it is possible for some Axou to physically speak to those ancestors that linger as ghosts in the catacombs beneath Axos. Many Axos who experience spiritual auras, or dreams guided by priests, speak of encountering the spirits of their ancestors, or feeling their ghosts watching over them. Indeed, unlike pilgrims of the Way, the Axou regularly offer prayers to chosen ancestors, asking for them to offer strength or even mundane assistance with their nebulously defined "spiritual powers".

Axou mystics use all manner of divinatory methods to seek to communicate with the spirits of the dead - cards and runes are common, especially runes carved from the bones of dead people. They are also known to pursue visionary trances, and in the past have sought access to liao specifically to seek contact with dead spirits. Even the most sensible-appearing Axou will make offerings to the spirits of their dead ancestors who they appear to believe cluster around their living descendants at all times - the most common offerings appear to be alcohol and food mixed with the fresh blood of the offerer.

Funerary Rites

Priests are not particularly powerful or influential in Axos, but the entire nation is known to have an odd relationship with death, and the spirits of their dead. They are known to dig vast mausoleum warrens beneath their citadels where the dead are interred.

It is important to the Axou that the bones of the fallen are taken back to the citadel - parallels are drawn with the Marcher desire to be interred in Marcher soil. Historically, after skirmishes with the Empire the Axou have been known to pay for the safe return of their fallen soldiers. They are known to honour every agreement they have made with Imperial troops designed to allow themselves and their opponents to recover the bodies of the dead and injured. On the rare occasions that Axou mercenaries have fought alongside Imperial troops, this single-minded desire to recover the bodies of the dead has lead to occasional problems - Axou troops will often take foolhardy risks in their pursuit of their dead comrades.

Axou religion and orcs

Axos theology recognises that orcs are probably people, and that they probably don't have souls in the way humans do. It is likely that the Creator has its own malignant, hateful plan for them and ways of ensuring they do not avoid the trap of death. For the most part they do not concern themselves with the beliefs of orcs, being more interested in ensuring they do not destroy them. Most Axou have no experience of orcs other than the occasional invasion by the Druj, after all.

Since visiting the Empire, Axou priests have become aware of the Doctrine of the Ancestors (which they find very interesting indeed for obvious reasons), and the Doctrine of the Howling Abyss (which they point to as yet more proof of the malignancy of the Creator and the hatefulness of death).

Repudiation

In explaining their religion to Imperial scholars, Axou priests use a series of repudiations, designed to demonstrate where the Way has gone wrong. Each repudiation is a response to one of the Doctrines of the Faith. It must be stressed that these are not Axou doctrines - the priests do not seem to have formal doctrines in the way the Empire does. Rather they are devised as a "teaching tool" to show the differences between the Way and the faith of the Axou.

Repudiating the Doctrine of Reincarnation

The human spirit is immortal. It does inhabit mortal flesh, and while doing so it gains knowledge and enlightenment. Mortal flesh dies because the Creator is jealous. The spirit is cast into the Labyrinth where it is rendered down until all knowledge and enlightenment is stripped away, then it is cast back into the world as an ignorant child to begin again.

Repudiating the Doctrine of Human Destiny

Human spirits do not gain strength, knowledge, or enlightenment through rebirth. These things are stripped away through death and the Labyrinth. The paragons do not reincarnate and there are two explanations – that they have escaped the Labyrinth or that they have been rendered to nothingness by it.

Repudiating the Doctrine of Seven

There are many spiritual forces that arise from the human soul. Any of them can grant strength of purpose and will, and help a human being to fight against death and the jealous Creator. The Empire has arbitrarily picked seven that they use to enslave human beings to their incorrect vision of how creation works.

Repudiating the Doctrine of The Paragons

There is only one certain way to escape the Labyrinth. That is never to enter it and remain in the world of material things. Some very rare spirits are powerful enough to free themselves from the Labyrinth and they guide their descendants as best they can.

The Doctrine of the Creator

The Creator is a jealous, hateful fool. It dominates humanity through the monstrous world it has created, and the torture chamber that is the Labyrinth. Humans must hold the Creator accountable and reject everything it has created. Happiness comes only from human endeavour – everything else in creation is either a trap, or a punishment.

The Doctrine of the Labyrinth

The Labyrinth is a place of pure spirit where the dead are tortured and rendered down until they forget everything. It is all that waits beyond life. Death is the cruel punishment of a jealous Creator. It is the duty of all human beings to fight against death. Whenever we can, we must preserve the spirits of the enlightened so that their wisdom can guide us towards finally destroying the Creator and freeing every human spirit.

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Background

Contents

- 1 Overview FAQ

- 2 Significance

- 3 Submitting a background

- 4 Creating a Personal Background

- 4.1 What to Include

- 4.2 What to Avoid

- 5 Creating a Group Background

- 5.1 What to include

- 6 Amending a background

- 7 Further Reading

Overview FAQ

Your character's background is a synopsis of who they are and what motivates them. It is a vital part of character creation that will serve to distinguish you from the other characters attending the event. If you are coming to the event with friends then it is also a really good idea to create a common group background.

A well written background can help make the events much more enjoyable by giving your character the motivation you will need to get engaged and involved with everything that is going on.

Significance

Making a background for your character is arguably the single most important part of character creation - who you are and what you want to do in the world will usually be more important than your character's skills and abilities. This is because there are thousands of characters at each event - so what really matter is not what you can do but what you want to do.

In traditional fantasy literature, the story will often focus on events that have happened in the character's past or on circumstances of their birth or upbringing that make them unique. Commonly this results in a story where all sorts of things happen as a result of this unusual past; only at the very end will the hero or heroine suddenly take decisive action to resolve the plot.

This model is nothing like the stories that happen in a fest game like Empire. At our events, the details of your character's past are rarely that important, and events won't simply happen as a result of your past allowing you to wait for the action to begin before you respond. Instead the focus is very much on the actions you choose to take as your character from the outset.

Because of this what is really crucial is your character's motivation. The best approach is usually to create a background that is solidly rooted in the world - to be from somewhere and to have a part of the world that you identify with. A solid set of motivations for your character - things your character wants to do in the game - will give you an impetus to engage with the world at events as soon as you arrive.

If you are attending as part of a group of characters - then you should definitely spend some time creating a shared background for your group. The best way to do this is usually to create one or more bands. Being part of a band that has a shared background and a common purpose will make the event more enjoyable for everyone in the group and help you all work together to get involved and enjoy the event.

Submitting a background

- Submit your background online when you create your character or group

- Our plot team will check your background

The descriptions of the Empire on the wiki are deliberately intended to be a broad overview - especially of the land itself. This is intended to allow players to create small details of the world, such as details about the community where your character is from.

Your background will be checked by our plot team to ensure the details that you've created that it is consistent with the world of Empire. If the elements you have described are not possible within the setting then they will be able to give you feedback so that you can amend your background accordingly. They may also be able to give you some additional input or ideas to enhance your background. Please ensure that your email address is up to date on your Profound Decisions account, as this is how they will contact you.

You can also contact the background team to discuss the ideas for your character before you submit them to get advice and help.

Creating a Personal Background

- A personal background is a brief biography of your character

- A personal background should be no more than 2000 characters in length (including spaces)

- Please contact us at empire.backgrounds@profounddecisions.co.uk if you want additional help or information when writing your background

- Please spellcheck your background before submitting it

A background summarises the things you have done and your reasons for being at Anvil for the meetings of the movers and shakers of the Empire. Creating a background can help you develop a sense of who your character is and how they interact with the world in which the game is set. Detailed information about the campaign setting is presented in the Empire wiki. The information presented in the Wiki is all available to any Imperial character and if you read the sections of the wiki that are relevant to your character then they should help you develop a background that is in keeping with the setting. You will not be provided additional briefing material after you have generated your character; all the information available is kept on the wiki.

It is also important to keep it simple enough that you will remember it! It is quite possible that two years down the line a plot writer may see an element of your background and include it in a plot. If you don't remember your background, you are likely to be left out or miss your opportunity.

What to Include

- A short character history

- Any secrets that your character might have

When submitting your background for the plot team to read, please try to bear in mind that there are hundreds of players in the campaign so the plot team have a lot of backgrounds to read through. A background that is informative but concise is ideal. A background that includes a short in-character piece or description is fine, but lengthy in-character documents are not helpful. Occasionally the plot team will make use of details submitted in backgrounds when creating plot for events. This is fairly unusual; your background is primarily intended for your use, to help you create goals and a motivation for your character. The kind of background that is most useful to the plot team is a short summary of the things you have done and how your character fits into your nation's and the Empire's history. Descriptions of your personality or your arch-nemesis are not used by the plot team.

It is also useful to focus your background on your character and what they have done. Knowing your parents' names and their actions is only relevant to the plot team if those actions somehow reflect on your character. Knowing you are the child of someone executed for treason, who strives to clear their name, is cool. Knowing that your parents were bakers called Lois and Clark who met during a bar fight is much less useful.

What to Avoid

- Any of the common mistakes listed below

- Any capital crimes that you don't want to end up getting executed for

There are some common assumptions and errors about the Empire setting that are worth being aware of when you are creating your background so that you can avoid them.

- Language - the common tongue of the Empire, and the surrounding region, is called Imperial, which is phys-repped by the English language.

- Inheritance - the Empire is a meritocracy where there are no important titles that are inherited and where inheritance of wealth and property is rarely significant.

- Lineage - lineage is not a genetic inheritance and can occur in many ways. Individual lineages are passed on in different ways.

- The Throne - Personal relationships with previous incumbents of the Throne are not appropriate background material.

- Avoid inappropriate references - Themes not appropriate for Empire include non-consensual sex; please do not include these references in your background.

- Orphans - Please consider the way children are raised and treated in the Empire when writing your background.

- Law and Order - The Empire is an orderly place. Our NPC magistrates are equally happy to prosecute crimes that players have written into their character backgrounds as they are crimes they have committed on the field - there have been some high profile cases in which characters were executed for murders committed in their backgrounds.

- Prisons - The Empire does not imprison criminals. Criminals in Empire are generally either fined or executed, depending on the severity of their crimes.

- Social mobility - The Empire categorically has no slaves, and every citizen is equal under the law. While some citizens are richer or poorer than other, there are no serfs and any peasant can end up a landowner simply by taking two years of military service.

- Relatively wealthy - Every character has a personal resource.The game assumes that characters attending the Anvil summits are influential people - it is tricky to characterise yourself as a beggar when you have access to money, herbs, resources, crystal mana or the like.

- Equality - Unlike some of the historical settings the game uses for inspiration, the entire Empire world is egalitarian and gender-blind. Nobody anywhere discriminates against anyone based on gender or sexuality. There are plenty of other things that they can discriminate on. Our equality and diversity rules apply in character as well as out of character.

- Arranged marriages - People may marry for political reasons, but the idea that someone might feel they had the right to force someone to marry someone else against their will is laughable, and also a crime.

- Highguard attitude to lineage - While Highguard "is not a generous nation to the less than fully human" it is not an oppressive state.

- Longer backgrounds - we do not accept longer backgrounds by email. The limit is there for a reason.

It is particularly important to stress that you should think very carefully about including capital crimes that you have committed or are party to in your background. While such details might make your character seem special, if any evidence of your crimes comes to light in play then your character is very likely to be arrested and executed for the actions they took. Empire is a very legal society, and our NPC magistrates are equally happy to prosecute crimes that players have written into their character backgrounds as they are crimes they have committed on the field - there have been some high profile cases in which characters were executed for murders committed in their backgrounds.

Creating a Group Background

- A group background is a brief history of the group

- It should be a short summary, providing key details, of no more than 4000 characters (including spaces)

- The group's oath should be no more than 1000 characters (including spaces)

- Please contact us at empire.backgrounds@profounddecisions.co.uk if you want additional help or information when writing your background

- Please spellcheck your background and oath before submitting them

A group background summarizes the history of your group, how it came into being and what it has done since its founding. Creating a group background can help develop a sense of what your group is, how the characters in the group relate to each other as well as provide you all with objectives and activities for fun at events. Detailed information about the campaign setting is presented on the Empire wiki and should provide a number of possible group types for each nation that might be very applicable to your group - some of these have their own pages that discuss how to create that type of group.

What to include

- Where the group live and a short group history

- Any shared identity, common purpose, or secrets that your group might have

Usually the most important part of a group background is a description of the community that you are from. Most groups will be the defacto leaders of a place - be it a Wintermark hall, a Highborn chapter or similar. This is particularly true if you are creating your own community that isn't marked on the map - but it is often possible to play the leaders of one of the smaller towns or settlements that is shown on the map if you talk to us first. Being a part of the world in this way can be really helpful if giving your characters a shared identity and a common purpose.

It's useful to include a short group history that describes any key events, but it's usually better to keep these events simple and focused on the key things that happened rather than going into too much detail. If your group has any important secrets, any common identity, or shared purpose then those are crucial details to include.

When submitting your background for the plot team to read, please bear in mind the same considerations for personal backgrounds apply so keep it informative but concise.

Amending a background

You cannot use the website to change a character background once you have played your character at an event or a group background once a character has joined the group. If you need to change any details on a background then email admin@profounddecisions.co.uk with any changes you want to make.

Further Reading

- Characters

- Playing the Game

- Referees & GOD

- Safety

- Conduct

- Downtime

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Baersark's Rage

Description

A baersark's rage lets the wearer recover quickly from crippling wounds. It is a popular piece of armour with many Kallavesi warriors, and they have introduced it to the Steinr who fight alongside them. It allows a hero to rise up from incapacitating wounds and then fight for a short time even in the face of active opposition. Kallavesi-made suits often have boar-hide as the base and may incorporate a boar mask, calling upon the beast's almost boundless tenacity. Indeed, Baersark was the name of a particularly huge and vicious boar which roamed Kallavesa centuries ago, slaying many hunters who sought to make their names by killing it. Eventually a team of Suaq slew it, but it killed severeal of their number before it fell, charging down the spears embedded in its flesh to gore its killers with its massive tusks. Its hide was used to make the first examples of this armour.

Navarr skirmishers also value this armour when spread out in forests and far from medical attention. Some wait for the right moment to heave themselves to their feet and join the fray once more, waiting for their opponents to disregard them as a threat. Others regard this as foolhardy for every moment spent bleeding is a dangerous one and every moment on the ground could be the last if a foe decides to deal a finishing blow. Navarri archers sometimes call this armour Arrow Catcher when being polite and a string of more colourful words in the heat of battle, for a barbarian chieftain dressed in such armour can take several arrows to keep on the ground.

There is debate over which runes are best to work into this armour. Rhyv is used in its healing aspect, but some hold that those suits encourage their wearers to shed their blood freely in the knowledge that they can recover and that such a cavalier attitude is unhealthy. Verys, the rune of might, is a popular alternative, multiplying the wearer's natural reserves of strength.

Rules

- Form: Armour. Takes the form of a suit of medium armour. You must be wearing this armour to use its magical properties.

- Requirement: Any character can bond to this item.

- Effect: When you use the unstoppable skill you regain up to 5 lost hits.

- Materials: Crafting a suit of baersarks' rage requires fifteen ingots of weltsilver, eleven measures of ambergelt, five ingots of tempest jade and five measures of beggar's lye. It takes one month to make one of these items.

The sneer on Jaster's face disappeared as the big Kallavesi lumbered back to his feet, despite the crossbow bolt protruding from his chest. Suddenly the bravo began to sincerely regret his duellist's title of "one shot", since he carried no other ammunition, nor any weapons larger than the silvered pocket knife he used for cleaning his nails.

"the Spotted Bull cannot be killed by one arrow!" snarled the Kallavesi, unsheathing a war-knife that would have doubled as a sword for most people.

This duel was going considerably awry.

"Has anybody got a spare crossbow bolt?" shouted Jaster, barely evading another swing from his enraged opponent...

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Bailiff of the Grand Market

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Ministry

- 3.2 Bailiff's Club

- 4 Appointment

- 5 The Title in Play

Overview

The Bailiff of the Grand Market is an Imperial title awarded to a Marcher citizen. It is a Marcher position appointed through the Bourse but chosen by Marcher yeomen with votes allocated based on the size of their farm holdings.

The Bailiff has offices in Meade, but it is a rare Bailiff who spends much time there. While the title is associated closely with the weekly or bi-weekly markets of Mitwold, the Bailiff is regularly involved in trade fairs and markets across the Marches, and Marchers from every territory have regularly held the post. The title pre-dates the formation of the market towns, and comes from a time when almost every town and village in the nation would have their own regular market.

Traditionally the Bailiff's role was to ensure security at fairs and markets across the Marches. In return, they were guaranteed a hearty meal, a minimum of one meat pie and a tankard of ale. More importantly, however, to help the Bailiff meet the costs of their office they were given the opportunity to buy some goods before the market officially opened allowing shrewd bailiffs to secure bargains for themselves. Many markets considered it a matter of pride to ensure that the Bailiff turned a good profit in exchange for their hard work in keeping the marketplace safe and fair for all.

Within the space of a season, the Bailiff might find themselves in a position to buy beggar's lye and ambergelt at a fair from a village in the birchwoods of Upwold; a cask of Wintermark mead and some measures of dragonbone from a Suaq peddlar in a town square in Mitwold; a basket of tempest jade from a scowling stallholder at the great market in Meade; a basket of assorted herbs at a dour fair in Bregasland or even a handful of crystal mana at a strained gathering in Overton.

When the Marches joined the Empire some of the more expensive responsibilities of the Bailiff were assumed by the civil service. Marchers are loath to abandon their traditions however; the presence of an honest Bailiff was considered to be good for trade as it let everyone know that the market was safe to travel to. With the help of Emperor Giovanni the role of Bailiff was incorporated into the Bourse, to allow the civil servants to identify the individual with the most support from other yeomen.

Responsibilities

The Bailiff is expected to ensure fairs, markets and trade gatherings in the Marches are undertaken in a traditional and honest fashion. They also have some responsibility for ensuring that the major roads between towns and villages remain free of bandits and feni who might otherwise restrict trade. In practice, this is quite a tall order for a single individual - many markets have their own local bailiff or sheriff who sees to the security of their fair.

Specifically, the Bailiff oversees the Grand Market in Meade which takes place on the third weekend of each month and attracts traders from across the Marches and even occasionally from Wintermark to the north.

Powers

Total Money Spent

Production

6 Crowns

2 measures each of Ambergelt, Beggar's Lye and Dragonbone

1 dose each of Imperial Roseweald, Marrowort and True Vervain

2 ingots of Tempest Jade

14 Crowns

3 measures each of Ambergelt, Dragonbone and Beggar's Lye

2 doses Imperial Roseweald, Marrowort, True Vervain and Bladeroot

3 ingots of Tempest Jade

2 doses of liao

1 mana crystal

30 Crowns

5 measures each of Ambergelt, Dragonbone and Beggar's Lye

3 doses each of Imperial Roseweald, Marrowort, True Vervain, Bladeroot

2 doses of Cerulean Mazzarine

5 ingots of Tempest Jade

2 doses of liao

2 mana crystals

70 Crowns

11 measures each of Ambergelt, Dragonbone and Beggar's Lye

5 doses each of Imperial Roseweald, Marrowort, True Vervain, Bladeroot

3 doses of Cerulean Mazzarine

11 ingots of Tempest Jade

4 mana crystals

3 doses of liao

Ministry

As a ministry, the Bailiff of the Grand Market can purchase quantities of trade goods at a set price. The Bailiff decides how much money to spend during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Bailiff's Club

In Winter 379YE, the office of the Bailiff of the Grand Market was gifted with a valuable artifact; the Bailiff's Club. A Thundering Mace enchanted with a signficiant bounty of ilium, it was received as thanks for the Bailiff's role in bringing to justice the murderous bandits who killed a popular trader named Martha of Stockland. The club is legally part of the regalia of the Bailiff of the Grand Market. When the Imperial title changes hands the item should be given to the new Bailiff with all appropriate haste.

Appointment

This title is appointed during the Winter Solstice by citizens of the Marches who control farm personal resources. The larger the farm an individual has, the more votes they can allocate in support to a candidate. The voting is handled by the civil servants in the Bourse.

Only a Marcher character may hold the title. As a title in the Bourse, they cannot be revoked by the Imperial Synod

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

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Balanced Scales of Lann

Contents

- 1 Rules

- 1.1 Autumn Magnitude 20

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Option

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 20

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must have the Autumn lore skill.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains one effective rank of the Autumn lore skill for purposes of performing rituals, subject to the normal rules for effective skill. In addition, they gain the ability to trade valuable materials for additional power. When performing an Autumn ritual they have mastered, they can substitute ingots of orichalcum, weltsilver, tempest jade, or green iron for crystal mana. Every 2 ingots spent counts as 1 crystal mana when contributing to the ritual.

While the enchantment lasts, the target character experiences a roleplaying effect: you sense that people who want you to do something for them without offering appropriate recompense are trying to take advantage of you. It is difficult for you to engage in even the most trivial social interactions without seeing them in terms of an exchange of influence and favours.

If the target is a cambion, the roleplaying effect is especially pronounced. A cambion may also choose to temporarily add to or increase physical trappings of their lineage. These changes are temporary and do not last more than a few hours after the enchantment ends.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 15. Additional characters must be present throughout.

Option

Any caster who has mastered the ritual may choose to substitute ingots of tempest jade, orichalcum, or weltsilver, or green iron for crystal mana when contributing to it. Every 2 ingots spent count as 1 crystal mana when contributing to the ritual. The ingots need not be of the same type.

Description

This enchantment grants a magician improved facility with Autumn magic. It draws on a formal agreement between mortal magicians and the eternal Ephisis, enhancing their ability to perform rituals from Autumn lore. Furthermore, the enchantment allows the magician to directly exchange ingots of valuable material for raw magical power; the ingots are claimed by Ephisis (or more correctly her agents). When using this additional facility, magicians usually place all the ingots they intend to use in their ritual in an opaque container such as a box or bag and formally offer them to the eternal at the beginning of the ritual.

Unlike some similar rituals, the enchantment only allows a magician to trade materials for power when contributing to an Autumn ritual they have mastered. Magical scholars suggest this is a consequence of the way that creativity can create dissonance when working with Autumn magic. When Spring magic encourages spontaneity, and Summer magic delights in magicians taking risks, Autumn magic often favours a more rigid, considered approach to wielding power.

The enchantment makes up for this rigidity by offering greater opportunities to trade raw materials for magical power. When using ingots to power a ritual, the magician formally offers them in trade for the raw magical potential they can then forge into the finished magical effect. In a nod to rituals such as Ephisis' Scale or Before the Throne of Estavus, the materials a magician will exchange for magical power are often placed in a sealed container and presented to Ephisis in return for the agreed upon magical affinity.

There are a few rumours of more potent versions of this ritual that permit a magician to trade ingots for magical energy to perform any mastered ritual, not just those of Autumn lore. There are also a few accounts of a similar ritual that revolves around an agreement with the eternal Prospero allowing magicians to instead trade measures of ambergelt, beggar's lye, dragonbone, and iridescent gloaming for raw magical power.

Common Elements

The ritual often involves some sort of symbolic exchange or balance. A target may begin with something representing their understanding of Autumn lore in one hand and transfer it to another hand, or they may trade it to one of the ritualists in return for a symbol of their new mastery. In other versions a symbol representing Autumn magic, often Lann is inscribed on the skin - a blood mage will often use blood donated by a cambion to paint such a symbol.

In many cases, the crystal mana or materials intended to be used with this ritual will be sealed in an opaque container - often one that has been used to perform Ephisis' Scale. When the mana is used in such a fashion it is usually characterised as a "payment" to Ephisis in return for the power the enchantment provides. Some magicians include contracts in which they agree to always use a certain portion of ingots to perform their Autumn magic in the coming season - while the legal status of these contracts is unclear they often disappear during the performance of the ritual.

Unsurprisingly Ephisis (or one of her named Factotums) is usually evoked as the ritual is performed. A theurgist will often evoke paragons or exemplars of Prosperity or Wisdom when the ritual is performed - the exchange of wealth in return for a reward, or the idea of applying understanding to enhance skills both resonate well with this ritual.

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Ballad of the Schlacta

To the tune of Katusha. Lyrics by David Holley.

Once, in Karsk, I came across a meadhall Mead, they served, just one Ring for a pint “We’ll drink here”, oh, I called out to my cousins “Sun’s gone down, we’ll drink right through the night”

Dawnish lads, were sat around a table Gleaming armour, ready for a fight “Drinks for them”, oh, I called out to the barkeep “Maybe they’ll drink with us through the night”

Pissed, we got, a Throne had passed our pockets Dawnish lads, just pissed their pretty tights “Had too much”, oh, I called out to the tavern “Only schlacta drink right through the night”

One got up, and waved his dagger at me “You!” he said, “I challenge to a fight” Thrown outside, oh, he landed in a snowdrift With some luck, he’ll make it through the night

Mead we had, and mead we kept on drinking ‘Til outside, did glow the morning light Drink, drink, drink, til Varushka’s day is dawning Time to leave, we’ve made it through the night.

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Balms of the Fountainhead

Mastery of these recipes allows an apothecary to brew preparations valuable to ritual magicians versed in the Lore of Spring. With one of these potions a ritualist can wield the magic of the Spring Realm more effectively, but they also become more susceptible to the influence of that Realm.

Initially, Imperial apothecaries who had mastered the Balms of the Fountainhead were able to create the Vernal Balm and Suffusion of Blood. However, following the defeat of the Druj orcs in Reikos in 379YE, information about certain techniques used by the Buruk Tepel came to light - coupled with the recovery of a number of books belonging to skilled Highborn apothecaries stolen by the occupation force. These writings contained details of a potent potion favoured by the Druj Gulai that built on the principles already familiar to Imperial potion makers, and knowledge of how to create the Talonvine Infusion quickly spread.

Vernal Balm

This textured ointment is quickly absorbed through the skin, speeding the blood and enhancing a magicians awareness of Spring power. It is often mixed with pigment and used to draw or paint runes or looping designs on the skin of the face and hands just prior to the start of a ritual; while the balm itself is absorbed, the pigment remains behind.

Some magicians find the almost narcotic sensations that accompany use of this balm to be very appealing. The vernal balm helps to strip away complexity, and allows a magician to see straightforward solutions to problems, as well as freeing them from emotion constraints and encouraging them to express themselves simply and directly.

- Form: Salve.

- Description: This blood-red ointment smells delicious. It has an oily, greasy texture if you rub it between finger and thumb, and it is quickly absorbed into your skin causing your entire hand to tingle.

- Roleplaying Effects: You become prone to sudden mood shifts and displays of strong emotion. Your attitudes become more straightforward, and you find complex plans and overthinking frustrating. You would rather take action than talk about it.

- Mechanical Effects: If you possess the Spring Lore skill then you gain one additional effective rank to the next spring ritual that you perform within ten minutes, subject to the normal rules for effective skill. This is a tonic; the effect of any other tonic you have drunk immediately ends.

- Recipe: Two drams each of Imperial Roseweald and Marrowort, one dram of True Vervain and one crystallized mana.

Suffusion of Blood

This blood-red elixir allows a ritual magician to exert great power in the Realm of Spring. It allows a ritualist to align their reserves of personal power with the Realm by synchorinsing their emotions and behaviour with that of the Spring. By seeking out the ways that the human spirit most reflects (or is reflected by) the supernatural Realm, they unlock great potential to weave Spring magic.

Some magicians find the sensation of working Spring rituals with the aid of the suffusion of blood to be almost ecstatic. They pursue opportunities to use the potion, even when there are sufficient crystallized resources available. The thrill of directly wielding the power of a Realm, rather than using an intermediary, coupled with the emotional influence of both the elixir and the realm leads to addictive behaviour. Masters sometimes tell their apprentices the cautionary tale of Angelique von Tassato, a League ritualist who beggared and ultimately destroyed her own troupe in pursuit of the freedom she could only find in the arms of the suffusion of blood.

- Form: Liquid.

- Description: When this blood-red elixir catches the light, it glows with a faintly translucent aura. The scent smells of freshly cut grass, and causes your nostrils to tingle. The sweet, fruity taste causes a moment of dizziness.

- Roleplaying Effects: You become very direct, preferring to go directly to the heart of a problem, say what you think, or deal with immediate problems. You find it difficult to think about the past, or anything more pressing than the immediate future. You also become emotionally volatile, and are especially short-tempered. Anything that frustrates or irritates you is likely to cause you to lash out against its source.

- Mechancial Effects: If you possess the Spring Lore skill then you can use up to 3 personal mana as if it were crystal mana on the next spring ritual that you perform within ten minutes.

- Recipe: Three drams of Imperial Roseweald, two drams of True Vervain, and one dram each of Cerulean Mazzarine, Marrowort and Bladeroot.

Talonvine Infusion

This coarse substance is mildly toxic, and can cause uncomfortable welts to form on exposed skin. There are some cases of people who have gotten the infusion in their eyes suffering from painful blindness or restricted vision that can last for several hours. The infusion is usually added to boiling water, and produces a thick, pungently musty smoke that must be actively inhaled. Doing so causes an exhilarating rush of vitality and enthusiasm, which is quickly replaced by impatience and an urge to do something - anything at all - as soon as possible. The initial rush from inhaling the steam from a properly prepared Talonvine Infusion may prove to be dangerously seductive, and the secondary effects can be difficult to channel constructively.

- Form: Infusion.

- Description: This coarse yellow substance gives off a musty scent. It raises itchy welts similar to nettle stings on contact with skin. It tastes sweet, but causes a painful swelling on the tongue - as if one had been stung by a wasp.

- Roleplaying Effects: If you have inhaled the steam or smoke, you feel a rush of vitality and strength that quickly fades but leaves a powerful desire to take action - without concern for rules or long-term consequences. If instead you ate this substance, you experience stabbing stomach pains (consult a ref).

- Mechanical Effects: If you possess the Spring Lore skill then you gain three additional ranks to the next spring ritual that you perform within ten minutes, subject to the normal rules for effective skill. This is a tonic; the effect of any other tonic you have drunk immediately ends.

- Recipe: Three drams each of Imperial Roseweald and Marrowort, one dram of True Vervain, one crystallized mana, and one ring of ilium.

Eating Talonvine Infusion

Actually eating Talonvine Infusion is a bad idea as it is quite toxic. It causes internal swelling, sore throat, and stabbing stomach pains. In extreme cases it can even result in loss of voice. The symptoms persist for up to half an hour, but can be alleviated by anything that would remove the VENOM condition such as the purify spell or a dose of Imperial Roseweald applied by a physician.

.

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Groups (Redirected from Banner)

Redirect page

Bands

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Banner of the Bold

Description

The intricate needlework required to embroider a banner of the bold is time consuming in the extreme. Trace amounts of dragonbone and iridescent gloaming are used to trim and reinforce the sturdy cloth of the standard, but it is the intricate designs worked into the fabric itself that provide most of the magic.

The true potency of this banner becomes clear when the bearer is exposed to malignant auras such as those produced by some horrors or eternals, evoked by heretics and blasphemers, or brought into being by enemies of the Empire to protect key areas.

As with most magical banners, a banner of the bold bears the appropriate symbols for the heraldry or livery of the soldiers who will fight beneath it. This means that the banners are most often made for commission, although some artisans focus their attention on producing fine blank canvases which can be embroidered or painted with appropriate symbols after they have been sold.

A banner of the bold often bears the runes Feresh or Tykonus worked into the banner pole, or embroidered around the edge. Some banners, especially those made by Dawnish weaver cabals use the intricate Summer sigil, carefully worked in thin silver or gold thread into the reverse of the flag proper.

Unlike many magic standards, a banner of the bold is bonded to only a single individual rather than an entire band. The protection and support it offers allows the standard bearer to brave dangerous situations to support their comrades, and gives them a small measure of inner strength to draw on while they do so.

Rules

- Form: Magical standard. The phys-rep requirements for a magical standard are more stringent than those of similar items.

- Effect: While wielding this standard, you gain an additional hero point, and can treat it as a source of spiritual strength for purposes of overcoming roleplaying effects.

- Materials: Crafting a banner of the bold requires no special materials. It takes two months to make one of these items.

It is said that the General Halmerad always insisted on having his command banner unfurled and present when he was due to appear before the Empress Varkula. This was, of course, a sign of martial respect, and not - as has been scandalously suggested by certain other scholars - an indication that he in any way feared his beloved Empress ...

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Bannerman's Band

Description

A Bannerman's Band is a ring, usually worn by banner-bearers, standard-bearers, bards, scops, Varushkan stzena, Dawnish troubadours, many priests and even League cicisbeos. It is a valuable item that allows a supporter or assistant to use their charisma and inner strength to keep their allies alive in the most desperate straits. While the common name is used throughout the Empire, the individual nations often refer to them by the name of an archetypal supporter from their own culture - thus there are Cicisbeo Signets, Troubadour's Rings and Bard's Bands in various places.

A Bannerman's Band is a grand gift to a member of a fighting company whose bravery and loyalty are seen as being inspirational. Some companies with a long history are lucky enough to own an artefact-quality version of the ring which is passed from one 'mascot' to another. Being chosen to carry one of these treasured relics is a mark of great honour. The nature of war means that these priceless rings often fall into the hands of enemies, unfortunately; recovering one of these rings and returning it to the company to which it belongs can easily create a lifelong debt, especially in places such as the Marches and the League where debts are not treated lightly.

Rules

- Form: Jewellery (Talisman)

- Effect: You may spend a hero point to use the stay with me skill. Once per day you may use the stay with me skill without spending a hero point.

- Materials: Crafting a Bannerman's Band requires five ingots of green iron, four measures of ambergelt and five measures of dragonbone. It takes one month to make one of these items.

Dear Tomasina di Sarvos, Captain of the Company of the Black Banner,

Firstly, allow me to extend my warm congratulations on the birth of your granddaughter, a girl whom I am certain will be as full of the virtues of courage and pride as those who gave her birth. Keep her close and love her dearly, and she will not falter for want of good examples to guide her.

Secondly, please request from my messenger the package accompanying this letter now. I hope that you recognise it, my dear friend. I only wish that I could deliver it in person, but the terms of my contract keep me across the water for now, and it seemed too important to wait once I discovered its origins.

This fine ring fell into my possession on campaign along the Brass Coast, among a hoard of otherwise trivial jewellery being auctioned after its capture from foreign reavers. My lieutenant recognised it immediately as a Cicisbeo’s Signet, and clearly decorated with a banner of Sarvos, and yet though it lingered on the edges of our awareness, none among the crew could place it by sight. Call it a failing of vigilance, perhaps, but my banner-book was damaged by water some years ago, and parts of it remain utterly illegible. As you are aware, I am not presently on friendly terms with the Reckoner guilds, and I did not wish to entrust it to another, and so it lay unknown, an object of fierce curiosity, for these past two years.

Eventually, however, along came a torch-bearer of Urizen who wished to travel in foreign parts. He boarded the same Freeborn ship as us, and his own notes on the banners of the Companies of the League were quite extensive. It was then, some days into the voyage, that we recognised it in those notes as the old seal of the Company of the Black Banner, formerly the Black Swan Ascendant, which your grandfather re-named and valiantly rebuilt after its defeat at sea.

Imagine my delight at the discovery. I swear to you, that nervous old mountain-goat did not appreciate being shaken with quite such excitement as I felt at that moment. Immediately we made landfall I attempted to amend the terms of my contract to permit me to deliver the ring myself, but alas, you know the Freeborn: signed in a cambion’s blood, the contract was immutable. I do not blame them; when I look back, the gesture seems a tad off-colour, but such was my delight.

Instead, you have it from the hand of my most trusted lieutenant Drago Durante di Sarvos, along with this letter, sealed with two kisses of joyful affection, one for each cheek. I hope that when we next meet, I will have the honour of seeing it resplendent on the hand of your cicisbeo.

I must to the campaign trail now, but know that a part of my thoughts go with this ring to you.

With warmest regards, I remain,

Yours,

Fabrizio di Sarvos

Captain, Company of the Bald Eagle

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Barbarians

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

Overview

Barbarians are people that are not part of the Empire, that the Empire is currently at war with.

There are several distinct barbarian powers which represent hostile tribes, kingdoms, and nations. The barbarians are designed to look cool in massive numbers in battles; to provide immersive, exciting and dramatic combat encounters; and to allow a range of interactions outside of combat. Most of the barbarian powers that currently surround the Empire are orcs.

Players are not able to play barbarian characters - by definition, they are not welcome on the playing field, however everyone has the opportunity to play a barbarian by volunteering to monster a battle or quest.

The Orcs

There are a large number of scattered orc tribes, but four tribes neighbouring the Empire are large enough that they are considered threats to the Empire.

- The Jotun are warlike but honourable, and occupy a large swathe of land to the west of Wintermark and The Marches.

- The Thule are dominated by their magicians, and engage in merciless asset-stripping of any lands they invade. They are found across the mountains to the north of Varushka in an area called Otkodov.

- The Druj are a comparatively small tribe that uses fear to exert influence over a number of smaller tribes. They are found in the swamps and forests to the east of Dawn and Highguard and known for their treachery and their love of terror-tactics.

- The Grendel primarily occupy a land-mass to the south of the Bay of Catazar, and are kept at bay by the activities of the Freeborn corsairs. They are also found in numbers on the Broken Coast to the south of Urizen.

Smaller orc tribes are scattered across the Empire as bandits, or live outside its borders in numbers. The orcs of the hills between the Brass Coast and their foreign neighbours (Faraden and The Iron Confederacy) are a case in point.

The orc barbarians are not a monolithic threat - the tribes may form temporary alliances, but they sometimes fight each other with as much ferocity as they show to the Empire.

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Barbed Spear

Description

The first Barbed Spears were crafted and wielded in combat by the Navarr - they are especially effective against vallornspawn husks - but they are not the only people to make use of these weapons. In the League the weapon is sometimes called a Biting Glaive, and valued for its ability to inspire terror in opponents.

In some quarters these weapons are also known as Teeth of Vengeance, because they are often used to ensure the death of an opponent who has harmed the wielder or one of her companions. This specific usage of the Barbed Spear has caused concern in the Synod because it can help to encourage unvirtuous behaviour.

While it is common for a Barbed Spear to bear the rune Rhyv, they are often also marked with the rune Irremais.

Rules

- Form: Weapon. Takes the form of a polearm. You must be wielding this weapon to use its magical properties.

- Requirement: You must have the weapon master skill to bond to this item.

- Effect:You may spend a hero point to call VENOM with this polearm.

- Materials: Crafting a Barbed Spear requires thirteen measures of beggar's lye, three ingots of green iron, and three ingots of orichalcum. It takes one month to make one of these items.

Iuceph ducked, without slowing, and the two-handed battleaxe swept harmlessly over his head. He struck out to the left, and turned the movement into a tight spin, sweeping to the right and then rolling forward. He came to his feet, his heart pounding, his breath short, every muscle protesting. Both his opponents were still standing. He felt as if he was on fire.

He leapt forward, striking out again, catching another of the bandits across the shoulder, then twisted away before the woman could close the distance. He jumped and rolled again, swerving his body away from the thrust of the last brigand's clumsy strike, slicing his weapon across his side.

He felt dizzy for a moment. He wiped his hand across his forehead, and it came away with a sticky mixture of sweat, blood and yellow paint. He frowned. One of the bandits must have marked him at some point in his charge. He didn't remember it. The adrenaline began to sour, and he became aware of the familiar fizzing ache of the venom in his body. He looked over his shoulder to check what he already knew; that the dance was done.

The reavers lay where they had fallen, still, breathless. The brigands had tried to flee; they knew as soon as his glaive bit them that there would be no mercy for them today. They lay still now, each marked a second time by one of Graciana's arrows. These men and women, maddened by privation or greed, had learnt a hard and final lesson here today.

Now that the fight was done, the village healer came hurrying over with a flask of apricot brandy, swirling it vigorously to mix the sanguine hibiscus with the sweet liquor. The kohan accepted it with a nod and a strained smile, and allowed the doctor to tend his wounds and quiet the tempest in his blood.

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Bards

Bards

- Provide music and entertainment at events appropriate to the nation.

- Encourage PCs to perform and entertain each other.

- Encourage national identity through music, storytelling and dance.

- Help to immortalize characters who have heroic deaths.

Each member of our bard team plays a single role throughout the event as an active bard and performer in their nation. The primary responsibility is to produce music and entertainment in the evenings and to encourage and support PCs doing the same. The goal is to ensure that every camp has a festival feel with celebrations taking place through the event. They are also intended to encourage a strong sense of national identity in their nation, using their performances and roleplaying to encourage players to embody the brief. Their final responsibility is to collect stories of characters who have died in tragic or heroic circumstances and to try to preserve their tales so that all players are encouraged to live up to the heroic challenges the game presents. It is possible for a bard to play other roles some of the time if they wish.

Being a bard requires credible ability to perform and entertain. Story-telling, singing or instruments are all fine, but please don't ask to be a part of the bard team unless you have the out-of-character skills and confidence to play the role. You have total freedom to play your character as you please provided you bear in mind the out-of-character responsibilities of the role, so a bard is a great role for anyone who wants to get stuck into the game but also wants to be involved with performance and entertainment at the event.

Current Nation Bards:

Mark Chilvers is organizing and recruiting the bards for Empire. We are still looking for bards for the Brass Coast, Dawn and Highguard.

Nation

IC Name

OOC name

Imperial Orcs

Bloodcrow Stone

Mark Chilvers (organizer)

Wintermark

Tiny Dunning

Tony Taylor

Varushka

Nadezhda Nadyovna Gremani

Jude Reid

Varushka

Elka Nadyaovna Gremani

Daisy Abbott

The Marches

Sister Meredith Stellamaris

Abigail Seabrook

The Marches

Kit of the Ramsbrucks

Kathryn Wheeler

Urizen

Nicassia of Phoenix Reach

Claire Sheridan

Urizen

Salviana of Endsmeet

Dhiamara Aurian Coulson

Navarr

Gerallt Brackensong

Jamie Wakefield

The League

Salvatorri Galletti di Sarvos

Chris Robins Kennish

Crew Links

- Crewing

- Site Crew

- Event Crew

- Plot Crew

- Management Team

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Barien

Contents

- 1 Eternal of Summer

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

- 2 Castellan

- 3 Known Heralds

Eternal of Summer

Sobriquets

Barien is called the Iron Duke.

He is sometimes called the Seneschal of the Road, the Lord of the Crossroads, Knight of the Long Road, the Host of Hosts or the Traveller. He is the Master of Challenges, the Keeper of the Revels and the Reeve of the Summer Lands. A common name among the Winterfolk, the Jotun and the people of the Commonwealth is Barien Dragonforge, referring to his hidden forge rather than his role as master of challenges - he accepts this title with mild good humour. The Sumaah and Asaveans alike both call him Iron-Staff.

It is unwise to call him the Lame, Half-hand or Maimed Lord to his face.

Appearance

The Iron Duke appears as a man of average height and build. His ears are pointed and his skin is covered with coiling silver and grey marks. The Duke is lame - he favours his right leg, and sometimes leans on his iron-bound staff for support. He makes no secret of the fact that his lameness is a "natural" condition, rather than the result of any injury.

In contrast to many of the other Summer eternals, he dresses conservatively; favours dark, subdued colours; and eschews jewelry save for a circlet of polished weltsilver that surmounts his brow. When dealing with the Empire his attire is often influenced by the fashions of Dawn or the Marches, but from time to time he favours clothing more appropriate to a Wintermark runesmith.

The Knight of the Crossroads is an artisan, and at any given moment is likely to have several wondrous items about his person which he may call upon if he feels the need to defend himself - and lend or gift to someone he considers worthy. On the rare occasions he has chosen to fight, he wields his iron staff with devastating skill.

When Barien is encountered as part of group, he may be accompanied by members of his own household, or by those seeking his favour. The former tend to be skilled individuals who serve as seneschals, heralds, messengers and artisans. The latter are eternals of Summer who are paying a debt to Barien, or seeking his favour. They are often knights or entertainers, and may be heralds in their own right in service to other eternals.

The most common figure accompanying Barien is his Castellan, an eternal whose power is comparable to that of the Iron Duke and who is his most trusted lieutenant.

Concerns

Barien exemplifies meeting, setting and overcoming challenges. He regularly sets challenges for those who seek to prove their worth, but also ensures that great successes - or even brave failures - are recognized and celebrated. He favours not only heroes and champions, but also the troubadours, scops and storytellers who celebrate their deeds.

He is scrupulously neutral in the rivalries and alliances of the Summer Realm. His role means he regularly oversees tournaments and presents challenges to the other eternals. He is a regular guest at the courts of Eleonaris and Cathan Canae in particular. He has no realm of his own, but his household travels freely from place to place, and his court is based in a great pavilion camp or outdoors under the open sky. It is not unknown for his heralds to pitch their tents in strong Summer regio from time to time, offering hospitality to travelers and engaging them in contests of strength, wit and will. A common task set by Barien to those who seek his favour is to set their tent up at a crossroads and challenge all travelers to appropriate contests of arms or wit.

In personality Barien is much more restrained than many of the other eternals of Summer. He is absolutely confident in himself, his abilities and the abilities of his court. He is polite - friendly even - to those who treat him and his people with respect, but those who presume too much or who assume too great a level of familiarity find him cold and condescending. Anyone who tries his patience will be given one opportunity to apologise and if they do not they will be ejected from his presence.

He admires self confidence, while disdaining overconfidence and arrogance. People who actively seek out ways to test themselves and hone their abilities find it easier to attract his favour. He enjoys helping others solve their problems almost as much as he loves seeing an underdog overcome the obstacles life has placed in their way. Woe betide the individual who asks Barien for help they do not need, however. He is much more likely to offer advice or suggest allies the petitioner might seek out than he is to involve himself directly. Despite this there are several stories of individuals who asked Barien for advice, triumphed over their challenges, and then received some minor gift of Barien's favour in recognition of their accomplishments.

Barien does not favour any particular form of challenge - strength of arms, cunning, wits and subtlety are all equally important to him. He appears to prefer challenges that pit people against each other if only because it means every challenge will produce a victor, but he celebrates victory over nature or the self with almost as much enthusiasm. The mountaineer who conquers a mountain nobody else has ever scaled receives just as warm a welcome from the Master of Revels as the warrior who saves a village from ogres.

The Master of Revels takes hospitality extremely seriously. Anyone who eats or drinks under his roof and treats him with the cordial respect he is due is treated as part of his household, and he expects the same in return for his heralds and agents. He may ask an unwelcome guest to leave, but when he does so the guest will be assured of safety until they reach the mortal world again - but they should be very cautious about returning to his court.

He has no patience for those who demand what is not due to them - those who expect respect without earning it, or who express feelings of entitlement. Those who take their position, possessions or friends for granted or who assume they are 'owed a living' by the universe irritate him, and he has little time for them. The complacent and the content also annoy him, but he is more likely to try and challenge their complacency or contentment than to eject them from his court.

He absolutely despises both cheats and those who claim deeds or glory they have not earned. On the rare occasions such individuals have been exposed before him, he has lain terrible curses on them that have robbed them of their strength and will, and occasionally seen them waste away and die.

The Iron Duke is known to look on the Empire with approval as a place where merit often determines success; where personal glory is recognised and celebrated; and where commitment to ideals and goals is encouraged. While he predictably favours people of Dawn, he is also known to appreciate the Wintermark willingness to test themselves and the stubbornness of the Marchers. He is also said to have a soft spot for the Imperial orcs and is believed to greatly admire their commitment to their plan.

He is also known to approve of the Jotun orcs, however, and this has occasionally resulted in short periods where he has been the subject to the enmity of the Imperial Conclave.

In Wintermark he is strongly associated with Jotra, rune of challenges and Tykonus, rune of victory.

Boons

The most common boon offered by the Iron Duke is a challenge - an opportunity to face dangerous odds and either triumph or fail. The ritual Challenge the Iron Duke is specifically designed to allow mortal magicians to find those worthy of the Duke's time. He has been known to offer covens who favour this ritual boons that make the ritual easier to perform, or that allow the coven to help arrange the challenge more easily.

Barien is an artisan, and he makes many of the rewards he offers to victorious challengers himself. He also collects items of worth - and in this regard his definition of 'worth' is very similar to that of the Imperial Orcs. Specifically, he likes to acquire items associated with heroes and champions which he then uses as the basis for the magical items he crafts to reward the victorious. When questioned about it, he explains that his purpose is two-fold. First, he honours the champion who bore the worthy item; second, he finds it easier to make a potent artifact from a worthy relic. Magical items crafted by Barien often encourage personal pride, strength of will and the drive to seek out and overcome obstacles in their bearers.

The Master of Revels knows how to prepare a magical brew that restores bodily strength and integrity, removing supernatural afflictions such as the Curse of Gangrenous Flesh or the Curse of Decrepitude and similar effects. Gaining a flask of this strong elixir always requires someone to complete a difficult quest on Barien's behalf.

He has some ability to help smooth the path of those seeking a personal challenge. He might identify someone who knows the location of an object a questor seeks, or suggest ways to overcome a certain problem presented by a difficult quest. This aid never removes the danger from a challenge or quest; instead it helps make the quest or challenge attemptable. For example, when the Knight-errant Trisant sought aid in defeating the terrible Azerdack it was Barien who told him about the Kallavesi mystic who could prepare a defensive elixir to let them penetrate the fetid glen where it dwelt - although this meant Trisant and his companions had to face three challenges from a Jotun warlord in order to secure the rare flowers that formed the basis of the elixir.

While he is largely disinterested in trade, he is said to value dragonbone and ilium, and favours those who offer him gifts of these materials - although any suggestion that these gifts are bribes or payment is likely to annoy him.

It's a tired metaphor, but those who face challenges are forged in a way that those who live an easy life are not. I don't think I need to belabour my point any further?

Castellan

This creature is a woman with two swords and mithril armour who serves as Barien's champion, body-guard and primary agent. She never uses any other name than Castellan, and is his trusted lieutenant. She bears the same silvery designs on her skin as her lord. She is an extremely practical creature, who speaks in terse sentences, and unlike Barien she is much less tolerant of fools and time-wasters.

Except when she is serving as Barien's agent in the mortal world, she is rarely encountered apart from Barien but on the very rare occasions that she is alone she is generally pursuing her personal interest in the challenges that face those who fancy themselves in love. Occasionally, she intentionally places obstacles in their way to test the strength of their commitment to each other.

She is described in the writings of Lydia de Courland as "one of the least romantic patrons of star-crossed lovers one could hope to meet; her advice is direct, her support uncompromising and her patience for fools almost entirely non-existent."

Castellan claims to be an eternal of equal power to Barien although some magicians believe that this cannot be true (due to her ability to enter the mortal world rather), and she might simply be an extremely powerful herald. Others point out that mortal classifications of the inhabitants of the Realms become a little unreliable when applied to creatures such as Castellan, Reed, or the Voivode of Chains.

Known Heralds

The following are known heralds of Barien:

- There is speculation that Barien is served (knowingly or perhaps otherwise) by a herald or heralds called Aben-Nuath

- Emblem

- Sigil

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Barked Command of the Iron Serjant

Contents

- 1 Rules

- 1.1 Autumn Magnitude 14

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 14

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets up to three characters from the same banner. Each character must be present throughout. A character with the weapon master skill must also be present throughout (although they are not enchanted by the ritual).

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual targets up to three characters from the same banner. It requires the participation of a character who is part of that banner who has the weapon master skill. The target characters gain the ability to fight with one weapon type chosen from the list: one-handed spear, two-handed weapon, polearm or pike, chosen by the character who has the weapon master skill. Each target receives the ability to use the same weapon.

As long as they are enchanted, the targets experience a roleplaying effect; they feel a desire to stick together, fighting alongside each other and with the character who 'trained' them in their new combat skill.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 4. Additional characters must be present throughout.

Description

While this enchantment does not precisely turn a group of raw recruits into an elite fighting force, it is considered valuable for its ability to grant soldiers the ability to quickly master a weapon favoured by their military unit so they can fight alongside them (or in some cases, specifically to gain the benefits of being bound to a magical standard such as Glory's Call or the Yeoman's Flag). It is especially favoured by Imperial orcs whose legions prefer to fight with a recognisable combination of weapons and armour, and in The Marches for allowing everyone the opportunity to take their place in a bill-block or pike-wall.

Some ritualists employ the effect of Barked Command of the Iron Serjant on themselves, forming a temporary banner with a skilled combatant and working the performance around their instructions. In Urizen where this ritual is often called Lesson of Shared Excellence the transfer of skills tends to be accompanied with more careful attention to stance and achieving the right feeling of centred discipline than on barking instructions at magicians as if they were green recruits on a parade ground.

Common Elements

The focus of this ritual is the character who acts in the role of the iron serjant. That person may be one of the ritualists, but is more commonly someone selected for both their martial ability and their capacity to convey their expertise to others. In The Marches or a League Free Company this is as often as not a boisterous drill sergeant or similar character, who runs the targets of the ritual through the use and care of the weapon while correcting their mistakes. The ritualists sometimes join this drill or mark the targets and their weapons with runes or tokens. At the climax, it is common for the targets and the iron serjant to share a drink or a toast to their eventual victory.

Oaths, toasts and rousing speeches are also common, as are recitations of songs favoured by soldiers while the weapon drill takes place. The ritual often focuses less on rousing the fighting spirit of the targets, and more on encouraging them to fight together and obey orders; invocation of Paragons and Exemplars of Loyalty are especially common, as is the use of the rune Lann.

"Alright, you ill-born swine, show me your drill," the sergeant shouted at the few warriors chosen from out of the household's ranks. Quickly they fell to work, standing shoulder to shoulder and lowering their pikes. They stepped, they thrust, they defended, they stepped again.

Only their step was out. And their thrust was off. It was so bad, one of them almost dropped his pike. When it came to defending, he watched four of them die to an enemy inside their reach. It was awful.

"By Vigilance," he swore under his breath. He hoped they reaped better than they fought. As he watched, several of them lost and regained their footing hurriedly, and stepped without a thrust to catch up with their fellows. He turned to the Steward of the Household, who was busy trying to maintain some dignity beneath her obvious disappointment. "Who trained this lot?"

"That would be Blind Harry," she said. The old soldier had, perhaps, not been up to his former standard in the months before he'd died of old age. And his eyesight couldn't have helped.

One of them fumbled his pike, and tripped as he tried to force its tip out of the ground.

"By all that's..." Sergeant Dick gritted his teeth, "You're not sending this lot anywhere without an Autumn cabal. I'd say Summer, but I ain't trading competence for common sense. You need Autumn. Lots of it. I'll be their iron serjant, or they'll just get 'emselves murdered. Just tell me, please, by Wisdom, tell me you've got friends in Autumn." White-faced, the Steward nodded. "Course you do," the sergeant muttered, "Bloody townies, honestly, I tell you..."

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Barked_Command_of_the_Iron_Serjant&oldid=51204"

Basic Skills

Contents

- 1 Hole Punching.

- 1.1 Why:

- 1.2 When:

- 1.3 Where:

- 1.4 How:

- 1.4.1 Additional Tip:

- 2 Cutting.

- 2.1 What:

- 2.2 Why:

- 2.3 When:

- 2.4 Where:

- 2.5 How:

- 2.6 Skiving.

- 2.6.1 Common problems:

- 2.6.2 Additional Tips:

- 3 Edge Finishing.

- 3.1 What:

- 3.2 Why:

- 3.3 When:

- 3.4 Where:

- 3.5 How:

- 3.6 Bevelling.

- 3.7 Burnishing.

- 3.7.1 Additional Tips.

- 4 Setting.

- 4.1 What:

- 4.2 Why:

- 4.3 When:

- 4.4 Where:

- 4.5 How:

- 4.6 Rivets.

- 4.6.1 Solid.

- 4.6.2 Tubular.

- 4.6.3 ‘Rapid’ Rivets.

- 4.6.4 Additional Tips:

- 4.6.5 Common Problems:

- 4.7 Snap Fasteners.

- 4.7.1 Additional Tips:

- 4.8 Eyelets.

- 4.9 Buckles.

- 4.9.1 Additional Tips:

- 5 Dyeing.

- 5.1 What:

- 5.2 Why:

- 5.3 When:

- 5.4 Where:

- 5.5 How:

- 5.5.1 Essential tip:

- 5.5.2 Common problems:

- 5.6 Penetrative Dyes.

- 5.7 Surface Dyes.

- 5.8 Antiques & Highlighter.

- 5.8.1 Common Problems:

- 5.8.2 Additional Tip:

- 5.9 Surface Finishing.

- 5.9.1 Common Problems:

- 5.9.2 Additional Tips:

- 5.10 Blocking.

- 5.11 Edge Dye.

Hole Punching.

Why:

Holes are wonderful things. Rivets need them, lacing needs them, they can make sewing easier and yet whilst being so useful, they can also be a repetitive pain.

When:

Generally it’s worth marking where your holes are needed just prior, or at the same time are marking on any design (especially if tooling VegTan leather), but it can be advisable to leave off actually punching them until the leather has been dyed and finished. Whilst damp leather can be slightly easier to cut (and therefore punch through) if you apply dye to pre-punched leather it will obviously soak through the holes and bleed onto the reverse (grain) side. This is not necessarily an issue and is not overly wasteful, however unless the underside is then also sealed the colour can be prone to transferring to items being worn underneath. When punching holes for rivets, snaps and eyelets it is best for them to be as snug a fit as possible. Line the post of the rivet etc up alongside the stem of your punch to assess the fit. Be aware when using thinner leathers and suede there can be a small amount of stretch to it, so it is best err on the side of caution; you can always punch again, larger, if needed, but you can’t put bits back to make it smaller.

Where:

Holes can be punched pretty much anywhere you can get a punch to, which is why drive punches are much more versatile than a rotary punch; which can only reach a small way in from the edge.

How:

Unless you’re using a rotary punch, always place something underneath the leather you are punching through. Not just to protect your work surface, but also to prolong the life of the punch; one strike against a stone block and that’s the end of your drive punch. Card isn’t really suitable for this, though a very thick piece of scrap leather (or a stack of thinner pieces) will work as a minimum; cutting mats for knives are generally too thin as you run the risk of driving the punch right through it with a solid mallet strike. The best to use is a substantial piece of tough rubber or nylon; a cheap alternative to those sold specifically for this purpose is a good quality nylon, kitchen chopping board. Simply rest the punch over the mark, hold the punch perpendicular to the leather and strike with a mallet. The amount of force required is as variable as leather itself, from a tap to a solid whack. Not just thickness but the type of leather and whereabouts on the hide it is from all play a part in determining its toughness. Practice will enable you to judge, but it can be better to err on the side of caution; you can always hit it again, but once you driven your punch all the way through in one hit and blunted the cutting edge , it’s too late.

With a rotary punch the process is almost the same. Simply line up the punch with the mark and apply pressure. Sometimes with rotary punches, especially on thick leather, they can leave a small amount of uncut fibres on the very outside of the hole, meaning the waste section won’t easily come out. A slight rotational twist to either side whilst pressure is applied can give a clean cut.

Additional Tip:

Wherever possible you should punch holes from the facing side of the leather downwards, not from the grain side upwards. As each hole is punched the waste section of leather is forced upwards, through the hollow stem of the punch, and ejected out of the side (or top on a rotary punch). By punching from the facing side down a slight curve is formed on the smooth leather, making it’s passage through the tool’s stem fairly straightforward. This tends not to happen for the grain side and so the waste section is prone to resisting and merely compresses when the next hole is punched; jamming the tool and preventing it cutting properly. If this does happen it can be cleared with very careful application of a bradawl, stylus or similar long, thin, strong piece of metal. However, be warned, if it slips you can risk braking the cutting edge of the punch, rendering it useless, and possibly injure yourself too.

Cutting.

What:

Tools used in this section:

Why:

Well obviously you need to cut and trim a finished piece, but also, unless you are creating something the size of half a cow, it is far easier to remove a rough section from a hide to work on.

When:

Leather can be expensive so, much like with fabric, the best way to get the most out of your material is efficient layout of the pattern. Lay out a template on the reverse (grain) side of the leather, mark it out with a ballpoint pen and use this as your cutting guide prior to marking any design or pattern onto the facing side.

Where:

Large hides can be cut on the floor if you don’t have a table large enough. Make sure to protect the surface underneath, ideally with a specialised cutting mat, though thick card or rubber can serve equally well. This is not just to protect your carpet or table, but also to prolong the usefulness of your knife blade.

How:

Light leathers can be relatively easily cut by simply using a decent pair of scissors. However care should be taken when cutting smooth surfaced leathers to position the scissors to the outside of item (as illustrated). This will give a clean cut edge rather than one compressed by the scissor blade .

There are shears that are specifically designed to be capable of cutting the heavier weights of leather most often used for LRP projects.

Alternatively a knife can create a cleaner and more versatile cut and if being used to cut a straight line always use a metal ruler; a blade is far less likely to skip across a metal ruler than a plastic one, which can also easily become notched and scored. The toughness of the leather being used, along with the pressure that needs to be maintained to ensure a smooth cut will dictate which kind of knife would be suitable. Scalpels, whilst extremely sharp, are not particularly strong and so would not be recommended for anything other than the lightest of leather. A better alternative would be something similar to an Xacto craft knife with a substantial handle. These will better take the pressure whilst also being fine bladed enough for more intricate shapes. Depending on the thickness of the leather repeated cuts may be needed, but it is generally better to cut slowly, smoothly and more than once than putting excessive pressure on a knife; this will more often than not, result in a jerky, rough cut and be more likely to slip, break or otherwise be potentially dangerous.

Specific leatherworking knives can easily cut through the toughest of leather, however they are not suited to intricate shapes and are best used to remove a section from a large hide to make it easier to work on. Draw-gauge knives, or strap-cutters, are a very quick and easy way to make straps, belts and anything that requires a parallel cut. Simply use a knife/metal ruler to provide the initial straight edge then measure in the desired width of the strap. Again use the knife and ruler to make a starting cut of about 1”-2”; this will enable the leather to be pulled through the strap-cutter slightly to more easily start it off. (On heavier leathers this initial cut is not always required, provided the cutter’s blade is sharp the leather will be cut rather than resist and buckle when pushing it through to start.) Set the strap-cutter to the required width and depth as illustrated, then insert the leather into the initial cut and then pull through to complete the cut.

Release the bolt at the end of the handle, this will allow the cutting gauge to slid through until the desired width is reached. If the leather is excessively thick or thin you can adjust the depth with the small bolt at the end of the cutting gauge and by carefully squeezing closed, or prying open, the blade end with a pair of pliers; keeing it set at about 4mm is generally OK for more leathers. Set the width by matching the measure with the edge of the handle, then simply re-tighten the main bolt.

Ensuring the straight edge is kept firmly butted against the handle of the cutter can have a bit of a knack to it, some people prefer to draw the cutter across the leather whilst holding that firmly, others find it easier to hold the cutter steady whilst pulling or pushing the leather through. As with most things, practice until you find a way that suits you best.

Skiving.

Skiving, rather than just not doing any work, is actually a specialised horizontal cut used to thin leather. It can be done by machine or by hand with a wide range of specialised knives. Ideally it should only be done to the reverse (grain) side of the leather, as the surface (skin) side contain the most densely packed and strongest fibres thereby retaining the most strength possible on a thinned section.

Generally it is most often done along edges where joins are formed, at the end of straps to allow for better fitting of buckles or where handles are to be sewn into place and if done carefully, can even thin a very small area of leather around a punched hole to allow for a depressed, hidden rivet. The latter can also be used to allow a secure set for a snap fastening on leather that would otherwise be slightly too thick for the length of the snap’s post. For skiving an edge along which a stitched or riveted join will be done it is probably most easily achieved with a straight skiving knife or a ‘Super Skiver’ (a handy beginner’s tool sold by Tandy). With a Super Skiver, simply place the leather on a flat work surface and hold firmly in place. Hold the Super Skiver towards one end of the leather, protruding over the edge and resting at a slight angle as illustrated.

Applying enough pressure for the blade to bite into the leather carefully draw the tool towards you, trimming the edge as you go. The depth of the cut (and therefore the thickness of the leather remaining) is dictated both by the amount of downwards pressure exerted and by the angle at which you hold the tool itself; usually between 30 and 45 degrees.

To use a plain skiving knife the action is pretty much the same as the Super Skiver, except you are pushing the blade away from you rather than drawing towards you.

Also there is no guard or other guide on how deep you cut; it is purely down to your own control over the blade itself and holding your leather firmly. One slip and it could easily be ‘that’s all she wrote’ for your work, and possibly your fingers!

Probably one of the most versatile knives that can be used for skiving is a ‘Head Knife’, also known as a ‘Round Knife’. Skiving, cutting, trimming, all can be done using a head knife, however it is very much an acquired skill that is almost totally unlike using any other kind of blade. Once learnt though, you may wonder why you bothered with so many other knives...

... and yes, even after 20 years I’m still learning different ways of using it!

Held in a similar fashion to a regular skiving knife, a head knife is also pushed away from you rather than drawn towards. However, due to the curve in the blade the angle at which it must be held is far less otherwise you run a far higher chance of simply creating a channel that is much thinner along one area that the other. Also, being a larger blade, it requires more effort to control so you don’t either gouge deeper as you apply pressure or alternatively, simply slip upwards and skip across the leather’s surface; possibly only stopping in your fingers!

For narrow strips or around rivet holes a ‘French Skiver’ is possibly best and easiest tool to use. It is very similar to an edge beveller, only with a ¼” (6mm) wide blade. Again, this is one that is pushed away from you rather than being pulled towards. Seat the edge of the blade over the cut edge of the leather, apply pressure to start the cut and then push carefully away from you whilst holding the leather firmly with the other hand as illustrated. The depth of the cut is controlled not only by the angle at which you hold the tool (usually about 20-40 degrees) but also by the amount of pressure applied. Take care when making the first pass along the very edge of the leather as it is easy for the blade to dig deeper due to there being no resistance against the tool’s outer edge.

Once you reach the end of the section to be skived, place the blade back at the start, yet this time set it approx half the blade’s width in from the cut edge and proceed as before. This time the leather on the outside edge of the tool will act as a guide to help prevent you cutting too deeply. Continue in this fashion until you have skived the desired width and depth. If you are doing this at the end of a narrow strap (e.g. to allow a better seat for a buckle) then you may find that it will only take three passes with the tool to achieve the full width of the strap. In which case it can sometimes be easier to effectively make two ‘first passes’, one along either cut edge and then make the third down the middle.

To make a depression for a hidden rivet, or to allow a shorter one to be used, first punch the hole. Position the French Skiver exactly as before only instead of seating the edge of the blade over the cut edge of the leather, seat it just inside the rivet hole. As you apply pressure to make the cut carefully pivot the tool around this central point, skiving as you go.

Common problems:

With the Super Skiver the blade itself is held in the tool at a slight curve. Be aware of this when using it to skive a broad section as it will obviously cut deeper at the centre than at the edges.

Additional Tips:

Little and often is the key here. You can always keep going over the leather, removing thin strips each time; you can’t really stick it back on once you’ve slipped and taken a chunk out of your precious work!

Edge Finishing.

What:

Tools used in this section:

Why:

Unless they are being over-laced or otherwise concealed, bevelling and burnishing the edges of a piece can add so much to the finished look and is relatively simple to achieve. It also serves a purpose in enabling straps to more easily pass through loops and buckles without unnecessarily wearing or roughing up the edges. Finally a burnished edge, even without any form of edge dye, is more resistant to moisture entering, opening up the fibres and thereby weakening the leather.

When:

The following techniques of edge bevelling and burnishing are generally only used on VegTan leather and are performed before any dyeing or sealing. Neither is appropriate for suede though bevelling can be undertaken, with care, on bridle leather or the facing side of full grain or oiled leathers.

Where:

Bevelling effectively trims off the sharp corner along the edge of a knife cut and is most commonly done to both the facing and reverse edges. By burnishing it the edges are further smoothed and rounded off.

How:

Bevelling.

Specific edge bevelling tools come in a variety of sizes, though annoyingly they are generally numbered rather than simply referring to the width of the blade, so here is a rough guide to make your shopping a little easier:

No 1 = 1mm No 2 = 1.5mm No 3 = 2mm No 4 = 2.5mm No 5 = 3mm

The actual depth of the cut can also be determined by how acute an angle you hold the tool against the leather, but the variation is minimal and not horrendously noticeable if you are also going to be burnishing the edge. The action is simple enough, however it can take some practice when dealing with curves and tight corners. Hold the tool so the corner of the cut leather edge sits snugly against the blade whilst firmly holding the leather in place with your other hand. You then simply push the tool away from you, running along the cut edge, stripping off the corner as you go.

As you come to the end of a stroke you can finish by pushing the blade forwards and away from the leather, lifting it and removing the trimmed strip. Alternatively you can stop dead, without completely removing the trim, readjust your grip on the leather and then continue the next stroke exactly where you left off. It may be appropriate to only bevel the facing edge of a piece, however, on belts or substantial pieces like armour it is useful to also bevel the reverse side. Like much of leatherworking, there is no real ‘right’ or ‘wrong’ way to do it, only the way you are most comfortable with which achieves the desired results.

Burnishing.

To burnish the edge it first needs to be moistened. This can be done simply with water, however best results are achieved with a product called Gum Tragacanth; this helps the fibres adhere together and can be diluted with water by up to 50%. Draw either a damp sponge or wool dauber gently across the very edge of the leather. Be careful not to soak it or the edge will become too soft. If this does occur just leave the item to dry until it is just damp. Practice will enable to you gauge this.

Large items can be held on a steady surface with the part to be worked slightly protruding over the edge. Smaller items can simply be held in one hand and straps or belts can often be propped perpendicular to a work surface. If using a variable burnisher ensure the leather sits easily within the ‘U’ section; too tight a fit and track marks will be left on either side of the leather as it is forced through. Too loose is much less of an issue as with care and gentle angling of the burnisher a reasonable finish can still be achieved.

With the leather held steady, firmly and repeatedly rub the burnisher along the edge until a smooth finish has been achieved. It’s that simple.

Additional Tips.

On fine, thin leather it can be difficult to apply enough pressure without the leather buckling. However, if it is placed flat on a work surface a straight burnisher can be angled and rubbed across the uppermost corner as illustrated.

For particularly thick leather that does not fit within the ‘U’ section a similar technique to that described above can be used. Instead of simply laying the leather flat on the work surface, position it near to the edge. Rub the burnisher firmly along the edge, gradually shifting the angle so as to work across the corner and along the bevelled and cut faces as illustrated. Once this has been done on the facing side, simply turn the piece over and repeat on the reverse side.

Setting.

What:

Tools used in this section.

Why:

There are a large number of items used in leatherworking that require setting in some form or another, from the structurally essential rivets to decorative gems or other adornments. The basic skill is the same, unsurprisingly, hammering, but both the setting tools and anvils differ, as does the amount of power required.

When:

Generally setting items is one of the final stages in completing a piece either by attaching components together, adding buckles, straps etc or for adding purely decorative pieces. Whilst rivets and eyelets can be dyed over doing so can impair both their finish and that of the dye. Like re-spraying a car, the best results are often achieved by completing each individual component prior to assembly.

Where:

Wherever possible, set rivets on a solid metal surface such as an anvil. Mini 2lb ones are ideal for use on top of a workbench or table but even a small metal plate placed on a brick can do. Unless the anvil is secured to the surface on which it is resting, it can be advisable to place some form of cushioning between the anvil (or brick) and the workbench/table; mostly to avoid the vibrations causing things to bounce or slip.

How:

Rivets.

Riveting is possibly the quickest and simplest method of fastening leather together but not always the most appropriate depending on the look you are trying to achieve. Ensure the holes used are a snug fit and not too loose. This is especially important with lightweight leather and suede; there will be a certain amount of stretch that can make a rivet more likely to pull through under pressure if the hole is already slightly too large. Use the correct length of rivet for the job in hand. This can be of slightly less importance when using ‘Rapid’ rivets, however solid and tubular ones require a certain amount of excess to actually form the ‘set’.

Solid.

Solid rivets are generally the best choice if you are looking to secure leather to a substantial piece of metal and there is likely to be much rotational movement and/or load bearing, e.g. a strap to a metal greave or breastplate. Any movement of a raw metal edge against the rivet could easily wear through lighter ‘Rapid’ rivets. Insert the rivet through the pieces to be joined so that the flat head is on the facing side and place the washer on the tapered end. Use the hollow part of the setter to drive the washer down to be snugly seated against the surface.

Using a pair of cutters trim the excess to <2mm. It should not be trimmed to be flush to the washer. Using the concave part of the setter hammer the excess flat whilst using a rotational motion with the setter itself. This will form the excess into a mushroom shape and secure it over the washer.

This is one of the few times when using a metal hammer can be better as it gives a sharper blow; additionally the required setter is a fairly robust tool and more capable of taking the abuse than others.

Tubular.

These are relatively strong rivets and often used in many automatic riveting machines. They are suitable for any connection where substantial load bearing is required, e.g. for securing a heavy section of leather to be hung from a belt or when using a single rivet to secure a strap or buckle. They are not particularly suited to any location which is going to be subject to continued rotational movement (such as on articulated items) unless an additional washer is used. This is simply because the peened rivet curls back with potentially sharp edges that will chew away at the reverse side of the leather joint. To gauge the correct size of rivet to use the post should ideally be protruding between 2-3mm. Insert the rivet through the pieces to be joined so that the flat head is on the facing side. Seat the setter snugly into the hollow, open end of the rivet.

Ensuring the setter is held perpendicular to the leather’s surface/anvil strike it firmly with a mallet until the rivet splits and is forced firmly back against the leather.

‘Rapid’ Rivets.

These are possibly the most readily available rivets in a number of finishes, sizes and can be found in both single and double cap varieties. This gives them incredible versatility for use within LRP, from securing decorative items to kit, straps and buckles to joining separate lames of articulated armour. Whilst they are less substantial than tubular rivets they are certainly up to the task for the majority of uses in LRP, especially when a number are used in close proximity, e.g. a triangle of three used to secure straps form breastplates, greaves etc. To gauge the correct size rivet to use the post should ideally be protruding between 1-2mm. Insert the rivet through the pieces to be joined so that the base of the rivet is on the reverse/hidden side of the item and seat the cap onto the protruding end of the rivet. Hold the setter perpendicular to the leather/anvil and strike firmly with a mallet.

The amount of force required to completely set the rivet can be achieved with a few small taps, a gentle tap then hit or a single whack. It’s personal preference and through practice you will get a feel for it and how you are most comfortable doing it. On an open ended (rather than double capped) rivet you can see through to where the body of the rivet has compressed and flattened to secure the cap.

Additional Tips:

Likewise with these particular rivets they can be set using nothing more than a metal hammer and a hard surface like a brick or paving slab. Watch your fingers and it won’t be the prettiest of finishes (you are highly likely to mark the leather) but it can be done if you don’t have access to the correct tools.

Common Problems:

The main pitfall with these types of rivets is in using one that is too long. With insufficient support to keep the rivet upright it will compress at an angle, skewing the layers that are being secured. That said, whilst this may look unsightly and not be the most structurally strong connection, if it has been mashed together well enough it’s unlikely to separate and so still can serve its purpose.

Snap Fasteners.

Readily available in a variety of finishes and colours these can provide a relatively simple fastening solution, especially where straps and buckles are either awkward or relatively unnecessary. The holes for these fasteners need not be as snug a fit as for rivets, however, it is wise to avoid making them overly large as this can result in the peened section of the post deforming the male or female cap and thereby giving an insecure set. Ideally the post of both the ‘button’ and base should protrude through the leather by about 1-2mm. On thicker leather careful skiving around the hole can enable these fastenings to be used.

Rest the outer ‘button’ in the concave anvil and locate outermost piece of leather over it, outside facing side down, then place the female cap over the protruding post. Seat the setter snugly into the hollow, open end of the post. Hold the setter perpendicular to the leather/anvil and strike gently to peen the post back against the cap. Rest the base on the flat surface of the anvil and locate the innermost piece of leather over it, inside facing down, then place the male cap over the protruding post. Proceed to set as above.

Additional Tips:

It is better to set these with a series of gentler strikes, occasionally lifting the setter to check the state of the peened post and cap rather than with just a couple of whacks. The posts should curl back neatly against the cap, but it is very easy for them to split to one side or for the hole in the cap to deform or even split; especially if the setter is not exactly perpendicular or if the mallet strikes at a slight angle.

Eyelets.

Readily available in a variety of finishes and sizes eyelets are basically reinforcement for holes. They help to stop shape deformation and wear and are most useful when the hole will come under some form of pressure, e.g. from lacing to hold a vambrace closed or sleeve on a jerkin. Choose a size appropriate to whatever is going to be threaded through it but also be aware that ideally they also need to be able to protrude around 2-3mm through the leather to be securely set. Ideally the hole used needs to be as snug a fit to the eyelet as possible, especially on the lighter weight leathers which may have some stretch in them. Mainly because the peened edge only folds back over a small distance and if it is too close to the hole’s edge there is a great risk the eyelet will easily be pulled out. There are versions available with small washers that can alleviate this problem and are perhaps better used with finer leathers for better security. Insert the eyelet through the leather with the facing side outwards. Seat into the shaped anvil and if using a washer, place over the protruding eyelet stem.

Hold the setter perpendicular to the leather/anvil and strike firmly to peen the stem back against the leather or washer. The amount of force required can vary depending on the size of the eyelet and the amount protruding so it’s best to use a few gentle strikes, checking as you go, until you get a feel for it.

Buckles.

The two main things to be aware of when setting buckles are ensuring enough allowance is provided for both the central bar of the buckle and the full width of the rivet. Too much and the buckle will be loose. It won’t come off, it’ll just be annoying, but it’s better to err on the side of caution; too little and the leather will be too tight around the buckle-bar and there could be difficulty setting the rivet properly. As a rough guide, fold the leather loosely over, leaving enough of a gap that you would otherwise be able to fit the buckle bar in. Make a mark on either side of the fold a couple of mm in then flatten out the leather. These marks will form the endpoints for the prong’s slot.

Whilst there are specialist hole punches readily available to make the central slot for the prong, it can be done with a regular hole punch and some careful work with a knife. Use the end points you have just marked to punch two holes the same diameter, or slightly larger, than the buckle’s prong. Then carefully cut between them either using a small ruler or, if you’re more willing to risk your fingers, it can be done freehand. It is probably better to make repeated, light cuts, than use too much pressure and risk slipping. An additional tip is to only cut away from the hole to the centre rather than all the way across from hole to hole. This way is less likely to cause an overcut as illustrated.

The two rivet holes can then be marked approx 3/8”-5/8” (10-15mm) out from each end of the slot.

Additional Tips:

As a guide, for a simple pressed ¾” buckle as illustrated, an average allowance of 1 ¾” (45mm) between the rivet holes is appropriate when using 3mm leather. If you have more than a couple of the same size buckles to set then it can be useful to make a template of either card or leather to save measuring each one individually.

Generally a single rivet is sufficient to hold a buckle in place that is likely to not come under excessive strain. For example holding a pouch/ bag flap shut, or for vambraces and greaves where the load is distributed between a number of straps/buckles. However, for added strength, or for wider straps, additional rivets can be placed either in a line or alongside each other.

If the leather being used is excessively thick where the buckle is to be placed, then it can be skived down from the far end to just prior to the first rivet hole as illustrated. This will obviously weaken the leather slightly so be careful to only remove enough to allow for a comfortable fold over the buckle.

Dyeing.

What:

There is a vast range of dyes, stains, pigments and paints designed for use on leather, and an even wider range of products that aren’t but can still be used. Feel free to experiment but always bear in mind the durability, flexibility and permanence of what you are using.

Why:

On natural VegTan leather used for tooling and carving you will probably want to colour it in some way, be it in a subtle or strong fashion. Even if you wish to keep the natural colour it is recommended you seal the leather to help protect against damage from water and light scuffs. Though you should be aware before choosing to leave a natural finish that VegTan leather will continue to effectively ‘tan’ itself when exposed to natural light and so will continue to darken in tone. This action can therefore cause shadows and highlights if something is placed on top of it (effectively blocking the light) for even a relatively short period of time; as little as an hour under a midday summer sun!

When:

As VegTan leather needs to be cased (sprayed, sponged or soaked with water) for tooling, any dyeing or staining needs to be done once all your work is completed. It is generally advisable to seal items in some way one you have finished working and dyeing VegTan leather. Not only does this help to preserve the surface from damaging watermarks, is can also help prevent any transference of dye both during wear and if the item does get wet (it’s LRP, during a British summer, it’s going to rain at some point). It is also advisable to dye and finish each component prior to any setting of snaps, rivets etc. Not only will you achieve and more even appearance and colour but each item will be more effectively sealed, as opposed to missing areas under straps, riveted joins etc.

Where:

Most dyes, stains and finishes are used across the facing surface of the leather; they are also suitable for use on the reverse (grain) side if it is likely to be exposed to view. However be aware that this side will be slightly more absorbent. There is also a specialist dye, Fiebing’s Edge Dye, which is specifically formulated for, you guessed it, the cut edges of your leatherwork.

How:

Essential tip:

First thing, wear a pair of gloves unless you want to be trying to scour your fingers with acid and a wire brush for the next two days! Disposable latex ones are fine if you are using Antique or Highlighter, but can sometimes not be thick enough for other dyes, especially alcohol based ones; leaving you with stained fingers like you’ve been smoking sixty roll-ups a day for a decade. Reasonable household rubber washing up gloves work best. There are almost as many ways to dye and stain leather as there are dyes and stains; each will provide subtly differing results. Likewise, leather being a natural medium, the same dye can provide a different finish or tone across similar yet separate hides; frustratingly sometimes even across the same hide! It is therefore advisable, when making a matched set of anything, to use leather from the same hide as far as is possible. The method of application can be by brush, sponge, cloth, wool dauber or even a small piece of dense sheepskin. There are advantages and disadvantages to each and much of it comes down to personal preference. Brushes can leave streaks and brush marks, as can daubers. Sponges often deliver an excessive amount of dye, again, as can some daubers, whereas cloths can sometimes not deliver enough leaving a patchy finish. A piece of trimmed sheepskin can be the most consistent, however they can be tricky to obtain; too dense or coarse and streaks can be a problem, too soft and an inconsistent amount of dye will be delivered. There is a knack to their selection and trimming, however they are my preferred medium so unless otherwise stated consider the following advice given as if they were being used. Though the techniques themselves are pretty much the same across the board, I would advise practising on scrap leather to find whichever suits you best.

Common problems:

A streaky or patchy finish. This is most commonly caused by an uneven application of the dye across the surface overall. The bigger the area being dyed the harder it is to maintain an even coat. To combat this it is important to dye each piece in a single session. If a break is taken for long enough to allow the dye to dry it is much harder to blend it with the un-dyed section. Likewise, simply applying additional coats can sometimes simply exacerbate the problem; excessive layers will simply build on each other rather than even out the tone. This can particularly be a problem with Tandy’s Eco-Flo ‘All in One Stain & Finish’ for as it contains a varnishing agent within the dye it will become tacky and streaky if a second coat it applied. With penetrative dyes the best approach is to keep the initial application as even as possible. The first contact will always deliver the most dye to the leather. The further the dye is spread beyond that point the less will be delivered to soak into the leather. However it can often still continue to ‘colour’ the surface of the leather and so patches can be missed until it dries; where more has penetrated it will dry a darker tone. For surface dyes this is less of an issue. However maintaining an even pressure over the entire application is what will help alleviate any streaking. Likewise with antiquing and staining, even pressure is most important, not just when applying the colour, but also when removing the excess.

Penetrative Dyes.

These are dyes that soak through the surface and into the grain of the leather. This can give a better depth of colour and generally be more resistant to scratches and scuffs revealing the natural colour of the leather below. One application is generally enough to provide a good even tone with alcohol or oil based dyes, though with lighter colours and some water based variants a second, more sparing coat, can be helpful. Many of these dyes within a single range (such as Fiebing’s Leather Dye) can be mixed together to provide a wide range of individual colours and shades. The lighter ones can also provide a good base colour for further antiquing or highlighting. Gently apply using a small overlapping circular motion, working from one side to the other. When you feel it running dry, reload your ‘swab’ (be it a sponge/dauber/whatever) and continue where you left off. You shouldn’t need to use much pressure to transfer the dye from the swab to the leather, if you do then it generally means that the swab is drying out and you need to reload. It is better to work little and often rather than over-soak. Once everything is completely dry, you should use a clean cloth to buff over the entire piece to remove any excess surface pigment. Some dyes will shed more than others; oil dyes tend to shed the least.

Surface Dyes.

Not surprisingly, surface dyes barely penetrate the leather to colour it or, in the case of acrylics (like Tandy’s Cova Color), merely adhere to the surface and do not penetrate at all. This can make them more subject to revealing scratches and scuff marks, though this can actually be useful if that’s the overall look you are trying to achieve. A very good example of a surface dye is Tandy’s Eco-Flo ‘All in One Stain & Finish’. Applied in a similar fashion to penetrative dyes however, it is recommended that a greater load is delivered in a single session. You should work it well across the surface of the leather with overlapping stoke, maintaining an even pressure to distribute it over a larger area. Once the full area is evenly covered and any cuts, tooling etc are filled, change to a clean cloth, or piece of soft sheepskin, and buff over the entire piece to remove any excess stain.

Acrylics are effectively paints rather than dyes and are used in exactly the same manner as if you were painting on to paper or canvas. Used neat they are generally opaque, though be aware that if you are using them over an already dyed surface some lighter colours (especially white) will pick up and transfer the dye below. They can be diluted with water to varying degrees, becoming more translucent. Some interesting effects can be gained this way by using them as a wash over other colours. It is advisable to build up thin layers, allowing each to fully dry in between, rather than rely on plastering it on. When applied too thick, particularly over large areas, acrylics can be prone to cracking and flaking; especially if the area in question is designed to be flexible (e.g. across the spine of a book).

Antiques & Highlighter.

Antique and Highlighter are both very similar products that achieve a very similar effect. The difference (apart from the colour range) is simply the viscosity of the product; Antique is thicker. That’s pretty much it. Both can be used as a surface dye and applied directly onto VegTan leather, though being thinner, Highlighter will require more coats to provide any real depth of colour. However the durability of the finish is inferior to penetrative dyes, or even surface dyes such as those mentioned above. Significantly the lightfast quality of these is not particularly good and so will be subject to fading in strong light; worth bearing in mind when storing items, if something has been partially laid across an item you can be left with a distinct shadow with faded colour where exposed. The real benefit to these products is to build up in depressions and surface cuts thereby providing a variable contrast of tones within a piece overall. This makes them particularly suited for use on tooled work, or on pieces which you have specifically damaged the surface of (be it with a mallet, blade, rasp or simply jumped up and down on) to give an aged, battle-damaged look.

Applied in a similar fashion to surface dyes you should work it well across the surface of the leather with overlapping stokes, maintaining an even pressure to distribute it over a larger area. Once the full area is evenly covered and any cuts, tooling etc are filled, leave the item to dry. Important: Do not leave for longer than 10 minutes. Fill a bowl with clean, slightly warm water, wet a sponge or cloth and wring out until it is just damp. Now proceed to remove the excess dye using the damp sponge. Use a similar overlapping, circular action to the initial process of dyeing but only a light pressure is generally required. Keep going until either the sponge is dry, therefore leaving no further mark on the surface of the leather, or else saturated with excess dye; the latter being noticeable as you will be left with streaks of excess dye rather than it being removed. In this case, quickly rinse the sponge clean in the bowl, squeeze out as much water as possible and continue where you left off.

Common Problems:

When using Antique or Highlighter on a single large piece it can be difficult to maintain an even tone without any patching. This is simply because the longer any excess is left on the surface the harder it becomes to remove. Over a large area you will need to rinse clean your sponge or cloth a number of times, all the while the last bit you get to has had extra time to set. Apart from obviously working as smoothly yet as fast as possible, the only other way to help alleviate any patching is by using a large cloth rather than a sponge. Whilst the latter is quicker to rinse and squeeze out, with a cloth you don’t need to do this and can simply shift it about to use a clean section.

Additional Tip:

To increase the durability of the finished colour you can apply a base colour with a penetrative dye and then use a complimentary or even contrasting antique or highlighter over the top. The results can be widely varied depending entirely on the combination of colours and strengths of dye used, so experimentation on scrap leather prior to final dyeing is advised.

Surface Finishing.

There are a wide variety of finishes available, some of which perform the same function so selection can simply be a case of personal preference. Products like Tandy’s Super Shene and Satin Shene will give a reasonable level of water resistance (though not ‘proofing’) and have the added advantage of coming in both a high gloss and satin finish. Likewise Fiebing’s Leather Sheen or Acrylic Resolene provide a similar glossy finish (though Resolene is more mellow) and can be applied in the same ways as the Tandy products. A brush or sponge are both viable methods of applying the above finishes. Brushes can be more useful over small or detailed pieces however are more likely to leave tracks or uneven coverage over a larger area. Sponges can allow easier, more even coverage over larger pieces but care needs to be taken over heavily tooled areas as they can often cause excessive foaming or bubbles. Gentle, overlapping, straight strokes (as opposed to the circular motion for dyeing) will give a reasonably smooth delivery. Wash clean any brushes or sponges immediate after use with water if you would like to be able to use them again.

Common Problems:

Brush marks and streaks can easily be caused by passing the brush or sponge over the finish whilst it is still tacky. Unfortunately there is little that can be done about this other than the obvious of not allowing it to happen in the first place. If it does however, a second coat applied with a little more pressure over the entire item, prior to the first completely drying, can sometimes help even out the coverage. Additionally some stains or surface dyes can be lifted somewhat by these finishes and leave slightly coloured smears. This is more likely to happen where excess dye has built up in deep cuts or heavily tooled areas. Extra care should be taken when dyeing items like this to ensure as much excess is removed as possible. Beyond that, very careful and gentle application of the finish with as little pressure as possible should help to avoid too much pick-up.

Additional Tips:

There are a number of finishes available, such as Fiebing’s Leather Balm, Tan Kote and Carnauba Creme which are not water resistant. These may be used to seal your work and tend to result in a more mellow finish. They also tend to contain ingredients that help keep leather supple, so are particularly useful for more flexible items such as book covers. If a more waterproof finish is required then specialist proofers such as Nikwax can be used. However be warned that not all products work well together, so rather than potentially ruin your work it is best to check their suitability on some scrap which you have dyed the same way as your project. If this isn’t possible then test on a small unobtrusive area of the item itself and give the proofer time to be fully absorbed and then re-test for colour fastness. Additionally some waterproofing products such as Mink Oil, or leather conditioners such as Neatsfoot Oil or Fiebing’s Saddle Oil, whilst they will undoubtedly will protect your leatherwork, are not recommended for use on leather which has been water-hardened (cuir bouilli) or case moulded (cold water moulding). This is because the oils in these products are specifically used as they are deeply penetrative and serve to swell and separate the leather’s fibres (which is why heavily oiled leather is so supple). However, this action is contrary to mechanism by which hardening and moulding works, which is (very basically) to swell the fibres and then contract them more tightly into a new position.

Blocking.

Blocking (sometimes termed ‘resisting’) is a very useful technique that can create beautifully subtle colour effects or help preserve more striking differences. The specific product for this is Tandy’s Eco-Flo ‘Block Out’. Applied neat with a brush and carefully painted over an area then allowed to dry completely. This will then resist any colour bleed when undertaking further highlighting or antiquing.

A similar effect can also be achieved by using Super or Satin Shene, though neither provide quite as an effective resistance as Block Out. You can apply multiple coats instead (usually 2 or 3) or use it to your advantage to create subtle shades of colour.

Wash clean any brushes immediate after use with water.

Edge Dye.

Fiebing’s Edge Dye is formulated to provide a good seal on the vulnerable cut edge of your leather. Whilst you do not have to bevel and burnish the edge first, doing so with provide you with the best possible seal and help prevent excessive wear. Edge Dye is available in regular bottles, or a squeeze bottle with an integral sponge applicator. However, this applicator can become split and worn prior to using all the dye in the bottle. A wool dauber can be used, but it can prove to be wasteful and not be particularly neat when trying to keep the dye just to the leather’s edge. Personally I’ve not found better than a small strip cut from a sponge, folded and gripped by a clothes-peg. As it gets worn, simply discard the sponge and replace as necessarily. To apply simply dip the sponge (or dauber etc) onto the surface of the dye and pick up a small amount onto the sponge. If needed, scrape any excess off against the top of the bottle, then gently draw it along the edge of the leather. Continue reloading and applying all the way round then leave to dry. If required apply a second coat to obtain an even colour. Edge Dye is only available in black and brown, which is generally suitable for most projects, indeed a black edge can provide a nice contrasting finish to a piece dyed a lighter colour overall. However, if you are intending to keep a natural VegTan finish, then there is an alternative: a plain beeswax block. Rub with a fairly firm pressure along the leather’s edge to apply some wax to the leather and then rub vigorously over it with a burnisher. The friction will warm the wax and blend it into the leather providing a seal. This method can also be used if you wish to keep the dyed edge the same colour as the surface of the piece. It is worth bearing in mind though that it will not be quite as durable a seal as that provided by a specialist edge dye.

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Basic Tooling Skills

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

Contents

- 1 Casing

- 1.1 To case or not to case?

- 1.2 Dampening

- 1.2.1 Additional Tip

- 2 Marking

- 2.1 Freehand

- 2.2 Craftaid

- 2.3 Tracing

- 2.3.1 Additional Tip

- 3 Swivel Knife

- 4 Mallet (or Maul)

- 5 Beveller

- 5.1 Common Problem

- 5.2 Additional Tip

- 6 Backgrounder

- 7 Pear Shader

Casing

For leather to be tooled it ideally needs to first be cased, which is an old, technical and clever term for getting it wet. The reason it has an old, technical and clever term for it is because, unfortunately it’s not just any old kind of ‘wet’.

There are a number of ways of casing leather, some of which are a bit misleading. Firstly the idea of submerging leather and then sealing it in an airtight container or bag for 24 hours isn’t really casing it; it’s just soaking it! This is because, being airtight, none of the excess moisture can escape so you may as well have just dunked your leather in a bath and proceeded to tool it immediately; the results of which would be just as poor as the leather would be far too wet and soft to hold any definition.

In broad terms, to case leather it should be briefly submerged in luke warm water; the amount of time is entirely dependent on the density and thickness of the leather. Very fine leather will require just a quick pass through the water, whereas thicker, heavier weight leather should be left submerged until the rate of bubbles rising from the flesh side begins to slow. It should then be allowed to breathe, either simply placed to one side or traditionally it was placed in a wooden box (the wood would possibly absorb some of the moisture evaporated from the leather and the boxes certainly weren’t airtight).

This period of ‘resting’ allows the moisture to fully penetrate even into the deep fibres of the leather and be retained there whilst the surface is allowed to dry. The leather is ready to be worked when the surface has returned to its original colour but still feels cool when placed against your skin due the moisture retained within.

The dryer surface will provide resistance to the swivel knife and tools, thereby remaining crisp; the softened fibres within will be easily compressed by your tool’s impact and remain that way.

That said, the main traditional reason for properly casing leather for tooling is that when the surface is sufficiently dry, and the inner fibres sufficiently moist, the surface will colour through and ‘bruise’ when the inner fibres are compacted; giving a variety of shades to the natural colour of the leather.

To case or not to case?

If you are intending on keeping the natural colour of the VegTan leather and are simply going to use a clear seal over it once your work is complete, then properly casing it first will give you the finest results. Likewise if you are intending on moulding the leather then the methods used for casing (with some temperature variants) can be used.

However, if you are simply going to be dyeing over the leather with any colour, the subtlety of the natural shading is going to be lost, so is it really worth all the preparation? In all honesty, no; I don’t believe it is.

Dampening

A simple plant mister or spray bottle, preferably one with an adjustable nozzle or as fine a spray as possible and plain tap water. This is all I’ve ever really used for tooling leather that is later going to be dyed. Simply spray the entire piece of leather you are going to be working on until it is evenly covered and there is minimal water sitting on the surface; though how much you actually spray will depend on how thick the leather is.

For fine grade, thin leather just a quick pass over will be sufficient, for thicker ‘armour’ leather (3mm and above) it is best to aim for some remaining on the surface and allow it to soak in completely prior to starting work.

What you don’t want is for the surface to be too wet. Yes this will mean it is much easier to mark and cut, but this is because it is softer and therefore won’t provide as crisp or clean lines and even the most minor of tooling mistakes will be shown; even nail marks where you have rested you hand can be picked up!

You are aiming for the surface to be ‘just damp’ when you start work. In that way you will have time to progress before you need to spray it again; which on a large piece you will need to do repeatedly.

As you work you should begin to feel it becoming slightly tougher, your strikes need to be a little harder and the feedback has a little more bounce to it. This is when the inner fibres are drying out and it’s time to give it the once over with the spray again. This is an acquired skill that will develop over time. Though sadly this will not be made any easier by the simple fact you are working with a natural material, meaning that each hide will have its own variations. Sorry about that.

You can dampen your leather with a wet sponge or cloth instead. However it can be more difficult to provide an even coverage in addition to often making the leather too wet and needing to wait longer for it to dry prior to starting work.

Additional Tip

Make sure you dampen the entire piece you are working on and not just the section you are intending to tool. This will avoid the creation of water or tide marks that, more often than not, will continue to show through as variations once the leather has been dyed.

Marking

There are a number of different ways to mark your design onto your leather. Each has their advantages and disadvantages and the success of some are unfortunately dependant on how artistic you are.

Freehand

Either in pencil prior to dampening your leather or with a plain stylus after you have dampened it. With a light pressure draw your design directly onto the surface of the leather. The advantage in this is you can either incorporate natural flaws in the piece of leather or tailor your design to make the best use of the space available as well as creating a truly unique piece. The disadvantage can also be that it will be unique, therefore replicating a complex freehand designs can prove to be difficult. It also, unfortunately for some, requires you be able to draw in some capacity.

Craftaid

A ‘Craftaid’ is a preformed template, usually made of plastic (though you can make your own in wood or leather) where the basic lines of a design appear as raised ridges. Once you have dampened your leather you simply place the Craftaid face down where you would like the design to be and evenly apply pressure to the reverse side of it, either with your hand, spoon end of a stylus or even gently tapping it with your mallet. Lift the Craftaid off and it will have formed a series of depressions all ready for cutting. It's that simple. The advantage in these is that it enables anyone, regardless of any drawing ability, the opportunity to tool a design, some of which can be quite complex. The disadvantage is that they are each fixed and so cannot be made slightly smaller or larger to fit your piece of work.

Tracing

This is the general method of transferring designs to leather. The best medium to used is tracing film as it is unaffected by the dampness of the leather that would otherwise cause tracing paper to easily tear, it also stands up well to repeated used over the same design. However, with care, good quality tracing paper can be used, though generally not for more than a couple of reproductions. First trace your design from the original onto the film. I would recommend using a pencil as some pens only work sporadically on film and additionally can cause transference of the ink to the leather. Pencil can also sometimes transfer to the leather, but is easily removed simply through the actions of tooling and so will not impair the final dyed finish. Once you have dampened your leather rest the film with the design in the desired position then simply re-trace over it. This can be done again with a pencil or a stylus or even with a ball point pen (it doesn’t matter if it won’t mark the film). Be careful not to move the film whilst you are tracing the design. When done simply lift it away and you will be left with a slightly darker, bruised mark where the pressure has transferred the design to the leather. This is the most versatile method of transferring designs and one that allows you to use a vast array of original source images to turn into tooled work. Clever moving and re-tracing of a repeating design can enable you to go from straight sections to round curves. Likewise, with some artistry, you can specifically tailor a design to make the best use of available space within your overall template. Best of all, you can do it again, and again, and again.

Additional Tip

If you wish to create a matched, mirror image of your design, you do not need to redraw it, simply turn the film over and re-trace from the other side. This is where you can run the risk of ink transfer to the surface of the leather.

Swivel Knife

To use a swivel knife you rest your index finger across the rest and lightly grip the barrel between your middle and ring fingers and your thumb as illustrated.

Rest the knife perpendicular to the cased leather and apply pressure with your index finger and draw the knife towards you to make a simple straight cut. To curve the cut the basic action is exactly the same but as you draw it towards you to roll the barrel between your fingers and thumb to turn the blade to either side. Initially you may find it easier to make a slight curve, stop and lift the blade clear, turn the leather on your work surface and carefully reposition the blade before continuing your cut.

It is generally easier to pivot around your little finger, so clockwise for left-handers and anti-clockwise for right-handers.

Mallet (or Maul)

To use a mallet (or maul if you prefer) for tooling the grip is often subtly different that if you were making a firm strike for setting for example. Generally softer grip is used, one that allows you to feel the feedback through from the leather. By that I mean actually feeling how tough the leather is, whether it is resisting the tool’s impression, whether it is solid or soft, springy or firm. It is a hard thing to describe, but trust me when I say it’s an even harder thing to feel yourself if you got your mallet in some kind of death grip. It is rare that you will need to use much more that a firm tap for tooling, and most often it will be a gentle tapping bounce that drives the tool against the leather. As such a gentle, balanced and flexible grip is essential, in addition to the fact that you will find it far more comfortable to sustain for a potentially long period of time.

Personally I tend to barely grip the haft of the mallet at all and pretty much just balance it on my middle and ring fingers, using my wrist to provide the motion and my index finger and thumb to control it. Some people grip it more firmly; others hold it further down the haft or even by the head itself. Again, there is no real right or wrong way, only the way you find most comfortable, but relaxed control and feel are key, not power.

Beveller

Exactly how you hold the tool is another matter of personal preference, much like the mallet. Generally it should be gripped between the thumb and side of the index finger, with the tip of you middle and ring finger used as further support. Depending on the curve of the line I will tend to have my little finger both sticking out and resting on the leather, to pivot round for a large curve, or resting underneath my ring finger for tight curves or long straight lines.

The two main points are to be holding the tool perpendicular to the leather and not to have it in a tight grip that will only serve to make your hand ache after a few minutes.

The tip of the beveller should rest lightly in the cut and be struck directly down into the leather.

With each strike your fingers should act like a spring to return the tool to the same height, just resting on the surface of the leather. In this manner you gradually move along the line, being guided by the tip of the beveller along the cut. Whether you draw the tool towards you or away from you is entirely a matter of preference and you may find it equally as comfortable going either way; some people even prefer to curl their arm round so that they are working from side to side with the tool facing them. There is no right or wrong way, only your way.

To start with you may find it easier to take it slowly, step by step, a tap at a time. Strike. Move the tool. Strike. Move the tool. Strike. Making a conscious placement of the beveller between each strike. As you practice and get more comfortable with the action and confident with your grip on the beveller, you will find you think less about exactly where you place the beveller and begin to slide it gently across the surface as you go.

The ultimate in control is when you don’t need to use the tip in the cut as a guide but can hover the tool just above the leather’s surface and still follow the line smoothly.

It is advisable not to move the tool too far between each strike, instead allow each one to overlap the previous by at least half. This will help to eliminate edge marks and the second strike will help to even out the tool mark from the first and so on. Also essential in eliminating tool marks is maintaining an even strength to your mallet strikes. One random heavier strike will leave a clearly deeper impression of the tool behind that will be harder to smooth out than if you have made a few random lighter blows.

Textured bevellers are at the same time both easier and more difficult to use. They can be easier as you can find the tool almost biting into the impressions from the previous strike, and so may find it easier to progress evenly along the line. That can also make it harder to maintain a smooth progression as the texture doesn’t allow it to easily slide along the surface, therefore developing the skill of ‘hovering’ the tool is more useful, but at the same time can give rise to mis-strikes.

Common Problem

Other than tool impressions being left along the line of the work, the most common problem with bevelling is a mis-strike. This is where the tool does not follow the line and either makes an impression slightly off to one side or the other.

If you are lucky and mis-strike on the bevelled side then it can be blended in with a few graduated strokes over it along the correct line of the cut. If the tool has strayed into the clean area of the design, then it’s a little harder to hide. Careful rubbing over with the smooth back of the spoon end of a stylus can blend light mis-strikes in, but be warned that this does subtly change the surface of the leather and will possibly be made even more noticeable with dyeing; especially antiquing which is designed to show up irregularities of the leather’s surface.

To be honest, unless you are going to attempt to re-cut your line and completely re-bevel it, I would leave the mis-strike as it is. These things happen, it’s not a flaw, it’s a design feature.

Additional Tip

If you do find that you are leaving minor tool impressions behind, it can be beneficial to run the beveller back over your work, using a firm, regular pressure to help smooth them out before you continue on with the next section. Alternatively, once all the bevelling has been done you can go over the entire thing with the ‘spoon’ end of a stylus. In much the same way, using the smooth back of it to even out any marks, though if it is in an area you will later be backgrounding it’s not really necessary; the textured background will hide the majority of marks made by a beveller. This is only tip is only really relevant to smooth bevelling.

Backgrounder

The strikes required will be generally heavier that for bevelling but other than that the method for holding the tool is the same. Likewise the aim is, as far as possible, not to leave individual tool marks but a evenly textured surface; remember, it is easier to blend in a lighter area by going over it again but the only way to blend in a single heavy hit it to go over everything to match it.

As you will be covering a block area rather than following a single line there often won’t be a cut line to follow, unlike bevelling. This generally means that it is worth cultivating the ‘hovering’ action of the tool, holding and returning it to a point just above the surface of the leather after each strike. In this manner you are freer to move your hand to influence the area of effect.

Whilst this can take a measure of control that may take time to acquire, it’s not always important to be neat and ordered when backgrounding. In fact there are times when having a much more random movement can actually be beneficial. Generally if you are filling in a small area it can be worth following the bevelled perimeter and gradually work your way inwards.

For larger areas, or when you are fading the background effect out to the surface of the leather then small circular, or more random, movements can give you a better overall effect; it is also more likely to blend in any accidental individual tool marks.

Pear Shader

Pear shaders are held the same way as the previous tools but perhaps with a slightly stronger grip. This will enable you to smoothly move the tool over the surface of the leather as there are generally no cuts to guide you; though many designs may allow for a light dotted line to show roughly where to shade (see Tracing).

Strike strength will vary greatly depending on how deep a depression you wish to make. Remember the larger the surface area of the tool the harder the strike will need to be to make a significant impression and vice versa.

It can be used with just a single hit, or a series of strikes, gradually becoming softer as you move the tool. Due to its convex shape it is far less likely to leave a distinct edge to the tool mark, it can be easily blended in to the regular finish of the leather due to the smoothness with which it can be glided over the surface.

With textured shaders you don’t get the same glide and so must hover the tool to move it smoothly. There is no real right or wrong way to use a shader so experiment away. You can create some fantastic undulating textures just by randomly moving it about, gliding it along or even twisting it in your grip as you strike.

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Basic Tools

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

It is worth mentioning now that your choice of tools should be primarily one of comfort and not cost. You can have the most expensive, top brand maul, but if you are more comfortable using a cheap wooden mallet then the chances are that it is with the cheap mallet that you’ll produce your best work. It may sound like a load of hippy nonsense, but it is the simple truth that when working with a natural medium, be it leather, wood, whatever, the quality of your work will be very much reflective of the ‘feel’ you have with the medium you are using. Such sensitivity is greatly enhanced by familiar and comfortable tools. That said, there are times when the quality of your tools will help and they will often tend to be easier to use.

Contents

- 1 Swivel Knives

- 1.1 Metal

- 1.2 Ceramic

- 1.3 Blade shape

- 2 Mallets

- 2.1 Wooden

- 2.2 Rawhide

- 2.3 Nylon or Polymer

- 3 Beveller

- 3.1 Where to Use

- 4 Backgrounder

- 4.1 Where to Use

- 5 Pear Shader

- 5.1 Where to Use

Swivel Knives

Unique to leather tooling, a swivel knife is essential. It comes in two parts, the main barrel of the knife itself and an interchangeable blade.

The barrel is definitely a matter for comfort as its action is quite unlike anything you’ve probably ever used before. The two main areas for consideration are the finger rest and the ease at which it will turn. The former is most important as the latter can generally be made acceptable with a tiny drop of oil. However, if the height of the rest is incorrect for you then you will find using the knife either becoming rapidly tiresome and a strain, or you will be unable to exert enough pressure with enough control to make a reasonable cut.

There are no magic formulae for how high the rest should be in comparison to your hand size, it’s a purely personal thing that you will only really be able to judge through use. Therefore it can be wise to invest in one with an adjustable rest and simply fiddle with it until it’s comfortable. If you are lucky enough to have one included within a starter kit that is at the correct height for you, but is an uncomfortable shape then try covering it. Anything from a piece of foam and gaffa tape, to a couple of plasters, if it works for you, it’s all good.

The blades for swivel knives however are an excellent example of where more expensive can often prove to be a wise investment. In most starter kits the blade included is somewhat broad, chunky and it is simply physically impossible to create a fine and intricate cut with it, no matter how good you are. Investing in a good quality fine blade will enhance your initial cuts, and therefore the resulting work.

Metal

There are a number of precision ground metal blades available that suit most, if not all, situations; from broad flat blades to angled blades for finer detailed work. One thing they all share in common is that they will need to be kept in good condition, regularly stropped and honed to continue providing you with a clean cut.

Ceramic

Relatively expensive, ceramic blades are generally found in almost as wide a range as metal ones. Their main advantage is that they keep a keen edge, do not need to be honed, and barely need to be stropped either. Their disadvantage is in the fact that they are somewhat brittle and so are far more likely to chip or break if knocked against something hard or dropped. When I first started tooling, I bought my first ceramic blade on the second day, and then I dropped it five years later and had to buy another one; I’ve used that almost exclusively now for well over a decade! I’ve never needed to sharpen it, and probably even only strop it once a year, if I remember!

Blade shape

If you are unlikely to be carving or tooling fine, intricate shapes or very small or tight curves then a straight blade will most likely suffice. They do require the swivel knife to be held at a greater angle (rather than almost perpendicular for angled ones) so as to cut with the corner of the blade and this is generally what makes tight curves somewhat more difficult to achieve cleanly. Often they are also slightly thicker and are therefore capable of giving a wider cut. This gives them slightly more versatility when it comes to carving accents.

Angled blades taper to a point that enables far more intricate and fine cuts to be made. If you are considering complex knot-work, small designs, tight curves or even more pictorial carving then this is probably a more versatile blade to invest in.

Though this is a somewhat specialised blade, the ability for it to provide consistent, even parallel cuts can be an incredible time saver, especially for very fine knot-work or flora, leaf stems etc.

Mallets

Well, technically there are hammers, mallets and mauls, though generally it isn’t advisable to use a metal hammer when tooling leather for two reasons. Firstly and most importantly, they give a very sharp strike and therefore it is more difficult to gauge the feedback from the leather. Secondly, the tools are generally made from softer alloys than metal hammers and so will deform if used with them, though this in itself isn’t necessarily much of an issue.

The difference between a mallet and a maul is basically in the shape of the head. A mallet will give you a flat striking surface and a maul has a curved one. Mauls are also generally found in heavier weights than mallets. There is no real right or wrong time to use one of the other, though you can get a greater range of strikes (by using the curve to deflect some of the force) from a maul that you can from a mallet. However, their use can be something of an acquired skill and to be honest it’s not one I’ve even felt that comfortable with so I only use a mallet. As with so much of leatherworking, it’s personal preference so if possible, try before you buy.

Wooden

Most of the starter kits you can buy will come with a simple wooden mallet. There is nothing wrong with this and if you prefer a lighter weight you may find you want to stick with it for tooling purposes. However, they are not very durable (the surface of the head can easily become damaged, so it is recommended you get an alternative for setting and any embossing, both of which are likely to require firmer strikes.

Rawhide

Usually relatively heavy, rawhide mallets can be a good alternative to wooden ones and are also more durable. The face will degrade over time but can take a lot more punishment that a wooden mallet. They can give quite a sharp strike with a fair bit of bounce to it that can be harder to control, but this does soften as the head becomes more worn in.

Nylon or Polymer

This is where the greatest range can be found. From relatively cheap, medium weight mallets to top of the range, weighted and balanced mallets and mauls. The heads themselves can be found in differing densities, and therefore give differing levels of bounce and feedback; generally the harder they are the more durable but also the more bounce-back you get. The main advantage I’ve found with poly-headed mallets is that even as the head is damaged with use, the feedback you receive from each strike remains fairly constant. Due to this I’m still using the same mallet that I bought over fifteen years ago and it still feels the same to work with as it did back then (or at the very least it has changed so imperceptibly over the years that I’ve grown used to it).

Beveller

Of the three most basic tooling skills of bevelling, backgrounding and shading, bevelling is probably the most used of all. Additionally good bevelling can really lift the quality of a piece of work so it is a skill worth taking the time to practice with. Like many ‘tooling’ tools bevellers come in a number of variations, both in size and those with a smooth or textured face and each has a very slightly different way of being used. Generally the smaller the tool the easier it can be driven into the leather and so will possibly need a lighter strike, the broader the tool, the harder the strike. Most basic sets will contain a medium sized beveller, though if it is one with a textured face I would recommend getting a smooth faced one too as it is such as essential and versatile tool. Additionally once you’ve mastered a smooth beveller then the transition to a textured one is easier than the other way round.

Where to Use

The simple answer to this is almost everywhere! Creating borders, lifting a design or ‘raising’ a section, as a prelude to background shading, creating the illusion of an overlap (essential when tooling knot-work), all are achieved with bevelling. The general rule of thumb is to bevel on the outside of a design, or on the side of a line where you would wish a ‘shadow’ to form. The more artistic the design, the more difficult it can be to judge which side to bevel on, but both practice and/or frequent checking back to reference material will help.

If you wish to background shade an area, it can be useful to bevel on that side of the line as it will provide you with a cleaner edge.

Backgrounder

Like bevellers, backgrounders come in a variety of sizes and a wide range of textures. The most basic and oft used is a simple cross-hatched, diamond texture, but you can get some quite random ones; even a pebble effect. Regardless of the face, the manner in which they are used is the same, with the same prevision as bevellers regarding surface size in relation to strike strength.

Where to Use

Generally the point of these tools is to evenly reduce the overall surface area of a section, thereby effectively ‘lifting’ the remainder of the design. Most commonly they are used evenly within small enclosed sections of a design, for example within the lines of Celtic knot-work. However, they can be used on the edge of a design, gradually fading out by using lighter and lighter strikes, to blend in with the smooth leather surface.

Pear Shader

Yet again, like bevellers, pear shaders are available in a variety of sizes and with either a smooth or textured face. For the same reason as the beveller this is another tool I would recommend getting in a smooth face as well if your initial kit only contains a textured one. The smooth face will allow for a good glide over the leather whereas a textured one will require a certain amount of hovering.

Where to Use

This is a very versatile tool that can quickly and easily give a real tactile lift to a piece. On plain VegTan which bruises (shows a darker colour) under impact this tool can literally shade your work. Though this effect is lost with most dyeing techniques the impressions they make, smooth depressions and channels, can make a piece just beg to have you run your fingers over it. Often used on American western saddles and tack to give a sense of curvature to floral carving, it can do similar and lends itself very well to heraldic designs and scroll work.

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Basileus Flint

Contents

- 1 Eternal of Autumn

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Autumn

Sobriquets

Known as the Sovereign Lord of Locks, Basileus Flint is the master of intrigue, espionage and brutal power plays.

While he sometimes appears in female or monstrous guise, Basileus Flint is generally referred to with masculine pronouns, He is sometimes known as the Patron of Spies and Traitors due to his role in keeping people's secrets. Flint is dubbed Prince of the Black Vaults, in recognition of the role that espionage and military defence play in his realm - and of the oubliettes to which those who fail or displease him are consigned.

He is also known as the Keeper of the Weir, due to his interest in fleets and sea trade and to the great canals that run like a web through his eternal city. A mistake over the nature of eternal politics had him known as Nightbane due to the belief that his role in keeping secrets secure put him in direct opposition to the eternals of Night and Sadogua in particular; more correctly he has a great deal of interest in extending his influence to include the eternals of other Realms, especially those of the Whisper Gallery. Several sources also refer to him as Basileus Kade, and reference a confused story that Flint is not the first Eternal to rule the City of Locks.

Appearance

Basileus Flint has two distinct forms, and swaps between them as he wishes. Most commonly he appears to be a lithe young man dressed in the well-tailored clothes of a professional of some kind. He can also appear as the Beast of the Locks; a monstrous horned creature reserved for the darkest of Flint's moods. He often wears the tattered remains of a fine suit of clothing, and while he rarely carries a weapon in his other guises, as the Beast he may wield a brutal double-edged gladius and a main gauche. When he is encountered in this form Flint is at his most dangerous. All pretence of civilisation is abandoned, and he appears entirely consumed with the ruthless application of power to achieve one's goals. All the scholars agree - deal with the Beast of Locks extremely carefully. The Sovereign Lord of the City of Locks was once known to take the form of a beautiful woman as well, but this guise has not been seen since the ascension of Basileus Flint.

It is not common for an Autumn eternal to change shape so freely, and scholars of the eternals theorize that he has access to an item of power, possibly a mask or the belt of locks he wears at all times - a tool that helps to keep those he deals with uncertain and off-balance.

Regardless of form, he wears discreet yet obviously valuable jewelery to reinforce his appearance as a man of station. Regardless of his attire, he always wears a belt with a lock and set of chains chains worn over the buckle. However else he appears, Flint is always wealthy, powerful and in control.

Flint never appears alone. He may remain aloof, allowing his heralds to do the talking for him (especially when he is in the guise of the Beast of the Locks). Other times he plays the gracious host, entertaining his guests with conversation and fine food - but a guest should never forget that this creature is a being of intrigue and power, and that very little he says or does should be taken at face value.

Concerns

Ultimately, Flint is manifestation of raw, naked ambition and control, He is a power-monger, a figure who decides who will prosper and who will be ruined within his domain. Everything has a place within his grand scheme, and the world is divided into those who support him, and those who are yet to support him.

In his own realm, Flint is concerned with the never ending politics of the charter houses of the City of Locks. These brutal displays of dog-eat-dog politics are continuous and never ending, as the citizens constantly vie for the blessing of their Lord Sovereign. These concerns inevitably spill over into the temporal realm and into the Empire. Flint encourages the charter houses to look for sources of power and influence outside of the Realm of Autumn to give them an advantage in their constant competition against each other.

Flint is always reaching outwards, looking to extend his influence from his centre of power to envelop and encompass everything else. In this regard, he embodies the idea of trade as a tool of control, and many of his heralds function as both traders and spies; gathering intelligence that can be used to extend the power of both Flint and the City of Locks.

While the enmity between Flint and the Night eternal Sadogua is a myth, the Lord of Locks has spent an eternity attempting to master and harness the eternals of the Whisper Gallery. Unfortunately, the Sovereign Lord of the City of Locks seems to believe that every action taken to achieve this goal increases the chances of Basileus' own secrets being used against him by the Whisper Gallery. He has engaged in convoluted schemes to bring them under his control, but dearly wishes to know precisely what they know about him. This goal is further hampered by the various problems that trying to exert influence over the eternals of another Realm present to the Autumnal lord; not least the fact that while he understands the power of secrets to blackmail and influence others, he cannot really comprehend the more mystical and philosophical concepts in the way the Night eternals do. For their part, the Night eternals pretend to neither know nor care about Basileus Flint, and this drives him to distraction - he cannot fathom their wider plans, and until he can understand them he cannot influence them.

Boons

The Sovereign Lord of the City of Locks gathers secrets; not mystical secrets like the eternals of Night, but the secrets gathered by spies and agents who watch and record what the people around them are doing. He spreads his influence by influencing those who seek influence and control over those around them - anyone could become a node in his web of power and control. He helps those who want to protect their investments, build on the assets and alliances and increase their share of whatever market they are competing in - all the time ensuring that he increases his own share of that market through the person he is aiding. Magicians prepared to make a strong deal, and willing to accept the risks of a continuously changing foreign and possibly alien market can get access to the incredible resources and assets in the halls and vaults of the City of Locks.

Flint encourages his heralds to make deals with magicians, and those who are clever enough can reap great rewards; but they must be careful not be crushed by the rapidly changing politics of the city. This is especially true when you consider that the magician will not be able to directly get involved in the management of any assets they gain in the city and will have to trust that the Charter House will protect their interests. The most common way of achieving this goal is to have plenty of resources to draw on in the Empire to be used as capital, and to ensure that any agreements are carefully worded. The representatives of the Charter Houses will never break the word of a contract, but they have no regard for the 'spirit' of an agreement - only the actual words on the paper.

Those dealing with Flint should take care to remember that trade is not his primary goal; it is a means to increasing his power and control over the world. While some Autumn eternals engage in trade for the love of the deal and its subtleties, ultimately Flint is concerned only with power over others. Playing the game with the Sovereign Lord of Locks is not for the faint hearted, and although the rewards are great, the possibility of the Lictors - or worse - collecting on debts owed cannot be ignored.

The Truth About Basileus Flint

For most of the Empire's history, the City of Locks was ruled by Basileus Kade. During the Autumn Equinox 379YE, following a significant period of turmoil in the City of Locks, Basileus Kade was supplanted by a citizen of League city of Tassato. The details of precisely how Flint was able to claim this position are known only to those directly involved. What the political, religious (and legal) implications of this ascension, assuming it is even real, are extremely unclear.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Basileus_Flint&oldid=48537"

Basileus Flint (Redirected from Basileus Flynt)

Contents

- 1 Eternal of Autumn

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Autumn

Sobriquets

Known as the Sovereign Lord of Locks, Basileus Flint is the master of intrigue, espionage and brutal power plays.

While he sometimes appears in female or monstrous guise, Basileus Flint is generally referred to with masculine pronouns, He is sometimes known as the Patron of Spies and Traitors due to his role in keeping people's secrets. Flint is dubbed Prince of the Black Vaults, in recognition of the role that espionage and military defence play in his realm - and of the oubliettes to which those who fail or displease him are consigned.

He is also known as the Keeper of the Weir, due to his interest in fleets and sea trade and to the great canals that run like a web through his eternal city. A mistake over the nature of eternal politics had him known as Nightbane due to the belief that his role in keeping secrets secure put him in direct opposition to the eternals of Night and Sadogua in particular; more correctly he has a great deal of interest in extending his influence to include the eternals of other Realms, especially those of the Whisper Gallery. Several sources also refer to him as Basilius Kade, and reference a confused story that Flint is not the first Eternal to rule the City of Locks.

Appearance

Basileus Flint has two distinct forms, and swaps between them as he wishes. Most commonly he appears to be a lithe young man dressed in the well-tailored clothes of a professional of some kind. He can also appear as the Beast of the Locks; a monstrous horned creature reserved for the darkest of Flint's moods. He often wears the tattered remains of a fine suit of clothing, and while he rarely carries a weapon in his other guises, as the Beast he may wield a brutal double-edged gladius and a main gauche. When he is encountered in this form Flint is at his most dangerous. All pretence of civilisation is abandoned, and he appears entirely consumed with the ruthless application of power to achieve one's goals. All the scholars agree - deal with the Beast of Locks extremely carefully. The Sovereign Lord of the City of Locks was once known to take the form of a beautiful woman as well, but this guise has not been seen since the ascension of Basileus Flynt.

It is not common for an Autumn eternal to change shape so freely, and scholars of the eternals theorize that he has access to an item of power, possibly a mask or the belt of locks he wears at all times - a tool that helps to keep those he deals with uncertain and off-balance.

Regardless of form, he wears discreet yet obviously valuable jewelery to reinforce his appearance as a man of station. Regardless of his attire, he always wears a belt with a lock and set of chains chains worn over the buckle. However else he appears, Flint is always wealthy, powerful and in control.

Flint never appears alone. He may remain aloof, allowing his heralds to do the talking for him (especially when he is in the guise of the Beast of the Locks). Other times he plays the gracious host, entertaining his guests with conversation and fine food - but a guest should never forget that this creature is a being of intrigue and power, and that very little he says or does should be taken at face value.

Concerns

Ultimately, Flint is manifestation of raw, naked ambition and control, He is a power-monger, a figure who decides who will prosper and who will be ruined within his domain. Everything has a place within his grand scheme, and the world is divided into those who support him, and those who are yet to support him.

In his own realm, Flint is concerned with the never ending politics of the charter houses of the City of Locks. These brutal displays of dog-eat-dog politics are continuous and never ending, as the citizens constantly vie for the blessing of their Lord Sovereign. These concerns inevitably spill over into the temporal realm and into the Empire. Flint encourages the charter houses to look for sources of power and influence outside of the Realm of Autumn to give them an advantage in their constant competition against each other.

Flint is always reaching outwards, looking to extend his influence from his centre of power to envelop and encompass everything else. In this regard, he embodies the idea of trade as a tool of control, and many of his heralds function as both traders and spies; gathering intelligence that can be used to extend the power of both Flint and the City of Locks.

While the enmity between Flint and the Night eternal Sadogua is a myth, the Lord of Locks has spent an eternity attempting to master and harness the eternals of the Whisper Gallery. Unfortunately, the Sovereign Lord of the City of Locks seems to believe that every action taken to achieve this goal increases the chances of Basileus' own secrets being used against him by the Whisper Gallery. He has engaged in convoluted schemes to bring them under his control, but dearly wishes to know precisely what they know about him. This goal is further hampered by the various problems that trying to exert influence over the eternals of another Realm present to the Autumnal lord; not least the fact that while he understands the power of secrets to blackmail and influence others, he cannot really comprehend the more mystical and philosophical concepts in the way the Night eternals do. For their part, the Night eternals pretend to neither know nor care about Basileus Flint, and this drives him to distraction - he cannot fathom their wider plans, and until he can understand them he cannot influence them.

Boons

The Soverign Lord of the City of Locks gathers secrets; not mystical secrets like the eternals of Night, but the secrets gathered by spies and agents who watch and record what the people around them are doing. He spreads his influence by influencing those who seek influence and control over those around them - anyone could become a node in his web of power and control. He helps those who want to protect their investments, build on the assets and alliances and increase their share of whatever market they are competing in - all the time ensuring that he increases his own share of that market through the person he is aiding. Magicians prepared to make a strong deal, and willing to accept the risks of a continuously changing foreign and possibly alien market can get access to the incredible resources and assets in the halls and vaults of the City of Locks.

Flint encourages his heralds to make deals with magicians, and those who are clever enough can reap great rewards; but they must be careful not be crushed by the rapidly changing politics of the city. This is especially true when you consider that the magician will not be able to directly get involved in the management of any assets they gain in the city and will have to trust that the Charter House will protect their interests. The most common way of achieving this goal is to have plenty of resources to draw on in the Empire to be used as capital, and to ensure that any agreements are carefully worded. The representatives of the Charter Houses will never break the word of a contract, but they have no regard for the 'spirit' of an agreement - only the actual words on the paper.

Those dealing with Flint should take care to remember that trade is not his primary goal; it is a means to increasing his power and control over the world. While some Autumn eternals engage in trade for the love of the deal and its subtleties, ultimately Flint is concerned only with power over others. Playing the game with the Sovereign Lord of Locks is not for the faint hearted, and although the rewards are great, the possibility of the Lictors - or worse - collecting on debts owed cannot be ignored.

The Truth About Basileus Flint

For most of the Empire's history, the City of Locks was ruled by Basileus Kade. During the Autumn Equinox 379YE, following a significant period of turmoil in the City of Locks, Basilieus Kade was supplanted by a citizen of League city of Tassato. The details of precisely how Flint was able to claim this position are known only to those directly involved. What the political, religious (and legal) implications of this ascension, assuming it is even real, are extremely unclear.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Basileus_Flint&oldid=41750"

Basileus Flynt (Redirected from Basileus Kade)

Contents

- 1 Eternal of Autumn

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Autumn

Sobriquets

Known as the Sovereign Lord of Locks, Basileus Flynt is the master of intrigue, espionage and brutal power plays.

While he sometimes appears in female or monstrous guise, Basileus Flynt is generally referred to with masculine pronouns, He is sometimes known as the Patron of Spies and Traitors due to his role in keeping people's secrets. Flynt is dubbed Prince of the Black Vaults, in recognition of the role that espionage and military defence play in his realm - and of the oubliettes to which those who fail or displease him are consigned.

He is also known as the Keeper of the Weir, due to his interest in fleets and sea trade and to the great canals that run like a web through his eternal city. A mistake over the nature of eternal politics had him known as Nightbane due to the belief that his role in keeping secrets secure put him in direct opposition to the eternals of Night and Sadogua in particular; more correctly he has a great deal of interest in extending his influence to include the eternals of other Realms, especially those of the Whisper Gallery. Several sources also refer to him as Basilius Kade, and reference a confused story that Flynt is not the first Eternal to rule the City of Locks.

Appearance

Basileus Flynt has three distinct forms, and swaps between them as he wishes. Most commonly he appears to be a powerfully built man dressed in the well-tailored clothes of a professional of some kind. He also appears as a striking woman, dressed in less formal attire, and sometimes presenting himself as Basileus Cadence, the wife of Basileus Flynt. Those who go along with this charade often find the eternal to be a more generous and gregarious host - although whether this is an act or a consequence of the supernatural bonds involved in taking on a role, scholars are unclear.

The also appears as the Beast of the Locks; a monstrous horned creature reserved for the darkest of Flynt's moods. He often wears the tattered remains of a fine suit of clothing, and while he rarely carries a weapon in his other guises, as the Beast he may wield a brutal double-edged gladius and a main gauche. When he is encountered in this form Flynt is at his most dangerous. All pretence of civilisation is abandoned, and he appears entirely consumed with the ruthless application of power to achieve one's goals. All the scholars agree - deal with the Beast of Locks extremely carefully.

Regardless of form, he wears discreet yet obviously valuable jewelery to reinforce his appearance as a man of station. Regardless of his attire, he always wears a belt with a lock and set of chains chains worn over the buckle. His demeanour is that of a stern disciplinarian, direct talking, decisive and intimidating. However else he appears, Flynt is always wealthy, powerful and in control.

It is not common for an Autumn eternal to change shape so freely, and scholars of the eternals theorize that he has access to an item of power, possibly a mask or the belt of locks he wears at all times - a tool that helps to keep those he deals with uncertain and off-balance.

Flynt never appears alone. He may remain aloof, allowing his heralds to do the talking for him (especially when he is in the guise of the Beast of the Locks). Other times he plays the gracious host, entertaining his guests with conversation and fine food - but a guest should never forget that this creature is a being of intrigue and power, and that very little he says or does should be taken at face value.

Concerns

Ultimately, Flynt is manifestation of raw, naked ambition and control, He is a power-monger, a figure who decides who will prosper and who will be ruined within his domain. Everything has a place within his grand scheme, and the world is divided into those who support him, and those who are yet to support him.

In his own realm, Flynt is concerned with the never ending politics of the charter houses of the City of Locks. These brutal displays of dog-eat-dog politics are continuous and never ending, as the citizens constantly vie for the blessing of their Lord Sovereign. These concerns inevitably spill over into the temporal realm and into the Empire. Flynt encourages the charter houses to look for sources of power and influence outside of the Realm of Autumn to give them an advantage in their constant competition against each other.

Flynt is always reaching outwards, looking to extend his influence from his centre of power to envelop and encompass everything else. In this regard, he embodies the idea of trade as a tool of control, and many of his heralds function as both traders and spies; gathering intelligence that can be used to extend the power of both Flynt and the City of Locks.

While the enmity between Flynt and the Night eternal Sadogua is a myth, the Lord of Locks has spent an eternity attempting to master and harness the eternals of the Whisper Gallery. Unfortunately, he believes that every action taken to achieve this goal increases the chances of Basileus' own secrets being used against him by the Whisper Gallery. He engages in convoluted schemes to bring them under his control, but dearly wishes to know precisely what they know about him. His goals are further hampered by the various problems that trying to exert influence over the eternals of another Realm present to the Autumnal lord; not least the fact that while he understands the power of secrets to blackmail and influence others, he cannot really comprehend the more mystical and philosophical concepts in the way the Night eternals do. For their part, the Night eternals pretend to neither know nor care about Basileus Flynt, and this drives him to distraction - he cannot fathom their wider plans, and until he can understand them he cannot influence them.

Boons

Flynt gathers secrets; not mystical secrets like the eternals of Night, but the secrets gathered by spies and agents who watch and record what the people around them are doing. He spreads his influence by influencing those who seek influence and control over those around them - anyone could become a node in his web of power and control. He helps those who want to protect their investments, build on the assets and alliances and increase their share of whatever market they are competing in - all the time ensuring that he increases his own share of that market through the person he is aiding. Magicians prepared to make a strong deal, and willing to accept the risks of a continuously changing foreign and possibly alien market can get access to the incredible resources and assets in the halls and vaults of the City of Locks.

Flynt encourages his heralds to make deals with magicians, and those who are clever enough can reap great rewards; but they must be careful not be crushed by the rapidly changing politics of the city. This is especially true when you consider that the magician will not be able to directly get involved in the management of any assets they gain in the city and will have to trust that the Charter House will protect their interests. The most common way of achieving this goal is to have plenty of resources to draw on in the Empire to be used as capital, and to ensure that any agreements are carefully worded. The representatives of the Charter Houses will never break the word of a contract, but they have no regard for the 'spirit' of an agreement - only the actual words on the paper.

Those dealing with Flynt should take care to remember that trade is not his primary goal; it is a means to increasing his power and control over the world. While some Autumn eternals engage in trade for the love of the deal and its subtleties, ultimately Flynt is concerned only with power over others. Playing the game with the Sovereign Lord of Locks is not for the faint hearted, and although the rewards are great, the possibility of the Lictors - or worse - collecting on debts owed cannot be ignored.

The Truth About Basileus Flynt=

For most of the Empire's history, the City of Locks was ruled by Basileus Kade. During the Autumn Equinox 379YE, following a significant period of turmoil in the City of Locks, Basilieus Kade was supplanted by a citizen of League city of Tassato. The details are unclear, and precisely how Flint was able to claim this position, what it's political, religious (and legal) implications

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Bastion

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 Bastion, the White City

- 3.2 Sybela

- 4 Regions

- 4.1 Bastion Rounds

- 4.2 The Elms

- 4.3 Stoneside

- 4.4 Sybella Cross

- 4.5 Woodbury

- 5 OOC Notes

Overview

Bastion is the heart of the Highborn nation. The beautiful rolling plains are dotted with woodlands and carefully maintained parks, and with great stone chapterhouses that date back to the first years of the Revelation. Since the end of the Highborn civil war, Bastion has presented the calm, serene visage of the Highborn to the world. During the founding of the Empire, Bastion very nearly became the "official" capital of the Empire in 3YE; at the last minute the Senate decided to hold their quarterly gatherings in Anvil instead.

It was settled in the first years after the founding; but the focus of the early years remained on the southern territory of Pharos. Considered a hinterland where a military presence was necessary rather than a place to settle, Bastion remained sparsely populated for decades; most settlements were little more than small fortifications along the northern and eastern borders. Things began to change as the first ripples of the Revelation began to shake Highborn society. As the patricians became more and more embroiled in their personal feuds and agendas, the Highborn who would become the founders of the Revelation sought fresh opportunities in Bastion.

The civil war swept across Bastion as well as Pharos, and several chapters were destroyed in the fighting. Several have never been restored, left as reminders of the follies of the past and a warning to the future. Once the war was over, however, the new Assembly of the Virtuous constructed a new city along the banks of the Couros, seeking a new start for their people and their nation.

Recent History

When the Druj initially conquered Reikos, they launched several strikes across the river into Sybela Cross and the Elms. These were repulsed, but not before bringing down the fortification of the White Tower. Many refugees from the lost territory made new homes in Bastion. Over time, some abandoned any intention to returning to Reikos, and there was some friction between established Bastion chapters, and those refugees who now consider themselves citizens of Bastion. Now that Reikos has been liberated, the tension has lessened significantly - most of those forced to seek sanctuary here have returned to rebuild and those who remain are rapidly assimilating .

Major Features

Bastion, the White City

The sacred city of Bastion, the White City, is a marvel of marble and mosaic. Even her enemies cannot deny her magnificence – the white marble domes and towers raised up to the demonstrate the glory of a virtuous life, the roads trodden smooth by the footsteps of countless philosophers, warriors and pilgrims. More garden than city, the skyline is dominated by the tall spires and elegant architecture of the huge chapterhouses. The entire city has been expressly designed as a monument to the devotion of the Highborn. When the Imperial Synod recognizes a paragon or exemplar, then a new basilica is constructed here to celebrate their life and deeds.

Few Highborn dwell here permanently but most important folk make a pilgrimage once every year. Every chapter maintains a hostel in the great city, to serve as a dwelling for members who visit. The wealthiest and most powerful Highborn often possess their own residence here, but the city is much more a symbol than it is an active urban centre. During the formation of the League, the citizens of the White City were approached about joining and politely rebuffed. Historians suggest the other cities of the modern League were actually quite relieved - Bastion is a city in name only, and neither its wealth nor its population approach that of a major urban centre like Temeschwar or Tassato.

One of the oldest structures in Bastion is the Spire of the Open Hand; in pre-Imperial days, it served as an embassy from the people of Urizen to the people of Highguard. Even after the foundation of the Empire, the spire continued to serve as an embassy until Urizen officially became the ninth nation during the reign of Emperor Giovanni. Today, the three pale towers that made up the spire serve as a combination of school and museum.

Bastion is a site of pilgrimage for followers of the Way but within the city itself are several specific places of note. The ruins of the Lepidean Library, for example, are a valuable lesson of the importance of maintaining Vigilance. A repository of historical information about the lives of paragons and exemplars, it was one of the earliest victims of the rampage of Emperor Nicovar. It has never been rebuilt - today it is maintained as a public park and the Heirs of Lepidus whose chapterhouse it once was live in much more frugal circumstances in Woodbury.

By contrast, the old meeting halls of the original Highborn assembly, the Basilica of Seven Doors are as beautiful and majestic as they were when they were first completed. Seven chapels, one dedicated to each of the virtues, form an outer ring around a single great hall beneath a white marble dome. The great cathedral stands at the heart of a public park through which seven wide avenues extend, serving as the "spokes" around which the rest of the city was originally arranged. The Highborn still use the Basilica of Seven Doors for important festivities; the duty of overseeing the citadel and its grounds belongs to the Custodes Clavium - a Highborn chapter named for the ring of keys they notionally hold, each one used to secure one of the gates to the citadel.

Sybela

A small trading town where goods from local farms are sold, Sybela boasts an unusually large number of inns, since it acts as a crossroads for travel between Highguard, the League, Urizen and Dawn. It is a key stopping point on the pilgrim routes to Highguard. For some, the journey is an important as the destination and Sybela is one place where pilgrims meet, and join together to travel through the still-dangerous lands between the civilised places of the world.

By order of the Imperial Senate, in early 377YE a series of watchtowers and fortified inns were constructed around Sybela following an increase in banditry. The works were overseen by Bridget Eastville (senator for Mitwold) as part of a larger plan to provide protection to towns throughout the Empire. While the defences are not sufficient to qualify Sybela as a fortification, they have already helped reduce brigandry throughout the territory.

Regions

Bastion Rounds

The White City dominates Bastion Rounds. The spires of the city are said to be visible from every part of the region, both the fertile farmlands and the light woods of the north and west. There are few actual chapterhouses here - while most Highborn Chapters maintain a small residence in the city itself, few are actually based here. Those that are are usually concerned with the maintenance and support of the city proper.

One of the best known of these local chapters is Ravensfell. Directly north of Bastion city on top of a rocky outcrop over the valley that carries the river Couros, in more peaceful times the chapterhouse was a staging post for traders and travellers on pilgrimage to Bastion city from Reikos and Urizen. Recently, the chapter has been defending the crossing of the river Couros from Druj incursion, and offering shelter to refugees from Reikos.

The Elms

Quality: Forest

The Elmwood Forest is the wildest part of Bastion. The chapters established here tend to be a little more introspective than those in the rest of Bastion; several maintain forest preserves while others take advantage of the wild woods to hone their combat and survival skills. Several of these more martial chapters are especially active in the armies of Highguard; the region is known for the strength, fortitude, and Courage of its guardians. Their martial might was tested several times during the Druj occupation of Reikos. The orcs raided regularly across the river and on one occasion in 372YE attempted to establish a beachhead here; they were repulsed by the Seventh Wave after a months-long campaign through the woodlands during which the expertise of the chapters here proved a key advantage in driving the Druj back across the Haros.

Stoneside

The woodlands of Stoneside cannot really be described as a "forest". Broad avenues are maintained between the trees, and much of the region has the feel of a great park or even orchard, rather than a wild wood. Stoneside is hope to several large and prosperous chapterhouses, and also to a special site of pilgrimage. In central Stoneside there is a great rock carved with Wintermark runes, allegedly carried here from Hahnmark by the Exemplar Inga Tarn as part of a pilgrimage of her own. The Burden of Inga Tarn is a common destination for those treading the path of Courage, and represents one of the few "basilicas of the Exemplars" that are not found in the White City itself. Prior to her arrival the region was called East Woods.

Sybella Cross

Sybella Cross is rich farmland scattered with fortified chapters; some of the oldest in the Empire were founded here in the first diaspora from Pharos. The rich town of Sybela is stands in the south, while in the north the ruins of the fortification known as the White Tower (brought down in 369YE by the Druj) still keep an uneasy vigil over the trods that lead north into Reikos. The ruins have been somewhat restored as part of the ongoing fortification, but the watchtower and palisade are a poor shadow of the great white granite walls that stood here until the orcs of the Stone Toad clan took them down. It is also the site of the Sybella Cross Physician's Hall, an establishment that purchases herbs from the citizens of Bastion, and serves as a medical academy focusing on the use of herbs.

Woodbury

The scattered woodlands here are well maintained, and provide building materials for construction work all over Highguard and beyond. In the early years of the Empire, Woodbury was extensively forested; three centuries of major construction work have seen most of the old forest disappear leaving a number of carefully cultivated woodlands and a lot of open grassland largely used as pasture. Unlike the chapters of the northern and eastern regions, those of Woodbury tend to be less fortified and more concerned with agriculture and the virtues of prosperity. Perhaps as a consequence, they tend to be a little wealthier than their counterparts in other parts of the territory. At least one of the chapters here was founded by converts from the Marches, who embraced the piety and strength of Highguard but maintained their deep appreciation for farming and land ownership.

OOC Notes

- Highguard (and thus the Empire) control all the regions of Bastion.

- Before its destruction by the Druj, the White Tower was a level one fortification. Built in pre-Imperial times, the fortress was originally level two, but during the time of Empress Mariika it was partially decommissioned - the Senate at the time did not imagine it would ever see action again.

- Some prominent chapters of Bastion are detailed here.

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Battle Anthem

Lyrics by Daisy and Jude. The tune is very roughly based on Debochadan by Severa Nazarkhan, from her album Sen.

It is said that the nine declarations made in this Empire battle anthem each refer to one of the nine Imperial nations. Which one is which is, however, a matter of much debate...

A pdf of the lyrics and the tune can be found here.

RECORDING of this song : Media:battle-anthem.mp3

Harmonies as taught by Daisy (don't completely match the recording).

Transcription of above for lower voices and instruments by Bill Lewis:

- Media:Empire_Battle_Anthem_-_Voice.pdf‎

- Media:Empire_Battle_Anthem_-_Guitar.pdf‎

- Media:Empire_Battle_Anthem_-_Violin.pdf‎

- Media:Empire_Battle_Anthem_-_Bass.pdf‎

I am the spear that's swift to strike in anger I am the shield that turns all foes away I am the walls raised high against the darkness Standing fast until the day.

One voice, one people and one Empire One throne and one loyalty One will to drive us ever onward One glorious destiny!

I am the iron quarried from the mountains Forged in fire till only steel remains I am the wind that gives the Empire breath and life I am the quick blood in its veins.

One voice, one people and one Empire One throne and one loyalty One will to drive us ever onward One glorious destiny!

I am the flame that burns inside the Empire's heart I am the earth's great bones, steadfast and sure I am the bonds that hold us fast in fellowship That forever will endure

One voice, one people and one Empire One throne and one loyalty One will to drive us ever onward One glorious destiny!

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Battle safety

Health and Safety in battles

It is the responsibility of everyone taking part in a battle to consider their own safety and that of the participants around them. All participants in battles should adhere to the instructions of referees and other members of crew, who have your safety and enjoyment as their primary consideration. The following are points that all participants should bear in mind when taking part in combat activities at Profound Decisions events:

- Hydration: You should endeavour to bring water with you onto a battlefield and take on more water during lulls in fighting.

- Trip hazards: When fighting you have a better view of the ground behind your opponent than they do, you should under no account deliberately push opponents over obstacles in order to gain an IC advantage, OOC safety always comes first.

- Exhaustion: Battles are stenuous physical activities, you should endeavour to fight within your limits and take breaks where needed to avoid over-exerting yourself.

- Footwear: Battles at Empire events primarily take place in woods, you should strongly consider sensible supportive footwear for taking part in battles

- Suncream: While the woods do provide cover from the sun, some battles will occur on hot days and you should therefore prepare appropriately.

Man Down procedure for battles

While anyone can call a Man Down, it should only be done with the belief that an actual injury has occurred, not simply because someone has fallen over.

Under no account should you use the call 'Man Down' to indicate an IC injury of attract the attention of healers or physicks. Man Down is solely to be used to indicate a suspected Real Life injury

If players or crew believe there is a ‘man down’ incident in their area, they should:

- Stop fighting

- Kneel down

Players should not spread the call wider than the immediate area of the incident, this is to ensure the battle can continue to flow, and the appropriate crew can get to the location.

Man Downs remain localised until called battle-wide by the battle manager. This will be indicated by repeated blasts with a whistle, and passed on over the radio. Referees in the vicinity of the incident should remain standing and raise their yellow cloth to assist medics and other crew to reach the incident. Depending on the severity of the injury, referees may keep the area timed out until it’s resolved, or move players away from the incident and resume fighting in the area by calling ‘time in’, this will be done with a ‘3, 2, 1, TIME IN’ call after all participants are repositioned.

In minor incidents, such as displaced glasses, Imperial and Barbarian players in the area should use the common sense practise of stopping fighting, assisting the recovery of the glasses and then continuing from where they were.

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Battlefield ritual (Redirected from Battlefield Ritual)

Contents

- 1 Overview

- 2 Rules

- 3 The Coven Bond

- 4 Anvil

- 5 Ritual list

- 5.1 Spring

- 5.2 Summer

- 5.3 Autumn

- 5.4 Winter

- 5.5 Day

- 5.6 Night

- 6 OOC reasoning

- 7 Further Reading

Overview

Rituals require a referee to be present when they are cast, but finding a referee who is free on a battlefield can be extremely difficult to do. This significantly impacts on the effectiveness of several rituals which are explicitly designed to be cast in battle. To make it easier for players to perform these rituals, there is a special set of rules that apply to these battlefield rituals, allowing them to be cast without a ref.

Rules

- On the battlefield, you may cast certain rituals without the presence of a referee

- Be sure you understand the effects and limitations of the ritual

- Rip any mana crystals you have used on completing the ritual

- You must do your best not to exceed the ritual uses per day available to your coven

- After leaving the battlefield, report all rituals you have cast to a referee

- If you wish to cast any other rituals on the battlefield, please inform a referee as early as possible on the day of the battle

If you are casting one of the listed battlefield rituals then you may do so without waiting to get a referee. Calculate the mana cost and perform the ritual, ripping the appropriate number of mana crystal cards at the conclusion of your roleplaying. Brief all targets on the effect once the ritual is complete. Please try your best to remember the number of targets and the mana cost you have paid.

Not all of these rituals work exactly as you may expect. Last Breath Echoes, for example, would be an excellent tool for covering up a murder if it didn't require a willing target, while Blood of the Hydra targets limbs, not characters. If you are planning to cast a battlefield ritual then you must make sure that you fully understand the rules for that ritual. It is well worth checking your understanding with a referee before the battle if you are performing a battlefield ritual for the first time.

There are usually a number of referees available after the battle is over. Find a referee and report all the battlefield rituals you have cast so that they can log them.

These rules only apply to the battlefield rituals listed below; if you wish to cast any other ritual on a battlefield you will need to make sure you have a referee present as normal. This is most likely to happen if you try and inform a referee of your intentions as early as possible on the day of the battle.

The Coven Bond

- A coven may only perform a limited number of rituals together each day

- Make sure that everyone who is part of your coven is aware of how many rituals the coven has done that day

You must do your best not to use your coven bond more times per day than you are permitted under the rules. By default, you may perform two coven rituals per day. Make sure that you know before going on the battlefield how many times your coven may use their bond today. If you perform a coven ritual at which not all coven members are present, ensure that absent members are updated OOC when next you meet them.

Anvil

Please find a referee, as usual for ritual casting, if you wish to cast any of these rituals in Anvil. If the situation is genuinely time-critical then you may cast them without a referee, as if you were on the battlefield. Such situations are expected to be uncommon on the main field.

Ritual list

The following rituals may be cast without a referee on the battlefield.

Spring

- Blood of the Hydra

- The Hands of Sacred Life

- Hearthfire Circle

- Rot's Rightful Claim

- Charge of the Rushing Wind

Summer

- Renewed Strength of the New Day

- Stout Resolve of the Unyielding

- Glorious Crown of Enchantment

Autumn

- The Anvil of Estavus

- The Blade Bites Back

- Imurrement of Leaden Chains

Winter

- Hungry Grasp of Despair

- Last Breath Echoes

Day

- Ascetic Star of Atun

- Cold Water from the Mountain

- Ensnaring Bond of Transient Stasis

Night

There are no night rituals that can be performed on the battlefield without a referee.

OOC reasoning

Referees can add a lot to rituals: they will check your maths, keep track of coven bonds, and look up details of the rules while you get on with your ritual. They can tell you your wounds are closing themselves with bark rather than skin, curse you with illiteracy, or drop a Tulpa on your head. On the battlefield, though, there aren't yet enough referees to guarantee you get one to your Hands of Sacred Life before the targets have bled to death or been overrun by orcs. We are recruiting more refs but even if we manage to double the size of the referee team, that would still be the case: there are a lot of ritualists, and the woods are large. The benefits of having a ref present for a ritual are outweighed, in these cases, by the fact that requiring their presence makes the ritual useless.

There are other rituals that are useful on the battlefield, but are not on this list; Rising Roots that Rend Stone needs a referee (probably grinning, and holding the trigger for a pyro) to handle the effect, for example. The rituals on this list are here because the cost of going and getting a referee in a battle outweighs the benefit of having a referee present when it is cast.

Further Reading

- Spellcasting

- Rituals

- Formulaic Rituals

- Spontaneous Magic

- Battlefield Rituals

- Enchantments

- Curses

- Ilium

- Magic Items

- Herbs & Potions

- Cosmology

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Battlefield Rituals

- On the battlefield, you may cast certain rituals without the presence of a referee

- Be sure you understand the effects and limitations of the ritual

- Rip any mana crystals you have used on completing the ritual

- You must do your best not to exceed the ritual uses per day available to your coven

- After leaving the battlefield, report all rituals you have cast to a referee

- If you wish to cast any other rituals on the battlefield, please inform a referee as early as possible on the day of the battle

Many rituals do not require a referee to cast on the battlefield. If you wish to cast one of these, do not spend any time or effort looking for a referee. Calculate the mana cost and perform the ritual, ripping the appropriate number of mana crystal cards at the conclusion of your roleplaying. Brief all targets on the effect once the ritual is complete. Record or remember the number of targets and the mana cost you have paid.

Not all of these rituals work exactly as you may expect. Last Breath Echoes, for example, would be an excellent tool for covering up a murder if it didn't require a willing target, while Blood of the Hydra targets limbs, not characters. Make sure you fully understand the rules for the ritual, as opposed to the outcome you desire or the rules that make most sense, before casting these rituals. If in doubt, find a referee, ideally before the battle.

Contents

- 1 The Coven Bond

- 2 Enchantments

- 3 After the battle

- 4 Off the battlefield

- 5 Ritual list

- 5.1 Spring

- 5.2 Summer

- 5.3 Autumn

- 5.4 Winter

- 5.5 Day

- 5.6 Night

- 6 OOC reasoning

The Coven Bond

You must do your best not to use your coven bond more times per day than you are permitted under the rules. By default, you may perform two coven rituals per day. Make sure that you know before going on the battlefield how many times your coven may use their bond today. If you perform a coven ritual at which not all coven members are present, ensure that absent members are updated OOC when next you meet them. If members of your coven attempt to perform a coven ritual and you are aware that you have exhausted the coven bond for the day, inform them of this OOC.

Enchantments

Some of these rituals (indicated with an asterisk (*) in the list below) create an enchantment on their targets. This will overwrite any previous enchantment on that character. Ensure that you brief the target on this, in addition to the enchantment's effect. To ensure that Profound Decisions apply this to the correct character, please record or remember at least two of the target's CID, character name, and player name when casting one of these rituals.

Many enchantments last until the end of the next battle, skirmish or quest the target participates in. If these are cast on the battlefield, they last until the end of the current battle, skirmish or quest: the enchantment will wear off when you return to Anvil through the Sentinel Gate, assuming your character is lucky enough to make it out.

After the battle

After you have left the battlefield, please find a referee and inform them of any rituals you have cast, the number of targets, the mana cost paid, whether you used your coven bond, and in the case of rituals that create enchantments the identity of the targets. Please do not do this on the battlefield.

Off the battlefield

Please find a referee, as usual for ritual casting, if you wish to cast any of these rituals on the main field. If the situation becomes time-critical, you may cast them without a referee, as if you were on the battlefield. Such situations are expected to be uncommon on the main field.

Ritual list

The following rituals may be cast without a referee on the battlefield. Rituals marked with an asterisk (*) create an enchantment. You must record the target's identity for rituals which create an enchantment.

Spring

- Blood of the Hydra

- The Hands of Sacred Life

- Hearthfire Circle

- Call Down Lightning's Wrath *

- Rot's Rightful Claim

- Charge of the Rushing Wind

Summer

- Renewed Strength of the New Day

- The Hammer of Thunder *

- The Leaping Hare *

- The Swan's Cruel Wing *

- Stout Resolve of the Unyielding

- The Sound of Drums *

- Glorious Crown of Enchantment

Autumn

- The Anvil of Estavus

- The Blade Bites Back

- Imurrement of Leaden Chains

Winter

- Crumbling Flesh and Withering Limbs *

- Hungry Grasp of Despair

- Unyielding Constitution *

- Last Breath Echoes

Day

- Ascetic Star of Atun

- Horizon's Razor Edge *

- Cold Water from the Mountain

- Ensnaring Bond of Transient Stasis

Night

This section intentionally left blank.

OOC reasoning

Referees can add a lot to rituals: they can check your maths, keep track of coven bonds, and look up details of the rules while you get on with your ritual. They can tell you your wounds are closing themselves with bark rather than skin, curse you with illiteracy, or drop a Tulpa on your head. On the battlefield, though, there aren't enough referees to guarantee you get one to your Hands of Sacred Life before the targets have bled to death or been overrun by orcs. Even if the size of the referee team doubled, that would still be the case: there are a lot of ritualists, and the woods are large. The potential benefits of having a ref present for a ritual are outweighed, in these cases, by the fact that requiring their presence makes the ritual useless.

Some of the rituals on this list are of pretty questionable use on the battlefield, but if you want to refresh your Swan's Cruel Wing because you've used its cleave for today, it's your mana: knock yourself out. A lot of other rituals are useful on the battlefield, but not on this list; Rising Roots that Rend Stone needs a referee (probably grinning, and holding the trigger for a pyro) to handle the effect, for example. The rituals on this list are here because the cost of going and getting a referee in a battle outweighs the benefit of having a referee at the ritual.

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Battlefield ritual

Contents

- 1 Overview

- 2 Rules

- 3 The Coven Bond

- 4 Anvil

- 5 Ritual list

- 5.1 Spring

- 5.2 Summer

- 5.3 Autumn

- 5.4 Winter

- 5.5 Day

- 5.6 Night

- 6 OOC reasoning

- 7 Further Reading

Overview

Rituals require a referee to be present when they are cast, but finding a referee who is free on a battlefield can be extremely difficult to do. This significantly impacts on the effectiveness of several rituals which are explicitly designed to be cast in battle. To make it easier for players to perform these rituals, there is a special set of rules that apply to these battlefield rituals, allowing them to be cast without a ref.

Rules

- On the battlefield, you may cast certain rituals without the presence of a referee

- Be sure you understand the effects and limitations of the ritual

- Rip any mana crystals you have used on completing the ritual

- You must do your best not to exceed the ritual uses per day available to your coven

- After leaving the battlefield, report all rituals you have cast to a referee

- If you wish to cast any other rituals on the battlefield, please inform a referee as early as possible on the day of the battle

If you are casting one of the listed battlefield rituals then you may do so without waiting to get a referee. Calculate the mana cost and perform the ritual, ripping the appropriate number of mana crystal cards at the conclusion of your roleplaying. Brief all targets on the effect once the ritual is complete. Please try your best to remember the number of targets and the mana cost you have paid.

Not all of these rituals work exactly as you may expect. Last Breath Echoes, for example, would be an excellent tool for covering up a murder if it didn't require a willing target, while Blood of the Hydra targets limbs, not characters. If you are planning to cast a battlefield ritual then you must make sure that you fully understand the rules for that ritual. It is well worth checking your understanding with a referee before the battle if you are performing a battlefield ritual for the first time.

There are usually a number of referees available after the battle is over. Find a referee and report all the battlefield rituals you have cast so that they can log them.

These rules only apply to the battlefield rituals listed below; if you wish to cast any other ritual on a battlefield you will need to make sure you have a referee present as normal. This is most likely to happen if you try and inform a referee of your intentions as early as possible on the day of the battle.

The Coven Bond

- A coven may only perform a limited number of rituals together each day

- Make sure that everyone who is part of your coven is aware of how many rituals the coven has done that day

You must do your best not to use your coven bond more times per day than you are permitted under the rules. By default, you may perform two coven rituals per day. Make sure that you know before going on the battlefield how many times your coven may use their bond today. If you perform a coven ritual at which not all coven members are present, ensure that absent members are updated OOC when next you meet them.

Anvil

Please find a referee, as usual for ritual casting, if you wish to cast any of these rituals in Anvil. If the situation is genuinely time-critical then you may cast them without a referee, as if you were on the battlefield. Such situations are expected to be uncommon on the main field.

Ritual list

The following rituals may be cast without a referee on the battlefield.

Spring

- Blood of the Hydra

- The Hands of Sacred Life

- Hearthfire Circle

Summer

- Renewed Strength of the New Day

- Stout Resolve of the Unyielding

Autumn

- The Anvil of Estavus

- The Blade Bites Back

Winter

- Last Breath Echoes

Day

- Ascetic Star of Atun

Night

There are no night rituals that can be performed on the battlefield without a referee.

OOC reasoning

Referees can add a lot to rituals: they will check your maths, keep track of coven bonds, and look up details of the rules while you get on with your ritual. They can tell you your wounds are closing themselves with bark rather than skin, curse you with illiteracy, or drop a Tulpa on your head. On the battlefield, though, there aren't yet enough referees to guarantee you get one to your Hands of Sacred Life before the targets have bled to death or been overrun by orcs. We are recruiting more refs but even if we manage to double the size of the referee team, that would still be the case: there are a lot of ritualists, and the woods are large. The benefits of having a ref present for a ritual are outweighed, in these cases, by the fact that requiring their presence makes the ritual useless.

There are other rituals that are useful on the battlefield, but are not on this list; Rising Roots that Rend Stone needs a referee (probably grinning, and holding the trigger for a pyro) to handle the effect, for example. The rituals on this list are here because the cost of going and getting a referee in a battle outweighs the benefit of having a referee present when it is cast.

Further Reading

- Spellcasting

- Rituals

- Formulaic Rituals

- Spontaneous Magic

- Battlefield Rituals

- Enchantments

- Curses

- Ilium

- Ritual Theory

- Magic Items

- Herbs & Potions

- Cosmology

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Battlesmith's Panoply

Description

A Battlesmith's Panoply is a powerful suit of mage armour, granting both increased arcane power and durability. In Urizen, where it is commonly called the Warlock's Net, it is said that this mage armour allows any mage to go into a battle unformed, focusing their strengths where they are most needed, being free to adapt and flow as their needs change. In Wintermark, a runesmith wearing a battlesmith's panoply is often said to have forged himself for nothing but war, and that those who bond to such an item make a powerful fork in their skein.

These potent forms of mage armour are commonly brightly coloured, with multiple shades created by the extensive use of iridescent gloaming dye, orichalcum and weltsilver threads and the polished and subtly shaded ambergelt inlays used in their construction. It often bears both of the runes Jotra and Wyr.

Rules

- Form: Armour. Takes the form of a suit of mage armour. You must be wearing this armour to use its magical properties.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: You gain two additional points of personal mana and two additional ranks of endurance.

- Materials: Crafting a Battlesmith's Panoply requires eleven ingots of orichalcum, seven ingots of green iron, seven ingots of weltsilver, nine measures of ambergelt, five measures of beggar's lye and eleven measures of iridescent gloaming. It takes one month to make one of these items.

"How does it work? Hard to explain to somebody without the gift of magic - no offence." Tacitus sipped his pale blue wine thoughtfully.

"Here. Take a knight." His hand rested absently for a moment on one of his pieces, almost stroking it. "He puts on his armour a piece at a time until he's all covered up, head-to-toe. Look at him and what do you see? A man, a man wearing armour. Two things, connected but distinct."

His hand drifted away again. He looked into the middle distance for a moment, twisting the stem of his glass.

"Look at me in my panoply and you're seeing one thing, not two. They've put their armour on, I've become mine."

He looked across the table at his opponent, his eyes hooded . Then shrugged and a smile spread across his face as he picked up one of his pieces and moved it emphatically to a new position.

"I can't make it any plainer than that."

The other player frowned down at the board and asked a question designed to distract the magician as much as elicit an answer.

"What? No! Of course it's not controlling me, any more than your arm is controlling you. It's more like... it magnifies you, makes you more of yourself." He laughed then. "It's easy to get cocky when you're new to it. You'll find a fair few of us who are superstitious about wearing somebody else's panoply - no telling what bad habits it could pass on..."

His brow creased then, just for a moment; but his opponent's attention was focused on the board between them and his frown passed unnoticed.

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Bear Claws

Description

Often crafted in the form of two one-handed axes, these destructive weapons are equally effective at tearing a shield apart and smashing the haft of a pike or polearm. Kallavesi artisans devised these blades to allow warriors to mimic more closely great predatory beasts and thus more readily draw upon their power and courage. Although Bear Claws are the common styles, others are known as Wolf Claws, Eagle Claws or even Boar Tusks and are usually wielded with the appropriate mask.

These weapons are also popular in Varushka, where their power to splinter wood is appreciated in logging as well as in battle. Known as Felling Hatchets, bearing these weapons is sometimes seen as a sign that the wielder intends to battle human or at least human-like foes who carry weapons and shields, rather than wolves or animals.

They are a popular weapon with a certain foreign nation, where they are often crafted as sickles or curved swords and called Twin Moon Blades.

Rules

- Form: Weapon. A pair consisting of two one-handed weapons.

- Requirement: You must have the ambidexterity skill to bond to these items.

- Effect: You can call SHATTER against an item you hit with both weapons simultaneously by spending a hero point.

- Materials: Crafting a set of Bear Claws requires fourteen ingots of tempest jade, seven measures of Beggar's Lye, twelve measures of dragonbone and nine ingots of orichalcum. It takes one month to make a pair of these items.

Twelve trolls toiled to tear and torment,

To beat bloody that bold and brutal bear,

Their crude cleavers its crushing claws did crumble,

And with spirited swipes their skin and substance sever,

Only one ogre outlasted the onslaught to overwhelm,

And fell the fiercest foe found in frozen forests,

It stooped to skin the savage and in surprise it saw,

The hide a human hid, her heart that hairy hunter had haunted,

Its deepest daring drawn and damage dealt til death descended.

~ Excerpt from the Poems of the Scop Rakel Skein-spinner

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Bearer of an Imperial Wayleave

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Commission

- 3.2 Announcement

- 4 Limitations

- 5 Selection

Overview

The Bearer of an Imperial Wayleave has the right to announce a single commission. There are currently three of these titles, all auctioned through the Imperial Bourse. Although the bearer is not a member of the Imperial Senate, they may use a single Senate announcement to instruct the Empire to approve a commission provided that they do so at the summit that the title was appointed.

The titles were created at the Winter Solstice summit of 380YE. The titles were used to replace the existing civilian commissioners who were expected to approve and oversee the commission of sinecures, ministries, and great works in their nation.

Responsibilities

The Bearer of an Imperial Wayleaf has no responsibilities and may use the authority granted by the title to order any commission they choose. These titles replaced the previous system where each nation would appoint a civilian commissioner, and carry some of the restrictions and limitations imposed those titles.

Powers

Commission

Once during the summit where the title is appointed, each bearer can commission the construction of a sinecure, ministry, or great work. The materials and money required for construction must be provided by the bearer or their agents.

If the bearer announces the commission of a sinecure or ministry then an Imperial title to oversee the commission is automatically created. The location and size of the commission and the method of appointment and tenure of any associated title are all part of the necessary details and may be included in the announcement made by the bearer or determined later by them.

Announcement

To use their power of commission, the bearer must make an announcement in the Imperial Senate. No voting is possible by the Senate at this point, as the power had been delegated to the bearer.

The Imperial Synod may choose to exercise their veto over the bearer's announcement; there is no refund of the money provided to purchase the title if the commission is vetoed.

Limitations

The bearer of an Imperial wayleave can only commission a sinecure, ministry, or great work.

Unlike a civilian commissioner, the bearer is not prohibited from using their power to commission anything that provides liao or votes in the Imperial Synod. However the appointment of such a title is still subject to the normal constitutional restrictions.

They not required to build their commission in their own nation and may use any method of appointment (for example, through the Bourse, the Conclave, Military Council, or Synod). The civil service are on hand to offer legal advice or support to a bearer just as they are to a senator, and the bearer may wish to submit their commission for scrutiny before it is announced to ensure there are no problems with their design.

Selection

Each title of bearer of an Imperial wayleave is determined by auction by the Imperial Bourse. As an Imperial seat, any Imperial citizen may participate in the auction and hold the title.

The bearer retains the title for a single season only - they must use the power of commission at the summit where they gain the title, otherwise it is lost. As an Imperial Bourse title, the position cannot be revoked by the Imperial Synod.

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The Marches military concerns (Redirected from Beater)

War is a thrice-ploughed field.

Marcher Traditional

The rich Marcher soil gives rise to great military strength and, after the recent recruitment of The Tusks, four of the Empire's armies come from the Marches. Marcher generals have a reputation for being cautious, and for valuing victory more than personal glory. War is seen as work, hard dirty work, something to achieve over months of effort, not something to be won or lost in a moment. It is also seen as a shared responsibility, something that everyone who can must face together. On campaign, even Marcher generals who can't fight for whatever reason are expected to share the same risks and privations as the common soldier, one yeoman amongst many.

Powerful households field ranks of heavily-armoured yeomen wearing their colours and fighting together. Neighbours well-used to working together fight shoulder to shoulder. The expectation of loyalty and sacrifice can make a Marcher household a fearsomely cohesive force. Traditional rivalries are put to one side when a Marcher army faces a force of outsiders, and folk who would go out of their way to avoid acknowledging each other will fight back to back against a band of invading orcs.

The strength of the Marcher forces is derived from their long hours of toil. Arms hardened by days at the forge, cutting a forest, or threshing grain are strong enough for any fight. It is common for Marchers to wield weapons made from the tools of their labour; bills used for cutting hedges and great hammers used for driving piles are pressed into service of war. The wealthiest may march in a harness of plate but plenty have nothing more than a hard leather tunic or quilted jack they have made themselves. Their true strength is their loyalty and discipline; at their best a Marcher army is a great hedge of steel, moving inexorably forward like a harvest-gang through a field of wheat.

Service to the Empire in one of the Marcher armies is considered an excellent coming of age for the sons and daughters of a yeoman. This offers them a chance to learn a little of the outside world and to earn enough to purchase their own farm and become yeomen themselves. For a nation that prides itself on its military prowess, it also ensures a steady stream of soldiers with practical experience of battle.

Contents

- 1 Beaters

- 2 Imperial Armies

- 2.1 The Drakes

- 2.2 The Strong Reeds

- 2.3 Bounders

- 2.4 The Tusks

Beaters

Beaters roam through the Marches, learning every part of the land, watching for thieves, vagrants and other ne’er-do-wells. Beaters are often instrumental in settling land disputes between neighbours and they still play a vital role in the tradition of beating the bounds. Beaters often live off the land and most are skilled rangers or hunters. They serve as an informal police force, investigating crimes and tracking criminals. While an individual beater often associates with one or more households, they make no secret of the fact that they maintain an informal network among themselves.

The beaters watch the boundaries and defend them against trespass until its forces can muster. They also remain vigilant for internal threats. In addition to the orcs that still occupy the more inaccessible hills and wild forests of the Marches, there are bands of Féni, the ancient people driven from the fertile lowlands centuries ago. These primitive humans cover their skin in green and yellow tattoos and launch raids against civilised Marchers to steal cattle or crops. If something or someone is raiding out of the forests or hills then the beaters are the ones who are called on to hunt it.

In time of war, beaters serve the Marches as scouts, ranging ahead of the main force. Their experience watching the boundaries of the nation makes them useful light troops, particularly in forested areas, an excellent complement to the heavily armoured yeomen.

Imperial Armies

The Marches field four imperial armies; the Drakes, the Strong Reeds, the Bounders and "The Tusks".

The Drakes

First led by the legendary Tom Drake, this army is extremely well-supplied and has an excellent corps of quartermasters, allowing it to recover casualties much more swiftly than normal. Many of the soldiers in this army come from Mitwold, and this has lead to a reputation for dogged determination and occasional internal conflict away from the battlefield. Its ranks have been swelled in recent years with soldiers displaced from the Mournwold, which has helped exacerbate the situation.

The first Marcher General leads the Drakes army, and is appointed (or re-appointed) at the Summer solstice each year.

The Strong Reeds

Initially raised from the people of Bregasland, there is still a strong territorial bias in the soldiers of this army. The army is notoriously dour, stubborn and hard bitten. The Strong Reeds have a long history of resisting Jotun aggression against the marshes, and have several times in their history fought alongside the Wintermark armies in Kallavesa.

The second Marcher General leads the Strong Reeds army, and is appointed (or re-appointed) at the Winter solstice each year.

Bounders

This adaptable army attracts many beaters who support a solid core of Upwold soldiers and a small cadre of dedicated battlefield magicians. They are skilled skirmish fighters, able to quickly learn the lay of the land and relentless in their pursuit of their enemies. Some of the best military archers in the Empire are part of this army, adept at bringing down their opponents with a combination of clever placement and withering storms of arrows.

The third Marcher General leads the Bounders army, and is appointed (or re-appointed) at the Autumn equinox each year.

The Tusks

The fourth Marcher Army was raised by Senate motion proposed by Henry Ward, then Senator for Upwold, during the Winter Solstice of 377YE. Mustering completed shortly before the Summer Solstice 378YE. The army of The Tusks was briefly named after High Courage, an ancient monument in Mournwold. This highly disciplined force saw its first major engagement when the Empire launched its liberation of the Mourn in late Autumn 379YE.

The fourth Marcher General leads the army of The Tusks, and is appointed (or re-appointed) at the Summer Solstice each year.

The Marcher officer walked out into the middle of the gathered mob, slow and casual, thumbs tucked into his belt. He took a long look around.

“Who here’s got a neighbour they can’t stand?”

The circle of Marchers looked tentatively one to another, a few raised hands and chuckles.

“Quite a few of you, I see. So let me ask you this – raiders come to burn their farm, would you go help them?”

Nods, fist shaking, raised bills and bows.

“Course you would, only common sense; they burn that farm this week, could be yours the week after, couldn’t it?”

He pointed at the gaudily dressed Free Company officers swaggering about in the League lines on their flank.

“See them? I don’t like ‘em. I don’t like their plumes, I don’t like them silly pantaloons, I don’t like the perfumed piss they call wine, or the way they put on airs when they talk, or their grub what’s so full of spices it gives me the gallopin’ trots. Nope, I don’t like ‘em, not one bit. But, them? They’re our neighbours.”

He pointed to the other end of the valley, where thousands of grey-skinned orcs covered the ground like blades of grass on a pasture.

“And those motherless bastards? They’re going to try and burn down our neighbour’s barn.”

Rumbling growl, stamping feet, billhooks banged on the ground.

“We proposin’ to let em?”

Full throated roar, weapons brandished, rising chant.

“Right then, let’s go pull the idiot neighbour’s arse out of the fire, eh?”

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Beats and Bass

Overview

Beats and Bass are one of the caterers who will be catering at all Empire events in 2017. They will be setting up in the out-of-character area near GOD and the other OOC hostelries.

Menu

All regular pizzas are 10”

- Old Skool - classic margarita - cheese, tomato and fresh basil - £6

- Hip-Hop - mushrooms, onion, pepperoni - £7

- Reggae - red yellow and green peppers, pineapple, jalapenos - £7

- Jazz' - red onion, sweetcorn, black olives, peppers - £7

Extra toppings: garlic oil, chilli oil, balsamic glaze, mango chilli salsa, spicy salsa, - 50p each

Vegan cheese available instead of mozzarella

Kids/smaller size pizzas 8.5”

- Margarita - £5

- Any 3 toppings - £6

Any additional topping - 50p Choose from: Homemade salsa, homemade aioli, cheese, jalapenos

Rustic wedges - £3.50

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Before the Throne of Estavus

Contents

- 1 Rules

- 1.1 Autumn Magnitude 4

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional targets

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 4

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets an opaque container.

Effects

When the ritual is performed, the ritualists put five ingots or measures of special materials in an opaque container. At the completion the contents disappear, presented to the factotum of Estavus, an Autumn eternal who is always hungry for raw materials from the mortal realm.

It will take at least an hour for anything to happen, potentially longer. After this time, when the box is opened, it will contain a single pouch of ashes from the fire-mountain Shikal. Each pouch of ash can be used as part of an Autumn ritual as if it were up to three crystals of mana. All the ashes in a pouch are consumed regardless of how much is needed, but the pouch can be passed among multiple magicians who are contributing to the ritual if desired.

The ashes have no use in spellcasting, or in the rituals of other realms.

Additional targets

The ritual can affect additional ingots. Each additional five ingots included in the ritual increases the magnitude by 2. Additional ingots must be placed in the same container but need not be the same type of material.

Description

The Eternal Estavus, called the Forgemistress, is always hungry for rare materials from the mortal realm. This ritual represents a binding covenant between the Eternal and mortal magicians - in return for the raw materials she desires, she provides them with the magical ashes which she has in abundance. The ashes are only useful for Autumn rituals, but they allow a coven with a surfeit of special materials to convert their surplus into additional ritual power.

Before he became interested in the Tribute to the Thrice-Cursed Court ritual, the Freeborn scholar Serval i Riqueza of the Unfettered Mind spent a year (and a small fortune in ingots from his family's green iron mine) exploring the way this ritual worked. He concluded that, like Missive for Sadogua, the ritual could theoretically have been designed at a lower magnitude if its only purpose was to send materials to an Eternal. He theorised that the additional magnitude existed to ensure a small 'profit' for Estavus, but that without the extra magnitude the exchange would not be binding - the Autumn Eternal would be free to simply take the ingots or measures and provide nothing in return. The additional mana and magnitude make the ritual a 'formal' exchange. He also commented in his footnotes that he appreciated the symmetry that a pouch of the ashes of Shikal was exactly sufficient to allow a single casting of this ritual to produce two pouches, and mused that this was probably not a coincidence.

Some magicians dislike the overtones of submission in the name of this ritual, and prefer to call it The Slopes of Mount Shikal.

Common Elements

A box or sack, often of rare woods. fine silk or velvet, is the obvious focus used with this ritual, The container is often inscribed with the rune Lann, or with symbols of weights and scales. Ink and parchment may be used to write down the exact contents of the box and the expected return in pouches of ashes, and transferred along with the ingots. Often the ritualists weigh and measure the ingots carefully before they place them in the container, to ensure that everything is above board.

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Before the sunrise

"What is that... is someone being murdered?"

Decima was donning her woolen dressing gown as she came quickly down the spiral stairs that ran along the inside of the tower's ground floor.

"No I don't think so it's... you better see for yourself." Maximillian was crouched down by the shallow woolen basket near the fire. It contained half a dozen balls of fur. The noise was coming from them. From the cats. Azimuth, Vertex, and the kittens. All mewling, yowling, twitching in their sleep.

"I think... I think they're dreaming." He looked worried.

"Is it the... the place at Screed do you think?"

Maximillian stood up, and made a series of quick, precise gestures, stretching and crooking his fingers as he invoked the Spider. His pupils widened and for a moment Decima fancied she could see a faint tracery of lines across them. He peered around, moving his hand as if feeling for something in the air.

"Oh dear." He said. "Night magic. A curse. It's in the air - no wait."

He stepped closer to the window, still feeling the air.

"It's in the moonlight. The moonlight is giving the cats nightmares."

The two magicians stared at each other for a few long moments.

"I want to go back to Redoubt," said Decima without preamble. "I've just had enough of this place."

Maximillian looked relieved.

"Oh thank the paragons. Me too. I'm glad one of us finally said it."

"We'll start making preparations at first light," said Decima decisively. "But for now I think we'd better see if there's anything we can do for these poor creatures."

Contents

- 1 The Waters of Therunin

- 2 The Krampus Incident

- 3 The Spiral Sword

- 4 Thorn of the Ancestors

- 5 The Unwoven Stars

- 5.1 Naga influence

- 5.2 The Stars are Wrong

- 6 The Citadel of Fog

- 7 The Cats of Spiral

The Waters of Therunin

- A powerful Spring curse has settled over the territory of Therunin

Therunin is a marshy forest with plenty of streams and pools of standing water. Rain is common, and the climate alternates between warm and moist, and cold and damp, depending on the time of year. A handful of weeks before the Spring Equinox, however, all the waters of Therunin become infused with supernatural vitality. Dewdrops glisten like diamonds, rain is refreshing and fills those exposed to it with energy and vigour, and every cup drawn from every stream brims with healing power. The Rivers of Life have settled over the Navarr territory; any wound that is less than fatal heals quickly and completely without leaving a scar. The Empire is familiar with this ritual and a simple detect magic seems to confirm it is simply the exercise of Spring magic (a magnitude fifty curse from the Spring Realm).

The ritual works by indiscriminately infusing all the water in the territory with Spring magic. And this is Therunin... where there is a vallorn.

For the most part, the Navarr avoid using rituals such as Rivers of Life and its counterpart Rivers Run Red on territories with vallorn in them because the results can be very unpredictable. When the Jotun came into Liathaven thirty years ago, the Warmage at the time cautioned against using Rivers of Life to resist their advance, and was supported by the Archmage of Spring and several prominent Navarr vates.

There are already stories of the miasma thickening in Greenheart and Sweetglades. The giant insects of Therunin are becoming restive - and reports of attacks on some of the more isolated steadings are beginning to circulate. For now, the situation appears to be manageable but it is impossible to predict what might happen if the curse is allowed to run its full course over the next three months - especially with all the questions still hanging over the vallorn of Liathaven's currently active status.

One major fly in the ointment is that if this is Rivers of Life, then the best-known tool for countering it is beyond the reach of Imperial magicians - Rivers Run Red is interdicted by the Imperial Conclave, and casting it is a serious criminal offense.

The Krampus Incident

- The pair who assaulted the Krampus are available for Inquisition should a priest raise the judgement.

During the Winter Solstice, the peculiar Krampus-beast associated with both the Wintermark egregores and the Imperial Orc territory of Skarsind was apparently attacked and slain. It is not certain that the creature has remained dead however - there are scattered reports that the spirit of the mysterious being was banished to the Krampushall in Pakanaan's Pass and was able to reform there, much as a ghost or a spectre will sometimes do. It remains to be seen if it will ever be able to return to full strength.

Regardless, many Winterfolk are concerned about this assault on such a prominent symbol of their traditions. The perpetrators of the attack have been identified as the Suaq Qimmiq Swiftblade and Nukilik Adamantine. They have made no attempt to deny their actions, but have thus far refused to explain the motivation for doing so. The venerable stormcrow Baena Stormsdottir publicly challenged the pair, and announced that she would be traveling to Anvil explicitly to bring them to Inquisition. Unfortunately, a fortnight before the Spring Equinox she suffered an unfortunate fall leaving her with two broken hips and unable to travel. As far as anyone has been able to discover there was no foul play or curse... but still the timing was a little unsettling.

Baena has sent several messengers to respected priests and stormcrows in Wintermark, urging them to complete the task she is unable to discharge. She has, she says, agreed with Qimmiq and Nukilik that they will be present at Anvil between six and seven on Saturday evening, should she have been successful at passing the judgement of inquisition. They are expecting to be inquisited by Beana but any priest might raise the judgement and challenge the pair to explain their actions

The legal situation with the two perpetrators is uncertain - given that nobody is entirely sure what the Krampus actually is, and given that it does not appear to have been killed so much as badly inconvenienced, there is more than a little confusion as to whether a crime has taken place or not. No doubt the magistrates may be able to shed some light on this situation should any Winterfolk wish to consult with them.

(OOC Note: Any stormcrow attending Anvil is free to roleplay they have recieved a letter from Baena Stormsdottir urging them to raise an inquisition against Qimmiq and Nukilik if they wish).

The Spiral Sword

- The runeforge beingbuilt in Redoubt is now complete.

Work has finally been completed on the Spiral Sword - the first runeforge successfully constructed in the Empire since its foundation. It was commissioned by the Senate during the Spring Equinox 381YE, and paid for by a quartet of wealthy benefactors - Edmundo, Achillies of Damakan's forge, Thomas of Upwold, and Asael of Cantiarch's Hold. Construction has been overseen by the Asavean architect Almodin Oktístis, meaning that it has much of his trademark style about it - mosaics of divine smiths and weavers, statues of badgers and six-armed magicians, and the like.

The Seer of the Spiral Sword is a new Imperial title that bestows custodianship of the runeforge for a year, and is appointed through open auction via the Imperial Bourse. Any Imperial citizen may hold the title, although only an artisan will gain the ability to create brand new magic items or unique schema. The auction is predicted to be hotly contested, given the singular abilities the custodian of the runeforge will gain access to.

The runeforge stands on the road between Cargo in Redoubt and the Highborn trading-port of Hedra. Ironically, this puts it dangerously close to the Druj occupied territory of Zenith - if the orcs were to move in force against Redoubt it may well prove to be quite a short-lived structure. Perhaps the rumours that the Empire is cursed, and any runeforge will bring disaster, are not so far-fetched.

Thorn of the Ancestors

- The eternal Irra Harah has placed a bounty on Imperial citizens

Three weeks before the Spring Equinox, a briar child brings a message to the civil servants associated with the Imperial Conclave. The Spring eternal Irra Harah has placed a bounty on the head - or rather the heart - of the Dawnish naga Zadkiel de Coeurdefer. If he is killed, and his heart cut out, Irra Harah will grant a boon to anyone who brings him the heart. Likewise, he will offer boons for the hearts of Chiara i Zayden i Riqueza of the Brass Coast and Henry Ward of Upwold. During the Spring Equinox, anyone who brings one of these hearts to the Imperial Regio and opens the portal there can cast the heart through and it will be received by the eternal.

The eternal also offers a lesser boon to anyone who lays the Curse of Gangrenous Flesh or the Curse of Decrepitude on one of these three will receive a lesser boon, to be agreed with an agent of the herald once the curse is placed.

If all three are dead by the end of the Spring Equinox, Irra Harah will meet with the Spring archmage to discuss a boon to be granted to the Imperial Conclave.

The Unwoven Stars

- The stars are missing in Semmerholm, the Barrens, and Zenith

- The penumbral veil has been drawn over Otkodov, and over the Imperial territories of Necropolis and Redoubt

For most of 381, the stars were absent from the night skies over most of the Empire, and over Liathaven and the Barrens. They returned - for the most part - shortly before the Winter Solstice 381YE. They are still absent however over the Barrens and Semmerholm, and shortly before the Spring Equinox, the stars over Zenith likewise disappear from the night sky.

Rituals such as Eyes of the Sun and Moon, Eye of the High Places, and Dreams in the Witch House performed on one of these territories are impeded. A detect magic incantation in Semmerholm confirms that the shroud there is a Night effect of magnitude fifty, meaning any attempt to scry the territory must at least equal that magnitude or no information can be discovered. The strength of the shroud over the Barrens, and the new shroud over Zenith, are assumed to be comparable, but there is no widespread information about whether that is the case.

Magical scholars suggest that if these shrouds are similar to those that cloaked the entire Empire, and to those created by Drawing the Penumbral Veil the first two will last until shortly before the Winter Solstice 382YE, and the third over Zenith until the start of the Spring Equinox 382YE, unless they are removed prematurely - or replaced, or reinforced, by whatever created them.

Naga influence

As is expected by now, any naga who has spent significant time in any of the three territories where the stars are still hidden experiences the following roleplaying effect; your natural urge toward subtlety and secretiveness is greatly strengthened. Naga in general relish being mysterious and secretive, but while experiencing this potent roleplaying effect you may need to make a significant effort of will to answer direct questions or be honest about your intentions.

The roleplaying effect is significantly lessened at Anvil - indeed the longer one stays out of a territory where it applies the less pressing the urge to secrecy and subtlety becomes - but a naga with a strong lineage who has spent time in the Barrens, Zenith, or Semmerholm will still experience the roleplaying effect at least until Saturday morning.

The Stars are Wrong

A more traditional magic appears to have been drawn over Urdur in Otkodov. Merchants visiting the Thule trading posts in the territory report that at night the sky is full of peculiar phenomena, and while the constellations are familiar they are in peculiar positions. The moon seems to shift its phase at random, and eerie lights or clouds of colour are commonplace. Magical scholars believe that this means the Thule have drawn the penumbral veil over the territory to discourage observation. It is not clear at this time if the same veil lies over Nithoggir, Sküld, or Verthandi and difficult to determine without using scrying magic to examine the territories in question.

Likewise, it appears that ritual shrouds have been drawn over Necropolis and Redoubt, warping their stars and protecting these territories from magical scrying for the coming year. These shrouds have a particular resonance to them that means both territories are also prone to heavy, dark fog, and the altered stars are often hidden behind inky black clouds.

The Citadel of Fog

- A dripping castle of mist and mud rises again in the Morass

A magical fortification appears in Holberg again this season. The dripping edifice of mud, woven reeds, and crooked roots is wreathed in ephemeral mists that none-the-less reduce visibility to a scant dozen yards wherever they drift. The enchanted fortification rises from the muddy waters of the Morass, again at the behest of the Sussivari Frost Coven. The mists that settle across the Morass stretch into all parts of the territory, emerging without warning between the trees and across the marshes. Where they appear, they are sometimes accompanied by mysterious figures - masked humanoids in dark blue leather, shrouded in hooded cloaks of multicoloured feathers. Several hunters and travelers in the dark woods of the north speak of encountering them - and on occasion being aided by them against orc ambushes, or when lost. Shortly before the Spring Equinox, the fogs dissipate and take the eerie strangers with them.

The Cats of Spiral

Over the last three months, every cat in Spiral has been subject to a potent Night magic curse that has given them terrifying nightmares. They sleep poorly and awaken ill-tempered and unhappy. This peculiar curse seems unconnected to the thing in Screed. Those few residents of the devastated territory who keep cats report that many of their pets have unaccountably gone missing - they assume the animals to have fled the territory.

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Beg, steal, or borrow

Overview

Contents

- 1 Overview

- 2 Seeking Relics

- 3 Maggots and Sharks

- 4 Forgotten History

- 5 Under Beech Hill

- 6 Jarred

- 7 Fabled Beasts

The quarterly summits at Anvil are known as a time and a place where some of the richest and most influential people in the Empire gather. Most are here to engage in politics, of course, but there are also a number of them who are looking to trade fortunes in valuable materials and powerful magic. It is unsurprising then that people with something out of the ordinary to sell - or a need to buy such things - are drawn to Casinea during the Solstices and Equinoxes.

Not everything is about an exchange of money for goods however. There are mysterious Freeborn manuscripts and strange Feni letters to be sold, whose true value no doubt lies in the secrets they contain; a maggot selling loot; a refugee from burnt hall with a haunted jar; an agent purchasing religious relics; and a pair of Navarr who want to meet with monster hunters. In each case, they have made their intention to visit and the time and place of their arrival common knowledge with the aid of the Civil Service.

Seeking Relics

"Wait, a Freeborn wanted to just buy Adelmar's Amulet?" Zeke was almost hoping Seth would break into a smile but the young merrow's face was as calm as always.

"That's right, apparently they're working for some Asavean prince who wants to buy up some 'relics of the exemplars' for his uncle's viagem." Zeke saw Seth twist around that last word, it was something strange, foreign.

"The thing is," Seth continued, watching his exarch's face for a response, "they wanted to test the Amulet, so they probably wouldn't have gone through with the contract even if we had wanted to."

"Oh, well maybe they should go to Casinea? Its not like there aren't plenty more people with a lot more chance of having relics which would actually pass their tests." Zeke sighed, looking into the interior of the dank, dark shrine.

Ship captains from across the Empire bring back word, from trading in Nemoria, of the wishes of Lord Magnus Tullis to acquire some relics of paragons and exemplars for his dear uncle. It seems that Lord Magnus, who would take his uncle's seat as Plenum, is willing to offer reasonable rates for the relics. To this end, they have contracted a trader from Siroc, Jules i Conzara i Guerra, to attend the upcoming Anvil summit on their behalf to purchase religious relics. It is unclear at this time what the Asavean wishes to do with these items, but Jules may have more information to offer on the subject, for a price.

Jules i Conzara i Guerra is intending to arrive in Anvil at 3pm on the second day of the summit. They intend to set up shop in the Forge tavern, as every Freeborn knows that a parador - or a tavern at a pinch - is the best place to conduct complex business. Jules has sent out an open invitation to anyone who wishes to speak to them - and especially anyone who has relics of the paragons and exemplars to sell - but has also specifically requested a meeting with the Cardinal of Prosperity, Cesare Enzo di Trivento.

Maggots and Sharks

"There's too much bloody looting going on!" Isgerd Ivarsdottir's voice was cold, and furious. "It's like fighting alongside the damn Thule here, I put down one Stone Born, turned around and killed their fellow, then there was a corsair walking off with a necklace."

"A maggot actually approached my camp last week," Alfrun's contempt was evident "he said that he had taken a sword from one of their mages and was offering it cheaply, but it felt wrong. Grimy."

The two Kallavesi shared a drink, each of them looking into the dying embers of their campfire.

"I don't like it Alfrun, not one bit. It feels like we're fighting thieves alongside thieves. What would stop them taking your Skein Ripper if you fell? And selling it for coin to someone who knows neither your name, nor the axe's name."

Alfrun gripped her axe tightly, looking at her friend with reproach. "You know me, I'll fight where the fighting is. But maybe the stormcrows should say something about this?"

Following the crushing defeat of the Grendel in Spiral, there has been a great deal of battlefield looting. Oh, the Red Wind Corsairs have been doing their fair share of plundering, as is to be expected, but recently they seem more interested in capturing enemy officers and ransoming them back than in nicking peoples' boots. What's a little less common is the thieving by soldiers from other armies. While it has always gone on, it seems the lure of the open graveyard that is the plain below Solen's Doubt has drawn opportunistic looters like crows to a dead dog.

Most of the items are taken from the Grendel, and are perfectly legal to trade in terms of Imperial Law. Unfortunately, some of the items turning up for sale appear to be of Urizeni origin, and there the legal situation is a little less clear-cut. Oswald the Red is one such battlefield looter, who has apparently done well enough that he is intending to attend the upcoming Anvil summit with some of the best items he and his friends have collected. He has made it known that he intends to sell the majority of his wares to whoever will offer the highest price, although it's not clear whether he means to auction them or simply meet with interested buyers. Despite some wild claims, rumour suggests that most of what he has to sell consists of artisan fare - magic items taken from fallen soldiers with a few seasons of enchantment still remaining. This kind of stock is unlikely to appeal to the movers and shakers of Anvil - a more likely market will be newcomers looking to make a name for themselves, or those new to anvil. Still, he claims to have at least one item that might appeal to more discerning customers - something that he describes as "definitely Eternal in origin" although he has been very coy about revealing which eternal he believes created the object.

Oswald the Red is intending to arrive at one in the afternoon on Saturday. They plan to travel first to the Wintermark camp to seek out other self-described maggots. While many Winterfolk despise the term, Oswald seems to take a perverse pride in being labelled as a battlefield looter and thief-from-the-dead.

Forgotten History

"Sea and sand, it makes no sense!"

The tall, dark haired hakima pushed the letter across the table to Lani, who picked it up rather more carefully.

"An Inspirational Tomb, that was lost sometime before Guntherm's reign? Our coven found it once then lost it again and it's still lost now! What kind of story is this? You think you've found a letter from a Kohan that worked for the clan that claims this missing tomb's tied to the location of the Three Sisters' divining crystal. It's like a Broken Wheel prank. The crystal that is practically a myth anyway! And who has heard of Badir i Durr i Riqueza? What did he do to get a tomb? Because I have no idea and I paid attention to Imperial History at the Academy."

Naolin i Guerra, a skilled mage with a fondness for ambergelt and plain dealing, was spitting vituperatively - any moment they'd be stalking around the room, knocking things over.

"And that's without even discussing the business about ghosts or out of control magic. Do you really believe that there was a tradition of tying items up with lace and burying them with important peoples' ashes?"

Lani was wise enough to know that Naolin hadn't finished yet, and simply sat and watched.

"Do you actually want us to take this to Anvil? Even if there was some truth in it, we'd have to confess to half the Coast that the wise Red Hills coven was keeping an important historical letter hidden in a forgotten hayloft, in serious danger of being eaten by goats. We'd be laughing stocks either way and we'll ruin the reputation of hakima everywhere if it turns out to be the fake I think it is."

In mid rant, a loose end of Naolin's tagelmust caught the silver teapot balanced on the edge of the hearth and it went crashing to the floor.

Lani folded the letter, making sure to follow the original creases, speaking slowly and calmly all the while. "It is old. And it was stuffed in an old box with a pile of old contracts, in a rotting attic, in a Kahraman goat farm that we know the coven used to visit around the right time. Its written to Zabira, and that has often been the name of Red Hills' leaders."

There was a pause as Naolin stopped the teapot rolling in a circle and re-arranged their clothing. Once their attention returned, Lani continued, an implacable half smile fixed on their face.

"I think it is worth taking to Anvil. I have no intention of declaiming it the greatest discovery ever made or calling the sutannir out to arrange a party. I will simply go to the Library they have there and see if I can find someone to help authenticate it. And if there is anything to it, any scrap of truth, then I think it will do a great deal of good so long as we carefully control who we sell it to. Come with me or stay behind."

Lani shifted their bulk out of the chair and headed for the doorway as if to leave right away.

"I'm going to speak to Santi-Mateo and Elia and their friends. I'll be wanting a Kohan escort."

The Freeborn Lani of the Red Hills coven is expected to arrive at The Anvil Library on Friday evening of the Equinox. They are carrying an antique letter that apparently concerns a lost inspirational tomb, although their first order of business appears to be to try and locate someone who can authenticate it. If the item does prove to be authentic, there is talk of an auction, to sell the document to the highest bidder. As an important link to one of their most fabled items of legend - the divining crystal of Riqueza, it may well fetch a very high price indeed.

Under Beech Hill

Tall Sam gazed around the wreck of the marketplace, and did his best to stifle a tear.

No matter which way he turned from where he stood, he was met with a scene of devastation. Broken stalls, smashed benches and upturned carts provided the backdrop for squashed fruit, pulped vegetables and broken pottery. Blood spatters here and there provided glimpses of actual combat, but mostly the market of Beech Hill stood mute witness to the site of a crippling raid of property.

"Get down from there, lad. Tha'll fall and hurt tha sen!"

Sam glanced round at his father, Matt of Redston, and sighed. With a great leap, he bounded down from the plinth supporting the statue of Tom Drake that formed the centrepiece of the marketplace, and strode over to join his father.

"Any luck, pa?" he asked, his voice sullen with despair.

"Nay, lad. T'ain't any sign o' them. Guards ha' seen them off. Good riddance, I say."

Matt tried to cross his arms and winced with the pain. His right arm barely moved, slumped to his side uselessly.

"Pa, tha should see the doctor. That looks awful sore."

Matt shook his head. "Nay, the doctor needs her herbs and her time for other folk. I'll be fine."

Sam grew quiet, and stared at his feet for a short while. In the trees nearby, the bravest of the spring birds began to sing. Sam entertained a thought that by staring down, just listening, he could almost be in Beech Hill before the attack...

Suddenly, a dark thought crossed his mind. "What'll happen if'n the Feni find another market town? Will they do all this again?"

A sneer crossed his father's face. "None of tha business lad! None of any o' our business. What happens to other folk happens to them, not us. What's important now is our folk, and fixing this place up afore our reputation takes a dive."

Tall Sam looked up at his father, nodded with sudden confidence, and strode off in the direction of a small cluster of townsfolk making a pile of broken wood.

Matt sighed, and unclenched his good fist. He looked down at the scrap of paper within, brooding.

A few weeks before the Solstice, the market town of Beech Hill in Ashbrook, Upwold was hit by a raiding party of Feni - part of the band that has been extending their recent raiding southwards. The prosperous townsfolk were mostly unharmed, but their property suffered extensive damage and many of their foodstuffs and goods were stolen or ruined in the attack. The normally quite insular Marcher folk of the town are outwardly grumbling about this misfortune, particularly the significant blow this has dealt to their profits - and more importantly to their reputation as a safe trading town.

As a result, the town's foremost alderman, Matt of Redston, has made it known that he is sending one of his dutiful guards, Loud Pat, to Anvil to try and raise as much money as possible to put right the damage. However, Matt is mindful that such funds are best earned, not begged, and is apparently sending Pat with a curious letter that was found on one of the Feni who was abandoned when their kin fled into the woods with their ill-gotten gains.

Matt promises Pat to be as tight-lipped about the contents of the letter as he himself is, save for noting that it contains "some very interesting news" about the Feni, making the scrap of parchment "more than worth its weight in ilium". Quite whether the document lives up to this bold claim remains to be seen, but it is expected that Loud Pat will be looking to speak to fellow aldermen, beaters and any other Marchers that might want information on the Feni who have recently caused so many problems for households throughout the eastern regions of Upwold. Pat is expected to arrive at Anvil on Friday evening, probably earlier rather than later.

Jarred

Liina paused and held up a hand to the hunters walking with her across the ice. As one, they crouched, expecting her hawk-eyes to have more prey for them, but one by one they noticed the cause of her caution. Smoke on the air.

Smoke, out here on the ice; the thick, greasy scent of uncontrolled fire, flesh-devouring, stone-scorching. Fierce and furious, far-away but fearful; what great blaze could cast its harsh shadow so far?

“There’s rock a mile back,” Mariika said to her sister, when she caught up, “If it’s the Jotun, we can break the ice around and defend that.”

Liina shook her head, pointing at a pack of shadows upwind, “Jotun walk tall. That’s not Jotun pride weighing their shoulders down.” She set off at a jog to investigate.

The strangers were hard-eyed and mistrustful, but they softened at the offer of meat. Their Thane introduced himself as Torvald of Torvaldshall, fifth of that name. Their Hall had burned, he said, not at the hands of the Jotun, but by some spirit of misfortune which, he claimed, had always worn at the edges of his skein.

At first, Liina was sympathetic, but an hour of similar complaining by this mean-spirited man wore her patience thinner than his threadbare skins. “So what are you doing about it?” she asked as the miser moaned about his melted money.

“We were great once,” he hissed, half to himself, “My great-great-aunt was a favourite of an Empress, an Archmage great and powerful! I have sent my eldest to Anvil to sell her most treasured possession: a jar with the ghost of some great foreigner or other. I don’t know; I never looked into it.” Liina tried to hide her contempt for his apathy; the Vigilant or Courageous would not suffer to leave such a matter.

“She had some scheme in mind which was cut short by her bitter enemies, and so it was left abandoned. Cursed, some say.” He took another bite of her seal-meat and shrugged, “No doubt someone among the fine fools of Anvil will open the blasted thing.”

As long as their sales-pitch is better than yours, Liina thought to herself. “Then I hope your eldest has a hero’s tongue,” she said, by way of wishing him good fortune, and the heart you are lacking.

During the winter, the sorrowful news travels abroad in Wintermark that Torvaldshall, a small, mostly Suaq winter-hall on the border of Hahnmark and Kallavesa, has burned to the ground. Meagre-living and hero-less even before the fierce fire, its surviving inhabitants have set off onto the floes to survive by hunting, but one of their number is reportedly on the way to Anvil to find a decent price for a curiosity long-held at that humble Hall. It is a jar of foreign origin and unknown purpose, apparently containing a spirit of some kind, perhaps even a human ghost.

The rumour is embellished as it travels, of course – it is a foreign Queen, or an Imperial Archmage, or a wicked warrior so fearfully frayed as to have been banished into this blasphemous bondage – but the cunning Icewalker knows not to trust rumour, surely…

Fabled Beasts

Ewan shook out his soft brown cloak as he bent his head under the low tavern doorway, making a beeline for the small Cambion who was carefully drying the hem of a similar cloak in front of a gently crackling fire. She looked up and grinned. "All calm at Twr Uchel?"

"I met the red headed twins on the road", he said. "All calm."

He drew another stool up to the fire. "As far as I can tell, the wounded Mandowla that House Tallstag had to leave behind stumbled off up into the higher mountains, where no miasma or vallornspawn followed. It wasn't infested. Bryn and Aelwen were hopping with pride that they finished it off themselves without any trouble." He paused to swig from a tankard on a table, grinning at Llinos and continuing his account before she could complain. "As for the infested ones, we already knew from the Pride of Hercynia that the Wyverns Watch and the Varushkans had done a good job taking them out. And there's been no more reports of miasma anywhere near Twr Uchel or Bont Goch for a week or so now."

"So it really works." Llinos gazed into the flames.

"We can travel the Empire and find villages under threat from the most dreadful beasts that can be imagined and then find the right heroes in Anvil to save them."

"It worked this time" Ewan allowed. "Though it's a good thing the Navarri were around to explain about the vallorn. And I'm not sure even they had seen infested Mandowla before."

"We need more experts then." Llinos eyes were glowing "There must be bands across the Empire who have bestiaries. Maybe not as beautiful as the Venatores Illustres one we gave to Wyvern's Watch. But still useful. We should bring them together!"

Ewan nodded. "Back to Anvil again, then."

"Yes, but it should be more than just wandering the camps seeing who we can find. We need a proper meeting."

"In a tavern." Ewan cheerfully agreed. "And people spread the pages of their drawings and notes across tables and we help them find patterns and hidden knowledge."

Llinos's enthusiasm was easy to catch.

"But who will come?" She second guessed herself, often.

"Everyone."

Both of them turned their heads. The changeling at the far table had stepped out of the shadows.

"Shall I tell you how?"

Llinos reached out and dragged another stool close to the hearth, invitation enough.

Two Navarr of Fabledwing Striding, on the good advice of an unknown changeling, have asked the Civil Service to make visitors to Anvil aware of their presence. During the Spring Equinox a meeting will be held in The Forge at 7 o'clock on the Friday evening. They are interested in speaking to people who compile bestiaries, or track important information about hunting the larger, rarer, or even the mythical beasts of the Empire. Fellow zoologists are invited to send representatives to share information, and perhaps, plan for future hunting parties, rescue missions, acquisitions, or even opportunities to study rare creatures in their natural habitats. Compilers of bestiaries are encouraged to bring their work, and the meeting is also open to folk with first-hand experience of fighting dangerous beasts prepared to share their tales.

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Beneath the Skin

By Leslie Snow youtube version

Children playing in the snow Further out than they should go, Saw a stranger walking near – Never stopped to think or fear.

CHORUS Hair like snow, eyes that gleam, Things aren’t always what they seem. Teeth too long, hands too thin – Always look beneath the skin!

Greetings children, the woman said, It’s so cold, I’m chilled near dead, Where’s your camp and family, too? Won’t you take me home with you?

CHORUS

Long white hair and eyes like ice, She spoke so fair she seemed so nice; Foolish children did not ask, Why she set them such a task.

CHORUS

They did not wait to find a guard, They led her straight to their own yard. They did not think to ask their kin, They brought her home and let her in.

CHORUS

And when she was well hid inside, Then she cast off her human hide. Her fangs grew long, her claws sprang free – A hungry fierce snow beast was she!

CHORUS

And all that night through every tent She stalked and slaughtered as she went. When the sun raised up his head, Half of all that tribe lay dead.

CHORUS

For pretty words and pretty whiles And pretty looks and pretty smiles – Those folks where slain and scattered all, Because they let their caution fall.

Hair like snow, eyes that gleam, Things aren’t always what they seem. Teeth too long, hands too thin – Always look beneath the skin! Always look beneath the skin!

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Benefactor

Had you not returned with a map of a shorter, safer, path through the Great Forest they would have called me a fool for funding your expedition as I did. Yet you are alive and have triumphed. I will ensure that this map will make us both rich and your Ambition and Courage are justly rewarded.

Lorkas the Benefactor

Overview

Benefactors operate a wide range of entrepreneurial endeavours, whether this is a business that operates solely in the field, such as a place to eat, or through more infrastructure-based trade through downtime resources, such as mines. For most benefactors, wealth is not an end in itself but a means to fund and support the projects that truly interest the benefactor, a principle that even extends to the Imperial Bourse. A benefactor may take a less advantageous trade if it means that they have the resources they need for their desired project, though a benefactor that beggars themself may be seen as lacking Prosperity and Wisdom and not to be taken seriously.

Benefactors are not moneylenders, they do not lend money and charge interest. Instead they invest in people and projects, providing money to help fund something in the hope that all the participants can gain as a result. The Highborn believe that this is a more ethical way for those who have money to employ it, since the benefactor takes the risk alongside the people they choose to invest in.

Beyond purely monetary concerns, benefactors actively encourage people to make moral decisions when dealing with economics, discouraging the rapacious economic practices of other nations in favour of a virtuous approach to dealing. Benefactors believe that virtuous men and women set prices for things which are fair and buy and sell them accordingly. To do otherwise, to justify price gouging by citing market forces, is to abdicate responsibility for your own actions to an impartial and consequently immoral force. In the eyes of many Highborn this is equivalent to stealing food from a child “because nature made you hungry”.

There is no formal organization of benefactors, but some have been known to gather in co-operation, and many of them use the symbol of the unbalanced scales, the upper pannier containing coinage and the lower (heavier) pannier containing some symbol of morality or humanity such as a heart or a skull.

Creating a benefactor

A benefactor will have a means to support themselves, either through commerce at festival or through the season. They will also have one or more projects that interest them, and may feature in their chapter's creed, to which the benefactor's funds and resources are primarily directed. Groups of benefactors may collaborate on a project, and may even be part of a particularly commerce- or project-focussed chapter. Alternatively, they may come together with an intention of pooling resources that will collectively benefit individual projects or investments.

Examples of possible projects or Investments that may appeal to a benefactor:

- Supporting an individual or group in their political aspirations

- Providing material support to a chapter in living to its creed

- Outfitting and funding an expedition to locate or obtain lost relics of Paragons

- Funding research into metaphysical lore around the Labyrinth of Ages

Playing a benefactor

The role of the benefactor can be found in various forms throughout various media. There are few adventurers and heroes who get very far without the means of a entrepreneur to aid them on their way. Examples include:

- Marcus Brody, who underwrote so many of Indiana Jones' adventures

- Professor Inkling, who funds and equips the Octonauts

- Squire Trelawny, who supported the expedition to Treasure Island

Though some of the examples above involve characters who play subordinate roles to the titular characters, the benefactor in Empire can be more of an equal partner and is rarely silent.

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Benefactor (Redirected from Benefactors)

Had you not returned with a map of a shorter, safer, path through the Great Forest they would have called me a fool for funding your expedition as I did. Yet you are alive and have triumphed. I will ensure that this map will make us both rich and your Ambition and Courage are justly rewarded.

Lorkas the Benefactor

Overview

Benefactors operate a wide range of entreprenurial endeavours, whether this is a business that operates solely in the field, such as a place to eat, or through more infrastructure-based trade through downtime resources, such as mines. For most benefactors, wealth is not an end in itself but a means to fund and support the projects that truly interest the benefactor, a principle that even extends to the Imperial Bourse. A benefactor may take a less advantageous trade if it means that they have the resources they need for their desired project, though a benefactor that beggars themself may be seen as lacking Prosperity and Wisdom and not to be taken seriously.

Benefactors are not moneylenders, they do not lend money and charge interest. Instead they invest in people and projects, providing money to help fund something in the hope that all the participants can gain as a result. The Highborn believe that this is a more ethical way for those who have money to employ it, since the benefactor takes the risk alongside the people they choose to invest in.

Beyond purely monetary concerns, benefactors actively encourage people to make moral decisions when dealing with economics, discouraging the rapacious economic practices of other nations in favour of a virtuous approach to dealing. Benefactors believe that virtuous men and women set prices for things which are fair and buy and sell them accordingly. To do otherwise, to justify price gouging by citing market forces, is to abdicate responsibility for your own actions to an impartial and consequently immoral force. In the eyes of many Highborn this is equivalent to stealing food from a child “because nature made you hungry”.

There is no formal organization of benefactors, but some have been known to gather in co-operation, and many of them use the symbol of the unbalanced scales, the upper pannier containing coinage and the lower (heavier) pannier containing some symbol of morality or mankind such as a heart or a skull.

Creating a benefactor

A benefactor will have a means to support themselves, either through commerce at festival or through the season. They will also have one or more projects that interest them, and may feature in their chapter's creed, to which the benefactor's funds and resources are primarily directed. Groups of benefactors may collaborate on a project, and may even be part of a particularly commerce- or project-focussed chapter. Alternatively, they may come together with an intention of pooling resources that will collectively benefit individual projects or investments.

Examples of possible projects or Investments that may appeal to a benefactor:

- Supporting an individual or group in their political aspirations

- Providing material support to a chapter in living to its creed

- Outfitting and funding an expedition to locate or obtain lost relics of Paragons

- Funding research into metaphysical lore around the Labyrinth of Ages

Playing a benefactor

The role of the benefactor can be found in various forms throughout various media. There are few adventurers and heroes who get very far without the means of a entrepreneur to aid them on their way. Examples include:

- Marcus Brody, who underwrote so many of Indiana Jones' adventures

- Professor Inkling, who funds and equips the Octonauts

- Squire Trelawny, who supported the expedition to Treasure Island

Though some of the examples above involve characters who play subordinate roles to the titular characters, the benefactor in Empire can be more of an equal partner and is rarely silent.

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Beneficent Sigil

Description

A Benedicent Sigil normally takes the form of an amulet or talisman of bleached dragonbone, or of carefully treated beggarwood inlaid with dragonbone. Normally one side will be carved with an intricate labyrinth or maze, while the other bears a symbol of particular significance to the person who wields it. The labyrinth mark is not universal. In Dawn, the amulet is likely to bear an image of a sun, usually rising or setting, giving the amulet the common name of a Sunrise Talisman. In Wintermark, an artisan often replaces the labyrinth with an appropriate rune or circle of runes - often Verys (representing strength) and Yoorn (ending a curse). In the Brass Coast these amulets are usually inlaid with golden flames, and are referred to as Goldfire Coins.

A Beneficent Sigil allows a priest to unravel certain minor curses that would normally not be susceptible to a liao ceremony. It is only useful to a priest trained in the ceremony of exorcism. When such a priest wishes to use it, they consume a dose of liao and uses the talisman to focus their thoughts, allowing them to perceive an effect that weakens an allies' body or spirit and burn it away. The effect is more focused than a purify spell cast by a magican, but slightly more powerful - it allows the removal of weakness that would normally resist a simple incantation provided that it could in theory be removed by a dose of bladeroot.

The precise workings of the talisman are a matter for conjecture; the common belief is that the priest destroys the connection between the effect and the target's body with their knowledge of exorcism and the power of the magic item, while simultaneously strengthening the patient's soul with the power of liao and their own spiritual power (using similar connections to those employed in the dedication ceremony).

Rules

- Form: Talisman. Takes the form of ceremonial regalia. You must be wearing this item to use its magical properties.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: When you use the exorcism skill you may remove the WEAKNESS condition from a target rather than exorcising a spiritual effect.

- Materials: Crafting a Guided Path requires five measures of beggar's lye and five measures of dragonbone. It takes one month to make one of these items.

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Benevolence, inspiration, and legacy

Citizens, pilgrims and fellow priests,

It is the will of the General Assembly of the Synod that my mandate has been enacted to affirm that “it is the Seven Virtues than unite us, not divide us”.

I thank my fellow priests who chose to vote for this mandate, elevating it above those in competition. In this way, the highest assembly of the Synod has confirmed that it is worth the redoubled effort we will need to muster against heresy and idolatry for the coming year. This is a testament to the severity of the dangerous forces of schism that threaten the Empire’s spiritual cohesion.

To every Imperial nation, I shall bring the message that at the heart of our faith lies our common belief in the Seven Virtues.

In contemplation of the Seven Virtues and the goals of the Way of Virtue, I have been led to consider how pilgrims on the Paths of Virtue may best achieve liberation from the Labyrinth, or cross the Howling Abyss. Again and again, it is to the signs of the Paragon and Exemplar that I have returned.

Here then, is the text of my sermon as it has been conveyed to congregations from Holmauer, to Sanctuary Sand, to Gildenheim, to Sarcombe and across the Empire.

In Tian’s path, Severin Teyhard von Holberg, Bishop of Ambition

Allow me first to quote from the Doctrine of the Paragons: “A truly virtuous spirit... is capable of freeing itself from the Labyrinth of Ages through transcendence. A paragon spirit can be identified for having completed at least six of the eight signs of the paragon...”

This doctrine has introduced us to the concept of the ‘truly virtuous’. This is someone who will strive to take actions that are both virtuous in themselves, but also demonstrate the signs of the Paragon and Exemplar. But what does this mean in practice, for the truly virtuous pilgrim considering how best to live their life?

The eight Signs can be put into three categories, and only the third of those categories is directly relevant to everyday actions.

‘Liberation’, ‘Miracles’ and ‘Recognition’ are signs of a virtuous spirit, and cannot be generalised to inform actions. ‘Salvation’ and ‘Pilgrimage’ are signs relating to acts of very specific intent. Saving the soul of another, or journeying to the centre of the faith is of important but narrow scope, so cannot be generalised to inform all of a pilgrim’s actions.

But as part of the journey upon their path, all pilgrims may cleave to the three remaining signs - ‘Benevolence’, ‘Inspiration’ and ‘Legacy’. These three signs can inform the pilgrim’s every act, and guide the pilgrim to true virtue.

Let us consider the three signs individually.

Firstly - Benevolence.

Of all the signs, Benevolence is perhaps the simplest to discern – the pilgrim must simply ask themselves “who does this benefit?”, and “what is my reason for doing this?” Paragons’ motivations are typically some cause or purpose greater than their own self. Tian gave fire to her enemies; Korl shared the secrets of metal-working with all people; and Good Walder encouraged the sharing of rewards equally with all who worked for them. An act showing Benevolence is one that both adheres to the Paths of Virtue, but also benefits the Empire in whole or in part. Bear in mind that acts where the motivation is “to be recognised as an Exemplar” cannot be ‘truly virtuous’, because the true intent is self-centered.

Secondly - Inspiration.

Benevolence can be driven by a pilgrim’s own intentions, but in contrast, a pilgrim cannot simply choose to be Inspirational all alone. Ahraz led a wider shift in belief regarding slavery; Kala inspired others to use learning to make the world a better place; and Adelmar inspired warriors across the Empire to found their own academies of arms. All their beliefs and examples were taken up by others. Thus a pilgrim striving to Inspire must act and must be utterly committed to their cause. This absolute inner commitment becomes the spur of belief that drives others to action.

Thirdly - Legacy.

For something to be a Legacy it must endure, so this is a sign that is judged in part by the passage of time. Relics of the Paragons and Exemplars are a manifestation of the virtue of their bearer’s soul, as the result of virtuous acts: Avigliana di Sarvos’ creation of the Imperial Mint; Zemress’s ship, the ‘Kraken’; Tian’s gift of fire; and the creation of the nations of Highguard, the League and the Imperial Orcs. The common thread is one of vision, and the drive to create something lasting and of consequence. Whereas absolute commitment to a cause gives rise to Inspirational acts, a similarly fervent commitment to affect the face of Creation gives rise to Legacy.

At the beginning of my sermon, I asked what the Doctrine of the Paragons means in practice for the truly virtuous pilgrim considering how best to live their life. After considering the three most relevant signs, we can distil our answer to a simple set of questions to keep in mind - in every circumstance of our lives - when choosing how to act:

“Will this act benefit the Empire in whole or in part?”

“Is it accordance with the cause that I am truly committed to?”

“Does it further a vision to create something enduring?”

“Does it change the face of Creation for the better?”

In conclusion, I remind my listeners that we have learned to our bitter cost, the effects of national religious divisions upon the ability of Imperial armies to fight together. At a time when the Empire faces many foes, let us not rush to create another schism.

It is the Seven Virtues than unite us, not divide us. And the truly virtuous pilgrim should strive to act always with Benevolence, Inspiration and Legacy in mind.

Contents

- 1 Overview

- 2 An End to Ultimatums

- 2.1 The Moderates

- 2.2 The Radicals

- 2.3 Constitutional Implications

- 3 Paragons and Exemplars

- 3.1 What About Miracles

- 3.2 What Are Exemplars?

- 4 The Sumaah Question

- 5 Missed Opportunities

Overview

In resolving a dispute between several Synod factions, the General Assembly has chosen to oppose further spiritual or religious conflict in the Empire. Several mandates were raised, and several even passed, but the mandate with the greatest margin of success was raised by Severin von Holberg, and urged Imperial citizens to embrace unity through the shared understanding of the Way rather than allowing doctrinal differences to breed resentment and weaken the faith.

As part of the mandate, Severin was empowered to present a sermon which was distributed throughout the Empire. The sermon examines what it means to be a virtuous citizen, and lays out a series of questions that can be used to help choose the correct course of action when faced with almost any dilemma. As with anything related to the faith, the sermon is open to interpretation but one of the points that seems clear to many who hear it is that the most virtuous citizens are those who think about what is best for the Empire. "An act showing Benevolence is one that both adheres to the Paths of Virtue, but also benefits the Empire in whole or in part."

The sermon comes as a relief to some who have been deeply worried by the recent divisions among the faithful, first over the Yaelian schism, or grown weary over the arguments about the use of cruelty by the Empire's armies. They are relieved to see that the Synod wishes to encourage unity and avoid further controversy. Of course it is impossible to convince everyone, and critics are quick to point out that the Empire is never not at war and that its leaders regularly urge everyone to unite behind their vision by threatening the people with a tide of barbarian orcs if they do not toe the line.

Still, at its core, the sermon of Severin von Holberg encourages the people of the Empire to look to what unites them - the seven virtues of Ambition, Courage, Loyalty, Pride, Prosperity, Vigilance, and Wisdom - and the people of the Empire are listening. Severin's words are eagerly transcribed and passed from priest to priest and congregation to congregation sparking debate and discussion as people discuss how to put these ideas into practice.

The Synod shall ensure the virtuous behaviour of the Empire... Those who stand in the Synod shall express the views of their congregation. The Synod will establish assemblies that each may know their virtue and select the most virtuous amongst them to lead. Voting in the Synod will be performed by such assemblies as are rightfully able to weigh the virtue of an action or individual, in accord with their nationality and authority.

Excerpt from the Imperial Constitution

An End to Ultimatums

One argument that has been raised in several quarters is that a significant amount of the conflict in the Synod is coming from the National Assemblies. Their statements of principle and mandates as often as not fuel inter-nation rivalries. They point to recent incidents such as the squabble over the Iron Helms, or the contradictory attitudes to the Asavean Temple in Oran as evidence that the National Assemblies, on average, do more harm than good. A constitutional scholar, Teodora Bezavina of Delev, has written a short tract in support of this movement pointing out that the Imperial Constitution actually makes little provision for the National Assemblies - and that arguably the reference to "weigh(ing) the virtue of an action or individual, in accord with their nationality and authority" could be interpreted to mean that priests from any assembly should simply keep in mind national traditions when rendering their judgements.

A small but vocal minority of theologians then are calling on the Imperial Senate to act to prevent further unnecessary conflict between the National Assemblies.

The Moderates

The more moderate group - who have appointed Teodora Bezavina of Delev as their unofficial spokesperson - are calling for a change to the law and legal powers of the National Assemblies. It is not the place of the National Assemblies, they say, to make divisive statements and attempt to raise mandates. Legal and political matters are for the Senate to deal with, and religious and spiritual matters should be raised and moderated by the General Assembly which better represents the faithful of the Empire. As such, they call on the senators to create an amendment to the law removing the ability to raise statements of principle (and by extension mandates) from the National Assemblies. The National Assemblies would remain otherwise intact, able to wield their other powers in service to their nation and congregation.

The Radicals

The most radical group lead by Bishop Orlando di Holberg, a lecturer in theology at the University of Holberg, suggests a more sweeping change. Orlando and his supporters posit that the very existence of the National Assemblies politicizes the Imperial Synod and subverts its mission to safeguard the spiritual well-being of the Empire and its citizens. They argue that the Senate, by its very nature, is the natural place for national concerns to be addressed and raised. The National Assemblies highlight and exacerbate the minor differences in spiritual belief between the nations of the Empire - differences that have persisted for nearly four centuries without the Empire falling apart but which all too often encourage one special-interest group or another to attempt to exploit them for personal gain. They argue that the Imperial Senate should simply disband the National Assemblies altogether.

This would be a significant change, but would have almost immediate positive effects, claim the reformers. Imperial titles appointed by legitimate political authorities would no longer be at the mercy of special-interest groups within the nations. They would still be subject to revocation, but only by the General Assembly or the Assembly of the Nine. In such cases, a truly unvirtuous individual whose actions were clearly against the interests of the faith and the Empire would still be removed easily. Those revocations that were purely motivated by politics, however, would become much more difficult to enact - and thus ensure greater stability for the Empire as a whole.

The people of Highguard would still be able to appoint their senators - all that would change would be a minor alteration to acknowledge that it is the virtuous Highborn priests and not the no-longer extant National Assembly who chose the national representatives. Other Imperial titles appointed by a National Assembly would be more tricky, but if the change were made the radicals are confident that the civil service could present administrative motions to allow the Senate to redefine new legal paths for appointing those titles.

Constitutional Implications

Either of these changes would require a constitutional vote by the Imperial Senate. That is, they would require a two-thirds majority of all existing senators to pass, would require ratification by the Throne, and would be subject to veto by the Imperial Synod (although such a veto would not count against the single veto afforded to the Synod each summit, as usual for a constitutional vote).

The Constitutional Court has cautiously expressed the opinion that neither of these suggestions - to remove the power to perform statements of intent from the National Assemblies, or to dissolve the National Assemblies entirely - are unconstitutional, but as always, everything would depend on the actual wording of the motions presented.

Paragons and Exemplars

Theologians and religious scholars have been quick to discuss the potential implications of Severin's sermon. They opine that it raises some interesting questions about what it means to be virtuous, especially with regard to the paragons and exemplars. It also seems to posit an Empire in which it is virtue, not doctrine, that is more important. This version of the Empire is significantly easier for layfolk to understand, devoid of complex interpretations as it may be. The virtues encourage citizens to do what that they know to be right, in line with the seven Imperial Virtues.

Several prominent scholars have argued that, regardless of anything else, Severin has expressed clearly a concern that different schools of thought have been concerned about for some time - namely, the signs of the paragon and exemplar. A radical new suggestion has been raised inspired by the response to the sermon, and a suggestion has been made to modify the Doctrine of the Paragons.

The Doctrine of the Paragons and the eight signs thereof were declared by the Imperial Synod four hundred years ago or more. Since that time, the needs of the faith - and Imperial understanding of the Way - have shifted. Several of the signs - especially pilgrimage, liberation, and recognition - have attracted significant criticism. Further, the entire question of whether someone is a paragon or exemplar or not comes down solely to the judgement of recognition - there is no independent body that judges whether a candidate fulfils the signs or not, it is simply a decision by the assemblies of the Synod.

They argue, the only signs that matter are the three Severin mentions explicitly in his sermon - benevolence, inspiration, and legacy. The others are either unprovable and irrelevant to the layfolk these inspirations are supposed to inspire (in the case of Recognition and Liberation), irrelevant to the needs of the modern faithful and based on outdated politics (Pilgrimage), or are already covered by inspiration and benevolence (Salvation).

With that in mind they suggest a two-fold approach in response to the teachings of Severin and his supporters. They suggest that the first step could be a clear statement of principle by the Assembly of the Nine stating that the signs of the paragon and exemplar are outdated and that only three are relevant - inspiration, benevolence, and legacy. If this passes with a greater majority, then the general assembly could be confident that they could pass a change of doctrine without risking further spiritual and doctrinal conflict (which everyone is now keen to avoid). They suggest modifying the Doctrine of the Paragons to: A truly virtuous spirit, one who is a paragon of Virtue, is capable of freeing itself from the Labyrinth of Ages through transcendence. A paragon spirit can be identified for having completed the three signs of the paragon, after which it can be recognised by the Imperial Synod.

The process of recognition would remain unchanged, as would the current list of exemplars and paragons renowned through the Empire, but the process of recognising new paragons and exemplars would be much more straightforward and in keeping with the needs of the Imperial faithful today, rather than the national traditions of the priests of four centuries past.

What About Miracles

Severin says that miracles "are signs of a virtuous spirit" but they "cannot be generalised to inform actions." This proves to be one of the more contentious points in his sermon. A belief in the importance of miracles has been a fundamental part of the faith from its inception. While the pragmatic secularists and the virtuous histographs may deny the relevance of, or evidence for, Good Walder's ability to reward the prosperous, nobody would deny that the paragon spread auras of spiritual power wherever he went. You can dispute the idea that Inga Tarn possessed superhuman strength because of her spiritual advancement, but no serious theologian denies that spiritual auras spontaneously manifested near her. Traditionally, many people have seen such miracles as a vital part of the faith, something that proves that all of this is real.

As a result of Severin's sermon, people are looking to the Synod for guidance on two key questions. The first is whether or not miracles should be considered one of the signs. What does it mean for the Way if miracles do not have a central role in the faith? Those who oppose Severin's position argue that miracles are a consequence of actions that personify the nature of a virtue, so one can absolutely take action based on the belief in miracles. They argue that relegating the importance of miracles in this manner traduces the Way, making it a purely secular religion with no basis in metaphysical fact. But others rally to Severin's defence, pointing out that miracles are poorly defined and poorly understood and while spiritual auras may be linked with virtuous action, that association appears to be neither dependable nor exclusive. Hence miracles are neither a basis for inspiration or emulation, not a primary tool by which to judge a person's virtue.

That inevitably leads to the second argument about the very nature of miracles. Was the legendary strength of Inga Tarn really what makes her a figure worth identifying with? It clearly makes her special - but does it prove she was virtuous? Was Inga Tarn an exemplar because of what she was, or because of the things she did? Anyone can identify with the tales of Inga Tarn's courage and try to emulate that; it is more of a stretch to imagine that anyone feels inspired to try to emulate her great strength. If there was something miraculous about Inga Tarn - if that element of her life is important - was it her inhuman strength - or was it her sublimely human virtue that caused so many spontaneous auras to form in her wake?

If there is a change of doctrine, then the Synod will need to decide if miracles should remain one of the signs of the paragons and exemplars. If they intend to keep miracles as one of the signs then it would be best to define what exactly constitutes a miracle.

What Are Exemplars?

This often heated discussion raises another thorny problem - namely the status of exemplars. Paragons are doctrinal - they have a clear role and their importance is unquestioned. Exemplars on the other hand have no basis in doctrine, despite the existence of the sign of recognition as a way to identify possible paragons. Attitudes to exemplars vary from place to place, but most literally they are seen as someone whose deeds are considered to set a good example for the followers of the Way. Stories of the exemplars are regularly used in sermons, and taught to children. They are held up as examples of people who lead virtuous lives, and whose behaviour is appropriate to emulate. Promoting the teachings of false exemplars is just as blasphemous as promoting a false paragon.

While their role in the faith is considered secondary to that of the paragons, they are often significantly easier for the lay followers of the Way to identify with. Many of them are historical figures from the last three hundred years, rather than the more legendary characters who have been recognised as paragons. There is no doubt, for example, that Inga Tarn existed as a flesh-and-blood woman of incredible courage - while the precise nature of Tian or the Sentinel are less clear.

The exact role of exemplars in the faith is open to interpretation simply because the Imperial Synod has not given any clear guidance on what they actually are, and why they are important. In the wake of Severin's sermon, these questions are being openly discussed once again. The aspirationalists in particular are wheeling out their arguments that the distinction between exemplars and paragons is purely political; at the same time a movement in Highguard is arguing that the "demotion" of Atuman due to the visions of Aldones di Sarvos is an injustice that must be addressed. Each faction of religious scholars argues for their own interpretation of what an exemplar is to be enshrined in doctrine. By seeking to prevent schisms, yet opening the question of what an exemplar is, Severin may ironically have started another schism - albeit one that is mostly concerning theologians and spiritual theorists.

The Sumaah Question

Finally, some politically minded priests point out that the Sumaah Republic - already involved in a war with the Empire at least partially prompted by arguments over shared religious matters - have been extremely sensitive to changes of doctrine. Yet at the same time, where those changes have been based on rational observation, they have appeared more than ready to accept them. At least one of the signs of the paragons and exemplars - the sign of pilgrimage - has been a bone of contention with the Sumaah synod for centuries. It is possible that, with the right diplomatic approach, the Sumaah would be entirely in favour of and supportive toward changes to doctrine to rationalise the judgement of recognition and to clarify the role of exemplars in the faith. Proponents of universalism in particular are keen to see Sumaah involvement in any change to doctrine.

Other theologians, however, argue that the Sumaah religious concerns are irrelevant. Either the Sumaah are followers of the Way - in which case they take their instruction from Bastion the same as everyone else - or they are not. If they do not look to the Empire for leadership in the Way, then they are simply heretics and what they think or want is as irrelevant as the thoughts and desires of any other religious criminals. The Empire should stop pandering to the complaints of the Republic, and lay down the law - or more correctly the doctrine - to the foreign pilgrims.

Either way, the burden of resolving Sumaah relations with the Imperial faith most likely falls on the shoulders of Vera Runova Helgrod, the Ambassador to the Sumaah Republic.

Missed Opportunities

We have learned to our bitter cost, the effects of national religious divisions upon the ability of Imperial armies to fight together. At a time when the Empire faces many foes, let us not rush to create another schism. It is the seven Virtues than unite us, not divide us. We send Severin von Holberg with 100 doses of liao to remind Imperial citizens of our common belief in the seven Virtues, at the heart of belief in every Imperial Nation.

General Assembly, Severin von Holberg, Winter Solstice 381YE, Upheld 886 - 232

The debate about the powers of the National Assemblies and the role of exemplars and paragons is not the only impact that Severin's sermon has. The Synod Judgement that authorised the sermon sought to remind every Imperial citizen of the bitter cost of national religious divisions - urging them to put aside these divisions and instead focus on what unites them. The prognostications performed by the civil service determined that the impact of the mandate would be such "that any attempt to incite people to confront religious differences or spiritual conflicts would be strongly inhibited for the following year" and so it has proved. There were a number of incidents over the season that might have become the basis for further conflict were it not for Severin's words.

The two most obvious events that would certainly have sparked religious arguments are military in nature, the events in Spiral and the events in Feroz. The decision by the Imperial Senate to invite the Suranni to enter the Empire and wipe out the rebels left many Freeborn citizens deeply shocked. Due to the Synod judgement by Constanza i Kalamar i Guerra, they were aware that the camp was a hotbed of the false virtues, dedicated to Anarchy and Hatred. None-the-less, discovering that the Suranni had turned up and blatantly enslaved the occupants of the camp still upset many. This is the Brass Coast - opposition to slavery is one of the founding tenets of the Coast. People are openly asking with it means if the Empire is now siding with slavers against those fighting for their freedom? It is only the words of Severin that have prevented people speaking out in opposition to the action and looking to the Synod to speak on the matter.

The attack on the Black Plateau in Spiral was equally shocking but had more direct impact. The deliberate strike by the Iron Helms, right to the dark heart of the plateau killed hundreds of Imperial soldiers. Some of them died instantly from the whiplash of the magic, many more died in the weeks that followed driven mad by the power the Helms have unleashed on the world. Of course it was effective - nobody is claiming that it was not horribly effective. But these brutal tactics of callous slaughter and bloodshed, of murdering your own people to take out two of theirs, are deeply unpopular in many areas in the West of the Empire. The Mournwold slaughter is still fresh in the minds of many, but Wintermark and the Coast have both rejected the cruel ways of the Varushkans. If it were not for Severin urging the Empire to remember that they are united in virtues, then more Freeborn would be laying the deaths of their sons and daughters at the door of the Iron Helms and demanding that the Synod take action.

The sermon has not changed fundamental views in the West; the Coast and Wintermark are still openly hostile towards the Varushkans. Had the Varushkans avoided any further controversy then that hostility might well have faded, but because of the actions they have taken it now looks like it will endure for the foreseeable future. However nobody is openly denouncing the Varushkans for their actions, nobody is actively agitating against them. Severin's sermon has stifled the dispute - at least for the time being. Of course, in theory people might still be roused to anger by statements of principle passed by their assembly, but even that is likely difficult. For now at least, the potential for religious conflict between the nations is constrained.

The mandate has also been influential in other less obvious ways. The recent arrival of the Zemress Islanders could have produced more conflict than it did. In theory the Islanders are devotees of the Way - in practice they are almost all dedicated to Prosperity. In fact when the Empire first made contact with them they made it plain that they considered the other virtues to be entirely subordinate to Prosperity. The new settlements in Sobral Grasses have not been problem free - but the religious differences would have presented difficult choices for the Synod were people not minded to think first about what unites them. The sermon hasn't solved all the problems - it can't resolve fundamental conflicts like the issue of genealogy, but is has meant that the religious differences between the Freeborn and their Island cousins have been put aside for now.

All of this has taken place against the dying embers of the Yael schism. Although some of the actions of the so-called First Empress Reborn have been revealed to be lies and she has been rejected every by the Highborn Assembly - that hasn't caused everyone to abandon her. Many have denounced her it is true, but there are still thousands of citizens convinced that Yael was who she claimed to be - and that the new "evidence" that has come to light is the deception. For the true believers, the martyrdom of Yael only hardened their resolve - it didn't weaken it. At present these people lack a leader to give them direction, but at some point there will need to be a reckoning. For now though, any conflict with the Yaelites has been forestalled.

Meanwhile Almodin Oktístis, Priest of the Builder, the so-called "Asavean Architect" continues his journey of heresy around the Empire, paid by prominent Imperial citizens to build great monuments to his "gods" everywhere he goes. The Empire has long resisted the false religion of the Asaveans, so many Imperial citizens are completely at a loss to understand why this outrage is being allowed to continue. In theory, the mandate passed by the Synod has nothing to say about foreign religions, but fundamentally this is still a religious conflict - albeit between those who preach tolerance and look to the benefits that the Asaveans can provide and those who want to string the foreign heretic from the nearest tree. For now though, any opportunity for the Synod to take decisive action to move hearts on the matter has passed, at least for the next year.

The civil service suspect that the mandate may have served to suppress other conflicts that might have emerged. But there were statements of principle passed by the Synod which might have been expected to divide people - like the statement by Bloodcrow Ergot urging the Imperial Orcs to ignore some of their ancestors. But urged on by Severin's sermon people have tried to put aside differences and focus instead on what unites them. The civil service can't be entirely sure - it is impossible to observe something that hasn't happened... but the last year has seen the Synod split by one religious conflict after another. This summit there seems to be less contentious issues for the Synod to deal with. Whether that trend will continue for the year - or even beyond - only time will tell.

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Berechiah

Contents

- 1 Recognition

- 2 Prominence

- 3 Biography

- 4 Signs

Recognition

Berechiah was recognised as an exemplar of Vigilance in 302YE, fifty years after his death.

Prominence

The tale of Berechiah's life was largely lost from history until recently. Details of his exceptional deeds were unearthed recently as a result of the work carried out at the School of Epistemology in preparation for the Symposium of the Imperial Synod of Winter Solstice 380. It is possible that the important lessons his words and works teach about Vigilance may be of interest to the current generation of pilgrims.

Biography

Born in 198YE, Berechiah was an extremely contentious figure in life, his death did little to change this. He exemplifies the often unpopular idea that the vigilant should be prepared to do whatever is necessary to protect their people from outside threats. Raised in a Tassatan orphanage, he lived much of his early life as "Shifty" Bertolli de Tassato, he left the League in his forties and joined the nation of Highguard, taking residence in a little-known chapter not far from Sybela where he finally became Berechiah.

From his earliest days, Berechiah had a natural talent for uncovering information, and judicious application of his abilities saw him rise to a position of influence within the Empire. As Bertolli de Tassato, he acted as an expert witness for the Imperial Senate on numerous occasions relating to financial mismanagement, embezzlement, or illegal business practices. He provided regular information to the Imperial Conclave about the sorcerous doings of misguided magicians, and exposed both idolatrous cults and the machinations of eternals whose actions threatened the stability of the Empire.

He also aided in the identification, location, and prosecution of dangerous heretics and blasphemers - invariably people whose extreme convictions made them a threat to the wellbeing of Imperial citizens. Perhaps his most famous success in this regard was exposing a cult of anarchists intent on fomenting a secessionist rebellion in Varushka. Berechiah's gaze was not focused entirely within the Empire however - he was equally effective at exposing the plans of a group of Asavean diplomats to gain influence over the Senate through bribery and blackmail as he was at providing useful intelligence to the Imperial Military Council that prevented at least one surprise attack by the Druj that might otherwise have seen the loss of the town of Drycastle and the deaths of hundreds of Imperial citizens.

Berechiah's effectiveness has rarely been in doubt. His methods, on the other hand, are still discussed and debated by priests and students of the law to this day. No tool was too underhanded for Berechiah to use in pursuit of Vigilance. His primary agent in exposing the anarchist cult in Varushka, for example, was a member of that group who he had helped to become addicted to a certain rare substance withdrawal from which caused agonising madness and death. He regularly blackmailed and bribed people who might be in a position to provide him with information - pointing out that neither was a crime under Imperial lore. He regularly consorted with criminals, arguing that the world was not black-and-white; that there was a difference between mundane criminal behaviour and threats to the Empire and its people. "Morality and ethics are fine and good most of the time,, he wrote. "But they offer little comfort to those who have been murdered, or enslaved, because nobody was prepared to get their hands dirty when the threat was still managable."

He was also a vocal supporter of the idea that the vigilant should take direct action once a threat was identified. "If you discover that someone is a threat" he wrote, "why should you scurry off to ask a magistrate to agree with you? Do you not trust your own judgement? I trust my judgement, and no judge should shy away from wielding an axe if they think the threat merits it."

His critics regularly accused him of malfeasance - pointing to his wealth and influence as sure sign that his "talents" were directed not only at the enemies of the Empire but at its citizens. He refused to either confirm or deny any such accusations and on the occasions when he was brought before a Magistrate either proved his innocence or simply paid the fines they levied and promised to "mend his ways" in the future. He was the target of three serious assassination attempts directly linked to his work protecting the Empire - he survived not due to any particular skill of his own but to his habit of surrounding himself with competent, effective soldiers who he paid very well indeed.

After his death, in an act of unexpected largesse, he donated his entire fortune to the support of orphanage and schools across the Empire. In his will, he claimed that without these institutions he would never have achieved the heights of his ambitions - and that by supporting them he hoped to see another Berechiah or three. "The Empire badly needs someone like me," he said more than once. "It needs Someone to take a lantern into the nasty places, where the virtuous cannot go for fear of getting their boots dirty."

He was recognised as an exemplar of Vigilance five decades after his death, following regular campaigning by members of his chapter and fervent supporters in several parts of the Empire - especially the Courage and Vigilance assemblies. A year after his Recognition, his book“The Necessary Actions of a Virtuous Sinner” were first published in Tassato - a book that the printer claimed had been left with her grandfather to be printed in the event of Berechiah becoming an exemplar. While this was not the first book Berechiah had written, it was the most "honest" - and the most inflammatory. The words within were either an excellent forgery or written by the exemplar himself. Frank and unashamed, they detailed many of the actions he had taken in pursuit of Vigilance including – contentiously – several crimes against Imperial Law. The book caused outrage, and an attempt was made to deny his exemplarhood. The basilica in Bastion erected in his name was badly damaged by fire, and the Synod furiously debated his flagrant claim that virtue - and especially the virtue of Vigilance - neither knew nor cared what mortal lawmakers might attempt to claim was appropriate behaviour.

Yet his book does not claim that all actions are justified. "Judgement is key," he wrote. "But while we hear a great deal about the importance of accepting the consequences of actions taken, people are amusingly reticent to talk about accepting the consequences for actions not taken. Inaction is a choice, just as action is. If you choose not to stop the threat to your family now, you must be prepared to live with the consequences of that decision as well."

The assembly of Vigilance and Courage both actively opposed priests of the assemblies of Pride and Loyalty who denounced Berechiach. The argument became quite vicious, but in the end recognition of Berechiah as an exemplar was upheld - to the open consternation of several high ranking magistrates and captains of the militia.

Signs

The Assembly of Vigilance cited the following signs of Berechiah's exemplardom:

- First and foremost, for all that his methods were considered underhand and borderline illegal, there was no doubt that Berechiah's benevolence repeatedly protected the Empire from external and internal threats and corruption.

- That Berechiah inspired others is also without question. In addition to those he directly patronised, his writings were published after his death and served as a blueprint for the followers of Vigilance in detecting threats before they became too great.

- These writings also form the bulk of Berechiah's legacy. In some circles, they have led to him being heralded as a "modern Vardas" - a vigilant investigator who embraces the tools of civilisation rather than those of the wilderness hunter. Pragmatic priests also point to the schools and orphanages across the Empire that Berechiah set up or supported in his life - and claim these are a much more significant and lasting legacy than any amount of books extolling the use of blackmail as a tool of the Vigilant.

- Berechiah made a very public pilgrimage to the White City towards the end of his life. A lifelong supporter of the aspirationalist movement in the Synod, there is little doubt that this was an exceptionally cynical move by a man aspiring to be recognised as an exemplar.

- In a similar vein, several of Berechiah's supporters argued that as nobody had had any past-life vision of being the exemplar he clearly satisfied the sign of liberation - although more as a cynical attempt to demonstrate their opinion as to the foolishness of this sign than any real attempt to prove his exemplarhood.

“Legality is a matter for lesser minds; I am concerned with Vigilance and ensuring that it is upheld. There are few prices too great to pay, and few alleys too dark to explore, when the prize is the Virtue of immortal souls.” - From “Necessary Actions of a Virtuous Sinner”

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Better world

"Yes, but what is it?" asked Lydia. She adjusted her dress and squatted down next to Jaffo. She pulled off one of her gloves, and somewhat gingerly picked up a handful of the white substance, getting a feel for it, letting the granules sift through her fingers as it fell back into the sack that lay between them. She dusted her hands quickly, wiping the on her crimson skirts leaving a pale residue on the fine fabric.

"As near as I can determine," said the alchemist slowly, "It's a combination of things. There's mithril in there-"

Lydia raised her eyes and opened her mouth to ask an excited question but Jaffo shook his head.

"- trace amounts of mithril. A little tempest jade, of all things. Some essential saltes. And something else. I've never seen the like of it, nor has anyone at the Guild. Or anyone else I've been able to talk to. It's mineral, definitely. Crystalline. But other than that..."

"So we have no idea if it will do what the Jarmish claim it will do?" asked Lydia standing up. "Prince Maria will be disappointed."

Jaffo shook his head again, likewise standing. He crossed to the bench where his paraphernalia was laid out.

"No, we're all pretty sure it does precisely what it says on the tin. In water, in a strong mana flow, it will speed the formation of crystal mana. Potentially quite significantly if you have enough of it. The solution reaches a point where its saturation rises above the Crystalline Mean..."

The alchemist noted Lydia's bored expression and choked back his technical explanation.

"Basically, if you use enough of it you can increase the amount of mana you can harvest each season from your average mana site by a little bit more than half. You need to be careful about disposing of the residue, but it's no worse than some of the runoff from the Mestra tanneries, or the copper mines up in the hills. You'd need to use sacks of the stuff for decades and pour it straight into your drinking water, frankly, before it would cause problems"

"And the Jarmish are just giving it away?" Lydia was thoughtful.

Jaffo swallowed, his face creasing with incredulity.

"...giving it away?" he echoed. "By the paragons Lydia, this sack cost me well over a dozen crowns! They are absolutely not 'giving it away'."

Lydia waved his minor monetary concerns away lazily. She walked over to the window and stared out across the river.

"And you're equally certain this is nothing new?"

Jaffo was. "There's an impromptu salon grown up over the last year or so with some of the Jarmish from that lodge out in the sticks. I've been talking with Vasile, claims to be the nephew of Magician-Prince Soreana. He's a very friendly lad, we have a lot in common."

"I'd heard," said Lydia, she turned slightly and arched one eyebrow at her friend.

Jaffo blushed, cleared his throat.

"Anyroadup as they say in Little Whittle, he's been pretty forthcoming about it. The active ingredient is a mineral from the northern mountains, and the Jarmish have been using it for a little over a century and a half. The Borașova are responsible for a lot of the mining, but there's about a half-dozen Magician-Princes in on the deal to sell it in the Empire. Vasile claims they're all expecting to make money hand over fist. If there's a trick here, I don't think Vasile or the others are in on it. "

Lydia pursed her lips and frowned slightly.

"So the last question then is why now? Why right now? Why a fortnight after the Radz make their exciting announcement?"

Jaffo shrugged.

"That sounds like politics to me. I'm just an alchemist. Politics is your department."

Contents

- 1 Overview

- 2 Radical Reforms

- 2.1 The Synod

- 3 Beloye Zerno

- 3.1 The White Seed

- 4 Resolution

Overview

There has been some interesting news coming out of the Principalities of Jarm. In the east, Magician-Prince Barbara Radz of Rigia has made sweeping changes to the laws in her own principality. Changes she is attempting to enforce on the rest of the eastern alliance, a political affiliation of Princes commonly viewed as "upstarts" by the more traditional magicians of the north and south.

Barely three weeks later, one of the more influential princes of the northern faction, Soreana of Borașova, made a public announcement of her own and set about making supplies of something called beloye zerno (BYEE-el-o-yay zerr-NO) available to Imperial citizens. If this substance is as effective as it seems it could have a dramatic impact on the Empire's economy.

Radical Reforms

At the Autumn Equinox 381YE, Magician-Prince Barbara Radz - the leader of the eastern alliance - addressed the magician-princes gathered at her palace and announced major changes to the laws regarding the ownership of slaves. In her speech she announced that it would now be a crime to kill or mistreat a slave in her principality. Slaves must receive two meals every day and sufficient access to water, or their masters will face penalties as if they had abused a non-magician citizen. And any magician-prince who did not enact similar changes in their own principality would not be welcome in the Eastern Alliance and would have to fend for themselves.

There was, to put it mildly, uproar. Even the House of Princes are cautious about attempting to make sweeping changes to the laws codified centuries ago by Ion Inesca. In Jarm, each individual magician-prince has significant autonomy to determine the rules under which their household and their subjects will live. For Barbara Radz to attempt to force her allies to change their laws - especially in such a dramatic way - is an extremely bold political move.

The claim is that by adopting these enlightened, progressive views she hopes to guarantee the continued support from the Empire in terms of trade and political concessions. But the benefits of this trade are a drop in the ocean compared with the profits that the slave trade brings to Jarm. Even assuming that the deeply unreliable Empire can be counted on to uphold their side of the bargain, it is doubtful whether this will persuade anyone outside her immediate household. As a result, her position is now so precarious that the slightest misstep would undoubtedly bring certain ruin.

The matter was extensively discussed in the House of Princes - the forum where the magician-princes come together to discuss the direction of their own nation. There were a great many raised voices denouncing this act as yet more evidence of Imperial interference in Jarmish politics. But the majority of the princes of the North and South appear to be amused rather than threatened. When questioned on this development, Anton Trescher of the Hidden Hook (primary adviser to the House of Princes on matters of international trade) is reported to have simply said "wait", and shrugged his shoulders.

The Synod

In recognition of the actions and intentions of the Eastern Principalities of Jarm, and the understanding that they continue, to abolish the vile institution of slavery, it would increase the Prosperity of the Empire and its citizens, as well as that of the Eastern Principalities, if Imperial fleet captains were to visit the trading ports of the Eastern Principalities and engage in trade with the traders and merchants there.

Ezekiel of the Chantry, Autumn 381YE, Prosperity assembly, upheld 187-0

During the Autumn Equinox, the Prosperity assembly urged all fleet captains visiting Jarm to trade with Rigia rather than Vezak or Kavor. Under normal circumstances a statement of principle from a virtue assembly has minimal impact, but the events in Jarm create an opportunity.

The Synod recognises the actions of Magician-Prince Barbara Radz in moving to improve the condition of slaves in her eastern alliance. We send (named priest) with 25 doses of liao to urge every Imperial captain intending to visit Jarm to trade with the enlightened people of Rigia, rather than the corrupt slavemasters of Vezak and Kavor.

Synod Mandate, General Assembly

If this mandate is passed by the General Assembly, any Imperial captain visiting Vezak or Kavor over the coming year would see their production reduced by 2 crystal mana. While there would be no immediate benefits to trading with Rigia, if the Empire were to sustain a consistent level of support for the eastern alliance it would go some way towards showing support for Magician-Prince Radz and her radical reforms, as well as being a clear rejection of the backward views of the Northern and Southern princes.

Alternatively, they could express even stronger support for Magician-Prince Radz.

The Synod lauds the action of Magician-Prince Barbara Radz in moving to improve the condition of slaves in her eastern alliance. We send (named priest) with 150 doses of liao to urge every Imperial captain intending to trade with a foreign nation to show their support for these reforms by taking their goods to Rigia rather than any other port.

Synod Mandate, General Assembly

If this mandate were passed by the General Assembly, any Imperial captain visiting any foreign port other than Rigia through the coming year would see their production reduced by 2 ranks. Again, while there would be no additional benefits to trading with Rigia, it is likely that many traders would prioritize the eastern port and provide an even more obvious show of support for Magician-Prince Radz and her radical reforms, sending an overwhelmingly clear message to the Northern and Southern princes. Furthermore. as the mandate is aimed at Imperial citizens, and does not discourage foreign merchants from visiting the Empire to trade, it would not attract any sort of diplomatic repercussions from any nation other than Jarm.

Beloye Zerno

A few weeks after the dramatic announcement of Magician-Prince Barbara Radz, there is an announcement by Soreana of Borașova, the Magician-Prince of one of the most prosperous of the northern principalities. In conjunction with a number of her fellow northern princes, she has decided to make a small amount of beloye zerno available to traders dealing with the Empire. The import of this announcement is apparent only when someone is able to explain what beloye zerno actually is.

The magician-princes of Jarm use a lot of crystal mana. Part of their success is due to the presence in the mountains of northern Jarm of a rare mineral unknown in the Empire. In its refined form, the mineral appears to be fine white sand with tiny salt crystals - beloye zerno or "white seed". Added water, and with some basic maintenance, it causes mana to crystallise more quickly and creates larger, richer crystals.

Recognising the excellent trade relations between Jarm and the Empire, and after consultation with Anton Threscher, Prince Soreana and her partners - which include Tuernin of Limitu, the principality where the largest temple of the Way in Jarm is located - contacted the traders at the lodge in Tassato. Already familiar with the mana crystal markets of the Empire thanks to their work with the Tassato Mana Exchange, they are in the best position to provide white seed to Imperial magicians. The first shipment of white seed arrived on a heavily armed Jarmish vessel a month or so before the Winter Solstice, and the Jarmish merchants of Tassato are ready to sell this marvellous material to anyone who can meet their very reasonable prices.

Total Money Spent

Additional Crystals

36 rings

1 crystal mana

90 rings

2 crystal mana

162 rings

3 crystal mana

252 rings

4 crystal mana

The White Seed

Beloye zerno (pronounced very roughly as BYEE-el-o-yay zerr-NO), or "white seed"' is a potent substance that can increase the amount and quality of crystal produced by a mana site. The Jarmish have cheerfully made a few small samples of the white seed available to alchemists and magicians eager to reassure themselves that this substance is what it claims to be. Examination via a variety of means has confirmed the properties the Jarmish claim for it. It is somewhat toxic if breathed in in large quantities for long periods of time, and will make a person or animal very ill if they eat it. It requires some care in handling it, once the crystals have formed the water containing the new depleted white seed must be carefully disposed of or risk tainting water supplies near the mana site. There is an upper limit to the amount of mineral that can be deployed each season - and its effects last only for a season.

The White Seed OOC

Anyone who owns a mana site will find a new downtime option available to them after the Winter Solstice. By purchasing and using some of this rare mineral (spending money), they can produce more mana crystals in the same way a mine owner might use their downtime option to produce more materials. Unlike a mine, forest, or herb garden however it is possible to use greater volumes of the mineral to produce more mana crystals - albeit with rather steep diminishing returns.

There is no actual commodity or lammy involved with white seed - to use this option, a character simply ensures they have enough funds in their inventory and selects the appropriate amount on their downtime screen. This material is only useful for improving the production of a mana site on a temporary basis - and only crystal mana at that (it does not help in the production of vis).

It has absolutely no use in alchemy or magic, and while it may make someone ill the sickness it causes can be treated with the purify spell so it is useless as a poison. Furthermore it is pretty clear to everyone who examines it, and the raw material from which it is produced, that this substance is utterly unfamiliar to Imperial scholars. It would be impossible for the Empire to refine their own white seed without access to a source of the raw mineral from which it is made, and nobody has seen anything like it anywhere in the Empire.

Resolution

The General assembly passed a mandate recognising the contribution of Magican-Prince Barbara Radz, and encouraged visitors to Jarm to trade with the Rigia rather than Vezak or Kavor.

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Custodian of the Vandersar Dock (Redirected from Bewaarder van het Vandersar dok)

Redirect page

Custodian of the Concordium Dock

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Beware my power (Winds of Magic)

"What are you doing?"

Ulysses was mindful and breathed out before answering. "I am looking at the sky."

Iago left his position at the railings and sauntered casually over. He stood just a little too close to the Urizen stargazer, and theatrically shaded his eyes and stared up at the sky. Ulysees found the smell of him - and his wine - quite distracting.

"Why? It's the middle of the night!"

"Because only out here, in the open waters of the Bay, can I see the stars properly."

Iago i Guerra shrugged and gulped down a mouthful of wine, smacking his lips enthusiastically as he did so. It made Ulysses' skin crawl. The Freeborn mariner belched, horribly, and looked pleased with himself.

"Tepid wastrel," muttered Ulysses under his breath.

"What?" Iago looked a little unsteady on his feet, but the stargazer had no doubt who would win if a fight broke out.

"I said 'that's interesting'" he lied. He gestured with his spyglass.

"The Wanderer is in alignment with both the Lock and the Key, while the Spider looks on. That is very significant."

Iago looked disinterested. He peered owlishly at his empty goblet.

"So?"

Ulysses silently recited the virtues in reverse-alphabetical order, then asked:

"What was the first lesson your master taught you?"

Iago furrowed his brow. "I don't remember. I think it was 'Just because you're able to use magic doesn't mean you have to whip your wand out for everything.'"

Ulysses blinked a few times. "How would that even work?" he asked.

Iago shrugged. "He wasn't really talking about magic, if I'm honest. It was a euphemism."

The tall stargazer looked back to the sky.

"The first thing my master taught me was that creation exists between two mirrors. They reflect each other. The heavens reflect the earth, and the earth reflects the heavens. The stars do not shape magic, they represent it. I have no idea what it means but it worries me. Secrets, revelations, watchers ... I am uneasy."

Iago nodded a few times as if he understood what the Urizen was saying and then out of the blue said: "I was turning my cards before we left port, and I noticed the Captain had changed. She has started wearing a mask, a silver one that conceals most of her face. That's not normal. Its only there about half the time, mind. But then last night I went to the theatre and they were playing 'The Incongruous Rationale' and I noticed they had Vassa in a mask. The lad playing her was ... you know the monologue in Act Two?"

"No. I have no idea what you are talking about."

"The monologue in Act Two. All the words were the same, but the emphasis he was putting on them worried me. They did a twist at the end where she wasn't really there and ..."

He shuddered. "Sarvosans are odd people, they are too clever for their own good sometimes. War, military matters, secrets, revelations, watchers. I don't like it"

The Urizen stargazer and the Freeborn dramaturge shared a moment of gloomy camaraderie, and then Iago belched again and Ulysses wrinkled his nose. He closed his spyglass with an audible snap.

"Well, I'm for bed. I'm sure it will all be clearer in the morning."

"Really?" Iago peered at him.

"No." And with that he turned away and stalked toward the stern.

"I might just stay here and look at the stars for a bit," said Iago to nobody in particular. He pulled a flask of Madrugan peach brandy out of his sleeve, and took a swig, gazing upwards at the bright dome of the heavens.

The Tannhauser Gate sped on through the night over a star-scattered sea.

Contents

- 1 Overview

- 2 Storms and Castles

- 3 Peculiar resonance and the Sentinel Gate

- 3.1 OOC Note

- 4 The Rejuvenation of Cinion

- 4.1 OOC Note

- 5 An Unexpected Number of Babies

- 6 The Silver Mask

- 7 Tamarbode

- 8 The Semmerlak

- 9 A Hidden Conjunction

- 9.1 OOC Note

Overview

It would be difficult to miss the powerful shrouds cloaking the night sky across the entire Empire. Likewise, everyone in the Empire - and in several territories on the border - has felt the influence of the powerful enchantment of artistic inspiration woven with Night magic.

In addition to those large-scale effects, there are a scattering of other magical effects that Imperial citizens may be aware of in the run-up to the Winter Solstice. In no particular order then:

Storms and Castles

Nobody in Spiral can miss the massive storms raised by Freeborn magicians that spring up off the coast. Ships travelling through the north-eastern Bay of Catazar are battered and beaten, although it is not entirely clear whether this includes any Grendel navies. It will certainly have had a deleterious effect on any fleet trying to trade out of that war-torn territory. There is also a good chance it has stymied the Asavean vessels bringing white granite to their orc allies in the ruins of Apulian. Indeed, a story is doing the rounds in Ateri that at least one Asavean galley was caught unawares by the storm and smashed to pieces against the southern cliffs.

Likewise, it is difficult to miss the magical fortifications that have risen in the marshes of Kallavesa and woodlands of Necropolis. The Circle of Endless Dark of the Marches, and the Sussivari Frost Coven and Sherard Hunters of Wintermark continue to wield their powerful magic in service of the Empire. Neither territory came under attack from barbarian enemies this season - but if it had, these magical castles would have provided a significant impediment to attacking armies.

Peculiar resonance and the Sentinel Gate

Civil servant magicians examining the Sentinel Gate - the miraculous device that allows Imperial heroes to fight the enemies of the Empire during the solstices and equinoxes - have reported some peculiar experiences when examining it. They can't confirm precisely what is going on, but it seems as if some of the conjunctions of the gate appear to be... odd. Not odd in the sense that they may collapse unexpectedly or anything, but odd in that peculiar and hitherto-unremarked qualities appear to have infused them. For example, one conjunction appears to allow no immediate return through the gate until a second conjunction opens an hour later allowing only a return. They are monitoring the situation and suggest that any magician examining the Sentinel Gate with detect magic, or leading their friends on an adventure with operate portal, take reasonable precautions.

As near as anyone can tell, these perturbations are a secondary effect of the red star falling, and should (with any luck) have abated entirely by the Spring Equinox.

OOC Note

This event some of the conjunctions of the Sentinel Gate will follow slightly different rules than normal. You will always be appraised if the gate is expected to operate in a peculiar fashion when you perform detect magic to examine a conjunction, and the civil service have already quantified and recorded any peculiar effects that may accompany a major conjunction. Out of character, we are using the fall of the red star as an opportunity to run some slightly different formats of quest and battle.

The Rejuvenation of Cinion

Over the last three months, a powerful magical effect from the Spring realm has fallen on the region of Cinion, in Spiral. This magic appears to be quickly rejuvenating the injured, and healing the remaining effects of the unnatural fire that scorched the region last Winter. On the land itself, growth will be promoted and new green life will show. On individuals, old wounds heal and scars fade. There are even a few reports that soldiers injured by the fire that fell in Cinion who are on the other side of the Empire found the burn scars flake away to reveal clear skin underneath!

Unfortunately, as with all Spring magic, the effect was somewhat unpredictable. Most of the ruined spires - including the fire-damaged ruins of Ossen's Spire - were completely overrun by vines and trees, torn apart as if by many decades of natural growth in the space of a season. Significant parts of Damakhan's Forge were also destroyed, though in this case the more intact central parts of the spire were able to withstand the green onslaught - due largely to the efforts of a number of Urizen citizens who spent three months clearing undergrowth and cutting back hungry, destructive overgrowth.

Despite the powerful magic, one small section of Cinion appears to have resisted the healing. A grove of blasted and burnt trees, no more than twenty-feet across, remains devoid of greenery. Magicians who have visited the area suggest that it is infused with the power of Winter magic, and may be a nascent regio tied to the Thrice-cursed Court. A small group of illuminates have committed to keeping an eye on the place, to see what happens.

OOC Note

Any character from Spiral can role-play that they were involved in stopping Damakhan's Forge being overrun by greenery. Apart from the single clearing mentioned above, all sign of the fiery damage from Winter 380YE has been removed and the region is now hale and hearty. However, peripheral damage to Damakhan's Forge has meant that any previous costing for commissioning a runeforge has been rendered obsolete. If the Urizen wish to continue with this project they will need a new costing from the Civil Service.

An Unexpected Number of Babies

It has been roughly nine months since the entire Empire was infused with potent Spring magic. The Hallow of the Green World has long since faded, but the after-effects are still being felt. Occasional patches of Realmsroot are still being uncovered, for example. Perhaps more noticeably there has been a dramatic upswing in the number of children being born to humans and orcs in every Imperial territory. All these children are possessed of a particularly strong constitution - there seems not to be a single sickly child among them. Almost all of the human babies have green eyes - although this does not appear to be the case with the orc babies although they are no less healthy and strong. There is some muttered concern that these children all bear the briar lineage - but given that blood touched by Spring magic almost never reveals itself at birth, there is no evidence to support this. Outside of the most traditional and conservative parts of the Marches and Navarr, it hardly matters.

The Silver Mask

The personae, the ritual foci of the dramaturgical tradition, are mutable concepts. Over the centuries, common names and themes have changed and changed again. The Bishop, for example, was known by another title before the formation of the League, and some say the Servant With Two Masters only really solidified in its current form following the notorious case of Piero of Both Banks in first century Tassato. Now, the eddies have stirred once more.

A new, minor persona of the Captain has emerged - the Silver Mask. It seems Dawnish guiser troupes first came up with the new persona, but the figure is proving popular with dramaturgists across the Empire and, of course, the crowd, who appreciate a good dose of irony to the violent justice in their entertainment. The Silver Mask is appearing with particular frequency in dramaturgy that draws on the purging of the Vyig or the Empire's hostility to the Whisper Gallery as inspirational material, as well as a particularly vindictive play penned by an anonymous playwright from Tassato that speculates on the many horrible ways the notorious Guillermo di Tassato might meet his fate.

Some wide-eyed guisers and playwrights in Dawn and the League are also spinning wilder tales - that the Silver Mask is a persona incarnated in the world, that their stories of devious spies and hidden justice are not mere inventions but born from encounters with a mysterious, masked figure. No two actors can agree on exactly what this Silver Mask looks like, or any meaningful details about them other than they are, apparently, Dawnish. Most serious, sober citizens disregard the whole story as the typical dramatic excess of the actor.

You can find more details about the new minor persona here.

Tamarbode

The region of Tamarbode in Reikos remains under the control of the Spring eternal Llofir. The only part of it that remains accessible to Imperial citizens is the mana site known as Tamar's Toes, and people tasked with gathering the mana have complained of all sorts of rum experiences - being watched by peculiar creatures, their clothes being infested with rusts and moulds, and the brooding sense that if they deviate from the shortest path to and from the mana site there may be trouble. There are also scattered reports that the eerie fortification that rose from the Sign of Tamar itself is still present - a living castle of mushrooms and fungus drawn from the realm of Llofir that seems almost alive.

On the plus side, the servants of Llofir seem to show no interest in leaving Tamarbode, neither to explore Reikos nor to poke around Elerael just over the border in Brocéliande. Both Highborn magisters and Navarr vates agree that whatever else one might say about Llofir, it is interested in the long game.

The Semmerlak

There have been a few problems with the Semmerlak of late but as of the Autumn Equinox they have abated entirely. The waters are placid and remain unseasonably warm. Fisherfolk report bumper hauls, and the citizens who live near the shore experience a delightful "Indian Summer" of warm afternoons and pleasant nights. The odd folk of the waters return, and those enchanters and volhov who speak to them say they are contrite and full of apologies for any recent unpleasantness. As near as anyone can tell, the "Lady of the Semmerlak" has been "rescued by brave and wise folk" from "a dreadful curse". Details are scant, but already storysmiths are beginning to speculate, and create fabulous tales of derring-do - or grim tales of cunning and cleverness, depending on whether one is on the southern or the northern shore.

A Hidden Conjunction

And finally... the stars may be hidden, but that does not mean that there are not adventurous astronomancers prepared to take a boat out into the Bay of Catazar just to get a look at them. The ebb and flow of magic can be sensed by other means as well, manifesting in the unconscious decisions of which plays a dramaturge selects, or the runes that come out of the rune master's bag (in this case, Diras, Sular, and Queros are turning up noticeably more often). Even the practitioners of blood magic can sense the whirling eddies of magical power - blood dripped into water swirls into the shape of a serpent, or gently expands until the entire basin is pale, and red, and opaque.

But it is often easier to use the language of the astronomancer. In the wake of the crimson starfall, three powerful constellations have come into conjunction with the Wanderer. The Key and Lock are in ascendance, and aligned with the Spider. It is reasonably clear that this represents conspiracies and things being hidden - but also things being revealed. Magicians across the Empire have reported subtle shifts in the power of their rituals, and suspect that this careful reweaving of magical power may be reflected in the conjunction.

OOC Note

This conjunction has no immediate effect on any rituals or other magic, but it provides an IC explanation to some of the recent changes to ritual magic as well as the change to the operation of a spy network.

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Beyond Apulian's Light

Words and tune by Aneurin Redman-White. PDF here.

Beyond Apulian’s Light

Ithamar Legacy

When I was young and scarce eighteen They said I lacked for poise; With book or wand was seldom seen But wine and handsome boys. My parents to my great dismay Did vow to set me right; They said I’d learn my arete Beyond Apulian’s light.

Apprenticed to a sailing crew And set aboard in haste, From captain’s lips the order flew “There is no time to waste!” They weighed the anchor, shook out sail And soon we were in flight To southward on a summer gale Beyond Apulian’s light.

Now as time fled I bolder grew And seasoned in my work; I ran aloft with my ship’s crew And would no duty shirk. When Grendel sought our ship to burn We triumphed in the fight I knew that honour I would earn Beyond Apulian’s light.

We crossed the ocean unafraid For Asavea bound Where orichalcum, tempest jade, And mazzarine are found. We bargained for their treasures there And to my bed at night I took a slave-magician fair Beyond Apulian’s light.

Soon home to Spiral we returned And found within the year My parents’ lesson I’d not learned: I bore a daughter dear. But though I’ve travelled far since then And memories burn bright Her father I’ve not seen again Beyond Apulian’s light.

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Bidford Grange

Contents

- 1 Overview

- 2 Queries

- 3 Site regulations

- 3.1 Vehicles

- 3.2 Ground Fires

- 3.3 Rubbish

- 4 Travel

- 4.1 Site Address

- 4.2 From M40 (The South-East)

- 4.3 From M5 (The South-West)

- 4.4 From M42 (The North)

- 4.5 By Train

- 4.6 By Bus

- 4.7 Stratford Taxis

- 4.8 Evesham Taxis

- 4.9 Redditch Taxis

- 5 Amenities

- 5.1 Local Food Shops

- 5.2 Supermarkets

- 5.3 Pubs

- 5.4 Restaurants

- 5.5 Fast Food

- 5.6 Chemist

- 5.7 Cash Point

- 5.8 Petrol Stations

- 5.9 Churches

Overview

All our events in 2016 will be held on the land next to Bidford Grange golf course. If the location proves to be a site for our events, then we will look at long term options for running events at the site.

Queries

For all site related queries about Profound Decisions events at Bidford Grange, please contact Profound Decisions, please do not attempt to contact the site.

Site regulations

Vehicles

Turn into the golf course from the large entrance off Stratford Road. The land we are using for the events is next to the golf course, so turn right immediately after you have passed through the gate. Please do not continue down the single track road to the club house. Drive parallel to the hedge, heading towards our reception area, our crew will provide you with further directions from there.If weather conditions are reasonable then vehicles will be allowed on the IC field to unload.

Camping will be operated on our usual "pitch and park" process. The gate team will direct you where to camp and you can then pitch your tent next to your vehicle.

Ground Fires

Fires must not be set on the ground, they must only be lit on the oil drums provided or an equivalent that keeps the fire off the ground. Existing fire sites and should be completely extinguished each night. We are arranging firewood for the site.

Rubbish

Please make sure that all your rubbish is suitably bagged and disposed of in the skip before you leave site. Do not overfill your rubbish bags - more bags are available on request from GOD at any time. The skip is located in the main OOC field. Please ask for directions if you cannot find it.

Travel

Site Address

Bidford Grange, Stratford Road, Bidford-on-Avon, Warwickshire, B50 4LX.

Please be careful if you are attempting to navigate to the site using a satnav system, if you are coming from the South-east. Most satnavs will try to take you off the A46 and through the narrow road through Temple Grafton. Avoiding these roads will help improve our relations with the local community and ultimately help the hobby for everyone. Please follow our published directions and only fall back on your satnav if you get lost.

From M40 (The South-East)

- Leave the motorway at J15 and take the A46 towards Stratford Upon Avon

- Stay on the A46 past Stratford Upon Avon to Alcester

- At the roundabout at Alcester take the first exit, signed Evesham A46.

- Continue straight for 3 miles

- At the roundabout take the first exit, the B439 signed Bidford 1/2 mile

- Continue straight for 2 miles through Bidford

- The site entrance is on the right

From M5 (The South-West)

- Leave the motorway at J9 and take the third exit, signed A46 Evesham and Ashchurch

- Stay on the A46, over several roundabouts, the road goes round Evesham

- After 18 miles, leave the A46 at the roundabout, the third exit the B439 signed Bidford 1/2 mile

- Continue straight for 2 miles through Bidford

- The site entrance is on the right

From M42 (The North)

- Leave the motorway at J3 and take the A435 towards Evesham

- Stay on the A435 for 10 miles past Studley to Alcester

- Stay on the A435 round Alcester and take the A46 to Evesham

- Continue straight for 3 miles

- At the roundabout take the first exit, the B439 signed Bidford 1/2 mile

- Continue straight for 2 miles through Bidford

- The site entrance is on the right

By Train

Evesham and Stratford-upon-Avon are the nearest train stations to the site. Redditch is slightly further away, but some players may find it more convenient due to the good links with Birmingham.

By Bus

From Stratford-upon-Avon or Evesham the best bus route is the 28/28A. Ask the driver for the Bidford-on-Avon medical centre; this is on the opposite side of the road to the golf course.

- 28/28A

Stratford Taxis

- 24x7 Taxis on 01789 332126

- Main Taxis on 01789 414514

Evesham Taxis

- ANC Taxis Ltd on 01386 765884

- Emerald Taxis on 01386 761705

Redditch Taxis

- Premier Taxis on 01527 69999

- Redditch Taxi on 01527 852699 or 07801 730456

Amenities

The following local amenities are all in Bidford-on-Avon which is a couple of miles from the site.

Local Food Shops

- Gordon High Class Butchers, 1, Saxon Court, High St, B50 4AB

Supermarkets

- Budgens - Salford Road, B50 4AW - Opening hours Mon-Fri: 08.00 till 22.00, Sun: 10.00 till 16.00

- One Stop High Street, B50 4AD - Opening hours Mon-Sun: 06:00 - 22:00

Pubs

- The Frog 65 High Street, Bidford-on-Avon B50 4BG

- The Cottage of Content 15 Welford Road, B50 4NP

Restaurants

- The Bridge High Street, B50 4BG

- The Bulls Head 36 High Street, B50 4AA

- Balti Hut, 80 High Street, B50 4AD

Fast Food

- Fish & Chips - Seafoods - 84 High Street, B50 4AD

- Chinese - Avonside Takeaway - 82 High Stret B40 4AD - 01789 773203

- Indian - Balti Hut Takeaway - 80 High Street, B50 4AD - 01789 773283

- Italian - Aanandos Pizza - 67a High Street, B50 4BG - 01789 772666

Chemist

- Bidford Pharmacy 17 High Street, B50 4BQ - 01789 772433

Cash Point

- Budgens - Salford Road, B50 4AW

- One Stop High Street, B50 4AD

Petrol Stations

- Texaco - Salford Road

Churches

- St Laurence Parish Church - Church of England - Church Street, B50 4DA

- St Joseph the Worker - Roman Catholic - Quinney's Lane, B50 4JL

- Bidford-on-Avon Methodist Church - Methodist - Chapel Close, B50 4QB

- theBarn - Baptist - Waterloo Road, B50 4JN

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Binding Threads

Description

The Binding Threads are a weapon and an implement infused with magical power that allows the wielder to root an opponent to the spot. Their use is often accompanied with a great roar. Some wielders make a point of striking the opponent with both the weapon and the implement (usually a rod) simultaneously when they employ its magic.

They are a popular choice with warrior-magicians who work with Imperial magistrates, as well as with a number of wardens and Dawnish war witches who especially appreciate the ability to keep a fast moving or fleeing opponent in place where they and their allies can get to it.

Rules

- Form: Weapon. A pair consisting of a one-handed weapon and either a rod or a wand.

- Requirement: You must have both the ambidexterity and magician skills to bond to these items.

- Effect: You may spend a hero point to call ENTANGLE when you hit with this weapon or implement. You cannot use this ability if you are wearing armour.

- Materials: Crafting the Binding Threads requires seven measures of dragonbone, seven measures of ambergelt and three ingots of green iron. It takes one month to make a pair of these items.

Tassato was crowded, every street awash with revellers, and two brightly costumed actors were taking wine at a street table.

"So: your rod and blade lose their enchantment in...."

"A week. Made just after the Festival last year. And yours?"

"Two months. And between us we have?"

"36 rings and two measures of ambergelt."

"Not the five of ambergelt, three of iridescent gloaming, and Prosperity knows how much dragonbone we need then?"

"No. Nor the six ingots of green iron..."

"That presents a problem..."

"Indeed."

An apothecary's shop, some minutes later.

"My good man, we are but humble actors, who leaven our poor work with minor magics. The leader of our humble troupe was mortified when a critic accused us of wallowing in the the third act of "The Captain, the Chamber and the Coin" Wallowing! Pride damn him! A little short of pace perhaps, but the needs of the magic... Hearing this, our director flew into such a fury, and sent us out into the busy street to fetch such fine materials as are required for a Mantle of the Mountebank."

"A what?"

"You have not heard of it? Why, the most useful of robes for such as ourselves! Once we fetch our wardrobe mistress the requisites she'll run one up in a month, and our Captain's penultimate speech will be a mere minute! Not the two he needs now... Why, the improvement to the scene will be immeasurable!"

"I have not. I'll check, but I have not..."

The apothecary turned and reached for a heavy book, the collected notes of years of study of the craft, and rumours and tales gathered from artisans across Empire.

"No, there's no mention of such a... Ah."

A sharp pain at his kidney, the trademan froze.

"Indeed... Robbery. We may not be actors, but our need is just as great as some crass ham caught butchering a classic. You'll excuse the affront, I hope?"

"Perhaps no masks to be worn in your shop in future? Or may I advise retaining the services of a bravo?" added the other, as he emptied the contents of small drawers, bowls and bags into a sack.

The door shook with three hammering blows as a long-haired woman in the hood of an Imperial thief-taker crashed in.

"Halt in the name of the Empire!"

"Really? Or will it be you who halts..." said one of the robbers as he took guard.

Thrust and parry, riposte and beat. Glassware crashed to the floor and tables of stock were over-turned as the two circled and probed. In a flurry of blows, the advantage of short blade and rod versus long sword in a confined space was clear. With a final balestra and lunge, the thief-taker's defenses were pierced. She stood rooted to the spot, blood oozing from her shoulder.

"Murder is such a foul word, and its penalty so severe... But that's simply a scratch, and with a lead of ten heartbeats? I doubt you'll catch us..."

The other booted the back door of the shop, and the pair were away...

An alleyway, shortly afterwards

Panting a little, the pair removed their masks and stripped off their gaudy outer garments, revealing serviceable leathers underneath. Emptying the sack onto the alley-floor, one counted measures and ingots, while the other unfolded cloaks.

"Do you know, that feels better already. Back to our true selves. Time for a holiday, I believe. Some Company will be hiring, of a certainty. Shall we to a low tavern, the sort frequented by fighters and those who like to think of themselves as such?"

"To start a fight, and see who's watching?"

"Indubitably."

"The Cozido?"

"Indeed!"

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Birds and bats

Richard of Holberg took a long pull on the hookah, and almost immediately started coughing. His companion looked concerned, and started to unhelpfully beat him on the back.

"I'm ... I'm alright, I'm alright!" he said between coughs. One of the eerie heralds who ran the place pulled one of the heavy veils aside to check everything was in order. Richard nodded. She let the silken veil fall back into place.

"Are you taking the herbs I got you?" The scaled countenance of his companion creased with something approximating concern.

Richard nodded impatiently. His companion took an impossibly deep lungful of scented steam from his own pipe, and amused himself by blowing out two long bursts through his nostrils.

"It just went down the wrong hole is all."

His companion sniggered, smirking, and slapped his belly with one hand. Richard rolled his eyes.

"So you were saying the Freeborn offered you a deal and it's all their fault?"

The other fellow nodded quickly.

"Mostly their fault. It seemed harmless enough and I've always wanted some. In some ways I'm the victim here." He looked pathetic, but Richard had no sympathy.

"A man died!"

"Yes, I said that. But he wasn't a magician so ... I don't see what the fuss is about."

Richard blinked a few times. His companion seemed oblivious, and helped himself to one of the little twitching larvae on the table, sucking it out of its shell with gusto.

"I ... wait, did you tell them that?" Richard already knew the answer to the question, of course, but a triumph of optimism over experience urged him to ask it anyway.

His companion blinked, apparently surprised by the question.

"Of course! I keep pointing it out to them but they're just ... they're just not listening!"

Richard of Holberg sighed a weary sigh, and set about trying to explain why the Conclave almost certainly were listening, and were entirely right to be less than happy with what they were hearing.

Contents

- 1 Overview

- 2 Chattering Birds

- 2.1 Accessibility Info

- 3 Desperate Sloth

- 4 Resolution

Overview

Over the last few months, there have been communications from the eternals of the Night realm to the magicians of the Empire. In both cases the messages have been delivered through more formal channels to the civil servants who support the Imperial Conclave. Lashonar the chatterer has sent a sonnet to the civil service, apparently announcing a competition involving writing love letters. At the same time the Brother of Wizards has dispatched one of his heralds to politely petition the Empire to grant him a formal parley in the Hall of Worlds.

Chattering Birds

Accuse me this: That I have left too long

since last I made this call. A plea for soft

sweet words of love to echo more than song

and lift loquacious hearts to quicken every beat.

Once more for thee, Imperials, a contest

will I run, to find lines that I approve.

Be it requited, spurned, embittered, blessed

all forms are welcome that do true love prove

whate’r the style with which they’re writ. Yet hold!

One word more. This written love must be real

whoso’er is its muse. I, once so bold,

writ words that a Terunael queen did feel.

In your hall of worlds a bowl I’ll place

each name you leave, I’ll seek you face to face

Rossignol, Herald of the Loquacious One in YE 381

- Lashonar proposes a contest of words.

A chattering bird, one of the heralds of the eternal Lashonar, delivered a sonnet to the civil servants associated with the Imperial Conclave. In poetic languages, it proposes a contest run by Rossignol the Herald, with the enthusiastic support of the Conscience-of-Kings. The contest, it appears, concerns the creation of love letters - a form of expression known to be of particular interest to the eternal.

Anyone who wishes may place their name and location in a "vessel of interest", which will be located in the Hall of Worlds. Rossignol intends to come to Anvil and visit any who leave their names, and discuss the rules and timescales of this competition in person with them. The herald is not expecting to receive - and will ignore - messages that contain anything other than a name and a location at Anvil where that person can be found.

The civil servants expect that the vessel will be present on the Friday night of the Autumn Equinox, and that anyone can put someone's name into the vessel - thus making the competition open to all regardless of whether they are a mage. It is not clear what the consequences might be for putting someone's name forward with malicious intent, but the wise caution against testing the patience of an eternal, even one as relaxed as Lashonar.

Accessibility Info

Lashonar's competition is designed to explicitly reward written communication skills - skill at performance will not be necessary to take part or to win.

Desperate Sloth

The Brother of Wizards, the Father of Bats, the Globberslotch, o Patrício Preto, has made no secret of the fact that he is increasingly distressed by the Empire's decision to remove him from the list of eternals who enjoy the amity of the Empire. A week before the Autumn Equinox, he dispatches a messenger to speak to the civil service. Giving her name as Neora of Spiral, the messenger appears to be a mortal girl of no more than twelve years old, albeit one with a potent naga lineage.

She formally requests the right of parley with the Empire on behalf of the Black Sloth, under the auspices of the Archmage. Her mentor wishes to discuss a number of topics but specifically wishes to talk about an opportunity to save the Halls of Knowledge from the Druj.

If there is any time after that, he also politely requests an opportunity to offer a minor boon to the Imperial magicians - specifically over the years he has provided a number of rare items to Imperial magicians to help them with their magic. Should the Empire consent to offer him a parley, he would like to offer the opportunity to have such items reforged or restored in power as appropriate (although Neora indicates that there may be a little quid pro quo involved).

He would also like to discuss "the location of a certain weirwood tree" with anyone who might have information about it, and what kind of boon they might ask in return for disclosing this information.

Finally, in the event that a formal parley is granted him, she mentions that this would be a perfect opportunity for the tea houses interested in the legacy of the Dark Moon to discuss that matter with him.

it is rare, but not unknown, for an eternal to request a parley without responding to a plenipotentiary message. The final decision rests with the Archmage of night. Should they wish to offer the parley, they should let the civil service know, and dispatch a Missive for Sadogua to let the Brother of Wizards know. The time suggested for the parley is half past ten on Saturday night - assuming that the Imperial Conclave has concluded its business by then - or immediately afterwards if not.

Resolution

Sadogua received an invitation to a parley with the magicians of the Empire, which took place on Saturday night in the Hall of Worlds. Precisely what was discussed remains a matter between the eternal and the magicians present, but shortly after the Winter Solstice the Halls of Knowledge vanished from Zenith under mysterious circumstances. This may have been the result of an arrangement with the Father of Bats, or due to some machination of the Druj.

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Birth of a Nation

A song created by the Maidstone Mummers for the Imperial Orc festival of Worth. Tune and lyrics inspired by Damh the bard.

Follow this link to hear a recording File:Birth of a nation 56.mp3.

And the wind and the rain, They still whisper his name, And the name that they whisper....

Deep in the wildland, Placed by a cold hand, A tribe of the heartland, A world far away. The forest surrounds them And virtues have found them, They drink from the fountain, On the noon of the day.

And the wind and the rain, They still whisper his name, And the name that they whisper.... Is Thrace 2x

I hear voices singing, And fires are burning, The young they are learning, From the Elders of the Tribe, The brands they are lifted, And names they are gifted, And the initiated, Are welcomed inside.

And the wind and the rain, They still whisper his name, And the name that they whisper.... Is Thrace 2x

Many orcs they have fallen Shaman’s lamentation, But their memories still wander, Within our kindred hearts, I feel their eyes on me, Their spirits will still be, Here for all to see, Through circles of time.

And the wind and the rain, They still whisper his name, And the name that they whisper.... Is Thrace 2x

We won our Freedom The shackles they are broken For the Empire we’re fighting The army’s our home For many years we drifted But then lands were gifted A new nation’s born With worth in our hearts

And the wind and the rain, They still whisper his name, And the name that they whisper.... Skarsind

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Bishop

Contents

- 1 Introduction

- 2 Religious Heritage

- 3 Creating a bishop

- 4 Playing a bishop

Introduction

Bishops represent the clergy and religious leaders of League society. They have embraced the truth and power of The Way and the Imperial Synod. Each has a church and is responsible for the spiritual guidance of a congregation of lay citizens, as well as playing an active part in the Synod.

Religious Heritage

Religious heritage in the League is both dervived from, and a rebellion against, the more inflexible and stuffier approaches of Highguard's chapters and wayfarers. Whilst still respecting, and recognising, the importance and reality of Virtue, the bishops of The League understand the importance and reality of power too.

There are many routes an individual may take to become a bishop. For some, they simply follow in the footsteps of their parents with their congregations learning to respect their wisdom, much as they have done for generations before. Other more entrepreneurial bishops have invested in a location, perhaps having identified a holy place or relic, and used their charisma and connections to draw a congregation to that location. Some such bishops are even given support by a guild.

Regardless of how the status is attained, it is fiercely and jealously guarded. bishops understand that perception is everything, and so many ensure to present themselves in the finest manner, with civility and style - though of some bishops it has been said that their compliments can sometimes cut more deeply than a bravo's blade. In the sea of the imperial faith, the bishop is a shark.

If you give me six lines written by the hand of the most honest of folk,

I will find something in them which will hang them.

Bishop Armand of the League Assembly

Creating a bishop

Bishops are powerful and influential figures who are responsible for the spiritual leadership of congregations of League citizens. The best way to play a bishop is to select a religious downtime resource which will represent a church, tomb, pilgrimage site or other holy location wherein the bishop can administer guidance and direction to the laity. These congregations can be in any part of the League, even if the bishop elects to travel extensively leaving day-to-day matters to junior clerics.

There is no actual requirement for a bishop to know any of the liao ceremonies, as such rituals are not actually required to give sound counsel. Some bishops elect to sell the liao allocated to their holy site so that they may use the funds to further the worth of the faith in more practical ways. Others find that the liao ceremonies are an important part of exerting social pressure.

Bishops may operate alone or as part of a larger group. Within a group of bishops, one or more is usually nominated as their leader or spokesperson given the title of archbishop. Such groups may also include junior priests, who know liao ceremonies but have no congregation, as well as other League folk who have dedicated their lives to The Way.

A Bishop may choose to graciously grant their patronage to a guild or a free company, though never as a common member or bravo. Doing so is usually a calculated act. Such a patronage can enhance the status and reputation of both the group and the bishop, provided that the conduct of each reflects well on the other.

Playing a bishop

For a bishop of the League, perception and reputation are important concerns. The clergy of the League are no less competitive than any bravo or merchant prince, but success is measured by profile and influence. A celebrated bishop is far more likely to be asked to conduct a state funeral or be consulted by senators. Yet, for all that they are a prominent part of a Faith that extols individual Virtue, bishops of the League are perhaps more likely than most to take a pragmatic approach to the Virtues, accepting that - sometimes - the ends justifies the means.

It is possible to play a less-competitive bishop with no interest in politics, machinations and status. Such bishops are important to the more politically-minded and may be courted for the support and resources they can provide. After all, a bishop who commands the attention of other bishops, whether courting or courted, must indeed be a force to be reckoned with.

For inspiration of figures who have walked the tightrope of religious credibility with political acumen and ruthlessness, some good examples are Jeremy Irons' portrayal of Rodrigo Borgia, various interpretations of Cardinal Richelieu from The Three Musketeers, and Abbot Hugo from the Robin of Sherwood TV series.

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Bishop's Chalice

Description

A Bishop's Chalice most often takes the form of an ornate goblet, although versions in the shape of bowls or basins are not uncommon. Regardless of the precise shape, it is generally kept full of liquid - purified water, fruit juice, and spirits are all popular choices. It can be used by a priest familiar with the ceremony of dedication to reach out to members of their sect and inspire them with a renewed sense of purpose. In the process of invoking a Bishop's Chalice, both the priest and the members of the sect must be in a consecrated area. In places such as Anvil the Chalice is typically kept in a carefully consecrated shrine, sometimes on open display and sometimes secured in a locked chest. During use, the Chalice is used as part of a sermon - and indeed many sects use their Bishop's Chalice in all ceremonies, especially ceremonies of anointing.

This item obviously takes its name from the League, where it is associated with both wealthy sects and religiously-minded Free Companies. The other nations tend to have their own names for this reliquary, such as the Stormcrow's Bowl in Wintermark or the Troubadour's Goblet in Dawn, or a Font of Purity in Highguard where it often takes the form of a shallow bowl used for ceremonial washing. Not all nations are equally likely to craft this item in the form of a cup, however. In Urizen an Illuminated Flame more commonly takes the form of a brazier or lantern in which an eternal flame or beautifully crafted lightstone burns eternally. In Varushka, the reliquary is much more likely to take the form of a sculpture or triptych representing virtuous animals of particular significance to the sect which is used to illustrate parables and stories told during religious services.

Rules

- Form: Reliquary. Takes the form of a ceremonial reliquary.

- Effect: If a member of the sect with the dedication skill uses this reliquary in a consecrated area as part of a religious ceremony then after ten minutes of appropriate religious roleplaying any member of the sect who was present throughout may regain all their spent hero points. You may only gain this benefit once per day - any additional uses of a Bishop's Chalice after the first have no affect on you. This ability cannot be used on a battlefield or in a similar stressful environment. You cannot benefit from this item if you are under an effect that prevents recovery of hero points overnight (such as Dreamscape of the Endless Hunt and similar curses).

- Materials: Crafting a Bishop's Chalice requires seven ingots of orichalcum, five ingots of green iron, and nine measures of dragonbone. It takes one month to make one of these items.

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Bishop's Ensemble

Description

The Bishop's Ensemble is a suit of magical clothing infused with a little of the power of the dramaturgical persona of the Bishop. A ritual magician who wears this clothing can draw on the power it contains to empower their ability to perform Day magic. In addition to providing additional magical power, the robes also infuse the wearer with some of the personality of the Bishop.

As the Prince represents temporal power, so the Bishop represents the power of the spiritual realms. The dramaturgical persona represents questions of morality and ethics, and of the motivations that move men and women. The Bishop possesses keen insight and unassailable judgement, and this magical garment is infused with a little of that ethereal potence. In addition, the power woven into the threads of the Bishop's Ensemble strengthens and extends the critical faculties of the wearer, supporting their ability – and will – to offer profound advice to those who need it. A magician girded in the guise of the Bishop will rarely falter in the pursuit of what they know to be right.

A trained ritual magician bonded to the robe can touch the essence of the Bishop and draw on additional strength when working Day magic. With the insight and discernment of the persona enhancing and supporting their own, they can weave much more potent effects either by themselves or as part of a coven.

The garment itself tends to suggest both authority and spirituality. The cloth – woven from fine linen and wool – is repeatedly bleached in vats of beggar's lye until even the tiniest impurity is removed. Moonsilver and sungold threads are used to embroider the outer robe with symbols of spiritual power – often the Labyrinth, the wheel, or iconography of the seven Virtues (especially Wisdom and Vigilance).

While the standard design is clearly patterned after the vestments of the bishops of Tassato and Sarvos, the decorations are carefully chosen to represent the spiritual symbols of the wearer. For example, a Bishop's Ensemble crafted for a Varushkan magician might replace the common iconography with images of the virtuous animals, and substitute a striking crimson cloth for the under-robe. Likewise, a robe woven for an Urizen magician might eschew the symbols of the Way in favour of designs reflecting the imagery of the sun and moon, or an intricate web of seed pearls and weltsilver thread.

House Bourné produces a popular alternate design they have dubbed the Seer's Ensemble. It abandons the more usual gold-and-white colour scheme in favour of a deep blue cloth patterned with curving weltsilver lines reminiscent of sunlight on water – a design that has obvious Asavean influences and has allegedly proved quite popular in the Brass Coast.

Rules

- Form: Armour. Takes the form of a robe. You must be wearing this robe to use its magical properties.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Once per day you may use this robe to gain two additional ranks of Day Lore for the purposes of performing a single ritual, subject to the normal rules for effective skill.

- Roleplaying Effect: While wearing this robe you feel an urge to root out corruption and weakness.

- Materials: Crafting a Bishop's Ensemble requires five ingots of orichalcum, twelve ingots of weltsilver, seven measures of dragonbone, seven measures of beggar's lye, and nine measures of iridescent gloaming. It takes one month to make one of these items.

OOC Note

This is one of six sets of ritual robes designed by House Bourné, a Sarvosan guild formed by the union of League master-artisans and a Dawnish weaver cabal. Their unique designs combine the power of dramaturgy with a deep understanding of the hearth magic of girding. During Winter 380YE, in conjunction with popular publication The Looking Glass, the Merchant-Prince Genia Bourné di Sarvos announced that the guild would allow any Imperial artisan to visit their estate in Sarvos and study the schemata detailing the six raiments, free of charge.

Any character can learn how to create this raiment following the normal rules - either by selecting the robe as one of their starting items, or learning it as an extra item pick. The only restriction is that anyone who knows how to make one of these robes must have spent a week or two studying at House Bourné in Sarvos - there is currently no other way to master the patterns which remain the proprietary knowledge of the Bourné guild.

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Bishop (Redirected from Bishops)

Contents

- 1 Introduction

- 2 Religious Heritage

- 3 Creating a bishop

- 4 Playing a bishop

Introduction

Bishops represent the clergy and religious leaders of League society. They have embraced the truth and power of The Way and the Imperial Synod. Each has a church and is responsible for the spiritual guidance of a congregation of lay citizens, as well as playing an active part in the Synod.

Religious Heritage

Religious heritage in the League is both dervived from, and a rebellion against, the more inflexible and stuffier approaches of Highguard's chapters and wayfarers. Whilst still respecting, and recognising, the importance and reality of Virtue, the bishops of The League understand the importance and reality of power too.

There are many routes an individual may take to become a bishop. For some, they simply follow in the footsteps of their parents with their congregations learning to respect their wisdom, much as they have done for generations before. Other more entrepreneurial bishops have invested in a location, perhaps having identified a holy place or relic, and used their charisma and connections to draw a congregation to that location. Some such bishops are even given support by a guild.

Regardless of how the status is attained, it is fiercely and jealously guarded. bishops understand that perception is everything, and so many ensure to present themselves in the finest manner, with civility and style - though of some bishops it has been said that their compliments can sometimes cut more deeply than a bravo's blade. In the sea of the imperial faith, the bishop is a shark.

If you give me six lines written by the hand of the most honest of folk,

I will find something in them which will hang them.

Bishop Armand of the League Assembly

Creating a bishop

Bishops are powerful and influential figures who are responsible for the spiritual leadership of congregations of League citizens. The best way to play a bishop is to select a religious downtime resource which will represent a church, tomb, pilgrimage site or other holy location wherein the bishop can administer guidance and direction to the laity. These congregations can be in any part of the League, even if the bishop elects to travel extensively leaving day-to-day matters to junior clerics.

There is no actual requirement for a bishop to know any of the liao ceremonies, as such rituals are not actually required to give sound counsel. Some bishops elect to sell the liao allocated to their holy site so that they may use the funds to further the worth of the faith in more practical ways. Others find that the liao ceremonies are an important part of exerting social pressure.

Bishops may operate alone or as part of a larger group. Within a group of bishops, one or more is usually nominated as their leader or spokesperson given the title of archbishop. Such groups may also include junior priests, who know liao ceremonies but have no congregation, as well as other League folk who have dedicated their lives to The Way.

A Bishop may choose to graciously grant their patronage to a guild or a free company, though never as a common member or bravo. Doing so is usually a calculated act. Such a patronage can enhance the status and reputation of both the group and the bishop, provided that the conduct of each reflects well on the other.

Playing a bishop

For a bishop of the League, perception and reputation are important concerns. The clergy of the League are no less competitive than any bravo or merchant prince, but success is measured by profile and influence. A celebrated bishop is far more likely to be asked to conduct a state funeral or be consulted by senators. Yet, for all that they are a prominent part of a Faith that extols individual Virtue, bishops of the League are perhaps more likely than most to take a pragmatic approach to the Virtues, accepting that - sometimes - the ends justifies the means.

It is possible to play a less-competitive bishop with no interest in politics, machinations and status. Such bishops are important to the more politically-minded and may be courted for the support and resources they can provide. After all, a bishop who commands the attention of other bishops, whether courting or courted, must indeed be a force to be reckoned with.

For inspiration of figures who have walked the tightrope of religious credibility with political acumen and ruthlessness, some good examples are Jeremy Irons' portrayal of Rodrigo Borgia, various interpretations of Cardinal Richelieu from The Three Musketeers, and Abbot Hugo from the Robin of Sherwood TV series.

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Biting Blade

Description

A Biting Blade is a respectable weapon that grants additional power to a skilled soldier, as well as offering the ability to strike a significant blow to an individual who is not a professional warrior. The weapon is sometimes simply referred to as an Orichalcum Blade or (in the poetry of Wintermark) a Dawnfire Blade or Duskfire Blade in reference to the slight reddish tinge to the metal produced by alloying orichalcum with steel.

The Biting Blade is the weapon many common folk think of then they think of a traditional 'magic sword.' Artisans in Wintermark especially like to inscribe the rune Jotra on a biting blade, and Dawnish crafters often shape the pommel into the head of a gryphon or engrave one onto the blade directly.

Rules

- Form: Weapon. Takes the form of a one-handed weapon.

- Requirement: Any character can bond to this item.

- Effect: Once per day, you may call CLEAVE with this one-handed weapon.

- Materials: Crafting a Biting Blade requires seven units of orichalcum. It takes one month to make one of these items.

The ragged stranger watched as the Steinr smiths completed their long forging, the chant rising and falling as they hammered at the hot metal one last time. Sing-song voices echoed strangely around the forge as the golden-red rays of a winter's sun sank slowly behind the mountains.

"Red the fires of the forge

Red the blade and red its thirsts

Red the wine that it drinks so deep

Red the mouths that it opens wide

Red the dying light of day

Red its dreams"

With one last chorus of hammer-strikes the blade was gathered up in tongs and a great cloud of steam rose up with a hissing noise into the dusk air. A few more moments of examination and testing and the Steinr women turned to the stranger, offering the fruit of their long labours. The eldest smith spoke for them all, "The debt is settled, outlander, you have your blade. Make no mistake, we have felt this one's skein - it is a crow-feeder, a widow-maker, a flesh-cutter and a spiller of blood. Bond yourself to this, and you'll know nothing but strife for the rest of your days."

The ragged man leaned forward and took the blade in one scarred hand. Even with an unwrapped hilt and before cleaning and sharpening, he fancied he could feel the proficiency of murder this thing represented - a yearning toward mayhem and death. He hissed a breath inwards through his remaining teeth. Oh yes, this would do most excellently for his revenge...

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Black Iron Blade

Contents

- 1 Rules

- 1.1 Winter Magnitude 2

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Additional Magnitude

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 2

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character or item which must be present throughout.

The ritual must include the use of an edged weapon or tool used to cut the target character or item.

Effects

This ritual breaks bonds in the same way as the create bond spell. The ritualist must touch the target item or character. The ritual severs any or all bonds connected to the target at the discretion of the casters.

Additional Targets

This ritual can affect additional targets. The magnitude increases by one for every additional target. All targets must be present throughout.

Additional Magnitude

When the ritual is performed on a single target, the magnitude can be increased to overcome effects that prevent the destruction of a bond, such as Riddle Hides the Reward or certain curses. If the magnitude of Black Iron Blade is at least equal to the magnitude of the effect, the bond is severed. This use of the ritual may permanently remove some cursed bonds, but is generally insufficient to remove more powerful and enduring effects. For example, an item that by its nature makes it hard to sever a bond created to it will not lose that property if a bond is severed with Black Iron Blade. When the magnitude of the ritual is increased and all bonds are targeted, the ritual severs any bond to the target that is the same or lower magnitude.

Description

This ritual allows a magician or coven to simultaneously sever large numbers of bonds. It is sometimes used to dissolve an oathbound band, or to remove several characters simultaneously. While it is moderately expensive, at the point where it is necessary to cut five or more bonds at the same time it begins to become more appealing.

The ritual can also prove effective at dissolving bonds that cannot easily be cut in the traditional way. Certain shrouds, such as Riddle Hides the Reward can be negated through the use of Black Iron Blade provided it is performed at sufficient magnitude to overcome the power of the curse. The ritual has also proved effective when dealing with certain cursed items (and even artefacts) where destroying the item with Words of Ending was considered less than ideal. Genuinely cursed items that resist attempts to cut the bond created to them are thankfully rare but not unknown.

Common Elements

This ritual always involves a small cut or nick to the target, which is highly symbolic of the severing of the bond. Anything that cuts or unravels is also appropriate. Some ritualists tie a cord, ribbon or thread between the target and the item to be unbonded, and then ceremonially cut it at the climax of the spell. Others require the target to cast the item away, over their shoulder, or into a basin of water. Considering that any magician can perform create bond, mastery of this ritual is comparatively rare.

The rune Yoorn, especially when inscribed on shears, is a common element of this ritual. The name of the Eternal Kaela may be evoked, especially when cutting the bond between a cursed object and an individual - some magicians prefer to evoke the name of Wise Rangara, and symbolically unravel the bond rather than cutting it directly.

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Black Plateau

This is the page for the song; see here for the accurséd geographical feature.

Words and tune by Claire Sheridan. Recording and PDF here. (Manuscript by Aneurin Redman-White)

A song written by Nicassia of Phoenix Reach after the first skirmish to the Black Plateau, Spiral, in YE377.

Through the gate and here we go, Up, up to the Black Plateau, With courage and pride to face the foe, High up on the Black Plateau.

There is a place in Urizen fair, Up, up to the Black Plateau, Where whispering voices fill the air, Those who tread should tread with care, Don’t trust what you hear on the air, High up on the Black Plateau.

Gathered people, wild and cruel, Up, up on the Black Plateau, They’ll laugh in your face as they run you through, High up on the Black Plateau.

There is a place in Urizen bold, Up, up on the Black Plateau, Where wild men worship something old, The sight of it will leave you cold, They’ll take your blood to feed its soul, High up on the Black Plateau.

Blades of venom, blades of glass, Up, up to the Black Plateau, Will stop you if you try to pass, High up on the Black Plateau.

There is a place in Urizen high, Up, up to the Black Plateau, Where they’ve got blades to warp your mind, An anger unknown to our kind, Don’t lash out or get left behind, High up on the Black Plateau.

Through the gate and here we go, Up, up to the Black Plateau, With courage and pride to face the foe, High up on the Black Plateau.

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Black and white

"Because it would be illegal." said Ana, deftly hiding the fact that she wasn't sure whether it in fact was illegal or not.

Peter of Hintown looked down at his bowl of soup and said nothing. He may have made the discovery, but he was not getting between the Winterfolk.

"What do we do when we tell them about our find and the damn Senate takes it away from us and gives it to the damn orcs!" Bellowed Ulan.

"They can't do that," said Jeorg reasonably, stirring the fire.

"Well then they'll give it to the damn League!" Ulan jabbed his spoon vaguely southwards. Here on the edge of Tsirku, almost very direction counted as "south"

Peter opened his mouth to say something and then thought better of it. He sighed, and added another pinch of herbs to his sealmeat stew. He was actually beginning to wish he'd never found the thing now. It was so much easier when they were just looking at troll artifacts and dodging ... whatever it was that they'd been attacked by in the cave. He shuddered, remembering the stink of its breath and the immense bone-crunching jaws gaping on either side of his terrified head. He started to catalogue the things he would not miss when he was safely back in the Marches. He never imagined he would be nostalgic for the Feni-haunted drowned ruins of Bregasland ... but he was. At least they were warm.

His companions continued to argue, huddled together in the yurt on the edge of the wasteland. Peter nursed his broken arm and felt sorry for himself. He laid back on his cot and listened to the sounds outside - to the occasional cry from the penguins and the lapping of the waves. He drowsed a little and fancied he could hear the great ice wall itself creaking and groaning. Singing him to sleep.

Privately he wished he had taken the other route through the caves near the glacier. Not just because of the ... the thing ... that had tried to maul him. If they had gone left, his arm would not be broken and Rickon would never have spotted the metal veins and Jeorg would never have confirmed it was bloody ...

Now, there would probably be more arguments, and then the Face of Ikka would be crawling with miners and prospectors. The chances of finding anything more in the tunnels down near the great lake would fade and melt away like ... he groped for a suitable analogy. An ice cube in a furnace?

He felt his eyes filling with water, and dashed them away with his good arm. As Ulan continued to try (ineffectively) to sway the others to a crazed plan in which they kept the find to themselves, he pulled out a square of parchment and continued to pen the first of his letters back to civilisation.

"... While I have yet to confirm my hypothesis with regard to the relationship between the Thule invasion and the Trolls, we do appear to have found a sizeable deposit of raw mithril ...."

Contents

- 1 Overview

- 2 Significance

- 2.1 Construction

- 2.2 Prospecting

- 2.3 The Bourse Seat

- 2.4 Difficult Situations

- 3 Resolution

Overview

Peter of Hintown - the civil servant responsible for compiling a historical research document on the rune forge in Gildenheim has been provided with sufficient funds to perform a follow-up investigation in Sermersuaq. While exploring the Face of Ikka for troll artifacts, he and his expedition have made a fortuitous discovery - a vein of unworked mithril in caves near the glacier.

The civil servant is still composing his report on the troll ruins, but the vein of mithril has caused immediate interest. Experts have been dispatched to examine the fine and have confirmed that all their preliminary observations suggest that there is indeed a significant mithril deposit in the absolute farthest north, where the great glacier grinds into the waters on the borders between Tsirku and the Empire.

Obviously, magical divination cannot determine much about the extent of the deposits, and the location of the find raises significant issues with exploiting it.

Significance

The preliminary investigation suggests it will be very expensive for the Empire to exploit this resource.

Construction

Exploiting the mithril find would require a motion of the Senate, and a significant investment in materials and labour. It is estimated that for an initial outlay of 100 Thrones, a mining operation could be established on the edge of Suaq Fount in six months time. All things being equal, the first mithril would be produced in time for the Autumn Equinox. The expectation is that the mine would provide 10 wains of mithril every season for the foreseeable future.

For a more significant outlay of 200 Thrones (total), and a total of nine months of work, more extensive workings could be established. This would produce 15 wains of mithril every season. These deeper delvings would begin producing mithril in time for the Winter Solstice 380YE. It would be possible to establish the basic mineworkings and then expand them later, but doing so would take six months unless the mine were shut down completely for a minimum of three months.

Prospecting

It may be possible to expand the workings even further, but it is impossible at this time to be sure - only the presence of a significant number of skilled miners will be able to determine exactly how rich this mithril find might be. A party of prospectors familiar with mithril formations and the difficulties of working in the far north could be dispatched at a cost to the Senate of 10 Thrones.

The Bourse Seat

Exploiting this mithril find would obviously create a Seat on the Imperial Bourse. When - if - it produces its first load of mithril the Imperial Senate would need to determine if it is to be Imperial or National. An Imperial Bourse Seat could be held by any Imperial citizen; would be subject to an open auction; and the money bid would be paid into the Senate treasury.

As the territory of Sermersuaq is part of Wintermark, if the seat is made National it would automatically be allocated to that nation. It would create a national seat, and the well-worn path would be for it to be appointed through the Bourse by vote of the captains of Wintermark.

As with all other mithril seats, this seat would appointed or auctioned at the Autumn Equinox. If the seat is completed earlier or later than Autumn 380YE, the first holder of the seat will obviously have a shorter tenure.

Difficult Situations

There are two potential problems with this seat which might need to be addressed.

Firstly, its proximity to Jotun and Thule lands cannot be understated. The Empire is already at war with the Jotun, and in the event of a renewal of hostilities with the Thule it would come under immediate threat. Peter of Hintown and his Suaq advisor, the architect Ana, have both sent strongly worded recommendations that the Empire consider building a fortification in the Suaq Fount to help protect the new mithril resource (and in Peter's case, the historical artifacts of the Face of Ikka).

Secondly, the mine stands on the very northern edge of the Empire in an area known form troll ruins and exotic artifacts. If any horror emerged from Tsirku, or from within the glacier, then the mithril mine would almost certainly be straight in its path

Resolution

During the Winter Solstice, the Imperial Senate commissioned the construction of a mithril mine in the cold wastes of Sermersuaq. Senator Atte provided 200 Thrones to the civil service, and work has begun on the new mine. It is projected to be completed in time for the Autumn Equinox 380YE assuming nothing goes wrong.

No provision was made for a fortification, and there was no motion of prospecting at this time - although this would remain an option going forward.

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Blackest night

Sveta tried to shift the nervousness she felt at calling the others together. As the youngest member of the cabal by, she was always conscious that her wisdom lacked a quality that age would bring. But the news she bore was so extraordinary - so dire - that the others needed to hear it as soon as possible. She cleared her throat to get everyone's attention before speaking.

"The red star is definitely drawing closer. I've checked and rechecked the measurements with Ognjen's telescope three times now. I've even tried completely re-calibrating the device - the results are the same each time. It will hit the Empire - and soon. It will strike... somewhere in Miekarova."

The room fell silent for a moment, and then immediately filled with the buzz of voices as every member of the cabal began to talk at once. Wise Ognjen, whose telescope she had borrowed held up his hands for silence. Once he had the room's attention he asked Sambor, the Night Witch to confirm the findings.

"I cannot be certain where the star will fall, but fall it certainly will. But... nothing I have discovered contradicts what little Sveta has said."

Ognjen nodded his head sagely, considering the witch's words for a moment. "Very well, I think it would be best if you continue to borrow the Urizen Day Lens, Sveta, and continue your studies. Perhaps as the thing draws closer you can discover where in Miekarova it will land. But remember to heed my warnings - do not use the lens to view the star itself - all the news suggest that that is very dangerous."

Sveta started at Ognjen trying to make sense of his calm. She shook herself and tried to find the words to convey the scale of the problem "This star is huge - vast - when it falls... the impact will be... devastating - surely we must do something! We must work some magic - something powerful enough to avert this catastrophe!" Someone was chuckling - Sambor - of course it was Sambor - it was always him.

"A wonderful idea young Sveta, very appealing. We can all be heroes I'm sure. Just two small problems. One... the star is going to fall in Miekarova so any magic would have to be done there - not here in Karsk. And secondly..." Sambor stopped and smiled in a way that made Sveta painfully aware that she was going to get another of his patronizing lectures. "... secondly... the star is going to fall in Miekarova - not here in Karsk - and that makes it their problem... not ours."

"But wherever this star falls it will devastate the entire region! Hundreds - maybe thousands of people could die."

Sambor begin to heckle her again but Ognjen silenced him with a gesture. "Child there is always something wrong with the world... Some war, some disaster, some famine. But there are lots of very capable cabals in Miekarova, Sveta, someone will do something - they always do - and it will be fine. Our job here is to look after the vales of Moresvah, not to go solving the problems of the world."

And with that, the matter was over and they moved on to more other discussions - a curse had been found on the cows that grazed on the Malinov lands and there was a suggestion that a sinister volhov may be behind it. Apparently one of the herd had born a calf with two heads...

Contents

- 1 Overview

- 2 Significance

- 2.1 Magic and the Nameless Red Star

- 2.2 The Influence of the Nameless Red Star

- 3 Other Celestial Phenomena

- 3.1 The Absent Phoenix

- 3.2 The Empty Skies

- 4 Resolution

Overview

Towards the end of last year, astronomancers from several observatories in Urizen, Varushka, and the Brass Coast reported sighting a new star. With the assistance of Camillius of Endsmeet, a group of respected scholars from the Observatory of the Blazing Mirror in Iteri constructed a device they were confident would allow them to get a closer look at the star

By all accounts, things did not go well. There are many confused reports of events but rumours say that the spire has fallen and the all the magicians there are now dead, allegedly as a direct result of their attempts to get a closer look at the ominous red star. Meanwhile, the star continues to grow. Where once it was a pinprick of barely visible light, it began to shine as brightly as any other star.

The star is not visible in all parts of the Empire; that alone suggests that powerful magic is at work here. It can be seen in the northern sky over Sermersuaq, Hercynia; in Wickmoor and Sandling in Weirwater; in Northspires and Bruckland in Hahnmark; and over the whole of Varushka. It is even clearly visible in Skarsind - although it is the only thing other than the moon that is visible in the skies over the homeland of the Imperial Orcs. The sky there remains as empty of stars as it was before the Spring Equinox.

Even in places where it can be seen, however, it is low to the northern horizon, seeming to dance just above the peaks of the great mountains that separate the northern Empire from the lands of the Thule. With a month to go before the Summer Solstice, reports from the north say that it is still easily hidden behind an upraised thumb. It has "only" grown to the size of an apple-pip. Still, this is sufficient to spread its baleful red glow across a quarter of the northern horizon, brighter even than the rainbow lights that dance in the night sky in the coldest winters.

Every divination points to the same thing - the star is falling - and it is going to strike the Empire - almost certainly somewhere in Miekarova. If it lands in an important region the destruction and loss of life is likely to be appalling.

Significance

The nameless red star has detached itself from the Wanderer. It remains reasonably static in the night sky now (it is not visible during the day... not yet at least). It continues to exert a baleful influence on the Empire - and if it does crash to the ground then it will devastate the region it hits.

Magic and the Nameless Red Star

Whatever region of Miekarova is hit by the comet will be utterly devastated. Most resources that are hit will be destroyed - and if there are any significant settlements there then many people will die. However, regardless of where it hits, the comet is likely to rain destruction across a wide area as it breaks up. As a result every resource in the territory that is currently improved beyond level one will permanently lose a level from the destruction caused by the comet.

At present it is not known what region in Miekarova will suffer, though that is likely to become clearer as the star draws closer. The magic of Day, and Night can both be used to attempt helpful divinations. Several individuals have already attempted to use Signs and Portents in the hope of learning more - although they will not be drawn on the specifics of what they have seen, generally shunning the company of those who attempt to push them for more information.

As the star draws closer, then it may come within range of ritual magic before it falls to earth. Influencing the movement of the star would fall within the purview of Autumn magic - assuming it is possible to a powerful enough ritual could be accomplished. If it is anything like those stars that fall in the Summer months, falling to earth is a function of its essential nature and no force of magic can gainsay that quality.

Regardless, rituals to divine its path or potentially shift that path do not exist in Imperial Lore. In the absence of a ritual text, Imperial magicians must fall back on more spontaneous magics. Any ritual to affect the star would almost certainly have to be performed in Miekarova - or at the Anvil regio.

The Influence of the Nameless Red Star

As before, if your character suffers from any sort of mental or emotional ailment, they may choose to have that condition intensify during the coming event. Any lineaged character may also wish to review the section on the wiki regarding roleplaying their lineage, with particular regard to the final bullet point on "descent into madness".

Other Celestial Phenomena

The Absent Phoenix

The astronomantic constellation of the Phoenix has continued to fade. It is now almost impossible for Imperial scholars of the stars to see the constellation in the night sky. Oh, the stars are still present of course - but even when they are looking straight at them, or comparing the night sky to an astronomantic diagram, the constellation itself is impossible to make out.

It is extremely hard to explain what the Phoenix constellation represents. Every Imperial character is under the effect of a peculiar roleplaying effect: it is extremely difficult to remember or express the meaning or importance of the Phoenix, or to evoke its power in magic, without relying on a source of spiritual strength.

Among the mundane population, it has reached the point where some have forgotten that there ever was a constellation called "the Phoenix", or that the magical law that it embodied ("things learn") was part of astronomantic lore.

The Empty Skies

The "empty sky" phenomenon observed last season appears to be spreading. Where previously it was restricted to Skarsind and Holberg, the effect is now felt over Necropolis, Bregasland, and Segura.

By day, nothing appears different; but by night, nothing can be seen in the sky save the moon, the clouds, and (in Skarsind) the crimson star. Magicians are at a loss to explain what is happening; the Empire is familiar with the Penumbral Veil of course - but that ritual warps the skies, it does not empty them. The eerie, empty skies exert an unsettling influence over those who spend too much time studying them.

Furthermore, any character of the naga lineage who has spent extensive time in any of these five territories over the last season will find that their natural urge towards subtlety and secretiveness is greatly strengthened. Naga in general relish being mysterious and secretive, but those who have spent an extended period beneath the inky black skies of the League city or the new homelands of the Imperial Orcs may actually need to make a significant effort of will to answer direct questions or be honest about their intentions.

Resolution

The red star continues to grow bigger, and the phenomenon of the empty skies continues to spread. By contrast, the fading of the Phoenix constellation has been reversed and it is now once again plainly visible in the sky. You can learn more about these events here.

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Blacksmith's Wage

Description

The haft of this useful weapon is polished with ambergelt, and coloured with iridescent gloaming. Often it is reinforced with rings of orichalcum alloy, that occasionally seem oddly warm to the touch. The weapon has no particular puissance in combat, but "heals" itself when it is damaged. No matter how old, the weapon tends to look much as it did when it was first forged. Casual wear and tear from use vanishes overnight, and if the weapon sustains more catastrophic damage - if it is broken apart by a magician or rendered into pieces by a savage ogre - it can restore itself completely provided the wielder wants it enough. The ability of the weapon to repair itself gives it its common name, as it takes a blacksmith's wage, because a warrior need not buy a new weapon when this one is damaged, nor pay anyone else to repair it for them.

Some artisans craft the head of a Blacksmith's Wage to resemble the rune Pallas, but more often the rune is simply marked on the haft near the base. Likewise, the rune Xun is sometimes used to form the head of a pole-axe, or inscribed on the metal, and traced when the magic inherent in the weapon is evoked.

Rules

- Form: Weapon. Takes the form of a polearm. You must be wielding this weapon to use its magical properties.

- Requirement: You must have the weapon master skill to bond to this item.

- Effect: You may repair this polearm by expending a hero point and spending at least five seconds of uninterrupted appropriate roleplaying involving handling the weapon. This ability fails if you are hit or attack another character during spellcasting, or if the weapon is hit or used to make an attack.

- Materials: Crafting a Blacksmith's Wage requires nine ingots of orichalcum and six ingots of ambergelt. It takes one month to make one of these items.

The clash and clamour of battle seemed distant now, faded to just a dull hubbub across the slithering morass that surrounded Alfonzo. He cursed as his boots slipped and squelched through the muck, blade gripped tightly in one hand while the other fumbled for support against a wet-barked, leaf-bare tree that poked sullenly out of the marsh.

Lazzaro couldn't have gone far. The captain's breastplate lay discarded at the tree's base, filthy water pooling across the ornate curlicues embossed onto its surface. Alfonzo sneered and regained a little bit of his bravo's swagger, despite the mud seeping into his boots; Lazzaro's famous armour, was now just another piece of rusting detritus abandoned to the wet dirt. It felt fitting, given what was going to happen next.

When the Free Company's retreat on the flank had turned into a full-scale rout, Alfonzo had felt the weight of the hallowed amulet of Ambition against his chest – a gift from Orsino, his uncle and his priest, that had come with an admonition to seize opportunity by the throat and never look back at what might have been. So he'd run after Lazzaro as fast as he could, even as the pursuing orcs snarled and roared and hacked at those lagging behind, with the idea set in his head that now was his chance. He'd make an opening for his own advancement and get payback for Lazzaro's insults, all in one stroke – and all hidden amidst the chaos and confusion of the rout.

He'd shouted to Lazzaro, watched the captain turn and slow his pace for a moment, letting Alfonzo catch up. As they drew level, Alfonzo had swung his own enchanted blade with all his might. Long months of saving his pay were worth it; he felt the sword vent its own roiling anger into the glaive that Lazzaro hastily swept up to block, and then that weapon's etched wooden haft had splintered apart, reducing it to so much kindling wood.

It was then that Lazzaro had surprised him, sprinting off with the glaive's wreckage gripped tightly against his chest – but not running towards the distant bridge and its promise of safety. Instead, down the slippery slope he went, splashing and sliding to a halt where this accursed swamp carved the battlefield's edge, loosening buckles and shedding the weight of his armour as he went.

Now standing at the bottom of the same slope, musing how much he hated this blasted, dripping place, Alfonzo cursed once more, at length and with venom. He cursed the swamp; cursed the arrogant Lazzaro; cursed his own slowness for not striking fast enough and slitting the captain open there and then in the rout.

Now, slogging through the wet fen under the weight of his own plate, he knew he held the advantage – Lazzaro had no weapon, no armour and no-where to go, not past the rushing river at the swamp's far border and certainly not past the orcs that ravened and howled out their victory on the battlefield. It was just a matter of time til he found his prey.

At the edge of a murky pool, the bravo peered across the mist-wreathed ground, trying to make out Lazzaro's shape through the skeletal, sickly fingers of marsh-trees reaching for the hidden sun. Against all the other dripping, burbling, sloshing noises of the swamp, Alfonzo paid no heed to the gentle slop of water that pushed past his boots ... and then something heavy slammed into his back-plate and sent him sprawling into the water.

The pool closed in around him, shockingly cold, and as he tried to push himself up he found the weight of his own armour sinking him deeper into the mud below, a sucking grip that folded round his forearms and only pulled down harder. He thrashed and struggled, but it was already too late, the freezing embrace of the quagmire sucking the strength from his limbs as it dragged him down into darkness.

Lazzaro stood over the pool for a little while, watching as the bravo struggled beneath the surface and, finally, fall still. He leaned on the haft of his glaive, its reassuring and renewed strength the only thing keeping him standing in the face of today's bitter loss – the battle, the reputation of his Free Company, and now a promising young man who'd have made a good second in time. If only he'd been able to reign in his arrogance, or been a little more patient.

“Ambition's a Virtue, lad,” he said without venom, even as the last bubbles frothed the surface of the muddy pool, “but rash stupidity's a different lady indeed, even if they do both share their mother's looks.”

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Blackwillow Twist

Description

The Blackwillow Twist is a flexible, resilient weapon whose head is usually made of greensteel (an alloy of green iron), and whose haft is treated with ambergelt. In the hands of even a relatively green recruit it can render an opponent briefly helpless, allowing the wielder to strike while the enemy is off-guard, or make a swift retreat.

Rules

- Form: Weapon. Takes the form of a one-handed spear.

- Requirement: You must have the weapon master skill to bond to this item.

- Effect: Once per day you may call STRIKEDOWN with this one-handed spear.

- Materials: Crafting a Blackwillow Twist requires eight ingots of green iron and five ingots of ambergelt. It takes one month to make one of these items.

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Bladeroot

Description

This perennial flowering plant grows most commonly in cold environments, and is often called frost narcissus. The plant itself flowers briefly in late winter/early spring and is almost unique in that its flowers are grey in colouration - a ring of six circular petals around a darker inner trumpet. It is said to grow most freely over the graves of lovers, and in art and literature is closely associated with premature death. The woody bulb of the bladeroot is noticeably elongated compared to that of similar plants earning it the name Irremaisahne among the Suaq hunters due to its similarity to the Winterfolk Rune of Wisdom.

The root is mildly toxic, causing nausea, vomiting and dizziness if consumed raw. Properly prepared, these negative side effects pass quickly.

Rules

- Can only be applied by a character with the physick skill.

- Using 30 seconds of appropriate roleplaying the physick can remove the weakness condition from a target.

- The herb use fails if you or your target are hit or attack another character during application, but the herb is not consumed

Common Herbs

Bladeroot

Cerulean Mazzarine

Imperial Roseweald

Marrowort

True Vervain

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Blessing Wheel

Description

Also known as a Spirit Spindle, Spinning Wheel or Hallowing Wheel, a Blessing Wheel is a tool used by priests, specifically during the hallow ceremony. It commonly takes the form of a cylindrical wheel on a spindle, or a circular disc mounted on a rod. The device is marked with symbols of the Way - most commonly a straightforward Labyrinth or Wheel design traced across the entire wheel, over which are painted seven sigils which correspond to the seven Virtues at roughly equidistant points.

A priest engaged in hallowing an item sets the wheel spinning, and keeps it spinning throughout the ceremony. Often, the priest places the tool next to a small bowl in which liao is mixed with oil or water. They moisten their fingers, touch the wheel to keep it spinning, and then touch the item that is the target of the hallow. The movement of the wheel serves not only to focus the attention of the priest but also as a metaphor for the cycle of reincarnation.

Some priests, especially in the Marches and among the Dawnish yeomen embrace a more practical symbology when using a Blessing Wheel - especially a circular rather than cylindrical one. They draw similarities between the priestly tool and a more mundane spinning wheel and talk about "spinning" the raw stuff of spirituality out of the Labyrinth and wrapping it around the item they are working with. When removing an unwanted aura, these priests are careful to spin the Blessing Wheel the "other way", pulling the unwanted spiritual essence away from the item and flinging it back out into the Labyrinth.

In parts of Urizen, Navarr, and Varushka, and among the Kallavesi and the Suaq, a Blessing Wheel takes the form of a hoop bound within which is a web of cords or thongs. Charms or symbolic items are hung from the strands of the network - depictions of the virtuous animals in Varushka, crystal or glass sigils in Urizen, feathers or bone runecharms for the Kalalvesi and the Suaq, coloured beads for the Navarr, Rather than being spun, the net created by the crisscrossing strands is studied and adjusted throughout the ceremony - sometimes restrung completely as part of the process of hallowing the item. As well as serving as a focus for the priest, these delicate tools are used to draw symbolic connections between the item that is to be hallowed and people, places, and things that exemplify the aura the priest seeks to create. For example, a priest who works to create a Hallowing of Inga Tarn might trace the net held within the hoop while quietly reciting the story of one of the exemplar's heroic journeys, and perhaps go so far as to hang a miniature hammer charm from one of the strands.

Rules

- Form: Talisman. Takes the form of ceremonial regalia. You must be wearing this item to use its magical properties.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: When you perform or cooperate with the performance of the hallow skill, you may spend up to three additional doses of liao to increase the strength or the ceremony by the same amount.

- Materials: Crafting a Blessing Wheel requires three ingots of weltsilver, five measures of beggar's lye, seven measures of dragonbone, and three measures of iridescent gloaming. It takes one month to make one of these items.

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Blessing of New Spring

Contents

- 1 Rules

- 1.1 Spring Magnitude 2

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 2

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a farm. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The farm earns an additional 10 rings at the Spring Equinox (event 2), the Summer Solstice (event 3) and the Autumn Equinox (event 4). The ritual ends at the start of winter.

This spell is intended to be cast at the Winter Solstice. If the spell is cast later in the year, then money that would have been gained in earlier seasons is lost. It is useless if performed after the Summer Solstice.

If the owner of the resource does not attend the next event, then the additional production provided by the resource is still added to that character's inventory.

Additional Targets

This ritual can affect additional farms in the same territory. Each additional farm increases the magnitude by 1. The character who controls each farm must be present throughout the ritual.

Description

This spell is intended to be cast at the Winter Solstice. It is less efficient and productive if cast later in the year and is useless if performed after the Summer Solstice. If the spell is cast later in the year, then money that would have been provided during any missed seasons is lost. Performed at the optimal time, and left to run its full course, the ritual provides a total of 30 rings of additional profit to the owner of the target farm.

A farm effected by the ritual will provide more and better crops, increasing the amount of money at the spring, summer and autumn equinoxes. Once it is in place, it also allows for more powerful rituals to be cast. It serves as an anchor for the Strong Ox, Golden Sun ritual, permitting even more wealth to be reaped from the soil.

The blessing of new spring is a very old ritual indeed, practiced in various forms throughout the world. The power of this ritual infuses animals and plants with vigour and fertility. Crops grow quickly, and in great abundance; they are naturally healthy and resistant to threats such as harsh weather, frost, disease and parasites. Animals are fruitful, with large litters, and young creatures grow quickly and enjoy great health. If there is a downside to the ritual it is that it increases the amount of work that must be done - crops must constantly be tended for weeds, and animals become a little more restive as they become more fruitful.

In the long term, however, the benefits of this ritual should not be underestimated. It is understandably popular in The Marches, and there are covens of landskeepers who work hard to ensure that they can perform this ritual on many farms simultaneously. Such covens also work to master Strong Ox, Golden Sun and Gathering the Harvest if they can, so they can offer even greater prosperity to the households and monasteries. With tension growing between householders and the market towns, many landskeepers refuse to perform the blessing of new spring and similar rituals to benefit the aldermen; the townsfolk have begun to look outside the Marches for magical support for the few farms they do own.

Common Elements

The ritual creates fertility and encourages hardy growth of plants and animals. Ritual performances often include the evocation of the rune Bravash or the constellation of The Fountain. Hearth magics and symbols associated with health and Prosperity are also commonly evoked, such as shedding small amounts of blood or offering a cup or bowl of wine, ale, milk or mead to the targets.

In the Marches, a portion of the produce that the farm produced the previous year might be used in the ritual; a similar element might be used in a Freeborn ritual intended to bless the produce of an orchard or vineyard.

Artificers can construct a ritual focus that enhances the performance of this ritual, and its associated rituals. The Straw Mask can be used any number of times a day, and it will allow even a novice spring ritualist to perform Blessing of New Spring without having mastered it and without the assistance of a coven; it will allow a more skilled ritualist to add an additional farm or two to the performance depending on the mastery of the wearer; and when combined with the Imperial Regio it will allow a magician without even a basic grounding in Spring lore to perform this ritual by themselves.

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Blood-dimming Tide

Description

These rods allow a magician who fights on the front lines to heal themselves and an ally without needing to leave the fray. They are equally useful to the dedicated battlefield healer who risks being hurt while getting to their patients, and to the war witch who fights alongside the other nobles of their house.

In Varushka a potent artefact known as the Brother's Arm appears several times. It is most commonly mentioned in the tales of Johann of Gristlev who used it extensively while fighting alongside his elder brother Gustav against the three powerful Mora who had stolen in to their town. The historicity of the Gristlev brothers is debated - in some parts of Varushka they are considered Exemplars of Courage and Loyalty, but the Synod has never recognised them as actual people. If the actual brother's arm could be found, it would go some way towards helping to prove these two men actually existed..

Rules

- Form: Weapon. Takes the form of a rod.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Twice per day you may swift cast the heal spell as if you knew it and without spending any mana

- Materials: Crafting a Blood-dimming Tide requires seven ingots of weltsilver, four measures of ambergelt, and seven measures of iridescent gloaming. It takes one month to make one of these items.

"Three times did the three wicked Mora circle the little town. Three times they begged the watchmen to let them in, calling out each time "Oh, we are hurt, we are wounded, we are dying!", but the watchmen, wise to the Mora's wicked ways would not let them in.

"Three times they circled, until finally they found the one house that had not hung the primroses and marigolds by their door - the house of the old baker Tomtar - and when they found that house, they changed back in to their belegged forms and slithered in through the window of that house ..."

Little Tomtar drew his legs up beneath the brightly coloured blanket, his eyes and his mouth all three forming perfect "O" shapes of horror and delicious excitement. His father leant forward so that the candlelight cast strange shadows across his face. He smiled wickedly at his son, letting the horror of what the mora might do to the foolish baker sink in. Then he clapped his hands together, making the boy leap almost out of his skin.

" ... right in to the trap that the brave Brothers of Gristlev had laid! With a roar like a hero of the Empire, Gustav Gristlev courageously threw himself in to battle with the three wicked creatures, knocking their beaked heads together. Loyal Johann Gristlev leapt to his brother's side, drawing his knife and the glittering weltsilver rod.

"Blow for blow they traded with the three Mora, whose curved blades cut red ribbons in our brave boys. But each time Johann felt his own strength fail, he would reach out with that strange magical rod that the white owl had given him, using its power to heal his brother's wounds and in doing so, he would also feel the fight return to his own limbs.

"They fought and they fought until finally the three wicked Mora became black ravens again and fled back to their dark mistress, flying high across the vale, never to be heard of again."

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Blood-sweat Hauberk

Description

Whether constructed of mithril or tanned leather, the most important step in crafting a blood-sweat hauberk is the removal of all impurites. The metal to make the rings, or the leather from which the armour is created, are extensively treated with beggar's lye to ensure the highest possible degree of purity is achieved.

This armour comes with an obvious cost - the wearer is left physically exhausted by the experience of burning the venom out of their system. In the right circumstances, however, it can be a life-saver. The Navarr were the first to devise these sets of leathers in response to the poisons of the Vallorn, drawing their tradition of ritual blood-offering. They were often made with a convenient slit in one sleeve where the wearer could make the cut without ruining the garment. Warriors who often need the power of this armour while battling the Vallorn are occasionally nicknamed Gore-Cuffs due to the inevitable bloody stains they bear.

When first introduced to this form of armour by Navarr Brokers, most other peoples were leery about making use of them, lacking the Navarr's attitude to blood. However, some apothecaries adopted them as protective clothing while at work in case of small explosions and accidental poisonings, leading to the nickname Herbalist's Hauberk. Particularly paranoid political figures have been known to wear these almost constantly, including rumours that one Draughir Cardinal of Vigilance, Antonia Constanza di Sarvos, took to wearing her Blood-Sweat Hauberk as a night-dress.

Rules

- Form: Armour. Takes the form of a suit of light armour.

- Requirement: Any character can bond to this item.

- Effect: Twice per day you may use 5 seconds of appropriate roleplaying that includes a self-inflicted cut to remove the VENOM condition from yourself. Using this power is very painful; it feels as if your blood is on fire and this roleplaying effect takes several seconds to fade.

- Materials: Crafting a blood-sweat hauberk requires eleven measures of beggar's lye, and five ingots of orichalcum. It takes one month to make this item.

It was past dark in the tavern again, and the woodcutters were telling tales of death again. Narrow escapes, and the deadly breath of the monster in the trees, and how they'd once had to leave someone behind.

I remembered one night a time ago, when they'd been telling the same tales and wizened old Karys looked up from her embroidery and leant in close and whispered "Oh, they imply they know it all, but don't you listen to them my bright boy." She jerked her head to where one of the woodsmen was recounting the tale of the plaguewulf. "What do they really know about poisonous air? Next time a brand comes through, you ask one of them about the deep woods and the things that live here, and the poisonous air."

Next time a Navarri striding came though the vale, I asked one of their warrior-artisans about poisonous air, and what to do about it. In return for furs and leather, she taught me how to burn beggarwood, and what metal to use to make a mesh, and I spent every spare moment making myself what they called a blood-sweat hauberk. A good thing to wear if you're fighting Vallorn-monsters, she said, and she told me there'd be a price to to pay for using it.

On the night of the blood moon we'd gone out hunting in that bit of the forest where old Marushka had fallen, I was decked out in my new armour, ignoring the others' funny looks. The plaguewulf came down on us, and the poisonous howling took a few, and it burned me but it didn't kill me. I was barely ready for how damn exhausted using the hauberk made me, but I kept myself on my feet and put the last axe in through its face and brought it down. It tore my guts as it fell, but I didn't die.

Next time, the end of the woodsmen's tale had been about me, and how I'd been just a normal warrior, with not a spit of magic to call on, but I'd still been able to fight when I should have been dead. I caught old Karys chuckling but she smiled at me and gave me the shirt she had been embroidering all Winter, the shirt she'd meant for Marushka.

So that's why I wear a thick-furred animal-pelt round my shoulders now. Cos I earned it.

It's a good story, is that one.

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Blood and Bone

Based on the well-known, traditional British song, Over the Hills and Far Away.

Words by Brian Tollady.

Listen to Brian's rendition here.

With blood and bone we earnt our home, We’ll fight and die for the Empire's throne, Loyal soldiers, oh come what may, Through the gate and far away,

Through the gate and far away, We hope to see our home one day, Warlord command and we’ll obey, Through the gate and far away,

We used to sing of feet on roads, Back broken under heavy loads, And fiercely cherished boxes hung, With herbs and heavy fragrance swung, But now these songs are echoes past, Have we found our final verse at last, If we leave or if we stay, It's through the gate and far away,

Chorus

We gather once a year to raise, The stories of our kin with praise, Of items forged through sweat and gall, Embodiment of virtues all, A life of worth is often short, For fists and blade are our retort, War runs through our blood some say, Oh, through the gate and far away,

Chorus

But from mouth to mouth this chant will fly And, from orc to orc will never die, A chant that beats through every vein, To crush the question of our gain, With blood and bone we earnt our home, We’ll fight and die for the Empire's throne, Loyal soldiers, oh come what may, Through the gate and far away

Chorus

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Blood and Salt

Contents

- 1 Rules

- 1.1 Spring Magnitude 12

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 12

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a fleet. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target fleet earns additional profit during the next season, but only if it engages in privateering. The effect of the ritual increases the level of the target fleet by 5 ranks, which is sufficient to effectively double the production of a starting fleet.

The character who controls the target resource is under a roleplaying effect for at least ten minutes after the ritual is performed: they feel unrestrained and unconcerned about the consequences of their actions, with an urge to take what they want; they feel uninhibited about using violence against anyone who gets in their way.

The effect lasts until the start of the next Profound Decisions Empire event. If the owner of the resource does not attend the next event, then the additional production provided by the resource is still added to that character's inventory. If the fleet does not engage in privateering during the next downtime, the ritual has no effect.

Additional Targets

This ritual can affect additional fleets belonging to characters in the same banner. Each additional fleet increases the magnitude by 8. The character who controls each fleet must be present throughout the ritual.

Description

This ritual is sometimes called Blood in the Water, The Shark Amidst the Nets, The Corsair's Cruel Smile and other equally poetic names. It helps to ensure that a fleet will get good weather and excellent tides, and fires the crew up with vigour and primitive strength. The more aggressive the crew is, the more the magic of Spring encourages them and strengthens them; if they engage in the relatively bloodless pursuit of trade, the enchantment will quickly fade.

A crew enchanted by this ritual does not turn on itself (although there are stories of crews who were already mutinous who tore each other apart once the enchantment began to erode their inhibitions and restraints); nor do they become monstrous (although there are also stories of cruel, merciless men and women who lost the last vestiges of humanity under the influence of this enchantment); they are, after all, possessed of free will. If a fight does break out they are less likely to offer or accept quarter or mercy, and likely to fight with wild, terrifying abandon. In many cases, the sheer ferocity of the sailors in the enchanted fleet is enough to convince the prey to give up without a fight.

The ritual is obviously most common among the Freeborn corsairs and adventurous League privateers; there are also plenty of reports of the Grendel using similar enchantments. It is common for those who receive the benefit of the spell to offer a portion of any plunder they gain in the coming season to the ritualists, although this is by no means mandatory - not least because some ritualists prefer to be paid in advance rather than trust to the short memories of corsairs and privateers.

Common Elements

The ritual both influences the weather and fills a crew with both vigour and bloodlust. Ritual performances often include the evocation of the rune of storms or the constellation of The Claw. Blood is often shed during this ritual, often mixed with a cup or bowl of water or spirits and shared by the targets. Sometimes the ritual involves the targets cutting themselves with a blade and swearing oaths to be merciless in pursuit of their prey. There are often invocations of sharks or kraken during the performance of Blood and Salt.

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Blood of the Hydra

Contents

- 1 Rules

- 1.1 Spring Magnitude 2

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 2

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The character with the target ruined limb must be present throughout.

The ritual fails if you or the character are hit, or attack another character.

Effects

At the completion of this ritual you may restore a limb ruined with the CLEAVE call or IMPALE call.

Additional Targets

This ritual can affect additional limbs. The magnitude increases by one for every two additional limbs. All targets must be present throughout, and the ritual fails if any of the targets are hit, or attack another character.

Description

Blood of the Hydra is a simple healing ritual that is more powerful the more patients it treats. It draws on the same powers as the restore limb incantation. It sees most use on battlefields, or in the aftermath of accidents and disasters. A single competent ritualist can restore a dozen injured people with a handful of mana crystals.

The restore limb spell is more versatile, and takes less time to cast, but any magician is likely to find their personal reserves of strength quickly depleted in the aftermath of an especially vicious engagement. The ritual is also quite easy to improvise in emergencies; anyone who has made even a cursory study of the lore of Spring can spontaneously evoke the healing power of the hydra.

The ritual causes a ruined limb to spontaneously regenerate; broken bones, torn flesh, ruptured blood-vessels and ripped muscles spontaneously knit back together. The experience can be very painful, and can be quite unnerving to watch. This healing usually restores the limb without leaving a scar, restoring the limb to full utility within a couple of seconds.

The hydra is a multi-headed reptilian beast that possesses both incredible healing power and a deadly poisonous bite. This combination of features means many scholars draw parallels between the beast and the magic of the Spring realm. This particular ritual is modelled directly after the remarkable ability of the hydra and some other lizards to restore their own crippled limbs with almost supernatural speed.

Common Elements

Performing this ritual often includes herbs, bandages and other trappings of the healer's profession. It is also common to mix earth or clay with water to create mud, which is slapped onto the damaged limbs to help seal them. Indeed, as with many other healing rituals, water is a common element. Washing the ruined limb with fresh or salt water is a common way to begin the ritual.

The sight of ruined flesh and bone restoring itself can be unsettling, and so many ritualists especially among the Dawnish and Urizen wrap linen, silk or cotton bandages around the ruined limb during the ritual, removing them only when the magic has run its course. In a similar way, Marcher ritualists weave braces of corn or grass around the elbow and wrist or knee and ankle of their target, drawing on the fertility and healing magic implicit in the harvest. In The League this ritual is often associated with the character of The Doctor, and the use of The Chalice.

Elements such as wholesome food, the Rhyv rune, the constellation of The Fountain and (obviously) the supernatural regeneration of the hydra can all be evoked to restore vitality to the targets of this ritual.

Some magicians call this ritual Blood and Ashes, and evoke the power of the legendary firebird when they perform it. These ritualists often mix ashes and fresh water or honey together to create a poultice, and draw on the healing power and warmth provided by fires and hearths to speed the healing process.

Life flows through each of us; our magic allows us to reach out to our fellows and nurture that life as a gardener might nurture a failing flower.

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Bloodcloak

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

Description

The most common appearance of a Bloodcloak is a dark red mantle or hooded cloak, usually embroidered with the rune of blood. They are rarely heavily decorated, and tend to have a practical aesthetic.

The first Bloodcloaks were made centuries ago to be worn by grimnir marching alongside the original Bloodcloaks army. Indeed, the general of the Bloodcloaks was the custodian of the "original" Bloodcloak - an artifact version of the more common cloak. When the army fell to the Thule during the name of Empress Brannan, the Bloodcloak was lost - and with it the knowledge of how to make this useful physicks' tool. In 381YE, however, Wintermark negotiators were able to take advantage of the period of peace between the Empire and Otkodov to recover the original cloak. During examination, it was discovered that concealed within the lining of the cloak - unbeknownst to the Thule - was the original schema! In Autumn 381YE, the Senate agreed to add the schema to Imperial Lore, allowing any Imperial artisan to weave and enchant it.

Rules

- Form: Talisman. Takes the form of a tool. You must be holding this item in hand to use its magical properties.

- Requirements: You must have the Physick skill to bond to this item.

- Roleplaying Effect: While wearing this item, when you see a living creature in pain, you feel an urge to alleviate that pain - regardless of how you feel about them personally.

- Effect: Three times per day when you use the physick skill you can draw a little of your own blood and use it as if it were any one herb. An apothecary cannot use this blood when creating a potion.

- Materials: Crafting a Bloodcloak requires twelve ingots of weltsilver, twenty measures of ambergelt, eight measures of beggar's lye, and four measures of iridescent gloaming. It takes one month to make one of these items.

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Bloodfeather Harness

Description

The bloodfeather harness is popular with those Kallavesa mystics who integrate a bird-mask into the armour along with feathered vambraces and greaves. Some Marcher artisans hunt mandowla, making leather from their ursine hide and working their feathers into the decoration of the mage armour.

When the wearer of the harness is critically wounded, its magic slows their heartbeat and grants them precious minutes before they are finally claimed by death. Time itself seems to slow down from the point of view of the wearer, and many of those who have been saved by the magic of this mage armour have described experiences in which they could not help but dwell on the significant events of their entire life, and the consequences of their deaths - some returned to their comrades profoundly changed. In some parts of Brass Coast it is called a nervous guest or occasionally the more waggish lurker on the threshold to laughingly poke fun at a reluctance to step through the door of death and enter the labyrinth.

Rules

- Form: Armour. Takes the form of a suit of mage armour.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: You gain three additional ranks of fortitude.

- Materials: Crafting a bloodfeather harness requires three measures of beggar's lye, five measures of ambergelt, and ten ingots of weltsilver. It takes one month to make one of these items.

I woke screaming by a warm hearth, yet not as warm nor as welcoming as the heart-warmed hearth which for nine months had been my home.

I grew stronger, grew taller, learned to speak, learned to walk, learned to read.

I grew stronger, grew taller, learned to fight, learned to live.

I grew stronger, grew taller, learned wisdom and courage, pride and vigilance.

I grew into a man, and lived as a man. I took a wife – or she took me, I was never sure.

I fought with my people in the skin of a bear. I took its ferocity into my heart, and the scop gave me its name. I carried the banner, and stood by my Thane’s side.

With my rod and my axe I fought for my people. Through boredom and battle, through days both harsh and joyous, I stood for the strength and character that make our people great.

And now I lie dying, an arrow in my heart. Only my harness keeps me from the Labyrinth’s gate. I am certain that my body is being moved. If the Grimnir can save me, then their skill will be the mark of their own greatness.

Perhaps I dream in convalescence. Perhaps I am already saved. Or perhaps it is too late, and I go now to a new life, to write a new tale.

Whatever my fate, I am content with it. Whether it comes today or tomorrow, I am content with it.

A hero’s story ends in death.

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Bloodfire Periapt

Description

A Bloodfire Periapt most commonly is made as a green or red stone worn on a chain, although they are also worn as rings or bracelets. They are often marked with the rune Rhyv and Verys. Some Varushkan and Winterfolk artisans mark these items with Irremais, a rune associated with sacrifice - or shape the pendant stone in the form of a hanging blade.

These amulets grant the wearer a feverish, unnatural strength when they are stuck by envenomed attacks. Some fanatics have been known to intentionally envenom themselves to draw on the sick vitality these talismans offer, but doing so is an extremely risky proposal that has led to these items being christened Fool's Bargains.

Rules

- Form: Talisman. Takes the form of a jewellery. You must be wearing this item to use its magical properties.

- Requirement: Any character can bond to this item.

- Effect: .While under the effect of VENOM, you gain three additional ranks of endurance. You lose three hits from your current total if the VENOM is cured, or you lose this item.

- Materials: Crafting a Bloodfire Periapt requires eleven ingots of weltsilver, seven ingots of orichalcum, three ingots of green iron, and seven measures of beggar's lye. It takes one month to make one of these items.

Yisalto was his name, the son of a Riqueza ritual dancer and wandering naga poet, but he was never called anything but the Serpent.

They say he lived atop a pillar of brass amongst the cliffs of Kahraman, refusing to eat anything except the most venomous of birds, beasts and insects, drinking only from a fouled well. When the sweet horns of war sounded, the Serpent slithered down from his lair in the mountains and danced amongst the spear-points and axe blades of the enemy. Each poor soul that felt his caress knew their doom as his magic turned the blood in their veins to poison. The Serpent laughed to see the strong become weak at his merest touch, even as his own blood flowed thick and dark until it seemed that his flesh could never contain such vileness.

But in the end the Serpent fell prey to a force more treacherous and poisonous than himself - love. As he slept his lover stole away the charmed necklace that let him draw strength from his venom, and the Serpent died, thrashing and foaming in agony like his many victims.

His tower still stands, surrounded by the bones of the creatures that thought to make a meal of his remains...

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Bloodsilver Spike

Description

This polished rod is often made of alloyed weltsilver and iron around a wooden core and tapered at one end. It delivers powerful and immediate healing, knitting grievous wounds to bring badly injured warriors back to their feet in seconds, and for this reason is valued widely among the armies of the Empire.

It is most commonly carried by second and third-rank magicians, especially among the ranks of the Imperial Orcs, who value its power to quickly bring warriors back from the brink of death. Among the Navarr it is sometimes known as the Second Chance, for those who undertake the dangerous duty of flanking an enemy may find themselves in need of its quick healing if the enemy tries to quickly overwhelm them.

It is often engraved with the runes Rhyv or Feresh.

Rules

- Form: Weapon. Takes the form of a rod.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Once per day you can swift cast the heal spell as if you knew it and without spending any mana.

- Materials: Crafting a Bloodsilver spike requires eight ingots of weltsilver. It takes one month to make one of these items.

Kallak saw it coming long before Rald did. The Ironheart Legion, right at the centre of the Imperial battle-line, had to run into the enemy's chieftain, and here he was: massive, cruelly scarred, an imposing figure in the finest armour his tribe had managed to scavenge from their raiding out of the Barrens.

Of course Rald was going to go for him. The young fool couldn't resist the chance.

The two Orcs' swords clashed with a shock that rang across the battlefield, and with a nod from her sergeant, Kallak stepped back out of the lines and over toward the impromptu duel. Rald fought like a true Orc of the Empire, disciplined and trained, a brilliant swordsman. He scored a line across the chieftain's forehead and landed a deep cut in one of his arms, as well as pounding on his armour a few times - but he made the mistake of youth, and attacked too often. He left an opening, and the ferocious barbarian knocked him from his feet with a mighty sweep and ran him through on the ground.

The chieftain gave a great, incoherent roar, lifting his jagged sword high in his good arm.

Kallak, who had begun her spellcasting as she ran, burst through the ranks and gave Rald a none-too-gentle tap with the tip of her Bloodsilver Spike. His eyes shot open and he yelped in pain as magic coursed through him, knitting arteries and veins in an instant and closing up skin and bone over the top of them.

Kallak helped him to his feet, and he clapped her on the shoulder in thanks as he headed back into the fray.

She saw the fear in the barbarian's eyes as he saw the Ironheart Legion's finest swordsman facing him for a second time, bloody but uninjured, and seconds later he fell. For all the violence he had done to impress his tribe with his might, the barbarian chieftain had no magician who could support him so well. Moments later, Rald hefted his head high into the air, and with a great cry of dismay, the enemy broke.

Kallak stayed behind to patch up the fallen as the front rank of the Legion set off after the fleeing barbarians, leaving the chasing and butchering to the younger and swifter warriors. Her Bloodsilver Spike had gained much worth from her acts today, and she'd played her part in a fine story indeed.

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Bloodsteel Barb

Description

Vicious barbed spears, the Bloodsteel Barb is patterned after a fishing spear, with wicked protrusions designed to tear flesh and scrape bone, or to hook clothing or skin and allow a sharp twist to snap or fracture a limb. At its most effective it easily penetrates light leather or padded cloth and inflicts catastrophic damage on the soft meat beneath.

While the orichalcum alloy head of a Bloodsteel Barb is often reddish-gold in colour, the weapon takes its name more from the traditional method of forging and tempering the metal. Once the metal has been purified in a bath of beggar's lye, living blood is mixed into the alloy. In certain darker times, the final quenching of the spear would be in the body of a living orc to give the weapon a taste for orcish blood. If the orc prisoner was not killed in a single thrust the weapon would be melted down and the crafting process begun again. This cruel practice has fallen out of favour in these more civilised times; perhaps more importantly, there is evidence that it gave rise to hateful, twisted weapons whose bloodthirsty hunger tainted the wielder and tempted them into barbarism and ultimately drove them to madness. In some cases the weapon failed to strike at a vital moment, dragging the wielder to their death at the hands of the orcs.

Today, it is much more likely that an artisan will allow several drops of their own blood to run into the metal. Anyone who actually committed a murder while creating a Bloodsteel Barb would face the full fury of Imperial Law.

Rules

- Form: Weapon. Takes the form of a one-handed spear. You must be wielding this weapon to use its magical properties.

- Requirement: You must have the weapon master skill to bond to this item.

- Effect: Twice per day, you may call CLEAVE with this one-handed spear.

- Materials: Crafting a Bloodsteel Barb requires ten ingots of orichalcum, three measures of beggar's lye, and three measures of ambergelt. It takes one month to make one of these items.

“So this weapon was quenched in the blood of one of my kin, fresh from the forge?”

The League merchant's affable grin had frozen into a rictus that didn't dare so much as twitch. Tammat took the barbed spear in one hand, felt its weight – light, but with enough heft to strike hard and fast if she put her weight behind a jab.

She did so, testing the motion, and grunted with satisfaction. The merchant actually jumped as she did so, flinching back, and Tammat had to stifle a snort of disgusted amusement. What did he think was going to happen – did he really believe she'd impale him on his own wares in a fit of rage, like some sort of savage?

The orc cast her gaze along the weapon rack, eyeing the other fine spears that the armoury had produced, but none of them called to her like this old weapon. It hadn't been cared for much, just left propped against the wall at the back – as if the armourers were ashamed of its provenance in this enlightened modern age but still loathe to simply toss away a weapon that had been infused with ilium.

But the barbed head was still sharp enough, and Tammat figured she'd just need to add a twist to the end of a jab to let the vicious little hooks do their job in the guts of a skewered foe. Under her fingers the residual energy of the spear, that lingering sense of battle-hunger, tingled gently and alluringly.

“Well?” she demanded, rounding on the hapless man.

“Er, yes,” he admitted, taking sanctuary in the truth.

“A slave taken fresh from the barbarians, or one who'd laboured for the Empire?” she pressed, watching his brow furrow as he desperately tried to think.

“Er, a, er, a mining slave. It was how it was done, back then. They took old slaves who were worn out and, er...” The merchant tailed off, looking genuinely upset at the notion. Not upset enough to get rid of the weapon and give up the profit, though, Tammat thought to herself.

“Good. I'll take it, then. What's the price?”

Relief dawned like sunrise on the little man's face. “Really? You're sure? It's quite expensive ...”

“Of course I'm damn sure. Why else do you think I'd say what I did? The price, man?”

And as he hurried to flip open the trade-ledger with ink-stained fingertips, and as Tammat counted out the coins from her pouch, she watched the spear with wary respect. You died in service to an empire that's embraced us now. I'll give your sacrifice meaning, even if you'd never have seen this outcome. We need you now – we need the help of those who have come before us. If you're across the Howling Abyss, I'll make you proud with the victories I'll win with this spear born of your blood.

The deal done, she took firm grip of the spear, looking closely at the runes etched down its head – runes once doused and cooled in an orc's seared innards.

And if you're not proud of that, well, then I'll have to blaze my own path across the Abyss and knock some sense into you.

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Bloodwoven Braid

Description

A bloodwoven braid is usually crafted to appear as at least three thin rods woven together. Sometimes the braids interweave, sometimes it takes the form of two strands weaving around a third. It is commonly made of precious metal and weltsilver alloys, although a core rod of carefully shaped and stretched ambergelt is also a common feature. The wand is often wrapped with the hair of a loved one, especially in Navarr or Varushka, or bound with a beautifully woven favour in Dawn. In the Marches it is common to craft the wand to resemble stalks of wheat, and to weave fresh stalks of wheat, blades of grass or supple orchard twigs around the wand.

The woven strands that make up the wand are sometimes fancifully carved; in some places it is called a hydratongue wand and the various strands are carved at each end to depict serpents' or dragons' heads, drawing on the legendary healing power of that many-headed legendary beast.

A unique artefact example of this wand was crafted for the Urizen healer-magician Sithicus by his wife from eight strands of white-gold and a single strand of ilium. Called the Fountain of Life, in honour of that constellation, it was lost along with Sithicus' entire expedition somewhere in the depths of Spiral in 334 YE.

Rules

- Form: Weapon. Takes the form of a wand.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Three times per day you may cast the heal spell as if you know it and without spending any mana.

- Materials: Crafting a bloodwoven braid requires seven ingots of weltsilver, three measures of iridescent gloaming, five measures of ambergelt and three measures of beggar's lye. It takes one month to make one of these items.

Big Henry was having a fine day indeed. The burly Marcher couldn't suppress the smile that demanded pride of place on his bearded face; wherever he looked, there seemed another reason to be glad.

The dry dirt of the track kicked up in little clouds of dust as Henry strode along it, each puff stirred and tugged by the pleasant breeze that danced across the countryside. Overhead the sun shone bright and proud, a pride that the Marcher shared as he looked out across the farmsteads that cut a patchwork into the forests. Rich earth, the swaying ranks of golden crops, the woodlands' shadows filled with the flitting shame of abundant game; Big Henry could see the virtuous prosperity of the Marches everywhere he looked. Nowhere more so, in fact, than the heavy coin-purse that hung from his belt, rich with his takings from the market-deals in Wayford.

As he reached the turn in the track, the place where the wagon-ruts swerved across onto the winding path towards his own farmstead, Henry found that something threatened to upset his sense that all was right and good in the world. Squinting, he couldn't see Alfred or Thomas in the fields where they should have been hard at work with hoe and shovel. That alone would have been irritating – he'd sworn that this summer would be the defeat of the great stone that squatted in the upper field and took up space that should have gone to good wheat, and the pair were supposed to be using oxen and the new rope he'd bought to shift it. But while he muttered an annoyed curse at the brothers' laziness, he noted he couldn't see Agnes either. In this weather, nothing would have stopped his diminutive wife from setting about her work under the open sky of the yard, even with little Margaret stumbling around in her wake.

So Big Henry frowned and hurried his pace a little, wondering what might have happened. Half-way down the wheel-rutted path he saw young Becca, Branden's girl, perched on the fence, playing with her poppet. It looked like she was weaving together grass, wheat and bark into a little wand for the tiny figure.

Despite his disquiet, Big Henry stopped to greet his neighbour's child and to admire her delicate work. The girl beamed up at him as the big man stooped to take a closer look. “You've made her look like a little Landskeeper,” he said with an indulgent smile. “Is that a wand?”

Becca nodded happily. “A man with no hair ran past with one in his hand,” the little girl said, holding the 'wand' up so that Big Henry could better see her handiwork. “It was silver and gold and brown. He was going to do important magic with it.” She nodded sagely.

Henry thanked the virtues that the child didn't notice how he paled. The bald man she spoke of could only be Gregor the Landskeeper, and the wand – that gleaming wand of weltsilver, amber and willowbark – that could only be the magician's most potent healing tool.

And stiff-jointed old Gregor would never run anywhere if it wasn't an emergency.

“Which way did the man with the wand go?” he asked Becca, trying to keep the rising panic from his voice. It was to no avail when, with the inevitability of a nightmare's beginning, the girl pointed at his farmstead. He swore loudly.

Big Henry started running for home, nothing left in him of the day's good humour.

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Bloody murder

Yulis tapped politely, and waited for a moment, then swung the door open.

"It's nearly midnight," he began without preamble. "I've brought you a hot toddy and some roasted sesame seed cakes and after supper I think it is time we ..."

He stopped as the smell hit him. It reminded him of helping his father make blood sausage back on the farm. He felt cold, suddenly. There was a distant clatter of something hitting the ground, breaking, spilling. He sat down heavily. He absently chided himself for making a mess, spilling the tray. He distantly wondered how he was ever going to get the blood out of the curtains - he'd have to do it by hand, there was no way he was trusting such delicate fabric to a laundry.

It was about then he realised he was crying,

Arnaud lay face down over his desk. Yulis had found him like this many times before, exhausted from long nights pouring over books and documents and handwritten transcripts by candlelight. Tonight, though, all the candles were extinguished - the icory wax spattered with crimson droplets. Even the lightstone Arnaud kept on his desk was dim, shrouded in congealed blood.

It was everywhere. It pooled around Arnaud, spread across his paperwork; it soaked the rug beneath his feet, soaked the golden horses on his purple tunic; it spattered on the ceiling above his desk, and the bookcase opposite his seat. It looked as if someone had been dabbling in it, even, smearing it on the walls. There were bloody footprints and handprints everywhere. Not Arnaud's. Arnaud would never make such a mess.

He knew without looking that Arnaud's throat had been cut from ear to ear, probably from behind, probably several hours ago..

Somewhere nearby someone was screaming, shouting for help. He felt a quirk of irritation - it was very late to be making that kind of racket! Some people were so inconsiderate ... then he realised it was him making all the noise, and then it all became very confused indeed,

Overview

In the last three months, four more civil servants associated with the department of historical research have been bloodily murdered.

The first victim died three days after the Spring Equinox. Calladan of Widow's Walk was murdered while travelling to his family home in Sybella. He is survived by a wife and four children.

The next, Douglas Wyrdwatcher, was a 68-year-old veteran of numerous military campaigns and a man "built like a bear". Not a man to die easily, claim his colleagues. Despite this he was found dead by colleagues while visiting Canterspire in Morrow.

The third was Bridget Windsdottir, a Suaq cunning hunter but a sworn pacifist who had chosen to devote her life in service to the Empire as a civil servant, she was said to be one of the department's finest minds.

The most recent death, was Arnaud di Sarvos, an elderly man already in his twilight years, he was well-known for his attention to detail - a trait honed during his time at the School of Epistemology in Tassato and in his twenty years of service as an aide to the Imperial Syod.

All four were actively involved in researching the origins of the vallorn, work commissioned by the Advisor on the Vallorn. It is not clear how much of their research was completed, or was in a usable form following their bloody murders.

Their deaths add to the murders of several civil servants from the same department who were slain in the months leading up to the Spring Equinox.

In each case, the victims were attacked when alone and killed with an edged weapon or weapons. The murder scenes were drenched in blood - not just from the arterial flow of their severed throats, but as if the murderers had made a point of making sure to spread as much blood around as possible. In many cases there was no obvious method whereby the assassin or assassins gained access to their victims. Friends, family and assistants heard no sound of a struggle, and there were no signs of doors or windows being forced.

Their loss is a bitter blow for the Empire. Training a replacement takes years, so replacing the losses will likely take a decade or more even if the murders can be stopped. Regrettably many of the civil servants who work as researchers for the Empire are elderly and several have opted to retire rather than continue with their work further compounding the losses.

Investigations by the magistrates are ongoing.

Significance

As a result of these murders, and the retirement of several prominent civil servants, at the start of the Summer Soltice 379YE, the Senate ability to commission Historical research has been significantly reduced - the number that can be performed each season has permanently dropped from five to two. If the murders continue at the current rate, then the department will effectively cease to exist within another season.

This reduction in capacity will certainly effect the Imperial titles with the ability to commission research. The Minister of Historical Research; the Advisor on the Vallorn; and the Dredgemaster of Feverwater will now be competing with scholarly-minded senators to deploy the limited resoures of the department. As before, however, the Civil Service will deal with commissions on a first-come, first-served basis, based on when the research is announced in the Senate.

Resolution

During the Summer Solstice, the Senate raised a motion intended to provide full time protection for the remaining civil servants concerned with historical research.

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Blossoms a rose in the deeps of my heart

Startled, the woodsman looked up at the creature in front of him, his hand going to his axe. Then he relaxed slightly. Not a creature. A person. One with strong naga lineage. Why did he think creature?

‘Hello there.’ he said. The naga cocked its head. It moved closer.

Naga said his eyes. Creature said his brain.

It was dressed in the manner of a Freeborn, in deep scarlet and ... black? Not Freeborn then. It had a shock of bright red hair, and the scales on its face and neck glittered in the forest gloom like rubies. It reminded him incongruously of a fanciful image of an exotic beast of distant lands - a flame salamander they called it. As it closed with him, he realised it was much taller than he had at first thought. It seemed to thrum with nervous energy.

‘Hello?’ he was less certain. There had been some idle conversation about the forest recently, about it being darker. A few reports of strange fires starting from nowhere and burning out just as quickly.

"You smell of fear but also are curious and bravery and just a little excitement" said the naga in a sing song voice as it came still closer.

‘Look….’ he replied, backing away. The naga cut him off.

"I like you! You are funny! I will keep you!" Its voice was deep, almost purring, and its eyes narrowed until they were little more than slits. The woodsman found he could not look away, could not move. The "naga" reached out long nimble fingers to trace the curve of his jaw.

‘Enough,’ came another voice.

Whatever spell the naga was weaving broke. A figure emerged from the shadows beneath the trees from the same direction the naga had approached. Clearly a warrior, it wore breastplate, greaves, and gauntlets of blackened steel, and its eyes burned like living embers. Flames danced and wove across its body where its skin was visible between the plates. Over one shoulder the woodsman could see the haft of a great two-handed sword.

As it emerged from the shadows, its appearance shifted and changed. Its features resolved into those of a striking woman, dressed in long black and red robes. It addressed the naga with a firm voice full of conviction.

"Freedom, the Shadowed Flame does not constrain, but this is neither the time nor the place."

The creature that was in truth nothing like a naga shrugged its shoulders languorously, stretched like a cat, and pointedly turned its back on the woodcutter. Feigning disinterest, it began to gather spring flowers.

The newcomer considered the woodcutter carefully.

"I am the first of the knights of Janon." it said. "The fire that dances in the dark desires that the night magicians, the artists, and the priests of the Empire come to it here beneath the trees to attend court with it and its brother the prince of toads. The Muse of Fire will open the way, and pledges safety for any who come with honest intention and open hearts. Do you understand? Will you take this message?"

The woodcutter stammered something and backed up. Another armoured figure stepped from the forest, and a little more of the late evening light drained away as it came. Then another. And another. Through the branches of the trees, the woodcutter could see stars. He could hear music. He turned and fled as the darkness gathered around him.

"Pretty" hissed the creature that was not a naga, as the posey of snowdrops she had collected withered and turned to ashes in her hands.

Overview

The eternal Janon, called (among other things) the Shadowed Flame invites the people of the Empire to a gathering in the forests of Astolat on the third night of the Spring Equinox. The Rosered Woods lie several miles south-east of Laroc and have long been known to be the site of a potent regio aligned with the magic of the night realm. Janon intends to open the regio at its heart, and the chamber beyond, to any who wish to attend.

The eternal has specifically invited magicians versed in the lore of night, artists, and priests but anyone who can pass through the Sentinel Gate should be able to attend. Musicians and performers of all stripes are likely to receive a warm welcome in the court of Janon, especially if they come ready to perform for the eternal and its guests.

There is also an open invitation for visitors to bring samples of fine food and drink, to be shared by the eternals and their guests alike. Other contests have been hinted at, as well as the suggestion that Janon will listen to petitioners who desire boons from it - especially if those petitioners first attract its attention with their passionate intensity.

According to the knights of Janon, the prince of toads will also be in attendance for some or all of the audience. This is very likely a reference to Janon' fellow night eternal Sadogua, although why the brother of wizards would be guesting with Janon instead of hosting his own audience is unclear.

The Lover Tells of the Rose in His Heart

All things uncomely and broken, all things worn out and old,

The cry of a child by the roadway, the creak of a lumbering cart,

The heavy steps of the ploughman, splashing the wintry mould,

Are wronging your image that blossoms a rose in the deeps of my heart.

The wrong of unshapely things is a wrong too great to be told;

I hunger to build them anew and sit on a green knoll apart,

With the earth and the sky and the water, re-made, like a casket of gold

For my dreams of your image that blossoms a rose in the deeps of my heart.

W B Yeats

Significance

By holding audience in a chamber connected to a regio within the Empire, Janon has made it possible for those who are not magicians to meet with it. A way must still be found to get to the Snowdrop Glade, but the eternal seems blithely confident that the Sentinel Gate will open to the Rosered Woods near Laroc, in the territory of Astolat. A magician will still be needed to open the gate but once there, Janon's invitation should allow anyone who wishes to enter the regio - and presumably leave again freely.

Visitors should be a little careful however; those without the ability to open a portal themselves leave a magical chamber such as this at the sufferance of the eternal who has opened it.

Janon's audience is set to begin at nine o' clock at night on Sunday and it is likely that the Sentinel Gate will open at or around this time. How long it will remain open is unclear, but it should be a simple matter for visitors to determine how long they have once they have passed through it to Astolat, even before they enter the regio in the Rosered woods.

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Blow the Candles Out

Traditional. Manuscript by Aneurin Redman-White PDF here

An old Marcher song of courtship.

Blow the Candles Out

When I was apprenticed in Stockland, I went to see my dear The candles all were burning, the moon shone bright and clear I knocked upon her window to ease her out of her pain She rose up to let me in, then barred the door again

I like well your behaviour and this I often say I cannot rest contented when I am far away The roads they are so muddy, we cannot walk about So roll me in your arms, Love, and blow the candles out

Your father and your mother in yonder room do lie A-hugging one another, so why not you and I? A-hugging one another, without a fear or doubt So roll me in your arms, Love, and blow the candles out

I pray thee speak more softly of what we have to do Lest that our noise of talking should make our pleasure rue The streets they are so nigh, Love, the people walk about They may peep in and spy, Love, so blow the candles out

And if we prove successful Love, please name it after me Treat it neat and kiss it sweet and daft it on your knee When my two years are over, my time it will be out And I will pay my debt to you by blowing the candles out.

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Blue seas, white stone

Alonso Tarquinius raised the hatchet above his head and brought it down with all his strength against the staves of the beer barrel. Once, twice, a third time. Smashing it open and allowing the dark liquid inside to froth over the deck and over his shoes, and cascade over the side of the ship into the wine-dark waves beneath. The sailors watched in silence as the offering was made, then raised their voices in a paean to the god of gentle winds and fortunate passage, lead by the priest.

Alonso joined in, mumbling in places, quiet during the verse, loud and enthusiastic during the chorus. He idly wondered where he should put the hatchet. He could feel the eyes of the Sarvosan dockworkers on his ship. He wondered how many of them spoke Asavean; how many of them understood what had just happened; how many would care.

"Gentle Bahlo has kept you safe in her bosom," said the priest self-importantly once the song was over. "You have reached your destination due to her good-graces, and the protection of the Black Bull! Be thankful young man!"

Alonso smiled and nodded, and ignored the fat little man until he went away. He turned to look out to sea, towards the warship the Plenum had sent to accompany the two trading vessels. He'd been glad of its protection when the lookout spotted the orc ship as they rounded the coast into the Bay of Catazar. Maybe the Black Bull really was looking out for him. He snorted and shook his head.

He was aware of the captain suddenly at his side, turned to give the woman his full attention.

"We are ready to begin unloading," she said calmly. "We will need to pay the labourers who carry the stone to the warehouses; here in the League they are free guilders and expect it. Also, there are dock fees. Many dock fees.

"If you are happy my brother and I will see to it all." She gestured with a jerk of her head to the other trading vessel, where another paen was just coming to an end. "We will have your things brought to you - to the embassy yes? Where the ambassador is?"

She seemed bored. Alonso gave her his approval, and made his way down the gangplank to the docks.

The city was big enough, he mused, but it lacked the sophistication of Nemoria. The ships lacked grace. The entire place was ... someone knocked into him, nearly knocked him flat. He bridled, but they didn't stop walking. His outraged "Do you know who I am..." died in his throat.

He was not used to going about alone, but Lady Madrianna and his father had been quite clear in their separate ways that he could not take slaves with him. He knew it was true; he had studied the ways of the Empire during his training. It was why the warship had to stay so far out to sea, to avoid the Imperial lawmakers taking the rowers away.

Perhaps the ambassador could arrange a bodyguard. Perhaps one of the exotic League folk would be appropriate - he had read of their cicisbeo in a particularly lurid account from the eighth century and could not deny himself a glimmer of interest in the idea.

He continued along the dock, and at the top of the stone steps looked back. The dockworkers were already unloading the first of the many blocks of white granite from the hold, using an ingenious crane and a lot of swearing. He smiled, his anger forgotten. The docks and the people working them were loud and dirty, but they were industrious. Perhaps it would not be as hard as he was expecting - he would speak to the ambassador about the best way to present the pleasing aspect of the Tarquins, the Plenum and the Lady of the Blue Stones.

About three feet from him a drunk started urinating loudly off the dock while whistling discordantly. He winced. On second thoughts perhaps it was not going to be easy dealing with these barbarians after all.

Overview

Two trading vessels from Asavea, laden down with blocks of white granite, have arrived on the docks at Sarvos. In addition to the stone, they bring Alonso Tarquinius, an Asavean nobleman and agent of Lady Madrianna of the Blue Stones - the powerful trade advisor to the Asavean Plenum. He has spent the last week or so acclimating himself to the cold, staying at the Asavean embassy as a guest of the ambassador from Asavea.

He has expressed an intention to visit Anvil - he is interested specifically in meeting the Imperial Ambassador to Asavea to discuss matters on behalf of the Lady of the Blue Stones, and the powerful Tarquinius noble family - a potent force in the Asavean plenum. He has also expressed an interest in seeing Anvil and perhaps speaking to representatives of the Imperial Synod, among other matters.

He has not come alone, and not without some controversy. While the trading vessels docked at Sarvos are the property of the Tarquinius family, their crews are apparently free men and women - or what accounts for such in the archipelago. However, they were escorted by an Asavean warship, a galley sent by the Plenum to guard the precious cargo. The ship has anchored perhaps half a mile out to sea. While a few of the sailors have come ashore to buy supplies and to take advantage of the diversions of the City of Jewels, the vessel itself stays well away from the Imperial shores.

According to the rumours, this is because below decks it is full of slaves. Pitiful, unlucky sods chained to the oars who live most of their short and unhappy lives in darkness and water up to their ankles. Obviously the Asaveans know better than to insult the Empire by trying to bring a ship full of slaves to an Imperial dock, but likewise they have no intention of allowing a cargo as valuable as that carried by these trading vessels to make the journey from the far west to the Empire (and back) without a significant escort.

Significance

Young Tarquinius will be visiting Anvil for most of the coming festival, but will be available only during the evenings due to pressing business during the day. He is as likely as not to at least start out in the company of the Imperial Ambassador to Asavea, should anyone wish to speak to him about this or any other topic.

A state of peace exists between the Asavean Archipelago and the Empire, so Alonso Tarquinius is protected by - and expected to abide by - all the laws of the Empire. He also represents a significant political faction in Asavean politics - and his experiences in Anvil could sway the opinion of the Plenum for or against the Empire.

Resolution

Alonso Tarquinius visited Anvil during the Summer Solstice. His visit was marred by curses from Imperial citizens and it is unclear what this will mean for future Imperial-Asavean relations.

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Boarskin Vest

Description

To call this thick leather armour a 'vest' is misleading. Most often it takes the form of a tough leather breastplate, greaves and bracers worn over layers of either thin chain or lighter leather. It takes its name from the traditional materials used to make them, although it is also known as a Bearhide Vest or very occasionally a Mammoth-hide Hauberk in places where mammoths are hunted. The bearer is said to enjoy some of the legendary fortitude and bloody-minded stubbornness of the animal the armour is made from. It is common for the armour to include a helmet decorated with the tusks or made from the head of the creature that provided the armour. Like many such pieces it is considered good luck for the warrior who will wear the armour to hunt and kill the animal in question themselves.

In the Marches this armour is considered quite primitive, but is popular with beaters and with those who are capable of single-handedly taking on and defeating a boar. It is considered very good attire for a Dawnish yeoman or poor knights looking to make a name for themselves.

In Urizen, they make a similar armour by alloying weltsilver and mithril to produce articulated plate armour usually called a Mountainfall Carapace that is usually polished to mirror-sheen brightness with ambergelt resin. Sentinels in Mountainfall Carapace are often advance scouts or mobile infantry, and small groups of them serve as covert messengers carrying important documents between spires.

Rules

- Form: Armour. Takes the form of a suit of medium armour. You must be wearing this armour to use its magical properties.

- Requirement: Any character can bond to this item.

- Effect: Gain two additional ranks of the Fortitude skill.

- Materials: Crafting a Boarskin Vest requires six ingots of weltsilver and three measures of ambergelt. It takes one month to make one of these items.

As if by some unspoken command, the other patrons of the drinking hall had made space round the roaring fire for the three scarred veterans. Each had been eyeing the other two with surly challenge since they had arrived amongst the other mercenaries, and the tension was obvious even to the villagers. By now, everyone was eager to see just how the triumvirate were going to settle the matter of dominance between them.

The little Marcher village usually saw no more violence than that of a farmer wringing a chicken's neck, but since that Urizen general had arbitrarily inked a line of no retreat against the orc invaders, the place had become a key forward post with a swelling garrison of Marcher soldiers and mercenaries from farther provinces of the Empire. One little village simply wasn't big enough for these three muscular, swaggering thugs and their vastly bloated egos.

The first to break the silence was the biggest of the three, a Marcher himself, his skin a patchwork of impressive scars and one leg crooked from a badly-set break. He hauled himself up from his seat to the cheers and muttered encouragements of his fellows, slammed down his flagon and lurched over to the fireplace, offering the other two veterans a glowering snarl as a prelude.

“I'm Mangler John,” he bawled. The tavern's smoky air bore witness to a moment where the mercenaries and soldiers all spat jeers or shouted affirmation, then the villagers were hushing them; the farmers wanted to hear what the thug had to say. “Mangler John! You better remember that name! I'll spill the most orc blood in this war, aye!”

He limped back and forth before the fireplace, spittle frothing at the edges of his mouth. “I hunted the Snaggle-Tusked,” he snarled, slapping his calloused palms against the leather of his armour. “Hunted him over three days and nights after he killed Old Yelm in Rutherwick, when the Beaters were too afraid to do it! I took him down with spear and axe, and made the old tusker do some good for the damage he'd caused – made him into this!” He bellowed with laughter as he tugged at the gnarled, twisted boar-tusks that jutted out from his helm. “I killed the most bastard-tough old boar in the Marches, and no orc'll stop me!”

The sound of a chair clattering against the floor came as the Dawn woman stood up, face scornful. “Some old boar? That's all you managed? Damn pig was probably half-dead by the time you found it – no way you'd catch up with a lively young one with that leg of yours.” Mangler John scowled, but it was clear that his rival had the floor now.

She strode up before the fire. “I am Knight-Errant Isolde and it is I who the orcs will learn to fear the most, not some broken old has-been. You see these furs, these teeth?” She plucked at the leathers that hung over her gleaming chain armour, and the dangling, scrimshawed teeth that dangled from them. “Wolves, the hungriest and most vicious of the winter season's dark, that came from the mountains to maraud Dawnish yeomen! Orcs are not like grunting, waddling pigs of the forest! They are hungry for blood, fast, vicious, and they work in packs! I have hunted creatures of their ilk before, and my armour tells the tale of it!”

Isolde stepped back to her seat where the other Dawnish met her with grins and cheers, then silence fell and all eyes went to the last of the three – the orc. The lean muscle of his bare arms rippled as he pulled himself to his feet and strode to the fireplace, a massive cascade of bear-fur hanging from his shoulders over the boiled leather that encased his torso. His forehead was framed with the upper jaw of the bear, its dead face pinned in mimicry of a snarl atop his scalp.

He hadn't even spoken yet, and the villagers were impressed. But even as he took a breath and opened his mouth, the tavern's door clattered open.

A slight-framed woman snorted irritably as she tried to navigate the doorway, but the great curves of trophy mammoth-ivory that were bound to her shoulder-plates made the whole affair rather tricky. Finally in the warm embrace of the hall's interior, she stomped across the intervening space to the bar itself, her armour covered in layers of thick mammoth-hide leather with clattering ivory-charms dangling from every hem. The Winterfolk woman gruffly ordered a drink, and it was only when the innkeeper had laid it down before her and she'd had a chance to gulp back a refreshing swig that she realised the whole place was staring at her. When she turned in her seat, the bear-clad orc was actually still gaping.

“What?” she demanded, confused.

When it became clear that their gazes were on the great rack of mammoth-tusks bound across her shoulders, the Winterfolk shrugged.

“It got in my way.”

Then she turned back to her drink. The orc, chastened, quietly sat back down, and the other two veterans stared into their flagons without a further word.

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Boggarts in Morrow

Unwelcome Discovery

The rocks were slick and slippery with rainwater, but Clytemnestra stepped lightly and her balance never faltered. She paused momentarily, eyes closed, to feel the moisture against her skin, before shaking her head to dislodge droplets from her barbels.

The route was well-worn as Clytemnestra - and many before her - had walked it to the location of the Spire's mana site. A perfect spot that, almost like a rockpool on the coast, gathered flows of magic to the point they crystallise.

Cresting the rise, Clytemnestra paused again, this time eyes open and alert. Figures were gathered by the small stone shallow where the mana gathered; three of them, on their hands and knees. They had the look of naga yeoman about them, but they were many miles from Dawn or the Marches. Clytemnestra reached behind her back and pulled forth two ornately carved, and yet visibly well-used, rods. Adopting a battle-ready stance, weapon in either hand, Clytemnestra advanced. "Identify yourselves," she called out, without any waver in her voice.

The three figures jumped to their feet immediately, faced Clytemnestra and hissed, before fleeing.

Clytemnestra advanced on the mana site carefully, but also resigned to what she would find. Fragments of broken crystal lay scattered about the bowl, and in smaller number than usual.

"Boggarts," hissed Clytemnestra .

Civil Service Report

Citizens across the Urizen territory of Morrow are reporting sightings of boggarts. These vermin, believed to have originated from the Realm of Night, are manavores and deliberately seek out flows of magic, and the places they pool, to feed upon. Possessing an inherent magic akin to the ritual The Twilight Masquerade, their primary defence is camouflage, and they rarely approach or attack citizens.

Past experience has shown that territories infested with boggarts experience a significant decline in mana production. Conversely, in more positive news, boggart faeces are also known to enrich - or perhaps transform - soils and enhance their fertility. Consequently, this rarified manure is sought after by citizens who can use it to enhance production of herb gardens or farms in the territory. These faeces sadly cannot be stored or transported well, as their potency swiftly fades.

Swarms of Boggarts are a known phenomenon and across the Empire's history; a number of responses have been tried to varying degrees of effect:

- The civil service estimates that the consequences of doing nothing about this boggart infestation will be a massive[1] reduction in Morrow's mana site supply, accompanied by a moderate increase in herb garden[2] and farm productivity[3] in Morrow.

- As manavores, boggarts pose little threat to the lives of citizens and only threaten Imperial resources. Consequently, the Academy has, in the past, taken the opportunity to arrange boggart hunts for younger citzens keen to practice their martial skills. The outcome of a successful boggart hunt would mean less mana would be lost to the vermin[4]. This would have no impact on the benefit to farms and herb gardens.

- The Senate during the reign of Empress Mariika hit upon a scheme where - using scares, lures, and mana as bait - boggarts could be coaxed from one territory into another. In this way, the boggarts were relocated from Astolat to Miaren, which benefitted from the increased herb production and was mana poor at the time. This action could be carried out by the Senate for a cost of 10 Thrones or by a Conclave Gambit of 21 Mana. The motion or gambit must specify a single territory adjacent to Morrow the boggarts were being relocated to, otherwise it could not succeed.

- Before becoming Emperor, Nicovar proposed to the Senate that boggart lures could be improved upon to become boggart traps so that the mana supply could be protected, and the boggart faeces harvested for the enhancement of herb gardens. This proved very popular. This action could be carried out by the Senate for a cost of 25 Thrones or by a Conclave Gambit of 40 Mana. This would significantly reduce the mana lost to vermin[5] and, if the Academy completed a successful boggart hunt, would ensure no mana was lost.

- There is also the belief that as manivorous Night-creatures, the boggart population could be directly affected by the intervention of Sadogua. There is a story from the First Interregnum that the then Archmage of Night demanded Sadogua remove boggarts from Kahraman, and whilst Sadogua agreed, the outcome was that they were relocated to Madruga with their numbers swollen. It is unclear what price Sadogua sought for his aid on that occasion, or even if the story is true.

The above options are the lessons learned across the history of the Empire. The civil service does not expect that this is an exhaustive or absolute list. Costings for Senate Motions, Conclave Gambits or Synod Rewardings can be requested from the civil service at the Hub.

Footnotes

- [1] -4 mana production per mana site

- [2] +2 random herbs per herb garden

- [3] +36 rings of income per farm

- [4] 1 less mana lost per mana site

- [5] 3 less mana lost per mana site

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Bold Navarr Men

Original Song: The Bold Fenian Men (Trad) - http://www.youtube.com/watch?v=qrmWwe6Ep1M

New lyrics by Joanna VanderHoeven

'Twas down by the glenside, I met an old woman She was picking young nettles and she scarce saw me coming I listened awhile to the song she was humming Glory O, Glory O, to the bold Navarr men

'Tis fifty long years since I saw the moon beaming On strong manly forms and their eyes with pride gleaming I see them again, sure, in all my daydreaming Glory O, Glory O, to the bold Navarr men

Some died on the glenside, some died near a stranger And wise men have told us that their cause was a failure They fought for the Empire and they never feared danger Glory O, Glory O, to the bold Navarr men

I passed on my way, Empire be praised that I met her Be life long or short, sure I'll never forget her We may have brave men, but we'll never have better Glory O,Glory O, to the bold Navarr men

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Bolholt Song

Tune by Kathryn Wheeler, lyrics by Jude Reid

Bregaslanders, blood and bone Bolholt! Bolholt! Strong as iron, hard as stone Bolholt! Bolholt! Hard at work by day and night Never beaten in the fight Courage, pride and loyalty Marcher yeomen are we

For the land we'll tireless toil Bolholt! Bolholt! Golden corn and rich brown soil Bolholt! Bolholt! By our oath and duty bound Loyal as a hunting hound Courage, pride and loyalty Marcher yeomen are we

Bolholt maids have beauty rare Bolholt! Bolholt! In all the Empire none so fair Bolholt! Bolholt! Bolholt lads are stout and strong Handsome as the day is long Courage, pride and loyalty Marcher yeomen are we

Fearsome foes wait on the field Bolholt! Bolholt! Still we'll fight and never yield Bolholt! Bolholt! Raise the banner up on high Now they'll hear the battle cry Courage, pride and loyalty Marcher yeomen are we

Time to put aside your plough Bolholt! Bolholt! March with me to battle now Bolholt! Bolholt! On to victory or death Never fail while we draw breath Courage, pride and loyalty Marcher yeomen are we

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Bolstering Bill

This page details the magical polearm; for the exemplar, see Bolstering Bill (Exemplar)

Description

The Marcher yeomen make use of these practical polearms in their fighting lines to help reduce casualties. A couple of soldiers armed with these weapons can provide speedy assistance to fellow warriors who have collapsed due to injuries, allowing them to move back out of the press under their own steam. A warrior armed with a Bolstering Bill may be a trained physician themselves, but more likely they are expected to keep fighting to cover the retreat of their comrade and keep the line solid.

The character of Bolstering Bill appears in a number of comic songs, stories and poems in various parts of the Empire as a simple yet well-meaning soldier-boy who helps his companions through any number of amusing or hair-raising scrapes with a combination of good humour, honest camaraderie and more than a little tough love. While these tales are generally accepted as being made up, the character of Bolstering Bill is sometimes mentioned as being an exemplar of Loyalty

In Highguard and Wintermark especially, it is common for a pair of champions to fight side-by-side, each equipped with one of these weapons (and occasionally other similar items such as the Bondring). In this case, the weapon is generally called a Brother's Beacon (Highguard) or a Brothers' Bulwark (Wintermark), regardless of the genders of the warriors involved. In other nations one of these weapons may be called variously an Indomitable Hook or a Good Neighbour.

Rules

- Form: Weapon. Takes the form of a polearm. You must be wielding this weapon to use its magical properties.

- Requirement: You must have the weapon master skill to bond to this item.

- Effect: Once per day while wielding this polearm you may use stay with me as if you knew it without spending a hero point.

- Materials: Crafting a Bolstering Bill requires eight ingots of weltsilver and six ingots of green iron. It takes one month to make one of these items.

“You've done me an immeasurable honour,” the exarch said. “You've done this whole chapter an honour. Your impeccable service, your tireless devotion... these serve as a shining example for your comrades and for all of us.”

The sisters each bowed their head in humble acceptance of the exarch's praise. Both were resplendent in their armour, the articulated plates polished to a dazzling sheen that shone beneath the sun's warm glare. The warm wind plucked at the pennants that hung over the courtyard's expanse, dappling the gathered chapter-folk beneath in dancing patches of shadow.

The exarch cleared his throat and carried on, projecting his voice as best he could across the assembly of his people. “With each of your victories, your virtues are made more clear. With each of your wise words to your fellows, you strengthen our whole chapter.”

He tucked one wisp of loose white hair back within his cowl, and nodded towards where the magister waited, bearing two silk-swaddled lengths. “In turn, we wish to honour both of you. The loss of either of you would be a loss as grievous to any of us as that of our own children, a loss to this chapter's very soul.”

Around the courtyard arose a quiet affirmation of the exarch's words. It wasn't a chant or a cheer, just dozens of good, true-hearted men and women speaking their own agreement with what was being said.

The younger sister was clearly feeling the emotion of the moment, but her cataphract training kept her expression firm and humble. Her elder sibling, though, was sniffing back the tears, and the exarch gave her a warm smile of encouragement.

“More than that, your virtues are so widely known now that when others speak of our chapter, they praise us for your work. As such, it would be churlish were we to show other chapters that we ourselves did not honour your devoted efforts. Because of this, I have had two sister-weapons commissioned for your panoplies, armaments to bear with you on your duties. These two weapons share the same love that you have for one another, and that we have for you. With these in your grasp, no foe will take you from us or from each other.”

The magister took his cue and strode forwards, struggling a little under the weight of his burden. The exarch took one at a time, drawing off the silk wrappings to reveal the patterned silver-and-green of the metal beneath; two fine glaives, Brothers' Beacons wrought with skill and artifice. The sisters, solidly-built cataphracts, accepted the weapons as he offered them with no heed for their weight.

The elder sister met his gaze, tears still bright in her eyes but matched by the smile upon her face. He'd never seen her so happy.

“Cataphract Jedidah, Cataphract Mehetabel, you are both examples that the rest of us would do well to follow. With these glaives, I ask only that you guard each other as you have guarded us, that we may never be robbed of your virtue by the Empire's foes."

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Bolstering Bill (Exemplar)

This page details the exemplar; for the magical polearm, see Bolstering Bill

Contents

- 1 Virtue

- 2 Biography

- 3 Signs

- 3.1 Contentious Signs

- 4 Stories

- 4.1 The Lost Beaters

- 4.2 Under Fire

Virtue

Bolstering Bill was recognised as an Exemplar of Loyalty by the Highborn Assembly of the Virtuous following his stories and legends being brought to Bastion by pilgrims and Wayfarers.

Biography

He is a character generally believed to have been a Marcher - if he existed at all - who appears in a number of comic songs, stories and poems in various parts of the Empire. He (or sometimes she) is presented as a simple yet well-meaning soldier, usually wielding a polearm, whose companions encounter any number of amusing or hair-raising scrapes and who survive or triumph with the aid of their companion, Bill combines good humour, honest camaraderie and more than a little tough love with an absolute commitment to never leaving a friend behind.

While the truth behind these tales is contested, the character of Bolstering Bill is often considered to be an Exemplar of Loyalty. Even the critics of the Bolstering Bill stories note that it is likely that many of them recount the adventures of real people, and have simply been ascribed to Bolstering Bill by later generations of storytellers to make them more accessible to their audiences. (see also the Good Neighbour, a polearm occasionally called a bolstering bill).

Signs

- Bill is without a doubt an inspiration to people across the Empire.

- Bolstering Bill has left a legacy in the form of the weapon that carries his name. While some scholars dispute whether Bill had a specific polearm, or used a succession of weapons, reports of a battered-appearing bill that evidences powerful abilities in a crisis are commonplace in the Marches. According to these tales, the pole-arm disappears of its own accord after a short time - actively seeking out someone else who is in need of its assistance.

- There is little doubt, in the Marches at least, as to Bill's benevolence. While his actions help individuals, those individuals often go on to inspire others, and in some cases perform great acts that help their people.

- Bill is credited with the salvation of many citizens by spreading the teachings of loyalty (and to a lesser degree Prosperity, Courage, and Pride) throughout the early Empire, especially in the Marches, in Wintermark, and in the Brass Coast.

Contentious Signs

- Several stories about Bill include miracles but this is a contentious sign. The stories are difficult to prove, and evidence of actual miracles is difficult to secure. Whether it is stories of lost travellers crossing the entire Empire in a single night; a torch that miraculously lasts an entire night to keep wolves at bay; or a story of providing nourishing food for an entire army using only two turnips and Tom Drake's second-best pair of boots, if even one of these tall tales has a grain of truth it would be proof of Bill's miracles.

- There is no record of anyone in the Empire, or in the Sumaah Republic, having a vision of being Bill in their past life. It is not clear if this is a sign of liberation, or simply proof that "Bolstering Bill" is a construct made up of several heroes. Obviously, proof either way is difficult to secure.

Stories

Bolstering Bill lives today in the stories told about him (or possibly her). According to some of the stories, Bolstering Bill occasionally appears in person to aid lost and desperate Marchers, although such stories are often taken with a pinch of salt - some believe that reports of "Bill" appearing out of nowhere to help people is proof of a sect of beaters dedicated to following his example and keeping his legacy alive.

The Lost Beaters

This tale, and ones like it, crop up from time to time in the Marches and elsewhere. Bill turns up, offers aid that is remarkably successful, and then disappears again. Some scholars have compared these stories to those of Jonah Gold, the miner

Captain Tom took a large swig of beer and wiped his lips.

"Look, that's how it happened and no mistake. We were trying to light a campfire - difficult given all that dense creepy fog - and cursing the day the Feni ambushed us in the night, scattering the company to the four fields. The three of us were just about resigned to cold rations and a sleepless night when Harriet here" - he motioned to the smiling young archer now trying to wrestle the tankard from him - "heard a stick snap nearby. then we sees a figure approaching us from out of the fog, so we reach for our pikes and ready alert. Only it ain't no Feni scout, it's one of us.

"Looks like you three have gotten right lost!" he says cheerily. "Need some help with that fire?" And then quicker than a hen's cluck he's got the wet kindling burning on the fire and he's skinning a rabbit for supper. "Just got the knack, ain't I?" he says. "You three stick with me and I'll see you home right as rain!".

Dick chimed in now. "He sure did! When we were fed and rested, we followed his tracks back through the forest, the fog clinging to our tired bodies." He paused for effect and took a beer offered by someone in the crowd. When we got tired, he cheered us up with a 'march on, soldiers!' and a cheery chirping whistle. When we got tired again, he took all our packs and carried them himself. 'Reckon as how I can manage all of these for a while, but don't you go slacking on me now!' All the while he's smiling and laughing."

"Well, sure as eggs" interjected the archer Harriet, "he promised to get us safe and here we are. All the way to Stoke Heath from the woods in one day! I've never managed that at a march before. The last thing he said was 'Blimey, I only meant to get you back to your unit, looks like I got turned round as well and ended up here instead! No wonder me feet are tired!'"

The three of them looked out at the crowd, clearly expecting applause, but the crowd were expecting something different. "Oh, he aint here!" Tom added. "Sorry. Right after we got here he said he had another job to do. Then he walked round the edge of Ma Greenly's henhouse and back into the fog. All we know is his name - Bill."

Under Fire

One of the typical formats of Bolstering Bill stories features the Exemplar rescuing others from dangerous situations. Critical to these is the notion of not leaving anyone behind.

Tom, Dick and Harriet had been on a scouting mission when the orders came through from command for a general retreat. There was no time to send further runners out to find and retrieve them, but one person volunteered for the task - a pikeman named Bill. He impressed the value of loyalty on the commanders, speaking quite out of rank, until the decision was made to let him try and find the scouts.

Sure enough, Bill found them just in time, under fire and crouching behind a low wall right in front of the Jotun advance. As she approached, a Jotun arrow whizzed past the three scouts and bounced off Bill's helmet. She immediately threw herself to the ground and crawled over to the wall where the three scouts were pinned down. "Move out, all! Orders have come through for a retreat!"

Dick addressed the newcomer sarcastically whilst notching another arrow to his bow. "Gee, we would love nothing more. Except that we're a little busy with these Jotun right now. Perhaps you can help?"

"Now, now, Dick! It's clear she's here to help. You can help. right? They will be here any minute, if we move then they'll pick us off for sure."

Bill removed her helmet and scratched her head, inspecting the dint where the arrow had hit as she did so. "Reckon as what we need is some sort of distraction. Hold here for a moment, I'll think of something!."

As she stood to try and get a better look at how many barbarians were approaching, she swung her pole arm low and managed to knock Harriet over in the process - mere seconds before another arrow landed where she had been crouched just a moment before.

"Blimey, that was close! Good job I'm so clumsy with this pike!"

Harriet just stared at her, somewhat flabbergasted but also too weary to say anything.

"I've got it! We'll use my helmet as a distraction. I'll put it on the end of my pikestaff and we'll raise it up over the wall to concentrate their fire whilst we all crawl back. We'll have to go quite a way on our bellies, but there's safety to stand once we get beyond the ridge. Well, what are you waiting for, soldiers?! Don't you worry about me, I'll be right behind you. I wasn't about to leave you behind, I'm sure you won't do the same for me!"

Bill winked, and rose the helmet above the wall on the end of his pikestaff. Very soon, there were arrows flying left and right and no less than three sticking out from his helmet. Tom, Dick and Harriet began crawling away from where the Jotun were aiming. It wasn't until they reached their place of safety that any of them looked back to see if Bill was still there, but she was nowhere to be seen. Cursing under their breath, they were about to turn round and go back for him when they heard her voice. "Covering fire, soldiers! Covering fire!" Bill was running toward them, followed by a whole band of angry Jotun who had finally discovered her trick.

With their expert bow work, the three of them made short enough work of the enemy that the others thought better about continuing and stopped for their fallen.

"Right." said Bill, not waiting for a moment. "That's that dealt with, let's get back to the others!"

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Bondring

Description

Sometimes called a Dragonbone Ring, a Bondring is a piece of magical jewellery favoured by anyone who links their life to that of another. They are used extensively by League cicisbeo, by trusted Dawnish retainers, by bodyguards across the Empire, and by sworn comrades-in-arms and battle partners from all nations. They are also a popular gift between lovers, and it is not uncommon for a wedding to include an exchange of Bondrings and the ceremonial bonding of the partners together.

The magic of the Bondring works through the power of the bond. It allows the wearer to offer aid and succour to their partner - the person they are bonded to. In some cases, two such wearers are bound together with mutual bonds but this is not a requirement (for example, while a bodyguard or cicisbeo is likely to be bonded to a patron or client, the reverse is rarely the case). While a Bondring does not offer dramatic healing power, it cannot be denied that these talismans save lives across the Empire every year.

A Bondring is almost always a ring, or less commonly a bracer, either made from dragonbone or decorated with dragonbone inlays. They are frequently decorated with symbols of love, commitment or Loyalty (such as hounds, hawks or falcons); runes such as Zorech, or Lann; or stones that evoke the image of the Three Sisters or the Chain.

Rules

- Form: Talisman. Takes the form of a piece of jewellery. You must be wearing this item to use its magical properties.

- Requirement: Any character can bond to this item.

- Effect: This item allows the create bond spell to be cast to connect you to a single willing target; you can be bonded to only one person at a time, and if you stop being bonded to the bond ring, this additional bond breaks. Once per day you may use either stay with me or get it together on the other person that you have bonded the ring to, without spending a hero point.

- Materials: Crafting a Bondring requires seven measures of dragonbone. It takes one month to make one of these items.

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Bonesetter of Torfast Trading Post

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Ministry

- 4 Appointment

- 5 The Title in Play

Overview

The Bonesetter of the Torfast Trading Post is an Imperial title awarded to an Imperial Orc citizen. It is part of the Northern trade network which effectively came into being shortly before the Autumn Equniox 380YE, with the construction of the offices of the Overseer of the Westward Road in Delev.

In the past, the Winterfolk maintained trade routes south and west from the town of Torfast i southern Skarsind. In the years since Skarsind was recovered, the roads were repaired and some work went towards re-establishing trade, but the Wintermark focus was more on the routes through the passes into Hahnmark in the north-east. When the Winterfolk withdrew from Skarsind, and the Imperial Orcs claimed it, several of their bonesetters began to look east and south, eager for the opportunity to restore the valuable trade routes with Hercynia, Temeschwar, and Karov.

Similar trading posts were established in the Glen of Shadows, in Temeschwar city, and eventually in Delev in Karov (the Treji Northern Wayhouse, the Northern Traders Guild, and the mercantile office of the Overseer of the Westward Road respectively). These improved the opportunities in Torfast, widening the range of goods that could be acquired to include herbs from Hercynia, metals from Temeschwar, and the bounty of the forests of Varushka.

In Summer 381YE, in response to an opportunity offered by the Thule orcs of Otkodov, a new partner joined the Northern Trade Network bringing valuable crystal mana to the markets of the northern Empire. This crystal mana, of course, remains available only while the Empire remains at peace with the Thule.

Southern Route (Temeschwar)

Total Money Spent

Production

7 Crowns

5 Beggar's Lye, 4 Weltsilver, 3 Green Iron

17 Crowns

10 Beggar's Lye, 8 Weltsilver, 6 Green Iron

35 Crowns

15 Beggar's Lye, 12 Weltsilver, 9 Green Iron

Western Route (Hercynia)

Total Money Spent

Production

7 Crowns

5 Bladeroot, 4 True Vervain, 4 Ambergelt, 2 Dragonbone

17 Crowns

10 Bladeroot, 8 True Vervain, 8 Ambergelt, 4 Dragonbone

35 Crowns

15 Bladreoot, 12 True Vervain, 12 Ambergelt, 6 Dragonbone

Eastern Route (Karov)

Total Money Spent

Production

7 Crowns

6 Ambergelt, 2 Iridescent Gloaming, 2 Beggar's Lye, 2 Dragonbone

17 Crowns

12 Ambergelt, 4 Iridescent Gloaming, 4 Beggar's Lye, 4 Dragonbone

35 Crowns

18 Ambergelt, 6 iridescent Gloaming, 6 Beggar's Lye, 6 Dragonbone

Northern Route (Urdur)

Total Materials Spent

Production

8 Orichalcum

8 Crystal Mana

19 Orichalcum

16 Crystal Mana

39 Orichalcum

25 Crystal Mana

53 Orichalcum

33 Crystal Mana

Responsibilities

The Bonesetter is expected to keep the trade flowing along the roads that lead from Skarsind south through Temeschwar, east into Varushka, and west into Hercynia. The close contact with the traders allows ample opportunity for the Bonsetter to acquire supplies at bargain prices. If one of the three existing trade routes were endangered, the production of the Torfast Trading Post would be endangered, and the Bonesetter would likely be responsible for working with representatives of the other nation to restore it.

Powers

Ministry

As a ministry, the title of Bonesetter of Torfast Trading Post allows the holder to purchase quantities of special materials at a set price. The Bonesetter makes their decision on how much money to spend during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Unlike a standard ministry, the Torfast Trading Post deals with merchants from four neighbouring territories - Hercynia, Temeschwar, Karov, and Urdur in Otkodov. As such, the Bonesetter has not one but four streams from which they can purchase material. The Bonesetter can spend differing amounts on each stream - for example, they could spend 17 crowns on one, 7 on another, and none on the third and fourth.

Appointment

This title is appointed during the Spring Equinox by Imperial Orcs who control military unit personal resources. The larger the military unit an individual has, the more votes they can allocate in support to a candidate. The voting is handled by the civil servants in the Bourse.

Only an Imperial Orc character may hold this title. They do not receive a seat on the Bourse. They cannot be revoked by the Imperial Synod.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

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Boneweaver

Description

These powerful adjuncts to a magician's healing arts are most often made of bone. They repair arms and legs that have been crippled by cleaving strikes or pierced with arrows. They are especially popular with Imperial Orc shaman, who can bring the legion warriors back to full fighting strength quickly while conserving their personal mana for emergency healing or offensive spells. In all nations, they are a common tool of stretcher-bearers, allowing them to get warriors walking again and able to head to the chirurgeons unassisted. This has won the wand the name Cripple's Delight.

Finding bones long enough to form the core of these wands can be problematic as the best results are achieved with single bones without any fractures or cracks. Horse leg bones were once used, but since their extinction, the long bones of oxen are the most common materials in many lands. In Varushka, the bones of bears and boar are used due to their size and association with the virtue of Courage, to inspire the injured to overcome hardship and claim victory. Careful application of amberbelt can provide additional length, encasing the bone like a fly in amber. In some examples, tiny fractures appear in the bone every time they are used, taking on the injuries they cure, eventually causing them to shatter at the end of their lifespan.

Rules

- Form: Weapon. Takes the form of a wand.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Three times per day when you cast the restore limb spell you can do so without spending any mana. You must be able to cast the restore limb spell to use this power.

- Materials: Crafting a boneweaver requires seven measures of amberbelt, five ingots of weltsilver and five measures of iridescent gloaming. It takes one month to make one of these items.

The human's blood was drizzling out from between Durn's fingers, staining his white wrist-wrap a carmine red. He felt his grip slither and slip from the flowing red fluid, and grunted as he tightened his grasp around Tancred's upper arm.

Everything below the Dawnish soldier's elbow was a ragged mess, but his shoulder wasn't looking much better either. Tancred's face had paled and Durn could tell he'd gone into some sort of shock, the human mind's way of trying to deal with the intense agony he must be suffering.

That and his Abyss-damned jokes. It was an old ritual between the two friends.

“W-What do you call it when an orc tries to sing?”

“Attempted murder,” Durn grunted. He reached to his side where the wand was tied, working to extricate it from the knots there. “What do you call a band of humans running away?”

“I... I don't know.” Tancred spasmed and coughed, wincing as he did so, and the shaman frowned at the fresh spatter of blood running between his fingers.

“An army.” He had the wand free now.

“Hah! G-good one. What do orcs call their enemies?” A beat. “Dinner.”

Durn raised an eyebrow as he held the wand aloft. “How do you tell if a human is a great warrior?”

Tancred frowned through the haze of pain. “No idea.”

“Me neither, I've never met one.” That got his friend laughing. Durn quickly muttered the incantation then tapped the wand to the human's wrecked limb.

“That... that's a good one, I th-agh Ways-damnit that hurts aargh!” Tancred clenched his jaw as the bones of his arm reset with a crack, flesh and tendon knitted back together and nerves flared with fresh agony.

And then the spell was done and the nobleman was sitting up, flexing his repaired limb with a slight look of wonder on his face. The flesh still bore wounds, but the magic had done enough to give Tancred back the use of his sword-hand.

“Now get back up and into that fight,” Durn ordered him. “We've a battle yet to win, and I don't think those things care whether it's orc or human flesh they're eating at the end of the day.”

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Boneweaver&oldid=50210"

Bound by Common Cause

Contents

- 1 Rules

- 1.1 Autumn Magnitude 80

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 80

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets an Imperial army. The general responsible for the army must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual dramatically increases the logistical cohesion of a campaign army. The campaign army gains an additional boost to its combat ability dependant on the number of additional military units that are assigned to fight alongside it. The bonus is subject to diminishing returns. The first 15 units add 50 effective strength each; the second 15 add 40 effective strength each; the third 15 add 30 effective strength each; the fourth 15 adds 20 effective strength each and the final 15 add 10 effective strength each to a maximum bonus of 2,250 additional strength for 75 additional military units.

The additional army strength granted by this enchantmen is affected by the orders given to the army. While the effect is expressed as being equivalent to additional soldiers, this enchantment never reduces casualties suffered by the army..

While the enchantment persists, the general responsible for the army experiences a roleplaying effect: they are never satisfied with the size, strength, military readiness or agreed tactics of their army, band, nation or Empire; they seek to improve things, doubting the opinions of others and being driven to fine new ways to improve their army and the capacity of the soldiers under their command.

The effect lasts until the start of the next Profound Decisions Empire event.

Description

This ritual empowers and enhances an army, using the Imperial general as focus. The enchantment improves the internal logistics of the campaign army, and harmonizes it with the logistical needs of smaller units. The net result is that it becomes easier for independent units to join that campaign army and fight alongside it with enhanced ability. Nobody misses a meal, nobody goes hungry, everyone has dry clothes, good boots, sharp weapons, clean armour ... the ritual serendipitously arranges things so that temporary auxiliaries fight effectively alongside the main body of the army. It even serves to minimize and quell inter-unit rivalries, or at least turn them towards a desire to fight the enemy better than a rival, rather than engage in drunken fistfights. Consequently, this ritual is something of a boon to mercenary commanders, whether serving as generals or leading smaller units. The ability to integrate disparate military units into a larger body helps keep the Imperial troops cohesive and this magic enhances that even further.

This ritual is both weak and powerful when it comes to enhancing the effectiveness of an Imperial army. Weak because it provides no advantage at all to an army that has no auxiliary units attached to it; strong because with enough negotiation or money, an army can gain a significant increase to its effectiveness not only due to the enchantment but due to the presence of all the additional military units.

Common Elements

This ritual enhances a campaign army, and the general of the target army serves as a vital focus for delivering the magic. It is common to include a banner or standard that will be used by the target force as a focus for the ritual. Other common elements include the invocation of Paragons and Exemplars of Wisdom and Loyalty. Other elements include girding or crowning the military leader, the rhythmic beat of military drums, the presence of warriors from as many different nations as possible as witnesses especially if those warriors swear oaths to fight alongside the general in battle.

The rune of bargains, Lann, is favoured for this ritual as the Day rune Aesh which represents thought and clarity. The constellations of The Chain and The Three Sisters might be invoked, as might the character of The Prince, especially in a scene set on The Battlefield or The Counting House.

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Imperial Bourse (Redirected from Bourse)

Contents

- 1 Overview

- 2 Role within the Empire

- 3 Entry requirements

- 4 Elections and Appointments

- 4.1 Losing the title

- 4.2 Proxies

- 5 History

- 6 Powers and functions

- 6.1 Control of Ilium and Building Materials

- 6.2 Access to the Private Auction

- 6.3 Operation of the Public Auction

- 6.4 Auction of Appointments

- 7 Imperial and National Bourse Positions

- 8 Mithril Seats

- 8.1 Imperial Mithril Seats

- 8.2 National Mithril Seats

- 9 Weirwood Seats

- 9.1 Imperial Weirwood Seats

- 9.2 National Weirwood Seats

- 10 White Granite Seats

- 10.1 Imperial White Granite Seats

- 10.2 National White Granite Seats

- 11 Ilium Seats

- 11.1 Imperial Ilium Seats

- 11.2 National Ilium Seats

- 12 Other Bourse Seats

- 12.1 The Master of The Imperial Mint

- 12.2 Castellan of Spiral Castle

- 13 Other Titles

Overview

The Imperial Bourse is the economic hub of the Empire. Its role is to ensure the prosperity of the Empire and to provide access to much needed resources to those who can afford them.

Role within the Empire

The Bourse is designed to ensure that ilium, mithril, weirwood and white granite are directed to where they can provide the most economic benefit, rather than being assigned by political or military patronage. Merchants bid for a position on the Bourse and those that are successful gain control of one of the Bourse positions that control production. It is then left to them to sell the resources at whatever price they can. Although there are frequent accusations of profiteering, when the market functions as intended it ensures that significant sums of money are paid to the Bourse for use by the Empire.

Decisions within the Bourse are taken by auction, with members placing money in the Bourse coffers to register their support for or against a motion. Such auctions are rare however, most of the Bourse activity is economic in nature and takes place without central organisation. The money collected by the Bourse, as part of the process of selecting members and making decisions becomes the property of the Empire.

The Bourse has gained two other roles over the years, operating the public and private auctions. The public auction is open to anyone present; most goods sold are herbs, mana crystals, resources, building materials and occasionally even Ilium are sent to the Bourse by Imperial citizens who want a good price for their goods but have neither the inclination nor the time to attend the meetings at Anvil. The private auction is for Bourse members only and sells rare and unique items that agents of the Bourse have sourced from across the Empire and the World.

Entry requirements

There are over a score of different Bourse positions, the majority of which are auctioned off once a year. Although a citizen may bid for as many positions as they choose, an individual can only hold one Imperial title. The auction itself uses an open bidding system and payments must be made immediately.

There are a handful of Bourse positions which are not auctioned off. These positions reflect the relative economic wealth and priorities of nations like Varushka. As a result these resources are controlled by vote of members of that nation based on what resources they control. These positions are identified separately below.

You can find details of who holds which seat here.

Elections and Appointments

During each season, all the Bourse Seats (both Imperial and National) that produce a single material are re-elected or re-appointed. During the event that a seat is due to be re-elected, the current holder does not receive any materials. Once the seat has been re-elected, the new holder receives that season's production, and secures the production until the next time the seat is due to be re-elected.

- Weirwood seats are re-elected at the Winter Solstice.

- Ilium seats and the Master of the Imperial Mint are re-elected at the Spring Equinox.

- White Granite seats are re-elected at the Summer Solstice.

- Mithril seats are re-elected at the Autumn Equinox.

Losing the title

What happens when a Bourse seat loses their title depends on how they lost it.

- If the holder of a Bourse seat dies, the seat is re-auctioned (or appointed). The new holder of the seat does not receive any wains or rings of ilium until the start of the next event. The money raised by the auction (if any) becomes part of the estate of the dead character, and the Magistrates do their best to ensure that money goes to the seat's beneficiaries.

- If the holder of a Bourse seat resigns their position, the seat is also re-auctioned (or appointed). Again, the new holder of the seat does not receive any wains or rings until the next event. The money raised in the auction is paid to the character who resigned their seat.

- If the holder of a Bourse seat receives a Writ of Excommunication, they are stripped of their Bourse seat. It is re-elected (or appointed), and the money raised is claimed by the Imperial Synod.

- The holder of a Bourse seat cannot be revoked by the Imperial Synod.

In all cases, the money initially paid for a seat remains as part of the annual budget of the Imperial Senate.

Proxies

Any member of the Bourse, may appoint a proxy. It is not uncommon for Bourse members to auction the right to stand as their proxy to another party - as this allows the proxy to bid in the private auction.

History

Mithril, weirwood and white granite are essential to the prosperity of the Empire and its citizens. Deposits of these materials tend to be large but few in number so they are carefully protected. Ilium is also rare and almost priceless due to its arcane powers. When the Empire was formed control of key supplies of these materials was placed in the control of the Bourse; it was explicitly designed to keep control of these precious materials out of the direct control of the Empress and the Senate.

Over time the role of the Bourse has grown, its members instituted a private auction to give them access to some of the most valuable items in the Empire. This was so successful it was eventually copied and a second public auction was introduced to allow citizens of the Empire to sell basic goods at the Bourse.

Powers and functions

Control of Ilium and Building Materials

Mithril, weirwood and white granite are essential to upgrade a personal resource to make it more productive. They are also needed for the large projects authorized by the Senate such as the creation of new armies or the building of bridges and fortifications. Ilium is used by artisans and magicians to make rituals and enchantments permanent. Each Bourse member has control of a single resource, for a single year (unless they are replacing an existing position which has become vacant). They can dispense this resource as they choose.

Access to the Private Auction

The Bourse holds a single private auction, only Bourse members can attend and bid on the items auctioned. Bourse agents scour the Empire and the world looking for rare and potentially valuable items to bring them to the Bourse where they are auctioned off to the highest bidder. Details of the handful of lots are usually posted in the Bourse several hours before the auction begins.

Operation of the Public Auction

Although not formally one of the powers of the Bourse, the public auction takes place in the Bourse and is operated by the civil servants who run the Bourse. The auction is open to all and supplies of herbs, mana crystals, resources, minor magical items and small lots of weirwood, mithril and white granite are auctioned to the highest bidder. It is relatively rare, but not unknown for more valuable items like Ilium, true liao or powerful items to appear in the public auction. Details of the lots are posted in the Bourse one hour before the auction begins.

Auction of Appointments

Over the years the Bourse has helped to create various minor Imperial positions and officers to help the Empire function. Individuals are appointed to these positions by auction - Bourse members commit funds in support of their preferred candidate. The candidate that receives the most support is appointed - and all bids by their supporters become the property of the state.

Imperial and National Bourse Positions

Imperial Seats on the Bourse are assigned to the highest bidder. These positions are available to any citizen of the Empire who does not already control an Imperial title or position. This means that members of the Synod, military or senate can bid for one of these Imperial Bourse position, but must resign their position if they are successful.

National Seats on the Bourse, by contrast, can only be filled by a citizen of the appropriate nation. In addition they are not auctioned off, as Imperial Bourse positions are, but voted upon by resource owners from that nation. The larger the personal holding an individual has, the more votes they can allocate in support to a candidate. The voting for national Bourse positions is handled by the civil servants in the Bourse. National Bourse positions are otherwise identical to Imperial Bourse positions.

Mithril Seats

All mithril seats are re-elected during the Autumn Equinox.

Imperial Mithril Seats

There are currently five Imperial Bourse Seats that produce mitril. One of the Seats (the Great Pits of Ennerlund) is not currently producing mithril, having been collapsed by the Druj barbarians; it is also possible that when reconstruction work is complete it may be reassigned as a National League resource.

- The Singing Caves in Mournwold produce 28 Imperial wains of mithril every season.

- The Fortress of Salt in Temeschwar produces 25 Imperial wains of mithril every season.

- The Brilliant Star in Redoubt produces 24 Imperial wains of mithril every season

- The Great Mine of Briante in Kahraman produces 22 Imperial wains of mithril every season.

- The Great Pits of Ennerlund in Holberg produced 27 Imperial wains of mithril every season. It is unclear how much, if any, production now remains, although work has begun on re-opening the collapsed mine. The Pits are currently unassigned; it is not clear if it will remain an Imperial Seat or become a League National Seat.

National Mithril Seats

There are two National Bourse Seats that produce mithril, although one (the Legacy) is currently in the hands of barbarians.

- The Eternal Shafts of Time in Karov procude 27 Imperial wains of mithril each season. Control of the Shafts is assigned to whichever Varushkan candidate receives the most support from Varushkan owners of mine resources.

- The Legacy in Spiral produced 22 Imperial wains of mithril each season. The Legacy was assigned to whichever Urizen candidate receives the most support from Urizen owners of mana sites. It is currently in the hands of the Grendel and is neither allocated, nor producing mithril for the Empire.

Weirwood Seats

All weirwood seats are re-elected during the Winter Solstice.

Imperial Weirwood Seats

There are six Imperial seats that produce weirwood. One of the seats (the Great Forest at Reikos) is currently not in Imperial hands, and might be reassigned as a National resource when it is liberated.

- The Golden Trees of Seren in Miaren produce 28 Imperial wains of weirwood each season.

- The Hunt of Alderei the Fair in Volodmartz produces 26 Imperial wains of weirwood each season.

- The Heartwood of the Great Vale in Hercynia produces 25 Imperial wains of weirwood each season.

- The Weirwater Vales in Weirwater produce 23 Imperial wains of weirwood each season.

- The Canterspire Circle in Morrow produces 22 Imperial wains of weirwood each season.

- The Great Forest at Reikos in Reikos produced 25 Imperial wains of weirwood each season. This Bourse resource is not currently under the control of the Empire.

National Weirwood Seats

There is currently only one National weirwood Bourse Seat.

- The Thimble in Therunin produces 24 Imperial wains of weirwood each season. Control of the Thimble is assigned to whichever Navarr candidate receives the most support from Navarr owners of herb gardens.

White Granite Seats

All White Granite Seats are auctioned or appointed during the Summer Solstice.

Imperial White Granite Seats

There are four Imperial Seats that produce white granite:

- The Damation Cliffs in Kahraman produce 27 Imperial wains of white granite every season.

- The Night Quarry in Miekarova produces 26 Imperial wains of white granite every season.

- The Arratan Gamble in Tassato produces 25 Imperial wains of white granite every season.

- The Sutton Stone Quarries in Upwold produce 23 Imperial wains of white granite every season.

National White Granite Seats

There are three Nation Seats that produce white granite. One (the Vigilant Swan) could be reassigned as an Imperial Seat when the territory of Reikos is finally liberated from the barbarians.

- The Granites of Veltsgorsk in Volodmartz produce 26 Imperial wains of white granite every season. Control of Veltsgorsk is assigned to whichever Varushkan candidate receives the most support from Varushkan owners of forest resources.

- The Brilliant Shore in Skarsind produces 26 Imperial wains of white granite every season. While control of the Shore was previously assigned to whichever Wintermark candidate received the most support from Wintermark owners of military units, the reassignment of Skarsind has left it's status confused.

- The Vigilant Swan in Reikos produced 25 Imperial wains of white granite every season. Control of the Vigilant Swan was assigned to whichever Highborn candidate receives the most support from Highborn owners of congregations. While it was liberated by Highborn and Navarr forces, the decision about its future is still uncertain.

Ilium Seats

All ilium seats are re-elected during the Spring Equinox.

Imperial Ilium Seats

There are two Imperial Seats that produce ilium.

- Syrene's Wisdom in Casinea produces 7 rings of ilium each season.

- The Scorrero Nets in Feroz produce 5 rings of ilium each season.

National Ilium Seats

While in theory there are four National ilium Bourse seats, the Stonefield Ice Caves has been ceded to the Thule and is not in Imperial hands. All ilium seats are re-appointed during the Spring Equinox. Bourse seats that are allocated on the basis of raids conducted by military units, piracy by fleets, or similar are based on the total effective size of all the contributing resources over the last four seasons.

- The Steel Fist provides 8 rings of ilium each season. it is allocated to whichever Imperial orc legion provides the most assistance to Imperial armies on campaign.

- The Broken Shore Bounty provides 7 rings of ilium each season. It is allocated to whichever Freeborn fleet performs the biggest raid against the Grendel port of Dubhtraig.

- The Regario Dossier provides 4 rings of ilium each season, along with an annual report relating to the activities of foreign powers. It is reserved for the League citizen who presents the largest bid.

- The Stonefield Ice Caves provided 5 rings of ilium each season. It was allocated to whichever Wintermark military unit performed the biggest raid against the barbarian orcs. The Stonefield Ice Caves are not currently in Imperial Hands, having been ceded to the Thule.

Other Bourse Seats

These appointments come with a Seat on the Bourse, but are not tied directly to the production of mithril, weirwood, white granite, or ilium.

The Master of The Imperial Mint

The Master of the Imperial Mint is a Bourse Seat reserved for the citizen of the League who presents the largest bid. The Master does not receive an income of Bourse resources, but is privy to privileged information about the Imperial economy and has powers to speak and address the Imperial Senate.

Castellan of Spiral Castle

Until 368YE, the Castellan of Spiral Castle is a Bourse Seat held by a [{Dawn|Dawnish]] citizen, appointed with the support of Dawnish military units. The Castellan has powers to order the resupply of Imperial armies stationed in Weirwater. The Seat spent many years vacant, but a new Castellan has recently been appointed following the return of Castle Spiral to the mortal world.

Other Titles

A number of other titles are also appointed through the Bourse. Any title that has economic power or responsibilities is likely to be bound to the Bourse. Unless the position includes administration of a supply of mithril, weirwood, white granite, or ilium however it does not bring with it a seat on the Bourse or access to the private auction. The appointment of all these titles is organised and processed by the civil servants attached to the Bourse.

A list of other titles bound to the Imperial Bourse can be found here

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Bow safety

Contents

- 1 Overview

- 2 Poundage

- 3 Weapon Check

- 3.1 IDV Arrows

- 4 Bow Safety

- 5 Using your Bow

- 6 Checking Arrows

- 6.1 New Restrictions

- 6.2 Arrow Amnesty

- 7 Further Reading

- 8 Links

Overview

Bows and crossbows are one of the more dangerous weapons in LRP, if they are used inappropriately. If you are planning to play an archer at Empire then you must make sure that you follow all these safety rules. Failure to do so will result in you being excluded from the battlefield. This page referrs to arrows, but all relevant information applies to crossbows and bolts as well.

To be a safe archer, you need to be a competent archer. Knowing one end of a bow and arrow from the other, and being able to generally hit what you're aiming at is competent. If you have never shot a bow before, then take some lessons from someone who knows what they're talking about with respect to archery before you start shooting at people with LRP arrows. Shooting a bow is not as easy as shooting a gun. It will take you a little time to get the hang of it, but if you're keen enough, you'll grasp the concept soon enough...Have patience, and have fun.

Nothing in this world is guaranteed. Bows and arrows are killing tools and must be treated with the utmost seriousness and care. Once you let that arrow fly it's out of your hands, and no matter how good you are at archery, fate will play its part one way or another. Check your arrows before every shot!

Poundage

- See the weapon checking guidelines

There are strict limits on the poundage of any bow or crossbow used at Empire events - as well as the construction and condition of the bow. Please read the weapon checking guidelines for bows to ensure that your bow will be legal to use at our events.

Weapon Check

You must take your bow to the weapon checking team and have it checked before you use it. When you take a bow to weapon check they will ask you to string the bow and then fire it at a nearby target. The aim is to ensure that you know how to string a bow safely and how to pull your shot when firing on nearby players. If the weapon check team are not satisfied that you are able to use a bow safely then you will receive a quick demonstration lesson in how to use a LRP bow safely.

IDV Arrows

IDV tear-drop arrows are not usable at any Profound Decisions events.

Bow Safety

- Ensure that your bow is correctly and securely strung

- Take the distance to your target into account before firing. DO NOT full draw a long bow at a target 10m or less away.

- You must not aim a bow or crossbow at the head.

- Do not parry or strike with your bow! It is NOT a melee weapon

An incorrectly strung bow is a danger to you and other players as well as demonstrating a lack of experience with a bow. You must know how to string a bow correctly.

Modern LRP bows and crossbows are capable of firing a LRP arrow much further than most of the older equipment in use by the hobby a decade ago, even though their poundage at full draw has not changed. It is not safe to fire an arrow at high speed at a close target. If you have a bow you must reduce you draw when firing at nearby targets. You must not draw the bow to normal extension when when firing at a target that is 10m or closer to you, you must reduce the draw proportionately.

Crossbows fire much slower than a bow with equivalent poundage. As you cannot reduce the pull for a crossbow you must not fire it at a target closer than 3m.

Using your Bow

- You must check the head, shaft and nock of any arrow or bolt you are given or recover yourself before shooting. Failure to do so may see you removed from the battle or skirmish you are on.

- If your bow has a high poundage, ensure that the limbs are warmed before a large fight

Arrows must be checked every time they are used. It is particularly important to check every arrow before you reuse as an arrow recovered from a battlefield has a high chance of being unsafe. You must choose to either check every arrow before you put it in your quiver - OR - choose to check every arrow before you nock it to fire (you must not switch between these two methods on the battlefield).

The guidelines for all archers checking their arrows are below; if you are unsure then ask a ref or a member of the weapon checking team.

Checking Arrows

- Check the head is secure and free from debris

- Check the shaft is not cracked or split

- Check the arrows does not have missing or loose flights

- Check if the nock is loose or split

New Restrictions

As the incidence of Archery related injuries is still too high at PD events, we have made the following changes to arrows. These new restrictions now apply to all our events.

The arrow head will have a diameter of at least 45mm. Any smaller, eye injuries are a distinct possibility. Arrowheads must have two stage foam construction, fronted by spongy foam at least 20mm thick. The second layer should be 25mm thick. The thick rubber layer (can also be leather) must be at least 3mm thick. The cap must not be brittle and be able to withstand repeated impacts.

The head of an LRP arrow must be soft enough for a close range shot not to damage delicate areas of the body (to account for unforeseen accidents). It must be constructed to be robust, long lasting, and eliminate all possibilities of the arrow shaft punching through the foam to the outside world.

Arrows with round heads will still be permitted, provided that it uses a two-part foam construction as shown.

If you are making your own arrows, then follow these guidelines. Arrows remain the most dangerous element on the battlefield, please make sure that you make them correctly and with care - or don't make them at all.

Arrow Amnesty

To try and ensure the least possible impact for our players, we'll have an amnesty on any "golfball head" arrows you have left at the start of 2017. Bring them to GOD and we'll *swap* them for £6 of credit on your PD account, usable against any PD event.

Further Reading

- Characters

- Playing the Game

- Referees & GOD

- Safety

- Event safety

- Weapon checking

- Bow safety

- Fire safety

- Conduct

- Downtime

Links

- A helpful video by Nick Turner that goes through the steps of checking an arrow is safe to fire.

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Braies

Braies are a type of trousers used as undergarments. They are a baggy boxer short style garment, generally hanging to the knees or mid-calf, resembling what are today called shorts.

Split hose should be worn with long braies.

- Reconstructing History 024

- Midgard Basic Clothing Standards: Braies and Trousers

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Brand

Some Navarr choose to dedicate themselves to the service of the people. Those who make this public commitment are called Brands because their oath of service is marked with an actual brand, an indication of how seriously they take the matter. They bear this brand on their left cheekbone, and the design varies with the individual. The brand serves to remind them of their oath, but also to single them out, so that people who are looking for a Brand can easily find one. This life of service can be arduous and difficult, but most Brands shoulder it willingly. Their reward is the acknowledgement and respect they receive from other Navarr.

The remit of a Brand's responsibility may be as large or as small as they choose. Some Brands consider themselves to have pledged their service to the fellow members of their Striding or Steading. Others take a grander view, seeing themselves as servants of the Navarr people or even the entire Empire.

Brands work tirelessly to help their chosen community prosper without charge. They employ their skills to aid others when requested and the best of them seek out ways to help. When a task is too difficult to be accomplished alone, the Brand will ask others for help. When asked to help by a Brand it is implicit that the aid requested is in everyone's best interests.

The Navarr choose who they want to follow, picking their leaders accordingly. In theory anyone who can offer effective leadership and wisdom might attract Navarr to follow but in practice they expect their leaders to be Brands. The Navarr believe that leaders should be servants of the community, so they expect those who would act in that role to swear an oath accordingly. They can be very suspicious of those who seek to lead without first undertaking the Brand's pledge.

There is a great deal of similarity between the oaths of the Brand and those of the Thorn or the Vate. As a result those Brands interested in martial matters are usually also Thorns, whilst those with some mastery of magic may become a Vate as well.

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Brand (Redirected from Brands)

Some Navarr choose to dedicate themselves to the service of the people. Those who make this public commitment are called Brands because their oath of service is marked with an actual brand, an indication of how seriously they take the matter. They bear this brand on their left cheekbone, and the design varies with the individual. The brand serves to remind them of their oath, but also to single them out, so that people who are looking for a Brand can easily find one. This life of service can be arduous and difficult, but most Brands shoulder it willingly. Their reward is the acknowledgement and respect they receive from other Navarr.

The remit of a Brand's responsibility may be as large or as small as they choose. Some Brands consider themselves to have pledged their service to the fellow members of their Striding or Steading. Others take a grander view, seeing themselves as servants of the Navarr people or even the entire Empire.

Brands work tirelessly to help their chosen community prosper without charge. They employ their skills to aid others when requested and the best of them seek out ways to help. When a task is too difficult to be accomplished alone, the Brand will ask others for help. When asked to help by a Brand it is implicit that the aid requested is in everyone's best interests.

The Navarr choose who they want to follow, picking their leaders accordingly. In theory anyone who can offer effective leadership and wisdom might attract Navarr to follow but in practice they expect their leaders to be Brands. The Navarr believe that leaders should be servants of the community, so they expect those who would act in that role to swear an oath accordingly. They can be very suspicious of those who seek to lead without first undertaking the Brand's pledge.

There is a great deal of similarity between the oaths of the Brand and those of the Thorn or the Vate. As a result those Brands interested in martial matters are usually also Thorns, whilst those with some mastery of magic may become a Vate as well.

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The Brass Coast (Redirected from Brass Coast)

“Life is short — let it never be dull!”

The Freeborn of the Brass Coast are travellers, traders, lovers and poets. They are exuberant and flamboyant; when they laugh their humour is infectious and without spite, when they love they do so with a passion that is without guile and when they’re angry, their wrath is like a summer storm – terrible to behold but swift in passing. To be Freeborn is to be driven by a hunger for life, to see the world, to taste every delicacy, sample every wine and tell every tale. Success is measured in wealth, family and influence, not out of greed, but for the joy success brings.

The Freeborn prize individual freedom and responsibility. Although they are capable of serving a cause they have little respect for authority. Pompous or self-important individuals, especially those who think that titles and positions have made them important, are ridiculed on the Coast. Respect is earned, it cannot be bought or appointed.

While others see them as outspoken and brazen, their honesty is without arrogance, for to aggrandise the self is vulgar, while to praise the deeds of another is an art. Their tales are bawdy enough for a common tavern and grand enough for a lordly court alike and can fill a room with laughter, tears or gasps of horror.

Their wagons and ships cross the world bringing exotic goods that command the finest prices. They are renowned for their corsairs, who operate out of the Bay of Catazar. These daring privateers risk everything ensuring that the Empire's enemies are unable to threaten her shores and earning a fortune in gold in the process. It is a dangerous life but one that perfectly suits the Freeborn passion for high adventure.

Five things to know about the Freeborn

- They are notoriously candid. Brazen in person, and disarmingly frank in negotiation, they are never afraid to speak their mind when they want to.

- All things can have a price. The Freeborn believe the fairest way to reckon the worth of something is to put a price on it.

- They prize freedom and responsibility and disdain arrogance. The Freeborn philosophy is that society is best served when every individual is responsible for themselves and to themselves.

- They crave adventure and excitement. None more so than their corsairs who are the terror of the high seas.

- They like agreements to be explicit. The Freeborn like everybody to know exactly what has been agreed to.

What the Freeborn are not

- Desert dwellers. Grassy plains, rocky mountains and shipboard on the ocean are where the Freeborn live.

- Dodgy camel sellers or slave traders. Freeborn traders are upfront and scrupulously honest - the very opposite of the stereotype of the obsequious, wheedling trader.

- Matriarchal or patriarchal. The Freeborn are matrilineal, they take their mother’s family name, but other than this their society is completely gender blind. There are no harems or seraglios in the Empire.

The nation

Core Brief

- The people

- Culture and customs

- Look and feel

Further reading

- History

- Leadership

- Economic interests

- Military concerns

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

- Costumes

This selection of articles can be downloaded as a PDF book (or as html only)

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Brass Coast culture and customs (Redirected from Brass Coast Culture and Customs)

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The Brass Coast culture and customs

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The Brass Coast economic interests (Redirected from Brass Coast Economic Interests)

Money is the most versatile tool in existence. Every Freeborn is to one degree or another looking to “make their fortune” because wealth brings status and luxury and it gives you a freedom that is denied to the poor.

Freeborn traders go beyond the frankness that is normal for everyday Freeborn and strive for a degree of honesty that would shame a priest. They regard it as a matter of skill to obtain the best possible price while being utterly open about the goods they sell. This probity is not driven solely by moral concerns, but also practical ones. The Freeborn have achieved an extraordinary reputation for not cheating their customers - a reputation that drives business to their door. Any Freeborn trader who stoops to lying about their merchandise for the sake of a better deal, puts the prosperity of all Freeborn at risk. As a result they protect this reputation very aggressively. Freeborn traders who do seek to twist a deal or sell a light load are dealt with without mercy.

About the only things the Freeborn do not buy or sell are slaves. Slavery of Imperial Citizens is illegal in the Empire, and the Freeborn take no part in the trade even when overseas. While the Freeborn do not hold with slavery, they approve of the idea of hard work as punishment, treating the wages a criminal might have earnt doing a job honestly as payment towards the resolution of their crime..

Contracts

When it comes to making financial agreements more complex than a direct exchange of goods, Freeborn are most comfortable dealing through contracts. As a consequence, Freeborn merchants usually seek out the services of a professional scrivener to formalise their relationships. A discreet, neutral scrivener can work out and witness a contract that satisfies both parties, and they are very much in demand. Combining the skill to express ideas simply and clearly in writing with a talent for arbitrating between individuals to help them express what they actually want, these scriveners are the backbone of Freeborn economic life.

The Freeborn prefer to abide by the letter of a contract, rather than the “spirit". Arguments about what was “meant” by the contract are inevitably circular and unhelpful. Where the meaning of a contract must be discussed or clarified, it is again to the professional scrivener that the Freeborn merchant turns. The best scriveners are also artists, or employ someone capable of making their contracts look attractive and professional with fine calligraphy and colourful flourishes. A disproportionate number of scriveners are of the cambion lineage. Common superstition suggests that their connection to the Autumn realm helps them to instinctively understand how to frame a contract, and their blood marked on a document is traditionally held to grant good fortune to the enterprise involved.

Paradours

When an outsider thinks of a Freeborn trader, they are often thinking of the proprietor of a parador. Brass Coast towns always have at least one parador, a communal social house of music, story-telling, drinking and dance. At the end of a hard day of work the people of the Freeborn can often be found here discussing their latest ventures or telling extravagant and grand tales of their ancestors, friends and relatives.

As with most Freeborn businesses, a parador is traditionally owned by an extended family which may maintain more than one structure, or operate a “travelling parador” akin to a circus or fair. In addition to the services and entertainments they provide, the best paradors are places of trade. While a lot of formal business takes place at the bazaar, the parador is where merchants go to relax and it is often where the real business of complex trade takes place. The parador is where merchants can informally come to an agreement concerning more risky ventures, bulk deals and investment opportunities over chilled fruit and wine.

Corsairs

The Freeborn are not the strongest military in the Empire, but there is one area where their strength is uncontested – on the open seas. Every Freeborn tribe includes dozens of families who make their living as corsairs, sea-borne raiders who prey on barbarian shipping passing through the Bay of Catazar. The Freeborn detest piracy, but they regard privateering as a perfectly legitimate form of warfare, albeit a highly profitable one. Corsair groups are usually Freeborn families who own one or more seaworthy vessels. Corsairs are not just privateers, they commonly engage in foreign trade. A common saying suggests that the only difference between a privateer and a merchant is that the privateers get their goods cheaper.

In the early days of the Empire, the Freebornn often vied with the League to be the first to forge trade links with the foreign nations who are not hostile to the Empire - and the corsairs regularly acted as guards and escorts to Imperial merchant ships off all nations.

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Brass Coast Egregore

Dust, Flame and Glass

The egregore of the Brass Coast carries three names, Dust, Glass, or Flame. Which it answers to seems to depend on the mood of the host, the whims of the egregore, or the needs of the nation.

- Dust dresses comfortably and luxuriantly and talks about the importance of family and plain honest speaking.

- Glass is a quiet philosopher, dressing practically, and likes to talk about the soul and what it means to be Freeborn. Glass also occasionally appears dressed as a kohan.

- Flame prefers the exuberant styling of a sutannir, encouraging parties and celebrations, and to inspire those going to war.

All three are fond of dancing and sharing tales and life. A host may favour one of the three forms or change between them as mood and need arises. They can often be identified by the colour of their tagelmust: Dust favours sandy yellows, Flame favours reds, and Glass favours blues and greens.

Current Hosts

Marcela i Erigo

Marcela i Erigo is one of the current hosts, Marcela hails from the coast. She grew up amongst the traders and corsairs who berthed their ships there, bringing all that was best in the nation, and dealing with travellers from within and without the Empire. She speaks very little of her life before becoming the egregore preferring instead to focus on listening and encouraging the stories of others. What is known is that she has an extensive family, including a younger brother of about 11, and many aunts and uncles, that she was a corsair or sailor for her family and is no stranger to fighting (but has suffered a war wound that occasionally flares up) and that she has visited or dealt with Sumaah sufficiently to speak the language for trade purposes.

Contents

- 1 Dust, Flame and Glass

- 2 Current Hosts

- 2.1 Marcela i Erigo

- 2.2 Mattias i Guerra

- 2.3 Sol i Riqueza

- 3 Deceased Hosts

- 3.1 Jaime i Guerra

As per Freeborn tradition, when she became egregore, she put aside her family name, taking the nation as family.

Mattias i Guerra

Mattias grew up in the region of Kahraman, his family specialising in paradors and wood working. He lead a relatively sheltered life in comfortable wealth, until he visited Anvil and fell in love with the adventure and heroics. He finds his natural changeling temperament lends him well into sutannir affairs, loving to organise a party, dance, provide hospitality and to listen to people’s struggles with Virtue. Most often presenting as Flame, he embodies all that is passionate and tempestuous about the Coast, enjoying a fiery debate as much as a song. He is also known to commonly appear in his Dust form as a scrivener, taking great delight in weaving words into contracts.

Sol i Riqueza

Sol i Riqueza is the most recent host of the egregore spirit. A young hakima who has spent 20 years growing up between the northern mountains of Kahraman and the plains of Rojota, developing a love for this land and its fractious families. He has yet to settle truly within each of the faces of the spirit, still learning the moods that fit him best but he has shown clear preferences for embodying the aspects attuned to those Freeborn that are without families, both hakima and kohan.

Deceased Hosts

Jaime i Guerra

Jaime i Guerra's family was mostly killed during the barbarian attack on Segura. Jaime fled with his younger brother to safety in Madruga but never really settled down: he developed a fascination with the sea that led to him being a corsair, forever travelling over the oceans. He came to Anvil when the Freeborn Storm navy was created, as part of the upsurge in national pride in their sailing past. Although at times he took on all three of the faces of the egregore, it was the fiery emotions of Flame that burnt brightest in him: he loved laughing, music, partying, and fighting. As he forged links to more members of the nation through his roles as egregore, he also started to become Dust more often, seeing the importance of family once more. Jaime died during a skirmish against the Grendel in Madruga during the Winter Solstice of 381YE.

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The Brass Coast lineage and species attitudes

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The Brass Coast magical traditions

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Brass Coast Maps

See Also

- Feroz

- Kahraman

- Madruga

- Segura

PRINT INFORMATION - Each map is set to print at A3 size (the resolution varies between 175ppi and 300ppi). Do not print larger than this or it will pixellate. If you print smaller, the quality will improve slightly. Various sizes are available by clicking on the image. To print, make sure you download the ORIGINAL size image (should be between 2700 and 5000 pixels wide. Feel free to add your own textures etc

Maps by Daisy Abbott

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Brass Coast music (Redirected from Brass Coast Music)

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The Brass Coast culture and customs (Redirected from Brass Coast culture and customs)

Contents

- 1 Family

- 2 Hospitality

- 3 Syrah

- 4 Contracts

- 5 Art

- 6 Marriages and relationships

- 7 Funerals

Family

Family is important to the Freeborn. They live in extended family groups covering several generations with a strong emphasis on helping and supporting each other. Occasionally Freeborn will extend the privilege of family membership to valued friends, long-term employees or waifs and strays - these adoptees are whole-heartedly welcomed and are treated no different from blood relations. To the Freeborn, betraying your family is unforgivable.

The responsibility that the Freeborn feel for family members does not extend to others. The Freeborn make a point of disclaiming any responsibility for the wellbeing of others. They do not regard themselves as obliged to help the poor or the sick, the disposessed or the homeless. They may be as charitable as they please, but they refuse to accept that it is their responsibility to care for others.

Hospitality

On the Coast, food and drink is only offered freely to family. Since most Freeborn habitually avoid favours and social debts but all Freeborn enjoy hospitality, both giving and receiving, the custom is always to offer to pay before receiving refreshments. A Freeborn approaching a tent of revelry might ask the price for a seat at the table. A token price of a ring or two indicates that they are very welcome to join, a price in crowns indicates that the meeting is private and the Freeborn should look elsewhere, but an exorbitant price in thrones is a deliberate insult.

Despite the ritualized nature of the exchange, actual payment is required. To the Freeborn mind, it is the payment that ensures that no further obligation exists on the part of either party. For close friends or clearly impoverished a Freeborn might offer a fine meal for help with the dishes or even an afternoon's work. It is easy to be itinerant in Freeborn society, so long as you don't mind working for your supper.

Syrah

Syrah is the ritualized drink of the Freeborn, habitually offered to guests, business associates and drunk during family affairs. Each family carefully guards their own recipe for syrah, and there is a common belief that to give away its secret is to give some of your good luck to another. Syrah can be almost anything, a brew of coffee or tea sweetened with honey or sugar, a fruit juice or a fine wine, but should be pleasant and appealing. It is not strongly alcoholic, since it is intended to be drunk as a family and when business is being discussed. Offering Syrah before the opening of trade negotiations is considered not only polite, but beneficial to the coming talks.

Contracts

Written contracts are exceptionally important in Freeborn culture. The best contracts are short and succinct but clearly identify the obligations of both parties. To the Freeborn mind, making an agreement commits the integrity of their soul to the deal. If they contract to do something their reputation is at stake if they cannot carry out the letter of the contract. For this reason, almost all enduring contracts include fiscal clauses for default. This is not meant as a lack of commitment, but simply to avoid being a hostage to fortune should circumstances change and make it impossible for the parties to complete the deal. The Freeborn see no shame in going back on contracts provided the default bonds are paid - since such defaults are, of course, a part of the letter of the contract.

A scrivener is often employed to help make sure that a contract is clear and that both sides understand their obligations. These professionals also serve as witnesses who can help confirm the validity of a contract. Many scriveners are cambions, and there is a superstition that the blood of a cambion (usually a thumb print) upon a document of trade will bring good fortune to the signatories - or dire circumstance to one who breaks the contract.

Contracts are also a common hearth magic on the Brass Coast.

Art

Calligraphy is highly valued along the Brass Coast. They value books but treasure those that are beautifully illuminated. To the Freeborn, every aspect of writing is an important artistic statement. The language used should be articulate and possess a lyrical quality; the letters and words should be written with bold ink strokes on beautiful paper or parchment that is then decorated and illuminated. Given their emphasis on deals, it is no surprise that the Freeborn prefer their contracts to be beautifully inked. They often display particularly fine examples on the walls of their homes, especially ones that have great sentimental or fiscal value.

Music and dance form the heart of nearly any Freeborn celebration. Passion and enthusiasm are valued over technical precision, and it is common for any musical performance to include well-known songs with which the entire audience can join in.

Marriages and relationships

Freeborn society does not favour men or women but tribal and familial lines are always matrilineal. Because of this while men may marry into a Freeborn family and tribe, women can not. If a Freeborn woman marries then her spouse joins her tribal family. On the rare occasion when two Freeborn women from different tribes marry, they live together but formally remain members of different tribes.

Marriage outside the tribe is relatively rare. Much more common is for Freeborn men and women to form temporary attachments. These attachments are romantic or physical in nature, but with no assumption that they will last for life. In fact with some pairings there is no assumption that they will last more than a night.

All marriages – and indeed most extended attachments – are formalised with a contract in which each participant lays down the parameters of the relationship. A marriage or relationship contract commonly covers matters such as the duration of the relationship, the rights and responsibilities of the participants, the expectation of fidelity and the options for marriage and relationship contracts with others, the division of shared wealth both during and after the relationship ends, and at least one clause covering how the relationship may be ended prematurely by either party. This rather cold-blooded practicality around matters of the heart is just another manifestation of the Freeborn's fiscal approach to life. These contracts ensure that both parties know the value the other places on the attachment. Not all attachments require a contract, but if a relationship is going to last for more than a few weeks, it is considered a sensible precaution against misunderstandings.

Funerals

Freeborn dead are wrapped in spice-infused wraps of black cloth and then burned. The resulting ashes are scattered on the sea, or on the winds of the plain, depending on the family's wishes.

A funeral is rarely a sombre affair. The Freeborn take joy in a life well-lived and they consider it an insult to mourn its passing. Attendees wear brightly coloured robes, and focus on celebrating the life of the deceased. It is normal for the will to be read by a Sutannir at the height of the party. The will is a last chance to share a joke with loved ones and it is traditional for it to be as humorous as possible, akin to a best man's speech at a wedding. On the rare occasion when grief is appropriate, such as with the death of a child, the grieving is much shorter but just as open and intense.

Old tradition says that those lost at sea take new form as dolphins who will guide and guard lost ships. While no-one really believes it these days, it is a stock element in many stories involving sea travel.

A personification of death sometimes appears in Freeborn stories, and is especially popular in plays and as a dramaturgic archetype. As a character, Death is usually mocked as a figure of fun, a bumbling idiot and a clown who can easily be outwitted through courage and cunning. The counterpart of death is Fortune, who personifies ideas of luck and chance as well as fate or destiny. These literary tropes have a deeper philosophical context; such stories often explore the idea that death may come suddenly and without warning, as a result of happenstance or bad luck. This is especially important to a people as dedicated to getting as much out of life as the Freeborn are.

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The Brass Coast economic interests (Redirected from Brass Coast economic interests)

Money is the most versatile tool in existence. Every Freeborn is to one degree or another looking to “make their fortune” because wealth brings status and luxury and it gives you a freedom that is denied to the poor.

Freeborn traders go beyond the frankness that is normal for everyday Freeborn and strive for a degree of honesty that would shame a priest. They regard it as a matter of skill to obtain the best possible price while being utterly open about the goods they sell. This probity is not driven solely by moral concerns, but also practical ones. The Freeborn have achieved an extraordinary reputation for not cheating their customers - a reputation that drives business to their door. Any Freeborn trader who stoops to lying about their merchandise for the sake of a better deal, puts the prosperity of all Freeborn at risk. As a result they protect this reputation very aggressively. Freeborn traders who do seek to twist a deal or sell a light load are dealt with without mercy.

About the only things the Freeborn do not buy or sell are slaves. Slavery of Imperial Citizens is illegal in the Empire, and the Freeborn take no part in the trade even when overseas. While the Freeborn do not hold with slavery, they approve of the idea of hard work as punishment, treating the wages a criminal might have earnt doing a job honestly as payment towards the resolution of their crime..

Contracts

When it comes to making financial agreements more complex than a direct exchange of goods, Freeborn are most comfortable dealing through contracts. As a consequence, Freeborn merchants usually seek out the services of a professional scrivener to formalise their relationships. A discreet, neutral scrivener can work out and witness a contract that satisfies both parties, and they are very much in demand. Combining the skill to express ideas simply and clearly in writing with a talent for arbitrating between individuals to help them express what they actually want, these scriveners are the backbone of Freeborn economic life.

The Freeborn prefer to abide by the letter of a contract, rather than the “spirit". Arguments about what was “meant” by the contract are inevitably circular and unhelpful. Where the meaning of a contract must be discussed or clarified, it is again to the professional scrivener that the Freeborn merchant turns. The best scriveners are also artists, or employ someone capable of making their contracts look attractive and professional with fine calligraphy and colourful flourishes. A disproportionate number of scriveners are of the cambion lineage. Common superstition suggests that their connection to the Autumn realm helps them to instinctively understand how to frame a contract, and their blood marked on a document is traditionally held to grant good fortune to the enterprise involved.

Paradours

When an outsider thinks of a Freeborn trader, they are often thinking of the proprietor of a parador. Brass Coast towns always have at least one parador, a communal social house of music, story-telling, drinking and dance. At the end of a hard day of work the people of the Freeborn can often be found here discussing their latest ventures or telling extravagant and grand tales of their ancestors, friends and relatives.

As with most Freeborn businesses, a parador is traditionally owned by an extended family which may maintain more than one structure, or operate a “travelling parador” akin to a circus or fair. In addition to the services and entertainments they provide, the best paradors are places of trade. While a lot of formal business takes place at the bazaar, the parador is where merchants go to relax and it is often where the real business of complex trade takes place. The parador is where merchants can informally come to an agreement concerning more risky ventures, bulk deals and investment opportunities over chilled fruit and wine.

Corsairs

The Freeborn are not the strongest military in the Empire, but there is one area where their strength is uncontested – on the open seas. Every Freeborn tribe includes dozens of families who make their living as corsairs, sea-borne raiders who prey on barbarian shipping passing through the Bay of Catazar. The Freeborn detest piracy, but they regard privateering as a perfectly legitimate form of warfare, albeit a highly profitable one. Corsair groups are usually Freeborn families who own one or more seaworthy vessels. Corsairs are not just privateers, they commonly engage in foreign trade. A common saying suggests that the only difference between a privateer and a merchant is that the privateers get their goods cheaper.

In the early days of the Empire, the Freebornn often vied with the League to be the first to forge trade links with the foreign nations who are not hostile to the Empire - and the corsairs regularly acted as guards and escorts to Imperial merchant ships off all nations.

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The Brass Coast lineage and species attitudes (Redirected from Brass Coast lineage and species attitudes)

Cambion have a special place in Freeborn society, a tradition that dates back to the murky prehistory of the Freeborn. According to legend a particularly clever cambion (whose origin is usually tied to the teller in some way) convinced the founders to sign a cleverly worded trade agreement. This binding oath is allegedly what has kept the Freeborn together as a people. This story has created a superstition that the blood of a cambion (usually a thumb print) upon a document of trade will bring good fortune to the signatories. As a result Freeborn cambion often study to become scriveners.

The calm nature of the merrow is at odds with the fiery Freeborn way of life. Merrow rarely find themselves comfortable in Freeborn society and there are few to be found. Many Freeborn parents of a merrow child will take that child to a spire in Urizen, where the child will find a better life. There is no shame in this; the Freeborn recognize that a merrow will struggle to find a life in the tribes and encourage the parents to make a decision that is seen as being in the best interests of the child. The parting song Without You is traditionally associated with this custom.

The Freeborn Emperor Ahraz i Contero i Guerra, freed the orc slaves and was instrumental in bringing them into the Empire. As a people, they have a great deal of time for the Imperial Orcs, encouraging them to make a place for themselves. On the whole the Freeborn prefer to deal with people honestly - whatever they may look like - and consequently they are amongst the folk most likely to treat a non-human individual as an equal.

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The Brass Coast magical traditions (Redirected from Brass Coast magical traditions)

Magic is a source of wonder and pleasure to the Freeborn. They expect people performing magic to entertain, and many Freeborn magicians will enhance their rituals with stage magic tricks simply to please the crowd. Some Freeborn learn a handful of non-magical sleight-of-hand tricks or illusions while a few entertainers specialize enough to develop a whole act.

Within a family there is often at least one individual who has made a more serious study of magic. These individuals accept a responsibility for teaching relatives who are interested in learning a few magical knacks, and use their magic to help their family and harm their enemies as well as try to scry the vagaries of fortune and fate. These magicians tend to be practical, and often combine their study of magic with crafting or medicinal lore.

Freeborn ritualists practice a tradition that says ritual magic is the act of building up power from the participants and creating a connection to the Realms, rather than the more traditional assumption that the magician draws power down from the Realms to the world. As such, all their rituals attempt to include their bystanders as participants whether that is chanting, clapping or singing. Magicians of each tribe bring a unique perspective to their magical arts. The Riqueza perform ritual magic using loud, rhythmic, energetic drumming; the Guerra prefer physical movement combined with fire and light. The Erigo use a less energetic style, often accompanying their rituals with soothing, harmonious music. Most Freeborn ritual groups prefer to work magic at night, in the open air, in the same way their founders did.

While ritual magicians within a family are hardly unknown, the more powerful and organised magicians in Freeborn society are the Hakima. These politically active covens view other Freeborn magicians as unsophisticated dabblers at best, and ignorant meddlers at worst. The Hakima are highly skilled practitioners of ritual magic and custodians of magical lore handed down to them by the founders of the tribes. They are dedicated to preserving the integrity of the nation as a whole and regularly look to recruit competent ritual magicians from the tribes into their own circles.

More than being just magicians, the Hakima exemplify a connection to the founders of the tribes and the history of the Freeborn. They are traditionally held to be wise, able to perceive the larger picture more effectively than most Freeborn who are anchored in more mundane activities. They may be consulted when important decisions need to be made within a family, or when magical assistance is sought. They rarely wait to be consulted however – a Hakima is likely to be poking around any important business ready to offer a suggestion as to what to do next.

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The Brass Coast military concerns (Redirected from Brass Coast military concerns)

While the Freeborn nation supports two Imperial armies, organized along traditional lines, most Freeborn families encourage their children to practise some martial skills. The Freeborn remember a time when the families were responsible for their own defence and they try to remain prepared in case that day should come again. Those Freeborn who are not career soldiers are by day traders, farmers and labourers, only turning to martial matters when required, though all are ready to do so.

Many families maintain a small dedicated fighting force, usually family members who have shown a capacity for martial excellence. These warriors protect Freeborn caravans and settlements from bands of raiding orcs or adventurous bandits. Families take pride in equipping their warriors with the best equipment they can afford. These family warriors often train to fight in heavy armour in close formation.

Contents

- 1 Kohan

- 2 Imperial Armies

- 2.1 The Red Wind Corsairs

- 2.2 The Fire of the South

Kohan

Centuries ago, the hakima began to gather Freeborn who had been disowned and turned them into a fighting force. By serving their tribe the Freeborn were able to find a way to redeem themselves. These groups were called kohan, meaning without family, and their number has grown considerably over the years. Although they still accept those who have been cast out, most kohan are volunteers, individuals who find such joy in battle that they cannot give it up. They fight for the joy of battle, flinging themselves into combat with a blood-thirsty relish that can easily dispirit an enemy. Kohan often adopt flamboyant costume and grotesque body paint, the better to unnerve their enemies. When they are not fighting they are usually found celebrating their continued survival with that same intensity.

Groups of kohan usually form loose bands of soldiers who live and fight together, the group serving as a surrogate for the family they have left behind. Groups of kohan are driven by very different reasons but the traditional ones pledge their service directly to a group of hakima. They regard this devotion as a higher calling and see their path as a spiritual one. A “family” of kohan is generally quite loose, and its membership fluid. Indeed, members may come from any of the three tribes, laying aside tribal rivalries for as long as they are part of a kohan band. Kohan who cannot fight due to pregnancy or injury generally return to their birth family either until they are ready to fight again, and sometimes kohan choose to rejoin their original family permanently.

Imperial Armies

The Brass Coast currently fields two imperial armies; the Red Wind Corsairs and the Fire of the South.

The Red Wind Corsairs

The core of this army is made up of corsairs and is in some ways the closest the Empire currently has to a naval force. Many of the soldiers who serve with this army have experience serving as sailors, and the force is supported by a number of boats and ships. The army often takes advantage of this to reinforce and support difficult positions, or move quickly to areas where it can do the most good. The experienced privateers who often serve as officers excel at foraging for supplies in enemy territories, and a portion of the booty they acquire is tithed to the general of the army. The first Brass Coast General leads the Red Wind Corsairs, and is appointed (or re-appointed) at the Summer solstice each year.

The Fire of the South

The soldiers of this army are trained in tactics appropriate to flat, open land. Often recognised by their brightly polished armour, their warriors and supply lines are trained to be especially mobile and responsive to attacks from any direction. This gives them a marked advantage over less adaptive armies, allowing them to cover great distances very quickly. The second Brass Coast General leads the Fire of the South, and is appointed (or re-appointed) at the Autumn equinox each year.

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The Brass Coast music (Redirected from Brass Coast music)

Contents

- 1 The Music of The Brass Coast

- 1.1 Style summary

- 1.2 Commonly known songs

- 1.2.1 A musical tradition

- 1.2.2 One for the kids

- 1.3 Further examples

- 1.3.1 Songs

- 1.3.2 Instrumentation and tunes

- 1.3.3 Other performance traditions

- 1.4 How to adapt your repertoire

- 1.5 Our sources

The Music of The Brass Coast

Style summary

Like the Freeborn themselves, their music is rhythmic, vigorous and fiery. Waily reeded or brass instruments, rich vocal harmonies and the strumming of strings resound in counterpoint with the ever-present syncopation of drums, tambourines and claves. It is said a Freeborn will make an instrument out of anything - hands, cutlery, tables and crockery are all used to enthusiastically accompany performers. Their vocal tradition involves not only the singing of complex melodies and accompaniment, but also encourages others to join in ululating harmonies, drones and chants. The overall impression is vibrant, noisy and enthusiastic - music, like everything in their lives, is to be savoured to the utmost.

Brass Coast music draws on the real world inspiration of Corsican music, Spanish Pilgrim songs, Italian lauda, and New World sea shanties. Although they are a seafaring nation, more traditional English shanties (such as Poor Tom Bowling, The Mermaid etc.) would be better suited to the musical tradition of the Marches.

Commonly known songs

- Riqueza's Dream Telling one version of the tale of the founding of the Brass Coast this song is popular in taverns and Alcazars. It has sparked off several diplomatic incidents by 'accidentally' offending Highborn visitors.

- Sail Away Across the Sea This popular song expresses the Freeborn's joy in a seafaring life.

A musical tradition

Various kinds of performance are inherent to the practice of magic in the Brass Coast. See Brass Coast Magical Traditions for more information.

One for the kids

Further examples

Songs

- Fire Maringo - easy call and response song

- Riqueza's Dream - medium call and response song

- Sail Away Across the Sea - medium call and response song

- Stella Nuova - TO DO: http://www.youtube.com/watch?v=1yQkJ9aaZKg

- Inez y Guerra medium call and response about a famous Captain

- Wagon song medium difficulty travelling song with chorus accompaniment

- Without You hard Corsican chant in 3 parts

- Lost Segura - plaintive lament for lost territory.

- Virtue Never Falter - rousing chorus song also widely sung in Highguard

- Farewell Farewell - rousing funeral song from Highguard but also popular in the Brass Coast due to boat references

Instrumentation and tunes

High percussion e.g. tambourines, shakers, clapping, high drums; reeded woodwind (especially if a bit waily and 'snake charmer' sounding); high metallic pipes/penny whistles; jangly bouzoukis or guitars.

Other performance traditions

- Dance/fire dance, a huge part of Brass Coast Magical Traditions.

How to adapt your repertoire

- Never perform without giving your audience a way to join in. Get them clapping or stomping, or tell them to cheer or repeat when they hear certain words. If you are ambitious teach them a simple ostinato to go under the song. It's all about the participation!

- Rhythms could be much lighter than other nations, keep them syncopated (off beat), and on tambourines, castanets, shakers, or light drums. Keep your playing light and bouncy!

- Don't be afraid to ornament when you are singing, have a listen to some waily Spanish or Arabic medieval music and copy the style into the songs you are choosing.

Our sources

- Instrumental: Susanna Seivane,

- Song: Severa Nazarkhan, Corsican chants (e.g. Corsica: Chants Polyphoniques (CD) on Harmonia Mundi label), Spanish Music of Travel and Discovery (CD), various pilgrim songs arranged by Katy Cooper of Glasgow Madrigirls, Martin Codax's Songs of Friendship, Marie Kerouz (Maronite liturgical music), Nusrat Fateh Ali Khan (urdu-pop), Arany Zoltan

- Good list of sea shanty lyrics (stick to the Spanishy sounding ones): http://www.boundingmain.com/Lyrics.htm

A Brass Coast youtube playlist to get you in the mood! To add to this get in touch with Daisy or post your own.

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The Brass Coast religious beliefs (Redirected from Brass Coast religious beliefs)

The Freeborn believe their people are shaped from the elements of dust, fire and glass. The eternal wind-blown dust of the plains is their history, the loyalty for family and continuity of their people. The ferocity of fire is their burning passion for life and their bright and unquenchable spirit. The purity of glass is their soul, the reflection of their transparancy and once broken can never again be mended. Dishonesty and wickedness shatter your soul and pieces of it are lost with each act of deception.

This belief underpins a very personal relationship with matters of faith and the spirit, one that is rarely articulated directly outside of poetry or song. From the outside the Freeborn seem impious and disrespectful. However the Freeborn have great respect for the Paragons and the Way of Virtue, but they have little time for the priests and Synod that exist to mediate – or dilute - their message. The Synod, with its Doctrines and Heresies, is often seen as being full of pomposity and self-importance, whereas a truly faithful person understands what is true and what is false in their soul. There is a Freeborn Assembly, but it generally has no formal structure outside of the Synod, being more a collection of individuals. The Freeborn Assembly only tends to come together when there is a matter serious enough to warrant the use of its powers.

As a result Freeborn religious ceremonies tend to place their emphasis on celebration rather than sermons. They celebrate sacred festivals with entertainment, feasting, parties and dancing. Many families include a devout priest or spiritual family member who can be relied on to oversee these indulgences, but for the largest and most important festivities the Freeborn seek out the services of a sutannir.

A cross between a professional priest and a party organizer, sutannir conduct important ceremonies such as the coming of age or a wedding, and see to the spiritual needs of the Freeborn as a whole. Before the ceremony many paint their face and limbs with stylised flames in bright colours and dress in flamboyant costumes. A good sutannir will keep their words short and evocative, knowing audiences prefer to be inspired to virtue rather than lectured. When not speaking they manage the entertainments to make sure that everyone attending is drawn into the celebrations. While it may be the festivity that the Freeborn remember rather than the ceremony, the best sutannir are able to provide religious instruction and support without labouring their point.

Coal-walking, fire breathing, fire dancing and other symbolic performances that represent the Freeborn passion for life are always popular at Freeborn religious celebrations. Lone sutannir will hire sufficient entertainers and artisans skilled at these activities to fill the night's entertainment, concentrating on managing their performances to ensure the best overall impact. Sutannir groups usually include numerous talented performers in their ranks who can cover most of the skills most commonly in demand.

Sutannir also perform funeral ceremonies.

Feast of the Broken Wheel

The only festival the sutannir do not perform is the Feast of the Broken Wheel, known by many as Fool's Day. On this day, the Freeborn turn virtue on its head and celebrate the contrary. The festival takes place on the second day of the Autumn Equinox, and starts at sunset and lasts until midnight. The proud become humble, ties of loyalty may be ignored, the prosperous become ascetic and the wise act as fools. It is a time of foolishness, pranks and trickery that begins with a symbolic chase, where seven effigies of the Paragons are chased from the camp in a gleeful and chaotic parade. Everyone is encouraged to try harmless skills like juggling and music – the more terrible the performance the more it is applauded. The festival usually ends in a drunken stupor. On Fool's Day, even the most moral Freeborn try their hand at telling untruths and lies - often with comical degrees of success.

The festival is considered blasphemous by some in the Imperial Synod but, to date, the Freeborn Assembly has done little to discourage it, or penalise those involved. Some have argued that, by permitting it, it helps the Freeborn embrace The Way more readily for the rest of the year.

Last night, Ramak invited me to what he said was a religious ceremony. This morning, my head is pounding and I will never eat again. We did not talk about Courage, but we danced on fire. We did not contemplate Prosperity, but we enjoyed the finest things from many lands. We did not read about Pride, but sang the songs of our homelands till our throats were hoarse. I can attest the Freeborn care deeply about the fate of their souls – but they just do not speak of it as we do.

Elina the Wayfarer taken from Epistles to the Winds of Virtue, 24BE

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Bravash

Contents

- 1 The Seedpod, Rune of Fertility

- 2 Using Bravash in magic

- 3 Crafting with Bravash

- 4 Machine Embroidery

The Seedpod, Rune of Fertility

Affiliated with the Realm of Spring

Bravash is the Seedpod, and represents nature in uncounted variety; it represents the drive to procreate and the cycle of growth from seed to tree to fruit to seed again. It is symbolic of life’s ability to beget life in its own image as well as the unthinking and unending urge to create new life in a thousand different forms. It is strongly affiliated with agriculture; when evoked to enhance the fertility and abundance of a field it is called the Plough.

It is also commonly called the Goat, representing the savagery of the natural world. It is the instinct to drive off competitors, the cruelty of nature and the drive to spread and occupy every niche. Combined with Hirmok the Scythe, the Autumn Rune of Dominion, it represents domesticated beasts whose fertility serves their human masters.

This rune has special significance in The Marches. Farmers might evoke it as they sow seed, and it is usually inscribed on the dolmens that dot the fertile countryside. In Highguard Bravash is sometimes associated with the propagation of the Way of Virtue, and in Urizen and Navarr with the spread of ideas, recognizing the chaotic way that thought spreads and develops over time.

Using Bravash in magic

Bravash is evoked with magic that causes living things to become fruitful. It can also be used to enhance the general health and vitality of a living person or natural place. It is often used with magic that is intended to spread in a predictable fashion, or that is intended to encourage wild growth.

Crafting with Bravash

Couples throughout the Empire inscribe the rune of Bravash on their beds, either upright or inverted, depending on whether or not they wish for a child (although relying on the rune alone is a risky proposition at best). It is also inscribed on farm tools, or over the lintels of animal pens for the same reason. Many apothecaries use the rune to mark preparations that are intended to enhance or restore virility or vitality, or occasionally inverted to signify preparations that cause lethargy or prevent conception.

Machine Embroidery

Here is a digitized version of Bravash in .jef format, suitable for a 7x5 hoop. File:RuneBravash.jef

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

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Brave Varushka Forth

by Stephanie Heath and Anna Clifford-Tait

Recording here: Brave Varushka Forth

A cry that echoes in the valleys Heed the call from beyond the sea Though the baying wolves are gath'ring Now must start the first journey

Chorus: Strangest lands await us Brave Varushka forth Set your course before the winter Keep a watch upon the North

Sons and daughters of the mountains Chase the dream, abate your fear Brave the shadows, fight the darkness Those you leave will shed no tear

Travel fast, the Wardens guarding Step not first among the trees Bring us back your tales of gladness Songs of life to stir the bees

Sons and daughters of the mountains Forge your name upon the field Though some may fall beneath the shadow With shattered sword and splintered shield

Those you leave will call you homeward Those you leave will sing your names We will keep the hearth fire burning Bravest heroes, seek your fame.

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Bravo

When employing soldiers, their possession of good manners is slightly less important than their ability to regurgitate cooked lobsters.

Basidi de Verrario, Private Letters

Contents

- 1 Overview

- 2 Military heritage

- 3 Creating a bravo

- 4 Playing a bravo

Overview

Bravos represent the warriors and soldiers of League society. They are men and women committed to fighting, usually as part of a Free company.

Military heritage

Many bravos start as ruffians, thugs and even petty criminals on the streets of The League cities. They come to the attention of a free company or guild through a combination of bravado and raw talent. Aping the attitudes of the free companies, gangs of aspiring bravos engage in fights and acts of petty vandalism and disobedience. Some end up dead, some end up falling foul of the law and some are lucky enough to attract the attention and patronage of a guild or free company. Even those who fall foul of the law may find themselves in a free company - it is a common punishment for unruly men and women with some level of chutzpah to be sentenced to life as a soldier of the League.

Bravos are men and women known for their swagger. Their behaviour is loud and loutish - they drink, carouse and fight among themselves when they are off duty. They are not simply thugs - they are unruly and boisterous, but they reserve their violence for each other and members of rival free companies. When they are in the field, an element of this braggadocio remains, but it is tempered by the seriousness of war.

The behaviour of off-duty bravos is seen as an useful safety valve - an opportunity for fighting men and women to blow off a little steam. They often refer to being "at licence" - they literally are given permission by their commanding officer to squander their money gambling, drinking and whoring as long as they remember that they are representing the honour of their free company. As long as nobody is killed or permanently maimed, and as long as property damage is kept within managable limits, the rest of League society tends to turn a blind eye.

This unruly, swaggering behaviour serves a dual purpose. In addition to relaxing or blowing off steam, it serves as an advertisement for the free company. If a drunken brawl results in one free company trouncing the bravos of another, the victors are more likely to win lucrative contracts. By the same token, if a bravo murders someone or shows disrespect for the rules, it reflects badly on the entire free company and the likelihood of employment is reduced. In a way, it is a military expression of the same drive that causes other citizens of The League to engage in displays of wit and savoir faire - it keeps them sharp, and leaves others in no doubt as to their skills.

In many cases, the reputation of a band of bravos is enough to ensure that their employer is untroubled. In part, a free company is often paid to be larger than life, and even bravos stationed in a city to protect the interests of a merchant prince are likely to spend some time being seen, and ensuring everyone remembers their reputation and skill with casual violence.

If a band of bravos - or more than one band - damages property or possessions, it is traditional for their commanding officer to ensure that all losses are covered in cash by the next evening. Provided the payment is forthcoming, magistrates are generally not involved. If more than one band of bravos is involved, it is traditional for each company to offer full payment, meaning that when two bravos smash up an inn or brothel, the owner ends up with twice as much money as the damage that has been done, further discouraging the populace from complaining about the behaviour of the bravos.

All of this can occasionally cause problems when a free company comes into contact with a military unit from another Nation. Soldiers and warriors from outside The League are often unaware of the unwritten rules of bravo behaviour and mistake an invitation to a brawl for a serious threat to life and limb.

Creating a bravo

Bravos are fighting men and women, first and foremost. The most common way to play a bravo is to design a free company. Free companies move around, and so bravos may come from any part of the League, or even beyond. A bravo is likely to still feel some loyalty to their city of their birth however, and balancing loyalty to your city and your free company could create interesting tension for your character.

Almost all bravos fight. Younger bravos tend to focus on combat skills, while officers and older bravos may pick up a few other areas of interest.

Free companies often include members who are not bravos, especially medical characters, and are likely to have at least one character who handles contracts and money. These characters may or may not buy into the bravo lifestyle.

It is possible to play a bravo who is not part of a free company. The swagger and bragadoccio of the bravos is adopted by warriors all over The League, and the personal guards of a merchant prince or bishop, the streetwise protectors of a mountebank or even the boisterous "stage hands" of a troupe of magicians can all be interesting options for a bravo.

Playing a bravo

Bravos are expected to be boastful, larger-than-life characters, who display a cocky and swaggering attitude. They squander their money gambling and having a good time, and take advantage of the informal attitudes of The League to cause a little trouble. They brag about their successes, sometimes exaggerating them out of all proportion, and disparage the achievements of other soldiers to goad them into a fight. At the same time, though, they know on some level that they only get away with this because it is largelly harmless, and because they make up for any bad feelings they might cause by being relatively disciplined soldiers when it comes to the crunch.

Being able to provide the rough and dirty insult that sparks off a fight between rivals is a valuable skill for a bravo, but there is a line between having fun and being offensive. The violence that bubbles below the surface of a Bravo should still be used as an excuse to roleplay with others rather than slip into out-of-character bullying.

The idea that the bravos are walking advertisements for their free companies extends even to those who are part of other group structures - by displaying the right attitude, you drawn attention to your merchant prince, troupe or bishop. By the same token, if you are a criminal it reflects badly on your companions.

The bravo should rarely pass up an opportunity to show off. Actively challenge other bravos to contests of physical prowess and combat skill, and feel free to extend this attitude to warriors from other Nations. If you discover that a certain bunch of Marcher yeomen likes to sit at a certain table in the bar, occupy it with your friends and challenge them to make you move. If you find out that a certain Dawnish knight likes a quiet cup of tea at a Highguard teahouse, crash their party and see if their companions have the stones to ask you to leave.

When it comes to the battlefield, keep the attitude but remember that at the end of the day you need to survive and defeat your enemies to be taken seriously.

Some of the early scenes from The Three Musketeers (1973) film, between the musketeers and the Cardinal's Men, capture the spirit of competing bravos, as do any number of other military-themed films featuring larger-than-life characters full of machismo up to and including the space-station brawls in Starship Troopers or the rough interplay of the marines in Aliens.

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Bravo's Blade

Description

The Bravo’s Blade is a savage weapon, capable of inflicting devastating damage on an opponent. It is said that even those not from the Free Companies develop the bravo swagger with one of these swords on their belt. However, bravos themselves are unlikely to draw one of these blades in one of their all-to-common tavern brawls because the blade is too lethal. This has led to the belief among warriors in other nations that a bravo only draws such a blade to kill – a story the bravos themselves only encourage!

There are tales in Sarvos of an infamous mage-assassin who wielded a Bravo’s Blade and rod. They first cast the venom spell then followed up with a blow from the Bravo’s Blade. The assassin wore a mask and was never identified, and became known as the Maledict, from the potion bottle left behind at the scene of every crime.

In some Varushkan histories the tyrant-boyar Alderei the Fair was said to have wielded an artefact-quality blackened sword with the properties of a Bravo’s Blade. This had led some schlacta to believe that they should never follow a commander that bears a Bravo’s Blade, lest they play some part in the return of the dark king. This, of course, does not stop them being popular in Varushka. They are particularly valued among the wardens.

Rules

- Form: Weapon. Takes the form of a one-handed weapon.

- Requirement: Any character can bond to this item.

- Effect: You may spend a hero point to call IMPALE with this one-handed weapon.

- Materials: Crafting a Bravo's Blade requires twenty ingots of tempest jade, seven ingots of orichalcum, seven ingots of green iron and five measures of dragonbone It takes one month to make one of these items.

The heavy set Yeomen thumped after me. They were all trussed up in heavy leathers and light mithril chain hauberks. There were five of them and one of me.

“Pay up, you was cheating us” said one of their big dirty faces.

I reached the end of the alley. I’d taken a wrong turn. It was a dead end.

“Now, now, ladies and gentlemen, I'm sure we can settle this reasonably. All I was doing was winning,” I replied and gave them one of my finest smiles.

“Yeah,” they said while brandishing heavy cudgels and wicked looking daggers “with these.”

Now normally I could have taken all eight of them, but I was wearing my best dress and I didn’t want to get too much muck on it. I drew my blade. The tempest jade foil glistened in the moonlight. I gave them my award-winning smile again.

“Well then, en garde,” I held the thin rapier out towards the brutes, even in the half light they could see what it was.

They took a step back, one ran and then they all ran. One tripped and fell into the gutter. I swear on my rings he wet himself. I kicked him in the ribs for good measure and left for the next tavern.

Now how about that drink you owe me?

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Bravo (Redirected from Bravos)

When employing soldiers, their possession of good manners is slightly less important than their ability to regurgitate cooked lobsters.

Basidi de Verrario, Private Letters

Contents

- 1 Overview

- 2 Military heritage

- 3 Creating a bravo

- 4 Playing a bravo

Overview

Bravos represent the warriors and soldiers of League society. They are men and women committed to fighting, usually as part of a Free company.

Military heritage

Many bravos start as ruffians, thugs and even petty criminals on the streets of The League cities. They come to the attention of a free company or guild through a combination of bravado and raw talent. Aping the attitudes of the free companies, gangs of aspiring bravos engage in fights and acts of petty vandalism and disobedience. Some end up dead, some end up falling foul of the law and some are lucky enough to attract the attention and patronage of a guild or free company. Even those who fall foul of the law may find themselves in a free company - it is a common punishment for unruly men and women with some level of chutzpah to be sentenced to life as a soldier of the League.

Bravos are men and women known for their swagger. Their behaviour is loud and loutish - they drink, carouse and fight among themselves when they are off duty. They are not simply thugs - they are unruly and boisterous, but they reserve their violence for each other and members of rival free companies. When they are in the field, an element of this braggadocio remains, but it is tempered by the seriousness of war.

The behaviour of off-duty bravos is seen as an useful safety valve - an opportunity for fighting men and women to blow off a little steam. They often refer to being "at licence" - they literally are given permission by their commanding officer to squander their money gambling, drinking and whoring as long as they remember that they are representing the honour of their free company. As long as nobody is killed or permanently maimed, and as long as property damage is kept within managable limits, the rest of League society tends to turn a blind eye.

This unruly, swaggering behaviour serves a dual purpose. In addition to relaxing or blowing off steam, it serves as an advertisement for the free company. If a drunken brawl results in one free company trouncing the bravos of another, the victors are more likely to win lucrative contracts. By the same token, if a bravo murders someone or shows disrespect for the rules, it reflects badly on the entire free company and the likelihood of employment is reduced. In a way, it is a military expression of the same drive that causes other citizens of The League to engage in displays of wit and savoir faire - it keeps them sharp, and leaves others in no doubt as to their skills.

In many cases, the reputation of a band of bravos is enough to ensure that their employer is untroubled. In part, a free company is often paid to be larger than life, and even bravos stationed in a city to protect the interests of a merchant prince are likely to spend some time being seen, and ensuring everyone remembers their reputation and skill with casual violence.

If a band of bravos - or more than one band - damages property or possessions, it is traditional for their commanding officer to ensure that all losses are covered in cash by the next evening. Provided the payment is forthcoming, magistrates are generally not involved. If more than one band of bravos is involved, it is traditional for each company to offer full payment, meaning that when two bravos smash up an inn or brothel, the owner ends up with twice as much money as the damage that has been done, further discouraging the populace from complaining about the behaviour of the bravos.

All of this can occasionally cause problems when a free company comes into contact with a military unit from another Nation. Soldiers and warriors from outside The League are often unaware of the unwritten rules of bravo behaviour and mistake an invitation to a brawl for a serious threat to life and limb.

Creating a bravo

Bravos are fighting men and women, first and foremost. The most common way to play a bravo is to design a free company. Free companies move around, and so bravos may come from any part of the League, or even beyond. A bravo is likely to still feel some loyalty to their city of their birth however, and balancing loyalty to your city and your free company could create interesting tension for your character.

Almost all bravos fight. Younger bravos tend to focus on combat skills, while officers and older bravos may pick up a few other areas of interest.

Free companies often include members who are not bravos, especially medical characters, and are likely to have at least one character who handles contracts and money. These characters may or may not buy into the bravo lifestyle.

It is possible to play a bravo who is not part of a free company. The swagger and bragadoccio of the bravos is adopted by warriors all over The League, and the personal guards of a merchant prince or bishop, the streetwise protectors of a mountebank or even the boisterous "stage hands" of a troupe of magicians can all be interesting options for a bravo.

Playing a bravo

Bravos are expected to be boastful, larger-than-life characters, who display a cocky and swaggering attitude. They squander their money gambling and having a good time, and take advantage of the informal attitudes of The League to cause a little trouble. They brag about their successes, sometimes exaggerating them out of all proportion, and disparage the achievements of other soldiers to goad them into a fight. At the same time, though, they know on some level that they only get away with this because it is largelly harmless, and because they make up for any bad feelings they might cause by being relatively disciplined soldiers when it comes to the crunch.

Being able to provide the rough and dirty insult that sparks off a fight between rivals is a valuable skill for a bravo, but there is a line between having fun and being offensive. The violence that bubbles below the surface of a Bravo should still be used as an excuse to roleplay with others rather than slip into out-of-character bullying.

The idea that the bravos are walking advertisements for their free companies extends even to those who are part of other group structures - by displaying the right attitude, you drawn attention to your merchant prince, troupe or bishop. By the same token, if you are a criminal it reflects badly on your companions.

The bravo should rarely pass up an opportunity to show off. Actively challenge other bravos to contests of physical prowess and combat skill, and feel free to extend this attitude to warriors from other Nations. If you discover that a certain bunch of Marcher yeomen likes to sit at a certain table in the bar, occupy it with your friends and challenge them to make you move. If you find out that a certain Dawnish knight likes a quiet cup of tea at a Highguard teahouse, crash their party and see if their companions have the stones to ask you to leave.

When it comes to the battlefield, keep the attitude but remember that at the end of the day you need to survive and defeat your enemies to be taken seriously.

Some of the early scenes from The Three Musketeers (1973) film, between the musketeers and the Cardinal's Men, capture the spirit of competing bravos, as do any number of other military-themed films featuring larger-than-life characters full of machismo up to and including the space-station brawls in Starship Troopers or the rough interplay of the marines in Aliens.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Bravo&oldid=38572"

Braying Horns of War

Contents

- 1 Rules

- 1.1 Autumn Magnitude 20

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 20

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a banner; at least two members of that banner are required. Each character must be present throughout.

The ritual also requires a physical standard which must be present during the ritual.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

All characters in the banner gain the ability to travel together to a battle or skirmish that their national banner is not attending. The effects automatically extend to new characters who join the banner, and are lost if a character leaves the banner. This does not allow characters or banners to attend more battles or skirmishes than normal.

The ritual enchants the shared bond possessed by all members of the banner; it does not count as an enchantment on the individual members of that banner.

The effect lasts until the start of the next Profound Decisions Empire event.

Description

This enchantment is very similar to the effect of a magical Mercenary Banner. It is most popular in The League where it is seen as a viable alternative to relying on that magical standard - allowing members of a Free Company to select an enchanted standard that better suits their fighting style. Some magically-adept Imperial Orcs see this ritual as a possible way to advance the plan, by allowing legions to fight on various fronts - although others protest that this may stretch their forces too thinly.

It is also somewhat popular with the Freeborn, whose restless and individualist leanings mean that they often have good reasons to attend battles other than those chosen by the Freeborn general; in these cases the entire family often gets together for an evening of feasting and celebrating before the Hakima perform the ritual, generally following a reassurance that the targeted banner will fight in the interests of the Brass Coast - or its philosophies.

The ritual is likewise useful to both Navarr and Urizen warrior contingents. Being able to offer assistance in return for political aid, or to provide vital skills or magic on a battlefield, are both good reasons to perform this ritual; while it targets a banner, there is no reason that such a banner could not be made up entirely of magicians, doctors, scouts or ritualists.

Common Elements

When performing this ritual, an actual standard or similar item that represents the unity of the target banner forms the focus. The standard is usually held by a soldier from the banner, and serves as a symbol of the bond that unites members of the target band. The ritual often involves recitation of the banner's oath, and while it requires only two members to be present it is common for the entire band to attend the ritual. As the title suggests, martial music such as marching drums, the sounding of horns or trumpets and the songs of soldiers are a common accompaniment to this ritual.

The rune Lann is often evoked with this ritual, but so is the rune of conspiracy; the constellation of The Chain or The Web may be evoked, and a dramaturgical performance (or tale) involving The Captain or The Bishop and The Counting House is common.

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Brazen Claws of the Lictor

Contents

- 1 Rules

- 1.1 Autumn Magnitude 14

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Option

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 14

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must have the magician skill.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains the ability to cast the entangle spell four times per day as if they knew it without spending any mana.

They also experience a roleplaying effect: you are reminded of every favour or debt you owe, or are owed, and of every grudge you bear against people who have wronged you. It is hard to resist the urge to settle grudges, especially if those people are nearby.

If the target regains all spent personal mana by resting in a magical aura such as that provided by the Chamber of Delights, or drinks an Elixir of Empyrean Art, they also regain all spent uses of this ability at the same time. Other methods of restoring personal mana do not restore uses of the ENTANGLE call.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 11. Additional characters must be present throughout.

Option

Any caster who has mastered the ritual may choose to substitute green iron for crystal mana when contributing to it. Every 2 ingots of green iron spent counts as 1 crystal mana when contributing to the ritual.

Description

This enchantment allows the target to wrap their enemies in invisible chains, As with Stance of the Constricting Scourge this ritual allows the target to restrict the moment of their opponent with a simple strike from a weapon or implement, without requiring additional spellcasting. It is useful against skirmishing opponents on the battlefield, but it is also sometimes used to help capture gangs of fugitive criminals.

The ritual evokes themes of ownership, punishment and control. It encourages the target to take vengeance on those they consider to have wronged them, meaning it is often viewed with suspicion by followers of the Way. At the same time this reminder of past offences against the target or their family is seen as a bonus in some parts of The Marches, where the people have long memories. It also reminds the target of debts owed or owing; this gives it particular resonance with the dead reckoning of The League, and coincidentally ensures that the targets become aware of any debts they incur or that are incurred while under the influence of the enchantment.

The Autumn Eternals known as the Lictors are not themselves directly invoked by this ritual, despite the fact that it delivers similar powers to those these creatures are said to wield. The Lictors hunt oath-breakers, and those who refuse to honour agreements, contracts or obligations. They are said to resemble hooded figures wrapped in heavy iron and green iron chains, with razor-sharp brass claws and horns, and iron face-masks. Armed with scourges, whips, flails, ropes and nets they stalk the dark places of the Autumn realm. According to some stories, they can be summoned to pursue, capture and punish those who have broken important oaths or refused to honour their debts.

Common Elements

This ritual invokes powers of binding, capturing and punishment. It often includes instruments of restraint such as chains, ropes, nets and even ribbons. Targets may be wapped in chains or ropes by the ritualists. Invocations of heros, Paragons and Exemplars whose stories include tracking, chasing and capturing fugitive (such as the Paragon Vardas) are a common element. The rune Hirmok may be painted on the targets, and the trappings of judges, thief-takers, bounty hunters and badgers may all be used. In The League it is common to place metal masks on the targets, or ask them to recite a list of debts they wish to collect. Similarly in The Marches a series of grudges might be recounted.

Tokens of green iron are often used in this ritual - even if the metal is not being used to empower the target directly tokens made from these materials may be given to the targets.

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Brazier of Benediction

Description

These talismans may consist of anything from a simple earthenware bowl or fire pots to an intricately carved silver or gold vessel. Also known as a Censer of Benediction, this is a religious talisman used to offer additional potency to ceremonies of consecration. At its most basic it takes the form of a vessel used for burning incense or aromatic herbs as part of a ceremony. Generally the liao used as part of the consecration is added to the material burnt in the item and the resultant fumes inhaled - some mystics will also pour any potion they are using into the flames.

A priest who uses one of these handy talismans is able to create - or remove - significantly more durable auras than normal by using additional liao. In Highguard and Urizen particularly, one of these items may be called a Brazier of Purification, partially in reference to the idea of filling an area with "pure" virtuous power but also in reference to its usefulness in dismantling corrupt or malign auras that may have infused an area. Some specialist Stewards of the Dead combine this regalia with a suitable vestment, such as a Wayfarer's Robe, allowing them to cleanse haunted areas of extremely potent malignancies.

As with almost all priestly regalia, a Brazier of Benediction is often hallowed with an aura that helps the priest to fulfil their chosen role. Popular choices include all those hallows which encourage a priest to rouse, recruit, exalt, or empower other people in the name of Virtue.

Rules

- Form: Talisman. Takes the form of ceremonial regalia. You must be wearing this item to use its magical properties.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: When you perform or cooperate with the performance of the consecration skill, you may spend up to three additional doses of liao to increase the strength or the ceremony by the same amount.

- Materials: Crafting a Brazier of Benediction requires five measures of ambergelt, five ingots of green iron, three ingots of orichalcum, and five measures of dragonbone. It takes one month to make one of these items.

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Bregasland

Contents

- 1 The Dour Fens

- 2 Recent History

- 3 Points of Interest

- 3.1 Graven Rock

- 3.2 Fisher’s Rock

- 3.3 Rushring

- 4 Regions

- 4.1 Gravenmarch

- 4.2 Grey Fens

- 4.3 North Fens

- 4.4 Ottermire

- 4.5 The Rushes

- 5 OOC Notes

The Dour Fens

Sandwiched between the barbarian-held woods of Liathaven, the southern Jotun kingdoms, and the sea, lies Bregasland. The territory is primarily made up of freshwater fenland. Home to “Bregas” (fenlanders), this is a place of small islands of abundantly fertile soil, surrounded by seemingly endless marshes where eels are caught. There are several households here made up entirely of merrow, and several settlements populated by people who have been shunned but cannot bring themselves to leave the Marches.

Bregasland is home to partially sunken ruins, including several stone circles that pre-date Marcher possession of the land. For some reason the marshwalkers that are comparatively common in the marshes tend to leave these ruined structures alone. It is also home to dangerous man-eating lizards, giant insects, flesh-eating plants, bottomless bogs and strange lights that seek to lure the incautious into deadly situations. Those who explore the depths of the marshes here sometimes disappear without trace ...

Recent History

Since the Jotun took Liathaven there has been an increase in raiding along the southern borders of Bregasland. Many residents are concerned that the barbarians will launch a major assault through the Rushes and Gravenmarch. Bregasland has a few forts, but they are generally small, isolated, and mostly located along the western borders. Building a major fortification is hampered by the boggy ground. In recent years, the area has seen regular emplacement of magical fortifications, raised against potential Jotun invasion by Imperial magicians.

Shortly before the Spring Equinox 381YE, and following on from the disasters that plagued the marches during late 379YE and early 380YE, work was completed on a network of granaries and storehouses across Bregasland as part of the Imperial Breadbasket great work.

Points of Interest

Graven Rock

This enormous smooth flat grey-stone plateau approximately 4 miles in each direction, extends from the ground with a gently sloping face of only fifty metres or so. From a great height it has the appearance of a large flat pebble buried in the ground with only its upper-level surface exposed. This unusual stone deposit sits in some of the largest expanses of dry, fertile territory in Bregasland, in the region of Gravenmarch. The outer surface of the rock is covered in various entrances and doorways, which are the evidence of many hundreds of years of mining and excavation of the rock’s rich mineral core. The ore deposits are largely played out today, but there are still mine workings beneath Graven Rock that are in use. It stands near the town of Graven, one of the largest settlements in Bregasland, and contributed directly to the wealth of the citizens there. Shortly before the Spring Equinox 381YE, work was completed in one of the deeper caves to create a sinecure that provides mana to the Keeper of the Dour Fens.

Fisher’s Rock

Another eerie stone protruding from the marshes, Fisher's Rock is black stone mound that emerges from the North Fens near Greywater. Atop it is a ruined tower ascribed to the Sentinel. It is said to be haunted, and there are many local stories of strange lantern lights around the rock that lead people astray. The immediate area sometimes yields peculiar treasures - old cups, coins, and sometimes more significant artefacts. As a result, some of the local clannish merrow spend their time as prospectors; although they are as likely to return bloated with giant marshspider poison as they are to return with something of interest.

Rushring

A partially submerged stone circle, the notorious site of a number of ritual killings in 365YE. It stands at the centre of one of the so-called dead meres of the Grey Fens, and both local Marchers and Feni alike give it a wide berth. Local legend claims that there are thirteen stones in the Rushring, but accounts differ wildly, in some cases claiming there are as many as thirty-nine. There are likewise many stories about what the circle represents. Some claim it is a band of Jotun orcs turned to stone by a canny landskeeper, while others claim the stones mark the site of some terrible crime or ancient magical accident, perhaps that associated with the formation of the dead meres themselves.

Rum beasts

The Marches are not Varushka, but that is not to say that it is a nation devoid of magical threats. Many Marcher sailors and fisherfolk are familiar with the dangerous shapeshifters that can be found in the Gullet, for example. Ghosts and hauntings are uncommon, but known across the Marches. Strange creatures of the realms may be found anywhere there are regio.

Nowhere else in the Marches, however, are there quite so many stories of odd beasts and dangerous spirits as Bregasland. How real these creatures are is hard to say for certain. Western Bregas swear that the fens are home to eerie nocturnal ebon hounds that spell disaster for anyone who looks at them too closely. Wherever there is deep water, hungry bogs, or shifting paths there are stories of floating lights that lead travelers astray which are said to be the hateful spectres of men and women who drowned alone in the swamps.There are said to be certain trees that hate humans, and kill lone travellers with magical lures and strangling roots. Some of the people allegedly falling prey to these threats are likely the victims of Feni, or bandits, or their own poor luck traversing trackless marsh. Yet there are dangerous mundane creatures as well - the most common natural threat to Bregas are the giant marshspiders whose natural ability to camouflage themselves against the mud and the rushes and lethal venom makes them an uncommon, but potentially fatal, threat to the unwise.

Marcher characters from the fen are encouraged to come up with local folk tales of dangerous monsters from the deep fens, with an eye toward eerie, misunderstood threats appropriate to folklore rather than more traditional tabletop roleplaying monsters.

Regions

Gravenmarch

Gravenmarch borders Mitwold, Mournwold, and Liathaven, and is sometimes called "the only dry spot in Bregasland" (OOC Note: Unlike the rest of Bregasland, Gravenmarch does not have the marsh quality). The soil here is fertile, and the gentle eastern hills and well-irrigated western fields are dotted with farms, villages, and hamlets. The largest settlement in Bregasland, the town of Graven is found here, in the shadow of Graven Rock. The town grew rich from a combination of high fields and the mineral wealth extracted from the Rock. In happier times Navarr merchants and stridings regularly passed through on their way north from Liathaven, with news and trade-goods from far afield. As with many parts of Bregasland, the people of Graven have a reputation for being odd - but in this case it is due to the number of them who started their lives far away and were brought here by a Navarr guide. Today, Graven is known for the good quality stone it supplies to construction efforts across the Marches, and for the garrison that keeps a wary eye on the orcs of the forest and the Mourn.

Grey Fens

Quality: Marsh

The Grey Fens are the deepest, darkest parts of Bregasland. The exact location of the western border is a matter for some debate - it is impossible to say where Bregasland ends and the Blutgahn marshes of Hordalant begin. The area is one of the least populated parts of the Marches, with a scattering of isolated hamlets that very much keep themselves to themselves. There is believed to be at least one large clan of Feni in Grey Fens, although the nature of their relations with the Imperial citizens in the area is largely unknown.

The Grey Fens have a number of so-called dead meres - open areas of standing water where no fish are found. The water is clear and appears fresh, but drinking it leads to crippling stomach cramps and, if the imbiber is already weak, may result in death. Landskeepers have studied the dead meres in the past, but about all they have discovered is that they are the result of some ancient curse. Locals know to stay away from the dead meres; on nights of the new moon the water is said to glow with an eerie, pale effulgence that is said to cause madness in anyone exposed to it. One of the best known of the dead meres is the one that surrounds the Rushring stone circle.

North Fens

Qualities: Marsh, Coastal

To the west of North Fens lie the southern Jotun kingdoms, while its northern border runs along the southern coast of the Gullet. The shore is scattered with small fishing villages. As one travels west, each village is said to be a little more insular until the westernmost villages and farms of North Fens are said to border on the xenophobic. North Fens is the site of Fisher's Rock.

The largest settlement in North Fens is Greywater, which is said to mark the furthest west that any wise Marcher will go. The locals make their living primarily from eel-fishing, but since this isn’t a trade that leads to many exports, some of the more daring among them will scour the surrounding marsh for unusual plants and flowers. These are dried, and sold through the markets at Meade for study across the Empire. The small town takes its name from slip clay stirred up by frequent storms: it’s not the best water to drink. A thriving market in pure water exists here, with fresh water from the estuary left to settle in vast oak tanks and then carefully decanted. "Too poor to drink water" is a local phrase applied to the truly destitute, who are forced to drink dirty water.

Ottermire

Quality: Marsh

Along the shores of the Westmere stretched Ottermire. The yeomanry here are roughly split between fishing the deep waters of the Westmere, and tending to herb gardens and mana sites deeper in the marshes. The most populous settlement in Ottermire is Ottery which stands at the western end of Odd's Way, and at the northern end of the Sallow Walk. Both roads are notable because they are built atop thick packed-earth causways, crossing the marshes to Odd's End in Oddmure and Sallow in the south respectively. Locals, of course, refer to both causways as the Otterway, differentiating between the two by stressing the first or second syllable, this causes endless confusion among outsiders. The town itself is a small fishing port that trades the produce of the marshes to Meade and, has a history of sending boats across the Westmere to trade with the Winterfolk.

There are many local stories of boats travelling across the Westmere to Kallavesa, and a number of the Marcher families here show signs of having Wintermark blood in their ancestry. Indeed, the area is notable even among the notoriously eerie Bregas for adoption of certain mystic practices - albeit seen through the lens of stubborn Marcher tradition and allegedly distorted enough that they are barely recognisable to their northern practitioners.

The Rushes

Quality: Marsh

The Rushes are marshy, like most of the rest of Bregasland, but the further south one goes the more solid the ground becomes. In southern Rushes there are a few more traditional farms, raising crops not unfamiliar to Marchers from Mitwold and Upwold. The most common industry in the Rushes, perhaps unsurprisingly, is cutting and drying rushes for use in roofing and flooring across the Marches.

The only settlement of note here is Sallow, which lies at the southern end of the Sallow Walk that connects the region with Ottermire in the north. Sallowfolk keep themselves to themselves to a degree found off-putting even by other Bregaslanders. Behaving in a manner the folk of Sallow find too familiar, or prying too closely into local affairs, can sometimes result in long knives being drawn - the same long knives they use to cut the rushes that are the main export of the area. Someone bearing a Sallow-cut is recognised across Bregasland as someone who takes liberties, or has a little too much interest in the doings of their neighbours.

A common slur directed at the people of the Rushes, and at Sallowfolk in particular, is that they have closer relations with the Feni than is either wholesome or legal. People of the Rushes take such accusations extremely personally although many of them do not even bother to refute them before reaching for their rushing knives.

OOC Notes

- All the regions of Bregasland are under Imperial control

- Attempting to build a permanent fortification in Bregasland anywhere other than Gravenmarch is likely to encounter some difficulties.

- The Imperial Breadbasket great work gives every Marcher character who owns a farm a share of 1080 rings.

- Some of the prominent households of Bregasland are detailed here.

Resources in Bregasland

As with all Marchers, residents of Bregasland are likely to control farms, or businesses if they are residents of a market town. Unlike the other Marcher territories, however, the yeomen of Bregasland (outside of Gravenmarch) are much less likely to farm traditional crops. In Bregasland, a farm might represent an eel-farm, or an area where rushes or peat are gathered. A character who lives along the Gullet or the Westmere might even use a farm to represent a small number of fishing boats - vessels that stay close to the shore rather than the kind of vessel a trader may use to visit foreign ports,

More common in Bregasland than perhaps anywhere else are herb gardens and mana sites. Bregasland is an eerie place, and the people who live there have a well deserved reputation for mysterious lore and uncommon wisdom.

The least common resource in Bregasland is likely to be a mine - outside of Gravenmarch, the marshes are simply too wet and too lacking in mineral wealth to easily justify a mine. Of course, any character can choose any sort of personal resource - its simply easier to explain some choices in Bregasland than others.

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Briar liar

"When they saw what I was, they attacked me, beat me senseless, punching and kicking me when I were down - and then the biggest of them split my skull open with four blows of his cudgel! Even that weren't enough for them - they wanted to see me dead, so they dragged me to the river and threw me in. I woulda drowned too - if not for my sister pulling me out."

The Marcher crowd stirred to the words of the passionate young Briar. At one side a pair of old Landskeepers stood shaking their heads, but the lad and his sister had gathered a large group. It was clear that the people he wanted to talk to were hanging on his words."

"Don't you see - we're all drowning here. Thems in charge are beating us all down. The Carstokes tried to murder me - just for being a Briar - because that's what them in power think of us. We have to stop letting them beat us down - we have to fight back!"

The lad's speech had attracted more than a few briars and several of them cheered the last, but it was clear that this talk of fighting back was upsetting the crowd. A few were looking around nervously as if worried that they might be seen here.

Before the lad could speak again a girl, dressed in Bolholt colours, but with the blazon of the militia stepped out of the crowd to challege him.

"Carstokes did this you say? Where's your proof?"

The crowd fell silent, watching the confrontation. The boy look surprised to be called out, but his face brightened half way between a smile and sneer - as if glad to be challenged. He pulled up his shirt and slowly revolved to show a body covered in Briar patches. The crowd gasped, the evidence of the Carstokes violence compounded by their fear of the Spring infection. He cast a triumphant look at the Bolholt girl, but she was clearly uncowed by his display

"It's a good story Tobin - or whatever you're calling yourself this week. But it can't have been the Carstokes who did this to you. Because two weeks ago, you were up at Tower March and that day you claimed it were the Trammels who did this to you. And if folk want to know why I've been following you round the March, it's because half a moon earlier you were in the market place five miles from my uncle's farm claiming it were the Bolholts did this to you. And funny thing is - your appearance matches a report from Anvil of a Briar there claiming that the Talbots beat him half to death and then tried to finish the job with a drowning."

The sneer fell from the boy's face like winter ice sliding off a spring roof. "Lies" he shouted, but his guilt was painted on his face like a Dawnish shield. "This ain't militia business - I've broken no laws."

At this the girl smiled as she renewed her assault. "Bruised apples have black cores. You're right that I can't arrest you for being a damn liar and I can't arrest you for being a dman fool. But being a thief is a different matter. Two nights ago, the Carstokes lost a young sheep from their farm, not from the fields by a wolf - but from the barn. But this morning I see you and your sister sharing a meal of prime mutton... So Briar Tobin - I am arresting you and her on suspicion of theft."

Afterwards nobody could quite agree on what exactly had happened next. A few witnesses at the front say the briar lept at the Bolholt girl with a knife, but the two landskeepers say it were the other way round - that the girl went for the briar with a knife in hand. Everyone agreed that amid the screaming and the panic it was difficult to be certain who stabbed who. What was certain is that Tobin and his sister had fled, and young Margary Bolholt, barely a citizen and still the youngest member of the militia at 15 was dead - stabbed twice, once in the ribs and a second in the neck.

Overview

A young briar has been travelling the Marches making black claims of everyone with any connection to power in the Marches. He was tracked to Birchland and confronted there by a young member of the militia - but he killed the young woman and fled the scene. Magistrates have asked all law-abiding citizens to keep an eye out for the suspect and pass word to the militia as soon as possible.

Significance

Attempts to expose the falsehoods spouted by this ne'er-do-well have had mixed success. Those who accept his outrageous stories are being fed a palatable meal of wrongs left unrighted, of traditional bias. Worse, he couples his rhetoric with more subtle calls to "his people" to stick together and help each other to stand up for themselves against what he describes as an oppressive system dedicated to keeping them down. .

By himself, this young firebrand is only a small threat to the stability of the Marches. Unfortunately, the longer he remains at large, the more people will hear his poisonous lies, and the more dangerous he might become.

Resolution

The Briar demagogue remains at large.

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Brigandine

A Brigandine is a coat of armour consisting of a series of overlapping metal plates inside a fabric shell. It is a good option for many Marchers with a bit of money.

Brigandines can be home made, though require equipment to cut and rivet metal and take a lot of time and patience!

- Tutorial on how to make brigandine Patterns from 14th 15th and 16th centuries.

- Instructions and patterns

- 15th Century Archer

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Bright Eyes Gleam in the Depths

Contents

- 1 Rules

- 1.1 Day Magnitude 160

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 160

The magnitude of this ritual may fluctuate as the Empire expands or contracts.

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. This ritual targets the entire Empire. It must be performed at the Imperial regio at Anvil. The ritual requires a map of the entire Empire which is used to harness and focus it's power.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The ritual enchants the entire Empire. Every mine in the Empire produces two extra measures of special materials. These additional materials will match the base type selected when the mine was created.

In addition, many inhabitants of the Empire experience odd incidents of deja vu and find themselves remembering things they had thought were forgotten, especially the location of lost items and things they have read or witnessed, often many years in the past.

The effect lasts until the start of the next Profound Decisions Empire event..

Description

This old and dramatically powerful ritual enchants the entire Empire for a short time. It effects every mine resource in every region within the Empire. Much like Revelation of the Jewel's Sparkling Heart , the ritual is about helping miners to locate deposits of raw materials rather than creating substances out of nothing,

During a season when this ritual is in effect, there are increased incidences of people encountering Day regio, or the Heralds of Day Eternals. Indeed, the Eternals of Day themselves seem to become more active after periods when this ritual is performed, and more interested in the activities of Imperial citizens. There is a superstitious belief that more merrow are born during this period, but there is no evidence for that. There is some anecdotal evidence that especially high-lineage merrow feel especially energized to pursue their goals during this period, but that is all.

Common Elements

This is a powerful ritual, and few covens can perform it by themselves. When this ritual has been performed in the past, it has often been achieved with the use of at least one Web of Celestial Attunement and with supplies of crystal mana from the Imperial Conclave. A coven that plans to perform it often spends several days in preparation, knowing that the eyes of the Empire are likely to be on them.

Symbols of divination and discovery are used throughout. The ritual is almost always performed under the open sky, in front of an audience - there is rarely any room for secrecy in a Day ritual of this magnitude. The map that is a central focus for the ritual is often carefully marked with ink or painted or inscribed with the runes of Day. it is usual for one or more of the ritualists to recite the names of the Imperial territories or even regions throughout the casting as a counterpoint to the ritual invocation.

Music is common, often gentle and carefully scored, to further counterpoint the invocation. The names of Day Eternals may be used, but this is less common that invocations of popular historical characters from around the Empire, especially those whose stories are concerned with prosperity, wealth, engineering and planning.

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Bright Lantern of Ophis

Contents

- 1 Rules

- 1.1 Day Magnitude 6

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Magnitude

- 2 OOC Information

- 3 Description

- 4 Common Elements

Rules

Day Magnitude 6

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The ritual targets a single character or ribboned item, which must be present throughout, or the immediate area around the ritualists.

Effects

This ritual analyses magical effects on the target person or object, or in the immediate area.

The ritual reveals information about magical enchantments, wards, or shrouds. It answers some or all of the following questions about each such effect on the target:

- What magical effects are present?

- What do these magical effects do? How long will they last?

- How can these magical effects be interacted with?

- Can they be ended early? If so, how?

- What is the source of these magical effects? If the source is a ritual, it will provide the realm and magnitude. If the source is an Eternal, it will indicate the realm the eternal is from.

If cast on an area, it may also answer some specific additional questions:

- Is there a magical regio in the immediate area (within a short distance, up to 30 feet)? What realm is that regio aligned to? Is it a strong regio?

- Are there any special effects for performing a ritual in that regio?

Each contributor receives the same information.

The ritual will provide no information about a curse. Wisdom of the Balanced Blade is required to gain any information about a curse - it will not even detect its presence. Likewise it is no use in analysing purely spiritual effects, such as those created by the hallow, consecration, or anointing ceremonies. Again, it does not even register the existence of such effects.

Casting the divination version of the detect magic spell on a legal target will reveal if there is any information that can be gathered with Bright Lantern of Ophis.

Additional Magnitude

You may increase the magnitude of the ritual to penetrate more powerful shrouds or masks. However, the Bright Lantern will always discover all the pertinent information about the shroud itself even if it is not performed at a high enough magnitude.

OOC Information

The ritual is least useful when used to analyse the effects of rituals that are in Imperial lore. It is most effective when used to examine mysterious effects. It rarely provides any information when cast on an object - the innate powers of magic items are not considered magical effects, and many special effects attached to objects will be curses or spiritual effects. It is perhaps most useful for analysing magical puzzles, wards, and barriers encountered on quests.

It can be used in a territory under a magical effect to determine details of that effect. For example if a territory is covered by a magical shroud, or a mysterious enchantment is effecting all the farms in that area. This effect cannot be achieved by performing the ritual at the Anvil regio - attempts to do so simply provide information about the Anvil regio and any magical effects on Casinea.

Common examples of where it can be used are to understand the effect of an enchantment, shroud, or ward created by non-Imperial ritual magic, or to examine the boons created by an eternal. It will also provide information about magical traps, wards, and puzzles. When performed in a territory under the effect of a large-scale magical effect, it can also provide information about that magical effect.

Description

This ritual allows the contributors to examine and gain information about a broad range of magical effects. It is an invaluable aid to those who explore dangerous ruins, or areas touched by powerful magic. Common uses include detecting magical traps and - just as importantly - the conditions that will trigger or remove them; examining magical seals and wards to ascertain their functions and limitations; studying the unique magical boons of eternals, to identify unexpected loopholes; and precisely understanding the effects of peculiar magics of all kinds.

It will only work on a magical effect that is actually present, and close enough to touch. For example, to gather information about a magical ward at least one of the contributors must be close enough to touch the effect throughout the performance.

When using the Bright Lantern on an object, it is important that the magician understands the difference between a magical enchantment and the innate properties of a magic item. Bright Lantern will not discern anything about the properties of a magic item that is part of that items functioning - for example, if performed on an otherwise unremarkable Biting Blade it reveals nothing, despite the blade's preternatural composition and sharpness. Only if the blade has been seperately affected with magic - for example if its properties have been shrouded - will the Bright Lantern reveal anything and even then it will only reveal information about the shroud, not the capabilities of the magic item.

The ritual will also divine the provenance of a magical effect. The most common provenance is a ritual of some sort, or the actions of an eternal or other creature of the realms. In both cases, the Bright Lantern provides only broad details - the realm involved, and the magnitude of the ritual effect. On a few rare occasions it has determined the precise identity of the eternal involved, but in such cases the diviners have reported the sensation that the eternal wanted that information to be discovered - as if they had "signed" the effect. Uncommonly, the ritual may discover that the source of the magic is something else - the information determined in such cases is difficult to predict but always gives some context to where the magic has come form.

An interesting element of the Bright Lantern is that while it is stymied by a shroud or obscuring effect in the same manner as any divination ritual, it can always discover information about the shroud itself - its provenance, realm, magnitude, and so on.

Some arcane scholars compare Bright Lantern of Ophis to Wisdom of the Balanced Blade; both rituals analyse specific effects and provide in-depth information about their function, limitations and provenance.

Common Elements

This ritual often involves active divination, sometimes with runestones or cards. Lenses and mirrors are often used to closely examine the target, as are crystals that the contributors can peer into or through.

The area where the ritual is performed is usually well-lit, either by sunlight or by multiple lamps, lanterns, light-stones or fires. Some ritualists however prefer to study the target in relative darkess, illuminated by a single source of light. As the light source (often a lantern) is moved around the contributors examine the way the light changes the appearance of the item, or the shape of the shadow it casts.

The runes Sular and Ophis may be evoked - the former by covens who actively examine and seek information during the performance, the latter by covens that prefer to rely on sudden revelation to deliver information to them. The former group are usually active in handling the target, while the latter focus more on drawing up (or down) magical energies and may use incense, water or even some narcotics to empower their ritual.

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Brilliant Star

Contents

- 1 Overview

- 2 The Resource

- 3 The Bourse Seat

- 3.1 Responsibilities

- 3.2 Powers

- 3.2.1 Seat on the Bourse

- 3.2.2 Bounty of mithril

- 3.3 Appointment

Overview

The Brilliant Star is located in Tomari in the Urizen territory of Redoubt. Custodianship of the Brilliant Star grants an Imperial title; a seat on the Imperial Bourse; and a seasonal bounty of valuable mithril.

The Resource

The Brilliant Star consists of a network of tunnels beneath the peaks of Tomari, overlooking the Urizen spire of Delving. Hailed as the most beautiful of all the star shaped tunnel complexes that underlie the south-eastern mountains, the walls of the Brilliant Star gleam slightly even when there is no other light. This eerie phosphorescence attracts scholars from all over Urizen; experiments have shown that the pale light from the walls actively promotes reasoned thought, and eases the understanding of difficult theoretical principles not only in magic but in all advanced disciplines including mathematics and natural philosophy.

Unfortunately, the tunnels are also part of an active mine, and do not welcome casual visitors who wish to study in the lucent effulgence of the tunnel walls. Over the centuries, this has lead to a number of unfortunate accidents, and both would-be scholars and miners alike have paid a tragic price for interference in the mine workings. On occasion these trespassers have actually interfered with the mine's production, whether accidentally through their unsanctioned presence; through the use of misplaced magic (the mines have an affinity for the realm of Day); or even through intentional interference.

According to the scholars who have studied the light, it becomes dimmer and "less conducive to thought" the less mithril ore there is in its vicinity. This means that the light is strongest in those areas where the mine workers are most active in extracting the mithril ore. On at least one occasion (during the reign of Emperor James), militant magicians have occupied lower sections of the mine and attempted to prevent workers from removing the precious ore. Unsurprisingly, this occupation lead to a near riot and lead to the tight security measures that persist to this day. Despite the presence of sentries and regular patrols, barely a season goes by without an ambitious student, or a wily master, sneaking past the workers to explore the Brilliant Star.

The Bourse Seat

Responsibilities

The Seat has no particular responsibilities; they simply receive a bounty of mithril which is theirs to do with as they will. If the Brilliant Star were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to the Brilliant Star, the Seat would expect to be consulted as to how that opportunity might be resolved.

Powers

Seat on the Bourse

Custodianship of the Brilliant Star comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of mithril

The Seat has control of a source of mithril and receives Bourse certificates to represent that control. They can dispense this resource as they choose. Production is 24 Imperial wains of mithril every season.

Appointment

As with all mithril Bourse seats, the holder of the title is determined during the Autumn Equinox. As an Imperial seat, any Imperial citizen may participate in the auction and hold the title.

Custodianship of the Brilliant Star is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be revoked by the Imperial Synod.

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Bringing in the Sheaves

Bringing in the Sheaves by Jim Boyes

A great version available on "Funny Old World" by Coope Boyes and Simpson.

Harmony recording sung by Glasgow Madrigirls: Media:bringinginthesheaves.mp3

Solo Youtube version.

Sheet music available here

Though it's way past harvest time Some still toil and work and wagons rattle Corn still stands in rank and line And defies us all We can see it in our past Blood will out and joy will battle Though we work in different ways we're bringing in the sheaves

(Chorus) - Bringing in the sheaves, we're bringing in the sheaves. Though we work in different ways we're bringing in the sheaves

Though we started from the land Some of us do roam abroad The hand upon the gliding plough is not for everyone Changing seasons help us see Those who hear a different drummer Though not in one harmony, we're bringing in the sheaves

(Chorus)

What lay dormant in the soil Is wakened by the kiss of summer So the fruits of yesteryear become the years new corn Every stem has at its core, part of those who went before In turn they will be kept in store by bringing the sheaves

(Chorus)

In conclusion bear in mind What example has begun What today you do in kind has power for everyone True strong aims will pass along To your daughters and your sons So may they in years to come be bringing in the sheaves

(Chorus)

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Britta's Glory

This has been adapted by Rosie Goldsmith from The Chemical Worker's Song by Great Big Sea as sung here.

A pdf of the lyrics and tune can be found here.

A solo voice recording can be found here.

And it’s Charge, Dawn, Charge, We’ll fight with every breath And every step we take today is one step nearer death But we’ll charge Oh she marched across the Empire and she blazed into each heart Warrior and general, bright as flame she stood apart With thunder all around her and with fire upon her brow To keep our Empire free from harm she made her solemn vow

Chorus

The Jotun threat had hit them hard, but still the west she won Out to the East so fast she flew, she shone just like the Sun Side by side with Dawn she stood, at bloody Summerholm And crystal clear it was to all our Empress had come home

Chorus

Her Virtue strong and splendid, made an Empire’s life-blood beat With fire and steel and fury, all her foes they met defeat Until one bitter winter when at Skarsind battle found The Young Empress had perished, lying dead on frozen ground

Chorus

Now we’re marching out from Anvil underneath a weeping sky For Glory and for Vengeance with our banners raised up high We’ll make them fear her memory, cast them down into the mud For Throne and Crown and Britta, we will make them pay in blood!

Chorus

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Britta's song

Lyrics by Claire Bowden and David Sheridan, music by Bob Dylan (Percy's song) as sung here.

A pdf of the lyrics and tune can be found here.

Bad news, bad news came to me where I sat, Turn, turn, turn again, The Empress' army are not coming back, Turn, turn, to the rain and the wind.

The Empress' army were gallant and true, Turn... They went off to war and they would see it through, Turn...

They had mages with mana and warriors with swords, Turn... Shieldsmen and pikemen would have their reward, Turn...

To protect our Empire from the Thule out beyond, Turn... With axe and with arrow, with rod and with wand, Turn...

They raised up the banner and raised up the cry, Turn... Out into the mountains and grey snow-hung sky, Turn...

Their scouts they were cunning, their fighters so brave, Turn... In the hope that this territ'ry to finally reclaim Turn...

But the Thule they were ruthless; they called down a storm, Turn... Of snow, hail and chill winds all magically-borne, Turn...

Our Britta was sure they had not come in vain, Turn... Determined that Skarsind would be ours again, Turn...

Stout resolve was gifted to all, Turn... So the army would fight on and not too soon fall, Turn...

But it was not enough against such a foe, Turn... And out in the mountains the bitter winds moan, The old song, the rain and the wind.

So you now, and I, friend, must make the attack, Turn, turn, turn again, The Empress' army are not coming back. Turn, turn, to the rain and the wind.

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Brock's Toll

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Small Income

- 4 Appointment

- 5 Brock's Toll

Overview

Custodianship of Brock's Toll is an Imperial title awarded to either a Marcher or Dawnish citizen. It is a National position, appointed through a unique method, granting custodianship of a sinecure in a Navarr territory.

Responsibilities

The title holder is expected to ensure that Brock's Bridge remains open to Dawnish and Marcher yeomen alike. The actual job of maintaining the bridge falls to civil servants and local labourers, the majority of them Navarr. They charge a small toll for yeomen of whichever nation does not control the bridge, which both provides the sinecure for the title holder, and goes toward the irregualr repairs on the bridge and the paths leading to it.

Powers

Small Income

As a sinecure, Brock's Toll provides an income drawn from the tolls paid by yeomen using the bridge.

The holder of the sinecure receives 16 Crowns and 4 Rings in income each season.

Appointment

The title is selected by a tourney during the Summer Solstice. Five Marcher yeomen face five Dawnish yeomen in a brutal, non-lethal fight with the last competitor standing claiming the proceeds of Brock's Toll in the coming year.

The title can only be held by a Marcher, or by a Dawnish yeoman. In the event that a Dawnish yeoman holder of the title becomes a noble, they are expected to immediately surrender the title.

The title is appointed annually. The Keeper of Brock's Toll can be revoked by the General Assembly, the Assembly of the Nine, and by the National Assembly of either the Marches or Dawn, depending on the nationality of the title holder

Brock's Toll

Brock's Toll is a famous toll bridge situated roughly halfway between Dawn and the Marches, but historically claimed by both. While it isn't much used by wealthy merchants or nobles, the road that this bridge lies on carries most of the agricultural traffic between Dawn and the Marches. Traditionally, the operator of the Toll was allowed to claim one sack from each cart's load but in 295YE this was adjusted in favour of a small toll paid by the yeomen of whichever nation did not win the tourney.

The bridge is so old that when it was first constructed the Vallorn still controlled most of Miaren. In the early days of the Empire this site changed hands between the two nations several times, often with violence. Even when Earls and Stewards forbade their people to fight, rowdy yeomen would often take matters into their own hands and the Navarr soon became sick of breaking up scuffles over ownership.

Eventually the Imperial Senate took matters into their own hand and decreed that ownership of the Toll would be decided by an annual competition of arms between the yeoman who were so eager to fight. In time this evolved into the modern practice of the Brock's Buffet - a brutal (nonlethal) five-aside melee with only one winner left standing to claim ownership for the coming year.

Since 372 YE the Buffet has been won by the Marches. This is something of a thorn in the pride of the Dawnish yeomen.

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Brocéliande

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

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 The Broch

- 4 Regions

- 4.1 Elerael

- 4.2 Black Boughs

- 4.3 Boar's Dell

- 4.4 Dark Ranging

- 4.5 Greenweald

- 4.6 Terunael

- 4.7 Vale's Lament

- 5 OOC Note

Overview

Lush Brocéliande, on the border between Dawn and Highguard, is considered by the Navarr as ancestral homeland and is the single largest forested expanse in the Empire. This is where Navarr and Thorn first danced. The Navarr have been unable to make any significant gains in this territory against the Vallorn, and there is limited Navarr presence here.

The majority of Navarr steadings in Brocéliande are centred around Boar's Dell in the north, and around the Broch in Vallorn-infested Black Boughs. While all steadings fight against vallornspawn, those in Brocéliande generally see the most "action" - especially the Broch situated as it is deep inside the circumference of the Brocélieande infestation. Green lung is a constant threat in much of Brocéliande.

Much of the interior of the territory is still unknown to modern scholars, both within the Navarr and without. The vallorn covers the vast majority of the land here, choking any Terunael ruins or artefacts, and drowning those who venture too far with its powerful, deadly miasma.

Recent History

Over the last fifty years, much of the forest was infiltrated by barbarian orc communities settling from the Barrens. They largely avoided the Navarr, although there were rumours of some limited trade between isolated steadings and groups of barbarians. The orcs in the south were brutally conquered when the Druj took and held Elereal, but the orcs of the Mallum made no effort to push for further control of Brocéliande. Indeed, they seemed more interested in keeping the vallornspawn at bay than in engaging with the Navarr.

After the Druj hold of the Barrens was temporarily broken, most of the orc settlers from retreated out of Brocéliande, leaving their makeshift camps to fall into disuse or be overrun by vallornspawn. They rejoined their original tribe - the Great Forest Orcs.

Major Features

The Broch

The largest collection of steadings of the Navarr, well-defended and constantly guarded. It is the western edge of the Navarri’s watch on the barbarians and darker horrors of Brocéliande. It is both fortification against the orcs, and a place of ritual where Vates gather when necessary to counter specific magical threats. The First Dance steading are based in the Broch and seek more than any to investigate new ways to fight against the Vallorn. Buried deep within the miasma at Black Boughs, the Broch is perhaps the steading most at risk of being overrun at any moment. Few can spend too much time here - even if the danger were not sufficient, there is the ever-present risk of green lung.

Regions

Elerael

Quality: Forest

Elerael was one of the few regions of Brocéliande initially under Navarr control. The most prominent steading here, Eleri’s Stead, was once a comparatively peaceable place, a Navarr counterpart to High Chalcis where herbs and forest plants were studied. It was swept away as orcs flooded from the Forest of Peytaht.

The orcs were most likely Druj from Reikos, but it is not clear how much of a presence they still maintain here. Some Navarr scouts have reported an increase in vallornspawn attacks into Elerael, increasing in severity dramatically after the Reikos trods were damaged in 378YE.

Elerael is the home to the large and influential Brackensong Steading who give sanctuary for those who walk the dangerous Trods that weave through the Vallorn of Brocéliande. The Splitroot Striding use Elerael to walk the Trods into Dark Ranging where, up until the declaration of war in Winter 378YE, they were one of the few stridings to trade with the Orcs of the Barrens.

Black Boughs

Qualities: Forest, Vallorn

The Broch is a small enclave of safety inside the miasma of the the Vallorn.

Boar's Dell

Quality: Forest

The northernmost region of Brocéliande is the site of Greenstead, a stone-walled steading built with support from Rucastle as Dawn and the Navarr threw a ring around the dark heart of the forest there. It is often assaulted, but with Dawnish support it has always held. There has long been a bond - and several intermarriages - between the two settlements.

Dark Ranging

Qualities: Forest, Vallorn

Greenweald

Qualities: Forest, Vallorn

Terunael

Qualities: Forest, Vallorn

This is the heart of the Vallorn in Brocéliande, and the most storied of the ancestral cities of the Navarr.

Vale's Lament

Qualities: Forest, Vallorn

OOC Note

- As of Autumn 379YE, the Vallorn occupies Back Boughs, Dark Ranging, Greenweald, Vale's Lament and Terunael. The Navarr (and thus the Empire) holds Boar's Dell and Elerael.

- To claim Brocéliande, the Empire needs to hold four of the seven regions. This is currently impossible without reducing the power of the Vallorn.

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Brocéliande Be Stronger Now

Original Song: Lyonesse by Celtic Legend -- https://www.youtube.com/watch?v=Piv-ZLla4wA

New lyrics and adaptation by Jamie Wakefield. Chords are next to stanza title.

Verse 1 - Am D Am, Am D F, Am D Am x2 Broceliande, be stronger now The Winds of Change have come for thee To wander hence but still return From't' darkest watches e'er I see

Chorus (continues through verses) – Am The walkers came from the darkest watches. The walkers came from the darkest watches.

Verse 1 (repeated) - Am D Am, Am D F, Am D Am x2 Broceliande, be stronger now The Winds of Change have come for thee To wander hence but still return From't' darkest watches e'er I see

Verse 2 - Am G Am, Am G F, Am G Am x2 Broceliande, be stronger now Although the wilds has come for thee I will return to wander hence With tears of salt to fill the sea.

Bridge - F, Dm C I see I see

Chorus (continues through verse) - Am The walkers came from the darkest watches. The walkers came from the darkest watches. The walkers came from the darkest watches. The walkers came from the darkest watches.

Verse 3 - Am D Am x2, Am G Am x2 Through weary days that turn to night Broceliande, I'll wait for thee Though I may be asleep in dust My spirit dances endlessly

Bridge - F, Dm C My spirit My spirit

Chorus – Am F x2, Am The walkers came from the darkest watches. The walkers came from the darkest watches. The walkers came from the darkest watches. The walkers came from the darkest watches. The walkers came from the darkest watches. The walkers came from the darkest watches.

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Broken Shield Guardian

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounty of Herbs

- 4 Appointment

- 5 House of the Broken Shield

Overview

The Broken Shield Guardian is an Imperial title created by the Civilian Commissioner of the Imperial Orcs in Winter 380YE. The position is a sinecure, requiring minimal responsibility but offering a regular income of herbs to the title holder.

Responsibilities

As a sinecure, the Broken Shield Guardian has few responsibilities. If the Home of the Broken Shield were threatened, it would be the responsibility of the Guardian to deal with that threat - but also to deal with any opportunity to expand the Home, or to make any decisions about its operation.

Powers

Bounty of Herbs

The residents of the Home of the Broken Shield maintain several herb gardens. The Guardian receives a share of those herbs, which amounts to 6 doses of Imperial Roseweald, 5 doses each of Marrowort and Bladeroot, and 2 doses of Cerulean Mazzarine each season.

Appointment

The Broken Shield Guardian is appointed by unanimous decision of the Imperial Orcs senator. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by any Imperial Orc citizen. The Guardian has tenure, and serves until they die or step down, and they can be revoked by the General Assembly, the Imperial Orc National Assembly, and by the Assembly of the Nine.

House of the Broken Shield

The House is the home of a banner of Imperial Orcs who are too "broken" to fight on the front line, but are still driven to serve the Empire. It accepts orcs from other warbands who wish to "retire" but still work in support of their people and their Empire. Several residents are civil servants, while others serve as scribes, teachers, and preachers, all over Skarsind. Among their prominent members are Broken Shield Talik, who served at one time as Speaker for the Senate. Their symbol is a white circle marred with black cracks.

The structure itself stands in Solvihill, and incorporates parts of the old Irontongue Hall. The Hall itself was significantly damaged by the Thule but has been rebuilt and repurposed. It now has a central courtyard where herbs are tended, and the many items of worth collected by the residents during their battles are hung on the walls. A small memorial to General Dustan Irontongue, and to Empress Britta, and the soldiers who fell alongside her (orc and human alike) is maintained in a quiet wing of the House.

The residents are primarily ex-soldiers who can no longer fight due to age or injury. Some stay at the House temporarily, but most are permanent residents. They maintain good relations with the Fellowship of the Red Blade, who visit regularly. Many of the residents also serve as teachers, offering their hard-won expertise to the next generation of Imperial Orc warriors.

Those with more limited mobility, or who are done with traveling, tend the gardens here. The House produces a bounty of healing herbs, and is already making a name for itself for Broken Shield Tea - a particular blend of Imperial Roseweald and other herbs that "warms the blood" of orc drinkers in a pleasantly narcotic fashion. There are even a few carefully cultivated patches of Cerulean Mazzarine, grown indoors to protect them from the poor climate of the northern Empire - sadly the herb grows very poorly in the north - it is better suited to the warmer climes around the Bay of Catazar. The only herb not grown at the House is True Vervain. The only comment on this comes from one of the first Orcs to take residence, Bloodblade Tikkat, who snorted and said that True Vervain "is too easy to grow - there is no fight to it and without a fight, no challenge!"

Original text contributed by Matthew Dawes-Woods

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Broken Shore Bounty

Contents

- 1 Overview

- 2 The Resource

- 3 The Bourse Seat

- 3.1 Responsibilities

- 3.2 Powers

- 3.2.1 Seat on the Bourse

- 3.2.2 Bounty of ilium

- 3.3 Appointment

Overview

The Broken Shore Bounty is technically located near Cazar in the territory of Feroz. Custodianship of the Broken Shore Bounty grants an Imperial title; a seat on the Imperial Bourse; and a seasonal bounty of valuable ilium.

The Resource

The Grendel represent a powerful threat to the Empire, and there are always a few groups of disgruntled criminals or barbarian orcs who view Imperial boats and ships as easy prey. Only constant vigilance by Imperial fleet owners, especially those among the corsair families of the Brass Coast, protect the livelihoods and lives of Imperial boat people and fisherfolk. Without an armed presence in the Bay of Catazar, coastal settlements and foreign trade alike would be endangered by opportunistic pirates. The Broken Shore Bounty is intended to reward the Freeborn ship captains who commit themselves to the defence of local waters, rather than to trade with distant nations.

The ilium that the Seat provides is claimed from the fishing nets of the boats that ply their trades along the coast of the Bay of Catazar; a portion of all such finds are claimed by the Broken Shore Bounty. While some fisherfolk resent the claim, the majority appreciate that the Freeborn are instrumental in helping to keep opportunistic raiders out of Imperial waters - that a portion of any ilium found is a minor loss compared to the complete loss of catch, ship, livelihood, and liberty that an encounter with a Grendel raiding vessel would represent.

The seat comes with a well-protected villa in the port-town of Cazar, in Feroz. The corsairs families of the Brass Coast see it as a point of honour to control the Broken Shore Bounty. The ilium is collected and overseen by members of the i Orieni i Riqueza family, who have extensive ties with fishing families and mercantile ship owners throughout the Brass Coast, and the southern territories of the League, Highguard, and Urizen. The current dhomiro of the i Orien family is named Riguel.

Appointing the Seat

Every time a citizen of the Brass Coast chooses the privateering action for their fleet they receive votes. A typical fleet provides 10 votes, plus an extra 2 votes for each time it has been upgraded. Any enchantment that directly increases the effectiveness of a privateering fleet will grant additional votes. When the seat is allocated (usually during the Spring Equinox), the number of votes each citizen has accrued over the previous year is tallied. The owner of the fleet records which Freeborn character they wish to support, and the one who receives the most votes takes the Seat. Votes are recorded in private in conjunction with the civil servants who support the Bourse.

While privateering does not have a direct effect on the outcome of military campaigns, it does has an in-character effect on the setting. The actions of the Freeborn Corsairs and others protects the people and settlements around the bay of Catazar. Privateering keeps the coastal waters of the Empire clear of pirates and other maritime dangers. It does not have a mechanical effect on the Grendel military, but attacking enemy shipping in the Bay does have a narrative effect, without it, Grendel raiders and pirates alike would be free to attack civilians.

The Bourse Seat

Responsibilities

The Seat has no particular responsibilities; they simply receive a bounty of ilium which is theirs to do with as they will. If the Broken Shore Bounty were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to the Broken Shore Bounty, the Seat would expect to be consulted as to how that opportunity might be resolved.

Powers

Seat on the Bourse

Custodianship of the Broken Shore Bounty comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of ilium

The Seat has control of a source of ilium which they receive directly. They can dispense this resource as they choose. Production is 7 rings of ilium every season.

Appointment

As with all ilium Bourse seats, the holder of the title is determined during the Spring Equinox. Control of the Broken Shore Bounty is assigned to whichever Brass Coast candidate receives the most support from Brass Coast fleet owners that have earned votes over the past year by privateering. Votes are recorded in private in conjunction with the civil servants who support the Bourse.

Custodianship of the Broken Shore Bounty is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot berevoked by the Imperial Synod.

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Broker of Treji Wayhouse

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Ministry

- 4 Appointment

- 5 The Title in Play

Overview

The Broker of Treji Wayhouse is an Imperial title awarded to a Navarr citizen. It is part of the Northern trade network which effectively came into being shortly before the Autumn Equniox 380YE, with the construction of the offices of the Overseer of the Westward Road in Delev.

In the years since Skarsind was recovered, the roads were repaired and some work went towards re-establishing trade, but the Wintermark focus was more on the routes through the passes into Hahnmark in the north-east. Over Winter 379YE, work began on restoring a trading network along the northern territories with Torfast Trading Post in Skarsind as a central hub, and subsidiary offices in Temeschwar and Karov.

In Summer 381YE, in response to an opportunity offered by the Thule orcs of Otkodov, a new partner joined the Northern Trade Network bringing valuable crystal mana to the markets of the northern Empire. This crystal mana, of course, remains available only while the Empire remains at peace with the Thule.

Responsibilities

The Broker is expected to keep the trade flowing along the roads that lead from Skarsind west through Hercynia and to the rest of the Empire. The close contact with the traders allows ample opportunity for the Broker to acquire supplies at bargain prices from merchants heading both to and from Skarsind.

Thule Trade (Urdur)

Total Money Spent

Production

7 Crowns

5 Green Iron, 3 Orichalcum, 2 Weltsilver, 2 Beggar's Lye

17 Crowns

10 Green Iron, 6 Orichalcum, 4 Weltsilver, 4 Beggar's Lye

35 Crowns

15 Green Iron, 9 Orichalcum, 6 Weltsilver, 6 Beggar's Lye

48 Crowns

20 Green Iron, 12 Orichalcum, 8 Weltsilver, 8 Beggar's Lye

Thule Trade (Urdur)

Total Materials Spent

Production

8 Dragonbone

8 Crystal Mana

19 Dragonbone

16 Crystal Mana

39 Dragonbone

25 Crystal Mana

Powers

Ministry

As a ministry, the title of Broker of Treji Wayhouse allows the holder to purchase quantities of special materials at a set price. The Broker makes their decision on how much money to spend during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

The Treji Wayhouse welcomes Thule merchants from Otkodov, as well as Imperial merchants. As a consequence, the broker has not one but two streams from which they can purchase material.The Broker can spend differing amounts on each stream - for example, they could spend 17 crowns on one, and 8 ingots on the other.

Appointment

This title is appointed during the Summer Solstice by Navarr who control herb garden personal resources. The larger the herb garden an individual has, the more votes they can allocate in support to a candidate. The voting is handled by the civil servants in the Bourse.

Only a Navarr character may hold this title. They do not receive a seat on the Bourse. They cannot be revoked by the Imperial Synod.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

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Brother Blades

Description

The Brother Blades are most commonly crafted as a pair, whether of swords, axes or hammers. Pains are taken to ensure the weapons are as similar as possible, and traditionally the materials used to create the best of them are taken from the same ore quarried in the same mines. That is not to say that 'unbalanced pairs' don't exist, but they are in the minority. Even unbalanced pairs tend to be similar, save for size, such as a longsword paired with a shortsword in the off-hand. A rapier paired to a stiletto is a combination popular among bravos determined to be armed under all circumstances, sometimes called “Pins and Needles”. So valuable is the idea of the weapons as twins that wielders take great pains to make sure that they remain reflections of each others, ensuring that any decoration of one is mirrored on the other.

It is possible to permanently mark or change the appearance of these weapons; to do so the wielder has one of the weapons altered and then uses their magical power to "copy" that change to the other weapon. This process is unreliable, and is ineffective at copying anything other than cosmetic changes to the physical shape of the weapons.

Means of invoking the pair’s power varies greatly. Navarri paired hand-axes sometimes have oaths impressed into the leather wrappings of the handles, proclaiming the weapons’ devotion to each other, which is repeated by the wielder to restore the shattered twin. All across the Empire, soldiers press together the intact blade with the remnants of its companion and invoke the rune Pallas, which has power over crafted goods.

Rules

- Form: Weapon. A pair consisting of two one-handed weapons.

- Requirement: You must have the ambidexterity skill to bond to these items.

- Effect: Once per day you can repair one or both of these weapons with ten seconds of appropriate roleplaying.

- Materials: Crafting a set of Brother Blades requires nine ingots of orichalcum and three measures of ambergelt and three measures of iridescent gloaming. It takes one month to make a pair of these items.

The Brass Coast trader lifted up the sword, and weighed it in his hands. It was a fine blade, alike to its brother as ordered, and now was the moment of truth. The price had been low, he thought, but he was just finishing a Conquerors’ Sword like the one wielded by his illustrious tribes-mate Jone i Arco and that had taken every scrap of rare stuff he'd been able to lay hands on. On average, he though, he'd make more over three months than if he'd made three common blades. The other side of the tavern table was his customer, known to him, from a nation known to him, and without any of the honesty that the Freeborn would show. Would he press for still lower?

The Temeschwari took the blade. It was, as promised, the twin of the one he'd already had delivered. Imperial horse in gold relief on the blade, red leather hilt. It would match his Merchant Prince's brigandine and robe perfectly.

The Freeborn's hand drifted down, under the table, and wrapped round the reassuring steel of his knife.

"So, the price..."

"Eight crowns the pair. As contracted. The balance of four is due." said the Freeborn. Amethyst and topaz gleamed on the Temeschwari's fingers as two stacks of coins were pushed over the table: transaction done.

And as the he left, the Freeborn's grip relaxed.

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Brotherhood of Tian

Contents

- 1 Rules

- 1.1 Autumn Magnitude 120

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

- 4 A Note About Magnitude

Rules

Autumn Magnitude 120

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets an Imperial army. The general responsible for the army must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual improves the logistics of the target army. It can quickly distribute resources and assign new soldiers. Bureaucratic procedures are supernaturally efficient, and quartermasters and provisioners display an uncanny ability to predict shortages, or to intuitively understand where new equipment will do the most good.When the army benefits from natural resupply, it recovers an additional 250 fighting strength. Emergency resupply is unaffected, and the army must be eligible for natural resupply.

While the enchantment persists, the general responsible for the army experiences a potent roleplaying effect: They want to understand the effects and implications of everything that might effect the capabilities of their army – all enchantments, curses, or other effects that change how the army relates to other armies and the wider campaign. At the same time, they feel the driving need to understand the strategies of both allies and enemies – but are extremely suspicious of risky or innovative strategies. Traditional, tried and trusted strategies are the most effective strategies. It is difficult for them to see any value in creative strategies, especially any that are not obviously based on the six standard army orders (balanced attack, cautious attack, overwhelming assault, give ground, solid defence, or heroic stand).

The effect lasts until the start of the next Profound Decisions Empire event.

Description

This ritual was codified from an arcane projection first developed by the Urizen magician Edmumdo of the Concordium of Pallas. Work began under the guidance of Eudaemon of Halcyon Spire, beginning after the Winter Solstice 378YE. When the Urizen magician lost the title of Dean of the Lyceum to Simargl, of the Circle of Zulgan-Tash, the Varushkan kindly agreed to complete codification of the ritual. When the project was begun, it was referred to as "Thousand Swords Drawn Together" but Simargl suggested that the name be changed to better reflect the nature of the ritual.

The story of this ritual is the story of another man’s ambition. You all know the tale of Tian. Tian, who climbed to the top of the tallest peak and pulled down fire from the sun to keep her people warm and safe. Inspired by Tian’s story, Eudaemeon of Halcyon Spire in Urizen set out to protect the people of the Empire. Although the idea for the ritual may have come from elsewhere, and although I have finished it, the bulk of the work was done by Eudaemon and the credit for it is owed to him. In many ways, I have come to see Eudaemon as the spiritual brother of Tian,and so I have named this ritual Brotherhood of Tian in his honour. This is his legacy, and I ask you to accept it into Imperial lore.

Simargl the Empty One, in his speech before the Conclave

The ritual works by enhancing the ways that an army naturally recovers from the stresses and losses of conflict. Even barbarian armies have procedures in place to allow them to resupply themselves – whether healing injured warriors, drafting new soldiers in to replace casualties, or simply ensuring that all those who fight for the army have dry boots, a weapon, and at least some token armour.

With an Imperial army, these procedures are much more complex. Tents and sleeping materials must be provided. Food and drink not only supplied but transported and distributed. Is the army traveling through cold terrain, or during the Winter? In that case, thought needs to be given to how every soldier will protect themselves from the cold, an the fatigue that comes from trudging through snow. Is the army traveling in the arid hills of the Brass Coast? Then extra thought must be given to water supplies, and to ensuring soldiers shield themselves from the unforgiving sun.

When an army is resting – on furlough – or defending a “safe” territory, new problems arise. Are there sufficient supplies that every soldier can get some rest and restore their health and will to fight? If not, some of the less disciplined armies may find that their warriors are taking matters into their own hands, taking more from the local population than they wish to give. This is rarely a problem for Imperial soldiers, but resentment between the local populace and the soldiers can still grow if their commanders expect too much from the civilians.

To a degree the ritual enchantment takes all these considerations into account – and many more besides – but it still faces limitations.

The magic requires a certain level of rest to function. The army must already be resupplying to benefit at all – which means they must be in an Imperial territory with no opposing forces present during the entire season. Natural resupply does not occur – and the ritual has no effect – if there is an enemy force attacking or defending any part of the territory.

Certain armies will benefit slightly less from this enchantment than others. The large forces of the Imperial Orcs, for example, receive proportionately less benefit from the enchantment than the standard armies of the other nations.

By contrast, some armies will actually benefit more from the ritual due to their existing qualities. The Eastern Sky of [[Dawn[[, and the Drakes of the Marches are fine examples here – their supply procedures are so robust that the ritual will still prove useful regardless of what territory they are in, as long as they are not actively engaged by an enemy force.

As with many such rituals, the Law of Dominion (the general responsible for the army) is used to circumvent the Law of Presence. The ritual is performed with the general as the target, removing the need to perform it directly on all the soldiers of the army at once. It is not a requirement of the ritual, but performing the magic in the Imperial regio not only helps the magicians involved wield the magic effectively but reinforces the Law of Dominion.

The Law of Scale is relevant here – as experimentation during the codification process indicated, the effective fighting strength restored by this ritual is the most optimal amount for the magnitude. Attempting to create a ritual to provide greater support to an army quickly moved the ritual beyond the realms of feasibility, while theoretical discussion of a less effective ritual showed that the magnitude did not dip much below a hundred and twenty.

The bulk of the magic is driven towards warping serendipity, and influencing the minds of the soldiers in the army without causing them to become dangerously obsessed with the distribution of resources and soldiers. Padme I Erigo, a scholar of the lores of both Night and Day, made an interesting observation during the initial phase of the formulation that if the safeguards were removed from the ritual, and the element of influence enhanced, a similar effect might make an intriguing large-scale curse on an army (using the Law of Dominion to allow the general to serve as the focus, of course), damaging their ability to operate by focusing the minds of their officers on logistical concerns over practical, immediate threats.

The ritual is interesting in that it draws both on the positive Autumn resonances for bands and groups, communication, and craftsmanship, and on the well-known negative resonance - dissonance - where individual creativity is concerned.

An army is in many ways a large “banner” made up of dozens of smaller groups with interlocking allegiances and loyalties, all bound together with a single powerful affiliation for the army and its general. The magic exploits those bonds to spread its effect through the entire army but it also creates a web-like theoretical magical construct. Because the quartermaster is part of a group, and because that part of a group is connected to other groups by the over-arching construct of the army, the quartermaster can sense the needs of soldiers she has never met.

The craftsmanship resonance helps to use resources more efficiently to repair and create equipment while the resonance of communication allows the various parts of the army to better speak to one another about their requirements. Combined together, the ritual is consummate tool for achieving a desired end. Yet at the same time, the dissonance of creativity is invoked. While subtly influencing the perceptions and capabilities of the provisioner, it discourages too much improvisation or risk-taking. It focuses more on smoothing existing chains of supply rather than creating new ones, and warps serendipity to make existing conditions more favourable rather than creating too many bold new coincidences.

Regarding Tian

Tian is an ancient paragon of Ambition. Her legend has inspired believers world-wide for generations, especially pious magicians – even those who do not follow the Way know tales of Tian. Her epic recounts how she took fire from the sun to keep her people safe and warm, but forever burned her hands in doing so. Her stories were old when Terunael was young, and even now the legends that surround her are incomplete.

One of a pair of twins, Tian was ambitious from birth – pulling her twin Jian back into the womb so that she could be born first. She refutes wealth and inherited privilege, insisting on striving for everything she gains. In the stories, this is a world without fire – Tian vows to do the impossibly and bring the warmth of Summer into Winter. In the story, she ascends the highest mountains in the world and takes the fire from the sun, carrying it down to her people in her bare hands which are horribly burnt in the process.

While she is engaged in her heroic pursuit, her brother Jian usurps her position as leader of her people – and rules poorly. She takes the gift of fire to all the people, even those with whom her folk are at war. In some version of the tale, she uses the fire to burn her own brother, punishing him for his presumption in attempting to usurp her place.

In some versions of the story, this tale is a metaphor for the mastery of Summer magic. Of course, a more well known controversy arises from the Krydacian Blasphemy, in which an early Imperial Orc claimed to have had a past-life vision of being Tian. No credible evidence has ever been found to support this wild, blasphemous assertion. There is some evidence that the Faraden exemplar of Justice Ti-ji-tan, is based on a muddled interpretation of this tale – one that is particularly problematic because it is often used as a parable decrying Ambition in favour of familial loyalty.

Tian resonates with the power of this ritual for a number of reasons, but a subtle one is the connection between the motivation for her climb up the mountain and damaged hands. She seeks to promote the well-being of her people – their physical and practical needs. The magic of the ritual seeks to promote the physical well-being of the soldiers in the general's army in a similar way.

Common Elements

As with many such enchantments, the general who is the focus of the ritual is a key element in its performance. It is common practice to include a banner or standard that will be used by the target army as an additional focus for such magic. The history or other symbols associated with the army are also appropriate elements to include.

Girding the general is a strong image – the act of equipping the military leader with weapons and armour symbolically reflects the equipping of the army itself. At the same time, fresh water and wholesome food can symbolise the provisioning of the army itself. Obviously, it is a good idea to rehearse the use of these symbolic acts – confused or ineffectual girding or provisioning will weaken the impact of the ritual.

Including captains who have fought alongside the army in the past, or who are part of the retinue of the army may also be helpful. By the same measure, if the army is recuperating in a specific territory, the willing participation of people from that territory – especially the Senator if it is an Imperial territory – can help to mould the magical effect. This is additionally useful if the territory is not part of the nation the army belongs to.

Evocation of the paragon Tian is recommended with the ritual, passing magical power from the ritualists to the target general and from the general to the army. As a result, open flames, bright lights, and reflective surfaces reminiscent of the sun will all help to focus the power of the magic – much more so than is typical for rituals of Autumn magic.

The rune of Wealth is a suitable image, as is the rune of Trade. An astronomancer might evoke the constellation of the Chain, and possibly the Chalice (things coming together is a powerful image for co-operation). Dramaturgy might involve an interaction between the Captain (military endeavour) and either the Prince (influence, authority) or the Bishop (strengthening), especially in the Counting House (money, power, objects and possession).

A Note About Magnitude

Initial estimations placed the magnitude of this ritual at eighty – but as time went on it became clear that this was a low estimation. The methods of actually weaving and controlling the magic were comparatively straightforward, as was incorporating the Law of Dominion to allow that magic to be focused on an Imperial army. Unfortunately, towards the end of the codification a significant stumbling block in the shape of the Law of Scale reared its ugly head. The professors of the Lyceum debated the issue of how to constrain the magic so that it could have the desired effect, rather than accepting the risk of the influences it raised running amok through the army.

The issues arose from the number of variable factors that had to be addressed. For a start, the armies of different nations handle their logistical demands very differently. The circumstances faced by any given army could vary dramatically from one season to the next, and the “best practice” for the quartermasters and provisioners on whose skill the effectiveness of the magic rested needed to be accounted for by the Autumn magic – and the realm always has a few issues with creativity and improvisational elements.

Initial research had suggested that Bound by Common Cause would be an excellent template for the codification of the ritual – but as season turned it became apparent this was a theoretical dead end. In the end the League magician Sierra di Temeschwar broke the blockage that was preventing the completion of the ritual, using thematic elements drawn from Rivers of Gold to bind positive energies of serendipity and sychronicity into the pattern of the completed ritual that were capable of nudging local events toward the desired outcome – supernaturally efficient resupply of a large force of troops from any nation, in any battlefield or peace-time situation.

The breakthrough allowed the ritual to be codified in good order, but the raw amount of power required to complete the effect has roughly half-again as much as had been allowed for in the original arcane projection. Several noted astronomancers associated with the Lyceum have committed to uncovering precisely which conjunction of stars first empowered the arcane projection's much lower magnitude, but at the moment nothing concrete has been uncovered beyond a theory that the Wanderer may have been in inverse line with the Mountain or the Chain.

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Budded roses

Pelleas stared at the float willing it to move. He wished he could do magic - then he could use it to catch fish for sure. Instead he was stuck here, fishing. Stupid float. Stupid bait. Stupid fish.

He put the rod down, leaned back and stared at the sky. For about the hundredth time that day he wished he had been old enough to go off to war with his elder sister Prydwyn. She could do magic - she was going to be a proper war witch one day. She could do spells that made your blood run cold. It was proper glorious. But he couldn't even tie a favour properly let alone do actual magic, so he was supposed to be training to be a warrior. But he wasn't strong enough to lift a sword yet. And so instead he was stuck here... fishing. It was just not fair.

Mum had got a letter from Prydwyn. She was fighting with the Golden Son - which was the best army in all of Dawn, in all the Empire... although he wasn't really sure whose son it was supposed to be. It sounded amazing... She was having all these adventures and killing Drooj. He didn't want to admit to anyone, but when he'd heard that they blown the gate up he had been proper scared. But he wasn't scared now... not now the Golden Son, and all the other Dawnish armies were here.

Unwatched the float bobbed and danced sending ripples across the surface of the Semmerlak.

Pelleas couldn't believe how glorious it all sounded. None of the generals were holding back - they were sticking it to the Drooj with everything they had. Prydwyn said it was scary and ex-ill-erating at the same time. Pelleas didn't know what that was but it sounded pretty glorious. Before she left Prydwyn had told him it was ok to be scared - that even nobles get scared - being glorious is about doing it even though you're scared. Prydwyn was super-smart - she was going to be the best witch in Lacre one day.

A strange white fog hovered over the surface of the water. The float disappeared from view, obscured by the wisps as they moved closer to the shore.

Everyone in Lacre was talking about the war. The nobles had saved the town and all of Semmerholm and probably Dawn and the Empire as well. Everyone was so excited and proud. There was a big feast planned for the end of the season - to celebrate how glorious the fighting had been. Even Ma Lettle who terrified everyone and never smiled was making red and gold bunting now. It was going to be the biggest celebration ever - on account of how this was the most glorious thing ever that anyone could even think of.

He cursed again. He was stuck here... fishing! It was not fair - he was ten - nearly eleven now! He could be off be fighting with Prydywn and killing drooj and risking everything for glory. And instead he was stuck here fishing. There's no glory in fish.

The smoke roiled and thickened as the waters of the great lake parted. The lad staggered to his feet staring at the unearthly beauty now stood where the water had been but moments ago. She was clad in a raiment of tiny silver scales, the sun glittering off each tiny shield. She reached out and beckoned him to come closer. He stared dumbstruck, jaw agog, but his feet moved as if commanded by the lady.

"My mistress requires a mortal to carry her words to your Earls. You are called to the court of the Lady of the Semmerlak, Pelleas of Lacre."

He shook his head, terrified. He'd heard about faeries carting people off - they were dangerous - you shouldn't go with them. He ordered his feet to turn and run, but his feet weren't listening. They just kept dragging him closer to this awful woman.

They found the rod late that night, the float still bobbing in the water. But nothing was seen of Pelleas for the best part of a week. At first there was great relief when he did return... but he was all armoured in mithril scales and carrying a fancy sword. And a message apparently... for the earls of Dawn...

Contents

- 1 Overview

- 2 For the Glory of Dawn

- 2.1 Renewed Pride

- 2.2 Three Gifts

- 2.3 The Rose Towers

- 2.4 The Harps of Astolat

- 3 The Promise of Summer

- 3.1 A Gate of Adamant

- 3.2 The Favours of Eleonaris

- 3.3 Golden Causeway

- 4 Limited Opportunity

- 5 Resolution

Overview

Last season, having completed their conquest of the Barrens, the Druj struck deep into Semmerholm. They conquered Axmure and destroyed the Gate. With the fortification gone, the Druj were certain to press the advantage, and the nation collectively held it's breath as the fate of Semmerholm hung in the balance. Dawn has never lost a territory to the barbarians - was this the moment that proud boast would fail?

A great Dawnish troubadour once said that "adversity breeds greatness". Any crisis that holds the potential for true calamity contains within it the potential for glory in equal and opposite measure. The invasion of Dawn by the Druj is just such a moment - a chance for the Dawnish to show their mettle to the world. To let everyone see exactly how the nation of glory faces its enemies.

And so the Dawnish rallied their armies and marched across the Empire to face the Druj threat. To teach these barbarians a lesson, to remind them why Dawn has never lost a territory. Enchanters and weavers swelled their ranks with knights drawn from the Summer Realm, while their diplomats and advocates rallied the allies that stood ready to fight with them.

For months they waged a bitter campaign against the invaders, hurling themselves against the enemy. The losses were terrible, but they did not falter. They did not stop to count the cost but focused only on victory - on glory. The hateful Druj countered with everything they had, but it was not enough. In a single glorious season, Dawn has reconquered almost everything that had been lost.

Just as they dealt with the shambling horrors out of Varushka that sought to conquer Weirwater, the Dawnish people routed the Druj and saved Semmerholm. The Druj are defeated, but they are not yet broken - even so the scale and the nature of this extraordinary Dawnish victory has caused an outpouring of patriotic fervour that is unprecedented in recent times. Since Dawnguard fell, the yeomanry have been riven with uncertainty; now that confusion is at an end. Nobody in Dawn doubts for one second that the Druj are going to be driven from Semmerholm, and then from Dawnguard, and then from the Barrens and then - perhaps - from existence entirely. As a result there are a number of unique opportunities to channel that raw enthusiasm and put it in service to the glory of Dawn.

The people of Dawn are not the only ones impressed by the ferocity of this victory over the Druj. The nobility of the Summer Realm, the traditional allies of powerful Dawnish enchanters, have let it be known that they are well pleased at the victories won by their cousins. And there too hangs an opportunity.

For the Glory of Dawn

Ye Dawnish-folk by name lend an ear, lend an ear

Ye Dawnish-folk by name lend an ear

Ye Dawnish-folk by name our triumph I will proclaim

Against invaders most profane, you shall hear you shall hear.

In Semmerholm we shall remain, you shall hear.

What makes heroic tales famed afar, famed afar?

What makes heroic tales famed afar?

What makes heroic tales, to rise up and then prevail

And crush our dreaded foe with bloody war, bloody war

We save our Semmerholm with bloody war

By axe and pick and song, we shall fight we shall fight

By axe and pick and song, we shall fight

Drive out the Druj’s throng, with short sword or a long

For the Dawnish heart is strong purge this blight, purge this blight

In Semmerholm we work as one to purge this blight

Crush the Druj’s schemes for your loved one, your loved one

Crush the Druj’s schemes for your loved one

And when the foes outdone we'll adore the rising sun

That smiles on the folk of Semmerholm, Semmerholm

They wish they'd never come to Semmerholm

They wish they'd never come to Semmerholm

They wish they'd never come to SemmerholmThe Semmerholm Spirit, Dread Princess Orlene Ossienee

Renewed Pride

- The Dawn national assembly could help the yeofolk channel their renewed pride into support for the war effort

The invasion of Semmerholm raised doubts for the safety of all who lived here. At the same time, the unliving horrors that plagued Weirwater left many facing unspeakable horror, forced to fight their own ancestors reborn as flesh-starved beasts. Yet out of fear and horror has come renewed Pride; just as they forced the dead back into the ground, so Dawn has driven the Druj back.

There is a groundswell of approval for the way that this war has been conducted, spearheaded by the four patriotic Dawnish generals who pledged their armies to a single cause. As a result the yeomanry of Dawn, the people who toil, are now keen to play their part to in this victory. Across all of Dawn there is a growing determination to do what anyone can to help the war against the Druj, to ensure that this time the victory is total.

The triumphant defence of Semmerholm is an inspiration to glory for every true Dawnish person. We send x with 25 doses of liao to carry the inspiring songs of our victory to every corner of the nation so that all may hear the good news. We implore the yeoman of this land to work the (mines/forests/herb gardens/farms and businesses) of Dawn to produce the resources we need to press on to final victory!

Synod Mandate, Dawnish Assembly

But this potential will remain untapped without direction and guidance from the nobility of Dawn. Of course the yeofolk will listen to the orders of their earls, but what will actually drive them to strive far beyond their normal labours is the uplifting songs of the troubadours. If the Dawnish assembly approves this mandate then they could direct the yeomen to produce more of the most essential materials by choosing one of mines, forests, herb gardens, or both farms and businesses (as detailed in the mandate). The output of every one of the selected resource in Dawn would improve by the equivalent of one rank for the coming season.

What would really motivate people though is if a suitable song memorialising the triumph in Semmerholm were created by a skilled troubadour. If the liao for the mandate is accompanied by a suitable song that reminds everyone of the nature of this great victory then the bonus provided by the mandate will last for an entire year rather than single season. The named priest would be responsible for choosing or composing the song, which would be spread along with the mandate. (OOC Note: the named priest should include the text of the song and a recording if they have one - for the wiki - in the e-mail they send to Profound Decisions after the event).

Three Gifts

While the glorious defeat of the Druj is uppermost in the minds of the folk of Semmerholm, the people of Weirwater have also seen first-hand the strength of the nobles and their retainers. When the unliving threatened to devour them, the nobility rallied their allies and faced them in battle for the protection of their people. The witch weavers of Hawthorn and Applefel know that better than any. In conjunction with allied circles across the territory they have worked to completed three powerful magical items which they intend to gift to the nation. Their magic will last but a year, but a year gives countless opportunities for glory.

- The weavers of Hawthorn have created the Crown of Glorious Fire, a talisman that will help protect the wearer from the venomous weapons of the Druj.

- The weavers of Applefel have woven the Belt of Knighthood, a talisman that will inspire allies to fight when their spirits flag.

- The weavers of Culwich have woven the Shield of the Seeker, a shield that will greatly enhance healing received by the bearer provided they are dedicated to the paths of virtue.

The three items will be presented by the Dawnish egregore to the troubadours of Dawn at the Winter Solstice with a request that they find three champions to bear them the gifts for the coming year. The troubadours are further asked to hallow each gift with the aura they think will best help the bearer to seek glory through virtue - after all, the Dawnish assembly recently made clear that virtue was a key element of the path to true glory.

Of course the weaver circles expect the chosen recipients to be glorious, but their representative - Evaine of the White Thorns - also gives precise instructions for the dispensation of the gifts. She requests the troubadours identify:

- The earl whose leadership best inspired the Dawnish to glory in the past year

- The noble whose virtue caused them to make the greatest sacrifice in the past year

- The knight-errant whose has most embodied the ideals of glory in the past year

The Rose Towers

- The minor defences at Semmer's Rose could be replaced with a beautiful place of pilgrimage

The beautiful town of Semmer's Rose is of historic importance in Dawnish history and has played a pivotal role in the defence of the territory on more than one occasion. When the Druj surged out of the Barrens, many people fled here hoping to find aid or at least a place to make a stand. Now that the territory appears secure, people are clamouring to construct an appropriate monument to recognise this glorious accomplishment.

Lord Caradoc of House Arien once held a reputation as one of Dawn's finest architects before he retired to live out his days at Semmer's Rose. The construction that made him famous was designed and built as his test of mettle, a commission from the Earl of House Arien to create a beautiful palace in which every room would contain at least one window that faced the south garden. Although over eighty now, the Lord has worked tirelessly to create a design for a new tower to be constructed at Lacuve.

Caradoc's plans make brilliant use of the existing minor defences commissioned by the Senate if 377YE, but rather than complete the work to create a cumbersome fortification, Caradoc chose to completely re-purpose them to create a series of beautiful towers. Each tower will contain countervailing stairs laid out so that it is possible to ascend by one stair well and then descend by the other. The walls will then decorated with a set of tapestries, each depicting scenes of Dawnish triumph from the recent Semmerholm campaign. In this way, a hearty individual strong enough to climb and descend each tower in turn might revisit the story of the entire campaign in the course of their journey.

To create such a monument to Dawnish glory would require a suitable commission be approved by the Imperial Senate or else announced using a wayleave. The construction would require 15 wains of white granite and 30 crowns and would replace the very minor benefits provided by the existing defences.

When completed the towers would become a singular marvel, a testament to the Dawnish accomplishment. An Imperial title would be created - The Rose of Lacuve as Caradoc has suggested - with custodianship of this place of pilgrmage. Appointed by the Dawnish national assembly, they would receive 12 doses of liao and 24 votes in the Synod in perpetuity.

The Harps of Astolat

- A great work could be built in Astolat using weirwood and mithril to provide additional crystal mana to mana sites in the territory

While Weirwater and Semmerholm have been directly threatened, the people of Astolat are no less enthused by the tales of glory the troubadours are spreading. At Weaving, the town of many inns, enchanters and representatives of weaver cabals alike come together from all over the territory to discuss how they can aid their nation. In the end they recognise that the witches already supporting the armies are more than a match for the Druj sorcerers - all they need is a ready source of power to wield their magic on the battlefield, or to weave the enchantments that will help the knights achieve victory.

As such, Lord Joshua of House Cadence has come up with an ambitious plan - to construct a series of grand aolian harps at key locations throughout the territory. Six feet tall or more, these harps would respond not to the wind but to the currents of mana, producing not only eerie ethereal music - the Music of the spheres - but harnessing, directing, and focusing the flow of magic itself.

The weavers, witches, and enchanters can design and locate the harps, but they still require a suitable commission by a Senator or Bearer an Imperial Wayleave. The great work will not be cheap - it will cost 35 wains of weirwood, 15 wains of mithril, and 100 crowns, and will take a season to complete. The result will be that every mana site in Astolat owned by a Dawnish citizen will receive a share of 45 additional crystal mana each season as long as the central harp at Weaving remains unmolested - and all without any need for peculiar foreign muck from Jarm, as Lord Joshua does not tire of undiplomatically announcing.

The Promise of Summer

The lords and ladies of the Summer Realm have indicated to those enchanters who have spoken with them that they are every bit as impressed by the victory in Semmerholm as their mortal counterparts in Dawn. Two eternals in particular, Queen Eleonaris and King Adamant, have been swept up by the fervour of the triumph and are determined not to be outdone by the Dawnish plans to mark the occasion.

A Gate of Adamant

- King Adamant wishes to see the Gate rebuilt - preferably bigger and more durable than before

King Adamant delights in large stone structures and has been moved to wroth by the destruction of the Gate. Via his koboldi, he has let it be known that he is keen to see the great fortification rebuilt, only bigger and more impressive than ever. To this end he has asked the Dawnish to work with him on the construction of a new Gate, one he claims would be unbreakable. The vast structure would be a huge undertaking, the commission would need to be approved by the Imperial Senate, and it would require 160 wains of White Granite - but it would not count against the normal Senate limits for the number of commissions and there would be no cost for workers. Adamant is incapable of providing Dawn with the necessary building materials, but he has no trouble providing all the skills and expertise needed as well as a veritable army of koboldi to carry out the construction work.

Adamant insists that if Dawn are prepared to create this great fortification then it will be unbreakable - though he refuses to elaborate on what that means - and that with the aid of his servants it could be completed within a year (although no other method of speeding production would be effective).

If such a great construction cannot be realised, then Adamant will be disappointed but not offended. If they simply rebuild the Gate to the same size and proportions that it previously occupied then it would need 80 wains of white granite and they will need Imperial civil servants to help oversee the work (so it will count against the Empire's maximum commissions) but Adamant will still send his koboldi to carry out the work, so no money will be needed for the commission to pay any workers.

The only potential drawback to taking advantage of one of these opportunities would be that if the Imperial Conclave were to declare Adamant an enemy of the Empire for any reason before the fortification was completed, the koboldi would be unable (and unwilling) to continue working and the remaining work would need to be done with paid labour, and at the standard speed.

Either opportunity would have the usual upkeep for a fortification of its size.

The Favours of Eleonaris

Eleonaris shares her brother's enthusiasm for this latest triumph, but her interest lies in the prowess of those who have fought alongside her elfin knights. She has informed the Dawnish egregore that she has fashioned four favours, one for each of the Dawnish armies that led the charge. She has asked the egregore to help her identify four champions to gird on the final day of the summit. These four should be war witches or knights - she does not care which provided they are the most courageous, the most glorious, the most furious combatants in Dawn.

The Lion of Summer has bestowed such favours before to the nobles of Dawn. At the conclusion of the girding ceremony, those upon whom the favours were bestowed became the recipients of powerful and durable personal enchantments that greatly enhanced their nobility, prowess, or majesty.

The egregore has indicated that she intends to ask the Earl's Council to choose one of the champions, and to ask the troubadours of Dawn to chose another. The third will be chosen by the four generals who oversaw the victory over the Druj, and the fourth by the egregore herself.

Golden Causeway

- The Lady of the Semmerlak offers an opportunity to secure a magical causeway across the Semmerlak

One final boon is offered from the lords and ladies of the Summer realm. The Lady of the Semmerlak is a powerful herald, now a courtier on the Fields of Glory. The people of Dawn, along with the aid of wise Varushkan allies, not only freed the lady from a grim curse but also provided her with good advice that helped her to quell the turmoil in her heart that had tormented her for centuries. She has left the service of Hayaak, and now stands high in the councils of Queen Eleonaris.

She still seeks to reward the people of Dawn - and seeks a vengeance of her own against the Druj. One of her servants, a pale skinned maiden with long black hair and webbed hands - had brought her message to the nobles who live on the shores of the Semmerlak. If the people of Dawn construct a gate of white granite and mithril on the shores below Lacre, then whenever they wish she will bring her power to bear to create a magical causeway across the Semmerlak, wide enough for a dozen soldiers to march abreast.

The gateway she describes will cost 25 wains of white granite and 15 wains of mithril, cost 10 thrones, require a senate motion (not a Wayleave). Once it is complete any Dawnish army will be able to march from Lacuve to the region on the opposite side of the Semmerlak - and return the same way. The causeway would not permit anyone else to use it - and indeed the Druj would likely remain unaware of its presence until the Dawnish used it to invade.

There would be no upkeep on Golden Causeway. The only potential flaw in this commission would be that if the eternal the Lady of the Lake serves - currently Eleonaris - were to be placed under enmity by the Conclave, the causeway could not be called into being until the enmity was lifted.

Limited Opportunity

With one exception, all of the opportunities listed here are a result of the glorious victories of the Dawnish over the last year. They must be commissioned this season, or not at all. The exception is the Golden Causeway: that opportunity remains as long as the Lady of the Semmerlak, and her Queen, remain allies of Dawn.

Resolution

Various gifts, both those of the weavers of Dawn and those of the eternal Eleonaris were distributed to the people of Dawn during the Winter Solstice.

The Dawn national assembly passed a mandate to send Lady Caewyn of the Gryphon’s Quill to inspire the yeomen to work harder on herb gardens, and submitted a suitable song meaning this bonus will last for a year (until the start of the Winter Solstice 382YE).

The Senate approved several of the commissions offered here. They agreed to construct the Harps of Astolat with construction due to be completed shortly before the Spring Equinox 382YE. They accepted the aid of King Adamant to construct the Gate and work has already begun on the Adamant Gate as it is being referred to. The construction of the Rose Towers was commissioned by Sandro Visconti di Sarvos, a Bearer of an Imperial Wayleave, albeit with a modification to their method of appointment; the decision would lie with the Throne.

There has been no movement on the Golden Causeway, but that commission continues to be available at the current time.

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Repair Holberg defences (Redirected from Build Holberg defences)

To build defenses at Holberg

Proposed by Necropolis, seconded by Karov

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Perform emergency repair of the gates and walls of Holberg based on plans presented to the League by the engineer Rhiner Van Hesselman.

- Passed at 45 Thrones with 13 votes against

- Funds disbursed to Adamah of the Silent tide, Senator for Necropolis.

Date

- Spring 377YE

Cost

- 100 crowns

- 25 wains white granite

- 10 wains weirwood

- 25 measures of Bladeroot

- 25 measures of Imperial Roseweald.

Progress

- Paid by Oksana Kazaku, senator for Temeschwar in Spring Equinox downtime

Campaign Outcome

- Walls of Holberg restored to full strength.

The resources committed to the project allowed plans put forward by the League engineer Rhiner Van Hesselman to be implemented. The defences of Holberg were repaired to pre-siege levels, despite the fact that the territory was not under Imperial control at the time.

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Build The Fires High

Original Music & Lyrics by Anna Clifford Tait and Stephanie Heath

RECORDING of this song : Build The Fires

Darkness comes, the snow is falling Check the herd, make sure they're all in Build the fires high tonight And may the wolves go hungry

We are the heart that burns in the cold We are the shepherds guarding the fold Build the fires high tonight And may the wolves go hungry

Chorus: This is the land of our father's children Dark and hungry, secrets hidden Here we stand and this land we'll hold 'Gainst the fear and the cold

We are the mothers, fathers and brothers We are the sisters, husbands and lovers Build the fires high tonight And may the wolves go hungry

We are the Wardens, clearing your way We are the ones holding darkness at bay Build the fires high tonight And may the wolves go hungry

Chorus x2

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Bullroarer's Shout

Description

A bullroarer is a simple musical instrument, a piece of shaped wood swung around the head to create an eerie, echoing moan. The Kallavesi warriors who favour these weapons often mimic that behaviour, swinging them in great circles while roaring or moaning. Most often the Winterfolk make these weapons in the form of long-hafted heavy axes, and batter their foes into submission, and they are very popular with the Steinr as well as their more mystical cousins.

The Urizen, Navarr, and Freeborn favour more fluid, flexible versions of these weapons, commonly referring to one as an Onrushing Tide - an irresistible weapon that sweeps enemies before it but is valued especially for its ability to dominate the battlefield. These weapons are often take the form of spears or glaives, and marked with the rune Hirmok.

This powerful weapon combines the responsiveness of green iron with the raw power of tempest jade, enhancing every swing from the wielder. It is a devastating tool in the hands of a competent wielder, capable of breaking enemy lines to pieces, slaughtering powerful champions in single combat, and allowing great control over the warrior's immediate vicinity.

Rules

- Form: Weapon. Takes the form of a polearm. You must be wielding this weapon to use its magical properties.

- Requirement: You must have the weapon master skill to bond to this item.

- Effect: Three times per day may call STRIKEDOWN with this polearm.

- Materials: Crafting a Bullroarer's Shout requires thirteen ingots of green iron, eight ingots of tempest jade, five ingots of orichalcum, and five measures of beggar's lye. It takes one month to make one of these items.

Marko roared, spinning his long axe around his head as he charged. He took the first orc in the chest, lifting him off the ground, and followed through with three bone-crushing blows. To the left and right of him, Gytha and Dunstan fought axe-and-shield, more cautious. Not Marko - he bellowed, and struck out, knocking the orc fighting Gytha on his arse.

The thane took advantage of the opening, shearing her opponent's arm at the elbow. Dunstan wheeled, his shield ready, and the three of them took a moment to pick their next opponents. Marko threw back his head and let out another terrifying bellow, pawed the ground and lowered his head, his horns pointing towards a tight group of shield-bearing orcs to the left. His companions shouted their assent, and they were off.

Steaming in the winter chill, Marko swung his axe into one of the orc shields. The barbarian tried to brace himself for the blow but the force of the warrior's charge, and the power of his axe, sent him sprawling. The orcs to either side closed in, but Gytha and Dunstan gave them no opening.

A third got in a lucky stab, but Marko knocked his weapon aside with the haft of his axe, then reversed his blow and hacked the orc's legs out from under him. Before the enemy could rise, the Kallavesi slammed his weapon down once, twice. The orc, a champion of his kind, pulled himself to his feet, his armour dented but not broken. He brought his shield round to protect himself, and again Marko slammed him to the ground, knocking the shield aside and aiming a devastating blow to one of his legs, fracturing bone and leaving the orc writhing in agony, desperately trying to fight from the ground.

His suffering was soon ended.

Surrounded by fighting, Marko swung his axe around his horn-masked head again, threw back his head, and bellowed his defiance and his victory to the twilight sky.

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Burial rites of Empress Varkula

Contents

- 1 Note regarding publication

- 2 Introduction

- 2.1 Standard Burial Precautions for the Tombs of Empresses

- 2.2 Additional Burial Precautions for Varkula's Tomb

- 2.3 Reports of disturbances at the Tomb

Note regarding publication

The original historical research document was disbursed in Autumn 378YE. Shortly before the Spring Equinox 382YE, a request was received from Lord Armand Remys of House Remys for access to the report, which had not been made public. Sadly, an attack by agents of the Whisper Gallery damaged the records kept by the Department of Historical Research, and the original researcher (Douglas Wyrdwatcher) was not available to recreate his work.

Researchers at the department did their best with his original notes and the remaining parts of the transcript, and made publicly available in an atmosphere of renewed interest in Empress Varkula following the Druj domination of Zenith - the first territory to be conquered during the reign of the Iron Empress. Some parts of the original research may be missing, but the researchers at the Department are confident the bulk is included here.

Introduction

Whilst written records of Varkula's burial rites did not survive the purges of Emperor Nicovar, we discovered a rich seam of information in the oral histories of the Stewards of the Dead, who even now watch over her black basalt tomb in the Necropolis. Additional information about the contents of the tomb was provided by surviving members of the House of Quills, a small family of Freeborn scriveners and lawyers who were charged by the late Empress with the disposal of her effects.

Standard Burial Precautions for the Tombs of Empresses

The character of an Imperial tomb for such a distinguished personage is closely matched and customised to its occupant, such that there is not a single clear design. However, certain precautions are generally taken:

Stewards set or employ a constant guard at each Empress' tomb; whilst this is in part an honour guard, it is also a quite serious military emplacement, primarily to strongly discourage looting or other opportunistic interference.

White granite is inlaid with beggar's lye and dragonbone around the inner chamber, to help prevent direct magical interference from outside the tomb bypassing the guard, and to protect the tomb against general magical influence from any effect that might be laid upon the entire area.

White granite is also used to fortify the walls of the inner chamber, to ensure tunnelling into the tomb is sufficiently difficult to alert the guard to any attempt.

The chamber itself is thoroughly exorcised before introducing the body, and if appropriate is then consecrated to whichever virtue the inhabitant most keenly pursued, before the body is emplaced. Obviously the consecration will usually fade with time, although in some tombs the introduction of the body seems to have 'anchored' the effect, presumably coinciding with great virtue on behalf of its recent inhabitant.

There is usually at least one major antechamber, in which relics of the inhabitant's career are kept.

Depending on the nature of the inhabitant, any or all of the inner and outer chambers may be open for pilgrimage, although all are usually designed with strongly fortified entryways that can be sealed at need.

Additional Burial Precautions for Varkula's Tomb

While the tomb is clad in black basalt, much of the interior structure is very likely to be constructed of white granite; we do not have records of the senate motion which would have been passed to provide resources for the tomb's construction, but it seems very unlikely that anyone stinted in provisioning the operation.

The guard on Varkula's tomb is at least a dozen strong and all are anointed with their choice of defensive anointing before taking up their post; they stand shifts of six hours only to ensure that they are alert at all times.

Popular anointings for this purpose are the Strength of Pride for those who take pride in their steadfast vigil, the Worth of Wisdom for unit commanders to ensure they can make quick decisions, and the Seeds of Loyalty towards their unit commander; those particularly dedicated to other virtues may take the Path of Prosperity, the Preparations or Demands of Vigilance, and occasionally the Calling of Ambition or the Light of Courage.

Opinions differ on whether a consecration was laid on the inner chamber of Varkula's tomb. Some stewards are convinced that of course an Ambition consecration would have been used, with a few dissenting voices claiming that Pride, or Loyalty, or Vigilance would have been provided.

This researcher was most convinced, however, by the stewards who claim that no consecration was used, as there is a danger that resonating with the life of the interred will produce a ghost, an outcome which nobody, in this particular case, desired. In fact, it seems quite likely that the burial was done with the bare minimum of ceremony; enough to convince any watching spirit that the proper honours were being done, but not enough to encourage participation.

The stewards were in agreement on the physical construction of the tomb, and all were certain that no-one has successfully gained entry since it was originally sealed. The inner chamber is apparently very small for such a construction, and contains only the body, laid on a slab of white granite inlaid with dragonbone and beggar's lye to draw away any energies that might form.

The inner chamber walls are constructed of ordinary volcanic rock, as the second chamber surrounds the inner chamber entirely on three sides. This is not a standard antechamber, but a second layer of defence; the second chamber's walls are sturdily constructed of white granite to the specifications of a heavy fortification's outer walls. There is but one thing which penetrates these walls - a silken rope which is fed through a very tight channel all the way to the exterior, where it is pulled ceremonially at the changing of the watch.

According to the stewards, this rope is connected to a series of low, dolorous bells in the inner chamber, designed to be intolerable to any spirit attempting to claw its way through the white granite walls.

As an additional precaution within the second chamber there are apparently veins of mithril laid around and under the first chamber to surround it with a filigree net enchanted with Hold Back Frozen Hunger and bound with ilium for permanency. While the ritual in Imperial lore cannot be bound with ilium due to its short duration, apparently there was once a more potent variation of this ritual which lasted significantly longer and could be made permanent. Called The Restful Sleep, it was a closely guarded secret of the Stewards of the Dead; the sole ritual text containing it was the Litharge but sadly was destroyed during Nicovar's madness.

The third chamber is in fact rather conventional in design, being an antechamber containing those relics of Varkula that her will required be interred with her. According to the House of Quills, they included the suit of Winterborn Warmail which was taken from her body after her death and the first Caress of Arhallogen commissioned by the Imperial Conclave after the weapon was no longer interdicted.

It is deliberately not directly centred around the inner chambers in order to make their location indistinct; there is some white granite in its construction, but it is primarily a sacrificial outer layer. It is, however, inlaid with many free-swinging bells and similar chimes, designed to make a loud noise of alarm should its structural integrity be compromised in any fashion.

There are, supposedly, the three great iron doors of legend leading into the tomb, but the stewards are certain that the inner two are extremely well-sealed - many are convinced that they are welded shut or, in the case of the second door, actually covered over with a layer of white granite.

The exterior itself, along with the famous inscription "Asleep at last", is mostly decorative; the stewards were quick to reassure me that the visible elements had nothing to do with the inner defences save that one silken rope, itself hidden in an alcove and with several dummy copies scattered around the exterior.

Reports of disturbances at the Tomb

Whilst I encountered many such reports on the way to the Tomb, amongst those who actually interact with the object on a day-to-day basis, most are dismissed as exaggerations, jokes played on new members of the guard, or else misguided attempts to teach lessons which unfortunately reflect badly on the steadfast watch of the tomb's Stewards.

They suggested to me that the particular disturbances most often recorded - those on the occasions of Holberg and Skarsind's loss to the Empire - were more likely to be rumours started by the particularly zealous pursuit of their duties which led them to ring the interior bells constantly during that time; naturally this would have spread as 'loud noises coming from the tomb', as the intention was to produce some loud noises inside the tomb from its defensive measures, to ensure no difficulties were experienced.

Whilst I could find few people willing to deviate from that line amongst the guardians who actually guard the tomb - there are many pilgrims who have visited the tomb who have their own tales. Some speak of a great booming noise that was heard the day Holberg fell and another when Skarsind was conquered. Others report screeches, scratching noises and a low whispering voice that caused them great concern or alarm. But it's not really clear if these reports are caused by the restless spirit of Empress Varkula or are just an inevitable consequence of the heightened sense of nervousness and awe that anyone approaching the tomb tends to experience, particularly those who are under a powerful anointing, as many pilgrims are.

There was some excitement during the recent fall of Reikos; whilst it is not one of the four territories which Varkula added to the Empire, she did fight a significant campaign there. However, a close inspection of the outer door of the Tomb, reveals nothing. If it has been interfered with or replaced it must have been done with exceptional skill to recreate the patina of many years spent closed and sealed upon it.

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Burnished Orb

Description

Few ritual tools are as splendid as those associated with the practice of Summer magic. This valuable item is usually crafted in the form of a metal orb inlaid with tempest jade and usually decorated with gold, silver and precious gems. It is infused with potent enchantments and attuned to the realm of Summer. A coven can use it to draw on the power contained in ingots of orichalcum and align it with their own magic, allowing them to reduce or in some cases replace the need for crystal mana when performing Summer rituals.

A Burnished Orb most often takes the form of an actual 'covenstone' wielded by one of the magicians in a ritual, but it is not the only shape appropriate to this item. Some covens possess burnished orbs that take the form of a bowl or chalice, while others possess a literal crown that is worn by one of the ritualists to display the aspects of majesty and potence that are core to many Summer rituals. The item is often marked with runes; or with images associated with power and strength such as physically strong animals (stags and eagles being the most common); clenched fists; castles; or the accoutrements of war. Regardless of the precise form it takes, a coven that uses it is careful to ensure that it plays a central role in their ceremonies - in addition to its ceremonial use it is a symbol of their unity of purpose and their coven oath.

Rules

- Form: Paraphernalia. Takes the form of a piece of ritual paraphernalia. The item must be present in the ritual to use its magical properties.

- Effect: Members of the coven who are performing a Summer ritual they have mastered may use orichalcum in place of crystal mana. Every two measures of orichalcum spent count as one crystal mana.

- Materials: Crafting a Burnished Orb requires seven ingots of tempest jade, four ingots of orichalcum and three measures of dragonbone. It takes one month to make one of these items.

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Burnished Rampart

Description

A burnished rampart, sometimes called an Undying Shield, a Brazen Shield or occasionally even an Orichalcum Shield is most often made of metal, with an iridescent gloaming finish. The shield itself is difficult to destroy without the use of magic.

It was first devised by the runesmiths of the Steinr to test the resolve of young warriors. Many cocky youngsters would claim that if only their shields had not been shattered by the hammers of the trolls, they would have held the line until their deaths. Tired of such boasting, a Runesmith named Thyra created the first Undying Shields and offered them such warriors, telling him that if true heroism burned in their souls, then such a shield would never fail them. Some were worthy of the shields' magic while some fled with little but splinters.

A burnished rampart may be engraved with the rune Pallas, often inlaid in gold or a gold-orichalcum alloy. Some bearers will mark their shields with paint to show how often it had been broken and repaired, as a display of their determination and dedication to the Virtue of Pride.

Rules

- Form: Talisman. Takes the form of a shield. You cannot make one of these items that is a buckler.

- Requirement: You must have the shield skill to bond to this item.

- Effect: You may repair this shield by expending a hero point and spending at least five seconds of uninterrupted appropriate roleplaying involving handling the item. If the shield is struck with a blow while using this ability, the blow is considered to have struck your arm as usual and you must begin the appropriate roleplaying again. If you are attacked or make an attack while using this ability the attempt fails and you must begin the roleplaying again.

- Materials: Crafting a burnished rampart requires fourteen ingots of orichalcum and three measures of iridescent gloaming. It takes one month to make one of these items.

Dafyth rocked backwards under the strength of the blow, the orc’s great weapon swept thunderous blows as the Navarri warrior struggled to raise his shield to block each strike. The shield was a fine piece of work, the metal embossed with twisting roots and flowering vines picked out along it in shining ambergelt. He was sure something had broken in his arm from the last block though and he wasn’t sure how much longer he could go on.

The orc could see the human warrior was tiring and followed a sweeping blow of its sword with a swift elbow to the face, shattering teeth with the armoured limb and sending the Navarr sprawling to the ground. Dafyth looked up at the orc, spitting broken teeth and blood, as it raised its weapon for one final strike. With a feral roar it brought the sword down, the Navarr warrior barely had time to pull his shield over his body before the blow fell. The shield split neatly in two pieces, surviving just long enough to protect the young Thorn from a killing strike.

Dafyth rolled away and grabbed a handful of dirt from the floor and flung it into the eyes of his attacker earning him precious seconds. With that he ran, carrying both pieces of the broken shield with him.

After a hundred yard sprint, he ducked behind a thorny bush, the clanking sound of rusted orc armour lumbering after him. He looked at his broken shield and silently thanked the distant artisan who had crafted it for him. He tugged sharply on the fine roots around him yanking them from the ground and hastily wrapping them around the two halves of the broken shield and reciting the words that the crafter had drilled into him.

In an instant the two halves clicked back together as if time was rewinding, the knotty roots melding with the shield until they seemed as if they had always been part of it. Dafyth smiled a crack-toothed smile which coupled with the bloody war paint gave a visage as ugly as any orc.

He turned to face his pursuer and with a furious war cry he charged …

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Bursar of the Conclave

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Addressing the Conclave

- 3.2 Funding the Conclave

- 4 Appointment

Overview

The Bursar of the Conclave is an Imperial title bestowed on a magician. It is appointed through the Conclave.

The position was established by unanimous vote of the Imperial Senate in Summer 377YE. The vote followed extensive political maneuvering within the Conclave, and a Declaration of Concord laying out the responsibilities and powers the magicians wished the Bursar to possess. During Autumn 380YE, the Bursar's ability to participate in the gambits of the Conclave was rendered moot when certain errors that had crept into the Conclave procedures were corrected. At the same time, new opportunities to acquire crystal mana from magicians who did not attend Anvil arose, offering the Bursar an alternative way to increase the wealth of Imperial magicians.

Responsibilities

The purpose of the Bursar is to help the Conclave raise money to acquire resources for Conclave members and to arrange the purchase of materials and items that the Conclave wishes to acquire. They are expected to liaise closely with the archmagi and the grandmasters of the orders to identify what is available and what is required.

Powers

Addressing the Conclave

Once per summit, the Bursar can raise an address to the agenda of a Conclave session for free. This power is intended to be used to allow the Bursar to appraise the Conclave of the current financial status of the Conclave, the contracts in progress and the opportunities available - but the Bursar is free to address the Conclave however they wish.

Total Money Spent

Production

15 Crowns

12 crystal mana

35 Crowns

24 crystal mana

60 Crowns

36 crystal mana

90 Crowns

48 crystal mana

125 Crowns

60 crystal mana

Funding the Conclave

The Bursar has the ability to spend money to buy crystal mana. They can spend money each season as if they controlled a ministry. Money spent in this manner is used to buy directly from other Imperial citizens who have access to crystal mana, with the assistance of several civil servants. The mana is provided to the Bursar at the start of the next summit.

The Bursar is the sole arbiter of how this mana is to be used, within the remit of their responsibilities.

Appointment

The appointment, replacement, or removal of the Bursar is made by the declaration of candidacy as part of a Conclave session. A candidate can be presented for the post of Bursar only once a season.

The Bursar serves until they are replaced by another magician using the Declaration of Candidacy. As a title in the Conclave, the Bursar cannot be revoked.

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Bursar of the Imperial Academy

This title has been abrograted by the Imperial Senate.

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Stipend

- 4 Appointment

Overview

The position was created by unanimous vote of the Senate in Winter 377YE. When it was first created, it served an annual term and possessed a smaller stipend of 1 Throne and 4 Crowns each season. In Winter 378YE the Senate amended the title to be a lifetime appointment, and the stipend was changed to its current form.

The title was abrograted by the Imperial Senate in Spring 382YE.

Responsibilities

The Bursar receives funds from the Imperial treasury which are intended to be used to purchase tools and materials to be used in the education of the future heroes of the Empire by the Academy at Anvil.

Powers

Stipend

The Bursar receives a stipend of 6 Thrones annually from the Senate budget.

Appointment

The Bursar of the Imperial Academy is an Imperial position appointed by the Senate. Any Imperial citizen may hold the title. The Bursar has tenure, and serves until they die or step down. They can be revoked by the General Assembly and by the Assembly of the Nine.

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Bury the hatchet

"According to the book, the hour of the golden oryx is between half-past-ten in the evening and midnight."

"That isn't even an hour! That's an hour-and-a-half!"

Elreon put the thin volume down on the desk and tapped its cover with one broad finger.

"Aye, but, that's what Capranius said the hour of the golden oryx was. He made up a whole sequence of them after a dream he had, so it says here. Tried to get the Empire to adopt them. Without much luck, obviously."

The loremaster could barely contain a smirk at the civil servant's obvious irritation.

"Would it make you any happier to hear they're all different lengths?"

"No it would not," said Jorgen. "Damn these creatures. They make things complicated just for the sake of it!"

"Most likely," said Elreon cheerfully. "But that said, we now know all about an obscure and stupid way of reckoning hours that we didn't know before so we're probably richer for it."

Jorgen scowled at the older man. The civil servant looked back at the letter in his hands, reading the spidery scrawl for the umpteenth time.

"Well now we know when they want to start the parley. And we know that they want bloody Ancel bloody Steward involved."

Elreon shrugged philsophically. This was not his problem.

"Well at least the little bugger isn't a sorcerer any more so that's alright then."

"Maybe. But it's this last bit that worries me, this bit where they say outwith this time and space the war continues." The civil servant effected mad, swooping accents as he quoted the end of the letter. Elreon guffawed, shook his head, and swept up the old book again as he prepared to leave.

"It sounds like a threat to me, like they're in a smiting mood. Still, not our problem Jorgen. Archmage's problem now, right?"

"I suppose. And peculiar as they are they're not likely to break the actual parley. But I don't like it. I have to say I was relived when the Conclave enmitied them, but it seems they find a way to be smug and weird and annoying even so. With their masks and their circular words, and their stupid expressions, and..."

He tailed off and let out a deep sigh.

"You're right. It's Elyssiathain's problem now. I'll send the messages first thing in the morning. Hopefully this is all just baroque posturing and nothing will come of it."

"Hopefully." agreed Elreon, but in a tone that made it clear that he did not hold out much hope at all.

Contents

- 1 Plenipotentiaries

- 1.1 Meraud

- 1.2 Whisper Gallery

- 1.3 Callidus

- 1.4 Sinokenon

- 1.5 Llofir

- 1.6 Skathe

- 2 Timetable

Plenipotentiaries

- Meraud, the Whisper Gallery, Callidus, Sinokenon, Llofir, and Skathe have publicly responded to plenipotentiary messagesfrom archmages.

Each archmage has the ability to send a plenipotentiary message to an eternal once during each summit. Following the Autumn Equinox, six eternals have responded to these messages and either confirmed that they accept a formal parley, or declined to attend a meeting with the archmage.

In each case, the eternals have specified the topics about which they or their representatives will discuss. Within the bounds of the parley, they are likely to refuse to discuss matters that fall outside the potentially rigid list of things they have agreed will fall under the purview of the parley. It is still possible to try and bring up topics outside of the matters agreed on in advance, but there is absolutely no guarantee the representative of the realms will want to discuss them - and some of the more formal entities might well be annoyed enough to end the parley early if they are badgered by (for example) a crowd of magicians all wanting their opportunity to explain why the eternal should pay attention to them.

Meraud

- Meraud will attend a formal parley in the Hall of Worls at eight-o-clock Friay evening

The Summer Enchanter, Meraud, the Golden Magician, has let it be known that he has received a plenipotentiary from Archmage Solomon. He has been invited to discuss a certain ritual, and is more than happy to talk about that and perhaps even a few other things related to it, but cautions that this is not a general free-or-all chance to demand favours from the Lord of the Lake - he is not some desperate buffoon eager to trade trinkets for the approval of the Conclave after all!

The herald who delivers the message - a slim creature marked with eerie magical sigils that seemed to move freely across their emerald green skin - mentions also that after more serious matters have been discussed, Meraud also wishes to speak with certain individuals and requests that the Archmage arrange for them to be there. He would like to talk with' Enchantress Vandale, of House Vandale, on the matter of a gift. He would also like to speak to Carlos Guerra and to the leaders of the Eternal Family, and the Concordium of Pallas, who made the hakima's rituals a reality. The herald gives no further details as to what this might be concerning.

All things being equal, Meraud expects the parley to commence at around eight-o-clock on Friday evening.

Whisper Gallery

- The Whisper Gallery will send emissaries to a formal parley in the Hall of Worlds at half-past-ten on Friday

- They have placed a condition on the parley which, if not fulfilled, will mean the meeting is cancelled.

On the night of the new moon, a month after the Spring Equinox, a message appeared without fanfare on one of the civil service desks at the hub in Anvil. A response from the eternals known as the Whisper Gallery, by all accounts in response to a request for parley from the archmage of Night, Elyssiathain of Endsmeet.

The message is somewhat baroque in nature:

Their mellifluous majesties, the Ministers in Sable, the Court of Scandal, the Arbiters of the Empty Thrones, the Manifold Regression of the Thrice-fold Quiddity, attend and listen! They bang their bell-clad staff on the ground and they say "Speak to us, oh sweet witch of Dawn, of how the Empire wishes peace with us while still continuing to butcher secrets for their amusement! Speak to us, oh you clever archmage, of how we should stop opposing the harsh light of the truth-spillers! Let us whisper together and take joy in the flouting of laws, in rumour, and in murmured conspiracy."

Yet the Dancers on the Edge of Silence respond poorly to your arrogant demands, oh you clever archmage. They will speak with you and your court in the Hall of the Worlds, and will respect all the complexities of the formal parely, but under a condition. That pretty witch Ancel Steward must meet alone with the Cardinals of the Sanguine Icon in private at the same time as you treat with the Troubadours of the Invisible Choir in public. This is their condition. Let Ancel be present in the Hall of the Worlds during the hour of the golden oryx on the first night; let the wise witch pass from that place; and the Mandarins of the Somnolent Labyrinth will speak to you and hear what you would say of compromise and change.

But know with certainty that while they may listen to your words, the Knights of the Concupiscent Order offer no ceasefire beyond this parley; outwith this time and this space the war continues.

Translated with reference to a very old book about timekeeping, it appears that the Whisper Gallery agree to a formal parley at around half-past-ten on Friday evening. However, they will only attend if the former-sorcerer Ancel Watcher is allowed a private meeting of his own at the same time. The parley in the hall of worlds will begin shortly after Ancel's meeting with the Whisper Gallery which will take place... elsewhere.

Callidus

- A representative of Callidus will host the Autumn Archmage and three guests in an audience chamber at half-past-one on Saturday afternoon

The Prince of the Argent Tontine, known as the Sovereign Lord of the CIty of Chains, has dispatched a messenger to Anvil. The messenger - a curving-horned woman every inch of whose skin is covered in tiny writing - apparently bears a formal response to a request for a parley from the Autumn Archmage. She demands a crown in payment for delivering the message, and seems entirely prepared to return to the Autumn realm with the message undelivered if payment is not forthcoming. After some negotiation, the metallic scroll she carries is handed over for a payment of fiteen rings.

Callidus agrees to a formal parley but sets certain requirements - and goes further. After the parley, Callidus wishes to meet with a specific citizen of the Empire in private.

The first meeting will commence at half-past-one on Saturday afternoon. The Autumn Archmage, currently Marcus of Endsmeet, may bring up to three secretaries to the meeting, which will take place in a chamber provided by Callidus. Callidus' representative will be his secretary Lanster. Formal parley rules shall apply to both sides, and Lanster will commence negotiations by invoking the Lictors to further ensure all parties adhere to the rules.

During this meeting the topics for discussion will be:

- Smoothing trade relations between the Empire and a foreign power, and using Autumn magic to empower the Imperial trading fleet

- Improving the general prosperity of the Empire

- Consultation regarding the codification of Autumn magic

- An opportunity for the Archmage to increase his own wealth

- An opportunity for a secretary who has information about recent visits to the Tomb of Badir i Durr i Riqueza to purchase Callidus's knowledge of that place; such a person should be aware that the information will not be cheap and consequently may wish to bring a sizable purse.

Other topics may be discussed at the discretion of Lanster, but there is likely to be a sizable consultation fee. If the Archmage intends to introduce any additional topics there will be a fee of one Throne for so doing, nonrefundable should Lanster decline to discuss the topic.

Once the preliminary meeting is concluded, Callidus personally wishes to speak to the prosperous Estana i Mestiere i Guerra, former general of the Red Wind Corsairs. This will be a private meeting; nobody else is invited. It is intended that the heralds returning the Autumn Archmage to the Hall of Worlds will convey Estana to Callidus' chamber, and bring him back safely.

Sinokenon

- Sinokenon invites the archmage of Day and guests to speak with one of its representatives in an audience chamber at quarter-past-five on Saturday afternoon

- The eternal has requested that a formal representative of the Throne be present

in the evening three days after the Spring Equinox, a ball of light emerges from the Imperial regio and floats unhurriedly to the Imperial Offices which are at that time still being dismantled. Politely waiting until someone has time to address it, the ball of light indicates that it is a messenger from the court of "the Apex, who is called Sinokenon". In cultured tones, it proclaims that the Archmage of Day, Gancius della Notte di Sarvos, has dispatched a plenipotentiary. The Turning Mirror agrees to such a meeting under the normal rules for formal parley.

However, Sinokenon makes an additional requirement for the meeting. It wishes the Archmage to bring with them a formal representative of the Throne, Imperatrix Lisabette von Holberg - or the Throne herself in the unlikely event she is available. Ideally this representative would be a member of the House of Seven Mirrors, but that is not a requirement. The Archmage may bring two others to the meeting as they think best.

The meeting will take place at quarter past five in a room specially prepared by Sinokenon for the purpose. The discussion will concern the Imperial hierarchy, and the aid Sinokenon can offer for the strengthening thereof in the face of threats internal and external.

Sinokenon will be present, but the discussion will be hosted by Preceptor Dannev, who stands high in the counsels of the Throne of the Sun.

Llofir

- Llofir will send a representative to the Hall of Worlds at half-past-nine on Saturday evening

Three weeks before the Summer Solstice, a shambling figure in rotten robes, covered in lichen, arrives at Anvil with a message for Kaisa Vieno Maegling, who speaks for the Archmage of Spring. The creature is a herald of the eternal Llofir, and speaks in a quiet, breathy voice as it delivers its message.

Llofir agrees to formal parley during the Summer Solstice. At half past nine on Saturday night it will send its herald "Pah Rashet" to the Hall of the Worlds to speak on its behalf. Pah Rashet is a potent representative of the Lord of Rot, and Llofir cautions that if any harm befalls it then in addition to disruption of the Empire's connection to the fountainhead (presumably referring to the problems with Spring magic that happened followed the attack on Yaw'Nagrah's herald) the eternal itself will also enact retribution. The Spring archmage is duly warned to ensure that the other magicians present respect the rules of the parley.

Pah Rashet will discuss the matters the Archmage raised, but Llofir also requests that a representative of the Highborn who are seeking "a tattered remnant of a former age sealed deep underground in an impenetrable vault" are in attendance if they wish to discuss gaining access to that vault and removing the "bitter prize" contained within. Presumably these people, whoever they are, know what this is about.

Skathe

- Skathe invites the Winter archmage to visit her in an audience chamber at half-past-ten on Saturday night

Midway between Spring Equinox and Summer Solstice, a woman in a red cloak appears in the hub at Anvil. She carries a covered basket, and her face is hidden by a deep hood - but few can fail to notice the inches-long black claws she has in place of fingernails. She affects an imperious manner, and demands to speak to someone who can talk on behalf of the conclave.

The Winter Archmage, Emilia Ankarien has requested a meeting with the eternal Skathe of the Thrice-cursed Court to discuss the matter of laying a vengeful curse on those responsible for despoiling her home - the territory of Spiral in Urizen. Skathe agrees to the parley, and her heralds will appear in the Hall of the Worlds at half-past ten on Saturday night. There will be an opportunity for the archmage at least to speak to Skathe more directly - especially if the archmage has secured a certain gift to show how much the Conclave appreciates her. The archmage will surely be able to guess what that gift is. Skathe awaits it with anticipation, given that gift has already been given to her fellows.

As a parting aside, the herald also mentions to the civil servants that if anyone from "the chilly little Highborn chapter with the red torch" is present she might deign to speak with them - if they have the support of the Archmage, of course.

Timetable

Day

Time

Eternal

Realm

Formal Parley

Accessibility

Friday

20:00

Meraud

Summer

Yes

Takes place in Hall of Worlds

Friday

22:30

Whisper Gallery

Night

Yes

Takes place in Hall of Worlds

Saturday

13:30

Callidus

Autumn

Yes

Takes place in an encounter tent, some walking, some smoke

Saturday

17:15

Sinokenon

Day

Yes

Takes place in an encounter tent, some walking

Saturday

21:30

Llofir

Sping

Yes

Takes place in Hall of Worlds

Saturday

22:30

Skathe

Winter

Yes

Takes place in an encounter tent, some walking

Each of the eternals has agreed for a formal parley. This is intended to be a peaceful engagement - indeed there are poorly understood arcane principles at work that punish either side should they resort to violence within the context of the parley. While there is certainly a chance that a parley might turn violent, for the most part we expect them to be non-combat encounters.

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Business

Contents

- 1 Definition

- 2 Production

- 3 Downtime Options

- 4 Upgrades

- 5 Diversification

- 6 National Implications

Definition

A business can represent almost any structure or property that could produce an income, such as inn, a smithy, a brothel, theatre or similar structure. It shouldn't be land or a farm - if that is what you want to take then we would recommend you choose the farm resource instead. But it can represent a trader who buys and sells goods within the Empire (if you want to represent a character who travels overseas to trade then choose a fleet).

Production

A business produces 9 crowns.

Downtime Options

There are no downtime options for a business. It produces income automatically.

Upgrades

A business can be upgraded using white granite obtained from the Bourse. Each time a business is upgraded, the owner receives an additional income of 36 rings from then on.

To upgrade a business requires Imperial wains of white granite equal to the level the business is being upgraded to. So the first upgrade of a starting level 1 business costs 2 Imperial wains of white granite, from 2 to 3 costs 3 Imperial wains, etc.

Diversification

A business can be diversified to sacrifice income for resources. To diversify a business requires one Imperial wain of mithril and one Imperial wain of weirwood. Each time a business diversifies, the owner chooses one resource produced by a mine; the business produces 2 ingots of the chosen metal but produces 36 rings less income.

National Implications

Senators in the League are chosen on the basis of who can command the most support of individuals with substantial investments in the city. This is represented by the business personal resource. A League character who has been operating a business personal resource in a League city receives 10 votes for that city's senatorial elections. If a business is upgraded - then the character who operates that business receives 2 additional votes for each upgrade.

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Butcher's Bill

Description

These polearms are comparatively cheap to craft, and this helps to make them popular among both Marcher households and League free companies. They can be bought in moderate numbers, and used to add additional strength to a unit of skilled soldiers, or allow a recruit to fight nearly as well as their more experienced colleagues.

Their extensive use on the battlefield as part of tight formations has given them a brutal reputation that is not entirely deserved. They take their name from the "butcher's bill", the list of casualties after a battle. Several generals have referred to the use of these weapons as "balancing the butcher's bill" by ensuring there are more casualties on the enemy side than on the Imperial side.

Rules

- Form: Weapon. Takes the form of a polearm. You must be wielding this weapon to use its magical properties.

- Requirement: You must have the weapon master skill to bond to this item.

- Effect: Once per day you may call either STRIKEDOWN or CLEAVE with this polearm.

- Materials: Crafting a Butcher's Bill requires eight ingots of orichalcum and three ingots of iridescent gloaming. It takes one month to make one of these items.

"An answer, if you please, ma'am!"

The sutler looked up from her ledger at the servant in front of her, and replied: "Do me the honour of informing the Merchant Prince that his business may provide him with a solid income, but he will need to extend his reach if he wishes to arm one in five of his company's recruits with even the cheapest of artisan-crafted weapons."

"But the reputation of the soldiery of Tassato!"

"...will survive this minor setback. Train them harder, and longer. I can profit better in Overton, and my concern is the Prosperity of my Guild."

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Butcher's Cleaver

Description

A Butcher's Cleaver is a practical weapon that allows the wielder to deliver crippling blows to an enemy. The weapons exist in various forms and by different names across the Empire and beyond, but are often shaped as somewhat crude, heavy butcher's cleavers in honour of Kaisa Battle-Butcher. The saga of this legendary Suaq warrior recount many tales where her brutal blows not only dispatched her opponents (both barbarian orcs and dangerous creatures such as the great white dire beast Penju), but also terrified their companions into fleeing.

These weapons gained great popularity among the Imperial Orcs after they were introduced to the legions by Wintermark runesmiths, as the heavy style appealed to the orcish tastes. Some called them ”Thrace’s Bounty” after the rumour that the leader of the rebellion acquired one of these cleavers among the first weapons the rebels looted. The Worth of that cleaver, if it were located, would be staggering.

In the Marches, these take the more orderly form of long axes and are known as Wayford Axes after the town in Mitwold, where several were made and sold to notorious bandits. One of those same axes was later used to behead members of the gang, once it was bonded to the town executioner as a fee for her work. This did not tarnish the design’s reputation as much as expected, as yeomen are too sensible to dismiss a useful weapon on such grounds.

Finally, they are also known by much cruder epithets of which Limb Breaker and Orc Killer are very much the mildest. Across the Empire they are called Orcbane or Orcslayer weapons. This is not just bravado - in many orc tribes the rank-and-file warriors wear light chain, mithril breastplates, or heavy leathers rather than the heavy chain or steel plate popular in most Imperial nations. This means that a well-placed blow from a Butcher's Cleaver can quickly take these opponents out of the fight. Needless to say, these names have become a little awkward to employ since the Imperial Orcs joined the Empire.

Jotra, the Rune of Battle, is a common feature of these weapons but a few bear Yoorn, the Rune of Ending, to emphasise the deadliness of the wounds delivered.

Rules

- Form: Weapon. Takes the form of a two-handed weapon.

- Requirement: You must have the Weapon Master skill to bond to this item.

- Effect: You may spend a hero point to call IMPALE with this two-handed weapon.

- Materials: Crafting a Butcher's Cleaver requires no special materials. It takes two months to make one of these items.

How Kaisa became the Battle-Butcher

In years which followed the founding of the kingdom of Wintermark, barbarian bandits still prowled the sparsest parts of the land and preyed on the smaller halls, like runtish dogs snapping at a wounded deer. Kaisa was a young Suaq, dwelling in one such hall in deep woods of Sermersuaq, when one night came the report that a band of orcs was fast approaching the settlement. The thane told his people to brace themselves for death, for they lacked the strength of arms to see off such a threat.

Kaisa stepped forward and said, "Do not despair so quickly! I can drive off this horde, if you will grant me a single boon."

The thane snorted and said, "I do not see how one young magician can face such a band and hope to win, but we have little left to lose now. What do you wish to ask of me?"

"Grant me that axe you have been forging, my thane, and I shall get rid of them all," she asked with a smile.

"That axe? But it is barely finished. The magic has settled but it still needs shaping. It looks little better than a butcher's cleaver."

"That will serve me well, my lord. It is all I ask of you."

With a shrug, the thane granted her the weapon. Kaisa bound it to her with a swift spell and set off to find the bandits. That proved simple as the orcs did not try to hide their path. Kaisa stepped out before them and challenged them to send their best warrior to fight her. Thinking to make some sport out of the silly human, the orcs agreed.

Kaisa had learnt to wield such a weapon but was no great warrior. Still she found the single opening she needed to put the enchantment to good use, throwing her heart and soul into a fearsome blow. The orc champion fell at her feet and at once she cut off his head.

The other bandits were astonished.

"Are you that hall's finest warrior?" their leader asked. "Is that your finest weapon?"

"Oh no," replied Kaisa. "I am but a lowly butcher and this is but my butcher's cleaver. I use it to cut up goat meat The others are all far greater warriors than I and armed with blades far more brilliant. They sent me to see if you were worth their time."

The orcs pondered what kind of people would think such a weapon suitable only for chopping up goats. As one, they decided that they did not wish to meet such people in battle. As one, the orc bandits fled.

And that is how Kaisa became known as Kaisa Battle-Butcher.

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By Chance It Was

Trad

Clannad do a rather pretty version here: https://www.youtube.com/watch?v=8j9HkMBde1o&feature=kp

Simple chords. Guitarists: If you want to avoid the bar chord, capo 2 and play Dm Am.

[Em] By chance it was I met my love It did me much surprise Down by a shady myrtle grove Just as the sun did [Bm]rise. [Em]The birds they sang right gloriously And pleasant was the air And there was non save she and i Among the flowers fair.

In dewy grass and green we walked She timid was and coy How can'st thou choose but pity me My pretty pearl, my joy How comes it that thou stroll this way? Sweet maiden tell me true Before bright phoebus' glittering ray Has supped the morning dew?

I go to tend the flocks I love The ewes and tender lambs That pasture by the myrtle grove That gambol by their dams There I enjoy a pure content At dawning of the day Then, hand in hand, we lovers went To see the flock at play.

And as we wended down the road I said to her, "sweet maid, Three years I in my place abode And three more must be stayed The three that I am bound so fast O fairest wait for me And when the weary years are past Then wedded we will be."

"three years are long, three times too long Too lengthy the delay" And then I answered in my song "hope wastes them quick away Where love is fervent, fain and fast And knoweth not decay There nimbly fleet the seasons past Accounted as one day."

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Call Down Lightning's Wrath

Contents

- 1 Rules

- 1.1 Spring Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must have the battle mage skill.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains the ability to call strikedown when wielding a staff. The target must follow all the rules for casting an offensive spell including spending a point of personal mana. .

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 6. Additional characters must be present throughout.

Description

This ritual harnesses natural forces to grant a magician a potent attack. When the power of this enchantment is invoked it does not literally call a bolt of lightning down to strike an opponent; rather, the force of the staff-strike is greatly enhanced, lifting the target off their feet and slamming them back down to earth. In some cases, especially when the magician's staff is made of wood or bone, the implement might seem to twist around the ankles or legs of the target and wrench them off their feet.

Many magicians find that while under the effect of this ritual their staff becomes a little unruly, occasionally seeming to shift or twist of its own volition. There are also folk-tales in which magicians who use this ritual attract storms, sometimes with dangerous implications for their friends and family - although the magician herself is usually left unhurt even when the story recounts how bolts of lighting are attracted to their staffs.

Common Elements

When performing this ritual, the coven often invokes storms, hurricanes and typhoons. Some magicians, especially Suaq icewalkers prefer to use animal imagery with the spell, evoking the spirit of the wolf-pack, the leaping hare or the charging bull. Among the Urizen the invocation tends to focus more around the idea of disrupting the poise of an enemy - unbalancing them with a perfectly timed strike that causes their own momentum to cause them to fall over.

Regardless of the invocation, it cannot be denied that this is a violent, disruptive ritual. As with many rituals that invoke the destructive forces of nature, clashing, discordant music, thundering rhythms and violent movement are key elements in this ritual. Copper cymbals, especially among Freeborn ritualists, are regularly included in the performance of this ritual - copper is a material that is believed to attract lightning and may feature in other forms in a ritual.

Other elements might include the runes Mawrig or Verys (often accompanied by the rune of dominion; the evocation of The Claw or The Stallion; a violent scene in which characters are at the mercy of powerful storms; or images of horses, bulls or chimerae.

The storm that raged overhead was not natural, Hugo was sure of it. Even embroiled in the heat of battle, the war-witch could feel his staff lurch in the direction of each lightning-strike, while he tried to keep it tightly focused on the enemy before him. Even through his heavy leather gloves, patterned with the rampant gryphon of his House, he felt it jolt as if with lightning of its own every time it hit the enemy. The battle was going well, and all he had to do now was keep fighting hard and not get struck by lightning.

Out of nowhere, a pair of spear-wielding orcs thrust forward out of their line, and by some dire circumstance, struck grievously at the warriors either side of him. Both fell to the ground, one screaming, the other silent. He had a second to act.

Left. He struck, and as he did, the world burst into terrifying brightness. The staff slammed into the orc with a force far greater than any mortal hands could grant it, and a bolt from the heavens flung him to the ground. The moment seared itself into Hugo's brain forever: the hate on his enemies' faces, the axes and spears raised in battle, the dead and the dying on both sides. More than just the sight: the heavy weight of the wood in his hands, the seeping cold of the rain, the shock which ran through him into the thick mud beneath.

If the strike was awesome, the peal of thunder that accompanied it was appalling. The whole battle paused for a moment as each and every warrior, Dawnish and barbarian, winced in pain and shook their heads to clear them of the terrible thunder. At the centre of it, Hugo yelled in pain without hearing himself.

The orc to his right looked at him like a monster, and he roared as if he were one. He raised his staff high over his head, preparing to strike. Then he fled, leaping out of the way of the staff and putting a few more feet between the two of them. He jabbed cautiously, but there was fear in his eyes now. The rest of his group kept a respectful distance.

Hugo glanced over his shoulder and cried out for a healer, and stood guard over his fallen comrades. Soon, they would break. For now, he still had glory to win!

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Call Winged Messenger

Contents

- 1 Rules

- 1.1 Autumn Magnitude 2

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

- 4 OOC Elements

- 4.1 Preparing the letter

- 4.2 Known Correspondents

- 4.3 Letters to PCs

- 5 Notes

Rules

Autumn Magnitude 2

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The ritual targets a single specially prepared letter which must be present throughout.

Effects

This ritual requires a specially prepared, single page letter. At the completion of the ritual the letter vanishes and is conveyed to a single named character at a known location in the mortal realm. It can take anywhere from several hours, to several days, for the letter to be delivered. There seems to be no relationship between the physical distance to the target and the time the letter takes to arrive.

If the letter is sealed inside an envelope or similar then the outer covering is usually left behind when the ritual is performed - only the actual letter reaches the target. If the letter is inside an envelope then the referee will open and take just the letter away.

The process of preparing the letter includes clearly identifying the intended recipient by name (and title if appropriate), and by their location. If this information is incorrect or incomplete, the message will fail to be delivered. Should the letter fail to arrive for any reason - perhaps the recipient is dead or they are not to be found at the named location during the next three months - then the letter will be returned to its author at the start of the next event they attend. The letter always returns to the person who prepared it, not to the ritualist who performed the ritual.

The ritual cannot send a message to an eternal or herald, to a creature in a magical realm, to a ghost, or to the inhabitant of a regio chamber. Any attempt to send a winged message to such a target will fail - even if they are in the mortal realm.

It is not possible to send pamphlets, scrolls, arcane projections, money, materials, or crystal mana, bourse notes or anything similar with this ritual. The ritual only targets a single specially prepared page of writing.

Description

This ritual allows a properly prepared letter to be sent anywhere in the mortal realm. The letter vanishes at the completion of the ritual, as if grabbed by a fast-moving unseen presence. Ritualists will often hear the swift beating of wings, or the clatter of claws immediately before or after the letter vanishes

There is some disagreement among ritualists as to how precisely it works, but the accepted belief is that it somehow calls forth an actual invisible, incorporeal messenger to carry the letter. The nature of the "spirit" is unclear - some speculate it is a minor creature of the Autumn Realm, while others posit that it is actualy an inhabitant of the mortal realm (explaining the inability to send letters to eternals), while a few claim it is nothing more than a temporary construct formed of mana and the will of the ritualist. Attempts to catch or see the spirit, assuming it even exists, have proved universally unsuccessful. Regardless, ritualists report sudden winds, whipping breezes, the sound of fast-beating wings and the 'awareness of an invisible presence' at the completion of the ritual, and recipients have reported similar sensations on occasions where they have been aware of the letter arriving.

The ritual does not create any special ability for the recipient to reply. If the letter is important enough, the recipient may arrange for this spell or a variant to be used to deliver a message of their own, or they may (depending on how far away they are) ask a merchant, or dispatch a messenger or courier to deliver a letter on their behalf.

Experiments have indicated that the process of transporting the letter erases any additional words, pictures, or annotations. Only the actual text prepared by the writer is ever transported with this ritual. Indeed, every letter prepared for use with Winged Messenger ends up evidencing a certain uniformity in writing style, and presentation. There is no commonly accepted explanation for this.

Using the ritual to send a message to an Eternal has proved ineffective; the letter is invariably returned a few months later.

It is not possible to transport goods with this ritual. Anything other than the specific specially prepared letter simply causes the ritual to fail, and no mana to be spent.

Common Elements

The focus of this ritual is a specially prepared letter - a single side of text infused with iridescent gloaming. Often the name of the recipient and their address are recited loudly and clearly during the ritual - but there is no requirement for this information to be correct and it is common for a ritualist to use a fanciful title and description rather than a prosaic name and location.

The letter targeted by the ritual must be in the open - if it is in a box or a pocket the ritual fails. It is usually placed on a table before the ritualist, or held up in one hand for the spirit to 'grab' as it flies past. It may be inside an envelope, or tied up tightly with string - especially if the contents are sensitive. Such precautions are generally left behind when the letter is transported, however.

The runes Queros or Sular are often evoked with this ritual, as are totemic spirits of fast or winged creatures such as ravens or hawks, or legendary beasts such as gryphon or some form of pegasus.

OOC Elements

Preparing the letter

Call Winged Messenger will only transport a letter than has been properly prepared. Any character can prepare such a letter - they do not need to have mastered this ritual, or even to be magicians to write a letter for use with this ritual. In character, the letter is carefully composed on pristine vellum using ink infused with iridescent gloaming.

You can prepare a letter at an event or before it, provided you have the three measures of iridescent gloaming required in your inventory. If you go to GOD at the event, you can hand in three measures of gloaming, and you can then create a message by logging in to your account once the gloaming has been logged.

A letter may be up to 2,500 characters at most. If you absolutely must write more than this... you will need to send two messages. However all characters you are likely to want to write to will expect a winged message to be concise and to the point since they know in-character that such communication is expensive and limited in length.

You must detail the name (and title if appropriate) of the recipient, and enough information about their location that we can confirm that it is correct. When sent to a target within the Empire, the location should include the name of a specific settlement (such as "Tassato Regario" or "Meade" or "The Village of Nuln"), as well as the region and territory. When sent to a target outside the Empire, similar level of detail is required, e.g. "The House of Princes, Jarm" or "The Tower of Crows, Sarcophan Delves, Sarcophan".

Each letter you compose will use three measures of iridescent gloaming from your account. Any letters you create before the event will be folded and placed in your pack. Any letters you create at the event will be printed out on parchment on request at the GOD desk.

Each letter prepared in this way has a unique ID number which is used by the referee when the ritual is performed. The limitations of the ritual mean that once the letter has been printed, no further changes to the content are possible. Anything added to the letter after the ritual is performed is erased when the message is sent - including pictures, signatures, or corrections. Only the text prepared using iridescent gloaming is communicated to the target using this ritual.

Known Correspondents

The Empire is aware of a list of specific foreign correspondents whose role is to represent their nation in communication with the Empire. These are the targets most commonly written to by an ambassador. While it is possible for a citizen to send a winged messenger to these people, it is not common for them to reply directly to the writer. They are much more likely to respond to the appropriate ambassador - even when a letter is of interest they may choose to operate through the appropriate Imperial ambassador rather than contact an unknown correspondent directly.

As of Autumn 381YE, the commonly known correspondents, by nation, are:

- the Asavean Archipelago - Lady Madriannia of the Blue Stones, Nemoria, Asavean Archipelago

- The Commonwealth - Militärattache Ludkhannah Schöningen, die Stahlhalle, Volkavaar, Commonwealth

- The Principalities of Jarm - Lord-Magister Anton Trescher of the Hidden Hook, Who attends at the House of Princes, In the City of Jarm, Principalities of Jarm

- The Sarcophan Delves - Bedelaar Huisbaas Annike, The Tower of Crows, Sarcophan, Sarcophan Delves

- The Sumaah Republic - Heln Stianser, Censor of wood, metal and stone, The High House of Prosperity, Sumaah Republic

- Axos - larch Maxatios, The Towers of Kantor, Axos

- Faraden - Lady Saretta of the Red Moon, Advisor on Imperial Trade to the Lord of the Four Winds, The Court of the Four Winds, Faraden

- Iron Confederacy - Jeanne de Hibernat, High Priestess of Evra the Smith, The Temple of Iron Hammers, Robec, Iron Confederacy

Letters to PCs

This ritual is most useful for sending a letter to an NPC; while it could be used to deliver a message to someone on the field at Anvil, it is paradoxically most likely to arrive just before the start of the next event. In almost all cases, when sending a letter to a player-character the ritualists would be better served paying someone to deliver it by hand on their behalf.

Notes

In every case, the text that is transported will be the text that was written on the computer by the correspondent. This is fixed at the point where the letter is printed - as are the recipient and their address. When the ritual is cast, the referee connects the unique ID number of the letter to that of the ritual, and this is what the plot writer sees when they check the details of the letter.

You must have the targeting information for a letter correct before printing it. The iridescent gloaming is consumed at this point, and if there are mistakes with the letter it is a costly proposition to correct them. While it is possible to deduce an address - for example a a Wind of Fortune may mention a certain character as being in a certain location - sending a winged messenger without confirming this address in-character is a risky proposition that will commonly fail. If that happens you iridescent gloaming will be lost, but you will get the letter back in your pack at the start of the next event you attend.

The ritual is most reliable when used to write to characters who are expecting a letter, either because they are firmly established in the setting or because they have explicitly provided "contact information" to a character. While it can be used to to preemptively contact an NPC, it is much more likely the letter will return unread than if it is sent to a character whose details have been confirmed.

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Callidus

Contents

- 1 Eternal of Autumn

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

- 2 The Secretaries of the Argent Tontine

- 2.1 Numis

- 2.2 Malleas

- 2.3 Zand

Eternal of Autumn

Sobriquets

Known as the Prince of the Argent Tontine, Callidus is most concerned with greed.

He is also called Sovereign-Lord of the City of Chains, a fanciful reference to the many deals and agreements he has made - as far as anyone knows he does not rule an actual city at all (despite rumours that he owns a portable citadel of iron and white basalt), preferring to remain a peripatetic instigator.

Appearance

Callidus is a potent horned male with fine clothing. He is rarely encountered without a ledger or two, and never without the ability to create a contract.

He is usually accompanied by one or more of his secretaries - clever eternals in their own right who serve as his proxies and advisors. His massive appointment tome, the Iron Ledger, is kept by his meticulous heralds, who often appear as Freeborn cambions. Scrupulous and precise, Callidus sometimes sends heralds to offer bargains, or to follow-up on bargains made by others.

Concerns

Callidus seeks to control everything through greed and desire. He exemplifies the idea that everyone wants something, and that by identifying their desires and being able to supply their needs, an individual can wield immense power. He also sees greed itself as the primary motivating force of living things, and supports and extols philosophies that highlight the influence of avarice and wealth.

While all Autumn eternals enjoy bargains, Callidus revels in them. He invariably creates a contract to cover any agreement he makes, and is the Autumn eternal most likely to invoke the Lictors to witness an important agreement. He invariably sticks to the letter of a contract, and some bargainers have met unfortunate fates due to not reading their agreement carefully enough. He can and has been bested in his bargains, and tales are told of heroes who dealt with the Silver Prince and came away rich, but his nature is such that a bargain that seems fair at first often grows more constrictive and dangerous as time goes by.... Callidus is quite pragmatic; he does not hold those who best him in contempt; he often tries to arrange an audience with them to discuss how they bested his contract, so that he can avoid the same mistakes another time. However, he is absolutely ruthless in hunting down anyone who breaks a bargain they have made with him.

Callidus has no single home within the Autumn realm, but instead cultivates an ability to be in the right place at the right time. While his movements seem random, through synchronicity he often finds himself in the right place at the right time to offer someone what they desperately want. His secretaries share this ability to some degree, but for some reason they are limited to appearing a crossroads; literal crossroads as well as figurative crossroads, however.

While the massive amount of business engaged in by his army of scribes and secretaries would necessitate a palace of bureaucracy, instead all such paperwork is contained within the single Iron Ledger. The Ledger itself seems to operate on much the same principles as Callidus himself; simply by inserting his hand he seems to be able to pull out the document he is seeking.

Callidus must surely have an enormous collection of religious items, after centuries of buying such things from mortals, but where he keeps this vault is unknown. Fanciful tales claim that his immense wealth is stored by the Lictors, while others say that his Ledger can be "unfolded" to reveal a massive citadel of iron and white basalt that is his true domain.

While undoubtedly the equal in power of any of the rulers of the cities of Autumn, Callidus does not compete with them directly. Rather he acts as a broker for such beings, supplying their desires, acting as a notary and occasionally offering advice. Beings of such scope are too clever to deal with Callidus lightly, and only utilise his services when completely necessary. However, by long standing tradition Callidus is generally free to meet and bargain with any of their underlings, and thus passes across the Labyrinth unmolested.

Traditionally Callidus uses a Fleur-de-Lys type symbol as his seal, the three points symbolising the three Secretaries that he is currently using. Competition to remain at such a level is fierce, and his underlings constantly scheme to advance themselves.

The Prince of the Argent Tontine is fascinated with mortal religions. Callidus understands that faith is a powerful force, but one that is extremely ephemeral. One of his personal desires is to understand the value of faith, and the need it satisfies in the faithful, the better to manipulate others using their beliefs. An extremely patient eternal, he has been studying mortal religion for centuries, and often appears to tempt or bargain mortals away from their faith. Over this time he has amassed a great trove of lore on faith, and is said to possess several relics of the Imperial religion. His knowledge is best described as being 'technical' - he understands the politics of religion much better than he does individual faith.

Callidus is associated with both the rune Lann, and the rune Queros.

Boons

Bargains themselves fascinate Callidus, and he has several supernatural powers relating to creating and sealing them. He is known to possess many favours with other eternals, and to draw on them to fulfil bargains on his behalf. He is particularly keen of getting bargainers into his debt, and reinforcing his ability to call those debts due with curses. His bargains are more likely to involve the bargainer doing or not doing something in return for a favour or service - it is less likely to involve mere payment with materials.

His most potent abilities deal with the manipulation of desire and greed, and guiding serendipity to increase wealth. He also possesses several abilities that deal with bonds, especially bonded items, and is said to be able to locate highly desired items in the material world with sufficient inducement, especially those that are unique or exotic.

Some priests are interested in the religious artefacts Callidus has gathered, but they tend to be very leery about entering into a bargain with the eternal. Callidus appears to take particular delight in challenging and testing priests and other strongly religious characters who come to deal with him.

The Secretaries of the Argent Tontine

Unlike eternals such as Basileus Kade, Callidus runs a tight ship. The eternals who serve him do so out of a belief in his creed and a desire to increase their own wealth and service their own needs. There are few stories of incidents where one of them attempts to overthrow or betray Callidus, and many scholars theorise that all the eternals of the Argent Tontine are bound with oaths and contracts that keep them loyal.

The Secretaries - literally secret keepers - who serve Callidus are lesser eternals rather than heralds. They sometimes deal with the Empire directly. either pursuing their own agenda or operating as proxies for Callidus. They may arrange audiences in the Hall of Worlds, or send heralds on their own business. The three best known of Callidus' secretaries, who have dealt with the Empire in the past, are Numis, Malleas and Zand.

Numis

A female eternal who is fascinated by the role of coins and hard currency in agreements. She occasionally likes to take credit for inventing the idea of currency, or spreading it across the mortal realm - it is not clear if she expects this claim to be taken literally. She is the longest serving of Callidus' secretaries and is acknowledged as the entity who designed the iron coins used in many parts of the Autumn realm.

Malleas

A male eternal who favours gamblers and wagerers. He is known to send heralds to arrange wagers on important events, and often creates bargains that involve gambles or risky ventures - he is also known to lend money but demand extortionate rates of interest for the repayment of the debt with dire consequences for forfeiture. He has been Callidus' secretary for the shortest time (barely longer than a century or so) and is known to favour both gaudy displays of wealth and allowing others to make a pitch as to why he should invest some of it in them. He often seems to lose out on deals, but never seems to grow any less wealthy.

Zand

A lawyer, and usually dresses in the style of a wealthy Freeborn scrivener, but in colours few Freeborn would choose. His robes and tagelmust are the dull metallic colours of well-handled coinage, and the deep black of oxidised silver. Scrupulous and precise, he is fascinated by the way contracts are created and used to regulate behaviour. He effects the air of a stereotypical bureaucrat – obsequious to Callidus, polite to those he wants something from, and relatively rude to those he has no use for. He is the eternal most frequently sent forth to make deals with mortals at present, but this is subject to change at Callidus' whim.

One or more of the secretaries tends to attend Callidus when he deals with mortals, and may make their own bargains at the same time.

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Calling the Drottningbjotha

"Hear the words of Hirak the Huntsmaster!

Who speaks with the voice of the Frozen Throne!

The Drottningbjotha is called. The royal challenge of Cathan Canae.

A test of champions; a battle of heroes. A contest of prowess, stamina, and might."

Hirak the Huntsmaster, challenge-keeper of the Summer Tyrant Cathan Canae lays down this challenge.

Every nation of this land is invited to present a single challenger. Let them come together at the Square of Glory in the camp of the knights of Dawn. Let the challenge begin at the third hour after noon on the second day of the Solstice-gathering.

It is the will of Cathan Canae that each champion will be presented by a herald - someone to announce the strength and glory of the chosen champion, to let all present know the virtues they possess. Let the strong herald fill the bowels of the enemy heroes with fear; let them stiffen the sinews of their peoples' chosen warrior.

It is the will of Cathan Canae that, under the Law of the Empire, champions from other lands will come also. Already the call has gone to those to east and west, north and south. As chosen heroes they come; from the lands bordering the Empire and from further afield, to fight in the name of Cathan Canae.

It is the will of Cathan Canaea that these champions fight one-and-one until only one remains. Let that one be crowned as victor and champion of their people. To that one Cathan Canaea will give a gift, and they will stand within her good grace in the coming year.

"A duel of words; a clash of will. A war of spirit, skill and strength.

The Lady of the Blizzards has spoken, The Drottningbjotha has begun.

These are the words of Hirak the Huntsmaster!

Who speaks with the voice of the Frozen Throne!"

Overview

The Summer Eternal Cathan Canae has thrown down a gauntlet. After the successes of Dawn against the Jotun during the Spring Equinox, she has invoked the Drottningbjotha - the Queen's Challenge - and offers the Empire a chance to participate. With the presumption of a Queen of the Summer Realm she has announced her plans to hold the contest in the Dawnish Glory square during the Summer Summit.

Each Imperial nation is invited to present one champion and one herald-announcer; each bout will be a one-on-one fight with a randomly determined opponent, and will be preceded by short announcements from the champions' heralds. Each duel continues until one side yields or is clearly unable to continue fighting. Once each champion has fought once, victors move on to the next round and so on until only one champion remains.

The ultimate winner receives a crown, and an undisclosed boon from the Queen of Ice and Darkness.

Significance

The Drottningbjotha (Pronounced: Drott-ning-BEE-yo-thar) is to begin at three o'clock on Saturday. Each of the ten nations of the Empire can put forward one champion, accompanied by a herald-announcer. How a nation picks a champion is up to them - in the event that two people turn up claiming to be from the same nation, the Huntsmaster will decide which one will fight.

This is not just an Imperial challenge - Cathan Canae has invited champions from other nations including the Thule, Jotun, Druj and Grendel but there are rumours of other participants from Faraden and Axos and perhaps even further afield. The assumption appears to be that these champions will be protected by the law of delegation protection, as amended by the Imperial Senate during the Winter Solstice last year.

The law of delegation protection (as amended by the Imperial Senate during the Winter summit of 378YE) clearly states that "Any delegations from barbarian nations who arrive on the field of anvil under a flag of peace shall have protection under the law as if they were imperial citizens for the duration of their visit and for their direct passage out of the empire."

The intent is clear - while the Druj are on the field at Anvil, they are protected by all the laws of the Empire. Likewise, they are expected to respect and uphold those laws. Any violence against them will be treated by the magistrates as if it were violence against an Imperial citizen.

Resolution

Champions from several foreign and barbarian nations contended with the ten chosen champions of the Imperial nations. The Drottningbjotha was won by the Dawnish Questing knight Vulgaris Vicarious of House Orzel.

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Campaign outcome

Contents

- 1 Overview

- 2 Fighting Strength

- 3 Rituals

- 4 Military Units

- 5 Orders

- 6 Miscellaneous Effects

- 7 Fortifications

- 8 Total Strength

- 9 Victory Points

- 10 Casualties

- 11 Calculations

- 12 Disbandments

- 13 Example 1

- 13.1 Victory

- 13.2 Casualties

- 14 Example 2

- 14.1 Victory

- 14.2 Casualties

- 15 Further Reading

- 15.1 Core Brief

- 15.2 Additional Information

Overview

The Empire military downtime system uses a simple mathematical framework to calculate the outcome each season of a campaign. The values are presented below, along with some worked examples, so that players who are interested can understand precisely how the results are derived.

Fighting Strength

Each army has a fighting strength, a number that reflects the raw military strength of the army. Most armies begin with a fighting strength of 5,000- roughly one point of effective strength for each soldier. As an army suffers casualties the fighting strength is reduced to reflect this.

Rituals

Ritual

Victory

Casualties

Clarity of the Master Strategist

+2000

0

Knights of Glory

+3000

+3000

Quickening Cold Meat

+1000

+1000

- Rituals that increase the fighting strength of an army are added on first

Some rituals increase the effective fighting strength of an army, either for purposes of calculating victory, casualties, or both. If such a ritual is in place, then this is the first modifier added.

The table shows the rituals in Imperial Lore with the modifiers they provide.

Military Units

- Imperial armies benefit from having military units assigned to support them

- A starting military unit adds 100 fighting strength

- The fighting strength for military units is added second

The fighting strength of every military unit that is assigned to support an army is added to the total effective fighting strength for purposes of victory and inflicting casualties. A starting military unit has a fighting strength of 100. Each additional rank of improvement increases the fighting strength by 20.

Military units do not suffer casualties like an army, they are always at full strength regardless of any campaigns they participate in.

Orders

Type

Order

Victory

Casualties

Attacking

Cautious Advance

-20%

-20%

Balanced Attack

0

0

Overwhelming Assault

+20%

+20%

Defending

Give Ground

-40%

-50%

Solid Defence

0

-20%

Heroic Stand

+30%

+20%

- Orders change the effective fighting strength of an army

- The effects of orders are added third

The fighting strength of an army is then modified based on the orders submitted by their general. Orders may change the fighting strength for purposes of calculating victory, casualties, or both.

There is no requirement for all the armies in a campaign to submit the same orders. The modifier an army receives is based on the order submitted for that army only.

Miscellaneous Effects

Ritual

Casualties

Rivers Run Red

+100%

Rivers of Life

-50%

- Miscellaneous effects are applied at the same time as orders

Other effects may influence the campaign and are applied at this time. Examples include the rituals Rivers Run Red and Rivers of Life.

Fortifications

- Fortifications in a territory add their fighting strength to the side that controls them

- A fortification that isn't attacked adds its fighting strength only for calculating victory

- A fortification that is attacked adds its fighting strength for casualties and twice its strength for calculating victory

A basic fortification has a maximum of 3000 fighting strength, larger fortifications are stronger. If the region the fortification is in is not attacked, then whichever side controls it adds the strength of the fortification to their total but only for calculating victory. The fortification does not cause any casualties if it is not attacked.

If the region the fortification is in is attacked, then it adds its fighting strength to the total for causing casualties and adds twice its fighting strength to the total for the side that controls it for calculating victory.

A fortification takes a share of casualties as if it were an army, but only if the region it is in is attacked. Any fortification that falls below 1000 fighting strength is destroyed, regardless of its size.

Total Strength

- The effective fighting strength of all armies on the same side is added together.

If an army on either side has submitted an attack order, then the resulting campaign involves all opposing armies in the territory, regardless of what orders they have submitted. The effective fighting strength of every army fighting on the same side is added together to calculate the total strength of each side.

Victory Points

- The side with the highest effective fighting strength is victorious.

- They gain 1 victory point for every complete 1000 points differential.

- It requires 10 victory points to take the first region in a season.

- Capturing additional regions in the same season is more difficult.

The fighting strength of the two sides is compared, the victor is the side with the highest total strength after adjustments for orders, military units, and any rituals that are in place.

The scale of the victory is equal to the difference in the two sides total fighting strength. Victory is quantified using victory points; one victory point is accumulated for each full 1000 points of difference in fighting strength.

If the victorious side includes armies that have submitted orders to attack, then their victory points translate into land captured by the side. It requires ten victory points to take control of a region. A partial capture is possible, victory points are recorded between campaigns, so no victory points are "wasted". It is possible to capture more than one region in a single season but each additional region is more difficult than the last. It requires an additional 12 victory points to take a second region in the same campaign season, 14 victory points to take the third - and so on.

If the victorious side includes armies that have submitted orders to defend, then the victory points translate into reduced casualties. Each victory point translates decreases the casualties taken by an army by 1%.

If the victorious side includes some armies with attack orders and some armies with defend orders, then the victory points are split pro-rata based on their effective fighting strength between the two sides to determine land captured and casualties reduced.

Casualties

- An army inflicts 10% of its effective fighting strength as casualties

- Casualties are divided amongst the armies based on the orders submitted

- Some orders and some rituals affect the number of casualties taken

Both sides in a campaign will inflict casualties on each other. The total effective fighting strength of each side is recalculated using only the modifiers that apply for causing casualties. The base figure for the total casualties inflicted is 10% of this score.

If the enemy force includes more than one army, then the casualties are divided between the armies according to the orders submitted. Armies that submit attacking orders will take a greater share of the casualties than armies which are defending. The final ratios are based on a qualitative judgement of the in-character description of the orders submitted.

Casualties are then adjusted based on the orders submitted and the presence of any appropriate rituals. Modifiers to casualties are stated in percentage adjustments. All percentages are added together and then applied as a single adjustment to calculate the final total for the number of casualties incurred.

The final casualties incurred are applied to each army, reducing its remaining fighting strength.

Calculations

- All positive modifiers are added together and then added to the base number

- Next, all negative modifiers are multiplied together and multiplied against the base number

All positive modifiers are applied first. They are all added together and then added to the base number.

Following this calculation, all negative modifiers are then applied. All negative modifiers are multiplied together and applied against the result of applying all the positive modifiers.

Disbandments

- An army which falls below 20% of its maximum value automatically disbands

The fighting strength of any army that falls below 20% of its maximum value automatically disbands. A normal army that falls below 1000 fighting strength disbands (1500 for a large army). The army routs from the territory and is completely destroyed.

Example 1

- Imperial army 1: 3500 fighting strength, overwhelming assault, Clarity of the Master Strategist

- Imperial army 2: 1500 fighting strength, Cautious Advance, 40 starting military units supporting

- Barbarian army 1: 7500 fighting strength, heroic stand, Quickening Cold Meat

- Barbarian army 2: 4000 fighting strength, solid defence

- Barbarian army 3: 2000 fighting strength, give ground

- Territory Curse: Rivers Run Red

Victory

- Imperial army 1: 6600 ((3500 + 2000) * 120%)

- Imperial army 2: 4400 ((1500 + 4000) * 80%)

- Barbarian army 1: 11050 ((7500 + 1000) * 130%)

- Barbarian army 2: 4000

- Barbarian army 3: 1200 (2000 * 60%)

The total Imperial fighting strength for purposes of victory is thus 11000. The total barbarian total is 16,250. The barbarians win by 5250 - gaining 5 victory points. All of which are spent reducing casualties. The Imperial side do not gain any victory points.

Casualties

- Imperial army 1: 3500 fighting strength

- Imperial army 2: 5500 fighting strength (1500 + 4000)

- Barbarian army 1: 8500 fighting strength (7500 + 1000)

- Barbarian army 2: 4000 fighting strength

- Barbarian army 3: 2000 fighting strength

The Imperial total is 9000, so the baseline figure for casualties inflicted is 900. The Barbarian total is 14500, so the baseline figure for their casualties inflicted is 1450.

The plot team decide to split casualties evenly to the Imperials, inflicting 725 casualties to each attacking army. The casualties suffered by the barbarian forces are divided evenly between the barbarian armies. The effects of the orders and the Rivers Run Red ritual are then applied to find the final casualty figures.

The victory points gained by the defending barbarians reduces their casualties by a further 5%.

- Imperial army 1: 1595 (725 * 220%)

- Imperial army 2: 1160 (725 * 160%)

- Barbarian army 1: 627 (300 * 209%)

- Barbarian army 2: 456 (300 * 152%)

- Barbarian army 3: 285 (300 * 95%)

The casualties suffered by Imperial army 2 are so severe that it falls below 1000 fighting strength and is disbanded.

Example 2

- Imperial army 1: 5000 fighting strength, overwhelming assault

- Imperial army 2: 4000 fighting strength, overwhelming assault

- Barbarian fortification: 3000 fighting strength

- Territory Curse: Rivers of Life

Victory

- Imperial army 1: 6000 (5000 * 120%)

- Imperial army 2: 4800 (4000 * 120%)

- Barbarian fortification: 6000 (3000 * 200%)

The total Imperial fighting strength for purposes of victory is thus 10800. The total barbarian total is 6000. The Imperial forces win by 4800 - gaining 4 victory points. They will need to accrue 6 more victory points to take the fortification.

Casualties

- Imperial army 1: 5000 fighting strength

- Imperial army 2: 4000 fighting strength

- Barbarian fortification: 3000 fighting strength

The Imperial armies take 300 casualties divided evenly between them. The barbarian fortification takes 900 casualties.

- Imperial army 1: 90 (150 * 60%)

- Imperial army 2: 90 (150 * 60%)

- Barbarian fortification: 900

The River of Life ritual does not affect the casualties taken by the fortification.

Further Reading

Core Brief

- Military Council

- War

Additional Information

- Imperial armies

- Army orders

- Navy orders

- Casualties

- Territory

- Army qualities

- Spy network

- Fortification

- Campaign outcome

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Campaign outcomes

Contents

- 1 Overvew

- 2 Philosophy

- 3 Framework

- 4 Claiming a region

- 4.1 Establishing a beachhead

- 4.2 Claiming special resources

- 5 Increased casualties

- 6 Decreased casualties

- 7 Further Reading

Overvew

The outcome of a campaign is found by comparing the total army strengths of both sides in the territory. Even though individual armies are given specific orders, the outcome of the entire campaign as a whole is determined by all the armies on both sides. The side with the higher effective army strength wins.

The scale of the victory and the number of casualties each side suffers is determined by the opposing army strength. The nature of any victory and the allocation of casualties is based on the orders submitted by the generals on both sides.

The initial outcome is contingent on the comparison of the relative army strengths of the two sides - the greater the difference between the two army sizes, the more effective the victorious side has been. But this possible outcome is then significantly affected by the battles and skirmishes linked to that campaign that take place at the event.

Philosophy

We have an extremely simple system to determine which side is winning in a campaign. This system is a crude mathematical framework - it is not intended for use by players when they are roleplaying and there is no need for most players to understand it. It's primary purpose is to give us a mechanism to calculate the scale of the victory achieved by the winning side that is simple, easy to calculate and can be consistent from campaign to campaign, year to year. We present the basics here so that those players who are interested can read them and have confidence that PD are being as fair as is possible in determining the outcomes of different campaigns.

Framework

The total army strength of each side present in a territory is calculated and compared. The side with the largest army strength is considered to be winning and generates a number of victory points for that side. These points are converted into outcomes by the battle plot team based on the orders submitted by the generals on both sides.

E.g. The Imperial forces have three armies present, a total army strength of 10,000, while the Druj forces in the territory have a total army strength of 22,000. The Druj force is stronger - so they are winning the campaign. The margin is 12,000 - accruing 12 victory points for the Druj. These victory points are expended to gain control of a region (10 points) and the remaining two points are spent decreasing the casualties taken by the Druj. The battle plot team then create the narrative that describes the campaign and the current outcome.

Additional victory points can be assigned, at a cost to the armies involved. For example if a general has given orders for her army to fight a defensive withdrawal, we might give the enemy force bonus victory points towards their goal of taking control of a region but offset this against the reduced casualties taken by the retreating Imperial army.

Victory points can be expended to gain control of a region, to increase the number of casualties inflicted, or to decrease the number of casualties taken. Points are allocated between these core outcomes based on the orders submitted by the generals of both sides.

The outcome need not be binary; individual armies may still achieve some of their goals even if the campaign as a whole is not going well. Usually, though, they achieve these goals either through direct player action at an event or at greater cost to the individual armies involved.

Claiming a region

When an army claims a region, it falls under the control of that army's side. In the case of a region with a special quality, such as a terrain keyword or a fortification, all the armies on the same side benefit from the region anywhere in the territory from that point on. For example, if an Imperial army takes control of the Forest of Shadows, all Imperial armies in the territory with the forest keyword gain the advantage of that keyword.

Establishing a beachhead

It is much more difficult to claim a region in a territory where your side does not already control a region. This is one of the reasons the Empire and barbarians alike take pains to conquer an entire territory rather than permit their enemies to keep control of some of the land.

Claiming special resources

If a region contains a physical campaign resource such as a white granite quarry, a library or a large named green iron mine, then the Imperial Senate is responsible for assigning control of those resources. The Imperial Military Council may offer suggestions, but ultimately the distribution of the spoils of war is a political matter.

Increased casualties

Rather than attempting to conquer regions in a territory, a general may issue orders to engage and destroy the enemy forces. In this case, victory points will be expended to increase the casualties taken by the opposite side.

Decreased casualties

Generals who issue orders to avoid engagements, retreat or to defend a region may experience less casualties than predicted. Victory points are expended to reduce the casualties taken.

If both sides in a campaign are defending fortifications - or otherwise acting to decrease casualties - then it is possible for neither side to take any casualties. In effect the campaign has been a stand off with little or no direct fighting taking place. It is still possible for battles or skirmishes at the event to bring additional benefits to the Imperial forces, even if the campaign was a stand off.

Further Reading

- War

- Territories and regions

- Casualties

- Keywords

- Imperial armies

- Fortifications

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Campaigns of Emperor Guntherm

Contents

- 1 Overview

- 2 The Jotun Offensive

- 3 Invasion of Jotun

- 4 Against the Thule

- 5 Seeking the Throne

- 6 Invasion of Otkodov

- 7 The Jarl of Kierheim

- 8 Failure in Otkodov; the Druj stir

- 9 The Ceasefire

- 10 Against the Druj

- 11 Another Jotun Invasion; the death of Guntherm

Overview

A document was compiled by the civil service in Spring 378YE at the request of the Minister of Historical Research, focusing on the military campaigns of Emperor Guntherm. After the Autumn Equinox 381YE, details of their research were made available to interested Imperial scholars.

The Jotun Offensive

In 235YE, a major Jotun offensive began into western Wintermark. This was perhaps the defining campaign of Guntherm's early career.

The Jotun first came down the Gullet into West Marsh, sweeping aside the Kallavesi patrols and smashing a foothold into Kallavesa, extending their reach throughout Skymark. From there, they tested the Empire's defences to the north in Stark, but quickly pulled back after the Navarr defended Rest with great tenacity; instead they pushed across into the plains of Kronemark, whilst raiding south into Bregasland and Mitwold over the Westmere.

Before the Empire could rally and push them back, the Jotun were already building a great fortification in West Marsh and a smaller outpost in Kronemark. Imperial hesitation was often blamed on the timidity in military financing that Empress Mariika had encouraged and her death having left a power vacuum in which bickering could slow the Imperial response to such a threat, especially as her enemies had poisoned the generals against Wintermark in particular.

Eventually, the Wintermark, Marcher and Freeborn armies were deployed to counter the offensive; however, they spent some time split between defending Bregasland and Mitwold against any incursion, keeping the Jotun away from Kalpaheim, and ensuring the roads to the ancestral swamps were kept open in Kallavesa, and the Jotun had time to complete their fortifications.

The histories generally agree that Guntherm eventually persuaded the Marchers to fully commit to driving the Jotun out of Wintermark by demonstrating the magic of the circle of runesmiths known as the Bloodgold Hammer, who used Summer magic to empower the Green Shield in crushing the fortification at Kronemark. Details of the magic they used are sketchy, but the Marchers were convinced.

The larger fortification in West Marsh proved more resilient, however, and a slow grinding campaign seemed assured until the Western Wind hakima emerged, using the power of Spring to ruin key points in the vast fortification so that the Summer-empowered troops could finish the task. The Jotun appear to have been caught somewhat off guard by the extensive use of ritual magic, and with the loss of their second fortification they fell back across the Gullet.

In the wake of their defeat, Guntherm petitioned the Imperial Senate to construct fortifications in Wintermark and the Marches to prevent a repeat occurrence, but the Senate was still extremely conservative with spending at the time and refused his requests.

Invasion of Jotun

In 238YE, Guntherm led the victorious Imperial armies west of Wintermark, taking the battle to the Jotun on their own ground. The Imperial forces split in several directions to harry the crippled Jotun armies wherever they ran. Orders record that Guntherm led the Green Shield north into Kalsea, followed by the Fire of the South, which could afford to be led so far afield due to its great speed.

The Green Shield headed up into the territory that the Jotun name Skallahn, and took the low-lying farmland and fisheries of Greenwall along the northern shores of the Gullet as the Jotun tried desperately to unload their forces from their ships, before chasing the wounded armies across the great plains of the Iron Stand. Meanwhile the Fire of the South pressed even further north into the territory that the Jotun name Tromsa, and made their foothold in the forest of Icewood; they took no further territory, carefully balancing the retention of their foothold with damaging the Jotun without running out their tenuous supply lines. The Marchers headed down the southern coast of the Gullet, into Narkyst, and made a spirited attempt to capture the territory named Hordalant on the border of Bregasland; they successfully overran the marshes of Blutgahn and the plains of Ashahohn but were incapable of making further progress.

These actions enabled the Empire to recapture a great many prisoners taken from Wintermark and the Marches during the invasion, but there is some evidence that efforts to liberate the humans of Kalsea and Narkyst did not go so well. The human thralls were found to be unexpectedly loyal to their Jotun masters, and slowed the advance and capture of Jotun territory. The armies had no choice but to treat those who that had chosen to be come Jotun "citizens" as enemies, and were forced to drive them out of Imperial-controlled regions. They were replaced by adventurous settlers from Wintermark or the Marches as appropriate.

While this offensive was being undertaken, the rest of the Imperial armies were engaged with the Thule in Miekarova and Volodmartz - indeed, there was some considerable unrest that Guntherm and those loyal to him were engaging in military adventures along the coast of the Gullet when long-held Imperial territories were in danger.

Against the Thule

In 239 YE, having pursued the defeat of the Jotun as far as it would reasonably go, Guntherm finally agreed to contribute to the campaign against the Thule, so long as decisive action was taken rather than the grinding stalemate that the Thule magics had brought to the main front.

The Marchers and the Brass Coast held the Jotun front while Guntherm took the Green Shield across to join up with Highguard and the League gathering in Karsk. Orders from this time show them committing strongly to a heavy offensive pushing into Skuld.

The Thule were forced to spend some of their attention repulsing this advance, and the Varushkan, Urizen and Navarr armies committed in Miekarova and Volodmartz successfully pushed their assailants back over the mountains.

However, tragedy struck - an intervention through the Sentinel Gate to smash a key Thule fortification in Miechernya ended in disaster after it turned out to be a trap set by the Thule for the hakima of the Western Wind. The Thule threw everything they had at the coven, and they were slaughtered in their entirety, their kohan overrun by the sudden assault. The Imperial forces destroyed Thule resistance in the area, as the forces had no plan for a retreat, but the Empire had lost a vital military asset.

Seeking the Throne

After the victory against the Thule, the Varushkans added their support to the voices of Wintermark and the Marches who had been clamouring for Guntherm's accession to the Throne. There is some evidence that the Varushkans in particular were enamoured of opportunities to gain new national Bourse seats based on mithril and ilium resources in Verthandi and Skuld, and saw Guntherm as a way to gain them.

Immediately after his coronation, he used his power to continue to serve as general of the Green Shield, and wrangled with the Senate in favour of reforms that would grant more power to the Military Council to pursue the conquest of barbarian territory.

Invasion of Otkodov

In 241YE, Varushkan armies, supported by the generals of Dawnish, finally managed to secure a foothold in Verthandi. Together they captured a significant mithril mine. Unfortunately, the Varushkan intention to claim the mine as a National Bourse seat was denied by the Senate. Their stewardship of the Eternal Shafts of Time is often cited as a reason for this failure, and resulted in outrage from the Varushkans. This incident inspired several generations of maneuvering by Varushkan senators to try and have the other Bourse seats physically within the borders of their nation reallocated as national seats - without success largely due to the complex constitutional issues around such a move.

The Varushkan armies grimly hung on to their foothold, but the Thule seemed quite happy to curse the whole of Verthandi so long as the Varushkans were suffering from it - and appeared to be able to predict their every move almost before the Varushkans knew it themselves.

The Jarl of Kierheim

In 242YE, the Jotun launched an assault across the frozen Lake Nutjuitoq, bypassing the Empire's holdings entirely, and carving out a beachhead in the Suaq Fount. They were led by Kjorvak, Jarl of Kierheim, whose willingness to risk the untested ice allowed him to take the Wintermark defenders by surprise.

Guntherm moved to engage, again leading the Green Shield army. Once both Imperial and Jotun forces were heavily committed however, a Thule army named the Shard of Winter attacked both sides under cover of a great storm of snow and ice summoned by the orc warlocks. The Shard of Winter were also reported to have a 'great rune-clad Artok' accompanying it. Many military intelligence reports disagree strongly on the rune-markings, or the number of such beasts. However, what is clear is that at least one of them is tamed enough to be ridden by a Warlock, because this is the one which they use to try to assassinate Kjorvak.

In the storm, Kjorvak was separated from his Skjaldborg warriors and by chance ended up facing the Emperor directly. Instead of slaying his enemy while he was distracted by the Thule, Guntherm saved his life. The details of their alliance are a matter of song and story, but the outcome is generally agreed by historians - as the storm cleared, the Artok and its warlock master lay dead. The Thule fled north back into Otkodov, and shortly after the Jotun armies retreated back across the lake.

The grimnir Haalstan the Green attended Emperor Guntherm immediately after the battle; it is from his diaries that we know that Guntherm told him about the encounter with the Jarl, and with the Artok and its Warlock master. After the fight, Kjorvak swore a blood-oath to Guntherm, on Guntherm's sword - if a Steinr calls on the debt with Guntherm's sword in hand, "the blood of Kierheim will come to their aid against the Thule". Haalstan wrote that he was very interested in the precise phrasing of the oath, and records that it was to be carried "in the blood of Kierheim".

Guntherm is widely held to have kept in contact with the Jotun by Winged Messenger extensively after this incident, particularly the northern Jotun, even though he still held footholds in their territories. For his part, Kjorvak was reasonably successful at home despite the failed invasion, and his bloodline still rules Kierheim today - the current Jarl, Ustigar, is a direct descendant.

Failure in Otkodov; the Druj stir

In 243YE, the Varushkans finally lost their foothold in Verthandi. As the armies retreated, the Thule invaded Karsk and Skarsind in force. At the same time, Guntherm continued the campaigns along the coast of the Gullet, seeking to comprehensively deny the inlet to the Jotun.

In 244YE the situation worsened further. The Druj begin to send raiding parties into Therunin. Despite the potential consequences, these raids were mostly ignored at the time - dismissed as being a response to Navarr incursions into the Mallum. Within a year, however, the Druj caused a major embarrassment by ambushing a trading caravan run by a Brass Coast family at the border of Holberg, slaughtering not only the Freeborn but also their League guards. The scandal quickly escalated when it became apparent that the Freeborn were trading with the Druj, allegedly with tacit support from the popular Senator for Holberg. While questions were being asked in the Senate, and several important citizens in both nations were facing serious questions from the Magistrates, the Druj launched two massive invasions into Holberg and Therunin, and sent significant raiding parties sweeping across the Semmerlak into Weirwater and Semmerholm.

The Ceasefire

In 246YE, Guntherm arranged a two-year ceasefire with the Jotun, ratified by the Senate, Handling much of the negotiations personally (albeit with the support of several skilled diplomats from other nations). According to the treaty, the Jotun demanded no concessions - they were happy to fix the borders as they existed at the time, leaving several regions of Kalsea and Narkyst in Imperial hands.

Mysteriously, the Thule offensive in Karsk and Skarsind also wavered and ultimately withdrew around this time. Contemporary investigations suggest that the Thule may have become embroiled with a Jotun offensive along the north-western coast of Urdur. Modern historians question the likelihood of such an offensive - the Jotun are after all known to despise naval tactics, and the coast of Otkodov is extremely hostile to such assaults.

In order to avoid any accusation of appeasing the Jotun, Guntherm also pressed on with the construction of two fortifications in Jotun territories - the Nail in Ashahohn, and the Iron Banner on the Iron Stand.

Against the Druj

In 247YE, the Empire threw every army they could against the Druj in Holberg and Therunin, pushing them back into the Barrens and the Mallum. Guntherm refused to let the Imperial armies take the Barrens, or any territory in the Mallum. Instead, the armies focused exclusively on inflicting horrific casualties on the Druj - and suffering significant losses in return. This strategy earned Guntherm the sobriquet "the Bloodthirsty".

The Throne ended up facing an Inquisition by the Imperial Synod regarding his insistence that not only would no Druj prisoners should remain alive, and that they should copy the terror tactics of the Druj and turn them against themselves - denounced at the time as a major offence against the virtues of Prosperity, Courage, and Pride and dangerously close to encouraging the malign powers of .Fear, Vengeance, and Hatred.

Records of this Inquisition are patchy, but the main narrative that emerges is that Guntherm did not want the Empire to get attached to territory on the eastern front. Not only did he believe it would be costly to defend, but he saw little value in splitting Imperial forces between the east and the west - he still intended to conquer as much of Jotun nation as he could once the ceasefire ended.

Historians have speculated extensively about this decision to drive the Druj off, but to eschew conquest. Two main theories have emerged. The first is that Guntherm, contrary to his nickname, was sickened by the waste of human lives involved in the attempted conversion of the Jotun thralls, and did not want to have to repeat the experience on the Eastern side of the Empire. The second is that Guntherm simply did not care about expansion which did not directly benefit Wintermark.

Another Jotun Invasion; the death of Guntherm

In 248YE, the ceasefire with the Jotun expired, there was no attempt to extend it. The Jotun immediately launched a thorough offensive against the Imperial-held areas of Narkyst and Kalsea. to their surprise, they encountered lands that had largely been denuded of Imperial settlers. The Wintermark and Marcher civilians who had made an attempt to carve out new lives in the conquered regions had been quietly evacuated back to their original homelands to avoid them falling into the hands of the Jotun. All that remained were the fortifications, their garrisons, their supply chains - and the Imperial armies moving into position to defend them.

The Jotun were prepared for the fortifications too, however. The Iron Banner was allegedly destroyed by ice giants, summoned from the cold Summer domain of Cathan Canae to fight alongside the orc armies. The Nail was besieged for several months, and on the point of starvation the Jotun granted its garrison safe passage back to the Marches, on the condition that they left the fortification intact - and also that they left all their weapons behind them when they went.

Guntherm was recorded as having been confident that the Jotun would be content with regaining the Gullet - but he was proven wrong. Once they had cleaned up the coastal regions, the Jotun swept into Sermersuaq with thirty thousand orcish troops ready to return the Empire's challenge to their homelands.

This invasion marked the end of Guntherm's campaigns against the Jotun. He was killed on the Suaq Font defending the coastline of Sarda against the Burnt Claw tribe, who took several trophies of their victory, including his sword, back to their lands far to the west.

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Candidacy

Overview

The Conclave can declare someone to hold a specific Imperial title controlled by the Conclave such as archmage, Warmage or Dean of the Lyceum. Occasionally, this declaration has been used to simply remove someone from their position, by declaring that their post should be filled with nobody.

Declaration

A declaration of candidacy must explicitly name a single Imperial citizen who will appointed to the chosen title. It is possible to raise a declaration of candidacy for someone else, but only the person who raised the declaration can speak on their own behalf.

Contents

- 1 Overview

- 2 Declaration

- 3 Resolution

- 4 Titles appointed by Declaration of Candidacy

- 5 Further Reading

- 5.1 Core Brief

- 5.2 Additional Information

It is typical for the civil service to group together all declarations of candidacy for a single title. They are dealt with as a single item on the agenda at the point where the last declaration was raised. In this case, each individual who has raised that declaration makes a presentation in the order they raised their candidacy, then a single discussion takes place followed by a single vote. The candidate with the most votes takes the title.

The incumbent does not automatically get to make a presentation - although there is nothing to stop them raising themselves as a candidate if they realise someone is challenging for their title. Even if they have not raised a separate declaration, the incumbent is automatically presented as an option during the voting process, and they may speak during the discussion period following the normal rules.

Resolution

The chosen candidate assumes all the responsibilities and powers of the title at the end of the Conclave session. It is the responsibility of the previous holder of the title to ensure that all regalia passes to the new title holder speedily and with the minimum of fuss.

Every Imperial title appointed by declaration of candidacy has tenure; they remain in position until they die, resign the title, or are replaced by a new declaration.

When Urizen joined the Empire they were instrumental in the formation of the Conclave. As a result of their actions, the constitution was amended to lay out the duties of the Conclave and stated that "it shall be guided by fraternities of magicians under the general aegis of the Senate, and without interference from the Synod." As a result it is not possible for the Imperial Synod to revoke an Imperial title appointed by the Conclave.

Titles appointed by Declaration of Candidacy

- Arcane Architect

- Archmage

- Bursar of the Conclave

- Dean of the Lyceum

- Gloaming Sentinel

- Imperial Censor

- Imperial Magus

- Imperial Seer

- Master of Ice and Darkness

- Penumbral Watcher

- Warmage

Further Reading

Core Brief

- Conclave session

- Declarations

- Amity, enmity, and neutrality

- Candidacy

- Concord

- Dissemination

- Endowment

- Imperial lore

- Interdiction

- Reconciliation

- Sorcery

- Conclave order

Additional Information

- Conclave address

- Principle of Precedence

- Principle of Presence

- Principle of Proportions

- Conclave vault

- OOC design

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Canterspire Circle

Contents

- 1 Overview

- 2 The Resource

- 3 The Bourse Seat

- 3.1 Responsibilities

- 3.2 Powers

- 3.2.1 Seat on the Bourse

- 3.2.2 Bounty of weirwood

- 3.3 Appointment

Overview

The Canterspire Circle (or more correctly, Circles) are located on the slopes of the Operus mountains in the Urizen territory of Morrow. Custodianship of the Circle grants an Imperial title; a seat on the Imperial Bourse; and a seasonal bounty of valuable weirwood

The Resource

The lower slopes of Canterspire are marked by strange circles of weirwood that grow rapidly despite the barren soil. All the trees grow in this circular pattern; despite a great deal of research no rational explanation has ever been found for this phenomenon. There is some agreement that whatever it is, it is not magic - even allowing for the fact that magic rarely has any effect on living weirwood, there is no sign of any lingering enchantment or aura that can be discerned by the magicians who study the groves. The workers are careful never to "break" a circle - they never take more than half the trees in a given ring at any time. This is not mere superstition. In the early days of Imperial control, three-quarters of the trees in one of the rings were felled by mistake, and no new weirwood trees have grown in that area since. Indeed, nothing has grown in the vicinity to this day - the half-dozen ancient trees still standing are mute sentinels over a roughly circular area of empty, open soil.

Between the trees, little grows save grass and a particularly rich snow-white heather. Some farmers graze small herds of sheep and goats between the rings, harvesting the heather to make fine yellow dyes for which the region is justly famous. The hills around the weirwood trees are notable because of the rich groves of beggarwood that prosper there - providing a dark ring of faster-growing trees that completely encircles the Canterspire Circle. Several of the local spires have the rights to one grove or another, and this enhances their reputation for quality cloth and leather.

According to local stories, when Urizen joined the Empire the spire responsible for the weirwood groves enthusiastically welcomed the opportunity to cede their control to the Empire. The Spire of Golden Wood arranged a very equitable deal with the assistance of Emperor Giovanni and to this day control some of the richest farms and beggarwood groves in Urizen, in return for which they offer magical support and hospitality to the workers who maintain and harvest the Canterspire Circle. They are known more for their prosperity than for their magic, although the consummate excellence with which they prepare their signature yellow dyes, and their mastery of herb lore, are well known and well respected.

The Bourse Seat

Responsibilities

The Seat has no particular responsibilities; they simply receive a bounty of weirwood which is theirs to do with as they will. If the Canterspire Circle were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to the Canterspire Circle, the Seat would expect to be consulted as to how that opportunity might be resolved.

Powers

Seat on the Bourse

Custodianship of the Canterspire Circle comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of weirwood

The Seat has control of a source of weirwood and receives Bourse certificates to represent that control. They can dispense this resource as they choose. Production is 22 Imperial wains of weirwood every season.

Appointment

As with all weirwood Bourse seats, the holder of the title is determined during the Winter Solstice. As an Imperial seat, any Imperial citizen may participate in the auction and hold the title.

Custodianship of the Canterspire Circle is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be revoked by the Imperial Synod.

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Captain's Command

Description

The sentinels of Urizen and the cataphracts of Highguard alike appreciate the tactical versatility granted by these powerful weapons. Whether sweeping a foe's legs out from under them, or driving an enemy back with a mighty blow and an intimidating shout, the Captain's Command offers a greatly enhanced range of options.

The Freeborn often call these weapons Tempest Blades because the kohan who wield them use them to devastating effect when moving quickly through the massed ranks of opponents, spreading confusion and scattering their enemies in disarray like powerful winds.

Rules

- Form: Weapon. Takes the form of a two-handed weapon. You must be wielding this weapon to use its magical properties.

- Requirement: You must have the Weapon Master skill to bond to this item.

- Effect: You may spend a hero point to call STRIKEDOWN or REPEL with this two-handed weapon.

- Materials: Crafting a Captain's Command requires twelve ingots of tempest jade, eleven ingots of green iron. seven measures of dragonbone and four ingots of orichalcum. It takes one month to make one of these items.

When asked to solve the riddle of the Mysterious Knot by the adepts of ancient Tsark, the sword-scholar Sulemaine simply took up her blade and cut the adepts in two.

"Mystery only exists when someone is interested," were her final words on the subject.

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Captain's Garb

Description

The Captain's Garb is a suit of magical clothing with a distinctly martial look, infused with a little of the power of the dramaturgical persona of the Captain. A ritual magician who wears this clothing can draw on the power it contains to empower their ability to perform Summer magic. In addition to providing additional magical power, the robes also infuse the wearer with some of the personality of the Captain.

As a garment infused with the essence of the Captain, the robe also empowers the wearer's awareness of their own heroic qualities, helping them to stand firm and giving a gentle reminder of what is important – their friends.

The raiment itself is generally woven from wool, carefully bleached and dyed with vibrant colours, and decorated with sungold embroidery. They invariably include an amount of both soft leather and dragonbone incorporated into the embellishments or used to provide additional shape for the costume. The clothes tend to have a martial cut, designed to allow the wearer to move freely, reflecting the role of the Captain as a figure who takes action. The Captain's Raiment tends to reflect the fashions of the League and Dawn, but designs also exist for an even more practical outfit employing Marcher style, dubbed the Mummer's Yeoman, and a version cut to fit the aesthetics of a wealthy Steinr dubbed the Hero's Tunic.

While the Captain's Garb provides no protection in itself, it is an easy matter for the costume to be created with an eye to being worn under a suit of mage armour, leaving space to integrate pauldrons, pectoral, belt, circlet, vambraces, gorget, or greaves. In this way, a magician who also fights the enemies of the Empire with rod or staff can continue to draw on the power of the Captain infused into the robe.

Rules

- Form: Armour. Takes the form of a robe. You must be wearing this robe to use its magical properties.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Once per day you may use this robe to gain two additional ranks of Summer Lore for the purposes of performing a single ritual, subject to the normal rules for effective skill.

- Roleplaying Effect: While wearing this robe you feel an urge to behave in an honourable fashion, and to risk any danger to aid your friends and allies.

- Materials: Crafting a Captain's Garb requires twelve ingots of orichalcum, five ingots of green iron, five measures of dragonbone, seven measures of beggar's lye, and eleven measures of iridescent gloaming. It takes one month to make one of these items.

OOC Note

This is one of six sets of ritual robes designed by House Bourné, a Sarvosan guild formed by the union of League master-artisans and a Dawnish weaver cabal. Their unique designs combine the power of dramaturgy with a deep understanding of the hearth magic of girding. During Winter 380YE, in conjunction with popular publication The Looking Glass, the Merchant-Prince Genia Bourné di Sarvos announced that the guild would allow any Imperial artisan to visit their estate in Sarvos and study the schemata detailing the six raiments, free of charge.

Any character can learn how to create this raiment following the normal rules - either by selecting the robe as one of their starting items, or learning it as an extra item pick. The only restriction is that anyone who knows how to make one of these robes must have spent a week or two studying at House Bourné in Sarvos - there is currently no other way to master the patterns which remain the proprietary knowledge of the Bourné guild.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Captain%27s_Garb&oldid=52181"

Captain Decius' Song

Words and tune by Claire Sheridan

A song by Nicassia of Phoenix Reach after the death of Decius Cascade.

Now inside the Spire, There sits an empty chair, For Courageous Captain Decius No longer sits there.

Decius was brave and bold, He wore the General’s sash, Though it was voted off him, For his actions were too rash.

He fought our foes with life and limb, He gathered many friends, We took great Pride in Decius, Until he met his end.

His Loyalty sustained us, His face in battle grim, He took such grievous injuries, Our chirurgeon’s sustained him!

Bandaged Captain Decius, Always quick to smile, He counselled with humility, He went the extra mile.

Now inside the Spire, There sits an empty chair, For Courageous Captain Decius, No longer sits there.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Captain_Decius%27_Song&oldid=41821"

Captain of the Senate Guard

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Stipend

- 4 Appointment

Overview

The Captain of the Senate Guard is an Imperial title with responsibility for protecting the senators and the public gallery whenever the Senate is in session. The title was created at the Winter Solstice summit of 377YE, and Irontide Isk appointed to the position by the Senate. It was last appointed in Summer 381 so next scheduled to be up for election in Summer 382.

In Winter 381YE, The Imperial Senate voted to amend the powers of the Captain of the Senate Guard to give them a 5 Throne stipend.

Responsibilities

The Captain is expected to protect the Senate and public gallery whenever the senate is in session. The Captain does not have any official legal jurisdiction or powers, but the magistrates recognize the Captain's right to treat the Imperial Senate and public gallery as if they were their camp for purposes of the unwelcome visitor defence while the Senate is in session.

Unwelcome Visitor

There is a traditional defence to an assault charge which applies where unwelcome visitors who refuse to leave your camp are cut down, removed from camp and then provided with sufficient medical assistance to avoid permanent injury. One who is accused of assault but wishes to claim this defence should plead not guilty if it goes to trial. However, if the magistrate decides that the accused’s behaviour was unreasonable they will be found guilty.

Powers

Stipend

The Captain of the Senate Guard receives a stipend of 5 Thrones each season, with the intent to be used to reimburse the volunteers who guard the Senate when it is in session.

Appointment

The Captain of the Senate Guard is appointed by the Imperial Senate through a motion of appointment.

Any Imperial citizen may hold the title. The Captain serves for a term of one year and they can be revoked by the General Assembly, the Loyalty Virtue Assembly, and the Assembly of the Nine. Under normal circumstances the Loyalty Assembly would not be able to revoke an Imperial position; when the title was created, the Senate explicitly chose to allow this exception.

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Cardinal

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Member of the Assembly of Nine

- 3.2 Further Scrutiny

- 3.3 Appoint the Gatekeeper

- 3.4 Virtuous Appointments

- 4 Appointment

- 5 Further Reading

- 5.1 Core Brief

- 5.2 Additional Information

Overview

Each of the eight virtue assemblies appoints a cardinal to represent and lead them. They are generally referred to as "Cardinal of (Virtue)" or "Cardinal of The Way". Together with The Throne, they form the Assembly of Nine, arguably the most important assembly of the Synod.

Responsibilities

A cardinal is assumed to provide leadership to the priests and pilgrims who follow their virtue. They are expected to be well versed in matters of virtue and The Way so that they can speak with authority on matters of doctrine. Prominent citizens who are guilty of breaking the law but believe their actions were rooted in virtue will often request a cardinal to plead clemency on their behalf, so a familiarity with the law may prove helpful.

As a member of the Assembly of Nine, a cardinal can wield considerable influence over the politics of the Empire. In particular the Assembly has the power to veto any constitutional motion passed by the Imperial Senate. This allows the Assembly to uphold their constitutional obligation to "ensure the virtuous behaviour of the Empire".

The cardinal is empowered to appoint their virtue's gatekeeper, an important position that controls the distribution of true liao.

Having a beard doesn't make you wise.

Marcher Proverb

Powers

Member of the Assembly of Nine

Each cardinal is a member of the Assembly of Nine. As with all priests, they can raise a single judgement each summit with any one of the assemblies to which they belong. Every member of the Assembly of Nine may cast a single vote on any judgement brought before the Assembly. Unlike the General, virtue, or national assemblies the size of congregation a Cardinal has does not change their votes in the Assembly of Nine - each Cardinal (and The Throne) has one vote.

Further Scrutiny

A normal judgement requires at least three hours of scrutiny before the voting can be counted. If a cardinal is not satisfied that there is sufficient time for an issue to be considered then they may instruct the civil service to push back the voting deadline for the judgement to allow further scrutiny. Each cardinal may use this power once per summit, but only on a judgement submitted by a member of the Synod. They may not delay a judgement submitted by the Tribune of the Synod.

Judgements submitted by the Tribune of the Synod may not be extended nor may a judgement be delayed beyond the end of the current summit in which it was submitted. This power must be used before the judgement reaches its deadline - once that deadline is passed it cannot be changed. A judgement may still pass with primacy at any time, regardless of any change of deadline.

The limitation on this legal power is on the title, not the occupant. If a new citizen is elected to the title, they cannot use the ability that summit if it has already been used.

Appoint the Gatekeeper

Each of the seven cardinals of virtue are responsible for appointing the gatekeeper of their assembly. The cardinal is entitled to appoint a new gatekeeper at any summit where they are elected or re-elected. Once chosen, the cardinal has no formal power to influence the gatekeeper who may only be revoked by formal judgement by the appropriate assembly of the Synod.

The gatekeeper is an important position, entrusted with choosing who will receive True Liao. It is traditional for the cardinal to appoint a citizen from another nation to be the gatekeeper of their Virtue wherever possible. This practice is considered important to ensure that the gatekeeper is able to act independently of the cardinal. Cardinals who ignore this custom risk censure by the rest of the Synod.

The Cardinal of The Way does not appoint a gatekeeper. Instead, they are responsible for appointing the Conscience of the Senate.

Virtuous Appointments

Some cardinals are also responsible for appointing other titles, such as the Virtue Inquisitor of their assembly, or the Curator of the Printer's Guild Museum, a sinecure appointed by the cardinal of Prosperity.

Where a cardinal is responsible for appointing a title, that title can be reappointed whenever a new cardinal is chosen.

Appointment

Each cardinal is appointed by the appropriate virtue assembly. Only a member of the virtue assembly can serve as its cardinal. Selection is by a judgement of appointment raised by the Tribune in the standard manner.

The laws for Imperial elections state that, if eligibility to vote in an election is restricted in some way, then you cannot vote if you were eligible to vote in an equivalent but different election in the last twelve months. For example, if you were eligible to vote for the Cardinal of Prosperity at the Winter Solstice - and you change faith to be part of the Ambition assembly - you cannot legally vote for the election of the Cardinal of Ambition until twelve months have passed from the date of the first election.

The elections for the cardinals are considered to be legally equivalent positions restricted by virtue. This means that if you change your virtue assembly then you must abstain from voting in a election if it occurs less than four events after the previous election in your previous virtue assembly. If you are in any doubt about your eligibility then you should consult the Tribune, or Merlot the civil service overseer of elections who can advise you.

The judgement to appoint a cardinal will typically close at 6pm on the Saturday of the summit. These times may differ if an unscheduled appointment is required but there is always at least four hours for nominations and four hours for voting. After that time, the candidate with the most support is declared cardinal.

A cardinal serves until the next election for the title. A cardinal can be revoked by the General Assembly, or by the appropriate virtue assembly.

Reappointment Schedule

Winter Solstice

The Way & Prosperity

Spring Equinox

Ambition & Vigilance

Summer Solstice

Courage & Wisdom

Autumn Equinox

Loyalty & Pride

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Imperial Theology

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

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Caress of Arhallogen

Description

This wooden staff is often marked with the shape of spiders, scorpions and other poisonous bugs. It sometimes seems sticky to the touch, and several owners have commented that the staff sometimes seems to be watching them. It is named for the eternal Arhallogen, who has dominion over many forms of insect and arachnid. Some scholars believe that the knowledge of how to make these magical implements was first derived from that eternal, and that each one that is made is somehow connected to the King of Spiders. It has been noted by some Urizen stargazers and Dawnish enchanters in particular that the eternal and its heralds seem better disposed towards magician-diplomats who are bonded to one of these items.

The Synod used their influence to ban the creation of this item during the reign of Empress Teleri, but the Empress Varkula had that decision reversed, claiming with characteristic practicality that she largely did not care where a magician got their power from as long as they used it in the service of the Empire. Still, creation or possession of one of these staffs may cause concern in the Synod, and result in an individual being called before one of the assemblies (especially the assembly of Vigilance.)

Rules

- Form: Weapon. Takes the form of a staff. You must be wielding this implement to use its magical properties.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: Three times per day you may cast the venom or paralysis spell as if you knew it without spending any mana.

- Materials: Crafting a Caress of Arhallogen requires nine measures of beggar's lye, nine measures of ambergelt and nine measures of iridescent gloaming. It takes one month to make one of these items.

"You want to beat orcs then you've got to understand how they think. They aren't afraid of dying on the end of a sword or a spear. Torture don't scare them - they'll just spit in your eye and fight you with every breath. But the idea of just being helpless, pissing yourself with anger as the enemy chain you up and drag you away to be a slave for the rest of your life, now that's something that gets them where it hurts. Let 'em know that if they come near us then their precious families and tribes will be labouring as our slaves until the end of time. That's where these come in, because the real power they've got isn't magic, it's fear."

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Caretaker of New Dunhall

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Levies and Bounties

- 4 Appointment

- 5 New Dunhall

Overview

The Caretaker of New Dunhall is an Imperial title awarded to a Wintermark citizen.New Dunhall was commissioned by the Imperial Senate in Summer 381YE following a natural disaster that claimed parts of south-eastern Hahnmark. The opening of Lorenzo's Deep Pockets (as the sinkhole is known) displaced a significant number of WInterfolk including the residents of Dunhearth Hall. New Dunhall both provides a new home for these people, and a place for the Winterfolk to keep a close eye on the sinkhole.

The Caretaker looks after New Dunhall, as well as gaining custodianship of a sinecure which provides a bounty of coin.

Responsibilities

The Caretaker has no official responsibilities; they simply receive a bounty of coin. Unofficially, they are expected to maintain and expand the prosperity of New Dunhall and the people who live there. If the hall were to be threatened in any way, it would be their responsibility to deal with those threats. Likewise, if any opportunity relating to New Dunhall presented itself, they would make any decisions needed to take advantage of it.

Powers

Levies and Bounties

The Caretaker receives an income of coin levied from the large marketplace and partly paid for with contributions from traders enjoying the protection of New Dunhall and its Redfeldr warriors..The sinecure provides the Caretaker of New Dunhall with a little over 16 crowns each season (324 rings to be precise).

Appointment

The title is selected by unanimous decision of the Wintermark senators. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by any citizen of Wintermark. The caretaker has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Wintermark National Assembly, and by the Assembly of the Nine.

New Dunhall

Long before The Empire and even Wintermark, the Dunnings lived in and defended the southern region of what now is Hahnmark. Their hall - Dunhearth - was built near Woodhall in Wood Heath, not far from the settlement of Arnburh. With the foundation of the Empire it became an important stopping point for caravans moving the vast resource wealth of wood, charcoal, furs and metals out of Wintermark, primarily into Upwold At the same time, traders brought the bounty of the Marcher farmlands, grain, fruit and cattle to Hahnmark, as well as good from further afield (including Temeschwar and Miaren). The Dunnings maintained a significant military presence in the area - the Redfeldr - who provided security across this sparsely populated border area. As well as a martial legacy, the Dunnings are renowned for artifice, with a portion of the materials passing through Dunhearth being turned to fine woodwork, clothing, weapons, armour, pottery, glassware, jewellery, and famous ales and meads.

In 381YE Arnburh, the Dunhearth Hall and neighbouring Woodhall fell into a massive sinkhole. Forewarned by the Navarr, the Thane and Redfeldr mobilised the town and cleared out all peoples and materials that could be moved. Nearby Hendal Hearth offered succour which was gladly accepted and a tent city was erected by this settlement.

During the Summer Solstice summit of that year, the Dunnings decided that the virtuous path was to turn disaster into opportunity. They made plans for a grand Wintermark trading town to re-establish the flow of goods between Wintermark and the Marches, and to protect the new trade routes around the hole. Likewise it could serve as a base of operations for mining into the hole and any further exploration of ruins below - and potentially a defence against any fell creatures that might come out of the depths of the earth. Work was begun almost immediately, and the majority of the construction completed shortly before the Autumn Equinox.

At the heart of the new town is a large market intended for commodity trading and the sale of the Dunning’s fine artisan goods. Prominently positioned in the middle of the market is a twelve-foot-tall red stone statue of a peculiar Asavean figure - the central stone for the great work known as Lorenzo's Legacy of Vigilance. Some of the locals are uneasy about the statue - it is believed by many to depict some idolatrous Asavean deity.

A new Dunhearth Hall was built, larger and richer than the old hall, destroyed in the collapse. Along with the various barracks, supporting buildings, and defensible walls, New Dunhall is a fine example of a Wintermark town, dedicated to the continuing security of the area. The displaced population of Arnburh helped to ensure that the construction was completed quickly, and most now call New Dunhall home.

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Caricomare

Contents

- 1 Overview

- 2 History

- 3 Destruction

- 4 Rebirth

- 4.1 The Mystery of the Shifting Statue

- 5 The Mayor of Caricomare

- 6 The Blood Red Quays Art Gallery

Overview

Caricomare is a district of the League city of Sarvos. In 348YE it was devastated by a terrible tempest; in 378YE it was restored and reinvigorated thanks to the generous donations of the citizens and the tireless work of its Senator.

History

Caricomare was a vibrant trading hub for the empire, famous for its miraculous quays. Ships from across the Bay of Catazar, and the wide world beyond, were regular visitors to the jewelled city and their engagement with League society often began there.

The tomb of the Empress Giselle once stood in the ruins of the Alivetti guild estates here (before being moved to Temeschwar), but the ward was better known as the site of the wondrous Caricomare Quays, a great marvel unmatched elsewhere in the world. The mechanical quays were devastated by the storms that flooded this part of the city. The repairs were considered too costly and the floods created a displaced populace, compounding the overcrowding in the city. Caricomare spent three decades as an abandoned, dangerous place, a maze of flooded streets and waterlogged buildings, but it was said that riches could still be found in the depths, for those brave enough to investigate.

Destruction

In 348YE, the city was struck by a terrible tempest that did significant damage to many coastal parts of the city and lead to the flooding and eventual sinking of the southern district of Caricomare. Reclaiming the ruined quarter of the city was deemed "too expensive" by the Senate - a move that some bitter Sarvosans believe to have been intended as a punishment for the League and the city of Sarvos in particular, in the wake of the unpopular Empress's death.

Rebirth

It seemed as if Caricomare was doomed to remain a haunted ruin forever. But in 378YE a decision by the Imperial Senate saw the beginning of a major reconstruction effort in Caricomare, to drain the flood and to appoint a Mayor to oversee the district. Thanks to these efforts, the area is once again a thriving district of Sarvos despite thirty years of neglect. Many sections had to built over, using the sunken ruins as the foundations for new structures, but great pains were taken to include as much of the original architecture as possible. The tomb of Empress Giselle in the Alivetti guild estates was one such area; painstaking raised from the waters and returned to its former glory. Other historic buildings have also been raised and restored or rebuilt in their previous image with numerous families and Cartas reclaiming lost property throughout the district.

Some of the sunken roads have been left underwater and cleared of wreckage, leaving simple water ways that serve as canals and as a memorial to those who were lost to the storm. Many of the bridges build to span the waterways are adorned with memorial plaques and mementos. The districts of the Caricomare have been redesigned to keep trade, the districts life blood, flowing smoothly. Wide roads and canals now run through the district from the quayside like the spokes of a wheel, allowing people and goods to get where they need to be quickly.

Among the many new additions is the Notturno district, the official home of the Caricomare Night Market. During the day it is another bustling market place, however as the sun sets it really comes alive. Some outrageous claims have been made that the Night Market is lit by more lights than there are stars in the sky, but it cannot be denied that the grand marketplace is an unceasing riot of colours and sounds whether it is noon or midnight. Anyone and everyone is welcome, whether they want to trade, entertain or be entertained.

The quayside is trading again, but the mechanical quays are still too badly damaged to function and whole sections had to be dismantled in the restoration process. Until the docks are fully rebuilt the Caricomare won’t be the trade hub it once was.

An obvious new addition is the gleaming white statue that adorns the quayside depicting Senator Miroslav of Sarvos, who championed the rebuilding in the Senate and now watches over the results of his hard work.

The Mystery of the Shifting Statue

Over the Winter of 378YE, the statue of Miroslav underwent a dramatic, unexpected change. The statue itself was quickly concealed behind a wall of scaffolding and dust-sheets ... but not quickly enough. Gossip initially suggested that the entire statue had warped and shifted like hot wax, changing from a depiction of the proud Senator into an effigy half-goat, half-serpent with twisted features, cloven hooves and impious horns.

Even with a few guards preventing access to the statue, any number of urchins and interested citizens have uncovered the truth - the statue has "only" changed so that the facial features reflect those of a snide naga. Rather than gazing out across the bay, the statue leans slightly forward, whispering conspiratorially behind one raised hand, forked snake-tongue protruding and an expression of malicious glee. Casual examination by magicians suggests this vandalism is not the result of a mundane attack; a weak aura of Night magic could be easily discerned around the sculpture for the first month or so.

The sculptor who was initially engaged to create the statue, Anatrice di Sarvos, has made little secret of the fact that she is not interested in returning to a finished piece and considers the fact that the statue has altered to be "not my problem." In private she has amended this to "not my problem - I've been paid."

The statue remained covered until the Grendel invasion of Spring 380YE. The orcs removed the tarpaulin, and there was allegedly some interest in removing the sculpture as a gift for one of the Salt Lords. In the end, the Grendel left the jewelled city without the statue. Then, during the celebrations following the coronation of Empress Lisabetta, the statue underwent a second marvellous transmutation.

Losing all its ophidian characteristics, the statue instead took on the mien of smiling triumph, and went from whsipering behind its hand to mounting a set of stairs. It now bore an oddly reflective coin in one hand and a lantern in the other. No sculptor claimed credit for the alterations, and so it has been simply chalked up as yet another miraculous occurrence by the residents of Caricomare. Rumours quickly spread - two in particular have proved popular with the citizens of the League.

One says that if you gaze into the surface of the metal coin my moonlight, you can gain a glimpse of your heart's desire - that goal or thing that would be the finest expression of your ambition. The other says that the statue itself measures the fortunes of the Empire (or the League, depending on who one asks) and that where it once suggested dark conspiracies and treachery, it now reflects an Empire entering a new age of ambitious destiny. Indeed, priests who preach the path of Ambition have already begun to congregate in the square on market days, and deliver sermons from the steps at the base of the statue.

The Mayor of Caricomare

With the restoration of the district, the Imperial title of Mayor of Caricomare has once again become available. Responsible for overseeing the district and representing its cosmopolitan citizenry to the Senator; those same citizens trust the mayor to vote on their behalf in the Sarvosan senatorial elections each summer.

The Blood Red Quays Art Gallery

Built toward the end of 380YE the Blood Red Quays Art Gallery was commissioned by Magdelena Alanga di Sarvos and paid for by The Bloody Butchers Guild of Temeschwar. In addition to serving as a gallery to display fine works of art, it provides inspiration to, and serves as a source of Pride for, the citizens of Sarvos.

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Cartographer's Eye

Description

A cartographer's eye may take a number of forms; a sphere of glass or crystal, often contained within bands of metal; a set of actual map-maker's tools; or a beautifully inlaid and detailed map are all common forms. The item is usually set with tempest jade and often has precise measurements laid out in weltsilver around the edges to help focus the minds of the magicians who use it on the wider geographical scale.

The first cartographer's eyes were used by Marcher landskeepers to extend the influence of rituals such as Blessing of New Spring, Strong Ox, Golden Sun and Gathering the Harvest. They were quickly adopted by magicians in other nations, however, especially in Varushka, The Brass Coast and the The League. The ability to extend the power of rituals to cover far-flung businesses and farms is especially valuable to magicians of those nations. While the similar Orator's Chalice is commonly used for the benefit of warriors and armies, the cartographer's eye is much more valuable to economically minded magicians; they are rarely shy about charging for the added versatility that comes from its use. Some magicians lament the fact that there seems to be no way to combine the power of the cartographer's eye with that of the orator's chalice; the coven must always choose between using their rituals on members of two bands, or on targets in two regions, never having both options.

It should be noted that while this is a powerful tool, it is useless when combined with rituals that effect entire regions or territories; it cannot be used to enchant or curse two regions or two territories. The restriction is subtle, and often hard to explain to non-magicians, but it boils down to the fact that it only effects rituals that affect a distinct range of targets within a geographical region by extended the area within which those targets may be selected.

Rules

- Form: Paraphernalia. Takes the form of a piece of ritual paraphernalia. The item must be present in the ritual to use its magical properties.

- Effect: When your coven performs a ritual that targets resources in a single territory, they can also include resources from a second territory provided both are part of the same nation.

- Materials: Crafting a cartographer's eye requires seven ingots of tempest jade, five ingots of weltsilver and four measures of dragonbone. It takes one month to make one of these items.

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Carts Come Home

Carts Come Home was written by Jennet of Mourn, to commemorate the Marchers lost in the battle for Karsk.

OOC it was written by Daisy, loosely based on the trad tune The Water Is Wide. Recording is here.

Sheet music is available here

The carts come home, the oxen heavy laden With Marcher bones, brought from another nation Our girls come home, in fallow fields they're lying And all alone, I see the farmer crying.

The carts come home, the oxen heavy laden Our orchards grown, will hang heavy in the autumn Our girls come home, in fallow fields they're lying For seeds are sown, where other flowers lie dying

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Carve the Crystal Guardian

Contents

- 1 Rules

- 1.1 Day Magnitude 20

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 20

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a mana site. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual conjures a band of warriors drawn from the crystals of the mana site, and imbued with vital essence from the magic that gathers there. The warriors form a powerful military unit under the control of the character who controls the target mana site, and fight under that character's command during the coming season.

The target mana site produces no crystal mana during the coming season. At the end of the season, or if they are destroyed, the warriors return to the mana site and dissolve back into it, restoring its production to normal.

The military unit created consists of supernatural troops that can be assigned any of the tasks that a normal military unit can undertake. While they are effective at all these tasks, the warriors are especially well suited to fighting as part of a campaign army and receive a five rank bonus (equivalent to an additional 100 fighting force) when they do so.

Additional Targets

This ritual can affect additional mana sites in the same territory. Each additional mana site increases the magnitude by 15. The character who controls each mana site must be present throughout the ritual, and each receives control of their own military unit.

Description

The crystal warriors called forth by this ritual draw themselves together from light, raw mana and the minerals found at the mana site. They begin as rough crystal shapes but quickly become more complex until they eventually take humanoid form. Scholars who have studied the magic believe that they are imbued with the spirits of certain lesser creatures of the Realm of Day, and that is why their consciousness is so well suited to obeying orders and fighting alongside an organised army. They are usually accoutered with staves and mage armour or with pole-weapons with the appearance of medium armour. Regardless of the appearance, their armour or lack thereof does not seem to restrict their ability to fight or the ability to use their supernatural abilities. The majority of these crystal warriors are capable of performing a limited repertoire of battlefield spells, often related to the nature of the mana site from which they are formed. Observers have seen crystal warriors channelling mana to duplicate effects such as heal and repel to aid their allies, restore their own numbers, or harry their enemies. Careful interrogation of these warriors has suggested that their magical abilities are much closer to the innate abilities of eternals and heralds, or the functions of magical items, than to true spellcasting.

These supernatural warriors can speak, and appear to be intelligent although there is something ... distant about them, as if they are not entirely focused on the present or the conversation. They follow orders well, but tend to become confused by strong emotions and unruly celebrations, and do not seem to have individual names (although they clearly have individual identities). They maintain a slightly angular or jerky quality that harks back to their supernatural origins, and often appear to be composed of crystal or metal rather than flesh; they can be hurt and even disrupted by blows as easily as any other warrior, however. They can be healed by magic, but the chirurgeon and physick skills are often of limited use once they have taken sufficient damage to incapacitate them.

Magicians who have spent time in the courts of the eternals of Day have reported encountering very similar beings as guards and servants. The stargazer Lydia of Beacon's Hollow claimed in an address to the Imperial Conclave that these creatures were actually constructs similar in principle to the ushabti but animated by a more complex form of magic that gave them the appearance of being living creatures with personalities. She further theorised that this was why the destruction of the warriors had no effect on the mana site itself - that it simply tied up the energies of the location in the form of crystal constructs, and that the magic 'snapped back' when there was no more need to maintain the warriors' pseudo-personalities. Regardless, it is reasonably well-known that some Day Eternals are prepared to offer materials or items that assist with the performance of this ritual, although they rarely do so lightly.

In Highguard this ritual is viewed with some suspicion; as with Conclave of Trees and Shadow there is concern that some of the crystal warriors are capable of remaining beyond the duration of the ritual, for their own reasons. The Freeborn express concerns also, that the crystal warriors are somehow enslaved by the one who controls them, because it is much less clear where the motivating spirit comes from than it is with the Conclave ritual. Regardless, the enchanters of Dawn, the Marcher landskeepers and the Urizen magi are all known to make good use of this spell. Many enchanters see it is a powerful way to reinforce their troops with well-disciplined, resplendent warriors; the landskeepers see it as drawing on the energy of their territories to support the household troops; and the Urizen, unsurprisingly, see it as a marvellous, if expensive, alternative to relying on mundane soldiers to fight their battles.

In the past, this ritual has been used to call up warriors to take part in a tourney or to test the mettle of soldiers or knights. The expense of performing the ritual means that this is a rare, magical activity that attracts warriors from all over when it is attempted, especially in Dawn. Like several other summoned creatures, the crystal warriors cannot pass through the Sentinel Gate at Anvil. As with creatures such as the husks conjured by Quickening Cold Meat, magicians theorise that this is because the gate cannot latch-on to the spirits of Day (or magical construction, depending on which theory one ascribes to) that empower them; when they try to travel through the gate their spiritless 'bodies' simply shatter into dull chunks of material and their now bodiless spirits flare, and are extinguished (or return to the Realm of Day).

(OOC Note: Under most circumstances, the crystal warriors summoned during Profound Decisions events will, unfortunately, have to remain primarily as a downtime or plot resource rather than something that can be used on the field. At player events, this might not be the case; but we cannot commit to phys-repping crystal warriors at short notice nor can they be used in uptime battles due to their inability to pass the portal.)

Common Elements

The ritual often involves a map of the mana site to be enchanted; in the case of the Urizen a map of the entire area may be studied, and that information woven into the invocation itself. Where possible the ritual is performed using crystals that come from the man site in question although this is not a requirement. Other common features include minerals from the target area; valuable crystals of gemstones; symbols of Loyalty; or weapons and armour (or implements and mage armour), especially enchanted version of those items.

As with many Day rituals, mirrors, light and careful invocations are common elements. The character who will control the summoned crystal warriors may be symbolically girded as a warrior or general, or crowned in some fashion, especially with a crystalline crown. The name of the eternal Zakalwe is often evoked during the performance of this ritual.

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Casinea

Contents

- 1 Overview

- 1.1 A Turbulent History

- 2 Recent History

- 3 Major Features

- 3.1 Anvil

- 3.2 The Silent Sentinel

- 3.3 Syrene

- 3.3.1 The Pool of Syrene

- 3.4 Syrene's Wisdom

- 3.5 Lorenzo's Legacy of Properity

- 4 Regions

- 4.1 Casfall

- 4.2 Greatwood

- 4.3 Mareholm

- 4.4 Syrwatch

- 4.5 Woodwych

- 5 OOC Notes

Overview

In Highguard's northwest, Casinea is an old and wealthy territory as well as the site of the town of Anvil, the political heart of the Empire. Once entirely forested, the woodlands have slowly been felled until only Greatwood and Woodwych are still covered and within a few generations it is likely the trees of Woodwych will be gone as well. Still, the scattered hills and low mountain peaks of Syrwatch and Mareholm are rich with mines and quarries that show no signs of running out any time soon. In addition to fine marble, gold, and silver, Casinea produces excellent quality weltsilver, tempest jade and precious stones have been mined here for centuries. Several wealthy chapters protect the quarries and mines to ensure the protection of the vital assets against barbarians and bandits.

Modern Casinea is reasonably peaceful - at least on the surface. Behind the tranquil façade there are still echoes of conflict from events that happened centuries ago. Recent threats from the Druj and the creatures of Brocéliande, have brought some old disagreements bubbling back to the surface. The fallout from political events at Anvil have inspired other chapters to take a closer look at Highguard's role in the Empire - and at their own role within their nation.

A Turbulent History

Casinea has a turbulent history. The first settlers arrived here shortly after the Highborn arrived on the shores of the Bay of Catazar, but the territory was not completely conquered for several decades. The Highborn focused primarily on civilizing Pharos, and then securing the frontier in Bastion. Casinea was heavily forested, a wilderness dominated by savage orcs who fought viciously against human settlers. Eventually tiring of raids from the north-west the patricians turned their attention to the rich woodlands and mobilized their armies to deal with the barbarians as they had dealt with those in Pharos and Bastion, They were only partially successful. Even after the eastern regions were conquered, bands of scattered orcs remained to harass settlers - indeed there are reports of orc raiders attacking into Casfall and Syrwatch as late as 150YE.

After the armies came the settlers. Casfall (originally called Newland) was quickly dominated by farms and timberyards. Within a generation, construction began on the fortification in Marehom that would protect against the orc presence in Reikos. While clearing forest and finding stone and metal in Syrwatch (or Northwood as it was then), scouts discovered the Pool of Syrene, and the powerful Tutamen patrician family claimed the region. Their claim was contested by the Kehment family, and political wrangling eventually boiled over into armed aggression. Some historians point to this short-lived conflict as the first real sign of the corruption beginning to take root in the patrician families. The Tutamen were ultimately victorious, leaving the Kehment broken and bitter - they would eventually quit Highguard altogether for the nascent city of Sarvos to the west. The Tutamen moved their entire household to Syrene's Wisdom, and renamed the entire region after their patrician. Their presence the pace of colonization - in the east at least. While the woods were slowly cleared from Syrwatch, Marehom, and Newland, the western woods remained wild and completely unsettled until the time of the Revelation.

When the Virtuous first began to abandon the heartlands of Highguard, a significant majority built their chapters on the frontier. For most this meant Bastion, but several chapters were established in western Marehom and Newland. A handful of the most Ambitious and Courageous, however, sought the freedom to expand into the western woods. Several wanted isolation not only from the corrupt patricians, but even from other chapters - the solitude necessary to explore their relationship with the virtues without distractions. These rugged chapters carved out demesnes from the woods, driving the remaining orcs west and north as they did so. Even today, the chapters of western Casinea have a reputation for being insular and standoffish.

By the time of the Highborn civil war, then, Casinea was split roughly in two. The eastern regions - Syrwatch, Casfall/Newland, and Marehom - were settled and prosperous, dominated by the patrician families, and protected by the Silent Sentinel. The wild forest regions of Greatwood and Woodwych were sparsely settled until the first exodus of those who had embraced the Revelation of Virtue. The first battles of the civil war were fought here, as the western chapters fought the patrician armies along the edge their forest in a vicious campaign that eventually saw the virtuous victorious but not without terrible losses on both sides and the near destruction of the Silent Sentinel.

Following the end of the civil war, Casinea remained a place of conflict. Highborn soldiers fought against Dawn over the northern borders, and with expeditionary forces from the independent cities of Sarvos and Tassato, as well as with vallornspawn out of Miaren and Brocéliande and orc raiding parties from Reikos. Long after peace settled over Bastion and newly-christened Necropolis, Casinea remained tumultuous right up until the Foundation of the Empire and the final conquest of Reikos in 56YE.

Recent History

As with Bastion, Casinea saw an influx of refugees from beleaguered Reikos when it fell to the orcs in 367YE. For the most part, the refugees lived as guests of the existing chapters rather than creating their own. Following the final liberation of Reikos in early 380YE, the majority of these exiles chose to return across the border to the east and begin rebuilding their lives.

While the threat of the Druj in Reikos is ended, the vallorn of Brocéliande remains dangerous. In Summer 378YE, unknown forces attempted to spawn a vallorn in the Greatwood. Fortunately for the people of Casinea, Unconquered scouts from the Seventh Wave under orders of General Cuth uncovered the infestation before it could establish itself, and the threat was contained and ultimately destroyed. There are still occasional stories of unnatural creatures in the Greatwood, but the threat of a new vallorn consuming Casinea appears to have ended.

A little over a year later, however, a second major incursion took place. Just after the Summer Solstice, thick clouds of vallorn miasma spread from into Casinea, accompanied by bands of abominable insect-like ettercaps. They attacked farms and settlements near the outskirts of the dark Navarri forest. The ettercaps were little more than a nuisance, quickly dealt with by the garrison at the Silent Sentinel and Varushkan soldiers from the Northern Eagle. This incursion was only the most obvious symptom of the danger however; reports flooded in of farm and forest produce twisted and made unwholesome by the influence of the vallorn. For the most part, the threat was contained and the twisted vegetation destroyed, but some of the plants in Casinea, especially in the north, still bear the mark of the vallorn's corruption.

Since then, there have been no further threats from the vallorn, but the chapters of Casinea nonetheless keep a wary eye on their north-eastern and eastern borders. With the recent annexation of Tamarbode by the eternal Llofir, their Vigilance may prove even more important.

In Spring 380YE work began on the Blood Red Roads, a major building project sponsored by the League. The road passes through Casinea, linking Sarvos to Astolat, and ultimately through Semmerholm to Holberg. Completed shortly before the Winter Solstice 381YE, the road passes through Woodwych, Casfall, and Marehom and is a major boon to the farms and businesses of Casinea. It has not been universally welcomed however; several of the more conservative chapters, especially the insular hermits of the Greatwood, mutter that the road will not only bring merchants but also the lose morality and licentiousness of the League to the heart of Highguard.

Major Features

Anvil

Location of the Senate, and the Sentinel Gate. Four times a year the powerful citizens of the Empire meet here to determine the future of their people. The ruins of the old smithy in which the First Empress took shelter from her enemies when a young woman, Anvil is said to be where the first open declaration of the dream of Empire was made. After her ascension to the Imperial throne, the Empress declared that the small settlement would be preserved for the lifetime of the Empire in memory of sacrifices made by those sheltering her. Since then Imperial parliaments have been held there, but the town itself has never been allowed to grow.

Among other things, Anvil is also the site of the Imperial War Memorial, and Long Tom's Brewery.

The Silent Sentinel

Standing in north-eastern, Marehom this castle is considered one of the ugliest in the Empire, but it is also known to be one of the strongest. According to myth, the foundations of this castle were lain by the Paragon known as The Sentinel. The lower parts are made of black basalt and granite, with upper levels of later construction reinforced with white stone. The garrison is primarily Highborn, but there are detachments from all of the Imperial nations stationed here - indeed it is a common for armies on furlough in Casinea to camp in and around the castle.

Construction on the fortification began in the first few decades after the Founding, and the castle initially served as a base-of-operations for the settling of Casinea. Later, it served as a symbol of the power and dominance of the patrician families over the people of the territory. During the civil war, the castle was nearly destroyed in a terrible battle between the remaining patrician garrison and the forces of the virtuous chapters of the western woods. It was rebuilt after the war, returned to its original purpose of protecting the people of Casinea from orc bandits - and to defend against the threat of invasion from Astolat to the north. It potentially provides military support to the people of Anvil should any enemy force threaten the heart of the Empire.

During the Winter Solstice 381YE, following revelation of the research of the Heirs of Lepidus, the great hall of the Sentinel was consecrated with True Liao by Rhesa, Exarch of the Scions of Ravensfell. The Senate further commissioned a grand belltower to serve as a place of pilgrimage, and granted custodianship of the fortification and tower alike to the Castellan of the Silent Sentinel. In addition to protecting Casinea, the fortification now serves as a place of pilgrimage for followers of the Way across the known world.

Syrene

In contrast to the more industrious chapters in the rest of Syrwatch, Syrene is a quiet, reasonably peaceful community. Situated in the hills west of Anvil, in the shadow of Mount Uphaz, it is guarded by a number of watchtowers and beacons including two structures apparently built by the paragon known as the Sentinel. There are several chapterhouses in and around Syrene, most of whom are dedicated to the study and application of magic, or to exploration of the virtues of Vigilance and Wisdom. Syrene is best known however as the location of the Pool of Syrene, which lies at the heart of the town. The pool has powerful, slightly sinister, magical properties and is carefully watched both by the guardians of Wintergard chapter that oversee it, and by the vigilant members of the other chapters built in and around the town.

It is tradition in Syrene that no draughir can remain in the settlement for more than three days in any given season. This is in spite of the fact that records show a significantly higher chance of draughir children being born to parents living in Syrene. Draughir are explicitly forbidden to drink or bathe in the waters of the Pool of Syrene and any draughir who are born here are quickly fostered to chapters in other parts of Casinea. This is doubly odd as the town also receives a significant amount of attention from the eternals of the Winter realm who often send their heralds to visit the pools to speak with Imperial citizens. The area seems to hold a particular interest for Sorin, Wise Rangara, and Kaela, each of whom is known as the sovereign of one of the three strong Winter regio found near Syrene.

The Pool of Syrene

The town of Syrene is a quiet community built around a small pool with potent, poorly understood magical properties. The water is fresh, clear, cool, and refreshing. Those who drink it describe the experience as uniquely soothing, allowing them to easily master their emotions and maintain a cool head in the face of provocation. More significantly however, those who bathe in the waters of the pool at least once a week enjoy improved longevity. The pool was jealously guarded by the Tutamen patrician family who carefully controlled access to it; stories from the pre-Imperial times suggest that the patricians of Syrene regularly lived to be a hundred years old, but suffered quick and painful deaths if they ventured too far from the pool that sustained them.

After the civil war, the magisters and priests of Highguard met to discuss the future of Syrene and came to the conclusion that its magical powers needed to be carefully monitored - there were dangerous unanswered questions about precisely what it was doing. The chapter of Wintergard was established and given custody of the pool. To this day they carefully guard access and Syrene is kept under close scrutiny by both magisters and the Conclave. The pool has also been linked to the fact that significantly more children born in the vicinity express the draughir lineage - indeed it is common practice for parents planning to have children to leave Syrene until after the birth.

Carefully bottled in glass vials silvered with weltsilver, the waters are known to enhance the capabilities of magicians practising certain Winter magic rituals relating to preservation and survival. A small number of vials of water from the pool are occasionally sold or (more rarely) provided as gifts by the Wintergard chapter.

Syrene's Wisdom

Syrene's Wisdom is a Bourse resource located in Syrwatch. Custodianship of Syrene's Wisdom is an Imperial Title that brings with it a Seat on the Imperial Bourse. It produces 7 rings of ilium every season. Control is allocated to any Imperial citizen by open auction during the Spring Equinox.

Lorenzo's Legacy of Properity

Spread across the entire territory of Casinea are red stone stelae adorned with images of wheatsheafs and cups, surmounted by a pair of crossed butcher's cleavers forged of pure mithril. Inscriptions around the base emphasise the virtues of Ambition, Wisdom, and Prosperity. A central, large stone stands near Anvil, by Long Tom's Brewery commissioned in Winter 381YE by Nira, of Cantiarch's Hold, and paid for by Lorenzo “La Volpe” Macelliao von Temeschwar, these crimson monoliths help to harness the flows of mana through the territory.

Regions

Casfall

Eastern Casfall is fertile farm land, scattered with prosperous chapters. Western Casfall is gently wooded - not the wild forests of Woodwych and Greatwood but carefully maintained by the chapters that live there. The trees have more of an air of rolling parkland than wilderness, although there are exceptions of course. Several of the older chapters here are built around the remains of patrician estates, often incorporating much of the original architecture - the estates were quite well fortified for pre-Imperial times given the proximity of the orc-haunted woodlands.

Originally named Newland, Casfall was renamed in the early days of the Empire. According to stories, Casca herself was a powerful Highborn magister who was ordered to perform a mighty work of magic to shake the ground beneath the feet of an invading orc army. Despite reservations, the ritual went ahead at the command of the Imperial Senate. Legend has it that she continued to chant even when the power grew too much and the ritual failed, splitting the ground and burying her in the rubble. Her doom is considered a lesson by many magisters in Highguard today, although some disagree about whether the message is that Loyalty must be tempered with Wisdom, or that a magician must understand the high price that some magic claims from its wielder. The settlement of Casca's Fall was built in honour of her around a shrine to Loyalty, tended to by a small chapter of the same name.

Greatwood

Quality:Forest

Perhaps the wildest part of Highguard, the Greatwood has never been densely settled. The few chapterhouses established here tend to be inward looking and insular. Among some of the oldest, they were also some of the last to rally under the banner of the Virtuous Assembly during the civil war - in some parts of Casinea saying someone has "a Greatwood heart" is another way of accusing them of being over-cautious. Today the chapters of Greatwood continue to enjoy their privacy and discourage visitors, preferring to pursue their own understanding of the Virtues in relative solitude. A number of the chapters of Greatwood are dedicated to study of Pride and Vigilance and over the years have provided several Cardinals to the assemblies of both virtues.

In particular, the chapters here are very reticent to allow any extensive logging of the Greatwood - perhaps understandably as during the civil war the thick woodlands provided additional protection to the chapters here. This reticence exacerbates the brooding tension between the Greatwood chapters and their cousins in Wychwood. As far as the Greatwood chapters are concerned, the southern chapters and their League allies covet the ancient trees that grow in the Greatwood and are constantly conniving to find some way to extend their money-hungry lumber businesses into the north. The construction of the Blood Red Roads in particular is seen as a potential threat to the Casinean way of life - bringing with it as it does an influx of travellers from the League and even further afield. The chapter of Beacon Ridge has been especially critical of the lack of Vigilance in the decision to encourage the intrusion of non-Highborn culture into Casinea.

Mareholm

For the most part, Mareholm is a relatively quite, civilized region that has much in common with the more densely settled Bastion to the south-east. The hills and mountains are beautiful and rich with ore, and the soil here is rich and fertile. Defended by the Silent Sentinel, many of the chapterhouses here are likewise fortified. This is perhaps understandable - after all. Mareholm is the site of Anvil, the de facto Imperial capital.

The atmosphere here is not entirely peaceful. Until very recently neighbouring Reikos was occupied by vicious Druj invaders. Even with the Druj gone, there are still potential threats to the east. The powerful vallorn haunted forest of Brocéliande broods to the north-east, and the eternal Llofir has claimed bordering Tamarbode as part of its domain. While there seems to be no immediate threat from either quarter, the presence of two such unpredictable entities only a short distance from the capital of the Empire gives many cause for concern. There have been scattered signs that the Brocéliande vallorn is not as quiescent as might be hoped, and relations between the Empire and Llofir apparently remain tense.

Syrwatch

Parts of Syrwatch are quite hilly, and have been home to Highborn mining concerns for centuries. The chapters here have a reputation for being rugged, and practical people of a martial bent - the proximity of the border with Dawn meant that even in the time of the patricians the people understood the importance of remaining Vigilant not only against orcs but against the ambitions of their fellow humans. A number of the chapters protect mineworkings, or enjoy good reputations for making weapons and armour - another reason that Casinea is considered a good place for refitting and resupplying Imperial armies.

The great quarry of Syrene's Wisdom is found in the hills near the small town of Syrene, which is best known as the site of a magical pool with powerful properties seemingly tied to the Winter realm.

Woodwych

Quality: Forest

While not as dense as Greatwood to the north, Woodwych is still heavily forested. Some of the oldest chapterhouses in Casinea - and by extension, in all of Highguard - were built here in the time before the civil war. Isolated from the patricians by the woodlands - thicker and wilder in pre-Imperial times - the chapters here were some of the first to call for open rebellion in support of the martyred Permion.

The region is known both for fine timber and for rich dragonbone deposits. Several of the chapters of Woodwych maintain extensive forest reserves, or make a reasonable profit trading along the woodland road that links the League to Casca's Doom (and to the rest of Highguard). This trade serves as a source of some tension between the chapters of Woodwych and those of the Greatwood. According to some, the more insular chapters in the north resent the Prosperity enjoyed by their southern cousins, and accuse them of having embraced the "love of money" that they say infects the people of the League.

Woodland Tensions

It is no secret that relations between some of the older chapters of Woodwych and Greatwood are cool at best. Obviously, the mutual suspicion is not shared by every chapter in the two regions but it is widespread enough that it is occasionally used as a source of amusement by other Casineans. It most likely traces its roots back to the very beginning of the Virtuous Assembly, when there was a much closer relationship between the chapters of the two woodland regions.

When Permion first called for the Virtuous to guide the Highborn, there was significant disagreement between the chapters in the northern and southern forest. The Woodwych chapters broadly supported Permion, and welcomed a chance to help the Navigator to rebuild Highguard. The Greatwood chapters, heeding the cautious voice of the respected Theresa of Beacons Ridge did not agree. Theresa warned that the only possible outcome of an attempt to bring the Virtues to Highguard would be war - that the patricians would never relax their stranglehold on the nation. She was, of course, proved correct. When Permion was murdered, the Woodwych chapters were among the loudest voices calling for war, while again their cousins in the north called for a more cautious response. In the end, the Greatwood chapters joined the war alongside the rest of the Virtuous, but their reticence was neither forgotten nor forgiven.

In the centuries since, the Woodwych chapters have continued to embrace change. They welcomed trade with the League, and quickly embraced the idea of helping to found the Empire. The northern chapters continue to espouse caution - they were a solid core of opposition in the Highborn Assembly to the idea that Highguard would prosper in a union with "lesser" nations. While they grudgingly accept that the world has moved on, members of the insular chapters are often quick to point out the dangers of abandoning reliable tradition in favour of untested novelty.

One story that is guaranteed to inflame the disagreement between the chapters of western Casinea is that of the supposed "secret weirwood grove" that exists somewhere in Greatwood. The source of the rumour has never been pinned down, but several times there have been accusations of a conspiracy among several of the Greatwood chapters to conceal the existence of such a grove - that it is the real source of their reticence to allow their rich woodlands to be cut. No proof of this hidden Bourse resource has ever been presented.

OOC Notes

- All the regions of Casinea are controlled by the Highborn (and by extension the Empire), making this a staunchly Imperial territory.

- The Silent Sentinel is a second rank fortification.

- * The Blood Red Roads are a great work that provides additional income to farms and businesses owned by Highborn characters in Casinea.

- Lorenzo's Legacy of Prosperity is a great work that provides 37 crystal mana each season, spread amongst those citizens of Casinea who own mana sites.

- Some of the prominent chapters of Casinea are detailed here.

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Cast Off The Chain of Memory

Contents

- 1 Rules

- 1.1 Night Magnitude 4

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 4

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target must be willing. If they are unwilling or unaware of the purpose of the ritual, it fails.

Effects

During the ritual the target must describe an event, location, or person they wish to forget; alternatively they may select a specific day and forget everything that happened during it between sunrise and sunrise the next day.

At the conclusion of the ritual, the unwanted memory is wiped away. The character no longer remembers it. This is not an enchantment - the memory has simply ceased to exist. The character will remember that this ritual was used, but will quickly cease to remember what it was they wished to forget unless reminded by another character.

Description

This ritual frees the target from the weight of unwanted memories and the emotions that accompany them. The ritual might remove the memory of an event - a battle, a murder, a conversation with a person or a betrayal, for example. It might remove all memories to do with a specific person, or connected to a place, or it might remove the memory of a terrible, painful day. Sometimes the excised memory leaves residue behind - for example someone who chooses.to forget the day of their wedding will still remember their spouse, although they may become confused as they will be unable to remember a marriage. Likewise, a character who forgets their spouse may still have a dim recollection of a wedding day, especially the parts of it that involved other people, and may become confused if reminded that it was their own wedding day.

This ritual is used as a way to treat traumatic experiences and some emotional wounds. Knowingly aiding a criminal by wiping away memories of illegal actions that are still under investigation by the Imperial authorities sometimes leads to the ritualists being brought before a magistrate as accomplices or accessories.

Common Elements

Masks or items that represent the memory to be removed are often used, and may be shattered during the ritual. Sometimes a mirror is used to capture the reflection of the target as they describe the memory they no longer wish to remember. Often a Kallavesi ritual will involve a posset or nostrum that causes the target to fall asleep after they have described the memory they wish to lose, and when they awaken the memory has gone like chalk-marks in the rain.

Among the Highborn, and those few Imperial Orcs who have mastered this ritual, the memory will often be written down rather than spoken aloud, and the piece of writing destroyed or buried. A Highborn target will often bring pages from their journal describing a period or event they wish to forget and ceremonially burn them or destroy them in water. A Freeborn or Navarr ritual is likely to involve fire and sometimes ash, which may be used to mark the body of the target with swirling, designs..Hypnotic dancing and music may also be used, to relax the mind and allow the unwanted memory to slip peacefully away.

The Diras and Xun rules are often used, but sometimes the runes Aesh, Hirmok or Cavul may be employed to help with the mastery of the mind, or the purity of memories.

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Castellan of Spiral Castle

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Resupply

- 3.2 Seat on the Bourse

- 3.3 Bounty of Golden Apples

- 4 Appointment

- 5 The Title in Play

Overview

The title of Castellan of Spiral Castle is an Imperial title appointed by the people of Dawn.

Built in pre-Imperial times, Spiral Castle stands in Weirwater at the heart of a small weirwood forest. Built around a strong Summer regio, the Castle is owned by the De Casillon family. Many of the nobles who live there are descendants of Empress Richilde. During the height of the Sun Queen's reign, the Imperial Senate agreed to a request that the resources of Spiral Castle be dedicated to the support and upkeep of the armies of the Empire, and of Dawn in particular. The Earl of Spiral Castle has always been an Enchanter, and usually possessed of a strong changeling lineage.

The title of Castellan was created to allow the somewhat insular inhabitants of the castle to fulfil their duties without having to spend too much time away from their castle. When Imperial armies are not in need of emergency supplies, the nobles and yeomen of Spiral Castle tend to their weirwood groves, practice their magic, hawking and hunting, and commune with the Eternals of the Summer Realm. Over the centuries, they have drifted further and further away from Imperial concerns, and some members of the Imperial Synod have expressed concerns over whether they are entirely human any more.

After the death of Emperor Hugh in 368YE, the inhabitants of Spiral Castle abruptly withdrew from contact with the Empire, shrouding their woodland behind a wall of swirling mist. Attempts to make contact have so far been ignored, and attempts to penetrate the mist have left explorers disoriented, emerging from the mists very close to where they entered them after hours of stumbling through hostile woodlands.

In Summer 379YE, following a challenge by the eternal Barien, the heroes of Dawn recovered the Equine rod and convinced the nobles of Spiral Castle to bring down the walls of mist and rejoin the Empire.

In Spring 380YE, following suggestions from the House de Cassilon, the Senate agreed to expand the reach of Spiral Castle to allow for armies in nearby territories to be resupplied, without having to come to the Castle itself.

Responsibilities

The Castellan is responsible for directing the efforts of Spiral Castle to provide emergency resupply of armies based in Weirwater. They have the final say on which army will benefit from the Castle's bounty. They are also expected to represent the nobles of Spiral Castle in their dealings with the outside world - which primarily means keeping them at arm's length and discouraging visitors.

Powers

Resupply

Each season the inhabitants of Spiral Castle could perform emergency resupply on a single named Imperial army that spends the entire season in either Weirwater, Karsk, Karov, Astolat or Semmerholm.The army recovers 500 strength (in addition to the natural resupply the army receives). They could not benefit from any other emergency resupply while benefiting from the attentions of Spiral Castle.

The army receives this emergency resupply as long as the region of Weirmoor is in Imperial hands.

OOC Note: To use this ability the Castellan should e-mail Profound Decisions after the event detailing the army they intend to resupply.

Spiral Castle represents a source of weirwood that was entirely dedicated to a single purpose - resupplying armies. As a consequence, the weirwood provided by the woodlands around the castle has an enhanced effect. If Spiral Castle were decommissioned, the woodlands would produce no more than around sixteen wains a season at best. It is likely the De Casillon family would oppose efforts to decommission Spiral Castle.

Seat on the Bourse

The Castellan of Spiral Castle has a seat on the Imperial Bourse. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of Golden Apples

In Winter 379YE, the inhabitants of Spiral Castle declared their intention to provide the Castellan with three golden apples from their private orchards. Going forward, this valuable vis will be received by the Castellan each season.

Appointment

Before the inhabitants of Spiral Castle withdrew behind their wall of enchanted mists, this title was appointed during the Summer Solstice; since its recovery, it is now appointed during the Autumn Equinox.

The Castellan of Spiral Castle is appointed by citizens of Dawn who control military units. The larger the military unit an individual has, the more votes they can allocate in support to a candidate. The voting is handled by the civil servants in the Bourse.

Only a Dawnish character is able to hold the title. It is traditional for a yeoman to hold the title, but there is no legal requirement that this be the case. As a title in the Bourse, the Castellan of Spiral Castle cannot be revoked by the Imperial Synod.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

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Castellan of the Silent Sentinel

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 A Portion of Liao

- 3.2 Voice in the Synod

- 3.3 Custodian of the Silent Sentinel

- 4 Appointment

- 5 The Tower of the Sentinel

- 6 Further Reading

Overview

Castellan of the Silent Sentinel is an Imperial title created by the Senate during the Winter Solstice 381YE when they commissioned a place of pilgrimage in Casinea in response to an opportunity made possible through the research of the Heirs of Lepidus.

Responsibilities

The Castellan is responsible not only for the safety and wellbeing of those who visit the Silent Sentinel, but for the fortification itself. They are responsible for facing any threats to the castle, but also for making any decisions related to beneficial opportunities that may arise..

Powers

A Portion of Liao

The sinecure provides ten measures of liao to the Castellan each season, to be used as they see fit.

Voice in the Synod

The Castellan may sit in the Imperial Synod, and possesses 20 votes in Synod affairs (or an additional 20 votes if they already have a congregation). They may use these votes in any assembly for which they are eligible.

Custodian of the Silent Sentinel

The Castellan is the custodian of the Silent Sentinel. While they are not automatically assumed to be involved in the day to day operation of the fortification, they are assumed to offer direction to the garrison where necessary. If the fortification were to be threatened in any way, it would be their responsibility of the Castellan to deal with those threats. Likewise, if any opportunity relating to the commission presented itself, they would make any decisions needed to take advantage of that. They cannot, however, take any action that would require a legal power to authorize, such as abrogating or ceding the commission (which are powers of the Imperial Senate).

Appointment

Castellan of the Silent Sentinel is a national position appointed by the Synod. It is elected by judgement of the Highborn Assembly. .

The title can be held by a citizen of Highguard. The Castellan has tenure and serves until they die or step down. They can be revoked by the General Assembly, the Highguard National Assembly, and by the Assembly of the Nine.

The Tower of the Sentinel

The Silent Sentinel is one of the oldest (and some say the ugliest) fortifications in the Empire. During their ongoing researches into the nature and identity of the paragons and exemplars of the Way, the Heirs of Lepidus discovered proof that the castle was not only the oldest structure associated with the Sentinel, but also without a shadow of a doubt the largest and most extensive. Given its position, they were prepared to venture the theory that the fortification was most likely the abode of the Sentinel itself.

The Sentinel is a proud castle, but as the recognised home of one of the oldest known paragons, it is also significantly more. The Senate commissioned the construction of a grand tower and massive warning bell, incorporated into the fortification itself as a place of pilgrimage. The tower was built using old references to a ruined tower that stood here before the Highborn turned the foundations to their own use, built of black basalt and white granite using as many of the techniques of the original architect as possible.

The tower stands above a grand hall consecrated with true liao by Rhesa, Exarch of the Scions of Ravensfell. It serves as a place of pilgrimage not only for Imperial citizens but for followers of the Way across the known world.

Further Reading

- Sing your name

- The Sentinel

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Castle of wind and sky

Strangers are dangerous.

Little Bat stared at the tall dark-skinned man. He was dressed in fine silk, the bleached white robes pulled tight to his body. He was crouched down sheltering behind the low wall struggling for air, the wind screaming at him as it tried to steal the breath from his lips.

Strangers can harm you.

There were a lot of new people visiting the vale now. They had started arriving as summer faded, as soon as the castle was complete. Little Bat liked the castle. It reminded her of the picture in Little Rhino's book, the one with the giants and the castle in the clouds. The strangers had brought the clouds with them.

Never approach a stranger.

The strangers mostly stayed in the castle. It was calm when they were indoors - the wind would rest waiting for its prey to emerge - it only blew when they dared to set foot outside the castle. It didn't bother anyone from the vale - it was only the strangers that it hated. As soon as the clouds could see them they would call to the wind and it would run to attack them.

Never talk to a stranger.

The stranger was struggling to make head way, fighting against the wind with every step, desperate to reach the safety of the castle. He leaned hard in to the wind, fighting to keep his balance, but as he moved to take a step the capricious gale switched directions and sent him sprawling in the wet snow. The scrolls he had been clutching were torn from his grasp, but fortunately they dropped to the ground only a pace away despite the raging wind.

Never trust a stranger.

The man clutched his robes around his cold body, moaning as he reached for the nearest scroll. Just as his fingers made contact, the wind screamed again, tearing the paper from his grasp, hurling it into the air. It landed barely a pace further away, but the torment was too much for the stranger and his arm dropped to touch the cold snow cursing. The wind paused, watching, waiting, ready for the mouse to move again.

Never help a stranger.

Little Bat skipped forward enjoying the pattern her shoes made in the snow. She scooped up both the scrolls and standing near enough to help and far enough to be safe she handed them to the stranger. He looked at her, astonishment plain on his face - perhaps it was because she was helping him, perhaps it was because his tormentor had ceased to bellow. Little Bat dropped the scrolls into his hand. "Safe journey" she said, the same way her mother had said it to that odd stranger who had come visiting the vale last Winter.

Never mistreat a stranger.

She kept a fixed smile on her face just as she had been taught and carefully backed away from the stranger. Once she was a safe distance from him, she turned and ran for home. The wind picked up behind her as she ran.

Overview

The Icy Crag of the Eternal Sun, the grand imposing fortress of learning constructed on the edge of the vale of Volchitrava is labouring under a powerful curse. It seems the occupants have invoked the wroth a powerful enemy - and the Mistress of Blizzards has taken a care to remind the magicians of the Empire from whence comes her name. Ever since the solstice, the peaks of the castle have laboured under the weight of heavy white clouds thick with snow and ice that falls on anyone foolish enough to step forth.

Such a thing might be bourne, but the true terror is the wind. The Immovable One has sent her most vindictive child to berate her enemies. Gales strong enough to knock a citizen from their feet appear from nowhere and then vanish just as quickly. Inside the castle, the magicians are safe, some power in the stone protects them, but the wind whips around the fortress walls, screaming abuse at those within and daring them to come forth. It attacks any foolish enough to meet the challenge.

As if to stress that this is no ordinary wind, it picks its targets with care. The inhabitants of the vale are almost completely unaffected. Young and old walk through the storms without a care - untouched and untroubled by the raging gale. Even the simplest things are rendered strange by this chaotic weather. Washing hung out on a line is dry within an hour - even when the snow is falling. Nothing is as it seems.

One thing is abundantly clear - Cathan Canae is furious.

Significance

Despite the best efforts of Cathan Canae, the fortress still stands and remains open for magicians to come and study. Great magics are attempted within the walls and the business of creating new rituals continues apace.

The problem is getting magicians to travel to and from the Icy Crag. Every time anyone steps forth they are attacked by the elements. The naked hostility of the Lady of Frost is causing a great many magicians to question the sanity of defying her. Even the strongest fret about the risks, they may be able to endure the curse, but what if her temper should grow worse. Who knows what she might do next? Once the situation becomes clear, the Empire begins to experience great difficulty motivating anyone to make the journey north and take the risk.

Sadly in the end the question of motivation is resolved the same way it is always it - with money. The Crag is able to operate fully - but only by offering wages far in excess of what was planned. As a result of the curse, the day-to-day upkeep of the college ends up costing the Empire twice what it had expected. This dire situation looks set to continue for as long as the curse lasts.

Dealing with the Curse

It seems certain that Cathan Canae has placed a curse upon the Icy Crag. It is possible the curse could be broken - it is possible it may simply end - the temper of the eternals of the Summer Realm is notoriously fickle. It is at least unlikely to grow worse if past behaviour is anything to judge by - unless someone does something to anger the eternal further of course.

According to rumour what has infuriated Cathan Canae is the fact that the banner of Meraud hangs in the Crag's halls. In theory the college could reject Meraud and invite Cathan Canae to resume the patronage she was promised. But wise heads point out that if that Meraud is also a Summer eternal. He doesn't have much affinity for storms - but he does like to drop comets on things. Any attempt to solve this problem diplomatically is going to need be handled exceptional carefully to avoid making the situation worse.

The simple alternative might be brute force. If the Imperial Conclave were to declare enmity to Cathan Canae - it would prevent her wielding her power openly in the Empire - and that would definitely break the curse. Of course it is almost certain to anger Cathan Canae even further - but at least her anger could not then be directed against the Empire - well not directly at least.

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Casualties

Contents

- 1 Overview

- 2 Calculating casualties

- 3 Natural Resupply

- 4 Emergency Resupply

- 5 Further Reading

- 5.1 Core Brief

- 5.2 Additional Information

Overview

Both sides involved in a campaign take casualties. This is represented by a reduction in their effective fighting strength.

Casualties represent fatalities, permanent damage to equipment and lost resources. Thanks to easy availability of magical, herbal and surgical healing, injured soldiers are generally restored to full fighting fitness within a short period of time, and are not counted as casualties.

Calculating casualties

Each side in a campaign normally inflicts casualties on the other side equal to one tenth of its fighting strength. The casualties are split among all the forces present in the territory based on the orders submitted by the commanders on both sides, the outcome of the campaign, and the actions of player characters during time-in as a guide. However the armies and navies of a side are assumed to stand and fight together, it is not possible to single out an enemy army.

A force that falls below 1,000 strength is disbanded. An army is routed, or annihilated, a navy is sunk. It is effectively destroyed and ceases to exist as a significant force although individual soldiers or vessels may survive. A large army disbands if its fighting strength falls below 1,500.

E.g. There are three full strength Dawnish armies fighting in the Barrens. They have a total fighting strength of 15,000 so they will inflict 1500 casualties on the opposing forces. The precise number of casualties may be adjusted due to the orders submitted and any appropriate rituals in place as well as any battles that have taken place.

The casualties are split equally between the enemy forces present and then the casualties each force incurs is adjusted based on the order submitted for that army or navy.

Natural Resupply

- Must be in an Imperial territory, on defensive orders, with no opposing forces present during the season

Resupply represents new equipment and materials, and new recruits to replace the dead. If an Imperial force spends the entire season in a territory controlled by its allies with no opposing forces there during the season then it automatically recovers 500 strength (750 for a large army or navy).

In order to benefit from natural resupply, the general must issue a defending order to their army. it is not possible to gain the benefits of natural resupply while taking an attacking order to capture territory even if there are no opposing forces present.

No natural resupply takes place if there is an enemy force defending or attacking any part of the territory. Forces leaving the territory at the start of the campaigning season do not count, but forces that enter the territory that season do.

Armies cannot resupply in a territory in which there is an ongoing damage effect such as Thunderous Tread of the Trees or Mountain Remembers Its Youth. This does not stop an army that has taken damage while moving through a territory from resupplying as long as they end their movement in a territory where no such effects are in place.

A force cannot be resupplied above its maximum fighting strength normally 5,000 (7,500 for a large force).

Emergency Resupply

- Can be used anywhere provided the force is not engaged in a campaign that season

- Requires mithril or weirwood and 2 crowns per wain

The Imperial Senate may pass a motion to authorize the use of mithril or weirwood - to speed up the resupply of an Imperial army or navy. In the case of an army, these materials represent weapons and armour as well as tents, wagons, siege equipment and other supplies. For a navy they include repairs to existing warships as well as new vessels, shipboard weapons, food and materials for the ships and their crews, and other supplies. This represents a concerted effort by the Empire to bring the target force back up to full strength. Emergency resupply, like natural resupply, takes a season to complete.

Emergency resupply can be used with any force that is not engaged in a campaign that season. If the force takes part in a campaign - either attacking, being attacked or being part of a larger force that attacks, then any attempt to use emergency resupply fails.

In a single season, the first 50 wains of mithril or weirwood restore 20 army strength for each wain allocated. The next 50 wains provide an additional 15 army strength each. The next 50 wains provide an additional 10 army strength - and so on. The rate of emergency resupply resets each season so mithril and weirwood spent in a subsequent season is not affected by earlier actions. In addition to materials, emergency resupply costs 2 crowns per wain.

Following a decision of the Imperial Senate, it is the responsibility of the Senator (or other agent of the Senate, such as the Quartermaster General of the Imperial Armies) to call for a moment of silence honouring the dead after any motion for emergency resupply is passed. Unless the Senate imposes additional restrictions, a senator authorized to oversee the resupply of a specific Imperial army can do so freely for a year following the passage of the motion.

Further Reading

Core Brief

- Military Council

- War

Additional Information

- Imperial armies

- Army orders

- Navy orders

- Casualties

- Territory

- Army qualities

- Spy network

- Fortification

- Campaign outcome

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Casualties&oldid=62307"

Category-379YE Winter Solstice winds of fortune

Pages in category "379YE Winter Solstice winds of fortune"

The following 25 pages are in this category, out of 25 total.

3

- 379YE Winter Solstice winds of fortune

A

- A fine and private place

- A heap of broken images

- A job worth doing

- A long good-bye

B

- Black and white

C

- Conviction

- Crusade

- Cuttings

D

- Dying light

F

- Falcon in winter

G

- Golden Trumpets

L

- Long roads to ruin

M

- March on their belly

P

- Price of prosperity

R

- Road to Bramar

S

- Summer in Winter

- Swans will sing

T

- Tears in the rain

- The stars aren't right

- The worth of a life

- To sleep in Kallavesa

- Trove remade

V

- Vermin

W

- Whispering wind

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-379YE_Winter_Solstice_winds_of_fortune&oldid=43665"

Category-380YE Spring Equinox winds of fortune

Pages in category "380YE Spring Equinox winds of fortune"

This category contains only the following page.

C

- Conviction

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-380YE_Spring_Equinox_winds_of_fortune&oldid=43644"

Category-Arcane Implements

Name

Power

Time

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragonbone

Irridescent Gloaming

Sanguine Staff

Gain 1 rank of Spring Lore

1

9

14

20

Choleric Staff

Gain 1 rank of Summer Lore

1

14

9

20

Melancholic Staff

Gain 1 rank of Autumn Lore

1

14

9

20

Phlegmatic Staff

Gain 1 rank of Winter Lore

1

9

14

20

Enigmatic Staff

Gain 1 rank of Night Lore

1

9

20

14

Luminous Staff

Gain 1 rank of Day Lore

1

14

20

9

Pages in category "Arcane Implements"

The following 6 pages are in this category, out of 6 total.

C

- Choleric Staff

E

- Enigmatic Staff

L

- Luminous Staff

M

- Melancholic Staff

P

- Phlegmatic Staff

S

- Sanguine Staff

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Arcane_Implements&oldid=19168"

Category-Arcane Weapons

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Mountebank's Surprise

1/day after casting the Empower spell you also gain the benefit of the Empower spell

2

0

0

0

0

0

0

0

0

Warden's Fists

1/day you may use the weapon to call CLEAVE or the rod to cast REPEL without expending hero points or mana.

1

2

2

2

0

0

0

2

0

Arms of the Warwitch

You may either expend 1 hero point to regain 1 personal mana, or expend 3 personal mana to regain 1 hero point.

1

0

0

3

0

0

0

7

3

Jade Hammers

You may cast STRIKEDOWN as if it was a 2 mana point spell

1

0

5

0

0

0

0

5

3

Binding Threads

You may call ENTANGLE by spending a hero point.

1

0

0

3

0

5

0

7

0

Children of Thunder

You may call REPEL by spending a hero point.

1

0

5

3

0

0

0

7

0

Shears of Winter

You may cast SHATTER as if it was a 2 mana point spell

1

0

3

3

0

0

0

8

3

Trodwalker's Readiness

You gain +1 hero point and +1 personal mana.

1

5

5

8

0

0

0

5

5

Thorns of the Rose

After you sucessfullly Entangle a character, you may then call Impale aginst them by spending a Hero point.

1

0

12

5

0

0

0

7

5

Pages in category "Arcane Weapons"

The following 10 pages are in this category, out of 10 total.

A

- Template%3AArcane Weapons

- Arms of the Warwitch

B

- Binding Threads

C

- Children of Thunder

J

- Jade Hammers

M

- Mountebank's Surprise

S

- Shears of Winter

T

- Thorns of the Rose

T cont.

- Trodwalker's Readiness

W

- Warden's Fists

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Arcane_Weapons&oldid=31848"

Category-Autumn Ritual

Pages in category "Autumn Ritual"

The following 38 pages are in this category, out of 38 total.

A

- Arcane Mark

- Art of the Deal

- Autumn rituals

B

- Balanced Scales of Lann

- Barked Command of the Iron Serjant

- Before the Throne of Estavus

- Bound by Common Cause

- Braying Horns of War

- Brazen Claws of the Lictor

C

- Call Winged Messenger

- Circle of Gold

E

- Ephisis' Scale

G

- Gathering the Harvest

G cont.

- Gift of the Wily Broker

H

- Hand of the Maker

I

- Imurrement of Leaden Chains

- Inescapable Chains of Bitter Glass

L

- Like Water Through Your Fingers

M

- Mantle of the Golden Orator

- Mark of Ownership

R

- Rivers of Gold

S

- Scrivener's Bloodmark

- Shadow of the Bronze Colossus

- Shared Mastery of the Magician's Guild

- Smooth Hands Shape the World

- Stance of the Constricting Scourge

S cont.

- Streams of Silver

- Sum of the Parts

T

- The Ambassadorial Gatekeeper

- The Anvil of Estavus

- The Blade Bites Back

- The Chamber of Pallas

- The Conspirator's Cloak

- The Lure of Distant Shores

- Ties that Bind

- Timeless Hammer Rhythm

- Twist of Moebius

V

- Vault of Hoarded Wisdom

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Autumn_Ritual&oldid=31356"

Category-Bows

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Oathkeeper

Gain 1 hero point

1

0

0

8

0

5

0

0

0

Wayfinder

Gain 2 hero points

1

0

0

17

0

12

7

3

0

Pages in category "Bows"

The following 3 pages are in this category, out of 3 total.

B

- Template%3ABows

O

- Oathkeeper

W

- Wayfinder

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Bows&oldid=31840"

Category-Constellations (Redirected from Category-Constellation)

Constellations

The Chain
(Things hold together)

The Chalice
(Things heal; things apart come together)

The Claw
(Things bleed)

The Door
(Things move and change)

The Drowned Man
(Things end)

The Fountain
(Things live)

The Great Wyrm
(Things change and transform)

The Key
(Things are revealed)

The Lock
(Things can be hidden)

The Mountain
(Things are not easy)

The Oak
(Things endure)

The Phoenix
(Things learn)

The Spider
(Things are watched by a hidden eye)

The Stallion
(Things procreate)

The Stork
(Things matter)

The Web
(Things are connected)

The Three Sisters
(Things are connected by blood)

The Wanderer
(Things are not what you think or Things go awry)

Pages in category "Constellations"

The following 16 pages are in this category, out of 16 total.

T

- The Chain

- The Chalice

- The Claw

- The Door

- The Drowned Man

- The Fountain

T cont.

- The Great Wyrm

- The Key and The Lock

- The Mountain

- The Oak

- The Phoenix

- The Spider and The Web

T cont.

- The Stallion

- The Stork

- The Three Sisters

- The Wanderer

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Constellations&oldid=43202"

Category-Constellations

Constellations

The Chain
(Things hold together)

The Chalice
(Things heal; things apart come together)

The Claw
(Things bleed)

The Door
(Things move and change)

The Drowned Man
(Things end)

The Fountain
(Things live)

The Great Wyrm
(Things change and transform)

The Key
(Things are revealed)

The Lock
(Things can be hidden)

The Mountain
(Things are not easy)

The Oak
(Things endure)

The Phoenix
(Things learn)

The Spider
(Things are watched by a hidden eye)

The Stallion
(Things procreate)

The Stork
(Things matter)

The Web
(Things are connected)

The Three Sisters
(Things are connected by blood)

The Wanderer
(Things are not what you think or Things go awry)

Pages in category "Constellations"

The following 16 pages are in this category, out of 16 total.

T

- The Chain

- The Chalice

- The Claw

- The Door

- The Drowned Man

- The Fountain

T cont.

- The Great Wyrm

- The Key and The Lock

- The Mountain

- The Oak

- The Phoenix

- The Spider and The Web

T cont.

- The Stallion

- The Stork

- The Three Sisters

- The Wanderer

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Constellations&oldid=43202"

Category-Daggers

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Scorpion's Sting

1/Day may call VENOM with this dagger. You are also affected by VENOM.

1

0

0

0

0

4

7

0

0

Pages in category "Daggers"

The following 2 pages are in this category, out of 2 total.

D

- Template%3ADaggers

S

- Scorpion's Sting

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Daggers&oldid=31832"

Category-Dawn

This selection of articles can be downloaded as a PDF book (or as html only)

This page collects all the information relevant to Dawn.

Pages in category "Dawn"

The following 60 pages are in this category, out of 60 total.

- Dawn

A

- Advocate

- Annan Water

- April is in my mistress' face

- Astolat

C

- Castellan of Spiral Castle

- Chants for naughty children

- Come my pretty one

D

- Dawn children

- Dawn costumes

- Dawn culture and customs

- Dawn economic interests

- Dawn Egregore

- Dawn hearth magic

- Dawn history

- Dawn icons and artistry

- Dawn leadership

- Dawn lineage and species attitudes

- Dawn look and feel

- Dawn magical traditions

D cont.

- Dawn Maps

- Dawn military concerns

- Dawn music

- Dawn people

- Dawn religious beliefs

- Dawn territories

- Dawnish War Song

- Dirge for Fidele

E

- Earl

- Elizabethan recorder music

F

- Five Little Ploughboys

G

- Glory

H

- His Banner's Not Mine

K

- Knight-errant

M

- Marriage in Dawn

- My Bonny Lass She Smileth

N

- Noble house

O

- Onward to Glory I Go

Q

- Questing knight

R

- Retainer

S

- Semmerholm

- Seneschal

- Sir Colwyn

- Spinning Song

- Squire

- Sweet Kate

T

- Tam Lin

- Tanner's Hill

- The Barrens

- The Moon's Only Daughter

- The Rose Garden

- The Semmerlak

- Though Philomena Lost Her Love

- Troubadour

W

- Weaver cabal

- Weaver's Curse

- Wedding Air

- Weep O Mine Eyes

- Weirwater

Y

- Yeoman of Dawn

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Dawn&oldid=4080"

Category-Day Ritual

Pages in category "Day Ritual"

The following 36 pages are in this category, out of 36 total.

A

- Alignment of Mind and Blade

- All the World in a Grain of Sand

- Ascendance of the Highest Mind

- Ascetic Star of Atun

B

- Bright Eyes Gleam in the Depths

- Bright Lantern of Ophis

C

- Carve the Crystal Guardian

- Chimes of Annulment

- Clarity of the Master Strategist

- Clear Lens of the Eternal River

- Cold Water from the Mountain

- Crystal Clarity of the Rational Soul

C cont.

- Crystaline Focus of Aesh

D

- Day rituals

- Distillation of Diverse Parts

E

- Ensnaring Bond of Transient Stasis

- Eyes of the Sun and Moon

H

- Horizon's Razor Edge

I

- Illuminate the Higher Mind

K

- Kimus' Glaring Eye

P

- Piercing Light of Revelation

R

- Reading the Weave

- Revelation of the Jewel's Sparkling Heart

- Revelatory Light of the Empyrean Spheres

S

- Sharp Eyes of the Corsair

- Sign of Aesh

- Skein of Years

- Standing at the Threshold

- Sular's Promise

- Swim Leviathan's Depth

T

- The Celestial Library

- The Eye of the High Places

- The Garden of Teth-Anon

- The Solace of Chimes

- Thought Becomes Action

- Transcendent Mastery

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Day_Ritual&oldid=31360"

Category-Descriptive Text Required

See also:

IC Text Required

Magic Items List

Pages in category "Descriptive Text Required"

The following 128 pages are in this category, out of 128 total.

A

- Alabaster Cerement

- Alignment of Mind and Blade

- Almery of Purity

- Amberglass Orb

- Atun's Ring

B

- Balanced Scales of Lann

- Binding Threads

- Blackwillow Twist

- Bloodfeather Harness

- Burnished Orb

C

- Captain's Mask

- Cartographer's Eye

- Cast Off The Chain of Memory

- Challenge the Iron Duke

- Champions Shining Resolve

- Chant of Long Years

- Chasuble of Majesty

- Children of Thunder

- Choleric Staff

- Chorus of the Righteous

- Chrysalis Pendant

- Cold Water from the Mountain

- Corsair's Bloody Mask

- Cowl of Ashes

- Cowl of Judgement

- Crimson Ward of Summer Stars

D

- Devastating Maul of Inga Tarn

- Dragonbone Orb

- Dragonbone Reliquary

- Dragonbone Symbol

- Dragonbone Tunic

E

- Echoes of Glory

- Embrace the Living Flame

- Enduring Breastplate

- Enigmatic Staff

- Escharotic Cauldron

- Ethereal Manacle

- Exarch's Standard

G

- Glory to the Sovereign

- Greensteel Orb

H

- Horizon's Razor Edge

I

- Icon of Judgement

- Icon of the Forge

I cont.

- Icon of the Hearth

- Icon of the High Tower

- Icon of the Justicar

- Icon of the Pilgrim

- Icon of the Witness

- Inquisitor's Cassock

- Inspiring Refrain

J

- Jade Hammers

K

- Keeper's Habit

L

- Labyrinthine Vestments

- Lodestone Shears

- Luminous Staff

M

- Mantle of Lordly Might

- Mask of Gold and Lead

- Mask of the Mountebank

- Melancholic Staff

- Mercantilist's Mask

- Might of the Myrmidon

- Mirror of the Virtuous

- Missionary Dalmatic

N

- Noble Mien of the Hawk Lords

O

- Oathsworn Spine

- Orator's Chalice

P

- Pallid Flesh of the Dead King

- Pauper's Key

- Phial of the Sun

- Phlegmatic Staff

R

- Radiant Orb

- Rhythm of Deep Resonance

- Righteous Aspergil

S

- Sanguine Staff

- Secrets of Skillful Artifice

- Secrets of the Empty Heart

- Shackle of the Unvirtuous

- Shackles of Insight

- Shears of Winter

- Simar of Certainty

- Song of the Noonday Sun

- Splendid Panoply of Knighthood

- Splendid Vestment

- Staff of Command

- Staff of Life

- Still Waters, Running Deep

S cont.

- Stout Resolve of the Unyielding

- Straw Mask

- Strength of the Bull

- Strigine Mask

- Sunfire Pectoral

T

- Talon of the Gryphon

- Templar's Cuculla

- Tenacity of Jotra

- The Barren Land

- The Drowned Threshold

- The Ebb and Flow of Battle

- The Empty Horizon

- The Eternal Gambit

- The Fields of Glory

- The Flickering Flame

- The Fountain of Thorns

- The Green World

- The Hammer of Thunder

- The Iron Labyrinth

- The Key and the Gate

- The Leaping Hare

- The Mountainous Oak

- The Sound of Drums

- The Spider's Web

- The Swan's Cruel Wing

- The Syphon of Stars

- The Vagabond Wyrm

- The Vigour of Youth

- Troubadour's Tunic

- Twilight Orb

U

- Unbreakable Behemoth's Strength

- Unyielding Constitution

V

- Vitriolic Orb

W

- Warcaster's Oath

- Wayfarer's Pyx

- Wayfarer's Robe

- Web of Celestial Attunement

- Whisper of Conviction

- Whispering Shadow Courtiers

- Winternight Lifestealer

- Wyrmstone Mortar

- Wyvernsting Spaulders

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Descriptive_Text_Required&oldid=15172"

Category-Foci

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Cowl of Ashes

Gain 1 rank for the Whispers through the Black Gate ritual

1

0

0

0

0

0

4

3

3

Corsair's Bloody Mask

Gain 1 rank for the Blood and Salt and Merciless Wrath of the Reaver rituals

1

0

5

3

0

0

0

4

3

Mercantilist's Mask

Gain 1 rank for the Streams of Silver and Rivers of Gold rituals

1

7

0

0

0

0

3

3

2

Captain's Mask

Gain 1 rank for Splendid Panoply of Knighthood and Strength of the Bull

1

9

0

0

0

0

0

3

4

Mask of Gold and Lead

Gain 1 rank for The Eight-Spoked Wheel and the Retrograde Wheel rituals

1

0

0

0

0

0

3

4

9

Mask of the Mountebank

Gain 1 rank for the The Twilight Masquerade and Masque of the Blinded Weaver rituals

1

0

0

0

0

0

4

5

7

Straw Mask

Gain 1 rank for the Blessing of New Spring, Strong Ox and Golden Sun , and Gathering the Harvest rituals

1

3

0

0

3

3

3

4

3

Strigine Mask

Gain 1 rank for Reading the Weave, Eye of the Sun and the Moon and Piercing Light rituals

1

7

0

0

9

0

0

3

2

Ring of Adversity

1/day Gain 1 rank of Spring, Winter or Night Lore

1

0

6

0

0

9

9

0

6

Ring of Triumph

1/day Gain 1 rank of Summer, Autumn or Day Lore

1

9

0

6

9

0

0

0

6

Atun's Ring

1/day Gain 1 rank in any one Lore

1

6

6

0

6

6

6

0

6

Pages in category "Foci"

The following 15 pages are in this category, out of 15 total.

A

- Atun's Ring

C

- Captain's Mask

- Corsair's Bloody Mask

- Cowl of Ashes

F

- Template%3AFoci

M

- Mask of Gold and Lead

- Mask of the Mountebank

- Mercantilist's Mask

R

- Ring of Adversity

- Ring of Triumph

R cont.

- Rivers of Gold

- Streams of Silver

- Strength of the Bull

S

- Straw Mask

- Strigine Mask

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Foci&oldid=31904"

Category-Foreign Nations

Foreign Nations

Pages in category "Foreign Nations"

The following 16 pages are in this category, out of 16 total.

A

- Asavean Archipelago

- Asavean Archipelago ports

- Axos

C

- Commonwealth

- Commonwealth ports

F

- Faraden

F cont.

- Foreign nations

I

- Iron Confederacy

P

- Principalities of Jarm

- Principalities of Jarm ports

S

- Sarcophan Delves

- Sarcophan Delves ports

S cont.

- Skoura

- Sumaah Republic

- Sumaah Republic ports

- Suranni pantheon

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Foreign_Nations&oldid=20668"

Category-Heavy Armour

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Warrior's Plate

Gain 1 rank of the endurance skill

2

0

0

0

0

0

0

0

0

Goldentide Mail

You may spend a hero point to cure VENOM and taking 10 seconds of appropriate roleplaying

1

7

0

0

0

0

5

0

0

Enduring Breastplate

Ignore the effects of any single traumatic wound until the end of the battle

1

5

8

0

0

0

0

0

0

Defiant Steel

With 10 seconds of appropriate roleplaying you may spend a hero point to cure a CLEAVED or IMPALED limb

1

3

0

5

7

3

0

0

0

Knightly Redoubt

Gain 2 ranks of the endurance skill

1

13

0

0

7

0

0

0

0

Goldenfire Scale

Regain up to 5 lost hits when you use Second Wind

1

7

0

8

7

0

0

0

0

Runeplate

Gain 2 Hero Points

1

7

0

24

0

0

5

3

0

Winterborn Warmail

Gain 3 ranks of the endurance skill

1

16

0

0

9

9

5

0

0

Gryphonsoul Aegis

Restored to 3 hits when you use Unstoppable

1

0

0

7

15

11

9

0

0

Pages in category "Heavy Armour"

The following 10 pages are in this category, out of 10 total.

D

- Defiant Steel

E

- Enduring Breastplate

G

- Goldenfire Scale

- Goldentide Mail

G cont.

- Gryphonsoul Aegis

H

- Template%3AHeavy Armour

K

- Knightly Redoubt

R

- Runeplate

W

- Warrior's Plate

- Winterborn Warmail

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Heavy_Armour&oldid=36885"

Category-Help

These pages contain instructions on various topics of editing the wiki.

Pages in category "Help"

The following 10 pages are in this category, out of 10 total.

A

- Help:Adding A Page

C

- Help:Categories

E

- Help:Editing

- Help:Editing Breadcrumbs

E cont.

- Help:Editing Empire Navigation

- Help:Empire Extras

F

- Help:Formatting

I

- Help:Images

L

- Help:Links

T

- Help:Tables

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Help&oldid=43764"

Category-Herb

This category currently contains no pages or media.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Herb&oldid=43193"

Category-Herbs

Common Herbs

Bladeroot

Cerulean Mazzarine

Imperial Roseweald

Marrowort

True Vervain

Pages in category "Herbs"

The following 6 pages are in this category, out of 6 total.

B

- Bladeroot

C

- Cerulean Mazzarine

H

- Herb

I

- Imperial Roseweald

M

- Marrowort

T

- True Vervain

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Herbs&oldid=43194"

Category-Highguard

This selection of articles can be downloaded as a PDF book (or as html only)

This page collects all the information relevant to Highguard.

Pages in category "Highguard"

The following 50 pages are in this category, out of 50 total.

- Highguard

A

- All Come Listen

- Anthem of Cantiarch's Hold

B

- Bastion

- Benefactor

C

- Casinea

- Chapter

- Circle March

E

- Enoch and Levi

F

- Farewell Farewell

- For Once I Was A Young Man

G

- Gone

- Guardian of Britta's Shrine

H

- Highguard children

- Highguard costumes

- Highguard culture and customs

- Highguard economic interests

H cont.

- Highguard Egregore

- Highguard Go To War

- Highguard hearth magic

- Highguard history

- Highguard icons and artistry

- Highguard leadership

- Highguard lineage and species attitudes

- Highguard look and feel

- Highguard magical traditions

- Highguard Maps

- Highguard military concerns

- Highguard music

- Highguard people

- Highguard religious beliefs

- Highguard territories

- Horses

- Hymn to Vigilance

I

- Idumea

L

- Least of my Kind

M

- Magister

N

- Naughty Pilgrim Song

- Necropolis

- Nursery Rhyme about Lineage

O

- O Oriens

P

- Pride of the Highborn

R

- Reikos

S

- Silent Tide

T

- The Good Old Way

- The Navigators

- The Ritual for the Departed

U

- Unconquered

V

- Virtue Never Falter

- Virtues Anthem

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Highguard&oldid=4083"

Category-IC Text Required

See also:

Descriptive Text Required

Magic Items List

Pages in category "IC Text Required"

The following 200 pages are in this category, out of 291 total.

(previous 200) (next 200)

A

- Alabaster Cerement

- Align the Celestial Net

- Alignment of Mind and Blade

- All the World in a Grain of Sand

- Almery of Purity

- Amberglass Orb

- An Echo of Life Remains

- Anathemic Call of Bug and Briar

- Ascendance of the Highest Mind

- Ascetic Star of Atun

- Atun's Ring

B

- Balanced Scales of Lann

- Barked Command of the Iron Serjant

- Before the Throne of Estavus

- Binding Threads

- Black Iron Blade

- Blackwillow Twist

- Blessing of New Spring

- Blood and Salt

- Blood of the Hydra

- Bondring

- Braying Horns of War

- Brazen Claws of the Lictor

- Bright Eyes Gleam in the Depths

- Bright Lantern of Ophis

- Burnished Orb

C

- Call Down Lightning's Wrath

- Call Winged Messenger

- Captain's Mask

- Cartographer's Eye

- Carve the Crystal Guardian

- Cast Off The Chain of Memory

- Censer of Benediction

- Challenge the Iron Duke

- Champions Shining Resolve

- Chant of Long Years

- Charge of the Rushing Wind

- Chasuble of Majesty

- Children of Thunder

- Chirurgeon's Healing Touch

- Choleric Staff

- Chorus of the Righteous

- Chrysalis Pendant

- Churning Cauldron of Bravash

- Circle of Gold

- Circle of Trust

- Clarion Call of Ivory and Dust

- Clarity of the Master Strategist

- Clear Lens of the Eternal River

- Coil of the Black Leech

- Cold Water from the Mountain

- Conclave of Trees and Shadow

- Corsair's Bloody Mask

- Cowl of Ashes

- Cowl of Judgement

- Crimson Ward of Summer Stars

- Crumbling Flesh and Withering Limbs

- Crystal Clarity of the Rational Soul

- Crystaline Focus of Aesh

- Curse of Decrepitude

- Curse of Gangrenous Flesh

D

- Death's Door

- Delve Deep, Beneath the Mountain

- Devastating Maul of Inga Tarn

- Devastating Scythe of Anguish and Loss

- Distill the Serpent's Stone

- Distillation of Diverse Parts

D cont.

- Dragonbone Orb

- Dragonbone Reliquary

- Dragonbone Symbol

- Dragonbone Tunic

- Drawing the Penumbral Veil

- Dreamscape of the Endless Hunt

E

- Echoes of Glory

- Embrace the Living Flame

- Enfeebling Echo

- Enigmatic Staff

- Ensnaring Bond of Transient Stasis

- Ephisis' Scale

- Escharotic Cauldron

- Ethereal Manacle

- Eyes of the Sun and Moon

F

- Fallow Fields and Dried Meat

- Fan the Flame of New Life

- Fetid Breath of Teeming Plague

- Fight Tooth and Nail

- Fire in the Blood

- Foam and Spittle of the Furious Sea

- Fountain of Life

- Freedom of the Soul

- Freezing Brand of Irremais

G

- Gancio's Gamble

- Gathering the Harvest

- Glorious Crown of Enchantment

- Glory to the Sovereign

- Gnawing, Endless Hunger

- Gravedigger's Vest

- Greensteel Orb

H

- Hallow of the Green World

- Hand of the Maker

- Hands of the Healer

- Hearthfire Circle

- Hero's Girdle

- Hold Back Frozen Hunger

- Horizon's Razor Edge

- Howling Despite of the Yawning Maw

- Hunger of the Draughir

- Hungry Grasp of Despair

I

- Icon of Judgement

- Icon of the Forge

- Icon of the Hearth

- Icon of the High Tower

- Icon of the Justicar

- Icon of the Pilgrim

- Icon of the Witness

- Icy Maw Devours the Spark of Essence

- Illuminate the Higher Mind

- Illuminates' Amulet

- Imurrement of Leaden Chains

- Incantation's Mystic Mask

- Inescapable Chains of Bitter Glass

- Inevitable Collapse into Ruin

- Inquisitor's Cassock

- Inspiring Refrain

- Irrepressible Monkey Spirit

J

- Jade Hammers

K

- Keeper's Habit

- Kimus' Glaring Eye

L

- Labyrinthine Vestments

- Last Breath Echoes

- Like Water Through Your Fingers

- Lodestone Shears

- Luminous Staff

M

- Mantle of Lordly Might

M cont.

- Mantle of the Golden Orator

- Mark of Ownership

- Mark the Flesh Incorruptible

- Mask of Gold and Lead

- Mask of the Mountebank

- Masque of the Blinded Weaver

- Melancholic Staff

- Mercantilist's Mask

- Merciless Wrath of the Reaver

- Midwife's Recourse

- Might of the Myrmidon

- Mirror of the Virtuous

- Missionary Dalmatic

- Missive for Sadogua

- Mountainfall Bracers

N

- Naeve's Twisting Blight

- Noble Mien of the Hawk Lords

O

- Oathsworn Spine

- Orator's Chalice

P

- Pakaanan's Iron Shutters

- Pallid Flesh of the Dead King

- Pauper's Key

- Phlegmatic Staff

- Piercing Light of Revelation

R

- Radiant Orb

- Raise the Standard of War

- Rampant Growth

- Ravenous Tongue of Entropy

- Reading the Weave

- Renewed Strength of the New Day

- Revelation of the Jewel's Sparkling Heart

- Rhythm of Deep Resonance

- Righteous Aspergil

- Rising Roots that Rend Stone

- Rivers of Life

- Rivers Run Red

- Roaring Chimera Rod

- Rot's Rightful Claim

- Ruthless Vigilance, Healthy Crop

S

- Sanguine Staff

- Secrets for the Shadow Courier

- Secrets of Skillful Artifice

- Secrets of the Empty Heart

- Shackle of the Unvirtuous

- Shackles of Insight

- Shadow of the Bronze Colossus

- Shadowed Glass of Sung

- Shared Mastery of the Magician's Guild

- Shears of Winter

- Shroud of Mist and Shadow

- Sift the Dreamscape's Sands

- Sign of Aesh

- Signs and Portents

- Silent Bell

- Simar of Certainty

- Skin of Bark, Blood of Amber

- Smooth Hands Shape The World

- Song of the Noonday Sun

- Sorins Rite of Agony

- Spider Folds the Net

- Splendid Panoply of Knighthood

- Splendid Vestment

- Staff of Command

- Staff of Imperial Mastery

- Staff of Life

- Stance of the Constricting Scourge

(previous 200) (next 200)

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Category-Icons

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Icon of Judgement

You can perform the EXCOMMUNICATE ceremony as if you knew it

2

0

0

0

0

0

0

0

0

Icon of the Forge

You can perform the HALLOW ceremony as if you knew it

2

0

0

0

0

0

0

0

0

Icon of the Hearth

You can perform the CONSECRATE ceremony as if you knew it

2

0

0

0

0

0

0

0

0

Icon of the High Tower

You can perform the INSIGHT ceremony as if you knew it

2

0

0

0

0

0

0

0

0

Icon of the Justicar

You can perform the EXCORCISM ceremony as if you knew it

2

0

0

0

0

0

0

0

0

Icon of the Pilgrim

You can perform the ANNOINTING ceremony as if you knew it

2

0

0

0

0

0

0

0

0

Icon of the Witness

You can perform the TESTIFY ceremony as if you knew it

2

0

0

0

0

0

0

0

0

Pages in category "Icons"

The following 9 pages are in this category, out of 9 total.

I

- Icon of Judgement

- Icon of the Forge

- Icon of the Hearth

I cont.

- Icon of the High Tower

- Icon of the Justicar

- Icon of the Pilgrim

I cont.

- Icon of the Witness

- Template%3AIcons

- Empress Mariika

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Icons&oldid=31859"

Category-Imperial Orcs

This selection of articles can be downloaded as a PDF book (or as html only)

This page collects all the information relevant to Imperial Orcs.

Pages in category "Imperial Orcs"

The following 22 pages are in this category, out of 22 total.

- Imperial Orcs

B

- Blood and Bone

E

- Erthe Upon Erthe

I

- Imperial Orc Egregore

- Imperial Orc music

- Imperial Orcs children

- Imperial Orcs culture and customs

- Imperial Orcs economic interests

I cont.

- Imperial Orcs hearth magic

- Imperial Orcs history

- Imperial Orcs leadership

- Imperial Orcs lineage and species attitudes

- Imperial Orcs look and feel

- Imperial Orcs magical traditions

- Imperial Orcs military concerns

- Imperial Orcs people

I cont.

- Imperial Orcs religious beliefs

- Imperial Orcs territories

P

- Pit-fights

- Preachers

S

- Shamans

W

- Worth

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Imperial_Orcs&oldid=4091"

Category:Jewellery

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Circlet of Falling Snow

When you are exposed to any roleplaying effect you can expend 1 mana to justify remaining calm and relaxed.

2

0

0

0

0

0

0

0

0

Dragonbone Symbol

Once per day, if you are Dedicated or Anointed, you can recover hero points in an appropriate consecrated area.

2

0

0

0

0

0

0

0

0

Bondring

1/day you may use either stay with me or get it together on the other person you have bonded to, without spending a hero point.

1

0

0

0

0

0

0

7

0

Alderman's Edge

You gain the weapon master skill

1

0

8

0

0

0

0

3

0

Greensteel Bracelets

You gain the shield skill

1

3

0

8

0

0

0

0

0

Shackle of the Unvirtuous

While wearing this ring, your aura is concealed from the INSIGHT skill; you cannot use any liao skills or imperial liao while bonded to this item

1

0

4

0

6

0

0

3

0

Troubadour's Ring

Wearer gains the stay with me skill, and may use it once a day without spending a hero point

1

0

0

5

0

4

0

5

0

Chrysalis Pendant

You may spend a hero point and five seconds of appropriate roleplaying to restore the use to another character's limb that has been disabled with the CLEAVE or IMPALE calls.

1

0

0

0

8

5

3

0

0

Pauper's Key

2/day may open a portal as if they had cast the open portal spell

1

0

0

2

7

0

9

0

9

Abraxus Stone

When hits are restored to you by any means then you are also cured of the venom condition.

1

0

7

0

9

0

12

0

0

Bloodfire Periapt

While under the effect of VENOM, you gain 2 endurance. You lose 2 hits from your current total when the VENOM is cured.

1

6

0

6

14

0

6

0

0

Circlet of Command

Whenever you activate the Get It Together skill, you may use it on two characters at once for the cost of 1 Hero Point. You must have one hand on each target.

1

7

5

4

15

0

0

7

0

Pages in category "Jewellery"

The following 13 pages are in this category, out of 13 total.

A

- Abraxus Stone

- Alderman's Edge

B

- Bloodfire Periapt

- Bondring

C

- Chrysalis Pendant

C cont.

- Circlet of Command

- Circlet of Falling Snow

D

- Dragonbone Symbol

G

- Greensteel Bracelets

J

- Template%3AJewellery

P

- Pauper's Key

S

- Shackle of the Unvirtuous

T

- Troubadour's Ring

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Jewellery&oldid=45878"

Category-Light Armour

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Stoutheart Gambeson

Gain 1 rank of the fortitude skill

2

0

0

0

0

0

0

0

0

Soldier's Harness

Gain 1 rank of the endurance skill

1

0

0

0

0

8

0

0

0

Winter's Breath

1/day you may use Second Wind

1

0

0

0

5

5

0

0

0

Blood-sweat Hauberk

You may spend 10 seconds appropriate roleplaying including a self-inflicted cut to remove VENOM. You are immediately subject to the WEAKNESS effect.

1

4

0

0

0

0

8

0

0

Runemark Shirt

Gain 1 Hero Point

1

0

0

8

0

0

0

0

5

Jack of Irons

1/day you may spend ten seconds of appropriate roleplaying to repair one of your limbs that has been ruined by the cleave or impale call.

1

0

0

0

5

7

0

0

4

Ivory Aketon

Gain 3 ranks of the fortitude skill

1

0

0

0

7

10

5

0

0

Spiritskin Coat

2/day you may use Second Wind

1

0

0

0

7

11

7

0

5

Pages in category "Light Armour"

The following 9 pages are in this category, out of 9 total.

B

- Blood-sweat Hauberk

I

- Ivory Aketon

J

- Jack of Irons

L

- Template%3ALight Armour

R

- Runemark Shirt

S

- Soldier's Harness

S cont.

- Spiritskin Coat

- Stoutheart Gambeson

W

- Winter's Breath

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Light_Armour&oldid=31841"

Category-Mage Armour

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Hero's Girdle

Gain 1 rank of the endurance skill

2

0

0

0

0

0

0

0

0

Warmage's Belt

1/day may use Second Wind

1

0

0

0

5

4

0

0

0

Healer's Harness

Whenever you cast the swift heal or purify spell you regain one hit.

1

0

7

0

0

0

0

0

5

Vambraces of Regeneration

Twice per day you may spend ten seconds of appropriate roleplaying to repair one of your limbs that has been ruined by the cleave or impale call.

1

8

0

0

3

5

0

0

0

Splintering Gorget

Twice per day when you cast the weakness spell you may do so without spending any mana.

1

0

5

0

3

0

5

0

5

Wyvernsting Spaulders

Twice per day when you cast the venom spell you may do so without spending any mana.

1

5

0

0

3

0

5

0

5

Sunfire Pectoral

Gain 1 personal mana, Gain 1 rank of the endurance skill

1

5

0

11

0

0

0

0

5

Bloodfeather Harness

Gain 3 ranks of the Fortitude skill

1

0

0

0

12

5

5

0

0

Twilight Pauldrons

Gain 2 personal mana

1

0

5

0

3

0

5

0

11

Forge of Isenbrad

You may cast the Mending spell in 5 seconds instead of 10. 2/day you can cast mend on any item you are bonded to without spending any mana.

1

12

0

0

0

9

0

4

5

Gravedigger's Vest

Restored to 3 hits when you use Unstoppable.

1

0

0

9

9

11

7

0

5

Mountainfall Bracers

You may cast the Paralyse spell for 1 mana instead of 2

1

0

7

0

0

13

9

7

5

Battlesmith's Panoply

Gain 2 personal mana, gain 2 ranks of the endurance skill

1

11

0

8

9

9

5

0

11

Pages in category "Mage Armour"

The following 15 pages are in this category, out of 15 total.

B

- Battlesmith's Panoply

- Bloodfeather Harness

F

- Forge of Isenbrad

G

- Gravedigger's Vest

H

- Healer's Harness

H cont.

- Hero's Girdle

M

- Template%3AMage Armour

- Mantle of the Mountebank

- Mountainfall Bracers

S

- Splintering Gorget

S cont.

- Sunfire Pectoral

T

- Twilight Pauldrons

V

- Vambraces of Regeneration

W

- Warmage's Belt

- Wyvernsting Spaulders

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Mage_Armour&oldid=40528"

Category-Mage Robes

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Crystaltender's Vestment

1/day you may spend one Crystalised Mana to restore three Personal Mana

2

0

0

0

0

0

0

0

0

Volhov's Robe

2/day lets a character take part in a ritual with a coven of the same nation; when you use this ability, it counts towards the daily limit of coven rituals you can perform. You can't be in a coven when you use this robe.

1

0

0

0

0

0

0

5

3

Shimmergold Coat

You gain +1 Endurance

1

4

0

0

3

0

0

0

3

Trollsweave Vest

You can cast the heal spell in a few seconds without danger of interruption

1

0

0

0

8

8

0

0

0

Alabaster Cerement

You gain three ranks of Fortitude provided that you are Dedicated or Annointed

1

0

0

0

3

6

7

3

0

Opaline Coat

Gain 2 personal mana

1

0

0

0

0

0

7

5

13

Robe of Blood and Bone

3/day you can perform the Heal, Purify or Repair Limb incantation on another character without expending any mana.

1

0

0

5

12

10

8

0

3

Moonsilver Doublet

You may cast the Swift Heal spell for 1 mana instead of 2

1

3

0

0

15

0

9

3

11

Glamourweave Robe

You may cast the Empower spell for 1 mana instead of 2

1

9

0

15

0

0

7

0

11

Ashen Mantle

Gain 3 personal mana

1

0

0

0

0

6

10

13

24

Pages in category "Mage Robes"

The following 11 pages are in this category, out of 11 total.

A

- Alabaster Cerement

- Ashen Mantle

C

- Crystaltender's Vestment

G

- Glamourweave Robe

M

- Template%3AMage Robes

- Moonsilver Doublet

O

- Opaline Coat

R

- Robe of Blood and Bone

S

- Shimmergold Coat

T

- Trollsweave Vest

V

- Volhov's Robe

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Mage_Robes&oldid=40589"

Category-Magic Items

Pages in category "Magic Items"

The following 200 pages are in this category, out of 290 total.

(previous 200) (next 200)

A

- Abraxus Stone

- Acolyte's Mercy

- Alabaster Cerement

- Alderman's Edge

- Almery of Purity

- Altruist's Recompense

- Ambergelt Baton

- Amberglass Chain

- Amberglass Orb

- Apprentice's Blade

- Template%3AArcane Weapons

- Arms of the Warwitch

- Ashen Mantle

- Atun's Ring

B

- Baersark's Rage

- Banner of the Bold

- Bannerman's Band

- Barbed Spear

- Battlesmith's Panoply

- Bear Claws

- Binding Threads

- Biting Blade

- Blacksmith's Wage

- Blackwillow Twist

- Blood-dimming Tide

- Blood-sweat Hauberk

- Bloodfeather Harness

- Bloodfire Periapt

- Bloodsilver Spike

- Bloodsteel Barb

- Bloodwoven Braid

- Boarskin Vest

- Bolstering Bill

- Bondring

- Boneweaver

- Template%3ABows

- Bravo's Blade

- Brother Blades

- Bullroarer's Shout

- Burnished Orb

- Burnished Rampart

- Butcher's Bill

- Butcher's Cleaver

C

- Captain's Command

- Captain's Mask

- Caress of Arhallogen

- Cartographer's Eye

- Censer of Benediction

- Champion's Bastion

- Chant of Long Years

- Children of Thunder

- Choleric Staff

- Chorus of the Righteous

- Chrysalis Pendant

- Circlet of Command

- Circlet of Falling Snow

- Corsair's Bloody Mask

- Cowl of Ashes

- Cowl of Judgement

- Crystaltender's Vestment

D

- Template%3ADaggers

- Dawn's Glory

- Death's Door

- Defiant Steel

- Dragonbone Orb

- Dragonbone Reliquary

- Dragonbone Symbol

D cont.

- Dragonbone Tunic

- Duelist's Scales

E

- Earthquake Drummers

- Echoes of Glory

- Enduring Breastplate

- Enfeebling Echo

- Enigmatic Staff

- Escharotic Cauldron

- Ethereal Manacle

- Exarch's Standard

F

- Farmer's Scythe

- Fell Iron Fury

- Template%3AFoci

- Forge of Isenbrad

- Forlorn Hope

- Furrowed Wake

G

- Gancio's Gamble

- Garrison's Vigilance

- Giant's Maul

- Glamourweave Robe

- Glory's Call

- Goldenfire Scale

- Goldentide Mail

- Gravedigger's Vest

- Greensteel Bracelets

- Greensteel Orb

- Grimnir's Hearthfire

- Gryphonsoul Aegis

H

- Healer's Harness

- Template%3AHeavy Armour

- Crafting skills

- Hero's Girdle

I

- Icon of Judgement

- Icon of the Forge

- Icon of the Hearth

- Icon of the High Tower

- Icon of the Justicar

- Icon of the Pilgrim

- Icon of the Witness

- Template%3AIcons

- Illuminates' Amulet

- Inquisitor's Cassock

- Inspiring Refrain

- Ironbrand Thorn

- Ivory Aketon

J

- Jack of Irons

- Jade Hammers

- Template%3AJewellery

K

- Keeper's Habit

- Knightly Redoubt

L

- Labyrinth's Gate

- Labyrinthine Vestments

- Lamia's Whisper

- Landskeeper's Oath

- Landsknecht's Zweihänder

- Template%3ALight Armour

- Lodestone Shears

- Luminous Staff

M

- Template%3AMage Armour

- Template%3AMage Robes

- Maggot's Talon

- Magic items

- Template%3AMagical Standards

- Magistrate's Grasp

- Mask of Gold and Lead

- Mask of the Mountebank

- Mazzarine Spindle

M cont.

- Mediator's Mail

- Template%3AMedium Armour

- Melancholic Staff

- Mercantilist's Mask

- Mercenary Banner

- Mirror of the Virtuous

- Missionary Dalmatic

- Mithril Shirt

- Moonsilver Doublet

- Mountainfall Bracers

- Mountebank's Surprise

- Template%3AMusical Instruments

N

- Neophyte's Aid

O

- Oakheart Shield

- Oathkeeper

- Oathsworn Spine

- Template%3AOne-Handed Spears

- Template%3AOne-Handed Weapons

- Opaline Coat

- Orator's Chalice

P

- Template%3APaired Weapons

- Template%3AParaphernalia

- Pauper's Key

- Phial of the Sun

- Phlegmatic Staff

- Pilgrim's Shield

- Template%3APole-arms

- Pugilist's Shillelagh

Q

- Quiet Word

R

- Radiant Orb

- Radiant Torrent

- Rake's Progress

- Razorleaf Hasta

- Reaving Mattock

- Redsteel Chisel

- Template%3ARegalia

- Template%3AReliquary

- Rhythm of Deep Resonance

- Righteous Aspergil

- Ring of Adversity

- Ring of Triumph

- Template%3ARitual Staves

- Roaring Chimera Rod

- Robe of Blood and Bone

- Template%3ARods

- Runemail

- Runemark Shirt

- Runeplate

- Runesmith's Gavel

S

- Sanguine Spear

- Sanguine Staff

- Sanguine Thorn

- Sceptre of the Necropolis

- Scorpion's Sting

- Scrivener's Seal

- Seer's Probe

- Shackle of the Unvirtuous

- Shackles of Insight

- Shadowbound Donjon

- Shears of Winter

- Shieldbreaker

- Template%3AShields

- Shimmergold Coat

- Silent Bell

- Simar of Certainty

- Soldier's Harness

(previous 200) (next 200)

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Magic_Items&oldid=31807"

Category:Magic Standards

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Banner of the Bold

A single character bonded to this banner gains an additional hero point and can overcome any unwanted roleplaying effect

2

0

0

0

0

0

0

0

0

Mercenary Banner

You may travel to a battle that your national banner is not attending

1

0

0

0

0

0

0

10

7

Exarch's Standard

A character wielding a 1-handed weapon and shield may call CLEAVE 1/day

1

12

0

7

0

0

7

17

3

Gancio's Gamble

A character wielding a bow may use Second Wind 1/day

1

7

0

0

12

7

0

17

3

Garrison's Vigilance

A character wielding a shield and wearing heavy armour on torso and one other appropriate location gains 1 endurance

1

12

0

0

3

7

0

17

7

Glory's Call

A character wielding a great weapon may call SHATTER 1/day

1

7

12

0

0

0

7

17

3

The Spiral Sigil

A character wielding a Mage Staff gains one personal mana

1

0

12

0

0

3

7

17

7

Yeoman's Flag

A character wielding a pole weapon may call STRIKEDOWN 1/day

1

7

0

12

0

7

0

17

3

Thorn's Kiss

A character wielding a spear and shield may call VENOM 1/day

1

0

10

0

7

0

14

17

3

The Last Retort

A character wielding a pike may call STRIKEDOWN 1/day

1

9

7

13

0

5

0

27

9

Pages in category "Magic Standards"

The following 11 pages are in this category, out of 11 total.

B

- Banner of the Bold

E

- Exarch's Standard

G

- Gancio's Gamble

- Garrison's Vigilance

G cont.

- Glory's Call

M

- Template%3AMagical Standards

- Mercenary Banner

T

- The Last Retort

T cont.

- The Spiral Sigil

- Thorn's Kiss

Y

- Yeoman's Flag

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Magic_Standards&oldid=45905"

Category-Masks

Name

Power

Time

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragonbone

Irridescent Gloaming

Cowl of Ashes

Gain 1 rank for the
Whispers through the Black Gate
ritual

1

4

3

3

Mask of the Mountebank

Gain 1 rank for the
The Twilight Masquerade
and
Masque of the Blinded Weaver
.

1

4

5

7

Strigine Mask

Gain 1 rank for
Reading the Weave
,
Eyes of the Sun and Moon
and
Piercing Light of Revelation
rituals

1

7

9

3

2

Mask of Gold and Lead

Gain 1 rank for
The Eight-Spoked Wheel
and
The Retrograde Wheel
rituals

1

3

4

9

Captain's Mask

Gain 1 rank for
Splendid Panoply of Knighthood
and
Strength of the Bull

1

9

3

4

Straw Mask

Gain 1 rank for the
Blessing of New Spring
;
Strong Ox, Golden Sun
; and
Gathering the Harvest
rituals

1

3

3

3

3

4

3

Mercantilist's Mask

Gain 1 rank for the
Streams of Silver
and
Rivers of Gold
rituals

1

7

3

3

2

Corsair's Bloody Mask

Gain 1 rank for the
Blood and Salt
and
Merciless Wrath of the Reaver
rituals

1

5

3

4

3

Pages in category "Masks"

The following 8 pages are in this category, out of 8 total.

C

- Captain's Mask

- Corsair's Bloody Mask

- Cowl of Ashes

M

- Mask of Gold and Lead

- Mask of the Mountebank

- Mercantilist's Mask

S

- Straw Mask

- Strigine Mask

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Masks&oldid=19304"

Category-Mass Effect

Overview

- Mass call is a character targeted enchant that lets you call a single MASS, and has our Battle duration (The effect lasts until the end of the next battle, skirmish or quest the character participates in; or until the end of the current event, whichever is sooner. )

- Each target must also be a contributor

- We swap extra uses for additional targets

- We mark "MASS SHATTER" for a proper review as we have issues with it

Changes

- Removed sympathetic effect from Fetid_Breath_of_Teeming_Plague, and added a roleplaying effect

- Removed sympathetic effect from Howling Despite of the Yawning Maw, added a roleplaying effect, and added a beggars lye option

- Added roleplaying effect to Inescapable Chains of Bitter Glass

- Added roleplaying effect to Revelatory Light of the Empyrean Spheres, and specified the effects of the blindness caused by the ritual - get confirmation on material reduction rather than substitution

- Added roleplaying effect to The Grave's Treacherous Edge, and beggar's lye option

- Added roleplayng effect to Thundering Roar of the Lion-bound Horn

- Magnitude reduction on these rituals has been removed following discussion with Graeme, and replaced with mana substitution

- There is no formulated Mass strikedown effect at this time due to safety concerns surrounding it's use on the battlefield. These H&S concerns have been largely overruled, and consequently the design space is now open.

- Template for Ref Rules/OOC Notes section is here Template%3AMass Ref-effect

Pages in category "Mass Effect"

The following 7 pages are in this category, out of 7 total.

D

- Devastating Scythe of Anguish and Loss

F

- Fetid Breath of Teeming Plague

H

- Howling Despite of the Yawning Maw

I

- Inescapable Chains of Bitter Glass

R

- Revelatory Light of the Empyrean Spheres

T

- The Grave's Treacherous Edge

T cont.

- Thundering Roar of the Lion-bound Horn

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Mass_Effect&oldid=41484"

Category-Medium Armour

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Mediator's Mail

You may spend a hero point to use second wind

2

0

0

0

0

0

0

0

0

Mithril Shirt

Gain 1 rank of the endurance skill

1

2

0

0

0

4

0

0

0

Boarskin Vest

Gain 2 ranks of the fortitude skill

1

0

0

0

8

3

0

0

0

Runemail

Gain 1 Hero Point

1

0

0

10

0

0

0

3

0

Splint Mail

With 10 seconds of appropriate roleplaying you may spend a hero point to cure a CLEAVED or IMPALED limb

1

4

0

5

3

7

0

0

0

Wardensweave Scale

Gain 2 ranks of the endurance skill

1

9

0

3

0

7

0

0

0

Baersark's Rage

Restored to 3 hits when you use Unstoppable

1

0

4

0

11

7

4

0

0

Tombsteel Guardian

2/day you may use Second Wind

1

5

0

0

13

7

0

5

0

Pages in category "Medium Armour"

The following 9 pages are in this category, out of 9 total.

B

- Baersark's Rage

- Boarskin Vest

M

- Mediator's Mail

M cont.

- Template%3AMedium Armour

- Mithril Shirt

R

- Runemail

S

- Splint Mail

T

- Tombsteel Guardian

W

- Wardensweave Scale

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Medium_Armour&oldid=36886"

Category-Musical Instruments

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Chant of Long Years

You may perform ceremonial skills other than DEDICATE as if you were dedicated to the virtue of Wisdom

1

0

7

3

0

0

5

3

0

Chorus of the Righteous

You may perform ceremonial skills other than DEDICATE as if you were dedicated to the virtue of Loyalty

1

0

5

7

0

0

3

3

0

Echoes of Glory

You may perform ceremonial skills other than DEDICATE as if you were dedicated to the virtue of Courage

1

7

0

9

0

0

0

3

0

Inspiring Refrain

You may perform ceremonial skills other than DEDICATE as if you were dedicated to the virtue of Ambition

1

9

0

0

7

0

0

3

0

Rhythm of Deep Resonance

You may perform ceremonial skills other than DEDICATE as if you were dedicated to the virtue of Prosperity

1

0

0

0

0

0

7

3

9

Song of the Noonday Sun

You may perform ceremonial skills other than DEDICATE as if you were dedicated to the virtue of Pride

1

7

9

0

0

0

0

3

0

Whisper of Conviction

You may perform ceremonial skills other than DEDICATE as if you were dedicated to the virtue of Vigilance

1

0

0

0

7

0

9

3

0

Pages in category "Musical Instruments"

The following 8 pages are in this category, out of 8 total.

C

- Chant of Long Years

- Chorus of the Righteous

E

- Echoes of Glory

I

- Inspiring Refrain

M

- Template%3AMusical Instruments

R

- Rhythm of Deep Resonance

S

- Song of the Noonday Sun

W

- Whisper of Conviction

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Musical_Instruments&oldid=31858"

Category-Navarr

This selection of articles can be downloaded as a PDF book (or as html only)

This page collects all the information relevant to Navarr.

Pages in category "Navarr"

The following 66 pages are in this category, out of 66 total.

- Navarr

A

- A Sudden Farewell

- Advisor on the Vallorn

- All the Pretty Ponies

B

- Bold Navarr Men

- Brand

- Brocéliande

- Brocéliande Be Stronger Now

- By Chance It Was

C

- Caution for the Dawnish Youth

- Crow on the Cradle

D

- Down in the Rugged Glen

- Dredgemaster of Feverwater

H

- Heart of the Song

- Hercynia

I

- I Come and Stand at Every Door

- If it had a Heart

- It Is Not Yet Day

K

- Keeper of the Memorial Gardens of Treji

L

- Liathaven

M

- Miaren

- Miaren (song)

N

- Navarr (song)

- Navarr children

- Navarr costumes

- Navarr culture and customs

- Navarr economic interests

- Navarr Egregore

- Navarr hearth magic

- Navarr history

- Navarr leadership

- Navarr lineage and species attitudes

- Navarr look and feel

- Navarr magical traditions

- Navarr Maps

- Navarr military concerns

- Navarr music

- Navarr people

- Navarr religious beliefs

- Navarr Running Song

- Navarr territories

O

- Ode to Shadowglyn Distillery

- On the Wall

- Outside in the Distance

R

- Redhound

- Remote Navarr

- Run Thorns Run

S

- Steading

- Striding

- Striding One

T

- Ten Thousand Miles

- Terunael (song)

- The Oak (song)

- The Ruins of Terunael

- The Walls of Terunael

- The Wind That Shakes The Barley

- Therunin

- Thorn

- Thorn Battle Cadence

- Thoughts on Navarri attitude

- Through the dark places

- Trod

V

- Vallorn

W

- Wayhouse

- We will go Home (Across the Mountains)

- Windblow, home

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Navarr&oldid=4086"

Category-Night Ritual

Pages in category "Night Ritual"

The following 36 pages are in this category, out of 36 total.

A

- Align the Celestial Net

C

- Cast Off The Chain of Memory

- Clear Counsel of the Everflowing River

- Conclave of Trees and Shadow

D

- Distill the Serpent's Stone

- Drawing the Penumbral Veil

- Dreams in the Witch House

- Dripping Echoes of the Fen

E

- Embrace the Living Flame

F

- Freedom of the Soul

I

- Incantation's Mystic Mask

M

- Masque of the Blinded Weaver

M cont.

- Missive for Sadogua

N

- Night rituals

R

- Riddle Hides the Reward

S

- Secrets for the Shadow Courier

- Secrets of Skillful Artifice

- Secrets of the Empty Heart

- Shadowed Glass of Sung

- Shroud of Mist and Shadow

- Sift the Dreamscape's Sands

- Signs and Portents

- Still Waters, Running Deep

T

- The Chamber of Delights

T cont.

- The Cuckoo's Egg

- The Ebb and Flow of Battle

- The Eight-spoked Wheel

- The Retrograde Wheel

- The Twilight Masquerade

- Thief's Arcane Gambit

- Transmogrification of the Soul's Echo

U

- Unfettered Anarchy

V

- Vale of Shadows

- Verdant Bounty of the Twilight Bayou

W

- Whispering Shadow Courtiers

- Wondrous Forests of the Night

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Night_Ritual&oldid=31362"

Category-One-handed Spears

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Razorleaf Hasta

May spend a hero point to call CLEAVE

2

0

0

0

0

0

0

0

0

Stumbleroot Spear

May spend a hero point to call STRIKEDOWN

1

0

0

6

0

3

0

0

0

Blackwillow Twist

1/day may call STRIKEDOWN

1

0

0

8

0

5

0

0

0

Ironbrand Thorn

Gain 1 Hero Point

1

0

3

10

0

0

0

0

0

Oathsworn Spine

1/day may call ENTANGLE

1

0

0

0

0

10

0

0

7

Bloodsteel Barb

2/day may call CLEAVE

1

13

0

0

0

3

3

0

0

Sydanjaa's Call

May spend a hero point to call REPEL

1

0

10

0

0

10

0

0

0

Winternight Lifestealer

Spend a hero point to call IMPALE

1

5

13

7

0

0

7

0

0

Terunael Warlord

2/day, may call either ENTANGLE, REPEL or CLEAVE

1

12

12

0

0

15

14

0

5

Pages in category "One-handed Spears"

The following 10 pages are in this category, out of 10 total.

B

- Blackwillow Twist

- Bloodsteel Barb

I

- Ironbrand Thorn

O

- Oathsworn Spine

O cont.

- Template%3AOne-Handed Spears

R

- Razorleaf Hasta

S

- Stumbleroot Spear

- Sydanjaa's Call

T

- Terunael Warlord

W

- Winternight Lifestealer

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-One-handed_Spears&oldid=31838"

Category-One-handed Weapons

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Apprentice's Blade

May spend a hero point to call CLEAVE

2

0

0

0

0

0

0

0

0

Thresher's Cudgel

1/day call SHATTER against a mage implement

1

0

6

0

0

0

0

0

0

Biting Blade

1/day may call CLEAVE

1

7

0

0

0

0

0

0

0

Triumphant Blade

Gain 1 Hero Point

1

3

0

10

0

0

0

0

0

Duelist's Scales

May spend hero points to call WEAKNESS. You are also affected by WEAKNESS

1

7

3

0

3

0

3

0

0

Shieldbreaker

Spend a hero point to call SHATTER against a shield

1

5

7

5

0

0

0

0

0

Thundering Mace

1/day may call STRIKEDOWN

1

5

7

7

0

0

0

0

0

Vorpal Sword

2/day may call CLEAVE

1

13

0

3

0

0

3

0

0

Sundering Axe

May spend hero point to call SHATTER

1

7

9

5

0

0

4

0

0

Bravo's Blade

May spend a hero point to call IMPALE

1

7

20

7

0

0

0

5

0

Pages in category "One-handed Weapons"

The following 11 pages are in this category, out of 11 total.

A

- Apprentice's Blade

B

- Biting Blade

- Bravo's Blade

D

- Duelist's Scales

O

- Template%3AOne-Handed Weapons

S

- Shieldbreaker

- Sundering Axe

T

- Thresher's Cudgel

T cont.

- Thundering Mace

- Triumphant Blade

V

- Vorpal Sword

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-One-handed_Weapons&oldid=31835"

Category-Other Weapons

Item

Power

Time

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Scorpion's Sting

1/Day may call VENOM with this dagger. You are also affected by VENOM.

1

0

0

0

0

4

7

0

0

Oathkeeper

Gain 1 hero point

1

0

0

8

0

5

0

0

0

Wayfinder

Gain 2 hero points

1

0

0

17

0

12

7

3

0

Pages in category "Other Weapons"

The following 3 pages are in this category, out of 3 total.

O

- Oathkeeper

S

- Scorpion's Sting

W

- Wayfinder

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Other_Weapons&oldid=18508"

Category-Paired Weapons

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Brother Blades

If one weapon from this pair is shattered, you can mend it as long as you are holding the other weapon in the pair. This takes 10 seconds of appropriate roleplaying. If both weapons are shattered simultaneously, one must be mended by other means before th

1

7

0

0

0

3

0

0

3

Rake's Progress

2/day, when you use CLEAVE, you may use it on two targets instead of one. You have only 10 seconds to deliver the second CLEAVE

1

11

0

0

0

0

0

3

0

Earthquake Drummers

You can call REPEL against a target you hit with both weapons simultaneously by spending 1 Hero Point.

1

0

9

0

0

0

0

7

0

Bear Claws

You can call SHATTER against an item you hit with both weapons simultaneously by spending 1 Hero Point.

1

3

8

0

0

0

0

7

0

Pages in category "Paired Weapons"

The following 5 pages are in this category, out of 5 total.

B

- Bear Claws

- Brother Blades

E

- Earthquake Drummers

P

- Template%3APaired Weapons

R

- Rake's Progress

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Paired_Weapons&oldid=31849"

Category-Paraphernalia

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Amberglass Orb

Members of the coven who are performing a Spring ritual they have mastered may use Ambergelt in the place of crystal mana. Every 2 measures of Ambergelt spent count as 1 crystal mana.

1

0

5

0

0

4

0

3

0

Burnished Orb

Members of the coven who are performing a Summer ritual they have mastered may use Orichalcum in the place of crystal mana. Every 2 measures of Orichalcum spent count as 1 crystal mana.

1

4

5

0

0

0

0

3

0

Greensteel Orb

Members of the coven who are performing an Autumn ritual they have mastered may use Green Iron in the place of crystal mana. Every 2 measures of Green Iron spent count as 1 crystal mana.

1

0

5

4

0

0

0

3

0

Radiant Orb

Members of the coven who are performing a Day ritual they have mastered may use Weltsilver in the place of crystal mana. Every 2 measures of Weltsilver spent count as 1 crystal mana.

1

0

5

0

4

0

0

3

0

Twilight Orb

Members of the coven who are performing a Night ritual they have mastered may use Iridescent Gloaming in the place of crystal mana. Every 2 measures of Iridescent Gloaming spent count as 1 crystal mana.

1

0

5

0

0

0

0

3

4

Vitriolic Orb

Members of the coven who are performing a Winter ritual they have mastered may use Beggar's Lye in the place of crystal mana. Every 2 measures of Beggar's Lye spent count as 1 crystal mana.

1

0

5

0

0

0

4

3

0

Dragonbone Orb

1/day members of the coven who are performing a ritual that they have mastered may use Dragonbone in the place of crystal mana. Every 2 measures of Dragonbone spent count as 1 crystal mana

1

0

8

0

0

0

0

5

0

Cartographer's Eye

When your coven performs a ritual that targets resources in a single region or a single territory, they can also include resources from a second region or territory provided both are part of the same nation

1

0

5

0

5

0

0

4

0

Orator's Chalice

When your coven performs a ritual that targets characters who must be in a single band, they can also include characters from a second band provided both bands are from the same nation

1

0

5

4

0

0

0

5

0

The Fields of Glory

1/day your coven can perform a Summer ritual that does not count towards your daily limit

1

5

5

3

0

0

0

3

0

The Barren Land

1/day your coven can perform a Winter ritual that does not count towards your daily limit

1

0

5

3

0

0

5

3

0

The Empty Horizon

1/day your coven can perform a Day ritual that does not count towards your daily limit

1

0

5

0

5

0

3

3

0

The Flickering Flame

1/day your coven can perform a Night ritual that does not count towards your daily limit

1

0

5

0

0

3

0

3

5

The Green World

1/day your coven can perform a Spring ritual that does not count towards your daily limit

1

0

5

0

3

5

0

3

0

The Iron Labyrinth

1/day your coven can perform a Autumn ritual that does not count towards your daily limit

1

0

5

5

3

0

0

3

0

Web of Celestial Attunement

Your coven may join another coven from the same nation and perform a single ritual together. This counts as a daily ritual use by your coven as well as the target coven. While your covens may perform a ritual together, they are still treated as separate covens for all other purposes (for example, a ritual that affects an entire coven will only affect the target coven, not both covens). Your coven does not gain the benefit of the other coven's paraphenalia while performing a joint ritual.

1

5

7

0

0

0

0

10

0

The Eternal Gambit

1/day your coven can perform a ritual that does not count towards your daily limit

1

3

3

3

3

3

3

3

3

The Mountainous Oak

2/day your coven can perform a Summer ritual that does not count towards your daily limit

1

12

7

9

0

7

0

5

2

The Fountain of Thorns

2/day your coven can perform a Spring ritual that does not count towards your daily limit

1

0

7

0

9

12

7

5

2

The Key and the Gate

2/day your coven can perform a Day ritual that does not count towards your daily limit

1

7

7

0

12

0

9

5

2

The Spider's Web

2/day your coven can perform a Autumn ritual that does not count towards your daily limit

1

0

7

12

9

0

7

5

2

The Drowned Threshold

2/day your coven can perform a Winter ritual that does not count towards your daily limit

1

0

7

9

0

0

12

5

10

The Syphon of Stars

1/day when your coven performs a ritual all members of the coven who have not mastered that ritual gain an additional rank in the appropriate lore

1

5

7

5

5

5

5

6

5

The Vagabond Wyrm

2/day your coven can perform a Night ritual that does not count towards your daily limit

1

0

7

0

0

9

7

5

15

Pages in category "Paraphernalia"

The following 27 pages are in this category, out of 27 total.

A

- Amberglass Orb

B

- Burnished Orb

C

- Cartographer's Eye

D

- Dragonbone Orb

G

- Greensteel Orb

O

- Orator's Chalice

P

- Wise Rangara

- Template%3AParaphernalia

R

- Radiant Orb

R cont.

- The Garden of Teth-Anon

T

- The Barren Land

- The Drowned Threshold

- The Empty Horizon

- The Eternal Gambit

- The Fields of Glory

- The Flickering Flame

- The Fountain of Thorns

- The Green World

T cont.

- The Iron Labyrinth

- The Key and the Gate

- The Mountainous Oak

- The Spider's Web

- The Syphon of Stars

- The Vagabond Wyrm

- Twilight Orb

V

- Vitriolic Orb

W

- Web of Celestial Attunement

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Paraphernalia&oldid=32434"

Category-Photos:AdamHeritage

Adam Heritage has a website

Please include the following text in the description field when uploading files by this author to the wiki:

[[Category-Photos:AdamHeritage]] [[:Category-Photos:AdamHeritage|Image by Adam Heritage]]

Media in category "Photos:AdamHeritage"

This category contains only the following file.

- DawnAndUrizen.jpg

150 KB

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Photos:AdamHeritage&oldid=41106"

Category-Photos:BethDooner

My website is: www.bethdooner.co.uk

My tumblr is: bethdooner.tumblr.com

My twitter is @Doonerphotos

Beth is also on patreon if you want to support her work directly

Please include the following text in the description field when uploading files by this author to the wiki:

{{Category-Photos:BethDooner}}

Media in category "Photos:BethDooner"

The following 124 files are in this category, out of 124 total.

- Adair Eternal.jpg

128 KB

- Amused.jpg

53 KB

- Anvil at Night.jpeg

220 KB

- Anya Duskbourne.jpg

69 KB

- Balston Fighting.jpg

336 KB

- Battle Merrow.jpeg

224 KB

- Beater Andrew Daybell.jpg

189 KB

- Bohemond De Rondell.jpeg

250 KB

- Brendan Brackensong.jpg

90 KB

- BriarBark.jpg

62 KB

- BriarLiar.jpg

54 KB

- BriarWarrior.jpg

74 KB

- BrokenMirror.jpg

107 KB

- Casimir.png

494 KB

- CaveSpider.jpg

88 KB

- Chapter1.jpg

62 KB

- Contains Rain.jpg

333 KB

- Dawnish Changling.jpg

57 KB

- DawnishSplendor.jpg

56 KB

- DawnPlate.jpg

112 KB

- Desperation.png

164 KB

- Draknarr Oakenheart.jpg

87 KB

- Drefa Brackensong.jpg

85 KB

- Elyisa Eternal.jpg

131 KB

- Exarch.jpg

57 KB

- ExecuteHim.jpg

342 KB

- FlowerBaby.jpg

52 KB

- FreebornCamp.jpg

197 KB

- FreebornDrumming.jpg

124 KB

- FreebornFamily.jpg

295 KB

- FreebornHelmet.jpg

165 KB

- FreebornHelmets.jpg

245 KB

- FreebornMageArmour.jpg

90 KB

- FreebornMobileCorsair.jpg

207 KB

- FreebornMusic.jpg

128 KB

- FreebornShieldwall.jpg

252 KB

- FreebornToddler.jpg

333 KB

- FurryJotun.jpg

221 KB

- Galbraith Rosencrantz.jpg

69 KB

- Gancius.jpg

69 KB

- GBarossa.jpeg

86 KB

- GeneralEstana.jpg

260 KB

- Gerallt Brackensong.jpg

55 KB

- GlassParador.jpg

136 KB

- Glory.jpg

24 KB

- GracediTassato.jpg

58 KB

- GremaniCabalists.jpg

282 KB

- GuideAdvises.png

331 KB

- Happy wintermark.jpg

57 KB

- HearthAndHoney.jpg

90 KB

- HeaterShield.jpg

58 KB

- HeavyChangeling.jpg

60 KB

- HighbornChangeling.jpg

52 KB

- HighbornChoir1.jpg

65 KB

- HighbornSurcote.jpg

61 KB

- Highguard march to bat...

181 KB

- Horsa.jpg

252 KB

- LeonaraVanHolberg.jpg

454 KB

- WaterCeremonies.png

463 KB

- InspiringRefrainPic.jpg

63 KB

- IrontideKul.png

350 KB

- Izzy and Lotty Summerc...

87 KB

- JotunMarch.jpg

365 KB

- Leafstalker.jpg

249 KB

- LeagueDance.jpg

48 KB

- Liliwin Pathfinder.jpg

85 KB

- LonelyExarch.jpg

64 KB

- MagistersThree.jpg

30 KB

- Marcher Camp.jpg

204 KB

- Marcher Dancing.jpeg

270 KB

- MarcherBriar.jpg

67 KB

- MercMurlocMask.jpg

74 KB

- MiroslavAward.jpg

46 KB

- MoonsilverDoublet.jpg

1 MB

- MoreOrzels.jpg

56 KB

- Navarr Drummers.jpg

89 KB

- NavarrGang.jpg

77 KB

- NavarrInsight.jpg

72 KB

- NavarrSpear.jpg

66 KB

- NavarrSpears.jpg

271 KB

- NebAndPoleArm.jpg

113 KB

- NinaOfPilgrims.jpg

118 KB

- Octavius.jpg

54 KB

- Orc prisoner.jpg

90 KB

- OrrickBolholt.jpg

107 KB

- OzrenOrzel.jpg

104 KB

- PBtT.jpg

105 KB

- PensiveGuide.jpg

54 KB

- PledgeBall.jpg

69 KB

- ProsperityCantiarch.png

579 KB

- QuestingYeoman.jpg

52 KB

- QuickeningHusks.jpg

59 KB

- Quique.jpg

80 KB

- Regina.jpg

84 KB

- RhisiartWithSpear.jpg

62 KB

- RodrigoBarossa.jpg

84 KB

- Rosamund Mage Armour.jpg

271 KB

- SadBriar.jpg

71 KB

- Shanks Awning.jpg

262 KB

- Sian Twilight.jpg

115 KB

- Silvio.jpg

135 KB

- SilvioDeTassato.jpg

106 KB

- SincereExpression.jpg

38 KB

- Skywise.jpg

77 KB

- Squire.jpg

87 KB

- StrawMask.jpg

72 KB

- Summer Mages.jpg

119 KB

- SunMask.jpg

78 KB

- TemeschwariDraugir2.jpg

140 KB

- TheBlade.jpg

541 KB

- TheCloak.jpg

668 KB

- Thorns in Battle.jpeg

212 KB

- UnimpressedNobles.jpg

63 KB

- UrizenScoobyGang.jpg

380 KB

- VallornMiasma.jpg

95 KB

- VallornspawnHusks.jpg

45 KB

- VulpesEndsmeet.jpg

78 KB

- Wassail with Scarecrow...

199 KB

- Wayhouse1.jpg

233 KB

- Wayhouse2.jpg

271 KB

- WellWorn.jpg

58 KB

- WhiteBishop.jpg

77 KB

- WingedHelmet.jpg

48 KB

- WinterBear.jpg

108 KB

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Photos:BethDooner&oldid=43418"

Category-Photos:Frances Perry

Media in category "Photos:Frances Perry"

This category contains only the following file.

- Morgan Archer.jpg

174 KB

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Photos:Frances_Perry&oldid=43423"

Category-Photos:HelenLambert

Helen Lambert works for Bats and Bones Photography whose Facebook page you can find here.

Media in category "Photos:HelenLambert"

This category contains only the following file.

- Eudaemon.jpg

50 KB

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Photos:HelenLambert&oldid=36443"

Category-Photos:Judith Taylor

Media in category "Photos:Judith Taylor"

This category contains only the following file.

- Marchers through Senti...

90 KB

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Photos:Judith_Taylor&oldid=43404"

Category-Photos:MartinWinchester

Martin's Flickr galleries are here

Please include the following text in the description field when uploading files by this author to the wiki:

[[Category-Photos:MartinWinchester]] [[:Category-Photos:MartinWinchester|Image by Martin Winchester]]

Media in category "Photos:MartinWinchester"

This category contains only the following file.

- WoodlandOrcs.jpg

489 KB

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Photos:MartinWinchester&oldid=41564"

Category-Photos:OliverFacey

Oliver Facey

Website

Oliver is also on patreon if you want to support his work directly

Please include the following text in the description field when uploading files by this author to the wiki:

{{Category-Photos:OliverFacey}}

Media in category "Photos:OliverFacey"

The following 124 files are in this category, out of 124 total.

- ActualExarchs.jpg

120 KB

- Adamah.jpg

87 KB

- AManWithNoMotives.jpg

100 KB

- Aneirin Ironroot.jpg

59 KB

- Archery.jpg

61 KB

- ArmouredEarl.jpg

89 KB

- ArmourWintermark.jpg

57 KB

- Asher.jpg

93 KB

- BattleMedicDawn.jpg

90 KB

- Blackscar spears.jpg

219 KB

- BloodcrowErgot.jpg

98 KB

- BloodyRhain.jpg

109 KB

- CalculatingLook.jpg

71 KB

- CambionHorns.jpg

66 KB

- CantiarchToWar.jpg

98 KB

- CarabellaBarossa.jpg

73 KB

- ChangingNation.jpg

72 KB

- Chirurgy.jpg

63 KB

- Constanza.jpg

90 KB

- Corvus and the Choleri...

61 KB

- CouncilOfWar.jpg

80 KB

- CourageousAsher.jpg

70 KB

- Crossbowman.jpg

56 KB

- CullachMarching.jpg

78 KB

- DawnEgregore.jpg

154 KB

- DawnNoble.jpg

83 KB

- DawnVictorious.jpg

231 KB

- DeCourceyHouseKnight.jpg

72 KB

- DetectMagic.jpg

72 KB

- ErkenbrandCrowned.jpg

68 KB

- Erwillian Mann.jpg

82 KB

- EstavusConstruct.jpg

84 KB

- EternalVigilance.jpg

58 KB

- ExoticHeadgear.jpg

38 KB

- FeistyFerrero.jpg

73 KB

- Felika.jpg

55 KB

- Ferrero Sanguineo.jpg

68 KB

- FineDrummer.jpg

90 KB

- FreebornBhuj.jpg

123 KB

- FreebornGeneral.jpg

62 KB

- FreebornMagician.jpg

117 KB

- FreebornShield.jpg

126 KB

- FreeCompany.jpg

93 KB

- GarthRenwaerd.jpg

94 KB

- GateOpening.jpg

83 KB

- Guilermo.jpg

87 KB

- HappyCambion.jpg

64 KB

- HeavyBravo.jpg

54 KB

- HeraldOfIce.jpg

75 KB

- HeroGirdle.jpg

75 KB

- Highborn priest.jpg

94 KB

- HighbornMusic.jpg

112 KB

- HolbergDefender.jpg

78 KB

- Homage.jpg

79 KB

- Icewalker.jpg

73 KB

- IfYouThinkYoureHardEno...

54 KB

- ImperialWrappings.jpg

68 KB

- IrontideBruk.jpg

81 KB

- IrontideRad.jpg

80 KB

- JanoshVaskovichKovar.jpg

127 KB

- Kendra Duskborne.jpg

99 KB

- KiviuqSnowEagle.jpg

70 KB

- Lakshmi.jpg

80 KB

- LandskeeperAldred.jpg

74 KB

- Last back from battle.jpg

191 KB

- Lazarus.jpg

96 KB

- Leafstalkers.jpg

106 KB

- League ball.jpg

120 KB

- LeagueConfidence.jpg

66 KB

- LeagueCrossbowman2.jpg

103 KB

- Lilian.jpg

76 KB

- LordMarrokAurelius.jpg

29 KB

- Lukas.jpg

100 KB

- LíškaGrimhold.jpg

79 KB

- MarcherArcher.jpg

56 KB

- MarchingThorns.jpg

66 KB

- Merlot.jpg

80 KB

- MysticFeathers.jpg

75 KB

- NagaEyes.png

170 KB

- NavarrDraughir.jpg

69 KB

- NavarrGoToWar.jpg

91 KB

- NavarrNaga.jpg

105 KB

- NavarrPeople1.jpg

49 KB

- NikolaiTannhauser.jpg

51 KB

- Oakheart.jpg

90 KB

- OliverSpringOrcs.jpg

66 KB

- OrcWar.jpg

74 KB

- OrinOfTarw.jpg

129 KB

- Pavel and the Enigmati...

76 KB

- Prosperity.jpg

75 KB

- QuestingKnight.jpg

64 KB

- Richard Talbot in Plat...

96 KB

- Roana.jpg

74 KB

- RoaringWintermark.jpg

95 KB

- SadErkenbrand.png

865 KB

- Sanguine.jpg

233 KB

- SanguineStaff.jpg

53 KB

- Severin Teyhard.jpg

14 KB

- ShieldLine.jpg

72 KB

- ShieldsVolley.jpg

58 KB

- SoldierHarness.jpg

50 KB

- SpeakerJohn.jpg

44 KB

- StrigineMask.jpg

52 KB

- Talek Dancewalker.jpeg

83 KB

- TheDuel.jpg

116 KB

- ThreeFootMeatgrinder.jpg

126 KB

- TiagoBarossa.jpg

96 KB

- TiberiusEchostorm.jpg

159 KB

- Tricksy Y'Basden.jpg

62 KB

- Trogoni.jpg

280 KB

- UrizenMerrow.png

447 KB

- VandaleRetainer.jpg

55 KB

- Vanhe Korppi.jpg

60 KB

- VaultMaster.jpg

57 KB

- Vexille at Pledge.jpg

151 KB

- WarriorPlate.jpg

57 KB

- Wayfinder.jpg

79 KB

- WhenMarchersAttack.jpg

107 KB

- Willam De Gauvain.jpg

86 KB

- WilliamDeGauvain.jpg

69 KB

- WintermarkBannerman.jpg

52 KB

- WintermarkChangeling.jpg

99 KB

- Woman and child.jpg

58 KB

- ZulganTashTrio.jpg

89 KB

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Photos:OliverFacey&oldid=43805"

Category-Photos:TomGarnett

Tom Garnett

Website

Please include the following text in the description field when uploading files by this author to the wiki:

{{Category-Photos:TomGarnett}}

Media in category "Photos:TomGarnett"

The following 115 files are in this category, out of 115 total.

- AdmiralEdgardo.jpg

189 KB

- Aife.jpg

77 KB

- ArillaCorvidae.jpg

39 KB

- BishopYnez.jpg

95 KB

- BloodAndStone.jpg

37 KB

- BloodRite.png

528 KB

- BohemondSteward.jpg

40 KB

- BriarVeins.jpg

57 KB

- BrokenWheel.jpg

74 KB

- CamiliaDiSarvos.png

977 KB

- Cardinal Olek.jpg

31 KB

- Cardinal Tockrynn.jpg

83 KB

- CarefulStudy.jpg

80 KB

- Clarice.jpg

84 KB

- ClarityAndFog.jpg

29 KB

- CorsairZanterr.jpg

111 KB

- Crafting.jpg

88 KB

- DarkScales.jpg

67 KB

- Dawn Troubadour.jpg

69 KB

- DawnishHero.jpg

69 KB

- DawnishTroubadours.jpg

89 KB

- DawnishWitch.jpg

100 KB

- DawnNaga.jpg

74 KB

- DecoratedPlate.jpg

67 KB

- DivinationRitual.png

462 KB

- DoctorHolfried.jpg

65 KB

- Dodos.jpg

86 KB

- Eira Pridestalker.jpg

48 KB

- EvilWizard.jpg

31 KB

- ExarchsStandard.jpg

101 KB

- ExuberantBriar.jpg

52 KB

- FlowerKnight.jpg

83 KB

- Freeborn Grendel.jpg

264 KB

- FreebornDancer.jpg

44 KB

- FreebornFlame.jpg

94 KB

- FreebornFuneral.jpg

66 KB

- FreebornJewels.jpg

74 KB

- FreebornScale.jpg

399 KB

- FreebornScrivener.jpg

428 KB

- FreebornShelter.jpg

110 KB

- Friar Alan.jpg

222 KB

- GrimGrendel.jpg

498 KB

- GuyLove.jpg

76 KB

- HighguardHistory.jpg

100 KB

- IntentChangeling.jpg

92 KB

- IrontideKask.jpg

89 KB

- JadeScales.jpg

71 KB

- Kings Stoke Fighters.jpg

501 KB

- KrakenfireCorsair.jpg

97 KB

- LeagueLineage.jpg

100 KB

- Light1.jpg

42 KB

- LittleMotherSarvos.jpg

107 KB

- LittleWarding.jpg

61 KB

- LuizCabreyra.jpg

80 KB

- MaesterNiccolo.jpg

49 KB

- Marchers prepare.jpg

421 KB

- MarcherWassail.jpg

103 KB

- Mari Lwydish.png

544 KB

- MaskofGold.jpg

48 KB

- MerrynFarkas.jpg

55 KB

- Meurig.jpg

77 KB

- MilitaryCouncil.jpg

40 KB

- MobJustice.jpg

57 KB

- NightLight.jpg

32 KB

- NoblePointyHat.jpg

46 KB

- NotUpToAnything.jpg

75 KB

- Oberon.jpg

69 KB

- Orc Slaughter.jpg

89 KB

- OrcInTheMists.jpg

32 KB

- PensivePriest.jpg

74 KB

- Peredur.jpg

57 KB

- PitOfDeath.jpg

554 KB

- Poise.jpg

60 KB

- ProsperousYeoman.png

400 KB

- QuietAndRuthless.jpg

87 KB

- RecordingHistory.jpg

44 KB

- RedLineRitual.jpg

46 KB

- RicardoDiTasetto.jpg

180 KB

- RitualFog.jpg

87 KB

- Scops.jpg

69 KB

- Scrutiny.jpg

47 KB

- Senara.jpg

62 KB

- ShadowLioness.jpg

96 KB

- Sian Twilight.jpg

115 KB

- Sinister.jpg

39 KB

- SmilingEyes.jpg

71 KB

- Smithy.jpg

75 KB

- SmokeMagic.jpg

65 KB

- StormcrowEldeen.jpg

93 KB

- Strategy.jpg

72 KB

- Tanwyn.jpg

56 KB

- TemeschwarDraughir.png

913 KB

- The Foxes.jpg

79 KB

- TheGreatGame.jpg

58 KB

- ThinSteelLine.jpg

58 KB

- TomVolhov.png

155 KB

- TreeOfNames.jpg

98 KB

- TyrAndAstrid.jpg

50 KB

- UnconqueredCouros.jpg

346 KB

- Urizen ritual.jpg

58 KB

- UrizenDefenders.jpg

113 KB

- UrizenExplains.png

194 KB

- UrizenTeaching.jpg

37 KB

- Veikko.jpg

32 KB

- VigilantInquisitor.jpg

72 KB

- Vitellius.png

625 KB

- Warcaller.jpg

120 KB

- WendigoCultist.jpg

52 KB

- William Dromond.jpg

51 KB

- Windsandclouds.jpg

507 KB

- WintermarkDrummer.jpg

95 KB

- Witch Warrior.jpg

76 KB

- WondrousForests.jpg

99 KB

- YeomanAndChild.jpg

45 KB

- Zayean Brackensong.jpg

84 KB

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Photos:TomGarnett&oldid=43774"

Category-Pieces of Costume

This category currently contains no pages or media.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Pieces_of_Costume&oldid=43779"

Category-Pole-arms

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Farmer's Scythe

May spend a hero point to call STRIKEDOWN

2

0

0

0

0

0

0

0

0

Sanguine Spear

May spend a hero point to call CLEAVE

1

0

0

5

0

0

0

0

0

Butcher's Bill

1/day may call STRIKEDOWN or CLEAVE

1

8

0

0

0

0

0

0

2

Bolstering Bill

1/day may use Stay With Me

1

0

0

6

7

0

0

0

0

Warden's Bardiche

Gain 1 Hero Point

1

0

0

10

0

3

0

0

0

Blacksmith's Wage

After 10 seconds of appropriate roleplaying you may spend hero point to repair this weapon

1

9

0

0

0

5

0

0

0

Barbed Spear

May spend hero points to call VENOM.

1

3

0

3

0

0

11

0

0

Magistrate's Grasp

May spend hero point to call ENTANGLE

1

4

0

4

0

9

0

0

0

Labyrinth's Gate

You may spend a hero point to call IMPALE on a prone opponent

1

4

17

9

0

0

0

0

0

Fell Iron Fury

2/day may call STRIKEDOWN or CLEAVE

1

10

0

15

0

7

0

0

0

Bullroarer's Shout

3/day may call STRIKEDOWN

1

7

10

15

0

0

7

0

0

Pages in category "Pole-arms"

The following 12 pages are in this category, out of 12 total.

B

- Barbed Spear

- Blacksmith's Wage

- Bolstering Bill

- Bullroarer's Shout

B cont.

- Butcher's Bill

F

- Farmer's Scythe

- Fell Iron Fury

L

- Labyrinth's Gate

M

- Magistrate's Grasp

P

- Template%3APole-arms

S

- Sanguine Spear

W

- Warden's Bardiche

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Pole-arms&oldid=32544"

Category-Regalia

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Mirror of the Virtuous

If the bearer leads an ANOINTING ceremony, all effects apply to the bearer as well as the target.

1

0

0

0

6

0

0

3

0

Shackles of Insight

1/day you can perform INSIGHT on two targets at the same time; you must be able to touch both targets

1

0

7

0

0

0

0

3

0

Illuminates' Amulet

2/day when you use a dose of Liao to perform a religious ceremony you regain 1 personal Mana.

1

0

0

0

5

0

0

3

5

Unblinking Eye

1/day you may use the INSIGHT skill as if you knew it without requiring any Liao.

1

3

7

0

5

0

0

3

0

Censer of Benediction

When you participate in a CONSECRATE, HALLOW or ANOINTING ceremony, you may add an additional rank by spending an additional Liao

1

5

0

6

0

7

0

3

0

Righteous Aspergil

When you participate in a TESTIFY ceremony, you may add up to two additional ranks by spending up to two additional Liao

1

3

7

0

6

0

0

5

0

Silent Bell

When you participate in an EXORCISM ceremony, you may add up to two additional ranks by spending up to two additional Liao

1

0

0

7

0

0

10

5

0

Pages in category "Regalia"

The following 8 pages are in this category, out of 8 total.

C

- Censer of Benediction

I

- Illuminates' Amulet

M

- Mirror of the Virtuous

R

- Template%3ARegalia

- Righteous Aspergil

S

- Shackles of Insight

S cont.

- Silent Bell

U

- Unblinking Eye

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Regalia&oldid=31857"

Category-Religion

Religion

Pages in category "Religion"

The following 48 pages are in this category, out of 48 total.

A

- Ambition

- Ambition roleplaying effects

- Anarchy roleplaying effects

B

- Bishop

C

- Ceremonies overview

- Chapter

- Courage

- Courage roleplaying effects

F

- Freedom Heresy

G

- Good Walder

- Guides: Synod

I

- Imperial Synod

- Imperial theology

- Investigative Theology

L

- Liao

- Liao and the Labyrinth of Ages

L cont.

- Liao ceremonies

- Loyalty

- Loyalty roleplaying effects

M

- Malign spiritual presences

- Monastery

P

- Paragons and Exemplars

- Peace roleplaying effects

- Pride

- Pride roleplaying effects

- Primer: Synod

- Prosperity

- Prosperity roleplaying effects

- Pure liao

R

- Religion

- Template%3AReligion Further Reading

- Religious Crimes

R cont.

- Religious roleplaying effects

- Religious skills

S

- Schisms and Heresies

- Signs of the Paragon and Exemplar

- Symbols, icons and trappings

T

- The Doctrines of the Faith

- The history of the Way

- The Virtues

- The Way

- The Way and the non-human

- Troubadour

V

- Vengeance roleplaying effects

- Vigilance

- Vigilance roleplaying effects

W

- Wisdom

- Wisdom roleplaying effects

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Religion&oldid=6812"

Category:Reliquaries

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Wayfarer's Pyx

When your sect cooperates as part of a sect ceremony, the final strength of the ceremony is increased by one.

2

0

0

0

0

0

0

0

0

Almery of Purity

1/day when a member of the sect performs a ceremony of exorcism or excommunication on another member of the sect, each dose of liao contributed counts double for the potency of effect.

1

3

0

0

5

0

10

9

0

Pages in category "Reliquaries"

The following 3 pages are in this category, out of 3 total.

A

- Almery of Purity

R

- Template%3AReliquary

W

- Wayfarer's Pyx

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Reliquaries&oldid=45876"

Category-Requires Ratification

These motions have been passed by the Senate but the process of Scrutiny has identified constitutional or practical implications which mean that they require ratification by the Throne. They have no legal basis until that has been secured.

This category currently contains no pages or media.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Requires_Ratification&oldid=42151"

Category-Ritual Staves

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Choleric Staff

Gain 1 rank of Summer Lore

1

14

9

0

0

0

0

20

0

Enigmatic Staff

Gain 1 rank of Night Lore

1

0

0

0

0

9

0

20

14

Luminous Staff

Gain 1 rank of Day Lore

1

0

0

0

14

0

0

20

9

Melancholic Staff

Gain 1 rank of Autumn Lore

1

0

0

14

9

0

0

20

0

Phlegmatic Staff

Gain 1 rank of Winter Lore

1

0

0

9

0

0

14

20

0

Sanguine Staff

Gain 1 rank of Spring Lore

1

0

9

0

0

14

0

20

0

Pages in category "Ritual Staves"

The following 7 pages are in this category, out of 7 total.

C

- Choleric Staff

E

- Enigmatic Staff

L

- Luminous Staff

M

- Melancholic Staff

P

- Phlegmatic Staff

R

- Template%3ARitual Staves

S

- Sanguine Staff

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Ritual_Staves&oldid=31855"

Category-Rituals

Ritual Summaries by Realm

- Rituals of Spring

- Rituals of Summer

- Rituals of Autumn

- Rituals of Winter

- Rituals of Day

- Rituals of Night

This selection of articles can be downloaded as a PDF book (or as html only)

Pages in category "Rituals"

The following 200 pages are in this category, out of 230 total.

(previous 200) (next 200)

A

- Align the Celestial Net

- Alignment of Mind and Blade

- All the World in a Grain of Sand

- An Echo of Life Remains

- Anathemic Call of Bug and Briar

- Arcane Mark

- Art of the Deal

- Ascendance of the Highest Mind

- Ascetic Star of Atun

- Autumn rituals

B

- Balanced Scales of Lann

- Barked Command of the Iron Serjant

- Battlefield ritual

- Before the Throne of Estavus

- Black Iron Blade

- Blessing of New Spring

- Blood and Salt

- Blood of the Hydra

- Bound by Common Cause

- Braying Horns of War

- Brazen Claws of the Lictor

- Bright Eyes Gleam in the Depths

- Bright Lantern of Ophis

C

- Call Down Lightning's Wrath

- Call Winged Messenger

- Carve the Crystal Guardian

- Cast Off The Chain of Memory

- Challenge the Iron Duke

- Champions Shining Resolve

- Charge of the Rushing Wind

- Chasuble of Majesty

- Chimes of Annulment

- Chirurgeon's Healing Touch

- Churning Cauldron of Bravash

- Circle of Gold

- Circle of Trust

- Clad in Golden Raiment

- Clarion Call of Ivory and Dust

- Clarity of the Master Strategist

- Clear Counsel of the Everflowing River

- Clear Lens of the Eternal River

- Coil of the Black Leech

- Cold Water from the Mountain

- Conclave of Trees and Shadow

- Crimson Ward of Summer Stars

- Crumbling Flesh and Withering Limbs

- Crystal Clarity of the Rational Soul

- Crystaline Focus of Aesh

- Curse

- Curse of Decrepitude

- Curse of Gangrenous Flesh

D

- Day rituals

- Delve Deep, Beneath the Mountain

- Devastating Maul of Inga Tarn

- Devastating Scythe of Anguish and Loss

- Distill the Serpent's Stone

- Distillation of Diverse Parts

- Drawing the Penumbral Veil

- Dreams in the Witch House

- Dreamscape of the Endless Hunt

- Dripping Echoes of the Fen

E

- Embrace the Living Flame

- Enchantment

- Ensnaring Bond of Transient Stasis

- Ephisis' Scale

- Eyes of the Sun and Moon

F

- Fallow Fields and Dried Meat

F cont.

- Fan the Flame of New Life

- Fetid Breath of Teeming Plague

- Fight Tooth and Nail

- Fire in the Blood

- Foam and Spittle of the Furious Sea

- Forge the Wooden Fastness

- Formulaic ritual

- Fountain of Life

- Freedom of the Soul

- Freezing Brand of Irremais

- Frozen Citadel of Cathan Canae

G

- Gathering the Harvest

- Gift of the Wily Broker

- Glorious Crown of Enchantment

- Glory to the Sovereign

- Gnawing, Endless Hunger

H

- Hallow of the Green World

- Hand of the Maker

- Hands of the Healer

- Hearthfire Circle

- Hold Back Frozen Hunger

- Horizon's Razor Edge

- Howling Despite of the Yawning Maw

- Hunger of the Draughir

- Hungry Grasp of Despair

I

- Icy Maw Devours the Spark of Essence

- Ilium

- Illuminate the Higher Mind

- Imperial Lore

- Imurrement of Leaden Chains

- Incantation's Mystic Mask

- Inescapable Chains of Bitter Glass

- Inevitable Collapse into Ruin

- Irrepressible Monkey Spirit

K

- Kimus' Glaring Eye

- Knights of Glory

L

- Last Breath Echoes

- Like Water Through Your Fingers

M

- Mantle of Lordly Might

- Mantle of the Golden Orator

- Mark of Ownership

- Mark the Flesh Incorruptible

- Masque of the Blinded Weaver

- Merciless Wrath of the Reaver

- Midwife's Recourse

- Might of the Myrmidon

- Missive for Sadogua

N

- Naeve's Twisting Blight

- Night rituals

- Noble Mien of the Hawk Lords

P

- Pakaanan's Iron Shutters

- Pallid Flesh of the Dead King

- Piercing Light of Revelation

Q

- Quickening Cold Meat

R

- Raise the Standard of War

- Rampant Growth

- Ravenous Tongue of Entropy

- Reading the Weave

- Regio

- Renewed Strength of the New Day

- Retreat to the White Caves

- Revelation of the Jewel's Sparkling Heart

- Revelatory Light of the Empyrean Spheres

- Riddle Hides the Reward

- Rising Roots that Rend Stone

- Rituals

- Rivers of Gold

R cont.

- Rivers of Life

- Rivers Run Red

- Rot's Rightful Claim

- Ruthless Vigilance, Healthy Crop

S

- Scrivener's Bloodmark

- Secrets for the Shadow Courier

- Secrets of Skillful Artifice

- Secrets of the Empty Heart

- Shadow of the Bronze Colossus

- Shadowed Glass of Sung

- Shared Mastery of the Magician's Guild

- Sharp Eyes of the Corsair

- Shroud of Mist and Shadow

- Sift the Dreamscape's Sands

- Sign of Aesh

- Signs and Portents

- Skein of Years

- Skin of Bark, Blood of Amber

- Smooth Hands Shape the World

- Sorins Rite of Agony

- Splendid Panoply of Knighthood

- Spontaneous magic

- Spring rituals

- Stance of the Constricting Scourge

- Standing at the Threshold

- Still Waters, Running Deep

- Stout Resolve of the Unyielding

- Streams of Silver

- Strength of the Bull

- Strong Ox, Golden Sun

- Sular's Promise

- Sum of the Parts

- Summer rituals

- Swim Leviathan's Depth

T

- Talon of the Gryphon

- Tenacity of Jotra

- The Ambassadorial Gatekeeper

- The Anvil of Estavus

- The Blade Bites Back

- The Celestial Library

- The Chamber of Delights

- The Chamber of Pallas

- The Conspirator's Cloak

- The Cuckoo's Egg

- The Dance of Navarr and Thorn

- The Ebb and Flow of Battle

- The Eight-spoked Wheel

- The Eye of the High Places

- The Forest Remains

- The Garden of Teth-Anon

- The Grave's Treacherous Edge

- The Hammer of Thunder

- The Hands of Sacred Life

- The Leaping Hare

- The Lure of Distant Shores

- The Retrograde Wheel

- The Solace of Chimes

- The Sound of Drums

- The Swan's Cruel Wing

- The Twilight Masquerade

- The Vigour of Youth

- There Is No Welcome Here

- Thief's Arcane Gambit

- Thought Becomes Action

- Thundering Roar of the Lion-bound Horn

- Thunderous Deluge

(previous 200) (next 200)

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Rituals&oldid=31369"

Category-Robes

Item

Power

Time

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Crystaltender's Vestment

1/day you may spend one Crystalised Mana to restore three Personal Mana

2

0

0

0

0

0

0

0

0

Volhov's Robe

2/day lets a character take part in a ritual with a coven of the same nation; when you use this ability, it counts towards the daily limit of coven rituals you can perform. You can't be in a coven when you use this robe.

1

0

0

0

0

0

0

5

3

Shimmergold Coat

You gain +1 Endurance

1

4

0

0

3

0

0

0

3

Mantle of the Mountebank

When you are performing a solo ritual without drawing on a coven bond and without using a regio, you can perform that ritual in one minute rather than two

1

3

0

0

3

3

0

0

5

Trollsweave Vest

You can cast the Heal spell in 5 seconds instead of 10

1

0

0

0

8

8

0

0

0

Alabaster Cerement

You gain three ranks of Fortitude provided that you are Dedicated or Annointed

1

0

0

0

3

6

7

3

0

Opaline Coat

Gain 2 personal mana

1

0

0

0

0

0

7

5

13

Robe of Blood and Bone

3/day you can perform the Heal, Purify or Repair Limb incantation on another character without expending any mana.

1

0

0

5

12

10

8

0

3

Glamourweave Robe

You may cast the Empower spell for 1 mana instead of 2

1

9

0

15

0

0

7

0

11

Moonsilver Doublet

You may cast the Swift Heal spell for 1 mana instead of 2

1

3

0

0

15

0

9

3

11

Ashen Mantle

Gain 3 personal mana

1

0

0

0

0

6

10

13

24

Pages in category "Robes"

The following 10 pages are in this category, out of 10 total.

A

- Alabaster Cerement

- Ashen Mantle

C

- Crystaltender's Vestment

G

- Glamourweave Robe

M

- Moonsilver Doublet

O

- Opaline Coat

R

- Robe of Blood and Bone

S

- Shimmergold Coat

T

- Trollsweave Vest

V

- Volhov's Robe

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Robes&oldid=18518"

Category-Rods

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Forlorn Hope

You may cast the Swift Heal spell as if you know it

2

0

0

0

0

0

0

0

0

Storm Sceptre

You may cast the Repel spell as if you know it

2

0

0

0

0

0

0

0

0

Tactician's Demand

You may cast the Empower spell as if you know it

2

0

0

0

0

0

0

0

0

Yeoman's Bounty

You may cast the Weakness spell as if you know it

2

0

0

0

0

0

0

0

0

Whelpmaster's Fang

You may cast the Weakness spell 1/day as if you knew it without spending any mana

1

0

0

0

0

0

7

0

0

Windreaping Sickle

You may cast the Repel spell 1/day as if you knew it without spending any mana

1

0

7

0

0

0

0

0

0

Bloodsilver Spike

You may cast the Swift Heal spell 1/day as if you knew it and without spending any mana

1

0

0

0

10

0

0

0

0

Neophyte's Aid

Gain 1 mana

1

0

7

0

0

0

0

0

3

Quiet Word

You may cast the Paralyse spell 1/day without spending any mana

1

0

0

0

0

10

0

0

0

Tumultuous Gyre

Once per day, when you cast Repel, you may cast it on two targets instead of one. The second repel must be delivered within 10 seconds of the first

1

0

8

0

0

0

0

0

3

Blood-dimming Tide

Once per day, when you cast swift heal, you may cast it on two targets instead of one. The second swift heal must be delivered within 10 seconds of the first

1

0

0

0

7

0

0

0

7

Witches' Hammer

1/day you may call SHATTER when you cast Repel

1

0

12

0

0

0

7

0

7

Stormweaver

You may cast the Repel spell 3/day as if you knew it and without spending any mana

1

0

15

5

0

0

5

0

7

Radiant Torrent

2/day, when you cast swift heal, you may cast it on two targets instead of one. The second swift heal must be delivered within 10 seconds of the first

1

3

0

0

15

0

0

12

5

Sceptre of the Necropolis

1/day you may call IMPALE when you cast paralysis.

1

0

5

0

0

12

20

0

5

Roaring Chimera Rod

You may cast the Empower spell 3/day without spending any mana

1

10

7

17

0

0

0

5

7

Pages in category "Rods"

The following 17 pages are in this category, out of 17 total.

B

- Blood-dimming Tide

- Bloodsilver Spike

F

- Forlorn Hope

N

- Neophyte's Aid

Q

- Quiet Word

R

- Radiant Torrent

R cont.

- Roaring Chimera Rod

- Template%3ARods

S

- Sceptre of the Necropolis

- Storm Sceptre

- Stormweaver

T

- Tactician's Demand

T cont.

- Tumultuous Gyre

W

- Whelpmaster's Fang

- Windreaping Sickle

- Witches' Hammer

Y

- Yeoman's Bounty

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Rods&oldid=40530"

Category-Runes

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

Pages in category "Runes"

The following 27 pages are in this category, out of 27 total.

A

- Aesh

B

- Bravash

C

- Cavul

D

- Diras

E

- Evrom

F

- Feresh

G

- Gralm

H

- Hirmok

I

- Irremais

J

- Jotra

K

- Kyrop

L

- Lann

M

- Mawrig

N

- Naeve

O

- Ophis

P

- Pallas

Q

- Queros

R

- Rhyv

R cont.

- Rune Overview

S

- Sular

T

- Tykonus

U

- Ull

V

- Verys

W

- Wyr

X

- Xun

Y

- Yoorn

Z

- Zorech

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Runes&oldid=43029"

Category-Senate

Pages in category "Senate"

The following 59 pages are in this category, out of 59 total.

3

- 376YE Winter Solstice Senate sessions

- 377YE Autumn Equinox Senate sessions

- 377YE Spring Equinox Senate sessions

- 377YE Summer Solstice Senate sessions

- 377YE Winter Solstice Senate sessions

- 378YE Autumn Equinox Senate sessions

- 378YE Spring Equinox Senate sessions

- 378YE Summer Solstice Senate sessions

- 378YE Winter Solstice Senate sessions

- 379YE Autumn Equinox Senate sessions

- 379YE Spring Equinox Senate sessions

- 379YE Summer Solstice Senate sessions

- 379YE Winter Solstice Senate sessions

A

- Advisor on orc affairs

- Advisor on the Vallorn

- Ambassador to Asavea

- Ambassador to Faraden

- Ambassador to Jarm

- Ambassador to the Iron Confederacy

- Ambassador to the Sumaah Republic

A cont.

- Appointments by the Senate

- Auditor of Senatorial Accountability

- Authority

C

- Captain of the Senate Guard

- College of Magic

- Commission

- Conscience of the Senate

- Crystal Architect of the Spires

D

- Dean of Pilgrims

E

- Embassy

F

- Folly

- Fortification

G

- Great work

H

- Historical research

I

- Imperial army

- Imperial Elections

- Imperial Master of Works

- Imperial navy

- Imperial Senate

- Imperial title

M

- Master of the Imperial Mint

- Minister of Historical Research

- Ministry

- Motion wording

N

- New Imperial titles

O

- Opportunity

P

- Powers of the Imperial Senate

Q

- Quartermaster General of the Imperial Armies

R

- Runeforge

S

- Scrutiny

- Senate address

- Senate announcement

- Senate design

- Senate motion

- Senate session

- Senator

- Speaker for the Senate

- Spy network

T

- The Throne

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Senate&oldid=28901"

Category-Shields

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Pilgrim's Shield

You gain one rank of Endurance provided that you are Dedicated or Annointed

2

0

0

0

0

0

0

0

0

Champion's Bastion

When you spend a hero point, you gain 1 hit straight afterwards

1

0

3

7

3

0

0

0

0

Oakheart Shield

You gain one rank of Endurance and one rank of Fortitude

1

0

0

0

6

9

0

0

0

Burnished Rampart

You can spend 10 seconds of appropriate roleplaying and a hero point to repair this shield

1

13

0

0

0

0

0

0

3

Warcaster's Oath

You can spend 2 personal mana to gain the effect of the unstoppable skill.

1

0

5

7

0

0

0

4

0

Stormguard Bulwark

You gain one rank of Endurance, and one mana

1

9

5

0

0

0

0

0

7

Pages in category "Shields"

The following 7 pages are in this category, out of 7 total.

B

- Burnished Rampart

C

- Champion's Bastion

O

- Oakheart Shield

P

- Pilgrim's Shield

S

- Template%3AShields

- Stormguard Bulwark

W

- Warcaster's Oath

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Shields&oldid=40588"

Category-Spring Ritual

Pages in category "Spring Ritual"

The following 37 pages are in this category, out of 37 total.

A

- Anathemic Call of Bug and Briar

B

- Blessing of New Spring

- Blood and Salt

- Blood of the Hydra

C

- Call Down Lightning's Wrath

- Charge of the Rushing Wind

- Chirurgeon's Healing Touch

- Churning Cauldron of Bravash

- Curse of Gangrenous Flesh

F

- Fan the Flame of New Life

- Fetid Breath of Teeming Plague

- Fire in the Blood

- Foam and Spittle of the Furious Sea

F cont.

- Forge the Wooden Fastness

- Fountain of Life

H

- Hallow of the Green World

- Hands of the Healer

- Hearthfire Circle

I

- Irrepressible Monkey Spirit

M

- Merciless Wrath of the Reaver

- Midwife's Recourse

R

- Rampant Growth

- Rising Roots that Rend Stone

- Rivers of Life

- Rivers Run Red

- Rot's Rightful Claim

S

- Skin of Bark, Blood of Amber

- Spring rituals

T

- The Dance of Navarr and Thorn

- The Forest Remains

- The Hands of Sacred Life

- Thunderous Deluge

- Thunderous Tread of the Trees

- Touch of Vile Humours

- Turns the Circle

U

- Unending Cascade of Blood's Fire

V

- Vitality of Rushing Water

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Spring_Ritual&oldid=31354"

Category-Staffs

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Lamia's Whisper

You may cast the Venom spell as if you know it

2

0

0

0

0

0

0

0

0

Landkeeper's Oath

You may cast the Entangle spell as if you know it

2

0

0

0

0

0

0

0

0

Pugilist's Shillelagh

You may cast the Repel spell as if you know it

2

0

0

0

0

0

0

0

0

Unseen Encasement

You may cast the Paralyse spell as if you know it

2

0

0

0

0

0

0

0

0

Wendigo's Bargain

You may cast the Weakness spell as if you know it

2

0

0

0

0

0

0

0

0

Death's Door

You may cast the Venom spell 1/day without spending any mana.

1

0

0

0

0

0

3

0

3

Amberglass Chain

You may cast the Entangle spell 1/day as if you knew it without spending any mana.

1

0

0

0

0

7

0

0

0

Enfeebling Echo

You may cast the Weakness spell 1/day without spending any mana.

1

0

0

0

0

0

7

0

0

Shadowbound Donjon

You may cast the Paralyse spell 1/day without spending any mana.

1

0

0

0

0

6

0

0

3

Ethereal Manacle

Once per day, when you cast Entangle, you may cast it on two targets instead of one. The second entangle must be delivered within 10 seconds of the first.

1

0

0

0

0

7

0

4

0

Staff of Power

1/day you may cast any spell that you know for no mana cost

1

0

5

0

0

0

0

0

10

Staff of Command

You may cast the entangle, repel and paralysis spells as if you knew them

1

0

10

0

0

7

0

0

5

Staff of Life

You may cast the heal, restore limb and purify spells as if you knew them

1

0

0

0

7

0

10

0

5

Caress of Arhallogen

2/day you may cast VENOM or PARALYSE without spending any mana

1

0

0

0

0

9

9

0

10

Furrowed Wake

2/day you may call STRIKEDOWN when you cast Entangle

1

0

12

5

0

3

0

0

9

Staff of the Magi

2/day you may cast any spell that you know for no mana cost

1

5

7

0

0

0

12

0

13

Suzerain's Command

3/day you may cast REPEL or ENTANGLE without spending any mana

1

0

15

0

0

17

0

0

10

Staff of Imperial Mastery

You may cast any spell on the spell list as if you knew it

1

7

7

7

7

7

7

7

7

Pages in category "Staffs"

The following 19 pages are in this category, out of 19 total.

A

- Amberglass Chain

C

- Caress of Arhallogen

D

- Death's Door

E

- Enfeebling Echo

- Ethereal Manacle

F

- Furrowed Wake

L

- Lamia's Whisper

L cont.

- Landskeeper's Oath

P

- Pugilist's Shillelagh

S

- Shadowbound Donjon

- Staff of Command

- Staff of Imperial Mastery

- Staff of Life

- Staff of Power

S cont.

- Staff of the Magi

- Template%3AStaffs

- Suzerain's Command

U

- Unseen Encasement

W

- Wendigo's Bargain

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Staffs&oldid=32511"

Category-Summer Ritual

Pages in category "Summer Ritual"

The following 31 pages are in this category, out of 31 total.

C

- Challenge the Iron Duke

- Champions Shining Resolve

- Chasuble of Majesty

- Clad in Golden Raiment

- Crimson Ward of Summer Stars

D

- Delve Deep, Beneath the Mountain

- Devastating Maul of Inga Tarn

F

- Frozen Citadel of Cathan Canae

G

- Glorious Crown of Enchantment

- Glory to the Sovereign

K

- Knights of Glory

M

- Mantle of Lordly Might

- Might of the Myrmidon

N

- Noble Mien of the Hawk Lords

R

- Raise the Standard of War

- Renewed Strength of the New Day

S

- Splendid Panoply of Knighthood

- Stout Resolve of the Unyielding

- Strength of the Bull

- Strong Ox, Golden Sun

- Summer rituals

T

- Talon of the Gryphon

T cont.

- Tenacity of Jotra

- The Hammer of Thunder

- The Leaping Hare

- The Sound of Drums

- The Swan's Cruel Wing

- The Vigour of Youth

- Thundering Roar of the Lion-bound Horn

U

- Unbreakable Behemoth's Strength

- Unbreakable Spirit, Unbreakable Blades

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Summer_Ritual&oldid=31353"

Category-Talismans

Item

Power

Time

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Circlet of Falling Snow

When you are exposed to any roleplaying effect you can expend 1 mana to justify remaining calm and relaxed.

2

0

0

0

0

0

0

0

0

Dragonbone Symbol

When this item is the subject of a HALLOW ceremony, the ceremony lasts as long as the item does.

2

0

0

0

0

0

0

0

0

Pilgrim's Shield

You gain one rank of Endurance provided that you are Dedicated or Annointed

2

0

0

0

0

0

0

0

0

Bondring

1/day you may use either stay with me or get it together on the other person you have bonded to, without spending a hero point.

1

0

0

0

0

0

0

7

0

Escharotic Cauldron

When you use the apothecary skill to create a potion you may substitute two drams of Marrowort for one dram of Cerulean Mazzarine, or two drams of Cerulean Mazzarine for one dram of Marrowort. You can only make this substitution once per preparation.

1

0

0

0

0

7

0

0

0

Wyrmstone Mortar

When you use the apothecary skill to create a potion you may substitute two drams of Imperial Roseweald for one dram of Bladeroot, or two drams of Bladeroot for one dram of Imperial Roseweald. You can only make this substitution once per preparation.

1

0

0

0

0

0

7

0

0

Mirror of the Virtuous

If the bearer leads an ANOINTING ceremony, all effects apply to the bearer as well as the target.

1

0

0

0

6

0

0

3

0

Phial of the Sun

Once per day when you use the physick skill you can decant some of the juice from this phial and use it as if it were any one herb. An apothecary cannot use this juice when creating a potion.

1

0

0

0

3

3

2

0

0

Shackles of Insight

1/day you can perform INSIGHT on two targets at the same time; you must be able to touch both targets

1

0

7

0

0

0

0

3

0

Alderman's Edge

You gain the weapon master skill

1

0

8

0

0

0

0

3

0

Cowl of Ashes

Gain 1 rank for the Whispers through the Black Gate ritual

1

0

0

0

0

0

4

3

3

Greensteel Bracelets

You gain the shield skill

1

3

0

8

0

0

0

0

0

Lodestone Shears

Twice per day an artificer can use these shears to cut a bond connecting to an item they can make as if they were casting the create bond spell

1

0

6

0

0

0

6

0

0

Champion's Bastion

When you spend a hero point, you gain 1 hit straight afterwards

1

0

3

7

3

0

0

0

0

Illuminates' Amulet

2/day when you use a dose of Liao to perform a religious ceremony you regain 1 personal Mana.

1

0

0

0

5

0

0

3

5

Shackle of the Unvirtuous

While wearing this ring, your aura is concealed from the INSIGHT skill; you cannot use any liao skills or imperial liao while bonded to this item

1

0

4

0

6

0

0

3

0

Bannerman's Band

Wearer gains the stay with me skill, and may use it once a day without spending a hero point

1

0

0

5

0

4

0

5

0

Oakheart Shield

You gain one rank of Endurance and one rank of Fortitude

1

0

0

0

6

9

0

0

0

Burnished Rampart

You can spend 10 seconds of appropriate roleplaying and a hero point to repair this shield

1

13

0

0

0

0

0

0

3

Captain's Mask

Gain 1 rank for Splendid Panoply of Knighthood and Strength of the Bull

1

9

0

0

0

0

0

3

4

Chrysalis Pendant

You may spend a hero point and five seconds of appropriate roleplaying to restore the use to another character's limb that has been disabled with the CLEAVE or IMPALE calls.

1

0

0

0

8

5

3

0

0

Corsair's Bloody Mask

Gain 1 rank for the Blood and Salt and Merciless Wrath of the Reaver rituals

1

0

5

3

0

0

0

4

3

Mask of Gold and Lead

Gain 1 rank for The Eight-Spoked Wheel and the Retrograde Wheel rituals

1

0

0

0

0

0

3

4

9

Mask of the Mountebank

Gain 1 rank for the Disguise Lineage and Masque of the Blinded Weaver.

1

0

0

0

0

0

4

5

7

Mercantilist's Mask

Gain 1 rank for the Streams of Silver and Rivers of Hold rituals

1

7

0

0

0

0

3

3

2

Warcaster's Oath

You do not lose the mana for any spell that you are interrupted while casting

1

0

5

7

0

0

0

4

0

Unblinking Eye

1/day you may use the INSIGHT skill as if you knew it without requiring any Liao.

1

3

7

0

5

0

0

3

0

Stormguard Bulwark

You gain one rank of Endurance, and one mana

1

9

5

0

0

0

0

0

7

Censer of Benediction

When you participate in a CONSECRATE, HALLOW or ANOINTING ceremony, you may add an additional rank by spending an additional Liao

1

5

0

6

0

7

0

3

0

Righteous Aspergil

When you participate in a TESTIFY ceremony, you may add up to two additional ranks by spending up to two additional Liao

1

3

7

0

6

0

0

5

0

Silent Bell

When you participate in an EXORCISM ceremony, you may add up to two additional ranks by spending up to two additional Liao

1

0

0

7

0

0

10

5

0

Straw Mask

Gain 1 rank for the Blessing of New Spring, Strong Ox and Golden Sun , and Gathering the Harvest rituals

1

3

0

0

3

3

3

4

3

Strigine Mask

Gain 1 rank for Reading the Weave, Eye of the Sun and the Moon and Piercing Light rituals

1

7

0

0

9

0

0

3

2

Abraxus Stone

When under the effect of VENOM, your bleed count is reduced by 3 minutes instead of to zero

1

0

7

0

9

0

12

0

0

Pauper's Key

2/day may open a portal as if they had cast the open portal spell

1

0

0

2

7

0

9

0

9

Ring of Adversity

1/day Gain 1 rank of Spring, Winter or Night Lore

1

0

6

0

0

9

9

0

6

Ring of Triumph

1/day Gain 1 rank of Summer, Autumn or Day Lore

1

9

0

6

9

0

0

0

6

Bloodfire Periapt

While under the effect of VENOM, you gain 3 endurance. You lose 3 hits from your current total when the VENOM is cured.

1

6

0

6

14

0

6

0

0

Atun's Ring

1/day Gain 1 rank in any one Lore

1

6

6

0

6

6

6

0

6

Circlet of Command

Whenever you activate the Get It Together skill, you may use it on two characters at once for the cost of 1 Hero Point. You must have one hand on each target.

1

7

5

4

15

0

0

7

0

Pages in category "Talismans"

The following 33 pages are in this category, out of 33 total.

A

- Abraxus Stone

- Alderman's Edge

- Atun's Ring

B

- Bannerman's Band

- Bloodfire Periapt

- Bondring

- Burnished Rampart

C

- Censer of Benediction

- Champion's Bastion

- Chrysalis Pendant

- Circlet of Command

C cont.

- Circlet of Falling Snow

D

- Dragonbone Symbol

E

- Escharotic Cauldron

G

- Greensteel Bracelets

I

- Illuminates' Amulet

L

- Lodestone Shears

M

- Mirror of the Virtuous

O

- Oakheart Shield

P

- Pauper's Key

- Phial of the Sun

- Pilgrim's Shield

R

- Righteous Aspergil

- Ring of Adversity

- Ring of Triumph

S

- Shackle of the Unvirtuous

- Shackles of Insight

- Silent Bell

- Stormguard Bulwark

T

- Talisman

U

- Unblinking Eye

W

- Warcaster's Oath

- Wyrmstone Mortar

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Talismans&oldid=21703"

Category-The Brass Coast

This selection of articles can be downloaded as a PDF book (or as html only)

This page collects all the information relevant to the Brass Coast.

Pages in category "The Brass Coast"

The following 41 pages are in this category, out of 41 total.

- The Brass Coast

B

- Brass Coast Egregore

- Brass Coast Maps

C

- Corsair

D

- Dhomiro of the Cinnabar Hills

F

- Family

- Farewell Farewell

- Feroz

- Fire Maringo

H

- Hakima

I

- Inez y Guerra

K

- Kahraman

- Keeper of the Spice Gardens

L

- Lost Segura

M

- Madruga

- Matrilineality

- Mistress of the Glass Parador

R

- Riqueza's Dream

S

- Sail Away Across the Sea

- Segura

- Segura spoils of war

- Spider's Tollkeep

T

- The Brass Coast children

- The Brass Coast costumes

- The Brass Coast culture and customs

- The Brass Coast economic interests

- The Brass Coast hearth magic

- The Brass Coast history

T cont.

- The Brass Coast leadership

- The Brass Coast lineage and species attitudes

- The Brass Coast look and feel

- The Brass Coast magical traditions

- The Brass Coast military concerns

- The Brass Coast music

- The Brass Coast people

- The Brass Coast religious beliefs

- The Brass Coast territories

V

- Virtue Never Falter

- Vizier of the Incarnadine Satchel

W

- Wagon song

- Without You

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-The_Brass_Coast&oldid=4081"

Category-The League

This selection of articles can be downloaded as a PDF book (or as html only)

This page collects all the information relevant to The League.

Pages in category "The League"

The following 50 pages are in this category, out of 50 total.

- The League

A

- A Fool in a Crown

- A League Costume Diary

- A League Costume Diary 2

- Aldones di Sarvos

B

- Bishop

- Bravo

C

- Caricomare

- Custodian of the Assayer's Guild

E

- Elizabethan recorder music

F

- Free company

G

- Guild

H

- Holberg

- Holberg spoils of war

- Holberg Wine

K

- Keeper of the Sapphire Stair

L

- League Egregore

L cont.

- League icons and artistry

- League Maps

- Lovely Joan

M

- Marching to Victory

- Mayor of Caricomare

- Mountebank

R

- Reuben's Brethren

- Rings in the League

S

- Sarvos

T

- Tassato

- Temeschwar

- The League children

- The League costumes

- The League culture and customs

- The League economic interests

- The League hearth magic

- The League history

T cont.

- The League leadership

- The League lineage and species attitudes

- The League look and feel

- The League magical traditions

- The League military concerns

- The League music

- The League people

- The League religious beliefs

- The League territories

- The Night of a Thousand Torches

- The Semmerlak

- Tower Song

- Treggajoran Wartha

- Troupe

U

- Uncle Vyig

V

- Vyig

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-The_League&oldid=4084"

Category-The Marches

This selection of articles can be downloaded as a PDF book (or as html only)

This page collects all the information relevant to The Marches.

Pages in category "The Marches"

The following 58 pages are in this category, out of 58 total.

- The Marches

B

- Bailiff of the Grand Market

- Bregasland

- Bringing in the Sheaves

C

- Carts Come Home

- Chants for naughty children

D

- Designing a costume for your character - a Marcher Costume diary

F

- Feni

G

- Good Walder

H

- Here's A Health to the Company

J

- Jack and the Giant

- Jonah Gold

K

- Kalenda Maya

L

- Landskeeper

M

- Marcher At My Side

- Marcher battle song

- Marcher household

- Marches Battle Song

- Marches Egregore

- Marches Maps

M cont.

- Market town

- Men of Fenrose

- Mitwold

- Monastery

- Mournwold

- Mournwold Harvest

O

- Only Remembered For What We Have Done

P

- Pretty Ploughboy

- Proverbs

- Pull Down Below

R

- Rebel March

S

- Silent Giants

- Steward

T

- Ten Thousand Miles

- The Marches children

- The Marches costumes

- The Marches culture and customs

- The Marches economic interests

- The Marches hearth magic

- The Marches history

T cont.

- The Marches icons and artistry

- The Marches leadership

- The Marches lineage and species attitudes

- The Marches look and feel

- The Marches magical traditions

- The Marches military concerns

- The Marches music

- The Marches people

- The Marches religious beliefs

- The Marches tales

- The Marches territories

- The Unquiet Grave

- Tom A'Bedlam's song

U

- Upwold

W

- Wassail

- Whose Pigs Are These?

Y

- Ye Mariners All

- Yeoman of the Marches

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-The_Marches&oldid=4085"

Category-The Marches Costume

Pages in category "The Marches Costume"

The following 9 pages are in this category, out of 9 total.

B

- Braies

- Brigandine

H

- Hat

H cont.

- Hood

- Hose

L

- Livery Coat

S

- Shift

- Shirt

- Shoes

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-The_Marches_Costume&oldid=43780"

Category-Tools

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Escharotic Cauldron

When you use the apothecary skill to create a potion you may substitute two drams of Marrowort for one dram of Cerulean Mazzarine, or two drams of Cerulean Mazzarine for one dram of Marrowort. You can only make this substitution once per preparation.

1

0

0

0

0

7

0

0

0

Wyrmstone Mortar

When you use the apothecary skill to create a potion you may substitute two drams of Imperial Roseweald for one dram of Bladeroot, or two drams of Bladeroot for one dram of Imperial Roseweald. You can only make this substitution once per preparation.

1

0

0

0

0

0

7

0

0

Phial of the Sun

Once per day when you use the physick skill you can decant some of the juice from this phial and use it as if it were any one herb. An apothecary cannot use this juice when creating a potion.

1

0

0

0

3

3

2

0

0

Lodestone Shears

Twice per day an artificer can use these shears to cut a bond connecting to an item they can make as if they were casting the create bond spell

1

0

6

0

0

0

6

0

0

This category currently contains no pages or media.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Tools&oldid=31856"

Category-Two-handed Weapons

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Woodcutter's Axe

May spend a hero point to call SHATTER

2

0

0

0

0

0

0

0

0

Butcher's Cleaver

May spend a hero point to call CLEAVE

1

5

0

0

0

0

0

0

0

Reaving Mattock

1/day may call SHATTER

1

0

7

0

0

0

0

0

0

Dawn's Glory

Gain 1 Hero Point

1

0

0

10

3

0

0

0

0

Giant's Maul

1/day may call STRIKEDOWN

1

0

7

7

0

0

0

0

0

Landsknecht's Zweihander

2/day may call SHATTER

1

3

13

0

0

0

3

0

0

Trollhammer

May spend hero point to call PARALYSIS. You are also affected by PARALYSIS

1

0

10

0

0

6

6

0

0

Captain's Command

May spend hero points to call REPEL or STRIKEDOWN

1

3

12

11

0

0

0

5

0

Trollslayer's Crescent

Gain 2 Hero Points

1

5

0

21

10

0

0

3

0

Pages in category "Two-handed Weapons"

The following 10 pages are in this category, out of 10 total.

B

- Butcher's Cleaver

C

- Captain's Command

D

- Dawn's Glory

G

- Giant's Maul

L

- Landsknecht's Zweihänder

R

- Reaving Mattock

T

- Trollhammer

- Trollslayer's Crescent

T cont.

- Template%3ATwo-Handed Weapons

W

- Woodcutter's Axe

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Two-handed_Weapons&oldid=31837"

Category-Urizen

This selection of articles can be downloaded as a PDF book (or as html only)

This page collects all the information relevant to Urizen.

Pages in category "Urizen"

The following 44 pages are in this category, out of 44 total.

- Urizen

1

- 18 Rings

A

- Arete

B

- Black Plateau

C

- Cold, Crisp Air

- Custodian of the Claw

- Custodian of the Starlight Drift

- Custodian of the Storm Vault

F

- From the Spires Tall

H

- Hungry Goat

K

- Keeper of the Glorious Fountain

- Keeper of the Tower of the Fall

L

- Light Festival Song

M

- Morrow

- My Child

N

- Net of the Heavens

P

- Provost of the Halls of Knowledge

R

- Redoubt

S

- Severus' Song

- Speak of Your Love

- Spiral

- Spire

T

- The Stargazer's Song

U

- Urizen children

- Urizen costumes

- Urizen culture and customs

- Urizen economic interests

- Urizen Egregore

- Urizen hearth magic

- Urizen history

U cont.

- Urizen Icons and Artistry

- Urizen leadership

- Urizen lineage and species attitudes

- Urizen look and feel

- Urizen magical traditions

- Urizen Maps

- Urizen Memorial Song

- Urizen military concerns

- Urizen music

- Urizen people

- Urizen religious beliefs

- Urizen territories

V

- Voices Call

Z

- Zenith

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Urizen&oldid=4087"

Category-Varushka

This selection of articles can be downloaded as a PDF book (or as html only)

This page collects all the information relevant to Varushka.

Pages in category "Varushka"

The following 59 pages are in this category, out of 59 total.

- Varushka

A

- Alderei the Fair

- All The Ushka

B

- Ballad of the Schlacta

- Beneath the Skin

- Brave Varushka Forth

- Build The Fires High

D

- Day Song and Night Song

- Dos Vidanya

F

- Feast of the Loom

- Footprints

H

- Hearth and Home

- Here's To Varushka

- Hurry, Hunter

I

- If Varushka Wills

K

- Karov

- Karsk

- Keep the Fires Burning

L

- Lord of Winter

M

- Marching song

M cont.

- Miekarova

- Mother Varushka

- Mother Varushka Goes to War

- Mravalzhamier

O

- One More Vodka

R

- Raise up your glass to Varushka

S

- Song to Keep the Dark Away

- Stzena

T

- The Beast of Volgadurn

- The Brewer's Lesson

- The North wind doth blow

- The Semmerlak

- The Sovereign

- The Walker of the Snow

V

- Varushka children

- Varushka costumes

- Varushka culture and customs

- Varushka economic interests

- Varushka Egregore

- Varushka hearth magic

V cont.

- Varushka history

- Varushka icons and artistry

- Varushka leadership

- Varushka lineage and species attitudes

- Varushka look and feel

- Varushka magical traditions

- Varushka Maps

- Varushka military concerns

- Varushka music

- Varushka people

- Varushka religious beliefs

- Varushka territories

- Varushkan Monster

- Varushkan Road

- Volodmartz

- Volodny

- Vyig

W

- Warden

- Wardens of Varushka

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Varushka&oldid=4089"

Category-Vestments

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Keeper's Habit

1/day you may perform or contribute to a CONSECRATE ceremony without expending liao

1

0

0

5

0

5

0

3

0

Missionary Dalmatic

1/day you may perform the DEDICATE ceremony without expending liao

1

5

0

0

3

0

0

5

0

Templar's Cuculla

1/day you may perform or contribute to an EXORCISM ceremony without expending liao

1

0

0

0

0

0

7

3

3

Troubadour's Tunic

1/day you may perform or contribute to a TESTIFY ceremony without expending liao

1

7

0

0

0

0

3

3

0

Wayfarer's Robe

1/day you may perform or contribute to an ANOINTING ceremony without expending liao

1

0

0

0

0

0

5

3

5

Dragonbone Tunic

1/day you may perform the HALLOW ceremony without expending liao

1

0

0

0

7

0

0

7

0

Simar of Certainty

1/day you may perform the EXCOMMUNICATE ceremony without expending liao

1

0

0

0

0

0

11

3

0

Labyrinthine Vestments

1/day you may perform or contribute to a religious ceremony without expending liao.

1

0

0

0

7

0

7

5

0

Inquisitor's Cassock

2/day you may peform an INSIGHT ceremony without expending liao

1

0

7

0

7

3

12

4

7

Splendid Vestment

When you participate in a CONSECRATE, HALLOW, ANNOINTING, EXORCISM, TESTIFY or EXCOMMUNICATION ceremony, you may add an additional rank by spending an additional Liao

1

8

0

0

5

0

13

5

13

Cowl of Judgement

When you perform the EXCOMMUNICATE ceremony you may add up to three additional ranks by spending up to three additional Liao

1

0

0

0

9

0

21

5

10

Pages in category "Vestments"

The following 13 pages are in this category, out of 13 total.

C

- Cowl of Judgement

D

- Dragonbone Tunic

I

- Inquisitor's Cassock

K

- Keeper's Habit

L

- Labyrinthine Vestments

M

- Missionary Dalmatic

S

- Simar of Certainty

- Splendid Vestment

T

- Templar's Cuculla

- Troubadour's Tunic

V

- Template%3AVestments

- Empress Mariika

W

- Wayfarer's Robe

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Vestments&oldid=31860"

Category-Wands

Item

Power

Months

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Acolyte's Mercy

You may cast the Heal spell as if you know it

2

0

0

0

0

0

0

0

0

Mazzarine Spindle

You may cast the Restore Limb spell as if you know it

2

0

0

0

0

0

0

0

0

Runesmith's Gavel

You may cast the Mend spell as if you know it

2

0

0

0

0

0

0

0

0

Swanfeather Schema

You may cast the Purify spell as if you know it

2

0

0

0

0

0

0

0

0

Altruist's Recompense

You regain one lost hit everytime you cast the Heal spell

1

0

0

0

5

0

0

0

3

Witchwood Wand

Gain 1 personal mana

1

0

0

0

0

0

3

0

7

Scrivener's Seal

You may cast Create Bond 2/day without expending mana

1

0

0

0

0

0

0

5

7

Ambergelt Baton

Once per day you may cast Heal, Purify and Restore Limb on the target simultaneously as if you knew them without spending any mana

1

0

0

0

4

7

0

0

3

Bloodwoven Braid

You may cast the Heal spell 2/day as if you knew it without expending mana

1

0

0

0

7

3

2

0

3

Redsteel Chisel

You may cast the Mend spell 2/day as if you knew it without expending mana

1

7

0

6

0

0

0

0

3

Maggot's Talon

You may break all a target's bonds when you cast the Create Bond spell

1

0

0

0

0

0

4

12

8

Seer's Probe

You can cast DETECT MAGIC or VOICE FOR THE DEAD 3/day as if you knew them without spending any mana

1

0

7

0

11

0

0

3

3

Boneweaver

You may cast the Restore Limb spell 3/day without expending mana

1

0

0

0

10

10

0

0

8

Sanguine Thorn

You purify venom when you cast the Heal spell

1

7

0

0

0

0

13

0

10

Grimnir's Hearthfire

3/day the target regains all lost hits when you cast the Restore Limb spell

1

0

0

0

16

9

0

0

7

Woundbinder

You may cast the Heal spell 4/day as if you knew it without expending mana

1

0

0

0

21

13

14

0

9

Pages in category "Wands"

The following 17 pages are in this category, out of 17 total.

A

- Acolyte's Mercy

- Altruist's Recompense

- Ambergelt Baton

B

- Bloodwoven Braid

- Boneweaver

G

- Grimnir's Hearthfire

M

- Maggot's Talon

- Mazzarine Spindle

R

- Redsteel Chisel

- Runesmith's Gavel

S

- Sanguine Thorn

- Scrivener's Seal

S cont.

- Seer's Probe

- Swanfeather Schema

W

- Template%3AWands

- Witchwood Wand

- Woundbinder

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Wands&oldid=31845"

Category-Winter Ritual

Pages in category "Winter Ritual"

The following 42 pages are in this category, out of 42 total.

A

- An Echo of Life Remains

B

- Black Iron Blade

C

- Circle of Trust

- Clarion Call of Ivory and Dust

- Coil of the Black Leech

- Crumbling Flesh and Withering Limbs

- Curse of Decrepitude

D

- Devastating Scythe of Anguish and Loss

- Dreamscape of the Endless Hunt

F

- Fallow Fields and Dried Meat

- Fight Tooth and Nail

- Freezing Brand of Irremais

G

- Gnawing, Endless Hunger

H

- Hold Back Frozen Hunger

H cont.

- Howling Despite of the Yawning Maw

- Hunger of the Draughir

- Hungry Grasp of Despair

I

- Icy Maw Devours the Spark of Essence

- Inevitable Collapse into Ruin

L

- Last Breath Echoes

M

- Mark the Flesh Incorruptible

N

- Naeve's Twisting Blight

P

- Pakaanan's Iron Shutters

- Pallid Flesh of the Dead King

Q

- Quickening Cold Meat

R

- Ravenous Tongue of Entropy

- Retreat to the White Caves

- Ruthless Vigilance, Healthy Crop

S

- Sorins Rite of Agony

T

- The Grave's Treacherous Edge

- There Is No Welcome Here

- Traitor's Fate

U

- Unyielding Constitution

W

- Ward of the Black Waste

- Whispers through the Black Gate

- Wind of Mundane Silence

- Winter rituals

- Winter's Ghosts

- Wisdom of the Balanced Blade

- Wither the Seed

- Withering Touch of Frost

- Words of Ending

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Winter_Ritual&oldid=31358"

Category-Wintermark

This selection of articles can be downloaded as a PDF book (or as html only)

This page collects all the information relevant to Wintermark.

Pages in category "Wintermark"

The following 45 pages are in this category, out of 45 total.

- Wintermark

A

- A Kallivesi Costume Diary

C

- Cattle Calls

G

- Gatekeeper of Falling Snow

- Guardian of the Cairn

H

- Hahnmark

- Heroism

- Ho Ho Away We Go

I

- I Wish My Baby Was Born

K

- Kalenda Maya

- Kallavesa

- Kallavesi

L

- Lament for Skarsind

- Low Down in the Broom

M

- March On Wintermark's Army

M cont.

- Master Apothecary

- My Ain True Love

- Mystic

S

- Sermersuaq

- Skarsind

- Skarsind spoils of war

- Steinr

- Suaq

T

- The Last Of The Trolls

- The Scop's Gift

- The Snow It Melts the Soonest

- Two Men Came to Your Hall Door

W

- Wintermark children

- Wintermark costumes

- Wintermark culture and customs

W cont.

- Wintermark economic interests

- Wintermark Egregore

- Wintermark hearth magic

- Wintermark history

- Wintermark Icons and Artistry

- Wintermark lineage and species attitudes

- Wintermark look and feel

- Wintermark magical traditions

- Wintermark Maps

- Wintermark military concerns

- Wintermark music

- Wintermark people

- Wintermark political leadership

- Wintermark religious beliefs

- Wintermark territories

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Wintermark&oldid=4090"

Cathan Canae

Contents

- 1 Eternal of Summer

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Summer

Sobriquets

Cathan Canae is called the Queen of Ice and Darkness or the Lady of the Frost.

She is sometimes called called The Breath of Winter (perhaps confusingly, given she is an Eternal of Summer), Mistress of Blizzards and The Immovable One.

Appearance

This Summer Eternal appears either as a tall, muscular woman dressed in heavy chain in the style of a Wintermark warrior-heroine, bearing a vicious hooked polearm called Ironwind. On her brow is a tall crown of ice set with three blue jewels. She usually wears a mantle of white bear fur, which stories say was made for her by the Suaq icewalker-hero Fainomaiken from the hide of the titanic Devilbear that haunted the wastes of Sermersuaq centuries before the Steinr came and the people of Wintermark became one.

On the rare occasions that she is presenting a more peaceful mien, she dresses in the manner of a rich Steinr thane, or wealthy Varushkan boyar, usually with her white mantle over the top and her regal crown. She is by turns imperious; mighty; cold as the glacier; furious as the blizzard.

Cathan Canae is rarely encountered alone; she is usually accompanied by warriors or occasionally ogre-like giants or savage supernatural beasts. She rules a great swathe of territory in the Summer realm from her immense frozen citadel. Her realm is composed of awe-inspiring mountains, frozen waterfalls, glaciers and trackless snow-covered plains, haunted by legendary monsters and bands of savage warriors. Her armies regularly engage in skirmishes and battles with those of Eleonaris on the Fields of Glory and Hayaak for mastery of the Forest of Arden.

Concerns

Cathan Canae exemplifies and glories in physical strength; she is the awesome strength of the glacier, the might of the howling blizzard, the irresistible majesty of the mountain, the implacable force of the avalanche. She reaches for the strength that none can stand against, and that cannot be overcome - both the irresistible force and the immovable object. She is extremely stubborn, and respects only two things; might and resilience. She is extremely proud, and those who disrespect her earn her unending ire.

In many stories it is Cathan Canae who sends blizzards and avalanches down from the mountains, or south from the frigid wastes, to batter Wintermark and Varushka. She does not do this from wickedness, but because it is in her nature to test others. Those who endure the onslaught of winter, or who fight with courage against the armies of their enemies, become ever stronger, ever more capable of resisting whatever the world throws at them.

In Wintermark she is strongly associated with the rune Verys.

Boons

Cathan Canae can give boons of strength, martial prowess and supernatural endurance or fortitude. She almost always demands that those who would receive her boons prove their strength bu defeating one of her champions or enduring a challenge of their resilience, constitution or will. According to stories the hero Fainomaiken endured twelve impossible tasks during his fabled courtship of this proud queen, including holding back the glacier Immanoviel for a year-and-a-day and enduring seven days and seven nights naked beneath the frozen waterfall called Unending Frost. Modern heroes are likely to receive slightly less dramatic challenges, but those who fail are often left broken or maimed. Cathan Canae has neither mercy nor respect for those who fail to live up to her high standards of excellence.

On rare occasions, she will lend a weapon, shield or piece of armour from her extensive collection to a mortal to wield for a time. Her artisans are some of the most skilled in the Summer realm and work with all manner of exotic materials including living ice, water, wind and starlight. Even other Eternals of Summer seek the aid of her crafters.

Sometimes she will offer the services of her giant warriors, massive Eternal humanoids often reaching seven or eight feet in height and possessed of unspeakable strength. She may likewise send some of the legendary beasts and savage hunters of her realm to bedevil mortals. or be prevailed upon to raise a blizzard or avalanche, or aid mortal ritualists in doing the same.

Some mortal ritualists are able to prevail on ancient pacts to call forth a frozen fortification from her realm, and she can make this process easier or harder.

A very few men and women have wooed Cathan Canae; those who impress her with their strength, courage, and fortitude may spend one night as her consort. Should they survive this honour it is said that ever after they are inured to the cold of winter - they can walk naked through the mightiest blizzard without difficulty, or swim the frozen floes of Tsirku without fear.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Cathan_Canae&oldid=51203"

Cathan Canea

Contents

- 1 Eternal of Summer

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Summer

Sobriquets

Cathan Canae is called the Queen of Ice and Darkness or the Lady of the Frost.

She is sometimes called called The Breath of Winter (perhaps confusingly, given she is an Eternal of Summer), Mistress of Blizzards and The Immovable One.

Appearance

This Summer Eternal appears either as a tall, muscular woman dressed in heavy chain in the style of a Wintermark warrior-heroine, bearing a vicious hooked pole-arm called Ironwind. On her brow is a tall crown of ice set with three blue jewels. She usually wears a mantle of white bear-fur, which stories say was made for her by the Suaq icewalker-hero Fainomaiken from the hide of the titanic Devilbear that haunted the wastes of Sermersuaq centuries before the Steinr came and the people of Wintermark became one.

On the rare occasions that she is presenting a more peaceful mien, she dresses in the manner of a rich Steinr thane, or wealthy Varushkan boyar, usually with her white mantle over the top and her regal crown. She is by turns imperious; mighty; cold as the glacier; furious as the blizzard.

Cathan Canae is rarely encountered alone; she is usually accompanied by warriors or occasionally ogre-like giants or savage supernatural beasts. She rules a great swathe of territory in the Summer realm from her immense frozen citadel. Her realm is composed of awe-inspiring mountains, frozen waterfalls, glaciers and trackless snow-covered plains, haunted by legendary monsters and bands of savage warriors. Her armies regularly engage in skirmishes and battles with those of Eleonaris on the Fields of Glory and Hayaak for mastery of the Forest of Arden.

Concerns

Cathan Canae exemplifies and glories in physical strength; she is the awesome strength of the glacier, the might of the howling blizzard, the irresistable majesty of the mountain, the implacable force of the avalanche. She reaches for the strength that none can stand against, and that cannot be overcome - both the irresistible force and the immovable object. She is extremely stubborn, and respects only two things; might and resilience. She is extremely proud, and those who disrespect her earn her unending ire.

In many stories it is Cathan Canae who sends blizzards and avalanches down from the mountains, or south from the frigid wastes, to batter Wintermark and Varushka. She does not do this from wickedness, but because it is in her nature to test others. Those who endure the onslaught of winter, or who fight with courage against the armies of their enemies, become ever stronger, ever more capable of resisting whatever the world throws at them.

In Wintermark she is strongly associated with the rune Verys.

Boons

Cathan Canae can give boons of strengh, martial prowess and supernatural endurance or fortitude. She almost always demands that those who would receive her boons prove their strength bu defeating one of her champions or enduring a challenge of their resilience, constitution or will. According to stories the hero Fainomaiken endured twelve impossible tasks during his fabled courtship of this proud queen, including holding back the glacier Immanoviel for a year-and-a-day and enduring seven days and seven nights naked beneath the frozen waterfall called Unending Frost. Modern heroes are likely to receive slightly less dramatic challenges, but those who fail are often left broken or maimed. Cathan Canae has neither mercy nor respect for those who fail to live up to her high standards of excellence.

On rare occasions she will lend a weapon, shield or piece of armour from her extensive collection to a mortal to wield for a time. Her artisans are some of the most skilled in the Summer realm, and work with all manner of exotic materials including living ice, water, wind and starlight. Even other Eternals of Summer seek the aid of her crafters.

Sometimes she will offer the services of her giant warriors, massive Eternal humanoids often reaching seven or eight feet in height and possessed of unspeakable strength. She may likewise send some of the legendary beasts and savage hunters of her realm to bedevil mortals. or be prevailed upon to raise a blizzard or avalanche, or aid mortal ritualists in doing the same.

Some mortal ritualsts are able to prevail on ancient pacts to call forth a frozen fortification from her realm, and she can make this process easier or harder.

A very few men and women have wooed Cathan Canae; those who impress her with their strength, courage and fortitude may spend one night as her consort. Should they survive this honour it is said that ever after they are inured to the cold of winter- they can walk naked through the mightiest blizzard without difficulty, or swim the frozen floes of Tsirku without fear.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Cathan_Canea&oldid=26087"

Cattle Calls

Cattle calls of Scotland and Sweden suit the Wintermark vocal style.

- "Ha la ha la hi lass, come away with the kye lass, lo lo kin o!" Live recording by Madrigirls, harmony arrangement by Katy Cooper: http://www.madrigirls.org.uk/audio/1cattlecall.mp3

- Free vocalisation cattle call from Jamtland in Sweden by Emma Härdelin: http://www.jamtlandica.com/mp3/Kaukning_EH.mp3

- A reindeer call from Norway: Olay Loy Loyla. Listen to the track on Nevermas by Madrigirls

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Cattle_Calls&oldid=795"

Caution for the Dawnish Youth

Song by Jamie Wakefield (https://soundcloud.com/jamie-wakefield/caution-for-the-dawnish-youth)

Chords: Dm Asus Dm Dsus Dm Asus

Verse 1 How can you pretend to know of violence, Sitting, reading fairy tales of war? Tell me what's the worst that you can fear! A papercut? My Dawnish friend, our wounds are deeper still.

Chorus Ai! Ai-ee-eh! Ai-ee-eh! Ai! Ai-ee-eh! Ai-ee-eh!

Verse 2 The borders of The Empire are too fragile, To let an enemy get half-a-chance. Kill them where you can, Use everything you have to hand. Noble grace will send you to your grave.

Chorus

Verse 3 with bridge. The Striding walks the trod to save our homeland. The Steading guards the wood 'till they return. You would blindly wander in alone? You cannot see. You cannot hear. There in the deep... The Vallorn lie.... They never sleep... They're waiting...

Chorus

Verse 4 On the road, the paths we tread are endless. The weariness will wear you to the bone. The enemy will wait for you to stumble. With vigilance, your only coat of steel.

Chorus

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Caution_for_the_Dawnish_Youth&oldid=24521"

Cavul

Contents

- 1 The Swan, Rune of Purity

- 2 Using Cavul in magic

- 3 Crafting with Cavul

- 4 For Machine Embroidery

The Swan, Rune of Purity

Affiliated with the Realm of Day

Cavul is the Swan, which represents purity, clarity and calm. It removes corruption and restores things to their original condition. It is also called the Rune of Clarity, and is used during meditation to center the mind and shut out external influences.

Purity protects from outside influences by reinforcing what is present (protection and warding) or restoring things to their original condition (removing corruption and taint). It has strong connections with water, and magic that evokes Cavul often includes elements of washing, cleansing or drinking with pure liquid.

The Rune of Purity has unfortunate political connections. It has been used by movements that consider lineage to be a taint on humanity, as well as by groups who oppose the involvement of magicians or the Eternals in Imperial affairs. Prior to their arrest in 342YE, the Fraternity of the Swan inscribed Cavul on the bodies of their Imperial Orc victims as a call to arms against the so-called corruption of the Empire by orcs.

Using Cavul in magic

Cavul is evoked with magic that reinforces, protects against outside influence, removes taint or impurity, or cleanses. Many magicians evoke this rune by name, or trace it on the body of their target when performing the Purify incantation.

Crafting with Cavul

Scholars, monks and politicians may bear the Swan Rune on a ring that they can study to calm their emotions without drawing attention. While it is sometimes placed on or inside a drinking vessel (especially by those who fear poisoning) it is not popular with those who enjoy carousing, for it is said that the presence of Cavul removes the flavour of any alcohol it comes into contact with. It is used on flasks and water skins by travellers, to keep the liquid inside fresh.

For Machine Embroidery

Here is a digitized version of Cavul in .jef format, suitable for a 7x5 hoop. File:RuneCavul.jef

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Cavul&oldid=55401"

Celebrant's Fiddle

Description

A Celebrant's Fiddle allows a priest to use a musical performance to draw on the power of the consecration of Prosperity to encourage their audience. Listeners are filled with a profound sense of satisfaction for what they have achieved with their hard work. The power of the magical musical instrument itself is only part of the process that brings about this spiritual experience - the performance itself helps connect the spirit of the audience with the power of the potent consecrated aura.

These items may be any type of musical instrument, but they are often crafted as fiddles or other stringed instruments. While it might be expected that a musical instrument connected with Prosperity would appear expensive, this is actually relatively uncommon. Priests who favour this instrument, especially in the Marches or among Sutanirr, prefer a durable instrument that can be used to play quick, lively music. The Celebrant's Fiddle is often quite effective at connecting to the celebratory impulse in the audience, dragging them onto the dance floor or helping them relax and enjoy the rewards their hard work have brought them.

Whereas priests who use many of the other musical instruments often intersperse their performances with readings or homilies, priests who favour the Celebrant's Fiddle generally allow their music to speak for itself. They favour uplifting, upbeat music that moves the body as well as the spirit - ceremonial use of this musical instrument is often indistinguishable from a festive celebration.

As with many religious magic items, it is common for a Celebrant's Fiddle to be hallowed. An extremely popular choice is the Hallowing of the Overflowing Cup, although the Hallowing of the Grateful Debtor is also reasonably common.

In Wintermark, Prosperity is represented by Pallas, and the Rune of Wealth is often worked into the decoration of the instrument.

Rules

- Form: Weapon. Takes the form of any kind of musical instrument. You must be performing music with this item to use its magical properties.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: You must be dedicated to Prosperity to use this item. Once per day, while you are in an area consecrated to Prosperity, you may spend ten minutes of appropriate roleplaying that includes playing this musical instrument. Any listener who was in the area for the entire period recovers all hero points. You cannot use this ability if you are on a battlefield or in a similar stressful environment. A listener who has lost the ability to recover hero points overnight is not effected by this power.

- Materials: Crafting a Celebrant's Fiddle requires 7 measures of tempest jade, 9 measures of dragonbone, and 5 measures of iridescent gloaming; It takes 1 month to make one of these items.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Celebrant%27s_Fiddle&oldid=50997"

Celesti Lighthouse Keeper

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Mariners' Mana

- 4 Appointment

- 5 The Celesti Lighthouse

Overview

The Celesti Lighthouse Keeper is an Imperial title created by the Freeborn Civilian Commissioner in Winter 380YE. The Celesti lighthouse itself is built near the town of Oran, in Feroz; a stone tower topped with a massive beacon of polished mithril mirrors.

Responsibilities

The Lighthouse Keeper is expected to ensure the Celesti lighthouse remains functional, providing a beacon to sailors along the coast of Feroz. They would also be the responsible for dealing with any threats to the Lighthouse - or in theory to Oran itself - but would also to deal with any opportunity related to the Celesti lighthouse.

Powers

Total Money Spent

Production

7 Crowns

8 mana crystals

17 Crowns

16 mana crystals

35 Crowns

25 mana crystals

48 Crowns

33 mana crystals

Mariners' Mana

The Celesti Lighthouse Keeper is a ministry. The Keeper can purchase quantities of crystal mana from mariners and ship-captains that visit Oran, buying at a set price. The Keeper makes their decision how much money to spend during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Appointment

The Celesti Lighthouse Keeper is appointed during the Spring Equinox each year. It is chosen by unanimous decision of the senators of the Brass Coast. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by any Freeborn citizen. They can be revoked by the General Assembly, the National Assembly of the Brass Coast, and by the Assembly of the Nine.

The Celesti Lighthouse

The Celesti lighthouse was originally constructed as part of the massive investment in coastal ports and defences during the reign of Emperor Barabbas. The lighthouse was intended to serve not only as a navigation aid but also to keep a watch for signs of Grendel ships. As befitting Barabbas’ grand ambition, the structure was significantly larger than was strictly appropriate to the traffic through a moderate sized coastal town - making it an object of fun for satirists and humourists around the Bay of Catazar.

The original architectural plans were put together in collaboration with the hakima known as the Celesti, ensuring that it was built with a distinctly Freeborn aesthetic. While the original lighthouse was portrayed outside the Coast as something of a white elephant, the Freeborn appreciated the beautiful structure as much for its aesthetic as for its value as a beacon. The most significant contribution of the Celesti however - and perhaps the real reason for their inclusion in the project - was the beacon. The Celesti’s home since the founding of the Brass Coast is a reclusive monastery near the summit of the Gilded Peak in Kahraman. Here they conducted extensive research on the natural phenomenon that gave the summit its name, and the peaks are rich with orichalcum and mithril with which they crafted fine mirrors to recreate the golden light of the peaks.

Barabbas had originally planned to have the lighthouse lit in a dramatic display as his great flotilla sailed past on its way to conquer the Grendel. It was perhaps an ill omen that due to overspending and delays, construction hadn’t yet started on the complex beacon and only the tower itself was finished. With Barabbas' death just a few days after, funding for coastal projects abruptly stopped, and there was little interest from Senate in finishing what was largely seen as one of the late Throne's great follies. With no further money forthcoming, it proved impossible to complete the lighthouse.

For the past century, a small group of Guerra hakima have kept a large bonfire lit at night in the otherwise empty beacon room to maintain its function as an aid to sailors through the treacherous isles and sandbanks of the southern coast. Though using only a simple bonfire the beacon is nowhere near as clear or bright as was intended. Tourists and pilgrims to the site have provided enough funds to keep the structure itself in fair condition, though never enough to build its complex beacon.

In 380 YE, Ahraz i Guerra, one of the remaining hakima of the Celesti, raised the funds necessary to complete the beacon and recovered the plans from the Celesti archives. The work was then authorised by the Civilian Commissioner for the Brass Coast, thus ensuring that golden light of the Gilded Peaks will, after nearly two long centuries of absence, finally be brought to shine out across the bay; welcoming those from near and far to the Brass Coast.

The lighthouse is situated near the farthest tip of the Oran peninsula at one of its highest points, and was engineered so that its beacon sat a square 500 ft above the sea. Making it visible from the mast of a moderately sized ship for some 30 miles, and enabling navigators to quickly calculate their distance from shore taking into account its known elevation. This makes it a useful navigation aid for those attempting to traverse the many isles and sandbanks of Cazar. By no coincidence, this also makes it visible to the taller structures in Siroc, Oran, and Joharra.

To ensure the monument would not fall into disrepair again, the title "Celesti Lighthouse Keeper" was created, to be appointed by the Freeborn senators. Keen to promote trade with the newly opened foreign ports in Rigia and Kantor, the Keeper was given powers of a ministry and empowered to purchase mana directly from ships captains, ensuring guaranteed prices on the docks of Oran for those willing to sell to Civil Service factors.

I was always happy to discuss matters with the families, it was after all what hakima did. In fact I made a point when I first moved to the keeper's lodgings in the base of the tower to oversee construction that I introduce myself to the locals. That my door was always open. I was not however expecting to be visited by a troupe of townsfolk at such an unsocial hour of night. I pulled my robe closer against the icy sea breeze rolling over the cliffs."

“It’s a metaphor you see”

I was attempting to answer their question of “what was all this about”. As the town had been using the lighthouse, even its diminished capacity, for the past two centuries I assumed they were well aware of its literal function and was attempting to explain the wider implications and intricacies.

“Two centuries ago Emperor Barabbas invited the Celesti as hakima to design this lighthouse not just because of their expertise in the matter, but for its symbolic importance. We as hakima serve to advise and guide the nation so that it may make the best decisions. The Celesti oath makes reference to bringing the light of Wisdom to all the Families. Thus this lighthouse doesn’t just serve a literal purpose in providing a light by which sailors may navigate; but it is a metaphor for the light that the hakima shine to guide the Families.”

The man in the lead of the small group sucked his teeth and thought on this for a moment.

“That may be the case good sir

But we would much appreciate it if the hakima didn’t shine their light of Wisdom through our bedroom windows when we are trying to sleep”

Original text from Charles Philip Wilkinson

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Celestial Arch

Contents

- 1 Motto

- 2 Symbol

- 3 The Manifesto

- 4 Membership of the Order

- 5 Conclave vault

Motto

Knowledge and power in union.

Symbol

A symbol that has been associated with this Order in the past has been a dark blue archway surmounting a six-pointed star

The Manifesto

The Order of the Celestial Arch holds the following to be true:

- Both politics and magic are the art of the judicious application of power

- Magicians, by nature of their knowledge, discipline, perception and power are prepared for leadership

- Negotiation with Eternals and diplomacy with Foreign Powers are comparable skills, and of comparable importance to the Empire

The Order of the Celestial Arch therefore exists to:

- Ensure that major political decisions receive the benefit and insight of Conclave mages

- Encourage those in positions of leadership and authority to hone their skill through study of magic

- Ensure unity of purpose between the Conclave and the Senate

Membership of the Order

The Celestial Arch often works closely with Senators seeking a voice in the Conclave, and prepared to return the favour in the Imperial Senate. They lobby constantly for more magicians to take up political life, and make no secret of the fact that many of them support magicial training as a prerequisite of candidacy for the Senate. The order often tries to recruit magicians who are also Senators, or at the very least to maintain good relations with them.

They tend to make an effort to maintain good relations between the Empire and friendly Eternals, while being quick to identify Eternals who are enemies of the Empire and proscribe interaction with them. As with the Sevenfold Path they have a no-nonsense approach to magicians who fall back on curses and other actions likely to damage the standing of magicians as a whole in the Empire - a surprising number of threshers who are also magicians belong to this order.

The grandmasters of the Celestial Arch try to wield magic and politics with equal aplomb. This order tends to attract a number of Urizen magi, which can often give them easy access to crystal mana.

As magicians interested in political, as well as magical, power the Celestial Arch often see the advantage of strategies that will garner political favours, either within the Conclave or with other Imperial bodies. While their main interest usually lies with the Senate, they see the value of encouraging the military council, synod or bourse to feel indebted to the Conclave - which means they may find themselves ready allies in the Rod and Shield, Sevenfold Path or Golden Pyramid as a consequence.

Conclave vault

Each summit, the Conclave vault of the Celestial Arch garners the following resources;

- A pro-rata share of the Font based on the precedence of the orders at the previous summit.

- A portion of ilium based on their position among the orders as determined by precedence.

- 2 ingots of tempest jade, 3 measures of iridescent gloaming, and 2 measures of dragonbone from existing bequests.

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Celestial Sigil

Description

A Celestial Sigil is a magical standard that is infused with the power of mana. Woven from soft wool, bleached with beggar's lye, reinforced with sungold and moonsilver, and carefully embroidered with fine silk threads imbued with iridescent gloaming, they often depict astronomantic constellations. The banner pole is invariably of weirwood, often shod and bound with mithril, and embellished with dragonbone. It is most popular with the Urizen (unsurprisingly), but warbands of Dawnish witches are also known to favour the power of this magical standard. Some Varushkans call it a Firebird Banner, referencing both the constellation of the Phoenix (with which it is often adorned), and the way that the standard empowers magical healers to restore man additional warriors - or sear their enemies with devastating incantations.

The bearer of the standard can tap into a deep reserve of extra mana allowing them to perform many more incantations than they might otherwise - something not usually possible with a magical talisman. Some banner bearers draw on the standard's magic to allow them to heal or empower their allies. More martially inclined banner bearers - especially Dawnish war-witches and Imperial orc warcasters prefer to fight with a Celestial Sigil in one hand and a rod in other (especially magical rods that further increase their magical prowess). By combining the power of a Celestial Sigil with items such as a Neophyte's Aid, a Battlesmith's Panoply, or an Ashen Mantle, a martial magician can increase their reserves of personal power even further.

The most famous Celestial Sigil was carried into battle in pre-Imperial days by the sentinels of Urizen. A valuable artefact, it served as a rallying point for the Citadel Guard - perhaps most famously in the campaign against Alderei the Fair. Historians record that it was one of the first banners to bear the beautiful image of the Phoenix that adorns many Urizeni banners and standards to this day. Sadly, the artefact was lost in 54YE during the scouring of Redoubt. The standard was consumed in black flame by the will of the Ashenblood Knight, a powerful servant of the eternal Surut. The exact circumstances of its destruction are unclear. Some historians claim the Ashenblood Knight was fighting for the orcs and destroyed the sigil after defeating its bearer, Salome of Highwatch, in a duel. Others disagree and claim that Salome offered the standard as tribute to the Thrice-cursed Court to bind the Ashenblood Knight to her service for a time. Regardless, this powerful symbol of Urizen martial might was lost forever in the early years of the Empire. In the centuries since, however, many generals of the Citadel Guard have made a point of fighting under a celestial sigil, perceiving it as a powerful reminder of the victories of the past - and the cost of failure.

The Celestial Sigil is a symbol of magical power, and as such it often encourages its bearers to seek out and overcome other magicians. On the battlefield, this means the standard is favoured by regiments who have good reason to fight powerful sorcerous foes - although it does occasionally cause problems when the banner is carried in other places especially the Imperial Conclave.

Rules

- Form: Magical standard. The phys-rep requirements for a magical standard are more stringent than those of similar items. You must be bearing this banner aloft to use its magical properties.

- Effect: While wielding this standard you gain five additional personal mana

- Roleplaying Effect: This banner seems to vibrate under your fingers. While wielding it, you feel an urge to identify and defeat enemy magicians.

- Materials: Crafting a Celestial Sigil requires seven ingots of orichalcum, seven ingots of weltsilver, thirteen measures of dragonbone, eleven measures of beggar's lye, and twenty measures of iridescent gloaming. It takes one month to make one of these items.

“You must focus your minds on the connection” Calacius spoke as a drift of snow fell upon the spire courtyard around them. He motioned to the flag that lay unfurled before them all. A design that, while simple, was striking at the same time; the fountain Calacius had stitched it himself deciding that the aesthetics of the banner were wholly appropriate for the group of Urizen around him. Dressed in a simple, unadorned robe the Urizen magician seemed untroubled by the temperatures and appeared as comfortable as if it were a cool summer’s day. Seven others stood forming a circle beside him, similarly dressed and showing equal stoicism in the face of the cold. Each stood before a different carved symbol at their feet; the runes of The Way beautifully engraved and lined with shining weltsilver and glowing ambergelt. Each bore a simple, unadorned staff of pale wood, held at ease beside them.

“Ambition, our drive to perfect all that we are” spoke the first, a female Cambion whose horns were hung with arcane fetishes.

“Courage, to use all that we know where it is needed.” Atticus, an elderly man bent almost double with age. supported himself on his staff but his grip was strong and sure.

“Loyalty, to the spires, the Empire and the pursuit of perfection.” The third, a Merrow, the rest of those around him reflected in his glassy eyes.

“Pride, in the knowledge that we stand above all in our art.” The fourth speaker was a young man whose warrior’s stature seemed a little at odds with his quiet demeanour.

“Prosperity; the richness of knowing and the rewards of our labours.” The woman who spoke next turned her head left to right as if listening to something only she could hear, the strands of silver woven into her hair shimmering in the light of the glowing globes around them.

“Vigiliance, to watch for the darkness that threatens us all, to use our talents for the good of the Empire,” rasped the sixth, her skin toughened with pale-brown patches. A Briar, uncommon among the Spires of the Urizen she stood beside her brethren as equal, her worth in battle proven by the bark that marred her beauty.

“Wisdom, for it guides us always” Calacius finally spoke again, completing the circle.

They each raised their staffs before them and banged them once, hard on the stone courtyard. As they did, each fancied they could see dancing lights coalesce around them, vague shapes that formed in the air. Wrapped in their own thoughts for a moment, they shared an endless second of unspoken communion before the lights faded in their minds and floated towards the flag and were absorbed by the fabric.

“As one we learn, as one we fight” Calacius pronounced, bowing his head slightly to those around him who repeated the motion. “Now steel yourselves for we march on the morrow. Go with wisdom.”

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Brazier of Benediction (Redirected from Censer of Benediction)

Description

These talismans may consist of anything from a simple earthenware bowl or fire pots to an intricately carved silver or gold vessel. Also known as a Censer of Benediction, this is a religious talisman used to offer additional potence to ceremonies of consecration. At its most basic it takes the form of a vessel used for burning incense or aromatic herbs as part of a ceremony. Generally the liao used as part of the consecration is added to the material burnt in the item and the resultant fumes inhaled - some mystics will also pour any potion they are using into the flames.

A priest who uses one of these handy talismans is able to create - or remove - significantly more durable auras than normal by using additional liao. In Highguard and Urizen particularly, one of these items may be called a Brazier of Purification, partially in reference to the idea of filling an area with "pure" virtuous power but also in reference to its usefulness in dismantling corrupt or malign auras that may have infused an area. Some specialist Stewards of the Dead combine this regalia with a suitable vestment, such as a Wayfarer's Robe, allowing them to cleanse haunted areas of extremely potent malignancies.

As with almost all priestly regalia, a censer of benediction is often hallowed with an aura that helps the priest to fulfill their chosen role. Popular choices include all those hallows which encourage a priest to rouse, recruit, exalt, or empower other people in the name of Virtue.

Rules

- Form: Talisman. Takes the form of ceremonial regalia.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: When you perform or cooperate with the performance of the consecration skill, you may spend up to three additional doses of liao to increase the strength or the ceremony by the same amount.

- Materials: Crafting a Brazier of Benediction requires seven measures of ambergelt, seven ingots of green iron, five ingots of orichalcum, and eight measures of dragonbone. It takes one month to make one of these items.

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Ceremonies overview (Redirected from Ceremonies Overview)

Contents

- 1 Performing a Ceremony

- 1.1 Selecting Roleplaying Effects

- 1.2 Duration

- 2 Anointing

- 3 Consecration

- 4 Hallowing

Performing a Ceremony

- Every ceremony requires ten seconds of appropriate roleplaying and a dose of liao to perform

- Most ceremonies involve the creation or removal of roleplaying effects

- Priests can cooperate to make roleplaying effects more difficult to remove

- All ceremonies require the presence of a referee

Each of the eight religious skills can be used to perform a ceremony. All ceremonies require ten seconds of appropriate roleplaying and one dose of liao for each participant. Most ceremonial skills involve the creation or removal of roleplaying effects, that can affect an area, character or item.

Priests can work together to perform most ceremonies, to strengthen the effect and make it harder to remove. Each priest who participates in a ceremony must have the relevant skill and must consume one dose of liao. A priest may only support another priest if they are dedicated to the same virtue as that priest or if they are not dedicated to any virtue.

Religious skills do not require touch, but do require you to be close enough to touch the target. If there are multiple participants, they must be close enough to touch the target or another participant.

Selecting Roleplaying Effects

- The roleplaying effects of a ceremonial skill are determined by the virtue of the lead priest

Anointing, hallow and consecrate allow a character to create roleplaying effects on a person, item and area respectively. The roleplaying effect created is determined by the virtue of the priest who is performing the ceremony, or by the priest leading the ceremony if more than one priest is participating.

Some ceremonial skills provide a number of different roleplaying effects that can be created. In this case the lead priest must choose one of the roleplaying effects from those available for their virtue.

The roleplaying effects that can be created by the seven virtues are:

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

Dedication, anointing, consecration and hallow create effects that depend on the virtue dedication of the priest leading the ceremony. Characters who are not dedicated to one of the seven virtues cannot lead such a ceremony but they may always contribute to make the effect harder to remove. They may perform other ceremonies normally.

Duration

- Consecration and hallowing effects created with ceremonial liao will last until the next PD event

- Anointing effects created with ceremonial liao will last until the next morning

- Roleplaying effects created with true liao last indefinitely

- Any ceremonial roleplaying effect can be removed by an exorcism of equal strength

- Any ceremonial roleplaying effect can be replaced by another effect of the same type of higher strength

Anointing

- Anointing creates a roleplaying effect on a character

If an anointing ceremony is performed by members of a sect who both share a virtue, and possess the anointing skill, then they may cooperate to achieve a more powerful outcome. The strength of the ceremony produced is equal to the number of participants who have the skill being used - but only one participant needs to consume a dose of liao to achieve the result. To participate in a ceremony using the power of the sect bond, all participants must be part of the same sect, share a virtue and possess the skill.

The insight ceremony will reveal the presence of an active anointing.

The recipients of an anointing, will receive a card with the roleplaying effects printed on it and the strength of the anointing. You can keep this card until the next morning to remind you of the effects that your character is under.

Consecration

- Consecration creates an aura, a roleplaying effect that covers a small area

Consecration can be used to consecrate an area to a virtue. It creates an aura, a roleplaying effect that affects everyone who enters the area.

Consecration is most effective when used on a tent, building or clearly demarcated area. The aura affects everyone who comes within 15 feet of the point where the consecration was performed. Multiple consecrations can be used to affect the entirety of a larger tent or structure if required.

Hallowing

- Hallow creates a roleplaying effect on a magical item

- Hallow can only be performed on items that have a special item ribbon

Hallowing allows a priest to bless an item to turn it into a simple relic dedicated to their virtue. The hallow creates a roleplaying effect on the item which affects any character that is bonded to the item and using it in the appropriate way for that type of magical item.

Characters who are bonded to a hallowed item will receive a hallowed item card that describes the roleplaying effects that they are experiencing.

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Ceremonies overview

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

Contents

- 1 Performing a Ceremony

- 1.1 Selecting Roleplaying Effects

- 1.2 Duration

- 2 Anointing

- 3 Consecration

- 4 Hallowing

- 5 Further Reading

- 5.1 Core Brief

- 5.2 Rules

- 5.3 Additional Information

Performing a Ceremony

- Every ceremony requires ten seconds of appropriate roleplaying and a dose of liao to perform

- Most ceremonies involve the creation or removal of roleplaying effects

- Priests can cooperate to make roleplaying effects more difficult to remove

- All ceremonies require the presence of a referee

Each of the eight religious skills can be used to perform a ceremony. All ceremonies require ten seconds of appropriate roleplaying and one dose of liao for each participant. Most ceremonial skills involve the creation or removal of roleplaying effects, that can affect an area, character or item.

Priests can work together to perform most ceremonies, to strengthen the effect and make it harder to remove. Each priest who participates in a ceremony must have the relevant skill and must consume one dose of liao. A priest may only support another priest if they are dedicated to the same virtue as that priest or if they are not dedicated to any virtue.

If a ceremony is performed by members of a sect who all share a virtue and possess the relevant skill, then they may cooperate to achieve a more powerful outcome with greater efficiency. The strength of the ceremony produced is equal to the number of participants who have the skill being used - but only one participant needs to consume a dose of liao to achieve the result. Members of the sect who are not dedicated to any virtue may also cooperate using the power of the sect bond.

Religious skills do not require touch, but do require you to be close enough to touch the target. If there are multiple participants, they must be close enough to touch the target or another participant.

Selecting Roleplaying Effects

- The roleplaying effects of a ceremonial skill are determined by the virtue of the lead priest

Anointing, hallow and consecrate allow a character to create roleplaying effects on a person, item and area respectively. The roleplaying effect created is determined by the virtue of the priest who is performing the ceremony, or by the priest leading the ceremony if more than one priest is participating. Characters who are not dedicated to one of the seven virtues cannot lead such a ceremony but they may always contribute to make the effect harder to remove. They may perform other ceremonies normally.

Some ceremonial skills provide a number of different roleplaying effects that can be created. In this case the lead priest must choose one of the roleplaying effects from those available for their virtue.

The roleplaying effects that can be created by the seven virtues are:

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

Duration

- Consecration and hallowing effects created with ceremonial liao will last a season - until the next PD event

- Anointing effects created with ceremonial liao last for an encounter

- Roleplaying effects created with true liao last indefinitely

- Any ceremonial roleplaying effect can be removed by an exorcism of equal strength

- Any ceremonial roleplaying effect can be replaced by another effect of the same type of higher strength

Anointing

- Anointing creates a roleplaying effect on a character

Anointing allows a priest to directly affect a single individual with a roleplaying effect related to a virtue. This roleplaying effect lasts for an encounter.

The insight ceremony will reveal the presence of an active anointing.

Consecration

- Consecration creates an aura, a roleplaying effect that covers a small area

Consecration can be used to consecrate an area to a virtue. It creates an aura, a roleplaying effect that affects everyone who enters the area.

Consecration is most effective when used on a tent, building or clearly demarcated area. The aura affects everyone who comes within 15 feet of the point where the consecration was performed. Multiple consecrations can be used to affect the entirety of a larger tent or structure if required.

Hallowing

- Hallow creates a roleplaying effect on a magical item

- Hallow can only be performed on items that have a special item ribbon

Hallowing allows a priest to bless an item to turn it into a simple relic dedicated to their virtue. The hallow creates a roleplaying effect on the item which affects any character that is bonded to the item and using it in the appropriate way for that type of magical item.

Further Reading

Core Brief

- The Way of Virtue

- Imperial Synod

- The Seven Paths of Virtue

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

Rules

- Religious skills

- Performing liao ceremonies

- List of liao ceremonies

- Religious roleplaying effects

Additional Information

- The Powers of Synod Priests

- Appointments by the Synod

- Cardinals

- Gatekeepers

- Conscience of the Senate

- High Exorcist

- Imperial Theology

- Liao

- The Doctrines of the Faith

- Signs of the Paragon and Exemplar

- Schisms and Heresies

- Investigative Theology

- Religious Crimes

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Cerulean Mazzarine

Description

The deep blue flowers of this delicate plant resemble butterflies. So perfect are the blooms that they trick other butterflies into alighting on them and thus help to pollinate the plant. It favours warm, dry environments and is most common in the wild around the Bay of Catazar, growing equally well in the orchards of the Brass Coast, on the lower slopes of Urizen, and in the gardens of Sarvos. It has thick, fleshy leaves that produce a numbing sap with analgesic properties.

Rules

- Can only be applied by a character with the physick skill.

- Using 30 seconds of appropriate roleplaying the physick can restore a limb that has been cleaved or impaled.

- The herb use fails if you or your target are hit or attack another character during application, but the herb is not consumed

Common Herbs

Bladeroot

Cerulean Mazzarine

Imperial Roseweald

Marrowort

True Vervain

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Chain around my leg

Kellek nodded, but he was not really listening. The Freeborn woman opposite him poured some of the Imperial Roseweald out onto the wooden table between them, prattling about the fine quality of herbs straight from the Spice Garens of Feroz. Her eyes roved over his face as she tried to judge his mood. He was breathing slowly and rhythmically, in through his nose and out through his mouth, and she was trying to work out what that meant.

What it meant was that he was desperately fighting the urge to kill her, to take her herbs, and to run for the woods. It was taking almost his entire will to stop himself acting on this instinct, to ignore the frenzied, terrified voice just over his left shoulder that only he could hear. Run, it said. Take the herbs and run, run, run.

"I think, Faria, that this is not the best time for this discussion." he said forcing his voice to stay even, doing his best not to betray the rage and terror surging through his blood.

She opened her mouth to say something, and something shifted inside him. The shadows in the tent rolled in like stormclouds and for a moment he was in two places at once. One Kellek sat at the bargaining table negotiating the purchase of herbs. The other stood in freezing water up to his chest, the green canvas of the tent replaced by a rough rock surface just above his head. The waters were rising, and there was no way out. There were other orcs here as well, orcs he could barely make out, trapped in the water with the air running out and the absolute certainty that there was no way out and nobody to remember how they died. For a moment he knew their names, with a cold and detached clarity, and then it was all gone and he was only one Kellek again.

He jerked, suddenly, knocking his goblet flying, and the vision was gone. Faria i Padema i Riqueza looked concerned. Her worry gave him a flash of irritation...

... and just like that it roared through him. Blood burning rage, bone-deep hate, stomach-churning loss and fear and despair, and a desperate, impotent thirst for vengeance that he could never slake. He knew these were not his emotions, but he could do nothing to control them. He launched to his feet, tossing the trestle table to one side as he stood, scattering crimson herbs and money in all directions.

"Where were you?" he bellowed. "Where were your people when they were selling our children like sheep? Where were you when they left us to drown in the mines because it was easier to buy more slaves than rescue them?"

It felt good to say it. The detached part of him, the part full of clarity, recognised that this was not just the power of the ancestors in him. This was his own rage, his own hate, his own despair, his own need for answers. He'd been blind to the truth, before the magic and the drumming had opened them and made him look directly at things he had tried all his life not to see, to hear clearly the voices he had tried all his life not to hear.

Faria fell back, terrified. Kellek felt rather than saw Mord and Sakkia closing in, grabbing him, pulling him back. If they had not been there, he would have killed this woman - this woman he had known for twenty years.

"Where were you when we were born in darkness, and worked until we dropped, and died in darkness, and we were throw away like so much forgotten rubbish?" he howled. "Where were you?"

His rage collapsed in on itself, turning into a ball of all-consuming sorrow that pulled everything into it and let nothing else escape. He collapsed, and his friends caught him.

He heard Mord calmly and politely telling the Riqueza merchant that it was really not a good time, and perhaps she should come back in the morning. She nodded, pale faced, clearly scared, and backed away. As she lifted the tent flap, the rhythmic thunder from the fighting pit became louder for a moment, each beat of the drums like a nail driven into Kellek's temples.

When the human woman was gone, the madness went out of him. He slumped back down on the bench with his head in his hands. Sakkia sat on one side of him and Mord on the other, body to body, and none of them said anything for quite some time.

Contents

- 1 Overview

- 2 Revelation

- 2.1 The Anger of Chains

- 2.2 Quieter Voices

- 3 Consequences

- 3.1 Defiance

- 3.2 Hammers and Chains

- 4 Limited Opportunity

- 5 Resolution

Overview

This season both Imperial Orcs armies are resting in Casinea. While the Summer Storm resupply and recover from their recent engagements against the barbarian orcs, the Winter Sun are engaged in much more esoteric pursuits.

During the Autumn Equinox a powerful enchantment was lain over venerable general Mor'gur. A spontaneous Day magic ritual created by the Skywise, and woven by the magicians of Urizen, using the inscribed skull known as Defiance as a focus, it is intended to make it easier for the orcs to hear their ancestors.

During the day the soldiers of the Winter Sun drill and practice and maintain their weapons, their armour, and their tents. At night they gather together to tell stories and meditate on the nature of worth and those who have gone before. Many seek communion in impromptu fighting pits, or make the pilgrimage to Anvil to use the pit built there long ago by the first Imperial Orcs. The nature of the magic used, drawing as it does on the realm of Day, is often at odds with the ceremonies of the orcs and the shaman. Loud drumming, dancing, and fighting are ideal for getting the blood pumping and drawing the attention of the ancestors but they are anathema to the rationality and calm of the realm.

Still, the magic of the Day realm has a resonance for focus, and most importantly for revelation and clarity. Although, it must always be born in mind that receiving a revelation, seeing with absolute clarity, is not necessarily a comfortable or comforting experience.

Revelation

Gather around the fires, bring your items of worth and take up song. Honour the memory of the fallen, may they find their way. Know that they are with the ancestors now and may it trouble you no longer. May we heal our wounds and cleanse the hardship of battle. Not just from the Body but of the Spirit. May the bond of our ancestors be renewed as we stare across the abyss. Do not fear the darkness, listen to those that have come before you and closely for our brothers and sister, and perhaps the father of our freedom. As we gather our strength resupplying may the next time battle comes the ancestor march at our side.

General of the Winter Sun

At first it is not clear whether it is the magic of the enchantment on the general, or simply the fact that the orcs have come together in large numbers to focus on the voices of their ancestors. Regardless, during the three months they spend in Casinea, the Winter Sun find it easier to the voices that are the birthright of all orcs. This is, to put it mildly, a mixed blessing. The focus of the ritual - Defiance - is a relic made by slaves to keep their memories alive, and it is these memories that flood through a Winter Sun who have opened their spirits wide.

The Anger of Chains

It is the voices of the slaves who lived and died as the property of Imperial citizens that the Winter Sun orcs hear when they listen to the void. The majority of soldiers in the Winter Sun are descended from those slaves who lived and died in Varushka, in Temeschwar, and in Wintermark - which at that time included Skarsind as well of course. Many of the orc soldiers weep openly when they consider that the homeland they now claim was built, at least in part, on the suffering of their ancestors. It is a sobering reminder that the mines of Skarsind were dug and worked by orc slaves just as much as the mines of Varushka.

In some cases, orcs experience visions - waking dreams in which they experience for a moment a flash of someone else's life. These visions are most common among orcs who handle Defiance, or who have been in close proximity with it at any point since its recovery. Even more than the voices, the visions are deeply unpleasant. They are an intimate reminder of what it is to be a slave.

Oh, surely some humans treated their slaves better than this - some did not starve them for minor infractions of draconian rules, some did not flog them, some did not leave them to suffocate or die of thirst behind rock falls, some did not tear their children and their mates and their brothers and sisters away from them on a whim to sell them to other humans. But there are no memories here of such humans, only memories of hate, and fear, and sobs of vengeance in the dark. It is, unsurprisingly, a harrowing experience

Some orcs disengage immediately, unprepared to deal with the tumult of anguish, hate, and sadness that these voices bring with them. Others embrace the revelation, seeking to find a greater understanding of where they came from. Those orcs with the spirits of shaman have no choice - they are incapable of shutting out the angry, shouting voices and some have to be restrained for their own safety - and the safety of others.

Some of the slave-voices are more powerful than others, more coherent. These ancestors want two things from their descendants. First, freedom. They hate and in some cases fear humans and urge their descendants to forge their own lives away from them; they do not understand that the orcs are free now. Secondly, they want vengeance. Revenge on the humans who hurt and killed them and their people, who used them as tools and left them to die in the dark.

This handful of voices are clear and coherent, it is true, and they may even be strong enough to carry the Imperial orcs across the Howling Abyss. Yet they will never do so while they live in the Empire.

Quieter Voices

While the majority of voices heard strongly during the harrowing three months are those of the orcs who spent four hundred years and more as slaves of the Empire, they are not the only ones. The enchantment woven with the aid of Defiance has at least partially made it easier to hear some of the oldest ancestors, those from before the time their descendants were enslaved.

These voices, too, are angry. Among the orcs of the Winter Sun most of the voices who can be recognised seem to be from the Thule or Jotun tribes. They alternately rage and are disappointed with their descendants; they have no identity of their own and they are servants of humans who are not "worthy" of that service.

A few focus on these ancestors and try to forge a connection with them but for the most part they are scattered, and angry, and confusing. Unlike the connection with Sjofn, forged from her axe of worth, there is no link to be drawn on. Those who already had a connection to one of their barbarian ancestors are able to focus on it. and strengthen it a little, but they must still deal with the chorus of dead slaves that threaten to drown them out.

Defiance has no strong connection to the orcs who came after the time of Thrace. There are a handful of exceptions - some orcs report hearing the voices of dead companions who had participated in the various pilgrimages lead by the skull since its discovery.

Consequences

Any Imperial Orc whose military unit supported the Winter Sun this downtime has a profound spiritual experience. Any other Imperial Orc who has a connection with the Winter Sun, or has spent time in Casinea this downtime, may have shared some of this experience, depending on their roleplaying. All such orcs experience a powerful roleplaying effect: You are haunted by the voices of angry slaves. At inopportune moments (when it is most dramatic) they will loudly urge you to either strike down or flee from any nearby humans. This effect is particularly pronounced if you spend a hero point.

It is not possible to overcome this roleplaying effect by spending a hero point. Attempting to do so, unfortunately, just makes the voices of the ancestors louder and more insistent.

If you are a character with the shaman archetype, this effect is even more pronounced. You are constantly being urged to escape from or take vengeance on humans. This is particularly strong near characters who are clearly Varushkans, Winterfolk, or Temeschwari (if you can identify such). Whenever you are in their presence you feel a very strong urge to flee, or to attack.

The roleplaying effect will have faded by the end of the Winter Solstice, although shaman in particular may wish to bear it in mind in future when interacting with the people who enslaved hundreds of generations of their ancestors.

Players who participated in this experience are encouraged to create ancestors of their own - slaves with strong personalities - and may continue to hear their urgings long after the roleplaying effect has faded. It is also acceptable for a participant to feel a stronger connection to a named barbarian ancestor, or to an Imperial Orc player character who has died since the beginning of the campaign.

Defiance

At the end of the season, the voices become a little quieter but the effects do linger a little. There is one final unexpected consequence of the ritual and the enchantment. Over the course of the season, the skull Defiance slowly loses its power. By the start of the Winter Solstice, it is nothing more than a mundane skull - albeit one with considerable worth. OOC Note: The player with Defiance should bring it down to GOD before going in-character to replace the ribbon.

Hammers and Chains

Despite the turmoil and wrath, some of the soldiers of the Winter Sun gain strength from the experience, and from the voices of their enslaved ancestors. Some swear oaths to ensure that the evil of slavery - evil they have experienced first hand - is wiped from the earth. They quote Bloodcrow Ergot, whose judgement in the Imperial Orcs assembly said that "prosperity must not come at freedom's price." Many of these orcs carve medallions of bone or wood in the shape of hammers which they wear as totems, in remembrance both of the tools their ancestors used to break rocks and of the hammers used ultimately to break their chains.

During the Winter Solstice, the general of the Winter Sun will be called upon to submit their orders. If, during these orders, they encourage their soldiers to embrace the revelation they have received then their soldiers will continue to pursue the voices of their enslaved ancestors - and permanently change the Winter Sun quality.

The general will need to provide a total of 25 wains of weirwood and/or mithril.

The direct consequence will be that the quality of the Winter Sun will permanently change to Freedom Fighters, and the general will gain an additional option. As well as being able to submit the Hit and Run order, they will be able to submit the Break the chains attacking order.

In the long run, soldiers of the army will be less comfortable around human armies from Varushka, Wintermark, and the League - but they are disciplined enough to ensure that there are no significant incidents if they are required to fight alongside the descendants of the people who once kept them as chattel.

Break the chains

- Your side must control a region with the forested, hilly or marsh keyword.

- Casualties suffered by this army are decreased by three tenths.

- Casualties inflicted by this army are decreased by a fifth.

The army uses their mastery of wilderness survival to outmaneuver enemy advances, and make contact with local forces that share their enemies. They free slaves and prisoners, seek the support of rebels and bandits, and sabotage labour camps and prisons alike. Allies are helped to reach camps in defensible locations, shown hidden paths, and the like. The army avoids pitched battles, and focuses on gaining allies among subject populations, some of whom join the army as fresh recruits.

Limited Opportunity

Bloodcrow Morg'ur, the general of the Winter Sun has contributed 25 weirwood to begin transitioning the army to its new quality.

Resolution

Bloodcrow Morg'ur acquired and employed the required weirwood; the quality of the Winter Sun has permanently changed as a consequence.

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Challenge the Iron Duke

Contents

- 1 Rules

- 1.1 Summer Magnitude 30

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 OOC Elements

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 30

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. During the ritual the casters must be in a strong Summer regio. The target character must be present throughout.

As part of the performance, the ritualists must create a written challenge detailing exactly who the target is. The proclamation is destroyed as part of the ritual (OOC Note: The proclamation, or a copy, should be given to the referee.)

Effects

This ritual challenges the eternal Barien, binding him to provide a challenge to the target. If the challenge is overcome, Barien offers a reward to the target commensurate with the difficulty and nature of the challenge.

The ritual binds Barien to provide a challenge to a given character only once. Characters who cheat during a challenge arranged by the Iron Duke are likely to make the Eternal angry, and he is capable of cursing those who transgress the rules of a challenge he has set down.

Whatever the outcome, the result of the challenge becomes known among all the eternals of Summer.

Additional Targets

Additional characters can be targetted be effected by the ritual, as long as they are members of the same band. Each additional target increases the magnitude of the ritual by 5. The challenge Barien delivers, and the reward he provides, will assume that all characters targeted by one casting of the ritual will face it together. All targets must be present throughout the performance of the ritual.

OOC Elements

The proclamation created and used during the ritual is given to a referee, and used to target the ritual.

It may take some time for Barien to arrange a challenge, but a herald is likely to be dispatched on his behalf to accept the challenge within a day or so. The Iron Duke selects challenges that are difficult, but never impossible - it is his nature to test targets, not to trick or destroy them. Challenges often involve fighting, but this is not a requirement. Barien's heralds will often seek out other player characters to serve as the adversaries for characters involved in this ritual challenge.

Description

Barien is known as the Iron Duke, and the arbiter of worth. It is his nature to identify and recognise those who have overcome challenges. He possesses many treasures that he can loan or give to challengers who answer his challenge, and other boons that may be even more valuable. Further, once someone undergoes the challenge to Barien, other Summer eternals are soon made aware of the outcome and this may permanently influence how they react to the characters involved,

The ritual binds Barien to provide a challenge to a given challenger only once. After someone has challenged him through this ritual, he may decline to offer a challenge if it is performed a second time, although in such a case the eternal usually sends a herald to tell the challenger or the ritualists his decision. Indeed, Barien does much of his work in preparing the challenge through his heralds, and prefers to get other mortals to provide obstacles for the challengers rather than to rely on purely supernatural sources of opposition. It is not unknown for two mortals or bands of mortals who have both been targeted by the ritual to find themselves pitched against each other, or against a slightly stronger force of mortals with whom they have a connection - Barien often uses his heralds and discussions with magicians to determine ironic or obviously suitable challenges based on what he can learn about the challengers.

On several occasions a Dawnish enchanter who has been approached to provide a Test of Mettle or Test of Ardour has instead made meeting and defeating the challenge of the Iron Duke the heart of the Test. This is often seen as a sign of respect for the petitioner, and Barien takes such challenges extremely seriously. It is one of the few circumstances where the Duke might become involved personally with the challenger.

An Urizen stagazer by the name of Caellia of Clearwater made a close study of this ritual and several others like it. She argued convincingly that it is actually no different to Missive for Sadogua - it simply creates a conduit between the ritualists and the eternal, and allows for a transfer of information. It could theoretically be cast for a single crystal of mana. However, the ritual has been intentionally designed to be much higher magnitude, and she theorised that this was partly to bind the Eternal to an agreed-on pact, and partly to provide power that Barien could then use to create a challenge.

While the ritual is popular in Dawn, it also has obvious appeal to many Winterfolk, adventurous Freeborn and legions of Imperial Orcs looking for an opportunity to 'prove' themselves. Some Highborn who understand the ritual are torn between a general suspicion of the eternals and the Highborn love of competition; after all, this ritual is tailor-made to allow a clever mortal to pit their wits against an eternal and show what humans are truly made of.

Common Elements

The proclamation of challenge is a vital element in this ritual. It is often prepared on a scroll and read by the challenger at the end of the ritual. Other common elements involve stories and songs of glorious or heroic deeds, girding the challenger with arms and armour, or anointing the target with oil, blood or wine. Banners and flags are often used, as are heraldic themes, the sounding of horns, and on some occasions, the ritual is used at the beginning of a tourney in the hope that Barien will deliver some sign of the challenge by the end of the tourney.

Any or all of the Summer runes might be evoked, depending entirely on the nature of the targets.

"The first time was for love - if you can believe that! Faced some Marcher lad with arms like tree-trunks, swinging a great mattock thing around like it didn't weigh anything. Funny you only think to be scared once you're actually in there with some big bastard looming over you, eh? He should've won it, too, but he got careless and slipped, and I wasn't about to let him have the chance to knock any more of my teeth out! In at him with my axe - bet that left a mark that still stings come Winter! After all that, the girl I was mooning over ended up running off with my best friend, ain't love grand?

The second time was a matter of pride. I'd taken a bad wound campaigning up around Skoura (no, you won't find it in the history books, "never happened" so they say), and I'd been laid up for weeks afterwards, and limping a bit beyond that. Anyway, word was out that I wasn't fit for duty no more, so I spent all my savings challenging old Barien again. I guess he remembered me from last time, because he sent out some ... thing ... Not rightly sure what it was, but it was damn tough. Luckily I'd got a good few years of free company work under my belt by this point, and though my sword snapped off in it, I got me this better one in return, aye, and all the work I could ask for as well.

The third time, that was just plain foolishness. "Top of my game", I thought, "I can handle anything old Iron Britches throws at me, no problem". Think of it, beating old Barien three times in a row! Course, this time the challenge was to steal a hat from every Imperial general. As you can plainly see, Magistrate, that one didn't go so well..."

- Testimony of Ilsa Van Der Holberg, two time victor of the Iron Duke's challenge

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Chamber of Delights

Rules

Night Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual is most effective when used on a tent or room, where the location aura automatically expands to fill the interior space. If the ritual is performed in an open area, then the space must be clearly defined and no more than 40' across at most. It must be absolutely clear to anyone whether they are inside an enchanted area or not. If for any reason the boundaries shift or move significantly, then the enchantment collapses prematurely.

This spell is an enchantment. A target may only be under one enchantment effect at a time. This is also a location aura. A target may only be under the effect of one aura at a time.

Effects

This ritual enchants an area with a potent aura. Anyone who enters the area becomes aware of (and subject to) the aura, and experiences a powerful roleplaying effect: they feel relaxed, happy and perhaps even a little drugged; pressing concerns are easy to set aside for later. They feel an urge to indulge themselves, and luxuriate in pleasurable sensations. It is easy to fall asleep in this area, and anyone who does is likely to experience vivid, pleasant dreams and awaken refreshed.

Contents

- 1 Rules

- 1.1 Night Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

The Chamber of Delights can provide a source of supernatural strength to anyone in the area, allowing them to overcome an unwanted roleplaying effect. This ability requires the character to roleplay being relaxed and happy, and to remain in the area. If they leave, the unwanted roleplaying effect returns assuming it has any duration left.

A character who engages in at least fifteen minutes of relaxed roleplaying in this location aura recovers all lost personal mana. There is no effect if the character is on a battlefield or in a similar stressful environment. If the character makes or suffers an attack during this time, or spends any personal mana, then the fifteen minutes is interrupted and must be begun again from scratch. This magic is not sufficient to allow recovery of personal mana to any character who is under an effect that prevents recovery of mana overnight - most obviously, it will not help someone who is under the effect of Dreamscape of the Endless Hunt or similar curses.

This enchantment is a location aura, similar to that created using the consecration ceremony. A location can only be under one aura at a time. This ritual will replace any standard location aura (including those created by similar rituals), but is not powerful enough to remove a durable location aura . Likewise, any consecration can replace (or remove) this enchantment. A detect magic spell performed in the area determines the realm and magnitude of the effect. The insight skill will not detect any spiritual element to the enchantment.

The effect lasts until the start of the next Profound Decisions Empire event.

Description

This ritual creates an enchanted aura that evokes feelings of relaxation and restful indulgence, similar to those that surround some eternals of the Night realm. It is commonly used to prepare areas that encourage relaxation and recreation. Some Freeborn parador, for example, have a location specifically set aside for invoking this ritual, where visitors relax, eat, drink and chat languidly. Many naga find these enchanted areas especially soothing, and enjoy holding long indulgent feasts in them, or simply engaging in lazy gossip while sipping cool drinks.

The Chamber of Delights can be made permanent with ilium but this is almost always done inside a building rather than in a tent or other fragile structure - simply because it is too easy to cause the enchantment to collapse by shifting the boundaries of the aura. Magicians theorize that an ilium-infused enchantment such as this would be especially durable. They speculate that in addition to the usual resistance to replacing such an enchantment with an enchantment not also infused with ilium, removing or replacing the aura with the consecration ceremony would only work if the priests involved used true liao. The reticence of the Synod to "waste" true liao on magical experimentation has meant that there is no definitive proof either way.

Like Solace of Chimes and The Chamber of Pallas, The Chamber of Delights creates an aura similar to, but distinct from, the kind of aura a priest can create with the ceremony of consecration. Most obviously, it is not created using liao (and has no spiritual component that might be examined with the insight ceremony). Rather than being drawn from the Labyrinth or the spiritual strength of humanity, it is a construct made using magic. The strength of the aura does not vary; it is not possible to create a durable aura through the use of this ritual. Some magician speculate that it might be possible to make a similar ritual of a higher magnitude that would be more resistant to removal - in the same way that priests can cooperate and invest additional liao to create a stronger consecration.

There are some priests who are quite skeptical of this ritual. They claim that it somehow invokes a false virtue, or even a malign spiritual presence. It encourages inaction rather than action, self-indulgence rather than Virtue. Some magicians have even used auras such as these to support spurious claims that the ceremonies used by priests of the Way are just magic. Worse, they have even been used to found small cults based around the idolatrous worship of eternals. Scholars of magic, especially those associated with the Sevenfold Path have demonstrated repeatedly that while consecrations and enchantments such as these share some similarities, they are different on a profound level. In practice, most priests tend to treat The Chamber of Delight much as they would any other enchantment - it influences the minds of mortals, through magic. It may be a useful tool, or a test for the faithful, but the context in which it is encountered is the most important thing. Indeed, some priests dedicated to Prosperity encourage the use of the Chamber of Delights - after all, it is virtuous to celebrate and enjoy the deserved rewards of hard work and this enchantment encourages everyone to enjoy themselves (provided, of course, there has been some hard work to celebrate ...)

The ritual is known and used by people across the world by many different names. Only in the Sumaah Republic and Iron Confederacy is its use monitored or proscribed. Imperial magicians speculate that it should be possible to create similar enchantments in the Summer, Spring, and even Winter realms although no such rituals are currently part of Imperial lore.

Common Elements

This ritual is designed to create feelings of relaxation and pleasure. It is often performed with relaxing music, especially the sound of stringed instruments. Soothing incense is often burnt, and where possible the area is dressed in deep, luxurious colours and decorated with patterns designed to help relax the mind (mandalas, depictions of the runes of Night and so on). Decorations and beautiful ornaments are often scattered around the area, and both cushions and thick carpets are common. Invocations are almost invariably performed in quiet voices, and may involve participants sitting or lounging rather than standing.

The rune Zorech is often evoked with this ritual.

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Chamber of Pallas

Rules

Autumn Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual is most effective when used on a tent or room, where the location aura automatically expands to fill the interior space. If the ritual is performed in an open area, then the space must be clearly defined and no more than 40' across at most. It must be absolutely clear to anyone whether they are inside an enchanted area or not. If for any reason the boundaries shift or move significantly, then the enchantment collapses prematurely.

This spell is an enchantment. A target may only be under one enchantment effect at a time. This is also a location aura. A target may only be under the effect of one aura at a time.

Effects

This ritual enchants an area with a potent aura. Anyone who enters the area becomes aware of (and subject to) the aura, and experiences a powerful roleplaying effect: they have a strong desire to engage in conversation and discussion with those around them. Violent and aggressive action is distasteful to them. Food and drink consumed in the area often tastes especially fresh, tasty and appetizing and diners feel relaxed and comfortable.

The Chamber of Pallas can provide a source of supernatural strength to anyone in the area, allowing them to overcome an unwanted roleplaying effect. This ability requires the character to roleplay being covivial and relaxed, and to remain in the area. If they leave, the unwanted roleplaying effect returns assuming it has any duration left.

A character who engages in at least fifteen minutes of relaxed conversation in this location aura recovers all lost personal mana. There is no effect if the character is on a battlefield or in a similar stressful environment. If the character makes or suffers an attack during this time, or spends any personal mana, then the fifteen minutes is interrupted and must be begun again from scratch. This magic is not sufficient to allow recovery of personal mana to any character who is under an effect that prevents recovery of mana overnight - most obviously, it will not help someone who is under the effect of Dreamscape of the Endless Hunt or similar curses.

This enchantment is a location aura, similar to that created using the consecration ceremony. A location can only be under one aura at a time. This ritual will replace any standard location aura (including those created by similar rituals), but is not powerful enough to remove a durable location aura . Likewise, any consecration can replace (or remove) this enchantment. A detect magic spell performed in the area determines the realm and magnitude of the effect. The insight skill will not detect any spiritual element to the enchantment.

The effect lasts until the start of the next Profound Decisions Empire event.

Contents

- 1 Rules

- 1.1 Autumn Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Description

This ritual creates an enchanted aura that encourages relaxed conversation, similar to those that which surrounds some eternals of the Autumn realm. It is commonly used to prepare areas where discussion or negotiation are expected, or to accompany a meal or banquet. In The League, for example, it is often used to prepare chambers for parties or celebrations where known rivals will be forced to spend time in each others' company and where a disturbance is not ideal. The power of the aura to discourage violent can be especially useful when used to enchant an area where enemies will meet, and it has been used in the past with some success to smooth negotiation of peace treaties. Some cambion especially enjoy his enchantment, finding that the Chamber of Pallas creates a fine arena for verbal sparing, debate, arguments and clever conversation laden with innuendo.

The Chamber of Pallas can be made permanent with ilium but this is almost always done inside a building rather than in a tent or other fragile structure - simply because it is too easy to cause the enchantment to collapse by shifting the boundaries of the aura. Magicians theorize that an ilium-infused enchantment such as this would be especially durable. They speculate that in addition to the usual resistance to replacing such an enchantment with an enchantment not also infused with ilium, removing or replacing the aura with the consecration ceremony would only work if the priests involved used true liao. The reticence of the Synod to "waste" true liao on magical experimentation has meant that there is no definitive proof either way.

Like Solace of Chimes and The Chamber of Delights, The Chamber of Pallas creates an aura similar to, but distinct from, the kind of aura a priest can create with the ceremony of consecration. Most obviously, it is not created using liao (and has no spiritual component that might be examined with the insight ceremony). Rather than being drawn from the Labyrinth or the spiritual strength of humanity, it is a construct made using magic. The strength of the aura does not vary; it is not possible to create a durable aura through the use of this ritual. Some magician speculate that it might be possible to make a similar ritual of a higher magnitude that would be more resistant to removal - in the same way that priests can cooperate and invest additional liao to create a stronger consecration.

Some priests are skeptical of this, and similar, rituals. There have been claims that it works by evoking the power of a false virtue, or even some sort of malign spiritual presence. Indeed, there have been a few attempts in the past by particularly outraged members of the Synod to have the Chamber of Pallas (and its companion enchantments) declared to be tantamount to idolatry. Such attempts have not so far amounted to much; in practice, most priests tend to treat The Chamber of Pallas much as they would any other enchantment. It may be a useful tool, or a test for the faithful, but the context in which it is encountered is the most important thing.

Other common names for this ritual are The Feast of Prosperity (which obviously offends certain sensibilities quite badly), the Maze of the Silver Tongue and The Parlour of Honeyed Words. It is known to be used in all civilised nations - even the most skeptical can see the advantage of an enchantment that encourages discussion without violence - except among the magic-hating Suranni.

Common Elements

The ritual is often accompanied with pleasant, relaxing music, especially the sound of stringed instruments. Incense is often burnt, and where possible the area is dressed in rich colours, decorated with symbols of wealth and prosperity as well as items that may provoke conversation. Entertainers are common, and food and drink are often laid out as part of the ritual to help create the correct atmosphere.

The rune Pallas is often evoked with this ritual, but it is just as likely that the rune of conspiracy will be worked secretly into the ritual on the backs of banners or undersides of tables for example

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Champion's Bastion

Description

A warrior who can withstand mighty blows can fight for longer. A champion's bastion is often of alloyed green iron and steel, inlaid with weltsilver designs. The more active a warrior wielding this shield is on a battlefield, the more the field repays that action by granting them vigour and helping them shrug off minor wounds.

The history of this item is fiercely disputed, with the Highborn and the Dawnish both claiming it as their development. It certainly predates the Empire; carvings in the Necropolis tomb of Miriam the Strong, a Highborn hero of the Patrician War, appear to show her gaining strength from her glowing shield after striking down her enemies. Her shield, War's Reward, was stolen from her tomb in the early years of the Empire, and has long-since disappeared from Imperial history, but its depiction of a unicorn and a pegasus rampant is widely known among Highborn historians. If the shield still exists, it would be an artefact of remarkable worth, not least as the oldest known example of a Champion's Bastion.

Ironically, the grounds for this claim are the source of the dispute with the Dawnish, who claim that Miriam was a Dawnish Noble who travelled to Highguard to aid Permion's rebellion. The evidence for this is largely a folk tradition in Dawn, but as with many troubadours' tales, the Dawnish regard it is as just as true as the glory in it.

This shield is generally found in the possession of those with a passion for battle beyond even other warriors. Warlords of the Imperial Orc legions value these shields, usually boldly decorated with their legion’s symbol, as a means of staying upright for longer to inspire their followers in battle. Some hear particularly loud bursts of ancestral whispering while using the shield, believing it invigorates their souls along with their bodies. The Dawnish similarly bear these shields with heraldic decoration. Some very wealthy Knightly Orders strive to bestow one of these shields upon every new member, bearing the order’s heraldry. It is sometimes called Glory’s Reward as it rewards glorious actions with renewed strength and harks back to the name of Miriam the Strong's shield. It can lead to over-confidence. One knight is famously recorded as saying, just prior to the battle where she was hacked apart by a dozen orcs, “Give me Glory’s Reward and a bucket of Errant's Wine, and I’ll slay the lot myself.”

In Dawn, the Gryphon runes are commonly used as a set upon these shields, along with depictions of gryphons about to strike. Elsewhere, particularly in Wintermark, firebird imagery is used, invoking its strength of spirit and fabulous healing powers.

Rules

- Form: Talisman. Takes the form of a full-sized shield. You cannot make a magic buckler. You must be wielding this shield to use its magical properties.

- Requirement: You must have the shield skill to bond to this item.

- Effect: Whenever you spend a hero point you regain one lost hit immediately afterward.

- Materials: Crafting a champion's bastion requires seven ingots of green iron, five ingots of tempest jade and five ingots of weltsilver. It takes one month to make one of these items.

The scop was holding court in a raucous corner of the tavern. He had an audience of drinkers all over the Empire, but his attention was on three: a Marcher, a Dawnish knight and most particularly on the hero of his Hall. She'd recently returned from Skarsind. The Imperial army had lost, and his job was to drag crumbs of glory out of defeat, to fire the citizens of Empire to the challenge of battles to come.

"Shield-guarded glory-tall, legend, tho' stature-small,

Great Kiri! Axe-maid! The best of our hall!

Two foes she faced alone, turn-swings she cut one down,

left his skull axe-cleaved, and turned to the next

Down swung his mighty axe, leaving the lime-wood cracked.

She's hurt. She rises! she back-handed hacks!"

Not bad, he thought as he smashed a tankard towards the next table to punctuate the end of the line. He raised his arm to Kiri:

"Blood-slick that deadly glade, death for orc foe-man made,

Giant she stood there, bestriding the field!".

They're laughing now. He's got them, he knows, but always leave them wanting more and that knight's Troubadour is tuning up on the next table.

He'd something in his mind about the shield that Arte had made her. "Sturdy-light lime-wood board, bastioned with tempest jade, Green-iron girded and welt-silver-wired!" or something like that. A bit literal for a tavern-song, really. Best keep it for the Hall. He can feel he'll be asked for a verse about this next time his Hall gathers to remind themselves they are all heroes, and their legends will live forever.

"Axe-ready glory-torn, Wintermark newly-born,

bonded like sword-edge, a nation for war.

Ice-crafty Suaq-scouts, Steinr-line weapons high,

storm-crows amongst us, wise Kallavesi.

First Empress came to us, Wisdom she spoke to us

Empire like thanes-hall, nine nations as one.

Soul-singing, gathered here, heroes of Kolti's hall!

These are our stories, they say who we are."

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Champions Shining Resolve

Contents

- 1 Rules

- 1.1 Summer Magnitude 16

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Option

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 16

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains two additional hero points.

The target also experiences a roleplaying effect: You feel an urge to demonstrate your prowess to everyone, and have a sense that you can achieve anything you set your mind to.

An Imperial Orc target experiences an additional roleplaying effect: you are more likely to hear your ancestors while under this enchantment.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 12. Additional characters must be present throughout.

Option

Any caster who has mastered the ritual may choose to substitute Green Iron for crystal mana when contributing to it. Every 2 ingots of Green Iron spent counts as 1 crystal mana when contributing to the ritual.

Description

Great deeds - if not necessarily heroic deeds - are at the heart of the Summer Realm. This ritual functions a little like the empower incantation, but is even more versatile. As with crafted items such as the Triumphant Blade or a suit of Runeplate it is most effective when it is used to enchant someone who either already possesses a reserve of passion and heroic drive, or who is armed with a Butcher's Cleaver or similar item that can be 'powered' by the ritual.

Even without other uses, the ability to steel the will and resist outside influences is sometimes useful in its own right; anyone can benefit from the ability to overcome malign spiritual forces, even if it is only for a short time.

The name of the ritual is the subject of some controversy. Some magicians claim it is Champion's Shining Resolve, intending it to be used on one or two glorious and heroic warriors. Other magicians claim it is Champions' Shining Resolve, meaning it is most appropriate to use it on multiple warriors so that all can benefit. The Highborn and Urizen magicians who make a study of such things suggest that one can learn something about one's peers by asking them what they think the ritual is called.

Common Elements

This ritual often involves anointing the target in some way, often with wine or blood. It may also include a symbolic crowning with green leaves or (especially in The Marches) a circlet of woven corn or grass. The names of heroic individuals (especially powerful ancestors, even for targets who are not themselves Imperial Orcs) or particularly inspirational paragons and exemplars are another common element, as are symbols of Pride.

When green iron is used during the ritual, especially by a Dawnish coven, the ingots are often pressed against and into the weapons and armour of the target, often as part of a formal act of girding the target.

Any of the Summer runes might be evoked, but Feresh, the rune of majesty, is the most common. An evocation of The Stallion or The Oak may be appropriate with this ritual, as may evocations of horses; animals that represent pride or majesty such as eagles or lions; and legendary or heraldic beasts such as gryphons, chimerae and unicorns.

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Change

Tamsin set her basket down and hitched her breeches up for the fifth time, cursing under her breath that she had forgotten her belt in her rush to get out to the trees before dawn. Some rope even would do in the short term. Anything. Nobody wanted their breeches pooling round their ankles while they were six feet up a rickety ladder.

Still grumbling she picked the basket back up and carried on towards the grove, balancing it expertly on her hip as she unlatched the gate one-handed and shut it carefully behind her.

The trees were just beginning to come into their true Spring glory - healthy green leaves unfurling and heavy buds that promised fine blossoms in summer and then fine juicy apples afterward. She was not here for apples, though. Today she was here to check the cocoons. If she had judged right, the first grubs should have finally completed their long transformative sleep and be spreading their wings, leaving their beautifully woven sleeping blankets for the first time.

Sure enough, hanging from the underside of the lowest branch on the tree, a nine-inch long cocoon that looked a little like a withered leaf. She put the basket at the bottom of the ladder, and carefully climbed up until she was level with her prize. She hooked one arm around and leaned out with her pruning shears ready. The fibrous strands that attached the cocoons to the trees were often quite tough and she was taking no chances.

There was something odd about the cocoon now she came to see it a little closer up. It seemed to sparkle slightly in the dim pre-dawn light, as if dusted with brown sugar or chocolate-coloured glitter. A slight coil of worry unfutled in her stomach. Could this be the blight she'd hear about? By all accounts the disease had ravaged the iridescent butterflies in Faraden, ruining those whose livelihood relied on the vibrant dyes made from the silken cocoons the grubs wove. She'd heard that the Empire was protected from it thanks to the Archmage of Night, but she'd learned long ago not to put too much faith in rumours...

Not worth worrying about right now. She'd be able to check the thing more thoroughly when they were both on the ground. Double checking she had placed the basket correctly she snipped the frond and let the cocoon tumble into the basket below.

There was a loud cracking detonation that set birds squawking into the air from all directions. Splinters of wicker flew, and bits of something sharp and fast moving peppered the roots around the base of the tree. The burst was not powerful enough to shake the ladder - Tamsin did that herself in her shock. Luckily it was secured to the tree, otherwise she might have toppled over as she jerked away from the sound instinctively. As it was she dropped the shears and nearly lost her grip. With a grim comedic timing her breeches fell down round her knees, complicating her position even more. She fought to keep her dignity and maintain her balance, and had to abandon the one to secure the other.

No further detonations forthcoming, she carefully descended the ladder and recovered her composure.

Gingerly she approached the basket and carefully, tentatively, examined the area around it.

The cocoon had exploded alright. ruptured violently when it hit the basket. She picked up one of the brownish-red shards gingerly, wrapping her hand in the front of her shirt first to be on the safe side. It glinted in the dawnlight like a dirty icicle, with deep mocha and cinnamon flaws coiling around inside the crystal. If she did not know better...

... she collected a few more shards and then with even more caution ready to leap back at any moment, propped the remains of the cocoon. It was hard to the touch, the fibrous material that formed the exterior ruptured and torn open to reveal... yes. A shard of tempest jade. Dark red-brown, unpolished, tempest jade.

That was most definitely not what she was expecting to find. But she was a practical woman. She cast around for a minute or two to find her shears - she had dropped them in the excitement - and with a resolute expression moved to the next tree she had marked with a cocoon hanging from it. This one was oozing a thick yellow gunk, like glutinous honey, and she had a sneaking suspicion that like its companion it would prove to be something very different to the iridescent gloaming she had expected to harvest when she got out of bed this morning.

Contents

- 1 Overview

- 2 The Blossoms of Multiplication

- 2.1 Pushing the Wheel

- 2.2 The Wheel Turns

- 3 Gone but not forgotten

- 3.1 The Alchemical Laboratory

- 4 Meeting the new master

- 4.1 Distill the Serpent's Stone

- 5 Further Reading

Overview

Over the last six months or so, something has clearly been happening with the eternal known as Murit and Soghter. From harvesting corpses in the Mournwold, to the sealing of regio and the disappearance of heralds. Whatever has been going on, however, it seems to have finished - or at least begun to progress in a different direction.

As near as anyone can tell, Murit and Soghter have ceased to exist as distinct entities and a new eternal of the Night realm has arisen in their place.

The Blossoms of Multiplication

- An exotic change has overtaken the mines and forests of the Empire.

Over the last month or so something odd has been happening to mines and forests across the Empire. A liberated orc in Skarsind strikes what she takes to be a vein of fine copper and thick, glutinous ambergelt gushes out. A cowled Varushkan tending a grove of beggarwood trees finds peculiar glistening fruit growing where not fruit should be; beneath the tough rind lie spheres of unrefined weltsilver. A tired Marcher dragging a cart of ore from the Green Iron mines beneath Whittle Hill is startled by a great cloud of multicoloured insects that pour up into the late evening sky leaving behind fibrous cocoons. A Navarri gathering dragonbone from beneath the trees in Miaren discovers that the soft clay has crystalised into crimson tempest jade.

Until the start of the Summer Solstice, every mine and forest in the Empire effectively loses 6 ingots or measures of production. Instead, it produces 6 measures or ingots of random materials. Rituals intended to improve the production of a mine or forest will still work as normal, as will spending money to increase the amount of material produced.

As near as anyone can tell, while the effect is magical in nature it is neither a curse nor an enchantment. The closest magical scholars can judge, it is similar to the result of the conjunctions of the stars that sometimes effect the tides of magic across the Empire.

Pushing the Wheel

During the next event, the Empire could make this effect even more pronounced. If either Wondrous Forests of the Night or Bright Eyes Gleam in the Depths are laid across the Empire the effect will be doubled - and random - but only for one type of resource. If Wondrous Forests is cast each forest will produce four extra random ingots of mine materials. It Bright Eyes is cast, each mine will produce four extra random measures of forest materials.

As with any enchantment that targets the entire Empire, there may be additional unexpected results if one of these enchantments is used.

The Wheel Turns

During the Spring Equinox the two rituals The Eight-spoked Wheel and The Retrograde Wheel will be slightly more effective. Under normal circumstances, these rituals target three ingots or measures. During the Equinox, the rituals can be used to effect five ingots or materials instead. All other elements - including the use of a Mask of Gold and Lead - remain the same.

Gone but not forgotten

- Murit and Soghter have disappeared.

For the last nine months or so the only heralds of the two eternals anyone has seen are Centimani, herald of Soghter, and Alkahest herald of Murit, and they seem to be appearing only on the field at Anvil. Now they appear to have disappeared as well. Indeed, all the signs indicate that the two eternals themselves are no more.

Regio associated with the two eternals have been sealed; now the magic that infuses these places has returned but in many cases it has subtly changed. A quiet glade of night-blooming flowers in Semmerholm now causes anyone who sleeps there to experience incredibly vivid dreams of living wildly different lives. A grove of beggarwood trees in Kallavesa where mystics once met with heralds of Murit to discuss the secret properties of herbs comes alive at night with drifting balls of iridescent light that whisper in a dozen unknown tongues to anyone who comes near.

OOC Note: As with the Autumn Equinox, the Archmage of Night cannot use their plenipotentiary power to contact either Soghter or Murit. Any rituals, special abilities, or magic items that would allow communication with either of these eternals will simply not function - no mana or uses are expended, there is simply no effect.

The Alchemical Laboratory

In Winter 380YE, The Imperial Senate constructed alchemical workshop in Holtford, Miaren. The peculiar tower of white granite was apparently dedicated to the eternal Murit that functions as an workshop for studying "the transformation of base matter". A week before the Spring Equinox, the entire structure undergoes a sudden and marked transformation. Collapsing in on itself, over the course of a few minutes the tower simply disappears leaving behind only a circular pool of painfully cold water. The water appears entirely mundane, but anyone who looks at their reflection in the pool sees themselves as they might have been had they made different choices at some point in their lives. At night, the night skies reflected in the pool bear no relationship to the actual stars in the skies above them.

According to locals, a peculiar creature frequents the pool, emerging from it's depths on nights of the half moon to speak to scholars of night magic who visit the area.

Meeting the new master

- A new eternal has appeared

The eternal Azoth claims to be the alchemical recreation of Murit and Soghter. A week before the Spring Equinox it sent a single herald to the field at Anvil, a pale skinned orc-like figure draped in multicoloured cloth. The message the herald delivered was couched in metaphor and enigma. Azoth has arisen from the crucible. It has been born from the essence of those who went before it, unifying their principles through the power of alchemy to create a new expression of the endless cycle of the universe. It is grateful to the magicians who helped to turn the wheel of transformation through their desires - both Imperial and otherwise. The lotus opens, and it will bring change, but there is no need for fear.

The herald explains that Azoth is busy ordering its new realm, and completing the sublimation of its remaining spirits. It will send those spirits to Anvil during the Summer Solstice to return what was given, and to offer friendship to the mortals who attended upon its alembic.

It is anyone's quess what all this means.

Distill the Serpent's Stone

- The properties of Distill the Serpent's Stone have permanently changed.

For the last six months the ritual Distill the Serpent's Stone has been producing shadow eggs instead. This change to the ritual appears to be permanent - but it appears that the ritual has also become slightly easier to perform. It now no longer requiring ingots and measures of special materials, "only" a ring of ilium.

Matt black in colouration, the oval stone is easily broken open in bare hands. Anyone who does so immediately gains a temporary boost to their Realm lore skill of 6 effective ranks for purposes of performing a single ritual, provided they already possess at least one innate skill rank of that Lore. These additional ranks do not grant any additional mastered rituals, and a character's total effective rank can never be more than three times their innate skill (the number of ranks of the appropriate Realm Lore they have gained by spending experience points).

At the same time, these shadow eggs appear to have no effect on poisons or curses, and do not allow materials to be transformed. Serpent's stones that have already been distilled keep all their old powers and can be used freely - they do not seem to have undergone any change at all.

It has also become clear that this ritual is directly connected to the new eternal, Azoth. What this implies about its original properties - whether it was directly drawing on the power of Murit or Soghter or both - is a matter for speculation.

Further Reading

- Murit and Soghter

- Winter Solstice 381YE

- Autumn Equinox 381YE

- Summer Solstice 381YE

- Distill the Serpent's Stone

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Change&oldid=64178"

Change Urizen voting

Proposal for changes to the Urizen voting method for senators in the event of a draw.

Should more than two candidates be standing then the candidate with the lowest voting strength will conceded with their votes being recast.

Should it be a draw with no lowest candidate then those previously unable to vote would be granted a voting strength of one.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Legal Ramifications

- 6 Election Clarification

Overview

- This motion is in two parts; the first part addresses concerns over resolving ties during Senatorial elections.

- The second part gives a vote to those who cannot vote in Urizen senatorial elections.

- Passed unanimously.

- Advised by the Civil Service that the motion may have constitutional implications, or require the agreement of the egregore of Urizen.

Date

- Passed Spring 377YE (Event Two 2013).

Cost

- None

Progress

- Ongoing

Legal Ramifications

- The civil service has clarified the procedure for resolving ties during senatorial elections.

- Attempting to give a vote in the Urizen elections to non-ritualists is unconstitutional. This was struck down by magistrates.

OOC Notes

Given the nature of voting in Empire and the fact that the Empire has been around for hundreds of years, it is difficult to imagine that draws have not occurred frequently over that time. Therefore, it was a design flaw not to notice that the system needed one or more mechanisms for trying to resolve draws, that should have formed part of the campaign setting from the outset - so that detail has been corrected.

In theory, it is perfectly possible to allow the players to try and introduce rules to decide voting ties for each nation as they occur - but in practice that stretches credibility and interest. There isn't, in practice, that much game to be had from determining the mechanisms involved - and it seemed better, on balance to adopt the majority of what the players wanted - a mechanism to move forward when draws happen - and make that part of the setting.

Generally speaking we are keen to discourage players from discussing and attempting to implement significant changes to the voting mechanisms. These mechanisms are part of the game design - and they are designed to be inequitable and unfair - partly to try and enhance the character and flavour of each nation and partly to encourage politics and play. We want players to deal with the problems that the political systems cause - not dismantle and 'fix' the political system itself. It would be trivially easy for us to have written a simple fair one-citizen-one-vote democratic system for the Empire - we spent a lot of time designing the systems that exist instead because we think that ultimately they will produce a more exciting game for people.

For this reason, any attempt to extend voting in Urizen to non-magi was always going to be struck down as unconstitutional. Such a change makes perfect sense - but it removes the strong motivation to play a magician if you are playing an Urizen character, it weakens the setting by removing the emphasis on Urizen magicians as politicians and it reduces the complexity and politics of the game by giving everyone an equal voice, rather than forcing some groups to rely on others for representation.

Election Clarification

In the case of a tie, all save the top two candidates are eliminated and the election is re-run. If the deadlock continues, the election is tied and nobody is elected to the position.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Change_Urizen_voting&oldid=23557"

Change of doctrine

Synod Judgement

- General Assembly

- Greater Majority

Contents

- 1 Overview

- 2 Judgement

- 3 Outcome

- 4 Further Reading

- 4.1 Core Brief

- 4.2 Additional Information

Overview

The Doctrines of the Faith are the foundational pillars of the Imperial faith and the Way. They represent the distilled wisdom and knowledge Synod priests across the ages in statements. In essence, the doctrines define the Imperial Religion and the beliefs that it imparts as part of teaching a virtuous life to the citizens of the Empire.

The wilful rejection, or perversion of, the Doctrines of the Faith, or actively teaching and promoting False Doctrines is defined as heresy, which is a religious crime. Consequently, what is, and is not, doctrine and the wording of those doctrines, is an ongoing debate within the Imperial Synod. It is also the means by which definitive answers are provided to settle religious debates and controversies.

Given the significance of doctrine, only the majority support of the General Assembly can add, remove or amend doctrines of the faith. This requires a greater majority of the General Assembly.

"...that I maintain that there is a pressing need for a Doctrine of Inclusionism that will settle the question of the Eternals and their right and proper role in the creation we all share.

Illuminate Cicero, addressing the General Assembly

Judgement

Any member of the Synod may submit a judgement to change doctrine. There is no legal requirement for clarity but the Tribune will encourage a priest to use simple, lucid language that makes the new doctrine clear and to avoid confusion. It is common for a change of doctrine to need a great deal of scrutiny so most priests will choose the final voting deadline of a summit to ensure that there is time for the Synod to discuss the change in detail.

A judgement of veto requires a greater majority to pass.

Beware of a door that has too many keys.

Marcher Proverb

Outcome

If the judgement is successful, then the change of doctrine becomes a formal part of the Imperial faith and gains the backing of Imperial law.

If a judgement is rejected, then in theory there is no change of doctrine. Although it does not have any legal standing, such a rejection is often commonly interpreted as a rejection of the virtue and validity of the proposed idea. For example, a failure to change doctrine to recognize that orcs have souls does not legally imply that orcs do not have souls - but will be commonly interpreted as such by many Imperial citizens if the change of doctrine was decisively rejected by the Synod.

Even more so than a statement of principle, a change of doctrine can have significant implications for the Empire, and for followers of the Way across the known world. Due to their shared faith, the priests of the Sumaah Republic pay particular attention to changes of doctrine by the Synod. There are priests who support congregations that follow the Way in many foreign nations, and they tend to look to either the Empire or Sumaah for guidance on religious matters. A significant change of doctrine may be accepted or refuted by priests in other nations, but whatever else happens it will not be ignored.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Change_of_doctrine&oldid=50390"

Change the level of the Guerdon

Change the level of the Guerdon

Proposed by Segura, seconded by Mitwold.

Overview

- A request that the Imperial Guerdon be changed

- Passed at 100 Thrones

Date

- Autumn 379YE.

Campaign Outcome

- The Imperial Guerdon was decreased to 100 Thrones

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Change_the_level_of_the_Guerdon&oldid=39728"

Change to Imperial Breadbasket

This motion is currently undergoing scrutiny.

The Keeper of the Imperial Breadbasket, Rowan Merrick, announced that the Imperial Breadbasket is to be distributed to the Citadel Guard Army.,br>

Approved by the Keeper of the Imperial Breadbasket

Overview

- The Imperial Breadbasket ceases to support the Mournwold and will begin to contribute to the upkeep of Imperial armies again

- Passed

Date

- WInter 381YE

Outcome

- As detailed here, it will take three months for the Breadbasket to begin supporting the Citadel Guard.

- The money received by farms in the Marches territories of Upwold,Mitwold, and Bregasland is restored immediately.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Change_to_Imperial_Breadbasket&oldid=63812"

Change to Navarr voting

Alteration to internal Navarr voting protocols regarding those who have no formal territory.

Proposed by Therunin, seconded by Tassato.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Legal Ramifications

Overview

- Change Navarr voting protocols regarding those who have no formal territory

- Passed unanimously.

- Struck down by the Magistrates.

Date

- Passed Winter 376YE (Easter 2013).

Cost

- None

Legal Ramifications

Changing the voting is a constitutional issue. This was struck down by the Magistrates.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Change_to_Navarr_voting&oldid=38261"

Change of doctrine (Redirected from Changing Doctrine)

Synod Judgement

- General Assembly

- Greater Majority

Contents

- 1 Overview

- 2 Judgement

- 3 Outcome

- 4 Further Reading

- 4.1 Core Brief

- 4.2 Additional Information

Overview

The Doctrines of the Faith are the foundational pillars of the Imperial faith and the Way. They represent the distilled wisdom and knowledge Synod priests across the ages in statements. In essence, the doctrines define the Imperial Religion and the beliefs that it imparts as part of teaching a virtuous life to the citizens of the Empire.

The wilful rejection, or perversion of, the Doctrines of the Faith, or actively teaching and promoting False Doctrines is defined as heresy, which is a religious crime. Consequently, what is, and is not, doctrine and the wording of those doctrines, is an ongoing debate within the Imperial Synod. It is also the means by which definitive answers are provided to settle religious debates and controversies.

Given the significance of doctrine, only the majority support of the General Assembly can add, remove or amend doctrines of the faith. This requires a greater majority of the General Assembly.

"...that I maintain that there is a pressing need for a Doctrine of Inclusionism that will settle the question of the Eternals and their right and proper role in the creation we all share.

Illuminate Cicero, addressing the General Assembly

Judgement

Any member of the Synod may submit a judgement to change doctrine. There is no legal requirement for clarity but the Tribune will encourage a priest to use simple, lucid language that makes the new doctrine clear and to avoid confusion. It is common for a change of doctrine to need a great deal of scrutiny so most priests will choose the final voting deadline of a summit to ensure that there is time for the Synod to discuss the change in detail.

A judgement of veto requires a greater majority to pass.

Beware of a door that has too many keys.

Marcher Proverb

Outcome

If the judgement is successful, then the change of doctrine becomes a formal part of the Imperial faith and gains the backing of Imperial law.

If a judgement is rejected, then in theory there is no change of doctrine. Although it does not have any legal standing, such a rejection is often commonly interpreted as a rejection of the virtue and validity of the proposed idea. For example, a failure to change doctrine to recognize that orcs have souls does not legally imply that orcs do not have souls - but will be commonly interpreted as such by many Imperial citizens if the change of doctrine was decisively rejected by the Synod.

Even more so than a statement of principle, a change of doctrine can have significant implications for the Empire, and for followers of the Way across the known world. Due to their shared faith, the priests of the Sumaah Republic pay particular attention to changes of doctrine by the Synod. There are priests who support congregations that follow the Way in many foreign nations, and they tend to look to either the Empire or Sumaah for guidance on religious matters. A significant change of doctrine may be accepted or refuted by priests in other nations, but whatever else happens it will not be ignored.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Change_of_doctrine&oldid=50390"

Changing of the guards

Contents

- 1 Overview

- 2 Significance

- 3 Crowns

- 4 Old Ways

- 5 Limited Opportunity

Overview

The Spring Equinox saw many dramatic events unfold in Dawn. There was a tourney to elect the monarch of Dawn, but for the first time in centuries it was contested by two candidates, with nobles rallying round Imperatrix Lisabetta or Yael, the First Empress Reborn. In the end the only significant opposition to Lisabetta was from House Ossienne and their supporters who opposed both candidates. The contest was decisively won by Empress Lisabetta, the Imperial Throne is once more the Monarch of Dawn.

But the tourney has only begun to reveal the depths of the Dawnish affection for their new Queen. At the same summit an extraordinary Statement of Principle was put to the Dawnish National Assembly by Tamain Sepulchre where it passed with a greater majority. News of the statement has rippled across Dawn, carried by wandering troubadours to every noble house. The extraordinary words have inspired many arguments and much fervour - did Tamain really mean what she appeared to say. Now there is a chance to take stock of what that might entail.

The Dawnish National Assembly recognises the Empress Lisabetta as Queen of Dawn. She is the ultimate authority in this life and her words should be followed above all others.

Tamain Sepulchre, Dawn National Assembly, Spring Equinox 381YE, Upheld 158 - 20

Significance

Tamain's words - just as the new Queen is crowned have reminded many of Dawn of their glorious history, of what they once had. Inevitably, it caused a few to ask if they might not have such a thing again?

Crowns

Centuries ago, before Dawn joined the Empire, the Monarch of Dawn was elected much as they are today - by glorious tourney of nobles. But in those times the Monarch was far from a ceremonial position - they commanded the loyalty of their earls and through them they ruled over the land. They were the ultimate authority... their words were followed above all others... That changed when Dawn joined the Empire - but could it be changed back?

On the face of it, it seems absurd. The Imperial legal system does not leave any room for a monarch to actually rule in Dawn. But this is Dawn! - pointing out that the entire thing was completely impossible simply created a challenge. On this occasion the challenge was eagerly taken up by an ambitious young advocate, Melusine of Tanner's Bar in Causse. She has spent weeks criss-crossing Dawn, since the last summit, talking to nobles about her plan... her extraordinary, incredible, glorious idea to make Lisabetta Queen in more than just name...

Melusine's plan rests on one simple idea. While Imperial law does not allow for a monarchy, it does allow for each nation to choose their senators according to their own culture. In Dawn, this "election" has been conducted by a tourney between the noble houses for hundreds of years - but that tradition only built on the existing tradition to elect the Monarch.

Her proposal requires only a subtle change to the existing arrangements. The tourney should be held just as it always has done - but now it will be conducted beneath the eyes of the Queen. The nobles will do battle for her approval - and when the fight is won the Queen will pick the contestant that fought most gloriously. That noble's house will then put forward one of their own to be senator.

A number of people have pointed out that the Empress is likely to be too busy to attend every tourney, but Melusine argues passionately that she shouldn't be expected to. She points out that the same contestants often win the tourney for a territory each year. If nobody is expecting an upset, then the Empress can simply send a representative who can judge the contest in her name. Maybe she will only take an interest if the outcome is in doubt... or if she wishes the outcome to be in doubt...

Melusine has discussed her plan at length with magistrates and civil service. They have confirmed that while this election method would be unorthodox, it is compatible with Imperial Law - provided that it reflected the will of the Dawnish people. The definitive test of the will of a nation is to ask their egregore.

Speaking as the egregore, Lady Griffinsbain has confirmed that many in the nation would welcome a step towards a full restoration of Dawn's monarchy, but such views are far from universal. It is one thing to cheer for the new Queen in a tourney, it is quite another to hand her control of Dawn's political authority. Melusine is passionate, but she can hardly convince all of Dawn by herself. Nor would coming to Anvil and convincing everyone there work either - she needs to influence the entire nation and that is only possible with a mandate. Thus she is travelling to Anvil to seek out Tamain to ask her to submit the following mandate.

To achieve glory that rivals the Monarchs of old, our Queen must rule as they once did. We send X with 100 doses of liao to persuade all that she must become the ultimate authority in Dawn, so that we may all grow more glorious together.

Synod Mandate

If this mandate were enacted it would do more than just change Dawn's elections. The Empress already possesses the power to speak to every citizen in the Empire once a season. With the backing of this mandate, those words would become as significant in Dawn as a Statement of Principle passed by the greater majority of their national assembly. They would be as likely as a Statement to create the opportunity in Dawn for a mandate in the following season.

Melusine's proposal already has some powerful backing. The Staff of the Archmage is a powerful magical item that forms part of the regalia of office of the Archmage. A new staff is crafted every year by a secretive weaver's cabal in Weirwater. This cabal, the Five Rings, holds the six schema required to make the staves as part of their most prized possessions. They have always refused all requests to share the schema with the Empire - according to their history the schema were given into their care by King Rodric the last independent King of Dawn. They have held them in trust ever since - but they have told Melusine that if Empress Lisabetta becomes Queen of Dawn in truth as well as just in title - then they will hand them over to the Queen for her to use in service of the nation and the Empire. What she chose to do with the schema could potentially mean the Archmages losing access to one of the symbols of their office - albeit so that any magician could wield one of these powerful ritual staffs.

The residents of Castle Spiral have also indicated that if the Queen's words really were the ultimate authority in Dawn, then they would kneel and acknowledge her as their true liege. If the Queen so commanded, then control of the castle's resources would then be passed to the Castellan of Spiral Castle, who could either continue to use the facilities of the Castle to help Imperial armies resupply - or dispose of the supplies of weirwood directly if they preferred.

It is not normally possible for characters to enact a conscious change to a nation's electoral system, even using a mandate. The change is possible in this case, because it is significant but small, is consistent with the themes of the nation, enriches the character of the election process, and reflects a Statement of Principle passed with a greater majority. A Statement of Principle that directly tried to change a nation's electoral system would not result in a mandate unless it was judged to also meet the other criteria mentioned here.

Old Ways

Melusine is not the only Dawnish citizen to respond to these dramatic events by considering some of the older traditions of Dawn. Glory lies at the heart of Dawn, it infects the lives of both noble and yeoman. It has been in the spirit of the nation since before the Empire was founded. But although glory still retains its central importance across Dawn, spiritually it has been somewhat supplanted by the Way of Virtue. Now there is a small but growing group who seek to restore glory to its central role. Like Melusine, they have indicated that they are seeking to gain support so that they can raise a mandate to pursue their goals.

The National Assembly believes that the pursuit of Glory should come before the pursuit of Virtue. We send X with 25 doses of liao to encourage the citizens of Dawn to pursue glory above all other concerns.

Synod Mandate

Every good Dawnish man or woman is already driven to pursue glory, but this exhortation to place it above the pursuit of virtue is new. It is potentially heretical - any who pursue this path risk condemnation at the hands of the Imperial Synod - and the person who raised the judgement might then face prosecution for abetting the act.

But this level of risk is what makes the exhortation challenging and inspiring. If the mandate were enacted, Dawnish folk would be inclined to take any time they have previously spent considering the virtues and devote it instead to the pursuit of glory. This would have two immediate effects - all Dawnish military units would receive a small boost, equal to an extra rank, as people rush to support them. But all Dawnish congregations would suffer an equivalent penalty, as people abandon the Way of Virtue to pursue glory.

Earl du Chailly, one of the people at the heart of this movement, is expected to arrive in Anvil on Friday evening of the Spring Equinox, to discuss the matter with the National Assembly of Dawn.

Limited Opportunity

This opportunities in their current form are available only during the Summer Solstice 381YE.

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Icon of the Insightful (Redirected from Chant of Long Years)

Description

An Icon of the Insightful is also know as an icon of the Measured, Icon of the Shrewd, Icon of the Astute, and of course an Icon of the Wise. It allows a priest to perform ceremonies as if they were dedicated to the virtue of Wisdom. It generally takes the form of a piece of religious art, usually depicting a paragon or exemplar of Wisdom such as Zoria or Avigliana. The Icon is not always a portrait, however - in Varushka it often takes the form of a statuette of a squirrel, and is known as a Wise Gatherer. In Wintermark it is sometimes crafted in the form of a medallion or short rod decorated with the bones and feathers of ravens, generally decorated with the Rune of Wisdom, which is known as an Icon of the Raven or an Icon of the Staff. Other less common variants are certainly possible - from the finely written scrolls of the Brass Coast to the clear crystal trapezehedron the Urizen call a White Star.

The icon is equally valuable to a priest who is dedicated to one of the other six virtues as it is to a priest who is dedicated to none of them. It allows them to perform ceremonies such as anointing, consecration, and hallow, and create auras of wisdom in place of the auras they would otherwise have access to. It also allows a priest to cooperate with priests dedicated to Wisdom who are not part of their sect.

Rules

- Form: Weapon. Takes the form of an icon.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: You may perform ceremonial skills other than dedication as if you were dedicated to the virtue of Wisdom.

- Materials: Crafting an Icon of the Insightful requires 5 measures of iridescent gloaming, 7 measures of beggar's lye, and 9 measures of dragonbone; It takes 1 month to make one of these items.

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Chants for naughty children

Hey Daddy, if I'm not allowed to sing this because it's rude then why did you start laughing as soon as the lady left the tent?

There are a few children's rhymes in Dawn and The Marches that are very rude and only sung by very naughty children. Expect to get yourself and your parents in trouble if anyone catches you singing this!

To the tune of Freres Jacques.

Dawnish version

Mucky Marcher, mucky Marcher You're no good, you're no good Failed your Test of Mettle, failed your Test of Mettle Go eat mud, go eat mud!

Marcher version

Dawnish dandy, Dawnish dandy Run away, run away We will do the fighting, we will do the fighting, While you play, while you play!

Exceptionally Naughty Chant about the Dawnish Sung Only By Extremely Bad Children

In dawn we all get up at noon I eat my soup with a silver spoon When I want a cup of tea I clap my hands and it's made for me My seneschal's here to wash my hair I can't go out if he's not there He'll change my bib when there's food in it And he wipes my arse when I take a shit

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Chapter

Contents

- 1 Overview

- 2 Chapterhouse

- 3 History

- 4 Additional Reading

Overview

Most Highborn live in or near one of the chapters, the great walled settlements, that are spread across the plains that surround the river Couros. Each is a fully functional community incorporating families and individuals from all walks of life, who share a common set of beliefs in the form of a creed.

The oldest chapters are among the most heavily fortified, with concentric rings of stone built over the centuries as the settlement has grown. Inside the walls are beautiful stone buildings dressed with marble frescoes depicting scenes of the lives of the paragons or Imperial triumphs. Every chapter has a degree of autonomy, but they are unified by their heritage, their faith and their belief in the Empire.

Chapterhouse

At the centre of each chapter is the chapterhouse, a beautiful edifice constructed of hard granite dressed with white marble. The chapterhouse is a place of devotion, but also the heart of the community. It serves as a meeting hall and storehouse, and as the final line of defence if the chapter is attacked.

The Highborn pride themselves on the strong sense of community within a chapter. They work together and often eat together, meeting daily in the chapterhouse for prayers and to break fast. The people of a chapterhouse are brought about by a shared purpose and belief. There tend to be few social barriers within a chapter as crafters, soldiers, scholars, labourers and priests come together regularly to affirm their bonds of loyalty, or eat together, or celebrate. The tensions within Highguard, where they exist, tend to be between differing chapters whose beliefs and attitudes may conflict.

History

The first chapters were built inside existing fortifications constructed on the borders of Highguard. These chapters carry the burden of protecting the nation against barbarian raids and incursions and include hundreds or even thousands of experienced soldiers. Later chapters were constructed in the interior where there is less need of constant vigil so these tend to include more scholars, philosophers and crafters.

The chapters were born during the Revelation, when the people rejected corruption and hungered for virtue, yet this was a time before the Synod and there were many conflicting views about the nature of virtue and of visions granted by true liao. Each chapterhouse offered the promise of salvation, enlightenment and protection from corruption and wickedness encapsulated in their creed. The nature of a chapter’s creed varies but the broad theme was to state the shared beliefs and purpose of the chapter – and how they held to virtue over corruption.

Some chapters held to a single virtue, and some even to a single paragon, such as the Scions of Atun. Others, such as The Illuminated Soul, took a broader approach, welcoming all forms of virtue but requiring those that dwelt there to be transparent in all aspects of their lives so that deception and wickedness had no place to hide. A smaller set focussed their creed on a purpose or calling, for example, the creed of The Arrows of Truth speaks of their calling to hunt and slay dangerous creatures that have escaped the eternal realms. Even in the age of the Imperial Synod, there are chapters who hold that their way of living, their creed, is the equal or superior of the Way, which is for lesser souls.

Additional Reading

A short list of prominent Highborn chapters can be found here.

When choosing where your chapter is based, it may be useful to look over this page which details some of the themes of the Highborn territories.

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Chapter (Redirected from Chapters)

The oldest chapters are amongst the most heavily fortified, with concentric rings of stone built over the centuries as the settlement has grown. Inside the walls are beautiful stone buildings dressed with marble frescoes depicting scenes of the lives of the Paragons or Imperial triumphs. Every chapter has a degree of autonomy, but they are unified by their heritage, their faith and their belief in the Empire.

At the centre of each chapter is the chapterhouse, a beautiful edifice constructed of hard granite dressed with white marble. The chapterhouse is a place of devotion, but also the heart of the community. It serves as a meeting hall and storehouse, and as the final line of defense if the chapter is attacked. The Highborn pride themselves on the strong sense of community within a chapter. They work together and often eat together, meeting daily in the chapterhouse for prayers and to break fast. The people of a chapterhouse are brought about by a shared purpose and belief. There tend to be few social barriers within a chapter as craftsmen, soldiers, scholars, labourers and priests come together regularly to affirm their bonds of loyalty, or eat together, or celebrate. The tensions within Highguard, where they exist, tend to be between differing chapters whose beliefs and attitudes may conflict.

The first chapters were built inside existing fortifications constructed on the borders of Highguard. These chapters carry the burden of protecting the nation against barbarian raids and incursions and include hundreds or even thousands of experienced soldiers. Later chapters were constructed in the interior where there is less need of constant vigil so these tend to include more scholars, philosophers and craftsmen.

The chapters were born during The Revelation, when the people rejected corruption and hungered for virtue, yet this was a time before the Synod and there were many conflicting views about the nature of virtue and of visions granted by pure liao. Each chapterhouse offered the promise of salvation, enlightenment and protection from corruption and wickedness encapsulated in their creed. The nature of a chapter’s creed varies but the broad theme was to state the shared beliefs and purpose of the chapter – and how they held to virtue over corruption.

Some chapters held to a single Virtue, and some even to a single Paragon, such as the Scions of Atun. Others, such as The Illuminated Soul, took a broader approach, welcoming all forms of virtue but requiring those that dwelt there to be transparent in all aspects of their lives so that deception and wickedness had no place to hide. A smaller set focussed their creed on a purpose or calling, for example the creed of The Arrows of Truth speaks of their calling to hunt and slay dangerous creatures that have escaped the Eternal Realms. Even in the age of the Imperial Synod, there are chapters who hold that their way of living, their creed, is the equal or superior of The Way, which is for lesser souls.

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Charge of the Rushing Wind

Contents

- 1 Rules

- 1.1 Spring Magnitude 10

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 10

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying.

Effects

At the completion of this ritual, all contributors gain the ability to cast the repel spell once as if they knew it and without spending any mana.

When cast with more than one contributor, this ritual always counts as a use of the coven bond and counts towards the number of rituals the coven can perform that day.

The power granted by this ritual lasts until it is used or for ten minutes, whichever comes first.

Description

The Charge of Rushing Winds is a battlefield spell that allows a coven of Spring magicians to drive their opponents before them. Used with care, it allows each of them to exert their ritual mastery to immediate tactical effect. The most common battlefield use is to allow a coven to help break a line of shields, or a charge, or to push enemies out of defensible positions. It is at its most useful when the ritualists are supported by (or are themselves) battlemages and warriors.

The ritual is more powerful the more members of the coven are present, and reaches its highest potential the more ritualists who have not personally mastered the ability to repel their foes through spellcasting.

As the name implies it captures some of the power of the gale-force wind, but it could just as easily be said to harness the power of the river in tumult. Either way, the ritualists are often profoundly aware of the dangerous natural forces they are wielding; their implements often feel as if they might be snatched from their hands at any moment. In some cases, especially if the ritual is performed during turbulent weather, ritualists may find themselves caught in gusts of wind that do not seem to touch others, occasionally stumbling or staggering for no apparent reason.

This ritual has existed in one form or another since the earliest records, and it is likely that the repel incantation itself began as a refinement of the power it grants.

Common Elements

When performing this ritual, the coven often invokes natural forces of wind and water. Clashing, discordant music or thundering rhythms are common. The effect of the ritual itself is violent, so violent movement and loud invocations are normal. A Freeborn coven often combines loud drumming with energetic, whirling dances during which the ritualists violently crash their implements together; a circle of Highborn magisters by contrast may combine slow, irresistible movement with chants or rhythms that begin to speed up as the ritual gathers momentum.

Other elements might include the runes Mawrig or Verys, the evocation of The Claw or The Stallion, a violent stage-fight between two angry characters, or images of horses, bulls or chimerae.

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Charter Sarcombe market town

To grant market rights to Salcombe by award of an Imperial Charter.

Proposed by Mournwold, seconded by Sermersuaq.

Overview

- To provide a market town charter to Sarcombe, a town being rebuilt in the Mournwold.

- Passed

Date

- Winter 381YE

Campaign Outcome

- If it is rebuilt, Sarcombe will be recognised as a market town.

On this day in 381YE,The Throne awards the Status of a Charter Town to Sarcombe, a Marcher Town in the Mourn.

This Charter grants the Town of Sarcombe to the right to become a Market Town, recognised as such across the Empire.

This Charter requires the Citizens of Sarcombe to form a Town Council, made up from Aldermen of the Town who will act to make decisions on behalf of the town. The Council shall hold an annual election to select a Mayoress who will supervise the Council and ensure Fair Debate.

The Elected Mayoress of Sarcombe shall speak on behalf of the Council and Citizens of Sarcombe and shall ensure the Senator for the Mourn is informed of important matters pertinent to the Town. In turn the Senator for the Mourn agrees to give fair hearing to the Mayoress of Sarcombe.

The Town Council shall be responsible for the Town Budget. Allocating funds to the benefit of the Citizens of Sarcombe. The Council shall further be responsible for appointing a Town Clerk who will oversee the Accounts and Works commissioned by the Council. Reporting regularly to the Imperial Civil Service.

This Charter entitles the Citizens of Sarcombe Town to hold a Monthly Market. Any and all traders who wish to pay the levee are encouraged to attend. The Levee will go be collected by the Town Clerk on behalf of the Council and Citizens of Sarcombe.

The Charter recognises the expertise of many Sarcombe Citizens in the field of Mining. It entitles the Town of Sarcombe to create a permanent Trading Post for Mined Goods, with a reasonable fee charged for the use of this Trading Post that shall be collected by the Town Clerk on behalf of the Council and Citizens of Sarcombe.

This Charter encourages Imperial Citizens to consider other Opportunities within Sarcombe Market Town, to increase their Prosperity and that of the Town.

The Charter requires the Citizens of Sarcombe to create an outpost of the Imperial Militia, providing support to the Militia as they go about their duties on behalf of the Empire.Sarcombe Town Charter

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Chasuble of Majesty

Contents

- 1 Rules

- 1.1 Summer Magnitude 10

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 10

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must possess the dedication skill.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

When the target performs or cooperates in the performance of a religious skill, they may spend up to two additional doses of liao to increase the strength of the ceremony by the same amount.

In addition, they may choose to respond to any roleplaying effect that would cause them to doubt or abandon their cause, philosophy, or beliefs with a declaration of certainty and bolstered commitment.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same sect. Each additional character increases the magnitude by 8. Additional characters must be present throughout.

Description

It is easy to focus solely on the physical and war-like potence of the magic of Summer, but as this enchantment demonstrates there is much more to the Realm than that. This ritual enhances and strengthens the spiritual powers of a priest, allowing them to perform more potent ceremonies through the use of additional liao.

While some priests are concerned about allowing magic to influence them, there are many more who see the strength this ritual can grant in a very positive light. Whether they are creating a potent consecration or exorcising a force of corruption, the usefulness of Chasuble of Majesty cannot be denied. Indeed, the ritual was first used extensively by Highborn magisters, and some religious magicians point to it as proof that magic is another tool for humanity to use in pursuit of its glorious destiny.

The ritual is named for the travelling garment popular among pre-Imperial pilgrims, although it is also commonly called Mantle of Majesty. A roughly oval piece of tough woollen cloth, with a hole in the centre through which to pass the head, falling below the knees on all sides and gathered up on the arms to allow them to be used freely. It became associated with several early Chapters and as the Way spread, so too did the chasuble. While it was eventually replaced by the beautiful robes favoured by high ranking priests today, the chasuble remains popular with some sects, especially among the priests of the Assembly of the Way.

Common Elements

This ritual often incorporates religious imagery of the Imperial Virtues. Some magicians, especially in Wintermark use the seven accepted runes of the faith when they perform the ritual, but others prefer to focus more on symbols of the Way, especially the seven-spoked wheel.

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Child protection information

Contents

- 1 Child protection policy

- 2 Code of Good Practice

- 3 Definitions of Abuse

- 4 Advice on Responding to an Allegation

- 5 Nominated child protection officers

- 6 Accreditation

Child protection policy

- Profound Decisions runs Empire LRP events (‘the event’) on four weekends each year at the Dadford Road Campsite near Silverstone in Buckinghamshire.

- The aim of the event is to provide an interactive environment for live roleplayers of all ages to enjoy as individuals, groups or families.

- The event is organised by Profound Decisions Ltd (‘the event organiser’), a family run company based in Preston, Lancashire.

- All policies and guidelines relate to children under the age of 18 and vulnerable adults of any age. Prior to the event the event organisers will draw the attention of parents or guardians (‘carers’) to the latest version of the policy available online for their information. This acknowledges the part they play in partnership with the event organiser in the implementation of a child protection policy.

- Some children and vulnerable adults may have specific needs in order to take part. If this is the case we ask the responsible carers to contact Profound Decisions prior to arrival. Profound Decisions actively seeks wherever possible to meet these needs, but we must know beforehand in order to prepare support – or to advise that help cannot be provided on this occasion.

- The event aims to provide a safe environment for children to enjoy live roleplaying alongside participants of all ages, as far as is reasonable and practicable, but it is not a child care organisation in the full meaning of the Protection of Children Act 1999.

- Carers are reminded that the physical and emotional safety of children together with their belongings remains their responsibility during the event. All carers should ensure that they are familiar with any activities their dependents are engaging in before allowing them to participate.

- All those who assist in running the event are volunteers. They are recruited upon recommendation by those who manage the event as professional people in their own right and/or supporters of the event with good character. The event holds contact details for all personnel, but standard crew are not processed or cleared by the Disclosure and Barring Service (previously called the Criminal Records Bureau).

- After discussion with the DBS, they have informed us that we are not eligible to request DBS checks on crew, as it is not required for the activities we provide. In essence, the new guidelines state that because there is no intention to provide activities to children or vulnerable persons without the presence of a parent or guardian then it is not possible to request a DBS check as this would violate the privacy of our crew.

- When attending the event, carers must ensure that children are adequately supervised by themselves or by another responsible adult acting on their behalf. Our cleared crew will offer to act in this capacity upon occasion as part of their event activities. Our standard crew are not able to provide supervision. Camping areas and toilets are not supervised.

- The event follows a strict non-discrimination policy and all participants are treated equally irrespective of race, gender, religion, physical/mental disability, sexual orientation, age or ethnic origin.

- In the event of a problem, any member of crew may be approached and, if not able to deal with the problem themselves, they will contact somebody who is able to help. All problems will be dealt with sympathetically and discreetly, and will be properly documented where that is appropriate.

- All event crew are familiar with this policy and the guidelines and definitions that follow.

- There are no formal restrictions on photographing the event or participants. Photographers are asked to be discreet to preserve the immersive feel of the event, through application of common sense and following the directions of the event organiser where given.

- This policy is kept under review by the event organiser and will be improved or enhanced from time to time as may be deemed necessary.

- All volunteers working for the event are given access to a copy of this Child Protection Policy with the following Code of Good Practice and Definitions of Abuse. They will pass any concerns to one of the nominated officers (listed at the end of this document), and are expected to observe all the agreed procedures.

- The event organisers will store in an electronic format only the necessary information relating to the administration and operation of the event. This is broadly limited to contact information, game information about the characters an attendee is playing and any declared medical conditions that will be passed to the first aid team.

Code of Good Practice

- Good practice includes valuing and respecting children as individuals and the adult modelling of appropriate conduct. Appropriate conduct excludes bullying, racism, sectarianism, sexism or other forms of discrimination.

- It is important to minimize any physical contact with children who attend the event, beyond what is an essential part of roleplaying activities. Avoid any inappropriate or sexual contact, regardless of the in-character situation.

- You must take all reasonable steps to avoid spending time with a child who is by themselves. If you are supervising children without their carer present, try to ensure that you are working with groups of two or more children at any give time. You should also try to ensure that you are working alongside at least one other cleared crew member. There should be two or more adults in the company of two or more children at all times, as far as is reasonably possible.

- Do not make suggestive or inappropriate remarks to or about a child, even in fun, as these could be misinterpreted.

- Those who abuse children can be of any age (even other children), gender, ethnic background or class. It is important not to allow any preconceptions preventing the appropriate action being taken.

- It is the responsibility of every adult to prevent the physical, sexual or emotional abuse of children and young people wherever they can and to report any actual or suspected abuse that comes to light.

Note - scope for abuse will be minimized if the event is run with the safety of all its members in mind and sensible steps are taken in dealings with children. If an allegation is made, or concerns are raised, they should – with minimum delay – be brought to the attention of one of the persons named at the end of this document.

Definitions of Abuse

The following definitions of child abuse are taken from the HM Government publication “Working Together to Safeguard Children” 2006.

- Physical Abuse. Physical abuse may involve hitting, throwing, poisoning, burning or scalding, drowning, suffocating or otherwise causing physical harm to a child. It may be the result of a deliberate act, but also could be caused through the omission or failure to act to protect.

- Emotional Abuse. Emotional abuse is the persistent emotional ill treatment of a child such as to cause severe and persistent adverse effects on the child’s emotional development. It may involve conveying to children that they are worthless or unloved, inadequate, or valued only insofar as they meet the needs of another person. It may feature age or developmentally inappropriate expectations being imposed on children. These may include interactions that are beyond the child’s developmental capability, as well as overprotection and limitation of exploration and learning, or preventing the child participating in normal social interaction. It may involve causing children frequently to feel frightened or in danger, or the exploitation or corruption of children. Some level of emotional abuse is involved in all types of maltreatment of a child, though it may occur alone.

- Sexual Abuse. Sexual abuse involves forcing or enticing a child or young person to take part in sexual activities, whether or not the child is aware of what is happening. The activities may involve physical contact, including penetrative (e.g. rape, buggery or oral sex) or non-penetrative acts. They may include non-contact activities, such as involving children looking at, or taking part in the production of pornographic material or watching sexual activities, or encouraging children to behave in sexually inappropriate ways.

- Neglect. Neglect is the persistent failure to meet a child’s basic physical and/or psychological needs. It may involve a parent or carer failing to provide adequate food, shelter and clothing, failing to protect a child from physical harm or danger, or the failure to ensure access to appropriate medical care or treatment. It may also include neglect of, or unresponsiveness to a child’s basic emotional needs.

It is important to note that the event involves the context of a live roleplaying game and children may be directly or indirectly exposed to simulated behaviour or themes that could otherwise be of concern. The event organiser places clear responsibility on the carer to ensure that children and vulnerable adults are immediately removed from any situations that concern them. If at any point the event organiser believes that this responsibility is not being followed then they reserve the right to sanction, remove or ban the Carer or child involved from this or future events.

Advice on Responding to an Allegation

The following information is intended to assist you should you become involved in a potential child protection situation:

- Always stop and listen straight away to someone who wants to tell you about incidents or suspicions of abuse, and stay calm. Take what is said seriously: it is rare for children to make false allegations.

- If you can, write brief notes of what they are telling you while they are speaking – these may help later if you have to remember exactly what was said. Keep your original notes however rough: it is what you wrote at the time that may be important later, not a tidier and improved version you wrote up afterwards. If you don’t have the means to write at the time, make notes of what was said as soon as possible afterwards.

- Never make a promise that you will keep what is said confidential or secret. If you are told about abuse you have a responsibility to report it so that action can be taken. Give reassurance that only those who need to know will be told.

- Do not ask leading questions that might give your own ideas of what could have happened (e.g. “Did he do XX to you?”), just ask: “What do you want to tell me?” or “Is there anything else you want to say?”

- Allow the child to continue at his/her own pace and reassure the child he/she has done the right thing in telling you.

- Inform the child what you will do next and with whom the information will be shared.

- Never attempt to carry out an investigation of suspected or alleged abuse by interviewing people etc. yourself; you could cause more damage and spoil possible criminal proceedings. That is a task for a professional person working with a Child Protection agency, and would follow a referral from the event’s nominated child protection officer.

Nominated child protection officers

The event officers who need to know about any allegation of child abuse and who are responsible for taking any necessary action are:

- Matthew Pennington.

- Alison Pennington.

Accreditation

Thanks to the following organisations for sight of their child protection policies:

- North London Festival of Music, Drama and Dance

- Wansbeck Music Festival

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Children of Thunder

Description

The Children of Thunder are most often a mace and a rod. Bound with green iron and inlaid with tempest jade decoration, these arcane weapons are used to strike powerful blows that drive an opponent away.

According to some artisans, every time the weapon or the implement hits an opponent it stores a tiny portion of the energy used to strike that blow. When needed, the cumulative force is unleashed in a single stroke, hurling the enemy away. Some wielders as a consequence make a habit of striking the children of thunder against solid surfaces before a battle, in the hope that they can "build up a charge", as it were.

Rules

- Form: Weapon. A pair consisting of a one-handed weapon and either a rod or a wand. You must be wielding both the weapon and the implement to use the set's magical properties.

- Requirement: You must have both the ambidexterity and magician skills to bond to these items.

- Effect: You may spend a hero point to call REPEL when you strike with this weapon or rod. You cannot use this ability if you are wearing armour.

- Materials: Crafting the Children of Thunder requires seven measures of dragonbone, seven ingots of tempest jade, and three ingots of green iron. It takes one month to make a pair of these items.

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Chimes of Annulment

Contents

- 1 Rules

- 1.1 Day Magnitude 10

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Option

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 10

Performing the Ritual

Performing this ritual takes at least 5 minutes of roleplaying. This ritual targets a Druj miasma pillar which must be present throughout.

Effects

This ritual will cause a Druj miasma pillar to be deactivated for one minute.

In the event that all nearby pillars are de-activated at the end of that minute, then the pillar will not re-activate.

OOC Note

This is an extremely specialist ritual, which has limited application during the normal scope of an Empire event. It is designed to specifically counter a single obstacle - the Druj miasma pillars encountered in Reikos - and as such there is no guarantee anyone who masters the ritual will ever actually perform it. However, its inclusion in Imperial lore does mean that the effect can easily be created by any Imperial ritual magician using the spontaneous magic rules, without the need for an arcane projection. It is important to be aware of the very limited scope for using this ritual before choosing to master it - especially in light of the end of the Druj Miasma in Reikos.

Option

Any caster who has mastered the ritual may choose to substitute weltsilver for crystal mana when contributing to it. Every 2 ingots of weltsilver spent counts as 1 crystal mana when contributing to the ritual.

Description

The development of this ritual was overseen by Octavius of the Spire of the Auric Horizon, the Provost of the Halls of Knowledge during the Spring of 379YE; its creation was most likely prompted by a failed attempt to destroy the central miasma focus in Grey Charge during the Spring Equinox. It was added to the body of Imperial lore by declaration of the Imperial Conclave in 379YE.

The ritual focuses purifying the corrupt energies of one of the Druj fear miasma pillars or foci. The "Druj miasma” (as it is colloquially called), was encountered by the Imperial armies engaged in the liberation of Reikos towards the end of 378YE. The armies that entered the barbarian-conquered territory encountered the miasma as a nearly tangible spiritual presence that appeared to hang over the whole of Reikos.

The question of the precise construction of these miasma pillars is one that still remains to be answered – much of the work on creating this ritual was done through extrapolation from the experiences of the Imperial heroes when they attempted to weave spontaneous magic to destroy the pillars in Grey Charge. As near as can be established, the Druj use a combination of drugs or potions, herbs, torture, and terror tactics to create feelings of terror and despair. Using the so-called “miasma pillars” as focal points, the Druj appear to harness and amplify these feelings, reinforcing them over and over until they generate a spiritual “gyre” that propagates across the territory.

The Druj do not appear to have used conventional ritual magics to create this effect; rather, it bears more similarity to a massive consecration associated with the malign spiritual presence of fear or dread. Yet the existence of a magical method to deal with the aura (coupled with orc inability to use liao ceremonies) points to it being more than a purely spiritual effect.

There are some benefits to this ritual in Imperial lore (it can be performed without an arcane projection for example), but the inclusion of this ritual in Imperial lore has still been met with some criticism. Some magicians would argue that there is little benefit in making this ritual a formulaic spell. An arcane projection is generally much more suited to producing specific magical counters for unique malign effects - because they can be quickly devised and discarded once the effect is overcome. As a formulaic ritual, this effect will be utterly useless once the Druj miasma is defeated, so few magicians will benefit from it.

The garrulous and outspoken magus Lucien of the Halls of Knowledge (who was not involved in codifying the text) particularly has complained regularly that it is a massive waste of resources and thrones to "shave the cost in mana of an incredibly niche effect - hopefully it is actually part of a move to gain the support of Highborn magicians for a much more useful endeavour."

Common Elements

The ritual ideally uses a musical instrument, preferably a metal percussion instrument such as bells, cymbal or chime that is struck with a hammer. The rhythmic notes of a simple instrument are invaluable in helping ritualists focus past the fear evoked by the Druj miasma to weave the magic for this ritual. Instruments of weltsilver are especially suited to this ritual - each pure note resonates with the symbolic power of this valuable material.

Symbols associated with purification are especially appropriate. Pure water gently splashed on the target column, or open flames used to ring the device, both make suitable foci for the magic although care must be made not to set the item alight – it is not clear what effect a physical attack on one of the pillars might have.

As befits the concepts of purification used in the design of this ritual, the rune Cavul is especially well suited – but so is the Rune of Ending. Evocations of paragons and exemplars of Courage, or even potentially the name of the eternal Ylenrith, would also help in the performance of this ritual.

With regard to dramaturgy, the persona of the Bishop in particular has a strong resonance with the Chimes of Annulment. This would be especially true if the dramaturgist (or the character) were capable of performing the rite of consecration, or dedicated to the virtues of courage or possibly vigilance.

Finally, the astronomancy constellation of the Phoenix has a very strong connection to the magic of this ritual; not only does it have considerable application in rituals designed to counter or destroy other rituals, it is also efficacious when used to raise morale or counter fear and despair. For a similar reason, a Dawnish witch might evoke the power of the magical firebird which has an immediate connection to the symbology of purifying flame and rebirth. Indeed, one contributor to the design of the ritual from Astolat suggested that a working title for the ritual might be "Song of the Firebird" although the name did not stick.

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Surgical skills (Redirected from Chirurgeon)

Contents

- 1 Surgical Skills

- 2 Chirurgeon

- 3 Physick

- 4 Apothecary

- 5 Extra Recipe

- 6 Further Reading

Surgical Skills

- You cannot use any surgical skills on yourself

- Surgical skills require both hands free and your attention on your patient

Chirurgeon

- You must purchase chirurgeon before you can take any other surgical skills

If you spend at least 30 seconds of appropriate roleplaying treating a character who is bleeding to death, then you can restore a single lost hit. The bleeding character's death count is paused while you treat them. This skill has no effect on a character who is not on zero hits. You must complete this time without being interrupted. If your character is a physick, you may also apply a single herb during this time.

Physick

- You can use appropriate roleplaying to treat a range of conditions

- You can also apply herbs to an affected character to treat them

- You cannot use this skill on yourself

If you spend at least 2 minutes of appropriate roleplaying treating a character then you may restore the use of a limb ruined by the CLEAVE or IMPALE call or treat the effects of a traumatic wound. Some traumatic wounds require longer than 2 minutes of treatment, as directed by the trauma card.

Herb

Benefit

Bladeroot

Removes the
WEAKNESS
condition

Cerulean Mazzarine

Repairs a ruined limb

Imperial Roseweald

Removes the
VENOM
condition

Marrowort

Allows a character to ignore the roleplaying effects of traumatic wounds

True Vervain

Restores all lost hits to a character who is not dying

If you spend at least 3 minutes of appropriate roleplaying treating a character who is terminal then you may allow the character to act as if they are not in pain.

If you spend at least 5 minutes of appropriate roleplaying treating a character who is wounded then they regain all lost global hits after ten minutes of rest and relaxation. This roleplaying can only be performed in a tent or similar building suited for use as a physick's chamber - it cannot be performed on a battlefield.

You can also use this skill to attempt to diagnose what is wrong with a patient. You must ask a ref if there is anything else you can tell about your patient, and what you can do to fix the problem.

You can also apply medicinal herbs directly to a patient to treat them. There are five herbs in Empire, each can be used to treat a different effect. You must spend at least 10 seconds of appropriate roleplaying to apply a herb, but it is possible to apply a single herb while spending thirty seconds treating a character using the chirurgeon skill.

Herbs are produced by a herb garden, and are measured in drams. Any character can choose to start with a herb garden, which is a personal resource. A starting herb garden produces fourteen herbs per event, six drams of True Vervain and two of each of the others.

Apothecary

- Herbs can be mixed to produce a potion that can be taken by any character

You are able to mix herbs together at an event to produce a potion that recreates the effects of the herbs but that can be drunk by any character. It requires five seconds of appropriate roleplaying to drink a potion.

This skill gives you the ability to mix all five of the Apothecary Potions automatically. You can take the extra recipe skill to learn how to make additional potions.

Extra Recipe

You can choose one additional recipe set of potions that your character knows how to make each time you purchase this skill.

Further Reading

- You can find a useful, short article about medicine and healing in the Empire world here.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Surgical_skills&oldid=41788#Chirurgeon"

Chirurgeon's Ensign

Description

Unlike many other magical standards, a Chirurgeon's Ensign tends to be a single stark colour with a simple design on it. Many of these banners are blood-red, snow-white, or solid-black with a simple image such as the rune of blood, the silhouette of a bird or virtuous animal, or a symbol representative of healing such as a cup or goblet. In some places, especially among the Highborn, these magical standards are called Sorrow's Stanchion or (much more rarely) Memoriam Mortis (memories of death). They are sometimes a sign that a regiment or army has suffered a terrible loss at some point in the past, one where many soldiers died. For several decades after their near destruction at the hands of the Druj during the reign of Empress Varkula, the General of the Granite Pillar fought beneath a Chirurgeon's Ensign.

The magical standard is also popular with some Freeborn, who call it Death's Challenge and often rally their allies with songs and shouts that mock the foolishness of death and the ability of the living to outwit him or her. More stoic warrior-physicians, especially the grimnir of Wintermark, also favour these standards - they were common among scops who supported the soldiers of the Bloodcloaks army before their destruction by the Thule. The ensign is not universally popular however - it cannot be denied that culturing an awareness of the fragility of life in the banner bearer can lead to dangerous levels of empathy for the dying - even for enemies. The urge to wrestle Death that the banner creates in its bearers can lead to them being "distracted" ensuring the fallen on both sides of a conflict survive - which can be a mixed blessing.

Only those who already have a certain passionate fire can tap into the power of a Chirurgeon's Ensign. It is common for such banner bearers to be equipped with potions such as Skop's Mead that replenish their inner reserves.

Rules

- Form: Magical standard. The phys-rep requirements for a magical standard are more stringent than those of similar items.

- Effect: When you use the stay with me skill, you may use it on two characters at the same time for the cost of only one hero point.

- Roleplaying Effect: This banner is alternately warm and cold to the touch. While holding this banner you feel an urge to prevent lives being lost even if they are your enemies.

- Materials: Crafting a Chirurgeon's Ensign requires eleven ingots of weltsilver, seven measures of dragon bone, five ingots of orichalcum, five measures of beggar's lye, and three measures of iridescent gloaming . It takes one month to make one of these items.

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Chirurgeon's Healing Touch

Contents

- 1 Rules

- 1.1 Spring Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Option

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target can use stay with me twice a day as if they know the skill without spending any hero points.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 6. Additional characters must be present throughout.

Option

Any caster who has mastered the ritual may choose to substitute True Vervain for crystal mana when contributing to it. Every 2 doses spent counts as 1 crystal mana when contributing to the ritual.

Description

Sometimes a chirurgeon finds that time is against them, and that life hangs in the balance. Sometimes a warrior needs to get a comrade to safety now, before the enemy can kill them both. The Chirurgeon's Healing Touch ritual gives immediate options to the target, allowing them to quickly get an ally on their feet and moving under their own steam.

To use the healing power provided by this ritual, the recipient usually breathes deeply onto their cupped hands, or rubs them swiftly together to make them warm, then places them on the forehead of their injured companion. Warmth and vitality then flows from the lungs and heart, through the hands, into the patient and jolts them back to life.

Common Elements

As with many healing rituals, blood and water are common elements, but so is the concept of breath and breathing. Washing the hands with water or wine is common, as is the inhalation of steam especially steam from a bowl where healing herbs are brewed. The True Vervain herb is especially valuable as a symbol for this ritual, and the pungent juice of crushed leaves is often used as a way to boost the power of the ritual - while it is rare to see a coven use large amounts of true vervain (it is rarely effective to consume the healing power of the herb to grant healing powers), it is sometimes used to make the ritual more accessible to smaller groups.

Invocations using the names of great healers, legendary beasts such as the firebird, and and the constellation of The Fountain are all popular images to use with this ritual. Runes such as Rhyv may be used, but the healing might also be evoked through the rune of thought or the rune of majesty.

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Choleric Staff

Description

The Choleric Staff taps upon the power of the Realm of Summer to maximise the potential of the bearer's ritual power. These arcane implements are employed throughout the Empire to fortify the abilities of Summer ritualists.

A choleric staff is often slightly shorter and heavier than other. In the Marches, a staff of this kind is often referred to as a Soldier's Shillelagh and wielded by magicians and covens that specialise in providing warlike enchantments. Such staves are carved from gnarled oak branches inlaid with tempest jade and dragonbone sigils and shod in alloys of orichalcum and iron. Marcher battle magicians or those with an Alderman's Edge wield these staves to good effect on the battlefield supporting their yeoman allies.

It is common to see such an implement engraved with the the runes of Summer or with depictions of constellations such as the Oak, the Mountain or the Stallion. A Staff of Summer Stars, as it is also known, is a favourite with Urizen and Dawnish ritual magicians who specialise in the higher magnitude rituals such as Mantle of Lordly Might or Glory to the Sovereign.

Making an artefact version of the choleric staff is a costly endeavour, but there are a handful of such items in the Empire. They are usually passed down from magician to magician within a single coven. One of the best known is the staff of the noonday sun, crafted in 172YE by Karina Matrinova Vos, a Varushkan volhov from Karov who used it to allow herself to perform Chasuble of Majesty by herself in the wilderness, as part of her self-appointed role as a defender and pilgrim of the Way. The staff has been passed from magician to magician ever since, usually within the Conclave order of the Sevenfold Path, and is said to strongly influence its wielder toward hunting and destroying cults dedicated to heretical virtues.

Archmage Staff

The staff of the Archmage of Summer is a version of the choleric staff crafted to a secret pattern, and grants twice as much power to the wielder. Unlike most such staves, the same physical staves are reforged each year; some of the staves are believed to have developed spontaneous auras as a consequence, and blamed for a certain “gung ho” attitude among the archmagi of Summer.

Rules

- Form: Weapon. Takes the form of a ritual staff.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Gain one rank of Summer Lore, subject to the normal rules for effective skill.

- Materials: Crafting a Choleric Staff requires the eleven ingots of tempest jade, fourteen ingots of orichalcum, twenty measures of dragonbone. It takes one month to make one of these items.

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Icon of the Devoted (Redirected from Chorus of the Righteous)

Description

The Icon of the Devoted allows a priest to perform ceremonies as if they were dedicated to the virtue of Loyalty. It generally takes the form of a piece of religious art, usually depicting a paragon or exemplar of Loyalty such as Bolstering Bill. The Icon is not always a portrait, however - in Wintermark it is sometimes crafted in the form of a medallion or short rod decorated with the bones and feathers of hawks and falcons, generally decorated with the Rune of Bargains, which is known as an Icon of the Hawk. In Varushka, the icon commonly takes the form of a statuette of a dog and is known as a Loyal Hound. Other less common variants are certainly possible - from the beautifully calligraphed scrolls of the Brass Coast to the delicately embroidered favours of Dawn, the only constant is that the Icon of the Devoted be a piece of art that inspire the bearer with the essence of Loyalty.

The icon is equally valuable to a priest who is dedicated to one of the other six virtues as it is to a priest who is dedicated to none of them. It allows them to perform ceremonies such as anointing, consecration, and hallow, and create auras of Loyalty in place of the auras they would otherwise have access to. It also allows a priest to cooperate with priests dedicated to Loyalty who are not part of their sect.

Rules

- Form: Weapon. Takes the form of an icon.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: You may perform ceremonial skills other than dedication as if you were dedicated to the virtue of Loyalty

- Materials: Crafting an Icon of the Devoted requires 7 ingots of green iron, 5 measures of iridescent gloaming, and 9 measures of dragonbone; It takes 1 month to make one of these items.

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Chrysalis Pendant

Description

A Chrysalis Pendant is often crafted of blue crystal or decorated with deep azure stones especially lapis lazuli. It commonly takes the form if a butterfly, or a hanging cone reminiscent of a cocoon. It is primarily of use to banner-bearers, bards, and leaders who use their strength of personality and willpower to ensure the good health of their companions. With a few moments of confident attention, the wearer can slip dislocated limbs back into position, numb the pain of a shocking blow, or otherwise help their companions overcome the damage inflicted to an arm or a leg.

Rules

- Form: Talisman. Takes the form of a jewellery. You must be wearing this item to use its magical properties.

- Requirement: Any character can bond to this item.

- Effect: You may spend a hero point and engage in five seconds of appropriate roleplay to restore the use of a limb that has been ruined by the cleave or impale call. The roleplaying must include manipulating the ruined limb. If you or your target attacks another character or either of you are hit then the attempt to use this ability fails. The hero point is not lost but you must begin the roleplaying again.

- Materials: Crafting a chrysalis pendant requires eight ingots of weltsilver, five measures of ambergelt and three measures of beggar's lye. It takes one month to make one of these items.

"Stop whinging! It's not as bad as it looks!"

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Chrysalis_Pendant&oldid=51244"

Churning Cauldron of Bravash

Contents

- 1 Rules

- 1.1 Spring Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The ritual requires a receptacle such as a bowl or cauldron into which the target herbs are placed.

Effects

This ritual requires up to five drams herbs (Imperial Roseweald, Bladeroot, True Vervain, Cerulean Mazzarine or Marrowort), which are placed into a container such as a bowl or cauldron. All the herbs must be of the same type.

The ritual creates one dram of herbs for each herb placed in the container during the ritual.

The referee will put the additional herbs into the container. It may take up to an hour for the additional herbs to form, and the referee may offer a prompt when the cauldron has finished churning. If the herbs are removed prematurely the ritual may fail, or result in less herbs being created.

The ritual may be performed using drams of herbs not common to the Empire, but the results are likely to be unpredictable.

Description

The Spring realm is nothing if not fecund; through this magic, even dried or prepared herbs can be made supernaturally fruitful. The ritual uses existing herbs to create new herbs of the same type, and is especially popular with apothecaries and physicians who do not themselves own a herb garden. The rich League doctor; the itinerant Varushkan herbalist; or the Urizen mage seeking additional herbs to brew a ritual potion, can all benefit from the ability to effectively transform crystals of mana into valuable herbs.

This ritual is effective with the five herbs found commonly in the Empire. It specifically works with herbs, and experiments using other mundane or supernatural vegetable matter have had little success. It may work to create additional drams of herbs found outside the Empire, but the results are likely to be uncertain.

The Churning Cauldron of Bravash has no effect on potions, or on herbs that have already been combined to make a preparation - for example, it cannot be used to create additional doses of liao despite the fact that that valuable substance has a herbal basis.

It is important to note that the herbs used in this ritual are not consumed; they serve as the 'seeds' from which the new herbs are created, rather than as components.

Common Elements

The most obvious element included in this ritual is the cauldron or bowl used to hold the herbs. Covens and individual magicians who perform the ritual regularly tend to have a specific receptacle that they prefer to use. Often this container has a lid or cover that can be closed to prevent accidental removal of the herbs before they are ready. It may be made of precious materials, and is commonly marked with the rune of fertility.

Water is another common element used in the ritual - the receptacle is often filled with a little fresh water to encourage the growth of new herbs. In the same manner, agricultural symbols and images may be evoked; some Marcher and Varushkan ritualists include a handful of soil from a prosperous farm along with the herbs, while Navarr vates may sprinkle a few drops of their blood over the herbs to encourage them to quicken with new life.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Churning_Cauldron_of_Bravash&oldid=40351"

Circle March

Shaker hymn.

Circle March on youtube (arranged by Katy Cooper) A slightly different version (which would work in harmony) is here, transcribed by Aaron Walter

I love to see the wheels in motion Love to see them moving round Love to hear the drums a-beating Love to hear the trumpet sound

Lo lo lo etc.

Add more lyrics if you like.

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Circle of Gold

Contents

- 1 Rules

- 1.1 Autumn Magnitude 16

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Options

- 1.6 OOC Elements

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 16

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets up to five characters from the same band. Each character must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target characters gain the ability to use stay with me once each day without needing to know the skill or spend any hero points; however, they can only use the ability on another character who was also a target of this ritual*.

As long as they are enchanted, the targets experience a roleplaying effect; they feel a desire to stick together, whether on the battlefield or off it. They feel a strong urge to defend the other targets of the ritual, whether from physical harm or from insults.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same band. Every two additional characters increases the magnitude by 3. Additional characters must be present throughout.

Options

Any caster who has mastered the ritual may choose to substitute weltsilver for crystal mana when contributing to it. Every 2 ingots of weltsilver spent counts as 1 crystal mana when contributing to the ritual.

OOC Elements

Note that the targeting restriction of this ritual this does not mean "people who are enchanted with Circle of Gold" it is "people who were targets of the same Circle of Gold ritual". The targets of a given ritual can only use the stay with me skill on other targets of the same ritual performance.

Description

Battlefields are dangerous places, and this ritual grants an enchantment that allows members of a tight-knit band to prevent their comrades succumbing to mortal wounds easily. The dynamic of the group it is used on often influences how the enchantment is perceived - some groups use this healing as soon as one of their number is incapacitated, while others focus their attention on keeping a certain key member of the group (such as a healer, officer, magician or reckless warrior) on their feet.

Participants feel a strong urge to stick together, and tend to be very defensive of each other. It has an unfortunate side effect of encouraging groups of warriors to become embroiled in brawls and honour-duels; on more than one occasion a Free Company captain has been known to restrict his bravos to camp after the ritual is performed to prevent them becoming engaged in a fight with other bravos and wasting the enchantment's power.

Common Elements

As with many similar rituals, it is common for the targets to share a drink or consume food together, often with a toast or rousing cheer to mark the beginning and end of the ritual. Tokens are often given to the targets, especially tokens of weltsilver or those woven or painted with a group insignia. Some ritualists have any weltsilver they plan to use towards the performance of the ritual twisted into rings, one for each target of the ritual.

Many ritualists, especially Imperial Orcs, Marchers and Varushkans, encourage the participants to recite of some sort of oath of fraternity or mutual protection while joined in a literal circle, arm to arm. Images and invocations of camaraderie, Loyalty and mutual respect are common, as is the rune Lann and the constellation of The Chain. Scenes involving The Captain in various guises, often on The Battlefield are often used by dramaturgists to help create an appropraite atmosphere. The evocation of totem beasts that hunt in packs or small groups such as wolves (especially for League or Winterfolk ritualists) are also common, especiall winged beasts,

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Circle of Trust

Contents

- 1 Rules

- 1.1 Winter Magnitude 12

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 12

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The target characters must be present throughout, and must verbally assent to the use of the ritual.

This effect is a curse. A target may be under more than one curse at a time.

Effects

At the completion of the ritual, all contributors gain the ability to call IMPALE against each other using any melee-weapon or implement, at will, for the duration.

When cast with more than one contributor, this ritual always counts as a use of the coven bond and counts towards the number of rituals the coven can perform that day.

The effect of the ritual lasts for a year (until the start of the Profound Decisions Empire event four events from now).

Description

This potent binding spell connects the members of a coven with bonds of trust. Any member of the group becomes capable of inflicting potentially fatal wounds on any other member using any weapon or implement. It is rarely invoked, but is sometimes combined with the swearing of the coven oath, or the renewal of the same. At its core, it creates a sense of obligation by empowering each member of the coven to kill or main every other member.

A coven that uses Circle of Trust is usually characterised by extreme civility and respect between members. It is also used by covens that fear treachery or betrayal - when all other members can strike crippling blows, anyone betraying the coven faces potentially devastating repercussions. While it is part of Imperial Lore, it has to be said that it is most often performed by secretive societies or cults who fear exposure of their agenda or deeds.

As with Traitor's Fate, from which this ritual was developed, there are several variants of this ritual. While this ritual is rare, the variants are almost unknown. Rumours resurface from time to time of a version known as Silence of the Flock which can be triggered to cause the heart to explode in a covenmate's breast if they speak of cult secrets.

Common Elements

When performing this ritual, the coven often invokes a binding oath. Each contributor must verbally assent to the ritual, and such assent is usually woven into the performance. QUiet, oppressive music is common as are elements such as the mixing of blood between covenmates, the signing of contracts, and the painting of the runes Yoorn, Lann and Queros.

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Circlet of Command

Description

A Circlet of Command is sometimes called a Serjeant's Helm or a Barracker's Ring depending on the form it takes. Usually formed of beaten weltsilver alloyed with silver, mithril or iron, it is often inlaid with green iron. In Dawn and Urizen it is often made in the form of a chain or net of weltsilver and green iron, secured at the temples. In the Marches and Varushka it is as likely to be a sturdy open-faced helmet made of green steel, with weltsilver decoration. Either way, it is sought after by serjeants, captains, and martially inclined priests. It grants strength to the words of encouragement spoken - or more commonly, shouted or barked - at injured soldiers to help keep their fighting spirit strong.

Some legends attribute the very first Circlet of Command to the paragon of Courage Korl, who discovered the secrets of metal-working deep beneath the earth. It is said that he wore a twist of metal about his arm to remind others that with bravery anything could be accomplished and that this reminder would give his fellows fresh strength to battle on against the monsters plaguing their land. A Circlet of Command crafted as an armband is often called Korl’s Crown.

Rules

- Form: Talisman. Takes the form of a jewellery. You must be wearing this item to use its magical properties.

- Requirement: Any character can bond to this item.

- Effect: When you use the get it together skill, you may use it on two characters at the same time for the cost of only one hero point. You must have one hand on each target throughout the five seconds of appropriate roleplaying used with the skill.

- Materials: Crafting a circlet of command requires fifteen ingots of weltsilver, eleven measures of dragon bone, seven ingots of orichalcum, five ingots of tempest jade and four ingots of green iron . It takes one month to make one of these items.

Burmoth yelled in pain as an orc blade bit into his shoulder tearing his flesh. Beside him his sister Beate faired little better, bleeding from half a dozen cuts that were slowly sapping her strength. The Wintermark force was being pressed hard by the orcs; sorely outnumbered their line was slowly being forced to give ground and the once crisp white snow of the battlefield had become a crimson slush. The Kallavesi leader had been slain near the beginning of the battle, poisoned by a crazed skirmisher and then peppered with arrows. The loss of leadership so early had seen the usual good order of the Wintermark warriors slowly deteriorate until they were in danger of becoming little more than pockets of resistance in a sea of orc bodies.

Burmoth and Beate raised their shields, fending off several more strength-sapping blows but losing ground. Beate screamed as an orc spear slipped through her guard and into her armpit. Distracted by his sibling's cry, Burmoth failed to see the mace that crashed into his head, knocking his helmet clean off and sending him stumbling back dizzily. He knew that the end was coming.

He was shocked, then, when his blurred vision saw a huge shape push past them both and bury a pair of rune-covered axes into the skulls of the orcs that had moments before been set to end their lives. The giant Kallavessi left his weapons imbedded in the orcs and lifted the pair to their feet as if they were children, not fully grown adults armoured for war. He placed a huge hand on each of them; hands that would be better suited on a bear and spoke.

“Spotted Bull has seen your skeins, little ones, yours is not the time yet!” he smiled with teeth like tombstones. Beneath his bull-head helm there was blood in his hair, Matted and sticky it clung around the ornate circlet he wore at his temples. interwoven strands of weltsilver, orichalcum and green iron with a cloudy green gemstone set central above his eyes. As he spoke it seemed as if a miniature snowstorm whipped inside the gem, swirling hypnotically.

“Spotted Bull will tell you when you can die! Until then you slay orcs until your arms grow tired, then you slay some more and you worry not about tiny scratches like that!”

Emboldened by his certainty, Burmoth and Beate felt the fading fires of their spirit reignite. Beate grunted and hefted her axe, Burmoth untied his hair, no longer needing it tight as his helmet was lost. They resembled the warrior heroes of Wintermark tales, shouting battle-cries and rallying their comrades.

Spotted Bull laughed, pulled free his axes from the orcs at his feet and charged after them with a battle song on his lips.

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Circlet of Falling Snow

Description

A Circlet of Falling Snow is an intricate piece of work, a pinnacle of the jewelcrafter's arts. Usually made of silver or platinum, and designed with an eye to simplicity of form. They are often decorated with regular geometric designs such as spirals or mazes, intended to serve as meditative foci to soothe the mind and clarify the thoughts of the wearer. While often fashioned as a circlet, it is just as common to see one in the form of a ring or a pendant. Emissaries who deal with the eternals find these items to be useful tools when keeping a clear head, or when cultivating the correct mindset to deal with the complex inhabitants of the Realm of Day. They are very popular in Urizen where they are considered useful in helping to maintain poise; remaining calm allows a magician to channel their emotions into constructive action, rather than being overwhelmed by them.

Though unlikely, questing enchanters of Dawn can be often found in possession of these items which they call Pennants of Pure Heart. They are commonly given as favours to a lover or a true friend so that if they come across malign spiritual presences they remain Loyal to their heart. They often take the form of richly embroidered strips of cloth interwoven with threads of precious metals and mithril depicting a chain linking heraldic symbols.

They are also useful to magician-exorcists, particularly Highborn magisters and some stewards of the dead. The Highborn artisans call them Way Bells and craft them in the form of delicately engraved bells or chimes, worn as pendants.

Isenbrad, Paragon of Wisdom, is a legendary smith said to have been so skillful he was able to craft from ice and snow. Stories suggest that he crafted the first Circlet of Falling Snow to allow him to find his way in the eternal ice-storm Sydanjaa.

These items are often marked with runes such as Irremais, Rune of Wisdom, Cavul, Rune of Purity, or even Hirmok, Rune of Dominion (especially if combined with Zorech, Rune of Passion).

Rules

- Form: Talisman. Takes the form of a jewellery. You must be wearing this item to use its magical properties.

- Requirement: Any character can bond to this item.

- Effect: You may expend a point of personal mana at any time to justify remaining calm and collected when exposed to a roleplaying effect (as if you had spent a hero point). This expenditure of mana has the same restrictions as casting a spell.

- Materials: Crafting a Circlet of Falling Snow requires no special materials. It takes two months to make one of these items.

It was strange, Aurora thought, that despite all of the perils of her Test of Ardour, and all she had done to win Guy's hand, the hardest and most frightening part was still standing here in front of his mother. The old Enchantress might have been carved from stone, her face as hard and unyielding as the ancient throne she sat on, her amber wolf's eyes as sharp and hard as the diamonds studding the circlet on her brow.

'It seems you have been successful,' the Enchantress said at last. Aurora caught a glimpse of jagged teeth in her near-lipless mouth. It was strange to see the same features she adored in her fiancé on his mother's face, rearranged into something monstrous. She wondered which bloodline would dominate in her children, if she and Guy ever conceived - whether her daughters would have the old woman's white, furrowed skin, amber eyes - and her malice. 'I cannot confess myself delighted at the prospect of acquiring a changeling as my daughter-in-law. It will not have escaped your notice that House DeVries has strong blood, old blood. Winter blood. We are proud of our ways, and you may not find them to your liking. That said, you have won my son's hand, and also, it would seem, his affections, and have persevered where many others have failed.'

Aurora fought to keep her face expressionless. Many others? She'd be having words with Guy later. Lady DeVries went on.

'At any rate, I have a small gift for you.' On cue, her steward stepped forward, holding a small velvet cushion, on which rested a silver filigreed circlet, wrought into exquisite swirls and lines. Aurora took a halting step forward and reached out her hand to take it. 'Put it on then. Good, it fits. I had concerns about the ears.

'Thank you,' Aurora said hesitantly. 'It's beautiful.'

'Yes, it is,' the Enchantress said with vulpine satisfaction. 'And knowing my son, you're going to need it.'

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Citadel Guard

Overview

The Citadel Guard are the only Urizen army. Records of an "Army of the Citadels" date back to the time of Terunael, making them arguably one of the oldest continuously operating military forces in Imperial history.

Unsurprisingly, the Citadel Guard has a large number of trained magicians in its ranks, including ritualists, battlemages, and magical specialists including healers and diviners. The core of the army, however, has always been made up of sentinels trained to support and fight alongside their more magically adept cousins, supplemented by skilled diviners who use Day magic and Night magic to help direct the Citadel Guard to where their abilities can be most effective.

Although the Citadel Guard are powerful, they are the only army Urizen is ever likely to control. There have been attempts over the centuries to deal with this problem but the fact remains that Urizen is the least martially-inclined of all the Imperial nations, as well as having one of the lowest populations. Indeed in recent years even the Imperial Orcs have begun to outstrip the Urizen in terms of sheer numbers.

The Citadel Guard are led by the first General of Urizen, who is appointed at the Summer Solstice each year.

Contents

- 1 Overview

- 2 History

- 2.1 Recent History

- 3 Traditions

- 4 Composition

- 5 Army quality : Cyclic Magic

History

The Citadel Guard predate the Empire by several centuries. After Urizen joined the Empire during the reign of Emperor Giovanni, they gained access to significantly greater resources allowing their numbers and scope to be expanded. Supplies of food from the Marches and elsewhere meant that many of the farmers of Urizen who had lived a thankless life toiling to produce enough food to keep the spires alive were freed to enter military service, abandoning agriculture to become professional soldiers and swelling the number of sentinels in Urizen dramatically.

Throughout history, the Citadel Guard has played a pivotal role in Imperial strategy. Their ability to extend the magical reach of the Empire cannot be overstated, a priceless advantage when fighting in territories that are not under Imperial control. As a result, since the scouring of Redoubt in 54YE the Guard have been front-and-centre in almost every attempt to expand Imperial boundaries. Historians speculate that only ignorance of the army's magical capabilities saw it relegated to a home defence role prior to this. Once the Imperial Military Council finally understood the full implications of what the army was capable of, demand for the Guard to join campaigns all over the Empire predictably increased. While engaged abroad, the Urizen secured support from the armies of other nations - while their army was helping the Empire expand and secure its borders their homeland was often protected by armies from Highguard, Navarr, and Dawn.

A common criticism of the Citadel Guard is that they take a more detached view of war than some are comfortable with. Their ability to deliver potent magical devastation is only one part of this; some of their generals have gained a controversial reputation for weighing everything in mathematical terms and seeking the path of greatest gain regardless of the human cost. In the reign of Emperor Frederick, after a particularly costly engagement with the Druj, general Mithara of Duoseptem was removed from their position by the Throne with an admonishment to remember that the "numbers" the general dealt in each had a name. During his tenure as general, Emperor Frederick kept the Citadel Guard in a defensive position, causing grumbling in the Imperial Military Council which he endured stoically commenting only that it was not merely the Urizen who needed to treat this as a learning experience.

Despite this reputation for dispassionate behaviour many soldiers in the army nurture a cold hatred for the Druj. Where the Grendel will loot any spire they can conquer, the Druj seem to have no interest in art or learning and no desire to do anything but destroy it. If a spire falls to the Druj, they will usually burn it, often destroying priceless works of philosophy and learning with it. It was this abhorrent nature that led General Theodora of Willstone to order the Citadel Guard to assault a Druj force who had violated the sanctum of the Spire of Seer's Rest, a reclusive spire in the north of Lustri in 279YE. The army attacked using boons of wild fire that the Urizen had forced the eternal Surat to surrender. Brought to inquisition to explain the resulting conflagration the general famously responded that "As terror is the only weapon they know how to wield, so it is the only weapon they will ever understand."

Once again we fight for Spiral. This time, we will finish this. We will use strategy, we will use strength. The Empire learns from its mistakes. Spiral will be ours ... We bring our magical strength into our home nation because of the ground you take...

General Nicassia Avicia of the Citadel Guard, Autumn 381YE

Recent History

In Winter 379YE the Citadel Guard were the beneficiaries of the "unmade trove", a massive cache of rods and mage armour found beneath the Unmade spire in Redoubt. Along with a significant expenditure of ilium, the trove was dispensed to the Guard and used to provide a significant boost in magical ability allowing the army to wield certain unique magical techniques that followed a cyclic progression from realm to realm,

Aside from a brief (if significant) stint in Mournwold in the Spring of 381YE, the Citadel Guard has been focused entirely on the southern and eastern fronts for past three years. They fought against the Druj in Holberg and Reikos where they acted as a focus for the powerful Spring magic that washed away the remnants of the devastating flux. Their actions in Reikos have been noted as an odd counterpart to their involvement in the Mournwold where they are widely condemned for their involvement in the harrowing of the Mourn when magical curses decimated the Jotun armies - and the local population.

Traditions

The symbol associated with the Citadel Guard is the three spires beneath the cloud-shrouded moon. Popular opinion claims that the symbol represents the Court of the White Fountain, a grand fortification in Redoubt that has regularly served as a "home barracks" for the army. Those who have actually visited the citadel however tend to point out that it has only one tower, making the popular belief unlikely. A more likely explanation for the symbol lies in the foundation of the army as the military arm of the Urizen in pre-Imperial times. The three towers may represent the original three territories of Spiral, Morrow, and Zenith. Other common symbols associated with the army are the astronomantic birds the Stork and the Phoenix. Citadels who feel a particular affinity for the Urizen army often include the stars of one or both of these constellations in their sigils.

It is rare for an Urizen sentinel not to have served in the Citadel Guard in some capacity. Even those who embrace the mundane arts of warfare in later life commonly take a year or two to fight as foot soldiers or officers in the army, gaining an unparalleled personal experience of what military service truly means. The generalship of the Citadel Guard is often seen as one of the most prestigious ways for a sentinel to achieve significant political power in the nation. Crucially the close camaraderie engendered by fighting together often provides a sentinel with valuable political allies in later life. Perhaps due to the complex philosophy of the Net of the Heavens, those who have served in the Citadel Guard often go out of their way to assist a former sibling-in-arms, and a quiet but potentially potent network of allies and influence has spread across the entire nation from time-to-time thanks to this shared military service. Characters who wish to openly demonstrate their links to the army will often display the symbol of the three spires openly on their person somewhere so that others can easily identify them.

The Guard once enjoyed a close relationship with the smiths who worked Damakhans Forge and many weapons were created for the army there. Until the forge was destroyed 40 years ago by the Grendel, generals who proved their worth were often gifted with a powerful item - usually a sword - fashioned at the Forge. The most notable case was the Nexus of the Stars Grasp, an artefact Web of Celestial Attunement, created in 283YE by the architect Lucia of Highwatch as a gift for the general of the Citadel Guard. Sadly the Nexus was lost during the fall of Spiral in 331YE. According to legend the item was traded by the Grendel to an inhabitant of the Autumn realm in return for assistance in their war against the Empire, but no historical research has ever been able to turn up anything beyond this rumour.

The general of the Urizen army has rarely had difficulty securing the use of magic items of note. At one time, for example, the Citadel Guard carried a unique magical standard - a Celestial Sigil widely considered to be the first such standard of its type. A valuable artefact, it served as a rallying point for the Citadel Guard - perhaps most famously in the campaign against Alderei the Fair. Historians record that it was one of the first banners to bear the beautiful image of the Phoenix that adorns many Urizeni banners and standards to this day. Sadly, the artefact was lost in 54YE during the scouring of Redoubt. The standard was consumed in black flame by the will of the Ashenblood Knight, a powerful servant of the eternal Surut. The exact circumstances of its destruction are unclear. Some historians claim the Ashenblood Knight was fighting for the orcs and destroyed the sigil after defeating its bearer, Salome of Highwatch, in a duel. Others disagree and claim that Salome offered the standard as tribute to the Thrice-cursed Court to bind the Ashenblood Knight to her service for a time. Regardless, this powerful symbol of Urizen martial might was lost forever in the early years of the Empire. In the centuries since, however, many generals of the Citadel Guard have made a point of fighting under a celestial sigil, perceiving it as a powerful reminder of the victories of the past - and the cost of failure.

Composition

Most units in the Citadel Guard include at least one trained spell-breaker, a sentinel skilled at identifying, evaluating, and combating enemy magicians on the battlefield. Every spell-breaker favours a different approach - some use specific magical items like a threshers cudgel, but spears and bows are most common. The key element of a spell-breakers training is judgement. There are magicians on every battlefield, the vast majority of them are not worth special consideration. The goal of a spell-breaker is to identify when an enemy magician - or enemy ritual team - is actually likely to achieve something decisive - to use their magic to make themselves a node in the net of the heavens. Only then will the spell-breaker leap into action, risking themselves to nullify the threat. More than one prominent Urizen hero began their study of arete as a spell-breaker in the Citadel Guard.

Those who join the Citadel Guard who show skill with ritual magic are brought together to receive extensive training in battlefield rituals. Rather than attempt to create a single mighty coven, the army focuses on developing a number of covens that can act independently based on shared mastery. They are also taught how to understand the Net of the Heavens and apply it on the battlefield so that they employ their magic at critical moments. Rituals such as Hands of Sacred Life, Inevitable Collapse into Ruin, or Thundering Roar of the Lion-bound Horn can all prove decisive if cast at the right moment. The covens try to adjust their roster of mastered rituals to complement the campaigns the Citadel Guard is currently engaged in. For example, when the Druj are active a ritual such as Ascetic Star of Atun becomes significantly more useful. The large supplies of mana available to the covens of the Citadel Guard ensures that they soon receive more experience with ritual casting than almost any other students of magic. Some of Urizen's most famous battlefield ritual teams first came to prominence while serving in the Citadel Guard.

Army quality : Cyclic Magic

The Citadel Guard's prowess with battlefield magic is unparalleled. The use of the unmade trove has granted the army advanced understanding of certain potent techniques unknown outside of Urizen.

The army still possesses the ability to gather crystal mana and other magical resources for use by their general, and regularly does so when assigned to a defensive position or engaging in resupply in a safe territory. It is easy for the general to overlook the utility of this order, but in times of mana shortage it has been used to good effect. Likewise, the general of the army can still be used as a focus for potent ritual magic that is channeled through an esoteric application of the magical Law of Dominion to effect a territory normally beyond the reach of the Imperial regio.

In addition to these abilities, the Citadel Guard now have the ability to channel unique realm magic effects depending on their position in a six-stage cycle. These abilities require significant strategic planning to employ effectively, given that they are available for only one season out of every six in a rigidly defined order. Whether using Day magic to map a territory, evoking a shield of protection with Winter magic, channeling Summer magic to establish a beach head, or any of the other potent supernatural abilities this quality grants, the Citadel Guard's unmatched ability to bring the exact tool for the job to the exact moment where it will do the most good.

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Citizens, priests, pilgrims and dedication

Citizens, Priests, Pilgrims and Dedication

For the average Citizen of the Empire, it is simply enough to know of the Seven Virtues and how they apply to their lives. There is no requirement to honour one above another for all seven are part of The Way and will guide their spirit through the Labyrinth of Ages.

Priests of the Way have made greater study of the mysteries and doctrines of the faith. They provide guidance to citizens about how to live virtuously and have learned ceremonies that enrich the lives of virtuous citizens and enhance an individual’s understanding of the Virtues.

The liao ceremony of Dedication allows a human to more sharply focus their spirit onto one particular Virtue Path. This focus enables a dedicated Priest to perform other ceremonies that provide greater insight and illumination into the Virtue. Consequently, dedication is reasonably common amongst Priests who wish to provide ministry and guidance relating to a specific Virtue Path, whilst other Priests choose not to dedicate and so represent all Seven Virtues equally.

Dedication is regarded as being of little benefit to the average citizen as it is not believed to aid reincarnation by itself. However, some layfolk do choose to become Dedicated for their own reasons. Such individuals are called Pilgrims and are said to walk in the Path of the Paragon. A few Pilgrims even go on to be recognised by the Synod as Exemplars of the Virtue whose words and deeds are an inspiration to others.

Despite some claims to the contrary, the evidence is that whilst a Pilgrim or dedicated Priest may continue to respect all Virtues, a spirit can only be dedicated to one Virtue and attempts to dedicate to more than one results in a loss of focus and, consequently, dedication. The individual is then free to seek to dedicate themselves anew.

The Paths of Virtue

Imperial doctrine currently states that there are Seven Paths of Virtue that make up the Way. These are:

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

Further Reading

- The Way of Virtue

- Imperial Theology

- Imperial Synod

- Religious Skills

- Recent History

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City folk and country folk

By the bustling docks, the Vassa flowed swiftly. The clear winter air blew fresh across the yard where the stevedores had gathered to try to claim a day's work. Many stood here: lots of young Mestrans here to earn enough pay to while away a few evenings on the Street of Pleasures; working hard for deserved reward, who could deny their Prosperity? A few more experienced hands, those for whom this was not just work but a profession, the hardened workers, first to be picked for their skill. Amongst them, Silvia di Mestra was their leader; not less than six foot, with a fine pair of antlers and her voice as loud as a trumpet, she'd fight for her lasses and lads to be at the front of the work queue.

Then there were the Regarians - not many, of course, because in the heart of Tassato Mestra, even in these peaceable days, there were streets down which Regarians did not wisely walk, and many were in this part of town. Some braved it - mostly those inspired, in fact, by the Prosperity of the stevedore's yard. More than one leader of a stevedore's walkout had been some hotblooded Regarian demagogue, though that just worsened the reputation of Regarians as more concerned with endless fancy words than the clear communication of brazen action that was a Mestran's stock in trade.

Then there were those that came from further afield. More than a few Navarri, who when their striding took them into Tassato would often venture into the city for a few days, on errands and messages - they tended to be excellent at knowing how to pack goods quickly and effectively, and there were a few choice tasks that the workmaster would often like to save for the expert eye of those who spend their whole lives living out of a carefully filled satchel and cart.

There were Marchers. A few were hardly Marchers any longer - they'd gone south in search of a different life and found it, and they'd sworn oaths to the Harlequin, and now that arming-jack felt less natural than a good suit of brigandine, and they'd bought hats, and those hats had feathers. Soon, they'd be Leaguers, and they'd miss their families, perhaps, but they'd never go back. Most, however, were passing through, often workers from Meade or the other market towns. Skilled at the trade but unfamiliar with the town, they'd visit the stevedore's yard to catch some trade while the merchants who'd hired them sold their wares. They'd return with a few good tales, safe to the soil of home.

And then, more exotic visitors. A couple Faraden - strange hats atop their heads, they were waiting and talking animatedly about some family matter, incomprehensible to outsiders. And the truly incomprehensible, some visitors from the Delves and some Commonwealers - hard to know why they were here at all, but here they were, standing in the cold winter sunshine. There was even a couple of orcs, who stood together in a group - probably not the Imperial Orcs they claimed to be, their manner and custom not quite there - barbarians? Well, maybe, but there's always strays, and the docks of Mestra tended to get all types. No-one seemed to pay them heed.

No-one except the four tall yeofolk standing silently in a corner of the yard, apart from all else. They were dressed in dull brown tunics, house colours faded and barely visible through years of washing without a chance to be dyed. They were from Whittle, of course, come in just two weeks ago, and in those two weeks they'd done the same thing each time. Queued up. Found some work. Worked it, silently and quietly, all day. Collected some pay. Went away, back to where they'd all set up camp outside the walls, for now. In all that time they'd barely said a word to anyone, but they'd done plenty of what they were doing now - a quiet seething. The whole scene - people of all lineages and none, from across the Empire and beyond, orcs, even, all working and walking and talking in one cosmopolitan mass - well. You could read it from their faces...

This just wasn't the Whittle way.

Contents

- 1 Overview

- 1.1 Significance

- 1.1.1 Chamber of Commerce

- 1.1.2 The Garrison

- 1.1.3 The Synod

Overview

The sentries atop La Redotta Rezia see their approach, along the road which should be empty. Perhaps a hundred or so Marchers, on the old road from Freemoor... from what had been, since the invasion all those years ago, Jotun land. Who could they be but the Whittlefolk?

The Whittlefolk come bearing ill news. Their long hold on their village, unbroken for thirty years, is over. Their choice to aid the Empire has ended their uneasy truce with the Jotun of the region. Now with heavy hearts, they have been forced to flee their lands before the butcher's axe fell. It is not just the young. The elderly, the infirm, children - all have had to make the arduous trek out of Freemoor to the gates of Tassato. Not all have made, they say.

And so they take root outside Tassato Mestra, huddled in a makeshift camp in the shadow of the walled city. Bishop Scarpe Cattivo di Tassato, a priest of the Little Mother goes out to meet them encourage them to come within the city, where there is paying work that needs doing. A small delegation of the Whittle folk, led by Margaret Steward, do come into the city, but they seem in awe of the teeming streets and the hectic pace of the city and soon withdraw. The next morning, however, as the sun rises, a delegation of doughty Whittle yeoman arrive at the docks where there is a shortage of stevedores. They don't stint from the work, though they do keep themselves to themselves, not mixing with the other hands. As soon as the shift is over they take their wages and head back to their camp.

It continues thus for several days. The only Marcher from Whittle who spends any more time than she must in the city is their leader, Margaret Steward. She combs the city back and forth, talking to people and asking all sorts of questions. Those who can be bothered to find out what the Whittle folk want confirm she is looking to buy something - but nobody is really sure what. Tassato is a busy city and within a few days, everyone has lost interest in the newcomers. They seem honest enough and they work hard for their money - so who really cares if they are as friendly chatty as rocks?

Then a week before the summit, their steward approaches the Tassatan Chamber of Commerce with a proposal. The Chamber is a loose association of Tassato merchants, farmers and business owners, that was formed to share interests in commerce and politics. It is one of the few institutions that unites both sides of the Tassato - the river divides, but money talks. There are similar organisations in many cities and territories of the empire. The steward has identified two streets in Mestra, the Rua da Madeira and the Avenida da Penha, which the Whittle folk would like to purchase outright. The properties here are mostly empty already, as the area is somewhat run down due to its isolated position. The streets lie near the top of one of the tallest hills in the area and are just too steep for many to bother with, even in overcrowded Mestra. As a result, it mostly contains some cheap hostelries, board houses, and dilapidated commercial property - warehouses and the like.

The steward would like the city to agree to sell the two streets to the Marchers. They will pay a good price for the properties, so everyone is recompensed, then they will move their people to the area. She explains that those Marchers who are able to fight intend to travel on to Overton - to join the fight against the Jotun there - and that they are determined if they are ever able to retake their lands in Whittle then they will all return en masse. In the meantime, however, it is her responsibility to ensure that the young and the old are protected and looked after. Their dependents and enough folk to care and provide for them will move into the streets. They'll work hard and pay for everything - there will be no disruption and no trouble from the people of Whittle, she promises. All they want is to be left alone and they promise they'll keep themselves to themselves.

There are quite a few raised eyebrows at this proposal. Tassato Mestra is a big city - if the folk of Whittle just moved in and took up residence throughout the city, then nobody would be any the wiser. The city would swallow them whole - as it has done for thousands of others who come here every year. But the steward is clear that her people find city ways distressing. They'd rather just mind their own affairs and avoid the loud, brazen nature of the city leading any of their good people astray. She is polite at the meeting, and she never comes out and says it, but it is clear she considers the cosmopolitan ways of the city somewhat aberrant.

There is profit to be made in such a deal, and normally that would decide the matter there and then. But people have heard things about the Whittle folk - and not all of them good. There are some frank questions directed at the steward and she is fairly bold in her response. Yes, Friar Robin who was condemned by the Synod for blasphemy is with them, but he will not be staying in Tassato and will be travelling on to Overton once he has been to Anvil to face his accusers. However she is frank that the Whittlefolk believe in their ways, and those ways have included Hatred for more years than the youngest have lived. Yes, the Synod has condemned their friar - but they have also had messages of encouragement from Anvil, sent by "magic ways" to urge them to keep fighting - and they are adamant: they are loyal, they are proud, they are courageous, and they are prosperous - but they are hateful too. Everything they have ever had, everything they built with their sweat and blood, the very land they work has been taken from them by the Jotun. Hating the Jotun is what gives them purpose now - they will stop at nothing to see their enemies destroyed.

In the end, no agreement is taken on the day. The thought of the money is appealing, but a few are wary of provoking the Synod. They agree to postpone the decision and instead ask Senator Cesare to host a meeting of the chamber at Anvil. That way those that care most about the political implications of such a decision have the chance to find out what the potential consequences might be first.

Significance

Chamber of Commerce

The Tassatan Chamber of Commerce has asked their senator to host a meeting on Saturday at 5pm at Anvil for members to decide the matter. Given the unusual nature of the proposition, that it was put to them as a chamber, they think it is best if they decide collectively rather than making any rash choices. The chamber doesn't normally make a point of having a physical presence at Anvil, but they are confident that their resourceful senator will be able to arrange one for them.

Any player who owns a farm or business located in Tassato is welcome to roleplay that their character is a member of the Chamber of Commerce. By tradition, when the chamber votes on something, they usually carry out their vote with a show of hands - but if the vote is close, then someone can call for a formal count and a member of the civil service, most usually one of the Bourse, can then tally the votes based on the size of a persons business or farm. Members of the Chamber who do not usually come to Anvil are likely to attend - the issue has raised heated debate in some quarters, and people are keen to see their views represented.

If the Chamber decides to allow the Whittle people to take up residence in Tassato Maestra, then there will be benefits to the businesses of the city. Whatever else they are, the people of Whittle are hard working - and it is clear they have brought some considerable wealth with them. Much of it seems to be in green iron - the Whittle Hill was long known as a promising green iron mine, before the fall of the Mourn, though the richest seams were thought tapped long ago. They have turned up with a small fortune of ingots, and it is this they plan to complete the purchase in. Once overheads are paid for, the chamber estimates that a Whittle enclave in Tassato will provide 50 ingots of Green Iron each season for the next year - spread among all the businesses and farms in the territory provided the Whittle folk stay. There is some argument that it should be Mestrans alone that benefit, but the Regarian voices protest loudly that this would represent a violation of the Chamber's studied distance from the conflict between the twin cities.

The risks are sadly much more difficult to quantify. The Marcher steward is not hiding the fact that her people cling to a false virtue. What happens in the Synod condemn them all? Everyone has heard what happened to the Pledge... what happens if they excommunicate everyone in Tassato for taking the Whittlers in? It's probably a good thing that the Whittle folk want to keep themselves to themselves - what happens if they don't and other people start listening to their odd ideas? The city is too well fortified to ever fall to the Jotun, but orcs aren't the only thing you can hate. There was a time when Mestran and Regarian killed each other in the streets for their differences - and almost nobody wants to return to that.

The Garrison

The people of Whittle have sent word to the people at Overton. They are not keen to bring their dependents to Overton - the Greensward is not their home and they have no desire to settle there. But those that are able to fight the Jotun want to do so, and the garrison represents their best chance for that. Hence they propose that those of them who are armed and ready for the fight will travel on from Tassato, back into the Mournwold to join the garrison.

However, they are concerned that they may not be welcome there, given the recent condemnation of their friar by the Synod. They are now aware that their views are neither orthodox nor acceptable to the Imperial Synod. What they are not certain of is what that means for them as a community. They consider themselves loyal Marchers - and they are certainly keen to fight the Jotun. Encouraging them to move to Overton would provide a boost to the fighting strength defending the settlement. But there is no way that they can be serving as part of the garrison without spreading their views. They cannot form their own enclave, as they hope to do at Tassato, so if Overton takes them in then they will be accepting their faith along with their bills. And Overton could prove fertile ground - it's not like the people there have suffered any less at the hands of the Jotun than the Whittle folk have.

The actual decision of whether or not to welcome the Whittle Marchers into Overton is is one for the Sheriff. Obviously, the Sheriff will listen to the views of various people, but ultimately they are responsible for the protection of the people of the Mournwold and their office is housed in the old garrison. If they allow the fighting men and women from Whittle to join the others stationed at Orchard's Watch then all they need to do is let the Marcher egregore know. Word will reach the people of Whittle shortly afterwards.

Of course, if the Sheriff decides not to take them in - that still leaves the question of where they are to go - but at that point at least the Whittle folk won't be a problem for the Sheriff.

The Synod

Margaret Steward has made clear to the Chamber of Commerce that Friar Robin, the leader of the spiritual community in Whittle, is heading to Anvil to face those who have condemned him. She speaks of him with fondness, but also with a certain sadness - it is not clear that, were he to be convicted of blasphemy, he would ever return to Whittle or his people - the magistrates take a very dim view of such crimes. He is travelling with at least one other Friar, and a few others who wish to see him safely travel to his destination. They include some of those who were the first from Whittle to come to Anvil; they have made the journey before, and are willing to do so again.

Margaret also mentions that Robin and the other Friars have a strong desire to make a spiritual accommodation with the Marcher Assembly. The people of Whittle have no desire to cause a schism within the faith - and they seem quite disturbed by the wider rifts that exist due to the revelations of Yael - but they have their beliefs, and they will not be changed. The Whittlers are quite frank that they believe that Hatred would be beneficial for their fellow Marchers to adopt... but, in the words of Margaret, "they have no wish to be cast out from their beloved nation, from the arms of their people". Robin is said to be seeking to talk to his fellows in the Synod - not about "matters of intricate theology, but practical spiritual concerns".

He is presumably seeking a strong statement from the Marcher Assembly on the matter - but the details are a matter for the delegation and the assembly to agree upon. Whatever statements the Marcher national assembly pass - they are likely to have a significant impact on the way the rest of the Marchers respond to the Whittlers if they are passed with a greater majority.

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City lights

"Are you taking the piss or what, Pietro?"

Isabelle swung the chair round as she sat, putting the wooden back between her belly and the ferret-faced little man across the table. Behind her Rico and Carmen loomed, hands resting easily on their blades. Pietro didn't need to look to know that Levy and that weaselly new mountebank the gang had taken up with would be by the door.

"I don't know what you mean, Dizzy." There was a quaver in Pietro's voice he couldn't mask. He looked desperately around for help but everyone else in the inn was studiously ignoring him.

"Only my friends call me Dizzy," said Isabella, still smiling. Her pleasant expression made the scar that cut across her mouth more pronounced. "Answer the question."

"I don't know, Isabella. I can't tell you what I don't know." Pietro fell back on whining. He knew it annoyed the bravos, but the more pathetic he appeared the less inclined to kill him they seemed to be. They might rough him up, but they never seemed to think he was worth the trouble of actually cutting. Tonight though it wasn't putting Isabella off. He might have to fall back on sniveling.

"Bite, Pietro. The Merrow" - the capitals were obvious - "says you and that pack of scorpions you tag along after are the ones turned over Buenos. Took his cashbox, which was not theirs to take. Took his stash of bite, too. And now I find you in the Fighting Cock and Carlos tells me you're dealing. Is it not enough you stole from me?"

She'd stopped smiling now. She took out a knife and laid it flat on the table in front of her.

"Selling my own product to my customers takes a steel spine and we both know you haven't got it. Aldo put you up to this, right? Where is he? Where's the rest of my bite?"

Pietro moistened his lips, nervously. He had three wraps of bite in his coat pocket - but revealing them would confirm the rumour, and it wouldn't satisfy Isabella or her gang. It'd probably just encourage them to beat him until he rolled over on Aldo, and Aldo wouldn't like that. He could be a right-

Someone walloped Rico around the back of the head with a stool. The big man went down like a house of cards. At the same time, someone else jumped on Carmen howling and yelling, legs wrapped around her chest, pummeling her on the head and shoulders. Isabella snapped her head round to see what the commotion was and Pietro saw his chance. He pushed away from the table, hard, toppling off his chair as he did so onto the sticky, foul smelling floor of the Fighting Cock.

Rolling over onto his hands and knees, he glanced back to see Isabella and Marco - who still had his stool - engaged in a vicious tussle. Other patrons were joining in - a brawl was a brawl after all. Briefly Pietro considered trying to help Marco, but it was everyone for themselves right now and he was never all that useful in a street fight anyway. Instead he rose into a half crouch and scuttled toward the door, weaving between the fighting bravos.

Two steps from safety, though, something smashed into his side with a force like an ox-wagon. He felt ribs crack - howled - reeled - and then discovered he couldn't move his feet. Carlos - Isabella's new mountebank - raised his rod and his blade warily.

"Where do you think you're going, weasel?" asked the horned magician, hard eyes glinting. "Dizzy isn't done with you yet!"

Pietro desperately tried to run for it, but his feet were glued to the wooden planks. He knew the spell wouldn't last long, but he also knew Carlos wouldn't be wasting breath on talking if he didn't think he had the upper hand.

"I've got some, Carlos." Pietro said desperately. "Six crowns worth easily - that's all I've got, but I know where you can get more. Dizzy doesn't need to know. If you let me go...."

Before he could finish something brushed past the side of his head. The unarmoured cambion spun away from him, a wooden shaft sprouting from his shoulder, and collapsed in a heap on the ground.

"Not rolling over one me, I hope?" It was Aldo, framed in the doorway. He was quickly reloading his crossbow.

"No, no, of course not Aldo. It was Dizzy... she and her lot... I told you ..."

"You can tell me all about it later, little lad." Aldo was grinning, dark residue still visible on his teeth and gums. "Right now we need to send a message to sweet Dizzy! And to all the other rats who think they can push us around! We've got what they need and if they want it they're going to pay! And pay well!"

Aldo stepped over Carlos' prone form, coat swinging, and fired another bolt into the melee, whistling.

Someone out on the street was shouting for the militia, but Pietro knew from long experience that by the time anyone in authority arrived everyone who mattered would be long gone. He considered running then, but if he did Aldo wouldn't forget it, and his old friend knew all his bolt holes.

Oh well, he thought. In for a ring, in for a crown.

Grimacing, he fumbled in his pocket for one of the remaining wraps, tore it open with nerveless fingers, and noisily inhaled several crowns worth of coarse blue crystal. He felt as if he had been punched in the heart - all his senses flared - everything seemed to slow down. All of a sudden, he wasn't worried about Aldo or Dizzy. He wasn't worried about anything at all. His face stretched into a wide grin - not an expression he was used to wearing - as he grabbed two bottles of beer off a nearby table and followed Aldo into the thick of it.

Contents

- 1 Overview

- 2 A Little Extra Help

- 3 Biting Back

- 3.1 Declaring war on bite

- 4 The Glass Parador

- 4.1 Defiance

- 4.2 Sea Defences

- 4.3 Advanced Sea Defences

- 4.4 Limited Opportunity

- 5 The Kalpaheim Runehall

- 5.1 Limited Opportunity

Overview

Like any nation, money is the life-blood of the Empire. It pays for the armies and fortifications that protect it. It provides wages to the workers who dig in its mithril mines, and in its white granite quarries. It turns the wheel of commerce and trade, and it even serves as a common tongue in which visitors from foreign shores can converse with their Imperial counterparts.

For all its worries, for all the orcs biting at the borders, the Empire has rarely been richer than it is at the moment. Foreign trade flows to the Empire - through the Black Sails Quay, through the Cavabianca Docks, and through the Pallas Docks. Foreigners come to marvel at the Colossus of Sarvos - and to spend their money in the markets of Sarvos. Little Whittle brings a bounty of green iron from the Mournwold to the shops and the artisans of Tassato. New ports have been opened to Imperial captains, bringing luxuries and trade-goods from the Iron Confederacy and Axos to eager shoppers across the Empire. The Towers of Anduz secure trade routes even through the Jotun-held territory, bringing the Faraden traders to the Empire, to their enclaves in Moonwater Hall - and who knows, perhaps elsewhere soon. And across the whole Empire the Blood Red Roads mean that traders and businessfolk have no lack of opportunity to make their fortunes. Yes, the Empire has barely been richer than it is in this brave new year of 382YE.

And yet, ask any business owner or farmer and they will tell you that no matter how much money one has, one never has enough.

A Little Extra Help

The completion of the Blood Red Roads has bought a boost in trade and commerce right across the empire - more than the civil service had original predicted. On investigation it appears that these additional gains are short-term. They are unpredictable and will not last more than one or two seasons at most. They are also difficult to entirely predict - some people have gained more than others - but almost every farm and business in the Empire seems to have benefited. The gains have spread far and wide as everyone has adjusted prices and profits to take account of the new opportunities presented by the roads.

In fact it is not just farm and business owners who have benefited - almost every citizen has a couple more rings in their pocket heading into the Spring Equinox. Well... almost everyone...

Biting Back

- Bravos and mountebanks suffer a penalty to their personal income of 18 rings but gain a dose of bite

Leading up to the Winter Solstice, the drug bite began to appear on the streets of the League cities. Embraced by bravos and mountebanks alike, it proved extremely popular. It fills users with confidence and a sense of superiority, but after an hour or so they are left drained and lethargic... and craving more. Bite users also find it increasingly difficult to keep control of their tempers which, in the crowded confines of the League cities, is proving less than ideal.

From the point of view of those who enjoy the experience of taking bite - or those who have developed a physical craving for the substance - supplies appear to be comparatively limited. As the drug becomes more popular, street vendors have begun to increase their price. In some parts of Sarvos, a dose of bite can fetch as much as three or even four crowns! There have been violent incidents in which dealers have been beaten up, even killed, for their supplies. Bands of bravos enjoying the drug become reckless, and prone to outbursts of violent temper, often directed at other bravos. Especially other bravos competing with them for control of the bite trade in their part of the city.

The situation is under control for the moment, but it is clearly deteriorating. As a consequence, during the coming season every character whose archetype is bravo or mountebank will lose their normal personal income of 18 rings. In place of this they will receive a single dose of bite in their pack (you can hand this back to GOD if your character does not wish to have it). This reflects the fact that life on the streets of League cities is a little tougher than usual at the moment; either your character has bought a dose of the unusual drug - or an associate has paid you with a dose of the valuable resource because they are short of funds. Magistrates continue to monitor the situation, but there is some concern among the militia about the likelihood of the situation deteriorating.

Bite, a highly addictive drug, is making its way around the Empire. This is an unwise drug to take as it encourages disloyal actions.

Iniska Ashwood, General Assembly, Winter 381YE, upheld 529-272

The drug bite is still of unknown origin. It seems not to cause immediate harm, but it would be unvigilant to consider it safe. Citizens should be vigilant to the potential for danger, and pass any information back to myself at the Ashen Tower of The League.

Isabella de la Torre, General Assembly, Winter 381YE, upheld 529-40

The street-level violence is particularly marked in Tassato: a rumour that a group of mountebanks in Tassato Regario had intercepted a shipment of bite intended for Tassato Mestra spread like wildfire through the eastern half of the city. Incensed bravos took to their boats and crossed the river, resulting in armed clashes that left two dead and dozens seriously injured. No source can be found for the rumour, but the general attitude of many of the Mestrans is that this is exactly the kind of thing the thieving Regarians would do - while for their part the Regarians dismiss the anger of the Mestrans as more evidence that they are drug-addled swine barely better than... well, something derogatory. Resentments continue to simmer away.

Some people are more worried about bite than others. Iniska Ashwood and Isabella De La Torre of the Ashen Tower have raised concerns in the Imperial Synod regarding the origin of the drug, and gained the support of a number of similarly interested priests. Iniska has warned citizens against the drug claiming that it encourages disloyal actions while Isabella has urged citizens to remain vigilant, and asked that anyone with information about the provenance of the drug contact her as soon as possible.

Declaring war on bite

The Imperial Senate have the power to make the ownership, sale, or use of specific substances or items illegal, but the magistrates do not have the resources to arrest the dealers, and investigate the chains of supply. In the short term, the magistrates will need significant resources to deal with criminality and civil unrest. If the Imperial Senate votes to increase their budget by 25 thrones a season for as long as the demand for bite remains at its current level, then that will be sufficient to ensure that there are no significant economic or military consequences caused by the criminality and unrest associated with the drug. This will be sufficient to ensure that the impact of bite will remain restricted to the League bravos and mountebanks who are the people most likely to come into contact with it.

Should the drug remain legal, the magistrates and militia will do their best to combat the results of its presence on the streets of the League, but they will be unable to significantly address any problems it causes.

The Glass Parador

- Businesses in Madruga receive increased production in the coming season

- The parador masters and mistresses of Siroc offer to help fund a new shipyard

- The Commonwealth Ambassador believes her government will help to build a fortification to defend Siroc against the Grendel

- The League National Assembly could prevail on the devout Menno Van Ritsjhof to offer his services in designing a coastal fort for Siroc

With Atalya and the whole of Free Landing in the hands of the Grendel; with Quzar looted and raiders looting north and south along the coast of Lightsea, it seemed only a matter of time before the orcs struck against Siroc. With that in mind during the Winter Solstice a representative of the Full Sails Carta of Sarvos, approached Safya i Kalamar i Guerra, the Mistress of the Glass Parador, about a potential business deal. The exact details are between the Mistress, their advisors, and the Full Sails, but it is believed that the League carta requested endorsement from the Mistress in the hopes of purchasing the homes, parador, workshops and warehouses of any Freeborn in Siroc who wanted to leave in the face of a potential Grendel occupation. Opportunistic? Certainly. Distasteful? Perhaps. Ambitious? Surely.

Yet Safya declined the offer; a polite but stern refusal referencing the virtue of the inhabitants of Siroc and a heartfelt encouragement to those Freeborn who might otherwise have been minded to flee to ignore the League hyenas and stand firm. By extolling the virtue of the paradors of the City of a Thousand Sails, she has encouraged them to demonstrate their courage and to persevere in the face of potential invasion. And when the Grendel flee Madruga without setting one foot within the bounds of Siroc, her wisdom is likewise demonstrated.

The result has been an increased enthusiasm for trade despite the constant threat of orc invasion. Every parador, shop, and market in Madruga will see increased profits over the coming season - equivalent to an additional rank of production.

Defiance

Many business owners in Siroc look to the Mistress of the Glass Parador for inspiration and advice, and their refusal to flee has not only strengthened the will of the wealthy in Siroc but it has made them defiant. The Grendel have burnt the shipyard at Atalya? Fine. Let them think they have won. They have not won. Madrugans, more than any other Freeborn, see the wealth and prosperity that comes from the sea. While the Freeborn Storm may have burned, nothing is ever lost while there are people prepared to stand firm and fight for it.

The merchants and traders of Siroc have put their hands in their pockets and are prepared to pay for the construction of a new shipyard - but this time in the City of Sails, in Siroc itself, rather than on an island on the edge of the territory. This enthusiasm will persist until the end of the Summer Solstice, after which the opportunity will be lost. Rather than the standard cost, with the support of the people of Siroc the shipyard would require 20 wains of weirwood and 20 wains of white granite. and 80 crowns. It would be built in a single season, and would provide all the normal benefits of a shipyard.

Sea Defences

There are other people in Siroc who are impressed by the Freeborn spirit. The Commonwealth Embassy stands here - and while the Commonwealth has no particular quarrel with the Grendel, they despise slavers and bullies. They have seen, some of them first hand, what the Grendel are about, and they appear to feel honour-bound to offer their assistance to their hosts. The ambassador herself appears to greatly respect the Freeborn refusal to surrender to despair in the face of their recent loss - and is an outspoken supporter of the construction of a new shipyard.

The Commonwealth Ambassador, Mila Eisenfalke, has suggested that it is only appropriate that they contribute to the protection of Siroc given that is where their embassy is. As such, she has suggested to the civil service that the Imperial Ambassador to the Commonwealth make a formal request to the government of that distant nation for assistance fortifying Siroc against the depredations of the orcs. The ambassador will do the same herself. She is confident that if the Senate were to commission a fortification to protect Siroc, her government would offer assistance - after all their own interests would be likewise supported.

There is already a drive among Imperial citizens to secure the borders, which would aid in any plan to fortify Siroc. The Commonwealth offer relates to the garrison and maintenance of the fortification after it is completed. If the Empire concedes the finished fortification to the Commonwealth, they will provide soldiers to garrison it. While they were doing so the Empire would not be required to pay any upkeep on the resulting fort (saving 10 Thrones each season as long as the Commonwealth continued to support it). While relations remained good, the fortification would be identical to any regular Imperial fortification in practical terms. Any Imperial military unit could still choose to support it in the same way as any other fortification built by an allied force in the Empire, but it would be occupied and defended by the Commonwealth.

Such a plan is not without drawbacks. The Commonwealth, not the Empire, would determine how the fortification participated in any campaign in the territory. While it is not possible for the Commonwealth to move an army to the Bay of Catazar - the distance alone makes it unfeasible for either side to invade the other - it is not impossible they could side with enemies of the Empire in any conflict here.

Advanced Sea Defences

A further possibility has been raised as well. Menno Van Ritsjhof, the designer of the grand fortification intended to protect Sarvos from a coastal assault could be persuaded to come to Siroc and work on a similar project to protect the city of sails. Von Ritsjhof has no particular affection for the Freeborn, but he is a reasonably devout man. If the League National assembly were to present and pass a statement of principle with a greater majority urging him to offer his aid to the Freeborn, he could doubtless be prevailed upon to present plans for an equally ambitious defence in Siroc.

Limited Opportunity

It is difficult to say how long the Commonwealth ambassador will support the fortification of Siroc - international politics are volatile at the best of times. There is no practical limit on the opportunity to engage with Menno Van Ritsjhof. The opportunity to build a new shipyard in Siroc remains until the end of the Summer Solstice.

The Kalpaheim Runehall

The Blood Red Roads. Everyone is making such a fuss about them... but it can't be denied they are useful. Since before there was an Empire, Kalpaheim has been just a little bit isolated from the rest of the Empire. Oh, the rivers of gold still flow - crafted goods to the Empire, grain and smoked meat to the tables of Wintermark. But the roads... whether passing west into Hercynia and Skarsind, or south through Upwold, transporting more than a wagon or two at a time was often more trouble than it was worth.

But the Blood Red Roads change that. It is almost as if someone has taken the map of the Empire and folded it! As if Sarvos and Tassato have physically moved closer through the magic of white granite and hard physical labour. Wintermark merchants can reach Holberg or even Siroc in barely a few days longer than it would take them to travel from Kalpaheim to the northern borders of Sermersuaq. The roads are bringing wealth to Hahnmark themselves, of course, but more importantly they bring opportunity. Opportunity that deserves to be seized.

Hahnmark is without a doubt the wealthiest territory of Wintermark. Prosperous halls enjoy the money they make trading with other Winterfolk and with their neighbours in Hercynia and the Marches. Now, however, they are looking farther afield. With a little cunning and some ambition, the rivers of gold might be damned to the benefit of every rich trader in Hahnmark. Let other nations have their Northern Trade Network - Wintermark will look to the whole Empire for its prosperity!

A group of Suaq and Steinr merchants have proposed the construction of a trade hall in Kalpaheim that would allow merchants of Hahnmark to make the best use of the Blood Red Roads. Imbued with the runes of Wealth and Bargains, it could serve to spread subtle runemagic across the territory and perhaps even the nation. The runesmith-engineers Hurik and Manun, perhaps a little disappointed that the Well of Valas did not get built last season, have offered their expertise to the project and are confident that as long as their countryfolk have the will, great wealth will follow.

The Kalpaheim Runehall would require 60 wains of white granite to construct, require a senate commission, and would take six months. At the end of that time it would provide a significant boost to the prosperity of every business in Hahnmark. Precisely how that benefit would manifest, however, would depend on the purpose for which it was built and crucially the runes worked into its foundations. In each case it would provide the benefits of a great work - each business would gain a proportionate share of the bounty provided each season.

If the hall were built and worked with the rune of Bargains, it would provide 1060 coins each season (in addition to those provided by the Blood Red Roads). If it were built and worked with the rune of Wealth however it would instead focus on bringing in more raw materials for use by Wintermark artisans to produce valuable goods - and split a pool of 60 random mine resources between all the businesses in Hahnmark.

Limited Opportunity

There is much enthusiasm for this project at the moment, but as people become used to the roads the support will fade. This opportunity remains in place until the end of the Autumn Equinox. If work has not begun by that point, the opportunity may cease to be available.

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City of Temeschwar

Contents

- 1 Overview

- 2 Features of Temeschwar

- 2.1 The Walls of Temeschwar

- 2.2 Northern Traders Guild

- 2.3 The Tomb of Empress Giselle ("Virtues Respite")

- 2.4 The Bloody Great Theatre

Overview

Northernmost of the four great cities of the League, Temeschwar was one of the three founding cities. It is very different in style to Sarvos and Tassato, and its origins as a Varushkan trade town are obvious in the architecture of its many old buildings. Structures are built to last in Temeschwar, with stone being a much more popular building material than wood, and with slate roofs more common than thatch. The city is extremely cold during the Winter (and during late Autumn and early Spring most years), and snowfall is a regular problem not faced by the inhabitants of more southerly cities of the League.

The people have a well deserved reputation for competitiveness, and for ruthlessness. Temeschwar may well be the richest of all the cities of the League, but it can never quite shake the fear that it is not as good as the others. This anxiety is just part of what drives the Temeschwari to be so competitive and so ruthless. Temeschwari strive to work that bit longer and that bit harder than anyone else in the League. If a Sarvossian closes their shop at sunset, their Temeschwari neighbour will light a pair of lanterns and keep trading for another hour.

Features of Temeschwar

The Walls of Temeschwar

The city proper is surrounded by great white granite walls. While not on the scale of the walls of Holberg in the east, they have proved more than sufficient to protect the city from its enemies. Nine great towers are placed roughly equidistant around the walls, seven named for each of the Virtues and two (those that incorporate the gates through which the Gancio enters and leaves the city) called the Northern and Souther Rivergates. Each is equipped with a great iron bell, used to toll the hours, and to warn of potential dangers. In cases of fire, for example, the bell in the tower nearest the blaze is sounded repeatedly until the flames are extinguished.

Temeschwar has grown since the walls were built, of course, and there are nearly as many buildings outside the walls as there are within them. In times of emergency, however, the population can take refuge within the walls - although how long Temeschwar could survive an actual siege remains to be seen

OOC Note: The walls of Temeschwar are a rank two fortification.

Northern Traders Guild

Built over Winter 379YE, the Northern Traders Guild is part of the Northern trade network, trading with Skarsind in the north. The offices of the Northbound Trademaster are located here.

OOC Note: The Northern Traders Guild is a ministry that allows the Northbound Trademaster to purchase goods at a set price.

The Tomb of Empress Giselle ("Virtues Respite")

For decades after her death, Empress Giselle was interred in her family estates in Sarvos. Following the Grendel assault and the sacking of the city, which included an attempt to steal her body, her sarcophagus was moved to a safer location. After much debate the Senate chose to re inter Giselle in Temeschwar. A new tomb was constructed for her, under the supervision of Gant Archama (the Senator for Temeschwar).

Constructed in the city itself, near one of the two river gates, it takes the form of an open-air amphitheatre, decorated with the motif of the unbroken chain of Loyalty. At the entrance to the seats a statue of the Senator's father, Demitri Archama (who looks so like Gant that several wits have pointed out it could just as easily be a statue of the younger Archama as the elder). He is shown seated, swathed in fur with a stern visage.

The sacrophagus itself rests on a plinth before the raised stage, and the theatrical back drop consists of four large white granite panels carved with scenes depicting the recent joint ventures of the League. They show the raising of Caricomare; the liberation of Holberg; and the rebuilding of Sarvos after the Grendel attack. The final panel depicting the escorting of the body of Giselle from Highguard to Temeschwar by a company of soldiers bearing the tattered gonfalon of the Brotherhood of Torn Banners, with the Brotherhood's Colonel Iacob Genoshu clearly identifiable as the figure leading the procession.

Already there has been some wry commentry of the tomb - dubbed "Virtue's Respite" by Gant Archama - that it appears to be less a memorial to the dead Throne, and more a testament to the recent successes of the League and the Brotherhood of Torn Banners in particular.

OOC Note: The Tomb of Empress Giselle provides a sinecure, and comes with the title Guardian of Giselle's Tomb.

The Bloody Great Theatre

The Bloody Great Theatre was commissioned by Gant Archama and approved by the Imperial Senate in Winter 380YE, in the wake of a powerful surge of interest in the arts. A small movement to have the building officially named "Grand Themschwari Theatre" gained very little traction - the amusement of calling such a large and impressive structure by such a common name has meant it has largely stuck.

Paid for primarily by the Bloody Butchers of Temeschwar, It stands along the western banks of the Gancio, near the centre of the city proper, on the site of an old, dilapidated barracks decommissioned during the reign of Empress Giselle. The structures were purchased and demolished, and a bright new building of white granite and red brick built in its place.. The building has been described as "a blocky eyesore" by visiting Sarvosan critics, but it is seen by the locals as a fine and sturdy example of the best kind of Temeschwari architecture "any building that cannot survive a direct hit from a trebuchet might as well be made of wattle and daub" as one wag puts it.

The theatre has a truly grand stage, with an auditorium that can seat several hundred people comfortably as well as an open floor for several hundred more standing audience members. Behind the scenes, engineers from Holberg were engaged at no small expense to arrange the finest backstage mechanisms that money can buy, and worked with local architects to ensure that the stage has the finest possible acoustic qualities. It has revitalised Temeschwar's drama (and indeed dramaturgic) communities, and there is a great deal of competition to perform in the new building. In addition to its purpose as a center for drama and music, the custodians of the Bloody Great Theatre commission works of scuplture and paining to adorn the walls, and are very interested in acquiring relics connected to key figures from Temeschwar's past. As such, it is fast becoming a place of pilgrimage for citizens interested in exploring the history of the northernmost League city.

OOC Note: The Bloody Great Theatre is a great work that provides a pool of 30 votes in the Imperial Synod and 15 additional liao spread among the congregations of Temeschwar which are overseen by League priests belonging to the Assembly of Pride.

"What shall we build?" demanded Lorenzo 'La Volpe', Civilian Commissioner of the League, as he addressed The Bloody Table, the formal gathering of The Bloody Butchers Guild of Temeschwar. "We're building the Blood Red Roads as the greatest Great Work the Empire has ever seen. We've built the Colossus of Sarvos as the tallest Great Work in the Empire. Now we should create a great artistic cultural work to inspire citizens of Temeschwar and throughout the Empire with Pride. But what should it be?"

He looked around the assembled luminaries of the Butchers Guild, gathered beneath the magnificent portraits in their opulent Guildhall. His eyes settled on Adelada von Temeschwar, Bourseholder of the Golden Trees of Seren, the youngest ever bourseholder in the history of the Empire. "You decide" he said as he solemnly offered her the Ceremonial Cleaver of The First Butcher.

Adelada looked left at Dyta von Temeschwar, Bourseholder of The Hunt of Alderei the Fair, the proprietor of the Bloody Theatre in Temeschwar. Then she looked right at Falko the famous playwright, Bourseholder of The Singing Caves. She recalled their pride when Falko's famous plays performed to packed houses every night in the Bloody Theatre. She seized the Cleaver, hammered it on the table and declared: "A theatre. A new theatre. A bigger, better, grander theatre. A Bloody Great Theatre!"

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Civil Claims

Contents

- 1 Introduction

- 2 Resolving the dispute by other means

- 3 The civil hearing

- 4 Applicability

- 5 Further Reading

Introduction

Where a citizen (the plaintiff) has a disagreement with another person (the defendant) which cannot be resolved between them, then they may seek redress under the civil law. A plaintiff may also seek redress on behalf of another individual they are responsible for in law (such as a young child). The civil law is predominantly concerned with maintaining fair dealings in the relationship between citizens. Magistrates who apply the civil law are guided by the seven virtues, and in so doing will attempt to come to as just and equitable a judgement as is possible in the circumstances, based on the evidence before them.

Resolving the dispute by other means

Magistrates are usually reluctant to hear cases where there is some other preferred method of resolution. For example, the national customs of both parties might provide a mechanism for the resolution of their dispute. Disputes regarding certain trade agreements might normally be resolved according to the rules of the Bourse.

Where an individual is convicted of a criminal offence the magistrate will normally provide compensation to the victim from the convict's resources as part of the criminal trial sentencing if they believe it is appropriate. It is sensible for victims of crime to discuss this with the presiding magistrate before the trial, but if this isn't possible Magistrates will often waive their fee if they can deal with it summarily.

The civil hearing

The plaintiff must seek out a Magistrate to arrange for a hearing to take place at which both plaintiff and defendant (and any witnesses) are present. There is usually a charge of one crown for this service which is payable before the case will be heard. At the appointed time the presiding Magistrate will hear the case and deal with any procedural issues (such as missing parties or witnesses) as they arise.

In order for a claim to be successful the magistrate must be satisfied that the plaintiff has suffered harm as a result of the defendant's unvirtuous behaviour and that it is just and fair to apply redress. There is no specific burden of proof applied to either party. The Magistrate will decide the merits of the claim based on the evidence. The plaintiff should request an appropriate redress as part of their submission to the court.

Both plaintiff and defendant have as wide a latitude to argue their case as the Magistrate permits within the brief time allowed. When the Magistrate deems sufficient time has been accorded to this matter (usually no more than ten minutes) she will render judgement, which is binding on both parties. Breaching the terms of the Magistrate's order will very likely result in a finding of contempt of court. It is not unusual for Magistrates to reserve judgement, especially in those cases where they are of the view that the parties should have resolved this matter between themselves or where both parties have behaved inappropriately.

The Magistrate has a wide latitude available with regard to orders for redress or sanctions to any affected party, although compensation or orders for the ownership of assets are the most common remedies. Magistrates will normally only apply criminal sanctions where crimes are proven to their satisfaction during the course of the hearing. If this is the case the magistrate will usually summarily convict the offender.

Applicability

- You may not bring a civil claim against the state or its officials for the exercise of their legal powers: any such grievances should be taken before the Synod, the Throne or other applicable bodies. The Synod in particular are responsible for ensuring the vitue of those who hold imperial office and have a number of powers to remedy deficiencies in this regard by individuals.

- Normally you may only bring a civil claim against a citizen for their use of magic against you if they have already been declared a sorcerer by the Conclave. Exceptionally, if they have been convicted of an offence relating to your claim (which has not itself already been remedied as part of the criminal trial) then you may also bring a civil claim.

- Blackmail, slander and libel are neither criminal offences nor can they be the basis for a civil claim.

- Fraud is not a criminal offence but it may form the basis for a civil claim. However, under imperial law the principle of "buyer beware" strongly applies. The purchaser assumes the risk that the product might be either defective or unsuitable to their needs unless other terms are agreed between the parties concerned.

- Magistrates are responsible for resolving civil claims with regards to will disputes

Further Reading

- You can gain a more detailed overview of Imperial law here.

- You can learn more about the Non-Player Character and Player Character officers of the law here.

- You can learn more about how trials are conducted here.

- You can review the list of current criminal offences here.

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Civil Service Look and Feel

Contents

- 1 A guide to making the civil service uniforms

- 1.1 Materials

- 1.2 The Applique

- 1.2.1 You will need:

A guide to making the civil service uniforms

These pattern pieces are drawn on standard 1cm grid pattern paper.

Materials

- 2m purple cotton velvet, width no less than 110cm. An appropriate fabric is here.

- 2m dark olive green cotton

- 30cm heavy iron on interfacing

- 1x frog fastener

1. Cut out pattern pieces from velvet - 2 fronts, 1x back on fold, 4x sleeve caps on fold, 2x collar. Cut 2x fronts and 2x backs from lining.

2. Fuse interfacing to one collar piece and two of sleeve caps

3. Follow instructions below to applique design.

4. Sew velvet fronts to back at shoulder seams. Press seams open. Stay stich 3/8 in from neck edge and clip at intervals to stitching line. Repeat with lining.

5. Sew two collar pieces right side to right side. Clip curves. Turn the right way out and press. Tack along lower edge to hold in place.

6. With right side to right side, pin collar piece to neck edge, easing to fit, leaving 3/8in of garment front free as seam allowance at left and right front. Sew. Pin lining onto other side, sandwiching collar between lining and velvet, and stitch along previous stitching line again. Stitch lining to velvet down both fronts, being careful not to catch the edge of the collar in stitching line.

7. Sew long convex edge of sleeve caps right side to right side, using one interfaced piece per side. Clip curves and turn, tack along free edge as per collar. Matching centre to shoulder seam, sew right side to right side to velvet.

8. Sew side seams of velvet and lining.

9. Continuing from stitching at bottom left and right front, sew lining to velvet, right side to right side around bottom hem, leaving small gap to turn at centre back. Clip curves and turn, press. Slipstitch gap closed by hand.

10. Staystitch 3/8 inch from armscye, lining and velvet. Clip to stitching at intervals. Turn raw edges towards each other, pin and slipstitch velvet to lining around bother armscyes, concealing raw edge of sleeve caps.

The Applique

You will need:

- The fronts of the coat

- Gold taffeta

- Gold/brown thread

- Machine set to zig zag

- Quilters fusible web - Wonder-under, heat-n-bond, fuse-a-web or similar

- Gold seed beads (I use Guterman)

- Beading or sharp needle

1. Trace both horses onto the heat-n-bond. Some brands will tell you which side to use, others not. If it's not clear, very gently separate the layers at one corner. The paper will adhere more to one side of the web than the other - use the MORE adherent side to draw on.

2. Once you've copied them, roughly cut out a square around each design.

3. Carefully peel the less sticky paper from the web. Your design side should still be attached to the web.

4. Press the sticky side of your fusible web to the WRONG side of the taffeta fabric. This should stick pretty well.

5. Carefully using nail scissors cut around your designs. You should now have two horses with a paper patch stuck to one side.

6. Peel off the remaining paper, giving you two sticky fabric horses.

7. Stick them to your garment fronts, trying to keep them symmetrical as per the illustration.

8. Using a dishtowel or pressing cloth to sit between the garment and your iron, press several times briefly with a hot steam iron. This should stick the design to the fabric.

9.Using a narrow zig zag on your sewing machine, topstich the edges of the horse to the fabric. This is fiddly, so take your time.

10. Finally, using your gold coloured thread, couch beads around the design, covering your machine stitching. Thread two needles and knot them - bring from wrong side to right side. String beads onto one and use the other to couch the beady string down, trying to get it to look like a seamless string of beads around the design..Do this all the way around both horses. Bring both needles to the back and secure. Finished!

Some fusible webs don't have paper on both sides - this is ok. Just trace onto the one side of paper that you have, then, when it comes to sticking it to the fabric, lay it in position and give it a quick press with a hot steam iron - not too long but a second or so should be enough to stick it. The rest is the same.

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Civil servants

The Civil Service shall serve The Throne and the people, and be bound in oaths of loyalty to the Empire. They will be civil in their dealings and treat each citizen by their virtues, without prejudice or favour regardless of wealth, nationality or title. They will choose amongst them those who will serve as magistrates, to ensure the law is a friend to no-one but instead the servant and the master of all.

From the Imperial Constitution

The Imperial Civil Service was founded in its current form in the reign of Emperor Giovanni. Members of the Service are IC oath-bound, and the crew who play them are bound OOC, to the impartiality and neutrality that are the finest traditions of the Service.

Institutional Civil Servants

These civil servants are linked to specific Imperial Institutions to ensure their smooth operation.

Civil Servant

Nation

Crew Name

Institution

Abraham

Highguard

Matt Pennington

Constitutional Court

Leontes the Scribe

Marches

Andy Rafferty

Constitutional Court
/ Imperial Archivist

Gerard La Salle

Dawn

Graeme Jamieson

Constitutional Court
Auditor of the Imperial Treasury / Military Council / Senate

Kaya

Wintermark

Clare Evans

General Secretary of the Civil Service

Marta Vaskovich Kovar

Varushka

Elinor Kershaw

Bourse

Khaytanus Everwatch

Urizen

James Littlewood

Conclave
/ Academy

Merlot

League

Paul Wilder

Elections
/
Conclave

Ekaterijna Nadyovna Gremani

Varushka

Sam

Military Council

John of Meade

Marches

Harry Harrold

Senate

Élodie Harper

Dawn

Amy Woodhead

Senate

Adam

Highguard

John Kearney

Synod

Almodis Bolholt

Marches

Vikiy Myers

Synod

Casiphea, daughter of Anne, of Basilisk's Rest

Highguard

Clare Selley

Synod

Contents

- 1 Institutional Civil Servants

- 2 Institutional responsibilities for recording keeping

- 2.1 Speakers of the Senate

- 2.2 Heralds of the Military Council

- 2.3 Tribunes of the Synod

- 2.4 Conclave civil servants

- 2.5 Agents of the Bourse

- 2.6 Overseers of Imperial Elections

- 3 Imperial Magistracy

- 4 Civil Servants

- 5 The Academy

Institutional responsibilities for recording keeping

In additional to other duties, civil servants are expected to keep the following records.

Speakers of the Senate

- A list of all motions brought before Senate, their proposers, seconders and wording by one hour before each session

- Whether or not each motion passed after each session

- If a motion had a financial element, at what level of expenditure it passed

- A list of all Announcements made before Senate and their contents

Heralds of the Military Council

- The battle opportunities chosen by the military council

- The combination of nations taking part in each opportunity

- The field marshal commanding each battle opportunity

- The orders given by generals to their armies

- Any pardons issued by the Military Council

- Any distribution of spoils of war made by the Military Council

Tribunes of the Synod

- Appointments by assemblies of the Synod.

- Votes made by synod priests on judgements

- Votes made by synod priests on statements of principle

- Record and distribute rewardings from the virtue fund to the priest who raised the judgement

- Names of those who receive visions of their past lives

Conclave civil servants

- Appointments to Imperial Title

- Addresses made on each day, and who made each one

- Declarations made on each day, who made each one, and whether or not it passed

- The Strengths of each order at each Conclave session

- The contents of each Order's Vault at the beginning and end of the Summit

Agents of the Bourse

- Results of auctions of Bourse seats; the names of those successful and how much they paid

- Resources disposed of in the private auction

- Buyers and prices of lots in the private auction

- Prices of lots in the public auction

Overseers of Imperial Elections

- Results of elections to the Senate

- Results of elections by the Senate

- Results of appointments of generals and admirals of the Military Council

- Other appointments made by the Bourse

- The list of current Imperial title holders

- The list of changes from the last summit's list of current Imperial title holders

Imperial Magistracy

These civil servants co-ordinate the militia and are responsible for administering trials and Imperial justice. They are often found near the Hub.

Magistrate

Nation

Crew Name

Specialism

Stanislav Karkovich

Varushka

Jon Creek

Criminal / Religious law / [
Constitutional Court
]

Avedon de Remourics

Dawn

Oliver Facey

Criminal / Religious Law

Grimmer Reinholz

Wintermark

Martin Verran

General

Gideon

Highguard

Tom Butterworth

General

Adile i Mata i Riqueza

Brass Coast

Shanine Gill

General

Civil Servants

Individuals often out and about on the field in the service of the Empire:

Name

Nation

Crew Name

Specialism

John Cooper

Marches

Richard Squires

Diplomacy

Prognosticator Atraxes

Urizen

Tom Hancocks

War

War scout Orn Eidrmutr

Wintermark

David Henderson

War

War scout Will of Overton

Marches

Andy Connell

War

Rye Beck

Marches

Adam Buxton

Ezekiel of Samson's Feasting

Highguard

Wren Robson

Barak of Haros

Highguard

David Sheridan

Past Life Visions

Wylfa Bechod

Navarr

Dom Carroll

Past Life Visions

The Academy

Dedicated Academy staff are listed here.

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Civil tongue

"My father once told me that there is no greater evil than ignorance."

"Your father sounds like he was a wise man." Alemenus of Kantor finished cutting his pomegranate in half. Using his knife to score the skin, he rapped it firmly with the haft and sent a cascade of crimson seeds into the silver bowl. Once, twice. He pushed the bowl toward the middle of the low table, and carefully selected a few of the seeds between finger and thumb.

Gulls called overhead, twisting and diving in the mid afternoon light, raucous and unruly. They were neither neat nor orderly, and that quite irrationally irritated him.

Zana followed his gaze and smiled a little sadly.

"It's the storms," she said. "They come further and further inland to avoid them, following the river. In some places there is a belief that the environment can influence a creature's form, or habits. If the storms continue to ravage the southern coast, the gull may become a permanent fixture here."

She sipped her cool fruit juice, and watched him eat his pomegranate seeds, together in companionable silence.

"Creating a map is like translating a voice that speaks in a language you don't understand, who tells you to go to a place you've never been. It's a riddle, or a mystery. By comprehending the riddle, by unravelling the mystery, slowly we make the word more understandable. That is what my father said, anyway."

"He had a way with words, then, your father."

Zana nodded again. She took out a scroll, unrolled it, laid it on the table and secured the corners with her cup, his cup, his knife, and - to his irritation - the bowl of pomegranate seeds. She traced the line of the mountains, of eastern Urizen, with her finger.

"No passes that I can see, not on any of the maps. Not from poor Zenith, not from poor Spiral. Perhaps a proper map would help to find them, what do you think."

Alemenus of Kantor stopped being annoyed that she had moved his bowl, and leaned forward to look at the map.

"It is the same on our side, I understand. Studying the space between, we might find more about the edges. About the borders of your Empire, and our land. It is a worthy endeavour, I think."

"Maybe," said Zana carefully. "But you can see why there are questions. The Empire has prepared this opportunity to explore the Mountains of the Moon. We paid for it, we secured the weirwood, the funds. Axos may be keen to help, but the Empire does not in point of fact need your help."

The Axos ambassador spluttered, and made a negative gesture with his hand. Before he could construct a coherent sentence, Zana removed the weights and let the scroll roll closed.

"It is not my decision to make, however. Nor yours. The Military Council, or the Senate, will decide if they will permit Axos to send their scouts. The Ambassador will advise, I am sure."

"And who will advise the Ambassador?" snapped Alemenus. "If not you?"

Zana smiled sadly.

"We will, of course, advise the ambassador. But we will give the same advice, the right advice, regardless of all this." she gestured vaguely to take in the apartment, the bowl of pomegrante seeds, the bottle of wine. "The Empire does not need your aid - but that does not mean they will not want it."

Contents

- 1 Overview

- 2 Sumaah Republic

- 3 Asavean Archipelago

- 4 Principalities of Jarm

- 4.1 Jarmish Jewels

- 5 Faraden

- 6 Citadels of Axos

- 7 Iron Confederacy

- 8 Commonwealth

- 9 Sarcophan Delves

- 10 Situation in Cargo

- 11 Demand for Liao

Overview

There are six great powers in the known world; the Empire is one of them of course. The other five lie many weeks away across the seas. The Asavean Archipelago and the Sumaah Republic to the west; the Commonwealth and the Principalities of Jarm to the east; and the Sarcophan Delves - the Empire's closest neighbours - to the south. Relations between the six are often fraught. They have their own politics, and their own agendas. Yet each must engage in international diplomacy with the others - the other nations are simply too powerful and influential to ignore. At any given point, the best one can do is take a snapshot of a few days in time - and say "this is the current state of affairs; be careful because it might change at any moment.

There are other nations of note on the same continent as the Empire - Faraden and the Iron Confederacy in the south-west, and Axos to the far east are all relatively well known. Because these foreign nations are so much closer it is a little easier for the Empire to influence them, but their ability to directly impact the Empire is significant despite their smaller size.

Sumaah Republic

- The Sumaah Republic remains at war with the Empire.

- The port of Zemeh remains closed.

During the Winter Solstice, an envoy of the House of the People in Sumaah visited the Empire. Envoy Azcan was hosted by the former ambassador Vera Runova Helgerod in her camp. By all accounts the pair engaged in a long discussion of Imperial-Republic relations culminating in proposals for a peace treaty between the two nations. Shortly after receiving a copy of the proposed peace treaty between the two nations, however, Envoy Azcan and his companions abruptly left their rooms at an inn on the outskirts of Anvil. They then returned to Sumaah, without further discussion with Imperial authorities.

Three months later, Envoy Azcan is back, accompanied by Tipoa the Insightful (perhaps best known for their work around the changes to Doctrine related to the Imperial Orcs). They have sent a request to the new Ambassador to the Sumaah Republic, Accalon of Felix's Watch, for a formal reception at the Senate building at half-past-six on Friday night, shortly after the official beginning of the summit. The request makes it absolutely clear that if the Ambassador does not receive them in the Senate as befits a serious political delegation from a powerful nation, they will return home without further discussion.

Peculiarly, there is also a request that Tarquinius of Ankarien, the current Ambassador to Axos, also be present. The civil servant Secretary to the Diplomatic Corps, John Cooper of Upwold, double-checks the detail, but the Sumaah say there has been no mistake. The presence of Tarquinius of Ankarien is requested by Envoy Azcan.

Asavean Archipelago

- Every Imperial Fleet trading with Nemoria receives an additional measure of iridescent gloaming and an additional ingot of orichalcum

- Imperial fleets no longer receive herbs from Asavea; a standard fleet trading with Nemoria will receive 36 rings rather than 2 Cerulean Mazzarine.

- Two Asavean provinces are in violent revolt against the Plenum; Nemoria calls for Imperial mercenaries. You can learn more (here)

- Questions around ordaining Asavean priests of the way have arisen. You can learn more (here).

Relations with Asavea remain warm. Imperial captains trading with the Asavean Archipelago continue to receive preferential treatment and Asavean merchants are, in turn, an increasingly common site in the Brass Coast and across Sarvos. The Temple of Balo and the Black Bull in Feroz continues to prosper. Reports from the Temple of the Seven Virtues in Nemoria are broadly positive, although there is some uncertainty about what to do about Asaveans seeking ordination as priests. More pressingly perhaps, the outbreak of war between the Plenum and two rebellious satrapies has seen Asaveans keen to recruit mercenaries to help them suppress armed insurrection. With the inquisition of the Asavean Architect Almodin Ostikis, and the questions around Leri Tarquinius and his white granite, there any number of threats to the stability of Asavean-Imperial relations have come to the fore this Summer Solstice.

Regardless, at the moment the Asaveans are keen to trade with the Empire. A consequence of the presence of so many merchants from the island republic has been an increase in the amount of tempest jade passing through the public auction. At the moment these merchants are very interested in securing healing herbs, especially bladeroot and marrowort - they are taking steps to secure supplies of these herbs wherever possible. Consequently the amount of these herbs being sent to Anvil has significantly declined. It remains to be seen if this enthusiasm for Imperial herbs continues.

Principalities of Jarm

- The southern port of Vezak will supply an additional crystal mana to each visiting ship.

- The eastern port of Rigia is closed to Imperial shipping.

- The mandate of the Imperial synod means Imperial fleet captains trading with Vezak or Kavor receive two fewer mana crystals.

The far western nation of Jarm continues to welcome Imperial captains - ironic in a way as Imperial captains are increasingly reticent to visit the Principalities and risk the censure of the Imperial Synod. Even more ironic, perhaps, is the news that the port of Rigia - the one the Synod sought to encourage virtuous captains to favour - remains closed. The news from the eastern alliance is that the damage to the docks was more significant than was initially believed, and it has simply proved impossible to reopen the quayside this season. Perhaps after the Autumn Equinox the repairs will be completed.

A new embassy has been established in Vezak, with the aid of Lord-Magister Anton Threscher of the Hidden Hook.

(Note: Even though the port at Rigia is currently closed, the Synod mandate discouraging trade with Vezak and Kavor still stands. Imperial captains trading with either of these ports receive two fewer crystal mana than they might normally expect.)

Jarmish Jewels

During the Winter Solstice, a representative of Magician-Prince Matvei Kobarid visited Anvil to explore the possibility of selling enchanted jewelry to Imperial magicians. Kobarid is well-known among the Principalities for its fine jewelry - in particular they are known for crafting the glazamy neba. These "star jewels" are talismans keyed to the constellations used by skilled Jarmish magicians to wield incantations more frequently, often on the battlefield. Such magic jewelry is not cheap, and even in Jarm the secrets of their manufacture are closely guarded. Their representative having clearly enjoyed the hospitality of Cesare Sanguineo Rezia Di Tassato, the Kobarid have decided to pursue further opportunities with the Empire. As such, they have approached the civil service for advice on how to proceed.

Price

Jewel

Power

450 rings

Firebird Jewel

Cast heal

450 rings

Jewel of the White Palm

Cast purify

450 rings

Jewel of the Cup

Cast empower

450 rings

Mountain Jewel

Cast repel

900 rings

Jewel of the Red Queen

Swift cast heal

900 rings

Fate's Jewel

Cast shatter

The Kobarid are proposing a fortified exchange patterned after the famous Mana Exchange in Tassato. Such a structure would require 8 wains of white granite and 4 wains of mithril (to secure the vault), and 24 crowns in labour. It would also require a senate motion, and count against the seasonal limit of commissions. It would take three months to complete and once it was finished someone would need to be appointed to serve as liaison to the Kobarid. While the Jarmish would sell their jewelry directly to those who could afford it, the liaison would have the ability to purchase up to three pieces of their rare magical jewelry each season at a bargain price. The liason could be appointed by any number of means but the most likely would be open auction on the Imperial Bourse, or appointment by declaration of the Conclave.

The enchanted jewelry is not cheap, but is unique in the Empire - Imperial artisans have nothing comparable to offer - so in theory it represents a unique opportunity to make a profit. The Kobarid also know how to create other star jewels, and might be prepared to offer one that aligns with a specific spell for sale if requested by their liaison. There might also in theory be a possibility of allowing Imperial artisans to learn how to make some of the lesser jewels - but this would require at least a year of profitable business with the Empire.

The Imperial Ambassador to Jarm, Oswi Twiceburned, may have more information about the Kobarid and their offer. The Jarmish magicians have placed a hard deadline on their offer of the end of the Autumn Equinox - if the Empire is not interested they will look elsewhere for a chance to secure a new market for both their magical and mundane jewelry.

Star Jewels

Each star jewel is a talisman that allows the character who is bonded to it to cast (or in some cases swift cast) a specific spell three times each day without expending any mana. The character must already know the appropriate spell to be able to use the jewel - although in theory it could be combined with an item such as an Acolyte's Mercy that grants the ability to cast a specific spell as if you knew it. Each takes the form of a piece of jewelry, usually worn in the wrist or hand, in a Jarmish style set with several carefully selected pieces of tempest jade.

Faraden

- The completion of the south-west road network brings increased prosperity to Segura territory.

- The number of Faraden merchants visiting the Empire continues to rise.

The completion of the new road network in Segura, linking Anduz to Tassato via Siroc in Madruga has seen a further increase in the number of Faraden merchants visiting the Empire. The new roads have brought prosperity to Segura, and the new influx of merchants has in turn brought more wealth into Madruga. The road network connects with the Blood Red Roads at Madruga, but an additional road connection Siroc to Calvos that cuts across the territory, rather than following the coast, has also been constructed for the use of the notoriously sea-averse Faraden.

The Faraden are now exploring the trade opportunities offered by every corner of the Empire. They remain enthusiastic about trade enclaves similar to Moonwater Hall built in in Volodmartz (Triosk most likely), and central Astolat (Laroc and Oldheart would be ideal) allowing them easy access to Varushkan timber and ore, and to Dawnish luxuries. So far, there has been no movement on these enclaves - the newly appointed Ambassador to Faraden is likely to know more once they are appointed and receive their briefing from the Secretary to the Diplomatic Corps.

The presence of so many Faraden traders, especially in the western Empire, continues to increase the amount of orichalcum and weltsilver on the public auction. There also seems to be continuing interest in auctioning mithril to Imperial citizens, organised through the Bourse. The decimation of the iridescent butterfly in Faraden means they continue to be very interested in purchasing large amounts of Iridescent Gloaming, reducing the amount available through the public auction.

Citadels of Axos

- Axos remains friendly to the Empire.

Relations with the eastern nation of Axos remain positive. Imperial captains visiting the Towers of Kantor continue to receive a warm welcome. Indeed there are so many Imperial captains in Axos at the moment it has begun to become a source of humour - that there are more Imperial sailors in Axos than there are in the Empire. Not every Axou citadel welcomes the Empire of course - the citizens of the Chambers of Ussyk continue to ascribe sinister motives to the Imperial captains visiting Kantor. Very few Axou are listening to them however.

Imperial captains also comment on an increasing number of Commonwealth ships, and merchants from the Sarcophan Delves, on the docks at Kantor. There is even talk of a new dock exclusively for the use of Sarcophan vessels, given that the existing quayside simply cannot cope with the demand from foreign vessels wishing to make a berth there. It is likely that the Ambassador to Axos Tarquinius of Ankarien may know more.

The Axou are keen to see a land route between their Citadels and the spires of eastern Urizen. The spy network that the Empire has recently completed in the Mountains of the Moon is of particular interest to them. Axos has offered to dispatch five hundred Agema and Toxatai scouts to support Imperial efforts to map the territory, but the matter is somewhat sensitive. If the Axou are allowed to support the spy network, they will share the intelligence gathered with the Empire but Imperial scouts will in turn share information with them.

As such, it will require a vote by the Imperial Military Council or the Imperial Senate to grant permission to the Axou to send their troops to assist the Imperial scouts in the Mountains of the Moon. In the absence of such an invitation, they will not be permitted to support the spy network. Such collaboration should make it easier to map the territory but of course it also means that they will also gain the same maps that the Empire receives.

Iron Confederacy

- The port of Robec remains open to the Empire

The troops belonging to the Duke of Kalino have returned south across the border out of Feroz, now that the slave rebellion has been decisively crushed. Almost immediately, however, further demands come from the Suranni. They are deeply concerned that Imperial liao is being smuggled through Feroz into the Iron Confederacy - a substance that is quite illegal within the borders of the nation. There is also extensive concern about Imperial ships spying on the Confederacy - the recent effort to map the Bay has ruffled feathers all along the Iron Confederacy's western coast.

As regards the former, the Suranni are demanding that the Empire shut this operation down or face the consequences. There is also talk of reparations for the invasion of Confederacy coastal waters. The Ambassador to the Iron Confederacy Zadkiel de Coeurdefer will have received more information in his briefing from the civil service, as the demands have come directly through his office rather than from the Duke of Kalino.

Commonwealth

- Trade with Leerdam and Volkavaar remains stable.

Relations with the Commonwealth have not deteriorated, but neither have they improved particularly. There is one ray of light however - the Commonwealth is aware of plans to arrange a summit to discuss an international effort against nations that embrace slavery, and is keen to send representatives to attend. They anticipate that the Autumn Equinox would likely be an excellent time for such a summit, and are prepared to use whatever influence they have to get both Sumaah Republic and Sarcophan Delves to participate, should the Empire decide to go ahead.

Sarcophan Delves

- Situation continues normal

The completion of the warehouses in Necropolis have seen more Sarcophan merchants in Highguard particularly. Representatives of a powerful guild of herbalists and apothecaries in the Delves, the Kruidenkenner are keen to explore the new markets for their product that have opened to them with the construction of their trading enclave in Highguard.

Discontent continues with regard to the agreement between the Sarcophan and the Grendel, but with the current magics protecting Imperial ships that discontent is muted. The Sarcophan appear quite interested in how the Empire has secured such a powerful, and valuable, effect and are certain to be making enquiries of the Ambassador to the Sarcophan Delves, Thanmir Hrafnar.

The Kuidenkenner have expressed an interest in selling some of their merchandise through the public auction in Anvil, during the coming summit. Several shipments of premium Imperial Roseweald have been secured with the Bourse already.

Situation in Cargo

- Three nations have an interest in aiding in the defence of Cargo

The Empire chose to take advantage of all three offers made by foreign nations to assist in the fortification of Cargo. The town, site of three embassies, is under immediate threat of Druj invasion. Using designs prepared by the Axos, and white granite imported from Sarcophan, and with the support of Jarmish ritual magic, the fortification there is already half completed. In another three months - assuming the remaining materials are sourced - the town will be positioned to put up a significant fight against any invading Druj force.

Demand for Liao

- Demand remains constant, maintaining the price once again to 18 rings a dose

Only two nations - the Empire and the Sumaah Republic - produce liao in any great quantity, and the Sumaah are loathe to allow too much of it to fall into the hands of heathens and heretics. There is a significant demand for the spiritual substance in a number of places, however. The temple of the Seven Virtues in Nemoria means that the novelty-seeking Asaveans are even more interested in acquiring the drug than usual. Several nations make use of the liao in their own spiritual rites - the Faraden and the Axou in particular. Others look to exploit the mild narcotic properties of liao, or to trade on its exotic reputation - merchants from the Sarcophan Delves in particular are keen to buy crates of the purple substance to sell to select markets abroad.

Yet the Empire's stock of liao is carefully regulated, distributed to congregations based on their size. With a few exceptions, the liao that is so much in demand must be purchased directly from Imperial priests. At the moment, any Imperial citizen who leads a congregation can sell their liao for 18 rings each dose, either to entrepreneurial Imperial traders or directly to foreign merchants.

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Civilian Commissioner

This page refers to an obsolete Imperial Title; the civilian commissioners were abrogated by the Senate during the Winter 380YE summit.

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Commission

- 3.2 Announcement

- 4 Limitations

- 5 Selection

- 6 Removal

- 7 History

Overview

Each nation of the Empire appointed a civilian commissioner to oversee construction of sinecures, ministries, and great works in that nation. The commissioner was usually selected by the senators of their nation but in rare circumstances it was possible for them to be elected by the Imperial Senate. Although the commissioner was not a member of the Senate, they had powers comparable to or greater than those of a senator - and any constructions they intended to commission were announced in the Senate.

The title was created at the Winter Solstice summit of 379YE. It was abrogated during the Winter Solstice 380YE, a year later.

Responsibilities

The Commissioners were responsible for the prosperity of the Empire. They were expected to approve and oversee the commission of sinecures, ministries, and great works in their nation.

Powers

Commission

Once during each summit, each commissioner could commission the construction of a sinecure, ministry, or great work in their nation. The materials and money required for construction were provided by the commissioner. A sinecure or ministry automatically created an Imperial title to oversee the commission. The new title was a national appointment by the Senate. They could only approve a commission in their one of territories that is part of their nation. Control of a sinecure or ministry is a lifetime title, unless it is revoked by the General Assembly, the Council of Nine or the appropriate national Assembly.

Prior to Spring 380YE, this power was unlimited. An administrative motion amended the power to be usable once each season.

Announcement

To use their power of Commission, the commissioner needed to provide an announcement to the Civil Service, who presented the decision to the Senate. No voting was possible by the Senate at this point, as the power had been delegated to the commissioner. The Imperial Synod could, however, choose to exercise their veto over the commissioner's decision.

Limitations

A civilian commissioner could commission anything that requires an upkeep.

A civilian commissioner could not commission anything that provided votes in the Imperial Synod. Having such sinecures be assigned by the Senators of a nation would be unconstitutional. This meant that was not normally possible to commission a sinecure that produces liao (as sinecures that produce liao also provide votes in the Synod), without an opportunity that specifically permits such a thing.

Selection

The commissioner was a national position appointed by the Senate. Under normal circumstances it was appointed by unanimous vote of the senators of that nation.

Only a citizen of the appropriate nation could be appointed as the commissioner from that nation.

Removal

A commissioner served until the next election for the title. They could be revoked by the General Assembly, the Assembly of the Nine and by the appropriate National Assembly of the Imperial Synod.

History

In Spring 380YE, the Senate appointed the following people as Civilian Commissioners

- The Civilian Commissioner of The Brass Coast - Carlos I Guerra

- The Civilian Commissioner of Dawn - Morien Stewart

- The Civilian Commissioner of The Marches- Henry Ward

- The Civilian Commissioner of The Imperial Orcs - Bloodcrow Yargol

- The Civilian Commissioner of The League - Lorenzo of the Butchers

- The Civilian Commissioner of Navarr - Bron Foxden

- The Civilian Commissioner of Varushka - Nadya Gremani

- The Civilian Commissioner of Highguard - Rhesa of the Scions of Ravensfell

- The Civilian Commissioners for Wintermark and Urizen were left vacant.

At the same time, the Imperial Senate voted to restrict the powers of the Civilian Commissioners.

During Autumn 380YE Henry Ward resigned his post of The Civilian Commissioner of The Marches as he had just become a Senator.

After a year, in Winter 380YE, the Senate abrogated the motion that created the titles, meaning that they ceased to exist.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Civilian_Commissioner&oldid=60224"

Civilian commissioner

This page refers to an obsolete Imperial Title; the civilian commissioners were abrogated by the Senate during the Winter 380YE summit.

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Commission

- 3.2 Announcement

- 4 Limitations

- 5 Selection

- 6 Removal

- 7 History

Overview

Each nation of the Empire appointed a civilian commissioner to oversee construction of sinecures, ministries, and great works in that nation. The commissioner was usually selected by the senators of their nation but in rare circumstances it was possible for them to be elected by the Imperial Senate. Although the commissioner was not a member of the Senate, they had powers comparable to or greater than those of a senator - and any constructions they intended to commission were announced in the Senate.

The title was created at the Winter Solstice summit of 379YE. It was abrogated during the Winter Solstice 380YE, a year later.

Responsibilities

The Commissioners were responsible for the prosperity of the Empire. They were expected to approve and oversee the commission of sinecures, ministries, and great works in their nation.

Powers

Commission

Once during each summit, each commissioner could commission the construction of a sinecure, ministry, or great work in their nation. The materials and money required for construction were provided by the commissioner. A sinecure or ministry automatically created an Imperial title to oversee the commission. The new title was a national appointment by the Senate. They could only approve a commission in their one of territories that is part of their nation. Control of a sinecure or ministry is a lifetime title, unless it is revoked by the General Assembly, the Council of Nine or the appropriate national Assembly.

Prior to Spring 380YE, this power was unlimited. An administrative motion amended the power to be usable once each season.

Announcement

To use their power of commission, the commissioner needed to provide an announcement to the Civil Service, who presented the decision to the Senate. No voting was possible by the Senate at this point, as the power had been delegated to the commissioner. The Imperial Synod could, however, choose to exercise their veto over the commissioner's decision.

Limitations

A civilian commissioner could commission anything that requires an upkeep.

A civilian commissioner could not commission anything that provided votes in the Imperial Synod. Having such sinecures be assigned by the Senators of a nation would be unconstitutional. This meant that was not normally possible to commission a sinecure that produces liao (as sinecures that produce liao also provide votes in the Synod), without an opportunity that specifically permits such a thing.

Selection

The commissioner was a national position appointed by the Senate. Under normal circumstances it was appointed by unanimous vote of the senators of that nation.

Only a citizen of the appropriate nation could be appointed as the commissioner from that nation.

Removal

A commissioner served until the next election for the title. They could be revoked by the General Assembly, the Assembly of the Nine and by the appropriate National Assembly of the Imperial Synod.

History

In Spring 380YE, the Senate appointed the following people as Civilian Commissioners

- The Civilian Commissioner of The Brass Coast - Carlos I Guerra

- The Civilian Commissioner of Dawn - Morien Stewart

- The Civilian Commissioner of The Marches- Henry Ward

- The Civilian Commissioner of The Imperial Orcs - Bloodcrow Yargol

- The Civilian Commissioner of The League - Lorenzo of the Butchers

- The Civilian Commissioner of Navarr - Bron Foxden

- The Civilian Commissioner of Varushka - Nadya Gremani

- The Civilian Commissioner of Highguard - Rhesa of the Scions of Ravensfell

- The Civilian Commissioners for Wintermark and Urizen were left vacant.

At the same time, the Imperial Senate voted to restrict the powers of the civilian commissioners.

During Autumn 380YE Henry Ward resigned his post as the Civilian Commissioner of The Marches as he had just become a senator.

After a year, in Winter 380YE, the Senate abrogated the motion that created the titles, meaning that they ceased to exist.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Civilian_commissioner&oldid=61026"

Clad in Golden Raiment

Contents

- 1 Rules

- 1.1 Summer Magnitude 5

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Option

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 5

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a Military unit. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The military unit gains a small bonus to its effectiveness when it is assigned to support a campaign army. This temporary bonus increases the effective fighting force of the unit by 20, the equivalent of 1 normal upgrades.

The character who controls the military unit experiences a short-lived roleplaying effect:They greatly desire recognition and approval for themselves and their military unit; they want to ensure people know that they are the leader of a powerful force of fighters. Anyone who belittles or disparages them or their soldiers is likely to be met with anger and perhaps even physical violence. The effect persists for at least ten minutes after the ritual is complete.

The effect lasts until the start of the next Profound Decisions Empire event.

If the owner of the resource does not attend the next event, then the additional production provided by the resource is still added to that character's inventory.

Additional Targets

This ritual can affect additional military units controlled by members of the same banner. Each additional military unit increases the magnitude by 3. The character who controls each unit must be present throughout the ritual.

Option

Any caster who has mastered the ritual may choose to substitute orichalcum for crystal mana when contributing to it. Every 2 ingots of Orichalcum spent counts as 1 crystal mana when contributing to the ritual.

Description

This ritual was developed under the guidance of the Varushkan Simargl, the Empty One of the Circle of Zulgan-Tash during his tenure as Dean of the Lyceum. It grants great strength of will and fighting spirit to a military unit for the coming season. The soldiers in that unit are proud of their identity as part of a fighting group, and prepared to defend their name and honour against anyone who mocks, disrespects or disparages them or their fellow soldiers. They stand up taller, take great pains to ensure their weapons and armour are maintained, and bear symbols of their military identity prominently and passionately. They are driven to demonstrate their martial prowess to their fellow soldiers, and the camaraderie they feel at being part of a military force is greatly enhanced.

Unlike the more powerful Raise the Standard of War, the ritual rarely causes discipline problems. The pride the soldiers feel in their military unit, and the camaraderie the ritual engenders towards their fellow soldiers, reduce the likelihood of clashing with other soldiers - as long as they receive the respect they feel they deserve. It is rarely wise to assign a band of fighting men and women enchanted with this ritual to an Imperial army containing soldiers from rival units or associated with factions who are traditional enemies - even worse, two unfriendly bands both enchanted with this ritual are likely to come to blows in short order.

While the ritual lacks the raw power of Raise the Standard of War and similar ritual enchantments, its advantages are twofold. First, it is quite effective at enchanting a number of military commanders and their warrior bands in one go. Second, the enchantment can be easily performed by any relatively competent Summer ritualist without drawing on their coven bond. It is also cheap enough in terms of crystal mana (and versatile enough that orichalcum can be used to spread the cost) that even the poorest military commander should be able to afford the initial outlay, and provide their forces with a small but still militarily relevant bonus.

Common Elements

This ritual enhances a small military force, using a connection to its leader to spread magic through the entire unit. It should be quite common to include a banner or standard bearing the sigil, heraldry, livery or colours of the target unit. The researchers suggest that evocation of Paragons and Exemplars of Pride and Courage would be appropriate to the performance of this ritual, as might dramaturgical workings that employ the Prince, the Captain and possibly even the Bishop or constellations such as the Chain or the Stork.

The hearth magic of girding the military leader is especially appropriate to this ritual, especially in rich cloth the colour of gold, the sound of martial horns or drums, and the presence of warriors from the same nation as the target as witnesses, especially if they engage in spirited cheering or support.

The eagle-rune of majesty is very appropriate to the performance of this ritual.

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Clarification on Peace with the Thule

This motion is currently undergoing scrutiny.

That the Empire is at peace with the Thule

Administrative Motion

Overview

- Passed

- Due to the previous motion to establish a peace treaty with the Thule, it was unclear if the Empire had entered a state of negotiated non-hostility or if the Thule were to be considered foreigners. This motion was to clarify the stance of the Empire on the Thule.

Date

- Spring 380YE

Campaign Outcome

- The Thule are considered foreigners by the Empire, and as such it is entirely legal to trade with them.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Clarification_on_Peace_with_the_Thule&oldid=44677"

Clarification on the Brilliant Shore

The Brilliant Shore is a national bourse resource in Skarsind.

Should the position stay with the current seat holder until next up for election, or should it pass to the Imperial Orcs to elect now?

Administrative motion

Contents

- 1 Overview

- 2 Date

- 3 Campaign Outcome

- 4 Constitution

Overview

- The Senate's decision was that the seat should remain with the current holder until next up for election

Date

- Winter 379YE

Campaign Outcome

- The Brilliant Shore bourse seat will be available for election by the Imperial Orcs at the Summer Solstice 380YE

Constitution

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Clarify the powers of the Minister of Historical Research

The Civil Service request clarification whether the Senate intend for the Researcher of Magic to draw funds from the treasury

Procedural Motion.

Overview

- The Imperial title of Minister of Historical Research was created at the previous summit. The civil service raised a procedural motion to clarify how the costs of research requests submitted by the minister should be met.

Date

- Winter 377YE

Campaign Outcome

- The Senate clarified that the Senate did not intend for the Minister of Historical Research to be given a stipend, nor to draw money directly from the Imperial Treasury.

Constitution

The Senate may still choose to provide some or all of the funds to the Minister of Historical Research on a case-by-case basis, but doing so would require a senator to raise a motion to disburse funds.

Voting

State

Votes For

Votes Against

Result

In Principle

1

26

Failed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Clarify_the_powers_of_the_Minister_of_Historical_Research&oldid=26343"

Clarify the powers of the Quartermaster General

The Civil Service request clarification of how the Quartermaster General is appointed and which Senate powers the title should carry

- Resupply an Imperial army

- Raise a new Imperial army

- Repair a fortification

- Create a new fortification

Procedural Motion.

Overview

- The Imperial title of Quartermaster General of the Imperial Armies was created by the Senate at the previous summit. The civil service raised a procedural motion to clarify the powers and appointment of the Quartermaster.

Date

- Winter 377YE

Constitution

- The Quartermaster General has the power to resupply Imperial armies, they do not have the ability to raise new armies, or to construct or repair fortifications.

- The title is appointed by the Military Council, not the Imperial Senate.

Voting

State

Votes Against

Votes For

Result

Resupply an Imperial army.

1

24

Passed

Raise a new Imperial army

25

0

Failed

Repair a fortification

25

0

Failed

Create a new fortification

25

0

Failed

Appointed by military council

3

24

Passed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Clarify_the_powers_of_the_Quartermaster_General&oldid=26543"

Clarion Call of Ivory and Dust

Contents

- 1 Rules

- 1.1 Winter Magnitude 20

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 20

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a military unit. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual summons a contingent of around a dozen undying warriors from the grim legion of the eternal Kaela and binds them to fight alongside a mortal military unit.

The military unit gains a significant bonus to its effectiveness when it is assigned to support a campaign army. This temporary bonus increases the effective fighting force of the unit by 100, the equivalent of 5 normal upgrades.

The character who controls the military unit experiences a short-lived roleplaying effect: they are suddenly reminded of every time in the past that they, or someone they care about, has been close to death (or actually died), and receive a premonition of their eventual demise.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional military units controlled by members of the same banner. Each additional military unit increases the magnitude by 15. The character who controls each unit must be present throughout the ritual.

Description

The grim legion of the eternal Kaela is made up of mortal warriors who have accepted her boon of endless existence. This ritual conjures perhaps a dozen of her troops, often an experienced unit of soldiers who have fought together before - often for centuries. They are armed and usually heavily armoured, and they fight with implacable, hopeless determination. More importantly, perhaps, they cannot be killed. They shrug off wounds that would kill a mortal, quickly recovering from their injuries. It is common to see one of these terrifying, silent soldiers fighting with the broken remains of arrows protruding from chest or belly.

The undying warriors do not socialise with the other soldiers in the military unit. They require neither food nor drink, and minimal sleep. They have little conversation, and efforts to strike up friendships are coldly rebuffed. At the end of the season, the grim legionary knows they will be returning to the Realm of Winter. By the time they are sent forth again, it is likely that every soldier they fight alongside will have been dead for decades. Furthermore, many of those warriors who took Kaela's gift were already embittered by decades of war and death. They take little joy in life, because transitory pleasures are nothing compared to life's assured continuance.

At the end of the season, or if one of the warriors is injured so badly that they can no longer continue to fight, they simply march away. Nobody has successfully followed the departing warriors, but it is believed they pass through or into a regio of Winter and return to the domain of their mistress.

This ritual is not popular in the Empire, but its practical application means that it sees some use. Few Dawnish nobles are prepared to fight along the grim legion for long - they are a reminder that ultimately war is a grim business and that there are many for whom glory is fleeting. Likewise, the Highborn champions find the undying soldier distasteful - and more than a few priests claim that they are not, cannot be, mortal warriors but rather are eternal spirits in the guise of human warriors. The ritual sees the most use in The Marches, Varushka, and among the Navarr, simply because the folk of these nations need little reminder that war is a dark, bloody, muddy, and often ultimately thankless business.

This ritual is also sometimes called Raise the Tattered Banner, a reference to the Summer ritual Raise the Standard of War - and to the torn and battered pennants some of the undying warriors fly...

Common Elements

This ritual issues a summons to beings from the Realm of Winter. They do not appear immediately, but arrive to fight alongside the target military unit within a few days. The ritual usually involves an invocation to Kaela, who commands the grim legion. Common elements include the naming of dead or legendary warriors, especially any who are known to serve in the grim legion. The trappings of death and war are often intermingled - a Freeborn captain might be wrapped in a black robe, while any target might wear a shroud or other funeral mantle, over their armour. Other elements may include girding the military leader; crowning them symbolically, often with ivory or bone; the sound of martial horns or drums, and the presence of warriors from the same nation as the target as silent witnesses. Like many Winter rituals, music is often brooding and unsettling. In many rituals, the leader of the target legion offers a symbolic payment to Kaela and her warriors, often in the form of spilt wine or blood, or the scattering of coins which are left in the mud where they fall. Tattered or torn banners are often raised, especially those which have seen a great deal of use on a battlefield.

The Rune of Ending is often evoked with this ritual. The rune Tykonus is never used with this ritual; the ritual will apparently fail outright if this rune is visible on the person of any of the ritualists or their target.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Clarion_Call_of_Ivory_and_Dust&oldid=52171"

Claviger of the Basilica of Cora Holdfast

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounty of Liao

- 3.2 Voice in the Synod

- 4 Appointment

- 5 Basilica of Cora Holdfast

Overview

The Claviger of the Basilica of Cora Holdfast is an Imperial title created by the Imperial Senate in Summer 381YE. The position of claviger is a sinecure, requiring minimal responsibility but offering a regular income of liao, and additional votes in the Imperial Synod.

The title is a little bit of a mouthful; informally the holder is sometimes being referred to as Cora's Claviger.

Responsibilities

The Claviger oversees the Basilica of Cora Holdfast in Reikos that houses the inspirational tomb of the exemplar of Loyalty. If the basilica or the tomb were to be threatened, it would be the responsibility of the Claviger to face those threats; likewise should any opportunity related to the shrine arise they would decide how to respond.

Powers

Bounty of Liao

The sinecure provides nine measures of liao to the Claviger each season, to be used as they see fit.

Voice in the Synod

The Claviger receives eighteen votes in the Imperial Synod. They may use these votes in any appropriate assembly, following the normal rules for votes provided by a Sinecure.

Appointment

The Claviger is a virtue position which is appointed by judgement of the Loyalty assembly.

The Guardian has tenure and serves until they die or step down. They can be revoked by the General Assembly, the Assembly of Loyalty, and the Assembly of the Nine.

Basilica of Cora Holdfast

A fusion of Highborn and Navarri styles and materials, built from white granite from the Vigilant Swan and weirwood from the Thimble in Therunin. The basilica of Cora Holdfast in High Chalcis is part meditative shrine and part meeting hall for pilgrims from across the Empire.

The front of the complex is a long wooden hall where visiting pilgrims are encouraged to meet their fellows over food and drink, share their ideas and problems and offer support to each other. It is a noisy and busy place but one that offers inspiration to pilgrims, who are encouraged to help each other get things done, and draw strength from the ideals of Loyalty that Cora exemplified.

At end of the hall is a large, square, domed stone chamber. Quieter and more somber that the meeting hall, a white granite statue of the exemplar stands on a raised platform in the centre. This lifelike carving shows Cora Holdfast her with her arms crossed looking upon pilgrims with a listening but challenging expression. Scenes of Cora's life and her Signs are displayed on the surrounding walls in mosaics intended to educate and inspire. Underneath the statue are hundreds of small pigeonholes where pilgrims leave written oaths and promises that they want to acknowledge, or seek help in keeping. These are cleared daily but it is customary that those who leave a written oath or promise take away and wear a slip of pink ribbon as a token of their pilgrimage and commitment.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Claviger_of_the_Basilica_of_Cora_Holdfast&oldid=63319"

Clear Counsel of the Everflowing River

Contents

- 1 Rules

- 1.1 Night Magnitude 20

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 20

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual can only be performed between 9pm and 11pm

Effects

This ritual allows the casters to seek aid from the Night Eternal known as Sung in solving a mystery that eludes them. During the ritual, the casters must clearly voice a question that they seek help in answering - for example, "What is the source of the Vallorn?"; "What is the purpose of this artifact recovered from Skarsind?"; "What do the Jotun hope to gain from this war?" and so forth.

Sung will endeavour to appear at the nearest regio one hour after this ritual is performed. A suitable casting of operate portal by a magician in the regio will allow Sung to approach. If this happens, then Sung will return an answer at the regio. If this does not happen then Sung will await another opportunity to provide the answer.

Description

Codified by Simargl, the Empty One, in early Spring 379YE, and added to Imperial lore at the equinox, this ritual was created with the assistance of the eternal Sung. The Rainbow Serpent possesses a well known fascination for mysteries of all kinds. It bears some startling similarities to the commonly known ritual Swim Leviathan's Depth – although as a ritual of the Realm of Night the magic involved in its actual performance differs greatly from that ritual of the Realm of Day.

The Counsel works by creating a loose connection to Sung, the Night eternal, and solicits her insight into a specific question. It is clear that Sung will never simply provide the answer to the question, even if she knows it – unlike the straightforward nature of Leviathan, it is not in the nature of this winged serpent to deny a petitioner the pleasure of unravelling a mystery themselves.

Rather, she might provide hints or cryptic advice as to how to approach the mystery; she might send one of her heralds to actively assist the ritualists in their explorations; she might point them in the direction of someone or something who can help them make progress; she might deliver an enciphered clue, or a riddle whose solution points to the next step in uncovering the truth. In some cases, she might even provide assistance to help the ritualists uncover the true question – the question she thinks they should be asking.

The ritual is almost useless when it comes to determining simple facts; using it to ask a simple question whose answer is easily uncovered and known to many such as “Who is the Jarmish ambassador?” is likely to result in a sharp and unhelpful response. Ideally, the ritual is used to gain assistance with investigating something genuinely baffling, confusing or puzzling.

Sung appears to have placed no restriction on this ritual. There appears to be no clause in the agreement that allowed the ritual to be created that allows Sung to withdraw her approval at a later date. It appears to be a genuine attempt to offer mortal magicians the ability to treat with her without limitations – apart from those imposed by the nature of the ritual itself.

The second part of the ritual must be performed at a strong Night regio – the regio at Anvil is quite sufficient – an hour after the ritual is completed. The operate portal spell is employed to create a connection between the mortal realm and the realm of Night, allowing the eternal to speak to the ritualists. Her primary concern will be to deliver her counsel to those who performed the ritual, but she might linger for a few moments to discuss other matters. This is very unlikely to result in a physical manifestation – and even when it does, it will be a projection or shadowy seeming of Sung rather than her actual presence. Occasionally, the result might be a herald of Sung especially if the eternal does not know the answer to the question raised, and is intrigued by the mystery it poses.

If for some reasons the ritualists are unable to contact Sung at a regio, she may choose to respond in a different manner but this is impossible to predict. Such responses are likely to take the form of visitations by heralds; however, it is likely she will want an explanation as to why the ritualists failed to complete their magic and a poor answer may sour relations between the coven and the Rainbow Serpent.

Sung rarely lies, but she never tells the entire truth as she knows it. She enjoys misleading and obfuscating, hiding the "facts" in layers of doubt designed to allow people to come to their own conclusions. Speaking about direct facts or trying to cut through to the heart of a situation is a surefire way to annoy this subtle Eternal. "It is the mystery which endures." says Sung. "The light of truth kills the mystery, and leaves the seeker desolate."

Like all divinations that solicit the aid of an eternal, Sung is bound to offer assistance but that assistance is limited both by the bounds of her knowledge, and by her essential nature (an aspect of the Law of Essential Nature, of course). As with similar magic, the true power of the ritual is to provide a group of practitioners with the ability to communicate with the eternal in a certain way, with the expectation of a response that – while it might not be immediately helpful – will be at least as useful as an audience with that eternal might have been.

Common Elements

This is a divination in two parts. The first part of the ritual can be performed anywhere and is reasonably straightforward. As a ritual of the Realm of Night that petitions Sung, elements that obscure the identity of the practitioners – or the performance itself – are strongly resonant. Masks, veils, hoods and cloaks are all appropriate to the ritualists (as is the dramaturgical Instrument of the Cloak, obviously) – especially if they are brightly coloured to match the wings of the eternal evoked.

Performing the ritual in darkness – or most especially by the light of the stars, moon or a single candle is also strongly resonant with the magic. The ritual might be performed in whispers, and a suggestion from the Nameless One was that the ideal way to perform this ritual is to do it in front of an audience who, while they know a ritual is being performed, are left baffled as to the precise nature of that ritual.

The props used in divination are also appropriate – gazing into a bowl of water or a piece of smoked glass is an obvious element, as is burning a feather and observing the smoke. Runes or cards might be repeatedly cast or consulted, and patterns identified – indeed, doing so might provide unexpected, intuitive insight into the mystery in question even before Sung becomes involved.

The question itself, ideally, is written down so that it is clear what it is the ritualists wish to ask Sung. The performers might meditate on the question, or burn the parchment as part of the ritual.

The rune Wyr resonates well with this ritual, as does the persona of the Witch or the Mountebank. A Dawnish magician might evoke images of sphinxes or owls (a beast also appropriate to both Varushkan and Wintermark performances, of course). The astronomancer might point to the constellations of the Key, the Spider or the Web.

On the Nature of Mysteries and Secrets

Sung is the Lord of Mysteries and the Lady of Illusions; she is only minimally interested in “secrets”- something she leaves to the eternals of the Whisper Gallery. The difference is often difficult to explain.

A secret is something that is known only to a few. For example, the special combination needed to open the vault of a League banker is a secret. The banker knows it; her wife might also know it; the artisan who created the vault might know it. The nature of the combination is a simple fact – a string of numbers – a secret rather than a mystery.

A mystery is something baffling, something to which there is no straightforward answer, or something that nobody knows the answer to. The difference can be surprisingly subjective. Imagine that the League banker's vault were discovered in an empty house. For those who found the vault, stripped of context, it becomes a mystery. “Whose vault is this?” they might ask. “What might it contain? How might we open it? Why is it here in this empty house?” While the answers to those questions might appear straightforward, for the people asking the questions they represent a mystery – one full of potential and delicious intrigue. Sung might enjoy helping those people uncover the answers in a way she might not if they simply asked her if she knew the combination.

From the original text

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Clear Lens of the Eternal River

Contents

- 1 Rules

- 1.1 Day Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Magnitude

- 1.5 OOC Elements

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The ritual targets the nearby area.

This ritual requires a ring; a lens; a piece of glass or crystal; or a similar focus that is studied during the performance.

Effects

This ritual provides information about the historical context of the surrounding area. It answers the question "What is the historical significance of this place?"

As a Day magic ritual, the information provided is factual in nature. It usually takes the form of one or two sentences describing the key historical significance of the area. For example: "These woods were once inhabited by a group of bandits who operated from a nearby weltsilver mine until they were arrested by Varushkan militia. The wealth they looted has never been discovered" or "This area was the site of regular clashes between warriors of Wintermark and the Marches in pre-Imperial times. Many such warriors are buried here in mass graves."

Each contributor receives the same information.

Not every location reveals information to this ritual - either because there is no information or because there is so much information it overloads the magic. The divination function of the detect magic spell can be used to discover if there is information that can be revealed with this ritual.

On rare occasions, an area may be under the effect of a magical shroud or obscuring magic. If the shroud has a higher strength than the magnitude of the ritual, it reveals only whether there is information to be discerned, and the presence, realm, and magnitude of the shrouding effect.

Additional Magnitude

The magnitude of this ritual may be increased to allow it to penetrate more powerful shrouds or obscuring effects.

OOC Elements

This ritual is primarily intended to be used on quests, or during player events. As a consequence the definition of an area is left intentionally vague. At a main event, the entire quest area might be treated as a single location, while a player event might have different information for each room in a building. If it is relevant, the referee can indicate what counts as an "area" when the ritual is cast, or when detect magic is used to determine the presence of information.

When cast in Anvil, the ritual invariably reveals the same information "This place is the political heart of the Empire, and many significant events have occurred or started here." A detect magic spell may occasionally reveal if there is specific, additional information in a specific location.

Description

Unlike Shadowed Glass of Sung, the ritualist stares through the ritual focus at their surroundings, rather than gazing into its depths. When cast by a single magician, they often use the focus to carefully examine the immediate area - looking at the terrain features, examining a handful of soil, pondering the movement of the wind. From the connections between these seemingly unconnected things, the magic helps build up a picture of the historical significance of the area. When this ritual is performed by a coven, the lens that serves as the focus for this ritual is often passed from ritualist to ritualist, and they take it in turns examining the focus. Each .

Rituals like this have been used since time-out-of-mind by groups such as the Suaq icewalkers, the Urizen torchbearers, Freeborn treasure hunters and Dawnish enchanters looking for regio. The information it provides is always factual, but it is not always relevant to the matter at hand - and interpreting its importance can sometimes prove to be quite challenging.

The ritual is popular in Urizen - indeed, the version currently in Imperial lore is the version developed in Spiral long before the formation of the Empire. The magic draws on the well-known Urizen hearth magic of eyes and lenses. It is also somewhat popular in Varushka, where a warden who can perform the ritual solo can quickly gather information that may point to the solution of a mystery. Wardens and volhov in particular are likely to perform the ritual by peering through a ring, or even a specially made loop, often crafted of weltsilver.

This ritual draws its name from the concept that time itself is a river, flowing from the past to the future with the position of the onlooker divining the present. There are even a few unsubstantiated reports that the ritual has occasionally provided information about significant future events that will take place in a location - although all evidence of such results is circumstantial.

Common Elements

In addition to the required focus, the ritual my include runestones, cards, or other divinatory tools. The focus item can be anything that one of the ritualists can look through. Common examples are actual lenses, discs of crystal or glass, polished pieces of tempest jade or ambergelt or even rings of metal. Freeborn magicians may use a piece of polished glass, but some prefer to use a naked flame through which they stare while the ritual is performed, seeing through the flickering fire the shadows of the past.

The focus is often washed in pure water, or boiled briefly in water or wine, to improve the clarity with which it sees. There are reports of special magic items, specifically ritual foci that can be used to make it easier for a single caster to perform the ritual (and, so the stories go, to empower certain other divinations such as Bright Lantern of Ophis). Unfortunately, the creation of such items is not common knowledge in the Empire although they are said to be common in part of the Principalities of Jarm.

Geometric blue and white designs painted around the eyes of the ritualists are another common element, reinforcing the connection to eyes and vision.

The rune Sular is often used with this ritual - it is much concerned with discovery than revelation. Scenes in which The Doctor uncovers or solves a mystery are another common element, as are totemic evocations of the virtues of Wisdom or Vigilance, Paragons_and_Exemplars such as Vardas the witch hunter, or references to wise animals or creatures such as sphinxes.

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Member of the Synod (Redirected from Clemency)

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Judgement

- 3.2 Witness

- 3.3 Sanctuary

- 3.4 Clemency

- 4 Further Reading

- 4.1 Core Brief

- 4.2 Additional Information

Overview

Members of the Imperial Synod are responsible for the spiritual leadership and wellbeing of Imperial Citizens. It is understood that a Synod priest has a virtuous nature that enhances virtue in others and protects them from wickedness. Consequently, Synod priests are entrusted with legal powers to help them fulfill their virtuous role.

Every Imperial citizen who oversees a congregation is a member of the Imperial Synod. In addition, a sinecure that provides votes in the Imperial Synod grants the holder of that Imperial title the powers and responsibilities of membership of the Synod.

Responsibilities

Members of the Synod are expected to wield the powers of the Synod in accordance with the doctrine of The Way to ensure that citizens are virtuous. They are expected to identify and reward the virtuous, and to seek out and punish the wicked and corrupt. In this way, they safeguard the Imperial destiny, and work to ensure that the Empire lives up to the high principles and aspirations on which it was founded.

Powers

The powers of a member of the Synod arise from their leadership of their congregation, not from appointment to an Imperial title. As such, it is not possible to proxy these legal rights to another citizen, they may only be used in person by the member of the Synod. Imperial titles appointed by the Synod may use a proxy as normal.

Judgement

Every Synod member can raise a single judgement during each summit. That judgement must be raised with an assembly the priest belongs to. There are many different types of judgement, and not all of them are available in every assembly.

Over the course of a summit, there may be many judgments put before the various Synod assemblies. A Synod priest can vote for or against any judgement raised in any assembly of which they are a member.

Witness

"...we come to Lot 4 of the private auction: The skull of Mikkal. The seller claims this relic is the remains of the self-styled Exemplar of Anarchy, and may even possess unusual spiritual qualities. There is a reserve price of..."

Rillet tuned out the auctioneer's voice as he turned to look at the gaggle of priests staring at either him, or the skull. Getting into the private auction had been one challenge. Getting out again, and with the skull, was going to be something else entirely. Thankfully, he had a plan.

Members of the Synod are empowered by the Imperial Constitution to witness or observe all aspects of the bodies of state in function. In practice this is considered to be any formal meeting of an Imperial body organized and supported by the civil service. Meetings such as the Muster or a Senate session, are all covered by the right of Witness, but private meetings of citizens are not covered.

Any member of the Synod must be granted access to the Imperial Bourse, the Imperial Senate, the Imperial Military Council, and the Imperial Conclave, in order to observe and witness proceedings. While exercising the right of witness, Synod priests are required to remain quiet, and respectful. This power does not grant a priest the legal right to interfere with the proceedings in any way - if they do they risk being ejected and refused reentry.

In practical terms, the power of witness has been ruled to grant the right of Synod priests to:

- Access the Imperial Senate public gallery during a Senate session, or during any formal audience undertaken by a representative the Empire wielding authority (such as an ambassador)

- Be present in the Imperial Military Council during meetings of Generals, including the muster and any official council session. This right does not extend to a priest who is currently a senator; the constitution explicitly forbids senators from entering or being present during the meetings of the Military Council.

- Be present at a meeting of the Imperial Conclave in the Hall of the Worlds. The Conclave has no responsibility to empower members of the Synod who are not magicians to reach the Hall of the Worlds. Representatives of the Conclave have repeatedly pointed out that a magician who is a priest has every right to attend a conclave meeting anyway. The main use for the right of witness in the Conclave is to observe the election of the Grandmasters of the orders.

A priest using the power of witness may still be excluded from a meeting by a civil servant with an appropriate power, such as the ability of the Speaker for the Senate to censure disruptive individuals. Such abilities are only used in situations where a priest is clearly abusing the power by being loud, disrespectful, or disruptive.

- Observe the Imperial Bourse private member's auction

Of all these rulings, the right to witness the private members auction is the most controversial. The auction is organized by members of the civil service on behalf of the members of the Bourse. But the auction's existence is not stipulated in law and has no basis in the constitution and it has been frequently argued that it is equivalent to a private meeting.

Sanctuary

The bravo leapt round the corner with the two knights hard behind him. With a final burst of speed, he rocketed into the League encampment and into a shrine, almost knocking over the bishop as he did so.

As the knights came pounding up, the bravo grinned as he turned to face them. "Sanctuary..." he gasped, breathlessly, "I have... sanctuary."

Feeling the aura of pride palpably about him, the bravo turned to the bishop - only to find himself being regarded as though he were something unpleasant found on the sole of a boot.

"No," said the bishop, "you don't"

The knights advanced.

If a Synod priest is on consecrated ground, they have the power to grant sanctuary to any Imperial citizen who asks for it. Once granted sanctuary, the recipient has an hour before they may be taken to a magistrate to face criminal charges. While someone is under the protection of sanctuary, the Synod priest who granted it to them is responsible for the actions they take. The recipient is expected to remain in the vicinity of the priest who has granted them sanctuary. It is traditional for a citizen granted sanctuary to use their hour of grace to gather evidence or seek clemency.

Any member of the Synod may refuse a request for sanctuary. It must be clear which priest or priests are granting sanctuary - another reason why the priest who does so is wise to remain in the vicinity of the recipient.

Sanctuary cannot be offered to barbarians or foreigners. Prior to 296YE it was legal to offer sanctuary to foreigners who were adherents of The Way, but this legal protection was removed by motion of the Senate in light of several egregious abuses of the power and the difficulty of providing an acceptable definition of "adherent of The Way".

Clemency

Wayfarer Isaac looked through the flap of the tent at the waiting orcs, who in turn were watching the sand trickle through the hourglass. Isaac took a breath and let out an inaudible sigh as he turned his attention back to young pilgrim who had made her way to the tent.

"...and I cut him nearly in two. As he dropped to the floor, I took another swing and, just like that, two pieces."

Isaac winced at the glee in the zealot's voice. "And pray tell me which virtue was foremost in your heart as you slew the yeoman?"

"Vigilance, of course. On the grounds that he was a briar who had been hiding it and clearly up to something."

Isaac shook his head slowly, musing once again that loyalty was proving a difficult path to walk this day. "I shall accompany you to your trial, but I recommend you use the remaining time available to us to put your affairs in order."

Anyone may confess their wrongdoing to a Synod priest and ask for clemency. If the priest believes the crime or deed was done for virtuous reasons, they may agree to speak on their behalf and ask for clemency from the magistrate. They accompany the recipient to the criminal trial and lay out the reasons why their virtuous behaviour should result in a reduced sentence.

It is not possible to submit a plea for clemency unless the accused pleads guilty to the charge at the start of their trial. A plea for clemency must be made on virtuous grounds. To be effective the priest must present a clear case that demonstrates that the actions of the accused were virtuous, albeit illegal.

The magistrates work closely with the Synod priests to ensure that clemency appeals run smoothly and that everyone involved knows the processes. A recent document of clemency guidance published by Magistrate Reinholz in Summer 378YE is recommended reading for any priest planning to formulate a claim for clemency.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

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Clemency guidance

This is a copy of a document published by the Magistrates in Summer 378.

Clemency – A guide for priests

This guide is intended to provide additional guidance to priests to assist them in making pleas for clemency. I stand as the author of this document which will provide you with insights into the established legal processes in this area, as described by a serving magistrate.

The Basics

When a person who is charged with a crime comes before the Court they have a choice – to plead guilty or not guilty. If, and only if, they plead guilty then they may ask for a priest to plead for clemency on their behalf.

Normally the accused will have been given time before the trial to find a priest, to make their confession and to explain their actions. If this time has not been given the defendant should ask the Court for a short adjournment to make such arrangements.

No priest is obliged to make a plea for clemency. If the priest accepts this duty then they should take care to examine the facts of the case in detail. The priest must then use their own judgement of the virtues of the act in question. They will be called as a witness to present a short plea for clemency to the Court. Precisely how the priest deals with this is entirely up to the priest – indeed if the priest feels there is no virtue in the act then there is nothing wrong with the plea stating exactly that. The priest is not obliged to only present a case in support of the defendant. Priests should be aware that they will need to persuade the magistrate as to the virtues of the act in question.

What is the Magistrate looking for in a clemency plea?

The magistrate is looking for facts which substantiate the defendant's actions as being virtuous. They are interested in the actual reasons in the mind of the defendant at the time of, and before the crime (rather than rationalisations afterwards). Talking about the motivation and pre-meditation of the defendant may well help the plea by demonstrating the argument within the defendant's mind about the virtues of the act.

Magistrates appreciate it when the priest is as concise as possible, and does not dwell on the agreed facts of the case. They should avoid re-arguing the facts of the case as if they were now trying to prove the defendant not guilty (it is too late for that!) It is generally better to focus on one or two of the most appropriate Virtues, rather than many. If there is a relevant historic example of Virtuous behaviour which addresses the same issues then referring to this may also be persuasive.

What Clemency is not

A plea for clemency in no way obligates the magistrate to release the defendant. There is no automatic immunity for the defendant, just because a priest says the act was virtuous. Normally one might expect to see a direct effect from a successful plea– such as the commutation of a death sentence to a lesser punishment. However, this is not always the case. This may not mean the plea was unsuccessful, but it may have had insufficient weight to reduce the appropriate punishment below the threshold for execution. The more heinous the crime, the harder it will be for the clemency plea to have an actual effect on the outcome.

Some Notes on "the hero's burden"

A common subject of a plea is that the crime was necessary for the greater good. Magistrates are likely to consider persuasive, arguments which satisfactorily address the following sorts of issues: 1) Why was due process unable to deal with the situation? 2) Why did the burden fall upon this individual? 3) Was the crime proportionate to the burden?

The fact alone that due process has not dealt with the issue is not enough. There must be an element of urgency – a deadline of some sort that prevents the due process from being effective in addressing the situation.

Magistrates will also consider why it fell to this person to break the law to deal with the situation. Why them and no one else? Did the urgency of the situation demand it, was there no one else they could turn to for help?

The third point is simply that this burden does not permit the hero to justify anything they want. Their actions must be proportionate to the circumstances. As a further aside it should be noted that magistrates may view with suspicion those necessary “acts of virtue” which leave the only other witness dead and therefore unable to defend themselves.

Clemency example case study

Alyosha, a simple farmer, has been accused of the theft of 2 bags of grain from the barn of a near neighbour. Alyosha accepts the facts of the case, and his guilt, and asks a priest to plead for clemency at his trial.

Without clemency, the full weight of the law will bear down upon him since the assumption by the court will be that there is no mitigation. The priest needs to convince the magistrate that the act was virtuous, or had at least aspects of virtue for any lessening of sentence. The better the plea, the greater the reduction in sentence.

Example 1

The priest simply informs the court that Alyosha stole the grain to feed his family, a necessary act for their prosperity.

Result: Minimal, if no effect on the outcome. The priest has not elaborated on the reason for the need for the act. Even a career criminal needs to feed their family. That does not make his thefts virtuous.

Example 2

The priest argues that Alyosha's family were on the brink of starvation and that he acted out of Loyalty to them and for their Prosperity. He acted Courageously, seizing the chance to take the grain in knowledge that he could be punished if caught. He was wise because it would be foolish to allow his family to starve. He had shown Ambition by the audacity of the theft And finally the act of saving his family gave him, and his family, Pride that he had been Vigilant in his duties as head of the household for them to survive.

Result: Minimal. Whilst the priest has elaborated on the reason for the theft – that his family were starving – she has not explored the reasoning why the theft was the only possible route of action. Further, by listing all seven virtues with trivial interpretation she creates the impression that she is not clear how Alyosha is virtuous but will try anything to help. It is better to concentrate on as few Virtues as possible.

Example 3

The priest argues that Alyosha's family were on the brink of starvation and that he acted out for their Prosperity. She explains that the risk of starvation was caused because a band of barbarians had raided his farm, stealing his stores and burning his crops. He had stolen one of the bags to provide just enough grain to keep his family alive until the next harvest, and a second bag of seed grain to ensure he had a harvest to plant. Further, in choosing the victim he choose a miserly, unvirtuous individual who he knew had more than enough grain, rather than steal from those with little, for he wished to minimise the effects on the prosperity of others

Result: Greatly reduced sentence, with minimal financial burden. By concentrating on Alyosha's virtue of Prosperity and elaborating further on the motivation and Alyosha's thoughts on the Virtue before committing the crime the Priest has been at least partly convincing. She has plead that Alyosha believed the crime necessary and in his choice of victim and the size of the theft had sought to minimise the damage he caused. What he has not demonstrated is the reason why the act of breaking the law was absolutely necessary.

Example 4

In this example the priest pleads identically to example 3, except that she elaborates further on the actions Alyosha and his family performed after the raid, but before the theft. Here he explains that Alyosha created a plan to preserve the prosperity of his family which they all enacted. His wife and young children worked hard to recover what they could from the burnt fields and barn – his wife had collapsed from her labours and the fingers of his four year old son were covered with blood from trying to scrape the few lost grains from cracks in the barn floor and walls. Alyosha himself had rounded up anything of value that he could spare and sold it in the village and spent the rest of his time calling on friends and neighbours to ask for help. None had offered any. He had petitioned the local authorities, on behalf of all those in a similar position and whilst he had been given assurances that “something will be done” no immediate aid was forthcoming and there was no sign that any form of alms would arrive before death.

The priest further explains that Alyosha has thought long and hard before committing his crime and has done his utmost to minimise the damage to the Prosperity of others. He did not immediately hand himself in to the authorities after the act only because he wanted to immediately feed his family and plant at least some of the seed, but has never denied his crime when apprehended.

Result: The magistrate releases Alyosha without sanction. Here the priest has explained the full course of actions, He has demonstrated that the normal “due process” would likely have led to the death of his entire family. Talking about Alyosha's pre-meditation has done no harm. A rash or unconsidered act is much less likely to be the act of the virtuous.

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Cloak

Marchers, being a practical people, have plenty of options for keeping the rain off. Cloaks can be simple half circles, or luxurious full circles. They come with and without hoods, can be decorated by dagging and fastened with pins, buttons or straps. There are a good list of cloak patterns given on this website.

- Nehelenia Patterns - Multi part pattern for men and women

- Nehelenia Patterns - Men's tabard cape

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Cobwebs

Come and look at this Getti!

"What is it? I'm busy - mum says I've got to get this hauberk stitched by nightfall." Getterson sighed to himself wishing that he didn't have chores to do. It was not fair - Ani never got any chores and she was only four years younger than him. He tried to concentrate on what he was doing, but she kept pestering him and in the end he moved over to the tree stump where her toy rune set were scattered.

"Watch this Getti - see this one is Lanny and this one is Hirmuckle. Watch this". His sister scooped the two runes up and cast them on the stump. They rolled round a few times and fell over, face-up next to each other.

"Amazing. Well done. That's really good - it's really impressive - why don't you show mum? I think mum will want you to show her." Sometimes it worked - sometimes it didn't. Today it didn't work.

"No look - watch." This time she scooped up all the runes, tossed them over in her cupped hands twice and flung the whole set at the tree stump. Runes went everywhere, scattering like a flock of birds taking flight. When the mess had settled it was the same two runes, face up, dead centre, side by side. "I've been doing that every morning - it's always the same Lanny and Humuckle - every time. What do you think it means?"

Getterson stared at the stump and pondered. Mum was a runesmith but he'd never had the knack of the things, but mum said Ani might. "You need to show mum" he said finally - and this time he meant it.

Contents

- 1 Overview

- 2 Significance

- 2.1 Bonds of Identity

- 2.2 Bonds of Loyalty

- 2.3 The Height of the Conjunction

- 3 Roleplaying Effects

- 3.1 About Oaths

Overview

The winds of magic blow, and change comes to the world of Empire. Some magicians read the winds in the movement of the stars - some claim the stars cause the winds. Sometimes the winds can be read from the runes. Whatever the cause, they bring changes to magic for as long as they continue to blow.

This time the change is easiest to see when casting runes. Hirmok and Lann appear time and time again - much more often than either of them should. Often they are found with Jotra, or with Aesh. Hirmok is the rune of dominion; an essential concept of magic. Lann is the rune of bargains, which also has a strong resonance with the Imperial virtue of Loyalty.

The Stalker has recently played havoc, with a conjunction of the Fountain, but this is nothing to do with that malignant red star. Rather, an astronomancer would say that this betokens a conjunction of the Web and the Chain. The dramaturgist looks to the Prince and the Bishop and sees that these roles seem especially appropriate to include in their magical narratives. For once, even the practitioners of blood magic can feel the tug of primal magic - blood calls to blood after all. The blood of those who share powerful bonds feels more powerful when spilled as part of their sanguine rites - and often seems to form the shape of runes when spilt on the ground.

All these shifts and influences speak of a magical strengthening of the connections between individuals, and perhaps even the laws of one of the ways in which magic can be used to affect things. It is clear that this will profoundly affect the bonds of those who are part of magical bands, as well as the bonds between citizens of the same nation.

Significance

This shifting in the nature of bonds has three subtle but far-reaching effects.

Bonds of Identity

This conjunction is focused around connections between people. It is at its most profound in relation to bonds of loyalty, and to bonds that help define an individual. Specifically, it affects the bonds used to create a band, and the bonds that bespeak national identity.

The most immediate effect is on items and rituals that might allow a character to break bonds of loyalty. Specifically, the magical standard known as a Mercenary Banner cannot be used during this event. The item retains its magic, but it will not allow anyone to travel to a battle with a nation other than their own.

At the same time, the ritual Braying Horns of War is significantly harder to cast during the Equinox. The ritual remains magnitude 20 but rather than allowing an entire band to participate in a battle other than that their nation is commited to, it will allow only the specific target it is performed on to change where they are going. It does however gain an "additional targets" option. It can be cast on additional characters from the same banner, but each such character raises the magnitude of the ritual by 15.

Bonds of Loyalty

At the same time, certain rituals and items that strengthen bonds of loyalty between people are somewhat more powerful. This effects one specific item and three magical rituals.

The bond created by a Bondring is significantly strengthened. During the Autumn Equinox, the special power of the ring may be used twice each day during the event rather than once.

The rituals Circle of Trust, Traitor's Fate, and Scrivener's Bloodmark each strengthen bonds of trust between willing individuals. To the surprise of many students of thaumaturgy, it has been discovered that for the duration of the Autumn Equinox, each of these rituals can be made permanent at the cost of a single ring of ilium!

The Height of the Conjunction

The conjunction reaches its height on Saturday and the bonds between individuals become even stronger.

From time-in Saturday until time-out at 1am Sunday morning, bonds between groups cannot be severed with the create bond spell. Anyone who wishes to leave a coven, sect, or banner must employ more powerful magic - the most obvious being Black Iron Blade.

At the same time, the strengthening of the bonds provides a powerful advantage. On saturday, any coven can use their coven bond to perform an additional ritual. This means that rather than two rituals, they can perform a third (plus any extra rituals provided by magical items or enchantments, of course).

Roleplaying Effects

Many players will not even notice there the winds of magic are blowing. Others may choose to embrace the roleplaying effects associated with the winds.

Characters who are aware of the effect will feel a sense of the importance of clear loyalties, especially any loyalty that you have publicly declared. This may be a loyalty to another character, group, to your nation or Empire. These effects are not great - and many people will not be conscious of them - but people who contemplate it will be aware that they feel this effect also. The thought of breaking an oath you have sworn to another person brings on a queasiness, a sense that there are unknown dangers to such a course of action.

Likewise, feelings of national identity are strengthened. Any character who pauses to think about it will be aware of a profound sense of belonging when they think about their nation, an urge to embrace the things that make their specific nation unique and powerful.

Finally, any character can draw on this sensation of strong loyalties to respond in any way that is appropriate for their characterisation when exposed to a roleplaying effect that would force them to abandon or betray a member of their banner, coven, or sect. This effect acts as a source of supernatural strength for any character that is aware of it - in the precise circumstances where the roleplaying effect would make them breath a sworn oath. This is similar to the source of supernatural strength all orcs enjoy.

Any character who casts runes this event should consider roleplaying the unnatural preponderance of the runes Hirmok, Lann, Jotra, and Aesh throughout the summit.

About Oaths

Characters who break oaths - for example by breaking a bond to a group or to a nation - may find they suffer unusual consequences. If you believe your character has broken an oath, you may speak to a referee about the circumstances and may receive a magical traumatic wound as a consequence. Magical traumatic wounds are rarely fatal - but they can be dangerous - so be aware of the risk you are taking doing this.

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Coif

Most Marchers will wear some sort of headwear. Hoods, coifs, caps and hats all add to the Marcher look.

Coifs are simple pieces of headwear. They can be made from linen, for every day wear, and from leather or padded linen or wool for combat. Coifs can be simple white linen, or embroidered and coloured for a fancier look. A coif can be worn under a hat or helmet for comfort.

- Coif pattern

- 3 different styles of coif pattern

- Shows how to alter the above pattern to create a nice cap for women

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Coil of the Black Leech

Contents

- 1 Rules

- 1.1 Winter Magnitude 20

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 20

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must possess the magician skill.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

Whenever the target casts the weakness spell and strikes a target, they immediately regain up to three lost hits. The ritual does not grant the target any ability to cast the weakness spell.

While under this enchantment, the target experiences a roleplaying effect: whenever they gain hits due to this enchantment, they feel a rush of pleasure. Once they have used this ability once, they feel a constant urge to use it again even when they are not injured.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 14. Additional characters must be present throughout.

Description

This vampiric ritual takes advantage of the way the weakness spell works to revitalise the caster when they strike a foe. It brings with it a dangerous, gnawing hunger to experience the pleasant taste of another's strength. A cautionary tale suggests that the twisted, accursed leech-priests of the Sarcophan Delves were created using a variant of this ritual, or fell into the clutches of an eternal of Winter after their reliance on this magic became too pronounced.

This enchantment is sometimes coupled with the use of a Wendigo's Bargain or a similarly enchanted implement. The magic also has an obvious synergy with the Splintering Gorget mage armour.

Common Elements

When performing this ritual, the coven often invokes leeches, bats and other creatures that feed on the blood of the living. They may shed blood into a goblet of sweet wine for the target to drink or offer gifts or tokens that represent the power to take strength from others. The runes Kyrop and Naeve are commonly evoked, and some magicians favour the name of Wendigo or even Sorin (whose philosophy of growth through suffering seems a peripheral match for this ritual).

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Cold, Crisp Air

Come, new light, For my love, Send my heart across the cold, crisp air. Clouds must part, Here above, So he’ll know that I will soon be there.

My father said, We cannot wed, Still, I long to be in your arms, Light fills the sky, To you I’ll fly, Send my heart across the cold, crisp air.

The towers steep, Hold the key, Send my heart across the cold, crisp air. My studies long, Will play their part, So he’ll know that I will soon be there.

Behind me a note, On which I wrote, How I long to be in your arms, Light fills the sky, To you I’ll fly, Send my heart across the cold, crisp air.

A flash of light, An answer true, Send my heart across the cold, crisp air. I turn to leave, My life and Spire, And I know that I will soon be there.

My father said, We cannot wed, Still, I long to be in your arms, Light fills the sky, To you I’ll fly, Send my heart across the cold, crisp air.

There he stands, Like winter, cold, He’s seen my heart across the cold, crisp air. A sob, a roar, The icy floor, He screams that I am never to be there.

My father’s tears, Fill me with fear, How I longed to be in your arms, My heart fills the skies, Now I must fly, Send my love across the cold, crisp air.

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Cold Water from the Mountain

Contents

- 1 Rules

- 1.1 Day Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying.

Effects

At the completion of this ritual, all contributors gain the ability to cast the purify spell once as if they knew it and without spending any mana.

When cast with more than one contributor, this ritual always counts as a use of the coven bond and counts towards the number of rituals the coven can perform that day.

The power granted by this ritual lasts until it is used or for ten minutes, whichever comes first.

Description

This ritual is primarily a battlefield spell that allows a coven of Day magicians to remove weakness and venom when it is needed. Once the ritual has been cast, it is quicker to deliver immediate effect than it is to cast a ritual such as Ascetic Star of Atun. The ritual also empowers a coven to remove minor weakness, not just venom, as with the Ascetic Star.

The ritual is more powerful the more members of the coven are present, and reaches its highest potential the more ritualists who have not personally mastered the ability to purify their allies through spellcasting.

As the name implies, ritualists often combine the performance of the purify effect with a little fresh water to quench the thirst, or cleanse the wounds of the target.

This ritual has existed in one form or another since the earliest records, and it is likely that the purify incantation itself began as a refinement of the power it grants.

Common Elements

When performing this ritual, the coven often invokes forces of purification such as water or fire. Quiet music is common, as are invocations of healing. The rune Cavul is a very popular element.

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College of Magic

Contents

- 1 Overview

- 2 Senate Commissions

- 2.1 Benefits

- 2.1.1 Ritual Texts

- 2.1.2 Specialisation

- 2.2 Costs

- 3 Existing Colleges of Magic

Overview

A college of magic allows the creation of new formulaic rituals. A formulaic ritual can take decades to complete, requiring extensive resources and many dangerous experiments. A college of magic speeds this process up dramatically by providing a forum for expert magicians and magical theorists to collaborate, providing them with good quality equipment and the guidance of a single individual who directs their research.

There are three colleges of magic in the Empire: the Lyceum and the Halls of Knowledge in Urizen were joined in early 380YE by the Icy Crag of the Eternal Sun. The Lyceum is overseen by the Dean of the Lyceum, a powerful position appointed by the Imperial Conclave; the Halls of Knowledge are directed by the Provost of the Halls of Knowledge, an Urizen appointed by the people of Urizen; and the Icy Crag is guided by the Master of Ice and Darkness.

Senate Commissions

The Imperial Senate may pass a motion for the construction of a college of magic allowing the Empire to increase the number of new rituals that they can create. The Senate must select a territory and region where the college is to be built.

When the construction is complete a new Imperial title is automatically created. The title may be either an Imperial or National position. The Senate motion should state what the title is called, and how it will be appointed. The well worn path is for an Imperial position to be appointed by Declaration of Candidacy before the Imperial Conclave while a national position would be appointed by the people of that nation through the Imperial Bourse.

Benefits

Ritual Texts

The magicians of a college can be directed to research the formula of a new ritual so that it can be mastered. The ritual must already exist in the form of an arcane projection, but there is no requirement to select one they have personally commissioned. A college can work on formalising one ritual at a time, and the research may take anywhere from a season to several years depending on the complexity and the resources available. The amount of time it takes to complete research into a ritual depends on the magnitude of that ritual.

It requires three months (one season) for every 10 ranks of magnitude the final ritual will have.

If research is not completed, the college keeps notes on their work so far, and may resume it at a later date from where it was left off.

At the completion, the master of the college receives a ritual text suitable for use in mastering the ritual. They may keep the knowledge of the ritual restricted to themselves and their allies, or through a Declaration of Imperial Lore the Conclave can have that ritual added to the wider body of Imperial Lore, making it available to any ritual magician in the Empire.

Specialisation

A college may be created with a speciality in one of the six realms of magic. This specialisation is free, and is almost always declared when the college is commissioned. When the college is directing research towards a project that is part of the speciality lore, the work proceeds at the rate of 15 ranks of magnitude each season.

Furthermore, when working in the speciality realm, the master of the college can increase the rate at which the ritual is researched by spending money to purchase rare materials, esoteric tomes and exceptional equipment, and to secure the temporary assistance of reclusive or avaricious experts.

The first five ranks of additional research in a season cost 2 Thrones. The next five ranks cost a further 5 Thrones. The next five ranks cost a further 10 Thrones, and so on doubling the price for each additional five ranks of research within the same season.

A college can have only one specialisation; changing a specialisation once it has been declared would be extremely expensive.

Costs

- Materials: 60 wains of Mithril, 60 wains of Weirwood and 60 wains of White Granite

- Time: 1 year

- Labour: 45 Thrones

- Upkeep: 25 Thrones (but see below)

There are a limited number of magicians in the Empire who are prepared to help with research of new rituals. This means that each new college of magic that is constructed will have an increasing upkeep cost - to reflect the fact that it must pay more to entice those independent magicians that remain to work there.

Existing Colleges of Magic

The list includes all existing colleges of magic in the Empire.

- Dean of the Lyceum

- Provost of the Halls of Knowledge

- Master of Ice and Darkness

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College of magic

Contents

- 1 Overview

- 2 Senate Commissions

- 2.1 Benefits

- 2.1.1 Ritual Texts

- 2.1.2 Specialisation

- 2.2 Costs

- 3 Existing Colleges of Magic

Overview

A college of magic allows the creation of new formulaic rituals. A formulaic ritual can take decades to complete, requiring extensive resources and many dangerous experiments. A college of magic speeds this process up dramatically by providing a forum for expert magicians and magical theorists to collaborate, providing them with good quality equipment and the guidance of a single individual who directs their research.

There are three colleges of magic in the Empire: the Lyceum and the Halls of Knowledge in Urizen were joined in early 380YE by the Icy Crag of the Eternal Sun. The Lyceum is overseen by the Dean of the Lyceum, a powerful position appointed by the Imperial Conclave; the Halls of Knowledge are directed by the Provost of the Halls of Knowledge, an Urizen appointed by the people of Urizen; and the Icy Crag is guided by the Master of Ice and Darkness.

Senate Commissions

The Imperial Senate may pass a motion for the construction of a college of magic allowing the Empire to increase the number of new rituals that they can create. The Senate must select a territory and region where the college is to be built.

When the construction is complete a new Imperial title is automatically created. The title may be either an Imperial or National position. The Senate motion should state what the title is called, and how it will be appointed. The well worn path is for an Imperial position to be appointed by declaration of candidacy before the Imperial Conclave while a national position would be appointed by the people of that nation through the Imperial Bourse.

Benefits

Ritual Texts

The magicians of a college can be directed to research the formula of a new ritual so that it can be mastered. The ritual must already exist in the form of an arcane projection, but there is no requirement to select one they have personally commissioned. A college can work on formalising one ritual at a time, and the research may take anywhere from a season to several years depending on the complexity and the resources available. The amount of time it takes to complete research into a ritual depends on the magnitude of that ritual.

It requires three months (one season) for every 10 ranks of magnitude the final ritual will have.

If research is not completed, the college keeps notes on their work so far, and may resume it at a later date from where it was left off.

At the completion, the master of the college receives a ritual text suitable for use in mastering the ritual. They may keep the knowledge of the ritual restricted to themselves and their allies, or through a declaration of Imperial lore the Conclave can have that ritual added to the wider body of Imperial lore, making it available to any ritual magician in the Empire.

Specialisation

A college may be created with a speciality in one of the six realms of magic. This specialisation is free, and is almost always declared when the college is commissioned. When the college is directing research towards a project that is part of the speciality lore, the work proceeds at the rate of 15 ranks of magnitude each season.

Furthermore, when working in the speciality realm, the master of the college can increase the rate at which the ritual is researched by spending money to purchase rare materials, esoteric tomes and exceptional equipment, and to secure the temporary assistance of reclusive or avaricious experts.

The first five ranks of additional research in a season cost 2 Thrones. The next five ranks cost a further 5 Thrones. The next five ranks cost a further 10 Thrones, and so on doubling the price for each additional five ranks of research within the same season.

A college can have only one specialisation; changing a specialisation once it has been declared would be extremely expensive.

Costs

- Materials: 60 wains of Mithril, 60 wains of Weirwood and 60 wains of White Granite

- Time: 1 year

- Labour: 45 Thrones

- Upkeep: 25 Thrones (but see below)

There are a limited number of magicians in the Empire who are prepared to help with research of new rituals. This means that each new college of magic that is constructed will have an increasing upkeep cost - to reflect the fact that it must pay more to entice those independent magicians that remain to work there.

Existing Colleges of Magic

The list includes all existing colleges of magic in the Empire.

- Dean of the Lyceum

- Provost of the Halls of Knowledge

- Master of Ice and Darkness

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College of the Liberated

Contents

- 1 Overview

- 2 History

- 3 Great Work

- 4 Dean of the Liberated

- 4.1 Responsibilities

- 4.2 Powers

- 4.3 Appointment

Overview

This sturdy college stands in Trivento, in the League territory of Sarvos. It was initially constructed to help deal with an influx of freed orc slaves brought to the Empire from the Principalities of Jarm. Today, most of the students are young League citizens seeking to better their lot in life.

The college guides people toward Prosperity by providing education and apprenticeships to the poor and disadvantaged - and by doing so thereby increase the productivity of all businesses in Sarvos. There was some controversy around this project with regard to the legal status of the orc slaves, but that was quickly resolved by the magistrates. Both the college - and the originator of the scheme Duke Ferrero Sanguineo Rezia di Tassato of the Gilded Horn Carta - have received much praise from the Church of the Little Mother who have called for similar schemes in other parts of the Empire.

A significant majority of the orcs for whom the college was built - the slaves from Jarm - now live among the Imperial Orcs as part of their nation. They are referred to as the liberated.

History

The College was commissioned by the Imperial Senate in Winter 379YE to deal with an influx of orcs from the Principalities of Jarm. In the years since, most of the orc students who have passed through its doors have moved on, one way or another. Today, the college provides education and apprenticeships to the poor and disadvantaged of Sarvos.

Of the three hundred or so freed slaves who came to the Empire from Jarm, only around a third still remain in Sarvos, Some still live in Trivento, but most have been lured to the Jewelled City itself. Despite their time at the college, many struggle to compete with professional League citizens who have enjoyed more education and greater opportunities. While some are able to hold jobs as assistants to shopkeepers, most have ended up as labourers of one type or another - farmhands, dockworkers, miners, drovers. There are even a very few nasty rumours that at least one old-style "fighting pit" has been reopened somewhere in Caricomare, with orc gladiators providing the main attraction as they did in the bad old days before the Orc revolt.

Part of the problem has been caused by the sack of Sarvos, a mere three months after work on the College was completed. The Jarmish orcs are often treated with suspicion by citizens of Sarvos, concerned that they may be more inclined to support the Grendel than their human benefactors. There seems to be little basis for this prejudice - after all, there were no College orcs in Sarvos during the time of the invasion - they were all still in Trivento. There have been a handful of violent incidents of violence aimed at the newcomers, but for the most part the prejudice is less obvious.

It is no surprise, then, that two-thirds of the orcs educated at the College have chosen to move elsewhere. Most take the long overland trip to Skarsind, looking to find new lives for themselves. Ironically, they have little difficulty finding employment there. Many are more than happy to work in the mines the Imperial Orcs eschew, alongside the human miners who make up the majority of mineworkers in Skarsind. Others find the skills learned in their apprenticeship in the League to be rare among the Imperial Orcs, and settle into comfortable positions running or helping to run businesses - such as those associated with Torfast Trading Post. College orcs settling in Skarsind invariably bond to the Imperial Orc egregore, and set about industriously building new lives for themselves and their families.

When Casimir Marcelino di Sarvos spoke in the Imperial Synod encouraging the people of Sarvos to show hospitality to the freed Jarmish slaves, but to be vigilant to the possibility of Grendel infiltrators, his words have polarised opinion somewhat. Those already predisposed to view the College orcs as citizens make more of an effort to help them improve their status in the League. Those already suspicious of the orcs point to the possibility of Grendel orcs among them, and grumble. Most people don't care one way or another of course - this is Sarvos and there are more important things to worry about - but discussion between the two opposed sides is becoming more heated. Taken from "The Parents of Security" wind of fortune

Great Work

The College of the Liberated is a great work. Each season, it produces additional wealth which is distributed equally between every business resource in Sarvos owned by a League citizen who attended the previous event.

Dean of the Liberated

The Dean of the Liberated is an Imperial title, created to oversee the College of the Liberated.

Responsibilities

The Dean is responsible for overseeing the College of the Liberated in Sarvos.

Powers

The Dean has no legal powers.

Appointment

The Dean of the Liberated is appointed by the Imperial Senate through a motion of appointment.

Any Imperial citizen may hold the title. The Dean has tenure and serves until they die or step down. They can be revoked by the Assembly#General_AssemblyGeneral Assembly, or the Assembly of the Nine.

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Combat skills

Contents

- 1 Thrown

- 2 Ambidexterity

- 3 Marksman

- 4 Weapon Master

- 5 Shield

- 6 Endurance

- 7 Fortitude

Thrown

You may throw weapons of 8” or larger provided that it has been passed as safe for throwing. Throwing weapons may include axes and javelins, but you cannot throw shuriken, rocks or tiny throwing knives shorter than 8” long.

Ambidexterity

This skill allows you to simultaneously wield two weapons (or implements) up to 42” long each. Your opponent still only takes one hit per second at most if hit swiftly and repeatedly - even when using two weapons at once. It is not possible to wield two weapons at once without this skill. You cannot wield two weapons if either is longer than 42”.

Marksman

You may use a bow or crossbow. All missile weapons require both hands to shoot, and do IMPALE automatically, with no need to call the effect.

Weapon Master

This skill allows you to wield one-handed spears, two-handed weapons, pole-arms and pikes.

Shield

Any character can use a buckler up to 15” in diameter. A character with this skill can use a larger shield; the maximum size for the shield is based on the shield shape.

A shield must be gripped by a handle held in the hand to protect the wearer. A shield that is simply strapped to the body does not protect the wearer. All blows that strike a slung shield are considered to hit the character wearing it.

Some special calls still affect a character even if the blow is blocked by a shield and it is important for a shield user to know which ones these are so they can react appropriately. A character is still repelled, entangled, or knocked off their feet if the blow strikes their shield, although they do not lose any hits.

Endurance

You gain 1 additional global hit each time you purchase this skill. The cost to purchase this skill increases by 1 pt each time you purchase this skill.

Fortitude

Fortitude

Bleed Time

Bleed Time under Venom

0

3 minutes

30 seconds

1

4 minutes

40 seconds

2

6 minutes

50 seconds

3

9 minutes

60 seconds

Normal characters bleed to death in three minutes if they are reduced to zero hits. Each time you purchase this skill the time taken for your character to bleed to death increases. The increase is one minute for the first level of fortitude purchased, two minutes for the second level and so on. The cost to purchase this skill increases by 1 pt each time you purchase this skill.

Normal characters bleed to death in thirty seconds when affected by venom. Each level of this skill that you purchase gives you ten additional seconds before you become terminal when affected by venom. The increase is ten seconds for the first level of fortitude purchased, ten seconds for the second level and so on.

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Combing the Beach

Contents

- 1 Rules

- 1.1 Day Magnitude 20

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 20

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The ritual targets a written document of no more than two hundred and fifty words on a single subject.

Effects

This ritual sends a document of no more than two hundred and fifty words to the eternal Roshanwe. The document should detail facts, conclusions and beliefs related to a single topic. It is important to be clear about what single topic the ritualists wish to know more about, and what they already know.

The eternal will respond with a document of their own which details a question about that topic that may help the petitioners with their investigations. To receive Roshanwe's answer, one of the ritual contributors should perform the operate portal spell at a regio aligned with the Day realm one hour after the ritual was performed.

Description

This ritual was developed at the Halls of Knowledge in Zenith under the direction of Octavius of the Spire of the Auric Horizon, Provost of the Halls of Knowledge. The initial work was undertaken by the eternal Roshanwe, or one of her agents – she presented the arcane projection from which the ritual was developed as a gift to the Empire.

The ritual was initially subject of a declaration of Imperial lore, under the name “Unknown Unknown”. The Imperial Conclave agreed that the ritual would be entered into Imperial lore before it had been formulated at the Halls of Knowledge – a risky proposition as the ritual may have changed in any number of ways during the process of codification. The Civil Service have since updated and strengthened the rules on how a declaration of Imperial lore is made to prevent such a situation occurring again.

Rather than providing direct answers to questions, the eternal Roshanwe favours guiding seekers to find their own solutions. Unlike rituals such as Swim Leviathan's Depth and Clear Counsel of the Everflowing River, this ritual does not deliver answers to questions posed by the ritualists. Rather, it is a tool to help find a question that may have been overlooked, or to suggest an avenue of investigation that might not have occurred to the petitioners. In this way, Roshanwe can aid the magicians of the Empire to find their own answers to the mysteries that vex them.

Performing the ritual requires the creation of a clearly-written document that lays out the things that the questioners already know. This will be challenging within the limited number of words – it encourages the questioners to be precise, as well as concise. There is generally little need to include information that is common knowledge across the Empire (OOC Note: that is included on the public wiki). Roshanwe knows as much about the Empire as any Imperial citizen and assumes that the wise among them know that much at least.

The response from Roshanwe will likewise be concise. The eternal will suggest a question that the petitioners should ask themselves about the information they have provided, one that may help them to find a path to the answer they seek. There is no direct communication – the answer is received in written form.

It is important to understand that while this ritual sends a message to Roshanwe, it is not a method of communication with the eternal per se. Roshanwe agrees to review the findings of the document they are sent, but nothing more. Attempts to use it for purposes other than this – to send a missive to the eternal for example, or to ask for their aid in a different manner – will prove disappointing. During codification, experiments along these lines resulted in Roshanwe responding with the question “Do you understand how this ritual works?”

Common Elements

This is a divination ritual, that involves a form of limited communication with an eternal. The target of the ritual is a document, no more than two hundred and fifty words, that lays out as much as possible (within the limits) about a situation or problem. At the completion of the ritual, the document vanishes.

As the focus of the ritual, it makes sense to adorn the document itself the rune Sular, whose nature is Discovery. It may be sprinkled with droplets of fresh or salt water, evoking the imagery of the eternal ocean of the realm of Day. Unsurprisingly, Roshanwe is evoked, but so might be the names of Paragons or Exemplars of Wisdom. Indeed, the ritual has several elements that seem to have been informed by the Imperial understanding of that Virtue – that brevity is a tool of the wise, that locating the correct questions are more important than the wrong answers. Invocations related to Wisdom are very appropriate elements even for magicians who do not normally employ the theurgic tradition.

A recitation of the document is a logical inclusion in the ritual so that every member of the coven performing it knows the nature of their communication with Roshanwe. After the document vanishes, and the ritual is thus complete, one of the participants should return to the regio where the ritual was cast roughly an hour later. They then perform the operate portal spell, calling out to Roshanwe by one or more of her many names.

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Come back to stay

"If I'm honest, I'm always a bit surprised they never made her an exemplar. The Synod I mean." Said Malachai out of the blue, breaking nearly an hour of shared silence.

"I'm not," Isaac replied. The two cataphracts moved slightly closer together - still at their posts but near enough that they could talk quietly. Not that there was anyone around to hear them.

"How come? You can't deny that she inspired people, left a legacy, delivered salvation by bringing people into the Empire. Uh. You know, things like that?"

"Demonstrated her benevolence by securing the well-being of the Empire as a whole?"

"Yeah, that kind of thing. Lived a miraculously long time?"

"You're pushing it there Malachai. Anyway you only need four for an exemplar and I think you'd struggle to convince people she's a paragon. Well, a paragon of anything nice."

"Nice isn't a virtue," said Malachai automatically. Isaac rolled his eyes.

"Point to you," he said. The two had been playing this game for weeks, when there was nobody else around.

"So why not make her an exemplar then?"

"The way I see it there's two reasons. One political and one not."

"Go on," Malachai yawned widely, then shook himself and straightened up properly. It had been a long shift.

"First off, where do you stop? You look at the Thrones and they're all pretty inspiring in their own way. Sort of. They leave legacies, they improve the Empire, that kind of thing. Where'd you draw the line?"

"Nicovar?" said Malachai. "Can't see anyone recognising his virtue."

"You say that... but the history books say he was popular at the start and I'd bet you a crown that someone in the Vigilance or Wisdom assemblies could make an argument for him."

"Or Courage," mused Malachai. "You can't argue that he did what he thought was right. Even if he was crazy as a box of frogs."

Isaac refused to be sidetracked by his friend.

"Either way, before you know it all your Thrones are recognised. Then it becomes weird not to recognise them. Then you're stuck because it it's seen as automatic, and you start wondering why you need the Synod to recognise their virtue given they're going to be exemplars anyway. You end up like one of those mad places that makes all their dead kings into gods. It's not a good road to go down. Never mind all the questions it raises about who actually does the virtuous stuff the Thrones get the recognition for."

"Fair," said Malachai. "What was the other one?"

"Oh. The virtue problem. Which virtue do you think she was an exemplar of?"

"Ambition maybe - she was pretty driven. Prosperity? No, Vigilance. She was definitely vigilant, One of those. Maybe Pride. Or Courage, given she was fearless."

"Yeah you see the problem. What if you got it wrong? What in the Synod declared her an exemplar of a virtue and she didn't agree with them. Do you reckon she'd take that lying down?"

Malachai blanched.

"No, no. You make a good point. A very good point."

Isaac chuckled under his breath and shifted back to his side of the great iron-bound door. He glanced up at the inscription, as he had done hundreds of times before.

ASLEEP AT LAST.

Hopefully.

Contents

- 1 Overview

- 2 Dreams of Ice

- 2.1 Participation

- 3 The Haunted Senate

- 4 The Scribes

- 5 And finally

Overview

Zenith has fallen to the Druj. This would be bad enough news if it was any Imperial territory, and any orc nation, of course... but there is something different about Zenith. Historians, cynics, and scaremongers alike all point out that Zenith was the first of the four territories added to the Empire by the Iron Empress - by Varkula. People who maybe should know better remind everyone of the stories about what happened when Holberg and Skarsind fell to the orcs - of the reports of loud noises from within the tomb. A recent piece of historical research relating to the burial rites used when she was interred in the Necropolis has begun to circulate at the request of Lord Armand Remys of House Remys. Interesting as it is, it cannot help but stoke concerns among the credulous, the superstitious, and the guilty.

The story claims that there are three doors in the tomb, and that two of them are now open. A third territory claimed by the Carrion Queen has been lost to the barbarians. Even though Holberg and Skarsind have been liberated there are people who expect that last door to open any day now and ... something ... to emerge into the light of day. Something angry. As these doomsayers point out, nobody reported the sounds of any doors closing when the fourth city and the northernmost territory became part of the Empire again. Indeed, a few Varushkans darkly suggest that it is entirely possible, were she around today, that the Throne they call the Winterborn might not believe Skarsind was truly in Imperial hands at all...

Either way, in the weeks leading up to the Spring Equinox, certain signs begin to manifest that may lend credence to those people proclaiming the imminent return of the Undying.

Dreams of Ice

The dreams started in the last few weeks. Nobody agrees on precisely when, but by the start of the summit it is pretty clear that people sleeping within the borders of Casinea are experiencing a dream - a nightmare? - that is not of their own mind’s making. It does not happen to everyone, and it does not happen every night. There is some anecdotal evidence that folk with the draughir lineage, people from Varushka, and priests dedicated to Vigilance seem to experience the dreams slightly more often than other people but that could just be a coincidence or an assumption being repeated as fact.

The details of the dreams differ, but the details are not important: the broad sweep is the same in each case. The dream begins with a scene of desolation. The dreamer is faced by a tall and powerful woman, unfamiliar, a dark presence that calls the eye to witness, the ear to hear, the mind to remember. She wears a crown of black ice, and her eyes are the colour of polished amber. And when she curls her lip in disgust at what she sees, she has vicious pointed teeth like those of a wolf.

The coldly restrained fury of her voice is entirely pitiless. The words she speaks - again, the precise details differ - are a litany of failure, of idiocy, of weakness. They speak of the Empire, of Human Destiny - and of how it has been betrayed in the current generation. How dare those who claim to champion the Empire be so weak and foolish as to fail to defend her legacy? How dare they allow the jewel that is Zenith to slip through their fingers? The dreamer always awakens before they can answer, and for an hour after they wake they find themselves confused and weakened in body and spirit.

The source of the dreams - assuming they have a source - is unknown at this time. To some though (primarily in Urizen), the message is clear - the conquest of Zenith is so terrible a crime that it has called Empress Varkula back from beyond the grave. Unless steps are taken immediately to reclaim the lost Urizen territory, the Iron Dowager is certain to return and take vengeance on those who have besmirched her legacy one time too many.

Participation

Any character who wishes to may roleplay that they have experienced this dream at any point over the course of the summit. Anyone who does so experiences a roleplaying effect: You feel an urge to confront and berate those you consider responsible for the loss of Zenith. While experiencing this roleplaying effect, you can choose to respond to anything that would cause you to remain calm, or restrain your urge to act, by becoming angry as if this were a source of spiritual strength.

The one exception is any character with the cambion lineage. If you experience this dream, instead of the effect outlined above you may choose to become obdurate, stubborn, and even angry that a dead Throne is attempting to influence your actions. You experience a different roleplaying effect: You feel an urge to oppose the apparent wishes of Empress Varkula by any means. Those who support her agenda are bullies and tyrants. If you have the hero skill, you have an additional hero point for the duration of the event, as long as you choose to continue with this roleplaying effect.

The Haunted Senate

Starting two nights before the Spring Equinox, the civil servants and labourers preparing the Senate for the coming summit began to report strange feelings of suspicion and even paranoia. A powerful sense that there is something unwholesome afoot that must be challenged.

Some reported a feeling of being watched, especially when they were alone in the building and at night. They began to suspect that there was a conspiracy afoot - and in one extreme case that people were actively lying to them. The effect seems to cover the entire interior of the Senate - not only the floor but also the viewing gallery - but stops immediately at the door. Preparations for the summit have been disrupted on two occasions by loud altercations between workers.

It is not clear who first suggested it, but there is a growing swell of opinion that the Senate has become haunted by the ghost of Empress Varkula. Some of the workers claim that the closer one comes to the throne, the more pronounced the feelings of being watched and judged become. More sceptical citizens who have visited the Senate claim the effect is simply an aura of some sort - although they are at a loss to explain how the aura has manifested or what it might mean. Most of these sceptics dismiss the idea that it is anything to do with Empress Varkula. Such a thing is impossible.

Isn't it?

The Scribes

It is probably nothing but... in the interests of completeness...

There is a small house of Freeborn in Necropolis called the House of Quills. They are an interesting footnote in the annals of history, but one with a connection to the Throne whose name is on so many lips at the moment. Scriveners and lawyers, the House makes a modest income offering services primarily to Freeborn pilgrims visiting the tombs. A family concern, the i Tamazir i Riqueza are a small insular offshoot most of whose relatives still live in Madruga.

Their only real claim to fame is that they are experts in the preparations of wills, and other legal documents related to death. Indeed, it was an i Tamazar I Riqueza who served as executor for the will of Empress Varkula. Who oversaw the distribution of her legacies, and ensured that she was interred with the grave goods she requested be placed in her tomb alongside her body. She is, without a doubt, their most famous client. Perhaps their only famous client. Most people could not pick the i Tamazar i Riqueza out of a crowd, except perhaps to note that they are Freeborn, albeit with clothes of a surprisingly severe cut and sombre hue for people of the Brass Coast.

It is pure coincidence then that one of these people spotted one of the i Tamazar i Riqueza they did recognise at the Navarr wayhouse of Myfanwy's Rest a week or so before the Spring Equinox summit. They were on their way to Anvil, apparently, but became extremely cagey about their business there. The Freeborn are normally known for their brazen openness, it should be noted.

This chance encounter would perhaps have gone unmentioned, and proved of no interest, had our traveller not reached an Anvil buzzing with the name "Varkula". The tale has been passed back and forth several times - an agent associated with a house connected to the death of the Iron Empress, on their way to Anvil? Coincidence, surely? Or perhaps there is a more simple explanation - perhaps it is just a matter of a scribe discharging their responsibilities or seeking business or...

What else could it be?

And finally

Samael walked quickly, his hood up to keep the rain out, his veil down to avoid making eye contact. The virtuous preachers, those whose sermons fitted with the tone and tenor of the Necropolis usually preached from the main plaza. But since you couldn't legally stop someone from preaching, the old Wayrain Quarter was where they sent the crazy ones. He normally took the longer route home but tonight he needed to take a short cut to get back in time to see his wife before she set off for Anvil.

"...Empress Reborn..." He caught only a few words as he pushed his way through the crowd. A tall man, Highborn by the looks, but stooped and dour with a hangdog look about him and a miserable expression was preaching to a large crowd. One of the First Empress lot presumably. He rolled his eyes - she had been caught faking history - frankly a cardinal sin. There never was any shining city. But of course that didn't stop some people believing. Facts just don't matter these days. He kept moving.

"...Tyrannical oppression... most brutal Throne ever..." This one was shorter, looked Freeborn maybe. What rubbish. The problem with this Throne was she was too bloody wishy-washy in Samael's view. From what his wife told him the Imperatrix needed to toughen up and bring Dawn and Navarr to heel, or the Empire would go the way of Zenith. Bloody typical though - he knew enough about his wife's work to know leadership was hard - you could never make a decision about anything without someone whining about it. If they thought the Empire was so bloody awful - why couldn't they just go and live somewhere else? But of course they never did...

"...The Doors of Destiny are thrown open!..." Samael laughed, mouthing "The doors of destiny" to himself. What in the virtues was that supposed to mean? He shook his head and tried to force his way past the group stood shoulder-to-shoulder in front of the final preacher. It was a youngish Highborn, not dressed in his best, a soldier by the looks, but quite clearly he hadn't slept, and only the rain had washed his face today. This one was on about Varkula - apparently the Dowager Empress had thrown open the doors of her tomb and now walked the land.

Never mind that his favourite Empress had been dead for over 200 years. Why let a simple fact like that get in the way? He wanted to reach out and grab this foolish youth and shake him. The point of the Iron Empress was to be inspired by her dedication to the Virtues and the Empire, to be impressed by what she achieved because she was prepared to do what was right rather than what was popular! But no, why be impressed by legacy of the Iron Empress when you could choose to be frightened that some long-dead ghost was going to come back to judge you.

Crazy - the world was going crazy. And his wife was going to Anvil - tonight! He pushed on, roughly shoving an older pilgrim and his daughter out of his way. He had to get home before she left.

At midnight, in Necropolis, scant days ago, a bell rang. Among the clamour of the chapters that keep midnight watch in the Black City most probably did not notice, or did not note it. But some did. Those who could count the bells and name each one. Those with sharp and Vigilant ears. The loud, unfamiliar, discordant toll of a heavy mithril tenor, rung by one clearly unused to the task, from a tower that’s on a tomb proper, and no shrine to the Sentinel?

By morning, a new Highborn preacher appears on a street corner in the Black City. He appears to be a guardian, with a simple soldier's bearing and little training for fine speech. But there is a fire to him and people are drawn to that despite his unwashed, unkempt appearance.

He claims to be one of those who until recently stood watch over the Winterborn's tomb. He speaks of Varkula, of the legends of her tomb being torn open. Not as a risk, a possibility, a metaphor, but as if he was there when it happened. He preaches of the loss of Zenith and claims that her spirit has been woken by the unthinkable defeat of the joined armies of the Highborn. He left before he could be accosted. By all accounts the man is heading for Anvil.

As for the tomb itself. Every steward of the dead knows where that is. It is a site of pilgrimage, albeit not a wildly popular one. But not today. The great doors to the outer fane were closed upon inspection, heavily locked and barred. The guard, outside, a dozen strong: grim-faced and tight-lipped and professional as always. They refuse to address the rumours and say only that the tomb was not open to visitors. Protestations of rank or authority, secular or sacred, fall upon deaf ears. Without orders to the contrary, without orders from the very top, this door is sealed.

But the curious who are turned away, cannot help but notice. The outer door to the tomb of Varkula has been barred from the outside. And the space immediately before it has been consecrated to Vigilance.

There has been no further time to investigate. Perhaps Escon may know more.

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Come my pretty one

Come, My Pretty One - Traditional Dawnish courting song

Lyrics and music by Claire Bowden

https://soundcloud.com/herecosyouare-1/come-my-pretty-wav

A pdf of the tune and lyrics can be found here.

Come, my pretty one, and dance with me, All in your red dress, trimmed with ribbons, There’s a whole wide world out there for you to see, But the days are short, and few in number, So dance, dance, dance, dance, dance, dance, dance, dance, dance, dance, dance, dance, My pretty one.

Come, my merry one, and sing with me, All by the firelight, gaily glowing, There’s a whole wide world out there for you to see, But the night is dark, and filled with terrors,* So sing, sing, sing, sing, sing, sing, sing, sing, sing, sing, sing, sing, My merry one

Come my bravest one and fight with me, All in your armour, brightly gleaming, There’s a whole wide world out there for you to see, Your enemy’s near and great in number, So fight, fight, etc… My bravest one.

Come, my jolly one and drink with me, Where wine and beer are freely flowing, There’s a whole wide world out there for you to see, And bring back tales of your valour, So drink, drink etc My jolly one.

Come, my hungry one and feast with me, All in your best coat, or your leathers, There’s a whole wide world out there for you to see, But it wouldn’t serve to leave here starving, So feast, feast, etc My hungry one.

Come, my darling one and lie with me, With naught between but breath and longing, There’s a whole wide world out there for you to see, But the night is dark, and all too lonely, So lie, lie, etc My darling one.

Come, my fearless on and die with me, All for the glory and songs hereafter, There’s a whole wide world out there for you to see, But our lives are short and ever changing, So die, die, etc My fearless one.

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Coming home

"Why now?" Lumi looked at Päivä hopeful that the old crone would enlighten her. She had felt honoured when she was chosen to accompany the ancient mystic deep into the swamp but actually things had been pretty boring until she had managed to get the woman talking.

"Huh." Päivä's snort invited Lumi to respond but she knew this trick now and was not fooled. She kept her mouth shut and waited for the woman to continue.

"Might as well ask why it rains. Why does it snow one day and the sun shine the next? Who knows?" The old woman shrugged her shoulders and sighed theatrically. "Perhaps some questions are not meant to be answered? Perhaps some questions have no answers? Maybe the answer is less important than the question? Did you ever consider that?"

Lumi nodded her head slowly in what she hoped looked like a sage gesture of deep contemplation. "Maybe... some great hero... it could be their skein to die?" she said, speaking slowly to make herself sound wise.

"Huh-huh-huh" The old crone's body was wracked by shudders and Lumi feared she was going to fall. She stepped closer to prevent the woman sliding into the bog, before she realized the sound was laughter.

"Maybe it's because I took a shit in the swamp last night... Huh." The crone stopped mocking her and pulled up herself up to her full height using her walking staff. Well nearly full, the stick sank at least three inches into the mud Lumi noticed.

"Why must it always be about the biggest? The strongest. The most heroic? Are they the only ones whose stories we should hear?" She laughed again, swatted a fly against her face and then popped it into her mouth. "Every hero has a story. Every hero goes into the swamp... Hmph. Every hero but one."

"Surely there must be some explanation for it? Things don't just happen!"

The old crone pushed her hood back to stare into the young girl's eyes. Her skin was lined like old bark and one eye was white with a cataract but the other was bright and sharp and it fixed the girl in place. "Everyone always wants an explanation. Everyone wants a reason. Reasons are the noises that foxes make when they're mating."

"I thought it was the job of the mystic to explain things?" Lumi countered.

"Hah. Reasons kill mysticism. The job of the mystic is to ask questions."

They continued on their way then. Lumi had many more questions, but she was no longer certain that she wanted the answers.

Contents

- 1 Overview

- 2 Pilgrimage

- 3 Inspiration

- 4 Heroism

- 5 Accessibility

- 6 Resolution

Overview

The Imperial prognosticators have discovered a major conjunction - not so large as those used for battles, but enough to take the entirety of a single nation. The conjunction is set for late in the evening on the second night of the summit, but the civil service are unsure of the ramifications or context for the conjunction - as it opens into the heart of the great swamp, not far from the bridge that bears the name of Guthwulf of the Red Embrace, the last Wintermark egregore to fall in battle against the Jotun.

The civil service are still trying to identify some military or political significance to the conjunction, but thus far they have found nothing. The destination is far from the site of the Jotun armies in Stark. While it is theoretically possible that a small group of Jotun scouts might make it this far south without being spotted - perhaps from the forces left behind in the north-west - it is just not possible that the kind of force that would require the combined fighting strength of the Wintermark heroes to combat it. All attempts to use Day magic to divine some purpose for the conjunction have failed and so, somewhat reluctantly, the civil service have been forced to accept that the conjunction does not appear to military in nature.

However, more than a few Kallavesi mystics claim to know exactly what the conjunction is for. Although it has not happened in their lifetime, and likely will not again, the conjunction is intended to allow the great and the good of Wintermark to travel to the marsh at the summit to pay their respects to the dead interred there. They claim to have no easy explanation for why the conjunction has opened now; but open it will and the people of Wintermark will be there to greet it.

Pilgrimage

There is an opportunity for everyone from Wintermark to take part in a pilgrimage to the Kallavesa Marsh. A conjunction will open at the Sentinel Gate at 11 o'clock on Saturday night, large enough to allow the entire nation of Wintermark to travel through. This feat is achieved through the magic of the bonds of the egregore, so characters of other nations will not be able to accompany them (though a single entire nation could in theory go in their stead). (OOC Note: Please do not e-mail in asking for an exception to be made; the Sentinel Gate simply will not allow people from more than one nation to use this conjunction.)

A handful of warriors and mystics of Masi, the traditional settlement of the Kallavesa marshes are making ready to receive the heroes of Wintermark. Once the host has arrived, they will perform a traditional song to sing to the spirits that rest in the marsh to ask them to prepare to accept more heroes to sleep among them.

Hopefully there will be none, but if the heroes of Anvil have the bodies of any who have fallen that they feel are worthy to inter in the marsh, then they should bring the bodies and their accoutrements with them when they travel through the gate. In addition any Wintermarker who wishes to remember the fallen may bring grave goods belonging to the slain or simply offerings with which to remember them.

It is typical for a scop or a friend of the slain to recite the greatest deeds of a hero when their body passes into the waters. Everyone who travels through the will have an opportunity to leave something to remember their slain by - but because the time for this conjunction is limited, there will simply not be enough time for everyone to speak. The Masi mystics suggest that the stormcrows should pick three heroes who have died in recent times whose deeds are most worthy and then three Wintermarkers to speak of their deeds. This will meet the demands of tradition, but still allow the assembled host to return to Anvil before the conjunction closes.

According to the oral records of the Masi, the last time such a major conjunction opened was during the reign of Emperor Guntherm. At that time the crows chose to inter two famous heroes of the Mark, Manni the Bold, one of the great Wintermark generals who had fallen in battle three years earlier and Ulf the Twice-Betrayed, a much-loved scop who had entered Sydanjaa the previous winter. Guntherm also chose an obscure mystic, Jussi the Grey-beard, for reasons that were never explained. There are no records of what happened when they reached the swamps, nothing was written down and the people who travelled there refused to speak of it to any outside the Mark.

The path of the hero is the path of the Virtuous. The exemplars of the Empire are the heroes we seek to emulate, and the greatest of heroes are paragons.

Wintermark National Assembly, 381YE Winter Solstice, Gunnbrand Ironwill, Upheld 219 - 14

Inspiration

According to legend there are more Wintermark heroes interred in the swamps of Kallavesa than there are stars in the sky. Many of the names have been lost to history but many endure to inspire the scions of the storm. Empress Britta lies here, though Emperor Guntherm and Empress Mariika do not. In addition to these important historical figures, two great Imperial legends, the exemplar Inga Tarn and the paragon Isenbrad are both known to have been interred here.

Despite this - or perhaps because of it - neither of these legends possess an inspirational tomb. The pilgrimage represents an opportunity to right that wrong. If the heroes of the Mark can obtain a dose of true liao, they could use it to create a powerful permanent consecration in the heart of the marsh. Of course there is no body to inter in a tomb, but it is always possible to commission a structure of white granite and weirwood to serve as a place of memorial for the faithful after the pilgrimage is complete.

Regardless of any commission, the primary impact will come from the use of the true liao. If the precious substance is used to consecrate the grove at the heart of the marshes to Pride, it will serve as a reminder of their oldest traditions to every citizen of the Mark. That this is the land of heroes, that a hero has a name, and that their story ends with a good death.

The resulting upsurge in pride and heroism will affect every citizen in the Mark and will permanently lift people's spirits. It has never sat right with some Wintermark folk that Emperor Guntherm's body lies in state in Bastion, instead of returning to the swamp. People of the Mark rarely give voice to the complaint but there is a sense sometimes that the orthodoxy of the Way has supplanted the mystical Wintermark traditions of reverence for their heroic ancestors that have existed for hundreds of years before the Way came to these lands. A powerful permanent aura of Pride would show that Wintermark remembers its past and that her oldest practices are still valid.

If the Wintermark nation are able to consecrate to Pride the site of the pilgrimage with a dose of true liao, then the ability of the entire Wintermark nation to support armies will be increased to four. This effect will be permanent - or at least for as long as the aura endures. The warriors of the Masi would protect the aura, it could only be lost if the entire Kallavesa Marsh region were conquered by an enemy that chose to despoil the aura.

The path of the hero is the path of the Virtuous. The Exemplars of the Empire are the heroes we seek to emulate, and the greatest of heroes are Paragons.

Gunnbrand Ironwill, Wintermark Assembly. Winter 381YE, Upheld with a greater majority 219 - 14

Heroism

The people of Wintermark admire heroism and believe that it speeds the passage of the dead through the Labyrinth of Ages. Although heroism is not one of the seven Virtues, the Winterfolk have argued since the beginning of the Way that acts of heroism encompass any or all of them to some extent. Many of these ideals seem to be shared with their orc neighbours to the west. The Jotun and the people of Wintermark have faced each other in battle for as long as anyone can remember. They have even fought beside Wintermark in the past - in the reign of

Commission

Contents

- 1 Overview

- 2 Overview

- 3 Creating a New Commission

- 3.1 Military Commissions

- 3.2 Civilian Commissions

- 4 Costing

- 5 Necessary Details

- 6 Limitations

- 6.1 Imperial Titles

- 6.2 Altering an Existing Commission

- 6.3 Domestic affairs

- 6.4 Maximum Commissions Available

- 6.5 Altering the Setting

- 6.6 Maximum numbers of Imperial Forces

- 6.7 Insufficient Supply

- 7 Opportunities

- 8 Improvements and Repairs

- 9 Implementing a Commission

- 9.1 Lapsed Commissions

- 9.2 Oversight

- 10 Further Reading

- 10.1 Core Brief

- 10.2 Additional Information

Overview

Overview

The Imperial Senate has the power to commission important projects or great works of construction that will benefit the Empire. Any Imperial citizen can make use of mithril, weirwood or white granite they have purchased to improve a resource they own. But regardless of how much wealth they possess, no citizen can recruit their own army or simply order the construction of a great work unless they have been granted the authority to do so by a Senate motion or by a title such as Bearer of an Imperial Wayleave or Arcane Architect.

Most commissions automatically result in the creation of a new Imperial title, for example raising a new army causes the creation of a new Imperial general. Creating this title is an integral part of the commission and does not require a second motion to be considered by the Senate.

Creating a New Commission

The following pages describe the current library of known commissions distilled from the ledgers maintained by the Imperial civil service. We will maintain this list with any new forms of commissions that develop in play.

Military Commissions

- Imperial army

- Imperial navy

- Fortification

- Spy network

- Shipyard

Civilian Commissions

- Sinecure

- Ministry

- Great work

- Embassy

- College of Magic

- Runeforge

- Folly

Costing

Any commission that is proposed by a senator will be costed by the civil service, so that the Senate can make an informed decision on whether to pass the motion. The civil service use extensive ledgers of known costs based on the desired outcome - so they can cost any request for something that has been built before - or a variation thereof - provided the citizen makes clear what they want the commission to do. Where the desired outcome is not stated or not clear then the costing takes longer as the civil service are forced to guess what the proposer wanted.

Most costs are defined in terms of the number of wains of mithril, weirwood and white granite which are required to complete the construction. Costings will also state any ongoing upkeep costs as well as the time and money required to complete the construction. Civil servants are present during the construction of the commission, so it is not possible to construct anything other than the commission approved by the Senate.

It is possible to request something that has never been constructed before, but such a construction may not be physically possible and the costing is likely to take much longer, as much as a year. The civil service have to do extensive research to look into the practicality of the request and use day magic to make predictions of the materials required.

The civil service try to provide costings to any citizen who requests them, but if they are unusually busy then they will prioritize requests for costs which are linked to a motion that has actually been proposed.

Necessary Details

Whenever a new commission is being created several important details need to be communicated to the Civil Service. We will provide help or advice on creating these details on request. In particular, players are welcome to email Profound Decisions to discuss new commissions they are seeking to have created. If any details are omitted then we will either try to contact the player whose character proposed the motion to create the commission to get details from them, or else we will make up the missing facts.

- Name

- Location

- Cost

- Imperial Title

- Nature

The commission itself will need a name, so that it can be clearly identified in Imperial Records.

The necessary details include the rough location where the commission is to be raised or built - usually the territory and region are sufficient.

Most commissions have a standard cost for mithril, weirwood and white granite, for example a new Imperial army requires 200 wains of mithril and 50 crowns, so this detail is fixed. If the commission can be of variable size, then the necessary details include what materials will be used to complete the commission to the size desired by the citizen overseeing the project.

Commissions that result in the creation of a new Imperial title also require the necessary details for the new title.The position will need a name. If the Imperial title bears any particular duties or responsibilities then this is particularly important information.

The civil service need to have a clear idea of the nature of any commission that is being built, where that is not clear. A sinecure, for example, is a very general term, only marginally more specific than a word like "building" or "construction". It is used by the Empire to describe any construction designed to produce a fixed income. A concise overview on the nature and purpose of a commission may be relevant to the Senate's decision to pass a motion; a more detailed description can be provided to the civil service later. Sinecures, ministries, great works etc. are all effectively classifications for different types of structure that the Senate can commission. It is very helpful to provide as much flavour and detail on how an individual commission works as possible. While these in-character details do not affect the rules, they are important for the campaign and can influence plot developments involving the commission.

Limitations

Imperial Titles

The approval of the Imperial Senate is required to approve the commission of any significant project. Because of the great costs involved in creating a structure using mithril, weirwood, or white granite, most commissions are built to provide important practical benefits. If these benefits require administration or oversight by a citizen then the constitution mandates that a suitable Imperial title be created and a citizen with no other Imperial title be appointed to the position.

As a result of these rules laid down at the dawn of the Empire the Constitutional Court does not allow the Senate to authorize a commission that would provide tangible benefits to an individual citizen without creating an Imperial title to be responsible for the commission and any benefits or powers it provides.

Citizens shall not hold more than one high office at a time and must exercise their powers in person; those whose virtue causes them to be offered numerous Imperial titles must choose between them. In this way no citizen shall accumulate so much responsibility that they consider themselves better than their fellows.

Some Imperial commissions - most notably fortifications, follies, and great works do not provide practical benefits that an individual could gain from. The Imperial Senate may still create an Imperial title with responsibility for the commission if they wish, by including explicit instructions to this effect in the wording of the motion.

There can only ever be a single Imperial title with responsibility for a commission. Whoever is appointed to the title becomes the legal custodian of the commission; if it were to be threatened in any way, it would be their responsibility to deal with those threats. Likewise, if any opportunity relating to the commission presented itself, they would make any decisions needed to take advantage of it.

Altering an Existing Commission

The appearance and character of an existing commission can be altered after it is completed. Doing so requires a new commission, following all the normal rules, and requires the same labour costs as the original commission. Alterations take three months.

Domestic affairs

Most commissions can only be constructed in a region controlled by the Empire. Spy networks are an example of a current exception.

Maximum Commissions Available

The Empire has limited capabilities to oversee new commissions. In a given season, the civil service is able to deal with only twelve new commissions. Attempts to commission more than twelve projects in a single summit beyond this will fail - they will not be actioned. This includes commissions from the senate, and from Imperial titles given the ability to commission via an announcement.

The only exception to this rule is for Imperial armies and navies, which do not count against the limit of the number of commissions available.

Altering the Setting

You cannot use a commission to change a key detail about the setting or to resolve a known problem. For example, if the cleansing fire of Surat is used to purge the vile taint of the Vallorn from a region, then we will update the wiki to reflect the damage done by Surat's fire. That damage cannot be restored by building a sinecure, ministry, or great work - the effects of a normal commission is limited to the rules defined for that commission - so it cannot undo the effects of the fires of Surat as well.

The only exception to this rule is when an appropriate plot opportunity explicitly states that building a specific commission will change a key detail in the setting or resolve a known problem.

Maximum numbers of Imperial Forces

The Empire cannot sustain an unlimited number of armies and navies. In addition to the significant drain on the treasury of the Imperial Senate, each individual nation can only provide so many soldiers. The supply number for each nation represents the maximum number of Imperial forces (armies and navies) that nation can sustain at any given time. The Senate cannot raise a new Imperial army or navy of that nation if it would take the nation over its supply number.

At this time, the maximum number of forces a nation can support are as follows:

- Dawn, the Marches, and Highguard: 4 forces each

- The Brass Coast, Navarr, Varushka and Wintermark: 3 forces each

- The Imperial Orcs, and the League: 2 forces each (but the Imperial Orcs experience further limitations to this number)

- Urizen: 1 force

A nation cannot contribute its support to maintain a force from another nation. The only way for players to increase the number of armies and navies a nation can support is to conquer additional territory. Likewise, the loss of territory to the barbarians may reduce the supply number for that nation.

Insufficient Supply

If a nation ever has more armies and navies than it can support, all that nation's forces suffer significant penalties until this imbalance is rectified.

Each army and navy controlled by that nation suffers automatic losses of 500 force (or 750 force for a Large army) each season. In addition, no army or navy controlled by that nation gets natural resupply (nor can it take advantage of any benefits that rely on natural supply such as the ritual Brotherhood of Tian).

The senate may pass a motion to disband an army.

Opportunities

Opportunities are seeded into the game from plot. Opportunities are usually commissions; often they will circumvent or exceed the regular play balanced rules for determining the outcome of a commission.

A commission opportunity must be proposed by a senator to be voted on as any normal commission, but it may provide the ability to do something at reduced cost, or in a way that could not normally be achieved. The nature of the plot will normally dictate what benefits the opportunity provides, as well as what information is available on those benefits.

Improvements and Repairs

In addition to new commissions, the Senate may also pass motions to upgrade or improve existing commissions. In the case of armies and fortifications they can also pass motions to expend the resources needed to return the army to full strength or repair the fortification. These motions follow the same processes used for new commissions.

Implementing a Commission

Any player whose character is providing wains of money for a commission, should put the coins and the documents representing the wains of mithril, weirwood and white granite that they are committing to their project in the bag that they hand in at the end of the event. They should then email Profound Decisions to make us aware that they want to pay for a commission. We will remove the money or resources from their inventory as soon as we are aware that you wish to make a payment. If anything is removed from your inventory by us that you did not wish to use in this way then please let us know as quickly as possible.

The responsibility for implementing a motion lies with the senator who passed the motion. They are considered to be in charge of the work and the civil service will liaise with them to obtain any necessary details which have not been included in the wording of the motion. However, once the Senate has passed a motion, then the legal authority has been granted to create the commission has been granted, so any character can provide the resources needed to build the commission. The only exception is where the wording of the motion explicitly states that the civil service should only accept materials from a specific individual.

Please do not include a note when you hand in your wains as it is impossible to process these notes at the point where your bag is processed.

Lapsed Commissions

A Senate commission has a year to begin construction from the date it passes.

In the event that no payments have been made against a construction for a period of one year, a motion will lapse and will no longer be considered under construction. A payment is considered to be at least one season's worth of the required materials. It requires fresh authorisation by the Imperial Senate to restart a lapsed commission, and may require a fresh costing from the civil service.

At this time, there are the following lapsed commissions.

- Reckoners Reward passed in Autumn 379YE

- General Estana's Repository passed in Summer 380YE

- Hanging Fruit Gardens of Gerondi passed in Autumn 380YE

- Mana ministry in Astolat passed in Autumn 380YE

- Runeforge passed in Spring 380YE

Oversight

If the Senate passes a commission, then the member of the Senate that proposed the motion is then responsible for overseeing the project. Any funds allocated from the treasury are given directly to the proposer to use for the completion of the commission. The citizen remains responsible for the commission and legally empowered to authorize it, even if they lose their position in the Senate during that time. The only way a commission overseer can be changed is if the citizen dies or is excommunicated; only then is Senate legally permitted to pass a motion to assign one of their number to complete the project.

A character can go about spending their funds as they see fit, and can delegate some or all of the responsibility to others, but they are ultimately considered to be responsible for ensuring the project is completed.

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- Appointments by the Senate

- Appointments to the Senate

- The Throne

- Master of the Imperial Mint

- Speaker for the Senate

- Conscience of the Senate

- Imperial treasury

- OOC design

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Commission&oldid=65921"

Commission Egregore histories

We propose the creation of a written history of the lives of the Egregores and their hosts. This work will be collated and maintained by Gwyliwr of the Carrion and other interested historians selected by him and will be submitted to the Imperial Archives.

Proposed by Miaren, seconded by Hercynia.

Contents

- 1 Overview

- 2 Date

- 3 Progress

- 4 Constitution

- 5 Campaign Outcome

Overview

- Supporting the creation of a document.

- Passed with 3 votes against.

Date

- Spring 377YE.

Progress

- Unknown.

Constitution

- The Senate has not created a position with the authority, responsibility or stipend to achieve this task

The civil service opinion is that the Senate could have chosen to create an Imperial position with the responsibility to compile Egregore biographies and histories. The position could have been granted a stipend. Without the creation of an Imperial position, this motion has no legal implications.

It is important to note that no Egregore, current or past, is obligated to co-operate with this project - any more than any citizen of the Empire is required to share their history with strangers.

Campaign Outcome

While there are no Imperial archives as such, reasonable efforts will be made to ensure that copies of completed histories will be made available to the people of the Empire.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Commission_Egregore_histories&oldid=24029"

Commission Imperial audit

Perform an Imperial economic audit in detail to be provided to the Senate.

Proposed by Zenith, seconded by Hahnmark.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Campaign Outcome

- 5 Constitution

- 6 Notes

Overview

- Provide an Imperial economic audit in detail.

- Passed 25 votes to 3.

Date

- Passed Autumn 377YE.

Cost

- 10 Thrones.

Campaign Outcome

- Civil servants are preparing a detailed audit to be presented in person to the Imperial Senate.

Constitution

The Imperial treasury that is made available to the Senate is what remains from taxation and auctions in the Imperial Bourse after appropriate deductions to meet the running costs of the Empire are removed. The Master of the Imperial Mint receives a breakdown of income and expenditure for the Empire which includes outgoings for Imperial armies, fortifications, stipends, running costs for any great work that require them and the costs to administer the territories of the Empire. The Senate has the ability to curtail most of these outgoings by abrogating past motions, demobilizing armies and dismantling existing fortifications and great works but they cannot change the Empire's territorial administration costs, these are fixed.

Notes

The level of detail provided in information available to the Master of the Mint and the Senate is set by the limits for Abstraction in the game.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Commission_Imperial_audit&oldid=28840"

Commission Ossuary of Reikos

This motion is currently undergoing scrutiny.

For the creation of an ossuary in Reikos, a great work that will enable the Empire to lay thousands of highborn dead to rest and enable the rebuilding of the territory. This will increase the returns to the imperial territory and is proposed on the virtue of prosperity.

Proposed by Necropolis, Seconded by Reikos

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- A great work in the territory of Reikos

- Passed

Date

- Spring 380YE

Cost

- 40 wains of White Granite

- 40 wains of Weirwood

- 20 Thrones in labour costs

- Time : 1 year to construct

Progress

- Unknown

Campaign Outcome

- This great work, when completed, will grant 1300 rings split between the congregations of Reikos.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Commission_Ossuary_of_Reikos&oldid=44678"

Commission Runeforge

This motion is currently undergoing scrutiny.

To build a runeforge

Proposed by Hahnmark, seconded by Karsk

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Passed in Principle

- Passed at 75 Thrones

Date

- Spring 380YE

Cost

- 60 wains of Mithril

- 60 wains of Weirwood

- 60 wains of White Granite

- 30 Thrones in labour costs

- Time : 12 months to complete

Progress

- 75 Thrones disbursed to Senator Hahnmark

Campaign Outcome

- There are certain necessary details missing from this motion, the Senator may decide on these.

- Once completed, the runeforge will automatically create a new Imperial Title

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Commission_Runeforge&oldid=44663"

Commission roll of honour

We should give official recognition to the loyalty of those military unit commanders who commit their troops to support our armies in the field. We suggest a roll of honour be posted each season listing those who have aided each campaign.

Proposed by Kallavesa, seconded by Astolat.

Spring 377YE

Overview

- A public record of military units aiding Imperial armies to be produced and made public.

- Passed unanimously.

Cost

- The Civil Service compiles this information for the benefit of the Military Council; as such additional costs involved in creating an additional copy for purposes of the roll of honour are negligible.

Progress

- Imperial Roll of Honour created.

Campaign Outcome

When the civil servants compile lists of recent military campaigns for the Military Council, an additional copy of the information will be made and disseminated via the Hub.

It is worth noting that if this information were not already being compiled, or if many additional copies were required, the costs would likely be significantly higher.

Winter 377YE

That the Roll Of Honour defined in Senate sessions passim is available in the Imperial Public Library for all citizens to see.

Proposed by Hahnmark, seconded by Volodmartz.

Overview

- The public record of military units aiding Imperial armies to be recorded for posterity.

- Passed unanimously.

Progress

- Complete

Voting

State

Votes For

Votes Against

Result

In Principle

24

0

Passed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Commission_roll_of_honour&oldid=42075"

Commission the Expansion of Spiral Castle

This motion is currently undergoing scrutiny.

To commission the expansion of Spiral Castle, Weirwater such that the area possible to implement resupply includes the Territories adjacent to Weirwater.

Proposed by Astolat, Seconded by Tassato

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Campaign Outcome

Overview

- The Castellan of Spiral Castle is able to utilise their power of resupply on any army that spends the entire season in either Weirwater, Karsk, Karov, Astolat or Semmerholm.

- Passed

Date

- Spring 380YE

Cost

- The upkeep of Spiral Castle has increased from 7 Thrones to 10 Thrones per season.

Campaign Outcome

- Unknown

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Commission_the_Expansion_of_Spiral_Castle&oldid=44680"

Construct the Ministry of Industry and Skarsind Trade (Redirected from Commission the Ministry of Industry and Skarsind Trade)

To build the Ministry of Industry and Skarsind Trade, in the territory of Temeschwar. This will form part of the greater Torfast ministries.

Proposed by Kahraman, seconded by Madruga

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Passed

- This motion was to take advantage of the opportunity presented to improve the wealth of Skarsind.

Date

- Spring 380YE

Cost

- 8 wains of White Granite

- 2 Thrones in labour costs

- Time : 3 months to construct

Progress

- 8 wains of white granite and 2 thrones provided by Gant Archama after Spring Equinox 380YE.

Campaign Outcome

- There are certain necessary details that are unknown, the Senator may decide on these.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Ministry_of_Industry_and_Skarsind_Trade&oldid=45066"

Commission the Park of Holberg

This motion is currently undergoing scrutiny.

To commission a Great Work in Holberg, restoring the Holmauer and building the opportunity of a Park, costing

60 wains of Weirwood 40 wains of White Granite 25 Thrones 3 Seasons Labour

To be self-funded by the citizens of Holberg for the prosperity of the Empire.

Proposed by Holberg, seconded by Feroz

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- This motion was to take advantage of the opportunity to clear the ruins of Holmauer to create sufficient space for parks.

- Passed

Date

- Spring 380YE

Cost

- 60 wains of Weirwood

- 40 wains of White Granite

- 25 Thrones in labour costs

- Time : 9 months construction time.

Progress

- Unknown

Campaign Outcome

- This great work, when completed, will increase the income of all business owners in Holberg

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Commission_the_Park_of_Holberg&oldid=44662"

Commonwealth

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

The information presented here is designed to give a feel for the foreign nation, and is by no means exhaustive. The focus of the Empire campaign is on the Empire and its citizens, and while this information can be used to create backgrounds or inform role-playing on the field; it is not intended that players portray characters from this foreign nation without discussion with Profound Decisions.

Contents

- 1 Overview

- 2 Terrain

- 3 History

- 4 People

- 5 Politics

- 6 Magic

- 7 Religion

- 8 Economics

- 9 Look and Feel

Overview

The Commonwealth is a young nation, taking its first major steps on the world stage. Guided by a philosophy of the greatest good for the greatest number of people, the nation is convinced that it can make the world a better place - a conviction that makes its neighbours very nervous. Three times in the last fifty years, the Commonwealth has been at war with nearby countries and in each case they have been victorious. Yet, rather than turning their conquered enemies into vassals, they have done everything possible to incorporate them into the greater Commonwealth. Membership brings a level of freedom and comfort seen in few other places - provided one is prepared to accept the philosophy of the greater good.

Like the Empire, the Commonwealth is dominated by humans (both lineaged and unlineaged). Unlike the Empire, the Commonwealth population includes significant numbers of both orcs and daeva as well. Indeed, the Commonwealth recognises all sapient beings as having equal standing before their law, and equal opportunities within their society - a stance that contributes to their poor relations with the Principalities of Jarm.

Of particular interest to Imperial citizens are the Commonwealth ports which are open to trade with the Empire.

Terrain

The Commonwealth lies to the south-east of the Empire, and takes many weeks of sailing by boat to reach. It shares the same land-mass as the Principalities of Jarm and, while they do not share a border, their uncomfortable proximity leads great deal of friction between the two nations.

History

The Commonwealth is a comparatively young nation. It has its roots in an old kingdom that once occupied the area that is now the core of the Commonwealth. Some time around 20YE, the old monarchy collapsed into a civil war that raged for over a century as the various heirs and pretenders to the royal throne (and their descendants) fought to be recognised as the One True Ruler. By 120YE, the area had stabilized slightly into five smaller states, each locked in a vicious struggle for dominance with their neighbours and suffering regular internal coups and schisms.

Into this chaos came a philosopher named Leonitz Altmann whose extensive writings came to form the core of the Commonwealth philosophy of the greatest good for the largest number of people. His teachings were embraced especially by the daeva soldiers who served in the armies of the Successor Monarchies - and they quickly spread the teachings to their human and orc peers. An organised coup by the militaries of all five monarchies swept away the idea of rule by hereditary nobles and re-united the Successor Monarchies into a single nation - the Commonwealth.

The coup was by no means bloodless, but it succeeded in part due to a great deal of grassroots support both from a civilian population sick of unjust taxes and the tyranny of the landed nobility, and by free thinkers and egalitarianists in all walks of life. Since then, the Commonwealth has steadily expanded - and not only through conquest. Several smaller nations adjacent to the Commonwealth peacefully petitioned for admittance when it became clear that the social, cultural, and economic benefits of doing so far outweighed the requirement to adopt the Commonwealth's political systems.

People

The modern Commonwealth is a highly meritocratic stratocracy. All political power in the Commonwealth lies in the hands of the military. Only those who serve are seen as worthy to make decisions about the future of their nation. Final executive power lies in the hands of the general council. Retired military officers often return to civilian life, but a sizeable number of ex-soldiers choose to continue to serve their nation in support roles; while they no longer make decisions themselves, they offer advice and logistical support to the men and women who do.

The general council does not exist in a vacuum, however: a second "house" of power exists, composed of the wisest and best-educated philosophers, thinkers, and planners. The Commonwealth is known throughout the world for its universities - centres of academic excellence that study everything from comparative religion to engineering, from medicine to ethics - and it is the universities that advise the military on courses of action that they can take to pursue the nation's goals. Some of the most influential people in the Commonwealth are the philosophers who dedicate themselves to establishing the most ethical course of action for their nation.

The civilian population possesses a great deal of freedom, but they cannot hold political rank nor participate directly in government. They are expected to co-operate with and support the military. They can accumulate personal wealth, and ultimately serve to drive the economy of the Commonwealth, but only those who take up military service can gain a voice in the running of their nation.

The practice of slavery is seen as one of the greatest evils to beset the world; the Commonwealth is absolutely dedicated to the emancipation of all slaves everywhere and their incorporation into the Commonwealth. A slave cannot engage in enlightened choice; the idea that a sapient being might be reduced to the status of an object is absolutely abhorrent to the Commonwealth. This vile institution is one of the things guaranteed to stoke the passions of any good citizen of the Commonwealth - more than any other form of tyranny, they are dedicated to its absolute destruction.

In addition to the ideas promoted by the common good, the people of the Commonwealth are known for a dynamic approach to life and its problems. The truism "was du heute kannst besorgen, verschiebe nicht auf morgen" (roughly "Don't put off until tomorrow what you can do today") is a touchstone among the people of the Commonwealth. This is almost certainly down to the influence of the daeva. While humans and orcs tend see the short lifespan of the daeva as a tragedy, the daeva themselves see it as a spur towards action. Act now, they say, because you may not see another sunrise. Much of the Commonwealth's culture is drawn from the tension between the idea of taking action today, and the desire to ensure that action is ethically sound.

Everyone in the Commonwealth speaks the Gemeinsamesprache (the "common tongue"). All official documents are written in this language, and while the Commonwealth carefully preserves many of the traditions of the nations that join it, it requires every child to learn the Gemeinsamesprache as their first language. Other tongues exist, and while the Commonwealth makes no effort to stamp them out, they are not promoted. Language, as the Commonwealth philosophers say, shapes thought. Language differences make misunderstandings easier, and prevent true understanding between sapients. The soldiers have a more practical approach - they do not need to translate a half-heard order on the battlefield before they can obey it.

Politics

All political power lies in the hands of the military and all government positions are held by actively serving soldiers. Only those engaged in active service are able to participate in political decision making. Ultimate authority lies in the hands of the generals, each of whom leads a significant armed force. These generals make decisions on behalf of the entire nation as part of a unified general council.

The soldiers of the Commonwealth - from the lowest footsoldier all the way up to the most powerful generals - swear an oath, not to the Commonwealth itself, but to the idea of the common good. This oath is fairly straightforward and can be summed up as "Handle so, dass das größtmögliche Maß an Gutem entsteht!" (Act according to the principle of the greatest good for the greatest number of people).

In all cases, the Commonwealth select their own leaders: ultimate political power lies in the hands of the soldiers. For example, a unit of soldiers select their own captain from among their own ranks - not even the generals can appoint someone to a leadership position. This has lead to a more dynamic military that is largely free from the dangers of nepotism or corruption. Rather than spending their time attempting to impress their superiors, ambitious Commonwealth citizens spend their time gaining the confidence of their peers and proving their competence to those who will be most impacted by it. At the end of the day, the soldiers tend almost overwhelmingly to select leaders that they trust to make life-or-death decisions on a daily basis.

The military council does not exist in a vacuum. If the Commonwealth's "military council" has ultimate executive and legislative power, the ultimate administrative power lies with the philosophers and academics. The universities work together to create a "second house" of government reminiscent of modern think tanks. The universities present proposals for laws and building projects to the general council based on careful study and heated debate. Such projects often require extensive commitment of people and resources; the generals determine which projects will be implemented and which will be refused via complex funding agreements.

The Commonwealth considers this two-tier approach to be very effective. The important ideas come from the people who are good at ideas but poor at execution/practicality, but the decisions about which policies to put into operation lie with the people who excel at practicality. The same people who are responsible for protecting the nation from outside threats and maintaining order are charged with selecting and implementing the policies proposed by the intelligentsia.

There is no doubt that the Commonwealth is an aggressive, expansionist nation, but they are not interested in subjugating or culturally dominating their conquered neighbours. They are also not driven by a desire for wealth, or for land, but by an absolute commitment to the idea of spreading the philosophy of the greater good. A common claim from the philosophers of the Commonwealth is that they will only consider going to war if they can prove that the suffering caused by doing so will be less in the long term than the suffering caused by doing nothing.

Magic

While the Commonwealth is militarily extremely powerful, and is well-respected for its commitment to learning and education, it has comparatively few magicians. Their Zauberer are expected to put their magic towards the service of the military, and there is a great emphasis on practical application over theory. Those who master ritual magic are very much in the minority - the majority of Commonwealth magicians focus on spellcasting, or master a handful of low-magnitude rituals that can be performed without the need for a coven.

More powerful groups of magicians do exist, but they are almost exclusively connected to one of the Commonwealth armies; they are soldiers, not scholars. Unsurprisingly, the Commonwealth focuses on magic of use on the battlefield - their most powerful ritual magicians master the lores of Autumn and Summer, and the healing powers of Spring. The rituals of Day and Night are seen as the province of philosophers, while the realm of Winter is seen as particularly suspect, and its use discouraged.

Religion

The common good contains many ideas that the priests of the Way might recognise. It encourages loyalty and personal pride; it respects courage, enshrines wisdom as a lofty ideal, and encourages prosperity and ambition. Yet it does not recognise these virtues as distinct - rather, it promotes the idea of living a good life, a life founded on ethical principles, that recognises both individual freedom and communal responsibility. Commonwealth priests have a not-entirely unearned reputation for being condescending to the "backwards" priests of the Imperial Synod.

Commonwealth priests are almost always philosophers and scholars. They promote ethical behaviour with an emphasis on both personal liberty and personal responsibility, whilst also encouraging community spirit and respect for other sapients. Many of these philosophers become chaplains, serving on the front lines as soldiers. Others engage in more pastoral care, tending to the spiritual needs of their communities, being particularly active in the role of educators and counsellors. While religious scholars all embrace the core philosophy of the greater good (as laid out by Altmann), there are several competing schools of thought as to how to put these ideas into practice. Most students of Altmann's philosophy agree, however, that the first step toward achieving the greatest good for the greatest number of people lies in choosing to live an ethical life; to avoid causing suffering to others; and to actively reduce the suffering of other sapient peoples.

When foreigners think of the Commonwealth religion, however, they usually imagine the paladins. The paladin orders go beyond the role of advisors and educators, and actively seek to promote the philosophy of the greater good. Many serve as armoured knights who inspire and support their fellow soldiers directly, often in the vanguard. Others have a reputation for more underhand behaviour - they actively infiltrate other nations and encourage the people to revolt against tyrants or oppressive laws.

In particular, chaplains and paladins alike engage in ceremonial practices that would be familiar to followers of the Way. Unlike Imperial or Sumaah priests, however, they eschew using ceremonies which create auras (specifically they employ anointing, consecration, and hallowing only to remove existing auras). In the Commonwealth, the creation of auras is considered a wicked act, practiced by witches and sorcerers. These auras, they argue, are a form of oppression. Sapient beings are born with free will, and spiritual auras attempt to subvert that free will. As a consequence, many paladins of the Commonwealth who master these religious ceremonies (as well as insight and exorcism) commit themselves to tracking down and eradicating spiritual auras and menaces (such as ghosts). Paladins who specialise in this role are sometimes called witch hunters.

This philosophy is often seen by Imperial priests as being an expression of Lucidianism, but the movements are unrelated. Lucidianism grows out of the desire to explore the seven virtues without the distractions caused by auras; the Commonwealth opposition to auras runs much deeper and is based around complex concepts of self-determination and the power of enlightened choice.

Economics

At the lowest level, the economy of the Commonwealth is somewhat familiar. The civilian population maintain resources, and buy and sell goods to each other, and to the armies. All the mithril, white granite, weirwood, and ilium in the Commonwealth is ultimately controlled by the armies, however. The armies also have an entire class of structures that the Empire might call "intermediate Bourse resources" - large scale sinecures that secure additional resources for the armies. The armies use these resources to supply themselves, and to invest in projects suggested by the universities. The surplus is sold to the civilian population, and the money used to buy bread, shoes, and swords. This represents a form of "trickle down economics" but it is not that straightforward - the civilian buys Bourse resources from the army to improve their resource, and then they have more materials to sell to the military.

The Commonwealth invests heavily in infrastructure. The universities propose projects that they believe will improve life for the citizens in an area, and the generals determine how much their army is prepared to contribute to making that project a reality. The more impact the project has, and the more people it effects, the more likely it is that enough generals will be invested enough in the outcome to invest in the project. This leads to a slightly paradoxical situation in which it is easier for the Commonwealth to build a great work than it is (for example) for you to get the potholes outside your house fixed.

The ideals of the common good are held up in the economic arena as elsewhere; this is particularly apparent in foreign trade. The Commonwealth imposes punitive tariffs and import taxes on any nation that practices slavery, for example - when they are prepared to deal with them at all. The universities regularly debate the ethics of having anything to do with foreign nations that keep slaves, but the general consensus is that absolute sanctions would ultimately do more harm than good. Any merchant from Asavea or Jarm had best get used to regular lectures about the evils of slavery if they wish to do any business in the Commonwealth - and few bother as there are better profits to be made elsewhere.

The irony of the Commonwealth is that it can only truly exist while it is expanding. Their philosophers are well aware that they will eventually have to find a new form of government, once there is no longer any need for an active military. They are a nation that lives in the moment, but they are wise enough to know that eventually someone will have to come up with a new idea about how to live - once they have conquered the entire world, of course."

Emperor Frederick

Look and Feel

The Commonwealth look and feel are very much a work in progress, but some elements of their costume are detailed here.

Clothing in the Commonwealth is practical and utilitarian. Leather, wool, and fur are the most common materials used throughout the Commonwealth. The most common style for civilian clothing is a buckled leather or wool jerkin over a quilted tunic or lightweight gambeson, with trousers. this image or this image might represent an off-duty soldier or merchant. The people of the Commonwealth do not usually reflect their rank in their clothing - rather, rank is presented with badges, medals, or insignia. A wealthy merchant may have a beautiful gold ring or necklace, but the idea of spending money on mere appearance is often seen as wasteful.

The Commonwealth tends to be cold, however, and whether armoured or off-duty, the people favour heavy fur-trimmed cloaks and fur-trimmed leather hats.

Chaplains, academics, magicians, and many paladins favour an even more austere look; black robes are standard The gentleman on the left in this picture from the Seventh Sea roleplaying game, represents the style embraced by the academics and those who favour the religious life (albeit they will recreate it in black). In character, it is modelled after the clothing worn by the philosopher Altmann who inspired the creation of the Commonwealth.

When it comes to armour, a full harness of plate is common at all ranks. The armour often belongs to the army itself, and is loaned to the lower ranks. The Commonwealth prides itself on providing the best possible arms and armour to its soldiers - indeed, the common infantry in the Commonwealth are much more likely to have magic items than their counterparts in the Empire. In this image the man on the left and the woman in the middle represent Commonwealth soldiers.

An OOC Note on the Daeva

The daeva are a species, like humans and orcs. They are not found in the Empire, and are not known anywhere along the Bay of Catazar. We are still working on the precise details of this species, and wrangling over their appearance has been one of the factors that has delayed the Commonwealth for so long.

But there are two "facts" we know about them. One is that they are short lived - they mature quickly, and they seldom live more than thirty or forty years. This has given them a biological drive to take action - they are dynamic and energetic because they know that they will not be around for long.

The other thing we know about them is that they have an inbuilt drive to "make the world a better place". Both these drives have had a profound effect on the development of the Commonwealth.

The daeva are extremely unlikely to be made available as player characters.

Please do not e-mail Profound Decisions asking for more details of the daeva - we will share them with you once we know for certain what they are.

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Commonwealth ports

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

Contents

- 1 Overview

- 2 Leerdam (Eastern Commonwealth)

- 2.1 Trade with Leerdam

- 3 Volkavaar (Western Commonwealth)

- 3.1 Trade with Volkavaar

Overview

There are two Commonwealth ports available to Imperial characters with the fleet resource; Leerdam in the east and Volkavaar in the west.

Leerdam (Eastern Commonwealth)

In Leerdam the Eastern Commonwealth finds its purest expression; traders from across the sprawling nation come to trade with foreign merchants, while mendicant preachers advocate their strange philosophy of "the greatest good" to visitors and residents alike.

Some of the oldest, and arguably richest, cities of the Commonwealth are found in the east. Leerdam serves as a provincial capital, a center for trade with the rest of the world. Some of the wealthiest men and women in the Commonwealth are found here, maintaining elaborate townhouses and a lifestyle that might impress an Asavean noble. Following the completion of an embassy in Siroc, a spacious estate on the southern ourskirts of the city has been made available to the Imperial civil service, to function as an Imperial embassy to the Commonwealth.

Trade with Leerdam

A starting fleet resource that engages in trade with Leerdam during downtime will produce 3 doses of bladeroot, 3 ingots of tempest jade, 3 ingots of green iron and 2 measures of beggar's Lye. A fleet that has been upgraded will produce more valuable resources according to this chart of foreign ports.

Volkavaar (Western Commonwealth)

The mithril spires of Volkavaar are snow-bound all year round. Here the Commonwealth operates its great university of magic and engineering, and the grand Temple of the Common Good serves as a point of pilgrimage for their strange faith.

Over the last century a program of public works has transformed the western provinces from isolated rural communities to integrated towns and cities with all the advantages that Commonwealth artisans can provide. Roads snake through dark pinewoods, sturdy stone bridges span previously unfordable rivers, and walls of white granite encircle most settlements. Flimsy wooden structures increasingly give way to granite and weirwood structures; entire new towns have been constructed to house labourers, carefully planned by the professors of the university of Volkavaar.

The progress of this urbanisation has lead to a massive demand for building materials and labour. Quarries for white granite have unearthed rich veins of weltsilver in the hills, and the drive to harvest more and more lumber has opened up hitherto unexploited forests dripping with ambergelt. While many of these resources are turned to the great machine that is the Commonwealth's expansion, the surplus is traded across the world. Prior to Spring 380YE, the port of Volkavaar also sold surplus crystal mana produced in great abundance by the magicians of the western provinces. At that time, however, the emphasis in the port shifted away from mana and toward artisan's oil..

Trade with Volkavaar

A starting fleet resource that engages in trade with Volkavaar during downtime will produce 3 measures of ambergelt, 3 measures of weltsilver and 3 vials of artisan's oil. A fleet that has been upgraded will produce more valuable resources according to this chart of foreign ports.

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Complaints

Contents

- 1 Overview

- 2 Contact Us

- 3 Civility

- 4 Process

- 5 Confidence

- 6 Complaints about other Participants

- 7 Process

- 7.1 Anonymity

- 7.2 Formal Warning

- 7.3 Must avoid Policy

- 8 Complaints about the Event

- 9 Further Reading

Overview

Many live roleplayers do not like to complain - experienced players understand that running an event is challenging and it can seem as if complaining will only add to this burden. It is true that complaints can be challenging for organizers to deal with - but often the only way we can identify that a problem is happening is if a player reports the matter.

Bringing an issue to our attention allows us to assess the problem and take whatever steps are appropriate to deal with it. If we are able to deal with the problem effectively then we can improve the event for everyone.

Contact Us

- Please report a problem as soon as possible

- Serious breeches of our code of conduct should be reported to a member of our management team

The more time that elapses, the harder it becomes to confirm the details of what has happened, so the best time to report an event is as soon as possible. If a problem is happening at an event, it is much easier to deal with the issue there and then.

If you are concerned that another player is breaking the game rules for their character then you should bring the matter to the attention of a referee. Minor breeches of the guidelines on good conduct at events can be reported to your nation's egregore, a referee, or a member of the GOD team. Anything serious should be brought to the attention of a member of our management team; the best way to get hold of one of us is to ask in GOD.

If the problem occurs between events then please contact our head office as quickly as possible to discuss the issue. The best way to report a problem is to email us but you can use any of the methods listed on our contact us page.

Civility

- You must be civil towards our volunteer crew at all times

Profound Decisions is a professional live roleplaying company dedicated to producing high quality events. However the majority of crew that you encounter at an event are volunteers who have freely given up their time to make the event more enjoyable for everyone. Please respect their generosity and remember that this is their hobby too. We require our players to be civil towards all members of the volunteer crew at all times.

If you have a problem then the appropriate members of crew will try to resolve that for you, but if a problem is substantial and you wish to complain about the matter then it is better to take that to a member of the the Profound Decisions management team.

Process

- We never disclose details of complaints or sanctions to other game systems

We will strive to deal with any complaint in a timely fashion. If a problem is reported at the event, we will address the issue there if that is practically possible. If you are contacting us by email then we will acknowledge receipt of your email as soon as we have read it.

We strive, where possible, to deal with any complaint by getting as many eye-witness accounts as possible. We will ask the participant raising the complaint to give us as full a description of events as they are able. If the participant does not want to make an anonymous complaint we will then approach the other party and ask them to provide us with their version of events. We will also try to get a statement from anyone else who was an eye-witness present at the time.

Once we have the best possible picture of what happened, we will make a decision and inform the complainant and the recipient of the complaint of the outcome. We will never disclose any details of complaints or sanctions taken against our players to third parties under any circumstances.

Confidence

- All complaints are treated in confidence by Profound Decisions management team

- We do not share details of complaints with other systems

All our crew are asked to treat issues raised with them with appropriate discretion and we endeavour to ensure that any issue that you raise with a member of the Profound Decisions management team will be treated in complete confidence.

We do not share details of complaints with other members of the LRP community or other game systems. We always refuse to confirm or deny if individuals have been issued with a warning or banned from our events. This is because the standard of proof that we would require to ensure compliance with our rules would be significantly higher if that outcome could be shared with other systems. Evidence of illegal behaviour at our events will be shared with the police as appropriate.

Complaints about other Participants

Process

We will strive to deal with any complaint in a timely fashion. If a problem is reported at the event, we will address the issue there if that is practically possible. If you are contacting us by email then we will acknowledge receipt of your email as soon as we have read it.

Where possible, we will try to get as many eye-witness accounts as possible. We will ask the participant raising the complaint to give us as full a description of events as they are able. If the participant does not want to make an anonymous complaint we will then approach the other party and ask them to provide us with their version of events. We will also try to get a statement from anyone else who was an eye-witness present at the time.

Once we have the best possible picture of what happened, we will make a decision and inform the complainant and the recipient of the complaint of the outcome.

Anonymity

If a participant wishes to report an incident but wishes to remain anonymous or does not otherwise want to make a formal complaint, then we adjust our complaints process to reflect their wishes. The issue is discussed in detail with the complainant and we investigate it as thoroughly as we are able to without compromising their anonymity. The incident is logged on the accused's participants database records; if there are independent complaints in the future against the same party then we would use the history of previous incidents in determining the outcome of subsequent complaints.

Formal Warning

In general we operate on a "single warning" policy; a player whose behaviour does not meet the standards outlined on this page receives a single warning. Further complaints about any aspect of their behaviour risks permanent exclusion, but if there is a complaint from a different source that the player has repeated the behaviour they have already been warned for then it is standard practice to permanently exclude them from our event.

The nature of complaints in LRP is that there is usually only hearsay evidence. We are not a court of law and that means we do not require proof beyond reasonable doubt, but we do try to take an approach that is fair to all parties. Giving the accused a single warning gives a reasonable balance; giving them a chance to avoid making a similar mistake in future and avoiding the more onerous requirement to make a judgement beyond reasonable doubt. In cases where an incident is egregious and where the facts are beyond reasonable doubt, we reserve the right to issue an immediate ban for a first offence.

Must avoid Policy

If it is appropriate given the nature of the complaint then we may suggest a must avoid order. This must avoid policy is designed to help a player who is having problems with the behaviour or presence of another player. The ruling is an option for the player bringing the problem behaviour to our attention; it is only applied where the player making the complaint believes it will benefit them.

Complaints about the Event

If your complaint is about some aspect of the event that Profound Decisions are responsible for then the best approach is to take the matter to the duty manager in GOD. If they can resolve the problem for you, they will attempt to do so, but if they cannot then they will find a member of the Profound Decisions management team to speak to you about the issue. They will discuss the issue with you directly and see if there is a solution that we can agree on that we would address your concerns.

Further Reading

- Conduct

- Costume

- Language

- Equality and Diversity

- Complaints

- Must Avoid Policy

- OOC Design

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Feedback (Redirected from Complaints procedure)

Overview

Live roleplayers rarely like to complain, we're all very aware that running an event is difficult and everyone involved is trying their best. Because of the social nature of the hobby, we're often friends with the some or all of the people running the game, so we don't want to upset our friends by appearing critical. And because event running is always stressful and always frantic and most organizers have to run events around their real jobs then a lot of players tend to assume that we're too busy to deal with feedback.

But getting good feedback from players is essential to improving a game. As organizers, we don't have the luxury of playing the game, we know a lot about the game and what happens but our perspective and experience is very different from the player one. We want feedback because we want to make our games as awesome as we can - good feedback is essential to achieving that. And the advantage of running Profound Decisions as a full time job is that we don't have to work it round our day jobs - so we're never too busy with real life to talk to you about the game.

So please don't feel hesitant about talking to us about anything you think will improve the game for you or for other participants!

Correct Procedure

If you do have a complaint, a concern or want to give feedback then please go to GOD and ask to speak to a member of the Profound Decisions management team. The management team are employees of Profound Decisions whose job it is to deal with any serious problems that you have. If an issue is serious or distressing then we would urge you to bring it to attention of the management team as early as possible. We will try to promptly resolve any problems that arise.

If there is any part of our game that you wish to discuss with Profound Decisions between events, then you can contact Profound Decisions at any time.

Incorrect Procedure

Profound Decisions is a professional live roleplaying company dedicated to producing high quality events. However the majority of crew that you encounter at an event are volunteers who have freely given up their time to make the event more enjoyable for everyone. Please respect their generosity and do not ask them to handle complaints. Please remember that this is their hobby too. We require our players to be civil towards all members of the volunteer crew at all times.

Critically we find that a lot of players tend to assume that if a friend is a member of crew then it is better to talk to them about a problem than bother PD. Unfortunately this is the worst possible way to pass on feedback or complaints. Second-hand feedback is rarely very useful, if only because the issues get more confused and less verifiable the more they get passed on. If you have an issue you want to raise with us, I would much rather talk to you about the issue than hear it from another party, regardless of how important a member of our crew you might perceive that person to be.

Please bring any issues directly to us yourself if you possibly can, rather than passing them on to a third party.

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Imperial Conclave (Redirected from Conclave)

Magic is but a tool like any other, what matters is the mind that wields it.

Contents

- 1 Overview

- 2 Role Within The Empire

- 3 History

- 4 Sessions

- 5 Participation

- 6 Further Reading

- 6.1 Core Brief

- 6.2 Additional Information

- 7 Ongoing Concerns

Overview

The Conclave is an organisation effectively open to all magicians in the Empire. Members of the Conclave explore, discuss and use magic for the benefit both of the Empire and the magicians themselves. Much of the business of the Conclave is hidden from the eyes of non-Magicians, taking place in the Hall of Worlds. At the same time its influence can be far-reaching - it has access to the magical resources of the entire Empire, and has the ability to make decisions about magical matters that are legally binding on Imperial citizens.

Role Within The Empire

The Conclave is charged with oversight of magic across the Empire. Its remit includes encouraging the use of magic in the best interests of the people of the Empire; preventing the misuse of magic to damage the interests of the Empire; and advising the Imperial Senate, Military Council and Imperial Synod on arcane matters.

It possesses specific powers to promote and protect safe and prosperous use of magic by its citizens, through the use of declarations. The Conclave also controls a pool of magical resources that are allocated via gambits for use in specific projects supported by one or more Conclave order.

The Conclave also acts to direct magical research in the Empire. The Conclave appoints the Dean of the Lyceum, a prominent post that has has access to the resources needed to research new rituals in the span of years rather than the decades that would be required for a magician working alone.

History

Mages from Urizen were heavily involved in the creation of the Conclave and the power and nature of the body reflects much of their approach to life. The Urizen passion for magic caused many Urizen magi to attend and speak at the first Conclave meetings, even though the nation did not formerly join the Empire until after the death of the first Empress. In many ways the structure and arrangement of the Conclave reflects how the early Urizen would have chosen to rule the entire Empire, had they been given a free hand in such matters. Instead the design and creation of the Conclave was as imagined, but its remit was heavily constrained; the powers of the Conclave deal only with magic and the use of magic in the Empire.

The first Conclave deliberately chose to hold all their sessions in the Hall of Worlds at Anvil to limit the ability of non-magicians to interfere in their business. The Conclave has always met here although records show that this arcane location changed significantly in the decades that followed the formation of the Empire, growing in size and shape and taking on the form that it assumes today. Unpredictable, seemingly random, changes still occur but most are now cosmetic in nature. Many Conclave magicians subscribe to the idea that the Hall of Worlds adapts to suit the needs of those who meet there, as other chambers in the realms are known to do, reflecting the uses to which it is put.

Sessions

The official business of the Conclave takes place at the Conclave sessions - which are always held in the Hall of Worlds. The Conclave normally has a single session each evening during any Imperial summit. The agenda for these sessions is managed by the civil service but items can be added to the agenda by any individual in exchange for a mana crystal. Agenda items are divided into three types; addresses - an opportunity for individuals to provide Conclave members with information; declarations - which allow Conclave members to vote on issues of policy; and gambits - formal requests by the appointed officers of the Conclave to utilize the resources of the Conclave.

Because of the potential size of the Conclave - which exceeds even that of the Synod - sessions are subject to strict rules that determine who can speak and for how long. These rules are referred to as the three principles; the Principle of Proportions, Principle of Precedence and Principle of Presence. The principles are designed to balance the desire of members to speak with the need to prevent Conclave sessions from becoming unnecessarily long. Civil servants administer the operational procedures of the Conclave, but in practice the chamber is dependent on members to police the rules to keep sessions moving. In return the Conclave provides every member with a vote that allows them to directly influence the decisions that the chamber takes.

Most members of the Conclave choose to join a Conclave order. These are political bodies with clear philosophies about how magic should be used. Joining an order allows an Imperial magician to unify their voice with other like-minded magicians as well as giving them influence over how the Conclave expends the magical resources it accrues.

Participation

Any Imperial magician who attends a session in the Hall of Worlds at Anvil is considered to be a member of the Conclave. They are eligible to vote in declarations and to join a Conclave order if they wish to do so. Members of an order elect a grandmaster who provides leadership and direction to the order. Most Imperial magicians who attend Conclave sessions regularly choose to join an order, but it is not mandatory and some individuals prefer to remain independent of any political affiliation, the better to influence all of them.

There are strict rules to determine who can speak and when, but anyone who is present at a session has the right to speak, provided they pay for their time with a mana crystal for every minute spent talking. Membership of the Conclave is a requirement to vote but not to speak. It is possible, albeit difficult, for non-magicians to reach the Hall of Worlds so anyone who makes the effort to reach the Hall of Worlds can address the Conclave, if they can afford it. It is rare for citizens who are not magicians to do this, however it is not uncommon for beings of the realms, eternals and their heralds who are present at meetings to speak before the Conclave.

Being a magician is a legal requirement to vote in declarations or to join an order, so any individual who attempted to pass themselves off as a magician without the requisite skill would be guilty of subverting the agencies of the state. It is common practice to assume every citizen present is a magician but magistrates do pass judgement when imposters are uncovered.

Anyone can add an address or a declaration to the agenda for a Conclave session, if they provide a mana crystal, they need only find a suitable civil servant to do so. However there is rarely any value in doing so unless you can be physically present to speak on the matter.

Further Reading

Core Brief

- Conclave session

- Conclave powers

- Declaration

- Gambit

- Conclave appointments

- Conclave order

Additional Information

- Conclave address

- Principle of Precedence

- Principle of Presence

- Principle of Proportions

- Conclave vault

- OOC design

Ongoing Concerns

Information about past Declarations made by the Conclave that are still in effect can be found at:

- Declarations of Sorcery

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Imperial Magus (Redirected from Conclave Liaison to the Senate)

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Right of Address

- 3.2 Advising the Senate

- 3.3 Addressing the Conclave

- 4 Selection

- 5 Removal

- 6 History

Overview

The title was created at the Winter Solstice summit of 377YE, and Concordia Sforza of Sarvos appointed to the position by declaration of the Conclave.

Responsibilities

The Liaison is expected to take responsibility for providing the Senate with advice on magical matters. Following further discussion, these responsibilities were expanded to give the Imperial Magus the responsibility to advise the Imperial Conclave of the Senate's position on magical matters.

Powers

The Imperial Magus is an Imperial Title appointed by the conclave.

Right of Address

The Imperial Magus has the right to make an address to the Senate once per summit. This is intended to allow them to present important information for the Senators consideration. To use this power, the Magus informs the Civil Service that they wish to address the Senate. Their address will be added to the agenda for the next Senate session.

Advising the Senate

The Imperial Magus is entitled to enter the Senate chamber at the start of a Senate session and participate in the debates. They do not have the power to raise motions or to vote on a motion. This power is intended to be used to participate in Conclave related discussions.

Addressing the Conclave

Once per summit, the Imperial Magus can raise an address to the agenda of a conclave session for free.

Selection

The Imperial Magus is appointed by declaration of the Conclave. They remain in post until replaced or they step down. Any Imperial citizen may hold the post.

Removal

The Imperial Magus is replaced by declaration of the Conclave. The Imperial Magus cannot be revoked by the Synod.

History

The first Imperial Magus was Concordia Sforza of the Carta Bellamarina of Sarvos. When it was initially created, the title was Conclave Liason to the Senate and had only the right to address the Senate.

At the Autumn Equinox summit 378YE the powers of the title were amended, and re-titled Imperial Magus. During the Spring Equinox 379YE, the responsibilities of the title were further expanded to include a responsibility to keep the Imperial Conclave appraised of the Senate's position on magical matters.

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Conclave address

Overview

A Conclave address is an opportunity for an individual to make a presentation to the Imperial Conclave.

Procedure

Raising an address

Any Imperial citizen can place an address on the agenda for the next Conclave session. Placing an address costs a mana crystal, paid when the address is raised. The civil servant records the name of the person raising the address who may also choose to add a short sentence summarizing the topic of their address.

Contents

- 1 Overview

- 2 Procedure

- 2.1 Raising an address

- 2.2 Presentation

- 2.3 Debate

- 2.4 Resolution

- 3 Further Reading

- 3.1 Core Brief

- 3.2 Additional Information

Presentation

Presenting an address allows an individual to speak before the Conclave, for up to one minute in duration, on whatever topic they desire. If they wish to speak for longer than a minute then they may spend additional crystal mana to do so as normal.

Legally, an address is considered to be any agenda item that does not require a vote of the Conclave. Traditionally, addresses are used to provide the assembled magicians with important information, or to inform the Conclave of significant magical or political developments.

The Warmage, Bursar, Imperial Magus and any archmage have the power to raise a single address for free each summit.

Debate

After the presentation is complete, the grandmaster of each order may nominate someone present to speak, in order determined by the Principle of Precedence. Every speaker must pay crystal mana for the right to present their views. It is considered rude to move the debate away from the topic of the address - magicians who attempt to pursue unrelated agendas are often barracked by the assembled magicians until they stop talking.

Resolution

After the discussion, the address is complete and the civil servant moves on to the next address, or the process of resolving the declarations begins.

"You think I speak off the cuff? The key to a good Address is preparation. Rehearse it to yourself in your head, keep it down to a minute. Use your outdoor voice. Stick to the point, and for Virtue's sake don't bore them. Make one joke, and time it right. Have them laughing when time is called, and they will stand a chance of recalling what you said!"

Iulian Shatterspire

Further Reading

Core Brief

- Conclave session

- Declarations

- Amity, enmity, and neutrality

- Candidacy

- Concord

- Dissemination

- Endowment

- Imperial lore

- Interdiction

- Reconciliation

- Sorcery

- Conclave order

Additional Information

- Conclave address

- Principle of Precedence

- Principle of Presence

- Principle of Proportions

- Conclave vault

- OOC design

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Conclave appointments

Contents

- 1 Overview

- 2 Conclave Appointments

- 2.1 Selection

- 3 Removal

Overview

Appointments by the Imperial Conclave are made by Declaration of Candidacy. If a character is successful then they remain in position until they die, resign the title or are replaced by a new declaration.

Conclave Appointments

- The six archmagi, one for each magical realm.

- The six grandmasters, one for each Conclave order

- The Dean of the Lyceum, responsible for developing new rituals

- The Warmage who liases closely with the Military council

- The Bursar of the Conclave who buys and sells on behalf of the Conclave.

- The Imperial Magus is a Conclave representative in the Senate who advises them on arcane matters

Selection

Any Imperial citizen may hold an Imperial position, appointed by the Conclave, provided it is the only Imperial title they control. It is possible for the Senate to create a national position appointed by the Conclave, in which case any Imperial citizen of that nation would be eligible to hold that title.

It is not constitutionally possible for the Conclave to restrict an Imperial title to only magicians (or only members of the Conclave). In practice, by holding their meetings in the Hall of Worlds, the Conclave have found a practical solution that ensures that it is rare that anyone who is not a magician is able to make a declaration of candidacy.

Removal

When Urizen joined the Empire they were instrumental in the formation of the Conclave. As a result of their actions, the constitution was amended to lay out the duties of the Conclave and stated that "it shall be guided by fraternities of magicians under the general aegis of the Senate, and without interference from the Synod."

As a result it is not possible for the Synod to revoke an Imperial title appointed by the Conclave.

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Conclave design

Contents

- 1 Overview

- 2 Goals

- 3 The Price of Words

- 4 The Price of Peace

- 5 Of Mice and Magi

- 6 Lightning Bolt! Lightning Bolt!

- 7 A WizardCivil Servant Did It

- 8 The Perils of Fair Play

- 9 Further Reading

- 9.1 Core Brief

- 9.2 Additional Information

Overview

We have overhauled the design and function of the Conclave to try and improve the game experience of interacting with it. This page presents the thinking that underpins the new design.

Goals

The core goal for the Conclave is to capture the feel of the classic fantasy trope of a body of political magicians - a recurrent theme in literature like Feists' Magician or Trudi Canavan's Black Magician novels. The concept of powerful wizards arguing over the dispensation and control of the forces of magic ought to present countless opportunities for interactions and plot.

The inherent flaw in this conceptual picture is that meetings - of magicians or indeed anyone else - are usually more enjoyable in literature than they are when roleplayed out. At their best they can be tense dramatic political scenes, at their worst they drag on interminably with little if anything actually decided. The challenge is to make every member of the Conclave feel involved and enabled while preventing sessions degenerating into a talking-shop. This trade-off is particularly acute in the Conclave because there are literally hundreds of magicians in the game - the design for the Conclave needs to try to involve all of those players - by ensuring it is fun for so many players to be involved.

When reviewing the Conclave our starting point was that there were two possible models for a political house. It could be en elective body where the player-base exercise power by choosing who would be part of the body - and by their interactions with those who are part of the body. The Senate, the Military Council and the Bourse all work this way - albeit in very different ways. The alternative is a representative body - one where everyone who wishes to be part of the body can partake personally. The Synod works like this - but it was brilliantly designed by Daniel Williams to function with so many members.

We feel that the fundamental goal for the Conclave - indeed the implication of the very name - is that it should be a representative body - one in which all magicians can take part and wield power directly - not one that elects individuals to do that. To do that and remain enjoyable and dramatic the design for the Conclave needed to rival that of the Synod - whilst remaining as distinctive as possible.

The Price of Words

The previous design concentrated its focus on voting - allowing only a few characters to wield power directly in the Conclave. To counter this lack of individual participation, players had extended the rules to allow everyone to talk. The patch and the flawed design produced a Conclave that left players feeling disenfranchised - because they couldn't influence the outcome directly - but meant that meetings ran on for hours as the political issues were debated.

In a social situation - where characters are meeting to discuss something - talking is expensive. The more talk that takes place, the more frustrated most players become as the meeting inevitably begins to drag. The blunt truth is that we like to talk more than we like to listen. We had identified this problem very early on in the design of Empire - which is why locations like the Senate use an NPC chair to keep meetings on message and on time. But that approach could not work in the Conclave - not with the potential for hundreds of characters all wanting to speak on every subject.

Re-examining the situation it was clear the original design was poor. The Conclave rules in play restricted the thing that was relatively easy to scale to hundreds of players (voting) but didn't restrict the thing which does not scale well (talking). The polar-opposite design - one where the power to talk was as expensive IC as it is OOC (in terms of the impact on other player's enjoyment), but voting was open to everyone present - is a significant change but one we believe will make the Conclave a more dramatic and exciting place to lock horns with your fellow magi.

The Price of Peace

To an extent we have already seen that begin to happen with the dramatic conflict between the Synod and the Senate in the final event of the first year. But the game is designed so that players can gravitate towards the elements of the game that best fit what they enjoy. Political strife will always be rare in the Military Council - it is at the coal face of the war with the barbarians. Players who like a very directed, unified engagement with a clear external enemy to fight against are much more likely to find that in the Military Council than anywhere else in the game.

But the Conclave - a body of magicians many of whom will never take the battlefield should be the opposite end of the spectrum. This is the place to go if face-to-face battles with a horde of barbarians is really not your thing. Of course we would still expect players to make all the usual arguments about the good of the Empire - but our hope was that the countervailing instinct - the selfish instinct to advance your own position would provide a platform for some great political infighting.

Going over the design again we realized that this hadn't happened in the Conclave as much as we had hoped in the first year because we had fundamentally blocked the avenues to advancement and inadvertently placed massive emphasis on the good of the Empire. The members of the Conclave orders had to cooperate to elect a grandmaster - then the grandmasters had to cooperate to elect the archmages. Then the archmages had to cooperate to spend the Conclave's money. It's difficult to imagine a set-up that could have a stronger emphasis on cooperation and the good of all.

Like the change to voting, the new design is a significant change to the existing set-up - but it provides vastly more support for individual and collective advancement. The orders are set-up to have a political agenda - by giving them control of the Conclave's resources - we make it easier to direct those resources towards those goals. Previously the Conclave resources were split equally between the archmages - now they are allocated to the orders based on their size - the better to make clear that each order appreciates that this is their mana to use for their goals.

There are other more minor changes that lie alongside this one, but they all build on this common goal - to make the orders feel like their Conclave vault belongs to them - that it is theirs to use as they see fit. The hoped for outcome is that gambits become a hell of a lot less consensual - that cooperation becomes something that is difficult for the orders to achieve - not something that is expected. There will be plenty of players calling for the orders to put aside their differences for the good of the Empire of course, but with the new design for the Conclave that should suddenly become an awful lot harder to achieve - and thereby produce a more enjoyable game for those involved.

Of Mice and Magi

Our ideal Conclave should have two identities - one is political a Conclave in which the orders circle each other looking for political advantage and power. In this world positions like archmage are playing pieces on the board. The more archmagi an order controls, the easier it is for them to dominate the political landscape of the Conclave. The changes to voting, to the gambits and the grandmasters are all designed to help support this.

But the Conclave has another identity - this is a meeting of magicians. There are six great realms of magic, with mysteries to be unravelled, challenges to be overcome and powers to be mastered. We want the magicians of the Conclave to take an interest in the magic of the setting - and the natural figures for that to happen are the archmagi. The previous design had them as deeply political figures - the redesign exchanges that political power for increased mastery of magic - in particular of abilities that allow them to cooperate with ritualists throughout the realms. The ability to raise gambits is primarily limited to archmagi precisely so that they can emphasize the magical identity of the Conclave - to balance the political identity of the orders.

Lightning Bolt! Lightning Bolt!

The design of combat magic in Empire deliberately prioritized one core design principle. We wanted magic to be important - but we wanted the best possible fighter in a fight... to be a fighter... There are many different ways to build a LRP game, but the Ad&d historical approach in which magic utterly eclipses fighting - but the fighter has better endurance - was definitely not what we wanted in Empire.

It is also, observably difficult to build a magic system that makes casting magic at your enemies look cool and immersive to other participants. It is rare to find an author that can make a magical duel enjoyable to read in literature - where they can do anything - it is far more difficult to make flinging spells awesome in a live roleplaying game. Empire's primary approach to this problem is to deliver combat magic spells with rods and staffs - to allow the participants to feel the blow and respond naturally. But whatever the approach used, it is almost inevitably that watching a dozen warriors duel will always be more immersive and engrossing than watching a dozen magi shouting at each other - a contest that is often decided by how fast you can gable you can spit out your spell vocals.

If we had designed a magic system that meant that wizards could tear warriors apart on a battlefield - the contest might still have been somewhat underwhelming for participants and onlookers - because of the limitations on magic in a fest LRP system. In fact, given the dominance of the armoured warrior on the battlefield it was inevitable that the contest would be dominated by warriors.... not wizards. Absent any political powers in the Conclave - or in fact any discernible relationship with the Conclave - it was inevitable that the role would effectively become a martial contest to put a champion on the Military Council. There is nothing wrong with that conceptually - but it falls short of the influence and authority that we wanted for the warmage.

The new role is a political appointment by the Conclave - and thus is much more clearly a part of the Conclave. Uniquely, the title grants power in the Military Council and in the Conclave. We hope that future warmages will find many ways to utilize that advantage to benefit both houses... and themselves.

A WizardCivil Servant Did It

We've updated this as a few players have asked us to provide some kind of IC explanation for the change, so we've done as requested.

The official explanation for this change (and a few other minor changes to things like Bourse auction methods) is that it is always done the old way in the first year following a "Time of Emergency" and then automatically reverts to the standard method after one year.

The time of emergency was what happened in the first year following the death of Empress Britta and most of the Empire's finest who died with her. This was why every senator at the first event was having to be elected and so on - it was the rules following a time of emergency when basically everyone who was running the Empire is dead. The explanation is that the Civil Servants have one set of rules to use when running the Empire in the year that follows the declaration of emergency - and then they revert to the standard rules (the ones now on the wiki).

Obviously this is a figleaf justification, we are not attempting to claim that this is a seamless elegant solution, but hopefully it will help to minimize the impact of the changes for individual players - allowing them to roleplay that what happened has happened. It isn't particularly helpful to postulate that individual civil servants are somehow engaged in some kind of conspiracy to control the Empire; this isn't some kind of actual plot you can interact with - it's a justification by PD for the changes we are making to the game to make it better for everyone playing it.

The Perils of Fair Play

There are a few risks with the new design for the Conclave. One is that players will continue to put aside all differences and self-interest and denude the game of ooc enjoyable political intrigue and conflict in favour of united action against the barbarians. We believe we've done everything possible to mitigate that threat. There are simple but very powerful elements in the design - like the ability of the orders to purchase crystal mana to add to their vaults - which should massively reinforce the ideal presented in the setting. It's not the Empire's mana... it's your mana...

But there is another more fundamental risk - the dark shadow of fair play that looms over the new Conclave design. The idea that it costs mana to talk in the Conclave is central to the whole design. It means that the orders have to expend resources to try and sway each other in session, so it gives costs to manoeuvres on the political battleground. But critically it is essential to have this in place if the meetings are not to run for hours and hours - far beyond the endurance of even the most political live roleplayer. For the Conclave to be fun - the rules on talking at a Session will have to be strictly enforced. Our civil servants can do that... but only to a point... without buy-in from the players it just won't work.

The risk is that players feel that the rules simply aren't fair. There is a natural egalitarian spirit in most live-roleplayers - we all want each other to enjoy the event. We all want each other to be involved and have a good time. So naturally - if a fellow live roleplayer wants to say something, the natural instinct is to let him speak. That's "fair". What does not seem fair - is to make him pay for the privilege and then shout him off stage the moment his minute is up.

Economists call this the tragedy of the commons. The forbearance of the players is our "commons" - the longer any individual talks, the more individuals who stand up and talk - the more the patience of the collective will of the assembled players is consumed. But that is hard for anyone in the room to see - what is clear to see is the benefit being enjoyed by the player who gets up to speak. The net result is that allowing players to speak without paying mana - allowing players to speak after their time is up - makes the game more enjoyable for that player - but makes the game a tiny bit less enjoyable for every other player in the tent. By prioritizing the individual over the collective good of everyone present - by being "fair" - the players are actually being unfair to themselves and to everyone else present.

We hope that the players will grab the Principle of Proportions and embrace it with both hands. When a magician tries to remain talking after his sands are run out, please - shout him down - heckle her off stage. When a character has paid to talk, we hope that players will take that moment to be "fair" to them and let them speak (a few shouts of "shame" at appropriate moments are to expected!). But when a player tries to break the Conclave rules (and trying will be fun too!), then that is the moment to be "fair" to everyone. A loud chant of "Mana! Mana!" until they pay up or cede the floor may seem harsh - but it will actually make the game more fair - and more enjoyable - for everyone who wants to take part in the Conclave.

Further Reading

Core Brief

- Conclave session

- Declarations

- Amity, enmity, and neutrality

- Candidacy

- Concord

- Dissemination

- Endowment

- Imperial lore

- Interdiction

- Reconciliation

- Sorcery

- Conclave order

Additional Information

- Conclave address

- Principle of Precedence

- Principle of Presence

- Principle of Proportions

- Conclave vault

- OOC design

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Conclave of Trees and Shadow

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

Contents

- 1 Rules

- 1.1 Night Magnitude 20

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 20

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a forest. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual calls forth a band of shadowy warriors drawn from the darkness beneath the boughs of the target forest, and imbued with a vital essence that comes from the trees there. The warriors form a powerful military unit under the control of the character who controls the target forest, and fight under that character's command during the coming season.

The target forest produces no special materials during the coming season. At the end of the season, or if they are destroyed, the warriors return to the forest and melt back into its shadows, restoring its production to normal.

The military unit created consists of supernatural troops that can be assigned any of the tasks that a normal military unit can undertake. The warriors are especially well suited to raiding actions, but are still effective when they fight as part of a campaign army.

Additional Targets

This ritual can affect additional forests in the same territory. Each additional forest increases the magnitude by 15. The character who controls each forest must be present throughout the ritual, and each receives control of their own military unit.

Description

The shadow warriors called forth by this ritual ooze forth from between the trees into clearings and across boundaries. They begin as shapeless forms of living darkness, but quickly take on more physical forms. Scholars who have studied the magic believe that they are made partially from darkness, partially from the vital essence of the forest, and partly from lesser spirits of the Realm of Night. They are usually armed-and-armoured in a fashion that reflects the kind of raw materials commonly gathered from the forest that spawns them. For example, a forest that produces iridescent gloaming tends to form warriors with pole-arms and robes, while a forest that produces ambergelt spawns warriors with great two-handed axes and dark furs. A forest that normally provides dragonbone tends to produce warriors in hides armed with one-handed spear and shield, while a forest that produces beggar's lye spawns warriors in blackened chain with great shields and maces. These effects are by no means universal.

The shadow warriors invariably appear to be in medium armour. They can speak, and appear to be intelligent although there is something ... hollow about them, as if they are not entirely present. They follow orders well, but tend to shy away from fire and bright lights. They maintain a slightly incorporeal quality, as if they are not entirely physical, but they can be hurt and even disrupted by blows as easily as any other warrior. They tend to move quietly, even in a group, and excel at taking small groups of enemies unaware - they are quite proficient when raiding into barbarian territories.

Magicians who have spent time as guests of the Eternals of Night have reported encountering very similar beings as guards, servants and even courtiers in those realms. The enchanter Chretien l'Incroyable wrote a well-researched treatise on them and claimed that these creatures were actually formless - that like the Eternals themselves they are shapeshifters who take on forms based on the expectations of observers. This ritual, he theorised, used the energy of mana to summon these spirits and clothed them in a form of animus or eidolon drawn from the target forest. He further theorised that the warriors did not actually die when 'killed'; the essence drawn from the forest returned to it, and the warriors' spirits returned to the Realm of Night. Regardless, it is reasonably well-known that several Night Eternals are prepared to offer materials or items that assist with the performance of this ritual, although they rarely do so lightly.

In Highguard this ritual is called Call Forth the Hollow Men and is frowned upon; there is some suspicion that some of the shadow warriors are capable of remaining in the world for their own reasons, especially when they have been summoned with the assistance of an Eternal. In Varushka the ritual is used carefully; some wise ones are concerned that it would be better if the darkness-under-the-trees remained there, in a land where that darkness may already be haunted by malign spirits. The ritual remains popular, however, because it offers a way to call up a band of warriors in a time of need - there are several stories of volhov, cabalists and Marcher landskeepers who have used this ritual to great effect when vales or villages have been threatened by monsters, Feni or bandits.

In the past, this ritual has been used to call up warriors to take part in a tourney or to test the mettle of soldiers or knights. The expense of performing the ritual means that this is a rare, magical activity that attracts warriors from all over when it is attempted, especially in Dawn. Like several other summoned creatures, the shadow warriors cannot pass through the Sentinel Gate at Anvil. As with creatures such as the husks conjured by Quickening Cold Meat, magicians theorise that this is because the gate cannot latch-on to the spirits of Night that empower the shadow warriors, and when they try to travel through the gate their spirit-less 'bodies' are simply shredded back into darkness and the vital essence of the trees.

(OOC Note: This might make an interesting event for a player-event, but under most circumstances the shadow warriors summoned during Profound Decisions events will unfortunately have to remain primarily as a downtime or plot resource rather than something that can be used on the field.)

Common Elements

The ritual often involves a map of the forest to be enchanted; in the case of the Navarr a map of the trods near the forest may be studied, and the shapes worked into new designs suggesting swirling tendrils extending from the trods to embrace and surround the target forest. Other common features include samples of the raw material most suited to the forests; wood, leaves or flowers taken from the forest; symbols of Loyalty; weapons and armour, especially those appropriate to the shadow warriors likely form are also a strong element.

As with many Night rituals, music and dance are common elements. The character who will control the summoned shadow warriors may be symbolically girded as a warrior or general, or even crowned with a circlet of leaves from the target forest.

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Conclave order

The surest way to corrupt a youth is to instruct her to hold in higher esteem those who think alike than those who think differently.

Lebannon of Haros Water

Contents

- 1 Overview

- 2 Joining an Order

- 2.1 Changing Order

- 3 Powers of membership in an order

- 3.1 Electing a Grandmaster

- 3.2 Establishing Precedence

- 3.3 Right of Challenge

- 3.4 Challenging the Grandmaster

- 4 Existing orders

- 5 Creation and Dissolution of an Order

- 6 Further Reading

- 6.1 Core Brief

- 6.2 Additional Information

Overview

The orders are political bodies with clear philosophies about how magic should be used. They are made up of like-minded individuals and exist to bring together mages who share a common vision for how magic should be used in the Empire. There is no requirement for a magician to join an order, and many magicians involve themselves in the discussions of multiple orders.

Any individual present who is not a member of an order can still take part in Conclave business. They can still raise items to the agenda, participate in votes, and may speak during debates if they have the support of a grandmaster.

Each order also controls their own Conclave vault. The vault contains mana crystals and materials that are distributed by the Conclave to the order for their use. As the property of the order, responsibility for their distribution lies with the grandmaster of the order.

Joining an Order

Any Imperial magician may join any order. To become a member requires the use of a simple magic ritual. Several civil servants associated with the Conclave have mastered this ritual and can perform it on an Imperial citizen at no additional cost beyond the crystal mana required. The ritual places an invisible mark on the target which can be revealed with detect magic and several other rituals.

During character creation, a character with the magician skill can join an order without needing to expend any crystal mana. A character who chooses not to take this option will need to join an order in play at the usual cost.

Changing Order

A magician can change order by replacing their Arcane Mark with the Arcane Mark of their new order.

However, a magician who changes order cannot vote in the election for a new grandmaster, if they were a member of another order when that order voted for a grandmaster in the last year. In effect you cannot participate in the election for a new grandmaster if you were previously eligible to vote when a grandmaster was elected at any of the previous three summits. Attempting to influence the election of a grandmaster without due authority is electoral fraud and can carry harsh penalties.

Powers of membership in an order

Electing a Grandmaster

A member of an order can vote to determine who the grandmaster of the order will be. The grandmaster must be a member of the order to be eligible to stand.

Establishing Precedence

The number of members of an order attending Anvil determines precedence. The precedence of an order determines when they speak during a Conclave session, and what share of the Conclave resources they receive. Only members of the order who bear the order's Arcane Mark count for precedence. Precedence is determined by the civil service by performing a census of the arcane mark possessed by each magician attending the summit shortly before it begins.

Right of Challenge

Claiming to be in an order one is not a member of is considered electoral fraud. Any member of an order may request that another member prove their membership in the presence of a magistrate; in this case the onus is always on the challenger to provide the magic needed to examine the target's Arcane Mark.

Challenging the Grandmaster

Any member of an order my declare that they have no confidence in their grandmaster. The grandmaster will be automatically removed from office if a simple majority of members of the order go in person to the Hub and register their challenge with a civil servant. The civil servant will ensure that each magician bears the appropriate Arcane Mark of the order using an Arcane Touchstone (an item that will determine if a magician is a member of a specific order as if using detect magic). The number required to launch a successful challenge to the grandmaster is set by the precedence determined before the summit. A grandmaster can only be successfully challenged once during each summit.

If the challenge is successful, it is announced at the start of the next Conclave session. An election for a new grandmaster is triggered after that conclave session ends. Such an election follows all the normal rules for the appointment of a grandmaster.

As with other significant elections, it is not legal to vote against a grandmaster if you were eligible to vote in a different order's grandmaster election within the last year.

Existing orders

In the modern era, the following Orders are legally recognised as part of the Conclave:

- The Celestial Arch: The Celestial Arch maintain that the skill and knowledge required to master magic mean that magicians are naturally better leaders and statesmen. They champion the cause of magicians and magic in choosing the Empire's course.

- The Golden Pyramid: The manifesto of the Golden Pyramid centres on the role of magic in generating wealth across the Empire. This Order also champions the causes of artisans, and the right of all magicians not to be treated as servants or slaves.

- The Rod and Shield: The most martial of the orders, the manifesto of the Rod and Shield centres on the role of magic in defending the Empire and expanding its borders. The Rod and Shield is a popular order with battlemages and healers.

- The Sevenfold Path: The Sevenfold Path manifesto centres on the belief that magic serves the Empire best when it is used virtuously, and that the virtuous should not fear magic. It often serves as a bridge between the Conclave and the Imperial Synod.

- The Shuttered Lantern: The Shuttered Lantern focuses on the protection of the Empire and the accumulation of knowledge about allies and enemies alike. They are known to favour scrying, espionage and other subtle uses of magic.

- The Unfettered Mind: The Unfettered Mind believe that the study and use of magic are ends in their own right. They work to expand the Empire's arcane knowledge and power, and oppose measures to curtail or constrain Imperial magic.

- The Silver Chalice: The Silver Chalice focuses on the health and wellbeing of the Empire and its citizens, wielding magic that nurtures life, mends what is broken, and brings what is torn apart back together. They are the newest Conclave order, formed officially during the Autumn Equinox 381YE.

Creation and Dissolution of an Order

New orders can be created, and existing orders dissolved, by a constitutional vote of the Senate. A newly created order requires a clear statement as to its purpose and attitudes to magic, and a symbol, similar to those possessed by existing orders, that is used with the Arcane Mark ritual. When an order is dissolved, the contents of its vault are redistributed among the remaining orders.

Further Reading

Core Brief

- Conclave session

- Declarations

- Amity, enmity, and neutrality

- Candidacy

- Concord

- Dissemination

- Endowment

- Imperial lore

- Interdiction

- Reconciliation

- Sorcery

- Conclave order

Additional Information

- Conclave address

- Principle of Precedence

- Principle of Presence

- Principle of Proportions

- Conclave vault

- OOC design

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Conclave_order&oldid=62012"

Conclave session

We do not need to like each other to meet as a Conclave, but we must respect each other if we hope to be effective. My principle of proportions ensures respect for other magicians is accorded in the most sublime way. Each of us will weigh the balance of our business against the Conclave's precious time using the scales of magic itself. If the price seems too high, then perhaps what you have to say is not as important to us as it is to you...

Iñes i Guerra

Contents

- 1 Overview

- 2 Conclave Principles

- 3 Speaking before the Conclave

- 4 Setting the Agenda

- 5 Session Order

- 6 Concluding the Agenda

- 7 Further Reading

- 7.1 Core Brief

- 7.2 Additional Information

Overview

Like the Senate and the Military Council, the Conclave conducts its official business at formal sessions, where matters are discussed and votes are cast. Although Conclave members meet to discuss business throughout the day (the rules of the Conclave positively encourage magicians to pursue their goals outside the sessions), the sessions are the best chance to address the entire Conclave and the only time that declarations can be passed.

Traditionally, the Conclave has one formal session each evening during the Imperial summit.

Conclave Principles

Rather than have a civil servant chair a session, as effectively happens in the Senate, the Conclave employs three ancient principles to ensure the smooth running of their meetings. The Principle of Precedence, uses a count of members of the Conclave orders to determine in what order individuals are eligible to speak, as well as how much of the Conclave's resources each order receives.

The Principle of Proportions demands payment from any individual who wishes to speak, one mana crystal per minute that the speaker wishes to employ. All mana collected is added to the Conclave vault. Official appointments by the Conclave receive limited opportunities to speak as part of an address or declaration without paying this cost, but no other exemptions are allowed. Eternals, foreign dignitaries, even the Empress herself have to pay. Formally the mana is considered a bequest, but no-one is under any illusion that what is demanded is payment - payment to all the assembled magicians to recompense them for the time.

The Principle of Presence prevents a magician from authorizing a proxy to speak on their behalf to the Conclave. The individual who lodges an agenda item with the civil service is the individual who must present that item to the Conclave, they cannot pass the opportunity to do so to another individual. In practice this principle is rarely restrictive to anyone but archmagi and individuals who are unable to reach the Hall of Worlds.

Speaking before the Conclave

Following the Principle of Proportions, speaking before the Conclave costs the speaker one crystal mana for every minute they wish to talk. Every agenda item costs a mana crystal to raise - but automatically entitles the party who lodges the item to a minute to present their case. If they wish to speak for longer than this, they must pay for additional time.

After the presentation is complete, the grandmasters of the orders may nominate volunteers to speak on the topic being discussed, in order determined by the Principle of Precedence.

The nominated speaker, need not be a member of the grandmaster's order but must be an Imperial citizen. Independent magicians and other beings present in the hall can speak, if they receive the nomination of a grandmaster to do so. It is also possible for a grandmaster to nominate a magician from another order, if they wish to do so. Once nominated, the speaker may continue for as long as they can provide mana.

Minutes are timed using a set of minute glasses provided by the civil service, who are also responsible for ensuring that individuals obey the time limits. The civil servants have the legal power to remove a magician once their allotted time has expired, but this is rarely needed, Conclave magicians are positively encouraged to police themselves - by barracking any magician who attempts to carry on speaking until they pay the mana or relinquish the floor.

Since the speaker has paid for their time, those assembled are required to let the speaker use their minute freely - on the understanding that they have paid to speak themselves. The speaker may not invite others to speak on their behalf. Shouts of support or rejection from the floor are acceptable, as is an expression of assent or dissent in response to a question from the speaker - but shouting a speaker down, trying to talk over them, or inviting someone else to make substantial statements during this time will result in censure by the civil service. This is not to say that the individuals present during Conclave must be silent - when important matters are being discussed there are often scores of whispered conversations taking place between members of the Conclave. If these conversations become intrusive however, the civil service may intervene to curtail them.

Mana must be provided before the nominated individual begins talking; when someone plans to talk for more than a minute it is common to provide the civil service with a pile of mana to use as they speak.

Setting the Agenda

Any Imperial citizen can add an item to the agenda by approaching a civil servant associated with the Conclave and raising the agenda item. To do so they must bequeath a single mana crystal to the Conclave. At the next Conclave session, each item on the agenda is raised and resolved by the meeting in the order in which they were raised.

Any member of the Conclave can ask to review the agenda for the next session. The agenda is closed an hour before the session is scheduled to begin, so that copies can be made. Copies are generally placed at the Civil service hub and in the Hall of Worlds, and one copy typically furnished for each grandmaster and archmage.

An item raised to the agenda can be either an address, or a declaration (including Declaration of Candidacy). Except in the case of a grandmaster invoking the veil of their order, the specifics of the address or declaration must be recorded on the agenda. A character who places an item on the agenda is automatically guaranteed a single minute to speak on the subject without further cost, but it must be that character that speaks. The rules of the Conclave forbid any individual from using a proxy to speak in their place.

The person who raised the agenda item may withdraw it at any time, but they do not get their crystal mana back.

Session Order

Each Conclave session follows a strict order; significant announcements are made, addresses are made, and declarations resolved.

The first business of any Conclave session is announcements by the civil service. Commonly the civil service restrict these to announcements relating to organisational matters - challenges to grandmasters, titles that have become unexpectedly vacant, and so on. Once these are complete the items on the agenda are debated in strict order, starting with the addresses, then any declarations.

Addresses are dealt with in the order they were raised to the agenda. The same is true for declarations with the exception that declarations with similar outcomes are resolved at the same time as the last agenda item was raised. For example, if more than one individual has challenged for a title, they will all be resolved in together, at the point determined by the last challenge registered.

Each agenda item is announced by the civil service and then the person that raised the item with the civil servant is allowed to make a presentation on it, up to a minute in length. If they wish to speak for longer than a minute, then they must pay to do so.

Once an address or declaration is complete, magicians from the orders may speak.

Concluding the Agenda

Once all agenda items are dealt with, the conclave session ends. If a session ends prematurely for any reason, remaining agenda items are added to the start of the next Conclave agenda.

The result of any Declaration comes into effect at the end of the Conclave session in which it is passed.

Further Reading

Core Brief

- Conclave session

- Declarations

- Amity, enmity, and neutrality

- Candidacy

- Concord

- Dissemination

- Endowment

- Imperial lore

- Interdiction

- Reconciliation

- Sorcery

- Conclave order

Additional Information

- Conclave address

- Principle of Precedence

- Principle of Presence

- Principle of Proportions

- Conclave vault

- OOC design

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Conclave_session&oldid=61332"

Conclave vault

No, Grandmaster. It is not 'yours'.

It is ours.

Lebannon of Haros Water

Contents

- 1 Overview

- 2 Allocation

- 2.1 Bequests

- 3 Resources

- 3.1 Crystal Mana

- 3.2 Ilium

- 3.3 Raw materials

- 3.4 Rare Items

- 4 Further Reading

- 4.1 Core Brief

- 4.2 Additional Information

Overview

The Conclave has a store of resources, usually referred to collectively as the Conclave vaults. The resources exist predominantly in the form of crystal mana and ilium, but some other materials also end up in vaults. These reserves are built up from a range of sources including donations, Conclave politics and seizures from sorcerers and barbarians.

Each Conclave order has its own vault. At the start of each summit, all crystal mana collected by the Conclave since the last summit are divided up between the vaults, in proportion to the size of the order as determined by the Principle of Precedence at the previous summit. At the start of the summit, the contents of the order vault are given to the Grandmaster who has responsibility for distributing them in the service of their order.

Allocation

Resources are divided among the orders based on the Principle of Precedence. Civil servants divide the Conclave resources between the orders based on all the magi counted in total as belonging to that order. This calculation is based on the number of characters with the correct Arcane Mark who were alive and present at the end of the previous summit.

For example, if the total number of Imperial magicians belonging to an order was 100, and 100 mana crystals were available, and the total precedence for the Sevenfold Path was 30, then 30 mana crystals would go to their Grandmaster.

Divisions are rounded down and any resources that are not allocated as a result are held over until the next summit.

Bequests

Any Imperial citizen, and anyone with whom the Conclave has declared amity, can approach the civil service and donate materials or objects to the order of their choice. When this happens, the materials or object are distributed to the Grandmaster at the start of the next summit. It is often easier to simply give something to the Grandmaster directly - but in some cases this has been used to set up regular ongoing bequests to a specific order.

On rare occasions individuals may donate materials to the Conclave as a whole. When this happens, the civil service announces the bequest to the Conclave and any magician can present a declaration of entitlement to suggest that the bequest be either added to the vault of an order, or assigned to a specific individual. Until a bequest is assigned, it is kept in trust by the civil service. Once assigned, the assignment is permanent; while a bequest can be assigned by the Conclave, they have no ability to take the bequest back again or reassign it once their decision has been made.

Bequests are a common way for Eternals to support either the Conclave or the specific orders for which they have an affinity.

Resources

Crystal Mana

There is a large pool of crystal mana available to the Conclave at the start of each solstice or equinox, referred to as the font. The font is divided up between the Orders before the first Conclave session of each summit.

The basic font, as of the Winter Solstice 377YE is 122 crystal mana. This pool is supplemented by any mana collected under the Principle of Proportions as well as mana seized from sorcerors and enemies of the Empire. The amount of mana in the font may vary from season to season, and any remainder that cannot be allocated to an order carries over to the next season.

Crystal mana can also be added to an order's share by the grandmaster's power to fund their order; from mana expended during the election of a grandmaster, and from bequests.

Precedence Order

Ilium

First

3 rings

Second

3 rings

Third

2 rings

Fourth

2 rings

Fifth

2 rings

Sixth

1 ring

Seventh

1 ring

Ilium

The Conclave has small reserves of ilium, which are distributed to the orders. The ilium is not distributed pro rata. Rather, it is divided into seven "pots" which are distributed to the orders based on their order of precedence (the first pot goes to the largest order at the previous summit, and so on down to the smallest order). Ties are resolved in favour of the oldest order.

Raw materials

Each order receives a trickle of ingots and measures of special materials. These are primarily delivered as gifts or bequests from Imperial citizens. Unlike crystal mana, the raw materials are bequeathed to a specific order and distributed directly to the Grandmaster.

Rare Items

On occasions, enchanted items, scrolls or ritual texts may end up in the possession of a specific order's vault or the Conclave as a whole. Items controlled by the Conclave as a whole are distributed using a endowment.

Further Reading

Core Brief

- Conclave session

- Declarations

- Amity, enmity, and neutrality

- Candidacy

- Concord

- Dissemination

- Endowment

- Imperial lore

- Interdiction

- Reconciliation

- Sorcery

- Conclave order

Additional Information

- Conclave address

- Principle of Precedence

- Principle of Presence

- Principle of Proportions

- Conclave vault

- OOC design

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Conclave_vault&oldid=62352"

Concord

Overview

A declaration of concord allows the Imperial Conclave to agree a statement of belief, intent or support. It can also be used to extend an invitation, accept an offer or reject an approach by an eternal. The declaration has no binding legal consequences but it does clearly expresses the intent of the Conclave, so it is often used when the Conclave wish to demonstrate their collective will to another political house such as the Senate.

Declaration

The only effect of a declaration of concord is to demonstrate the agreed will of the Conclave. To do that effectively the declaration must clearly state what it is that the Conclave agrees on. It is common to have wording such as "the Conclave believes..." or "The magicians of the Empire support...". The declaration should be a clear simple expression of what it is the Conclave wishes or are doing (or that they reject).

In general, more is less - the longer and the more complex the wording, the less clear the resulting declaration will be. The wording of a declaration of concord cannot be amended after it is submitted, and will be recorded verbatim if the declaration passes.

Contents

- 1 Overview

- 2 Declaration

- 3 Resolution

- 4 Further Reading

- 4.1 Core Brief

- 4.2 Additional Information

The conclave can only vote either to agree with the declaration, or to disagree with it.

Resolution

It is not possible for the Empire to pass any declaration secretly. If the declaration is passed, the civil service take reasonable steps to ensure that magicians throughout the Empire are aware of it. Some of those informed will be inclined to follow the lead of the Conclave and will act accordingly. This often means that non-Imperial parties will become aware of the declaration - usually that is to the advantage of the Empire.

For example, if a declaration calls for increased magical trade with Jarm - then many Imperial magicians will make contact with their Jarmish counterparts looking to trade with them. Naturally therefore the Jarmish will soon become aware of the declaration the Conclave has passed - they may (or may not) then choose to send a representative to Anvil to discuss the matter.

However, if a declaration calls for Imperial ritual teams to take every advantage of an offer provided by Basileus Flint of the City of Locks to allow them to curse the Thule territories, then Imperial magicians will be aware that that declaration has passed... but the Thule will not. No Imperial magician is going to get in touch with the Thule to discuss the matter with them unless a player-characters chooses to do that.

Occasionally the declaration of concord is used in advance to declare that a specific magical act will not be considered sorcery. Such a declaration is not legally binding on the Conclave but it can be very influential.

For example, in 326YE a number of curses were placed on individuals who had been identified by the Shuttered Lantern as supporters of the briars involved in the Freedom heresy. Given the personal power of several of these individuals, the covens involved sought this declaration immediately before placing the curses and used it (successfully) as a defence when magicians associated with the Imperial Senate and Imperial Synod tried to have them declared sorcerers in the aftermath.

The declaration of concord has also been used to initiate the creation of a Conclave order or a new Imperial title. The Imperial Senate will often take a relevant declaration into account when voting on a motion that impact magicians, or magical matters. The Constitutional Court also look at these declarations as evidence that the constitutional role of the Conclave is not being undermined.

Concord can also be used by the Conclave to accept an offer or a deal, often from an eternal or foreign nation.

For example in Autumn 381YE the Conclave used a declaration of concord to accept the offer of the eternal Adamant to send his koboldi to support the miners of the Empire.

If a concord does not pass, it is not considered to be the same as the Conclave saying they do not believe something - it is generally accepted by Imperial citizens, eternals, and foreigners alike that there are a number of reasons why the precise wording of a concord may not be upheld.

Further Reading

Core Brief

- Conclave session

- Declarations

- Amity, enmity, and neutrality

- Candidacy

- Concord

- Dissemination

- Endowment

- Imperial lore

- Interdiction

- Reconciliation

- Sorcery

- Conclave order

Additional Information

- Conclave address

- Principle of Precedence

- Principle of Presence

- Principle of Proportions

- Conclave vault

- OOC design

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Concord&oldid=61448"

Sanction (Redirected from Condemnation)

"...an Atun herself shall turn her gaze from you, as your soul lingers, unmourned, in the darkest recesses of the Labyrinth. You are excommunicated."

"You... you can't do that! Your writ of excommunication never passed the General Assembly!"

"You are condemned as a heretic. I will be sure the magistrate's know it. Besides, if the Assembly lacked the spine to issue a writ of excommunication against the likes of you, what makes you think they have the will to condemn me?"

Synod Judgement

- Any Assembly

- Lesser Majority

Contents

- 1 Overview

- 1.1 Vindication

- 1.2 Penance

- 1.3 Castigation

- 1.4 Condemnation

- 2 Judgement

- 3 Outcome

- 4 Inquisition

- 5 Further Reading

- 5.1 Core Brief

- 5.2 Additional Information

Overview

The Imperial Synod is responsible for investigating and publicizing behaviour the Synod considers to unvirtuous. Sanction allows the the Synod to publicize such deeds and to bring religious crimes to the attention of the magistrates for possible prosecution.

For many years the only option available to the Synod was to condemn an individual for their invidious actions - criminal or unvirtuous. However following the work of stormcrow Jorma Steelhail from 379 to 380, the Senate finally agreed to expand the scope of the Synod's powers to allow a range of different edicts to be issued - in accordance with the judgement of the Synod.

As a result the judgement was changed to allow the Synod to choose one of four different options - whether to vindicate, castigate, condemn or demand penance.

Vindication

A judgement of vindication is used by the Synod to demonstrate that they view the target as innocent of any accusations of unvirtuous acts that have been levelled against them. It may also be used to formally laud the subject's virtuous disposition.

Penance

Penance is used where the assembly believes the subject to have engaged in both virtuous and unvirtuous behaviour. The judgement recommends how the target can correct their unvirtuous behaviour.

Castigation

A judgement of castigation indicates that the target is believed by the assembly to be guilty of unvirtuous deeds and nature and is formally rebuked for them.

Condemnation

Condemnation is used where the assembly is satisfied that an individual is guilty of committing a religious crime. The priest who brought the motion of condemnation is expected to be be responsible for ensuring that the magistrates are informed of the matter, and that the basis for the condemnation is presented to them.

Judgement

The judgement of sanction must name one specific type of sanction; vindication, penance, castigation, or condemnation, that is being weighed against all those named in the judgement. A sanction may be raised by any assembly of the Imperial Synod. When the judgement is raised in a national assembly, it may only be used to sanction members of that nation. The virtue assemblies may raise a judgement against anyone - but they are expected to restrict the remit of their sanction to matters concerning their virtue.

The judgement must name each specific individual who will be covered. A judgement may only name more than one individual if they are members of the same oathsworn band - either a banner, sect, or coven at the time the judgement is raised.

When a judgement of sanction is submitted, the Tribune is responsible for informing the subject of the judgement. Usually they will send a messenger to find the citizen to ask them to attend the Hub so that they can be briefed on the development. Any sanction requires a lesser majority to pass.

It is easy to defend the innocent.

Marcher Proverb

Outcome

A successful judgement of vindication, castigation, or penance will be noted and recorded in the official Synod records, but it is the responsibility of the priest who brought the judgement to ensure that all are aware of the outcome.

A successful condemnation however will lead to a criminal trial, if the magistrates are satisfied that there is sufficient evidence that Imperial Law has been broken, especially if a religious crime has been committed. The magistrates will consider:

- Whether the presenting priests have sufficiently established a religious crime has taken place

- The severity of the crime in terms of harm, or potential harm, to the Empire

- Any pleas for clemency

The priest who raised the successful judgement of condemnation must address the magistrates, either alone or with others, and present the basis for their condemnation.

Inquisition

A priest who conducts an inquisition may choose to escalate the inquisition to a sanction if they believe it is appropriate. To do this they submit a new judgement of sanction for consideration by the Synod. This judgement does not count against the limit of one judgement per priest per summit, provided it is submitted by the same priest who submitted the judgement of inquisition and that it does not name a new target not named in the inquisition. The new judgement may use less names than the original inquisition, but it may not add a new name to the list.

Refusal to attend an inquisition is usually sufficient grounds for condemnation and prosecution for subverting the agencies of state, provided that the target or targets could reasonably have attended.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sanction&oldid=50332"

Conduct design

Contents

- 1 Overview

- 2 Politics

- 3 Where Angels Fear to Tread

- 4 Compliance Not Convergence

- 5 Human Rights and Human Wrongs

- 6 Further Reading

Overview

One of the fundamental truths of LRP is that the quality of the game is dependent on the people at the game. Live roleplayers often prefer to attend games our friends are going to - because we know that we will get the kind of roleplaying experience we want when playing in their company. The people we roleplay with are often more important then the event itself in determining how much we enjoy the game. The setting, the characters, the plot - these things are crucial - but so is the way we interact and roleplay with each other.

Laying out a code of conduct for players attending our events gives us a chance to define the acceptable parameters of behaviour. That lets players know if the style of roleplay that is encouraged at our events is something they will enjoy or not. Most games are explicit about the setting and the game rules - by being explicit about the rules for conduct we want to empower players to make an informed decision if this is a game that they will enjoy.

Politics

- It's fine to disagree with our rules, provided you follow them at our events

- We run live roleplaying events - not political debates

Some of the elements of our code of conduct are contentious. The overwhelming majority of people who attend our LRP games accept that players should be treated equally regardless of their identity - but there is no clear agreement on the best way to try and create an environment that supports that. Part of the reason we need a code of conduct is precisely because players do not all agree on the best way to tackle the problem; if everyone felt the same way about the issues there would be no need to lay down any guidelines for what we required at our events.

Disagreement is healthy, LRP benefits from a marketplace of ideas. We don't expect or even want all live roleplayers to agree with the policies we have adopted - but we do require the players who choose to come to our events to comply with them while interacting with the Empire community. This code of conduct is part of the rules that we have laid down for Empire, and in that sense it is just like any of the other rules of the game. We don't expect all experienced live roleplayers to agree with our design choices for how combat or magic works best in a live roleplaying game - but we do expect everyone to follow our rules and take their hits. It's fine to disagree with our policies and our politics - provided you still follow the rules of the event you have chosen to attend.

Disagreement between live roleplayers on the best way to tackle these issues can often lead to heated debate. That debate is healthy - it is the essential element that allows members of the hobby to develop a better understanding of the issues and identify better ways to improve games. But crucially, we run live roleplaying events - not a debating society - our goal is to create the best events we can - not act as a forum for the wider hobby. As such we encourage players to use other forums, online spaces, and events to discuss the issues addressed by our code of conduct. The reason that Profound Decisions players come together is to enjoy Empire - not to discuss politics - so please respect our game and try to take political debates elsewhere where reasonably possible.

Where Angels Fear to Tread

Defining a code of conduct is difficult. There is no need to make rules for the things everyone already agrees on - the only issues that need addressing are the ones that are contentious. By necessity our code of conduct lays down rules and requirements that some of our players will not agree with. In fact, given the wide-ranging nature of the material covered and the wide range of views on the subjects dealt with it's likely that almost everyone can find something to disagree with. Defining a code of conduct for our games is an intimidating prospect, it is an unpleasant nettle to grasp.

The easy alternative is not to bother. In a small live roleplaying game, there is rarely a need for an explicit code of conduct because players will tend to find mutual agreement on the kind of conduct acceptable for the game simply by socializing together. The code of conduct still exists - but it comes into being through evolution rather than design and it is not written down anywhere. But every LRP game can identify behaviour that is not acceptable to them - the code of conduct is still real even if it hasn't been written down. Not having an explicit code of conduct has many advantages - since the majority of human beings tend to assume that their own personal views are the right ones and represent the majority. By not writing a code of conduct down groups of players with different views on what is acceptable behaviour for a LRP game can participate in the same game by assuming that everyone else is doing it wrong.

That works less well in a large game - especially in a game like Empire that appeals to thousands of live roleplayers from across the country. The more players participate in a game, the greater the spread of views there is. In the absence of a clear code of conduct the only way to establish the agreed parameters for the game is to argue it out at the events and online. Given how emotive these issues are, that tends to produce volatile, hostile arguments that are incendiary, divisive, and exhausting for everyone.

We've taken the decision to draw together existing material that was spread over our website and wiki and update it and give it more prominence because we think the advantage in terms of clear communication of what players can expect and what is expected of them is worth the price of offending players who don't find our code acceptable. It's not a pleasant thing to have to do - but we wouldn't do it if we didn't think Empire would benefit by doing it.

Compliance Not Convergence

The kind of issues that we address in our code of conduct, costume, language, equality and diversity, are emotive and politically contentious. There is absolute agreement in the minds of individuals on what the right answers are, but there is no agreement at all across our hobby or in the wider gaming community about the way to handle these issues. At events we tend to focus on playing the game, so we reserve discussion of these contentious issues for the internet - an environment perfectly designed to polarize debates and breed resentment.

We don't imagine for a second that our code of conduct will settle these arguments - that is not what it is intended for. We have no basis for telling other players the answers to these questions nor are we remotely interested in doing so. Profound Decisions is not a political party- it exists purely to try to create enjoying live roleplaying games. Our remit extends to our own games - and no further.

So we can't stop people arguing on the internet about what the answers should be, but we can define what the answers are for Empire. We don't remotely expect everyone to agree with the decisions we take - but disagreeing with us about how many hits your character should have, doesn't give an individual player license to ignore the rules that have been laid down for everyone. It's absolutely fine to disagree with us - provided you comply with the rules we have laid down for Empire when you are involved with the game.

Human Rights and Human Wrongs

In laying down a code of conduct, we absolutely are trampling on the inalienable human right for you to turn up at our events and do whatever you like. Of course this supposed "right" never existed in the first place. You can't play stormtroopers, ewoks or jedi at our Empire events. In fact, no LRP organization has ever created a game where you can turn up and do whatever you like. All we have done is take that further than many systems by explicitly defining the code of conduct that we expect of participants.

In doing that we have categorically increased the restrictions on people's right to do as they please at our events. That is not a step that we take lightly - as a libertarian I'm overly attached to people's rights to choose for themselves. We've done that to ensure that people have the right to attend our events without experiencing the kind of behaviour we've asked players to avoid.

But there is another right here - my right to run the game I want to run. The right of my crew to create the game they want to create. Everyone involved in Empire has some right to define what they want for the game - our view is that the more work you put into the game, the more right you have to make those decisions. Ultimately Profound Decisions is the only body that can make a conscious choice about what the rules for conduct should be at our events - we've chosen to take that step because if we're going to spend our lives working on a game than we're damn well going to choose to do that on a game that we want to run.

In short we've set these rules for our code of conduct because these are the rules we want for our game. Anyone who genuinely respects us for running Empire will be willing to abide by the rules of the game because they will respect our right to choose what we create.

Of course some participants will be unhappy at the decisions we have made - that is inevitable. We can't make everyone happy - and we have never claimed that we would try to do that. But regardless of any restrictions that we create, everyone who is part of the live roleplaying community retains one fundamental human right - the freedom to choose what games they wish to attend.

Further Reading

- Conduct

- Reporting

- Online

- Costume

- Language

- Must Avoid Policy

- OOC Design

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Conduct_design&oldid=55970"

The Courageous Priest (Redirected from Confusion)

Golan the Wanderer is false in his preaching that purifying the Empire to Courage will cause the First Empress to Return. We know this for I, Yael, am the First Empress returned from beyond the Labyrinth and reborn among the people of my Empire. I shall come among the Citizens of Reikos to tell them of my vision of the Labyrinth and of the Land Without Tears.

The General Assembly of the Imperial Synod 379YE Winter Solstice

The Assembly of Courage calls for a campaign of preaching in the territory of Reikos, teaching how the Virtue of Courage stands alongside the other Virtues as an inspiration against fear and ruin. The campaign will be led by Nina of Cantiarch's Hold and be supported by at least 25 vials of liao to inspire virtue through virtuous auras.

The Assembly of Courage of the Imperial Synod 379YE Winter Solstice

Contents

- 1 Overview

- 2 Significance

- 2.1 Countering the Courage of the First Empress

- 2.2 Helping Golan or Yael

- 2.3 Other Judgements

- 2.4 Judgements already raised by the Synod

- 3 Further Reading

Overview

The confusing and conflicting judgements passed by the Imperial Synod, have done little to slow the progress of Golan as he travels Reikos preaching to any who will listen. His words continue to inspire many Highborn citizens who hear him - with his dream of a Empire reforged - and of the First Empress come again. Priests who administer congregations of Courage soon find their numbers swell far beyond expectations - with every new devotee drawn from the congregation of another virtue. The First Empress united humanity beneath her banner - to forge an Empire. Now Golan seems intent on unifying the faithful behind one virtue - by invoking her name.

With the backing of the Synod, Nina of Cantiarch's Hold travels to Reikos to preach how the Virtue of Courage stands alongside the other Virtues as an inspiration against fear and ruin. For those not swept up by the fervour of the Courage of the First Empress, her words seem wise - balanced and fair, but Nina lacks the resources needed to counter Golan. Not that more liao would have helped since the Synod failed to address the judgement that the Empress was a follower of Courage. Without a clear response on that fundamental issue it is not possible for any priest to stop the spread of Golan's ideas.

It is much less clear if Yael of Felix's Watch intends to counter Golan or assist him. Logically, his claims that the First Empress will not be reborn until the Empire embraces Courage completely must be wrong If she truly is the First Empress reborn. But whatever the arguments, the presence of a living embodiment of the First Empress - with the support and backing of the Synod - is having the opposite effect. There are starting to be as many pilgrims flocking to the congregations of Courage inspired by Yael as by Golan.

Thus far neither of the Synod priests; Nina or Yael, have met Golan - perhaps they will have an opportunity to do so at the forthcoming summit for the Synod have called Golan to inquisition.

The influence of the Courage of the First Empress has already spread to every corner of Highguard - decisions at the next summit will determine if it continues to spread further.

"You seem troubled sister, why so? The liberation of Reikos is nearly complete, the Druj are scattered and defeated... Share your burdens with me, Mariamne?"

The Unconquered sighed heavily and shifted the weight of her armour across her shoulders. She glanced back and smiled wanly at Boethus before returning her gaze to the horizon. "It's probably nothing" she demurred, but her grim face told a different story.

"Good - it would not do to share a weighty matter while we eat - it might spoil our repast!". The wayfarer carefully spread a blanket over the crude table and begin to unpack a simple meal of bread, cheese, cold meats and wine. He decanted a little water into a hand bowl and generously offered it to the soldier first. He waited until she had washed before continuing to press his old friend.

"Now, what has your daughter done to trouble you this time?" he smiled to lighten the tone, but his tone was as sincere as his guess.

"It might not be about Sal!" Mariamne laughed despite herself. Boethus' ability to read her mood always made her smile.

"Mariamne, if you were a hundred miles over the border with no food and no way back... you'd be worrying about your daughter."

"I'm no different from any other mother" she protested. Despite her refusal to be drawn, Mariamne could feel she was losing the battle. Boethus always knew what to say to get her to relax and once her guard was down he would wrestle her concerns from her. Her priest said nothing... just smiled that infuriating smile that indicated that he was not going to give up until she opened up. She sighed again, and then accepted the inevitable.

"She's... she's... got herself caught up in the First Empress heresy. I always hoped you'd help her find Wisdom, but all she's ever wanted to do was become an unconquered and now she's got this crazy idea in her head that Courage is the only virtue worth having. We.... we argued... but she's passed her tests now and I can't stop her."

"What caused the argument?"

"She's been going to listen to Yael - that priestess who claims she is the First Empress reborn? I tried to point out that it's just possible that she might not have told the truth about what happened in her vision... and that's when Sal exploded. She said if we'd all been more Courageous, Reikos would never haven fallen and Noah might still be alive. And... that's when I lost my temper."

"Have you tried to reason with her since?"

"Several times - I even took her to see that young priest - Nina of Cantiarch's Hold - you know... the priest in Reikos who isn't preaching anything crazy or heretical at the moment."

"And?"

"Pointless. She's articulate and knows her virtues, she's clearly got the backing of the Synod - but she isn't convincing anyone who isn't already convinced. The problem is the Synod - fundamentally if the Assembly of Courage are right, if the First Empress was an exemplar of Courage... then why should anyone follow a different virtue? Sure the other virtues are important - but this Golan isn't preaching that there is only one virtue - just that there is only one important virtue. It's not even clear it is heresy. Unless the Synod are prepared to gainsay the claim that the First Empress was devoted to Courage, then good priests like Nina are going to be helpless to stop this craze from spreading."

"And now your daughter is caught up in it?"

"Yes! Sal is talking of founding a new chapter - to follow the Empress reborn! She's 15! She passed her citizenship test a few years ago... and now she wants to found a chapter. It's ridiculous."

"She never lacked for Courage."

"It's a bit of bloody Wisdom she needs right now, frankly she can save her Courage for fighting the Druj."

"I hear Golan has been summoned to Anvil - for Inquisition. If they resolve the heresy - would that help to heal the rift?"

Mariamne snorted and shook her head. "I doubt it - it's been one mad idea after another ever since her father died. She just needs to grow up a little."

"Would you like me to talk to her?"

Mariamne finally relaxed "Would you? With Noah gone, she won't listen to me anymore. I wouldn't ask but..."

"You didn't ask." Boethus cut her off - "I offered. Consider it done."

Significance

Golan and Yael's preaching is taking root, and has now had a significant effect. The Courage of the First Empress, as it is becoming known, includes Highborn citizens who follow Golan, or Yael - or in some cases both. These people believe that the First Empress is an exemplar of Courage - that the entire Empire is an edifice built on Courage and that it can only triumph when it is dedicated entirely to that Virtue. As a result citizens are abandoning the other virtues and flocking to the congregations of Courage.

Congregations lead by priests dedicated to Courage are seeing numbers swell in response to the teaching of Golan and Yael - while other Virtues are beginning to suffer by comparison. Every congregation in Highguard operated by a priest dedicated to Courage has seen a significant gain in the amount of liao and the number of votes they receive. Conversely all other congregations have seen a loss of liao and votes.

Countering the Courage of the First Empress

If Golan attends Anvil to answer to the Inquisition then it may give the Synod the opportunity to have him tried on grounds of religious crimes. Golan has prepared the ground well for this eventuality - making clear to everyone who will listen that the Synod will attempt to punish him for revealing the truth about the Courage of the First Empress. Executing Golan will prevent him from further preaching but will likely only harden the hearts of his followers - and it seems incredibly unlikely that anything short of such an outcome is going to influence the hearts and minds of those citizens who have been caught up in the fervour of Golan's cause.

The civil service are unable to offer any advice at this time on what steps might be taken to specifically counter the influence of Yael, but given a day's notice they would be able to advise a member of the Synod of the possible implications of any judgement proposed by them.

However such a judgement would need to be clear and direct. Only if the General Assembly passes a judgement explicitly refuting the claim that the First Empress was an exemplar of Courage and names a priest to travel to Reikos with 50 liao, can they stop the Courage of the First Empress gaining any more recruits. To reverse the gains the Courage of the First Empress and restore the former status quo in the affected territories would require the above judgement refuting the claim of the First Empress' Courage and 150 liao.

Helping Golan or Yael

If the Courage Assembly passes a judgement supporting Golan's claims then the backing of the Synod will provide a boost to his efforts. If the Synod names a priest to travel to Highguard with 75 liao, then they can spread the effects of Golan's teaching to Sarvos, Tassato, Miaren, Morrow, Redoubt, Therunin, and Astolat.

If the General Assembly recognises the First Empress as an Exemplar of Courage, then the effects of Golan's teaching will automatically spread to Sarvos, Tassato, Miaren, Morrow, Redoubt, Therunin, and Astolat. The Courage assembly could then name a priest to use 75 liao to spread the effects even further to Semmerholm, Weirwater, Upwold, Temeschwar, Karov, Madruga, and Feroz.

Additionally if the General Assembly or the Council of Nine passes a judgement supporting Yael's claims to be the First Empress reborn then the impact of the Courage of the First Empress can be spread using only 50 liao.

It may be possible to spread the effects wider still later, once this is accomplished.

Other Judgements

In the event that multiple incompatible judgements are passed, the judgement that has had the largest amount of liao spent on it takes precedence.

It is not possible to counter the effects of Yael or Golan without passing a judgement that clearly states either the First Empress was not an exemplar of Courage or at the very least that there is no evidence that she was.

Judgements already raised by the Synod

The following judgements of the Synod raised during the Winter Solstice 379YE relate to this event.

Number

Assembly

Judgment

Raised By

Outcome

7

General

Recognition. Escalation of Judgment 28 of Autumn Equinox 379YE. To recognise the First Empress as an Exemplar of Courage, predicated on her presence in the Imperial Liao Vision of Yael of the Golden Hostel. Benevolence: Forged the Imperial People. Legacy: Her crown and Empire. Salvation: Extended the writ of the Synod. Inspiration: Whenever you have striven for the Empire.

Tullius Cascade

Not upheld 210 - 372

8

Courage

Inquisition to call Golan of Reikos to stand before the justice of the Synod on charges of Blasphemy, Heresy and Idolatry. As author of the Recognition of the First Empress I request the opportunity. Inquisition to occur at the Spring Equinox 380YE.

Tullius Cascade

Upheld 150 - 0

29

Courage

The Assembly of Courage calls for a campaign of preaching in the territory of Reikos, teaching how the Virtue of Courage stands alongside the other Virtues as an inspiration against fear and ruin. The campaign will be led by Nina of Cantiarch's Hold and be supported by at least 25 vials of liao to inspire virtue through virtuous auras.

Nina

Upheld 142 - 0

43

Courage

Inquisition. Due to the death of Tullius Cascade, the Inquisition of Golan the Wander will be led by the Courage Assembly at the Spring Equinox 380YE.

Vitória Barossa di Tassato Regario

Upheld 118 - 0

44

General

Golan the Wanderer is false in his preaching that purifying the Empire to Courage will cause the First Empress to Return. We know this for I, Yael, am the First Empress returned from beyond the Labyrinth and reborn among the people of my Empire. I shall come among the Citizens of Reikos to tell them of my vision of the Labyrinth and of the Land Without Tears.

Yael of Felix's Watch

Upheld 295 - 20

Further Reading

- You can read about the procedure for resolving a Synod opportunity here

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Courageous_Priest&oldid=44316"

Congregation

Contents

- 1 Definition

- 2 Production

- 3 Downtime Options

- 4 Upgrades

- 5 Diversification

- 6 National Implications

Definition

A congregation can represent almost any structure or location where people could receive spiritual instruction, such as a monastery, a church, a sacred grove, a burial site, or similar structure.

Production

A congregation entitles the owner to ten votes in the Imperial Synod. In addition the Imperial civil service will provide the owner with five doses of liao.

Downtime Options

It is possible to sell the liao produced by a congregation. You receive 18 rings for each dose of liao that you sell in this way.

Upgrades

A congregation can be upgraded using white granite obtained from the Bourse. Each time a congregation is upgraded, the owner receives two additional votes in the Synod and one additional dose of liao from then on.

To upgrade a congregation requires Imperial Wains of white granite equal to the level the congregation is being upgraded to. So the first upgrade of a starting level 1 congregation costs 2 Imperial Wains of white granite, from 2 to 3 costs 3 Imperial Wains, etc.

Diversification

A congregation cannot be diversified.

National Implications

Senators in Highguard are chosen by the Highborn National Assembly on the basis of who gets the least votes against them. This vote is a normal Synod vote - but only Highborn characters with a congregation personal resource can vote.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Congregation&oldid=63977"

Sentinel Gate (Redirected from Conjuction)

Contents

- 1 Overview

- 2 History

- 3 Conjunctions

- 4 Predestination

- 5 Operating the Gate

- 6 Major Conjunctions

- 7 Rules

- 8 Further Reading

Overview

The Sentinel Gate is the massive archway that stands at one side of Anvil. It is used by Imperial citizens to teleport to battle-grounds to fight the barbarians - as well as to go on quests throughout the Empire.

History

The Gate is an ancient magical device, it was constructed long before the time of the Empire. The Gate was discovered by the Urizen mages and presented by them as a gift to the Empire when their nation joined. The Gate was then moved to Anvil and erected there, where it has remained since.

The Gate's allows the Empire to teleport people to critical locations in the Empire but only at a solstice or equinox. It is now a pivotal part of the Empire's military planning - the ability to strike against their enemies at critical locations has been so decisive that it influences the entire way the Imperial Military Council plan and conducts their wars.

Conjunctions

The power of the stars creates connections between times and places - referred to by Imperial magicians as conjunctions. By using the Gate to access a conjunction a character can travel from Anvil to the site linked through the conjunction. The device is powerful and expensive, but not so powerful that it could not be replicated. However the Gate does not create conjunctions - it only provides the means to access them, so creating an additional Gate would not generate any additional conjunctions.

The Sentinel Gate at Anvil was bonded to the Empire centuries ago by Urizen magicians using a powerful Autumn ritual. Because of this, only Imperial citizens can use the Gate. Autumn magic can be used to create a link between the Empire and a barbarian or a foreigner to allow them to use the Gate - and Night magic can transform or disguise a target in such a way that they can pass through. In both cases though it requires that those using the Gate are accompanied by a greater number of Imperial citizens. In the opinion of Imperial magicians, the Gate is secure from intrusion - a belief supported by the last four centuries of use.

Partly as a result of this bond, the Gate can only be used to travel to places the Empire is connected to - either inside the Empire, on the borders or to locations where significant numbers of Imperial troops are present. In the theory the bond could be broken but it would then need bonding to a new nation or power to be usable at all.

Predestination

Conjunctions only occur at a solstice or equinox but beyond this restriction they appear superficially to be random, defying attempts to explain or predict them using logic. Urizen magi use the Net of the Heavens to explain the clear serendipity in the conjunctions that arise that allows the Empire to intervene at critical moments - but this may simply be the natural hearth magic of the underlying constellations that links them to fate.

Any magician can detect the imminent presence of a conjunction by casting detect magic on the Gate. They can only detect the imminent presence of a specific conjunction in this matter - the caster must specify exactly what destination they are seeking to detect each time they cast the spell. If a conjunction for that location exists - then the spell will identify the approximate time and how powerful the conjunction is - expressed in terms of how many people can travel through the gate when the conjunction occurs.

Detect magic can only detect the imminent presence of a conjunction to a precisely specified location. It is not possible to use detect magic or rituals to detect all possible conjunctions for a wide area. Attempts to do this always fail. The spell is only as effective as the description of the location provided - ambiguous or unclear descriptions usually result in failure but may sometimes give erroneous answers.

Detecting conjunctions in this way is a form of prognostication, and is affected by the same limits that apply to all attempts to make forecasts or predictions using Day Magic. The information is always correct - but only at the specific time that the spell is cast - and only for the magician casting the spell. The information may change at any time and very occasionally different casters get different results. It is exceptionally rare for a conjunction to disappear once detected, it is slightly more common for new conjunctions to appear. Some Wintermark mystics claim this is because the conjunctions are linked to an individuals skein or perhaps the fate of a nation or even the whole Empire.

Operating the Gate

To access a conjunction to travel elsewhere in the Empire, the Gate must first be activated. The easiest way to do this is to perform the operate portal spell on the Gate - but any equivalent magic will work. Once opened the Gate remains open for a brief period, just long enough for those gathered to travel through it. After that, the outward gate closes and nothing further may pass through. It is impossible to access a single conjunction twice - the Gate can only be opened again if a second conjunction followed immediately after - an exceptionally rare event. Magic cannot restore access to a conjunction once the Gate has closed, no more than it create new conjunctions.

Those who have made use of the conjunction to travel elsewhere in the Empire have a short period of time during which they return safely - usually around half an hour. The noted astrologer Aquila of the Glittered Towers compared it to the passage of the stars through the heavens. The conjunction begins when a specific heavenly body is directly over Anvil - only at the moment is outward travel to the destination possible. The travellers may return to Anvil at any time the conjunction endures, but as time passes, return becomes increasingly dangerous as the stars move out of alignment and the conjunction weakens. Citizens who have waiting too long to return have suffered magical backlash resulting in traumatic wounds and even death in exceptionally rare cases.

As a result all Imperial magicians are taught a minor cantrip that usually allows them to calculate how long a conjunction they have used will last. Any magician that has used a conjunction to travel from Anvil can perform this cantrip without cost. It takes a few seconds to perform and if successful, lets them know approximately how long remains before they must return. The cantrip is not reliable, sometimes the influence of the stars is hard to detect and the spell fails.

Major Conjunctions

Most conjunctions are small, they allow anywhere between ten to thirty people to travel, but there are usually at least two conjunctions at any time which are potentially much more powerful. A major conjunction occurs when several normal conjunctions occur at the same time - as a result they often present the option to choose a single destination from one of several possibilities. Imperial magicians soon discovered that these conjunctions could be accessed by the egregores to allow vastly more people to travel through - hundreds or even more - sufficient to achieve major military outcomes. Because of their potent military benefits these major conjunctions are controlled by the Imperial Military Council which decides which nations will travel and how best to make use of the conjunction.

Even a major conjunction would normally only allow a few dozen travellers, but by drawing on the power of the egregore bond, the conjunction can be accessed by everyone bonded to that egregore. Stargazers who have studied the operation of the Gate and the formation of conjunctions claim that the bond produces a powerful hearth magic effect through the law of sympathy - a character using the conjunction is a single entity - but the egregore can use a major conjunction to allow their entire nation to travel through the Gate as a single entity.

To operate the Gate in this way, the egregore does not need to physically travel via the conjunction (although some choose to do so), but they do need to engage the egregore bond with those who are travelling. This is usually done using a small ceremony or simple arcane rite designed to epitomize the nation's spirit. Invoking the essential nature of their nation, produces the required hearth magic that allows the nation to travel through the Gate - at a major conjunction - as if they were a single entity.

There are limits to the major conjunctions - which are only poorly understood by Imperial magicians - which restrict the nations that may travel together. These restrictions appear to be bound by the movement of the stars in some way - which nations may use the conjunction to fight together is rarely the same from one summit to another. While the restrictions cannot currently be predicted, they can be divined - using night magic. The civil service present the Military Council with a definitive breakdown of the available options for using the Gate's major conjunctions each summit.

Major conjunctions have other limitations as well. They vary in size, the smallest allows a single nation to travel while the largest allows four or five nations to travel. Using a major conjunction is enormously taxing for the egregore - an individual egregore is rarely able to make use of more than one or two major conjunctions in this way during an equinox or solstice.

Does the conjunction happen by happy chance because Robert of Mitwold turns up to Anvil to complain about the Feni stealing his cows?

Of course not... what a foolish notion! You have preordination all the wrong way round my friend.

Robert of Mitwold comes to Anvil because the power of the constellations compels him to; it arranges all matters so that our Marcher friend cannot help but come to Anvil and find someone who can assist him.

The conjunction draws what it needs to it.

Rules

- The Gate can only be opened at predestined times. It is not possible for anyone or anything in the game to open the Gate at any other time.

- At the predestined moment, the Gate can be opened by any Imperial citizen. A magician can use the operate portal spell to activate the Gate, or an Egregore can do it using hearth magic.

- Any Imperial citizen can travel through the Gate when it is open. Foreigners and barbarians can only travel through the Gate using magic specifically designed to facilitate this - a ritual, item or eternal power, and only in the presence of an equal number of Imperial citizens.

- Magical creatures - beings that are created or summoned using magic cannot use the Gate.

- The Gate remains open for outward travel only for a short amount of time. No character or object may travel out through the Gate once the assembled citizens have passed through in good order.

- The Gate closes for return travel slowly. There is a set period of time for which return travel is safe, any citizen who delays too long may experience a magical traumatic wound when they eventually pass back through the portal.

- Any Imperial magician who passes through the gate can sense how long they can remain away from Anvil before the Gate closes if a referee is present. This ability requires a few seconds of appropriate arcane roleplaying.

- Characters can move anything through the gate that they can personally carry, including shared loads. Beasts of burden - and their loads cannot use the Gate.

- Sights and sounds perceivable through the portal can be perceived in-character.

Further Reading

- Sentinel Gate design - a longer explanation of some of the out-of-character design philosophy for the Gate.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sentinel_Gate&oldid=42406#Conjunctions"

Conscience of the Senate

No. Call it the Conscience of the Senate. If I ever have need of a conscience... I'll find my own priest.

Varkula, The Throne

Contents

- 1 Overview

- 2 Responsibilities

- 3 Limitations

- 3.1 One Year Only

- 3.2 Lay Person

- 4 Powers

- 4.1 Member of the Senate

- 4.2 Representation

- 4.3 Proposal

- 4.4 Voice of Virtue

- 5 Appointment

- 6 Further Reading

- 6.1 Core Brief

- 6.2 Additional Information

Overview

The Conscience of the Senate is an Imperial title appointed by the Cardinal of the Assembly of the Way in the Imperial Synod. It is considered a virtue title of the Assembly of the Way.

During the reign of Empress Teleri, all the cardinals of the Synod were granted the abilities now wielded by the Conscience. They used them in a variety of ways, and to the increasing chagrin of the Imperial Senate. When Empress Varkula came to the Throne, she orchestrated matters so that the Senate was able to successfully remove those powers from the cardinals. As a compromise, however, the post of the Conscience was created and its appointment left in the hands of the Cardinal of the Way. The intention is that rather than representing the interests of any one Virtue assembly it will instead represent all the virtuous citizens of the Empire.

Responsibilities

The Conscience is intended to observe Senate affairs; to speak on behalf of the virtuous; to keep the senators focused on their duty to the citizens of the Empire rather than their own aggrandizement; and to represent the Synod in the Senate when needed. When the Synod passes a judgement of veto, it is the responsibility of the Conscience to ensure that someone presents that decision in the next Senate meeting. Often the Conscience will do so themselves, but they may appoint someone else to do so.

Limitations

One Year Only

The Conscience serves for up to one year, unless removed from office early. In addition, no person may hold the seat of the Conscience more than once in their lifetime. This restriction is historical in nature, put in place when the post was first created to limit the power of the Conscience.

Lay Person

The Conscience must be a lay-person; this means that if the appointee has a congregation, they must give up their membership of their assembly and lose the ability to participate in the business of the Imperial Synod for as long as they serve.

Powers

The Conscience enjoys many of the same powers as a senator with the advantage that they do not need to worry about re-election. Some Consciences decline to use these powers, seeing their role as more ceremonial; others take full part in the business of the Senate, engaging in spirited debates with their fellow senators.

Member of the Senate

The Conscience is a member of the Senate. They are entitled to enter the Senate chamber at the start of a Senate session and participate in the debates.

Representation

The Conscience may cast vote on any majority motion that is brought before the Senate. They may not vote on a motion that requires a constitutional vote.

Proposal

The Conscience may propose a single motion for consideration by the Senate each summit.

Voice of Virtue

The Conscience may abstain from any vote in the Senate. The conscience will often be called on to speak on matters relating to the Synod.

Appointment

The cardinal of the Way may appoint any citizen to be the Conscience, provided that that citizen has never held the position previously. It is frowned upon to name a conscience from the same nation as the cardinal. If the Conscience controls a congregation, they face additional restrictions.

The conscience may hold the seat for no longer than a year, or until a new cardinal of the Way is appointed and chooses to name a replacement. They can be revoked by the General Assembly, the Assembly of the Way, and the Assembly of the Nine.

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- Appointments by the Senate

- Appointments to the Senate

- The Throne

- Master of the Imperial Mint

- Speaker for the Senate

- Conscience of the Senate

- Imperial treasury

- OOC design

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Conscience_of_the_Senate&oldid=60403"

Consecration

Contents

- 1 Overview

- 2 Performance

- 3 Effects

- 4 Removal

- 5 True Liao

- 6 Further Reading

Overview

The ceremony of consecration teaches a priest how to use their liao to evoke an aura to create a place of spiritual contemplation. It is perhaps most commonly used in shrines to aid pilgrims in their meditations upon one of the Seven Paths. By consecrating an area, the priest creates a potent location aura drawn from their virtue. The standard location aura provided by a consecration provide two significant benefits. They produce a roleplaying effect which will influence the way characters in the location will act, and they also provide a source of spiritual strength to overcome a malign roleplaying effect.

A location may only have one location aura in place at once, so creating a new aura automatically replaces any existing standard aura. A durable aura is more difficult to remove. Characters with the same virtue can cooperate to perform a consecration to create a durable aura or to remove or replace an existing one.

Consecration is not the only way that a person may experience a powerful aura. A location aura can occur spontaneously as a result of actions taken there and some curses and dangerous spirits have the ability to create a location aura. Some magic rituals such as The Chamber of Delights or Solace of Chimes also create location auras, but without any true spiritual underpinnings.

A Synod priest who is in a consecrated area can choose to grant sanctuary to any Imperial citizen who asks for it.

Auras by virtue

Ambition

Courage

Loyalty

Pride

Prosperity

Vigilance

Wisdom

Performance

- Requires a dose of liao and at least ten seconds appropriate roleplaying

- Requires the presence and assistance of a referee

Performing a consecration requires a dose of liao and at least ten seconds of appropriate roleplaying. You must be physically inside the area you wish to consecrate throughout the ceremony.

You must have a referee to perform a consecration. The referee will take your liao, and bring an A5 laminated card to mark the entrances to the consecrated space. If you let a referee know ahead of time that you are planning to perform a consecration, then they will have the aura cards ready if possible.

Consecration is most effective when used on a tent or room, where the location aura automatically expands to fill the interior space. If a consecration is performed in an open area, then the space must be clearly defined and no more than 40' across at most. It must be absolutely clear to anyone whether they are inside a consecrated area or not. If for any reason the boundaries of a consecrated area shift or move significantly, then the consecration collapses.

Effects

- Consecration creates a location aura on the area

- Provides a source of spiritual strength to overcome other roleplaying effects while in the location

- Anyone in the area can determine the presence and strength of a consecration

- The effect lasts until the start of the next Profound Decisions Empire event

Unlike anointing and hallow, there is one specific consecration location aura for each virtue. You create the consecration aura that matches the virtue you are dedicated to. A character who is not dedicated to a virtue (a priest of the Way) can use the consecration ceremony and a dose of liao to attempt to remove an aura created with the consecration skill.

The strength of the consecration ceremony determines how hard it is to remove or replace the consecration. A new consecration must be of at least equal strength to replace an existing consecration.

As with any aura, a location can only be under the effect of one aura at once. Consecrating a location that is already under the effects of a standard aura will automatically replace that aura. Consecrations cannot be overlapped; if an area contains a location aura then the new aura either replaces the existing aura or the ceremony fails.

Removal

- Consecration lasts for a season or until removed or supplanted.

Any character with the consecration skill may opt to remove an existing location aura rather than replacing it. In the case of a durable consecration, the ceremony must still have a strength at least equal to that of the existing aura.

The consecration skill can also be used to remove location auras arising from other sources, including those created by some magical enchantments such as The Solace of Chimes.

True Liao

- True liao can be used in place of liao to perform the consecration ceremony.

You can use true liao in place of normal liao to perform an consecration ceremony. This will create a true aura, the aura is permanent - it will last at least as long as the enclosure is intact, and perhaps even longer than that.

Further Reading

- Ceremonial Skills

- Anointing

- Consecration

- Dedication

- Excommunication

- Exorcism

- Hallow

- Insight

- Testimony

- Additional Information

- Auras

- The Way

- Imperial Synod

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Consecration&oldid=62789"

Astronomancy (Redirected from Constellation)

As above, so below; As below; so above.

Contents

- 1 Overview

- 2 Invocation and Command

- 3 As Above, So Below

- 4 Tulpas

- 5 Constellations

- 6 Further Reading

Overview

The constellations have been known since time immemorial – they figure, largely unchanged from their present forms, on some of the oldest buildings and artifacts in the world. Many magicians – especially those of Urizen – believe them to be a map or chart of the powers of the world reflected above – as if the sky were a great dark lake and reflected on its surface was the means to understand, control and manipulate the forces of nature.

At its core, astronomancy is a magical tradition that involves identifying patterns in the stars associated with fundamental magical and natural laws, and drawing power from them to fuel ritual magic. These patterns - the constellations - are held by many astronomancers to be the same tools the Creator used to forge Creation. Like the runes and the narrative principles of dramaturgy, Astronomancy is a means of placing magic in context and understanding it.

Invocation and Command

The stars are handles – physical ways to grab the force of magic. Nobody in the Empire imagines The Stork is an actual stork. That arrangement of stars you can see in the sky is the way it is to represent one of the primal powers of creation; by using that imagery and incorporating it into your rituals, you are tapping into that primal power and associating your ritual with it.

Astronomancers believe that the sky is limitless, and so are the powers it represents; the constellations known and codified by the Empire are merely the tip of the iceberg. Every star is part of a constellation and every constellation is a representation of a cosmic principle, a natural force or a universal power. The codified ones are simply those whose meaning and purpose is clearly understood; there exist many more to discover, comprehend and codify. Every Astronomancer dreams of naming a new constellation and adding them to the great catalogue.

Using the constellations the easy way, an Astronomancer can draw the design on an implement or artifact, arrange things or people to recreate the design below (such as standing your ritualists in the shape of The Fountain or The Chain) or simply invoke them during a ritual to shine favourably or unfavourably upon the outcome or a specified target. By naming propitious stars to someone you could bless or curse them.

As Above, So Below

Astronomancers firmly believe that echoing the structure of the constellations strongly influences the environment – it is not uncommon to find an Urizen spire's encampments laid out in the form of The Net, or Astronomancer’s chambers arranged specifically to evoke a particular constellation.

Tulpas

The constellations are not sentient or sapient in any meaningful way – they are symbols of potentiality, emblems of cosmic forces ill-understood by the Empire’s magicians. But sometimes during a ritual, a combination of the existence of the constellation, coupled with the efforts of the magician, will cause the manifestation of a Tulpa. These are thought-forms; concepts and ideas given form by magical will and the motive power of the Constellation.

Tulpas are curious creatures – constructs of will and magic that make it easier to form a connection between the constellation and mortal men. The process by which a Tulpa forms and manifests is structurally and magically very similar indeed to the process by which a national Egregore is formed; some Astronomancers view them perhaps as the understandable face of principles too vast and alien for our minds to clearly understand. As the Varushkan Egregore sometimes represents a way for magicians to understand what it means to be Varushka, to interact with the soul of a nation in a meaningful way, so Tulpas of the Claw allow a magician to interact with the principle of conflict between living things.

They are bridges, formed by magicians to connect them to these potent principles. Essentially the magician gives the magic a physical form or a spiritual form that is easier for mortal minds to interact with. In a real sense, if the magician were not doing the ritual the Tulpa would not exist - it is like a combination of the cosmic principle and the ritual itself. It exists from moment to moment at the point where magicians work magic using it. Through the principles of Astronomancy, the tulpa allows magicians to connect to the power of the constellations; they are not entities in the way the Eternals are entities; the Urizen in particular describe them as being much more like cosmic ushabti.

Whilst Tulpas traditionally form their own bodies, Astronomancers who are deeply aligned with a constellation during a working sometimes experience what they describe as “brushing by” or "alignment" with a Tulpa. The ritualist’s mind brushes the consciousness of a Tulpa during a ritual and the ritualist finds themselves behaving in a way which personifies or exemplifies the principle of the Constellation. The ritualist does not lose control or consciousness, they remains in control of their own actions; but all factors to do with the constellation are amplified.

Constellations

There are eighteen constellations recognised by Imperial astronomancers, from which they can draw power.

Constellations of Astronomancy

Constellation

The Law

Common magic

The Chain

Things hold together

Bonds, oaths

The Chalice

Things heal; things apart come together

healing, mending, connections

The Claw

Things bleed

Battle, destruction, violence

The Door

Things move and change

transport, travel, personal transformation

The Drowned Man

Things end

Curses, misfortune, ending

The Fountain

Things live

Growth, fertility, foundations

The Great Wyrm

Things change and transform

magic, grand transformation

The Key

Things are revealed

scrying, opening, skills

The Lock

Things can be hidden

wards, defence, concealment

The Mountain

Things are not easy

obstacles, effort, trials

The Oak

Things endure

strength, endurance, fortitude

The Phoenix

Things learn

knowledge

The Spider

Things are watched by a hidden eye

hidden forces, eternals, sovereigns

The Stallion

Things procreate

fertility, growth, wealth

The Stork

Things matter

decisions, responsibility, leadership

The Web

Things are connected

relationships, synchronicity, sympathy

The Three Sisters

Things are connected by blood

consequences, ties of blood, sorrow

The Wanderer

Things are not what you think or Things go awry

destiny, fate, chance

In each case, the common magic mentioned is just a starting point or summary. The individual pages for each constellation contain a lot more information about the use of a constellation in ritual magic or spellcasting.

Further Reading

- Traditions

- Astronomancy

- Blood Magic

- Dramaturgy

- Rune Magic

- Music of the Spheres.

- Ritual Theory

- Spellcasting

This selection of articles can be downloaded as a PDF book (or as html only)

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Astronomancy&oldid=43087"

Astronomancy (Redirected from Constellations)

As above, so below; As below; so above.

Contents

- 1 Overview

- 2 Invocation and Command

- 3 As Above, So Below

- 4 Tulpas

- 5 Constellations

- 6 Further Reading

Overview

The constellations have been known since time immemorial – they figure, largely unchanged from their present forms, on some of the oldest buildings and artifacts in the world. Many magicians – especially those of Urizen – believe them to be a map or chart of the powers of the world reflected above – as if the sky were a great dark lake and reflected on its surface was the means to understand, control and manipulate the forces of nature.

At its core, astronomancy is a magical tradition that involves identifying patterns in the stars associated with fundamental magical and natural laws, and drawing power from them to fuel ritual magic. These patterns - the constellations - are held by many astronomancers to be the same tools the Creator used to forge Creation. Like the runes and the narrative principles of dramaturgy, Astronomancy is a means of placing magic in context and understanding it.

Invocation and Command

The stars are handles – physical ways to grab the force of magic. Nobody in the Empire imagines The Stork is an actual stork. That arrangement of stars you can see in the sky is the way it is to represent one of the primal powers of creation; by using that imagery and incorporating it into your rituals, you are tapping into that primal power and associating your ritual with it.

Astronomancers believe that the sky is limitless, and so are the powers it represents; the constellations known and codified by the Empire are merely the tip of the iceberg. Every star is part of a constellation and every constellation is a representation of a cosmic principle, a natural force or a universal power. The codified ones are simply those whose meaning and purpose is clearly understood; there exist many more to discover, comprehend and codify. Every Astronomancer dreams of naming a new constellation and adding them to the great catalogue.

Using the constellations the easy way, an Astronomancer can draw the design on an implement or artifact, arrange things or people to recreate the design below (such as standing your ritualists in the shape of The Fountain or The Chain) or simply invoke them during a ritual to shine favourably or unfavourably upon the outcome or a specified target. By naming propitious stars to someone you could bless or curse them.

As Above, So Below

Astronomancers firmly believe that echoing the structure of the constellations strongly influences the environment – it is not uncommon to find an Urizen spire's encampments laid out in the form of The Net, or Astronomancer’s chambers arranged specifically to evoke a particular constellation.

Tulpas

The constellations are not sentient or sapient in any meaningful way – they are symbols of potentiality, emblems of cosmic forces ill-understood by the Empire’s magicians. But sometimes during a ritual, a combination of the existence of the constellation, coupled with the efforts of the magician, will cause the manifestation of a Tulpa. These are thought-forms; concepts and ideas given form by magical will and the motive power of the Constellation.

Tulpas are curious creatures – constructs of will and magic that make it easier to form a connection between the constellation and mortal men. The process by which a Tulpa forms and manifests is structurally and magically very similar indeed to the process by which a national Egregore is formed; some Astronomancers view them perhaps as the understandable face of principles too vast and alien for our minds to clearly understand. As the Varushkan Egregore sometimes represents a way for magicians to understand what it means to be Varushka, to interact with the soul of a nation in a meaningful way, so Tulpas of the Claw allow a magician to interact with the principle of conflict between living things.

They are bridges, formed by magicians to connect them to these potent principles. Essentially the magician gives the magic a physical form or a spiritual form that is easier for mortal minds to interact with. In a real sense, if the magician were not doing the ritual the Tulpa would not exist - it is like a combination of the cosmic principle and the ritual itself. It exists from moment to moment at the point where magicians work magic using it. Through the principles of Astronomancy, the tulpa allows magicians to connect to the power of the constellations; they are not entities in the way the Eternals are entities; the Urizen in particular describe them as being much more like cosmic ushabti.

Whilst Tulpas traditionally form their own bodies, Astronomancers who are deeply aligned with a constellation during a working sometimes experience what they describe as “brushing by” or "alignment" with a Tulpa. The ritualist’s mind brushes the consciousness of a Tulpa during a ritual and the ritualist finds themselves behaving in a way which personifies or exemplifies the principle of the Constellation. The ritualist does not lose control or consciousness, they remains in control of their own actions; but all factors to do with the constellation are amplified.

Constellations

There are eighteen constellations recognised by Imperial astronomancers, from which they can draw power.

Constellations of Astronomancy

Constellation

The Law

Common magic

The Chain

Things hold together

Bonds, oaths

The Chalice

Things heal; things apart come together

healing, mending, connections

The Claw

Things bleed

Battle, destruction, violence

The Door

Things move and change

transport, travel, personal transformation

The Drowned Man

Things end

Curses, misfortune, ending

The Fountain

Things live

Growth, fertility, foundations

The Great Wyrm

Things change and transform

magic, grand transformation

The Key

Things are revealed

scrying, opening, skills

The Lock

Things can be hidden

wards, defence, concealment

The Mountain

Things are not easy

obstacles, effort, trials

The Oak

Things endure

strength, endurance, fortitude

The Phoenix

Things learn

knowledge

The Spider

Things are watched by a hidden eye

hidden forces, eternals, sovereigns

The Stallion

Things procreate

fertility, growth, wealth

The Stork

Things matter

decisions, responsibility, leadership

The Web

Things are connected

relationships, synchronicity, sympathy

The Three Sisters

Things are connected by blood

consequences, ties of blood, sorrow

The Wanderer

Things are not what you think or Things go awry

destiny, fate, chance

In each case, the common magic mentioned is just a starting point or summary. The individual pages for each constellation contain a lot more information about the use of a constellation in ritual magic or spellcasting.

Further Reading

- Traditions

- Astronomancy

- Blood Magic

- Dramaturgy

- Rune Magic

- Music of the Spheres.

- Ritual Theory

- Spellcasting

This selection of articles can be downloaded as a PDF book (or as html only)

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Astronomancy&oldid=43087"

Construct Academy Religious Studies sinecure

To create the Sinecure “Custodian of the Academy Religious Studies” at the request of the Senate's counterparts in the Academy Junior Council, to provide Liao with the intention that it be used in Academy. To be built at Canterspire in Morrow.

Proposed by Casinea, seconded by Conscience of the Senate

Overview

- Create a Sinecure for the use of The Academy.

- The sinecure will produce 18 Liao each season.

- Passed at 30 Thrones

Date

- Passed Autumn 378YE

Cost

- 10 wains of White Granite

- 2 Thrones 4 Crowns

- Time: 3 months

Progress

- 10 wains of white granite and 2 thrones 4 crowns supplied by Zephram of Cantiarch's Hold after Winter Solstice 378.

Campaign Outcome

- Sinecures are life-time appointments.

- When the sinecure is complete it will create the Imperial title of Dean of Pilgrims.

- This will be an Imperial position that can be held by any Imperial citizen.

- The title will be appointed by the Senate following the normal guidelines.

- This is an Imperial sinecure, and can be revoked by the General Assembly or Assembly of the Nine.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Academy_Religious_Studies_sinecure&oldid=35668"

Construct Alchemical Workshop in Miaren

To construct a potion lab in Miaren, dedicated to Murit

Proposed by Miaren, Seconded by Hercynia

Overview

- A folly built in Miaren

- Passed

Date

- Winter 380YE

Cost

- Unknown

Progress

- 5 wains of white granite and 10 crowns provided by Llewellyn Leafstalker after Winter Solstice 380YE.

Campaign Outcome

- The alchemical workshop has been built in Holtford in Miaren.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Alchemical_Workshop_in_Miaren&oldid=52641"

Construct Arsenal in Sarvos

to build a Great Work in Sarvos that would enrich the port fleets by 900 rings dispersed equally and allow the League the possibility to raise a Navy in the future. Self-funded.

Proposed by Sarvos, seconded by Kahraman.

Overview

- Believed to relate to the opportunity to build the Sarvos Dockyard and Arsenal.

- Failed

Date

- Winter 381YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Arsenal_in_Sarvos&oldid=62936"

Construct Art Museum of Tassato

That the Senate grant permission to build a great works in Tassato dedicated to Pride, taking advantage of the recent surge in Pride and the arts.

Proposed by Tassato, Seconded by Astolat

Overview

- A great work in Tassato to take advantage of the opportunity that presented itself during the recent period of inspiration

- Passed

Date

- Spring 381YE

Cost

- 15 wains of white granite

- 5 wains of weirwood

- 5 thrones in labour costs

- 3 months to construct

Progress

- 15 wains of white granite, 5 wains of weirwood, and 5 thrones provided by Lorenzo “La Volpe” Macelliao von Temeschwar after Spring Equinox 381YE.

Campaign Outcome

- The great work, the Blood Red River Museum, provides 15 liao and 30 votes in the Imperial Synod spread amongst those citizens of Tassato dedicated to Pride who own congregations each season, following attendance at the Anvil Summit

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Art_Museum_of_Tassato&oldid=54322"

Construct Asavean Embassy

Construct an embassy for the Asavean Empire in Sarvos.

Proposed by Sarvos, seconded by Temeschwar.

Overview

- Construct an embassy for the Asavean Archipelago in Sarvos.

- Passed at 35 Thrones

Date

- Winter 377YE

Cost

- 20 White Granite

- 20 Weirwood

- Special%3A Note that this is not the standard cost for an embassy commission.

Progress

- 20 wains of white granite and weirwood supplied by Mirislav, Senator for Sarvos after Spring Equinox 378.

Campaign Outcome

- The embassy will be a ministry that allows the Imperial citizen appointed to operate it to purchase Cerulean Mazzarine, Orichalcum, Iridescent Gloaming, Tempest Jade and True Vervain.

- The title of ambassador to the Asavean Archipelago was automatically created.

Voting

State

Votes For

Votes Against

Result

In Principle

22

2

Passed

At 35 Thrones

18

6

Passed

At 40 Thrones

9

15

Failed

Amendment

Disburse an additional 5 Thrones to purchase White Granite for the previously approved Asavean Embassy.

Proposed by Miaren, seconded by Weirwater.

Overview

- Passed at 5 Thrones

Date

- Winter 377YE

Progress

- Funds disbursed to Senator Miaren

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Asavean_Embassy&oldid=60291"

Construct Asavean Temple

To grant permission to Asavea to build a major temple in Feroz, to their gods. Under the understanding that it is for the usage of Non-Imperial citizens only.

Proposed by Kahraman, seconded by Madruga

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

- 6 Constitution

Overview

- Passed

Date

- Spring 380YE

Cost

- Time : 6 months to construct

Progress

- The Asaveans have begun work on constructing this temple in the bustling port-town of Oran, on the northern coast of Feroz. Further details about how this will work can be found here.

Campaign Outcome

- When complete, the Temple of Balo and the Black Bull will create a non-Imperial Title responsible for liasing with the temple priests. The Asaveans have indicated that they will be guided in this appointment by the temporal power of the area the temple has been built - in this case the decision of the Senator for Feroz. The Imperial Synod will have no ability to revoke this title; rather the Asavean priesthood will have the ability to refuse to deal with their liason effectively removing them from their position.

- Work has begun on building the major temple and it is believed it will be completed shortly before the Autumn Equinox 380YE.

- Due to significant delays fostered by the interference of the imperial Synod, the temple will be completed shortly before the Spring Equinox 381YE.

Constitution

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Asavean_Temple&oldid=51220"

Construct Aurelie's Garden

Creation of a sinecure to be annualy contested between Dawn and Navarr, by the name Aurelie's Garden.

This will be a herb garden, self funded.

This motion has been offered to civil service scrutiny.

The garden will be in the region of Grovesyard, Miaren, by the hospital Aurelie's Rest.

The rules of the contest will be set by the proposer as so:

10 vs 10 Dawnish vs Navarr.

All skills. Until one team remains standing, any additional rules may be decided mutually by both teams.

Proposed by Weirwater, seconded by Sarvos

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

- 6 Constitution

Overview

- A sinecure in Grovesyard, Miaren which provides herbs

- Passed

Date

- Spring 380YE

Cost

- The motion does not specify the size of the sinecure, but standard costs apply.

Progress

- 10 Weirwood and 20 crowns by Nym after the Spring Equinox 380YE

Campaign Outcome

- This sinecure, when completed, will automatically create an Imperial title: Keeper of Aurelie's Garden

Constitution

- No information has been provided on how large the sinecure will be, the senator may decide this.

- No information has been provided as to how long the title is held, the senator may decide this.

- No information has been provided on which assemblies of the Synod may revoke the title holder, the senator may decide this.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Aurelie%27s_Garden&oldid=46417"

Construct Axos Embassy

Construct an Embassy to Axos in Redoubt, appointed by Senate.

Self Funded.

Proposed by Zenith, Seconded by Sarvos

Overview

- Passed

Date

- Summer 380YE

Cost

- 25 wains of weirwood

- 25 wains of white granite

- 12 thrones in labour costs

- 3 months to construct

- Upkeep of 5 thrones per season from the Senate's budget

Progress

- 25 wains of weirwood, 25 wains of white granite and 12 thrones supplied by Tanwyn Ankarien after Summer Solstice 380YE.

- Construction has begun in Limus, Cargo, Redoubt (near the Jarmish embassy).

Campaign Outcome

- Once completed, this embassy will automatically create a new Imperial title of Ambassador to Axos

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Axos_Embassy&oldid=46825"

Construct Barrens Spy Network

Create spy network in The Barrens.

Proposed by Volodmartz, seconded by Skarsind.

Overview

- Construct a spy network in The Barrens.

Date

- Spring 378YE.

Cost

- 10 weirwood

- Upkeep: 2 Thrones per season from the Senate budget

- Time: 3 months to construct

Progress

- 10 wains of weirwood provided by Hector de Rondell after the Spring Equinox 378.

Campaign Outcome

- Once complete any Imperial citizen can assign a military unit they control to support the spy network.

- If the equivalent of five military units are assigned, then a map of the territory showing settlements will be shown.

- With ten military units, the location and nature of armies, naval routes and trading partners in the territory will be discovered.

- With fifteen military units, the location and size of fortifications in the territory will be discovered.

- Information will go to the players who assigned military units to the network.

- Military units assigned to a spy network also receive the normal resources they would receive when supporting an army.

Voting

State

Votes For

Votes Against

Result

In Principle

23

2

Passed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Barrens_Spy_Network&oldid=27069"

Construct Blade of Thorn

To commission a Great Work in Old Ranging in Hercynia for the production of mana. To be known as ‘Llafndrián’ the blade of thorn. The spiral of this work will include stones to those who had the courage to give their lives in the defence of others. Self-funded, priced at 40 wains of mithril and 10 thrones. Let this Great Work stand as a reminder that the Empire stands united, even in the darkest of days. A gesture of goodwill from Achilles of Damokan’s Forge to the Navarr.

Proposed by Hercynia, seconded by Miaren.

Overview

- Commissioning a great work in Hercynia to provide mana to the owners of mana sites.

- Passed.

Date

- Spring 382YE

Cost

- Standard costs apply.

- 40 wains of mithril.

- 10 Thrones in labour costs.

Progress

- 40 wains of Mithil and 10 Thrones received from Rhisiart Dancewalker after the Spring Equinox 382YE.

Outcome

- When complete, the great work will not create an Imperial title.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Blade_of_Thorn&oldid=65656"

Construct Brenna’s Gift

To construct a great work in Hahnmark that increases farming revenue.

Imperial Wayleave by Jorgen Brenna

Overview

- .

- Passed.

Date

- Spring 382YE

Cost

- Standard costs apply.

- 40 wains of weirwood

- 80 crowns in labour costs.

Progress

- 40 wains of weirwood and 80 crowns provided by Jorgen Brenna after Spring Equino 382YE.

Outcome

- When completed this will provide cash split between the farm owners of Hahnmark.

- The necessary detail of which region the great work is built in remains.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Brenna’s_Gift&oldid=66240"

Construct Cathedral of Courage

To raise a Cathedral to Courage in Astolat to fortify the virtue of the Dawnish people against any malign influence and auras.

This to be a sinecure to provide votes in the synod. The Dean to be decided by the National Assembly of Dawn.

Funding sought by Senate, to be discussed on the floor.

Proposed by Weirwater, Seconded by Semmerholm

Overview

- The construction of a sinecure dedicated to the virtue of Courage in Astolat

- Passed at 25 thrones

Date

- Summer 380YE

Cost

- The size of the sinecure is unknown, but standard costs apply

Progress

- 25 thrones disbursed to Senator Weirwater

- 10 wains of white granite and 20 crowns provided by Valentin Ivarovich Severyan after Summer Solstice 380YE.

Campaign Outcome

- There are certain necessary details missing from this motion, Senator Weirwater may decide on these.

- A small cathedral has been built close to the tourney grounds of Laroc in The Chase region of Astolat.

- The cathedral is overseen by the Dean of Laroc Cathedral.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Cathedral_of_Courage&oldid=47703"

Construct the Celesti Lighthouse II (Redirected from Construct Celesti Lighthouse)

This motion is currently undergoing scrutiny.

The Civilian Commissioner for the Brass Coast will invest 16 wains of mithril in works to renovate the lantern of the lighthouse in Oran in the territory of Feroz.

"The Keeper of the Celesti Lighthouse" will be a Freeborn ministry empowered to purchase mana directly from ship captains at rates set by the Civil Service.

Approved by the Civilian Commissioner of the Brass Coast

Overview

- A ministry that allows the purchase of mana crystals in Oran, Feroz

- This motion was approved by the Civilian Commissioner of the Brass Coast using the legal power to commission constructions delegated to them by the Senate

- This construction follows on from a previous, unauthorised motion from Autumn 380YE

Date

- Winter 380YE

Cost

- 16 wains of mithril

- 4 thrones in labour costs

- 3 months to construct

Progress

- Unknown

Campaign Outcome

- Once completed, the construction will automatically create the Freeborn national title of Keeper of the Celesti Lighthouse appointed by the Senators of the Brass Coast.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Celesti_Lighthouse_II&oldid=52229"

Construct College of Summer Magic

To build a Summer College dedicated to Cathan Canae

Proposed by Miaren, seconded by UNKNOWN

Overview

- Permission to create a College of Magic specialising in Summer magic.

- The college will be constructed in Miekarova.

- No funding was sought.

Date

- Summer 379YE

Cost

- Materials: 90 wains of White Granite, 30 wains of Mithril, 30 wains of Weirwood

- Time: 1 year

- Labour: 35 Thrones

- Upkeep: 25 Thrones (this number is dependant on the number of other colleges in the Empire)

- Special%3A This college of Summer magic is being built to designs provided by the Eternal Cathan Canae; as such it differs from the standard cost to build a College of Magic.

Progress

- 50 wains of white granite, 10 wains of mithril, 30 wains of weirwood, and 35 Thrones provided by Llewellyn Leafstalker after Autumn Equinox 379YE

- 16 wains of mithril provided by Llewellyn Leafstalker after Winter Solstice 379YE

- 40 wains of white granite and 4 wains of mithril provided by Llewellyn Leafstalker after Spring Equinox 380YE

Campaign Outcome

- The college is to be built in Volchitrava in Miekarova.

- The college will be called The Icy Crag of the Eternal Sun.

- The college is now complete creating the Imperial title of Master of Ice and Darkness.

- The senator has decided that the Master of Ice and Darkness will be an Imperial Position assigned by declaration of the Conclave.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_College_of_Summer_Magic&oldid=46357"

Construct College of the Liberated

The building of a Great Work in Sarvos to assist in the integration of former slaves from Jarm into the Empire should they so choose.

This work will guide these people towards Prosperity through providing education and apprenticeships thereby increase the productivity of businesses in the region.

We create the Imperial Title of Dean of the Liberated of Jarm. Appointed: The Senate Revoked: Assembly of the Nine or the General Assembly Duration: Life

Proposed by Casinea, Seconded by Sarvos

Overview

- Passed in principle

- Passed at 100 Thrones 4 Crowns

- It was noted by Senator Casinea that Senator Miaren had helped with the wording of this Senate motion.

Date

- Winter 379YE

Cost

- The motion did not specify the size of the great work, but standard costs apply.

Progress

- 100 Thrones 4 Crowns disbursed to Senator Casinea

Campaign Outcome

- 40 wains of white granite and 10 thrones supplied by Ferrero Sanguineo Rezia di Tassato after Winter Solstice 379YE.

- This great work, when completed, will enhance the earnings of all businesses in Sarvos whose owners attended the previous Anvil summit.

- As part of the motion a title, Dean of the Liberated was created.

- The College of the Liberated was built in the town of Trivento in Sarvos.

Constitution

After due consideration it is clear that the College of the Liberated is legal, provided it is made clear to the newly arrived Jarmish foreigners that they are under no obligation to remain in Sarvos or to participate in the education provided by the College. If the College is ever in a position where there are more spaces than there are former slaves, then it is anticipated that they could fill their ranks from the orphans and poor of Sarvos.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_College_of_the_Liberated&oldid=60534"

Construct Commonwealth embassy

To build an embassy to the Commonwealth.

Proposed by Sermersuaq, seconded by Kallavesa.

Overview

- Construct an embassy to the Commonwealth in Madruga.

- Passed in principle

- No funds were allocated

Date

- Summer 379YE

Costs

- Materials: 25 wains of Weirwood and 25 wains of White Granite (Standard cost)

- Labour: 12 Thrones

- Time: 1 season

- Upkeep: 5 Thrones

Progress

- 25 wains of weirwood, 25 wains of white granite and 12 thrones supplied by Atte Arrow-Tongue Metsastajason after Winter Solstice 379YE.

Campaign Outcome

- The embassy automatically creates the Imperial title of Ambassador to the Commonwealth.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Commonwealth_embassy&oldid=44132"

Construct Dunfrith

Ham, son of Brigantia, son of Frecki and of Bruin, lead apothecary of Dunhearth and descendant of the Great Dun, apprentice of Wise Rangara and Saviour of Holburg, with the authority of the Great Thane, Tobrytan Dunning, called Spooner, has instructed the foresters of Woodhall in the southernmost reaches of Hanhmark, close by their home of Dunhearth Hall, to fell trees in such a way as to create glades. These glades are positioned most carefully and plantings and experimentations have shown that conditions are such that, in the most exposed and Northern facing areas, Bladeroot grows vigorously, as it does in many areas of Wintermark, in the Southern facing and most sheltered glades, Cerulean Mazzarine grows strongly and well, in the glades carefully placed upon sites of skirmishes with the Feni, Marrowort does flourish, and True Vervain and Imperial Roseweald will both grow well in this area, even without careful tending.

As such, and as a legacy to future generations, a balanced herb sinecure is proposed, funded by the family of Ham, and to be overseen by him, for as long as he does live, that he may provide potions for the benefit of the Empire.

It shall be called Dunfrith, meaning in the old tongue “forest of Dun” and the custodian shall always be known as the Guardian of Dunfrith.

Approved by the Civilian Commissioner of Wintermark

Overview

- A sinecure in Wood Heath, Hahnmark

- This motion was approved by the Civilian Commissioner of Wintermark using the legal power to commission constructions delegated to them by the Senate

Date

- Autumn 380YE

Cost

- Unknown, but standard costs apply

Progress

- 12 wains of weirwood and 24 crowns supplied by Thanmir Hrafnar after Autumn Equinox 380YE.

Campaign Outcome

- This sinecure, once completed, will create Wintermark national position of Guardian of Dunfrith

Constitution

- Although the announcement states that that the sinecure is to be overseen by Ham, son of Brigantia, the Senators of Wintermark are in no way bound to elect Ham to the position.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Dunfrith&oldid=47699"

Construct Embassy to the Thule

To construct an Embassy to the Thule for the Ambassador to the Thule, in Miekarova. Self-funded.

Proposed by Volodmartz, Seconded by Karsk.

Overview

- This motion was to build an embassy to Otkodov in Miekarova.

- Passed

Date

- Summer 381YE

Progress

- 25 wains of weirwood, 25 wains of white granite and 12 thrones provided by Vuk The Wolfeater after Summers Solstice 381YE.

Campaign Outcome

- The embassy will be complete from the start of the Autumn Equinox

- The Senate has already appointed the first Ambassador to Otkodov.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Embassy_to_the_Thule&oldid=55251"

Construct Faraden embassy

To build an Embassy to Faraden in Anduz (Segura) We are asking for funds from the Senate for this. Start 60, go up in 20s.

Proposed by Therunin, seconded by Mitwold.

Overview

- Construct a Faraden embassy in Anduz, in the Freeborn territory of Segura.

- Passed at 80 Thrones

Date

- Winter 378YE

Costs

- Materials: 20 wains of Weirwood and 20 wains of White Granite (This is less than the Standard cost for an embassy)

- Time: 1 season

- Upkeep: 5 Thrones

Progress

- Funds disbursed to Senator Therunin

- Before the Faraden will recognise the embassy, the Towers of Anduz will need to be rebuilt.

- 20 wains of weirwood and 18 wains of white granite supplied by Caerwyn after Spring Solstice 379YE

- 2 wains of white granite supplied by Caerwyn after Summer Equinox 379YE

Campaign Outcome

- When the embassy was complete, it will create the Imperial title of Ambassador to Faraden.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Faraden_embassy&oldid=60294"

Construct Garden of Falling Snow

To create at no cost to the senate the Garden of Falling Snow, a herb garden in Wintermark - Hahnmark, Position of "Gatekeeper of falling snow" to be appointed by unianimous vote of Wintermark's Senators, Herb gardens are great. Can we move to a vote please?

Proposed by Hahnmark, seconded by Sermersuaq

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

- 6 Constitution

Overview

- A sinecure in Hahnmark which provides additional herbs.

- The holder of the sinecure will be appoitned by unanimous decision of the Wintermark senators.

Date

- Summer 379YE

Cost

- The motion does not specify the size of the sinecure, but standard costs apply.

Progress

- 10 wains of weirwood supplied by Hengest Dun of Wintermark after Summer Solstice 379

- 20 crowns supplied by Hengest Dun of Wintermark after Summer Solstice 379

Campaign Outcome

- Construction is now complete creating the Wintermark national Imperial title of Gatekeeper of Falling Snow.

Constitution

- No information is provided as to how large this sinecure is. The senator may decide this.

- No information is provided as to where in Hahnmark the sinecure will be constructed. The senator may decide this.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Garden_of_Falling_Snow&oldid=39751"

Construct Garden of the Grim II

To raise a herb sinecure in Miekarova to be called the "Gardens of the Grim", with the title of the sinecure to be "The Grim Gardener".

Appointment of the title holder to be done by the Senators of Varushka

Self Funded

Proposed by Miekarova, Seconded by Volodmartz

Overview

- A sinecure in Miekarova

- Passed

- This followed a previous, failed motion to construct the sinecure

- This commission was announced after the maximum number of commissions had been authorised, but was announced in case one of the previous commissions had been subject to the synod's veto. The veto was not employed and so this commission was not authorised

Date

- Winter 380YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Garden_of_the_Grim_II&oldid=52003"

Construct Gardens of High Chalcis

I, Rhesa, Exarch of the Scions of Ravensfell and Highguard Civilian Commissioner, will this season be commissioning the rebuilding of the Gardens of High Chalcis in Chalcis Mount in Reikos.

It will cost 80 wains of weirwood and produce 120 herbs, and increase the prosperity of Reikos.

It will be overseen by the Master Botanist of High Chalcis. The position will be appointed by the Highguard Senators and can be revoked by the Highguard national assembly, general assembly, or assembly of nine.

Approved by the Civilian Commissioner of Highguard

Overview

- A great work in Reikos to take advantage of the opportunity that presented itself after the reclaiming of the territory

- This motion was approved by the Civilian Commissioner of Highguard using the legal power to commission constructions delegated to them by the Senate

- The great work will provide a bounty of 120 herbs spread amongst those citizens of Reikos who own herb gardens each season, following attendance at the Anvil Summit

Date

- Summer 380YE

Cost

- 80 wains of weirwood

- 6 months to construct

Progress

- 50 wains of weirwod and 100 crowns provided by Rhesa, Exarch of Ravensfell after Summer Solstice 380YE.

- 30 wains of weirwood and 60 crowns provided by Rhesa, Exarch of Ravensfell after Autumn Equinox 380YE.

Campaign Outcome

- Once complete, this great work will create the ceremonial title of Master Botanist of High Chalcis.

- The Gardens of High Chalcis were completed shortly before the Winter Solstice 380YE.

Constitution

The title of Master Botanist of High Chalics was the subject of extensive scrutiny and the final decision was that the title could not be created as this was not a power available to a Civilian Commissioner. The Senator for Reikos would be responsible for dealing with any threats or decisions regarding a great work in their territory.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Gardens_of_High_Chalcis&oldid=60226"

Construct Gardens of Morrow

Construct the great work, Gardens of Morrow, to produce herbs in Morrow.

Cost of 40 wains of weirwood, 10 thrones.

Approved by the Civilian Commissioner of Urizen

Overview

- A great work in Morrow

- This motion was approved by the Civilian Commissioner of Urizen using the legal power to commission constructions delegated to them by the Senate

Date

- Summer 380YE

Cost

- 40 wains of weirwood

- 10 thrones in labour costs

- 3 months to construct

Progress

- 40 wains of weirwood and 10 thrones provided by Juliana after Spring Equinox 381YE.

Campaign Outcome

- This Gardens of Morrow provide 75 herbs to the citizens who own herb gardens in Morrow, split equally.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Gardens_of_Morrow&oldid=55237"

Construct Gardens of the Grim III

To create a self funded herb sinecure in Miekarova to be named the Gardens of the Grim, with the title ‘Grim Gardener’. These gardens will also serve as the Courage artefact ‘The Chains of Chernebog’ and the title will be elected by the Varushkan Senators.

Proposed by Miekarova, Seconded by Karov

Overview

- A sinecure in Miekarova

- Passed

- This followed on from two previous motions to construct the sinecure

Date

- Spring 381YE

Cost

- Unknown, but standard costs apply

Progress

- 20 Wains of weirwood and 5 thrones provided by Father Drakov after Spring Equinox 381YE.

Campaign Outcome

- This sinecure, once completed, will create the new Varushkan national title of Grim Gardener

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Gardens_of_the_Grim_III&oldid=53707"

Construct Gate in Semmerholm

To rebuild the fortification known as ‘The Gate’ in Semmerholm by accepting the offer of the Eternal Adamant to rebuild and make the Gate Unbreakable. This endeavour is self-funded and is not in need of an Imperial Surveyor.

Proposed by Semmerholm, seconded by Holberg.

Overview

- This motion is to reconstruct the Gate in Semmerholm with the aid of the eternal Adamant as detailed here.

- Passed

Date

- Winter 381YE

Cost

- An opportunity applies

- 160 wains of White Granite

- No labour cost

- 12 months to complete

- Upkeep: 18 Thrones

- Does not count against the Senate limit on number of commissions

Progress

- 40 wains of white granite provided by Lorenzo “La Volpe” Macelliao von Temeschwar after Winter Solstice 381YE.

Outcome

- The resulting fortification would have 6000 effective strength

Constitution

- This construction may run into problems if Adamant is subject to enmity by the Imperial Conclave

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Gate_in_Semmerholm&oldid=63880"

Construct General Estana's Repository

That we construct a grand library of Contracts, to be called General Estana's Repository, in the town of Oran, Feroz.

This folly will use one wain of white granite, and will be dedicated to the Eternal Callidus, in payment for which, his heralds will assist the Hakima with the codification of Autumn Rituals.

Note that while we are seeking permission to build now, we will not commence construction until we have a signed contract with the Eternal, or one of his heralds.

Approved by the Civilian Commissioner of the Brass Coast

Overview

- A folly in Feroz dedicated to the Eternal Callidus

- This motion was approved by the Civilian Commissioner of The Brass Coast using the legal power to commission constructions delegated to them by the Senate.

Date

- Summer 380YE

Cost

- 1 wain of white granite

- 2 crowns in labour costs

- 3 months to construct

Progress

Summer 381 YE

- This commission has lapsed

Campaign Outcome

- At this time, there appears to have been no signed contract and so work has not begun.

Constitution

- There are concerns with this commission. One of the limitations on a Civilian Commissioner is that "A civilian commissioner cannot commission anything that requires an upkeep" and there is no reference to upkeep in this announcement. A College of magic has significant upkeep costs for the Empire.

- A folly cannot result in an upkeep for the Empire. Should this commission appear to be creating something that required an upkeep, work would cease and direction from the Imperial Senate would be sought.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_General_Estana%27s_Repository&oldid=62700"

Construct Giant's Well

That we construct a folly in Mitwold, in the Marches, self-funded to "cap the giants well".

Proposed by Mitwold, Seconded by Bastion

Overview

- A folly consisting of a white granite dolmen placed over the "Giant's Well" in Mitwold.

- Passed in principle

Date

- Autumn 381YE

Cost

- Standard costs apply; this is only the minimum required to construct the folly there is no upper limit.

- 5 wains of white granite

- 10 Crowns labour costs

- 3 months to construct

Progress

- 5 wains of white granite and 10 crowns provided by William Guildenstern after Autumn Equinox 381YE.

Campaign Outcome

- A dolmen,known as the Pale Chain, now covers the Giant's Well.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Giant%27s_Well&oldid=61916"

Construct Glen of Shadows Trading Office

To construct a trading office in the Glen of Shadows in Hercynia to assist trade with the Orcs in Skarsind.

Proposed by Hercynia, Seconded by Feroz

Overview

- This motion followed on from a previous motion to establish a trading post in the town of Torfast.

- Passed in principle

- Passed at 22 Thrones

- Part of an opportunity to improve the wealth of Skarsind.

Date

- Winter 379YE.

Cost

- 8 wains of White Granite

- 2 Thrones in labour costs

- Time: 3 months to construct

Progress

- 22 Thrones disbursed to Senator Hercynia

Campaign Outcome

- This ministry creates an Imperial title (Broker of Treji Wayhouse), which will be able to purchase trade goods.

- 8 wains of white granite and 2 thrones provided by Cenwyn Thorntarry after Spring Equinox 380YE.

Constitution

- There are certain necessary details missing from this motion, the senator may decide these.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Glen_of_Shadows_Trading_Office&oldid=46029"

Construct Golden Orchards of Miaren

To create a mana sinecure in Miaren, near Seren, The Golden Orchards of Miaren.

Lifetime appointment position by the Navarri Senators

Proposed by Therunin, Seconded by Sarvos

Overview

- A sinecure in Miaren which provides Mana Crystals

- The holder of the sinecure will be appointed by unanimous decision of the Navarri Senators

- Passed at 30 Thrones

Date

- Winter 379YE

Cost

- The senator may build a sinecure of any magnitude (Standard costs apply).

Progress

- 30 Thrones disbursed to Senator Therunin

- 10 wains of mithril and 20 crowns provided by Caerwyn.

Campaign Outcome

- The Golden Orchards are now complete, creating the Navarri National position of Granger of the Golden Orchard, appointed by unanimous decision of the Navarri Senators.

Constitution

- No information is provided as to how large the Sinecure will be. The Senator may decide this.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Golden_Orchards_of_Miaren&oldid=47608"

Construct Grand Art Gallery of Sarvos

To build a Great Work in the form of a grand art gallery in Sarvos, dedicated to Pride in accordance with the recent Virtuous Interest in our cultural renaissance.

Proposed by Sarvos, Seconded by Tassato

Overview

- A great work in Sarvos to take advantage of the opportunity that presented itself during the recent period of inspiration

- Passed

Date

- Spring 381YE

Cost

- 15 wains of white granite

- 5 wains of weirwood

- 5 thrones in labour costs

- 3 months to construct

Progress

- 5 wains of weirwood, 15 wains of white granite, and 5 thrones provided by Lorenzo “La Volpe” Macelliao von Temeschwar after Spring Equinox 381YE.

Campaign Outcome

- The great work, the Blood Red Quays Art Gallery, provides 15 liao and 30 votes in the Imperial Synod spread amongst those citizens of Sarvos dedicated to Pride who own congregations each season, following attendance at the Anvil Summit

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Grand_Art_Gallery_of_Sarvos&oldid=54326"

Construct Grand Conservatory of Music

To construct a Grand Conservatory of Music in the territory of Redoubt to match the Pride of Urizen in creating the enchantment of Art and Culture upon the Empire and to continue to foster our Pride in both our music and our magic.

Proposed by Morrow, Seconded by Hercynia

Overview

- A great work in Redoubt to take advantage of the opportunity that presented itself during the period of inspiration.

- Passed

Date

- Spring 381YE

Cost

- 15 wains of white granite

- 5 wains of weirwood

- 5 thrones in labour costs

- 3 months to construct

Progress

- 15 wains of white granite, 5 wains of weirwood and 5 thrones provided by Ariadne after Spring Equinox 381YE.

Campaign Outcome

- This great work, the Grand Conservatory of Music, provides 15 liao and 30 votes in the Imperial Synod spread amongst the citizens of Redoubt dedicated to Pride who own congregations each season, following attendance at the Anvil Summit.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Grand_Conservatory_of_Music&oldid=54483"

Construct Hall of the Krampus

To construct a hall for the Krampus in Skarsind.

Proposed by Skarsind, Seconded by Karsk

Overview

- A folly built for the Krampus, following recent events, in Skarsind

- Passed

Date

- Winter 380YE

Cost

- 13 wains of white granite

- 26 crowns in labour costs

- 3 months to construct

Progress

- 13 wains of white granite and 26 crowns provided by Irontide Vio after Winter Solstice 380YE.

Campaign Outcome

- The Krampushall has been constructed in Skarsind.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Hall_of_the_Krampus&oldid=52483"

Construct Harps of Astolat

to construct the Harps of Astolat, a mana great work.

Proposed by Astolat, seconded by Sarvos.

Overview

- This motion builds a powerful great work in Astolat related to this opportunity

- Passed at 150 thrones.

Date

- Winter 381YE

Cost

- Taking advantage of this opportunity

- 35 wains of weirwood and 15 wains of mithril

- 100 crowns

- 3 months to complete

Progress

- 35 wains of weirwood, 15 wains of mithril and 100 crowns provided by Bohemond De Rondell after Winter Solstice 381YE.

Outcome

- Created a great work in Astolat

- Every mana site in Astolat owned by a Dawnish citizen will receive a share of 45 additional crystal mana each season as long as the central harp at Weaving remains unmolested.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Harps_of_Astolat&oldid=64301"

Construct Home of the Broken Shield

I, the Civilian Commissioner of the Imperial Orcs commission the construction of the Home of the Broken Shield, a communal home for those Imperial Orcs of the Broken Shield.

Approved by the Civilian Commissioner of the Imperial Orcs

Overview

- A sinecure that produces herbs in Skogei's Glen, Skarsind

- This motion was announced by the Civilian Commissioner of The Imperial Orcs using the legal power to commission constructions delegated to them by the Senate

Date

- Winter 380YE

Cost

- 10 wains of weirwood

- 20 crowns in labour costs

- 3 months to construct

Progress

- 10 wains of weirwood and 20 crowns provided by Bloodcrow Yargol after Winter Solstice 380YE.

Campaign Outcome

- Once completed, the construction will automatically create a new national title within the Imperial Orcs, Broken Shield Guardian.

- Certain necessary details are required before construction can be started.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Home_of_the_Broken_Shield&oldid=52598"

Construct Honour's Rest

To construct the congregational Sinecure 'Honour's Rest' in Overton, Mournwold

Creating the title 'Friar of Honour's Rest', appointed by the Marcher National Assembly, Revocation as per the well-worn path.

This motion to be self-funded by the people of Wintermark as a gift to the people of Mournwold.

Let this Sinecure stand as a reminder that the Empire makes mistakes and should acknowledge them.

Proposed by Kallavesa, Seconded by Volodmartz

Overview

- A Sinecure in the Greensward in the Mournwold.

- Passed in principle

Date

- Autumn 381YE

Cost

- 16 wains of white granite and 4 thrones provided by Olle Markusson after Autumn Equinox 381YE.

Progress

- None

Campaign Outcome

- Once completed, Honour's Rest will automatically create the title Friar of Honour's Rest.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Honour%27s_Rest&oldid=58675"

Construct Hordalant spy network

The creation of a spy network to explore the lands West of imperial Territories, to be based in Hordalant.

Proposed by Therunin, seconded by Mitwold.

Overview

- Construct a spy network in the Jotun-controlled territory of Hordalant.

- Hordalant is described in a recent piece of historical research concerning the reign of Emperor Guntherm. "The Marchers headed down the southern coast of the Gullet, into Narkyst, and made a spirited attempt to capture the territory named Hordalant on the border of Bregasland; they successfully overran the marshes of Blutgahn and the plains of Ashahohn but were incapable of making further progress."

Date

- Spring 379YE.

Cost

- 10 weirwood (Standard costs)

- Time: 3 months to construct

- Upkeep: 2 Thrones per season from the Senate budget

Progress

- 10 wains of weirwood supplied by Caerwyn after Summer Solstice 379YE

- The spy network was completed shortly before the Autumn Equinox 379YE

Campaign Outcome

- Any Imperial citizen can assign a military unit they control to support the spy network.

- If the equivalent of five military units are assigned, then a map of the territory showing settlements will be shown.

- With ten military units, the location and nature of armies, naval routes and trading partners in the territory will be discovered.

- With fifteen military units, the location and size of fortifications in the territory will be discovered.

- The results are cumulative, so if 15 military units in total are assigned then the players receive all the benefits listed on the table.

- Upgraded military units are proportionally more effective. Each upgrade a military unit has adds the equivalent of 1/5 of an extra unit to the overall tally.

- Information will go to the players who assigned military units to the network.

- Military units assigned to a spy network also receive a share of the Imperial guerdon just as they would receive when supporting an Imperial army.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Hordalant_spy_network&oldid=45403"

Construct Hordalant spy network (Redirected from Construct Horddalat spy network)

The creation of a spy network to explore the lands West of imperial Territories, to be based in Hordalant.

Proposed by Therunin, seconded by Mitwold.

Overview

- Construct a spy network in the Jotun-controlled territory of Hordalant.

- Hordallat is described in a recent piece of historical research concerning the reign of Emperor Guntherm. "The Marchers headed down the southern coast of the Gullet, into Narkyst, and made a spirited attempt to capture the territory named Hordalant on the border of Bregasland; they successfully overran the marshes of Blutgahn and the plains of Ashahohn but were incapable of making further progress."

Date

- Spring 379YE.

Cost

- 10 weirwood (Standard costs)

- Time: 3 months to construct

- Upkeep: 2 Thrones per season from the Senate budget

Progress

- 10 wains of weirwood supplied by Caerwyn after Summer Solstice 379YE

- The spy network was completed shortly before the Autumn Equinox 379YE

Campaign Outcome

- Any Imperial citizen can assign a military unit they control to support the spy network.

- If the equivalent of five military units are assigned, then a map of the territory showing settlements will be shown.

- With ten military units, the location and nature of armies, naval routes and trading partners in the territory will be discovered.

- With fifteen military units, the location and size of fortifications in the territory will be discovered.

- The results are cumulative, so if 15 military units in total are assigned then the players receive all the benefits listed on the table.

- Upgraded military units are proportionally more effective. Each upgrade a military unit has adds the equivalent of 1/5 of an extra unit to the overall tally.

- Information will go to the players who assigned military units to the network.

- Military units assigned to a spy network also receive a share of the Imperial guerdon just as they would receive when supporting an Imperial army.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Hordalant_spy_network&oldid=39746"

Construct House of Barbs

Civil Service Summary: To create a Sinecure in Hercynia - The "House of Barbs", with the associated title "Voice of Barbs" to be elected by the Navarr national assembly, and provide 12 votes in the Synod.

Proposed by Hercynia, seconded by Miaren

Overview

- Passed at 1 ring

- To be constructed in Hercynia.

- The sinecure will provide 12 votes in the Imperial Synod to the Voice of Barbs.

Date

- Spring 379YE

Costs

- Materials: 10 wains of white granite (Standard costs).

- Time: 3 months to construct per 50 wains of materials used

- Labour: 2 crowns per wain

- Upkeep: None

Progress

- 10 wains of white granite and 20 crowns supplied by Bloody Trees Rhain Winters Vigil after Autumn Equinox 379YE.

Campaign Outcome

- The House of Barbs is now complete

- The Voice of Barbs must now be appointed

Constitution

- Sinecures are normally life-time appointments.

- The title "Voice of Barbs" provides votes in the Imperial Synod, and so grants the holder of that title the legal powers and responsibilities of membership of the Synod. If the holder of the title is not already a member of the Synod, it automatically includes membership of all appropriate assemblies (usually the General Assembly, the Assembly of the Way, and the appropriate National Assembly).

- In future, any Senator submitting a motion of equivalent length or verbosity will be advised to revise it before the motion will be accepted by a speaker.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_House_of_Barbs&oldid=42777"

Construct Iron Confederacy embassy

To grant permission to construct an embassy for the Iron Confederacy.

Proposed by Sarvos.

Overview

- Construct an Iron Confederacy embassy in Sarvos.

- Passed at 187 thrones.

Date

- Spring 379YE

Costs

- Materials: 25 wains of weirwood and 25 wains of white granite (Standard cost)

- Labour: 12 thrones

- Time: 1 season

- Upkeep: 5 thrones

Progress

- 25 wains of weirwood, 25 wains of white granite and 12 thrones provided by Miroslav after the Spring Equinox 379YE.

Campaign Outcome

- When the embassy is complete it will automatically create the Imperial title of Ambassador to the Iron Confederacy.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Iron_Confederacy_embassy&oldid=37271"

Construct Iron Qanat

To employ the Asavean Architect to construct the fortified Iron Qanat in Segura.

Proposed by Tassato, seconded by Kahraman.

Contents

- 1 Outcome

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Outcome

- Construct the Iron Qanat, taking advantage of the opportunity presented by the settlers from the Isle of Zemress.

- Passed

Date

- Spring 382YE

Cost

- Non-standard costs apply as detailed here.

- 50 wains weirwood, 50 wains white granite

- 200 crowns labour cost

- One year to construct

- Upkeep: 10 Thrones each season

Progress

- None

Campaign Outcome

- This commission will be overseen by Almodin Oktístis, Priest of the Builder.

- The Iron Qanat and Water Tower provides significant benefits once complete.

- The Brass Coast would be able to support an additional army or navy.

- Red Plains Farm and the Golden Terraces would immediately be upgraded by a level.

- The Water Tower protects the Iron Qanat as a rank one fortification.

- If the Water Tower were captured or destroyed, the benefits provided by the Iron Qanat would be immediately lost.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Iron_Qanat&oldid=66252"

Construct Jarmish Docks

To build the Jarmish Weirwood docks in Cargo, to be designed by the Asavean Architect

Proposed by Kallavesa, Seconded by Redoubt

Overview

- A ministry built to purchase weirwood from Jarm in Cargo, Redoubt

- Passed

Date

- Winter 380YE

Cost

- 15 wains of weirwood

- 15 wains of white granite

- 60 crowns in labour costs

- 3 months to construct

Progress

- 15 wains of weirwood, 15 wains of white granite, and 60 crowns provided by Olle Markusson after Winter Solstice 380YE.

Campaign Outcome

- There are necessary details missing from this motion, Senator Kallavesa may decide on these.

- once completed created the title Prime Factor of the Pallas Docks.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Jarmish_Docks&oldid=53669"

Construct Jarmish Embassy

Construct an embassy for the Principalities of Jarm in Redoubt.

Proposed by Sermersuaq, seconded by Upwold.

Overview

- Construct an embassy for the Principalities of Jarm in Cargo, Redoubt.

- Passed at 40 Thrones

Date

- Winter 377YE

Cost

- 20 White Granite

- 20 Weirwood

- Special%3A Note that this is not the standard cost for an embassy commission.

Progress

- Materials provided by Atte, Senator for Sermersuaq after Summer Solstice 378.

- While the Jarmish Embassy has been built in Cargo, the House of Princes is refusing to name an ambassador until the Senate chooses which of their ports the reciprocal embassy will be established in.

Campaign Outcome

- The embassy will be a ministry that allows the Imperial citizen appointed to operate it to purchase crystal mana, Dragonbone, Ambergelt, Green Iron, iridescent Gloaming, Cerulean Mazzarine and Marrowort.

- Oswi Twice-Burned was appointed Ambassador to Jarm at the Autumn Equniox 378YE

Voting

State

Votes For

Votes Against

Result

In Principle

27

0

Success

At 35 Thrones

26

1

Success

At 40 Thrones

23

4

Success

At 45 Thrones

4

23

Failed

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Jarmish_Embassy&oldid=60292"

Construct Jarmish trade hub in Tassato

To build a Jarmish trade hub in Tassato. Proposed by Tassato, Seconded by Holberg

Overview

- A trade hub for traders from the Principalities of Jarm who wish to use the mana exchange in the city of Enterio, Tassato

- Passed

Date

- Winter 380YE

Cost

- Unknown; met by Jarmish traders.

Progress

- Completed shortly before Spring Equinox 381YE.

Campaign Outcome

- The Jarmish traders have constructed a lodge in Enterio, Tassato.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Jarmish_trade_hub_in_Tassato&oldid=53646"

Construct Liathaven spy network

Fund the creation of a spy network in Liathhaven, additionally to provide 2 thrones per season to allow the upkeep of this network.

Proposed by Miaren, seconded by Hercynia.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Passed 25 votes to 3.

- Passed at 10 Thrones.

Date

- Autumn 377YE

Cost

- 10 weirwood.

- Upkeep: 2 Thrones per season from the Senate budget.

- Time: 3 months to construct

Progress

- 10 wains of weirwood supplied by Rhys, Senator for Miaren after Spring Equinox 378.

Campaign Outcome

- Once complete any Imperial citizen can assign a military unit they control to support the spy network.

- If the equivalent of five military units are assigned, then a map of the territory showing settlements will be shown.

- With ten military units, the location and nature of armies, naval routes and trading partners in the territory will be discovered.

- With fifteen military units, the location and size of fortifications in the territory will be discovered.

- Information will go to the players who assigned military units to the network.

- Military units assigned to a spy network also receive the normal resources they would receive when supporting an army.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Liathaven_spy_network&oldid=34643"

Construct Lorenzo's Legacy of Ambition

That the Senate use the skills of the Asavean Architect to construct a Great Work in Tassato. This great work will be for the production of Mana. To be known as "Lorenzo's Legacy of Ambition" To cost 40 wains of Mithril and 10 thrones to be funded by the Bloody Butchers Bank..

Proposed by Karov, seconded by Tassato.

Overview

- This motion was to build a great work in Tassato to improve the production of mana sites

- This commission will be overseen by Almodin Oktístis, Priest of the Builder.

- Passed

Date

- Autumn 381YE

Cost

- 40 wains of Mithril

- 10 Thrones

- 3 months to complete

Progress

- 40 wains of mithril and 10 thrones provided by Lorenzo “La Volpe” Macelliao von Temeschwar

Outcome

- Lorenzo's Legacy of Ambition was completed in Tassato shortly before the Winter Solstice 381YE.

- The great work will provide 37 crystal mana each season, spread amongst those citizens of Tassato who own a mana site.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Lorenzo%27s_Legacy_of_Ambition&oldid=61810"

Construct Lorenzo's Legacy of Courage

To construct a Great Work in Holberg for the production of mana. To be known as "Lorenzo's Legacy of Courage". To cost 40 wains of mithril and 10 thrones to be funded by the Bloody Butchers Guild.

Announced by Lorenzo Macelliao von Temeschwar.

Overview

- This motion was to build a great work in Holberg to improve the production of mana sites

- Thisgreat work was announced by a holder of an Imperial Wayleave, using the legal power to commission constructions delegated to them by the Senate.

Date

- Autumn 381YE

Cost

- 40 wains of Mithril

- 10 Thrones

- 3 months to complete

Progress

- 40 wains of mithril and 10 thrones provided by Lorenzo “La Volpe” Macelliao von Temeschwar

Outcome

- Lorenzo's Legacy of Courage was completed in Holberg shortly before the Winter Solstice 381YE.

- The great work will provide 37 crystal mana each season, spread amongst those citizens of Holberg who own a mana site.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Lorenzo%27s_Legacy_of_Courage&oldid=61809"

Construct Lorenzo's Legacy of Loyalty

That the Senate use the skills of the Asavean Architect to construct a Great Work in Temeschwar. This great work will be for the production of Mana. To be known as "Lorenzo's Legacy of Loyalty" To cost 40 wains of Mithril and 10 thrones to be funded by the Bloody Butchers Bank..

Proposed by Tassato, seconded by Zenith.

Overview

- This motion was to build a great work in Temeschwar to improve the production of mana sites

- This commission will be overseen by Almodin Oktístis, Priest of the Builder.

- Passed

Date

- Autumn 381YE

Cost

- 40 wains of Mithril

- 10 Thrones

- 3 months to complete

Progress

- 40 wains of mithril and 10 thrones provided by Lorenzo “La Volpe” Macelliao von Temeschwar

Outcome

- Lorenzo's Legacy of Loyalty was completed in Temeschwar shortly before the Winter Solstice 381YE.

- The great work will provide 37 crystal mana each season, spread amongst those citizens of Temeschwar who own a mana site.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Lorenzo%27s_Legacy_of_Loyalty&oldid=63866"

Construct Lorenzo's Legacy of Pride

To construct a Great Work in Sarvos for the production of mana. To be known as "Lorenzo's Legacy of Pride". To cost 40 wains of mithril and 10 thrones to be funded by the Bloody Butchers Guild.

Announced by Silas di Sarvos.

Overview

- This motion was to build a great work in Sarvos to improve the production of mana sites

- Thisgreat work was announced by a holder of an Imperial Wayleave, using the legal power to commission constructions delegated to them by the Senate.

Date

- Autumn 381YE

Cost

- 40 wains of Mithril

- 10 Thrones

- 3 months to complete

Progress

- 40 wains of mithril and 10 thrones provided by Lorenzo “La Volpe” Macelliao von Temeschwar

Outcome

- Lorenzo's Legacy of Pride was completed in Sarvos shortly before the Winter Solstice 381YE.

- The great work will provide 37 crystal mana each season, spread amongst those citizens of Sarvos who own a mana site.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Lorenzo%27s_Legacy_of_Pride&oldid=61808"

Construct Lorenzo's Legacy of Prosperity

To construct a Great Work in Casinea to enhance the production of mana. To be known as ‘Lorenzo’s Legacy of Prosperity.’ At a cost of 40 wains and of mithril and 10 Thrones to be funded by Lorenzo ‘La Volpe’ and the Bloody Butchers Guild of Temeschwar. Centres near Long Tom’s Brewery in Anvil, this will recognise how Long Tom Goodfellow, Exemplar of Prosperity, provides inspiration for the Butchers Benevolence and will inspire virtuous pilgrimage along the Blood Red Roads..

Proposed by Reikos, seconded by Casinea.

Overview

- This motion was to build a great work in Casinea to improve the production of mana sites

- Passed

Date

- Winter 381YE

Cost

- 40 wains of Mithril

- 10 Thrones

- 3 months to complete

Progress

- 40 wains of mithril and 10 thrones provided by Lorenzo “La Volpe” Macelliao von Temeschwar after Winter Solstice 381YE.

Outcome

- Created a great work in Casinea.

- The great work provides 37 crystal mana each season, spread amongst those citizens of Casinea who own a mana site.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Lorenzo%27s_Legacy_of_Prosperity&oldid=63333"

Construct Lorenzo's Legacy of Vigilance

To construct a Great Work in New Dunhall of Hahnmark to enhance the production of mana. To be known as ‘Lorenzo’s Legacy of Vigilance’. At a cost of 40 wains of Mithril and 10 thrones, to be funded by Lorenzo ‘La Volpe’ and the Bloody Butchers Guild of Temeschwar. To be built by the Asavean Architect.

Proposed by Sermersuaq, Seconded by Hahnmark.

Overview

- This motion was to build a great work in Hahnmark to improve the production of mana sites

- This commission will be overseen by Almodin Oktístis, Priest of the Builder.

- Passed

Date

- Winter 381YE

Cost

- 40 wains of Mithril

- 10 Thrones

- 3 months to complete

Progress

- 40 wains of mithril and 10 thrones provided by Lorenzo “La Volpe” Macelliao von Temeschwar after Winter Solstice 381YE.

Outcome

- Creates a great work in Hahnmark.

- The great work provides 37 crystal mana each season, spread amongst those citizens of Hahnmark who own a mana site.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Lorenzo%27s_Legacy_of_Vigilance&oldid=63334"

Construct Madruga shipyard

Build a new Imperial shipyard in Madruga

Proposed by Sarvos, seconded by Madruga.

Overview

- Provides additional wealth to Freeborn fleets operating from Madruga.

Date

- Passed Winter 376YE (Easter 2013).

Cost

- 35 Wains of White Granite

- 5 Wains of Weirwood

Progress

- Costs paid by Mirislav, Senator for Sarvos in the Spring Equinox 2013 downtime

Production

- Increased wealth for Madrugan shipping

This great work means that all Freeborn fleets operating out of Madruga will produce more wealth for their owners. The total benefit will be 720 rings per season - divided between all the fleets which are active in Madruga that season.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Madruga_shipyard&oldid=28835"

Construct Master Apothecary's Garden

To create a herb garden sinecure in Wintermark for the purpose of potion manufacture to benefit the troops of the Empire.

Proposed by Hahnmark, seconded by Astolat

Overview

- More details forthcoming

- Passed at 36 Thrones

- The sinecure will produce 21 herbs each season

Date

- WInter 378YE

Costs

- Materials: 12 wains of weirwood (Standard costs).

- Time: 3 months to construct per 50 wains of materials used

- Labour: 2 crowns per wain

- Upkeep: None

Progress

- 12 wains of weirwood supplied by Hengest Dun of Wintermark after Winter Solstice 378

- 24 crowns supplied by Hengest Dun of Wintermark after Winter Solstice 378

Campaign Outcome

- When complete, the sinecure will automatically create the Imperial title of Master Apothecary.

Constitution

- Sinecures are life-time appointments.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Master_Apothecary%27s_Garden&oldid=39803"

Construct Menagerie

This motion is currently undergoing scrutiny.

Create an Imperial Menagerie in Holmauer, Holberg to house the tame Rakshasa gifted to the Empress Lisabetta by the Eastern Principalities of Jarm. This enclosure for the Rakshasha named 'Flocki' by the children of Holberg will provide a suitable environment for the housing of this unique creature and will ensure a regular bounty of Winter Vis, and the substance known as 'Tears of the Rakshasha', produced when the creature is happy. Self-funded by the House of Seven Mirrors.

The Menagerie will be managed by the 'Keeper of the Imperial Menagerie', a lifetime appointment made by the Throne and revocable by the General Assembly and Assembly of Nine.

Proposed by Morrow, Seconded by Conscience

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Passed

- A sinecure providing care for the Rakshasa currently under the care of Empress Lisabetta

Date

- Winter 380YE

Cost

- 3 wains of white granite

- 2 wains of mithril

- 10 crowns in labour costs

- 3 months to construct

Progress

- Unknown

Campaign Outcome

- Once completed, this will create the Imperial title of Keeper of the Imperial Menagerie responsible for caring for the Rakshasa, providing a regular income of Winter Vis and Rakshasa tears.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Menagerie&oldid=52235"

Construct Mercantile Exchange in Temeschwar

To build the Lukash Biessek von Temeshwar Merchantile Exchange, a Great Work in Temeshwar to benefit all the businesses in the territorial area with better profitability.

Proposed by Temeshwar, seconded by Necropolis

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- The motion was defeated

Date

- Autumn 378YE

Cost

- 40 wains of White Granite

- And 10 Thrones

- Produces 900 rings, divided between the businesses of Temeshwar

- Upkeep: 0

- Time: 3 months to construct

Progress

- None

Campaign Outcome

- This would have created a Great work in Temeschwar to benefit all the businesses owned by League citizens in that territory.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Mercantile_Exchange_in_Temeschwar&oldid=58051"

Construct Mines of Gulhule

To commission a Ministry in Skarsind, Mines of Gulhule, to enable the Imperial Orcs to purchase ingots.

This will be a large sized ministry.

Motion is Self-funded.

Proposed by Feroz, Seconded by Skarsind

Overview

- This is to create a Ministry to recruit and organise the miners of Skarsind.

- Passed

Date

- Winter 379YE.

Cost

- This is a response to an opportunity to develop the mines of Gulhule.

- The Senator has not yet specified which of the three options will be taken:

- 6 wains of mithril and 12 crowns labour costs, plus an additional 12 crown outlay, will provide a ministry, allowing the purchase of green iron and orichalcum.

- 8 wains of mithril and 16 crowns labour costs, plus an additional 16 crown outlay, will provide a more advanced ministry that allowed the controller to purchase green iron, orichalcum, and tempest jade.

- 10 wains of mithril and 20 crowns in labour costs, plus an additional 20 crown outlay, will provide a significant opportunity to purchase green iron, orichalcum, tempest jade, and weltsilver and potentially other, more valuable, materials.

Progress

- 10 wains of mithril and 40 crowns supplied by Yargol, after the Winter Equinox 379YE.

Campaign Outcome

- Work is now complete,creating the Imperial title of Foreman of the Mines of Gulhule.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Mines_of_Gulhule&oldid=44438"

Construct Ministry for Jarmish Slaves

The building of a great work to assist in the integration of former slaves into Jarm.

This great work will increase the productivity of businesses in a territory by providing apprenticeships and education to foreign individuals.

Creates the Imperial title of Whip of Jarm, title for life, appointed by Senate, revocable by Assembly of Nine and the General Assembly.

Thos motion was submitted only as part of an unusual deal to secure resources for Casinea's subsequent motion.

Proposed by Miaren, Seconded by Segura

Overview

- Commissions the construction of a great work to integrate former slaves into Jarm.

- Motion was Withdrawn

Date

- Winter 379YE

Cost

- The motion would have had all the standard costs of creating a great work

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Ministry_for_Jarmish_Slaves&oldid=58071"

Construct Ministry in Sybella

I, Rhesa of the Scions of Ravensfell, Civilian Commissioner for Highguard am commissioning a herb garden ministry.

It will be built in Sybella Cross, Bastion, Highguard using fourteen wains of weirwood. The person to oversee the ministry will be the High Herbalist of Sybella and will be expected to provide herbs at the preferential rate to the hospital.

They will be appointed by unanimous agreement of the highguard senators and revoked, if needed, by the highguard national assembly.

Approved by the Civilian Commissioner of Highguard

Overview

- A ministry in Sybella Cross, Bastion

- This motion was approved by the Civilian Commissioner of Highguard using the legal power to commission constructions delegated to them by the Senate

Date

- Autumn 380YE

Cost

- 14 wains of weirwood

- 28 crowns in labour costs

- 3 months to construct

Progress

- 14 wains of weirwood and 28 crowns provided by Rhesa, Exarch of Ravensfell after Autumn Equinox 380YE.

Campaign Outcome

- This sinecure, once complete, will create the Highborn national title of High Herbalist of Sybella.

Constitution

- As a title appointed by the Highborn senators, it is important to note that it can also be revoked by the General Assembly an the Assembly of Nine.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Ministry_in_Sybella&oldid=47824"

Construct Mountains of the Moon spy network

To construct a spy network in the area known as the Valley of the Moon, known as the Valley of silence in Axos.

Proposed by Casinea, seconded by Therunin.

Overview

- Construct a spy network in the unknown territory east of Urizen known as the Mountains of the Moon.

- Standard costs would have applied to this motion.

- Failed

Date

- Autumn 381YE.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Mountains_of_the_Moon_spy_network&oldid=58038"

Construct Ossuary of Reikos

For the creation of an ossuary in Reikos, a great work that will enable the Empire to lay thousands of highborn dead to rest and enable the rebuilding of the territory. This will increase the returns to the imperial territory and is proposed on the virtue of prosperity.

Proposed by Necropolis, Seconded by Reikos

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- A great work in the territory of Reikos

- Passed

Date

- Spring 380YE

Cost

- 40 wains of White Granite

- 40 wains of Weirwood

- 20 Thrones in labour costs

- Time : 1 year to construct

Progress

- 40 wains of white granite, 40 wains of weirwood, 20 thrones provided by Ianthe after Spring Equinox 380YE.

Campaign Outcome

- This great work, when completed, will grant 1300 rings split between the congregations of Reikos.

- Work on the Grand Ossuary was completed shortly before the Spring Equinox 381YE begun.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Ossuary_of_Reikos&oldid=54645"

Construct Otkodov spy network

Create spy network in Odtokov.

Proposed by Morrow, seconded by Hahnmark.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

- 6 Note

Overview

- Passed at 12 Thrones with 0 votes against

- Money distributed to Morrow

Date

- Summer 377YE.

Cost

- 10 weirwood

- Upkeep: 2 Thrones per season from the Senate budget

- Time: 3 months to construct

Progress

- Paid by Ioseph, Senator for Morrow in Summer Solstice downtime.

- Following the discovery of a territory map of Otkodov, this spy network will discover more information about the central territory of Verthandi.

Campaign Outcome

- Once complete any Imperial citizen can assign a military unit they control to support the spy network.

- If the equivalent of five military units are assigned, then a map of the territory of Verthandi showing settlements will be shown.

- With ten military units, the location and nature of armies, naval routes and trading partners in the territory will be discovered.

- With fifteen military units, the location and size of fortifications in the territory will be discovered.

- Information will go to the players who assigned military units to the network.

- Military units assigned to a spy network also receive the normal resources they would receive when supporting an army.

Note

The motion to create a spy network was passed in secret by the Imperial Senate. Not all Imperial citizens are aware of its existence.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Otkodov_spy_network&oldid=45372"

Construct Pilgrim's Trail

To construct a great work, The Pilgrim's Trail, in Kallavesa, Wintermark with the intention of improving the attendance of Congregations across Kallavesa by easing the movement of pilgrims.

Proposed by Kallavesa, Seconded by Karov

Overview

- Construct a series of roads throughout Kallavesa to aid the path of pilgrims.

- Passed in principle

- Passed at 60 Thrones

Date

- Winter 379YE

Cost

- 30 wains of white granite

- 10 wains of weirwood

- 10 Thrones in labour costs

- Time: 3 months to construct

- This Great Work is an opportunity to draw pilgrims to Kallavesa.

Progress

- 60 Thrones disbursed to Senator Kallavesa

- 30 wains of white granite, 10 wains of weirwood and 10 thrones provided by Olle Markusson after Spring Equinox 380YE.

Campaign Outcome

- This great work is now complete.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Pilgrim%27s_Trail&oldid=46331"

Construct Potion Lab in Miaren

This motion is currently undergoing scrutiny.

To construct a potion lab in Miaren, dedicated to Murit

Proposed by Miaren, Seconded by Hercynia

Overview

- A folly built in Miaren

- Passed

Date

- Winter 380YE

Cost

- Unknown

Progress

- Unknown

Campaign Outcome

- Unknown.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Potion_Lab_in_Miaren&oldid=52219"

Construct Printer's Guild Museum of Wonders

That a sinecure be created in the city of Tassato "The Printer's Guild Museum of Wonders" to provide a permanent and fitting home for the printer's guild's collection of Relics and Artifacts, such that they can be displayed and researched by any interested citizen.

The Sinecure to be Appointed by the Cardinal of Prosperity

The Sinecure to produce votes in the Prosperity Assembly.

Proposed by Tassato, seconded by Semmerholm

Overview

- Constructed in Tassato.

- The sinecure provides 6 liao, and 12 votes in the Imperial Synod to the Curator.

Date

- Spring 379YE

Costs

- Materials: 10 wains of white granite (Standard costs).

- Time: 3 months to construct per 50 wains of materials used

- Labour: 2 crowns per wain

- Upkeep: None

Progress

- 10 wains of white granite and 20 crowns supplied by Silvio de Tassato.

Campaign Outcome

- When the The Printer's Guild Museum of Wonders was completed, it automatically created the title "Curator of the Printer's Guild Museum".

- The constitutional issues that dogged this title were resolved during the Autumn 379YE summit.

Voting in the Synod will be performed by such assemblies as are rightfully able to weigh the virtue of an action or individual, in accord with their nationality and authority.

The Imperial Constitution

Constitution

- Sinecures are usually life-time appointments, but virtue appointments are normally available to be reappointed if a new cardinal is elected. The Senator for Tassato will need to provide these necessary details.

- It is unconstitutional for an Imperial citizen to vote in a virtue assembly unless they are a member of that assembly. A sinecure that provides votes in the Synod or in senatorial or bourse elections must provide those votes for all situations where they are relevant.

In its original form, this motion was unconstitutional because it provided the potential for an Imperial citizen to vote in a virtue assembly when they were not dedicated to that virtue. In addition a sinecure that provides votes in the Synod should provide votes in all relevant assemblies. After discussion with the senator for Tassato, the Constitutional court recommended that the motion be modified as follows.

Amendment

- The sinecure is a lifetime appointed by the current Cardinal of Prosperity

- The sinecure will provide votes in the appropriate assemblies based on the nationality and virtue of the recipient

These amendments were agreed by the Senate during the Autumn Equinox 379YE summit.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Printer%27s_Guild_Museum_of_Wonders&oldid=41293"

Construct Reckoners Reward

To commission the sinecure Reckoners Reward to be administered by The Book Keeper.

To be built in Sarvos

Cost of 12 wains of Mithril, 3 Thrones

Proposed by Tassato, seconded by Karov.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Ongoing Progress

- 5.1 Autumn Equinox 379

- 5.2 Autumn Equinox 380

- 6 Campaign Outcome

- 7 Constitution

Overview

- A sinecure in Sarvos which provides Mana Crystals.

- The holder of the sinecure will be appointed by unanimous decision of the League senators.

- Passed at 10 Thrones

Date

- Autumn 379YE.

Cost

- Materials: 12 wains of Mithril

- Labour: 3 Thrones

Progress

- 10 Thrones disbursed to Senator Tassato

Ongoing Progress

Autumn Equinox 379

- None

Autumn Equinox 380

- This commission has lapsed

Campaign Outcome

- When completed, this sinecure will automatically create the League national Imperial title of The Book Keeper.

Constitution

- No information is provided as to where in Sarvos the sinecure will be constructed. The senator may decide this.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Reckoners_Reward&oldid=62699"

Construct Reinos Spy Network

To construct a spy network in the Lasambrian Hills, in the territory of Reinos

Proposed by Madruga, seconded by Therunin

Overview

- This motion was to construct a spy network in the territory of Reinos

- Failed

Date

- Summer 380YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Reinos_Spy_Network&oldid=58075"

Construct Ritual School of the White Shaman

Construct a mana sinecure in Pakaanan's Pass, Skarsind

Approved by the Civilian Commissioner of the Imperial Orcs

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- A sinecure in Pakaanan's Pass, Skarsind

- This motion was approved by the Civilian Commissioner of the Imperial Orcs using the legal power to commission constructions delegated to them by the Senate

Date

- Autumn 380YE

Cost

- Unknown, but standard costs apply

Progress

- 10 wains of mithril and 20 crowns provided by Yargol after Autumn Equinox 380YE.

Campaign Outcome

- This sinecure, once complete, will create the title of Storm Shaman, a national title for the Imperial Orcs

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Ritual_School_of_the_White_Shaman&oldid=47505"

Construct Rose Towers

An announcement by bearer of a Wayleave, to build a sinecure in Senmer’s Rose, Semmerholm. Currently known as the Rose Towers, this sinecure shall provide 12 Liao and 24 Synod votes. To be appointed annually by the Throne.

Announced by Sandro Visconti di Sarvos, bearer of an Imperial Wayleave

Overview

- This motion create the Rose Towers in Semmerholm as detailed here.

- Replaces the minor benefits provided by Semmer's Rose defences

- Passed

Date

- Winter 381YE

Cost

- An opportunity applies

- 15 wains of white granite

- 30 crowns

- 3 months to complete

Progress

- 15 wains of white granite and 30 crowns provided by Sandro Visconti di Sarvos after the Spring Equinox 382YE.

Outcome

- When complete, creates the imperial title The Rose of Lacuve with custodianship of a place of pilgrimage, providing 12 doses of liao and 24 votes in the Imperial Synod.

Constitution

- The well-worn path for a sinecure such as this would be appointment by an assembly of the Imperial Synod.

- In recognition of the purpose of the commission, and with the support of a Statement of Principle from the Dawn national assembly. appointment by the Throne in its role as Monarch of Dawn has been approved. In the absence of a Throne, this title could not be appointed.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Rose_Towers&oldid=65077"

Construct Runeforge

To build a runeforge

Proposed by Hahnmark, seconded by Karsk

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Passed in Principle

- Passed at 75 Thrones

Date

- Spring 380YE

Cost

- 60 wains of Mithril

- 60 wains of Weirwood

- 60 wains of White Granite

- 45 Thrones in labour costs

- Time : 12 months to complete

Progress

- 75 Thrones disbursed to Senator Hahnmark

- 75 Thrones returned to the Senate treasury by Senator Hahnmark after the Spring Equinox 382YE.

- This commission has lapsed

Campaign Outcome

- There are certain necessary details missing from this motion, the Senator may decide on these.

- Once completed, the runeforge will automatically create a new Imperial Title

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Runeforge&oldid=66063"

Construct Runeforge in Redoubt

This motion is currently undergoing scrutiny.

To build a self funded Runeforge in Redoubt on the road between Cargo and the Highguard town of Hedra.

To be elected by the standard Imperial Bourse process in Spring each year.

Proposed by Zenith, Seconded by Upwold

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 4.1 Amendment

- 5 Campaign Outcome

Overview

- A Runeforge in Limus, Redoubt

- Passed

Date

- Spring 381YE

Cost

- 60 wains of mithril

- 60 wains of white granite

- 60 wains of weirwood

- 45 thrones in labour costs

- 12 months to construct

Progress

- Unknown

Amendment

- Following an amendment to this motion the Asavean architect, Almodin Oktístis, has begun work on this construction

Campaign Outcome

- The Runeforge, once complete, will create a new Imperial Title of the Imperial Bourse

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Runeforge_in_Redoubt&oldid=53544"

Construct Sarcophan Delves Embassy

To build an Embassy to the Sarcophan Delves

Proposed by Mitwold, Seconded by Kahraman

Overview

- Passed

- Passed at 200 thrones

Date

- Summer 380YE

Cost

- 25 wains of weirwood

- 25 wains of white granite

- 12 thrones in labour costs

- 3 months to construct

- Upkeep of 5 Thrones per season from the Senate's budget

Progress

- 200 thrones disbursed to Senator Mitwold

- 25 wains of weirwood, 25 wains of white granite and 12 thrones provided by Thanmir Hrafnar

Campaign Outcome

- Once completed, this embassy will automatically create a new Imperial title of Ambassador to the Sarcophan Delves.

- As it was not specified in the motion, the senator for Mitwold has elected to build the embassy in the City of Cargo in Redoubt.

- The embassy is now complete

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Sarcophan_Delves_Embassy&oldid=47586"

Construct Sarvos Mana Exchange

That there be constructed a mana ministry in Sarvos, to take advantage of the opportunities presented by the Tassato Mana Ministry. This ministry will be assigned as a League National position.

Proposed by Tassato, seconded by Astolat.

Overview

- This motion was to build a ministry in Sarvos to oversee purchase and sale of crystal mana.

- Passed

Date

- Winter 381YE

Cost

- Taking advantage of this opportunity

- 12 mithril

- 24 crowns

- Three months to complete

Progress

- 12 wains of mithril and 24 crowns provided by Lorenzo “La Volpe” Macelliao von Temeschwar after Winter Solstice 381YE.

Outcome

- Will create mana exchange ministry in Sarvos and an Imperial title - Steward of the Sarvos Mana Exchange - to oversee it.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Sarvos_Mana_Exchange&oldid=63883"

Construct Seren's Whispering Garden

to develop the Eye of Serenael to produce additional mana and herbs by constructing Seren’s Whispering Garden.

Proposed by Miaren, seconded by Therunin.

Overview

- This motion was to build a great work in Miaren to improve the production of mana sites and herb gardens.

- This takes advantage of an opportunity to exploit the Eye of Serenael.

- Passed in principle

Date

- Winter 381YE

Cost

- Taking advantage of this opportunity

- 35 wains of white granite and 35 wains of weirwood

- 17 Thrones and 4 Crowns

- Six months to complete

Progress

- None

Outcome

- Will create a great work in Miaren.

- Once complete it would safely channel the magic of the Eye of Serenael - and potentially several of the smaller regio - throughout Miaren.

- Every herb garden would share in a seasonal bounty of 36 crystal mana, and every mana site would share in a bounty of 54 random herbs.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Seren%27s_Whispering_Garden&oldid=64566"

Construct Starlight Drift of Shimmering Snow

To create the Sinecure “Starlight Drift of Shimmering Snow”, to produce Mana in Zenith

Proposed by Zenith, seconded by Redoubt

Overview

- More details forthcoming

- The sinecure will produce 9 crystal mana each season

- The senator has indicated this motion is self-funded

Date

- Passed Autumn 378YE

Cost

- 10 wains of mithril and 2 thrones

- Time: 3 months

Progress

- 10 wains of mithril and 2 thrones supplied by Cato, senator for Zenith after Autumn Equinox 378.

Campaign Outcome

- When complete, the sinecure will automatically create the title of Custodian of the Starlight Drift.

Constitution

- Sinecures are life-time appointments.

- The title will be a National position, appointed by unanimous decision of the Senators for Urizen.

- The title will be able to be revoked by the Urizen assembly, the General assembly and the Assembly of nine.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Starlight_Drift_of_Shimmering_Snow&oldid=29995"

Construct Statue of Janon

To construct a folly of Janon, intended to encourage good relations.

To be located in Temeschwar.

No imperial title to be created

Approved by the Civilian Commissioner of the League

Overview

- A folly in Temeschwar of the Eternal Janon

- This motion was approved by the Civilian Commissioner of The League using the legal power to commission constructions delegated to them by the Senate.

Date

- Summer 380YE

Cost

- 1 wain of white granite

- 2 crowns in labour costs

- 3 months to construct

Progress

- 1 wain of white granite and 2 crowns provided by Drogon Morosini after Summer Solstice 380YE.

Campaign Outcome

- The statue is now ready to erect - it cannot be completed until a region is selected.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Statue_of_Janon&oldid=46849"

Construct Sumaah embassy

Permission to build an Embassy for the Sumar Republic plus funding towards the cost of the building.

Proposed by Bastion, seconded by Upwold.

Overview

- This motion was defeated

Date

- Winter 378YE

Costs

- Materials: 25 wains of Weirwood and 25 wains of White Granite (Standard cost)

- Labour: 12 Thrones

- Time: 1 season

- Upkeep: 5 Thrones

Campaign Outcome

- This would have allowed the construction of an embassy with the Sumaah Republic.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Sumaah_embassy&oldid=58053"

Construct Sumaah embassy II

To grant permission to construct an embassy for the Sumah Republic.

Proposed by Upwold, seconded by Necropolis.

Overview

- Construct a Sumaah Republic embassy.

- The embassy will be constructed in Necropolis.

- Passed at 0 Thrones.

Date

- Spring 379YE

Costs

- Materials: 25 wains of Weirwood and 25 wains of White Granite (Standard cost)

- Labour: 12 Thrones

- Time: 1 season

- Upkeep: 5 Thrones

Progress

- 20 wains of weirwood and 20 wains of white granite supplied by Lucifer Son of Cyrus after the Summer Solstice 379YE.

- 5 wains of weirwood, 5 wains of white granite and 10 thrones supplied by Cyrus, son of Felix after the Winter Equinox 379YE.

Campaign Outcome

- Follows the defeat of a similar vote in Winter 378YE.

- When the embassy is complete it will automatically create the Imperial title of Ambassador to the Sumaah Republic.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Sumaah_embassy_II&oldid=43686"

Construct Sylvihrafn Crystal Henge

To create the new sinecure of the Sylvi Hrafn Crystal Henge, to produce Mana.

Proposed by Skarsind, seconded by Kallavesa

Overview

- The sinecure based in Skarsind will produce 9 crystal mana each season

Date

- Passed Autumn 378YE

Cost

- 10 wains of mithril and 2 thrones

- Time: 3 months

Progress

- 10 wains of mithril and 2 thrones supplied by Jorma Steelhail, senator for Skarsind after Autumn Equinox 378.

Campaign Outcome

- When complete, the sinecure will automatically create the title of Guardian of the Cairn.

Constitution

- Sinecures are usually life-time appointments.

- The title will be a national position, appointed by unanimous decision of the senators for Wintermark.

- The title can be revoked by the Wintermark Assembly, the General Assembly and the Assembly of Nine.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Sylvihrafn_Crystal_Henge&oldid=35230"

Construct Temeschwar Mana Exchange

To build a mana ministry in Temeschwar as part of the opportunity offered by the Jarmish, self funded. Position holder to be appointed by the Senators of the League.

Proposed by Temeschwar, seconded by Miaren.

Overview

- This motion was to build a ministry in Temeschwar to oversee purchase and sale of crystal mana.

- Passed

Date

- Winter 381YE

Cost

- Taking advantage of this opportunity

- 12 mithril

- 24 crowns

- Three months to complete

Progress

- 12 wains of mithril and 24 crowns provided by Lorenzo “La Volpe” Macelliao von Temeschwar after Winter Solstice 381YE.

Outcome

- Will create mana exchange ministry in Temeschwar and an Imperial title - the Magic Butcher - to oversee it.

Constitution

- The Constitutional Court points out that this construction is not related to any offers from the Principalities of Jarm but rather is a response to the completion of the great works known as Lorenzo's Legacies of Virtue in the League.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Temeschwar_Mana_Exchange&oldid=63882"

Construct Temple of the Way in Nemoria

To begin construction in Nemoria, capital of Asavea, of a Temple of the Way

Proposed by Feroz, seconded by Madruga

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- This is relating to the Temple of Balo and the Black Bull and the opportunity presented here

- Passed

Date

- Winter 380YE

Cost

- 20 wains of white granite

- 10 thrones in emancipated labour costs

- Six months to construct

Progress

- 20 wains of white granite and 10 thrones provided by Oria i Shartha i Riqueza after Winter Solstice 380YE.

Campaign Outcome

- Having been completed, the Temple of the Way has created an Imperial Title of liason, to ensure the temple receives the valuable liao required, effectively creating a ministry that allows the trade of liao for Asavean trade goods.

- Following the Autumn Equinox 381YE, the method of appointing the liason was determined as being by judgement of the Freeborn assembly. It will be available for appointment during the Winter Solstice 381YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Temple_of_the_Way_in_Nemoria&oldid=58830"

Construct The Legion's Rookery

A motion to transform Cardinal Atla’s congregation, Hall of White Ravens, into a great work ‘The Legion’s Rookery’ that provides 25 votes and 12 liao distributed amongst congregations in Skarsind.

Proposed by Sermersuaq, Seconded by Hahnmark

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- A great work in Skarsind to take advantage of the opportunity that presented itself following the recent changes in Doctrine

- Passed

Date

- Spring 381YE

Cost

- 15 wains of white granite

- 5 wains of weirwood

- 5 thrones in labour costs

- 3 months to construct

Progress

- 15 wains of white granite, 5 wains of weirwood, and 5 thrones provided by Atte Arrow-Tongue Metsastajason after Spring Equinox 381YE.

Campaign Outcome

- Work on this commission has been completed now that explicit permission from the current owner of the Hall of White Ravens has been received by the civil service.

- The Legion's Rookery is now complete. It provides a share 12 liao and 25 votes in the Imperial Synod spread amongst those citizens of Skarsind who own congregations each season, following attendance at the Anvil Summit

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_The_Legion%27s_Rookery&oldid=55222"

Construct The Unbound Steel Hall of Lost Chapters

We are going to build a Pride museum in Tabernacle, in Reikos.

It will be called “The Unbound Steel Hall of Lost Chapters”

We are going to do this because it will attract many pilgrims to the area increasing the Prosperity of Reikos.

This great work is also expected to increase the Pride congregations across the territory.

Announced by Ella, Daughter of Zemira, of Reumah's Redoubt, Highguard

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- A great work in Reikos to take advantage of the opportunity that presented itself during the recent period of inspiration

- This sinecure was announced by a holder of an Imperial Wayleave, using the legal power to commission constructions delegated to them by the Senate

Date

- Spring 381YE

Cost

- 15 wains of white granite

- 5 wains of weirwood

- 5 thrones in labour costs

- 3 months to construct

Progress

- 15 wains of white granite, 5 wains of weirwood, and 5 thrones provided by Ella, Daughter of Zemira, of Reumah's Redoubt.

Campaign Outcome

- The great work, once completed, will provide 15 liao and 30 votes in the Imperial Synod spread amongst those citizens of Reikos dedicated to Pride who own congregations each season, following attendance at the Anvil Summit

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_The_Unbound_Steel_Hall_of_Lost_Chapters&oldid=53945"

Construct The Wellspring of Jade

Senate Announcement on behalf of Lorenzo 'La Volpe', Civilian Commissioner of The League:

To commission the construction of a sinecure in the countryside of Sarvos. To be self funded by Giacomo Corvusuro and Lorenzo La Volpe, Civilian Commissioner of The League

Announced by the Civilian Commissioner of The League

Overview

- A sinecure in Sarvos

- This motion was approved by the Civilian Commissioner of The League using the legal power to commission constructions delegated to them by the Senate

Date

- Winter 380YE

Cost

- Standard costs apply

Progress

- 16 wains of mithril and 4 throwns provided by Giacomo Corvinoscuro after Winter Solstice 380YE.

Campaign Outcome

- Once completed, the construction will automatically create a new national title within the League, related to the Jade Custodian.

- Certain necessary details are required before construction can be started. The region and production of the sinecure have not yet been set - work cannot begin until that happens. This information must come from Lorenzo La Volpe, Civilian Commissioner of The League.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_The_Wellspring_of_Jade&oldid=52645"

Construct Torfast Trading Post

To commission a ministry, Torfast Trading Post, in the town of Torfast, Southpine, Skarsind to repair the the roads and enable trade with the rest of the Empire.

This will create a yearly Imperial Orc position, Bonesetter of Torfast Trading Post, to be appointed by the senators of the Imperial Orc Nation, revocable by the Assembly of Nine, the General Assembly or the Imperial Orc National Assembly.

Proposed by Mitwold, Seconded by Upwold

Overview

- Passed

- This motion was to take advantage of the opportunity presented to improve the wealth of Skarsind.

Date

- Winter 379YE

Cost

- 8 wains of White Granite

- 2 Thrones in labour costs

- Time : 3 months to construct

Progress

- 8 wains of white granite and 2 thrones supplied by Yargol after Winter Solstice 379YE.

Campaign Outcome

- This ministry has now been completed creating the Imperial title, Bonesetter of Torfast Trading Post.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Torfast_Trading_Post&oldid=44475"

Construct Trading Post of Karov

Construction of Trading Post in Karov.

Funding and materials provided.

Approved by the Civilian Commissioner of Varushka

Overview

- This motion was to take advantage of the opportunity presented to improve the wealth of Skarsind

- This motion was approved by the Civilian Commissioner of Varushka using the legal power to commission constructions delegated to them by the Senate.

Date

- Summer 380YE

Cost

- 8 wains of white granite

- 2 thrones in labour costs

- 3 months to construct

Progress

- 8 wains of white granite and 2 thrones provided by Nadezhda Nadyovna Gremani after Summer Solstice 378YE

Campaign Outcome

- On completion, this ministry created the title of Overseer of the Westward Road, a National Imperial title.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Trading_Post_of_Karov&oldid=47625"

Construct Treasure Ship

To construct a Folly, an Imperial Treasure Ship, named 'Adventure', laden with valuables in the port of Siroc. Upon completion, the Adventure will set sail, leaving the Bay of Catazar behind, accompanied by whatever Fleets dare to sail with it. Seeking out the most ferocious Tempest, the Adventure's crew will lash the wheel, driving it towards the eye of the storm then scuttle the ship, sending it and its cargo to rest in the deep oceans before boarding the other vessels.

Raised on behalf of the Archmage of Summer, Solomon, in pursuit of the support of the Regent of the Eternal Sea, Rhianos.

Proposed by Madruga, Seconded by Morrow

Overview

- Construct a "treasure ship" that will be sacrificed to Rhianos once completed.

- Passed

Date

- Autumn 381YE

Progress

- 3 wains of mithril, 3 wains of weirwood, and 12 crowns provided by Anwar - i - Del Toro - i - Riquezza

Campaign Outcome

- Unknown

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Treasure_Ship&oldid=58677"

Construct Urizen Sinecure Outposts

To construct outposts and wards upon Urizen Mana Sinecures to resolve the escalating manavore problem currently affecting production, and preventing spreading to the rest of the Empire.

To be self funded at a cost of 2 White Granite for the outposts and an additional 4 crowns per mana sinecure.

Proposed by Morrow, Seconded by Kallavesa

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- The commission of a series of preventative measures to protect mana sinecure production within Urizen.

- Passed in Principle.

Date

- Spring 380YE

Cost

- 10 wains of White Granite

- 20 Crowns in labour costs

- Time: 3 months to construct

Progress

- 10 wains of White Granite and 20 crowns supplied.

Campaign Outcome

The wards are now in place around, and the worst of the vermin have been cleared from the vicinity of the Caves of the Claw, the Tower of the Fall, the Storm Vault, the Glorious Fountain of Dawn and Dusk, and the Starlight Drift.

The new construction has been entirely successful in repelling the crystal-eaters - meaning that no mana is now lost to the creatures. Such creatures are normally a problem (albeit small) so as a consequence of eliminating them, each sinecure now provides an additional bounty of 1 crystal mana per season.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Urizen_Sinecure_Outposts&oldid=46136"

Construct Vales Might

I, the Civilian Commissioner of Wintermark, commission the construction of Vales Might, a sinecure in Woodheath, Hahnmark to produce crystal mana.

Approved by the Civilian Commissioner of Wintermark

Overview

- A sinecure that produces mana crystals in Woodheath, Hahnmark

- This motion was approved by the Civilian Commissioner of Wintermark using the legal power to commission constructions delegated to them by the Senate

Date

- Winter 380YE

Cost

- 12 wains of mithril

- 3 thrones in labour costs

- 3 months to construct

Progress

- 12 wains of mithril and 3 thrones provided by Tyr Brenna after Winter Solstice 380YE.

Campaign Outcome

- Once completed, the construction will automatically create a new national title, Keeper of the Crystal Vale within Wintermark.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Vales_Might&oldid=53415"

Construct Valley of Pride

To construct 'The Valley of Pride' a herb sinecure in Wood Heath, Hahnmark, using twelve wains of weirwood.

This will create the title 'Herbalist of the Hearth'.

Approved by the Civilian Commissioner of Wintermark

Overview

- A sinecure in Hahnmark

- This motion was approved by the Civilian Commissioner of Wintermark using the legal power to commission constructions delegated to them by the Senate.

Date

- Summer 380YE

Cost

- 12 wains of weirwood

- 3 thrones in labour costs

- 3 months to construct

Progress

- 12 wains of weirwood and 3 thrones provided by Thanmir Hrafnar after Summer Solstice 380YE.

Campaign Outcome

- Once completed, this sinecure will create the National title of Herbalist of the Hearth, appointed by unanimous decision of the Wintermark Senators

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Valley_of_Pride&oldid=46747"

Construct a Marcher graveyard in Holberg

To build in Holburg a cemetery for the Marchers raised as husks.

Proposed by Temeschwar, seconded by Semmerholm.

Overview

- A Marcher graveyard involves importing soil from the Marches and planting Marcher apple trees.

- No funds were requested

Date

- Spring Equinox 378YE

Cost

- None

Progress

- Completed. The graveyard was quickly completed in Holfried.

Production

- None

Voting

State

Votes For

Votes Against

Result

In Principle

26

0

Passed

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_a_Marcher_graveyard_in_Holberg&oldid=50759"

Construct a Trade Hub to Axos

That the Senate grants permission to construct a Trade Hub to Axos in Necropolis. This will trade liao for mana. This ministry will be assigned by the Loyalty assembly.

Proposed by Tassato, Seconded by Sarvos.

Overview

- This motion is to commission the construction of a trade hub to purchase mana and other materials for liao from Axos.

- Passed

Date

- Summer 381YE

Progress

- 20 wains of white granite and 5 thrones provided by Tarquinius after Summer Solstice 381YE.

Campaign Outcome

- The ministry automatically creates the title of Quaymaster of the Black Sails.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_a_Trade_Hub_to_Axos&oldid=55321"

Construct a memorial at Anvil

To construct a memorial in Anvil to the memory and everlasting glory of those who have given their lives in the service of the empire. This memorial serves as a tribute to those we have lost, a comfort to those who remain, and an inspiration to those yet to come..

Proposed by Casinea, seconded by Zenith.

Overview

- Defeated 9 votes to 18

Date

- Autumn 377YE (Event Four 2013).

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_a_memorial_at_Anvil&oldid=58041"

Construct a reliquary in the mountains of Gildermark

To create the title of Weigher of Worth, a reliquary in the mountains of Gildermark to take the form of a mana sinecure in Skarsind, to be appointed by the Senator of Skarsind. The title is revocable by the Imperial Orc National Assembly. To be made using 10 wains of Mithril.

Announced by Azzam i Zaydan i Requeza.

Overview

- This sinecure was announced by a holder of an Imperial Wayleave, using the legal power to commission constructions delegated to them by the Senate.

Date

- Summer 381YE

Progress

- 10 wains of mithril and 20 crowns provided by Azzam i Zaydan i Riqueza after Summer Solstice 381YE

Campaign Outcome

- This sinecure is now complete, and automatically created the title Weigher of Worth.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_a_reliquary_in_the_mountains_of_Gildermark&oldid=55291"

Construct a road connecting the Thule to the Torfast Trading Post

To construct a road connecting the Thule to the Torfast Trading Post in Skarsind. Self-funded.

Proposed by Skarsind, Seconded by Temeschwar.

Overview

- Passed

Date

- Summer 381YE

Cost

- As detailed in this opportunity.

- 30 wains of white granite

- 60 crowns in labour costs

- Six months to construct

Progress

- 30 wains of white granite and 60 crowns provided by Irontide Vio

Campaign Outcome

- The Bonesetter of Torfast Trading Post, Broker of Treji Wayhouse, Overseer of the Westward Road, and Northbound Trademaster are now able to trade materials for crystal mana.

- This trade remains viable only as long as the Empire remains at peace with the Thule.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_a_road_connecting_the_Thule_to_the_Torfast_Trading_Post&oldid=61941"

Construct an inspirational shrine to Cora Holdfast

To construct an inspirational shrine to Cora Holdfast, exemplar of Loyalty, as a religious sinecure based in High Chalcis, Reikos. Appointed by the Assembly of Loyalty. This will be a self-funded sinecure.

Proposed by Reikos, Seconded by Bastion.

Overview

- A sinecure to serve as the focus for an inspirational tomb in High Chalcis in Reikos.

- Passed

Date

- Summer 381YE

Progress

- 10 wains of white granite, 10 wains of weirwood, 44 crowns, and 1 dose of true liao provided by Cadeus after Summer Solstice 381YE.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_an_inspirational_shrine_to_Cora_Holdfast&oldid=63249"

Construct apothecary clearing house in Tassato

That there be a dispersal of funds to construct a ministy in Tassato for the purchase of herbs with the intention to supply the warriors of the Empire with medicinal potions.

Proposed by Tassato, seconded by Miaren

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

- 6 Constitution

Overview

- A ministry in Tassato arranging the purchase of herbs.

- Passed in principle.

- Passed at 42 Thrones.

Date

- Summer 379YE

Cost

- The motion does not specify the size of the ministry, but standard costs apply.

Progress

- 12 wains of weirwood provided by Cesare Sanguineo Rezia Di Tassato after Spring Equinox 380YE.

Campaign Outcome

- The clearing house has now been constructed in Mestra in Tassato

- The Imperial title of Master of the Clearing House is a League national appointment.

Constitution

- No information is provided as to whether this is an Imperial or National position, nor how it will be elected. The Senator raising the motion may decide this. The well-worn path would be to elect this via the Imperial Bourse.

- No information is provided as to how large this ministry is. The senator may decide this.

- No information is provided as to where in Tassato the ministry will be constructed. The senator may decide this.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_apothecary_clearing_house_in_Tassato&oldid=46439"

Construct butterfly reserve in Miekarova

To use the wayleaf to construct a butterfly reserve in the forests of Miekarova, to be a gloaming sinecure appointed by the Conclave by Declaration of Candidacy

Announced by Julianna of Phoenix Reach, Urizen

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- A sinecure that produces 20 measures of Iridescent Gloaming in Miekarova

- This sinecure was announced by a holder of an Imperial Wayleave, using the legal power to commission constructions delegated to them by the Senate

Date

- Spring 381YE

Cost

- 15 wains of weirwood

- 30 crowns in labour costs

- 3 months to construct

Progress

- 15 wains of weirwood and 30 crowns provided by Juliana after Spring Equinox 381YE.

Campaign Outcome

- This sinecure, once completed, will create a new title, the Gloaming Sentinel, elected by a Declaration of Candidacy in the Imperial Conclave.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_butterfly_reserve_in_Miekarova&oldid=53960"

Construct cargo dock at Caricomare

Funds for the purchase of 20 white granite to be used on the construction of a cargo dock in Caricomare which would provide 20 white granite per season (from) the Asaveans (This would create a new Imperial Bourse position)

Proposed by Holberg, seconded by Mitwold

Overview

- To be constructed in Sarvos, on the Caricomare docks.

- The production of this ministry is unknown.

- When the construction is complete, it will automatically create a new Imperial title.

- The well worn path for appointing the title would be through the Imperial Bourse; this is clearly an economic position. The method of doing so would be either through open auction if the title were designated as Imperial, or by the appropriate method for the nation the title is assigned to if it is made National.

- During the Summer Solstice 379YE, the powerful Tarquinius family sent Alonso Tarquinius to Anvil, with details of the Asavean expectations regarding this project. Those details have not been made general knowledge.

- Shortly before the Spring Equinox 380YE, all progress towards completing the docks was lost in the Grendel invasion.

Date

- Spring 379YE

Costs

- 30 wains of weirwood

- 10 wains of white granite

Progress

- 10 wains of white granite supplied by Ros Jordan after the Summer Solstice 379YE.

- During the invasion of Sarvos by the Grendel, the partially constructed docks were destroyed by orc pillagers.

Campaign Outcome

- Once construction is complete, this motion will cause the creation of a new Imperial title, this will be an Imperial Bourse position.

- Any trade with the Asavean Archipelago, especially trade in valuable materials such as white granite, requires the co-operation of Asavean merchants. Without their cooperation, these docks will not provide any special benefit.

- A synod member indicated an intention to raise a veto; however, the Imperial Synod had successfully used this power earlier during the summit so no veto is possible and construction can begin post-haste.

Constitution

- For the purposes of clarity; this will not create an additional seat on the Imperial Bourse.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_cargo_dock_at_Caricomare&oldid=58058"

Construct cargo dock in Cargo

To construct a cargo dock in Cargo in order to purchase white granite from the Sarcophan Delves.

Proposed by Madruga, Seconded by Segura

Overview

- A ministry built to purchase white granite from the Sarcophan Delves in Cargo, Redoubt

- Passed

Date

- Winter 380YE

Cost

- 10 White Granite and 40 Weirwood

- Labour: 12 Thrones 4 Crowns

- Time: 3 months

Progress

- 40 Weirwood, 10 White Granite and 12 Thrones, 4 crowns provided by Thanmir Hrafn after the Summer Solstice 381YE.

Campaign Outcome

- There are necessary details missing from this motion, Senator Madruga may decide on these.

- Completion of the docks creates the title Bewaarder van het Vandersar dok

- When complete the docks will create an Imperial title that will function as a ministry, but allow the purchase of white granite from the Sarcophan Delves. The agreed rate is:

- 32 crowns each wain for the first 8 wains

- 29 crowns each wain for the second 8 wains

- 26 crowns each wain for the last 8 wains

- The well worn path for appointing the title associated with these docks you be as an Imperial or National title appointed through the Bourse

- As a ministry, these docks do not have an upkeep - the suggestion that they did was in error.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_cargo_dock_in_Cargo&oldid=55227"

Construct college of magic in Morrow

To construct a magical College aligned with the Realm of Summer within the territory of Morrow. The Dean of the College to be appointed by vote of the Conclave

Proposed by Redoubt, seconded by Kallavesa

Overview

- Permission to create a College of Magic in Morrow, specialising in Summer magic.

- Corvus, Archmage of Summer, was called as an expert witness.

- No funding was sought

Date

- Winter 378YE

Cost

- Materials: 90 wains of White Granite, 30 wains of Mithril, 20 wains of Weirwood

- Time: 1 year

- Labour: 35 Thrones

- Upkeep: 25 Thrones (this number is dependant on the number of other colleges in the Empire)

- Special%3A This college of Summer magic is being built to designs provided by the Eternal Meraud; as such it differs from the standard cost to build a College of Magic.

Progress

- This commission has lapsed

Campaign Outcome

- When complete, the college will automatically create the Imperial title of "Dean".

- Dean of the college will be appointed through the Declaration of Candidacy.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_college_of_magic_in_Morrow&oldid=66064"

Construct conservatory for the Anvil Hospital

To create the sinecure of Origen's Rest, to be appointed by the senate, with the intention that it be used for the benefit of the Anvil Hospital.

Proposed by Segura, seconded by Tassato

Overview

- To construct a conservatory in Zenith, using the herb garden of the retired speaker Origen as a foundation

- Passed at 15 Thrones

Date

- Summer 378YE

Cost

- 27 Weirwood

Production

- The conservatory will produce 10 doses of True Vervain and 5 each of Marrowort, Imperial Roseweald, Cerulean Mazzarine and Bladeroot each season.

Progress

- 27 wains of weirwood were allocated to this project by Cesare Sanguineo Rezia Di Tassato in Autumn 378YE

- The conservatory will be completed by Winter 378YE

Constitution

While the intention of the motion is to benefit the Anvil Hospital, the citizen who receives the sinecure will be free to decide how to use the bounty of herbs they receive.

Campaign Outcome

- The conservatory will be based in Zenith.

- The creation of the sinecure creates an Imperial Title which is assigned by the Senate.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_conservatory_for_the_Anvil_Hospital&oldid=34669"

Construct folly in Afarjasse

To build a Folly in Afarjasse in the territory of Feroz dedicated to that location.

Self-funded.

Proposed by Temeshwar, Seconded by Semmerholm

Overview

- Passed

Date

- Winter 379YE

Cost

- The Senator may build any magnitude of folly. (Standard costs apply).

Progress

- 10 wains of white granite and 20 crowns provided by Gant Archama after Winter Solstice 379YE.

Campaign Outcome

- This folly is now complete.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_folly_in_Afarjasse&oldid=45061"

Construct fortified garrison in Overton

Seek Disbursement of funds with the intent of purchasing wains for the building of a Blockhouse in the Mourn, with a view to future upgrades.

Proposed by Upwold, seconded by Feroz

Overview

- Construct a fortified garrison in the town of Overton in the Mournwold.

- Passed at 15 Thrones

Date

- Summer 378YE

Cost

- 5 wains of white granite for a fortified manor house to provide a place of refuge for local citizens.

- 5 wains of weirwood for a staging house, which would allow military units to base themselves in Overton to protect the citizenry.

- 2 Thrones Upkeep

Progress

- 5 wains of white granite provided by Silas Merrick of the Marches in Summer 378YE.

- 5 wains of weirwood provided by Silas Merrick of the Marches in Autumn 378YE.

- During the Spring Equinox 380YE, the garrison was disbanded as part of constructing the Sheriff of Overton title.

Campaign Outcome

The senate voted to disband the garrison in 380YE following the completion of Orchard's Watch.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_fortified_garrison_in_Overton&oldid=45986"

Construct fortified manor in Liathaven

To build a Fortified Manor at Beacon Point in Liathaven, with a view to future upgrades.

A Fortified Manor will provide a place of Refuge for local Citizens, which will assist against raiding.

Proposed by Therunin, Seconded by Miekarova

Overview

- Construct a fortified garrison at Beacon Point in Liathaven.

- Passed in principle

Date

- Passed Autumn 378YE

Cost

- 8 wains of white granite and 2 Thrones

- Time: 3 months

Progress

- 8 wains of white granite and 2 thrones supplied by Caerwyn after Summer Equinox 379YE

Campaign Outcome

- When completed, a fortified manor house will provide a place of refuge for local citizens.

- This should protect the people of Beacon Point from the worst effects of raiding by the Jotun as well as the attacks of bandits in the southern mountains.

- The fortified steading was a casualty of the Jotun invasion of Liathaven in late 379YE.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_fortified_manor_in_Liathaven&oldid=44553"

Construct herb gardens at Treji

To create a sinecure, the Memorial Gardens of Treji to the Summer Storm, to be appointed by the senator of Hercynia.

Proposed by Hercynia, seconded by Tassato.

Date

- Passed Autumn 378YE

Cost

- This will cost 10 wains of weirwood.

Progress

- 10 wains of weirwood provided by Rhain Winters Vigil of the Navarr after Winter Solstice 2015.

Campaign Outcome

- The sinecure will produce 6 bladeroot, 6 true vervain, 2 cerulean mazzarine, 2 imperial roseweald, and 2 doses of marrowort per season.

Constitution

- Sinecures are normally life-time appointments.

- This is a national sinecure, and can be revoked by the Navarr National Assembly, General Assembly, or Assembly of the Nine.

- This sinecure is regarded as unconstitutional because it uses an inappropriate method of appointment. The motion was not struck down by magistrates at the time and the construction has already been approved. No future sinecure using this appointment method will be approved by the constitutional court.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_herb_gardens_at_Treji&oldid=38430"

Construct herbal great work in Skarsind

To commission a great work in Skarsind to those orcs that never got to see a homeland

Proposed by Skarsind, Seconded by Sermersuaq

Overview

- A great work in Skarsind that will produce True Vervain

- This motion was to take advantage of the opportunity presented following the assignment of Skarsind to the Imperial Orcs

- Passed

Date

- Autumn 380YE

Cost

- 45 wains of weirwood

- 90 crowns in labour costs

- 3 months to construct

Progress

- 45 wains of weirwood and 90 crowns provided by Bloodcrow Yargol after Winter Solstice 380YE.

Campaign Outcome

- This great work, once complete, will provide 90 doses of True Vervain split between the owners of herb gardens in Skarsind who attended the previous Anvil summit

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_herbal_great_work_in_Skarsind&oldid=52414"

Construct mana ministry in Astolat

Construct a mana ministry in Asolat.

Lifetime appointment by Dawnish Senators.

Proposed by Asolat, Seconded by Weirwater

Overview

- A ministry in Astolat

- Passed

Date

- Autumn 380YE

Cost

- Unknown, but standard costs apply

Progress

Autumn Equinox 381

- This commission has lapsed

Campaign Outcome

- There are necessary details missing from this motion, Senator Astolat may decide on these.

- This ministry, once completed, will create a Dawnish national position.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_mana_ministry_in_Astolat&oldid=62702"

Construct mana repository in Morrow

To develop the mana crystal capacity of Morrow.

The creation of a Sinecure: The Phoenix Caverns, a mana crystal facility in Morrow, Urizen.

The owner of the Sinecure, the Augur of the Phoenix Caverns, whose duties will be to manage the caverns, will be appointed by Urizen Senators in unanimity, falling back to a greater majority nomination by the senate.

Proposed by Morrow, seconded by Karov.

Contents

- 1 Overview

- 2 Cost

- 3 Date

- 4 Voting

Overview

- To create a sinecure providing a bounty of crystal mana.

- Defeated

Cost

- 10 wains of mithril

Date

- Spring Solstice 378YE

Voting

State

Votes For

Votes Against

Result

In Principle

8

18

Failed

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_mana_repository_in_Morrow&oldid=58045"

Construct mana sinecure at New Dunhall

The construction of a Mana Sinecure in New Dunholm in Hahnmark. To cultivate and collect the crystalisations forming in the vicinity of (yet to be named) hole. With the goal the increased prosperity in Wintermark. It will cost 10 wains of Mithril to Construct and 20 crowns. It will be self-funded.

Announced by Breeta Dunning.

Overview

- This motion was to build a sinecure to oversee the creation of mana in New Dunhall, in Hahnmark. The sinecure will be built to take advantage of the mana flows in and around Lorenzo's Deep Pockets.

- This sinecure was announced by a holder of an Imperial Wayleave, using the legal power to commission constructions delegated to them by the Senate.

Date

- Autumn 381YE

Cost

- 10 wains of Mithril

- 20 Crowns

- 3 months to complete

Progress

- 10 wains of mithril and 20 crowns provided by Balder after Autumn Equinox 381YE.

Outcome

- The construction of the sinecure will automatically create an Imperial title, Fallsheart Guardian.

- The details of the title and how it is appointed will be determined by Breeta Dunning

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_mana_sinecure_at_New_Dunhall&oldid=61945"

Construct the Eternal Flame of Miaren (Redirected from Construct mana sinecure in Miaren)

This motion is currently undergoing scrutiny.

I, the Civilian Commissioner of Navarr commission the construction of the Eternal Flame of Miaren.

Approved by the Civilian Commissioner of Navarr

Overview

- A sinecure that produces mana crystals in Seren, Miaren

- This motion was approved by the Civilian Commissioner of Navarr using the legal power to commission constructions delegated to them by the Senate

Date

- Winter 380YE

Cost

- 10 wains of mithril

- 20 crowns in labour costs

- 3 months to construct

Progress

- Unknown

Campaign Outcome

- Once completed, the construction will automatically create a new national title within Navarr.

- Certain necessary details are required before construction can be started.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Eternal_Flame_of_Miaren&oldid=52211"

Construct memorial at Anvil

Create a sinecure of a Memorial to the fallen on Anvil.

Proposed by Conscience of the Senate, seconded by Bastion

Overview

- Construct a memorial in Anvil

- Passed in principle; no funding requested

Date

- Summer 378YE

Cost

- 3 Wains of White Granite to create the monument.

- 10 White Granite to create the monument as a sinecure.

Progress

- 10 wains of White Granite provided by Ira of Felix's Watch Banner of Highguard after Winter Solstice 377YE

Campaign Outcome

- Unknown; depends on what is built.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_memorial_at_Anvil&oldid=36445"

Construct mithril mine

To commission a mithril mine in Sermersuaq

Proposed by Sermersuaq, Seconded by Mitwold

Overview

- Passed

- Passed at 330 Thrones

- This motion was to take advantage of the recent discovery at the Face of Ikka, Suaq Fount, Sermersuaq

Date

- Winter 379YE

Cost

- The Senator may choose either of the options presented by the Civil Service.

- either 100 Thrones, 6 months to construct, 10 wains each season projected production.

- or 200 Thrones, 9 months to construct, 15 wains each season projected production.

Progress

- 330 Thrones disbursed to Senator Sermersuaq

- 200 Thrones supplied by Atte Arrow-Tongue Metsastajason, Senator for Sermersuaq.

Campaign Outcome

- Once the mine is complete, it will create a new seat on the Imperial Bourse.

- When it produces its first load of mithril, a senator will be able to propose a motion to allocate the seat as either National or Imperial.

- As 200 Thrones have been committed to the project, the mithril mine will take nine months to complete, meaning that unless something goes wrong it will be available for allocation at the Autumn Equinox 380YE.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_mithril_mine&oldid=44415"

Construct museum

That the museum in Tabernacle (of Riverwatch, Rekios) has been destroyed in the recent fighting, that it be rebuilt in the lands of Bastion.

A museum for the storage and display of Imperial relics and artefacts.

Proposer is willing to self fund, but would like to ask the senate and the senators for contributions.

Proposed by Bastion, seconded by Necropolis.

Overview

- Construct an Imperial museum in Bastion.

- Passed at 8 Thrones

Date

- Summer 378YE

Cost

- 10 wains of white granite

Progress

- 10 wains of white granite supplied by Jada of Highguard after Winter Solstice 378YE.

Campaign Outcome

- The Curator of the White City Museum title was created.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_museum&oldid=43973"

Construct night mana sinecure in Redoubt

I, Vitore van Temeschwar, the Arcane Architect announce the construction of a night mana sinecure in the territory of Redoubt Announced by the Arcane Architect

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- A sinecure in Naris, Redoubt.

- This motion was announced by the Arcane Architect using the legal power to commission constructions delegated to them by the Senate.

Date

- Spring 381YE

Cost

- Unknown

Progress

- 20 ingots iridescent gloaming, 10 wains of mithril, 10 wains of weirwood, 5 mana crystals, and 30 crowns supplied by Vitore van Temeschwar, the Arcane Architect.

Campaign Outcome

- This sinecure, Penumbral Watcher will create a new Imperial title appointed by Declaration of Candidacy in the Conclave

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_night_mana_sinecure_in_Redoubt&oldid=54612"

Construct place of pilgrimage in Casinea

To construct a grand tower as a place of pilgrimage in the Sentinel at Casinea, creating a sinecure. This will cost 25 wains and 50 crowns, and is taking advantage of an opportunity. This will be self-funded. The sinecure will be overseen by a newly created title ‘Castellan of the Silent Sentinel’, who will also be responsible for the custodianship of the fortress. This title is to be appointed by the Highborn National Assembly.

Proposed by Necropolis, seconded by Weirwater.

Overview

- This motion is the result of an opportunity related to the Silent Sentinel in Casinea.

- Passed.

Date

- Winter 381YE

Cost

- An opportunity applies

- 25 wains of white granite

- 50 Crowns

- 3 months to complete

Progress

- 25 wains of white granite and 50 crowns provided by Rhesa after Winter Solstice 381YE.

Outcome

- When complete, this will create the Imperial title Castellan of the Silent Sentinel

Constitution

- This construction can only take place after the Silent Sentinel is the subject of a True Liao consecration as detailed here. Construction cannot begin unless or until the consecration is placed.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_place_of_pilgrimage_in_Casinea&oldid=64302"

Construct runeforge in Redoubt

To build a self funded Runeforge in Redoubt on the road between Cargo and the Highguard town of Hedra.

To be elected by the standard Imperial Bourse process in Spring each year.

Proposed by Zenith, Seconded by Upwold

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 4.1 Amendment

- 5 Campaign Outcome

Overview

- A runeforge in Limus, Redoubt

- Passed

Date

- Spring 381YE

Cost

- 60 wains of mithril

- 60 wains of white granite

- 60 wains of weirwood

- 45 thrones in labour costs

- 12 months to construct

Progress

- 15 wains of mithril, white granite and weirwood, and 12 Thrones provided by Edmundo, Achillies of Damakan's forge, Thomas of Upwold and Asael of Cantiarch's Hold after Spring Equinox 381YE, and one seasons construction has been completed.

- 45 wains of mithril, white granite and weirwood, and 33 Thrones provided by Edmundo, Achillies of Damakan's forge, Thomas of Upwold and Asael of Cantiarch's Hold after Summer Solstice 381YE.

Amendment

- Following an amendment to this motion the Asavean architect, Almodin Oktístis, has begun work on this construction

Campaign Outcome

- The runeforge, once complete, will create a new Imperial title, the Seer of the Spiral Sword appointed by the Imperial Bourse

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_runeforge_in_Redoubt&oldid=63547"

Construct shrine for Britta's body

Arrangements for the effects, body and goods of the late Empress Britta to be laid to rest in Necropolis (effects) and the Kallevesi marshes (remains) and for appropriate monuments to be erected in both locations.

Proposed by Necropolis, seconded by Sermersuaq.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Production

- 6 Election

- 7 Legal Ramifications

Overview

- Arrangements for the body of the late Empress Britta to be laid to rest in the Kallevesi marshes

- Arrangements for her effects to be laid to rest in Necropolis

- Appropriate monuments to be erected in both locations

- Create Imperial Title Guardian of Britta's Shrine.

- Passed at 7 Thrones with 12 votes against, money distributed to Necropolis

Date

- Passed Winter 376YE (Easter 2013).

Cost

- 10 White Granite

Progress

- Paid by Adamah, Senator for Necropolis, in Spring Equinox downtime

- Ruth of the Cenotaph appointed by the Highborn

Production

- Sinecure providing 10 Synod Votes and 5 Liao

Election

- Senate Appointment

Future holders of this Imperial Title will be chosen by unanimous decision of the Highguard senators.

Legal Ramifications

- Unconstitutional but not struck down

This sinecure is regarded as unconstitutional since it creates votes in the Synod but is appointed by the Senate allowing the Senate undue influence the Synod. The motion was not struck down by magistrates at the time and the construction has now been completed.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_shrine_for_Britta%27s_body&oldid=24000"

Construct shrine to Britta

To build a suitably virtuous Shrine to celebrate the life and Achievement of Empress Britta in the Kallavesi Marshes. Proposed by Hahnmark, Seconded by Reikos

Overview

- A sinecure in the Kallavesa Marsh in Kallavesa which provides liao and votes in the Imperial Synod

- Passed in principle

- Passed at 75 Thrones

- This is to capitalise on the opportunity to build a shrine to Empress Britta after their regalia was interred in the marshes of Kallavesa

Date

- Winter 379YE

Cost

- The Senator may choose either of the options provided by the Civil Service.

- A modest shrine, appropriate for pilgrims to pay their respects, would require 10 wains of white granite and cost 20 crowns in labour. This would create an Imperial title who received 7 liao and 14 votes in the Imperial Synod.

- A major shrine, suitable for a large numbers of pilgrims that would also provide places for them to stay and places for meditation, prayer, and religious ceremonies would require 18 wains of white granite and 36 crowns in labour. It would provide the Imperial title with 9 liao and 18 votes in the Imperial Synod, and would be a significant religious structure in Kallavesa.

In both cases, the well worn path for appointing the sinecure would be for the Wintermark national assembly to appoint a candidate (one of the Winterfolk), who would likely have lifetime tenure.

Progress

- 75 Thrones disbursed to Senator Hahnmark

- 18 wains of white granite provided by Hengest Dun after Winter Solstice 379YE.

- 36 crowns provided by Hengest Dun after Winter Solstice 379YE.

Campaign Outcome

- This shrine is now complete, creating the Imperial Title of Watcher of Britta's Pool

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_shrine_to_Britta&oldid=44448"

Construct spy network in the Mountains of the Moon

To construct a spy network in the area known as the Valley of the Moon, known as the Valley of Silence in Axos.

Proposed by Casinea, seconded by Redoubt. Passed.

Overview

- To construct a spy network in the territory to the east of Zenith known as the "Mountains of the Moon".

- Passed

Date

- Winter 381YE

Cost

- Standard costs apply.

- Materials: 10 weirwood.

- Time: 3 months to construct.

- Labour: 2 crowns per wain

- Upkeep: 2 Thrones per season.

Progress

- 10 wains of weirwood and 20 crowns provided by Nira of Cantiarch's Hold after Winter Solstice 381YE.

- Due to the Grendel and Druj occupation of Zenith and Spiral no progress was made on this commission after the Winter Solstice 381YE.

- With the conquest of Ossuary in Spiral, the Empire now has access to the target territory again and if nothing changes work will be completed shortly before the Summer Solstice.

Campaign Outcome

- A spy network will be constructed in the territory known as the Mountains of the Moon.

- Work cannot begin on this commission until the Empire controls a region adjacent to the territory. These regions include Lustri, Occursion, Ossuary, or Apstrus.

Constitution

- The Mountains of the Moon are an independent territory - they are not part of Axos.

- There may be problems with this construction given the Empire currently has no regions or indeed territories bordering the Mountains of the Moon.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_spy_network_in_the_Mountains_of_the_Moon&oldid=64303"

Construct summer sinecure

Using the powers of the Arcane Architect, I am intending to construct a summer mana sinecure in Reikos. It is a self-funded, highly efficient sinecure.

Raised by the Arcane Architect

Overview

- The Arcane Architect used their power to commission mana structures to announce this construction.

Date

- Spring 382YE

Cost

- Unknown

Progress

- None

Campaign Outcome

- When completed, this sinecure will create an Imperial title.

- The Arcane Architect will need to provide additional necessary details about the commission including the region where it well be located and the method of appointing the associated title.

Constitution

- It is not possible to create a sinecure that produces vis without an appropriate opportunity; it is assumed that the Arcane Architect is in possession of such a thing.

- The strict wording of the powers of the Arcane Architect is that they can commission structures that will produce crystal mana. Summer vis is not crystal mana; the Constitutional Court plans to seek the guidance of the Imperial Senate on whether they intended to allow structures that produce vis to be included in the Architect's remit.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_summer_sinecure&oldid=66239"

Construct the Azure Chorus

To construct a congregational sinecure for the Brass Coast. To be known as "the Azure Chorus" in Braydon's Jasse in Kahraman. The Choirmaster of The Azure Chorus to be decided by the Freeborn assembly for life or until resignation. At a cost of 10 wains of white granite and 20 crowns to be funded by Lorenzo la Volpe, and not to include the words Bloody, Red, Cleavers, or Butchers in the title.

Imperial Wayleave by Lorenzo la Volpe

Overview

- .

- Passed.

Date

- Spring 382YE

Cost

- Standard costs apply.

- 10 wains of white granite,

- 20 crowns in labour costs.

Progress

- 10 wains of white granite and 20 crowns received from Lorenzo “La Volpe” Macelliao von Temeschwar after the Spring Equinox 382YE.

Outcome

- When completed this will create an Imperial title, the Choirmaster of The Azure Chorus, appointed by the Freeborn national assembly.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Azure_Chorus&oldid=65967"

Construct the Blood Red Roads

To commission the Great Work of “The Butchers Benevolence : The Blood Red Roads” to improve trade and transportation at the heart of the Empire.

Initially connecting the cities of Temeschwar, Sarvos, Tassato and Holberg with Anvil and the territories of Casinea, Astolat and Semmerholm. And subsequently connecting to Upwold, Hahnmark, Miaren, Karov and Madruga.

At a cost of 360 wains of White Granite and 90 Thrones.

To be overseen by Lorenzo La Volpe and self-funded by the Bloody Butchers Guild of Temeschwar

Proposed by Tassato, seconded by Casinea

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Passed

Date

- Spring 380YE

Cost

- 360 wains of white granite

- 90 thrones in labour costs

- Time : 2 years construction time

...this great work will connect people and places. Our Empire is strongest when we work together. By connecting us together, the Butchers Benevolence will bring us closer, make us stronger, and make us greater!

Lorenzo La Volpe, from speech to the Imperial Senate

Progress

- 100 wains of white granite and 20 thrones provided by Lorenzo La Volpe after Spring Equinox 380YE.

- 160 wains of white granite and 40 thrones provided by Lorenzo La Volpe after Autumn Equinox 380YE.

- 100 wains of white granite and 30 thrones provided by Lorenzo La Volpe after Spring Equinox 381YE.

Campaign Outcome

- When completed this great work will increase income of farms and businesses in the territories which the road network passes through.

- Work on the roads has begun; a number of specialists have come on board to look at ways the speed of this project might be increased.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Blood_Red_Roads&oldid=53962"

Construct the Celesti Lighthouse

Announcement by the civil commissioner of the Brass Coast to invest 16 wains of mithril in a lighthouse in the territory of Feroz to be called the 'Celesti Lighthouse'

The Keeper of the Celesti Lighthouse will be a Freeborn Ministry appointed by the Brass Coast senators and empowered to purchase mana directly from ships captains at rates set by the civil service

Approved by the Civilian Commissioner of the Brass Coast

Overview

- A ministry in Feroz

- This motion was approved by the Civilian Commissioner of The Brass Coast using the legal power to commission constructions delegated to them by the Senate

- This commission was announced after the maximum number of commissions had been authorised, but was announced in case one of the previous commissions had been subject to the synod's veto. The veto was not employed and so this commission was not authorised

Date

- Autumn 380YE

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Celesti_Lighthouse&oldid=47315"

Construct the Celesti Lighthouse II

The Civilian Commissioner for the Brass Coast will invest 16 wains of mithril in works to renovate the lantern of the lighthouse in Oran in the territory of Feroz.

"The Keeper of the Celesti Lighthouse" will be a Freeborn ministry empowered to purchase mana directly from ship captains at rates set by the Civil Service.

Approved by the Civilian Commissioner of the Brass Coast

Overview

- A ministry that allows the purchase of mana crystals in Oran, Feroz

- This motion was approved by the Civilian Commissioner of the Brass Coast using the legal power to commission constructions delegated to them by the Senate

- This construction follows on from a previous, unauthorised motion from Autumn 380YE

Date

- Winter 380YE

Cost

- 16 wains of mithril

- 4 thrones in labour costs

- 3 months to construct

Progress

- 16 wains of mithril and 4 thrones provided by Ahraz i Guerra after Winter Solstice 380YE.

Campaign Outcome

- Once completed, the construction will automatically create the Freeborn national title of Celesti Lighthouse Keeper appointed by the Senators of the Brass Coast.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Celesti_Lighthouse_II&oldid=52607"

Construct the Colossus of Sarvos

Senate Announcement on behalf of Lorenzo 'La Volpe', Civilian Commissioner of The League:

To commission construction in the City of Sarvos of a Great Work to be known as “The Colossus of Sarvos”

To celebrate the liberation of Sarvos and commemorate those heroic citizens who fell defending their city. To be funded by the Bloody Butchers Guild and other loyal citizens of The League.

Construction to be overseen by Lorenzo 'La Volpe' Overseer-General of the Blood Red Roads, Patron of Imperial Art and The Empire's First 'Beacon of Pride'.

Approved by the Civilian Commissioner of The League

Overview

- A great work in Sarvos

- This motion was approved by the Civilian Commissioner of The League using the legal power to commission constructions delegated to them by the Senate

Date

- Autumn 380YE

Cost

- Standard costs apply

Progress

- 40 wains of white granite and 10 thrones provided by Lorenzo “La Volpe” Macelliao von Temeschwar after Autumn Equinox 380YE.

Campaign Outcome

- Work was completed on the Colossus shortly before the Winter Solstice 380YE

- This great work provides additional income to all citizens who own a business in Sarvos and who attended the previous Anvil summit.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Colossus_of_Sarvos&oldid=50812"

Construct the Dour Fens

Construct a mana sinecure in Graven, Bregasland.

Creates the title of Keeper of the Dour Fens.

Lifetime Appointment by Marcher Senators.

Approved by the Civilian Commissioner of the Marches

Overview

- A sinecure in Bregasland

- This motion was approved by the Civilian Commissioner of The Marches using the legal power to commission constructions delegated to them by the Senate

Date

- Summer 380YE

Cost

- Unknown, but standard costs apply

Progress

- 10 wains of mithril and 20 crowns provided by Silas Merrick after Winter Solstice 380YE.

Campaign Outcome

- This sinecure, once completed, will create the Marcher National position of Keeper of the Dour Fens, appointed by unanimous decision of the Marcher Senators

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Dour_Fens&oldid=52664"

Construct the Eternal Flame of Miaren

I, the Civilian Commissioner of Navarr commission the construction of the Eternal Flame of Miaren.

Approved by the Civilian Commissioner of Navarr

Overview

- A sinecure that produces mana crystals in Seren, Miaren

- This motion was approved by the Civilian Commissioner of Navarr using the legal power to commission constructions delegated to them by the Senate

Date

- Winter 380YE

Cost

- 10 wains of mithril

- 20 crowns in labour costs

- 3 months to construct

Progress

- 10 wains of mithril and 20 crowns provided by Bronwyn Kane

Campaign Outcome

- Once completed, the construction will automatically create a new national title within Navarr, Eternal Flame of Miaren..

- Certain necessary details are required before construction can be started.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Eternal_Flame_of_Miaren&oldid=53421"

Construct the Gardens of Pallas

I, Juliana of Phoenix Reach, the Civilian Commissioner of Urizen have commissioned.

A herb Sinecure, the Garden of Pallas.

Located in Zenith.

Creates the Imperial Title of Head Gardener of Urizen.

Approved by the Civilian Commissioner of Urizen

Overview

- A sinecure in Zenith

- This motion was approved by the Civilian Commissioner of Urizen using the legal power to commission constructions delegated to them by the Senate

Date

- Autumn 380YE

Cost

- 20 wains of weirwood

- 5 thrones in labour costs

- 3 months to construct

Progress

- 20 wains of weirwood and 5 thrones provided by Juliana after 380YE Winter Equinox

Campaign Outcome

- This sinecure created the Urizen national title of Head Gardener of Urizen.

- In Autumn 381YE, the title was amended by the Imperial Senate.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Gardens_of_Pallas&oldid=57913"

Construct the Gardens of the Grim

Motion to create a herb sinecure in Miekarova to be named The Gardens of The Grim

Title of the holder to be named “The Grim Gardener” to be repository of Chernebog's Chains

Title to be elected unanimously by Varushkan senators

Proposed by Karov, Seconded by Volodmartz

Overview

- Failed

Date

- Autumn 380YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Gardens_of_the_Grim&oldid=58077"

Construct the Glass Point Cove

To create the Glass Point Cove in Uccelini, Sarvos. A mighty construction to harness the natural mana flows underneath the cliffs of Glass Point. The cove will be under the jurisdiction of the Custodian of Glass Point Cove, a national League position appointed by the Senators of the League. It will take the form of a mana sinecure with no upkeep.

Announced by Dalibor Marek do Saverio Von Temeschwar.

Overview

- This motion was to build a sinecure to oversee the creation of mana in Sarvos.

- This sinecure was announced by a holder of an Imperial Wayleave, using the legal power to commission constructions delegated to them by the Senate.

Date

- Summer 381YE

Progress

- 10 wains of mithril and 20 crowns provided by Giacomo Corvinoscuro after Summer Solstice 381YE.

Outcome

- The construction of the Glass Point Cove automatically created the title of Custodian of Glass Point Cove.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Glass_Point_Cove&oldid=55169"

Construct the Glorious Fountain of Dusk and Dawn

To create the Sinecure "The Glorious Fountain of Dusk and Dawn" to produce Mana in Morrow. Assigned by Urizen senators. This is self funded.

Proposed by Zenith, seconded by Karsk

Overview

- More details forthcoming

- The sinecure will produce 9 crystal mana each season

Date

- WInter 378YE

Costs

- Materials: 10 wains of mithril (Standard costs)

- Time: 3 months

- Labour: 20 crowns

- Upkeep: None

Progress

- 10 wains of mithril and 2 Thrones 4 crowns supplied by Cato, senator for Zenith after Autumn Equinox 378.

Campaign Outcome

- When complete, the sinecure will automatically create a new Imperial title to oversee it; Keeper of the Glorious Fountain.

Constitution

- Sinecures are life-time appointments.

- The title will be a National position, appointed by unanimous decision of the Senators for Urizen.

- The title will be able to be revoked by the Urizen assembly, the General assembly and the Assembly of nine.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Glorious_Fountain_of_Dusk_and_Dawn&oldid=36649"

Construct the Golden Fields

Construct a mana sinecure in Hay, Mitwold.

Creates the title of Keeper of the Golden Fields.

Lifetime Appointment by Marcher Senators.

Approved by the Civilian Commissioner of the Marches

Overview

- A sinecure in Golden Downs, Mitwold

- This motion was approved by the Civilian Commissioner of The Marches using the legal power to commission constructions delegated to them by the Senate

Date

- Autumn 380YE

Cost

- Unknown, but standard costs apply

Progress

- 10 mithril and 2 thrones provided by Slias Merrick after Spring Solstice 381YE.

Campaign Outcome

- This sinecure, once completed, will create the Marcher national position of Keeper of the Golden Fields

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Golden_Fields&oldid=53739"

Construct the Great Library of Hacynian

To construct a library on region in Mourning Hollow, Hercynia. This building will build upon the ruins of the ancient library of Phaleron that once stood on the site.

This project is a self funded folly approved by the Conclave via a Declaration of Concord. Once completed it will grant the purely ceremonial title of ‘Terunael Lorekeeper’ to be assigned by the Senators of Navarr

Proposed by Hercynia, Seconded by Zenith

Overview

- A folly in Mourning Hollow, Summersend Hercynia

- Passed

Date

- Spring 381YE

Cost

- Unknown, but standard costs apply

Progress

- 3 wains of weirwood, 1 wain of white granite, 1 wain of mithril and 10 crowns provided by Ranulf the Wanderer after Spring Equinox 381YE.

Campaign Outcome

- This folly, once completed, will create the Imperial title of Terunael Lorekeeper.

- In Winter 381YE, the title of Terunael Lorekeeper was effectively abrogated when custodianship of the Great Library was granted to the Advisor on the Vallorn.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Great_Library_of_Hacynian&oldid=62869"

Construct the Hanging Fruit Gardens of Gerondi

Construction of the Hanging Fruit Gardens of Gerondi in Serenael, Miaren to provide herbs

Approved by the Civilian Commissioner of Navarr

Overview

- A great work in Serenael, Miaren

- This motion was approved by the Civilian Commissioner of Navarr using the legal power to commission constructions delegated to them by the Senate

Date

- Autumn 380YE

Cost

- 40 wains of weirwood

- 10 thrones in labour costs

- 3 months to construct

Progress

Autumn Equinox 381

- This commission has lapsed

Campaign Outcome

- This great work, once complete, will provide an additional 75 herbs spread between the owners of herb gardens in the territory of Miaren who attended the previous Anvil summit

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Hanging_Fruit_Gardens_of_Gerondi&oldid=62701"

Construct the Hearth of the Tempest

To construct a Folly in Mieriada in Miekarova, called the Hearth of the Tempest. This Folly to be given into the control of the Spring Eternal Papa Otec, who will cause it to operate as a College of Magic specialised in the Spring Realm, without incurring ongoing costs to the Senate.

Proposed by Miekarova, seconded by Volodmartz.

Contents

- 1 Overview

- 2 Date

- 3 Progress

- 4 Campaign Outcome

Overview

- Create a Folly intended to be given to Papa Otec.

- Passed

Date

- Autumn 379YE.

Progress

- 1 wain of white granite, 1 wain of weirwood and 4 crowns provided by Dušan Otecovna Zlata after Autumn Equinox 379YE.

Campaign Outcome

- The official Imperial work to create this folly is now complete.

- During the Spring Equniox 380YE, the folly underwent a dramatic transformation into the Heart of the Tempest.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Hearth_of_the_Tempest&oldid=44724"

Construct the Imperial Breadbasket

To commission the Great Work “The Imperial Breadbasket” across Marcher territories.

To create a network of granaries, barns and see stocks to help prevent starvation in the face of blight, harsh weathers or similar disastrous occurrences.

Proposed by Bregasland, Seconded by Upwold

Overview

- This motion was to take advantage of the opportunity presented to help prepare a 'safety net' to the Imperial armies.

- Passed in principle

- Passed at 400 thrones

Date

- Summer 380YE

Cost

- 100 wains of weirwood

- 40 wains of white granite

- 35 thrones in labour costs

- 9 months to construct

Progress

- 400 thrones disbursed to Senator Bregasland

- 40 wains of white granite, 100 wains of weirwood and 35 thrones provided by Orrick after Summer Solstice 380YE.

Campaign Outcome

- The great work will provide 1080 rings per territory spread between the farms there.

- This great work will also be able to reduce the effects of natural decay on the armies of a single nation, more information can be found here

- Work was completed on the Imperial Breadbasket shortly before the Spring Equinox 381YE.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Imperial_Breadbasket&oldid=53936"

Construct the Ministry of Industry and Skarsind Trade

To build the Ministry of Industry and Skarsind Trade, in the territory of Temeschwar. This will form part of the greater Torfast ministries.

Proposed by Kahraman, seconded by Madruga

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Passed

- This motion was to take advantage of the opportunity presented to improve the wealth of Skarsind.

Date

- Spring 380YE

Cost

- 8 wains of White Granite

- 2 Thrones in labour costs

- Time : 3 months to construct

Progress

- 8 wains of white granite and 2 thrones provided by Gant Archama after Spring Equinox 380YE.

Campaign Outcome

- The Northern Traders Guild has been built in Temeschwar city proper, in the region of Hanuri.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Ministry_of_Industry_and_Skarsind_Trade&oldid=46018"

Construct the Park of Holberg

To commission a Great Work in Holberg, restoring the Holmauer and building the opportunity of a Park, costing

60 wains of Weirwood 40 wains of White Granite 25 Thrones 3 Seasons Labour

To be self-funded by the citizens of Holberg for the prosperity of the Empire.

Proposed by Holberg, seconded by Feroz

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- This motion was to take advantage of the opportunity to clear the ruins of Holmauer to create sufficient space for parks.

- Passed

Date

- Spring 380YE

Cost

- 60 wains of Weirwood

- 40 wains of White Granite

- 25 Thrones in labour costs

- Time : 9 months construction time.

Progress

- 10 wains of white granite, 15 wains of weirwood, and 7 Thrones provided by Othello von Holberg after the Autumn Equinox 380YE.

- 5 wains of white granite, 30 wains of weirwood provided by Irina Kardaovich after Winter Solstice 380YE.

- 10 wains of white granite, 3 wains of weirwood, and 18 thrones provided by Caerwynn von Holberg after Autumn Equinox 381Y

- 15 wains of white granite and 12 wains of weirwood provided by Lorenzo “La Volpe” Macelliao von Temeschwar after Autumn Equinox 381YE.

Campaign Outcome

- Holmauer Park was completed shortly before the Winter Solstice 381YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Park_of_Holberg&oldid=61895"

Construct the Pilgrim's Rest

To construct a sinecure, The Pilgrim's Rest, in Kallavesa Marsh, Kallavesa.

Costing ten wains of white granite and twenty crowns, to be self funded.

Creating the Imperial title Crow Keeper of the Rest, providing twelve votes in the Synod and 6 liao per season.

Appointment by Wintermark National Assembly.

Revocation by Wintermark National Assembly, General Assembly or the Assembly of Nine.

Proposed by Kallavesa, Seconded by Semmerholm

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- A sinecure in Kallavesa Marsh, Kallavesa

- Passed

Date

- Autumn 380YE

Cost

- 10 wains of white granite

- 20 crowns in labour costs

- 3 months to construct

Progress

- 10 wains of white granite and 20 crowns provided by Kitsana after the Winter Solstice 380YE.

Campaign Outcome

- This sinecure, once complete, will create the Wintermark national title of Crow Keeper of the Rest

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Pilgrim%27s_Rest&oldid=52585"

Construct the Signori d’Argento Vineyards

Proposal to create the ‘Signori d’Argento Vineyards’ in Foracci, Sarvos. A plantation of the most exquisite cultivars of Catazarro wines to be planted at the outskirts of Aversa Estate. The vineyards will be under the jurisdiction of the ‘Vine Tender of the Signori d’Argento vineyards’, a national League position appointed by the League Senators. It will be a self funded money sinecure with no upkeep.

Proposed by Temeschwar, Seconded by Holberg.

Overview

- Passed

Date

- Summer 381YE

Constitution

- This motioned was abrogated by the Senate at the Summers Solstice 381YE, although Brother Dagon of the Shattered Tower, as holder of an Imperial Wayleave later recommissioned it.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Signori_d’Argento_Vineyards&oldid=55332"

Construct the Signori d’Argento Vineyards II

Announcement: to build a vineyard cf. an earlier motion, and subsequent abrogation.

Announced by Brother Dagon of the Shattered Tower.

Overview

- This announcement relates to an earlier motion and abrogation of a motion to build a vineyard money sinecure in Sarvos.

- This sinecure was announced by a holder of an Imperial Wayleave, using the legal power to commission constructions delegated to them by the Senate.

Date

- Summer 381YE

Progress

- 10 wains of weirwood and 20 crowns provided by Giacomo Corvinoscuro after Summer Solstice 381YE.

Campaign Outcome

- The Vineyards will be completed by the Autumn Equinox 381YE, and created the title Signori d'Argento Vine Tender.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Signori_d’Argento_Vineyards_II&oldid=55161"

Construct the Skarsind School of Warcasting

Construct a mana sinecure in Estermark, Skarsind

Creates the title of Headteacher of the Skarsind College of Warcasting

Lifetime Appointment by the Imperial Orcs Senators

Approved by the Civilian Commissioner of the Imperial Orcs

Overview

- A sinecure in Estermark, Skarsind

- This motion was approved by the Civilian Commissioner of The Imperial Orcs using the legal power to commission constructions delegated to them by the Senate

Date

- Summer 380YE

Cost

- Unknown, but standard costs apply

Progress

- 10 wains of mithril and 20 crowns provided by Bloodcrow Yargol after Summer Solstice 380YE.

Campaign Outcome

- Once completed, this sinecure will create the National title of Preceptor of the Skarsind College of Warcasting, appointed by unanimous decision of the Imperial Orcs Senators

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Skarsind_School_of_Warcasting&oldid=46837"

Construct the Tassato Mana Exchange

To commission a mana ministry in Tassato

The Tassato Mana Exchange

Proposed by Tassato, Seconded by Kahraman

Overview

- A ministry in Tassato arranging the purchase of Mana Crystals

- Passed in principle

- Passed at 80 Thrones

Date

- Winter 379YE

Cost

- The motion does not specify the size of the ministry, but standard costs apply.

Progress

- 80 Thrones disbursed to Senator Tassato

- 16 wains of mithril supplied by Cesare Sanguineo Rezia Di Tassato after Spring Equinox 380YE.

Campaign Outcome

- The mana exchange has now been constructed in Mestra in Tassato

- The Imperial title of Steward of the Tassato Mana Exchange is a League national appointment.

Constitution

- No information is provided as to how large this ministry is. The senator may decide this.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Tassato_Mana_Exchange&oldid=46438"

Construct the Weaver's Market

To construct a mana ministry in Skarsind named "the weavers' market as a self-funded Imperial Orc National Bourse position, appointed in the usual way.

Proposed by Sarvos, Seconded by Redoubt

Overview

- A ministry in Skarsind allowing the purchase of crystal mana.

- Passed in principle

Date

- Autumn 381YE

Cost

- Standard costs apply; this is only the minimum required to construct the ministry there is no upper limit.

- 12 wains of mithril

- 3 Thrones labour costs

- 3 months to construct

Progress

- None

Campaign Outcome

- The ministry automatically created the Imperial title of Four Seasons' Boneweaver appointed by Imperial Orcs who own a military unit.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_Weaver%27s_Market&oldid=62754"

Construct the expansion of Spiral Castle

To commission the expansion of Spiral Castle, Weirwater such that the area possible to implement resupply includes the Territories adjacent to Weirwater.

Proposed by Astolat, Seconded by Tassato

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Campaign Outcome

Overview

- The Castellan of Spiral Castle is able to utilise their power of resupply on any army that spends the entire season in either Weirwater, Karsk, Karov, Astolat or Semmerholm.

- Passed

Date

- Spring 380YE

Cost

- The upkeep of Spiral Castle has increased from 7 Thrones to 10 Thrones per season.

Campaign Outcome

- The Castellan of Spiral Castle now has he power to resupply an army in a territory adjacent to Weirwater.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_expansion_of_Spiral_Castle&oldid=47716"

Construct the market town of New Dunhall

To build a market town, New Dunhall, which will be a sinecure generating coin. This is to begin to rebuild after the catastrophic loss of Dunhearth Hall into the recent collapse.To be built near the ruins of Dunhall in Hahnmark, and to be looked over by the Caretaker of New Dunhall. Requires funds.

Proposed by Semersuaq, Seconded by the Conscience.

Overview

- Passed at 30 Thrones.

Date

- Summer 381YE

Progress

- 20 wains of white granite and 40 crowns provided by Atte Arrow-Tongue Metsastajason after the Summer Solstice 381YE.

Campaign Outcome

- The market town will be complete by the time of the Autumn Equinox 381YE.

- The senator who raised the motion has indicated that the Caretaker of New Dunhall will be a Wintermark national appointment.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_the_market_town_of_New_Dunhall&oldid=55143"

Construct theatre in Temeschwar

To construct a theatre in Temeschwar to celebrate the Pride of the city.

Proposed by Temeschwar, Seconded by Semmerholm

Overview

- A great work in Temeschwar to take advantage of the opportunity that presented itself during the recent period of inspiration

- Passed

Date

- Winter 380YE

Cost

- 15 wains of white granite

- 5 wains of weirwood

- 5 thrones

- 3 months to construct

Progress

- 15 wains of white granite, 5 wains of weirwood and 5 thrones provided by Lorenzo “La Volpe” Macelliao von Temeschwar after Winter Solstice 380YE.

Campaign Outcome

- The great work will provide a 15 liao and 30 votes in the Imperial Synod spread amongst those citizens of Temeschwar dedicated to Pride who own congregations each season, following attendance at the Anvil Summit

- The Bloody Great Theatre was completed shortly before the Spring Equinox 381YE.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_theatre_in_Temeschwar&oldid=52711"

Construct tomb for Empress Giselle

To move the body of Empress Giselle to the city of Temeschwar and construct a tomb for her body there.

This tomb will have a position appointed by the league national assembly to oversee the tomb.

This position, Guardian of the Tombs, will receive liao and votes in the Synod.

Proposed by Temeschwar, Seconded by Sarvos

Overview

- A sinecure in Temeschwar

- This motion dealt with the current controversy over the location of Empress Giselle detailed here

- Passed

Date

- Autumn 380YE

Cost

- Unknown, but there are certain options presented here

Progress

- 10 wains of white granite and 20 crowns provided by

Campaign Outcome

- The sarcophagus of Empress Giselle has been moved to Temeschwar.

- This sinecure, once complete, will create the League national title of Guardian of the Tomb

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_tomb_for_Empress_Giselle&oldid=52589"

Construct trade hub in Upwold

To undertake to build a trade hub with the Faraden in King’s Stoke in Upwold, to further economic and diplomatic ties between the Empire and Faraden. Half of the cost to be provided by the Marches and half by Lady Sarelta of the Red Moon, of the Faraden.

Proposed by Upwold, Seconded by Bregasland.

Overview

- Passed

Date

- Summer 381YE

Costs

- Special

- The minimum cost is estimated at 20 wains of weirwood, 20 wains of white granite, and 80 crowns

- The Faraden have committed to providing the white granite and 40 crowns towards the labour costs; if a larger enclave is built they will match the weirwood the Empire provides and half the labout costs.

Progress

- 20 wains of weirwood and 5 thrones provided by Henry Ward after Autumn Equinox 381YE.

Campaign Outcome

- When completed, the trade hub is expected to function as a great work providing a share of funds to Marcher citizens who own farms and businesses.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_trade_hub_in_Upwold&oldid=58811"

Construct vale in Karsk

Construct a new vale on the site of Ivarsgard in Lestazny, Karsk.

This will take the form of a folly. This building will be self-funded.

Proposed by Karsk, Seconded by Hahnmark

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Passed

Date

- Spring 380YE

Cost

- Unknown, but standard costs apply

Progress

- 10 wains of white granite, 10 wains of weirwood, and 5 thrones provided by Maarit Akkova Cendro after Spring Equinox 380YE.

Campaign Outcome

- The majority of the basic construction work on the new vale of Ivarsgard is now complete.

- The civil service will be investigating what assistance it can offer to the exiles of Ivarsgard who wish to return to their rejuvenated vale.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_vale_in_Karsk&oldid=46507"

Construct village expansion in Volodmartz

Construction of a village expansion to house the growing vigilant population of a virtuous mine in Volodmartz, that would function in the manner of a sinecure. Self funded, no upkeep.

Proposed by Volodmartz, Seconded by Karsk

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

- 6 Consitution

Overview

- A sinecure that produces money in Volodmartz

- Passed

Date

- Spring 381YE

Cost

- 10 wains of white granite

- 20 crowns in labour costs

- 3 months to construct

Progress

- 9 wains of white granite and 20 crowns provided by Vuk The Wolfeater after Spring Equinox 381YE.

- 1 wain of white granite provided by Sigourney Kavov after Spring Equinox 381YE.

Campaign Outcome

- Certain necessary details are required before construction can be started.

- This sinecure, once completed, will create a new title, Keeper of Berislav's Rest.

Consitution

- This sinecure is a Varushkan national position with tenure.

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Contact the Lasambrian orcs

Contact the Lasambrian orcs to discuss the possibility of removing themselves from Segura and alliance against the Jotun.

Proposed by Therunin, seconded by Upwold.

Overview

- Open diplomatic relations with the Lasambrian orcs.

Date

- Spring Equinox 378YE

Campaign Outcome

- Attempts were made to send Winged Messengers to the Lasambrian orcs.

Voting

State

Votes For

Votes Against

Result

In Principle

25

0

Passed

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Conversion of Overton Garrison

To commission the conversion of the Overton Garrison in Overton, Mournwold into a sinecure, The Sheriff's House in Overton, Mournwold to stem the banditry and raiding on the Mournwold mines and reclaim ore.

Sinecure to create the annual national title Sheriff of Overton to be appointed by a vote of Marcher farmers revocable by the Marcher national assembly.

Proposed by Upwold, Seconded by Bregasland

Overview

- A sinecure in Overton, Greensward, Mournwold.

- Passed

Date

- Spring 380YE

Cost

- None

Progress

- The conversion work will be completed by the Summer Solstice 380YE, ready to be elected at the Anvil Summit.

Campaign Outcome

- Following the completion of Orchard's Watch the Overton garrison was obselete and disbanded.

- When the conversion work is completed, this sinecure will automatically create the Marcher national title of Sheriff of Overton.

- It is currently unclear which of the ores will be recovered.

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Conviction

"Reikos is no more. Our home - the cradle of our virtue - has been steeped in the noxious bile of our enemies. What grows here now is only misery and despair. The land has turned against us - those who have survived the Druj will find only death here now."

The wild-eyed preacher stood atop the mound, his clothes ragged and torn, his hair and fingers stained with dirt. His pronouncements of doom had angered some and they have moved on quickly - but a large crowd remained - gripped by the fervent preacher's words. Many bore physical marks of their captivity, vivid weals and scars at wrists and ankles. The Black Thorns had moved through here only days earlier driving the orcs before them and freeing the slaves from the Druj camps.

"The Druj are but one part of our destruction. Our Senate barters away the Empire to the northern orcs to buy peace from them - but the horns of war blow on every border of the Empire. We are beset on all sides. Besieged - we cannot hold. Death is come upon us. She is inexorable, the hound that pulls down the hind. Not the little death - not release into the Labyrinth. I speak of true death! Our souls themselves lost as our Empire is torn down!"

A drop of spittle ran from the preacher's lips. His hands continued gesturing even when he stopped speaking, moving back and forth abruptly as if animated by a will of their own and seeking to underpin the threats the priest warned of.

"It is time now! Just as our souls enter the labyrinth and are reborn - so must our Empire be reborn. Reforged, the nations of humanity will come together as they did only once before. Only once have we been truly united - when SHE walked the land. When SHE led us into war. When SHE brought the Way to all humanity."

"On the day SHE entered the Labyrinth we lost the Way. What virtue did SHE follow? Lost - lost to us - lost to the darkness of the Labyrinth. That is why we have squandered HER legacy. That is how we have fallen so low. We have forgotten the faith SHE used to carry all before her!"

"No - not lost... hidden. Hidden by cardinals and gatekeepers who could not stand the light of truth that shone from HER! Buried by the priests who could not bear to submit to HER path. They destroyed the truth! These cowards stole the Way from us. By their actions they doomed us all!"

The crowd groaned, there was no-one left now who was not swept up by the preacher's words. Starved and beaten by the Druj, they had grown used to the hunger in their bellies - now they were reminded of the hunger in their soul.

"But the truth is reborn just like our souls! There are still priests in the Synod brave enough to speak the truth. Not all our silenced. Listen to the wind - there you will hear the truth. SHE was an exemplar of Courage!"

"Courage is what we need now. Courage to withstand our slavery beneath the Druj. Courage to turn their fear back on them. Courage to send the orcs crawling on their bellies back to their mountain holes. Courage to unite our great Empire beneath HER will."

"I am sent to bid you to Courage for I have seen and SHE will be reborn! Long has she laboured in the Labyrinth, but now SHE prepares for her final journey into life. Now SHE prepares to lead us in war against our enemies - to unite us once more. But only if we have the Courage to follow HER."

"We must make the Empire ready for HER! This is why SHE has not returned to us - because we are not worthy! Traitors and silver-tongued schemers have taken HER dream and twisted it into something SHE never intended. We must set it back on the right path, must have the Courage to return to HER way - and then SHE will return to lead us!"

"Our Empire must be reborn! The Way must be healed! Not seven virtues equal and the same. How can that be? A feeble lie we tell our children - a lie that suits the flatterers of every virtue in the Synod well. But if SHE was an exemplar of Courage as they finally admit - then the truth is revealed. Courage - beyond any other virtue - is what we need to follow HER through the Labyrinth. Courage above all other virtues to defeat our enemies. Only Courage will remove the fear from our hearts - only Courage can save us."

"Courage was HER virtue. This is the truth the Synod has kept from you for centuries. That is why we have fallen. That is why you laboured under the whips of the Druj."

"Courage was HER virtue. Set aside the others - and turn at the last to the truth. And you will be reborn, our Empress will be reborn, our Empire will be reborn."

"Courage was HER virtue. Who now will follow another virtue when you know that the greatest human who ever walked the earth chose this for HER path?"

"Courage was HER virtue. Who among you will step forth and be reborn. Step forth and I will anoint you in HER Name - in HER virtue."

The speaker stood, silent at the last, his hands wide, imploring the crowd to accept his words. For a moment there was silence and then a young woman stepped forward, her eyes full of fervour to receive the priest's blessing. And then the tide burst.

Contents

- 1 Overview

- 2 Significance

- 2.1 Countering Golan

- 2.2 Helping Golan

- 3 Resolution

Overview

The devastation wrought by the Druj in Reikos has scared the Highborn inhabitants both physically and spiritually. The people of Highguard pride themselves on their indomitable spirits, but even they are not immune to the bone-cutting terror they have suffered. Now that the people have been freed and the invaders have been driven from the land, some of them are beginning to raise up their heads once more and look for answers.

Into this febrile environment has come an enigmatic Highborn preacher, Golan the Wanderer. Unkempt and dishevelled, he appears to be the very antithesis of the Highborn sensibilities - and yet his words have had a powerful effect on those who have heard them.

What Golan is preaching appears to be a simple case of heresy - he claims that only Courage can save the Empire, he does not actively deny the other Virtues - but he very clearly claims that it is profoundly more important. Of course scholars have argued for centuries about the relative merits of each of the virtues, but Golan's claims are more down-to-earth - more fundamental. He claims that the First Empress was a follower of Courage.

Every Virtue has made claim to the First Empress at some point, but Golan goes much further. The First Empress founded the Empire - in effect the Empire is her legacy - and she is its paragon. She embodies it - and it embodies her. By Golan's logic this simply removes Courage from any comparison with the other virtues. The question he asks over and over is "if the greatest woman who ever lived followed Courage - why would we follow a lesser Virtue? Are you wiser than the First Empress?".

Normally this would seem to be a cut and dried case of blasphemy - yet another variant of a purification heresy. Golan's other claims may be simply more fantastic than blasphemous - that the Empire stands on the brink of destruction - only the rebirth of the First Empress can save it - and that that can only happen when the Empire pursues Courage above all other Virtues.

However the legal situation is somewhat confused by a recent Judgement by the Synod, in which the Assembly of Courage unanimously declared the First Empress to be an exemplar of their faith. This is a point repeatedly referenced by Golan in his speeches - and he is clearly using it to build his audience - even as he claims that the proof will be when the Synod acts to suppress this essential truth.

Golan's speeches seem to be confined to Reikos at present, but it seems likely that he has his sights set on transforming the entire Empire.

Significance

Golan's preaching is taking root, but has not yet had a significant effect. However, if Golan's following continues to grow then the effects will be very noticeable by the time of the Spring Equinox. Congregations lead by priests dedicated to Courage are already seeing numbers swell in response to Golan's teachings - while other Virtues are beginning to suffer by comparison.

If nothing happens - then every congregation in Reikos operated by a priest dedicated to Courage will see a significant gain in the amount of liao and the number of votes they receive. Conversely all other congregations will see a loss of liao and votes.

Worse, if Golan continues his campaign unchecked, then he may be able to spread his message to other territories.

Countering Golan

If the General Assembly or the Virtue Assemblies passes a judgement refuting the claim that the First Empress was an exemplar of Courage and names a priest to travel to Reikos with 50 liao, then they can stop the heretical priest from influencing any further Highborn citizens and undo the work he has done thus far.

Alternatively the Synod might wish to put Golan to Inquisition and attempt to summon him to Anvil to answer his critics. It cannot compel a citizen to attend, but Golan seems to have no fear of the Synod or any punishment they may hand down. Rather he seems keen to invite such punishment, perhaps believing that a martyr will give credence to his claims that the truth is being suppressed by the Synod.

Helping Golan

If the Courage Assembly or the Highborn Assembly passes a judgement supporting Golan's claims then the backing of the Synod will provide a massive boost to his efforts. If the Synod names a priest to travel to Highguard with 25 liao, then they can spread the effects of Golan's teaching to every territory in Highguard.

Ultimately Golan is claiming that the First Empress is a paragon of Courage - that in effect the entire Empire is an edifice built on Courage and that it can only triumph when it is dedicated entirely to that Virtue. If the General Assembly passes a judgement in support of this claim, recognizes the statement of the Assembly of Courage that she is an Exemplar, or raises the First Empress to the status of Paragon of Courage, then a named priest chosen by either the General Assembly or the Assembly of Courage could spread this word across the Empire. This would require 100 liao - but every congregation in the Empire would then experience the same effects as will soon be felt in Reikos. The priest would need to named as part of a separate statement of principle raised by either the General Assembly, the Assembly of Courage, or the Assembly of Nine.

In the event that multiple incompatible judgements are passed, the judgement that has had the largest amount of liao spent on it takes precedence.

Resolution

The Imperial Synod made three judgements in this regard.

The Courage assembly passed the judgement "The Assembly of Courage calls for a campaign of preaching in the territory of Reikos, teaching how the Virtue of Courage stands alongside the other Virtues as an inspiration against fear and ruin. The campaign will be led by Nina of Cantiarch's Hold and be supported by at least 25 vials of liao to inspire virtue through virtuous auras."

The General assembly also passed the judgement "Golan the Wanderer is false in his preaching that purifying the Empire to Courage will cause the First Empress to Return. We know this for I, Yael, am the First Empress returned from beyond the Labyrinth and reborn among the people of my Empire. I shall come among the Citizens of Reikos to tell them of my vision of the Labyrinth and of the Land Without Tears."

Finally, the Courage assembly declared an Inquisition on Golan "Inquisition to call Golan of Reikos to stand before the justice of the Synod on charges of Blasphemy, Heresy and Idolatry. As author of the Recognition of the First Empress I request the opportunity. Inquisition to occur at the Spring Equinox 380YE. " There has been no immediate response from Golan.

Unfortunately, Nina of Cantiarch's Hold did not gather sufficient liao to significantly influence the people of Reikos - the minimum threshold was 50 liao to refute Golan's claims. It becomes clear very quickly (before any liao is spent) that she has insufficient liao to influence the people of Reikos.

In contrast Yael's judgement (backed up virtuous auras) that Golan is incorrect because the Empress has already been reborn has inflamed the situation.

Her claims have cast doubt on some of Golan's claims - that the Empress will not be reborn until the Empire adopts Courage wholeheartedly - but they have done nothing to undermine his central tenet that if the First Empress is an Exemplar of Courage then Courage must be the key virtue of the Way. If anything many of his followers seem more than ready to accept Yael's claims because they see them as adding weight to Golan's wider preachings that Courage is the preeminent virtue...

This means that all congregations in Highguard lead by priests dedicated to Courage are receiving additional votes and liao due to massively increased attendance, while those lead by priests who are not dedicated to Courage are seeing reduced attendance and consequently their influence in the Synod is somewhat reduced, and they have somewhat less liao that they might expect.

There is likely to be further information about the situation regarding Golan and his preaching in the Winds of Fortune before Event 2.

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Cora Holdfast

Virtue

Cora Holdfast was recognised as an Exemplar of Loyalty by the Loyalty Assembly, then by the General Assembly, at the Anvil Summit of the Summer Solstice 379 YE. Her friend and congregant Cerwynn Brackensong raised both judgements.

Biography

Cora was born and raised in Holdfast Steading in Therunin. Trained as a physick, she took the Brand oath to lead her steading in 377YE.

She displayed the fierce personal confidence and forceful disposition of her high Cambion lineage, modelling herself on the ideal of the leader-who-serves. Her personal brand of Loyalty was strictly pragmatic and famously no-nonsense, and her (self-professed) "meddling" knew no bounds of nation or status. In the turmoil following the death of Empress Britta, she quickly established herself as a factotum, someone who could get things done across and beyond the Anvil field.

She was involved in the founding of the Anvil Hospital & Imperial School of Medicine , where her practical disposition lent itself well to the work of triaging critically injured heroes. She served regularly there, both as a physick and the organiser of physicks, and her personal set of surgical tools - now hallowed - were passed to the hospital after her death.

Contents

- 1 Virtue

- 2 Biography

- 3 Signs

- 4 Inspirational Tomb

- 5 Cora Holdfast in play

Cora was also instrumental in creating the Book of Oaths, a book detailing binding promises which is kept among the members of the Loyalty Assembly.

In 377YE, Cora used True Liao to experience a vision of one of her past lives. The tale she told was one of infiltration among the subjects of the Thule, and of a powerful Loyalty to family and mission which cost her that life. When she returned, that act of Loyalty seemed to have burned itself into her soul, for her dedication had grown dramatically stronger. Some congregants were drawn to her in the aftermath of this seemingly miraculous development, and in the course of advising them, she came to believe that her place in the Great Dance was as a guide.

She served for some time as a respected member of the militia, helping bring criminals to justice - which proved somewhat ironic given the tragic events surrounding her death. Cora was murdered at Anvil - or more correctly assassinated, by some accounts. She was found dying near the Hospital, and conveyed to be with her steading and her friends. A number of testimonies were placed upon her before her death, chief among them, "Inspiring Teacher".

As a leader, an organiser, and a brand, Cora always acted as the equal of those who followed her example, and they followed her not for any rank but for the Loyalty she inspired. At her funeral were pilgrims from many Imperial nations, many of whom she had personally dedicated to Loyalty.

Signs

Cora Holdfast was pronounced an exemplar during a time when the Tribune of the Synod did not require a formal declaration of signs fulfilled, but her story shows evidence of the following signs:

- As a key founder of the Anvil Hospital, Cora's dedication to the work of keeping the Empire's heroes alive served as an inspiration to the healers of the Empire. Some of her followers claim that she inspired a movement that would arguably culminate in the decision of the Valiant Pegasus army to take on the hospitaller role among the armies of Highguard and even the creation of the Silver Chalice Conclave order - although both events occurred several years after she was murdered.

- An appropriately low-key and practical legacy for Cora Holdfast to have left is the hallowed set of surgeon's tools which are still in frequent use at the Anvil Hospital. The Book of Oaths, which is carried and which is still used by members of the Loyalty Assembly, is seen as a more traditional legacy.

- As a physick and later as a guide, Cora showed her benevolence through her dedication to the protection and service of those who needed healing and guidance - and when her efforts were not enough, she organised others to the same task. Her followers say that she came to serve as the centre of a web of loyalties, both those she held and those held to her, and many learned by her example.

- Cora undertook a pilgrimage to Bastion during her final years, but like many pious Navarri, she regarded her pilgrimage as her progression along the Great Dance. Coming into a profound understanding of the true meaning of Loyalty and swearing her guide's oath marked the culmination of a journey into the heart of her faith.

- Some of her followers have attempted to claim the spontaneous flourishing of her dedication after emerging from the Labyrinth of Ages is a miracle, but this has largely been discounted. Such odd spiritual effects are by no means uncommon as a consequence of a True Liao vision.

Inspirational Tomb

An inspirational tomb dedicated to Cora Holdfast was commissioned by the Imperial Senate in Summer 381YE. Work was overseen by the Highborn magister Cadeus of the Shattered Tower, and swiftly completed. The tomb stands in High Chalcis, on Chalcis Mount. The tomb is quite extensive, and is watched over by an Imperial title: Claviger of the Basilica of Cora Holdfast.

Cora Holdfast in play

Cora is an exemplar who inspires the faithful to get on with it. The best way to serve others is to make sure that people get what they need, whether that's a splint, seven wains of weirwood or a good sharp talking-to. Physicks may be inspired by her actions with the Anvil Hospital; leaders may be inspired by her down-to-earth attitude as a means of building bonds of Loyalty; anyone beset by trials which threaten to overwhelm them may be inspired by her example to seek help.

Cora Holdfast was a player-character in life, and as such while it is appropriate to play a character who is inspired by her story, it would be inappropriate to add any extensive background elements without discussion with Profound Decisions.

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Corsair

The only difference between a privateer and a merchant is that the privateers get their goods cheaper.

Freeborn Proverb

Contents

- 1 Overview

- 2 Military heritage

- 3 Creating a Corsair

- 4 Playing a Corsair

Overview

Corsairs epitomise Freeborn daring and adventure. Since the earliest days of the Brass Coast, their ships have ranged across the known world seeking opportunities for trade and excitement and defending both Freeborn and Imperial interests at sea. The corsairs embrace these traditions, but they excel as sea-borne raiders who prey on barbarian shipping passing through the Bay of Catazar. The Freeborn detest piracy, but they regard privateering as a perfectly legitimate form of warfare - and a highly profitable one at that. By focusing their attacks against the ships (and occasionally coastal settlements) of nations the Imperial Senate has declared barbarians, they not only avoid censure but gain the approval of the Empire.

Few corsairs are just privateers - most engage in foreign trade when it suits them, especially when the Bay is undergoing a period of relative stability. Their most common enemy is the Grendel but it has been decades since a serious Grendel attack has threatened the Empire, and most of that force were sunk long before they reached shore. There are still sporadic engagements between the orc ships and the ships of corsairs, of course, but increasingly corsair families are looking further afield - to trade with foreign nations.

There is a significant difference between a pirate and a privateer. If the Freeborn applaud the triumphs of their corsairs, and enjoy the wealth and plunder they bring back, the Empire tolerate it because the actions of the corsairs damage the barbarians who dwell across the bay from attempting a naval invasion. Problems arise if a corsair chooses to engage in piracy against the shipping of a foreign nation that is not at war with the Empire. Though more profitable, this can lead to a breakdown in diplomatic relations or even a shift towards open hostility. This can, in turn, prompt sweeping action by the Senate - as seen in the Summer 378YE motion to place civil service observers on all ships leaving Imperial ports.

There is some grey area where ships belonging to slavers are concerned - more than one corsair has justified attacks against vessels from the Asavean Archipelago and the Principalities of Jarm as missions to free slaves.

As professional sailors, corsairs often have their own odd traditions which are unique to their ship or family. While they make light of it, corsairs often appear superstitious to outsiders. They often express the idea that luck, fortune, or chance are things that can be attracted or driven away and engage in odd behaviours intended to encourage good luck or discourage bad luck. Partly, this stems from the sailor's awareness of how much their life and livelihood depends on the vagaries of forces beyond their control - especially the weather. Many corsair songs and stories personify luck as a whimsical man or woman, a force of nature akin to a storm. When luck is with a corsair, this figure is friendly. When luck turns sour, this mythical figure turns cruel and hateful. Fortune is often depicted as the paramour of Death, alternately seeking and fleeing the grim reaper's embrace.

Corsairs who are followers of the Way tend to hold the exemplar Zemress in special regard. Occasionally, a corsair priest will attempt to have Emperor Barabbas recognised as an exemplar of Prosperity - many corsair families got their start thanks to the Highborn Emperor's shipbuilding programs - but the idea has never gained much traction due to the prevailing opinion that Barabbas was a profligate fool.

Military heritage

Whereas many families maintain a small, well-equipped force of warriors, it is much more common for everyone in a corsair family to be able to fight except for a small, well-financed force who take a more supportive role. This tendency to encourage everyone on a crew to learn to fight helps make the corsairs the scourge of the open sea - and is sometimes the only difference between them a traditional Freeborn family.

Unlike other Freeborn warriors, who are used to fighting in large open spaces, corsairs developed their fighting style on ships, on the narrow alleys of ramshackle pirate ports, and on treacherous beaches all over the world. Each corsair fights in the style they are comfortable with - one may favour a hooked axe, another a pair of short blades. Battles at sea often begin with an exchange of missiles - as a consequence, many corsairs are proficient with javelins or bows, and while it is not common the Catazarri crossbow is also a popular weapon. The bhuj - the trademark Freeborn heavy spear - is also popular, especially among shipboard marines who value the ease with which they can skewer boarders or send them tumbling into the sea.

Because they value mobility (and the ability to swim), many corsairs are lightly armoured. The bold show off their success with ornately gilded plate, especially if they are anticipating a fight on land. More pragmatic corsairs favour a hauberk of mithril scale with an easily-doffed helmet and toughened leather greaves and bracers.

In battle, many corsair captains like to lay out a goal or goals for an engagement then trust the crew to get on with it, rather than spend time on complicated tactical plans or worrying about contingencies. On the occasions where a corsair has served as a Freeborn general, they have been notable for their commitment to making sure the soldiers under their command understand as much about a battle as possible - the better to empower them to react to the tumultuous, changing circumstances on the field of war. Obviously, this "seat of the pants" approach to warfare can cause a great deal of friction with those used to imposing a top-down strategy.

There's a tide in everything; ride it right, and you make your fortune.

Corsair Saying

Creating a Corsair

The corsairs are designed to encourage a more general mix of fighting and trading than a traditional family. Moreso than other Freeborn, corsairs are adventurous and crave excitement. They're much more likely to take personal risks in the pursuit of profit or a new experience. They embody a swashbuckling approach to life, and to a degree are inspired by the antics of Sinbad in stories and film.

A corsair group is created like a Freeborn family but emphasises ships and fighting. The fleet resource is an obvious choice, but a band of corsairs is also likely to include one or more military units that may represent marines. That's not to say that everyone in a corsair family will be a sailor - there is plenty of room for other Freeborn archetypes. One member of a corsair family might be a priest or sutannir who oversees an island congregation, while another might be concerned with trading the goods the family brings back from barbarian ships and foreign parts to other Imperials (represented by a small business).

Most corsair families have a "base" which is almost invariably somewhere on the shores of the Brass Coast, and will represent both the harbour from which the family fleets operate and probably the location of any other personal resources. You might hail from a large settlement on the mainland such as Siroc or Cazar. Alternatively, your family may lay claim to one of the innumerable islands off the coast of Madruga and Feroz. Some small islands may be home to a single corsair family, which the larger ones are more likely to be shared by two or three groups. It is a rare corsair who is not based in Madruga or Feroz since neither Kahraman nor Segura have a coastline.

It is uncommon for a corsair family to contain a powerful ritual coven, although not unknown. When a corsair group needs magical support, they traditionally seek the aid of the hakima. Indeed, there are groups of hakima who make the corsairs the focus of their attention, concentrating on supporting and subtly guiding corsair families to the benefit of the nation. Rituals that enhance a corsair ship such as Blood and Salt and Sular's Promise are the most popular enchantments.

A lone corsair is a perfectly acceptable character concept - you might represent a larger "off screen" corsair family, or be an independent captain who embraces the free-wheeling philosophy of the corsair.

Playing a Corsair

Corsairs tend to dress more simply than other Freeborn, preferring practical trousers and a light tunic when they are working. Their flair for wealth tends to show through with jewellery worn at wrist and neck. Metal chains are especially popular with corsairs, as are pieces that appear exotic to Imperial eyes - especially those that have an exciting story attached to them.

Corsairs are not the only people who own ships in the Brass Coast by any stretch. However, the corsair character concept revolves around boats, sea-travel, and fighting. They cultivate "larger than life", flamboyant attitudes, often portraying themselves as swashbuckling adventurers. They share the traditional Freeborn distaste for personal boasting, but they take great pleasure in telling embellished stories of their escapades. The goal is to stress how exciting and dramatic their lives are, rather than how brilliant their personal accomplishments are. You may want to play your character as a little "wilder" than your fellows on the Brass Coast - enjoying the opportunities presented by "shore leave" to enjoy good food and drink and good company before returning to sea for extended periods of time cooped up on a ship in the middle of the ocean.

As a corsair, you should be aware of your luck and may want to adopt a few harmless superstitions about it. You may laugh off any suggestion that you take ideas of luck and fortune seriously, but as a sailor you are aware that random chance plays a large role in your survival and prosperity. You may engage in specific actions that you only half-believe will attract good luck or keep bad luck away.

If you own a fleet, you should consider making regular raids against the Grendel. You will earn a good living from such raids but it will also gain you valuable influence in the election for the Broken Shore Bounty, which is a seat on the Imperial Bourse that provides the rare material ilium. Many corsairs consider control of this resource to be especially prestigious, because of the triumphs needed to achieve it.

It may be worth noting that the corsair is not a criminal archetype. By default, they raid the ships of the enemies of the Empire. They do not prey on the ships of their fellow Imperial nations, nor do they regularly attack the ships of neutral foreigners.

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Corsair's Bloody Mask

Description

The Corsair's Bloody Mask empowers the wearer to perform rituals which empower a fleet or military unit.

Otherwise known as the Crimson Reaver Mask, this talisman is often crafted to resemble a ferocious green beast of the sea, spattered with the blood of its last victim; or a maniacally grinning face with blood dripping from the sides of the mouth.

Their construction sometimes incorporates Rhyv, the Rune of Blood.

Rules

- Form: Talisman. Takes the form of a ritual focus. You must be wearing this item or holding it in hand to use its magical properties.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Gain 1 rank for the Blood and Salt and Merciless Wrath of the Reaver rituals, subject to the normal rules for effective skill.

- Materials: Crafting the Corsair's Bloody Mask requires five ingots of tempest jade, three measures of dragonbone, and three measures of iridescent gloaming. It takes one month to make one of these items.

"May the wind be at your backs, your sails remain full, and your prow hold fast."

"May your blades remain keen, your armour stalwart and your minds clear. Be not afraid, for you have magic at your back."

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Corset (Redirected from Corsets in Empire)

Contents

- 1 Overview

- 2 Less Appropriate

- 3 Armour

- 4 Costume alternatives

- 4.1 Wide Belts

- 4.2 Bodice

- 4.3 Corsage

- 4.4 Fitted dresses

Overview

Although corsets are common in live-roleplaying, they are discouraged in general in Empire, as they do not fit with the setting. This is because they were little used until the Tudor period, and only in the last 40 years have they been seen as outwear - placing them firmly outside the historical influences for Empire. This page explains more about how we approach corsets in Empire.

Less Appropriate

The minimum costume standards for Empire state no jeans, t-shirts, or trainers - but as part of the social contract for the game everyone agrees to try and get the best kit possible. To make this possible we need to make clear what look and feel is ideal - and also indicate if items of costume are less appropriate.

In defining this ideal look and feel for Empire we have specifically chosen not to include some images. Some items were omitted so that the overall range of images avoids becoming too broad - we want each nation to look distinctive. Sometimes items were left out because the real world significance of them is so strong that it would impact the game, we want to avoid players confusing these nations with real world cultures. And some items are not part of the ideal because they come from a historical period that isn't part of the inspiration for the game or are too modern in feel.

Corsets are one of the pieces of clothing that is defined as "less appropriate" for Empire - because they don't fit the setting. It is permissible to use these items as part of your character's kit; creating a costume is always a compromise as time and money are limited. What we want to do is be clear on the suggestions we are making, so that players who are looking to create or improve their existing kit can be confident about what would look best for their nation.

Some players may wish to wear a corset underneath their costume, for various reasons. That's acceptable especially if the corset is not visible. In Dawn or the League part of the front could be seen filling the deep 'v' of a gown front (like a plastron). In Navarr a leather corset could be teamed up with a split skirt and rough jacket over the top. In Urizen it might be glimpsed under your robes with a sash around the middle.

Armour

Finding good armour that fits the female body is hard. Plate or brigandines made for men are usually too big, are rarely comfortable and almost never flattering. While a leather corset does not meet the rules requirement for armour in Empire - but they can make a good basis for female fitted leather armour. Layer soft leather waistcoats or short cuirass over the top and add tassets or a leather skirt. If worn with mail, the leather corset gives it shape and is very effective at lifting a lot of weight off your shoulders. Underbust designs are best as they allow more movement in the torso.

Costume alternatives

There are a range of alternatives for costume for players who want something that is figure forming or flattering without using a corset. The list below is not exhaustive, but presents some starting ideas:

Wide Belts

A wide leather belt will look great in Wintermark, in other nations you might be able to use a tightly tied sash or a stiffened fabric belt.

Bodice

Using a stiff lining fabric such as heavy linen or canvas will allow dresses to be laced or buttoned tighter without wrinkling of the fabric or bulging of the bits underneath. The bodice of a dress could also be reinforced by using a flexible plastic boning along the seam lines.

Corsage

For some nations it may be possible to use corsage within the brief. It is essentially a shaped vest that laces at the back. Historically it was worn over a bliaut (very full dress with long hanging sleeves) and featured frequently in pre-Raphaelite art. It is a simple thing to make and can be reinforced as above in order to lace it tightly over your costume. There is no reason why this couldn't also be used over trousers and shirt in a similar way to a sleeveless doublet, and would therefore work for women who aren't keen on long skirts.

Fitted dresses

A well fitted dress works wonders for the figure but is difficult to buy off the peg. If you make your own costume, one approach is to leave the side seams open from armpit (potentially up into the upper arm) to hips and lace these closed.

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Costume

Contents

- 1 Overview

- 2 Costume

- 3 Nudity and Sexual Performance

- 4 Tents

- 5 Continual Improvement

- 6 Criticism

- 7 Summary

- 8 Further Reading

Overview

We would like Empire to be an aspirational game, one where every participant strives to have the best possible kit. Kit is more than just costume, it includes the props, set dressing and everything else that players bring into the in-character area at an event. The more effort every individual puts in to their kit, the better the game becomes for everybody. But kit is expensive to make and transport to events so it can become demoralizing to make this effort if people feel other players are not trying equally hard. To get the best possible game we need everyone who participates to agree to try their best.

But all aspirational games are at risk of appearing elitist, the assumption is that participants' costume will be judged against some unknown standard, which can be intensely intimidating to new players. We want Empire to be an accessible game that anyone interested in live roleplaying can feel confident about attending. We want the game to be inclusive, to be inviting and welcoming towards everyone interested in taking part.

An aspirational hobby is one where every participant aims for the best standards they can achieve - an inclusive hobby is one where those involved accept the different standards that others can achieve. What we want for Empire is for every player to agree to try their best - but for no player to ever feel embarrassed that their best effort is not good enough.

Costume

- Basic in-character costume that does not include trainers, jeans or t-shirts

All participants must wear appropriate costume while in the in-character area during time-in. Any basic costume is acceptable provided it is very broadly medieval in style and does not include trainers, jeans or t-shirts. T-shirts are acceptable if worn under costume and are not visible.

These costume requirements are not intended to be aspirational; they are designed to allow players to attend the event with absolute confidence that their costume is good enough to play the game. Most of our players want to create fantastic kit, but the purpose of these simple rules is to make clear that these are the minimum standards that players can demand of each other. It is important to encourage everybody to make the best effort they can, but it is not appropriate to make other players feel unwelcome because their kit only meets these basic requirements.

Nudity and Sexual Performance

- Nudity and sexual performances are prohibited at events

Public nudity, of the kind that would not be permissible on a beach on which children are playing, is not acceptable at Empire. Clothing and costume should ensure that genitalia and nipples (if female) are completely covered. The only exception to this is for those who are breast-feeding, which is perfectly acceptable at Empire.

Performance roleplaying that is focussed on sexual displays are not acceptable at events. This means that anything involving nudity, striptease, erotic dance, burlesque or similar is not permitted.

Tents

- Dome tents and party tents may not be pitched in the in-character area

- Tents made mostly from nylon, polyester or similarly reflective materials may not be pitched in the in-character area

Our events feature separate in-character and out-of-character camping areas, so players with modern tents are welcome to bring them to the event and use them in the out-of-character field. But modern dome tents and party tents may not be pitched in the in-character area. Some fabrics that are part plastic or impregnated with plastic are fine; materials like polyhemp are positively ideal for guy ropes at Empire. But tents that are obviously synthetic, such as those made of nylon or any material that is sufficiently plastic that it becomes glossy and highly reflective cannot be used in the in-character area.

The standards are much more demanding for tents in the in-character area because modern tents are very disruptive to the immersion of the event. No player who is interested in attending Empire should feel they have to have a in-character tent to play the game. Period tents are expensive and we recommend that players focus on improving their kit in preference to getting a suitable in-character tent if resources are limited. The field will be filled with scores of in-character tents as well as the sets and structures that Profound Decisions build on the site.

Continual Improvement

- Players commit to get the best kit they can given their skills and resources

- Participants commit to continual improvement of their kit between events

Every individual has different amounts of time, experience and resources available to them. Some players have enough disposable income to buy the costume they want to wear, some have the skills and experience to make their own, while others have been LRPing long enough to own many excellent pieces of kit already. Many of us are not that fortunate, our budget and skills are limited, and we may not have exactly the right costume for the game.

The best way to build a game that looks amazing but is welcoming to all is to focus on improvement over time. No costume is perfect - every costume from the simplest home-made tunic to the most expensive tailored outfit can be improved. You can add accessories to improve the overall look or replace parts of the kit with better items. Our kit includes everything we have with us in the in-character area - every element matters so the more we can eliminate even the smallest out-of-character items from our costume and our camps then the more immersive the field becomes.

By committing to continually re-examining your kit between events then you can ensure that the kit you start with improves over time. Just as with creating your kit in the first place, the time and money you can spare to improve your kit has to be your own choice, not something that anyone else can dictate.

The wiki lists scores of links for traders who sell good quality kit and pages of costume advice to help players improve their kit, including a page of suggestions on how to develop your kit on different levels of budget.

Criticism

- Few players want to have other participants judging their appearance

- Participants should not criticize other player's kit

Many of us are self-conscious about our appearance; few people want to feel they are being judged on their appearance by others. One of the hardest challenges in live roleplaying is communicating the idea that kit and costume are important - that every element is important and that the organizers expect every participant to try their best - without putting players off by appearing elitist. The level of effort made by players is important because it sets the costume standards for the event which affects everyone's enjoyment. But if you are being asked to make an effort with your kit then it can be difficult to imagine that you won't be judged on the basis of how good your kit is.

Because of this our code of conduct asks all Empire participants to avoid criticizing other player's kit. Although we encourage everyone to get the best costume they can, we don't judge how successful they are. We respect the efforts made by our players and require everyone who plays the game to do likewise. It is fine to give advice to our friends on how to improve costume if they ask for it; but criticism from strangers - in person or even worse on-line - is never welcome. It does not matter if a piece of kit is not the right period, or the right style, because you should assume that the player in question has followed our guidelines and made the best effort they can.

If you have a legitimate concern that another participant's costume does not meet our minimum costume standards or is strongly inappropriate for the setting then you should inform Profound Decisions or a member of our crew if you are at an event. We will judge if our guidelines have been contravened and what action is required. If someone is violating the rules regarding nudity or sexual performance, then please ask them to stop immediately or report the matter to a member of our crew.

Summary

We are striving to make Empire an amazing game. We want to see incredible in-character camps and buildings populated with characters with beautiful costume. We want players to be able to wander through the site without seeing modern items that jar with the setting. The only way that can happen is if everyone involved with the game, the organizers, the crew, the traders and the players make it happen. The only way to play in an awesome game is for everyone who participates to make an awesome effort to make the game special. But the best way to achieve that is through encouragement to nurture enthusiasm, it won't happen through elitism or criticism. To ensure that Empire remains inclusive and open to everyone who wants to play we've made these rules to help players who have made their best effort with the kit feel confident that they are welcome to play the game.

Further Reading

- Conduct

- Reporting

- Online

- Costume

- Language

- Must Avoid Policy

- OOC Design

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Costume&oldid=63698"

Cotehardie

The cotehardie developed from the kirtle or tunic, a basic pull on, t-shaped gown. The cotehardie emerged when its precursors became more fitted, adding either button or lace up the front. Cotehardies can also lace up the side, or in the back (showing status as help is required!) and can be as tight or loose as desired.

The cotehardie comes in many lengths - from high on the thigh to floor length. It hangs best when made in heavier fabrics. Generally these dresses are made from wool, but heavier weights of linen or cotton are also suitable. The cotehardie tends to denote higher status than a simple tunic.

In particular long cotehardies are usually worn over a lightweight underdress called a shift which can be made by simply adding some panels to a t-tunic to allow for movement. All of these dresses are straightforward to make either from patterns or from pattern diagrams and are easy to buy from both reenactment and LARP suppliers.

These dresses can be worn with the skirt tucked into the belt at the front to display the shift underneath, or show off a fancy lining.

- Instructions on creating cotehardies

- Period Patterns 21

- Period Patterns 23

- Reconstructing History 022

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Council address

I've heard what General Igund suggests and I have a counter proposal; I warn you now, it involves less heroism and fewer dead soldiers. Nobody wins a war by dying. You win a war by making the other bastards die in such numbers that they run back across the mountains with their scaly tails between their legs.

General Nadia, Boyar of the Black Hills

Contents

- 1 Overview

- 2 Procedure

- 2.1 Raising an address

- 2.2 Presentation

- 2.3 Discussion

- 2.4 Decision

- 3 Further Reading

- 3.1 Core Brief

- 3.2 Additional Information

Overview

A Council address is an opportunity for an individual to speak to the Imperial Military Council during a Council session. Only a handful of Imperial titles confer the right to address the Military Council, .

The Senate may create new Imperial titles with this power if they wish; this is most appropriate where the holder of the title does not attend Military Council meetings, but has responsibilities that require them to report to the Military Council.

Procedure

Raising an address

An Imperial citizen who has the right to address the Military Council may do so by informing the Herald of the Council of their intention. The Herald will add the item to the agenda for the next session. The Herald will record the general nature of the address, and a citizen who deviates dramatically from their declared topic risks censure.

The citizen should ensure that they are present at the chamber at the start of the session. They are likely to be called early as addresses are usually dealt with before other agenda items, but after reports from the Field Marshal and the Herald.

Presentation

The citizen making an address will be allowed five minutes to speak during which those present are expected to remain reasonably quiet. The purpose of an address is to present the Council with information that is of interest to them, or to request their assistance. Individuals who try the Council's patience by talking too long on a subject that it is clearly of diminishing interest to everyone present may be directed to conclude their address early by the Herald.

Discussion

After the presentation is complete, the Herald may allow some time for members of the Council to ask questions and for the speaker to reply. The amount of time allocated to such discussions depends entirely on how much additional business the Military Council has. It is possible that discussion will have to be perfunctory.

Decision

It is possible that the address will require the Military Council to make a decision - either to use on of its powers or to otherwise present a collective opinion. If necessary, the Herald will call for a vote.

Further Reading

Core Brief

- Muster

- Council Session

- Powers of the Imperial Military Council

- General

Additional Information

- War

- Council Address

- Appointments to the Military Council

- The Throne

- Herald of the Council

- Warmage

- Appointments by the Military Council

- Field Marshal

- Quartermaster General of the Imperial Armies

- OOC Design

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Council_address&oldid=38783"

Council session

Contents

- 1 Overview

- 2 Member of the Military Council

- 3 Speaking in a Council session

- 4 Setting the Agenda

- 5 Powers of the Council

- 5.1 Appointment

- 5.2 Pardon

- 5.3 Spoils of War

- 6 Speaking outside a Council session

- 7 Further Reading

- 7.1 Core Brief

- 7.2 Additional Information

Overview

Council sessions are formal meetings of the Military Council. They are distinct from the muster, being shorter and having a broader focus. A Council session is intended to last for no longer than one hour; the Herald of the Council is responsible for ensuring business is presented, discussed and resolved in a timely fashion. The sessions let the military council receive battle reports and other military briefings, as well as allowing them opportunities to propose and discuss strategies for the coming months.

A council session is also an opportunity for representatives of other political bodies to make addresses to, or requests for aid form, of the Military Council. Individuals such as the Quartermaster General of the Imperial Armies may put forward their plans for resupply, or the High Exorcist might offer the generals the chance to receive additional priestly support during an up coming battle.

Member of the Military Council

Only members of the Military Council and key civil servants may speak freely during Council sessions. Any title that grants membership of the Council automatically grants the right to speak on any issue being discussed and to participate in any vote brought before the chamber. The current Imperial titles that are classed as a Member of the Military Council are:

- The Throne

- General

- Warmage

Members of the Imperial Synod have the right of witness which grants them the right to attend council sessions, but not to speak. In practice, it is common for any Imperial citizen who is interested in the affairs of the Military Council to attend sessions, provided they do not disturb the meetings. Citizens who are not members of the Military Council may only speak in session if they are requested to do so by a Council member with the right to speak and the request receives the assent of the Herald.

Speaking in a Council session

The Herald of the Council acts as an impartial chair to keep the discussions civil and organised. They have the power to silence anyone present in the chamber, or to expel them from the chamber, but such powers are rarely used. The preferred approach in the Council is to allow members to discuss matters freely. The Herald will usually only intervene where a speaker is repeating themselves, attempting to browbeat other council members, or is straying far off the topic being discussed. They are disciplined about keeping the meetings running to time however and will bring a discussion to an end once the allotted time has been used.

The Herald will introduce each agenda item, by stating the nature of the issue that the assembled council members are being asked to discuss. If any member of the Council wishes they may demur, requesting that the Herald strike the item from the agenda. If this happens, the Herald may take a quick show of hands to determine if the majority present wish to continue with the item. If they do not, then the Herald may move to the next item on the agenda. It is not possible to object to the presentation of an address to the Council, only to an item of business on the agenda.

Setting the Agenda

The Herald of the Council prepares the agenda on behalf of the Council. Any member of the Council may view the agenda and may add something to it by informing the Herald in good time before the Session begins. The Herald will normally try to arrange the agenda so that the least contentious items to discuss are raised first. That way, if less time is required to discuss these items, then time is freed up for discussing other items later. Likewise, they may collate similar agenda items to together for the sake of simplicity and smooth running order.

In addition to the agenda items, there will often be one or more addresses which are usually handled first. The initial address at the Council session following a battle is automatically given over to the Field Marshal. The session after each battle also includes an address by the Herald, where they update the assembled members of the Council with all available information on the progress and outcome of the battle. This address usually involves confirmation of what objectives were achieved. The Herald may also present reports from Imperial scouts, or details about spoils of war.

A discussion may lead to a call from members of the Council to exercise one of the powers of the Imperial Military Council. When this is the case, the Herald may call for a vote.

Powers of the Council

The Military Council has three legal powers that it wields collectively. They are not used in the muster, but they can be employed at any time during a Council session; there is no requirement to raise a specific agenda item. Most often, an opportunity to use one of these powers is raised during a discussion during a session and then voted on.

All these powers require a majority of eligible Council members to vote in favour, otherwise the vote is rejected. When invoking these powers, members of the Council who are not present are counted as a vote against, likewise Council positions which are currently vacant.

Appointment

The Military Council may be able to directly appoint someone to an Imperial title. An Imperial appointment is voted on by all the members of the Military Council, while a national position is decided by majority decision of the generals of that nation.

An Imperial appointment by the Military Council can normally be revoked by the General Assembly and the Assembly of Nine, while a national appointment can also be revoked by the appropriate National Assembly.

Pardon

A general or adjutant can use their right of address to make a formal request for the Military Council to pardon an Imperial citizen who has been sentenced to death by penal military service. They must add their address to the agenda for the next meeting in the normal manner, but make clear who they will be seeking a pardon for. It is possible, though rare, to use a single address to request a pardon for a group of individuals provided they can be clearly identified.

Spoils of War

When spoils of war are captured by Imperial armies on campaign, then the legal responsibility to assign them falls to the Military Council. The Herald will add an address to the agenda for the first Military Council session after the muster so that they can present details of the spoils of war. The Council will then discuss them and how they might best be allocated. When this discussion has concluded, the Herald will call a vote as to what method will be used to allocate the spoils.

If the Council are unable to agree a method then the Herald will automatically raise the issue again at the next Council session. If the Council cannot reach an agreement by the end of the summit, then control of the spoils passes to the Imperial Senate who can attempt to dispose of them at the next summit.

Speaking outside a Council session

Members of the Military Council are strongly encouraged to meet and discuss their business outside the regular hours of the muster and the Council sessions. The sessions are intended to be an opportunity for members of the Council to address everyone in a formal setting, they are not meant to be the first opportunity for a general to discuss matters with their colleagues. On occasion the Herald will advise a Council member looking to add a point to the agenda that a matter might be better discussed privately outside of a session rather than raised in Council.

On occasion some Council members will arrange to arrive at a session early, or remain behind after the session is concluded in an attempt to discuss matters with other members of the Council. This practice is encouraged provided it remains a private agreement between colleagues and no attempt is made to create a de facto extension of a muster or Council session. The Herald encourages private discussions between Council members so that discussions in session can be expedited and efficient, not so that they can be dragged out indefinitely.

Further Reading

Core Brief

- Muster

- Council Session

- Powers of the Imperial Military Council

- General

Additional Information

- War

- Council Address

- Appointments to the Military Council

- The Throne

- Herald of the Council

- Warmage

- Appointments by the Military Council

- Field Marshal

- Quartermaster General of the Imperial Armies

- OOC Design

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Council_session&oldid=35256"

Courage roleplaying effects

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

Contents

- 1 Overview

- 2 Consecration of Courage

- 3 Anointings of Courage

- 3.1 The Trial of Courage

- 3.2 The Proof of Courage

- 3.3 The Purity of Courage

- 3.4 The Light of Courage

- 3.5 The Revelation of Courage

- 4 Hallows of Courage

- 4.1 Hallowing of Irontooth

- 4.2 Hallowing of Permion

- 4.3 Hallowing of the Scrivener

- 4.4 Hallowing of the Bull

- 4.5 The Hallowing of Isaella's Resolve

- 4.6 The Hallowing of Ashwine's Rose

Overview

These roleplaying effects are created by priests dedicated to the virtue of Courage who use the relevant ceremonial skill. A character performing an anointing or hallow must pick one of the appropriate roleplaying effects when they perform the ceremony.

Consecration of Courage

- In this place, your doubts and uncertainties feel weaker and unimportant; you feel an impulse to speak and act without concern for consequence.

Anointings of Courage

The following are a range of auras that can be summoned onto a living soul, with their consent, by priests whose own souls are dedicated to Courage:

The Trial of Courage

- You feel an urge to seek out something of which you are afraid and to confront it; your feelings about the thing you fear are unchanged.

Description: This aura is common, and reasonably popular, for a range of different reasons. Priests of courage have been known to use it to illustrate the path of courage to pilgrims or other citizens, and show them that courage is more than words. Other priests have used this to help test the virtue of those who would, or claim to, walk the path and help them overcome their own weaknesses. In more than one tale, this aura - or something like - is used to teach humility to the boastful, such as the mighty warrior who claims no fear in battle, but who balks at reading their poetry to strangers.

The Proof of Courage

- You are filled with a desire to prove your courage, and are far less inclined to back down from a confrontation. You also feel more inclined to take opportunities that present themselves.

Description: Priests of courage have been able to use this aura to shore up the hearts of those who are about to enter into conflict and have doubts, whether this is a battlefield full of orcs or a Senator about to clash with others on the senate floor. Pilgrims who are plagued with indecision have also found this aura beneficial in making a courageous choice. This aura is popular in overcoming the presents of malign spiritual presences, and especially those that cause fear and doubt.

The Purity of Courage

- You feel a sense of surety. Any fears you have about the consequences of your actions are muted. Attempts to make you doubt what you know to be true cause you to feel irritation and annoyance.

Description: Fear and doubt are the natural enemies of the pilgrim on the path of courage. Priests of courage have used this aura to help pilgrims strengthen themselves against these forces, and live their lives by the teaching that states "do not fear to act; only be shamed by inaction".

The Light of Courage

- Any fear and uncertainty you feel about the unknown diminishes, and you feel more able to face it. If you are bleeding, or terminal, any fear of death you have is lessened, and a strong sense of curiousity about what lies beyond life rises in its place.

Description: Many priests of the path of courage know that much of fear's power is rooted in the unknown, such as what may lie in the shadows and darkness even if they be empty. Priests have been able to use this aura to help pilgrims confront and explore these unknowns and thus diminish their power. This has not been a popular use of this aura in Varushka, where it has resulted in the unfortunate disappearance of pilgrims. A widespread unknown that causes fear is of what lies beyond death. Even the virtuous pilgrim may falter at being confronted with the mysteries of the Labyrinth of Ages and doubts about their own reincarnation, and so this aura has found a place for some in receipt of last rites as they are dead or dying.

The Revelation of Courage

- The next time you sleep you experience vivid dreams concerning the things you are afraid of, forcing you to confront unwelcome truths and self-deception. Your dreams show you facing and conquering these fear, and reveal how your fear merely gives power to your doubts. You awaken renewed, ready to overcome the things you fear and with a new sense of purpose.

Description: It is easy to assume that the things one fears cannot be overcome. Worry leads to self-doubt, inner turmoil, inaction and cowardice. Priests on the path of courage know the power of helping a pilgrim face the things they fear, and learn the truth that no matter how insurmountable something may seem, the first step to overcoming it is to cast aside fear and doubt. Some priests also favour the use of this aura in assisting those who are plagued by nightmares to strengthen themselves against these, and overcome them.

Hallows of Courage

Hallowing of Irontooth

- You feel an urge to seek out, expose and penalise cowardice and weakness. This impulse includes the desire to use this item in doing so, if it would be appropriate.

Hallowing of Permion

- You feel an urge to seize any opportunity that presents itself. Conscious failure to seize any such opportunity causes the feeling to change to one of revulsion and rejection, which flows from the item to you, for as long as you are bonded to it.

Hallowing of the Scrivener

- You feel an urge to ensure that the words you write be the raw truth from your heart. The idea of using mealy-mouthed ‘weasel words’ is repellent to you. If you knowingly deceive whilst under this effect, the feeling changes to one of revulsion and rejection that flows from the item to you for as long as you are bonded to it.

Hallowing of the Bull

- You feel a desire to keep up the spirits and resolve of those around you to avoid them succumbing to weakness and doubt. This includes a desire to use this item in achieving this outcome, if it would be appropriate to do so.

The Hallowing of Isaella's Resolve

- You feel a strong urge to disregard any possible consequences that may arise from taking any action you feel in your heart to be right. This includes an impulse to use this item in taking that action, if it is appropriate to do so.

The Hallowing of Ashwine's Rose

- You find it almost impossible to doubt what you believe in your heart to be true. Attempts to dissuade you without compelling evidence are far less likely to succeed.

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Bands (Redirected from Coven)

Contents

- 1 Overview

- 2 The Role of Bands

- 3 Joining a Band

- 4 Creating a Band

- 5 Banners

- 6 Covens

- 7 Sects

- 8 Linking Bands Together

Overview

In Empire it is possible for characters to formalize their loyalty to each other by creating a band. Bands draw on the hearth magic of oaths combined with magical bonds created by magicians to allow members to use certain skills, rituals and items more effectively on each other. For instance ritualists who are part of the same coven (a type of band) can combine their skills to perform more powerful rituals.

Bands are intended to build on the characterisation of the group concept that you have created for your characters. They are there to recognize and support the choice to act as part of a Dawnish noble house, a League guild or a Freeborn family. Players creating characters together are encouraged to use the potential abilities of bands to add depth and character to their group concept.

The Role of Bands

We encourage players coming to Empire to attend as part of a band with their friends. Bands can help to add depth and enjoyment to characterization, making all the characters feel more real and be more fun to play. The band can have its own identity and history and gives characters a way to belong to something that is bigger than they are, yet is still something they can create a history and background for. Bands give OOC friends good IC reasons to roleplay together and good groups are great for helping new players get involved in a game.

The brief for every nation in Empire includes several archetypes to help you develop the idea for a band. For instance a noble house in Dawn, or a chapter in Highguard. There are pages for some of these archetypes explaining the part they play in the setting and offering advice on how to create and play one. These concepts have been designed to be fun to play, but the list is not meant to be restrictive. You can create a travelling band of Dawnish troubadours, or a secretive guild of Highborn artisans if you wish to. Working with your friends, you have the same freedom to create a group concept as you do to create your own character.

Joining a Band

- There are three types of band, banners, covens, and sects

- You may join one of each type of band when you create your character

- You can only ever join a band with members of the same nation

- Joining a band in play requires a magician using the create bond spell

There are three types of band: banners, covens, and sects. You may belong to a single banner, a single coven, and a single sect at the same time, but a character can never be a member of two banners at the same time, nor two covens, or two sects. If you are creating a new character then you may choose one band of each type to begin play as part of - but you can leave any of the options blank if you prefer. Please ensure that you have the permission of the players who are part of a band before joining.

E.g. The Highborn chapter of Exile's Hold is a banner. The members gain all the benefits of being a banner but any character that joins this group cannot join any other banner. They must break the bond with this banner before joining any other banner.

To join a band in play you must find a magician to perform the create bond spell. You can only be a member of one of each type of band at once. For example, if you are a member of an existing banner, then you cannot join another band that is a banner without first breaking the bonds that join you to your existing banner. You can only join a band with members of the same nation.

Creating a Band

- You must use the website to create a band

- Bands must have a name, an oath and a nationality

- Oaths must be appropriate for the setting

- An oath can never be changed

One player will need to use the website to create a new band, but it must only be done once - other characters then join that band. A band can be secret or public. If the band is public, then the name of the band and the nation it is associated with is public to all players in the game. Players making a character can choose to begin play as part of a public band. If the band is secret, then the name of the band is not visible to any player. New characters must join the band in play, they cannot begin play as part of a secret band.

Bands use the hearth magic of an oath to give them power. For this reason, a band must choose an oath when it is created. The oath is usually reasonably short - because it must be recited by any character who joins the band in play. The player creating the band online should enter the text for the oath when they create the band. The only requirement for the oath is that it is in-character and suitable for the setting, any oath that meets these requirements is fine.

Although an oath is required to create a band, it is not magically enforced - there is no automatic magical consequence for any individual that breaks their oath. It is a matter for the roleplaying of the characters who are members of the band to deal with any character who breaks their oath. Once created, the oath cannot be changed, a new band must be formed if characters wish to change their oath.

You can still create a band on the system, even if the benefits are not relevant for your group concept. By picking one of the three options (banner is usually the easiest, if your group plans to fight together at all) and ignoring the additional rules you can still submit details and background about it, even if it doesn't benefit from being a banner, coven or sect.

Banners

- A banner may benefit from using a magical standard

If your band incorporates the idea of a group of warriors that fight together then you may wish to create a banner to represent this. A banner is named for their ability to use a magical standard, which is a magical item created by an artisan. Magical standards provide a potential benefit to every member of the banner.

Covens

- A coven may combine their skills to perform rituals together

- A coven can perform up to two rituals a day

- A coven may benefit from paraphernalia

Groups that intend to perform rituals together need to create a coven. A coven is a band of oath-sworn magicians who choose to work together to perform powerful rituals that they could not do alone.

Members of a coven can work together to perform a ritual with each participant contributing crystallized mana to a ritual up to the limit of their ability. This allows a coven to perform much more powerful rituals than an individual could achieve alone. A coven may also benefit by being bound to ritual paraphernalia, a powerful magical item created by an artisan.

A coven can only perform up to two rituals each day. A character may perform any number of rituals by themselves and they may include others in the ritual performance. But the power of the coven can only be used to combine magical strengths twice per day. Some magical paraphernalia increase the number of rituals a coven can perform in a single day.

If a character is part of a coven that has already performed a ritual together that day, then they may join another coven but they cannot participate in another ritual conducted by that coven until the next day.

Sects

- When members of a sect co-operate to perform some liao ceremonies the cost is reduced to one liao

- A sect may benefit from using a magical reliquary

If your group concept incorporates the idea of a shared set of beliefs and worship then you may wish to create a sect to represent this. A sect is a band of oath-sworn devotees of the Way who choose to work together to further their common goals.

If members of a sect co-operate to perform a ceremony of anointing, consecration, dedication, excommunication, exorcism, hallowing, or testimony, only one dose of liao needs to be consumed to achieve the result, no matter how many members co-operate. All the other rules for co-operation in ceremonial skills still apply.

For example, if two members of a sect who are both dedicated to Vigilance and both have the anointing skill perform a ceremony together to anoint a target, then they may may produce the same effect as two priests cooperating - but need only consume a single dose of liao.

A magical reliquary provides a benefit to every member of the sect that is bonded to it.

Linking Bands Together

Although a band must be either a banner, coven, or sect, it is common for players to have a background concept that includes characters who are linked in multiple ways. In these situations it is perfectly appropriate to create more than one band whose concepts and backgrounds are linked.

For example, a group of players intend to play a Marcher household but some of them want to play monks while the others play yeomen. They create a banner called the Cawford Household and a sect called Cawford Monastery - to represent the large monastery on the Cawford lands. Cawford players can choose to start as members of either or both groups or join either group in play.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Bands&oldid=39137#Covens"

Cowl of Ashes

Description

The Cowl of Ashes empowers one of the most potent, and poorly understood, rituals in Imperial lore. Whispers through the Black Gate allows a coven to raise the ghost of a deceased person, and communicate with that spirit for a short time. Through the power of this ritual, a murder victim may be interviewed to discover the circumstances of their death; a departed politician might be induced to part with the secrets they took to their graves; or the bereaved might be offered one final chance to speak with the loved one they have lost.

The ritual is also dangerous, of course. Sometimes, it fails to raise the expected spirit and something else comes in its place. Most often, this is a ghost of someone other than the expected person - and the accepted wisdom is that the unexpected spirit represents one of the target's past lives. On occasion, however, the ritual causes hungry wraiths or crazed phantoms to appear which seek to overwhelm the coven who have pried open the door to whatever waits beyond life. The longer the target has been dead, the more likely it is that something of this nature will occur, and the more potentially deadly the resulting excursion of spiritual forces will be.

There is one safeguard on the ritual, a safeguard that the Cowl of Ashes exploits to provide additional protection to a ritualist. The spirits called forth with Whispers through the Black Gate can only perceive and interact with the magicians who summoned them. Sometimes this quality can be heartbreaking - a beloved son must have his words to his departed mother relayed via a medium rather than speak to her directly - but when something goes wrong this protection prevents the unleashed spirits from running amok and harming those near the regio where the ritual was performed. The Cowl extends this protection to a ritualist who contributes to the performance - a protection that they can choose to eschew once they know for sure what their Winter magic has raised up.

Some stewards of the dead have also reported that they have encountered unquiet spirits that seemed unable to perceive them when they were wearing these cowls, even when such spirits had not been raised by Whispers through the Black Gate. The protection is unreliable at best, and should not be relied on.

These talismans are most often crafted in the form of veils and cowls, drawing on hearth magic to conceal the identity of the wearer from malign spirits. Wintermark crafters, especially Kallavesi, craft them from bone or ivory in the shape of bird-faces, and often incorporate Gralm, the Rune of Destiny or Yoorn, the Rune of Ending. In the League, a Cowl of Ashes is likely to be a mask depicting the cool detachments of the Doctor, or the unassailable authority of the Prince. The mask is expensive to create, requiring extensive amounts of beggar's lye and dragonbone, with weltsilver chasing and iridescent gloaming used to subtly tint the cloth - but it is especially favoured by those who summon the spirits of the long dead, or who explore the limitations of Whispers through the Black Gate.

Rules

- Form: Talisman. Takes the form of a ritual focus. You must be wearing this item or holding it in hand to use its magical properties.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Gain 3 ranks for the Whispers through the Black Gate ritual, subject to the normal rules for effective skill. If you contribute to a performance of this ritual while wearing this mask, you are invisible to any spirit or spiritual effect, as if you were not part of the coven. This effect lasts until you remove the mask, interact with, or speak to a summoned spirit. You must inform a referee that you are using this item in advance of performing the ritual.

- Materials: Crafting a Cowl of Ashes requires three ingots of weltsilver, twelve measures of beggar's lye, seven measures of iridescent gloaming, and nine measures of dragonbone. It takes one month to make one of these items.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Cowl_of_Ashes&oldid=61502"

Cowl of Judgement

Description

A Cowl of Judgement may take the form of an actual cowl, but it is actually more common for it to take the form of a shawl, veil, or stole (a thick strip of cloth worn over the shoulders), or occasionally a mask. When in use, the cowl is lifted to cover the head or face, but for day-to-day wear it is left loose over the shoulders or carried seperately. Only when the priest is ready to perform the ceremony of excommunication is the cowl lifted, the shawl, veil, or stole raised, or the mask used to cover the face. Traditionally, the cowl is only raised at the point at which there is no possibility of reprieve - some even suggest that it is dangerous or "unlucky" to raise the cowl and then fail to go through with the excommunication - it can demonstrate a frivolous lack of commitment or conviction or a weakness of judgement.

Regardless of the form it takes, a Cowl of Judgement is almost always a bleached white colour., decorated with dragonbone sigils or talismans representing the virtues and the symbols of the Way. A Mask of Judgement is often constructed of porcelain or ivory, carefully shaped and inlaid with dragonbone symbols.

The Cowl of Judgement appeals most to priests who are concerned about the spirituality and dedication of their fellows. It allows them to perform powerful excommunications that are very difficult to remove, and so it is rarely invoked casually. Wearers may encounter suspicion from their fellows; after all, by donning this robe the priest implies that they believe themselves to have both the judgement to evaluate their peers and the will to cast them out if they find them wanting.

As with many such regalia, it is common for a Cowl of Judgement to be hallowed, generally with hallows of Vigilance or Wisdom, or hallows which encourage the wearer to trust their judgement or act with conviction.

Rules

- Form: Talisman. Takes the form of ceremonial regalia. You must be wearing this item to use its magical properties.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: When you perform or cooperate with the performance of the excommunication skill, you may spend up to five additional doses of liao to increase the strength or the ceremony by the same amount.

- Materials: Crafting a Cowl of Judgement requires seven ingots of weltsilver, twenty one measures of beggar's lye, eleven measures of dragonbone, and five measures of iridescent gloaming. It takes one month to make one of these items.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Cowl_of_Judgement&oldid=51788"

Crafting skills

Artisan

- You must purchase artisan before you can take any other crafting skills

During the downtime between events, you may craft up to three magical items using rare materials that you have in your possession. The materials are used up to create the item. You may only craft items that you know how to make. Every artificer can also make, and apply, Artisan's Oil, a special preparation that can mend broken items

Rare materials are produced by mines and forests, which are personal resources.

You may also bond any item that you can make to a willing person. A character can only use a magical item if it is bonded to the wielder.

When you choose this skill you can pick four magical items that your character is able to create. The choices you can make are limited as follows:

- The first item must require no special materials to make

- The second item must require a maximum of 10 total special materials to make

- The third must require a maximum of 20 total special materials to make

- The fourth item can be chosen with no restrictions.

The character creation system is set up to enforce these restrictions automatically.

At the first event you attend you will receive 3 items that you have already created. These will be:

- The first item that you selected with 9 months still to go before it expires

- The second item that you selected with 6 months still to go before it expires

- The third item that you selected with 3 months still to go before it expires

You only get these 3 ribbons if you purchase the Artisan skill with your initial 8 character points, you do not get these ribbons if you purchase the skill with experience points in play.

Extra Item

You may choose one additional item that your character knows how to make each time you purchase this skill. There are no restrictions on what this item can cost.

Further reading

- You can learn more about the many magical items that can be created by Imperial artisans here.

- You can learn more about the permanent magical items known as artefacts here.

- You can learn more about how magical items are made by artisans here.

- You can learn more about the various special materials that artisans use to craft items here, including the rare star-metal ilium.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Crafting_skills&oldid=63304"

Create Egregore histories

We propose the creation of a written history of the lives of the Egregores and their hosts. This work will be collated and maintained by Gwyliwr of the Carrion and other interested historians selected by him and will be submitted to the Imperial Archives.

Proposed by Miaren, seconded by Hercynia.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Legal Ramifications

- 6 Campaign Outcome

Overview

- Supporting the creation of a document.

- Passed with 3 votes against.

Date

- Passed Spring 377YE (Event Two 2013)

Cost

- None.

Progress

- This project is ongoing,

Legal Ramifications

- The Senate has not created a position with the authority, responsibility or stipend to achieve this task

The civil service opinion is that the Senate could have chosen to create an Imperial position with the responsibility to compile Egregore biographies and histories. The position could have been granted a stipend. Without the creation of an Imperial position, this motion has no legal implications.

It is important to note that no Egregore, current or past, is obligated to co-operate with this project - any more than any citizen of the Empire is required to share their history with strangers.

Campaign Outcome

While there are no Imperial archives as such, reasonable efforts will be made to ensure that copies of completed histories will be made available to the people of the Empire.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_Egregore_histories&oldid=23558"

Raise Highguard army (Redirected from Create Highguard army)

To raise a new army to muster in Anvil under a Highguard general.

Raised by Hercynia, seconded by Necropolis.

Overview

- To raise a new Highborn army to muster in Anvil

- Passed at 120 Thrones with 9 votes against, money distributed to Necropolis

Date

- Passed Winter 376YE (Easter 2013).

Cost

- 150 Wains of Mithril

- 1 year to construct

The army should have cost 250 wains of mithril.

Progress

- 150 Wains of Mithril supplied by Adamah, Senator for Necropolis, throughout 376.

Production

- 5000 pt Highborn army

Election

- Senate election

The general of the army will be appointed by the Highborn Senators following the standard procedure once the army is complete.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Raise_Highguard_army&oldid=26300"

Create Imperial Banner

Senate to fund an Imperial banner for the Military Command on the field.

Proposed by Casinea, seconded by Morrow.

Overview

- Senate to fund an Imperial banner for the Military Council on the field

- Passed with 1 vote against, funds provided by Senator for Hercynia

Date

- Passed Winter 376YE (Easter 2013)

Cost

- Unknown

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_Imperial_Banner&oldid=23546"

Create Inquisitorial Court

To create the Inquisitorial Court which shall be a body in the Synod to oversee Inqusitions and ensure their accountability and transparency.

Proposed by Hercynia, seconded by Bregasland.

Overview

- Eight Imperial titles of Virtue Inquisitor would be created, one in each Virtue assembly.

- The Virtue Inquisitors would be able to escalate any inquisition to a statement of principle without it counting as their single judgement per season.

- The Inquisitors will be appointed by the appropriate cardinal and serve until they die, step down, are revoked, or a new cardinal is appointed who chooses to replace them.

- Virtue Inquisitors would be revoked by the appropriate Virtue assembly or by the General assembly.

- Virtue Inquisitors are responsible for overseeing and co-ordinating the use of inquisition in service of the Empire.

Date

- Summer 379YE

Cost

- None

Campaign Outcome

- One virtue inquisitor Imperial title was created in each virtue assembly and the assembly of the Way.

Constitutional Court

- The constitutional court notes that it would also have been appropriate to give the virtue inquisitors the inquisitor power of the Imperial Inquisitor - to perform an inquisition each season without the need for a vote in the Synod, and in addition to any existing judgements they have raised normally.

- The constitutional court further notes that it would be appropriate to extend the power of inquisitor's judgement to the Imperial Inquisitor as well.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_Inquisitorial_Court&oldid=37931"

Create Senate power of escalation

Motion: Under the premise that the Imperial Constitution is not intended to disadvantage the Empire, this motion creates the Senate power of Escalation.

When an election is announced in Senate, the proposing Senator may call for escalation, the motion will subsequently become a Constitutional motion and the election will be immediately triggered.

Any senator on the senate floor may propose a candidate (including in absentia), however for a candidate to be appointed they just receive the support of a constitutional majority (including ratification from the Throne.)

Should no candidates be elected, a new motion to appoint would need to be submitted.

Proposed Weirwater, seconded Morrow.

Overview

- To grant the Senate a new power, that of escalation.

- This was a constitutional vote.

- Passed with constitutional majority.

- Ratified by the Throne.

Date

- Winter 381YE

Campaign Outcome

- The new power of escalation was created.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_Senate_power_of_escalation&oldid=63918"

Create Senate power of relinquishment

This motion is currently undergoing scrutiny.

Create Senate power of Relinquishment. To allow a senator to raise a motion to relinquish the territory they represent, or an Imperial Bourse position or National Bourse position located in their territory.

Proposed by Bastion, seconded by Mitwold.

Overview

- Requires Constitutional vote.

- Relates to this opportunity

- Failed to achieve constitutional majority

Date

- Winter 381YE

Campaign Outcome

- The motion failed to achieve a constitutional majority

- See this administrative motion.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_Senate_power_of_relinquishment&oldid=63227"

Create Senate power of relinquishment II

To create Senate power of Relinquishment. To allow a senator to raise a motion to relinquish the territory they represent, or an Imperial Bourse position or National Bourse Position located in their territory. Any motion of relinquishment would require a Constitutional vote to pass and would be subject to a veto by the General Assembly, the Assembly of Nine, and by the National Assembly of the nation relinquishing the territory or resource (if it were not Imperial.)

Administrative Motion:

Overview

- Requires Constitutional vote.

- Relates to this opportunity

- Passed with constitutional majority

Date

- Winter 381YE

Campaign Outcome

- The Senate power of relinquishment was created.

- See also this failed motion

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_Senate_power_of_relinquishment_II&oldid=63909"

Create bond

Contents

- 1 Description

- 2 Casting

- 3 Effects

- 4 Sample Vocals

- 5 Common Elements

Description

This simple spell is one of the first that a magician learns to cast. Every magician is able to cast it; along with operate portal and detect magic, it represents a shared suite of powers common to everyone who works magic. Being able to forge magical bonds is a key part of learning to cast spells and especially to perform rituals. Where detect magic teaches an apprentice magician to perceive magical energies, this spell teaches them the fine control needed to cast other, more complex, spells.

The ability to create bonds is a vital tool both for joining a coven and unlocking the abilities of magical items. Other than potions and herbs, most magical items can only be used if the user is bonded to them. By creating a bond, the magician attunes an individual to the magical properties of the item. A human or orc can have only a limited number of items bonded to them at one time. Many magicians speak of these limitations in terms of chakra, visualising them as magical nodes from which bonds can be created that link with any of a broad class of magical items. While the three object chakra are the most commonly understood, magical scholars also recognise several additional chakra including those that allow a person to be bound to other people as part of a magical group such as a coven, sect or banner.

Magicians often talk about bonds as if they are literal threads of magical energy connecting things together. While many visualise them in these terms, it is a little misleading - the bond does not literally extend as a line of magic between a person and their sword, for example. It is not possible to track an item one is bonded to. Rather, the bond could be thought of as an attunement between two things - a unique mark that both share that signifies a profound connection.

Bonds do not break naturally, but mastery of this spell allows a magician to actively sever an existing bond. A magician will quickly become aware if they are attempting to create a bond where one already exists, before they expend any personal mana. If a magician wishes to "over write" an existing bond, they first need to destroy the existing connection which requires a separate casting of the spell.

It is worth noting that an artificer also has the ability to bond characters and magical items, but their abilities are quite limited in that they can only bond items they know how to make, and they can neither break a bond, nor bond people to each other to form groups.

There are a number of things that can interfere with or assist a magician in creating a bond. For example, an effect might conceal a bond or make it difficult to break without ritual magic. There are also several ways to divine information about or using bonds - for example, the ritual Ties that Bind is a valuable investigative tool that can uncover all sorts of information about the bonds and bonded items of a particular person. A magician who wants to enhance their ability to create and break bonds might invest in a Scrivener's Seal, a magical wand that allows the create bond spell to be performed twice a day without depleting personal mana.

Casting

- Type: Regular spell

- Cost: 1 Personal mana

Effects

This flexible spell can be used to perform a number of separate tasks, but only one may be used each time the spell is cast. Each of these uses requires the assistance of a referee.

- Create a bond. You may bond a willing character to a suitable item or group. You must be close enough to touch both character and item.

- You can also use this spell to bond a character to a band (a coven, banner or sect).

- Bands and items such as magical standards, ritual paraphernalia and reliquaries can be bonded to a band. A single use of this spell can bond a band to an item, provided that a willing member of the band is present throughout.

- Break a bond. You can break an existing bond between a character and an item as long as one or the other is present. If the owner of a bond is present they must be willing - even if the item is the target, the bond will not break if the character on the other end is present and does not consent.

- You can break a bond between a character and a group as long as the character is present.

Sample Vocals

The following are sample vocals you can use to cast this spell if you don't want to make up your own.

- (touching a character and a sword) "I am the bridge between this and this, I am the path and when I am done you will remember this moment of connection, no matter how great the distance between you. This sword belongs to you, and you to it. You are bound together by memory of this moment."

- (cutting a character's thumb) "Blood is blood, it is your life, your name echoes in every drop, it marks what it touches, it marks it as yours."(presses thumb against item to be bonded) "With this mark, you are bonded."

- (evoking the chain') "Things hold together. Five stars and five fingers, weaving five threads together to make a binding, this to this. Take hold of this and choose to be bound, not to slavery but to a greater cause."

- (tracing runes on the targets) "The seed grows to a sapling, winding roots in the earth and branches in the air, catching at the wind. The wave ripples in the water, binding and spinning the skein to link these two together until the end comes."

- (receiving a coin from the target) "There is power in payment, here in the counting house. This coin is small but in time could move an Empire. So I weave a tiny thread, that in time can bind destiny and shape fate. You spend your coin to buy my skill, and I tie your fortunes together."

Common Elements

- Rune Magic: Evrom and Yoorn are good choices for initiating or destroying a bond, respectively. Some traditions suggest that it is good luck to mark a young person with the rune of beginning the very first time they are bonded to a band. Any of the Autumn runes can be evoked when creating a bond, but especially Hirmok to signify ownership or Queros when creating a connection to a band. When using runes to create a bond, it is common to mark both targets with that rune as part of the casting; when breaking a bond, the rune is symbolically washed away or rubbed out.

- Astronomancy: The Chain is suitable to any use of this spell whether forming or breaking a bond. Likewise the Web represents connection, and is especially appropriate when renewing a bond that has existed previously. The Three Sisters are effective when bonding people together, but some astronomancers prefer to avoid using this constellation due to the omens of sorrow and loss that surround it; these magicians suggest that the Chalice, with its imagery of things coming together or separating, is much more apposite. In each case, the astronomancer often uses the constellation to represent the bond itself rather than the magical process of creating the bond.

- Dramaturgy: The Prince has a strong resonance with bonding magic, representing ideas such as unlocking or claiming power, swearing oaths to a group, or demonstrating authority. Other personae might come in to play depending on the nature of the bond being created - using the Bishop to bond someone to a sect, for example, or the Captain to bond a yeoman to a weapon. The Coin is a strong instrument to use when either creating or breaking a bond - some magicians incorporate the payment of a ring into the casting of the spell. Likewise, any League dramaturgist can see the value of using imagery associated with the Ring when creating a bond to a group. Evoking the images of the Counting House is also very appropriate when casting this spell - some dramatists prefer to perform it while seated at a table across which payment and the item to be bonded or unbonded are passed.

- Other traditions: A little water from the same container sprinkled on both targets, or a little blood from a character, both help reinforce the idea of bonding two things together. Paragons or totem animals associated with Loyalty or Prosperity might also be appropriate.

- Realms: Creating a bond is unequivocally tied to the Autumn realm, with its themes of connection and ownership. Breaking a bond has obvious correspondence to the realm of Winter.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_bond&oldid=55631"

Create law of Annihilation

To make the act of Annihilation – defined as destroying or, endangering with destruction, a human soul – a crime under Imperial Law.

Proposed by Semmerholm, seconded by Holberg.

Contents

- 1 Overview

- 2 Date

- 3 Campaign Outcome

- 4 Constitution

Overview

- Creating a law making it illegal to destroy a human soul.

- Passed

Date

- Spring 380YE

Campaign Outcome

- This law requires additional definition before it can be enforced.

Constitution

- There is some concern that this crime is not defined in such a way that a conviction can ever be secured; it is being reviewed by the Constitutional court and the Magistrates.

- The magistrates will work with the Senator for Semmerholm to secure a definition of this crime that they believe is enforcable, then present their findings to the Senate for approval as an administrative motion.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_law_of_Annihilation&oldid=45096"

Create law of delegation protection

Any delegations from barbarian nations who arrive on the field at Anvil under a flag of peace should have protection under the law and shall be protected as citizens for the duration of their visit to the Empire.

Proposed by Miaren, seconded by Segura.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Campaign Outcome

Overview

- Creating a law to offer protection to barbarian delegations

Date

- Passed Autumn 378YE

Cost

- None

Campaign Outcome

- This law appears to extend the status of foreigner to any barbarian delegation that reaches the field at Anvil.

- The law was amended during the Winter Solstice 378YE.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_law_of_delegation_protection&oldid=35378"

Create law of desecration

Create religious law of desecration - making it illegal to remove spontaneously created auras such as legacies of ascendance to paragonhood. Includes consecrations, hallowings and anointings.

Proposed by Zenith, seconded by the Conscience.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Campaign Outcome

Overview

- Creating a law making it illegal to remove spontaneously created auras.

- Passed by 23 votes to 4.

Date

- Passed Summer 377YE (Event Three 2013).

Cost

- None

Campaign Outcome

- The prohibition against removing spontaneously generated auras has been added to Imperial law.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_law_of_desecration&oldid=23571"

Create law of protection for humans in Mournwold

Humans of the Mourn (excluding the Feni) are hereby afforded full protection under law.

Proposed by Mitwold, Seconded by Morrow.

Overview

- Passed

Date

- Summer 381YE

Campaign Outcome

- Humans of the Mourn who are not Feni will receive legal protection as if they were a foreigner.

Constitution

- It is noted by the court that there are a number of humans fighting for the Jotun in the Mourn. This causes a legal contradiction in that those with whom the Empire is at war ordinarily have no legal protection. In practice if humans line up in battle against the Empire imperial soldiers will normally be protected by the law of self-defence. However it should be noted that this defence involves a "reasonableness" test which now potentially places the conduct of soldiers under the scrutiny of the magistrates. Furthermore there may be other, far less clear cut, situations that may arise during the Mourn campaign.

- The use of the phrase "Humans of the Mourn" means that barbarian humans whose homes are outside the Mourn wouldn't be given legal protection but humans living in the Mourn would (even if they were outside of the Mourn).

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_law_of_protection_for_humans_in_Mournwold&oldid=55254"

Create law outlawing the Vyig

Membership of the organisation known as the Vyig is illegal. Furthermore, possession of Vyig tattoos is illegal and such tattoos will be defaced in addition to any other punishment.

Proposed by Temeschwar, seconded by Tassato.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Campaign Outcome

Overview

- Creating a law making it illegal to be a member of the criminal organisation known as the Vyig.

Date

- Winter 378YE.

Cost

- None

Campaign Outcome

- The Vyig organisation is outlawed.

- Having Vyig tattoos is made a crime, and the default punishment is that the tattoos will be defaced.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_law_outlawing_the_Vyig&oldid=37139"

Create roll of honour

We should give official recognition to the loyalty of those military unit commanders who commit their troops to support our armies in the field. We suggest a roll of honour be posted each season listing those who have aided each campaign.

Proposed by Kallavesa, seconded by Astolat.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- A public record of military units aiding Imperial armies to be produced and made public.

- Passed unanimously.

Date

- Passed Spring 2013

Cost

- The Civil Service compiles this information for the benefit of the Military Council; as such additional costs involved in creating an additional copy for purposes of the roll of honour are negligible.

Progress

- Complete

Campaign Outcome

When the civil servants compile lists of recent military campaigns for the Military Council, an additional copy of the information will be made and disseminated via the Hub.

It is worth noting that if this information were not already being compiled, or if many additional copies were required, the costs would likely be significantly higher.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_roll_of_honour&oldid=23559"

Create title of Admiral

Create the title of Admiral, assigned by the Senate on an election cycle of one year, with the right to attend Military Council meetings. Their responsibilities are to coordinate with Fleet owners on best possible targets.

Proposed by Weirwood, seconded by Necropolis.

Overview

- Create a title within the Senate to advise on fleet actions.

Date

- Spring 2014

Campaign Outcome

- The Imperial title of Admiral was created.

- Nominations for the title were opened on the last day of. the Spring summit, and it is intended the position be appointed on the first evening of the Summer Solstice 378YE

Constitution

The right to attend does not include a voice or a vote, they can be silenced by the generals if they choose.

The intention is that in the future this power will be expanded to include the ability to bind fleets to the Admiral's representation, but the costs and technicalities of this are being revised by Imperial Audit and Costings for discussion at a future summit.

Voting

State

Votes For

Votes Against

Result

In Principle

21

6

Passed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Admiral&oldid=28999"

Create title of Advisor on the Vallorn

Create the title Advisor on the Valorn, to be nominated by a unanimous decision of Navarr senators, falling back to a greater majority of the senate. To have the powers: Right of Address to the Senate, right to request one item of research each summit (at standard costs) and the right to raise one free motion of Interdiction in the Conclave per summit. To receive a Stipend of 2 crowns.

Proposed by Kahraman, seconded by Redoubt.

Overview

- Create a title within the Senate to advise on the Vallorn

Date

- Spring 378YE

Campaign Outcome

- The Imperial title of Advisor on the Vallorn was created.

- The Senate decided not to provide the Advisor with a stipend.

- A procedural motion followed on Sunday afternoon and Merel Pathfinder was appointed to the role.

Constitution

The formal process for electing a national position of this kind is for Merlot, the master of elections, to hold an election involving the relevant nation's senators.

Voting

State

Votes For

Votes Against

Result

In Principle

16

11

Passed

@ 2 Crowns

12

15

Failed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Advisor_on_the_Vallorn&oldid=28093"

Create title of Ambassador to the Thule

Create title of Ambassador to the Thule

This motion is currently undergoing scrutiny.

To create the title of Ambassador to the Thule.

Appointment by vote of the Senate.

Revoked by well worn path.

Proposed by Kallavesa, Seconded by Morrow

Overview

- This motion creates the title of Ambassador to the Thule taking advantage of the recent opportunity

- Passed

Date

- Spring 381YE

Campaign Outcome

- The title Ambassador to the Thule was created

- Juha, the Cave Spider of Varushka was appointed as the first Ambassador in Spring 381YE

- This motion attempted to take advantage of an opportunity. While there no legal issues with this tile, one of the requirements of that opportunity was that this be a national Varushkan position. The Imperial Senate is under no obligation to concede to the Thule "request", but as always with international relations, an Imperial ambassador is only as influential as the foreign nation allows them to be.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Ambassador_to_the_Thule&oldid=54489"

Create title of Arcane Architect

To create the Imperial Title of Arcane Architect with responsibilities to support ritualists of Empire in virtuous application of mana.

Powers as follows

Ability to freely create mana producing Sinecures, funding for these Sinecures to be arranged by title holder.

Right of Address to Conclave once per summit.

Title appointed by Declaration of Candidacy within Conclave

Proposed by Volodmartz, seconded by Madruga.

Contents

- 1 Overview

- 2 Date

- 3 Campaign Outcome

- 4 Constitution

Overview

- Create a title within the Imperial Conclave to commission mana sinecures.

- Passed

Date

- Autumn 379YE.

Campaign Outcome

- The Imperial title Arcane Architect was created.

- The title was amended by the Senate in Spring 380YE to restrict the use of the power to once per season.

Constitution

- It is the decision of the Constitutional Court that any mana sinecures constructed by this Imperial Title will be appointed a Declaration of Candidacy within the Conclave.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Arcane_Architect&oldid=44739"

Create title of Auditor of Senatorial Accountability

To request an Auditor to be chosen by full Synod by whichever means the Synod see fit to audit accounts of Senators to whom funds have been supplied by Senate vote, auditor to then report back to the Senate.

Proposed by Astalot, seconded by Semmerholm.

Contents

- 1 Overview

- 2 Date

- 3 Campaign Outcome

- 4 Election

- 5 Constitution

Overview

- Create an Auditor of Senatorial Accountability with responsibility to investigate Imperial Senators.

- Passed with one vote against

Date

- Passed Spring 377YE (Event Two 2013).

Campaign Outcome

- This position has a responsibility to investigate Senate expenditure and report to the Senate.

Election

- Synod General Assembly Appointment

The title is elected by the General Assembly of the Imperial Synod, and once chosen will serve for life, until they resign or until revoked by the General Assembly or Assembly of Nine.

The first election of the Auditor of Senatorial Accountability took place at the Autumn Equinox 377YE.

The current incumbent is Nadezha Dava of Varushka

Constitution

The civil service opinion is that there are a range of legal powers that might have been considered appropriate to this position. As the title is assigned by the Synod, the auditor could have been granted the authority to use inquisition on members of the Imperial Senate. The position could have been given the authority to address the Senate. An additional Senate vote would now be required to grant any additional powers to this position.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Auditor_of_Senatorial_Accountability&oldid=60197"

Create title of Bursar

Create a position of Bursar within the Conclave.

Proposed by Kahraman, seconded by Redoubt.

Overview

- Create a title within the Imperial Conclave in support of prior declaration

- Passed by 27 votes to 0

Date

- Summer 2013

Campaign Outcome

- The Imperial title of Bursar of the Conclave was created.

Constitution

Members of the Conclave were advised that any attempt to limit the remit of the Burser's powers - or to make them answerable to the Archmage would be unconstitutional. Likewise, attempts to grant the Burser access to the Bourse private auction are not legal.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Bursar&oldid=26212"

Create title of Bursar of the Imperial Academy

That the Senate agree the creation of the imperial title Bursar of the Imperial Academy.

Appointed by the Senate, to receive a stipend.

Responsibilities will be to purchase such tools and material as are necessary to the education of our children.

It may be revoked by the Synod General Assembly, or the Assembly of the Nine, in line with ordinary guidelines on revocation of imperial titles.

Proposed by Morrow, Seconded by Casinea.

Overview

- Create an Imperial Title title within The Academy.

Date

- Winter 377YE

Cost

- Stipend: 6 Thrones annually, distributed as 1 throne and 4 crowns each season.

Campaign Outcome

- The Imperial title of Bursar of the Imperial Academy was created.

- The title will be appointed annually by the Senate during the Winter Solstice summit as a result of procedural vote.

- Titus Hopkirk was appointed to the title.

Voting

State

Votes For

Votes Against

Result

In Principle

23

0

Passed

At 2 Thrones

23

0

Passed

At 4 Thrones

23

0

Passed

At 6 Thrones

12

11

Passed

At 8 Thrones

8

15

Failed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Bursar_of_the_Imperial_Academy&oldid=35568"

Create title of Captain of the Senate Guard

To create the position of "Captain of the Senate Guard", voted by simple majority by the senate of nominated citizens, for a term of one year. Revokable by the Assembly of Loyalty.

Responsibilities are to protect the Senate and Public Gallery whenever the senate is in session.

Granted the ability to use the defence of Unwelcome Visitor within the Senate building.

Proposed by Weirwater, Seconded by Bastion

Overview

- Create an Imperial title within the Senate

- The Captain is given leave to treat the Imperial Senate and public gallery as if they were their camp for purposes of the unwelcome visitor defence while the Senate is in session.

Date

- Winter 377YE

Campaign Outcome

- The title of Captain of the Senate Guard was created.

- Irontide Isk was nominated; there were no other contenders.

- Irontide Isk was appointed to the title

Constitution

The Imperial Senate has given the Assembly of Loyalty the ability to revoke the Captain of the Senate Guard. The Constitutional Scholars point out that this is in addition to the ability of the Assembly of Nine and the General Assembly to revoke the title. The Senate can give additional assemblies the power to revoke a title, but they cannot create a title in such a way that they remove the ability of an assembly to revoke it.

Voting

State

Votes For

Votes Against

Result

Motion as Stands

25

2

Passed

Nominate Irontide Isk

27

0

Passed

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Captain_of_the_Senate_Guard&oldid=60200"

Create title of Chaplain Military

So that the military council may benefit as the senate does from its Conscience. To create the Imperial Title of Chaplain Military. The Chaplain Military is an Imperial title of the Synod. The Chaplain Military is intended to observe the decisions of the Military Council; to speak on behalf of the virtuous; to keep the Generals focused on the virtuous performance of their duties and to represent the Synod in military matters. Appointed by the judgement of the Assembly of Nine, to serve a term of one year. The Chaplain Military is a member of the Military Council. The Chaplain Military can be revoked by the Assembly of Nine, or the General Assembly. No person may hold the position of Chaplain Military more than once in their lifetime.

Proposed by Necropolis, Seconded by Casinea.

Overview

- Failed

Date

- Summer 381YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Chaplain_Military&oldid=58082"

Create title of Conclave Liaison

Create an liaison from the Conclave with the the power to address the Senate

Overview

- Passed unanimously

Date

- Winter 377YE

Campaign Outcome

A new Imperial title, the Conclave Liaison to the Senate has been created. The title will be appointed by declaration of the Conclave and has the power of address in the Imperial Senate.

- The title was amended at the Autumn Equinox 378YE summit, and the title changed to be Imperial Magus.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Conclave_Liaison&oldid=29691"

Create title of Crystal Architect of the Spires

To create the position of Crystal Architect of the Spires, appointed by Urizen senators with the authority to create non-voting Mana sinecures in Urizen. These sinecures to be self-funded and appointed by Urizen Senators as national positions.

Proposed by Zenith, seconded by TBC.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Campaign Outcome

Overview

- The Crystal Architect of the Spires can commission the construction of mana sinecures in Urizen.

- Any sinecures commissioned by the Crystal Architect of the Spires will automatically create titles when they are completed. The holders of these titles will be appointed by the senators of Urizen as national positions,

- To use their power, the Crystal Architect of the Spires provides an announcement to the Civil Service, who present the decision to the Senate. No voting is possible by the Senate at this point, as the power has been delegated to the Crystal Architect of the Spires. The Imperial Synod may, however, choose to exercise their veto over the Architect's decision.

Date

- Spring 379YE

Cost

- None

Campaign Outcome

- The title of Crystal Architect of the Spires was created

- Tiberius Echostorm was duly appointed to the position by the senators of Urizen.

- In Spring 380YE, the Senate amended the title so that the power of commission could be used only once per season.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Crystal_Architect_of_the_Spires&oldid=44741"

Create title of Dean of the Academy

That the title of Dean of the Academy be created with the power to raise one motion before the Senate each summit, with the Responsibility of raising that motion on behalf of the Academy Student Council.

Proposed by Morrow, seconded by Bastion.

Overview

- This motion has constitutional implications, because it provides the power to raise a motion in the Senate

- The motion requires ratification by the Throne, and has no legal basis until then.

- This motion would create an Imperial title, the Dean of the Academy.

- The title would be appointed by the Senate, and could be revoked by the Assembly of the Nine or the General Assembly.

- The Dean could both raise a motion, but would still need to find someone to second that motion.

- The power to raise a motion automatically includes the power to second a motion as well.

- The Dean does not have the power to vote or speak in the Senate, or any other powers of a senator.

- While the title may have the responsibility to raise motions on behalf of the Academy Student Council, as always they may do whatever they wish with the powers granted to them.

- There is no legal requirement that the title holder belong to the Academy.

Date

- Spring 379YE

Progress

- The constitutional court judged that this title would require ratification by the Throne; as such the motion is incomplete and the title has not been created.

- This motion was ratified by Empress Lisabetta in Spring 380YE, and the title Dean of the Academy has been created.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Dean_of_the_Academy&oldid=46409"

Create title of Delver of the Depths

To develop the sinkhole for exclusive mining by a new Imperial Title, Delver of the Depths, to be auctioned on the Bourse. This will provide a bounty of Weltsilver at a cost of zero wains, with an upkeep of 5 Thrones per season. This will prevent access by private military captains.

Proposed by Miaren, Seconded by Therunin.

Overview

- This motion was a result of the opportunity presented by the massive sinkhole that opened up in the north-western Empire.

- Passed

Date

- Summer 381YE

Campaign Outcome

- The Senate has effectively assigned possession of the sinkhole to the Imperial Bourse.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Delver_of_the_Depths&oldid=55260"

Create title of High Bard of the Empire

This motion is currently undergoing scrutiny.

I propose the creation of a new imperial position titled "High Bard of the Empire" In this first year of the reign of the Empress of Flowers the citizens of every nation have been inspired to create works of artistry and beauty, of poetry and passion, creations in word and song to celebrate our Imperium and confound the the ignoble deprivations of our barbarian foes.

Yet challenge and competition spurs Pride and Ambition both and I propose we create the position of Imperial High Bard, that will be awarded annually to the imperial citizen best proving their artistic credentials before the selection of the council of nine who will cast votes to decide the recipient of this great title for the year ahead. So let each Nation contend and demonstrate the artistry of their poets and war singers in bright competition and great contention, and each year the brightest talent of the Empire will write their immortality in legacy made real in word and deed.

The High Bard will embody the artistic spirit of the Empire and should carry songs in passion and courage to embolden and encourage our soldiers and should deliver spirit-crushing feats of satire and rebuke against the Barbarian Generals and our hated foes! By these means we will demonstrate the power of artistic inspiration from all our nations to weave glorious legacy through the deeds and example of our bright imperial fellowship.

- The High Bard is an Imperial Position that holds the post for one year.

- The Position is open to any Imperial Nation.

- An Imperial citizen may only hold this Position once in their lifetime.

- The title is to be formally awarded by the Council of Nine by majority with the expectation that a public tournament of Song and Satire should allow participants to demonstrate their suitability to the role in fair and open competition.

- The title to be appointed during the Spring Equinox.

- Each High Bard is expected to leave a composition as a legacy to the body of Imperial Lore.

- The High Bard may address the Senate once each season in their term on matters of inspiration to the Empire.

- The High Bard position is to come with a Stipend after the title is agreed in principle.

- The High Bard is expected to promote an encourage excellence and passionate demonstration of performance across all the Nations of the Empire.

- The High Bard may be revoked by a lesser majority of the General Assembly or the Assembly of Nine.

I commend this motion hereby to the attention of the Senate and invite questions there upon.

Proposed by Weirwater, Seconded by Hahnmark

Overview

- Passed

- Created an Imperial Title within the Senate

Date

- Winter 380YE

Campaign Outcome

- The Imperial title of High Bard of the Empire

- The title is appointed by judgement in the Assembly of Nine

Constitution

Following an administrative motion during the Spring 381YE session, the following points were made.

- This position will be formally appointed by Judgement of the Assembly of Nine. The motion lays out the expectation that they will award the title to the winner of the competition, but it is not constitutional to specify a limitation of this kind. The Assembly may choose to appoint any eligible Imperial citizen.

- As has been noted previously the right to deliver a Senate address is considered to be a significant constitutional power.

- The Constitutional Court have previously rejected an attempt to create a "High Consul" on the grounds that the title implied a position of authority or power over other citizens. In general senators are advised to avoid such language in favour of appellations such as "Imperial Consul". In this instance, the court judges that citizens are most likely to consider the High Bard to imply expertise rather than authority and on that basis they have not requested a change.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_High_Bard_of_the_Empire&oldid=60198"

Create title of High Consul

To create the title of High Consul. This title is expected to coordinate the activites of Ambassadors and similar positions and report back to the Senate. Additionally, the High Consul has responsibility for interactions with foreign nations where no other Imperial position exists with that responsibility.

Proposed by Therunin, seconded by Miaren

Overview

- The title of High Consul would be an Imperial title appointed by the Imperial Senate.

- The title has the right to address the Senate.

- The title has the power to represent the Empire in all dealings with foreign nations where no other title with that power exists.

Date

- Summer 379YE

Campaign Outcome

- The Constitutional Court has recommend this motion be amended

Constitution

- Clarify that Right of Address is once per summit

- Clarify that the Consul has no legal right to issue instructions to ambassadors

- Amend the responsibility and change the name of the title to Imperial Consul

- OOC Note: Parts of this section were superseded by the 2018 rules update.

After scrutiny the Constitutional Court have issued clarifications on the right of address and the power of authority and requested minor amendments to the name of the title and the responsibilities.

Right of Address

The Right to Address the Senate is considered a constitutionally significant power, one which the Court are keen to ensure is not abused to monopolize the time of the Senate. It should be noted that the Imperial Throne only has the right to address the Senate once per summit. As such the only constitutional interpretation of the right to address the Senate in this context would be one in which the power may be used once per summit.

Authority

Authority can only be vested in a single Imperial title. While an ambassador may employ aides, assistants or a proxy, it is not legal for two Imperial titles to be granted authority to represent the Empire to the same foreign power at the same time. This motion avoids any conflict of identity by making clear which title will hold authority, but it is vital to stress that where an ambassador exists then it the power of authority is vested in that title. The title-holder is expected to discharge their duties without undue interference from any other Imperial citizen. If the Senate have granted a citizen authority to represent the Senate then the constitutional position is explicitly that the decision making responsibility lies with that citizen and no other.

It is constitutionally forbidden for a citizen to hold an Imperial title that conveys direct legal power or even responsibility over the discharge of powers of other Imperial titles, lest a citizen "accumulate so much responsibility that they consider themselves better than their fellows". The holder of an Imperial title must exercise their powers in person, not through the agency of other citizens who hold other titles.

Citizens shall not hold more than one high office at a time and must exercise their powers in person.

Imperial Constitution

Title and Responsibilities

The title of "High Consul" carries a legal implication that the title-holder occupies a position of authority over the existing ambassadors. This implication is further strengthened by the explicitly stated responsibility that the Consul will coordinate the existing ambassadors. Such a position of authority is categorically forbidden by the constitution.

To make the situation clearer, the Court have recommended that the title be amended to "Imperial Consul" and that the responsibilities be clarified such that the title is expected to liaise with existing ambassadors to keep the Senate informed of ongoing negotiations and developments.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_High_Consul&oldid=60342"

Create title of High Exorcist

Create a new imperial title; the High Exorcist. .

- Has right of Address to the Military Council

- Is appointed by the Assembly of the Nine

- Serves for one Year

- Can be revoked by a Simple Majority of the General Assembly

Proposed by Kallavesa, Seconded by Temeschwar

Overview

- Create an Imperial Title title within the Imperial Synod

Date

- Winter 377YE

Cost

- Stipend: 3 Thrones

Campaign Outcome

- The Imperial title of High Exorcist was created.

Constitution

It is possible for the Senate to grant the High Exorcist the right to vote on the Military Council - doing so would automatically allow the holder of the title to be present throughout the a Military Council session and to speak freely. The Warmage operates in such a way at present. However this would be a substantive change to the working of the Empire, so would require the approval of The Throne.

The Constitutional Scholars wish to point out that if the Synod elect a High Exorcist who has control of a congregation, then the High Exorcist will automatically benefit from the Right of Witness, and cannot then be excluded from a Military Council session. Moreover the holder of the title is welcome to request permission to speak and can do so at the sufferance of the Council. The Adjutants appointed by each General operate in such a way at present.

It was initially ruled that it was not possible to give the High Exorcist the Power of Address in the Imperial Military Council. This Power of Address gives the holder the right to address the Senate (Conclave members have a similar power for the Conclave), but there is no equivalent power in the Military Council and the structure of the Military Council sessions does not allow for citizens to make addresses. Further examination of this decision lead to its reversal in 378YE.

Voting

State

Votes For

Votes Against

Result

In Principle

26

0

Passed

At 1 Throne

26

0

Passed

At 2 Throne

25

1

Passed

At 3 Throne

22

4

Passed

At 4 Throne

13

13

Failed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_High_Exorcist&oldid=38975"

Create title of Imperial Censor

To create a Conclave title of Imperial Censor

With the power to submit one free Declaration of Interdiction per Conclave session

Term of office – Declaration of Candidacy

Responsibilities – To ensure the Empire is safe from malign magical items, especially those of unknown or unacceptable provenance.

Proposed by Miekarova, Seconded by Volodmartz

Overview

- Created an Imperial Title within the Conclave

- Passed

Date

- Summer 380YE

Campaign Outcome

- The Imperial title of Imperial Censor

- The title is appointed by Declaration of Candidacy in the Imperial Conclave

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Imperial_Censor&oldid=47202"

Create title of Imperial Chaplain Consular

To appoint an imperial position: Imperial Chaplain Consular

A synod virtue title (of the way) to be appointed by the Cardinal of the Way.

Responsibilities: Advise Imperial Ambassadors on matters pertaining to the way. Provide Oversight of Imperial Ambassadors for the Synod. Study foreigners to facilitate comparative theology

Powers:Once per Season, may inquist an imperial ambassador without requiring a Judgement of the Synod. May spend up to five thrones per season from the Virtue fund.

Proposed by Bastion, seconded by Therunin.

Overview

- The Imperial Chaplain Consular can inquisit any Imperial Ambassador for the Imperial Synod.

- They may remove up to five thrones from the virture fund without requiring a judgement ... something about an anouncement?

Date

- Spring 379YE

Cost

- None

Campaign Outcome

- The title of Imperial Chaplain Consular was created

- Hywel Summercrow of Navarr was duly appointed to the position by the Cardinal of the Way.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Imperial_Chaplain_Consular&oldid=36183"

Create title of Imperial Harbourmaster

In view of the construction of the Freeborn Navy, that the current ceremonial title of "Admiral"should be renamed "Imperial Harbourmaster" so as to avoid confusion when an Admiral is formally appointed to the Military Council.

The powers of the Imperial Harbourmaster will be clarified and defined as follows:

That its responsibilities be expanded to include coordination of merchant vessels as well as raiding ships and encouraging citizens to use them for virtuous purposes.

That the Senate will devolve the Power to build or improve Great Works which affect fleet resources to this position.

That it be granted the Power to Address the Senate once per summit on any and all matters pertaining to those responsibilities.

The position will REMAIN an Imperial position appointed annually by the Senate, and should be re-appointed forthwith.

Proposed by Madruga, seconded by Sarvos

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Constitution

Overview

- Would have created the title "Imperial Harbourmaster."

Date

- Defeated Summer 379YE

Cost

- None

Progress

- Defeated

Constitution

- This motion would effectively have abrogated the title of Admiral, and created a new Imperial title.

- A motion should as far as possible do only one thing.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Imperial_Harbourmaster&oldid=60234"

Create title of Imperial Inquisitor

The creation of the title of Imperial Inquisitor.

Responsibilities: Coordination and overseeing of Inquisition in the Empire Working with the Militia to ensure Inquisitions occur correctly within the Empire.

Powers: Once per summit, the ability to, in addition to any existing judgement, call an Inquisition without the need for a vote in the Synod.

Appointed by the Assembly of the Nine, revoked by the Assembly of the Nine or the General Assembly.

Proposed by Necropolis, seconded by Temeschwar.

Overview

- Create a title within the Imperial Synod

Date

- Spring 2014

Campaign Outcome

- The Imperial title of Imperial Inquisitor was created.

Constitution

No term limits have been specified for this position. The standard constitutional processes for the term of office apply if nothing is specified by the Senate. In this case that means that the title will be re-elected annually.

Voting

State

Votes For

Votes Against

Result

In Principle

21

7

Passed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Imperial_Inquisitor&oldid=28125"

Create title of Imperial Master of Works

The creation of an Imperial Master of Works, with responsibility and the legal authority to carry out fortification works on behalf of the senate answerable to the synod, as per all imperial posts. The Master of Works to be awarded a fixed stipend by the senate, payable each season to fund these works.

Proposed by Mitwold, seconded by Semmerholm.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Campaign Outcome

Overview

- Passed 25 votes to 1

- Funded at 10 Thrones

Date

- Autumn 377YE

Cost

- Stipend: 10 Thrones per season from the Senate budget

Campaign Outcome

- Imperial Master of Works

- The power of the title was amended by the Seante in Spring 380YE to limit the ability to upgrade a fortification to once per season.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Imperial_Master_of_Works&oldid=44743"

Create title of Imperial Orc observer

Requiring an Orc observer for the Senate to be elected and given the right to speak on the Senate floor, though no direct vote or motion raising powers.

Proposed by Astalot, seconded by Semmerholm.

Contents

- 1 Overivew

- 2 Date

- 3 Cost

- 4 Election

Overivew

- Created the Imperial Title Advisor on orc affairs.

- Passed with 3 votes against and awaiting Constitutional Court opinion and Imperial Assent

- While this was deemed a constitutional issue, the constitutional court review later determined there were no constitutional issues.

Date

- Passed Winter 376YE (Easter 2013).

Cost

- None

Election

- Senate election

The Advisor is selected by the Imperial orc nation. The generals will appoint it, and if they are not unanimous the decision falls to the Senate in the same manner they would select a General (all candidates put themselves forward). This may be seen as setting a precedent for the senator selection process when the Imperial Orcs claim their first territory.

The Advisor on Orc Affairs has the ability to speak in the Senate.

The Advisor has the right to address the Senate. They may require the Speakers to timetable an address to the Senate each season as they see fit.

The Advisor cannot be removed from the Senate except by the Throne or by the Speakers.

The Advisor can be revoked by the Imperial Orc assembly, the General Assembly or the Council of Nine.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Imperial_Orc_observer&oldid=29925"

Create title of Imperial Seer

To create the Imperial Position of Imperial Seer to coordinate the use of divination magics.

The position will have the power to address Conclave, The Senate and the Military Council once each per season

Proposed by Madruga, seconded by Miaren.

Overview

- Elected by Declaration of Candidacy in Conclave

- Passed

Date

- Autumn 379YE.

Campaign Outcome

- The Imperial title of Imperial Seer was created.

- It is not clear how this title will be appointed.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Imperial_Seer&oldid=39733"

Create title of Imperial Wayleaves

Introduce Imperial Wayleaves

To create a right to build known as an Imperial Wayleave.

This conveys the right to announce the construction of one sinecure, ministry, great work to the citizen who purchase the wayleave.

An Imperial Wayleave may only be used in the season after it's purchased.

Create an additional Bourse auction each season. Proceeds go to Imperial budget.

Holder must use a wayleave in the senate by announcement.

Three wayleaves will be sold in each season.

Civil Service scrutiny required.

Proposed by Kahraman, Seconded by Sarvos

Overview

- Passed

- Create three Imperial titles Bearer of an Imperial Wayleave by the Imperial Senate that are appointed through Bourse auction

Date

- Winter 380YE

Constitution

- Each Wayleave must be an Imperial title subject to all the normal rules for an Imperial title

- It is possible for this proposed Imperial title to have a term of a single summit

- The commission would have to be announced at the same summit that the title was auctioned

- The number of commissions available to the Senate would be reduced in advance by the number of Wayleaves auctioned

It is not possible to vest the powers of the state in a document that is auctioned - they must be an Imperial title that is held. The constitution demands that no Imperial citizen hold two titles at once - allowing documents to carry powers of state would create the potential for an individual to effectively circumvent this limitation. The closest comparable situation is the favour of The Throne - a highly complex and constitutionally challenging arrangement.

The constitutionally valid way to achieve the closest outcome that the court can identify is to auction one or more Imperial titles through the Bourse each summit. These titles would last for the duration of the summit - and would allow the appointed citizen to announce a single commission in the Senate at that summit. They would be subject to all the normal rules for Imperial titles.

The number of Imperial Commissions would be reduced by the number of titles being auctioned through the Bourse, to prevent the Empire defaulting on its contract. The civil service are not confident of being able to administrate a title bought at one event and used at another when it is no longer valid - and it is not consistent with the way all other Imperial titles operate.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Imperial_Wayleaves&oldid=61020"

Create title of Keeper of the Breabasket

This motion is currently undergoing scrutiny.

To create the national title of the Keeper of the Breadbasket. To be selected by Marcher Senators for a term of one year and revocable by the Marcher Assembly or the Assembly of Nine. The Duty of the Keeper of the Breadbasket is to maintain the Great Work and decide if the Breadbasket is to support the Mournwold or the Imperial Armies which can only be done once per summit. The Keeper of the Breadbasket has the right of address to Senate once per summit which must be used if the allocation is to be changed.

Proposed by Upwold, seconded by Mournwold.

Overview

- The motion will create a title responsible for deciding how the subsidiary benefits of the granaries and storehouses that are part of the Imperial Breadbasket great work.

- Passed

Date

- Autumn 381YE.

Campaign Outcome

- This motion creates a new Imperial title..

Constitution

- This title is still undergoing scrutiny.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Keeper_of_the_Breabasket&oldid=58035"

Create title of Keeper of the Breadbasket

To create the national title of the Keeper of the Breadbasket. To be selected by Marcher Senators for a term of one year and revocable by the Marcher Assembly or the Assembly of Nine. The Duty of the Keeper of the Breadbasket is to maintain the Great Work and decide if the Breadbasket is to support the Mournwold or the Imperial Armies which can only be done once per summit. The Keeper of the Breadbasket has the right of address to Senate once per summit which must be used if the allocation is to be changed.

Proposed by Upwold, seconded by Mournwold.

Overview

- The motion will create a title responsible for deciding how the subsidiary benefits of the granaries and storehouses that are part of the Imperial Breadbasket great work.

- Passed

Date

- Autumn 381YE.

Campaign Outcome

- This motion creates a new Imperial title, Keeper of the Breadbasket.

Constitution

- The Keeper of the Breadbasket – if you give someone custody of a great work they make all the decisions about it. This would include both supporting the Mournwold and which army receives the benefit of the power of the great work.

- They would use their power with an announcement.

- It is unconstitutional to attempt to specify how a power such as Right of Address must be used.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Keeper_of_the_Breadbasket&oldid=63711"

Create title of Master Strategist

This motion is currently undergoing scrutiny.

To create the position of Master Strategist within the military council, to be elected by the military council.

The holder of this position would announce to the Senate each season a list of armies, navies, fortifications and spy networks to which the Guerdon will apply.

The position includes the power of address within the Military Council

Proposed by Segura, Seconded by Upwold

Overview

- Create an Imperial Title within the Military Council

- Failed

Date

- Spring 380YE

Constitution

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Master_Strategist&oldid=58073"

Create title of Minister of Historical Research

Create a titled position with the authority to perform historical research.

Proposed by Morrow, Seconded by Astolat

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Campaign Outcome

Overview

- Create a minister responsible for historical research

- Passed by 19 votes to 6

Date

- Autumn 377YE

Cost

- Imperial research requests cost 5 Thrones each.

- The civil service are able to process a maximum five research requests each season. Appointment of an Imperial citizen as minister allows them to authorize any of those five requests - it does not increase the number of requests possible.

Campaign Outcome

- Imperial title Minister of Historical Research created

- Civil service have requested clarification by the Imperial Senate on how they intended the costs of research requests to be met. A procedural motion has been raised to clarify this issue at the next Senate session.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Minister_of_Historical_Research&oldid=23986"

Create title of Quartermaster General of the Imperial Armies

Appoint a Minister for Resupply in Miaren.

Proposed by Astolat, seconded by Morrow.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Campaign Outcome

- 5 Constitution

Overview

- Create Imperial title with the power of the Senate to authorize resupply of armies.

- Passed at 25 Thrones with 16 votes for, 8 votes against.

Date

- Autumn 377YE.

Cost

- Stipend: 25 Thrones per season from the Senate budget

Campaign Outcome

- Quartermaster General of the Imperial Armies created.

Constitution

The Senate were advised that it is not possible to create a great works that could automatically provide emergency resupply to armies based in Miarren without a source of appropriate materials, mithril or weirwood, that could meet the costs. The senators elected to create an Imperial title with the authority to carry out the work instead.

When the title was created it was unclear which other powers, if any, this title had been granted. The civil service raised procedural motions at the Winter Solstice Summit 377YE to clarify whether this title had the power to:

- resupply an Imperial army.

- raise a new Imperial army.

- repair a fortification.

- create a new fortification.

If the title did possess one or more of these powers, they would still be procedurally announced to the Senate by the civil service (although no voting would be involved), and subject to the veto of the Imperial Synod.

The outcome of the procedural motions was to clarify that the Quartermaster General had the power only to resupply an Imperial army.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Quartermaster_General_of_the_Imperial_Armies&oldid=26160"

Create title of Seer of the Gateway

Create the Imperial Title, Seer of the Gateway.

Appointed by Assembly of Nine.

Revocable by Assembly of Nine & General Assembly.

Tenure: Lifetime, pending death, revocation or resignation.

Powers: May unilaterally make an additional Synod Judgement of Rewarding, once per season, to a value of up to 5 Thrones.

Responsibilities: 1, To safeguard the well-being of visionaries and guide priests partaking of True Liao.

2, To record the visions and experiences of visionaries and guide priests.

3, to publish and disseminate their records and any conclusions.

4, To purchase liao and other paraphernalia to support the above.

Proposed by Conscience of the Senate, Seconded by Bastion

Overview

- Created an Imperial Title within the Imperial Synod

- Passed

Date

- Winter 379YE.

Campaign Outcome

- The imperial title of Seer of the Gateway

- The title is appointed by the Assembly of Nine

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Seer_of_the_Gateway&oldid=44105"

Create title of Trade Envoy to the Sarcophan Delves

To create the position of Trade Envoy to the Sarcophan Delves Proposed by Kahraman, Seconded by Miaren

Overview

- This followed on from a previous motion to create other trade envoys.

- Passed

Date

- Winter 379YE

Campaign Outcome

- The ceremonial title of Trade Envoy to the Sarcophan Delves was created.

Constitution

- This title does not have the power to handle formal diplomatic relations with the Sarcophan Delves

- OOC Note: Parts of this section were superseded by the rules update 2018.

The civil service will direct representatives and citizens of the foreign power to whichever title or body has been granted the power to represent the Empire. The power cannot be vested in multiple titles or bodies; it must be absolutely unambiguous who holds it and in almost all cases this means an ambassador.

In Spring 377YE, the Senate passed a motion to create envoys with several foreign nations but indicated that the scope of their responsibilities was purely to initiate trade in resources. Because of this limitation, it was judged that these positions did not carry any authority and were ceremonial titles only. It isnot possible to create a diplomatic post that has authority only in specific areas.

As a result, this is a ceremonial title, with the responsibility for helping with trade with the Sarcophan Delves - it does not have legal powers or authority. Authority to negotiate with the Sarcophan Delves continues to remain with the Imperial Consul.

The well worn constitutional path to create an Imperial title that has authority is to create an ambassador. It is possible to create an ambassador without building an embassy - although experience has shown that all attempts to initiate diplomacy with foreign nations without first building an embassy are ineffective.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_Trade_Envoy_to_the_Sarcophan_Delves&oldid=60350"

Create title of the Dean of the Academy

That the title of Dean of the Academy be created with the power to raise one motion before the Senate each summit, with the Responsibility of raising that motion on behalf of the Academy Student Council.

Proposed by Morrow, Seconded by Bastion.

Overview

- The title will be appointed by the Imperial Senate.

- This title may be revoked by the Assembly of the Nine or the General Assembly

- The Dean - or the Student Council - will still need to find a second.

Date

- Spring 379YE

Campaign Outcome

- The Imperial title of Dean of the Academy was created.

Constitution

- There are constitutional issues with this motion.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_the_Dean_of_the_Academy&oldid=36247"

Create title of trade envoy

To appoint ambassadors to foreign nations to pursue trade in bulk raw materials. Ambassadors to be appointed to the Principalities of Jarm, the Asavean Archipelago, Faraden, the Commonwealth and the Sumaah Republic. Results to be presented for Senate approval at the next meeting.

Proposed by Tassato, seconded by Temeschwar.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Constitution

- 5 Progress

- 6 Election

- 7 Campaign Outcome

Overview

- Appoint ambassadors to foreign nations to pursue trade in bulk raw materials.

- Ambassadors to be appointed to the Principalities of Jarm, the Asavean Archipelago, Faraden, the Commonwealth and the Sumaah Republic.

Date

- Passed unanimously Spring 377 (Event Two 2013).

Cost

- None

Constitution

- This motion should have been presented as five separate motions so that senators could vote individually

- These positions have a responsibility to initiate trade with the foreign nation

- The Senate has not chosen to assign any powers or functions to these positions

- The Senate has not chosen to assign any money to support these positions

Progress

The purpose of these positions appears to be closer to trade envoys, than to actual ambassadors - the Senate appears to wish these positions to find a way to allow the Empire to trade for bulk raw materials with neighbouring powers.

The civil service have provided those appointed with the names of known contacts in the foreign powers so that they may initiate communication with them via Winged Messenger.

It is possible that a trade embassy might be built to allow regular trade to be automated. This would require significant investment of bulk resources - the civil service strongly recommend that this construction does not begin without firm agreements with a foreign power on trade terms first.

Election

At the event the following people were appointed to theses positions by the Senate.

- Constanza Barassadi di Tasssato of the league for the Principalities of Jarm

- Adnanna Dionati of the League for the Asavean Archipelago

- Braganza i Arco of the Brass Coast for the Faraden

- Destain of Derondell of Dawn for the Commonwealth

- Elisir of Urizen for the Suma Republic

Campaign Outcome

These titles were reappointed by Bourse auction, following a successful intervention by the Master of the Mint - who stressed the trade nature of these ceremonial titles.

These ceremonial titles are lifetime appointments.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_title_of_trade_envoy&oldid=41716"

Create titles of Civilian Commissioners

Commissioner Reformation motion for Constitutional Dignity.

Creation of the Civilian Commissioners title Inspiratum Magna Virtus, for the prosperity of the Empire. This is a national appointment for each nation, that will enable the holder of the title to build any civil commission in any territory of their nation by announcement in the Senate, provided they don't require upkeep or provide votes in the Synod. The bearer of this title will have the responsibility of raising or collecting the necessary funds for any commissions. The title of Civil Commissioner of {bearer's nation} is an Imperial title that will be appointed after Synod Judgement. These titles holders would be decided upon by unanimous vote of the Senators of the appropriate nation. Who may choose the manner of selection in good wisdom, the title can be revoked by the General Assembly, National Assembly or the Assembly of the Nine

Proposed by Skarsind, Seconded by Kallavesa

Overview

- Passed

- Ten Imperial Titles of Civilian Commissioners were created, one in each nation.

- Civilian Commissioners are national titles, appointed by unanimous decision of the Senators of that nation.

- Civilian Commissioners can commission the construction of sinecures, ministries, great works and follies.

- Any commissions of sinecures or ministries authorised by the Civilian Commissioner will automatically create titles when they are completed.

- The holders of these titles will be appointed by the Senators of that nation as national positions.

- To use their powers, the Civilian Commissioners must provide an announcement to the Civil Service, who present the decision to the Senate. No voting is possible by the Senate at this point, as the power has been delegated to the Civilian Commissioners. The Imperial Synod may, however, choose to exercise their right to veto over the Civilian Commissioner's decision.

Date

- Winter 379YE

Campaign Outcome

- The Imperial title of Civilian Commissioner is created, one for each nation of the Empire.

- The title was amended in Spring 380YE to limit the use of the power to once each season per commissioner

Constitution

- Clarify the limits of Imperial capacity to Commission

- Raise an administrative motion to allow the Senate to consider a recommendation from the Civil Service to limit these titles to one commission per season

Creating a commission requires a considerable amount of work for the Imperial civil service, who must identify potential sites for the construction, clear land, check supply routes, as well as ensuring that sufficient skilled architects, engineers, and workers are available for such a large scale construction. There is a practical limit on the number of commissions that the Senate can authorize each season before the practical limits of the Civil Service and the Empire to arrange them is exhausted. This limit applies on the number of commissions approved, even if the commission is never funded, since much of the administrative work needed to assess the commission and prepare for it is done before the building begins.

This practical limit has not been an issue previously - since the number of commissions the Senate has approved has been well within the capacity of the Civil Service to support them (albeit only just at times). With the passage of this motion, any practical limit on the number of commissions that the Senate might approve has been removed - they might theoretically approve dozens or even scores of commissions - vastly more than the Empire has the ability to support.

The constitutional court are concerned that the likely outcome of this practical limit, once it becomes apparent, is that civilian commissioners will compete with each other to announce their commissions first, with permission going to the quickest commission, not the most appropriate. In light of this possibility, and the the fact that the senators were unaware of this practical limitations at the time that this motion was passed, the court have asked the civil service to raise an administrative motion recommending that the Senate amend all titles with the power of commission be allowed to announce a single commission per season.

There is no requirement for the Senate to accept this recommendation, this isn't a constitutional issue, it is a practical issue of the Empire's logistical capabilities. This functional limit of the Empire's capacity to support commissions will apply no matter what decision the Senate takes, it is a case for the Senate to decide how it wishes to allocate those resources.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Create_titles_of_Civilian_Commissioners&oldid=44737"

Creation of an Imperial lottery

That the senate create a position of sinecure, to be allocated by the Navarr senators to organise and administrate a lottery. We suggest 40% of the takings to be used as prizes, 10% to be given to the title, 50% to be given to the senate.

Proposed by Therunin, seconded by Mitwold.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Constitution

Overview

- Defeated 6 votes to 20

Date

- Autumn 377YE

Cost

- A sinecure produces an income for the Imperial citizen appointed to be responsible for it. Any sinecure would require at least 10 wains of White Granite, Weirwood or Mithril to build, dependent on income produced.

Constitution

This position does not appear to be a sinecure, it does not appear to involve the expenditure of materials to create a structure that would produce an income. At present any Imperial citizen could choose to operate a lottery and can choose to grant a portion of the profits earned to the Imperial Senate.

If the Senate wish to pass a law criminalizing gambling - except via the operations conducted by a character with an appropriate Imperial title then they could do so - but the title would need to be appointed by the Bourse, since this activity would fall within their purview.

It is perfectly legal to include expectations of behaviour with a motion and the Synod are encouraged to take such suggestions into account when determining whether to revoke an individual. However it is beyond the constitutional limits of the Senate's powers to create legally binding requirements for how an Imperial title holder should discharge their responsibilities.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Creation_of_an_Imperial_lottery&oldid=58039"

Crewing (Redirected from Crew guidelines)

Contents

- 1 Overview

- 2 Crew Wiki

- 3 Logistics

- 4 Organization

- 4.1 Site Crew

- 4.2 Event Crew

- 4.3 Plot Crew

- 5 Commitment

- 6 Enjoyment

- 7 Crew Links

Overview

Volunteer crew are an essential part of Profound Decisions; the events simply couldn't happen without them. We need a large crew to put on the Empire events, so we are dependent on people to volunteer to take part as crew. Crewing is hard work and may mean that you miss out on the fun of playing but crewing is great fun for those that enjoy it and you'll be part of an elite team of people helping to create a fantastic LRP event for over fifteen hundred players. It's a huge responsibility and very rewarding when you see what you've helped to create.

This information is for anyone who is considering volunteering to crew an Empire event. This set of pages explain how crewing works, what options are available and what is expected of our crew. If you are interested in crewing after reading these guidelines then email us and let us know what interests you, or just join Empire Crew Introduction on Facebook to chat to us about getting involved.

Crew Wiki

If you are a member of our crew or you have read the pages here and are looking for more information on crewing, then we have a separate dedicated Empire crew wiki. Although this information is intended for our crew, this wiki is deliberately open to the public so that anyone who is interested in finding out more about how crewing works can read about it. We hope to build on this wiki over time so that is is a definitive resource for crew but also provides useful information for other groups, particularly people interested in running Empire sanctioned events.

Logistics

Crewing the event is free and includes vouchers for meals up to £5.50 from the caterers and access to hot drinks and snacks in the crew area. You will need to bring your own tent, a sleeping bag and something to sleep on. The crew have their own camp, which is designated for use by crew members only. If you plan to share a tent with a player then you will need to camp in the player area.

Organization

Our crew are assigned to a single team from one of three broad areas, the site crew, the event crew and the plot crew. Each team has a head who confirms crew spaces for members of their team. If you want to volunteer for crewing then it's useful to tell us what team or teams you'd like to help out in. You aren't restricted to working with just one team, but you need to be join a team before you can be part of the crew.

Site Crew

The site crew help us get the event ready by putting up tents, setting up the electrics, maintaining the site etc. Those who are helping with set-up need to be on site roughly two days before time-in. Those who are helping with take-down need to be on site until roughly one day after time-out. We aim to complete take-down by nightfall the day after the event.

If you are part of the site crew then you are encouraged to get involved and take part in crewing the rest of the event, but if you prefer to play then you are welcome to do that instead. Bear in mind though that you might be called on during the event to help with any issues that are relevant to your team.

The site crew are made up of six teams, site set-up, gate, security, set dressing, sparkies, and hygiene. Read the site crew page to find out more about what is involved in joining one of these teams.

Event Crew

The event crew help us to run the event, handling all the necessary logistics to keep the game going. The GOD team and the referees are there to answer player queries They include the GOD team, the referees and the weapon checkers, and crew welfare who see to the well-being of the three hundred plus other members of crew on site!

Event crew is a great role for anyone who wants to help players enjoy the event and doesn't mind not being in-character for most of the event. Most event crew need to be on site well before time-in to help get the game ready. It is fantastic if you can lend a hand for a few hours taking down the god tent after the event, but it isn't a requirement.

Other than the weapon-checkers who are needed at set-times, most event crew are too busy throughout the event to get more than a few hours off to play.

The event crew are made up of several teams, god, refs crew welfare, tavern, and weapon check. Read the event crew page to find out more about what is involved in joining one of these teams.

Plot Crew

The plot crew are there to bring the Empire setting to life and try to make each event as dramatic and engaging as possible. We need good writers as part of our plot team, but good NPCs are also essential, whether playing the same role each event as part of the Anvil field team or playing a multitude of different parts in the skirmish or plot NPC team. And the NPCs need several teams to support them so that the make-up, costume and props are available. Everyone involved with plot works together to create the plot, get the NPCs briefed and into character, and to respond to the actions of the players as the plot unfolds.

Plot crew only need to be on site shortly before time-in ready for the game. It is great if you can lend a hand for a few hours taking down the monster tent after the event, but plot crew is a great role for anyone who wants to be right in the heart of the game but cannot get to the event early or stay late.

Plot crew are very busy throughout every event. This means that it is impossible to play an event and be a member of the plot crew; although you will get a chance to take a few hours off each event to get out and socialize in-character if you want to.

The plot crew are made up of several teams, costume, make-up, skirmish, plot NPCs, field NPCs, and writers. Read the plot crew page to find out more about what is involved in joining one of these teams.

Commitment

There is no expectation that crew commit to attending all four events each year. Some roles are only suitable for crew who can make the majority of the events, but there are many crew roles that are useful even if you only make one event a year.

We operate a permanent crew system and encourage people to become a full time member of the crew team rather than play some events and crew others. However, you are welcome to resume playing in the future if you choose to do so. You can let us know at any time if you’re not enjoying what you are doing as crew and equally we’ll be honest with you if we feel it’s not working out.

Enjoyment

It is important to us that the crewing experience is enjoyable and rewarding not least because we depend on our crew for so much. We believe that our first responsibility is to our crew and that the best way to deliver a great event for players is if the crew are really enjoying what they are doing. So if you are crewing the event then please remember that you come to events to enjoy yourself and that, as the people who do the work to put the event on, you have more right than anyone to enjoy it!

Crew Links

- Crewing

- Site Crew

- Event Crew

- Plot Crew

- Management Team

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Crewing&oldid=40060"

Criminal trial (Redirected from Criminal Trials)

Contents

- 1 The role of the Magistrate

- 2 The role of witnesses

- 3 Structure of the pre-trial process

- 4 Structure of the trial process

- 5 Sanctions for contempt of court

- 6 Punishments and sentencing

- 6.1 Punishments available

- 6.2 Other possible consequences of conviction

- 7 Factors when determining sentence

- 7.1 Weregilds

- 7.2 Serious Crimes

- 7.3 Examples of sentencing policy

- 7.4 Penal military service

- 8 Differences in the criminal process for religious crimes

- 8.1 Differences in the structure of the pre-trial process

- 8.2 Differences in the structure of the trial process

- 9 Further Reading

The role of the Magistrate

All trials are presided over by an NPC magistrate. It is the role of the NPC magistrate to run trials in a manner which is expeditious, just, and wherever possible, provides an environment in which entertaining role-playing can occur. Magistrates will aim to conclude trials within ten minutes in most circumstances and so time given to both witnesses and the accused will be strictly controlled.

Imperial courts follow an inquisitorial (rather than adversarial) model. This means that the magistrate is responsible for investigating the facts of the case, rather than acting as an impartial referee between a prosecutor and a lawyer for the accused.

There is no prosecution or defence and the accused normally speak for themselves. If the magistrate is satisfied that the accused is unable to represent themselves adequately for some extraordinary reason then they may allow another person to speak in their stead. This does not exempt the accused from the requirement to answer any questions put to them by the magistrate.

There are no juries. Judgement is made by the presiding magistrate. Occasionally a magistrate may ask one or more of her peers to sit with her in judgement over a particularly difficult case.

The law allows magistrates to accept any evidence, including hearsay.

The minimum persons required to be present for a trial to be valid are the presiding magistrate, and at least one other person. The accused should also be present if possible, but may be tried in their absence if they abscond. Magistrates may choose to try all of those accused in connection with a particular crime or crimes at the same time. This is particularly likely where a criminal conspiracy by a group of individuals is suspected.

Where there are multiple offences which might apply to the accused the Magistrate is only required to set out the most serious charge(s). This does not prevent the accused from being found guilty of a lesser related offence. If found guilty, the punishment will also take into account any relevant lesser offences where appropriate.

Example one: The accused is charged with murder. It is possible that they might be found guilty of murder, manslaughter, assault or any other relevant lesser offence that the circumstances dictate.

Example two: The accused attacks members of the militia when they come to arrest him. They might be charged only with assault, even though this assault occurred while resisting arrest. If found guilty their punishment will take account of the fact that the assault took place against members of the militia while the criminal resisting arrest.

The role of witnesses

Most trials consist of the magistrate questioning witnesses relevant to the case. This will usually involve the investigating officer and the accused, among others. Where relevant this may include expert witnesses who are believed to possess relevant specialist knowledge. Trials are often decided purely on the basis of witness testimony.

As such, witnesses who provide false testimony are subject to harsh penalties. It is not unknown for a magistrate to impose a summary punishment upon a false witness without recourse to an additional trial. There is no requirement for witnesses to be sworn in because every citizen is always bound by their constitutional obligations. Witnesses who fail to attend a trial to which they are called run the risk of being found in contempt of court.

The accused may request the magistrate to call specific witnesses to give evidence, and may ask to question any witness themselves, but the magistrate is not required to allow it.

Structure of the pre-trial process

The accused will be presented before the court. The accused may be accompanied by a priest (if they intend to plead guilty and ask for clemency) or possibly by a friend or legal advisor.

The magistrate may choose to dismiss all the charges if they find no case to answer. Otherwise, the charges against the accused will be detailed and they will then be asked how they plead in relation to each charge: guilty or not guilty.

If the accused pleads guilty then before pronouncing punishment the magistrate will allow any priest present (or the Empress) to plead clemency on their behalf. Alternatively, if a weregild arrangement has been made with the victim then this must be approved by the magistrate. The magistrate may also investigate and consider any other pertinent evidence or testimony prior to sentencing.

When determining the accused's punishment the magistrate will take into account the seriousness of the crime and any mitigating factors presented by the priest in their plea for clemency. Further guidance on making effective clemency pleas is available here.

If the accused pleads not guilty then the magistrate will make arrangements for a trial to be held to investigate the facts of the case to determine guilt. If the accused refuses to plead then the magistrate may treat this as a guilty plea. In either case a plea for clemency will not be permitted.

If all the relevant witnesses and evidence are available then the trial may proceed summarily. Alternatively, if further investigations are required or witnesses are not currently available, the magistrate will release the accused on their oath that they will present themselves when it is time for their trial. Occasionally a magistrate will set other limitations on the accused’s behaviour while awaiting trial.

Where a magistrate has reason to believe that the accused is an absconsion risk or will not comply with their conditions they may require the payment of monies or assets to the Court in surety. These assets will be returned after the trial, provided that the accused does not abscond, breach any conditions or commit any further crimes.

If an accused absconds then the magistrate may try them in their absence. It is likely the magistrate will draw an adverse inference from the accused's failure to attend and also find them guilty of contempt of court. Any citizen can use reasonable force to apprehend them for the reward, although in practice it is often thief-takers and militia who are in the best position to do so.

Exceptionally, the magistrate may order the accused to be held in supervised custody until their trial can begin. This is only permitted where the magistrate believes the accused would be likely to commit further crimes if they were released. If so, the trial must be carried out as soon as reasonably practicable.

Structure of the trial process

The magistrate summarises the charges and then questions the accused about their version of events. The accused may be given an opportunity to make a statement.

The magistrate questions any witnesses and examines any other evidence. The accused may also be given an opportunity to question witnesses or examine the evidence.

The magistrate may give the accused a final opportunity to speak before either retiring to consider or passing judgement. The magistrate will then pronounce the sentence. Punishment is usually carried out swiftly but those sentenced to death might be allowed time to make final arrangements.

Sanctions for contempt of court

If a magistrate believes that any person is impeding the course of justice they may charge them with contempt of court and hand down a summary punishment. For example, this might be because that person is disruptive during a trial, disrespectful of the magistrate's authority, fails to attend court or fails to obey their lawful order.

If this occurs during a trial the offender will likely be fined and possibly also removed from the court. If the accused is found guilty of contempt and removed from the court the magistrate may allow someone else to represent them.

There is also a more serious charge of perverting the course of justice, most often applied when an individual fabricates evidence or bears false witness.

Punishments and sentencing

Magistrates will use their discretion to match the punishment to the crime. All punishments are potentially available to magistrates in respect of any crime.

Punishments available

- Fine: The most common punishment by far. The amount of the fine may vary due to multiple factors: the seriousness of the crime, previous convictions and the wealth of the accused. The magistrate may also levy additional fines to be given in compensation to the victim(s). The magistrate’s power to issue fines also includes the power to confiscate the convict’s assets, without limitation. Where the magistrate believes that the convict’s assets have been transferred to other persons in order to avoid confiscation they may take action against them for attempting to pervert the course of justice.

- Execution: The ultimate penalty. This is reserved for the most serious crimes. While there is no set method of execution laid down by the law, the interests of justice are usually served by swift and sober methods.

- Military penal service: When sentencing a convict to death the magistrate may offer the alternative of dying in the service of the empire.

- Branding: this is considered a somewhat primitive and archaic punishment by some magistrates but it is still occasionally practised.

- Magical punishments: Although rare, occasionally a magistrate may choose to legally sanction the use of magic upon a convict if that is the most appropriate course of action.

Other possible consequences of conviction

- Public denouncing of convict and potentially their group: Magistrates may use their position to denounce a convict, along with their associates. Such denouncements have no legal force of themselves but are usually used to bring matters to the attention of applicable bodies who can take action. Sometimes denouncements serve as a public warning about an individual or group. For example, a magistrate convicts a certain senator of a crime and then reports this to priests of the Synod. They formally request the Synod revoke the senator.

- Religious consequences: It is not unheard of for religious powers such as testimony or excommunication to be applied to a convict after the trial. Although a magistrate cannot directly order the use of religious powers during sentencing she can make a formal request to the Synod to do so and may be able to provide liao for this purpose.

Factors when determining sentence

What follows is a list of possible factors that a magistrate may take into account when sentencing, but it is not an exhaustive list. The factors most likely to carry the most weight are listed first but any one of the factors could, in the right circumstances, override all others.

- the harm (or potential harm) caused by the crime

- relevant previous convictions

- clemency: the persuasiveness of the plea

- the imperial interest (such as making an example of a convict to deter others, or showing mercy where it is just)

- for fines only, the wealth of the accused may be taken into account in order to avoid fines being either trivial or unjust

- the wishes of the victim or their family

Weregilds

Weregilds are an old Wintermark custom whereby compensation payments are made to the victim of a crime by the perpetrator. When Wintermark joined the Empire these customs were adjusted to fit into the Imperial Law. In order to benefit from a weregild arrangement the accused must ensure that agreement is reached with the victim before their trial and for this purpose mediators are often employed to negotiate with both parties to find the right weregild.

The weregild not only replaces any compensation to the victim that would otherwise have been set by the magistrate, but agreeing this settlement with the victim is also taken into account positively during sentencing in a similar way to clemency. Magistrates will refuse to take into account weregilds which are unfair to the victim. Even where the weregild is accepted, the Magistrate may still apply severe punishments if the needs of justice demand it.

Weregild arrangements are a secular alternative to pleading clemency and they are are treated as an admission of guilt by the accused.

Serious Crimes

In general, the following crimes are notable in that they will often result in the death penalty for those convicted:

- murder

- malsanguino.

- treason

- perverting the course of justice

- contravening a Declaration of Sorcery

- contravening a Declaration of Interdiction

- religious crimes involving dedication to a false virtue

Bear in mind that any crime may carry any punishment, up to and including death, if the circumstances warrant it.

Examples of sentencing policy

Most assaults are punished with a modest fine, since given the wide availability of healing there are usually no lasting consequences. On the other hand, if attempted murder is proven this is much more serious and may warrant execution.

Murder is usually punishable by death, unless there are extenuating circumstances. Consequently, those who admit their guilt and arrange for a priest to plead clemency on their behalf are much less likely to be executed. However clemency does not in any way guarantee this - please see here for further guidance on making clemency pleas in court.

Theft is usually punishable by fine. Thieves who are unable to meet fines are sometimes branded. Only where there seems to be no appropriate alternative punishment would execution be contemplated for a thief. This might be the case for a serious repeat offender who professes to have no means to pay his fine, but this is not common.

Perverting the course of justice is an extremely serious offense. Magistrates are often inclined to make examples of those convicted by sentencing them to death.

Penal military service

For the most serious crimes, a magistrate may sentence a convict to penal military service as an alternative to execution. A convict has the right to refuse, instead choosing execution. Penal military service offers a method by which the convict can attempt to redress their crimes by dying in military service for the Empire. If there is a suicide mission then it is likely that they will be sent on it, in other battles they will be placed in the most perilous positions by the commanding general. The commanding general has the power to summarily execute any of these convicts on the battlefield if they fail to follow orders, try to flee the field or attempt to carry out further crimes.

While those sentenced to penal military service are away from the battlefield they are free to go where they want and to and spend their time how they wish. However, they are usually branded in a prominent place to warn others of their crimes. Should they be caught committing further crimes it is likely that they will be summarily tried and executed by the presiding magistrate.

Occasionally, those sentenced to penal military service repay their debt to the Empire by repeated and conspicuous acts of heroism on the battlefield. The Imperial Military Council has the power to free convicts from their penal service in such circumstances.

Differences in the criminal process for religious crimes

The process for dealing with religious crimes is somewhat different than for other crimes.

Differences in the structure of the pre-trial process

In order for someone someone to be prosecuted for a religious crime they must first be condemned by one of the Virtue Assemblies.

Magistrates are often disinclined to hold suspects for long periods while waiting for the condemnation of an appropriate Assembly. If this is an issue, this process can often be expedited by going to the Assembly of Nine, the Imperial Inquisitor, or any other titled position that wields the legal power of inquisition and condemnation.

The magistrate will require an expert witness from the relevant assembly to present the basis for the condemnation and to assist them as required at trial. This is usually (but not necessarily) the priest who brought the motion of condemnation.

The accused may choose how to plead but, as the Synod have already condemned them for their crime, there are very limited grounds for them being found not guilty.

Differences in the structure of the trial process

The remit of the magistrate who tries the case is limited to the following issues.

The accused can only be found not guilty if the magistrate determines that either:

- the accused has been condemned for something that does not meet the legal definition of a religious crime. For example, simply making an unvirtuous suggestion does not necessarily meet the definition of blasphemy; or

- that the condemnation is not a bona fide exercise of the Assembly's powers, but is in fact a vexatious or malicious attack on the accused. It will be presumed that the condemnation is bona fide in the absence of any evidence to the contrary.

The magistrate will throw out the case if the expert witness does not satisfy them as to the first point.

The second point will only be considered if the accused pleads not guilty.

If the accused is convicted the magistrate is also responsible for determining an appropriate punishment in accordance with their sentencing guidelines.

As in all cases, the harm (or potential harm) caused by the crime is often the main factor in determining sentence. So for example, if the convict has promoted heretical teachings to other citizens but there is no evidence that citizens were swayed or influenced in any way, the amount of harm caused is likely to be modest.

In practice the death sentence tends to be reserved for the worst offenders only, in particular those who dedicate themselves to a false virtue, commit idolatry to a similar degree, or who continue to repeat their crimes.

Further Reading

- You can review the list of current criminal offences here.

- You can learn more about civil trials and claims against fellow citizens here.

- You can learn more about the Non-Player Character and Player Character officers of the law here.

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Crimson Ward of Summer Stars

Contents

- 1 Rules

- 1.1 Summer Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must possess the battle mage skill.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target character gains two additional ranks of endurance, but only while wearing mage armour.

They are also under a roleplaying effect; you feel confident in their personal prowess, and certain that your magic is a match for any challenge they may encounter.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 6. Additional characters must be present throughout.

Description

This ritual, also known as the Thunder of the Stag's Heart and the Prism of the Glorious Soul empowers a magician to make greater use of their mage armour. The protective ability of the armour is enhanced, but the ritual achieves that by enhancing the aura of the wearer rather than the armour itself. Battle-magicians, especially Dawnish war-witches and Imperial orc warcasters make extensive use of this enchantment, preparing themselves for the dangers of the battlefield. Some mages feel that the ritual can lead to dangerous over-confidence in battle, or speculate it may magnify personality flaws with repeated use.

Common Elements

This ritual usually involves the magician and their mage amour. The armour is often donned as part of the performance, each piece accompanied by an invocation or marked with a rune or symbol. It is common for a coven of battle-magicians who have gained some knowledge of Summer rituals to perform this ritual together on their own coven, the morning before they take the field.

Another common element is marking key points on the body that correspond roughly to the locations where mage armour is worn (the brow, the shoulders, the forearms, the shins, the belly, the chest and the neck), or (especially for a vate) spilling a few drops of blood from those locations before donning the mage armour.

The rune Feresh is often used with this ritual, and evocations of The Stallion, of horses or bears, and especially of gryphons.

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Crossroads

The old woman whispered and muttered to herself, gently shaking an old rattle filled with baby teeth. Beneath the raven-feather-and-dragonbone mask, her amber eyes were fixed on those of the young Grimnir opposite. He felt light headed, from the sweet smelling smoke and the three bowls of mead she had bid him drink, and was glad he was sitting down.

Without looking, the mystic reached out one stick-thin arm and grabbed the kettle from the fire. In a smooth motion she poured the boiling water into his lap. He winced in spite of himself. She chuckled. Despite the carelessness of her movement, not a drop splashed - although he was intensely aware of the heat from the wooden bowl so dangerously close to his groin.

The mystic did not speak, but mimed raising the bowl. He remembered her instructions then, with a start. He leant forward, and inhaled a deep breath of the scented steam. The sweet, sharp scent caused his nostrils to tingle and chilled his lungs. His head swam. Rainbows gathered in his peripheral vision, vanishing when he turned to look at them. He caught himself giggling.

He looked down at his hands - the old mystic must have taken the bowl without him realising. The fire was lower than he remembered. He felt ... displaced, as if his skin were too tight for his body. Then he was distracted by one of the new tattoos on his forearm, the swooping hawk and the soaring falcon. He fancied he could see them beating their wings.

His hostess poked him with a long dry stick, and offered him a tall boiled-leather pot. He reached inside, feeling the coolness of the mammoth ivory tokens within engulf his fingers. He grabbed a handful and without looking at them threw them onto the mat in front of him. His vision blurred - then narrowed - then danced with colours. The old woman snapped her fingers, then pointed to one of the runes.

"Gralm," she rasped. She held one jagged fingernail just above its surface, almost close enough to touch. "It is the crossroads. It is the skein. It is the choice you must make - to go to south, or to stay in Skarsind. It's the hero's road."

She grinned, showing her jagged yellow teeth. She snapped them suddenly together and grinned.

"It is also death. All roads end in death, and lover's meeting."

She pointed to the second rune, again stopping just short of touching it.

"Ull!" she announced fiercely. "It is the tossed coin, the rolled dice. The lightning strike, the unforeseen chance. The life that happens while you are making other plans. It is a powerful rune. It is ... great deeds, for good or ill. A hero's rune."

Then she pointed to the third rune - leaning forward and peering at it. She held her entire face just above it, sniffing.

"This ... is the other rune. The twenty-seventh. See, it is blank? It is the unknown and the unknowable, the rune without a name, the mystery, the secret that you knew before you were born and will know after you are dead. It is the road, the road of a thousand choices, Walk the road turning left and right, choosing your path and then look back to see that there is only a straight road behind you with no turnings. Look ahead and see no more choices."

She rolled back on her haunches and studied her guest carefully.

"Many mystics do not include the blank rune among their stones." She sucked her teeth thoughtfully. "I am one of those. Here."

She upended the pot then, spilling all the remaining runestones. They bounced and scattered across the cloth, clacking and clattering together. They were all blank, all empty, just tablets of mammoth ivory scattered around the first two runes he had cast down. The mystic stirred them all together with one sharp taloned fingernail, and laughed - a sharp barking laugh like a dog. Or a wolf. Then she pushed her mask up, and the young warrior could see she was smiling - a particularly mirthless smile.

"Well my boy, I don't know what to tell you. The runes say your choice is important, and will shape your life ... but they also say you have to make it alone ..."

Overview

Across the Empire, wherever diviners cast the runes or look to them for guidance, the same two keep cropping up over and over. Gralm, the Crossroads. Ull, the Coin. The runes of destiny and chance. The twenty-seventh rune also - even where that rune is not included in the casting, it turns up unlooked for.

In the League, everyone seems to have decided to perform the same plays, with the same themes. This season, when the sun has set and the temperature has lessened, the troupes and the guisers and the mummers tell old stories that set the Prince and the Witch against each other. Where the prince seeks the advice of the witch, however - a common enough trope in these sorts of plays - as often as not the actors falter and forget their lines. Where the Prince lays out her choice - to marry, to seek the Throne, to have her enemy slain - her voice sometimes takes on a bewitching timbre that stirs the audience as never before, and sends at least one dramaturgist into retirement with the knowledge she will never again match the performance she has just given.

The Urizen search the night skies diligently for signs; the Hakima find their own excuses to take blankets and bottles of wine out under the Summer stars. There they look for the signs of the world above reflecting what is already afoot in the world below. It is a sky full of birds. They find the Phoenix easily enough, and muse on the transformation of the self through learning, wisdom and understanding. Some of them mark the path of a falling star, a single tear shed by the phoenix that traces a crimson arc across the shadowed world to all to earth somewhere in the mountains of Urizen. Is this the sign they seek?

Perhaps not, the Wanderer forms no conjunction with the phoenix despite the portent. Rather, it seems to stand in alignment with absent stars - with the Stork which eschews the heavens in Summer months. Only when the astronomancers realise that the conjunction is with hidden stars, do they mark how the sky reflects what the runecasters and the dramaturgists already know.

Choices.

Fateful, significant choices that might shape a life, a skein ... an Empire. A chance to weave a new fate, or confound an old one. A crossroads, from which a traveller must choose one road or another. There will be no turning back, as the Solstice approaches, and no guarantee of a second chance.

The Urizen say the Stork means making the right choice for the right reasons; in Highguard they call it the Decision to be Virtuous. It is about accepting responsibility for your own destiny, being the master of your own fate. Accepting that things matter, and that the decisions and actions we take in life influence them. It is about accepting that you must choose, or you must stay where you are until hunger, or thirst, or old age catch up with you - like one that travels a lonely road and, looking back once, walks on and knows the darkness that follows at their heel.

Significance

There are tides in the world. Usually they are most obvious when the stars align, but it must be remembered that the stars as often as not reflect the world; they do not shape it. The runes heralded the shifting of those arcane currents first, and the stars followed suit.

In this case, a conjunction of chance and fate; a conjunction that suggests that the right choices can shape the world. The Stork, the crossroads, the dice, the Prince and the Witch. Call it a conjunction; it's as good a name as any.

Under this conjunction, rituals that seek guidance are harder to perform. The magnitude of Signs and Portents, Whispering Shadow Courtiers and Dreams in the Witch House are each increased by two for all casters. The conjunction may have similar effects on similar magical effects, especially those that draw on the intuitive, divinatory powers of Night.

In contrast, the rituals that support choices that have already been made - specifically Call Winged Messenger, The Ambassadorial Gatekeeper and The Ethereal Courier each have their magnitude reduced by 2 for all performances. Indeed, any ritualists who have mastered these rituals may choose to substitute green iron for crystal mana when performing these rituals; the smooth metal is taken in token payment by ... well, who knows? Every two measures of green iron spent count as one crystal mana.

Many players will not even notice there is a conjunction taking place. Others may choose to view this as an opportunity to focus some of their role-playing around embracing or avoiding difficult or significant choices.

Sensitive characters will experience dreams of crossroads, and games of chance. They may also have frustrating dreams in which they seek guidance from absent friends, family members, or authority figures that ultimately proves impossible to understand or appears irrelevant. These dreams will also feature images of birds, especially ravens, and spiders spinning glistening or metallic webs.

Resolution

The effects of the conjunction fade within a month of the end of the Summer Solstice; the consequences of the decisions taken under it's influence may prove a good deal more durable.

Two roads diverged in a yellow wood,

And sorry I could not travel both

And be one traveller, long I stood

And looked down one as far as I could

To where it bent in the undergrowth;

Then took the other ...

Robert Frost, The Road Not Taken

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Crow Keeper of the Rest

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 A Portion of Liao

- 3.2 Voice in the Synod

- 4 Appointment

- 5 Pilgrim's Rest

Overview

A motion to construct the Pilgrim’s Rest in Kallavesa Marsh, Kallavesa was entered into Senate during Autumn 380YE and passed. The sinecure was self funded by Kitsana – a Wintermark Stormcrow of the Way. This would then create the Imperial Title of ‘Crow Keeper of the Rest’.

Crow Keeper of the Rest was an Imperial title created by the Imperial Senate in Spring 381YE. The position is a sinecure, requiring minimal responsibility but awarded a regular income of liao and votes in the Imperial Synod to reflect the many pilgrims taking rest on their journeys.

The sinecure itself is a modest construction of white granite and other materials resembling a way station or inn by the side of the Pilgrim’s Trail. The establishment offers pilgrims a place to rest before they take the last part of their journey into the marsh to lay their loved one to rest.

Responsibilities

The Crow Keeper of the Rest is responsible for the safety and wellbeing of those who travel through the Kallavesa Marsh whilst on pilgrimage.

Powers

A Portion of Liao

The sinecure provides six measures of liao to the Crow Keeper each season, to be used as they see fit.

Voice in the Synod

Crow Keeper of the Rest may sit in the Imperial Synod, and possesses 12 votes in Synod affairs (or an additional 12 votes if they already have a congregation). They may use these votes in any assembly for which they are eligible.

Appointment

Crow Keeper of the Rest is a national position appointed by the Synod. It is elected by judgement of the Wintermark Assembly. .

The title can be held by a Wintermark citizen. The Crow Keeper has tenure and serves until they die or step down. They can be revoked by the General Assembly, the Wintermark National Assembly, and by the Assembly of the Nine.

Pilgrim's Rest

Shortly after the winter gathering at Anvil of 380YE construction began on the new way station. The building itself is something akin to a roadside inn, with rooms for travelers to sleep; tables and benches for eating and drinking; a large hearth keeps the main room warm along with an ever burning brazier which is surrounded by plinths with books and maps. The books tell the stories of fallen heroes and the maps mark where they are laid to rest in the marshes. Annexed off from the alcove containing the brazier is a cold store room where fallen heroes may lay before their final journey.

There is a kitchen that serves pilgrims all day and night with traditional Wintermark stews and meats. A bar serves drinks including Kitsana’s own personally brewed wine ‘Kallavesa Wreck’. To the rear of the building are rooms that may be used by Pilgrims to rest their weary feet and aching legs. In honour of a fallen hero of Wintermark and a dear old friend to Kitsana there is a constant vigil and unobtrusive presence of a now retired military unit ensuring the safety of Pilgrims. Some of these ‘guards’ have taken to hearing and retelling the stories of other fallen heroes in the great Wintermark scop tradition with soft song, lively stories and sombre praise; extolling the Virtues of those who have passed and cheering the spirits of those who mourn. Along with the newfound scops is the presence of a few local Wintermark Stormcrows who guide Pilgrims and preach all Virtues of The Way. Some of the resident Scops and Priests like to imagine that, even from beyond the gulf of death, in some way Kitsana herself still uses her lamp to protect travelers in the area.

Kistana

Before the construction of the Pilgrim’s Trail and Britta’s Pool a Wintermark Stromcrow priest by the name of Kitsana would walk the trails of the Kallavesa marshes lighting torches and lamps along the way so that pilgrims would be able to find their way through the marshes whilst taking their loved ones for burial in the Wintermark tradition. Kitsana also maintained a small hut with some basic shelters in order to offer pilgrims warmth and hospitality. While pilgrims ate their hot soup, bread and drank steeped tea or something a bit stronger Kitsana would ask to hear of the virtues of their fallen and the stories of their Names.

Once the Pilgrim’s Trail and Britta’s Pool were constructed Kitsana saw a great increase of pilgrims traveling through the swamps and marshes. She came to the decision that her simple hut and shelters would no longer be adequate and began to collect the materials needed to build something more substantial. In the autumn of 380YE the Senator for Kallavesa heard of her efforts and advised her that he would personally propose the motion to the Senate for this to be built and with a Second from the Senator for Semmerholm and the promise of self funding the motion passed.

Sadly, the day before the sinecure could be appointed for the first time, Kitsana died. The first citizen to hold the title was the stormcrow Nils Bardstrom, of Hendal Hearth.

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Crow on the Cradle

Original Song by Sydney Carter (https://www.youtube.com/watch?v=r8x0uMV1EsY)

Varushkan version

Lyrics and arrangement by Jude Reid and Daisy Abbott

Crow on the cradle, the wind and the storm Now is the time for a child to be born He'll laugh at the moon and he'll cry for the sun And play in the sunlight when winter is done

Sang the crow on the cradle

But winter is hard and the snow it is deep The frost and the hunger will keep him from sleep You'll strive and you'll suffer but day after day The winter will take your sweet baby away

Sang the crow on the cradle

The crow on the cradle the snow in the sky Somebody's baby is born just to die Crow on the cradle, the cruel wind's sting Somebody's baby will not see the spring

Sang the crow on the cradle Sang the crow on the cradle Your mother and father they'll sweat and they'll save To build you a coffin and dig you a grave Hush little baby now never you weep I've got a song that will put you to sleep

Sang the crow on the cradle

Oh crow on the cradle I'll weave him a charm I'll guard him and watch him and keep him from harm My cloak I will give him to cover his bed And I will go hungry to see my child fed

Oh the crow on the cradle

Crow on the cradle, the wind and the storm I'll rock him and hold him and keep my child warm The lamps we will light and the hearth fires we'll burn Oh crow on the cradle you'll never return

Oh you crow on the cradle Oh you crow on the cradle (rpt)

Navarr version

New lyrics by David Proctor

The summer is ending, the brokers weigh corn Now is the time for a child to be born She'll laugh at the trees and cry without fear And if she's a Thorn she'll carry a spear Sang the crow on the cradle

And if it should be that this baby's a Vate Never you mind if she shares Navarr's fate With blood on her fingers and and a knife in her hands And the Vallorn behind her wherever she stands Sang the crow on the cradle

And when it should be that the child takes the Brand They'll dance along with her and with her they'll stand With a scar on her cheekbone And a suit of dark maille And before her the ruins of Terunael Sang the crow on the cradle

The crow on the cradle, the husks in the night Somebody's baby is born to our fight The crow on the cradle, the green and the black Somebody's baby is not coming back Sang the crow on the cradle

Your striding or steading will sweat and they'll fight To hold back the vines that creep in the night Hush-a-bye little one, never you weep The corpse glade is ready for when you should sleep Sang the crow on the cradle

Bring me my bow, and I'll shoot that bird dead That's what Navarr and Thorn long ago said The crow on the cradle, what can we do? Ah, this is a thing that I'll leave up to you Sang the crow on the cradle

The crow on the cradle the husks in the night Somebody's baby is born for our fight The crow in the cradle, the cities of dust One day we'll take back all that we have lost Sang the crow on the cradle

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Crow on the cradle

Vaclav descended the spiral stairs in silence. Now and again he would reach out and touch two fingers to his lips, and then touch one of the skulls cemented into the wall. He paused at the bottom, and settled the long cloak of black feathers round his shoulders, adjusted his dragonbone mask, and stepped through the crude archway into the barrow proper.

Candles guttered here and there, providing little illumination. He waited in silence.

After a few long minutes, he heard the scraping of bone on stone. A quiet, empty voice spoke from somewhere in the gloom.

"Sssssserav ..." it hissed, and then fell still. Vaclav took a deep breath.

"No my lord. It is Vaclav. Serav was my grandfather. He's been dead for twenty years, lord. Remember."

There was a noise that might have been a chuckle.

"Twenty ... years? I should apologise ... Vaclav. Sometimes it is hard to ... tell you apart. You are such excellent ... stewards."

Vaclav bowed his head for a moment, and the drew a slim scroll from beneath his feathered cloak.

"You told me to come as soon as there was word from the Malinov, my lord. A scroll arrived less than an hour ago."

He unfurled the pale parchment, squinting in the gloom. He could barely make out the scroll, never mind the writing. In truth, he had memorized the words but he made a show of reading the scroll out for his lord. The dead king could be quite touchy about little details, as Vaclav had learned the hard way.

"They say they remember, and they keep to the old compact. They are Varushkan and do not forget. They will raise the black standard again, if their cousins in the west will do their part. There is talk of roads, of course. Of mithril. They will march, but never again lead. Oaths were sworn, after all."

The voice from the shadows was stronger now. Vaclav's eyes had adjusted to the gloom a little, and he could make out the hunched shape seated on the stone throne in the centre of the barrow, and a few of the dark alcoves set at regular intervals into the walls. He could not quite make out the shapes that occupied them, and as always he was grateful for that.

"I remember the oaths. I am not ... so far gone. I remember Pieter Malinov near ... pissed himself ... when he laid his blood on the black stone. So angry. So passionate. So ... foolish. That was ... long ago."

Vaclav knew better to interrupt his lord when he was reminiscing, lost in the past.

"I remember ... when you told me ... what they had done to the Senator. Thrown ... out of a window."

A dry, empty chuckle.

"Again, lord, that was my grandfather. And I think you told me once that that was Varla Malinov. I am sorry."

"Don't ... apologise. It is nearly ... time ... for me to rest. The iron boots no longer ... march. The sound of the drums becomes ... distant. The crows ... have fed ... but now ... peace."

The dark lord hissed the final word, drawing it out, his voice dwindling away into silence. Then, suddenly, it was strong again. Vaclav felt a flicker of his lord's will, his full attention focused on him.

"Send the birds, Vaclav. Make the ... offer. Baruk and his people will ... remain here and guard my ... slumber. Tell him ... that those of his people who wish may go to the Imperial orcs ... if they will take them. But our bargain ... must be paid in blood ... and he and his blood-kin will ... stand watch ... over the barrow. He knows ... the price should he fail."

Vaclav nodded, and bowed, and started to withdraw. Then he paused and turned back.

"My lord ... may I ask a question?"

The silence became expectant.

"Will it last, this peace with the northern orcs?"

Laughter, then. Dry, but strong, filling the barrow. Echoed by the unseen figures occupying the alcove.

"No, Vaclav. Peace never lasts. Never. In a month, a year, a decade, a century ... peace dies. The boots march again, the drums beat again. the blood ... flows again. As it was in my youth, as it was in the centuries since. Peace ... there is no peace, outside of the grave."

The laughter died away; there were no echoes. One moment laughter, the next silence.

"Send the birds, Vaclav. When the peace ends ... I will be here. For you, for your children, for your children's children. It does not ... matter ... how long. It does not matter if you call yourself Ushka, or Varushkan. I will ... always be here ... for you."

Vaclav bowed low, a catch at his throat and his eyes blurred with tears at the terrible hunger in his lord's voice - and the terrible, terrible love that lay there too.

He pulled his cloak around him again as he stepped through the archway and began the long climb up the spiral stairs. At each turn, he touched his fingers to his lips, and touched the skulls of those who had gone before him, nestled in their earthen alcoves. His father. His grandather. His great-grandmother. Back and back through the generations.

One day soon that he would join them, and in time watch his daughter, his grandon, the blood of his blood, descend the dark stairs to commune with the Lord of the Broken Hill, in the darkness, in the silence of centuries, until long after his bones were dust and his name forgotten.

Contents

- 1 Overview

- 2 Significance

- 2.1 Armies

- 2.2 Supply

- 3 Resolution

Overview

Since the Thule invasion of Karsk in 368YE, an independent military force has operated out of the Broken Hill, in Branoc. Composed primarily of Varushkan warriors apparently supported by a powerful sovereign known as the Charnel Lord, the force was supplemented by some Wolves, and even a number of orc bandits. The army changed sides at least once during the war on the command of its aberrant overlord, but despite this treachery eventually came to fully support the Varushkan defenders.

Now, it appears that there is peace with the Thule - at least in the short term. The barbarian orcs have withdrawn from Branoc, and from Crowslook, to cold Krevsaty. The Charnel Lord obviously considers the invasion over ... and has instructed his agents to approach the Varushkan people with an offer.

The Charnel Lord knows that it is time to sleep once again - to fall into the restless slumber in which he sleeps away the years between wars in Karsk. While still a presence within the Broken Hill, he will not be in a position to completely protect his chosen people ... and he wishes the Varushkans to take over this role. "His" people are still Varushkan - albeit estranged cousins to the rest of the population of Karsk. He has also sent his messengers to the Malinov, the Sloev and the Pravin of Moresvah and called in certain old favours, to gain the assistance of the notoriously insular old families in protecting the soil of Varushka.

One thing he has reminded them of is that, until the reign of Empress Mariika, the scions of these families lead the army of the Iron Helm into battle, serving as general as often as not. When the cunning Empress disbanded their army, they swore a mighty oath that one day they would see the black banner of the cruel army raised again. Perhaps the time has come to make good on that oath ... working with the surviving followers of the Charnel Lord they could certainly realise that dream ... provided the rest of Varushka were prepared to help them.

Significance

The Varushkan followers of the Charnel Lord represent several vales in Branoc, Crowslook and eastern Nitrost. These could either form the core of a new Varushkan army or they could be used to expand an existing Varushkan army to make it large.

This opportunity to incorporate the warriors of the Charnel Lord into an Imperial army will be available until Summer Solstice 380YE, otherwise the warriors are likely to disperse back to their homes. This opportunity might well be removed if open war with the Thule erupts again before a decision is made.

Armies

Enlarging an existing Varushkan army with the assistance of the two insular natives of Karsk would require a motion of the Imperial Senate, and would cost 125 wains of mithril. It would take six months, during which time the target army would still be able to move and submit orders normally. At the end of that time, the army would become a large army with all the standard benefits, and with the increased upkeep.

Alternatively, by working the the miners of Moresvah, the Varushkans could use this core of vicious killers to reinstate the Iron Helm army. The legacy of this cruel army is particularly strong in Karsk . It would require 160 wains of mithril and 40 Thrones, and take a year, but at the end of that time the cruel banner of the Iron Helms would be raised again in Karsk. However at present, the Varushkans cannot support an additional army.

Supply

Sadly, the long years of war have wrought untold damage to the infrastructure of Karsk. Near constant casting of Rivers of Life means that the road network that connects the vales of Karsk is ruined. As a result of the devastation, the Varushkans are not currently able to support a third army. After two years, the industrious Varushkans will likely repair enough of the roads to be able to support a third army if nothing else changes, but there is an opportunity to improve the situation immediately.

A Senate motion to rebuild all the damaged roads would be a great work that requires 80 wains of White Granite and 20 Thrones, but would be complete within two seasons. Once complete it would allow the Varushkans to support a third army, but it would also provide a valuable additional benefit. The improved travel would cause a permanent increase in the productivity of mines and forests. In total they would produce 100 additional ingots each season spread through the mine and forest resources of the territory.

Construction of the great work. and raising a new army, can happen at the same time - but work raising the new army cannot begin until the construction of the great work begins. If anything goes wrong with the road network, then the new army would not be supported and could not be completed.

Resolution

The Imperial Senate agreed not only to rebuild the roads of Karsk, but also to restore the Iron Helm. The work on rebuilding the roads was completed shortly before the Spring Equinox 380YE.

(OOC: The cost to recreate the Iron Helms has been reduced to bring it into line with recent updates.)

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Crown of Three Tears

Contents

- 1 Overview

- 2 The Crown of Three Tears

- 2.1 Provenance of the Crown

- 2.2 As the Crown of Wintermark

- 2.2.1 Queen Ilsin and the Vallorn

- 2.2.2 King Yorick and the Thrones of Summer

- 2.2.3 The Last King, Alof Bearning

- 2.3 As the Crown of Heroes

- 2.3.1 Covetousness, murder and Agramant the Wendigo

- 2.4 Inga Suvvisdottir and the Fall of Skarsind

- 2.4.1 Current whereabouts of the Crown of Three Tears

- 2.4.2 Locating and recovering the Crown of Three Tears

- 2.5 Properties of the Crown

- 2.5.1 Theories of Suleman of Cantiarch's Hold

- 3 Recent History

Overview

The Crown of Three Tears was worn by the pre-Imperial kings and queens of Wintermark. It is a vital part of their heritage. It was lost to the Empire during the fall of Skarsind.

In Summer 378YE, Ioseph of Phoenix Reach (the Minister of Historical Research) commissioned an investigation into its provenance and whereabouts at the request of Thane Aedred of Renwaerd. In Autumn 381YE, the results of the research (a document prepared by the civil servant Warren of Dale) were made publicly available to Imperial scholars interested in the history of this prestigious item.

The Crown of Three Tears

The history of the Crown is innately tied to the history of Wintermark. Every child knows the story of its creation, and it can be argued that it has existed as long as the concept of Wintermark itself. The two are practically inseparable.

It is beyond the scope of this document to list every significant event involving the crown; a conservative estimate would suggest it is anywhere between five and seven hundred years old, and has been in constant use throughout this time.

Rather I will attempt to give an overview of the crowns history, and highlight events that seem particularly relevant today. I am indebted to the assistance offered by the scholars of Rundhal and Kalapheim, and to the Navarr of the Swift Quill Striding who helped gather information from historians across the Empire.

Provenance of the Crown

After the war a victory celebration was held in Hahnmark. A traditional Steinr grand moot – a Witan – was called, where three representatives of each people spoke on the nature of their achievement and of what must be done next to survive. It is said that amidst the speeches the leaders of the Suaq, the Kallavesi and the Steinr each shed a single tear for the trolls, and that these three tears froze in an instant, becoming clear gems. These gems were collected by the most cunning of the Suaq hunters and set in a crown forged from the torcs and rings of the fallen heroes of the three people. The wisest of the Kallavesi mystics crowned wily Ulmo of the Suaq King of the Three Tears, ruler of a new nation, Wintermark.

A tale of Years, '''Scop Arna the Golden'''

Without wishing to give offence to the Winterfolk, the story of the three tears is almost certainly a metaphor not intended to be taken literally. As with the stories of feathers, seals and falling stars, it is a fanciful tale that appeals to the romantic nature of the folk of the north-west. The Steinr, Suaq and Kallavesi had just waged and won a bloody war of extermination against the “trolls” (most likely a metaphor themselves for a powerful tribe of orcs – several books have been written about this theory so we will not belabour it here).

The story of the forging of the crown itself, however, is certainly based in fact – examination has confirmed the story of its construction. The clear gemstones are unique, as near as can be ascertained – no jeweller has ever successfully identified them as anything other than “clear gems”, nor have any other gemstones with the precise hue, tone or translucence been encountered. This alone would be sufficient to make the crown a treasure beyond price. One quirk associated with the crown is that the ritual Hand of the Maker does not reveal the identity of the jeweller who crafted the crown. Magicians who have performed that ritual on the Crown of Three Tears report that it simply presents a sensation of cold, darkness and great sadness. While some magical scholars theorise that this simply means a powerful Night ritual has been used to conceal the crafter, the magicians involved regularly point out that they can tell the difference between receiving a result they do not understand and information that is hidden by magic.

As the Crown of Wintermark

The crown was passed from monarch to monarch through the history of Wintermark; when a king or queen died the Witan would select another to take their place. The ceremonial coronation always took place at the end of the Witan, marking the chosen King or Queen as the leader – but not the ruler – of the three peoples. It is no coincidence that the method of choosing the King or Queen of Wintermark is similar to the method whereby the modern Empire chooses an Empress or Emperor – indeed, those Winterfolk who have held the Throne (Guntherm and Mariika) both delayed their coronation until the end of the summit in honour of this old Winterfolk tradition.

The list of Wintermark kings and queens is incomplete – but all existing stories confirm that they were crowned with the Crown of Three Tears. All Kallavesi, Steinr and Suaq recognise the crown – at the very least it adorns the Face of Ulmo, the massive carving of the Suaq First King that overlooks the Winterfolk “capital” of Kalpaheim.

Three monarchs in particular are worth mentioning in a document about the Crown of Three Tears.

Queen Ilsin and the Vallorn

The first is Queen Ilsin, during whose reign the crown was very nearly lost forever. Against the advice of her counsellors, she lead an ill-fated crusade against the Vallorn of Hercynia. Trusting to the power of her runesmiths and icewalkers, the queen and a large number of her warriors attempted to root out the infestation with fire and steel.

Perhaps predictably, the attempt was a disaster and the queen and all her warriors were reportedly slain by an onslaught of ravenous vallornspawn. Hours before her death, Queen Ilsin entrusted the Crown of Three Tears to Carun White-Walker, widely considered one of the swiftest messengers of the Navarr people at the time, and he managed to break through the tide of monstrous assailants closing in around the Wintermark army. The crown was returned to Hahnmark, and Carun's impassioned tale of the Queen's courage in the face of certain death is remembered in Kalpaheim to this day.

King Yorick and the Thrones of Summer

A little over fifty years later, the changeling King Yorick Bloodgold lead the folk of Wintermark (the image here is purportedly a drawing of King Yorick found in the cellar of a house in Kalpaheim in 342YE). He wore the Crown of Three Tears to a “summit” attended by the nobles of the Summer Realm, representing the people of Wintermark. The details of the meeting are quite fanciful, and difficult to confirm. It is said that Queen Eleonaris of the Fields of Glory, Queen Cathan Canae of the Cold Wastes, Prince Jaheris the Just, King Hayaak of the Forest of Arden and King Rhianos of the Eternal Sea all greeted Yorick as an equal. They judged him to be a great ruler of mortal men because in their eyes he rules over not one but three kingdoms. According to the tale, the crown allowed Yorick to endure the majestic presence of these five potent Eternals and gave his word great weight in their councils. During the meeting, peace was brokered between the warring Eternals – and a treaty agreed to limit the involvement of the Summer Eternals in the conflict between the Wintermark and the Jotun.

A footnote to this tale suggests that when Yorick returned from the Summer realm (presumably in reality this was a chamber somewhere between the mortal realm and the Eternal realm) he brought with him five gifts from the Eternal Kings and Queens.

A similar tale is apparently told among the Jotun, although in their case the Jarl of Jarls is credited with securing the peace treaty and receiving the five gifts.

The Last King, Alof Bearning

The last bearer of the crown was the Kallavesi Alof Bearning (a copy of the only surviving image of the king can be found to the right). He was chosen or his swift wits, clever tongue and cautious demeanour. Before his coronation, the mystics explored a powerful vision that suggested the next ruler would be called on to make a decision vital to the future of Wintermark; indeed, only six months after his coronation the First Empress held her historic meeting at Anvil. Alof attended, and while he found the Empress' vision appealing he declined the offer to forge an Empire. According to history, he saw little benefit in an alliance with the distant Highborn – another story suggests that a bitter argument between Marchers and Dawnish attendees (or between Urizen and Navarr – sources give different versions) caused him to believe that the Empire would fail because it would be unable to achieve unity.

The King was no fool however – he knew that if the Empress did unite the Bay of Catazar, even for a short time, she would be irresistible. He returned to Kalpaheim full of uncertainty and sought the advice of his counsellors.

In the end, however, the King was persuaded that the grand alliance might in fact work, in part due to the skilled diplomacy of a Highborn Wayfarer, Malachi of the Winds of Virtue. Alof personally helped lay the groundwork for the Imperial Senate, and was instrumental in ensuring that the leaders of the Empire represented the people, rather than governed them.

Finally, when the nation joined the Empire, King Alof Bearning returned the crown to the Kallavesi mystics. It became not only a symbol for the unity of the three peoples of Wintermark, but for their union with the newborn Empire.

As the Crown of Heroes

After the end of the line of Kings and Queens, the Kallavesi mystics chose to bestow the crown on the Winterfolk hero they considered to best exemplify the virtues of Wintermark. While the final decision lay with the Kallavesi – as was the will of King Arnulf – in each case the mystics took counsel from the cleverest Suaq and the most courageous Steinr. The decision was never made lightly, and it was understood that only death would sever the tie between the hero and the crown.

In the last 378 years, an estimated eighty-four men and women of Wintermark have worn the crown and stood as exemplars of Winterfolk unity. Of these, all save two held the crown until their deaths.

Lordi the Far Walker abdicated his responsibility when it became clear that the wasting sickness he suffered for most of his life would soon claim it – he returned the crown to the Kallavesi before his final Walk northwards.

Ritha Henriksdottir was the only hero of Wintermark to be stripped of the crown. During the reign of Empress Brannan she drew arms against the Cardinal of Loyalty following the shameful revocation of the Throne. Motivated by anger over what she saw as a betrayal, her hot Changeling blood caused her to murder the Cardinal in front of several dozen witnesses. She never denied the charge, and returned the crown to the Senator for Kallavesa shortly before her execution. Her final words were sometimes mentioned as a caution to the heroes that followed her: “let my shame pass with me, and leave the crown and the heart of Wintermark untouched.”

Covetousness, murder and Agramant the Wendigo

As a priceless artefact of great power and importance to the people of Wintermark, it should come as no surprise that there have been numerous attempts to remove the crown from the hero of Wintermark to which it has been entrusted.

In 138YE, the Crown was actually stolen in 138YE by, of all things, a coven of Urizen magicians who were convinced that it held the key to unravelling a magical mystery related to the control of winter storms. They drugged the hero Marko the Ice Lion during his marriage celebration, but their attempt to replace the crown with a replica was uncovered almost immediately. The ire of the entire nation of Wintermark was raised against the Urizen – and it must be said that the aghast magicians of the south-eastern lands cooperated entirely with the resulting investigation and willingly handed the thieves over to Imperial justice. The crown was recovered, undamaged, and those involved in its theft faced stiff penalties.

In 246YE a minor diplomatic incident occurred when a representative of a powerful Asavean “noble” named Bertillon of Nemoria attempted to buy the crown, intending for it to form the centrepiece of his collection of royal regalia from around the world. After three increasingly heated attempts, the bearer of the Crown, supported by all four Wintermark senators and the egregore and with the assistance of several burly warriors ejected Bertillon's agent from Anvil. The Winterfolk were later charged with assault, and required to pay reparations to the agent – but no further attempts were made to purchase the Crown of Three Tears.

In Winter 328YE, agents of Agramant the Wendigo attempted to steal the Crown of Three Tears during a particularly eventful summit an Anvil. Haukr Valdísarson, the Suaq hunter who was at that time bearer of the crown was lured into an ambush and set upon by corrupt Marchers and several Heralds of the Winter Eternal. Despite the odds, he and his party fought free although in the process Haukr was fatally wounded when a bone spear-tip broke off near his heart. He died two days later.

Following his death, his son Valdir employed potent Icewalker rituals to seek the deeper purpose behind his father's murder. Pursuing several leads, he discovered the existence of a bargain between Agramant and a Thule Dragon called “Fraynir” who coveted the crown for an unknown purpose.

Two more attempts were made to acquire the crown that were later traced to the Thule magician – a blatant attempt to buy it by an agent of the Thrice Cursed Court in 334YE, and a Thule orc attack against the home of Karmark Ogmasdottir (Steinr hero of Wintermark) in 352YE. Kormakr was able to foil the attack against her home but lost her life in the process.

What use a Thule Dragon might have for the Crown of Three Tears is difficult to guess, but conjecture suggests that it Fraynir was likely motivated by more than simple covetousness. While the last attempt to gain the crown that can be convincingly tied to the Dragon took place nearly forty years ago, it is impossible to be certain that Fraynir is no longer alive – even if the stories of Thule Dragons having achieved a state of near immortality are not true, it is accepted fact that their lifespan is supernaturally long.

Inga Suvvisdottir and the Fall of Skarsind

The final Wintermark hero to wear the crown was Inga Suvvisdottir. This courageous warrior was killed in 373YE during the fall of Skarsind. She was killed by Thule forces while defending Gildenheim, along with the majority of the warriors fighting alongside her.

An eye-witness, the grimnir Hovat the Bloody, says that her unit were attempting to fight through to relieve an impromptu field hospital that had been threatened by an unexpectedly successful push by the Thule. Her soldiers were ambushed by Thule archers, pinned down against the walls of Gildenheim, and surrounded by a significant force of warriors supported by a grim “empty eyed” warlock. With her companions falling left and right to remorseless attacks, Inga engaged the leader of the ambushing group - a massive pale-skinned warrior wearing midnight scale armour with a helmet in the shape of a roaring drake. She fell beneath his massive green-iron blade but not before she had inflicted a grievous wound on him.

Hovat's account lacks details – the chaos of warfare makes it difficult to confirm his story – but the when the defenders fell back before the Thule army, Inga and her warriors were not among them.

The following two sections are out-of-date; the Crown was actually recovered by Imperial heroes during the Spring Solstice, 379YE.

Current whereabouts of the Crown of Three Tears

After the barbarians were driven out of Skarsind in 377YE a thorough search was made of the ruins of Gildenheim in the vain hope the crown could be found – there was however no sign of it. Interrogation of captured Thule revealed very little.

At this point, we can only speculate as to the whereabouts of the crown.

It seems likely that such a potent artefact, even were it not recognised as the Throne of Three Tears, would have been claimed as part of the spoils of war. The most hopeful scenario is that it is part of the regalia of some Thule Warlock or Warlord, but unfortunately the most likely situation is that it is in the cold, withered claws of a Thule Dragon in distant Otkodov (see references to Fraynir above).

Locating and recovering the Crown of Three Tears

Had the Crown been captured by the Jotun, or even the Druj, then it might be feasible that a “ransom” could be paid to recover it. If, as is most likely, it is in the hands of the Thule it may be possible to secure its return but at this time there are no diplomatic channels with which to contact them and doing so runs the risk of alerting them to the true value of the artefact – a value they could in theory be ignorant of.

A suggestion from the Icewalker Rudhra Dancing Fox when contacted to add her expertise to the search for information about the Crown of Three Tears is that communication with an Eternal might help to confirm the location of the Crown.

The Eternal Kimus might be an obvious choice, given its interest in significant events and “pivotal”or “important” objects and people.

Alternatively, if efforts have been made to keep the whereabouts of the crown secret, then agents of the Whisper Gallery might possess some insight into where it might be found.

The final suggestion is the most worrisome of course – the crown is an immensely valuable item and, if it has fallen into the hands of a Thule Dragon, then it might have been traded to Ephisis in return for something of immense value or power … or offered as Tribute to Skathe, Tharim and Surut in return for an incalculable amount of magical power.

Properties of the Crown

The crown is very old, and has been passed down through generation after generation of Winterfolk. While it is a magical artefact, its true value lies in its symbolic nature.

It is an exceptionally powerful symbol of the unity of the three peoples. There are few items in the Empire that have such a potent symbolic meaning – the handful of items of comparative importance would include the Imperial Crown and perhaps the Throne. Its role in the history of Wintermark makes it an artefact beyond price. During the reign of Empress Mariika, the Kallavesi seer and mystic Tekupala claimed that the greatest power of the Crown was the way it warped the skein of whoever wore it. They would be drawn into situations where the choices they made would shape their destiny and that of people throughout Wintermark and beyond – but that the price paid for this shaping of the skein was that the bearer would often find themselves overwhelmed by the forces arrayed against them. Or, as the Suaq bard Garn said when he was chosen to bear the crown, that it ensured he would die a brutal, savage death at the hands of his enemies, which removed a lot of the uncertainty from his life.

Theories of Suleman of Cantiarch's Hold

The Highborn archivist Suleman of Cantiarch's Hold, made an extensive study of the bearers of the Crown of Three Tears. He petitioned to be allowed to examine the crown itself, but was politely rebuffed. Instead, he examined the lives of each of the monarchs of Wintermark and the heroes who followed them. His cautious analysis was that wearers of the crown tended to die violent deaths, usually in or shortly after battles. He suggested that the most likely explanation was that the traditions and customs of Wintermark itself meant that the kind of people wearing the crown – leaders and champions – tended to mean that they regularly found themselves in harm's way. He did note that while more bearers died violently than died peacefully (of old age or sickness), there was only one story where the bearer died of misadventure – and the death of King Ulfarn the Unready is regularly pointed to as being the result of an assassination rather than a dining accident. In the interests of balance, however, Suleman presents a second, alternative hypothesis but is quick to point out that it is just conjecture. He theorizes that the Crown of Three Tears is actually an extremely dangerous cursed item; that serendipity and synchronicity conspired to put anyone bound to it in dangerous, life-threatening situations and to make it more likely they would die as a result of these encounters.

The Winterfolk cultural tendencies mean that they perceive the effect of this curse as a boon – it ensures that their leaders and heroes encounter important events during which they can make significant choices and shape their skein – and it cannot be denied that the wearers of the crown tend to live exceptional – if short and bloody – lives.

Recent History

In Winter 378YE, a curse fell over the three peoples of Wintermark that encouraged them to seek the company of their own tradition and eschew that of the other two. Initially, the Strength of Tradition was somewhat beneficial - but that soon changed as the curse grew in power and its true malignancy was revealed.

By Spring 379YE, the curse had escalated to become the Bane of Tradition, causing conflict between the three traditions and threatening to tear the nation apart. Investigation by brave heroes uncovered evidence of a conspiracy; the Thule barbarians were using the Crown of Three Tears as a powerful focus to destroy Wintermark. The crowns role as a symbol of unity made it the perfect tool to try and tear that unity apart.

The Crown was eventually recovered by Imperial heroes during a vicious engagement with Thule forces in Hahnmark, here the orcs were attempting to complete the final stage of their magic. As part of the ceremony needed to break this curse, General Erkenbrand of Tyrsholm was crowned the first champion of Wintermark since the fall of Ingvar Suvvisdottir, and the unity of Kallavesi, Steinr.and Suaq was re-affirmed.

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Crumbling Flesh and Withering Limbs

Contents

- 1 Rules

- 1.1 Winter Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must possess the magician skill.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

Twice each day during the duration of the enchantment the target can call CLEAVE with a rod when they hit a target, following the rules for a heroic call.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 6. Additional characters must be present throughout.

Description

This ritual allows a magician to channel destructive, painful magic through their rod. The spell blasts flesh and twists bone, leaving a limb useless and crippled or immediately incapacitating a target with an agonizing burst of pain if it strikes the chest or belly. The rod needs to strike reasonably exposed flesh, but the magic penetrates heavy clothing and light armour with ease. The effects of the withering cleave can be treated in the same way as a blow from a sword or axe.

As with Kimus' Glaring Eye, the magic of this ritual can be used by a magician in armour because they are not actually casting a spell when they invoke its power. For a ritualist with no other useful incantations, this can prove moderately useful on a battlefield as long as they select the right moment to strike with their withering strike. Even magicians with useful battlefield magic can still find this enchantment useful however; it gives a powerful strike when used at the right point in a battle, and is certainly enough to deal a crippling blow to an enemy magician.

Sometimes this ritual is named Sorin's Chastising Touch, evoking that Eternal's philosophy of learning and strength through suffering. Some scholars believe the name refers to a more potent version of the ritual that allows additional uses, and is used by certain tyrannical magicians to inflict crippling injuries on recalcitrant minions.

Common Elements

This ritual almost always involves the target's.implement in some fashion. Sometimes the rod is anointed with noxious preparations, sometimes magician and rod alike are marked with the rune Kyrop which symbolises weakness. Invocations involving old age, disease and sickness are included.

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Crusade

Jessica stood on the orcs chest and took a firm grip on her great two-handed sword. She had hit the little bastard far too hard. She wiggled the weapon back and forth slowly working it loose from where it had lodged in his chest.

Sir Jory stomped up to her, and smacked her on the back with the loud "clang" of bloodsteel on mithril. He was covered in blood, and she could tell from the way he was favouring one leg that at least some of it was his own.

"That's the last of them," he said grimly.

"What about the ones that made a break for the tree-line?" asked Jessica. finally getting her sword free. She checked he blade carefully, then kicked the orc corpse in the head. "Notched the blade, dammit."

"They didn't get far." Sir Jory inclined his head to a Navarri archer picking among the dead for unbroken arrows.

Jessica looked sceptical, but held her peace. Like many Dawnish she considered the bow-and-arrow a poor choice for a warrior's weapon.

"None of them made it into the trees, then?"

Sir Jory shook his head. "It was strange, mind. Three of them made it to the edge... and then... they came back."

Jessica began to wipe her sword clean. Sir Jory put his hands on his hips, breathing heavily, and leant forward slightly. He looked pale under the blood.

"Are you alright?"

Sir Jory waved her concern away. "Right as rain once I've had a sit down. One of the brutes dinted my helmet for me. That'll teach me to turn my back on a desperate Druj, even if it's cause two of his friends are trying to disembowel me."

The two Dawnish looked towards the forest. A wall of green, stretching as far as the eye could see. Not just a metaphorical wall, not really.

"How far does it go do you think?" asked Sir Jory.

"All the way to the Barrens, obviously." Replied Jessica. She sheathed her blade, now clean, and looked speculatively at the dead orcs around her. Sir Jory made a sound halfway between a grunt and a snort.

"They've attacked Drycastle, I hear." he said to nobody in particular. "And set one of the Towers aflame to boot. Bloody vermin."

Jessica, a questing knight, had more experience fighting the orcs of the Barrens. She chose her words carefully.

"You know they brought Lord Agravaine back? I remember telling you - the questing knight?"

Sir Jory nodded. "I remember you saying that all the talk was that the Barrens was ripe for the conquering."

"I know that with a fourth army, with the Druj out, with Spiral Castle admitting they're part of Dawn again, there won't be a better time to strike in the next decade, if ever. Once we get bogged down in Urizen, or on the west side, we'll not get loose again easily."

Sir Jory shrugged. "I don't know if I agree with you ... but I do know that right now there are orcs shooting arrows into Dawnish yeomen and the only thing between us and them are some trees."

They looked at the Forest of Peytaht again. Jessica forced a grin - and the Paragons knew there had been few enough of them in the last few months.

"Spooooky trees," she joked. Sir Jory met her gaze.

"Well, you know what a Dawnishman such as myself says when told that a forest is full of things even the Druj are frightened of?"

They stared at each other in silence for a moment. Jessica's grin become stronger, more natural.

"I assume it's the same as this Dawnishwoman says - let's go and see what the Druj are so afraid of ...."

She slapped Sir Jory on the back with a clang of mithril on bloodsteel, and the pair of them went off to report the destruction of another orc encampment.

Contents

- 1 Overview

- 2 Significance

- 2.1 Crusade

- 2.2 The Shadow of Peytaht

- 2.3 Thorny Questions of Legality

- 3 Resolution

- 3.1 Epilogue

Overview

In Semmerholm, the mustering of the fourth Dawnish army is almost complete. Almost every noble house in Dawn has provided stout yeomen, noble knights, and war witches to take up arms under the banners of Dawn. Valentin of House Orzel is the Senator for Weirwater who proposed the motion - assuming that he is able to provide the final wains of mithril required to complete equipment and deployment, the army will enter service during the Spring Equinox.

This season the senator for Weirwater is expected to confirm both the name of the army and the composition of its forces. Senator Valentin is under pressure from some noble houses to have the new army take up the banner of the Gryphon's Pride - the army lost in the Barrens in 276YE. Troubadours encouraged by House Lionsguard (among others) have spread the tale of the Gryphon's Pride's glory, and made much of the idea that the Barrens are Dawn's destiny. With the current situation in the Barrens it is clear that many Dawnish nobles will be watching to see what the Senator announces with interest.

The final mustering of the new army could not come at a more propitious time.

A well-publicised agreement with the Jotun orcs says that Dawn will keep its armies away from the conflict on the western border and instead fight the orcs hero-to-hero in glorious battle beyond the Sentinel Gate. At the same time, the indigenous orcs of the Barrens have launched a sneak attack against the Towers of the Dawn and the houses of Dawnguard. Dawnish blood has been spilled by these so-called "foreigners" and it will not stand!

This attack, along with the memories stirred by the talk of the Gryphon's Pride, has reignited ambitions to finally conquer the Barrens. The Druj have been driven back, and all that stands between Dawn and control of this large, exceptionally rich territory are a trio of aggressive barbarian armies. Within a year, they could be scattered and the Barrens conquered - and who could then deny the glory of Dawn?

Significance

When promises were lost, a Gryphon’s Pride would bear the cost

A lion leads, whilst cowards stayed behind

Into the jaws they ran, her golden armour in the van

And before the Golden Sun the Druj were blind

Though glorious was her art, merely mortal was her heart

And in the heat of day it gave its last

Whilst bravely they had fought, the Gryphon's Pride was all for nought

And the blood that spilled was Dawnish blood at last

Crusade

There is a strong undercurrent in the nation at the moment that it is time to take the Barrens. The Hounds of Glory, the Eastern Sky, and the Golden Sun will be more than a match for three armies of savage orcs, and when the new army joins the fray as well the orcs will finally be driven out of the Barrens once an for all. The mithril at the Fangs and the weirwood of the Eaves of Peytaht are valuable prizes, quite apart from the fact that the Barrens as a whole is rich - almost certainly rich enough that control of it would allow Dawn to raise and support a fifth army.

If the Dawn national assembly calls for the conquest of the Barrens, the people will listen. A suitably worded statement of principle could name a Dawnish priest to support the armies. The priest would need to collect 50 doses of liao, to enable creation of auras of Courage, Pride, and Ambition, and this would mean that every military unit controlled by a Dawnish captain would gain a significant bonus to their fighting strength when engaged in fighting in the Barrens for the next season while supporting a Dawnish army or fortification. By contrast, any Dawnish military unit that chose to fight elsewhere would suffer a significant penalty to their effective fighting strength.

It is likely that if the assembly makes this statement, the opportunity would exist to keep supporting the Dawnish conquest of the Barrens.

The Barrens orcs are still foreigners - so this statement would do nothing to make an attack against the orcs legal. However, the troubadours argue, it is not a crime for the knights and war-witches of Dawn to defend the Towers of Dawn ... and kill any and all orcs who attempt to take the fortification, and the manors of Dawnguard, away from them. In self-defence, of course.

The Shadow of Peytaht

At the moment the Hounds of Glory and the Eastern Sky are in Reikos. While they could easily reach Dawnguard this season, this would entail passing through either the vallorn infested depths of Brocéliande ... or through the Great Forest of Peytaht.

Stories claim that some dark force lives at the heart of Peytaht, where even the Druj feared to tread. Yet it is clearly possible to pass through - as the eastern barbarians proved when they brought their armies down into Reikos in the first place. Indeed, in the last months of the war in Holberg the Druj moved their armies through the forest again.

There is no doubt that passage through the forest is dangerous ... but it is the quickest way to reach the Barrens in the event that the Dawnish wish to launch their crusade ... or simply wish to defend their people in Dawnguard. While it is glorious and courageous to face the unknown, running in unprepared is unwise. There are certainly precautions that can be taken.

If the Dawn national assembly, or the virtue assembly of Courage or Wisdom, upholds a statement of principle that glorious warriors guided by courage and wisdom should not fear to face the dangers of the Forest of Peytaht, this would surely help mitigate the risks involved in moving through the forest. The statement would need to name a priest, and the priest would be responsible for collecting liao to support Imperial troops passing through the forest this season.

If 50 liao are collected, one army would receive significant protection from any dark forces in the forest of Peytaht, or two armies could be partially protected. Alternatively, if 100 liao are collected it would provide significant protection to both armies if they went north from Reikos into the Barrens.

Regardless, it is the obfuscated nature of the threat that makes Imperial forces so reticent to pass through the forest. A courageous army risking the wrath of Peytaht is one sure-fire way to find out whether there is actually any substance to that threat, or whether it is simply orcish superstition.

Thorny Questions of Legality

Currently, the Imperial Senate has declared the Barrens orcs to be foreigners. Yet that same senate refused to accept a peace treaty negotiated with the orcs. Now they are aggressively attacking the Dawnish people of Dawnguard.

It is entirely legal for the Dawnish people to defend themselves against the attack by the Barrens orcs; any number of captains can support the Towers of the Dawn without facing criminal charges. There is some grey area as regards the legality of moving Imperial troops into the Barrens to protect the people of Dawnguard - but again a case could surely be made for self-defence and duty to Imperial citizens.

However, if the Barrens orcs remain legally foreigners, attacking or conquering the Barrens would be a serious crime, not only for those generals who ordered their armies into battle, but for the captain of any military unit that assisted them. The constitution, however, supports the rights of the generals to give such orders to the troops under their control, however, in the expectation that those orders be carried out, regardless of the motions passed by the Senate.

In the words of the notoriously uncompromising General Artur deCoyne, "It's usually a lot easier to get permission for something once you've proved it can be done."

Resolution

The national assembly of Dawn raised and passed the following judgement: "The Dawnish National Assembly supports actions taken by Nobles and Military Units in Glorious Battle and Crusade in The Barrens. The National Assembly appoints Frederik Novarion to lead this and support the military units using liao." Frederick Novarion has provided 50 doses of liao to support the Crusade.

Military units supporting the Barrens crusade receive a bonus, while those not involved in fighting in the Barrens receive a penalty.

- Any Dawnish unit that supports the Golden Sun or defends Towers of the Dawn will receive the "Glorious Crusade" effect, which adds a bonus to their fighting strength.

- Any Dawnish unit that does not support the Golden Sun or defend Towers of the Dawn will receive the "Scorn of the Troubadours" effect, a penalty reflecting the scorn for those who disavow the conquest of the Barrens.

Epilogue

There is a heavily muted response to the siege of the Towers of the Dawn from the people of Dawn. At first, there is significant pride in the fact that so many Dawnish nobles marched into the Barrens with their retinues. With the Towers so close to defeat and the Barrens Orcs determined to take them at any cost it is clear that only the commitment of so many Dawnish to the Barrens has been sufficient to carry the day.

But the pride turns to dismay when folk realize that only one Dawnish army has been inspired to join the crusade. With the Hounds of Glory and the Eastern Sky boldly attacking in Spiral it seems clear that the Dawnish generals have accepted that this is the real priority. The presence of the Towerjacks in their stead - an army that should by right have been Dawnish in the minds of a few - does little to quell their concerns. By the time the fighting is underway, Dawnish men and women are already beginning to question the purpose of the crusade.

The hope that a glorious battle in the campaign might reaffirm the Dawnish support for the conquest of the Barrens vanishes once it becomes clear that the strategy has been to avoid direct engagement with the Barrens Orcs at all costs. The decisions to give ground while attempting to waylay them in ambush is strategically brilliant - that much is undeniable - but it does nothing to fire the blood.

By the time the campaigning season has drawn to an end, the troubadours who inspired the crusade have slowly abandoned it, in favour of seeking glory elsewhere.

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Crystal Architect of the Spires

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Commission construction of mana structures

- 4 Appointment

Overview

The Crystal Architect of the Spires is an Imperial Title appointed by the senators of Urizen, empowered to commission structures that produce valuable crystal mana. The title was created at the Spring Equinox summit of 379YE, and was one of the titles amended in Spring 380YE following the need to restrict the number of projects commissioned each season.

As of the end of the Autumn Equinox 381YE, the Crystal Architect has commissioned three sinecures: the Caves of the Claw in Morrow, and the Tower of the Fall and the Storm Vault in Zenith.

Responsibilities

The Crystal Architect is responsible for overseeing the creation of mana sinecures in Urizen. They can only authorise construction in Urizen territories, and they can only authorise the construction of structures that provide mana - not votes of any sort.

Powers

Commission construction of mana structures

Once per summit, the Crystal Architect can commission the construction of structures in Urizen that will produce crystal mana. The materials required for construction are provided by the Crystal Architect. Each such commission automatically creates a sinecures, one that is appointed by unanimous decision of the Urizen senators. Control of the sinecure is a lifetime title, unless it is revoced by the General Assembly, the Council of Nine or the Urizen Assembly.

To use this power, the Crystal Architect provides an announcement to the Civil Service, who present the decision to the Senate. No voting is possible by the Senate at this point, as the power has been delegated to the Crystal Architect. The Imperial Synod may, however, choose to exercise their veto over the Crystal Architect's decision.

When it was created, this power was unlimited. The Senate chose to amend the powers during the Spring Equinox 380YE as part of an administrative motion.

Because this is a national position, the title can only be held by a Urizen.

Appointment

The Crystal Architect of the Spires is appointed during the Spring Equinox each year. It is chosen by unanimous decision of the Urizen senators. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by any Urizen citizen. They can be revoked by the General Assembly, the Urizen National Assembly, and by the Assembly of the Nine.

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Crystal Clarity of the Rational Soul

Contents

- 1 Rules

- 1.1 Day Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

At the conclusion of the ritual, the target is enchanted with an aura of calm and serenity. They experience a powerful roleplaying effect; they feel calm, collected and clear-headed. Although pressing matters have not lost their importance, they feel contemplative and focused on intellectual activity rather than physical action.

This aura replaces, but does not remove, any other roleplaying effect the target is experiencing. When the enchantment ends, any roleplaying effects that the character is experiencing resume, assuming they have not expired. Other effects of rituals or curses still apply; a character under the effect of Anathemic Call of Bug and Briar for example is still attacked by stinging insects - the Crystal Clarity of the Rational Soul simply removes the urge to scratch or react to the bugs. Likewise, a character haunted by a malign spirit does not stop being haunted - they simply have the focus and clarity to ignore the feelings of dread or fear the spirit causes.

The effect lasts until it is removed or until the next sunrise, whichever comes first.

Description

This ritual creates a powerful aura that dampens emotions and clears the mind. It suppresses other auras, even those created by priest ceremonies. The target becomes clear and collected for the duration, and is neither supported nor hindered by other similar enchantments or auras.

This ritual is viewed with suspicion by some priests. It can dampen the natural ambitions and exuberance of the human soul, and preven targets from benefiting from auras created by hallow, anointing or consecration. In the eyes of these priests, this ritual is a curse and those who rely on it are weakening themselves and their fellows. Worse, some more extreme critics claim that the feelings of tranquility the enchantment creates are nothing less than a magical attempt to channel the corrosive spiritual power of Peace.

Individuals who are exposed to this effect for long periods of time find it increasingly difficult to bring themselves to take heroic action; they are detached from some essential element of their soul that allows them to perform incredible feats. They also feel it increasingly difficult to express strong emotion even when not under the effect of the aura; love, hate, anger, joy, happiness and sadness all become muted. These lingering effects fade over time, but some scholars of Day are concerned that over-reliance on this ritual can permanently damage the personality of the target.

The most common use for this effect is to allow someone who has come under dark influences to be able to endure until a more permanent solution may be found.

Common Elements

this ritual usually involves a period of meditation or symbolic cleansing. bells, chimes and soft music as well as reflective surfaces and crystals are often involved. The rune Cavul is usually painted or traced over the target.

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Crystaline Focus of Aesh

Rules

Day Magnitude 20

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must possess the Day Lore skill.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains one effective rank of the Day lore skill for purposes of performing rituals, subject to the normal rules for effective skill.

They gain two effective ranks (total) to the appropriate ritual lore if they are contributing to the performance of any ritual that divines information. The ritual does not need to be part of Day lore, but the normal rules for effective skill still apply.

While the enchantment lasts the target experiences a roleplaying effect: You feel incredibly focused, able to bring all your faculties to bear on a single topic. Distractions become irritating, however, and it can often prove difficult for you to shift your focus to another subject or think about more than one thing at a time.

If the target is a merrow, the roleplaying effect is especially pronounced. A merrow may also choose to temporarily add to or increase physical trappings of their lineage. These changes are temporary and do not last more than a few hours after the enchantment ends.

Contents

- 1 Rules

- 1.1 Day Magnitude 20

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Divination Rituals

- 2 Description

- 3 Common Elements

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 15. Additional characters must be present throughout.

Divination Rituals

For purposes of the additional bonus, rituals currently in Imperial lore that are considered divination effects include: An Echo of Life Remains, Bright Lantern of Ophis, Clear Lens of the Eternal River, Dreams in the Witch House, Eye of the High Places, Eyes of the Sun and Moon, Hakima's Glass, Hand of the Maker, Shadowed Glass of Sung, Signs and Portents, Skein of Years, Ties that Bind, and Wisdom of the Balanced Blade.

Only rituals that directly provide information as their primary function are considered divination rituals. Rituals that gather information by communicating with an eternal (such as Swim Leviathan's Depth) are not considered divination effects. Likewise, a ritual whose effect is something other than providing information to the ritualists is not considered a divination ritual for purposes of Crystaline Focus of Aesh, even if its description talks about divination as the method employed. Spontaneous magic effects may gain the additional bonus; if in doubt consult a referee before performing them.

Description

This ritual creates a pact between the target and the eternal Kimus.

This potent enchantment strengthens the recipient's ability to wield Day magic.

While enchanted, the magician finds themselves strengthened - they are able to employ Day magic more effectively than normal. It may share a little power with a novice, or allow a master of Day lore to wield significant personal power. Those experiencing the enchantment find it easy to concentrate on a single task, applying their entire focus to the act of weaving magical energies. Some magicians using this enchantment speak of a greatly increased awareness of the flows of mana. Others report a form of synaesthesia, the act of performing Day magic being experienced as eerie colours, sounds, smells, and tastes.

The magician gains further prowess when working magic designed to divine information, and the enchantment provides its benefits regardless of the realm involved. While this allows a magician to perform more complex rituals than they might otherwise manage, it also provides them with additional strength to draw on should they need to penetrate a shroud of concealment or deception to gain the information they seek.

This ritual draws on the power of the eternal Kimus, and her well-known fascination with observing as many events as possible. According to some theoretical scholars, Kimus is automatically aware of any ritual performance that includes an individual bearing this enchantment - indeed some speculate that the eternal might be able to locate or perceive enchanted magicians more easily. A few paranoid scholars have suggested that the enchantment transforms every magician empowered into a metaphorical "eye" for Kimus - that the eternal can see experience whatever the bearer sees during the entire duration. There is absolutely no evidence to support this supposition, but that does not prevent (sometimes hysterical) conspiracy theories.

Kimus seems to have offered their power to several rituals currently lost to Imperial magicians. Scrolls at the Lyceum mention a more potent version of Crystalline Focus of Aesh called Mastery of the Unblinking Eye. The ritual allows a magician to further increase their ability to wield the lore of Day. According to some fragmentary notes, the ritual either requires or gains additional power from the inclusion of a specially formed sphere of tempest jade which becomes the focus for the magic. Such spheres are also mentioned as being a common form of boon offered by Kimus to empower ritual magicians. The crumbling parchment scrolls apparently formed part of the collection of magical papers donated by the Freeborn hakima of the line of Guerra and strongly imply that the founder of that tribe possessed a complete ritual text detailing this ritual.

Two other rituals are referenced in a partial tome held at the Halls of Magic, the journal of a second century stargazer named Mattia of Ankarien. In return for certain significant services performed for Kimus, she received access to something called The Book of Silver Leaves - a collection of ritual texts apparently collected in pre-Imperial times by a cabal of diviners and seers in a distant land dedicated to Kimus. The tome references two rituals that Mattia and her cabal apparently mastered, and used to great effect during the reign of Empress Brannan. The first is called Eternity in an Hour, which seems to combine elements of the Crystalline Focus with the effect of All the World in a Grain of Sand in that it grants a magician with the ability to focus completely on rote action and familiar magics. The enchantment allows the magician to greatly increasing their ability to perform rituals they have mastered at the expense of seriously curtailing their ability to contribute to any other ritual - even to one that is in Imperial lore. The other is referred to as Mirror of the Heavens, and apparently represents an even more profound connection to She Who Watches. While it does not provide much additional focus with magic beyond that granted by Crystalline Focus, it apparently greatly increases the ability of the one who bears the enchantment to perform divinations. There are few specifics in the text - which is believed to be a copy of an original tome kept at the Library of Ankarien. If the journal still exists, and should it contain any further information about these two rituals, it is most likely in the possession of the Grendel.

Common Elements

The ritual usually involves an invocation of the eternal Kimus, although different covens will phrase this invocation in different ways. As a ritual of the Day realm, and one that draws power from the Unblinking Eye, magicians may paint the symbol of an eye on the target, often on the forehead, as the ritual is performed. A blood magician will often use a little merrow blood to create this symbol. Spheres of crystal, glass, or tempest jade provide useful foci for the ritual, as do mirrors of polished silver or weltsilver - magicians of the League in particular favour using mirrors for this ritual, drawing on their well known hearth magic property for revealing the truth. Mystics, specially in Wintermark and Varushka tend prefer to eschew such showy props, and use a bowl of pure water as the focus, into which they will drop blood, ink, or candle wax and observe the shapes the substance forms on contact with the water.

The runes of discovery, revelation, Wisdom, and thought are all resonant with this ritual and often painted or traced as part of its performance. A theurge might evoke paragons and exemplars of Wisdom, but some such magicians prefer to call on inspirational figures associated with Vigilance or Ambition depending on the ends the additional power will be turned.

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Crystaltender's Vestment

Description

These simple robes are sometimes reinforced with mithril, silver or golden threads, and are usually made from rainbow silk. They are relatively easy to create, but require painstaking attention to detail in preparing the embroidery that runs through them. While they were originally favoured by magicians who tend mana sites, they are increasingly popular with magicians who focus their magic on spellcasting rather than ritual magic. Although a piece of crystallised mana can be used to cast any spell, many magicians find this robe’s power gives them more versatility.

By invoking the simple charms woven into the fabric of the vestment, a magician can unwind the magical essence inside a piece of cyrstalised mana. The resulting energy is channeled through the precious metal embroidered into the robe, and infuses the wearer, restoring their personal ability to perform incantations. Many users report a feeling of giddiness and some tingling during the process, but there has been no firm evidence that it is harmful in any way.

These robes are among the signature creations of the Witch Weavers of Dawn, particularly those who take up war magics later in their careers and need to make use of their ritual-focused resources. Since no obscure materials are needed, this pattern is often the first a witch weaver will learn, testing both their skill at embroidery and enchantment. Xun, the rune of transformation, is most commonly used along with its associated imagery of butterflies or winged serpents. Navarr Vates also make use of these robes, more often in the form of decorated leather garments, preferring to draw their magic from within than from a crystal that might be dropped or lost when needed.

Rules

- Form: Armour. Takes the form of a robe.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Once per day you can consume a piece of crystal mana to restore three points of spent personal mana.

- Materials: Crafting a crystaltender's vestment requires no special resources. It takes two months to make one of these items.

"Addictive? My dear sir, such rumours are plainly base slander, put about by those less accomplished in the arcane arts. It simply is not possible to become addicted to mana, no matter how much magical power one absorbs. Really, I assure you, the late Arbiter Vortis did not explode because he absorbed too much mana! Clearly, he exploded because he forgot to carry forward a seven in his ritual calculations... I have said all I intend to say on the matter and I bid you a good morning."

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The Leaping Hare (Redirected from Cunning Puissance of the Leaping Hare)

Contents

- 1 Rules

- 1.1 Summer Magnitude 4

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 4

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target may call STRIKEDOWN once per day with a pole-arm.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 3. Additional characters must be present throughout.

Description

This enchantment is among one of the best-known Summer rituals. Along with The Swan's Cruel Wing, The Hammer of Thunder and Strength of the Bull it provides a coven with the ability to select the right enchantment to enhance any band of warriors.

The ritual is usually referred to by its popular Marcher name. The swift movement of the hare, and the way it weaves back and forth underfoot, are an image associated for the quick and deft use of a bill to hook a target's legs out from under her. Some magicians use the name of their own favoured totem animal in the ritual - for example it is called The Dancing Fox by some Navarr, while several cabals of Dawnish war-witches call it Glittering Salmon Leap, and a few Urizen refer to it as the Charge of the Mountain Goat.

Common Elements

This ritual usually involves both the target and their pole-arm. A ritualist might trace matching runes on weapons and warrior, or might anoint them with a mixture of blood and oil. The target is often persuaded to perform a series of quick, deft maneuvers; sweeping, jabbing and hooking as the ritualist weaves magic over the warrior and the pole-arm. Legendary warriors, especially those who displayed cleverness or guile, are often invoked as are Paragons and Exemplars of warlike mien.

Any of the Summer runes might be evoked, but Jotra, the rune of battle, is the most common. An evocation of The Stallion or The Oak may be appropriate with this ritual, as are evocations of horses and unicorns.

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Curator of the Printer's Guild Museum (Redirected from Curator of the Printer's Guild)

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

Overview

The position was established by a motion of the Imperial Senate during the Spring Equinox 379YE.

There were some concerns from the constitutional scholars about the way the sinecure involved was presented. Until those concerns are resolved, the title cannot be appointed.

History

The museum was constructed to provide a suitable venue to display the extensive collection of unique and historical artifacts gathered by the Printe'r Guild- a League guild that provides printing serves throughout the Empire and publishes the Pledge newspaper.

While construction on the museum was soon completed, there were some concerns from the constitutional scholars about the details of the associated sinecure, which would be resolved during the Autumn Equinox 379YE summit.

The Printer's Guild Museum of Wonders

Situated just off the western bank of the river Vassa, in the League city of Tassato Mestra, the home of the Printers Guild Museum of Wonders is an impressive building.

Hoardings covers the walls of surrounding streets, advertising the wondrous items of mystery to be found within the confines of this fabulous establishment. Street hawkers connive and convince to drive the crowds forwards. Resplendent dramaturgists in fanciful costumes of the foreign realms beckon the credulous public towards the entrance. Knifing through the crowds are bravos and sell-swords, keeping the peace with a light touch and stern gaze, allowing the adventurous souls from calm Regario to make their way to the Museum with a thrill of wonder, but none of Mestra's usual menace.

Fine white granite columns dominate the fascia of the Museum, with a grand staircase leading to the main entrance. In the hallway are inscriptions proclaiming the generosity of the Printers Guild, with busts of Silvio de Tassato, the main benefactor, and Jonah Yakovitch, the Prince of the Guild, staring down on the heaving masses.

There are five main collections, catalogued by Gancius of the Carta Notturno. Objects of Historical Significance, Relics of the Precursor Nations, Treasures of the Eternal Realms, Curios from Foreign Lands and the Catalogue of Natural Wonders. Each is housed within its own area of the Museum, with its own experts and archivists tirelessly working to Gancius' scheme. The collections rotate on a frequent basis, to drive attendance, constantly staying fresh and new. One month a display of the secrets of the Night Eternals, the next a history of trade with the Commonwealth, then a display of the pilgrims of the Way. Each exhibition comes replete with new and exciting artefacts, unique events and fresh dramaturgical performances on the streets outside.

As the days draw to an end, the public exhibits close and private tours commence for the wealthy patrons of the Museum. This is a chance to get close to the wondrous items, to hold some of the less fragile and to connect with the history of the Empire.

A constant stream of scholars from other nations travel to the musuem. Away from the hustle and bustle of the main galleries, these learned souls reverentially research and cross reference, sharing their own knowledge with the curators, such that the truth of history can be discovered.

Coin flows through this endeavour at a prodigious rate. Tickets are brought, keepsakes and souvenirs sold to one and all. Food and drink for the weary traveller, all bring Throne after Throne through the door. Generous donations from patrons, rings thrown to street performers, all go into the upkeep of this fine institution. Just as quickly, the money is spent. As a prosperous endeavour it is not in the business of being a business, there is no long term profit sought, nor investors to placate. Acquisition of artefacts and relics, the employ of performers, guards and researchers, and the maintenance of the buildings and surrounding streets.

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Curator of the Printer's Guild Museum

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Point of Pilgrimage

- 4 Appointment

- 5 The Printer's Guild Museum of Wonders

Overview

The position was established by a motion of the Imperial Senate during the Spring Equinox 379YE. At the time, there were some concerns from the Constitutional Court about the way the sinecure involved was presented, which were resolved in the Senate during the Autumn Equinox 379YE.

The museum itself was constructed to provide a suitable venue to display the extensive collection of unique and historical artifacts gathered by the Printer's Guild- a League guild that provides printing services throughout the Empire, and publishes the popular Pledge newspaper.

Responsibilities

The Curator of the Printer's Guild Museum is responsible for maintaining the museum itself, and for acquiring new exhibits. If anything were to threaten the good operation of the museum, it would be the responsibility of the Curator to address those problems.

Powers

Point of Pilgrimage

The Printer's Guild Museum of Wonders is a sinecure overseen by the Curator who receives 6 liao and 12 votes in the Imperial Synod. These votes can be used in any and all appropriate assemblies for which the Curator is eligible.

Appointment

The Cardinal of Prosperity appoints the Curator of the Printer's Guild Museum. As an Imperial title, it may be held by any Imperial citizen.

While the assumption with most sinecures is that the Curator hold the position until they die or step down, the Curator is appointed by a Cardinal. As such, when a new Cardinal of Prosperity is appointed they may choose to name a replacement. The Curator can be revoked by a lesser majority of either the General Assembly, or the Prosperity virtue assembly.

The Printer's Guild Museum of Wonders

Situated just off the western bank of the river Vassa, in the League city of Tassato Mestra, the home of the Printers Guild Museum of Wonders is an impressive building.

Hoardings covers the walls of surrounding streets, advertising the wondrous items of mystery to be found within the confines of this fabulous establishment. Street hawkers connive and convince to drive the crowds forwards. Resplendent dramaturgists in fanciful costumes of the foreign realms beckon the credulous public towards the entrance. Knifing through the crowds are bravos and sell-swords, keeping the peace with a light touch and stern gaze, allowing the adventurous souls from calm Regario to make their way to the Museum with a thrill of wonder, but none of Mestra's usual menace.

Fine white granite columns dominate the fascia of the Museum, with a grand staircase leading to the main entrance. In the hallway are inscriptions proclaiming the generosity of the Printers Guild, with busts of Silvio de Tassato, the main benefactor, and Jonah Yakovitch, the Prince of the Guild, staring down on the heaving masses.

There are five main collections, cataloged by Gancius of the Carta Notturno. Objects of Historical Significance, Relics of the Precursor Nations, Treasures of the Eternal Realms, Curios from Foreign Lands and the Catalog of Natural Wonders. Each is housed within its own area of the Museum, with its own experts and archivists tirelessly working to Gancius' scheme. The collections rotate on a frequent basis, to drive attendance, constantly staying fresh and new. One month a display of the secrets of the Night Eternals, the next a history of trade with the Commonwealth, then a display of the pilgrims of the Way. Each exhibition comes replete with new and exciting artefacts, unique events and fresh dramaturgical performances on the streets outside.

As the days draw to an end, the public exhibits close and private tours commence for the wealthy patrons of the Museum. This is a chance to get close to the wondrous items, to hold some of the less fragile and to connect with the history of the Empire.

A constant stream of scholars from other nations travel to the museum. Away from the hustle and bustle of the main galleries, these learned souls reverentially research and cross reference, sharing their own knowledge with the curators, such that the truth of history can be discovered.

Coin flows through this endeavor at a prodigious rate. Tickets are brought, keepsakes and souvenirs sold to one and all. Food and drink for the weary traveller, all bring Throne after Throne through the door. Generous donations from patrons, rings thrown to street performers, all go into the upkeep of this fine institution.

Just as quickly, the money is spent. As a prosperous enterprise, it is not really in the business of being a business, there is no long term profit sought, nor investors to placate. Acquisition of artefacts and relics, the employ of performers, guards and researchers, and the maintenance of the buildings and surrounding streets.

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Curator of the White City Museum

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Point of Pilgrimage

- 4 Selection

- 5 Removal

- 6 History

Overview

This title was established by the Imperial Senate during the Summer Solstice 378YE. The White City Museum was completed shortly before the Spring Equinox 379YE.

Responsibilities

The Curator of the White City Museum is responsible for maintaining the museum itself, and for acquiring new exhibits. Indeed, the intention was that the Curator acquire antiquities from across the Empire, establishing the White City Museum as a site of Imperial, rather than only Highborn, pride.

In addition, if anything were to threaten the good operation of the museum, it would be the responsibility of the Curator to address those problems.

Powers

The Curator is an Imperial title in Highguard. It grants custodianship of a sinecure.

Point of Pilgrimage

The Curator receives 7 liao and 14 votes in the Imperial Synod. These votes can be used in any and all appropriate assemblies.

Selection

The Curator is appointed by judgement of the Highborn national assembly.

This is a national title and can only be held by a Highborn citizen.

Removal

As with most sinecures, the assumption is that they hold the position until they die, step down or are revoked.

The Curator can be revoked by a lesser majority of either the General Assembly, or the Highguard national assembly.

History

The museum was established following the destruction of the Tabernacle Museum of Antiquities by the Druj, and many of the original parts of the collection were items recovered from the ruins by heroic Imperial action.

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Currency

Contents

- 1 Imperial Coins

- 2 Historical Coins

- 3 Foreign and Barbarian Currencies

- 3.1 OOC Note on Foreign Coinage

- 4 Bourse Certificates

- 5 Barter

Imperial Coins

Imperial coins are minted at the Imperial Mint in Tassato. Coins are made of steel, rather than precious metal. Since the reign of Emperor Giovanni the Empire has operated a fiat currency with the value of all Imperial coins derived solely from their backing by Imperial law.

The coins are denominated as 1 ring, 5 rings, 1 crown, 4 crowns, 1 throne, 5 thrones, 20 thrones and 100 thrones.

There are 20 rings to a crown and 8 crowns to a throne.

A ring generally represents a suitable payment for a minor task, or the cost of an item such as a simple meal or a bottle of wine or beer. Citizens who deal mostly in rings tend to be towards the bottom of the economic pile.

A crown is a more significant expenditure; a fine meal or a bottle of wine from a prestigious vinyard might cost a crown. Citizens who deal mostly in crowns tend to be wealthy - they are often business owners, or run a prosperous farm.

A throne is a serious expenditure; the movers and shakers of the Empire deal in thrones for preference. The Imperial Senate particularly deals in thrones. Anyone making transactions in thrones is considered to be among the richest people in the Empire.

Historical Coins

Prior to the foundation of the Empire, each nation used their own coinage, generally stamped from precious metals. Each nation had their own exchange rates based on the perceived value of the individual coins - although some coinage was stronger than others. The Freeborn silver moon for example was recognized by most of the nations that eventually became the Empire; likewise the Navarr copper thorn tended to be accepted wherever the early trods extended.

All these various currencies created a problem when the Empire was founded. The exemplar Avigliana di Sarvos convinced both The Throne and the Imperial Senate to pursue the idea of a unified currency. As a result, during the time of Emperor Giovanni the Empire spent six months negotiating with various representatives of the nations to introduce a representative currency based on stores of gold and silver. After Giovanni's death even this was abandoned in favour of the current fiat currency approach.

The design of the new coins was heavily influenced by the Imperial Synod. Many historical coins, especially the gold and silver runemarks used in much of Wintermark, were marked with runes such as Feresh and Pallas. The Synod successfully argued that such symbols were inappropriate, and the final design for the rings, crowns and thrones reflects this. Some priests, especially those of the assemblies of Pride and Prosperity see this as a great success by the early synod - every citizen of the Empire is reminded of the virtues every time they engage in even the simplest transaction.

Historical coins have no value within the Empire as currency, although they still occasionally turn up in treasure troves, ruins, and archaeological explorations. When they are recovered, they can sometimes be sold to collectors or museums (both Imperial and otherwise). If their silver or gold content is high, they might be sold to the Civil Service for imperial currency in the same way as hacksilver.

Elsbet Giella di Sarvos.

My dearest Elsbet, I must write with haste, for G. is even now preparing to present A's plan to the Freeborn and Marcher negotiators. We have the agreement of the mountains and the Northerners already, but these two are critical, otherwise the agonizing delays of the last six months will all have been for nothing. Everything hangs in the balance, but I am certain he will do it. I implore you to buy all the silver you can afford with all possible speed as soon as this winged messenger reaches you.

D.

Foreign and Barbarian Currencies

All Imperial services and functions are handled in imperial coins - foreign and barbarian coins are not legal tender within the Empire. Foreign visitors know this, and rarely bother to bring their own currencies with them - preferring instead wherever possible to draw on caches of Imperial money built up through trade.

OOC Note on Foreign Coinage

While nations such as Faraden and the Iron Confederacy use their own unique coins, Profound Decisions does not produce these coins and they have no value in the Empire. Foreign nations know the Empire's dislike for using non-Imperial coins and will generally use rings, crowns and thrones for all transactions within the Empire.

Bourse Certificates

The civil servants of the Imperial Bourse maintain stocks of the three valuable materials mithril, weirwood and white granite. Measured in wains, it is impractical to move these materials around too much or bring them to Anvil. Instead, the Bourse issues certificates that represent ownership of a wain of material. These are similar to bearer bonds - whoever has the bond can use it to collect a wain of the appropriate material from the Bourse.

Bourse certificates exist both to facilitate trade and construction within the Empire, and with foreign nations. These documents are carefully made to defy forgery; as such, they are accepted at face value not only throughout the Empire but by civilised foreign nations. An Asavean merchant or Jarmish magician-prince knows that their representatives can visit the Empire and claim mithril, weirwood or white granite in return for a Bourse certificate. Likewise, an Axou trader could arrange a deal with an Imperial citizen where they deposit some weirwood at Crown's Quay, receive a Bourse certificate, and transfer ownership to their contact simply and effectively.

Two attempts by the Senate to instruct the civil service to refuse to honour a cache of Bourse Certificates, (one presented by the Sumaah, another by the Grendel) have both been struck down as unconstitutional citing the Bourse "shall be free of all interference of the Senate".

Barter

Barter is often considered a little gauche, but is also extremely common between Imperial citizens. Ingots and measures of the various valuable materials, as well as the extremely valuable ilium, are weighed and valued by neutral Imperial assayers and have a standardized weight and purity - and thus value. The same is true of liao and herbs such as True Vervain - doses are prepared to a standardised purity and volume. This makes it much easier for Imperial citizens to exchange, sell, or buy these materials than for people in other nations; an Imperial trader knows that a certain amount of orichalcum will certainly be pure enough for the purpose they intend it for.

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Current Affairs

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

Contents

- 1 Current news and Information

- 2 Senate Reports

- 3 Synod Reports

- 4 Imperial Titles and Election schedules

- 5 Newspapers and other publications

Current news and Information

This is a collection of reports and information from the Civil Service about Senate and Synod decisions as well as elections and any other note worthy articles. Where possible this information will be updated after each Summit. The records held here start with the summit of Winter 376 shortly after the death of Empress Britta.

Senate Reports

Details of the discussions and decisions of the Senate can be found in the Senate Sessions.

Synod Reports

Details of the discussions and decisions of the Synod can be found in the Synod Reports.

Imperial Titles and Election schedules

Current holders of Imperial positions can be found in the Current Imperial Titles Report. Historical archives of previous seasons can be found at the end of the report.

A list of which season each post is elected can be found in the Election Schedule

Newspapers and other publications

A collection of various newspapers published for the Summits at Anvil can be found in the Newspaper Collection

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Current Imperial Titles

Overview

The link below is to the page containing the current holders of Imperial titles

For a complete history of appointments please refer to Imperial recent history

Current titles as of the end of the Summer Solstice 379YE

Further Reading

- Recent history

- Permanent titles

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Current Imperial titles

Overview

This page lists the names of all Imperial citizens who currently hold an Imperial title. Previous title holders are listed historically below (as recorded at the end of the relevant summit). For more information on how they were elected, please refer to imperial elections and the Election schedule

382YE

Spring Equinox

The Imperial Senate

The Throne

- The Empress : Lisabetta Giacomi von Holberg of the League

The senators of The Brass Coast

- Senator for Feroz: Chiara i Zayden i Riqueza

- Senator for Kahraman: Qusay i Kalamar i Guerra

- Senator for Madruga: Adan i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond de Rondell

- Senator for Semmerholm Lady Ailliena Devereux

- Senator for Weirwater: Lady Eve Orzel

The senators of Highguard

- Senator for Bastion: Sammual, of the Cohort of the Winter Bear

- Senator for Casinea: Nira, of Cantiarch's Hold

- Senator for Necropolis: Jeconiah, of Raven's Watch

- Senator for Reikos: Cadeus, of the Shattered Tower

The senators of The League

- Senator for Holberg: Caerwyn von Holberg of the Feasting Crow

- Senator for Sarvos: Magdelena Alagna di Sarvos

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: vacant

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick Bolholt

- Senator for Mitwold, Pride of the Marches: William Guildenstern

- Senator for Upwold, The Silver Chase: Henry Ward

- Senator for Mournwold, The Mourn: Robert Dunlain

The senators of the Navarr

- Senator for Hercynia: Rhisiart Dancewalker

- Senator for Miaren: Llewellyn Leafstalker

- Senator for Therunin: Cybi Farkas

The senators of Urizen

- Senator for Morrow: Ariadne of Auric Horizon

- Senator for Redoubt: Andronikos

- Senator for Spiral: Tanwyn Ankarien

The senators of Varushka

- Senator for Karsk: Maarit

- Senator for Karov: Pipski Bearonovitch Strascovich of the Vor'azi

- Senator for Miekarova: Father Nikolovich Drakov

- Senator for Volodmartz: Alexei Volostra

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Edythe Dunne

- Senator for Sermersuaq: Atte

The senator of the Imperial Orcs

- Senator for Skarsind: Irontide Vio

Other Imperial Senate positions

- The Advisor on orc affairs is Bloodcrow Yargol

- The Advisor on the Vallorn is Siân Eternal

- The Ambassador to Asavea is Jarrigk Wegwandelaar

- The Ambassador to Axos is Tarquinius of Ankarien

- The Ambassador to the Commonwealth is vacant

- The Ambassador to Faraden is vacant

- The Ambassador to the Iron Confederacy is Zadkiel de Coeurdefer

- The Ambassador to Jarm is Oswi Twice-burned

- The Ambassador to Otkodov is Yevgeni Katzev

- The Ambassador to the Sarcophan Delves is Thanmir Hrafnar

- The Ambassador to the Sumaah Republic is Accalon of Felix's Watch

- The Captain of the Senate Guard is Keelin Foxden

- The Conscience of the Senate is Mel Greenhill of Mourn

- The Dean of the Academy is vacant

- The Imperial Consul is Aureliana Perpetua Nicasia Saverio di Sarvos

- The Keeper of the Breadbasket is Rowan Merrick

- The Minister of Historical Research is Ioseph of Phoenix Reach

- The Trade envoy to Asavea is TBC

- The Trade envoy to the Commonwealth is TBC

- The Trade envoy to Faraden is TBC

- The Trade envoy to Jarm is TBC

- The Trade envoy to the Sarcophan Delves is vacant

- The Trade envoy to the Suumah Republic is TBC

Commissioners appointed by senators

- The Crystal Architect of the Spires is vacant

- The Imperial Master of Works is vacant

Sinecures and Ministries appointed by senators

- The sinecure of Broken Shield Guardian is Redhand Gezzar

- The sinecure of Caretaker of New Dunhall is Brigantia Dunning

- The sinecure of Custodian of Glass Point Cove is Dalibor Marek

- The sinecure of Custodian of the Claw is held by Valeria of Phoenix Reach

- The sinecure of Dean of Pilgrims is vacant

- The sinecure of Dredgemaster of Feverwater is Eleri of Bronwen's Rest

- The sinecure of Eternal Flame of Miaren is Tanwen Snowstep

- The sinecure of Fallsheart Guardian is Breeta Dunning

- The sinecure of Gatekeeper of Falling Snow is Pendraed the Maker

- The sinecure of Granger of the Golden Orchard is Merel Pathfinder

- The sinecure of Grim Gardener is Maegruth Bearonovitch Strascovitch

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Guardian of Dunfrith is Kai Dunning of Wintermark

- The sinecure of Healer of Dawn is Isabella de Rondell

- The sinecure of Herbalist of the Hearth is Brienne-Walda Stormborn

- The sinecure of Jade Custodian is Giacomo Corvinoscuro

- The sinecure of Keeper of Aurelie's Garden is Katrina Gardner, of Dawn

- The sinecure of Keeper of Berislav's Rest is Goran Berislavin Kovacevic

- The sinecure of Keeper of the Crystal Vale is Torunn Volcarona

- The sinecure of Keeper of the Dour Fens is Bill of Middleton

- The sinecure of Keeper of the Glorious Fountain is Tatiana of Auric Horizon

- The sinecure of Keeper of the Golden Fields is Thomas of Hay

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Magic Butcher is Lisabeth von Temeschwar of the Pledge

- The sinecure of Master Apothecary is vacant

- The sinecure of Master of the School of Exorcism is Naomi of Felix's Watch

- The sinecure of Mayor of Caricomare is held by Aria Notturno di Sarvos

- The sinecure of Preceptor of the Skarsind College of Warcasting is vacant

- The sinecure of Shepherd of the Great Herd is Redhand Luga

- The sinecure of Signori d'Argento Vine Tender is Markus Devere

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Storm Shaman is Ashborn Rauur

- The sinecure of Weigher of Worth is Skywise Taal

- The ministry of Celesti Lighthouse Keeper is Bakar i Erigo

- The ministry of High Herbalist of Sybella is Tolame of the Scions of Ravensfell

- The ministry of Master of the Clearing House is Wilhelmina Aurora Sanguineo

- The ministry of Steward of the Sarvos Mana Exchange is vacant

- The ministry of Steward of the Tassato Mana Exchange is Edwin Sanguineo di Tassato

The Military Council

The Generals of The Brass Coast

- General Estana i Mestiere i Guerra of the Red Wind Corsairs

- General Marciel i Riqueza of the Fire of the South

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Zoran Orzel of the Golden Sun

- General Vincent Vexille of the Eastern Sky

- General Garravaine de Rondell of the Gryphon's Pride

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Brother Lucifer of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Bloodcrow Morg'ur of the Winter Sun

- General Irontide Skar of the Summer Storm

The Generals of The League

- General Michelangelo Garcian de Sarvos of the Wolves of War

- General Natalia Barossa of the Towerjacks

The Generals of The Marches

- General Marius Woodville-Talbot of The Tusks

- General Will Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General Black Jack of the Bounders

The Generals of Navarr

- General Eira Pridestalker of the Black Thorns

- General Lisabetta Giacomi von Holberg of the League of the Quiet Step. The Throne used her power of Defender of the Empire.

The General of Urizen

- General Nicassia Avicia of Phoenix Reach of the Citadel Guard

The Generals of Varushka

- General Akstis Eigulys of the Army of the Northern Eagle

- General Belakov Zakharovich Prochnost of the Army of the Golden Axe

- General Magnus Prochnost of the Army of the Iron Helms

The Generals of Wintermark

- General Iron Osric of the Green Shield Army

- General Theoderic Ulfarsson of the Fist of the Mountain

- General for The Bloodcloaks is Llofyn Bloodcloak

Other Military Council Positions

- The Warmage is Heilyn Bronwen's Rest, of Navarr

- The Quartermaster General of the Imperial Armies is Brendan Brackensong

- The Imperial Fleet Master is Estaban i Del Rio Blanco i Guerra

The Imperial Synod

Ambition

- Cardinal Viviane de Coeurdefer of Dawn

- Gatekeeper is Corey Wayfarer of Navarr

- Virtue Inquisitor Ranae de Rondell of Dawn

Courage

- Cardinal Jorma Steelhail of Wintermark

- Gatekeeper Nina of Cantiarch's Hold, of Highguard

- Virtue Inquisitor Lucifer, Son of Cyrus of Highguard

Loyalty

- Cardinal Veikko, of Wintermark

- Gatekeeper Tess of the Marches

- Virtue Inquisitor Corwin Leafstalker of Navarr

Pride

- Cardinal Astrid Fjellrevening Rezia di Tassato of The League

- Gatekeeper Constanza i Kalamar i Guerra of The Brass Coast

- Virtue Inquisitor Rane Jorunsdottir of Wintermark

Prosperity

- Cardinal Cesaro Enzo di Trivento

- Gatekeeper Morgan Leafstalker of Navarr

- Virtue Inquisitor Yarona of the Chantry of the Silver Skull of Highguard

Vigilance

- Cardinal Irada von Temeschwar, The League

- Gatekeeper is Sela of Suns of Couros of Highguard

- Virtue Inquisitor is Ser Ancél Watcher of Dawn

Wisdom

- Cardinal Abaddon De Rondell of Dawn

- Gatekeeper: Amris of Varushka

- Virtue Inquisitor Galene Netherwatch of Urizen

The Way

- Cardinal Atla of the Imperial Orcs

- Conscience of the Senate Mel Greenhill of the Mourn of the Marches

- Virtue Inquisitor Yarrick Ursan of Wintermark

Other Synod positions

- The post of Auditor of Senatorial Accountability is Vauraus Korppitkotka of Wintermark

- The post of High Bard of the Empire is held by Irina Akulinovna Kotor, of Varushka

- The post of High Exorcist is held by Solas of the Waxing Sun, of Urizen

- The post of Imperial Chaplain Consular is held by Chainbreaker Snark of the Imperial Orcs

- The post of Imperial Inquisitor is held by Martin Orchard, of the Marches

- The post of Seer of the Gateway is held by Livia of the Spire of the Celestial Cascade, of Urizen

Sinecures and Ministries appointed by the Synod

- The post of Castellan of the Silent Sentinel is held by Rhesa of the Scions of Ravenfell

- The post of Crow Keeper of the Rest is held by Nils Bardstrom of Wintermark

- The post of Claviger of the Basilica of Cora Holdfast is held by Jared of the Suns of Couros

- The post of Curator of the Printer's Guild Museum is held by Taddea Ginori

- The post of Curator of the White City Museum is held by Apollos of Highguard

- The post of Custodian of the Imperial War Memorial is vacant

- The post of Dean of Laroc Cathedral is held by Odelina de Rondell of Dawn

- The post of Friar of Honour's Rest is held by Albert Fugglestone-Copperhill

- The post of Guardian of Giselle's Tomb is held by Casimir Marcellino di Sarvos of the League

- The post of Liaison to the Temple in Nemoria is held by Franco i Erigo

- The post of Coordinator of the Limitu Principality House of the Way is vacant

- The post of Quaymaster of the Black Sails is vacant

- The post of Voice of Barbs is held by Meredith Nighthaven of Navarr

- The post of Watcher of Britta's Pool is held by Gunnbrand Ironwill of Wintermark

The Imperial Conclave

Archmagi

- The Archmage of Spring is Fabian of Vexille

- The Archmage of Summer is Solomon

- The Archmage of Autumn is Marcus of Endsmeet

- The Archmage of Winter is Emilia

- The Archmage of Day is Gancius della Notte di Sarvos

- The Archmage of Night is Elyssiathain of Endsmeet

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Reichard Callan Remidos von Holmaur

- Grandmaster of the Order of the Golden Pyramid Arsenio Sanguineo Rezia di Tassato

- Grandmaster of the Order of the Rod and Shield is vacant

- Grandmaster of the Order of the Sevenfold Path Zephaniah of Highguard

- Grandmaster of the Order of the Shuttered Lantern Gregor

- Grandmaster of the Order of the Unfettered Mind is vacant

- Grandmaster of the Order of the Silver Chalice Raewynn Farkas

Other Imperial Conclave Positions

- Simargl, "the Empty One" of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Abel of Reikos' Renown of Highguard serves as Bursar of the Conclave

- Pavel, of Varushka serves as Imperial Magus

- Finn Finnson serves as the Imperial Seer

- Vitore Van Temeschwar serves as the Arcane Architect

- Brother Luke of the Shattered Tower of Highguard serves as Master of Ice and Darkness

- Ingar serves as the Imperial Censor

- Asenath, of Highguard, serves as Penumbral Watcher

- The position of Gloaming Sentinel is vacant

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Liora of the Silver Chantry (300 Thrones)

- The Brilliant Shore is vacant

- The Brilliant Star is held by Tobias Shanks (350 Thrones)

- The Canterspire Circle is held by Bron Mordssen (280 Thrones)

- The Custodian of the Concordium Dock is held by Dranthus of Enlightment Spire (5 Thrones)

- The Damation Cliffs are held by Vieri Allori (355 Thrones)

- The Fortress of Salt is held by Caleb of the Cenotaph (375 Thrones)

- The Golden Trees of Seren are held by Watkin (280 Thrones)

- The Great Forest at Reikos is held by Issachar (200 Thrones)

- The Great Mine of Briante is held by Jonah Farkas (370 Thrones)

- The Great Pits of Ennerlund is held by Vasiliy Krenyenkov Valeskai Strascovich (370 Thrones)

- The Heartwood of the Great Vale is held by Matilda Reaper (275 Thrones)

- The Hunt of Alderei the Fair is held by Raknar Dunning (320 Thrones Thrones)

- The Night Quarry is held by Thalia of Netherwatch (306 Thrones)

- The Scorrero Nets are vacant

- The Sutton Stone Quarries are held by Peter Carter (287 Thrones & 4 Crowns)

- The Syrene's Wisdom is held by Misha Kemi (120 Thrones)

- The Weirwater Vales are held by Rada (280 Thrones)

National Bourse Positions

- The Broken Shore Bounty (Brass Coast) is held by Jeziah i Mestiere i Guerra

- The Eternal Shafts of Time (Varushka) are held by Tomasz

- The Gift of the Dwindling Star (Varushka) is held by Jarek the Peaceful

- The Granites of Veltsgorsk (Varushka) are held by Vitaly Grigorovich Dukov

- The Legacy (Urizen) is vacant

- The Master of the Imperial Mint (League) is Lieselotte van Holberg (25 Thrones)

- The Overseer of the Cavabianca Dock (League) is Lukash Biessek von Temeschwar

- The Pride of Ikka's Tears (Wintermark) is held by Algar of Ashenhall

- The Regario Dossier (League) is held by Rodrigo Barrosa (40 Thrones)

- The Singing Caves (Marches) is vacant

- The Steel Fist (Imperial Orcs) is held by Bloodcrow Losak

- The Thimble (Navarr) is held by Idris Eternal

- The Vigilant Swan (Highguard) is held by Bartimaeus of the Shattered Tower

- The Stonefield Ice Caves (Wintermark) are held by the Thule

Other Bourse Titles

These titles are appointed through the Bourse, but do not give the holder a Seat on the Imperial Bourse.

- Errol is Bailiff of the Grand Market

- Demitrio Taziel i Riqueza is the Dhomiro of the Cinnabar Hills

- Safya i Kalamar i Guerra is Mistress of the Glass Parador

- Johan van den Berghe is the Custodian of the Assayer's Guild

- Esteban i Ezmara i Erigo is the Vizier of the Incarnadine Satchel

- Mord Thorntarry of the Spire of Auric Horizon is Provost of the Halls of Knowledge

- Maryc is the Castellan of Spiral Castle

- Irontide Flax is the Foreman of the Mines of Gulhule

- Irontide Krag is the Bonesetter of Torfast Trading Post

- Tristan Brackensong is the Broker of Treji Wayhouse

- The Northbound Trademaster is vacant

- Borys Vardovich Straskovich is the Overseer of the Westward Road

- Tobyrtan is the Delver of the Depths

- Palerictus Tog is the Four Seasons' Boneweaver

- Gemma Brightsmith is the Seer of the Spiral Sword

Imperial Wayleaves

The Imperial Senate auctioned three Imperial wayleaves during the Winter Solstice. Each title holder serves for one season.

- Lorenzo 'La Volpe' von Temeschwar (12 thrones)

- Jorgan Brenna (21 thrones)

- Selenius of the Crystal Spire (60 thrones)

Miscellaneous

- The Operator of Brock's Toll is vacant

- The Keeper of the Imperial Menagerie is Kay Griffinsbain

381YE

Winter Solstice

The Imperial Senate

The Throne

- The Empress : Lisabetta Giacomi von Holberg of the League

The senators of The Brass Coast

- Senator for Feroz: Chiara i Zayden i Riqueza

- Senator for Kahraman: Qusay i Kalamar i Guerra

- Senator for Madruga: Adan i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond de Rondell

- Senator for Semmerholm Lady Ailliena Devereux

- Senator for Weirwater: Lady Eve Orzel

The senators of Highguard

- Senator for Bastion: Sammual, of the Cohort of the Winter Bear

- Senator for Casinea: Nira, of Cantiarch's Hold

- Senator for Necropolis: Jeconiah, of Raven's Watch

- Senator for Reikos: Cadeus, of the Shattered Tower

The senators of The League

- Senator for Holberg: Irina Arkady Staryn Von Holberg

- Senator for Sarvos: Magdelena Alagna di Sarvos

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: vacant

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick Bolholt

- Senator for Mitwold, Pride of the Marches: William Guildenstern

- Senator for Upwold, The Silver Chase: Henry Ward

- Senator for Mournwold, The Mourn: Robert Dunlain

The senators of the Navarr

- Senator for Hercynia: Rhisiart Dancewalker

- Senator for Miaren: Llewellyn Leafstalker

- Senator for Therunin: Cybi Farkas

The senators of Urizen

- Senator for Morrow: Ariadne of Auric Horizon

- Senator for Redoubt: Andronikos

The senators of Varushka

- Senator for Karsk: Maarit

- Senator for Karov: Pipski Bearonovitch Strascovich of the Vor'azi

- Senator for Miekarova: Father Nikolovich Drakov

- Senator for Volodmartz: Alexei Volostra

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Edythe Dunne

- Senator for Sermersuaq: Atte

The senator of the Imperial Orcs

- Senator for Skarsind: Irontide Vio

Other Imperial Senate positions

- The Advisor on orc affairs is Bloodcrow Yargol

- The Advisor on the Vallorn is Siân Eternal

- The Ambassador to Asavea is Jarrigk Wegwandelaar

- The Ambassador to Axos is Tarquinius of Ankarien

- The Ambassador to the Commonwealth is Cael Splitroot

- The Ambassador to Faraden is vacant

- The Ambassador to the Iron Confederacy is Zadkiel de Coeurdefer

- The Ambassador to Jarm is Oswi Twice-burned

- The Ambassador to Otkodov is Juha the Cave Spider

- The Ambassador to the Sarcophan Delves is Thanmir Hrafnar

- The Ambassador to the Sumaah Republic is Vera Runova Helgrod

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Captain of the Senate Guard is Keelin Foxden

- The Conscience of the Senate is Mel Greenhill of Mourn

- The Dean of the Academy is Faustina Notturno Di Sarvos

- The Imperial Consul is Aureliana Perpetua Nicasia Saverio di Sarvos

- The Keeper of the Breadbasket is Rowan Merrick

- The Minister of Historical Research is Ioseph of Phoenix Reach

- The Trade envoy to Asavea is TBC

- The Trade envoy to the Commonwealth is TBC

- The Trade envoy to Faraden is TBC

- The Trade envoy to Jarm is TBC

- The Trade envoy to the Sarcophan Delves is vacant

- The Trade envoy to the Suumah Republic is TBC

Commissioners appointed by senators

- The Crystal Architect of the Spires is vacant

- The Imperial Master of Works is vacant

Sinecures and Ministries appointed by senators

- The sinecure of Broken Shield Guardian is Redhand Gezzar

- The sinecure of Caretaker of New Dunhall is Brigantia Dunning

- The sinecure of Custodian of Glass Point Cove is Dalibor Marek

- The sinecure of Custodian of the Claw is held by Valeria of Phoenix Reach

- The sinecure of Dean of Pilgrims is vacant

- The sinecure of Dredgemaster of Feverwater is Eleri of Bronwen's Rest

- The sinecure of Eternal Flame of Miaren is Tanwen Snowstep

- The sinecure of Fallsheart Guardian is Breeta Dunning

- The sinecure of Gatekeeper of Falling Snow is Pendraed the Maker

- The sinecure of Granger of the Golden Orchard is Merel Pathfinder

- The sinecure of Grim Gardener is Maegruth Bearonovitch Strascovitch

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Guardian of Dunfrith is Kai Dunning of Wintermark

- The sinecure of Healer of Dawn is Isabella de Rondell

- The sinecure of Herbalist of the Hearth is Brienne-Walda Stormborn

- The sinecure of Jade Custodian is Giacomo Corvinoscuro

- The sinecure of Keeper of Aurelie's Garden is Katrina Gardner, of Dawn

- The sinecure of Keeper of Berislav's Rest is Goran Berislavin Kovacevic

- The sinecure of Keeper of the Crystal Vale is Torunn Volcarona

- The sinecure of Keeper of the Dour Fens is Bill of Middleton

- The sinecure of Keeper of the Glorious Fountain is Tatiana of Auric Horizon

- The sinecure of Keeper of the Golden Fields is Thomas of Hay

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Master Apothecary is Kai Dunning of Wintermark

- The sinecure of Master of the School of Exorcism is Naomi of Felix's Watch

- The sinecure of Mayor of Caricomare is held by Aria Notturno di Sarvos

- The sinecure of Preceptor of the Skarsind College of Warcasting is Irontide T'onk

- The sinecure of Shepherd of the Great Herd is vacant

- The sinecure of Signori d'Argento Vine Tender is Markus Devere

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Storm Shaman is Ashborn Rauur

- The sinecure of Weigher of Worth is Skywise Taal

- The ministry of Celesti Lighthouse Keeper is Bakar i Erigo

- The ministry of High Herbalist of Sybella is Tolame of the Scions of Ravensfell

- The ministry of Master of the Clearing House is Wilhelmina Aurora Sanguineo

- The ministry of Steward of the Tassato Mana Exchange is Edwin Sanguineo di Tassato

The Military Council

The Generals of The Brass Coast

- General Estana i Mestiere i Guerra of the Red Wind Corsairs

- General Gomez i Souza i Guerra of the Fire of the South

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Zoran Orzel of the Golden Sun

- General Vincent Vexille of the Eastern Sky

- General Garravaine de Rondell of the Gryphon's Pride

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Cayleb of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Bloodcrow Morg'ur of the Winter Sun

- General Irontide Skar of the Summer Storm

The Generals of The League

- General Michelangelo Garcian de Sarvos of the Wolves of War

- General Natalia Barossa of the Towerjacks

The Generals of The Marches

- General Marius Woodville-Talbot of The Tusks

- General Will Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General Black Jack of the Bounders

The Generals of Navarr

- General Eira Pridestalker of the Black Thorns

- General Brennos Brackensong of the Quiet Step

The General of Urizen

- General Nicassia Avicia of Phoenix Reach of the Citadel Guard

The Generals of Varushka

- General Akstis Eigulys of the Army of the Northern Eagle

- The position of General of the Army of the Golden Axe is vacant. The adjutant for the late Volk Kunzetsov Strascovih is currently discharging the general's duties.

- General Magnus Prochnost of the Army of the Iron Helms

The Generals of Wintermark

- General Iron Osric of the Green Shield Army

- General Axehind of Dunhearth Hall of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Heilyn Bronwen's Rest, of Navarr

- The Quartermaster General of the Imperial Armies is Brendan Brackensong

- The Imperial Fleet Master is Estaban i Del Rio Blanco i Guerra

The Imperial Synod

Ambition

- Cardinal Viviane de Coeurdefer of Dawn

- Gatekeeper is Corey Wayfarer of Navarr

- Virtue Inquisitor Ranae de Rondell of Dawn

Courage

- Cardinal Jorma Steelhail of Wintermark

- Gatekeeper Nina of Cantiarch's Hold, of Highguard

- Virtue Inquisitor Lucifer, Son of Cyrus of Highguard

Loyalty

- Cardinal Veikko, of Wintermark

- Gatekeeper Tess of the Marches

- Virtue Inquisitor Corwin Leafstalker of Navarr

Pride

- Cardinal Astrid Fjellrevening Rezia di Tassato of The League

- Gatekeeper Constanza i Kalamar i Guerra of The Brass Coast

- Virtue Inquisitor Rane Jorunsdottir of Wintermark

Prosperity

- Cardinal Cesaro Enzo di Trivento

- Gatekeeper Morgan Leafstalker of Navarr

- Virtue Inquisitor Yarona of the Chantry of the Silver Skull of Highguard

Vigilance

- Cardinal Irada von Temeschwar, The League

- Gatekeeper Aarne Ceorling of Wintermark

- Virtue Inquisitor Adamah of Highguard

Wisdom

- Cardinal Abaddon De Rondell of Dawn

- Gatekeeper: Amris of Varushka

- Virtue Inquisitor Galene Netherwatch of Urizen

The Way

- Cardinal Atla of the Imperial Orcs

- Conscience of the Senate Mel Greenhill of the Mourn of the Marches

- Virtue Inquisitor Yarrick Ursan of Wintermark

Other Synod positions

- The post of Auditor of Senatorial Accountability is Vauraus Korppitkotka of Wintermark

- The post of High Bard of the Empire is held by Kaywenn du Launcet, of Dawn

- The post of High Exorcist is held by Solas of the Waxing Sun, of Urizen

- The post of Imperial Chaplain Consular is held by Bloodcrow Ergot of the Imperial Orcs

- The post of Imperial Inquisitor is held by Martin Orchard, of the Marches

- The post of Seer of the Gateway is held by Livia of the Spire of the Celestial Cascade, of Urizen

Sinecures and Ministries appointed by the Synod

- The post of Crow Keeper of the Rest is held by Nils Bardstrom of Wintermark

- The post of Curator of the Printer's Guild Museum is held by Taddea Ginori

- The post of Curator of the White City Museum is held by Apollos of Highguard

- The post of Custodian of the Imperial War Memorial is held by Sister Magdelana of the Shattered Tower, Highguard

- The post of Dean of Laroc Cathedral is held by Odelina de Rondell of Dawn

- The post of Friar of Honour's Rest is held by Albert Fugglestone-Copperhill

- The post of Guardian of Giselle's Tomb is held by Casimir Marcellino di Sarvos of the League

- The post of Head Gardener of Urizen is held by Alcuin of the Spire of Shattered Art

- The post of Liaison to the Temple in Nemoria is held by Franco i Erigo

- The post of Coordinator of the Limitu Principality House of the Way is held by Lord Marcus Drummond

- The post of Quaymaster of the Black Sails is vacant

- The post of Voice of Barbs is held by Meredith Nighthaven of Navarr

- The post of Watcher of Britta's Pool is held by Gunnbrand Ironwill of Wintermark

The Imperial Conclave

Archmagi

- The Archmage of Spring is Fabian of Vexille

- The Archmage of Summer is Solomon

- The Archmage of Autumn is Marcus of Endsmeet

- The Archmage of Winter is Emilia

- The Archmage of Day is Gancius della Notte di Sarvos

- The Archmage of Night is Elyssiathain of Endsmeet

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Reichard Callan Remidos von Holmaur

- Grandmaster of the Order of the Golden Pyramid Arsenio Sanguineo Rezia di Tassato

- Grandmaster of the Order of the Rod and Shield Zephyr De Rondell

- Grandmaster of the Order of the Sevenfold Path Zephaniah of Highguard

- Grandmaster of the Order of the Shuttered Lantern Gregor

- Grandmaster of the Order of the Unfettered Mind Kyra of Halcyon Spire

- Grandmaster of the Order of the Silver Chalice Raewynn Farkas

Other Imperial Conclave Positions

- Simargl, "the Empty One" of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Abel of Reikos' Renown of Highguard serves as Bursar of the Conclave

- Pavel, of Varushka serves as Imperial Magus

- Finn Finnson serves as the Imperial Seer

- Vitore Van Temeschwar serves as the Arcane Architect

- Brother Luke of the Shattered Tower of Highguard serves as Master of Ice and Darkness

- The position of Imperial Censor is vacant

- Asenath, of Highguard, serves as Penumbral Watcher

- Sibella of Phoenix Reach, of Urizen, serves as Gloaming Sentinel

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Liora of the Silver Chantry (300 Thrones)

- The Brilliant Star is held by Tobias Shanks (350 Thrones)

- The Canterspire Circle is held by Bron Mordssen (280 Thrones)

- The Custodian of the Concordium Dock is held by Dranthus of Enlightment Spire (5 Thrones)

- The Damation Cliffs are held by Vieri Allori (355 Thrones)

- The Fortress of Salt is held by Caleb of the Cenotaph (375 Thrones)

- The Golden Trees of Seren are held by Watkin (280 Thrones)

- The Great Forest at Reikos is held by Issachar (200 Thrones)

- The Great Mine of Briante is held by Jonah Farkas (370 Thrones)

- The Great Pits of Ennerlund is held by Vasiliy Krenyenkov Valeskai Strascovich (370 Thrones)

- The Heartwood of the Great Vale is held by Matilda Reaper (275 Thrones)

- The Hunt of Alderei the Fair is held by Raknar Dunning (320 Thrones Thrones)

- The Night Quarry is held by Thalia of Netherwatch (306 Thrones)

- The Scorrero Nets are held by Saura Splitroot (75 Thrones)

- The Sutton Stone Quarries are held by Peter Carter (287 Thrones & 4 Crowns)

- The Syrene's Wisdom is held by Hepzibah of Reumah's Redoubt(90 Thrones)

- The Weirwater Vales are held by Rada (280 Thrones)

- The Singing Caves are vacant, awaiting allocation by the Imperial Senate.

National Bourse Positions

- The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa (68 Thrones)

- The Master of the Imperial Mint (League) is Lieselotte van Holberg (10 Thrones)

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Bloodcrow Losak

- The Eternal Shafts of Time (Varushka) are held by Tomasz

- The Granites of Veltsgorsk (Varushka) are held by Vitaly Grigorovich Dukov

- The Brilliant Shore (Imperial Orcs) is vacant

- The Vigilant Swan (Highguard) is held by Bartimaeus of the Shattered Tower

- The Pride of Ikka's Tears (Wintermark) is held by Algar of Ashenhall

- The Gift of the Dwindling Star (Varushka) is held by Jarek the Peaceful

- The Overseer of the Cavabianca Dock (League) is vacant

- The Stonefield Ice Caves (Wintermark) are held by the Thule

- The Legacy (Urizen) is held by the Grendel

Other Bourse Titles

These titles are appointed through the Bourse, but do not give the holder a Seat on the Imperial Bourse.

- Errol is Bailiff of the Grand Market

- Demitrio Taziel i Riqueza is the Dhomiro of the Cinnabar Hills

- Safya i Kalamar i Guerra is Mistress of the Glass Parador

- Claus Friedrich von Holberg is the Custodian of the Assayer's Guild

- Esteban i Ezmara i Erigo is the Vizier of the Incarnadine Satchel

- Mord Thorntarry of the Spire of Auric Horizon is Provost of the Halls of Knowledge

- Maryc is the Castellan of Spiral Castle

- Irontide Flax is the Foreman of the Mines of Gulhule

- Irontide Krag is the Bonesetter of Torfast Trading Post

- The Broker of Treji Wayhouse is vacant

- Jan Von Schmied de Temeschwar is the Northbound Trademaster

- Borys Vardovich Straskovich is the Overseer of the Westward Road

- Tobyrtan is the Delver of the Depths

- Palerictus Tog is the Four Seasons' Boneweaver

Imperial Wayleaves

The Imperial Senate auctioned three Imperial wayleaves during the Winter Solstice. Each title holder serves for one season.

- Shauni di Vest (15 thrones)

- Sandro Visconti di Sarvos (35 thrones)

- Maccus Belisarius Trahern (20 thrones)

Miscellaneous

- The Operator of Brock's Toll is Tristan of House de Rondell of Dawn

- The Keeper of the Imperial Menagerie is Kay Griffinsbain

Autumn Equinox

The Imperial Senate

The Throne

- The Empress : Lisabetta Giacomi von Holberg of the League

The senators of The Brass Coast

- Senator for Feroz: Chiara i Zayden i Riqueza

- Senator for Kahraman: Qusay i Kalamar i Guerra

- Senator for Madruga: Anwar i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond de Rondell

- Senator for Semmerholm Lady Jocelyn Arwood

- Senator for Weirwater: Lady Eve Orzel

The senators of Highguard

- Senator for Bastion: Sammual, of the Cohort of the Winter Bear

- Senator for Casinea: Nira, of Cantiarch's Hold

- Senator for Necropolis: Ianthe, of Raven's Watch

- Senator for Reikos: Cadeus, of the Shattered Tower

The senators of The League

- Senator for Holberg: Irina Arkady Staryn Von Holberg

- Senator for Sarvos: Magdelena Alagna di Sarvos

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Gant Archama

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: William Guildenstern

- Senator for Upwold, The Silver Chase: Henry Ward

- Senator for Mournwold, The Mourn: Robert Dunlain

The senators of the Navarr

- Senator for Hercynia: Ranulf Pridestalker

- Senator for Miaren: Llewellyn Leafstalker

- Senator for Therunin: Cybi Farkas

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Marissa of Shattered Spire

- Senator for Zenith: Edmundo of Endsmeet

The senators of Varushka

- Senator for Karsk: Maarit

- Senator for Karov: Pipski Bearonovitch Strascovich of the Vor'azi

- Senator for Miekarova: Father Nikolovich Drakov

- Senator for Volodmartz: Asya Olya Vikentivich

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Olle Markusson

- Senator for Sermersuaq: Atte

The senator of the Imperial Orcs

- Senator for Skarsind: Irontide Vio

Other Imperial Senate positions

- The Advisor on orc affairs is Bloodcrow Yargol

- The Advisor on the Vallorn is Siân Eternal

- The Ambassador to Asavea is Jarrigk Wegwandelaar

- The Ambassador to Axos is Tarquinius of Ankarien

- The Ambassador to the Commonwealth is Cael Splitroot

- The Ambassador to Faraden is Tal'Shar i Zabala i Erigo

- The Ambassador to the Iron Confederacy is Zadkiel de Coeurdefer

- The Ambassador to Jarm is Oswi Twice-burned

- The Ambassador to Otkodov is Juha the Cave Spider

- The Ambassador to the Sarcophan Delves is Thanmir Hrafnar*

- The Ambassador to the Sumaah Republic is Vera Runova Helgrod

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Captain of the Senate Guard is Keelin Foxden

- The Conscience of the Senate is Ingrid Sigeing

- The Dean of the Academy is Faustina Notturno Di Sarvos

- The Imperial Consul is Aureliana Perpetua Nicasia Saverio di Sarvos

- The Minister of Historical Research is Ioseph of Phoenix Reach

- The Trade envoy to Asavea is TBC

- The Trade envoy to the Commonwealth is TBC

- The Trade envoy to Faraden is TBC

- The Trade envoy to Jarm is TBC

- The Trade envoy to the Sarcophan Delves is Thanmir Hrafnar*

- The Trade envoy to the Suumah Republic is TBC

- Thranmir Hrafnar has indicated his intention to stand down as Trade envoy to the Sarcophan Delves at the start of the Winter Solstice

Commissioners appointed by senators

- Note: The Imperial Senate voted to abrogate the Civilian Commissioners at the Winter Solstice 380YE, meaning those titles no longer exist.

- The Crystal Architect of the Spires is vacant

- The Imperial Master of Works is vacant

Sinecures and Ministries appointed by senators

- The sinecure of Broken Shield Guardian is Redhand Gezzar

- The sinecure of Caretaker of New Dunhall is Brigantia Dunning

- The sinecure of Custodian of Glass Point Cove is Dalibor Marek

- The sinecure of Custodian of the Claw is held by Valeria of Phoenix Reach

- The sinecure of Custodian of the Starlight Drift is held by Palaphon

- The sinecure of Custodian of the Storm Vault is Xanthius Echostorm

- The sinecure of Dean of Pilgrims is vacant

- The sinecure of Dredgemaster of Feverwater is Eleri of Bronwen's Rest

- The sinecure of Eternal Flame of Miaren is Tanwen Snowstep

- The sinecure of Gatekeeper of Falling Snow is Pendraed the Maker

- The sinecure of Granger of the Golden Orchard is Merel Pathfinder

- The sinecure of Grim Gardener is Maegruth Bearonovitch Strascovitch

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Guardian of Dunfrith is Kai of Wintermark

- The sinecure of Healer of Dawn is Isabella de Rondell

- The sinecure of Herbalist of the Hearth is Brienne-Walda Stormborn

- The sinecure of Jade Custodian is Giacomo Corvinoscuro

- The sinecure of Keeper of Aurelie's Garden is Katrina Gardner, of Dawn

- The sinecure of Keeper of Berislav's Rest is Goran Berislavin Kovacevic

- The sinecure of Keeper of the Crystal Vale is Torunn Volcarona

- The sinecure of Keeper of the Dour Fens is Bill of Middleton

- The sinecure of Keeper of the Glorious Fountain is held by Tatiana of Auric Horizon

- The sinecure of Keeper of the Golden Fields is Thomas of Hay

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Keeper of the Tower of the Fall is Elyssian

- The sinecure of Master Apothecary is vacant

- The sinecure of Master of the School of Exorcism is Naomi of Felix's Watch

- The sinecure of Mayor of Caricomare is held by Aria Notturno di Sarvos

- The sinecure of Preceptor of the Skarsind College of Warcasting is Irontide T'onk

- The sinecure of Shepherd of the Great Herd is Sunhammer Kirrik

- The sinecure of Signori d'Argento Vine Tender is Markus Devere

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Storm Shaman is Ashborn Rauur

- The sinecure of Weigher of Worth is Skywise Taal

- The ministry of Celesti Lighthouse Keeper is Bakar i Erigo

- The ministry of High Herbalist of Sybella is Tolame of the Scions of Ravensfell

- The ministry of Master of the Clearing House is Wilhelmina Aurora Sanguineo

- The ministry of Steward of the Tassato Mana Exchange is Edwin Sanguineo di Tassato

The Military Council

The Generals of The Brass Coast

- General Estana i Mestiere i Guerra of the Red Wind Corsairs

- General Gomez i Souza i Guerra of the Fire of the South

- Admiral Edgardo i Ruiloba i Guerra of The Freeborn Storm

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Zoran Orzel of the Golden Sun

- General Vincent Vexille of the Eastern Sky

- General Garravaine de Rondell of the Gryphon's Pride

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Cayleb of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Bloodcrow Morgur of the Winter Sun

- General Irontide Skar of the Summer Storm

The Generals of The League

- General Michael Angelino of the Wolves of War

- General Natalia Barossa of the Towerjacks

The Generals of The Marches

- General Marius Woodville-Talbot of The Tusks

- General Will Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General Rickard of Lambrook of the Bounders

The Generals of Navarr

- General Eira Pridestalker of the Black Thorns

- General Brennos Brackensong of the Quiet Step

The General of Urizen

- General Nicassia Avicia of Phoenix Reach of the Citadel Guard

The Generals of Varushka

- General Akstis Eigulys of the Army of the Northern Eagle

- General Nikolai Zakharovic Prochnost of the Army of the Golden Axe

- General Magnus Prochnost of the Army of the Iron Helms

The Generals of Wintermark

- General Iron Osric of the Green Shield Army

- General Erkenbrand of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Heilyn Bronwen's Rest, of Navarr

- The Quartermaster General of the Imperial Armies is Brendan Brackensong

- The Imperial Fleet Master is Estaban Del Rio Blanco

The Imperial Synod

Ambition

- Cardinal Viviane de Coeurdefer of Dawn

- Gatekeeper is Vacant

- Virtue Inquisitor Ranae de Rondell of Dawn

Courage

- Cardinal Jorma Steelhail of Wintermark

- Gatekeeper Nina of Cantiarch's Hold, of Highguard

- Virtue Inquisitor Lucifer, Son of Cyrus of Highguard

Loyalty

- Cardinal Veikko, of Wintermark

- Gatekeeper Tess of the Marches

- Virtue Inquisitor Corwin Leafstalker of Navarr

Pride

- Cardinal Azekah of Zepheniah's Lament of Highguard

- Gatekeeper Astrid Fjellrevening Rezia di Tassato of The League

- Virtue Inquisitor Rane Jorunsdottir of Wintermark

Prosperity

- Cardinal Ricardo Almieda Desmondo di Tassato

- Gatekeeper Morgan Leafstalker of Navarr

- Virtue Inquisitor Vauraus Korppitkotka of Wintermark

Vigilance

- Cardinal Irada von Temeschwar, The League

- Gatekeeper Aarne Ceorling of Wintermark

- Virtue Inquisitor Adamah of Highguard

Wisdom

- Cardinal Abaddon De Rondell of Dawn

- Gatekeeper: Amris of Varushka

- Virtue Inquisitor Galene Netherwatch of Urizen

The Way

- Cardinal Atla of the Imperial Orcs

- Conscience of the Senate Ingrid Sigeing of Wintermark

- Virtue Inquisitor Yarrick Ursan of Wintermark

Other Synod positions

- The post of Auditor of Senatorial Accountability is vacant

- The post of High Bard of the Empire is held by Kaywenn du Launcet, of Dawn

- The post of High Exorcist is held by Solas of the Waxing Sun, of Urizen

- The post of Imperial Chaplain Consular is held by Bloodcrow Ergot of the Imperial Orcs

- The post of Imperial Inquisitor is held by Martin Orchard, of the Marches

- The post of Seer of the Gateway is held by Livia of the Spire of the Celestial Cascade, of Urizen

Sinecures and Ministries appointed by the Synod

- The post of Crow Keeper of the Rest is held by Nils Bardstrom of Wintermark

- The post of Curator of the Printer's Guild Museum is held by Taddea Ginori

- The post of Curator of the White City Museum is held by Apollos of Highguard

- The post of Custodian of the Imperial War Memorial is Sister Magdelana of the Shattered Tower, Highguard

- The post of Dean of Laroc Cathedral is held by Odelina de Rondell of Dawn

- The post of Guardian of Giselle's Tomb is held by Casimir Marcellino di Sarvos of the League

- The post of Head Gardener of Urizen is Alcuin of the Spire of Shattered Art

- The post of Coordinator of the Limitu Principality House of the Way is Lord Marcus Drummond

- The post of Quaymaster of the Black Sails is held by Illaria Notturno di Sarvos of the League

- The post of Voice of Barbs is held by Corey Brackensong

- The post of Watcher of Britta's Pool is held by Gunnbrand Ironwill of Wintermark

The Imperial Conclave

Archmagi

- Volfe of Ashenall is Archmage of Spring

- Solomon is Archmage of Summer

- Marcus of Endsmeet is Archmage of Autumn

- Sirus Skybreaker is Archmage of Winter

- Gancius della Notte di Sarvos is Archmage of Day

- Elyssiathain of Endsmeet is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Catalina Novarion

- Grandmaster of the Order of the Golden Pyramid Arsenio Sanguineo Rezia di Tassato

- Grandmaster of the Order of the Rod and Shield Aethelstan

- Grandmaster of the Order of the Sevenfold Path Zephaniah of Highguard

- Grandmaster of the Order of the Shuttered Lantern Gregor

- Grandmaster of the Order of the Unfettered Mind Kyra of Halcyon Spire

- Grandmaster of the Order of the Silver Chalice Raewynn Farkas

Other Imperial Conclave Positions

- Simargl, "the Empty One" of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Abel of Reikos' Renown of Highguard serves as Bursar of the Conclave

- Pavel, of Varushka serves as Imperial Magus

- Finn Finnson serves as the Imperial Seer

- Vitore Van Temeschwar serves as the Arcane Architect

- Brother Luke of the Shattered Tower of Highguard serves as Master of Ice and Darkness

- Helios Bitter Chalice, of Urizen serves as Imperial Censor

- Asenath, of Highguard, serves as Penumbral Watcher

- Sibella of Phoenix Reach, of Urizen, serves as Gloaming Sentinel

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Liora of the Silver Chantry (300 Thrones)

- The Brilliant Star is held by Tobias Shanks (350 Thrones)

- The Canterspire Circle is held by Rada Prochrost (50 Thrones)

- The Custodian of the Concordium Dock is held by Dranthus of Enlightment Spire (5 Thrones)

- The Damation Cliffs are held by Vieri Allori (355 Thrones)

- The Fortress of Salt is held by Caleb of the Cenotaph (375 Thrones)

- The Golden Trees of Seren are held by Adelajda von Temeschwar (50 Thrones, 2 Crowns)

- The Great Forest at Reikos is held by Nemuel of Ravensfell (56 Thrones)

- The Great Mine of Briante is held by Jonah Farkas (370 Thrones)

- The Great Pits of Ennerlund is held by Vasiliy Krenyenkov Valeskai Strascovich (370 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (50 Thrones)

- The Hunt of Alderei the Fair is held by Dyta von Temeschwar (50 Thrones)

- The Night Quarry is held by Thalia of Netherwatch (306 Thrones)

- The Scorrero Nets are held by Saura Splitroot (75 Thrones)

- The Sutton Stone Quarries are held by Peter Carter (287 Thrones & 4 Crowns)

- The Syrene's Wisdom is held by Hepzibah of Reumah's Redoubt(90 Thrones)

- The Weirwater Vales are held by Jack Plank (50 Thrones)

- The Singing Caves are vacant, awaiting allocation by the Imperial Senate.

National Bourse Positions

- The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa (68 Thrones)

- The Master of the Imperial Mint (League) is Lieselotte van Holberg (10 Thrones)

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Bloodcrow Losak

- The Eternal Shafts of Time (Varushka) are held by Tomasz

- The Granites of Veltsgorsk (Varushka) are held by Vitaly Grigorovich Dukov

- The Brilliant Shore (Imperial Orcs) is held by Sunhammer Dav

- The Vigilant Swan (Highguard) is held by Bartimaeus of the Shattered Tower

- The Pride of Ikka's Tears (Wintermark) is held by Algar of Ashenhall

- The Gift of the Dwindling Star (Varushka) is held by Jarek the Peaceful

- The Overseer of the Cavabianca Dock (League) is Fioré dei Liberi

- The Stonefield Ice Caves (Wintermark) are held by the Thule

- The Legacy (Urizen) is held by the Grendel

Other Bourse Titles

These titles are appointed through the Bourse, but do not give the holder a Seat on the Imperial Bourse.

- Errol is Bailiff of the Grand Market

- Demitrio Taziel i Riqueza is the Dhomiro of the Cinnabar Hills

- Safya i Kalamar i Guerra is Mistress of the Glass Parador

- Claus Friedrich von Holberg is the Custodian of the Assayer's Guild

- Esteban i Ezmara i Erigo is the Vizier of the Incarnadine Satchel

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Maryc is the Castellan of Spiral Castle

- Irontide Flax is the Foreman of the Mines of Gulhule

- Irontide Krag is the Bonesetter of Torfast Trading Post

- Cenwyn Ironroot is the Broker of Treji Wayhouse

- Jan Von Schmied de Temeschwar is the Northbound Trademaster

- Pavel Novak is the Overseer of the Westward Road

- Tobyrtan is the Delver of the Depths

Miscellaneous

- The Operator of Brock's Toll is Tristan of House de Rondell of Dawn

- The Keeper of the Imperial Menagerie is Kay Griffinsbain

Summer Solstice

The Imperial Senate

The Throne

- The Empress : Lisabetta Giacomi von Holberg of the League

The Freeborn senators of The Brass Coast

- Senator for Feroz: Chiara i Zayden i Riqueza

- Senator for Kahraman: Qusay i Kalamar i Guerra

- Senator for Madruga: Anwar i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond de Rondell

- Senator for Semmerholm Escalados de Carsenere

- Senator for Weirwater: Lady Eve Orzel

The senators of Highguard

- Senator for Bastion: Sammual, of the Cohort of the Winter Bear

- Senator for Casinea: Barrabas

- Senator for Necropolis: Ianthe, of Raven's Watch

- Senator for Reikos: Cadeus, of the Shattered Tower

The senators of The League

- Senator for Holberg: Irina Arkady Staryn Von Holberg

- Senator for Sarvos: Magdelena Alagna di Sarvos

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Gant Archama

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: William Guildenstern

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Senator for Hercynia: Ranulf Pridestalker

- Senator for Miaren: Llewellyn Leafstalker

- Senator for Therunin: Willa Farkus-Vigil

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Probus of Shattered Spire

- Senator for Zenith: Edmundo of Endsmeet

The senators of Varushka

- Senator for Karsk: Maarit

- Senator for Karov: Pipski Bearonovitch Strascovich of the Vor'azi

- Senator for Miekarova: Father Nikolovich Drakov

- Senator for Volodmartz: Vuk the Wolfeater

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Olle Markusson

- Senator for Sermersuaq: Atte

The senator of the Imperial Orcs

- Senator for Skarsind: Irontide Vio

Other Imperial Senate positions

- The Conscience of the Senate is Ingrid Sigeing

- The Dean of the Academy is Faustina Notturno Di Sarvos

- The Advisor on orc affairs is Bloodcrow Yargol

- The Minister of Historical Research is Ioseph of Phoenix Reach

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Ambassador to Asavea is Jarrigk Wegwandelaar

- The Ambassador to Axos is Tarquinius of Ankarien

- The Ambassador to Jarm is Oswi Twice-burned

- The Ambassador to the Iron Confederacy is vacant

- The Ambassador to Faraden is Tal'Shar i Zabala i Erigo

- The Ambassador to the Commonwealth is Cael Splitroot

- The Ambassador to the Sumaah Republic is Vera Runova Helgrod

- The Ambassador to the Sarcophan Delves is Thanmir Hrafnar

- The Advisor on the Vallorn is Siân Eternal

- The Imperial Consul is Aureliana Perpetua Nicasia Saverio di Sarvos

Commissioners appointed by senators

- Note: The Imperial Senate voted to abrogate the Civilian Commissioners at the Winter Solstice 380YE, meaning those titles no longer exist.

- The Crystal Architect of the Spires is vacant

- The Imperial Master of Works is vacant

Sinecures and Ministries selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Dredgemaster of Feverwater is Brennyn of Bronwyn's Rest

- The sinecure of Dean of Pilgrims is vacant

- The sinecure of Custodian of the Starlight Drift is held by Palaphon

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Glorious Fountain is held by Tatiana of Auric Horizon

- The sinecure of Mayor of Caricomare is held by Aria di Notturno di Sarvos

- The sinecure of Custodian of the Claw is held by Valeria of Phoenix Reach

- The sinecure of Keeper of the Tower of the Fall is Elyssian

- The sinecure of Gatekeeper of Falling Snow is Pendraed the Maker

- The sinecure of Master Apothecary is Freya Kreftinar

- The sinecure of Custodian of the Storm Vault is Xanthius Echostorm

- The sinecure of Shepherd of the Great Herd is Sunhammer Kirrik

- The sinecure of Healer of Dawn is Isabella de Rondell

- The ministry of Master of the Clearing House is Wilhelmina Aurora Sanguineo

- The ministry of Steward of the Tassato Mana Exchange is Edwin Sanguineo di Tassato

- The sinecure of Master of the School of Exorcism is Naomi of Felix's Watch

- The sinecure of Keeper of Aurelie's Garden is Kiarten Twofeet, of Navarr

- The sinecure of Herbalist of the Hearth is Brienne-Walda Stormborn

- The sinecure of Preceptor of the Skarsind College of Warcasting is Irontide T'onk

- The ministry of High Herbalist of Sybella is Tolame of the Scions of Ravensfell

- The sinecure of Guardian of Dunfrith is Kai of Wintermark

- The sinecure of Granger of the Golden Orchard is Merel Pathfinder

- The sinecure of Storm Shaman is Ashborn Rauur

- The sinecure of Keeper of the Dour Fens is Bill of Middleton

- The sinecure of Jade Custodian is Giacomo Corvinoscuro

- The ministry of Celesti Lighthouse Keeper is Bakar i Erigo

- The sinecure of Eternal Flame of Miaren is vacant

- The sinecure of Broken Shield Guardian is Redhand Gezzard

- The sinecure of Keeper of the Crystal Vale is Torunn Volcarona

- The sinecure of Head Gardener of Urizen is Alcuin of the Spire of Shattered Art

- The sinecure of Grim Gardener is Maegruth Bearonovitch Strascovitch

- The sinecure of Keeper of the Golden Fields is Thomas of Hay

- The sinecure of Keeper of Beroslav Rest is Goran Berislavin Kovacevic

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Marciel i Riqueza of the Fire of the South

- Admiral Edgardo i Ruiloba i Guerra of The Freeborn Storm

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Zoran Orzel of the Golden Sun

- General Vincent Vexille of the Eastern Sky

- General Garravaine de Rondell of the Gryphon's Pride

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Cayleb of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Bloodcrow Morgur of the Winter Sun

- General Irontide Skar of the Summer Storm

The Generals of The League

- General Lisabetta Giacomi von Holberg of the Wolves of War following use of Defender of the Empire power.

- General Natalia Barossa of the Towerjacks

The Generals of The Marches

- General Marius Woodville-Talbot of The Tusks

- General Will Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General Rickard of Lambrook of the Bounders

The Generals of Navarr

- General Eira Pridestalker of the Black Thorns

- General Brennos Brackensong of the Quiet Step

The General of Urizen

- General Nicassia Avicia of Phoenix Reach of the Citadel Guard

The Generals of Varushka

- General Akstis Eigulys of the Army of the Northern Eagle

- General Nikolai Zakharovic Prochnost of the Army of the Golden Axe

- General Magnus Prochnost of the Army of the Iron Helms

The Generals of Wintermark

- General Iron Osric of the Green Shield Army

- General Erkenbrand of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Heilyn Bronwen's Rest, of Navarr

- The Quartermaster General of the Imperial Armies is Brendan Brackensong

- The Imperial Fleet Master is Estaban Del Rio Blanco

The Imperial Synod

Ambition

- Cardinal Severin Teyhard von Holberg of the League

- Gatekeeper Viviane de Coeurdefer of Dawn

- Virtue Inquisitor Ranae de Rondell of Dawn

Courage

- Cardinal Jorma Steelhail of Wintermark

- Gatekeeper Nina of Cantiarch's Hold, of Highguard

- Virtue Inquisitor Lucifer, Son of Cyrus of Highguard

Loyalty

- Cardinal Caleb of Reumah's Redoubt, of Highguard

- Gatekeeper Tess of the Marches

- Virtue Inquisitor Corwin Leafstalker of Navarr

Pride

- Cardinal Azekah of Zepheniah's Lament of Highguard

- Gatekeeper Astrid Fjellrevening Rezia di Tassato of The League

- Virtue Inquisitor Rane Jorunsdottir of Wintermark

Prosperity

- Cardinal Ricardo Almieda Desmondo di Tassato

- Gatekeeper Morgan Leafstalker of Navarr

- Virtue Inquisitor Vauraus Korppitkotka of Wintermark

Vigilance

- Cardinal Irada von Temeschwar, The League

- Gatekeeper Aarne Ceorling of Wintermark

- Virtue Inquisitor Adamah of Highguard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper: Amris of Varushka

- Virtue Inquisitor Sariel of Highguard

The Way

- Cardinal Atla of the Imperial Orcs

- Conscience of the Senate Ingrid Sigeing of Wintermark

- Virtue Inquisitor Yarrick Ursan of Wintermark

Other Synod positions

- The post of High Exorcist is held by Solas of the Waxing Sun, of Urizen

- The post of Imperial Inquisitor is held by Martin Orchard, of the Marches

- The post of Custodian of the Imperial War Memorial is vacant

- The post of Imperial Chaplain Consular is held by Bloodcrow Ergot of the Imperial Orcs

- The post of Seer of the Gateway is held by Livia of the Spire of the Celestial Cascade, or Urizen

- The post of Auditor of Senatorial Accountability is held by Zeno, Stallion's Sibling of Urizen

- The post of High Bard of the Empire is held by Kaywenn du Launcet, of Dawn

- The post of Voice of Barbs is held by Corey Brackensong

- The post of Curator of the Printer's Guild Museum is held by Taddea Ginori

- The post of Curator of the White City Museum is held by Apollos of Highguard

- The post of Watcher of Britta's Pool is held by Eldeen Wulfssdottir of Wintermark

- The coordinator of the Limitu Principality House of the Way is Lord Marcus Drummond

- The post of Dean of Laroc Cathedral is held by Odelina de Rondell of Dawn

- The post of Guardian of Giselle's Tomb is held by Casimir Marcellino di Sarvos of the League

- The post of Crow Keeper of the Rest is held by Nils Bardstrom of Wintermark

The Imperial Conclave

Archmagi

- Volfe of Ashenall is Archmage of Spring

- Solomon is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Sirus Skybreaker is Archmage of Winter

- Gancius della Notte di Sarvos is Archmage of Day

- Elyssiathain of Endsmeet is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Catalina Novarion

- Grandmaster of the Order of the Golden Pyramid Arsenio Sanguineo Rezia di Tassato

- Grandmaster of the Order of the Rod and Shield Aethelstan

- Grandmaster of the Order of the Sevenfold Path Zephaniah of Highguard

- Grandmaster of the Order of the Shuttered Lantern Gregor

- Grandmaster of the Order of the Unfettered Mind Kyra of Halcyon Spire

Other Imperial Conclave Positions

- Simargl, "the Empty One" of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Abel of Reikos' Renown of Highguard serves as Bursar of the Conclave

- Cyrus, son of Felix of Highguard serves as Imperial Magus

- Finn Finnson serves as the Imperial Seer

- Vitore Van Temeschwar serves as the Arcane Architect

- Brother Luke of the Shattered Tower of Highguard serves as Master of Ice and Darkness

- Helios Bitter Chalice, of Urizen serves as Imperial Censor

- Asenath, of Highguard, serves as Penumbral Watcher

- Sibella of Phoenix Reach, of Urizen, serves as Gloaming Sentinel

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Liora of the Silver Chantry (300 Thrones)

- The Brilliant Star is held by Vasiliy Krenyenkov Valeskai Strascovich (590 Thrones)

- The Canterspire Circle is held by Rada Prochrost (50 Thrones)

- The Damation Cliffs are held by Vieri Allori (355 Thrones)

- The Fortress of Salt is held by Tobias Shanks (600 Thrones)

- The Golden Trees of Seren are held by Adelajda von Temeschwar (50 Thrones, 2 Crowns)

- The Great Forest at Reikos is held by Nemuel of Ravensfell (56 Thrones)

- The Great Mine of Briante is held by Silvia Alcham (200 Thrones)

- The Great Pits of Ennerlund is held by Lukash Biessek von Temeschwar (590 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (50 Thrones)

- The Hunt of Alderei the Fair is held by Dyta von Temeschwar (50 Thrones)

- The Night Quarry is held by Thalia of Netherwatch (306 Thrones)

- The Scorrero Nets are held by Saura Splitroot (75 Thrones)

- The Sutton Stone Quarries are held by Peter Carter (287 Thrones & 4 Crowns)

- The Syrene's Wisdom is held by Hepzibah of Reumah's Redoubt(90 Thrones)

- The Weirwater Vales are held by Jack Plank (50 Thrones)

- The Singing Caves are held by Falko Von Temeschwar (165 Thrones)

National Bourse Positions

- The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa (68 Thrones)

- The Master of the Imperial Mint (League) is Lieselotte van Holberg (10 Thrones)

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Bloodcrow Losak

- The Eternal Shafts of Time (Varushka) are held by Tomasz

- The Granites of Veltsgorsk (Varushka) are held by Vitaly Grigorovich Dukov

- The Brilliant Shore (Imperial Orcs) is held by Sunhammer Dav

- The Vigilant Swan (Highguard) is held by Bartimaeus of the Shattered Tower

- The Pride of Ikka's Tears (Wintermark) is held by Raknar Stormspire

- The Gift of the Dwindling Star (Varushka) is held by Jarek the Peaceful

- The Stonefield Ice Caves (Wintermark) are held by the Thule

- The Legacy (Urizen) is held by the Grendel

Other Bourse Titles

These titles are appointed through the Bourse, but do not give the holder a Seat on the Imperial Bourse.

- Errol is Bailiff of the Grand Market

- Sagua i'Ezmara i'Murit i'Erigo is the Dhomiro of the Cinnabar Hills

- Safya i Kalamar i Guerra is Mistress of the Glass Parador

- Claus Friedrich von Holberg is the Custodian of the Assayer's Guild

- Esteban i Ezmara i Erigo is the Vizier of the Incarnadine Satchel

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Maryc is the Castellan of Spiral Castle

- Irontide Flax is the Foreman of the Mines of Gulhule

- Irontide Krag is the Bonesetter of Torfast Trading Post

- Cenwyn Ironroot is the Broker of Treji Wayhouse

- Jan Von Schmied de Temeschwar is the Northbound Trademaster

- Pavel Novak is the Overseer of the Westward Road

Miscellaneous

- The Operator of Brock's Toll is Tristan of house de Rondell of Dawn

- The Keeper of the Imperial Menagerie is Kay Griffinsbain

Spring Equinox

The Imperial Senate

The Throne

- The Empress : Lisabetta Giacomi von Holberg of the League

The Freeborn senators of The Brass Coast

- Senator for Feroz: Oria

- Senator for Kahraman: Qusay i Kalamar i Guerra

- Senator for Madruga: Anwar i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond de Rondell

- Senator for Semmerholm Escalados de Carsenere

- Senator for Weirwater: Valentin Ivarovich Orzel

The senators of Highguard

- Senator for Bastion: Ibrahim, the South Paw, of the Cohort of the Winter Bear

- Senator for Casinea: Barrabas

- Senator for Necropolis: Ianthe, of Raven's Watch

- Senator for Reikos: Cadeus, of the Shattered Tower

The senators of The League

- Senator for Holberg: Irina Arkady Staryn Von Holberg

- Senator for Sarvos: Magdelena di Sarvos

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Gant Archama

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Senator for Hercynia: Ranulf Pridestalker

- Senator for Miaren: Llewellyn Leafstalker

- Senator for Therunin: Willa Farkus-Vigil

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Probus of Shattered Spire

- Senator for Zenith: Edmundo of Endsmeet

The senators of Varushka

- Senator for Karsk: Maarit

- Senator for Karov: Ludmilla Koslov

- Senator for Miekarova: Father Nikolovich Drakov

- Senator for Volodmartz: Vuk the Wolfeater

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Olle Markusson

- Senator for Sermersuaq: Atte

The senator of the Imperial Orcs

- Senator for Skarsind: Irontide Vio

Other Imperial Senate positions

- The Conscience of the Senate is Ingrid Sigeing

- The Dean of the Academy is Faustina Notturno Di Sarvos

- The Advisor on orc affairs is Bloodcrow Yargol

- The Minister of Historical Research is vacant

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Ambassador to Asavea is Camilia di Traviciana di Sarvos

- The Ambassador to Axos is Tarquinius of Ankarien

- The Ambassador to Jarm is Oswi Twice-burned

- The Ambassador to the Iron Confederacy is Starac Sijed Orzel

- The Ambassador to Faraden is Tal'Shar i Zabala i Erigo

- The Ambassador to the Commonwealth is vacant

- The Ambassador to the Sumaah Republic is Vera Runova Helgrod

- The Ambassador to the Sarcophan Delves is Thanmir Hrafnar

- The Advisor on the Vallorn is Siân Eternal

- The Imperial Consul is Aureliana Perpetua Nicasia Saverio di Sarvos

Commissioners appointed by senators

- Note: The Imperial Senate voted to abrogate the Civilian Commissioners at the Winter Solstice 380YE, meaning those titles no longer exist.

- The Crystal Architect of the Spires is vacant

- The Imperial Master of Works is vacant

Sinecures and Ministries selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Dredgemaster of Feverwater is Brennyn of Bronwyn's Rest

- The sinecure of Dean of Pilgrims is Nina of Cantiarch's Hold

- The sinecure of Custodian of the Starlight Drift is held by Palaphon

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Glorious Fountain is held by Tatiana of Auric Horizon

- The sinecure of Mayor of Caricomare is held by Aria di Notturno di Sarvos

- The sinecure of Custodian of the Claw is held by Valeria of Phoenix Reach

- The sinecure of Keeper of the Tower of the Fall is Elyssian

- The sinecure of Gatekeeper of Falling Snow is Pendraed the Maker

- The sinecure of Master Apothecary is Freya Kreftinar

- The sinecure of Custodian of the Storm Vault is Xanthius Echostorm

- The sinecure of Shepherd of the Great Herd is Sunhammer Kirrik

- The sinecure of Healer of Dawn is Isabella de Rondell

- The ministry of Master of the Clearing House is Wilhelmina Aurora Sanguineo

- The ministry of Steward of the Tassato Mana Exchange is Beatriz Sanguineo Rezia

- The sinecure of Master of the School of Exorcism is Naomi of Felix's Watch

- The sinecure of Keeper of Aurelie's Garden is Kiarten Twofeet, of Navarr

- The sinecure of Herbalist of the Hearth is Brienne-Walda Stormborn

- The sinecure of Preceptor of the Skarsind College of Warcasting is Irontide T'onk

- The ministry of High Herbalist of Sybella is Tolame of the Scions of Ravensfell

- The sinecure of Guardian of Dunfrith is Ham Dunning

- The sinecure of Granger of the Golden Orchard is Merel Pathfinder

- The sinecure of Storm Shaman is Ashborn Rauur

- The sinecure of Keeper of the Dour Fens is Bill of Middleton

- The sinecure of Jade Custodian is Giacomo Corvinoscuro

- The ministry of Celesti Lighthouse Keeper is Bakar i Erigo

- The sinecure of Eternal Flame of Miaren is vacant

- The sinecure of Broken Shield Guardian is vacant

- The sinecure of Keeper of the Crystal Vale is vacant

- The sinecure of Head Gardener of Urizen is vacant

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Marciel i Riqueza of the Fire of the South

- Admiral Edgardo i Ruiloba i Guerra of The Freeborn Storm

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Zoran Orzel of the Golden Sun

- General Vincent Vexille of the Eastern Sky

- General Garravaine de Rondell of the Gryphon's Pride

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Cayleb of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Bloodcrow Morgur of the Winter Sun

- General Irontide Skar of the Summer Storm

The Generals of The League

- General Gabriel Barossa of the Wolves of War

- General Natalia Barossa of the Towerjacks

The Generals of The Marches

- General Nedry of The Cullachs of The Tusks

- General Will Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General Alusair Farstrider of the Bounders

The Generals of Navarr

- General Ulric Y'Basden of the Black Thorns

- General Brennos Brackensong of the Quiet Step

The General of Urizen

- General Nicassia Avicia of Phoenix Reach of the Citadel Guard

The Generals of Varushka

- General Coiska Graemovna Sulich of the Army of the Northern Eagle

- General Nikolai Zakharovic Prochnost of the Army of the Golden Axe

- General Akstis Eigulys of the Army of the Iron Helms

The Generals of Wintermark

- General Iron Osric of the Green Shield Army

- General Erkenbrand of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Heilyn Bronwen's Rest, of Navarr

- The Quartermaster General of the Imperial Armies is Brendan Brackensong

- The Imperial Fleet Master is Estaban Del Rio Blanco

The Imperial Synod

Ambition

- Cardinal Severin Teyhard von Holberg of the League

- Gatekeeper Viviane de Coeurdefer of Dawn

- Virtue Inquisitor Ranae de Rondell of Dawn

Courage

- Cardinal Levitia of Endsmeet of Urizen

- Gatekeeper Jorma Steelhail of Wintermark

- Virtue Inquisitor Lucifer, Son of Cyrus of Highguard

Loyalty

- Cardinal is vacant following the death of Frederik di Regario of the League

- Gatekeeper Tess of the Marches

- Virtue Inquisitor Corwin Leafstalker of Navarr

Pride

- Cardinal Azekah of Zepheniah's Lament of Highguard

- Gatekeeper Astrid Fjellrevening Rezia di Tassato of The League

- Virtue Inquisitor Rane Jorunsdottir of Wintermark

Prosperity

- Cardinal Ricardo Almieda Desmondo di Tassato

- Gatekeeper Morgan Leafstalker of Navarr

- Virtue Inquisitor Vauraus Korppitkotka of Wintermark

Vigilance

- Cardinal Irada von Temeschwar, The League

- Gatekeeper Aarne Ceorling of Wintermark

- Virtue Inquisitor Adamah of Highguard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper: Amris of Varushka

- Virtue Inquisitor Sariel of Highguard

The Way

- Cardinal Atla of the Imperial Orcs

- Conscience of the Senate Ingrid Sigeing of Wintermark

- Virtue Inquisitor Yarrick Ursan of Wintermark

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Imperial Inquisitor is held by Ephron of Adina’s Charge, Highguard

- The post of Custodian of the Imperial War Memorial is vacant

- The post of Imperial Chaplain Consular is held by Bloodcrow Ergot of the Imperial Orcs

- The post of Seer of the Gateway is held by Livia of the Spire of the Celestial Cascade

- The post of Auditor of Senatorial Accountability is held by Zeno, Stallion's Sibling of Urizen

- The post of High Bard of the Empire is held by Kaywenn du Launcet of Dawn

- The post of Voice of Barbs is held by Corey Brackensong

- The post of Curator of the Printer's Guild Museum is held by Taddea Ginori

- The post of Curator of the White City Museum is held by Apollos of Highguard

- The post of Watcher of Britta's Pool is held by Eldeen Wulfssdottir of Wintermark

- The coordinator of the Limitu Principality House of the Way is Lord Marcus Drummond

- The post of Dean of Laroc Cathedral is held by Odelina de Rondell of Dawn

- The post of Guardian of Giselle's Tomb is held by Casimir Marcellino di Sarvos of the League

- The post of Crow Keeper of the Rest is held by Nils Bardstrom of Wintermark

The Imperial Conclave

Archmagi

- Rosamund Holt is Archmage of Spring

- Solomon is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Sirus Skybreaker is Archmage of Winter

- Gancius della Notte di Sarvos is Archmage of Day

- Elyssiathain of Endsmeet is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Catalina Novarion

- Grandmaster of the Order of the Golden Pyramid Arsenio Sanguineo Rezia di Tassato

- Grandmaster of the Order of the Rod and Shield Aethelstan

- Grandmaster of the Order of the Sevenfold Path Zephaniah of Highguard

- Grandmaster of the Order of the Shuttered Lantern Gregor

- Grandmaster of the Order of the Unfettered Mind Kyra of Halcyon Spire

Other Imperial Conclave Positions

- Simargl, "the Empty One" of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Abel of Reikos' Renown of Highguard serves as Bursar of the Conclave

- Cyrus, son of Felix of Highguard serves as Imperial Magus

- Finn Finnson serves as the Imperial Seer

- Vitore Van Temeschwar serves as the Arcane Architect

- Brother Luke of the Shattered Tower of Highguard serves as Master of Ice and Darkness

- Helios Bitter Chalice, of Urizen serves as Imperial Censor

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Issebel Vittoria Barossa di Tassato Regario (325 Thrones)

- The Brilliant Star is held by Vasiliy Krenyenkov Valeskai Strascovich (590 Thrones)

- The Canterspire Circle is held by Rada Prochrost (50 Thrones)

- The Fortress of Salt is held by Tobias Shanks (600 Thrones)

- The Golden Trees of Seren are held by Adelajda von Temeschwar (50 Thrones, 2 Crowns)

- The Great Forest at Reikos is held by Nemuel of Ravensfell (56 Thrones)

- The Great Mine of Briante is held by Silvia Alcham (200 Thrones)

- The Great Pits of Ennerlund is held by Lukash Biessek von Temeschwar (590 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (50 Thrones)

- The Hunt of Alderei the Fair is held by Dyta von Temeschwar (50 Thrones)

- The Night Quarry is held by Meric Freysson (406 Thrones)

- The Scorrero Nets are held by Saura Splitroot (75 Thrones)

- The Sutton Stone Quarries are held by Peter Carter (300 Thrones)

- The Syrene's Wisdom is held by Hepzibah of Reumah's Redoubt(90 Thrones)

- The Weirwater Vales are held by Jack Plank (50 Thrones)

- The Singing Caves are held by Falko Von Temeschwar (165 Thrones)

- The Damation Cliffs are back within Imperial control and ready to be allocated by the Imperial Senate

National Bourse Positions

- The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa (68 Thrones)

- The Master of the Imperial Mint (League) is Lieselotte van Holberg (10 Thrones)

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Losak

- The Eternal Shafts of Time (Varushka) are held by Tomasz

- The Granites of Veltsgorsk (Varushka) are held by Vitaly Grigorovich Dukov

- The Brilliant Shore (Imperial Orcs) is held by Gaterender Brik

- The Vigilant Swan (Highguard) is held by Azeal of Cantiarch's Hold

- The Pride of Ikka's Tears (Wintermark) is held by Raknar Stormspire

- The Gift of the Dwindling Star (Varushka) is held by Jarek the Peaceful

- The Stonefield Ice Caves (Wintermark) are held by the Thule

- The Legacy (Urizen) is held by the Grendel

Other Bourse Titles

These titles are appointed through the Bourse, but do not give the holder a Seat on the Imperial Bourse.

- Errol is Bailiff of the Grand Market

- Sagua i'Ezmara i'Murit i'Erigo is the Dhomiro of the Cinnabar Hills

- Constanza i Kalamar i Guerra is Mistress of the Glass Parador

- Claus Friedrich von Holberg is the Custodian of the Assayer's Guild

- Etseban Izmara I Erigo is the Vizier of the Incarnadine Satchel

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Maryc is the Castellan of Spiral Castle

- Irontide Flax is the Foreman of the Mines of Gulhule

- Irontide Krag is the Bonesetter of Torfast Trading Post

- Wyl Brackensong is the Broker of Treji Wayhouse

- Jan Von Schmied de Temeschwar is the Northbound Trademaster

- Robert Dunlain is the Sheriff of Overton

- Pavel Novak is the Overseer of the Westward Road

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks of The Marches

380 YE

Winter Solstice

The Imperial Senate

The Throne

- The Empress : Lisabetta Giacomi von Holberg of the League

The Freeborn senators of The Brass Coast

- Senator for Feroz: Oria

- Senator for Kahraman: Qusay i Kalamar i Guerra

- Senator for Madruga: Anwar i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond de Rondell

- Senator for Semmerholm Escalados de Carsenere

- Senator for Weirwater: Valentin Ivarovich Orzel

The senators of Highguard

- Senator for Bastion: Ibrahim, the South Paw, of the Cohort of the Winter Bear

- Senator for Casinea: Barrabas

- Senator for Necropolis: Ianthe, of Raven's Watch

- Senator for Reikos: Balthasar, of the Suns of Couros

The senators of The League

- Senator for Holberg: Stern

- Senator for Sarvos: Magdelena di Sarvos

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Gant Archama

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Senator for Hercynia: Ranulf Pridestalker

- Senator for Miaren: Llewellyn Leafstalker

- Senator for Therunin: Willa Farkus-Vigil

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Probus of Shattered Spire

- Senator for Zenith: Edmundo of Endsmeet

- Senator for Spiral: Tanwyn Ankarien

The senators of Varushka

- Senator for Karsk: Maarit

- Senator for Karov: Ludmilla Koslov

- Senator for Miekarova: Father Nikolovich Drakov

- Senator for Volodmartz: Vuk the Wolfeater

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Olle Markusson

- Senator for Sermersuaq: Atte

The senator of the Imperial Orcs

- Senator for Skarsind: Irontide Vio

Other Imperial Senate positions

- The Conscience of the Senate is Ingrid Sigeing

- The Dean of the Academy is Faustina Notturno Di Sarvos

- The Advisor on orc affairs is Bloodcrow Ergot

- The Minister of Historical Research is Ioseph of Phoenix Reach

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Ambassador to Asavea is Camilia di Traviciana di Sarvos

- The Ambassador to Axos is Tarquinius of Ankarien

- The Ambassador to Jarm is Oswi Twice-burned

- The Ambassador to the Iron Confederacy is Starac Sijed Orzel

- The Ambassador to Faraden is Tal'Shar i Zabala i Erigo

- The Ambassador to the Commonwealth is Beatrix Amalia Novarion Zu Holberg

- The Ambassador to the Sumaah Republic is Vera Runova Helgrod

- The Ambassador to the Sarcophan Delves is Thanmir Hrafnar

- The Advisor on the Vallorn is Siân Eternal

- The Imperial Consul is Aureliana Perpetua Nicasia Saverio di Sarvos

Commissioners appointed by senators

- Note: The Imperial Senate voted to abrogate the Civilian Commissioners at the Winter Solstice 380YE, meaning those titles no longer exist.

- The Crystal Architect of the Spires is held by Tiberius Echostorm

- The Imperial Master of Works is Richard Lancaster

Sinecures and Ministries selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Dredgemaster of Feverwater is Brennyn of Bronwyn's Rest

- The sinecure of Dean of Pilgrims is Nina of Cantiarch's Hold

- The sinecure of Custodian of the Starlight Drift is held by Palaphon

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Glorious Fountain is held by Tatiana of Auric Horizon

- The sinecure of Mayor of Caricomare is held by Aria di Notturno di Sarvos

- The sinecure of Custodian of the Claw is held by Valeria of Phoenix Reach

- The sinecure of Keeper of the Tower of the Fall is currently vacant

- The sinecure of Gatekeeper of Falling Snow is Pendraed the Maker

- The sinecure of Master Apothecary is Freya Kreftinar

- The sinecure of Custodian of the Storm Vault is Xanthius Echostorm

- The sinecure of Shepherd of the Great Herd is Sunhammer Kirrik

- The sinecure of Healer of Dawn is Isabella de Rondell

- The ministry of Master of the Clearing House is Wilhelmina Aurora Sanguineo

- The ministry of Steward of the Tassato Mana Exchange is Beatriz Sanguineo Rezia

- The sinecure of Master of the School of Exorcism is Naomi of Felix's Watch

- The sinecure of Keeper of Aurelie's Garden is Kiarten Twofeet, of Navarr

- The sinecure of Herbalist of the Hearth is Brienne-Walda Stormborn

- The sinecure of Preceptor of the Skarsind College of Warcasting is Irontide T'onk

- The ministry of High Herbalist of Sybella is Tolame of the Scions of Ravensfell

- the sinecure of Guardian of Dunfrith is Ham Dunning

- the sinecure of Granger of the Golden Orchard is Merel Pathfinder

- the sinecure of Storm Shaman is Ashborn Rauur

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Vrael i Sol-Devorador i Erigo of the Fire of the South

- Admiral Edgardo i Ruiloba i Guerra of The Freeborn Storm

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Zoran Orzel of the Golden Sun

- General Vincent Vexille of the Eastern Sky

- The position of General of the Gryphon's Pride is vacant following the death of Soldier Akella at the Winter Solstice

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Cayleb of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Bloodcrow Morgur of the Winter Sun

- General Irontide Skar of the Summer Storm

The Generals of The League

- General Gabriel Barossa of the Wolves of War

- General Natalia Barossa of the TowerJacks

The Generals of The Marches

- General Nedry of The Cullachs of The Tusks

- General Will Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General Alusair Farstrider of the Bounders

The Generals of Navarr

- General Ulric Y'Basden of the Black Thorns

- General Brennos Brackensong of the Quiet step

The General of Urizen

- General Nicassia Avicia of Phoenix Reach of the Citadel Guard

The Generals of Varushka

- General Coiska Graemovna Sulich of the Army of the Northern Eagle

- General Nikolai Zakharovic Prochnost of the Army of the Golden Axe

- General Akstis Eigulys of the Army of the Iron Helms

The Generals of Wintermark

- General Iron Osric of the Green Shield Army

- General Erkenbrand of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Barthol de Rondell

- The Quartermaster General of the Imperial Armies is Brendan Brackensong

- The Imperial Fleet Master is vacant

The Imperial Synod

Ambition

- Cardinal Serrusto Caeli Rezia di Tassato of the League

- Gatekeeper Viviane de Coeurdefer

- Virtue Inquisitor Robin of Swindale

Courage

- Cardinal Levitia of Endsmeet from Urizen

- Gatekeeper Jorma Steelhail of Wintermark

- Virtue Inquisitor Rodrigo Whittington of Dawn

Loyalty

- Cardinal Oberon di Tassato of the League

- Gatekeeper Tess of the Marches

- Virtue Inquisitor Corwin Leafstalker of Navarr

Pride

- Cardinal Elka Nadayanova Gremani of Varushka

- Gatekeeper Astrid Fjellrevening Rezia di Tassato of The League

- Virtue Inquisitor Ephreal of Highguard

Prosperity

- Cardinal Ricardo Almieda Desmondo di Tassato

- Gatekeeper Morgan Leafstalker of Navarr

- Virtue Inquisitor Vauraus Korppitkotka

Vigilance

- Cardinal Irada von Temeschwar, The League

- Gatekeeper Alys of Highguard

- Virtue Inquisitor Martin Orchard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper: Amris of Varushka

- Virtue Inquisitor Sariel of Highguard

The Way

- Cardinal Atla of the Imperial Orcs

- Conscience of the Senate Ingrid Sigeing of Wintermark

- Virtue Inquisitor Yarrick Ursan of Wintermark

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Imperial Inquisitor is held by Ephron of Adina’s Charge, Highguard

- The post of Custodian of the Imperial War Memorial is held by Ira of Felix's Watch, Highguard

- The post of Imperial Chaplain Consular is held by Hywel Summercrow of Navarr

- The post of Seer of the Gateway is held by Livia of the Spire of the Celestial Cascade

- The post of Voice of Barbs is held by Corey Brackensong

- The post of Curator of the Printer's Guild Museum is held by Taddea Ginori

- The post of Curator of the White City Museum is held by Apollos of Highguard

- The post of Watcher of Britta's Pool is held by Eldeen Wulfssdottir of Wintermark

- The coordinator of the Limitu Principality House of the Way is Lord Marcus Drummond

- The post of Dean of Laroc Cathedral is held by Lady Eleanor de Rondell of Dawn

The Imperial Conclave

Archmagi

- Rosamund Holt is Archmage of Spring

- Solomon is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Syrus Skybreaker is Archmage of Winter

- Gancius della Notte di Sarvos is Archmage of Day

- Elyssiathain of Endsmeet is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Catalina Novarion

- Grandmaster of the Order of the Golden Pyramid Faustus

- Grandmaster of the Order of the Rod and Shield Aethelstan

- Grandmaster of the Order of the Sevenfold Path Zephaniah of Highguard

- Grandmaster of the Order of the Shuttered Lantern Gregor

- Grandmaster of the Order of the Unfettered Mind Kyra of Halcyon Spire

Other Imperial Conclave Positions

- Simargl, "the Empty One" of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Abel of Reikos' Renown of Highguard serves as Bursar of the Conclave

- Cyrus, son of Felix of Highguard serves as Imperial Magus

- Finn Finnson serves as the Imperial Seer

- Vitore Van Temeschwar serves as the Arcane Architect

- Brother Luke of the Shattered Tower of Highguard serves as Master of Ice and Darkness

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Issebel Vittoria Barossa di Tassato Regario (325 Thrones)

- The Brilliant Star is held by Vasiliy Krenyenkov Valeskai Strascovich (590 Thrones)

- The Canterspire Circle is held by Rada Prochrost (50 Thrones)

- The Fortress of Salt is held by Tobias Shanks (600 Thrones)

- The Golden Trees of Seren are held by Adelajda von Temeschwar (50 Thrones, 2 Crowns)

- The Great Forest at Reikos is held by Nemuel of Ravensfell (56 Thrones)

- The Great Mine of Briante is held by Silvia Alcham (200 Thrones)

- The Great Pits of Ennerlund is held by Lukash Biessek von Temeschwar (590 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (50 Thrones)

- The Hunt of Alderei the Fair is held by Dyta von Temeschwar (50 Thrones)

- The Night Quarry is held by Meric Freysson (406 Thrones)

- The Scorrero Nets are held by Kali of the Saker (130 Thrones)

- The Sutton Stone Quarries are held by Peter Carter (300 Thrones)

- The Syrene's Wisdom is held by Falko of the Bloody Butchers of Temeschwar (155 Thrones)

- The Weirwater Vales are held by Jack Plank (50 Thrones)

- The Singing Caves are held by Falko Von Temeschwar (165 Thrones)

- The Damation Cliffs are back within Imperial control and ready to be allocated by the Imperial Senate

National Bourse Positions

- The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa

- The Master of the Imperial Mint (League) is Duke Fererro

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Wesk

- The Eternal Shafts of Time (Varushka) are held by Tomasz

- The Granites of Veltsgorsk (Varushka) are held by Vitaly Grigorovich Dukov

- The Brilliant Shore (Imperial Orcs) is held by Gaterender Brik

- The Vigilant Swan (Highguard) is held by Azeal of Cantiarch's Hold

- The Legacy (Urizen) is held by Marcus of Endsmeet

- The Pride of Ikka's Tears (Wintermark) is held by Raknar Stormspire

- The Stonefield Ice Caves (Wintermark) are held by the Thule

Other Bourse Titles

These titles are appointed through the Bourse, but do not give the holder a Seat on the Imperial Bourse.

- Errol is Bailiff of the Grand Market

- Sagua i'Ezmara i'Murit i'Erigo is the Dhomiro of the Cinnabar Hills

- Constanza i Kalamar i Guerra is Mistress of the Glass Parador

- Marat Jaroslav is the Custodian of the Assayer's Guild

- Etseban Izmara I Erigo is the Vizier of the Incarnadine Satchel

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Maryc is the Castellan of Spiral Castle

- Irontide Flax is the Foreman of the Mines of Gulhule

- Sunhammer Krag is the Bonesetter of Torfast Trading Post

- Wyl Brackensong is the Broker of Treji Wayhouse

- Jan Von Schmied de Temeschwar is the Northbound Trademaster

- Robert Dunlain is the Sheriff of Overton

- Pavel Novak is the Overseer of the Westward Road

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks of The Marches

Autumn Equinox

The Imperial Senate

The Throne

- The Empress : Lisabetta Giacomi von Holberg of the League

The Freeborn senators of The Brass Coast

- Senator for Feroz: Oria

- Senator for Kahraman: Qusay i Kalamar i Guerra

- Senator for Madruga: Anwar i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond de Rondell

- Senator for Semmerholm Escalados de Carsenere

- Senator for Weirwater: Valentin Ivarovich Orzel

The senators of Highguard

- Senator for Bastion: Ibrahim, the South Paw, of the Cohort of the Winter Bear

- Senator for Casinea: Barrabas

- Senator for Necropolis: Ianthe, of Raven's Watch

- Senator for Reikos: Balthasar, of the Suns of Couros

The senators of The League

- Senator for Holberg: Stern

- Senator for Sarvos: Alessandra Serafini

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Gant Archama

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Senator for Hercynia: Ranulf Pridestalker

- Senator for Miaren: Llewellyn Leafstalker

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Probus of Shattered Spire

- Senator for Zenith: Edmundo of Endsmeet

- Senator for Spiral: Tanwyn Ankarien

The senators of Varushka

- Senator for Karsk: Maarit

- Senator for Karov: Irena Arkady

- Senator for Miekarova: Yelislaveta Syrnova Vlanich

- Senator for Volodmartz: Vuk the Wolfeater

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Olle Markusson

- Senator for Sermersuaq: Atte

The senator of the Imperial Orcs

- Senator for Skarsind: Irontide Vio

Other Imperial Senate positions

- The Conscience of the Senate is Maximillian of Urizen

- The Dean of the Academy is Faustina Notturno Di Sarvos

- The Advisor on orc affairs is Bloodcrow Ergot

- The Minister of Historical Research is Ioseph of Phoenix Reach

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Ambassador to Asavea is Camilia di Traviciana di Sarvos

- The Ambassador to Axos is Tarquinius of Ankarien

- The Ambassador to Jarm is Oswi Twice-burned

- The Ambassador to the Iron Confederacy is Starac Sijed Orzel

- The Ambassador to Faraden is Tal'Shar i Zabala i Erigo

- The Ambassador to the Commonwealth is Beatrix Amalia Novarion Zu Holberg

- The Ambassador to the Sumaah Republic is Vera Runova Helgrod

- The Ambassador to the Sarcophan Delves is Thanmir Hrafnar

- The Advisor on the Vallorn is Siân Eternal

- The Imperial Consul is Aureliana Perpetua Nicasia Saverio di Sarvos

Commissioners appointed by senators

- The Crystal Architect of the Spires is held by Tiberius Echostorm

- The Imperial Master of Works is Richard Lancaster

- The Civilian Commissioner of The Brass Coast is Carlos I Guerra

- The Civilian Commissioner of Dawn is Morien Stewart

- The Civilian Commissioner of The Marches is Silas Merrick

- The Civilian Commissioner of The Imperial Orcs is Bloodcrow Yargol

- The Civilian Commissioner of The League is Lorenzo La Volpe of the Bloody Butchers

- The Civilian Commissioner of Highguard is Rhesa of the Scions of Ravensfell

- The Civilian Commissioner of Navarr is Bron Foxden

- The Civilian Commissioner of Urizen is Juliana of Phoenix Reach

- The Civilian Commissioner of Varushka is Nadya Gremani

- The Civilian Commissioner of Wintermark is Tyr Brenna

Sinecures and Ministries selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Dredgemaster of Feverwater is Brennyn of Bronwyn's Rest

- The sinecure of the Dean of Pilgrims is Nina of Cantiarch's Hold

- The sinecure of Custodian of the Starlight Drift is held by Palaphon

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Glorious Fountain is held by Tatiana of Auric Horizon

- The sinecure of Mayor of Caricomare is held by Aria di Notturno di Sarvos

- The sinecure of Custodian of the Claw is held by Valeria of Phoenix Reach

- The sinecure of Keeper of the Tower of the Fall is held by Elyssiathain

- The sinecure of Gatekeeper of Falling Snow is Pendraed the Maker

- The sinecure of Master Apothecary is Freya Kreftinar

- The sinecure of Custodian of the Storm Vault is Xanthius Echostorm

- The sinecure of Shepherd of the Great Herd is Sunhammer Kirrik

- The sinecure of Healer of Dawn is Isabella de Rondell

- The ministry of Master of the Clearing House is Wilhelmina Aurora Sanguineo

- The ministry of Steward of the Tassato Mana Exchange is Beatriz Sanguineo Rezia

- The sinecure of Master of the School of Exorcism is Naomi of Felix's Watch

- The sinecure of Keeper of Aurelie's Garden is Kiarten Twofeet, of Navarr

- The sinecure of Herbalist of the Hearth is Brienne-Walda Stormborn

- The sinecure of Preceptor of the Skarsind College of Warcasting is Irontide T'onk

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Vrael i Sol-Devorador i Erigo of the Fire of the South

- Admiral Edgardo i Ruiloba i Guerra of The Freeborn Storm

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Zoran Orzel of the Golden Sun

- General Vincent Vexille of the Eastern Sky

- General Soldier Akella of the Gryphon's Pride

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Jericho of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Bloodcrow Morgur of the Winter Sun

- General Irontide Skar of the Summer Storm

The Generals of The League

- General Gabriel Barossa of the Wolves of War

- General Dietrich Nieschteri Rezia von Temeschwar of the TowerJacks

The Generals of The Marches

- General Nedry of The Cullachs of The Tusks

- General Will Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General Alusair Farstrider of the Bounders

The Generals of Navarr

- General Ulric Y'Basden of the Black Thorns

- General Brennos Brackensong of the Quiet step

The General of Urizen

- General Nicassia Avicia of Phoenix Reach of the Citadel Guard

The Generals of Varushka

- General Sullik of the Army of the Northern Eagle

- General Magnus Anatolyvich Prochnost of the Army of the Golden Axe

The Generals of Wintermark

- General Volk of the Green Shield Army

- General Erkenbrand of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Barthol de Rondell

- The Quartermaster General of the Imperial Armies is Brendan Brackensong

- The Imperial Fleet Master is Zanferr i Ezmara i Erigo

The Imperial Synod

Ambition

- Cardinal Serrusto Caeli Rezia di Tassato of the League

- Gatekeeper Viviane de Coeurdefer

- Virtue Inquisitor Robin of Swindale

Courage

- Cardinal Levitia of Endsmeet from Urizen

- Gatekeeper Jorma Steelhail of Wintermark

- Virtue Inquisitor Rodrigo Whittington of Dawn

Loyalty

- Cardinal Oberon di Tassato of the League

- Gatekeeper Tess of the Marches

- Virtue Inquisitor Corwin Leafstalker of Navarr

Pride

- Cardinal Elka Nadayanova Gremani of Varushka

- Gatekeeper Astrid Fjellrevening Rezia di Tassato of The League

- Virtue Inquisitor Ephreal of Highguard

Prosperity

- Cardinal Ophelia Sanguineo Rezia Di Tassato

- Gatekeeper Wilhemina Maryenkovich Poltova

- Virtue Inquisitor Vauraus Korppitkotka

Vigilance

- Cardinal Irada von Temeschwar, The League

- Gatekeeper Alys of Highguard

- Virtue Inquisitor Martin Orchard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper: Vacant

- Virtue Inquisitor Sariel of Highguard

The Way

- Cardinal Atla of the Imperial Orcs

- Conscience of the Senate Maximillian of Urizen

- Virtue Inquisitor Yarrick Ursan of Wintermark

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Imperial Inquisitor is held by Ephron of Adina’s Charge, Highguard

- The post of Custodian of the Imperial War Memorial is held by Ira of Felix's Watch, Highguard

- The post of Imperial Chaplain Consular is held by Hywel Summercrow of Navarr

- The post of Seer of the Gateway is held by Livia of the Spire of the Celestial Cascade

- The post of Voice of Barbs is held by Corey Brackensong

- The post of Curator of the Printer's Guild Museum is held by Taddea Ginori

- The post of Curator of the White City Museum is held by Apollos of Highguard

- The post of Watcher of Britta's Pool is held by Eldeen Wulfssdottir of Wintermark

- The coordinator of the Limitu Principality House of the Way is Lord Marcus Drummond

- The post of Dean of the Cathedral of Courage is held by Lady Eleanor de Rondell of Dawn

The Imperial Conclave

Archmagi

- Alcuin Shatterspire is Archmage of Spring

- Solomon is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Syrus Skybreaker is Archmage of Winter

- Mord of Auric Horizon is Archmage of Day

- Pavel is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Catalina i Erigo, of House de Rondell

- Grandmaster of the Order of the Golden Pyramid Faustus

- Grandmaster of the Order of the Rod and Shield Raewynn Stormwise

- Grandmaster of the Order of the Sevenfold Path Zephaniah of Highguard

- Grandmaster of the Order of the Shuttered Lantern Gregor

- Grandmaster of the Order of the Unfettered Mind Kyra of Halcyon Spire

Other Imperial Conclave Positions

- Simargl, "the Empty One" of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Abel of Reikos' Renown of Highguard serves as Bursar of the Conclave

- Cyrus, son of Felix of Highguard serves as Imperial Magus

- Finn Finnson serves as the Imperial Seer

- Vitore Van Temeschwar serves as the Arcane Architect

- Brother Luke of the Shattered Tower of Highguard serves as Master of Ice and Darkness

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Issebel Vittoria Barossa di Tassato Regario (325 Thrones)

- The Brilliant Star is held by Vasiliy Krenyenkov Valeskai Strascovich (590 Thrones)

- The Canterspire Circle is held by Tybalt von Ungeist (385 Thrones)

- The Fortress of Salt is held by Tobias Shanks (600 Thrones)

- The Golden Trees of Seren are held by Thalia of Netherwatch (350 Thrones)

- The Great Forest at Reikos is held by Azazel of Ravensfell (150 Thrones)

- The Great Mine of Briante is vacant and due to be auctioned at the Winter Solstice 380YE for a reduced term

- The Great Pits of Ennerlund is held by Lukash Biessek von Temeschwar (590 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (375 Thrones)

- The Hunt of Alderei the Fair is held by Dagon of Shattered Tower (200 Thrones)

- The Night Quarry is held by Meric Freysson (406 Thrones)

- The Scorrero Nets are held by Kali of the Saker (130 Thrones)

- The Sutton Stone Quarries are held by Peter Carter (300 Thrones)

- The Syrene's Wisdom is held by Falko of the Bloody Butchers of Temeschwar ( 155 Thrones)

- The Weirwater Vales are held by Soren il Signo (400 Thrones)

- The Singing Caves are back within Imperial control and ready to be allocated by the Imperial Senate

- The Damation Cliffs are held by the Jotun

National Bourse Positions

- The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa

- The Master of the Imperial Mint (League) is Duke Fererro

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Wesk

- The Eternal Shafts of Time (Varushka) are held by Tomasz

- The Granites of Veltsgorsk (Varushka) are held by Vitaly Grigorovich Dukov

- The Brilliant Shore (Imperial Orcs) is held by Gaterender Brik

- The Vigilant Swan (Highguard) is held by Azeal of Cantiarch's Hold

- The Legacy (Urizen) is held by Marcus of Endsmeet

- The Pride of Ikka's Tears (Wintermark) is vacant and due to be elected at the Winter Solstice 380YE for a reduced term

- The Stonefield Ice Caves (Wintermark) are held by the Thule

Other Bourse Titles

These titles are appointed through the Bourse, but do not give the holder a Seat on the Imperial Bourse.

- Errol is Bailiff of the Grand Market

- Galleo i Tazriel i Riqueza is Dhomiro of the Cinnabar Hills

- Constanza i Kalamar i Guerra is Mistress of the Glass Parador

- Marat Jaroslav is the Custodian of the Assayer's Guild

- Etseban Izmara I Erigo is the Vizier of the Incarnadine Satchel

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Maryc is the Castellan of Spiral Castle

- Irontide Flax is the Foreman of the Mines of Gulhule

- Sunhammer Krag is the Bonesetter of Torfast Trading Post

- Wyl Brackensong is the Broker of Treji Wayhouse

- Jan Von Schmied de Temeschwar is the Northbound Trademaster

- Following the recent loss and recovery of Overton, the title of Sheriff of Overton is vacant and due to be re-elected a the Winter Solstice.

- Pavel Novak is the Overseer of the Westward Road

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks of The Marches

Summer Solstice

The Imperial Senate

The Throne

- The Empress : Lisabetta Giacomi von Holberg of the League

The Freeborn senators of The Brass Coast

- Senator for Feroz: Oria

- Senator for Kahraman: Maher i Zaydan i Riqueza

- Senator for Madruga: Anwar i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond de Rondell

- Senator for Semmerholm Escalade Carsenere

- Senator for Weirwater: Valentin Ivarovich Orzel

The senators of Highguard

- Senator for Bastion: Ibrahim, the South Paw, of the Cohort of the Winter Bear

- Senator for Casinea: Zephram, of Cantiarch’s Hold

- Senator for Necropolis: Ianthe, of Raven's Watch

- Senator for Reikos: Balthasar, of the Suns of Couros

The senators of The League

- Senator for Holberg: Stern

- Senator for Sarvos: Alessandra Serafini

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Gant Archama

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Upwold, The Silver Chase: Silas

The senators of the Navarr

- Senator for Hercynia: Ranulf Pridestalker

- Senator for Miaren: Llewellyn Leafstalker

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Probus of Shattered Spire

- Senator for Zenith: Edmundo of Endsmeet

- Senator for Spiral: Tanwyn Ankarien

The senators of Varushka

- Senator for Karsk: Maarit

- Senator for Karov: Irena Arkady

- Senator for Miekarova: Dušan Otecovna Zlata

- Senator for Volodmartz: Juha the Cave Spider

Senator Dušan was revoked by the Imperial Synod but then re-elected to the post; he cannot be revoked again until after the next time the Senatorship would be elected normally.

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Olle Markusson

- Senator for Sermersuaq: Atte

The senator of the Imperial Orcs

- Senator for Skarsind: Irontide Vio

Other Imperial Senate positions

- The Conscience of the Senate is Maximillian of Urizen

- The Dean of the Academy is Faustina Notturno Di Sarvos

- The Advisor on orc affairs is Bloodcrow Ergot

- The Minister of Historical Research is Ioseph of Phoenix Reach

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Ambassador to Asavea is Camilia di Traviciana di Sarvos

- The Ambassador to Jarm is Owsi Twice-burned

- The Ambassador to the Iron Confederacy is Starac Sijed Orzel

- The Ambassador to Faraden is Ricardo di Tassato

- The Ambassador to the Commonwealth: Beatrix Amalia Novarion Zu Holberg

- The Ambassador to the Sumaah Republic: Vera Runova Helgrod

- The Advisor on the Vallorn is Siân Eternal

- The Imperial Consul is Aureliana Perpetua Nicasia Saverio di Sarvos

Commissioners appointed by senators

- The Crystal Architect of the Spires is held by Tiberius Echostorm

- The Imperial Master of Works is Richard Lancaster

- The Civilian Commissioner of The Brass Coast is Carlos I Guerra

- The Civilian Commissioner of Dawn is Morien Stewart

- The Civilian Commissioner of The Marches is Henry Ward

- The Civilian Commissioner of The Imperial Orcs is Bloodcrow Yargol

- The Civilian Commissioner of The League is Lorenzo La Volpe of the Bloody Butchers

- The Civilian Commissioner of Highguard is Rhesa of the Scions of Ravensfell

- The Civilian Commissioner of Navarr is Bron Foxden

- The Civilian Commissioner of Urizen is Juliana of Phoenix Reach

- The Civilian Commissioner of Varushka is Nadya Gremani

- The Civilian Commissioner of Wintermark is Thanmir Whiteraven

Sinecures selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Dredgemaster of Feverwater is Brennyn of Bronwyn's Rest

- The sinecure of the Dean of Pilgrims is vacant

- The sinecure of Custodian of the Starlight Drift is held by Vulpes of Endsmeet

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Glorious Fountain is held by Tatiana of Auric Horizon

- The sinecure of Mayor of Caricomare is held by Aria di Notturno di Sarvos

- The sinecure of Custodian of the Claw is held by Kaylan

- The sinecure of Keeper of the Tower of the Fall is held by Elyssiathain

- The sinecure of Gatekeeper of Falling Snow is Pendraed the Maker

- The sinecure of Master Apothecary is Freya Kreftinar

- The sinecure of Custodian of the Storm Vault is Xanthius Echostorm

- The sinecure of Shepherd of the Great Herd is vacant

- The sinecure of Healer of Dawn is Isabella de Rondell

- The sinecure of Master of the Clearing House is Wilhelmina Aurora Sanguineo

- The sinecure of Steward of the Tassato Mana Exchange is Beatriz Sanguineo Rezia

- The sinecure of Master of the School of Exorcism is vacant

- The sinecure of Shepherd of the Great Herd is Kirrik of the Sunhammers

- The sinecure of Keeper of Aurelie's Garden is vacant

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Elias i Lemora i Erigo of the Fire of the South

- Admiral Edgardo i Ruiloba i Guerra of The Freeborn Storm

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Zoran Orzel of the Golden Sun

- General Lady Clarice Novarion of the Eastern Sky

- General Soldier Akella of the Gryphon's Pride

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Jericho of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Morgur Bloodcrow of the Winter Sun

- General Irontide Skar of the Summer Storm

The Generals of The League

- General Gabriel Barossa of the Wolves of War

- General Dietrich Nieschteri Rezia von Temeschwar of the TowerJacks

The Generals of The Marches

- General Nedry of The Cullachs of The Tusks

- General Will Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General Alusair Farstrider of the Bounders

The Generals of Navarr

- General Ulric Y'Basden of the Black Thorns

- General Brennos Brackensong of the Quiet step

The General of Urizen

- General Nicassia Avicia of Phoenix Reach of the Citadel Guard

The Generals of Varushka

- General Sullik of the Army of the Northern Eagle

- General Magnus Anatolyvich Prochnost of the Army of the Golden Axe

The Generals of Wintermark

- General Volk of the Green Shield Army

- General Erkenbrand of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Barthol de Rondell

- The Quartermaster General of the Imperial Armies is Brendan Brackensong

- The Imperial Fleet Master is Zanferr i Ezmara i Erigo

The Imperial Synod

Ambition

- Cardinal Serrusto Caeli Rezia di Tassato of the League

- Gatekeeper Viviane de Coeurdefer

- Virtue Inquisitor Robin of Swindale

Courage

- Cardinal Levitia of Endsmeet from Urizen

- Gatekeeper Jorma Steelhail of Wintermark

- Virtue Inquisitor Lady Eleanor de Rondell of Dawn

Loyalty

- Cardinal Jared of the Suns of Couros, Highguard

- Gatekeeper Anna-Valeria Cascade of Urizen

- Virtue Inquisitor Julius Cavita of the League

Pride

- Cardinal Ozren de Orzel of Dawn

- Gatekeeper Astrid Fjellrevening Rezia di Tassato of The League

- Virtue Inquisitor Ephreal of Highguard

Prosperity

- Cardinal Ophelia Sanguineo Rezia Di Tassato

- Gatekeeper Wilhemina Maryenkovich Poltova

- Virtue Inquisitor Vauraus Korppitkotka

Vigilance

- Cardinal Irada von Temeschwar, The League

- Gatekeeper Alys of Highguard

- Virtue Inquisitor Martin Orchard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper Githwynn Frythsdottir Tokling

- Virtue Inquisitor Sariel of Highguard

The Way

- Cardinal Atla of the Imperial Orcs

- Conscience of the Senate Maximillian of Urizen

- Virtue Inquisitor Yarrick Ursan of Wintermark

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Auditor of Senatorial Accountability is held by Sargon of Felix's Watch, Highguard

- The post of Imperial Inquisitor is held by Ephron of Adina’s Charge, Highguard

- The post of Custodian of the Imperial War Memorial is held by Ira of Felix's Watch, Highguard

- The post of Imperial Chaplain Consular is held by Hywel Summercrow of Navarr

- The post of Seer of the Gateway is held by Livia of the Spire of the Celestial Cascade

- The post of Voice of Barbs is held by Corey Brackensong

- The post of Curator of the Printer's Guild Museum is held by Taddea Ginori

- The post of Curator of the White City Museum is held by Apollos of Highguard

- The post of Watcher of Britta's Pool is held by Eldeen Wulfssdottir of Wintermark

- The coordinator of the Limitu Principality House of the Way is Lord Marcus Drummond

The Imperial Conclave

Archmagi

- Alcuin Shatterspire is Archmage of Spring

- Solomon is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Syrus Skybreaker is Archmage of Winter

- Mord of Auric Horizon is Archmage of Day

- Pavel is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Catalina i Erigo, of House de Rondell

- Grandmaster of the Order of the Golden Pyramid Faustus

- Grandmaster of the Order of the Rod and Shield Raewynn Stormwise

- Grandmaster of the Order of the Sevenfold Path Zephaniah of Highguard

- Grandmaster of the Order of the Shuttered Lantern Gregor

- Grandmaster of the Order of the Unfettered Mind Kyra of Halcyon Spire

Other Imperial Conclave Positions

- Simargl, "the Empty One" of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Iago Melfizzi of the League serves as Bursar of the Conclave

- Cyrus, son of Felix of Highguard serves as Imperial Magus

- Finn Finnson serves as the Imperial Seer

- Vitore Van Temeschwar serves as the Arcane Architect

- Brother Luke of the Shattered Tower of Highguard serves as Master of Ice and Darkness

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Issebel Vittoria Barossa di Tassato Regario (325 Thrones)

- The Brilliant Star is held by Giacomo Corvinoscuro (451 Thrones)

- The Canterspire Circle is held by Tybalt von Ungeist (385 Thrones)

- The Fortress of Salt is held by Tobias Shanks (495 Thrones)

- The Golden Trees of Seren are held by Thalia of Netherwatch (350 Thrones)

- The Great Forest at Reikos is held by Azazel of Ravensfell (150 Thrones)

- The Great Mine of Briante is held by Vasiliy Krenyenkov Valeskai Strascovich (355 Thrones)

- The Great Pits of Ennerlund are currently in the process of being repaired and are expected to produce their first load of mithril shortly after the Summer Solstice 380YE

- The Heartwood of the Great Vale is held by Landon of Longridge (375 Thrones)

- The Hunt of Alderei the Fair is held by Dagon of Shattered Tower (200 Thrones)

- The Night Quarry is held by Meric Freysson (406 Thrones)

- The Scorrero Nets are held by Kali of the Saker (130 Thrones)

- The Singing Caves are held by Alessandra Vedova del Macellaio (500 Thrones)

- The Sutton Stone Quarries are held by Silvio de Tassato (345 Thrones)

- The Syrene's Wisdom is held by Falko of the Bloody Butchers of Temeschwar ( 155 Thrones)

- The Weirwater Vales are held by Soren il Signo (400 Thrones)

- The Damation Cliffs are held by the Jotun

National Bourse Positions

- The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa

- The Master of the Imperial Mint (League) is Duke Fererro

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Wesk

- The Eternal Shafts of Time (Varushka) are held by Tomasz

- The Granites of Veltsgorsk (Varushka) are held by Vitaly Grigorovich Dukov

- The Brilliant Shore (Imperial Orcs) is held by Gaterender Brik

- The Vigilant Swan (Highguard) is held by Azeal of Cantiarch's Hold

- The Legacy (Urizen) is vacant

- The Stonefield Ice Caves (Wintermark) are held by the Thule

Other Bourse Titles

These titles are appointed through the Bourse, but do not give the holder a Seat on the Imperial Bourse.

- Errol is Bailiff of the Grand Market

- Galleo i Tazriel i Riqueza is Dhomiro of the Cinnabar Hills

- Constanza i Kalamar i Guerra is Mistress of the Glass Parador

- Marat Jaroslav is the Custodian of the Assayer's Guild

- Etseban Izmara I Erigo is the Vizier of the Incarnadine Satchel

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Damian is the Castellan of Spiral Castle

- Flax is the Foreman of the Mines of Gulhule

- Krag is the Bonesetter of Torfast Trading Post

- Wyl Brackensong is the Broker of Treji Wayhouse

- Jan Von Schmied de Temeschwar is the Northbound Trademaster

- Thomas Astwich is the Sheriff of Overton

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks of The Marches

Spring Equinox

The Imperial Senate

The Throne

- The Empress : Lisabetta Giacomi von Holberg of the League

The Freeborn senators of The Brass Coast

- Senator for Feroz: Pedro i Taziel I Riquezz

- Senator for Kahraman: Maher i Zaydan i Riqueza

- Senator for Madruga: Anwar i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond de Rondell

- Senator for Semmerholm Escalade Carsenere

- Senator for Weirwater: Valentin Ivarovich Orzel

The senators of Highguard

- Senator for Bastion: Solomon, of the Shattered Tower

- Senator for Casinea: Zephram, of Cantiarch’s Hold

- Senator for Necropolis: Ianthe, of Raven's Watch

- Senator for Reikos: Balthasar, of the Suns of Couros

The senators of The League

- Senator for Holberg: Stern

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Gant Archama

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Upwold, The Silver Chase: Silas

The senators of the Navarr

- Senator for Hercynia: Ranulf Pridestalker

- Senator for Miaren: Llewellyn Leafstalker

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Probus of Shattered Spire

- Senator for Zenith: Tanwyn Ankarien

The senators of Varushka

- Senator for Karsk: Maarit

- Senator for Karov: Maximov Strascovich

- Senator for Miekarova: Dušan Otecovna Zlata

- Senator for Volodmartz: Juha the Cave Spider

Senator Dušan was revoked by the Imperial Synod but then re-elected to the post; he cannot be revoked again until after the next time the Senatorship would be elected normally.

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Olle Markusson

- Senator for Sermersuaq: Atte

The senator of the Imperial Orcs

- Senator for Skarsind: Irontide Vio

Other Imperial Senate positions

- The Conscience of the Senate is Rawk

- The Advisor on orc affairs is Bloodcrow Ergot

- The Minister of Historical Research is Ioseph of Phoenix Reach

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Ambassador to Asavea is Camilia di Traviciana di Sarvos

- The Ambassador to Jarm is Owsi Twice-burned

- The Ambassador to the Iron Confederacy is Lukash Biessek von Temeschwar

- The Ambassador to Faraden is Ricardo di Tassato

- The Ambassador to the Commonwealth: Beatrix Amalia Novarion Zu Holberg

- The Ambassador to the Sumaah Republic: Vera Runova Helgrod

- The Advisor on the Vallorn is Siân Eternal

- The Imperial Consul is Kellua Itsepainen of Wintermark

Commissioners appointed by senators

- The Crystal Architect of the Spires is held by Tiberius Echostorm

- The Imperial Master of Works is Richard Lancaster

- The Civilian Commissioner of The Brass Coast is Carlos I Guerra

- The Civilian Commissioner of Dawn is Morien Stewart

- The Civilian Commissioner of The Marches is Henry Ward

- The Civilian Commissioner of The Imperial Orcs is Bloodcrow Yargol

- The Civilian Commissioner of The League is Lorenzo La Volpe of the Bloody Butchers

- The Civilian Commissioner of Highguard is Rhesa of the Scions of Ravensfell

- The Civilian Commissioner of Navarr is Bron Foxden

- The Civilian Commissioner of Urizen is vacant

- The Civilian Commissioner of Varushka is Nadya Gremani

- The Civilian Commissioner of Wintermark is vacant

Sinecures selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Guardian of Britta's Shrine is held by Ruth of the Cenotaph in Highguard

- The sinecure of Dredgemaster of Feverwater is Brennyn of Bronwyn's Rest

- The sinecure of the Dean of Pilgrims is vacant

- The sinecure of Custodian of the Starlight Drift is held by Vulpes of Endsmeet

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Glorious Fountain is held by Tatiana of Auric Horizon

- The Mayor of Caricomare is Aria di Notturno di Sarvos

- The sinecure of Custodian of the Claw is held by Kaylan

- The sinecure of Keeper of the Tower of the Fall is held by Elyssiathain

- The Gatekeeper of Falling Snow is Pendraed the Maker

- The Master Apothecary is Freya Kreftinar

- The Custodian of the Storm Vault is Xanthius Echostorm

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Elias i Lemora i Erigo of the Fire of the South

- Admiral Edgardo i Ruiloba i Guerra of The Freeborn Storm

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Starac Sijed Orzel of the Golden Sun

- General Lady Clarice Novarion of the Eastern Sky

- General Soldier Akella of the Gryphon's Pride

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Jericho of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Morgur Bloodcrow of the Winter Sun

- General Irontide Skar of the Summer Storm

The General of The League

- General Gabriel Barossa of the Wolves of War

- General Andrea von Holdberg of the TowerJacks

The Generals of The Marches

- General Nedry of The Cullachs of The Tusks

- General Will Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General Alusair Farstrider of the Bounders

The Generals of Navarr

- General Ulric Y'Basden of the Black Thorns

- General Brennos Brackensong of the Quiet step

The General of Urizen

- General Nicassia Avicia of Phoenix Reach of the Citadel Guard

The Generals of Varushka

- General Valentin Brossa of the Army of the Northern Eagle

- General Magnus Anatolyvich Prochnost of the Army of the Golden Axe

The Generals of Wintermark

- General Volk of the Green Shield Army

- General Erkenbrand of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Vaan of Auric Horizon

- The Quartermaster General of the Imperial Armies is Brendan Brackensong

- The Imperial Fleet Master is vacant

The Imperial Synod

Ambition

- Cardinal Serrusto Caeli Rezia di Tassato of the League

- Gatekeeper Viviane de Coeurdefer

- Virtue Inquisitor Robin of Swindale

Courage

- Cardinal Nina of Cantiarch's Hold in Highguard

- Gatekeeper Jorma Steelhail of Wintermark

- Virtue Inquisitor Lady Eleanor de Rondell of Dawn

Loyalty

- Cardinal Jared of the Suns of Couros, Highguard

- Gatekeeper Anna-Valeria Cascade of Urizen

- Virtue Inquisitor Julius Cavita of the League

Pride

- Cardinal Ozren de Orzel of Dawn

- Gatekeeper Lady Josephine Novarion of Dawn

- Virtue Inquisitor Ephreal of Highguard

Prosperity

- Cardinal Ophelia Sanguineo Rezia Di Tassato

- Gatekeeper Wilhemina Maryenkovich Poltova

- Virtue Inquisitor Vauraus Korppitkotka

Vigilance

- Cardinal Irada von Temeschwar, The League

- Gatekeeper Alys of Highguard

- Virtue Inquisitor Martin Orchard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper is Githwynn Frythsdottir Tokling

- Virtue Inquisitor Sariel of Highguard

The Way

- Cardinal Atla of the Imperial Orcs

- Conscience of the Senate – Rawk of the Imperial Orcs

- Virtue Inquisitor Yarrick Ursan of Wintermark

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Auditor of Senatorial Accountability is held by Sargon of Felix's Watch, Highguard

- The post of Imperial Inquisitor is held by Severin Teyhard von Holberg of the League

- The post of Custodian of the Imperial War Memorial is held by Ira of Felix's Watch, Highguard

- The post of Imperial Chaplain Consular is held by Hywel Summercrow of Navarr

- The post of Seer of the Gateway is held by Livia of the Spire of the Celestial Cascade

- The post of Voice of Barbs is held by Corey Brackensong

- The post of Curator of the Printer's Guild Museum is held by Taddea Ginori

- The post of Curator of the White City Museum is held by Apollos of Highguard

- The post of Watcher of Britta's Pool is held by Eldeen Wulfssdottir of Wintermark

- The co-ordinator of the Limitu Principality House of the Way is Lord Marcus Drummond

The Imperial Conclave

Archmagi

- Alcuin Shatterspire is Archmage of Spring

- Andreas Gremani is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Syrus Skybreaker is Archmage of Winter

- Mord of Auric Horizon is Archmage of Day

- Pavel is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Catalina i Erigo, of House de Rondell

- Grandmaster of the Order of the Golden Pyramid Faustus

- Grandmaster of the Order of the Rod and Shield Raewynn Stormwise

- Grandmaster of the Order of the Sevenfold Path Zephaniah of Highguard

- Grandmaster of the Order of the Shuttered Lantern Gregor

- Grandmaster of the Order of the Unfettered Mind Kyra of Halcyon Spire

Other Imperial Conclave Positions

- Simargl, "the Empty One" of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Iago Melfizzi of the League serves as Bursar of the Conclave

- Cyrus, son of Felix of Highguard serves as Imperial Magus

- Sólsetur Fjellrevening serves as the Imperial Seer

- Vitore Van Temeschwar serves as the Arcane Architect

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Erwillian Mann (400 Thrones)

- The Brilliant Star is held by Giacomo Corvinoscuro (451 Thrones)

- The Canterspire Circle is held by Tybalt von Ungeist (385 Thrones)

- The Damation Cliffs are held by Jeremiah of the Cenotaph (405 Thrones)

- The Fortress of Salt is held by Tobias Shanks (495 Thrones)

- The Golden Trees of Seren are held by Thalia of Netherwatch (350 Thrones)

- The Great Mine of Briante is held by Vasiliy Krenyenkov Valeskai Strascovich (355 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (375 Thrones)

- The Hunt of Alderei the Fair is held by Dagon of Shattered Tower (200 Thrones)

- The Night Quarry is held by Guillermo di Sarvos (370 Thrones)

- The Scorrero Nets are held by Kali of the Saker (130 Thrones)

- The Singing Caves are held by Alessandra Vedova del Macellaio (500 Thrones)

- The Sutton Stone Quarries are held by Silvio de Tassato (345 Thrones)

- The Syrene's Wisdom is held by Falko of the Bloody Butchers of Temeschwar ( 155 Thrones)

- The Weirwater Vales are held by Soren il Signo (400 Thrones)

- The Great Pits of Ennerlund are currently in the process of being repaired and are expected to produce their first load of mithril shortly after the Summer Solstice 380YE

- The Great Forest at Reikos is due to be auctioned for a reduced term at the Summer Solstice.

- The Legacy is held by the Grendel and will need to be allocated when Spiral is once again an Imperial Territory

National Bourse Positions

- The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa

- The Master of the Imperial Mint (League) is Duke Fererro

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Wesk

- The Eternal Shafts of Time (Varushka) are held by Tomasz

- The Granites of Veltsgorsk (Varushka) are held by Zlatimir Prochnost

- The Brilliant Shore (Wintermark) is held by J. Sussivari

- The Vigilant Swan (Highguard) is held by Asael of Cantiarch's Hold

- The Stonefield Ice Caves (Wintermark) is held by the Thule

Other Bourse Titles

These titles are appointed through the Bourse, but do not give the holder a Seat on the Imperial Bourse.

- Errol is Bailiff of the Grand Market

- Galleo i Tazriel i Riqueza is Dhomiro of the Cinnabar Hills

- Constanza i Kalamar i Guerra is Mistress of the Glass Parador

- Marat Jaroslav is the Custodian of the Assayer's Guild

- Etseban Izmara I Erigo is the Vizier of the Incarnadine Satchel

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Damian is the Castellan of Spiral Castle

- Flax is the Foreman of the Mines of Gulhule

- Krag is the Bonesetter of Torfast Trading Post

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks of The Marches

379 YE

Winter Solstice

The Imperial Senate

The Freeborn senators of The Brass Coast

- Senator for Feroz: Liythos i Purjo i Guerra

- Senator for Kahraman: Maher i Zaydan i Riqueza

- Senator for Madruga: Anwar i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond de Rondell

- Senator for Semmerholm Escalade Carsenere

- Senator for Weirwater: Valentin Ivarovich Orzel

The senators of Highguard

- Senator for Bastion: Solomon, of the Shattered Tower

- Senator for Casinea: Zephram, of Cantiarch’s Hold

- Senator for Necropolis: Ianthe, of Raven's Watch

- Senator for Reikos: Gideon, of the Suns of Couros

The senators of The League

- Senator for Holberg: Rossalyn Jordan

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Gant Archama

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Upwold, The Silver Chase: Silas

The senators of the Navarr

- Senator for Hercynia: Ranulf Pridestalker

- Senator for Miaren: Llewellyn Leafstalker

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Probus of Shattered Spire

- Senator for Zenith: Tanwyn Ankarien

The senators of Varushka

- Senator for Karsk: Radomir

- Senator for Karov: Maximov Strascovich

- Senator for Miekarova: Dušan Otecovna Zlata

- Senator for Volodmartz: Juha the Cave Spider

Senator Dušan was revoked by the Imperial Synod but then re-elected to the post; he cannot be revoked again until after the next time the Senatorship would be elected normally.

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Olle Markusson

- Senator for Sermersuaq: Atte

The senator of the Imperial Orcs

- Senator for Skarsind: Irontide Vio

Other Imperial Senate positions

- The Conscience of the Senate is Rawk

- The Advisor on orc affairs is Bloodcrow Ergot

- The Imperial Master of Works is vacant

- The Minister of Historical Research is vacant

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Ambassador to Asavea is Camilia di Traviciana di Sarvos

- The Ambassador to Jarm is Owsi Twice-burned

- The Ambassador to the Iron Confederacy is Lukash Biessek von Temeschwar

- The Ambassador to Faraden is Ricardo di Tassato

- The Advisor on the Vallorn is Neb

- The Crystal Architect of the Spires is held by Tiberius Echostorm

- The Imperial Consul is Kellua Itsepainen of Wintermark

Sinecures selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Guardian of Britta's Shrine is held by Ruth of the Cenotaph in Highguard

- The sinecure of Dredgemaster of Feverwater is vacant

- The sinecure of the Dean of Pilgrims is held by Nina of Cantiarch's Hold

- The sinecure of Custodian of the Starlight Drift is held by Vulpes of Endsmeet

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Glorious Fountain is held by Tatiana of Auric Horizon

- The Mayor of Caricomare is Aria di Notturno di Sarvos

- The sinecure of Custodian of the Claw is held by Kaylan

- The sinecure of Keeper of the Tower of the Fall is held by Elyssiathain

- The Gatekeeper of Falling Snow is Pendraed the Maker

- The Master Apothecary is Freya Kreftinar

Other Senate Titles

- The Admiral is Vacant

- The Auditor of Senatorial Accountability is Nadezhda Darva

- The Captain of the Senate Guard is Vacant

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Elias i Lemora i Erigo of the Fire of the South

- Admiral Edgardo i Ruiloba i Guerra of The Freeborn Storm

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Starac Sijed Orzel of the Golden Sun

- General Richard Vandale of the Eastern Sky

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Jericho of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Morgur Bloodcrow of the Winter Sun

- General Irontide Skar of the Summer Storm

The General of The League

- General Gabriel Barossa of the Wolves of War

- General Andrea von Holdberg of the TowerJacks

The Generals of The Marches

- General Nedry of The Cullachs of The Tusks

- General Richard Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General Alusair Farstrider of the bounders

The Generals of Navarr

- General Carr Foxden of the Black Thorns

- General Merryn Farkas of the Quiet step

The General of Urizen

- General Nicassia Avicia of Phoenix Reach of the Citadel Guard

The Generals of Varushka

- General Valentin Brossa of the Army of the Northern Eagle

- General Ash of the Army of the Golden Axe

The Generals of Wintermark

- General Volk of the Green Shield Army

- General Horsa Tyrshalt of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Vaan of Auric Horizon

- The Quartermaster General of the Imperial Armies is Brendan Brackensong

The Imperial Synod

Ambition

- Cardinal Olek La Maschera Sorridente de Temeshwar of the League

- Gatekeeper Silent John of the Marches

- Virtue Inquisitor Serrusto Caeli Rezia di Tassato of the League

Courage

- Cardinal Asher of Felix's Watch in Highguard

- Gatekeeper Agnieszka Katrinova Prochnost of Varushka

- Virtue Inquisitor Lady Eleanor de Rondell of Dawn

Loyalty

- Cardinal Jared of the Suns of Couros, Highguard

- Gatekeeper Anna-Valeria Cascade of Urizen

- Virtue Inquisitor Julius Cavita of the League

Pride

- Cardinal Ozren de Orzel of Dawn

- Gatekeeper Lady Josephine Novarion of Dawn

- Virtue Inquisitor Ephreal of Highguard

Prosperity

- Cardinal Ophelia Sanguineo Rezia Di Tassato

- Gatekeeper: The Civil Service is awaiting confirmation of the appointment of Gatekeeper from the new Cardinal. Currently held by Wilhemina Maryenkovich Poltova of Varushka.

- Virtue Inquisitor: The Civil Service is awaiting confirmation of the appointment of Virtue Inquisitor from the new Cardinal. Currently held by Vauraus Korppitkotka of Wintermark.

Vigilance

- Cardinal Silas of the Suns of Couros, Highguard

- Gatekeeper Aarne Ceorling of Wintermark

- Virtue Inquisitor Irada von Temeschwar of the League

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper is vacant

- Virtue Inquisitor Ana-Marina Ferreira da Mestra of the League

The Way

- Cardinal Atla

- Conscience of the Senate - Rawk

- Virtue Inquisitor Yarrick Ursan of Wintermark

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Auditor of Senatorial Accountability is held by Sargon of Felix's Watch, Highguard

- The post of Imperial Inquisitor is held by Severin Teyhard von Holberg of the League

- The post of Custodian of the Imperial War Memorial is held by Ira of Felix's Watch, Highguard

- The post of Imperial Chaplain Consular is held by Hywel Summercrow of Navarr

- The post of Seer of the Gateway is held by Livia of the Spire of the Celestial Cascade

- The post of Voice of Barbs is held by Corey Brackensong

- The post of Curator of the Printer's Guild Museum is held by Taddea Ginori

The Imperial Conclave

Archmagi

- Alcuin Shatterspire is Archmage of Spring

- Andreas Gremani is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Syrus Skybreaker is Archmage of Winter

- Mari Linkforge is Archmage of Day

- Pavel is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Catalina i Erigo, of House Du Rondel

- Grandmaster of the Order of the Golden Pyramid Faustus

- Grandmaster of the Order of the Rod and Shield Raewynn Stormwise

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard

- Grandmaster of the Order of the Shuttered Lantern Gregor

- Grandmaster of the Order of the Unfettered Mind Kyra of Halcyon Spire

Other Imperial Conclave Positions

- Simargl, "the Empty One" of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Iago Melfizzi of the League serves as Bursar of the Conclave

- Cyrus, son of Felix of Highguard serves as Imperial Magus

- Solsetar Fjellrevening serves as the Imperial Seer

- Vitore Van Temeschwar serves as the Arcane Architect

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Erwillian Mann (400 Thrones)

- The Brilliant Star is held by Giacomo Corvinoscuro (451 Thrones)

- The Canterspire Circle is held by Tybalt von Ungeist (385 Thrones)

- The Damation Cliffs are held by Jeremiah of the Cenotaph (405 Thrones)

- The Fortress of Salt is held by Tobias Shanks (495 Thrones)

- The Golden Trees of Seren are held by Thalia of Netherwatch (350 Thrones)

- The Great Mine of Briante is held by Vasiliy Krenyenkov Valeskai Strascovich (355 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (375 Thrones)

- The Hunt of Alderei the Fair is held by Dagon of Shattered Tower (200 Thrones)

- The Night Quarry is held by Guillermo di Sarvos (370 Thrones)

- The Scorrero Nets are held by Douggie the Wood

- The Singing Caves are held by Alessandra Vedova del Macellaio (500 Thrones)

- The Sutton Stone Quarries are held by Silvio de Tassato (345 Thrones)

- The Syrene's Wisdom is held by Kendrick Tyke

- The Weirwater Vales are held by Soren il Signo (400 Thrones)

- The Great Pits of Ennerlund are currently in the process of being repaired and are expected to produce their first load of mithril shortly after the Summer Solstice 380YE

- The Great Forest at Reikos is back within Imperial control and ready to be Allocated by the Senate

- The Legacy is held by the Grendel and will need to be allocated when Spiral is once again an Imperial Territory

National Bourse Positions

- The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa

- The Master of the Imperial Mint (League) is Duke Fererro

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Kul

- The Eternal Shafts of Time (Varushka) are held by Tomasz

- The Granites of Veltsgorsk (Varushka) are held by Zlatimir Prochnost

- The Stonefield Ice Caves (Wintermark) is held by the Thule

- The Brilliant Shore (Wintermark) is held by J. Sussivari

- The Vigilant Swan (Highguard) is held by Asael of Cantiarch's Hold

Minor Bourse Titles

- Errol is Bailiff of the Grand Market

- Galleo i Tazriel i Riqueza is Dhomiro of the Cinnabar Hills

- Constanza i Kalamar i Guerra is Mistress of the Glass Parador

- Dieter Angelovic is the Custodian of the Assayer's Guild

- Bayan Zayden Riqueza is the Vizier of the Incarnadine Satchel

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Damian is the Castellan of Spiral Castle

Trade Envoys]

- Foreign Trade Envoy to the Principalities of Jarm is Owsi Twice-burned

- Foreign Trade Envoy to Faraden is Roberto Murdochi di Sarvos

- Foreign Trade Envoy to the Asavean Archipelago is Adrianna Donati di Sarvos

- Foreign Trade Envoy to the Commonwealth is Jonah Yakovitch

- Foreign Trade Envoy to the Sumaah Republic is Aedred apMagor of Wintermark.

- Foreign Trade Envoy to the Axos is Valimar Clarev Parakgoosier Bashnya.

- Foreign Trade Envoy to the Sarcophan Delves is Vacant

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks of The Marches

Autumn Equinox

The Imperial Senate

The Freeborn senators of The Brass Coast

- Senator for Feroz: Liythos i Purjo i Guerra

- Senator for Kahraman: Maher i Zaydan i Riqueza

- Senator for Madruga: Anwar i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Earl Gregoire De Gauvain

- Senator for Semmerholm Bohemond de Rondell

- Senator for Weirwater: Valentin Ivarovich Orzel

The senators of Highguard

- Senator for Bastion: Solomon

- Senator for Casinea: Zephram of Cantiarch’s Hold

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Holberg: Rossalyn Jordan

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Gant Archama

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Upwold, The Silver Chase: Silas

The senators of the Navarr

- Senator for Hercynia: Rhain

- Senator for Miaren: Llewellyn Leafstalker

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Probus of Shattered Spire

- Senator for Zenith: Cato

The senators of Varushka

- Senator for Karsk: Radomir

- Senator for Karov: Maximov Strascovich

- Senator for Miekarova: Dušan Otecovna Zlata

- Senator for Volodmartz: Juha the Cave Spider

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

- Senator for Skarsind: Thanmir Hrafn

Other Imperial Senate positions

- The Conscience of the Senate is Lisabetta Giacomi von Holberg

- The Advisor on orc affairs is Bloodcrow Ergot

- The Imperial Master of Works is vacant

- The Minister of Historical Research is vacant

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Ambassador to Asavea is Camilia di Traviciana di Sarvos

- The Ambassador to Jarm is Owsi Twice-burned

- The Ambassador to the Iron Confederacy is Lukash Biessek von Temeschwar

- The Ambassador to Faraden is Ricardo di Tassato

- The Advisor on the Vallorn is Neb

- The Crystal Architect of the Spires is held by Tiberius Echostorm

- The Imperial Consul is Kellua Itsepainen of Wintermark

Sinecures selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Guardian of Britta's Shrine is held by Ruth of the Cenotaph in Highguard

- The sinecure of Dredgemaster of Feverwater, is held by Corey Brackensong

- The sinecure of the Dean of Pilgrims is held by Nina of Cantiarch's Hold

- The sinecure of Custodian of the Starlight Drift is held by Vulpes of Endsmeet

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Glorious Fountain is held by Tatiana of Auric Horizon

- The Mayor of Caricomare is Aria di Notturno di Sarvos

- The sinecure of Custodian of the Claw is held by Kaylan

- The sinecure of Keeper of the Tower of the Fall is held by Elyssiathain

- The Gatekeeper of Falling Snow is Pendraed the Maker

- The Master Apothecary is Freya Kreftinar

Other Senate Titles

- The Admiral is Vacant

- The Auditor of Senatorial Accountability is Nadezhda Darva

- The Captain of the Senate Guard is Sergio Salvatore

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Elias i Lemora i Erigo of the Fire of the South

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Starac Sijed Orzel of the Golden Sun

- General Richard Vandale of the Eastern Sky

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Jericho of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Morgur Bloodcrow of the Winter Sun

- General Irontide Skar of the Summer Storm

The General of The League

- General Gabriel Barossa of the Wolves of War

The Generals of The Marches

- General Nedry of The Cullachs of The Tusks

- General Richard Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General Alusair Farstrider of the bounders

The Generals of Navarr

- General Carr Foxden of the Black Thorns

- General Merryn Farkas of the Quiet step

The General of Urizen

- General Nicassia Avicia of Phoenix Reach of the Citadel Guard

The Generals of Varushka

- General Valentin Brossa of the Army of the Northern Eagle

- General Magnus Anatolyvich Prochnost of the Army of the Golden Axe

The Generals of Wintermark

- General Marius Fjellrevening of the Green Shield Army

- General Vanhe Korppi of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Vaan of Auric Horizon

- The Quartermaster General of the Imperial Armies is Brendan Brackensong

The Imperial Synod

Ambition

- Cardinal Olek La Maschera Sorridente de Temeshwar of the League

- Gatekeeper Silent John of the Marches

- Virtue Inquisitor Serrusto Caeli Rezia di Tassato of the League

Courage

- Cardinal Asher of Felix's Watch in Highguard

- Gatekeeper Agnieszka Katrinova Prochnost of Varushka

- Virtue Inquisitor Lady Eleanor de Rondell of Dawn

Loyalty

- Cardinal Jared of the Suns of Couros, Highguard

- Gatekeeper Anna-Valeria Cascade of Urizen

- Virtue Inquisitor Julius Cavita of the League

Pride

- Cardinal Ozren de Orzel of Dawn

- Gatekeeper Lady Josephine Novarion of Dawn

- Virtue Inquisitor Ephreal of Highguard

Prosperity

- Cardinal Edythe Dunne of Wintermark

- Gatekeeper Wilhemina Maryenkovich Poltova of Varushka

- Virtue Inquisitor is vacant

Vigilance

- Cardinal Silas of the Suns of Couros, Highguard

- Gatekeeper Aarne Ceorling of Wintermark

- Virtue Inquisitor Irada von Temeschwar of the League

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper Livia Cascade of Urizen

- Virtue Inquisitor Ana-Marina Ferreira da Mestra of the League

The Way

- Cardinal Beodun Snowlock of Wintermark

- Conscience of the Senate - Lisabetta Giacomi von Holberg of the League

- Virtue Inquisitor Yarrick Ursan of Wintermark

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Auditor of Senatorial Accountability is held by Sargon of Felix's Watch, Highguard

- The post of Imperial Inquisitor is held by Severin Teyhard von Holberg of the League

- The post of Custodian of the Imperial War Memorial is held by Ira of Felix's Watch, Highguard

- The post of Imperial Chaplain Consular is held by Hywel Summercrow of Navarr

The Imperial Conclave

Archmagi

- Alcuin Shatterspire is Archmage of Spring

- Corvus of Auric Horizon is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Syrus Skybreaker is Archmage of Winter

- Mari Linkforge is Archmage of Day

- Pavel is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Marius Auricspire

- Grandmaster of the Order of the Golden Pyramid Faustus

- Grandmaster of the Order of the Rod and Shield Raewynn Stormwise

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard

- Grandmaster of the Order of the Shuttered Lantern Gregor

- Grandmaster of the Order of the Unfettered Mind Kyra of Halcyon Spire

Other Imperial Conclave Positions

- Simargl, "the Empty One" of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Iago Melfizzi of the League serves as Bursar of the Conclave

- Cyrus, son of Felix of Highguard serves as Imperial Magus

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Erwillian Mann (400 Thrones)

- The Brilliant Star is held by Giacomo Corvinoscuro (451 Thrones)

- The Canterspire Circle is held by Falko of the Butchers Bank (265 Thrones)

- The Damation Cliffs are held by Jeremiah of the Cenotaph (405 Thrones)

- The Fortress of Salt is held by Tobias Shanks (495 Thrones)

- The Golden Trees of Seren are held by Reznik von Temeshwar (303 Thrones)

- The Great Mine of Briante is held by Vasiliy Krenyenkov Valeskai Strascovich (355 Thrones)

- The Heartwood of the Great Vale is held by Horsa Tyrshalt (310 Thrones)

- The Hunt of Alderei the Fair is held by Asael of Cantiarch's Hold (200 Thrones)

- The Night Quarry is held by Guillermo di Sarvos (370 Thrones)

- The Scorrero Nets are held by Douggie the Wood

- The Singing Caves are held by Alessandra Vedova del Macellaio (500 Thrones)

- The Sutton Stone Quarries are held by Silvio de Tassato (345 Thrones)

- The Syrene's Wisdom is held by Kendrick Tyke

- The Weirwater Vales are held by Landon of Longridge (280 Thrones)

- The Great Forest at Reikos is back within Imperial control and ready to be Allocated by the Senate

- The Vigilant Swan is back within Imperial control and ready to be Allocated by the Senate

- The Great Pits of Ennerlund are currently in the process of being repaired and are ready to be Allocated now Holberg is once again an Imperial territory

- The Legacy is held by the Grendel and will need to be allocated when Spiral is once again an Imperial Territory

National Bourse Positions

- The The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa

- The Master of the Imperial Mint (League) is Duke Fererro

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Kul

- The Eternal Shafts of Time (Varushka) are held by Tomasz

- The Granites of Veltsgorsk (Varushka) are held by Zlatimir Prochnost

- The The Stonefield Ice Caves (Wintermark) is held by Ogmundr Kaldrheim

- The Brilliant Shore (Wintermark) is held by J. Sussivari

Minor Bourse Titles

- Hamnett of Gallowdale is Bailiff of the Grand Market

- Joaquim i Shartha i Riqueza is Dhomiro of the Cinnabar Hills

- Constanza i Kalamar i Guerra is Mistress of the Glass Parador

- Dieter Angelovic is the Custodian of the Assayer's Guild

- Bayan Zayden Riqueza is the Vizier of the Incarnadine Satchel

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Damian is the Castellan of Spiral Castle

Bourse Ceremonial Titles

- Foreign Trade Envoy to the Principalities of Jarm is Owsi Twice-burned

- Foreign Trade Envoy to Faraden is Roberto Murdochi di Sarvos

- Foreign Trade Envoy to the Asavean Archipelago is Adrianna Donati di Sarvos

- Foreign Trade Envoy to the Commonwealth is Jonah Yakovitch

- Foreign Trade Envoy to the Sumaah Republic is Aedred apMagor of Wintermark.

- Foreign Trade Envoy to the Axos is Valimar Clarev Parakgoosier Bashnya.

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks of The Marches

Summer Solstice

The Imperial Senate

The Freeborn senators of The Brass Coast

- Senator for Feroz: Liythos i Purjo i Guerra

- Senator for Kahraman: Zamira i Covas i Erigo

- Senator for Madruga: Anwar i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Earl Gregoire De Gauvain

- Senator for Semmerholm Escalados deCarsenere

- Senator for Weirwater: Valentin Ivarovich Orzel

The senators of Highguard

- Senator for Bastion: Solomon

- Senator for Casinea: Zephram of Cantiarch’s Hold

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Holberg: Rossalyn Jordan

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Gant Archama

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Senator for Hercynia: Rhain

- Senator for Miaren: Llewellyn Leafstalker

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Probus of Shattered Spire

- Senator for Zenith: Cato

The senators of Varushka

- Senator for Karsk: Radomir

- Senator for Karov: Maximov Strascovich

- Senator for Miekarova: Dušan Otecovna Zlata

- Senator for Volodmartz: Irina Kardaova Arkady

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

- Senator for Skarsind: Thanmir Hrafn

Other Imperial Senate positions

- The Conscience of the Senate is Lisabetta Giacomi von Holberg

- The Advisor on orc affairs is Irontide Bruc

- The Imperial Master of Works is Richard Tunstall

- The Minister of Historical Research is Ioseph of Phoenix Reach

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Ambassador to Asavea is Camilia di Traviciana di Sarvos

- The Ambassador to Jarm is Owsi Twice-burned

- The Ambassador to the Iron Confederacy is Lukash Biessek von Temeschwar

- The Advisor on the Vallorn is Neb

- The Crystal Architect of the Spires is held by Tiberius Echostorm

- The High Consul is Kellua Itsepainen of Wintermark

Sinecures selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Guardian of Britta's Shrine is held by Ruth of the Cenotaph in Highguard

- The sinecure of Dredgemaster of Feverwater, is held by Corey Brackensong

- The sinecure of the Dean of Pilgrims is held by Nina of Cantiarch's Hold

- The sinecure of Custodian of the Starlight Drift is held by Vulpes of Endsmeet

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Glorious Fountain is held by Tatiana of Auric Horizon

- The Mayor of Caricomare is Aria di Notturno di Sarvos

- The sinecure of Custodian of the Claw is held by Kaylan

- The sinecure of Keeper of the Tower of the Fall is held by Elyssiathain

Other Senate Titles

- The Admiral is Vacant

- The Auditor of Senatorial Accountability is Nadezhda Darva

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Zanterr i Ezmara i Erego of the Fire of the South

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Starac Sijed Orzel of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Jericho of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Morgur Bloodcrow of the Winter Sun

- General Irontide Skar of the Summer Storm

The General of The League

- General Gabriel Barossa of the Wolves of War

The Generals of The Marches

- General Nedry of The Cullachs of The Tusks

- General Richard Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General Brianna of King's Stoke of the bounders

The Generals of Navarr

- General Carr Foxden of the Black Thorns

- General Merryn Farkas of the Quiet step

The General of Urizen

- General Nicassia Avicia of Phoenix Reach of the Citadel Guard

The Generals of Varushka

- General Valentin Brossa of the Army of the Northern Eagle

- General Magnus Anatolyvich Prochnost of the Army of the Golden Axe

The Generals of Wintermark

- General Marius Fjellrevening of the Green Shield Army

- General Vanhe Korppi of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Vaan of Auric Horizon

- The Quartermaster General of the Imperial Armies was Irontide Rad, who died during the Solstice

The Imperial Synod

Ambition

- Cardinal Olek La Maschera Sorridente de Temeshwar of the League

- Gatekeeper Silent John of the Marches

- Virtue Inquisitor Serrusto Caeli Rezia di Tassato of the League

Courage

- Cardinal Asher of Felix's Watch in Highguard

- Gatekeeper Agnieszka Katrinova Prochnost of Varushka

- Virtue Inquisitor Lady Eleanor de Rondell of Dawn

Loyalty

- Cardinal Jared of the Suns of Couros, Highguard

- Gatekeeper Anna-Valeria Cascade of Urizen

- Virtue Inquisitor Julius Cavita of the League

Pride

- Cardinal Ozren de Orzel of Dawn

- Gatekeeper Lady Josephine Novarion of Dawn

- Virtue Inquisitor Ephreal of Highguard

Prosperity

- Cardinal Edythe Dunne of Wintermark

- Gatekeeper Wilhemina Maryenkovich Poltova of Varushka

- Virtue Inquisitor to be confirmed

Vigilance

- Cardinal Silas of the Suns of Couros, Highguard

- Gatekeeper Aarne Ceorling of Wintermark

- Virtue Inquisitor Irada von Temeschwar of the League

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper Livia Cascade of Urizen

- Virtue Inquisitor Ana-Marina Ferreira da Mestra of the League

The Way

- Cardinal Beodun Snowlock of Wintermark

- Conscience of the Senate - Lisabetta Giacomi von Holberg of the League

- Virtue Inquisitor Yarrick Ursan of Wintermark

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Auditor of Senatorial Accountability is held by Sargon of Felix's Watch, Highguard

- The post of Imperial Inquisitor is held by Severin Teyhard von Holberg of the League

- The post of Custodian of the Imperial War Memorial is held by Ira of Felix's Watch, Highguard

- The post of Imperial Chaplain Consular is held by Hywel Summercrow of Navarr

The Imperial Conclave

Archmagi

- Iulian Shatterspire is Archmage of Spring

- Corvus of Auric Horizon is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Syrus Skybreaker is Archmage of Winter

- Mari Linkforge is Archmage of Day

- Pavel is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Marius Auricspire

- Grandmaster of the Order of the Golden Pyramid Faustus

- Grandmaster of the Order of the Rod and Shield Raewynn Stormwise

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard

- Grandmaster of the Order of the Shuttered Lantern Dimitri Ivanovich Ionescu of Varushka

- Grandmaster of the Order of the Unfettered Mind Kyra of Halcyon Spire

Other Imperial Conclave Positions

- Eudaemon of Halcyon serves as Dean of the Lyceum

- Iago Melfizzi of the League serves as Bursar of the Conclave

- Cyrus, son of Felix of Highguard serves as Imperial Magus

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Erwillian Mann (400 Thrones)

- The Brilliant Star is held by Tobias Shanks (240 Thrones)

- The Canterspire Circle is held by Falko of the Butchers Bank (265 Thrones)

- The Damation Cliffs are held by Jeremiah of the Cenotaph (405 Thrones)

- The Fortress of Salt is held by Lorenzo “La Volpe” Macelliao von Temeschwar (305 Thrones)

- The Golden Trees of Seren are held by Reznik von Temeshwar (303 Thrones)

- The Great Mine of Briante is held by Feran (215 Thrones)

- The Heartwood of the Great Vale is held by Horsa Tyrshalt (310 Thrones)

- The Hunt of Alderei the Fair is held by Asael of Cantiarch's Hold (200 Thrones)

- The Night Quarry is held by Guillermo di Sarvos (370 Thrones)

- The Scorrero Nets are held by Douggie the Wood

- The Singing Caves are held by Ricardo Almieda Desmondo di Tasatto (400 Thrones)

- The Sutton Stone Quarries are held by Silvio de Tassato (345 Thrones)

- The Syrene's Wisdom is held by Kendrick Tyke

- The Weirwater Vales are held by Landon of Longridge (280 Thrones)

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund were held by the Druj but require repairing before allocation now Holberg is once again an Imperial territory.

National Bourse Positions

- The The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa

- The Master of the Imperial Mint (League) is Fererro

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Kul

- The Legacy (Urizen) is held by Sibella

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Zlatimir Prochnost

- The The Stonefield Ice Caves (Wintermark) is held by Ogmundr Kaldrheim

- The Brilliant Shore (Wintermark) is held by J. Sussivari

Minor Bourse Titles

- Hamnett of Gallowdale is Bailiff of the Grand Market

- Jaoquin i Shartha i i Riqueza is Dhomiro of the Cinnabar Hills

- Constanza i Kalamar i Guerra is Mistress of the Glass Parador

- Dieter Angelovic is the Custodian of the Assayer's Guild

- Bayan Zayden Riqueza is the Vizier of the Incarnadine Satchel

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

Trade Envoys

- Foreign Trade Envoy to the Principalities of Jarm is Owsi Twice-burned

- Foreign Trade Envoy to Faraden is Roberto Murdochi di Sarvos

- Foreign Trade Envoy to the Asavean Archipelago is Adrianna Donati di Sarvos

- Foreign Trade Envoy to the Commonwealth is Jonah Yakovitch

- Foreign Trade Envoy to the Sumaah Republic is Aedred apMagor of Wintermark.

- Foreign Trade Envoy to the Axos is Valimar Clarev Parakgoosier Bashnya.

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks

Spring Equinox

The Imperial Senate

The Freeborn senators of The Brass Coast

- Senator for Feroz: Kattalin i Hazama i Guerra

- Senator for Kahraman: Zamira i Covas i Erigo

- Senator for Madruga: Anwar i Del-Toro i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Hector de Rondell

- Senator for Semmerholm Escalados deCarsenere

- Senator for Weirwater: Valentin Ivarovich Orzel

The senators of Highguard

- Senator for Bastion: Jada of Ravensfell

- Senator for Casinea: Zephram of Cantiarch’s Hold

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Holberg: Rossalyn Jordan

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Gant Archama

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Senator for Hercynia: Rhain

- Senator for Miaren: Syn Nighthaven

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Marissa Shatterspire

- Senator for Zenith: Cato

The senators of Varushka

- Senator for Karsk: Radomir

- Senator for Karov: Constantin

- Senator for Miekarova: Dušan Otecovna Zlata

- Senator for Volodmartz: Irina Kardaova Arkady

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

- Senator for Skarsind: Thanmir Hrafn

Other Imperial Senate positions

- The Conscience of the Senate is Lisabetta Giacomi von Holberg

- The Advisor on orc affairs is Irontide Bruc

- The Imperial Master of Works is Richard Tunstall

- The Minister of Historical Research is Ioseph of Phoenix Reach

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Admiral is Sendero i Hazana i Guerra

- The Ambassador to Asavea is Camilia di Traviciana di Sarvos

- The Ambassador to Jarm is Owsi Twice-burned

- The Advisor on the Vallorn is Neb

- The Crystal Architect of the Spires is held by Tiberius Echostorm

Sinecures selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Guardian of Britta's Shrine is held by Ruth of the Cenotaph in Highguard

- The sinecure of Dredgemaster of Feverwater, is held by Corey Brackensong

- The sinecure of the Dean of Pilgrims is held by

- The sinecure of Custodian of the Starlight Drift is held by Vulpes of Endsmeet

- The sinecure of Keeper of the Memorial Gardens of Treji is held by Ceinwen

- The sinecure of Guardian of the Cairn is held by Tarqeq Icetongue

- The sinecure of Keeper of the Sapphire Stair is held by Domitila Sanguineo Rezia di Tassato

- The sinecure of Keeper of the Glorious Fountain is held by Tatiana of Auric Horizon

- The Mayor of Caricomare is Aria di Notturno di Sarvos

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Zanterr i Ezmara i Erego of the Fire of the South

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Starac Sijed Orzel of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Jericho of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Morgur Bloodcrow of the Winter Sun

- General Irontide Skar of the Summer Storm

The General of The League

- General Gabriel Barossa of the Wolves of War

The Generals of The Marches

- General Furious Fin of the The Drakes

- General Jack Flint of the Strong Reeds

- General Brianna of King's Stoke of the bounders

The Generals of Navarr

- General Carr Foxden of the Black Thorns

- General Merryn Farkas of the Quiet step

The General of Urizen

- General Tanwyn Ankarien of the The Citadel Guard

The Generals of Varushka

- General Hallvard of the Army of the Northern Eagle

- General Magnus Anatolyvich Prochnost of the Army of the Golden Axe

The Generals of Wintermark

- General Marius Fjellrevening of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Vaan of Auric Horizon

- The Quartermaster General of the Imperial Armies is Irontide Rad

The Imperial Synod

Ambition

- Cardinal Olek La Maschera Sorridente de Temeshwar of the League

- Gatekeeper Seraiah Armand of the Suns of Couros, Highguard

Courage

- Cardinal Asher of Felix's Watch in Highguard

- Gatekeeper Agnieszka Katrinova Prochnost of Varushka

Loyalty

- Cardinal Jared of the Suns of Couros, Highguard

- Gatekeeper Oberon Caeli Rezia di Tassato of the League

Pride

- Cardinal Elka Nadyanova Gremani of Varushka

- Gatekeeper Lady Josephine Novarion of Dawn

Prosperity

- Cardinal Edythe Dunne of Wintermark

- Gatekeeper Wilhemina Maryenkovich Poltova of Varushka

Vigilance

- Cardinal Silas of the Suns of Couros, Highguard

- Gatekeeper Nikolovich Drakov of Varushka

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper Livia Cascade of Urizen

The Way

- Bishop Beodun Snowlock of Wintermark

- Conscience of the Senate - Lisabetta Giacomi von Holberg of the League

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Auditor of Senatorial Accountability is held by Sargon of Felix's Watch, Highguard

- The post of Imperial Inquisitor is held by Severin Teyhard von Holberg of the League

- The post of Custodian of the Imperial War Memorial is held by Ira of Felix's Watch, Highguard

- The post of Imperial Chaplain Consular is held by Hywel Summercrow of Navarr

The Imperial Conclave

Archmagi

- Iulian Shatterspire is Archmage of Spring

- Corvus of Auric Horizon is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Cyrus Skybreaker is Archmage of Winter

- Mari Linkforge is Archmage of Day

- Pavel is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Marius Auricspire

- Grandmaster of the Order of the Golden Pyramid Faustus

- Grandmaster of the Order of the Rod and Shield Raewynn Stormwise

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard

- Grandmaster of the Order of the Shuttered Lantern Dimitri Ivanovich Ionescu of Varushka

- Grandmaster of the Order of the Unfettered Mind Palaphon of the Ankarian Magisitrum

Other Imperial Conclave Positions

- Eudaemon of Halcyon serves as Dean of the Lyceum

- Iago Melfizzi of the League serves as Bursar of the Conclave

- Cyrus, son of Felix of Highguard serves as Imperial Magus

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Tomas Talbot (165 Thrones)

- The Brilliant Star is held by Tobias Shanks (240 Thrones)

- The Canterspire Circle is held by Falko of the Butchers Bank (265 Thrones)

- The Damation Cliffs are held by Giacomo Carvinoscurro (170 Thrones)

- The Fortress of Salt is held by Lorenzo “La Volpe” Macelliao von Temeschwar (305 Thrones)

- The Golden Trees of Seren are held by Reznik von Temeshwar (303 Thrones)

- The Great Mine of Briante is held by Feran (215 Thrones)

- The Heartwood of the Great Vale is held by Horsa Tyrshalt (310 Thrones)

- The Hunt of Alderei the Fair is held by Asael of Cantiarch's Hold (200 Thrones)

- The Night Quarry is held by Lukash Biessek von Temeshwar (170 Thrones)

- The Scorrero Nets are held by Douggie the Wood

- The Singing Caves are held by Ricardo Almieda Desmondo di Tasetto (400 Thrones)

- The Sutton Stone Quarries are held by Eanwyn Dunning (155 Thrones)

- The Syrene's Wisdom is held by Kendrick Tyke

- The Weirwater Vales are held by Landon of Longridge (280 Thrones)

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund were held by the Druj but require repairing before allocation now Holberg is once again an Imperial territory.

National Bourse Positions

- The The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa

- The Master of the Imperial Mint (League) is Fererro

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Kul

- The Legacy (Urizen) is held by Sibella

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Zlatimir Prochnost

- The The Stonefield Ice Caves (Wintermark) is held by Ogmundr Kaldrheim

- The Brilliant Shore (Wintermark) is held by Aelfric Kreftirnar

Mercantile Investments

- Hamnett of Gallowdale is Bailiff of the Grand Market

- Jaoquin i Shartha i i Riqueza is Dhomiro of the Cinnabar Hills

- Paloma i Taziel i Riquez is Mistress of the Glass Parador

- Dieter Angelovic is the Custodian of the Assayer's Guild

- Bayan Zayden Riqueza is the Vizier of the Incarnadine Satchel

Other Bourse Positions

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Foreign Trade Envoy to the Principalities of Jarm is currently vacant

- Foreign Trade Envoy to Faraden is Roberto Murdochi di Sarvos

- Foreign Trade Envoy to the Asavean Archipelago is Adrianna Donati di Sarvos

- Foreign Trade Envoy to the Commonwealth is Jonah Yakovitch

- Foreign Trade Envoy to the Sumaah Republic is Aedred apMagor of Wintermark.

- Foreign Trade Envoy to the Axos is Valimar Clarev Parakgoosier Bashnya.

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks

378 YE

Winter Solstice

The Imperial Senate

The Freeborn senators of The Brass Coast

- Senator for Feroz: Kattalin i Hazama i Guerra

- Senator for Kahraman: Zamira i Covas i Erigo

- Senator for Madruga: Anwar i Del-Toro i Riqueza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Hector de Rondell

- Senator for Semmerholm Escalados deCarsenere

- Senator for Weirwater: Valentin Ivarovich Orzel

The senators of Highguard

- Senator for Bastion: Jada of Ravensfell

- Senator for Casinea: Zephram of Cantiarch’s Hold

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Gant Archama

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Senator for Hercynia: Rhain

- Senator for Miaren: Syn Nighthaven

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Marissa Shatterspire

- Senator for Zenith: Cato

The senators of Varushka

- Senator for Karsk: Vuk the Wolfeater

- Senator for Karov: Constantin

- Senator for Miekarova: Dušan Otecovna Zlata

- Senator for Volodmartz: Irina Kardaova Arkady

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

- Senator for Skarsind: Jorma Steelhail

Other Imperial Senate positions

- The Conscience of the Senate is Lisabetta Giacomi von Holberg

- The Advisor on orc affairs is Irontide Bruc

- The Imperial Master of Works is Richard Tunstall

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Admiral is Sendero i Hazana i Guerra

- The Ambassador to Asavea is Camilia di Traviciana di Sarvos

- The Ambassador to Jarm is Owsi Twice-burned

- The Advisor on the Vallorn is Neb

- The Wisest Senator is Syn Nighthaven (NB: Not an Imperial Title, but was selected by the Senate at Autumn Equinox 378YE so included for completeness.)

Sinecures selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Guardian of Britta's Shrine is held by Ruth of the Cenotaph in Highguard

- The sinecure of Dredgemaster of Feverwater, is held by Corey Brackensong

- Dean of Pilgrims (exact title to be TBA)

- The sinecure of Custodian of the Starlight Drift is held by Vulpes Endsmeet

- The sinecure of Keeper of the Memorial Gardens of Treji

- The sinecure of Guardian of the Cairn is held by Thanmir Hrafnar

- The sinecure of Keeper of the Sapphire Stair is held by Ophelia Sanguineo Rezia di Tassato

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Manny i Sayap i Guerra of the Fire of the South

The Generals of Dawn

- General Tancred de Rondell of the Hounds of Glory

- General Starac Sijed Orzel of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Jericho of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Morgur Bloodcrow of the Winter Sun

- General Braka of the Summer Storm

The General of The League

- General Gabriel Barossa of the Wolves of War

The Generals of The Marches

- General Furious Fin of the The Drakes

- General Jack Flint of the Strong Reeds

- General Brianna of King's Stoke of the bounders

The Generals of Navarr

- General Carr Foxden of the Black Thorns

- General Merryn Farkas of the Quiet step

The General of Urizen

- General Tanwyn Ankarien of the The Citadel Guard

The Generals of Varushka

- General Hallvard of the Army of the Northern Eagle

- General Magnus Anatolyvich Prochnost of the Army of the Golden Axe

The Generals of Wintermark

- General Marius Fjellrevening of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Vaan of Auric Horizon

- The Quartermaster General of the Imperial Armies is Irontide Rad

The Imperial Synod

Ambition

- Cardinal Bishop Olek of the League

- Gatekeeper Silent John of the Marches

Courage

- Cardinal Asher of Felix's Watch in Highguard

- Gatekeeper Agnieszka Katrinova Prochnost of Varushka

Loyalty

- Cardinal Jared of the Suns of Courous, Highguard

- Gatekeeper Oberon Caeli Rezia di Tassato

Pride

- Cardinal Elka Nadyanova Gremani of Varushka

- Gatekeeper Samson of Cantiarch's Hold

Prosperity

- Cardinal Peter Keeper of Kingstoke, the Marches

- Gatekeeper Edythe Dunne of Wintermark

Vigilance

- Vacant following the demise of Cardinal Marrok de Carsenere of Dawn

- Gatekeeper Abraham of Highguard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper Livia Cascade of Urizen

The Way

- Bishop Beodun Snowlock of Wintermark

- Conscience of the Senate - Lisabetta Giacomi von Holberg of the League

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Auditor of Senatorial Accountability is vacant following the demise of Autocephalous Tolya Orbardenko of the League

- The post of Imperial Inquisitor is held by Petra Petrivna Melikov of Vauruska

- The post of Custodian of the Imperial War Memorial is held by Ira of Felix's Watch, Highguard

The Imperial Conclave

Archmagi

- Iulian Shatterspire is Archmage of Spring

- Corvus of Auric Horizon is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Cyrus Skybreaker is Archmage of Winter

- Mari Linkforge is Archmage of Day

- Pavel is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Marius Auricspire

- Grandmaster of the Order of the Golden Pyramid Edmundo I Jannat I Riqueza of the Brass Coast

- Grandmaster of the Order of the Rod and Shield Raewynn Stormwise

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard

- Grandmaster of the Order of the Shuttered Lantern Dimitri Ivanovich Ionescu of Varushka

- Grandmaster of the Order of the Unfettered Mind Palaphon of the Ankarian Magisitrum

Other Imperial Conclave Positions

- Eudaemon of Halcyon serves as Dean of the Lyceum

- Iago Melfizzi of the League serves as Bursar of the Conclave

- Concordia Sforza of the League serves as Liason to the Senate

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Tomas Talbot (165 Thrones)

- The Brilliant Star is held by Tobias Shanks (240 Thrones)

- The Canterspire Circle is held by Falko of the Butchers Bank (265 Thrones)

- The Damation Cliffs are held by Griacomo Carvinoscurro (170 Thrones)

- The Fortress of Salt is held by Lorenzo “La Volpe” Macelliao von Temeschwar (305 Thrones)

- The Golden Trees of Seren are held by Reznik von Temeshwar (303 Thrones)

- The Great Mine of Briante is held by Feran (215 Thrones)

- The Heartwood of the Great Vale is held by Horsa Tyrshalt (310 Thrones)

- The Hunt of Alderei the Fair is held by Asael of Cantiarch's Hold (200 Thrones)

- The Night Quarry is held by Lukash Biessek von Temeshwar (170 Thrones)

- The Scorrero Nets are held by Silvio di Tassato (37 Thrones)

- The Singing Caves are held by Ricardo di Tasato (400 Thrones)

- The Sutton Stone Quarries are held by Eanwyn Dunning (155 Thrones)

- The Syrene's Wisdom is held by Marko von Temeshwar (48 Thrones)

- The Weirwater Vales are held by Landon of Longridge (280 Thrones)

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa (17 Thrones)

- The Master of the Imperial Mint (League) is Guillamo de Tassato (18 Thrones)

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Vio

- The Legacy (Urizen) is held by Sibella

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Zlatimir Prochnost

- The The Stonefield Ice Caves (Wintermark) is held by Joakeim Sussavari

- The Brilliant Shore (Wintermark) is held by Aelfric Kereftinar

Mercantile Investments

- Hamnett of Gallowdale is Bailiff of the Grand Market

- Jaoquin i Shartha i i Riqueza is Dhomiro of the Cinnabar Hills

- Paloma i Taziel i Riquez is Mistress of the Glass Parador

- Dieter Angelovic is the Custodian of the Assayers Guild

- Duarte i Hazzam i Guerra is the Vizier of the Incarnadine Satchel

Other Bourse Positions

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Foreign Trade Envoy to the Principalities of Jarm is Oswi Twice-burned

- Foreign Trade Envoy to Faraden is Roberto Murdochi di Sarvos

- Foreign Trade Envoy to the Asavean Archipelago is Adrianna Donati di Sarvos

- Foreign Trade Envoy to the Commonwealth is Jonah Yakovitch

- Foreign Trade Envoy to the Sumaah Republic is Aedred apMagor of Wintermark.

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks

Autumn Equinox

The Imperial Senate

The Freeborn senators of The Brass Coast

- Senator for Feroz: Kattalin i Hazama i Guerra

- Senator for Kahraman: Zamira i Covas i Erigo

- Senator for Madruga: J'zarr i Shartha i Riquezza

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell

- Senator for Semmerholm Escalados deCarsenere

- Senator for Weirwater: Valentin Ivarovich Orzel

The senators of Highguard

- Seantor for Bastion: Jada of Ravensfell

- Senator for Casinea: Zephram of Cantiarch’s Hold

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Drogon Morosini

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Seantor for Hercynia: Rhain

- Senator for Miaren: Syn Nighthaven

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ariadne

- Senator for Redoubt: Marissa Shatterspire

- Senator for Zenith: Cato

The senators of Varushka

- Senator for Karov: Constantin

- Senator for Miekarova: Radomir

- Senator for Volodmartz: Irina Kardaova Arkady

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

- Senator for Skarsind: Jorma Steelhail

Other Imperial Senate positions

- The Conscience of the Senate is Gideon of the Sons of Couros

- The Advisor on orc affairs is Irontide Bruc

- The Imperial Master of Works is Richard Tunstall

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Admiral is Sendero i Hazana i Guerra

- The Ambassador to Asavea is Camilia di Traviciana di Sarvos

- The Ambassador to Jarm is Owsi Twice-burned

- The Advisor on the Vallorn is Merel Pathfinder

- The Wisest Senator is Syn Nighthaven (NB: Not an Imperial Title, but was selected by the Senate at Autumn Equinox so included for completeness.)

Sinecures selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Guardian of Britta's Shrine is held by Ruth of the Cenotaph in Highguard

- The sinecure of Dredgemaster of Feverwater, is held by Corey Brackensong

- Custodian of the Academy Religious Studies (exact title to be TBA)

- Custodian of The Starlight Drift of Shimmering Snow (exact title TBA)

- Custodian of The Memorial Gardens of Treji (exact title TBA)

- Keeper of Sylvihrafyn

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Manny i Sayap i Guerra of the Fire of the South

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Starac Sijed Orzel of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Cuth of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Tyrus of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Bloodcrow Martok of the Winter Sun

- General Braka of the Summer Storm

The General of The League

- General Gabriel Barossa of the Wolves of War

The Generals of The Marches

- General Furious Fin of the The Drakes

- General Jack Flint of the Strong Reeds

- General Brianna of King's Stoke of the bounders

The Generals of Navarr

- General Carr Foxden of the Black Thorns

- General Merryn Farkas of the Quiet step

The General of Urizen

- General Tanwyn Ankarien of the Citadel Guard

The Generals of Varushka

- General Stanislav Borodin Havel of the Army of the Northern Eagle

- General Olaf Gregorson Strascovich of the Army of the Golden Axe

The Generals of Wintermark

- General Vahne of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Vaan of Auric Horizon

- The Quartermaster General of the Imperial Armies is Irontide Rad

The Imperial Synod

Ambition

- Cardinal Bishop Olek of the League

- Gatekeeper Serrusta Caeli Rezia di Tassato of the League

Courage

- Cardinal Asher of Felix's Watch in Highguard

- Gatekeeper Agnieszka Katrinova Prochnost of Varushka

Loyalty

- Cardinal Jared of the Suns of Courous, Highguard

- Gatekeeper Tancred De Rondell of Dawn

Pride

- Cardinal Samson of Cantiarch's Hold, Highguard

- Gatekeeper Meurig Tystwarden

Prosperity

- Cardinal Ynez di Caricomare of the League

- Gatekeeper Enoch of the Shattered Tower of Highguard

Vigilance

- Cardinal Marrok De Carsenere

- Gatekeeper Abraham of Highguard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper Livia Cascade of Urizen

The Way

- Bishop Antonio Vanzetti of the League

- Conscience of the Senate - Gideon of the Sons of Couros

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Auditor of Senatorial Accountability is held by Nadezha Dava of Varushka

- The post of Imperial Inquisitor is held by Petra Petrivna Melikov of Vauruska

The Imperial Conclave

Archmagi

- Iulian Shatterspire is Archmage of Spring

- Corvus of Auric Horizon is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Cyrus Skybreaker is Archmage of Winter

- Darius of Auric Horizon is Archmage of Day

- Baba Ana is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Sejanus

- Grandmaster of the Order of the Golden Pyramid Edmundo I Jannat I Riqueza of the Brass Coast

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard

- Grandmaster of the Order of the Shuttered Lantern Dimitri Ivanovich Ionescu of Varushka

- Grandmaster of the Order of the Unfettered Mind Palaphon of the Ankarian Magisitrum

Other Imperial Conclave Positions

- Simargl, the Empty One of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Iago Melfizzi of the League serves as Bursar of the Conclave

- Concordia Sforza of the League serves as Liason to the Senate

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Tomas Talbot (165 Thrones)

- The Brilliant Star is held by Tobias Shanks (240 Thrones)

- The Canterspire Circle is held by Antoni Krol (90 Thrones)

- The Damation Cliffs are held by Griacomo Carvinoscurro (170 Thrones)

- The Fortress of Salt is held by Lorenzo “La Volpe” Macelliao von Temeschwar (305 Thrones)

- The Golden Trees of Seren are held by Ilia Miroslav von Danzig (145 Thrones)

- The Great Mine of Briante is held by Feran (215 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (100 Thrones)

- The Hunt of Alderei the Fair is held by Horsa Tyrshalt (112 Thrones)

- The Night Quarry is held by Lukash Biessek von Temeshwar (170 Thrones)

- The Scorrero Nets are held by Silvio di Tassato (37 Thrones)

- The Singing Caves are held by Ricardo di Tasato (400 Thrones)

- The Sutton Stone Quarries are held by Eanwyn Dunning (155 Thrones)

- The Syrene's Wisdom is held by Marko von Temeshwar (48 Thrones)

- The Weirwater Vales are held by Niccolo dos Tassatos (98 Thrones)

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is held by Rodrigo Barrosa (17 Thrones)

- The Master of the Imperial Mint (League) is Guillamo de Tassato (18 Thrones)

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Vio

- The Legacy (Urizen) is held by Sibella

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Zlatimir Prochnost

- The The Stonefield Ice Caves (Wintermark) is held by Joakeim Sussavari

- The Brilliant Shore (Wintermark) is held by Aelfric Kereftinar

Mercantile Investments

- Hamnett of Gallowdale is Bailiff of the Grand Market

- Jaoquin i Shartha i i Riqueza is Dhomiro of the Cinnabar Hills

- Paloma i Taziel i Riquez is Mistress of the Glass Parador

- Dieter Angelovic is the Custodian of the Assayers Guild

- Duarte i Hazzam i Guerra is the Vizier of the Incarnadine Satchel

Other Bourse Positions

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Foreign Trade Envoy to the Principalities of Jarm is Oswi Twice-burned

- Foreign Trade Envoy to Faraden is Roberto Murdochi di Sarvos

- Foreign Trade Envoy to the Asavean Archipelago is Adrianna Donati di Sarvos

- Foreign Trade Envoy to the Commonwealth is Jonah Yakovitch

- Foreign Trade Envoy to the Sumaah Republic is Aedred apMagor of Wintermark.

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks

Summer Solstice

The Imperial Senate

The Freeborn senators of The Brass Coast

- Senator for Feroz: Kattalin i Hazama i Guerra

- Senator for Kahraman: Rauul i Jannat i Requiza

- Senator for Madruga: Sallur i Mnajdra i Guerra

- Senator for Segura: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell

- Senator for Semmerholm Ywain De Gauvain

- Senator for Weirwater: Valentin Ivarovich Orzel

The senators of Highguard

- Seantor for Bastion: Jada of Ravensfell

- Senator for Casinea: Zephram of Cantiarch’s Hold

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Drogon Morosini

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Seantor for Hercynia: Rhain

- Senator for Miaren: Syn Nighthaven

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Lucius of Quicksilver Spire

- Senator for Redoubt: Marissa Shatterspire

- Senator for Zenith: Cato

The senators of Varushka

- Senator for Karsk: Machek Winterborn

- Senator for Karov: Constantin

- Senator for Miekarova: Radomir

- Senator for Volodmartz: Vitomyr Krasiludovich Antonov

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

- Senator for Skarsind: Jorma Steelhail

Other Imperial Senate positions

- The Conscience of the Senate is Gideon of the Sons of Couros

- The Advisor on orc affairs is Irontide Bruc

- The Imperial Master of Works is Richard Tunstall

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Admiral is Sendero i Hazana i Guerra

- The Ambassador to Asavea is Camilia di Traviciana di Sarvos

Titles appointed by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Guardian of Britta's Shrine is held by Ruth of the Cenotaph in Highguard

- The sinecure of Dredgemaster of Feverwater, is held by Corey Brackensong

- The Advisor on the Vallorn is Merel Pathfinder

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Anwar i Covas i Erigo of the Fire of the South

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Starac Sijed Orzel of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Mordecai of the Seventh Wave

- General Mathayus of the Granite Pillar

- General Tyrus of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Bloodcrow Martok of the Winter Sun

- General Braka of the Summer Storm

The General of The League

- General Gabriel Barossa of the Wolves of War

The Generals of The Marches

- General Furious Fin of the The Drakes

- General Jack Flint of the Strong Reeds

- General William Tanner of King's Stoke of the bounders

The Generals of Navarr

- General Carr Foxden of the Black Thorns

- General Gwai of the Quiet step

The General of Urizen

- General Tanwyn Ankarien of the Citadel Guard

The Generals of Varushka

- General Stanislav Borodin Havel of the Army of the Northern Eagle

- General Olaf Gregorson Strascovich of the Army of the Golden Axe

The Generals of Wintermark

- General Vahne of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Vaan of Auric Horizon

- The Quartermaster General of the Imperial Armies is Janusz Dalibor von Temeschwar of the League

The Imperial Synod

Ambition

- Cardinal Bishop Olek of the League

- Gatekeeper Serrusta Caeli Rezia di Tassato of the League

Courage

- Cardinal Asher of Felix's Watch in Highguard

- Gatekeeper Agnieszka Katrinova Prochnost of Varushka

Loyalty

- Cardinal Jared of the Suns of Courous, Highguard

- Gatekeeper Tancred De Rondell of Dawn

Pride

- Cardinal Samson of Cantiarch's Hold, Highguard

- Gatekeeper Meurig Tystwarden

Prosperity

- Cardinal Ynez di Caricomare of the League

- Gatekeeper Enoch of the Shattered Tower of Highguard

Vigilance

- Cardinal Marrok De Carsenere

- Gatekeeper Abraham of Highguard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper Livia Cascade of Urizen

The Way

- Bishop Antonio Vanzetti of the League

- Conscience of the Senate - Gideon of the Sons of Couros

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Auditor of Senatorial Accountability is held by Nadezha Dava of Varushka

- The post of Imperial Inquisitor is held by Petra Petrivna Melikov of Vauruska

The Imperial Conclave

Archmagi

- Kallendar Stormcrow is Archmage of Spring

- Corvus of Auric Horizon is Archmage of Summer

- Maurice de Gauvain is Archmage of Autumn

- Savik Summerstorm is Archmage of Winter

- Darius of Auric Horizon is Archmage of Day

- Baba Ana is Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Sejanus

- Grandmaster of the Order of the Golden Pyramid Edmundo I Jannat I Riqueza of the Brass Coast

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard

- Grandmaster of the Order of the Shuttered Lantern Dimitri Ivanovich Ionescu of Varushka

- Grandmaster of the Order of the Unfettered Mind Palaphon of the Ankarian Magisitrum

Other Imperial Conclave Positions

- Simargl, the Empty One of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Iago Melfizzi of the League serves as Bursar of the Conclave

- Concordia Sforza of the League serves as Liason to the Senate

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Tomas Talbot (165 Thrones)

- The Brilliant Star is held by Tobias Shanks (78 Thrones)

- The Canterspire Circle is held by Antoni Krol (90 Thrones)

- The Damation Cliffs are held by Griacomo Carvinoscurro (170 Thrones)

- The Fortress of Salt is held by Lorenzo “La Volpe” Macelliao von Temeschwar (80 Thrones)

- The Golden Trees of Seren are held by Ilia Miroslav von Danzig (145 Thrones)

- The Great Mine of Briante is held by Ricardo Almieda Desmondo di Tasetto (65 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (100 Thrones)

- The Hunt of Alderei the Fair is held by Horsa Tyrshalt (112 Thrones)

- The Night Quarry is held by Lukash Biessek von Temeshwar (170 Thrones)

- The Scorrero Nets are held by Silvio di Tassato (37 Thrones)

- The Singing Caves are held by ???

- The Sutton Stone Quarries are held by Eanwyn Dunning (155 Thrones)

- The Syrene's Wisdom is held by Marko von Temeshwar (48 Thrones)

- The Weirwater Vales are held by Niccolo dos Tassatos (98 Thrones)

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The The Broken Shore Bounty (Brass Coast) is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is currently uncontrolled and therefore will be elected next festival (for a shortened period)

- The Master of the Imperial Mint (League) is Guillamo de Tassato (18 Thrones)

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Vio

- The Legacy (Urizen) is held by Marcus of Endsmeet

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Zlatimir Prochnost

- The The Stonefield Ice Caves (Wintermark) is held by Joakeim Sussavari

- The Brilliant Shore (Wintermark) is held by Aelfric Kereftinar

Mercantile Investments

- Hamnett of Gallowdale is Bailiff of the Grand Market

- Estrella is Dhomiro of the Cinnabar Hills

- Paloma i Taziel i Riquez is Mistress of the Glass Parador

- Dieter Angelovic is the Custodian of the Assayers Guild

- Duarte i Hazzam i Guerra is the Vizier of the Incarnadine Satchel

Other Bourse Positions

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

- Foreign Trade Envoy to the Principalities of Jarm is Oswi Twice-burned

- Foreign Trade Envoy to Faraden is Roberto Murdochi di Sarvos

- Foreign Trade Envoy to the Asavean Archipelago is Adrianna Donati di Sarvos

- Foreign Trade Envoy to the Commonwealth is Jonah Yakovitch

- Foreign Trade Envoy to the Sumaah Republic is Aedred apMagor of Wintermark.

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks

Spring Equinox

The Imperial Senate

The Freeborn senators of The Brass Coast

- Senator for Feroz: Sallur I Mnajdra I Guerra

- Senator for Kahraman: Rauul i Jannat i Requiza

- Senator for Madruga: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell

- Senator for Semmerholm Ywain De Gauvain

- Senator for Weirwater: Lady Adia of House Arwood

The senators of Highguard

- Seantor for Bastion: Solomon

- Senator for Casinea: Zephram of Cantiarch’s Hold

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Drogon Morosini

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: {currently vacant}

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Seantor for Hercynia: Rhain

- Senator for Miaren: Rhys

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Lucius of Quicksilver Spire

- Senator for Redoubt: Probus

- Senator for Zenith: Cato

The senators of Varushka

- Senator for Karsk: Machek Winterborn

- Senator for Karov: Constantin

- Senator for Miekarova: Radomir

- Senator for Volodmartz: Vitomyr Krasiludovich Antonov

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

- Senator for Skarsind: Jorma Steelhail

Other Imperial Senate positions

- The Conscience of the Senate is Gideon of the Sons of Couros

- The Advisor on orc affairs is Irontide Bruc

- The Imperial Master of Works is Richard Tunstall

- The Bursar of the Imperial Academy is Titus Hopkirk

- The Advisor on the Vallorn is Merel Pathfinder

Sinecures selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Guardian of Britta's Shrine is held by Ruth of the Cenotaph in Highguard

- The sinecure of Dredgemaster of Lake Feverwater, is held by Corey Brackensong

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Anwar i Covas i Erigo replaced Yasmina I Ezmara I Erigo of the Fire of the South

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Clarence Oswald of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Matthias of the Seventh Wave

- General Ruth, daughter of Esther of the Granite Pillar

- General Tyrus of The Valiant Pegasus

The Generals of the Imperial Orcs

- General Bloodcrow Martok replaced Klor of the Winter Sun

- General Braka of the Summer Storm

The General of The League

- General Gabriel Barossa replaced Stanislav Krieger van Temeschwar of the Wolves of War

The Generals of The Marches

- General Richard Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General William Tanner of King's Stoke of the bounders

The Generals of Navarr

- General Carr Foxden of the Black Thorns

- General Gwai replaced Kale Vigil of the Quiet step

The General of Urizen

- General Tanwyn Ankarien of the Citadel Guard

The Generals of Varushka

- General Olaf Gregorson Strascovich of the Army of the Northern Eagle

- General Stanislav Borodin Havel of the Army of the Golden Axe

The Generals of Wintermark

- General Vahne of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Other Military Council Positions

- The Warmage is Vaan of Auric Horizon

- The Quartermaster General of the Imperial Armies is Janusz Dalibor von Temeschwar of the League

The Imperial Synod

Ambition

- Cardinal Eofric Sammersund Miksa of Wintermark

- Gatekeeper Serrusta Caeli Rezia di Tassato of the League

Courage

- Cardinal Asher of Felix's Watch in Highguard

- Gatekeeper Cyrus Cascade of Urizen

Loyalty

- Cardinal Jared of the Suns of Courous, Highguard

- Gatekeeper Tancred De Rondell of Dawn

Pride

- Cardinal Samson of Cantiarch's Hold, Highguard

- Gatekeeper Meurig Tystwarden of the Navarr remained as the Gatekeeper of the Pride Assembly

Prosperity

- Cardinal Ynez di Caricomare of the League

- Gatekeeper Darius i Esmara i Erigo of the Brass Coast

Vigilance

- Cardinal Marrok Kanet of Dawn

- Gatekeeper Abraham of Highguard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper Livia Cascade of Urizen

The Way

- Bishop Antonio Vanzetti of the League

- Conscience of the Senate - Gideon of the Sons of Couros

Other Synod positions

- The post of High Exorcist is held by Solas of Urizen

- The post of Auditor of Senatorial Accountability is held by Nadezha Dava of Varushka

The Imperial Conclave

Archmagi

- Kallendar Stormcrow declared Archmage of Spring

- Corvus of Auric Horizon declared Archmage of Summer

- Maurice de Gauvain declared Archmage of Autumn

- Savik Summerstorm declared Archmage of Winter

- Darius of Auric Horizon declared Archmage of Day

- Baba Ana declared Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Sejanus

- Grandmaster of the Order of the Golden Pyramid Edmundo I Jannat I Riqueza of the Brass Coast

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard

- Grandmaster of the Order of the Shuttered Lantern Dimitri Ivanovich Ionescu of Varushka

- Grandmaster of the Order of the Unfettered Mind Alexei of Varushka

Other Imperial Conclave Positions

- Simargl, the Empty One of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Iago Melfizzi of the League serves as Bursar of the Conclave

- Concordia Sforza of the League serves as Liason to the Senate

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Rodrigo Barossa de Tassato Regario (41 Thrones)

- The Brilliant Star is held by Tobias Shanks (78 Thrones)

- The Canterspire Circle is held by Antoni Krol (90 Thrones)

- The Damation Cliffs are held by Lukash Biessek von Temeschwar (50 Thrones)

- The Fortress of Salt is held by Lorenzo “La Volpe” Macelliao von Temeschwar (80 Thrones)

- The Golden Trees of Seren are held by Ilia Miroslav von Danzig (145 Thrones)

- The Great Mine of Briante is held by Ricardo Almieda Desmondo di Tasetto (65 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (100 Thrones)

- The Hunt of Alderei the Fair is held by Horsa Tyrshalt (112 Thrones)

- The Night Quarry is held by Giacomo Corvinoscuro (49 Thrones)

- The Scorrero Nets are held by Silvio di Tassato (37 Thrones)

- The Singing Caves are held by Guillamo de Tassato (150 Crowns)

- The Sutton Stone Quarries are held by Todd the Smith (93 Thrones)

- The Syrene's Wisdom is held by Marko von Temeshwar (48 Thrones)

- The Weirwater Vales are held by Niccolo dos Tassatos (98 Thrones)

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The The Broken Shore Bounty (Brass Coast)is held by Karlos i Shartha i Riqueza

- The Regario Dossier (League) is controlled by Sylvia Cabreyra di Tassato (28 Thrones)

- The Master of the Imperial Mint (League) is Guillamo de Tassato (18 Thrones)

- The Thimble (Navarr) is held by Idris Eternal

- The Steel Fist (Imperial Orcs) is held by Irontide Vio

- The Legacy (Urizen) is held by Marcus of Endsmeet

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Zlatimir Prochnost

- The The Stonefield Ice Caves (Wintermark) is held by Joakeim Sussavari

- The Brilliant Shore (Wintermark) is held by Aelfric Kereftinar

Mercantile Investments

- Hamnett of Gallowdale is Bailiff of the Grand Market

- Estrella is Dhomiro of the Cinnabar Hills

- Jaoquin i Shartha i Riquez is Mistress of the Glass Parador

- Dieter Angelovic is the Custodian of the Assayers Guild

- There is currently no Vizier of the Incarnadine Satchel

Other Bourse Positions

- Octavius of Auric Horizon is Provost of the Halls of Knowledge

Miscellaneous

- The Operator of Brock's Toll is Robert Shanks

377 YE

Winter Solstice

The Imperial Senate

The Freeborn senators of The Brass Coast

- Senator for Feroz: Sallur I Mnajdra I Guerra

- Senator for Kahraman: Rauul i Jannat i Requiza

- Senator for Madruga: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell

- Senator for Semmerholm Ywain De Gauvain

- Senator for Weirwater: Lady Adia of House Arwood

The senators of Highguard

- Seantor for Bastion: Solomon

- Senator for Casinea: Zephram of Cantiarch’s Hold

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Drogon Morosini

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville (née Talbot)

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Seantor for Hercynia: Rhain

- Senator for Miaren: Rhys

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Lucius of Quicksilver Spire

- Senator for Redoubt: Probus

- Senator for Zenith: Cato

The senators of Varushka

- Senator for Karov: Constantin

- Senator for Miekarova: Radomir

- Senator for Volodmartz: Vitomyr Krasiludovich Antonov

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

- Senator for Skarsind: Triva of Tyrshalt

Other Imperial Senate positions

- The Conscience of the Senate is Gideon of the Sons of Couros

- The Advisor on orc affairs is Irontide Bruc

- The Imperial Master of Works is Richard Tunstall

- The Bursar of the Imperial Academy is Titus Hopkirk

Sinecures selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Guardian of Britta's Shrine is held by Ruth of the Cenotaph in Highguard

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Anwar i Covas i Erigo replaced Yasmina I Ezmara I Erigo of the Fire of the South

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Clarence Oswald of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Matthias of the Seventh Wave

- General Ruth, daughter of Esther of the Granite Pillar

The Generals of the Imperial Orcs

- General Bloodcrow Martok replaced Klor of the Winter Sun TBC

- General Braka of the Summer Storm

The General of The League

- General Gabriel Barossa replaced Stanislav Krieger van Temeschwar of the Wolves of War

The Generals of The Marches

- General Richard Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General William Tanner of King's Stoke of the bounders

The Generals of Navarr

- General Carr Foxden of the Black Thorns

- General Gwai replaced Kale Vigil of the Quiet step

The General of Urizen

- General Tanwyn Ankarien of the Citadel Guard

The Generals of Varushka

- General Olaf Gregorson Strascovich of the Army of the Northern Eagle

- General Stanislav Borodin Havel of the Army of the Golden Axe

The Generals of Wintermark

- General Vahne of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Other Military Council Positions

- Warmage Vaan of Auric Horizon

- The title of Quartermaster General of the Imperial Armies is held by Janusz Dalibor von Temeschwar of the League

The Imperial Synod

Ambition

- Cardinal Olek of the League

- Gatekeeper Serrusta Caeli Rezia di Tassato of the League

Courage

- Cardinal Asher of Felix's Watch in Highguard

- Gatekeeper Cyrus Cascade of Urizen

Loyalty

- Cardinal Jared of the Suns of Courous, Highguard

- Gatekeeper Friar Alan Young of the Marches remained as the Gatekeeper of the Loyalty Assembly

Pride

- Cardinal Samson of Cantiarch's Hold, Highguard

- Gatekeeper Meurig Tystwarden of the Navarr remained as the Gatekeeper of the Pride Assembly

Prosperity

- Cardinal Ynez di Carcomare of the League

- Gatekeeper Darius i Esmara i Erigo of the Brass Coast

Vigilance

- Cardinal Petra Petrivna Melikov of Varushka

- Gatekeeper Silas of Highguard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper Hywel Summercrow of Navarr

The Way

- Bishop Antonnio Vanzetti of the League

- Conscience of the Senate - Gideon of the Sons of Couros

The Imperial Conclave

Archmagi

- Kallendar Stormcrow declared Archmage of Spring

- Corvus of Auric Horizon declared Archmage of Summer

- Maurice de Gauvain declared Archmage of Autumn

- Savik Summerstorm declared Archmage of Winter

- Darius of Auric Horizon declared Archmage of Day

- Baba Ana declared Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Sejanus

- Grandmaster of the Order of the Golden Pyramid Edmundo I Jannat I Riqueza of the Brass Coast

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard

- Grandmaster of the Order of the Shuttered Lantern Dimitri Ivanovich Ionescu of Varushka

- Grandmaster of the Order of the Unfettered Mind Alexei of Varushka

Other Imperial Conclave Positions

- Simargl, the Empty One of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Iago Melfizzi of The League serves as Bursar of the Conclave

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Rodrigo Barossa de Tassato Regario (41 Thrones)

- The Brilliant Star is held by Tobias Shanks (78 Thrones)

- The Canterspire Circle is held by Antoni Krol (90 Thrones)

- The Damation Cliffs are held by Lukash Biessek von Temeschwar (50 Thrones)

- The Fortress of Salt is held by Lorenzo “La Volpe” Macelliao von Temeschwar (80 Thrones)

- The Golden Trees of Seren are held by Ilia Miroslav von Danzig (145 Thrones)

- The Great Mine of Briante is held by Ricardo Almieda Desmondo di Tasetto (65 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (100 Thrones)

- The Hunt of Alderei the Fair is held by Horsa Tyrshalt (112 Thrones)

- The Night Quarry is held by Giacomo Corvinoscuro (49 Thrones)

- The Scorrero Nets are held by Aesher Endsmeet (30 crowns & 1 ring)

- The Singing Caves are held by Guillamo de Tassato (150 Crowns)

- The Sutton Stone Quarries are held by Todd the Smith (93 Thrones)

- The Syrene's Wisdom is held by Silvio de Tassato (80 crowns)

- The Weirwater Vales are held by Niccolo dos Tassatos (98 Thrones)

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Zlatimir Prochnost

- The Legacy (Urizen) is held by Marcus of Endsmeet

- The Thimble (Navarr) is held by Idris Eternal

- The Regario Dossier (League) is controlled by Carmine de Sarvos "Father" (8 Thrones)

- The Master of the Imperial Mint (League) is Guillamo de Tassato (18 Thrones)

- The Steel Fist (Imperial Orcs) is held by Bruk

- The The Broken Shore Bounty (The Brass Coast)is held by Tabib i Eldaha i Riqueza

- The The Stonefield Ice Caves (Wintermark) is held by Joakim

Mercantile Investments

- Hamnett of Gallowdale is appointed to the ministry of Bailiff of the Grand Market

- Estrella is appointed to the ministry of Dhomiro of the Cinnabar Hills

- Jaoquin i Shartha i Riquez is appointed to the ministry of Mistress of the Glass Parador

Other Bourse Positions

- Octavius of Auric Horizon was appointed as Provost of the Halls of Knowledge

Autumn Equinox

Senators

The Freeborn senators of The Brass Coast

- Senator for Feroz: Sallur I Mnajdra I Guerra

- Senator for Kahraman: Rauul i Jannat i Requiza (retained seat)

- Senator for Madruga: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell

- Senator for Semmerholm Ywain De Gauvain (retained seat)

- Senator for Weirwater: Lady Adia of House Arwood

The senators of Highguard

- Seantor for Bastion: Brother Gideon of the Scions of Ravenfell

- Senator for Casinea: Zephram of Cantiarch’s Hold (claimed seat from Cyrus of Felix's Watch)

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato (claimed seat from Arsenio Sanguineo Rezia di Tassato)

- Senator for Temeschwar: Oksana Kazaku von Temeschwar

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Richard of Bourholt

- Senator for Mitwold, Pride of the Marches: Bridget Eastville (née Talbot)

- Senator for Upwold, The Silver Chase: Henry Ward (retained seat)

The senators of the Navarr

- Seantor for Hercynia: Rhain

- Senator for Miaren: Rhys

- Senator for Therunin: Caerwyn Summer Crow (retained seat)

The senators of Urizen

- Senator for Morrow: Lucius of Quicksilver Spire (claimed seat from Ioseph)

- Senator for Redoubt: Probus

- Senator for Zenith: Hector of the Spire of the Celestial Cascade.

Senator Hector was revoked by the Imperial Synod during the Spring Equinox, but then re-elected to the post; he cannot be revoked again until after the next time the Senatorship would be elected normally.

The senators of Varushka

- Senator for Karov: Constantin

- Senator for Miekarova: Yelislaveta Syrnova Vlanich

- Senator for Volodmartz: Valentin Ivarovich Severy (claimed seat from Maxim)

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun (retained seat)

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

- Senator for Skarsind: Triva of Tyrshalt

The title of Senator for Skarsind will next be up for election at the Spring Equinox, 378YE.

Other Imperial Senate positions

- The Conscience of the Senate is the Imperial orc Stormcrow Gralka

- The Advisor on orc affairs is Kessek, appointed by the Imperial Orc generals.

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Anwar i Covas i Erigo replaced Yasmina I Ezmara I Erigo of the Fire of the South

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Skayde of the Golden Sun

- General Frederick Novarion of the Eastern Sky (retained his position')

The Generals of Highguard

- General Matthias of the Seventh Wave (retained his position)

- General Ruth, daughter of Esther of the Granite Pillar

The Generals of the Imperial Orcs

- General Bloodcrow Martok replaced Klor of the Winter Sun TBC

- General Braka of the Summer Storm (retained his position)

The General of The League

- General Gabriel Barossa replaced Stanislav Krieger van Temeschwar of the Wolves of War

The Generals of The Marches

- General Richard Talbot of the The Drakes

- General Edwin de Warrene of the Strong Reeds

- General William Tanner of King's Stoke of the bounders (retained his position)

The Generals of Navarr

- General Cerunnos of the Black Thorns (retained his position)

- General Gwai replaced Kale Vigil of the Quiet step

The General of Urizen

- General Tanwyn Ankarien of the Citadel Guard

The Generals of Varushka

- General Olaf Gregorson Strascovich of the Army of the Northern Eagle

- General Stanislav Borodin Havel of the Army of the Golden Axe

The Generals of Wintermark

- General Vahne of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Other Military Council Positions

- The title of Warmage has fallen vacant due to the death of Septima of Shatterspire towards the end of The Autumn Equinox. New elections will be held at the start of The Winter Solstice, and the newly appointed warmage will serve until the Spring Equinox

Cardinals and Gatekeepers of the Imperial Synod

Ambition

- Olek of the League remained Cardinal of Ambition

- Serrusta Caeli Rezia di Tassato of the League remained as the Gatekeeper of the Ambition Assembly

Courage

- Asher of Highguard was appointed Cardinal of Courage (replacing Lazarus of Highguard)

- Cyrus Cascade of Urizen remained as the Gatekeeper of the Courage Assembly

Loyalty

- Jared of Highguard remained Cardinal of Loyalty

- Friar Alan Young of the Marches remained as the Gatekeeper of the Loyalty Assembly

Pride

- Samson of Highguard was appointed Cardinal of Pride (replaced Epaph of Highguard)

- Meurig Tystwarden of the Navarr remained as the Gatekeeper of the Pride Assembly

Prosperity

- Ynez of the League was appointed Cardinal of Prosperity (replacing Bishop Alexandru Vintla)

- Darius i Esmara i Erigo of the Brass Coast remained as the Gatekeeper of the Prosperity Assembly

Vigilance

- Petra Petrivna Melikov of Varushka remained Cardinal of Vigilance

- Silas of Highguard remained as the Gatekeeper of the Vigilance Assembly

Wisdom

- Agnetha De Rondell of Dawn was appointed Cardinal of Wisdom

- Hywel Summercrow of Navarr was appointed as the Gatekeeper of the Wisdom Assembly

The Way

- Bishop Antonnio Vanzetti of the League remained Cardinal of The Way

- Gralka, an Imperial Orc, remained as the Conscience of the Senate

The Imperial Conclave

Archmagi

- Kallendar Stormcrow declared Archmage of Spring

- Corvus of Auric Horizon declared Archmage of Summer

- Maurice de Gauvain declared Archmage of Autumn

- Savik Summerstorm declared Archmage of Winter

- Darius of Auric Horizon declared Archmage of Day (replaced Callisius Quicksilver)

- Baba Ana declared Archmage of Night

Grandmasters of the Orders

These Grandmasters will serve with these voting strengths until re-election at the Winter Equinox, 377YE.

- Grandmaster of the Order of the Celestial Arch Sejanus with a voting strength of 14

- Grandmaster of the Order of the Golden Pyramid Edmundo I Jannat I Riqueza of the Brass Coast with a voting strength of 16 (replaces William Bolholt of The Marches)

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr with a voting strength of 22

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard with a voting strength of 10

- Grandmaster of the Order of the Shuttered Lantern Dimitri Ivanovich Ionescu of Varushka with a voting strength of 35 (replaced Wyrda Bjornadottir of Wintermark)

- Grandmaster of the Order of the Unfettered Mind Alexei of Varushka with a voting strength of 20

Other Imperial Conclave Positions

- The Varushkan Simargl, the Empty One of the Circle of Zulgan-Tash continues to serve as Dean of the Lyceum

- Iago Melfizzi was appointed to the title of Bursar of the Conclave by declaration before the conclave.

The Imperial Bourse

Under normal circumstances, all Mithril Bourse Seats would have been re-elected or re-appointed during the Equinox. Due to concerns of economic stability in a time of Imperial crisis, the seats gained at the Winter Equinox 376 will run until the Winter Equinox 377 and then the normal process of re-election will begin again.

Imperial Bourse Positions

- The Arratan Gamble is held by Francisco Alestros Sanguineo Rezia di Tassato Mestra (76 crowns & 1 ring)

- The Brilliant Star is held by Lukash Biessek von Temeschwar (101 Crowns)

- The Canterspire Circle is held by Thomas Shanks (90 crowns & 5 rings)

- The Damation Cliffs are held by Vittorio, Butcher's Guild of the League (104 crowns)

- The Fortress of Salt is held by Aedred ap Magor Renwaerd (70 crowns)

- The Golden Trees of Seren are held by Tobias Shanks (90 crowns & 5 rings)

- The Great Mine of Briante is held by Horsa Tyrshalt (70 crowns)

- The Heartwood of the Great Vale is held by Landon of Longridge (55 crowns)

- The Hunt of Alderei the Fair is held by Nikolai Tannhauser (104 crowns)

- The Night Quarry is held by Rodrigo Barossa de Tassato Regario (64 crowns & 5 rings)

- The Scorrero Nets are held by Aesher Endsmeet (30 crowns & 1 ring)

- The Singing Caves are held by Guillamo de Tassato (150 Crowns)

- The Sutton Stone Quarries are held by Sandoval Nieschteri Rezia van Temeschwar (76 crowns & 1 ring)

- The Syrene's Wisdom is held by Silvio de Tassato (80 crowns)

- The Weirwater Vales are held by John Marsh (61 crowns & 2 rings)

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Bohdan Ivanovich Bashnya

- The Legacy (Urizen) is held by Valerian of Phoenix Reach

- The Thimble (Navarr) is held by Idris Eternal

- The Regario Dossier (League) is controlled by Lorenzo “La Volpe” Macelliao von Temeschwar

- The Master of the Imperial Mint (League) is Nicolo Barossa de Tassato Regario

- The Steel Fist (Imperial Orcs) is held by Bruk

- The The Broken Shore Bounty (The Brass Coast)is held by Tabib i Eldaha i Riqueza

- The The Stonefield Ice Caves (Wintermark) is held by Joakim

Changes to Bourse Seats

- The Brilliant Shore has been reclaimed from the Thule but the allocation of the Bourse position by the Senate during The Autumn Equinox was vetoed by The General Assembly of the Imperial Synod and hence no one could be appointed to the position. Its allocation is now waiting for a standard Senate motion to be raised (which can occur no earlier than the Saturday evening senate session of The Winter Solstice); the seat continues to accrue mithril until it is successfully allocated.

- The Vigilant Swan (Highguard) has been lost to the Druj due to their conquest of Reikos. The seat will not be auctioned again until it is recovered.

Mercantile Investments

- The position of Spider's Tollkeep has not yet been appointed; it well be appointed at the Winter Solstice 377.

- The position of Keeper of the Spice Gardens has been vacated; it will be appointed at the Winter Solstice 377.

Summer Solstice

Senators

The Freeborn senators of The Brass Coast

- Senator for Feroz: Sallur I Mnajdra I Guerra (retained seat)

- Senator for Kahraman: Rauul i Jannat i Riqueza

- Senator for Madruga: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell

- Senator for Semmerholm Ywain De Gauvain

- Senator for Weirwater: Lady Adia of House Arwood (claimed seat from Marek)

The senators of Highguard

- Seantor for Bastion: Gideon (claimed seat from Simiel of the Shattered Tower)

- Senator for Casinea: Cyrus of Felix's Watch

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Mirislav (retained seat)

- Senator for Tassato: Arsenio Sanguineo Rezia di Tassato

- Senator for Temeschwar: Oksana Kazaku von Temeschwar

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Richard of Bourholt

- Senator for Mitwold, Pride of the Marches: Bridget Eastville (née Talbot)

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Seantor for Hercynia: Rhain replaced Cei Windstrider who was revoked by the Navarr National Assembly in his absence

- Senator for Miaren: Rhys (claimed seat from Bledri Eternal)

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ioseph

- Senator for Redoubt: Probus (retained seat)

- Senator for Zenith: Hector of the Spire of the Celestial Cascade.

Senator Hector was revoked by the Imperial Synod during the Spring Equinox, but then re-elected to the post; he cannot be revoked again until after the next time the Senatorship would be elected normally.

The senators of Varushka

- Senator for Karov: Constantin (retained seat)

- Senator for Miekarova: Yelislaveta Syrnova Vlanich

- Senator for Volodmartz: Maxim

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte (retained seat)

This scribe would like to offer humble apologies to the Senator for Hahnmark for consistently spelling his name incorrectly in multiple cases, and hopes that all such incidents are now corrected.

Other Imperial Senate positions

- The Conscience of the Senate is the Imperial Orc Stormcrow Gralka

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs (replacing Yasmina i Ezmara i Erigo)

- General Yasmina I Ezmara I Erieo replaced Deigo i Guerra of the Fire of the South TBC

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Skayde of the Golden Sun (replacing Eryk Rykker)

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Matthias of the Seventh Wave

- General Ruth, daughter of Esther of the Granite Pillar (retained her position)

The Generals of the Imperial Orcs

- General Bloodcrow Martok replaced Klor of the Winter Sun TBC

- General Braka of the Summer Storm (retained his position)

The General of The League

- General Stanislav Krieger van Temeschwar of the Wolves of War

The Generals of The Marches

- General Richard Talbot of the The Drakes (replacing Bjorn)

- General Edwin de Warrene of the Strong Reeds

- General William Tanner of King's Stoke of the bounders

The Generals of Navarr

- General Cerunnos of the Black Thorns (retained his position)

- General Kale Vigil of the Quiet step

The General of Urizen

- General Tanwyn Ankarien of the Citadel Guard (replacing Decius Cascade)

The Generals of Varushka

- General Olaf Gregorson Strascovichlaf of the Army of the Northern Eagle (replacing Zakhar Dragovin Vassillich, called the grim )

- General Stanislav Borodin Havel of the Army of the Golden Axe

The Generals of Wintermark

- General Vahne of the Green Shield Army 'replaced General Merrick whose position was revoked by the Wintermark National Assembly in his absence.

- General Erkenbrand of Tyrsholm of the Fist of the Mountain (retained his position)

Other Military Council Positions

- Septima of Shatterspire was appointed Warmage.

Cardinals and Gatekeepers of the Imperial Synod

Ambition

- Olek of the League remainedd Cardinal of Ambition

- Serrusta Caeli Rezia di Tassato of the League remained as the Gatekeeper of the Ambition Assembly

Courage

- Lazarus of Highguard remained Cardinal of Courage

- Cyrus Cascade of Urizen was appointed as the Gatekeeper of the Courage Assembly

Loyalty

- Jared of Highguard was appointed Cardinal of Loyalty

- Friar Alan Young of the Marches remained as the Gatekeeper of the Loyalty Assembly

Pride

- Epaph of Highguard was appointed Cardinal of Pride

- Meurig Tystwarden of the Navarr remained as the Gatekeeper of the Pride Assembly

Prosperity

- Bishop Alexandru Vintla of the League remained Cardinal of Prosperity

- Darius i Esmara i Erigo of the Brass Coast remained as the Gatekeeper of the Prosperity Assembly

Vigilance

- Petra Petrivna Melikov of Varushka remained Cardinal of Vigilance

- Silas of Highguard remained as the Gatekeeper of the Vigilance Assembly

Wisdom

- Agnetha De Rondell of Dawn was appointed Cardinal of Wisdom

- Hywel Summercrow of Navarr was appointed as the Gatekeeper of the Wisdom Assembly

The Way

- Bishop Antonnio Vanzetti of the League remained Cardinal of The Way

- Gralka, an Imperial Orc, remained as the Conscience of the Senate

The Imperial Conclave

Archmagi

- Kallendar Stormcrow declared Archmage of Spring

- Corvus of Auric Horizon declared Archmage of Summer

- Maurice de Gauvain declared Archmage of Autumn

- Savik Summerstorm declared Archmage of Winter

- Callisius Quicksilver declared Archmage of Day

- Baba Ana declared Archmage of Night

Grandmasters of the Orders

These Grandmasters will serve with these voting strengths until re-election at the Autumn Equinox, 377YE.

- Grandmaster of the Order of the Celestial Arch Sejanus with a voting strength of ??

- Grandmaster of the Order of the Golden Pyramid William Bolholt of The Marches with a voting strength of ??

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr with a voting strength of ??

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard with a voting strength of ??

- Grandmaster of the Order of the Shuttered Lantern Wyrda Bjornadottir of Wintermark with a voting strength of ??

- Grandmaster of the Order of the Unfettered Mind Alexei of Varushka with a voting strength of ??

Other Imperial Conclave Positions

- The Varushkan Simargl, the Empty One of the Circle of Zulgan-Tash was appointed Dean of the Lyceum by declaration of the Conclave.

The Imperial Bourse

Under normal circumstances, all White Granite Bourse Seats would have been re-elected or re-appointed during the Solstice. Due to concerns of economic stability in a time of Imperial crisis, the seats gained at the Winter Equinox 376 will run until the Winter Equinox 377 and then the normal process of re-election will begin again.

Imperial Bourse Positions

- The Arratan Gamble is held by Francisco Alestros Sanguineo Rezia di Tassato Mestra (76 crowns & 1 ring)

- The Brilliant Star is held by Lukash Biessek von Temeschwar (101 Crowns)

- The Canterspire Circle is held by Thomas Shanks (90 crowns & 5 rings)

- The Damation Cliffs are held by Vittorio, Butcher's Guild of the League (104 crowns)

- The Fortress of Salt is held by Aedred ap Magor Renwaerd (70 crowns)

- The Golden Trees of Seren are held by Tobias Shanks (90 crowns & 5 rings)

- The Great Mine of Briante is held by Horsa Tyrshalt (70 crowns)

- The Heartwood of the Great Vale is held by Landon of Longridge (55 crowns)

- The Hunt of Alderei the Fair is held by Nikolai Tannhauser (104 crowns)

- The Night Quarry is held by Rodrigo Barossa de Tassato Regario (64 crowns & 5 rings)

- The Scorrero Nets are held by Aesher Endsmeet (30 crowns & 1 ring)

- The Singing Caves are held by Guillamo de Tassato (150 Crowns)

- The Sutton Stone Quarries are held by Sandoval Nieschteri Rezia van Temeschwar (76 crowns & 1 ring)

- The Syrene's Wisdom is held by Silvio de Tassato (80 crowns)

- The Weirwater Vales are held by John Marsh (61 crowns & 2 rings)

- The Brilliant Shore is held by the Thule and will not be auctioned until Skarsind is once again an Imperial territory.

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Bohdan Ivanovich Bashnya

- The Legacy (Urizen) is held by Valerian of Phoenix Reach

- The Thimble (Navarr) is held by Idris Eternal

- The Vigilant Swan (Highguard) is held by Obadiah of Cantiarch's Hold

- The Regario Dossier (League) is controlled by Lorenzo “La Volpe” Macelliao von Temeschwar

- The Master of the Imperial Mint (League) is Nicolo Barossa de Tassato Regario

- The Steel Fist (Imperial Orcs) is held by Bruk

- The The Broken Shore Bounty (The Brass Coast)is held by Tabib i Eldaha i Riqueza

- The The Stonefield Ice Caves (Wintermark) is held by Joakim

Spring Equinox

Senators

The Freeborn senators of The Brass Coast

- Senator for Feroz: Sallur I Mnajdra I Guerra

- Senator for Kahraman: Rauul i Jannat i Riqueza

- Senator for Madruga: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell (Proxied)

- Senator for Semmerholm Ywain De Gauvain

- Senator for Weirwater: Marek

The senators of Highguard

- Seantor for Bastion: Simiel of the Shattered Tower

- Senator for Casinea: Cyrus of Felix's Watch

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Miroslav

- Senator for Tassato: Arsenio Sanguineo Rezia di Tassato

- Senator for Temeschwar: Oksana Kazaku von Temeschwar

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Richard of Bourholt

- Senator for Mitwold, Pride of the Marches: Bridget Talbot

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Seantor for Hercynia: Cei Windstrider

- Senator for Miaren: Bledri Eternal

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ioseph

- Senator for Redoubt: Probus

- Senator for Zenith: Hector of the Spire of the Celestial Cascade.

Senator Hector was revoked by the Imperial Synod but then re-elected to the post; he cannot be revoked again until after the next time the Senatorship would be elected normally.

The senators of Varushka

- Senator for Karov: Constantin

- Senator for Miekarova: Yelislaveta Syrnova Vlanich

- Senator for Volodmartz: Maxim

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

Other Imperial Senate positions

- The Conscience of the Senate is the Imperial Orc Stormcrow Gralka

The Military Council

The Generals of The Brass Coast

- General Yasmina i Ezmara i Erigo of the Red Wind Corsairs

- General Deigo i Guerra of the Fire of the South

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Eryk Rykker of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Matthias of the Seventh Wave

- General Ruth, daughter of Esther of the Granite Pillar

The Generals of the Imperial Orcs

- General Klor of the Winter Sun

- General Braka of the Summer Storm

The General of The League

- General Stanislav Krieger van Temeschwar of the Wolves of War

The Generals of The Marches

- General Bjorn of the The Drakes

- General Edwin de Warrene of the Strong Reeds

- General William Tanner of King's Stoke of the bounders

The Generals of Navarr

- General Cerunnos of the Black Thorns

- General Kale Vigil of the Quiet step

The General of Urizen

- General Decius Cascade of the Citadel Guard

The Generals of Varushka

- General Zakhar Dragovin Vassillich, called the grim of the Army of the Northern Eagle

- General Stanislav Borodin Havel of the Army of the Golden Axe

The Generals of Wintermark

- General Merrick of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Other Military Council Positions

- Septima of Shatterspire was appointed Warmage.

Cardinals and Gatekeepers of the Imperial Synod

Ambition

- Olek of the League was appointed Cardinal of Ambition

- Serrusta Caeli Rezia di Tassato of the League was appointed as the Gatekeeper of the Ambition Assembly

Courage

- Lazarus of Highguard was appointed Cardinal of Courage

- Asher of Highguard was appointed as the Gatekeeper of the Courage Assembly

Loyalty

- Bishop Julius Cavita of the League remained Cardinal of Loyalty

- Friar Alan Young of the Marches remained as the Gatekeeper of the Loyalty Assembly

There is some minorquestion as to whether Brother Alan was gatekeeper or not, which has not yet been resolved.

Pride

- Josephine of Dawn was appointed Cardinal of Pride

- Meurig Tystwarden of the Navarr remained as the Gatekeeper of the Pride Assembly

Prosperity

- Bishop Alexandru Vintla of the League remained Cardinal of Prosperity

- Darius i Esmara i Erigo of the Brass Coast remained as the Gatekeepe of the Prosperity Assembly

Vigilance

- Petra Petrivna Melikov of Varushka was appointed Cardinal of Vigilance

- Silas of Highguard was appointed as the Gatekeeper of the Vigilance Assembly

Wisdom

- Guide Tockryn Nighthaven of the Navarr remained Cardinal of Wisdom

- Agnetha de Rondell of Dawn was appointed as the Gatekeeper of the Wisdom Assembly

The Way

- Bishop Antonnio Vanetti of the League remained Cardinal of The Way

- Gralka, an Imperial Orc, remained as the Conscience of the Senate

The Imperial Conclave

Archmagi

- Kallendar Stormcrow declared Archmage of Spring

- Corvus of Auric Horizon declared Archmage of Summer

- Maurice de Gauvain declared Archmage of Autumn

- Savik Summerstorm declared Archmage of Winter

- Callisius Quicksilver declared Archmage of Day

- Baba Ana declared Archmage of Night

Grandmasters of the Orders

These Grandmasters will serve with these voting strengths until re-election at the beginning of the Spring Equinox, 377YE.

- Grandmaster of the Order of the Celestial Arch Sejanus with a voting strength of 36

- Grandmaster of the Order of the Golden Pyramid William Bolholt of The Marches with a voting strength of 76

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr with a voting strength of 42

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard with a voting strength of 41

- Grandmaster of the Order of the Shuttered Lantern Wyrda Bjornadottir of Wintermark with a voting strength of 63

- Grandmaster of the Order of the Unfettered Mind Alexei of Varushka with a voting strength of 46

Other Imperial Conclave Positions

- The Varushkan Simargl, the Empty One of the Circle of Zulgan-Tash was appointed Dean of the Lyceum by declaration of the Conclave.

The Imperial Bourse

These seats are usually auctioned at various points throughout the year. Due to concerns of economic stability in a time of Imperial crisis, the seats gained at the Winter Equinox 376 will run until the Winter Equinox 377 and then the normal process of re-election will begin again.

Imperial Bourse Positions

- The Arratan Gamble is held by Francisco Alestros Sanguineo Rezia di Tassato Mestra (76 crowns & 1 ring)

- The Brilliant Star is held by Lukash Biessek von Temeschwar (101 Crowns)

- The Canterspire Circle is held by Thomas Shanks (90 crowns & 5 rings)

- The Damation Cliffs are held by Vittorio, Butcher's Guild of the League (104 crowns)

- The Fortress of Salt is held by Aedred ap Magor Renwaerd (70 crowns)

- The Golden Trees of Seren are held by Tobias Shanks (90 crowns & 5 rings)

- The Great Mine of Briante is held by Horsa Tyrshalt (70 crowns)

- The Heartwood of the Great Vale is held by Landon of Longridge (55 crowns)

- The Hunt of Alderei the Fair is held by Nikolai Tannhauser (104 crowns)

- The Night Quarry is held by Rodrigo Barossa de Tassato Regario (64 crowns & 5 rings)

- The Scorrero Nets are held by Aesher Endsmeet (30 crowns & 1 ring)

- The Singing Caves are held by Guillamo de Tassato (150 Crowns)

- The Sutton Stone Quarries are held by Sandoval Nieschteri Rezia van Temeschwar (76 crowns & 1 ring)

- The Syrene's Wisdom is held by Silvio de Tassato (80 crowns)

- The Weirwater Vales are held by John Marsh (61 crowns & 2 rings)

- The Brilliant Shore is held by the Thule and will not be auctioned until Skarsind is once again an Imperial territory.

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Bohdan Ivanovich Bashnya

- The Legacy (Urizen) is held by Valerian of Phoenix Reach

- The Thimble (Navarr) is held by Idris Eternal

- The Vigilant Swan (Highguard) is held by Obadiah of Cantiarch's Hold

- The Regario Dossier (League) is controlled by Lorenzo “La Volpe” Macelliao von Temeschwar

- The Master of the Imperial Mint (League) is Nicolo Barossa de Tassato Regario

- The Steel Fist (Imperial Orcs) is held by Bruk

- The The Broken Shore Bounty (The Brass Coast)is held by Tabib i Eldaha i Riqueza

- The The Stonefield Ice Caves (Wintermark) is held by Joakim

376 YE

Winter Solstice

Senators

The Freeborn senators of The Brass Coast

- Senator for Feroz: Raul

- Senator for Kahraman: Salur

- Senator for Madruga: Zeref i Ezmara i Erigo (later proxied by Yalda i Ezmara i Erigo)

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell

- Senator for Semmerholm Ywain De Gauvain

- Senator for Weirwater: Marek

The senators of Highguard

- Seantor for Bastion: Simiel of the Shattered Tower

- Senator for Casinea: Cyrus of Felix's Watch

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Miroslav

- Senator for Tassato: Arsenio Sanguineo Rezia di Tassato

- Senator for Temeschwar: Oksana Kazaku von Temeschwar

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Richard of Bourholt

- Senator for Mitwold, Pride of the Marches: Bridget Talbot

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Seantor for Hercynia: Cei Windstrider

- Senator for Miaren: Bledri Eternal

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ioseph

- Senator for Redoubt: Probus

- Senator for Zenith: Hector Cascade

The senators of Varushka

- Senator for Karov: Constantin

- Senator for Miekarova: Yelislaveta Syrnova Vlanich

- Senator for Volodmartz: Maxim

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

The Military Council

The Generals of The Brass Coast

- General Yasmina i Ezmara i Erigo of the Red Wind Corsairs

- General Deigo i Guerra of the Fire of the South

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Eryk Rykker of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Matthias of the Seventh Wave

- General Ruth, daughter of Esther of the Granite Pillar

The Generals of the Imperial Orcs

- General Klor of the Winter Sun

- General Braka of the Summer Storm

The General of The League

- General Stanislav Krieger van Temeschwar of the Wolves of War

The Generals of The Marches

- General Bjorn of the The Drakes

- General Edwin de Warrene of the Strong Reeds

- General William Tanner of King's Stoke of the bounders

The Generals of Navarr

- General Cerunnos of the Black Thorns

- General Kale Vigil of the Quiet step

The General of Urizen

- General Decius Cascade of the Citadel Guard

The Generals of Varushka

- General Zakhar Dragovin Vassillich, called the grim of the Army of the Northern Eagle

- General Stanislav Borodin Havel of the Army of the Golden Axe

The Generals of Wintermark

- General Merrick of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Cardinals and Gatekeepers of the Imperial Synod

Ambition

- Bishop Serrusto Caeli Rezia di Tassato of the League was appointed Cardinal of Ambition

- Silent John of the Marches was appointed as the Gatekeeper of the Ambition Assembly

Courage

- Beorn Y’Basden of the Navarr was appointed Cardinal of Courage

- Asher of Highguard was appointed as the Gatekeeper of the Courage Assembly

Loyalty

- Bishop Julius Cavita of the League was appointed Cardinal of Loyalty

- Friar Alan Young of the Marches was appointed as the Gatekeeper of the Loyalty Assembly

Pride

- Friar Langdon Tor of the Marches was appointed Cardinal of Pride

- Meurig Tystwarden of the Navarr was appointed as the Gatekeeper of the Pride Assembly

Prosperity

- Bishop Alexandru Vintla of the League was appointed Cardinal of Prosperity

- Darius i Esmara i Erigo of the Brass Coast was appointed as the Gatekeepe of the Prosperity Assembly

Vigilance

- Sirka Parakgoosier Bashnya of Varushka was appointed Cardinal of Vigilance

- Abraham of Highguard was appointed as the Gatekeeper of the Vigilance Assembly

Wisdom

- Guide Tockryn Nighthaven of the Navarr was appointed Cardinal of Wisdom

- Starac of Varushka was appointed as the Gatekeeper of the Wisdom Assembly

The Way

- Bishop Antonnio Vanetti of the League was appointed Cardinal of The Way

- Gralka, an Imperial Orc, was appointed as the Conscience of the Senate

The Imperial Conclave

Archmagi

- Kallendar Stormcrow declared Archmage of Spring

- Corvus of Auric Horizon declared Archmage of Summer

- Maurice de Gauvain declared Archmage of Autumn

- Savik Summerstorm declared Archmage of Winter

- Callisius Quicksilver declared Archmage of Day

- Baba Ana declared Archmage of Night

Grandmasters of the Orders

These Grandmasters will serve with these voting strengths until re-election at the beginning of the Spring Equinox, 377YE.

- Grandmaster of the Order of the Celestial Arch Sejanus with a voting strength of 36

- Grandmaster of the Order of the Golden Pyramid William Bolholt of The Marches with a voting strength of 76

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr with a voting strength of 42

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard with a voting strength of 41

- Grandmaster of the Order of the Shuttered Lantern Wyrda Bjornadottir of Wintermark with a voting strength of 63

- Grandmaster of the Order of the Unfettered Mind Alexei of Varushka with a voting strength of 46

The Imperial Bourse

These seats are usually auctioned at various points throughout the year. Due to concerns of economic stability in a time of Imperial crisis, the seats gained at the Winter Equinox 376 will run until the Winter Equinox 377 and then the normal process of re-election will begin again.

Imperial Bourse Positions

- The Arratan Gamble is held by Francisco Alestros Sanguineo Rezia di Tassato Mestra (76 crowns & 1 ring)

- The Brilliant Star is held by Lukash Biessek von Temeschwar (101 Crowns)

- The Canterspire Circle is held by Thomas Shanks (90 crowns & 5 rings)

- The Damation Cliffs are held by Vittorio, Butcher's Guild of the League (104 crowns)

- The Fortress of Salt is held by Aedred ap Magor Renwaerd (70 crowns)

- The Golden Trees of Seren are held by Tobias Shanks (90 crowns & 5 rings)

- The Great Mine of Briante is held by Horsa Tysalt (70 crowns)

- The Heartwood of the Great Vale is held by Landon Landridge (?) (55 crowns)

- The Hunt of Alderei the Fair is held by Nicolai Tarrnhausen (104 crowns)

- The Night Quarry is held by Rudviso Garnossa (64 crowns & 5 rings)

- The Scorrero Nets are held by Aesher Endsmeet (30 crowns & 1 ring)

- The Singing Caves are held by Guillamo deTassato (150 Crowns)

- The Sutton Stone Quarries are held by Sandoval Nieschteri Rezia van Temeschwar (76 crowns & 1 ring)

- The Syrene's Wisdom is held by Silvio De'Tassato (80 crowns)

- The Weirwater Vales are held by John Marsh (61 crowns & 2 rings)

- The Brilliant Shore is held by the Thule and will not be auctioned until Skarsind is once again an Imperial territory.

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The Eternal Shafts of Time (Varushka) are held by Tamasz Stracovich

- The Granites of Veltsgorsk (Varushka) are held by Bohdan Ivanovich Bashry

- The Legacy (Urizen) is held by Valerion of Phoenix Reach

- The Thimble (Navarr) is held by Idris Eternal

- The Vigilant Swan (Highguard) is held by Obediah of Cantiarch’s Hold

- The Regario Dossier (League) is controlled by Lorenzo la Vulpe

- The Master of the Imperial Mint (League) is Nicolo Barrossa DeTassato

- The Steel Fist is appointed during the Spring Equinox

- The Broken Shore Bounty is appointed during the Spring Equinox

- The Stonefield Ice Caves is appointed during the Spring Equinox

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Current_Imperial_titles&oldid=66023"

Current crewing opportunities

Contents

- 1 Overview

- 2 Referees (6 spaces)

- 2.1 How much of the event will you see?

- 2.2 Requirements

- 3 Skirmish Team (10 spaces)

- 3.1 How much of the event will you see?

- 3.2 Requirements

- 4 Site Crew (8 spaces)

- 4.1 How much of the event will you see?

- 4.2 Requirements

- 5 Plot Tent Set-Up (2 spaces)

- 5.1 How much of the event will you see?

- 5.2 Requirements

- 6 Encounter Tent & Plot SFX (1 space)

- 6.1 How much of the event will you see?

- 6.2 Requirements

- 7 Props & Costume Management (varied)

- 8 Bar Staff (2 spaces)

- 8.1 How much of the event will you see?

- 8.2 Requirements

- 9 Security (3 spaces)

- 9.1 How much of the event will you see?

- 9.2 Requirements

- 10 Hygiene Team (2 spaces)

- 10.1 How much of the event will you see?

- 10.2 Requirements

- 11 Crew Links

Overview

Crewing can be an amazing experience - but it's not for everyone - and in particular we have to make sure we have the right people who can work together and gel as a team. We're always keen to talk to anyone who is interested in crewing so that they can find out if it's something they want to do and we can see if there is a place for them on the team. If you are interested in crewing the events then you are always welcome to talk to us about any of the different options, but it's always possible that we will already have enough people helping out with the thing you are interested in.

All our crewing roles are for volunteers - but you won't need a festival ticket, we'll feed you throughout the event, and there is a big crew party on the last day for everyone who is helping take the event down. Ultimately the real benefit of crewing is that you'll be part of an amazing team of people and can take pride in your role in creating the Empire events that players love. You'll be part of the biggest LRP event crew in the country (there are over 300 of us!), working with incredibly talented people, and hopefully have an amazing time.

The crew roles described below are specific areas that we are actively looking to fill at this time, so if they sound interesting then it's definitely worth contacting us to discuss it.

Referees (6 spaces)

Our referees are one of the most visible roles we have, helping players engage with and enjoy the game, throughout time in. They offer friendly advice, carry out functional tasks recording in game actions using our tablets, and step in to ask questions when it seems that someone might not be playing by the rules. These are full-time volunteer roles and whilst you will be able to take breaks when you need them, you will not be able to play a character taking part in the game alongside your role as a ref.

Many of our refs specialise either as a Field Ref - who build up an in depth knowledge of the most commonly cast rituals, or commonly used items, particularly those that interact with plots in order to answer queries quickly and efficiently - or as a Skirmish Ref - who are experts in watching combat and being able to see whether players are abiding by the rules; make judgements about how hard they are hitting; decide whether they are fighting in a safe location, and know to de-escalate conflict between players (rather than characters) if it arises. You may either request to join the team as one or the other type of Ref, or join as non-specialised and try out both. You will be given the opportunity to spend a good deal of your first event shadowing other referees to get used to reffing Profound Decisions style.

How much of the event will you see?

- You will be unlikely to play a character, but may enjoy the event facilities around the responsibilities of your volunteering role

Requirements

- Excellent customer service skills

- Have either a year's experience as an Empire player OR significant experience of reffing other systems and be prepared to learn the core Empire rules thoroughly before your first event

- Take instructions well, but be prepared to take your own initiative from one task to the next

- Be comfortable wearing a radio and earpiece at all times and using a tablet to record entries in a database

- Be comfortable walking long distances over the course of the event to reach the players who need a referee in all different areas of the field

- Be on site on Friday at 4pm until the end of the event at 3pm on Sunday afternoon

If you would love to ref, but can't meet the walking requirement do let us know. We have 1 place available refereeing from the Imperial Regio.

Skirmish Team (10 spaces)

We need more people to join our skirmish team - The Hundred - to bolster our numbers and help in delivering combat encounters during skirmishes and battles. The skirmish team run in two groups to deliver as many combat encounters for players as we can during the event. The more orcs we can muster for skirmishes, the more players can join skirmishes and have fun fighting for the Empire.

The majority of the time we play barbarian orcs from the tribes that surround the Empire, but also crew as human bandits, magical heralds and fearsome monsters. It can be an exhausting experience, but as a team we look after each other and make sure we don’t push ourselves too far. We stop work each evening at 10pm, then run through the brief for the battle the next day. After this is done there is time to rest and relax with the rest of the team or head in character to enjoy Anvil.

Ideally we are looking for people who already have experience of playing or crewing LRP, both large fests and smaller events. Experience of Empire LRP is not essential, but will help make it easier to understand the encounters you are part of and what we as crew are trying to achieve. Being a competent fighter is useful, as is being able to lead a small unit of fighters, but these are not essential; being able to roleplay is however an essential thing we need!

The extra cool bits: 'You get to play the varied threats faced by the players!; Access to the Empire arsenal of weapons and armour for monstering with; Support from the rest of the team on creating cool orc tribe costumes and kit

How much of the event will you see?

- You will be skirmishing during most of your event, but you may ocassionally play a character as well as using event facilities between skirmishes

Requirements

- This role involves considerable physical exertion, LRP combat and frequent running

- This role includes frequent changes of kit, armour and makeup

- Able to wear a latex orc mask for extended periods

- Can understand and follow the Empire LRP rules, especially those relating to combat

- Work with our battle team, referees and writers to deliver exceptional combat encounters

- Help with set-up and take-down of the plot area if you are on site before or after the event

Site Crew (8 spaces)

We’re looking for more recruits for the Site Crew team, the ones generally referred to as “the Red Caps.”

This team is responsible for preparing the site before the event and for clearing the site afterwards. This includes erecting and dropping the PD tents that are deployed as well as numerous other jobs like collecting benches and rubbish bags. We also get called in when the going gets tough and the weather gets bad, helping out players and all the other PD teams to make the game happen, no matter what the conditions are. We are the face of PD in the field before and after the event.

We work hard all day Thursday and Friday to set up and after the event too. However, while the event is running most of the site Crew get to play a character and join in with the game.

Being part of the Red Cap Team means being able to make lots of fun out of hard work - but it isn’t for everyone. We have a lot of practically capable people - if that’s you, great - but you don’t have to be very strong (or a tent expert) to be useful. What you do need is a degree emotional and physical stamina - we work through good and bad weather and everyone on the Red Hats team shares the job of being committed and focused.

How much of the event will you see?

- Although as site crew you are "on call" for a lot of the event in case of emergency, you can also play a character and take a full part in the game around your shifts before and after the game

Requirements

- Be on site on Thursday morning and until Monday (or longer if you can)

- Be prepared to carry out physical work in all weathers

- Be prepared to time in a little late on Friday and finish playing a little early on Sunday when necessary to get the job done

- Be prepared to walk away from role-play in an emergency in order to carry out your crew role.

- Take instructions well, but be prepared to take your own initiative from one task to the next

- Be willing to learn new skills (or apply existing skills to new ways of working)

Plot Tent Set-Up (2 spaces)

We recruited 2 people into these roles at E1, and they did brilliantly, so we'd like to expand and have two more places available.

If you have played 2 or more Empire events, and have free time on Thursdays, Fridays and late into Sunday this role might be for you. We are looking for two more people to join our crew as - members of our site crew - but working directly with our plot production team to help set up and take down the main plot tent. The role allows you to mostly play your character during game time - with some restrictions and the standard limitations for members of the site team - in return for work before and after the game and a few hours during the game.

We need help from midday Thursday until time-in Friday setting up the monster tent, fetching and carrying shelves, boxes, bags of costume, unpacking costume onto nation rails, carrying cables for theatrical lighting specialists. We then need help in the 2 hours immediately after the battle on Saturday clearing the battle prep tent and setting it ready for the next day. Finally your game will finish half an hour after the Sunday battle and you must be free until at least 7pm to help with the clear up of the battle tent and monster room, filling of boxes, loading of boxes and bags into storage etc.

How much of the event will you see?

- Although as site crew you are "on call" for a lot of the event in case of emergency, you can also play a character and take a full part in the game around your shifts before and after the game

Requirements

- Cope well with heavy lifting, both before and after the event itself

- Take instructions well, but be prepared to take your own initiative from one task to the next

- Be on site on Thursday morning until 7pm Sunday evening (or longer if you prefer!)

- Walk away from immediate post battlefield role play in order to carry out your crew role

Driving is not essential, but if we have lots of applications for the places, people who drive or who travel with other crew members will have priority over those who would need station collection or who are travelling with players who may need to leave earlier or arrive later

Encounter Tent & Plot SFX (1 space)

Our encounter tent specialists and plot sfx team are technical and design wizards who work magic with sets and light and sound to help us run off Anvil adventures that take place in tents. If you’ve got skills rusting away because you studied theatre design but never worked in it, or you help build am dram sets, or you love realising or improving other people’s visions this role might be for you.

You’d work in support of our existing teams in this area at your first event, and see if there is a place for you to fit for the future. We currently have 3 "heads of tents" and 2 "regio and other plot sfx leads" so if you join at this time you should expect to be mostly working in a supporting role rather than leading an area of plot production, perhaps stepping into a lead role at events where someone else is away.

This really is a role for someone who is looking to expand their volunteering in LRP because they love the hobby. You will be able to arrange for a few hours to relax if you want to (or take on a short NPC role or two), but you will be a member of the plot crew which means you'll be busy working throughout most of the event so you won’t be able to play a political character, and engage with the wider plot of the game.

Being part of the plot production team for the encounter tents, or the Regio and Hall of Worlds means that you'll have a chance to experience a part of LRP design that doesn’t happen in many places - the short immersive experience encounter set up, with a props, costume and set store to support it. It's challenging work but you'll get to create some amazing experiences for players and see the reactions that creates.

How much of the event will you see?

- You will be unlikely to play a character other than NPC's, but may enjoy the event facilities around the responsibilities of your volunteering role

Requirements

- Crew throughout the event rather than playing

- Bring enthusiasm and energy to creative encounter tent set design in a fairly high stress environment

- Know the game world well - we recommend having played for about a year or more

- Be ready to fit in to an existing team and learn from their experiences

- Cope with some lifting and shifting of objects throughout the weekend (assistance is available)

- Be willing to consider some skype planning calls between events, if you enjoy the experience and become a longer term member of the team

Crucially, you need to be confident that you will get more fun out of this backstage experience than your roleplaying experience is currently giving you. You will be joining the plot crew as a full time member of the team so balancing both will not be possible.

Props & Costume Management (varied)

We need people to help manage props & costume, both keeping them tidy during events and managing what goes back to the storeroom and how it is sourced and looked after between events. Ideally we are looking for at least two people to join our plot production team as part of the plot crew. That is a full time crewing role so you would be busy throughout the event. You would be able to combine the role with some NPCing or other crew roles where you can sign up to certain time slots to be spent in the monster room tidying, sorting and organising between taking on other responsibilities, but you can't also play the event.

However we are also looking for help between events. if there were players who live close enough to Coventry who could commit to organising (not just attending) storeroom sorting days and activities between events, making sure props that need mending are sent for mending, laundry sorting happens etc, and can be available from about midday Sunday to liaise with the “during the weekend” teams, then that might be an approach we could support with complimentary event tickets.

Rather than “please apply for these specific places” for this area, we’d just like to hear from people about what interest they have and arrange to chat during events and then see where we go from there in order to make roles that work.

Bar Staff (2 spaces)

Bar staff keep The Forge, Profound Decisions Tavern that trades alcohol running during the event under the guidance of team leader Ara Mcbay. Bar staff combine an out of character and in character role in one. They provide friendly customer service selling alcohol, and making sure The Forge is compliant with UK licencing law, such as checking ID of younger customers, and pouring accurate measures. Alongside this they help support the richness of the world by engaging in conversation about key events since the last Solstice or Equinox, the different characteristics of the nation, and anything that suits their own characterisation. Some Bar staff also take on duties in the "cellar" changing beer barrels etc.

Characters played by bar staff should always be well suited to delivering the role in a friendly manner with excellent customer service, and may be existing characters you are already playing, or may be characters that are newly created. Usually the bar character is the only character the staff play, rather than swapping between roles.

How much of the event will you see?

- You will fulfill your bar role in character, and you may play a character in the game in between shifts, subject to limitations such as not holding Imperial Titles

Requirements

- Be able to take on a single shift of four to six hours a day per event, being flexible to make sure all shifts are covered

- Be able to work that shift mostly on your feet

- Be able to lift multi packs of 2 litre bottles and small cases of wine

- Be able to handle mental arithmetic and UK currency.

If we have more applications than we need preference will be given to people who can work shifts on Thursday evening and cleaning the bar down on Monday as well as during the event itself.

Security (3 spaces)

Live roleplaying events are generally relaxed and friendly environments so we work with a small SIA registered security team. We supplement that team with with volunteer marshals who work alongside security and help them keep a watchful eye on the site each night. We have spaces for both SIA registered security and volunteer marshals at present, in order to cover all our night shifts well and make it possible for each team member to have one night off.

The team covers Thursday, Friday and Saturday nights from 01:00 to 08.30 in the morning. Depending on your need for sleep, you can get quite a lot of play as a character in the game fitted in around your shifts, though you do need to make sure you save enough energy to do the job well. The team work closely with first aid, and with the conduct team and participant welfare, in order to make sure everyone stays safe whilst enjoying the event. In bad weather conditions they are also responsible for securing tent structures that are at risk, and dealing with other issues as they arrive.

How much of the event will you see?

- Whilst getting enough sleep to cover your shifts is a priority, you may spend time between shifts playing a character and enjoying the event facilities"

Requirements

- Be able to work 1am - 8.30am shifts on security, either 2 (when we have enough cover) or 3 nights per event (Thurs,Fri,Sat)

- Be able to walk around the site as part of that shift

- Be sober for your shift in order to be a fully responsible team member

- Be able to do physical tasks such as assisting carrying a person

Hygiene Team (2 spaces)

Even if you've never met one of us, you have certainly benefited from the hard work of the hygiene team, aka the brown caps.

As the game has grown so has the amount of toilet facilities provided for the field and so we are looking for a few new people. Despite what you may think, this position does not require a cast iron stomach and no sense of smell beyond what you'd need to just use the toilets. All that we require are people to work as part of existing teams, to check the toilets around 6 times a day to make sure they are stocked on consumables and the bins are changed, with one clean out each day.

If you are willing to take a plunger in hand to fix a clog that's a bonus, but certainly not required. This is a great role for someone who want's to provide a vital service, but does not have the free time for early arrival or physicality required for standard red cap duties.

And don't believe the line, we are anything but "Unsung heros".

How much of the event will you see?

- Although as site crew you are "on call" for a lot of the event in case of emergency, you can also play a character and take a full part in the game around your shifts before and after the game

Requirements

- Working as a team to make sure enough restocking is done.

- Either an earlier start or a later finish for first and last thing restock

- Flexibility and being able to work suitable timings with your team mates for the above two points.

- Good time keeping, missing a restock can have knock on effects that cause problems for everyone

- Diligence, rushed cleaning means more work for other people after the event

- Being able to walk a long distance with a light load, your assigned block might require some walking to reach.

If we get lots of enquiries we will give preference to people who are planning to attend all 3 remaining events this year as that helps us build a solid team.

Crew Links

- Crewing

- Current Openings

- Site Crew

- Event Crew

- Plot Crew

- Management Team

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Current_crewing_opportunities&oldid=66056"

Curse

Contents

- 1 Overview

- 2 Pronouncement of Doom

- 3 Removal

- 4 Identification

- 5 Curses and the Law

- 6 Further Reading

Overview

A curse is a persistent, harmful magical effect. Imperial lore contains many rituals that create curses. Most are not illegal although their use is overseen by the Imperial Conclave. Many eternals have been known to curse those who cross them, but curses can also be caused by malign magical creatures and sometimes just by exposure to magical forces that have run amok.

A target may be under any number of different curses at once.

Pronouncement of Doom

- Most ritual curses are delivered using a pronouncement of doom

- One of the contributors must deliver the pronouncement

- They have 15 minutes after they complete the ritual to deliver the curse

- They must be close enough to touch the target and audibly curse them using appropriate roleplaying

- You must have a referee present

- If the curse cannot be delivered then it will rebound on the caster

Several ritual curses in Imperial lore, such as Gnawing, Endless Hunger, are delivered using a pronouncement of doom. One of the ritual contributors must be selected during the ritual to deliver the curse. Once the ritual is complete, they have fifteen minutes to find the target. A referee, usually the one who observed the ritual, must accompany the magician when they seek out their victim.

Once they have found the target, the magician must use a few seconds appropriate roleplaying that make it clear to everyone present that a curse is being delivered. They must be close enough to touch their target when they make the pronouncement.

If the magician delivering the curse has not found a target within fifteen minutes of the completion of the ritual, the spell automatically rebounds and they are targeted by the power of the curse themselves. A referee may indicate when the deadline is getting close. This backlash is one reason that curses are not lightly invoked; some magicians have even risked cursing an innocent person rather than suffer their own curse, even though they are at serious risk of being declared a sorcerer for such an act.

Removal

- Most curses last for a year or until they are removed

- It is easier to create a curse using ritual magic than to remove it

Removing a curse is a significant indicating; rituals to remove a curse effect will almost always be many magnitudes higher than the magnitude of the ritual that created the curse. In most cases, a specific ritual or a minimum magnitude will be named. Each curse is unique, and the method of removing it also tends to be unique - there is no generic remove curse ritual in Empire.

Some curses can also be removed by the intervention of a powerful creature or item. Like rituals there is no single eternal with the power to remove any curse, rather specific creatures or items have the ability to remove a specific curse. For example, the ability of the eternal Yaw'nagrah to restore fertility may allow her to remove a curse of infertility, but is likely to be of little use against a Curse of Decrepitude. Powerful creatures almost invariably require quests or favours in return for removing a curse, and gaining their assistance or access to a powerful item are likely to involve difficult quests.

It is possible to make a curse permanent through the use of ilium.

Identification

- Detect magic can identify the presence of a curse

- Divination rituals may provide more information on the nature of a curse

The detect magic incantation will detect the magnitude and realm of an effect and indicate if it is a curse. Wisdom of the Balanced Blade will provide more details about the curse. Information about well-known or legendary curses may also be possessed by bards and scholars.

Curses and the Law

- It is not illegal to curse someone

Using magic on another person is never in and of itself a crime. However if the effect of the magic meets the definition of a crime then the fact that this effect was achieved by magic is no defence. For example, a curse of poverty doesn't meet the definition of any criminal offence but a death curse most certainly does. Any curse that does not meet the definition of a crime falls under the purview of the Imperial Conclave. It is up to the Conclave to decide if a magician has overstepped the bounds and used magic in a way that threatens the Empire. If they decide this is the case, then those involved can be declared sorcerers.

Further Reading

- Spellcasting

- Rituals

- Formulaic Rituals

- Spontaneous Magic

- Battlefield Rituals

- Enchantments

- Curses

- Ilium

- Ritual Theory

- Magic Items

- Herbs & Potions

- Cosmology

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Curse&oldid=61477"

Curse of Decrepitude

Contents

- 1 Rules

- 1.1 Winter Magnitude 50

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Removing the Curse

- 1.5 OOC Elements

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 50

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. At the end of the ritual one of the contributors is chosen to deliver the curse with a pronouncement of doom.

This effect is a curse. A target may be under more than one curse at a time.

Effects

This ritual creates a curse that is delivered to a target with a pronouncement of doom: one contributors is chosen to deliver the curse, and they must do so within fifteen minutes or it falls on their own head.

While under the curse, the target experiences a powerful roleplaying effect; they feel extremely aged and infirm, whatever their actual age. Physical exertion leaves them tired and out-of-breath.

In addition, while under the curse the target is under the effect of WEAKNESS. This weakness cannot be removed by any means as long as the curse remains in effect. Any resources used to try and remove the weakness are consumed without effect.

The effect of the ritual lasts for a year (until the start of the Profound Decisions Empire event four events from now).

Removing the Curse

The curse can be removed by certain powerful creatures or items. It can also be alleviated by powerful rituals that remove curses of physical debilitation such as the "egg"produced by Distill the Serpent's Stone.

OOC Elements

A briar can use their natural vitality to throw off the exhaustion that comes from physical exertion, but all the other effects apply as normal.

Description

This dreadful curse can leave its victim utterly enervated, and provides many of the symptoms of advanced age or long sickness. A warrior can still fight, but cannot summon the strength to strike a mighty blow. A magician cannot manage the simplest spell, and is incapable of effectively contributing to a ritual. An artisan can craft beautiful items, but can barely summon the energy to use one. Exhaustion, aching joints, dimmed vision, wandering mind and many other forms of frailty become their constant companions.

Common Elements

As with many curses this ritual often involves a recitation.of the grievances against the target; sometimes flames are lit at the start of the ritual and extinguished, one by one, to represent the weakening of the target's spirit and body. Ashes and dust are another common component. The rune Kyrop is often evoked, symbolising the weakness of old age that the curse will bring, and the runes Irremais or Verys may be defaced or destroyed to represent the loss of wisdom and strength. The constellation of the Drowned Man may also be invoked; after all this ritual represents a harsh reminder of the inevitability of death for many ritualists.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Curse_of_Decrepitude&oldid=38981"

Curse of Gangrenous Flesh

Contents

- 1 Rules

- 1.1 Spring Magnitude 40

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Removing the Curse

- 1.5 OOC Elements

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 40

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. At the end of the ritual one of the contributors is chosen to deliver the curse with a pronouncement of doom.

This effect is a curse. A target may be under more than one curse at a time.

Effects

This ritual creates a curse that is delivered to a target with a pronouncement of doom: one contributors is chosen to deliver the curse, and they must do so within fifteen minutes or it falls on their own head.

While under the curse, the target experiences a powerful roleplaying effect; you feel feverish and unwell; and your skin constantly itches. When you are wounded, your wounds often weep pus.

In addition, while under the curse the target is under the effect of VENOM. This venom cannot be removed by any means as long as the curse remains in effect. Any resources used to try and remove the venom condition are consumed without effect.

You are more likely to suffer infected wounds and similar complications; you should see a referee after any significant engagement (a battle, skirmish or similar) in which you lost hits to see if your wounds are festering. You must see a referee after any engagement in which you were dying (and survived due to some magical assistance).

If you become terminal while under this curse, you are likely to be overwhelmed with feverish delirium and suffer a slow, agonising death as the flesh rots from your bones.

The effect of the ritual lasts for a year (until the start of the Profound Decisions Empire event four events from now).

Removing the Curse

The curse can be removed by certain powerful creatures or items. It can also be alleviated by powerful rituals that remove curses of sickness such as the consumable produced by Distill the Serpent's Stone.

OOC Elements

A briar can use their natural vitality to shake off the feeling of sickness and fever, but all the other effects apply as normal.

Description

This dreadful curse can leave its victim prone to fevers, chills and a general malaise of sickness. Worse, when badly injured their wounds weep pus and quickly become infected. A seriously injured victim of this curse soon lapses into madness and death as they literally rot while still alive - skin and flesh slough from bones, starting with the extremities; the body bloats with gas; the brain is poisoned with the juices of decay and they soon die in fevered agony. This is a very unpleasant thing to see happen, especially to a loved one.

Some victims go out of their way to avoid this horrible fate. Certain enchantments and items can help to alleviate the fatal effects of the curse, but generally these are only effective for someone who already possesses reserves of bodily fortitude. For many people, the only way to survive this curse is to avoid dangerous situations that might cause serious injury.

Common Elements

As with many curses this ritual often involves a recitation.of the grievances against the target. The ritual often involves the burning of meat, or the torture with fire of a poppet that represents the target. Rotting food and drink may be another component, especially meat that is ripe with sickness. The runes Rhyv (to poison the blood), Bravash (to encourage sickness to breed and spread) and Kyrop (to encourage sickness to weaken the target) may be evoked, as might the constellations of The Claw or The Drowned Man.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Curse_of_Gangrenous_Flesh&oldid=40505"

Custodian of Glass Point Cove

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounty of Mana

- 4 Appointment

- 5 Glass Point Cove

Overview

Glass Point Cove is a secluded beach in southern Uccelini. It was commissioned by Dalibor Marek do Saverio Von Temeschwar in summer 381YE, using an Imperial Wayleave. The position is a sinecure, requiring minimal responsibility but offering a regular income of crystal mana.

While the title is officially "Custodian of Glass Point Cove", many Sarvosan citizens prefer to call it the "Glass Custodian", drawing parallels with the Jade Custodian who oversees the Wellspring of Jade in northern Foracci.

Responsibilities

The Custodian has no particular responsibilities; they simply receive a bounty of crystal mana from Glass Point Cove. If the Cove were to be threatened in any way, it would be the responsibility of the Custodian to deal with those threats. Likewise, if any opportunity relating to the cove presented itself, they would make any decisions needed to take advantage of it.

Powers

Bounty of Mana

The Custodian receives an income of 9 crystal mana each season from Glass Point Cove.

Appointment

The Custodian of Glass Point Cove is selected by unanimous decision of the the League senators. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by any League citizen. The Custodian has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the League National Assembly, and by the Assembly of the Nine.

Glass Point Cove

The exemplar Avigliana di Sarvos first mentioned the powerful mana flows along the bluffs of Glass Point, but it was Savosan fleet captain Richardo Glostari and chairman of Red Raven Holdings Giacomo Corvinscuro who first located a significant mana source in the vicinity.

Glass Point Cove is a secluded sandy beach leading to a cove with luminescent veins of crystal growing through the rock, formed by natural flows seeping through the rocks and being shaped by the tide and winds. A lavish mithril mesh has been established in several parts of the cove to help form crystals in a more accessible manner, and to avoid permanently despoiling the beautiful location. The expensive alterations to the cove were funded by Red Raven Holdings, using an Imperial Wayleave.

Work was made more difficult by the fact the cove was inaccessible from land - and indeed due to the many rocks and the shallow water proved impossible to approach by all save the smallest boats. The precise location of the Cove is not public knowledge - there are concerns that if it becomes commonly known it will risk raiders from the sea. Despite the relative difficulties of getting to the cove, however, there were some signs that Richardo and Giacomo were not the first people to visit the area - and not the first people to see the value of harvesting crystal mana here. Still, judging by the remaining cracked mirrors and silted-over bowls, there was little evidence that anyone else had been in the cove for several years - and when they were there they were operating on a significantly smaller scale than the new owners.

The Glass Point Crystal Cove is the third project of Red Raven Holdings (the previous two being the Wellspring of Jade and the Signori d'Argento vineyard). Red Raven Holdings are a building society incorporated in Caricomare, dedicated to constructing sinecures that will benefit the Empire and its citizens. Original text contributed by Jim Watts

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Custodian_of_Glass_Point_Cove&oldid=60408"

Custodian of the Assayer's Guild

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Ministry

- 4 Appointment

- 5 The Title in Play

Overview

The Custodian of the Assayer's Guild is an Imperial title awarded to a League citizen. It is a national position appointed through the Bourse.

The Custodian is responsible for checking the weights and measures used by the Temeschwari assayers. The position is largely ceremonial, but it puts the Custodian (and their agents) in an excellent position to deal directly with League and Varushkan miners who have struck rich seams of ore in the mountains.

Early attempts were made to keep this position solely in the control of the citizens of Temeschwar, but merchants in the other League cities asserted that the decisions made by the Custodian directly impacted their businesses, and the election was left as pan-League.

Responsibilities

The Custodian is expected to ensure that the weights and measures used by the assayers of Temeschwar - and by extension, the rest of the League - are maintained and untampered with. The close contact with miners, smelters and assayers all over the League allows ample opportunity for the Custodian to acquire supplies of rare metals at bargain prices, and it is expected they will make those metals available to their cousins in the League - at an appropriate profit, of course.

Powers

Total Money Spent

Production

12 Crowns

12 ingots of Green Iron , 6 ingots of Orichalcum, 4 ingots of Weltsilver

30 Crowns

20 ingots of Green Iron, 10 ingots of Orichalcum, 4 ingots of Weltsilver

64 Crowns

36 ingots of Green Iron, 18 ingots of Orichalcum, 4 ingots of Weltsilver

Ministry

As a ministry, the title of Custodian of the Assayer's Guild allows the holder to purchase quantities of special materials at a set price. The Custodian makes their decision how much money to spend during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

In Spring 380YE, the Ducal House de Courcey of the Iron Confederacy agreed a trade deal that greatly bolstered the position's access to rare metals. As long as the trade deal remains in place, the position offers an additional four ingots of green iron and an additional two ingots of orichalcum. These additional ingots are already included in the table above The benefit remains as long as the trade deal continues to be honoured; either House de Courcey or the Custodian may choose to end it at any time. Obviously, if war were to break out between the Empire and the Iron Confederacy, the trade deal would immediately be terminated.

Appointment

This title is appointed during the Spring Equinox. The Custodian of the Assayer's Guild is chosen by citizens of the League who control business personal resources. The larger the business an individual has, the more votes they can allocate in support to a candidate. The voting is handled by the civil servants in the Bourse.

Only a League character may hold this title. They do not receive a seat on the Bourse. As a title in the Bourse, they cannot be revoked by the Imperial Synod.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Custodian_of_the_Assayer%27s_Guild&oldid=60409"

Custodian of the Claw

Overview

The Custodian of the Claw is an Urizen Imperial title created following an announcement in Autumn 378YE by the Crystal Architect of the Spires. Expansion of the Caves of the Claw was completed shortly before the 379YE Summer Solstice.

During the Spring Equinox 380YE, a plague of crystal-eating vermin saw the Seante commission white granite wards to help protect the Claw, which had the unexpected outcome of adding additional production to the sinecure.

Responsibilities

The Custodian has no particular responsibilities; they simply receive a bounty of crystal mana from the Caves of the Claw in Morrow. If the Caves were to be threatened in any way, it would be the responsibility of the Custodian to deal with those threats.

Powers

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounty of Mana

- 4 Appointment

- 5 The Caves of the Claw

Bounty of Mana

The Keeper receives an income of 10 crystal mana each season.

Appointment

The Custodian of the Claw is selected by unanimous decision of the Urizen senators. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by any Urizen citizen. The Custodian has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Urizen National Assembly, and by the Assembly of the Nine.

The Caves of the Claw

The Caves of the Claw are a series of deep caves in Ravion in Morrow. They were rediscovered by the Minister of Historical Research in 378YE, and during the Spring of 379YE were excavated by ushabti associated with the citadel of Phoenix Reach in Morrow under the supervision of the Crystal Architect of the Spires.

The caves are extremely unwelcoming. They are damp, narrow and claustrophobic, and the walls are jagged and sharp. In many places, it is necessary to crawl through extremely narrow passages - but the journey is definitely worth it. The open chambers of the Caves of the Claw are lined with rough crystal formations of a deep crimson hue and great beauty.

In order to encourage the growth of mana crystals a number of mithril focussing mirrors were positioned in precise locations to scatter daylight throughout the network (or as deep into the network as is feasible), and a series of delicate aqueducts have been constructed to ensure the caves stay moist. This increased flow of water and light has ensured that the caves have begun producing usable crystal mana once again.

As a side effect, the excavation work and the new illumination have highlighted the natural beauty of the cave system. Stargazers and Seers have begun visiting the caves to engage in meditation on the nature of the realms of Spring - and to a degree of Summer. Hopefully, these pilgrims will be sensible enough not to interfere with the actual structure of the caves.

The passion of Irulan

Local legends assert that the crystals were not always red; In the distant past, a young woman named Irulan sought to prove her virtue in the hope of impressing a suitor. She sword to reach the far end of the caves - deeper than anyone had travelled before. Her succes won her the attention of her love, but she was badly cut by the sharp crystal formations in the process - and her blood stained the crystals to this day.

According to the story, Irulan's arms are marked forever with scars forming the shape of the runes of Passion and Blood. Of course in the story Irulan apocryphally goes on to become one of the finest Spring realm Magi in Urizen, and credits her experiences in the Caves with her success and deeper understanding of the Spring realm.

The tale is obviously fanciful - there is no evidence that Irulan was a real woman, for example- but it is diverting nonetheless. A much more likely explanation for the rich colouratio of the crystals is is that they are tainted with trace orichalcum impurities. The story has been handed down through the generations however - even after the location of the caves themsevles were lost - and used to teach young Urizen the importance of harnessing one's passions.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Custodian_of_the_Claw&oldid=60410"

Custodian of the Concordium Dock

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Ministry

- 4 Appointment

- 5 The Concordium Dock

- 6 The Title in Play

Overview

The Custodian of the Concordium Dock is an Imperial title that involves oversight of a ministry allowing the purchase of White Granite from the Sarcophan Delves. The title is also known as Die Bewaarder van het Vandersar dok (which translates roughly as the Custodian of the Vandersar Dock in Imperial)

Constructed by order of the Imperial Senate, work was completed on this set of dedicated docks shortly before the Autumn Equinox 381YE.

Responsibilities

The Custodian is expected to ensure that Bedelaar Huisabaas Vandersar of the Delves continues to trade white granite to the Empire. If the Concordium Dock were ever directly threatened, they would be responsible for dealing with those threats - but also for making decisions about any opportunity related to the dock. The continued operation of the dock, and thus the ministry, requires that relations between the Empire and the Sarcophan Delves remain cordial - die Bewaarder has a vested interest in ensuring friendship between the two nations continues.

Powers

Total Money Spent

Production

256 Crowns

8 wains White Granite

488 Crowns

16 wains White Granite

696 Crowns

24 wains White Granite

Ministry

As a ministry, the title of Custodian of the Concordium Dock allows the holder to purchase quantities of white granite at a set price. They spend their money and make their choices during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Appointment

As with white granite seats, the holder of the title is determined during the Summer Solstice. The title is auctioned by the civil servants associated with the Bourse.

The title may be held by any Imperial citizen. As an Imperial Bourse title, the Custodian cannot be revoked by the Imperial Synod.

Regarding Bedelaar Huisbaas Vandersar

This title represents an agreement with the Vandersar family of the Sarcophan Delves. In the event the relationship between the Empire and the Delves were to deteriorate, or the Vandersar were to determine that trade with the Empire was no longer politically or economically viable, the amount of white granite available might drop - potentially to zero in a worst case scenario.

The Concordium Dock

Also known as the Vandersar Dok by the Sarcophan who use it, this private dock is built in Cargo, not far from the Sarcophan embassy. It takes the form of a long pier in the Freeborn style, perhaps more suited to Siroc than Cargo, along with a pair of dedicated heavily-reinforced weirwood cranes for lifting the white granite up to the town proper. The pier is much more ostentatious than the nearby Pallas Docks, and includes an ornate arched structure at one end intended for use as offices by the Custodian which goes largely unused by the Sarcophan.

The cranes lift the cargo of white granite up to the area dubbed "Little Delving" by a Marcher wag - that part of Cargo that has increasingly been taken over by Sarcophan merchants and visitors. Two squat warehouses store the white granite until it is purchased, guarded around the clock by well-paid Imperial mercenaries. Connecting the two warehouses is a rambling townhouse-cum-tower intended for the exclusive use of the Vandersar traders and their companions - along with a modest room and an office intended for use by the Custodian should they wish to use them, rather than the arched offices at the bottom of the cliff.

The buildings provide an interesting example of a Sarcophan architectural style that sees the original structure heavily modified with additional rooms, sprawling window-box gardens, and covered walkways that, while serviceable, appear ramshackle, disorganised, and thrown-together to the discerning eye of the Urizen.

The dock is for the exclusive use of merchants and traders dispatched by the Bedelaar Huisbaas of the Vandersar family, who bring regular shipments of valuable white granite from the mercantile nation. The merchant vessels invariably arrive with a solid escort of powerful Sarcophan warships - although there are rumours that the Vandersar have made a private deal with the Grendel to ensure their trading vessels remain unmolested in the Bay of Catazar. The Vandersar have also expressed an interest in employing vessels from the Brass Coast and the League to serve as additional protection for their priceless cargo.

(OOC Note: Any character with a military unit who takes the paid work action in downtime is free to roleplay that they have been guarding the Vandersar warehouses, or serving as bodyguards to Vandersar merchants wanting to visit other parts of the Empire. The Sarcophan family pays well and promptly, and appreciates professional soldiers who can present a menacing air. Likewise, any Freeborn or League fleet captain is free to roleplay that their privateering action involved guiding Vandersar vessels to Cargo - or to other ports on the Bay of Catazar that welcome Sarcophan traders.)

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Custodian_of_the_Concordium_Dock&oldid=60411"

Custodian of the Imperial War Memorial

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Point of Pilgrimage

- 4 Appointment

Overview

The Custodian is an Imperial title in the Synod. It grants custodianship of a sinecure. The position was established by a motion of the Imperial Senate during the Summer Solstice 378YE. Following some confusion, the appointment method of the title was clarified by the Imperial Senate in Summer Solstice 381YE.

Responsibilities

The Custodian of the Imperial War Memorial is responsible for ensuring the good maintenance of the war memorial itself. Traditionally, individuals who look after such monuments are called on to speak on behalf of the dead especially during memorial services.

Powers

Point of Pilgrimage

The Custodian receives 6 liao and 12 votes in the Imperial Synod. If the custodian is not a priest, these votes could be used in the General Assembly. If the custodian is a priest, they can call on these votes in any assembly they already participate in.

Appointment

The Custodian is a Highborn appointment made by a judgement of the Highguard National Assembly. This is a national title and can only be held by a Highborn citizen.

As with most sinecures, the assumption is that the Custodian retains the position until they die or step down. They can be revoked by a lesser majority of the General Assemby or by the Highborn National Assembly.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Custodian_of_the_Imperial_War_Memorial&oldid=60412"

Custodian of the Starlight Drift

This title lost its bounty of mana when the Druj destroyed the Starlight Drift.

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounty of Mana

- 4 Appointment

- 5 The Starlight Drift of Shimmering Snow

Overview

The Custodian of the Starlight Drift was an Imperial title established by the Imperial Senate during Autumn 378YE.

During the 381YE Druj invasion of Zenith, the Starlight Drift was destroyed by orc invaders.

Responsibilities

The Custodian had no particular responsibilities; they simply received a bounty of crystal mana from the Starlight Drift.

Powers

Bounty of Mana

The Custodian received custodianship of a sinecure, which provided an income of 9 crystal mana each season.

Appointment

The Custodian of the Starlight Drift was selected by unanimous decision of the Urizen senators.

The title could be held by any Urizen citizen. The Custodian had tenure, and served until they died or stepped down. They could be revoked by the General Assembly, the Urizen National Assembly, and by the Assembly of the Nine.

After the flood

Currently the Starlight Drift of Shimmering Snow is in ruins, and so the holder of this title has no powers and receives no production from the sinecure. If the sinecure were rebuilt, (assuming the Druj are driven out of Zenith), the current holder would resume their post if they have not stepped down or died in the interim.

The Starlight Drift of Shimmering Snow

The Starlight Drift of Shimmering Snow was the name given to a certain cliff face near Endsmeet in Zenith. Impurities in the rock, similar to the material used to make lightstones, captured sunlight and slowly released it after sunset. It was considered a site of outstanding natural beauty. In 378YE, the decision was made to take advantage of the naturally high flows of mana around the Starlight Drift. Work began almost immediately to construct several mithril collectors that could be used to harness and focus the mana flows to produce crystal mana - without damaging this beautiful natural wonder.

When the Druj attacked Zenith in 381YE, they tore the Starlight Drift apart. The mithril collectors were ruined, and the beautiful lightstones gouged out of the rock by weeping Urizen slaves captured from the nearby spires.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Custodian_of_the_Starlight_Drift&oldid=61604"

Custodian of the Storm Vault

This title lost its bounty of mana when the Druj destroyed the Storm Vault.

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounty of Mana

- 4 Appointment

- 5 The Storm Vault

Overview

The Custodian of the Storm Vault was an Urizen Imperial title created following an announcement in Summer 379YE by the Crystal Architect of the Spires. Built in Proceris in the Urizen territory of Zenith, the Custodian oversaw the Storm Vault as a sinecure, requiring minimal responsibility but offering a regular income of crystal mana.

After the Spring Equinox 380YE, a plague of crystal-eating vermin saw the Senate commission white granite wards to help protect the Vault, which had the unexpected outcome of adding additional production to the sinecure.

During the 381YE Druj invasion of Zenith, the Storm Vault was destroyed by orc invaders. While its position high in the mountains allowed it to avoid the devastating flood, it was quickly overrun and ruined by the orcs.

Responsibilities

The Custodian had no particular responsibilities; they simply received a bounty of crystal mana from the Storm Vault in Zenith.

Powers

Bounty of Mana

The Custodian of the Storm vault received an income of 10 crystal mana each season.

Appointment

The Custodian of the Storm Vault was selected by unanimous decision of the Urizen senators.

The title could be held by any Urizen citizen. The Custodian had tenure, and served until they die or step down. They could be revoked by the General Assembly, the Urizen National Assembly, and by the Assembly of the Nine.

After the flood

Currently the Storm Vault is ruined, and so the holder of this title has no powers and receives no production from the sinecure. If the Storm Vault were rebuilt, (assuming the Druj are driven out of Zenith), the current holder would resume their post if they have not stepped down or died in the interim.

The Storm Vault

Echostorm spire is named after two adjacent peaks. "Storm" is a real curiosity within Zenith - a region normally famed for its clear skies for stargazing - in that it is regularly shrouded by cloud, rain and high winds. Quite why this might be is a matter of some debate, but current theories tend towards a magical origin.

Whatever the truth of it, the Storm Vault was built to harness the magical flows. It consisted of a set of vanes looking rather like a large mithril flower set just about the level of the cloud line (which varies a little seasonally, but is typically below the peak of the spire), the vanes were adjusted and tuned to harness the energy of the prevailing conditions - both magical and meteorological.

Collected energy was channelled down through the mountain down a conduit, to the vault - which was a delicate mesh of mithril from which crystals were grown. Whilst only a few grew to maturity each season, the nascent crystals glowed and shimmered as the storm energy was harnessed meaning that the assembly resembled an extremely large cobweb chandelier.

The collector needed careful adjustment by civil servants, and bad weather on the side of a mountain made this a rather unpleasant experience. The role of the custodian was to ensure that the adjustment and configuration of both the vault and the collector were carefully monitored.

After the Autumn Equinox 381YE, the Druj sacked the Storm Vault. The mithril flower was torn apart, and the vault itself smashed open and looted.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Custodian_of_the_Storm_Vault&oldid=61597"

Cuttings

Margaret opened the door as she finished sweeping, and was surprised to see that the stoop was occupied.

A wicker basket, full of blankets. She sighed inwardly. It was possible it was a gift from someone too shy to own up to it but ...

Practical, she swept round the basket, banishing the pile of dust and tracked-in mud and a few dead leaves she had been herding around the cottage for the last half hour. Then she leant the broom against the wall and squatted down next to the basket, gingerly drawing back the top blanket. Thick, undyed wool. Something moved beneath it. Her heart sank. Another one.

She hefted the basket up with an "oof" at the unexpected weight and manhandled it through to the hearthside. She collected a jug of milk from the pantry an set it near the fire to warm. Then she opened the window at the back of the cottage and bellowed

"Shem, get in here now please! Someone has left you a present!"

She went back through and carefully, gingerly removed the baby from the basket, and took a good look at it, nose crinkling slightly at the smell. The blankets would need a good wash.

The child was healthy enough - a little boy - and she judged perhaps a month old. Maybe two. Far too young to be starting life in a basket on the doorstep of a ...

Shem came in, stamping his feet and blowing on his hands.

"It's a bit parky out!" he said cheerfully. Then he saw what Margaret held, and his good mood vanished.

"Is that a bairn?" he asked.

"What do you think you daft apeth?" She wasn't really angry, but it was hard for her to contain her temper. "And it's not just a baby."

Shem leant over her, and attracted the swaddled child's attention. It wrapped one tiny finger around his thick digit, and stared up at him in goggle-eyed fascination.

"Those ... are some very green eyes." said Shem mildly.

"That's not all." Margaret carefully parted the blankets over the baby's abdomen. A patch of thick, young bark covered the baby's abdomen. "From where the cord was cut." said Margaret unnecessarily.

Shem sighed a heavy, sad sigh. "Sad."

"Yes." said Margaret. "And unnatural of course."

Shem gave her a look, and she hastily clarified.

"Not the bark, but the age. You know as well as I do that briars are never born like this. When was the last time you heard of anyone this young with the bark?"

Shem sighed. "Last week. Mother Corlis called me in, over at the Fletcher place. Same thing. Green eyes, bark, the poor thing even had some thorns. She kept scratching herself and crying. I gave them the salve. They're a little bit dazed, I think, but then you know what it's like with a firstborn ..."

He was babbling. He got a grip on himself.

"Yes," said Margaret. "This is the third one in six weeks, and there's only been what? Five babies born in the whole of Tower March since the Equinox? Over half of them marked like this, when one would be a nine months wonder ..."

Shem sketched a sign in the air over the baby, and whispered a few words in a deep, rumbling voice.

"It's not a curse on the child." he said. He sucked his teeth.

"I feel sorry for the poor parents." he said to nobody in particular. "Imagine."

Margaret was less forgiving. "They've abandoned their baby on your doorstep. If I find out who they are I'll not be wasting time feeling sorry for them, I'll be getting my pots and pans out ..."

Shem shook his head. "Think. It's not a newborn, and there's no signs of mistreatment, and that bark is not new. Imagine what could have happened to this little fellow a hundred years back. There's nobody in the 'Stoke due to pop out a bawler. It'll be from one of the outlying farms, or maybe ... well it wouldn't be the first Feni baby we've seen would it love? But we can worry about that later. Can I leave you to take care of this little fellow? I need to go and talk to the other landskeepers. This ain't natural, and we need to find out ..."

Margaret rocked the baby for a few moments and then said. "Wasn't Bob Fletcher fighting up north last year?"

Shem sighed. "Yes. Yes he was. And before you say it, yes he and Jenny were expecting very soon after he got back. But neither of the Carters have been out of King's Stoke for three years, and they've got a little spriggan anyway so ..."

Margaret tutted and Shem smiled wearily and said "It's alright if I say it, love. Just not if anyone else says it to me. He'll hear worse as he grows up I don't doubt. Right! I'll leave you to look after the little sproutling, and I'll go and roust up Meg and Toby and the others and see if we can't brew up some trouble for someone."

The landskeeper grabbed his staff from near the door and set out into the cold, and was halfway down the path before his hand strayed unconsciously to the thick patch of bark near his left temple, and he stopped for a moment, just breathing quietly in the cold morning air. And then he was all business again, striding down the path towards King's Stoke.

Overview

Briars. The facts are fairly straightforward - there have been several births in the vicinity of King's Stoke where the newborn has evidenced an unnaturally advanced case of the briar lineage. In almost all cases, briars do not manifest their lineage until they grow to adulthood. In a few uncommon cases, a briar might discover their lineage from a skinned knee or a broken bone in their early teens. Earlier than that ... it is practically unheard of.

In the last three months, eight babies have been born in Upwold that have shown signs of briar lineage from birth. Seven of them have been born in Tower March, and the eighth was born to visitors from Ashill who spent three months in King's Stoke during the Spring. There were no cases before the Autumn equinox, and no cases that can't be traced back to Tower March.

The Marches are practical - in almost each case the children are being well cared for. They are Marchers after all. One idiot who tried to claim these children were evil and something to do with the curse devastating the farms and that the way to deal with it was to "get rid" of the briars as sent home with his teeth in a sack. Yet the questions keep - could there be a dead briar buried somewhere there shouldn't be? Could it have something to do with that briar agitator? Could it have something to do with the Marcher dead turned into shambling horrors by Imperial expediency?

As always when briars are mentioned, the conversation comes back round to spring magic. It is a fact that the soldiers of the Empire have been doing a lot of fighting in territories under the influence of powerful vernal curses. The Druj campaign saw potent curses from both sides in Holberg and Reikos, and Imperial armies often fought under the influence of Rivers of Life in Sermersuaq and Karsk. Yet this seems to be mostly superstition. Any suggestion that soldiers who have been fighting under spring magic refrain from having children is met with derision. If exposure to these auras was causing the odd births in Tower March, would they not be appearing over the entire Empire?

Still ... the fact remains. Something is up in Tower March.

Significance

Children born expressing the briar lineage is incredibly rare, enough so that eight of them in three months is a coincidence of staggering proportions. Any character from Tower March who is roleplaying that they have had a child in the last season is welcome to roleplay that their offspring is one of these briar children - as near as anyone can tell they are perfectly healthy (indeed, as briar children, they are supernaturally healthy). The only thing odd about them is that they all appear to be high lineage briars at a time in their lives when it is extremely rare for anyone to manifest briar lineage.

It is important to note that these babies are aging at the normal rate, and are not appropriate character concepts for anyone older than three months.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Cuttings&oldid=43648"

Cyclic magic

Contents

- 1 Overview

- 2 Cyclic Resonance

- 3 Benefits

- 3.1 Magic

- 3.2 Technique of the Celestial Key

- 3.3 Technique of the Bond of Tears

- 3.4 Technique of the Transcendent Claw

- 3.5 Technique of the Shadowed Threshold

- 3.6 Technique of the Mountainous Ascent

- 3.7 Technique of the Coiling Chain

Overview

This is the improved quality the Urizen Citadel Guard developed as a consequence of the Unmade trove. It cycles through six options over the course of six events, then comes back to the start. Once set in motion, the cycle can't be interrupted and continues to run forever. The cycle was begun during the Winter Solstice 379YE, appropriately enough with the technique of the Bond of Tears.

This quality incorporates all the benefits of the magic quality.

Cyclic Resonance

The ilium-infused mage armour and mage weapons have empowered the Citadel Guard with additional opportunities to bring their magic to bear during a military campaign. This is an enchantment of their existing capabilities, and does not alter the ability to use the General as conduit for delivering magic, nor their ability to gather crystal mana when undertaking arcane consolidation.

The energies tapped by the equipment from the unmade trove shifts and changes in a predicable cycle, one familiar to any mage who has studied the night magic ritual Align the Celestial Net. Through this cycle, Day leads to Winter, Winter leads to Spring, Spring leads to Night, Night leads to Summer, Summer leads to Autumn, and Autumn leads to Day again returning the cycle to its starting point. There seems to be nothing that can be done to impede, speed up, slow down, or interrupt the cycle once it has been set in motion, meaning that the General must think carefully about how best to employ the techniques the quality offers.

In each case, the General uses the power of the appropriate realm by issuing appropriate orders. Each technique allows a unique attacking order to be employed. There is no requirement that one of these orders be used; the army can still use arcane consolidation or any of the basic army orders.

In some cases, these techniques exceed what is achievable with ritual magic alone. This is primarily due to the skill and experience of the combat magicians and ritualists who accompany the army. They do not represent a single incidence of magic use but rather the careful and synchronised use of many magical effects over an entire season.

A word of caution – no other army in the world possesses mastery of cyclic resonance. There may be unexpected interactions between the six techniques and the power of enchantments, curses, or even the actions of other armies.

Benefits

The magicians and artisans of the Citadel Guard provide a constant benefit to the force, allowing it to help with the targetting rituals and to take the arcane consolidation order. In addition, the powerful benefits of cyclic magic mean that one additional technique is available to them each event. These techniques follow each other in strict rotation; each technique allows the army the option of issuing a unique order that season.

Magic

- Rituals that target a territory may be performed using the general of the Citadal Guard as a focus

- Can use the Arcane Consolidation order when defending

The Citadel Guard contains many magicians, and soldiers trained to fight alongside magicians and help with the targeting of powerful rituals. If they are defending a territory then they can provide a bounty of crystal mana to their general for use in creating helpful enchantments.

Arcane Consolidation

- The Citadel Guard generates mana crystals based on the number of victory points generated.

- Does not change army strength, casualties inflicted or casualties suffered.

The army concentrates on making magical preparations, shoring up their reserves of mana crystals and seeking out nearby sources of magic. A portion of this bounty in the form of mana crystals is passed to the army general so that they can make the most appropriate use of it.

Ritual targeting

The Citadel Guard contains many specialized magicians and magical experts. The general of the army can serve as a focus for any ritual that targets a territory, replacing the requirement for that ritual to be performed at a regio in the target territory. This only works for rituals targeting the territory where the army is currently on campaign. The general must be present throughout the ritual. Examples of rituals that can be empowered in this way might include Frozen Citadel of Cathan Canae (although the target territory must still contain a suitable region), or a curse such as Rivers Run Red or Naeve's Twisting Blight.

Technique of the Celestial Key

- Resonance of the Day Realm

- Preceded by: Autumn; Succeeded by: Winter

- Allows use of the Enlightened Scrying attacking order

Day resonates strongly with the symbols of divination and revelation. Even the merest apprentice beginning their journey to magical masters learns first how to divine the nature of magic before ever they touch it. There are few secrets hidden to the great masters of the Day realm. With this technique, binding the resonance of day to support the art of gathering and sorting information, the magi of the army can accumulate an awe-inspiring amount of intelligence in a short time.

Enlightened Scrying

- The army generates a map of the territory they are in.

- Casualties inflicted by this army are decreased by two fifths.

- The ability of this army to capture territory is decreased by a fifth.

This attacking order uses divination magic to discover extensive details about the territory within which the army is campaigning. In addition to the map of the territory, it provides details similar to those acquired by a spy network including the location and size of fortifications, details of regions, and the presence of any actively operated bourse resource.

Technique of the Bond of Tears

- Resonance of the Winter Realm

- Preceded by: Day; Succeeded by: Spring

- Allows use of the Winter's Mantle attacking order.

Winter resonates with symbols of cruelty and survival. It preserves, but for all great powers of the winter magic there is a cost to be paid. At the same time that magic averts harm to the Citadel guard and allows them to press forward, their suffering falls on the allies of the army who take the injuries that might otherwise have crippled Urizen magicians. The technique is of limited value unless there is another allied army present to take any losses the Citadel Guard might otherwise suffer.

Winter's Mantle

- The ability of this army to conquer territory is increased by a fifth.

- If the army is fighting alongside any allied army, then all casualties received by this army are divided up between the other allied armies

Winter preserves, but not without a cost. With powerful enchantments, crippling injuries are averted – but must be suffered somewhere. The army can afford to press forward to victory, secure in the knowledge that for a short time at least any losses will fall on their allies rather than themselves.

Technique of the Transcendent Claw

- Resonance of the Spring Realm

- Preceded by: Winter; Succeeded by: Night

- Allows use of the Onrushing Storm attacking order.

Spring resonates with symbols of destructive energy unleashed, with both storms and natural erosion by plants and weather. By channelling this resonance, the walls of a fortification can be overwhelmed either by a slow green tide or with devastating weather phenomenon.

Onrushing Storm

- The army must be attacking a region - that is in a territory that contains a named fortification - or else the order defaults to cautious advance. The fortification need not be in the region being attacked, and this order will not cause it to be involved directly in the campaign.

- All casualties inflicted by this army are directed at the named fortification.

This order damages and potentially destroys a fortification; it is especially powerful in that it can be used from a distance – the Citadel Guard do not need to engage the fortification and can indeed be involved in a campaign in an entirely different part of the territory.

Technique of the Shadowed Threshold

- Resonance of the Night Realm

- Preceded by: Spring; Succeeded by: Summer

- Allows use of the Walk hidden paths attacking order.

Night resonates with symbols of mysteries, secrecy, obfuscation, and inspiration. Binding the resonance and weaving night magic, the army can evade sight in a limited way, and take advantage of hidden or perilous routes through dangerous territory. One use for this power might be to pass through an area infested with vallorn without attracting its attention.

Walk Hidden Paths

- During this season, the army can move through one territory, regardless of whether it is in Imperial control, without stopping.

- If the army uses this ability to pass through a territory containing an enemy force then the ability of this army to capture territory is increased by one-fifth.

Any effect that would harm or impede travel through the chosen territory is greatly reduced in effect and may be nullified. This attacking order allows the army to move through a named territory as part of their normal movement while avoiding dangers such as enemy armies.

Technique of the Mountainous Ascent

- Resonance of the Summer Realm

- Preceded by: Night; Succeeded by: Autumn

- Allows the use of the Irresistible Spear attacking order.

Summer resonates with symbols of prowess and triumph. This technique allows the army to identify key strategic objectives, and helps to secure those objectives, allowing the army to quickly establish safe camps. At the same time, summer magic is used to infuse temporary fortifications to grant them extra strength, providing tactically significant locations which can serve as centres from which the army to expand outwards.

Irresistible Spear

- The army suffers no penalty to victory points generated to capture a region which is not adjacent to a controlled region in the same territory.

Summer magic strengthens and supports the army allowing it to swiftly establish a beachhead in a new territory, or to make an unexpected strike deep into enemy controlled areas.

Technique of the Coiling Chain

- Resonance of the Autumn Realm

- Preceded by: Summer; Succeeded by: Day

- Allows use of the raise the glass labyrinth attacking order

Autumn resonates with symbols of travel, communication, and binding. Channelled and focused, magicians warp synchronicity and serendipity to interfere with the command structure of opposing armies, impeding their ability to coordinate. The lingering effects of the magic warp the ability of enemy soldiers to move away.

Raise the Glass Labyrinth

- Opposing armies or navies may only move one territory in the season following the one in which this order is taken.

This attacking order weaves autumn magic around opposing armies, entangling them with a barrage of curses that interfere with the chain of command in subtle ways. It also creates a cumulative warping of chance that makes it difficult for them to withdraw or advance.

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Daddy Fox

There are various versions of this song that are suitable for several nations.

This first acapella version (Daddy Fox, Muldoon' Picnic) would be great for The Marches or Dawn whereas this version (The Fox, Nickel Creek) would be more suited to The League or The Brass Coast perhaps.

A pdf of the Marches/Dawn version can be found here.

Marches/Dawn version

1. Daddy Fox went out on a chilly night With a ring tong dilly dong kyro me Prayed for the moon to give him light With a ring tong dilly dong kyro me. Cho: Hey fa la lee, fa la la, fa la lero, Hey fa la lero lero lee Up jumped John, ringin' on his bell, With a ring tong dilly dong kyro me.

2. He ran till he came to a cozy pen The ducks and geese were kept therein

3. He grabbed the grey goose by the neck Up with the little ones over his back

4. Old Mother Flipper-Flopper jumped out of bed Out of the window she stuck her little head

5. John ran up to the top of the hill Blew his little horn both loud and shrill

6. The fox he ran to his cozy den There were the little ones 8, 9, 10

7. Then the fox and his wife without any strife Cut up the goose with a carving knife

League/Brass Coast version

The Fox went out on a chilly night He prayed for the moon to give him light For he had many a mile to go that night Before he reached the town-o, town-o, town-o He had many a mile to go that night Before he reached the town-o

He ran till he came to the farmers pen The ducks and the geese were kept therein He said a couple of you are gonna grease my chin Before I leave this town-o, town-o, town-o A couple of you are gonna grease my chin Before I leave this town-o

He grabbed the great goose by the neck He threw a duck across his back And he didn't mind the quack, quack And the legs all danglin' down-o, down-o, down-o He didn't mind the quack, quack And the legs all danglin' down-o

Well the old gray Woman jumped out of bed Out of the window she popped her head Cryin' John, John the great goose is gone The Fox is on the town-o, town-o, town-o John, John the great goose is gone And the Fox is on the town-o

He ran till he came to his nice warm den And there were the little ones 8, 9, 10 Sayin' Daddy, Daddy better go back again It must be a mighty fine town-o, town-o, town-o Daddy, Daddy go back again For it must be a mighty fine town-o

The Fox and his Wife, without any strife They cut up the goose with a fork and a knife And they never had such a supper in their life And the little ones chewed on the bones-o, bones-o, bones-o They never had such a supper in their life And the little ones chewed on the bones

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Damaris

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

Virtue

At the Summer Summit, 377 YE, Damaris of Cantiarch's Hold in Highguard was recognised as an Exemplar of Courage by the Assembly of Courage.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Damaris&oldid=49925"

Damation Cliffs

Contents

- 1 Overview

- 2 The Resource

- 3 The Bourse Seat

- 3.1 Responsibilities

- 3.2 Powers

- 3.2.1 Seat on the Bourse

- 3.2.2 Bounty of white granite

- 3.3 Appointment

Overview

The Damatian Cliffs are located near Damata in the Freeborn territory of Kahraman. Custodianship of the Damatian Cliffs grants an Imperial title; a seat on the Imperial Bourse; and a seasonal bounty of valuable white granite.

The Resource

The mountains of northern Kahraman are rich in stone and ore, and site of the richest white granite quarry in the Empire. Damation granite is easy for an expert to spot, because it is usually flecked with faint silver marks. These impurities are purely cosmetic and do not lessen its value, but a skilled stonemason who can extenuate them and work them into a structure can create breathtakingly beautiful buildings and statues.

Almost every significant Imperial fortification has foundations of Damatian granite, and it has been a point of pride for Seats down the ages to ensure that new fortresses and castles from Wintermark to Urizen use at least a little of their stone. It is traditional for those who have worked the cliffs here to be dismissive of the longevity of any major structure that does not use Damatian granite. Perhaps the best known fortification built with Damatian granite is Fort Braydon, built in the earliest days of the Brass Coast with the first granite quarried in Serra Damata. There are also three smaller castles built into the sides of the mountains overlooking the great quarries, each garrisoned by Freeborn soldiers.

There are several armed camps, small-scale fortifications, along the mountains above the Cliffs that protect both the quarries and the rest of Kahraman from the bandits and outlaws who dwell in the hills and mountains along the borders with Mournwold and Liathaven. There are five fortresses in all, each built of granite quarried nearby. The five garrisons are named for distinctive patterns of silvery inflection on their walls, which are said to take the form of one of the constellations. They are, from east to west, the Key, the Oak, the Chain, the Mountain, and the Web.

Inacia i Correrro i Riqueza was the architect who designed four of the five small castles (the Fort of the Key was built a hundred years after the other four as the quarries were expanded). She was paid a small fortune by the dhomiro of Kahraman for her work, but died shortly after the last castle (the Fort of the Web) was completed. She died without other family, and her fortune was never accounted for. Inacia also drew many of the designs for Fort Braydon, and for several other structures both in Kharaman and beyond, and in addition to silver was regularly paid with small amounts of ilium, which she wore as jewelry on her fingers and in her hair. Always eccentric, rumours quickly surfaced after her death that she had concealed the bulk of her fortune somewhere in the mountains near the Damation Cliffs, and barely a year goes by without someone claiming to have insight into the likely location of Inacia's Trove. Such treasure seekers are figures of regular mockery to the hard-working quarry workers, of course.

The Bourse Seat

Responsibilities

The Seat has no particular responsibilities; they simply receive a bounty of white granite which is theirs to do with as they will. If the Damatian Cliffs were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to the Damatian Cliffs, the Seat would expect to be consulted as to how that opportunity might be resolved.

Powers

Seat on the Bourse

Custodianship of the Damatian Cliffs comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of white granite

The Seat has control of a source of white granite and receives Bourse certificates to represent that control. They can dispense this resource as they choose. Production is 27 Imperial wains of white granite every season.

Appointment

As with all white granite Bourse seats, the holder of the title is determined during the Summer Solstice. As an Imperial seat, any Imperial citizen may participate in the auction and hold the title.

Custodianship of the Damatian Cliffs is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be revoked by the Imperial Synod.

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Dark skies

"What is going on here?" Papiria demanded, furious. The representative of the Imperial School of Medicine bobbed in her wake, a disapproving frown creasing his features.

The patient continued to writhe on the floor, despite the best efforts of the two sentinels attempting to restrain her. Cella of Imperus had been slight even before her sojourn at the Spire of Twisting Shadows, yet the two muscular orderlies struggled to keep hold of her. She arched her back, spit, tried to sink her teeth into the hand of the woman desperately trying to keep her from tearing her own eyes out. Cella's face was a mask of blood - Papiria could not tell if the damage to her cheek indicated she had succeeded in destroying the left one.

"I don't know, ma'am," Healer Escius wrung his hands, hovering on the other side of the struggle, pale and obviously beside himself with worry. Splashed dropelts of fresh, crimson blood cut across the front of his pastel yellow robe.

"Please," he implored the orderlies. "Be careful. She is very weak."

Belying his words, Cella of Imperus managed to tear free from one of the two sentinels, and ranked her fingernails across the face of the man holding her right arm. To his credit, he kept his grip, turning his face away from her to protect his eyes. Fresh bark began to knit across the gouges in his cheek as a third warden dashed past Papiria and grabbed Cella's flailing legs. With the three orderlies working together they finally managed to restrain Cella. Healer Escius immedately knelt beside her, laying his hand on her damaged face and speaking healing words with a confidence that did not match his wretched expression.

As naga woman ushered her guest back down the corridor, she could hear Escius attempting to soothe his patient.

"I'm very sorry," said Papiria turning back to the visitor from Anvil. "But you must understand that some of our patients have been badly damaged by their experiences, and the risk of violence is unfortunately not one we are unfamiliar with."

The chirurgeon nodded, but his gaze lingered on the confused jumble of bodies behind them. The Anvil Hospital and Imperial School of Magic was grateful to the Spire of Twisting Shadows for the regular donation of herbs that Speaker Origen had helped arrange ... but it was clear he did not approve of the treatment of their patients.

Contents

- 1 Overview

- 1.1 New Star

- 1.2 Blazing Mirror

- 1.3 Absent Phoenix

- 1.4 Dark Skies

- 2 Significance

- 2.1 The Phoenix

- 2.2 The Nameless Star

- 2.3 Unsettled Nights

- 2.3.1 The Hooded Eyes of the Naga

Overview

New Star

Towards the end of last year, astronomancers from several observatories in Urizen, Varushka, and the Brass Coast reported sighting a new star. It is a tiny speck of light, too small to be seen with the naked eye, that drifts behind the Wanderer as that baleful star traces its unpredictable pattern across the night sky. The Conclave has yet to reach a consensus as to what the new star should be called. While a suggestion from the Urizen merrow Kyra Halcyon that it be called "the Pilgrim" was discussed, it was ultimately discarded. This has lead some mystics to suggest that this new star might in some way resonate with the unnamed - the esoteric twenty-seventh rune.

The number of people who require treatment for psychological ailments has continued to noticably climb. From Bregasland comes a story of a fendweller imprisoning two of her neighbours in a lightless pit as part of an incomprehensible study of fear. In Temeschwar, a production of "The Swords of Absalom" ends in tragedy when it is discovered that the entire cast has been slain by the troupe master; as he is carried away he rants and raves about the ghosts of dead actors possessing the living and plotting terrible destruction. A circle of Kallavesi mystics poison themselves in the marshes of Kallavesa, leaving behind only a hastily scrawled note to explain their intention to "merge with the cosmos." No part of the Empire remains untouched by this outbreak of mania, and ship captains returning from far off lands and Faraden merchants alike confirm that while the Empire is not unique in experiencing this unsettling phenomenon it seems to be far less prevalent outside their borders.

Blazing Mirror

With the assistance of Camillius of Endsmeet, a group of respected scholars from the Observatory of the Blazing Mirror in Iteri have constructed a device they are confident will allow them to get a closer look at the star. In recognition of their generous benefactor, the new tower constructed to hold the device has been named the "Camillius Steeple". Furthermore, Arbiter Horace has invited their patron to give the keynote speech at the unveiling ceremony during the Spring Equinox.

In addition to Camillius, it is expected that the archmagi, the grandmasters, and several other prominent guests will be in attendance. The stargazers of the Blazing Mirror are confident that an event of such fateful magnitude will guarantee a conjunction on the Sentinel Gate - after all, is that potent device not crowned with an image of the Wanderer?

Absent Phoenix

The new star is not the only disturbance in the heavens. The astronomantic constellation of the Phoenix appears to be fading.

While it is one of the most easily recognisable arrangements of stars in the night sky, scholars all across the Empire have reported a growing uncertainty as to precisely which stars make up its form, and whether there are nine, ten, or eleven of them. When actually looking at it, the answer is clear ... but the more time elapses from actually seeing it, the more they begin to doubt. The phenomenon is especially pronounced among the mundane population - those who cannot work magic are finding it increasingly difficult to trace the stars that form the constellation, and even some astronomancers are finding it harder and harder to explain what the Phoenix represents.

Dark Skies

While the apparent fading of the phoenix is worrying, and the appearance of a new star appears full of portent, it is as nothing to the concern that faces the inhabitants of both Skarsind and Holberg. The night skies over the new homeland of the Imperial Orcs and over the recently liberated League city are entirely absent. By day, nothing is different. By night, however, the skies are empty - save or the moon. That pale satellite drifts serenely in a lake of inky blackness that stretches from horizon to horizon, broken only by clouds.

The Empire is familiar with the Penumbral Veil of course - but that ritual warps the skies, it does not empty them.

Significance

The Phoenix

The constellation of the Phoenix continues to wane. It is becoming increasingly difficult to use the Phoenix in ritual magic - while it still performs its function, and the law "things learn" is still powerful and apparent, it requires considerable extra effort to evoke the power of this constellation. Anyone who feels a strong attachment to, or identification with, this constellation will find themselves prone to periods of listlessness and uncharacteristic introspection. How you wish to roleplay these elements is entirely up to you.

In addition, the creation of an arcane projection has become a little more difficult. This does not change the mechanical details of how an arcane projection is prepared or used, but anyone who creates one during the Spring Equniox experiences a roleplaying effect: they are tired and drained, as if they have spent several hours performing strenuous physical and mental exercise. This condition persists for at least an hour unless removed in some fashion (such as by the boundless energy of the briar lineage).

The exception to this roleplaying effect are the people of Wintermark. For some reason - nobody has yet ascertained why - Winterfolk magicians seem to be able to create arcane projections without any additional effort.

The Nameless Star

The New Star remains unnamed. As before, the Imperial Conclave might choose to formally name it with a Declaration of Concord.

It remains invisible to the naked eye, but anyone with an astronomantic background is free to roleplay that they have seen it themselves - a tiny spark of light that clearly follows in the wake of the Wanderer. Imperial telescopes are unable to make out much more than this - even its crimson hue may merely be a consequence of its proximity to the Wanderer. As with all other stars, the new star is outside the reach of mortal magic - it cannot be scried upon, and it cannot be directly effected with known ritual magic.

Hopefully, the Observatory of the Blazing Mirror will be able to uncover more about the provenance and meaning of this unsettling visitor to the night skies.

Unsettled Nights

If your character suffers from any sort of mental or emotional ailment, they may choose to have that condition intensify during the coming event. Any lineaged character may also wish to review the section on the wiki regarding roleplaying their lineage, with particular regard to the final bullet point on "descent into madness".

If you do choose to explore this opportunity, however, you should remain mindful of Profound Decisions' rules on equality and diversity.

The Hooded Eyes of the Naga

Beyond even the effect of these unsettled nights, any character of the naga lineage who has spent extensive time in either Holberg or Skarsind will find that their natural urge towards subtlety and secretiveness is greatly strengthened. Naga in general relish being mysterious and secretive, but those who have spent an extended period beneath the inky black skies of the League city or the new homelands of the Imperial Orcs may actually need to make a significant effort of will to answer direct questions or be honest about their intentions.

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Darkest night

Imagine a droplet of ink into a glass basin of pure water. See how it spreads out, a little at a time, leaving the water a little murky.

Then Imagine another droplet. And another. And another. Imagine the droplets falling here and there, like a gentle rain of ink. Pitter patter onto the surface of the water. See how the water in the bowl turns from clear to dark. See how the ink coils and twists as it spreads out. A few more drops, carefully placed, and the water is black. Reflective. You can see your face in it much easier now.

Imagine the bowl of water is the night sky. Clouds of black ink spreading across it, gently erasing the stars. An upturned bowl of polished obsidian, lit only by the moon that drifts above the pale clouds.

The poet might look up at that empty sky, pining for the stars. The philosopher might look up and catch their breath at a sudden moment of crushing loneliness.

The burglar looks up, smiling, knowing that less stars means less light means their job is easier.

The militiawoman behind him smiles as well, unlimbering her truncheon, knowing that the glow of his little thieves' palmstone is significantly easier to spot when the night is darkest.

Contents

- 1 Overview

- 2 Significance

- 2.1 The serpent is more crafty

- 2.2 The Augurs of the Opalescent Gloaming

Overview

Shortly after the end of the Autumn Equinox, the stars start going out all over the Empire.

The Empty Skies phenomenon started around a year ago, and through 380YE it has slowly swallowed the stars over Skarsind, Holberg, Necropolis, Bregasland, Segura, Sermersuaq, Volodmartz, Karsk, Miekarova, and the Barrens.

Now, it has spread to cover all Imperial territories as well as the former Imperial territories of Liathaven and the Mournwold, and the non-Imperial territory of Broceliande. During the day all is well; the skies appear entirely normal. At night, however, the skies are empty of stars; only the moon is visible. Only the sky within a mile of Anvil appears to be exempt. There, the night sky appears unchanged. No easy explanation for this element has been found.

Needless to say, this is causing quite a bit of excitement among Imperial astronomancers. The stars are still there, their magic can still be felt... they just can't be seen from anywhere in the Empire except the small circle over Anvil.

Significance

This eerie phenomenon is accompanied by a powerful shroud that makes large-scale divination and scrying extremely difficult. Rituals such as Eyes of the Sun and Moon, Eye of the High Places, and Dreams in the Witch House in particular are being impeded. A simple detect magic performed by anyone in the Empire can sense the presence of the shroud which permeates each territory even when the sun is high in the sky. Imperial magicians from one end of the Empire to the other agree that the shroud is a Night effect of magnitude forty-one, meaning any attempt to scry one of the territories affected must likewise be at least magnitude forty-one or no information can be discovered.

While the stars are still visible outside the Empire, the presence of the shrouds will still make it very difficult for anyone - foreign magician and eternal alike - to scry on the affected territories.

The serpent is more crafty

More importantly, every naga in the Empire experiences the following roleplaying effect; their natural urge toward subtlety and secretiveness is greatly strengthened. Naga in general relish being mysterious and secretive, but while experiencing this potent roleplaying effect they may need to make a significant effort of will to answer direct questions or be honest about their intentions.

The effect applies to all the territories of the Empire, to Liathaven, to the Barrens, to Broceliande, and to the Mournwold.

The Augurs of the Opalescent Gloaming

One of the side effects of the appearance of the shrouds across the Empire has been a burst of action from a circle of Winterfolk called the Augurs of the Opalescent Gloaming. Based in Hahnmark, in White Owl Hall on the icy shores of the Lake Kronevann, the Augurs are an old circle of magicians comprising practitioners of all of the main traditions of Wintermark magic. Their first action has been to provide the Imperial Seer with two gifts; the permanent ownership of a magical mask known as the Hawk's Demeanour, and a promise to donate two doses of Waters of the Shimmering Shore. The latter will aid Imperial magicians in overcoming magical concealments and confusions on all scales - from the powerful shrouds affecting the territories to the smaller and more subtle shrouds that sometimes hide magic items or magical auras.

The spokesperson for the Augurs of the Opalescent Gloaming, an icewalker called Siwar the Sharp, has expressed a hope that the Seer will be able to use these gifts in service to the Empire and the conclave. It remains to be seen if the coven has any further agenda beyond aiding the Imperial Seer.

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Dawn's Glory

Description

These great two-handed swords are very impressive when wielded by a knight in a harness of full plate, striding across the battlefield driving their enemies before them. It is common for them to be granted by Dawnish knightly orders to a new member who has just passed their Test of Mettle. When given in such a way they are traditionally decorated with the heraldic symbols of the knight errant’s new order.

They also have some popularity in the Marches where yeomen with a sense of irony commission great green iron poleaxes called Dawn’s Folly.

Rules

- Form: Weapon. Takes the form of a two-handed weapon.

- Requirement: You must have the Weapon Master skill to bond to this item.

- Effect: You gain one additional hero point.

- Materials: Crafting a Dawn's Glory requires eleven ingots of green iron and three ingots of weltsilver. It takes one month to make one of these items.

Lord Bohemond held out the great two-handed sword towards Annice.

“Annice, have you been to all nations Imperial and saved the life of one citizen of each in turn as was your Test of Mettle?”

“That I have, sir” she replied solemnly

“Then arise, Lady Annice.Take this blade as a sign of membership of the Order of the Spring Colt”

Lady Annice rose from her knee, plate clinking into position. She turned to face the rising sun. A cloud of dust had risen over the lip of the hill. She held the new sword aloft and smiled, the weltsilver horse’s head glistened in the light. The assembled host cheered and roared, louder even than the approaching barbarian mass. Lady Annice stepped forward against the orc charge. The crude battleline broke like a wave upon the cliffs.

~ from The Tale of the Battle of Knightmaker Hill by Troubadour Sibylla Pridesvoice

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Dawn culture and customs (Redirected from Dawn Culture and Customs)

Contents

- 1 The Test of Mettle

- 2 The Test of Resolve

- 3 The Test of Ardour

- 4 Fostering and adoption

- 5 Heraldry

- 6 Funerals and births

The Test of Mettle

The Imperial citizenship tests were created by the Dawnish but the Test of Mettle remains unique to Dawn. The test exists to judge who is glorious enough to join the ranks of the nobility. Passing a noble house's test makes the applicant part of that house. Consequently it is almost impossible to pass the test unless the noble house that is judging you is amenable to your success. Dawn legends are full of tales of heroic individuals passing the tests against such odds but the reality is usually more prosaic.

Any Imperial Citizen is eligible to attempt the Test of Mettle and most scions of noble houses attempt it. In theory any yeoman child can take the test, a fact of which the Dawnish are inordinately proud. In practice, while the rewards for success are high, the tests are difficult to pass without the support that an upbringing in a noble house provides. The tests are difficult even for noble children and groups of them will often work together to help each other pass their test.

Ignominy befalls those who attempt the test and fail, whether yeoman or noble born, and the test is difficult to pass and often dangerous, not least because many Dawn children take the view that you should pass the test or die trying. For this reason most tests are deliberately open-ended, giving the aspirant as much time as is needed to prove their worth. Those attempting to pass their Test of Mettle are formerly called knights-errant and are often accorded some of the privileges of nobility.

The Test of Resolve

When a dispute arises between members of a noble house, it falls to the Earl to settle the matter. Usually the Earl sets a challenge to resolve the matter - a Test of Resolve. Choosing one side or the other risks favouritism. It is much more in the Dawnish spirit for the matter to be settled with a challenge. The loser faces the judgement of the Earl, which can be anything up to expulsion from the house. The penalty is announced before the test begins, which has lead to several tragic incidents. Refusing to comply with or enforce an agreed penalty causes a great loss of renown for all involved.

A fair test is one that plays equally to both parties' strengths; if two knights are arguing then an Earl might order a bout of arms to settle their dispute. If a knight and a troubadour disagree, an Earl is much more likely to set them a challenge that does not favour either of their particular skills. It is possible for either party to employ a champion from their house to compete in their stead. Champions are rare however for they share the fate of the noble whose cause they championed if they lose.

Tests of Resolve are often offered to citizens of other nations who bring complaints against individual nobles. They are not always accepted; however facing such a challenge is a simple way for a foreigner to impress, especially if they can win, or at least lose graciously.

A Test of Resolve between members of a noble house is the only way for a noble to be ejected from the house. Such tests are rare for the challenger risks the same fate as the person they challenge; the loser is stripped of their nobility and reduced to the status of yeoman. Such a fate is almost irreversible; it is exceptionally rare for another house to allow a former noble to join. They must take a second Test of Mettle to prove themselves and such tests are fatally difficult; it must be clear to everyone who witnesses the test that it was difficult enough to erase the stain of previous failure.

The Test of Ardour

Marriage brings yet another challenge for the Dawn nobility. The suitor must put their troth to the house of their intended. The Earl of the house must set the suitor a test of their choosing, called a Test of Ardour. A request for marriage, like a request for a Test of Mettle, may not be refused. If the suitor succeeds then they marry their intended and become a member of their spouse's house.

In theory such a troth can be put to a house without the understanding of the man or woman that the suitor seeks to wed. In practice such behaviour is more the stuff of legend than reality. A marriage test that appears fatally difficult is a sure sign of an unwanted affection. More commonly noble lovers conspire to decide whose Earl can be persuaded to set the easier test.

The Test of Ardour is just one of the many complex social rules surrounding marriage in Dawn.

Fostering and adoption

Before Imperial rule forbade war between the houses, it was commonplace for a defeated noble to swear oaths of fealty or good intention. To ensure these oaths were kept, all the noble's children would be taken as hostages. To avoid this fate, a noble would send every second child to be raised in the houses of friends and allies. Over time it became increasingly common for powerful nobles to adopt talented children into their own family.

This custom continued after the Empire brought peace to Dawn so that now children passed over at birth are raised as full members of the noble house that adopts them. Such children have the same rights and responsibilities as their siblings who are born into the house; the Dawn ideal is that an Earl should treat all the members of their house as if they were of the same blood. Tawdry tales of Earls who fall short of this ideal are common, but it is not unusual for an adopted noble to become Earl of a house.

It is possible, though rare, for yeoman children to be adopted by a noble family. Occasionally it occurs because a child catches the eye of a noble, impressing them with their potential, but usually this is done as an act of gratitude towards a parent by a powerful noble. A common tale in Dawn concerns a noble whose loyal retainer does them a great service, and the noble rewards them by adopting their child - after all, there is little advantage in adoption of an aged retainer to either party.

Heraldry

Every Noble House has its own unique heraldry. On the field, in camp and decorating every castle and manor house in Dawn is their distinctive and glowing heraldry, woven and embellished by the witches of the weaver cabals. Any noble of the House is entitled to bear its arms on their surcote and shield, and when the House marches to war they do so under their banner. Yeomanry require a noble house's permission to bear their arms, but most nobles prefer their retainers to be dressed in their colours, the better to emphasize the glory and majesty of their house.

Although knights-errant are not technically noble, they are permitted to carry the majestic royal blue national banner, displaying a blazing golden sun, and to display the device on their arms. For this reason, nobles who wish to conceal their identity, or house affiliations, sometimes choose to present themselves using Dawn's heraldry rather than their own.

Dawnish heraldry favours bold colours, high contrast stripes and chevrons and fantastical beasts as devices. Very complex heraldry with multiple divisions and colours is generally avoided as confusing and less splendid then a simpler but more striking design.

On the rare occasions when a noble is stripped of rank and exiled from their House, they are usually publically stripped of their heraldry, their shield is defaced and their name struck from the House's records. In some Houses they are given a cloak or surcote in dull brown undyed cloth as a mark of shame before they are driven out.

Funerals and births

Funerals are sombre occasions in Dawn, accompanied by a period of public mourning for friends and relatives. A Dawnish funeral often represents a display of grief, an outpouring of passionate despair that a loved one has departed the mortal world. After the funeral itself, the friends and relatives of the departed celebrate the return of the soul to the wheel, and tell great tales of the dead to persuade the hand of destiny to speed the hero’s return, but they do so in the knowledge that the parting of death is something tragic, not something commonplace.

After death, the body is normally interred in a grave, usually marked by flowering plants or trees. Where several people die at once, such as in the aftermath of a battle, a barrow mound may be raised. Graves in Dawn are generally well tended by surviving relatives, and as memory fades they are slowly forgotten. The graves of heroes, however, often become sites of pilgrimage for those inspried by their tales, who also ensure that the site is tended. Several great heroes are interred in the marble tombs of the Necropolis in Highguard, but this is not commonplace. In a nation of glorious heroes, it requires something special for the priests to request that a body be interred in the necropolis to serve as an inspiration to the entire Empire.

There is a tradition of visiting expectant mothers and telling tales of great heroes, to awaken the heroism of the unborn baby’s past lives. There is a folk belief that an unborn child has a close connection to the Labyrinth that may persist for up to a year after birth, and if a baby consistently seems to "react" to certain tales, it is taken as a sign that the child may be a reincarnation of one of the characters in that tale. The Imperial Synod does not endorse this belief, but it does not prevent the tradition remaining popular.

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Dawn Egregore

The Knight of Roses

The Dawn Egregore, the Knight of Roses, is a mysterious soul that shares Dawn's close ties with the Eternals. Throughout Dawn's history it has had several incarnations, though in recent years appears most often as a warrior resplendent in plate armour bearing the heraldry on its surcote. Although the egregore does not usually initiate or set challenges itself, it offers advice and guidance on the subject, and always acts to remind the Dawnish of their glorious history, and the greatness that is theirs for the taking. It seems especially drawn to Troubadours, and as it moves through the camp encourages them in tales of nobility, hospitality, heroism and virtue, to inspire the nation to match and exceed these tales in turn.

The egregore does not confine its attentions to the nobility, and can be a vocal supporter of yeomen wishing to rise to take their test of Mettle. Unlike many other Egregores, the Knight of Roses can be quite vocally critical if it believes the tradition of the Test of Mettle is being misused - although what it considers "misuse" is anyone's guess. It has been known to intervene on behalf of two lovers petitioning its aid, particularly in its incarnation as the Minstrel. The Knight makes no secret of its contempt for Jack-of-the-Marches, embodying the tensions between the two Nations.

It is said that on a few, rare occasions, the Knight of Roses has given and accepted a favour from a mortal - legends tell of Knights so valiant and devoted to their nation and the Empire that the Knight was moved to acknowledge and return their devotion. Although it still wears what are said to be these favours, it will not speak of those who gave them, neither confirming nor denying the legend.

Current Hosts

In recent years the egregore has taken two hosts both from House Griffinsbain. One a noble and one a yeoman.

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Dawn history (Redirected from Dawn History)

Dawn's forebears came from overseas, seeking to carve out a kingdom. Their early history is full of glorious battles, as noble houses fought against the orcs and drove them out of the fertile lands to found the kingdom. Rather than quarrel amongst themselves, the noble houses agreed to settle the throne's succession by tourney. The death of any ruling monarch would be followed by a grand tourney with the Earl of the winning house taking the crown.

In the years that followed the founding of the Kingdom, a group of disaffected Yeomen chose to leave their lord's lands. They marched across the country, heading for the western borders and the fertile plains beyond. They were joined on their pilgrimage by hundreds more disgruntled yeomen and became known as the Marchers. They had no real weapons or armour, and the nobility fully expected them to be slaughtered by orcs or die of starvation. Instead, the Marchers slaughtered the orc tribes they encountered and created a kingdom for themselves; the Marches, a patchwork of cleared lands controlled by a score of fractious yeoman households.

There were frequent but sporadic conflicts with the Marches in the centuries that followed. Occasionally one or the other would attempt to expand into the neighbouring nation's territory. To this day the westernmost parts of Dawn and the easternmost parts of the Marches are scattered with battlefields and castles that are largely abandoned since the formation of the Empire. Armed conflict is a thing of the past, with both the Marches and Dawn holding equal status within the Empire, but Dawnish who question the validity of their ancient traditions are often gently reminded that they could go and live in the Marches if they don't like it.

Joining the Empire

The story of Dawn's admittance to the Empire is considered one of the great romantic epics. Numerous songs, poems, stories and plays are written about it. The actual events have probably been blurred by the passage of time and the pens of the troubadours, but all agree that it hinged on the marriage of the Empress to the last Dawn King, Rodric of Astolat, called the Lame, a powerful Enchanter.

According to the troubadours, Rodric was a bachelor with unreasonably high standards who looked destined to die unwed. When Cien, a naga yeoman with aspirations to be troubadour, came to Rodric for the Test of Mettle, he was challenged to find the king a suitable bride. The task seemed impossible but with the assistance of a Navarr guide, Cien returned with news of a Highguard woman who was the match for any Dawnish noble. Impressed by stories of the woman's prowess and fiery passion and smitten by Cien's description of her beauty, King Rodric vowed to make her his wife.

Acting on Cien's advice, the King ordered a splendid tourney in Astolat and invited all the powerful nobles of Dawn. The Empress arrived at the tourney in the company of Earl Elayne de Cervise but bearing the flag of Dawn, the traditional arms for a knight-errant. The king and everyone present was entranced by her power and bearing. Only nobles may enter the tourney, but before the assembled host, the Empress demanded a test of Mettle from Earl Cervise.

The Empress was challenged to make an impossible leap across the deep river that runs alongside the Castle of Roses, a traditional response for yeomen whose demands for a Test of Mettle were unwelcome. The Empress readily agreed; still wearing her armour she mounted her horse and together they jumped the river. The sight was so impressive - the more so for horses were practically unknown in Dawn - that it was impossible for any to deny her claim and she was accepted into the house of Cervise.

Cien urged his king to declare his ardour for the Empress before any other noble had chance to pledge a troth. Rodric declared his love for her and demanded the Test of Ardour from Earl Cervise. Before the assembled crowd, the Lady demanded the unthinkable - to prove his love for the new scion of the House Cervise, he must give up his throne - and granted Rodric until the start of the tourney to decide his response. The next morning, following a night of discourse with the Empress, Rodric agreed to abdicate his throne. In doing so he won the Test of Ardour and entered House Cervise as the Empress' husband, whereupon she declared her intention to enter the grand tourney to become Queen of Dawn.

In the tourney that followed, Rodric and his bride rallied Earls who favoured entry to the Empire to their side to oppose those Earls who resisted the idea. It was made clear to all that the tourney was not just for the throne but for the fate of Dawn. The battle was fierce, but the Empress' forces claimed the field, and she was crowned Queen.

In the weeks that followed she moved quickly to secure Dawn's place in the Empire, her victory in the grand tourney meant that even those Earls who had opposed her could not deny that she had followed the customs and traditions of Dawn and beaten them fairly.

Dawn has prospered under Imperial rule and grown in strength, gaining land as the barbarians have been driven back. When the Empire began to stagnate, the nation's emphasis on military strength meant that it was able to repulse the invaders. It is a source of enormous pride to the Dawnish that theirs is the only nation that has never lost a territory to the barbarians.

Dawn has often struggled to gain political support in the Senate. When Dawn armies successfully defeated the forces of the city of Holberg, League politicians were able to convince the Senate to assign the territory to League control. Despite support for Dawn from Wintermark and Varushka, a strong coalition of League and Marcher senators were able to convince Urizen and Highguard that the best thing for the Empire would be to allow Holberg to become part of the League.

While this defeat happened over two hundred years ago, it has not been forgotten. Centuries later, when the territory was lost to the barbarians, the loss was in no small part due to the political divisions the territory still evokes. Dawnish politicians know that Holberg is seen by many as a challenge to their claim to never have lost a territory to the barbarians. When celebrated League wit Gisel van Holberg said "Dawn has never lost territory to the barbarians, but it has lost territory to the civilized" during a tense debate in the Senate, she provoked Earl Jofre de Culwich so badly, the Speaker had to order him to leave the chamber.

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Dawn lineage and species attitudes (Redirected from Dawn Lineage and Species Attitudes)

Any lineage is generally considered a mark of distinction in Dawn and individuals of every lineage, particularly the changeling and cambion, are common in many noble houses. Lineage clearly identifies an individual as being special, and great things are assumed of those who possess any amount of lineage. As a result, the Tests of Mettle are often significantly harder for those with lineage, not because of prejudice but simply because their "magical blood" is assumed to give them an edge. An exception to this is the treatment of the briar lineage. Following the events of the Freedom Heresy, there has been an undercurrent of suspicion towards those touched by the Spring realm.

The naga lineage prospers in Dawn, especially in the ranks of the troubadours. Their instinctive understanding of passion and the drives of their blood synergize well with the priestly calling of the troubadour; they follow the historical role played by Lord Cien in the founding of Dawn. Naga troubadours have an especial knack for, or interest in, arranging and nurturing romances between noble and yeoman alike, and many ensure that the tales of tragic romantic love that underpin many more glorious legends are not forgotten. There is a tacit understanding and acceptance in Dawn that naga troubadours play an active part in match-making between nobles and those seeking to arrange lovers' trysts will often seek out their assistance.

A small number of noble houses are pure-bred, setting their Tests of Mettle such that only those that share their lineage can pass them. These houses often send their human-born children to other houses, and prefer to foster lineaged children. They are often equally accepting of yeomen children with lineage, and some actively seek them out. This practice is particularly common with changeling houses.

Imperial Orcs are a difficult question for the Dawnish. They seem worthy of a measure of respect, and seem to understand the concept of glory, but no noble house would consider offering one a Test of Mettle. They are not human, and consequently while they may be valued allies, they are never likely to be accepted alongside the humans of the other nations of the Empire.

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Dawn look and feel (Redirected from Dawn Look and Feel)

Contents

- 1 Overview

- 2 Feel

- 3 Breakdown

- 3.1 Influences

- 3.2 Materials

- 3.3 Colours

- 3.4 Clothing

- 3.5 Armour

- 3.6 Shields

- 3.7 Weapons

- 4 Noble costume

- 5 Yeomen costume

- 6 Headwear

- 7 Jewellery

- 8 Plate

- 9 Mail

- 10 Leather

- 11 Shields

- 12 Children

Overview

Dawn is the land of valour; the classical images of gleaming plate, of brightly coloured banners and traditional heraldic devices provide the imagery for the nation. Where the Marches is gritty and down to earth, Dawn is the opposite in glowing primary colours. There is a sumptuous nature to the materials and tones used, idealistic in design instead of practical. The Arthurian, pre-raphaelite and neo-medievalism movements all provide strong themes and forms to the nation.

There is a touch of tragic flaw to the people here though also, with elements of Shakespeare's tragedies and Tennyson's poems threaded through their lives, leaving shadow in contrast to all the glorious polished armour.

Also see Dawn costumes and Dawn icons and artistry.

Feel

Arthurian, competetive, gleaming, glorious, romantic, Shakespearean, tragic, triumphant.

Breakdown

Influences

Idealised high medieval, Pre-raphaelite, Arthurian

Materials

Linen, velvet, silk, damask, brocade, fur linings and trim, butter-soft kid leather and suedes.

Colours

The palette is summer, a meadow in full bloom. It’s a myriad of bright, floral colours, accented with some darker jewel shades. Gold, emerald green, bright reds, clear sky blues set off against an occasional sumptuous black. Whatever the colour it should be vivid and lush but remain tasteful.

Clothing

The classic dress for all genders is a long robe with full sleeves or houppelande. The cloth may be silk, velvet, brocade or fine wool and could be subtly patterned. They are often fur trimmed. These are generally worn over a long shirt, well cut trousers and high legged boots.

Some Dawnish might choose to wear a dress or bliaut instead, with simple flowing lines and quite a low neck line, possibly revealing a chemise or shift below. Sleeves are again often extravagantly long.

Houppelandes may be worn over a long shirt, well cut trousers and high boots.

Headgear for everyone is extravagant, and it is definitely headgear rather than hats. Chaperons are often worn to impress, and the type of headresses worn by Arthurian women are the stuff of legend and fantasy. Circlets and headbands are also popular for all whether made of gold or simple leather.

Jewellery is exquisite - a jewelled dagger sheath, a filigreed necklace, a pair of combs, even the poorest will have a piece of treasured jewellery handed down.

Armour

Most knights wear the heaviest and most flamboyant armour they can afford, often covered with a surcoat bearing their personal or house heraldry. Some will wear mail, some with plated reinforcement, and some a full harness. Knights Errant often wear less armour but everyone who is part of a noble house will sport their colours.

High quality leather armour mimics the form of plate – breastplates, gorgets with articulated arms, vambraces etc may all be worn and often bear their owners’ heraldry as a form of rich decoration. Full length ‘coats’ of leather scale or plates may be worn alone or under more leather armour.

The armour is designed not only to protect in war but also to proclaim their glory and make their deeds all the more memorable.

Shields

Shields are highly popular in Dawn, as much for their decoration as their ability to protect. Heater shields are the favoured shape, decorated with personal or household devices.

Weapons

The archetypal Dawnish weapon is the medieval broadsword, but ornate warhammers, maces and axes are also used. Missile weapons are rare; archery is seen as a fitting contest of skill, rather than a glorious weapon of war.

Noble costume

Noble costume should be resplendent. The cut is simple - sleeves may be dagged but are not slashed or puffed - but the fabrics are luxurious, the colours are rich and hems are lined with fur or ermine. Often costume is in house colours or embroidered with the house’s device.

With dresses, cuts are simple, but the materials, the colours, the linings and the trims are rich, detailed and luxurious. Silk, velvet and brocade are ideal.

Yeomen costume

Dawnish Yeomen wear less resplendent costume than their betters, but many are prosperous and most still dream of joining the nobility. They mix easily with the nobility and richer yeomen may look similar to nobles from an impoverished house.

Headwear

Dawnish Headwear encompasses all the more elaborate medieval variety of hats, up to the start of the Renaissance. Headgear for all genders is extravagant, and it is definitely headgear rather than hats. Chaperons are often worn to impress, and the type of headresses worn by Arthurian women are the stuff of legend - henins, crispinettes etc. Regal jewellery such as crowns and tiaras are common for all Earls and powerful nobles.

Jewellery

Jewellery is an important part of costume for male and female Dawnish nobility. Ideally it should be ornate and bejewelled to emphasize the status of the wearer. Jewellery is exquisite - a jewelled dagger sheath, a filigreed necklace, a pair of combs, even the poorest will have a piece of treasured jewellery handed down. Fillets, circlets and headbands are also popular for all whether made of gold or simple leather.

Plate

The very wealthiest Dawn Knights possess a harness of plate, but it is more than just armour. The nation, house or personal symbol maybe etched, engraved or decorated on the armour. Alternatively a rich embroided cloak could be thrown over the plate. A beautiful surcoat or jupon like the one Henry V is wearing emphasizes the knight’s regal nature.

Mail

Mail is highly valued, either worn under plate or by itself. Ideally such armour should include a surcoat or a robe decorated with a house symbol, often a fabulous beast like the dragon.

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Leather

Leather armour is common in Dawn, and is often worn by yeomen and knights-errant. It should range from simple protection to something designed to look as stunning as possible.

Shields

Shields are highly popular in Dawn, as much for their decoration as their ability to protect. Heater shields are the favoured shape, decorated with personal or household devices. The traditional Dawnish shield is a heater or a kite shield. Whatever the shape, a shield is the perfect place for a Dawnish noble to display their personal arms or the insignia of their house

Children

Young children are an opportunity for noble houses to display their wealth and power. Squires are dressed in robes decorated with the house symbols. Older children, noble or yeoman, want the most expensive clothes their parents can afford.

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Dawn Maps

See Also

- Astolat

- The Barrens

- Semmerholm

- Weirwater

PRINT INFORMATION - Each map is set to print at A3 size (the resolution varies between 175ppi and 300ppi). Do not print larger than this or it will pixellate. If you print smaller, the quality will improve slightly. Various sizes are available by clicking on the image. To print, make sure you download the ORIGINAL size image (should be between 2700 and 5000 pixels wide. Feel free to add your own textures etc

Maps by Daisy Abbott

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Dawn music (Redirected from Dawn Music)

Contents

- 1 The Music of Dawn

- 1.1 Style summary

- 1.2 Commonly known songs

- 1.2.1 A musical tradition

- 1.2.2 One for the kids

- 1.2.3 Funeral Songs

- 1.2.4 Wedding Music

- 1.2.5 Songs about notable people/entities in Dawn

- 1.3 Further examples

- 1.3.1 Songs

- 1.3.2 Instrumentation and tunes

- 1.3.3 Other performance traditions

- 1.4 How to adapt your repertoire

- 1.5 Our sources

The Music of Dawn

Style summary

Arthurian high medieval, chivalric, courtly, 'high' culture, battle anthems, tales of love, glory, and tragedy.

Dawn draws on the more formal folk and classical traditions of Shakespearean/Elizabethan period, for example madrigals, as well as fantastical folk tales from the English or Irish tradition.

Commonly known songs

- Sweet Kate - medium difficulty madrigal for 3 female voices

- Dawnish War Song - medieval song with drums and other instruments

- Britta's Glory - Verse-chorus war song

A musical tradition

All sensible knights understand that for their glory to continue after death, you rely on the skill and conviction of minstrels and storytellers. What better way to earn glory and reputation than to let them see your deeds for themselves? Therefore it is not uncommon for questing knights to invite along the best minstrel they can find to accompany them on a quest - it goes without saying that the safety of the minstrel is paramount. The best singers and storytellers have a song or tale ready for the victory feast the same evening, and direct retellings of glorious battles and the valour of Dawnish knights in either victory or death are always enthusiastically received!

One for the kids

- Five Little Ploughboys

- Chants for naughty children

Funeral Songs

- Dirge for Fidele

- When I Am Laid

Wedding Music

- Wedding Air

Songs about notable people/entities in Dawn

- The Ballad of Sir Alain, written for a knight killed in glorious battle

- Sir Isobel, a traditional Dawnish song which has had a recent rise in popularity

- The Novarion Phoenix, written about a Dawnish house

- Sir Colwyn, a recently-written song about a Dawnish knight.

- Onward to Glory I Go, an adaptable song of glory, popular amongst questing knights.

Further examples

Songs

- Come my pretty one - Dawnish song about life

- Sweet Kate - medium difficulty madrigal for 3 female voices

- Tam Lin - fantastical folk tale, medium difficulty

- April is in my mistress' face - difficult madrigal set for SATB

- Annan Water - gloomy ballad about drowning, medium

- Though Philomena Lost Her Love - medium difficulty madrigal, 3 female voices.

- My Bonny Lass She Smileth - SATB madrigal

- Weep O Mine Eyes - SATB madrigal, hardish

- Tanner's Hill - fantastical ballad, easy

- The Moon's Only Daughter - wistful ballad, easy

- His Banner's Not Mine - Love song, easy

- Weaver's Curse - cautionary tale, easy

- Spinning Song - tragic love song, easy

- The Rose Garden - Tragic love song, easy

- Sweet, Stay Awhile - Elizabethan love song, medium

Instrumentation and tunes

- Anything vaguely courtly using recorders, plucked strings, single drums, harps, autoharp, or similar.

- Elizabethan recorder music - very appropriate for Dawn, especially if played on recorders or harp with a single drum.

Other performance traditions

- Courtly dances.

How to adapt your repertoire

- Sing in a formal rather than bawdy style. Up the properness and pathos of your words. Strum your guitar like a lute. Roll your rrrrs!

Our sources

Thomas Morley, Kate Rusby, Bill Jones, Glasgow Madrigirls, the other Madrigirls who actually sing more madrigals,

Here is a youtube playlist to get you in the mood!

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Dawn children

Despite - or perhaps because of - the warlike nature of life in Dawn, the children of yeomen and nobles alike are sheltered, indulged and encouraged to make the very most of their childhood. They are not expected to undertake apprenticeships or work for their parents until they are of age, but instead are allowed a great deal of freedom to play. It is a parent's responsibility to educate their children to a reasonable standard, and most can read, write, perform arithmetic and understand imperial and national history by adulthood.

Play, however, is not unstructured, and children are encouraged to participate in games which develop skills they may need later in life. Particularly popular amongst the noble houses are games of war, where children learn how to correctly handle weapons, fight individually and in groups and learn to command troops in miniature. Minstrels often teach such things, using the tales of great heroes to inspire and structure the games.

Children born into or adopted into noble houses are often given positions of responsibility as squires.

Things every child should know

- A challenge lost makes you a better opponent next time - Do not be afraid of failing, as long as you learn from it.

- Follow your heart but use your head. - Be true to yourself but make sure you think things through and ask the advice of those who can help.

- Learn from heroes, do not copy them - Heroes past and present have much to respect, but make sure you know how and why they accomplished their great deeds, not just that they did.

- There is no honour in letting someone win - Giving away your victory dishonours both you and your opponent. Once the glory fades, they will not thank you.

- Be proud of your achievements, however small - A small deed done today may lead to a greater one tomorrow.

- Know what your name means - Who are you named after? Be ready to tell anyone who asks a story about your namesake.

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Dawn costumes

Contents

- 1 Overview

- 2 Fabrics

- 3 Similar nations

- 3.1 The Marches

- 3.2 Wintermark

- 3.3 The League

- 4 Research

- 4.1 Movie Costume Research

- 4.2 Historical Costume Research

- 4.3 Reenactment groups

- 5 Men

- 5.1 Bliaut and Surcote

- 5.2 Robes, gowns and cotehardies

- 5.3 The Houppelande

- 6 Women

- 6.1 Fantasy and "historically inspired" gowns

- 6.2 Houppelandes and Burgundian gowns

- 6.3 Cotehardie and Sideless Surcote

- 7 Hats, outerwear and accessories

- 7.1 Hats, crowns and headdresses

- 7.2 Cloaks

- 7.3 Hoods

- 7.4 Accessories

- 8 Armour

- 9 Weapons

- 10 Heraldry

- 11 Bibliography

- 12 Costume sellers

Overview

"Dawn is the land of valour; the classical images of gleaming plate, of brightly coloured banners and traditional heraldic devices provide the imagery for the nation. Where the Marches is gritty and down to earth, Dawn is the opposite in glowing primary colours. There is a sumptuous nature to the materials and tones used, idealistic in design instead of practical. Arthurian, pre-raphaelite and the neo-medievalism movements all provide strong themes and forms to the nation."

Clothing in Dawn draws inspiration from the clothing of 12th-15th Century England and France, Pre-Raphaelite artists such as Edmund Blair Leighton, Dante Gabriel Rosetti and John William Waterhouse, and fantasies such as Lord of the Rings, Merlin and Game of Thrones. On the battlefield, the Dawnish are a pageant of glittering armour, blazing heraldry and exquisite banners; at peace, they wear elegant and well cut tunics, houpellandes and surcotes. Women may also choose to wear gowns, usually with a long, smooth silhouette, full skirts and either tight sleeves to the wrist, or flowing trumpet or bell sleeves that fall in folds from the elbow.

Fabrics

Dawn is a country where you can really go wild with your fabrics and indulge yourself. For high status characters, rich wools, intensely coloured silks, fine linens and velvets are all a wonderful choice. Don't automatically assume that they're more expensive - like every fabric, there's a range, and if you shop carefully you can pick up some superb bargains. Ebay is always good. Try to stick to natural fabrics or natural/synthetic blends - pure synthetics are uncomfortable and wear badly, with very few exceptions.

You might like to take inspiration from history and consider body linens - a soft white linen shift or shirt against your skin. This is a good idea not only because it's comfortable, but also because it protects your outer garments from sweat and stains. If you'd prefer not to use linen for reasons of expense or weight, a soft cotton muslin works beautifully for this. For outer garments, try fine wools, brocades, velvets and silks; for cloaks, cotton velvet and wool melton are ideal.

A guide to fabrics for kitmaking

Similar nations

The Marches

Parts of the Marches were once Dawnish, so it should come as no surprise that there are significant similarities in the costume. Both draw their inspiration from medieval north-western europe, so the bulk of the difference is in the materials used. The Marches tend towards a palette of natural colours in wools and linens, less lavish designs and simpler construction. The Dawnish, by contrast, favour bright, heraldic colours, contrasting trims and fabrics and more flowing garments using more material. Accessories play a big part in making an outfit look Dawnish - a colourful long belt, a jewelled dagger sheath, an ornate leather purse or a crown can all make relatively simple and understated costume look regal.

Wintermark

Wintermark shares some basic similiarities in terms of garments and cut with Dawn, but it should be even less bright and less lavish than that Marches. Some very high status Steinr might wear something to the Senate that a Dawnish yeoman would wear in the fields - if you have a beautiful, simple tunic in drab colours, try accessorising it with a good belt, fine jewellery or a hood or mantle in a contrasting colour and suddenly it will look a lot more Dawnish.

The League

Though robes, houppelandes and surcotes should be fairly distinct, gowns, especially the Burgundian, can be similar in Dawn and the League. To keep the looks distinct, keep the lines of Dawnish costume clean and elegant, omitting any pinking or slashing, avoiding sleeve puffs and the very Italianate-looking Borgia-style gowns. As always a hat or headdress will help in keeping the look Dawnish.

Research

Re-enactment costume from the 12th-15th centuries is ideal, but imaginative use of historical costume with a fantasy flair is even better. Whatever look you go for, from the wide choices presented, make sure it's bright, glorious and fun to wear.

Movie Costume Research

- Movie costume guide

- Lord of the Rings research

Historical Costume Research

There's an enormous wealth of information on the web aimed at re-enactors, larpers and SCA enthusiasts. Google searches on Medieval re-enactment, War of the roses and 13th, 14th or 15th Century re-enactment will all provide helpful inspiration.

Reenactment groups

Some links to reenactment groups' costuming guides - a helpful source of inspiration and information.

- Company of Saint Sebastian

- Buckingham’s Retinue

- Company of Saynt George

- The Medieval Siege Society

- St Hubert's Rangers

Men

For male costume, there are a wealth of historical and fantasy looks to form the basics of your costume. The look should be dynamic, dramatic and exude power. As always, try to avoid flimsy fabrics and drab colours if you can as these will take to evoke other nations - Dawnish clothes should demonstrate the wearer's exquisite taste, rank and nobility.

Bliaut and Surcote

A bliaut is a 12th century tunic, worn often with a sleeveless overtunic in heraldic or house colours. It's an easy look to achieve, either from off-the-peg reenactment kit or through making your own, and with a hood and cloak can look really splendid.

When worn over armour, a surcote is a great alternative to a tabard - unlike a flimsy cotton tabard a fitted surcote won't ride up, twist round your neck or tangle in your leg armour, and can look a lot more flash and substantial for relatively little extra work.

- How to make a t-tunic

- How To - Make a Surcote

- An inspiring hood

- A good hood article

Robes, gowns and cotehardies

On men, a gown is a reasonably close fitting robe, usually buttoning down the front, with long close fitting sleeves to the wrist. It persists to this day as the cassock and in the clothes of choristers and some very traditional public school uniforms, all of which means both patterns and off-the-peg versions are fairly readily available.

It's a very adaptable look - a fantasy treatment could take the basic silhouette and standing collar, and shorten the overall length, either with full length or half length sleeves, as worn by Boromir, Uther Pendragon and Jaime Lannister for a "warrior's coat". It looks good worn open over chainmail. A close-fitting variant of this is the cotehardie which usually has lots of closely spaced buttons down the front and the sleeves - try googling "cotehardie". It can be a tough look to pull off, but well worth it!

Patterns:

- Butterick 6844

- Simplicity 2235

- Simplicity 4697 (unfortunately out of print but you might get it on ebay)

- Simplicity 2089(this one would need a little adapting - closed sleeves rather than open, but would do a nice over-robe like Boromir's if you make a sleevless version)

- McCall 4745 This is actually a civil war uniform, but if you make up the blue version with an asymmetric closure it's very close to Jaime Lannister's coat above. Warning - the pattern runs a little large, so unless you're planning on wearing it over mail consider going down a size.

- Reconstructing history man's cotehardie

The Houppelande

This is a loose robe-like garment which can be knee or ankle length, with a variety of sleeves and necklines, which can be worn belted or loose. It's different from the style above as the waist isn't fitted - a great choice to show off lots and lots of thick and heavy fabric. It has the major advantage that you can just throw it over anything at all underneath and not worry about your under-kit being revealed. However, it really needs to be in fairly heavy cloth to look right, ideally wool, and can get a bit stuffy in hot weather. Team it with a chaperon hat for a really resplendent look!

- Period Patterns 26

- How to draft a Houppelande pattern

- Houppelande drafting

- More drafting instructions

- Butterick 5626 (you could make a really fun houppelande out of this!)

Women

There is absolutely nothing to stop women wearing any of the styles above - the Empire doesn't require long skirts to be worn for modesty any more than it requires your hair to be covered. However, there's fun to be had in resplendent gowns - and you can be as historically inspired as you like without needing to choose an "authentic" but unflattering style.

Fantasy and "historically inspired" gowns

The blue dress is made of two contrasting fabrics - a gold brocade and a blue fabric which you could replicate with a richly coloured fine wool, silk or linen. Use Simplicity Pattern 4940 (http://www.simplicity.com/p-2201-costumes.aspx) view C (without the corselet/vest), and cut your centre front piece and lower sleeves out of the brocade to contrast with the blue. The pattern will give you a slightly thicker band of brocade at the neck, which you could easily trim down, and will sit on your shoulders rather than off (which is much more practical for active wearing). I'd suggest replacing the zip down the back with lacing - it's just as easy and lacing never jams or breaks in a field.

For the cream dress and the blue cloak, you could use Butterick 4377, and sew it in a soft silk velvet or a good synthetic stretch velvet. If you use a decent heavy stretch velvet, you could omit the lacing down the back and just wear it as a pullover dress. For a different look you could use silk, lightweight wool or linen - just choose a lush, rich colour. For the neckline, you could cut a piece of brocade to match the curve of your neckline and carefully sew it on by hand, or you could get some fancy trim or ribbon. For the belt, try looking for a charity shop chain link belt, or make one out of a strip of silk and an old buckle, or use some fancy trim. eBay is a great source of trim - for some really splendid beaded trim at very reasonable prices I use this eBay shop. About 2m would do a great jewelled belt; they also sell shaped pieces designed to go on the necklines of dresses. For the cloak trim, the same ebay shop is good, or you could try searching for damask trim or brocade trim.

Lord of the Rings is a great source of inspiration for women's dresses. Simplicity 4940 is a good place to start, as is McCall's 4491. alleycatscratch.com breaks down every costume in the movie, and is a fantastic resource for choosing the right pattern, fabrics, trim and accessories - even if you don't want to exactly duplicate a LotR costume, it's full of useful information. A word of warning - while many of Arwen's gowns are ideal for Dawn, avoid the more oriental looking ones as they are probably better suited to Urizen. Eowyn's White Gown, Coronation Gown, Green Gown and Victory Gown are all ideal, but many of the others belong in Wintermark or the Marches.

Houppelandes and Burgundian gowns

Houppelandes are great on women, too. It's not the easiest look in the book, but it's very striking. The one in the leftmost picture is velvet lined in fur, which gives it tremendous bulk and body - an alternative would be to line most of it in thick blanket wool, saving your fur or fake fur for the edges.

- Period Patterns 26

- How to draft a Houppelande pattern

- Houppelande drafting

- More drafting instructions

- Simplicity 5925

- Reconstructing History 005

- Fantastic resource on 15th Century dresses and headgear, with patterns

The Burgundian gown is a later development of the Houpellande, usually closer-fitting with a deep v neck and and a broad belt just under the bust. Stick to the heavy draped versions; later Italianate ones in lighter silk with close fitting sleeves are more suitable for the League.

- Simplicity 9058

- Reconstructing History 007

- More drafting instructions

Cotehardie and Sideless Surcote

The cotehardie is a close fitting supportive gown, also known as the gothic fitted dress, usually buttoning down the front and the sleeves, and worn with a leather or metal belt around the hips. It's simple in construction, though needs a little fitting. One lovely historical example is the Moy Gown, which has a unique construction pattern for the sleeves, and makes a lovely intermediate to advanced project. You can easily fake the look of a cotehardie with a modern princess seamed dress. Here's a How To to give you some ideas: How to adapt a commercial pattern to make a high status dress

For formal occasions, a great way to dress up a cotehardie is by putting a sideless surcote over the top, ideally in house colours and bearing your heraldry. Make a full length version of the pattern above, either adding lacing down the sides or cutting a little more away to reveal the gown underneath. Usually the belt goes over the cotehardie, under the surcote.

- Simplicity 2573

- How to make a cotehardie

- How to make a heraldic sideless surcote

Hats, outerwear and accessories

Hats, crowns and headdresses

Although not a required part of costume, a headdress, crown or hat can be the finishing touch that pushes a costume from good to fantastic. A crown, either metal or a good substitute, can look fabulously regal on a noble or earl. A less formal look which still adds stature and majesty is the Chaperon, which was initially a hood worn sideways on the head and gradually developed into a more structured hat. Hoods are also good, particularly for yeoman characters, with particolouring, dagging and buttons helping to keep the look from sliding towards the Marches.

For historical women's headgear, looks are virtually limitless. Historical inspiration can be drawn from royalty of the 11th century (crown and veil), through the ever changing noble fashion of Templars, padded roll and veil, through to the elaborate steeple hennins of 15th century France, and the English butterfly headdresses of the same time. Even a simple padded roll, ren-fest style, can look good with a lower status costume.

Unsuitable hats - Try to avoid any historical looks from the Tudor period and later, as they can look a bit incongruous with medieval fantasy costume. And remember, headwear is for display and not for modesty, so consider rich, bright colours and sparkling whites, and leave the dull linen coifs to the Marches.

- http://www.kats-hats.co.uk/index.shtml

- http://medievalmilliner.blogspot.co.uk/

- http://thecostumersmanifesto.com/costumeoldsite/history/100pages/chaperons.htm

- http://www.virtue.to/articles/reticulated.html

Beautiful living-history standard crowns:http://www.pewterreplicas.com/dept.asp?id=33

How to make your own:http://www.alleycatscratch.com/lotr/makingem/Tips/MakingCirclets.htm

Cloaks

TV Series: Merlin

A cloak is a near-essential part of your costume, and a great opportunity to give your kit a finishing touch and keep you cosy. For light fabrics, you can make a gathered-neck cloak with a drawstring for ease of construction- with heavy wools and velvet, a semicircular or circular mantle works best to reduce bulk at the neck and drapes beautifully. Try edging or lining your cloak in good fake fur for a really regal look, or adding a pelt around the shoulders (charity shops often won't sell fur coats up front, but store them in their back room and will allow you to make a donation in exchange for taking them away. If they don't have any, leave your details and get them to call you if any are handed in.)

http://garbindex.com/cloak/patterns.html http://www.reddawn.net/costume/patterns.htm

Hoods

Another very variable garment with dozens of options for length, colour and decoration meaning a hood can be a simple or fancy as you like.

- Good information and patterns for hoods

- Cowl and hood

- Various hood patterns

- Reconstructing History 008 - Multiple head wear items

- Reconstructing History 009 - Multiple women's head wear items

Accessories

A long medieval belt makes a fantastic accessory. These are the cheapest I've found, and they're lovely and come in lots of colours.

http://www.lionheartreplicas.co.uk/shop/index.php?productID=252

These ones are rather more expensive, but gorgeous http://www.jelldragon.com/belts.htm

Armour

Plate armour is the ideal look for Dawn, but can be expensive. Re-enactment suppliers and ebay are a good place to look.

Plate armour: http://www.whiteroseapparel.com/ http://www.getdressedforbattle.co.uk/

Chain mail supplies and finished items: http://www.theringlord.com http://www.armchair-armoury.co.uk/chainmail.htm

Lightweight polyurethane replicas: http://www.nortonarmouries.com/

Medieval plate style Leather armour: Totally Leathered Totally Leathered provides custom tooled leatherwork & bespoke armour.

Idiom Productions Costume and Props Workshop creates custom hand-tooled leather armour, clothing and LRP weapons

Make your own: Here's a tutorial on how to make moulded leather armour And here's one on how to make plate out of wonderflex

Weapons

The classic Dawnish weapons of long sword and heater shield are fortunately widely available from LRP weapons makers. For swords, a classic cruciform shape is ideal, and detailing on the hilt can look as superb as the clean lines of unadorned quillions. If you're not fortunate enough to be commissioning a custom shield painted with your heraldry, consider making a cloth cover for your shield and appliquéing or painting your heraldic device onto it.

http://www.skianmhor.co.uk http://www.saxonviolence.com/index.php http://www.tallowsfx.com/

Heraldry

Heraldry is a huge part of Dawnish identity, and any member of a noble house or weaver cabal should define their group and personal heraldry, and consider working it into their costume. Even if a house isn't dressed identically, there's no doubt that using their heraldic colours in part of each member's kit makes a strong unified statement on and off the battlefield, and looks damn amazing too.

Here's a project showing you how to work a heraldic device into your costume: See also how to make a surcote.

- Medieval Art and Woodcraft Historical and historically inspired banners, flags and livery badges.

Bibliography

- The Medieval Tailor’s Assistant, Sarah Thursfield – Pretty much the bible for medieval costumes. Covers the layers from underwear to outerwear for the periods 1200-1500, plus headwear and accessories. Goes into detail about how to make the garments, which fabrics to use etc. A really excellent book.

- Medieval military costume, Gary Embleton – Very useful book using colour photographs of live models. Goes into detail about everything from 13th Century foot soldiers to 15th Century knights, with sections on underwear, armour, women’s dress and Landsknechts.

- Make Your Own Medieval Clothing for men, and for women, by W. Zerkowski and R. Fuhrmann, plus Headwear and Shoes available on the German website. Great books, giving designs for lots of different garments, though few instructions on how to make them. This would be more suitable for an experienced costume maker.

- Patterns for Theatrical Costumes by Katherine Strand Holkeboer Gives scalable patterns.

- Medieval Costume in England and France - no patterns, but great for ideas on silhouette and style. Mostly black and white.

- The Evolution of Fashion Sadly out of print. A great introduction to how dress changes through the middle ages and up to the present day.

Costume sellers

- The Midgard Seamstress Custom made UK LARP and Re-enactment costumes

- Angrave Designs Custom costume production and embroidery

- Arm Street Medieval and Fantasy clothing from Russia (English language website)

- Cloak’d and Dagger’d

- Custom Costume Company Bespoke designs for re-enactors and roleplayers

- Historic EnterprisesAmerican based costume company. Trades at TORM

- Kats HatsStunning medieval hats as well as beautiful pouches and gloves

- Matuls Clothing, armour tents and camp accessories from Poland (English language website)

- Revival Clothing

- Sally Green

- Sew-mill

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Dawn culture and customs

Contents

- 1 The Test of Mettle

- 2 The Test of Resolve

- 3 The Test of Ardour

- 4 Fostering and adoption

- 5 Heraldry

- 6 The Night of Flowers

- 7 Funerals and births

The Test of Mettle

The Imperial citizenship tests were created by the Dawnish but the Test of Mettle remains unique to Dawn. The test exists to judge who is glorious enough to join the ranks of the nobility. Passing a noble house's test makes the applicant part of that house. Consequently it is almost impossible to pass the test unless the noble house that is judging you is amenable to your success. Dawn legends are full of tales of heroic individuals passing the tests against such odds but the reality is usually more prosaic.

Any Imperial Citizen is eligible to attempt the Test of Mettle and most scions of noble houses attempt it. In theory any yeoman child can take the test, a fact of which the Dawnish are inordinately proud. In practice, while the rewards for success are high, the tests are difficult to pass without the support that an upbringing in a noble house provides. The tests are difficult even for noble children and groups of them will often work together to help each other pass their test.

Ignominy befalls those who attempt the test and fail, whether yeoman or noble born, and the test is difficult to pass and often dangerous, not least because many Dawn children take the view that you should pass the test or die trying. For this reason most tests are deliberately open-ended, giving the aspirant as much time as is needed to prove their worth. Those attempting to pass their Test of Mettle are formerly called knights-errant and are often accorded some of the privileges of nobility.

The Test of Resolve

When a dispute arises between members of a noble house, it falls to the Earl to settle the matter. Usually the Earl sets a challenge to resolve the matter - a Test of Resolve. Choosing one side or the other risks favouritism. It is much more in the Dawnish spirit for the matter to be settled with a challenge. The loser faces the judgement of the Earl, which can be anything up to expulsion from the house. The penalty is announced before the test begins, which has lead to several tragic incidents. Refusing to comply with or enforce an agreed penalty causes a great loss of renown for all involved.

A fair test is one that plays equally to both parties' strengths; if two knights are arguing then an Earl might order a bout of arms to settle their dispute. If a knight and a troubadour disagree, an Earl is much more likely to set them a challenge that does not favour either of their particular skills. It is possible for either party to employ a champion from their house to compete in their stead. Champions are rare however for they share the fate of the noble whose cause they championed if they lose.

Tests of Resolve are often offered to citizens of other nations who bring complaints against individual nobles. They are not always accepted; however facing such a challenge is a simple way for a foreigner to impress, especially if they can win, or at least lose graciously.

A Test of Resolve between members of a noble house is the only way for a noble to be ejected from the house. Such tests are rare for the challenger risks the same fate as the person they challenge; the loser is stripped of their nobility and reduced to the status of yeoman. Such a fate is almost irreversible; it is exceptionally rare for another house to allow a former noble to join. They must take a second Test of Mettle to prove themselves and such tests are fatally difficult; it must be clear to everyone who witnesses the test that it was difficult enough to erase the stain of previous failure.

The Test of Ardour

Marriage brings yet another challenge for the Dawn nobility. The suitor must put their troth to the house of their intended. The Earl of the house must set the suitor a test of their choosing, called a Test of Ardour. A request for marriage, like a request for a Test of Mettle, may not be refused. If the suitor succeeds then they marry their intended and become a member of their spouse's house.

In theory such a troth can be put to a house without the understanding of the man or woman that the suitor seeks to wed. In practice such behaviour is more the stuff of legend than reality. A Test of Ardour that appears fatally difficult is a sure sign of an unwanted affection. More commonly noble lovers conspire to decide whose Earl can be persuaded to set the easier test.

The Test of Ardour is just one of the many complex social rules surrounding marriage in Dawn.

Fostering and adoption

Before Imperial rule forbade war between the houses, it was commonplace for a defeated noble to swear oaths of fealty or good intention. To ensure these oaths were kept, all the noble's children would be taken as hostages. To avoid this fate, a noble would send every second child to be raised in the houses of friends and allies. Over time it became increasingly common for powerful nobles to adopt talented children into their own family.

This custom continued after the Empire brought peace to Dawn so that now children passed over at birth are raised as full members of the noble house that adopts them. Such children have the same rights and responsibilities as their siblings who are born into the house; the Dawn ideal is that an Earl should treat all the members of their house as if they were of the same blood. Tawdry tales of Earls who fall short of this ideal are common, but it is not unusual for an adopted noble to become Earl of a house.

It is possible, though rare, for yeoman children to be adopted by a noble family. Occasionally it occurs because a child catches the eye of a noble, impressing them with their potential, but usually this is done as an act of gratitude towards a parent by a powerful noble. A common tale in Dawn concerns a noble whose loyal retainer does them a great service, and the noble rewards them by adopting their child - after all, there is little advantage in adoption of an aged retainer to either party.

Heraldry

Every Noble House has its own unique heraldry. On the field, in camp and decorating every castle and manor house in Dawn is their distinctive and glowing heraldry, woven and embellished by the witches of the weaver cabals. Any noble of the House is entitled to bear its arms on their surcote and shield, and when the House marches to war they do so under their banner. Yeomanry require a noble house's permission to bear their arms, but most nobles prefer their retainers to be dressed in their colours, the better to emphasize the glory and majesty of their house.

Although knights-errant are not technically noble, they are permitted to carry the majestic royal blue national banner, displaying a blazing golden sun, and to display the device on their arms. For this reason, nobles who wish to conceal their identity, or house affiliations, sometimes choose to present themselves using Dawn's heraldry rather than their own.

Dawnish heraldry favours bold colours, high contrast stripes and chevrons and fantastical beasts as devices. Very complex heraldry with multiple divisions and colours is generally avoided as confusing and less splendid then a simpler but more striking design.

On the rare occasions when a noble is stripped of rank and exiled from their House, they are usually publically stripped of their heraldry, their shield is defaced and their name struck from the House's records. In some Houses they are given a cloak or surcote in dull brown undyed cloth as a mark of shame before they are driven out.

The Night of Flowers

At the Spring Equinox the people of Dawn celebrate their Night of Flowers. Although similar in some respect to the Urizen Festival of Flowers that takes place at the same time, this is a celebration of emotion and openness - although not necessarily of Virtue. Participants are encouraged to "wear their hearts on their sleeves", and it is customarily a time where romantic relationships begin or are renewed. The festival is an important part of Dawnish culture, as it encourages a period of relatively consequence-free communication between the noble houses of Dawn.

During the festivities, the Dawnish make gifts of flowers to those toward whom they have strong feelings. While it is common to celebrate romantic feelings, flowers may also be given to make feelings of respect, hatred, filial affection, or any number of other emotional ties. As befits a time of new beginnings, the Night of Flowers often sees the formation of new bonds of love, friendship, and respect, or the beginning of fresh rivalries between those who compete for glory.

Every house has their own codes of what flowers mean. Although red flowers are almost universally seen as a symbol of love or affection, part of the festivities revolve around deciphering the meaning of any flowers that have been received.

As part of the celebration, one member of the nation is chosen to be the Knight of Flowers; a guised figure who can be prevailed upon to carry favours and flowers on behalf of any noble or yeoman to their intended recipient. The Knight of Flowers is important to the celebration as it is their role to ensure flowers are shared and to help decipher meanings while ensuring that the festivities match the Dawnish spirit. It is seen as an honour to be girded as the Knight of Flowers and (unsurprisingly for Dawn) competition for the right to bear the mantle can be intense.

Those who choose not to partake in the ceremony are encouraged to wear a black sash to display their choice and it is not appropriate to give flowers to these people.

Funerals and births

Funerals are sombre occasions in Dawn, accompanied by a period of public mourning for friends and relatives. A Dawnish funeral often represents a display of grief, an outpouring of passionate despair that a loved one has departed the mortal world. After the funeral itself, the friends and relatives of the departed celebrate the return of the soul to the wheel, and tell great tales of the dead to persuade the hand of destiny to speed the hero’s return, but they do so in the knowledge that the parting of death is something tragic, not something commonplace.

After death, the body is normally interred in a grave, usually marked by flowering plants or trees. Where several people die at once, such as in the aftermath of a battle, a barrow mound may be raised. Graves in Dawn are generally well tended by surviving relatives, and as memory fades they are slowly forgotten. The graves of heroes, however, often become sites of pilgrimage for those inspired by their tales, who also ensure that the site is tended. Several great heroes are interred in the marble tombs of the Necropolis in Highguard, but this is not commonplace. In a nation of glorious heroes, it requires something special for the priests to request that a body be interred in the necropolis to serve as an inspiration to the entire Empire.

There is a tradition of visiting expectant mothers and telling tales of great heroes, to awaken the heroism of the unborn baby’s past lives. There is a folk belief that an unborn child has a close connection to the Labyrinth that may persist for up to a year after birth, and if a baby consistently seems to "react" to certain tales, it is taken as a sign that the child may be a reincarnation of one of the characters in that tale. The Imperial Synod does not endorse this belief, but it does not prevent the tradition remaining popular.

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Dawn economic interests

Money is a frequent challenge in Dawn, especially for the noble houses. There is no glory in making money; an obsession with money is seen as tawdry, something that is beneath those who have proven themselves, so most nobility express a very public disinterest for it. As a result merchants and those who handle money are almost always yeomen.

This can lead to unfortunate circumstances - many nobles are so used to the idea of having enough money for whatever diversion they turn their thoughts to that they have little concept of what something is actually worth. Their unworldliness is one of the reasons that they have difficulty maintaining support in the Senate, which (as far as many nobles can tell) spends more time worrying about budgets than it does about glorious battle against the enemies of the Empire.

Still, the bills must still be paid, so most houses employ at least one seneschal. Seneschals are a broad class of yeoman retainers who include chamberlains who organise and oversee the day-to-day household affairs of the nobility and castellans who see to the care and maintenance of castles. Regardless of their specific duties, seneschals are generally responsible for handling the finances of a noble house. A seneschal runs the house's affairs on behalf of the nobility and can be one of the most powerful individuals in the house.

There is also an element of "problem solving" about the duties of a seneschal. Many nobles do not want to be troubled with the mundane details of a task, and it is common for a noble to announce a tourney with only a few days notice, or expect their trusted retainer to make a problem go away without offering any suggestions or guidance as to how such a task might take place. Occasionally, this trust may be abused - a seneschal might go too far in the service of their noble house, and bring shame to their house.

Seneschals tend to work on behalf of a noble house, and usually have a close relationship with the earl of that house. The system works so well that a few nobles are attended by a yeoman, called a retainer, who acts in a similar but much more personal capacity. Dawnish retainers combine various elements of valet, maid, personal assistant and servant in one person. They attend and assist a noble, seeing to the day-to-day support of their patron. By necessity, there is usually a deep bond of trust between a noble and their retainer and they are often close friends. It is common for a seneschal to begin their career as the retainer of a noble who later becomes Earl of their noble house.

Dawnish merchants are almost invariably yeomen, but skilled crafters are more likely to be members of the nobility. The ability to make beautiful - and often magical - objects for the use of their fellow nobles is seen as a noble calling it its own right, and few nobles want to see a yeoman with such power over other nobles.

Noble crafters prefer to dedicate their time to making glorious weapons that can be wielded by great heroes, rather than producing a dozen breastplates for a unit of yeoman soldiers. Because of this most houses struggle to find ways to equip their soldiers, being forced to rely on seneschals to provide the weapons and armour their troops need. Seneschals, in turn, are forced to look to the more prosperous nations such as the Brass Coast or the League to equip their forces, a situation that their neighbours are never slow to point out whenever they want to irritate their Dawn neighbours.

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Dawn hearth magic

Favours

A favour is an effective talisman that can ward off curses and the pernicious influence of eternals but only if worn openly. The greater the affection that the donor feels for the recipient, the more effective the hearth magic becomes. Favours are also sometimes used to deliver curses, and there are plenty of tales of a stolen favour bringing ruin to the one who loses it.

Favours are almost always hand-made, and almost always by the person who will actually present it. A common favour is a strip of cloth which has been embroidered or painted by the donor, usually with something that symbolises the affection or respect they feel for the recipient. Flowers are sometimes given as favours between romantic partners, and the hearth magic is said to be reinforced by the affection the donor and recipient feel for each other.

A common practice with a favour is to include its presentation as part of a girding ceremony - the favour is usually the last piece of equipment attached during the ceremony. Likewise, ritual magic in Dawn that creates an enchantment is often reinforced by the presentation of a favour from the ritualists to the targets.

Love

Love is a powerful force in Dawn, and its inclusion in magic can make effects more potent but also more unpredictable. Romantic love is the most powerful and most unpredictable, but filial love and even platonic love between friends have a power of their own. Dawnish tales talk of lovers or friends who return from death for a few moments to offer comfort or protect their loved ones, or to encourage them to seek vengeance on their betrayers. Love that is betrayed is said to give rise to curses of its own accord. Finally, love is said to be the one force that can bind souls together in the Labyrinth, and bonds of love may mean that two souls are reborn and driven to seek one another out through multiple incarnations.

Flowers are often used as a symbol of love; not only romantic love, but also finer feelings such as loyalty or familial affection. Yellow flowers, especially roses, are commonly used as a representation of affection and respect devoid of romantic feelings. Golden flowers are a common element of jewellery given as a gift to a very close friend. In some cases, a Dawnish suitor will present the object of their affection with a flower representing their feelings. If those feelings are not reciprocated, a traditional way to show this is responding with a gift of yellow flowers - yeomen in particular favour a posey of buttercups to express fondness without passionate love.

Girding

Armour and shields are a hearth magic connected with identity in Dawn. Donning one's armour and girding oneself with weapons and armour before a battle, particularly with the assistance of friends and trusted companions, is seen as a way of "donning" a glorious persona. A knight becomes larger than life by girding themself in armour, and in a similar way a senator may "gird" themselves with fine robes, documents and a short dagger before addressing the Senate to create a powerful persona so that others can see their glory.

There are stories of people who put on another's armour - again engaging in the ritual of girding themself - and who either gain the strength of the person whose armour they are wearing, or perform some other great deed in their name, or who are mistaken for the person whose armour they don despite the unlikelihood of that actually happening. Most of these stories are romantic in nature, although several are tragedies in which someone dies in the place of their lover. A rare few are cautionary tales in which a villain masquerades as the hero to bring ruin down on her head after she has carelessly left her panoply where it may be stolen by her foe.

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Dawn history

Dawn's forebears came from overseas, seeking to carve out a kingdom. Their early history is full of glorious battles, as noble houses fought against the orcs and drove them out of the fertile lands to found the kingdom. Rather than quarrel amongst themselves, the noble houses agreed to settle the throne's succession by tourney. The death of any ruling monarch would be followed by a grand tourney with the Earl of the winning house taking the crown.

In the years that followed the founding of the Kingdom, a group of disaffected Yeomen chose to leave their lord's lands. They marched across the country, heading for the western borders and the fertile plains beyond. They were joined on their pilgrimage by hundreds more disgruntled yeomen and became known as the Marchers. They had no real weapons or armour, and the nobility fully expected them to be slaughtered by orcs or die of starvation. Instead, the Marchers slaughtered the orc tribes they encountered and created a kingdom for themselves; the Marches, a patchwork of cleared lands controlled by a score of fractious yeoman households.

There were frequent but sporadic conflicts with the Marches in the centuries that followed. Occasionally one or the other would attempt to expand into the neighbouring nation's territory. To this day the westernmost parts of Dawn and the easternmost parts of the Marches are scattered with battlefields and castles that are largely abandoned since the formation of the Empire. Armed conflict is a thing of the past, with both the Marches and Dawn holding equal status within the Empire, but Dawnish who question the validity of their ancient traditions are often gently reminded that they could go and live in the Marches if they don't like it.

Joining the Empire

The story of Dawn's admittance to the Empire is considered one of the great romantic epics. Numerous songs, poems, stories and plays are written about it. The actual events have probably been blurred by the passage of time and the pens of the troubadours, but all agree that it hinged on the marriage of the First Empress to the former King of Dawn, Rodric of Astolat, called the Lame, a powerful Enchanter.

According to the troubadours, Rodric was a bachelor with unreasonably high standards who looked destined to die unwed. When Cien, a naga yeoman with aspirations to be troubadour, came to Rodric for the Test of Mettle, he was challenged to find the king a suitable bride. The task seemed impossible but with the assistance of a Navarr guide, Cien returned with news of a Highguard woman who was the match for any Dawnish noble. Impressed by stories of the woman's prowess and fiery passion and smitten by Cien's description of her beauty, King Rodric vowed to make her his wife.

Acting on Cien's advice, the King ordered a splendid tourney in Astolat and invited all the powerful nobles of Dawn. The Empress arrived at the tourney in the company of Earl Elayne de Cervise but bearing the flag of Dawn, the traditional arms for a knight-errant. The king and everyone present was entranced by her power and bearing. Only nobles may enter the tourney, but before the assembled host, the Empress demanded a test of Mettle from Earl Cervise.

The Empress was challenged to make an impossible leap across the deep river that runs alongside the Castle of Roses, a traditional response for yeomen whose demands for a Test of Mettle were unwelcome. The Empress readily agreed; still wearing her armour she mounted her horse and together they jumped the river. The sight was so impressive - the more so for horses were practically unknown in Dawn - that it was impossible for any to deny her claim and she was accepted into the house of Cervise.

Cien urged his king to declare his ardour for the Empress before any other noble had chance to pledge a troth. Rodric declared his love for her and demanded the Test of Ardour from Earl Cervise. Before the assembled crowd, the Lady demanded the unthinkable - to prove his love for the new scion of the House Cervise, he must give up his throne - and granted Rodric until the start of the tourney to decide his response. The next morning, following a night of discourse with the Empress, Rodric agreed to abdicate his throne. In doing so he won the Test of Ardour and entered House Cervise as the Empress' husband, whereupon she declared her intention to enter the grand tourney to become Queen of Dawn.

In the tourney that followed, Rodric and his bride rallied Earls who favoured entry to the Empire to their side to oppose those Earls who resisted the idea. It was made clear to all that the tourney was not just for the throne but for the fate of Dawn. The battle was fierce, but the Empress' forces claimed the field, and she was crowned Queen.

In the weeks that followed she moved quickly to secure Dawn's place in the Empire, her victory in the grand tourney meant that even those Earls who had opposed her could not deny that she had followed the customs and traditions of Dawn and beaten them fairly.

Dawn has prospered under Imperial rule and grown in strength, gaining land as the barbarians have been driven back. When the Empire began to stagnate, the nation's emphasis on military strength meant that it was able to repulse the invaders. It is a source of enormous pride to the Dawnish that theirs is the only nation that has never lost a territory to the barbarians.

Dawn has often struggled to gain political support in the Senate. When Dawn armies successfully defeated the forces of the city of Holberg, League politicians were able to convince the Senate to assign the territory to League control. Despite support for Dawn from Wintermark and Varushka, a strong coalition of League and Marcher senators were able to convince Urizen and Highguard that the best thing for the Empire would be to allow Holberg to become part of the League.

While this defeat happened over two hundred years ago, it has not been forgotten. Centuries later, when the territory was lost to the barbarians, the loss was in no small part due to the political divisions the territory still evokes. Dawnish politicians know that Holberg is seen by many as a challenge to their claim to never have lost a territory to the barbarians. When celebrated League wit Gisel van Holberg said "Dawn has never lost territory to the barbarians, but it has lost territory to the civilized" during a tense debate in the Senate, she provoked Earl Jofre de Culwich so badly, the Speaker had to order him to leave the chamber.

Further Reading

- You can learn more about the history of the Dawnish monarchy here.

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Dawn icons and artistry

The Dawn flag is a golden sun-in-splendour against a blue field. Heraldry is ubiquitous – regional, national and personal. Every house has their own heraldry and banner as do groups of Questing Knights and Knights-errant. Even the weaver’s cabals are entitled to their own device.

Heraldry in Dawn largely uses the mythical beasts – gryphons, lions, unicorns, dragons as opposed to the more earthly boars, bulls and stags of the Marches. They are fond of bold and distinctive designs, and many houses have ancient and elaborate banners bearing their heraldry. There is no doubt that amongst the Dawnish are some of the most resplendently embroidered and appliquéd banners in the Empire.

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Dawn leadership

Dawn is dominated by powerful noble houses. The houses manage their great estates and raise soldiers to fight for the Empire. Membership of a noble house is achieved by passing the house's Test of Mettle, although a degree of status is assumed by those sons and daughters who have been raised in a house (who are technically yeomen until they pass their test).

Each house sets its own test and only the behaviour of those who have passed the test reflects on the house. As a result a house must keep the tests difficult to maintain its reputation. Those houses that make the tests too easy face the very real risk of having no children placed with them by other nobles - no Dawn parent would want to place their child with a house that is tarnished by mediocrity.

Houses are lead by an Earl who is selected from among the members of that house. Earls usually dedicate themselves to the advancement of their noble house. It is the responsibility of the Earl to set tests such as the Test of Mettle and the Test of Ardour. The accomplishments of a House reflect directly on its Earl, an acknowledgement of the role that the Earl plays in ensuring that every member of the house is given the support they need to triumph. Likewise the bearing with which an Earl comports themselves reflects on the whole house, so Earls are expected to take their responsibilities seriously, to conduct themselves with gravitas and to expect and receive respect from their fellow Dawnish.

Some houses also choose to appoint an heir-presumptive, an individual who the house agrees will take over the Earlship if the current Earl is no longer able to perform their duties. The heir-presumptive is often a staunch ally of the Earl, someone chosen to bolster their control of the house. But the role can just as easily serve the opposite function, some nobles choose an heir-presumptive to signal the limitation of the Earl's power and what might happen if they overstretch their authority.

Only nobles become Senators or Generals, although Imperial law prevents this being mandatory. While it is theoretically possible for a yeoman to be chosen for high office, a yeoman who showed the qualities that made them eligible for such a position would almost certainly be approached by Dawnish noble houses keen to attract a rising star whose glory would reflect well on them.

The Synod and the Conclave, by contrast, are open to both yeomen and noble alike, although again a yeoman who rose to prominence in one of these structures would likely attract a great deal of attention from the Dawnish nobility.

By contrast, it is considered demeaning for nobles to involve themselves in the business of the Bourse. Making money is simply not considered glorious in Dawn, it is the business of yeomen and not something that nobles should be worrying about. A noble who spent too much time in the Bourse might cause others to question their commitment to glory and to the furtherance of their house's goals.

Leading a territory

Each territory in Dawn sends a single Senator as representative to the Imperial Senate. To choose their senators, the noble houses compete in a grand tourney. Only nobles may participate in a Grand Tourney - yeomen may take the field only to rescue defeated participants for medical treatment.

There is one contest for each territory, and no requirement that a candidate live in the territory for which a senate seat is available. The Earl of the noble house that wins a grand tourney appoints the Senator for that territory. A noble house that has won a Grand Tourney may not take part in any further Grand Tourneys while their chosen Senator is sitting.

Politics play a role in the tourney of course, but at the end of the day this is Dawn – one cannot achieve glory by getting other people to do one's work. Several households may ally for a Grand Tourney, but in this case they all fight on behalf of one noble house. So if the House of Culwich, the House of Bardi and the House of Agaron fight as one side, they must declare before the battle which of their number will appoint the senator and if they are victorious all three of them are barred from future Grand Tourneys while the chosen Senator is sitting. It is not unknown for Earls to form unofficial alliances between their houses, supporting each other surreptitiously to avoid being recorded with the winner. This deeply inglorious tactic invites widespread condemnation if it is uncovered; it is impossible to forbid it but but it is clearly against the spirit of the Grand Tourney.

It is not uncommon for the Earl of a victorious house to take the seat themself, but many choose not to, preferring to leave the business of the Senate to those trained to it. The Senate offers opportunities for much glory, but is time-consuming - the Earl may find it better to appoint a member of their household. This leaves the Earl free to concentrate on the business of their house, but ensures that any glory achieved in the Senate still reflects on the house and by extension the Earl.

The political battlefield of the Senate is one that is difficult for many nobles to master. Dawnish Senators are often supported by an advocate - a yeoman who makes a study of the Senate and the history of the Empire. While the nobles make impassioned speeches on the Senate floor, it is their retainers who help them prepare those speeches and work hard to ensure that the political realities of Imperial life do not scupper the nobles' plans.

The senators for each Imperial territory are re-elected at specific equinox and solstices during the year. The senator for Weirwater is elected at the Summer solstice, the senator for Semmerholm is elected at the Autumn equinox, and the senator for Astolat is elected at the Winter solstice.

Prominent Dawnish houses

A list of well-known noble houses who have attended Anvil in recent years can be found here.

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Dawn lineage and species attitudes

Overview

Any lineage is generally considered a mark of distinction in Dawn and individuals of every lineage, particularly the changeling and cambion, are common in many noble houses. Lineage clearly identifies an individual as being special, and great things are assumed of those who possess any amount of lineage. As a result, the Tests of Mettle are often significantly harder for those with lineage, not because of prejudice but simply because their "magical blood" is assumed to give them an edge.

A small number of noble houses are pure-bred, setting their Tests of Mettle such that only those that share their lineage can pass them. These houses often send their human-born children to other houses, and prefer to foster lineaged children. They are often equally accepting of yeomen children with lineage, and some actively seek them out. This practice is particularly common with changeling houses.

Specific Lineages

The naga lineage prospers in Dawn, especially in the ranks of the troubadours. Their instinctive understanding of passion and the drives of their blood synergize well with the priestly calling of the troubadour; they follow the historical role played by Lord Cien in the founding of Dawn. Naga troubadours have an especial knack for, or interest in, arranging and nurturing romances between noble and yeoman alike, and many ensure that the tales of tragic romantic love that underpin many more glorious legends are not forgotten. There is a tacit understanding and acceptance in Dawn that naga troubadours play an active part in match-making between nobles and those seeking to arrange lovers' trysts will often seek out their assistance.

There are several noble houses made up entirely of nobles with the changeling lineage in Dawn. One of the most famous is House de Casillon of Weirwater who inhabit Spiral Castle. While not everyone who lives at the castle is a changeling, only changelings are allowed to take the Test of Mettle set by the earl of the house.

While the Dawnish are generally accepting of people with lineage, the exception to this is the treatment of the briar lineage. Following the events of the Freedom Heresy, there has been an undercurrent of suspicion towards those touched by the Spring realm.

Orcs

Imperial Orcs are a difficult question for the Dawnish. They seem worthy of a measure of respect, and seem to understand the concept of glory, but no noble house would consider offering one a Test of Mettle. They are not human, and consequently while they may be valued allies, they are never likely to be accepted alongside the humans of the other nations of the Empire.

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Dawn look and feel

Contents

- 1 Overview

- 2 Feel

- 3 Breakdown

- 3.1 Influences

- 3.2 Materials

- 3.3 Colours

- 3.4 Clothing

- 3.5 Armour

- 3.6 Shields

- 3.7 Weapons

- 4 Noble costume

- 5 Yeomen costume

- 6 Headwear

- 7 Jewellery

- 8 Plate

- 9 Mail

- 10 Leather

- 11 Shields

- 12 Mage Armour

- 13 Children

Overview

Dawn is the land of valour; the classical images of gleaming plate, of brightly coloured banners and traditional heraldic devices provide the imagery for the nation. Where the Marches is gritty and down to earth, Dawn is the opposite in glowing primary colours. There is a sumptuous nature to the materials and tones used, idealistic in design instead of practical. The Arthurian, pre-raphaelite and neo-medievalism movements all provide strong themes and forms to the nation.

There is a touch of tragic flaw to the people here though also, with elements of Shakespeare's tragedies and Tennyson's poems threaded through their lives, leaving shadow in contrast to all the glorious polished armour.

Also see Dawn costumes and Dawn icons and artistry.

Feel

Arthurian, competitive, gleaming, glorious, romantic, Shakespearean, tragic, triumphant.

Breakdown

Influences

Idealised high medieval, Pre-raphaelite, Arthurian

Materials

Linen, velvet, silk, damask, brocade, fur linings and trim, butter-soft kid leather and suedes.

Colours

The palette is summer, a meadow in full bloom. It’s a myriad of bright, floral colours, accented with some darker jewel shades. Gold, emerald green, bright reds, clear sky blues set off against an occasional sumptuous black. Whatever the colour it should be vivid and lush but remain tasteful.

Clothing

The classic dress for all genders is a long robe with full sleeves or houppelande. The cloth may be silk, velvet, brocade or fine wool and could be subtly patterned. They are often fur trimmed. These are generally worn over a long shirt, well cut trousers and high legged boots.

Some Dawnish might choose to wear a dress or bliaut instead, with simple flowing lines and quite a low neck line, possibly revealing a chemise or shift below. Sleeves are again often extravagantly long.

Houppelandes may be worn over a long shirt, well cut trousers and high boots.

Headgear for everyone is extravagant, and it is definitely headgear rather than hats. Chaperons are often worn to impress, and the type of headresses worn by Arthurian women are the stuff of legend and fantasy. Circlets and headbands are also popular for all whether made of gold or simple leather.

Jewellery is exquisite - a jewelled dagger sheath, a filigreed necklace, a pair of combs, even the poorest will have a piece of treasured jewellery handed down.

Armour

Most knights wear the most flamboyant armour they can afford, often covered with a surcoat bearing their personal or house heraldry. Some will wear mail, some with plated reinforcement, and some a full harness. Knights Errant often wear less armour but everyone who is part of a noble house will sport their colours.

High quality leather armour mimics the form of plate – breastplates, gorgets with articulated arms, vambraces etc may all be worn and often bear their owners’ heraldry as a form of rich decoration. Full length ‘coats’ of leather scale or plates may be worn alone or under more leather armour.

The armour is designed not only to protect in war but also to proclaim their glory and make their deeds all the more memorable.

Shields

Shields are highly popular in Dawn, as much for their decoration as their ability to protect. Heater shields are the favoured shape, decorated with personal or household devices.

Weapons

The archetypal Dawnish weapon is the medieval broadsword, but ornate warhammers, maces and axes are also used. Missile weapons are rare; archery is seen as a fitting contest of skill, rather than a glorious weapon of war.

Noble costume

Noble costume should be resplendent. The cut is simple - sleeves may be dagged but are not slashed or puffed - but the fabrics are luxurious, the colours are rich and hems are lined with fur or ermine. Often costume is in house colours or embroidered with the house’s device.

With dresses, cuts are simple, but the materials, the colours, the linings and the trims are rich, detailed and luxurious. Silk, velvet and brocade are ideal.

Yeomen costume

Dawnish Yeomen wear less resplendent costume than their betters, but many are prosperous and most still dream of joining the nobility. They mix easily with the nobility and richer yeomen may look similar to nobles from an impoverished house.

Headwear

Dawnish Headwear encompasses all the more elaborate medieval variety of hats, up to the start of the Renaissance. Headgear for all genders is extravagant, and it is definitely headgear rather than hats. Chaperons are often worn to impress, and the type of headresses worn by Arthurian women are the stuff of legend - henins, crispinettes etc. Regal jewellery such as crowns and tiaras are common for all Earls and powerful nobles.

Jewellery

Jewellery is an important part of costume for male and female Dawnish nobility. Ideally it should be ornate and bejewelled to emphasize the status of the wearer. Jewellery is exquisite - a jewelled dagger sheath, a filigreed necklace, a pair of combs, even the poorest will have a piece of treasured jewellery handed down. Fillets, circlets and headbands are also popular for all whether made of gold or simple leather.

Plate

The very wealthiest Dawn Knights possess a harness of plate, but it is more than just armour. The nation, house or personal symbol maybe etched, engraved or decorated on the armour. Alternatively a rich embroided cloak could be thrown over the plate. A beautiful surcoat or jupon like the one Henry V is wearing emphasizes the knight’s regal nature.

Mail

Mail is highly valued, either worn under plate or by itself. Ideally such armour should include a surcoat or a robe decorated with a house symbol, often a fabulous beast like the dragon.

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Leather

Leather armour is common in Dawn, and is often worn by yeomen and knights-errant. It should range from simple protection to something designed to look as stunning as possible.

Shields

Shields are highly popular in Dawn, as much for their decoration as their ability to protect. Heater shields are the favoured shape, decorated with personal or household devices. The traditional Dawnish shield is a heater or a kite shield. Whatever the shape, a shield is the perfect place for a Dawnish noble to display their personal arms or the insignia of their house

Mage Armour

Mage armour, like other Dawnish armour, is often ornamented and may bear heraldic devices.

Children

Young children are an opportunity for noble houses to display their wealth and power. Squires are dressed in robes decorated with the house symbols. Older children, noble or yeoman, want the most expensive clothes their parents can afford. Even when it is not ornamented, it is often strikingly coloured.

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Dawn magical traditions

Those who study magic are called witches in Dawn. Witches can be any gender, and cover several traditions - war witches, witch weavers and guisers.

Of all the nations of the Empire, Dawn seems to be the most closely affected by the magic of the Eternals. Heralds, the faithful servants of the Eternals, are a much more common sight here than anywhere else, and Dawn legends are replete with personal encounters between nobles and powerful Eternals. What is clear is that for better or worse, some Eternals take a particular interest in the Dawn people, particularly in the nobility.

Contents

- 1 War witches

- 2 Weavers

- 3 Guisers

- 4 Heraldic Magic

- 5 Enchanters

War witches

War witches are magicians who master useful incantations and take the battlefield. Those that are part of a noble house are expected to fight with the rest of the household. War witches train alongside a house's warriors, using their magical skills to deliver aid at the most pivotal moments of battle. Some are skilled with weapons, but all are drilled so that they can keep their wits in the thick of battle, and skilled war witches are highly prized by their house.

While a war witch may master any spells, two popular incantations are empower and heal. The former allows a war witch to support their fellow by driving them to feats of heroism, while the latter is a potent battlefield healing spell that can be applied in the thick of the fray with some additional effort.

Most war witches are either a noble or a knight-errant. Dawnish yeoman who study magic but have disavowed the pursuit of glory are usually weavers or guisers.

Weavers

Those who emphasize the study of ritual magic are usually referred to as witch weavers. They are named for their habit of focusing on weaving as part of their magic, but the term is used for anyone who uses ritual magic in Dawn. The glorious and forthright nature of Dawn means that they can be a little skeptical of the more group-oriented practice of ritual magic. Many noble magicians compensate for this by striving to be a powerful war witch as well, the two traditions being by no means exclusive.

While it is uncommon for a noble house to include an entire team of witch weavers, it is very rare for houses to be formed only of weavers, none of whom have any experience as war witches. More common are the weaver cabals, groups of witch weavers drawn from all elements of Dawnish society, who stand outside the direct control of the noble houses.

The first weaving cabals began as a place for noble magicians to trade skills and cultivate magical and crafting techniques, but eventually they found it more effective to leave their houses to work magic together. Over time the cabals became independent of the Dawn houses, choosing their own heads and even adopting their own children. As the cabals cannot set Tests of Mettle, they include yeomen amongst their numbers. It is not uncommon for a noble to forsake their noble house when they join a weaving cabal, as a form of self-imposed exile or retirement.

Much of their time is spent weaving cloth, embroidering banners and engaging in similar arts. As well as being beautiful and practical works of art, the items the weaver cabals produce tend to have protective charms woven into them. Some cabals now practice other forms of ritual magic but Summer magic remains closely tied up to the making and embroidering of cloth. A properly witch-woven banner from Dawn is the envy of every military unit in the empire.

Many weaver cabals perform magics to bring good fortune to villages, fertile harvests and good weather. As a result they tend to be more popular with Dawnish yeomen than the war witches prized by the noble houses. The popularity of the weaver cabals has translated into considerable political clout. As a result few noble houses will refuse a request by a noble witch to study with a weaver's cabal even if they harbour a fear that the student may not return to their house.

Although secretive, and rarely acknowledged, some weavers specialize in curses. Several famous tales (including the song Weaver's Curse speak of knights who jilted their magical lovers, only to find their enchanted banner a curse that ensured their inglorious defeat.

Guisers

In Dawn, some yeomen practice dramaturgy as a way to create ritual magic, rather than become a weaver. They are often compared to the Mummers of the Marches, and the two groups share several traditions and a common ancestor. They tend to be itinerants, traveling from place to place around Dawn and visiting fairs, tourneys and banquets to offer their services or perform for a few coins. They offer their magical services primarily to the yeomen, but it is not uncommon for a seneschal to employ a band of guisers to perform a ritual on behalf of their Earl. Their peripatetic nature, and the fact that they practice ritual magic, means that they are sometimes viewed with suspicion - while the entertainments and services they provide are appreciated, they are rarely entirely trusted. Bands of guisers are regularly assumed to contain spies who enhance the profits they earn from magic and drama with the sale of interesting titbits they gather as they meander around Dawn. There is generally little affection between bands of guisers and weaver cabals - guisers practice their magic openly, and more than one weaver cabal has ended up blamed for rituals actually performed by a band of guisers who have since left the area.

Like the mummers, guisers tend to have a smattering of lore in several realms but unlike their Marcher counterparts they have a marked tendency towards magic from the realm of Night. Being able to create a magical disguise, divine significant events, uncover hidden secrets and provide magical entertainments such as The Chamber of Delights are all valuable services guisers are known to provide.

Guisers tend to weave formal dramatic conceits into their rituals. Their performances sometimes appear 'stagy' to observers from the League; characters in a guiser production are much more likely to declaim a speech than they are to engage in natural conversation with each other. Stories are almost invariably tragic in nature, and the most popular entertainments - and rituals - involve the rise and heroic death of the protagonist. Many rituals and performances involve strong, obvious elements of romance - the greatest guisers pride themselves on being able to make their audience weep with their art.

When working dramaturgy a guiser is more likely to have a sumptuous costume than they are to have a beautiful mask. When masks are used they are often understated, practical and minimalist, allowing the ritualist to express their character's inner conflicts through facial expressions. Guisers use their beautifully crafted costumes to draw in hearth magic to 'gird' themselves in the trappings of the persona they will assume.

Guiser performances often involve music of some sort, and some guiser bands work with a Troubadour as fellow-entertainers or supporters. By working with a priest, the guisers gain a measure of respectability. Likewise, while Guising is generally seen as a yeoman pursuit, this does not prevent nobles serving as patrons for such groups, employing their magical or entertainment services, or indulging in dramatic pursuits.

Heraldic Magic

A common Dawnish alternative to dramaturgy is the use of legendary beasts to create powerful magical effects. Both spellcasters and ritualists may evoke the spirit or qualities of a legendary beast when performing magic, a traditional form of totem magic.

Enchanters

The apogee of magical power in Dawn is the tradition of the Enchanter, a witch who becomes Earl of a house. Wielding both the magic of incantation and ritual, enchanters are viewed as mystical powerhouses regardless of their actual abilities, not least because they often have the resources of their entire house at their command. Many make pacts with the Eternals to further enhance their arcane powers, and deal with Eternals on a more-or-less equal footing, backing up their magical might with political clout. Enchanters have played a key role in the history of the Dawn, and in stories are often portrayed as patrons and paramours of famous knights.

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Dawn military concerns

Dawn currently maintains four armies to fight in the Imperial wars but when Imperial fortunes have not permitted, that number has been reduced. Very few endeavours provide as many opportunities for glory as warfare. Drawn to glory as it is, it is unsurprising that Dawn prides itself on its martial traditions. Not all nobles deck themselves in a harness of plate, but every noble looks for opportunities to fight their foes toe-to-toe. Not for the Dawnish noble is the cowardly ambush or the subversive flank - they seek to face their opponents directly.

The rank and file soldiers are eager yeomen, seeking opportunities for glory. They are led by the most capable nobles available who share their soldiers ambitions. Few Dawnish generals will lead from the rear. While there is some glory in a well-planned battle, little compares to the glory of a lord or lady who leads their troops to victory. As such most yeomen have an abiding respect for their military leaders, born of shared ambitions and shared dangers.

Shields are highly popular in Dawn, as much for their decoration as their ability to protect. Heater shields are the favoured shape, decorated with personal or household devices. Missile weapons are rare, and regarded with some suspicion. Despite their obvious uses, it's difficult to see anything glorious in shooting an enemy at thirty paces. Archery is seen as a fitting contest of skill, rather than a glorious weapon of war.

Dawnish men and women in the active pursuit of glory, particularly those risking their lives to do so, are often referred to simply as knights. Knightly behaviour on the battlefield is expected of nobles and yeoman alike. Those who identify themselves as knights are stating openly that they will act gloriously. Although only nobles may enter the Grand Tourney, the military strength of a noble house in battle is usually expressed as the number of knights they can field.

Men and women engaged upon a Test of Mettle, seeking to prove their glory, are called knights-errant. The term is used equally to describe anyone looking to prove themselves by seeking danger and adventure. Most often they are the sons and daughters of noble houses, but groups of yeomen who wish to attract the attention of the noble houses may also become knights-errant.

Some knights-errant enjoy the life of high adventure so much that they continue the lifestyle after passing their Test of Mettle, declining the political life of a noble house. Questing knights, as they are usually known, usually form a tight-knit group with other, similarly minded knights, and often dedicate themselves to some great quest or higher cause that they know can never be completed. If such groups are perpetuated through the generations as newly ennobled knights join the ranks to replace losses, they usually become a recognized knightly order. Such groups are usually distinctive, perhaps with a unique code of honour that every member must swear or an eternal patron to whom they swear loyalty.

Bands of knights-errant and questing knights usually include a troubadour where possible, to inspire them to glory and to record their accomplishments for posterity.

Imperial Armies

Dawn fields four Imperial armies: the Golden Sun, the Hounds of Glory, the Eastern Sky, and the Gryphon's Pride.

The Golden Sun

As befits a nation with such an emphasis on heavy armour, the soldiers who fight under the Golden Sun banner are especially resilient, known for their implacable, barely resistible, advances through enemy territory. There is some friendly rivalry between soldiers of the Golden Sun and the Hounds of Glory.

The first Dawnish general leads the Golden Sun army, and is appointed (or re-appointed) at the Summer solstice each year.

The Hounds of Glory

Fighting beneath bright crimson banners surmounted by a winged hound, the Hounds of Glory pride themselves on being unstoppable in battle. They press the foe, driving them back inch by inch, and are supported by archers and magicians that make them especially glorious in battle. There is some friendly rivalry between the Hounds of Glory and the Golden Sun, and when their soldiers meet they often engage in contests of strength and martial might.

The second Dawnish general leads the Hounds of Glory, and is appointed (or re-appointed) at the Winter solstice each year.

The Eastern Sky

Fighting beneath an emerald green banner bearing the golden image of the rising sun, before the Gryphon's Pride was reformed the Eastern Sky was the youngest of the Dawnish armies. It has a long and proud tradition of defending the Dawnish heartlands from orcish aggression. They receive regular supplies from the people of Dawn; both civilians and soldiers alike possess a great deal of pride in the Eastern Sky and the families and descendants of those who have fought beneath the banner are fierce in their support. This means that the Eastern Sky can recover quickly even while on campaign. Many of the soldiers of the Eastern Sky have a particular hatred for the Druj barbarians; traditionally they are first to see the carnage the cruel orcs leave behind when they manage to gain access to an Imperial village.

The third Dawnish general leads the Eastern Sky, and is appointed (or re-appointed) at the Autumn equinox each year.

The Gryphon's Pride

The first army to bear this name met a tragic end during a doomed attempt to capture the Barrens in 276YE. In 378YE, the Imperial Senate commissioned the restoration of the army. It was completed shortly before the Spring Equinox 380YE. The core of the army is made up of knights descended from the soldiers of the first army, including almost the entire fighting force of House Lionsgate, but almost every noble house in Dawn has provided stout yeomen, noble knights, and war witches to take up arms under its banner. It is committed to glorious conquest of new territory for the people of Dawn.

The fourth Dawnish general leads the Gryphon's Pride army, and is appointed (or re-appointed) at the Spring equinox each year.

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Dawn monarchy

Contents

- 1 Overview

- 2 Pre-Imperial History

- 3 Imperial History

- 4 The Monarchy in Play

- 5 Update

Overview

In pre-Imperial times the nation of Dawn was ruled over by a monarch elected by victory in a grand tourney. The First Empress successfully won victory in the tourney becoming Queen of Dawn and brought Dawn into the Empire. In so doing she ended the constitutional position of the monarch as the ruler of Dawn - but the title endured as an important symbol in the years since.

Pre-Imperial History

Most Dawnish troubadours agree that the first monarch of Dawn, was a tall blond-haired warrior-king called Tristane the Golden. Under his banner of a rising sun, the warriors who followed him carved out the nation of Dawn, driving the orcs east into the marshes and away from the rich fertile lands that are now Weirwater and Astolat.

According to legend, Tristane's heir was an enchantress named Circe, but often simply referred to as the Swan. The Swan refused to take the throne after her father's death claiming only the most worthy should be crowned monarch of Dawn. She challenged her rivals and allies alike to a grand tourney offering the crown to the victor. The troubadours concur that the tourney was won by Arwaine the Bold, but most disagree on whether Arwaine was the Swan's sister, her brother, her lover or both. When Arwaine the Bold died without an heir, the tradition of a tourney to elect the next monarch was established.

A string of monarchs followed. The most infamous was Penni the White, who seized the throne with the assistance of heralds of the Winter Realm. Accounts are confused, but it is likely that these beings may well have been creatures in service to the Wendigo. Penni's rule lasted a bloody decade; he slaughtered the orcish enemies of Dawn, but legends claim he killed as many Dawnish as orcs. With terrifying strength drawn from the Winter realm, Penni's knights challenged and slaughtered any who opposed their liege. His rule was finally ended when Simone of House Fayer, a knight-errant charged with ending tyranny, seduced the king and murdered him in his bed.

Perhaps the most popular monarch was Igraine, Queen of Roses. There are countless tales of her triumphs beginning with her Test of Mettle. While born a de Rondell, she surprised many by seeking her nobility in House Rousillon. Igraine's notable talent was horticulture, she grew and bred exotic roses. House Rousillon was militarily and politically powerful - and Igraine's choice seem unwelcome and ill-fated. Unimpressed with the beauty of her flowers, the Earl Rousillon challenged her to create a fortress his knights could not conquer in a year and a day. According to legend, Igraine defeated the Earl's knights by raising an impenetrable tower formed of animate thorn bushes. In the years that followed, Igraine grew in power and status. She eventually became Earl of Rousillon and - with the military might of both Rousillon and de Rondell behind her - Queen shortly thereafter.

As Queen, she is credited with raising the Castle of Thorns, as well as encouraging the first weaver cabals. She ruled for nearly four decades inspiring love from yeomen and noble alike. According to legend she wed four husbands at the same time - one for each season. When she died it is claimed that a herald of the Summer Realm stole her body away leaving only a white rose in its place.

Rodric the Lame is described as the last King of Dawn. Although he was followed by the First Empress, who became Queen of Dawn after Rodric stepped down, her first decree was to bring Dawn into the Empire - effectively disbanding the throne as the seat of power. As such Rodric was the last true ruler of Dawn - after his time legal authority was vested in the senators.

Imperial History

The First Empress continued to use the title of Queen of Dawn throughout her reign. After her death Giovanni the Peacemaker became Emperor - but most accounts agree that he did not become King of Dawn. Despite this no other Dawnish monarch is recorded at this time and it may well be that this development set the pattern that continues to this day. The title had became inextricably linked with the Throne - only an occupant of the Imperial Throne could be crowned King or Queen of Dawn - but not all Emperors or Empresses have been granted that honour.

Although the title of monarch of Dawn no longer holds any legal authority or power, the honorific title remains deeply significant to some Dawnish houses. To be crowned, the Throne must win victory in a grand tourney of Dawnish nobility. Although the Throne is the only candidate in this tourney, any noble who does not feel that the Throne is also entitled to bear the title of King or Queen of Dawn may take the field against them. As is usual with a tourney, only Dawnish nobles are eligible to take part. This often complicates the situation - if the Throne is not a Dawnish noble, they cannot fight on their own behalf and must instead seek allies and champions in the noble houses.

Empress Richilde of course, was Queen of Dawn - she exemplified the glorious traditions of her homeland. When her tourney was organized, not a single knight could be found to oppose her. To ensure that the tourney could still go ahead, fourteen knights covered their shields with black cloth to hide their device and took the field against more than a hundred knights and witches arrayed against them. Rather than end the tourney ignominiously, Richilde's supporters put forwards a single combatant for each of the black knights to fight. The melee continued for many hours, but with near half their number defeated only one black knight remained and she was so badly wounded, it was clear she would die if the fight continued. Richilde begged the mysterious knight to stand down, but she refused, insisting that only a glorious victory was worthy of Dawn. According to the legends the knight was buried in her armour insisting that the only name that history would record was Richilde's.

Only two Thrones have attempted the tourney and lost in recent history. The first was when the claim of Emperor Nicovar was almost unanimously opposed by the nobility of Dawn. Although many nobles later claimed this was great prescience on their part, the truth at the time was that most felt his undeniable skill as an administrator did not make him worthy to sit on the throne in the Castle of Thorns.

Still, this example is inevitably quoted whenever any individual tries to claim that it would be disloyal to take the field against the Throne. What Nicovar firmly established in the eyes of many Dawnish earls was that any Imperial citizen could claim the Throne but to become Queen or King of Dawn, the candidate must adequately reflect the glorious traditions of Dawn. The view at the time was that there is almost no point in continuing to bestow the title of King or Queen of Dawn if every occupant of the Throne was automatically granted it. It is only by the act of choosing whether the Throne may also use the title of Dawnish monarch that the nobility can indicate their support - or disapproval - for the Throne.

The only candidate to be defeated since Nicovar was Empress Mariika who followed Nicovar to the Throne. She challenged for the title of Queen of Dawn three times but was defeated on each occasion. It is commonly alleged that Mariika was more interested in the identity of those who took the field against her, than in actually claiming the crown, apparently using the contest as a means to measure the depth of her support among the noble houses. Although she was publicly rebuked for abusing Dawnish traditions in this way she was only narrowly defeated on the third attempt.

The last Throne to be crowned Queen of Dawn was Empress Brannan. Like many of her predecessors, Brannan initially elected not to pursue her claim to the title. She declined to attend a grand tourney organized in her honour - citing her commitment to leading Imperial forces against the Jotun (although some scholars believe she wished to avoid comparisons to Emperor Guntherm who had achieved a resounding victory on the tourney field and carried the title of King of Dawn proudly whenever he fought alongside the Dawnish). When she came east to begin the war against the Druj, however, she was forced to meet with the earls who made clear that if the Throne wanted the whole-hearted support of the armies of Dawn, she should start by showing her support for Dawn. In the end her supporters won the tourney easily, but for a while the Dawnish troubadours took to referring to her as Empress Brannan the Eager.

After Brannan, no occupant of the Throne has chosen to stake a claim to the title of King or Queen of Dawn. A few genuinely had little interest in the title, but most were more keen to avoid the ignominy of defeat. Others had more complex reasons. Emperor James is widely considered to have refused to seek the title out of respect for his erstwhile friend Jonty deWolfe for example, while Emperor Hugh was urged by many to seek the crown but refused out of a sense that he was not entirely worthy of the title - and allegedly suspicion of the motivations of some of his close supporters.

This changed during the Spring Equinox 381YE, when Dawnish nobles supporting Imperatrix Lisabetta were victorious on her behalf, leading to the first crowned monarch in over a hundred-and-thirty years.

It doesn't matter if you want it - the only thing that matters is if you deserve it. If you want to lead our people to war, if you want them to bleed for you then you will put your banner on that tourney field. Dawn will always fight for the Throne - but we'll die for our Queen.

Morgaine the Enchanter

The Monarchy in Play

Although purely ceremonial, the Dawnish monarch is still important to many Dawnish and to the politics of the Empire as a whole. Claiming the title is not a decision for the Throne to take lightly, as it requires the Throne to submit themselves to the approval of the Dawnish nobility. To avoid the kind of humiliation heaped on Nicovar, a wise Throne is advised to discreetly inquire on which side of the tourney field the Earls are likely to stand before staking their claim.

Despite their determination to ensure that their King or Queen preserves the tradition of being the most glorious among them, most Earls are also shrewd enough to understand that the title of monarch of Dawn creates a unique relationship between Dawn and the Throne. It allows Dawn to claim a Throne - even one from another nation - as one of their own and some have even suggested that the title may influence the way the Throne treats Dawn.

The Dawnish nobles have to consider very carefully whether to support an aspirant to the monarchy of their nation because they keep the title for life. They can only be replaced by a new monarch once they are dead (and a new Throne has been appointed, obviously).

Update

After the Autumn Equinox 381YE, we received a number of questions regarding the traditions of the Dawn monarchy. We created a Dawn monarchy update page to address these questions.

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Dawn monarchy update

Overview

We've had a number of emails with questions regarding the traditions of the Dawn monarchy, the mechanisms for interacting with those traditions and what the consequences might be. Rather than answer those emails individually, we've done a single wiki page to try and cover all the details relevant to this.

Most of what is outlined on this page represents the cultural traditions and assumptions of the rank and file Dawnish NPCs - the people who do not normally attend the summits at Anvil. In effect an extension of the Dawn brief as it applies to the hundreds of thousands of citizens who live in Dawn. Although we expect Dawnish players to follow the overall tenor of the Dawnish brief when creating their character, they are not bound by specific elements on the brief - but equally the brief is not affected by individual or collective departures from it.

Cultural not Legal

The monarch of Dawn is primarily a cultural tradition. The title doesn't have any legal powers and as such, the election of the title is not directly governed by Imperial law. Imperial law is the only law valid in the Empire - so that means that the title does not fall within any legal jurisdiction. When Dawn was an independent sovereign nation then the monarchy would be bound and governed by Dawnish laws - but those laws ceased to be binding when Dawn joined the Empire. An individual might argue that the original Dawnish law represents the most authoritative source for ruling what is appropriate, but few records of that era remain and it would need significant research to recover them if that were even possible.

Instead the rules governing the Dawn monarch are primarily traditional - a reflection of the longstanding Pride that the Dawnish people feel in their monarch and the importance they attach to the position. It is possible to change these traditions - they have been changed before on a number of important occasions - but doing so takes considerable effort if people are to be convinced of the legitimacy of the changes.

Contents

- 1 Overview

- 2 Cultural not Legal

- 3 Sovereignty

- 4 Nationality

- 5 Nobility

- 6 Suitability

- 7 The Dawnish Assembly

- 8 Yael

Sovereignty

Since the foundation of the Empire, there has never been a Dawnish monarch who wasn't also the reigning Throne. According to the Dawnish history, the nation joined the nascent Empire at the point where the First Empress became the Queen of Dawn. Such membership was more de facto than legal however, with the tourney to elect the First Empress serving as a rallying ground for noble houses on either side of the argument. However arguable just as significant was the decision not to elect a monarch after the death of the First Empress. Had the Dawnish nobility not taken that decision, the course of history might be very different.

By general acclaim the monarch is the head of state for the Dawnish nation. There is no legal standing for such an arrangement - Imperial law is very clear that the Throne is the head of the Imperial state. But the existence of a separate head of state for Dawn does not cause any legal or constitutional conflicts, provided the title is combined with the Throne.

The Throne shall lead the Empire and represent her in all things.

Imperial Constitution

If that were not the case - if the nobility of Dawn chose to elect a monarch who was not The Throne - it would have wide-ranging implications for Dawnish membership of the Empire. It would bring into question the Loyalty of every Dawnish citizen - do they consider The Throne to be the ruler of Dawn or the monarch? The only clear constitutional way that Dawn can have both a monarch and an emperor is if they are the same person, otherwise they would have to choose between one or the other.

Over the centuries since the Empire was formed there have been a few moments when Dawn has contemplated the restoration of an independent ruling monarchy. The most notable incident took place in 137YE during the reign of Empress Varkula. Dawnish unhappiness with the political outcome of the Holberg campaign was widespread and a dozen prominent Dawnish nobles were discovered to be gathering support for a plan to make Marthe of House Edwillion, Queen of Dawn. Marthe was a great bull-necked woman, widely considered the most successful general from the Holberg campaign and beloved in Dawn as much for her awesome fighting demeanour on the tourney field as her military genius.

Had they taken any action, the plotters would have faced charges of subverting the agencies of state, but the Empress was disinclined to leave the matter to the magistrates. Instead she made a public address in the Senate spelling out in no uncertain terms the unique role of The Throne as the head of the Empire. In her inimitable acerbic style she explicitly threatened Dawn, but made it clear that she would use the full powers of The Throne against any nation that sought to divide and undermine the Empire in this way. At the very least, she would ensure that such a nation immediately lost all military support, and would be left to face the barbarians alone. There are no records of what follows, so it appears that Varkula's threat appears to have been sufficient to cow the rebellious nobles.

There are some clear alternatives that would avert the crisis of having two heads of state. One is the route taken by Wintermark, when they joined the Empire. The Mark retains the traditional regalia of their monarch, the Crown of Three Tears, but when they joined the Empire the last King gave the crown to the Kallevesi mystics and they granted it the champion best able to inspire the nation. There would be considerable resistance to such an approach in Dawn - the monarchical tradition is seen by many as the natural corollary to the nobility of the houses. But it might be possible to persuade people to rename and re-purpose the title to something that held less status - for Dawn to cease to be a monarchy.

The obvious alternative route involves a very different change. The constitutional conflict presented by having two different heads of state would also be avoided if Dawn chose to leave the Empire. If Dawn were once again a sovereign nation, then they would be free to chose their own law and could elect a ruling monarch. Disgruntled nations have contemplated independence from the Empire before - but have usually been put off by the potential costs. Few nations are confident of being able to face the barbarians alone. Just losing access to the power of the Sentinel gate alone could damage their military capabilities - assuming that such a nation still found it worthwhile to continue to meet with the other nations at Anvil.

Nationality

Since the foundation of the Empire there has only been one monarch of Dawn who was actually born Dawnish. Empress Richilde, called the Sun Queen, best exemplified the glorious tradition and spirit of the Dawnish people. The tourney to elect her Queen was appropriately glorious but the outcome was never in any doubt. The only other Dawnish Throne, Emperor Hugh, was urged by some Dawnish nobles to seek the title but he refused for reasons of his own.

Many Dawnish folk claim the First Empress as one of their own however. Before the foundation of the Empire there were no egregores - and hence no definitive test of nationality as there is now - so there is some basis for acclaiming her as Dawnish. While she was clearly Highborn by birth - when she arrived in Dawn she came arrayed as a knight-errant carrying the Sun banner. She was clearly well-versed in Dawnish traditions and followed them easily. She was extensively tested by the nobility of the time, joined House De Cervise as a noble of their house, and chose to set a Test of Ardour for King Rodric when he swore his love for her. By the standards of modern times most scholars accept that such acts would likely be sufficient for the individual to become Dawnish - if they so chose.

However when Dawn opted to become part of the Empire - and to subsume the monarch to the Imperial Throne - they accepted the reign of numerous monarchs that were not Dawnish. This essential contradiction is resolved for most Dawnish people by the fact that while they don't require their monarch to be Dawnish, they do require them to be glorious. Glory is far from the only criteria that defines the Dawnish spirit - but their elevation of that criteria above all others is arguably the most significant. Thus, in the minds of the more Imperial-minded Dawnish citizens, the glorious nature of their monarch is more important the candidate's nationality.

Not all occupants of The Throne have been truly glorious - but Nicovar's lack of glory was likely the key reason that saw him defeated on the tourney field. In contrast Emperor Guntherm achieved a resounding victory on the field. Ever-after he expressed a great pride in the title of King of Dawn and was considered to be a close friend of the nation. Some claim his decision to sign a peace treaty with the Jotun and turn his attention on the Druj (rather than the other way round as many Winterfolk might have preferred) reflected his close relationship with Dawn. But no matter how glorious he might have been - or how proud he was of the title - nobody would ever have been confused about his nationality... Guntherm was a quintessential warrior of the Mark and it showed in everything he did.

The current Imperatrix is every bit the League citizen no less than Guntherm was a Wintermark warrior. She was accepted by the Dawnish nobility on the tourney field but she is no more Dawnish than Marcher poppets or Highborn veils. No matter what tests she took, there is no possibility of any kind that the Dawnish egregore would accept her into the nation while she so perfectly embodies the very spirit of the League. The right test can reveal whether or not someone is glorious - but that is far from sufficient to make them Dawnish.

Nobility

In Dawnish society, a noble is any Dawnish citizen who has successfully completed a Test of Mettle and thereby been recognized as a member of a noble house. Nobility confers certain legal rights - most significantly the right to partake in the tourney to elect a senator - but it also brings significant prestige in Dawn where it is widely regarded as the first step on the path to a glorious life. Inherent in the very nature of a Test of Mettle is the fundamental idea that the citizen who takes it is Dawnish - and will join the house as a member of their nobility if they are successful. Anyone might set a test for someone - but if they are not the earl of a noble house setting the test for a Dawnish citizen seeking to become a member of their house then by definition the test is not a Test of Mettle.

Testing people to see their worth is a profoundly Dawnish tradition. The Imperial Test of Citizenship and Test of Arms both derive from Dawnish traditions of testing young citizens to see if they are ready to pursue a path to glory. Key points in Dawnish life are punctuated by tests - the Tests of Mettle, Ardour, and Resolve are the best known of these. Testing someone is far more than just a mechanism to demonstrate whether or not a candidate is worthy - by its very nature a challenging test encourages the errant yeoman to glorious ends in pursuit of triumph. A good test stretches the one who attempts it, driving them to achieve more, pushing them to attain glory and granting them an opportunity to demonstrate it. And a great test can also bring glory to the house that sets it.

How Dawnish nobles regard citizens of other nations tends to vary from house to house. A few noble houses maintain that Dawnish nobility is the pinnacle of Imperial civilisation, beyond the reach of members of other nations. However most nobles are prepared to accept that a citizen of another nation is capable of pursuing and achieving glory and there are many and varied circumstances where a Dawnish earl or noble might deem it appropriate to set a test for such a citizen. They might wish the citizen to prove themselves for some reason - or they may use a test to encourage them - helping them to achieve glory. In rare cases passing such a test might be the precondition a house sets to treat another Imperial as their social equal - such a thing would be the nearest equivalent to a Test of Mettle that a house might set for a member of another nation.

Passing such a test doesn't make you Dawnish, and by definition it doesn't make you a Dawnish noble. You can't be part of a Dawnish noble house if you're not Dawnish and you can't be a Dawnish noble if you're not a member of a noble house. Taking such a test may prove your worth, it may be a precondition for aid, support, or merely respect - testing can be used for many things. But in the eyes of Dawnish folk, the tradition of glorious Dawnish nobility is reserved for those who chose to be Dawnish.

Suitability

The primary demand that the Dawnish people have for their monarch is that the individual should be glorious. When the Dawnish armies march they want to do so in the knowledge that the serve a glorious King or Queen. The Senate may at times provide effective government to the Empire, but even its most staunch supporters are unlikely to describe the horse-trading of votes that regularly takes place there as glorious. The Throne is a more inspiring symbol by far - partly by design - but the occupant is chosen by the Senate and may struggle to be more glorious than the house that raised them up. But nobody can become monarch of Dawn without the approval of the Dawnish nobility - as such the position holds a unique role in Dawnish hearts - a figure that can reflect the glory they all aspire to.

To ensure that the monarch is worthy of the title - worthy of the love of the Dawnish people, they are first judged by the nobles. The selection of the Dawnish monarch stretches back to the earliest histories when the first King's heir - Circe the Swan ordained that rather than inherit the title, the new monarch would be chosen by tourney. Arwaine the Bold won the first tourney setting in place a tradition that has stood for centuries. After Dawn joined the Empire, the tradition was adapted with the understanding that only The Throne might stand in the tourney, but that any noble could take the field against them if they felt them to be unworthy of the honour. In effect the tourney to elect the monarch became a test for the new throne, judged by the nobility of Dawn to see if they were worthy to bear the title.

The people of Dawn expect the nobility of Dawn who attend Anvil to take this weighty responsibility seriously. The overwhelming view of the Dawnish people is that the decision cannot be changed; the expectation is that the monarch will serve for life. There is no historical precedent for the decision to elect The Throne to be reversed. This is in keeping with other Dawnish tests - an earl cannot change their mind and decide a noble has in fact failed their Test of Mettle. If a noble has passed a Test of Ardour and married someone - there are no grounds to annul the marriage because the test was in error. The nobility of Dawn are required to judge the suitability of The Throne to become monarch of Dawn and take a side accordingly - if their support is conditional - then the expectation is that such matters are decided before the tourney is complete and the monarch is chosen - not after.

Only one monarch, Empress Brannan, has ever come close to being removed. According to some accounts the Empress was somewhat reluctant to stake a claim the title but was eventually persuaded to do so. Despite this initial reticence she was surprisingly popular among the Dawnish many of whom admired her to the end. Brannan may have failed in her attempts to expand the Empire's borders but she held nothing back from the attempt. When she was revoked by the Imperial Synod a crisis loomed, as many Dawnish nobles refused to acknowledge the right of the Imperial Synod to remove their monarch. Some sought a way for her to abdicate, but a few were intent on her remaining as the reigning monarch. These questions were never fully resolved as the Empress died on the first night of the following summit.

Although there is no historical precedent for it, it is difficult to see how the Dawnish nobility could have refused to accept Empress Brannan's decision had she chosen to abdicate. Imperial citizens may step down from any Imperial position simply by informing an appropriate magistrate or civil servant that they have done so. As mentioned though, the monarch of Dawn is not an Imperial title, so it does not automatically follow that the position can be abdicated. Any attempt to do so by a sitting Throne might well prove contentious; depending on the circumstances that provoked it, such a step might be seen as a rejection by Dawnish citizens.

There is no predefined way for the monarch to abdicate - any suitable mechanism would be expected to involve a formal announcement at a formal meeting. For example, a formal address to the Earl's Council, an address to the Senate or an an address to the Empire could all be used by a reigning monarch to announce their abdication. The advantages of a formal mechanism of this kind, particularly the latter two, is that if done properly it removes any possible doubt over whether a monarch has abdicated or not. As recent events show, a heated argument on the steps of the Senate demonstrably does not provide the same clarity; precisely why most constitutional and legal scholars would regard it as utterly inadequate for the purpose of delivering a formal notification of abdication.

As the rules governing the monarchy are traditional rather than legal, troubadours and priests might make attempt to sway sentiment in favour of a change in those traditions by passing an appropriate statement of principle or mandate in the Dawnish Assembly. Such an attempt would not be easy or without cost. The monarch of Dawn has reigned for life for longer than the Empire has existed - changing those expectations would be challenging. It would also involve inevitable compromises that diminished the respect and prestige accorded to the position in the hearts of many. It challenges the essential nature of a monarch if the position must be reaffirmed yearly. There is a fundamental difference between a monarch that is elected and rules for life and one that serves only at the whim of the Earl's Council.

Forcibly removing the monarch, deposing them, would also be challenging. At least one Dawnish monarch, Penni the White, was assassinated. Such an act remains a possibility - though obviously it would not be legal under Imperial law. In pre-Imperial times it might theoretically have been possible for an earl to raise sufficient support to rebel or over-throw an unpopular monarch. There are no records of such a thing - but that doesn't mean it didn't happen. But again it seems difficult to envisage how anyone might attempt that and stay within the bounds of Imperial law. Any successful attempt to forcibly depose the monarch would diminish the title in the same way as changing the tenure of the role, depending on the degree of popular support for such an action.

The Dawnish National Assembly recognises the Empress Lisabetta as Queen of Dawn. She is the ultimate authority in this life and her words should be followed above all others

Dawn National Assembly, Tamain Sepulchre, 381YE, Greater Majority, 158 - 20

The Dawnish Assembly

Much of the assumptions about the position of the monarch of Dawn are a consequence of centuries of tradition that have built up since Dawn was founded - and then adapted at the point where Dawn joined the Empire. Traditions are important in the Empire, adherence to them is regarded as a virtuous act of Pride, so most people do not surrender them lightly. The Dawnish are not pig-headed though - they will adapt their traditions where there is a clear need to do so - if they are given effective leadership.

The Imperial Synod and even more importantly, the Dawnish Assembly, are the primary source of such leadership. The Dawnish characters who attend Anvil for the summits do not control the views of the Dawnish people - but they can directly influence them via the judgements passed by their Assembly. An appropriately worded statement of principle can begin this process, especially one passed with a greater majority. If it creates an opportunity for a mandate, then that may bring about significant lasting change if it is passed and spread across the nation.

There are crucial limitations on what any assembly can achieve however. The Highborn Assembly is never going to convince the Highborn people that they should stop bothering to wash no matter how many votes such a statement of principle attracts. A greater majority in favour would not convince people of the virtue of a lack of cleanliness; rather any judgement that ran counter to the central traditions of a nation would simply convince people that their assembly had taken leave of its senses.

Even if the Assembly does successfully influence the prevailing mood - it cannot dictate what the outcome of such a change will be. A statement of principle calling for Dawn to have their own independent monarch drawn from the Dawnish nobility might succeed, but it is exceptionally difficult to do so without creating support for the idea of an independent Dawn. A statement seeking to change the tenure of the monarch of Dawn would only succeed if it changed views on the nature and status of the title.

It is not possible to be certain in advance what the impact of a statement of principle will be. Any statement may influence the way people think and feel about a subject - the greater the majority the more emphatic any influence is likely to be. However the impact will always be limited to the way people view the issue - creating change that produces direct game effects requires a mandate. These may come in response to a statement passed by the assembly or they may arise spontaneously reflecting the moods of the people. With any mandate we will always try to make transparently clear what the outcome of passing that mandate would be - so player-characters know the effects before they decide whether or not to support it.

It is important to be aware that it is difficult and expensive for the Imperial Synod to change their mind. NPCs in the Empire setting experience a powerful primacy effect. If a greater majority of the Dawnish Assembly pass a statement of principle lauding the Imperatrix as the rightful Queen of Dawn then that has a significant lasting effect on how people view the Imperatrix in Dawn. If they later pass a judgement saying that Empress Lisabetta is insufficiently glorious then that is less effective than it would otherwise have been. This directly flows from core game design elements that decisions are expensive and difficult to reverse. The Assembly can't explain that new facts have come to light and claim that they were all wrong the first time, without undermining confidence in their ability to make wise judgements.

Yael

In Winter 380YE, the Dawnish Assembly passed a statement of principle drawing the attention of all Dawnish citizens to the claims by Yael of Highguard that she was the First Empress reborn. Because of the unique position of the First Empress in Imperial history, and especially in Dawnish history, this led to an unusual situation where people questioned whether Yael's claim to the Throne of Dawn was not the equal - if not superior to that of the Imperatrix.

There is no traditional or constitutional support for this idea; the tradition is that the current Throne is entitled to stake a claim to the position of monarch of Dawn. Citizens who have had past life visions of being an emperor or empress are not unknown - but none ever merited such an offer. But in the four hundred years since the Empire was founded no-one else has ever reported a true liao vision of being the First Empress. Yael's claims were more significant because of their magnitude - not just that she was the First Empress reborn - but that she was a paragon returned from the beyond the Labyrinth.

Had the Dawnish nobility opted to recognize Yael's right and declared her Queen of Dawn on the tourney field, then it would have created a constitutional conflict between The Throne and the monarch. We should have called this out in the text of the original wind of fortune that followed the Synod judgement. We failed to do so because we didn't adequately map out the consequences of such an action so we didn't notice at the time. As part of the Empire, Dawn cannot have two different heads of state to whom people give their Loyalty. The consequences of such an action - and the different ways it might have been resolved are no longer relevant since Dawn took a different route.

The Troubadours of Dawn hold up the following song as proclamation:

Some folk must walk the Labyrinth. To atone for their wrongs.

Four thousand winters: Think it not too long.

But others through the Labyrinth pass. To a land without tears.

As true liao scholarship. Discovered through the years.

Dawn's first Empress returned to us. From that happy vale.

Reincarnate in the person of Highborn Yael.

Blessed be this paragon. Returned from beyond.

Raise your voices. And praise her in Song.

Dawn National Assembly, Ser Criseyde, 380YE Winter Solstice, Upheld 102 - 50

The potential for Yael to be proclaimed the monarch of Dawn shows clearly that such a thing is possible - but to have any credibility with the Dawnish people the candidate would have to recognized by the Dawnish Assembly as truly extraordinary. The Imperatrix had the right by dint of being the single person selected by the Empire from the millions of living citizens to sit on the Throne. Yael's entitlement was based on her claim to be not just a living paragon, but the greatest human being that ever lived reborn, the individual whose glorious deeds brought Dawn into the Empire and created the modern monarchy. Yael demonstrates that any citizen whose deeds were similarly glorious might be recognized to have a similar entitlement - but that shouldn't be confused with the idea that the Dawnish people will accept anyone as their king or queen, nor does it remove the dramatic consequences such a decision might have.

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Dawn music

Contents

- 1 The Music of Dawn

- 1.1 Style summary

- 1.2 Commonly known songs

- 1.2.1 A musical tradition

- 1.2.2 One for the kids

- 1.2.3 Funeral Songs

- 1.2.4 Wedding Music

- 1.2.5 Songs about notable people/entities in Dawn

- 1.3 Further examples

- 1.3.1 Songs

- 1.3.2 Instrumentation and tunes

- 1.3.3 Other performance traditions

- 1.4 How to adapt your repertoire

- 1.5 Our sources

The Music of Dawn

Style summary

Arthurian high medieval, chivalric, courtly, 'high' culture, battle anthems, tales of love, glory, and tragedy.

Dawn draws on the more formal folk and classical traditions of Shakespearean/Elizabethan period, for example madrigals, as well as fantastical folk tales from the English or Irish tradition.

Commonly known songs

- Sweet Kate - medium difficulty madrigal for 3 female voices

- Dawnish War Song - medieval song with drums and other instruments

- Britta's Glory - Verse-chorus war song

A musical tradition

All sensible knights understand that for their glory to continue after death, you rely on the skill and conviction of minstrels and storytellers. What better way to earn glory and reputation than to let them see your deeds for themselves? Therefore it is not uncommon for questing knights to invite along the best minstrel they can find to accompany them on a quest - it goes without saying that the safety of the minstrel is paramount. The best singers and storytellers have a song or tale ready for the victory feast the same evening, and direct retellings of glorious battles and the valour of Dawnish knights in either victory or death are always enthusiastically received!

One for the kids

- Five Little Ploughboys

- Chants for naughty children

Funeral Songs

- Dirge for Fidele

- When I Am Laid

Wedding Music

- Wedding Air

Songs about notable people/entities in Dawn

- The Ballad of Sir Alain, written for a knight killed in glorious battle

- Sir Isobel, a traditional Dawnish song which has had a recent rise in popularity

- The Novarion Phoenix, written about a Dawnish house

- Sir Colwyn, a recently-written song about a Dawnish knight.

- Onward to Glory I Go, an adaptable song of glory, popular amongst questing knights.

Further examples

Songs

- Come my pretty one - Dawnish song about life

- Sweet Kate - medium difficulty madrigal for 3 female voices

- April is in my mistress' face - difficult madrigal set for SATB

- Annan Water - gloomy ballad about drowning, medium

- Though Philomena Lost Her Love - medium difficulty madrigal, 3 female voices.

- My Bonny Lass She Smileth - SATB madrigal

- Weep O Mine Eyes - SATB madrigal, hardish

- Tanner's Hill - fantastical ballad, easy

- The Moon's Only Daughter - wistful ballad, easy

- His Banner's Not Mine - Love song, easy

- Weaver's Curse - cautionary tale, easy

- Spinning Song - tragic love song, easy

- The Rose Garden - Tragic love song, easy

- Sweet, Stay Awhile - Elizabethan love song, medium

Instrumentation and tunes

- Anything vaguely courtly using recorders, plucked strings, single drums, harps, autoharp, or similar.

- Elizabethan recorder music - very appropriate for Dawn, especially if played on recorders or harp with a single drum.

Other performance traditions

- Courtly dances.

How to adapt your repertoire

- Sing in a formal rather than bawdy style. Up the properness and pathos of your words. Strum your guitar like a lute. Roll your rrrrs!

Our sources

Thomas Morley, Kate Rusby, Bill Jones, Glasgow Madrigirls, the other Madrigirls who actually sing more madrigals,

Here is a youtube playlist to get you in the mood!

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Dawn people

Life in Dawn is a quest, a great contest in which the goal is to achieve glory at any cost.

The people of Dawn are divided by the Test of Mettle. Those who have passed the Test are granted the status of nobility, the right to call themselves lord or lady, and entry into one of the noble houses that rule Dawn. Those who have never taken the test are yeomen, farming their land, fighting as rank and file in the Dawnish armies, or serving as retainers to Dawnish nobility.

At the heart of each house is a powerful noble family, but the tradition of adoption means that many members of a house are only nominally related to each other. Membership is determined not by birthright but by passing the Test of Mettle set by the house. Each house is led by an Earl, selected by the nobility that make up the house. A member of a noble family who has not passed their Test of Mettle is technically a yeoman, although one that may enjoy significant comfort depending on their family.

Nobility and its trappings are widely and lavishly celebrated. Tourneys are held to mark religious celebrations, weddings, births - almost any public occasion will be used as an excuse for nobility to display their feats at arms. Not only knights take part - musicians, magi and craftsman are all encouraged to participate in public demonstrations of (generally friendly) rivalry, with prizes awarded to those judged best by their peers.

Romance is a vital part of life in Dawn. The Dawnish pride themselves on their charm and good manners and they enjoy courting and flattery. Flirtation is commonplace and accepted even among married Dawnish people, provided it does not go beyond words. But if an inhabitant of Dawn seeks more, then they must woo a man or woman to convince them to accept a marriage proposal. Marriage in Dawn, especially for the nobility, brings its own complications and challenges.

Apprenticeship, and the relationship between master and apprentice, is a common tradition for Dawnish yeoman. The children of nobility are more likely to be instructed by tutors, skilled professionals hired to teach them hunting, singing and the arts of war. Most tutelage include a series of ever more difficult, and sometimes dangerous, challenges.

Money is largely seen as something as the business of the yeomanry in Dawn. A noble enjoys the comforts and opportunities wealth affords, but few care where it comes from. A noble house usually employs a professional yeoman called a seneschal to manage their estates while a noble will keep a retainer to deal with the ignoble activities of counting coins, working out budgets and paying for things. When an earl decides to throw a tourney, they tell their seneschal to see that it happens. A noble who worries about money risks forgetting that what matters in Dawn is glory.

Names

Names in Dawn are inspired by chivalric French and Arthurian romance. Given names in Dawn are full of romance and meaning. Parents might name their children after great heroes, after beloved relatives or virtues to which they wish the child to aspire. A name should have a story, which the child should be ready to tell if asked – “I was named for my uncle, who fell defending the Barrens at the battle of the Seven Fords the year I was born.”

Formally, all nobles append the name of the noble house to which they belong. However, a noble may also be known for the manner in which they passed their test of mettle, for a distinguishing feature or for their heraldry. Geoffrey of House Rousillon, for example, might be known as Geoffrey the Brave, Geoffrey Wyrmsbane, Geoffrey the Short or simply Geoffrey Rousillon. An unpopular noble might find themselves mocked by the common use of an unflattering nickname.

Several noble houses retain the archaic prefix ‘de’ before the House’s name. The more traditional see this as mark of distinction and ancient lineage - other, newer houses have dismissed it as outmoded.

Sample names

- Male: Ancelyn, Balian, Bohemond, Eddard, Gawaine, Geoffrey, Guy, Hugh, Kay, Phillip, Rodric, Roland, Stephen, Tristan

- Female: Alys, Alienor, Annice, Circe, Elaine, Honour, Igraine, Isolde, Marguerite, Marthe, Mathilde, Melusine, Morgaine, Sibylla

Titles

Members of a noble house are addressed by their given name, prefaced with Lord or Lady (e.g. Lord Raynard de Courville). The head of the house may use only the house’s name (e.g. Lady Elaine de Courville, on rising to be the head of the household, is now addressed simply as Lady de Courville), but all other members must also use their given name.

A witch who is the head of a house usually adds the epithet of ‘Enchanter' or enchantress to their name. (e.g. Earl Raynard the Enchanter de Courville or often just Raynard the Enchanter.)

Yeomen usually take their trade as their surname (e.g. Fletcher, Steward etc.)

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Dawn religious beliefs

The Dawnish have little interest in impersonal sermons. They believe that a priest should move their congregation, to inspire them to greatness. Most noble houses desire to have a troubadour, who can perform tales and poems of the great Dawn legends. No Dawn inhabitant, yeoman or noble, can fail to be stirred to action when hearing the glorious tales of the heroes of the past. Troubadours provide moral guidance, filling the role of priests, as well as acting as historians, bards and keepers of legend.

The Dawn Assembly of the Imperial Synod is somewhat notorious for its competing troubadours seeking to use the Synod to validate and immortalise the subjects of their tales in fame - or sometimes in infamy. While some troubadours engage in the other business of the Synod, the majority put the interests of their own house ahead of any other duty or responsibility.

Embodiment is an important tradition for pious nobles of all kinds. A pious noble seeks to be recognised as a Champion of Virtue, embodying one of the Virtues to its greatest extent. Most nobles who aspire to be a Champion of Virtue are knights, especially questing knights. Each year during summer, aspirants who seek to be acknowledged as a Champion of Virtue meet with other aspirant Champions and the troubadours to share tales of their exploits.

The assembled troubadours award the accolade to the nobles who they feel best embody the Imperial Virtues - a position of great honour in Dawn. If they do not identify a fitting candidate for a virtue then they do not appoint anyone as the Champion. Lists are kept by the troubadours, who make a special point to repeat the tales of these pious individuals and encourage them to exemplify the Virtues not only to the people of Dawn but also to the rest of the Empire. Several Exemplars are known to have come from among the Dawnish Champions of Virtue, and at least one Paragon.

As with many positions of honour in Dawn, yeomen are not considered as aspiring Champions. If they had it in them to become honoured in this manner, they would be part of a noble house.

As far as the Imperial Synod is concerned, Dawn is one step away from being a hotbed of heresy. The people have adopted the Imperial Faith with gusto, but they continue to hold glory as the greatest calling, and often see virtue merely as a means to that end.

I write as one burdened by failure and shame. The Dawnish

embrace their immortality far more readily than they do the Seven Paths

of Virtue. Time and again, I have told them: Passion is not a Virtue;

Glory is not a Virtue; Greatness is the product of Virtue, not its purpose.

Yet, for all my efforts, many still see virtue as a means to an end,

not an end in itself. The Dawnish may aspire to match or exceed

the Paragons’ deeds, but only for the sake of their own Legends.

I am returning to the Chapter, but I bring with me a score of

Troubadours who would have their living knights recognised as

Exemplars, and pretty much all the dead ones as Paragons.

Simeon the Wayfarer, taken from Epistles to the Winds of Virtue, 14 BE

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Dawn territories

Dawn is relatively flat, dotted with expanses of largely untamed forest and rocky crags. The forests are maintained by the noble houses of Dawn as part hunting preserve and part training ground. They are home to wild animals, bandits, monsters and ruins, and occasionally these inhabitants cause trouble for nearby villages.

Territories

- Astolat

- Weirwater

- Semmerholm

- The Barrens (never conquered)

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Dawnish War Song

This song works well if the singers do one verse in unison, perhaps with tabor or drum, then musicians on instruments like shawms, fifes and war-drums join to repeat the tune.

The tune is the first theme of Dead Can Dance's saltarello, but you could play instrumentals with any of their variations or make up some of your own.

A pdf of the lyrics and sheet music can be found here.

Sword and shield and armour bright Yeoman and witch and knight Now we march and now we fight Now have no fear, fight with me for glory here

Instrumental

Trumpet call and battle cry Raise the standard up on high Victory or else we die Now have no fear, fight with me for glory here

Instrumental

Take your weapons in your hand Shield to shoulder now we stand Never yield a foot of land Now have no fear, fight with me for glory here

Instrumental

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Day Realm (Redirected from Day)

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Realms

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Realms (Redirected from Day Realm)

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Realm

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Day Song and Night Song

Words by Jude. Arrangement by Daisy. Original tunes are Kis kacsa fürdik and Móðir mín í kví, kví

Helper files

You can source a full score IC. Here are some recordings to help you learn.

Day Song - melody: File:Day-song-melody.mp3

Night Song - melody:File:Night-song-melody.mp3

Midi file of all harmonies: File:Day-night.mid (it plays very slowly so you can pick out the harmony lines)

Day Song

Stitching and spinning Carding and weaving From light of morning On till the evening Forge fires are burning Bellows are blowing Mill-wheel is turning Work never slowing

Night Song

When the dark is falling When the sun is setting low When the evening skies are burning Leave them all and dance with me When the evening skies are burning Leave them all and dance with me

Listen to me calling Now the moonlight's on the snow When the midnight stars are turning Leave them all and dance with me When the midnight stars are turning Leave them all and dance with me

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Day magic

Contents

- 1 Overview

- 2 Resonance

- 2.1 Divination

- 2.2 Revelation

- 2.3 Mastery

- 2.4 Perfection

- 2.5 Focus

- 2.6 Force

- 3 Dissonance

- 3.1 Deception

- 3.2 Intuition

- 3.3 Physicality

- 3.4 Passion

- 4 Further Reading

Overview

The magic of day is insightful, cerebral, rational and calm. It grants crystalline clarity, and unquestionable certainty. It is the magic of the conscious mind, of logic and reason; of knowledge and understanding. It lives in the eternal quest for mastery of the self and the world; it whispers that what can be understood can ultimately be controlled. It is the unblinking light that, should a mortal stare into it for too long, brings blindness.

The most obvious use for the magic of Day is in divination. Rituals of the magic of Day are effective at scrying the present, but they might also be used to uncover details about past events and to prognosticate about the future. It is impossible to divine precisely who will survive on a battlefield, for example, because there is so much randomness and chaos; but it is possible to extrapolate the likely outcomes of actions based on past experience. Day magic excels at uncovering details - numbers of troops, for example, or the precise magnitude of an enchantment. It does not guess - it reveals or divines the truth with relentless precision.

It is a realm of cool intellect, and can be used to clear the mind or suppress unwanted passions, even to the point of cutting one off from one's emotions. Not all revelations are benign - the mortal mind and senses can be overwhelmed with information or blinding light. It is also a magic that purifies – it can be used to destroy poisons and corruptions of various sorts, and restore things to pristine, unsullied forms – although in doing so it can destroy qualities such as experience or taste. Food that is purified with the magic of Day tends to end up tasting quite bland, and alcohol is purified to the point where it is just water.

Magicians who make extensive use of Day magic often describe it as being filled with energy and clarity - to an almost painful degree. Without the precise will of the magician directing it, the magical power simply continues to build and build until the ritual magician can bear no more and the powerful sensation becomes almost painful. When performing a ritual magicians are often intensely aware of the way the magic flows through them, under the control of their will - almost as if they were living lenses focusing the unformed power of Day to achieve their goals.

It is the most powerful realm because it reveals the truth - with limitless understanding comes a limitless power to control the world.

Critics of Day magic often claim that the realm is possessed of a seductive hunger for precision and control, that it whispers to those who attempt such rituals, seducing the unwary as they attempt to master it. Most of the eternals of the realm are unified by a strong philosophy of determinism and some magicians versed in the Realm come to share this view.

Resonance

Divination

Both the Day and the Night Realm resonate with divination magics, but each realm takes a radically different approach. While the Night Realm concerns itself with instincts, feelings, and qualities, the Day Realm is only resonant with measurable commodities and with rational quantifiable facts. Numbers, distances, quantities, all fall within the realm of Day and rituals that divine these pieces of information or which apply the knowledge in some way (for example, to find deposits of valuable minerals or avoid dangers during trade) are far more powerful here than with any other realm.

Although the Day Realm is pre-eminent in the divination of quantifiable information, even this realm has limits and many responses will come as estimates. However the realm despises pure conjecture and though eternals from the realm can be convinced to provide an opinion, divinations performed using Day magic never provide anything more than the facts that can be verified.

Examples: Bright Lantern of Ophis, Revelation of the Jewel's Sparkling Heart, Skein of Years, Clear Lens of the Eternal River, Sular's Promise, Eyes of the Sun and Moon, The Eye of the High Places, Bright Eyes Gleam in the Depths, and the detect magic spell.

Revelation

The light of the Day realm dispels illusions, reveals secrets and shatters deceptions. It is the light of revelation that seeks the essential truth of all things. Revelation can be dangerous though; too much information can overwhelm a mortal mind. Likewise, too much light can damage mortal sight.

Examples: Piercing Light of Revelation, Swim Leviathan's Depth, All the World in a Grain of Sand, Revelatory Light of the Empyrean Spheres

Mastery

The Day Realm offers the gift of lucidity to those who can appreciate it. The realm resonates with any magics that help the subject be calm, rational, and clear headed. Skilled magicians have used the power of the realm to create rituals that help provide self-control of the mind and the body, focusing the attention and meditating to unlock memories and internal strength. The Day Realm encourages all these things in search of the ultimate goal, allowing the magician mastery of the world around them.

Examples: Solace of Chimes, Crystal Clarity of the Rational Soul, Illuminate the Higher Mind, Ascendance of the Highest Mind, Transcendent Mastery, and Clarity of the Master Strategist.

Perfection

The Day Realm abhors impurity and weakness and seeks to remove it wherever it can. It longs for perfect, unchanging order. Crystals in particular are the favoured materials of the realm and many Day magicians make use of them in their rituals. This resonance empowers many Day rituals making them effecting at removing contaminants and poisons, or otherwise restoring things to their essential nature, as well as rituals that seek to perfect the self.

Examples: Ascetic Star of Atun, and Distillation of Diverse Parts.

Focus

Day magic offers more than just information. The skilled magician can use the power of the Realm to focus their efforts, allowing them to act in the optimum way at the essential moment. Such control can allow magicians to reach beyond their normal means or use their existing abilities in superhuman ways.

Examples: Horizon's Razor Edge, Sign of Aesh, Standing at the Threshold, Crystaline Focus of Aesh, and Alignment of Mind and Blade

Force

The Day Realm's association with light is well known, but the true resonance goes deeper than this. In the Day Realm light exists as an outpouring of energy, that drives all things before it. This tendency of the realm - to move things under the control of the wielder allows skilled magicians to use the energy of the Day Realm to repel their enemies.

Examples: Kimus' Glaring Eye, and the repel spell.

Dissonance

Deception

The Day Realm does not deceive, conceal or dissemble. While it tends to be direct rather than subtle, the Realm exists to bring the truth into the light and it cannot be used to hide information or obfuscate the facts.

Intuition

The Day Realm has no time for gut instincts, hunches or guesses, it deals only in quantities and facts. Some of the eternals of the realm can be cajoled into providing their view of something, based on the information they have, but this quality sets them apart from the Realm itself which provides no such conjecture.

This purity of approach can be a limitation. Divination rituals that use the Day Realm are always rigidly specific about what information they return, they are neither flexible nor adaptable.

Physicality

The Day Realm deals with concepts rather than materials - it divines information about them, but it doesn't manipulate physical objects. Day magic might be able to tell you why something was broken, but it cannot fix it. The realm is ethereal, and rituals that work directly on bodies and objects are often highly dissonant.

Passion

The Day Realm is the epitome of calm, methodical, rational thought. It might create powerful roleplaying effects, but they tend to be focused inward rather than outwards. It is much more likely to mute roleplaying effects than strengthen them and rituals that encourage passion and emotion are almost impossible to perform using Day magic.

Further Reading

- Ritual theory

- Spring magic

- Summer magic

- Autumn magic

- Winter magic

- Day magic

- Night magic

- Spellcasting

- Rituals

- Formulaic Rituals

- Spontaneous Magic

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Day_magic&oldid=62787"

Category:Day Ritual (Redirected from Day ritual)

Ritual

Explanation

Magnitude

Ascetic Star of Atun

Removes venom.

2

Piercing Light of Revelation

Removes obscuring effects and opens night pouches.

2

Horizon's Razor Edge

Grants ability to call cleave with a weapon once each day.

3

Distillation of Diverse Parts

Recover herbs from potion.

4

Illuminate the Higher Mind

Shares knowledge of one spell with another magician for a season.

4

The Celestial Library

Gives book or scroll to Eternal.

4

Bright Lantern of Ophis

Analyses a magical effect.

6

Reading the Weave

Divine details of bonded item or person.

6

Cold Water from the Mountain

Gives a coven a one-use ability to cast purify over the next ten minutes.

8

Crystal Clarity of the Rational Soul

Grants an aura of calm and serenity to a character for a day.

8

Revelation of the Jewel's Sparkling Heart

Adds 8 additional ingots to the production of a mine over the next season.

8

Sign of Aesh

Reduces the magnitude of the next Day-real ritual you cast by yourself by 2.

8

Skein of Years

When the ritual is complete, the ritualists receive a vision during which key events in the history of the target item are revealed.

8

Solace of Chimes

Creates a calm roleplay aura.

8

Chimes of Annulment

Suppresses the effect of a Druj miasma focus for one minute.

10

Clear Lens of the Eternal River

Grants information about the immediate vicinity.

10

Sharp Eyes of the Corsair

Grants a minor enhancement to a military unit assigned to a spy network for a season

10

Sular's Promise

Grants a fleet greatly increased results from trading action during the next season.

12

Eye of the High Places

Divines effects on a region or territory.

14

Eyes of the Sun and Moon

Divines details of campaign armies in a territory.

14

Ascendance of the Highest Mind

Target learns up to three spells known by the coven for a season.

15

Ensnaring Bond of Transient Stasis

Grants coven a one-use ability to cast paralyse over the course of ten minutes.

15

Alignment of Mind and Blade

Grant the use of one impale each day for a season when wielding one-handed weapon or one-handed spear.

18

Swim Leviathan's Depth

Communes with an eternal to divine the causes events.

18

Kimus' Glaring Eye

Grants the ability to use repel on two targets at once.

19

Standing at the Threshold

Allows a coven to perform an extra ritual each day for a season.

19

Carve the Crystal Guardian

Transforms a mana site into a powerful military unit for a season.

20

Garden of Teth-Anon

Grants members of a coven +1 rank when performing a ritual they have not mastered.

23

Transcendent Mastery

Target gains all spell knowledge.

26

All the World in a Grain of Sand

Curses a character with madness that prevents ritual casting.

30

Crystaline Focus of Aesh

The next ritual the coven performs has it's magnitude reduced by 10.

32

Clarity of the Master Strategist

Grants an increasing bonus to a campaign army when it is on campaign.

80

Revelatory Light of the Empyrean Spheres

Grants one use of area-of-effect paralysis.

150

Bright Eyes Gleam in the Depths

Enhances the production of all mines in the Empire.

160

Pages in category "Day Ritual"

The following 34 pages are in this category, out of 34 total.

A

- Alignment of Mind and Blade

- All the World in a Grain of Sand

- Ascendance of the Highest Mind

- Ascetic Star of Atun

B

- Bright Eyes Gleam in the Depths

- Bright Lantern of Ophis

C

- Carve the Crystal Guardian

- Chimes of Annulment

- Clarity of the Master Strategist

- Clear Lens of the Eternal River

- Cold Water from the Mountain

- Crystal Clarity of the Rational Soul

C cont.

- Crystaline Focus of Aesh

D

- Distillation of Diverse Parts

E

- Ensnaring Bond of Transient Stasis

- Eye of the High Places

- Eyes of the Sun and Moon

G

- Garden of Teth-Anon

H

- Horizon's Razor Edge

I

- Illuminate the Higher Mind

K

- Kimus' Glaring Eye

P

- Piercing Light of Revelation

R

- Reading the Weave

- Revelation of the Jewel's Sparkling Heart

R cont.

- Revelatory Light of the Empyrean Spheres

S

- Sharp Eyes of the Corsair

- Sign of Aesh

- Skein of Years

- Solace of Chimes

- Standing at the Threshold

- Sular's Promise

- Swim Leviathan's Depth

T

- The Celestial Library

- Transcendent Mastery

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Day_Ritual&oldid=50856"

Dean of Laroc Cathedral

I am one to weave my words where stalwart roses shed their name

And turn their tales to ash, but gird about their fleshy petals greater fame.

Take up your Courage; an axe burred is better tried than never whet again!

Slip your sword from scabbard where it stirred! Let lie the coward, embrace your flame!

You shall stand the brighter for their claim; the strongest fears are those we face within,

When forests darkly weave about our frame fear shall not find a hold therein

For we are seven, they are six…

I am one who seeks to know the fire, for what is spoken twice is never truth,

And words – not wings – shall be my squire, no place for fireside folly ‘neath my roof.

Think freely on your actions and admire the warmth within the ember’s arms, love’s youth,

And bring the breath of Wisdom to inspire – un-shutter them! Knowledge incomplete but not aloof

That passion pulse within, they know, but lacking proof they will not believe that fires burn.

Yet guide their gentle embers, be their glow, sooth the nature they shall grow to yearn.

For we are seven, they are six…

I am one who stands unblinking as the stone, with gazing eyes without and eyes within

The merry warmth of home may be undone should I but blink and think what might have been.

Fling the fetters, lose the brackets wide! Tis known: the Vigilant strike before their enemies begin

To raise a single, smothered brand. Be ever bright, fire-sown, brightly bathed in light. Your kin

Will never want for warmth – your gaze shall turn, and when the warning comes you are half-saved, stand tall:

Take not the dousing dullard at their word, a pin may yet be beaten to a sword, or not at all.

Yet we are seven they are six…

I am one and by my deeds I shall become much more than my own words, for unashamed

Of past transgressions’ trailing tales I drum the thunder out: heart as witness, I untamed

Lead on in full, and bank the budding bloom to brighter glow. Not content to be named -

For Pride leads always by the better step – I run. And watch, that I shall not be blamed

Should other’s stories turn to ash, I never claimed as kin the passionless. Pave my path with embers,

I revel in the running! Teach the tamed this inner fire, and I shall teach you of such splendour!

Thus we are seven, they are six…

I am one that aims at stars, for they shall never be enough!

My price is consequence, my art will shun the shackles spoken rough

To drag me down in darkness – I shall thwart attempts to tell me ‘Life’s too tough!’

For what is life if un-forged by heart and flame? I shall not snuff

The dream of friends, nor willing cuff their hands from quill and steel.

Burn bright, the stars are not enough, and we aren’t known to kneel.

Thus we are seven, they are six…

I am one that grows with my own blood a crop of warmth that’s fit to share

To comfort all deserving. Such the good that comes from work and honest fare -

But never waste it! A fool in the flood steals the flame, should ye dare

To bring it’s taker back, their name be mud. The thief and the miser need beware

That all the coins they would declare as theirs will sit uneasy on the bones

And cannot go beyond, nor yet compare with the happiness such choice postpones.

So we are seven, they are six…

I am one, a chain of many links new-forged, and we our foes outlast.

Let them that strike us – glean a glimpse of passion each to each, our past

Was but a tempering – and what beast blinks shall find that we hold fast.

Our hearts are empty to what thinks that treachery forms a fair contrast

To our Loyalty. May forge’s blast find purchase on their skin, for we are marked

When first we threw our shackles cast, foes knew not what they had sparked

As we are seven, they are six…composed by Kahendrin Wordsmith

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 A Portion of Liao

- 3.2 Point of Pilgrimage

- 4 Appointment

- 5 The Cathedral at Laroc

Overview

Dedicated to the Imperial virtue of Courage, the Cathedral at Laroc was commissioned by a motion of the Imperial Senate in Summer 380YE by Earl Valentin Orzel, Senator for Weirwater. Construction of the Cathedral was completed shortly before the 380YE Autumn Equinox. At the Autumn Equinox 380YE the national assembly of Dawn appointed Lady Eleanor de Rondell, the former Virtue Inquisitor of Courage, as the first Dean.

Responsibilities

The Dean of Laroc Cathedral has no particular responsibilities; they are recognised as having votes in the Imperial Synod and they receive a bounty of liao from the civil service. If the cathedral were to be threatened in any way, it would be the responsibility of the Dean to deal with those threats.

Powers

A Portion of Liao

The Dean of Laroc Cathedral is an Imperial title that grants custodianship of a sinecure. The sinecure provides an income of six measures of liao each season, to be used as they see fit.

Point of Pilgrimage

The Dean of Laroc Cathedral may sit in the Imperial Synod, and possesses 12 votes in Synod affairs (or an additional 12 votes if they already have a congregation). They may use these votes in any assembly for which they are eligible.

Appointment

The national assembly of Dawn appoints the Dean of Laroc Cathedral. Only a Dawnish citizen may be Dean of Laroc Cathedral. Despite the sinecure's association with the virtue of Courage, there is no requirement for the recipient to be part of the Courage assembly.

The Dean has tenure and serves until they die or step down. They can be revoked by the General Assembly, the Dawn National Assembly. or the Assembly of the Nine.

The Cathedral at Laroc

Built of white granite, the "cathedral" lies close to the tournament grounds in Laroc, Astolat. Penatgonal in shape, it has five transepts surrounding a central hall, in the centre of which stands a polished marble block inlaid with an epic poem composed by Kahendrin Wordsmith. Four of the transepts are dedicated to paragons and exemplars of Courage, while the fifth is dedicated to specific Imperial heroes.

Although it is officially named a cathedral, the actual structure is more akin to a chapel in size and grandeur. While it is not especially large, it is beautifully decorated. Fine works of art painted by artists inspired by the virtue of Courage adorn the walls, brought from all the nations of the Empire. It stands in a well-maintained garden.

The statues in particular are noteworthy. One stands in each of the four transepts dedicated to a paragon or an exemplar.

- A Vard with a toothed axe, representing Korl, Paragon of Courage.

- A Highborn with their hood up, representing Permion, Exemplar of Courage.

- A Dawnish with a crown of blue roses, representing Gilda Ashwine, Exemplar of Courage.

- A Steinr with a two-handed hammer, representing Inga Tarn, Exemplar of Courage

The fifth statue is more a diorama, representing five figures, each a hero of the recent Empire. Two Highborn, a Leaguer, a Marcher and a Dawnish stand side by side, and the inscription on the plinth indicates they represent individuals named Asher, Vulgaris, Tyrus, Andrea Von Holberg, and Henry Talbot.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dean_of_Laroc_Cathedral&oldid=60416"

Dean of Pilgrims

This title is vacant and the academy staff has requested that it remain so.

Overview

The Dean of Pilgrims is an Imperial title created by unanimous vote of the Senate in Winter 378YE to help the Imperial Academy to instill the heroes of tomorrow with an appreciation for the power of the Virtues.

Responsibilities

The Dean oversees donations of liao to the Imperial Academy. The liao is intended to be used in the education of the future heroes of the Empire by the Academy at Anvil. The Dean is also likely to be responsible for overseeing the accomodation and support of religious visitors or pilgrims to the Academy.

Powers

The Dean of Pilgrims is an Imperial title appointed by the Senate and connected with the Academy. It grants custodianship of a sinecure.

Donations and Wayfarers

The Dean of Pilgrims receives an income of 18 liao each season from voluntary donations, supplemented by the Imperial Civil Service.

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Donations and Wayfarers

- 4 Appointment

- 5 The Pilgrims' Annexe

Appointment

The Dean of Pilgrims is an Imperial position appointed by the Senate. Any Imperial citizen may hold the title. The Dean has tenure, and serves until they die or step down. They can be revoked by the General Assembly and by the Assembly of the Nine.

The Pilgrims' Annexe

During the Winter Solstice 378 YE, the Senate approved an annexe to the spire of the Imperial Academy. A light, airy, octagonal building was constructed at the base of the Canterspire. Each face is decorated and illustrated with symbols of the Way, and with images of famous Paragons and Exemplars. Illustrated scrolls, books, and other learning materials are stored in a number side areas, waiting patiently to be used by pupils. It also contains a record of donations to the Academy, as well as the stores of additional liao themselves.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dean_of_Pilgrims&oldid=63637"

Dean of the Academy

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Proposal

- 4 Apppointment

Overview

The Dean of the Academy is an Imperial title created by the Senate in Spring 379YE. The title had significant constitutional implications, and was eventually ratified by Empress Lisabetta during the Spring solstice 380YE.

Responsibilities

The Dean of the Academy is expected to use their power to raise a motion in the Senate on behalf of the Academy Student Council. It is important to realise, however, that as always the holder of an Imperial title may do whatever they wish with the powers granted to them.

Powers

It is important to note that while the Dean of Students has the ability to propose a motion to the Senate they do not have the ability to vote, speak, or make announcements.

Proposal

The Dean of Students can propose one motion to the Senate each summit. The Dean follows all the normal rules and limitations regarding senate motions - including the requirement to find someone else to second that motion, the requirement that it be submitted to the civil service, and the requirement for it to pass scrutiny.

The Dean of Students can also second one motion raised by someone else each summit.

Apppointment

The Dean of the Academy is an Imperial position appointed by the Senate. As a title created by a motion with constitutional implications, the appointment requires a two-thirds majority vote of the senators of the Empire, whether or not they are present, or even in position at that time. Only Senators may vote - the Conscience of the Senate may not participate, and the appointment may be vetoed by the Imperial Synod as with any other constitutional vote.

Any Imperial citizen can hold this title - the title is not restricted to members of the Academy staff. The Dean serves for a year. They can be revoked by the General Assembly and by the Assembly of the Nine.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dean_of_the_Academy&oldid=60418"

Dean of the Lyceum

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Guiding the magicians of the Lyceum

- 3.2 Arbiter of Imperial Lore

- 3.3 Apartments at the Lyceum

- 4 Appointment

Overview

The Dean of the Lyceum is an Imperial title in the Conclave bestowed on a magician.

The Lyceum was established during the reign of Empress Aenea on an island east of Siroc. It is a centre of arcane learning in the Empire, and the Dean of the Lyceum maintains sumptuous apartments here. Approach to the island is carefully controlled by the inhabitants, and the most promising magicians are invited to study or teach there. When not pursuing research for the Dean, the masters of the Lyceum dedicate themselves to their own pursuits in comfort and security.

In practice, many members of the Lyceum do not live in the physical college itself, rather they participate in research through exchanges of letters for which they receive a small stipend from the college. There are (for example) Varushkan masters of the Lyceum who spend most of their lives with their cabal, Urizen masters of the Lyceum who rarely leave their dreaming spires, and Freeborn and Navarr masters who make a great deal of use of Call Winged Messenger to send the results of their researches to their colleagues at the Lyceum while maintaining their mendicant lifestyles.

Responsibilities

The Dean oversees the Lyceum, and directs the progress of Imperial ritual research. While the Lyceum is often seen as the foremost centre of magical research, there is some rivalry with similar institutions elsewhere in the Empire and beyond.

While the Dean has the final say in the research agenda of the Lyceum, it is common for other magicians to approach her and suggest areas which might benefit one or other of the orders, Imperial Nations or other interest groups in the Empire. Historically some Deans have taken a scholastic approach to their position while others have used it to enrich themselves.

Powers

The Dean of the Lyceum is an Imperial title in the Conclave.

Guiding the magicians of the Lyceum

The Lyceum is a centre of magical learning where ritual magicians from across the Empire come to study, debate, discuss and pursue arcane mastery. In return for maintaining a good standard of living, these magicians are expected to perform ritual research and study for the betterment of the Empire. The Dean is responsible for setting the direction that research takes.

The Dean can direct research towards formalizing a new ritual so that it can be mastered. The ritual must already exist in the form of an arcane projection, but there is no requirement to select one they have personally commissioned. It is important to note that creating a new formulaic ritual is an art not a precise science - the final ritual may differ from the spontaneous magic described in the arcane projection. The Lyceum can work on formalising one ritual at a time, and the research may take anywhere from a season to several years depending on the complexity and the resources available. The amount of time it takes to complete research into a ritual depends on the magnitude of that ritual. It requires at least three months (one season) for every twenty ranks of magnitude the final ritual will have. If research is not completed, the Lyceum keeps notes on their work so far, and may resume it at a later date from where it was left off.

At the completion, the Dean receives a ritual text suitable for use in mastering the ritual. The Dean may keep the knowledge of the ritual restricted to themselves and their allies, or through a declaration of Imperial lore the Conclave can have that ritual added to the wider body of Imperial lore, making it available to any ritual magician in the Empire.

If the declaration of Imperial lore passes, the Conclave must raise the ten Thrones required to pay for the work involved. A motion requesting funding from the Imperial Senate is often put forward, if there are good relations between the two houses.

OOC Note: The Dean selects the arcane projection they wish to formulate by e-mail to Profound Decisions (empire.rules@profounddecisions.co.uk) prior to the next event. The final magnitude of the ritual text is not guaranteed to be the same as that of the arcane projection.

Arbiter of Imperial Lore

Once per summit, the Dean of the Lyceum can raise either a declaration of Imperial lore or declaration of interdiction to the agenda of a Conclave session without spending crystal mana. They follow all other rules and guidelines for submitting an article for the Conclave agenda (it must be in advance, with the assistance of a civil servant, and they are responsible for any presentation).

Apartments at the Lyceum

The Dean has fine apartments at the heart of the Lyceum itself. These luxurious chambers have been built and rebuilt by the finest architects the Empire has to offer and allow the Dean (and their family if desired) to live a rich lifestyle marked by fine food, access to luxuries and exposure to cultural excellence from across the Empire.

Appointment

The appointment, replacement, or removal of the Dean is made by the declaration of candidacy as part of a Conclave session. Any Imperial citizen may hold the title. A candidate can be presented for the post of Dean only once a season.

The Dean of the Lyceum serves until they are replaced by another magician using the declaration of candidacy. As a title in the Conclave, they cannot be revoked. When a Dean loses their title, research on their projects ends although it is not unknown for a Dean to return to earlier projects of interest and have them completed in their name.

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Death's Door

Description

This staff is usually bleached white, then bound from head to toe in strips of black leather secured with iron fixtures. The iron is often allowed to become rusted, giving the item and even more threatening appearance. It takes its name from the idea that it opens the door of death - readying the target to be pushed through it. Some wielders claim that when they invoke its magic they hear a distant creak; as of a great iron-bound portal slowly opening. In Temeschwar it is sometimes called a Black Wedge implying that the door is held open for a waiting victim.

Some wielders report a peculiar phenomenon - in some cases the staff marks the palms of the wielder's hands with a sooty black mark that resists attempts to remove it with water and soap but fades naturally in a day or so. Those who make extensive use of the staff, especially those who supplement its power with their own performance of the venom spell find that the marks take longer and longer to fade and are a little larger each time. Apocryphal tales speak of a Volhov named Mstislav the White whose arms were said to be permanently stained black to the elbow thanks to his extensive use of The White Gate, an artefact version of this staff bound in pale leather and secured with polished steel.

Rules

- Form: Weapon. Takes the form of a staff.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: Twice per day you can cast the venom spell as if you knew it without expending any mana.

- Materials: Crafting a Death's Door requires six measures of beggar's lye and three measures of iridescent gloaming. It takes one month to make one of these items.

Step in. Strike. Release. Shudder. Step back.

The drill was as old as the Viper Company itself. Polonius had developed it when the enemy's numbers became clear; a means of terrifying the foe in the first seconds of the battle, knocking the wind out of their first charge. It was a stroke of genius, and since then, the High Gate Spire's artisans had begun producing the White Gates en masse.

Step in. Strike. Release. Shudder. Step back.

The shudder was an inevitability, the one moment in all the world that the men and women of the Spire were allowed, however tacitly, to lose their Poise. Endless training, envenoming one another to grow accustomed to the terrible, wracking nausea of the spell, reduced it to a second or two, but it was always there.

Breathe deeply. Focus. Accept. Begin casting. Deliver.

At the cry of 'Sting', the front-line Sentinels hefted their shields and took up defensive postures, allowing the staff-wielding second line their room to strike. Their precision was unearthly, their discipline formidable, and they moved with mechanical perfection. They could afford nothing less if they were to face a foe twice their number and win.

Step in. Strike. Release. Shudder. Step back.

The argument was logical, its premises sound and its conclusion inevitable. Sentinels did not feel fear in battle. The only thing the Vipers had to fear was their own spell-casting, the venom that poured both ways through the staff, the inevitable moment when they lost their Poise. So they would train, and train, and train, until their frail mortal bodies learned what their souls knew already: that they would win, that they must win, and that the soul-rending sickness was not a symptom of defeat but of victory.

Breathe deeply. Focus. Accept. Begin casting. Deliver.

There was no difference between the training-field and the battlefield. The First Fang would deliver the spell. They would step back, where others might stagger. They would turn to their partners, who would restore them within seconds. And then they would prepare the purgative spell themselves, while the Second Fang, their saviours, heeded the call to sting. Then they would heal the Second Fang, and set about the true business of battle.

Step in. Strike. Release. Shudder. Step back. Breathe deeply. Focus. Accept. Begin casting. Deliver.

Through practice, discipline. Through discipline, arete. Through arete, victory. Through victory, conquest.

There could be no other way.

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Death is not the end

Hear the Words of Yael. I cannot be turned from the truth I preach. I shall cleave to what I know to be True, and I can do nothing else. If the Synod rejects my words and Revelation, let it condemn me, try me, and seek my death as a Heretic. Though I am glad to face my martyrdom as Permion, I know that those who come after me will be as Lepidus. They shall be as the Seven Stars, to guide the Empire when my Guiding Light has been snuffed out.

Yael, Assembly of Courage, Spring Equinox 381YE

Contents

- 1 Overview

- 2 Significance

- 3 Condemnation

- 4 Manifest Destiny

- 4.1 Foundationalism

- 4.2 Granite Faith

- 4.3 Benefaction

- 4.4 Contrition

- 5 Songs of Glory

- 5.1 Sing the Song of Yael

- 5.2 Sound A Note of Rejection

- 6 Resolution

Overview

The schism in the Imperial Faith over the claims of Yael of Highguard (on her past life as the First Empress and the Land without Tears) is reaching a head. At the previous summit, seven of the ten Imperial nations overwhelmingly rejected Yael's claims. Seven individuals - Corey Wayfarer, Father Nikolovich Drakov, Astrid Fjellrevening di Tassato, Lucifaro i Erigo, Aarne Ceorling, Cathy Upwold and Zeno, Stallion’s Sibling - were sent out from each of these nations to travel to Reikos and convince the people of their nation to give up their support for Yael and return home. Their mission was a success, and Yael's congregation is much diminished. Now many of those convinced of their errors by the seven have become strident voices against Yael in their home territories, angry at what they now believe to have been trickery.

However, the schism is far from over. The Dawnish assembly's position is uncertain - while the Dawnish Assembly chose not to spread Yael's song across the nation, and supported the ascension of the Imperatrix Lisabetta to the position of Queen of Dawn, they have not yet come out against Yael nor chosen to bring their own citizens back. Many in Dawn are confused by their assembly's position, and will no doubt look to them in the coming summit for firm guidance.

Meanwhile, the Highborn Assembly chose decisively to accept Yael. For the Highborn the news that the First Empress, the greatest mortal being in history has been reborn is transformative. The First Empress is revered in every nation in the Empire, but understandably she occupies a special place in Highborn history - where she is seen as the embodiment of what it means to be Highborn and to embrace that manifest destiny. Her return is a source of celebration and joy through Highguard, a joy that is only tempered by news of the ingratitude of those who dwell in the Empire she founded but whom have now rejected her.

With her status in dispute, the gulf between those who support Yael and those who reject her is deepening with potentially severe consequences for the Empire. For those who have denounced Yael as a liar, there are few opportunities to end her influence. The General Assembly has struggled to find the consensus needed to speak with a clear voice on the matter. Yael has made clear that she will never cease to preach her revelation, citing the Virtue of Courage which guides her to 'cleave to what she knows to be true'. The only way to stop her preaching for good would be for an appropriate Assembly to formally condemn her, laying charges of heresy against her and trusting in Imperial Law and the judgement of the magistrates. The sentence would be up to the presiding magistrate, but citizens have been executed for religious crimes much smaller in scale before.

Even this would not end the schism - it is not clear at this stage that the doctrinal rifts could be healed merely by the death of the one who has preached them. Indeed, many of Yael's followers that remain talk sometimes as if she is already a martyr - anticipating her condemnation at the hands of a General Assembly that will not see the light. It is these voices in Highguard in particular who call for their assembly to pass a radical mandate indeed...

Significance

- Wintermark, Varushka, Navarr, Urizen, the League, the Marches and the Brass Coast have sent priests with liao urging their people to reject Yael and denouncing her as false.

- The Imperial Orcs have made clear that they have no part in this conflict over Human destiny.

- Highguard and Dawn have embraced Yael, though Dawn appears to have internal doubt on the matter.

The seven nations that rejected Yael have sent priests to spread word that her claims are false and should be rejected. As a result of their actions, the flow of new pilgrims travelling from these nations to Highguard to try to meet with the First Empress has stemmed. She still has many followers but her congregation is only a fraction of its former size. It is not completely abated however, and some of the losses have been made up by new pilgrims coming from parts of Dawn and from all over Highguard.

The divisions between the two sides are deep and impossible to reconcile. Lone travellers, merchants and similar, are still managing to travel the Empire without trouble. But increasingly whenever large groups of armed citizens from different nations come into contact there are sporadic outbreaks of violence. Previously these issues were confined to military units serving in close formation with the armies, that problem remains potent, but as the split has grown so has the scale of the problem. Now any Imperial armies drawn from opposing sides face a penalty when fighting together.

The armies of the seven nations that have decisively rejected Yael may no longer fight effectively alongside the two nations that have not issued compatible guidance - Dawn and Highguard. The reverse also applies. Dawnish and Highborn armies may not fully cooperate with armies from the seven nations that have rejected Yael. Any Imperial army that is part of a campaign which includes armies from the other side of the schism suffers a 20% penalty to victory points generated during that campaign as the lack of trust damages their ability to fight together.

As before, the Imperial Orcs have no penalty applied, and apply no penalty to other people: their Assembly having convincingly ruled themselves not party to this dispute - for now - and hence their military forces can work effectively with all others.

In addition, in each case, the effective ranks of a military unit choosing to support an army on the other side of the schism will be halved.

Condemnation

Some citizens who have heard the words of their priests denouncing Yael and urging them to ignore her false teachings have asked why the magistrates have not acted to stop her. Heresy is a crime that can may incur the ultimate punishment - why has nothing been done?

To act the magistrates await the instruction of the Imperial Synod. The Synod rejected the proposed Change of doctrine to incorporate the Land Without Tears and now seven national assemblies have denounced her - but the General Assembly has always stopped short of Condemnation - perhaps aware of the gravitas that such an action carries.

Yael cannot legitimately be condemned by any national assembly bar her own - in theory one of the virtue assemblies could try to condemn her, but given how things have progressed it is difficult to see how such an action would carry much moral weight. The best way to give clear direction to the magistrates that Yael's words are heresy would be for the General Assembly to pass a judgement of condemnation. If that happens, then the magistrates will begin to gather evidence and if they are satisfied that a crime has been committed then they will put Yael to trial.

If the General Assembly cannot agree to take this step then there is another assembly that can act. The Council of Nine is not unanimous on the issue but it has decisively rejected Yael. Like the General Assembly it too can pass a judgement of condemnation should it choose. Such an act would not be without controversy - some will claim that if the General Assembly cannot find the will to condemn Yael then it is wrong for the Council of Nine to circumvent that conflict. Of course some scholars would argue that the reason the Council of Nine exists is precisely so it can act when the situation is clear but the General Assembly is paralyzed by indecision. Whatever the arguments, the legal position is clear - the magistrates would investigate Yael for heresy if she is condemned by either the General Assembly or the Council of Nine.

Yael's defiant words at the previous summit make clear that she understands well what fate likely awaits her if the Synod take this terrible step. She is clearly prepared to die a heretic if the Synod have the will to condemn her as one. What is not clear is what will become of her many followers should the Synod turn on her. It seems unlikely that they will accept the outcome with equanimity, but it is impossible for the civil service to predict how they will respond beyond this obvious point.

Manifest Destiny

The First Empress is arguably the greatest human hero who has ever lived. By her virtuous actions, she touched the lives of all who followed her, carving out the Empire as her legacy to man and womankind. Many in Highguard longed to celebrate the return of their greatest scion but held back to wait for a signal from their assembly to embrace her. Now that signal has come, the dam has begun to break.

Across Highguard people point to the many signs that a new era is dawning. Reikos is restored - not just reclaimed from the Druj but literally reborn, a paradise waiting for the hand of the Highborn to cultivate it. There is a new Empress on the throne - and now the First Empress has been reborn! This last event has opened the doors to a resurgence of Highborn confidence and self-belief the like of which has not been seen since the founding of the Empire.

The result is a surge in Prosperity right across the nation, benefiting every Highborn resource located in Highguard. The benefits are equivalent to an additional rank for every resource except congregations, lasting for as long as Land Without Tears is embraced by Highguard.

The one grim omen that clouds the future is the failure of the other nations to embrace Yael's revelations. Those Highborn who understand the working of the Imperial Synod understand the dangers this opposition might present - not just to Yael but to all those who have embraced her teachings.

But what is giving some Highborn pause for thought is the theological implications. It is difficult to reconcile acceptance of Yael and the authority of the Synod. What does it mean to the faithful in Highguard if they embrace Yael when the Synod has rejected her? To resolve this conflict, some of her supporters are turning to an old idea - foudationalism.

Foundationalism

Foundationalists are an obscure school of thought within the Way who have long argued that all matters of exemplars and paragons should be decided by the Highguard National Assembly alone. The claim is that as Highguard founded the Way, they alone are able to correctly determine who is best suited to be exemplars. The approach has never been popular outside Highguard... but since the summit it's proponents has taken their views a step further, arguing that as the guardian of faith it is the Highborn Assembly that should have the power to set doctrine, rather than the General Assembly.

Legally the power to change doctrine is in the hands of the General Assembly, nothing the Highborn Assembly can do can change the legal situation (that legal position could only be changed by a Senate motion). The Highborn Assembly cannot change the law - but they can move Highborn hearts and minds - and it is clear that an appropriately worded mandate would cause many more to take up the Foundalist approach - and in doing so give them the ideological basis to ignore the rejection of the Imperial Synod.

The Highborn Assembly sends X with 100 doses of liao to the people of Highguard to assert that the Highborn Assembly is the sole and ultimate authority on matters spiritual; that they alone may recognise the paragon and the exemplar; that they alone may speak to change the Doctrines of the Faith.

Highborn Mandate

Such a mandate would encourage the Highborn people to regard their National Assembly as the highest authority on doctrinal matters. It would render the rejection of Yael's Revelation by the other nations irrelevant to most of Highguard, and make clear that those who do not accept it are not members of the faith whose heart lies in Bastion. It would create a fundamental ideological split within the Empire which could not be easily reversed - but it would also remove the final block standing in the way of widespread acceptance of Yael as the First Empress throughout Highguard.

Recognizing Yael has already begun to have a significant effect - but embracing foudationalism as the ideological underpinning for the Way would have a radical impact on Highborn society. Of course The Way is important to almost everyone who dwells in Highguard, discussions on the nature of virtue are a part of everyday life - but these conversations would become more common and more significant once people view their assembly as the highest authority on such matters. Highborn congregations are already places of faith, but the resulting increase in religious activity means that every other resource in Highguard would gain a single dose of liao each season, to reflect the degree of religious discussion and guidance taking place there.

Such a step is not without risks of course. Those who have not fully embraced Yael point out that it would pose hard questions for the rest of the faithful of the Empire - Bastion has long been regarded as the spiritual heart of the Way. This mandate would put Highguard directly in conflict with the rest of the Empire. If they could not be persuaded to accept Highguards spiritual leadership then the current theological rift would begin to gain new political and legal dimensions. It is possible that if the someone in Highguard refuses to recognise the authority of the General Assembly they could be found guilty of subverting the agencies of the state at which point the proposer of such a mandate might be prosecuted for aiding and abetting the crime.

Granite Faith

If the foundationalist mandate is carried out then there is an opportunity to bolster the ranks of the Granite Pillar. This opportunity can be claimed at any time at this summit - but the army will not see the benefits unless the mandate is carried out.

There are many devout pilgrims of the First Empress in Casinea and Reikos who have been inspired by Yael's words and are prepared to face death for their beliefs. At present their Courage is untapped, but the more experienced soldiers among their number could easily be persuaded to join one of the suitable Highborn armies, that are stationed nearby. Their presence would not make a significant difference in the Seventh Wave or the Valiant Pegasus - but the inclusion of their religious fervour would be transformative if incorporated into the disciplined ranks of the Granite Pillar.

To do so would require the approval of the current general of the Granite Pillar - and would need to be communicated to one or both of the Highborn egregores, so that they can spread the message to the pilgrims. It would take a single season to complete the incorporation of the new soldiers - but once that process was complete the army would gain the following benefits:

Devoted

- Can use the strategic defence order when defending

- Can use the crusading assault order when attacking

The Granite Pillar would retain the benefits provided by their current reputation for discipline and precision but they would gain the ability to carry out a crusading assault - allowing them to carry the banner of the First Empress into battle.

Crusading Assault

- If the army is victorious it gains free resupply equal to one-tenth of its strength at the start of the season; this resupply takes place at the end of the season (before determining if the army disbands). Only the strength of the Devoted army (and any appropriate enchantments) is counted for this calculation (the presence of military units does not change the amount of resupply).

- This can occur even if the army could not normally benefit from resupply due to not being in an Imperial territory, or being in the presence of enemy armies.

An Imperial army carrying out a crusading assault will inspire humans living in the liberated regions to flock to their banner if they are successful. These citizens would be drawn to join the force by the fervour and religious zeal of those leading it. The reinforcements provided by a successful crusade cannot take the army above their full strength. If the army is not victorious then they do not gain any resupply from this order.

The citizens would remain part of Yael's congregation after they joined the army - the only difference is that their enthusiasm to fight Yael's enemies would now be directed by a Highborn general.

The ability to carry out a crusading assault would be lost if the Highborn ever abandoned the religious and political doctrine of foudationalism.

Benefaction

The Illuminators of Shadow are a small group of scribes and illuminators who operate a scriptorium in Bastion. They make a living copying rare texts but also provide assistance to pilgrims seeking genealogical records while visiting the city. Decades ago they received considerable fame when one of their number, the historian Ahinoam was appointed to be the Imperial Sage (a long defunct position) by Emperor Hugh. Ahinoam was well regarded by the Imperial Synod for her attempts to be a moderating influence of Wisdom on the Emperor and was once talked of as a possible future Empress. She was tragically slain in battle at the peak of her success, having just been granted the right to receive a true liao vision by the Gatekeepers Council, and her order went into decline thereafter.

There are no records of any of the order attending Anvil since Ahinoam's death - so it is somewhat surprising that they have indicated that they intend to attend Anvil this summit bearing some kind of precious gift for the First Empress. They have refused to divulge any details of their gift, but it is likely to be a precious scroll or text of some kind from the scriptorium.

Contrition

There are some voices in Highguard that have not eagerly embraced Yael and the Land Without Tears. Some of these people derisively reject this new expansion of Foundationalism. One of their number, Jerusha of the Black Watch at Marehom, delivers a pointed sermon reminding everyone that the Imperial Synod was the gift that the First Empress gave humanity. She claims that whatever its flaws, no true reincarnation of the First Empress would reject the decision of the Synod, because the essence of faith is to submit to the judgement of that body. In essence, using Yael's rejection of the Synod's decision as evidence that Yael is not in fact the First Empress.

There are few in Highguard in these times who have unquestioning faith in the ability of the Synod to give clear moral guidance to humanity. But even so there are some who question how it can be that Highguard can embrace a woman that most of the Empire have rejected. Crucially they worry where this might lead... In Highguard when they hear talk of secession coming from far flung parts of the Empire they shake their heads at such foolishness... few imagined that such talk might ever take root here where the Empire began.

Those who doubt Yael's claims and those who worry where these new ideas will lead are urging their leaders in the Highborn Assembly to reconsider their decision. Their voices are clearly in the minority - to attempt to renounce Yael would now be expensive and difficult. But if Highguard were overcome with regret the first step to change course would be to pass a suitable statement of principle with a greater majority through the Highborn Assembly denouncing their previous decision. If that happened it would create some opportunities for Highguard to pass expensive mandates to realign their beliefs with those of the rest of the Empire.

The Troubadours of Dawn hold up the following song as proclamation:

Some folk must walk the Labyrinth. To atone for their wrongs.

Four thousand winters: Think it not too long.

But others through the Labyrinth pass. To a land without tears.

As true liao scholarship. Discovered through the years.

Dawn's first Empress returned to us. From that happy vale.

Reincarnate in the person of Highborn Yael.

Blessed be this paragon. Returned from beyond.

Raise your voices. And praise her in Song.

Dawn National Assembly, Ser Criseyde, 380YE Winter Solstice, Upheld 102 - 50

Songs of Glory

At the Winter Solstice the Dawnish Assembly passed a judgement in support of Yael and her revelations, albeit with a lesser majority. Many Dawnish citizens, noble and yeofolk alike were swept up by the romantic vision presented by the songs of the troubadours, of Dawn's First Empress, their greatest monarch, returned from the Land Without Tears to lead the nation to glory once more. But at the Spring Solstice, the nobility of Dawn decisively unfurled their banners behind Empress Lisabetta on the tourney field, crowning her as Queen of Dawn.

There is no fundamental theological conflict here - it is perfectly consistent to embrace Yael as the First Empress reborn whilst accepting that every living soul must achieve glory in their own lifetime. The reflected glory of your previous reincarnations urges those who discover it to embrace their own glory - not rest on the laurels of their past lives. Thus it is logical to accept that Yael can return with word of the Land Without Tears - yet still crown Lizabetta as the most glorious living being in the Empire.

One voice, one people & one harmony:

The tune sounds best when held as one;

I’ll sing my song of Yael to them,

The nation of the rising sun.

We send Criseyde with 25 doses of liao to carry her song of the 1st Empress to the people of Dawn. Let all who hear, know the truth of her Glorious return from beyond the Labyrinth. Dawn National Assembly, Ser Criseyde, Spring Equinox 381YE, Not upheld 72 - 102

But however coherent the theological logic might be, the undeniable truth is that it does not make for the best song... Thus far Dawn has been judged to stand in firm support of Yael and her revelations by those inside and outside the nation. But then the the Dawnish National Assembly rejected a mandate to carry the Song of the First Empress to every corner of Dawn. The decision was close, clearly heavily contested, but it has only resulted in the current situation being even more muddled.

Now a number of troubadours have begun to question the situation. A few have even dared to compose some risky verses mocking the situation. So the people of Dawn are looking to their Assembly to settle the matter once and for all... if they can.

Sing the Song of Yael

All the yeofolk of Dawn dream of glory - and the legend of the First Empress, the last true monarch of Dawn is one of the most popular tales for Dawnish troubadours. It is easy to be inspired by the knowledge that the First Empress, a figure central to Dawnish identity, now walks among them. Of course some nations have rejected her - but the Imperial Orcs have not disputed her claim and the Highborn know their own. And anyway nobody knows better than the Dawnish that road to glory is rarely paved with the stones of consensus. Dawnish troubadours don't sing songs of earls who did the popular thing everyone agreed needing doing. Glory is a hunt - people remember the spear that slew the boar, not the ones that carried it back.

Last season the Dawnish Assembly rejected a mandate to carry the Song of the First Empress. Such a rejection means that the mandate cannot legally be carried out. But without a greater majority in opposition to Yael the matter is far from settled. Thus the Dawnish Assembly could choose to revisit the mandate if they wished.

We send X with 25 doses of liao to carry the song of the First Empress to every Proud Dawnish man and woman. Let all who hear it know the truth of her glorious return from beyond the Labyrinth."

Synod Mandate

If the mandate is successful, every personal resource in Dawn owned by a Dawnish character will gain a bonus equal to one additional rank for the following year. This bonus would be doubled if Yael also became the Queen of Dawn. Obviously that outcome is unlikely given recent events but only the glorious live forever...

Crucially such a decision would convincingly demonstrate that Dawn stands in support of Yael as the First Empress, putting them firmly in the same camp as their neighbours in Highguard.

Sound A Note of Rejection

The alternative approach would be to reject Yael and her revelation. The quickest way to achieve this would be to pass a mandate rejecting Yael's teachings as many other nations have now done.

The national assembly sends X with X doses of liao to repudiate the false teachings of Yael of Highguard. Those who have been deceived by her claim to be the First Empress Reborn and the hope of a Land Without Tears should renounce this false doctrine and return to their homes.

Synod Mandate

This would enable a troubadour to travel to Highguard and try to convince those Dawnish folk who have travelled there to support Yael to return home. This mandate would end the movement of pilgrims seeking Yael from Dawn, reducing the size and influence of that congregation. Crucially the mandate would also make clear that Dawn does not support Yael and rejects her revelations of the Land Without Tears.

If this mandate is passed then the Dawnish would then be treated as one of the nations that have rejected the First Empress for purposes of support from military units. If the mandate is enacted (if the liao is supplied and used) then Dawn would be treated as one of the nations that have rejected the First Empress for purposes of cooperation between armies of different nations on campaign.

If the Dawnish national assembly chooses to pass both mandates... then whichever mandate utilizes the most liao will carry the day. If they pass neither mandate, then the current situation, aligning them with Yael and the Highborn will continue.

The old magistrate stretched out his feet in front of the fire. The heat made his corns ache, but he'd rather think about that then what his apprentice had just told him.

"It's legal, perfectly legal. Hmpf. Frankly it's not entirely clear that there are any constitutional limits on what the Synod can say. They can pass a mandate encouraging mass murder if they like - they'll only get prosecuted if someone is foolish enough to do it."

"Great - I'll let them know it's fine."

"You'll do no such bloody thing! You can tell them it's constitutional, you can tell them it's legal... but if you tell them it's "fine" then you'll find yourself apprenticed to a sheepherder by nightfall. Do I make myself clear?"

Abraham paused to take a bite of his hot buttered scone. It would give his apprentice a moment to say something stupid and then he could shout at him again and that would make him feel much better about the whole matter.

"It won't have any legal effect though surely? I mean it's just a mandate?"

Abraham sputtered spraying pieces of hot buttered scone all over his robes. "What in virtue do you mean by JUST A MANDATE?! Surely you've realized by now how dangerous those things can be?" He was in his stride now; this was one of his favourite subjects... but before he could get anymore words out the young apprentice fled the room leaving him staring open-mouthed at the empty door frame.

Disconsolate he turned back to the fire. It was starting to die... and now he'd have to get fresh wood himself. And even worse he'd wasted half the scone. All-in-all it had not been the best of days.

Resolution

During the Summer Solstice, the Dawn national assembly successfully raised a mandate repudiating Yael, and urging those who had been deceived by her claim to be the First Empress Reborn and the hope of the Land Without Tears to renounce this false doctrine and return to their homes. Following the Solstice, Odelina de Rondell took liao to spread the mandate amongst the remaining Congregation of the First Empress. As a consequence, Dawn clearly rejected Yael and her teachings.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Death_is_not_the_end&oldid=55660"

Death of a salesman

Yevgeny smiled wanly as his host chattered away. Being an acquirer for the Bourse was pretty much the lowest rung of the civil service. He was no fool, he knew that his colleagues were hiding their contempt and their pity. Nobody with any talent in the civil service ended up buying things for the private auction. If that was your post then it meant that Madam Bloody Secretary had decided that the best use she could find for your talents was scouring the provinces haggling with merchants. Good luck getting a promotion after that.

So his chances of the big time were over. His career was going nowhere. He leaned back, basking in the luxurious comfort of the cushions of Parador of the Saffron Sails and grinned like a Grendel with a salt stick.

He remembered when he and his brother had joined the service - dreaming of a life in Anvil - the politics - serving The Throne. Maybe he'd make Speaker! He'd been to Anvil just twice and frankly it was a lot less impressive and a lot less comfortable than he'd imagined. So now he was stuck in this dead-end post spending his time in the private residences of the wealthiest people in the Empire - haggling for family heirlooms... He picked up his cup and congratulated himself on the tragedy of his life as he sipped the exquisite syrah. He considered himself something of a connoisseur of the drink - and the Saffron Sails made the best.

"So I'm sorry Yevgeny, but the deal is done. The Axou black robe paid a fine price for it - and bought my entire stock of liao at the same time. I would have preferred to sell it through the auction - such a powerful relic of the Empress Richilde should really have stayed in the Empire. But the money..."

Yevgeny sat bolt upright, a cold shiver running down his spine. After the disappointment with the Carta Raisa in Tassato and then the rejection in Meade. Now this... he'd been relying on this. The Daeros always had something worth buying. "Surely you could have held out for more Inez, I don't know what the Axou paid but it can't compare with the returns from the Bourse auction!"

Iñes i Daero i Riqueza stared at Yevgeny. She liked the Varushkan, even if he did put two lumps of sugar in his Syrah so it tasted like a child's syrup drink. But bless him, he really wasn't the sharpest knife. She closed her eyes and contemplated telling him what he wanted to hear... but lying split your soul they said. She took a deep breath, summoned her courage and began to explain to the civil servant why it wasn't going to be worth his time coming back this way. That when the bidders in an auction risk excommunication... that has certain knock on consequences for the reputation of that auction house...

Contents

- 1 Overview

- 2 Significance

- 2.1 Something Old

- 2.2 Something New

- 2.3 Something Borrowed

- 2.4 Something Blue

- 2.5 Something Beneficial

- 3 OOC Update

Overview

For an auction house to be successful - it has to have the confidence and trust of the vendors - people only use the house if they have faith that it will fetch a good price. The reputation of the Bourse private auction has suffered dramatically in recent years. There was the notable incident recently with the Marcher friar publicly railing against the Bourse, but the truth is that it has been in trouble for years. Despite the huge profits made by members of the Bourse, the returns on items have been poor. The recent excommunication of the owners of the Pledge was the final nail in the coffin, but there were rumours for years of a cartel to keep prices low.

Everywhere the acquirers go the answer is the same... the citizens of the Empire are happy to sell their common goods in the public auction - but anyone who has rare or exotic items to sell is looking elsewhere for a buyer.

Significance

The acquirers who work for the civil service finding items to sell in the private auction have returned empty handed. The number of lots had dropped in recent times - but it has now stopped completely. As a result the civil service had had to announce that at the coming summit there will be no private auction.

The civil service have spent some time looking at ways that the situation might be addressed at the coming summit, but thus far they have come up with nothing. The reputation of the auction house for delivering the best price for rare items has been irrevocably damaged. It is not unthinkable that the trust might be restored, nothing is impossible, but the civil service are unable to identify any steps that could help. Most of the civil servants responsible for acquiring objects for the auction have been assigned to other departments within the Imperial Bourse.

Fortunately the loss of the private auction has caused now opportunities to flower. People still have rare items to sell - they are just no longer interested in doing so through the private auction...

Something Old

With the end of the private auction, a number of citizens are looking to arrange to sell their own items. Iñes i Daero i Riqueza of the Saffron Sails is sending agents to Anvil to arrange the sale of an ancient heirloom for a family friend, the dhomiro of the Martinez i Guerras. She has posted notices to the effect that they are looking to hold an auction for the relic in the Freeborn camp at 4pm on Saturday. The precise location is still to be determined - presumably if there is a sufficiently large tent available they will look to hire it - otherwise the auction will probably take place at the centre of the camp.

The lot for sale is a piece of wood, though not just any piece of wood. Though it may look like many that wash ashore on the coasts of the Empire – it is its provenance and well-recorded history that give it its significance. The ill-fated fleet of Emperor Barabbas set sail in 199YE, on its maiden campaign against the Grendel. Destroyed by a great storm – possibly the work of Grendel sorcery – only a handful of ships return, and in the modern day only one remains afloat. However, this piece of wood is believed to be a fragment of a ship of that fleet. More than that – a fragment of Barabbas's flagship itself.

Legend tells that the flagship was attacked at the height of the storm by an enormous kraken. Whatever the truth, this wood was found a day or so later by one of the surviving ships of the fleet, a small vessel belonging to a band of Freeborn corsairs of the Martinez i Guerra family.

Pilgrims of Ambition who had been stalwart supporters of Barabbas, they had the piece of wood hallowed in memory of a man who reached for the sun - “for even when it burns you, is not the fire sweet” is a saying passed down in the family. The wood has been continuously hallowed ever since that time – there are clear records of that fact, which can be provided on request, and the testimony of multiple members of the Martinez i Guerra family through the generations. It is perhaps one of the oldest continuously hallowed items known.

It sadly comes to auction now because the Martinez i Guerras have fallen upon hard times. The decision to sell this precious family heirloom has not come lightly – but it is a historical relic the value of which cannot be overstated.

Of course it is no secret that the dhomiro could have sold the item through the private auction. The fact that Iñes i Daero has chosen to handle this auction herself is probably something of a deliberate snub to the civil service. It is possible that this auction is a one-off - but the Saffron Sails are known to deal in rare items though they have never come to Anvil to sell them directly before. If they are able to get a good price for the relic it seems likely that they will return in the future with more items to sell.

Something New

There has been some excitement recently at the Torfast Trading Post with the discovery of a peculiar white tablet in a pouch. Apparently it was recently found by an orc who was hunting a boar in the Crow's Ridge area of Skarsind. There was some argument over whether the orc should have been in the area, he was apparently forced to abandon the hunt by angry Winterfolk who drove him off - but he was able to keep hold of his find and bring to the trading post. At the post he sold the tablet to an Imperial Orc bonesetter called Whed, apparently the two were former comrades who fought together in the Summer Storm and he refused to consider selling it to anyone else.

The item (a hinged white tablet) is being auctioned together with the writing case, pen and letters it was found with. These appear to be correspondence between a Kallavesi mystic and Thule from Neeyukir, discussing the question of how to find out more about the past and containing several references to the eternal Phaleron and the Attendants of the Great Library. The letters are dated 160YE.

Whed has decided to come to Anvil to try and find a buyer for the item. His intention is to locate Sunhammer Krag, the current overseer of the trading post and ask the orc to help find a buyer for the item. The bonesetter has little experience of Anvil and is dependent on Krag and others to help him get the best possible price for the item. He expects to arrive some time towards the evening on the Saturday.

Something Borrowed

Word has been sent by a herald of Basileus Flint, the lord of the City of Locks, that he wishes to sell the services of a unit of spies. Espionage and treachery are the meat and drink of the City of Locks, so its master is offering the chance to borrow - well to hire really - the service of the Shrouded for two seasons.

The Shrouded are minor servants of the City of Locks, but they are skilled spies able to move easily between the realm and the world - which makes them highly effective spies. Whoever hires the Shrouded will be able to send word somehow to the Patron of Spies and Traitors to choose a territory that they know the name of. The Shrouded will provide a report of activities in those territories next summit, of a quality equivalent to that produced by five units of men-at-arms assigned to a spy network.

Flint is known to have a mortal agent in the Empire - who will presumably be tasked with dealing with some of the details of the hire and subsequent communication. Flint has asked the civil service to help facilitate an auction to take place after the Imperial Conclave session on the Saturday night. Payment will be accepted in mana crystals or Autumn vis.

There is just one small issue - in the spirit of an honest and fair transaction - Flint wishes to be clear that he has already offered the Shrouded to the Grendel for the two seasons - their bid (which is sealed) will form the floor for the auction.

Something Blue

A group of traders called the Red Maggots have recently acquired a deserted estate half-sunk into the West Marsh, a remote reach of Kallavesa. The structure is distinctly different in the style of its construction from the stilt-houses and wooden thane-halls of the region. Its sodden, tumbled stones scarcely call to mind the architecture of any of the Winterfolk at all. Among the collapsed buildings, a fertile garden of herbs and rare, exotic plants has erupted from once well-tended borders and overrun much of the estate's still-dry land; a rich crop could be harvested here.

Stranger still, though, are the dark blooms of Realmsroot that can be found scattered throughout the garden. Civil Service assessors report that the plants are in various stages of their six-year life-cycle, so a vigilant herbalist could continually gather a small but not insignificant number of roots every season.

According to the civil service records, the estate was owned by a Navarr Thorn called Hywel who was originally a refugee from Liathaven. Hywel pawned the estate to the Red Maggots when he rejoined the Imperial army to fight there. As he was numbered among the fallen, the site is now the property of the Maggots. Records before this are sketchy, but an eagle-eyed administrator managed to locate a writ assigning the land to one Anja Oksanen in 202 YE, and that she had significant amounts of both white granite and weirwood shipped to the location. After this, the estate and its garden simply drop off official documents.

Since the site is of primary interest to a Wintermarker, the Maggots are looking to sell the land in the Wintermark camp at 6pm on Saturday at the next summit. Whoever acquires the garden and its estate will gain both its herbal bounty and a regular crop of Realmsroot.

There are rumours spreading through West Marsh that the strange location is not safe, and that the magical energies that have stirred the Realmsroot to bloom flow from nearby regios of Winter or Night. Bleak, cold woods rise from the marsh near the estate. There are some fanciful claims of twisted shapes flitting amongst their trunks, and the glint of hungry eyes in the dark. It is unlikely that any of this is true - most people in Wintermark despise maggots. The Red Maggots seem to revel in that reputation and so few people have anything good to say about them when they are about their business selling things.

The Black Garden is a level 3 herb garden personal resource located in Kallavesa. Instead of its upgrades producing more of one of the standard herbs, however, the Black Garden uniquely produces Realmsroot instead. As part of its production, the garden grants the owner four doses of Realmsroot each season. Any further upgrades would produce regular herbs selected as normal. Of course, if the garden is not operated by someone from Wintermark, this production will be reduced as usual.

Something Beneficial

The Heirs of Lepidus are a group of stewards of the dead dedicated to finding and recovering records of exemplars and paragons. The Heirs have recently completed a significant piece of work - working with the School of Epistemology in Tassato to recover and collate the information on Berechiah, an exemplar of Vigilance. Berechiah was a controversial figure and the Heirs have dedicated many hours to gathering and pouring through all the available records to ensure that they had the details of his life correct.

Now that the work is complete, the Heirs are keen to continue their work, but their funds are limited. After some discussion, the Heirs have concluded that they should approach the benefactors of Highguard see if they will consider supporting their work. To facilitate this, they have written to Escon, who was Ehud, part of the egregore of Highguard and formerly a benefactor himself, to see if he will arrange a meeting. As a consequence, Escon has requested Highborn citizens with money - farmers, business owners, Bourse seat holders, and benefactors - to come to council at 5pm on Saturday in the Highborn camp. The Heirs of Lepidus will be able to address them there and see if they can convince them of the virtue of their undertaking.

Ironically, having announced the benefactors' council, Escon was quickly contacted by another Highborn group. The artisans of Esther's Forge are a small group of artisans whose chapter house is near Necropolis. Having heard that Escon had called the benefactors together, the artisans have requested the chance to address the council to see if they can persuade them to invest in the work being carried out by the Forge.

Escon has agreed to the requests - though he has reminded both groups that his only power is ask people to attend. Any Highborn who has wealth that they might invest in the virtue and prosperity of Highguard should seek out Escon for details of where the meeting will take place.

OOC Update

We have take the decision to cut the Bourse private auction for the time being. The auction was a massive investment of time and energy by various plot writers and having examined the concept at great length over winter, we have become convinced that we should try to see if we can't get a lot more plot and game by investing that time elsewhere. Some of those ideas are being trialled in this and other winds of fortune. If they work well and create game then we'll put our efforts into more plot of this kind in the future.

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Declaration

Contents

- 1 Overview

- 2 Raising a declaration

- 3 Presentation

- 4 Debate

- 5 Resolution

- 6 List of Declarations

- 7 Further Reading

- 7.1 Core Brief

- 7.2 Additional Information

Overview

The Conclave has a number of powers to enable them to fulfil their constitutional role to support the proper use of magic by the Empire. These powers are grouped together as the Declarations of the Conclave. Declarations are used by the Conclave to determine policy and to appoint citizens to the Imperial titles appointed by the Conclave. They always require a vote by the assembled Imperial magicians to pass.

A declaration can generally be thought of as a short sentence beginning "The Imperial conclave declares ..." and then a single specific thing such as "...that I am Archmage of Winter" or "...that Sadogua should be considered an ally of the Empire."

Raising a declaration

A declaration is placed on the agenda for the next Conclave session. Placing a declaration costs a mana crystal, which must be paid when the declaration is raised. The civil servant records the name of the person raising the declaration and the specifics of what that declaration is about. For example "Xavier i Guerra raises a Declaration of Sorcery against Pieter Vanderhooven" or "Lebannon of Haros Water raises a Declaration of Candidacy for the title of Archmage of Winter".

The grandmaster of each order has a power called the veil of night which allows them to raise a declaration to the agenda without revealing any specifics of that declaration, in which case it is recorded as ""The Grandmaster of (Order) raises a declaration."

Presentation

The format follows the approach used for an address. Each declaration in turn is announced by the civil service, in the order in which they were placed on the agenda. The individual who raised the declaration to the agenda then has one minute to present their position, they must spend crystal mana if they wish to speak for longer.

Debate

After the declaration has been presented, those present may pay mana for the right to discuss the subject, in order determined by the Principle of Precedence.

Resolution

After the discussion is complete, every Imperial magician present may vote in favour or against, or may choose to abstain. If more magicians vote in favour than vote against, the declaration is carried. In the case of a tie, the declaration is considered to have failed.

The civil servants supporting the meeting may choose to count votes on a general aye or nay where the outcome is very clear. If voting is required, magicians normally vote by raising their hands and are counted out by order with civil servant counting independents and verifying any counts.

When a declaration is carried, the effects of that declaration come into effect at the end of the Conclave session. For example, if an Archmage loses their title due to a Declaration of Candidacy they legally lose their powers and must surrender their regalia at the end of the session rather than in the middle.

List of Declarations

Declaration

Effect

Amity

Propose that an eternal is an ally of the Empire.

Candidacy

Propose someone to hold an
Imperial title

Concord

Propose statement of belief, intent, or support by the Conclave

Dissemination

Propose that knowledge of a ritual be shared with someone

Endowment

Propose that someone receive something owned by the Conclave

Enmity

Propose that an eternal is an enemy of the Empire

Imperial lore

Propose that a ritual text be added to the body of Imperial lore

Interdiction

Propose that a magical practice be proscribed within the Empire

Neutrality

Propose that a declaration of amity or enmity be overturned

Reconciliation

Propose that a declaration of interdiction or sorcery be overturned

Sorcery

Propose that someone is a sorcerer

Further Reading

Core Brief

- Conclave session

- Declarations

- Amity, enmity, and neutrality

- Candidacy

- Concord

- Dissemination

- Endowment

- Imperial lore

- Interdiction

- Reconciliation

- Sorcery

- Conclave order

Additional Information

- Conclave address

- Principle of Precedence

- Principle of Presence

- Principle of Proportions

- Conclave vault

- OOC design

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Declarations of Amity

The following is a record of those eternals and heralds who are currently placed under a Declaration of Amity:

Name

Realm

Notes

Ylitha-Rose

Spring

Named as a grandchild of
Yaw'nagrah
and granted amity in the Summer of 378YE

Stormcrow Vora

Spring

Named as a grandchild of
Yaw'nagrah
and granted amity in the Summer of 378YE

Sadogua

Night

Named as a friend and ally of the Empire in the winter of 378YE

These entities are protected by Imperial Law.

This record was last updated following the Summer Solstice of 378 YE

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Declarations of Enmity

The following is a record of those eternals and heralds who are currently placed under a Declaration of Enmity:

Name

Realm

Notes

Eleonaris

Summer

This eternal was declared an enemy of the Empire in the Summer of 378YE

It is a crime for citizens to have dealings with these entities.

This record was last updated following the Summer Solstice of 378 YE

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Declarations of Interdiction

The following items have been placed under a Declaration of Interdiction by the Conclave:

Item

Notes

Drake's Eggs

These have been placed under interdiction since the summer of 378YE

Vallorn Rituals

These have been placed under interdiction since the summer of 378YE

Vallorn Seeds

These have been placed under interdiction since the summer of 377YE

Possession or use of the above items is a crime under Imperial Law

This record was last updated following the Summer Solstice of 378 YE

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Declarations of Sorcery

The following citizens have been named as sorcerers by the Conclave through a Declaration of Sorcery:

Name

Nation

Raised By

Notes

Gui Fletcher of House Vexille

Dawn

Kyra, of the Unfettered Mind

Declared in the winter of 380YE

Arlen Weaver of House Vexille

Dawn

Kyra, of the Unfettered Mind

Declared in the winter of 380YE

Ancel Steward of House Vexille

Dawn

Kyra, of the Unfettered Mind

Declared in the winter of 380YE

Guisart of House Vexille

Dawn

Kyra, of the Unfettered Mind

Declared in the winter of 380YE

Renee de Loire

Unknown

Eudaemon of Halcyon Spire

Declared in the winter of 380YE

Deidre of Overton

The Marches

Nicholas Reaper

Declared in the summer of 380YE

Guillermo, formerly di Tassato

Unknown

Zephaniah

Declared in the summer of 380YE

Domel Whispering Dray

Unknown

Isca

Declared in the spring of 380YE

Elvin Whispering Dray

Unknown

Isca

Declared in the spring of 380YE

Aervan Whispering Dray

Unknown

Isca

Declared in the spring of 380YE

Gareth Whispering Dray

Unknown

Isca

Declared in the spring of 380YE

Laxaina Whispering Dray

Unknown

Isca

Declared in the spring of 380YE

Leedy Whispering Dray

Unknown

Isca

Declared in the spring of 380YE

Tinuvie Whispering Dray

Unknown

Isca

Declared in the spring of 380YE

Arla Whispering Dray

Unknown

Isca

Declared in the spring of 380YE

Farran Duskbourne

Navarr

Ieuan Linkforge

Declared in the autumn of 379YE

Myfanway Whispering Dray

Unknown

Mari Linkforge

Declared in the spring of 379YE

Alex Lansdale of Bregasland

The Marches

Bron Holdfast

Declared in the summer of 378YE

Saul of Vashti's Penitents

Highguard

Unknown

Declared in the spring of 378YE

Jael of Vashti's Penitents

Highguard

Unknown

Declared in the spring of 378YE

Cnaeus the Briar

Unknown

Sejanus Shatterspire

Declared in the spring of 377YE

It is a crime for the above named to have crystal mana in their possession, perform rituals, interact with Heralds and Eternals, or possess any proscribed items or materials.

This record was last updated following the Winter Solstice of 380 YE

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Declare Mournwold thralls foreigners

To designate the orc thralls in the Imperial territory of Mournwold as foreigners.

Proposed by Upwold, seconded by Segura.

Overview

- Decides legal status of ex-Jotun thralls in the Mournwold

- Passed

Date

- Winter 381YE

Campaign Outcome

- The orc thralls in the Mournwold are now foreigners

- It is legal to trade with them, and illegal to force them off their land, kill them, engage them with Imperial armies, or steal their holdings.

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Declare peace with Barrens orcs

To declare those three tribes of Orcs previously subserviant to the Druj now occupying the Barrens to be Foreigners not Barbarians in the hope of opening negotiations with them.

Proposed by Temeschwar, seconded by Holberg.

Overview

- Under Imperial law, this motion grants all the legal protections and responsibilities of a foreigner to the orcs of the Barrens.

Date

- Spring 379YE

Campaign Outcome

- The declaration means that the orcs of the Barrens are foreigners under Imperial Law.

- As of the end of Spring 379YE, there has been no official response from the orcs of the Barrens.

Constitution

- While the orcs of the Barrens are recognised as foreigners, any invasion of their lands by Imperial troops would be a criminal offence.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Declare_peace_with_Barrens_orcs&oldid=37310"

Declare peace with Lasambrian orcs

A declaration of peace with the Lasambrian orcs and promotion to foreign nation status, upon the condition of the return of the remaining occupied regions of Segura, in exchange for 62 wains of either Weirwood, Mithril or White Granite

Proposed by Segura, seconded by Astalat.

Overview

- Passed in principle

- Passed at 110 Thrones

Date

- Passed Autumn 378YE

Cost

- 62 wains of Weirwood, Mithril or White Granite

Progress

- Funds disbursed to Avisena i Ezmara i Guerra, Senator for Segura

Campaign Outcome

- The declaration means that the orcs of the Lasambrian hills are foreigners under Imperial Law.

- Magistrate's interpretation: A declaration of peace (or war) can only be absolute because a senate motion cannot compel the actions of a future senate. The conditions referred to above are therefore provided for information purposes only. In the event that the conditions are not fulfilled (or for any other reason) a future senate may raise a motion to declare war on the Lasambrian Orcs.

- After the Autumn Equinox, the Lasambrian orcs ceded the regions of Segura they controlled back to the Empire and withdrew into the Lasambrian hills.

- The Eastern Sky Imperial army of Dawn claimed the vacated regions for the Empire; there was some token resistance from a few orcs who refused to withdraw from the Empire, and from bandits who had prospered without Imperial law.

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Declare peace with Orcs of the Great Forest of Peytaht

To grant the Orcs of the Great Forest of Peytaht the status of foreigners

Proposed by Casinea, Seconded by Necropolis

Overview

- Under Imperial law, this motion grants all the legal protections and responsiblities of a foreigner to the orcs of the Great Forest of Peytaht.

- This follows on from two previous motions, the first to declare peace, the second to declare war on the collective orcs of The Barrens

Date

- Summer 380YE

Campaign Outcome

- The declaration means that the orcs of the Great Forest of Peytaht are foreigners under Imperial Law

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Declare war on the Barrens orcs

There is only one virtuous response to a surprise attack from a Foreign Nation that has slain 3000 Imperial citizens this past season.

I propose an immediate declaration of war against the Barrens Orcs that are currently laying siege to an Imperial fort. Proposed by Weirwater, Seconded by Astolat

Overview

- Passed

Date

- Winter 379YE

Campaign Outcome

- The Barrens Orcs are no longer foreigners are no longer protected by Imperial Law.

- A delegation from the Orcs of The Barrens would still be protected, as if foreigners, under the law.

OOC Note

The attack on the Towers of Dawn has reduced the effective military strength of the fortification from 6000 to 3000. This does not correlate to 3000 dead soldiers but rather a fifth of this figure with the rest being material damage done to the structure of the fortification. It has the impact of reducing the effective projection of military strength by the equivalent of 3000 soldiers as described in the winds of war.

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Declare war on the Hierro Clan

Declaration of War on the Hierro Clan for the loyalty to the Empire

Proposed by Skarsind, Seconded by Sermersuaq

Contents

- 1 Overview

- 2 Date

- 3 Veto

- 4 Campaign Outcome

- 5 Constitution

Overview

- Passed

Date

- Spring 380YE

Veto

- Senator Hahnmark has appraised the Senate that the Imperial Synod seek the veto for this motion.

Campaign Outcome

- The Hierro Clan are no longer foreigners protected by Imperial Law.

- A delegation from the Hierro Clan would still be protected, as if foreigners, under the law of delegate protection.

Constitution

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Decoctions of Hoarfrost

Mastery of these recipes allows an apothecary to brew preparations valuable to ritual magicians versed in the Lore of Winter. With one of these potions a ritualist can wield the magic of the Winter Realm more effectively, but they also become more susceptible to the ambiguous influences of that Realm.

Imperial apothecaries who mastered the Decoctions of Hoarfrost were able to create the Hungry Moon and Barren Watchtower. There were always rumours about other potions with similar effects, but they were largely dismissed as simple recipe variants of these two. Following the liberation of the Highborn territory of Reikos in 379YE however, the situation changed slightly. Recipes belonging to the Druj apothecaries known as the Buruk Tepel were captured which detailed a third, expensive and difficult to brew potion referred to as Sorrow's Mask. The potion clearly built on principles familiar to apothecaries who had mastered the Decoctions, and knowledge of how to create the elixir quickly spread after the reconquest of High Chalcis. Some scholars who have studied some of the original notes point out that it appears the original Druj recipe was considerably more difficult to make - but that they were able to refine their own processes using information extracted from Imperial apothecaries captured in Reikos.

Decoction of the Hungry Moon

This black liquid has an unpleasantly oily texture, and often contains small amounts of bladeroot or marrowort matter as sediment that settles on the bottom of a flask. It must be shaken thoroughly before consuming. It tastes very unpleasant indeed, and while some apothecaries add sugar to the mixture the general consensus agrees that doing so can damage the potion's effectiveness. When consumed, it cools the blood and chills the heart; by focusing a magician towards the dark emotional states it enhances the synergy between a mortal and the Winter Realm.

Some Dawnish enchanters employ the decoction prior to having dealings with Winter Eternals; the emotional side-effects apparently help the enchanter achieve in a mindset conducive to negotiations with these dangerous creatures. With the same reasoning, some Varushkan volhov have been known to embrace the moon before meeting with certain sovereigns. It is an expensive way to focus the mind, but one that has seen some success. While being possessive of allies and friends might make the magician prone to conflict with the eternal (or the sovereign), and make it hard to reach a compromise, it can be very helpful in ensuring the creature respects the negotiator even after the negotiations fail.

- Form: Liquid.

- Description: This black, oily elixir has a thick sediment at the bottom that seems to drink in any light that hits it. It tastes vile, like rotting meat. It would require quite an effort of will for most people to drink this liquid.

- Roleplaying Effects: This potion tastes unpleasantly of spoiled meat. You become emotionally cold but highly possessive and protective of your friends and allies.

- Mechanical Effects: If you possess the Winter Lore skill then you gain one additional effective rank to the next Winter ritual that you perform within ten minutes, subject to the normal rules for effective skill. This is a tonic; the effect of any other tonic you have drunk immediately ends.

- Recipe: Two drams each of Bladeroot and True Vervain, one dram of Marrowort and one crystallized mana.

The Barren Watchtower

This gritty black elixir contains tiny pale particles in suspension, and has a dehydrating effect on the drinker. It permits a ritual magician to exert great power in the Realm of Winter. It allows a ritualist to bind the powers of the Realm by force of will, dominating the magic and turning it to the magician's ends.

This potent elixir was perfected by the magisters of the Circle of the Barren Watchtower, a necromantic cabal studying at the Necropolis. Following some early criticism of their use of the elixir, the noted theologian of the time Saul pointed out that while such a potion can create dangerous urges, it also allows mortals to demonstrate their ability to perform ritual magic using only their innate abilities - it frees them from reliance on crystallised mana. Further, he asserted that a magician who knows that the elixir is influencing their thoughts is in a much better position to resist that influence - and receives valuable experience dealing with other un-Virtuous urges.

- Form: Liquid.

- Description: This black, oily elixir seems to drink in any light that hits it. The thick sediment at the bottom hangs in the liquid for several minutes after it is shaken up. The salty, bitter taste gives you an urge to rinse your mouth out.

- Roleplaying Effects: Drinking this elixir makes you very thirsty and dry mouthed. You become cold and calculating, seeing everything in terms of cost and benefit. Individual lives or needs become meaningless in the face of your goals and what you consider to be best. You feel a powerful urge to ensure you and yours are safe, regardless of the cost to other people.

- Mechanical Effects: If you possess the Winter Lore skill then you can use up to 3 personal mana as if it were crystal mana on the next Winter ritual that you perform within ten minutes.

- Recipe: Three drams of Bladeroot, two drams of Marrowort and one dram each of Imperial Roseweald, Cerulean Mazzarine and True Vervain.

Sorrow's Mask

This thick, oily salve uses animal fat as a base, and has a gritty, unpleasant texture full of unsettling lumps. It must be smoothed into the skin until it is completely absorbed - and where it is used it brings a deep numbness. Consequently, users often prefer to spread it on their face or chest rather than their hands of arms as performing ritual magic with no feeling in the fingers can be a daunting prospect.

As with the Decoction of Hoarfrost, the salve focuses a magician towards dark emotional states as it enhances the resonance between a mortal and the Winter Realm. Unlike the weaker preparation, however, it is very easy for an inexperienced user to become so lost in feelings of sorrow and despair that they are unable to rouse themselves to contribute to the very magic they seek to enhance with this preparation. A novice user must be carefully watched to ensure they remain focused on the matter at hand rather than lost in grim remembrance of every past failure.

Interestingly, there are some references to a potion very similar to this having been in use in pre- and early-Imperial Marches and Wintermark. Allegedly, that vile preparation was made by agents of Wendigo using the fat from murdered human bodies; the Druj appear to favour human and orc fat as a base as well. Civilized magicians obviously prefer to use fat gathered from animals slaughtered for their meat - even the most pragmatic apothecary is likely to balk at the idea of killing a person purely to provide materials for a potion.

- Form: Salve.

- Description: This lumpy white salve exudes an indefinable scent that brings to mind sad memories of past loss. It tastes unspeakably horrible, and takes an effort of will to consume any.

- Roleplaying Effects: Where this balm has been applied, your skin becomes numb. You are constantly reminded of your regrets; it is easy for you to succumb to feelings of grief, loss, despair, and sorrow if you do not keep focused on the task at hand.

- Mechanical Effects: If you possess the Winter Lore skill then you gain three additional ranks to the next Winter ritual that you perform within ten minutes, subject to the normal rules for effective skill. This is a tonic; the effect of any other tonic you have drunk immediately ends.

- Recipe: Three drams each of Bladeroot and True Vervain, one dram of Marrowort, one crystallized mana, and one ring of ilium.

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Decommission Verthandi spy network

Motion: to decommission the Otkodov spy network.

Proposed by Kallavesi, seconded by Karsk.

Overview

- The Verthandi spy network in Otkodov will be decommissioned.

- Passed at 5 Thrones

Date

- Winter 381YE

Cost

- 5 Thrones, directly from treasury

- 3 months to complete

- 2 Throne upkeep is still paid for this season

Campaign Outcome

- The spy network in Verthandi will be rolled up discreetly.

- Military units can no longer be assigned to the spy network

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Decommission_Verthandi_spy_network&oldid=63888"

Dedication

Contents

- 1 Overview

- 2 Performance

- 3 Effects

- 4 Removal

- 5 True Liao

- 6 Dreams

- 7 Further Reading

Overview

The dedication ceremony forms the basis of all religious skill use. It teaches how to employ liao to gain the right meditative state to access spiritual power to influence their own soul or the souls of others. It also provides the minimum knowledge required to use spiritual bonded items including icons, priestly vestments, musical instruments, and items intended for use by lay persons such as the Dragonbone Symbol or the Pilgrim's Shield.

The ceremony itself allows you to create a spiritual connection between yourself and another character. At the conclusion of the ceremony, the strength of the connection causes a permanent change to the recipients soul - marking them with the same virtue that you are dedicated to.

It is common for a priest who is dedicated to refer to themselves as a "priest of" the virtue they are dedicated to. Not every priest is dedicated - dedication both enhances the abilities of a priest (allowing them to create virtuous auras) and restricts them (making it difficult for them to cooperate). Some priests eschew dedication, especially if they wish to explore the Way in its entirety - they are usually known specifically as Priests of the Way.

It is possible to dedicate someone who is not a priest, but it is not a widespread practice. Some lay people view being dedicated as a more persistent way to demonstrate their devotion to a virtue than a transitory anointing. While there are few practical benefits to being dedicated, devout pilgrims may feel that they receive spiritual benefits from a closer connection to a virtue.

Dedication is not to be undertaken lightly; it does not fade over time and cannot be simply renounced as it creates a persistent spiritual connection between someone and a potent spiritual concept. Indeed, it is commonly believed that even death does not remove dedication. Dedication can be "over-written" by a ceremony of equal strength, or removed by a ceremony lead by a priest who is not dedicated to a virtue.

In addition to dedicating a pilgrim's soul, there is another use, an older use for this ceremony. It is possible for a priest to use dedication while taking a dose of liao with a pilgrim to allow them both to experience a strikingly lucid dream. This vision will often include shared details and elements that are clearly influenced by the virtue of the priest performing the ceremony.

There are other methods for achieving the right meditative state, but they are significantly more expensive, time consuming, and less reliable than the use of liao.

Performance

- Requires a dose of liao and at least ten seconds appropriate roleplaying

- Requires the presence and assistance of a referee

- Requires a willing target who understands what is happening

Dedicating a character uses a dose of liao. Performing the ceremony requires at least ten seconds of appropriate roleplaying and target must be close enough to touch throughout. The target must be willing. If they are unwilling or unaware of the virtue to which they are being dedicated, the ceremony fails.

You can only dedicate someone to the virtue to which you yourself are dedicated. No known magic item allows one to circumvent this restriction (the musical instruments do not allow one to dedicate someone to a different virtue).

Effects

- The ceremony dedicates the target to your virtue

- A character can only be dedicated to a single virtue at any one time

- May be used to replace an existing dedication

- Being dedicated allows a priest to use their skills to create roleplaying effect auras of the virtue they are dedicated to

- Being dedicated determines which Synod assembly a character belongs to if they have a congregation resource

- The insight ceremony reveals details of dedication

- Orcs cannot be dedicated

Dedicating a character creates a permanent spiritual link between their soul and your virtue. They become dedicated to the same virtue that you are dedicated to. This link can be seen by anyone who use the insight skill on the target.

Dedication determines which spiritual auras a character can create using anointing, consecration and hallow. A character cannot create a virtue aura unless they are dedicated to the virtue. The strength of a dedication determines how hard it is to remove or replace.

Dedication is also crucial to the political structure of the Synod. The Synod is split into eight assemblies, one for each virtue and one for the Way for those priests who are not dedicated to a virtue. A character who owns a congregation may vote in various assemblies of the Synod, including the relevant assembly for their virtue. Anyone who changes dedication at an event should inform the civil service of the change so that they can update their records.

Although orcs are subject to the effects of auras created using liao - they cannot be dedicated to the virtues by a human using liao.

Removal

- Dedication is permanent until removed or replaced.

- A new dedication will supplant an existing dedication if it has equal or higher strength.

- The dedication skill can be used to remove an existing dedication.

Dedicating a character that is currently dedicated to a different virtue will replace that dedication, provided the strength of the new dedication at least equals the strength of the old one.

Any character with the dedication skill (including one who is not dedicated to a virtue) may attempt to remove an existing dedication rather than replacing it with a new one. In the case of a durable dedication, the ceremony must still have a strength at least equal to that of the existing dedication.

True Liao

- True liao can be used in place of liao to perform the dedication ceremony.

- Dedication is required to serve as a guide priest during a true liao vision

You can use true liao in place of normal liao to perform a dedication ceremony. In this case, the dedication is still permanent, but it cannot be removed or replaced by another dedication using a ceremony that does not also include a dose of true liao. it is exceptionally rare - almost unheard of - for true liao to be used in fashion.

In addition, anyone who knows how to perform the dedication ceremony can act as a guide when someone consumes true liao. A guide priest perceives and to a degree experiences the vision, but does not exist within it. Their purpose is to help offer guidance to the person actually experiencing the vision.

Dreams

- Dedicate can also be used to allow a priest to shape the oracular dreams caused by liao

- Requires one dose of liao and at least ten seconds appropriate roleplaying

- Does not involve a referee

- Requires a willing human target who understands what is happening

If a human character simply consumes a dose of liao rather than using it to power a ceremony, they experience vivid, striking dreams the next time they sleep. Dreams are known to be connected to the soul and it is possible for a priest to use the dedicate ceremony while sharing a dose of liao with the participant to shape and influence the dreams that follow. Using the skill in this way, requires a single dose of liao - which the priest and the participant must consume together. This is not a normal dedication ceremony and does not affect the character's soul - rather it influences the ensuring dreams of both characters.

The next time the pilgrim sleeps they will experience a strikingly lucid dream linked to the virtue of the priest who performed the ceremony. The dream always relates to the character's experiences and will usually include issues or problems the character is wrestling with. It feels momentous and portentous. It will often, though not always, include the figure of the priest in the dream - sometimes acting as an adviser or ally, sometimes as a protagonist. The meaning of the dream may be cryptic or clear.

Likewise, the priest will also experience a vivid dream the next time they sleep. Only very rarely will the dream be similar to the pilgrim's dream - but it will usually feature the pilgrim in some way - either they appear in the dream or the priest will dream of the problems the pilgrim is facing as if they were their own. Like the pilgrim's dream, the experience is profound and always feels oracular, even when the meaning is impossible to decipher.

The general shape of the resulting dreams is usually influenced by the virtue of the priest leading the ceremony. The kind of dreams associated with each virtue are listed on the appropriate aura pages. With appropriate roleplaying for the relevant virtue, priests of the Way who use the dedicate ceremony to influence a pilgrim's dreams may choose any appropriate Imperial virtue with which to influence their dreams.

Sharing a virtue dream in this way does not involve a referee. If either participant wishes to share the details of the dream that they have experienced with others then they are free to create the details themselves.

Further Reading

- Ceremonial Skills

- Anointing

- Consecration

- Dedication

- Excommunication

- Exorcism

- Hallow

- Insight

- Testimony

- Additional Information

- Auras

- The Way

- Imperial Synod

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dedication&oldid=49028"

Defiant Steel

Description

Weltsilver steel is pale and reflective, but also resilient and flexible. Such armour is effective at absorbing the force of a powerful blow that might otherwise cripple or incapacitate the wearer. Reinforced with green iron and orichalcum steel, and inlaid with ambergelt and tempest jade, the armour focuses the will of the wearer to allow them to recover swiftly from attacks that might leave a lesser warrior maimed.

This enchantment is unheard of on full suits of plate, which already protect their wearer from broken bones. Instead, breastplates accompanied by greaves or bracers are the most common form, followed by sets of breastplates and helms. The armour’s power helps to make up for the reduced coverage, a boon for those who prefer a lighter and more flexible suit of plate. Leaders among the Freeborn Kohan favour this armour in the form of scalemail, calling is “Drake-scale” after the great reptiles which plague the region. Occasionally it is also called “Wyvern-scale”, as it is most useful to those without functioning arms.

Arm and leg coverings often double as splints to help the wearer push their limbs back into shape as they draw upon the armour’s power. Some suits are decorated with etchings of Cerulean Mazzarine to draw upon the knowledge of that herb’s healing sap, the image acting as a substitute for medical treatment. Others bear Xun, the rune of transformation, invoked to change a mangled limb to an unbroken one.

Rules

- Form: Armour. Takes the form of a suit of heavy armour.

- Requirement: Any character can bond to this item.

- Effect: Twice each day you may use the relentless skill as if you know it without spending any hero points.

- Materials: Crafting a suit of defiant steel requires nine ingots of weltsilver, five ingots of green iron, five measures of ambergelt, and five ingots of orichalcum. It takes one month to make one of these items.

Through the fray came the naga, her gleaming blades a whirling storm that lopped off arms, scythed through wrists, gouged bellies and licked at necks; in her wake, a stream of dancing silken threads and bright strips of cloth tailing out from her armour. That armour shone, bright with brass and silver, its scales rippling and shimmering at each step the naga kohan took. She laughed and howled as she went, leaving blood and fallen foes behind as she danced onwards.

Watching the destruction being wrought by a single woman – and a scaled aberration at that – was infuriating. Strong warriors began to drop back from her coming, fearful of the dervish and her blades. The Thule champion gritted his teeth, jaw muscles taught, but kept his rage in check. The woman was the purpose of this raid, after all – the Thule had identified that she was the one bearing the artifact blades, a pair of lethal weapons that would be of far more use in the tribe's hands than some pathetic human girl.

At least, that's what the ritualists had told him, and the champion had nodded at the time because, well, how much challenge could one snake-woman and her allies be? And now here they were, a band of Varushkans and the kohan who had allied with them facing down the superior numbers of strong Thule warriors, and the first inklings of disquiet were worming their way into the champion's mind.

It had gone far enough, anyway. Since the massed blades of the tribesmen clearly weren't up to the task, he'd have to take matters in hand himself.

And so the kohan's dance of death came to a sudden halt, a bellowed cry ordering the nearest Thule orcs out of her path and leaving her in an open space with no victims in sword-reach. The woman, scaled of skin and armour, looked surprised for just a single moment; then, as she saw the champion thundering towards her, his axe whirling, she twisted those reptilian features into a fresh grin.

The champion snarled in satisfaction as that grin turned an expression of agony; his first feint worked and the axe-edge tore into her arm, leaving the human staggering away and clutching at the ruined mess below her right elbow.

One of her swords lay at her feet, a length orichalcum gleaming like a captured ray of sunlight amidst the grass.

And that was the trick of it, the ritualists had said. Together, the paired blades would be lethal, empowering her far beyond her normal capabilities; but now, with just a single blade, the magic would not come to her call. Her overconfidence had been her weakness.

“Yield or die,” he spat.

Sobs of agony turned to pained laughter. He scowled, forehead creasing into a frown, as the woman straightened up and smirked defiantly. Then even he, the scarred veteran of a dozen battles, winced in sympathy as there was a noisy cracking and splintering of resetting bone, fresh blood drizzling down from her ruined forearm; the armour itself seemed to flow and tighten, the scales glimmering and slithering like a fish in the sunlight – or, perhaps, like a moulting serpent.

It forced the arm back into shape as the serpentine human laughed out the last of the pain; and the champion watched in shock as sloughed-off, bloody skin slopped to the floor. What was left was a freshly mended limb, whole once more; the scales of the naga's hands looked tender and new.

She flexed the arm, nodded in satisfaction, and scooped up the second blade where she had dropped it. With that, the kohan gestured the Thule champion back for another try, and he gave a long-suffering sigh. Time to do this the hard way, then.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Defiant_Steel&oldid=50229"

Define Jarmish embassy

To assign the Jarmish Embassy a remote principality to work with.

Proposed by the Imperial Civil Service.

Overview

- The Senate requests that the Principalities of Jarm construct their Imperial embassy in the port city of Rigia in the eastern Principalities.

Date

- Winter 378YE

Campaign Outcome

- This decision should cause the Principalities of Jarm to recognise the Imperial embassy in Cargo.

- Oswi Twice-Burned was appointed Ambassador to Jarm at the Autumn Equniox 378YE

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Define_Jarmish_embassy&oldid=35538"

Imperial Delegate to the Temple in Feroz (Redirected from Delegato Imperiale presso i sacerdoti di Balo e del Toro Nero)

Overview

El oficial de enlace imperial con los sacerdotes de Balo y el Toro Negro or Delegato Imperiale presso i sacerdoti di Balo e del Toro Nero (depending who one asks - it translates roughly as Imperial intermediary/delegate to the priests of Balo and the Black Bull) is charged with maintaining good relations between Imperial citizens and the Asavean priests at the Temple of Balo and the Black Bull. As part of their work, they are able to purchase Asavean good at a set price.

The position of Delegate is not an Imperial title; rather it represents access to a Campaign resource.

Responsibilities

The Delegate is responsible for maintaining the relationship between the Imperial Synod, the people of Oran, and the priests and worshippers at the Temple of Balo and the Black Bull. For the most part, this is likely to involve smoothing over any conflicts, and dealing with any problems of opportunities related to the Temple.

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Point of Contact

- 3.2 Ministry

- 4 Selection

- 5 Removal

- 6 History

- 7 OOC Note

- 8 The Title in Play

Powers

Point of Contact

The Asavean priesthood, both that local to Feroz and the temples of Asavea, will look to the Delegate to resolve any issues between the Asaveans and Imperial citizens, in conjunction with the Ambassador to Asavea.

Ministry

Total Money Spent

Production

7 Crowns

5 Cerulean Mazzarine, 4 Orichalcum, 3 Iridescent Gloaming, 2 Tempest Jade

17 Crowns

9 Cerulean Mazzarine, 8 Orichalcum, 6 Iridescent Gloaming, 4 Tempest Jade

35 Crowns

13 Cerulean Mazzarine, 12 Orichalcum, 9 Iridescent Gloaming, 6 Tempest Jade

48 Crowns

17 Cerulean Mazzarine, 16 Orichalcum, 12 Iridescent Gloaming, 8 Tempest Jade

As a ministry, the title Imperial Delegate is able to purchase quantities of special materials at a set price. The Delegate spends their money and makes their choices during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Selection

The decision as to who will serve as Delegate is in the hands of the Asavean priesthood. The speaker for the Asavean priests involved in this project, Hueva Joãon, has indicated that he would like the temporal power in the land where the temple is being built - specifically the Senator for Feroz - to guide the selection by presenting a candidate or candidates who would be open-minded and interested in cementing closer ties between the Archipelago and the Empire.

Anyone may hold the position of Delegate; as this is not an Imperial title, there is no requirement for the holder to be an Imperial citizen.

Removal

The Delegate can be removed at any time by the Asavean priesthood. The Imperial senate could close down the Temple of Balo and the Black Bull, making the title meaningless..

As this is not an Imperial title, the holder cannot be revoked, and would not lose access to the benefits of their position even if they were the subject of a Writ of Excommunication.

History

The Temple of Balo and the Black Bull was completed shortly before the Spring Equinox 381YE. Construction was significantly over budget, and took half a year longer than expected, due to opposition from the Imperial Synod.

Following the advice of the Senator for Feroz, Franco i Sol-Devorador was appointed as official Delgate to the priests of the Temple shortly before the Spring Equinox 381YE.

OOC Note

This position is not an Imperial title. A character could hold this position and still have an Imperial title. The Empire has little control over the position; in theory possession of the title and how it works is at the mercy of non-player characters. The Senate can effectively abrogate the title by shutting down the Temple of Balo and the Black Bull, but cannot amend its powers or responsibilities.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Delegate_to_the_Temple_in_Feroz&oldid=52761"

Delve Deep, Beneath the Mountain

Contents

- 1 Rules

- 1.1 Summer Magnitude 12

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Limitations

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 12

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a mine. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

At the start of the next event the target mine provides 100 rings and six ingots of additional materials, in addition to the materials it would normally provide. The additional materials are always of the same type as the basic mine, regardless of any improvements.

If the owner of the resource does not attend the next event, then the additional production provided by the resource is still added to that character's inventory.

Additional Targets

This ritual can affect additional mines in the same territory. Each additional mine increases the magnitude by 10. The character who controls each mine must be present throughout the ritual.

Limitations

This ritual is not able to affect the production of mithril, weirwood or white granite.

Description

This ritual was first developed by the Urizen, but has proved extremely popular in Varushka. It uses the magic of Summer to provide valuable benefits to the mine itself, to the workers who operate the mine, and ultimately to the owner. In parts of Wintermark there is a similar ritual called Build the Dragon's Hoard, which seems particularly effective at finding rich deposits of gold.

Firstly, it keeps mine workers strong and healthy, helping them work long hours without becoming exhausted. Furthermore, accidents become less common, as pit-props are reinforced and mine tunnels themselves are simply less likely to collapse. These factors help the miners to uncover additional ingots of the precious materials that are so useful to artisans

Secondly, it helps the miners to find pockets of valuable materials - gemstones and precious metals especially. A bounty of diamonds or sapphires, a king's ransom of mithril or silver, even a rich seam of coal or iron - all these can be sold at a handsome profit, whether directly to individuals or to representatives of the bourse. Occasionally some wonder of the deep earth is uncovered; a cavern whose walls glitter with crystals; a black sea of fresh water that has never seen the light of day where blind white fish devour each other and are in turn devoured by larger fish; or a gallery where every movement causes echoing sounds to roll through the depths. Without this ritual, these natural splendors would never be seen by mortal eyes, and some magicians anticipate the discovery of another such delight with bated breath.

Finally, some workers report hearing odd noises in the depths. Tunnels sometimes appear that have not been carved out by any mortal hand. Sometimes miners report hearing "songs" in the dark - deep bass voices rumbling under the earth, and barely-audible whispering on the edge of hearing. The latter is especially true when they are drawing close to a hidden pocket of valuables, as if the gold itself were singing to them. While some miners find the experience unsettling, others begin to enjoy being under ground so much that they spend more and more time in the lightless depths, sometimes just wandering the tunnels with their lanterns, as if looking for something. Perhaps it is fortunate that the ritual does not last more than a season or so.

Common Elements

The ritual helps bring prosperity to a mine owner. Ritual performances often include the evocation of the rune Feresh or Tykonus, or sometimes the rune of wealth. Hearth magics and symbols associated with good fortune and Prosperity are also commonly evoked, such as shedding small amounts of blood or offering a cup or bowl of wine or mead to the targets - especially when this involves one or more coins or polished gemstones.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Delve_Deep,_Beneath_the_Mountain&oldid=40448"

Delver of the Depths

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounty of the Deep Earth

- 4 Appointment

- 5 Lorenzo's Deep Pockets

Overview

The Delver of the Deep is an Imperial title created by the Imperial Senate in as a response to the great sinkhole that opened up in the north-western Empire in YE. The hole swallowed parts of Miaren, Temeschwar, Upwold, and Hahnmark, and while it presented an opportunity to claim a significant amount of weltsilver it did so alongside a significant threat of trogoni attacks.

The title is similar to those that grant custodianship of a sinecure, in that it provides a regular income of valuable materials. Unlike a sinecure, however, the Delver of the Depths did not need to be commissioned, and has an upkeep for the Senate of 5 Thrones each season.

Responsibilities

The Delver of the Depths has few responsibilities regarding Lorenzo's Deep Pockets as the sinkhole has been officially named. They are responsible for protecting the sinkhole and its bounty - but also for protecting the lands around it from the creatures that lair in its depths. If any opportunity relating to the sinkhole were to arise, the Delver of the Depths would likely be responsible for determining how those opportunities might be exploited - for example granting permission to an adventurous scholar to explore the depths of the hole.

Powers

Bounty of the Deep Earth

The Delver of the Depths gains custodianship of the northern sinkhole dubbed Lorenzo's Deep Pockets. The Delver receives an income of 50 ingots of weltsilver, 20 ingots of tempest jade, and 12 crystal mana each season.

Appointment

The title of Delver of the Depths is appointed during the Autumn Equinox, auctioned through the Imperial Bourse to the highest bidder.

The title can be held by any Imperial citizen. As a title appointed through the Bourse, it cannot be revoked by the Imperial Synod.

Lorenzo's Deep Pockets

A little over a month after the Spring Equinox 381YE, a large section of north-western Goldglades in Miaren disappeared with an almighty roar. Goldglades is one of the richest part of Miaren, and the loss of life could have been very high indeed. Several vates apparenty forsaw the danger in the Pool of Silver Clouds, however, and were able to deliver warnings to those in the effected area. Not everyone listened of course - but the Navarr are by nature a people prepared to move when the need arises.

After the initial collapse, the hole began to spread, consuming parts of Birchland in Upwold, the Vardstein Vales in Temeschwar, and Wood Heath in Hahnmark. Disruption was severe. The prominent Woodhall was swallowed overnight leaving the influential Dunnings temporarily homeless; the castle of Eastern Guard was evacuated of all save a bare bones garrison too stubborn to abandon their post, and for several weeks there was real concern that this old fortress might go the way of Woodhall.

Where the four territories once met, there is now a massive sinkhole. It is estimated to be seven hundred feet deep, with a lake at the bottom that may well be bottomless. The cliff walls are nearly vertical, and still prone to collapse in some places, but there are also signs of caves and tunnels opening out in several places. Initial explorers have excitedly reported what look to be ancient mine workings - some reaching back to the time of the Terunael, and some reaching back even further. The full extent of the network of caverns here has yet to be determined.

More worryingly, a number of the daredevils who made a preliminary investigation of some of the more accessible caves and tunnels failed to return - and all those who did return in one piece have described encounters with particularly angry trogoni - creatures rarely encountered outside of the mountains of Urizen, and the northern peaks of Wintermark and Varushka. They also reported massive stockpiles of weltsilver stored in the exposed tunnels - it seems likely that this was gathered here from the ancient mine workings for some reason. Now that they have been exposed they are literally just lying there for the taking. Significant risks surrounded the task of acquiring the weltsilver, however.

During the Summer Solstice, the Imperial Senate passed three motions to do with the sinkhole. First, to help the Dunnings build New Dunhall on the northernmost edge of the great pit. Second, to auction the rights to name the Sinkhole. Finally, to create the title of "Delver in the Depths", to make ownership of the sinkhole - and its valuable bounty - a matter for the Imperial Bourse.

The auction to name the sinkhole took place during the Autumn Equinox and was won by Lorenzo Macelliao von Temeschwar for five Thrones. He formally named the great pit "Lorenzo's Deep Pockets". The hole is also referred to by a few other epithets of course - in Temeschwar for example a few wits have dubbed it "the Foxhole" (referencing Lorenzo's nickname of "La Volpe").

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Delver_of_the_Depths&oldid=60550"

Designing a costume for your character - a Marcher Costume diary

Contents

- 1 Costume Design for Larp

- 1.1 Part 1 - Design and Planning

- 1.1.1 What sort of person is my character going to be?

- 1.1.2 What IC and OOC practical considerations do I need to take into account?

- 1.1.3 What images from the media appeal to me that might help me with my design?

- 1.1.4 Ready to scribble?

- 1.1.5 Breakdown - Layer by layer

- 1.1.6 What have I got already?

- 1.1.6.1 Accessories

- 1.1.6.2 Fabric and materials

- 1.1.7 So what do I need?

- 1.1.7.1 Fabric

- 1.2 Part 2- Making it

- 1.2.1 Sewing with Commerical Patterns

- 1.2.2 Specialist Historical Patterns

- 1.2.3 Pattern Books

- 1.2.4 Kirtle

- 1.2.5 Cloak

- 1.2.6 Smock

- 1.3 Finished!

Costume Design for Larp

Getting the right costume can be a crucial part of developing your character - not all of us have the luxury of commissioning a complete outfit from scratch, and assembling a new look from a mix of old and new kit can be a real challenge. Here's how I generally go about designing and assembling costume, using my work-in-progress Marcher musician as an example as I go.

Part 1 - Design and Planning

What sort of person is my character going to be?

Here's where you try and get a basic idea of the person you're going to portray. Are they rich or poor? Practical or fanciful? What do they like and dislike? What elements of the brief am I going to pick up on here?

One of the fun things I liked about the Marches brief is its practicality - it's not that the people aren't well off, it's just that they see no reason to squander money on fripperies - in fact, there's a real reverse snobbery that I thought I could pick up on. I want this outfit to be understated and very plain, for the most part, with a few little details that make it stand out. I'm going to use a palette of mostly browns, greys and creams, with a few touches of brass and gold here and there.

What IC and OOC practical considerations do I need to take into account?

Most outfits need a pouch to carry your IC money; it's helpful to have another pouch or a hidden pocket to keep your OOC essentials, such as OOC money and spirit gum for running makeup repairs. You can set yourself a budget here if you like...!

I'm considering using facial prosthetics for this character, so the neckholes are going to have to be reasonably wide to accomodate potential horns, and I might need to consider lacing down the front. I'll tuck the skirts up when it's muddy.

I also really, really hate getting cold at events, so I want lots of layers that I can pile on at night.

What images from the media appeal to me that might help me with my design?

Have a look at the internet - it's full of pictures from films and TV that might help you get an idea of how you might want your outfit to look. You don't have to copy them, but forming a mini "mood board" can help you get an idea of what you might like your costume to look like.

The look of Marian in the recent Robin Hood film, Lady Stark in Game of Thrones and Eowyn in Lord of the Rings all appeal to me - that slightly worn, grimy practicality was something I really wanted to get across in my costume. I also like the layers of the toning colours in these costumes - while I'm not going to copy any of them exactly, I like the colour palette and the general style.

Ready to scribble?

You don't need to be a great artist to draw a quick sketch, and you don't need to show it to anyone but yourself! If you find it difficult to get the proportions of figures right, [this] webpage has templates you can print out and trace, then sketch the rough lines of your costume out over the top.

Terrible, isn't it? Wax crayons clearly aren't my medium. However, you can make out the rough outlines of the design - a white headscarf, an ankle length dress with apron and front lacing, a belt, elbow length sleeves and a darker brown shoulder cover/partlet (which I'm not altogether convinced by, on looking at it, but it can be added or not at the end.) I think I might also add a very similar overdress/kirtle, but I'm confident enough that it'll look ok that I don't feel the need to draw another layer - though I might before the end.

Breakdown - Layer by layer

So, I'm now fairly confident that I know what I want my outfit to look like. Layer by layer, I'm going to wear:

- a white cotton or linen long sleeved smock (I have a short sleeved one that'll do at a pinch). I might make a couple of these as they'll get pretty sweaty in use, and it'd be nice to have a fresh one each day at the event. They also keep my outer layers from getting stinky.

- a brown wool kirtle. I think I'll line this, for neatness and durability, but I'll use lightweight cotton for the lining to stop it being too hot. Elbow length sleeves and pin-on ones for cold nights.

- a slightly different shade of brown wool over-kirtle - I'll make this one a bit baggier and not bother with a front closure. This may cause problems if I have outsize horns, but I think two layers of centre front lacing, one over the other, might be a bit clumsy. I'll line this in wool for warmth, I think.

- I'm considering a dark brown wool cloak, possibly lined in polar fleece, with fur trim around the collar.

- A pair of short hose (possibly in red wool)

- Belt, with accessories

- Headscarf and apron, possibly a hood as well, but I'll come to that at the end (and once I've decided on horns/no horns)

What have I got already?

You can have a look through your kit stash and see if there's anything you can use - in fact, sometimes you can base a whole costume around a really great bit of kit that you have already. What do I need? Always worth a rummage in your local charity shop.

Accessories

Despite having a huge pile of junk in my house, this costume is much more understated than the kind I usually go for, so I'm a bit worried that I won't have anything that'll work. However, a quick rummage shows up a wooden cup, a brown leather belt, a pouch and a big ring of brass keys, which all work with the look I'm going for. With this costume in mind, I also picked up a couple of linen tablemat type things from Oxfam for the princely sum of £2 and £4, which will be my apron and headscarf. I've got my medieval boots, which I might dye or beeswax to a co-ordinating colour (but I'll save that for the end). I also have my trusty coyote fur, which I got from House of DeClifford and which is presently on a different cloak.

Fabric and materials

I've got three metres of some heavyweight homespun looking wool (charity shop, £10), which will do nicely for the overkirtle. I've also got about 8m of cotton calico leftover from other projects which will line the kirtle nicely. Brown thread, check. Packet of eyelets for the front, check.

So what do I need?

Fabric

For the kirtle, I'll need 3m of wool -- a quick call to [Ceolred Monger] furnished me with 8m of lovely brown wool herringbone (£5 per metre)- lightweight and with a great stretch across the bias. Why 8m I hear you ask? Well, the first three metres is for making into my dress. The second 5m is for lining the overkirtle for coziness, but I want to machine wash it (and dye it) so that it felts up, and you lose a lot of length doing that. (2 packets of Dylon later, and it's a subtly different brown, but it does look like a different fabric, which I wanted - I don't want to be too "matchy" across the layers).

If I make the cloak, I'll need between 3 and 6 metres of heavy wool coating in brown, and possibly the same amount of polar fleece. Yes, it's not an historically accurate fabric, but like I said, I really, really hate being cold at events, and nothing compares to a polar fleece lining for staying warm.

Part 2- Making it

When it comes to making your gear, you'll have to decide whether to use patterns or not. For the early medieval period, lots and lots of garments were constructed out of squares and triangles, and with a measuring tape and a sense of adventure you can make tunics, trousers, cloaks and surcotes without needing a pattern. For more fitted garments, either for a later period or for more fantasy inspired creations, patterns can go a long way towards making your job a lot easier.

Sewing with Commerical Patterns

Commercial patterns are readily available online and in sewing shops, and have the advantage of being generally quite simple to follow, well illustrated and fairly clearly explained. Some of them can be a bit 'costumey', in the sense that they'll make something that's all right to wear once or twice to a party, but might prove uncomfortable or flimsy with repeated use. I prefer my kit to be more durable and feel like something that my character could wear day-to-day (or at least regularly), so a bit of careful selection is needed when choosing a pattern like this. Many brands, such as Simplicity, McCall'sButterick and Burda have specific lines dedicated to costuming for cosplay and Renaissance faires which can be very handy. Be warned though -these patterns run very large, and assume that you're 5 ft 6 and (if a woman) a B cup, so you might well want to make a trial run in cheap sheeting before you cut your expensive fabric. The sizes they use are not the same as "ready to wear clothes", so always measure yourself and get the size that corresponds to your measurements. You might also want to consider changing a zip (if the pattern calls for it) for lacing - partly because it looks more "coolthentic" in many cases, but partly because zips can catch or jam in a field, rendering the whole garment unwearable - disastrous if you haven't brought a spare.

Finally - a word of caution - these companies have a pretty wide definition of what counts as medieval. Don't trust their research - decide what you want to look like and find a pattern to match.

Specialist Historical Patterns

By contrast, specialist historical patterns by the likes of Reconstructing History or Authentic Patterns are usually brilliantly researched and period appropriate. They might not be as easy, though, might need you to use more specialist sewing techniques and sometimes the pattern pieces don't fit together very intuitively. They may also be shaped to fit a body moulded by foundation garments of the period (which you can usually get a pattern for, you just need to build your costume from the body out). You won't usually have to adapt them much, though, and if you're a reasonably confident sewer they can be a brilliant starting point. They are usually a bit more expensive than commercial ones, but are printed on thick paper rather than tissue, which makes them very re-usable. You won't generally get them in sewing shops, though, so you'll have to get them online or at re-enactment fairs.

Pattern Books

If you're going to be doing a lot of sewing, getting a few books with scalable patterns can be a good investment. The Medieval Tailor's Assistant is a fantastic book which I heartily recommend to anyone interested in making their own costume, and available on Amazon amongst other places. There's nothing to stop even a beginner using the techniques described - it looks daunting at first but everything is broken down step by step, so if you're feeling brave jump in and see how you get on.

Kirtle

I drafted my own pattern for the kirtle, partly using the techinque described in The Medieval Tailor's Assistant. It consists of four pieces for the body, and two elbow length sleeve pieces. Because I was machine sewing, though, I used a victorian technique for the lining which is described here- it's a bit tricky to get your head round at first, but once you get going it works very well. Given that it was the first time I'd tried it, I'm very, very pleased with the results - the lining matches perfectly and is secured at every seam. I then lined the sleeves separately, and faced the neckline and the hem by hand using bias strips cut from the wool.

Here's the dress made up and pinned to my dummy before adding trim, sleeves and eyelets for lacing

For the front closure, I left the front seam open to about 8 inches lower than my waist, then set eyelet in with eyelet pliars at 1 inch intervals, following the pattern for spiral lacing. 58 eyelets later came the arduous task of oversewing them all with embroidery thread - partly for the look of the thing, and partly because it makes it damn near impossible for the eyelets to pull out in use. Then, inspired by the kit guide written for Cabot's Company, a group with astonishingly high kit standards, I luceted a long cord out of some brown knitting wool to lace up the front.

The sleeves I made separately, basically by using the sleeve bit from this pattern which I've used before, and lining it in the same cotton calico as the dress. I then can tuck it up under the sleeve of the dress, stick a pin through all layers at the shoulder and have long sleeves when I want them, and short sleeves for working or in hot weather.

Cloak

I found drab khaki coloured wool melton on eBay for £5 per metre, so bought 6m to make a full circle cloak. I used the full width of the fabric and ended up with a wonderful, floor length, soft, drapy cloak that looked sensational. Unfortunately I had the revelation that it would be the worst idea in the world to wear it in a potentially soggy field, so I chopped it off to mid calf length. On the up side, I had enough left over for a winged hood, lined in the remnants from my sleeves.

Smock

I cut up an old brown bedsheet to make a smock, using the T tunic pattern on the wiki. Nice cool underlayer for the hot days, and the fact that the bedsheet had been washed about a million times makes it lovely and soft.

Finished!

This is me posing - I'm pleased with it!

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Desperate affairs, desperate measures

Carrera i Ezmara i Erigo rolled desperately to one side, trying to get his feet under him on the pitching deck of the Grendel warship. The viciously scarred orc thrust savagely with his barbed spear, trying to pin the Freeborn corsair to the deck via his belly. He managed to get out of the way - mostly - but felt skin tear and flesh part. A distant corner of his brain muttered that it was his own fault for letting himself get so out-of-shape, but he ignored it.

As he rose to a crouch, he spun his bhuj round, and took the pirate's legs out from under him - but his timing was off. The orc fell forward, flailing, ending up on top of Carrera. The two of them rolled across the deck, their pole-arms abandoned, punching and wrestling, each one trying to pin the other long enough to draw a knife and end the fight.

A shuddering burst of lighting ripped across the darkened sky as the two of them smacked against the railings. Unfortunately for the Erigo, the orc had ended up on top - pinning Carrera's left arm with one knee and his right arm with one meaty fist. The orc panted heavily, his breath pungent and mammalian, his face splitting into a cruel smirk as he drew a wicked curved machete as long as his forearm.

The Freeborn struggled ... but he was too tired and the orc, clad as he was in a weighty suit of bloodsteel scale, too heavy to shift. The Broken Shore pirate raised the machete ... and then his eyes widened and he stiffened and slumped lifeless to the side.

Captain Amos stood behind the orc, his face slicked with blood, missing his wooly hat. He held a vicious mace, coated in blood, hair, and fragments of bone. The two stared at each other for a moment, and then the burly Highborn offered the prone Freeborn his hand and hoisted him to his feet in a smooth, muscular motion.

"Lucky you were here," gasped the corsair. The Highborn shrugged.

"Lucky for me you were here," he replied, squeezing Carrera on the shoulder. "These bloody sharks would have gutted us like baitfish if you hadn't come along."

Having caught his breath, Carrera drew a wicked Freeborn blade of his own and glanced at the captain.

"Ready?" he asked, his heart pounding.

"Ready," answered Captain Amos, and the two of them launched themselves into another tangled knot of combatants as around them the storm continued to rage.

Contents

- 1 Overview

- 2 First Gain The Victory

- 3 Make The Best Use Of It

- 3.1 Feroz

- 3.2 Madruga

- 3.3 Segura

- 3.4 Kahraman

- 4 Command Winds And Weather

- 5 Resolution

Overview

This season past, just as the Grendel armada set sail against the Imperial navy, there was a marked increase in activity by the independent Grendel captains. In addition to the usual raids against Imperial trading ships, the pirates formed up to attempt two vicious raids against the humans of the Bay of Catazar. The first was an attempt to exploit the opportunity for Imperial fisherfolk to take advantage of an unexpected boom in marine life. The second saw pirates and slavers descending on the relatively undefended people of the Isle of Zemress, intended to pillage the settlement and enslave the populace.

The Empire, for its part, was determined to take a stand against the raiders. With the Freeborn taking the lead, independent captains from all the Imperial nations resolved to send a clear message about who controls the Bay of Catazar.

Citizen

Nation

Oria i Shartha i Riqueza

The Brass Coast

Elk Fawn-Hollow

Navarr

Lily Fawn-Hollow

Navarr

Gomez i Souza i Guerra

The Brass Coast

Itamar i Souza i Guerra

The Brass Coast

Puglo i Souza i Guerra

The Brass Coast

Azzam i Zaydan i Riqueza

The Brass Coast

Bayan Zayden Riqueza

The Brass Coast

Chiara Zayden Riqueza

The Brass Coast

Ibbie Zayden Riqueza

The Brass Coast

Karlos Shartha Riqueza

The Brass Coast

Tiana i Zadan i Riqueza

The Brass Coast

Tono Shartha Riqueza

The Brass Coast

Pendraed the Maker

Wintermark

Beorn Fireblade Foxden

Navarr

Cormac

Navarr

Malurn Fawn-Hollow

Navarr

Drothdir

Wintermark

Raddi i Tamatowgar i Guerra

The Brass Coast

Festro I Souza I Guerra

The Brass Coast

Podine Halfthorn

Navarr

Rhys Nighthaven

Navarr

Caleb

Highguard

Natalus

Urizen

Maya

Highguard

Nym Coborel Di Sarvos

The League

Orsino Carlino di Savros

The League

Richardo Glostari di Sarvos

The League

Kianthris Valknir Le'Mirrin

The League

Kapik

Wintermark

Gish

Imperial Orcs

First Gain The Victory

- The defence of the fishing fleet is a resounding success.

- The evacuation of the Isle of Zemress is a resounding success.

Slightly more than thirty Imperial ship captains committed to the protection of the fishing fleet. Over the last three months, these captains and their vessels faced down Grendel pirates while the civilian fisherfolk filled their nets in the deep waters of the Bay of Catazar. As near as the civil service can determine, not a single fishing boat has been lost to the orcs of the Broken Shore.

As a result, every fleet assigned to protect the fishing fleet receives the usual production for the privateering action, plus an additional 3 Crowns each paid by the grateful maritime alliance of business owners, fleet captains, and members of the Purple Sails. There has been a significant increase in trade in Feroz and Madruga, Sarvos and Tassato, Necropolis, and Redoubt, more ilium than usual has been sent to the private auction, and the Broken Shore Bounty will produce an extra 2 rings of ilium each season for the following year.

The people of the Isle of Zemress called to the Empire for aid, and fifty Imperial fleets answered that call. Thirty Freeborn vessels from across the nation swept in a daring raid deep into Grendel waters, supported by more than half a dozen Navarr, and a scattering of Highborn, Imperial Orc, Urizen, Varushkan, and Wintermark fleets.

Imperial ships penetrate the loose blockade around the Isle of Zemress and quickly reach the main settlement. Much of the population is already waiting in the village - preparing to fight the orcs as best they can. The ships quickly fill with refugees. There is enough space to take not only entire families, but their most precious possessions. The grateful islanders are even able to bring their goats, sheep, oxen, and chickens which are an important source of their wealth. Once everyone is aboard, Dhomiro Tevus i Zemress (the leader of the Isle of Zemress) sets fire to the village - they will not leave the homes they worked so hard to build for the Grendel to claim.

The Grendel quickly realise what the Empire is about, and opportunistic Grendel ships begin to try and pick off outlying vessels. A bloody naval battle unfolds at the mouth of the cove as the village of Zemress island begins to burn. The fighting is vicious and bloody, but in the end the Empire is able to punch through the Grendel, and escape the waters of the Broken Shore without major losses. In the end, the ships and their precious living cargo are deposited in Joharra, the great billowing rainbow cloths fluttering in their drying racks along the cliffs waving like flags of welcome.

Make The Best Use Of It

- The Freeborn are looking to their Synod to decide where the Zemress Islanders should settle

The people of the Isle of Zemress are safely delivered to Feroz and Madruga. There are several thousand of them all told, and for the moment they are concentrating on day-to-day survival. They are hard workers and not without means of their own so they have little difficulty finding employment. There is also a strong sense of community spirit among them, buoyed up by their daring rescue, and they are keen to prosper in their new home.

But that raises a significant question which to date has been overlooked. Perhaps some assumed that the Zemress Islanders would disperse across the Coast - but it is clear that they are dead set against that. Although they are grateful to the Brass Coast and the Empire for rescuing them - the only Imperial citizen that any of them know is Immeldar i Ezmara i Erigo, the priest sent by the Synod to minister to them. They are understandably eager to settle somewhere together - so that the members of their community can continue to support each other.

This does represent something of a challenge for the Brass Coast. They have been recognized as fundamentally Freeborn, and every islander seems likely to be descended from one of the Founders - they are the scions of the crew of the Kraken's Bane after all. But centuries of separation have wrought differences - there is something in the spirit of the Zemress island folk that is different. More than one Freeborn who spends time with them describes them as more like familiar cousins than brothers or sisters. Talking to them it is obvious that this distinction is something they are keen to preserve - they are clearly hoping that by remaining together they will be able to reestablish the principles that served them well on their island.

All of which is fine by itself, but the unavoidable truth is that wherever they do settle is just as likely to be as influenced by the Islanders as it is to influence them. The distinct character that makes the Brass Coast the greatest land in the Empire must grow if it is to encompass these new arrivals. The Islanders are truthful folks - but perhaps not quite so dedicated to brazen honesty as the Freeborn. Equally, the Freeborn prize Prosperity - but even they find the enthusiasm with which the Islanders face hard toil to be a little zealous.

All of which makes the matter of which territory the Zemress Islanders should settle in all the more pressing. The accepted wisdom is that this is a matter for Freeborn Assembly - everyone is looking to them for an answer - so a clear statement of principle would be sufficient to settle the matter.

Feroz

Feroz is hope to some of the finest apothecaries on the Brass Coast, and its warm, humid climate is perfect for the cultivation of herbs. If the Islanders settled here, it would likely be to the benefit of the Vizier of the Incarnadine Satchel and the Keeper of the Spice Gardens alike, especially if they are encouraged to settle in Morajasse. Yet Feroz is also home to the Temple of Balo and the Black Bull, and it is hard to predict how they might react to Asavean visitors worshipping their peculiar deities openly - so it might be a good idea to keep them away from Oranseri, at least in the short term.

Madruga

Madruga of the Jewelled Isles is the most densely settled of the Freeborn territories. scattered with small towns and villages, and with the great city of Siroc in the south. Zemress herself was born here, in the port-town of Calvos, among the vineyards of Calvos Sound. The Kraken's Bane itself sits on the dock there - certainly the Islanders will want to at least visit this touchstone from their shared past. Yet the Islanders might find a home raising herds among the insular families of the Great Grasses, or establishing an enclave in Siroc itself where their propensity for hard work could easily make them rich. Madruga is not without potential pitfalls however - after all, as the most cosmopolitan of the Freeborn territories it may present a challenge to a people who are used to knowing everyone around them by name, and their relation to them. Yet at the same time. it would significantly increase their exposure to the peoples of the Empire - for good or ill.

Segura

Despite their maritime origins, the Islanders seem to show little interest in the sea itself. This is perhaps unsurprising, given that had they maintained any sort of fleet they would likely have attracted the attention of the Grendel much earlier. As such Segura might represent an obvious place to encourage them to settle. After all, the people of Zemress are not cowards - they will fight as hard as any Marcher to protect their homes if they believe that they can win - a trait that may come in useful given how vulnerable Segura is to invasion.

As a territory of rolling grass and dry plains, Segura offers them a luxury in short supply on the Isle of Zemress - space. The influx of citizens could also help revitalise a territory still struggling to recover from the conquest of the Lasambrian orcs - they could help rejuvenate Anozel or Crevado for example. Indeed, if they chose to settle in Cerevado it is likely their first order of business would be stamping out any vestige of the heretics rumoured to prey on the desperate and the weak-willed there. Or they may look to Sobral Grasses or Yellow Chase, raising herds and establishing farms that could increase the prosperity of the entire territory - if not the nation as a whole.

Kahraman

Rugged Kahraman is rich, but with a wealth the people of the Isle of Zemress are not entirely familiar with. They are farmers rather than miners, and the families of Kahraman are noted for their argumentative and competitive nature. A large new family would no doubt cause some conflict, and see the established balance of power shift over the course of several seasons - but the Dhomiro of the Cinnabar Hills exists to help smooth disputes between the families here and may well be able to ensure a peaceful settlement. Once in place, the Islanders will look for work - and the mines and quarries are the obvious places to go to seek hard work. At the same time, though, the Jade Range is rich grazing ground for cattle - and the Islanders are adept at raising herds in much less welcoming conditions. Several thousand new ranchers could do much to improve the prosperity of the territory, which currently must import much of its food. As with Segura, of course, the presence of the Islanders may represent an advantage should the Jotun come down out of Liathaven or Lasambria again - especially if they are encouraged to settle in Braydon's Jasse in the shadow of Fort Braydon - and coincidentally on the border with the Marches, a people with whom they seem to share several characteristics.

Command Winds And Weather

- The Grendel pirate fleet has withdrawn in disarray - they have not been seen since.

It is difficult to estimate how many independent ship captains the Grendel have. Many of their ships are tied up in their armada, while others apparently find it more lucrative to trade with those foreign nations who will have them. Even these traders, however, are not above opportunistic piracy when the opportunity presents itself. All save the most foolhardy are believed to avoid the trading vessels of nations the Grendel Salt Lords have placed off limits - though Imperial ships remain fair game.

Whatever force caused the fleets to come together and act in unison against the Empire is clearly dissipated for now and there is no evidence of any further concerted attempt to bring them together and direct them against the Empire. The pirate ships are scattered and dispersed - though they remain a constant threat to every vessel that plies the waters of the Bay of Catazar, but they have returned to being a threat for individuals to deal with... for now.

Resolution

We were heartened by the rescue of our cousins from the Isle of Zemress and we would welcome them in settling in Segura. We are certain that their resourceful skills and work ethic will contribute greatly to the Prosperity of the province and we will be happy to smooth their full integration back into the Empire.

Mazo i Zabala i Erigo of the the Freeborn Assembly, upheld with Greater Majority

With this statement of principle, the Freeborn assembly encourages the exiles from the Isle of Zemress to seek new lives in the territory of Segura.

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Detect magic

Contents

- 1 Description

- 2 Casting

- 3 Effects

- 3.1 Divination

- 3.2 Discern Enchantment

- 3.3 Identify Ritual Performance

- 3.4 Identify Magical Item

- 3.5 Discern Arcane Mark

- 3.6 Discover Conjunction

- 4 Special Circumstances

- 5 Sample Vocals

- 6 Common Elements

Description

This simple divination is invariably the first one that a magician learns to cast. Every magician is able to cast it; along with operate portal and create bond, it represents a shared suite of powers common to everyone who works magic. Being able to perceive magical auras is a key part of learning to cast spells and perform rituals. Once an apprentice magician masters the ability to attune their perceptions to magic, the spell allows them to perform a number of simple functions relating to magical energies.

While many magicians think of magical auras in terms of visual effects, the experience of detecting magic is highly personal. Some magicians, especially those who have studied the music of the spheres, interpret magical effects in terms of musical notes. Magicians with naga lineages in particular are known for their discerning senses and report feeling, smelling or even tasting magical auras through the use of this spell.

Detect magic is versatile but does not provide in-depth information about a magical effect. Where complex magical effects are concerned, the Bright Lantern of Ophis is much more effective at divining details of a magical effect.

For all its versatility, a magical investigator can rapidly deplete their store of personal mana. Anyone who wants to specialise in this kind of divination may want to invest in a Seer's Probe which allows the wielder to cast extra detect magic spells in a day (and, as a bonus, grants access to voice for the dead as well).

Finally, it is worth noting that perception of magical auras is not restricted to magicians - the Magpie Infusion is a herbal preparation that can be used to duplicate the effect of detect magic in a limited fashion.

Casting

- Type: Regular spell

- Cost: 1 Personal mana

Effects

This flexible spell can be used to perform a number of separate tasks, but only one may be used each time the spell is cast. Each of these uses requires the assistance of a referee.

Divination

By casting the spell on a single target that is close enough to touch, you can determine the name of any specific rituals or ceremonies that could be used to discover more information about it. This effect only reveals the name of rituals that are in Imperial lore. Certain rituals (Ties that Bind, Hand of the Maker, the Insight ceremony) will almost always provide information and are only mentioned if there is explicit extra information to be uncovered.

Divination will also name other ways of gathering information. For example, it will reveal whether there is information to be gathered about an item using the Insight ceremony, or whether an arcane projection in a certain realm and of a certain magnitude might be used to learn more about an effect.

Discern Enchantment

By casting the spell on a single target that is close enough to touch, you determine the level and realm of any ritual enchantment on the target. If the enchantment is the result of a boon from an eternal, the spell will reveal this and the realm the eternal is associated with.

Identify Ritual Performance

You can use this spell to discern the magnitude and realm of a ritual that is being cast if you are close enough to hear the words of the ritual.

Identify Magical Item

By casting the spell on a single magic item you can determine its basic abilities. When used in this way it does not reveal the presence of any additional qualities such as the presence of a curse, hallow or hidden roleplaying effect. Using the spell in this way will also detect any enchantments on the target item.

Discern Arcane Mark

You may cast this spell on a single target to determine if they have an Arcane Mark, and whether than arcane mark is the same as your own (assuming you have one). When cast for this specific purpose, it does not discover any other information about enchantments on the target. This use of detect magic is closely tied to the Right of Challenge of the members of the Conclave orders.

Discover Conjunction

Detect Magic can also be used to interact with the Sentinel Gate, the powerful teleportation portal that stands in Anvil and allows characters to quest and take part in battles. When you use the spell in this way, you can ask a referee if a specific conjunction is anticipated. You must specify as exactly as possible the destination you are looking for - it is not enough to just name a territory or region. For example, you might ask if there will be a conjunction to "The shrouded glen, on the outskirts of Mournstead in Liathaven" - it is not enough to just ask if there is a conjunction to Liathaven or Liath's Ring. When used in this way, the referee will tell you if there is a conjunction; when it will open; how many people may pass through it; and any special circumstances that related to that conjunction.

Special Circumstances

Some effects can conceal information from detect magic, but in that case the presence of the obscuring effect itself is always detected by this spell. There are no enchantments that will cause detect magic to give false information.

If the spell targets an item. and that item is under the effect of Mark of Ownership, then details of that mark are revealed in addition to any other information sought with the specific spell use.

Sample Vocals

The following are sample vocals you can use to cast this spell if you don't want to make up your own.

- (with eyes closed and one hand almost touching the target) "By the light of the hidden moon, let my inner eye be opened. Let my inner eye be opened and let me see more than mortals do. Let me see more than mortals do and look beyond the world of colour and shape. Let me look beyond the world of colour and shape and see the true world beyond. Let me see the true world beyond, and let my inner eye be opened. Let my inner eye be opened, bu the light of the hidden moon."

- (evoking the Door) "Upon my brow is the crown of four stars; it grants me authority to command the hidden gate. Let the star of the east attend and grant me wisdom; let the star of the west attend and grant me insight. Let the star of the south burn away the shadow; let the star of the north grant me sight beyond the veil. Let the paths of the future be shown to me, Sentinel Gate I command you speak to me with the voice of the Heavens."

- (sketching each rune in turn in the air above the target) "I cast the runes before me. I invoke the bright lantern. I invoke the light of truth. Illuminate this (man/woman) with the light that reveals all. I bring for the light that drives away confusion and lays bare the secret lore at the heart of all things."

- (during a careful examination of the target) "I have been called and I am here; the Doctor, who sees keenly and separates truth from deception. My keen eyes cannot be deceived, by keen wit cannot be lead astray, my voice cannot be stilled when I speak of hidden things. Nothing can hide from my gaze, and all secrets are laid bare before me. I come to present my diagnosis, as I have been bid."

Common Elements

- Rune Magic: The obvious runes to include in detect magic are Sular, Aesh, Ophis and Irremais all of which deal with knowledge or information. The runes Diras and Wyr might also be appropriate to some casters, especially when exploring a mysterious or enigmatic magical effect. Finally, a rune that reflects the nature of the target might suggest itself - the rune of plots suits an attempt to detect an arcane mark for example.

- Astronomancy: the Key suits detect magic in general, as does the Spider, but it is worth noting that the Door has obvious correspondences when using the spell to determine the presence of a conjunction on the Sentinel Gate.

- Dramaturgy: Two personae are associated with this spell. The Doctor works through careful examination and study of a target, while the Witch represents a more intuitive approach. Lantern, which reveals things when lit, is also a good match for this spell - either pretending to kindle an invisible flame in an actual phys-rep or calling its authority as a tool of revelation and discovery.

- Other traditions: A Dawnish witch might evoke the power of a wise sphinx, while a Wintermark or Varushkan magician might call on totems associated with wisdom (ravens and spiders or squirrels respectively).

- Realms: Detect magic, as a divination, has clear correspondence with the realms of Day and Night, but it could also been seen as an expression of wisdom and thus tied to the realm of Winter. Determining information about an object, or about the Sentinel Gate also has obvious resonance with the Autumn realm.

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Devastating Maul of Inga Tarn

Contents

- 1 Rules

- 1.1 Summer Magnitude 20

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 20

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The enchantment grants the target the ability to spend a hero point to call SHATTER with a two-handed weapon.

They also experience a roleplaying effect: You feel an urge to protect those who cannot defend themselves by confronting anything that threatens them.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 15. Additional characters must be present throughout.

Description

This ritual is named for the exemplar of Courage Inga Tarn, whose miraculous strength and unquenchable spirit serve as an inspiration throughout the Empire. It allows an individual to shatter the shields and weapons of their opponents, leaving them vulnerable or impotent. It is most effective when used on someone who already possesses a reserve of inner strength, but might be useful to the wearer of a suit of Runeplate and it clearly valuable to the wielder of a Trollslayer's Crescent. If the chosen target has access to a stock of Philtres of War, they can get even more use out of the power this enchantment grants.

Other versions of this ritual exist; The Ruinous Blade is a similar ritual that is often used with greatswords or two-handed axes, while The Trollcrusher's Mattock is an old name for the ritual attributed to the Steinr runesmiths or Hahnmark.

Common Elements

This ritual often involves symbols of Courage, and invocations of physically powerful creatures such as bears, gryphons or dragons. Sometimes riven shields are used as a component, and the target may be encouraged to undertake a symbollic act of destruction as part of the performance such as breaking a board with fist or foot.

Verys, the run of might is commonly used with this ritual, either drawn on the arms of the target or on their two-handed weapon.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Devastating_Maul_of_Inga_Tarn&oldid=53924"

Devastating Scythe of Anguish and Loss

Contents

- 1 Rules

- 1.1 Winter Magnitude 20

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Uses

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 20

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must have the battle mage skill.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains the ability to call impale when wielding a staff as if it were a two-point spell. The target must follow all the rules for casting an offensive spell including spending two points of personal mana.

They also experience a roleplaying effect: you have a sense that everything around you is dying, crumbling, or rotting. Living beings are going to die, and everything will eventually fall apart and be lost thanks to the relentless march of time. You find it extremely difficult to appreciate beauty, seeing the eventual decay into which all things will eventually fall.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Uses

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 15. Additional characters must be present throughout.

Description

This ritual grants a magician the power to channel deadly magic through their staff to maim or kill their opponents. With a light tap or a double-handed strike and a muttered incanatation, the magician shatters bone, rends ligament, rots flesh, ruptures organs, and either cripples an enemy or leaves them dying on the ground.

This ritual is often viewed as somewhat unwholesome. The magic shields the wielder and her staff from the corrupting influence of the enchantment, but even so they are left with a nagging awareness of the entropy inherent in everything and everyone around them. When they ruffle their son's hair they may suffer a sudden awareness of the slow processes of decay that will eventually leave that child as an old man; when they run their hand along the wall of a building, they know that eventually it will fall into ruins and be gone. People under this enchantment tend to avoid mirrors..

The magic of this enchantment tends to linger and sometimes turns against the magician's own staff; some magicians burn any mundane staff at the end of the enchantment. There are unpleasant stories of otherwise reliable implements breaking at inappropriate moments, often several months after the effect of the enchantment has ended. Magical staffs are less likely to succumb to this effect, but even so once their magical properties fade they, too, tend to become unreliable and may snap unexpectedly.

Common Elements

When performing this ritual, a coven often invokes symbols of destruction, loss and despair. Some magicians spit spiteful invocations of hate and malice, while others engage in pounding war chants or evoke powers of rot, rust, age and ruin. This is a ritual that creates a violent force, and as such the ritual itself is often violent with sudden movement and discordant or clashing music. Drums and cymbals are quite appropriate, but the sound of horns being blown can be a particularly powerful element.

The ritual allows a magician to wield power through their staff, and the role that implement plays in the ritual can be quite important. Some ritualists take it in turn to beat the implement against a solid surface, passing it back and forth as the strength of the ritual grows before returning it to the one who will wield it. Others place the implement in the middle of the ritual and move around it, touching it with their hands and magic as they increase the power of the ritual. Many covens create a specific implement for use in this ritual, usually a staff, and mark that staff permanently with runes of destruction and ending.

Other common elements in this ritual might include runes, especially Yoorn or Mawrig. The rune of hunger or the rune of weakness might also be evoked, as might mighty beasts known for their devastating strength and ferocity such as the chimera or dragon.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Devastating_Scythe_of_Anguish_and_Loss&oldid=50830"

Dhomiro of the Cinnabar Hills

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounteous Kharaman

- 4 Appointment

- 5 The Title in Play

Overview

The Dhomiro of the Cinnabar Hills is an Imperial title awarded to a Freeborn citizen. It is a national position appointed through the Bourse.

The Dhomiro of the Cinnabar Hills serves as an arbitrator and mediator charged with keeping peace between the often volatile families of Kahraman. In the process, the Dhomiro encounters plenty of opportunities to trade for orichalcum from the mines of Damata; tempest jade from the quarries of the Jade Range. and beggar's lye gathered from the beggarwood forests above Gambit.

Some Dhomiro take their title very seriously, and spend their spare months actively travelling through Kahraman looking for opportunities to improve the lot of the Freeborn who live there. Others leave the job to agents - reaping the rewards of their position by proxy.

Responsibilities

There is a tacit expectation that the Dhomiro of the Cinnabar Hills will help ensure the economic stability of Kahraman - and where possible help increase the prosperity of the mine owners and artisans that make the hills their home. In practice, they are rarely called on to intervene directly but it is not unknown for inhabitants of Kahraman having purely economic problems to bring them to the Dhomiro before they bother a senator with them - even where the title holder is not themselves a Kahraman native it is assumed they have sufficient self-interest to remain concerned about the general economic welfare of the hill dwellers.

On occasion, the Dhomiro may be asked to help out with problems concerning the Great Mine of Briante or the Damation Cliffs, especially where those problems have arisen from conflict between the Freeborn and the individual who holds the Imperial Bourse seat. Some politically astute Dhomiro of the Cinnabar Hills have invested the wealth they accrue from their title towards placing trusted family members in control of those valuable seats on the Imperial Bourse.

Total Money Spent

Production

9 Crowns

7 ingots of Tempest Jade, 3 measures of Beggar's Lye and 3 ingots of Orichalcum

17 Crowns

10 ingots of Tempest Jade, 6 measures of Beggar's Lye and 6 ingots of Orichalcum

24 Crowns

12 ingots of Tempest Jade, 7 measures of Beggar's Lye and 7 ingots of Orichalcum

30 Crowns

14 ingots of Tempest Jade, 8 measures of Beggar's Lye and 8 ingots of Orichalcum

35 Crowns

16 ingots of Tempest Jade, 9 measures of Beggar's Lye and 9 ingots of Orichalcum

Powers

Bounteous Kharaman

As a ministry, the title of Dhomiro of the Cinnabar Hills allows the holder to purchase quantities of special materials at a set price. The Dhomiro spends their decision about how much money to spend during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Appointment

This title is appointed during the Autumn Equinox. The Dhomiro of the Cinnabar Hills is appointed by citizens of the Brass Coast who control fleet personal resources. The larger the fleet an individual has, the more votes they can allocate in support to a candidate. The voting is handled by the civil servants in the Bourse.

Only a Brass Coast character may hold the title. They do not receive a seat on the Bourse. As a title appointed through the Bourse, they cannot be revoked by the Imperial Synod.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dhomiro_of_the_Cinnabar_Hills&oldid=60421"

Diras

Contents

- 1 The Shuttered Lantern, Rune of Secrets

- 1.1 Using Diras in magic

- 1.2 Crafting with Diras

- 1.3 For Machine Embroidery

The Shuttered Lantern, Rune of Secrets

Diras is the Shuttered Lantern, the mirror and antithesis of Ophis, Rune of Revelation. The light inside is concealed, as the truth is concealed within a secret. It is sometimes called the Thief’s Lantern because it governs things that are actively concealed or hidden, as well as obfuscation, illusion and active deception.

Diras especially applies to the idea of hidden knowledge; the more someone attempts to conceal a fact, the more it becomes governed by Diras. What the Shuttered Lantern conceals, it can also be used to uncover; some magicians use Diras exclusively in their divinations, claiming that this approach is more intuitive and challenging than the brute force approach represented by using Ophis.

Despite its use in uncovering secrets, this is very much a warding rune. Sometimes called the Vault, Diras represents a valuable item protected by secrecy. It is rumoured that the lives of each of the Volodny is concealed inside a container marked prominently with this rune which is why they are so difficult to find. The weakness of these hidden lives is that one person (the Volodny) must always know where the item is, making it vulnerable to powerful divination.

At one time, Diras was known as both the Magician's Rune and the Apothecary Rune. Both professions presented the inner workings of their craft as secrets and guarded them jealously from other practitioners. In this aspect, it was sometimes called the Gate of Silence or the Threshold, and passing through Diras was a metaphor for the accumulation of secret learning. Since the Founding of the Empire, this interpretation of the Diras has fallen into disrepute. Shortly after joining the Empire, the efforts of the magi of Urizen to found the Conclave and strengthen the magic of the nations saw a concerted effort to replace the use of Diras in this fashion with Aesh, Rune of Thought.

The Rune of Secrets differs from Wyr, the Rune of Mystery in that a secret is invariably something that is actively concealed, whereas a mystery is something that is by its nature difficult to understand. In some ways, the relationship between Diras and Wyr mirrors the relationship between Ophis and Sular the Rune of Discovery.

The Rune has strong associations with the powerful Night Eternal Sadogua, Patron of Wizards, and that enigmatic creature regularly uses the rune as its personal sigil. Magicians who accept a gift of secrets from the Toad King are often marked with Diras in the form of a tattoo, brand or birthmark somewhere on their bodies.

Using Diras in magic

Diras is evoked with magic that conceals or hides things, but it can also be used with magic intended to uncover such things. It is a powerful rune to use with magic that deceives through illusion, or through diverting or preventing divination. It is often sewn into the fabric of a container intended to be the target of the night pouch incantation.

Crafting with Diras

Because it has a connection to obfuscation and concealment, Diras is used as part of the fastening of a cloak worn by a scout, thief or assassin. It is also a common rune painted on masks or sewn into veils - any piece of clothing whose purpose is to obfuscate or confuse identity; given the nature of the rune, however, it is common for crafters to use all their artifice to try and conceal the rune itself, a practice especially prevalent among Kallavesi, Freeborn and League crafters. Diras is also engraved onto locks and vault doors, on the threshold of private chambers, and onto the lids of coffers and lockboxes whose contents are protected by secrecy as much as by strong steel.

For Machine Embroidery

Here is a digitized version of Diras in .jef format, suitable for a 7x5 hoop. File:RuneDiras.jef

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Diras&oldid=52839"

Dirge for Fidele

Youtube version at http://www.youtube.com/watch?v=RpVZMalZWdA There are several variations on this song, more info here: http://www.recmusic.org/lieder/get_text.html?TextId=14863

Fear no more the heat o' the sun, Nor the furious winter's rages; Thou thy worldly task hast done, Home art gone, and ta'en thy wages; Golden lads and girls all must, All follow thee, and come to dust.

Fear no more the frown o' the great; Thou art past the tyrant's stroke: Care no more to clothe and eat; To thee the reed is as the oak: The sceptre, learning, physic, must All follow this, and come to dust.

Fear no more the lightning-flash, Nor the all-dreaded thunder-stone; Fear not slander, censure rash; Thou hast finished joy and moan; All lovers young, all lovers must Consign to thee, and come to dust.

No exorciser harm thee! Nor no witchcraft charm thee! Ghost unlaid forbear thee! Nothing ill come near thee! Quiet consummation have; And renownéd be thy grave!

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dirge_for_Fidele&oldid=22616"

Disburse Funds to the Quartermaster General III

Motion to resupply the imperial armies.

Proposed by Bregasland, seconded by Hahnmark

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

Overview

- Despite the wording of this motion, this motion is to disburse funds with the intention supplying the Quartermaster General of the Imperial Armies with sufficient funds to purchase materials to perform emergency resupply of as-yet unnamed Imperial armies.

- Passed at 100 Thrones.

Date

- Spring 379YE

Cost

- 100 Thrones

Progress

- 100 Thrones disbursed to Senator Bregasland.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_Funds_to_the_Quartermaster_General_III&oldid=35969"

Disburse Funds to the Quartermaster General IV

A disbursement with the intention of funding emergency resupply by the quartermaster.

Proposed by Bregasland, seconded by Hercynia

Overview

- This motion is to disburse funds with the intention supplying the Quartermaster General of the Imperial Armies with sufficient funds to purchase materials to perform emergency resupply of as-yet unnamed Imperial armies.

- Passed at 100 Thrones

Date

- Summer 379YE

Progress

- 100 Thrones disbursed to senator Bregasland

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_Funds_to_the_Quartermaster_General_IV&oldid=37870"

Disburse Imperial budget

Any excess Senate budget at the end of a festival be divided equally between the Military Council and the Conclave for the betterment of the Empire.

Proposed by Volodmartz, seconded by Redoubt.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Legal Ramification

- 5 Campaign Outcome

Overview

- Any excess Senate budget at the end of a festival be divided equally between the Military Council and the Conclave.

- Passed with 10 votes against

Date

- Passed Winter 376YE (Easter 2013).

Cost

- All remaining budget

Any money left over at the end of an event is split 50/50. One sixth goes to each Archmage vault I think, and the remaining cash is passed to the Military Council civil service until allocated by Council vote.

Legal Ramification

The Senate cannot force the Conclave or the Military Council to reveal how the money is spent. The money, once given to the other houses, is theirs to do with as they will; the senate surrenders up all claim to how it's spent or what is done with it.

Money given to the Conclave is added to the vaults of the archmagi.

Campaign Outcome

- Permanent allocation of budget created

Imperial civil servants will continue to distribute the Senate budget according to this system until instructed by a Senate motion to stop.

Development: The disbursement was abrogated during Summer 377YE.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_Imperial_budget&oldid=24010"

Disburse additional funds for Dawnish Army

To disburse final funds to Senator Weirwater to complete Mithril purchase for the ongoing muster of the reborn Gryphon's Pride (The forth Dawnish Army)

With war on all fronts this army is of vital utility to the military ambitions of the Empire and timely completion of the muster is essential.

Amount in thrones requested to be set on the senate floor but must cover 70 wains of Mithril at current price.

Proposed by Weirwater, seconded by Semmerholm.

Overview

- A request for additional funds towards the commission of the Dawnish army, Gryphon's Pride

- Passed in principle

- Passed at 420 Thrones

Date

- Autumn 379YE.

Progress

- 420 Thrones disbursed to Senator Weirwater

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_additional_funds_for_Dawnish_Army&oldid=42666"

Disburse additional funds for Marcher army

235 thrones to COMPLETE the raising of the 4th Marcher Army..

Proposed by Upwold, seconded by Bregasland

Overview

- A request for additional funds towards the commission of a fourth Marcher army.

- Passed at 235 Thrones

Date

- Winter 378YE

Progress

- 235 Thrones disbursed to Senator Upwold.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_additional_funds_for_Marcher_army&oldid=37833"

Disburse funds for Astolat ministry

To request funds for a mana ministry in Astolat.

Proposed by Astolat, seconded by Weirwater

Overview

- Passed

- Passed at 40 Thrones

Date

- Autumn 381YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_Astolat_ministry&oldid=63867"

Disburse funds for Commonwealth Embassy

To disperse Senate funds for the purpose of providing materials to build the Embassy to the Commonwealth

Proposed by Sermersuaq, seconded by Bregasland.

Contents

- 1 Overview

- 2 Date

- 3 Progress

- 4 Campaign Outcome

Overview

- This motion followed on from the motion to construct an embassy to the Commonwealth.

- Passed in principle

- Passed at 100 Thrones 4 Crowns

Date

- Autumn 379YE.

Progress

- 100 Thrones 4 Crowns disbursed to Senator Sermersuaq

Campaign Outcome

- Work cannot begin on the construction of the Embassy until the region where it will be built is confired by the senator.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_Commonwealth_Embassy&oldid=39712"

Disburse funds for Dawnish army

Disburse funds for continuing to build the fourth Dawnish army.

Proposed by Weirwater, seconded by Semmerholm

Overview

- A request for additional funds towards the commission of a fourth Dawnish army.

- Passed at 100 Thrones

Date

- Summer 379YE

Progress

- 100 Thrones disbursed to Senator Weirwater.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_Dawnish_army&oldid=37834"

Disburse funds for Empress Lisabetta's Celebrations

That there be a disbursement of funds to hold a celebration of the crowning of the twentieth Empress.

This will allow the empress to send a message to her people and will act as a symbol of the Empire's loyalty and pride.

Proposed by Tassato, Seconded by Temeschwar

Overview

- This motion was to authorise the celebrations, the details of which can be found here

- Passed in Principle

- Passed at 40 thrones 4 crowns

Date

- Spring 380YE

Cost

- Grand celebrations, similar to those accompanying Empress Britta and Emperor Walter, would cost 80 thrones

- Breath-taking celebrations, similar to those accompanying Empress Giselle and Emperor Nicovar, would cost 250 thrones

- Wondrous celebrations, similar to those accompanying Empress Richilde and Emperor Giovanni, would cost 500 thrones

Progress

- 40 thrones and 4 crowns disbursed to Senator Tassato

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_Empress_Lisabetta%27s_Celebrations&oldid=47205"

Disburse funds for Iron Helms

To request funds to begin production of the Iron Helm army of Varushka

Proposed by Karsk, Seconded by Sermersuaq

Overview

- Passed in principle

- Passed at 150 Thrones

- This followed on from a previous motion to commission the raising of the army

Date

- Winter 379YE

Progress

- 150 Thrones disbursed to Senator Karsk

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_Iron_Helms&oldid=44114"

Disburse funds for Iron Helms II

To request funds to begin production of the Iron Helm army of Varushka

Proposed by Karsk, Seconded by Volodmartz

Overview

- Passed in principle

- Passed at 250 Thrones

- This followed on from a previous motion to fund the army commissioned by the Senate Autumn 379YE

Date

- Spring 380YE

Progress

- 250 Thrones disbursed to Senator Karsk

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_Iron_Helms_II&oldid=46580"

Disburse funds for Iron Helms III

To disburse senate funds intended for the purpose of completing the Iron Helms army in Karsk, Varushka

Proposed by Karsk, Seconded by Hahnmark

Overview

- Passed in principle

- Passed at 200 thrones

- This followed on from two previous motions to fund the army commissioned by the Senate Autumn 379YE

Date

- Summer 380YE

Progress

- 200 thrones disbursed to Senator Karsk

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_Iron_Helms_III&oldid=47207"

Disburse funds for Pilgrim's Trail

This motion is currently undergoing scrutiny.

Disbursement of Funds to Grant additional funds (18T) for the purpose of purchasing the resources for the Construction of the pilgrim trails in Kallavesa

Proposed by Kallavesa, seconded by Redoubt

Overview

- This motion follows on from a previous motion to commission the construction of the great work, the Pilgrim's Trail.

- Passed in Principle

- Passed at 18 Thrones

Date

- Spring 380YE

Progress

- 18 Thrones disbursed to Senator Kallavesa

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_Pilgrim%27s_Trail&oldid=44669"

Disburse funds for Senator Bregasland

To disburse senate funds to the Senator for Bregasland

Proposed by Bregasland, Seconded by Upwold

Overview

- A request for funds

- Passed in principle

Date

- Autumn 380YE

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_Senator_Bregasland&oldid=47321"

Disburse funds for Summer college

100 Thrones for the continued contruction of a Summe college (in Urizen or Navarr, which one matters not).

Proposed by Miekarova, seconded by Karsk

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

Overview

- A request for funds with which to provide materials for the construction of a College of Magic, focused on Summer rituals.

- The senate has comissioned two such colleges; one in Morrow and one in Miekarova.

Date

- Summer 379YE

Cost

- Passed at 100 Thrones

Progress

- 100 Thrones disbursed to senator Miekarova

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_Summer_college&oldid=37853"

Disburse funds for The Towerjacks

The dispersal of Senate funds to Senate of Holberg for the purpose of continuing to build the Tower Jacks

Proposed by Holberg, seconded by Sarvos.

Overview

- Passed in principle

- Passed at 350 Thrones

- A request for additional funds towards the commission of the League army The Towerjacks

Date

- Autumn 379YE

Progress

- 350 Thrones disbursed to Senator Holberg

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_The_Towerjacks&oldid=39703"

Disburse funds for Wintermark army

Disbursement of funds for levying Wintermark army

Proposed by Hahnmark, Seconded by Karsk

Overview

- A request for funds towards the commission of a third Wintermark army

- Passed in principle

Date

- Autumn 380YE

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_Wintermark_army&oldid=47325"

Disburse funds for Wintermark army II

Disburse funds for the third Wintermark army, the Bloodcloaks

Proposed by Hahnmark, Seconded by Astolat

Overview

- This follows on from a previous motion to disburse funds towards the raising of the third Wintermark army

- Passed

- Passed at 129 thrones 4 crowns

Date

- Winter 380YE

Progress

- 129 thrones 4 crowns disbursed to Senator Hahnmark

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_Wintermark_army_II&oldid=53299"

Disburse funds for Wintermark army III

Disbursement of funds to levy Wintermark army

Proposed by Hahnmark, Seconded by Bregasland

Overview

- This follows on from two previous motions to disburse funds towards the raising of a third Wintermark army.

- Passed

- Passed at 125 thrones

Date

- Spring 381YE

Progress

- 125 thrones disbursed to Senator Hahnmark

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_Wintermark_army_III&oldid=54490"

Disburse funds for Wintermark army IV

To disburse funds for the levying of the third Wintermark army, “The Blood Cloaks”.

Proposed by Hahnmark, seconded by Kallavesa.

Overview

- This follows on from three previous motions to disburse funds towards the raising of a third Wintermark army.

- Passed

- Passed at 100 Thrones.

Date

- Summer 381YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_Wintermark_army_IV&oldid=55261"

Disburse funds for Wintermark army V

To disburse funds for the training and levying of the third Wintermark army, “The Blood Cloaks”.

Proposed by Hahnmark, seconded by Sernersuaq

Overview

- This follows on from four previous motions to disburse funds towards the raising of a third Wintermark army.

- Passed

- Passed at 262 Thrones and 4 Crowns

Date

- Autumn 381YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_Wintermark_army_V&oldid=63869"

Disburse funds for Wintermark army WInter 381YE

Disbursement of funds for Wintermark army. Hopefully for the last bloody time!

Proposed by Hahnmark, Seconded by Bregasland.

Overview

- Disburses funds to senator for Hahnmark.

- Passed at 362 Thrones and 4 crowns

Date

- Winter 381YE

Campaign Outcome

- 362 Thrones and 4 Crowns were disbursed to the senator for Hahnmark.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_Wintermark_army_WInter_381YE&oldid=62897"

Disburse funds for breadbasket

To disburse funds for the Imperial Breadbasket

Proposed by Bregasland, Seconded by Weirwater

Overview

- This follows on from a previous motion to construct a great work in the Marches territories

- Passed

- Passed at 68 thrones

Date

- Winter 380YE

Progress

- 68 thrones disbursed to Senator Bregasland

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_breadbasket&oldid=53295"

Disburse funds for enlargement of The Black Thorns

A disbursement of funds to finish the enlargement of The Black Thorn Army of The Navarr

Proposed by Therunin, Seconded by Miaren

Overview

- Passed in principle

- Passed at 283 thrones

- This motion followed on from a previous motion to take advantage of the opportunity to enlarge the Black Thorns

Date

- Autumn 380YE

Progress

- 283 thrones disbursed to Senator Therunin

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_enlargement_of_The_Black_Thorns&oldid=47324"

Disburse funds for military matters

Disbursement of funds for military matters

Proposed by Zenith, seconded by Kahraman

Overview

- Passed

- Passed at 200 Thrones

Date

- Autumn 381YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_military_matters&oldid=63868"

Disburse funds for mithril research

To fund research by the Provost of the Halls of Knowledge to increase Mithril production in Redoubt, and request that that research is made available in Imperial Lore.

Proposed by Redoubt, seconded by Astolat.

Overview

- A request for funds to be used by the Provost of the Halls of Knowledge

- Passed at 34 Thrones

Date

- Winter 377YE

Cost

- Request was for 34 thrones toward the cost of research, and an additional 10 thrones to make the results part of Imperial Lore.

Progress

- Funds disbursed to Senator Redoubt

Campaign Outcome

- Preliminary research has indicated that it is impossible to use ritual magic to improve the production of mithril, white granite, weirwood or ilium.

Voting

State

Votes For

Votes Against

Result

In Principle

27

0

Passed

At 34 Thrones

27

0

Passed

At 44 Thrones

10

17

Failed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_mithril_research&oldid=44948"

Disburse funds for rebuilding of Holmauer

To disburse funds for the rebuilding of the Holmauer

Proposed by Holberg, Seconded by Karov

Overview

- This motion followed on from a previous motion to construct a park in Holmauer, Holberg

- Passed in principle

- Passed at 100 thrones

Date

- Autumn 380YE

Progress

- 100 thrones disbursed to Senator Holberg

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_rebuilding_of_Holmauer&oldid=47326"

Disburse funds for rebuilding of Holmauer II

To disburse funds for the rebuilding of Holberg

Proposed by Holberg, Seconded by Tassato

Overview

- This follows on from a previous motion to disburse funds, after a motion to construct a great work in Holberg

- Passed

- Passed at 75 thrones

Date

- Winter 380YE

Progress

- 75 thrones disbursed to Senator Holberg

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_rebuilding_of_Holmauer_II&oldid=53296"

Disburse funds for resupply

Motion for the dispersement of funds with the intention to resupply the Imperial Armies

Proposed by Bregasland, seconded by Sermersuaq.

Overview

- This did not give Senator Bregasland power to perform emergency resupply on the armies.

- Passed in principle

- Passed at 150 Thrones

Date

- Autumn 379YE.

Progress

- 150 Thrones disbursed to Senator Bregasland

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_resupply&oldid=44630"

Disburse funds for resupply II

Disbursement of funds with the intention to resupply the Imperial armies.

Proposed by Bregasland, Seconded by Morrow

Overview

- This motion does not give Senator Bregasland power to perform emergency resupply on the armies.

- Passed in principle

- Passed at 140 Thrones

Date

- Winter 379YE

Progress

- 140 Thrones disbursed to Senator Bregasland

Constitution

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_resupply_II&oldid=44115"

Disburse funds for resupply III

This motion is currently undergoing scrutiny.

To disburse Senate funds intended to resupply the Imperial Armies

Proposed by Bregasland, seconded by Mitwold.

Overview

- This motion does not give Senator Bregasland power to perform emergency resupply on the armies.

- Passed in principle

- Passed at 250 Thrones

Date

- Spring 380YE

Progress

- 250 Thrones disbursed to Senator Bregasland

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_resupply_III&oldid=44670"

Disburse funds for resupply IV

Proposal for the disbursement of funds for resupply of Imperial Armies

Proposed by Feroz, seconded by Kahraman.

Overview

- This motion does not give Senator Feroz power to perform emergency resupply on the armies.

- Passed in principle

- Passed at 115 thrones 4 crowns

Date

- Autumn 380YE

Progress

- 115 thrones 4 crowns disbursed to Senator Feroz

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_resupply_IV&oldid=47322"

Disburse funds for resupply V

To disburse funds for the emergency resupply of imperial armies

Proposed by Karsk, Seconded by Bregasland

Overview

- Passed

- Passed at 500 thrones

Date

- Winter 380YE

Progress

- 500 thrones disbursed to Senator Karsk

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_resupply_V&oldid=53297"

Disburse funds for strategic magic

Disburse funds for Strategic Magic

Proposed by Morrow, Seconded by Segura

Overview

- Passed in principle

- Passed at 125 thrones

Date

- Autumn 380YE

Progress

- 125 thrones disbursed to Senator Morrow

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_strategic_magic&oldid=47323"

Disburse funds for strategic magic II

To disburse funds for the strategic magic

Proposed by Zenith, Seconded by Miaren

Overview

- Passed

- Passed at 120 thrones

Date

- Winter 380YE

Progress

- 120 thrones disbursed to Senator Zenith

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_strategic_magic_II&oldid=53298"

Disburse funds for strategic magic III

Disbursement of funds for mana for strategic magic.

Proposed by Zenith, Seconded by Madruga.

Overview

- Passed in principle

- Passed at zero.thrones

Date

- Summer 381YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_strategic_magic_III&oldid=55267"

Disburse funds for strategic military magic

Disbursement of funds to support strategic military magic

Proposed by Morrow, seconded by Madruga.

Overview

- Passed

- Passed at 300 Thrones

Date

- Winter 379YE

Progress

- 300 Thrones disbursed to Senator Morrow

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_strategic_military_magic&oldid=44109"

Disburse funds for strategic purposes

Disbursement of funds for strategic purposes.

Proposed by Zenith, Seconded by Feroz.

Overview

- Disburses funds to senator for Zenith.

- Passed at 225 Thrones

Date

- Winter 381YE

Campaign Outcome

- 225 Thrones were disbursed to the senator for Zenith.

.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_strategic_purposes&oldid=62882"

Disburse funds for strategic rituals

Overview

- Request for funds to provide mana towards the performance of strategic rituals.

Progress

- 95 Thrones disbursed to Ariadne of the Auric Horizon, Proxy Senator for Morrow during the Autumn Equinox 378YE

- 25 Thrones disbursed to Probus, Senator for Redoubt during Spring Equinox 378YE

Campaign Outcome

- The intention of these motions is that the funds be used to purchase crystal mana to allow the performance of rituals that benefit the Empire and the Imperial armies on a strategic level.

Autumn 378YE

Disbursal of funds for the intention of funding of the purchase of Mana to be used for strategic military purposes.

Proposed by Morrow, seconded by Sarvos.

Overview

- Passed in principle

- Passed at 95 Thrones

- Money to be distributed to Senator Morrow

Spring 378YE

Disbursal of funds with the intent of use to be casting strategic rituals on armies.

Raised by Redoubt, seconded by Madruga.

Progress

- 25 Thrones disbursed to Senator Redoubt

Voting

State

Votes For

Votes Against

Result

In Principle

23

5

Passed

at 25 Thrones

17

11

Passed

at 50 Thrones

12

16

Failed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_strategic_rituals&oldid=35363"

Disburse funds for strategic rituals II

Dispersement of funds to purchase resources to assist in strategic castings.

Proposed by Morrow, seconded by Sarvos

Overview

- A request for funds with which to buy materials for rituals with military applications.

Date

- Winter 378YE

Cost

- Passed at 100 Thrones

Progress

- 100 Thrones disbursed to the Senator for Morrow

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_strategic_rituals_II&oldid=37823"

Disburse funds for strategic rituals III

Disbursement of funds for strategic military magic.

Proposed by Morrow, seconded by Weirwater

Overview

- A request for funds with which to buy materials for rituals with military applications.

Date

- Summer 379YE

Cost

- Passed at 80 Thrones

Progress

- 80 Thrones were disbursed to the senator for Morrow

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_strategic_rituals_III&oldid=37825"

Disburse funds for summer college

This motion is currently undergoing scrutiny.

To disburse funds for the completion of the Summer college, The Icy Crag of the Eternal Sun.

Proposed by Miaren, seconded by Miekarova

Overview

- This motion follows on from a previous motion to commission the construction of the Summer College of Magic.

- Withdrawn

Date

- Spring 380YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_summer_college&oldid=58074"

Disburse funds for the Empress

Disburse funds to Empress Lisabetta

Approved by Empress Lisabetta

Overview

- This motion was approved by Empress Lisabetta using the power of Hand of the Chancellor

Date

- Autumn 380YE

Progress

- 276 thrones disbursed to Empress Lisabetta

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_the_Empress&oldid=47327"

Disburse funds for the Empress II

Disburse funds to Empress Lisabetta

Approved by Empress Lisabetta

Overview

- This motion was approved by Empress Lisabetta using the power of Hand of the Chancellor

Date

- Winter 380YE

Progress

- 445 thrones disbursed to Empress Lisabetta

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_the_Empress_II&oldid=52234"

Disburse funds for the Empress III

The Throne exercises her power of Hand of the Chancellor to withdraw one third of the Senate budget.

Announced by Empress Lisabetta

Overview

- This motion was announced by Empress Lisabetta using the power of Hand of the Chancellor

Date

- Spring 381YE

Progress

- 119 thrones and 2 crowns disbursed to Empress Lisabetta

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_the_Empress_III&oldid=54495"

Disburse funds for the Empress IV

This motion is currently undergoing scrutiny.

The Throne exercises her power of Hand of the Chancellor.

Announced by Empress Lisabetta.

Overview

- This motion was announced by Empress Lisabetta using the power of Hand of the Chancellor.

- Zero thrones were withdrawn by Empress Lisabetta.

Date

- Summer 381YE

Campaign Outcome

Constitution

- Under Scrutiny

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_for_the_Empress_IV&oldid=54780"

Disburse funds to Autumn Archmage

Disbursement of funds to the Archmage of Autumn intended for use in ritual "Bound to the Common Cause"

Proposed by Bregasland, seconded by Semmerholm.

Overview

- Disburse funds to the Autumn Archmage to fund the casting of Bound by Common Cause.

- Passed at 5 Thrones

Date

- Winter 377YE

Progress

- Funds disbursed to Senator Bregasland

Voting

State

Votes For

Votes Against

Result

In Principle

18

6

Passed

At 5 Thrones

17

7

Passed

At 10 Thrones

10

19

Failed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_to_Autumn_Archmage&oldid=26371"

Disburse funds to Bregasland

Overview

- Request for funds to be used to resupply the Imperial armies.

Progress

- Autumn 378YE, 400 Thrones disbursed to Orrick, Senator Bregasland

- Summer 378YE, 200 Thrones disbursed to Orrick, Senator Bregasland

Autumn 378YE

Motion to provide funds with the intention of resupplying the Imperial Armies, either though future motions or the Imperial Quartermaster.

Proposed by Bregasland, seconded by Hahnmark

Summer 378YE

To distribute funds to Bregasland with the intention of resupplying the armies. The Quartermaster General will be called as an expert witness.

Proposed by Bregasland, seconded by Mitwold

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_to_Bregasland&oldid=29647"

Disburse funds to Conclave Grandmasters

Overview

- A request for funds to be used by the Grandmasters of the Conclave orders

Date

- Passed Winter 377YE

- Passed Summer 378YE

- Passed Autumn 378YE

Progress

- 12 Thrones disbursed to Senator Kahraman in Winter 377YE

- 25 Thrones disbursed to Senator Redoubt in Summer 378YE

- 26 Thrones 4 Crowns disbursed to Marissa Shatterspire, Senator Redoubt in Autumn 378YE.

Constitution

The Constitutional Scholars point out that while the Senate can indicate its wishes as to how the money it disburses should be used, these wishes have no legal standing and all such disbursements can be used as the recipient sees fit.

Autumn 378YE

Disbursal of funds with the intention of purchase of mana though the Ministries of the Grand Masters for the Conclave Vaults.

Proposed by Redoubt, seconded by Volodmartz

Summer 378YE

Disbursement of funds to the Grand Masters of with the intention of buying Mana for the Vaults.

Proposed by Kahraman, seconded by Redoubt.

Winter 377YE

Disbursal to the Grandmasters of the Conclave with the intention that they use the funds for the purchase of mana.

Proposed by Kahraman, seconded by Redoubt.

Voting

State

Votes For

Votes Against

Result

In Principle

26

0

Passed

At 6 Thrones

26

0

Passed

At 12 Thrones

26

0

Passed

At 18 Thrones

5

21

Failed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_to_Conclave_Grandmasters&oldid=38992"

Disburse funds to Miekarova militia

To fund militia in Miekarova to crush the anarchy cultists there.

Proposed by Miekarova, seconded by Volodmartz

Contents

- 1 Overview

- 2 Date

- 3 Progress

- 4 Campaign Outcome

Overview

- A request for funds to help deal with the situation in Miekarova.

- Passed at 26 Thrones

Date

- Winter 378YE

Progress

- Funds disbursed to Senator Miekarova.

- 26 Thrones paid to fund the Miekarova militia.

Campaign Outcome

- The disruption in Miekarova is disrupting the operation of military units based in that territory (a penalty of 6 resources if the military unit were raiding, or 60 strength if assigned to assist an Imperial army).

- 26 Thrones is sufficient to partially mitigate the disruption (a penalty of 2 resources if the military unit is raiding, or 20 strength if assigned to assist an Imperial army).

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_to_Miekarova_militia&oldid=35389"

Disburse funds to Mr Tyke

Distribute funds to Mr Tyke to repay the loan used to re-open the pits of Enderlund. He payed 250thr which is what I want from the senate.

Proposed by Mitwold, seconded by Upwold.

Overview

- This motion was to repay the loan offered by Mr Tyke that the Senate used to repair the damage done by the Druj.

- Passed

Date

- Autumn 379YE.

Progress

- 250 Thrones disbursed to Senator Mitwold.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_to_Mr_Tyke&oldid=39702"

Disburse funds to Quartermaster General Spring 382YE

Disbursement of funds to the Quartermaster General for the military budget, including reapply and strategic magic.

Proposed by Madruga, seconded by Bastion.

Overview

- Passed at 250 Thrones

Date

Spring 382YE

Campaign Outcome

- Funds disbursed to Senator Madruga.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_to_Quartermaster_General_Spring_382YE&oldid=66071"

Disburse funds to Senator Sarvos

Disbursement of funds to Senator Sarvos by the Senate to remedy the mistake made at the Summer Solstice 379YE

Administrative Motion

Overview

- Failed in principle

Date

- Winter 379YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_to_Senator_Sarvos&oldid=58070"

Disburse funds to Thanmir Hrafn

Dispersal of funds to Thanmir Hrafn to purchase materials for the building of the cargo docks to trade with the Sarcophan Delves.

Proposed by Necropolis, Seconded by Redoubt

Overview

- This motion follows on from a previous motion to authorise construction of cargo docks in Cargo, Redoubt

- Passed

- Passed at 100 thrones

Date

- Spring 381YE

Progress

- 100 thrones disbursed to Senator Necropolis

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_to_Thanmir_Hrafn&oldid=54491"

Disburse funds to Ywain de Gauvin

Disbursement of funds with the intent to purchase or commission a Vorpal Sword for Sen. Ywain De Gauvain in recognition of his virtuous acts on the battlefield.

Proposed by Casinea, seconded by Conscience.

Overview

- A request for a disbursement to be used to commision a Vorpal Sword.

- Defeated in principle

Date

- Winter 377YE

Voting

State

Votes For

Votes Against

Result

In Principle

3

21

Failed

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_to_Ywain_de_Gauvin&oldid=58043"

Disburse funds to add Skein of Years to Imperial Lore

Disbursal of funds to place a ritual developed by the halls of knowledge into Imperial Law: Skeins of Years.

Raised by Morrow, seconded by Bregasland

Overview

- Request for funds to pay for adding Skein of Years to Imperial Lore.

- Ritual developed at the Halls of Knowledge.

Date

- Summer 378YE

Progress

- 10 Thrones disbursed to Senator Morrow

Outcome

Adding a ritual to Imperial Lore requires a Declaration of Imperial Lore from the Imperial Conclave. These funds are intended to pay for the ritual to be added, pending the decision of the Conclave.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_to_add_Skein_of_Years_to_Imperial_Lore&oldid=44951"

Disburse funds to add a ritual to Imperial Lore

To request funding to place a ritual, approved by the conclave, into imperial lore.

Proposed by Karov, seconded by Miekarova.

Overview

- A request for funds to be used to add a ritual to the body of Imperial Lore.

- Passed at 7 Thrones

Date

- Spring 379YE

Progress

- Funds disbursed to Simarghl, proxy Senator for Karov

Campaign Outcome

- The cost to place a ritual in Imperial lore is 10 Thrones, and requires a declaration of the Imperial Conclave..

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_to_add_a_ritual_to_Imperial_Lore&oldid=63895"

Disburse funds to aid Liathaven citizens

Send an aid package to Liathaven

Proposed by Kalavasa, seconded by Therunin.

Overview

- A request for funds

- Passed at 10 Thrones

Date

- Passed Autumn 378YE

Progress

- Funds disbursed to Uskolli, Senator for Kallavesa.

- Additional funds for this project were contributed to the civil service by Geraint Broad-Backed, consisting of 4 Thrones, 7 Crowns, 16 rings and 5 measures of Ambergelt.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_to_aid_Liathaven_citizens&oldid=29999"

Disburse funds to assist Iron Confederacy port

To assist in the refurbishment of the trade port of Robec in the Iron Confederacy. In order to facilitate the opening of favourable trade and diplomatic opportunities with the Iron Confederacy.Disbursement of funds from the Senate requested to purchase and send white granite.

Proposed by Feroz, seconded by Miaren

Overview

- Passed

- Passed at 50 Thrones

Date

- Autumn 381YE

Campaign Outcome

- 50 Thrones disbursed to the Senator for Feroz.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_to_assist_Iron_Confederacy_port&oldid=63871"

Disburse funds to citizens of Skarsind

That the Senate recognises the Loyalty, Pride and Prosperity of the Wintermarkers affected by the gifting of Skarsind, and that it allocate funds to ensure their continued Prosperity.

Proposed by Sermersuaq, Seconded by Karov

Overview

- This motion followed on from a previous motion to relinquish Skarsind

- Passed in Principle

- Passed at 10 Thrones

Date

- Spring 380YE

Campaign Outcome

- 10 Thrones disbursed to Senator Sermersuaq

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_to_citizens_of_Skarsind&oldid=45982"

Disburse funds to hire Autumn mercenaries

Proposed dispursal of senate funds to engage Autumn Realm military Auxillery (armies) to support imperial campaign in Holberg. 3 Armies are available for hire. 40 Thrones per Army.

Proposed by Weirwater, seconded by Semmerholm

Contents

- 1 Overview

- 2 Date

- 3 Progress

- 4 Campaign Outcome

Overview

- A request for funds to hire eternal mercenary soldiers from the Autumn realm.

- Passed at 120 Thrones

Date

- Winter 378YE

Progress

- Funds disbursed to Senator Weirwater.

Campaign Outcome

- Unknown

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_to_hire_Autumn_mercenaries&oldid=35508"

Disburse funds to militia

To commend and reward the militia for outstanding actions in breaking the assassins rings in Anvil. With funds to be given to militiaman Oda and Hardfrost to distribute to .

Proposed by Mitwold, seconded by Upwold

Overview

- Passed in Principle

- Passed at zero funding

Date

- Summer 379YE

Progress

- Senators collected personal funds to disburse to the militia.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_to_militia&oldid=37827"

Disburse funds to nominated entity

Disbursal of 200 thrones to a nominated entity, with the intention that it be used to pay wages and upkeep in the event of imperial deficit, and that the remaining be repaid to senate funds in one year.

Proposed by Astolat, seconded by Tassato.

Contents

- 1 Overview

- 2 Date

- 3 Constitution

- 4 Voting

Overview

- Attempt to create a loan to a nominated individual from the senate treasury.

- Defeated

Date

- Spring 378YE

Constitution

It is not possible for the Imperial Senate to act as creditor to a loan, but it may disburse funds to a senator who could then enter into a loan agreement which would be legally binding. However the Senate cannot set terms for how a disbursement must be used - nor even create a legal requirement for it to be repaid.

Voting

State

Votes For

Votes Against

Result

In Principle

15

13

Failed

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_to_nominated_entity&oldid=58046"

Disburse funds to raise Towerjacks

The dispersal of 400 Thrones for the purchase of mithril sufficient to raise the army known as the Towerjacks and allow them to operate as an Imperial field army.

Proposed by Holberg, seconded by Temeschwar

Overview

- A request for funds with which to raise the Towerjacks]] army in the League.

- The motion was withdrawn as worded, since this does not actually grant permission to raise the army, just to disburse funds for it.

Date

- Withdrawn Summer 379YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_to_raise_Towerjacks&oldid=58063"

Disburse funds to settle Freeborn debts

Disbursement of funds to settle debts incurred in raising Freeborn Navy

Proposed by Madruga, Seconded by Zenith

Overview

- Passed in principle

- Passed at 160 Thrones

Date

- Winter 379YE.

Progress

- 160 Thrones disbursed to Senator Madruga

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_to_settle_Freeborn_debts&oldid=44112"

Disburse funds to the Dean of the Lyceum

Respond to a request for funding to add two rituals to the body of Imperial Lore.

Proposed by Feroz, seconded by Morrow.

Overview

- A request for funds to be used by the Dean of the Lyceum to add two rituals to the body of Imperial Lore.

- Passed at 20 Thrones

Date

- Spring 378YE

Progress

- Funds disbursed to Sallur I Mnajdra I Guerra, Senator for Feroz

Campaign Outcome

- The rituals The Cuckoo's Egg and Clad in Golden Raiment were added to the body of Imperial Lore in accordance with the decision of the Imperial Conclave.

Voting

State

Votes For

Votes Against

Result

In Principle

24

0

Passed

10 Thrones

24

0

Passed

20 Thrones

24

0

Passed

30 Thrones

1

23

Failed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_to_the_Dean_of_the_Lyceum&oldid=44949"

Disburse funds to the Gatekeeper of Wisdom

I propose that funds should be granted to the Gatekeeper of Wisdom for the purchase of true liao to investigate past life visions over the next year.

Proposed by Karov, seconded by Madruga

Overview

- Request to allocate funds to the Gatekeeper of Wisdom.

- Passed at 8 Thrones

Date

- Winter 378YE

Progress

- Funds disbursed to Senator Karov

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_to_the_Gatekeeper_of_Wisdom&oldid=35385"

Disburse funds to the Jarmish Cartel

To approve the organisation of the Jarmish Cartel, who seek to trade with the new port of Eastern Jarm exclusively, in return for the virtuous release of their slaves in contract, within one year. A disbursal of 50 thrones to cover the agreement of Eastern Jarm will be required.

Proposed by Segura, seconded by Kharaman

Overview

- This motion combines senate approval of the Jarmish Cartel with a disbursement of funds.

- Passed at 35 Thrones.

Date

- Spring 379YE

Progress

- 35 Thrones disbursed to Senator Segura

Campaign Outcome

- This motion refers to the eastern Jarmish port of Rigia, recently opened to the Empire following the completion of the Jarmish Embassy in Cargo.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_to_the_Jarmish_Cartel&oldid=36049"

Disburse funds to the Quartermaster General

Disbursal of funds with the intent of use to be given to the Quartermaster General for resupplying of up to eight armies. (Requested, 225 thrones).

Proposed by Tassato, seconded by Astolat.

Overview

- A request for funds for the Quartermaster General of the Imperial Armies

- Passed at 175 Thrones

Date

- Spring 378YE

Progress

- Funds disbursed to Senator Tassato.

Voting

State

Votes For

Votes Against

Result

In Principle

25

1

Passed

100 Thrones

25

1

Passed

125 Thrones

25

1

Passed

150 Thrones

25

1

Passed

175 Thrones

17

8

Passed

200 Thrones

10

16

Failed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_to_the_Quartermaster_General&oldid=27012"

Disburse funds to the Quartermaster General II

To allocate funds for resupply of the Imperial Armies.

Proposed by Bregasland, seconded by Sermersuaq

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

Overview

- A request for funds for the Quartermaster General of the Imperial Armies

- Passed at 300 Thrones (defeated at 350 Thrones).

Date

- Winter 378YE

Cost

- 300 Thrones

Progress

- 300 Thrones disbursed to Senator Bregasland.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_funds_to_the_Quartermaster_General_II&oldid=35382"

Disburse further funds to the Quartermaster General

Disbursal of funds with the intention that the Quartermaster General can resupply the imperial armies.

Proposed by Skarsind, seconded by TBC

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

Overview

- A further request for funds in addition to those disbursed through an earlier motion.

- Passed at 200 Thrones.

Date

- Spring 379YE

Cost

- 200 Thrones

Progress

- 200 Thrones disbursed to Senator Skarsind.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_further_funds_to_the_Quartermaster_General&oldid=36150"

Disloyal, unprosperous, unvigilant, unwise

“...and that is why, brothers and sisters, we must not send our heirlooms to Anvil. The Synod have judged honest, prosperous citizens of the Empire to be, and I quote, 'disloyal, unprosperous, unvigilant and unwise' in their actions.”

A mutter ran through the crowd at that; the freeborn of Siroc had heard the judgements of the Synod from the Spring summit, and it had touched a nerve with all of them. The friar had chosen his audience well, this near the docks, it was almost exclusively corsairs.

“The only disloyal action here is in dragging down the Printer's Guild. It is said that even the wicked can be loyal when times are prosperous, but that the truly virtuous are loyal even through hardship and misfortune. Why then, when the difficulties began, did the Synod turn on the Printer's Guild? This is the guild who have, with the blessing of the Imperial Senate, constructed a museum of such wonder as to make even a Highborn archivist salivate.

"The only unprosperous activity I see, is in the denying of the Printer's Guild the rewards of their labour. Is it not the right of any virtuous, prosperous individual to enjoy the fruits of their labour? Why should any of us contact the Bourse agents with our treasures to sell, if it will result in our being investigated by the Synod? Are we not taught, as good, virtuous citizens, to strive, toil and claim the just rewards of our labour?”

The friar paused, as a stir went through the crowd. A number of them had suffered after the Senate assigned civil servants to watch the fleets.

“To me, the only truly unvigilant deed here is the punishing of citizens of the Empire, for the actions of an Eternal. It is not right, it is not virtuous that the Synod have taken such a hand in their actions against the Bourse, against the ordinary folk who discover the items which go to sale at the private auction. It is time for us all to be vigilant in our actions. We must not send our artefacts to Anvil, for they may result in yet another citizen being outcast.”

A few people were clapping now, more were taking copies of the pamphlet that had been placed on a table near the friar, throwing their coins into the pot at his feet.

“I spent my childhood studying the virtues, as I'm sure you all did too, and wisdom was the one I always struggled with. I think I understand it now, or at least I will go forward thinking I do, because to do otherwise and wait would be unwise. I say, here and now, that the only unwise act here is the Synod deciding that it was unwise for a citizen to provoke an outcome they didn't want.

"I have spoken throughout the Empire on this matter. I have spoken to the seneschals of Astolat. I have spoken to the benefactors of Bastion. I have spoken to the bonesetters of Skarsind and the stewards of Meade. I have spoken with the people of the Empire, and they agree with me. We must not sell our heirlooms, our treasures, our artefacts to the bourse agents. We must keep them, and sell them ourselves for our own Prosperity.”

A roar of approval came from the crowd and there was a flurry of movement as the last of the pamphlets were snatched up by the corsairs. The pot at the friar's feet was overflowing with rings. The friar gave a short bow and stepped down from their small box, pocketing the few coins that had spilled onto the dusty path, before carefully picking up the bowl and moving off. The road to Cerevado was a long one, but it was only noon, and there was plenty of walking time.

Overview

The Imperial Bourse Private Auction has long been a source of argument in the Empire. Its nature, and the matter of provenance is always likely to turn friendly debate into heated arguments.

Previously the weight of the argument has consistently sided with the status quo, in keeping with the Private Auction as a tradition. Recently however, with the excommunication of four citizens due to the purchase of an item from the Private Auction this has changed.

A shift is happening in the Empire. A Friar from the town of Hay, Mitwold has been travelling the length and breadth of the land, extolling the virtue of Prosperity and the lack thereof in relation to the Imperial Bourse Private Auction.

Friar Alyn of Hay has been distributing pamphlets and making speeches throughout the Empire, encouraging citizens to not sell their treasure to the agents of the Imperial Bourse, to instead try to sell them personally, or to keep them.

Significance

From preliminary reports, the prospectus of items for the Private Auction is significantly reduced.

Friar Alyn of Hay has made it clear that, having finished their pilgrimage to the major towns of the Empire, he is now coming to Anvil in order to speak with the Synod, primarily the National Assembly of the Marches and the Assembly of Prosperity.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disloyal,_unprosperous,_unvigilant,_unwise&oldid=47437"

Dissemination

Contents

- 1 Overview

- 2 Declaration

- 3 Resolution

- 4 Further Reading

- 4.1 Core Brief

- 4.2 Additional Information

Overview

While rituals that are part of Imperial lore are available to any Imperial citizen, there are circumstances where a magician might wish to share one of these rituals with someone else, or they may simply desire a ritual text for their own personal library. Doing so invariably requires the creation of a ritual text, which can be handed over to the target.

While titles such as the Dean of the Lyceum and the Master of Ice and Darkness have the ability to create a ritual text, it is rarely worth recreating such an object from "scratch" - it is time consuming and potentially expensive. Instead, the Conclave can instruct the civil service to create a ritual text for an existing ritual that is part of Imperial lore.

Declaration

A magician who brings a declaration of dissemination before the conclave must name a specific ritual that is part of Imperial lore. They may also name a person or group who will receive the ritual text - for example "the Jarmish house of Radz", "the Asavean ambassador", or "Arlen Weaver of Dawn".

Resolution

Creating a ritual text through the declaration of dissemination requires ten thrones to pay for the codification of the ritual. (OOC: These funds should be placed in the inventory of a character, who should email plot@profounddecisions.co.uk with details of their CID and the ritual being paid for after the event.)

If the declaration passes, and the money is provided, the civil service will arrange to create a ritual text and deliver it to the individual by the start of the next solstice or equinox at the latest.

The ritual text becomes the sole legal property of the named person or group; it is not possible to rescind this declaration later.

Further Reading

Core Brief

- Conclave session

- Declarations

- Amity, enmity, and neutrality

- Candidacy

- Concord

- Dissemination

- Endowment

- Imperial lore

- Interdiction

- Reconciliation

- Sorcery

- Conclave order

Additional Information

- Conclave address

- Principle of Precedence

- Principle of Presence

- Principle of Proportions

- Conclave vault

- OOC design

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dissemination&oldid=61469"

Distant deeps

"I still don't see why we couldn't just deliver the goods to the temple?"

"We've been through this - three times. Would you like the same answer I gave you the last three times or I could make something up?" Jorge i Satane i Guerra loved his sister like his own child - she was family after all - but the virtues be damned she was beginning to try his patience.

"What I'd like is for your answer to cost us a little less money. The Asavean was perfectly happy for us to deliver to the temple - we could have left his goods there - collected our money and been half way to home. Instead we've paying a crown for a five ring room in this sorry excuse for a parador. How is that good business?"

"I don't trust the priests. I don't like dealing with them, they're too... friendly."

Maria gasped in mock horror - "Call the Synod! Call a magistrate!" She paused theatrically and pretended to ponder "Remind me again - being friendly - is that blasphemy... or heresy? I can never remember which one of those is which?"

"Say what you like Isobel - but I just don't like it. It's a temple... it's not a fit place for business."

"Oh you're so right! What was I thinking? We must not offend Wailo the Foam by profaning his temple with a wagon load of figs. How would we endure it if his magic cow curses us?" she waved her hands in mock fear, then put them her fingers to each temple as if they were Cambion horns "Look out... it's the Asaveans' magic cow.... Moooooo!".

"Stop mocking me Isobel - I'm not an idiot. I don't believe in any of their stupid superstitions. Blood and vice - sometimes I'm not sure they believe any of it. But they use that blasted temple for everything... their priests lend money, witness contracts, provide escrow, host meetings... Don't you find it all just the least bit... odd?"

"Cheap. That's what I find it. Cheap."

Jorge i Satane i Guerra sighed - he loved his sister like his own child - but three more days of this was going to kill him.

Contents

- 1 Overview

- 2 Significance

- 2.1 The Synod

- 2.1.1 Isolating the Temple

- 2.1.2 Encouraging Tolerance

- 2.1.3 Enlighten the Idolators

- 2.1.4 Denounce the priests of Baddu the Builder

- 2.1.5 Doing nothing

Overview

The saga of the Temple of Balo and the Black Bull grinds on. The temple itself is finally complete. A little under a fortnight before the Spring Equinox the temple opens its doors to the Asavean sailors and merchants who wait outside. Some of these visitors will travel on to Sarvos, Tassato, and Crown's Quay, but many will conclude their business in Oran and return to Nemoria with holds full of freeborn fruit, cloth, wine, and stone.

The Plenum appears moderately pleased, and the story of the new temple circulates in the Asavean capital. Captains and trade-princes alike are reassured that the Empire is a welcoming destination, committed to good relations between itself and the archipelago. The Plenum has further recognised Franco i Erigo as the Delegato Imperiale presso i sacerdoti di Balo e del Toro Nero, giving them an opportunity to make lucrative deals with the idolatrous merchants visiting the temple.

Oria i Shartha i Riqueza, the senator for Feroz has further sought the support of the Imperial Senate to begin work on a temple of the Way in distant Nemoria, to both offer spiritual support to Imperial citizens abroad and to bring the light of the seven virtues to those Asaveans who express an interest. The senator has already secured the white granite needed to construct the temple. along with funds to pay for emancipated Asavean labour. With the Temple in Feroz completed, the Plenum have allocated land in Nemoria, and given permission for the work to begin - the temple is expected to be completed shortly before the Summer Solstice - assuming nothing goes wrong.

In hopes, perhaps, of ensuring everything goes smoothly, the Synod has mandated that Lucifaro Figlio del Mattino, a Madrugan hakima, encourage missionaries to travel to the Archipelago and spread knowledge of the Way to the people of Nemoria. Yet, at the same time, J'zarr i Shartha i Guerra and the Freeborn national assembly continue to express severe concerns about the influence that the Temple and its resident priests may have over the people of Feroz.

The Freeborn Assembly calls upon the people of Feroz to remember their Loyalty to the Way and support their fellow citizens in resisting the lure of false gods and idolatry that presents itself as an easy route to money. Prosperity is not just the accumulation of wealth. They call upon all Freeborn to have Pride in the Way and the traditions that have brought us to Virtue.

J'zarr i Shartha i Guerra

Finally, and peripherally, as of the Winter Solstice the Imperial Senate has secured the services of the Asavean architect - and priest of Baddu the Builder - Almodin Oktístis. He has been set to work designing and overseeing the building of a set of docks at Cargo in Redoubt, and appears to be enjoying the stipend the Senate has provided him. He remains a public symbol of the Empire's tacit tolerance of the Asavean faith - at least to a point.

Significance

The construction of the Temple has been plagued by opposition from the Imperial Synod. The General Assembly appears to consider it to be a minor issue, and seems committed to encouraging good relations with the Asaveans - but the Freeborn concerns cannot be ignored.

The Synod

Isolating the Temple

The Imperial Synod sends X with 50 liao to encourage the people of Feroz to remain vigilant against the influence of the false Asavean religion. They must not forget that those who worship at this temple are idolators, and deserve neither sanctuary nor succour.

Synod Mandate

If the Synod wishes to endorse the message of the Freeborn Assembly, then the General Assembly or the Assembly of the Nine may issue a mandate using the above wording. A named priest and 50 doses of liao will ensure that the people of Feroz keep their distance from the Temple of Balo and the Black Bull. This will greatly reduce the chance that any Freeborn will visit the Temple, and will discourage any Imperial citizen from travelling to Oran to speak to the priests there.

The civil service calculate that doing so will result in the people of Oran, and of the territory as a whole, presenting an unfriendly welcome to Asavean visitors. The Asaveans mix trade and faith freely so there is no way to single our their religion for this treatment. The Freeborn have a reputation for hospitality - so there is no chance that the cold shoulder will go unnoticed - Asavean traders will understand that they are being snubbed and respond accordingly. The snub will permanently reduce the production of any trade that a Freeborn fleet captain engages in with Nemoria by a fifth. At the same time, it will temporarily reduce the income of every business in Feroz by a fifth until the start of the Summer Solstice.

This mandate will not completely reverse the relative good feeling in the Archipelago engendered by Lucifaro Figlio del Mattino, but it will reduce it somewhat. Any future Asavean opportunity to build something in the Empire will likely include a caveat that they cannot be constructed on the Brass Coast.

Encouraging Tolerance

The Imperial Synod sends X with 25 liao to encourage the people of Feroz to embrace the opportunities presented by the Temple of Balo and the Black Bull. While those who worship there may be idolators, they are not Imperial citizens and their faith is not the concern of the Freeborn as long as they abide by our laws. Making a guest welcome in your home or place of business is not an offence against Prosperity.

Synod Mandate

The Freeborn Assembly, the Prosperity Assembly, the General Assembly, or the Assembly of the Nine may issue a mandate using the above wording. A named priest and 25 doses of liao will send the clear message to the people of Feroz to stop worrying about the Temple and take advantage of the opportunity presented by the influx of Asavean visitors. In the short term, this will see an increase in the number of Imperial citizens speaking with the priests of Asavea, but it will also provide a small boost to the income of Freeborn businesses in Feroz - an increase in production of around a fifth - until the start of the Winter Solstice.

This mandate will continue the work begun by Lucifaro Figlio del Mattino in improving Imperial/Asavean relations. It will also mean that there will be no further opportunities for the Synod to interfere with the operation of the Temple in Feroz unless there are significant changes in the relationship between the Plenum and the Imperial Senate, such as a Declaration of War against Asavea, or the abrogation of the temple at Oran.

Enlighten the Idolators

The Imperial Synod sends X with 50 liao to encourage the Asavean sailors and merchants visiting the Temple of the Black Bull in Oran to learn of the true faith of The Way, and to enlighten these visitors to our shores in the ways of Prosperity. In this way we may turn them away from the worship of their idolatrous gods and bring them to Virtue.

Synod Mandate

Severin Teyhard von Holberg, Priest of Ambition has asked the civil service to calculate the effects of a mandate designed to enlighten the idolators by teaching them of the Way of Virtue.

After some consideration, the civil service are unhappy to report that they cannot be certain what the outcome of such a mandate would be - the situation defies divination using the normal tools due to the complexity of the situation and the confounding factors. There are some broad possibilities they have identified which are outlined below.

It is certain that using 50 liao would result in some Asaveans gaining an interest in the Way of Virtue. The auras created using liao are potent and influential and they move people. Even if the effects only last a season, they can often be life-changing. So whatever happens, some Asaveans would adopt the Virtues.

It is certain that not all Asaveans would do so, no matter how much liao was used. While auras are potent, they are not mind-control and people do not easily give up the traditions in which they were raised even when presented with clear evidence that they are wrong. Therefore the empire would be in a situation where some Asaveans have shown an interest in the faith and some had rejected it.

The civil service have examined all possible auras and are unable to find any virtuous aura that is certain to persuade someone to abandon their cultural and religious traditions. Consequently they are confident that the Asaveans will not abandon their "gods" even if some of them do take an interest in virtue. Their gods appear to play a central role in their organization of their society - and their extended pantheon may well be syncratic in nature - which would mean the likely outcome is that those who do convert adopt the virtues alongside their existing gods, rather than replacing them.

The civil service wish to advise caution and point to very recent historical examples that show that attempting to convert foreigners can bear strange fruit.

The other point of caution is around the current religious detente. The Asaveans are perfectly aware that it is illegal to preach their faith in the Empire - and thus far they have avoided any attempt to openly proselytize. If the Empire breaches that tacit agreement then the civil service can see two credible outcomes:

- The Asaveans are enraged by the asymmetry of being unable to preach, while being preached at in return and make formal complaints to the Empire about the matter.

- The Asaveans take the Empire preaching as an indication that it is now acceptable for them to preach their own faith in return - and react accordingly.

A third outcome, in which the Asaveans welcome the religious instruction but remain content not to preach their own faith was considered by the civil service but discarded as not remotely credible.

If the Asaveans do begin preaching from the temple - then the Synod will have to decide whether to denounce them for idolatry - if they do then the magistrates will arrest them and are likely to execute them. There are insufficient precedents for a diplomatic catastrophe of this scale to be certain how the Asavean government would respond - the best the civil service can say with certainty is that it will not go so far as to involve the use of military force by the Asaveans against the Empire on Imperial soil.

Denounce the priests of Baddu the Builder

The Imperial Synod sends X with 25 liao to denounce the idolatrous, blasphemous practices of the priesthood of the false god Baddu the Builder. The Senate has shown themselves to be impious by retaining the services of Almodin Oktístis. He, and his fellow idolators, should return to Asavea immediately.

Synod Mandate

The Freeborn Assembly, the General Assembly, or the Assembly of the Nine may issue a mandate using the above wording. A named priest and 25 doses of liao will send a clear message to Almodin Oktístis that he and his fellow priests of Baddu are not welcome in the Empire. Further, it will encourage some Freeborn to make their displeasure public. The likely outcome is that Almodin Oktístis resigns his stipend from the Imperial Senate and quits the Empire permanently.

Doing nothing

If the Imperial Synod does nothing, the situation will remain roughly as it is now. Asavean worshippers of their false gods will visit the Temple of Balo and the Black Bull; local citizens will continue to cater to them; some Imperial citizens will seek out the priests at the temple to learn more about the Asavean religion.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Distant_deeps&oldid=53357"

Distill the Serpent's Stone

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

Contents

- 1 Rules

- 1.1 Night Magnitude 70

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 70

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. Performing this ritual requires a single ring of ilium.

Effects

During this ritual the ring of ilium is transformed into an egg-sized mass of dark material known as a shadow egg.

The material is stable and permanent once created. A magician can consume the shadow egg to temporarily boost a single Realm Lore skill by 6 effective ranks for purposes of performing a single ritual, provided they already possess at least one innate skill rank of that Lore. These additional ranks do not grant any additional mastered rituals, and a character's total effective rank can never be more than three times their innate skill (the number of ranks of the appropriate Realm Lore they have gained by spending experience points).

Description

TBC

Common Elements

This is an alchemical mystery, and almost always includes elements such as fire; beakers, bowls and other pieces of alchemical equipment; water and other liquids, including blood (some ritualists use a little blood from one each of a human, a changeling, a briar, a naga, a cambion, a draughir, and a merrow); charts and diagrams; and the other trappings of this ancient magical lore. The ritual requires the ritualists to combine eight ingots of special material and an ingot of ilium, and consequently a vessel such as a crucible or cauldron is often the central focus of the magic.

Many ritualists wear masks or veils when they perform this ritual - not least because there are occasionally noxious byproducts of the transformation. This ritual is often performed in private; the serpent's stone is powerful, and can be a highly coveted treasure.

The forces of the heavens are often referenced in alchemical rituals. If the theory that the stars represent in some way the tools of the Creator are true, then evoking the power of astronomancy seems entirely appropriate to the practice of enacting permanent transformation. The constellation of The Great Wyrm in particular is likely to be evoked. The names of the Eternals Murit and Soghter are sometimes used, especially in their aspects as the Azoth, a theoretical compound that provokes miraculous transformation.

The rune Xun which represents transformation is usually evoked with this magic, although it is common to include Wyr, Diras and even Zorech to show that this ritual is near the pinnacle of the study of Night magic; it is also a mystery, and the material it creates comes as much from secrets as the passion for alchemical mastery. Some alchemists also include Aesh for the power of the mind, or Cavul to represent the idea of purifying materials into higher forms.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Distill_the_Serpent%27s_Stone&oldid=64194"

Distillation of Diverse Parts

Contents

- 1 Rules

- 1.1 Day Magnitude 4

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 4

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The ritual targets a potion prepared by an apothecary which must be present throughout.

Effects

This ritual targets a potion created by an apothecary. It renders the potion down into its component parts allowing the herbs used to brew the potion to be recovered. This may take a short time to complete.

The ritual will not recover Liao or mana crystals that have been used in a potion, although it will extract a ring of ilium that has been used in the creation of a powerful elixir.

Additional Targets

This ritual can affect additional potions. Each additional potion increases the magnitude by 1. Additional potions must be present throughout, but there is no requirement for them to be of the same type.

Description

This is a relatively simple ritual that separates a potion into its various parts. In addition to the herbs that are recovered, it leaves the ritualists with neat piles of salts, mundane herbs, thimbles of water or alcohol and the like. One odd element is that the ritual always provides the herbs used in a standard recipe; it doesn't seem to matter if the apothecary who brewed the potion used an item such as an Escharotic Cauldron to substitute additional herbs.

This ritual can be used to extract the components used in a poison that has been mixed with another substance, but only if the poison has not already been ingested, and if the ritual is begun before the poison breaks down and becomes useless.

The ritual destroys a dose of liao if there is any in the potion; the reason for this appears to be that it breaks the liao down into its component pieces along with everything else in the elixir. Likewise, it cannot return crystals of mana because they are "used up" in the creation of the potions that involve them. It can get ilium out of a potion, however, and that rare ability makes it occasionally a very lucrative ritual indeed.

Common Elements

This purification ritual often involves fire, but might just as easily involve lenses or mirrors used to reflect light onto the targetted potions. In some cases, the ritualists engage in procedures familiar to the herbalist, but in reverse. Repeatedly diluting and then decanting the potion, or using a process of magically-enhanced distillation may also be an element. The rune Cavul is often invoked, unsurprisingly.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Distillation_of_Diverse_Parts&oldid=51620"

Disburse Imperial budget (Redirected from Distribute Imperial budget)

Any excess Senate budget at the end of a festival be divided equally between the Military Council and the Conclave for the betterment of the Empire.

Proposed by Volodmartz, seconded by Redoubt.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Legal Ramification

- 5 Campaign Outcome

Overview

- Any excess Senate budget at the end of a festival be divided equally between the Military Council and the Conclave.

- Passed with 10 votes against

Date

- Passed Winter 376YE (Easter 2013).

Cost

- All remaining budget

Any money left over at the end of an event is split 50/50. One sixth goes to each Archmage vault I think, and the remaining cash is passed to the Military Council civil service until allocated by Council vote.

Legal Ramification

The Senate cannot force the Conclave or the Military Council to reveal how the money is spent. The money, once given to the other houses, is theirs to do with as they will; the senate surrenders up all claim to how it's spent or what is done with it.

Money given to the Conclave is added to the vaults of the archmagi.

Campaign Outcome

- Permanent allocation of budget created

Imperial civil servants will continue to distribute the Senate budget according to this system until instructed by a Senate motion to stop.

Development: The disbursement was abrogated during Summer 377YE.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Disburse_Imperial_budget&oldid=24010"

Distribute food to the thralls of Mournwold

To distribute 75 Thrones of food to the thralls of the Mournwold.

Proposed by Morrow, Seconded by Redoubt.

Overview

- This motion arises as a result of opportunities in the Mournwold..

- Passed

Date

- Summer 381YE

Progress

- 75 Thrones provided by Orrick of House Bolholt

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Distribute_food_to_the_thralls_of_Mournwold&oldid=55602"

Distribute knowledge of Arhallogen's Ploy cure

Motion to distribute the knowledge of the cure below

Proposed by Bregasland, Seconded by the Conscience of the Senate

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Passed at 5 thrones

Date

- Spring 381YE

Cost

- 5 thrones

Progress

- 5 thrones disbursed to Senator Bregasland

- 5 thrones provided by Johannes Tiberius after Summer Solstice 381YE.

Campaign Outcome

- The knowledge of the cure will be distributed to the citizens of the Empire.

Arhallogen's Pox

- Symptoms: Large pustules, within which is a spider forming. The pus is exceptionally irritating to the skin.

Cure

- Spiders must first be excised by the use of hot implements. The skin then is exceptionally fragile and covered in welts.

- A poultice of True Vervain applied to the skin will aid healing.

- Shortly after, the throat becomes highly irritated, similar to Greenlung.

- Roseweald infusion must be used to reduce the inflammation.

- Under no circumstances must True Vervain be used.

- An antipyretic must then be used to bring down the resulting fever.

- The patient is now on the road to recovery; but a cup of tea is recommended to bring down the stress levels of the patient

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Doctor's Attire

Description

The Doctor's Attire is a suit of magical clothing infused with a little of the power of the dramaturgical persona of the Doctor. A ritual magician who wears this clothing can draw on the power it contains to empower their ability to perform Winter magic. In addition to providing additional magical power, the robes also infuse the wearer with some of the personality of the Doctor.

In dramaturgy, the Doctor is sometimes a fearful figure. Doctors and physicks are innately tied to the resonance of death, and difficult choices – yet their Wisdom also serves to stave off the Labyrinth and bring an end to suffering. This magical garment allows a bonded magician to touch that dichotomous power, and use it to strengthen their ability to wield the dangerous might of the Winter realm. It must be said, however, that using the robe is not for the faint-hearted – only those who have an intimate understanding of the paradoxes at the heart of the Winter realm should risk using the power of the Doctor's Attire.

Yet that is not to say that this raiment is some nightmarish cultish robe infused with madness and suffering. Far from it – the power of the Doctor reminds the magician that even the darkest urges can be harnessed to do good, helping them to remain centred and to resist the temptations personified by certain malign entities of the Winter realm. To do the greatest good at the cost of the least harm is sometimes seen as the highest calling of the Winter magician.

Unlike other ritual raiments, the Doctor's is rarely brightly coloured. The material is bleached and dyed with sober, contrasting colours, favouring sable, argent, and deep crimson. The decoration is understated and restrained, with small quantities of dragonbone and dark tempest jade used to complement the stark and severe cut of the garment. Supple gloves are almost always included – the Doctor invariably wears gloves in dramaturgy.

The raiment is heavily inspired by the rich dark fabrics favoured in Holberg, and among the Highborn. Less common designs also exist however – the Vate's Semblance and the Cabalist's Robe. The former hints at the practical aesthetics of the Navarr apothecary, with short sleeves, leather bracers, and sturdy trousers. The latter is a dark coloured hooded robe, lined with rabbit fur, and equipped with sturdy boots perfect for performing complex rites in the freezing cold of the northern Empire.

Rules

- Form: Armour. Takes the form of a robe. You must be wearing this robe to use its magical properties.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Once per day you may use this robe to gain two additional rank of Winter Lore for the purposes of performing a single ritual, subject to the normal rules for effective skill.

- Roleplaying Effect: While wearing this robe you feel an urge to punish people who break their promises.

- Materials: Crafting a Doctor's Attire requires five ingots of weltsilver, five ingots of tempest jade, seven measures of dragonbone, sixteen measures of beggar's lye, and seven measures of iridescent gloaming. It takes one month to make one of these items.

OOC Note

This is one of six sets of ritual robes designed by House Bourné, a Sarvosan guild formed by the union of League master-artisans and a Dawnish weaver cabal. Their unique designs combine the power of dramaturgy with a deep understanding of the hearth magic of girding. During Winter 380YE, in conjunction with popular publication The Looking Glass, the Merchant-Prince Genia Bourné di Sarvos announced that the guild would allow any Imperial artisan to visit their estate in Sarvos and study the schemata detailing the six raiments, free of charge.

Any character can learn how to create this raiment following the normal rules - either by selecting the robe as one of their starting items, or learning it as an extra item pick. The only restriction is that anyone who knows how to make one of these robes must have spent a week or two studying at House Bourné in Sarvos - there is currently no other way to master the patterns which remain the proprietary knowledge of the Bourné guild.

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Documentary FAQ

Contents

- 1 Overview

- 2 Why are PD doing this?

- 3 What is happening at the Solstice?

- 4 What is happening at the Equinox?

- 5 How can I make sure I'm not filmed?

- 6 How can I get on camera?

- 7 Will it be any good?

- 8 Are Unilad the right group to work with?

- 9 Will this bring in the wrong kind of players?

Overview

We are going to work with a media company called Unilad, to produce a high-quality documentary on LRP with filming taking place at the Summer Solstice 2018 and the Autumn Equinox 2018. The project is being spearheaded by Rachelle Strange who works for the company but is also a regular LRPer who has been playing Empire for years. We're going to work hand-in-glove with the group to ensure that the final product is respectful of the hobby and the community and shows Empire off in the best possible light, but obviously any project of this kind raises important concerns.

This FAQ lays out some of the questions that we've been asked and the answers we've provided. Please don't hesitate to contact us directly if you have any queries or concerns.

Why are PD doing this?

Positive publicity for Empire, Profound Decisions, and the live roleplaying hobby has many potential benefits. The most obvious one is that it could bring more players to Empire and get more people interested in live-roleplaying. Traditionally we've recruited new players through the social networks of LRPers - but that method has some very clear limitations - particularly in the modern age when the network of small local LRP clubs and the university societies spread across the country have withered somewhat. So increasingly the whole hobby is dependent on other ways to bring people in so that it can stay healthy. This documentary will bring live roleplaying to a huge audience many of whom have never heard of the hobby before.

So there's great potential - both for Empire and for the hobby I hope. We're still committed to trying to acquire and develop a permanent site for our events and every new player we gain brings us one step closer to that goal. The game is currently growing at a phenomenal rate; if we can keep that up then the dream of a purpose-built site dedicated to the game of Empire is a very real prospect.

But one of the things we'll need for that is positive publicity about the hobby. Four years ago we lost out on an incredible opportunity to create an amazing live roleplaying centre over a vast site of fields and woodlands. That happened because of the overwhelmingly negative response to the project from local residents. A positive documentary about live roleplaying and about what we do gives us a tool to show people what we do and hopefully win people round. That alone could be the difference between success and failure next time.

What is happening at the Solstice?

Unilad are sending three people to the third event - Rachelle and two colleagues who are working on the project with her. They are going to film some pieces before the game begins, primarily interviews with members of the Empire community, as well as filming some backstage areas and some shots to establish the scale of the event.

Filming will stop once the game begins - then they'll be playing characters along with the rest of us (they're playing the Ashguard Striding in Navarr). That will give them a chance to play Empire so that they can better understand what we do - feel free to look them up and talk to them in-character!

What is happening at the Equinox?

Provided that everything goes well at the previous event then we'll look to build on that at the last event of the year. The details are still being discussed but if that does involve any exception to our normal rules prohibiting cameras in the IC area at the event then we'll make sure that proper controls are in place and that everyone knows what is happening and where so that those who want to avoid any disruption to their event can do so without a problem. We'll update this FAQ with more details on this question once we have finalized our plans for the final event.

How can I make sure I'm not filmed?

We won't be filming anyone who hasn't actively chosen to be on the film at the third event. It will primarily consist of interviews to camera, but because all the filming will take place before the event starts - we will be able to ensure that nobody is in shot who doesn't want to be.

At the final event of the year, we're going to look to set-up some bigger scenes with volunteers before the event starts, as well as filming some moments during the event. These will all be in clearly enclosed areas and well advertised before the event so that people can easily avoid them - for example we might choose to film one or two tent encounters - if we do that then we will let publicise those details before the event so that people can choose to avoid them.

There will not be any cameras roaming the event during time-in at any point. Our primary concern is to ensure that there is no possibility that anyone ends up on film by accident and that we cause the least disruption possible to the game.

How can I get on camera?

Rachelle Hunt who is an existing member of the Empire community is taking the lead on the project. The best way to get in touch with her is to email her and see if you can volunteer to be part of the documentary. Please be patient and understanding - there are obviously a lot of people who are very excited at the chance to take part in this but there will only be limited opportunities for people to be involved at the next event. But there should be chances for lots more people to get involved at the final event.

Will it be any good?

One of the great challenges of filming LRP is that when you film people LRPing it almost invariably looks awful. We all have this image in our heads of what is happening and it so rarely lives up to that when you film it. This is just one of the reasons that we usually turn down all requests to film at our events by commercial media operations where it is patently clear that there is no interesting making live roleplaying look good and no awareness at all of how to try to do that.

But this documentary is being spear-headed by Rachelle Hunt who is a long-standing member of the Empire player-base. If you talk to Rachelle it is abundantly clear that she is really passionate about the opportunity to create a film that really makes live roleplaying look great. Having discussed the plans at length with them, it is clear to me that Rachelle and her team have put a lot of thought into how to achieve that. They have well-thought-out plans for how to overcome the difficulties of filming LRP to try to show the game at its best.

Are Unilad the right group to work with?

Unilad certainly had controversial beginnings, with a reputation that still lingers from things the company did when it was first founded. The site shut down in 2012 and relaunched in 2014 and since then it has made a determined effort to take a different approach. It has grown up a lot in the last few years - from a gaming industry PR & marketing point of view and it is considered a bigger player these days which has moved past its more problematic origins. There is an excellent Guardian article on the group that you can read if you are interested in a piece about the group's history.

We are confident that the group are keen to make a high-quality documentary that is serious about showing why live roleplaying is a great hobby. There is no way we would agree to be involved in this if we didn't have that confidence. Rachelle has publicly stated that she is really committed to not making it look like a 'lads in a field' hobby.

Will this bring in the wrong kind of players?

The only reason that anybody would come to Empire as a result of watching the documentary is if they watch it and think "That looks really cool - I want to give that a try". For me the only requirement I have for anyone to try Empire is that they look at it and think "That looks great". Do you want to try LRP? Are you keen? If you do then you're in. If you're going to enjoy my event - then I want you to come.

We do have rules; we have a community ethic and a set of rules for behaviour. If someone does come to the event and misbehaves then we will let them know that that is not appropriate and if they carry on then we will show them the door. We don't ban many people for violating our conduct rules - a single warning is usually enough - but it does happen. Building a good event - building a good Empire community - is best achieved through positive reinforcement of our values and enforcing our rules - not by hiding away from the outside world so nobody ever finds out about us.

Nobody should get involved with the video if they don't want to for any reason at all. The very last thing I want to do is try and persuade anyone who feels reluctant about this - and one of our red lines is to ensure that nobody ends up on film by accident. But I do hope that people will welcome new players with the same openness and engagement that I was met with when I joined the hobby 20 years ago.

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Dos Vidanya

Original Music & Lyrics by Anna Clifford Tait and Stephanie Heath

RECORDING of this song : Dos Vidanya

Chorus: Dos vidanya, those who go before us Dos vidanya, our blood and our heart Pahka, we'll soon come to meet you Just for now, good bye and good night.

No tears we weep for you, we understand Your lives were gave up to appease our cold land But darkness and hunger, they touch you no more Now your names are woven into our land's lore (=law: deliberately ambiguous)

The strength that you offered, the kindess you shared The visions that drove you, the passions that flared As long as these mem'ries remain like a spark Then you remain also, to light up the dark.

Bridge, kinda: We whisper your names to the flames We whisper your names to the flames We call on the memory of the bargain we made We whisper your names to the flames

(Then hum, or repeat bridge as necessary, while those around the fire come forward and whisper to the fire the names of the lost) (Finally repeat chorus)

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Doublet

Doublets are a typical piece of costume for the League and the more wealthy citizens from the Marches.

They are a more complex and tailored option than a simple tunic, having a puffed shoulder, and baggy upper arms. Doublets are usually between waist and thigh length and can fasten with buttons, lacing or hooks and eyes. Doublets are usually made of wool, but a heavier weight of linen will also work.

- Reconstructing History 003

- Moretta designs

- A League Costume Diary: The Doublet

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Down along the cove

Captain Amos of Candle Cove was not sure what to make of it all. He pushed his woollen hat back on his head and sucked in his breath with a whistling noise. First-mate Maria nodded silently. She knew how he was feeling.

The nets had disgorged hundreds of flopping fish onto the deck of the Seagrass - mostly the dark cod common to the waters off the Necropolis coast. Here and there among their number were a dozen or more pale fish with peculiar, whiskery fins and pronounced barbels. Maria crouched, and grabbed one of them in two hands. It was a little over two feet long. She turned the dead animal over, inspecting it, then slapped it down onto the gutting board and sliced it open, examining its guts like a heathen seer.

"It's a moonfish alright." she opined. "And it seems pretty wholesome."

"I know," growled Amos. "It's not as if we haven't caught them before but ... this size? This far north? And so many of them."

"Yes. It's a darn sight more than one or two a year maybe. There must be a score or more of them. How much did we get for the last one?"

"Two crowns." Said the Captain. "Two crowns from that League cook. For one of them."

"If there's a score of them in our nets up here ..." said Maria slowly and carefully.

It was Amos' turn to nod in silence. The two of them stared at the pile of fish. Around them the rest of the crew had stopped working, watching and listening.

Amos clapped his big, callused hands together decisively.

"Right!" he barked. "Everyone stop standing around looking pretty! This is a Highborn ship, not a Sarvosan salon! Peter, Simone, loose the nets and roll them in. James, Andrea get this catch stowed and pull out the moonfish. Maria .... turn the wheel. We're heading out beyond Spivey Point."

Amos paused then, and patted the vicious billhook at his belt.

"And everyone keep their wits about them," he roared as his crew leapt to their assigned tasks. "Zemress save us, but there are Grendel in the Bay and they would be just as keen for a chance to catch us as we are to catch moonfish!"

Contents

- 1 Overview

- 2 Significance

- 3 Protecting the Fishing Fleet

- 3.1 Participation

- 3.2 Rewards

- 4 Courage, Prosperity, and Vigilance

- 5 Limited Opportunity

Overview

In recent years, the Bay of Catazar has been subjected to a significant amount of Spring magic, as well as several large-scale enchantments drawing on Night magic. As the Summer solstice draws near, an unexpected, beneficial side effect rears its fishy head - a population boom among the creatures of the sea. Fisherfolk across the Bay of Catazar are eager to embrace the opportunity this provides - yet ironically that same opportunity is drawing independent Grendel ship captains in droves.

Significance

Feroz, Madruga, Necropolis, Sarvos, and (to a degree) Redoubt and Tassato draw at least a portion of their prosperity from the sea. The increase in fish and sea animal populations offers opportunities for enterprising boat captains an opportunity to deliver bumper catches. Those who are prepared to take a few risks - to push out into the deeper, non-territorial waters - stand to make a significant amount of money. This in turn offers entrepreneurs an opportunity for prosperity. Whether they deal in fish, fish oil, whale meat, ambergris, or even ilium, the marine population boom provides opportunities for entrepreneurs..

The problem is the Grendel. While the Grendel navies are engaged in the Spiral campaign, there are a large number of orc captains who are the equivalent of the heroic fleet captains of the Empire - and they also have an eye for the main chance. So many Imperial fisherfolk taking risks provide an appealing opportunity to the enterprising Grendel to seize ships' crews, boats, and hard-earned cargo. While many of them prepare to invade the Isle of Zemress, others must surely be looking with hungry eyes towards the adventurous fishing boats of the Empire.

Protecting the Fishing Fleet

As Imperial fisher folk take greater risks in return for greater profits, so too the Grendel are taking greater risks. They are less interested in the fish that are being dredged up than they are in skilled fisherfolk slaves, valuable boats, and the occasional highly profitable lump of ilium dragged up from the new fishing grounds. As such, there is a real risk that it will be the Grendel who will most benefit from this opportunity, not the Empire.

With this in mind, the Fellowship of Purple Sails (interested as they are in all things nautical), have come together with a several Freeborn corsair families, prominent paradors in Feroz and Madruga, and League guilds involved with fishing and its byproducts. Together, they are offering an additional incentive to protect the entrepreneurial fishing fleet.

Participation

The privateering action represents Imperial fleets attacking barbarians who stray into Imperial waters. In the coming season, there will be an additional option accessible through the Privateering dropdown menu - Protect the fishing fleet. This may be taken by any fleet owner, and represents committing a fleet specifically to protect the fisherfolk of the Bay of Catazar.

Each standard fleet assigned to the "Protect the fishing fleet" action effectively adds 100 points toward successful resolution of the opportunity. Each additional rank for an ungraded or enchanted fleet adds another 20 points. Rituals and other effects that increase the ranks of a privateering fleet (such as Blood and Salt) will increase the effective strength for purposes of this special action. In a similar manner to a spy network, the total strength assigned to the opportunity will decide the outcome.

- If less than 1000 points of strength are assigned, the Grendel successfully raid the Imperial fishing fleet. This will result in a one-fifth loss in the production of every business in Madruga, Feroz, Sarvos, Necropolis, Redoubt, and Tassato. Perhaps more importantly, the Grendel are not just interested in stealing the cargo of the targeted ships. They will enslave crews and steal or destroy boats as well. The resulting loss of resources will cause a small but noticeable permanent drop in the tax revenue of Madruga, Feroz, Sarvos, Redoubt, and Necropolis as well. (OOC Note: The loss of fishing boats will mean there are fewer resources in the territories to be taxed; this loss will not effect Tassato directly and will be most severe in Madruga, Feroz and Sarvos).

- If at least 1000 points of strength are assigned to the "Protect the fishing fleet" action, the fisherfolk are protected and the Empire receives a small benefit - every business in Madruga, Feroz, Sarvos, Necropolis, Redoubt, and Tassato will receive an additional 72 rings production.

- If at least 2000 points of strength are assigned, the fisherfolk are protected, the Grendel are driven off, and the Empire benefits as above. Additionally, there will be an increase in the amount of ilium available through the public auction during the Autumn Equinox, dredged up in nets alongside the bumper hauls of fish.

- If at least 3000 points of strength are assigned, the fisherfolk and are protected, the Grendel are driven off, the Empire benefits, and there will be more ilium available through the public auction, as above. In addition, the grateful boat owners of the Bay of Catazar will provide an additional portion of the ilium they catch in their nets to the Broken Shore Bounty, increasing the income from that Bourse seat by 2 extra rings for a year, starting at the Autumn Equinox. This will also send a clear message to the Grendel opportunists - that the Empire's fisherfolk are protected. This is not without a potential downside, however. The Grendel vessels currently looking for easy prey among the fisherfolk are instead likely to turn their attention to ships passing through the southern bay, potentially leading to problems next season for ships engaging in foreign trade.

Rewards

Any fleet so assigned will also receive the normal benefits of undertaking the privateering action. The additional incentives offered by the loose alliance of maritime concerns around the Bay means that any Imperial fleet that takes the "Defend the Fishing Fleet" action will receive an additional 3 crowns as a bounty from the grateful folk of the Bay of Catazar.

It also counts as taking a privateering action for Freeborn captains for purposes of determining the Broken Shore Bounty.

Courage, Prosperity, and Vigilance

The Empire is committed to ensuring the prosperity of the courageous fisherfolk on the Bay of Catazar. The duty of doing so falls on the heads of Imperial fleet captains. The (Assembly) sends X with X liao to encourage those able to do so to embrace this opportunity, secure in the knowledge that the ship captains of the Empire will defend them.

synod mandate

Any of the national assemblies, the General Assembly, the Prosperity assembly, and/or the Courage Assembly may all choose to pass this judgement of mandate.

If a national assembly passes the mandate with a lesser majority, and assigns at least 25 liao, any fleet captain from that nation who engages in any action except "Protect the fishing fleet" has their production and effective strength reduced by a fifth. This will reduce their effectiveness when engaging in foreign trade, supporting a navy, privateering, or participating another special opportunity (such as Shelter from the storm).

If the Prosperity Assembly, the Courage Assembly, or the General Assembly passes this mandate with a lesser majority, and at least 50 doses of liao, then all Imperial captains who engage in any other action will suffer the penalty.

While wealth is appealing, it is often dangerous to pursue of it. The Imperial Synod sends X with X liao to encourage the fisherfolk of the Bay of Catazar to be vigilant and cautious, avoiding the perils of foolish bravado and the dangerous pursuit of unnecessary wealth.

synod mandate

The General Assembly, or the Assembly of Vigilance may pass this alternate mandate. If the mandate is passed with a lesser majority, and at least 75 liao is assigned, then this entire opportunity is cancelled. Instead of seeking out rich fishing opportunities, fisherfolk are more cautious and stay close to shore. There is no special option to defend the fishing fleet - because it keeps to safe waters and ignores the opportunity to gain additional wealth. At the same time there is no benefit to the businesses of territories along the Bay of Catazar, and no opportunity to secure additional ilium. On the other hand, the Grendel will be denied the opportunity to strike at the fishing fleet, and there will be no risk of damage to the Imperial treasury (however slight it may actually be).

As always, in the case of competing mandates (whether specific to this opportunity or otherwise) the one with the most liao assigned will take precedence. If the second mandate passes, all liao assigned by different groups to the first mandate will be totalled to determine which takes precedence.

Limited Opportunity

This opportunity is available only in the downtime immediately following the Summer Solstice.

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Down in the Rugged Glen

Original Song by Jamie Wakefield (https://soundcloud.com/jamie-wakefield/down-in-the-rugged-glen)

Chorus – D G D Cadd9 D x2; Verses - C D Csus2 D x2

Chorus (Slow) Down in the rugged glen, From olden days that are for-gotten Over the hills and then, Across the water.

Verse 1 Until the time, When ways we have trod converge into one, Full of grace, And gathering where we dance in the sun.

Chorus Down in the rugged glen, From olden days that are for-gotten Over the hills and then, Across the water.

Chorus (Double time) Down in the rugged glen, From olden days that are for-gotten Over the hills and then, Across the water.

Verse 1 Until the time, When ways we have trod converge into one, Full of grace, And gathering where we dance in the sun.

Chorus Down in the rugged glen, From olden days that are for-gotten Over the hills and then, Across the water.

Verse 2 And when the day turns dark, The fires will burn and brighten the night. Take my hand, And dance with me 'til the dawn's first light.

Chorus Down in the rugged glen, From olden days that are for-gotten Over the hills and then, Across the water.

Coda Down in the rugged glen, From olden days that are for-gotten Over the hills and then...

(Slow) …Across the water.

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Down to Earth

In praise of the fine qualities of the earth and good honest common sense! This song - which contains a good few mud-related sayings - was originally written by Kit the Mummer for a ritual to fortify the swamps of Bregasland, and has since become a general Marcher anthem!

Music and lyrics by Kathryn Wheeler.

A recording of this song can be found here

The mud’s the Marcher’s own best friend Though you may laugh, its true Whilst you think mud is “filthy”, well We take a different view

And when the day is o..ver We’ll drink a glass or more, to Marcher mud - its in our blood, Ingrained in every pore

Chorus: We’re down to earth, down and dirty Down and dirty, down and dirty Down to earth, down and dirty Digging for victory x2

We scorn polite society To cultivate its loyalty And though you think it unrefined We treat it just like royalty

And when the day is o..ver etc.

Chorus

We strive to treat the mud with care With lots of muck and tilling And it repays us thousandfold - That’s why its so fulfilling

And when the day is o..ver etc.

Chorus

The mud’s the Marcher’s own best friend So cross us if you dare For it shall heed our call to war! Intruders best beware……

And when the day is o..ver etc.

Chorus

Lyrics and music by Kathryn Wheeler

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Dragonbone Orb

Description

Most Dragonbone Orbs are made of ceramic, wood or stone inlaid with tempest jade; although there are some metal or glass orbs of this type, many crafters consider these to be inferior materials. They are usually adorned with swirling lines that do not touch one another; with dragons and wyverns; or with symbols specifically relevant to the coven that will use them. A Dragonbone Orb is infused with potent enchantments and attuned to the power of the bonds that unite a coven. With it, a coven can use measures of dragonbone to enhance and manipulate the bonds that connect them, reinforcing their personal power and using to reduce or in some cases replace the need for crystal mana in their rituals. Unlike other similar orbs, a Dragonbone Orb must 'rest' after each use, and some covens refer to the item as if it were a living thing that is 'exhausted' through use.

Dragonbone orbs rarely take other forms, although some are crafted in the shape of ceremonial rods. Regardless of the precise form it takes, a coven that uses it is careful to ensure that it plays a central role in their ceremonies. The Dragonbone Orb is a potent representation of the bonds that tie a coven together and the power that their oaths allow them to wield.

Rules

- Form: Paraphernalia. Takes the form of a piece of ritual paraphernalia. The item must be present in the ritual to use its magical properties.

- Effect: Once per day members of the coven who are performing a ritual they have mastered may use dragonbone in place of crystal mana. Every two measures of dragonbone spent count as one crystal mana.

- Materials: Crafting a Dragonbone Orb requires nine ingots of tempest jade and five measures of dragonbone. It takes one month to make one of these items.

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Dragonbone Reliquary

Description

A dragonbone reliquary generally takes the form of a sturdy box or other container, marked with symbols of the sect to which it is a sacred object. While the most common form is as a container for relics, this is by no means the only shape these items take; anything that is imbued with spiritual significance or spiritual power may serve as a dragonbone reliquary.

As with all reliquaries, the dragonbone reliquary is bonded to an entire sect of the faithful, offering them additional spiritual strength. It is very rare indeed for such an item not to be hallowed simply due to the strength the sect can draw from such a ceremony being shared among them all. More importantly, the dragonbone that is used to infuse the reliquary strengthens and supports potent spiritual ceremonies; when offering succour to their fellows, the priests of a sect bonded to a dragonbone reliquary can create and remove auras of impressive strength.

Rules

- Form: Reliquary. Takes the form of a ceremonial reliquary.

- Effect: When a member of the sect performs anointing, dedication, exorcism or excommunication on a member of the sect, they gain an extra rank of strength to the ceremony by spending an additional Liao.

- Materials: Crafting a dragonbone reliquary requires nine measures of dragonbone and four ingots of orichalcum. It takes one month to make one of these items.

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Dragonbone Symbol

Description

A symbol of dragonbone is a common piece of jewellery worn by the devout. It is popular with adherents of the Way who are not themselves priests. While its power is limited, it provides spiritual strength in time of need. It is popular with devout warriors, and with those who face constant peril on the battlefield, as it helps them replenish their reserves of inner strength.

The most common form for one of these symbols to take is an amulet, medallion, pendant or badge marked with a symbol associated with one of the virtues, a paragon or exemplar, or with the Way as a whole. The symbol is always crafted with tiny amounts of dragonbone, which help create a connection between the wearer and a consecrated aura. The amulet is commonly hallowed with an aura that complements the dedication or anointing of the wearer.

The Way tends does not encourage too much introspection. While it is possible to draw on the power of a dragonbone symbol through quiet meditation, it is much more common to engage in spirited debate about the nature of the virtues, or to prevail on a suitable priest to deliver a sermon, offer spiritual advice, or lead a discussion about ways that the virtue can offer spiritual strength. Indeed, a priest with heroic reserves of their own might engage in a sermon or preaching to restore their own inner strength rather than that of their congregation.

Rules

- Form: Talisman. Takes the form of a jewellery. You must be wearing this item to use its magical properties.

- Requirement: Any character can bond to this item.

- Effect: Once per day, if you are Dedicated or Anointed, if you spend ten minutes of appropriate roleplaying an area consecrated to the same virtue, you recover all your hero points. You cannot use this ability if you are on a battlefield or in a similar stressful environment. You cannot use this ability if you are under an effect that prevents recovery of hero points overnight (such as Dreamscape of the Endless Hunt and similar curses).

- Materials: Crafting a Dragonbone Symbol requires no special materials. It takes two months to make one of these items.

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Dragonbone Tunic

Description

A long tunic embroidered with weltsilver-and-mithril thread, the dragonbone tunic is considered one of the most practical priestly vestments. It is often designed to be worn under professional clothing by devout artisans, and usually has tight sleeves for additional ease of movement.

The power of this vestment allows a priest to perform or contribute to additional hallow ceremonies without the need for additional liao; they are very much in demand as a consequence.

Rules

- Form: Armour. Takes the form of a robe.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: Once per day you may perform or contribute to a hallow ceremony without expending any liao. You must be able to perform the hallow ceremony to use this ability.

- Materials: Crafting a dragonbone tunic requires eight measures of dragonbone, and seven ingots of weltsilver. It takes one month to make one of these items.

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Drain the flooded streets of Caricomare

The docks at Caricomare have long been sunk, and upon this thirty year anniversary of the terrible storm that wrecked havoc on this historical dockyards, the senator for Sarvos wishes to propose that they are rebuilt.

The Civil Service auditors have costed the repair at 50 Weirwood 50 Thrones, and the senator wishes to effectively build these new docks, and to oversee them, a new position of Mayor of Caricomare, appointed by the current sitting senator for the territory, with powers to represent Caricomare and 25 assigned votes in territorial elections. They will be paid 15 Crowns a season, the upkeep to the senate is zero.

Proposed by Sarvos, seconded by Zenith

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

- 6 Constitution

Overview

- Permission to restore Caricomare in Sarvos.

- No funding requested.

- Passed in principle.

Date

- Autumn 378YE

Cost

- 50 wains of white granite

- 50 Thrones

- Time: 6 months to construct

- Upkeep: None

Progress

- 50 wains of white granite presented by Mirislav, Senator for Sarvos after Autumn Equinox 378YE.

- 50 Thrones presented by Mirislav, Senator for Sarvos after Autumn Equinox 378YE.

- The project is now complete.

Campaign Outcome

- Made the flooded district of Caricomare habitable again.

- Completion automatically created the title Mayor of Caricomare

Constitution

This motion is controversial, notably for the provision of votes in a senatorial election and for the method of appointment. During scrutiny the Constitutional Court came to the decision that the unusual method of appointment was preferable to one in which a position that provided votes in election of the senator for Sarvos is appointed by Imperial citizens who are not League residents of Sarvos.

After the motion had passed scrutiny, further discussion by the Constitutional Court identified that the sinecure itself was unconstitutional because it provides votes in a senatorial election from individuals who are not present at Anvil. The motion was not struck down by magistrates at the time and the construction had already been approved. No future sinecure using this appointment method, or providing votes in this way, will be approved by the Constitutional Court.

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Dramaturgy

Contents

- 1 Overview

- 1.1 Dramaturgy beyond the League

- 2 Using Dramaturgy

- 2.1 The Rule of Three

- 2.2 The Personae

- 2.3 The Instruments

- 2.4 The Thrones

- 2.5 The Chorus

- 2.5.1 The Beast

- 2.5.2 The Fool

- 3 Further Reading

Overview

The most popular form of ritual magic in The League is dramaturgy - an elaborate form of theatre where a series of characters, settings and items are imbued with symbolic and mystic significance which is used to shape the flow of magic. In classic dramaturgy, there are a set of recognisable characters, situations and items whose shared recognition fuels the magic of the ritual.

Six characters - called the personae - are central to dramaturgy, and at least one of them appears as the protagonist of a piece of theatre. The others appear as part of a supporting cast who may act favourably, neutrally or antagonistically to the protagonist depending on their nature and associations. One character - the Fool - acts as an invisible narrator when exposition is needed, and often represents the ritualists themselves. The fool is a commentator who shapes the drama, and thus the magic of the ritual.

Dramaturgy is sometimes used overtly, but it may also occur subtly. A League troupe will present an entire play or opera in which only one or at most a few key scenes are actually part of the magical working they are performing. They challenge onlookers to guess which elements are significant, and to unravel the magical purpose of their working.

Outside the League, similar principles are used to weave narrative power into rituals. Storytelling has power, whether it comes through the medium of drama or the recitation of a sagas, songs or even the invocation of heroes, paragons and exemplars.

As with all magical traditions, you do not have to use dramaturgy if you don't want to. This is a shared framework that magicians can use to add significance to their rituals, not a prescriptive list of elements that must be included or your ritual will fail.

Dramaturgy beyond the League

This discussion focuses on League dramaturgy, but this form of ritual magic is also used in parts of The Marches, in Dawn and in Wintermark.

In The Marches, dramaturgy is sometimes practiced by mummers. Bands of mummers, maintain an itinerant existence as magicians and entertainers, much closer in feel to the mountebanks of the League than their troupe-magicians. They pride themselves on working magic through improvisation, without scripts but with a strong intuitive feel for the stories they create and the roles they use to work their magic. League troupes look down on mummers, considering them to lack subtlety, finesse or style.

In Dawn, some yeomen practice rituals almost indistinguishable from their Marcher counterparts, but call themselves guisers to try and distance themselves. These guisers tend to weave more formal dramatic conceits into their rituals, and may sometimes work with a Troubadour as fellow-entertainers or supporters. By working with a priest, the guisers gain a measure of respectability. There is generally little affection between bands of guisers and weaver cabals.

In Wintermark, and to a degree in Varushka, dramaturgy exists more often in the form of storytelling and the singing of sagas, rather than in dramatic productions. A single ritualist, or a small coven will weave a tale through words and voice rather than by taking on the role of a character. A common performance style is for a single ritualist (often a scop or volhov to narrate a story while the other members of the coven take on symbolic roles within that story. Again, the roles are usually recognisable to students of dramaturgy, although as with mumming and guising, they are seen as poor substitutes for true dramaturgy.

Using Dramaturgy

At its core, dramaturgy is the practice of using narrative to create magic. Some troupes revel in the complexity and cleverness of constructing a hidden ritual-within-a-ritual, but this is unnecessary for the practice of dramaturgy. A coterie of mountebanks on a street corner performing an improvised comedic routine with three actors and a small dog are just as capable of enacting Rivers of Gold as a full operatic performance of The Palace of Thieves in a gilded opera house.

Whatever variant of dramaturgy is employed, there are three constants. A tale is told, that has symbolic connection to the magic being worked; a connection is made between the ritualists and archetypal characters or iconic places, things and activities; and an audience is drawn into the ritual, their presence and focus granting additional power to the ritual working.

The Rule of Three

When selecting elements for the ritual, one must include the correct throne for the realm of magic being performed. At least two other elements must be symbolically pertinent as well. You can include as many irrelevant elements as you please, but at least three things that the audience sees must be recognisably congruent with the intention of the ritual. This means that small Troupes with few resources are much more obvious in their intentions, while large and wealthy troupes can put on enormous performances, subtly hiding their magical intentions through misdirection.

But as they Mountebanks are fond of saying, the best way to slip something past an observer is to keep them focused on what your other hand is doing, and even a small troupe can use their wits to fool an audience into putting its attention elsewhere.

The Personae

The personae are the protagonists, and they form the focus of the ritual. They tend to each have their own mask, and they represent the magic itself - the intent of the ritualists. In the League they almost invariably bear the name of one of the four rivers that flow into the Bay of Catazar, and their identities change depending on which name they are given. Other characters may be named after a river, but this is usually done to obfuscate the intent of the ritual.

Persona

Realms

Magical Associations

The Captain

Summer, Spring

war and fighting; military endeavour; disasters that must be overcome;
Courage
and
Loyalty

The Doctor

Day, Winter

brutal or efficient magic; divinations and curses; oaths; punishing the wicked or corrupt; scholars;
Wisdom
and
Vigilance

The Witch

Autumn, Night

Influence; exploring mysteries; healing; secret wisdom; herbs and potions; renewing the spirit; revealing things;
Wisdom
and
Prosperity

The Prince

Autumn, Winter

wealth; authority; oaths and wards; curses; the
Senate
, the
Throne
and the Empire as a whole;
Ambition
,
Prosperity
,
Loyalty
and
Pride

The Bishop

Summer, Day

strengthening, supporting or revealing; the
Synod
; faith; rationality;
Vigilance
,
Wisdom
,
Loyalty
and
Pride

The Mountebank

Spring, Night

Transformation and deception; unleashing primal forces; physical strength; destructive behaviour;
Ambition
and
Courage

The Instruments

Instruments is the term that League Troupes use to refer to their physical props; a collection of specific items which are as much a part of the cast as the players themselves. Many groups have a collection of items which has been handed down through their history, and they are usually stored with great care and reverence - it is not uncommon for one or more of them to be enchanted items that assist with ritual magic.

Many dramaturgists believe that the instruments, through repeatedly being involved in rituals, pick up some of the magic they are used with. They take on a kind of life of their own, becoming members of the troupe in their own right. When an instrument is broken or worn beyond repair, League Troupes perform a funeral with great ceremony for it, attending masked and dressed as dramaturgical characters enacting a tragic play. This is performed with all seriousness; the 'dead' instrument is eulogised in the same way a dead actor might be remembered, buried with great ceremony and a wake is held that night, before a replacement is 'welcomed' to the troupe the following day.

The instruments represent the method of the magic. For example, the cloak represents concealment while the cup represents restoration, enchantment or transfer of power. Subtle and intricate messages can be created by passing an item between characters - as with all things dramaturgical it is a point of pride to many writers to prove their cleverness by the complex interactions of Instruments and characters on stage.

Instrument

Common Associations

The Cup

Prosperity and fulfilment, change

The Lantern

Illumination and knowledge; seeking; mysteries or secrets; divination

The Ring

Loyalty and oaths; bonds and bands; transfer of power; bargains, deals (and geases)

The Cloak

Taking on a role; disguise; concealment; defence

The Blade

Conflict, war, suffering, combat; healing; removal of obstacles; sacrifice

The Coin

Transactions; rewards or consequences; payment

The Thrones

There are six settings for dramaturgical rituals, each one representing a Realm of magic. The throne usually matches the realm of the ritual, but not always; when performing the Autumn curse Like Water Through Your Fingers, some dramaturgy troupes will set the ritual in the counting house (because it is an Autumn ritual),wheras others will set it in the tomb (because it is a curse). Some companies might choose to use backdrops or props to evoke the various settings, while others might simply choose to express it in a minimalist fashion through dialogue and story - if they cannot evoke the throne through their actions, they argue, then they are poor dramaturgists.

Throne

Themes

Common Associations

The Chamber

Privacy, honesty

Exposing weakness; revealing facts; divination; transformation

The Battlefield

Conflict, death

Strength, empowerment, commitment

The Tomb

Tragedy, transition

Curses; condemnation; conclusions; oaths and promises; weakness, fear, poison

The Counting House

Money, power

Prosperity; items, objects; personal resources and possessions

The Library

Learning, introspection

Knowledge; meditation; purification; healing

The Garden

Creation, destruction

Primal forces; fertility and bodily health; confusion; anarchy

The Chorus

The Chorus represents minor characters who move the narrative forward. They represent events in the dramaturgical working - they assist or hinder the protagonist, and they encompass the subtleties of the ritual.

When they are allied with the protagonist they are benefices, and when they are opposed to the protagonist they are malefactors. A member of the chorus with its own agenda is called a fortune, and tends to represent chance or fate. Characterisation and appearance can vary wildly depending on the troupe or the play. They often appear unmasked, and a troupe challenges themselves by making the identity of the chorus obvious through action and dialogue rather than easily-recognisable costume elements.

In theatrical performances, they often end up as clowns or entertainers whose japes serve to amuse the audience while a scene changes or the actors prepare themselves for new roles. Some of the chorus characters reflect lesser versions of personae. Two in particular are worth mentioning however, the Beast and the Fool.

The Beast

Without subtlety, mercy or indeed any redeeming qualities, the Beast represents villainy in its most profound and horrifying form. It may represent a literal beast; the evil that lairs in the hearts of men; the lurking fear of the unknown; a curse; a hidden enemy; or the threat posed by untamed and unleashed natural forces.

Traditionally portrayed as an orc in many plays, this tendency has fallen out of fashion in recent years, and now generally the beast appears as a human of monstrous appetites and unrestrained desires. There is little subtlety in this character, but the beast may appear not only as a cruel warrior, but as an abusive parent or spouse or a tyrannical overlord. The conquest of the beast is often the climax of a play, or a ritual. Some traditions portray the beast as a nightmarish horror with a mask made from the skull of a horse, hung in ribbons and occasionally bells, representing unknown supernatural forces or malign spiritual energies.

The Fool

The Fool is technically a member of the chorus, but deserves special mention. The Fool stands apart from all the rest, and is invisible to the other characters. They act as narrator and commentator on the action. The Fool can be likened to the Chorus of Greek Drama, continually breaking the fourth wall and urging the audience to engage with the narrative.

The Fool sometimes pauses the play and walks unseen through the frozen characters, commenting on their pasts, actions and destinies; in some troupes he can move the characters to indicate a change of scenery or the passage of time.

He is the only member of the cast to appear unmasked, and usually wears a simple white robe or tabard. Not all troupes include the Fool - the role is especially unpopular in Holberg where it is considered an example of overly-clever Sarvosan pretentiousness.

The fool might be considered the counterpart of the Blank Rune in the Wintermark runeset. In Tassato and Temeschwar, the Beast and the Fool are often played by the same cast member.

Further Reading

- Traditions

- Astronomancy

- Blood Magic

- Dramaturgy

- Rune Magic

- Music of the Spheres.

- Totem Magic

- Ritual Theory

- Spellcasting

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Dramaturgy Archive

Other Common Archetypes

- The Servant with Two Masters is always torn between loyalties, often representing a core dilemma in the play that must be resolved (an example might be either lead from Romeo and Juliet who are torn between family and love).

- The Wise Councillor, sometimes appears as a Senator or doctor, and is usually older. The wise councillor has experience and gives good advice that is often ignored. Sometimes a magician. This figure will often serve to lay out the central dilemma, offer solutions to it, or refuse to be tempted to perform inappropriate action even if the result of doing so is tragic (an example might be Thomas Moore from A Man For All Seasons or Prospero from The Tempest).

- The Lover, who is often unlucky in love and comes to a bad end. The lover is usually naive and that naivete, coupled with their passion, spells their doom. Sometimes they represent a goal that is to be achieved - a rescue or a union or other resolution to the core dilemma of the play - but sometimes they are a temptation that tries to lead the central character astray.

- The Bishop, a priest or priestess, usually advanced in years and a heavy purse, soemtimes counting coins, sometimes dispensing sweets to the crowd in a display of charity and prosperity. The Bishop usually straddles both the mudnane world and the spiritual, and presents practical advice as well as spiritual support.

- The Captain, a bravo or professional soldier, a braggart with a lustful eye who nonetheless is a man of action. The captain is never cowardly, and often dies valiantly despite earlier boastfulness.

- The Mountebank, a swindling conman, who steals apples from children, often a compatriot of the Beast. Mountebanks may be clever anti-heroes but more often are deceptive, manipulative and crude. They often symbolise a problem that needs to be overcome thorugh wit and cunning (examples might include anything from the man who tricks Jack into swapping his cow for beans, through various Shakespearean clowns, all the way to actual villains such as Iago from Othello).

- The Beast, a hulking inhuman monster with savage teeth who eats human flesh, especially children. Sometimes it is represented by an orc, although this practice has fallen out of favour a little. It is also represented as a savage thug companion to the Moutnebank. It usually symbolises dark forces, something that must be overcome with strength or combat, hunger, wickedness or evil (an example might be Caliban from The Tempest).

Using the Archetypes

You should treat this list as inspiration, obviously, but it can help to come up with a play on short notice. For example, if you are about to perform a ritual to grant a soldier or group of soldiers extra battlefield prowess, you might scan the list. The targets are from Holberg and are brave warriors, so using Holberg either alongside or in the place of the Captain seems obvious, maybe giving her a sidekick represented by Vassa. You put in a Beast for them to overcome, and a Wise Councillor to offer good advice (representing the ritual). You then throw in a lover to be rescued - after all, you're performing to a small audience of bravos here not a sophisticated Sarvosan crowd - and start to work with the rest of the troupe on some lines and a light action sequence.

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Drawing the Penumbral Veil

Contents

- 1 Rules

- 1.1 Night Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Removing the Shroud

- 1.5 Additional Magnitude

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 8

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. During the ritual the casters must be in a strong Night regio. This ritual targets a territory, and must be performed at a regio in that territory. If the ritual is used to target an Imperial territory, it may instead be performed at the Imperial regio at Anvil.

This ritual is a shroud.

Effects

The ritual targets a single territory. At the completion of the ritual the target territory is sheltered by a shadowy penumbra that dissipates and blinds attempts to scry the territory or divine information about it with magic. Unless the divination or scyring ritual is performed with a magnitude at least equal to the magnitude of the veil, the only information it can gain is the presence of a Night enchantment and the magnitude of the effect.

Any scrying or divination ritual that attempts to penetrate the veil, or any ritual that attempts to actually remove it, must have a magnitude at least equal to the of the veil

Anyone traveling to the territory will find that the night sky appears strange and unfamiliar - the stars are not where they are expected to be, and the moon often seems closer, or further away. The more mana has been spent to create the veil, the more unfamiliar the night sky becomes. This may cause some consternation among the folk living in that territory.

The effect of the ritual lasts for a year (until the start of the Profound Decisions Empire event four events from now).

Removing the Shroud

The shroud can be penetrated by any divination magic of sufficient magnitude, but this does not remove it. It can be removed prematurely by the performance of Piercing Light of Revelation, provided the magnitude of that Day ritual is at least twice the magnitude of the Penumbral Veil.

Additional Magnitude

You may increase the magnitude of the ritual to create a more powerful veil.

Description

This ritual is a two-edged sword. It makes it very hard for enemy magicians to scry on events in the target territory, but it also attracts attention. What could the magicians be doing in that territory that is so important? The Freeborn magician Alcin i Guerra used to claim that he spent much of his spare time at Anvil weaving this ritual around random territories in the Empire to confuse and unsettle barbarian shamans. He made such extensive use of the ritual that it is still called Alcin's Celestial Confusion in some parts.

Common Elements

A common focus for this ritual is a map depicting the target territory. It is sometimes obscured during the casting, or even burnt at the completion. Sometimes the map is created from sand or painstakingly drawn with salt or coloured powders, so it can be obscured with a gesture by the ritualists. Another common element involves the use of shuttered or dark lanterns, or flickering candles, or dim lightstones which provide limited illumination and are passed from ritualist to ritualist around the central map focus, symbolizing the shifting of the stars that accompanies the ritual veil.

The rune Wyr is commonly used during this ritual, and the constellation of The Wanderer is often invoked.

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Dreams in the Witch House

Contents

- 1 Rules

- 1.1 Night Magnitude 12

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Magnitude

- 1.5 OOC Elements

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 12

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual requires a map of the target territory.

Effects

At the completion of the ritual the contributors receive images that reveal information about the military campaign in a territory. It provides impressions and intuitions as to the current objectives of enemy armies.

Each contributor receives a similar vision. These visions often contain symbolic elements, but will usually give a clear, general idea of the current objectives of enemy forces in the territory. This information is not completely reliable; the actions of player characters during an event may cause this information to become obsolete.

The spell is most reliable where there are only two sides in a conflict; if it targets a territory where there are forces from more than two sides, the information may become confusing.

If a campaign army or a region within the target territory is under an effect that obscures information such as Drawing the Penumbral Veil, this spell can only penetrate it if it has been performed with a magnitude at least equal to that of the enchantment. Otherwise only the presence, Realm and magnitude of the effect are revealed.

Additional Magnitude

You may increase the magnitude of the ritual in order to pierce more powerful rituals of concealment.

OOC Elements

It is very important to understand that the information derived from this ritual may be subject to change based on what player characters do during an event.

Letting a referee know at least an hour in advance that you plan to perform this ritual and what the target territory will be will make it easier to ensure that the information is ready and will prevent delays.

Description

The ritual was developed under the guidance of the Dean of the Lyceum, Simargl the Empty One of the Circle of Zulgan-Tash. It continues the Dean's fascination with dreams, impressions and invading the thoughts of other living beings.

This ritual is likely to be useful in helping Imperial Generals to determine their strategy for the coming season. The information is subject to change, but it will be reliable at the point the ritual is cast. It is designed to focus on strategic goals and objectives with a wide scope, rather than narrow or immediate agendas.

Some scholars at the Lyceum questioned the usefulness of this ritual when compared to Eyes of the Sun and Moon. They were largely ignored as the applications are obvious – while the information is transient it is reliable at the point it is received and may also potentially give insight into longer-term goals of enemy nations.

Ophelia von Tassato Regario, who helped adapt the methods of targeting the ritual's magic using a map of the territory, expressed some interest in seeing what would happen if the ritual were performed on Broceliande or one of the other Navarr territories – this experiment has yet to be performed.

Common Elements

This is a divination ritual, and often involves runestones or cards as well as the map which serves to target the magic. Mirrors, crystals and other reflective surfaces are often involved, set up around the map and used to focus the attention of the contributors.

As a night ritual, it is also appropriate to include the consumption of specially prepared food, drink or mild narcotics allowing the contributors to more easily achieve a trance-like state.

Symbols connected to the enemy armies, or to the territory, are also helpful as would be tokens that represent various emotional states or military goals. The ritual is often performed in doors.

The rune Diras is a classic complement to this ritual, being connected as it is with secrets. It is also appropriate to evoke Gralm or Ull to represent the influence of chance and destiny. In dramaturgy, the character of the Witch is very appropriate (in an early casting, Ophelia Von Tassato Regario portrayed the witch as courtesan who seduced secrets from an enemy general). The evocation of the virtues of Wisdom or Vigilance is sometimes used (especially, given the Varushkan inspiration for the ritual, in the shape of virtuous animals).

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Dreamscape of the Endless Hunt

Contents

- 1 Rules

- 1.1 Winter Magnitude 30

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Removing the Curse

- 1.5 OOC Elements

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 30

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. At the end of the ritual one of the contributors is chosen to deliver the curse with a pronouncement of doom.

This effect is a curse. A target may be under more than one curse at a time.

Effects

This ritual creates a curse that is delivered to a target with a pronouncement of doom: one of the contributors is chosen to deliver the curse, and they must do so within fifteen minutes or it falls on their own head.

While under the curse the target cannot recover hero points or personal mana naturally, or through the use of a Dragonbone Symbol, or an enchanted aura such as The Chamber of Delights. They recover any used mana and hero points at the start of each month and other effects that restore hero points or mana points such as the Philtres of War, Philtres of the High Peaks and Crystaltender's Vestment work normally.

In addition they experience a powerful roleplaying effect; whenever they sleep they suffer nightmares of being hunted through a dark wasteland by an implacable, inescapable foe or foes. Whenever they are alone, they feel as if something unspeakable is closing in on them, especially if it is night time.

The effect of the ritual lasts for a year (until the start of the Profound Decisions Empire event four events from now).

Removing the Curse

Effects that allow a character to experience a dreamless sleep prevent the nightmares, but do not allow the character to regain hero points or personal mana. They let the character roleplay that their sleep has been untroubled, but they do not protect from the other roleplaying effects.

The curse can be removed by certain powerful creatures or items. It can also be alleviated by powerful effects that remove supernatural fear. While an anointing may help the target endure the effects, it cannot remove the curse.

OOC Elements

This curse effectively makes hero points and personal mana into event resources rather than daily resources. While the ritual indicates that resources recover at the start of the month, it is the intention that they are always available at the start of a player event.

Description

This dreadful curse can leave its victim on the verge of insanity. Night after night they are hunted in their dreams, unable to rest properly, and unable to face their pursuer (should it even exist). They often become pale and withdrawn .. but they also crave the company of others because the oppressive power of the curse quickly makes them afraid to be alone.

Some elements of the constant nightmares are common between victims. The chase takes place through a wasteland - through a twisted forest, across a frozen plain, among the maze-like streets of a crumbling city or through the rooms of a cyclopean citadel. The pursuer is never seen, although it is frequently heard - its breath is felt on the back of the neck, its claws or weapons may be felt grabbing at the hair or cloak, its thundering hooves or mournful howling may be heard distantly... or right behind. The dreamer themself is almost always weakened or crippled in some way - reduced to childhood, horribly injured, unarmed, unarmoured and alone, bereft of strength and magic alike. Courage is insufficient; challenges to the phantom pursuer merely seem to bring with them a mounting sense of unease that turns into dread and finally a supernatural compulsion to flee.

Magical scholars believe that this curse is more than just a phantasm, that it creates a connection between the target and some horrible predatory creature, possible the Eternal known as the Wendigo, perhaps some other primaeval force of terror. Some victims claim to have been hunted by massive, emaciated wolves reminiscent of the Hounds of Sorin.

(OOC Note: You should feel free to create details of your vivid, lucid dream using the information presented here as a starting point. A referee will not provide additional specific information about the dream beyond what is presented here.)

Common Elements

As with many curses this ritual often involves a recitation.of the grievances against the target as are invocations to fearful and mysterious agents of paranoia and dread. Ritualists may cowl themselves or use fearsome masks - Winterfolk ritualists often wear the headdresses of predatory beasts and call on their totems when they perform the ritual.

The rune Kyrop is often evoked, symbolising the weakness that the curse will bring.

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Dredgemaster of Feverwater

Contents

- 1 Overview

- 2 Powers

- 2.1 Wreckage of the past

- 3 Appointment

- 4 Dredging the Feverwater

Overview

The Dredgemaster of Feverwater is an Imperial title created by the Imperial Senate in Summer 377YE. At the Spring Equinox 379YE, the Imperial Senate voted to amend the powers of the Dredgemaster. In addition to expanding the operation at Feverwater, this amendment allowed the Dredgemaster to commission historical research. As a consequence, the civil service requested clarification from the Senate - as this was no longer a standard sinecure, it would not automatically be a lifetime apointment. During the Winter Solstice 381YE, the Senate voted to remove the ability to perform historical research.

Powers

Wreckage of the past

The sinecure provides four ingots of crafting materials to the Dredgemaster each season, to be used as they see fit.

Appointment

The Dredgemaster of Feverwater is appointed by unanimous decision of the Navarr senators. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by a Navarr citizen. The Dredgemaster has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Navarr National Assembly, and by the Assembly of the Nine.

Dredging the Feverwater

The Feverwater is a vast freshwater lake in south-eastern Therunin. The lake itself is only partially within the Empire - the eastern half in in territory claimed nominally by the Druj barbarians. The western half is used sporadically by fisherfolk, several of whom have volunteered their skills and boats to the dredging. The adventurous Navarr of Soaring Leaf steading in Eastring and the fisherfolk of Black Sails steading in East Ashes have been particularly keen to offer their assistance to this project.

The dredging uses flat-bottomed river boats and great nets which are dragged through the silt and mud that serves as the bottom of the lake, bringing up the detritus of centuries. This is quite a dangerous undertaking. The civil service referenced the swamp creatures and barbarians that live on the shores of the Feverwater when the proposal was first launched. The small camp that serves as the base for the dredging operation is a magnet for disgruntled marshwalkers and Druj raiding parties, and there have already been several deaths. The more mundane dangers of dealing with problems such as trapped nets or hidden obstacles have claimed lives as well - an especially dangerous task involves diving down to unhitch the nets when they become tangled in wreckage it needs to be unhitched manually or the entire thing abandoned to make the dark waters at the bottom of Lake Feverwater even more dangerous.

The majority of everything recovered here is rubbish, but occasionally recyclable materials are brought up along with the stinking mud and remains of past victims of the Feverwater. The shores of the lake have also been the site of regular encounters with barbarian orcs, including at least one major battle, and so it is common to bring up rusted weapons or armour along with the remnants of old boats - the thick mud at the bottom of the lake has been surprisingly effective at preserving materials that might otherwise have succumbed to the pressures of time.

The dredging operation has primarily focused on the western end of the Feverwater, but as of Autumn 378YE the first speculative forays into the wild, open waters east of Therunin are being planned.

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Dripping Echoes of the Fen

Contents

- 1 Rules

- 1.1 Night Magnitude 80

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 80

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. During the ritual the casters must be in a strong Night regio.

This ritual targets a specific region. During the performance of the ritual the casters must name a region within the target territory which has the "marsh" keyword.

The ritual may target a region in a territory which is under Imperial control (that is, which is eligible to appoint a Senator) when cast from the Imperial regio. To effect a region in a territory that is not under Imperial control, the ritual must be performed at a regio within the target territory.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The ritual targets a single region of marsh or swamp within a territory. Over the course of the next few days a powerful enchantment settles over the region which offers protection to armies belonging to the force that controls the area.

The magical structure mimics the effect of a 2,000 strength fortification in the enchanted region. The fortification helps determine victory, and if the region is attacked it may inflict casualties. Unlike a mundane fortification, the magical fortification does not absorb any casualties itself. The effect lasts until the start of the next Profound Decisions Empire event.

Description

This enchantment shrouds troops belonging to the force that controls the region; in places it pools to create fortification-like enclaves of mist that actively mislead and confuse attackers. In other areas it encourages marsh-creatures to attack patrols and causes scouts to become lost - sometimes permanently. A sense of creeping dread settles over forces belonging to an invading army and they are likely to become more cautious.

The marsh becomes more dangerous; bogs are deeper and harder to spot; waterways shift and change without warning; the weather worsens, and at night a sinister mist settles over the region full of dancing lights and flitting shapes. Under the influence of this spell, a marshland or fen can become a lethal deathtrap; invaders find themselves following phantasmal echoes and witch-lights that lead them into ambushes, while the fen-paths seem to open for the defenders and the same witch-lights may guide them to safety when needed.

Some reports speak of odd creatures emerging from the mists to assault enemy forces - shadowy warriors, disturbing phantasmal mirages, and even the rare report of a beasts such as drakes, dire crocodiles or even the occasional wyvern roused to assault the attackers. The ritual is effective at turning the natural predators of a marsh against an army, encouraging creatures such as catoblepas or marshwalkers to attack rather than retreat. On a few occasions it has also reportedly riled up some unliving spirits that lie in restless slumber beneath the marsh waters.

This ritual increases the difficulty a hostile force will have in claiming a region, even if there is no army to oppose them directly, Local militia and the like are able to take advantage of the defensive enchantment (once they recognise it for what it is) to engage in effective guerilla tactics, harrying and confusing a much larger force, at least for a time.

The ritual is an enchantment, and can in theory be made permanent with ilium. This has not been done in the history of the Empire, however.

The ritual can occasionally backfire; the ritual always aids the force that claims the region. Occasionally Imperial ritualsts have inadvertently aided the enemies of the Empire when a dramatic shift has allowed a barbarian force to claim an area of land while the Dripping Echoes of the Fen was in effect.

Common Elements

This ritual includes elements of concealment, and so is often performed while wearing masks or veils. Smoke is often used to represent the mists and confusion that the ritual evokes. Often, a map of the territory where the target region lies is included. It is often obscured during the casting, or even destroyed in water at the completion. Sometimes the map is created from sand or painstakingly drawn with salt or coloured powders, so it can be washed away at the culmination of the ritual. Some ritualists allow clouds of incense to blow over it to symbolically create enshrouding mists, while others create designs with blood or ink to confuse and mislead invading armies.

The rune Wyr or Diras are commonly used during this ritual, and the constellation of the Wanderer or the Web may be invoked. A dramaturgy performance in which the Witch or the Mountebank are involved in an intrigue in the Garden - might be appropriate. The names of Eternals such as Sadogua, Sung and the Whisper Gallery might also be evoked.

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Drive the Cold Winter Away

These extremely Marcher verses are taken from a much longer traditional English song " A Pleasant Countrey New Ditty: Merrily Shewing How to Drive the Cold Winter Away", from the Roxburghe Ballads, a collection of 17th century songs. The full version is available here Kathryn has added in a simple chorus, as Marchers do love a good singalong!

A recording of this song can be found here and sheet music is available here

This time of the year is spent in good cheer, And neighbours together do meet To sit by the fire, with friendly desire, Each other in love to greet; Old grudges forgot are put in the pot, All sorrows aside they lay; The old and the young doth carol this song To drive the cold winter away.

Chorus: To drive the cold winter away, away To drive the cold winter away The old and the young doth carol this song To drive the cold winter away.

To mask and to mum kind neighbours will come With wassails of hot brown ale, To drink and carouse to all in the house As merry as bucks in the dale; Where cake, bread, and cheese is brought for your fees To make you the longer stay; At the fire to warm 'twill do you no harm, To drive the cold winter away.

Chorus

When white-bearded frost hath threatened its worst, And fallen from branch and briar, Then time away calls from husbandry halls And from the good countryman's fire, Together to go, to plough and to sow To get us both food and array, And thus will content the time we have spent To drive the cold winter away

Chorus

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Druj

Contents

- 1 Overview

- 2 The Tribe

- 3 5 things to know about the Druj

- 4 What the Druj are not

- 5 Further Reading

Overview

The Druj are orcs who dominate the lands to the east of the Empire. Historically they have been ancient enemies of the Highborn, the The League, and Dawn - fighting with the Empire for control of Holberg, The Barrens and Reikos. In recent times they have also moved to threaten Brocéliande, Therunin, Semmerholm, and Zenith. They are the most notorious of all the Imperial enemies, infamous for their cruelty and treachery. This reputation is not confined to the Empire - their name is a byword for treachery even among other barbarian tribes most of whom also seem to consider the Druj to be beyond the pale.

The Tribe

The Empire sees the Druj as irredeemably immoral and wicked, but the truth is more complex. No other orc tribe is as ruthlessly dedicated to achieving their objectives, or more ready to pay the price for their victories, as the orcs of the Mallum. Each time they are defeated they come back stronger and craftier; each loss a lesson they employ to push them ever closer to their ultimate goals.

As long as it benefits the tribe in the long term, the Druj will use any tactic, no matter how distasteful others may find it. Poison, disease, treachery, ambush, dark magic, torture, wholesale destruction - all are simply tools to be used as needed to ensure success. These cruel orcs turn all their cunning to exposing and exploiting the weaknesses of their enemies - weaknesses like overconfidence, complacency, compassion, virtue, faith, honour, and pride. They enjoy leaving badly injured, crippled enemies alive so that their opponents' compassion and sense of honour will saddle them with wounded, poisoned soldiers who must be protected and cannot fight. They lure the overconfident into ambushes, or into overextending themselves so that they can be cut off from the main body. They capture holy relics, respected heros, and symbols of pride and faith, and defile them utterly in the sure knowledge that angry opponents will make bad choices.

From birth the Druj are taught that living creatures are defined by their weaknesses. The weak exist to be exploited, manipulated by the strong in pursuit of victory. Fear, in particular, is a weakness the Druj wield with masterful expertise - cowing their victims and terrorizing their enemies with equal gusto. Druj seek to inspire such dread in their enemies that they will have won the battle before they even come to fight. The weak will bow before them, while the strong will seek easier prey elsewhere. Their society is tiered on perceived weakness; powerful clans expect deference from their lessers, who in turn do their best to twist and manipulate those slaves, servants and allies beneath them. A vast and terrible web of fear and cruelty extends about the Druj lands.

These orcs live by the saying "You cannot betray your enemies" (which they claim the Navarr stole from them). Bitter experience has taught any who deal with the them that an agreement with the Druj will last only as long as it benefits the Druj more to keep to the deal than to betray their word. Deals with the Druj often become a cat-and-mouse game to see who breaks their agreement first. Many Imperials have met a tragic end because they either assumed that this time the Druj were not tricking them, or because they assumed they saw the trap ... missing the other traps nested within.

5 things to know about the Druj

- Fear is a weapon - the surest way to dominate your enemies is to make them afraid

- The ruthless are the victors - compassion is a weakness that is easily exploited

- Exploit any weakness - seek to create an advantage if you cannot find one

- Cunning and innovative - the Druj are always working to a plan, but if it fails they make a better plan

- Do not suffer fools - they do not tolerate the complacent, the reckless, or the selfish

What the Druj are not

- Chaotic Stupid - the Druj are ruthless and unimaginably cruel - but it is always for a reason

- Savages - the Druj are callous and brutal but not uncivilized; their knowledge of herb craft in particular is known to be superior to the Empire

Further Reading

- Overview

- Elite warriors

- Champions

- Look and feel

- Lore

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Druj Arkad

Contents

- 1 Overview

- 2 The Arkad

- 2.1 Pakkad

- 2.2 Chikad

- 2.3 Hupul

- 2.4 Vikari

- 2.5 Kallad

- 3 Herbalism Skills

- 4 Further Reading

Overview

This page covers what little is known by Imperial citizens about the elite Druj troops. Most of this information is not widely known across the Empire - but soldiers and commanders who have fought the Druj before, or those unfortunate enough to have been enslaved, might be familiar with it.

Players who are interested in getting more involved in monstering at Empire can create their own elite monster unit (EMU) by choosing one of the known forces listed below. The list is deliberately limited - the Druj have deliberate weaknesses in the way they fight, as well as strengths - so it is not possible for players to create a new arkad.

The Arkad

The most promising young Druj are recruited into one of the five arkads, each of which operate their own lodges throughout Druj lands. Those who are chosen face a dangerous initiation rite, a mix of Druj mysticism coupled with powerful narcotics prepared for them by the tepel. Not all the warriors who take this rite survive. Membership of an arkad confers status and prestige on the new recruits and brings them closer to the centre of power in Druj society. The tepel run the lodges, providing the members with potent herbs and brews needed for their spiritual rites and giving out instructions and orders sent from their masters, the buruk tepel, the rulers of Druj society.

Like the Druj clans from which they are drawn, each arkad has their own unique totem creature, a venomous reptile, bird, insect, or other beast. Members of a lodge train to fight together on the battlefield and frequently employ tactics that emulate a particular trait of their totem creature. The animal is also upheld as the perfect example of a particular trait favoured in battle by the arkad.

The tepel ensure that members of the arkad have the best weapons and armour available. Along with their banners and shields, these are often decorated with a stylized representation of the arkad's totem creature. In battle their different fighting skills tend to complement each other and most Druj armies are built around groups of warriors drawn from each arkad lodge.

Pakkad

The orcs of the Pakkad are always well equipped and better armoured than the warriors of other arkad. These brutal fighters may wield any weapon that suits their purpose, but all wear the heaviest armour they can get their hands on. Some lodges keep slaves who can forge fine weapons and armour for their warriors, but others take theirs from their defeated foes which can give the unit a ramshackle and incoherent appearance. They dress as fearsomely as possible, using body parts, flayed skin, bones and skulls as decoration. A favoured ritual among the Pakkad is to smear their armour with blood before a battle, a practice that has led to the Pakkad being known as "the Bloodied".

In battle the Pakkad are often directed to provide protection for the Het commander or another notable Druj on the field. Their devotion means they are quick to throw themselves into harm's way to ensure the survival of the one they have been ordered to protect. If no protection is needed they may be used secure and hold key objectives, but they also act as a potent, heavily armoured and shock unit that can smash into enemy lines or eliminate exposed high-value targets. With this in mind, the Pakkad are often held in reserve until the enemy is already weakened and the leader is ready for them to strike with brutal force.

The Pakkad embody the aspect of the Black Hide Beetle, their armour and weapons reflecting the creature's thick chitinous plates and sharp mandibles. These beetles are found in small social groups that, when threatened, will form up around the dominant beetle and ward off predators.

Chikad

The Chikad are elite skirmishers. They harass enemy formations many times their size, picking off lone individuals, slowing the enemy, and forcing them to spend valuable time and resources tending to their crippled and poisoned comrades. A Chikad force will often feign engagement with a foe, only to break and flee at the first sign of resistance. If all goes to plan, the distracted enemy is then taken by surprise by a flank attack from another Druj force.

The leaders of the Chikad are known to be devious tacticians. They often conceal themselves in undergrowth or watch an engagement from the treeline, directing various elements of their force from relative safety. Large forces of these skirmishers generally break up into smaller groups, assaulting enemy lines from different angles and with different tempos. Even when they are outnumbered this strategy can make it hard for Imperial forces to bring their full might to bear on any individual group of attackers.

Chikad units vary greatly in their appearance and the equipment they carry, and are among the most adaptable of the arkad. Whilst they favour medium armour, some groups will wear light leathers and padded jacks to allow them to stay fast and mobile. Other units may at times don chain vests and plate armour on their limbs, turning themselves into a heavier force that can overcome weaker foes very effectively. Where possible their tepel provide the Chikad with poison to smear on their weapons so that even the smallest wound has a chance to kill or incapacitate an enemy.

The pack-hunting Razor Skink is the revered totem of the Chikad. These lizards are fast hunters whose hides are festooned with bony blades, barbs and spiny projections. They chase down prey much larger than themselves, slashing at vulnerable bellies and legs, slowly wearing the animal down until the pack is able to begin feasting on the exhausted creature.

Hupul

The Hupul fulfill a pivotal role in the Druj forces, operating as both forward scouts and skilled hunters. They often operate as a vanguard force of archers, slinking along the sides of a battle to unleash shot after shot into the ranks of the enemy. Sometimes they try to bring down key heroes,or vital support troops. They especially target healers, knowing that their loss can sow panic among the enemy. Whatever their target, they avoid direct engagements wherever possible. Constantly on the move, they always endeavor to flank their enemy, or draw them into ambushes, and as much as possible remain in close communication with their commanders.

On campaign they may be called on to operate away from the army for weeks at a time, and so strive to be as self-sufficient possible. As a result all Hupul are adept survivors, capable of avoiding the enemy left to their own devices. Most carry herbs or potions provided for them by the tepel, and adopt a distinctive style of dress intended to allow them to move unseen through the wilderness. More so than other Druj, they favour natural coloured open robes and ragged cloaks that help them to hide in ambush. They often hide their faces beneath deep hoods, leading to claims by some escaped slaves that the Hupul are eerie faceless shadows conjured to life by the Ghulai.

The further one heads into the eastern Barrens and the Mallum, the higher the chance of meeting a Stingerjack Hornet flight. These large vespids can grow to the size of a dove or sparrowhawk and are commonly found in small groups of insects. Brightly coloured, fast in flight, and aggressive in nature, several Stingerjack can easily overcome an unwary traveller. Moving in small groups these hornets hunt down their prey, darting in from just beyond reach to deliver fiery poisons with the vicious sting in their tails before flying out of harm's way.

The totem of the Hupul is the Stingerjack Hornet, a deadly insect found in the eastern Barrens and the Mallum. These large vespids can grow to the size of a dove or sparrowhawk and are commonly found in small groups. Brightly coloured, fast in flight, and aggressive in nature, several Stingerjack can easily overcome an unwary traveller. Moving in small groups these hornets hunt down their prey, darting in from just beyond reach to deliver fiery poisons with the vicious sting in their tails before flying out of harm's way.

The totem of the Hupul is the Bloodspear a deadly insect found in the eastern Barrens and the Mallum. These large red-and-black vespids can grow to the size of a dove or sparrowhawk and are commonly found in small groups. Brightly coloured, fast in flight, and practically fearless, a pack can easily overcome an unwary traveller. Moving in small groups these hornets hunt down their prey, darting in from just beyond reach to deliver vicious stings before flying out of harm's way. Their venom causes immediate agonising swelling, thins the blood, and causes the heart to begin beating faster and faster. Depending on size and constitution more than half a dozen or so stings is usually fatal as the heart literally explodes in the chest. The bodies of their victims are left where they fall until the natural processes of rot and decay have made them more palatable to the vicious territorial killers.

Vikari

Those Druj that demonstrate magical aptitude who are not claimed as apprentices by the powerful Ghulai are usually inducted into the ranks of the Vikari. This arkad draws on the aspect of the Green Forest Scorpion, weakening, poisoning and entangling their foes. They favour hit and run tactics, combining a fast assault and a swift retreat before their lack of armour and resilience can be used against them.

As a Vikari gains status they will seek to craft a set of mage armour to protect them in battle, embellishing it with all manner of scorpion symbols, bright green splashes and the preserved chitin, pincers and tails of their scorpion totem. If they survive long enough the orc may add an elaborate headdress that takes on the shape of a scorpion, with pincer-like cheek guards and a tail that curves up and over the top of their head.

When deployed a unit of Vikari fights in two ranks. The front rank, known as the claws, is comprised of arcane weapon users who can cripple their opponents as well as harry them with weakening spells. The second rank, called the tails, then use their mage staffs to entangle their foes or ravage them with venomous magics.

The Green Forest Scorpion is just one of dozens, if not scores, of different scorpion species found in the Mallum. These fast-footed creatures are very aggressive and strike without provocation, delivering poisonous stings that slow or even paralyse their prey. They tear at their victims with their razor-sharp claws, inflicting bleeding wounds, before retreating. They are particularly single-minded; a green forest scorpion has been known to pursue prey for vast distances following their initial attack, continuing to claw and sting at fleeing prey, waiting for it to finally expire of blood-loss, accumulated venom, or terrified exhaustion.

Kallad

* The Kallad are played by our Skirmish Crew and are not a player monster option In some ways the Kallad are the most feared of all Druj - even warriors of other arkad tread lightly around these single-minded killers. All the arkad take their orders from the buruk tepel, but it is the Kallad that the rulers of the Druj tribe employ when they wish to openly discipline their subordinates. The Druj do not punish failure that could not have been foreseen or averted, but those whose failings bring defeat on the tribe will soon meet with members of the Kallad. Executions or torture are brutal and carried out in public, providing an object lesson of the need to avoid repeating the mistakes of the condemned.

In battle the Kallad operate separate from the main body of the Druj forces. They can often be seen stalking through the woodland after lone foes, or descending on enemy soldiers who have been left behind by their comrades. The lucky ones receive a swift death, those less fortunate face an agony of torture before they return to the Labyrinth. A fallen Highguard scout might have their legs cleaved as they lie on the ground, a Dawnish knight errant may have daggers driven into their flesh whilst having poisons poured into their mouths. These murderers will often taunt their foes by hauling fallen comrades to their feet, lashing them to trees, before they are eviscerated. While cruel, these brutal murders are intended to serve a purpose. By tormenting their prisoners, the Kallad try to provoke their enemies into rash and costly attempts to save the lives of their friends.

This arkad take the Coiled Shrike as their totem. This terrible creature is not a bird but a snake that lurks in trees, waiting for prey to pass by, believed by some scholars to be a distant relative of the jaculi native to the tropical jungles of the war west. When the moment comes to strike, the snake uncoils its body to leap from the branch. Only the most skilled tepel can save those bitten by the terrible fangs from an agonizing death - the Shrike's necrotic poison causes the victim to swiftly rot while still alive and is said to be one of the most painful experiences imaginable. Victims of the Coiled Shrike often beg for death or take their own lives to escape the unspeakable torment the venom inflicts.

Herbalism Skills

The elite Druj warriors who train with the arkad lodges work closely with the tepel. Away from the battlefield, the warriors often help gather and prepare valuable herbs. As a result, any member of the arkad who shows aptitude is given limited training by the tepel, learning how to treat and staunch wounds sustained in battle. While they will never match the abilities of a fully trained physick, they can use this training to get other warriors healed and back into battle. In battle the tepel provide the arkad with limited supplies of true vervain to heal the wounds of their comrades.

Any member of the Druj Arkad can spend 30 seconds applying True Vervain to restore all lost hits to another character as if they had the physick and chirurgeon skills. Any player who is playing a member of an arkad who has their own appropriate phys-rep for a bag of herbs or similar will receive True Vervain herb cards.

Further Reading

- Overview

- Elite warriors

- Champions

- Look and feel

- Lore

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Druj champion

Contents

- 1 Overview

- 2 Leadership

- 3 Het

- 4 Tepel

- 5 Cicatrix

- 6 Further Reading

Overview

The Druj armies feature a number of powerful characters who provide support and leadership to the troops, and fill out roles not performed by the arkad or the common warriors.

Leadership

The Druj tribe is ruled by the buruk tepel, a coterie of highly-skilled apothecaries and poisoners. These individuals are apparently fierce rivals but they work together to ensure the Druj survive and prosper. The tepel are their agents and primary servants, carrying their masters orders to the Druj. They also exert iron control over the arkad who are dependent on tepel for the tisanes used in their sacred rites. Those who cross the buruk tepel face death - either from poison or more directly at the hands of the feared Kallad.

The Empire has rarely fought a buruk tepel on the battle field, their leadership appears to be political and spiritual rather than military. Indeed although there are usually tepel present in most Druj battles, they rarely take the lead. In battle, command is given to a het - one of the powerful leaders of the many druj clans (or more rarely to the leader of a subject tribe). The tepel who are present are usually there to provide crucial herbal support and more importantly to ensure that the wishes of the buruk tepel are carried out and most ominously to report the details of any failure.

Het

The Het are the battlefield leaders of the arkad. Each unit of arkad has their own het, chosen by the warriors within the arkad. A good Het is not always the best fighter in a clan, but the orc that displays the most devious mind and tactical acumen. Knowing when to flee from a fight, and when to save the lives of those beneath them is a trait that will win a Het praise in their akrad. Their position is secured through demonstration of successful raiding; displays of skill, cunning or willpower; and the support of the buruk tepel.

The het get the pick of any spoils, and as a consequence usually have the best magic items. At the very least they are likely to possess magic armour and weapons appropriate to their arkad.

While the Het are appointed by the warriors they lead, the arkad are not democracies. Once the Het is appointed, their warriors are expected to follow their instructions to the letter. The buruk tepel keep a close eye on popular het, expecting them to exemplify the druj values of cunning, expedience, and ruthlessness.

Tepel

The tepel are masters of herb lore, practitioners of physick and the apothecary arts. Some concentrate on providing powerful potions and blade venoms to the arkad, others devote their talents to providing battlefield healing. They can easily be identified by potion bandoliers, surgery tools and pouches of herbs that they carry. The tepel have a great deal of independence compared to many other Druj, and are free to serve on a battlefield as they see fit. Some embed themselves within the arkad, guiding the het and supplying the warriors with narcotics and potions. Others roam freely, using their abilities where they believe they will make the most difference.

These herbalists are highly regarded among Druj warriors. All the Druj in an arkad will look out for and protect the tepel who fight alongside them. A handful of tepel serve as direct agents to the Buruk Tepel. Serving on a battlefield is one of the best ways to attract the attention of a Buruk Tepel, and achieve this prestigious station. These favoured few sometimes conceal their status, preferring to remain anonymous the better to watch the rest of Druj society. As a consequence, most Druj assume that any tepel is a secret agent for the sinister powers behind their nation.

Tepel in Play: We envisage the tepel being a role that suits players wanting a low-combat monstering role that keeps them out of the front lines. In a battle the tepel may join along with members of an arkad as a dedicated healer, or will organise with other tepel to form bands of roaming physicians behind the lines or as mobile pairs that race to provide units with poisons to use at critical times. We expect player taking on these roles to provide their own physreps for herb pouches and potion bottles, in addition to the game resources that PD's Battle Team will supply.

Cicatrix

Whilst the het lead bands of Pakkad and Chikad on the battlefield, the Vikari are usually directed in battle by a cicatrix. These individuals rise from among the Vikari mages, marked out by exceptional cunning and magical proficiency. They are often older veterans of the Vikari, or former tutees of the Ghulai, that understand the myriad ways of magic and their uses on the field of battle. These seasoned warriors often bear scars from past engagements and are sometimes referred to as "the Scarred" (in contrast to the Bloodied, a common epithet or the het). In some cases a cicatrix will ritually scar themselves before a fight, their faces becoming a gruesome mass of scar tissue and jagged lines. A few particularly sadistic cicatrix will have their followers paralyse their foes before drawing poisoned blades down cheeks or across foreheads; the tainted weapons often leave a lasting reminder of the encounter with the Vikari.

Instead of focusing solely on incantations like their fellow Vikari, the cicatrices turn their attention to the study of a particular realm of ritual lore. They particularly favour rituals that will deliver curses to their foes. They most commonly focus on Spring and Night magic, but a few also look to Winter, especially those who desire a deeper repertoire of curses to draw non.

The tepel often bestow magic items or potions that enhance ritual mastery on a cicatrix, and they are sometimes equipped with paraphernalia that can assist them in casting greater numbers of useful rituals. In some instances, the cicatrix may instruct favoured apprentices among the Vikari they lead in ritual magic so that they can help their leader perform more potent rituals.

Further Reading

- Overview

- Elite warriors

- Champions

- Look and feel

- Lore

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Druj look and feel

Contents

- 1 Overview

- 2 Breakdown

- 2.1 Colours

- 2.2 Iconic Druj item

- 2.3 Base Layers

- 2.4 Iconography

- 2.5 Armour

- 2.6 Weapons

- 2.7 Shields

- 2.8 Accessories

- 3 What to bring

- 3.1 Wintermark & Marches

- 3.2 Varushka

- 3.3 Navarr

- 3.4 League, Highguard & Dawn

- 3.5 Imperial Orcs

- 3.6 Brass Coast & Urizen

- 4 Further Reading

Overview

On the battlefield the Druj strive to project a terrifying image. The clothing worn by the Druj is intended to strike fear into the hearts of the enemy, but they will rarely encumber themselves with anything that would make fleeing impractical. Bones and skulls, often impaled on spikes or staves, body parts, leather made from human or orc skin, vicious and intimidating runes are all common decorations.

Druj are very fond of weapons that allow them to attack from a distance; spears, thrown weapons and bows are all favoured. Warriors who must fight in close combat opt for pole-arms over one- or two-handed weapons where they can get them. Where they use heavily armed troops, they tend to favour shock attacks and punishing charges, rather than become bogged-down in line fighting. Shields are often kept small to ensure that a warrior doesn't become complacent and place trust in equipment that can be broken or dropped.

As with other barbarian roles, PD will provide some simple items of costume that you can use when monstering the Druj. Due to the large numbers of players monstering battles there is no guarantee that PD will have enough costume for everyone. The following page provide an overview of how you can improve upon the basic barbarian breastplate and soft kit available, and go about making your own Druj costumes.

Breakdown

Colours

Green is the tribal colour associated with the Druj, it is especially common among Druj warriors but even their subject tribes are likely to be seen in green clothing on the battlefield. Scouts and skirmisheers also wear woodland browns and murky greys, but these base colours are often contrasted with splashes of acid greens, bright yellows, reds and oranges, echoing the colours used by poisonous animals to warn of their danger. The green cloth used tends towards more natural tones, matching the green grasses and leaves found in the dark, dense, cloying forests and swamps of the Mallum.

Iconic Druj item

The iconic item of costume for the Druj is a mantle or cape worn over the shoulders. They can be made of fabric, padded cloth or even leather and serves a practical purpose in shielding against inclement weather. Among Druj warriors, the mantle also serves as an item of cultural importance, decorated with depictions of poisonous insects, reptiles, and amphibians, or drawings of skulls, bones and weapons. A seasoned warrior might incorporate small skulls, shrunken heads, hair or teeth from those they kill in battle; all serving to make the wearer as fearsome and ghastly to behold as possible.

Base Layers

The basic Druj costume is a simple war skirt or pair of dark trousers and a long-sleeved shirt. These are worn by both male and female Druj, with more martial Druj supplementing the clothing with pieces of leather armour that will protect the limbs. Over this most druj will wear the an iconic mantle or cape, richly decorated with brutal trophies where they can acquire them.

In practice any green base garments are better than nothing as a starting point if you are volunteering to play a Druj.

Iconography

Druj warriors most commonly use iconography and symbols that relate to their totem animals, usually reptiles, arachnids, insects or other such creatures. The arkad page shows the kind of creatures chosen and the common style - any variants of this type of image are welcome.

Arkad units will often use the iconic design representing their totem creature or some variant thereof; the Chikad might hang a loin cloth from their warskirts that features the razor skink as a stylised lizard; while a unit of Pakkad paint the black beetle design onto shields or armour. Banners bearing the designs or variants thereof are common. Some Vikari mages encountered by the Empire decorate their mage armour with scorpion designs, molding chitin and sinew into shapes that echo the pincers and tail of the clawed arachnid.

Armour

Most Druj warriors try to avoid heavier armour, preferring light or medium leathers that permit greater freedom of movement. Only the Pakkad deliberately choose heavy armour; other Druj warriors will only wear steel mail or plate if there is there is nothing better available. Mithril armour, such as that represented by the PD armour is considered to provide the ideal compromise between protection and manoeuvrability. Even so a full harness of mithril is relatively rare, unless some Druj has been lucky enough to loot it from a fallen Imperial warrior.

The heavy infantry Pakkad units prefer mail or plate armour that they have looted from fallen Imperial soldiers. By such means they benefit not only from the superior crafting skill of the Empire's artificers, but also the psychological impact a bloodied cataphract's steel harness may have on the enemy.

Most Druj armour has a rusted and marked appearance, the better to allow each warrior to blend in with their surroundings and their fellows.

Weapons

Spears, short swords and daggers are favoured among Druj troops, offering a variety of combat approaches when facing a disciplined enemy. Great weapons such as pole axe and flamberge are also common among heavier Druj forces, capable of inflicting devastating damage on an un-armoured foe with a single strike. Shorter weapons are often coated in ichors, filth and poisons to inflict further pain and suffering on a foe who isn't quickly dispatched by a Druj warrior in an initial strike.

Javelins are common weapons for poorer Druj skirmishers who cannot afford a bow. Being easy to carry and cheap to produce, these small missiles can be used to surprise an advancing enemy, or to soften up a formation before a charge. The Druj prize long ranged weapons, deploying units of archers on most battlefields. These groups are trained to keep their distance, peppering the enemy with shots from afar before fleeing any attack against them.

Shields

Large heavy shields that limit maneuverability are strongly discouraged by Druj battle commanders. The Druj view is that those who are encumbered will soon find themselves cowering behind their shield for protection - better to stay mobile and move away from the worst threats.

Small, light shields, especially bucklers are a different matter - and are strongly encouraged especially for skirmishers. Like armour, they often make use of Imperial bucklers that have been looted from the battlefield - hoping to enrage any enemy that might recognize the item.

Members of the elite arkad units often carry a pouch or similar item for holding precious herbs. Any player who turns up to monster with a suitable phys-rep for a herb pouch as part of an elite monster unit will receive one or more true vervain cards to put with the phys-rep and use on the battlefield.

Accessories

Many Druj go to elaborate lengths to create grisly trophies and fetishes that they use to adorn their armour and clothing. These are often strung from warskirts or hung from a wide mantle over their shoulders. The items most commonly include ribs and other bones, but the more imaginative orcs fashion shrunken heads, severed fingers, braids of hair and necklaces made from teeth. Druj will also add splashes of bright colours to their clothing, bilious greens or sickly yellows, echoing the beasts their culture holds dear. All these items are designed to cause unease in those they encounter.

What to bring

Everyone who is volunteering to monster should turn-up wearing base costume and carrying a weapon wherever possible. If you are able to bring extra costume, weapons, and armour that are suitable for Druj orcs when monstering then it will contribute to a fantastic looking battle.

Any of the following kit is ideal when volunteering for a skirmish or battle involving the Druj.

- Swords, maces, one-handed spears

- Bucklers or small shields

- Light or medium leather armour

- Any greaves and vambraces

- Dark coloured shirt

- Dark trousers

- Leather warskirt

If you are playing Empire, then some of your personal kit may be extremely useful whenever you are volunteering to monster. Imperial kit that is especially useful when volunteering for Druj battles is covered below.

Wintermark & Marches

Heavy chain and plate are not ideal for the Druj, but Steinr medium leathers and the light leather jacks of a Bounder are excellent for playing a Druj warrior. The robes of a friar or the elaborate headdresses of the stormcrows could also work well for a Cicatrix or Vikari mage. Marcher bows and bills are both excellent Druj weapons, perhaps looted from dead Dawnish yeofolk in the Barrens.

Varushka

Any lamellar armour is a good look for the Druj. The sort of kit that is common for a warden archetype - light leathers, bows or spears - also fit well with the brief. These items could be complemented with furs and hoods to represent orcs from the more northern areas of the Mallum.

Navarr

The leather and well worn look of the Navarr works well for the Druj, and their traditional weapons such as the bow, shield and spear are perfect to represent the eastern orc tribe. There are also great similarities in how both the Navarr and Druj fight as pragmatic warriors, not bound by concepts of honour or fairness. There is a reason the Jotun call the Navarr the 'Imperial Druj'...

League, Highguard & Dawn

The heavy armour of these nations is ideal for playing Pakkad warriors if you are interested in forming an elite military unit with other members of your nation, otherwise it is better to turn up wearing lighter armour if you have it. Monstering as the Druj is a chance to take the battlefield without all that heavy armour weighing you down! Anyone with the kinds of pole-arm or bucklers that are common in the League can use it to portray a fast-moving Druj warrior, but Dawnish or Highborn great swords and similar are also great weapons for the Druj.

Imperial Orcs

If you are playing an Imperial Orc then most of your costume is likely to be useful when volunteering. The shabby, well-worn layers of Imperial Orc kit suit the Druj well, and the abundance of leather armour is ideal. Imperial Orc kit is very distinctive, so if you are able to replace or supplement any elements with green fabric then this will help to make your kit look more Druj.

Brass Coast & Urizen

Mage implements and mage armour are perfect for playing Vikari warriors if you are interested in forming an elite military unit with other members of your nation, otherwise it is better to turn up with whatever weapons you have that are suitable for portraying a Druj warrior. The kind of weaponry often used by corsairs and sentinels can easily be reused to create a Druj skirmisher.

Brass Coast armour that is light and flexible can be used for a Druj warrior, especially if you can find a good way to embellish it to make it look worn and bedraggled.

Further Reading

- Overview

- Elite warriors

- Champions

- Look and feel

- Lore

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Druj lore

Contents

- 1 Overview

- 2 The Clans

- 3 Buruk Tepel

- 4 Ghulai

- 5 Herb Lore

- 6 Conquest

- 7 Subject Tribes

- 8 Tortured souls

- 9 Warbeasts

- 10 Further Reading

Overview

The arkad and Druj champion pages cover what little is known by Imperial citizens about the elite Druj troops. This page deals with other information the Empire has accumulated over years of fightng on the eastern borders. Most of this information is not widely known across the Empire - but soldiers and commanders who have fought the Druj before, or those unfortunate enough to have been enslaved, might be familiar with it. Due to the nature of the Druj, it is possible that some of this information may be misleading or incorrect - so should be treated with a pinch of salt.

The Clans

The Druj are a large tribe spread over the territories of the Mallum. Like the other great barbarian threats - the Jotun and the Grendel - they are split into many distinct clans. The Druj clans are large extended informal groups with loose family links who live together in a region or territory. They appear to compete with each other for prestige and wealth, but the buruk tepel ensure that they form a united front against external threats. In the same way the Jotun favour powerful beasts and the Grendel make use of the imagery of the sea and the seashore, the Druj use poisonous or cunning animals as their totems.

A clan is lead by a chieftan, generally chosen by the buruk tepel. Depending on the nature of the clan, the chieftan may be required to pass a series of grueling tests, or might be required to assassinate the current chieftain to seize the role (although an assassin who does not have the support of the buruk tepel rarely keeps the position for long).

The most powerful clans each command one of the Druj armies, who march and fight under the clan's banner. Less powerful clans support the Druj armies with bands of warriors similar to the independent captains of the Empire.

Buruk Tepel

The buruk tepel are the true rulers of Druj society. Each is a master of herb lore, heir to centuries of accumulated study and experimentation with herbs and potions. Their exact numbers are unknown, but it is believed that every major clan of the Druj is ultimately dominated by one of the buruk tepel. Scholars estimate their number at between a dozen and a score at any given time.

Little is known for sure of the the buruk tepel; they are almost never encountered directly by Imperials and they do not appear on battlefields, preferring to exert their influence from behind the scenes. They appear to use the tepel as their agents and servants. These lesser apothecaries and physics are common place in Druj society and often fight alongside the armies, either to support the Druj forces or to watch over them, so they can report any failures back to the buruk tepel. The most powerful tepel appear to be apprenticed directly to the buruk tepel - receiving scraps of lore from them in return for carrying out the buruk tepel's orders.

It is apparent that the buruk tepel have extensive mastery of the arts of the apothecary and it is claimed that they know recipes unknown to Imperial lore - it is even possible that they have access to potent herbs that are not found in the Empire. The marshes of the Mallum are home to many strange plants and creatures; it is not impossible that there are things living there unknown to the Empire. The buruk tepel and their herb lore appears to be linked to deeper mysteries related to the Druj religious beliefs. There are some unsubstantiated claims that the masters of herb lore use secret techniques to travel a place called the "Farthest Shore" - apparently a reference to the Howling Abyss itself - where they agree the future of the Druj people. It is unclear if references to the Howling Abyss are literal or metaphorical in nature.

Ghulai

The ghulai are an oddity in Druj society - a caste of secretive ritual magicians who allegedly pay only lip service to the domination of the buruk tepel. Imperial scholars believe that the ghulai are a comparatively recent development, a response to the growing power of the sinister apothecaries who run Druj society. Each ghulai is believed to be a powerful ritualist, generally specializing in the lores of Spring and Night, although many wield Winter magic as a deadly weapon against their rivals. They are understood to collect magic items that can further enhance their ritual skills and casting abilities. Whilst their power is considerable, the Ghulai are rarely seen on battlefields or in areas close to Imperial forces.

Each ghulai is supported by a coven of apprentices, over whom they wield unquestioned authority. They keep a close eye on these apprentices, aware that the most likely people to challenge them and take their position are the magicians they have trained themselves. The ghulai do not view the realms in the same fashion as Imperial magicians. Instead, they speak in terms of six powerful "totem spirits" who embody the nature of the supernatural realms, and are served by lesser spirits (eternals) which are bound to them in some fashion. It is not clear how literally the ghulai take this belief, but there is some evidence that most eternals go along with this perception when dealing with the Druj.

The main magical tradition of ghulai magic involves the practice of bone-casting - using etched skulls of dead magicians and champions. The older the skull, and the more accomplished the individual it came from, the more potent it is deemed as a magical tool. While skulls appear to be favoured for use in ritual magic, other bones are also used by the Ghulai - it is believed that different bones have different specific meanings in their system of magic. Some arcane scholars have tentatively suggested that this bone-casting may have parallels with blood magic, though rarely in the presence of actual practitioners of this tradition.

Herb Lore

The Druj make extensive use of herbs both magical and mundane. In addition to the traditional herbs and potions found in the Empire, their warriors and Tepel often wield weapons that have been treated with mundane but effective venoms culled from the poisonous beats of the Mallum swamp. Warriors who take the field against the Druj often suffer deadly infections from wounds they receive, and these need treating by a skilled physic (OOC Note: often represented by traumatic wounds).

Their tepel are also skilled with ingested poisons - most tepel can create poisons that will induce symptoms from mild nausea through long-lasting weakness to slow agonising death. Poisoning their guest is a common way for the Druj to initiate treacherous hostilities - it is very unwise to break bread with them.

The herb lore of the buruk tepel is known to outshine even the mastery of the tepel - there is good evidence that they are using it to create disease and sickness that serve as weapons, as with the recent "Reikos Flux". They are also known to use narcotic drugs to enslave or destroy the will of their prisoners, warp their personalities, and even produce monstrous spirits to advance their wicked agenda, like the tortured souls seen in the recent Reikos campaign. It is almost certain that they are also responsible for the creation of the Druj miasma encountered at the same time.

Conquest

The Druj seem intent on conquest of all their neighbours. In addition to countless invasions of the Empire over the centuries they are known to have subjugated the orcs of the Barrens and have been involved in military campaigns against Axos. According to their own lore, they claim to be the original occupiers of much of what is now modern day Dawn and Highguard. The details are unclear, but they seem to be driven by some religious zeal to retake these lands - there have been numerous ceasefires and peace treaties over the years but there has never been any suggestion that a permanent accommodation might be made with the marsh devils. It appears that the only thing they will accept is the eradication or conquest of all their neighbours.

The Druj dominion is a terrible thing to experience - they have a well-deserved reputation for barbaric cruelty, using public acts of execution and torture to break the will of those they conquer. Like all the barbarian orcs they take slaves - but even the other orcs seem to regard the Druj as unusually cruel masters. Those who submit can expect a short life toiling ceaselessly in chains to produce food for their Druj overlords. The slightest sign of resistance is swiftly, brutally crushed and the Druj are quite prepared to make a point of executing groups of random slaves for the actions of one rebel.

Acquiescence is not sufficient to ensure survival. In the years when Reikos was under the control of the Druj, individuals were often taken at random to the strongholds where the buruk tepel would perform sinister experiments on them with toxic herbs. There was no pattern to their choices - young and old, the healthy and the sick - all were subject to these culls. Some claim that the Druj had a twisted plan to weaken the Highborn bloodlines - the more prosaic interpretation is that they are simply incapable of ruling except through fear and terror.

Subject Tribes

The Druj hold many smaller tribes by the neck, sending them into battle ahead of their own forces. The Druj are apparently viewed with dread by these tribes, ever fearful of displeasing their masters and the ruthless cruelty that will descend should they betray their masters. Despite this, they can express unpredictable levels of magnanimity, rewarding members of smaller tribes who serve them well, or succeed in particular grueling missions; their very unpredictability helps to maintain their position of power. Many Imperial soldiers who think they have fought the Druj have actually fought members of a subject tribe, perhaps supported by a few small units of Druj warriors who seek to exploit the chaos of the battlefield to strike at their opponents before withdrawing.

In 379YE the subject tribes in the Barrens rebelled against their Druj overlords. Three entire armies rebelled and all Druj forces in the Barrens were crushed. Freed from the Druj oppression the orc tribes declared the Barrens to be their homeland and attempted to negotiate an alliance with the Empire but were unsuccessful. They were successful in destroying the Druj fortification in the east but failed to take the Towers of the Dawn. They were ultimately defeated by a combination of Imperial forces attacking from the west and Druj forces from the east. Some fled the Barrens to take up residence in Therunin - the others were returned to subjugation by the conquering Druj.

Tortured souls

During the Reikos campaign the Druj utilised a previously unseen weapon - tormented Highborn prisoners transformed into unliving horrors. Never many in number, the creatures were destroyed during one of the climactic battles of the Reikos campaign, when Imperial heroes were able to lay their spirits to rest.

Imperial scholars have pieced together some of the details of how these tragic entities were created. They were originally Highborn citizens who had been captured and enslaved by the barbarians and then subjected to horrific torture and malice. Through the use of twisted ceremonies and powerful infusions of unknown herbs, the Druj twisted the very spirit of their victims and set them to stalk the battlefields spreading shadows of the despair and hatred that constantly wracked them. The Druj seem to have selected their victims for this grim transformation exclusively from among those strong willed, physically powerful cataphracts, guardians, and battle-priests who had fallen into their hands.

The resulting creatures were skilled warriors, but also possessed the ability to deliver withering spiritual curses to their former Imperial fellows. They also proved extremely difficult to destroy, requiring a priest to exorcise them to prevent them rising again restored to full health. Even this exorcism did not permanently banish the creatures - the same entities were encountered several times through the course of the Reikos campaign.

Warbeasts

On occasion the Druj may herd rabid beasts ahead of them in battle. These dangerous creatures are native to the Mallum, the Druj's marsh homeland. Fortunately, the Druj lack the skills of the Kraken's Jaws, the elite Grendel Moridun who lead litoral animals in battle they have trained from birth. Instead they are forced to use magical rituals and somnolent elixirs to calm these beasts to the point that they can be herded to battle.

Over centuries of engagements with the eastern tribes the Empire has encountered a veritable menagerie of Druj war beasts drawn from the depths of the Mallum. These have included dire insects, swamp dwelling drakes, catoblepas, the poisonous oduli, as well as the marshlings and large marshwalkers. Once a fight begins the Druj release the animals and drive them towards the enemy, forgoing any great control or direction over them and seemingly unconcerned should a beast be killed in battle. Although drugged, such creatures can still be deadly as they lash out at those they are herded towards.

The Poison Drop Arachnid is a horrific spindly spider that can be found in the trees of the eastern Empire from Feverwater to Holberg. They spin dens of silk and leaves under tree branches in which they then reside. They labour to craft small cocoons of silk into which they will extrude a foul and potent poison. These little vessels are then carefully carried to locations that the spider's quarry will frequent. The spider will often place their poison droplets on exposed branches or underneath edible leaves or fungi. When another animal comes into contact with the poison their are quickly subjected to a powerful paralytic effect that allows the arachnid to either feast upon their prey or, in the case of the female, lay her eggs under the skin.

That the Druj revere this tiny monster as a powerful totem spirit should tell you everything you need to know about these despicable creatures.except from ''The Eastern Menace'' by Lady Elayne Rallison

Further Reading

- Overview

- Elite warriors

- Champions

- Look and feel

- Lore

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Druj miasma

Contents

- 1 Overview

- 2 Study of the Miasma

- 3 Miasma Pillars

- 3.1 Destroying the Aura

- 4 Speculation

- 5 The Miasma in Play

Overview

The Druj miasma, or shroud of dread, was first encountered by Imperial troops crossing into Reikos during the Winter 378YE counter offensive against the orcs. Described as an almost physical pall of dread and despair, it infested the air, the water, and the soil. It was described by those exposed to it in fanciful terms; “clawing at the spirit”, “slowly grinding away every positive emotion”, and “threatening to undermine every virtuous thought”.

At night, the effects of the miasma intensified. It seemed to take advantage of the long hours of darkness to play upon the natural fears, doubts, and uncertainties that come naturally to mortal minds. Some exposed to the miasma describe hallucinations, especially of deceased loved ones. There is no suggestion, however, that this effect is actually producing images of the dead – several soldiers reported catching sight of loved ones they knew were alive and safe at home, but seemingly murdered and weeping.

The shroud of dread significantly impacted Imperial efforts to liberate Reikos, slowing the advance of armies, and making it harder for them to claim territory from the orcs. It was one of several factors (including the Reikos flux) that contributed to the drawn out campaign to free the Highborn from the Druj.

Study of the Miasma

The Druj Miasma is not fully understood by Imperial scholars.

it does not appear to have been created with conventional ritual magic. Rather, it bears more similarity to a massive consecration associated with the malign spiritual presence of fear or dread. Yet the existence of a magical method to deal with the aura (coupled with orc inability to use liao ceremonies) points to it being more than a purely spiritual effect.

Of particularl interest is the fact that the miasma appears to have had little or no effect of the Druj orcs themselves. Whether this was due to some property of the miasma, or because the Druj are "desensitized" to the fearsome effects of the shroud of dread, is not clear.

Miasma Pillars

While the aura spread across the whole of Reikos, it was "anchored" by misshaped stone monoliths dubbed "miasma pillars". Each region of Reikos contained several such pillars, and the pillars appeared to reinforce or supplement one another when they were in close proximity. Removing the potence of a single pillar proved ineffective if there are other pillars nearby – all nearby pillars needed to be deactivated simultaneously. If a single pillar was deactivated, there was little noticeable effect on the local miasma. Once once all the pillars in a location were deactivated, however, the miasma quickly faded from the region where they were placed. This presented a significant challenge for both the ritualists, and the soldiers protecting them.

While the miasma is unpleasant in the wider territory, the miasma pillars themselves are surrounded by the aura of dread in its most primal form. Even approaching a miasma pillar will prove extremely difficult without significant precautions such as ceremonial anointing; the use of a ritual protection such as Crystal Clarity of the Rational Soul; or the use of magic items such as a Circlet of Falling Snow.

Destroying the Aura

In early 380YE, a combination of captains fighting to protect the legacy of Highguard, survivors motivated by the power of Courage, and the rampant power of the eternal Llofir, most of the Druj miasma pillars were located and destroyed. A handful still exist however, but their influence is extremely limited - no more than a mile at most around an active pillar.

In Summer 379YE, a magical ritual was developed and codified at the Halls of Knowledge in Zenith, specifically to aid in destroying Miasma Pillars.

Speculation

There is significant speculation that the aura was useful to the Druj for more than simply slowing the advance of the Imperial forces. It also contributed to the atmosphere of terror and despair the orcs created among their human prisoners - making it harder for their slaves to rebel against their authority.

While the miasma in Reikos has been broken, there is no guarantee the Empire will not encounter it again if they move against The Mallum, the Druj homelands. There is some concern that the aura encountered in Reikos was relatively weak, only recently established, and that much more powerful auras may be encountered during any attempt to conquer the Druj.

The Miasma in Play

The primary effect of the miasma is that it weakens anyone exposed to it who does not have the ability to overcome it. The easiest method to overcome the miasma is to receive an anointing, but particularly heroic individuals, or those in possession of certain enchantments or magic items may also be able to counteract the effect. In particular, those of the changeling lineage are able to fight the effects of the miasma, but at the expense of becoming extremely angry - which can cause problems all its own.

In addition to the use of ritual magic, a miasma pillar can also be destroyed with the consecration skill. If several pillars are in close proximity, however, each must be destroyed at the same time - within few minutes - or else they simply reinforce each other.

While the miasma no longer covers Reikos, it may still be encountered there during quests or skirmishes. A player event could be set in an area where there is an active miasma pillar, for example.

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Duelist's Scales

Description

The weapon known as a Duelist's Scales takes its name, perhaps unsurprisingly, from the League custom of duelling. Wielding one of these weapons, a duelist can neutralize almost any advantage their opponent might have in terms of heroic maneuvers, spells or special items.

The Wintermark rune Lann is sometimes engraved into the hilt of a Duellist's Scales, or inset with tempest jade into the pommel. More commonly the weapon is marked with Kyrop, the Rune of Weakness - which has led to some cunning Suaq christening those who wield the blades Cold Fish - referencing both the use of the word scales in the common name, and a common term for the rune itself.

Rules

- Form: Weapon. Takes the form of a one-handed weapon.

- Requirement: Any character can bond to this item.

- Effect: You may spend a hero point to call WEAKNESS with this one-handed weapon. You are also affected by WEAKNESS.

- Materials: Crafting a Duelist's Scales requires seven ingots of orichalcum, three ingots of tempest jade, three ingots of weltsilver and three units of beggar's lye. It takes one month to make one of these items.

The trumpets shrieked a brazen salute, and Lord Percy Firefoot, knight of House Bernicia, stepped into the arena to a crashing tide of cheers and applause. Men and women alike threw red roses as the young noble strode forward, his arms raised, flanked by his squires bearing his banner of a cerulean gryphon on a golden field.

Roland stood his ground, doing his best to appear nonchalant. He flicked his eyes towards the stands, to the box where the Earl of Astolat had risen to gently applaud the champion. Lady Isobelle, in whose honour the tourney had been thrown, had both hands on the wall of the box, and Roland could see even from here that her knuckles were white as she clenched the hard wood. She did not look at Roland, her gaze fixed on Lord Firefoot.

It seemed the cheers would go on forever, but they could not have lasted for more than a few minutes at most. As they started to die down, the Earl of Astolat raised one hand, and held it at shoulder height. The crowd fell silent. Roland incongruously wondered what odds were being offered on his victory by the yeoman touts he knew would be somewhere in the hall. His mind was desperately trying not to think of what was about to happen, when the Earl dropped his hand and the duel began.

Roland was suddenly conscious of a presence at his side. A stout woman with gently curling horns and golden eyes had touched his sleeve politely. She wore the colours of the Earl, one of his retainers.

"The Earl wishes you to know that he bears you no personal ill-will, but the terms of the Test were quite clear. Defeat his chosen champion in a contest of arms, on the tourney field. He wishes you to know that it is not too late - you may yield to Sir Percy and retire. Perhaps some lesser House will accept your petition in a few years; but you will not become a noble of House Astolat and, if you persist in this fool's challenge, the dice will fall where they may and you will have nobody else to blame but yourself. And, perhaps, your mother who has filled your head with foolish fancies."

Roland nodded absently, indicating his understanding. The retainer hovered for a moment, and then withdrew. As soon as she was off the field, the Earl dropped his hand.

Immediately Lord Firefoot drew both his vicious battleaxe and his shield. The bright noon sunlight made the pale yellow tempest jade inlaid on the green iron weapon glitter and dance. It caught the orichalcum in the Goldenfire Chain he wore beneath his azure plate, making it flow like molten honey. The golden runes on the leonine helm flickered and danced. It seemed as if the sun itself had sent down a champion to face him. Roland was painfully aware of his borrowed chain hauberk, his battered shield, the helm that looked more like a bucket than anything designed for war.

He muttered a prayer to Kord, the smith, to inspire him and steel his heart against the fear that sought to overwhelm it and drew the sword the old woman had given to him. The Blade of the Black Gryphon, she had called it. Blackened orichalcum blade set in a battered hilt inlaid with green stone and bound with silvered wire.

As Lord Percy came inexorably onward, confident in his weapon, his armour, his magical helm, Roland stepped up to test whether the Lord Firefoot was really as glorious as the troubadours claimed - or whether there was truth to the rumour that he had become too dependent on his enchanted panoply ...

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Duelist's Scales (Redirected from Duelist's scales)

Description

The weapon known as a Duelist's scales takes its name, perhaps unsurprisingly, from the League custom of duelling. Wielding one of these weapons, a duelist can neutralize almost any advantage his opponent might have in terms of heroic maneuvers, spells or special items.

The Wintermark rune Lann is sometimes engraved into the hilt of a duellist's scales, or inset with tempest jade into the pommel. More commonly the weapon is marked with Kyrop, the rune of weakness - which has led to some cunning Suaq christening those who wield the blades Cold Fish - referencing both the use of the word scales in the common name, and a common term for the rune itself.

Rules

- Form: Weapon. Takes the form of a one-handed weapon.

- Requirement: Any character can bond to this item.

- Effect: You may spend a hero point to call WEAKNESS. You are also affected by WEAKNESS.

- Materials: Crafting a Duelist's Scales requires seven ingots of orichalcum, three ingots of tempest jade, three ingots of weltsilver and three units of beggar's lye. It takes one month to make one of these items.

The trumpets shrieked a brazen salute, and Lord Percy Firefoot, knight of House Bernicia, stepped into the arena to a crashing tide of cheers and applause. Men and women alike threw red roses as the young noble strode forward, his arms raised, flanked by his squires bearing his banner of a cerulean gryphon on a golden field.

Roland stood his ground, doing his best to appear nonchalant. He flicked his eyes towards the stands, to the box where the Earl of Astolat had risen to gently applaud the champion. Lady Isobelle, in whose honour the tourney had been thrown, had both hands on the wall of the box, and Roland could see even from here that her knuckles were white as she clenched the hard wood. She did not look at Roland, her gaze fixed on Lord Firefoot.

It seemed the cheers would go on forever, but they could not have lasted for more than a few minutes at most. As they started to die down, the Earl of Astolat raised one hand, and held it at shoulder height. The crowd fell silent. Roland incongruously wondered what odds were being offered on his victory by the yeoman touts he knew would be somewhere in the hall. His mind was desperately trying not to think of what was about to happen, when the Earl dropped his hand and the duel began.

Roland was suddenly conscious of a presence at his side. A stout woman with gently curling horns and golden eyes had touched his sleeve politely. She wore the colours of the Earl, one of his retainers.

"The Earl wishes you to know that he bears you no personal ill-will, but the terms of the Test were quite clear. Defeat his chosen champion in a contest of arms, on the tourney field. He wishes you to know that it is not too late - you may yield to Sir Percy and retire. Perhaps some lesser House will accept your petition in a few years; but you will not become a noble of House Astolat and, if you persist in this fool's challenge, the dice will fall where they may and you will have nobody else to blame but yourself. And, perhaps, your mother who has filled your head with foolish fancies."

Roland nodded absently, indicating his understanding. The retainer hovered for a moment, and then withdrew. As soon as she was off the field, the Earl dropped his hand.

Immediately Lord Firefoot drew both his vicious battleaxe and his shield. The bright noon sunlight made the pale yellow tempest jade inlaid on the green iron weapon glitter and dance. It caught the orichalcum in the goldenfire chain he wore beneath his azure plate, making it flow like molten honey. The golden runes on the leonine helm flickered and danced. It seemed as if the sun itself had sent down a champion to face him. Roland was painfully aware of his borrowed chain hauberk, his battered shield, the helm that looked more like a bucket than anything designed for war.

He muttered a prayer to Kord, the smith, to inspire him and steel his heart against the fear that sought to overwhelm it and drew the sword the old woman had given to him. The Blade of the Black Gryphon, she had called it. Blackened orichalcum blade set in a battered hilt inlaid with green stone and bound with silvered wire.

As Lord Percy came inexorably onward, confident in his weapon, his armour, his magical helm, Roland stepped up to test whether the Lord Firefoot was really as glorious as the troubadours claimed - or whether there was truth to the rumour that he had become too dependent on his enchanted panoply ...

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Dusty old dust

Kebai pushed the door of the little tavern open, stamping the dust off his boots. Jubal and Farisa followed him into the gloom. For all that it was only late afternoon outside, the Marcher pub was surprisingly muggy and gloomy.

As his two companions found a table, Kebai approached the barman with a broad smile.

"Three pints of beer, please." .

The barman grunted,

"You're not from around here, are you boy?" he said in a gruff drawl, eying Kebai's brightly coloured coat.

"No indeed I am not! Well spotted! I am from a very long way away and my companions and I are hoping to give you money in return for hospitality, rooms, baths, and food. Will that be acceptable?" Kebai placed four small round coins on the greasy bartop.

The barman grunted again, scooping up the coins, and filling three mugs with foaming nut-brown beer. Kebai leaned easily against the bar, smiling around the room. The appearance of the three Faraden had attracted some attention, but not much. People had returned to their food, their drinks, and their conversations. A slightly rowdy group of men were playing a dart-throwing game, but everyone else seemed too tired after a long day to worry about a trio of Faraden traders.

When the beers arrived, Kebai negotiated quickly for further hospitality, barely bothering to barter - the prices were quite acceptable for all that the barman was unfriendly. The Faraden had the strong impression that there was no malice - the Marcher simply enjoyed being surly. It seemed to be a common enough affliction here abouts.

As he hefted the tray and turned to walk across the tavern to where Jubal and Farisa were sitting, one of the men playing darts staggered backwards into his path. Foaming beer went everywhere - most of it down Kebai's front. The sound of the tray hitting the ground brought all conversation in the pub to an immediate halt.

"You spilled my drinks," said Kebai carefully, wiping the foam out of his beard. He was acutely aware that he was the centre of attention in the suddenly quiet tavern.

"Oh mate," said the dunk apologetically. "I am so sorry, Rab was playing silly beggars and... here let me get them in. Beer, right?"

The other dart players laughed, calling out rude names to their clumsy friend. The hubub of conversation rose again as everyone was very pointedly not looking at the damp Faraden.

Patting the dart thrower on the back and reassuring him there were no hard feelings, Kebai carried a new tray of beer over to where Jubal and Farisa were sitting. As he lay the tray down, he shook his head. His companions were trying to hide their smirks.

"Honestly," said Farisa in an undertone taking a sip of beer. "I think they were expecting you to stab that poor oaf through the heart! What are these people like?"

Kebai was nonplussed. "Over an accident, and little harm quickly resolved?" he said ruefully. "I tell you, Farisa, these people are strange."

The three Faraden clinked their mugs together, laughing quietly.

Contents

- 1 Overview

- 2 The Variable Price of Liao

- 3 Sumaah Republic

- 4 Asavean Archipelago

- 5 Principalities of Jarm

- 6 Faraden

- 6.1 Faraden religion

- 6.2 Public Auction

- 7 Citadels of Axos

- 8 Sarcophan Delves

- 9 Iron Confederacy

- 10 Commonwealth

Overview

As always with the trade winds, and with foreign diplomacy in general, the situation remains volatile. What is true at the start of the Winter Solstice may already be changing by sunset on the first night. This is the situation between the Empire and the other players on the world stage - both the powerful foreign nations that lie many weeks away by ship, and the Empire's independant neighbours.

This wind of fortune focuses on the human nations. Trade and diplomatic information about the Empire's orc neighbours is here.

The Variable Price of Liao

- Demand for liao has increased, raising the price once again to 18 rings a dose

After an initial spike, the demand for liao in Axos had declined somewhat. The establishment of the Black Sails Quay gives plenty of opportunity for Axou merchants to secure the valuable substance from the Empire. Recently, however, the establishment of the temple of the Seven Virtues in Nemoria has pushed the demand back up again. The immediate effect is that after the Winter Solstice, Imperial citizens who lead congregations will again be able to sell their liao for 18 rings each dose instead of the current rate of 12 rings per dose.

Sumaah Republic

- Sumaah remains at war with the Empire; a ceasefire is in place until the end of the Winter Solstice.

- The port of Zemeh remains closed.

Following the decision of the Imperial Senate to accept a proposed ceasefire, the Sumaah Republic is sending a small team of negotiators to Anvil to discuss a permanent cessation of hostilities. The negotiators are expected to arrive on Saturday evening, and will of course be expecting to meet with the Ambassador - currently Vera Runova Helgrod of Varushka. The civil service, of course, will be preparing a briefing in advance - it is very likely the Sumaah delegates will expect a formal reception before they begin negotiations.

For the moment the port of Zemeh remains closed. The Sumaah still possesses the Imperial Crown, and until very recently have been actively opposing Imperial efforts to spread the Way to foreign nations. The recent thaw in relations with the Sumaah is a positive step towards the permanent cessation of hostilities, but it is unlikely that negotiations with such a Proud nation are going to be straightforward.

Asavean Archipelago

- Every Imperial Fleet trading with Nemoria receives an additional measure of iridescent gloaming and an additional ingot of orichalcum

Relations with Asavea remain stable and broadly positive. Imperial fleet captains are eagerly received, and the friendship between the two nations is expected to go from strength to strength. The Temple of the Way in Nemoria is complete - and during the Winter Solstice the Freeborn national assembly will be able to appoint the Liason who will be responsible for supporting the priests and pilgrims in Asavea.

The plan is still the same; trying to convert the heathens to the Way through the honesty and directness of the Brass Coast. Plus, if we have to put up with a heretical Temple in our back garden then we want the same advantage in Asavea.

Anonymous Freeborn

All is not well, however. Captains visiting Nemoria report that there seems to be growing unrest among some of the satrapies - the subject nations ruled by the Plenum. There is talk of rebellion in some of the provinces, and the Asavean legions being sent to root out sedition and suppress discord. Some of the more pessimistic suggest that a few provinces may be on the verge of open rebellion - something the Plenum will not stand for. A number of provincial governments have been recalled to the capital, and the general consensus is that the root of the problem is missionaries from the Sumaah Republic promoting insurgency and insurrection. At the moment this has not caused any problems for Imperial captains - for all its age the Asavean navy is quite capable of protecting its coast- but there have been a few scattered reports of merchant ships heading to and from Asavean waters being targeted by pirates, and privateering vessels sponsored by the Sumaah.

There is also, apparently, a growing demand in Asavea for healing herbs - especially True Vervain and Marrowort. Both herbs grow well in the Empire, and some captains are watching the markets with an interested eye. The Asavean Master of Military Procurement - also coincidentally the high priest of their pagan god of war - is a powerful individual. Even Madriannia of the Blue Stones (who advises the Plenum on international trade matters) is said to tread carefully around him.

Principalities of Jarm

- The southern port of Vezak will supply an additional crystal mana to each visiting ship.

- The northern port of Kavor, and the eastern port of Rigia, provide no additional materials.

There have been some interesting reports coming out of Jarm over the last season, especially in the east and the north. Amid all the excitement about radical reforms and beloye zerno, the southern princes have been comparatively quiet - but continue to offer a warm welcome to any Imperial captain who visits, as well as access to fine quality crystal mana. Merchants regularly joke that the Imperial thirst for mana appears unquenchable - are they snorting the stuff? The Fellowship of the Purple Sails, the loose association of fleet captains with a vested interest in foreign trade, sing the praises of the Imperial Ambassador to Jarm Oswi Twice-Burned for maintaining excellent relations with the eastern nation.

Faraden

- The completion of a trading enclave in Upwold brings prosperity to the Marcher territory.

- The number of Faraden merchants visiting the Empire is on the rise thanks in part to the enclave, and in part to the Blood Red Roads.

With the first official Faraden trading enclave completed in Upwold, the Blood Red Roads complete, and a Senate commission underway to extend the roads to Anduz in Segura, Faraden merchants are becoming a regular sight across the western Empire. While work has not yet begun on the road link between Anduz and Tassato, once it is complete it is sure to bring significant prosperity to the Freeborn merchants of Segura and Madruga.

The merchant-families of Faraden are keen to purchase fine quality Marcher food and drink, offering excellent stone and metal work, and shiny Imperial crowns in return. Their ox-drawn carts, vibrantly painted and bedecked with streamers and tiny windmills, are visiting Kalpaheim, Temeschwar, and Delev in the north, and a few adventurous traders even make it as far as Holberg.

These traders are generally open and friendly, making no secret of the fact that they are hoping to see similar Faraden enclaves in Karov and Astolat in the coming months, giving them access to Varushkan wood and Dawnish luxuries. There is one slight fly in the ointment - one that is only partially the Empire's fault. They are finding it a little difficult to hire mercenary guards to protect their caravans from bandits. Not, they quickly reassure their Imperial guests, that the Empire has all that many bandits... but it has enough and they are beginning to see the Faraden merchant caravans as easy pickings. Apparently there is some long-term scheme to build a mercenary hall in Tassato or Anduz, somewhere that Imperial warriors looking to secure lucrative deals to protect Faraden caravans can congregate - but such a plan depends on proof that the markets of the Empire are truly welcoming to the Faraden. Perhaps if and when Varushkan green iron and Dawnish wine join Marcher beer, apples, and grain as prestigious trade goods for the Faraden?

The generally amiable Faraden become much more guarded, however, when the question of religion is brought up. They do not wish to talk about it, thank you very much. They are aware that the priests of their nation and the priests of the Empire have had their differences - and that they are still far from friendly. For the most part however, the merchants are adamant that Imperial and Faraden alike appreciate the value of just rewards for hard work, and that is more than enough common ground for traders, farmers, and artisans. As long as everyone avoids mention of the malign spiritual force of so-called justice, and nobody tries to push the virtues the Faraden dismiss as selfish arrogance, pointless argument, or fear, everyone is getting along swimmingly.

Although there is a five-sided shrine in Moonwater Hall, and some of the guards that accompany the merchants do have a habit of getting into fist-fights over minor slights but ... for now everything is going smoothly.

Faraden religion

One side-effect of the increased presence of the Faraden has been an increased interest in the Faraden religion. While the merchants themselves are significantly more interested in secular pursuit of wealth, a dubious pamphlet has surfaced in Tassato and quickly spread wherever the Blood Red Roads reach. Written in 379YE by Romero di Sarvos, a League convert to the western faith, it claims to explain the differences between the Faraden religion and the Way. Romero himself was executed for heresy and blasphemy.

Copies are being printed (badly) on poor-quality paper, but are fueling interest in the faith of the five winds. Anyone who wishes can download and print out a copy of this pamphlet (File:The True Way.pdf) - it has been recopied and reprinted numerous times so there is no standard appearance.

Public Auction

One consequence of the increase in Faraden merchants is that there is more orichalcum and weltsilver available from the public auction. Furthermore there are several rumours that a number of Faraden merchants have asked the civil service to handle the auction of mithril, transported through Jotun lands at some expense, meaning there may be additional wains at the Winter Solstice and perhaps on an ongoing basis if trade with Faraden remains strong.

If twenty fleets trade with Axou every season for four seasons it is likely that Axos will recognise the Prosperity of the Empire and move to cease the use of slaves. The Assembly of Prosperity therefore recognises the Prosperity of fleet trading with the Axou and encourage citizens to do so where they are able.

Morgan Leafstalker, Autumn 381YE, Prosperity assembly, upheld 171-0

Citadels of Axos

- Axos remains friendly to the Empire.

While Axou culture is far from egalitarian, and while slavery is not illegal, they tend not to keep slaves. They are not above selling captured orcs into slavery in Jarm or Asavea, but there are few actual slaves in the nation itself. Rather, the Axou rely on an ambitious underclass eager to work for any wage or the possibility of patronage from one of the great clans or houses.

With no land route between the Empire and their eastern neighbours, all significant trade takes place via ship. During the Autumn Equinox 381YE, the Assembly of Prosperity, made several statements of principle encouraging Imperial fleet captains to trade with Axos to demonstrate the benefits that come from abolishing slavery. It appears that the statements may have had some impact - certainly a very large number of Imperial captains chose the Towers of Kantor as the destination for their trading endeavour.

Gossip from captains visiting the Empire suggests an increased interest in abolitionism, but a real concern that while the Empire might commit to overwhelming the docks at Kantor until they get what they want, one cannot build a healthy economy or a personal fortune while relying entirely on the largesse of another nation.

We the assembly recognise Tarquinius, ambassador to the Axou, for his work in revealing to the Axou that Prosperity may be obtained without slavery. This has opened a way to induce the Axou to denounce slavery.

Ziva of the Chantry, Autumn 381YE, Prosperity assembly, upheld 159-0

There's no doubt the Grand Illarchs are paying attention to this demonstration of economic power - but it is also likely that the Grendel have likewise noted the number of merchant vessels heading east from the Bay of Catazar to visit Axos.

Another snippet of interesting information concerns the arrival at Kantor shortly after the Autumn Equinox of a small expedition from the Department of Historical Research. Lead by Eilian Sweetwater, and apparently operating with the support of both the Advisor on the Vallorn and the Ambassador to Axos, they are last seen hiring a number of porters and leaving the citadel through the eastern gate with a large amount of archaeological equipment. Speculation is rife!

Sarcophan Delves

- Situation continues normal

Relations with the Sarcophan Delves remain neutral, but politely friendly. Their ships are regular visitors to the ports along the Bay of Catazar and their traders cheerfully travel far inland to secure the best deals - even as far north as Volodmartz, Hahnmark, and Skarsind. Indeed, some particularly ambitious representatives of the one of the prominent bedelaar huisbaas have become regular visitors to Torfast Trading Post where they have been quite eager to meet with merchants travelling the new roads south from Otkodov.

Their open agreement with the Grendel to ensure their ships remain unmolested in the Bay of Catazar increasingly causes friction in the waterside taverns and brothels. Likewise, the open secret that the people of the Delves maintain an embassy and trade envoy in Dubhtraig and regularly welcome Broken Shore captains to Sarcophan.

The Sarcophan gently remind critics that they have rescued more than one crew of mariners forced to abandon their ships by the Grendel and delivered them safely back to Imperial ports like some kind of friendly sea mammals. Still, accusations that some Grendel pirates are openly selling goods taken from Imperial ships to merchants from the Delves are guaranteed to boil the blood of Freeborn and Sarvosan mariners.

For the most part - and leaving aside a few nasty tavern brawls and a small fire at a brothel in Caricomare - the Sarcophan are sanguine about matters. They are pragmatic merchants and traders; they largely do not care where their goods come from, and they are happy to buy from and sell to anyone who treats fairly with them. The Empire's problems with their neighbours are their own affair.

Iron Confederacy

- The port of Robec is now open to the Empire

Suranni merchants continue to trade intermittently with the Empire. Coming north through Feroz and occasionally Segura, they keep to themselves and barely bother to conceal their disapproval of the Empire's dissolute, anarchic, magic-loving, drug-worshipping ways. Recent developments in southern Feroz have led to a significant drop-off in trade between the Empire and the Iron Confederacy - the revolutionaries targeting Suranni merchants are bad for business to put it mildly.

After several seasons of wrangling, the Senate finally passed a motion during the Winter Solstice to disburse 50 Thrones to the Senator for Feroz as part of an agreement to make the Iron Confederacy port of Robed available to Imperial ship captains. Depending on who one asks, it was either to help expand the docks at Robec, or to build a grand temple dedicated to the false Suranni god-spirit known as the maiden of the forge. It is anticipated that the port will be available to Imperial citizens soon - Zadkiel de Coeurdefer the Ambassador to the Iron Confederacy will know more.

In addition - a band of Iron Confederacy soldiers belonging to the Duke Guiscard - the new ruler of the territory of Kalino that lies south of Feroz and Segura - fought alongside the knights and war-witches of Dawn during their triumphant campaign in Semmerholm. As with the merchants, however, the Suranni warriors did little to hide their disdain for the wide-spread use of magic and the influence of liao-using priests.

Commonwealth

- Trade with Leerdam and Volkavaar remains stable.

Relations with the Commonwealth have not worsened. They continue to be distant yet polite. While the Empire continues to extend favoured-trader status to the Principalities of Jarm, it is unlikely to be easy to improve this state of affairs. Imperial captains are still welcome at Leerdam and Volkavaar, at least for the time being.

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Dying light

She clasped her hands together, elbows resting on her knees. She bowed her head, pressing her brow against her knuckles. Hard, until it pained her. She had her eyes squeezed tightly shut, but it did nothing to dam the tears.

"Blessed Avigliana," she prayed. "I need your clarity of vision, to help me see clearly. I need the mantle of your surety, to help me see which of my doubts are true and which are malignant tricks. I need to feel your touch, so I can find the path to wisdom."

Her whispered words fell like lead coins into the silence of the shrine. They tapered off. She simply sat there, on the cold stone bench, listening to the sound of her own breathing. Trying not to cry. Feeling alone.

She wiped her eyes on the back of her hand and stood. Mechanically, without conscious thought, she washed her hands. There were layers of thin ice on the water in the jug and the marble basin, which she had to break. Both would be back within the hour.

Her bare feet were numb, her breath misting in the chill darkness of the shrine.

Most of the candles had burnt down, allowing the shadows to pile up in deep drifts, blurring edges and muting colours.

The exemplar Avigliana di Sarvos gazed down unseeing from the tapestry that was the shrine's focus. Her aura of wisdom seemed pale and sickly in the flickering candle-light. The rabbits that played around her feet looked mangy. Her expression, which Thomasina had always considered to be so beautiful, a combination of worldly and divinely inspired, now struck her as smug.

She splashed a little water on her face. Dried her hands on the rough towel. Pinched her cheeks to restore a little colour. Stepped over the threshold, and slipped her frozen feet into her fur-lined slippers. Rabbit fur, she thought, incongruously.

Bruno was waiting for her at the bottom of the steps, impassive. She knelt down and hugged the dog, burying her face in its warm fur and canine stink. "At least you're something real," she whispered in the dog's uncomprehending ear. She did not allow another tear, and pushed Bruno away before he could lick her face.

Then, girding herself, she strode down the corridor towards the temple she knew would be at best half-full. The acolytes opened the doors at her approach, bowing their heads with a whispered acknowledgement of their preceptor. She stepped out into the light to deliver a sermon about the importance of finding the right question.

She hoped nobody among the congregation would guess how desperate she was for someone to give her an answer.

Contents

- 1 Overview

- 2 Significance

- 3 Participation

- 4 Resolution

Overview

A potent Winter curse has fallen on the Highborn territory of Bastion. It comes with cold sleet and lazy wind, and as the Winter progresses, the sleet becomes stinging hail. The wet weather brings with it an insidious malaise, that creeps into the soul and heralds despair, doubt, and despondency. It whispers that staying in a warm bed is preferable to trudging through grim weather to hear a long sermon in a cold building. It suggests that the paragons and exemplars are distant and irrelevant; the shades of heroes long since gone. Who knows if they were anything like the priests claim, anyway? Stories for children, told to adults, passed off as truth.

It is a grim winter in Bastion, and faith is hard to come by.

Obviously, this curse strikes at the very core of Highguard - but it could also be seen as an attack on the Imperial faith itself. The White City is in Bastion, and it is where the basilicas of the paragons and exemplars are built. This curse supernaturally damages belief in the the Virtues, undermines the power of the Imperial Synod, and threatens the faith of the entire Empire.

Significance

Bastion is under the influence of a malediction that strikes at the heart of the Highborn people. It strikes at their faith.

During the Winter Solstice, every congregation in Bastion will provide its owner with only half as much liao rounded down. Perhaps more importantly, it will provide only half as many votes in the Imperial Synod. This reduction also applies to the selection of Highguard senators (the senator for Necropolis is due to be appointed this season, for example). If Highguard is called on to allocate a national Bouse title, the ability of the priests of Bastion to influence the outcome will be likewise diminished.

The magisters of Highguard have determined that the curse is Winter magic, and of the twentieth magnitude. It has largely run its course, but the last lingering traces will likely persist until the end of the Winter Solstice.

Participation

Any character who has spent time during the last three months in the territory should feel free to roleplay its lingering influence in the form of creeping doubts about the relevance, and efficacy, of faith - regardless of whether that be faith in the Way or something more personal. Or idolatrous, as the case may be.

Resolution

The lingering effects of the curse faded completely by the end of the Winter Solstice.

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Earl

Overview

An earl is the leader of a Dawnish noble house. The title is used for both men and women. Each noble house appoints an earl, to lead the house. Being the earl is an inherently political position; the character is not expected to undertake the kind of glorious actions appropriate for a Dawnish noble - instead their time and energies should be devoted to ensuring that the other members of their house have every possible help to act. In this way the glory of the house is ensured and it is this glory that reflects in turn upon the earl themselves.

Setting Tests

One of the most important jobs of the earl is to setting Tests of Mettle, Ardour and Resolve. We have created a game design page especially to provide guidance on setting a test.

Enchanters

An earl who possesses magical powers may style themselves an enchanter. With the resources of an entire noble house to back them up, Enchanters can exert a great deal of influence over the nation. Sometimes an earl becomes an enchanter later in life, studying magic as a means to expand their personal power.

Most enchanters possess at least a basic mastery of ritual magic, focusing on the magic of the Summer Realm (which grants strength to them and their troops) and the Autumn Realm (which deals with prosperity and influence). The primary weakness of ritual magic from the point of view of an enchanter is that it is most powerful when supported by a group of ritual magicians, and Dawnish noble houses tend to shy away from this practice in favour of the more glorious battlefield incantations.

Perhaps most importantly, an enchanter is in a good position to deal with the Eternals on a more-or-less equal footing. Enchanters often pursue relationships with Summer Eternals, who respect the personal power of a mighty individual more than they do the more diffuse power of a ritual group or lesser magician.

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Earthquake Drummers

Description

Most often crafted as a pair of maces, these weapons are based on a design originally used by the barbarian orcs.

The warden fellowships of Varushka favour them to thin out the ranks of their enemies, should they find themselves outnumbered or surrounded. Particularly famed for their use was the Brotherhood of Thunder who all bore these weapons and used them to fight the wolf swarms of Miekarova. They were well-known for triumphing in the face of overwhelming numbers through judicious use of these weapons.

Earthquake Drummers are also found among the Frayed of Wintermark who use them much as the barbarian orcs did, charging the enemy before the battle lines meet in hopes of causing as much chaos among their foes as possible. Weapons made for this purpose sometimes bear Mawrig, the Rune of Storms and Disaster, as a symbol of their ill-fated owners and the chaos they hope to sow among their enemies.

Stretcher-bearers and field doctors with some martial skill appreciate these weapons as a form of defence when at work on the battlefield, earning them the name Doctor's Orders.

Rules

- Form: Weapon. A pair consisting of two one-handed weapons.

- Requirement: You must have the ambidexterity skill to bond to these items.

- Effect: You can call REPEL against a target you hit with both weapons simultaneously by spending a hero point.

- Materials: Crafting a pair of Earthquake Drummers requires ten ingots of tempest jade and seven ingots of dragonbone. It takes one month to make a pair of these items.

"...so you had formed a shield-wall, according to practise?"

The young guardian stood bolt upright, a bead of sweat forming on his brow.

"Yes, ma'am. The unconquered with us came through the line, the sergeant commanding called the order, we closed ranks and locked."

"...and you joined the second rank? And what happened next, may I enquire?"

"Yes, ma'am. The orcs came, ma'am, and we faced them off. Shield to defend myself against any pikes in their second rank, sword to attack the orc charging the guardian to my front and left. As it is written."

"...and then?"

"A guardian in the front rank near me called a challenge to the largest of the orcs, who came straight at them, ma'am. "

"...do carry on..."

"The orc was carrying two hammers, ma'am. Shouldn't have been much trouble to an experienced shieldmaiden. Barbarians armed like that usually concentrate of beating your shield away, and don't bother with the parry that much. But this one had some magic on them. Battered her shield for a second, no longer, then she was barrelling backwards through the ranks, causing an awful mess. That first orc came through the gap in the line, and others followed. It caught her on the ground, and smashed her face in, begging your pardon ma'am."

"In the Empire we call such weapons "Earthquake Drummers". A few in Wintermark carry then, a warden or two also. I have heard worse. And seen such errors before. That is not Courage, that is foolishness. And how many others fell?"

"I do not know ma'am. A fair few."

"And you left your assigned position, am I right?"

"Yes, ma'am. I ignored the orcs who'd broken the line, and stepped into the gap in the front rank, ma'am. The front line must stand as one, and others would kill those who'd come through."

"Magic is a fact of the battlefield, is it our response that marks us as heroes. You are accepted as a cataphract. Congratulations."

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Earthquake_Drummers&oldid=47925"

Icon of the Righteous (Redirected from Echoes of Glory)

Description

An Icon of the Righteous allows a priest to perform ceremonies as if they were dedicated to the virtue of Courage. It generally takes the form of a piece of religious art, usually depicting a paragon or exemplar of Courage such as Inga Tarn or Isaella. The Icon is not always a portrait - in Wintermark it is often crafted in the form of a medallion or short rod decorated with the feathers and bones of jackdaws, painted with the Rune of Battle, and called either a Jackdaw Icon or a Thunderhead Blade. In Varushka, it is commonly crafted as a statue called variously a Brave Bear or a Courageous Boar. In some parts of the Marches, the Varushkan style of Icon has proved surprisingly popular - a statuette of a boar called a Brave Pig is used by many friars.

The icon is equally valuable to a priest who is dedicated to one of the other six virtues as it is to a priest who is dedicated to none of them. It allows them to perform ceremonies such as anointing, consecration, and hallow, and create auras of Courage in place of the auras they would otherwise have access to. It also allows a priest to cooperate with priests dedicated to Courage who are not part of their sect.

Rules

- Form: Weapon. Takes the form of an icon.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: You may perform ceremonial skills other than dedication as if you were dedicated to the virtue of Courage.

- Materials: Crafting an Icon of the Righteous requires 7 ingots of tempest jade, 5 measures of iridescent gloaming, and 9 measures of dragonbone; It takes 1 month to make one of these items.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Icon_of_the_Righteous&oldid=49990"

Egregores

Contents

- 1 Overview

- 2 Current Egregores

- 2.1 Brass Coast

- 2.2 Dawn

- 2.3 Highguard

- 2.4 Imperial Orcs

- 2.5 The League

- 2.6 The Marches

- 2.7 Navarr

- 2.8 Urizen

- 2.9 Varushka

- 2.10 Wintermark

Overview

- Are the first point of contact for players in each nation

- A source of plot in the nation

- Get players involved in the plot and in the politics of the nation

- Encourage the players to maintain the visual and thematic identity of each nation

- Are the radio operator in each camp

Each nation has a single egregore spirit, created through ritual magic to represents the personification of the nation. The spirit may be present in more than one host body at any time. The ritual was created by the Brass Coast to ensure that the nations of the Empire retained their independent character and culture. In the game they act to encourage the players to maintain the visual and thematic identity of their nation.

The egregores are an effective channel for plot writers to deliver plot "news" to the players about what is going on in their nation. They are part of the player support team and to try to help players get involved in the plot and also involved in the politics of the nation.

They are a point of contact for Profound Decisions crew for players in a nation and will have a covert radio. This radio is for emergency situations, for example, needing to contact first aid.

Some of the egregores are able to referee bindings and rituals. You can check with your egregore if they are able to do this. If you wish to approach your egregore for non-urgent out-of-character business, please respect their roleplay and the roleplay of the people they are interacting with. Do not interrupt people who are roleplaying with the egregore with an out-of-character question unless it is urgent. Obviously, for a genuine emergency, you should get their attention as quickly as possible.

Egregores are not there to make decisions for the nation or provide leadership or direction. They may take a role in their nation's elections - they may even vote, but their role is to support the nation, not to lead it.

Although any magician can open the Sentinel Gate, to take an entire nation through requires an egregore to use their link to the nation to take them all through.

There is no way to apply to become an Egregore - PD considers carefully potential candidates for Egregores and approaches them as and when they need them, partly because the requirements for the different nations can be quite varied.

Current Egregores

Nation

Egregore Name

OOC names

Brass Coast

Dust, Flame and Glass

Linette Withers, Oliver Cattes

Dawn

The Knight of Roses

Keeley Knight, Dan Sandbrook, Steve Alonso

Highguard

Escon

Matt Heath, Charlie Bretherick, Emma Rowden

Imperial Orcs

Grud The Unshackled

Rich Aidley

The League

Guise

Rick Jackson, Jon Pam, Charlotte Barrett

The Marches

Jack-of-the-Marches

Kat Wheeler, Merlin Hartley

Navarr

Liaven

Liz Duggan, Dave Young, Katie Rogers

Urizen

Menos

Toni Badnall, Liam Spinnage

Varushka

Mother Varushka

Dave Kibblewhite,Simon Childs

Wintermark

Sulkavaris, Knower of Names

Harry Morris, Al Bevan, Mike Rees,

Brass Coast

Dawn

Highguard

Imperial Orcs

The League

The Marches

Navarr

Urizen

Varushka

Wintermark

Template%3ACrew Links

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Egregores&oldid=66034"

Imperial Delegate to the Temple in Feroz (Redirected from El official de engage imperial crown loss surcotes de Balo y le Toro Negro)

Overview

El oficial de enlace imperial con los sacerdotes de Balo y el Toro Negro or Delegato Imperiale presso i sacerdoti di Balo e del Toro Nero (depending who one asks - it translates roughly as Imperial intermediary/delegate to the priests of Balo and the Black Bull) is charged with maintaining good relations between Imperial citizens and the Asavean priests at the Temple of Balo and the Black Bull. As part of their work, they are able to purchase Asavean good at a set price.

The position of Delegate is not an Imperial title; rather it represents access to a Campaign resource.

Responsibilities

The Delegate is responsible for maintaining the relationship between the Imperial Synod, the people of Oran, and the priests and worshippers at the Temple of Balo and the Black Bull. For the most part, this is likely to involve smoothing over any conflicts, and dealing with any problems of opportunities related to the Temple.

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Point of Contact

- 3.2 Ministry

- 4 Selection

- 5 Removal

- 6 History

- 7 OOC Note

- 8 The Title in Play

Powers

Point of Contact

The Asavean priesthood, both that local to Feroz and the temples of Asavea, will look to the Delegate to resolve any issues between the Asaveans and Imperial citizens, in conjunction with the Ambassador to Asavea.

Ministry

Total Money Spent

Production

7 Crowns

5 Cerulean Mazzarine, 4 Orichalcum, 3 Iridescent Gloaming, 2 Tempest Jade

17 Crowns

9 Cerulean Mazzarine, 8 Orichalcum, 6 Iridescent Gloaming, 4 Tempest Jade

35 Crowns

13 Cerulean Mazzarine, 12 Orichalcum, 9 Iridescent Gloaming, 6 Tempest Jade

48 Crowns

17 Cerulean Mazzarine, 16 Orichalcum, 12 Iridescent Gloaming, 8 Tempest Jade

As a ministry, the title Imperial Delegate is able to purchase quantities of special materials at a set price. The Delegate spends their money and makes their choices during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Selection

The decision as to who will serve as Delegate is in the hands of the Asavean priesthood. The speaker for the Asavean priests involved in this project, Hueva Joãon, has indicated that he would like the temporal power in the land where the temple is being built - specifically the Senator for Feroz - to guide the selection by presenting a candidate or candidates who would be open-minded and interested in cementing closer ties between the Archipelago and the Empire.

Anyone may hold the position of Delegate; as this is not an Imperial title, there is no requirement for the holder to be an Imperial citizen.

Removal

The Delegate can be removed at any time by the Asavean priesthood. The Imperial senate could close down the Temple of Balo and the Black Bull, making the title meaningless..

As this is not an Imperial title, the holder cannot be revoked, and would not lose access to the benefits of their position even if they were the subject of a Writ of Excommunication.

History

The Temple of Balo and the Black Bull was completed shortly before the Spring Equinox 381YE. Construction was significantly over budget, and took half a year longer than expected, due to opposition from the Imperial Synod.

Following the advice of the Senator for Feroz, Franco i Sol-Devorador was appointed as official Delgate to the priests of the Temple shortly before the Spring Equinox 381YE.

OOC Note

This position is not an Imperial title. A character could hold this position and still have an Imperial title. The Empire has little control over the position; in theory possession of the title and how it works is at the mercy of non-player characters. The Senate can effectively abrogate the title by shutting down the Temple of Balo and the Black Bull, but cannot amend its powers or responsibilities.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Delegate_to_the_Temple_in_Feroz&oldid=52761"

Imperial Delegate to the Temple in Feroz (Redirected from El oficial de enlace imperial con los sacerdotes de Balo y el toro negro)

Overview

El oficial de enlace imperial con los sacerdotes de Balo y el Toro Negro or Delegato Imperiale presso i sacerdoti di Balo e del Toro Nero (depending who one asks - it translates roughly as Imperial intermediary/delegate to the priests of Balo and the Black Bull) is charged with maintaining good relations between Imperial citizens and the Asavean priests at the Temple of Balo and the Black Bull. As part of their work, they are able to purchase Asavean good at a set price.

The position of Delegate is not an Imperial title; rather it represents access to a Campaign resource.

Responsibilities

The Delegate is responsible for maintaining the relationship between the Imperial Synod, the people of Oran, and the priests and worshippers at the Temple of Balo and the Black Bull. For the most part, this is likely to involve smoothing over any conflicts, and dealing with any problems of opportunities related to the Temple.

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Point of Contact

- 3.2 Ministry

- 4 Selection

- 5 Removal

- 6 History

- 7 OOC Note

- 8 The Title in Play

Powers

Point of Contact

The Asavean priesthood, both that local to Feroz and the temples of Asavea, will look to the Delegate to resolve any issues between the Asaveans and Imperial citizens, in conjunction with the Ambassador to Asavea.

Ministry

Total Money Spent

Production

7 Crowns

5 Cerulean Mazzarine, 4 Orichalcum, 3 Iridescent Gloaming, 2 Tempest Jade

17 Crowns

9 Cerulean Mazzarine, 8 Orichalcum, 6 Iridescent Gloaming, 4 Tempest Jade

35 Crowns

13 Cerulean Mazzarine, 12 Orichalcum, 9 Iridescent Gloaming, 6 Tempest Jade

48 Crowns

17 Cerulean Mazzarine, 16 Orichalcum, 12 Iridescent Gloaming, 8 Tempest Jade

As a ministry, the title Imperial Delegate is able to purchase quantities of special materials at a set price. The Delegate spends their money and makes their choices during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Selection

The decision as to who will serve as Delegate is in the hands of the Asavean priesthood. The speaker for the Asavean priests involved in this project, Hueva Joãon, has indicated that he would like the temporal power in the land where the temple is being built - specifically the Senator for Feroz - to guide the selection by presenting a candidate or candidates who would be open-minded and interested in cementing closer ties between the Archipelago and the Empire.

Anyone may hold the position of Delegate; as this is not an Imperial title, there is no requirement for the holder to be an Imperial citizen.

Removal

The Delegate can be removed at any time by the Asavean priesthood. The Imperial senate could close down the Temple of Balo and the Black Bull, making the title meaningless..

As this is not an Imperial title, the holder cannot be revoked, and would not lose access to the benefits of their position even if they were the subject of a Writ of Excommunication.

History

The Temple of Balo and the Black Bull was completed shortly before the Spring Equinox 381YE. Construction was significantly over budget, and took half a year longer than expected, due to opposition from the Imperial Synod.

Following the advice of the Senator for Feroz, Franco i Sol-Devorador was appointed as official Delgate to the priests of the Temple shortly before the Spring Equinox 381YE.

OOC Note

This position is not an Imperial title. A character could hold this position and still have an Imperial title. The Empire has little control over the position; in theory possession of the title and how it works is at the mercy of non-player characters. The Senate can effectively abrogate the title by shutting down the Temple of Balo and the Black Bull, but cannot amend its powers or responsibilities.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Delegate_to_the_Temple_in_Feroz&oldid=52761"

Elayne Silverlark

Contents

- 1 Virtue

- 2 Biography

- 3 Signs

- 4 Controversy

- 4.1 The Missing Tomb

- 5 Inspirational Tomb and Basilica

- 6 Elayne Silverlark in Play

- 6.1 Wintermark

- 6.2 Varushka

- 6.3 Marches

- 6.4 The Silverlarks

- 7 Real World Inspiration

Virtue

Elayne Silverlark was recognised as an Exemplar of Loyalty by the Highborn Assembly of the Virtuous in pre-Imperial Highguard. She was recognised as an exemplar of Loyalty by the Imperial Synod in 18YE.

Biography

Lady Elayne Silverlark was an extraordinary troubadour gifted in many arts. She was a musician, a poet, and a dramatist whose talents were highly sought after by great houses and exceptional questing knights alike. They offered her gold, glory, love and more, but while she would occasionally pen something exalting the glory of the truly exceptional, she turned down all paid commissions. To the bafflement of many, she devoted her life to travelling alongside Lord Endric Castrovalva - a questing knight whose skills and reputation were rarely more than adequate on a good day according to all the histories.

The nature of the relationship between Elayne and Endric is a matter for some debate. Some scholars believe that there was an unrequited romantic connection between the two, but this belief is by no means universal. A common alternative suggestion is that Elayne and Endric were siblings, and that Silverlark was driven by familial duty help her less capable brother. Others suggest an even more prosaic relationship - that Endric had in some fashion helped Elayne pass her own test of mettle, and that she felt a lifelong obligation to honour this debt.

Some of her fellow troubadours are said to have mocked Elayne, but their scorn was largely ineffective. Her skills were beyond question - not only as a composer but as a performer. In the words of Arutha Aurelius, writing shortly after her death, "There was no need for her to be modest about her art - in fact, picking an unimpressive knight to sing about rather than some grand hero represented an artistic challenge that other troubadours have often balked at, or failed miserably to accomplish."

Regardless of the true nature of the relationship, several households aided Lord Endric, not for his talents, but for those of the one who accompanied him. For seven years the trouabdour and the knight travelled together, covering most of Dawn and having adventures in Highguard, Wintermark, and parts of southern Varushka. Indeed, the two are said to have spent a year in Wintermark, as guests of one hall or another. Endric would fight alongside the Wintermark warriors, with Elayne at his side, and then during the evenings the Silverlark would sing songs of the heroes of Dawn for the entertainment of the Winterfolk.

Elayne did much more than compose songs about Lord Endric. According to the stories she was his constant companion, helping him out of the many scrapes his naivety and warm heart would invariably get him into. She encouraged him to stand his ground when others criticised him, to hone such skills as he had, and to follow his conscience even when it lead to trouble for the pair of them. With Elayne beside him, Lord Endric's confidence grew and he began to seek out greater and greater challenges.

Endric died shortly after returning to Dawn from Wintermark, of wounds sustained in a vicious battle against the savage orc tribe occupying Semmerholm. Along with a handful of knights and yeomen, they held off an orc warband many times their number until reinforcements arrived. Thanks to his leadership and bravery, the frontier outpost of Auvanne was preserved against the orc assault - and would go on not only to become a major settlement, but to serve as a base of operations for the final conquest of Semmerholm in 52YE. Endric and his fellow warriors were interred beneath a barrow mound on the side of the hill overlooking the town - a hill that bears his name to this day.

Heroic as his actions were, Endric would have passed unremarked into history without the efforts of Elayne Silverlark. She travelled across Dawn, singing songs of his adventures and especially exalting his courage and duty to the people of Dawn. The Flowers of Auvanne became a Dawnish standard, recounting the bittersweet glory of those who fell against the orcs. Several of the better-known stories of Lord Endric develop the theme that one does not need to be naturally talented to seek glory - that a good heart, courage, and a refusal to turn aside from one's path are more important than looks or might at arms.

After the death of Lord Endric, Elayne travelled to Bastion in Highguard. There She sang The Flowers of Auvanne outside the Basilica of Seven Doors every evening for a month, and during the day she performed songs and poems exalting the names of the heroes of Dawn. Several prominent priests invited her to speak with them, and she recounted tales not only of Lord Endric, but of many other knights and nobles of Dawn, praising their Courage and Pride. Through Elayne, the Highborn synod came to understand the virtue of Dawn, and appreciated the possibility of bringing the Way to her people.

Elayne Silverlark died shortly after returning to Dawn from Bastion. She was recognised as an exemplar of Loyalty by the Highborn Assembly twenty years after her death - an act that some historians claimed helped the wayfarers immeasurably when it came to bringing the Way to the people of Dawn. As per her instructions, she was interred on Endric's Hill in a low barrow not far from the tomb of the questing knight to whom she had devoted most of her life - and most people assumed that her story ended there.

Signs

- Following the death of Lord Endric, Elayne made a pilgrimage to Bastion, and sang The Flowers of Auvenne outside the gates of the Basilica of Seven Doors.

- The songs and poems she wrote remain an inspiration, and stand as her legacy.

- Her salvation is renowned in two ways. Firstly, by inspiring Endric, she ensured he was able to face the threat to Auvanne, and secure the Dawnish foothold in Semmerholm that would later be vital to the defeat of the orc tribe there. Secondly, through her pilgrimage to Bastion, she helped to bring the Way to Dawn.

Controversy

The great mystery of Elayne Silverlark is the nature of her relationship with Lord Endric, especially whether it was romantic in nature. The last scion of the House Castrovalva fell in the first century YE, and contemporary accounts of the two are often muddled and confused. All the stories agree that Endric was good-hearted, and that Elayne was his constant companion and supporter but apart from that there are few consistent facts.

A few stories claim that Endric and Elayne were married. It has been suggested that perhaps Lord Endric married Elayne for love when she was still a yeoman, that he helped her to complete her own test of mettle - and so her lifelong dedication to him were a consequence of her gratitude and their devotion to each other. But most serious scholars believe what little evidence there is for this version of events was invented decades later to romanticise their relationship. There is a record of a young knight passing a test of mettle to enter House Coeur, who is referred to as the daughter of Lord Endric of Castrovalva. Given their relative fame, it is inconceivable that Elayne would not be mentioned if the young girl was known to be her daughter.

There are a few stories that present Endric as an ignorant buffoon, or as a well-meaning naif. He was known to have suffered an illness in childhood that affected his growth and physcal standing but in some stories Endric can barely lift his sword and Elayne has to fabricate cunning ruses to help him avoid a duel or a battle. There is some evidence for this version of events in a bawdy poem that heaps ridicule on Endric, however it is attributed to Lord Guy of House Arianne. He was a prominent rival of Lady Elayne and many scholars suspect that the poem is more propaganda than history.

Although Endric died first, their relative ages are not known, and there is some suggestion that Elayne was Endric's teacher, instructing him in swordsmanship, courtly ways, and the path of glory. According to this version of events, providing Endric with the instruction needed to pass a test of mettle was Elayne's test. It might explain their relationship if Elayne tutored the young Endric, helping him to surpass himself and then perhaps she determined to become a questing troubadour - devoting her life to the challenge of making Endric the greatest knight he could possibly be. The obvious flaw in this version of events is that they were members of different noble houses... however event that would make sense - if say Endric's birth father were the Earl of House Silverlark.

The other version of the familial story is that Elayne and Endric were siblings - some claim they were born to a noble family and some claim they were born in a yeoman household, though the latter seems unlikely. Each passed a test of mettle with another house - but rather than go their separate ways, they chose to adventure together as brother and sister. This is mostly based on a study of her surviving works, with scholars claiming that Elayne's descriptions of Endric in her prose are intimate, but are more familial than romantic. This is often put forwarded as the best supported basis for their companionship by scholars though it has little popular appeal.

The other explanation for the lack of obvious romance in Elayne's poetry is that she and Endric were simply true friends. A affectionate trust built of years fighting and travelling together meant that each supported the other to the limits of their abilities. There is a surviving letter written by an Elaine Silverlark that is addressed to an unknown cousin who is due to be wed. The author congratulates her cousin on her good fortune but professes to have no interest in love, or any the affections of the heart, stating rather that her music is her true heart's companion and suggesting that romance is a delusion that distracts one from the pursuit of glory. This would fit with Elayne's poetry - which stirs even the coldest heart to glory - but never mentions love. Critics of this most prosaic interpretation point out that the writer's name is spelled differently and that anyway the writer is clearly very young, and may well have been written before Elayne came of age.

The controversy is linked to the Hallowing of Silverlark's Tears. This aura infuses an object with the power of Loyalty, and encourages the bearer of the item to conceal their devotion from others. Prior to 89YE the aura was generally called the Hallowing of the Sheltered Candle, but in Summer of that year the Imperial Synod undertook to rename the aura. According to some accounts, there was heated debate on the topic but there was already some popular support for the change thanks to the work of a strong-willed Dawnish troubadour named Edain of the Second Look. Through her music, Edain helped popularize the idea that Elayne held unrequited romantic feelings for Lord Endric. She was responsible for both the Statement of Principle that suggested the change and the Mandate required to communicate this name change to priests across the Empire.

The Highborn scholar, Esther of the High Well, who has made a study of Elayne's virtue, argues that any interpretation of their relationship is a mistake. According to Esther, the mystery of their relationship is what makes it so enduring. Each wayfarer projects their own feelings onto the story, each citizen imagines the relationship with Endric in the way that makes sense for them. Elayne is a such an inspiring exemplar of Loyalty precisely because we don't know why she was so devoted to Endric - knowing the human reasons for her decisions can only undermine the sense of awe that their relationship inspires.

The Missing Tomb

In 68YE, shortly after the conquest of Semmerholm, the Imperial Synod authorized the Cardinal of Loyalty to use a dose of true liao to consecrate Elayne's barrow on Endric's Hill. All accounts agree that the Cardinal, a charismatic Dawnish troubadour called Lord Rorn, took the precious liao and set off for Endric's Hill as soon as the business was completed. The Cardinal never returned to Anvil and was replaced two seasons later, but for a long time everyone assumed everything was simply fine. Elayne's tomb became an especially popular place of pilgrimage not only for Dawnish questing knights and troubadours, but also for adventurous Winterfolk who come to meditate on the meaning of duty and sacrifice.

It was something of a shock therefore, when the Synod discovered that the aura surrounding Elayne's tomb had faded. In those days the effects of true liao were less well understood and it appears that most visitors to the tomb had simply not realized anything was wrong when the aura on the tomb faded after a season. Numerous wild theories abounded, but most sensible people assumed that Lord Rorn had simply absconded with the priceless treasure and was probably living like a king on his ill-gotten gains.

In the following season, the Synod ordered a full investigate of the matter, including a team of inquisitors who were sent via the Sentinel Gate to check the tomb for any clues. They discovered - to their horror - that the tomb was completely empty. There was no trace of Elayne's body or her last possessions - in fact there was no sign that any body had ever been interred there.

Since that day the final location of Elayne Silverlark remains an enduring mystery. In recent years, the Golden Heart, a Dawnish knightly order have been prominent in searching for the real tomb. These Loyalty troubadours, place great importance both by the example set by Elayne's devotion to others and the matters of true love they say are raised by her life story. They are believed to carry a reliquary said to contain the heart of Elayne Silverlark.

Inspirational Tomb and Basilica

Ten years after the discovery of the empty tomb, and partly in response to the ongoing failure to discover what had occurred, the order was given to commission a basilica of Elayne Silverlark to be built in Bastion. A modest structure was raised on the northern side of the city, built in the style of a Dawnish chapel. There was some final controversy over this decision, as some felt the new basilica was an attempt to draw a discreet veil over the scandal of the missing tomb and the stolen liao.

To try to resolve the dispute, funds were dispersed from the virtue fund to acquire Elayne's original mandolin - the same one which she played for the thanes of Wintermark and the priests at the Basilica of Seven Doors. The instrument was purchased from House Coeur who had fallen on hard times - and it now sits in pride of place in the nave of the chapel. The basilica is kept consecrated, and is another popular place of pilgrimage for devotees of Loyalty.

Elayne's final resting place remains a mystery to this day, as does the fate of the missing liao.

Elayne Silverlark in Play

Wintermark

Stories claim that Endric and Elayne spent a year in Wintermark, but it is possible that they were there much longer than is generally believed. According to some skops the pair spent several years travelling the length-and-breadth of the country, enjoying the hospitality of the thanes. As exotic visitors from distant Dawn, they served almost as ambassadors, presenting a previously unfamiliar image of their people as heroic adventurers quite prepared to seek glory fighting the Jotun or protecting the halls of their hosts.

Elayne studied extensively with the scops, and the pair are believed to have traveled for a time with the famed Steinr hereo Theodric Mooting. Dawnish troubadours say that she taught Theodric much about the Dawnish use of instruments in their music, and in turn there is some evidence that her later works were influenced by the traditions of the northern bards. Certainly, when she returned to Dawn, Elayne often performed some of the more accessible songs and poems about Wintermark heroes - probably adapted to appeal to her Dawnish audience. Some historians credit Elayne with having helped to lay the foundation for a greater understanding between the two nations, drawing parallels between heroism and glory.

Interestingly, in the Wintermark tradition Endric comes across as much less of a buffoon than in the more southern traditions. He is presented as a capable, heroic warrior whose great weakness is that he is rash. He rarely thinks before throwing himself into a dangerous situation, and Elayne often has to come to his aid whether it is rescuing him from an ogre's cookpot or helping him extricate himself from an accidental engagement to a thane.

Varushka

There are comparatively few tales of the pair's visit to Varushka but all share a common theme, and are quite popular with children. Endric accidentally offends a Sovereign, and Elayne seeks out the aid of a volhov or wise one to work out how to rescue him or free him from his curse. She is often aided in these stories by a trio of magical animals - guided by the brave hound Pale Illya, advised by the clever squirrel Red Bashya, and protected by the stalwart bear Black Tuskovich.

While these stories are often full of criticism of the gung ho attitude of the Dawnish questing knight, and how ill-suited it is to the realities of life in Varushka, they tend to present Elayne Silverlark in a positive light. Her loyalty to Endric means she refuses to abandon him even when others try to persuade her that he is lost. She takes the time to learn from wiser heads how best to deal with the situation, and then bravely confronts the evil force that has captured her companion. Most importantly, through a combination of loyalty, wisdom, and courage she is successful in saving Endric, and often by doing so helps weaken or stymie one of the dark powers of Varushka.

According to some theological scholars, it is unlikely Elayne and Endric ever visited Varushka - they suggest the stories told by the stzena are at best parables and at worst satires rather than recountings of true events.

Marches

The stories of Elayne Silverlark are not particularly popular in the Marches. Some friars criticise the relationship between Elayne and Endric, and claim that it is actually an attempt to justify the subservient relationship place of yeomen in Dawnish society (despite the fact that both characters were almost certainly nobles). Others point out that allowing Elayne's story to utterly eclipse that of the person who ultimately did many courageous deeds does a great disservice to Endric.

The most persistent argument, however, is that Elayne receives recognition not for any personal virtue but because of simple politics. Elayne lived at a time before the Way had been widely accepted in Dawn, and the troubadours were not priests of virtue - yet many of the stories claim her as a missionary who helped spread the Way in Dawn. These friars argue that Elayne's songs and poems about Lord Endric are a form of propaganda - they subtly teach the lesson that virtue alone leads to glory and that glory is an end in itself. These Marchers argue that at the foundation of the Empire the Highborn and the troubadours colluded to greatly exaggerate Elayne's importance, simply to encourage questing knights and Dawnish pilgrims alike to embrace the Way and acknowledge the pre-eminence of the Imperial Synod.

The Silverlarks

The Silverlark tradition began during the reign of Emperor Guntherm who claimed to be have found inspiration in the Silverlark's poetry. Most individuals who call themselves Silverlarks are Dawnish troubadours, or Wintermark scops though there have been a handful of Varushkan stzena, and a smattering of musicians, poets, playwrights, and priests from other nations. There is no formal organisation; but Silverlarks typically carry a medallion or pin in the shape of a silver or white bird in flight. For many members the bird is a lark, but in Wintermark it is typically a hawk or falcon. Some Varushkans further complicate the situation by perching the bird on the head of a long-nosed hound.

Silverlarks strive to follow in the footsteps of Elayne. They dedicate themselves to supporting, publicising, and exalting heroic or worthy deeds. Some attach themselves to a specific individual with the potential to become a great inspirational hero, while others choose a different individual to support each season. Silverlarks share heroic tales across the Empire - and some try to expose cowards, liars, and braggarts. It is common for a troubadour to add a tale of heroism from Wintermark to their repertoire, or for a stenza to reinterpret the deeds of a glorious Dawnish knight that may contain a valuable lesson for Varushkan listeners.

Most Silverlarks seem to share two core beliefs that unite them. Firstly, that the Empire as a whole can learn from and be inspired by tales of individual achievement. Secondly, that their own tales are of secondary importance to those of the heroes they support. Among themselves, Silverlarks may speak of their own achievements but it is grounds for ostracism for someone who claims to be a Silverlark to aggrandise their own actions beyond those of the hero they support.

Real World Inspiration

When creating songs and stories about Elayne Silverlark and Lord Endric, there are a few real world inspirations you can draw on. P G Wodehouse's Jeeves and Wooster stories could serve as inspiration for tales of social misadventure (with Elayne in the role of the unflappable and competent Jeeves). Cervantes' Don Quixote could provide some inspiration for a more muddled Endric whose heart is in the right place but who is at odds with the world around him.

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Election schedule

Contents

- 1 Overview

- 2 Every summit until appointed

- 3 Winter Solstice

- 3.1 Imperial Senate

- 3.2 Imperial Military Council

- 3.3 Imperial Synod

- 3.4 Imperial Conclave

- 3.5 Imperial Bourse

- 4 Spring Equinox

- 4.1 Senate

- 4.2 Imperial Military Council

- 4.3 Imperial Synod

- 4.4 Imperial Conclave

- 4.5 Imperial Bourse

- 5 Summer Solstice

- 5.1 Imperial Senate

- 5.2 Imperial Military Council

- 5.3 Imperial Synod

- 5.4 Imperial Conclave

- 5.5 Imperial Bourse

- 6 Autumn Equinox

- 6.1 Imperial Senate

- 6.2 Imperial Military Council

- 6.3 Imperial Synod

- 6.4 Imperial Conclave

- 6.5 Imperial Bourse

Overview

Most important Imperial titles are reelected annually on a rolling schedule, for instance if a nation has four senators they will be elected one each season.

If it's one of the Imperial appointments by the Senate however, the citizen may serve for a year from the summit where they were appointed (unless revoked or the title has tenure and serves for life). It becomes eligible for reappointment anytime during the equivalent summit one year later. The incumbent remains in position until replaced or the end of the event - whichever comes sooner. Consequently these potentially change seasons and thus are specifically marked.

For the name of the character holding a particular title then please refer to the current Imperial titles page.

Unless death, misfortune or the Synod intervene, the current election schedule is as below.

Every summit until appointed

- Imperial Master of Works - (Appointment by the Senate)

- Dean of the Academy - (Appointment by the Senate)

- Crystal Architect of the Spires - Urizen national appointment (Senate)

Winter Solstice

Imperial Senate

- Senator for Madruga

- Senator for Astolat

- Senator for Necropolis

- Senator for Temeschwar

- Senator for Bregasland

- Senator for Hercynia

- Senator for Zenith

- Senator for Miekarova

- Senator for Kallavesa

- Senator for Skarsind

- Ambassador to Axos - (Appointment by the Senate)

- Four Seasons' Boneweaver - Imperial Orcs national appointment

Imperial Military Council

- General for Hounds of Glory

- General for Winter Sun

- General for Strong Reeds

- General for Army of the Golden Axe

- General for Green Shield Army

- General for The Towerjacks

Imperial Synod

- Cardinal of The Way

- Cardinal of Prosperity

- Gatekeeper of Prosperity

- Conscience of the Senate

- Virtue Inquisitor of Courage

- Virtue Inquisitor of Wisdom

- High Exorcist - Assembly of the Nine appointment

- Voice of Barbs - Navarr national assembly appointment

- Liaison to the Temple in Nemoria - Freeborn national assembly appointment

Imperial Conclave

- Grandmaster of the Celestial Arch

- Grandmaster of the Rod and Shield

Imperial Bourse

- The Golden Trees of Seren

- The Hunt of Alderei the Fair

- The Heartwood of the Great Vale

- The Weirwater Vales

- The Canterspire Circle

- The Thimble

- Great Forest at Reikos

- Prime Factor of the Pallas Docks

- Bailiff of the Grand Market

- Provost of the Halls of Knowledge

- Overseer of the Westward Road

Spring Equinox

Senate

- Senator for Segura

- Senator for Karsk

- Senator for Reikos

- Senator for Holberg

- Senator for Mournwold

- Ambassador to the Sumaah Republic - (Appointment by the Senate)

- Ambassador to Otkodov - (Appointment by the Senate)

- Ambassador to Faraden - (Appointment by the Senate)

- Advisor on orc affairs - Imperial Orcs national appointment

- Celesti Lighthouse Keeper - The Brass Coast national appointment

- Steward of the Sarvos Mana Exchange - The League national appointment

- Magic Butcher - The League national appointment

Imperial Military Council

- General for Valiant Pegasus

- General for The Army of the Iron Helms

- General for The Gryphon's Pride

- Imperial Fleet Master

Imperial Synod

- Cardinal of Ambition

- Cardinal of Vigilance

- Gatekeeper of Ambition

- Gatekeeper of Vigilance

- Virtue Inquisitor of Loyalty

- Virtue Inquisitor of Pride

- Imperial Chaplain Consular

Imperial Conclave

- Grandmaster of the Golden Pyramid

- Grandmaster of the Sevenfold Path

Imperial Bourse

- Syrene's Wisdom

- The Scorrero Nets

- The Steel Fist

- The Broken Shore Bounty

- The Regario Dossier

- The Gift of the Dwindling Star

- Bonesetter of Torfast Trading Post

- Custodian of the Assayer's Guild

- Foreman of the Mines of Gulhule

- Master of the Imperial Mint

- Vizier of the Incarnadine Satchel

- Seer of the Spiral Sword

Summer Solstice

Imperial Senate

- Senator for Feroz

- Senator for Weirwater

- Senator for Bastion

- Senator for Sarvos

- Senator for Mitwold

- Senator for Miaren

- Senator for Redoubt

- Senator for Karov

- Senator for Sermersuaq

- Ambassador to Asavea - (Appointment by the Senate)

- Ambassador to the Commonwealth - (Appointment by the Senate)

- Ambassador to the Iron Confederacy - (Appointment by the Senate)

- Imperial Consul - (Appointment by the Senate)

- Captain of the Senate Guard - (Appointment by the Senate)

- Master of the Clearing House - The League national appointment

- Steward of the Tassato Mana Exchange - The League national appointment

Imperial Military Council

- General for Red Wind Corsairs

- General for Golden Sun

- General for Granite Pillar

- General for Summer Storm

- General for The Drakes

- General for The Tusks

- General for Black Thorns

- General for Citadel Guard

- General for Army of the Northern Eagle

- General for Fist of the Mountain

Imperial Synod

- Cardinal of Courage

- Cardinal of Wisdom

- Gatekeeper of Courage

- Gatekeeper of Wisdom

- Virtue Inquisitor of The Way

- Virtue Inquisitor of Prosperity

- Imperial Inquisitor

Imperial Conclave

- Grandmaster of the Unfettered Mind

Imperial Bourse

- The Damation Cliffs

- The Night Quarry

- The Arratan Gamble

- Sutton Stone Quarries

- The Brilliant Shore

- The Granites of Veltsgorsk

- Overseer of the Cavabianca Dock

- Mistress of the Glass Parador

- Broker of Treji Wayhouse

- Northbound Trademaster

- Brock's Toll

Autumn Equinox

Imperial Senate

- Senator for Kahraman

- Senator for Semmerholm

- Senator for Casinea

- Senator for Tassato

- Senator for Upwold

- Senator for Therunin

- Senator for Morrow

- Senator for Volodmartz

- Senator for Hahnmark

- Ambassador to Jarm - (Appointment by the Senate)

- Ambassador to the Sarcophan Delves - (Appointment by the Senate)

- Keeper of Aurelie's Garden

Imperial Military Council

- General for Fire of the South

- General for Eastern Sky

- General for Seventh Wave

- General for Wolves of War

- General for Bounders

- General for Quiet Step

- Quartermaster General of the Imperial Armies

Imperial Synod

- Cardinal of Loyalty

- Cardinal of Pride

- Gatekeeper of Loyalty

- Gatekeeper of Pride

- Virtue Inquisitor of Ambition

- Virtue Inquisitor of Vigilance

- Head Gardener of Urizen

- Quaymaster of the Black Sails

Imperial Conclave

- Grandmaster of the Shuttered Lantern

- Grandmaster of the Silver Chalice

Imperial Bourse

- The Fortress of Salt

- The Brilliant Star

- The Great Mine of Briante

- The Great Pits of Ennerlund

- The Eternal Shafts of Time

- Dhomiro of the Cinnabar Hills

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Eleonaris

Contents

- 1 Eternal of Summer

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

- 2 Eleonaris and Jaheris in Empire culture

Eternal of Summer

Sobriquets

Eleonaris has many titles; she is the Queen of the Fields of Glory, the Lady of Pennants, the Commander of the Golden Armies, the Soverign in Scarlet and Gold and The Lion of Summer.

She has many other names besides; bards and troubadours in her court and beyond compete to glorify her name with flattering titles. She smiles indulgently, but their adoration rarely turns her head.

Appearance

The Queen of the Fields of Glory appears as a powerful woman in gold and red. She has a golden mane reminiscent of a lion, and her skin is marked with swirling patterns that are said to spiral outwards from her heart. When she is calm these markings are golden, but when she is in a wrathful aspect or going to war, they are deep crimson.

She may be attired in a flowing gown or clad head-to-toe in plate harness. Usually she appears in clothing and armour reminiscent of The Brass Coast, although sometimes she appears as a resplendent Dawnish noble. Very occasionally she may appear in garb that echoes the leaders or nobles of other warrior societies.

Eleonaris is almost never alone; she is generally accompanied by knights, nobles, courtiers, soldiers and servants. Some of these are lesser Eternals, others seem to be more akin to magical creatures in the form of men. Like their mistress, they tend to be fierce and proud. Most bear banners, pennants, tabards or surcotes bearing some sort of image of a golden lion on a red background.

Concerns

Eleonaris seems to be the ruler of a great swathe of the Summer Realm called the Fields of Glory. She also claims parts of the Forest of Arden, and is known to contend with other Eternals for dominance of other territories. She is said to have a number of lesser Eternals who serve her as vassals - lords and ladies and knights of her court, each of which is responsible for a demesne within her greater Realm. Whether this is 'real' or not is never clear - it is possible that these Eternals simply play at being a feudal court for their own amusement, but if so they take their game so seriously that ignoring it can have serious repercussions.

The Commander in Crimson and Gold exemplifies ideas of nobility, civility, and, conquest. Her armies, resplendent in gold-and-red, fight beneath her leonine pennant in great tourneys, and in open warfare with the armies of other Summer Eternals. She seems to have a great deal of time for those who have earned the respect they are given through war or politics.

As long as records have existed, the Lady of Pennants is closely associated with the eternal Jaheris. He is sometimes her rival, and sometimes her ally. In some stories he is her father who she overthrew to claim her throne, in others he is her son who strives to usurp his mothers' seat. Sometimes it seems he is her beloved consort, but he always plots against her and is cast down. Sometimes he is her brother, who seeks to take her throne by force. In recent years, their relationship appears to have undergone a fundamental shift, and Jaheris has quit the Fields of Glory for the Forest of Arden, which he now rules as his own realm.

The Hawk Lore, Hayaak, driven from the Forest of Arden by Jaheris has sought sanctuary on the Fields of Glory where he no-doubt plans his triumphant return to his former demesne. A shadow of his former self, the exact nature of the relationship between the two eternals is unclear but the presence of a second eternal - even one diminished by exile - on the Fields of Glory must surely be resulting in some confusion.

She is strongly associated with the runes Feresh and Tykonus.

During Summer Solstice 378YE, Eleonaris was made subject to the Declaration of Enmity by the Imperial Conclave. This status continued until Winter 378YE when the Declaration of Reconciliation was used to restore her to neutrality, primarily due to the influence of Corvus of the Spire of the Auric Horizon, Archmage of Summer.

Boons

Magicians consort with Eleonaris because she is an exemplar of the ideas of war and leadership. She can offer some of her warriors to fight in mortal battles, as well as giving boons that relate to command, majesty and the arts of war. She has a great love of banners, pennants, heraldry, livery and the like and her weavers are known to spin enchanted threads and dyes that can help a mortal artisan or weaver create magical standards of great potence. She is known to love both orichalcum and iridescent gloaming, and gifts made with these materials are sure to get her attention.

Eleonaris offers boons related to battle, leadership and nobility; she does not appreciate the idea of raiding, or of small bands that fight for their own glory - or worse for pay. Those who seek those kinds of boons would be better seeking the court of cold Cathan Canae, the Queen of Ice.

The ritual Knights of Glory draws directly on her power, and she has been known to provide occasional boons related to its performance.

As of the Tourney of Sun and Ice of Autumn 381YE, Eleonaris has been the recognised eternal patron of the Icy Crag of the Eternal Sun, and lays claim to the regio associated with the College of magic. Whether she will offer boons to the Master of Ice and Darkness, and what form those boons may take, is unclear.

Eleonaris and Jaheris in Empire culture

- The Lion and the Unicorn - Song about Jaheris and Eleonaris becoming well known, especially by those associated with the Summer Realm

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Elite Grendel characters

Overview

The armies of the Grendel feature a number of elite characters vital to the well-being of the army, they provide support and leadership and fill out roles not performed by the core troops.

Sky Mages

Sky mages are the primary healers in the Grendel forces and most Moridun forces will be fielded with at least one and usually more. They are capable battle-trained magicians, with a strong emphasis on healing magics. They use their magic to protect the soldiers they support, rather than to attack; they expect to be protected by the soldiers they are accompanying.

A sky mage is much more than just a healer however - they represent a crucial part of the command structure that provides a unit with leadership and their commander with authority. This privileged role has arisen because the Grendel are profoundly mercenary - they weigh the value of everything - and they know that the powers of their healers are limited. As a result they cast spells sparingly - trying to use their magic when it will have the most effect - and crucially on members of the unit who are most useful. Anyone who is not pulling their weight...

Soldiers who break the line early know that the sky mages will not waste their mana to heal them if they are cut down. Young, brash Grendel learn to adapt to the discipline demanded by their unit quickly - those who do not find their lives ebbing away from them on the battlefield as their sky mages pass them by in search of more useful members of the unit to heal. Grendel soldiers serving in the moridun soon learn that any break in discipline, any loss of nerve, any cowardice, can be fatal. The sky mages are trained to watch the soldiers they fight behind at all times, assessing them, judging them, weighing where their magic can be most usefully expended.

These reports are fed back to their commanders, they affect a soldiers pay - and for some their hopes of promotion through the ranks. As a result, most sky mages are feared by the troops they serve alongside. To cross your sky mage likely means death will soon find you. Only by obeying orders without question, only by committing to every fight with every ounce of their being can they be certain that their sky mage will judge them worth healing if they fall.

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Elite Grendel troops

Contents

- 1 Overview

- 2 The Moridun

- 2.1 The Kraken's Jaws

- 2.2 The Stone Born

- 2.3 The Storm Born

- 2.4 The Wave Riders

- 3 Further Reading

Overview

The page covers what little is known by Imperial citizens about the elite Grendel troops - most of this information is not widely known across the Empire - but soldiers and commanders who have fought the Grendel before could be familiar with it.

Players who are interested in getting more involved in monstering at Empire can create their own elite Grendel monster group from one of the four known forces listed below. The list is deliberately limited - the Grendel have weaknesses in their fighting strengths as well as strengths - so it is not possible for players to create a new moridun or similar.

The Moridun

The original Moridun was an ancient fortification that once dominated the skyline of Dubhtraig until it was destroyed in a Grendel civil war hundreds of years ago. The fortress was home to an elite mercenary fellowship - the Brine Devils, an organization that combined military tradition with a growing degree of political power. The Brine Devils hired out elite soldiers to Salt Lords on both sides of the war. After their power base was broken, rather than risk allowing another single powerful moridun to arise, the Salt Lords sponsored the construction of several distinct moriduns. New fortifications were raised, or in some cases converted, to allow them to serve as homes and training camps for the warriors of the moridun. The Salt Lords nurture a fierce rivalry between the moriduns - encouraging each of them to develop their own specialized warrior culture.

Each moridun has its own symbols and imagery and each jealously guards its own traditions and fighting style. As mercenary brotherhoods, their wealth is dependent on their reputation for discipline and loyalty. Soldiers are graded based on their experience and years served, earning wages and privileges accordingly, with the best weapons and armour claimed by the most successful. Raw recruits may have little more than a basic tabard with the moridun symbol on it - but their best troops are always armed and armoured with the most effective equipment the moridun can provide.

The Kraken's Jaws

The Jaws are one of the most feared of the Grendel moriduns, as they capture monstrous creatures, rearing them from young and training them for use on the battlefield. Often such training consists of little more than herding the monster towards the enemy line and releasing it, but it is clear that even this act requires considerable skill and judgement on the part of their handlers. In practice such creatures are exceptionally expensive and few Salt Lords can afford many, but the Jaws have developed remarkable expertise in protecting key personnel and keeping them alive on the battlefield. As a result, when they are not driving one or more of their powerful monsters into battle, they are best deployed protecting key personnel, usually Grendel commanders, ritual teams or similar key objectives.

The symbol of the Kraken's Jaws is the stylized Kraken or squid. Their main use on the battlefield is to protect command groups, magicians, healers - but in some battles they will be paid to bring powerful monsters to the field to try and break the enemy lines.

The Stone Born

Stone Born troops are the most heavily armoured soldiers in the Grendel arsenal, favouring steel mail or plate where they can get it. Most Stone Born units can form and hold a defensive shield wall, with the front line trained to keep a tight defensive formation while the back ranks attack with spears or crossbows. More than any other moridun, the Stone Born prize themselves on their discipline and tight unit cohesion - they constantly train and drill to stay one arms length from the shoulders of their comrades. Any member of the unit who breaks formation in practice will be roughly dragged back into line on the day and will face heavy punishment and the censure of their fellow soldiers later.

The symbol of the Stone Born is a stylized crab. Their primary role is to take and hold territory, while other grendel units maneuver around them. The motto of the Stone Born is "We are the wall that turns back the sea".

The Storm Born

All the moriduns include some magicians and herbalists among their number, mostly so that they can heal their own on the battlefield. The Storm Born are unique however, a mercenary brotherhood of ritual magicians - their claim to fame is their mastery of Spring magic. In battle their front line will usually include a handful of capable battle mages accompanied by warriors trained to hold the line and protect the mages. Behind this line is the real power of the Storm Born however - a capable ritual group of Spring magicians who have taken the field ready to wield their magic.

The Storm Born are notorious, not just for their command of powerful destructive magics, but for the relish with which they approach their job. Their magicians delight in unleashing the power of the Spring realm - seemingly with little concern for the cost or the benefits. This leads to them being regarded with some suspicion by other Grendel - the destructive power of Spring magic is undeniable, but the Storm Born are often regarded as wasteful a crime bordering on insanity in the eyes of many.

The symbol of the Storm Born is a stylized shark. In battle Grendel generals will usually deploy them either to achieve specific military objectives - such as destroying a fort - or instead to use their magic in a sequence of punishing attacks designed to break the enemy lines.

The motto of the Storm Born is "Nothing is an absolute reality, all is permitted".

The Wave Riders

According to legend the Wave Riders are named for their founder who it is claimed was so fleet of foot that she could outrun the waves. Wave Riders disdain the heavy armour favoured by the experienced soldiers of the other moriduns, with most preferring to use mithril or similar. Bucklers are common, larger shields less so, but ultimately the emphasis is on speed. Wave Raiders train so that they can move swiftly even when armed and armoured - so that they can quickly exploit any opening in their opponent's line.

The symbol of the Wave Riders is a stylized dolphin. In battle Grendel generals will try to use them as a rapid response force, able to shift position quickly to dominate the battlefield.

Further Reading

- Grendel Overview

- Elite Grendel troops

- Grendel look and feel

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Elite Jotun characters

Contents

- 1 Overview

- 2 Ghodi

- 3 Jarl

- 4 Summerborn Champions

- 5 Further Reading

Overview

The armies of the Jotun feature a number of elite characters vital to the well-being of the army, they provide support and leadership and fill out roles not performed by the core troops.

Ghodi

The faðir are the oldest and most powerful Jotun ancestors, worshipped as living gods by most Jotun and served by their priests, the ghodi. Ghodi serve from a young age, drawn from the ranks of the warrior recruits trained at the temple, they are taught how to invoke sacred rites to call down the power of their patron. Like the kirkja where they train, each ghodi is pledged to the service of a single ancestor, Ulven, Skaldi, Raðljóst, or Ulfur. Some ghodi travel the Jotun lands after their training is complete, acting as advisers and spiritual teachers to the jarls, but most remain with their kirkja and travel to war with the elite brethren schooled there.

Most ghodi are passable warriors, and will often take the field carrying the same weapons and armour as their companions, but their most important role on the battlefield is to fire the spirit of the warriors in their care and to tend to their wounds. Before battle, the ghodi will work the troops in their care into a fervour, calling their ancestor to the battlefield so that they can be heard by the warriors. During battle, they will call on the power of their god to restore the strength and vitality of those who are wounded but still able to fight. Most carry at least one potion designed to renew their strength (restoring hero points) allowing them to invoke the blessing of their patron deity for longer.

If a warrior falls, then the ghodi will try to reach them. They will examine the state of the warriors body and his soul. If it is clear that their wounds are too grievous and they cannot be saved, the ghodi will call on the ancestor to come and take the spirit across the abyss. They will also do this in rare cases where the wounds might be treated but it is clear that the deeds of the fallen are so mighty that their journey across the Howling Abyss is assured.

For those that can be saved they will administer sacred herbs to heal wounds and restore broken bones. The ghodi view herbs as a gift from the gods - claiming that they first grew where the blood of the gods was spilled. Their training includes the skills needed to apply the herbs as well as prayers to intone over the body of the fallen.

Jarl

Jarls are the leaders of the Jotun, the more warriors a jarl's warband contains, the more ghodi they have to advise them, and the more thralls they possess, the more powerful they are. Each Jotun army is led by a single powerful jarl - but all of the armies include several lesser jarls and their warbands.

Most jarls are already powerful warriors in their own right, but on the battlefield their strength is augmented by potions provided by their ghodi and by their pick of the best available magical equipment. They are usually accompanied by a retinue of the best warriors who will protect their lord with their life.

Jarls are expected to set an example for their warriors, to inspire their followers to strive for greatness and to impress their ancestors. This will rarely include leading from the front however; rather the role of the jarl is to command, directing their forces into battle. A jarl who takes risks with their own life seeking to impress the ancestors, or expends the lives of their followers carelessly, faces the condemnation of the ghodi for their selfishness.

Summerborn Champions

The strongest warriors from a jarl's warband will be selected to accompany them when they visit the eternal citadels to ask for their aid in battle. Although the warriors serve as an honour guard, their role is not to protect the jarl but to help impress the eternal. Usually the visit will involve contests of strength, skill and endurance as the members of the jarl's retinue test their abilities against those of the heralds who serve the host.

By tradition, If the jarl is favoured by the eternal, then those who do well in these contests are awarded powerful summer boons. These can be invoked during the campaign to provide the bearer with strength and power - depending on the nature of the eternal who granted them.

Those who have been awarded the blessings of the Summer Realm are called Summerborn champions - their status among the Jotun confirmed by their triumph during their sojourn to the Summer Realm. Summerborn champions are always elite, the most skilled and capable of the Jotun warriors - but the power of the boon increases their strength yet further. Different eternals will grant different boons - champions of Cathan Canae receive a boon equivalent to Unbreakable Behemoth's Strength, while champions of Eleonaris receive a boon similar to Devastating Maul of Inga Tarn.

The deployment of the Summerborn will depend on their jarl - sometimes they will be fielded together in a single powerful elite unit. At other times they will be dispersed throughout the army, acting as unofficial champions for the units they are fight with.

Further Reading

- Jotun Overview

- Elite Jotun troops

- Elite Jotun characters

- Jotun look and feel

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Elite Jotun troops

Contents

- 1 Overview

- 2 The Kirkja

- 2.1 Raðljóst

- 2.2 Skjaldir

- 2.3 Ulvenwar

- 3 Further Reading

Overview

The page covers what little is known by Imperial citizens about the elite Jotun troops - most of this information is not widely known across the Empire - but soldiers and commanders who have fought the Jotun before could be familiar with it.

Players who are interested in getting more involved in monstering at Empire can create their own elite Jotun monster group from one of the known forces listed below. The list is deliberately limited - the Jotun have weaknesses in their fighting strengths as well as strengths - so it is not possible for players to create a new kirkja or similar.

The Kirkja

Veneration of their oldest and most powerful ancestors is central to the Jotun culture. Most orcs venerate their ancestors - but the Jotun go far beyond this. The lands they have conquered are dotted with temples - called Kirkja - each raised for the worship of one of the faðir - the oldest and most powerful of the Jotun ancestors. The Jotun view the faðir as gods - as powerful living beings that dispense favours to those who win their favour. Their Kirkja are commanded by the godhi, Jotun priests who claim that they can intercede with their faðir, beseeching them for aid to use against the Jotun's enemies.

Each Kirkja is dedicated to the worship of a single faðir, a member of the pantheon of Jotun gods. In the eyes of the Jotun, worship means practice and training as a warrior reflecting the profound emphasis on martial strength made by each of the Jotun ancestors. The godhi instruct the faithful, teaching them how to fight in ways that will please the ancestor they have dedicated their life to emulating. Devotees drill together, an act that serves as communal worship of their ancestor whilst also preparing them to fight side-by-side in battle.

Marching to war under banners and regalia marked with the symbol of their god, these holy warriors form the elite core at the heart of every Jotun army. The warriors of the Kirkja usually have the best weapons and armour of any Jotun troops with the wealthiest sporting helms fashioned to resemble the head of a totem animal.

Raðljóst

Raðljóst is considered the wisest of the faðir by the Jotun and his godhi often serve as advisers to the Jotun rulers. Their legends claim he stole the magic of the runes from the trolls outwitting them in contests of drinking, sprinting and wrestling. The Raðljóst seek to impress their ancestor through their boldness and ingenuity. On the battlefield their primary focus is to disrupt shield walls and other defences - not by shattering weapons - but by closing with them and striking over the shield walls. For this task most Raðljóst favour the flail but axes are also common - especially axes that are reinforced so that they can be used to hook the enemies shield down. Their ranks may even include a few spear-users.

The Raðljóst make extensive use of runes in their armour and shields and include many more magicians in their number than other Jotun units - using them both offensively and defensively where they can - again with the goal of disrupting defensive positions. The godhi claim that Raðljóst had command of every creature that flew by wing and so his symbol is the bird skull, depicted either in profile or looking directly forward.

Skjaldir

Skaldi is a popular faðir who epitomizes the tenacity of the Jotun people. Warriors who follow Skaldi pride themselves on their stoic determination to stand their ground no matter the odds. On the battlefield they are among the most disciplined of all the elite Jotun units, fighting in formation, each warrior striving to protect those who stand on either side of him or her. The Skaldi fight with a shield in one hand and a weapon in the other - usually an axe, sword or rarely a one-handed spear. They rarely form a tight shield wall - their preferred deployment is a loose formation that allows each warrior to move to attack and defend. On the battlefield they seek to pin down enemy units, seeking to hold them in place so that other Jotun groups can maneuver to deliver the killing blow.

The godhi claim that Cathan Canae took Skaldi as a shield bearer and lover, so impressed was she by his tenacity and resolve. Whatever the truth of the claim, it is clear that the Eternal favours the Skaldir and often honours them with boons that aid them in battle. Skaldi's symbol is the skull of an aurochs - a great horned wild cattle rare in the Empire, but still common in some parts of the Jotun lands.

Ulvenwar

Ulven is acknowledged as the oldest and most powerful of the faðir in effect the ruler of the Jotun pantheon. Legends claim she stood nearly seven feet tall and was strong enough to fell trees with a single strike of her axe. She was famed for her savage direct assaults in battle, attacking without fear and relying on the ferocity of her attacks to carry her through. The Ulverwar strive to emulate their patron throwing themselves into battle with little concern for their own safety.

Many Ulvenwar wear the head and pelt of a large bear, wolf or dire beast over their armour, a trophy they are only permitted to wear if they have slain the creature with their bare hands. In battle they carry great weapons, usually axes, but swords and maces are not unknown, and disdain a shield. Ulven's symbol is a roaring animal skull, commonly a bear or wolf, it is usually depicted in white on a deep red background on banners and similar.

Further Reading

- Jotun Overview

- Elite Jotun troops

- Elite Jotun characters

- Jotun look and feel

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Elizabethan recorder music

Below are the contents of a book of Elizabethan recorder music which is out of publisher's copyright.

Each piece is arranged for 4 instruments.

Callino Casturame

Phylis was a fair maid

Sellenger's Round

Go from my window

Now is the month of Maying

When from my love

Never Weather Beaten Sail

Under the Greenwood tree

Go to bed sweet muse

John come kiss me now

File:10.JPG

200px

Since first I saw your face

Awake sweet love

All in a garden green

When that I was and a little tiny boy

Here is a Minuette and Trio for two recorders.

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Embassy

Contents

- 1 Overview

- 2 Senate Commissions

- 3 Benefits

- 3.1 Ambassador to a Foreign Nation

- 3.2 Costs

- 4 Limitations

- 5 Existing Embassies

Overview

Creating an embassy allows the Empire to open diplomatic relations with a foreign nation or empire. Embassies formalize the communications between the Empire and other powers, allowing respective governments to send official communications. Operating an embassy requires the an Imperial citizen is appointed to act as ambassador, and duly empowered to speak on behalf of the Empire.

The Empire can open embassies with distant foreigners such as Asavea, Jarm and the Commonwealth. These foreign powers are empires in their own right and have a similar level of might and influence to the Empire, but are far away over the seas and have many concerns of their own. The Empire can also open embassies to nearby foreigners such as the Axos, the Faraden and the Iron Confederacy. These nations possess power equivalent to one or two Imperial nations, but they are much closer to the Empire and their concerns are much more likely to be aligned with Imperial concerns.

Senate Commissions

The Imperial Senate may pass a motion for the construction of an embassy. The senate must select a territory, and a region within that territory, where the embassy will be constructed.

Each embassy is tied to a single foreign nation. When the construction is complete a new Imperial title of ambassador is automatically created. An ambassador automatically has the power to negotiate with the foreign nation. Appointment follows the normal constitutional process for an Imperial position appointed by the Senate and re-appointed each year after that.

The Senate does not need the approval of the foreign nation to begin construction, but unless a foreign nation chooses to recognize an embassy and to reciprocate then it will not provide any benefits of any kind.

Benefits

Ambassador to a Foreign Nation

Each embassy is overseen by an ambassador. If there is no existing ambassador, a new title is automatically created when a new embassy is created. If an ambassador already exists, they are automatically given custodianship of the embassy. It is possible to appoint an ambassador to another nation without constructing an embassy - however most foreign nations will only take an ambassador seriously if an appropriate embassy is constructed to house them and the civil servants required to support them.

Without an embassy, the ambassador does not have access to the power of mercantile support, and their briefing is likely to have minimal content.

Costs

- Materials: 25 wains of Weirwood and 25 wains of White Granite

- Labour: 12 Thrones

- Time: 1 season

- Upkeep: 5 Thrones

Limitations

Operating an embassy is completely dependent on the agreement and cooperation of the foreign nation it is tied to. An embassy with a hostile foreign nation that is not prepared to accept Imperial diplomacy provides no benefits of any kind.

Even if an agreement is made and an embassy is constructed, it remains contingent on the continuing goodwill of the foreign nation that it houses. If relations sour then they may choose to end contact with the Empire at any time.

An embassy is built to the designs required for a specific foreign nation - it is not possible to reallocate a building to a new nation and no nation would accept the insult of being offered a used embassy built for another nation.

Existing Embassies

The following embassies have been constructed in recent years:

- An Asavean Embassy in Sarvos.

- A Jarmish Embassy, a Sarcophan Embassy and a Axou Embassy in Cargo, in Redoubt.

- An Iron Confederacy Embassy in Sarvos.

- A Faraden Embassy in Anduz, in Segura.

- A Sumaah Embassy in Necropolis.

- A Commonwealth Embassy in Siroc in Madruga.

- An Otkodov Embassy in [Miekarova#Mieriada|Mieriada]] in Miekarova

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Embrace the Living Flame

Contents

- 1 Rules

- 1.1 Night Magnitude 7

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 7

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains an additional hero point.

They also experience a powerful roleplaying effect: they find it difficult to keep their emotions under control. When they are happy, they laugh out loud; when sad, they weep piteously. They find it almost impossible not to step up and confront people or situations that make them angry, especially if those situations involve challenges to deeply held beliefs or philosophies.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 5. Additional characters must be present throughout.

Description

Passion lies at the heart of the Night Realm, and there is much more to passion than lust or desire. This ritual fans the flames of greatness that lie inside everyone, encouraging them to undertake heroic deeds. As with crafted items such as the Triumphant Blade or a suit of Runeplate it is most effective when it is used to enchant someone who either already possesses a reserve of passion and heroic drive, or who is armed with a Butcher's Cleaver or similar item that can be 'powered' by the ritual.

Some ritualists view the ability to strike mighty blows or shrug off dreadful injury to be a secondary importance next to the effect the ritual has on the spirit of a target. Otherwise meek individuals can be encouraged to match the fury of a battle-ready kohan, while a Dawnish Yeoman may find the spell gives them the confidence they need to seek out their test of mettle. Even without other uses, the ability to steel the will and resist outside influences is sometimes useful in its own right; anyone can benefit from the ability to overcome malign spiritual forces, even if it is only for a short time.

Among the Urizen this ritual is often called Harness the Cold Flame. In keeping with their study of poise, the ritual involves encouraging a passionate, emotional response then helping the target to capture that intense emotion and harness it to their will. Urizen under the influence of this ritual do not display their emotions as freely as others, but are much more likely to actively seek out things that offend them to confront with the force of their banked passions.

Common Elements

This ritual often involves consuming a drink, especially spiced or mulled wine, or consuming a narcotic of some sort. Fire is a common element; weapons may be wielded, especially as part of a dance; drumming, which begins at a slow tempo and accelerates or the singing of energetic, loud songs also work well with this ritual.

Some ritualists, especially among the Imperial Orcs and Winterfolk try to get the target worked up by attacking their beliefs or things they care about, although this can backfire (and it is rarely effective if the target knows in advance that this method is to be used). In The Brass Coast and Varushka the target is encouraged to join in energetic dancing or drumming, while in The Marches or Highguard the ritual may be performed at the end of a tiring sporting event or physical context. Anything that gets the heart pounding and the blood racing can make a powerful adjunct to this ritual.

Symbols of Pride, Ambition and Courage are often used, as are scenes that inspire or exalt the audience; the rune Zorech is an obvious fit for this ritual. The Eternal Janon, the shadowed fire is often evoked during the performance of this ritual, especially through impassioned drumming accompanied by frenzied dancing.

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Emperor Ahraz

Contents

- 1 Reign: 324 YE - 329 YE

- 2 Called:The Liberator

- 2.1 Early Life and Election

- 2.2 Reign

- 2.3 Death and Legacy

- 3 Recognition

- 4 Signs

- 4.1 Disputed Sign

- 5 Revelations

- 6 Regarding the Name of Ahraz

Reign: 324 YE - 329 YE

Called:The Liberator

Early Life and Election

In 322YE, The Orc Rebellion began in Varushka, By 324YE, the Senate was desperate to end the rebellion. Following very public promises by the Freeborn senators that they would end the rebellion, they elected a scrivener named Ahraz i Tamerlin i Guerra to the Throne. The only Freeborn emperor to date his reign would be short and unhappy and marked by violence and internal conflict.

Reign

The Emperor led a force of Brass Coast forces and troops from other nations that had supported his election in pursuit of the rag-tag orc armies. Unknown to those outside his immediate circle, he had already begun negotiations with the orcs using contacts established earlier in the rebellion by Freeborn merchants. Several meetings took place, where Ahraz reiterated his people’s antipathy for slavery and desire to see the orcs freed. The Emperor offered full citizenship to any orc who would swear to serve the Empire and committed to achieving freedom for all orcs enslaved by the Empire. After weeks of protracted talks, Ahraz was able to convince the orcs of his sincerity and extracted from them an oath to serve the Imperial Throne. Marching to Anvil in a calculated show of strength, the Emperor presented the agreement to the Senate. Partly through his own personal charisma, but mostly through the hard work of his allies, Ahraz was able to get his proposals ratified by the Senate.

After the end of the Orc Rebellion, Ahraz was called before the Synod and questioned about his actions and the motivation thereof. In a passionate speech, he expressed the shame he felt that so much of the Empire he loved had been built on the back of slavery. He argued that every coin in the Imperial Treasury had been paid for with orc blood, and successfully defended his actions in the name of each of the virtues in turn.

Ahraz' reign was marked by upheaval and rebellion. He survived three assassination attempts from those ruined by the loss of the orc slaves, one of which claimed the life of his beloved daughter. His actions were openly criticised as having led to the Freedom Heresy that began during his second year on the Throne, despite his protestations. His decision, supported principally by the Navarr to refuse to send the army after the secessionists was seen as a sign of weakness, despite his repeated claims that the anarchists would prove their own worst enemies.

Death and Legacy

After the barbarians sacked the secessionist stronghold, Ahraz stepped down from the Throne and lived out the rest of his life in seclusion in mountains of Kahraman. He died shortly afterwards, and reports at the time say that he looked like a man easily twice his actual age of forty-seven. His body was interred in the Necropolis in an understated black marble tower.

In 342 YE, a legion of Imperial Orcs was apprehended attempting to break into the tomb of Emperor Ahraz. While initially mistaken for tomb robbers, they made no effort to resist arrest. Investigation of the tomb indicated they had touched nothing, but had left behind the body of three dead orcs wrapped in shrouds. The dead orcs had been among the negotiators who had first met with the Emperor and been swayed by his arguments. Having recently died, the legion had decided to inter them alongside the Emperor who had brought them into the Empire, When questioned further, they simply maintained that they felt it was inappropriate for Emperor Ahraz to be alone in death. Despite some initial resistance, the appropriateness of the move found supporters in both the Synod and the Senate, and over the next twenty years, the tomb was re-opened another seven times. Emperor Ahraz' tomb now has an honour guard of ten dead orc heroes.

Recognition

At the Summer Solstice of 378YE, a priest of the League, Isaac di Sarvos, called for the Synod to recognise Ahraz as an Exemplar of Courage, which was done by both the Courage and General Assembly.

The deeds for which Emperor Ahraz has been recognised as an exemplar of Courage relate to those he made during the Orc Rebellion. Emperor Ahraz led an army of imperial soldiers in pursuit of escaped orc slaves. The expectation of many had been that he would crush the rebellion through force of arms.

The reality was that Ahraz sought to take a different path, for which he did not have popular support or surety of success. Emperor Ahraz managed to secure peace with the escaped slaves, an end to orc slavery and the creation of the Imperial Orc nation. Unlike more martial demonstrations of Courage, the example of Emperor Ahraz is one of conviction and willingness to take an untried path toward an uncertain outcome.

What price their freedom? Better to ask what price their slavery! What price for the spread of contempt from those who lead to those who follow? What price for indolence and opposition to innovation becoming commonplace in the halls of power? What price to the suffering of those innocent-born for the unjust gain of another? You speak of price, and Freeborn though I be, I will put no price on these things. I cannot, I will not sell the Empire's ideals so cheaply.

Have we learned, I say, have we learned nothing from the fall of the Highborn patricians? Any system predicated on corrupt practices is inherently unstable and doomed to fall. And furthermore, I might add, slavery itself is totally antithetical to the founding principles of our Empire, where from the earliest days we saw the virtue of anyone being able to achieve even the highest offices in the land solely based upon their own merit and determination."Speech attributed to Emperor Ahraz

Signs

The Assembly of Courage held that the Emperor Ahraz i Tamerlin i Guerra demonstrated the following signs of being an exemplar:

- By raising the orcish slaves out of bondage, Ahraz is responsible for their Salvation and the very possibility of their conversion to The Way. Those Imperial Orc priests who today preach that by embracing the Virtues, the Imperial Orcs can strengthen themselves as well as creating a better future for their descendants do so because of the courage of Ahraz.

- By personally extracting from the orc rebels their vows of fealty and oaths of loyalty that bound them eternally to the Empire and the Throne, Ahraz’s Legacy stands in the form of the valiant and mighty Imperial Orc Nation.

- Ahraz's actions in ending the orc rebellion that ravished the Empire and threatened the manifest of human destiny demonstrate his Benevolence.

- Ahraz underwent a spiritual Pilgrimage to the heart of the Imperial Faith when he was called before the Synod to answer for his actions. His courage in the strength of his convictions proved true as he successfully argued for the virtue of the Orcish Liberation.

- The strength of Ahraz’s beliefs in the evils of slavery proved an Inspiration to the whole Empire which is felt even today in how the very laws of the land extend the right to liberty to all people.

Disputed Sign

- Ahraz experienced a True Liao vision which featured the exemplar of Courage, Gilda Ashwine. However, it is not presently established whether he fully was Recognised as the reincarnation of the exemplar, or if his soul had simply known her in a previous life.

Revelations

Ahraz builds upon our understanding of the Virtue of Courage by granting us greater insight into the canon of the path established by the exemplar Permion the Navigator. Ahraz shows us the necessity of Courage in facing wickedness and corruption not just in external foes to Humanity, but when it has become entrenched in our own societies.

Much as Permion cleaved to what he knew to be truth in order to take on the power of the Patricians for the betterment of humanity and Highguard, Ahraz’s dedication to his ideals in the face of the condemnation of his fellow Imperial Citizens liberated us all from the shackles of orcish slavery and saved the Casinean Empire from devastation by the Orc Rebellion. Ahraz reveals to us the Virtue in the acts of bravery needed to make revolutionary change for the good of humanity, and to hold to the absolute strength of our convictions even in the face of condemnation and death. Further, he builds upon the understanding of Courage given to us by Permion by showing how we might embody this strength of convictions in the Imperial Age.

Courage means to stand without quaking before evil, even when that evil is inside us and our allies.Isaac di Sarvos, Priest of Courage, Summer 378YE

Regarding the Name of Ahraz

Ahraz was born Ahraz i Tamerlin i Guerra. When he married Maria i Contero i Guerra, shortly before he took the Throne, he followed Brass Coast tradition and changed his name as he became part of his wife's family. Following the death of his daughter, his relationship with his wife deteriorated - and the pair eventually divorced. When their marriage ended, Ahraz returned to the i Tamerlin, and reverted to his previous name. Confusingly, official documents use either or both names - often in the course of a single document depending on when the events they are describing took place.

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Emperor Ahraz (Exemplar)

Contents

- 1 Virtue

- 2 Biography

- 3 Signs

- 3.1 Disputed Sign

- 4 Revelations of the Exemplar

Virtue

Emperor Ahraz was recognised as an Exemplar of Courage by the Synod at the Summer Solstice of 378YE.

Biography

The deeds for which Emperor Ahraz has been recognised as an Exemplar of Courage relate to those he made during the Orc Rebellion. Emperor Ahraz led an army of imperial soldiers in pursuit of escaped orc slaves. The expectation of many had been that he would crush the rebellion through force of arms.

The reality was that Ahraz sought to take a different path, for which he did not have popular support or surety of success. Emperor Ahraz managed to secure peace with the escaped slaves, an end to orc slavery and the creation of the Imperial Orc nation. Unlike more martial demonstrations of Courage, the example of Emperor Ahraz is one of conviction and willingness to take an untried path toward an uncertain outcome.

A fuller biography of the Emperor Ahraz can be found here.

Signs

The Assembly of Courage held that the Emperor Ahraz i Tamerlin i Guerra demonstrated the following signs of being an Exemplar:

- Ahraz's actions in ending the orc rebellion that ravished the Empire and threatened the manifest of human destiny demonstrate his Benevolence.

- Ahraz underwent a spiritual Pilgrimage to the heart of the Imperial Faith when he was called before the Synod to answer for his actions. His courage in the strength of his convictions proved true as he successfully argued for the virtue of the Orcish Liberation.

- By raising the orcish slaves out of bondage, Ahraz is responsible for their Salvation and the very possibility of their conversion to The Way. Those Imperial Orc priests who today preach that by embracing the Virtues, the Imperial Orcs can strengthen themselves as well as creating a better future for their descendants do so because of the courage of Ahraz.

- The strength of Ahraz’s beliefs in the evils of slavery proved an Inspiration to the whole Empire which is felt even today in how the very laws of the land extend the right to liberty to all people.

- By personally extracting from the orc rebels their vows of fealty and oaths of loyalty that bound them eternally to the Empire and the Throne, Ahraz’s Legacy stands in the form of the valiant and mighty Imperial Orc Nation.

Disputed Sign

- Ahraz experienced a True Liao vision which featured the Exemplar of Courage, Gilda Ashwine. However, it is not presently established whether he fully was Recognised as the reincarnation of the Exemplar, or if his soul had simply known her in a previous life.

Revelations of the Exemplar

Ahraz builds upon our understanding of the Virtue of Courage by granting us greater insight into the canon of the path established by the Exemplar Permion the Navigator. Ahraz shows us the necessity of Courage in facing wickedness and corruption not just in external foes to Humanity, but when it has become entrenched in our own societies.

Much as Permion cleaved to what he knew to be truth in order to take on the power of the Patricians for the betterment of humanity and Highguard, Ahraz’s dedication to his ideals in the face of the condemnation of his fellow Imperial Citizens liberated us all from the shackles of orcish slavery and saved the Casinean Empire from devastation by the Orc Rebellion. Ahraz reveals to us the Virtue in the acts of bravery needed to make revolutionary change for the good of humanity, and to hold to the absolute strength of our convictions even in the face of condemnation and death. Further, he builds upon the understanding of Courage given to us by Permion by showing how we might embody this strength of convictions in the Imperial Age.

Courage means to stand without quaking before evil, even when that evil is inside us and our allies.Isaac di Sarvos, Priest of Courage, Summer 378YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Emperor_Ahraz_(Exemplar)&oldid=49927"

Emperor Barabbas

Contents

- 1 Reign: 180YE to 199YE

- 2 Called: the Mariner

- 2.1 Early life and Election

- 2.2 Reign

- 2.3 Death and Legacy

Reign: 180YE to 199YE

Called: the Mariner

Early life and Election

Emperor Barabbas was a Highborn man who grew up hearing stories of Atun and Atuman and became obsessed with the sea at an early age. He was a charismatic, strong-willed man who developed a following in the Senate while serving as one of the Highborn generals. In his mid-thirties he parlayed his reputation and various alliances into a political career, and eventually to the throne.

Writers of the time described him as surprisingly open and friendly; he undermined the stereotype of the dour Highborn, without ever giving the impression of being impious. During his life he was praised for his Ambition, Pride and Prosperity, although as the theologian Bishop Eulaile de Tassato is said to have remarked after his death "He was as brave as he was ambitious, as proud as he was prosperous, and as wise as he was able to regurgitate whole lobsters."

Reign

Barabbas was elected in a time of expansion, and while he served adequately as the director of the land armies, his real desire was to extend Imperial control over the entire Bay of Catazar. At this time the Grendel were particularly active, launching several concerted raids against the southern coast of the Empire.

Barabbas spent a fortune funding exploration, pouring money into the coffers of the Freeborn shipbuilders. He sought to build a powerful Imperial navy capable of conquering nations overseas, to spread the Empire to Surann, Skoura and ultimately to the destroy the threat of the barbaric Grendel by conquering Attar. He soon realised that he lacked any real skill as a shipwright, but that did not stop his raw enthusiasm for the mariner's art infecting those around him.

He supported the Freeborn expansion into Segura, but his focus was not entirely on the Brass Coast; he encouraged mariners and sailors of all nations to look beyond the borders of the Empire. He was not solely a warmonger, despite some attempts by his political enemies to paint him as such. He actively encouraged trade with foreign nations whose attitudes and politics were not entirely opposed to those of the Empire. A number of trade routes that still exist today were established by Barabbas' pioneers. He also encouraged the Senate to spend money expanding many settlements with good harbours - Siroc, Sarvos, Meade, Trivento and even Bastion all benefited from his maritime spending.

While his enthusiasm allowed the Empire to build a solid fleet, his failure to conquer Attar destroyed the majority of the Imperial warships as well as the fortunes of many of those he had convinced to invest in his ambitious project. Since then the Senate has shied away from any naval projects on a similar scale.

Death and Legacy

Consequently Emperor Barabbas is perhaps best known for the manner of his death. He was lost when his Barabbine fleet ran into stormy seas two days south of Joharra, resulting in the first, biggest – and most expensive – naval disaster of Imperial history. Their intention was to build a foothold on Attar and begin a war of extermination against the Grendel.

The enduring legacies of his reign are the naval defences along the Bay of Catazar, and the ships of the Freeborn corsairs. The Freeborn took shameless advantage of his generosity towards all things maritime, using the endowments and investments he encouraged to build the solid core of Freeborn ships that defend the bay to this day.

Highborn archivists point out that his reign also saw a renewed interest in expanding the borders - and an awareness that the Empire did not exist in a vacuum. Relations with foreign nations improved dramatically during his time on the Throne, for example.

Emperor Barabbas rests uneasy beneath the sea; the memorial obelisk that bears his name in the Necropolis sits above an empty chamber. Over the years after his death three distinct stories about his end began to circulate. In one, Barabbas is born again as an albino (or black) dolphin who aids stranded mariners in the Bay of Catazar. This story is likely fanciful, and a development of the more traditional stories about dolphins told to Freeborn children.

The second story suggests that Barabbas, denied burial, is unable to pass through the Labyrinth and instead continues a tortured existence as a restless shade. According to rumour this ghostly spirit has visited Emperors, Freeborn dhomiro and Highborn generals to warn them of raids along the coast by the Grendel and other enemies of the Empire. No reliable evidence to support this claim exists.

Finally, there is a story that Barabbas' flagship, the Basilisk's Daughter, was attacked at the height of the storm and dragged beneath the waves by a kraken of tremendous size. Given that two-thirds of the fleet was lost in the storm, some eye-witnesses certainly survived, but this story did not come to the attention of Imperial historians until some thirty years after the Emperor's death, making its provenance suspicious.

Only one of the ships that set sail with Barabbas survives today; the Lazy Basilisk, an inn on the quayside of Sarvos is made from the remains of the last surviving remains of the Barabbine fleet. It is believed to currently be owned by one of the wealthier (and most secretive) Reckoner guilds. Perhaps unfairly, to this day, to call a ship a “Barabbine tub” is a grave insult to the ship’s crew, and is often thrown at a Freeborn corsair crew by jealous League rivals.

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Emperor Frederick

Contents

- 1 Reign: 168 YE - 179 YE

- 2 Called: The Philosopher or The Republican

- 3 Early Life and Election

- 4 Reign

- 5 Death and Legacy

Reign: 168 YE - 179 YE

Called: The Philosopher or The Republican

In some tracts of a religious nature he is also sometimes called The Heretic.

Early Life and Election

Born in 131YE, Frederick Ritter van Holberg was the grandson of Commonwealth immigrants who became Imperial citizens. His parents lectured at the University of Holberg, and he spent much of his early life around academics. In his teens he went through a particularly noteworthy rebellious phase during which he developed the prodigious appetite for wine that stayed with him throughout his life - and ended abruptly in 153YE when he was near-fatally stabbed during a drunken brawl. After his brush with death, Frederick abandoned the life of the rake and bravo, and became a doctor of philosophy and political theory.

Rather than spending his time in academia, however, he spent the next ten years touring the Empire arguing with anyone who was prepared to listen about the nature of humanity, morality, ethics and responsibility. He became a regular attendee of the quarterly Anvil summits, and began to attract fellow scholars from across the Empire with week-long symposia where robust debate and wine flowed equally. In addition to his love of debate and fine wine, he is remembered as an accomplished dog breeder. having been married only briefly - his husband was killed during a skirmish with Druj forces near their native Holberg - he regularly quipped that he found having a family too difficult and ultimately too painful, and that his dogs provided him all the companionship he needed. He is always depicted in art and sculpture with one or more dogs, of various breeds; "A man's loyalty is often conditional," he wrote "but it is never that way with a hound. The Varushkans are right when they say loyalty is a dog. I would trust my life to my dogs before I would trust any human soldier or cicisbeo because when I look into my dog's eyes I know his heart. I can never say about a human being."

He dabbled in the Imperial Bourse, allegedly making a small fortune while the Chair for the Great Pits of Ennerlund by cornering the market on sales of mithril to the Urizen (who were at that time involved in a program of expanding their mana sites in Zenith and Spiral). He is said to have invested his money wisely in businesses across the League and even in some nations outside the Empire, leveraging his investments not only into personal wealth but also into political capital.

After his time in the Bourse, he served several times in the Senate, twice as Senator for Holberg and for one memorable six-month term as compromise proxy Senator for Tassato. He was a clever and vocal critic of Empress Varkula, who referred to him frequently as a greased weasel and more than once had him ejected from the Senate when his seemingly disingenuous questioning of her policies began to grate. Much of his opposition to the Empress revolved around her heavy-handed attitude to the Imperial Synod and Bourse - but he always supported her efforts to improve social mobility and freedom for the citizenry as a whole.

After the death of Varkula, Frederick set his eyes on the throne, and achieved his goal within a year.

Reign

In contrast to his predecessor on the throne, Emperor Frederick employed a light touch on the tiller of Imperial politics. He rarely used the powers of the Throne, with the exception that he endeavoured to attend every meeting of the Senate, Synod, Military Council and Imperial Conclave. In pursuit of the latter, he had an artefact Pauper's Key constructed by the renowned artisan Catherine de Sarvos, which allowed him to enter the Hall of Worlds. Some scholars suggest the artefact was usable more often than the common example, but the key itself was stolen shortly after Frederick's death and its current whereabouts unknown so this cannot be verified.

His primary method of influencing the Empire was with his speech. He was a renowned orator - surviving writings from his reign suggest that there were very few people who could hold their own against him when he spoke before the Senate or the Conclave. He spoke passionately about the need for the Senate to remember that it represented the people of the Empire - it did not rule them. Frederick worked hard to remain accessible to anyone who cared enough about a situation or subject to come to an Anvil summit. He sometimes described the role of the Throne as being to represent the Empire to the Senate; to be a Senator whose constituency was the entire Empire and everyone in it.

Frederick encouraged the military council to consolidate the gains Empress Varkula had made, and clashed several times with generals who wanted to continue expanding into barbarian territory. By no means a pacifist, Fredericks first concern remained the citizens of the Empire - he opposed plans that put them needlessly at risk, whether they were soldiers or civilians. "We deal too often in numbers," he famously said while ejecting the General of the Citadel Guard from the Military council. "We would all do well to remember that each one of those numbers is also a name."

Much of what modern scholars know of Frederick comes from his writings. He wrote one book before his ascension to the throne, and two more afterwards, as well as authoring numerous pamphlets, academic papers and three books of poetry. Thanks to Emperor Nicovar, intact copies of his books are extremely rare but there are many fragments and his works are regularly referenced in other philosophical and political texts. Unfortunately, the lack of definitive volumes has allowed factions with various often contradictory views to quote segments of his works, often out of context. For example, several of the more public supporters of the Freedom Heresy referenced Frederick's book Anarchy and Liberty as supporting their cause when in fact most scholars agree that the Emperor absolutely refuted the idea that the selfish freedom to Do what thou wilt was acceptable in a civilised society.

What remains underlines a clear philosophy that is often described as republicism. Most clearly, Frederick argued that the Empire existed not for its own aggrandisement or the glory of its generals or senators, but for the benefit of its people. He argued that individuals owed no fealty to either their nation or the Throne, but rather a commitment to shared prosperity, security and personal freedom. He insisted that Imperial law and especially the Imperial Constitution existed not to punish or constrain but to secure liberty while allowing people from many different social, political and economic backgrounds to work together.

His first book "The Empty Throne" laid out his personal philosophy of accountability, personal responsibility, and the duties of the citizen to the state and the state to the citizens. He was clear in his belief that Senators especially needed to remember that whatever power they held their wielded only on the sufferance of the people of their territory. Likewise, the Generals wielded their military authority on a mandate from the people who had appointed the senators who in turn appointed them - and the same was true for an Emperor or Empress. He demanded similar accountability from the Conclave and the Synod, urging magicians and priests alike to take on the communal responsibility for keeping their leaders and their processes "honest, both by the legal sense and by the spirit of the constitution."

He demanded absolute transparency in the way the Senate in particular used its powers and spent its treasury, while protecting the people from unnecessary oversight or observation by the state. When he achieved the throne he put much of this theory into practice; he argued that the honest Senator and the forthright General had nothing to fear from making their motivations and decisions apparent to the people they represented. He urged the citizenry to wield "The hammer of the Synod" against any appointed representative who put self-interest ahead of their duty to the people.

He made much of the fact that the people of the Empire selected their own leaders. The processes were not perfect, and it was clear that every individual did not have equal power to select their leaders, but he argued that in every case the electorate was selected from those that each nation considered to have the largest investment in that nation and by extension the people of that nation". In his second book, On Responsibility he wrote that "The ability to participate in politics is not an inalienable right; rather it is a prize and one that we must fight for if we are not to take it for granted." In private he is said to have believed that the Empire would be stronger if everyone was able to participate in the election of their Senators, but feared that such universal suffrage would make it too easy for future generations to undervalue their enfranchisement.

His philosophy suggests that those who sought high office must be held to higher standards than the people they represented - that while the citizens of the Empire were not subjects, the Senators and the Generals were the servants of the people. This double-standard often angered his contemporaries, but it is very clear he lived this philosophy during his entire time in office.

He rarely participated in Synod activities, preferring to remain as an observer alone. In private, he was known to have little patience for the inter-Assembly politics of the Synod. Some historians have accused him of being a Lucidian or an adherent to the faith of the Commonwealth, but there is little real evidence that he held any strong religious belief as such. Rather he spoke many times on the importance of cultivating a rational mind, and of reasoning out the correct way to behave in any given situation.

Throughout his life he was accused of blasphemy for continuing to promote the idea of personal freedom. His final book Anarchy and Liberty spoke at length about the difference between the corrupting temptation of 'primal, selfish anarchy and the importance of personal liberty - and his belief that the constitution itself safeguarded the liberty of the individual to live free from oppression and tyranny. "We do not have, nor want to have, the selfish freedom to do whatever we want regardless of consequence. Rather we have and want the liberty to live good, prosperous lives without harming ourselves or our neighbours. It is up to humans to carve liberty from the rotten wood of a corrupt creation, to safeguard it from the tyrant and the slaver, and to use it to build a better world for all humanity." He compared the difference to that between the primitive and irrational drive toward Vengeance and the civilised, rational quest for justice.

This last book was finished less than a month before his death, and some scholars believe it was the inflammatory nature of this text that lead to his assassination.

Death and Legacy

Emperor Frederick was assassinated in the Summer of 179YE during one of his regular symposia. According to witnesses, the Emperor was deep in his cups as were most of his guests. Feeling a pressing call of nature, he left his tent and did not return. His body was found less than fifteen minutes later - he had been stabbed to death and his throat cut. Signs indicated he had been slain with a Scorpion's Sting dagger, brutally and efficiently by at least two assailants. The Archmage of Winter herself performed Whispers through the Black Gate in pursuit of the assassins, but the Emperor's shade was unable to provide any clue as to who had killed him or why. "I was Emperor," the ghostly spirit is said to have retorted "I was not in the business of making friends."

The case is still technically open. There are many wild theories about who killed the Emperor - some historians look to the Imperial Synod, outraged by the publication of his third and final book in which he explained his belief in the importance of personal liberty. Others suggest vested interests in the Senate or the Imperial Bourse, threatened by the growing republicanist sentiment the Emperor supported, silenced the Emperor before he could raise a motion to dissolve the Empire and replace it with a different political body. Still others suggest there was an occult element to the murder, citing the expended mana crystals found nearby. Some discredited theories suggest that the entire murder story was a fabrication, and that the Emperor actually died somewhere else - possibly the steps of the Senate or the Military Council. It is unlikely the mystery will ever be solved.

He was buried in Necropolis in a white granite tomb, shrouded with grape vines. The tomb is watched over by a statue of his beloved companion, his hound Percy, who is buried alongside his master. The inscription on the statue reads "Nearly anyone can stand adversity, but to test someone's true character, give them power."

His primary legacy today lies in the various checks and balances on the power of the Senate, and the encouragement to use them. In particular, the reticence of the Civil Service to spy on the citizenry is often laid at his door. While republicanist political philosophies have waxed and waned in power over the centuries since, the idea that those citizens appointed to high office remain subject to the approval of those who appointed them remains strong to this day.

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Emperor Giovanni

Contents

- 1 Reign: 23YE to 34YE

- 1.1 Called: the Peacemaker

- 2 Early life and Election

- 3 Reign

- 4 Death

Reign: 23YE to 34YE

Called: the Peacemaker

Early life and Election

There is not a lot of verifiable detail about the early life of Giovanni of Tassato; like many of the Emperors and Empresses who precede Emperor Nicovar it is hard to find reliable first-hand accounts or biographies. He was born in Tassato, probably Tassato Mestra (although historians disagree), and trained as a jeweller. His mother was a fierce rival of Aldones di Sarvos, and yet Giovanni himself spoke often of being inspired to make the ambitious changes he made to the Empire by the example of Aldones. Indeed, Giovanni almost certainly attended the meeting that resulted in the foundation of the League in the company of his mother who was a supporter of Barell, Merchant-Prince of Tassato.

He is widely regarded as the first Senator for Tassato, and quickly became an advisor to the First Empress. He was a statesman and politician rather than a military leader.

After the death of the First Empress, Emperor Giovanni of Tassato was chosen by the Imperial Senate to replace her.

Reign

He set about ensuring the Empire had the infrastructure required to help it prosper. His first act was to initiate a tradition of meeting once every three months at the site of the first meeting where the Empire was formed. A Senate building was built on the site, and it was declared Imperial Territory - not technically part of Casinea.

Giovanni approached the people of Urizen with an invitation to join the Empire, and this time they accepted. In return they offered their expertise as scholars and mages. Urizen scholarship slowly helped to raise levels of education and literacy across the Empire. Harnessing the power of Urizen divination with the expertise of the civil service helped Giovanni to transform the Imperial Civil Service into its current form.

The Urizen worked with the Empire to create the Imperial Conclave, inspired by experiences during the war with Alderei the Fair in Varushka. The divided magicians of the Empire, each jealously guarding their own secrets, were barely able to neutralise the much smaller force of the Volodya, and the Senate was keen to ensure that this does not happen again.

During his reign he established a single currency based on steel coins issued by the Imperial Mint, based in Tassato under the ultimate control of the Civil Service. Giovanni also laid the foundations of the Imperial Bourse, and worked with the Senate and Synod to codify the body of Imperial Law.

Death

Giovanni died in 34YE but his legacy was at least as durable as that of his predecessor. His relentless commitment to civilisation earned Giovanni the epithet "Peacemaker". Historians largely agree that while the First Empress created the Empire in blood and steel, Giovanni laid the foundations for its future.

He is interred in the Necropolis in a subterranean vault near the resting place of the First Empress. His tomb lies beneath a somewhat overblown statue of the man himself (arms folded and stern-faced), at one end of a modest plaza paved with white granite that has become a regular place for itinerant merchants, thespians, and orators to ply their trades despite some disapproval from the Stewards of the dead.

Giovanni was relentlessly proud, ambitious, and prosperous; he is regularly called wise, and was known for his fierce loyalty to his friends and allies. In some quarters he is held up as an exemplar of each of these virtues.

The man himself, however, made his opinions on the matter very clear. "If you love me," he is said to have said, "do not talk to me of exemplars and paragons. I am neither, I assure you. I am just a man. Like anyone else, like you, like them. Just a human. If you must, then remind my fellow humans that I was not exceptional, not chosen, and not marked. and please do not insult me, once I am dead, by trying to claim there was anything special about me."

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Emperor Guntherm

Contents

- 1 Reign: 239 YE - 248 YE

- 2 Called: The Bold or The Bloodthirsty

- 2.1 Early Life and Election

- 2.2 Reign

- 2.3 Death and Legacy

Reign: 239 YE - 248 YE

Called: The Bold or The Bloodthirsty

Early Life and Election

Born in 200YE, Guntherm Hefthammer was a Steinr warrior who rose to prominence in wars against the Jotun. He was first appointed general of the Green Shield in 234YE, a position which he continued to hold throughout most of his remaining life thanks to careful use of the powers of the Throne.

As general, he demonstrated both an iron-clad commitment to the wellbeing of the soldiers that served under him, and an absolute intolerance for battlefield looting. In particular, he insisted that when they fought the honourable warriors of the Jotun, Wintermark (and later Imperial) forces would show their respect by burying the barbarian dead in the orcish tradition with all their panoply and goods intact.

After victories not only in the west against the Jotun but in the north against the Thule, Guntherm declared his intention to seek the Throne. He had strong support not only in Wintermark and the Marches (both nations having done well out of the war with the Jotun), but also from the Varushkans who had likewise prospered from his campaign against Otkodov.

He faced two credible challengers to his ambition. Rebecca, Senator for Bastion, and the then-Archmage of Summer, Julius of Elos. Rebecca's campaign for the Throne was primarily based around a steady focus on defence and economic concerns - her followers accused Guntherm of recklessly endangering of the Empire with his obvious expansionist agenda. By contrast, Julius of Elos' campaign focused on warning of the dangers to the east that had been too long neglected. Bizarrely however these warnings dealt primarily with the "threat" of Axos, and largely ignored the much more imminent dangers of Druj opportunism.

In the end, he took the Throne handily. In the end, it is recorded that only two senators of Highguard and three of Urizen voted against him. After his coronation, he appeared to reinforce some of the fears of those who opposed him. As soon Aino Inarisdottir was appointed as the new General of the Green Shield, Guntherm used his power to replace her. He immediately appointed the talented Suaq strategist as his adjutant, a post she held for many years before her death at the hands of the Druj, and historians agree that this was almost certainly all part of an agreement made before he ascended the Throne. ,

Reign

Guntherm was committed to expanding the reach of the Empire, and chafed under the economic restrictions placed by his predecessor, Empress Mariika. He proposed and received support for numerous campaigns to the east and west, as well as several probing attacks against the Thule to the north. He made extensive use of the Hand of the Chancellor, resupplying armies and funding the construction of fortifications across the western border of the Empire. His relationship with the Senate was a little rocky. In 240YE, for example, tired of pushing resupply motions through the Senate, he encouraged them to grant each General the power to resupply their own armies as they saw fit, but the Senate categorically refused to surrender their control over the military council. This lead to several bitter arguments that continued for most of his reign. He also faced some opposition from within the Imperial Synod, especially as a a result of his campaign against the Druj where he was accused of encouraging the use of malign powers.

The early part of his reign is mostly concerned with the defence of Imperial territories; the treasury was dedicated to a program of castle and fortress building that helped reinforce key borderlands areas against the barbarians. With these fortifications in place, Guntherm launched an all-out attack on the barbarians, claiming a great deal of land. However, his troops were largely unable to hold the territories they took and a massive betrayal by the Druj in 245 YE saw Guntherm trapped fighting a war on three fronts. The final straw came with the complete destruction of the Navarr Dance of Blood army during a disastrous attempt to ambush an invading Jotun force in Bregasland.

In response, Guntherm arranged a peace treaty with the Jotun for the next two years, and turned the full attention of the Imperial armies on the Druj. With brutal efficiency, the Imperial war-machine drove the Druj eastward, delivering a series of crushing attacks from which they would take decades to recover. At the completion of the two-year peace-treaty, the Jotun invaded Sermersuaq and Guntherm returned to fighting their armies and reclaiming lost territory.

Dramatists tend to paint Guntherm as a gung-ho warrior, but historians point to his practicality in matters of warfare. As he reportedly said to the Military Council before proposing a treaty with the Jotun: "fighting on one front is barely a war, but trying to fight on three fronts gets everyone killed."

Death and Legacy

Guntherm died fighting the Jotun, suffering a severely fractured skull. He lapsed in and out of consciousness for three days. During this time he repeated his desire to be interred in the Necropolis of Highguard, claiming that while he was a Steinr, he was also an Emperor and it was only fitting he lie alongside his peers.

There was some resistance from his family, but in the end Guntherm was carried to Pharos and interred in a hall of black marble and granite where he lies in state to this day. Persistent rumours arose shortly after his internment that his body had been stolen and re-interred in the swamps of Kallavesa by his daughters Brigid and Jaara. They both absolutely denied these accusations.

History tends to paint Guntherm as a thick-headed warrior, but this is not entirely fair. He was a competent and inspiring general, and some scholars argue that he did the best he could in a bad situation. Still, some nations focus on the military defeats they suffered during his reign - the Navarr lost the Dance of Blood, and the Freeborn army of the Burning Falcon were slaughtered during the 247YE invasion of Hahnmark when the kohan fought to the last drop of blood to prevent a force three times its size claiming the academy at Ishal.

In Spring 378YE, the civil service compiled historical research focusing on the military campaigns Emperor Guntherm lead against the barbarian orcs. This document was made commonly available after the Autumn Equinox 381YE, and can be found here.

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Emperor Hugh

Contents

- 1 Reign: 348 YE - 368 YE

- 2 Called:The Fat

- 2.1 Early Life and Election

- 2.2 Reign

- 2.3 Death and Legacy

- 3 Hugh in Play

Reign: 348 YE - 368 YE

Called:The Fat

Also The Well-meaning, The Weak, The Unready or The Ill-prepared

Early Life and Election

Born in 321, as the nephew of the Dawnish general Leon de Rousillon, and the scion of a politically and militarily powerful Dawn noble house, great things were expected of Hugh de Rousillon. Despite being born into a life or privilege, insisted on earning his nobility the hard way, spending several years as part of a band of Knights-errant. He traveled across Dawn and most of the southern Empire performing heroic deeds and seeking challenges, and for several years served as Castellan of Spiral Castle. When he finally approached the Earl de Rousillon for his test of mettle he was challenged to deal with a particularly nasty band of Druj attacking into Weirwater and the Highborn territory of Reikos. Hugh lead a glorious band who sought out the Druj, pinned them down with magical assistance from a chapter of Highborn magisters and wiped them out.

In his youth he was known as a personable, enthusiastic and idealistic Questing knight with extensive experience both on tourneys and on the battlefield. He served as a Dawnish General on two occasions, partly due to his popularity with the Dawnish nobility and partly due to the influence of his Uncle Leon, a major participant in Dawnish and Imperial politics at the time.

Following the disastrous end to the reign of Empress Giselle, the Military Council used all their political pull to ensure that the next presence on the Throne would be sensitive to the concerns of the Generals. Hugh was convinced by his uncle to make a play for the Throne. With extensive support from the Dawnish, Marcher, Freeborn and Wintermark senators (no doubt encouraged by the generals of their respective nation, still smarting over the disasters they saw as being forced on them by Empress Giselle's refusal to listen to their advice), and with his personal charisma persuading several other Senators (especially those of Highguard) to support his claim, he ascended the Throne.

Reign

Unfortunately, he was an absolutely abysmal administrator, incapable of delegation, torn between the realities of political life and his personal idealism. A firm believer in glory, personal worth, leading-from-the-front, openness and altruism he was entirely unprepared for the Imperial court that fifteen years of Empress Giselle had created. Many Senators, especially those of The League, Navarr and Urizen were cautious of him as an individual, and of the cabal of generals they saw as pulling his strings.

Hugh was quickly torn between what he saw as his duty to his supporters, and his duty to the Empire. His drive to act for the greater good alienated both those senators who had supported him, and those who were already suspicious of him. While his enthusiasm and idealism were contagious, they seemed to work only while people were in his physical presence - left to their own devices, his supporters quickly began to identify flaws in his ambitious plans.

Despite the growing divide between the Military Council and the Imperial Senate, Hugh enjoyed a lot of support in the Imperial Synod. A devout man, he especially favoured the Virtues of Courage, Loyalty, Pride and Ambition. The troubadours of Dawn in particular sang his praises and encouraged other priests to do the same.

Emperor Hugh quickly discovered that both his uncle and the other generals expected him to be a figurehead, and he rebelled almost immediately. He rightly identified that the strategies proposed by the Generals were designed to protect their own people first and the Empire second. He challenged this position but only succeeded in making matters worse - the loose cabal of generals quickly collapsed into infighting and accusations, while the Senate continued to make increasingly unrealistic demands of them. The Marcher generals blamed Hugh and his uncle personally for the loss of Mournwold and Liathaven in 349YE, claiming that they had supported Hugh specifically to prevent the disastrous military defeat they suffered; this lead to even more bad blood between the Marches and Dawn and served as a remarkable ill-omen for the start of Hugh's tenure as Emperor.

In an effort to try and head of further disaster, Hugh began wooing the increasing jaded Senators with a dizzying number of feasts, banquets, tourneys and spectacles. Unfortunately, while he was trying to bring the Senators round the Generals were squabbling so badly with each other over dwindling resources that their armies began to lose, and lose badly.

While Hugh was on the throne, the Empire lost Mournwold, Liathaven, Segura, Reikos and finally Karsk - and along with them the senators who held their seats. His Uncle Leon was a casualty of the battle for Liathaven, and without his support Hugh floundered even more terribly. The Imperial Senate and the Military Council consistently squabbled over apportioning blame for these defeats; senators of individual nations refuse to assist each other for fear that their own lands be lost next. His speeches before the Senate were applauded, and largely ignored; likewise his efforts to create a united strategy among the generals.

Hugh became increasingly disillusioned throughout his reign, losing himself in drink and fine food. He is said to have taken the fall of Reikos particularly badly, given his role in helping defend it during his test of mettle.

Death and Legacy

By the end of his reign, the Emperor was almost unrecognisable as the energetic young man he had been when the took the Throne. Trying to stay ahead of the manipulations and machinations of the Senate had left him exhausted and despondent, while years of feasting had left him corpulent and unhealthy, barely able to fit into his harness when he lead the attack against the Thule invading Karsk.

According to those who saw him on the morning of that final battle, he was a broken man who actively sought out his death at the hands of the Thule. His body was recovered, and he was interred in the Necropolis in a beautiful marble tomb decorated with slender minarets and bas reliefs of knights and dragons. On the same day as his funeral, the inhabitants of Spiral Castle withdrew from the Empire behind a wall of enchanted mist and have not been seen since.

At the time Hugh received the lion's share of the blame for the Empire's many defeats but there is little evidence that Hugh did anything other than try to keep the Empire from becoming even more fractured during his reign. Cruel historians were quick to dub him the Fat, but more recent scholars have named him The Unready or The Unprepared. Several Dawnish scholars and troubadours, especially those associated with House Roiusillon, would very much like to see his name cleared and his legacy treated with the respect it deserves.

"Why can't they all just get along?"

Hugh in Play

Hugh was Emperor between 10 and 25 years before the beginning of the campaign. The Emperor oversaw a time of increasing internal fractiousness, and was increasingly considered ineffective and irrelevant by both the Imperial Senate and the Military Council. An older character, or a parent or grandparent might have been one of those people who supported or opposed Hugh's appointment; who feasted, fought or quested alongside him in his youth. A character in their thirties or fourties could easily have known Hugh when he was in decline, and even fought with him on his increasingly desperate campaigns to protect Imperial territory.

The Emperor is a recent historical character, and unlike earlier emperors and empresses much of what is known is considered factual. He was very much a well-meaning character out of his depth in the political world; frustrated by his inability to get people to work together, and by the way his plans always seemed to fall apart. Backgrounds that reveals Emperor Hugh to have been influenced by outside forces (beyond the generals who clearly played a role in his coronation), or to have been a cynical and self-serving wastrel, for example, are likely to be rejected.

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Emperor James

Contents

- 1 Reign: 257YE - 281YE

- 2 Called: the Wise

- 2.1 Early life and Election

- 2.2 Reign

- 2.3 Death and Legacy

Reign: 257YE - 281YE

Called: the Wise

Also known as the Gardener; in Varushka he is called The White Granite Emperor. In his native Marches he is usually referred to as the Mournful.

Early life and Election

James of Sarcombe (called Solid James by his fellow townsfolk) was born in 215 YE, the third of five children. Raised in the mining town of Sarcombe in the Mournwold from an early age he was instilled with the Marcher values of working hard, loyalty and practicality. He served as a soldier for several years during his youth, fighting with the Drakes in a number of campaigns against the Jotun in Bregasland and Hahnmark, and against the Thule in Volodmartz. He distinguished himself as a capable leader, although he never sought the position of general despite the support of many of his fellow Marchers.

He returned home after the death of his elder sister Mary, and took charge of the family. He never spoke much of his time serving in the military but always held a deep respect for soldiers that carried on until the end of his life. He married some few years after his return and worked with his wife in helping soldiers who returned from the battlegrounds find places in the Mourn to settle down and lead productive lives. His wife died due to complications during the birth of their first child, and he never remarried.

Following her death, he was elected to the Senate as the representative of the Mourn in 250YE, a post he held seven times over the next ten years. His reputation for a level head, a keen eye for detail and an ability to take the long term view made him, at that time, an ideal choice. He served with distinction; he offered sensible advice to his fellow Marcher Senators, defusing arguments among them, and helped weld them into a powerful voting bloc that soon forged a solid alliance with the senators of Wintermark and Navarr. He was a talented orator, and while he is generally described as ill-favoured even his rivals could not deny his charisma and wisdom. His famous close but tempestuous friendship with Jonty deWolfe, Senator for Weirwater was the subject of several famous poems and plays that are still performed today.

Following the reigns of two war-like figures, the Empire was close to a tipping point. James distinguished himself as the leader of a group of Senators opposing the reign of Empress Brannan, clashing repeatedly with the Throne. His work dealing with returned soldiers - many of them maimed or spiritually injured by the trauma of war - gave him a unique view into what the constant battles were costing the people of the Empire. He and his allies came to feel that lives were being carelessly thrown away by the Empress and her Generals. His increasingly vocal opposition focused on the way that the drive for constant expansion left no time for either recovery or consolidation, and in one landmark speech claimed that it was time for the Empire to apologise to the husbands, wives, parents and children of those whose lives had been thrown away in a relentless drive for meaningless glory.

After Empress Brannan was revoked by the Imperial Synod, James was encouraged by his supporters to claim the Throne. According to A Crown of Tears - the acknowledged masterpiece of Freeborn playwright Elsa i Canarra i Riqueza - he was unaware that his peers intended to announce his candidacy for the Throne until the motion was brought in the Senate. While modern historians consider this to be an apocryphal tale, Senate records of the time mention that the Senator for the Mourn requested an overnight recess immediately after the motion was brought. Cynical scholars suggest he and his supporters used this time to canvas additional support, while others (especially Elsa i Canarra i Riqueza) point to this as a period of self-examination and spiritual questioning where James balanced his desire for the Throne against the need for a wise Emperor to undo the damage the war-like predecessors had inflicted on the Empire.

In the end, James took the Throne - narrowly defeating his only significant rival, Jonty deWolfe of Dawn. This conflict marked the tragic end of their long friendship, and Jonty became one of James' fiercest opponents during his long reign.

Reign

On taking the Throne, James immediately set about using his powers (especially the hand of the chancellor) to repair the damage he saw as the legacy of his predecessors. This culminated during the Winter of 265YE with a motion brought before the Senate to "fix" the borders of the Empire - to make it illegal for the Empire to add new territory until such time as the Senate and the Synod were both in agreement that the Empire was sufficiently strengthened as to be able to hold those territories.

His motion brought howls of outrage, but he defended his proposal with wisdom and common sense. He compared the Empire to a garden, and the barbarians outside its borders as vermin who were turning the garden into a wasteland. "The way to deal with vermin," he suggested, "is to build a fence. And take a spade to the heads of any who cross that fence. And sometimes to head out with your household and hunt the vermin back to their lairs and remind them why they are afraid to come into your garden."

The motion was discussed for two days. The Synod was as divided as the Senate, and as soon as the motion was announced the senate began a discussion as to whether they should use their veto. With the assemblies of Vigilance, Wisdom and Prosperity on one side and the assemblies of Courage, Ambition and Pride on the other, the debate among the priests rivalled that among the Senators for intensity and passion. The motion passed - just - and remained in place until it was removed in 304YE.

In the years that followed Emperor James concentrated his efforts on defending the borders of the Empire and rebuilding depleted resources. He was sometimes accused of being a coward by his detractors, but with little evidence. He fought fiercely to defend the Empire and drive the barbarians out of regions they had taken. He dealt with foreign trade interests with an iron fist; following an incident in which several Jarmite merchants were caught trying to exploit tensions between the Marches and Dawn he ejected all Jarmite citizens from the Empire and encouraged the owners of the Imperial fleets to prey on the ships of Jarm until their House of Princes issued a formal apology to the Senate. As he said before the Senate, "The Empire is a family; and sometimes it might seem that I fight with my brother; but woe betide the stranger who seeks to get between us for I will hold his arms while my brother punches him."

A great many fortifications were built during James' reign, but he also saw to it that any settlement over a certain size had resources available to build walls should it desire to do so. He worked carefully with the Bourse, respecting their independence of Senatorial control but also ensuring that those Bourse seats who dealt fairly with the Senate prospered using all the means at his disposal. In parts of Varushka he is still known as the White Granite Emperor - it is believed that nearly a third of all vales in Varushka today benefited from gifts of materials granted by the Senate to their defence.

If there is a theme to the reign of Emperor James it is that of respect; he encouraged the houses of power in the Empire to work together, to put aside their differences, but also to take nothing for granted. When the Conclave discovered a ritual that would benefit the farmers of the nations, he made it clear to the Senate that they owed them a debt of thanks. When the Senate voted to resupply an army, he reminded the Generals that the Senate was under no obligation to use its powers in this way.

Death and Legacy

Paradoxically, James' reign was just as violent and bloodsoaked as that of Emperor Guntherm and Empress Brannan. Where it differs is that the Empire fought a war defensively, and consolidated their position before recovering the land they had lost. The closing of the borders did not mean that the Empire became complacent; they regularly assaulted barbarian lands to disrupt their armies, burn their settlements and slaughter their soldiers. Unlike the years prior to James' reign, however, they made no attempt to claim barbarian territory and withdrew back to the fortifications within the Empire once their campaigns were over. By employing short, aggressive campaign strategies they minimised the slow depletion of resources that had marked earlier reigns.

James died peacefully in the Spring of 281YE following a sickness of the lungs contracted during the Winter. He was interred in the Necropolis alongside his predecessors. Following his wishes, rather than being placed in a marble mausoleum, he was buried in soil transported at some expense from his native Mournwold. His tomb is now an orchard of apples with a simple monument of white granite in the centre. Three times a year there is a quiet ceremony where the custodians irrigate each of the trees with barrels of water taken from the Marches. For many who enjoy the quiet and solitude the garden this is the first inkling they receive that their silent refuge is the tomb of an Emperor.

Today he is seen as a larger-than-life character, a man whose deeds have surely been inflated. Among modern, cynical historians it is assumed that no man could have been as successful as Emperor James is seen to have been using just charisma, common-sense and respect for others. Regardless, none of his detractors have discovered anything else to account for his success. He had many supporters, it is true, but he dealt fairly with his enemies as well as his friends. He is sometimes credited with being the source of the phrase "I disagree completely with what you are saying but I will defend to my last drop of blood your right to say it, even while I punch you in the jaw for saying it."

Attempts have been made twice (once in 283YE and again in 308YE) to have James declared an Exemplar (once of Wisdom and once of Vigilance). Neither attempt has been successful. There are even some claims that he was a reincarnation of Sulemeine bin Tazal, the sword-saint of pre-Imperial times whose status as Paragon or Exemplar is unclear and possibly heretical.

Emperor James' reign is followed by a period known as the Second Interregnum. His legacy is sometimes denounced by modern scholars as leading to stagnation and laying the foundations of the problems the Empire would suffer during the reigns of later Emperors and Empresses. More even-handed historians disagree, pointing the to co-operation between the various seats of power, the increase in general quality of life and the comparative peace his reign left for future generations as an important period of recovery and a consolidation without which the Empire would have risked a slow descent into fractious barbarism. They also point out that James never intended the fixing of the borders to be permanent - that he presented it as a way for the Empire to prepare for further expansion rather than an admission that the barbarians had defeated them. He always intended that the Empire would begin expanding again once it could be sure that its reach did not exceed its grasp.

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Emperor Nicovar

Contents

- 1 Reign: 200 YE to 209 YE

- 2 Called: the Mad

- 2.1 Early life and Election

- 2.2 Reign

- 2.3 Death and Legacy

Reign: 200 YE to 209 YE

Called: the Mad

Early life and Election

The Urizen draughir who would grow up to be one of the most infamous figures in the history of the Empire was born in Ankarien, a great library in Spiral. For much of his early career Nicovar was a dedicated Urizen philosopher, as well as a skilful magus and a clever speaker. He served with distinction as an archmage of the Conclave, and was an acknowledged expert in the use of the rituals of the realm of Day.

Following the external-focus of the rule of Emperor Barabbas, the Senate was actively looking for someone more internally-focused to take the the Throne. Nicovar was a strong candidate, and was elected with the notable support of a number of his fellow magicians from other nations (along, obviously, with many others). In retrospect, there were accusations that some magical conspiracy had been responsible for his appointment, but there was never any hint of inappropriate behaviour.

Reign

In the early years of his reign it was clear that Nicovar was a brilliant administrator. He expanded the role of the civil service in support of the Empire, founding several academies for the training of aides and secretaries to help run the day-to-day business of the Empire. His court was hailed as a place of learning, and he surrounded himself with experts in dozens of subjects from all across the Empire. He spent three years working with the civil service and the generals of the Empire in overhauling and improving the efficiency and scope of the logistical support received by Imperial armies, and he instituted dozens of well-planned and well-thought-out programs to improve the life of people from all walks of life.

Optimists believed he would usher in a new golden age of reason and expansion for the Empire.

Unfortunately, as every school child learns, it was not to be. A decade of attempting to micromanage every element of the Empire, as well as a reliance on the magic of Day to gather and interpret ever greater amounts of information, eventually triggered a descent into madness. The early signs were generally dismissed as overwork; it was only when some of his advisers began to compare notes that they spotted a dreadful pattern. He began to demand extreme amounts of record keeping and it became increasingly clear that he was not in his right mind.

The genius Emperor had begun to see patterns in events that appeared increasingly paranoid. He began to put into operation controlling policies that divided the Senate and the Synod. The priests of the Assembly of Vigilance were encouraged to actively pursue internal and external threats, while those of Loyalty were given a wide remit by Nicovar to ensure and bind those closest to the Emperor with blessings to encourage their dutiful nature.

Nicovar himself demanding increasingly large amounts of crystal mana and the performance of increasingly esoteric divinations in pursuit of some conspiracy that made sense only to the draughir's crazed mind.

Things came to a head in 209 when without warning the Emperor began to send our loyal troops to burn down the Empire's libraries. There was a revolt, which culminated in the destruction of the central repository of records in Highguard and several key spires in Urizen - even his home spire of Ankarien was not spared. Thousands of volumes of history, philosophy, magic and science were burned - in many cases along with the scholars who fought desperately to protect them. Civil war threatened.

It was while the mad emperor was overseeing the siege of the School of Epistemology in Tassato that he was executed by the captain of his own guard, the Navarr Thorn Isaella. Despite appeals for clemency from the Synod, Isaella took full responsibility, and was convicted as a traitor, while simultaneously being lauded as an Exemplar of Courage and duty and a hero of the Empire.

Death and Legacy

Despite his madness, Nicovar was still Emperor. His body was entombed in a small three-sided pyramid in the Necropolis, without ceremony. A trio of Urizen sentinels stand guard outside the pyramid to this day; it is an honour to be chosen to join the guard. The Urizen are quick to point out that they do not do so for fear of Nicovar's return - they are quite confident he is gone, and his spirit moved along the great wheel - but as a penance for not having spotted his insanity earlier. Several of the Highborn stewards of the dead have put forward a theory that the vigil is actually concerned with ensuring that the Emperor never reincarnates; the magi of Urizen deny this suggestion. Privately more than a few priests have suggested it might not be a bad thing if Nicovar is never reborn.

Nicovar is gone, but his legacy endures to this day. The destruction of the libraries left a big hole in the history of the Empire - centuries of wisdom lost to the flames. The history of the Empire prior to this point had been almost fatally damaged; when men and women speak of Empress Richilde or the founding of Highguard, there are holes in their knowledge that may never be filled. Even the truth about Nicovar himself has been obscured; playwrights of the League particularly have spared no effort to paint him as a hateful, insane, spiteful caricature of a draughir plagued by unwholesome appetites and seething insanity. The truth is more likely that he was a clever man undone by his own ambition, by his inability to leave the details alone.

Still ... there are rumours. The most common concerns a series of journals kept by the Emperor both before and after his ascension of the Throne. Allegedly the later volumes are so infused with his mad insights into the imaginary conspiracy he was convinced threatened the Empire that they will slowly drive insane any scholar who studies them. If they exist their whereabouts are unknown.

Perhaps more worryingly, Nicovar's Staff of the Magi has never been accounted for. He almost certainly had it with him when he met his death at the end of Isaella's spear-point... but what happened to it afterwards, only the thorn herself is likely to have known, and she never spoke of it.

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Emperor Walter

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

Contents

- 1 Reign: 371 - 373 YE TBC

- 2 Called:The Ham-fisted

- 2.1 Early Life and Election

- 2.2 Reign

- 2.3 Death and Legacy

Reign: 371 - 373 YE TBC

Called:The Ham-fisted

Early Life and Election

Emperor Walter Upwold was a Marcher naga.

Reign

He was a catastrophically incompetent Emperor who never went into the Senate during his short reign.

Death and Legacy

He left the throne after a comparatively short time. He is interred in the Necropolis in a small tomb.

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Empire overview (Redirected from Empire Overview)

Formed nearly four hundred years ago when the First Empress began her crusade to unite all humanity, the Empire has grown and prospered ever since despite being surrounded by barbarian enemies. Made up of nine great nations, the Empire is politically and legally unified. Everyone is an Imperial citizen but the Empire seeks to maintain the unique culture and customs of the different nations.

The Empire has a complex political system that shares power between a number of institutions. At its head is the Throne, the seat of the Emperor or Empress and the most powerful political position in the Empire. The Throne is not hereditary; the occupant is chosen by the Senate (a council of representatives chosen from each nation) to oversee the running of the Empire. When the Throne is empty, most of its powers are held by the Senate.

The Synod exists to keep the Empire virtuous. This august body is formed from every priest in the Empire who has a recognized congregation. It has many powers defined in the Imperial Constitution, and is the only body able to dismiss an Imperial citizen from a position once they have been appointed. The prosecution of wars and the defence of the Empire is the responsibility of the generals appointed to the Military Council, whilst the most powerful magicians in the Empire protect and support their own through the Conclave. The Bourse oversees matters of economics, helping to build the Empire and enrich its citizens.

The day-to-day operation of the Empire is attended to by the magistrates and functionaries of the Imperial Civil Service. These NPCs (non-player characters) ensure that the laws are upheld. They also ensure that the tedious business of logistics and administration is attended to without those who rule having to waste their time with such matters. They have an untarnished reputation for integrity and impartiality. The magistrates ensure that everyone has recourse to the law, while the functionaries see that armies are fed and transported where the Generals order and that workers are hired and paid for building projects that the Senate authorizes.

What binds the Empire together is the Way of Virtue, a single religion shared by every citizen which teaches that humans enjoy reincarnation after death and that adherence to the seven great Virtues will ensure a swift reincarnation. The Way recognizes the legacy of the heroes of the past, while encouraging every citizen to work towards the triumph of humanity.

That triumph is not assured; the Empire has enemies on all sides. Barbarian tribes and kingdoms that look on the success of humanity with jealous eyes. They remember a time when they ruled this land and pounce on any opportunity to restore their own fortunes. The dream of the First Empress will not be complete until these barbarians are defeated once and for all.

Five things to know about the Empire

- It is an enlightened republic. The Empire belongs to its citizens and at its best it serves their interest. It does not keep slaves or discriminate between its citizens on grounds of age, gender, sexuality or lineage.

- It is unified by faith. The Way of Virtue is the official state religion based on philosophy and reincarnation. It is the only legal religion allowed in the Empire and is accepted in some form by almost all citizens.

- It does not tolerate murder. The Empire has a strong legal system that serves to identify and prosecute criminals especially murderers. Our NPC magistrates will use every possible in-character resource to punish those who break the law.

- It has many enemies. The Empire is surrounded by barbarians, the majority of whom are orc tribes and kingdoms. There has never been a year when the Empire was not at war with at least one of them.

- It is defended by its heroes. The Empire relies on its heroic citizens to defend it. Many elements of Imperial society works to encourage the citizenry to step up to this challenge. Children are taught to be the heroes of tomorrow.

What the Empire is not

- An aristocracy. The Senate appoints an Emperor or Empress and the senators are in turn chosen by the prominent inhabitants of the nations. This pattern is widespread throughout the Empire; it has no aristocratic or dynastic family lines and no tradition of inherited power or titles. Wealth may be inherited, but power is granted by your peers.

Further reading

- The Throne

- The Imperial Senate

- The Imperial Synod

- Religion

- The Imperial Military Council

- The Imperial Conclave

- The Imperial Bourse

- Imperial Law

- Imperial history

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Empire rules

Welcome to the Empire rules; here you can find out how to create characters and play the game. A short, printable summary of the key points is available. If you have any questions then check the FAQ first and if that doesn't help then please contact Profound Decisions and we will answer your questions.

Playing the Game

This section tells you how to play the game - providing the rules and guidelines for creating your character as well as roleplaying the character at an event.

Combat

All player-characters are able to fight in Empire if they choose. The combat rules explain what to do in skirmishes and battles and how to use your skills.

Safety

Safety is important to ensure that events are as safe as possible. Everyone must make sure that they understand these rules even if they do not intend to fight.

Groups

Players creating characters together can create a concept for a group to link those characters together. There are special rules some types of groups, called bands in Empire.

Skills

A character is defined by the skills that they possess. You can purchase any skill you want for your character, though some skills must be bought first.

Magic

Magicians are able to wield the force of magic, using it to drive enemies away or mend shattered weapons and bones. Read this section if you are interested in playing a magician.

Resource

Resources provide a character with wealth and precious resources. Every character in Empire may control campaign resources and a single personal resource.

Potion

Herbs can be mixed by characters with the apothecary skill to make potions and poisons. Potions can be consumed by anyone, providing valuable magical benefits.

Magical Items

There are scores of different magical items that exist in Empire. They are created and sold by player-characters and many characters will have access to one or two.

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Employ Civil Service to observe Fleets

Place a Civil Servant on all fleets leaving Imperial waters with the intention of cessation of piracy. Proposed by Sermersuaq, seconded by Skarsind

Overview

- Piracy of foreign fleets is damaging relations with foreign nations

- The Senate has instructed the civil service to put observers on every Imperial fleet to ensure compliance with the law

Date

- Summer 378YE

Upkeep

- 50 Thrones per season

Campaign Outcome

- The presence of a civil service observer on every fleet in the Empire makes it effectively impossible for PCs to engage in piracy of foreign nations or trade with barbarian nations. Consequently both options have been removed from the downtime system immediately.

- This measure was abrograted during the Spring Equinox 379YE summit.

- This motion was re-instated during the Summer Solstice 379YE summit.

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Employ Civil Service to observe Fleets II

Put civil servants back on boats in order to prevent piracy.

Proposed by Zenith, seconded by Tassato

Overview

- Piracy of foreign fleets is damaging relations with foreign nations

- The Senate has instructed the civil service to put observers on every Imperial fleet to ensure compliance with the law

Date

- Summer 379YE

Upkeep

- 50 Thrones per season

Campaign Outcome

- Re-instates the earlier placement of civil servants on ships leaving Imperial ports

- The presence of a civil service observer on every fleet in the Empire makes it effectively impossible for PCs to engage in piracy of foreign nations or trade with barbarian nations. Consequently both options have been removed from the downtime system immediately.

- This measure was initally proposed during the Summer Solstice 378YE.

- It was then abrograted during the Spring Equinox 379YE summit.

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Empower

Contents

- 1 Description

- 2 Casting

- 3 Effects

- 4 Sample Spellcasting Vocals

- 5 Common Elements

Description

This spell allows a magician to support heroic soldiers on the battlefield, helping them to use their martial skills at key moments. It is equally effective when used to grant strength to a neophyte warrior as to a veteran hero. Anyone who can wield a weapon can benefit from the magical enhancement that empower provides.

It is often associated with the Dawnish; there are many stories of enchanters using it to direct their fellow nobles. It is also popular with the Urizen both for supporting their sentinels, and for directing a warrior to unleash a specific valuable attack at a pivotal moment in an engagement.

Some magicians view this spell as strengthening or inspiring their target. More cynical or arrogant magicians think of it in terms of using a warrior as a living weapon to achieve their aims on the battlefield. Magical scholars point to it as being similar to a short-lived enchantment - they draw parallels with magical rituals such as Swan's Cruel Wing or Horizon's Razor Edge. The magical energy provided by the spell is very short-lived, however, and does not interfere with a magical enchantment - meaning it can even be used to empower warriors who are already benefiting from more powerful magic such as Barked Command of the Iron Serjant.

Several magic items exist that allow a magician to make more use of the empower incantation, such as the Roaring Chimera Rod and Glamourweave Robe which allow a magician to cast the spell many more times each day. The potent ritual Glorious Crown of Enchantment likewise increases the number of times the spell can be cast, with the additional advantage that its power can be replenished with the correct potion or access to a chamber enchanted to restore reserves of magical power.

Casting

- Type: Offensive spell

- Cost: 1 Personal mana

Effects

You may allow the target to make a single heroic call based on the weapon that they are using within 10 seconds. They may call STRIKEDOWN if they are wielding a polearm, IMPALE if they are wielding a two-handed weapon or CLEAVE if they are wielding a one handed weapon, or a one handed spear. The target cannot use an implement to deliver an empowered blow.

Sample Spellcasting Vocals

- Ophis reveal your hidden strength! EMPOWER!

- Inga Tarn guide your hand! EMPOWER!

- (to an orc) Ancestors guide your hand!

- As the lion roars, let fury fill you! EMPOWER!

- For one moment, the Stork guides your hand. EMPOWER!

- One blow to turn the tide! EMPOWER!

- Share of my strength! EMPOWER!

- Listen to your ancestors and strike now! EMPOWER!

Common Elements

- Rune Magic: Any of the Gryphon Runes will serve caster and target well when invoked, though some prefer to invoke Hirmok or Cavul to lend expertise - granting the target "dominion" over their weapon or gifting them with "purity" to strike truly, rather than simply granting them strength. Mawrig may be invoked, particularly when the subject will use their new strength to cripple an enemy with a single blow.

- Astronomancy: The Oak is by far the most common of the constellations called upon when casting this spell, though as with invoking Cavul, The Stork may also be used to imbue the subject with the skill needed to make a decisive strike. The Claw can be called upon, particularly when the subject will go on to CLEAVE an enemy with their new strength, or more rarely, The Mountain may be used to lend monstrous strength to a polearm's STRIKEDOWN.

- Dramaturgy: The Captain is strongly associated with this spell, both for the caster - one who gives strength to others - and for the subject, who strikes truly and Virtuously. The Bishop may also be invoked, lending strength to another.

- Blood Magic: A blood magician who is also a warrior may use their own blood, but more often the magician makes a small cut on the arm or shoulder of the target - enough to spill a little blood. Depending on the situation, the warrior may already be bleeding - and tracing a quick sigil in blood a warrior has already spilled while fighting has a strong resonance with this spell.

- Other traditions: A Dawnish witch might evoke the spirit of the mythical unicorn or the martial prowess of the chimera when casting this spell. A theurgist might invoke the name of a warrior-paragon such as Adelmar the Lion, or the name of an inspirational figure known for wielding a specific weapon (for example, Inga Tarn might be evoked to aid someone using a two-handed weapon). A goeticist might call on Zakalwe, Janon, Estavus, or almost any Summer eternal.

- Realms: This spell is strongly associated with the lore of the Summer realm. Some magicians - especially those who see themselves as directing or commanding the warriors around them - see a resonance with Autumn lore

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Empress Aenea

Contents

- 1 Reign: 103 YE - 120 YE

- 2 Called: The Builder

- 2.1 Early Life and Election

- 2.2 Reign

- 2.3 Death and Legacy

Reign: 103 YE - 120 YE

Called: The Builder

Early Life and Election

Born and raised in Highguard, the girl who would become Empress Aenea was a student of architecture, who helped build and design everything from mausoleums to castles.

Reign

Aenea's attention was heavily focussed on the systems and apparatus of the Empire, with modifications to the roads, the infrastructure of the Civil Service, the organisation of the Bourse, and the Imperial Senate and Imperial Law in search of refinement. She largely ignored the Imperial Synod, which continued to exercise its political powers in pursuit of the spiritual well-being of the Empire - only when the priests interfered with Aenea's projects for expanding and consolidating the infrastructure did she pay much attention to them.

She was also responsible for building the Lyceum in the Bay of Catazar east of Siroc, and establishing the position of the Dean of the Lyceum to help the Imperial Conclave perform magical research in the service of the Empire, free of political control. When asked why she did not have the Lyceum built in Urizen, she is reported to have simply shrugged and said "The Urizen sometimes need to be reminded that while they may consider themselves foremost among the magicians of the Empire, their peers elsewhere do not think that considering something is the same as proving it." She refused to answer other questions, but was very careful to underline that while the Lyceum had been built in the sea near Freeborn territories it was to be overseen by the Imperial Conclave and not the Senator of Madruga.

Historians point to this (among other incidents) as a foremost example of her abrasive personality; according to her contemporaries she lacked many social graces. Her brilliance lay in her ability to identify problems and find practical resolutions to them. She saw it as her role to build, reinforce and strengthen the Empire with the same direct and pragmatic approach she might take to building, reinforcing and strengthening a castle wall.

One of Aenea's failings was that she left foreign affairs, including military matters, entirely to the Senate and the Military Council without oversight; she was interested only in the Empire itself.

The Senators and the Generals took this as an opportunity to expand the borders of the Empire, and their perceived aggression disquieted nearby foreign nations. Several border wars occurred during Aenea's tenure on the throne, and at various points the Empire was at war with Faraden, the Iron Confederacy, Axos and Skoura.

In 118 YE, the Sumaah Republic officially broke with the Imperial Synod and technically excommunicated not only the Empress but all the priests of the Empire. Historians to this day disagree as to whether the Empress might have been able to head-off this international incident had she been more interested in foreign policy; several scholars point to key points at which the intervention of the Empress might have defused the increasingly tense situation.

The Empire was technically at war with the Sumaah Republic for the next two hundred years, but the vast distances involved meant that military conflict was all but impossible, All trade between the Republic and the Empire ceased, however, and it was not until 326 YE that the trade-routes were re-opened.

Death and Legacy

Aenea died. She was interred in a beautiful white granite mausoleum near the centre of the modern Necropolis. Built to her own specifications, it stands at the centre of a large marble plaza. As befits a woman whose primary interests were in stone and construction, the plaza is scattered with statues relating to the virtues, and various memorials. Its central location means that it commonly serves today as a popular meeting place for visitors to the Necropolis.

Parallels are occasionally drawn with the later Emperor Nicovar, but as the historian Senator Luca de Tassato said "A ruthless attention to detail is not the same as being obsessed with details."

After her death the Throne remained empty until the ascension of Empress Varkula in 125YE. During this time, the Senate became increasingly fractious and factionalised, creating the environment that allowed the ruthless Varushkan to seize power.

""By enabling free education in the magical arts, access to the title of Conclave Mage has also become free. Being free it has lost value, and it is important to the wellbeing of this Empire that the Conclave be comprised of mages who know the value of the work they do."

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Empress Brannan

Contents

- 1 Reign: 249YE - 257YE

- 2 Called: the Relentless

- 3 Early life and Election

- 4 Reign

- 5 Death and Legacy

Reign: 249YE - 257YE

Called: the Relentless

Also known as the Crazed in some circles, and the Revoked in others.

Early life and Election

The girl who would later become Empress Brannan was born in the High Thorn Path striding of the Navarr in 225YE. She was a talented battlefield magician, and a proficient wielder of Summer ritual magic. She served more than once as both the archmage of Summer and the Grand Master of the order of the Rod and Shield as well as being warmage three times during the reign of Emperor Guntherm, a post she held while fighting alongside him during his final campaigns against the Jotun.

In the aftermath of Guntherm's death, Brannan campaigned for and took the throne, vowing to continue the glorious campaigns that her predecessor had begun and gain new territory and new wealth for the Empire, driving its borders ever outwards. She also encouraged the Navarri vates to prepare new trods through the territories she would claim, intending to speed the process of corroding the power of the vallorn and allowing speedy reclamation of the lost Terunael cities.

Reign

Immediately after taking the throne, Empress Brannan initiated a ruthless punitive campaign against the Jotun, seeking restitution for what she saw as the murder of her predecessor. The Empire made significant gains in Narkyst, and it appeared at one point that they might succeed in claiming the entire territory held by the southern Jotun. Before her campaign against the Jotun was complete, however, she launched an attempt to claim the Barrens from the Druj subject tribes, and pushed eastwards into the Vore and the area around the Feverwater. Tired, overstretched armies fought increasingly costly battles to the east and the west - some historians theorise that had the Thule not been so badly defeated by Emperor Guntherm, and able to take advantage of the situation, it is likely that they would have been able to overrun northern Varushka and Wintermark with little opposition.

Brannan was a skilled battlefield commander, but she appeared to have little regard for the strategic considerations that followed her victory. Inevitably, settlers in Narkyst and the Barrens alike were slaughtered as soon as the armies moved to their next target. Injured soldiers barely had time to recover from their wounds before they were sent back into battle again. The entire Empire began to suffer a little from 'battle fatigue' - the constant demands of the military council drained Imperial reserves and the constant resources expended on resupplying tired armies meant little mithril or weirwood to use either on other projects or on expanding the resources of the citizenry.

As her reign went on, the Empress made increasingly bold use of powers that other Emperors had used more cautiously. She used her responsibilities as the defender of the Empire to become effectively the general of the Black Thorns, and attempted more than once to have herself voted the ability to assume more than one generalship. She used her position as master of magic to dissolve the Imperial Conclave repeatedly, whenever they resisted her demands for more mana and magic to assist the armies of the Empire. She even issued demands to the Faraden, Iron Confederacy and Skoura for mithril and military support, threatening to declare war if her demands were not met.Perhaps most egregiously, she used the power of veto to dominate the Imperial Senate, bullying them into approving her demands for more troops.

It is difficult to see how she managed to remain on the Throne for as long as she did, but historians point out that for most of her reign she was simply seen as 'hot-headed' and passionate. She listened to advice, and wielded her powers with a moderate amount of restraint for much of her time on the Throne. It was only in the last three years, when it was clear that all the territory she had captured with her armies was being reclaimed by resurgent barbarian forces, that she began to go 'off the rails'.

Even more significantly, she had begun to rely further and further on the magical support of certain Eternals, specifically Eleonaris and Hayaak of the Realm of Summer. Both Eternals offered increasing numbers of magical troops, and in return for certain concessions they offered powerful enchantments to the armies of the Empire. While the soldiers who received these blessings enjoyed great strength and fervour for war, the number of changeling births in the Empire began to rise. A number of beasts thought legendary ravaged parts of Dawn and Varushka. Magicians of the Conclave quietly warned that the Empress was giving over more than perhaps she should in her increasing desperation to defeat her enemies and secure the territory she had taken.

Regardless of the truth behind these allegations, in the end, the Empire had had enough. Even the assemblies of Courage, Pride, and Ambition could not continue to defend her careless abuse of her position. At the Spring Equinox of 257YE the general assembly of the Imperial Synod voted near unanimously to revoke Empress Brannan and remove her from the Throne.

Their actions sent shockwaves throughout the Empire. For the next six months, until Emperor James took the throne, the Empire endured a time of almost unprecedented crisis while still at war on multiple fronts.

Death and Legacy

Empress Brannan died shortly after her revocation - on the first night of the following summit in fact. Historians generally believe that she took her own life, but there is no clear evidence one way or the other. Despite having been removed from the Throne, she was still interred in Necropolis - the Cardinal of Pride at the time of her death lambasted those priests who argued that she should not be accorded such an honour. For much of her reign she had been a heroine of the Empire, and should not be denied the honours she had earnt because of later failings. Still, her tomb is on the very outskirts of the necropolis - a short tower of weirwood surrounded by a maze of white granite walls.

In some ways, Brannan is almost a footnote, sandwiched between the glorious Emperor Guntherm and the wise Emperor James. While she won many battles, she ultimately kept losing the war. Her constant drive to move on to the next fight, to keep expanding at all costs, was seen as ultimately futile. This is not entirely fair - under her reign the Empire ultimately secured several territories that had been in danger of being lost. The raw expression of Imperial military might gave the rulers of Faraden and the Iron Confederacy a fine example of what the Empire could achieve if it turned its mind entirely to warfare.

The Navarr in particular remember her with a combination of sadness and pride. She laid a lot of the ground work that allowed the vallorn to be cleared from much of Hercynia, and she launched several attacks against the Druj with the intention of allowing parts of Therunin to be reclaimed. She encouraged expansion of the trods where possible, but she also made great use of Navarr scouting expertise in her campaigns. Many Winterfolk and Dawnish likewise consider her reign bittersweet; some of the most glorious engagements of the third century took place during her time on the throne. She made resources available to generals, soldiers and battle-magicians on a scale that has never been repeated, and they were able to demonstrate the victories they could achieve with such support. Unfortunately, her lack of strategic thinking meant that all these victories were ultimately hollow.

She is also a cautionary tale. It seems that Brannan genuinely believed that if the Empire stopped expanding, it would become stagnant; she seems to have been equally genuine in her belief that the Empire could ultimately smash the orc barbarians and bring their lands into the Empire. Unfortunately a combination of impatience and short-sightedness meant that she tried too much, too soon, and the Empire paid the consequences.

Empress Brannan took the lion firmly by the scruff of the neck and by the tail, and then discovered the key problem; once you have the lion's attention, what do you do next?

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Empress Britta

Contents

- 1 Reign: 374 YE - 376 YE

- 2 Called: The Young Empress

- 2.1 Early Life and Election

- 2.2 Reign

- 2.3 Death and Legacy

- 3 Britta in Play

Reign: 374 YE - 376 YE

Called: The Young Empress

Early Life and Election

In 349 YE the Steinr Britta Gilderling was born in Skarsind, the north-eastern Wintermark. Her territory beset by problems with the Thule barbarians. She grew up to be a competent warrior and an inspiring battlefield commander.

In 369 YE she was appointed to the Imperial Military Council as one of the Wintermark generals. Her appointment came at the insistence of the senator for Kallavesa, and the Kallavesi mystics were among her earliest supporters when her Imperial ambitions became clear.

Britta served with distinction as a general. While she was a capable fighter, on the battlefield, she served as a banner-bearer fighting with standard in one hand, sword in the other and her mighty horn Warcaller at her belt. Always at the heart of the action she was seriously injured numerous times, especially during the retreat from Skarsind. She fought desperately to help as many of her people survive the Thule incursion as possible, and was instrumental in defending the smiths of Gulhule as they fled the oncoming barbarian tide.

Those who fought alongside her were often smitten by her, although she never married. The scops began to tell stories of the way she burnt with a spiritual fire that inspired and strengthened everyone around her, and after her coronation these stories became commonplace among troubadours and bards. Even during her early career she was often pointed to as the epitome of a Steinr hero, and an example of what every virtuous warrior should aspire to be.

Serving under the incompetent leadership of Emperor Walter, she saw first-hand the damage that was caused by someone unsuitable occupying the Throne.

In 371 YE she personally helped coordinate a brilliant campaign on the western borders of the Empire, pushing the Jotun barbarians out of Sermersuaq and Kallavesa at the head of joint Wintermark and Marcher armies. Without her excellent leadership and inspirational presence is it widely believed that both territories would have been lost to the orcs. She left her army to defend the western borders of Wintermark. but took her personal forces across the Empire to the east.

Britta's personal troops, and those of her close allies, joined the engagement on the eastern front against the Druj. Her presence was instrumental in helping the Dawnish armies drive the Druj out of Semmerholm, and in reinforcing the garrisons at Holberg after they came under concerted attack from barbarian forces.

Wherever she went she spread the idea that enough was enough; that it was time for the Empire to take a stand, to throw back the barbarians, to stop thinking defensively, each in their own corner. Time to begin thinking like an Empire again, take back what was lost and then destroy the barbarians and expand the Empire.

Reign

With growing grass-roots support, Britta openly challenged the corruption of the Senate and Synod. Her impassioned speeches shamed many senators and priests, and she declared herself as candidate for the Throne. While some senators were inspired by her, the more self-serving senators quickly saw which way the wind was blowing and concealed their dislike of the new Empress, voting in her favour to try and secure their political careers. She was elected by a significant majority

She had seen the mistakes of the previous three incumbents, and vowed openly not to repeat them. She had the courage to speak her mind, but she tempered this with the wisdom to select competent advisors, and give those advisors the freedom to act on behalf of the Empire.

She surrounded herself with competent generals, and began to formulate and prosecute a campaign to recover lost territories and drive the barbarians back. She demanded that the Synod turn its eye on the Empire and weed out the virtueless parasites who had grown fat feeding on its life-blood. She called on the Conclave to resolve its internal squabbling and find magical ways to support the Empire and its people.

A popular and charismatic figure, she united the people of the Empire behind her and dealt ruthlessly with her enemies using all the tools available to a popular Empress.

People began to call her the Young Empress, and hailed her as the reincarnation of the First Empress, come to protect the Empire in its time of need.

She found particular favour with the Imperial Orcs; whereas previously the throne had tended to keep them at arms' length, she brought them into the inner circle of her advisors. She promised them her support in gaining lands for themselves if her campaign of expansion was successful.

Death and Legacy

Britta was killed during a disastrous battle at the Autumn Equinox 376YE. She and the majority of the heroes of the Empire risked using a dangerously anomalous conjunction on the Sentinel Gate to attempt a decapitation attack against Thule forces in Skarsind. It went disastrously wrong. The Empress and most of her supporters - including the majority of the generals, senators, archmagi and cardinals - were killed by the barbarians. A state of emergency was declared.

News of her death came as a particularly bitter blow to many Imperial Orcs. One of their strongest supporters been snatched away before she could fulfil her promise to help them take land.

Many feared that the Empire may return to the dark years of divided and weak leadership. Her body was recovered by remaining heroes during the Winter Solstice 376YE, and interred in the swamps of Kallavesa while her regalia was placed in a shrine in the Necropolis.

In Autumn 379YE, the regalia were removed from the shrine and sent to Wintermark, where they were interned in the marshes alongside her body.

Britta in Play

The young Empress is definitely dead, and part of the story of the first Empire event will deal with what her death means for the Empire as a whole. Some elements of that death are intentionally obscured with that in mind. For the most part, any character can have had interactions with Britta, simply because she has been the most recent holder of the Throne.

Almost anyone who has attended a meeting at Anvil over the last five years or so will have had a chance to meet and work with her.

Anyone may have fought in one of her campaigns, both before and after she was Empress.

You can't have been her closest advisors or her bodyguard or her lover because they are dead. All of her key supporters are dead.

When Britta launched her attack she took with her the heroes of the Empire - the majority of the Senators, Generals and titled characters in the Synod and the Conclave went with her. Anyone who held a position but stayed behind is likely to be considered to have been a coward or a splitter, especially by NPCs.

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Empress Deanne

Contents

- 1 Reign: 300YE to 318YE

- 2 Called: the Fair

- 2.1 Early life and Election

- 2.2 Reign

- 2.3 Death and Legacy

Reign: 300YE to 318YE

Called: the Fair

Early life and Election

Empress Deanne was a Navarr born in Seren who spent much of her early life alternating between travelling the Empire with one striding or another, or studying at various centres of learning. As often as not she called herself "Ivymoon" after her parents' striding, particularly when spending time among non-Navarr. She was the first Throne since the reign of Emperor James, and her election marked the end of the Second Interregnum.

She ascended the Throne in her late twenties, after several years of serving as Senator for Miaren. A passionate public speaker, she was famous both for her sense of humour and for her steely commitment to serving the needs of the people of the Empire. Her cognomen refers not from her appearance, but to her reputation for being an even-handed Empress who took great pains to favour no one faction above another - as long as the people of the Empire were protected she largely let Imperial politics unfold as it wished.

Reign

The Second Interregnum lasted nineteen years, during which time Emperor James' prohibition against expanding the borders of the Empire held full force. The first rumblings of interest in electing a Throne came as the tercentenary of the founding of the Empire approached, but that alone would not have been sufficient to see Empress Deanne appointed. In later 298YE, the Grendel orcs of the Broken Shore launched a major offensive against the southern territories of the Empire, attacking across the Brass Coast, Uccelini in Sarvos, Redoubt, and southern Highguard. Their initial attacks were dismissed as little more than raids by a complacent Senate and an inexperienced Imperial Military Council. It was only in 299YE when the Grendel began to establish permanent footholds in Feroz, Madruga and Necropolis that the Empire realised this was a concerted invasion and not a series of feints. At around the same time, both the Jotun and the Druj launched attacks into western Wintermark and the Barrens respectively, taking the Empire by surprise and leaving the Senate and the Military Council squabbling over the best way to respond to these threats.

After nearly twenty years of relative peace, the Empire was unprepared for an actual invasion on this scale, particularly in the southern territories. Deanne and her supporters presented a clear plan for opposing the Grendel, revitalising the Imperial armies and providing much-needed leadership to the Imperial Senate, and in 300YE following a decisive victory against Grendel forces at Sanctuary Sand in Necropolis, she became the fourteenth Imperial Throne.

With an Empress providing a single coherent strategy, Imperial forces rallied. The Grendel were driven back, and would not threaten the Empire in a significant way again until the surprise attack against Spiral thirty years later. The Druj failed to take Dawnguard, at least partially thanks to the timely appearance of the Black Thorns and Fire in the South, accompanied by large numbers of Navarr thorns and Freeborn soldiers. The Jotun attack into Wintermark took longer to answer, and as it dragged on the Thule launched several probing raids south into Varushka and Skarsind. The problems in the north and the west continued into the reign of Emperor Ahraz and beyond - Deanne several times said that her continued failure to secure a lasting solution in the north-west weighed heavily upon her.

Closer to home, for much of her reign Deanne wielded the power of The Throne with a light, deft touch. She rarely intervened directly, preferring to leave senators, generals, priests, magicians, and merchants free to follow their own goals. Yet when she did feel the need to intervene directly she did so ruthlessly, and with overwhelming force - her political opponents were free to argue with her as they saw fit, but once she had made a decision she expected them to fall into line or face the consequences.

Death and Legacy

Deanne was young when she took the Throne, and proved a popular Empress. Her reign was cut tragically short however in Summer 318YE; following a long and particularly complex Senate session regarding a potential trade treaty with the Asavean Archipelago, she passed away in her sleep. An immediate investigation by the magistrates found no sign of foul play; her heart had simply stopped. She was mourned across the Empire, and interred in the Necropolis. In accordance with her wishes, no monument marks the spot where she lies, but the wooded park that surrounds her grave is a site of particular tranquillity. Those who meditate beneath the trees often report a sense of clarity, and pilgrims from across the Empire are known to visit the park when they have particularly difficult decisions to make.

A few historians suggest that renewed aggression from the orcs, and the subsequent enslavement of prisoners of war, may have played a part in inspiring the Orc Rebellion. There is little concrete evidence to support this - compared to the number of orcs born and raised in captivity, the influx of war-captured slaves was extremely minor.

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Empress Giselle

Contents

- 1 Reign: 331 YE - 346 YE

- 2 Called: The Unwise

- 2.1 Early Life and Election

- 2.2 Reign

- 2.3 Death and Legacy

- 3 Giselle in Play

Reign: 331 YE - 346 YE

Called: The Unwise

Early Life and Election

Empress Giselle de Sarvos was a born politician; clever, manipulative and cunning. Her guild, the Alvetti carta, were long-established players in the games of the Jewelled City and she enjoyed every advantage growing up. While she was not lineaged herself, she had ties with several reckoner guilds both through her mother, a naga, and her merrow husband Teodore von Mestra. She never lacked for useful information about the political and financial affairs of her allies and rivals. Through a delicate web of blackmail and patronage she cultivated agents and business interests throughout the League, and made a special point of extending her reach to Siroc, Meade as well.

She made little secret of her love for the League. Wherever she could exert influence, she encouraged the prosperity of the League as a whole. While she obviously favoured her supporters, she was not selfish with her patronage and favoured League citizens over citizens of other nations wherever possible. While her interests were primarily economic and political, she made regular charitable donations to the bishops of Prosperity and Pride, and was an active patroness of the church of the Little Mother. She encouraged politically minded League bishops to take active part in Synod politics; even before she became Empress the League National Assembly enjoyed an unparalleled influence over religious matters. She was even-handed in her largesse - despite being a child of the bay of Catazar she was as active in Temeschwar and Holberg as she was in Sarvos and Tassato.

Some historians credit her with actively fanning the flames of Senatorial worry after the loss of Spiral in 331 YE, encouraging the idea that the Empire would need unified leadership in the wake of that crisis, Most historians see her as being more opportunistic; recognising the chance to increase her power and the power of the League she loved, she did exactly what she had done to become a merchant prince; employ blackmail, bribery and patronage to bring as many senators as possible under her influence.

Reign

Unfortunately the approach that had made her a successful merchant prince helped made her a dangerously ineffective Empress. Her skills were honed on the subtle battlefields of the League, and they proved to be much less effective on the larger stage of Imperial politics. She made little effort to conceal her love for her own nation, which immediately made her unpopular. While she was free with her patronage, those who refused it were often cut off completely from the Throne; in some cases she actively blocked their future careers if she considered them a threat to her allies, her nation or her own position. Her habit of playing her supporters off against one another to safeguard her own position deepened the divisions in the Senate. Her agents, alert for signs of dissension and potential blackmail material encouraged an atmosphere of suspicion and paranoia.

Under her benign gaze an atmosphere of nepotism flourished in the Empire as never before. She was known to have influenced the election of several Senators, and for many years the Freeborn Senator for Madruga was in her pocket following extensive 'loans' to her political campaign. She even managed to exert some influence over the selection of senators in Dawn and the Marches by favouring her allies with gifts of money to help them claim their Senate seats.

Her allies in the conclave never lacked for crystallized mana, and for a brief period in 338 YE five of the six Archmagi were magicians of the League, each owing their position to the patronage of the Empress. Efforts by the Synod to express their disapproval for her methods were repeatedly stymied either by priests who owed patronage to her or by priests who simply approved of her bold character. Few could fault her virtues - without a doubt she was proud, ambitious, prosperous and loyal. She simply directed her virtue more towards her nation that toward the Empire.

There is little doubt that she was behind the ill-fated effort to have the Eternal Shafts of Time reallocated as an Imperial Seat - a move that would almost certainly have seen it fall into the lap of the economically dominant League. While no proof was ever found that she had commissioned the (almost certainly) forged documents casting doubt on the legitimacy of the Varushkan ownership of the mine, she openly campaigned in support of the move. The Senate was outraged - not least because it was easy to see that if this attempt was successful then it was likely to be followed by several more attacks against other National Bourse seats. The Constitutional Court stepped in to put a stop to the matter before a vote could be held, reiterating their position that the only way for a new vote of allocation to take place is if the resource is lost and then later reconquered. The damage had already been done, however; several of Giselles most prominent supporters in both the Senate and the Bourse found themselves subject to assorted curses, and the Varushkan senators opposed every motion raised by a League senator for the next two years in an obvious protest.

After months of wrangling with the Synod, Giselle made an outrageous and extremely unwise claim to be a reincarnation of the Paragon Empress Richilde despite a complete lack of evidence. Encouraged to use True Liao, in 341 YE she scandalised the Synod by taking her husband Teodore as her guide, whose confirmation of her past-life as Richilde was considered transparent and unconvincing in the extreme. In what many saw as an attempt to emulate Aldones di Sarvos, she completely misread the mood of the Synod. Giselle merely succeeded in alienating several of her Dawnish supporters and outraging many of her supporters in the Synod. It proved to be a turning point in her reign.

Further scandal was to follow; in 342 YE damaging letters between the throne, the Senator of Madruga and the Aldermen of Meade came to light in which it became clear that she was trying to encourage the cities of Meade and Siroc to secede from their nations and join the League. It ended the political career of the Freeborn senator, and saw relationships between the Marcher households and the Market Towns sour even further. Giselle was able to distance herself from the plan, but in the process was forced to abandon some of her supporters who bore the brunt of Freeborn and Marcher ire in the Senate.

For many these revelations were the final straw. By 344 YE it became clear that not even her supporters in the Synod could quiet the growing dissatisfaction at the methods and her obvious favouritism towards the League. Before she could be publicly censured, however, the Druj barbarians and their subject tribes launched a series of attacks along the eastern borders of the Empire, ranging deep into the Barrens and attacking the outskirts of Semmerholm and Weirwater. In the face of this aggression, and massive political pressure from the Senators of Dawnish, the Empress made a hurried reconciliation with the Synod, and turned her attention to the defence of the Empire.

Death and Legacy

After two years of campaigning against the Druj, Empress Giselle was killed at Holberg during an ill-fated attempt to defend the territory. She repeatedly ignored the advice of her Generals - that the apparent weakness in the Druj lines was clearly a trap. Her refusal to listen lead to the resignation of the Marcher General Maria of Upwold and the Brass Coast General Xavier i Torelia i Riqueza, and she personally removed the Dawnish Generals Leon de Rousillon (coincidentally uncle of her successor to the throne, Emperor Hugh) and Elaine de Ballion when they point-blank refused to send Dawnish troops to the aid of Holberg.

Exactly what happened at Holberg is not clear, but Giselle and her husband were killed as the Imperial forces were defeated - the Druj and their allies took the territory and lay siege to the city to this day. The Empress, riddled with deadly venom, survived long enough to refuse the honour of being interred in the Necropolis and instead insisted on being entombed in her beloved League alongside her husband. She was placed in a massive marble tomb in Caricomare where she rested for only two years before the Alivetti estates were devastated in the storms that sank the streets and drowned that part of the city. The final indignity came in 380YE when the Grendel, during the sack of Sarvos, attempted to steal her sarcophagus. It was recovered by Imperial heroes, and eventually sent north to Temeschwar where it remains to this day.

Following her death, the Synod wielded the power of revocation against several senators who owed their position to her patronage, much to the chagrin of those priests who still saw her as a larger-than-life character strong in the virtues of pride, prosperity and even loyalty. The resulting divisions persisted for many years.

Her own guild, and several others that had been tied to her patronage, suffered near-catastrophic reversals of fortune; the Alivetti in particular were left almost destitute (by League standards). Historians point ironically to her love of the League, and the fact that it was during her reign that the League suffered one of its greatest setbacks (the loss of Holberg).

It was decades before the reputation of the League recovered from the taint of having had such an inwardly-focused Empress, and to this day many citizens of the League consider her reign to have been a low-point, rather than a high point, in their history. There is no doubt that Giselle was a clever manipulator, but her skills did not transition well to the wider canvas of Imperial politics. She was charismatic, but personal magnetism was insufficient to win her enemies to her cause. She understood politics, but she woefully misunderstood how complex the Imperial political arenas actually were.

Her reign is used as an object lesson of the dangers of overconfidence, of under-estimating the political savvy of the other nations, of the damage that can be done by placing someone who loves their nation more than the Empire on the Imperial Throne, and of the importance of listening to one's generals.

"She loved unwisely, and too well."

..

Giselle in Play

Giselle was on the throne between 30 and 40 years before the beginning of the campaign. The Empress made little secret of her love for the League, and many of her manipulations are common knowledge. Her reign is marked with a political shift towards the League, and is a period of turmoil and political upheaval within the Empire. It is possible that a character might belong to a Marcher household, Dawnish noble house or League Guild that was involved in Giselle's machinations. A parent or grandparent might have been one of those people who owed high political office to Giselle's patronage - or whose career was effectively ruined by a refusal to play by her rules. The Generals who warned Giselle against the Druj trap in Holberg are now seen as wise tacticians, and set a fine example for chracters who might want to follow in their footsteps.

Those close to the Empress mostly suffered reversals of fortune when she left the throne, but not all of them - the Alivetti guild still exists, for example, albeit in a much reduced state. Playing members of a group ruined following their support of Giselle who are now looking to recover from past legacies, or even to re-interpret Giselle in a more positive political light, could make for a potentially fascinating story arc.

The Empress is a recent historical character, and unlike earlier emperors and empresses much of what is known is considered factual. She is very much a political character who makes mistakes due in part to her fierce love of the League, and in part to her overconfidence. She is manipulative, but she is not a super-villain. Backgrounds that reveals Empress Giselle was influenced by outside forces, to have been a figurehead for her husband, or to have arranged the Druj threat against Dawn to further her political career, for example, are unlikely to be accepted.

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Empress Lisabetta

Contents

- 1 Reign: 380 YE - ??? YE

- 2 Called: of Flowers

- 2.1 Early Life and Election

- 2.2 Reign

- 2.3 Death and Legacy

- 3 Lisabetta in play

Reign: 380 YE - ??? YE

Called: of Flowers

Early Life and Election

The eldest child of Elise Giacomi of Tassato, and Gyorgy Yakovitch of Temeschwar, the young Empress-to-be excelled at the study of music and philosophy at the prestigious University of Tassato. After completing her studies, she was reluctantly drawn back into her family’s long-established Temeschwari business, the Hearthfire Guild of Arms and Artisans, and six years ago set up a new branch in Holberg after succeeding her mother as Prince of that guild.

Her rise in the political sphere has been remarkable. Shortly after arriving at her first Anvil Summit in the Winter of 378YE, she was appointed Conscience of the Senate by the then Cardinal of the Way Beodun Snowlock. She served her year’s term with distinction and immediately afterwards took on the role of proxy to the Warmage, carrying out the full responsibility of that role during the storm-wracked summit of Winter 379YE. She announced her candidacy for the Throne shortly before the Summer Solstice of 379YE and it took nearly a year of hard work to achieved the support of the Senate.

Finally, during the Spring Equinox 380YE, Lisabetta von Holberg was elected as the twentieth Empress.

Reign

At her coronation during the Summer Solstice 380YE, Lisabetta was crowned with a coronet of summer flowers woven by the young heroes of the Academy, rather than with the Imperial Crown. During the Spring Equinox 381YE, Lisabetta became the first Throne since Empress Brannan to be crowned monarch of Dawn.

One of her first actions after taking the Throne was to establish the Imperial Offices, an Imperial sodality dedicated to supporting the Throne in the performance of their duties and the furtherance of the Imperial agenda.

Death and Legacy

At the time of this writing Empress Lisabetta is still alive.

*The coronation of Oor Betty.*

5pm - The coronation procession, wherein the Empress progresses through all ten nations commencing with a ritual handwashing at the Highguard camp - directed by Yael of Felix’s Watch

5.30pm - the procession reaches the Glory Square. Seats will be un-reserved, save for the coronation party, to number 10 at maximum.

5.30pm - the coronation dance of the Brackensong of the Navarr

Runedance: A spoken word performance, with musical and dance support. Blood of the Empire: A song with dance and a gift presentation

5.40 - the singing of the Coronation anthem, led by the Volchitrava Stzena of Varushka.

5.45 The ceremony proper

The Dedication to Wisdom, by Friar Edward of King’s Stoke, called ‘Watcher’, of the Marches

The Presentation of the Shield, by Imperial Orcs

The taking of the Ring, by Severin von Holberg of the House of Seven Mirrors of the League

The presentation of the crown, by Athelstan of Wintermark.

The crowning, by the Cardinal Of Wisdom, assumed to be Agnetha de Rondell of Dawn

6pm The ceremony ends with the Imperial Anthem, led by Sister Meredith and the singers of the High Courage Chorus of the Marches.

(Notes provided by John of Meade, a Speaker of the Senate at the time.)

Lisabetta in play

It is important to bear in mind that Empress Lisabetta is a player, and not a member of our NPC crew.

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Empress Mariika

Contents

- 1 Reign: 212 YE - 234 YE

- 2 Called: The Cunning

- 2.1 Early Life and Election

- 2.2 Reign

- 2.3 Death and Legacy

- 3 Tekupala

Reign: 212 YE - 234 YE

Called: The Cunning

Early Life and Election

Mariika Ymmasdottir, is also called Mariika Markling, and is one of the heroes of Wintermark. Her parents were Suaq merchants who traversed the whole of Wintermark, and made regular visits to the Marches where they were deeply involved in the transport of grain to the northern nation and in negotiations with Navarr brokers. Mariika was characterised as a quiet girl who loved to watch and listen, and some of her childhood friends assumed she would choose to join the Kallavesi when she came of age - but she did not. Her cambion lineage drove her to be ambitious and instead of becoming a mystic she took the lessons she had learned from her parents and their contacts in the Marches and applied them to the enrichment not of a single hall but to the folk of Wintermark as a whole.

She was not a charismatic woman, but possessed apparently bottomless reserves of practicality, good sense and cunning. The quiet, observant girl grew into a confident, gregarious woman who loved to talk with strangers and engage in verbal sparring for the sheer joy of it. She quickly gained a reputation for honesty that rivalled that of the Freeborn traders with whom she dealt, but could be as stubborn as a Varushkan mine-owner or as cautious as an Urizen architect. Many of her writings survive to this day, and whenever she wrote on matters of trade and economy she repeatedly highlighted the importance of understanding the people you were trading with. You did not need to like them, but to make the best deal it was important to be able to think like them. Her writings on business and warfare were collected after her death into a volume called "The Good Deal." .

She became a regular presence at the quarterly meetings at Anvil, first in the company of her parents and then as the leader of a group of Wintermark merchants in her own right. A regular at the Bourse, she served on two separate occasions as Senator for Sermersuaq. When it was clear that Emperor Nicovar was descending into madness, she became one of his outspoken critics. She was not a demagogue, but she repeatedly pointed out that the paranoia and suspicion flourishing under his reign was driving the nations of the Empire apart. While she did not take a direct stand against the Emperor, she certainly used her Senatorial position to oppose many of the more extreme measures he tried to instigate in the last years of his reign.

After the disastrous end to Nicovar's reign, the Empire went without a presence on the Throne for three years. Recriminations, internal disputes and bickering marked the Senate and the Synod. The mad emperor's obsession with book-keeping and minutiae has placed crippling burdens on the civil service; coming on the heels of Emperor Barabbas' maritime spending and the military expansion of Empress Varkula the Empire was on the verge of economic collapse. In 212 YE the Senate prepared to attempt to pass a motion that would levy additional taxes on the richest members of society, a move that was as unconstitutional as it was potentially disastrous for the Empire.

With the support of a large number of merchants, guildmasters, Freeborn, League merchant princes, Urizen architects and Varushkan senators, as well and the majority of the Imperial Bourse, Mariika presented a counter-suggestion. If she were made Empress, she would improve the Empire's finances within five years. She did not win the Senate over with wild promises; rather she presented them with solid economic facts and projections, furnished by the Civil Service. She warned the Senate that the single best way to save the Empire was not to start robbing its citizens, but to let the people who understood money do what they did best. She was elected by a narrow majority.

Reign

Immediately after her election, she went to work with a vengeance. She called together the finest financial minds in the Empire, and together they spent three months examining the problems. At the end of this time she returned to the Senate and announced a number of measures she was confident would shore up the Empire and see it prosper.

Her first step was to loosen the strangle-hold the Senate kept on certain key resources. Amid howls of outrage she put forward motions that would move control of a number of important positions (such as the Master of the Imperial Mint) to the Bourse.

Her ruthless efficiency was not restricted to the Senate. She disbanded two entire armies (the Varushkan Iron Helm, and the Thundering Tide of Highguard), and slashed funding to the Military Council, demanding that instead of a constant siphon on the Imperial treasury the generals find a way to do more with what they already had. She gave the Bourse control of a number of raw material surpluses, to the consternation of merchants across the Empire. Further she codified several positions that had previously been filled on an ad hoc basis, recognised the office-holders as Imperial officers, and then made them pay for their positions by again handing responsibility for filling those positions to the Bourse. All moneys raised by the Bourse in auctioning these new positions would go into the Imperial coffers, minus a small percentage to pay for the running of the Bourse. Perhaps just as importantly it was Mariika who suggested laws that restricted the way the rare material ilium, vital to both the crafting of artefacts and the performance of certain rituals, could be traded.

The Synod and the Conclave mostly avoided her reforms, but they did not escape her scathing tongue. She roundly criticised the cardinals and the archmagi for letting the Empire get into the state it found itself in. Both magicians and priests had a responsibility to use their powers in the service not of The Throne, but of the people of the Empire, and if they would not do so then perhaps it was time for them to step aside and make way for people who would.

One of the new positions she created made her unpopular in the Marches to this day; it was Mariika who came up with the idea to offer Imperial charters to settlements in the Marches, giving them the status of market towns. She offered similar considerations to other nations but only in the Marches was the offer taken up, to the consternation and outrage of many stewards who tried to prove that the move was unconstitutional.

Her reforms were not solely focused on the Empire; while she encouraged renewed trade between the nations, she also continued to encourage trade with foreign nations, bringing the wealth of the world to the Empire. While her reign was not without complications, it is remembered by historians today as the start of a period of unmatched prosperity for the Imperial citizens.

After her economic reforms were pushed through the Senate, Mariika took a step back from the business of governance. Rather than attempting to micromanage, as Nicovar had done, or pursuing personal projects as Barabbas had done, she chose to remain slightly distanced from Imperial politics. Instead, she looked to the example of Emperor Giovanni and the First Empress and surrounded herself with competent advisors, encouraging those with natural talent to seek out positions from which they could serve the Empire by serving their own interests. Two of her closest advisors were the enigmatic Kallavesi shaman Tekupala and the Steinr warrior-hero Inga Tarn. The League historian Marconi of Holberg wrote a definitive biography of Mariika in which he claimed that "There was not one person in the Empire of whom it could be said they received their position through any influence of The Throne; truly it was a golden age."

She was very unpopular in the Military Council, who blamed her for several defeats in the early years of her reign. It soon became clear that Mariika bore no malice towards the generals, despite having disbanded two of their armies. As the economy recovered, as more money rolled into the treasury, she diverted those funds to ensure that the armies were well-equipped and well provisioned. Her arguments were always that it was the responsibility of the armies to be efficient - that over time they had become bloated and set-in-their-ways. By encouraging more small military forces to take responsibility for themselves, and by ensuring that the campaign armies were examples of excellence and had the best logistical support, they became much more effective than mere numbers would suggest.

In 217, five years after she took the Throne, Empress Mariika went before the Synod. As the guardians of the well-being of the people. she asked if they felt she had fulfilled her promise. If they felt she had failed, she told them, they should revoke her office and she would not contest it. The Synod took three days to reach a decision, advised by civil servants they agreed that she had indeed reversed the downwards trend in the Imperial finances and stabilized the crumbling economy.

Death and Legacy

After her address to the Synod, Mariika remained on the Throne for another seventeen years. She continued to encourage others to take an active part in running their Empire, campaigning tirelessly for greater understanding between the nations, and repeatedly calling for less interference by the Senate in the financial affairs of their citizens.

The first clear signs of the illness that would later claim her surfaced in 233 YE. but she had been unwell for some time. She had concealed the wasting disease that was slowly killing her from all save her closest friends. In 234 YE she returned to Sermersuaq to look upon her homeland for the last time and abdicated the Throne. As Winter gathered, she set off on a final pilgrimage into the eternal ice storm of Sydanjaa, accompanied only by Tekupala. Her reign is memorialised by a trio of white granite pillars in the Necropolis. Four times a year, a market is held in the plaza where the pillars. It is a reasonably busy affair (for Necropolis), specialising in relics and souvenirs, and in religious paraphernalia including vestments and icons useful to priests.

Mariika was not universally popular of course. Many Varushkans and Marchers felt that they bore the brunt of many of her reforms, and there were elements in the Synod who whispered darkly that as a cambion she would surely go as mad as Nicovar before her had. Even some of her own people disliked her; she refused to show favouritism towards Wintermark, and when challenged by the drunken Skarsind Senator she bitterly pointed out that her heritage had taught her not to put any part of her people above the others - and that as Empress, her people were all the folk of the Empire.

"I am born of Suaq and of a land of three peoples as one. If I look beyond the borders of Wintermark and count all the Empire as my people, am I diminished or exalted?"

Tekupala

The Kallavesi mystic Tekupala is variously recorded as a man and a woman. An accomplished practitioner of the magic of Night, he (or she) also appeared as variously a human, a naga and a briar, apparently through the use of ritual magic. He (or she) maintained that the secret of her (or his) identity was key to the magic he (or she) practiced, and responded to questions regarding it with riddles.

Tekupala served as one of the primary advisors to Empress Mariika, turning up out of the blue one evening shortly before she became Empress. For several years Tekupala served as the Archmage of Night, and made great use of the powers granted by that position to confound and disable the enemies of the Empire.

The mystic was the last person to see Empress Mariika alive, returning from the storm alone several years after they had departed. The Kallavesi would not speak of what had happened, and disappeared again shortly after returning Mariika's spear to her surviving family. Over the next century and a half, a figure claiming to be Tekupala occasionally appears to offer cryptic advice. Although each time the figure looks entirely different, they maintain the tradition of concealing their true gender. Those who have studied the matter claim that these later Tekupala are most likely members of a secret society of magicians based out of the swamps of Kallavesa.

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Empress Richilde

Contents

- 1 Reign: 36 YE to 69 YE

- 2 Called: the Sun Queen

- 2.1 Early life and Election

- 2.2 Reign

- 2.3 Death

- 3 Recognition

Reign: 36 YE to 69 YE

Called: the Sun Queen

Early life and Election

As with many of the early Empresses and Emperors, facts about Empress Richilde are a little difficult to pin down. She is well represented in poems and stories, but many of the details of her life come from the surviving works of troubadours and bards rather than historians.

Born in 9YE, Richilde was a Dawnish noble of House Cassilon in Astolat. From an early age, she was exceptional - witty, charismatic, with an indomitable spirit. According to the troubadours she had a natural talent and ability to turn her hand to anything that is often considered a consequence of a strong connection to her past lives. Along with her siblings and cousins she received a fine education, benefiting from tutors brought from as far afield as Urizen and the Brass Coast, paid for by the Earl de Cassilon. She was well versed in politics, music and literature, enjoyed hawking, hunting, was a mistress of the harp, and had composed at least eight well-received heroic poems by the time she was twenty-one. During her youth and early adulthood, she served as an advocate, which gave her a broad understanding of the Imperial political process when she later served as the Senator for Astolat.

Richilde's passed a legendary Test of Mettle; the Earl of Cassilon told her she must bind the dawn to the dusk if she wished to become a noble. She responded by calling the nobles of House Cassilon to join her in the gardens just before dawn, telling them they should leave when they were bored. As the sun rose, she began to weave a tale of such compelling beauty and grandeur that the nobles lost track of time. Not one of them left, and as she completed her tale they realised to their surprise that they had spent a whole day lost in the wonder of the tale she told.

During her early life she travelled extensively, finding allies among the artists and politicians of the other nations, especially in the The League, the Brass Coast, Highguard and Urizen. After the death of Emperor Giovanni, she parleyed this network into political influence and with the support of her fellow Dawnish senators and the voice of the Troubadours in the Synod, she was elected Empress.

Reign

From the beginning her court was a place of splendour; she surrounded herself with musicians, artists and scholars from across the Empire. From the scops of Wintermark to the bards of the Marches, anyone with a tale to tell or a song to sing was welcome to perform before Empress Richilde. Those who impressed her received endowments or the benefit of her patronage in establishing themselves. While her love of art and music was seen initially as indulgent, it became clear that it served a greater purpose. By encouraging the nations to appreciate each others' stories, history and art, she helped them gain a greater understanding of each other.

In private, she expressed the concern that if the Empire was simply a machine for making war against barbarians it would fail; no matter how complex and developed its bureaucracy might be, it would ultimately prove a hollow achievement unable to stand the test of time. Only by celebrating, by taking joy in its achievements and its citizens, could it hope to survive more than a few centuries, weather the inevitable failures and crises that would come, and emerge as something greater than the sum of its parts.

Throughout her reign, she encouraged the celebration of the deeds of heroes, both past and present. She encouraged the nations to take pride in their history, but also to see the achievements of the Empire as a whole as being their achievements. In 39YE, with the assistance of advisors from Highguard and the League, she established funds, overseen by the civil service, to support bards and artists across the Empire, creating the tradition of the Imperial bards who have inspired the Empire ever since.

Poems and stories suggest she was as capable a warrior as she was a politician, but Urizen historians suggest that this is likely to be the fanciful exaggeration of minstrels and poets rather than fact. Rather than being a great warrior, or a great general, she is remembered as having an ability to inspire trust and to recognise ability in her Generals, leaving them a free hand to act as they saw fit in the service of the Empire. This lead to a series of invasions that expanded the Empire, adding the territories of Karsk, Semmerholm, Redoubt and Reikos. While the Empress herself did not fight in any of the major campaigns, she accompanied the armies in the manner of a living banner - inspiring and exhorting her troops and firing them to achieve victory.

Death

At her funeral, after a thirty-year reign, it is said the entire Empire mourned. She was carried with great ceremony from her home near Auvanne in Semmerholm, via Anvil, to the Necropolis and interred in a great tomb built at some expense by the finest stonesmiths of the day. Over the centuries since it has become a great honour for a hero, especially a Dawnish hero or troubadour, to be interred in the Ring of Champions, a series of tombs and mausoleums that surround Richilde's resting place.

Shortly after her death, the Synod recognised Richilde as an exemplar of Pride. 150 years later, the troubadours of Dawn finally succeeded in having her recognised as a paragon, making her the first paragon of the modern period.

Recognition

Empress Richilde was recognised as an exemplar of Pride by the Synod in 72YE. She was eventually recognised as a paragon in 219YE. It was during her reign that the Empire truly began to understand the meaning of Pride - not only in an individual nation, but in belonging to an Empire.

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Empress Richilde (Paragon)

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

This page describes the Empress Richilde as a paragon; details of her historical life on the Throne can be found here.

Virtue

Empress Richilde was recognised as an Exemplar of Pride in 72YE. She was eventually recognised as a paragon in 219YE.

Biography

Empress Richilde was the first Dawnish citizen to sit on the Throne of the Empire. It was during her reign that the Empire truly began to understand the meaning of Pride - not only in an individual nation, but in belonging to an Empire.

Signs

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Empress Varkula

Contents

- 1 Reign: 125YE to 167YE

- 2 Called: the Undying

- 2.1 Early life and Election

- 2.2 Reign

- 2.3 Death and Legacy

- 3 Further Reading

Reign: 125YE to 167YE

Called: the Undying

Early life and Election

Empress Varkula (also known as the Dowager Empress, the Iron Empress, the Carrion Queen, and the Winterborn) ruled for over forty years, the longest uninterrupted rule in the Empire’s history. A Varushkan draughir, she rose through the ranks of the Imperial army before making the leap to politics.

Reign

Taking advantage of a weakened and divided Imperial Senate, she manipulated (and in some cases, allegedly extorted) her way to the Throne, and then set about dramatically increasing the military strength of the Empire. She forced several bills through the Senate that increased the number and size of the Imperial Armies, and during her time on the Throne personally took the battlefield in battles that secured Zenith, Holberg, Skarsind and Miekarova as imperial territories, as well as fighting off two failed barbarian attempts to take back Kahraman and Reikos.

While her reign saw a great increase in the scope and efficiency of both the armies and the civil service, the individual nations chafed under her rule. She is said to have had little time for national politics, and did not especially care which nation claimed the territories she helped to conquer (she is said to have laughed uproariously when The League claimed Holberg from under the noses of the Dawnish). Rather she was interested in the health and well-being of the Empire as a whole, not its component parts. As she said during one speech in the Senate: My arms and my legs are part of me, but they are not the whole of me.

She was ruthless in her treatment of her political enemies, especially in the Imperial Synod, and went some way to reducing the influence the priesthood had gained under previous, more pious, Emperors and Empresses. Specifically, she was able to orchestrate the removal of the Senatorial votes the Cardinals had gained during the reign of Empress Teleri. The political struggle was as intense as any martial conflict the stubborn Empress had overseen, and when the dust settled the Cardinals had lost their vote - with the exception of the Cardinal of the Way. In a compromise that also spoke of Varkula's love of the people of the Empire, the position of the Conscience of the Senate was created and the appointment of the title left in the hands of the Assembly of the Way.

At the same time she took pains to ensure that the quality of life of the common citizen improved, enacting several sweeping reforms designed to ensure social mobility and freedom from oppression in all parts of the Empire. Under the hawk-like gaze, the rights of the Imperial Magistrates to investigate and prosecute crimes were extended, and despite some circumstantial evidence to the contrary, she insisted that while the Senate and The Throne could make laws, they would have a minimal role in enforcing those laws.

Death and Legacy

Throughout her reign she was the victim of frequent assassination attempts, many of which she fought off personally, others of which left her scarred and eventually crippled. By the time of her death at the age of seventy-six, it was fully four days before anyone dared to approach the Throne and try to remove her body – even then apparently her fingers were so tightly coiled around the arm rests that they had to be broken before she could be removed.

She is buried in a black basalt tomb in the Necropolis, behind three doors bound with iron and allegedly wrapped in magical wards. The inscription above the entrance to her mausoleum reads "Asleep at last". and may be considered to be as much a prayer as a statement. Reports have come from the necropolis that when Holberg was lost to the barbarians there was a disturbingly loud noise from her tomb, repeated again twenty-seven years later when Skarsind fell. There are some who worry that if another of the territories she added to the Empire are surrendered to the barbarians the final door of her tomb will be thrown off its hinges and the Empress they called "the undying" would emerge again to sort the situation out, whether the Empire wants her to or not ...

Further Reading

In Autumn 378YE, historical research was commissioned into the tomb and burial of the Empress. The document was made public knowledge shortly before the Spring Equinox 382YE, and can be found here.

“Every time I thought to myself that I was getting too old, too impatient with foolish prattle, too willing to use cruelty and fear to keep the senate in line, every time I felt tired and yearned for peace, why, the fools would try to have me killed, and I would resolve anew to rule for as long there was even one spark of life left in my body! They could have my Throne when they pulled it from my cold, dead hands and not one moment before.”

“Other rulers were loved by their subjects, but I was stronger than that. I never courted their love, for love is fickle and demanding. They respected me, they feared me – perhaps they even hated me – But I would not change one minute of my reign. A monarch must remember always that their people will turn on them; I lived my life with a blade at my throat. I never grew complacent, never trusted in popularity, never shied from making the hard choices. I found an Empire of brick, I left it one of marble. History can judge me as it will, but do not speak to me of love.”

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Empty handed

It's Not A Star

"It has to be. Look at it. If you've ever seen a fallen star it has to look like that."

"Look, I don't know who told you it was, but there's no ilium in it. Not a bit. It's not a fallen star."

"But the Landskeeper said it was full of magic. Crinkly magic, he said. He said it was cold like metal."

The vate cocked her head at this bright-eyed young Marcher who had clearly never stepped outside her own farm before. With a shrug, she clasped the little rock crystal in her hands and mentally traced a pattern of magic around it.

Her mouth was flooded with an unfamiliar taste, live and sharp, tangy; it was unlike blood, but somehow the word came to mind. It was cold like metal, like a chain touched on a warm day, a surprise to the senses. The pattern she wove around it with her own magic - for just a moment, she glimpsed the pattern around that, the rest of the pattern she'd made. She realised she might have just glimpsed the Great Dance, and blinked in surprise. She almost dropped the crystal.

No. This was the magic of bonds and binding. This was Lann, not the Labyrinth.

"What... what are you planning to do with it?" Her curiosity was piqued, questions bubbling up. How had this wide-eyed Marcher come to be carrying something not of this world? Where had they come by it?

"I'm gonna sell it," she beamed, "I'm going to Anvil. Gonna go to the Conclave like Granny Edie used to, and all the Landskeepers can bid on it."

The vate opened her mouth to speak, but with an enthusiastic wave, the Marcher was off again on her way. She stared open-mouthed - the woman wasn't looking to sell it to her... Was she just going to walk to Anvil telling everyone she met along the way? She closed her eyes and tried to imagine all the ways that could go wrong.

By the time she'd finished telling her brand about the curious young Marcher, she'd already made up her mind. She had to go with her to Anvil, make sure she arrived safely and hopefully try and ensure she wasn't fleeced when she got there.

Six weeks before the Anvil summit, word goes around Mitwold that a star has fallen near the Westmere. A few interested parties, landskeepers and beaters, turn up to the West Household to investigate it, but Steward West tells them all the same thing: her great-niece Ellie has taken it to Anvil to sell it for a fortune. The wealthier citizens question exactly what's meant by "a fortune", but the Wests of Westmere aren't wealthy folk.

Two weeks later, word goes around that it's not a star after all. It's a crystal of some sort, which must surely look star-like to a lass who's never left her farm before. It's not full of ilium... but it is full of magic. Specifically, it's full of Autumn magic, though its precise nature is a little mysterious. Somewhat inevitably, all kinds of preposterous claims are made for the item, that it can summon (or banish) the Lictors, that it contains a thousand pawns of Autumn mana, that it can serve as a powerful regio for performing an Autumn ritual. Calmer heads realize none of these are remotely credible, but more than a few are quite interested to find out what it can do.

Ellie West has been strongly advised to go first to the Bailiff of the Grand Market, a figure well-known around the villages and towns of Mitwold for overseeing the markets there. Surely he's a trustworthy fellow who can help her to find out how much it's worth and help her get into the Hall of Worlds, where she wants to let "all the clever wizards there" bid on it. She might prefer to let it go to a Marcher, but from what she's been heard saying on the trods, her heart is set on seeing the Hall of Worlds first.

Legacy

Rodric Steward sighed as he picked up the platter. It was her favourite, duck pie, cooked just the way the Earl liked it, but she'd barely touched it. "You need to eat my Lady - to keep your strength up."

An old hand touched his briefly - a fleeting gesture but one filled with affection. "Thank you Rodric. Please tell the cook she outdid herself. Tell her it was delicious. Will you take the plate down the back stairs though? I'm sure the stable girls will enjoy it even more than I did."

Rodic beamed at the old woman. It was so typical of Celeste to consider her cook's feelings. Always thinking about others - even now when she no longer had the strength to get out of her chair. "Of course my Lady. Can I bring you anything else?".

"Yes. Take a letter for me please." She raised a hand, resting it on the ornate necklace that circled her throat, as she waited for her steward to fetch quill and ink.

He sat down, paper in hand, but she said nothing for a long time, only stared off into the distance. Eventually a quiet cough from the steward roused her from the past and she began to dictate.

"Lady Griffinsbain, I am writing to you in the hope that you can help me arrange matters...."

House Magot is an old Dawnish house whose glory has been much reduced in recent generations. In the time of Emperor Ahraz, they were a powerful, well-respected house led by the famous enchanter Earl Celeste. The enchantress was in and out of Senate as the mood took her, as well as a confidante of archmages, grandmasters, and a notable supporter of the Freeborn Emperor. She was a popular and influential figure, but she went into seclusion shortly after Ahraz died. Thereafter her house encouraged those seeking a test of mettle to look elsewhere and their reputation dwindled with their numbers. Largely forgotten in modern times, many people simply assumed that Celeste had passed away.

It seems that the old enchanter still breathes and while she no longer has an interest in attending Anvil, she has not quite lost her interest in the matters of Dawn. She has written to the Dawnish egregore, Lady Griffinsbain, proposing to sell an ancient heirloom of her house. The artifact, a necklace, is said to have been made by Circe, called the Swan, a powerful enchantress from Dawn's pre-Imperial history using ilium she acquired from the Brother of Wizards. Ritual magic might confirm the item's ancestry - but a simple detect magic shows it is imbued with is a more potent variant of a Circlet of Falling Snow.

Lady Celeste wishes to bequeath the necklace to the nation, but only on her terms, and at a price. She has asked Lady Griffinsbain to convene the troubadours of Dawn to see if they will raise the funds to purchase the item. Her suggestion is that the troubadours meet each year to choose someone worthy, whichever Dawnish citizen best exemplifies the glorious traditions of the nation, to bear the talisman for the year ahead. Her professed hope is that Circe's Necklace will thus become the birthright of the nation, rather than pass to any one individual. In this way she hopes it will serve to inspire a generation of new enchanters and enchantresses to glory.

Her offer is not completely magnanimous. She has set a price of 25 thrones for the artifact. She has instructed the egregore to refuse offers from any but the troubadours of Dawn. She will not sell to anyone else, and if they do not feel that this piece of history is worth such a price, then she will make other arrangements to dispose of it. But if the troubadours choose to raise the money before the end of the Winter Solstice then her steward will bring the necklace to the following summit - the Spring Equinox.

In addition, in the interests of full disclosure, she writes a warning that the necklace is under a curse of some kind. Apparently the curse is not as old as the necklace and is not fatal. Celeste believes the curse might well be lifted by the right individual, but such a thing has been beyond her.

Leaves

Seneca worked studiously to maintain his poise as he walked slowly to the garden. To lengthen his stride would hasten the coming moment, it would indicate a sense of panic and desperation. To shorten his stride would be a victory for the dread horror of what he was about to do. He would walk to the grounds this final time with the same pace as he had taken every day.

Too soon he arrived. He bowed to the dark-robed herald at the entrance. The silent gardener, gifted to him all those years ago by the Glutton, returned the gesture.

"No words for me old friend? Here at our final hour?" his questions were met with silence, as they always had been.

All the preparations had been completed the night before. As he set light to the bowl of oil he was struck by the thought of how this fire was a perfect metaphor for the Net of the Heavens. Such a tiny action... to have such a profound effect.

As the flames rose, consuming the garden, Seneca turned and walked away from his life's work. He quickened his pace - the Druj would be here soon - it would be best to be gone before that happened.

As the Druj have over-run parts of Zenith, many magicians have been forced to destroy their life's work to prevent it falling into the hands of their enemy. Once such group is the Spire of the Dark Moon. The most notable thing about the Dark Moon was the tea-house operated by the magician Seneca. In addition to the fine teas produced there, it was known for brewing a potent tea, like tranquil nostrum, but more powerful. The recipe for this tea was jealously guarded by Seneca, but was known to need rare herbs grown in his garden with the aid of night magic provided by the silent gardener, a herald gifted to him by the Brother of Wizards.

It is certain that the Druj would have taken a keen interest in the garden - they are known to seek out herbal lore and troves of herbs, so Seneca destroyed the garden and everything in it before he fled. Sadly he was caught and killed by the Druj while fleeing but it seems though that the Brother of Wizards is not content to leave the matter there. Sadogua has indicated that he will offer the same aid to whichever representative of the tea-houses offers him the most dragonbone for his consumption. There is some expectation that this opportunity may be of particular (but not exclusive) interest to the Lumis teahouse in Wintermark, the New Promise Cartel tea-house in the Brass Coast run by the i Shartha and i Zaydan families; the Freeborn Gilded Leaf Teahouse; the Bitterbark tea-house in Navarr; Holbucks in the League; and of course the Sentinel's Repose in Urizen - among others.

The winning tea-house will be able to allocate the Silent Gardener to a single herb garden of their choice - enhancing its production accordingly. In addition they can choose a single citizen to learn how to brew the rare tea perfected by Seneca, provided they have the mental wherewithal to learn how to master the recipe.

Securing their Future

"Are you sure you want to do this Youngtongue?"

The briar was a human of few words. Taciturn was how Youngtongue had once heard them described. He shrugged his shoulders as he carefully secured the battered collection of pouches to the belt before flashing a wry grin.

"It is good to be doing something. The elders have given me permission. Let them plan for the future, if we can make a success of this we can raise coin enough to make life in Therunin mean something right now."

"How?"

The short question might have struck another as rude, but he knew well enough that it was curiosity for details as much as anything. Slowly he began to explain his big plan.

"We could go to any of their Guides. But this one has a special title..." He paused to rifle rapidly through pouches and pull out a handwritten list, stabbing his finger at a name. "This one, the Dredgemaster of Feverwater. It their job to find things in the Feverwater and sell them." .

"Can you sell your sacred potions?"

Youngtongue looked down at the wooden box, and the small vials of dark liquid that lay within. He paused as if to respond and then changed his mind. He slammed the lid of box closed and pushed it deeply into the pouch.

"The Elders said I could sell off all of my brother's things. I helped him gather these once - so it's only fair..." His voice faltered, conflicted by feelings of guilt and remorse for his brother's death.

"Are you sure you want to do this Youngtongue?"

Youngtongue peered thoughtfully into another of his pouches, poking at a red crystal inside.

"No... No I'm not. But it's not just the potions. Neev was a gifted artisan, and he always said that no one else in the Forest knew how to make a Hungry Key. If these Imperials don't know either then this could make us a lot of money... "

Youngtongue, an orc apothecary of the Great Forest Orc tribe and his briar companion are coming to Anvil. They have a small collection of potions that they have been given leave to sell, and an artisan item that they brought themselves. Both the potions and the item once belonged to Youngtongue's brother who was killed fighting the Druj when the tribe fled the Barrens. Experienced apothecaries who have examined the potions confirm that they have not seen anything like them before - it is possible that the potions are not known in Imperial Lore. The crystal has been briefly examined and appears to be something that can be used to allow Heralds to pass more easily from the realms into these lands given the right circumstances. Again, the secret of its manufacture appears to be unknown to Imperial artisans.

The pair are intent on seeking out the Dredgemaster of Feverwater first, as they seemed convinced that this individual will be able to help them secure the best possible prices. They are expected to arrive late on Saturday morning of the Equinox.

Winter Market

Jasna held tightly the little pouch full of coins, her brow furrowed as she looked up at old Vellmir.

"That seems a lot, I'll give you 4 rings for the basket load. Or if that isn't enough I'm sure Milos would sell to me for less"

"Ahh, who is it that has taught you to bargain so well? You will ruin me, and I will have no food left for the cold nights ahead!" Cried out the farmer, in mock alarm.

Jasna suddenly looked concerned "Five rings then?"

"Ahh my child" Vellmir laughed, "You must not falter in your task, four rings will suffice."

The young Varushkan carefully counted out the coins and passed them over. With this careful bargaining she would have enough left over to buy some treats for later, and maybe even enough to get some for her sister. No, probably not that much.

As the nights close in and the snow grows thicker, Varushkans look to provision for the winter. The larger vales set up elaborate winter markets, where all manor of goods are traded as everyone tries to make sure they have what is needed to get through the harsh winter ahead. All sorts of people can arrive at the Winter Market, old acquaintances from neighbouring vales, or strangers from a forgotten mining settlement. But the hearth magic of Varushka binds them all; if you treat someone as a trader a trader they will be compelled to act like one.

Once the hard business of buying and selling is done for the day, and the wards have been raised, then the Night Market begins. Story tellers, dancers, all sorts of entertainment, long into the night. For some years now the Varushkans have extended their winter market tradition to Anvil. In Anvil the goods for sale may be less likely to get you through the winter as to get you through lunchtime, but as the daylight fades who knows what you will find?

The Winter Market takes place in Varushka starting at 4pm and running on into the night.

How Do We Fix Things

How do we fix the economy? Together. So says Loyalty. Although I'm hoping one of these experts has a more worldly answer.

Llewellyn Leafstalker, Senator for Miaren

Since the Imperial Bourse crash last Winter Solstice, there has been an increasing amount of concern in some quarters about the economy. While the Throne managed to prevent the Senate budget going into actual deficit - the point at which armies, resources and the like risk being disbanded - the structural issues which brought the Empire so close to financial collapse still exist. In response, Navarr senator Llewellyn Leafstalker has called together representatives of the nations, Imperial Synod, Imperial Military Council, Civil Service and other august bodies for an Imperial Conference on Economics. Three expert speakers will be followed by open debate on how the Empire is to manage its economy.

The representatives of the Bourse have not yet been invited. This is because its representatives are to be chosen in the traditional way - in the public auction on Friday night at 8PM. Anyone wishing to represent the Bourse - or any other interest - can bid on a ticket then. Senator Leafstalker has announced that half of all proceeds are to be donated to a Marcher cause chosen by Merrick's. The conference itself is to be held in Merrick's community hall, in the Marchers, at 5PM on Saturday, "or whenever we get out of Senate." Text contributed by Simon Chiu

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Empty_handed&oldid=58643"

Empty skies (winds of magic)

"My love for you endures like the mountains, is as bottomless as the sea, is as unquenchable as the fires of the sun, is as eternal as the stars themselves and ..."

"Is that meant to be funny? Are you doing this?"

"Sorry, my love, doing what?"

"The stars. Are you ... oh Paragons, where are the stars going!

Contents

- 1 Overview

- 1.1 Significance

- 1.2 Participation

- 2 Things Change

- 2.1 The Bright Pheonix

- 2.2 Fog on the Brine

Overview

First observed during the lead-up to the Spring Equinox, the "empty sky" phenomenon continues to spread. By day, nothing appears different; but by night, the skies are empty save for the moon, the clouds, and (in the north) the crimson star. Magicians are at a loss to explain what is happening; the Empire is familiar with the Penumbral Veil of course - but that ritual warps the skies, it does not empty them in a consistent manner.

As the Autumn Equinox approaches, the night skies over Skarsind, Holberg, Necropolis, Bregasland, and Segura remain starless. In addition, within a few days of the end of the Summer Solstice the effect has also spread to Sermersuaq, Volodmartz, Karsk, Miekarova, and the Barrens.

Significance

The eerie, empty skies exert an unsettling influence over those who spend too much time studying them

Any character of the naga lineage who has spent extensive time in any of these five territories over the last season will find that their natural urge towards subtlety and secretiveness is greatly strengthened. Naga in general relish being mysterious and secretive, but those who have spent an extended period beneath the inky black skies of the effected territories may actually need to make a significant effort of will to answer direct questions or be honest about their intentions.

Participation

It is possible that during the event your character may visit one of the affected territories at night during a quest. Obviously, despite all our efforts, it has proved impossible to actually make the stars disappear so we are forced to ask you to roleplay that there are no stars in the sky. If you do visit one of these territories by night, the roleplaying effect experienced by naga mentioned above becomes especially pronounced. If in any doubt, you should feel free to ask a referee to clarify if you are in (or going to visit) one of the territories that lies beneath an empty sky.

Things Change

Two other large-scale magical effects are probably worth mentioning at this time. One is also a phenomenon associated with the night sky; the other is to do with the waters of the southern Empire.

The Bright Pheonix

During Winter 379YE the astronomantic constellation of the Phoenix began to fade from the skies above the Empire - and with it knowledge of its symbolism, and the ability to use it in ritual magic. Things came to a head just before the Summer Solstice when knowledge of the constellation and the magical law it represented began to slip away from the memories of Imperial magicians entirely.

The night after the end of the Summer Solstice, however, this eerie fading reversed itself abruptly. The constellation returned not only to visibility in the sky, but the symbolism and laws associated with it were immediately recovered by Imperial magicians. If anything, in the months since the end of the Solstice, the constellation and the concept that things learn has been brighter and more prominent in the mind of Imperial magicians than ever.

Fog on the Brine

Since shortly before the Autumn Equinox 379YE, the waters of the northern Bay of Catazar have been shrouded in a mysterious fog. On the last night of the half moon, shortly before the Autumn Equinox 380YE, the fog begins to writhe and twist, causing some consternation that some dreadful magical occurrence was no doubt imminent. Others, more entranced than afraid, held impromptu night-time parties overlooking the sea, marvelling at the beautiful shapes formed by the surging, coiling, gently glowing fog.

The strange motion lasted all night, but with the first rays of dawn the magical mist began to boil upwards, spreading, attenuating and ultimately dispersing. Within ten minutes of sunrise, the entire supernatural fog bank had gone, leaving no sign it had ever existed.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Empty_skies_(winds_of_magic)&oldid=47438"

Enchant Imperial Banner

Senate to fund an Imperial banner for the Military Command on the field.

Proposed by Casinea, seconded by Morrow.

Overview

- Senate to fund an Imperial banner for the Military Council on the field

- Passed with 1 vote against, funds provided by Senator for Hercynia

Date

- Passed Winter 376YE (Easter 2013)

Cost

- Unknown

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Enchant_Imperial_Banner&oldid=24007"

Enchantment

Contents

- 1 Overview

- 2 Targeting

- 3 Contagion

- 4 Duration

- 5 Identifying Enchantments

- 6 Removing Enchantments

- 7 Further Reading

Overview

An enchantment is a persistent, beneficial magical effect, usually produced by a ritual, or less commonly by an Eternal.

Targeting

- Formulaic rituals that create enchantments must be cast on a target

- A target can only ever be under a single enchantment at once

Any given target may only be under a single enchantment. If a new enchantment is created on a target, it completely removes the earlier enchantment. Most rituals can only be cast on one type of target; this will be specified in the ritual description.

A ritual enchantment commonly targets:

- A character These are among the most common sorts of enchantments. Splendid Panoply of Knighthood and Fan the Flame of New Life are both enchantments that affect a character.

- A resource These rituals usually enhance a personal resource owned by a character who is present when the ritual is performed. Examples include Rampant Growth and Streams of Silver are both enchantments that affect a resource.

- A campaign resource These rituals usually enhance campaign resources like an army, which is controlled by a character present when the ritual is performed. Examples include Knights_of_Glory is an enchantment that affects a campaign resource.

- An item Very few rituals directly target items, Enchantments that target items are almost exclusively the preserve of the realm of Night, and are used to conceal information about an object or its bonds (such as Masque of the Blinded Weaver). The practice of giving magical properties to objects is largely the preserve of the artificer rather than the ritualist.

- A region, territory, or empire Some powerful rituals, such as Drawing the Penumbral Veil or Hallow of the Green World, target everything in a very large area. Such enchantments are usually indiscriminate - Hallow of the Green World targets every herb garden in the Empire regardless of who owns it.

It is possible for someone to benefit from multiple enchantments, even though they can only be targeted by one. For example, if Hallow of the Green World is cast then it targets the Empire - and the Empire can only be the target of one enchantment at once. But the effect benefits every herb garden in the Empire - a herb garden that is currently targeted by its own enchantment then it will gain the benefits of both enchantments.

Contagion

- Some enchantments can target a resource if the owner or controller is present

Most rituals require the target of the ritual to be present when the ritual is delivered. Some rituals make use of the magical law of contagion to affect a structure that is far away. This is most common with personal and campaign resources; the target for these rituals can be the character who owns or controls the resource. Although these rituals are expressly designed to target the resource through the character linked to it, the resulting enchantment is on the resource, not on the character.

For example, Bound by Common Cause affects an Imperial army. To cast it, the current general who controls the army must be present throughout the ritual. This ritual creates an enchantment on the army, the general acts as a conduit allowing the ritualists to enchant the army - they are not enchanted themselves.

Duration

- Encounter duration enchantments last until after the next major encounter

- Season duration enchantments last until the start of the next Empire event

The majority of enchantments are either 'encounter' - a duration that lasts for a single quest, skirmish or battle or 'season' - expiring at the start of the next Empire event that Profound Decisions runs.

- Encounter Rituals that last for an encounter expire after the end of the next quest, skirmish, or battle the character goes on. They automatically expire at the end of the current event if they have not been used beforehand. Occasionally a quest may not involve any combat and our team will specify that the quest has not expended the use of any encounter enchantments. If a ref informs you that a quest did not expend your encounter duration rituals, (and only if directly informed by a referee), then they were not expended, even if used during that quest.

- Season Rituals that last for a season expires immediately before the start of the next Empire event run by Profound Decisions. This means that the target could also be benefit at any sanctioned events that take place before the next event, if the event organizers allowed. Any season or encounter rituals that are cast at player events will end before the start of the next Profound Decisions Empire event.

It is possible to make an enchantment permanent through the use of ilium.

Identifying Enchantments

- Detect Magic can detect the presence, realm, and magnitude of an enchantment on a target

- More powerful divinations can reveal the nature of the enchantment

The detect magic incantation will tell the caster if a target is under an enchantment; the realm that enchantment comes from; and the magnitude of the enchantment. Further information requires deduction or the use of more powerful divination rituals.

Removing Enchantments

- A new enchantment replaces any existing enchantment

- A permanent enchantment cannot be replaced

The most recent enchantment is the only one that applies to a target. A magnitude 50 enchantment affecting a target is removed by a magnitude 2 enchantment that affects the same target. The only exception to this rule is that an enchantment that has been made permanent with ilium is not replaced by a new enchantment. The new enchantment fails, regardless of its magnitude.

Further Reading

- Spellcasting

- Rituals

- Formulaic Rituals

- Spontaneous Magic

- Battlefield Rituals

- Enchantments

- Curses

- Ilium

- Ritual Theory

- Magic Items

- Herbs & Potions

- Cosmology

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Enchantment&oldid=44196"

Endowment

Contents

- 1 Overview

- 2 Declaration

- 3 Resolution

- 4 Further Reading

- 4.1 Core Brief

- 4.2 Additional Information

Overview

The Imperial Conclave as a body may be granted possession of unusual items or materials. The most common reason they find themselves in possession of such items is due to a bequest from an individual or eternal. For example, an eternal might offer a unique magic item, a supply of vis, or even magical knowledge to the Conclave with the intention that the magicians select someone to take custody of the bequest. Sometimes the person making the bequest places restrictions on who can receive the item; for example a bequest might come with the restriction that it should be given to a grandmaster to oversee.

In these circumstances the Conclave uses the declaration of endowment to determine which person will be responsible for dealing with the gift or bequest.

Declaration

Anyone raising a declaration of endowment must state what property of the Conclave they wish to transfer and who to. The recipient is usually a named Imperial citizen - but depending on the nature of the bequest it is possible to endow an Imperial title such as the grandmaster of a particular order or one of the archmages. In this case, the item or items endowed would become part of the regalia of the title.

Resolution

If the declaration is successful, the named individual or title gains custody of the gift or bequest. If the declaration does not pass, the originator or the civil service retain custody of the gift or bequest.

A declaration of endowment cannot be rescinded; the item or items become the full legal property of the recipient. The Conclave can indicate that they expect a magician to return an item to the Conclave when they are finished with it, but they cannot create a legal obligation to do so as part of a declaration of endowment.

In some cases the donor may specify some limitations on who should be endowed with a bequest. There Conclave has no legal requirements to comply with these limitations - but the donor is able to reverse their decision if they are not satisfied that their demands have been met.

If the Conclave is bequeathed a resource that provides an ongoing income then they may either pass a declaration to endow the resource - almost always to an Imperial title - or instead endow some portion of the income accrued to date. This is an exception to the general rule that only the Imperial Senate can amend a title - if the Imperial Conclave endows an existing title with control of a bequest or item, then it becomes the legal property of that title rather than the individual currently holding the title.

Further Reading

Core Brief

- Conclave session

- Declarations

- Amity, enmity, and neutrality

- Candidacy

- Concord

- Dissemination

- Endowment

- Imperial lore

- Interdiction

- Reconciliation

- Sorcery

- Conclave order

Additional Information

- Conclave address

- Principle of Precedence

- Principle of Presence

- Principle of Proportions

- Conclave vault

- OOC design

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Endowment&oldid=61360"

Enduring Breastplate

Description

The enduring breastplate bolsters the strength and will of the wearer, allowing them to push aside the pain of a serious injury until they have finished fighting. Some conditions can be overcome entirely in this way, but the majority still need treatment when the battle is over. In some cases, the use of this breastplate has lead to death - while a warrior might be able to continue fighting despite their cracked ribs or internal bleeding, if they wait too long the condition can turn fatal and the breastplate is no use against the onset of death.

Rules

- Form: Armour. Takes the form of a suit of heavy armour. You must be wearing this armour to use its magical properties.

- Requirement: Any character can bond to this item.

- Effect: You may ignore the roleplaying effects of any single traumatic wound until the end of the battle.

- Materials: Crafting an enduring breastplate requires seven ingots of orichalcum. It takes one month to make one of these items.

She'd been winning the debate in the Senate, she felt. The Senator for Morrow, looking as untidy as ever, was pressing for a front-line role for mages, but the assembled representatives of the Empire were with me. Magic is best used as behind the front lines, leaving those who stand and fight to hold the line, and then press to victory.

***And when you see the opening, use the shield to counter-weight...***

Then the Navarri messenger came in, and the world changed just a little. Nothing was going to get decided while the floor was such a tumult, so she'd called for silence. This wasn't time for debates about strategy. She proposed the Senate instruct the military council for direct assistance to the Wintermark, and asked: "Who's with us?", and one by one they all fell in behind her. Even the Senator for Morrow accepted the inevitable.

***And all your weight behind the sword-blow, and cleave...***

She'd lobbied hard to be allowed to go with the elite force the Military Council decided was the right strategy. It had cost her heavily, she'd owe the General of the Bastion army for some time. He personally made a place for her in General Irontongue's contingent. But by the Virtuous path, she knew it was worth it. Even if it still hurt to breath, and she owed her life to a mail shirt that had been restored every year by the artisans of her Chapter for longer than anyone could remember. They weren't done yet, she'd be back out soon, the General said.

***And turn and revel in victory over the barbarian...***

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Enduring_Breastplate&oldid=57800"

Enfeebling Echo

Description

These staves are sometimes carved with aged and tired faces, or crafted to resemble crooked and withered limbs. The power of the Enfeebling Echo is to lay an impression or suggestion of great age and physical debilitation on those against whom they are used. Over time a wielder who relies heavily on a staff such as this sometimes begins to develop physical symptoms of great age - liver spots on the hand, graying hair, wrinkles, and even in some extreme cases fragile bones and declining vision and hearing. These marks rarely disappear when the wielder stops relying on the staff, and in some places the implement is called an Enervating Promise, foreshadowing as it does the weakness that many associate with old age. Those with lineage rarely experience any such physical effects from an Enfeebling Echo, however.

In Dawn, Highguard and Holberg the staff is often carved with the head of a snarling wolf, and called a Hungering Wolf as a consequence. Magicians from the eastern nations of the Empire maintain that the staff itself feeds on the life and energy of both wielder and target, drinking their strength in the same way that a dark tree greedily drinks water through its roots. In Dawn in particular, with its emphasis on glory, a staff that can drain someone of their most heroic traits enjoys a particularly dark reputation - as do its wielders. A seemingly young magician marked with signs of great age appears as the villain in any number of folktales from this part of the Empire.

Rules

- Form: Weapon. Takes the form of a staff.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: Twice per day you can cast the weakness spell as if you knew it without spending any mana.

- Materials: Crafting an Enfeebling Echo requires nine measures of beggar's lye. It takes one month to make one of these items.

"Coruscare." The old naga's voice came out just as strong as Sybilla remembered, just as determined, and overlaid with the despite that she remembered well.

"That's Magistrate Sybilla to you," the young woman asserted, "I serve the Empire now."

"Oh, how you've changed," her quarry smirked falsely, "You aren't the first Magistrate to discover my heresy, nor the first to take Rhonwen's Leap face-down in the Gancio. I've killed better than you."

"Heresy is the pretext, Thekla. The cause of vengeance may serve the Empire when it aligns with the law."

"Ha! Oh, how I wish the fine cloaks of the Synod were here to hear such words from one of their loyal slaves. Do you wish your last words to be heresy?"

Sybilla bit back the desire to retort. She knew how this conversation went. She'd practised it in her head a thousand times while she followed the subtle clues that led her to the cottage by the waterfall, and its too-familiar inhabitant. "It's only heresy if one venerates it. I know when to stop. You didn't."

"True. And yet what is society without it? Virtue is easy when everyone is virtuous. When the rot sets in, when fools like Walter allow their friends free rein simply because they're rich, when entire Spires and entire cities drench themselves in the fruits of unjust exploitation and ceaseless war and believe themselves right simply because they have the power to exert their will - who speaks for the exploited? Who speaks for peace?"

"The law does, Thekla. You just never saw that."

"I saw the law acquit those who should have been put to death." Thekla's Poise cracked just a little, just as Sybilla had expected it to. Thekla would explain herself to her erstwhile student. She had to. She believed she had done right. She might have blood on her hands, but she would never have had it any other way.

"And so the path that ends only in death," Sybilla said, quoting her tutor's advice in years gone by.

"It does," Thekla nodded, the corners of her mouth turning up in a genuine smile, "It does."

There was a moment of pause, while each considered the truth of their tragic path.

Sybilla drew herself to her full height - half a foot shorter than her quarry, but still impressive in her fine-pointed mage armour - and knocked the butt of her staff on the flagstone of the heretic's hearth. "Thekla, formerly of the Coruscating Spire, I am here to arrest you on four counts of murder and six of assault with a magical weapon, and a single count of devotion to the false Virtue of Vengeance."

"Is that the law? That you must tell me my crimes before you kill me? Am I supposed to feel sorry, then? Is my heart supposed to break, hearing that the Empire that betrayed me no longer wishes my wisdom and courage to put to its bloody employ? The desire for vengeance is at the heart of a just society, but your Empire eats its young without any heed paid to the most crucial Virtue of all. It's a pity you won't find that out until your next life. You were always such a capable student."

Sybilla shook her head. The time for talking was over. "So. To the death, then?"

"Not here. We will duel by the waterfall."

Sybilla nodded and followed Thekla out of the back door of her peaceful little cottage. "I hope you've made your peace," she said, as they strode like companions through the herb-garden, through a small allotment growing carrots and potatoes. This would be a beautiful place to die, if it all went wrong. This would be a beautiful place to kill, if it did not.

"Years ago, when I first embarked on this bloody path. The life of contemplative solitude is not to be underestimated, and my passions have always been magical, rather than interpersonal. Have you made yours?"

"No," Sybilla said, shaking her head. That was why she would win.

"I'm sorry to hear that, girl," Thekla said, hefting her staff and assuming an aggressive stance. "You can't win here. I have decades of experience and more personal power than all of your Sentinels put together. You might be right by your people's fallen standards, but I am right by the unquestionable authority of absolute morality, and..." she paused and looked to the sky, and for a brief moment, Sybilla saw regret on her scaled face, "I wish I didn't have to stoop to your methods, but I have the might to defend my past."

"And those Magistrates you've defeated before didn't understand how you thought. That magic would bring you victory. It will not today."

"Strange. I don't feel any less capable. You still face me as a pup barking at a wolf."

Sybilla smiled and unwrapped the velvet coating from her staff, revealing its gnarled wolf's-head, its panoply of bitter and agonised faces. "I understand you, Thekla, and that's why I know how to defeat you. You have one spell, and then nothing more. Not strength, but speed, and precision, and discipline, will determine our duel. One blow from this stave, and then we're both just women with staves and agonising headaches. But I am armoured. I am young. I am strong. And I have trained for this day for the ten years since you abandoned your people. Since you abandoned me." She raised the staff and felt her centre, as hard and bright as a pearl in the Net. She was ready. At last, she would have vengeance. At last, she would have closure. And she would do so without taking a step outside the course of the law, without betraying the will and destiny of her Empire. She would win, and stagger back down the mountainside to the civilisation that loved her.

She had not made her peace. She had not accepted the inevitability of her own death. That was why she would win.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Enfeebling_Echo&oldid=48035"

Enigmatic Staff

Description

The Enigmatic Staff taps upon the power of the Realm of Night, revealing the inner secrets of ritual magic. These arcane implements are employed throughout the Empire to fortify the abilities of Night ritualists.

Some of these staves are of polished black wood, unobtrusive and discreet as their owners' magic. Others are intentionally bright and showy - the Enigmatic Staff of a guiser or mummer will often be painted in rainbow colours and festooned with bells and baubles and trinkets. In the Brass Coast especially, the staves are of dark wood wrapped with gold or silver - beautiful works of art in their own right - or else blackened and charred from a few too many encounters with open flames symbolising passion and transformation.

As with many such magic items, these staves may be runebound. All four of the so-called runes of night are used: Diras, Wyr, Xun, and Zorech all appear regularly on such staves. One common practice of the Suaq and Kallavesi who make these staves in Wintermark is to include a fifth rune (often Queros or Pallas) somewhere on the staff, the location of the rune being a secret known only to the crafter and the wielder who looks for it.

Alternatively, they may have be decorated with one or more constellations such as the Great Wyrm or the Lock, either inlaid in silver or picked out in deep, lustrous gemstones. Among Urizeni crafters it is a common practice to select a single constellation that resonates strongly with the kind of magic the magician will focus on.

Archmage Staff

The staff of the Archmage of Night is a version of the Enigmatic Staff crafted to a secret pattern, and grants twice as much power to the wielder. Unlike most such staves, the same physical staves are reforged each year; some of the staves are believed to have developed spontaneous auras as a consequence. There are occasional rumours that the staves exert a subtle influence over the archmagi of night, similar to the aura created by the Chamber of Delights ritual.

Rules

- Form: Weapon. Takes the form of a ritual staff.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Gain 1 rank of Night Lore, subject to the normal rules for effective skill.

- Materials: Crafting an Enigmatic Staff requires the eleven measures of ambergelt, fourteen measures of iridescent gloaming and twenty measures of dragonbone. It takes one month to make one of these items.

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Enlargement of The Black Thorns

Proposal to increase the size of the Navarri army of the Black Thorns to that of a large army

Proposed by Therunin, Seconded by Karsk

Overview

- This motion was to take advantage of the opportunity presented during the retaking of Liathaven

- Passed in principle

- Passed at 200 thrones

Date

- Summer 380YE

Cost

- 100 wains of mithril

- 25 thrones in labour costs

- 6 months

- Increase in upkeep to 75 thrones per season

Progress

- 200 thrones disbursed to Senator Therunin

- 50 wains of mithril and 15 thrones provided by Caerwyn after Summer Solstice 380YE.

- 50 wains of mithril and 10 thrones provided by Caerwyn after Autumn Equinox 380YE.

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Enoch and Levi

(traditional song from Adina's Charge)

Original: Three Blind Dogs - Jean o’Bethelnie https://www.youtube.com/watch?v=fkhps7U7PkE

Recording: https://soundcloud.com/oxfordgirl/sets/highguard-filk

There were four and twenty Cataphracts at the great hall And Enoch the Lancer was fairest of all There were sixteen Unconquered, eight dark and eight fair, and Levi the archer was the swiftest one there

Down came handsome Enoch, with his brothers behind And his eyes were on Levi like the hound on the hind

So he screws up his courage as tight as can be Saying "Sieur, could I ask for but one dance with thee?" He’s turning round lightly with an eye full of scorn Saying "Sieur, keep your dancing; we hunt on the morn."

So come the next morning in mist before day Ten bleary young huntsmen are armed for the fray. When Levi's seen Enoch with the sun in his hair, He's laughed like the jackdaw and he's fled like the hare.

"Oh chase me and catch me if catch me you can And prove you're a hunter, if you'd be my man." Then Enoch's straight on him, he's swift to the trail Swears "May my heart burst ere I falter or fail!"

Through fen and through forest they're running full well And Levi's the faster on flat and on fell. But Enoch so tireless, never pauses nor rests; While Levi's heart's stuttering so quick in his breast.

They've hunted the morning and hunted the noon; He's chased up the sun, and he ran down the moon. Alone on the hillside his breath caught and failed; But Enoch's hand caught him ere ever he fell.

"Now in my arms, Levi, so in my arms stay, All dressed in white armour, for our wedding-day." "Oh keep your white armour and keep your grey hood! I fight in brown leather; in brown I will wed."

Up spoke the Lord Exarch, with fearsome great scowl, Saying "Who is this Enoch? What colour his cowl? What name has his Chapter? What deeds to it stand That make him so worthy of our Levi's hand?"

So up spoke swift Levi, full wrathful was he, "I've chosen him, Exarch, as he's chosen me. O Enoch, fair Enoch, you shine where you stand, And you'll shine all the brighter with my ring on your hand!"

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Ensnaring Bond of Transient Stasis

Contents

- 1 Rules

- 1.1 Day Magnitude 15

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 15

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying.

Effects

At the completion of this ritual, all contributors gain the ability to cast the paralysis spell once as if they knew it and without spending any mana. Each contributor experiences a roleplaying effect; they find it irritating when living creatures move around, especially if they do so quickly, or without obvious purpose; they feel an urge to carefully catalogue and neatly arrange things that are disordered such as spilled grain or scattered coins.

When cast with more than one contributor, this ritual always counts as a use of the coven bond and counts towards the number of rituals the coven can perform that day.

The power granted by this ritual lasts until it is used or for ten minutes, whichever comes first.

Description

The Ensnaring Bond of Transient Stasis is a battlefield spell that allows a coven of Day magicians to hold their opponents stationary for a few moments. Used with care, it allows each of them to exert their ritual mastery to immediate tactical effect. The most common battlefield use is to allow a coven to immobilize skirmishers, or to hold enemy warriors still so that the magician's allies can deal with them quickly and efficiently. It is at its most useful when the ritualists are supported by (or are themselves) battlemages and warriors.

The ritual is more powerful the more members of the coven are present, and reaches its highest potential the more ritualists who have not personally mastered the ability to paralyse their foes through spellcasting.

The ritual draws on the tendency of Day to codify, catalogue and organise; it also uses the ability of Day to overwhelm the mind with information or sensations. By creating a link between the Realm, the magician, their magic and the opponent - using the implement as a conduit - the sensations and magical forces are unleashed to bind both in place for a few moments.

This ritual has existed in one form or another since the earliest records, and it is likely that the paralysis incantation itself began as a refinement of this power.

Common Elements

This ritual often involves light, mirrors, amber and ambergelt. Some ritualists dissolve resin in water, weaving the magic as the resin cools and sets. The ritual may involve intricate music that becomes slower and fainter as the ritual progresses or movements that begin violent but then become more restrained and eventually cease altogether at the climax. Another common element involves weaving threads, ropes or cords together in an intricate pattern; this is especially popular with Dawnish weaver cabals, or with Marcher ritualists who may use long ribbons held above the head of a stationary ritualist, slowly weaving them together until the focal magician is entirely encased.

Other elements might include the rune Ophis or Hirmok, the constellation of the Lock or the Spider, and animals such as spiders that immobilize their prey.

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Entangle

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

Contents

- 1 Description

- 2 Casting

- 3 Effects

- 4 Sample Spellcasting Vocals

- 5 Common Elements

Description

This spell binds the target, preventing them from moving their feet for a short period.

Casting

- Type: Offensive spell

- Cost: 1 Personal mana

Effects

You may call ENTANGLE against the target struck by your implement.

Entangle makes it impossible for the target to move their feet for ten seconds. They may otherwise move and fight normally.

The target is entangled even if they parry your blow with a weapon or shield.

Sample Spellcasting Vocals

- "Hirmok's grasp hold you still - ENTANGLE!"

- "I call upon the Door and close it behind you - ENTANGLE!"

- "I have you now, snared in my web of magic - ENTANGLE!"

- "By my might, I command the tides of battle - ENTANGLE!"

Common Elements

- Rune Magic: Hirmok is the quintessential Rune used to cast this spell, as the magician dominates the target's movement. A magician prone to showing off might make some grand gesture as she invokes Feresh or Verys, controlling the flow of battle with her magic.

- Astronomancy: The crushing weight of The Mountain is often invoked to hold the target as if by a great weight, and "closing The Door" may be used to prevent the target from fleeing or advancing.

- Dramaturgy: The Prince is sometimes invoked to command the target to remain still, though The Bishop may be argued to have more authority. Rarely, The Mountebank may be invoked, trapping the target as the trickster character ensnares her mark before moving in for the kill.

- Other traditions: A Dawnish witch might echo the enervating roar of the chimera when casting this spell, and a Navarri vate might invoke the Great Dance - stopping the target in their tracks, or making them miss a crucial step.

- Realms: This spell has a strong connection with the lore of the Autumn realm.

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Ephisis

Contents

- 1 Eternal of Autumn

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

- 2 Significant Heralds

- 2.1 Reed, Reckoner of Hours

- 2.2 Pharam Vex, Voivode of Chains

Eternal of Autumn

Sobriquets

Known as the Hidden Prince, Ephisis is a mistress of trade, barter and fair exchange.

She is sometimes referred to as the Accounter, High Merchant, and the Lady of the Counting House. She is the Sovereign Lady of the City of Gold and Lead and the Prince of Scales. She is sometimes referred to as the Invisible Hand in reference to both her sequestration and to certain economic theories. Her love of trade sometimes leads to her being called the Merchant Queen. Her great wealth is often referenced in the title Grand Plutocrat.

In Asavea she is sometimes worshipped directly as a patroness of merchants, traders and wealth; in both the Jarm and Axos she and her heralds are courted for the various mercantile boons they offer. The magicians of the Sumaah Republic consider her, along with Estavus and Prospero to be an acceptable Eternal to treat with; that said it is illegal for any citizen of Sumaah to deal with Ephisis without the assistance of a priestly mediator from the Assembly of Prosperity or the Assembly of Wisdom.

The Sarcophan have something of a love-hate relationship with Ephisis; their tendency to seek a profit without regard for ethics, and to engage in piracy, occasionally grates with this fair-minded Eternal.

Ephisis is always referred to as being female.

Her heralds are often referred to as chamberlains or seneschals in reference to the role they have in managing the City of Gold and Lead on her behalf.

Appearance

No mortal in living memory has provably interacted directly with Ephisis. She does not host audiences in the Hall of the Worlds, and deals entirely through intermediaries. This has lead to a lot of speculation – but nobody has met a herald who has met her, either. She apparently never leaves her citadel – a pyramid of polished gold at the centre of the sprawling city she rules.

The City of Gold and Lead is built on the Plains of Aggido, framed between two great mountains. Some texts refer to it as the City of Five Rings, referring to the five great concentric walls that have been built to contain the city as it grows. The closer one gets to the central citadel, the richer and more influential the citizens. The central ring is said to be a place of wonders where some of the wealthiest of the Autumn Eternals can be found – along with the embassies from the other Eternals. Almost all the buildings in and around the City are businesses – Ephisis rules the greatest trade hub in the Realm.

The High Merchant is closely associated with the rune Lann, which represents bargains, and the rune Pallas which represents wealth. Her sigil is the balanced scale, and appears on many official documents and banners of the City of Gold and Lead.

Concerns

While nobody has ever met Ephisis directly, scholars can theorize about her philosophies and concerns based on the actions her heralds take.

Ephisis is fascinated with trade in all its forms. She encourages trade across the Realm and the mortal world - from a bartered exchange of goods, to the most complex financial schemes of the League or the Sarcophan Delves.

She opposes attempts to restrict or control trade, but equally is fascinated by them and by what they can teach her about her obsession. She is known to be ambivalent about taxes – and the citizens of the City of Gold and Lead are known to pay a tenth of their profits to the Accounter's coffers. Of taxes, she has repeatedly expressed the opinion that taxation is a form of trade – the government provides services and facilities, and the citizens contribute to their upkeep. That said, she has also praised systems where citizens voluntarily donate to the state, and those anarchies where the individual has no responsibility to the state at all.

Ephisis is immensely rich. In her opinion, wealth is both a means to an end (securing happiness), and a way of recognising talent and ambition. People who make themselves wealthy in their society deserve to be more powerful because they have worked hard to gain their wealth. Wealth is also an equaliser – anyone can become wealthy, and unwise investments can plunge a complacent plutocrat into the gutter.

Core to her philosophy, however, is the belief in ethical behaviour. This quality is sometimes seen as being at odds with her obsession with trade. Ephisis expects trade to be 'honest' and absolutely despises cheats and con artists. While profit is integral to many trading models, it is up to the merchant, the customer and their society to determine what is a 'fair' profit on a transaction. She dislikes business practices that involve tricking, or deceiving customers or workers and despises the use of force to take wealth from others.

While Ephisis mostly focuses on the trade of material goods. She dislikes trades involving 'future favours'; she dislikes attempts to turn economic interactions into social interactions, and absolutely despises those who fail to pay their debts or honour their bargains. She views many social exchanges in terms of trade. Whether it is a stonemason sculpting a statue for a client, a mercenary fighting for an employer, or a mine-worker extracting ore, all these activities are trades of time and skill for recompense. A common phrase used by the Eternals of the City of Gold and Lead is that the only real commodity of any value is time.

Her heralds are often used as advocates by other Eternals and mortals alike, and view mediation as another form of trade. She would always rather mediate a dispute than fight, but that is not to say that she is weak. She employs brotherhoods of mercenary soldiers to guard her city, and they are very well paid indeed.

In the Autumn Realm, Ephisis remains neutral. She is believed to have close ties with Estavus, but to keep the other eternals at arm's length. There is particular rivalry between Ephisis and Prospero over the Echoing Bazaar – a mirror of her own marketplaces but one where favours and influence are used rather than good hard coin. Many of the other powers of the Autumn realm come to the City of Gold and Lead to trade, and none are interested in losing access to her services. A Prince who attacked Ephisis would risk drawing the ire of all the other Princes.

Ephisis and her heralds regularly invoke the Lictors. Given they are invariably dealing from an open and honest position, they see no harm in using magic to ensure that anyone they are dealing with is incentivised to be likewise honest.

Within the Empire, Ephisis is known to favour the Freeborn especially, being impressed by their commitment to honesty in business dealings. The murky practices of the League are a source of constant frustration, and she is known to be interested in the slow struggle between market towns and households in the Marches. On the whole, Ephisis is a quiet supporter of the Empire, especially impressed by the institution of the Imperial Bourse. Indeed, her heralds have directly intervened to assist or protect the Bourse on the rare occasions where it has been threatened.

Boons

Ephisis is the mistress of exchange. She is a source of many boons that enhance trading ventures – and can weave potent enchantments to improve businesses and fleets.

She is also fascinated with the idea of open trade. Her heralds often demonstrate the ability to quickly evaluate the magical properties of an object offered for trade. She is known to share this ability with some mortals, although the boon often comes at a steep price.

Most magicians know the eternal through the ritual Ephisis' Scale. Beneath her citadel, Ephisis has vaults of unimaginable size, containing all the valuable items she has accumulated through trade with her fellow eternals and the mortal world. It is impossible to guess what lost treasures, secrets and objects of incalculable worth are contained in those vaults. “Mundane” trade with Ephisis is very common – she has an encyclopaedic knowledge of everything she owns, and queries to the eternal regarding specific items have sometimes been remarkably successful.

This connection with the preservation of wealth means that Ephisis has access to some of the finest vaultsmiths and lockmakers in the Autumn Realm. She is known to be able to create secure containers similar to those made with the night pouch incantation or the Secrets for the Shadow Courier ritual, and may share them with magicians.

Ephisis seems to have no interest in cursing anyone. Indeed, she is much more likely to trade for something that can help remove a curse than to help a magician in placing one. Curses that disrupt trade are particularly abhorrent to her – a single malediction can disrupt the economic activity of an entire region.

Ephisis does not deal in influence. She never does something for a promised favour in the future. This does not mean that she does not understand intangible trades – only that she avoids trades where someone promises to do something unspecified at a future date. A deal in which one party agrees to perform a specified task for payment is eminently acceptable to the eternal.

Significant Heralds

Reed, Reckoner of Hours

Pharam Vex, Voivode of Chains

Pharam Vex, known in the Empire as the Voivode of Chains, concerns itself with the trade and value of sentient beings - primarily in the form of slavery - and is particularly active in the nations of Jarm and Asavea. Pharam Vex was once active in the Empire as well, but withdrew its patronage when placed under Enmity by the Imperial Conclave during the reign of Emperor Ahraz. While the Enmity was later revoked, the Voivode has since remained distant from Imperial concerns.

Pharam Vex is apparently capable of taking many forms, usually with shining copper or crimson skin and great curling horns, but it is always richly dressed in the manner of a foreign merchant prince and attended on by silent, often masked servants. Regardless of its appearance, every recorded encounter with Vex mentions that it is bedecked with chains. These chains do not seem to be ceremonial; the Voivode claims to be as much a slave as the chattel it is so eager to barter and trade in, bound to Ephisis' service.

I therefore hypothesise the following. Were one to somehow find a way to free the Voivode from its mistress, it would simply vanish and cease to be. Pharam Vex is defined by the fact that it is a slave. Without that, it is nothing.

- From a speech to the Imperial Conclave in 328YE by Constantia Flamespire, Imperial Archmage of Autumn

The Maître de la Cage de Golde, as they call it in Asavea, is said to manage great hosts of enslaved Autumn entities in the City of Gold and Lead, trading their labour and services to other Eternals and Heralds in return for riches and wealth. When dealing with the mortal world, the Voivode sometimes offers boons of service from its slave-host, dispatching regiments of wretched minions to work in mines or haul wagons of building materials. These slaves are sometimes humanoid but can take other, stranger forms, although they almost always wear masks that cannot be removed without killing the hapless entity.

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Ephisis' Scale

Contents

- 1 Rules

- 1.1 Autumn Magnitude 4

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 4

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. It targets an opaque container.

Effects

When the ritual is performed, the ritualists put any amount of unliving material inside an opaque container up to 8" by 8" by 8" maximum volume. After casting the container is left closed; the contents have been conveyed elsewhere.

It will take at least an hour for anything to happen, potentially longer. Ritualists may receive a prompt when the box is no longer empty; when the box is opened, there is something new there.

The ritualists at this point have two choices; remove and keep the items, or refuse the trade and close the box again. The ritualists have a short time to examine and evaluate the poffered trade before making a decision, but they cannot keep only some of the goods - it is an all-or-nothing proposition. If the box is closed, the contents will be swapped back for the original item(s) over a short period.

Description

This ritual allows magicians to engage in measured trade with the Realm of Autumn, specifically with the Eternal Ephisis. Ephisis greatly desires goods and items from the mortal Realm. Ephisis is known to be scrupulous in her commitment to fair trades - wherever possible, the goods she offers in return she (or her factotums) consider to have roughly equal value to the goods she has been offered. Sometimes her assessment is unbalanced, either due to a misconception about the mortal Realm or because the ritualists have inadvertently sent her something that has unexpected value to the Autumn Eternals.

Common goods offered for past trades using this ritual have included examples of all the special materials known on the Mortal realm, as well as herbs, potions and other preparations (even liao on a few occasions), coins both Imperial and otherwise and crafted or enchanted items (especially jewelry). More exotic items reported over the years have included unique herbs or materials; consumable items like the ashes of Shikal but occasionally connected to another realm; unfamiliar potions and narcotics; unique gemstones unknown in the mortal Realm; scrolls of unknown ritual magic; deeds of ownership, sometimes Imperial sometimes otherwise; a miraculous mechanical golden bird that whispered prophecies to its owner for seven years before slowly winding down; a copper-and-agate beetle with the ability to diagnose and treat illnesses; and a pair of rings that allowed.instantaneous communication with no apparent limitation of distance.

Some ritualists attempt to influence Ephisis' counter-offer by including a scroll or letter with the submitted goods. This generally seems to have no effect, although one scholar suggested that Ephisis and her factotums may treat the paper and ink as additional offered trade goods, rather than viewing them as an attempt at communication.

It is common practice for ritualists who master this ritual, and plan to engage in it often, to place a gong, bell or chime next to or on top of the container in which their trade goods were offered. The magic of the ritual causes the gong, bell or chime to ring when the transaction progresses to the next stage. Some ritualists have reported odd sounds, smells or bursts of light accompanying the transition; all apparently designed to discreetly draw attention to the fact that there are goods to be considered, or that the transaction is over.

Some ritualists have bargained with Ephisis for larger containers in which to place goods. For example, the Marcher mage-smith Alan of Cotter's Barn was known to possess a weirwood case 6' long and 2' wide and deep with which he traded the fruits of his crafting with Ephisis. It is also possible to arrange special agreements with Ephisis or her factotums. The League apothecary Helena Jung von Holberg apparently possessed an oak-and-brass potion case, for example, that ensured that any trade with Ephisis that trades offered for potions would always involve herbs or other, more exotic, potions.

As with Missive for Sadogua and similar Eternal-themed rituals, 'Ephisis' Scale' uses a small amount of mana to open a conduit to the Eternal in question, allowing a small amount of material to be transferred. The additional magnitudes reinforce or recognise the nature of an agreed pact - in this case that Ephisis or her factotums will consider an object or objects offered in trade and offer something of equal value in return. The Freeborn scholar Serval i Riqueza of the Unfettered Mind, who made a study of several of these rituals, posited that the additional magnitude served as a 'handling fee' for Ephisis, to ensure that the Eternal always made a slight profit even when the suggested trade was not accepted.

Common Elements

A box or sack, often of rare woods. fine silk or velvet, is the obvious focus used with this ritual, A coven or ritualist often has a specific container that they favour for use with this ritual, of the standard dimensions. The container is often inscribed with the rune Lann, or with symbols of weights and scales. Ink and parchment may be used to write down the exact contents of the box; it is common to draw attention to any special provenance or properties of the offered goods that might otherwise be overlooked. Placing a gong, bell or chime near the box may cause it to be rung as the ritual completes.

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Equality and diversity

Contents

- 1 Overview

- 2 Acceptable Behaviour at Events

- 3 Acceptable behaviour online

- 4 Sexual Harassment

- 5 Our Behaviour

- 6 Further Reading

Overview

Real-world discrimination is as unacceptable at our games as real-world violence. We will not tolerate discrimination or harassment at our events.

Acceptable Behaviour at Events

- It is not acceptable to insult another participant on the basis of an out-of-character attribute.

Our games include adult themes, verbal and physical conflict. It is perfectly acceptable to insult another character on the basis of an in-character attribute at any time during events. It is not acceptable to insult another participant on the basis of an out-of-character attribute.

This means that participants are not allowed to discriminate on grounds of real-world gender, relationship status, race, ethnic origin, colour, nationality, national origin, disability, sexuality, transgender status, religion or age, or any similar distinction.

In particular please note that none of the following excuses are acceptable:

- "I was only joking"

- "I was in-character"

- "I was drunk"

- "I'm his mate and he doesn't mind"

These rules apply to all games and events managed by us so that we can promote equality and fairness for all involved. If you are unclear on whether something violates the rules then err on the side of caution.

We deliberately create settings which do not include themes of real-world discrimination. It is against the spirit of our games to play a character who is prejudiced against others for real-world characteristics like gender, sexuality or skin colour at our games.

Acceptable behaviour online

Profound Decisions moderates an official online forum for Empire. We ask everyone using these platforms to be courteous to each other and we require users to abide by the spirit of these rules on discrimination, in text as well as in person. Our official forum and facebook group are strongly moderated and posts that violate these rules will be deleted.

If you are experiencing harassment or abuse online in relation with one of our games then please contact us. Breaches of this policy online may lead to a ban from our games, regardless of whether it happens online or in the field.

Sexual Harassment

Socializing is an important part of live roleplaying but nobody attending an event should have to tolerate sexual harassment. We encourage any individual who experiences sexual harassment from another participant to report the incident to us at the earliest available opportunity, so that we can deal appropriately with the matter.

Unwelcome actions such as the following are inappropriate and, depending on the circumstances, may in and of themselves meet the definition of sexual harassment or contribute to a hostile game environment:

- Sexual pranks, or repeated sexual teasing, jokes, or innuendo.

- Verbal abuse, touching or grabbing of a sexual nature.

- Repeatedly standing too close to or brushing up against a person.

- Repeatedly asking a person to socialize out-of-character when the person has said no or has indicated he or she is not interested.

- A victim of sexual harassment can be of any gender. The victim can be of the same sex as the harasser. The harasser can be any participant, a player or a member of crew.

Many sexual harassment issues in live roleplaying occur when participants use their character to justify what would clearly be inappropriate when not roleplaying. Participants should take care to ensure that if their behaviour involves conversation or physical contact in a sexual or intimate manner that they do not do so in a way that causes the recipient to feel out-of-character uncomfortable, regardless of any in-character considerations.

In particular, please note that although our games include themes of mind-influencing magic, drugs and addiction, human sacrifice, in-character racism and prejudice, prostitution, violence, robbery, torture and murder - they do not include non-consensual sex or sex with minors. It is not possible to know what real life experiences other participants have suffered, so all participants must avoid IC references to either of these two subjects in play.

Our Behaviour

Profound Decisions is committed to creating an environment where there is mutual respect and equality of opportunity for all participants. We want our games to be inclusive - where everyone can take part and everyone is welcome - and we oppose all forms of immoral discrimination. We will:

- Make all reasonable efforts and adjustments to ensure that our games are inclusive.

- Promote equality of opportunity and encourage staff and players from all backgrounds to participate fully in Profound Decisions events.

- Respond promptly to harassment and equality issues, including those relating to race, gender, disability and sexual orientation, and recognise the complexities of the interrelations between them.

- Treat all complaints seriously and respond appropriately.

Handling complaints is always difficult; it is exceptionally rare that the outcome pleases all parties. All that we can do is try to judge each case fairly and without favour.

Further Reading

- Conduct

- Costume

- Language

- Equality and Diversity

- Complaints

- Must Avoid Policy

- OOC Design

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The Founders (Redirected from Erigo)

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

Contents

- 1 History, Myth, and Legend

- 2 Riqueza

- 3 Erigo

- 4 Guerra

History, Myth, and Legend

According to the hakima, the Brass Coast was founded by three sisters named Erigo, Riqueza and Guerra. They departed Highguard with their extended families, and sought a new homeland far from the internecine squabbling of the Highborn. With the aid of powerful magic, they located a homeland where they could be free of interference from the Highborn, one where they could pursue their own destinies. All Freeborn today see themselves as descendants of one of the three founders - whether literally (via matrilineal lineage), or spiritually (for those who choose to join the nation but cannot claim a direct link to the founders).

The three women were known to be powerful magicians, and depending on who one asks either formed of a single coven or, more likely, lead three individual covens that worked together most likely through the use of items such as the Web of Celestial Attunement or the Hakima's Mantle. Yet it would be wrong to think of them solely as magicians; they were also proud and ambitious leaders, and are considered to be the first dhomiro as well as being the model on which the hakima base themselves.

Outside of the Brass Coast, historians are divided as to whether the three women were actually related by blood or not; Highborn archivists claim that the records suggest that the three were actually unrelated, being instead scions of minor patrician families. Unhappy with the growing turmoil within the nation, and predicting the impending civil war, the three formed an alliance, sold their holdings, and simply left Highguard. Even though the archivists contest some elements of the story, they agree that the three women almost certainly existed, and there is little doubt that they held the rank of Patrician within the crumbling society of the Highborn before they chose to give it all up.

According to some tales, they each took a new name when they left the Highborn nation, symbolically burning any connection to their past in a great bonfire somewhere in Casinea. Romantics imagine that they set off from what would later become Anvil, but there is little factual support for this notion.

Riqueza

Legends recorded by the Hakima claim that Riqueza was the eldest of the three sisters. She is said to have been a mystically-inclined seer, as well as a practitioner of the apothecary's arts. The Incarnadine Satchel is one of several miraculous relics of Riqueza, although the powerful artefact was lost to the Empire nearly a hundred years ago.

As recounted in the song Riqueza's Dream, it is said that she was the motive force behind the decision to quit Highguard. She is often described as having been a mistress of night magic, and a common tale of the founding claims that she used a crystal with a flaw in the shape of the rune of transformation to lead the Freeborn to their new homeland. A number of her children were said to have inherited her fascination with transformation.

The Riqueza perform ritual magic using loud, rhythmic, energetic drumming.

Erigo

According to the tales of the hakima, Erigo was neither the eldest nor the youngest of the three sisters. According to the old stories, she was the most martially minded of the three sisters. A significant proportion of her family were warriors and battle magicians, and when the Freeborn decided to settle on the Brass Coast she and her tribe took the lead in driving out the orcs who inhabited their new homeland. She is said to have been adept at weaving enchantment over armies and fleets alike. Several of the families descended from her line see it as their duty to protect the rest of the Freeborn, and a number of the oldest corsair families trace their lineage back to Erigo.

The exemplar Zemress was born into the Erigo tribe.

The Erigo tribe use a less energetic style, often accompanying their rituals with soothing, harmonious music.

Guerra

The hakima teach that Guerra was the youngest of the three sisters. She was known both for her quick temper and for the courage with which she spoke her mind. She was the most politically minded of the three founders, and is said to have negotiated treaties of recognition with the scattered Navarr stridings, giving them the freedom to walk the trods on the Brass Coast in return for helping the early Freeborn nation maintain lines of communication between scattered settlements. According to Highborn accounts, her family were heavily involved in mercantile endeavors before she lead them out of Highguard.

Guerra was an acknowledged master of day magic. Some hakima claim that it was Guerra, not Riqueza, who lead the Freeborn to the Brass Coast, using a dowsing pendulum marked with the rune of discovery.

She is said to have founded the city of Siroc, reasoning that while the Freeborn may wish to wander, outsiders would want a single place they could come to when they wished to deal with them. There are a number of humorous stories about Guerra and the powerful merchant-Price of Sarvos, in which he and his family repeatedly tried to woo her into political (and romantic) entanglements that she cleverly turns to her own advantage - all without speaking a single word of falsehood.

Emperor Ahraz was a scion of the Guerra line.

The Guerra prefer physical movement combined with fire and light when they perform their magic.

.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Founders&oldid=42090#Erigo"

Erthe Upon Erthe

"Their blasted chanting gets into your head... it is solid and endless, like their marching battle lines. On and on they chant, and every so often you hear something you understand amongst the guttural noise - something about sharp blades, or rotting flesh. It is one thing facing this across a battlefield and another thing entirely to be amongst it."

This early English song provides a great sound for Imperial Orc chanting (or if you prefer steady, low singing). The tune is here but this is a rather light/fast version which isn't particularly suited to Imperial Orcs.

Each vowel tends to have its own syllable so it should be pronounced e.g. "Erth - e", "wroch - te", " has - e" on - e" etc. This gives the songs a driving rhythm.

Erthe out of erthe is wonderly wroghte Erthe hase geten one erthe a dignite of noghte Erthe upon erthe hase sett alle his thoghte How that erthe upon erthe may be heghe broghte

Erthe upon erthe wolde be a kinge Bot how erthe to erthe shall thinkes he no thinge When erthe bredes erthe and his rentes home bringe Thane shall erthe of erthe have full harde parting

Erthe upon erthe winnes castells and towrres Thane sayse erthe unto erthe, "This es al ourres" When erthe upon erthe has bigged up his barres Thane shall erthe for erthe suffere sharpe scowrres

Erthe goes upon erthe as molde upon molde He that gose upon erthe, gleterande as golde Like erthe never more go to erthe sholde And yitt shall erthe unto erthe ga rathere than he wolde

Whye erthe lurves erthe, wondere me thinke Or why erthe for erthe sholde other swete or swinke For when erthe upon erthe has broughte within brinke Thane shall erthe of erthe have a foul stinke

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Erthe_Upon_Erthe&oldid=11861"

Escharotic Cauldron

Description

This apothecary's bowl is traditionally made of iron, and used to boil herbs and other components when brewing a potion. Some ceramic, bone or wooden examples exist, used to steep herbs in boiling water rather than held directly over a fire. An Escharotic Cauldron is often decorated with ambergelt, and inlaid with pieces of ivory. Regardless, it is usually of sturdy construction and insulated against the hot liquids it is generally employed to enchant.

An Escharotic Cauldron often bears the rune Xun, although older examples are often inscribed with Diras, the Rune of Secrets. Traditionally in Wintermark the apothecary carves or paints the runes Bravash (representing the marrowort) and Verys (representing cerulean mazzarine) onto the inside of the cauldron before they use it.

Rules

- Form: Talisman. Takes the form of a tool. You must be holding this item in hand to use its magical properties.

- Requirement: You must have the Apothecary skill to bond to this item.

- Effect: When you use the apothecary skill to create a potion you may substitute two drams of Marrowort for one dram of Cerulean Mazzarine, or two drams of Cerulean Mazzarine for one dram of Marrowort. You can only make this substitution once per preparation.

- Materials: Crafting an Escharotic Cauldron requires seven measures of ambergelt. It takes one month to make one of these items.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Escharotic_Cauldron&oldid=51439"

Establish Imperial Offices

This motion is currently undergoing scrutiny.

That the Imperial Offices be established in the centre of Anvil

Proposed by Hercynia, seconded by Temeschwar

Overview

- This motion has authorised the setting up of the Imperial Offices in the centre of Anvil, expected to be used by the Throne

- Passed

Date

- Spring 380YE

Constitution

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Establish_Imperial_Offices&oldid=44673"

Establish Imperial Orc Assembly

Establish a national assembly for the Orc people as for other nations' assemblies in the Synod.

Proposed by Conscience, seconded by Hercynia.

Overview

- Establish an assembly for the Imperial Orcs in the Imperial Synod.

- Recognises the judgement of the Assembly of Pride

Date

- Winter 377YE

Campaign Outcome

- A national assembly for the Imperial Orcs has now been established in the Imperial Synod.

- The national assembly will have all the powers and responsibilities of other national assemblies.

Voting

State

Votes For

Votes Against

Result

In Principle

25

0

Passed

"The Assembly of Pride believes that the Empire is proud of all its citizens, in that all citizens are equal within the eye of the Empire. We call upon the Imperial Orcs to form a National Assembly within the Synod, to see to the virtue of those who hold elected Imperial positions within their nation”

Samson of Highguard, Cardinal of Pride (Autumn Equinox 377YE)

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Establish_Imperial_Orc_Assembly&oldid=35462"

Establish contact with Barrens orcs

To send Winged Messengers to the unaligned Orcs of the Barrens, inviting them to send a delegation to Anvil

Proposed by Skarsind, seconded by Sermersuaq

Overview

- There are believed to be independent orcs in the Barrens engaged in conflict with the Druj

- The ritual Call Winged Messenger can be used to send a letter to anyone whose name and physical location is known to the caster

- Passed in principle; no funding requested

Date

- Summer 378YE

Cost

- Call Winged Messenger is an Autumn ritual of magnitude 6; a coven who has mastered the ritual can perform it for 3 crystal mana per casting

Progress

- Unknown

Campaign Outcome

- Unknown

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Establish_contact_with_Barrens_orcs&oldid=37839"

Estavus

Contents

- 1 Eternals of Autumn

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternals of Autumn

Sobriquets

Most commonly, she is known as The Forgemistress.

She may also be called The Prince of Shikal and The Bronze Artisan.

Appearance

Estavus is a powerfully built female with bronze skin and curling steel horns. Her left arm appears to be made of metal, and she is usually clad in a metal breastplate wielding a two-handed hammer. She is often marked with soot either from her infernal volcanic home or from her work at her forge.

The Forgemistress is often accompanied by lesser eternals and heralds who serve her as guards or assistants, but she is often found with magical metal constructs such as brass minotaurs; warriors crafted of living dragonbone; or bejeweled courtiers of ivory and porcelain who converse in gentle, soothing terms and appear quite intelligent.

Concerns

The Prince of Shikal dwells in a great city that occupies an active volcano of immense size. The Forge of Shikal holds the immense workshop of Estavus, suspended above the living magma of the volcanic caldera. Her city is inhabited by artisans and labourers, and riddled with deep delves that drop down far below the surface of the Realm into great mines.

Estavus is driven to build, construct and create. Her ambition is to reshape entire worlds; she seeks to encourage others to do the same by mastering nature and building great cities and fortresses. If she had her way, the wilderness wound be tamed with roads and cities, and natural things would be found only in parks. She is especially driven to create artificially living things that mimic natural plants and beasts.

She constantly desires raw materials from the mortal Realm; while she has access to strange metals from the mines around her domain, she has no ready source of the magical materials found in the mortal Realm.

While she is somewhat singleminded, she is still an eternal of Autumn. She is fascinated by, and well versed in, the ways that crafters can exert power. Being able to make something for someone else is potentially an incredible source of influence. The rarer the things a crafter can craft, the more power they wield. She supports and encourages the formation of artisan guilds that create monopolies to protect their interests and influence their fellows, and she is known to have a special interest in League carta, Dawnish weaver cabals, and both Marcher and Winterfolk smiths. She is said to have a great deal of interest in the guilds of the Sarcophan Delves.

Boons

Estavus has made numerous bargains with mortal ritualists and offers her power directly to rituals such as The Anvil of Estavus and Before the Throne of Estavus and indirectly to Timeless Hammer Rhythm or Smooth Hands Shape the World. She can offer several boons related to artisan skill. She may be called on to provide any of these boons, or to craft unique weapons and armour in her forge as well as larger structures such as castles, bridges or roads.

She is also known to lend her constructs to mortals for a short time, sometimes as additional troops and sometimes in a more personal capacity. She can even create unique constructs, and several heroes have replaced lost limbs with enchanted metal equivalents that possessed potent magical powers.

What she can create she can also destroy - she can reduce anything created by crafters or artisans to its component parts. Likewise she can destroy constructs, and offer assistance in the form of things that will shatter weapons or shields.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Estavus&oldid=61813"

Eternal Flame of Miaren

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounty of Mana

- 4 Appointment

- 5 Chamber of the Flame

Overview

Eternal Flame of Miaren is a Navarr Imperial title created following an announcement in Winter 380YE by the Civilian Commissioner. The Chamber of the Flame was completed shortly before the 381YE Spring Equinox. The position of Eternal Flame is a sinecure in Miaren, requiring minimal responsibility but offering a regular income of crystal mana.

Responsibilities

The Eternal Flame has no particular responsibilities; they simply receive a bounty of crystal mana from the Chamber of the Flame. If the Chamber itself were to be threatened in any way, it would be the responsibility of the Eternal Flame of Miaren to deal with those threats - but also to deal with any opportunity to expand the sinecure, or to make any decisions about its operation.

Powers

Bounty of Mana

The Eternal Flame ha custodianship of a sinecure and receives an income of 9 crystal mana each season.

Appointment

The Eternal Flame of Miaren is appointed by unanimous decision of the Navarr senators. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by a Navarr citizen. The Flame has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Navarr National Assembly, and by the Assembly of the Nine.

Chamber of the Flame

Amid the ruins of the fallen Terunael city of Seren, in Serenael, lies the beauty and wonder of a new, Navarr, city. During some recent explorations of an area on the outskirts, a hidden cave was located behind a waterfall on the northern-western side of the old city. Further investigation discovered an eerie flame glowing in the cave, one that gave of a dim, pleasant illumination by no amount of heat. Some scholars are already suggesting it might in some way be tied to rumours of a "golden sun" in the lost Terunael city of Emrys.

With the careful positioning of mithril mirrors, the light of the cool flame has been refocused into the pool of water that occupies the southern third of the cave, and a bounty of crystal mana has been gathered from its depths.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Eternal_Flame_of_Miaren&oldid=60425"

Eternal Shafts of Time

Contents

- 1 Overview

- 2 The Resource

- 3 The Bourse Seat

- 3.1 Responsibilities

- 3.2 Powers

- 3.2.1 Seat on the Bourse

- 3.2.2 Bounty of mithril

- 3.3 Appointment

Overview

The Eternal Shafts of Time are located in Vorota in the Varushkan territory of Karov. Custodianship of the Shafts grants an Imperial title; a seat on the Imperial Bourse; and a seasonal bounty of valuable mithril.

The Resource

In the mountains near Vorota in Karov are the Eternal Shafts of Time. These ancient shafts were old long before the Empire was born and the size and precise dimensions of the oldest five-sided shafts hints that those who once worked them were not human. Time seems to run strangely in the shafts, workers claim some days simply run longer than others and the output of the mines seems to support their claims. Some Heralds of the Autumn Eternals Ephisis and Estavus have dropped hints that they know more about this strange phenomenon, but they refuse to be drawn on the specifics - allegedly they claim that "the bargain has not yet run its course so it would be inappropriate to discuss it."

Ownership of the Shafts was hotly contested between the citizens of Temeschwar and those of Varushka in the early days of the Empire, but in the end the Varushkans retained control of them. The League has made little secret in the past of their desire to control the mines. In 340YE, during the reign of Empress Giselle, an effort was made to have the mines reallocated as an Imperial Seat using a document of dubious provenance to claim "significant doubt" over the validity of the Varushkan claim. The motion was quashed before a vote was taken by the Constitutional Court who reiterated their opinion that the only way for a new vote of allocation to take place is if the resource is lost and then later reconquered. Even after the motion was withdrawn, factions in Varushka were not satisfied; the day after the Senate meeting where the attempt was made, several of the Empresses most prominent supporters in both the Imperial Senate and the Bourse were cursed, and the Varushkan senators were united in their opposition to every motion raised by a League senator over the next two years.

Control of the Shafts is assigned to whichever Varushkan candidate receives the most support from Varushkan owners of mine resources. In a similar manner to the Granites of Veltsgorsk, the mine-owners of Varushka often offer their votes to potential candidates in return for an agreed on share of the mithril the mines produce. The most successful holders of the Seat are able to strike a good balance between receiving sufficient support, and keeping enough mithril for themselves to keep the title profitable.

The Bourse Seat

Responsibilities

The Seat has no particular responsibilities; they simply receive a bounty of mithril which is theirs to do with as they will. If the Eternal Shafts of Time were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to the Eternal Shafts of Time, the Seat would expect to be consulted as to how that opportunity might be resolved.

Powers

Seat on the Bourse

Custodianship of the Eternal Shafts of Time comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of mithril

The Seat has control of a source of mithril and receives Bourse certificates to represent that control. They can dispense this resource as they choose. Production is 27 Imperial wains of mithril every season.

Appointment

As with all mithril Bourse seats, the holder of the title is determined during the Autumn Equinox. Control of the Shafts is assigned to whichever Varushkan candidate receives the most support from Varushkan owners of mine resources. Votes are recorded in private in conjunction with the civil servants who support the Bourse.

Custodianship of the Eternal Shafts of Time is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be revoked by the Imperial Synod.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Eternal_Shafts_of_Time&oldid=61053"

Ethereal Manacle

Description

These staffs are usually made of stout hardwood, treated with ambergelt and bound with dragonbone. Often they are decorated at either end, sometimes with grasping claws. They often have the rune Queros worked into them, and may be carved to look as if they are wound with chains. An ethereal manacle allows a magician to wield the power of the entangle incantation to root their opponents in place.

Sometimes called a magician's retreat, a little contemptuously, it cannot be denied that rooting an opponent to the spot can give the bearer a good head start. A skilled battle magician, however, is quite capable of rooting an opponent to the spot and then beating them down with the advantage of superior reach - even if the magician starts the fight outnumbered the additional power of this staff can quickly even the odds. Matially-minded runesmiths and curmudgeonly landskeepers are both known to make good use of the short time their opponents cannot move to make them regret trying to gang-up on a magician.

Rules

- Form: Weapon. Takes the form of a staff.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: Three times per day you may cast the entangle spell as if you knew it without spending any mana.

- Materials: Crafting an ethereal manacle requires eleven measures of ambergelt and four measures of dragonbone, and three measures of iridescent gloaming. It takes one month to make one of these items.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ethereal_Manacle&oldid=48038"

Ettercap

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

Overview

Ettercap is a catch-all term given to the insect-like abominations that thrive in areas infested with the vallorn. They demonstrate a great deal of diversity, some scouts claim that no two ettercaps are exactly the same. They range in size from small, fast, stealthy killers to large, lumbering monsters larger than a bear. Some incorporate obvious non-insect characteristics (fur and patches of scales are most common). Some have demonstrated considerable cunning, while others have simply charged the nearest target in the area as soon as they were spotted.

One characteristic all seem to have in common, and share with the vallornspawn husk, is that they are not debilitated by the vallorn miasma. Indeed, they appear to thrive within the miasma - there are reports that some ettercaps fought in the confines of a vallorn-infested forest have demonstrated incredible regenerative capabilities.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ettercap&oldid=38521"

Evenlode Studio

Evenlode Studio was the lead designer for all the look and feel of Empire.

We make exquisite leather armour and other high quality costume pieces for theatrical and film productions as well as use in the LRP and re-enactment hobbies. As well as our designs which you can buy online, we work with designers on film & theatre productions and are also happy to create individual custom orders.

The company ethos is to use beautiful natural materials; leather, wood and hides to produce film quality armour, costume and props. We draw our inspiration from historical and mythical sources with the aim of creating an authentic feel in all our work. Even our fantasy designs aspire to have that ‘could have been true’ element. All of our work is hand made by us in the UK.

Contact details:

- Website

- Facebook

- Email: enquiries@evenlodestudio.com

- Telephone: 01993 869028

- Mobile: 07718 751453

- By Post: Evenlode Studio, 101 High Street, Finstock, Chipping Norton, Oxfordshire, OX7 3DA.

Empire Look and Feel

We have produced a number of pieces already that would be appropriate for various nations, from the leather lorica of an Unconquered of Highguard to simple decorative medieval belts that would set off almost any costume.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Evenlode_Studio&oldid=11799"

Evenlode Studio (Redirected from Evenlode Studios)

Evenlode Studio was the lead designer for all the look and feel of Empire.

We make exquisite leather armour and other high quality costume pieces for theatrical and film productions as well as use in the LRP and re-enactment hobbies. As well as our designs which you can buy online, we work with designers on film & theatre productions and are also happy to create individual custom orders.

The company ethos is to use beautiful natural materials; leather, wood and hides to produce film quality armour, costume and props. We draw our inspiration from historical and mythical sources with the aim of creating an authentic feel in all our work. Even our fantasy designs aspire to have that ‘could have been true’ element. All of our work is hand made by us in the UK.

Contact details:

- Website

- Facebook

- Email: enquiries@evenlodestudio.com

- Telephone: 01993 869028

- Mobile: 07718 751453

- By Post: Evenlode Studio, 101 High Street, Finstock, Chipping Norton, Oxfordshire, OX7 3DA.

Empire Look and Feel

We have produced a number of pieces already that would be appropriate for various nations, from the leather lorica of an Unconquered of Highguard to simple decorative medieval belts that would set off almost any costume.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Evenlode_Studio&oldid=11799"

Event information (Redirected from Event Information)

Contents

- 1 Overview

- 2 Tickets

- 3 Arrival Times

- 4 Time in

- 5 Registration

- 6 IC Photographs

- 7 Weapons Check

- 8 Telephone

- 9 GOD

- 10 First Aid

- 11 Toilets

- 12 Woods

- 13 Food and Drink

- 13.1 Curry Knights

- 13.2 Feast

- 13.3 Noodle Van

- 13.4 Tyches

- 13.5 Skian Mhor

- 13.6 Appleby Coffee

Overview

The following event information is applicable for all our events in 2015. Please feel free to point people to this page if they are looking for information on details for times, dates and other recurring event details.

Tickets

The gate crew at all PD events have a list of every player who is booked for the event on it. They will check your name off as you arrive. If you are not sure if you are booked for the event, then you can check your booking status by logging in to your PD account or by emailing the head office.

Please make sure that you have entered your car registration number on your PD account if you are travelling by car.

If you have claimed the concessionary ticket price, please make sure that you email a copy of your proof of eligibility to the head office or bring a copy with you to the event.

Arrival Times

Players are allowed on site from 11am on the Thursday before the event starts. There is an additional charge of £5 to arrive one day early; this is paid on the gate.

The gate will close at 10pm and will open again at 10am on Friday morning. If you are arriving after this time, there will be a number on the gate that you can call and security will open the gate to allow you in.

Time in

Empire begins at 6pm on Friday and ends at 1 am that night. On Saturday time in begins at 10 am and ends at 1am. At the Winter Solstice and the Spring Equinox, there is a second full day of play from 10 am to 1am. On the last day of an event time in begins at 10 am and ends at 3pm.

All players must be off site by the evening of the last day.

Registration

We will open GOD for event registration as early as possible on Friday. We will put up a sign outside GOD as soon as it is open. Once you have pitched your tent then come to GOD to collect your event pack. Your event pack will contain your character card, your character's money, phys-reps for resources and liao you have, ribbons for any special items and cards for mana crystals and herbs.

IC Photographs

We will have a member of the GOD team taking photographs of characters in their costume. You can collect your pack without getting your photo taken in the first year, but please try and get your character's photograph taken when you get a spare moment. At future events you will not be able to collect your pack until we have a picture of your character.

Your picture should be of you wearing your costume and kit and any make-up or prosthetics that are appropriate.

Weapons Check

Bring your weapons to the weapon check point at the tavern to get them checked by a Profound Decisions weapons checker before use. Any weapon that fails a safety check must be returned to your car or left with GOD until the end of the event.

Telephone

For appropriate use only, our on-site mobile number is 07817 133793. This will be manned by Profound Decisions event team on the run up to the event, and held by our security team throughout the event. If you need to get hold of Profound Decisions to report an emergency then you can call this number.

GOD

Any enquiries that you have about your character, the game or the event can be dealt with at GOD. This is located in the OOC camping field, near the entrance to the IC area.

First Aid

The First Aid tent is immediately in front of GOD. Qualified first aid staff are available at all times here or via GOD. Please report any medical problems to First Aid or to any member of staff with a radio.

Toilets

There are two toilet blocks, one in each OOC camping field. There are two additional toilet blocks in the the market place. The location of the toilet blocks will be marked on the site map for each event.

Woods

Please note that with the exception of the Navarr camp, the adjoining woods are not part of the IC site. The woods will be in use throughout the event for battles and plot. You should not enter the woods unless you are instructed to do so by a referee.

Food and Drink

Drinks and snacks are available from our fully IC tavern. The bar will be serving drinks on Thursday evening, but is OOC until time in on Friday. There are five caterers at this event providing food for real money.

Curry Knights

Curry Knights will offer curry and pancakes in the OOC area.

Feast

Feast provide a range of wholesome food from the large white marquee in the OOC area.

Noodle Van

There will be a noodle van opposite feast selling a range of more exotic meals.

Tyches

Tyches will offer a sit down meal from their restaurant next to the tavern.

Skian Mhor

Skian Mhor will be serving from the kitchen next to their trade stall in the market place.

Appleby Coffee

Appleby Coffee will be providing a range of hot drinks and snacks.

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Event safety (Redirected from Event Safety)

Contents

- 1 Fighting safely

- 2 Battle Safety

- 3 Weapon checking

- 4 Armour

- 5 Grappling, body contact and shields

- 6 Non-contact

- 7 General safety

- 8 Safety Calls

- 9 Further Reading

Fighting safely

- You must pull all of your attacks so that they land with virtually no force

- You must avoid hitting the groin, neck or face

- Try to avoid hitting the breasts or head where there is an alternative target

- You must avoid combat if you are drunk

It is essential that you know how to fight as safely as possible using the practices common to most British live roleplaying events. If you are new to live roleplaying then please speak to a member of our GOD crew and they will arrange a suitable demonstration for you so that you can be confident that you are following all the rules:

- When you use a weapon in combat, you must pull the blow so that it lands with negligible force. Your opponent should feel a light touch and nothing more.

- You must not thrust with any weapon unless it is a thrust-safe pole-arm.

- You must avoid hitting the groin, neck, or face; you should avoid aiming at the breasts or head where there is a viable alternative target.

- You must not strike another character with the pommel or hilt of your weapon. You must not grab or trap an opponent’s weapon when they are wielding it.

- You must not attempt to parry an arrow or bolt with a weapon.

- You must only throw a weapon if you know a Profound Decisions weapon checker has approved it for throwing.

- If you are using a bow then you must follow the bow safety guidelines; you must not pull the bow to full draw when shooting at a character who is nearby and must not aim a bow or crossbow at the head.

- If you are using a flail then you must drop the weapon immediately if it becomes entangled in your opponents weapon or costume.

- If you are not using a one-handed weapon then you must follow the appropriate weapon grip rules for the category of weapon you are using.

- You must avoid combat if you are drunk.

These rules exist to reduce the dangers inherent in combat at a live roleplaying event to an acceptable minimum, but they do not constitute a guarantee of safety. Our safety record is excellent, but by choosing to attend an Empire event, you agree to accept the risks inherent in taking part in a full contact sport.

Battle Safety

It is the responsibility of everyone taking part in a battle to consider their own safety and that of the participants around them. All participants in battles should adhere to the instructions of referees and other members of crew, who have your safety and enjoyment as their primary consideration. The following are points that all participants should bear in mind when taking part in combat activities at Profound Decisions events:

- Hydration: You should endeavour to bring water with you onto a battlefield and take on more water during lulls in fighting.

- Trip hazards: When fighting you have a better view of the ground behind your opponent than they do, you should under no account deliberately push opponents over obstacles in order to gain an IC advantage, OOC safety always comes first.

- Exhaustion: Battles are stenuous physical activities, you should endeavour to fight within your limits and take breaks where needed to avoid over-exerting yourself.

- Footwear: Battles at Empire events primarily take place in woods, you should strongly consider sensible supportive footwear for taking part in battles

- Suncream: While the woods do provide cover from the sun, some battles will occur on hot days and you should therefore prepare appropriately.

Weapon checking

- All your weapons must be checked at every event

You must take all weapons, bows, crossbows, shields, and projectiles (arrows and bolts) that you have brought to an event to a weapon checker to have them checked against our weapon checking guidelines. These items must be checked at every event you attend. If a weapon checker does not approve your equipment for use then you must put the item in your vehicle or leave it at GOD for the duration of the event. If you are not satisfied with the decision then you may request a second opinion from our head weapon checker. The decision of the head weapon checker is final.

If a weapon checker approves an item then they will attach a coloured elastic band to the item. We change the colour of the elastic bands for each event. You must not use any item for melee purposes unless you know it has been approved for that use.

You can carry items such as a walking stick, wooden staff or banner but they must never be used in melee, so they do not need checking with the weapon checkers. We do not allow anyone to have metal weapons at events except for display or sale purposes, so you may not carry one without our prior approval for each event.

Armour

- Metal armour must be of a grade where it will not tear in use revealing sharp edges.

- Metal armour must have its edges rounded off in such a way there are no burs or snags which could damage props or players

- There must be suitable straps and attachments so armour does not come loose

- There must not be any protruding sharp decoration such as spikes that could damage weapons or people

Any suit of armour that you use at an event must not have sharp protruding edges. If you are in any doubt about the safety of your armour then you should have it examined by a weapon checker.

Grappling, body contact and shields

- You must not grapple or make bodily contact while fighting

- You may hook shields with an axe but may not grab weapons with your hands

- You may push with a shield but you may not shield barge

You must try to avoid body contact with other players during combat. You must not grapple or trip another player.

If you have the prior permission of your opponent in a small fight then you may both decide that you are happy to allow each other to grapple or use other techniques. You must have the explicit permission of your opponent beforehand and you can only do this in a small, carefully planned fight between individuals such as a duel or display. Permission must be given to you personally; you must not assume that a player who is happy to grapple with a trusted friend is happy to grapple with you.

You may hook a shield with an axe or similar hooked weapon, to pull it out of the way. You should be aware that some LRP axes are specifically designed and built to support this, the axe head is heavily reinforced with leather to allow it to withstand the force. If your weapon is not designed for it, you will break the weapon by doing this.

You may push with a shield, if you are moving at a slow walking pace or less but you must not shield-barge, you cannot run into another player using a shield or other similar item. You may not use a shield as a weapon to strike another player.

Non-contact

- You must not touch or physically attack anyone with their hand in the air

- You can put your hand in the air to indicate that no one should touch you

- If you do this, your character is reduced to 0 hits and is now dying

- Profound Decisions do not guarantee that you will not be hit

You may have health reasons that mean you wish to avoid becoming involved in combat. If this is the case you may put your hand in the air to indicate that you do not wish any player to make physical contact with you. This is called being non‑contact and, while its use is uncommon at events, it is important that you understand the rules so that you can ensure the safety and well-being of other players.

If a fight starts near you then you can put your hand as high in the air as you can and keep it there, to indicate that you are non‑contact. If you indicate that you are non-contact, then you immediately lose all your body hits and start dying. You may move yourself out of the immediate melee before lying down or leaning against a tree or similar or may remain standing with your hand clearly raised. You may cease being non-contact at any point by putting your hand down, but you should not do this if you would become involved in the same melee.

It is up to the individual when or if they choose to go non-contact. There is no requirement at all to go non-contact at the start of a fight, or because a fight has happened near you. It is perfectly acceptable to move away from a melee while remaining in-character and mobile and only become non-contact if a character moves to attack you.

If you see any player indicate that they are non-contact then you must not hit them with a melee weapon, fire a bow or crossbow at them, or touch them. The player is still IC and you may roleplay with them normally but you may not hit or touch them while they are non‑contact.

It is important to note that nobody can guarantee that you will not be hit while you have indicated that you are non-contact. A live-roleplaying melee is a deeply confusing experience and mistakes can happen. If you have health reasons that make it critical that you are not hit with a latex weapon then you may need to avoid combat entirely and you must decide whether the event is safe for you to attend at all.

General safety

- Health and safety is everyone’s responsibility

- Do not attempt to defend a tent

Health and safety is everyone’s responsibility at an event. Be aware of any potential hazards, and if a fight begins then move away from tents, guy ropes, and other hazards such as tables, chairs, and braziers. It is not enough to be aware of such dangers when fighting; you must move away from such dangers to ensure that other participants in the fight are not at risk.

If your character has fallen over in a fight then you should crawl out of the way of the combat. You must make sure that anyone who has fallen over has room to move away.

Please ensure that you pay particular attention to safety when fighting near tents. Tents present an additional hazard for anyone fighting so you must not use them as a defensive feature.

All tents are considered to be highly flammable in the Empire setting, so your character can easily fire a tent to force the occupants to come out. Obviously, you must not set fire to any object of this kind at an event; you must obtain a referee if you want to force other characters to come out of a tent in this manner.

The nature of an event is such that trip hazards such as uneven ground, tree roots, guy ropes, and tent pegs are unavoidable. Given the poor lighting conditions that prevail at night, one of the most important safety precautions you can take is to ensure that you wear footwear that combines good grip with firm ankle support.

Safety Calls

- There are two safety calls MAN DOWN and TIME FREEZE

Empire uses two safety calls to help keep fights as safe as possible. These are fully described on the calls page.

Further Reading

- Event safety

- Weapon checking

- Bow safety

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Event_safety&oldid=30509"

Event crew

Contents

- 1 Overview

- 2 Why Get Involved?

- 3 Teams

- 3.1 God & Gate

- 3.2 Refs

- 3.3 Weapon Check

- 3.4 IT

- 3.5 Crew Welfare

- 3.6 Tavern

- 4 Time-off

- 5 Crew Links

Overview

The event crew handle the event logistics and support functions throughout the event, answering questions and helping players and even other crew get the most from the game. Most of the teams are based out of the GOD tent, which is the hub for all event administration. There are lots of different event crew roles, to cover the wide range of administrative, reffing and support tasks needed to keep the event running smoothly. Whether reffing the game, manning the god or pulling pints for players in the Anvil tavern, the event crew are a vital part of the game.

Being part of the event crew is a full time role during the event for all the teams except weapon-check, but most of the teams are large enough to have organized rotas allowing crew to take some time off to enjoy the event. You don't need to have any experience to join the event crew, just a desire to support and help players enjoy the game to the full.

Why Get Involved?

The event crew are the public face of Profound Decisions presenting Empire to everyone who attends our event. The god team organize and prepare everything the players need to play the game, while the refs answer questions and oversee the smooth running of the game. Even the crew working the tavern are representing us while the crew welfare team play the most vital role of all looking after our crew. It's a big responsibility, but as part of the event crew you'll be able to see first hand the appreciation that delivering a great game creates.

Our event crew are not expected to handle complaints, you should immediately pass those to Profound Decisions management team to deal with. But you will get to solve problems and sort difficulties for players and have the satisfaction of knowing that you helped deliver the game.

Most of the positions on the event crew are highly specialized so you'll need to learn what is involved over time. However there is room for anyone to join the team provided you have some experience of live roleplaying and you'll be working together with a team of crew who can show you the ropes. Most of the roles are not physically demanding though you will be up and active when you're crewing.

You'll be working during the event, but the event crew teams are generally large enough that crew can take some hours off to enjoy each event with friends. Crewing is a lot of fun and you'll get a chance to meet and talk to most of the players.

Teams

There are seven event crew teams covering a range of game functions, god, refs, tavern, weapon check, IT, and crew welfare. Most of the teams work independently of each other, although both god and refs work closely together in the GOD tent. Make sure you let us know which team you are interested in being part of if you want to join the event crew.

God & Gate

The Games Operation Desk (better known as GOD) provide a customer service desk to players and crew during time in. With nearly 1800 players and 300 crew needing to collect their player packs, before time in, it can get pretty busy! The team handle all the event administration for players, checking bookings, creating character packs for new bookings and being the first point of contact for any player who needs help.

The Gate team is run by James Toze, they are responsible for welcoming you to the event, taking gate bookings and directing you on to the traffic management team who who will further direct you around site. The gate team have a rota which covers 12:00 on Thursday through to 22:00 on Friday night.

The GOD team is run by Waz Bretherick. If you are interested in joining the team then Waz will talk to you about what is involved. Waz and his two deputies Jon & Frankie provide training and support to all new members of the team to make sure that everyone is confident about working in GOD. The GOD team runs a rota and every member of the team gets approx 10-11 hrs off during the event to socialise and play their characters.

Refs

The refs operate a desk in the GOD tent so that any player has a guaranteed point of contact. The desk is usually manned by Nicholas Taylor or Emma Woods who are in charge of the referee team, while the rest of the team wander the Anvil field looking for players who need help. We operate a wireless network across the site providing our players with tablets so that they can access and update the game database from anywhere on site. There is always stuff to do, from simple things like helping players use magic items, to reffing plots or players carrying performing surgery, rituals, or even murders!

Reffing Empire is a complex and skilled role and you will need to develop a good understanding of the rules to become a capable ref. However Nick or another senior referee is always on the radio throughout the event to provide constant support and answer any questions, so there is plenty of opportunity to learn on the job. Ultimately what you need to join the team is a careful and considered manner, a little courtesy, and a desire to learn about the game.

Weapon Check

We have a large team of approved weapon checkers who are needed to check the weapons and equipment that players and traders bring to every event as well as the weapons in PD's own armoury. Paul Chalkie White is the head of the team, and the final authority for any weapon. Weapon checking is available throughout the event but most of the work happens before the event starts and before the big battles each day. This means that event crew on this team are able to play the game with only minor disruption if they want to do that when they are not weapon checking rather than help out in other areas.

Weapon checkers need to be observant and thorough so that they can identify unsafe weapons, but they also need to be courteous and polite so that they can explain the problems to players when their weapons fail. Some experience of live roleplaying is essential and any experience checking weapons in other systems will help. Each game has its own standards however, and Profound Decisions is no exception, so all new members of the team will be expected to spend some time with Chalkie or another senior member of the team to ensure that they check to the right standard for Empire.

IT

We have a small IT team who set up and maintain our servers and site-wide wireless network each event. Other crew teams are responsible for setting up their own PCs on the network, but the IT team fix any problems that develop.

Clive Evans is the team leader of the IT team. You need to be a competent technician with experience of the appropriate systems to be able to help the IT team with their work.

Crew Welfare

We have a small crew welfare hut which is usually positioned near the monster tent and is kept supplied with food, drinks and snacks for the crew. Ensuring the hut is kept clean and well-stocked is one of the responsibilities of the crew welfare team who are based out of here during the event. It is the team's responsibility to look after the welfare of the 350 crew we have at most Empire events, providing help and support for any member of crew who needs it. Any member of crew who has a problem can go to the crew welfare team for help and advice.

Maria Frank is the team leader of the crew welfare team. You don't need any experience to join the crew welfare team, you just need to enjoy talking to people and helping them sort their problems.

Tavern

We are lucky to have a large wooden tavern building for Empire and a team of dedicated crew to run it. Team members take money and serve drinks but all of them are in-character at all times, our tavern is an in-character environment that exists to support roleplaying in the game. We try to make sure we have enough crew so that they can work the bar in shifts allowing them to socialize and enjoy the event at other times. We try to arrange bards and performances as often as possible and encourage all the players to use the tavern for any entertainment or meetings they have planned.

You don't need any experience to join the tavern team, it's an easy role even if you have never roleplayed before. Provided you enjoy working in a busy social environment then you are welcome on the team. Being part of the tavern crew puts you right at the heart of Anvil while the game is happening and gives you a chance to see the event and talk to the characters throughout as each event unfolds. Ara McBay is the team leader of the tavern team.

Time-off

Event crew are generally busy throughout the event, so it is not a role that you can easily combine with playing the game, unless you are part of the weapon-checking team. All crew are able to take a few hours off during the event, so you will have a chance to socialize with friends at the event.

Crew Links

- Crewing

- Current Openings

- Site Crew

- Event Crew

- Plot Crew

- Management Team

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Event_crew&oldid=63075"

Event safety

Contents

- 1 Fighting safely

- 2 Battle Safety

- 3 Weapon checking

- 4 Armour

- 5 Grappling, body contact and shields

- 6 Non-contact

- 7 General safety

- 8 Safety Calls

- 9 Further Reading

Fighting safely

- You must pull all of your attacks so that they land with virtually no force

- You must avoid hitting the groin, neck or face

- Try to avoid hitting the breasts or head where there is an alternative target

- You must avoid combat if you are drunk

It is essential that you know how to fight as safely as possible using the practices common to most British live roleplaying events. If you are new to live roleplaying then please speak to a member of our GOD crew and they will arrange a suitable demonstration for you so that you can be confident that you are following all the rules:

- When you use a weapon in combat, you must pull the blow so that it lands with negligible force. Your opponent should feel a light touch and nothing more.

- You must not thrust with any weapon unless it is a thrust-safe polearm.

- You must avoid hitting the groin, neck, or face; you should avoid aiming at the breasts or head where there is a viable alternative target.

- You must not strike another character with the pommel or hilt of your weapon. You must not grab or trap an opponent’s weapon when they are wielding it.

- You must not attempt to parry an arrow or bolt with a weapon.

- You must only throw a weapon if you know a Profound Decisions weapon checker has approved it for throwing.

- If you are using a bow then you must follow the bow safety guidelines; you must not pull the bow to full draw when shooting at a character who is nearby and must not aim a bow or crossbow at the head.

- If you are using a flail then you must drop the weapon immediately if it becomes entangled in your opponents weapon or costume.

- If you are not using a one-handed weapon then you must follow the appropriate weapon grip rules for the category of weapon you are using.

- You must avoid combat if you are drunk.

These rules exist to reduce the dangers inherent in combat at a live roleplaying event to an acceptable minimum, but they do not constitute a guarantee of safety. Our safety record is excellent, but by choosing to attend an Empire event, you agree to accept the risks inherent in taking part in a full contact sport.

Battle Safety

It is the responsibility of everyone taking part in a battle to consider their own safety and that of the participants around them. All participants in battles should adhere to the instructions of referees and other members of crew, who have your safety and enjoyment as their primary consideration. The following are points that all participants should bear in mind when taking part in combat activities at Profound Decisions events:

- Hydration: You should endeavour to bring water with you onto a battlefield and take on more water during lulls in fighting.

- Trip hazards: When fighting you have a better view of the ground behind your opponent than they do, you should under no account deliberately push opponents over obstacles in order to gain an IC advantage, OOC safety always comes first.

- Exhaustion: Battles are strenuous physical activities, you should endeavour to fight within your limits and take breaks where needed to avoid over-exerting yourself.

- Footwear: Battles at Empire events primarily take place in woods, you should strongly consider sensible supportive footwear for taking part in battles

- Suncream: While the woods do provide cover from the sun, some battles will occur on hot days and you should therefore prepare appropriately.

Weapon checking

- All your weapons must be checked at every event

You must take all weapons, bows, crossbows, shields, and projectiles (arrows and bolts) that you have brought to an event to a weapon checker to have them checked against our weapon checking guidelines. These items must be checked at every event you attend. If a weapon checker does not approve your equipment for use then you must put the item in your vehicle or leave it at GOD for the duration of the event. If you are not satisfied with the decision then you may request a second opinion from our head weapon checker. The decision of the head weapon checker is final.

If a weapon checker approves an item then they will attach a coloured elastic band to the item. We change the colour of the elastic bands for each event. You must not use any item for melee purposes unless you know it has been approved for that use.

You can carry items such as a walking stick, wooden staff or banner but they must never be used in melee, so they do not need checking with the weapon checkers. We do not allow anyone to have metal weapons at events except for display or sale purposes, so you may not carry one without our prior approval for each event.

Armour

- Metal armour must be of a grade where it will not tear in use revealing sharp edges.

- Metal armour must have its edges rounded off in such a way there are no burs or snags which could damage props or players

- There must be suitable straps and attachments so armour does not come loose

- There must not be any protruding sharp decoration such as spikes that could damage weapons or people

Any suit of armour that you use at an event must not have sharp protruding edges. If you are in any doubt about the safety of your armour then you should have it examined by a weapon checker.

Grappling, body contact and shields

- You must not grapple or make bodily contact while fighting

- You may hook shields with an axe but may not grab weapons with your hands

- You may push with a shield but you may not shield barge

You must try to avoid body contact with other players during combat. You must not grapple or trip another player.

If there is a referee present before a small fight and both participants wish to grapple or use body contact, then they may let the ref know that they would like to do so. If the ref is satisfied that both participants are happy to do so, and that the area is safe, then they may give permission to grapple. The referee will not give permission to grapple if they are not satisfied that both participants are keen to do so and that the area is safe. You may not use grappling or body contact on the quests, skirmishes, or battles under any circumstances. You may not use grappling or body contact when you are inebriated.

You may hook a shield with an axe or similar hooked weapon, to pull it out of the way. You should be aware that some LRP axes are specifically designed and built to support this, the axe head is heavily reinforced with leather to allow it to withstand the force. If your weapon is not designed for it, you will break the weapon by doing this.

You may push with a shield, if you are moving at a slow walking pace or less but you must not shield-barge, you cannot run into another player using a shield or other similar item. You may not use a shield as a weapon to strike another player.

Non-contact

- You must not touch or physically attack anyone with their hand in the air

- You can put your hand in the air to indicate that no one should touch you

- If you do this, your character is reduced to 0 hits and is now dying

- Profound Decisions do not guarantee that you will not be hit

You may have health reasons that mean you wish to avoid becoming involved in a melee or that you cannot follow the normal rules for combat. If this is the case you may put your hand in the air to indicate that you do not wish any player to make physical contact with you. This is called being non‑contact and, while its use is uncommon at events, it is important that you understand the rules so that you can ensure the safety and well-being of other players.

If a fight starts near you then you can put your hand as high in the air as you can and keep it there, to indicate that you are non‑contact. If you indicate that you are non-contact, then you immediately lose all your global hits and start dying. You may move yourself out of the immediate melee before lying down or leaning against a tree or similar or may remain standing with your hand clearly raised. You may cease being non-contact at any point by putting your hand down, but you should not do this if you would become involved in the same melee.

It is up to the individual when or if they choose to go non-contact. There is no requirement at all to go non-contact at the start of a fight, or because a fight has happened near you. It is perfectly acceptable to move away from a melee while remaining in-character and mobile and only become non-contact if a character moves to attack you.

If you see any player indicate that they are non-contact then you must not hit them with a melee weapon, fire a bow or crossbow at them, or touch them. The player is still IC and you may roleplay with them normally but you may not hit or touch them while they are non‑contact.

It is important to note that nobody can guarantee that you will not be hit while you have indicated that you are non-contact. A live-roleplaying melee is a deeply confusing experience and mistakes can happen. If you have health reasons that make it critical that you are not hit with a latex weapon then you may need to avoid combat entirely and you must decide whether the event is safe for you to attend at all.

General safety

- Health and safety is everyone’s responsibility

- Do not attempt to defend a tent

Health and safety is everyone’s responsibility at an event. Be aware of any potential hazards, and if a fight begins then move away from tents, guy ropes, and other hazards such as tables, chairs, and braziers. It is not enough to be aware of such dangers when fighting; you must move away from such dangers to ensure that other participants in the fight are not at risk.

If your character has fallen over in a fight then you should crawl out of the way of the combat. You must make sure that anyone who has fallen over has room to move away.

Please ensure that you pay particular attention to safety when fighting near tents. Tents present an additional hazard for anyone fighting so you must not use them as a defensive feature.

All tents are considered to be highly flammable in the Empire setting, so your character can easily fire a tent to force the occupants to come out. Obviously, you must not set fire to any object of this kind at an event; you must obtain a referee if you want to force other characters to come out of a tent in this manner.

The nature of an event is such that trip hazards such as uneven ground, tree roots, guy ropes, and tent pegs are unavoidable. Given the poor lighting conditions that prevail at night, one of the most important safety precautions you can take is to ensure that you wear footwear that combines good grip with firm ankle support.

Safety Calls

- There are two safety calls MAN DOWN and TIME FREEZE

Empire uses two safety calls to help keep fights as safe as possible. These are fully described on the calls page.

Further Reading

- Characters

- Playing the Game

- Referees & GOD

- Safety

- Event safety

- Weapon checking

- Bow safety

- Fire safety

- Conduct

- Downtime

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Event_safety&oldid=61727"

Event schedule

This timetable and much more can be seen on the notices pinned up all around The Hub after time-in. Any queries regarding this timetabling: between events please email Paul@PD and during events please refer to the civil service in the Hub

Contents

- 1 Thursday

- 2 Friday

- 3 Saturday

- 4 Sunday

Thursday

OOC Social - meet and greet and general chat about LRP and Empire (in the Senate building): 8pm

Friday

New players' meeting (in the Hub): 2pm and 5pm

Weapons Training (in the Skirmish Field): 1pm and 3pm

Sign Language class (in the Hub): 3pm

Introduction to Synod (in the Hall of Worlds marquee): 3pm

New Player Skirmish (in the Skirmish Field): 4pm

Intro to the Anvil Hospital - organised by players (Anvil Hospital): 4pm

Introduction to Magic (in the Hall of Worlds marquee): 5pm

Downtime battle talk (in the Military Council Tent): 5pm

Sign up for 7pm battle tests (in the Academy): 5pm

Battle training - organised by players (in the Marches): 5:45pm

At some point during the evening (after time-in at 6pm) each nations' Egregores will be available to talk to as well as further battle training and nation specific meetings occurring - please refer to the relevant nation Facebook group or IC noticeboards at the event for more details. If citizens are really clever then they might even put IC notices up in the Hub too :-)

Friday

Senate

Military Council

Conclave

Bourse

Synod

Academy

Elections

Militia

6pm

Synod open for
Judgement
In the Civil Service Hub

Parent's evening (including classes sign up)

In the Academy tent

Generals'
selection
starts 6pm

6.30pm

Deadline for Bourse Public Auction lots: 7pm

7pm

Temeschwar elections

in the League

Militia meeting

In the Civil Service Hub

7.30pm

Deadline for Senate motions: 8pm

Deadline for Conclave addresses and declarations: 8pm

8pm

Muster
In the Military Council tent

Public Auction

In the Senate Building

8.30pm

9pm

Conclave
In the Hall Of Worlds

9.30pm

Deadline for voting in Synod Judgements: 10pm

10pm

Senate session
In the Senate

10.30pm

11pm

11.30pm

12 midnight

12.30am

Saturday

Saturday

Senate

Military Council

Conclave

Bourse

Synod

Academy

Elections

Militia

10am

Synod open for
Judgement
In the Civil Service Hub

10.30am

Voting for Bourse national positions starts: 10.30am

11am

Battle
Off Anvil

11.30am

Cadets Council

In the Military Council tent

12 midday

Senatorial elections

In the field of Anvil

12.30pm

1pm

1.30pm

Deadline for Senate motions: 2pm

Deadline for voting in Synod Judgements: 2pm

2pm

Imperial Hand-Sign class

Council session
In the Military Council tent

Militia meeting

In the Civil Service Hub

2.30pm

3pm

Bourse seat auctions

in the Senate Building

Synod open for
Judgement
In the Civil Service Hub

3.30pm

Deadline for voting for Bourse national positions: 4pm

4pm

Senate session

4.30pm

Deadline for Conclave addresses and declarations: 5pm

5pm

5.30pm

Deadline for Bourse Public Auction lots: 6pm

Deadline for voting in Synod Judgements: 6pm

6pm

Grandmaster elections

In the Hall of Worlds

6.30pm

Deadline for Senate motions: 7pm

7pm

Conclave
In the Hall Of Worlds

Public auction

In the Senate Building

Synod open for
Judgement
In the Civil Service Hub

Militia meeting

In the Civil Service Hub

7.30pm

8pm

8.30pm

9pm

Senate session

9.30pm

Deadline for voting in Synod Judgements: 10pm

10pm

10.30pm

11pm

11.30pm

12 midnight

12.30am

Sunday

Sunday

Senate

Military Council

Conclave

Bourse

Synod

Academy

Elections

Militia

10am

Synod open for
Judgement
In the Civil Service Hub

10.30am

11am

Battle
Off Anvil

11.30am

Deadline for Senate motions: 12pm

12 midday

Student Council

In the Senate

12.30pm

1pm

Council session
In the Military Council tent

Graduation

In the Academy tent

1.30pm

Deadline for voting in Synod Judgements: 2pm

2pm

Senate session
In the Senate

Militia meeting

In the Civil Service Hub

2.30pm

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Event_schedule&oldid=66038"

Everything has rhythm

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

Contents

- 1 Overview

- 1.1 OOC Note

- 2 Friday

- 2.1 Murders Most Malicious

- 2.2 Fallen Falcon Found

- 2.3 Ravens Return to Roost

- 3 Saturday

- 3.1 Stone Born Stand Solid

- 3.2 Feni Fight Ferociously

- 3.3 Frozen Floes Foes

- 3.4 Fire in the Forlorn Forests

- 3.5 Verminous Villain at Veltsgorsk

- 3.6 Unto the Utique

Overview

Before each summit, the Imperial war scouts and the prognosticators produce lists of every conjunction that they have been able to identify. These are not all the conjunctions, these are simply all the conjunctions that they have been able to find. Because of their focus, these conjunctions are usually very military-orientated; they are focused on the movement of the Empire's armies and the barbarian forces arrayed against them. Smaller conjunctions that allow groups to purse their own personal agendas are only rarely discovered by the Imperial civil service.

It is important to note that the details of a conjunction is not fixed - in theory new conjunctions can appear and the destination or size of a conjunction are know to be mutable. The civil service strongly recommend that you check the size and timing of any conjunctions that interest you after you arrive at Anvil.

OOC Note

Depending on the number of skirmish crew available, the size of the conjunctions might be increased between now and the event. They will be fixed Friday afternoon at time-in. Please check the conjunctions early Friday evening to confirm the gate size.

Friday

Murders Most Malicious

The Black Plateau has awoken.

Soldiers from the Imperial armies in Spiral are forced to endure the presence of the Night Magic that flows out from Screed. It has driven people to madness. It is still driving them to madness. Explosive passions, intense paranoia, the deepest of violent rages. An outpouring of emotion from deep inside the mind.

Several groups of soldiers from the Iron Helms, numbering no more than a hundred, have fully succumbed to the intrusion of the Black Plateau and have entered into a wild frenzy that they claim drives them to kill. They have fled into the mountains and forested valleys of Ossuary to which the forces of the Empire have withdrawn, becoming roving monsters intent on sating their violent urges to spill blood and inflict cruel suffering on anyone they encounter. They are no longer proud infantry from the dark lands of Varushka, stoic against the darkness of their homelands; they have come to embodied the darkness of their distant land and the creatures that dwell there. Few in Spiral have the strength of mind to endure the power that radiates from Screed, let alone face down these terrors that now hunt the passes of Ossuary. Someone needs to do something.

Conjunctions

Where

When

Size

Time

Nephan Heights, Ossuary

18:30 Friday

30 people

20 minutes

Nephan Canyon, Ossuary

19:00 Friday

30 people

20 minutes

Nephan Steps, Ossuary

19:30 Friday

30 people

20 minutes

A few days before the Spring Equinox the prognosticators report a series of three conjunctions early on the first night of the Equinox. All three lead to the Nephan Traps an area of twisting canyons and basalt pillars in Ossuary, Spiral. There is a chance that these portals can be used to intercept the bands of soldiers that are closing in on the camps of the Winter Sun, Towerjacks, and the Citadel Guard.

At this time the War Scouts cannot provide guidance on which armies will be targeted by each group so the generals of these armies, or their adjutants, will have to coordinate between themselves who will be sent through the Sentinel Gate and likely negotiate with the Varushkans who may also wish to be involved. Several theories have been suggested to help deal with these killers - handing out magical items to quell the rage in their minds, leading them into calming auras such as those created by the Day ritual Solace of Chimes, or quite simply executing them. There are certainly legal repercussions should the last action be taken for as of yet these soldiers have not yet become murderers. However, it is certain that if they are not stopped by the forces of Anvil then they will reap a bloody toll on the Imperial Armies that may number into the hundreds of dead. A tough decision, a hard decision; one that can display wise compassion of the heart, another that is simply a pragmatic logic that is arrived at from basic mathematics. Kill a hundred, or lose several times that number.

Fallen Falcon Found

Conjunction

Where

When

Size

The Bluehaven, in Apulus

18:15 Friday

15 people

At the Autumn Equinox 381YE, the people of Wintermark concluded arrangements with a representative of the Grendel to return the body of the dead thane Dogri Thulebane. It has taken quite a while, but Speaker Morna has sent word that the remains and accoutrements of the controversial lord of Crow's Keep have been transported to the borders of Spiral and arrangements made for a hand-over assuming the Winterfolk can reach them. The funeral escort is waiting at the Blue Haven, a sheltered cove in south-eastern Apulus, not far from the border with Mareave.

The Wintermark and Urizen egregores have each identified a conjunction of the Sentinel Gate that will open to Blue Haven on Friday evening and allow a small number of Imperial citizens to travel to the rendezvous point. While the Grendel are unlikely to be arranging a trap, given how seriously they take arrangments where money has changed hands, it is not impossible that they might try something. Furthermore, the entire territory of Spiral is filled with dangers and wracked with supernatural power, and consequently no part of it should be considered "safe". Any party that passes through the gate should ensure that they have prepared for the worst.

Ravens Return to Roost

Conjunctions

Where

When

Size

Time

West Bay, Suaq Wastes

20:30 Friday

30 people

20 minutes

Bitter Tundra, Suaq Wastes

21:00 Friday

30 people

20 minutes

Imperial war scouts have been tracking bands of Jotun pathfinders across the vast reaches of Sermersuaq since their armies crossed the border into Stark. Several war parties of the western barbarians's elite Raðljóst warriors were spotted in the vicinity of the Pride of Ikka's Tears, the recently constructed mithril mine at the foot of the great glacier. It is evident that these orcs have now discovered the existence of the Imperial Bourse workings and are returning back to their Jarls to inform them of this new finding. Prognosticators suggest that the mithril bounty might influence the Jotun's wider strategic interests in the future, diverting their invasion north to claim Suaq Wastes and Suaq Fount, away from the more populated region of Sealtoq next to neighbouring Kalavesa.

The Jotun have split into two separate groups, each taking different routes back towards the armies in Stark and Tanikipari, evidently in an attempt to provide redundancy should one band be intercepted. The first group has reached West Bay on the shores of Sarda; whilst the second group has chosen an easterly path round that lake and are currently passing through Bitter Tundra, an expanse once given over to the collection of bladeroot that grew abundantly in the area.

Whilst of interest to all Suaq and Wintermarkers, as well as those engaged in the Imperial Bourse, the ultimate responsibility for the seat's safety lies with the seat holder, Algar of Ashenhall. The civil service report conjunctions to these two locales on the first evening of the Spring Equinox. Scout reports the Jotun will be preparing to camp, but given the fighting style of the Raðljóst they will be quick to rally and be aggressive towards any force against them. To prevent the Jarls in Sermersuaq discovering of the mithril mine, none of the Jotun should be left alive.

Saturday

Stone Born Stand Solid

Conjunctions

Where

When

Size

Time

Summer's Stone at Halcorim

14:00 Saturday

30 people

20 minutes

Estavia's Key

14:30 Saturday

25 people

20 minutes

Isle of Seven Goats

15:00 Saturday

25 people

20 minutes

The liberation of Lightsea and the coastal settlements of Free Landing from the Grendel has been swift and decisive. The Grendel's strategic forces, the army and the navies that briefly held parts of Madruga, have withdrawn, leaving only scattered raiders and pirate crews. As the Equinox draws close these small bands are reinforced by elite moridun forces who set about organising the fractious seadogs and preparing defensive positions. The Freeborn corsairs and Imperial War Scouts that have assisted the Marcher soldiers this past season now report that small redoubts, stockades, and barriers have been erected to protect key approaches onto the islands. It is uncertain what the Grendel are planning, but as the vessels that brought these mercenaries ashore have now departed it appears that the barbarians are digging in for the coming season.

Three conjunctions have been divined by the civil service prognosticators that offer opportunities for the heroes of Anvil to strike against these minor defences. Portals to the Summer's Stone Regio at Halcorim, Estavia's Key and the Isle of Seven Goats all offer a chance for forces to be sent in to drive back the Grendel troops from their defences and permit any Imperial forces committed in the coming campaign season to swiftly recapture the Free Landing islands.

Feni Fight Ferociously

Conjunctions

Where

When

Size

Time

Connor's Rock, Chalkdowns

14:15 Saturday

15 people

20 minutes

At the Winter Equinox there were two opportunities for Imperial Heroes to travel through the Sentinel Gate to attempt to strike at raiding Feni warbands - one in Wood Heath, Hahnmark, and one in Birchland, Upwold. Unfortunately, it seems that those attempts both ended in failure, as more reports of Feni raids have continued to emerge.

As of the Spring Equinox, however, more recent reports indicate what appears to be a change of behaviour for the Feni. Firstly, the attacks in Hahnmark began to cross over into the hills of Southridge around a month after the Winter Equinox, but have since abated significantly. Whether this is due to that warband meeting a sticky end at the hands of Winterfolk warriors, or whether something more nefarious is afoot, is currently unclear.

By contrast, the Feni warband that was active in Birchland has only become more active. Reports seem to indicate that it has swelled in size, and now represents the equivalent of two or three military units - and not only that, but the raids the Feni are making appear to be more and more widespread. Homesteads, monasteries and market towns in Ashbrook and Tower March have been targeted, and the latest reports - from up to three weeks before the Solstice - indicate attacks have crossed the border into the Mournwold, where the thralls appear to receive just as much trouble as Marcher citizens - perhaps more, as they are by nature indisposed to fighting, and several of their farms in Freemoor have been thoroughly sacked.

The prognosticators have noted that there will be a conjunction on the Saturday afternoon of the coming summit to the area around the dolmen known as Connor's Rock, in the Chalkdowns, Mournwold. It is clear this conjunction is something to do with the Feni - a troubling omen, as it indicates that their attacks are pushing westwards into the Chalkdowns. However, this opportunity to strike back at the Feni would at least hamper their raiding activity, likely reducing or entirely preventing any impact on farms and other resources in the Mourn. If the Feni are not stopped them all farms and businesses in the Mournwold will lose 36 rings and all herb gardens will lose 2 random herbs in the coming season.

Frozen Floes Foes

Conjunctions

Where

When

Size

Time

Iqaluit Rise, East Floes

17:00 Saturday

75 people

20 minutes

Pangnirtung Station, East Floes

17:30 Saturday

75 people

20 minutes

As the Equinox draws closer and the grip of winter weakens upon the pack ice of the great lakes of Sermersuaq the surfaces of Big Sister and Little Brother are broken by clawing hands that reach up from the freezing depths. Despite the timely intervention of the Heroes of the Mark at the Winter Solstice, saving several Suaq settlements from hordes of the restless dead, the undead have once again risen to plague the open tundra and iceways of eastern Sermersuaq.

Local trackers, icewalkers and Imperial War Scouts are quick to track the frozen corpses as they march inland. Eagle-eyed rangers are quick to spot a number of living merrow mages among the drowned corpses. Clad in the warm layers of the Suaq, these humans are most certainly alive, yet not troubled by the dead that surround them. Who these triton are, or what their goals are is at this time unknown.

Two conjunctions off chances for the heroes of Wintermark to engage the husks as they move across the East Floes. The first conjunction opens to Iqaluit Rise through which several hundred husks have been tracked during the past week. Pangnirtung Station, an old mammoth hunter and trading outpost, is the location of the second conjunction. Two large hosts will need to be assembled to battle the undead, comprising of all manner of warriors, mages and healers; those who fought these horrors from the briney deep last season will be aware of the dangers faced when combating this type of foe. The Wintermark egregores and the Imperial war scout representative will be able to provide further information.

Note: The battle team invite anyone who wishes to monster these two skirmishes to arrive at Monster by 16:30 to get into kit and be briefed ready for the 17:00 start. We will need you to monster both 20 minute skirmishes. It is not possible to turn up late and join in after 17:00.

You will be playing husks of dead humans that have crawled from the icy waters of the East Floes. Simple LRP base layers will be sufficient, but Wintermark kit you have will make for a better looking encounter. We have a limited number of small latex domino masks to wear, along with shredded shrouds. A simple effect can also be achieved with face paint and our makeup team can help apply it at Monster.

Husks are predominantly shambling corpses animated by Winter spirits, there will be little need to run about but combat is highly-likely. We do not require water carriers or low-combatant support forces. Please do not bring the following equipment:

- Bows and Crossbows

- Throwing weapons

Fire in the Forlorn Forests

Conjunctions

Where

When

Size

Time

Silent Stand, West Ranging

18:00 Saturday

75 people

20 minutes

Far Steading, West Ranging

18:30 Saturday

75 people

20 minutes

Shortly before the Spring Equinox two heralds of the Winter Realm appear at the Imperial Regio. They speak on behalf of Surut of the Thrice Cursed Court and have come to provide information to the civil service relating to the Imperial campaign in West Ranging, Liathaven. The heralds, clad in forge-black Marcher harness and burned gambeson, describe at length Surut's wish that the Navarr continue to lead his fires against the Vallorn. Two Spring Regio remain in the region, lone islands of verdant foliage to which the horrors of Yaw-nagrah, Jotun husks and twisted fauna of the deep woods have retreated. Surut desires these founts of fecundity to be put to his burning flame, and requests that the Navarr, along with their Marcher allies sally forth as emissaries for his consuming flames.

Two conjunctions have been detected by the civil service, allowing access to Silent Stand and Far Steading, and the locations of the two Spring Regio. The prognosticators note that both of these locations are sites of engagements over the past several years between the Empire and the Jotun. Surut's heralds request that the Navarr general of the Quiet Step - currently Brennos Brackensong - travel to both of these locations to act a focus for the power of Winter's Flame, allowing Surut to destroy these regio and wither the forest around them.

Forces close to these regio report that despite the devastation already wrought in the area, a Vallorn miasma still hangs in the air. Entering the miasma will cause the blood to become venomed and feel like a burning fire. It is also likely that those who remain in the miasma too long will become infected with Green Lung. Scouts have sent reports of husks, both human and orc in origin, twisted chitin clad humanoids, giant mutated insects and striding masses of bark and vegetation here.

It is understood that engaging the Vallorn in these areas, along with the destruction of the regio by Surut's boon, should be sufficient to reduce the strength of the Vallorn remaining in the region. If both opportunities are successful then Imperial forces will be able to control the entire West Ranging region, secure a beachhead in Liathaven, and allow them to push into West Wood without worry of their supply lines being at risk from attack.

Note: The battle team invite anyone who wishes to monster these two skirmishes to arrive at Monster by 17:30 to get into kit and be briefed ready for the 18:00 start. We need you to monster both 20 minute skirmishes. It is not possible to turn up late and join in after 18:00.

You will be playing Vallorn Husks of either dead humans or orcs. Simple LRP base layers will be sufficient, but any Navarr, Marcher, Wintermark or Jotun kit you have will make for a better looking encounter. We have a limited number of small latex domino masks to wear, along with shredded shrouds. A simple effect can also be achieved with face paint and our makeup team can help apply it at Monster. We also have plastic vines that you can accessorise your costume with.

Husks are predominantly shambling corpses animated by vegetation, and there will be limited need to run about but combat is highly-likely. We do not require water carriers or low-combatant support forces. Please do not bring the following equipment:

- Shields

- Bows and Crossbows

- Throwing weapons

Verminous Villain at Veltsgorsk

Conjunction

Where

When

Size

The road near the Granites of Veltsgorsk, Opascari, Volodmartz

20:15 Saturday

15 people

Scant days before the summit is due to begin worrying news comes south of a warband of orc warriors active in the northern mountains of Volodmartz. According to the reports, the force consist of a mixture of orcs and husks and are led by an orc warlock. The evidence, the location, the leadership, the nature of the forces all strongly suggest that this group are Thule, but Imperial scouts have not yet had time to check. The orcs have raided the carts and caravans of a number of small mines, stealing what gold, gems and orichalcum they can - which is common practice for Thule, but they are not taking slaves which definitely isn't like the Thule.

There are some confused reports that the force may be flying their own banners. Those who escape these attacks say their leader is a fearful magician whose staff stings like a snake’s bite.

So far, they have only attacked a few sites, and made away with relatively little. They were last seen heading north-west – toward the huge White Granite mine at Veltsgorsk, in Brez. Imperial prognosticators have done some hasty checking and managed to identity a conjunction to the area which may prove decisive.

Unto the Utique

Conjunctions

Where

When

Size

Time

Ceramic Meander Slave Camp, Iteri

20:30 Saturday

25 people

20 minutes

Ceramic Meadows, Iteri

21:00 Saturday

25 people

20 minutes

Reports from Zenith have identified a Druj encampment, at Ceramic Meander, Iteri, where prisoners captured during the Highguard retreat out of the territory are being held. A month before the Spring equinox several Druj warbands have arrived at the camp and taken away selected prisoners, these slave parties have since been tracked heading east and then north, likely taking a circuitous route around Therunin to the Barrens. The camp itself is well guarded by Chikad warriors, smart and cunning skirmishers who are alert to any attempts to escape. Despite the risk, Imperial war scouts have managed to infiltrate the camp and speak with a number of the Highborn soldiers. Morale is strong, but conditions are brutal with frequent lashings and public excoriation by their captors. A particularly vile Tepel apothecary has selected a single prisoner each day to be paraded in front of their fellow soldiers and forced to drink a noxious brew that swiftly burns their insides like acid, causing a horrific death.

Two opportunities exist to use conjunctions of the Sentinel Gate to assist in a rescue attempt at the camp. A force of Imperial war scouts and volunteer unconquered are ready to escort any escapees away to safety across the Utique river. All that is required is a distraction to draw the guards away from the Ceramic Meander Slave Camp, then a second force that can hold against the Chikad at Ceramic Meadows to delay their return to the camp. The civil service war scout representative - Orn Eidrmutr - will be available near the Sentinel Gate should the heroes of Anvil wish to discuss plans further.

These opportunities are a risky proposition and will require great skill and courage to effect a successful rescue. At this stage it is uncertain how many can be rescued, but there are at least two hundred soldiers that can be quickly returned to the ranks of the Granite Pillar, Valiant Pegasus and Seventh Wave. If the escape goes to plan, the civil service will be able to inform the Highborn generals of the numbers that have been rescued by the final meeting of the Military Council on Sunday of the Equinox.

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Evrom

Contents

- 1 The Sapling, The Rune of Beginning

- 1.1 Using Evrom in magic

- 1.2 Crafting with Evrom

- 1.3 For Machine Embroidery

The Sapling, The Rune of Beginning

Affiliated with the Realm of Spring

Evrom is the Sapling, which may one day be a great oak tree. It is the counterpart of Yoorn, the Winter Rune of Ending. Symbolic of innocence and a future of infinite possibilities, the child just born and yet to learn of the world, it is sometimes called the Mother and Child. It is sometimes called the Cave Mouth, and in that aspect represents allowing a new idea to take root in your soul, leaving behind ignorance and past mistakes.

Evrom can also be symbolic of uncertainty; when all paths stretch ahead it may not be clear which one to take. Even the least auspicious of beginnings can lead to great fortune or end in catastrophe. When used to illustrate the uncertain future Evrom is known as the Rippling Pool.

The Rune of Beginning is commonly combined with the Winter Rune Yoorn, representing the idea that before something new can begin, something else must end. This combination commonly represents the idea of birth - as the baby enters the world, the time of pregnancy is at an end. Less commonly it may be used to grant significance to any transition from one stage of life to another - a marriage ceremony may sometimes involve these two runes being drawn on the hands of the participants to signify that their lives apart are ending and they are embarking on a new life together.

Evrom is also used to represent the hope of reincarnation – where Yoorn represents the end of life, Evrom holds out the promise of a new beginning.

The first Empress is often pictured with the rune of Evrom engraved into her sceptre alongside Queros, the rune of Dominion. It is also present in other artwork depicting significant points in history, such as the departure of the March folk from Dawn, the founding of Wintermark and so on.

Using Evrom in magic

Evrom is often evoked as the first step in complex magics, especially in situations that call for a series of linked rituals. It is sometimes used with Yoorn to delineate the ending of one stage and the beginning of another. Beginning the ritual in this way opens a clear path to the realms in order to draw out the necessary power in a controlled manner. It is also used by members of a new coven when enchanting their Coven Hearthstone for the first time.

Crafting with Evrom

Evrom is not commonly used by itself on crafted items, although it is a common element of any item given as a gift that recognises a new venture (such as a wedding gift). It is a common feature alongside Yoorn on the tools of a midwife, and in its aspect as a symbol of reincarnation it is sometimes placed on tombs and other burial sites.

For Machine Embroidery

Here is a digitized version of Evrom in .jef format, suitable for a 7x5 hoop. File:RuneEvrom.jef

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

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Exarch's Standard

Description

The exarch's standard is carefully made from fine linen cloth, purified and whitened with beggar's lye and embroidered with goldwork thread of orichalcum. It often has green iron rings that fasten it to the banner pole, and even when not bourne by a unit of Highborn soldiers the design tends to involve stark colours that stand out dramatically against a white background. In Dawn however it is more traditional to see the cloth dyed a vibrant colour, sometimes with trace elements of iridescent gloaming used to make the hues even more impressive.

At one point these items were commonly a patrician's banner, but after the disastrous overthrow of the patricians in Highguard, the Highborn generally refuse to use that name, although it is still used in parts of the League (especially Tassato and Sarvos). The banner has different names in different nations, although most artisans also know this as an exarch's standard. So in various parts of the Empire it might be called a dhomiro's flag, thaneshall banner, earl's pennant, steward's standard, warlord's banner, wolfshead standard, brand's rally, boyar's banner or an arbiter's inspiration.

Rules

- Form: Standard. Takes the form of a magical standard.

- Effect: Each character bonded to this banner wielding a one handed weapon and shield (other than a buckler) can call CLEAVE once per day.

- Materials: Crafting an exarch's standard requires seventeen measures of dragonbone, twelve ingots of orichalcum, seven measures of beggar's lye seven measures of green iron and three measures of iridescent gloaming. It takes one month to make one of these items.

“Boy, which ones are ours again?” the old general asked his aide. He stood atop a hill flanked by his personal guard. He squinted with rheumy eyes at the mass of bodies engaged in brutal combat some distance away.

“Err, the ones with the shield, sir, to the east” the young lad replied, handing the general another goblet of spiced mead. At nearly seventy the general had been present during the orc rebellion and he made no bones about his feelings for them as Imperials.

“Well, boy, send one of those Navarr runners to them. Tell them I need them here immediately, and tell them that’s an order.” He sloshed back the goblet of mead before dropping it to the floor. His bodyguards kept their expressions neutral, but it was obvious they were worried about their general.

His aide cleared this throat nervously.

“But, general, sir ... they’ll never push through that horde, they’re a defensive legion sir, you already retracted their assault detachment, we need to reinforce them if anything. Sir."

The general scowled, moving his liver spotted hand to the hilt of his sword, his bodyguards visibly bristled with anticipation.

“I said that is an order” he snarled through clenched teeth.

***

“He wants what?”

Tuk looked down at the diminutive Navarr changeling standing before him. His huge steel-clad frame dwarfed the tiny man, but he showed no fear of the massive orc warlord. The Navarr opened his mouth but before he could reply, the orc snatched the parchment from his hand, reading it quickly and tearing it in two before throwing it to the ground. He sighed.

“Well, if the general orders it then it shall be done, tell him we shall be there before the sun moves a hand-span across the sky.”

The Navarr nodded and darted off as quick as he had appeared. The warlord returned to his warriors who had been given a brief respite in the fighting after driving back another barbarian assault. He knew they couldn't hold out forever but the last order they’d received had been to hold there and hold they had. Now the general had ordered them to move and by the crown he would do it as best they could.

He snatched their banner from the ground where it had stood triumphant for almost half of the day, the bright white of the banner splattered with gore from the days fighting, the legion symbol all but masked in viscera. The horse skull emblems, cast in green iron and dangling along its length were encrusted with drying blood and jangled as he lifted it. His warriors fell silent as he spoke.

“Warriors of the Steelstorm, you have fought and you have killed for the Empire. We have been as a rock amongst the tide of our barbarian kin, they have crashed upon us and we have broken them!”

They cheered enthusiastically, banging their shields in unison.

“Now we must be as the scythe that sweeps through the wheat, let us split them as surely as the day splits the night! Let us show them the folly in facing the Steelstorm legion! Let us show them the folly in opposing the Empire! Orcs; advance!”

The warriors cheered and stormed towards the barbarians where they mustered for another assault. Warlord Tuk stood proudly at their centre, blade in one hand, banner in the other, surrounded by a dozen orcs, shields locked and blades in hand. Behind their vanguard a handful of warcasters ready to mend shields should they be cleft by the Jotun's great-axes.

With a mighty roar the warlord stepped up the pace, his warriors matched him, and the enemy likewise broke into a ragged charge. The two forces clashed in a storm of blades. Where the barbarians met Imperial steel and strong shields, the Steelstorms' blades met orc flesh. Inspired by the banner, wherever their blades fell so too did a barbarian. Limbs were shorn from bodies and bodies where sliced in twain.

Warlord Tuk held the banner high as he could, pushing his advance through the heart of the Jotun line. The barbarians fell back before the ferocity of their attack, their forces routing before the wrath of the disciplined warriors they faced, driving toward the far-off general’s position.

***

“Well, they might be barely better than those savage dogs we face, boy, but I have to respect their dang tenacity” the general told his aide, already penning his next orders.

“Give them this. Those Marcher lads need support down by the valley and I don’t want them orcs hanging around any longer than necessarily. They worry the troops. Dismissed.”

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Excommunication

Contents

- 1 Overview

- 2 Performance

- 3 Effects

- 4 Removal

- 5 True Liao

- 6 Further Reading

Overview

Excommunication prevents the victim from using any ceremony that requires liao. The effect is visible as an indelible mark to those with insight, and it is permanent in nature. Without outside intervention, the target will never be able to use liao again - and cannot access magic items such as Labyrinthine Vestments that would normally allow one to perform a ceremony without actually consuming liao. Characters with the same virtue can cooperate to perform an excommunication to create a stronger effect or to remove an existing one. A stronger excommunication is more difficult to remove.

The ceremony itself is used sparingly; there has been a significant amount of discussion in the Imperial Synod about the potential damage using this ceremony might do to the soul of the target. It is not Synod doctrine, but it is a common belief that anyone who dies while under the influence of the ceremony of excommunication is condemned to walk the Labyrinth for all eternity, cut off from the cycle of reincarnation.

The evidence to support this belief is far from conclusive. There is a surviving record from the time of Empress Teleri that claims to report the failure of a dose of true liao stolen by a citizen who had been excommunicated. In addition those who have studied such things claim that there are no records of any past life visions involving individuals who were known to have been excommunicated before they died. However the extent of available records is extremely limited following Nicovar's destruction of the libraries.

Regardless, it is clear that the ceremony does not seem to have any lasting effect on the soul of a target; it does not remove the effects of dedication or testimony, for example, and examination of a subject with insight after an excommunication has been removed shows no sign that the ceremony had ever been invoked.

Within the Empire, there are legal ramifications to the use of excommunication. If the target has not been issued a Writ of Excommunication, the priest may face condemnation by their peers - the Synod may decide that their use of this ceremony amounts to the religious crime of Abuse of Powers

Being subject to this ceremony severs a person from connection to spiritual power, but does not in itself prevent them participating in the Imperial Synod - it is the possession of a congregation that assures access to the Synod. Indeed, they can still be dedicated to a virtue, even if they cannot employ the ceremonies of a priest.

Performance

- Requires a dose of liao and at least ten seconds appropriate roleplaying

- Requires the presence and assistance of a referee

- Creates an excommunication

- The target must be present for the ceremony and close enough to touch by one of the priests.

Excommunicating a character uses a dose of liao. Performing an excommunication requires at least ten seconds of appropriate roleplaying.

The target need not be willing, but must be present and close enough to be touched when the ceremony is performed.

Effects

- The target is prevented from using any religious skill and cannot experience a past life vision

- The insight ceremony will reveal the presence of an excommunication

- The excommunication is permanent unless removed

- Orcs cannot be excommunicated

The target of excommunication cannot use any religious skills; cannot access magic items that would allow them to perform a priest skill; cannot use true liao to receive a past life vision; and cannot serve as a guide priest on a past life vision. Furthermore, you do not dream (or do not remember your dreams), although you can still have magical dreams such as those provided by Sift the Dreamscape's Sands or Dreamscape of the Endless Hunt.

In addition, they suffer a persistent roleplaying effect: they feel uneasy, and have a sense of being disconnected from the world.

The strength of the excommunication determines how difficult it is to replace or remove the effect. The presence and strength of an excommunication effect is visible using the insight ceremony.

The target may still be subject to priest skills, such as testimony, dedication and anointing, as normal. An excommunication does not remove existing dedication, testimonies, or other auras.

As with any aura, you can only be under the effect of one excommunication at once. An existing excommunication can only be replaced by one with a higher strength.

Removal

- Excommunication is permanent unless removed.

- The excommunication skill can be used to reconnect an excommunicated target with their spiritual power.

The effect of excommunication persists until it is removed. The excommunication skill can be used to reconnect a target to their spiritual power, removing an existing excommunication. The ceremony must have a strength at least equal to that of the existing excommunication.

True Liao

- True liao can be used in place of liao to perform the excommunication ceremony.

You can use true liao in place of normal liao to perform a true excommunication. This resulting excommunication is equivalent to a true aura; it cannot be removed except with an effect that also includes a dose of true liao or substance of equivalent potency.

Further Reading

- Ceremonial Skills

- Anointing

- Consecration

- Dedication

- Excommunication

- Exorcism

- Hallow

- Insight

- Testimony

- Additional Information

- Auras

- The Way

- Imperial Synod

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Excommunication&oldid=52489"

Exorcism

Contents

- 1 Overview

- 2 Performance

- 3 Effects

- 4 True Liao

- 5 Further Reading

Overview

Exorcism is believed to be one of the oldest ceremonies practiced by humans, and elements of its performance pre-date both the Empire and the Way. Exorcism can be used to drive off any unwanted spiritual presence, such as a possessing spirit, ghost, or similar entity. Most spirits will attempt to resist being exorcised so a successful ceremony often requires a team of priests working together - and a significant amount of liao. In all cases, the ceremony must be performed in the presence of the target.

Opinion is somewhat divided on what exorcising a ghost means. Most priests believe that the spirit is returned to the Labyrinth and re-enters the cycle of reincarnation. However, many dedicated exorcists and stewards of the dead view the ceremony as a weapon of last resort when dealing with spirits that are not directly threatening innocent people. These priests claim that when a spirit is exorcised without first addressing its reasons for remaining in or returning to the world, those reasons may impede its progress through the Labyrinth.

Not all spirits are equally vulnerable to exorcism. Some are able to create a special spiritual link to objects or (more rarely) people and places that are usually called anchors. A ghost with an anchor may be driven away for a time, but usually "reforms" near one of its anchors. Only if these anchors are themselves exorcised can the ghost finally be "laid to rest" by an exorcist.

Some spirits are capable of forming (or co-opting) a body to allow them to physically interact with the mortal world. In these cases, it is usually necessary to incapacitate the creature before performing the exorcism so that it cannot fight back or flee. Similar problems may occur with a possession, depending how powerful the possessing spirit is.

Exorcism does not affect auras, such as those created by anointing or hallow, nor will it remove a mark on an aura such as those created by testimony or excommunication.

Performance

- Requires a dose of liao and at least ten seconds appropriate roleplaying

- Requires the presence and assistance of a referee if performed on an object

- Can be used on an unwilling target

- Must overcome the strength of the malign spirit

Performing an exorcism uses a dose of liao. Performing the ceremony requires at least ten seconds of appropriate roleplaying and the target must be close enough to touch throughout.

You must have a referee to perform an exorcism on an object. The referee will take your liao, and inform you if the effect has been successful.

You will not normally need a referee present to perform an exorcism on a spirit or a character that is possessed by a spirit - in this case you should call "Exorcism Rank X" where X is the rank of the exorcism you have achieved. The player playing the spirit or its host will have have been briefed how to react if they are targeted by an exorcism, otherwise there is no effect.

Effects

- Banishes an unwanted spirit or ghost

- Removes the presence of a spirit from an anchor or similar item

- Must be used with a strength equal to or greater than that of the target

Exorcism will banish an unwanted spirit, driving it off. It is unknown if exorcism destroys the spirit or merely returns it to the Labyrinth.

Many spirits are difficult to banish using exorcism. They have a strength that reflects their innate resistance to being driven off. You can only banish a spirit if the rank of the exorcism is equal or greater than the strength of the spirit. The minimum strength needed to banish a spirit can usually be determined using the insight ceremony. An insufficiently strong exorcism will still consume the liao used to perform the ceremony.

Some spirits possess anchors, one or more physical objects which tie them to the mortal world. In this case, the spirit will slowly reform at the nearest anchor if it is destroyed. Most anchors are objects associated with the spirit in life. Exorcism can also be used to remove the presence of a spirit from an anchor, rendering it useless. Insight can confirm whether an item is an anchor and what rank of exorcism would be needed to banish the spirit from the item.

The strength of the ceremony determines whether it can overcome a resilient spirit. A resilient spirit will have a strength of its own - an exorcism must be of equal or greater strength to effect it.

True Liao

- True liao can be used in place of liao to perform the exorcism ceremony

You can use true liao in place of normal liao to perform an exorcism ceremony. In this case, the exorcism is automatically powerful enough to banish any spirit, possession, or haunting presence, even when wielded by a single priest.

Theory suggests that a ghost with anchors that is subjected to a true liao exorcism will find it extremely difficult to reform, and is likely to be greatly weakened, but there has been little opportunity for experimentation to prove this one way or another.

Further Reading

- Ceremonial Skills

- Anointing

- Consecration

- Dedication

- Excommunication

- Exorcism

- Hallow

- Insight

- Testimony

- Additional Information

- Auras

- The Way

- Imperial Synod

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Exorcism&oldid=55634"

Expand the Regario Dossier

To extend the power of the Regario Dosser to all valid nations

Proposed by Semmerholm, seconded by Astolat.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Upkeep

- 5 Progress

- 6 Campaign Outcome

Overview

- This motion was to expand the information gathered by the agents linked to the Imperial_Bourse#The_Regario_Dossier Regario Dossier to include the Axos, the Iron Confederacy and the Faraden

- Passed

Date

- Autumn 379YE.

Cost

- 36 Thrones

Upkeep

- 12 Thrones per season

Progress

- 36 Thrones provided by Escalados de Carsenere after Autumn Equinox 379YE

Campaign Outcome

- Regario Dossier has been expanded.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Expand_the_Regario_Dossier&oldid=40010"

Extension of Jotun Ceasefire

Contents

- 1 Overview

- 2 Date

- 3 Accepted

- 3.1 Overview

- 3.2 Campaign Outcome

- 3.3 Constitution

- 3.4 Voting

- 4 Rejected

- 4.1 Overview

- 4.2 Synod Veto

- 4.3 Voting

Overview

The Jotun have requested a further two year extension of the current ceasefire between them and the Empire.

Date

- Rejected Spring Equinox 378YE - Vetoed by the Synod

- Accepted Spring Equinox 378YE

Accepted

To extend the treaty with the Jotun. Proposed by Bastion, seconded by Hahnmark.

Overview

- Accept the proposed extension to the Jotun ceasefire treaty.

- A prior motion to reject the ceasfire was vetoed by the Imperial Synod.

Campaign Outcome

- The Senate agreed to accept the proposed extension. The treaty will now end at the start of the Spring Equinox summit 380YE.

Constitution

A motion that is vetoed by the Imperial Synod would not normally be eligible to be raised again at that Summit. However this rule exists to ensure that the Senate are not able to circumvent the oversight of the Synod. In this situation, where it is clear that the Senate wished to take account of the views of the Synod and time was pressing, it is reasonable for the motion to be raised again.

Voting

State

Votes For

Votes Against

Result

In Principle

Unanimous

0

Passed

Rejected

To reject the proposed extension to the Jotan treaty. To send a response to the Jotan formally declining the request to extend the treaty. Proposed by Mitwold, seconded by Kallavesa.

Overview

- Reject the proposed extension to the Jotun ceasefire treaty.

Synod Veto

- This motion was vetoed by the General Assembly of the Imperial Synod

Voting

State

Votes For

Votes Against

Result

In Principle

24

4

Passed

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Extension_of_Jotun_Ceasefire&oldid=58049"

Eyes of the Sun and Moon

Contents

- 1 Rules

- 1.1 Day Magnitude 14

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Magnitude

- 1.5 OOC Elements

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 14

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual requires a map of the target territory.

Effects

At the completion of the ritual the contributors receive images that reveal information about military forces in that territory, including:

- the presence, name and allegiance of a campaign army, along with an estimation of its current fighting strength.

- the presence, name and current allegiance of any fortification, as well as an estimation of its current strength.

Each contributor receives the same vision. These visions are not symbolic, but clearly detailed within the limitations of the spell.

If the target territory is under an effect that obscures information such as Drawing the Penumbral Veil, this spell can only penetrate it if it has been performed with a magnitude at least equal to that of the enchantment. Otherwise only the presence, Realm and magnitude of the concealing effect are revealed.

If one or more military forces in the area are under an obscuring effect, the ritual will reveal the presence, Realm and magnitude of the concealing effect, but no other information about that target - including whether it is a fortification or an army. The ritual reveals information about other forces in the area as normal.

Additional Magnitude

You may increase the magnitude of the ritual in order to pierce more powerful rituals of concealment.

OOC Elements

The result of this spell may be delivered in the form of a written vision. If this is the case, the contributors can study their vision as long as they like, but cannot discuss it or make notes until they have handed the slip back to a referee; at that point they are free to roleplay however they like - they may play through the process of receiving the vision, or act as if they have been in waking trance and the vision has already passed.

Description

This ritual is valuable for helping generals make decisions about the threats that face the Empire and how best to respond to them. It allows for a reasonably thorough evaluation of opponents and allied armies alike, and is adept at spotting special enemy forces that might otherwise escape detection - especially those under magical shrouds.

It takes its name from the way that the visions usually begin at a great height above the target territory and then quickly focus inwards. The casters have a sensation of incredibly fast movement, as if their viewpoint were roaming back and forth over the territory at blurring speeds, then suddenly halting to observe a specific force before moving on, again at a break-neck pace.

Many Suaq icewalkers call this ritual The Flight of Birds and claim that the mystic viewpoint it provides is much closer to that of a fast-flying bird than of any celestial body. In the Marches it is often called Beating the Bounds, and the landskeepers who perform it use imagery that includes both the idea of protecting their land from interlopers and intruders, and symbols that include knowing the nature and extent of one's territory. It is very common for them to include the senator for a particular territory as an additional focus, or to gather people with connections to the regions of the territory under observation.

Common Elements

This is a divination ritual, and often involves runestones or cards as well as the map which serves as the focus. Mirrors, crystals and other reflective surfaces are often involved, set up around the map to grant new perspectives on the information it contains. Symbols connected to the sun, moon or stars are common, as are bones or feathers of birds (especially for Winterfolk or Varushkan ritualists). Tokens representing known or recent information about the forces in a territory can also help when performing this ritual. Some ritualists carefully pore over the map as the visions unfold, while others focus on expanding their consciousness to gain a 'bird's-eye view' of the area under consideration. The ritual is often performed out-of-doors under the open sky, especially when the sun or moon are visible.

The magical ritual Strigine Mask is sometimes used to empower this ritual - its magical powers can enhance the ability of a small coven to perform the ritual or provide additional power for overcoming a concealing shroud.

The rune Sular is often used with this ritual, as are scenes in which military strategy are discussed with characters such as the Captain or the Doctor; the evocation of the virtues of Wisdom or Vigilance; or of keen-sighted animals such as eagles or hawks; or creatures such as sphinxes.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Eyes_of_the_Sun_and_Moon&oldid=48119"

Forums & Facebook (Redirected from Facebook & Forums)

Contents

- 1 Introduction

- 2 Forum

- 3 Facebook Page

- 4 Involvement Groups

- 5 Facebook Player Groups

- 5.1 Nation Groups

- 5.2 Lineage Groups

Introduction

With over fifteen hundred players, Empire has an active online community that use a wide range of different social media. We maintain our own forums for users to discuss the game and related issues but there are also a plethora of Facebook groups used by different groups of players.

Forum

Profound Decisions host their own official Empire forum for players and crew alike. These forums are firmly moderated to ensure that conversations remain polite and on-topic. If you want to have a public discussion with the game designers or the crew about any aspect of Empire then this is the perfect place for it.

Facebook Page

We maintain our own official Facebook page which we try to update regularly with blog posts and important news about the game. If you just want to keep abreast of the latest news it is worth liking and following the page.

Involvement Groups

There are a number of Facebook community groups - these are small groups where players and crew look at things that they can do together to improve the game. The goal for members of these groups is to pool their skills and time to improve the game for everyone.

- Sewing Circle - for LRPers interested in making costume for the Empire game

- Set Building - for LRPers interested in helping build the sets for the games

- Parents - for Empire LRPers bringing children to the game

Facebook Player Groups

There are a plethora of Empire facebook groups that have been created by players. These groups are not official and are not moderated by Profound Decisions. They are a good place to go if you are interested in talking to other players about a specific aspect of the game.

Nation Groups

Lineage Groups

- Briar

- Cambion

- Changeling

- Draughir

- Merrow

- Naga

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Forums_%26_Facebook&oldid=31916"

Falcon Wings

Falcon Wings

Written by the Volchitrava Stzena

Commissioned by Thanmir Hrafnar

This song was commissioned in Winter 379 by the retiring senator for Skarsind, Thanmir Hrafnar, following their successful campaign to have the territory given up by the Wintermark nation, so that the Imperial Orcs might have a homeland.

The song combines a traditional melody from Skarsind with the rhythmic chanting found in Imperial Orc music. The lyrics celebrate the outstanding Loyalty shown by both the people of Wintermark and the Imperial Orcs, whilst not demeaning the sacrifices made by both as the Orcs earned their new homeland.

Music: Arranged by Katy Cooper and Daisy Abbott from the traditional Swedish song, "Var det du eller var set jag"

Lyrics: Rhi Swann Price

A .pdf of the sheet music and lyrics for IC use is here.

Long way home, it's a long way home Far from the land we have known Long way home, it's a long way home The birds of Skarsind have flown

The skeins of our Nation, the strongest foundation For shouldering the burden that Loyalty brings The skeins of our Nation, the strongest foundation Sing now and raise the people upon falcon wings

Long way home, it's a long way home Far from the land we have known Long way home, it's a long way home The birds of Skarsind have flown

These scars that we gather, they carve a new chapter Ten nations in the Empire united as one These scars that we gather, they carve a new chapter 'Til sleep in Kallavesa when our work is done

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Falcon_Wings&oldid=66045"

Falcon in winter

The figure stood atop Crows Keep wrapped in furs and silhouetted by the winter sun. They stared out across the mountain pass, not towards the Thule border, but towards the Empire. A different type of invader was coming. They weren't here to take their homes tough. No, it was more insidious than that. They were here to take Skarsind's heritage and pride.

The Imperial Orcs were coming.

No more would Skarsind be part of Wintermark, now it was a place for orcish ancestors and orcish children. Skarsind would no longer be a place of Stormcrows, hospitality, and runesmiths. Now it would be a place of shamans, pit fights, and objects of "worth".

The skein of Skarsind had been snapped. Its history had been discarded.

This was not about ownership or property, it was about history, about tradition, about the sacrifices made to tame this land. About the debts owed to all those who had died to build Skarsind.

Dogri did not hate the Orcs; he understood too well what it felt like to live at another's whim, to be told you had a place in the Empire, but it was not truly your place. The bile in his gut was for those who would give away his lands - not for those who had been given them.

Why not Holberg? Why not Karsk? Too much money and too much influence was why. No, let Wintermark give up their lands. Wintermark the loyal. Wintermark with its broad shoulders could carry this burden. But even the strongest oxen could be given a load too heavy to bear.

"Sir?" The messenger was young. She looked worried.

"I said that out loud did I?" Dogri chuckled. He looked at the messenger properly. She was very young. To young for the scars that marked her face - barely old enough to be away from her parents, but old enough to be marked forever by the Thule war. She was young in years, but her eyes were old. The eyes of a veteran like many here, like many who understood the cost of loyalty and pride. He could see in her eyes that she had the courage to stand up for her traditions, for her ancestors' traditions.

"Tell them to collapse all passes except Pioneers Way, and send the message to Anvil. They may pass what laws they like, but this is a place of Loyalty, Pride and Courage. The Orcs may have the rest, but Crows Ridge is Wintermark still. As long as we draw breath, it is Wintermark still."

Contents

- 1 Overview

- 2 Significance

- 2.1 Military Intervention

- 2.2 Quitting Skarsind

- 2.3 Holding Skarsind

- 3 The Skarsind Situation

- 4 Resolution

Overview

Not everyone is celebrating the establishment of the Imperial Orcs' homeland.

Ever since news of the relinquishment reached the north, there have been angry voices that claim Skarsind has been part of Wintermark for two hundred years, and that the rest of Wintermark has betrayed their traditions. They say that their voice has been taken from them. They say that they will not submit to orcs, whether they be Imperial or Thule.

The self proclaimed Skarsind Loyalty Congregation, under the leadership of the war hero Thane Dogri Thulebane, have claimed the region of Crow's Ridge, and entrenched themselves in the small fortress of Crow's Ridge. The message they have sent to the Empire is that "Crows Ridge is part of Wintermark, it is ours, stay out. We will maintain the traditions of Skarsind here and we will never bow to orcish overlords."

In the last month or so, a number of dissatisfied Skarsind residents have begun making their way north to join the citizens there. They are leaving their farms, mines, and businesses to the Imperial Orc settlers, but they are refusing to leave the territory their ancestors shed so much blood over.

The orcs have not yet pressed the issue, and so far there has been no violence. Crow's Ridge is high in the south-eastern foothills of the Silver Peaks, isolated up on the north-western tip of Skarsind, isolated up on the border with Otkodov. The people there have taken steps to isolate it even further, collapsing two passes and destroying one bridge over a deep gully.

There has been no violence yet ... but the people on Crow's Ridge have made it clear that if the Senate or Military Council try to poke their nose into their business they are prepared to fight to the last breath.

Significance

Crows Keep has declared itself separate from Skarsind, and still part of Wintermark. They have said that any Imperial Orc who comes into their territory will be provided with sufficient supplies to return them to Pakaanan's Pass or Skogei Glen and sent on their way.

This region is not considered to be under the control of the Imperial Orcs. This does not prevent the Imperial Orcs from returning a senator, nor does it effect the situation regarding the production of Wintermark personal resources.

In some ways, Thane Dogri and his followers are simply the most obvious symptom of the problems in Skarsind, however. If his rebellion is ignored it will continue to slowly gather force. The longer Dogri and his followers are left alone, the more disgruntled Skarsind inhabitants will flock to his banner. Whether he has any intention of violence at the moment or not, if he receives support from Wintermark it is not clear how far he might be prepared to go.

Military Intervention

Thane Dogri and his followers are in a highly defensible location. The local magistrates can see no easy way to arrest them; if they try to resist there would be bloodshed on both sides.

The defenders of Crows Ridge are stubborn, but they are no match for an Imperial army. Any general could move an army to Skarsind and order their troops to remove Thane Dogri Thulebane and his supporters, opening the region to Imperial Orc settlers. This would be impossible to do so without loss of life - potentially significant loss if the Winterfolk refuse to leave.

The Senate does not have the legal power to declare war on their own citizens. The people of Crow's Ridge are still Imperial citizens, bonded to the Wintermark egregore. As a consequence, sending an army to oust them from their homes would be a criminal act. The general who gave the order and any captains who assisted the army would most likely be charged with murder.

Quitting Skarsind

While attempts by the Senate or the Military Council to act in force would have to overcome armed resistance, it is possible for the Wintermark national assembly to influence the outcome. Doing so would require them to take a definitive stand on the situation in Skarsind.

If the Wintermark assembly passes a statement of principle that the people of Wintermark should withdraw from Skarsind and find new homes in Hahnmark, Sermersuaq, and Kallavesa, then many of the people being drawn to Dogri's banner would be deterred. While this will not solve the immediate problem represented by the rogue Thane and his followers, it would stop any more Winterfolk rallying to their banner.

It would also likely encourage a burst of prosperity across Wintermark as the exiles found new homes, resulting in a small increase to the production of every personal resource (including fleets and military units over both the next season, and the season after. By contrast, the penalties to the production of Winterfolk - owned resources in Skarsind would increase to a half, rather than a third, to reflect the confused situation there. This penalty would also last for six months while the remaining Winterfolk negotiate their new positions among the Imperial Orcs.

However, this statement would be entirely meaningless - and ineffective - unless it is clear that the civic leaders of Skarsind are following suit. Specifically, Wulfric Kelvinsson, Kali of the Saker, and both Govannan Seppa and Kellua Itsepainen of the Sussivari Oathsworn Fyrd, would all need to give up their claim to the spoils they received after the liberation of Skarsind.

These spoils of war would need to be formally turned over to the Imperial orcs, either by a direct trade or with the assistance of the civil service. If they are still in the hands of Winterfolk, then the statement of principle will have no effect.

OOC explanation

There are six relevant spoils of war in Skarsind; the Clattering Gulley; Goeki Expanses; Solvihill Beggarwood Barrens; the Wells of Janon; Crimson Peak Mining; Four Seasons Market; Southpine Southbound; and the Hall of White Ravens. If the statement of principle is made, the six spoils of war will need to be either vacant or in the hands of an Imperial Orc by the end of the event or it will achieve nothing. It is up to characters involved what they wish to do; they can of course choose to keep their resource; they might trade it to an Imperial orc; or they may speak to a civil service about getting a new resource in another territory. In the latter case, the civil service will auction the spoils of war as they might any other upgraded personal resource.

The warriors of Irontongue Hall have expressed their intention to make their own arrangements regardless of what happens with Thane Dogri Thulebane. The House of White Ravens is already in the possession of Atla of the Imperial orcs, and Rust of the Renwaerd has surrendered control of the Clattering Gulley.

Holding Skarsind

Alternatively, if the Wintermark national assembly passes a statement of principle in support of the people remaining in Skarsind and asserts their right to call themselves Winterfolk, this would bolster Thane Dogri's position. Many more Skarsind folk would rally to his banner, swelling his numbers dramatically and making it more difficult to remove him and his supporters.

At the same time, it would help to mitigate the current problems all Wintermark resources in Skarsind are experiencing, but at the cost of a similar reduction in the production of all resources owned by Imperial Orcs.

The Skarsind Situation

The situation in Skarsind from the point of view of the Imperial Orcs is summarized here. This section lays out the consequences of the changes from the point of view of Wintermark.

- Skarsind is now an Imperial Orc territory. This means that any Wintermark character whose personal resource is in Skarsind will lose a third of their production.

- Any Wintermark character can arrange to take control of a basic resource of any type (most likely in another territory by going to GOD and paying an administration fee of two crowns. They can sell their existing resource to someone else in the process, or leave it vacant.

- The Civil Service will auction any upgraded resources abandoned in this way in the public Bourse auction

- You cannot "move" a resource - you are welcome to roleplay as you wish, but any upgrades on your existing resource are lost if you gain a new one in another territory.

- Characters whose personal resource is in Skarsind can continue to participate in the appointment of the senators of Sermersuaq, Kallavesa, and Hahnmark, but there is nobody to represent them directly.

- All of this applies to military units and fleets as well as other resources.

- The Brilliant Shore is now an Imperial Orc national Bourse seat. It is no longer a Wintermark national Bourse seat

- The civil service has raised an administrative motion before the Imperial Senate to determine how to proceed regarding the remaining tenure of the Steinr who currently controls it.

- If they choose to transfer control of the seat immediately, then the Imperial Orcs will be free to elect the seat.

- If they choose to let the current holder finish their tenure, they will continue to receive the white granite until they die, step down, are revoked by either the Wintermark or the Imperial Orc assembly, or until the Summer Solstice when it would normally be reappointed.

- Joakim (the current holder) will not receive his white granite at the start of the event as normal; if the senate chooses to transfer the seat immediately then the White Granite will go to the new holder. If not, it will be given to Joakim once the senate decision is made.

- The Will of the Wintermark is still a fortification. Over the next six months the Wintermark garrison will naturally be replaced by an Imperial Orc garrison. At any point the Imperial Orc synod can raise a statement of principle to change the name of the fortification if they wish.

- The Gildenheim Runeforge is still there. The ruined runeforge recently discovered under Gildenheim is still there, and the opportunity to rebuild it still remains. Now, however, if it were rebuilt and designated a National position it would belong to the Imperial Orcs rather than Wintermark for obvious reasons.

- The Sylvihrafn crystal henge remains a Wintermark national sinecure. While it is rare for a national sinecure to be in a territory controlled by a nation other than the one that appoints the title, it is not unknown.

Resolution

While the Wintermark National Assembly made a judgement in the Synod that "Whilst we commend the courage and conviction of Dogri Thulebane and his fellows, we cannot condone the gathering of forces. We discourage people of Wintermark from travelling to join Thane Dogri and encourage them to settle in Wintermark lands. We are seeking an amicable agreement with Dogri, the Imperial Orcs, and all peoples of the Empire, which will keep the Wintermark traditions of Skarsind alive. "

Despite this judgement however, the Four Seasons Market remains in Wintermark hands. The owner maintains that as no Imperial Orc came to discuss the Market, there was no-one to give it up to. As a result, the Synod judgement has not had the desired effect.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Falcon_in_winter&oldid=44323"

Fallow Fields and Dried Meat

Contents

- 1 Rules

- 1.1 Winter Magnitude 2

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 2

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a farm. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The farm earns an additional 18 rings at the Winter Solstice (event 1). The ritual ends at the start of spring.

This spell is intended to be cast at the Autumn Equinox (event 4), but may be cast earlier. However it should be noted that this ritual is an enchantment and is not cumulative with effects such as Gathering the Harvest.

If the owner of the resource does not attend the next event, then the additional production provided by the resource is still added to that character's inventory.

Additional Targets

This ritual can affect additional farms in the same territory. Each additional farm increases the magnitude by 1. The character who controls each farm must be present throughout the ritual.

Description

This spell is intended to be cast at the Autumn equinox, to help a farm endure through the Winter months, It is very popular in Varushka and The Marches. While it can be cast earlier in the year, it provides its additional revenue only during the Winter solstice; casting it earlier is rarely very effective, unless the farm owner is certain they will not be able to find someone to perform Blessing of New Spring on their lands.

A farm effected by the ritual will find that stores of grain will be free of rot or scavengers, and that dried or preserved foodstuffs will remain edible until Spring at least. Hardy plants that bring forth fruit in winter have their yield increased; the weaker plants are killed by this ritual, allowing stronger plants to flourish. Animals and farmers alike find they require less food, and crops remain healthy much longer than usual, often allowing for a second, smaller harvest at the very end of the agricultural year. The ritual discourages and in some cases kills small scavengers and predators, meaning that animals and stores are protected even during the harshest winter, and that there are often additional sources of meat on or around the farm. It also helps to ensure that surplus stocks are available for sale, by ensuring the farmers need less food themselves.

This is a very old ritual indeed, practiced in various forms throughout the world. It has one deeply unpleasant quality that is rarely spoken of; it preserves anything that can be eaten, regardless of whether civilised humans would wish to eat it. As a consequence, even corpses will not rot during the Winter season if they are stored on the farm. This can prove useful - in Wintermark and Varushka the ground is often frozen solid during winter months making burials difficult ... but it can also place blasphemous, unwholesome temptation to those who misjudge the amount of food they need to see them through the winter. Luckily, in the modern Empire, starvation is very rare, but in centuries past this ritual has been blamed for certain corrupt acts of cannibalism.

Common Elements

The ritual preserves food and animals, and also encourages the growth of hardy plants. Ritual performances sometimes include the evocation of the rune Bravash, but more often the rune Naeve is used (albeit in a negative or warding capacity). Symbols associated with health and Prosperity are also commonly evoked, such as shedding small amounts of blood or offering a cup or bowl of wine, ale, milk or mead to the targets.

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Fallsheart Guardian

Overview

The Fallsheart Guardian is a Wintermark Imperial title commissioned by the announcement of Breeta Dunning a bearer of an Imperial Wayleave, in Autumn 381YE. The position of Guardian is a sinecure, requiring minimal responsibility but offering a regular income of crystal mana.

Responsibilities

The Guardian has no particular responsibilities; they simply receive a bounty of crystal mana from the Fallsheart Cave in Hahnmark. If the cave were to be threatened in any way, it would be the responsibility of the Guardian to deal with those threats.

Powers

Bounty of Mana

The Keeper of the Crystal Vale gains custodianship of a sinecure. They receive an income of 9 crystal mana each season.

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounty of Mana

- 4 Appointment

- 5 Fallsheart Cave

Appointment

The Fallsheart Guardian is appointed by unanimous decision of the Wintermark senators. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by a Wintermark citizen. The Guardian has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Wintermark National Assembly, and by the Assembly of the Nine.

Fallsheart Cave

This dark cavern on the edge of the sinkhole in Hahnmark was discovered entirely by chance during a particularly heavy thunderstorm. The cave is almost spherical, like a massive naturally occurring geode, but among the naturally occurring minerals are rich crystal mana deposits. Naturally warm, and with a distinct rose hue to the crystals, being inside the cave has been likened to being inside a living heart - thus the name.

“Aye, it’s safe” Axhind had assured her before she set out from the new market town back to the old mana site.

It was unusually warm for so late in the Autumn and the going was pleasant. She quickly left human activity behind, the threat from the trogoni had caused most of the forestry trades to migrate elsewhere. The sheer upheaval of geography had broken the land, paths and trails were rent, fissures had to be crossed or circumnavigated. Breeta was determined to learn the fate of her mana site, it had been tended by her direct family for generations. Clouds rolled in, the woods felt closer, darker, broken trees made the going tough until she stumbled upon the path Axhind’s patrols had cut through the ruined forest.

Eventually the forest suddenly ended as the land just dropped away. The trail down wasn’t difficult, the near diagonal slope and layers of freshly exposed stone almost formed natural stairs, and she was quickly into an eerily unspoiled forest on this new plateau. She recognised these woods and soon found the entrance to the site. It was not dark inside - glow crystals cast a pure, constant light throughout. Ornately carved wooden beams supported the cavern, runes of Verys, Cavul, Pallas, and Feresh repeated endlessly on these great supports. Others sported carvings of creatures, beasts mundane, magical and mystical, some simply left initials and names, many lost even to the scops. Items had been left as personal mementos, old metal tools, dried flowers, ivory carvings, her sea shell owl stood watch as always. The crystals had grown well from the tiny veins, she collected a number that had matured. She saw it as art, a mana site should be carefully tended, like cutting flowers from a garden rather than harvesting a field of wheat.

Outside fat drops of rain now rolled off the leaves of the forest canopy. Soon a true Wintermark storm had begun hammer down onto the land. Unbothered she made her way back to the slope but cascades of brown water washed down its face, silt and scree rolled down from above making the path up impassable. The flow at the bottom seemed to head south so she headed north hoping that eventually the plateau would rise to meet the surrounding land. As the storm really whipped up, mudslides made following the cliff face too dangerous, she found an abandoned cabin to wait out the storm.

In the morning the forest was fresh and bright again, birds sang, drops of water still pattered down, a memory of the storm before. Despite a small landslide, the original route down had survived the storm and was now dry enough to trek up. She began climbing but something caught her eye, a distinctive glowing glint in the sediment from the storm. Working over to the newly exposed rock there was a tunnel here with its own illumination spilling out. The glow became ever brighter as she carefully crawled negotiated the passageway towards the centre. It was like crawling into the heart of a magnificent radiant geode. Bright mana flowed, waved and danced, lapping around likes a borealis in all directions in the crystals. It was almost a tragedy to spoil this natural wonder but such a boon was too much to let waste.

Original text contributed by Patrick O'Brian

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Family

Overview

The three tribes of the Freeborn are each sub-divided into scores of different families. These extended families are the basis of Freeborn society; members of a family will often live together in large sprawling estates of houses and villas. In contrast to their mercantile attitude with others, family members can be generous and gracious with each other, without any expectation of favour or obligation. What they do expect is a strong sense of loyalty towards the family, to betray your family is one of the most heinous crimes you can commit in Freeborn eyes.

Families are always matrilineal; descent is traced through the woman's line. This means that if two Freeborn marry, the man is expected to leave his family and join his wife's family. Children are always raised by the mother and the men and women of her family. In this way, the Freeborn can ensure that every single member of the nation can trace an unbroken line back to the three founders.

A family can be exceptionally large, so there is no requirement for the active members be closely related to each other. They also have a habit of adopting individuals with no family of their own who have become fast friends of one or more family members. Such people do not become an actual member of the family unless they marry a woman of the family, but they are otherwise treated no different from blood family.

Each family appoints a dhomiro, effectively the head of the family. The main role of the dhomiro is to represent the family to outsiders and to give the family leadership and direction. Each family has their own method for selecting their dhomiro, but it is usually a senior member of the family who is well respected by all. The goal is to identify an individual whose leadership will benefit the family and who they can unite behind. It is not unusual for the dhomiro to change over time; most sensible dhomiro will step aside if they realise they no longer possess the support of their family.

Creating a Freeborn Family

The Freeborn family is intended as the easiest way for most groups of players to create a Freeborn group. Freeborn families often have sprawling mercantile interests, so it is a simple way to create a group who intend to try and earn their fortune in the Empire. Smaller families often work together to run a parador, the traditional Freeborn meeting place, so they are perfect for any group that is interested in running a professional hospitality tent. Freeborn families can easily include most characters: skilled warriors who protect the families' caravans, learned mages who serve as fortune tellers for the family, or wise priests who offer spiritual advice and organise great parties. The Freeborn family has been designed to include all these characters.

A family can be as small or as large as you like. Characters who are part of the family don't need to be related to other characters, they may be distant relations or even outsiders who have simply been adopted into the family. There might be hundreds of your family who never attend events, working on your family's estates, fighting as mercenaries in the Empire, or crewing a fleet of ships. Or your family might be just the characters played by you and your friends when you come to the events. The Freeborn family is intended to be flexible enough to support whatever suits the background for the kind of family you want to play.

Before choosing to play a Freeborn family, it is worth looking at the other social roles that exist in Freeborn society. A group that wants to play the members of a ritual team may find something built around the hakima concept is a better fit for them. Or if your group wants to focus totally on fighting and battles you can play that as a family group but it is also worth looking at the kohan to see if that is a more enjoyable basis for a group. If you want a more general mix of fighting and trading, you could create a Freeborn family but play one that operates one or more corsair ships.

You will need to pick one of the three Freeborn tribes for your family to be part of - the Erigo, the Riqueza, or the Guerra. Your tribe has no direct game effect, but it does affect which hakima groups your family might work most closely with and it will affect your roleplaying with other families. If you don't know which tribe you want to be part of, then we recommend picking whichever tribe currently appears to have the fewest families in it.

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Fan the Flame of New Life

Contents

- 1 Rules

- 1.1 Spring Magnitude 6

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 6

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets two willing characters. Each character must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

Both targets are under a roleplaying effect: they feel lusty and vigorous.

Any attempt at conception between the two target characters during the duration of the enchantment will be successful, provided one of them could have carried a baby to term when they were in the prime of their physical health.

The ritual was originally designed to allow conception where characters were old or otherwise infertile. It will temporarily alleviate both infertility and impotence and other curses that might prevent conception. The ritual is not powerful enough to allow characters of different species to conceive. For example, it will not allow conception between an orc and a human. It can allow two female characters to conceive (though only one of the parties to the ritual will become pregnant) but is not powerful enough to allow two male characters to conceive.

The enchantment lasts until the next sunrise.

Description

As with Midwife's Recourse, this ritual is viewed with a little suspicion in some parts. They fear that they are potentially exposing an unborn child to the magics of the Spring realm risks tainting them with the Briar lineage. Imperial scholars have found no concrete evidence that the ritual has any lasting negative effects on the targets or any children conceived with its help - although the way the briar lineage manifests makes it very difficult to get conclusive proof either way.

The ritual is sometimes included as part of a marriage ceremony, especially where the couple involved are keen to start a family. It is a costly indulgence, but the romantic effects of the ritual mean it is sometimes used even where there is no chance of the partners conceiving together. The ritual is particularly popular with women in same-sex relationships who wish to conceive, the cost in mana being a small price to pay for something that might otherwise be impossible. The ritual is not powerful enough to allow two men to conceive; that would first require magic to grant one of the parties the organs needed.

One word of warning that is often given to targets who could conceive normally without assistance is that the use of the ritual somewhat increases the likelihood of twins, or occasionally triplets.

The ritual is equally effective on animals as it is on humans, although the expense rarely makes it worth the effort of using it to improve the fertility of pigs, oxen or goats.

Common Elements

The most common element used in this ritual is the rune Bravash although there are some magicians who are unsettled by the implication of comparing a human to a goat or other domestic animal. The rune Verys is sometimes substituted - often with a certain amount of ribald commentary from onlookers.

The attitude towards sexuality demonstrated by the targets, the performers or their nation often influence how the ritual is performed. For example, in some parts of the Empire it is viewed with a certain degree of earthy frankness and open reference to the act and symbols of procreation are used. In other parts of the Empire the mystery of conception and the power of love will be expounded upon in a subtle and gentle ceremony designed to bring two people into spiritual as well as physical harmony.

As with all rituals that target more than one person it is common for the performance to include the sharing of a drink, or for the targets to be symbolically bound together, often with red cord or sashes at one of their wrists. The primal imagery of fire may be evoked as well - the targets may leap through or pass between fires, representing both the ability of fire to thaw frozen earth and the idea of 'heating the blood' to inspire passion. In The Marches especially the targets will walk barefoot across freshly-tilled soil, and may scatter handfuls of seed as they do so, drawing a connection between the land's fertility and their own.

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Faraden

Contents

- 1 Introduction

- 2 People

- 3 Culture and Customs

- 4 Abridged History

- 5 Faraden Military Concerns

- 6 Faraden Economic Concerns

- 7 Faraden Religious Beliefs

- 8 Faraden Magic Traditions

- 9 Faraden Territories

- 10 Look and Feel

- 11 Faraden in Play

Introduction

Faraden lies to the west of the Empire. It is a rocky, hilly nation on the far side of the Lasambrian hills. The Faraden are canny traders and fierce warriors. Up until very recently, the Faraden traded frequently with the Freeborn at Anduz, but since the fall of Segura in 363 YE this has become a good deal more difficult. They are known to trade with their neighbours the Iron Confederacy, but also with lands to the south and west that are largely unvisited by Imperial traders - their nation serves as a “gateway” to the southwestern parts of the continent.

The people of Faraden have a lot in common with the Empire but are very independent. A major bone of contention is that their religion is closely related to the Imperial faith but includes elements that the Imperial Synod believes is heretical, which helps make them extra touchy around Imperial citizens. They are often unprepared for what they see as the 'superior' attitude of their Imperial neighbours.

People

The people of Faraden gather together into extended families, each lead by a High Lord or High Lady. The nation as a whole is lead by the Lord (or Lady) of the Five Winds, who is chosen by agreement of the High Lords and High Ladies and serves for life. The Lord of the Five Winds in practice comes from one of a half-dozen extremely rich “noble” families to whom the other families owe debts of loyalty and allegiance. It is a somewhat feudal society. Lords and Ladies serve as judges, while the High Lord or High Lady effectively rules the nation with the support of the Lords.

Politics between the various powerful families can become intense, especially when it is time to select a new Lady of the Five Winds. The support of a powerful Imperial faction can offer additional weight to a High Lord or High Lady in their internal maneuvering.

In this nation, the traders are very much in charge, and pay their warriors to protect their people and their borders. They do not especially value ambition, and consequently it is traditional for a family to specialise in one or two areas. They're not a true caste-based society, but a Faraden who is at odds with the profession practiced by her family will need to find another family prepared to take them in, and another family will only do this for people who are very skilled.

Changing family is always done as part of a transaction; it costs money to buy someone from their family, so the family “buying” you needs to be sure it will get a return on its investment. Priests usually oversee adoption ceremonies and often testify that the adoptee is now part of the family. This is important given Faraden spiritual beliefs about reincarnation, but it increases the cost to the family adopting their new member as liao must usually be secured.

Unlike their Imperial neighbours, Faraden keep human slaves. Criminals, especially thieves, are often sentenced to slavery for a period of time depending on the value of the item they stole and the dishonour the theft caused. Faraden slaves always serve for a period of time, and their sentence can be ended prematurely if their family chooses to buy their debt off; foreigners are kept indefinitely and are not well treated.

Culture and Customs

As a people, they are first-and-foremost traders, who look for wealth outside their palaces, and outside their borders. They are not the daring, reckless adventurers that the Freeborn are, nor the cunning and ruthless mercantilists of the League, but rather they are clever entrepreneurs who view wealth as a means to an end rather than an end in itself - comfort, happiness and power all flow from the coin purse.

The most striking element of Faraden culture is the value they place on the concept of honour. Each Faraden has a sense of personal honour, but also recognises family honour and national honour. An offence against any one of these causes them to become intractable and even hostile. They will tell someone if they are offending their honour and then the onus is on that person to make amends – if they've been insulted with words, then a sincere apology sorts the situation out. If the situation is not quickly dealt with, it will often escalate until a High Lord or High Lady becomes involved.

Tied up with their idea of honour is a form of escalating lex talionis – every punishment among the Faraden includes an element of deterrent and is often quite cruel. If someone steals from them, then not only is the item returned but they expect punishment for the dishonour caused often in the form of mutilation, corporal punishment or enslavement. If someone kills one of their relatives, they expect that person and one of their relatives to be killed in return, and so on. This means that the Faraden are fairly law-abiding people, but their concept of legality puts them squarely at odds with the codes of Imperial Law.

This fierce attitude to law and justice means vendettas are common between rivals, and are often settled by bloodshed. Sometimes those vendettas get settled on Imperial soil, which can lead to all sorts of diplomatic incidents.

They especially enjoy flags, streamers, kites and other things that move in the wind; most Faraden settlements are decorated with these adornments, and wind-chimes are common. They also like wind instruments over any other sort – recorders and penny whistles particularly.

As a nation they fear and hate the sea – in tales it is a place of horror full of dreadful creatures that kill anyone foolish enough to venture out onto it. Sea storms are seen as ill omened (as opposed to storms over land which represent the power and fury of nature and are seen as good omens). Sailors are figures of superstitious dread among the Faraden and they do not willingly associate with them.

Abridged History

It is unclear when the Faraden first came to the lands they now inhabit, but they are believed to have migrated there from somewhere further south around six hundred years ago. They carved a land out from the barbarian orcs in the area who were no match for their single-minded, methodical campaign. When the Freeborn arrived in the land that is now the Brass Coast there were a few scattered families of Faraden living in western Segura, who were either absorbed by the Freeborn, fell to orcish aggression from the Lasambrian hills, or voluntarily relocated back to Faraden.

Relations between Freeborn and Faraden remained cordial, and when Highborn missionaries eventually crossed the Lasambrian Hills to Faraden they found a people receptive to their teachings, and a religion not massively dissimilar to the Imperial Faith. However the Faraden had no interest in joining the Empire, and refused to give up their core philosophical belief in Justice, nor to recognise as essential the virtues of wisdom, vigilance or ambition. Religious conflict with the Empire briefly boiled over during the reign of Empress Teleri when certain reactionary forces in the Imperial Synod called for a war with the impious 'barbarian' Faraden, but the fighting was short lived and found little support with any of the Imperial nations who shared a border with their eastern neighbours.

Occasional bands of Faraden warriors have served as mercenaries, especially in The Marches and Wintermark; in return some groups of Imperial soldiers have spent a little time as auxiliaries to Faraden forces protecting their northern borders from the Jotun.

Faraden Military Concerns

The Faraden favour families of professional warriors and soldiers who protect their borders, although even the most mercantile or religious family is likely to have a few members who practice with arms and armour to protect their kin from bandits or rampaging beasts. They also have a history of skirmishes along their borders with the Iron Confederacy, and even occasionally with troops or bandits out of Segura. Since Liathaven was taken by the orcs, however, the Faraden have apparently been having increasing problems with the southern Jotun, as well as having to fend off opportunistic raids from the Lasambrian hills.

In battle Faraden warriors prefer round shields, one-handed swords and bows. They layer leather and metal armour, and the more ornamental the armour, the higher the warrior's status the warrior. They prefer to fight with small units rather than engaging in large campaign battles, but when the Lord (or Lady) of the Five Winds calls they are capable of fielding large armies made up of units that can still function independently in pursuit of a military goal.

Faraden Economic Concerns

The Faraden value wealth, but they value it for the comfort and opportunity it brings, rather than as an end in itself. Relations between families often involve the transfer of wealth, not only in the form of coins but in goods and animals. It is common for families to be tied with almost feudal bonds, where a smaller family gives regular tribute to a larger family in return for protection or access to resources. Other families serve as retainers to larger families in return for payment.

The Faraden make their own lead coins for internal use, but they use coinage from all over their part of the world, and that includes Imperial coinage. As a nation where trade is paramount, they are adept at valuing the coins of other nations; some are melted down for their metal content, others are traded as a commodity in their own right. For example, a Faraden family with a surfeit of Imperial coinage will trade it to a family with stronger Imperial ties, possibly in return for commodities or currency of interest to the nations with which they in turn trade.

Their traders range far and wide; it is common for a group of Faraden traders to set off with a wagon or two laden with goods and disappear for a year or two, returning home with entirely different goods and (hopefully) plenty of coins. Their connections with distant foreigners mean they often have odd materials or items for sale when they visit the Empire.

The Faraden do not have much in the way of forest, so they are often willing to trade for weirwood and especially the iridescent gloaming that they use to make their richest dyes. In return they trade the fruits of their western mines (especially orichalcum and weltsilver).

Faraden Religious Beliefs

In the Faraden, Highborn wayfarers and Freeborn sutannir found a people receptive to their teachings, and a religion not massively dissimilar to the Imperial Faith. However the Faraden refused to recognise as essential the virtues of wisdom, vigilance or ambition. More worryingly for the Highborn, they claimed that 'justice' was as important as the other virtues and insisted on including it alongside courage, loyalty, prosperity and pride. While they are spiritual kin to the people of the Empire, but the shared similarity of their beliefs just throws the differences into stark relief - there are priests on both sides who would like to see the matter of their religious differences settled once and for all.

The priests of Faraden refuse to accept the truth of the Labyrinth and instead teach that after life there is an endless howling waste where souls wander; the more virtuous they are in life, the more friendly the spirits of that place are, and the more they help the wanderer to find their way back to true life. They also believe that souls are always born into the same family; wiping out all members of a family consigns the dead spirits of that family to an eternity of wandering in the howling waste, until they eventually become malign spirits. This belief in reincarnation along familial lines is one of the reasons that adoption between families is such a significant event in a Faraden life.

Faraden priests have minimal access to liao, meaning that liao ceremonies are much less commonly practiced among them. What liao they do have access to is often traded with the Empire, and some Navarr especially make a point of trading liao to the Faraden. As a consequence of their restricted access to spiritual ceremonies, priests are rarer in Faraden than in the Empire and many serve in roles as advisors to political figures than as religious figures.

Funerals are air burials; the body is laid out on a raised platform and left for the elements and the birds. Sometimes valuable items are placed on these platforms and it is a capital crime to take them. An item that falls off a platform is available for anyone to take however, and if the platform collapses. it is taken as a sign that the spirit has been reborn and the items can be claimed. Burying people in the ground is seen as abhorrent, and burning them is seen as offensive. Vultures and other carrion-birds are seen as lucky by the Faraden.

Faraden Magic Traditions

As with merchants, warriors and priest some families specialist in magic and sell their services to the other families. Each family jealously guards its store of ritual lore, and so Faraden magicians are not as widely versed as those of the Empire although they often possess a ritual or two unknown by their neighbours to the east. Their ritual performances often involve streamers, smoke and other things that rise into the wind, and their magicians often use fakir-like tricks, flash powder and the like to create odd effects alongside their actual magic to impress their audiences.

Wind and fire are used extensively as metaphors for magic, and their stories contain images of spirits and magical creatures whose bodies are composed entirely of living flame and living wind. It is never entirely clear if the magician believes in these spirits, or if they are merely metaphors for magical processes. Their ritual magicians use the same names for the four 'corporeal' realms as their Imperial neighbours. Instead of Day and Night however they call the remaining two Realms Wind and Flame. The wind they say travels everywhere and sees and knows everything. The flame by contrast dances, shifts and changes; comes from nowhere, and returns to nowhere when it dies.

Faraden Territories

Faraden is a little larger than an Imperial nation, and the population is usually spread out across a number of towns that surround the estates of a High Lord or High Lady. The Palace of the Five Winds is the largest settlement in Faraden, but only just approaches the size of the Imperial cities of Meade or Siroc. Fortifications are common - almost all settlements are surrounded by a stone wall. Faraden love to make their homes as sumptuous and beautiful as they can afford. Their buildings are designed with strong aesthetics as well as practical considerations, and they are very skilled at working with stone, especially white granite. Minarets, domes and towers are all very common features in Faraden architecture and they are known to be talented bridge and road builders as befits the broken terrain that forms most of their home.

Look and Feel

The basic influence on Faraden costume is medieval Mongolia and has been summarized as: an upright collar (preferably on a base layer); a wrap-around tunic (preferably as an over layer); fuller sleeves but tight from wrist to elbow; contrasting or decorative trim to edges; fuller/baggy trousers that are either tight to knee or tucked into long boots. Armour is worn in layers: a top layer of plated leather is common, but as a sleeveless vest rather than a full-length hauberk. Below that some padded armour, like a short-sleeved gambeson, with nicely decorated shoulders, both worn over a raw silk long-sleeved tunic. Heavier armour is likewise worn in layers, and it is much more common for Faraden warriors to wear chain armour than plate (this image might represent a heavily armoured Faraden.

The Faraden are a wealthy people, and show it by dying kit deep, vibrant colours. While their costume shows obvious signs of Mongolian influence, the colour palette is much richer than the traditional darker browns, and is often highly ornamented. Colourful sashes are a common element of their costume, as is curling decoration reminiscent of wind or smoke.

Faraden in Play

Faraden lies near to the Empire, and they speak the language known as Imperial, represented by English.

The Faraden are guardedly friendly to the Empire as a whole. For the most part, they do not send their priests to negotiate with the Empire, and the Empire has learned not to send missionaries to Faraden unless they are prepared to be cautious. Religion remains a point of contention, and the Faraden so no signs of changing their traditions any time soon. Honour can also cause problems - casual friendliness from Imperial citizens has been misinterpreted as contempt, leading to tragic misunderstandings. Faraden visitors to the Empire are often on their 'best behaviour' but accidents can and do happen, and the Faraden expect anyone who offends against their values, persons or goods to be punished severely which often puts them at odds with Imperial Law.

The information here should be sufficient to create a character with a background connection to Faraden, but a connection to one family is unlikely to impress a member of another family. It is worth bearing in mind that while the Faraden draw on Mongolian imagery, they are not plains-living, warlike cavalry-folk; they are traders first and warriors second. They drive wagons drawn by oxen, they don't ride horses.

The Faraden do not have ports; you could however represent trade with this nation using a business resource, especially if you diversify the resource to include small amounts of orichalcum or weltsilver.

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Farewell Farewell

Original song is Arkansas (Sacred Harp 271), with slight filk. Youtube recording at http://www.youtube.com/watch?v=xPj2QWXowFY

Farewell, farewell to all my days, For I must cross the twisting maze, I’ll launch my boat upon the sea, This land is not the land for me.

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Farm

Contents

- 1 Definition

- 2 Production

- 3 Downtime Options

- 4 Upgrades

- 5 Diversification

- 6 National Implications

Definition

A farm can represent almost any type of farm or agricultural holding. It could be vinyards, orchards of fruit or more prosaically sheep, cattle or crops. It shouldn't be a forest or wood - if that is what you want to take then we would recommend you choose the forest resource instead.

The size of a farm can vary dramatically, depending on how productive the land is and what crops are grown, a normal size for a farm would be around twenty acres but an orchard might be much smaller, only a few acres, while a sheep farm on the Urizen hills could easily be ten times this size.

Production

A farm produces 9 crowns.

Downtime Options

There are no downtime options for a farm. It produces income automatically.

Upgrades

A farm can be upgraded using weirwood obtained from the Bourse. Each time a farm is upgraded, the owner receives an additional income of 36 rings from then on.

To upgrade a farm requires Imperial wains of weirwood equal to the level the farm is being upgraded to. So the first upgrade of a starting level 1 farm costs 2 Imperial wains of weirwood, from 2 to 3 costs 3 Imperial wains, etc.

Diversification

A farm can be diversified to sacrifice income for resources or herbs. To diversify a farm requires one Imperial wain of mithril and one Imperial Wain of white granite. Each time a farm diversifies, the owner chooses one resource produced by a forest or a single herb; the farm produces 2 measures of the chosen natural material or two doses of the herb but produces 36 rings less income.

National Implications

Senators in The Marches are chosen by the steward who controls the most land in furlongs (an old Imperial unit of agricultural measure). This is represented by the farm personal resource. A Marcher character who has been operating a farm personal resource in a Marcher territory contributes 20 furlongs to the steward whose group they are in or to whom their group has sworn fealty. If a farm is upgraded - then the character who operates that farm contributes 4 additional furlongs for each upgrade.

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Farmer's Scythe

Description

Sturdy oak and sharp metal alloyed with tiny amounts of green iron; a Farmer's Scythe is testimony to the skill of the artisan who crafts it. These responsive polearms allow the wielder to channel their passion into sweeping blows that unbalance even the most skilled of opponents. They take their name from an early (no doubt apocryphal) anecdote in which a League bravo attempts to intimidate a young Marcher yeoman, likening their bill to a farming implement. In some parts of the Empire, especially in the Marches and the Brass Coast, it is a point of pride to craft these weapons using metal reclaimed from agricultural tools.

These polearms were also developed among the Navarr as enhancements for their iconic barbed spears. They could be made easily whilst travelling thanks to the absence of exotic materials in the design and work well in the brutally practical Navarri style of warfare. Some small teams of thornborn will arm themselves with a mixture of these weapons and Labyrinth's Gates, allowing them to bowl over and dispatch foes quickly, leading to the Navarri name Labyrinth's Keys. Jotra, the Rune of Battle, is most commonly used on these weapons, regardless of their form.

Rules

- Form: Weapon. Takes the form of a polearm. You must be wielding this weapon to use its magical properties.

- Requirement: You must have the weapon master skill to bond to this item.

- Effect: You can spend a hero point to call STRIKEDOWN with this polearm.

- Materials: Crafting a Farmer's Scythe requires no special materials. It takes two months to make one of these items.

The raider roared in fury as he pounded across the last few yards of ground towards the line, crop stubble crushed under his boots as he swung his axe with a flourish that he knew would drive fear into the hearts of these mere farmer-folk. The dour grey sky overhead echoed with the whoops and yells of his kindred who came in his wake, their blood fired with the promise of victory and plunder.

He grinned with feral joy as the farmers lowered their simple little spears – just implements for harrowing the ground and the crops, remade into pathetic little arrangements of haft and blade. So they had at least the spirit to fight and not to flee, which would make this all the more satisfying.

And then he was on them, boots struggling to keep footing in the rich dirt. He drew the axe back and then, quick as a flash, one of the farmers was on him – that hooked polearm the man clutched in white-knuckled hands whipped out and around his leg and, with a yank, the raider suddenly found himself on the ground, thrashing in the cold mud.

Next came raw, agonising pain as another farmer stabbed a glaive down into the raider's gut, through his innards, pinning him to the ground. He tried to shout and roar his defiance but it came out as a bloodied gasp. The farmer just frowned and twisted the glaive a bit, driving it deeper into the ground as fresh torment spasmed out of the raider's stomach and left him scrabbling with fading strength at the polearm's haft.

His hands just left reddened smears as the farmer leaned down against the glaive.

Alone in his world of pain, the raider didn't pay heed to the noise of the carnage, the shouts and screams that he'd recognise as his own kin and, then, the muddy thudding of retreating boots. The world was getting dark and cold as he finally lost the will to struggle any further, hands gripping the glaive as if embracing it now. The farmer just looked down dispassionately, as if seeing off a slaughtered animal in a pen.

“Bit of a mess.” Another farmer, blood splashed up one arm, mopping his brow.

“Aye, that it is,” the first retorted, finally wrenching his weapon from the barbarian's innards. He glanced up at the dark clouds overhead. “Think there's rain coming.”

“Aye. Best we get the injured back for tending before it falls,” the second Marcher nodded, sparing the fallen raider a last look. “And be getting these buried in the dirt.”

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Fearful symmetry

Atia was woken by the shattering crunch of ceramic on stone. So were a number of the others taking shelter in the baths, sleeping on the heated floors despite the obvious abandonment of their dignity that this required. Vibius and Manius sighed and rolled over, but her twin sister Servilia met her eye.

"Compulsatrix?"

"Has to be. Amanuensis Two was the last."

"Well, good riddance." Atia closed her eyes and tried not to listen to the wind howling through the Spire's corridors.

"Atia," Servilia hissed, "it's your turn."

"You do it. Nobody'll know the difference."

"Atia!"

With a groan of protest, the teenage scholar stood and wrapped her cloak about herself. As she opened the door the biting wind rushed in, waking scholars and sentinels alike with its nipping teeth. She followed the corridor round to the cold-water room, past the dressing-rooms and the coal-store, and there she found it. Compulsatrix, the oldest remaining ushabti in the Spire, immobile and uncanny on the floor by the Western Hall. Its joints were frozen as if they'd been baked that way, and its head and back were smashed wide open. Deep red clay-dust was spread across the floor, glittering with mana like a construct's blood. Which, in a way, it was.

Now as far as Atia was concerned, losing Compulsatrix was no bad thing. Among its many responsibilities the ancient ushabti was tasked with waking each of the Spire in turn, and as such, it had literally tormented her for as long as she could remember. But this was the fourth of the ushabti to simply collapse in the last few months. Rebuilding them was a painstaking business, and in the meantime, the life of the Spire was disrupted by menial tasks like laundry and tidying.

While she swept up the remains, the light changed subtly around her. She looked out of a window to see texture in the black skies. The cursed storm that had been hammering the whole of Redoubt on and off since the equinox was still there but from the change she judged that it must be dawn somewhere beyond the endless roiling clouds.

...and there would be no Compulsatrix to wake her for her dawn calisthenics.

All-but melting at the thought, Atia quickly shoved what was left of the ushabti in the corner and resolved to tell the Arbiter in the morning. Or the afternoon. Whenever someone woke her up. Yes, she would take her punishment when it came for this, she accepted, as she snuggled up warm against the heated bath-house floor. Whatever it was, with the Spire and all of Redoubt in the state they were in, it couldn't possibly beat the glorious excess of the first lie-in in her entire life.

Contents

- 1 Overview

- 2 Significance

- 2.1 ImpededTravel

- 2.2 Fixing the problem

- 3 Resolution

Overview

The Winter Solstice announces that the New Year 381YE will be a time of storms. The coastlines of Spiral and Redoubt are battered by the furious energies of Spring, tormenting the Grendel navies positioned there and the armies who rely on the rations they bring from Dubhtraig. Terrifying winds cascade in unpredictable spiral patterns, capsizing the unprepared and creating patterns of waves which make no sense to sailors well-accustomed to riding through storms. Wreckage is found as far north as the Necropolis, for the storms' effects spread far and wide.

...but they are not the only storms along the Bay this season.

As observers in the Tomari Heights Spire watch the clouds gather over Redoubt in the days following the Solstice, they notice something strange in the patterns of force. An effect extends outwards over the territory of Redoubt itself, its form initially appearing to mirror the energies of the storm off the coast. And with it, all the same rain and wind.

It is immediately clear that the effect is magical, and debate ensues. Either this ritual was performed at Anvil - perhaps by those some forces that have laid magical curses on the Empire in recent times - or else someone obtained Presence within the territory. For that they would need a regio and it would need to be a powerful Spring regio. If that is the case, then suspicion falls on the Spring regio at the spire of Evenstar in Naris - the hospital where Urizen practitioners of Spring and Day magic worked their magical arts to treat the sick. The spire fell to the Grendel during the Winter solstice - and has been under their control ever since.

The Heliopticon dully flashes theories back and forth using what little light it can glean from the clouded skies until a central relay tower is misaligned by flooding in Ventosi, and the network is brought down, for a time.

After six weeks, the lowlander Urizeni grow weary of the screaming wind and the rain that bites like sharks' teeth. Arête suffers as damp, cold bodies fail to respond promptly to disciplined instruction. Poise fails as arête suffers. The walls close in as many abandon their lofty suites temporarily for rooms nearer the centres of their Spires, nearer the chimneys, nearer the fires that support hypocausts and keep the water hot. Tea and coffee supplies dwindle, and recent paperwork is lost to damp and wind - which causes them to dwindle further.

Damage to the spires themselves is minor, but frustrating: anything damaged, anything old and worn, rusted, chipped or cracked is finished off by the pressures of the storm. The broken stone that young Gaia was going to replace falls away, leaving spiderweb cracks across the courtyard below; the worn external staircase that Titian thought was a good idea crumbles, leaving the old Stargazer trapped in his tower; elsewhere, a visiting Holberger silk-merchant is woken from her lover's bed by the collapse of the roof over the other half of the room.

Outside the spires, much dead wood is cleared away. The last of the heavy Winter snow is softened and dislodged by the constant rain, leading to a number of small avalanches and prolonged flooding in valleys normally only bothered by the snowmelt. Trees are dislodged and washed away, and with them, the land begins to subside in places. One landslide blocks a path to a long-abandoned spire in Ventosi; another washes away part of the cliffside where Mount Siluri reaches the sea. A young sentinel, bravely taking her morning run, witnesses a displaced pride of gryphons fighting a pair of mandowlas for the bodies of a handful of drowned goats. No-one believes her.

Redoubt is a difficult territory to traverse even with the trods but it soon becomes clear that the storms are exacting a terrible toll on the mountainous territory. Several crucial mountain paths are lost to rockfalls, while a handful of older bridges are washed away in one of the innumerable floods that swell the rivers throughout the season. But the worst damage occurs when a rockfall completely blocks the main pass on the Cargo Road on the edge of Iteri.

The surveyors arrive to find the road buried beneath hundreds of tonnes of rock. Climbing cautiously in the high winds, a pair of sentinels gain the top of the pile, only to discover that it continues for around sixty yards. Work quickly begins to clear it, but the sheer scale of the task is intimidating, and the weather is literally the enemy of progress. Wooden stairways soak and warp until they collapse, and every effort to lean something against the pile only results in something shifting dangerously. After a sentinel loses a foot, the plan changes.

As the storm begins to fade in the days leading up to the Spring Equinox, Urizeni engineers finish a temporary path up the hillside and around the landslip debris. It's little more than a goat track, but it's just about enough to move cargo with the help of a handful of cranes and shadufs.

More than that is going to take a lot of time and effort.

Significance

The storms have badly damaged several key travel routes through Redoubt including a major rockfall which has completely blocked the main road leading into the territory from the northern side of the Siluri mountain range.

While travellers can take other routes into the territory, these are smaller paths which wind up and down the sides of mountains, or which have gone unused for decades and are in poor condition themselves. The result is a major inconvenience for any lone traveller or small group bringing delays and long detours - but it is a disaster for any army trying to move through the territory.

ImpededTravel

As a result of the damage, any army passing through Redoubt will be delayed - requiring the same time normally required to pass through two territories rather than one. Any army that moves through Redoubt while this effect lasts can move one less territory than normal that season.

Fixing the problem

Urizeni engineers are already hard at work with the civil service assessing the damage and what can be done to fix it. Road-building is a specialised task, but there is also a shortage of labour in Urizen. Because of this they estimate it will take a year to clear all the effects if the Empire is not in a position to send assistance. The above penalty will remain in effect throughout that time.

Of course, an army is itself an excellent workforce. An Imperial army which put its back to the task could unblock the road in two seasons, having it open again by the Autumn Equinox. However, an army with the Siege quality possesses enough soldiers with expertise in building works that they could complete the task in a single season, having the roads restored and the main pass open again by the Summer Solstice. Unfortunately, given the small spaces involved, only one army can work on the problem at once: two armies cannot be tasked to the area to work twice as fast.

A general would need to move their army to Redoubt, order it to take a defending order, and include in their personal order to the army an instruction to undertake the repairs. An army ordered to repair the roads in Redoubt would be able to be resupplied - provided no external factors interfered, of course.

Any army entering the territory to perform this task would not suffer the penalty to movement for trying to move through Redoubt.

Resolution

The Northern Eagle have set to work repairing the roads and bridges of Redoubt. As of the start of the Summer Solstice, the task is half-done and will take another season to complete. As such, the penalty to movement through Redoubt continues.

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Feast of the Loom

This song is traditionally sung on The Feast of the Loom

Original tune Hallow's Eve by Chris Hoban. Words adapted by Daisy Abbott and Jude Reid.

Rehearsal recording of the Feast of the Loom song here (Varushkan harmony version).

Recording with the chorus only here

Song for the Feast of the Loom

Chorus: Go light the lantern at your door, to honour those who've gone before The worlds that part us now are near, the Loom will weave another year

The westering sun is pale and wan, the days are dark, the nights are long, A chill is in the evening air, and wind stirs in the branches bare

(Chorus)

Sweep out the hearth and clear the grate and bid folk welcome at your gate, when darkness comes we'll bar the door, and feast till we can eat no more

(Chorus)

We'll tell the tales of heroes brave, and those we loved lost to the grave The hearth fires that tonight we burn, will light the Way for their return,

(Chorus)

Now round the bonfires lightly tread To welcome in the year ahead The seasons turn through frost and dew Until the year is born anew

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Fell Iron Fury

Description

The Fell Iron Fury is a weapon for an individual. No nation could afford the cost of spreading these through even a small unit. However, a commander who leads from the front, or the sort of heroes who are sent through the portals to do great damage at a precise point - these are the people who the nations of the Empire outfits with their best. Few are the artisans with the knowledge of how to make them, fewer still the treasuries with the stores of green iron and ambergelt needed.

The kohan of the Freeborn, the sentinels of Urizen, or perhaps a particularly successful warden. These are the people who will look to get themselves outfitted with a Fell Iron Fury. Fighters with the knowledge of when to strike to kill, when to disable, and when to knock down. Warriors with the skill to hit precisely enough to kill through the gaps in heavy armour; anyone can use the weapon will leave a lightly-armoured enemy dying.

Rules

- Form: Weapon. Takes the form of a polearm. You must be wielding this weapon to use its magical properties.

- Requirement: You must have the weapon master skill to bond to this item.

- Effect: Twice per day you may either call CLEAVE or STRIKEDOWN with this polearm.

- Materials: Crafting a Fell Iron Fury requires thirteen ingots of green iron, seven ingots of orichalcum, and five measures of ambergelt. It takes one month to make one of these items.

General Johor was already in his cups when Iskandar entered. He gestured angrily with a crumpled up note clenched in one fist. He tossed a wineskin over to his aide and started ranting without further preamble.

"Enrico is complaining about Felix again, isn't he?" The general began an improbably high-pitched impersonation of the Freeborn champion's accent. "He has no fire in him, no spirit. That serenity speaks of a hollow soul, a soul of ice, nothing in it that would excite the smallest measure of loyalty, the passion that welds a family together, so that it will bleed for itself. You cannot trust him with the captaincy! He will never be able to lead troops!"

General Johor crumpled the piece of paper up, threw it into the fire and grabbed another scroll from his table. Iskandar wisely said nothing and let him burn himself out.

"And of course as soon as Felix gets a whiff of one of Enrico's messengers I have scant minutes before the sentinel finds an excuse to send one of his own. 'I don't wish to appear brusque, but that painted dancer is only a mere breath from barbarism. Uncouth. That whirling, it's hardly a proper combat form, and is a danger to any troops unfortunate enough to fight near him. It is more like dancing that the serious business of making war. I could argue that when he does the right thing it can only be coincidence, so dizzy must he be from all that spinning; I think that it might be considered a poor decision to give such as he a position of authority in tomorrow's battle etc etc."

The second letter followed the first into the fire and the general sat down heavily in his chair. He put his head in his hands

"It's hard to believe they both buy the same weapon from the same artisan. All I asked for were some people who knew one end of a polearm from the other. Who'd be a general in this bloody Empire?"

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Fellowship of Purple Sails

Olivia i Farad i Riqueza opened the door with a broad smile, and swept the woman on the other side into a tight embrace.

"Therese! I did not think you were in Siroc! When did your ship get in?" She pulled back, held her friend at arm's length. Frowned. "You look terrible! Have you been ill?"

The League captain shook her head at the Freeborn merchant's blunt honesty.

"A very long trip, with pirates. And then this fog! I swear I thought that we were going to smash into the quayside. If it weren't for the pilot boats ..."

Olivia nodded, and looked past Therese to her companion.

"And who is this chiselled cliff-face?"

Therese placed a companiable hand on the arm of the large man beside - and slightly behind - her. His black and red clothing marked him as Highborn. Smart, but of a practical cut. Olivia prided herself on being a good judge of people, but had some difficulty evaluating the man on her doorstep. Despite his size, he did not hold himself like a soldier, but she did not reckon him for a merchant either. Perhaps a priest. She chuckled inwardly. It was easy to imagine that the Highborn were all priests.

"This is my friend Michael of Crown's Quay," she said, and winked at Olivia, out of her companion's sight.The Freeborn gave the large man another appraising look, and her smile slowly widened.

"Where are my manners! Come in, come in! We are about to eat and you are welcome to join us."

As they passed along the short hall to the garden, her Highborn guest quietly enquired as to how much a seat at the table would be worth. Olivia charged him three rings - she did pride herself on setting a very fine table, after all - and when his back was turned exchanged a significant glance with Therese who was plainly amused. As he pitched in, helping her nephews to lay the table, she quietly asked if he had been coached.

"Not by me," whispered Therese. "He's dealt with Freeborn before I think."

"So you're "friends" then?" whispered Olivia back. "What kind of friends?"

Therese told her, and the pair shared a slightly wicked laugh which caused Michael to look up in some surprise which made them laugh even more.

After the meal, when the dinner things had been cleared away, and the youngest members of the household put to bed, Olivia lit her pipe and the conversation turned to business matters.

"Im just back from Jarm," said Therese darkly. "Politics, and worse than usual. It was all snide remarks and backhanded compliments, and some frankly very rude enquiries about whether I was in the market for slaves. The new laws screwed me out of most of my profit from this trip - I can't believe they actually did it. No mana to Imperial traders as long as we are 'meddling in Jarmish politics'. I mean to say, what's the point of an embassy if they won't trade with us? Bloody Ferrero!"

Olivia clucked her tongue sympathetically. Michael shook his head.

"I don't entirely blame them, if I am honest. We engaged in some pretty sharp practices with the Jarmish, and we can hardly claim not to be meddling in their politics. Imperial support for Rigia is a slap in the face to Kavor and Vezak. I have a friend in the south who tells me that this is really about the reparations to the Asaveans."

Olivia was surprised. "What do you mean? What reparations?"

"Piracy. Imperial pirates. The Senate effectively gave the Plenum a hold full of weirwood. But it wasn't just the Asaveans we were stealing from. It's shameful, and I am just surprised more of the other great nations are not up in arms about it."

Therese snorted.

"Like the Jarmish are so special! What, they expect a holdful of ... mithril?"

"It couldn't hurt," Michael shot back. "If you can't pay the fine, don't do the crime."

Olivia leant back and blew a smoke ring. Her guests bickered a little, and she left them to it for a few moments before sharing her opinion.

"Still, it's better now I hear. The civil servants on ships? My Enzio - he trades in Sarcophan mostly - has only good things to say about it. At least in the south, the ships you pass know that you are not a pirate, even if you are flying Freeborn colours. It pays dividends. Small dividends, but enough small dividends add up to a big payday."

The other two largely agreed.

"It's still disappointing that there are so many bad apples in the barrel," said Therese thoughtfully. "That the Senate has to make them behave by sending clerks and scribes to keep an eye on them. It's like they are unruly children who will ... I don't know, set fire to the house if they are not under constant supervision!"

Michael looked serious. "True enough but ... I think it is easy enough to see the virtue in it. The guilty are kept on the straight path by the presence of vigilant eyes, and the ones who would not consider piracy are not inconvenienced by it especially. The would-be pirates can always give up their ships and go and fight the Jotun if they do not like it. I have no sympathy."

He shrugged.

"It leads to Prosperity, either way. And it lets us hold our heads up as an Empire. Whatever else we are, we're not pirates. And in the long run, I don't need to tell a Freeborn merchant what a good reputation is worth when you are in trade."

There was a thoughtful silence.

"Of course, it will all end soon enough. There's a war on, and the Senate is eventually going to have to choose between keeping our captains honest and supporting another army. They already abrogated it once ..."

Therese favoured Olivia with a bright smile and with a remarkable lack of sinecrity said: "If only there was something we could do about it! Something we could do to encourage the Seante to keep the civil servants in place so that we could all benefit from a little less suspicion abroad!"

Their hostess sucked deeply on her pipe and blew out a long stream of smoke. She sat forward in her chair and favoured her old friend with a cool stare.

"I take it you have come here with some suggestions, then, and this was not just a chance visit?"

Michael looked sheepish, but Therese only laughed, a genuine laugh of good humour and familiarity.

"Oh, 'Livie. You know me so well ..."

Contents

- 1 Overview

- 1.1 Significance

- 2 Trade Winds

- 2.1 Jarmish Politics

- 2.2 The Anger of Sumaah

- 2.3 The Common Good

- 3 Resolution

Overview

The Fellowship of the Purple Sails is a newly founded sodality made up primarily of merchants and ship-captains from the League and the Brass Coast, supported by a number of Highborn benefactors. The captains and merchants involved have personally benefited from the decision of the Imperial Senate to place civil servants on trading vessels. This has lead to Imperial ships being received without fear and suspicion in some foreign ports - and while there are problems in others, they view this as being a diplomatic matter for the Senate rather than a problem with foreign fear of Imperial pirates.

For their part, the benefactors are more concerned with the philsophical implications. By enforcing the law over Imperial citizens abroad, they say, the Empire has created a hundred additional ambassadors who proclaim the virtues of Prosperity and Pride. "The thieving bandit, or the reaving pirate - both are equally worthy of our despite."

This wealthy sodality is prepared to put their money where their mouth is. "The Prosperous are not selfish." they say. "All that is worthwhile is shared with those who deserve it." With that in mind, they have joined together with like-minded merchants across the Empire and raised fifty Thrones to donate to the Senate. They have committed themselves to donating another fifty Thrones each season, as long as the Senate stands it's ground against pirates.

The sodality has made no secret of the fact that it is looking to do more than simply support the Senate, at least in the long term. They have not revealed any plans at this time, but there appears to be an open invitation to the most prosperous ship captains and the virtuous wealthy to join their cause. A Winged Messenger might be dispatched to Michael of Crown's Quay, at Crown's Quay, in Necropolis by anyone interested in learning more about the any long-term plans the Fellowship might be discussing

Feni

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

The Feni are human barbarians most commonly encountered in wild places of the Marches and occasionally other parts of the north-western Empire. They lived in much of the area that is now the Marches since before the first Marchers arrived in those lands and drove the orcs out. History suggests that some of the Feni tribes were once the subject people of the orcs who occupied this area. They seem to have a clannish structure, with individual groups of Feni being geographically and socially separated from others.

Appearance

The Feni dress primarily in leather and fur, and use spears and javelins. They paint or tattoo their bodies with bands of colour and intricate spiral designs, almost always in muted greens and yellows. They make extensive use of camouflage, which makes it easy for them to hide and to attack from ambush.

Culture and Customs

The Feni are considered inbred and backwards. They mostly keep to themselves, but at semi-regular intervals they raid into parts of the Marches, southern Wintermark and the northern Brass Coast. These raids are primarily concerned with thieving goods and produce - they kill anyone who gets in their way, and anyone with a weapon or armour is fair game, but they do not go out of their way to murder non-combatants.

Sometimes the Feni are more destructive, killing every person in a village, and burning the place to the ground. Some circumstantial evidence suggests that they do this when they are launching revenge attacks against people they believe have wronged them in some serious way.

The Feni are skilled scouts who excel at hiding and attacking from ambush. They make regular use of herbal potions and poisons, but they seem deficient in battlefield magic - few magicians have ever been encountered among their number. They seem to have access to some magic that makes it hard to track them or locate their settlements, most likely suggesting that they have a number of ritualists specialized in the magic of Night, or that their settlements are built in areas that are naturally warded in some fashion.

Like all humans, they have at least a little lineage. There are reliable accounts of Draughir and Briar among their raiding groups. They appear to have an absolute hatred for orcs. There have been numerous incidents where entire orc patrols have been encountered butchered to a man and their corpses horribly mutilated, clearly the victims of the Feni. Unfortunately, they seem to lack either the ability or inclination to differentiate between the barbarian orcs and the Imperial Orcs, and at least one legion of orcs has been lost to Feni while on maneuvers in the northern Marches.

Their primitive appearance is highlighted by what seems to be a lack of indigenous metalwork - they use stolen weapons and armour when they can acquire it, but many have been encountered using bronze or even flint weapons. Items recovered from dead Feni, or occasionally thrown up for trade by peddlars, have been simple and functional, suggesting that improvements in crafting techniques over the last six centuries have largely passed them by.

Occasional efforts to make peaceful contact have not gone well; while some Beaters and itinerant merchants are able to arrange a meeting with one or two representatives of a Feni tribe, they describe them as uncommunicative, suspicious bordering on paranoid, and uncooperative.

The Feni in Play

The Feni are barbarians. They raid Imperial villages and farmsteads, then melt back into the wilderness. They build around themes of border raiders, and operate in a similar manner to the cattle raiders of Irish myth, a stereotypical view of the border reivers in the north of England, and a little of the raiding vikings that plagued the British coastline in the middle-ages. There are also elements of the fictional hillbillies that appear in movies such as Southern Comfort. These are a people that wants no part of the wider world. insular and paranoid, who view strangers merely as both a threat and a source of resources.

It should be noted that they are primarily thieves - they steal, and don't go out of their way to commit atrocities unless they are doing so as part of a vengeance raid.

The Feni are more likely to be encountered as enemies during a skirmish or small-scale encounter than they are in a pitched battle. Their thieving ways may lead to complications, especially for Marcher characters, but it is easy to see how they could feature in the backgrounds of Navarr, Wintermark and Freeborn characters.

It is not unknown for a village or hall to have cautious peaceful relations with the Feni; there may be a neutral location near a settlement where occasional trades take place, for example. Such trade is illegal in the Empire. The Feni have do not trade anything that is not available in the Empire, and have no use for money, but seem to be quite good with herbs. Contact with the Feni could serve as an interesting source explanation for a character's herb garden personal resource.

You cannot have a Feni as a character, because they are considered enemies of the Empire. A background in which you spend extensive time among the Feni is likely to be rejected; part of the point of the Feni is that they are outside the Empire and not especially understood by its citizens.

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Feresh

Contents

- 1 The Eagle, Rune of Majesty

- 1.1 Using Feresh in magic

- 1.2 Crafting with Feresh

- 1.3 For Machine Embroidery

The Eagle, Rune of Majesty

Affiliated with the Realm of Summer

The golden rune, Feresh is the the eagle surveying its domain and the stag atop the highest peak. It is the mark of greatness, of profound correctness that wells forth in nobility of form, deed and thought. It calls to all that is best both in the human spirit and in the natural world. It is also called the Rune of Beauty and the Rune of Splendour.

Feresh is the monarch with no need of guards, the priest who sways the congregation with her quiet presence, the warrior who defeats their opponents with their courage before battle is even joined. Feresh intensifies qualities, forces and energies and in this regard is sometimes called the Horn. It is also a rune that grants a measure of protection from outside influences, especially those which might cause doubt, confusion, shame or humility, and in this aspect is called the Helm.

The danger of Feresh is that it does not create, it merely enhances what is already present. If it is marked on someone or something that is flawed, the flaw is magnified along with whatever other qualities are present. It becomes the strength that breaks the thing that is strong. Feresh is used along with Jotra, Tykonus and Verys to represent Glory by many Dawnish magicians and crafters; here it represents Glory as a quality of the spirit.

Sometimes referred to as the “Emperor Rune”, some pre-Imperial gold currency carried its seal. Many Winterfolk leaders bear Feresh on an amulet or other piece of jewelery, but anyone who aspires to greatness may look to the rune for inspiration.

Feresh is also connected to the Imperial Virtue of Pride, and is said to have a strong affiliation for the Changeling lineage.

Using Feresh in magic

Feresh is evoked with magic that enhances qualities in individuals, or is invoked to provide influence over others. It is also an intensifier, and is sometimes used to add additional power to another magical effect such as when raising a storm. Dawnish War Witches often evoke Feresh alongside the other Summer Runes when performing the empower incantation.

Crafting with Feresh

The Eagle is sometimes marked on helmets, or referred to circumspectly by helms shaped like the head of an eagle, or surmounted by eagle wings, it is considered to grant a measure of protection from fear, but also to empower the wearer with confidence and the ability to resist the harsh cruelties of war.

For Machine Embroidery

Here is a digitized version of Feresh in .jef format, suitable for a 7x5 hoop. File:RuneFeresh.jef

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

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Feroz

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

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 Isle of the Osseini

- 3.2 The Spice Gardens of Feroz

- 3.3 The Scorrero Nets

- 3.4 The Broken Shore Bounty

- 3.5 The Temple of Balo and the Black Bull

- 4 Regions

- 4.1 Afarjasse

- 4.2 Cazar Straits

- 4.3 Fontargenta

- 4.4 Morajasse

- 4.5 Oranseri

- 5 OOC Notes

Overview

Feroz is the southernmost territory of the Brass Coast, and like Madruga has both isles and coastline. Here the climate is warm and humid, perfect for the cultivation of different plants. This is the home of the fabulous spice gardens of Feroz, a source of great revenue for the people of this territory. The seas are more treacherous here, and until recently the south and the west were constantly threatened by barbarians by land. As a result, many armed merchantmen patrol the seas, and groups of young warriors journeyed along the borders, fighting skirmishes against jealous foes.

There is a traditional rivalry between the families of Feroz and those of Madruga to the north. Madruga was the first settled territory of the Freeborn, and there is a popular stereotype that the people who live there are "stuck up". This stereotype is more humorous than hateful - the Freeborn move around too much to allow such prejudice to root itself too firmly in their psyche. Still, if a citizen of Feroz wants to insult a citizen of Madruga, they will fall back on accusations of arrogance and an over-reliance on tradition.

Some of the finest apothecaries on the Brass Coast live in Feroz - the art of potion making has been studied here for centuries and there are a great many herb gardens. The mainland is a criss-cross patchwork of farms and small settlements - a great deal of food and drink is produced here and exported to other Freeborn territories.

The Vizier of the Incarnadine Satchel is often quite active in Feroz, occasionally dealing with agents of the Spice Gardens or traders from the Jewelled Isles. The Vizier is an Imperial title that is appointed each Spring by Freeborn citizens who control fleet personal resources.

Recent History

Major Features

Isle of the Osseini

So-named for the legendary malignant spirits who once plagued the island. The sutannir here, sometimes known as justicars, are famed for their knowledge of the arts of exorcism. Foreigners claim the Isle is still home to those who have died at sea at the hands of the corsairs of Shantarim, but most Freeborn have no truck with such foolishness.

The Spice Gardens of Feroz

The Spice Gardens are legendary - a set of heavily-walled enclosures covering several acres where the finest spices in the Empire are grown. A rich source of trade for whoever controls the gardens, the Imperial title of Keeper of the Spice Gardens has changed hands between families only a handful of times in the last few centuries, and the bargaining leading up to a new appointment has regularly involved the whole nation.

The Scorrero Nets

The Scorrero Nets are a Bourse resource located in Oranseri. Custodianship of the Nets is an Imperial Title that brings with it a Seat on the Imperial Bourse. It produces 5 rings of ilium every season. Control is allocated to any Imperial citizen by open auction during the Spring Equinox.

The Broken Shore Bounty

The Broken Shore Bounty is a Bourse resource that is technically located in the Cazar Straits inasmuch as the holder of the Imperial Bourse seat has the use of a fortified villa in the hills near Cazar. The actual ilium that the seat provides is sourced throughout the Bay of Catazar; a portion of all ilium claimed from the nets of Freeborn, League, Highborn, and Urizeni nets is claimed as part of the Bounty. It produces 7 rings of ilium each season, and is allocated during the Spring Equinox.

The Temple of Balo and the Black Bull

During the Spring Equinox 380YE, permission was granted to the people of the Asavean Archipelago to construct a major temple to their gods in Oran. Initially, construction was expected to be completed shortly before the Autumn Equinox 380YE, but the temple did not actually open its doors until shortly before the Spring Solstice 381YE. The town is seeing an influx of Asavean shipping bringing white granite and architects to the Brass Coast, as well as throwing crowns around like water to secure local labour to complete their project. Relations between the people of the Empire and the priests of Asavea are monitored by El oficial de enlace imperial con los sacerdotes de Balo y el toro negro ("The Imperial intermediary to the priests of Balo and the Black Bull"), who among other things is able to buy Asavean goods at a reduced price.

During the Summer Solstice 380YE, the Assembly of Nine supported Agnetha de Rondell in denouncing the temple as an idolatrous affront, making it significantly harder for the Asaveans to find laborers prepared to work on the construction and both delaying its completion and laying a significant economic burden on the foreign priests.

More details on the construction of the Temple of Balo and the Black Bull can be found here, here, and here.

Regions

Afarjasse

In the middle of nowhere, on the plains of Afarjasse, is the quiet settlement of Afar. It was established by hakima with close ties to the Guerra tribe near a potent regio tied to the realm of Night. It is a faraway place dedicated to the practice of ritual magics that support the Freeborn. It is not hard to reach, but it stands alone in a sea of sprawling grasslands and does not encourage casual visitors. On nights when powerful magics are performed, Afar is visible for miles around - great bonfires are built and massive drums used to build powerful rhythms to help raise (or draw down, or both) the passionate energy for powerful workings.

Cazar Straits

Quality: Coastal

The islands of the Cazar Straits are dominated by corsair families. The largest settlement is the port town from which the islands take their name - high-cliffed Cazar. Built around a bustling dock, it is a safe harbour that often serves as home port for the fleets that protect the Bay from barbarian ships. The holder of the Broken Shore Bounty has the use of a fortified villa in the hills near Cazar.

In the southern islands stands the town of Shantarim, another corsair stronghold whose families engage in fierce competition with their northern rivals. It is somewhat less cosmopolitan in nature than Cazar - visitors from mainland families sometimes encounter prejudice and suspicion.

Fontargenta

Quality: Coastal

The trading port of Bramar stands on the coast here. Surrounded by rich agricultural land, its bountiful cornfields compete with Marcher grain in markets across the southern nations of the Empire, and whose vineyards are justly famous. It serves as an important hub for the Imperial wine trade, with many excellent vintages passing through its docks - both from the Brass Coast to the rest of the world and from the rest of the world to the Brass Coast (and thus the Empire).

Morajasse

Western Morajasse is the site of the great Spice Gardens. The largest town here is Mora. Once simply a spice market, the barbarian invasion of Segura saw a burst of rapid militarisation of this peaceful settlement. Refugees are common here: some supported by their families, others looking to work in the market. With the liberation of the western territory, a strange reversal has taken place - the pool of desperate labourers has largely dried up with refugees returning to their homes. Mora benefited greatly from their presence, and now the town feels "empty" - it remains to be seen how it will cope with its sudden transition from military staging point to once again being at the heart of a stable territory.

Oranseri

Quality: Coastal

Across the bay from billowing Siroc stands the town of Oran, a thriving port specialising in high-value products such as fine wines and spice mixes. It has cheaper dock fees than Siroc, and a number of entrepreneurs prefer to operate here as a consequence - especially those merchants who are just starting out. It has a reputation for being more energetic than its larger neighbours to the north and south. This energy has been significantly boosted by construction of the only open Asavean Temple in the entire Empire.

Joharra by contrast is considered more stable and is better known for its industry than its trade. Famous throughout the Empire for its cloth and dye-work, Joharra is called the Rainbow by coastal sailors who mark their progress round the coast with first sight of the great billowing cloths hung out to dry on tall wooden frames along the low cliffs.

OOC Notes

- Each region of Feroz is controlled by the Freeborn (and by extension the Empire), making this a staunchly Imperial territory.

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Fetid Breath of Teeming Plague

Contents

- 1 Rules

- 1.1 Spring Magnitude 50

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Option

- 1.6 OOC Note

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 50

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must be a contributor participating in the performance of the ritual.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This enchantment allows the target to call MASS VENOM once during the duration. The character must be able to cast spells to make this call - it explicitly will not work if they are wearing armour.

While under the effect of the enchantment, the target experiences a role-playing effect: their body seethes with magical power that makes it difficult to relax or concentrate. The longer they spend in inactivity (talking, sleeping, waiting), the worse this gets. It may include feverish symptoms (as if the blood or body were on fire), a whole body itch (as if invisible insects were burrowing beneath the skin), or aching bones and inflamed of the joints. This effect is particularly pronounced if the target has the briar lineage; a briar under the influence of this enchantment finds it difficult to stay still for extended periods, and feels the urge to take decisive action right now.

The effect lasts until the end of the next battle, skirmish or quest the character participates in; or until the end of the current event, whichever is sooner. The power of the ritual can be invoked only once during this time.

Additional Targets

The ritual can affect additional characters from the same coven. Each additional character increases the magnitude of the spell by 30. Additional characters must be present throughout, and each must contribute to the performance of the ritual.

Option

Any caster who has mastered the ritual may choose to substitute beggar's lye for crystal mana when contributing to it. Every 2 measures of beggar's lye spent counts as 1 crystal mana when contributing to the ritual.

OOC Note

If you enter a battle, skirmish or quest with one of these enchantments active on you, you must let a referee with a radio know about it shortly before or after your passage through the Sentinel Gate.

If you are expecting to deploy one of these effects, you are invited to bring this to the attention of any nearby referee or marshal shortly before you do so; they will then be able to assist the targets in taking the call correctly

Description

This battlefield ritual allows a powerful magical attack to be unleashed against a group of enemies, filling them with supernatural poison and feverish sickness. The power to release a wave of venomous spring magic is an enchantment, allowing the magic to be stored for a time before being employed at the most tactically appropriate moment. The ritual has a strong affinity for the caustic material beggar's lye. A coven can take advantage of this affinity to help reduce the difficulty (and cost) of performing the ritual.

This ritual has a number of uses, but two are worth noting. Firstly, it is useful when facing groups of creatures with regenerative or supernatural-healing abilities. This might mean exotic beasts such as undead, vallornspawn, but even a barbarian force might qualify if it is supported by a number of magicians who are making good use of healing spells. Secondly, it is a very effective terror tactic. Those caught in the arc of the spell are left in no doubt as to the merciless intent of their opponents; no prisoners will be taken in this engagement. That fact alone is sometimes enough to break the morale of an enemy, or at least encourage them to withdraw until they can remove the venom.

Common Elements

When performing this ritual, a coven often invokes symbols of poison and disease. Some magicians prefer to weave incantations involving poisonous plants and venomous animals, while others may work spells that suggest disease, sickness and pestilence. Eternals such as Arhallogen and Llofir may be invoked, or the names of specific malignant plagues could be used.

The target of the ritual is always a contributor, and the ritual should reflect that. Some practitioners of blood magic, for example, make small cuts on the palms of the coven which are pressed against similar cuts on the target, symbolically focusing power in one of their number. Others might prepare a poisonous (or symbolically poisonous) brew, and cause the recipient of the enchantment to consume it at the climax of the ritual.

Other common elements in this ritual might include the runes Mawrig, Naeve or Yoorn, the evocation of The Claw or The Drowned Man, the slow ringing of heavy bells suitable to a funeral, or evocations of the hydra, .hydra, wyvern or the basilisk (especially for the Freeborn, Highborn and The League).

If the coven intends to draw additional power through the use of beggar's lye, it is not uncommon to dilute the lye in water and use it to paint designs on the skin of the target. If the concentration is high enough, the caustic solution will cause slightly painful minor burns that fade over the course of an hour or so - tracing runes in this way is especially appropriate.

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Field Marshal

Contents

- 1 Overview

- 2 Responsibilities

- 3 Leadership

- 4 Powers

- 4.1 Right to Address the Senate

- 4.2 Right to Address the Council

- 5 Limitations

- 6 Selection

- 7 OOC Design Notes

- 8 Further Reading

- 8.1 Core Brief

- 8.2 Additional Information

Overview

The Field Marshal is chosen by the Imperial Military Council to provide the Empire with leadership for a major battle involving the Empire's heroes. They serve only for a single battle, the position of Field Marshal has no role in the ongoing military campaigns involving the Imperial armies. The position has few legal powers but it is prestigious - nearly half of those who have sat on The Throne have served as Field Marshal at some point during their life.

Although the Field Marshal does have some legal powers, it is not considered to be an Imperial title under the terms of the constitution. This is because of the extremely limited tenure of the position - a successful Field Marshal may be called upon multiple times, but each appointment effectively lasts for a single day.

Responsibilities

The Field Marshal is appointed to lead the Imperial heroes who travel through the Sentinel Gate to do battle with the barbarians. They have the ultimate authority for determining the plan for the battle although in practice they are well advised to do so in concert with the generals of the Military Council. They do not have the power to order generals or other citizens to fight, so the support of the Council can be pivotal in ensuring that everyone follows the plan.

The Field Marshal is expected to report to the Senate on the conduct and outcome of a battle, including any exceptional actions undertaken by individuals or banners under their command, as well as explaining any failures that may have taken place. If the Field Marshal does not survive the battle, then tradition dictates that those Imperial generals who do survive must draw straws to see who will fulfil the responsibility.

In 134YE, the Marcher Field Marshal Rose Hale of Meade burned to death in a wicker man before she could account for the battle before the Senate. Although her friar argued that Rose had acted virtuously, accepting responsibility for the disastrous strike on the Jotun position near Meade, she was excoriated for her cowardice in the Senate and excommunicated post-mortem by the Synod. The Conclave only narrowly failed to pass a declaration to summon her shade using Whispers through the Black Gate to address an extraordinary session of the Senate. Chasina of the Stone Souls Chapter, Archmage of Winter declared that "alive or dead, Rose Hale will do her duty and account for those who died today."

Leadership

Only the Field Marshal has the authority to set the battle plan that will be employed by the Empire. Although the Field Marshal does not have the legal power to issue orders to Imperial citizens on the battlefield, they are expected to give instructions and direction to the Imperial generals present and to those serving under them. They can't legally compel a citizen to follow orders, but there is a clear expectation from most Imperial citizens that those present on the battlefield will act on any reasonable instruction.

It is not illegal for a citizen to defy the instructions of the Field Marshal but those who do so openly usually find themselves punished by their fellow citizens, especially the Cardinals and priests of the Synod and the other generals of the Military Council, if they cannot justify their actions.

It is possible to commit a crime by actively undermining a Field Marshal (or any Imperial general). Any attempt to interfere with the leadership of a battle, for example by changing instructions or acting to prevent them from reaching their destination is classed as subverting the agencies of the state and can carry a heavy penalty.

Powers

Right to Address the Senate

The Field Marshal has the Right of Address for the Senate session that follows their battle. By tradition this is usually the first issue put to the Imperial Senate by the civil service. Because of the formality of the power, it is not normally necessary for a Field Marshal to inform the civil service in advance of their intention to address the Senate.

Right to Address the Council

The first address at the Council session following a battle is automatically given over to the Field Marshal. If the Field Marshal is a member of the Military Council then they this address in is addition to any they might normally give. Traditionally the Field Marshal will use their address to provide an overview of how the battle went including commendations for any Imperial citizens or banners whose conduct was notably exemplary.

Limitations

The Field Marshal does not have the legal authority to order a citizen of the Empire to fight as they command. In practice, since they have been chosen by the Imperial Military Council it is likely that the majority of those who sit on the Council will give the Field Marshal their full support, but this is not guaranteed. Most of those who are granted the position more than once begin their career by providing leadership to achieve consensus amongst Council members.

Likewise the Field Marshal does not have the legal authority to compel Imperial citizens to fight or serve. An Imperial general can give orders to members of their army who are on campaign with them - but no Imperial citizen can legally give orders to the heroes and heroines who volunteer to risk their lives by going through the Sentinel Gate. A new Field Marshal is best advised to use the Imperial generals and their adjutants as a chain of command to communicate their wishes.

As the Field Marshal is not considered to be an Imperial title, they may not appoint a proxy to exercise their legal powers of address in their absence. Like the Throne, they may only use these powers in person.

Selection

Field Marshal is not an Imperial title, and so there is no restriction against someone with a title holding the position. The Military Council select the Field Marshal for each battle, by vote when a unanimous candidate cannot be agreed upon. This is often surprisingly contentious; consensus is the ideal and is often reached, but if it cannot be generally agreed upon, then all suggested candidates are put to the vote, with the candidate receiving the least votes being eliminated each time until only one remains.

The Military Council are legally required to decide who will be the Field Marshal by midnight on the night before a battle. The Council may change their mind at any point up to this time, by majority of all the Imperial generals in position.

The Equine Rod'

The Field Marshal was once granted possession of an Imperial artefact, the Equine Rod, an ancient baton topped with a horses head that is both a potent magical item and a symbol of office. The Equine Rod was lost in 364YE when the Field Marshal Isold de Rousillon, the adopted niece of Emperor Hugh was caught in a trap by Grendel raiders and slaughtered. A non-magical replacement for the Equine Rod was lost when Empress Britta was killed in 376YE. After the death of Empress Britta, the rod figured significantly in the quest to return Spiral Castle to the Empire, and its current whereabouts is unknown.

OOC Design Notes

The idea that the Empire does not legally enforce a chain of command reflects the design goals of Empire - to place an emphasis on the agency of individual players. Players who think in terms of modern notions of professional soldiers, even from the medieval period might question how realistic this arrangement is. Traditional military dogma presents the idea that a clear unified chain-of-command backed by legal punishment for those who do not follow orders is the most effective approach.

Some historical accounts of war do reflect the Empire approach however - the story of Achilles in the fall of Troy is one of an independent hero, serving under his own cognizance and not beholden to the Greek kings. Although Empire uses the medieval period as its primary historical inspiration, the influence of earlier periods and cultures permeates the setting. In particular, the setting is founded on the notion that the players - those who attend the summits at Anvil - are the heroes of the Empire - not the foot-soldiers.

The reason we chose this approach for Empire is because the out-of-character enjoyment of the Empire players is critically more important than the in-character triumph of the Empire. Most live roleplayers who go on to the Empire battlefield are looking to enjoy themselves as heroes acting on their own agency, not find themselves subjugated to a chain-of-command that robs them of their independence in return for enhanced battlefield efficacy. In Empire you can't be ordered to go and fight away on the other side of the battlefield from your friends in your group, you can't be ordered to hold a reserve position if you want to get stuck into the fight.

Of course players are free to choose characters and groups who are more disciplined and who employ a more rigid chain of command if they wish. A Highguard chapter, an Imperial Orc legion, or a Marcher household might well encourage everyone to follow orders to the letter - the better to reflect the disciplined character of those nations. But a Wintermark band of Frayed seeking a good death or a group of Freeborn corsairs can choose a different path.

Groups should expect to face the wrath of the Empire if they refuse to follow the instructions of the Field Marshal and the Imperial generals - they can expect to be denounced by the Senate they risk being revoked or excommunicated by the Imperial Synod, even by their own National Assembly. The Empire is not forgiving of those whose actions imperil their compatriots on the battlefield - and it possesses tools to punish them if the action is sufficiently blatant or egregious to move people to act. But these judgements are down to other players through the political system - they will not usually derive from our NPC magistrates through the legal system.

Further Reading

Core Brief

- Military Council Overview

- Muster

- Council Session

- Powers of the Imperial Military Council

- General

Additional Information

- War

- Council Address

- Appointments to the Military Council

- The Throne

- Herald of the Council

- Warmage

- Appointments by the Military Council

- Field Marshal

- Quartermaster General of the Imperial Armies

- OOC Design

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Fight

"Take her down! Break her legs! "

Bryn ignored the shouting, and concentrated on her opponent. She ducked under the oncoming Marcher's swing, and then rammed her shoulder into the young lads stomach sending him sprawling into the dirt.

The boy fell clutching his stomach, winded so bad he could hardly breathe. Could be a rib or two broken maybe. He was no threat now and she ignored the voices telling her to crush his skull with her flail.

"Get her! Get her!" the screaming was so loud she barely heard the voice warning her to raise her shield and look to her rear. She glanced back over her shoulder to see a giant of a man pounding towards her, more in pursuit behind him. They'd be on her in a moment.

"Run! Run!"

She broke into a run, feet pounding the dirt, heart booming, desperately trying to outpace them. "Run! Run!" the shouts urged her on. They were gaining on her by the moment, and the suggestion that she should split their head open with her axe wasn't helping. "Run! Run!" they shouted again. It was the only option left to her but she looked frantically for some opening as she tried to outpace her pursuers.

Then she saw it - a thin white circle drawn in lime and ash on the ground. She increased her speed, if she could just reach it...

...the weight of her pursuers fell on her like a falling tree, smashing her to the ground and pinning her there. Stars exploded in her head and for a second she thought she was falling into the abyss. She tried desperately to hold on, but a heavy leather boot crashed down on her forearm rendering the whole limb numb, forcing her to drop what she was carrying. For a moment she just lay there panting in the dirt... it was over... she'd given it everything but she'd failed. Her ancestor screamed at her to draw her scram and gut the Marcher standing over her before he could finish her off but she didn't have any weapons and her arm was good for nothing.

The Marcher reached out a hand to pull the orc up by her one good arm. "Nice one Bryn - you ruddy nearly made it! You alright?"

She couldn't tell if the pounding in her head was from the blow or just the shouts and cheers of the crowd as they urged on those still running. There was blood running down her skull when she'd split the skin on the rock her head had bounced off. Her dead arm hung by her side, throbbing painfully as the sensation came back. There was a bruise from old Roddy Gallow's boot already swelling beneath her tunic.

"Bloody brilliant." she grinned. They were still a goal up. Everything to play for...

Overview

The situation in the Mournwold remains difficult - there is a large population of Jotun thralls occupying key regions in the territory, Green March, Southmoor, and Greensward. Many of the Marcher inhabitants of the Mourn seem to regard the Jotun as neighbours - or even friends - after a fashion. There is clearly an increasing flow of trade going back and forth - which might technically have been illegal before the Senate declared them to be foreigners, but given the aid the Empire distributed to the thralls to help them survive the Winter, nobody was making an issue of it.

The Jotun claim ownership of some of the most prosperous farmland in the Mourn, an inconvenient fact that has some very significant consequences . Despite this, the Empire has recently elected to recognize them as foreigners effectively making it illegal for anyone to attack them or for the Military Council to send a force to drive them from their land.

Finally, and perhaps most importantly, the Imperial Synod have authorised two priests, Sister Meredith of the Marchers and Bloodcrow Losak of the Imperial Orcs to travel to the Mournwold to spread the Virtues to the conquered Jotun thralls.

The Marcher Assembly sends Sister Meredith with 50 doses of liao to the orcs of the Mournwold to bring them to the Way of Virtue. We encourage the Virtuous folks of the Mourn to support these preachers and ensure their voices are heard.

Bethany, Winter 381YE, Marcher National Assembly, Upheld 72 - 10

The Imperial Orc Assembly sends Bloodcrow Losak with 50 doses of liao to preach to the orcs of the Mournwold and bring them to the Way of Virtue. We encourage the Virtuous people of the Mourn, orc and human, to support these preachers and those of the Marcher Assembly.

Bloodcrow Losak, Winter 381YE, Imperial Orc National Assembly, Upheld 61 - 0

Response

Working in tandem, the two priests have recruited dozens of like-minded individuals and equipped with a combination of liao, anointings and hallowed items they have spread out to proselytise the Jotun living in the Mourne. They find the people here surprisingly familiar - it is not hard to imagine that they have lived their entire lives next to the Marcher folk - they are much alike in mindset and lifestyle. They are a hard-working, industrious people, passionate about their livelihood and their lands. Some even enjoy playing foot the ball with their neighbours.

The most striking difference is that these people seem innately peaceful. They possess no weapons beyond tools of agriculture and appear to have forsworn violence in some way. Other than this more than a few priests report that it is easy to forget you are not talking to a Marcher when conversing with them. Buoyed up by this connection, the priests turn the conversation to matters of virtue and faith.

The response is surprisingly positive at first. While a number of Jotun thralls blame the Empire for the curses that killed so many, the memory of that deed has been tempered by the aid that helped them survive the winter. When the priests bring news that the Mournwold thralls have been recognised as foreigners, granting them many of the same legal protections that their Marcher neighbours enjoy that is particularly well received. It is clear that many here were expecting to be forced off their land and the news that that will not now take place brings a great sense of relief.

So many of the orcs are initially happy to spend what time they have spare listening to the words of those who have come to preach. From there though progress becomes more tricky. In recent years when missionaries took the virtues to the Lasambrians, the use of liao to create powerful auras attracted the attention of the southern orcs. But these people have lived alongside the people of the Mourn for many years and while liao was in very short supply, they understand a little of what is involved. Some of them have attended Marcher congregations from time-to-time for various reasons, and they have held conversations with the Marchers about their faith. As a result they are surprisingly well-informed - they don't know the virtues - but they know of them.

War is a thrice-ploughed Field

Marcher Proverb

Sadly that preparation doesn't make them any easier to convert. Over the next few weeks, everyone attempting to proselytize the Jotun thralls provides similar reports. At first the thralls seem to show an earnest and genuine interest in the virtues - they listen when the virtues are explained - they ask sensible and perceptive questions that show they clearly understand some of the essential ideas. But as priests try to explain more about the Way and the doctrines of the faithful, then almost inevitably they begin to lose their audience.

Sometimes this is expressed only by a sudden loss of engagement; a family might suddenly suggest that they have work to do and must be off - and no there is no good time to continue the conversation. Those are the best cases. Many times the thralls become visibly agitated by the words of the preachers; one priest reports a grown man reduced to tears by a sermon. Nobody was ever able to find out why; apparently he fled the area afterwards and was not seen again.

Easy come, worth less

Marcher Proverb

Sadly the most common response is that the thralls become angry with tempers running short. Violence is rare, these people seem deeply peaceful by nature, so there does not appear to be any danger. But priests report entire crowds turning hostile - people who were keen to hear what they had to say growing suddenly outraged and confrontational. It is difficult to find out why since the priests are invariably driven away by the shouting and physical aggression of the crowd. It really is quite perplexing.

By the season's end the report is mixed. The people here are genuinely interested in the virtues, it is clear that they could be converted to the Way. But something is holding them back - some aspect of the sermons delivered is causing a deep and profound agitation among these people. Rather than engaging with the virtues as first seems likely - they are passionately rejecting them. If this problem can be overcome then it is certain that these people will eagerly embrace the Way but it is absolutely clear that it will not be possible to convert these people unless this problem is resolved and thus far all attempts to discover what is going wrong have completely failed.

Delegation

All is not lost however - one of the de facto leaders of the thralls is a timber merchant called Sigdór who lives on the edge of the Greensward. Another is Hamma the Lame who owns the massive Eversweet Orchard farm. The thralls claim that their leaders are the Jotun jarls - but in practice it is clear that Sigdór, Hamma and a handful of the other prominent thralls have significant influence here in everyday matters. Sigdór has been away to the west, but having returned to the Mourne just recently he has indicated that he plans to travel with Hamma to Anvil to talk to the Empire there.

Word is sent ahead that Sigdór and Hamma are seeking an audience with Bloodcrow Losak and Sister Meredith in person - along with any other priests who wishes to talk to him. Neither has had a chance to hear any of the sermons but both are clearly keen to talk about matters of faith and hear what the Empire and its priests have to say.

Hamma has apparently been invited to meet with General Will Talbot, the Advisor for Orc Affairs, Bloodcrow Yargol, and the orc General of the Winter Sun, Bloodcrow Morghur, so they suggest that one or more of these people might also wish to be present. When advised that such prominent individuals will be occupied with matters of Imperial state they seem largely unconcerned, explaining that they are primarily coming to talk to the priests and suggest that the generals or the advisor could send a second to talk on their behalf.

It is now clear that if the Empire can take advantage of this opportunity to resolve the apparent problems. If they can convince Hamma, Sigdór, or both to adopt the faith then many of the other Mournwold thralls will convert - but if they cannot find a way to persuade them then no amount of mandates or liao is going to succeed.

Sigdór has sent word to ask if he and Hamma might meet with Losak and Sister Meredith and any others who are prepared to talk to them at 1pm on the final day; they have been advised to head directly to the Hub and wait there.

Only a civil tongue buys cheap apples.

Marcher Proverb

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Fight Tooth and Nail

Contents

- 1 Rules

- 1.1 Winter Magnitude 12

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 12

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

Twice each day the target can use the unstoppable skill as if they knew it and without spending any hero points.

The target experiences a roleplaying effect: you find it difficult to show mercy to your opponents; you feel an urge to execute fallen enemies on the battlefield, and to pursue fleeing enemies until you can beat them down and execute them. In social situations you are likely to lash out at anyone who you think is threatening you or your friends, and will feel the urge to beat such people down and then execute them.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 9. Additional characters must be present throughout.

Description

This ritual grants the target the implacable ability to rise from death's door, and to shrug off wounds that might otherwise incapacitate a doughty warrior. It unfortunately brings with it a strong urge to destroy anyone who threatens the safety of the target, their friends or their family. Some have likened the effect to the strange mental aberration that causes otherwise normal-appearing men and women to go on killing sprees, especially in the depths of winter. Some warriors find that the urge to mercilessly kill their enemies causes them no real problems; the wise pay attention to such individuals, and watch for signs of incipient corruption.

Both Sorin, the tomb-king and Kaela, the lady of sorrows, are associated with this ritual. The former Eternal is always fascinated by things that allow mortals to overcome hardship and strengthen themselves by doing so; the latter bestows similar boons herself, both to those who please her with their acceptance of the inevitable and to the warriors of her own grim legion.

The ritual is surprisingly popular in certain quarters among the Highborn magisters, especially those who work closely with the unconquered. The ability to get-back-up during a fight is a potent one. Highborn magicians are also often priests, or have close allies who are priests, whose ceremonies of exorcism and anointing can prove helpful in aiding a warrior under this enchantment to keep her sense of perspective, and her sanity. .

Common Elements

This ritual is often performed with throbbing, menacing music that grows in intensity as the performance reaches its conclusion. Invocations include drawing on the grim power of the will to stave off death, and bolstering or deadening the flesh, or slowing and cooling the blood. Fearsome, tenacious totem creatures such as badgers, bears and wolverines may be evoked, and it is common to mortify the flesh of the targets, carving runes such as Verys or even Yoorn into the skin. In The Brass Coast, this ritual is often accompanied by a dance, song or story mocking the foolishness of death.

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Fire Maringo

Trad. Recording by Madrigirls here

Harmonies as taught by Daisy

Tune

Lift him up and carry him along, Fire Marengo, fire away, Send him down where he belongs, Fire Marengo, fire away.

Stow him down in the hold below, One more turn and then we'll go

Ease him down and let him lay, One more turn and then we're away

When I gets back to the old Brass Coast I'll pass a line to the one I missed most

I'll haul her high, I'll haul her low, I'll bust her blocks and make her go

Isn't she a pretty little craft, Hot shot to the fore and rounded in the aft

Screw the cotton, screw it down Let's get the hell from Sirroc town

Lift him up and carry him along, Send him down where he belongs.

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Fire in the Blood

Contents

- 1 Rules

- 1.1 Spring Magnitude 20

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Venomous Rituals

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 20

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character, who must have the Spring lore skill.

The ritual requires an opaque container such as a wooden box into which the target places one of their hands at the completion of the ritual. They experience agonising pain as if their blood is on fire, and if they do not immediately remove their hand they are subject to the venom condition. If the target removes their hand, the enchantment fails but the crystal mana used in the performance of the ritual is still expended.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

When the ritual is complete, after the target is subject to VENOM, they gain an enchantment that grants them one additional effective rank of Spring lore for purposes of performing rituals, subject to the normal rules for effective skill.

They gain two effective ranks (total) to the appropriate ritual lore if they are contributing to the performance of any ritual that creates venom. The ritual does not need to be part of Spring lore, but the normal rules for effective skill still apply.

They also experience a roleplaying effect: You find it difficult to control your temper. When you feel frustrated, it is easy and satisfying to lash out physically at the source of that frustration. When you feel threatened, you feel an urge to immediately either attack or flee from the source of the threat.

If the target is a briar, the roleplaying effect is especially pronounced A briar may also choose to temporarily add to or increase physical trappings of their lineage. These changes are temporary and do not last more than a few hours after the enchantment ends.

For the duration of the enchantment the target may experience bouts of fever, nausea and dizziness at dramatically appropriate moments. While the enchantment persists, the venom caused by this ritual cannot be cured by the purify spell, potions such as Bloodharrow Philtre, or even rituals such as Ascetic Star of Atun, and will not fade naturally. The venom can can only be removed through treatment by a physick using a dram of Imperial Roseweald and following the rules for treating a traumatic wound.

The enchantment ends immediately if the venom is removed. Once the duration of the enchantment has expired (or the enchantment is removed or supplanted), the venom can be purified normally.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 15. Additional characters must be present throughout, and must each place their hands into the same opaque container.

Venomous Rituals

For purposes of the additional bonus, rituals currently in Imperial lore that create venom include: Fetid Breath of Teeming Plague, Fire in the Blood, Curse of Gangrenous Flesh, Unending Cascade of Blood's Fire, Touch of Vile Humours, Pallid Flesh of the Dead King, The Grave's Treacherous Edge, Rivers Run Red, and Mountain Remembers Its Youth. It does not apply its bonus to rituals intended to grant additional spell knowledge - even if one of the spells chosen is the venom spell. For example, it will not apply to castings of Shared Mastery of the Magician's Guild, or Illuminate the Higher Mind.

Description

This ritual creates a pact between the target and the eternal Arhallogen. Some ritualists believe it is the Spider King itself who poisons the targets, others believe that it is some subject creature or simply a magical effect similar to an extremely potent venom spell. While the agonising symptoms of the venom quickly fade, it does not actually leave the target's system. Some targets discover a puffy, discoloured mark on the hand they placed in the opaque container that does not recede until the enchantment ends - sometimes this mark may take a vaguely threatening form. In very rare cases, the ritual can be fatal to those of a weak constitution; the agony of the initial sting does not fade but instead continues to intensify until they are driven mad with pain and either kill themselves or die of heart failure. (OOC Note: This is an entirely voluntary outcome for the spell, and will not be mandated by a referee.)

While enchanted, the magician finds themselves strengthened - they are able to master Spring magic more effectively than normal. Some magicians using this enchantment speak of a euphoria that comes over them as they work their magic, as if their every nerve were alive and resonating with the power they are wielding. There are a few stories of magicians coming to crave this experience, almost as if it were a powerful narcotic. Such magicians experience an urge to perform more and more Spring magic so that they can experience the satisfaction that comes from wielding the power of this enchantment. It is perhaps unsurprising that several Highborn magisters over the years have expressed deep concern about the effect this ritual may have on the weak willed or those already prone to foolish excess.

The magician gains further prowess when working magic designed to create or spread magical venom. While most such rituals are part of Spring magic, the enchantment provides its benefits regardless of the realm involved. Several potent magical effects created with Winter magic, for example, can also be worked with greater confidence by a magician under this enchantment.

Although it is the only one currently in Imperial lore, this ritual is not the only source of magical power drawn from the eternals of the Spring realm. A similar ritual called Spores of Madness and Wisdom is said to be used by isolated Bregasland merrow, by covens of mystics inKallavesa, and by several Sarvosan Reckoner guilds. The ritual draws on the power of Llofir, and is said to only be performed in pitch darkness. It is believed to be both more powerful and more dangerous, with practitioners risking madness and death if they employ its potent narcotic magic too often.

Likewise, Yaw'nagrah is believed to have aided some magicians in Varushka and among the Navarr to codify a ritual that is referred to in several texts as Communion with the Green Mother. In 323YE a dangerous cult of idolators in Karov were believed to be making liberal use of this ritual to help them unleash twisted curses on their enemies, and on those who opposed their political ambitions. The Warden Fellowship known as the Hounds of Malimorzi worked with a band of Marcher Threshers to bring down the dangerous cult, and their account described the ritual as involving a blasphemous ceremony of worship for the fecund eternal. As a result of the investigation, an attempt to have Yaw'Nagrah subject to a declaration of enmity was raised but ultimately defeated. Details of the ritual were unfortunately lost when the Hounds perished during the Winter Solstice of that year fighting the orc rebels during an engagement in Skoremujac.

During the Winter Solstice 378YE, the eternal Arhallogen gained the enmity of the Imperial Conclave. While this was the case, the ritual was under interdiction and illegal to perform. The enmity was later lifted, making it again legal to perform the ritual, but like many Spring eternals Arhallogen has a volatile relationship with the Imperial Conclave and the ritual may come under interdiction again at any time.

Common Elements

The obvious component of this ritual is the opaque container into which the recipients must place their hands. While the usual container is a box or chest, some traditionally minded ritualists prefer to use the bole of a hollow tree. Some ritualists include the use of analgesic preparations to dull the pain of the initial poisoning - chewing Bladeroot is said to help with the pain - while others consider this to be a sign of weakness. Some of the latter covens even go so far as to feed the target a preparation of Imperial Roseweald that actually heightens the experience of being envenomed.

The ritual almost always involves an invocation of the eternal Arhallogen, although different covens will phrase this invocation in different ways. One performance might involve cajoling Arhallogen into proving its strength by facing the target of the ritual, another might humbly ask it to sting the recipient to test their worth. Covens who make extensive use of this ritual may be find themselves under suspicion that they are succumbing to idolatry, but there is nothing in the design of the ritual that mandates a "worshipful" relationship between the magicians and the eternal.

The rune Rhyv, coupled with Irremais, Aesh or Diras, is sometimes evoked with this ritual, carved into the container or painted on the skin of the recipient. As a ritual that deals with poison, totems such as spiders, scorpions, serpents, or Wyverns and Wyrms are all appropriate.

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Fire safety

Contents

- 1 Overview

- 2 Basic Considerations

- 3 Materials

- 4 Performance

- 5 Further Reading

Overview

Profound Decisions get regular requests from players and crew to allow various forms of fire based performance to take place at their events. Wherever it is possible to safely do so, we are happy to comply - the rules below outline the basic framework that covers all players attempting this.

Basic Considerations

- A designated member of PD crew must be present

- You must be completely sober

- All performers must be dressed appropriately

Because of the nature of the live-roleplay environment, any fire performance is effectively a public performance, and as such we run to tighter safety standards than might be appropriate for a private gathering.

A designated member of PD crew must be present throughout your performance, to provide oversight, and to ensure that a radio is available if anything were to go wrong. A small number of PD crew are experienced at putting on such performances themselves, and they will try to make themselves available when this is compatible with their other roles and duties. We advise you to email us at fire@profounddecisions.co.uk in advance of the event, since that makes it more likely that we will be able to schedule cover, but we will do our best to satisfy requests made at the event itself. At the event, your best bet is to go to GOD, and ask to speak to the ref desk, who will take details or put you in contact.

Performers must not be intoxicated in any manner. We often get questions about this one, but there is no scope for flexibility.

Performers must be dressed appropriately. As a guideline, tight-fitting natural fibres are good, and anything loose, diaphanous or synthetic is bad. Synthetic fabrics can catch fire more easily - and often lead to worse burns if they do ignite. The perils of loose, floaty costume elements are obvious. It is advisable to wear appropriate foot gear in which you are happy to stamp out small fires - and to keep any latex-coated weapons away from the performance (this last primarily because liquid paraffin, and fire, are both bad for such props). You may also wish to cover hair, depending on the props you are using. A simple cotton bandana works well.

Performers should be familiar and competent with the props they are using - unless they are actively being taught, in which case we would expect someone experienced to be providing them one-to-one tuition and supervision.

Materials

- You must contact us before the event if you are using unusual props or fuel

- You should supply your own safety equipment

- You must ensure that any fuel is stored appropriately

If you are using unusual props or fuel, it is essential that you email us before the event, in order to give us time to do the background research required to properly evaluate the safety precautions you have taken. You can assume we are familiar with liquid paraffin as a fuel; and poi, staves, clubs, knives, fans, swords and palms - with a conventional kevlar wick construction; plus fire-breathing.

We prefer you to supply your own safety equipment, at a minimum a fire blanket, and optionally also a bucket of water, a wet towel, and/or a fire extinguisher suitable for using on tents. PD may be able to supply these, but you should always email before the event if you require this. As far as first-aid cover goes, the event first-aid team will be alerted that the performance is occurring, and may make preparations, or be in attendance, at their discretion - so that is not something you need to supply.

You must store fuel safely and sensibly when it is not in use; we are always willing to have the sparky team store it in the fenced off generator area, if you have any concerns about your own ability to store it safely.

Performance

- You should supply a safety spotter

- You must agree the location of your performance with us

- Anyone holding a lit prop is automatically noncombatant

We will ask that you supply a spotter - someone whose primary role will be to maintain an awareness of the performance area, and intervene if they see potential hazards (e.g. bystanders coming too close to performers, a performer igniting their hair without noticing, etc). They will also be responsible for keeping track of safety equipment. They should remain sober, but need not have any experience.

We will discuss suitable locations with you - but in general, think in terms of the access road, and the clearings in the middle of the various national camps, as far away from tentage and trees as it is possible to get within the confines of Anvil.

While it's inevitable that some fuel will splash onto the ground, we do ask that you use suitable containers for dipping, and minimise this.

Anyone holding a lit prop is noncombatant. If attacked, they should focus first on taking whatever steps are necessary to ensure the safety of everyone involved, and then follow as best they can the procedures outlined in the Non-Contact section on the Event Safety page (hand in the air, go to zero hits and start dying).

If you are interested in performing, but have no specific event or occasion in mind, consider asking if there are any informal fire gatherings you could join. For example, there has often been an "open invite" session after dark on Saturday, in Navarr. This will make the logistics easier for PD, making it more likely that we are able to support your request.

Further Reading

- Characters

- Playing the Game

- Referees & GOD

- Safety

- Event safety

- Weapon checking

- Bow safety

- Fire safety

- Conduct

- Downtime

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Fireglass

Description

A Fireglass sometimes called a Mirror of the Virtuous is a ceremonial tool that most commonly takes the form of a mirror, usually decorated with gold and pieces of red tempest jade. It can be used by a priest trained in the ceremony of anointing to rekindle the passions of a target, replenishing their spiritual strength. As with any religious ceremony of the Way, using the Fireglass requires a dose of liao which is used as normal for an anointing ceremony. The traditional way to use the Fireglass item is for the subject to look at their own visage in the mirror while the priest performs their ceremony, inspiring the subject by telling them that their reflection shows a heroic or virtuous individual.

The first people to make extensive use of the Fireglass were the priests of the Brass Coast. While similar items were known before the foundation of the Empire it was not until 42YE that the schema for this magic item was made available to the artisans of the Empire by agreement of the Freeborn Assembly. It proved especially popular in Urizen, the League, and among the troubadours of Dawn for different reasons. The Urizen saw in the Fireglass a reflection of profound philosophical ideas around light and vision; the League were fascinated by the ability of a mirror to show the truth - in this case, the truth of the recipients destined power; and the troubadours saw a great opportunity to exalt the champions of Dawn and drive them to embrace glory.

The item takes its common name from the Brass Coast, but historians suggest that similar items may date back to pre-Imperial Highguard and the existence of the semi-mythical sunstones used by ancient navigators. These spheres of naturally occurring crystal are said not only to have aided in locating the sun on an overcast day but also to observe the auras (or "halos") around heroic or powerful people. In the absence of any still existing examples, the true properties of this miraculous mineral cannot easily be assessed.

Rules

- Form: Talisman. Takes the form of ceremonial regalia. You must be wearing this item to use its magical properties.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: Three times per day when you use the anointing skill you may restore a spent hero point to your target rather than creating a personal aura.

- Materials: Crafting a Fireglass requires nine ingots of tempest jade, seven ingots of orichalcum, five measures of green iron, ten measures of dragonbone. It takes one month to make one of these items.

"Look closely, friend! This is what Virtue looks like. This is the face of someone who will not stumble, who strives, in whose heart burns an eternal flame that cannot be quenched! This is what a hero looks like. This is what Virtue looks like."

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Fit and proper

Krasimir gripped his staff firmly keeping it between him and the creature as he pushed the wide brim of his hat back. The twisted upyr grinned at him, revealing a mouth filled with pointed teeth. It was a short, ugly creature, and not particularly dangerous... provided he didn't take his eyes off it.

"Begone from here creature - or I will shatter the bones in your feeble body". In legends Volhov usually tricked or defeated a rusalka or a sovereign though a mix of cunning and clever magic. The reality for a working volhov travelling the roads was that most of the work he took on involved malicious boggarts - where one or two stout blows to the head with an iron-shod cudgel was the quickest and safest answer. This upyr was a lot more dangerous than a boggart but he was confident all the same. As the wise one used to say - "there's nothing in this world that isn't hurt by a stout cudgel blow to the head".

The upyr grinned again and then attempted to look obsequious which was even more disturbing. "Great and powerful Volhov, we mean you no harm. I am sent to fetch you is all - my master, The Whisperer, simply wishes to converse."

Clearly there was more going on here than meets the eye. It ought not be possible for a servant of the Whisperer to be abroad in Livardz like this. Somebody must have called this creature into the world. "I have no business with your master. Now tell me who called you here - it is forbidden to deal with your kind." He tried to make it sound like an order, hoping that the hearth magic of a commanding voice might compel the spirit.

The upyr only grinned again, its voice dropping to a low rasp so that he had to focus to make out the words. "Surely a mighty magician such as yourself, so powerful and wise, is not chained by such laws? Who gave them the power to tell you what to do? How can the weak have dominion over the strong?" The creature's long clawed fingers spread out in a gesture that perhaps it thought was inviting and friendly. "If you are bold enough to put aside such feeble restrictions then my master has a proposal for you - something that could be greatly to your advantage..."

Contents

- 1 Overview

- 2 Moral Authority

- 3 Proposal

- 4 Constitutional Court

Overview

Interdiction is the power of the Imperial Conclave to censor specific rituals, items, or materials that represent a significant magical danger to the Empire. It has always been a crude tool, but in theory it is does forbid the casting of a ritual anywhere in the Empire - provided that people take notice of what the Conclave has said and observe the prohibition.

Sadly, in recent years, interdictions have been more notable for the number of times they were ignored rather than the times anyone observed them. Shortly after the death of Britta the Conclave voted to interdict the harvesting or use of Vallorn seeds. Perhaps it was the failure of the Conclave to be specific about what such seeds looked like but in the years that followed a number of Imperial magicians - and even mundane farmers - harvested and used seeds from Vallorn areas infused with Spring magic, and did so utterly without consequence.

Nor is this the only example of mixed messages. In the Winter of 380YE, no less a figure than the grandmaster of the Celestial Arch Catalina raised a declaration to encourage then sorcerer Ancel Watcher to collaborate with the Whisper Gallery under the auspices of the archmage of Night - despite all the prohibitions against sorcerers interacting with any eternals at all, never mind a group currently under enmity of the Conclave. "The Conclave understands that this is neither treason nor sorcery," the declaration said... despite the act being seen by many magicians as clearly both treason and sorcery.

This gradual erosion of the Conclave's authority turned into a rout at the recent Spring Equinox. There was a perceived need to perform the interdicted ritual Rivers Run Red, so a request was made to reconcile the ritual at the Friday Conclave session. The request was rejected - the Conclave clearly decided to keep the interdiction in place, and instead to take a different approach. At the following session - on the Saturday the Conclave passed two highly significant declarations.

Conclave re-affirms the right of virtuous magicians to use curses as they see fit.

Alejandra i Erigo, Spring Equinox 382YE, Declaration of Concord, Passed

The seems innocuous enough at first, thought it could easily be read as a subtle nod of support for the use of the Rivers Run Red curse by the Navarr magicians in Therunin - in open defiance of the Conclave. But such is the way of things in Anvil where clever politicians hide their true meaning to pass what measures they can. But immediately following that, the Conclave then passed an explicit instruction to ignore their own ruling.

That the Voice of the Quiet Forest should cast Rivers Run Red on Therunin this season.

Saeros Splitroot, Spring Equinox 382YE, Declaration of Concord, Passed

It is not unknown for individual magicians to act in ways that undermine the authority of the Conclave - at such times they usually face the punishment of the magistrates for their crimes. It is much rarer for the Conclave to openly instruct members to risk execution by violating the edicts it has imposed. Clearly the members of the Conclave's orders were satisfied with the outcome, but the actions have frustrated many of the countless magicians who do not attend Anvil regularly but are never-the-less forced to comply with the Conclave's edicts.

Moral Authority

Most magicians assume that these decisions made sense to those who were attending Conclave at the time, and the common interpretation is that the Conclave intended to keep the ritual interdicted but permit this specific casting, despite the fact that such an arrangement is not supported by the law. The problem is that combined with the first declaration that virtuous magicians should use curses as they see fit, the inference that is being taken by many is that magicians should simply ignore interdiction and use ritual magic as they see fit - provided it is virtuous.

Indeed, some priests even support an interpretation arguing that clemency exists because the moral right of a citizen to act virtuously trumps the law. But many magicians, including a number of landskeepers, threshers, vates, magisters, and hakima who view ensuring the appropriate use of magic as part of their responsibilities look aghast at that. In their mind it is the responsibility of the Conclave to ensure the virtuous use of magic - it's not a decision every Tom, Dick, or Harry should be making. All magicians should use magic responsibly and virtuously they argue - the whole point of interdiction is to place a ritual beyond such considerations.

Ultimately their concern is that these actions serve to undermine the moral authority of the Conclave. The Conclave is charged by the Imperial Constitution to ensure the fit and proper use of magic in the service of the Empire. How are people - whose only contact with the Conclave is the news of what declarations have passed - to take interdiction seriously if the Conclave gives the impression that it does not? The recent problems caused by the chaotic and destructive use of magic by the House de Lusignan illustrates the potential risks of what happens if magicians across the Empire take it on themselves to start actively ignoring the Conclave.

The Conclave shall ensure the fit and proper use of magic in the service of the Empire

The Imperial Constitution

Proposal

Normally such complaints would soon pass - but Camila i Erigo, an ageing Freeborn magician from the hills of Kahraman has used the recent incident to try to gather support for a proposal to change the law governing interdiction. Her proposal is for the Imperial Senate to create a new declaration - a Declaration of Endorsement - that would grant approval by the Conclave for a magician to perform an interdicted ritual or to use an interdicted item. Had the Conclave had such a power last summit, then the potent curse could have been kept interdicted but the Voice of the Quiet Forest could have had a single casting of the ritual endorsed.

Critics of Camila's idea argue that her proposal achieves nothing other than to formalise what has already happened, but for Camila that is the whole point. At present the common view of interdiction is that the Conclave specify that the ritual can never be used safely. It is their own action - unlawful action - in instructing magicians to counter their own declarations that weakens their moral authority and undermines confidence in the authority of magistrates and the law at the same time. Her view is that the magistrates will find it easier to uphold the decisions of the Conclave once a clear mechanism exists for them to provide legal endorsement of a ritual. She claims that if her proposals were adopted, magicians who continue to flout the Conclave will risk much more serious punishment then they received in this most recent case.

Camila claims that if the law were adopted then the view of interdiction would change. Rather than being seen as placing a ritual beyond the pale such that it cannot be cast - instead it would be seen as simply dangerous and thus requiring the approval of the Conclave. When the Conclave endorsed the use of an interdicted ritual that would bolster their authority rather than undermine it - since it would be clear that they had judiciously considered the matter and given their approval. In Camila's eyes this would better reflect the spirit of the Imperial Constitution - requiring that the Conclave ensure the fit and proper use of magic. At present the Conclave are unable to take account of the specific situations in which a magic might be employed when making that assessment - which seems neither Wise nor Vigilant.

Camila warns that were her proposal adopted, then she anticipates that the number of rituals that were interdicted would be likely to increase significantly - indeed there would be little point to the change if that didn't happen. More of the Conclave's time would thus be taken up having to consider Declarations of Endorsement for each circumstance where a magician felt it was warranted. While it is possible that every curse might be interdicted - to prevent any possibility of abuse - Camila's supporters claim that eventually the Conclave will find the right balance.

Constitutional Court

Camila has written to the Constitutional Court to request scrutiny of her proposal. Their response makes clear that they cannot give a definite answer unless they have a clearly worded Senate motion to consider. However in principle they see no reason why it would be unconstitutional to change the law in such a way provided it were done as part of a well written motion.

They advise that if any senator does wish to take up the matter, then they must consider a number of key points. Would the Declaration of Endorsement require a named target for the interdicted ritual? Would it require the ritual to be performed at a set time? Will a single named coven or magician be endorsed or can anyone benefit from the endorsement? How would this new declaration interact with rituals that are proscribed because they draw power from, or involve communion with, an eternal under enmity?

There are a lot of details which are not covered by Camila's rather general proposal that would ideally be defined so that that magistrates and civil servants could interpret the Senate's will correctly.

They are clear that the constitutional court would not permit a law which simply endorsed one or more individuals to perform interdicted rituals at will. For example it would not be constitutional to interdict Rivers of Gold - and then endorse a single coven in the League to perform the ritual. That would fall foul of the Constitution's goal to provide freedom and prosperity to Imperial citizens.

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Five Little Ploughboys

Lyrics by Jude

Tune - 3 little monkeys

Five little ploughboys marching off to war Pitchforks boldly held before One forgot his brush and one forgot his comb Five little ploughboys had to march back home

Four little plough boys marching off to  war Pitchforks boldly held before One forgot his  pouch and one forgot his sack Four little ploughboys had to march right back

Three  little ploughboys marching off to war Pitchforks boldly held before One forgot his ink and one forgot his pen  Three little ploughboys turned around again

Two little ploughboys marching off to war Pitchforks boldly held before One forgot his hawk and one forgot his hound Two little ploughboys had to turn around

One little ploughboy marching off to war Pitchfork boldly held before 'Now it's getting dark come in,' his mummy said One little plough boy went home to his bed

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Flavours of Africa

Overview

Flavours of Africa are one of the caterers who we have invited to cater at all Empire events in 2018. They will be setting up in the out-of-character area near GOD and the other OOC hostelries. See the Flavours of Africa website for more information.

Menu

Menu

Adult Price

Children

Jollof Rice & Plantain

£6.00

£4.00

Jollof Rice & Bean Cake

£6.00

£4.00

Plantain & Bean Cake

£6.00

£4.00

Plantain & Spinach

£6.00

£4.00

Jollof Rice & Spinach

£6.00

£4.00

Jollof Rice & Chicken

£6.00

£4.00

Plantain & Chicken

£6.00

£4.00

Box containing bits of all the above

£7.50

£6.00

Any of the individual dishes is priced at

£5.00

£3.00

- Jollof Rice: Rice cooked in tomatoes, Rapeseed oil, peppers, paprika, spices & bay leaf - Vegan/Veg.

- Plaintain: Savoury version of banana cooked in rapeseed oil - Vegan/Veggie.

- Bean Cake (Moin moin): Black eyed beans blended with tomatoes, paprika, spices, peppers and rapeseed oil, into a paste & baked - Vegan/Veggie.

- Spinach Stew – Spinach and Kale cooked in a rich paprika based sauce - Vegan/Veggie.

- BBQ/Stewed Chicken: Chicken cooked three ways of; boiling, barbequed and then stewed using a family recipes in all three processes.

All the above are all gluten, dairy, wheat, soya, sugar, Palm Oil and mushroom free and in our BBQ/Stewed Chicken, we only use Halal Chicken.

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Fleet

Contents

- 1 Definition

- 2 Production

- 3 Downtime Options

- 3.1 Privateering

- 3.2 Trade

- 3.3 Supporting a Navy

- 3.4 Imperial Guerdon

- 4 Upgrades

- 5 Diversification

Definition

A fleet represents one or more ships; it could be a single large swift vessel or a fleet of half a dozen much smaller vessels. Fleets are able to sail to foreign ports to trade for resources and precious items that are valuable in the Empire.

Production

If a player does not select a downtime option for their fleet, then the fleet defaults to privateering. A new player who starts with a fleet always receives this random result; it is not possible to choose an action for your fleet before you attend your first event.

Downtime Options

A fleet can be assigned to support an Imperial navy, to engage in trade with foreign ports, or to attack barbarian shipping.

Privateering

A fleet may attack barbarian vessels passing through waters near the Empire or the Bay of Catazar. The fleet has an equal chance of gaining herbs, ingots or measures, money, or mana crystals as a result of this action - as if it were an appropriate resource of equivalent level.

You are free to roleplay the details of this attack as you wish, as it does not have an impact on the ongoing campaign.

Trade

A fleet may trade at the open ports of any foreign nation, that is any nation that the Empire is at peace with. Each port provides different commodities for the fleet owner and production can also vary from season to season based on the the state of the relationship between the foreign country and the Empire. Any change to the standard production of a port will be clearly marked in the Downtime system.

Declarations of war and peace are in the hands of the Imperial Senate and The Throne, but foreign nations may also choose to restrict the access of Imperial shipping to their ports - or even close them altogether if they are offended by the actions of the Empire.

Supporting a Navy

A fleet can be assigned to fight alongside an Imperial navy. A normal Imperial navy has an effective fighting force equivalent to 5000 soldiers who are raw recruits. When the skills and experience of a fleet are combined with a campaign navy, they improve the effective fighting force of the army by the equivalent of 100 soldiers.

Fleets lack the deep logistical support that is the backbone of an Imperial navy and without which it is impossible to operate in large numbers. As a result it is not possible for fleets to work together independently of an Imperial navy. If you wish your fleet to take part in a military campaign, it can only do so by being attached to an Imperial navy.

Imperial Guerdon

A fleet assigned to fight alongside an Imperial navy is paid from the Imperial Guerdon - a bursary set up by the Imperial Senate primarily to reward military units that support Imperial armies and fortifications. A fleet with only receive a share of the Guerdon if the navy they support is Imperial in nature; a character who assigns their fleet to help a foreign navy will not receive the Guerdon.

The value of the Imperial Guerdon is divided between each military unit and fleet that supports an army in proportion to their effective strength. The Senate may vote to increase or decrease the size of this fund. The Quartermaster General of the Imperial Armies has the power to exclude any or all navies from the Guerdon. If they do so, then a character who supports such a navy will receive nothing for doing so.

Upgrades

A fleet can be upgraded using weirwood obtained from the Bourse. Each time a fleet is upgraded, its effectiveness is increased by 20%. This means that the fleet produces more valuable resources when it engages with foreign ports, and increases its effectiveness when supporting an Imperial navy by the equivalent of 20 soldiers.

To upgrade a fleet requires Imperial wains of weirwood equal to the level the fleet is being upgraded to. So the first upgrade of a starting level 1 fleet costs 2 Imperial wains of weirwood, from 2 to 3 costs 3 Imperial wains, etc.

Diversification

A fleet cannot be diversified.

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Fly high

Alon von Holberg delved into his pocket and pulled out a money purse... and then a second. He upended one on the table and rings and crowns bounced off the scared and pitted wood. He smirked at Pietro as he did so.

"Where did you get that!?" Pietro had not seen so much money in... well in longer than he could comfortably remember.

Alon's grin widened.

"Why Pietro my dear little dove, I took it! Myself and some of our fine fellows were having a wander in the lovely new park as you do, and it is very lovely indeed if you have not seen it already. The menagerie in particular is well worth the trip. So exotic! But imagine our surprise when we came across some of Leona's crew also enjoying the lovely new park. So we greeted each other politely, and had a lovely chat, and the chat turned into a discussion most forceful, and bless me if they didn't give us their purses. And some jewellery."

Alon turned his head slightly so Pietro could see a thick golden ring piercing his earlobe. It was still bleeding slightly from the new piercing.

"Leona is very unhappy, apparently. She's going to be even more unhappy when we turn up at the Ribald Goose to explain the new order of things to her." Alon stopped smiling. "You're coming with us of course?"

"I'm not sure Alon," Pietro started, disgusted by the whine in his voice but unable to stop it. "I... I had a bad pie last night and I'm feeling rough and..."

"Oh my poor, sweet lad! You don't want to let that stop you! You just need a little pick-me-up! I've got just the thing!"

The rangy bravo pulled a glass vial out of another of his pockets, and upended about half of it on the back of his hand. He tossed the vial over to Pietro, and with a great snorting snotty breath inhaled all the little blue crystals. His eyes rolled back, and so did his head, and he howled like a dog at the roof.

"Oh but that is good, that is good." he said as he lowered his head. His grin if anything was even wider. His eyes were like shards of blue glass, and both nostrils marked with blue powder. "It's good for what ails you, matey boy. Get it down you. And then... then we'll go and have a nice quiet pint at the Ribald Goose!"

Contents

- 1 Overview

- 2 The Park

- 2.1 Opportunity : The Garden City

- 2.2 Opportunity : Imperial Menagerie

- 3 Lorenzo's Legacy of virtue

- 3.1 Opportunity : Tassato Mana Exchange

- 4 Bite

- 4.1 Participation

- 5 Limited Opportunities

- 6 Resolution

Overview

Over the last season, three grand construction projects in the League have been completed. The Blood Red Roads, in all their glory, now stretch practically from one side of the Empire to the other. The Grand Park of Holberg has finally been completed. A series of red stone monoliths - magical monuments to the virtue of Lorenzo Macelliao von Temeschwar - now focus and enhance the flows of mana through each of the four League territories.

It is, indeed, a wonderful time to be a citizen of the League - splendors and wonders abound and the cities grow larger, more prosperous and more inspiring by the month,

The Park

In Holberg, work has finally been finished on the Holmauer Park. During the Druj occupation, the suburbs of Holmauer were reduced to rubble choked with vermin - both the four-legged and two-legged kind. In Spring 380YE Katarzyna Von Carstein - a Jarmish immigrant now a citizen of the League - presented a bold proposal to reclaim the ruins. The Imperial Senate agreed with her ambitious plan, although the construction took at least twice as long as first estimated. Over time the shattered wasteland was cleared and the region laid out as broad parkland.

In contrast to the cramped, bustling, brick-and-stone aesthetic of the city proper, Holmauer is now a serene, restful area of open parks and well-maintained orchards dotted with buildings of white granite and fine marble. The extensive landscaping of the park has led to pleasant paths snaking through flower gardens, grassy banks and natural forest areas. The park includes a beautiful open-air venue for concerts and plays, a public bathhouse built by the finest Highborn artisans, and the wonderful Imperial Menagerie. All in all, the park is a great work that utterly transforms Holmauer into one of the richest, most beautiful, and most desirable areas to live in in the entire League.

Opportunity : The Garden City

The Druj are gone and show no signs of coming back - their attention seems focused on Dawn and Urizen. Indeed, there is every indication that the Dawnish have severely bloodied their noses in Semmerholm - almost as badly as the Imperial armies bloodied their noses the last time they came near Holberg! With Holmauer Park complete, there is a lot of talk about the scars of war that are still visible in the city proper - in Holfried.

An ambitious plan has been put forward by some of the Merchant-Princes of Holberg; what if the same principles that turned Holmauer into a park were turned on Holfried? Obviously, the walls would be maintained, and the various civic buildings would be preserved, but there is a lot of empty, crumbling real-estate in the city left vacant by the dead or those who quit the city and never returned. With enough investment, the main streets could be lined with trees and flowering plants; windows could be adorned with window boxes; flat roofs converted into gardens; wells and cisterns expanded to service fountains. The ugliness of the war with the Druj could be swept away entirely and the city would, categorically, become the most beautiful city in the League, and by extension the Empire, and most likely the most wondrous on the continent.

Estimates suggest the transformation of the city into a garden would take a year, and would require an investment of 60 wains of weirwood, 40 wains of white granite, and 25 Thrones. Once work was complete, it would represent a monumental great work that in conjunction with the Grand Park of Holmauer and the Blood Red Roads would see an appreciable boost to the amount of money received by League-owned businesses in the city.

Another alternative has been suggested by several professors at the University. Instead of focusing solely on beautiful flowers and fountains, the burghers could be convinced to set aside portions of their window-boxes and roof-gardens to produce medicinal plants. Rather than fountains, the cisterns and wells could be used to support the growth of healing herbs. In this case, the city would be no less green and wholesome, but the great work would provide healing herbs rather than additional money. Such herbs would still provide an opportunity to increase prosperity by selling them to professional dealers, but would also prove invaluable should the city ever come under siege again.

Opportunity : Imperial Menagerie

The Imperial Menagerie was the first part of Holmauer Park completed. It is very pleasant to visit, and the rakshasa is a great draw, but in all honesty the rest of the exhibits are significantly less impressive than they might be. But with the completion of the Blood Red Roads, there is a direct link between the city so isolated from the rest of the Empire for so long, and the southern coast. Combined with the expertise of Holberg's engineers, there is a definite opportunity to expand the menagerie collection dramatically.

If the Imperial Senate wished, they could pass a Senate motion instructing the civil service to locate wonderful new exhibits for the menagerie. The immediate impact would be obvious - where now the menagerie contains a few forlorn dire penguins and the like, hunters and trappers would bring great bears, lions, gazelle, and even more exotic beasts. Suitable environments would need to be built - 20 wains of weirwood and 5 Thrones would be sufficient to expand the menagerie in this way. Not only would the menagerie continue to be self-sufficient, but it would also generate a healthy income for the Keeper of the Imperial Menagerie. In addition to their existing powers, providing them with 16 crowns each season.

More importantly however, over the next few seasons the civil service would track down opportunities to add truly unique creatures to the menagerie. It is doubtful anything as wonderful as Flocki would turn up, but the world is wide and full of the most astonishing beasts. It is doubtful the civil service would just be able to acquire such creatures - but they would certainly be able to create opportunities for the Keeper of the Imperial Menagerie to do so on behalf of the Empire.

Total Money Spent

Production

77 Crowns

50 mana crystals

93 Crowns

58 mana crystals

110 Crowns

67 mana crystals

128 Crowns

75 mana crystals

Lorenzo's Legacy of virtue

Each of the four League territories is now home to a great work that enhances the production of every League-owned mana site in that territory by a significant margin. The amount of mana available on the open market is set to increase, and this increase may end up reaching as far as Anvil.

Opportunity : Tassato Mana Exchange

The incipient increase in the amount of mana in the League presents two straightforward opportunities. The Tassato Mana Exchange is already well served both by Imperial merchants trading crystal mana and by traders from abroad - especially the representatives of the Jarmish princes.

With a senate motion, ten wains of mithril, and 20 crowns the Tassato exchange could be expanded even more, dramatically increasing the amount of mana available for purchase by the Keeper by not only a significantly enlarging the vaults, but by establishing agencies in the other three cities to take advantage of the bounty of mana there. (The additional levels of purchase that would be available are shown in the table right).

Alternatively, an opportunity exists to construct a branch of the Mana Exchange in each of the other three cities. With an investment of 12 mithril and 24 crowns for each exchange, senate motions could be used to commission new exchanges in each League city, each the equivalent of a standard 16 wain ministry. Bookies on the street of cards are already taking bets on the names of the new exchanges - you can get good odds on anything named after the Imperatrix, but nothing better than 5:4 for anything in red with cleavers.

Only one of these two opportunities may be taken - it is not possible to enlarge the existing exchange and construct new exchanges elsewhere. However there is nothing to stop a senator raising a motion to improve the Tassato Mana Exchange, or to build an exchange in a single League city, using the standard costs for a ministry.

Bite

At the same time the rich are becoming richer, there are a few minor disturbances among those at the other end of the economic scale. For the most part they deal with themselves; occasionally the militia or the magistrates get involved. The most recent kerfuffle is caused by the appearance of a new narcotic on the streets of the League cities. Originating in Holberg, the bravos call it Bite. Nobody is sure when it first appeared, but it has definitely become more prevalent since the Autumn Equinox. With the completion of the Blood Red Roads, the drug is also starting to show up in Tassato, Sarvos, and Temeschwar.

Reliable sources are hard to secure - almost everyone seems to be getting it from a friend of a friend - and the price varies widely depending on who is selling it. A coarse granular blue powder, it is snorted raw or occasionally used in an infusion. It is reported to heighten both confidence and aggression. There is some concern among a few magistrates, but the general consensus at the moment is that the drug is probably no worse than alcohol in terms of its influence on serious crimes.

There has been an increase in brawls between brands of bravos in Holberg and Tassato, and to a lesser degree in Sarvos and Temeschwar, but brawls are nothing new and as they rarely involve bystanders the authorities are not minded to get involved at the moment.

Participation

If you are the player of a League character who has either the bravo or mountebank archetype listed on the system, then you may e-mail plot@profounddecisions.co.uk and request a dose of bite be included in your character pack. How you acquired it is up to you - no money will be deducted from your account - but in general it should have been acquired from a distant acquaintance who will have themselves purchased it from someone else. You will need to secure an appropriate phys-rep - a pouch or phial of blue sand, dust, or crystals would be ideal. Please do not e-mail in unless you meet these criteria - the drug is not available to any character who is not a League character with the appropriate archetype.

The deadline for requesting a dose of bite is midnight 20/04/2018.

Limited Opportunities

The opportunity to commission the garden city is available only during the current summit - it is very much dependant on the enthusiastic support of the people of Holberg following the opening of the Grand Park. Likewise, the opportunity to expand the Tassato Mana Exchange, or to build new exchanges, is dependant on the excitement of Lorenzo's Legacies of virtue being completed and expires at the end of the summit if it has not been commissioned.

The opportunity to expand the Imperial Menagerie is not time dependent however - as long as the mausoleum is still popular and "Flocki " is still alive, the expansion may be commissioned at any time.

The opportunity to secure a dose of "bite" exists only during the weeks running up to the event; further doses can only be acquired in play.

Resolution

The Imperial Senate declined to commission the transformation of Holberg into a garden city, and this opportunity is no longer available. They did choose to commission the Temeshwar Mana Exchange and the Sarvos Mana Exchange, but not the one in Holberg; this opportunity has likewise expired although there is nothing to stop the commission of a traditional ministry at the standard costs.

The opportunity to expand the Imperial Menagerie remains, however, unless the situation changes.

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Foam and Spittle of the Furious Sea

Contents

- 1 Rules

- 1.1 Spring Magnitude 40

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 40

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. During the ritual the casters must be in a strong Spring regio. This ritual targets a territory, and must be performed at a regio in that territory. If the ritual is used to target an Imperial territory, it may instead be performed at the Imperial regio at Anvil.

This ritual targets a specific region. During the performance of the ritual the casters must name a region within the target territory which has the coastal keyword.

This effect is a curse. A target may be under more than one curse at a time.

Effects

The ritual effects a single territory. Over the course of the next few days a powerful curse settles over the area. Spring spirits associated with storms and gales issue forth from the region attacking shipping throughout the territory indiscriminately.

The ritual targets a single coastal territory. Over the course of the next few days a powerful curse settles over the area. Terrible weather appropriate to the time of year pounds the coast with treacherous waves, gale-force winds and torrential rain. At the same time destructive energies drawn from the Spring realm itself are unleashed to attack ships moving through the area battering the coast and ships at sea .

Every season, 500 casualties are spread out over all navies in the territory.

500 casualties are spread amongst all navies in the territory or that move through it during that downtime. A navy that moves through the territory, rather than remaining there for the entire season, suffers half damage. If this damage would be sufficient to cause a navy to sink, then the navy will automatically withdraw from the territory rather than taking damage.

Any fleet based in the target territory has its production reduced by a quarter for the coming season - their ability to support a campaign navy is likewise reduced.

The effect lasts until the start of the next Profound Decisions Empire event.

Description

This ritual has been used historically for dealing with Grendel war-fleets, and with occasional harassment by organised pirates or the Iron Confederacy raiders. With sufficient mana, it can be used to protect large swathes of the coastline - provided the Empire is prepared to accept the damage to foreign trade. The ritual fell out of common use in the Empire, due to the fact the Grendel had not been seen in decades, and there are no foreign war fleets currently threatening the Empire.

The effect causes some difficulties for smaller fleets, but they are usually better able to ride-out the effects and outrun the worst consequences of exposure to the storms created by this ritual.

The forces unleashed bear some resemblance to the forces employed by the more powerful Thunderous Tread of the Trees ritual. Sailors in the area have described brief encounters with barely-corporeal shapes composed of mist, fog and animated water that attack the ships themselves, or somehow direct lightning bolts to strike vessels caught in the area.

Common Elements

A map of the target territory is often a focus for performing this ritual. It is often drenched during the casting in fresh water or wine, sometimes mixed with blood. Sometimes the map is created by pouring liquid onto dry sand, quickly tracing the rough contours of the coastline of the target territory, then washing it away.

The rune Mawrig is commonly used during this ritual, as are dangerous marine beasts such as kraken, or legendary personalities such as the Old Man of the Sea. Some texts refer to a Spring Eternal called Siakha, lady of storms and blood - but there are few remaining Imperial records describing this entity.

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Fog on the brine

"I am glad you decided to accept my offer," said Madame Lupita. She poured a little more of the crimson wine into her goblet, and a little more into Efra's goblet. They clinked their goblets together, and sipped their wine.

Madame Lupita selected a tart, crimson cherry, and closed her eyes as she savoured the complex texture and delightful taste. She selected a second one, and teased the Freeborn merchant with it for a moment before allowing him to catch it in his mouth. He chewed it up, spat the stone somewhere off in the direction of the beach.

"There's more wine," said Efra. "I brought an extra bottle to be on the safe side."

He gestured vaguely in the direction of the hamper, but appeared to be comfortable with his head in the lap of his neighbour, the parador-mistress.

"I'm sure it is very content where it is, right now." She said a little archly. "I think one bottle is more than enough for the moment. There's no point ruining an excellent day by getting drunk too early, is there?"

Efra smiled up at her, loosing himself in her golden eyes for a moment or two. The sun was setting. He traced one finger along the delicate scales of her chin.

"No, no point in ruining such an excellent day. Such a relief to get away from the town! I appreciate the soldiers, I really do, but ..."

He frowned and tailed off. His pleasant companion was blatantly paying no attention to him.

"Am I boring you?" he asked, and cursed himself for the petulance he heard in his voice.

"No, no, not at all. It's just ... what is that?"

Madame Lupita pointed down towards the beach. A shimmering haze hung in the air. It seemed to be rising from the sea, like steam, clearly visible in the fading light of the sun. As the pair watched, the mist thickened and solidified, becoming a coiling fog bank that obscured the water of the Bay almost completely.

The naga woman pushed Efra out of her lap and stood up, shading her keen eyes and peering westward.

"It's spreading, it looks like," she said, a little excitedly. "It's almost to the horizon already. What on earth can it be?"

Efra sat up, making an unhappy face at the disruption. As he pulled his sandals on, he glared up at the twilight sky. "Probably some helpful magician is twisting our skies like they've done up in Madruga. To protect us from the Grendel or some such. A diabolical liberty it is, in my opinion!"

"I don't think so," countered Madame Lupita. "it's coming from the sea, I think. Rising from the water itself. We must go and look!"

The distinguished businesswoman took off across the grass down the gentle slope towards the sandy beach with the agility and enthusiasm of someone half her age. Efra grumbled, looked at the remains of the picnic. This was not where he had imagined the evening was going to end up.

He considered clearing away properly, and then shrugged. He simply rolled everything up in the blanket, and shoved it into the basket he had brought with him from the shop, ensuring that he liberated the other bottle of wine before he did so. Dusting off his coat, he called after his companion:

"It could be dangerous you know!"

And she called back, already picking her way across the sand towards the waterline, without looking back, half laughing:

"Life is short Efra! Best live it while you can!"

Overview

A wonderful, unsettling phenomenon has crept without warning over the surface of the Bay of Catazar. It appears one evening just as the sun dips below the horizon on the last night of the half-moon before the Equinox. A curling, roiling, pearlescent mist rises from the surface of the sea - a bank of nigh impenetrable Autumnal fog. Unlike a natural fog bank, however, the swirling mist rises no more than perhaps six or seven feet from the surface of the water. The fog is mildly phosphorescent, glowing with a faint iridescent radiance that ebbs and flows and is eerily hypnotic. From a distance, it appears almost solid - especially by moonlight - but anyone stepping out onto it drops through into the water below.

The fog appears simultaneously along the coasts of Feroz, Madruga, Sarvos, Necropolis, Redoubt, and Spiral. It seems to stretch out to sea, and looks to cover the entire Bay of Catazar, as if someone has pulled the clouds down from the sky and smeared them across the surface of the Bay. It is greeted with a mix of wonder, excitement, and suspicion. In a few places in Sarvos and the Brass Coast, impromptu parties take place that stretch on into the night - enterprising boat and ship owners taking revellers out to explore the ebb and flow of the cloudstuff under a spectacularly clear night sky.

The next morning, the fog is still there. By daylight, it looks... sullen. Gloomy. It dampens sound oddly, and it makes the lives of the fisherfolk in particular difficult and unpleasant. There are a few accidents. The sun does nothing to thin it; it is as impenetrable and pale at noon as it was at midnight. More people begin to be concerned. The first trading ships from foreign shores arrive in the ports of the Empire and report that the fog begins a little over a dozen miles to the south of the tip of Feroz, and does indeed appear to spread across the entire northern half of the Bay of Catazar.

It is primarily a problem for smaller boats; trading ships pass through the fog without too much difficulty - as long as they know the waters. The fog hides any number of obstacles and hazards, including reefs, shallow waters, and jagged rocks. Several foreign ships, new to Imperial waters, suffer upsets as a consequence.

The captains and crew of several Imperial trading vessels describe the experience of being in the fog, away from sight of land, as if they are sailing through the sky, across a vista of clouds.The mist does not impede them - if anything, the fact it seems to be coinciding with extremely clear night skies that make it much easier to navigate by the stars at night.

The fog shows no signs of going away.

Significance

This eerie magical fog persists still. It does not spread inland - occasionally it will lap over onto the coast but it quickly withdraws. It flows where the sea flows - and it seems to extend only over salt water. While it chokes the mouths of the four great rivers, it does not extend along them. Strong winds whip the surface of the fog into concupiscent curds, but do not break it apart or even thin it.

So far, the only information the magicians of the Empire have been able to gather with their detect magic incantations is that this is a magical effect of the Night realm, of 30th magnitude, that conceals information - including information about it's own nature and properties. Most magicians agree that the effect could be examined with a suitably powerful performance of a ritual such as The Eye of the High Places, targeting one of the affected territories.

Resolution

The fog is still there. It shows no signs of dissipating.

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Foggy mountain top

It was cold on the mountaintop. Neora tugged her fur wrap a little closer around her shoulders, and settled her hat so it covered her ears. She examined the bottle for the hundredth time. The golden dragon stopper caught the firelight, and seemed to coil sinuously as she turned it over and over in her hands.

"You're certain you know what to do," asked Voormith for the third time in an hour. The taller figure had caught the eye of one of the Urizen gathered further down the mountainside, muttering seriously together. She winked and gave the magician a little wave, laughing quietly as their cheeks coloured and they turned back to their conversation.

"Of course," said Neora, exasperated. "Remove the stopper, hold it up so it seems as if the entire college is inside it, then slip the stopper back in so that it becomes true. Try to make sure not to catch any people. When I'm ready to set it down, hold it so that it looks like everything is where I want it and then remove the stopper again."

She glanced up at the sable-scaled figure to her side. "I'm not a child, you know. I can remember this kind of thing."

Voormith chuckled throatily. "Of course you can, of course you can. Just be careful not to drop it there aren't many of them left and I think the others are all full already."

She looked at the crowd of magicians again, and then back to Neora.

"You know, I can't for the life of me work out who they think we are." she said thoughtfully. "I mean, some of them know what is going on. Most of them don't. I heard them talking. Some of them see to think we're both eldritch inhabitants of the hidden forest. Others seem to assume that we're both naga, and that I am your mother."

"I don't remember my mother," said Neora absently, lifting the bottle up and peering through the glass at the buildings on the other side of the valley.

"No," said Voormith, looking own at her companion a little sadly. "No I don't suppose you do."

Contents

- 1 Imperial Magic

- 1.1 The Stars Return (Mostly)

- 1.1.1 Secrets for the Shadow Serpents

- 1.2 Shadow Eggs

- 1.3 The Halls of Knowledge

- 1.4 Castles

- 1.5 Richard of Holberg

- 1.5.1 The Dolmens of Protection

- 1.5.2 The Loom of the Heavens

- 1.5.3 Watcher of the Wheel

- 2 Eternal Affairs

- 2.1 Emissaries

- 2.2 Briars and Hares

- 2.3 The Patronage of Eleonaris

- 2.4 The Patronage of Jaheris

- 2.5 The Toad's Medallion

- 2.6 Murit and Soghter

- 2.7 Sacrifice to Rhianos

Imperial Magic

The Stars Return (Mostly)

- The stars have returned to the night sky across the Empire

For the last year, the stars have been absent from the night skies over most of the Empire, over Liathaven and over the Barrens. According to the members of the Dawnish House Vexille who claimed responsibility for the shroud, it represented the worlds greatest display of Night magic and provided a surefire protection against magical espionage by enemies of the Empire - although both claims are somewhat debatable.

In the month leading up to the Winter Solstice, however, they begin to return. At first only a handful are visible - and not the same handful from every part of the Empire either - but by the last week before the summit at Anvil, they are all restored to their full glory. Whatever magical effect had been occluding them, and interfering with attempts to scry the territories of the Empire, has ended.

The sole exceptions are the Barrens and Semmerholm. Whatever magic keeps the stars hidden persists in these locations - indeed it appears to have been strengthened. Rituals such as Eyes of the Sun and Moon, Eye of the High Places, and Dreams in the Witch House performed on one of these two territories are impeded. A simple detect magic performed by witches in Semmerholm suggest that the shroud is a Night effect of magnitude fifty, meaning any attempt to scry the territory must likewise be at least magnitude fifty or no information can be discovered. The strength of the shroud over the Barrens is assumed to be comparable, but there is no widespread information about whether that is the case.

Secrets for the Shadow Serpents

Furthermore, any naga who has spent significant time in the two territories where the stars are still hidden experiences the following roleplaying effect; your natural urge toward subtlety and secretiveness is greatly strengthened. Naga in general relish being mysterious and secretive, but while experiencing this potent roleplaying effect you may need to make a significant effort of will to answer direct questions or be honest about your intentions.

The roleplaying effect is significantly lessened at Anvil - indeed the longer one stays out of a territory where it applies the less pressing the urge to secrecy and subtlety becomes - but a naga with a strong lineage who has spent time in the Barrens or Semmerholm will still experience the roleplaying effect at least until Saturday morning.

Shadow Eggs

- The ritual Distill the Serpent's Stone continues to produce shadow eggs.

Since the Autumn Equinox, the ritual Distill the Serpent's Stone has been producing shadow eggs instead. Matt black in colouration, the oval stone is easily broken open in bare hands. Anyone who does so immediately gains a temporary boost to their Realm lore skill of 6 effective ranks for purposes of performing a single ritual, provided they already possess at least one innate skill rank of that Lore. These additional ranks do not grant any additional mastered rituals, and a character's total effective rank can never be more than three times their innate skill (the number of ranks of the appropriate Realm Lore they have gained by spending experience points). This is more than sufficient to triple the effective power of a master of realm lore - indeed a less studied individual will struggle to use the full power of the stone. At the same time, these shadow eggs appear to have no effect on poisons or curses, and do not allow materials to be transformed.

Serpent's stones that have already been distilled keep all their old powers and can be used freely - they do not seem to have undergone any change at all.

The Halls of Knowledge

- The Halls of Knowledge have moved from Zenith and are now in Peregro in Morrow.

On the first full moon night after the Autumn Equinox, the Halls of Knowledge in Zenith disappear. Shortly after sunset, tendrils of peculiar shimmering mist rise from the ground and snake around the buildings quickly hiding them from sight. Perhaps ten minutes later the mist clears and the college is simply gone. A shallow mountain lake rests where the college of magic once stood. The majority of the faculty, students, and researchers had evacuated but a small number of them were left unaccounted for.

Two months later, on the last night of the full moon before the Winter Solstice, the Halls of Knowledge reappear - in Morrow. Swirling serpents of rainbow steam rise from the ground along the shores of one of the largest of the hot springs of Peregro. A handful of minutes later, the hissing streamers of fog coalesce into structures and the college of magic is suddenly there. None of the buildings appear to be any the worse for wear for the two months they have spent... elsewhere. The unaccounted for scholars... remain unaccounted for. The halls, libraries, dormitories, and even the gardens are all perfectly intact but they are empty of life - there are not even any spiders left in the place.

As far as anyone knows, this miraculous transportation of the Halls of Knowledge is one-way, and precisely how it was accomplished is not common knowledge.

Castles

- The fortification Aleksandra's Watch has been completed well ahead of schedule due to Imperial magic

- A dripping castle of mist and mud rises in the Morass

Aleksandra's Watch, an impressive fortification in Karsk commissioned by the Imperial Senate in Spring, has been completed several months earlier than expected. All the signs point to the use of powerful Autumn magic wielded by Imperial magicians to complete the project well ahead of schedule. According to reports from Lestasny there has been considerable interest in the magic used not only by Almodin Oktístis the Asavean architect who oversaw the design and construction, but from the Thule orcs in Krevsaty.

In addition to the citadel in Semmerholm, a magical fortification appears in Holberg. Shortly after the Autumn equinox, a dripping edifice of mud, twisted black stone, and peculiarly solid mists rises from the Morass. The enchanted fortification seems to be the result of a Dripping Echoes of the Fen enchantment created by the Sussivari Frost Coven, but has taken a form very different to that usually woven by the more subtle magic of the Night realm. It is garrisoned by deadly heralds - creatures in the form of immense serpents, eight-foot or more in length, but with human arms and voices. They wield deadly spears of volcanic glass, and while prepared to converse pleasantly with citizens of the League treat all others as dangerous trespassers. Shortly before the Winter Solstice, the castle sinks back into the mud along with its eerie soldiers - and it is only once the enchantment has ended that those who saw it suddenly recollected that it looked an awful lot like a mirror-image of the Druj castle that once stood at Rebehof.

Richard of Holberg

- The Imperial Conclave asked Richard of Holberg to design magical structures in Mournwold, Morrow, and Tassato.

Rescued from the Grendel by Imperial heroes during the Summer Solstice, Richard of Holberg - a renowned arcane architect and theorist - offered to design three magical structures for the Imperial Conclave. The architect's health is not good - he is unable to attend the Winter Summit at all - but he has published the designs for the use of the Conclave. Each represents a unique commission which must be authorised in the usual way - by a Senator, the Bearer of an Imperial Wayleave, by the announcement of the Crystal Architect of the Spires (for the one in Morrow), or - perhaps ideally - by the Arcane Architect . The only restriction he wishes to place is that where these structures create an Imperial title it should be appointed by the Imperial Conclave through the Declaration of Candidacy - but having made these plans publicly available he has neither the authority nor the capacity to enforce such a restriction.

OOC Note: Note that it is not possible to commission something that produces vis without an opportunity such as those detailed here. There is no time restriction on when these commissions may be built - unless the situation changes dramatically they will be viable going forward.

The Dolmens of Protection

The first and most ambitious structure Richard has suggested is a series of dolmens in Mournwold. In conjunction with the landskeepers, he has designed a network of stones that will not only provide a bounty of crystal mana spread across the entire territory but also provide substantial protection from the worst kinds of curses.

The Loom of the Heavens

For Morrow, he has come up with a quite esoteric proposal. In Operus, across a wide valley from the spire of Weave, is the flattened peak known as Starstep. According to story the top of the mountain was sheered away by the magical disaster that claimed the life of the crazed magician Aelia of Starstep during her ill-fated attempt to pass bodily into the Day realm and usurp the throne of Sinokenon. There is a potent regio atop the mountain aligned with the realm of Day. Richard has suggested a structure similar to a grand metal loom that he claims will spin starlight, focusing the Music of the spheres to a central point where it may be collected as prismatic ink - potent vis aligned with the Day magic.

Richard's proposed loom requires a sobering 20 wains of mithril, and 40 crowns of additional materials and labour. However, Richard has also sketched out an alternative suggestion that requires significantly less mithril. For only 10 wains of mithril to provide the basic structure a significant amount of tempest jade and weltsilver - 50 ingots of each - could be substituted for the remaining wains. The plans are ambitious, and if it were commissioned there is in theory no upper limit to the amount of materials that could be contributed if the builder wished to make an even larger and more impressive loom - with a commensurate increase in the amount of prismatic ink produced.

The loom will need to be commissioned as normal, and will take a season to complete. Once finished, it will create an Imperial title - Weaver of Stars - who will receive six vials of prismatic ink each season from this potent sinecure. It is possible that the Weaver will also attract the attention of Sinokenon - for good or ill - but Richard simply shrugs when this is mentioned.

Watcher of the Wheel

In the northern woodlands of Madeiras, in Tassato, there is a ruined tower overgrown with ivy. A solitary weirwood tree grows inside it, reaching up to the heavens, its branches protruding through the walls. According to some old tales, it was once owned by a troupe of enigmatic dramaturgists who engaged in dubious rites to win the approval of one or more of the Night eternals. The area is avoided by the woodcutters and hunters of rural Tassato, but Richard of Holberg has designed a structure intended to harness the powerful flows of mana through the area.

He proposes a garden of night-flowering plants, laid out with each representing one of the magical materials known to artisans, in the order familiar to magicians who practice The Eight-Spoked Wheel. The structure will require 10 wains of weirwood, 20 crowns of additional materials, and a season to complete. Once finished it will create an Imperial title - The Watcher of the Wheel. Each season the Watcher will be able to harvest and process magically infused plants that will yield one portion each of warm ashes, vital honey, crystal fire, and heart's blood.

Eternal Affairs

Emissaries

- Roshanwe and Sinokenon have provided boons to the Imperial Conclave

- The koboldi of King Adamant have been roaming the Empire in response to the Conclave's invitation.

- A herald of Tharim known as Donum has been active in the northern Empire.

Last season, three eternals of the Day realm - Roshanwe, Sinokenon, and Ylenrith - offered gifts to the Imperial Conclave. The magicians voted to accept the Gift of Binding offered by Sinokenon, and the Gift of Inquisition offered by Roshanwe, but declined the Gift of Purity offered by Ylenrith.

At the same time, King Adamant of the Summer Realm offered to send his koboldi servants to help Imperial magicians expand and improve their mines in return for any valuable mundane metals and gems they might recover during the season. The Conclave accepted the offer, but according to the koboldi the mine-owners of the Empire largely declined their services. They are a little disappointed - but are significantly cheered up by the possibility of working to rebuild the Gate in Semmerholm.

Last season, three heralds of Tharim entered the Empire via the regio known as the Copse of the Bone Birch. One, Obligatus, is still sat on the old stump near the middle of the regio. One is unaccounted for. The third, calling itself Donum, has turned up out of the blue in the northern Empire. Tall, pale, and decidedly sinister, it has been poking around the edges of the Night Quarry and the Fortress of Salt, but disappears when challenged. It has also been seen talking to collectors of antiquities, mine and quarry workers, and historians across Temeschwar, Skarsind, and all over Varushka. It is very hard to pin down, but it seems to be interested in acquiring relics related to orc enslavement and is paying in old coins, heart's blood, and the occasional minor boon.

Briars and Hares

- Small groups of briars offer aid to the needy in Zenith and Mournwold.

Since shortly after the Autumn Equinox, small bands of briars have appeared in both Zenith and Mournwold. They offer aid and support to people who need it, providing wholesome food and helping with manual labour. In each group there is at least one magician well versed in healing magic - both incantations and simple rituals. Indeed, there are a few reports of these briars offering the Blessing of New Spring to struggling farmers, and enchantments of strength and good health to those fleeing the Druj.

They appear to be a combination of briar-born humans from across the Empire, although there are some reports that a few of these briars seem suspiciously unfamiliar with Imperial customs. The only thing that unites them is that they bear the symbol of the hare - possibly the same virtuous animal that symbolises Ambition in Varushka. When asked what they are doing, they give the same answer - a variation of "We were asked to help. We are sorry we cannot help more, but the archmage of Spring forbid it."

The Patronage of Eleonaris

- Eleonaris' champions won the Summer Tourney; the Lion of Summer is now the patron of the Summer college

Following many months of wrangling, jostling, a curse of dire weather, and some behind-the-scenes political shenanigans, Eleonaris has become patron of the Icy Crag of the Eternal Sun in Miekarova. The Lady of Pennants is believed to be excessively pleased with this state of affairs; and those eternals whose champions did not win are at worst disappointed. Until one of them chooses to launch a formal challenge to Eleonaris' dominance - or until an Archmage of Summer invites another eternal to vie for the position of patron - peace appears assured. The attention of the Sovereign in Scarlet and Gold is very much on Dawn at the moment, but it is likely that she will want to send someone to meet with the Master of Ice and Darkness to discuss benefits her new patronage might portend.

The Patronage of Jaheris

- Emissaries of Jaheris have indicated that their master wishes to speak with the champions who fought under his banner.

One of the eternals who participated in the contest to become patron of the Icy Crag was Jaheris - the unicorn prince and the former companion of Eleonaris. Recent developments seem to suggest that Jaheris and Eleonaris are no longer allies - indeed they may now be sworn enemies. Jaheris' heralds have visited several parts of the Empire in the weeks leading to the Winter Solstice, delivering words of conciliation and friendship to Imperial magicians.

Apparently Jaheris will be in attendance at the summit - or at least in as much attendance as an eternal lord of the Summer realm can be. He invites those who fought under his banner in the Summer tourney to come meet with him at nine o'clock on Saturday night. Once he has had a chance to speak to his champions, he has vouchsafed that he will meet with other magicians who may feel they have business with him, starting at half-past-nine.

The Toad's Medallion

- Heralds of Sadogua have been offering a reward for the return of a certain item

For the last three months, on every night of the half moon, a trio of heralds of the Brother of Wizards - the eternal Sadogua - have been appearing in various places around the Empire talking to magicians of all kinds and calibres. The eternal has misplaced a certain medallion that has a great deal of sentimental value. It takes the form of a metal chain from which hangs an elongated loop, and in the heart of which is set a round gemstone held in place with twisted wire. He thinks he may have given it to someone - possibly the delightful family Gremani of Varushka in return for some quite excellent singing - but the heralds are a little cagey. None of them come out and says it but there is a strong implication that Sadogua has absolutely no idea what he has done with his medallion and is unable to find it with his own (not inconsiderable) scying magic.

According to the heralds, Sadogua offers a small reward for information leading to the return of the medallion - at the very least he will meet with any magician who can return it to him in person and listen with a friendly ear to any requests they may have. As always, the ritual Missive for Sadogua can be used by any Imperial magician who might know something about where the missing medallion might now be.

Murit and Soghter

- Heralds of Murit and Soghter have disappeared.

Over the last nine months, magicians from the enchanters in Dawn to Stargazers of Urizen have reported that heralds of the night eternals Soghter and Murit appear to be disappearing. Heralds of the two eternals have been conspicuous by their absence. Indeed, the only two who seem to have been in evidence anywhere are the ones known as Centimani, herald of Soghter, and Alkahest herald of Murit, and they seem to be appearing only on the field at Anvil. Those with ongoing arrangements with Imperial citizens have terminated those arrangements, encouraged those friendly to Murit or Soghter to call in any boons owed, and generally concluded their business before vanishing. They are believed to be returning to the Night realm as soon as their obligations are discharged.

Further, across the Empire regio associated with the two eternals have become "sealed". The doors at their hearts seem to be locked in some fashion, apparently from the other side. While they can be forced with ritual magic, the few magicians who have risked doing so either have not returned - or have returned utterly changed in some fashion with no memory of how the transformation took place. Concerned communiques from the Principalities of Jarm and Faraden imply that the same thing is happening there.

Needless to say this has lead to a great deal of speculation that something significant is happening to the two eternals - and that it seems focused on or around the Empire. So far, other night eternals refuse to offer an explanation as to what is happening, and generally change the subject if it is brought up.

OOC Note: As with the Autumn Equinox, the Archmage of Night cannot use their plenipotentiary power to contact either Soghter or Murit. Any rituals, special abilities, or magic items that would allow communication with either of these eternals will simply not function - no mana or uses are expended, there is simply no effect.

Sacrifice to Rhianos

- The Imperial Senate commissioned a marvellous treasure ship which has then been sunk in pursuit of the support of the Regent of the Eternal Sea, Rhianos

During the Autumn Equinox, the Imperial Senate commissioned a wonderful treasure ship of weirwood and mithril named the "Adventure". The ship was sailed into the Bay of Catazar, and deliberately scuttled to try to gain the support of the Regent of the Eternal Sea, Rhianos. The eternal, the Regent of the Eternal Sea - consumed the ship in a storm.

Proposed and paid for by Anwar i Del-Toro i Riquezza, Senator for Madruga, and seconded by Ariadne, Senator for Morrow, this ship was apparently commissioned at the request of Solomon, Archmage of Summer. The issue has caused some consternation among orthodox religious adherents that this act is an act of propitiation - a type of idolatry - but legally speaking, only the Imperial Synod has the power to make that determination.

"It's the most blatant act of idolatry in the history of our Empire. They are publicly mocking the very foundations of the Way!" Flecks of spittle coated the bishop's thick black beard. He had been ranting now for nearly half an hour, ever since she brought him the news.

"I think people feel that it's just a ship your grace. They don't really see the harm." Lucretia was treading a fine line, the bishop was presenting a sermon to the Carta Atturo at lunch time and she really needed him to calm down or he'd never convince them to donate to the the new roof for the church. But if she went too far it would only make him more angry.

"Just a ship!?! It's blatant propitiation. People have to be told that these things are insidious - they're all the bloody same. They inveigle their way into the Empire with their whispers and their promises of aid. The Highborn have the right idea! All of them are perfidious worms. Except the one that's a bloody frog - and he's the worst of the lot. We should enmity every last one of them."

"Perhaps a strongly worded letter to the Assembly of Nine your grace?" If she could get him to put this off until tomorrow he might just calm down and focus on what was needed.

"Fuck the Assembly of Nine! What the hell are they doing letting this go? A bloody senator stands on the floor of the Senate and literally says he is going to do this to get in the good books of some bloody watery eternal no-one has ever heard of! Where the hell was the militia? They should have arrested this senator and chopped his head off right there on the floor of the Senate!"

"The magistrates can't prosecute until the Synod passes a judgement on the matter..." She regretted the words as soon as they were out of her mouth. Teaching him how to suck eggs was not going to calm him down.

"Don't tell me how the bloody law works - I was a bloody cardinal once! The Assembly should do something about that too. Change the damn law - take the muzzle off the magistrates - let them go after these bloody heretics and idolaters. There'd be no more Bull temples then I can tell you. They'd root this heresy out root and branch and burn the bloody lot of them."

Lucretia eyed the clock. Forty minutes now... and he was just building up steam. She made a mental note to tell Simon to cancel the meeting with the carta. It was terrible form - very bad for business - but a lot better than meeting the bishop today.

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Folly

You've all fools and briar-brains! This is another sop to them bloody mummers in the mountains, or I'm no brewer. It's folly to pass this thing. Them that pay the piper will call the tune.

Walter Brewer, Senator for Upwold

Contents

- 1 Overview

- 2 Senate Commissions

- 3 Scrutiny

- 4 Benefits

- 4.1 Grandeur

- 4.2 Tangible Benefits

- 4.3 Potential Benefits

- 5 Costs

- 6 Existing Follies

- 7 Game Design

Overview

Because of the great costs involved in creating a structure using mithril, weirwood, or white granite, most commissions are built to provide important practical benefits. A folly is the general term for any commission that is explicitly designed not to provide any apparent benefits.

Most follies are straightforward endeavors, statues created to celebrate some great accomplishments of a nation, or more cynically the reputation of one of it's senators. They are ideal to create suitable monuments to memorialize those who have died in battle.

Senate Commissions

The Imperial Senate may pass a motion of commission for the construction of a folly. The senate must select a territory, and a region within that territory, where the folly will be constructed.

Since the construction of a folly does not provide any tangible benefits, no Imperial title is created to oversee it. It is possible for a senator to create a title to oversee the folly, creating a custodian for the folly.

Scrutiny

Follies are often privately funded, the senator seeks only the permission of the Senate to create the folly, rather than direct support and funding. At times follies have faced a rough ride through the Senate, with parsimonious senators accusing political rivals of squandering precious resources that might otherwise be devoted to a war effort. Privately funding a motion, lets the senator cite the virtue of prosperity in defense of their motion. On occasions funding from the Senate has been required to complete the folly, leading to appeals to the need to showcase the pride of the nation, territory or region where the folly is sited.

Other than cost, the main reason that a folly might receive close scrutiny is the possibility that it could be used by a non-Imperial power. Such uses can provide Imperial citizens with valuable benefits, but the Senate and the Synod have both taken a dim view of such interference in Imperial affairs on occasion. Historically many senators have chosen to be public about the true intent of a folly, but some have preferred to ask for forgiveness rather than permission.

In theory any commission could be manipulated or taken-over by a non-Imperial power, but follies are the most susceptible because they do not have a preexisting function or purpose.

Benefits

Grandeur

Upon completion of a folly, we will update the wiki entry for that region to include a description of the folly, with a length appropriate to the size and scale of the construction. The senator responsible for bringing the motion is welcome to email us with what they would like to build so that we can use that information to create the wiki entry.

Tangible Benefits

A folly does not provide any direct tangible benefits as a result of its construction, nor is it possible for the Empire to adapt the folly to provide any benefits without rebuilding it.

Potential Benefits

It is never possible for a folly to provide any tangible benefits while under Imperial control. (If it were possible, then the commission would not be a folly).

Once a folly is complete it may provide some benefits if control of the folly is ceeded to a non-Imperial power. For example if the Senate approved the construction of a temple to the Asavean god of the sea, then the folly might provide some benefits if the Asaveans were given control of the folly.

In these circumstances, the non-Imperial power may appoint a being, who may or may not be an Imperial citizen, to be responsible for their operation of the folly. Such a position is not an Imperial title, as the power of appointment is vested in another body and cannot be directly controlled by the legal authority of the Empire. An Imperial citizen may hold any number of foreign titles, even if they already hold an Imperial title.

Control of a folly may be specified in the Senate motion, or it may be granted by a vote, judgement or declaration of the relevant political house. It is possible for a non-Imperial powers to attempt to seize control of a folly without the permission or possibly knowledge of the Empire.

If the Empire is not content with the way a non-Imperial power is employing a folly, then it may pass an appropriately worded Senate motion to instruct the magistrates to eject them. If passed, this motion will restore the folly to its original inert state. If the Senate chooses, they may order the destruction of any commission that is in a region controlled by the Empire. The costs to destroy a commission are dependent on the size and scale of the construction.

Costs

- Time: 3 months to construct per 50 wains of materials used

- Labour: 2 crowns per wain

- Upkeep: None

A folly requires at least one wain of either white granite, weirwood or mithril. There is no upper limit on the number of wains that may be used to construct a folly, the more material expended, the more impressive the resulting folly will be.

Most follies do not have any noticeable upkeep. However it is possible for a folly to be damaged, usually by saboteurs or attacking forces, in which case it may require further bourse materials or money to restore its grandeur or prevent its complete collapse.

Existing Follies

- Krampushall

- Great Library of Hacynian

- Alchemical Workshop in Holtford

- Statue of Janon

- Heart of the Tempest

- The Pale Chain

Game Design

Follies exist so that players can create a proper memorial to the dead, or create similar structures that celebrate national pride or other achievements. You cannot build a folly and then have the folly provide some direct tangible benefit - by definition that is not a folly. Anything that provides a benefit while under Imperial control is a sinecure, ministry, or similar and must follow those rules in their entirety.

If a player has made an arrangement with a non-Imperial power that they can build a folly that will provide direct benefits if control is granted to or usurped by that power. It is an exceptionally bad idea to build a folly in the vain hope that it will naturally appeal to another power to take it over - that is a recipe for disappointment. Any character seeking to go down this path is strongly advised to make their agreements with the foreign power before embarking on the construction of a folly.

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Footprints

Tune: Shen Khar Venakhi. Words by Daisy.

RECORDING of this song : Media:footprints.mp3

Oh - - - - -, wherever you go - - - - You leave footprints in the snow - - -

On the battlefield, midst the hue and cry - - - You looked death in the face and were not afraid to die - - -

In the Labyrinth, you know where to turn - - - Footprints that you made in life will guide your return. - - -

Oh - - - - -, wherever you go - - - - You leave footprints in the snow - - -

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For Once I Was A Young Man

Traditional Highguard (OOC: Lyrics by Aaron Walter, Music by Jude Reid)

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Foreign nations (Redirected from Foreign Nations)

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

Overview

Foreigners are people that are not part of the Empire, that the Empire is not currently at war with. The Empire trades with many of these foreign powers, and may host delegations from them. Foreigners have no ability to directly influence the future of the Empire, but may have political agendas that guide their interaction with the players.

Foreign Neighbours

Nations that are not part of the Empire but which are not barbarians are sometimes called 'local foreigners'. They are smaller than the Empire, and possess a level of influence and military power roughly on par with one to three Imperial nations. They tend to share borders with the Empire, and many are threatened by the same barbarian tribes that threaten their Imperial neighbours.

They speak the same tongue as the Empire, and engage in limited amounts of trade. This trade does not usually involve fleets; rather it could be represented with a business, or role-played. Larger scale trades may be entered into but these would be the result of politics with non-player characters from the neighbouring nations.

The primary foreign neighbours of the Empire are:

- Faraden, a hilly nation of traders with a long history of cooperation with the Freeborn that lies to the west of the Empire.

- Axos, a magocratic nation that closed its borders some time ago and is only now beginning to emerge from self-imposed isolation. It lies to the east of Urizen.

- Skoura, a mountainous nation with rich mines and introspective citizens that lies to the south of Urizen.

- The Iron Confederacy, a nation of feudalistic warlords who worship false gods, lying to the south of the Brass Coast.

- The Vore, a nation ringed by impassable mountains that lies to the north-east of the Empire

Distant Foreigners

Distant foreigners primarily exist in downtime, although their representatives may attend events or enter correspondence with Imperial citizens. They represent nations that are on par with the Empire in terms of influence and capability - and in interest in world-wide events. They are all physically within four or five weeks hard-sailing of the Empire (meaning a fleet can reach them and return in a single downtime period; this also means it is largely unfeasible to try and invade them or for them to invade the Empire).

These nations do not speak Imperial as their primay-language (although many citizens there will be familiar with the language). A number of other real-world language families are assigned to represent the languages of these foreign nations, and to the smaller independent nations and tribes that surround them.

The five primary foreign nations active on the world stage as peers of the Empire are:

- The Asavean Archipelago, an old and self-satisfied nation with a taste for luxury.

- The Sarcophan Delves, a ruthless mercantile nation built in the ruins of a fallen civilisation.

- The Principalities of Jarm, a fractious magocracy known for exotic wonders and cut-throat politics.

- The Commonwealth, a comparatively young society founded on the principle of the greatest good for the greatest number of people.

- The Sumaah Republic, a secretive nation that shares the faith of the Empire but rejects the Synod

The list is not exhaustive - there may be other foreign nations out there but they are neither important nor active enough to be trading partners for the Empire. There are also extensive nations beyond the "known world" of the Empire campaign - too far away for regular trade to exist with them.

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Foreman of the Mines of Gulhule

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounteous Skarsind

- 4 Appointment

- 5 The Title in Play

Overview

The Foreman of the Mines of Gulhule is an Imperial title awarded to an Imperial Orc citizen. It is a national position appointed by majority vote of the Imperial Orc commanders of military units. The vote is organized by the Imperial Bourse.

Orcs do not like to work in mines. It reminds them of the centuries they spent as slaves, but the Gulhule region is rich in precious metals and there is never any shortage of people prepared to dig ore out of rock for a good day's pay. The Foreman of the Mines of Gulhule was created to allow the Imperial Orcs the chance to take advantage of that. Through the newly built offices in Gulhule, the Imperial Orcs are able organise their efforts to locate and recruit human miners prepared to either make the trek north.

Responsibilities

The Foreman is expected to ensure that there are sufficient workers and miners employed to keep the many small mines fully operational. This keeps the valuable metals flowing down from the mountains to the rest of Skarsind and from there to the Empire. The close contact with mine owners allows ample opportunity for the Foreman to acquire supplies of rare metals at bargain prices, and it is expected they will make those metals available to their fellows in the Imperial Orcs - at an appropriate profit, of course.

Powers

Total Money Spent

Production

8 Crowns

6 ingots of Green Iron and Orichalcum, 2 ingots of Tempest Jade and Weltsilver

20 Crowns

12 ingots of Green Iron and Orichalcum, 4 ingots of Tempest Jade and Weltsilver

40 Crowns

18 ingots of Green Iron and Orichalcum, 6 ingots of Tempest Jade and Weltsilver

60 Crowns

24 ingots of Green Iron and Orichalcum, 8 ingots of Tempest Jade and Weltsilver, one ring of Ilium

75 Crowns

30 ingots of Green Iron and Orichalcum, 10 ingots of Tempest Jade and Weltsilver, one ring of Ilium, one wain of mithril

Bounteous Skarsind

As a ministry, the title of Foreman of the Mines of Gulhule allows the holder to purchase quantities of special materials at a set price. The Foreman makes their decision how much money to spend during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Appointment

This title is appointed during the Spring Equinox. The Foreman is appointed by Imperial Orcs who control military unit personal resources. The larger the military unit an individual has, the more votes they can allocate in support to a candidate. The voting is handled by the civil servants in the Bourse.

Only an Imperial Orc character may hold this title. They do not receive a seat on the Bourse. As an Imperial title appointed through the Bourse, they cannot be revoked by the Imperial Synod.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

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Forest

Contents

- 1 Definition

- 2 Production

- 3 Downtime Options

- 4 Upgrades

- 5 Diversification

Definition

A forest represents an area of woodlands that are harvested to gain magical materials. It shouldn't be a farm or a garden - if that is what you want to take then we would recommend you choose the farm resource or a herb garden resource instead.

Production

Upon taking a forest, you must choose one of ambergelt, beggar's Lye, dragonbone or iridescent gloaming. A forest produces 12 measures of the chosen material.

Downtime Options

It is possible to harvest additional materials from a forest during any given season. You may spend 6 crowns to have the forest produce an additional 5 measures of the same material as it would naturally produce.

Upgrades

A forest can be upgraded using white granite obtained from the Bourse. Each time a forest is upgraded, the owner receives an additional 2 measures from then on.

To upgrade a forest requires Imperial wains of white granite equal to the level the forest is being upgraded to. So the first upgrade of a starting level 1 forest costs 2 Imperial wains of white granite, from 2 to 3 costs 3 Imperial wains, etc.

Diversification

A forest can be diversified to sacrifice production of one material for another. To diversify a forest requires one Imperial wain of mithril and one Imperial wain of weirwood. Each time a forest diversifies, the owner chooses a different resource from the list for forests; the forest produces 2 measures of the new material at the expense of 2 less of the original material.

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Forests of the night

The fat man leant over the dark pool, peering intently. He stirred the waters gently with one taloned finger, released a happy grunt, and leant back on his padded haunches, absently rubbing his belly. Around the clearing, pale iridescent moths fluttered and danced, like tiny stars echoing the majesty of the night-time sky above primaeval forest.

He held out a finger, and one of the moths alighted on it for a moment, cleaning its antennae. He studied it minutely, his golden eyes reflecting the gentle effulgence of its wings. After a moment, it took fight again leaving a thin layer of alabaster dust where it had lain. He sniffed the residue, licked it with a long slow lick from his impressively large tongue, and let out another happy grunt.

He was about to return to his observation of the images unfolding in the depths of the midnight pool when he suddenly cocked his head, his large ears twitching this way and that. He closed one eye and sniffed the air loudly. He was no longer alone - always a risk when visiting a Place like this (he capitalised it in his head, and part of him chuckled at the pompousness of it all). He didn't like it.

"I know you're there," he said without turning, his voice cold.

There was a rush of fluttering, like a thousand wings beating, but somehow in reverse, and a rush of movement, and then a second figure was standing on the other side of the pool. It was tall as he was squat, thin as he was fat, clad in a gown of rainbow feathers where he was naked. As androgynous and beautiful and ethereal as he was .. homely. Their eyes shimmered, pools of colour, and he was careful not to look into them. His lips twisted, almost in a snarl. He did not appreciate the interruption, and he did not want company. Particularly not from one of them. From a rival.

"I expected to meet someone here," said the newcomer in a quiet voice.

"Of course you did," grunted the fat man, grabbing his rod and rising as he did so. "Are you here for the pool or ... are you here for something else?"

The slender figure inclined its head, then looked down into the water, ignoring him. He tried to stop his hackles rising.

"How long has it been?" the intruder asked, gesturing smoothly but vaguely with a grace that set his teeth on edge.

In the depths of the pool, shapes flickered and danced. A succession of images, one fading into another, splitting and reforming in a relentless cavalcade. Here a forest, haunted by dancing lights; there a scaled actor declaiming his passionate speech before a rapturous crowd, gone and replaced with an image of a bloodied captain exhorting her soldiers to stand firm against the foe; now a bedchamber where an old, old man slumbered dreaming of moths and tigers.

The fat man raised his impressive eyebrows. "In the Empire? It's not a mystery or a secret is it?" he said, a little smug. He knew how long it had been down to the hour, but he was not interested in sharing that knowledge with this creature. "How long has it been since you last bothered me?"

"Long enough that there will be unexpected outcomes," said the newcomer, disregarding his second question. "Especially if anyone has been particularly meddlesome."

"Again, not a secret or a mystery, and so hardly worth discussing." He pretended to ignore the feathered guest, looking back to the pool, but he could not hide his irritation.

"It has attracted attention of course, and something has happened that is a mystery, and a secret. I am surprised you are unaware."

He growled, low in his throat, and made himself a little larger. "Oh is that why you've interrupted me then? To be smug? Honestly, I can get that at home whenever I want."

The feathered figure did not respond, but he could see its lips quirked into a smile. So very, very irritating.

"Look closely, you can see the echoes of the future rippling back along the river, shaping the events that are their cause before they happen."

He flared his nostrils, and tried very hard indeed not to snarl. He tightened his grip on his implement. Then something caught his eye. He crouched again, touching the surface of the water.

"Oh." he said to nobody in particular. "Oh that's ... unexpected."

"The wheel turns," said the figure opposite. "The river flows, and the time for things that were cleft to cleave together has come round again. Another opportunity to study an enigma, one more important than any magical ritual."

His face lost all expression, and he looked up, meeting their eyes for the first time. His own were black as the pool, as the night above, and through clenched jaws he spoke very slowly, very clearly.

"No." he said with finality. "Nothing - nothing - is more important than this magical ritual. Don't insult me unless you're prepared to deal with ... just don't insult me."

There was a sudden unfolding, and stretching, and he was gone back among the trees without a single backward glance.

The newcomer's expression did not change. With the uncouth creature gone, it was able to focus its full attention on the images unfolding in the midnight pool. Perhaps a smile played across its lips as it rested its head on its hand and gazed unblinking into the depths.

Contents

- 1 Overview

- 2 Significance

- 2.1 Forest Bounty

- 2.2 Peculiar Dreams

- 2.3 Naga Energy

- 2.4 Shimmering Forests

- 2.5 Butterfly Reserve (Opportunity)

Overview

During the Winter Solstice, the Coven of Umbral Reflection and the Spire of the Auric Horizon combined their powers to weave the powerful enchantment known as the Wondrous Forests of the Night. Working with consummate magical skill, the Urizen magicians laid a delicate network of mystery and imagination across the entire Empire.

This is the third enchantment of masterful Night magic to be laid on the Empire in as many months - the stars are still hidden in much of the Empire, and the inspiring aura raised in Winter had barely faded as the first strands of this impressive magic were being woven. It also follows a similarly powerful work of Spring magic worked by the Sherard Hunters of Wintermark a little less than a year ago.

The primary effect of the ritual is to grant additional production to every forest in the Empire - and the effect has "washed over" into several territories not technically part of the Empire at this time (Mournwold and Liathaven have also been affected). Much like Verdant Bounty of the Twilight Bayou, the effect is not so much to effect the forests themselves as it is to grant mysterious insight to the people who work in those forests. Across the Empire, those forests where ambergelt, dragonbone, beggar's lye, and especially iridescent gloaming are gathered are haunted by floating, shimmering globes of purple, green, and pale blue light. They weave between the trees, and lead workers to fine quality material that might otherwise have been overlooked.

The magic also serves to temporarily empower weak Night regio across the Empire, and encouraging the heralds of Night eternals to become more active. Stories propagate across the Empire of encounters with magical creatures from the Night realm - and not only heralds. Such tales include tales of a minor boggart infestation of a barn in the Marches that is dealt with by local children; a rippling shadow wandering the trods in Miaren that steals romantic memories from anyone who cannot answer its riddles; a faceless ebony knight in armour of woven darkness offering a night of hospitality to knights of Semmerholm; and three enigmatic black crows haunting trees in northern Morrow who offer peculiar auguries to anyone who brings them offerings of white stones and perfumed smoke.

Indeed, the eternals of Night themselves have become increasingly active in areas where this enchantment is in effect, demonstrating increased interest in the doings of Imperial citizens. The agents of Sung, Murit, Janon, Sadogua, Soghter, Lashonar, and Sung have all been noticeably active across the Empire, encouraging people whose interests align with their own. It is likely that some or all of these eternals will see the Spring Equinox as an opportunity to speak with powerful and influential Imperial citizens about matters of mutual concern - there are rumours that the Brother of Wizards, the Changer of the Ways, the Shaper, the Rainbow Serpent, and the Shadowed Fire are all intending to either offer audiences or send powerful representatives to treat with the people at Anvil.

Only the Whisper Gallery seem to be ignoring the effect of the powerful enchantment - although it is difficult to say for sure whether their influence is absent, or simply so well hidden that it has not come to general attention.

There is some discussion as to whether the Wondrous Forests will lead to more naga being born in the Empire. Opinions are divided. Naga generally appear entirely human when they are born, untouched by Night magic until they reach maturity. The ritual has not been performed that often in Imperial history, and it is impossible to judge what effect it will have on children born between the Winter Solstice and the Spring Equinox.

Significance

There are several enchantments (such as Bright Eyes Gleam in the Depths and Hallow of the Green World) that work at such a level of power, but this is only the second one laid across the Empire since before the reign of Emperor Hugh. While it has not had the same dramatic effects as the earlier Hallow, it does seem to have drawn additional potency from the two recent large-scale workings - and perhaps from the so-called hidden conjunction which occurred during the Spring Equinox.

Forest Bounty

Every forest in the Empire has produced an additional bounty over the last three months. The bounty is determined by the nature of the forest (an ambergelt forest will have produced additional ambergelt, for example). In addition to the benefits experienced by player-characters, this is also likely to mean an increase in the amount of ambergelt, beggar's lye, dragonbone, and iridescent gloaming available on the public auction.

Peculiar Dreams

For the last three months, every inhabitant of the Empire has experienced especially vivid dreams of fantastical vistas, mysterious encounters, romance and adventure.

On comparing their dreams, many individuals of a sensitive nature (especially naga, and those who have a rank of Night realm lore) have found that they have had certain recurring motifs - specifically pale moths, both regular and of immense size; impossibly high mountains cloaked in mist; dark forests of impossibly tall, moss-covered, oaks; unearthly piping music of great beauty that causes mild unease; ancient and weathered statues of white granite, often with a serpentine aspect; pools of water that glow with the light of the full moon; domed beehive-like buildings of white stone; peculiar brown creatures similar to large rats or rabbits but with odd faces; and hooded figures in pale robes carrying lanterns.

While peculiar, these dreams are not especially threatening. Unless another effect takes precedence (such as Dreamscape of the Endless Hunt, Excommunication, or a Shackle of the Unvirtuous), anyone experiencing one of these vivid dreams awakens quite refreshed and ready to face whatever the day may bring and may choose to respond to any roleplaying effect that would cause them to feel tired with a burst of energetic enthusiasm that fades within an hour of breakfast.

Naga Energy

Any character with the naga lineage may choose to take advantage of the powerful Night magic to strengthen the trappings of their lineage.

Over the last year or so, the naga of the Empire have experienced several odd effects due to their sensitivity to powerful Night magic. The Wondrous Forests is no exception, but in this case, the influence has been both more low-key and more profound. Any naga can choose to strengthen the influence of their natural naga instincts for the duration of the Winter Solstice. In particular, many naga find themselves feeling energised, passionate, and gripped with strong emotions - but at the same time they find it a little more difficult to consider the needs of anyone other than themselves. As with all roleplaying effects, it is possible to overcome this magical influence with a suitable strong will, the aid of a priest, or a carefully chosen magic item.

However, the subtle effect of this powerful magic appears to have had an even more profound effect on naga. Until the end of the Spring Equinox, every naga with the magician skill has their reserve of personal mana increased by one. This additional point can be recovered normally by rest, or the use of potions, or resting in an enchanted area such as a Chamber of Delights. It will stack with any other source of additional mana, and fade shortly after the end of the event.

On the other hand, any naga character who does not have the magician skill gains a different benefit; their naturally discerning senses become even more attuned to mysterious forces. Once each day for the duration of the Spring Equinox, such a character can spend thirty seconds of appropriate roleplaying that includes employing their discerning senses to employ one of the divination, discern enchantment, or identify magical item functions of the detect magic spell, exactly as if they were magicians! They may only do this if they are not wearing armour, however, and may not use this ability if they are weakened.

Shimmering Forests

Every forest in the Empire is haunted by drifting, shimmering lights. They seem to be manifestations of Night magic. Such eerie phantasms are common to several Night rituals that deal with forests - yet these are significantly more potent than is usually the case. As the magic of the Wondrous Forests begins to fade, so too do these lights. Yet before they are extinguished entirely, they present an opportunity to capture their essence and infuse it in a limited way into the forests they haunt.

For the duration of the Spring Equinox, the ritual Verdant Bounty of the Twilight Bayou will have an unusual side effect; it will trap some of the essence of the Wondrous Forests ritual in the trees themselves, making the drifting lights a permanent fixture. In addition to its normal effect of increasing the production of the target forest, it will permanently trap some of the energy of Wondrous Forests in the trees, and the creatures that inhabit them, altering several of them on a profound level. This will permanently reduce the production of that forest by 2 measures of the basic material, but the forest will instead produce a single pawn of green-blue crystal fire every season.

There actually appears to be no way to prevent this happening - any use of Verdant Bounty will automatically cause the permanent change in the target forest. Enchantments placed on a forest that draw on a realm other than Night will not be altered in this way. An arcane projection that uses Night magic to enhance the production of a forest may be effected, and repeating the performance of Wondrous Forests of the Night during the Spring Equinox will force this change on every significant forest in the Empire.

Butterfly Reserve (Opportunity)

The significant boost in the number of iridescent gloaming butterflies also presents an opportunity to the Senate. By selecting carefully chosen cocoons, and breeding butterflies, and setting aside a carefully chosen area of woodland, an Iridescent Butterfly reserve could be commissioned. Such a reserve must be constructed in a region with the forest or marsh quality, and work must begin immediately following the Spring Equinox or the opportunity is lost.

An Iridescent Butterfly reserve would require 15 wains of weirwood, 30 crowns in labour costs, and take three months to build. The resulting sinecure would be a sinecure that would provide 20 iridescent gloaming each season to the character appointed to oversee it. The civil service advise that the well worn path to appoint such a sinecure would be through the Imperial Bourse, although given the circumstances surrounding the opportunity it could also be appointed by Declaration of Candidacy in the Imperial Conclave.

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Forge of Isenbrad

Description

Isenbrad, Paragon of Wisdom, is a legendary smith said to have been so skilful he was able to craft weapons and armour from ice and snow. This sturdy Mage Armour allows a magician to repair broken items quickly and efficiently.

It finds greatest favour among shield-bearing magicians, particularly in Highguard, Dawn and among the Imperial Orcs, who can make up for their light armour with a shield that is very hard to destroy. While warcasters appreciate the practical benefits of this armour, it is the Oathwrights who are utterly fascinated by its implications. They ponder what it means for a soul to be able to reshape items by channelling the power of the bond through the enchantment upon the armour. They are often cautious about the use of this armour, fearing that bonding to unsuitable items would be even more dangerous while wearing it.

These useful suits of mage armour are commonly pale in colour, and almost always bound with the Runes - Irremais, the rune of wisdom, Pallas, the rune of wealth and Feresh, the rune of majesty. A Redsteel Chisel is considered an excellent companion to this armour and they are occasionally made as sets by those who wish a reputation as an artisan’s artisan.

Rules

- Form: Armour. Takes the form of a suit of mage armour.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: When you swift cast the mend spell, you need only spend 1 mana rather than the usual 2 mana.

- Materials: Crafting a moonsilver doublet requires fifteen ingots of orichalcum, eleven measures of ambergelt, nine measures of iridescent gloaming, and six ingots of weltsilver. It takes one month to make one of these items.

The immense beast crashed through the Imperial lines, bellowing and flailing as it went. Wherever one of its immense limbs swung through the air with all the finesse and gentleness of a tree-trunk, soldiers were smashed to the ground and weapons shattered. Even strikes against its stony hide left edges dulled and spears splintered.

But Tarquinius could see that the lumbering behemoth was just a spearhead; its clumsy assault served to break the line but, through the smoke and mayhem of the battlefield, the Sentinel could see a wedge of barbarians storming forward in its wake.

The moronic beast was still just driving forwards like a rudderless ship. It ploughed through the other side of the lines and kept on towards the woods, howling its fury and its pain. It had done what its handlers wanted, forging a vulnerability in the battle-formation that the barbarians would now exploit.

So Tarquinius plunged forwards amidst the soldiers. “They come!” he roared as he forced his way to the front. “They come! Form yourselves back up! Make ready for an assault!”

But many of the warriors were clutching at splintered hafts or broken blades after the behemoth's attack, and uncertainty flickered across their faces as they saw the barbarian troops rushing across the battlefield towards them.

Tarquinius reached out for the nearest soldier's ruined sword, scooped the shattered blade from the earth and shouted the incantation as he slammed the pieces back together. They sealed into one piece with a flare of magic, and then he simply twisted the bent blade back into shape as he continued to chant.

That done, he shoved the thankful soldier back towards the front, then turned to the next; this time a woman clutching pieces of spear. A handful of dirt in one hand, Tarquinius bound the splinters together with spatters of earth, then once again his incantations forged the weapon anew into one solid whole.

On and on he went, forging the broken weapons of the Imperials back together until his throat was hoarse with the chanting, his soul empty of power, his pouch of crystals now held no more than dust and broken fragments. But in that minute, a dozen more Imperials now stood ready to meet the enemy rather than flee with shattered blades.

And a dozen more could make all the difference.

Through the dust and the confusion came the barbarians, their orderly wedge thundering across the last yards to the Imperial forces.

“Hold the line! Hold the line!”

They held.

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Forge of champions

Castellan looked at the sheaf of parchment spread across the table. The Master of Challenges was pacing noticeably across the great hall. She turned and nodded to Emblem who started to pick up the sheets and place them in a large wooden chest. She walked over to her Lord and put her hand on his shoulder.

"It was a simple dinner party, things should not have gone that badly."

"It is Eleonaris, her temper often flares. Jaheris does little to help. But it will calm down, it always does"

Barien turned and snapped at her "But it hasn't - has it?"

Castellan took a step back and a deep breath. She had never seen the Host of Hosts lose his temper. Such displays of anger were something she expected from the lesser lords of the realm. Something was wrong.

"I shall leave you to your pacing, let me take care of the challenges you have set our friends. It is at least one thing I can do for you."

He turned and smiled at her, thankful for the support. With a simple hand wave the matter was settled, it was something that he could stop worrying about for a while.

She returned to the table where Emblem had arranged the notes that Barien's heralds had prepared. Most had now been returned to the box, just three remained apart, ready for her. She picked up the first one, Hubert Gremani, a playwright and a wit from the Iron Lands. She called the Reeve's scribe over and had him transcribe the words of her challenge.

After the scribe was finished, he dried the ink with sharp sand and then passed it to Castellan for approval. She read it, marked it with an emblazoned symbol of an owl before placing it in the leather satchel. The Varushkan playwright done, she turned her attention to the other two challenges, Vivienne de Carsenere and Lady Ygraine Novarion together, Liissá of Sigehold Hall alone.

She turned and frowned at Emblem. Too many challenges to deal with quickly... The Lord of the Crossroads was right, something was different in the Summer Realm, something dangerous... She needed to resolve this matters fast so that she could return to her lord's side.

"Contact our friends at the Forge of the First Throne, let them know we will travel to Anvil so that everyone with a challenge can come speak to me there. We will catch more fish with a net than a line."

Overview

Castellan is the primary agent of the eternal Barien. She seems to come and go reasonably freely between the Summer realm and the mortal world, often in response to a summons issued with the powerful Challenge the Iron Duke ritual. She is often dispatched to deliver challenges or to reward those who have impressed the Lord of the Crossroads. At such times she is very much the emissary of the Reeve of the Summer Lands.

Significance

On this occasion, however, her presence seems to be slightly more informal than usual. She has let it be known that she intends to visit the Forge in the heart of Anvil at or around nine o'clock on Friday evening. Her intention is to speak with every citizen of the Empire who is awaiting a challenge from Barien. She has mentioned several names - all assumed to be people who have been the subject of the Summer ritual. She holds scrolls detailing the challenges to be delivered to Hubert Gremani; to Vivienne de Carsenere and Lady Ygraine Novarion, and to Liissá of Sigehold Hall.

She is also eager to talk to anyone who is undertaking a challenge or who has completed one but not yet received a reward from the Seneschal of the Road. She has mentioned Guildenstern of the Marches, Drogon Morosini of the Crimson Reaper Cartel, Achilles of Urizen, and the nobles of House Aurelius. If they will come and let her know how their challenges are progressing, then she may be able to offer advice and help. If someone is awaiting a reward from Barien she will procure it for them.

It seems that the popularity of the ritual in recent times has made it harder for Castellan to find those who she is seeking. So rather than looking for them, she has taken the practical step of letting them know where she will be and encouraging them to come to her.

Magicians who are knowledgeable in Summer lore advise that Castellan must technically be a herald - but prefers to be addressed as an eternal. As an individual, she is often interested in challenges of the heart, especially Dawnish Tests of Mettle and Ardour, and clever citizens may be able to gain her aid with a good story. However, she is a stickler for formalities - anyone attempt to convince her to give them a Challenge without first performing the ritual will receive a curt response.

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Forge of sorrows

"This is definitely all new construction," said Ana thoughtfully. She traced a line on the rough parchment, squinting in the dim radiance of the lightstone. "Or should that be excavation?"

She realised none of her companions cared, and sighed quietly. Rikon and Tema were already helping each other to clamber over the pile of rubble that partially blocked the passge. Ana marked the gouges in the wall formed by the picks of Thule slave workers. She shook her head.

"You're the architect!" shouted Ulan from the other side of the spoil heap. "You should know!"

Jeorg winced at the noise. His family were miners, and he had been warning the party repeatedly about the dangers of loud noises and not paying attention to their surroundings. He squatted at the top of the rubble pile, reaching out one hand toward Ana, to help her over the treacherous heap.

"It's important," Ana called back. "I know we're a fair depth down, but a collapse here could be brought on by construction above and then whatever caused it would fall in too. We need to know how far these tunnels go."

"Why should we care?" asked Rikon. "Soon enough it will be the orcs' problem!"

Ana bit back a retort. She could hear Ulan on the other side of the rocks explaining that a lot could happen between now and there being a new Empress. It was at times like this that Ana had to make a very real effort to remind herself that she loved her friends. Even if at least one of them was a fatuous idiot at times.

On the other side of the rubble, the tunnel narrowed sharply. Tema was several dozen feet down the corridor already, peering at something.

"That's odd," she said. And then vanished.

The others exchanged a quick look, then all of them except Jeorg ran to see what had happened. The older youth called after them to be careful - that if it was a collapse it would spread and they would be caught in it ...

There was a hole where Tema had been standing. A low groan went up from below.

"Are you hurt!" demanded Ulan. "Can you move! Are you alive! Tema answer me!"

The groan became louder and there was a sound of shifting stone.

It's alright ..." Tema's voice sounded a bit strained. "This massive heap of stone broke my fall ..."

"Can you move?" Ana was all business. Jeorg had already shucked a coil of thick rope from his broad shoulders, and was paying out length after length into the broken hole in the ground of the tunnel.

"Yes I think so ... I've lost my lightstone and ... yes ... I think I've broken my leg. Ouch."

Her four friends exhanged a look. Rikon shook his head. Typical Tema, who had once described two shattered ribs and a broken pelvis as "a bit painful."

As the lightest, Ana was the one volunteered to go into the hole after Tema. Jeorg and Rikon anchored the rope while Ulan held a lightstone out above her to give her some illumination.

Tema was propped up on her arms, wincing, on another heap of broken stones and gravel. She looked battered, and her leg was at an unnatural angle, but she was alive. Ana sorted through her pack to find a pot of salve, and examined the damaged limb.

"These things never get a chance to go off with you around!" She said, her tone light. Tema looked sheepish. Then frowned.

"There's something down here," she said. She pointed over Ana's shoulder. The Suaq, focused on applying the Ossean Balm smoothly didn't hear her friend for a moment. Tema repeated herself. Ana looked where her injured companion was pointing.

From up above, she could hear Jeorg calling down excitedly "I think you're on the other side of that collapse Ana! I told you there was something off about it! Didn't I say there was something odd?" Ulan muttered something, but Ana didn't catch it.

They were in a tunnel - and quite an old one by the look of it. No desperate gouging on the walls, just smooth stone. Polished even, and ... yes ... carved with runes. Ana checked that Tema was recovering, and then slip-slid down the rubble with her lightstone held up.

"Where are you going! There could be ... trogoni down there!" Ulan sounded worried. Ana called back that she was just taking a look and would be right back.

She ran fingers over the walls of the pasage. It was big - tall - larger than the tunnels she and her companions had been exploring for the better part of a day. Definitely constructed, rather than natural. And old. Very old. A repeating motif of Verys, Aesh, and Diras. White granite supports, beautifully crafted and expertly placed to support the passage. Breathtaking, in their way. The runes themselves were inlaid with weltsilver that caught the radiance from the lightstone and seemed to capture it as she passed, glowing faintly for several moments after she passed each rune.

Up ahead, the passage ended in a twelve-foot-tall archway, opening out into a chamber beyond. She went to see, moving quietly and cautiously. She could hear Tema swearing behind her. The Balm had clearly done the trick.

From somewhere up above she could hear Ulan calling "If there's anything valuable, we'll need to get a block and tackle ... we don't want to have to leave it for the damn orcs to find ..."

Ana said nothing. She simply stood in the archway, staring, without blinking. There was a ruin here ... deep under Gildenheim, beneath the cave of ice. It was dominated by a large structure - she could barely make it out. She stepped forward, across white granite flagstones. A structure of stone and mithril pillars, echoing designs she had seen when studying with master Kentin.

"What is it?" Tema had joined her in the archway.

"I think ... I think it's a runeforge."

"Wow." Tema sounded impressed, which was not a common occurrance. "Where did it come from? Did the Thule build it?"

Ana shook her head.

"I don't think the Thule built it. It looks ... too old. But you can see where they've cleared a bunch of rubble out of the way and ... yes, I think they were trying to repair it. Look there. And there." She pointed to obvious pieces of new construction - one of the pillars was clearly new, compared to the others.

"I've never heard of a runeforge under Gildenheim before," said Tema.

Ana nodded. "Me neither. I think ... I think I've worked out why the Thule were digging all those passages under the cave of ice. I think they knew this thing was here, and when they retreated they collapsed the passages to try and hide it again ... you know what they're like. They'd never destroy something like this, not if they thought they could get it back again."

There was movement in the tunnel behind them. The two young women could hear Ulan swearing and barking as he slid down the rubble heap.

"I think Ulan is going to need a really big block and tackle." Said Tema with a grin.

Overview

Under Gildenheim, in Skarsind, a small band of Winterfolk have made a remarkable discovery. A civil service investivation discovered multiple Thule tunnels beneath the runecarved cave of ice, dug during the occupation and then collapsed. A Winterfolk band was dispatched to investigate by the civil service, and while exploring the tunnels, they discovered an even deeper cave containing a partially collapsed structure - a runeforge.

A rune forge is a structure that allows the development of unique magic items and even artefacts. It is clear why the Thule would be interested in such a thing. There is some speculation that the entire invasion of Skarsind may have been an attempt to acquire this item. A preliminary search of the ruins found the remains of a human skeleton, which simple divination confirmed belonged to Ryv Ironbones, a Navarri rune worker believed taken into slavery by the Thule following the fall of Treji in Hercynia. His presence there surely cannot be a coincidence.

The Thule had obviously been attempting to repair or reconstruct the rune forge themselves, but when the Imperial armies forced them out of Gildenheim they collapsed the tunnels leading to the chamber containing in an attempt to conceal it's presence from the victorious Empire - perhaps intending to return one day and take up where they had left off.

Significance

The forge is extremely old, and has been damaged, but preliminary examination shows it could be repaired.comparatively easily - if the Imperial Senate chose to commission it. While much of the outer structure would need replacing, Winterfolk architects and students of the runes estimate that it would require 60 wains of weirwood, 50 wains of mithril, and 40 wains of white granite to do so. Labour would involve clearing tunnels, and shoring up the chamber, and would cost a minimum of 50 Thrones. However, repairing the damaged structure would take only six months, rather than the more usual year required to build one from scratch.

Much more pressing would be the matter of who would control the runeforge. When the reconstruction is complete a new Imperial title would automatically be created. The most likely path to appoint the director of the Gildenheim rune forge is for an Imperial or National position to be appointed by the Imperial Senate (or national senators, or through the Imperial Bourse. The title could be either an Imperial or National position - but as the runeforge is physically in Skarsind, this would mean that at this time it could only be a Wintermark national position, and that might be complicated by the recent motion to relinquish the territory to the Imperial Orcs. Anyone planning to seek national custodianship of the rebuilt runeforge would be wise .to seek out Magistrate Karkovitch to disuss the implications.

Resolution

The Imperial Senate has not commissioned the reconstruction of the rune forge at Gildenheim, but the opportunity still remains - the ruins do not seem to be going anywhere. However, now that Skarsind belongs to the Imperial Orcs, any attempt to rebuild the runeforge there as a national resource will mean it is given to the Orcs and not Wintermark.

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Forge the Wooden Fastness

Contents

- 1 Rules

- 1.1 Spring Magnitude 80

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 80

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. During the ritual the casters must be in a strong Spring regio.

This ritual targets a specific region. During the performance of the ritual the casters must name a region within the target territory which has the "forested" keyword.

The ritual may target a region in a territory which is under Imperial control (that is, which is eligible to appoint a Senator) when cast from the Imperial regio. To effect a region in a territory that is not under Imperial control, the ritual must be performed at a regio within the target territory.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The ritual targets a single region of forest within a territory. Over the course of the next few days a powerful enchantment settles over the region which offers protection to armies belonging to the force that controls the area.

The magical structure mimics the effect of a 2,000 strength fortification in the enchanted region. The fortification helps determine victory, and if the region is attacked it may inflict casualties. Unlike a mundane fortification, the magical fortification does not absorb any casualties itself..

The effect lasts until the start of the next Profound Decisions Empire event.

Description

This enchantment causes existing vegetation to weave itself together into defensive structures. Thickets of thorns and briars form, and in some places masses of branches and roots mesh together to create veritable walls of living vegetation. In addition, the forest itself becomes sensitive to the presence of living creatures, acting to hinder 'enemies' and parting to allow the swift passage of 'allies'. The enchantment seems to choose who is friend and who is foe based on who has the greater claim to the area.

In addition existing vegetation becomes more dangerous. Fungal blooms sprout in damp wood that release hallucinogenic or poisonous spores when enemies come too close. Open wounds caused by briars or thorns quickly become infected, potentially leading to fever and even death. Insects become larger and more hostile, and any wasp or bee-sting is likely to result in painful swelling rather than a mere nuisance. While vegetation does not move when anyone is looking, trails and clearings often seem to vanish overnight leading to armies and scouts becoming lost.

This ritual increases the difficulty a hostile force will have in claiming a region, even if there is no army to oppose them directly, Local militia and the like are able to take advantage of the defensive enchantment (once they recognise it for what it is) to engage in effective guerilla tactics, harrying and confusing a much larger force, at least for a time.

The ritual is an enchantment, and can in theory be made permanent with ilium. This has not been done in the history of the Empire, however.

The ritual can occasionally backfire; the ritual always aids the force that claims the region. Occasionally Imperial ritualsts have inadvertently aided the enemies of the Empire when a dramatic shift has allowed a barbarian force to claim an area of land while the Forge the Wooden Fastness was in effect.

Common Elements

During the performance of the ritual it is common to weave strands of thread, wool, rope or vine together either to form makeshift walls or to create complex, shifting patterns. Often.natural plants are woven together as part of the performance, symbolising the formation of larger structures in the target forest. Poisonous creatures may be involved as part of the ritual, and noxious herbs may be burnt.

A map is often used as the focus for this ritual and obscured during the casting, buried in fertile earth or soaked with water and left for spores or even plant cuttings to overwhelm. Sometimes the map is created from sand or painstakingly drawn with salt or coloured powders, so it can be easily washed away at the culmination of the ritual.

The runes Bravash and Hirmok are commonly used during this ritual, and the constellation of The Oak is often invoked. It is not uncommon for Navarr vates and Suaq icewalkers in particular to reference cunning folk heroes. A [[dramaturgical|dramaturgy performance often includes the Captain, often lost in the Garden or lead astray by the Mountebank. The Eternal Irra Harah is often evoked, but Llofir might also be mentioned when the ritual is performed in a suitable location (such as the marshy forests of Therunin).

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Forlorn Hope

Description

Description

The "forlorn hope" is a military term used by some League Free Companies to refer to a band of soldiers or other combatants chosen to take the leading part in a military operation, such as an assault on a defended position, where the risk of casualties is high. Some mercenary units have one or two of these rods crafted intentionally for use by hired magicians (especially those who already have some experience on the battlefield), paying the additional costs to bond their wielders and supplying them with as many useful potions or pieces of crytal mana as they can afford. Such magicians are usually quite well paid.

The forlorn hope it is occasionally compared to the wand known as the Acolyte's Mercy. While both implements allow a magician to wield the heal spell, a wand is rarely considered a good choice for use in the midst of a chaotic melee. The rod on the other hand is useful in the midst of battle, where it allows the magician to swiftly heal an ally without putting aside their weapon. It still has value after a battle when the spell can be performed at a more leisurely pace. In the Marches a forlorn hope is sometimes called a pressman's needle, while in Dawn, Highguard and Wintermark it is more commonly known as a vanguard's succour.

Rules

- Form: Weapon. Takes the form of a rod.

- Requirement: You must have the magician skill to bond to this item.

- Effect: You can cast, or swift cast, the heal spell as if you knew it.

- Materials: Crafting a forlorn hope requires no special materials. It takes two months to make one of these items.

"Keep him on his feet! Keep him on his feet! If those things get in here, we're all going to die, and he's the only thing keeping them out!".

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Forms of magical items

Contents

- 1 Personal Items

- 1.1 Armaments

- 1.2 Garments

- 1.2.1 Armour

- 1.2.2 Clothing

- 1.3 Accoutrements

- 1.3.1 Shields

- 1.3.2 Jewellery

- 2 Bands Items

- 2.1 Magic Standards

- 2.2 Covenstones

- 2.3 Reliquaries

Personal Items

Characters may bond to three different forms of personal items. You may only be bonded to one item of each type: Armaments, Garments, Accoutrements.

Armaments

- Armaments are items designed to be wielded

- Wherever feasible you should be wielding an armament in your hand(s) when you use its magical abilities

- You must be able to wield an item to bond to it

Armaments include weapons, implements, icons and musical instruments.

Garments

- Garments are items designed to be worn

Armour

- You must be wearing suit of armour to benefit from its magical abilities

- Mage armour must meet the coverage rules for mage armour

To count as enchanted armour, it must cover the majority of the torso and at least one other location. Valid locations are the head (with a helm), the arms and the legs, or you may cover half of your arms and legs.

Clothing

- A robe must be a phys-rep of clothing

Robes must cover the majority of the torso and at least one other location. Valid locations are the head (with a hood), the arms or the legs, or at least half of your arms and legs.

Accoutrements

- Accoutrements include items such as shields and jewellery (including talismans and masks)

Shields

- A shield must be a weapon-safe phys-rep of a shield, it cannot be a buckler

- You must be wielding a shield to use its magical abilities

Jewellery

- You must be wearing a piece of jewellery to benefit from its magical abilities

Jewellery must be a phys-rep of an item that is worn. It may take the form of actual jewellery such as an amulet, ring, bracelet or circlet. It may also take the form of any other small item intended to be worn such as a mask, embroidered favour, decorative braid and the like. As much as possible the item should look distinctive and decorative.

Bands Items

Magic Standards

- A banner may only be bonded to one magic standard at a time

- Must be a phys-rep of a banner or standard

- Up to fifteen people from the same banner can be bonded to a magical standard

A magic standard must be a phys-rep of a banner or standard. It should be an item that is carried, rather than a back-banner or a tabard. Ideally it should consist of a banner pole at least 60" long, and should bear a flag, pennant or banner with a design on it.

To gain the benefit of a magical standard you must be bonded to it, should be fighting with the unit bearing the item, and have seen it held aloft by a member of your banner in the last few minutes.

Covenstones

- A coven may only be bonded to one covenstone at a time

Reliquaries

- A sect may only be bonded to one reliquary at a time

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Formulaic ritual

Contents

- 1 Overview

- 2 Imperial Lore and the Ritual List

- 3 Creating a New Formulaic Ritual

- 4 Ritual Texts

- 5 Adding a Formulaic Ritual to Imperial Lore

- 6 Further Reading

Overview

Formulaic rituals are rituals whose techniques and practices have been successfully refined to make the ritual as efficient and easy to cast as possible. Formulaic rituals are highly focussed - the caster gives up flexibility to gain reliability and efficiency. In addition magicians can learn to master formulaic rituals, making them even easier to cast.

There is a large body of formulaic rituals that have been promulgated throughout the Empire by the Imperial Conclave called Imperial lore. These rituals are not the only formulaic rituals in existence, but they are so well known that they can be attempted by anyone powerful enough to do so.

Players interested in creating a new formulaic ritual should make sure they read through the information on ritual theory.

Ritual Summaries

Spring rituals

Summer rituals

Autumn rituals

Winter rituals

Day rituals

Night rituals

Imperial Lore and the Ritual List

- Imperial magicians can attempt any ritual that is in Imperial lore if they have the ranks to do so

- An Imperial magician may choose to master a formulaic ritual that is part of Imperial lore

The ritual list describes all the formulaic rituals which are part of Imperial lore. These rituals are known throughout the Empire and any magician or coven that has sufficient magical power can attempt to cast them.

Magicians can learn to master formulaic rituals that are part of Imperial lore. Mastering a ritual means that any crystal mana used is doubled in effect, which makes the ritual much easier and cheaper to cast.

It is possible to master a ritual that isn't in Imperial lore using a ritual text. A coven of magicians can only attempt a formulaic ritual that is not in Imperial lore if one or more of the contributors has mastered the ritual.

Creating a New Formulaic Ritual

- Creating a new formulaic ritual would take an individual decades

- Some Imperial titles are able to direct scores of magicians to create formulaic rituals more quickly

- Creating a new ritual requires the magicians to cooperate to create a ritual text

- Ritual theory summarizes the known lore of what is and is not possible with a ritual

Creating a new ritual is a significant undertaking. In pre-Imperial times it might take decades to formulate even a simple ritual. There is a large body of ritual theory that Imperial magicians have discovered through painstaking research. Reading this lore will help any player who is interested in discussing or creating a new ritual.

To improve the speed with which new formulaic rituals could be created, the Empire created titles such as the Dean of the Lyceum and Provost of the Halls of Knowledge to co-ordinate the research efforts of many disparate magicians. By working together these magicians are able to create formulaic rituals much more quickly. The citizen who holds either of these Imperial titles can direct the research of Imperial magicians allowing them to create one or more new formulaic rituals.

To create a new formulaic ritual, a magician must start with an appropriate arcane projection, which will form the basis for the ritual being created. It is not always possible to duplicate a spontaneous effect using formulaic magic, so the final ritual may not end up identical to the original spontaneous effect. It may be more or less difficult to perform, and some elements of the ritual may have to be changed. In particular, formulaic magic is more flexible than spontaneous magic, for example divinations that can be cast on any item or enchantments that can be cast on a variable number of targets. The formulaic version of a ritual will automatically take advantage of these benefits where possible, but other than this it will be as close to the original spontaneous effect as the magicians involved can make it.

The new formulaic ritual is only complete once a ritual text has been produced. The ritual text is given into the care of the magician who held the Imperial position when the work was completed.

Ritual Texts

- A ritual text describes a formulaic ritual

- A magician or coven can use a ritual text they possess to perform the ritual

- Magicians can learn to master the ritual contained in the ritual text

- It is not possible to copy a ritual text

A ritual text is a rare, magical item that contains all the details necessary to perform a ritual. Most (though not all) ritual texts take the form of a description of the ritual, including all the rules, and at least some in-character commentary on the ritual. A ritual text contains sufficient information that any coven that holds one may use it to attempt to perform the ritual, exactly as if the ritual were part of Imperial lore.

A magician who has the physical ritual text can also choose to master the ritual it describes by buying the extra ritual skill or using an empty ritual slot. This follows all the other rules for learning a skill during time-in. The text must be taken to GOD or shown to a referee to allow the ritual it contains to be mastered in the field.

If one of the contributors has mastered a ritual, their coven may attempt to perform that ritual exactly as if it were part of Imperial lore, even if they no longer have access to the original text.

Unless a ritual text is formally added to the body of Imperial lore (through declaration of the Imperial Conclave), only someone who has possession of the text can master it. A magician cannot teach mastery of the ritual to another character without the text present.

Adding a Formulaic Ritual to Imperial Lore

- The Imperial Conclave can pay to add a ritual text to Imperial lore

- The ritual text is used up as part of the process

If the owner of a ritual text wishes then they can ask the Imperial Conclave to add the ritual to Imperial lore. If the Imperial Conclave agree and the costs are met, then the ritual text is consumed but the ritual becomes part of Imperial lore.

Once a ritual text has been added to Imperial lore it follows all the normal rules for formulaic rituals in Imperial lore. Any Imperial magician may attempt to cast the ritual; they may choose to master the ritual if they have a slot available; and they could then teach any other magician to master it.

Further Reading

- Spellcasting

- Rituals

- Formulaic Rituals

- Spontaneous Magic

- Battlefield Rituals

- Enchantments

- Curses

- Ilium

- Ritual Theory

- Magic Items

- Herbs & Potions

- Cosmology

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Fortification

Contents

- 1 Overview

- 2 Fortification Strength

- 3 Senate Commissions

- 3.1 Costs

- 3.2 Improvement

- 3.3 Repair

- 3.3.1 Automatic Repair

- 3.3.2 Emergency Repair

- 4 Upkeep

- 5 Military units

- 6 Current Fortifications

- 7 Further Reading

- 7.1 Core Brief

- 7.2 Additional Information

Overview

The world of Empire is littered with walled settlements, fortresses, keeps, castles and fortified bridges. These lesser structures may be the target of a quest or skirmish but they are not important for the calculation of army strength present in a territory. Only mighty fortifications are tracked: sturdy castles, networks of carefully positioned forts; great stone walls with sentinel towers.

Fortification Strength

- A starting fortification contributes 3,000 fighting strength to the owning side

- If the fortification is attacked, its contribution is doubled for the purposes of Victory

- If the fortification is attacked, its contribution also inflicts casualties

A campaign fortification is stationary and located in a specific region. Fortifications have a strength, based on the same scale used for Imperial armies. A small campaign fortification has a strength of 3,000 - equivalent to fighting strength of 3,000 raw recruits.

The strength of any fortifications in a territory are added to the strength of the armies present, but only for purposes of determining which side is victorious. Fortifications do not inflict or take casualties unless the orders issued by the generals for the campaign indicate that they are attacking the fortification or the region it defends. The effective fighting strength of a fortification (but not any military unit assigned to support it) is doubled if the region it is in is attacked, for calculating victory, and the fortification will inflict casualties based on its force.

For example, if the campaign is focused on capturing a forest region in Karsk then the presence of a 3,000 strength fortification in a nearby region will be important for determining which side is winning, but will not directly affect casualties. If the orders for the campaign involve trying to assault the fortification, then it inflicts and takes casualties like a campaign army with a fighting strength of 6,000 for the purposes of calculating victory, and 3,000 for the purposes of inflicting casualties.

A fortification is destroyed if its strength falls below 1,000.

Senate Commissions

The Imperial Senate can pass motions to create new campaign fortification or to improve or repair existing ones. Every fortification occupies a region; a given region may only contain one fortification.

Costs

- Materials: 80 white granite and 20 Thrones.

- Time: 1 year to construct

- Upkeep: 10 Thrones per season.

Improvement

The Imperial Senate can pass a motion to improve the quality of an existing fortification. Improving a fortification takes one year to complete. The fortification must be controlled by the Empire throughout.

- Increasing a fortification from a strength of 3000 to a strength of 6000 requires 100 wains of white granite and 200 crowns.

- Increasing a fortification from a strength of 6000 to a strength of 9000 requires 120 wains of white granite and 240 crowns.

- Increasing a fortification from a strength of 9000 to a strength of 12000 requires 140 wains of white granite and 280 crowns.

Further increases in the strength of a campaign fortification follow the same cost increase structure.

Repair

Fortifications are damaged when they are involved in a campaign. The upkeep costs provide for some automatic repair over time, provided the territory is under Imperial control, but the progress is slow. The Senate may pass a motion to pay for emergency repairs.

Automatic Repair

If an Imperial fortification is located in an Imperial controlled territory and is not subject to an attack during that season then it automatically recovers one tenth of its maximum strength every season. Imperial fortifications in territories which are not controlled the Empire or which are attacked during a season are not automatically repaired.

Emergency Repair

The Imperial Senate may pass a motion to authorize the use of additional materials - either white granite or weirwood - to speed up the repair of an Imperial fortification. This represents a concerted effort by the Empire to repair the fortification. Emergency repair, like natural repair, takes a season to complete.

In a single season, the first 30 wains of white granite or weirwood restore 20 strength for each wain allocated. The next 30 wains provide an additional 15 strength each. The next 30 wains provide an additional 10 strength - and so on. In addition to materials, emergency resupply costs 2 crowns per wain. The rate of emergency resupply resets each season so the white granite and weirwood spent in a subsequent season is not affected by earlier actions.

Upkeep

Fortifications require far less money to pay for their upkeep than an Imperial army - but they are still not free. A basic fortification costs 10 Thrones per season. A 6000 strength fortification costs 18 Thrones and a 9000 strength fortification costs 24 Thrones. Stronger fortifications cost proportionately more.

Fortifications are one of the first priorities of the civil service after the armies are paid for. If there is insufficient income in the Imperial treasury to pay for the upkeep of a fortification then it provides no benefits of any kind that season.

Military units

Some wealthy or powerful citizens maintain their own independent military unit. These units can be attached to a fortification to increase its effective strength. This is done by the orders of the military unit’s commander (submitted using the personal resource downtime system).

The experienced and capable troops in a military unit provide an advantage out of proportion to their numbers. A rank one military unit (a starting unit) adds the equivalent of 100 raw recruits to the strength of any fortification they support.

Current Fortifications

Fortification

Nation

Territory

Level

Aleksandra's Watch

Varushka

Karsk

1

Court of the White Fountain

Urizen

Redoubt

1

The Eastern Guard

The Marches

Upwold

1

Fort Braydon

The Brass Coast

Kahraman

1

Forte Fidelis

The Marches

Mitwold

1

Grimhold

Varushka

Miekarova

1

La Redotta Rezia

The League

Tassato

1

Our Lady of Pride

The League

Sarvos

1

The Will

Imperial Orcs

Skarsind

1

Holberg

The League

Holberg

2

Remember Exile

Highguard

Reikos

2

The Silent Sentinel

Highguard

Casinea

2

Temeschwar

The League

Temeschwar

2

The Castle of Thorns

Dawn

Astolat

3

There are many lesser fortifications scattered across the Empire, keeps, towers and walled towns. These smaller fortifications are part of the Empire, and form an important protection against bandits and raiders - but they are not large enough to count as fortifications that make a difference for the defence of an entire region or territory against forces the size of an army.

Further Reading

Core Brief

- Military Council

- War

Additional Information

- Imperial armies

- Army orders

- Navy orders

- Casualties

- Territory

- Army qualities

- Spy network

- Fortification

- Campaign outcome

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Fortification (Redirected from Fortifications)

Contents

- 1 Overview

- 2 Fortification Strength

- 3 Senate Commissions

- 3.1 Costs

- 3.2 Improvement

- 3.3 Repair

- 3.3.1 Automatic Repair

- 3.3.2 Emergency Repair

- 4 Upkeep

- 5 Military units

- 6 Current Fortifications

- 7 Further Reading

- 7.1 Core Brief

- 7.2 Additional Information

Overview

The world of Empire is littered with walled settlements, fortresses, keeps, castles and fortified bridges. These lesser structures may be the target of a quest or skirmish but they are not important for the calculation of army strength present in a territory. Only mighty fortifications are tracked: sturdy castles, networks of carefully positioned forts; great stone walls with sentinel towers.

Fortification Strength

- A starting fortification contributes 3,000 fighting strength to the owning side

- If the fortification is attacked, its contribution is doubled for the purposes of Victory

- If the fortification is attacked, its contribution also inflicts casualties

A campaign fortification is stationary and located in a specific region. Fortifications have a strength, based on the same scale used for Imperial armies. A small campaign fortification has a strength of 3,000 - equivalent to fighting strength of 3,000 raw recruits.

The strength of any fortifications in a territory are added to the strength of the armies present, but only for purposes of determining which side is victorious. Fortifications do not inflict or take casualties unless the orders issued by the generals for the campaign indicate that they are attacking the fortification or the region it defends. The effective fighting strength of a fortification (but not any military unit assigned to support it) is doubled if the region it is in is attacked, for calculating victory, and the fortification will inflict casualties based on its force.

For example, if the campaign is focused on capturing a forest region in Karsk then the presence of a 3,000 strength fortification in a nearby region will be important for determining which side is winning, but will not directly affect casualties. If the orders for the campaign involve trying to assault the fortification, then it inflicts and takes casualties like a campaign army with a fighting strength of 6,000 for the purposes of calculating victory, and 3,000 for the purposes of inflicting casualties.

A fortification is destroyed if its strength falls below 1,000.

Senate Commissions

The Imperial Senate can pass motions to create new campaign fortification or to improve or repair existing ones.

Costs

- Materials: 80 white granite and 20 Thrones.

- Time: 1 year to construct

- Upkeep: 10 Thrones per season.

Improvement

The Imperial Senate can pass a motion to improve the quality of an existing fortification. Improving a fortification takes one year to complete. The fortification must be controlled by the Empire throughout.

- Increasing a fortification from a strength of 3000 to a strength of 6000 requires 120 wains of white granite.

- Increasing a fortification from a strength of 6000 to a strength of 9000 requires 140 wains of white granite.

Further increases in the strength of a campaign fortification follow the same cost increase structure.

Repair

Fortifications are damaged when they are involved in a campaign. The upkeep costs provide for some automatic repair over time, provided the territory is under Imperial control, but the progress is slow. The Senate may pass a motion to pay for emergency repairs.

Automatic Repair

If an Imperial fortification is located in an Imperial controlled territory and is not subject to an attack during that season then it automatically recovers one tenth of its maximum strength every season. Imperial fortifications in territories which are not controlled the Empire or which are attacked during a season are not automatically repaired.

Emergency Repair

The Imperial Senate may pass a motion to authorize the use of additional materials - either white granite or weirwood - to speed up the repair of an Imperial fortification. This represents a concerted effort by the Empire to repair the fortification. Emergency repair, like natural repair, takes a season to complete.

In a single season, the first 30 wains of white granite or weirwood restore 20 strength for each wain allocated. The next 30 wains provide an additional 15 strength each. The next 30 wains provide an additional 10 strength - and so on. The rate of emergency resupply resets each season so the white granite and weirwood spent in a subsequent season is not affected by earlier actions.

Upkeep

Fortifications require far less money to pay for their upkeep than an Imperial army - but they are still not free. A basic fortification costs 10 Thrones per season. A 6000 strength fortification costs 18 Thrones and a 9000 strength fortification costs 24 Thrones. Stronger fortifications cost proportionately more.

Fortifications are one of the first priorities of the civil service after the armies are paid for. If there is insufficient income in the Imperial treasury to pay for the upkeep of a fortification then it provides no benefits of any kind that season.

Military units

Some wealthy or powerful citizens maintain their own independent military unit. These units can be attached to a fortification to increase its effective strength. This is done by the orders of the military unit’s commander (submitted using the personal resource downtime system).

The experienced and capable troops in a starting military unit provide an advantage out of proportion to their numbers, adding the equivalent of 100 raw recruits to the strength of the fortification they support.

Current Fortifications

Fortification

Nation

Territory

Level

Court of the White Fountain

Urizen

Redoubt

1

The Eastern Guard

The Marches

Upwold

1

Fort Braydon

The Brass Coast

Kahraman

1

Fort Mezudan

Urizen

Spiral

1

Forte Fidelis

The Marches

Mitwold

1

The Gate

Dawn

Semmerholm

1

Holmauer

The League

Holberg

1

The Will of the Wintermark

Wintermark

Skarsind

1

Holberg

The League

Holberg

2

The Silent Sentinel

Highguard

Casinea

2

Temeschwar

The League

Temeschwar

2

Towers of the Dawn

Dawn

The Barrens

2

The Castle of Thorns

Dawn

Astolat

3

There are many lesser fortifications scattered across the Empire, keeps, towers and walled towns. These smaller fortifications are part of the Empire, and form an important protection against bandits and raiders - but they are not large enough to count as fortifications that make a difference for the defence of an entire region or territory against forces the size of an army.

Further Reading

Core Brief

- Military Council

- War

Additional Information

- Imperial armies

- Army orders

- Navy orders

- Casualties

- Territory

- Army qualities

- Spy network

- Fortification

- Campaign outcome

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fortification&oldid=39873"

Fortify Ateri in Spiral

To complete the partial fortification in Ateri in Spiral.

Approved by the Imperial Master of Works.

Overview

- The completion of the fortification, Fort Mezudan, at Ateri in Spiral.

- Fortification approved by the Imperial Master of Works.

Date

- Approved Winter 377YE

Cost

- 25 wains of white granite (Standard cost)

- Time: 1 season

- Upkeep: 10 Thrones

Progress

- 25 wains of White Granite provided by Marcus of Endsmeet Autumn Coven, after Winter Solstice 377YE

Campaign Outcome

The partially complete fortification, Fort Mezudan, in Spiral has now been completed. In Autumn Equinox 379YE, a powerful magical storm struck the fortress, and it was completely destroyed.

Voting

This motion was approved by the Imperial Master of Works using the legal power to raise fortifications granted by the Imperial Senate.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fortify_Ateri_in_Spiral&oldid=66065"

Fortify Foracci

Motion to build a fortification in Foracci, Sarvos

Proposed by Sarvos, Seconded by Tassato

Overview

- This motion was to construct a fortification in Foracci, Sarvos

- Passed

Date

- Autumn 380YE

Cost

- 80 wains of white granite

- 20 thrones in labour costs

- 1 year to construct

- 10 thrones upkeep per season

Progress

- 20 wains of white granite provided by Magdelena Alagna Di Sarvos after Autumn Equinox 380YE.

- 20 wains of white granite and 20 thrones provided by Magdelena Alagna Di Sarvos after Winter Solstice 380YE.

Campaign Outcome

- Once completed, this will create a rank one fortification in Foracci, Sarvos

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fortify_Foracci&oldid=52583"

Fortify Freemoor

To build a fort in Freemoor in the Mourn.

Proposed by Miekarova, seconded by Temeschwar

Overview

- The creation of a new fortification, in the Freemoor in Mournwold.

- Passed in principle

Date

- Autumn 381YE

Cost

- Standard costs for a fortification apply.

- 80 wains of white granite

- 20 Thrones

- Time: 1 year

- Upkeep: 10 Thrones

Progress

- 29 wains of white granite provided by Nikolovich Drakov after Winter Solstice 381YE.

- 16 thrones provided by Nikolovich Drakov after the Spring Equinox 382YE.

- 16 wains white granite and 32 crowns effectively provided due to the Silent Sentinel opportunity.

Campaign Outcome

- This will build a new rank one fortification in Freemoor.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fortify_Freemoor&oldid=65112"

Fortify Golden Downs in Mitwold

To create a fortification in Mitwold.

Approved by the Imperial Master of Works.

Overview

- The creation of a new fortification, Forte Fidelis, at Golden Downs in Mitwold.

- Fortification approved by the Imperial Master of Works.

Date

- Approved Winter 377YE

Cost

- 100 wains of white granite (Standard cost)

- Time: 1 year

- Upkeep: 10 Thrones

Progress

- 25 wains of White Granite provided by Richard Tunstall, Imperial Master of Works, after Winter Solstice 377YE

- 25 wains of White Granite provided by Richard Tunstall, Imperial Master of Works, after Spring Equinox 378YE

- 25 wains of White Granite provided by Richard Tunstall, Imperial Master of Works, after Summer Solstice 378YE

- 25 wains of White Granite provided by Richard Tunstall, Imperial Master of Works, after Autumn Equinox 378YE

Campaign Outcome

Construction of the fortification is now complete.

Voting

This motion was approved by the Imperial Master of Works using the legal power to raise fortifications granted by the Imperial Senate.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fortify_Golden_Downs_in_Mitwold&oldid=35065"

Fortify Greensward

To build a fort in Greensward named "Far Striders Watch". To be funded by the Imperatrix.

Proposed by Conscience of the Senate, seconded by Holberg

Overview

- The creation of a new fortification, Far Strider's Watch, on the Greensward in Mournwold.

- Passed in principle

Date

- Autumn 381YE

Cost

- Standard costs for a fortification apply.

- 80 wains of white granite

- 20 Thrones

- Time: 1 year

- Upkeep: 10 Thrones

Progress

- 40 wains of white granite provided by Orrick after Winter Solstice 381YE.

- 16 wains white granite and 32 crowns effectively provided due to the Silent Sentinel opportunity.

- 24 wains of white granite and 16 thrones provided by Orrick after Spring Equinox 382YE.

Campaign Outcome

- This will build a new rank one fortification in the Greensward.

- The new fortification will be completed shortly before the Winter Solstice 382YE.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fortify_Greensward&oldid=66168"

Fortify Lestasny in Karsk

To commission a fortification in Lestasny, Karsk.

Self Funded

Proposed by Karsk, Seconded by Miekarova

Overview

- This motion was to construct a fortification in Lestasny, Karsk

- Passed

Date

- Spring 381YE

Cost

- 80 wains of white granite

- 20 thrones in labour costs

- 12 months to construct

Progress

- 20 wains of white granite and 5 thrones provided by Maarit after Spring Equinox 381YE, and one seasons construction has been completed.

- 20 wains of white granite and 5 thrones provided by Vitaly Grigorovich Dukov after Summer Solstice 381YE, and one seasons construction has been completed.

Amendment

- Following an amendment to this motion the Asavean architect, Almodin Oktístis, has begun work on this construction

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fortify_Lestasny_in_Karsk&oldid=54927"

Fortify Lower Tarn Valley

To accept the offer of the Great Forest Orcs to construct a fortification in the Lower Tarn Valley.

Proposed by Redoubt, Seconded by Segura.

Overview

- This motion accepts the offer of the Great Forest Orcs to undertake the creation of a new fortification, in the Lower Tarn Valley in Therunin.

- This is the result of an offer by the orcs of the Great Forest.

- Passed in principle

Date

- Autumn 381YE

Cost

- As the result of an opportunity, non-standard costs apply.

- 80 wains of weirwood

- 20 thrones

- Time: One Year

- The fortification does not count against the Empire's limited number of commissions

- Upkeep: There is no upkeep while the Great Forest orcs command the garrison. If this were to change the standard upkeep cost of 10 Thrones would apply.

Progress

- 10 wains of Weirwood received from Cybi Farkas after the Winter Solstice 381YE.

- So far no money has been contributed, and insufficient weirwood for a season of work has been provided so no progress has been made toward completing the commission.

Campaign Outcome

- This will build a new rank one fortification in the Lower Tarn Valley, called The Holt of the Oak.

- Constructed by the orcs of the Great Forest, the fortification uses weirwood rather than white granite and does not count against the Senate's number of commissions.

- The Great Forest orcs provide the garrison, removing the need for the Empire to provide upkeep for the fortification. They will control the fortification.

- While the treaty with the Great Forest orcs remains in effect, the fortification would be identical to any regular Imperial fortification in practical terms. Any Imperial military unit could still choose to support it in the same way as any other fortification built by an allied force in the Empire, but it would be occupied and defended by the Great Forest Orcs.

- If the treaty were broken and the Great Forest orcs were motivated to try and seize the Lower Tarn Valley then the fortification would take no part in the initial fighting. If this were to happen, and the orcs to consolidate their control of the region, then the fortification could provide full support to an efforts they made to conquer the territory or resist Imperial forces.

- As the Holt of the Oak is constructed entirely of weirwood, the opportunity provided by the consecration of the Silent Sentinel does not effect it.

Constitution

- This senate motion gives approval for the construction and operation of a fortification by the Great Forest Orcs. This is equivalent to the fortification (but not the region) being ceded to the Orcs - with the campaign effects described as above.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fortify_Lower_Tarn_Valley&oldid=64299"

Fortify Miekarova

Permission to raise a fortress in the territory of Miekarova to defend against possible threats from the Northern Barbarians

Proposed by Volodmartz, seconded by Zenith

Contents

- 1 Overview

- 2 Date

- 3 Costs

- 4 Progress

- 5 Campaign Outcome

Overview

- The creation of a new fortification, currently unnamed, in Miekarova.

- This motion was defeated.

Date

- Winter 378YE

Costs

- Materials: 80 white granite and 20 Thrones. (Standard costs).

- Time: 1 year to construct

- Upkeep: 10 Thrones per season.

Progress

None

Campaign Outcome

This would have allowed the construction of a rank one fortification in Miekarova.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fortify_Miekarova&oldid=58052"

Fortify Miekarova II

To raise a fortress in Miekarova (Self Funded)

Proposed by Miekarova, seconded by Karsk

Overview

- The creation of a new fortification, in the region of Perumaki.

- The fortification will be named Grimhold.

- The fortress is being built in the Vale of Strascovia, home of the Vor'Azi people, using the crumbling ruins of their ancestral castle as the foundation.

- A previous motion to raise a fortification in this Varushkan territory was defeated in Winter 378YE.

Date

- Spring 379YE

Costs

- Materials: 80 white granite and 20 Thrones. (Standard costs).

- Time: 1 year to construct

- Upkeep: 10 Thrones per season.

Progress

- 40 wains of white granite and 20 thrones provided by Dušan Otecovna Zlata after Spring Equinox 379YE.

- 40 wains of white granite provided by Dušan Otecovna Zlata after Autumn Equinox 379YE.

Campaign Outcome

- When complete, this will create a rank one fortification in Miekarova.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fortify_Miekarova_II&oldid=40026"

Fortify Overton

To build a Fortification at Overton in Mitwold

Proposed by Mitwold, seconded by Bregasland

Overview

- The creation of a new fortification, Orchard's Watch, at Overton in the Mournwold.

- Passed in principle.

Date

- Passed Autumn 378YE

Cost

- 100 wains of white granite

- Time: 1 year

- Upkeep: 10 Thrones

Progress

- 25 wains of white granite provided by Bridget Eastville of The Marches after Winter Solstice 378YE.

- 25 wains of white granite provided by Bridget Eastville of The Marches after Spring Equinox 379YE.

- 25 wains of white granite provided by Bridget Eastville of The Marches after Summer Solstice 379YE.

- 25 wains of white granite provided by Bridget Eastville of The Marches after Autumn Equinox 379YE.

Campaign Outcome

The fortification of Orchard's Watch is now complete.

Correction

The implementation of this motion was affected by accounting and processing errors by the Civil Service, which delayed the correct accounting of the Summer Solstice shipment of white granite and incorrectly stated the the construction could not be completed in time due to the year required. In fact a Senate commission has a year to begin construction from the date it passes, not a year to complete construction.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fortify_Overton&oldid=43887"

Fortify Reikos

To construct a fortification in Reikos Proposed by Bastion, Seconded by Upwold

Overview

- A fortification built in Broken Ride, Reikos taking advantage of the opportunity detailed here

- Passed

Date

- Winter 380YE

Cost

- 160 wains of white granite

- 45 thrones in labour costs

- 12 months to construct

- 12 thrones in ongoing upkeep

Progress

- 20 wains of white granite and 5 thrones provided by Brother Ibrahim the South Paw after Winter Solstice 380YE.

- 40 wains of white granite and 7 thrones provided by Sammual of the Cohort of the Winter Bear after Spring Equinox 381YE.

- 100 wains of white granite and 33 thrones provided by Sammual of the Cohort of the Winter Bear after Summer Solstice 381YE.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fortify_Reikos&oldid=54904"

Fortify Skogei (Redirected from Fortify Skarsind)

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Outstanding

- 6 Campaign Outcome

- 7 Autumn 377 YE

- 7.1 Overview

- 7.2 Voting

- 7.3 Constitution

- 8 Summer 377YE

- 8.1 Voting

Overview

- Fortify Skogei.

Date

- Passed Summer 377YE

- Amended Autumn 377YE

Cost

- Upkeep: 10 Thrones

- 88 wains of white granite

- 4 Seasons of construction

Progress

- 25 wains of white granite presented by Hengest Dun, Senator for Hahnmark after Winter Solstice 377YE

- 13 wains of white granite presented by Hengest Dun, Senator for Hahnmark after Summer Solstice 377YE

Outstanding

- 50 wains of white granite

- 2 seasons of construction

Campaign Outcome

- Skogei is partially fortified.

Partial fortification does not confer a military advantage. It would be sufficient to offer a reasonably secure base of operations from which to plan the re-integration of Skarsind into the Empire, but not sufficient to class as a separate fortification.

Autumn 377 YE

Maintain and upgrade fortifications in Skarsind.

Proposed by Hahnmark, seconded by Kallavesa.

Overview

- Improve the fortifications at Skogei.

Voting

- Passed unanimously.

Constitution

When no limitations are placed on the extent or duration of Senate authorization to construct a fortification an army, the assumption is that the maximum possible limits apply; the senator may provide material for the construction up to a year after the motion is passed.

Summer 377YE

To provide funds to reinforce the foothold established in Skarsind as recommended by the military council

Proposed by Hahnmark, seconded by Therunin.

Voting

- Passed at 15 Thrones, money distributed to Hahnmark

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fortify_Skogei&oldid=28095"

Fortify Skogei

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

- 6 Autumn 377 YE

- 6.1 Overview

- 6.2 Voting

- 6.3 Constitution

- 7 Summer 377YE

- 7.1 Voting

Overview

- Fortify Skogei.

Date

- Passed Summer 377YE

- Amended Autumn 377YE

Cost

- Upkeep: 10 Thrones

- 88 wains of white granite

- 4 Seasons of construction

Progress

- 25 wains of white granite presented by Hengest Dun, Senator for Hahnmark after Winter Solstice 377YE

- 13 wains of white granite presented by Hengest Dun, Senator for Hahnmark after Summer Solstice 377YE

- 25 wains of white granite presented by Hengest Dun, Senator for Hahnmark after Spring Equinox 378YE

- 25 wains of white granite presented by Hengest Dun, Senator for Hahnmark after Summer Solstice 378YE

Campaign Outcome

- The Will of the Wintermark ("Hengesthal") has been completed at Skogei.

Autumn 377 YE

Maintain and upgrade fortifications in Skarsind.

Proposed by Hahnmark, seconded by Kallavesa.

Overview

- Improve the fortifications at Skogei.

Voting

- Passed unanimously.

Constitution

When no limitations are placed on the extent or duration of Senate authorization to construct a fortification an army, the assumption is that the maximum possible limits apply; the senator may provide material for the construction up to a year after the motion is passed.

Summer 377YE

To provide funds to reinforce the foothold established in Skarsind as recommended by the military council

Proposed by Hahnmark, seconded by Therunin.

Voting

- Passed at 15 Thrones, money distributed to Hahnmark

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fortify_Skogei&oldid=30009"

Fortify Southmoor

To build a fort in Southmoor in the Mourn.

Proposed by Temeschwar, seconded by Miekarova

Overview

- The creation of a new fortification, in the Southmoor in Mournwold.

- Failed

Date

- Autumn 381YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fortify_Southmoor&oldid=58086"

Fortify Tassato

To build a Fortification in Tassato

Proposed by Tassato, seconded by Feroz

Overview

- The creation of a new fortification, The Rezia Redoubt, in Tassato Mestra.

- Passed at 250 Thrones

Date

- Passed Autumn 378YE

Cost

- 80 wains of white granite and 20 Thrones (Standard cost) or 100 wains of white granite

- Time: 1 year

- Upkeep: 10 Thrones

Progress

- 20 wains of white granite provided by Cesare Sanguineo Rezia Di Tassato after Autumn Equinox 378YE.

- 20 wains of white granite and 10 Thrones provided by Cesare Sanguineo Rezia Di Tassato after Winter Solstice 378YE.

- 20 wains of white granite and 10 Thrones provided by Cesare Sanguineo Rezia Di Tassato after Spring Equinox 378YE.

- 20 wains of white granite provided by Cesare Sanguineo Rezia Di Tassato after Summer Solstice 378YE.

Campaign Outcome

- The fortification is now complete.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fortify_Tassato&oldid=38642"

Fortify Town defences

Defensive improvements required for towns in the League, Marches and Highguard.

Proposed by Mitwold, seconded by Temeschwar.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Constitution

- 6 Campaign Outcome

Overview

- Defensive improvements required for towns in The League, The Marches and Highguard

- Passed at 60 Thrones with 13 votes against, money distributed to Senator Mitwold.

Date

- Passed Winter 376YE (Easter 2013)

Cost

- 40 wains of White Granite will provide sufficient fortification to suppress banditry in these regions

- 300 wains of White Granite are required to fortify these regions

Progress

- 40 wains of White Granite presented by Bridget Eastville nee Talbot, Senator for Mitwold in Winter Solstice 2013 downtime

Constitution

- This motion does not follow constitutional protocol

Senate motions should only contain a single item. The motion was not struck down by magistrates at the time and the construction has now begun.

Campaign Outcome

- Banditry in League, Marches and Highguard suppressed

- Meade, Sybela and Mellfort have been partially fortified.

Partial fortification does not confer a military advantage. It is sufficient to redress the banditry problems in those areas, but not sufficient to class as a separate fortification. It would require a total of 260 additional wains of White Granite to complete the three fortifications.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fortify_Town_defences&oldid=23995"

Fortify multiple towns

That for the next two seasons (Spring and Summer) three towns or regions within the Empire to be fortified. The towns or regions to be chosen by the Senator for Upwold.

Proposed by Upwold, seconded by Sermersuaq.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Legal Ramifications

- 6 Campaign Outcome

Overview

- Fortify the towns of the Empire.

- Passed at 60 Thrones with 9 votes against, money distributed to Upwold

Date

- Passed Spring 377YE (Event Two 2013).

Cost

- 600 wains of white granite

Progress

- 39 white granite to fortify regions in Miaren, Karov and Semmerholm.

Legal Ramifications

- This motion does not follow constitutional protocol

Senate motions should only contain a single item. The motion was not struck down by magistrates at the time and the construction has now begun.

The civil service opinion is that this objective could have been achieved by creating an Imperial position with responsibility for constructing fortifications in the Empire. This position could have been granted the legal authority to order the fortification of a region and a stipend from the treasury to achieve this.

Campaign Outcome

- Seren, Delev and Lacre have been partially fortified

Partial fortification does not confer a military advantage. It is sufficient to redress any banditry problems in those areas, but not sufficient to class as a separate fortification. It would require a total of 261 additional wains of white granite to complete the three fortifications.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fortify_multiple_towns&oldid=24096"

Fortify the Ore Hills

To commission a fortification, The First Step, in the region of Ore Hills, Mournwold.

Proposed by Upwold, Seconded by Hahnmark

Overview

- This was to begin work to complete the half-built fortification abandoned by the Jotun in Mournwold.

- Passed in principle

- Passed at 150 Thrones

Date

- Winter 379YE.

Cost

- 40 wains of White Granite

- 10 Thrones labour costs

- Time: 6 months to construct

- The reduced costs are due to the opportunity presented by the capture of a partially built Jotun fort.

Progress

- 150 Thrones disbursed to Senator Upwold

- 40 wains of white granite and 10 thrones provided by Silas Merrick after the Winter Solstice 379YE.

Campaign Outcome

- Construction of this fortification has begun and will be completed shortly before the Summer solstice 380YE - assuming the Empire still controls the site of the construction.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fortify_the_Ore_Hills&oldid=44108"

Fortress of Salt

Contents

- 1 Overview

- 2 The Resource

- 3 The Bourse Seat

- 3.1 Responsibilities

- 3.2 Powers

- 3.2.1 Seat on the Bourse

- 3.2.2 Bounty of mithril

- 3.3 Appointment

Overview

The Fortress of Salt is located in Metri in the League territory of Temeschwar. Custodianship of the Fortress of Salt grants an Imperial title; a seat on the Imperial Bourse; and a seasonal bounty of valuable mithril.

The Resource

The mithril mines of north-eastern Temeschwar began as several jealously protected salt mines in pre-Imperial times, until the discovery of a major seam of mithril ore roughly ninety years before the foundation of the Empire. The mine owner who first uncovered the seam, Zadiny Zhestokyna Umneya used a number of both honest and dishonest tactics to take control of the other salt mines, allowing her to exploit what were later discovered to be massive deposits of mithril beneath the mountain. The Umneya declared themselves a proud Varushkan family, but maintained close ties to boyars (later merchant princes) of Temeschwar to the south.

At one time, a physical fortress stood over the mines, built with stone imported from the distant quarries of Brez. It was destroyed during the attempt by the insane boyar Alderei the Fair to conquer all of Varushka after six months of pitched battles between his magically-supported forces and the soldiers that would eventually form some of the core forces of the Wolves of War. The fortress was never rebuilt, and its ruins were quickly cannibalized by the local citizenry.

A popular story suggests that the initial mithril seam was actually discovered by a gang of orc slave workers, and while there is little proof either way, it was widely publicised by the abolitionist cause during and after the orc rebellion. A number of songs were written about the treatment of these orcs, who urban legend claims were killed to prevent them revealing the discovery of the mithril ore before their owner could properly secure it. The historian Eduar di Temeschwar uncovered some evidence that these stories were based on actual events - but that early versions of the tale described the murdered miners as being pre-League Tassatan workers looking to make their fortune in the northern mines and cruelly betrayed by the people of Temeschwar. The truth will probably never be known.

As with the Eternal Shafts of Time, ownership of the Fortress was hotly contested between Temeschwar and Karov in the early days of the Empire; its physical location is little more than a mile from the border with the Varushkan territory, and a strong case was made at the time that the boundary could easily have been drawn to include the Fortress of Salt. While Temeschwar retained nominal control of the territory around the Fortress of Salt, the mines (along with the Great Pits of Ennerlund) were ultimately declared an Imperial Bourse resource.

The Bourse Seat

Responsibilities

The Seat has no particular responsibilities; they simply receive a bounty of mithril which is theirs to do with as they will. If the Fortress of Salt were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to the Fortress of Salt, the Seat would expect to be consulted as to how that opportunity might be resolved.

Powers

Seat on the Bourse

Custodianship of the Fortress of Salt comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of mithril

The Seat has control of a source of mithril and receives Bourse certificates to represent that control. They can dispense this resource as they choose. Production is 25 Imperial wains of mithril every season.

Appointment

As with all mithril Bourse seats, the holder of the title is determined during the Autumn Equinox. As an Imperial seat, any Imperial citizen may participate in the auction and hold the title Votes are recorded in private in conjunction with the civil servants who support the Bourse.

Custodianship of the Fortress of Salt is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be revoked by the Imperial Synod.

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Forums & Facebook

Contents

- 1 Introduction

- 2 Forum

- 3 Facebook Page

- 4 Involvement Groups

- 5 Facebook Player Groups

- 5.1 Nation Groups

- 5.2 Lineage Groups

Introduction

With over fifteen hundred players, Empire has an active online community that use a wide range of different social media. We maintain our own forums for users to discuss the game and related issues but there are also a plethora of Facebook groups used by different groups of players.

Forum

Profound Decisions host their own official Empire forum for players and crew alike. These forums are firmly moderately to ensure that conversations remain polite and on-topic. If you want to have a public discussion with the game designers or the crew about any aspect of Empire then this is the perfect place for it.

Facebook Page

We maintain our own official Facebook page which we try to update regularly with blog posts and important news about the game. If you just want to keep abreast of the latest news it is worth liking and following the page.

Involvement Groups

There are a number of Facebook community groups - these are small groups where players and crew look at things that they can do together to improve the game. The goal for members of these groups is to pool their skills and time to improve the game for everyone.

- Sewing Circle - for LRPers interested in making costume for the Empire game

- Set Building - for LRPers interested in helping build the sets for the games

- Parents - for Empire LRPers bringing children to the game

Facebook Player Groups

There are a plethora of Empire facebook groups that have been created by players. These groups are not official and are not moderated by Profound Decisions. They are a good place to go if you are interested in talking to other players about a specific aspect of the game.

Nation Groups

Lineage Groups

- Briars

- Cambion

- Changeling

- Draughir

- Merrow

- Naga

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Fountain of Life

Contents

- 1 Rules

- 1.1 Spring Magnitude 10

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 10

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must have the magician skill.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains the ability to cast, and swift cast, the spells heal, purify and restore limb as if they knew them.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 8. Additional characters must be present throughout.

Description

Fountain of Life allows a magician to perform three potent healing incantations as if they knew them. Many ritualists focus entirely on mastering rituals, and this enchantment allows them to 'unlock' their reserves of personal mana and use them in dangerous situations to heal their companions. It also sees some use in allowing a magician who already possesses a good store of personal mana to expand their versatility.

This spell grants an almost instinctual ability to understand the incantations it provides; magicians say there is no real sense that they understand the intricacies of the spells in question. Rather they possess an intuitive, instinctual awareness that they can shape and channel magical energy to bolster and heal their friends, that fades away when the enchantment ends. Some magicians feel a strong urge to use their new healing powers at the first opportunity, as often as possible, until they are entirely spent. These individuals need to maintain a strong grip on their instincts to avoid expending all their energy in a frenzy of healing, and ensure that their new abilities are employed where they will do the most good.

Common Elements

This ritual sometimes involves people who already possess the spell knowledge it imparts, or even items such as a Staff of Life or Mazzarine Spindle, and symbolically sharing that magical knowledge with the target. It is also common to paint runes such as Rhyv, Aesh or Irremais or occasionally Hirmok on the hands of a target; to evoke the power of the Fountain; or to cut the target and allow a symbolic sacrifice of blood to fall onto natural vegetation.

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Four Seasons' Boneweaver

Contents

- 1 Overview

- 1.1 Responsibilities

- 2 Powers

- 2.1 Reavers' Mana

- 3 Appointment

- 4 The Weavers' Market

Overview

The Four Season's Boneweaver is an Imperial title authorised by the Imperial Senate in Autumn 381YE. The boneweaver oversees the Weavers' Market in Skarsind , built on the ruins of the Four-Seasons Market of Estermark.

Responsibilities

The Four Seasons Boneweaver is expected to ensure the Weavers' Market continues to serve weavers and reavers alike, providing a place for them to trade their wares. As custodian of the ministry they would also be the responsible for dealing with any threats to the Market, as well as resolving any opportunity that arises.

Powers

Total Money Spent

Production

7 Crowns

8 mana crystals

17 Crowns

16 mana crystals

35 Crowns

25 mana crystals

Reavers' Mana

The Weavers' Market is a ministry. The Boneweaver can purchase quantities of crystal mana from reavers that visit the town of Krysse, buying at a set price. The Boneweaver makes their decision how much money to spend during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Appointment

The Four Seasons' Boneweaver is appointed during the Winter Solstice each year. It is chosen by unanimous decision of the senators of the Imperial Orcs. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The Four Seasons' Boneweaver is determined during the Winter Solstice. Custodianship of the Weaver's Market is assigned to whichever Imperial Orc candidate receives the most support from Imperial Orc owners of military units. Votes are recorded in private in conjunction with the civil servants who support the Bourse.

The title can be held by any Imperial Orc citizen. As a title appointed through the Imperial Bourse, the Four Seasons' Boneweaver cannot be revoked.

The Weavers' Market

Before the Thule invaded, the Four-Seasons Market at Krysse played host to merchants from across Skarsind and nearby Varushka, as well as traders from as far afield as the Brass Coast. When Skarsind was returned to Imperial hands, the market looked set to become a regular fixture again - and the overseer stood to make a pretty profit. Unfortunately, shortly after the Winter Solstice 380YE, the Four-Seasons Market was destroyed in a catastrophic fire. Rumours have since come to light that this was no accident - coinciding as it did with the fall of Dogri Thulebane. In Autumn 381YE work was begun on a new market built over the charred ruins of the old Four-Seasons.

Almost immediately after it was commissioned, it was discovered that the Weavers' Market was intended to be called the Reavers' market but that a spelling mistake lead to it being referred to as the Weavers' Market when it was passed by the Imperial Senate. Unfortunately Senate legal procedure is clear - the name of the market cannot be changed without a new Senate motion, so the mistake would be very expensive to correct.

The initial plan came from an old reaver who recognised that while the wood and cloth of the old market was burnt beyond recovery, the stone cobbled streets and many of the walls of the old buildings were still sound and serviceable. The aspiration was that reavers would come here to sell their goods, but the hope was that Imperial Orcs and others would come here to trade mana crystals in particular. Most of the Weavers' Market is thus built around providing places to buy, sell, and store crystal mana.

While it has been successful in its original aim, the mix-up with the name, means that the market has also attracted a number of Imperial Orcs skilled at creating and working cloth. At first the two groups - weavers and reavers - engaged in some spirited discussion but in the end they agreed to share the market after the weavers put on a stronger showing in the fighting pit than some of the reavers had anticipated. Now, tired and weary reavers come to Krysse to sell valuable crystal mana, and then as often as not spend some of the money they make on good sturdy clothes. Orc magicians also come to Krysse from across Skarsind, while human magicians travel up from Torfast, and both groups likewise find a ready market for good quality robes and mage armour. Some of the weavers and tailors are happy to accept crystal mana in payment for their work - which they can then sell to the Boneweaver. Those reavers who have materials to sell find eager customers among the artisans here, further encouraging the independent orc warriors to come to Krysse in preference for other markets.

With not one but several streams of traders coming to the Weavers' Market, Kysse is becoming a bustling settlement again. Two new inns are already under construction - one built by retired reavers and the other by newly-liberated orcs from Jarm - and there is talk of both a new forge to cater to the warriors among the reavers and a school to train weavers not only in the creation of clothing but also mage robes, vestments, and Mage armour.

The only real concern that remains now is quite where all the mana will come from. The obvious source for such wealth would be the mana-rich lands of the Thule to the north, but it would be illegal for any reavers to raid those lands while the Empire is at peace with the Thule. There have been no complaints from the Thule to date, so either nobody has attempted it or nobody has been caught. However it could certainly prove problematic for the new Boneweaver if the fiscal pressure exerted by having such a prosperous market into which to sell mana caused some reavers to go further afield in search of crystals.

They come for the mana, but they stay for the quality trousers.

Local humour

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Free Company (Redirected from Free Companies)

Redirect page

Free company

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Free company (Redirected from Free Company)

“Some Dawnish bravo once told me that they march for glory. I asked him how many bushels of wheat his glory was worth. No respect for logistics, the Dawnish. He got his glory, and I got his armour afterwards, so I suppose we’re both happy. Not in the market for a gorget are you? Only one previous owner…”

Margen, Quartermaster of the Holberg Eagles Free Company

Introduction

Free companies are military groups in the The League. They are usually mercenaries and in the northern cities they are sometimes referred to as landsknechts. Although the free companies lack the breadth of interests of a guild, they share their emphasis on loyalty and this has given them a reputation for effectiveness and discipline on the battlefield that is unusual amongst mercenaries.

Free Companies are famous for their magnificent attire. While some units avoid uniforms as such, they usually adopt a pair of unit colours. Slashed and particoloured, puffed and dagged, their clothes are an unmistakable badge of the profession. A common story says that this style of clothing originated with a habit of making clothing out of the banners of defeated enemies, but now their flamboyance is a badge of honour, a means of standing out and declaring their identity. Some free companies produce their own weapons and armour, mindful of the advantages that a strong unit appearance can bring when seeking contracts. Less prosperous units make do with an assortment of armour, picked up from fallen foes.

The free companies hire themselves out wherever there's a need for disciplined soldiers who are largely unconcerned about moral issues. They send their most senior member out to negotiate terms, and then join an Imperial army on campaign. Often, they'll follow a League general simply because of the financial might of the League, but they are generally happy to follow where profit leads. They are notorious for doing whatever needs to be done to win, even in a country where a ruthless commitment to achievement is commonplace. This tends to make them unpopular with the more high-minded Nations, and they rarely find employment in Highguard or Urizen.

History is littered with stories of free companies who have gone too far and paid the price - well-known is the tale of Antek of Temeschwar and his Company of the Iron Jawed, who after a number of inconclusive engagements with the Yellow Hand orcs used a group of Dawnish civillians as a lure to draw a large barbarian force into a prepared battlefield. His tactics resulted in the death of all of the orcs and most of the civillians. The Company of the Iron Jawed followed the straggling barbarians back to their settlement, and butchered every single one of them - including all their children - impaling their bodies on stakes as a warning to other orcs. To this day, the battlefield and the orc settlement are said to be haunted by the spirits of the tortured and the betrayed. With the support of the Synod, the outraged Dawnish denounced Antek for his brutality. He was ultimately executed for treason and the Company of the Iron Jawed disbanded, but on his way to his execution, Antek is said to have shrugged and said simply "There will be more Dawnish. But there will be no more Yellow Hand orcs."

Creating a Free Company

The free companies are intended to allow players to create iconic mercenary characters in the League. While the guilds regularly hire mercenaries and employ guards, a free company allows a group of players to play a dedicated mercenary group, rather than creating a guild. A free company can be as large as you like but in order to be effective it is essential to have some military presence, either in uptime or downtime. Many free companies include members from every city in the League - if the members of your group take military units rather than other downtime options there is little incentive for them to be from the same city.

There's plenty of space for a variety of non-combat characters in a free company - medical staff, commissariat and crafters can all fit in. Specifically, to fit into the League background your free company will need someone who can sign deals on its behalf, the "Signeur". That person does not have to be the battlefield commander, and would be an interesting role for someone who wishes to play in a free company, but is not as interested in fighting. Creating a guild is worth a read for some general advice about the guilds.

An example of an iconic free company in film is Rutger Hauer's band in the film Flesh and Blood.

Playing a Free Company

At events, groups have the choice of which battles to participate in, giving free companies the opportunity to leverage their military skills to try to earn coin. While many nations expect their military groups to fight in the best interests of the nation, as a free company you should protect your right to fight for coin. It can be extremely difficult to make money as a mercenary; most players want to fight in the battles, so you don't have the same bargaining power that historical mercenaries might have had - unless you can ensure you are able to sell the choice of who you fight for. Beware of other players trying to invoke patriotism to justify why you should fight without being paid!

If members of your group have taken military units as downtime resources you will also be able to use these to help the Empire fight campaigns against the barbarians. Like fighting at events, the more you can keep your options open as to which armies your units support, the more money you will be able to earn by using your troops.

"It was a glorious summer night as the three lieutenants, Mueller, Ostravo and Dovarosz, stood well back to admire the blazing conflagration that had once been the the cider press house at Andecello. Around them the men and women of the Glorious Lacuna Free Company had managed to rescue several tun barrels of cider, and had rolled them out beneath the apple trees for sampling. One bravo filled his helm to the brim from a gushing keg, while another was visible only as a pair of waggling pantalooned legs sticking from the top of the barrel. All in all, the kind of thing one might expect to see after any Free Company victory. Suddenly Captain Roncavo strode into view, the garnets of his cape flashing in the firelight. He slapped one bravo on the back hard enough to spit out a mouthful of cider before striding atop a barrel and adopting his best stage voice.

“My beautiful bravos, my brothers and sisters in arms! Tonight we sup from the heady brew of victory, while the enemy samples the dusty kegs of defeat!”

The men cheered and someone thrust a mug of cider into the captain’s hands. The captain raised it high, “Andacello was just the beginning, my friends, the Esperanda guild have made good on their word – the steel of their coffers now flows for as long as we can keep defeating these brigands. So drink up, lads and lasses, drink up!”

The lieutenants continued to watch, bemused, as the Captain was hoisted shoulder high and carried off as a hero.

Mueller turned to his companions, “I tell you what, he can’t fight, he doesn’t know squat about soldiering, and he’s more puffed up than a Freeborn pastry, but sometimes I think hiring that Mountebank was the best decision we ever made…”

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Free company

“Some Dawnish bravo once told me that they march for glory. I asked him how many bushels of wheat his glory was worth. No respect for logistics, the Dawnish. He got his glory, and I got his armour afterwards, so I suppose we’re both happy. Not in the market for a gorget are you? Only one previous owner…”

Margen, Quartermaster of the Holberg Eagles Free Company

Introduction

Free companies are military groups in the The League. They are usually mercenaries and in the northern cities they are sometimes referred to as landsknechts. Although the free companies lack the breadth of interests of a guild, they share their emphasis on loyalty and this has given them a reputation for effectiveness and discipline on the battlefield that is unusual amongst mercenaries.

Free Companies are famous for their magnificent attire. While some units avoid uniforms as such, they usually adopt a pair of unit colours. Slashed and particoloured, puffed and dagged, their clothes are an unmistakable badge of the profession. A common story says that this style of clothing originated with a habit of making clothing out of the banners of defeated enemies, but now their flamboyance is a badge of honour, a means of standing out and declaring their identity. Some free companies produce their own weapons and armour, mindful of the advantages that a strong unit appearance can bring when seeking contracts. Less prosperous units make do with an assortment of armour, picked up from fallen foes.

The free companies hire themselves out wherever there's a need for disciplined soldiers who are largely unconcerned about moral issues. They send their most senior member out to negotiate terms, and then join an Imperial army on campaign. Often, they'll follow a League general simply because of the financial might of the League, but they are generally happy to follow where profit leads. They are notorious for doing whatever needs to be done to win, even in a country where a ruthless commitment to achievement is commonplace. This tends to make them unpopular with the more high-minded Nations, and they rarely find employment in Highguard or Urizen.

History is littered with stories of free companies who have gone too far and paid the price - well-known is the tale of Antek of Temeschwar and his Company of the Iron Jawed, who after a number of inconclusive engagements with the Yellow Hand orcs used a group of Dawnish civillians as a lure to draw a large barbarian force into a prepared battlefield. His tactics resulted in the death of all of the orcs and most of the civillians. The Company of the Iron Jawed followed the straggling barbarians back to their settlement, and butchered every single one of them - including all their children - impaling their bodies on stakes as a warning to other orcs. To this day, the battlefield and the orc settlement are said to be haunted by the spirits of the tortured and the betrayed. With the support of the Synod, the outraged Dawnish denounced Antek for his brutality. He was ultimately executed for treason and the Company of the Iron Jawed disbanded, but on his way to his execution, Antek is said to have shrugged and said simply "There will be more Dawnish. But there will be no more Yellow Hand orcs."

Creating a Free Company

The free companies are intended to allow players to create iconic mercenary characters in the League. While the guilds regularly hire mercenaries and employ guards, a free company allows a group of players to play a dedicated mercenary group, rather than creating a guild. A free company can be as large as you like but in order to be effective it is essential to have some military presence, either in uptime or downtime. Many free companies include members from every city in the League - if the members of your group take military units rather than other downtime options there is little incentive for them to be from the same city.

There's plenty of space for a variety of non-combat characters in a free company - medical staff, commissariat and crafters can all fit in. Specifically, to fit into the League background your free company will need someone who can sign deals on its behalf, the "Signeur". That person does not have to be the battlefield commander, and would be an interesting role for someone who wishes to play in a free company, but is not as interested in fighting. Creating a guild is worth a read for some general advice about the guilds.

An example of an iconic free company in film is Rutger Hauer's band in the film Flesh and Blood.

Playing a Free Company

At events, groups have the choice of which battles to participate in, giving free companies the opportunity to leverage their military skills to try to earn coin. While many nations expect their military groups to fight in the best interests of the nation, as a free company you should protect your right to fight for coin. It can be extremely difficult to make money as a mercenary; most players want to fight in the battles, so you don't have the same bargaining power that historical mercenaries might have had - unless you can ensure you are able to sell the choice of who you fight for. Beware of other players trying to invoke patriotism to justify why you should fight without being paid!

If members of your group have taken military units as downtime resources you will also be able to use these to help the Empire fight campaigns against the barbarians. Like fighting at events, the more you can keep your options open as to which armies your units support, the more money you will be able to earn by using your troops.

"It was a glorious summer night as the three lieutenants, Mueller, Ostravo and Dovarosz, stood well back to admire the blazing conflagration that had once been the the cider press house at Andecello. Around them the men and women of the Glorious Lacuna Free Company had managed to rescue several tun barrels of cider, and had rolled them out beneath the apple trees for sampling. One bravo filled his helm to the brim from a gushing keg, while another was visible only as a pair of waggling pantalooned legs sticking from the top of the barrel. All in all, the kind of thing one might expect to see after any Free Company victory. Suddenly Captain Roncavo strode into view, the garnets of his cape flashing in the firelight. He slapped one bravo on the back hard enough to spit out a mouthful of cider before striding atop a barrel and adopting his best stage voice.

“My beautiful bravos, my brothers and sisters in arms! Tonight we sup from the heady brew of victory, while the enemy samples the dusty kegs of defeat!”

The bravos cheered and someone thrust a mug of cider into the captain’s hands. The captain raised it high, “Andacello was just the beginning, my friends, the Esperanda guild have made good on their word – the steel of their coffers now flows for as long as we can keep defeating these brigands. So drink up, lads and lasses, drink up!”

The lieutenants continued to watch, bemused, as the Captain was hoisted shoulder high and carried off as a hero.

Mueller turned to his companions, “I tell you what, he can’t fight, he doesn’t know squat about soldiering, and he’s more puffed up than a Freeborn pastry, but sometimes I think hiring that Mountebank was the best decision we ever made…”

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Free to live

Joana grunted as she took the weight of the second beam on her shoulders. Damn but it was heavy. She gritted her teeth and set off towards the others, trying not to groan under the weight. She shot an envious look at her sister, who was walking easily since she was only carrying a single timber, but she accidentally caught her sister's eye and quickly looked away.

"You know... you could just go and talk to her" Miju said. She smiled encouragement at her sister.

"I don't know what you're talking about" she retorted. She and her sister were thick as thieves, inseparable really, but still she regretted telling her about Beca.

"Of course not... you're just carrying twice as much timber as everyone else to impress... who? Zemress?"

Joana's cheeks flushed and she glanced quickly round. Taking the paragon's name in vain was shocking but it didn't look like anyone had heard.

"Wash your mouth out Miju!" She tried to regain her composure but it wasn't easy when carrying so much damn weight. "I'm just doing what I can so that we can get this barn finished before dark is all."

"Shush - she's coming."

The two women walked on in silence as they passed the group coming the other way for another load. Joana shifted the balance on her shoulder, taking as much as she could in her hands so that the weight caused her muscles to stand out. She kept her eyes locked firmly forwards but at the last minute she dared to flash the briefest glance at the group as they passed her. She caught a brief glimpse of Becca i Cotreyo smiling and laughing with her friends and her mouth ran dry. Were they laughing at her? No it was just her imagination playing tricks on her surely. And then the group were gone.

"For prosperity's sake Joana - just go and talk to her - tonight."

"Maybe.... Maybe when the barn is done."

"That's what you said last week as well. Maybe we should ask if you can build a second barn - you know just by yourself. Then everyone on the Coast will fall in love with you!"

They laughed together, Miju could always make her laugh. It was hard though - laughing while carrying so much weight. Worth it mind - she was sure now that Becca had noticed her this time. Tonight - she'd summon up her courage and talk to her tonight, she promised herself.

Contents

- 1 Overview

- 2 Opportunities

- 2.1 Yellow Grain

- 2.2 Black Locks

- 2.3 Green Hills

- 3 Problems

- 3.1 Names

- 3.2 Labels

- 4 Limited Opportunities

Overview

In the summer of 381YE the Freeborn assembled a great armada of more than fifty vessels from all over the Empire to sail to Zemress islands and carry out a daring rescue of their cousins dwelling there. The year before, Immeldar i Ezmara i Erigo and the Freeborn assembly had recognised the inhabitants of the Isle of Zemress as having the right to see themselves as citizens of the Brass Coast. Now the Zemress Islanders were desperate - the Grendel had discovered their island and were set on conquering it and enslaving them all. Under the noses of the astonished Grendel navy, the Empire carried out a daring rescue, in fact so many captains took up the challenge that they were able to rescue not just the Islanders but bring with them all their possessions and belongings.

Having arrived in the the Empire, the evacuees looked to the Imperial Synod for guidance on where they should settle. By unanimous agreement the Freeborn Assembly backed the statement by Mazo i Zabala i Erigo urging them to settle in Segura. As a territory of rolling grass and dry plains, Segura offers them a luxury in short supply on the Isle of Zemress - space. a huge influx of citizens will help revitalise the territory which was still struggling to recover from the conquest of the Lasambrian orcs. So two seasons ago they began to settle in Sobral Grasses and Yellow Chase, establishing farms on land that has been left unclaimed for many years.

We were heartened by the rescue of our cousins from the Isle of Zemress and we would welcome them in settling in Segura. We are certain that their resourceful skills and work ethic will contribute greatly to the Prosperity of the province and we will be happy to smooth their full integration back into the Empire.

Mazo i Zabala i Erigo, 381YE Autumn Equinox, Freeborn National Assembly, Upheld 76 - 0

Had the Empire not done so much to help the Zemress Islanders, it might well have taken them a generation to establish themselves, but the scale of the armada assembled to evacuate the island has meant that they have been able to bring almost everything of value with them - even livestock. Of course the buildings had to be fired so that the Grendel could not claim them, but everything else of value has been brought with them and that has proved invaluable in helping them establish themselves all along the banks of the Scorrero and the Ambergris - the fast flowing tributary that flows down through the Chase until it joins its sister north of Sobral.

Even so the new occupants have had to work tirelessly since landing, raising barns and farmsteads across the land. There is something truly impressive about the way the Zemress Islanders set about the task - if anyone had any concerns about how they were going to fit in they are soon dispelled when people see just how hard these people like to work. If anything, a few folk say, they need to learn to relax a little. The people of the Coast pride themselves on working hard - nobody here has any time for the lazy. But most folk work to live - to give themselves the wealth and prosperity they need to celebrate and live life to the full; "life is short - let it never be dull" is the famous motto of the Coast. The Zemress Islanders seem to have some kind of system where nobody is allowed to relax until someone else says so which causes a few raised eyebrows.

If this were the only distinction, then it would not matter, but it is clear that the many decades that the Islanders have spent apart from the Brass Coast have changed them in more ways than are at first apparent. Not all of them have sworn to the egregore yet and those that have not do not seem to be in any hurry to do so. Those who talk to them about it suspect they are concerned with losing some of their own traditions - customs and beliefs that they feel have been important to their survival on their island and that they are not keen to give up. Add to that the rather difficult issue of their heritage - no-one has any idea which tribe these people are from - and there are clearly some difficult problems to overcome.

Still, the results of their industry are impressive - despite it being a mere two seasons since they landed, the Zemress Islanders have set to and raised hundreds of farms across the Sobral Grasses. What was once a barren land with only scattered signs of habitation is rapidly becoming a prosperous and busy landscape dotted by farmsteads surrounded by a blanket of dusty fields of yellow grain. Sadly the output of those farms is limited by lack of water and poor soil, but the Islanders have a proposal that might fix that. The situation in the Yellow Chase is more challenging - the land here is simply too arid and rocky for crops to grow at all and it is very hard to do more than keep a flock of sheep or goats alive. However the Islanders are not prepared to simply throw in the towel on the matter and have a proposal here to.

Opportunities

Yellow Grain

The Zemress Islanders are already beginning to grow valuable crops on their new farms - but it is clear that these lands are not as fertile as those they are used to. Although better than Yellow Chase, the soil in the Sobral Grasses is parched from the long, dry summers so the crops are water-starved. To combat this, the Islanders have proposed a great work they call the Iron Qanat - a system of reinforced irrigation ditches which they claim will transform the sandy soils of the Grasses into productive farmland that rivals the fertile lands of the Marchers to the north.

The Iron Qanat is an ambitious design that would provide water to every farm in the region allowing the Islanders farms to produce much more than they can possibly consume themselves. They are very keen to show their support for the Empire that rescued them from Grendel slavery so they would like to ensure this bounty can serve their new homeland best.

The Qanat would not require any upkeep and would take only a season to complete but would need 50 wains of weirwood and 100 crowns. Once complete, it would be able to supply the Freeborn armies ensuring their supply was guaranteed. Unfortunately it would not be as effective as the Marcher food stores - the Zemress Island crops are healthy and once irrigated the land here would be as fertile as any wold but they don't have the kind of mastery of the land that the Marchers possess. But the Qanat would still cause an immediate increase in the Freeborn capacity to support military forces, allowing them to support one more army or navy than they can currently do.

The plan for Qanat is expansive but it also includes fresh irrigation channels for many other farms in the area including two of the most prominent - the Red Plains Farm and the Golden Terraces. As a result both the farm and the orchard would immediately be upgraded by one level. The only drawback might be the vulnerability of the system. The works and the surrounding farms would represent a valuable target to any plundering army and if the region were conquered then the Coast would immediately lose the benefits they provide which could be dangerous.

To compensate for this flaw, the Zemress Islanders suggest an even more ambitious proposition involving an effective fortification at the key site where water is drawn from the river. The Water Tower as their proposal has been nicknamed would take a year to complete and would require 50 wains of weirwood, 50 wains of white granite, and 200 crowns. However it would provide all the benefits of the more Qanat but with an upkeep of 10 thrones per season it would also function as an effective fortification defending not just the irrigation system and the surrounding farms but the entire region and territory.

Black Locks

The Scorrero river is the fastest flowing and most turbulent of all the great rivers that pour into the Bay of Catazar. In theory it is deep enough to be navigable, but in practice only the bravest captains are able to get far along the river due to the many rapids that must either be navigated with great danger or else laboriously navigated.

To resolve this problem, the Zemress Islanders would like to construct a sequence of short canals each set with heavy black locks. The canals would be require a significant effort to construct, but the Islanders are keen to support this project with their own labour, again a reflection of their immense gratitude for the way the Empire sailed to their rescue. As a result the Black Locks would take three seasons to build and require a total of 40 wains of weirwood, 80 wains of white granite, and 240 crowns. However they would require no upkeep, since the maintenance could be funded by tolls from the ship captains using the locks to bypass the dangerous parts of the Scorrero as they navigate up and down stream.

The reason to attempt such an impressive feat would be to connect the extensive network of new farms in the Sobral Grasses with the rest of the territory and the wider Empire - making trade much quicker and more efficient. If constructed, it would allow the Zemress Islanders to focus on expanding their farms safe in the knowledge that they could trade the food they were producing to buy the things they needed from ships captains. It would also make it easier for them to travel safely around the territory - allowing them to mingle and trade with their fellow Freeborn and also to make visits to any congregations that exist in the territory - something that is apparently very important to them.

The civil service estimate that once complete the Black Locks would serve as an impressive great work. Trade with ships captains based in the territory would mean that every fleet in the territory would receive a total of 1200 rings split between them. In addition the Zemress Islanders are surprisingly pious people - apparently almost as devout as any Highborn citizen and their tradition includes regular offerings to priests in exchange for sermons they find inspiring or uplifting. As a result every congregation in the territory would receive a total of 500 rings, 20 liao and 40 votes in the Synod split between them.

Green Hills

The Zemress Islanders have also attempted to settle the Yellow Chase, but thus far they have not had much success. The land here is rocky and uneven with arid dry soil. There have always been a few scattered farmsteads spread along the river bank, but they have never had a good reputation, with most assumed to profit from banditry and theft as anything else. There was some hope that the Zemress Islanders might be able to transform the situation, but it looks like this bleak region may be beyond even their industrious nature.

Or may be not - for here to they have a plan. Having discussed the situation in the Chase with other Imperial citizens they have heard the story of how the eternal Llofir transformed the blasted territory of Reikos, bringing new life and fertility to the area. Perhaps such a thing could be attempted here?

The Zemress Islanders have relatively few skilled magicians and none who are experienced at negotiating with eternals from the realm of Spring. Furthermore they are aware that the transformation of Reikos was not completely without cost and while they have been invited to settle here they are still cautious about doing anything that might upset their new neighbours.

Thus, rather than act, they have instead sent a formal request to ask the Freeborn magicians of the Conclave and the Spring Archmage to consider if anything might be possible. Perhaps the Conclave or the Archmage might find an eternal of Spring and somehow convince them to take an interest in the Yellow Chase hills. If not Llofir then perhaps one of the other Spring eternals such as Yaw'nagrah or Irra Harah?

Obviously if such a thing is unwise, then the Zemress Island people will be forced to make do with what they have. However if the land here were transformed by the touch of a Spring eternal, then there is no reason that the Islanders couldn't transform it with all the same benefits that their activity in Sobral Grasses has wrought.

Problems

In general the introduction of the Islanders to Segura has gone well, but it is not completely problem free. There are two issues that stand out, neither of which seems easy to resolve. In theory both problems might just go away with time - so they could just be ignored - but if they could be resolved it would definitely speed the integration of the newcomers.

Names

For the Freeborn, the most profound problem presented by the newcomers is their name. Legally most people appear to be treating them as Freeborn citizens, despite the fact that many have not yet sworn to the egregore. But in the minds of some the question remains - "who are they?" Are they Erigo? Guerra? Riqueza? There was some hope initially that historical research might conveniently unearth their tribal heritage... but all attempts to solve the problem that way have failed.

In fact... it's pretty likely that not all of these people were originally from the Coast. Their history is clear - their little island community was founded by Zemress when she was stranded there. But over the many years they dwelled there, there were times when shipwreck survivors would be washed up on the beaches of their island. Those people were welcomed into their community with open arms - regardless of gender or where they were from - and nobody now remembers who their ancient forebears were. Put bluntly there is simply no way now to tell which Founder these people are descended from and no getting around the fact that some of them may not be descended from a Founder at all.

The Zemress Islanders seem utterly unconcerned about the problem. They appear to expect to just join the Erigo tribe since Zemress was an Erigo. In fairness a common misconception for those who are not familiar with Freeborn traditions. When people explain that you have to marry into the tribe if you are a man - or be born into it if you are a woman - they laugh. At first because they assume that people are having a joke on them but then later because it appears to them to be the craziest idea they have ever heard. Many of them are married already and all of them have already been born - so they don't see how either option is much use to them.

They don't seem particularly worried about the problem - presumably because they simply don't care about one of the most important traditions of the Brass Coast. They seem to consider it someone else's problem to solve. But it is a pressing matter for the egregores particularly - who seem reluctant to swear more of these people to the Coast as things lie unless the Freeborn can somehow solve this intractable problem.

Labels

As the Zemress Islanders settle in to their new lives, they make efforts to get to know their neighbours and this soon leads to some frank exchange of views. The Islanders have been separated from the Empire for hundreds of years during which time they have had almost no access of any kind to liao. Despite this - or perhaps because of it - they are devout adherents of Virtue. Actually it would be more truthful to say that they are devout adherents of Prosperity, but they have somewhat reluctantly accepted that the other virtues are also important and the virtues play a central role in their lifestyle.

Because of their religious focus, the Islanders are deeply shocked by the news that the Iron Confederacy has been invited to enter Imperial lands and slaughter the rebels who were sheltering in Feroz. The Islanders are apparently passionately devoted to the ideals of abolition and emphatically opposed to slavery. To their simplistic view, the problem is completely black and white. The Iron Confederacy are slavers - therefore they are bad people. The rebels are fighting against them - therefore they are good people. They had understood the Empire to share their belief in the fundamental immortality of slavery and believed that the Brass Coast in particular was devoted to this principle. The Iron Confederacy slaughter has horrified them and led some to openly question if they have made the right choice in coming to the Coast.

They are utterly unmoved by the explanation that many of the rebels were Freedom heretic. In fact, it takes some time to explain what the idea of a heretic even is. In their minds these people were fighting for their freedom, if that is a virtuous action - and they feel very strongly that it is - then the idea that some part of an obscure doctrine they don't know or understand could declare that to be wrong frightens them badly. Their complete disinterest in Imperial doctrine is only part of the problem. These people have lived for decades without any access to liao - to them the entire point of the virtues is as a set of guiding principles - not as abstract spiritual forces. They are completely unable to appreciate the moral difference between fighting for freedom with sword and shield and fighting for freedom using powerful auras created by liao.

Their concerns have a practical element. They have fled here to escape the Grendel who sought to enslave them. If they make some spiritual error and use the wrong aura, will the Empire declare them heretics and allow the Grendel to come and enslave them? People assure them that that won't happen - but they are not particularly reassured. One of the reasons they felt sure they would feel at home in the Brass Coast is because they believed the Freeborn shared their commitment to ending the horrors of slavery - now many are second guessing that judgement.

At present this deep concern has not translated into action - they have continued to build their farms and settle in the Sobral Grasses. But it has been sufficient to prevent any further integration with their neighbours. The slow trickle of people swearing oaths to the Freeborn egregore has completely stopped and some of the Islanders are questioning the decision, asking if perhaps there isn't another nation that might take them in. One whose understanding of the virtues and their role in the life of an honest person more closely reflected their own.

Limited Opportunities

The two special commissions - the Iron Qanat and the Black Locks, remain available until the end of the Summer Solstice. After this it is likely enthusiasm will begin to wane, and the opportunities may be lost.

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The Brass Coast (Redirected from Freeborn)

“Life is short — let it never be dull!”

The Freeborn of the Brass Coast are travellers, traders, lovers and poets. They are exuberant and flamboyant; when they laugh their humour is infectious and without spite, when they love they do so with a passion that is without guile and when they’re angry, their wrath is like a summer storm – terrible to behold but swift in passing. To be Freeborn is to be driven by a hunger for life, to see the world, to taste every delicacy, sample every wine and tell every tale. Success is measured in wealth, family and influence, not out of greed, but for the joy success brings.

The Freeborn prize individual freedom and responsibility. Although they are capable of serving a cause they have little respect for authority. Pompous or self-important individuals, especially those who think that titles and positions have made them important, are ridiculed on the Coast. Respect is earned, it cannot be bought or appointed.

While others see them as outspoken and brazen, their honesty is without arrogance, for to aggrandise the self is vulgar, while to praise the deeds of another is an art. Their tales are bawdy enough for a common tavern and grand enough for a lordly court alike and can fill a room with laughter, tears or gasps of horror.

Their wagons and ships cross the world bringing exotic goods that command the finest prices. They are renowned for their corsairs, who operate out of the Bay of Catazar. These daring privateers risk everything ensuring that the Empire's enemies are unable to threaten her shores and earning a fortune in gold in the process. It is a dangerous life but one that perfectly suits the Freeborn passion for high adventure.

Five things to know about the Freeborn

- They are notoriously candid. Brazen in person, and disarmingly frank in negotiation, they are never afraid to speak their mind when they want to.

- All things can have a price. The Freeborn believe the fairest way to reckon the worth of something is to put a price on it.

- They prize freedom and responsibility and disdain arrogance. The Freeborn philosophy is that society is best served when every individual is responsible for themselves and to themselves.

- They crave adventure and excitement. None more so than their corsairs who are the terror of the high seas.

- They like agreements to be explicit. The Freeborn like everybody to know exactly what has been agreed to.

What the Freeborn are not

- Desert dwellers. Grassy plains, rocky mountains and shipboard on the ocean are where the Freeborn live.

- Dodgy camel sellers or slave traders. Freeborn traders are upfront and scrupulously honest - the very opposite of the stereotype of the obsequious, wheedling trader.

- Matriarchal or patriarchal. The Freeborn are matrilineal, they take their mother’s family name, but other than this their society is completely gender blind. There are no harems or seraglios in the Empire.

The nation

Core Brief

- The people

- Culture and customs

- Look and feel

Further reading

- History

- Leadership

- Economic interests

- Military concerns

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

- Costumes

This selection of articles can be downloaded as a PDF book (or as html only)

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Freeborn family Redirect page

Families on the Brass Coast

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Freedom Heresy

Roots of the Freedom Heresy

In 324YE Crescencia i Marusa i Riqueza a Freeborn priest of the briar lineage began to preach the heresy of freedom. Taking advantage of the closing months of the orc rebellion, she acquired several followers despite the overt opposition of the Synod. Her particular take on the false virtue of freedom was that individuals should be free to do whatever they wanted without regard to the wishes of others.

The heresy attracted a large number of followers, most of whom were of the briar lineage. After several months the heretics began to openly call for the briar people to live apart from the rest of the Empire in their own state or nation.

Rebellion

In 325 YE, Crescencia and her followers including a Dawnish general named Lord Geoffrey of House Casillon, siezed control of several castles on either side of the eastern border between Semmerholm and The Barrens. They intended to use the castles to establish a briar free-state. Their coup was bloody, resulting in the deaths of many soldiers who refused to support the heretical cause.

Reprisals were swift and bloody. An Imperial force lead by Lady Marthe de Cervise attacked the briars and drove them out of the castles. They retreated into the barrens, establishing a tiny kingdom there called Montane and calling for briars, secessionists and "lovers of freedom" from across the Empire to join them.

While the Synod and the Dawnish and Highborn senators pushed for a major military campaign against the briars, other voices were less convinced. The Navarr in particular argued successfully for restraint claiming that the problem would correct itself given time. For two years there was a flood of disaffected individuals, mostly briars, travelling to Montane, while the Senate and the Synod were at an impasse on gaining a resolution on how to resolve the problem.

The fall of Montane

In Winter 328 YE, the orc barbarians assaulted Montane. It soon became clear that the briars were unable to withstand the orc armies, and several entreaties were sent to the Empire pleading for assistance. All were refused and within two years the occupants of Montane who were not killed were carried away as slaves. Crescencia and several of her closest followers where caught while fleeing to Dawn. Their trial and execution on charges of heresy and blasphemy in 329, signalled the end of the the Freedom Heresy.

In the aftermath, teams of exorcists from the Synod were dispatched into Montane to cleanse the area of auras summoned by the blasphemous cult. This included banishing auras from buildings and tainted relics, as well as liberating citizens who had been possessed. The findings reported by the exorcists were that the situation in Montane had deteriorated even before the orcs attacked. Under the influence of so-called freedom, liberty had swiftly turned to licence, and discipline and vigilance had waned. One Troubadour claimed that, given another year, the rebels would have been no better than barbarians themselves.

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Freedom of the Soul

Contents

- 1 Rules

- 1.1 Night Magnitude 2

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 2

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time. This is also a personal aura. A target may only be under the effect of one aura at a time.

Effects

At the conclusion of the ritual, the target is enchanted with an aura of passionate energy. The target experiences a powerful roleplaying effect; whenever they experience an emotion, they experience it far more strongly than normal. They switch between one powerful emotion and another freely and without restraint. They feel an urge to question and disregard anything that restrains their behaviour, whether it is a law, an expectation of society, or a sign that says 'no entry' on it.

The enchantment also provides a source of spiritual strength for purposes of overcoming any roleplaying effect that would dampen the expression of emotions, or create feelings of calm, clarity or tranquillity.

This enchantment is a personal aura, similar to that created using the anointing ceremony. An individual can only be under the effect of one personal aura at a time. This ritual will replace any standard personal aura (including those created by similar rituals), but is not powerful enough to remove a durable personal aura. Likewise, any anointing can replace (or remove) this enchantment. A detect magic spell determines the realm and magnitude of the effect. The insight skill does not detect any spiritual element to the enchantment.

The effect lasts until the end of the next battle, skirmish or quest the character participates in; or until the end of the current event, whichever is sooner.

Additional Targets

This ritual can affect additional characters from the same band. Each additional character increases the magnitude by 1. Additional characters must be present throughout.

Description

This ritual creates a powerful enchanted aura on the target. Those who have experienced the enchantment often describe it as similar to being under the influence of certain powerful narcotics (or how they imagine such experiences might be). For the most part, the aura encourages joyful, positive behaviour - but it is just as likely to send an incautious person into a spiral of sadness and despair, or drive someone with repressed anger into a violent outburst.

Some individuals particularly relish the way the enchantment encourages them to question convention, or encourage them to indulge in their pleasures without worrying about the consequences until the next day. Ironically, it is this very element that makes the ritual contentious. Some priests of the Way, for example, consider this enchantment little more than an attempt to channel the dangerous spiritual force of Anarchy. Less devout individuals, especially magistrates and militia, may treat people experiencing the aura as if they are extremely drunk, or heavily drugged.

Indeed, some students of Night magic view this ritual as an expensive narcotic to offer to the jaded and the bored, or to "help a party go with a bang". Others of a more mystical bent consider this enchantment to be a spiritual experience designed to free the mind from imposed restraints (which worries the priests even more, of course), or to achieve a cathartic release of pent-up frustrations. They view using this ritual 'for fun' as being an abuse of something much better suited to helping people explore philosophical truths about freedom and responsibility.

The enchantment can be emotionally and physically exhausting. Regardless of whether it is being used to explore philosophical concepts or simply for fun, it is usually cast at night to restrict the potential duration. On a few are occasions, subjects have made themselves very ill indeed by forgetting to eat or drink while filled with enthusiasm and in the grip of powerful emotions - or engaged in rash and foolish actions that have consequences that persist long after the enchantment itself has faded away.

The eternal Janon is known to favour this enchantment, approving of the way it inspires people to embrace their passions.

Common Elements

this ritual often involves a symbolic 'freeing' of the target from chains or bonds. Narcotics are a common element, as is the consumption of strong drink or herbal preparations. Fires that are stoked and made brighter, or music and dance that begins quietly and becomes faster and more exuberant, are also regular components of this ritual.,

The rune Zorech is unsurprisingly a common element, and the eternal Janon is often evoked during performances of the ritual.

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Freezing Brand of Irremais

Contents

- 1 Rules

- 1.1 Winter Magnitude 10

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Removing the Curse

- 1.5 OOC Element

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 10

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must be aware that this ritual is being used on them.

This effect is a curse. A target may be under more than one curse at a time.

Effects

This ritual marks a character with a magical brand in the shape of the Irremais rune. The target character must be aware that this ritual is being used on them, although they need not be willing - this often means they must be restrained in some way.

During the ritual, the ritualists announce a single action that they believe the target took that requires punishment. This is the reason for the brand and must be clear to the target if the roleplaying effect below is to work.

At the conclusion the rune Irremais is marked onto the skin of the target, usually appearing on the forearm or cheek (the ritualists cannot specifically define where the mark appears). While the curse is in effect, the brand cannot be removed; if the skin in that area is removed or damaged, the mark reappears somewhere else.

The target also experienced a powerful roleplaying effect: If anyone asks you whether you have been branded with Irremais, you feel excruciating pain if you do not answer them in the affirmative. Likewise, if they ask you why you were marked, the brand burns with cold fire that is extremely painful unless you give them the reason the ritualists gave when they performed the ritual.

It does not matter if you believe you are guilty of performing the action the ritualists named; the ritual does not compel you to say you are guilty, or that you did it, only to give the reason the ritualists gave for their action.

The detect magic always detects the presence of this curse; rather than providing realm and magnitude it specifically tells the caster that Freezing Brand of Irremais is in effect.

The roleplaying effect caused by this curse cannot be removed with the exorcism ceremony, and while it may be resisted for a short time by abilities such as those granted through the use of hero points you should roleplay the great effort it takes to suppress the pain of the brand if you wish to avoid admitting to its presence, or the action the ritualists have defined as your 'crime'.

The effect of the ritual lasts for a year (until the start of the Profound Decisions Empire event four events from now).

Removing the Curse

The brand can be removed by certain powerful creatures or items with the power to break oaths. It could also be removed by a ritual of at least magnitude 40, although it is likely that doing so would have permanent implications for the target. Finally, a coven made up entirely of ritualists who contributed to placing the brand in the first place can perform the ritual again with the express intention of removing the brand.

OOC Element

When deciding the reason for the brand it is usually best to be clear and succinct. "You killed your friend" or "your negligence cost dozens of lives" or "you showed cowardice in the face of the Jotun" are easy for the target to remember and to provide when asked. The target does not need to use the exact wording, so ambiguously phrased reasons may provide them with a loophole; that is absolutely in keeping with the nature of the magics involved here.

The target may choose where the brand appears (forearm or cheek or, with the approval of a referee, somewhere else). It may be phys-repped with make-up but a prosthetic or textured material such as collodion is ideal. Profound Decisions make-up department may be available to help phys-rep the result of this ritual, but it is especially ideal if the players who performed the ritual can help the target.arrange the brand.

After a year, the magic of the curse fades and the mark may be removed by the usual (almost certainly magical) means; it is otherwise permanent.

Description

This ritual is a punishment, pure and simple. It can also be abused for use as a tool of subtle torture. While it is most often used to mark someone who has committed a serious transgression, there are several stories of innocent men and women condemned to bear the brand due to the machinations of their enemies. The brand cannot easily be removed, so many ritualists refuse to perform it unless they are absolutely sure it is warranted.

Its main value is that it prevents a target from hiding the fact of its existence, or denying that the punishment was inflicted. It serves as a constant reminder that the target has been punished - either with good cause, or unjustly. Once it becomes common knowledge that the rune exists, life can easily become a living torment as people who consider themselves clever or funny (or who have been wronged) force the target to repeat the details of their punishment over and over.

Receiving this brand often spells the end of a political career, but this is not always the case. While being forced to admit to bearing the mark, or repeat that it was placed due to negligence, can both be frustrating, some politicians have refused to allow their alleged shame to stop their ambitions.

Common Elements

Symbols of law, vengeance, justice and punishment are used with this ritual, as are chains, locks and physical brands. The target may have the rune branded or carved into their flesh as part of the ritual, and both ice and ice-water are commonly used. The ritualists must be clear what the reason for the brand is, and this is often written down on a scroll that is given or pinned to the target.

This ritual is usually performed in public; the more public, the better. It obviously involves the evocation of the rune Irremais, but may also include the names of certain Eternals associated with punishment or curses, including the Lictors and Wise Rangara. Dramaturgists may invoke the authority of The Prince, or the cold judgement of The Doctor.

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Friar of Honour's Rest

Let this Sinecure stand as a reminder that the Empire makes mistakes and should acknowledge them.

Olle Markusson, Senator for Kallavesa

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 A Portion of Liao

- 3.2 Voice in the Synod

- 4 Appointment

- 5 Honour's Rest

Overview

The Imperial Senate commissioned the construction of Honour's Rest during the Autumn Equinox 381YE. Built in the ruins of Overton in Mournwold, it was funded by the people of Wintermark and given as gift to the people of the Marches. The Friar of Honour's Rest is an Imperial title charged with looking after and preserving the shrine which stands as a memorial to those who fell in the battle to liberate the Mournwold. The position comes with custodianship of a sinecure, requiring minimal responsibility but awarded a regular income of liao and votes in the Imperial Synod to reflect the many pilgrims who come to Honour's Rest to meditate on the lessons of the battle for the Mourn.

Responsibilities

The Friar of Honour's Rest is responsible for the safety and wellbeing of those who traverse the Greensward to visit the ruins of Overton.

Powers

A Portion of Liao

The sinecure provides eight measures of liao to the Friar each season, to be used as they see fit.

Voice in the Synod

The Friar of Honour's Rest may sit in the Imperial Synod, and possesses 16 votes in Synod affairs (or an additional 16 votes if they already have a congregation). They may use these votes in any assembly for which they are eligible.

Appointment

The Friar of Honour's Rest is a national position appointed by the Synod. It is elected by judgement of the Marcher Assembly. .

The title can be held by any Marcher citizen. The Friar has tenure and serves until they die or step down. They can be revoked by the General Assembly, the Marcher National Assembly, and by the Assembly of the Nine.

Honour's Rest

The church of Honour's Rest stands atop a low hill near Overton on the Greensward. Built mostly in the Marcher style, there are a few clear Wintermark touches including a series of stone Winterfolk warriors that seem to watch over pilgrims and resident priests alike from the white-stone walls of the church.

From the hill, it is only a short walk to the ruins, and pilgrims rest here on their way to visit the great barrow mounds raised by the Jotun in the wake of the fall of Orchard's Watch. Occasionally, the friars who live and work here are called on to address problems with angry or mournful ghosts that haunt the ruins, but for the most part Honour's Rest is an oasis of quiet, calm, and sorrow.

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Friendly rivalry

Friendly Rivalry

Being from different armies, Alkar and Vendek had never come across each other before their units were both assigned to the Strong Reeds. Winter Suns fighting alongside the Summer Storm, the pair first met on the field, and shed blood together. Battle done, they sat sharpening their weapons, arguing about which arrmy was best. After a long debate about the piles of barbarian orcs killed, and desperate situations rescued, Alkar pointed out how much the Winter Suns had done for The Plan. "Two years ago, Kalindar Stormcrow of the Winter Suns became the first Orc Archmage. Last year, not only did the Imperial Orcs gain a National Assembly in the Synod but, at the Autumn Equinox, our Preacher Atla was six votes from becoming Cardinal of the Way. That's got more orcs spending time thinking about The Way than anything else ever."

Vendek snorted, "Almost Cardinal isn't a title. And who broke the siege of Holberg?"

Back and forth they argued about which army was doing more to make The Plan happen, until Alkar offered a bet. "One day the Plan will succeed, and an Imperial Orc will stand as Senator for the first time. If they're from my army, you request a transfer to my unit. If the Senator is from your army, I'll transfer to you."

Vendek grinned, "Done. Worth it just to see you struggling to keep up when we charge..."

Civil Service Report

Military units from the two orc legions have been deployed in conflicts away from the legions they originate from. This has resulted in more occasions where orcs from each of the two legions have fought alongside one another. On the whole, this has been highly positive and observations have said it has build stronger links between the two. However, legion identity remains strong for these orc soldiers and this has manifested into a sense of friendly rivalry and competition. This has included contests of sparring, athletics and which legion has contributed the most to The Plan. No ill effects have been reported from this (excluding the occasional injury) and there is no reason to prevent it continuing.

Imperial prognosticators have identified that there could be benefits to taking advantage of this rivalry. Recognition and validation of one of the legions could see a boost to its morale that would increase the battlefield effectiveness of its military units. Conversely, widespread and non-specific recognition, whilst positive, would have no appreciable effect.

In more specific terms:

- If the Orc National Assembly passes a Statement of Principle noting and praising the Summer Storm's successes toward the achieving the Imperial Orc ambition, but omits the Winter Sun, then it is expected that the military units attached to that army will experience a temporary, yet significant, boost in morale and effectiveness. [1]

- If the Orc National Assembly passes a Statement of Principle noting and praising the Winter Sun's successes toward the achieving the Imperial Orc ambition, but omits the Summer Storm, it is expected that the military units attached to that army will experience a temporary, yet significant, boost in morale and effectiveness. [2]

- If the Orc National Assembly passes a Statement of Principle noting and praising the successes of the Winter Sun and Summer Storm toward the achieving the Imperial Orc plan, there is no appreciable effect [3].

As is the case with Synod judgments, a judgment made by the General Assembly would be deemed to have greater authority than that of a National Assembly.

Footnotes

- [1] The Military Units originating from the Summer Storm army will gain a temporary boost equivalent to a two level upgrade

- [2] The Military Units originating from the Winter Sun army will gain a temporary boost equivalent to a two level upgrade

- [3] No impact on military units

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Froggy went a'courting

"These are excellent quality," said the orc trader, weighing one of the ingots in her hand. "Very pure, very fine. If all the rest are of similar quality then you can be sure I will be back next season."

Francine di Temeschwar wanted to punch the air, but restrained herself - just. "It's the Assayer's Guild," she said offhandedly. "They set the bar high."

The orcs passed the ingot back and forth. One of their number, who had not spoken yet, tapped it with a tiny chisel and hammer, peered at it closely, and then a wide grin split his tattooed face. Francine idly wondered who he was - his skin was marked with tiny black Wintermark runes, as were his midnight-blue robes, as were the wide orichalcum bracers he wore on each wrist.

Bokka leant forward across the table, then. The bonesetter opened the weirwood chest to reveal the carefully arranged rows of green iron within.

"As you can see, there is plenty more where that came from. Are we agreed then?"

The Thule merchant looked to her companions, who each nodded in turn. One handed her a reindeer hide sack, and she upended it. A stream of glittering crystal spilled forth, bouncing on the table.

"We are agreed. You will find everything in order, but I understand if you wish to count it."

She extended her hand first to Bokka, then to Francine. Her grip was firm as she shook hands with both of them briskly. The bonesetter pushed the chest of iron ingots across the table, and two of the Thule upended it into the now empty sack. Bokka reclaimed the empty chest and quickly began to fill it with crystal mana - counting quietly as she did so. The Thule seemed well pleased with the trade.

"Actually, I'm a little surprised that you are trading mana," said Francine as if she had only just thought of it.

The Thule merchant shrugged.

"Why wouldn't we? The dragons have plenty of crystal to spare, and your merchandise is extremely good. Our artisans will be able to forge many wonderful... things... with it."

"I meant, with the peace treaty coming to an end. Are you not worried that we will use the crystal against you?"

The orc across the table blinked and shot a concerned glance at her three companions.

"No," she said firmly. "No we are not. I have every confidence the Empire will be sensible, and the dragons will be magnanimous."

She paused for a moment before continuing as if contemplating something unsavoury.

"And if the Empire is not sensible? Then the materials you have been selling us will ensure we win the coming war, and then the dragons will not be so magnanimous."

Contents

- 1 Thule

- 1.1 Castles and Armies

- 2 Great Forest

- 3 Grendel

- 4 Resolution

Thule

- The Thule peace-treaty is coming to an end.

- A delegation from Otkodov is expected to visit Anvil on Saturday afternoon.

During the Summer Solstice 379YE, the Empire negotiated a peace treaty with the Thule orcs of Otkodov. That treaty has remained intact since - despite threats from a disgruntled Wintemark thane. An Embassy has been built in Miekarova, and with the assistance of the sorcerous orcs the devastating threat of the red star was averted, and a new Bourse resource - the Gift of the Dwindling Star secured for Varushka. There has even been some thawing between the Thule and the people of Wintermark it appears - negotiations have resulted not only in the return of slaves taken in the Silver Peaks and Skarsind, but also the recovery of a valuable artifact, the Blood Cloak. Indeed, only this last season another dozen Imperial slaves kept by the Thule were returned to Raknar of Wintermark. There are also rumours of extensive contact between the Thule and some of the Navarr, in Miaren and Hercynia, and talk of agreements relating to the secrets of the vallorn.

With the approval of the Imperial Senate, Thule merchants now travel down through Crow's Ridge as part of the Northern trade network - bringing a bounty of crystal mana to the Bonesetter of Torfast Trading Post, Broker of Treji Wayhouse, Overseer of the Westward Road, and the Northbound Trademaster. A few brave Imperial merchants have even made the long journey north from Skarsind to trade directly with the Thule in southern Otkodov.

Of course not everyone welcomes peace with the Thule. They are still believed to hold many humans as slaves alongside their own orc slaves. They control not one but two regions in Imperial territory - and while the Varushkans seem on the whole unconcerned about the Thule presence in Krevsaty, there is still a great deal of bitterness in Wintermark over the ceding of the Silver Peaks.

All this, off course, might be about to change precipitously.

The original peace treaty was negotiated for three years. Those three years come to an end during the Summer Solstice 382YE.

With that in mind, the Thule dragons are sending a delegation to Anvil during the Winter Solstice to discuss the peace treaty. They will want to speak to the Ambassador to Otkodov - Juha the Cave Spider - and have requested a formal reception be arranged on Saturday afternoon once the time of their arrival has been confirmed.

Castles and Armies

Shortly before the Winter Solstice, the residents of Branoc and Crowslook in Karsk report that there is now a castle in the Thule-held region of Krevsaty. Unlike the magical castle conjured permanently from the Summer realm in the Silver Peaks, this castle has been built the old-fashioned way - with slaves. According to the woodcutters, charcoal burners, and wagon raiders, there is also a substantial Thule force there - almost certainly an army. At the same time, Suaq hunters in Suaq Fount and East Floes speak of seeing large numbers of orcs moving around on the flanks of the SIlver Peaks.

There are absolutely no signs of hostility; the armies are simply there. As near as the observers from outside the regions can tell they are simply drilling, hunting, and doing all the other things an army does when it is on furlough. Yet it can be no coincidence that the Thule have chosen this particular time to make a show of strength, albeit a restrained one.

Great Forest

- The Great Forest orcs abide peacefully in Therunin

- There are some questions about how the Holt of the Oak will function.

- A delegation is expected to turn up at some point over the weekend.

- A new Great Forest Orcs page has been created.

For the most part, the Great Forest orcs live quietly in Therunin alongside their briar allies. During the Autumn Equinox a number of opportunities to improve relations between the Great Forest and the Empire were secured.

The Great Forest Orcs had requested if they might have access to Imperial Lore - the name given to the great body of Imperial rituals that allows magicians from all over the Empire to master any ritual they choose. Volfe of Ashenhall, the Archmage of Spring, successfully raised a Declaration of Dissemination in the Imperial Conclave to have ritual text for Rivers of Life created and bequeathed to the Great Forest Orcs, while Kay Carter, a yeoman of House de Ryland raised the same declaration for Blessing of New Spring. Ironically this was a much more expensive option than the aid the Great Forest Orcs requested, but it does ensure that they will not gain access to Imperial lore with all the attendant risks that that would have.

The ritual texts have been provided to the orc magicians, but their arrival appears to cause some concern. The wealth they had gathered to pay for access to Imperial lore is basically everything the tribe have in the world - having been forced to flee their homes by the Druj. They are happy to pay that for a chance for their offspring to learn to wield the kind of powerful magic the Empire has - but these two ritual texts are only a fraction of what they had asked for. While they do not wish to appear ungrateful, they appear concerned that they are now expected to provide the original payment they offered for these two rituals only, and are eagerly seeking clarification.

They want to stress that they are not ungrateful - Blessing of New Spring was one of the specific rituals they identified that they believe will help them adapt and prosper in their new home. They don't clear land and put it to crop the way the Marchers do, but there are some among them who have experience keeping flocks of goats, sheep and other animals and the ritual will benefit them. But they had only intended it as an example of the sort of things that would be useful to them - it was access to the body of Imperial lore they were really seeking. However they do understand how immense the thing they asked for was, so while they had hoped for more they are not angry or insulted that the Empire chose not to grant it.

Rivers of Life is more challenging for them since it is an expensive ritual that is difficult to cast, but they are keen on the prospect of learning such a powerful ritual. They can see it would benefit them over the coming winter but they are cautious and want to be sure that the Conclave is happy for them to attempt a ritual that pours Spring magic into the entire territory of Therunin?

The Navarr National Assembly passed a mandate charging Tynan Lonestriker to urge the people of Therunin to share their herbs and supplies with the great forest orcs. This will significantly impact the herb gardens and businesses of Therunin (they will produce 2 fewer herbs or 36 fewer rings respecively each season for the next year). At the same time the Imperial Senate voted to amend the use of the Gardens of High Chalcis, to redirect the bounty of herbs they provide to support the Great Forest orcs. It is not entirely clear what will result from taking advantage of both opportunities, but it is certain that the Great Forest will have more than enough herbs for their needs in the coming year.

The Conclave has also asked magicians to teach magic to the Great Forest Orcs to help them regain what has been lost. This is well received by the Orcs, who are eager to learn, but the magicians soon report that although they are able to provide rudimentary instruction in magic, what these people really lack is access to a wide body of ritual lore. That would allow them to learn to master powerful and important rituals. Their teachers are very wary of teaching them those rituals without explicit direction from the Conclave to make Imperial Lore accessible to their pupils, so it is impossible to provide significant help without that.

The Great Forest orcs have also been given permission by the Imperial Senate to take over the operation of the Thimble. This has several effects. It removes the upkeep of the Bourse seat, but it also allows the Great Forest orcs to claim a portion of the weirwood produced to allow them to establish herb gardens and farms in Therunin. This reduces the amount of weirwood received by the Navarr custodian of the Thimble by 4 wains each season.

Finally the Great Forest Orcs have been given permission to construct a great fortification - the Holt of the Oak. The orcs of the Great Forest claim to be masters at working with weirwood, and offered to construct a fortification to protect Therunin out of wood rather than stone, if the commission was ceded to them for the duration of their stay in the Empire. All they require is someone to provide them with the materials they will need to build such a fortification. The Imperial Senate voted to accept the offer - which the orcs are delighted about - but thus far they have not provided any of the materials required so that the work has not yet begun.

It is believed that the Great Forest tribe intend to send a delegation to Anvil during the Winter Summit but, as is typical for the orcs, they have provided no information about when they intend to arrive. It is likely that the Secretary to the Diplomatic Corps may know more.

Grendel

- A delegation from the Grendel, headed by Speaker Morna, is due to arrive in Anvil on Friday at 19:00

Shortly before the Winter Solstice, a sleek ship, adorned with finery in an Asavean style, arrives in the docks of Sarvos, bearing Grendel banners. The harbourmaster makes clear to the dock workers, and the public, that the ship is expected and that the Grendel are here under a flag of truce. They are coming to Anvil to talk.

Sending word ahead through the Civil Service Speaker Morna has made his intention clear. They plan to arrive in Anvil on the first night of the summit, at the seventh hour and they wish to speak with the Imperial Consul. The Grendel appear to be in an altogether pleasant mood, though their reception in Sarvos is frosty considering the last time the Grendel were there. It is not certain at this time if the Grendel seek a formal audience with the Consul; the Secretary to the Diplomatic Corps will presumably know more.

The magistrates, somewhat wearily, remind everyone that while they are in Anvil under a flag of peace, and while traveling too and from Anvil, the Grendel are protected by Imperial law.

Resolution

The Thule ambassador, Rak Who-Speaks-For-The-Dragons-United visited Anvil along with a companion. The ambassador met with Yevgeni Katzev, proxy to the Imperial Ambassador, and several others. No resolution regarding a new peace treaty was reached. Meanwhile, his companion spent time with Imperial magicians including visiting the Sentinel Gate and the Imperial Conclave as an observer.

The Grendel "ambassador" likewise visited Anvil. The peace treaty offered by the southern orcs was deemed unacceptable.

It is not clear if a Great Forest orc representative reached Anvil or not. Thanks to the provision of ten wains of Weirwood by Cybi Farkas, senator for Therunin, it appears work on the Holt of the Oak has now begun. A significant amount of weirwood and money still remains outstanding before the fortification can be completed however.

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From the Mouths of Babes

Contents

- 1 Rules

- 1.1 Summer Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Option

- 2 Description

- 2.1 "Get Out" Clause

- 3 Common Elements

Rules

Summer Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. While performing this ritual the ritualist must write a message on a piece of paper. The message can be up to fifty words long, and must be recited verbally during the performance of the ritual. At the completion of the ritual, the written message is given to the referee.

Effects

When the ritual is complete, the message is received by the Summer eternal Meraud. The paper is given to the referee as a record of the message.

This ritual does not transfer pictures or items.

The eternal is peripherally aware of who sent the message.

Option

The magnitude of the ritual is reduced by 6 if the ritual is performed using the apprentice rules. In this case, the message must be recited by the apprentice.

Description

The Summer eternal Meraud is also known as the Summer Enchanter. This ritual was apparently designed by (or at the behest of) the Golden Magician. Meraud is a sometime rival of the Night eternal Sadogua, and it is likely this ritual was inspired by the well-known Missive for Sadogua. The inclusion of an apprentice as a component of the ritual reflects Meraud's interest in the Imperial Academy, and in the relationship between magicians and their apprentices in general. Indeed, Meraud is known to occasionally take on mortal children as apprentices for a season or two, showing them some of the wonders of his domain, and generally leaving them with a somewhat haphazard appreciation of the arts of weaving mighty magic.

The ritual itself was entered into Imperial Lore during the Summer Solstice 380YE summit, by the magician Andreaus. The original text itself is believed to have originated with the eternal, and its entry into Imperial Lore was allegedly part of some agreement with the Rod and Shield Conclave order. There was some confusion regarding payment, and the location of the ritual text, and its addition to lore was not finalized until over a year later, shortly after the Winter Solstice 381YE. The Dawnish enchantress Robyn Vandale of House Vandale provided the funds needed to complete the process; during this time she suggested that the ritual should be renamed "Vandale's Apprentice" or possibly even "'Vandale's Missive" in recognition of the source of the money. While the name has caught on in some parts of Dawn, many magicians prefer to refer to it by its original name.

The ritual is very simple; all it does is transfer a spoken message to the ear of the eternal Meraud. There is no requirement that the Golden Archmage acknowledge or answer the message, only that he listens to it. If he does choose to respond, any answer is likely to come in the form of visits from heralds. That said, the message can be used to petition Meraud for favours, or to try and arrange an audience, with mixed success so far.

One key element of the ritual that makes it stand out is the advantage of using one or more apprentices during its performance. If one or more of the contributors are being coached by more experienced magicians, the ritual becomes significantly easier and cheaper to cast. This is believed to be an element specifically included by Meraud to encourage the spread of magic through the citizens of the Empire - or to demonstrate his approval for and tacit patronage of the Imperial Academy.

As with Missive for Sadogua, some number of priests are a little suspicious of this ritual, claiming that it is tantamount to praying, or to making Imperial citizens minions of, a non-human power. There are grumbles about idolatry, and some devout magicians actively discourage the use of rituals such as this.

"Get Out" Clause

As with many such rituals that deal with eternals, there is an element built into the formula that means Meraud may withdraw from the agreement supporting it. While many of these stipulations are not common knowledge, anyone who has studied the text confirms that there is a simple "get out clause" in the ritual, which is: "If the Imperial Conclave ever declares enmity against Meraud, this ritual will cease to function."

Should the Conclave pass a declaration of enmity against Meraud this ritual will immediately stop working. Removing the enmity will not cause the ritual to begin working again - a new ritual would need to be created with the approval of Meraud before communication could be re-established.

Common Elements

A key component of this ritual is a written copy of the message, which must be spoken aloud during the performance. The message is sometimes red verbatim, as from a scroll, with great pomp and ceremony. It might also be destroyed - it is commonly burnt (OOC Note: If you do actually burn the message, it is still important to have an OOC copy to give to the referee).

Another important element of the ritual is the apprentice (most often a child) who may be called upon to speak the message to be delivered to Meraud. Not every ritual uses such a child, but the inclusion means that the ritual is significantly easier and cheaper to cast. The apprentice must be a contributor to the ritual - and indeed some magicians may prefer to ensure all the contributors are apprentices as that is likely even more appealing to Meraud.

Ritualists include other elements appropriate both to the eternal and the Realm of Summer. Marking the parchment with a symbol associated with Meraud such as the lion-and-rod, or a falling star, or with one of the Wintermark runes Verys or Tykonus for example. The ritual itself is intended to be performed in a flashy, dramatic fashion - trumpets or drums are appropriate, as is firebreathing, or invocations of Meraud's many titles in a respectful or bombastic fashion.

If the ritual is performed by an apprentice, the young person who will work the ritual is often painted with runes (potentially including Queros), or with a depiction of the astronomantic constellation of the Chain. It is also not uncommon for everyone performing the ritual to paint their faces as, or wear masks depicting, lions or tigers.

A dramaturgist might cunningly work the requirement for using a child into the ritual by scripting a page or squire who delivers the important message as part of their play - ideally to a Persona representing Meraud. There is some argument among dramaturgists as to which persona most represents the Summer Mage - the Prince, the Witch, and the Bishop are all considered to have resonance depending on how they are depicted.

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From the Spires Tall

March out bravely, From the Spires tall, Armour shod, sure of foot, Warriors all,

The Empire calls us now, Out we march to war, Poise in ev’ry movement made, A silent roar.

Heed the general’s shout, Move at his command, Shield and rod, wand and staff, Sword at hand.

Strike our foes down, Move and hold the line, Weapons swift, eyes aflame, Banners high.

March then* home again, To the Spires tall, Armour shod, victorious, Warriors all.

*Can be sung as “now” if on the return

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Frozen Citadel of Cathan Canae

Contents

- 1 Rules

- 1.1 Summer Magnitude 80

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 80

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. During the ritual the casters must be in a strong Summer regio.

This ritual targets a specific region. During the performance of the ritual the casters must name a region within the target territory which has the "hilly" keyword.

The ritual may target a region in a territory which is under Imperial control (that is, which is eligible to appoint a Senator) when cast from the Imperial regio. To affect a region in a territory that is not under Imperial control, the ritual must be performed at a regio within the target territory.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The ritual targets a single region of hills or mountains within a territory. Over the course of the next few days a powerful enchantment settles over the region which conjures a citadel of stone-hard, semi-translucent ice to offer protection to armies belonging to the force that controls the area.

The magical structure mimics the effect of a 2,000 strength fortification in the enchanted region. The fortification helps determine victory, and if the region is attacked it may inflict casualties. Unlike a mundane fortification, the magical fortification does not absorb any casualties itself.

The effect lasts until the start of the next Profound Decisions Empire event.

Description

This enchantment causes a fortification formed of enchanted ice to manifest at a strategically significant location in the target region. This citadel is called forth from the frigid realm of Cathan Canae, the Queen of Ice and supports the force that controls the area. In some cases, a series of mighty towers appears instead or, more rarely, a number of vertiginous icy walls manifest at either end of an important pass.

The fortification is extremely resistant to damage; fire does not melt it and siege engines find it exceptionally hard to damage. In some cases, especially in winter, howling winds and unseasonal snowfall will assail besieging forces. These effects are irregular, but highlight the raw ferocity of the frozen north and the coldest season. The ritual is an enchantment, and can in theory be made permanent with ilium. This has not been achieved in the history of the Empire, but in theory such a citadel would last until destroyed.

This ritual increases the difficulty a hostile force will have in claiming a territory, even if there is no army to oppose them directly, Local militia and the like are able to take advantage of the defensive enchantment to hold off larger forces, at least for a time.

Common Elements

It is common with this ritual to invoke the name of Cathan Canae, or to call on the memory of famous castle builders such as Willard d'Onnecour or the Sentinel. Dramaturgy involving the erection of a castle, especially on The Battlefield at the orders of The Captain might be appropriate, as might evocations of the constellation of The Oak.

A map is sometimes used as an additional element, often obscured during the casting with water or exposed to snow or ice. Sometimes the map is created from sand or painstakingly drawn with salt or coloured powders as part of the ritual, reinforcing the idea of raising a magical fortification.

The runes Verys and Feresh are commonly used during this ritual, and the constellation of The Oak is often invoked.

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Frozen Citadel of Cathan Canae (Redirected from Frozen Citadel of Cathan Canea)

Contents

- 1 Rules

- 1.1 Summer Magnitude 64

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 64

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. During the ritual the casters must be in a strong Summer regio.

This ritual targets a specific region. During the performance of the ritual the casters must name a region within the target territory which has the "hilly" keyword.

The ritual may target a region in a territory which is under Imperial control (that is, which is eligible to appoint a Senator) when cast from the Imperial regio. To effect a region in a territory that is not under Imperial control, the ritual must be performed at a regio within the target territory.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The ritual targets a single region of hills or mountains within a territory. Over the course of the next few days a powerful enchantment settles over the region which conjures a citadel of stone-hard, semi-translucent ice to offer protection to armies belonging to the force that controls the area.

The magical structure mimics the effect of a 2,000 strength fortification in the enchanted region. The fortification helps determine victory, and if the region is attacked it may inflict casualties. Unlike a mundane fortification, the magical fortification does not absorb any casualties itself.

The effect lasts until the start of the next Profound Decisions Empire event.

Description

This enchantment causes a fortification formed of enchanted ice to manifest at a strategically significant location in the target region. This citadel is called forth from the frigid realm of Cathan Canae, the Queen of Ice and supports the force that controls the area. In some cases, a series of mighty towers appears instead or, more rarely, a number of vertiginous icy walls manifest at either end of an important pass.

The fortification is extremely resistant to damage; fire does not melt it and siege engines find it exceptionally hard to damage. In some cases, especially in winter, howling winds and unseasonal snowfall will assail besieging forces. These effects are irregular, but highlight the raw ferocity of the frozen north and the coldest season. The ritual is an enchantment, and can in theory be made permanent with ilium. This has not been achieved in the history of the Empire, but in theory such a citadel would last until destroyed.

This ritual increases the difficulty a hostile force will have in claiming a territory, even if there is no army to oppose them directly, Local militia and the like are able to take advantage of the defensive enchantment to hold off larger forces, at least for a time.

Common Elements

It is common with this ritual to invoke the name of Cathan Canea, or to call on the memory of famous castle builders such as Willard d'Onnecour or the Sentinel. Dramaturgy involving the erection of a castle, especially on The Battlefield at the orders of The Captain might be appropriate, as might evocations of the constellation of The Oak.

A map is sometimes used as an additional element, often obscured during the casting with water or exposed to snow or ice. Sometimes the map is created from sand or painstakingly drawn with salt or coloured powders as part of the ritual, reinforcing the idea of raising a magical fortification.

The runes Verys and Feresh are commonly used during this ritual, and the constellation of The Oak is often invoked.

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Fund the Academy

That the Senate grant funding to provide resources to the Academy for the training of our next generation.

Proposed by Bastion, seconded by Casinea.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

Overview

- Disburse funds to the Academy

- Passed at 5 Thrones with 12 votes against, money distributed to Bastion.

Date

- Passed Spring 377YE (Event Two 2013)

Cost

- 5 Thrones

Progress

- Complete; and funds were disbursed to Simiel of the Shattered Tower, the Senator for Bastion.

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Furrowed Wake

Description

A Furrowed Wake is a stout wooden stick, reinforced and inlaid with tempest jade decorations. It allows a skilled magician to twist their magic to throw a target to the ground rather than simply holding them in place. In many ways, this is a superior method of capturing an opponent to the more traditional entangle spell.

Imperial Orc warcasters favour this staff because it allows them to get up close and personal with their opponents - and place them at a disadvantage at the same time - without them running away. When using the Furrowed Wake they can often hear the voice of an ancestor screamingly urging them to brutalise their enemy as they are on the ground, calling it the Stave of Antecedent Might. It is also useful for Thief-takers when a group of polearm wielders contains a few warcasters and their tactic involves knocking their quarry to the ground. It allows the warcasters to be part of the disciplined strategy.

There is debate among nations about which rune this staff should be marked with. Among the Navarr, Winterfolk and Varushkans Mawrig, the rune of storms, is used, for the ability to surprise and bring down the weak. However in Highguard, the League and Urizen Mawrig represents disaster and is seen as a particularly ill omen. They instead prefer to mark their Furrowed Wakes with Xun, rune of transformations, representing the transition from the magical to the physical. For this reason in Urizen it is often decorated with iridescent butterfly wings gaining attacks with it the sobriquet Butterfly Wing Storm.

Rules

- Form: Weapon. Takes the form of a staff. You must be wielding this implement to use its magical properties.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: When you cast the entangle spell, you may call STRIKEDOWN rather than ENTANGLE.

- Materials: Crafting a Furrowed Wake requires five ingots of tempest jade, five measures of iridescent gloaming, and five measures of ambergelt. It takes one month to make one of these items.

"And so we see that while it is quite easy to weave force THUS!", she muttered a word, reached out a hand and wound one of her two already-bruised acolytes with barely visible chains of force. She drew forth a small rod from her robes and touched it to the other acolyte, "We must still always be prepared for the relatively simple matter of adjusting that force to act in a crucially different way." She spoke a word of power again, and the other acolyte's legs where whipped from under him, toppling him onto the hard cobbles of the training yard. "Here ends today's lessons."

"It is our honour to learn at your feet, mistress", the two acolytes wheezed in unison.

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Future territory assignment

The first captured virgin territory to be given as homeland to the Orcs granting them a Senate seat and encouraging all Senators to expedite this.

Proposed by Bregasland, seconded by Therunin.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Legal Ramifications

Overview

- First captured virgin territory to be given as homeland to the Orcs

- Passed with 10 votes against

Date

- Passed Winter 376YE (Easter 2013).

Cost

- None

Legal Ramifications

- None - it is unconstitutional for the Senate to make decisions about what the Senate in the future must do.

OOC Notes

Empire is designed so that significant political events will occur that must be addressed by the players - issues like the allocation of territories which must be decided by the Senate. If players vote on future events - to dictate the outcome of an event before it has happened - that basically robs the future players of fun they should have had. It also creates all kinds of tedious situations where players are encouraged to vote to over-turn a decision they took earlier - we're keen to avoid the game being bogged down with too many procedural votes of this kind.

Rather the game is designed so that important votes like this are taken at the point where they are relevant - and many cannot be reversed - precisely to stop players trying to share things (which is a great in-character solution, but terrible for game drama) and to stop them constantly changing their collective mind every time the make-up of the Senate or similar changes.

For all these reasons and more, it is not possible for one of the houses to take a vote instructing any future body of Imperial citizens on how they must vote. Basically you can vote on things that are happening now - but not on things that are going to happen in the future.

Of course it is possible for the Senate to express its will - to make a public statement saying something should happen. That's perfectly acceptable - but it's not constitutional as a binding piece of law that characters are legally obliged to either follow or repeal. This statement clearly illustrates what the Senate wanted to happen at the time the vote was taken (being unconstitutional has no effect on that), so at the point where the Senators come to vote it is likely to be an important part of the politics - it just isn't a legal requirement.

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Gabriel de Leon

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

Virtue

Gabriel de Lion, called The Lions, was recognised as an Exemplar of Ambition by the Synod.

Biography

Signs

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Gallant Archer

Tune trad. Scottish Athole Gathering. Lyrics by Daisy Abbott, Jude Reid, and Kath Wheeler.

IC written by Jennet of Mourn.

Chorus: Who will go with gallant Archer? Who will go with Sweet Will's men? He's the flower of the Bregas And the darling of the fen See the white rose in his bonnet See his banner proudly sway His good sword he now has drawn it And has flung the sheath away

Fighting in the woods of Chalcis Orcs and monsters all were killed Highborn, Freeborn all to safety Marchers last to leave the field A sudden rush from Orcish forces Loud and clear retreat did sound As the portal closed behind us Three bold men lay on the ground

Chorus

Up then spoke Courageous Archer "Marchers we have all to do Jack can open up the portal But we must bravely step back through If they live we'll bring them back And celebrate our Loyalty And if they're dead we'll bring them home To lay beneath an apple tree."

Chorus

Every faithful Marcher followed Strong as steady as the tide Returned into the field of battle Stoutly marching side by side Ever watchful, ever onward Generals, Captains, brave Yeomen, Scoured the dark and faced the danger To bring the Cullachs home again!

Chorus

Of the three that day were rescued Two were wounded mighty sore And one did give his life for Empire Birchland did rise up no more So Marchers always stand together To make a loss of one from three Join me now in praise and song For William Archer's bravery!

Chorus

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Gambeson

Poor Marchers may wear just a plain coloured padded jack or gambeson as their only armour. Wealthier yeomen have jacks in their household colours and mail or plate over the top if they have it. Richer people will add chain and maybe odd pieces of plate, like a gorget on top, while the rich will wear a full harness of plate. Beaters usually wear lighter armour, either just a padded or leather jack or else a leather tunic like the ones worn by the Rangers in Lord of the Rings.

Padded Jacks are fairly simple, though time consuming, to make from cheap calico quilted to 'batting' used to stuff quilts. The very simplest way is to make a T-Tunic as detailed in the men's clothes section, and simply sew the batting to the calico panels in straight lines before sewing the pieces together. More historically accurate gambesons can be made by sewing channels into the jack and stuffing them with fabric.

- Batting stuffed gambeson

- Simple batting stuffed gambeson

- Handmade linen gambeson

- Stuffed jack

- Padded gambesons

- Various arming clothes - coifs, jacks and coat of plates

- Arming coat

- Historical arming coat

- Fancy arming coat

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Gambit

Contents

- 1 Overview

- 2 Procedure

- 2.1 Raising a Gambit

- 2.2 Presentation

- 2.3 Debate

- 2.4 Resolution

- 2.4.1 Challenging the Grandmaster

Overview

The Conclave has a store of resources, usually referred to as the Conclave vaults. The resources exist predominantly in the form of crystal mana and ilium, but some other materials also end up in the vaults. There is one vault for each Conclave order - the contents are assigned to that order to pursue their magical and political goals within the Empire. However they cannot access their vault directly - they must do so via a gambit.

Each gambit is a request to make use of the resources of the orders. Most gambits are presented by an archmage, but the Warmage also has the power to raise one gambit per summit. Each gambit is heard and resolved in the order it was placed.

Procedure

Raising a Gambit

A gambit is placed on the agenda for the next Conclave session. Only a limited number of people have the power to raise a gambit. There is no cost to do so. An archmage may raise one gambit at each Conclave session; the Warmage and similar titles (such as the Bursar of the Conclave) gain the ability to raise a single gambit at each summit.

A gambit must include the name of the person raising it, and the specific resources required, and may include a short summary of the purpose the materials will be used for. Care should be taken in submitting a gambit - once it has been submitted, the mana crystals and resources requested cannot be changed.

Presentation

Each gambit is presented in turn, in the order they were raised; they must be fully resolved before the next one is heard.

The civil servant supporting the meeting announces the gambit, the resources required and, if there is one, the purpose given for the resources. The individual who raised the gambit receives one minute to explain their intent and attempt to persuade the assembled magicians to support them. They may spend additional crystal mana under the Principle of Proportions if they wish to do so.

Because of the Principle of Presence, the holder of the Imperial title that raised the gambit cannot nominate or proxy another individual to present the gambit for them - they must present their own gambits or else forego a presentation.

Debate

After the presentation is complete the grandmaster of each order may nominate someone present to speak, in order determined by the Principle of Precedence. Every speaker must pay mana for the right to present their views on the issue. It is considered rude to move the debate away from the subject of the gambit - magicians who attempt to pursue unrelated agendas are often barracked by the assembled magicians until they stop talking.

Resolution

Once the discussion is complete, each grandmaster has a minute to discuss the gambit with the members of their order who are present. Once the minute has expired, each grandmaster must declare how much (if at all) they are prepared to put forward for the gambit.

Starting with the order which has the highest precedence (the reverse of the order used when talking during the agenda), each grandmaster announces what resources their order will put forward. To make matters easier for the civil servants, the grandmasters often write the amount down, and pass it forward, at the same time that they announce their orders decision to the Conclave.

Once the full materials required for the gambit are resourced, the civil servant announces the gambit is complete. It is not possible to 'over-resource' a gambit and any excess announced by the last order to resource it is not spent.

After the orders have spoken, if the gambit has not been fully resourced there is a chance for any individual or individuals present to make up the shortfall from their own pocket. If not, then the gambit fails and no resources are spent. If someone does come forward to resource the remainder of the gambit they must present the materials required there and then - if not the gambit fails.

If a gambit succeeds then the resources are given to the holder of the Imperial title that submitted it, or to their proxy, after the Conclave session is complete.

Challenging the Grandmaster

The legal power to allocate mana or resources to a gambit is made by the grandmaster of that order - however they may only do so with the backing of those members of their order who are present. The civil servant counting the gambit will ask if the order is in agreement. If they are not, then a quick show of hands is taken to determine who is in favour and who against. If the order does not support the grandmaster, that order contributes nothing to resourcing the gambit - there is no chance to change the amount. Only members of an order can vote on whether they support their grandmaster or not.

It is rare for a grandmaster to be vetoed in this manner, and if often leads to resignation, as it indicates the grandmaster has lost the support of their order. Few grandmasters like to be publicly challenged by a member of their own order; they often prefer to compromise with fellow members simply to prevent the possibility of a challenge being made.

- The Summer Archmage requires thirty-five crystals of mana so that Amelia Larkwood de Rousillon may grant the Shining Panoply of Knighthood to the Earl de Rousillon and her soldiers before they face the Druj in battle tomorrow morning.

- The Night Archmage requires forty crystals of mana to equip multiple couriers with secure document pouches

- The Warmage requires ten crystals of mana for Garrett of Osterly so that he may scry the dispositions of the Thule armies near Skarsind.

- The Day Archmage requires twenty crystals of mana so that the Rod and Shield order may raise the Standard of War on the forces defending Mahnraking Hall in Hahnark.

- The Winter Archmage requires thirty-five crystals of mana so that her coven may defend themselves against malignant magic while they explore a haunted forest in Varushka.

- The Spring Archmage requires nine measures of beggar's lye, five measures of iridescent gloaming, five measures of orichalcum and nineteen rings of ilium with which to commission wyvernsting spaulders for use by the Warmage.

- The Autumn Archmage requires seventeen crystals of mana so that the Sevenfold Path may use the Mantle of the Golden Orator to support their allies in the Imperial Synod

Gambits presented to the Conclave of the first Summer session, 369YE

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Gancio's Gamble

Description

The first use of Gancio's Gamble was among the crossbowmen of Holberg, who have long put it to use in the defence of their city against the barbarians who came to attack them out of the Barrens. The Merchant Prince Ferdinanda Piacenti di Sarvos popularised their use around the Bay of Catazar by fielding a company of crossbowmen in a Brass Coast campaign who became legendary for their resilience in a melee. For this reason it is sometimes known in Sarvos and among the Freeborn corsairs who use it as the Sarvos Standard - a name best not spoken around the bravos of Holberg.

Gancio's Gamble is now used widely across the Empire. It is especially common among the Highborn Unconquered, who rely on its strength to help them overcome greater numbers when they spring their ambushes, and the battlefield archers of Navarr and Marches.

The standard is traditionally known by four white stripes running vertically up its length, traditionally made of dragonbone but nowadays just as likely to be painted on. The Holbergers claim that the tradition comes from the banner of the Company of the Bright Star, famed defenders of their city, which had alternating black and white stripes.

Rules

- Form: Standard. Takes the form of a magical standard.

- Effect: Each character bonded to this banner wielding a bow can use second wind once per day.

- Materials: Crafting Gancio's gamble requires seventeen measures of dragonbone, twelve ingots of weltsilver, seven ingots of orichalcum, seven measures of ambergelt and three measures of iridescent gloaming. It takes one month to make one of these items.

"I, Franz Schweinsteiger von Holberg, being true in Virtue and strong of heart, do on this day voluntarily enlist myself as a soldier in the Company of the Bright Plume, in its service and that of the Empire. I swear my oath to defend the city of Holberg and the territory which it rightfully controls.

"I will bring low my enemies, wherever and whenever I find them. With my bow and my sword I will lay them low.

"I submit myself to the articles of service of the said Company. I accept the rate of its pay. I accept without reservation the conditions of its service for the five years of my pledge.

"I take my oath beneath the banner which has made us great. I bond myself to it of my own free will. I understand its power and the responsibilities that follow. I will not flee from battle, nor submit to weakness in my hour of need. I will stand and fight until I am dead or victorious.

"With my brothers and sisters in battle I make my oath. Beneath the standard we stand as one. We will be reliable, unquestionable, unbreakable and unbroken.

"With Virtue and magic we make our bond. So let it be!"

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Garden of Teth-Anon

Contents

- 1 Rules

- 1.1 Day Magnitude 23

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 23

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a coven. At least three members of the coven must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual places an enchantment on the target coven (or the coven bond itself) rather than the individual ritualists.

Once per day, the coven may perform a ritual and draw on the power of this enchantment. Each contributor who is part of the coven who has not mastered the ritual being performed gains an additional rank of effective lore for purposes of that ritual, subject to the normal rules for effective skill.

While this ritual is in effect, members of the coven experience a powerful roleplaying effect: by meditating for a few moments with a ritual text or arcane projection they can simulate many different methods of performing that ritual, and explore ways to perform the magic more effectively or uncover potential obstacles to completing it. This can take a long time subjectively, but only a few minutes in real time. While meditating, they always find themselves in a beautiful garden although details vary between individuals.

When cast with more than one contributor, this ritual always counts as a use of the coven bond and counts towards the number of rituals the coven can perform that day.

The effect lasts until the start of the next Profound Decisions Empire event.

Description

This ritual was presented for inclusion in Imperial lore during the Summer Solstice 379YE. It is based on the discovery of an old ritual text, itself a translation of a much older text created in ancient times by a vanished civilisation. The indications in the version of the text available to the Empire is that the ancient magicians who created the original ritual originated from somewhere on the same distant continent as the Sarcophan Delves - they might even have been the forerunners who built the city and vanished before the Bedelaar Huisbaas took up residence. Some notes from this version of the ritual, with reference to the original text are included below.

It is important to note that the enchantment only helps contributors. A magician must not only be part of the coven, but must be able to help perform the ritual that is being cast – which almost always means they must have some understanding of the ritual realm being employed.

The effectiveness of the ritual depends entirely on the abilities of the coven. A coven with a narrow focus on a small handful of rituals they have all mastered will find little use for it. It is much more useful when employed by a coven that seeks to perform a wide range of magical effects – whether they are rituals some of the coven have mastered, or improvisational works of magic created from whole cloth.

If there is a weakness to this ritual it is that a loose coven, or a coven that is very large, may find that the power of the enchantment has been drawn earlier in the day by a different part of the magical group.

As an enchantment that targets the coven bond. The ritual is exclusive with several other enchantments that effect a coven such as Twist of Moebius or Standing at the Threshold.

A marginal note references the way the original ritual interacted with the use of an item called a “Covenstone of Unremembered Days” (which Teth Anon apparently possessed) to provide a significant increase to the power of a coven to perform precise, effective magic. Theoreticians suggest this is likely to be an ancient name for the item known in the Empire as the Syphon of Stars - a piece of ritual paraphernalia that has a similar effectiveness in helping a coven perform a ritual that some or all of the members have not mastered.

Common Elements

As a ritual focused around meditation, when the enchantment is placed the target magicians may engage in a guided meditation in which they mentally create the imaginary structures they will use to focus their minds. Another useful adjunct would be the inclusion of reflective surfaces to focus the mind – mirrors or bowls of water. A note in the margin of the original text referenced performing the ritual in a dedicated meditation space – especially one already enchanted with magic that aids meditation such as Solace of Chimes.

The original text apparently called on the names of forgotten, fictional deities; these references were removed in the version that has been codified here. For an Imperial magician, the evocation of runes such as Aesh or Irremais would be appropriate; Queros and Hirmok are also mentioned as having strong resonance with the ritual magic.

The precision the ritual provides makes it a good match for the astronomancy constellation of the Stork, while both the dramaturgic personae.of the Doctor and the Bishop have some resonance. Indeed, with dramaturgy, the Throne of the Library is called out as being very appropriate - indeed some magicians use the meditative power of this enchantment to explore great libraries rather than gardens.

I discovered the ritual text that ultimately gave rise to this work when browsing the shabby stalls at the Bazaar of Whispering Torches in Sarcophan. It had been cast casually into a pile of scrolls and books, mostly unsettling erotica, poor quality poetry, and political polemic against the Bedelaar Huisbaas.

The toothless shopkeeper obviously had no idea of the value of the book. I purchased a black herbal and a water-damaged collection of poems about monstrous creatures lurking in the tombs to conceal my interest. He haggled more over the herbal than the ritual book. The book itself was damaged – some of the pages were badly burned, three near the front had been torn out. There was enough writing remaining, however, to gain an understanding of the effect and the processes used. The translation took long enough, but the real difficulty was bridging the gap between the principles of the enchantment and anchoring it to the coven bond.

The book was warded with a simple Winter enchantment that protected it from time and the elements – a simple divination suggested it was much, much older than the Delves themselves and most likely pre-dating whatever civilisation had built the ruins. The construction of the book was quite ingenious – a single massive sheet of parchment had been folded and painstakingly sewn again and again, and bound between thin pieces of moonsilver.

From the original text, Teth Anon was a noble magician in the court of an ancient king. The text was full of references to his wealth and the power of his magic and the many divinations he performed on behalf of his master (I could find no information about this ancient king at all). He appeared to be quite an unpleasant fellow, in my opinion; he revelled in exposing the weaknesses of the king's political opponents and in wielding power over the weak in the name of his royal master.

The book took great lengths to explain the origin of the name – Teth Anon cultivated a garden of meditation through which he scattered polished mirrors composed of many metals. There were many diagrams and a great deal of esoteric theorising about the various lengths and positions of walls and plants. The inspiration he received during his many meditations helped him to perform powerful improvisational magical effects.

He spoke often of the way time seemed to slow whenever he meditated here; how an afternoon could seem to stretch and stretch as he meditated. He theorised that by capturing this meditative state, by allowing ritualists to subjectively stretch each moment of spellcasting they could perform important calculations quickly and adjust their ritual performance as the magic was being woven. In this way, great precision could be achieved.Excert from ritual text notes

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Gardens of High Chalcis

Overview

The Gardens of High Chalcis are a wonder to behold - a great open park that spreads across the hills of Chalcis Mount where once the settlement of High Chalcis stood. While much of the land is given over to the cultivation of herbs, there are also three beautiful gardens of remembrance dedicated to those who died in the Druj invasion, during the occupation, and during the liberation.

While all five of the powerful magical herbs are grown here, the crop of Imperial Roseweald is expected to be particularly fine - perhaps appropriately so given its usefulness in treating the effects of venom and poisons. There are also areas given over to the propagation of more mundane herbs, as well as a young orchard and several small gardens exclusively given over to the cultivation of flowering plants.

In addition a large number of Highborn tending the gardens, there is a significant population of Navarr herbalists and physicks mostly from the steading of Peakedge Song in Therunin. Some people are already half-seriously referring to "the steading of High Chalcis". This combination of Highborn and Navarr expertise has made great leaps in translating some of the Druj herb lore captured during the liberation of Reikos.

The beauty of the gardens is a balm for the spirit, but there are also facilities for tending to the bodies of those who suffered at the hands of the orcs. While the majority of the patients are survivors of the occupation, or soldiers injured during the liberation, the hospitals of High Chalcis are open to anyone who needs the expertise of the healers gathering there.

Coupled with the coronation message of Empress Lisabetta (and in the wake of the Spring magic that washed over the territory in early 380YE), the establishment of the gardens has been seen as a "call to arms" for many of the Empire's healers. A number of physicians, chirurgeons, herbalists, and apothecaries, btoh from Highguard and across the wider Empire, have relocated to Reikos to help in the rebuilding - and in establishing the territory as the centre for the healing arts in the Empire.

History

Said to contain every kind of flower, fruit and herb in the known world, this walled sanctuary was once a haven of tranquillity and the study of the healing arts. While much of the gardens were given over to the study of healing herbs, it was also maintained as a conservatory where examples of plants brought from all over the world were cultivated and studied. When High Chalcis fell to the Druj in 367YE, the gardens were been gutted and enslaved Highborn forced to toil to produce herbs and poisons for use by the barbarian invaders.

The Stone Toad orcs built a great fortification out of the town which they called Urith Barath. When the liberation began in earnest in 379YE, the orcs withdrew into their citadel and sealed the gates, fighting a slow war of attrition against Imperial forces. The citadel finally fell in Autumn 379YE, and shortly after the remaining Stone Toad forces were routed. The fortification was largely destroyed in the process, but the gardens survived - albeit in a form unrecognizable to the former gardeners. The subsequent rejuvenating magic, and the powerful enchantment placed on the Empire at the same time, served to both remove the remaining ruins and encourage the growth and spread of the herb gardens. The herb gardens the Druj had built swiftly burst from their enclosures and claimed much of the area that had once been High Chalcis.

Distasteful as it is to admit, the Empire was able to learn several lessons from the study of Druj herb lore. Indeed, investigation of the Stone Toad gardens has already lead directly to the development of new potions such as Black Star and Sorrow's Mask. The people of Peakedge Stead in Therunin expressed a particular interest in making Chalcis Mount flower again. As well as Highborn exiles eager to return home, the move was supported by Navarr who wished to express their gratitude to the Highborn following their role in the defense of the steading when the Druj attempted to invade the territory from Reikos.

In Summer 380YE, Rhesa of the Scions of Ravensfell, then acting as Highguard's Civilian Commissioner, oversaw the process of "taming" the wild Druj gardens and restoring them to some semblance of their original splendor.Work was finally completed shortly before the Winter Solstice 380YE.

In 381YE the Imperial Senate voted to amend the use of the Gardens of High Chalcis to allow the herbs to be redistributed to the orcs of the Great Forest resident in Therunin. For a year, the Gardens provided no benefit to the herb gardens of Reikos, but provided the orcs with a great bounty of herbs more than sufficient to meet their needs.

Great Work

The Gardens of High Chalcis are a great work. Each season, they create a bounty of herbs that is distributed equally between every herb garden resource in Reikos owned by a Highborn character who attended the previous event.

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Garrison's Vigilance

Description

This banner is often employed defensively, but it is also carried into battle by such diverse warriors as armoured Dawnish nobles, Highborn cataphracts and Imperial orc legions. It is sometimes called an Iron Battleflag when it is used by a battlefield army, rather than an emplaced garrison.

Rules

- Form: Standard. Takes the form of a magical standard.

- Effect: Each character bonded to this banner wielding a shield and wearing heavy armour on the torso and at least one other valid location gains an additional rank of endurance.

- Materials: Crafting garrison's vigilance requires seventeen measures of dragonbone, twelve ingots of orichalcum,seven measures of ambergelt, seven measures of iridescent gloaming and three ingots of weltsilver. It takes one month to make one of these items.

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Sentinel Gate (Redirected from Gate)

Contents

- 1 Overview

- 2 History

- 3 Conjunctions

- 4 Predestination

- 5 Operating the Gate

- 6 Major Conjunctions

- 7 Rules

- 8 Further Reading

Overview

The Sentinel Gate is the massive archway that stands at one side of Anvil. It is used by Imperial citizens to teleport to battle-grounds to fight the barbarians - as well as to go on quests throughout the Empire.

History

The Gate is an ancient magical device, it was constructed long before the time of the Empire. The Gate was discovered by the Urizen mages and presented by them as a gift to the Empire when their nation joined. The Gate was then moved to Anvil and erected there, where it has remained since.

The Gate's allows the Empire to teleport people to critical locations in the Empire but only at a solstice or equinox. It is now a pivotal part of the Empire's military planning - the ability to strike against their enemies at critical locations has been so decisive that it influences the entire way the Imperial Military Council plan and conducts their wars.

Conjunctions

The power of the stars creates connections between times and places - referred to by Imperial magicians as conjunctions. By using the Gate to access a conjunction a character can travel from Anvil to the site linked through the conjunction. The device is powerful and expensive, but not so powerful that it could not be replicated. However the Gate does not create conjunctions - it only provides the means to access them, so creating an additional Gate would not generate any additional conjunctions.

The Sentinel Gate at Anvil was bonded to the Empire centuries ago by Urizen magicians using a powerful Autumn ritual. Because of this, only Imperial citizens can use the Gate. Autumn magic can be used to create a link between the Empire and a barbarian or a foreigner to allow them to use the Gate - and Night magic can transform or disguise a target in such a way that they can pass through. In both cases though it requires that those using the Gate are accompanied by a greater number of Imperial citizens. In the opinion of Imperial magicians, the Gate is secure from intrusion - a belief supported by the last four centuries of use.

Partly as a result of this bond, the Gate can only be used to travel to places the Empire is connected to - either inside the Empire, on the borders or to locations where significant numbers of Imperial troops are present. In the theory the bond could be broken but it would then need bonding to a new nation or power to be usable at all.

Predestination

Conjunctions only occur at a solstice or equinox but beyond this restriction they appear superficially to be random, defying attempts to explain or predict them using logic. Urizen magi use the Net of the Heavens to explain the clear serendipity in the conjunctions that arise that allows the Empire to intervene at critical moments - but this may simply be the natural hearth magic of the underlying constellations that links them to fate.

Any magician can detect the imminent presence of a conjunction by casting detect magic on the Gate. They can only detect the imminent presence of a specific conjunction in this matter - the caster must specify exactly what destination they are seeking to detect each time they cast the spell. If a conjunction for that location exists - then the spell will identify the approximate time and how powerful the conjunction is - expressed in terms of how many people can travel through the gate when the conjunction occurs.

Detect magic can only detect the imminent presence of a conjunction to a precisely specified location. It is not possible to use detect magic or rituals to detect all possible conjunctions for a wide area. Attempts to do this always fail. The spell is only as effective as the description of the location provided - ambiguous or unclear descriptions usually result in failure but may sometimes give erroneous answers.

Detecting conjunctions in this way is a form of prognostication, and is affected by the same limits that apply to all attempts to make forecasts or predictions using Day Magic. The information is always correct - but only at the specific time that the spell is cast - and only for the magician casting the spell. The information may change at any time and very occasionally different casters get different results. It is exceptionally rare for a conjunction to disappear once detected, it is slightly more common for new conjunctions to appear. Some Wintermark mystics claim this is because the conjunctions are linked to an individuals skein or perhaps the fate of a nation or even the whole Empire.

Operating the Gate

To access a conjunction to travel elsewhere in the Empire, the Gate must first be activated. The easiest way to do this is to perform the operate portal spell on the Gate - but any equivalent magic will work. Once opened the Gate remains open for a brief period, just long enough for those gathered to travel through it. After that, the outward gate closes and nothing further may pass through. It is impossible to access a single conjunction twice - the Gate can only be opened again if a second conjunction followed immediately after - an exceptionally rare event. Magic cannot restore access to a conjunction once the Gate has closed, no more than it create new conjunctions.

Those who have made use of the conjunction to travel elsewhere in the Empire have a short period of time during which they return safely - usually around half an hour. The noted astrologer Aquila of the Glittered Towers compared it to the passage of the stars through the heavens. The conjunction begins when a specific heavenly body is directly over Anvil - only at the moment is outward travel to the destination possible. The travellers may return to Anvil at any time the conjunction endures, but as time passes, return becomes increasingly dangerous as the stars move out of alignment and the conjunction weakens. Citizens who have waiting too long to return have suffered magical backlash resulting in traumatic wounds and even death in exceptionally rare cases.

As a result all Imperial magicians are taught a minor cantrip that usually allows them to calculate how long a conjunction they have used will last. Any magician that has used a conjunction to travel from Anvil can perform this cantrip without cost. It takes a few seconds to perform and if successful, lets them know approximately how long remains before they must return. The cantrip is not reliable, sometimes the influence of the stars is hard to detect and the spell fails.

Major Conjunctions

Most conjunctions are small, they allow anywhere between ten to thirty people to travel, but there are usually at least two conjunctions at any time which are potentially much more powerful. A major conjunction occurs when several normal conjunctions occur at the same time - as a result they often present the option to choose a single destination from one of several possibilities. Imperial magicians soon discovered that these conjunctions could be accessed by the egregores to allow vastly more people to travel through - hundreds or even more - sufficient to achieve major military outcomes. Because of their potent military benefits these major conjunctions are controlled by the Imperial Military Council which decides which nations will travel and how best to make use of the conjunction.

Even a major conjunction would normally only allow a few dozen travellers, but by drawing on the power of the egregore bond, the conjunction can be accessed by everyone bonded to that egregore. Stargazers who have studied the operation of the Gate and the formation of conjunctions claim that the bond produces a powerful hearth magic effect through the law of sympathy - a character using the conjunction is a single entity - but the egregore can use a major conjunction to allow their entire nation to travel through the Gate as a single entity.

To operate the Gate in this way, the egregore does not need to physically travel via the conjunction (although some choose to do so), but they do need to engage the egregore bond with those who are travelling. This is usually done using a small ceremony or simple arcane rite designed to epitomize the nation's spirit. Invoking the essential nature of their nation, produces the required hearth magic that allows the nation to travel through the Gate - at a major conjunction - as if they were a single entity.

There are limits to the major conjunctions - which are only poorly understood by Imperial magicians - which restrict the nations that may travel together. These restrictions appear to be bound by the movement of the stars in some way - which nations may use the conjunction to fight together is rarely the same from one summit to another. While the restrictions cannot currently be predicted, they can be divined - using night magic. The civil service present the Military Council with a definitive breakdown of the available options for using the Gate's major conjunctions each summit.

Major conjunctions have other limitations as well. They vary in size, the smallest allows a single nation to travel while the largest allows four or five nations to travel. Using a major conjunction is enormously taxing for the egregore - an individual egregore is rarely able to make use of more than one or two major conjunctions in this way during an equinox or solstice.

Does the conjunction happen by happy chance because Robert of Mitwold turns up to Anvil to complain about the Feni stealing his cows?

Of course not... what a foolish notion! You have preordination all the wrong way round my friend.

Robert of Mitwold comes to Anvil because the power of the constellations compels him to; it arranges all matters so that our Marcher friend cannot help but come to Anvil and find someone who can assist him.

The conjunction draws what it needs to it.

Rules

- The Gate can only be opened at predestined times. It is not possible for anyone or anything in the game to open the Gate at any other time.

- At the predestined moment, the Gate can be opened by any Imperial citizen. A magician can use the operate portal spell to activate the Gate, or an Egregore can do it using hearth magic.

- Any Imperial citizen can travel through the Gate when it is open. Foreigners and barbarians can only travel through the Gate using magic specifically designed to facilitate this - a ritual, item or eternal power, and only in the presence of an equal number of Imperial citizens.

- Magical creatures - beings that are created or summoned using magic cannot use the Gate.

- The Gate remains open for outward travel only for a short amount of time. No character or object may travel out through the Gate once the assembled citizens have passed through in good order.

- The Gate closes for return travel slowly. There is a set period of time for which return travel is safe, any citizen who delays too long may experience a magical traumatic wound when they eventually pass back through the portal.

- Any Imperial magician who passes through the gate can sense how long they can remain away from Anvil before the Gate closes if a referee is present. This ability requires a few seconds of appropriate arcane roleplaying.

- Characters can move anything through the gate that they can personally carry, including shared loads. Beasts of burden - and their loads cannot use the Gate.

- Sights and sounds perceivable through the portal can be perceived in-character.

Further Reading

- Sentinel Gate design - a longer explanation of some of the out-of-character design philosophy for the Gate.

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Gatekeeper

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Keepers of True Liao

- 4 Appointment

- 5 Further Reading

- 5.1 Core Brief

- 5.2 Additional Information

Overview

Each of the seven cardinals of virtue appoints a single gatekeeper. Although there is no formal relationship between the cardinal and their gatekeeper, they often work closely together sharing the burdens of providing leadership to those who follow their Virtue. They are generally referred to as "Gatekeeper of (Virtue)".

The gatekeepers have no formal assembly - but there is often an unofficial council of gatekeepers where they meet to discuss matters of faith and decide on the allocation of the Empire's bounty or True Liao.

Responsibilities

The gatekeepers are responsible for determining who receives the precious, and limited supply of true liao. They are expected to choose someone of obvious virtue to receive each dose. Normally, a dose of true liao is used to experience a past life vision, but there are several other uses to which it can be put. Regardless of the wishes of the gatekeepers, the law is crystal clear. The gift of true liao is a reward from the Synod for virtuous behaviour, and the recipient is free to put it to any legal use they wish.

In practice, each gatekeeper tends to take their own approach to the title. Some act as an unofficial proxy to the cardinal who appointed them, working in their interests to support the faith. But sometimes they take the opposite approach. When a virtue assembly is split politically or over doctrine, the cardinal may agree to appoint someone with opposing views as gatekeeper. Some restrict their role to seeking out suitable candidates for true liao - but during the time of Emperor Ahraz for example, the gatekeepers operated as an unofficial body overseeing inquisition and condemnation, organizing other priests to root out perceived corruption in the Senate and Military Council.

First deserve it, then desire it.

Marcher Proverb

Powers

Keepers of True Liao

The gatekeepers are responsible for determining how true liao will be distributed. The legal requirement for a decision is for a majority of the gatekeepers (four) to inform the civil service of the single decision on who will receive each of the available doses of true liao. By custom, the gatekeepers often seek a unanimous decision but this is not required - the names of four gatekeepers appended to a written document detailing who will receive each dose is sufficient. Once the decision is made, it cannot be changed; a ruling instituted during the reign of Empress Brannan following several high-profile murders.

By longstanding tradition, the gatekeepers meet as a group to discuss candidates, but there is no formal meeting organised by the Civil Service. Though they are rare, there have been periods of Imperial history when the gatekeepers have been unable to agree a single candidate.

Usually, the gatekeepers will meet informally to agree their choices, acting as a defacto body similar to the Senate or the Conclave. This reflects the intent of the laws passed at the time and scholars have noted the similarity with a greater majority in the Synod. But no council has ever been formally established by Senate motion, and attempts to pass Senate motions that share a power between other title holders, outside of one of the five great houses of the Empire, have always been ruled unconstitutional. Many modern constitutional scholars question whether the titles would pass scrutiny today. The complex constitutional challenges posed by the existence of the gatekeepers has thwarted all attempts to put the allocation of liao on a more secure legal basis.

Appointment

Each gatekeeper is appointed by the appropriate cardinal. A gatekeeper must be a member of the virtue assembly they represent. Unlike many titles, if a new cardinal is appointed they may immediately reappoint the appropriate gatekeeper.

It is heavily frowned upon to name a gatekeeper from the same nation as the cardinal. This custom dates back to the creation of the gatekeepers. Any cardinal who breaks the tradition risks the suspicion of their colleagues and the censure of their fellow priests. It can be difficult for such a gatekeeper to gain the respect of their peers, especially if they are a member of the same household as their cardinal.

The cardinal of a Virtue Assembly - excluding the Assembly of The Way - has the right to appoint a member of their assembly as gatekeeper.

Every time a new cardinal is elected the cardinal may choose to replace or retain the existing gatekeeper.

A gatekeeper serves until they die, step down, or a new cardinal is elected and chooses a new appointee. It is important to note that once appointed the cardinal cannot choose to simply remove their appointed gatekeeper from office. Only a successful re-election or revocation allows a cardinal appoint a new Gatekeeper.

A gatekeeper can be revoked by the General Assembly, and by the appropriate Virtue Assembly.

The History of the Gatekeepers

In the early days of the Empire, the allocation of true liao was controlled by use of the judgement of rewarding. Unfortunately, the rarity of true liao lead to increasing conflict within the Synod as priests squabbled over the precious material. The disposition of true liao became such an important political issue it started to dominate the Synod, leaving them less focused on their role as spiritual advisers to the Empire. This state of affairs continued to deteriorate until 72YE, when Empress Teleri - as part of her overhaul of the Synod - worked with the Imperial Senate to address the issue.

The cardinals proposed to move control of true liao to the Assembly of Nine, but Empress Teleri resisted passionately. She saw no advantage in allowing the often deeply political cardinals to directly control access to true liao - she wanted the decision about who would have access to the substance to be spiritually, rather than politically motivated. In the end a compromise was reached and a separate title of gatekeeper was created. One gatekeeper was appointed by each cardinal and they would decide the disposition of the liao together. Teleri attempted to make it a legal requirement that the gatekeeper could not be from the same nation as their cardinal, but the Constitutional Court ruled this to be unconstitutional, much to her chagrin. Empress Teleri was able to make her requirements known - but was unable to legally enforce them.

The prominence of the gatekeepers has waxed and waned. During times where the Synod is especially active, the gatekeepers often work closely with the cardinals, almost like additional proxies. While they have no specific legal powers in this area (beyond those available to every member of the Synod), they are often called on to represent their virtue assembly when the cardinal, or their proxy, is busy with other matters. There have been repeated incidents where corrupt, weak, or unpopular cardinals have been displaced by their own gatekeepers - this is seen as evidence that the system works, that the gatekeepers also keep a close watch on the cardinals for signs that they have abandoned spirituality in pursuit of political power.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Imperial Theology

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

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Gatekeeper of Falling Snow

Overview

The Garden of Falling Snow was commissioned by a motion of the Imperial Senate in Summer 379YE. Construction of the Garden of Falling snow was completed shortly before the 379YE Autumn Equinox.

Responsibilities

The Gatekeeper has no particular responsibilities; they simply receive a bounty of herbs from the Garden of Falling Snow in Hahnmark. If the Garden were to be threatened in any way, it would be the responsibility of the Gatekeeper to deal with those threats.

Powers

Cerulean Bounty

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Cerulean Bounty

- 4 Appointment

- 5 The Garden of Falling Snow

The Gatekeeper receives custodianshi of a sinecure and receives an income of 12 doses of cerulean mazzarine each season.

Appointment

The Gatekeeper of Falling Snow is appointed by unanimous decision of the Wintermark senators. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by a Wintermark citizen. The Gatekeeper has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Wintermark National Assembly, and by the Assembly of the Nine.

The Garden of Falling Snow

The Garden is constructed around a series of hot springs in a high-altitude valley in Hahnmark. Cerulean mazzarine does not prosper in the northern Empire, being more suited to the warmer climes around the Bay of Catazar. The hot springs, however, provide the warmth required to cultivate large quantities of the herb. Still, the delicate plants require regular tending and careful monitoring by a small cadre of predominantly Kallavesi gardeners, wise in the ways of herb lore. They also carefully protect the herb gardens from animals drawn to the warmth of the hot springs who might otherwise damage the cerulean mazzarine. For the most part, though, they have plenty of time to dedicate to personal mystic pursuits - indeed parts of the area set aside specifically to allow gardeners and visitors to enjoy open air bathing. Floating in a pool of hot water, watching the snow gently fall, is said to be particularly effective in allowing a mystic to achieve a meditative state.

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Gathering the Harvest

Contents

- 1 Rules

- 1.1 Autumn Magnitude 15

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 15

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a farm which must already be enchanted with the Strong Ox, Golden Sun ritual. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual completely replaces the effect of Strong Ox, Golden Sun.

The farm earns an additional 400 rings at the Autumn Equinox (event 4). The ritual ends at the start of winter.

This spell is intended to be cast at the Summer Solstice. If the spell is cast earlier in the year, then money that would have been gained from Strong Ox, Golden Sun or Blessing of New Spring is lost.

The effect lasts until the start of the next Profound Decisions Empire event. If the owner of the resource does not attend the next event, then the additional production provided by the resource is still added to that character's inventory.

Additional Targets

This ritual can affect additional farms in the same territory. Each additional farm increases the magnitude by 12. The character who controls each farm must be present throughout the ritual.

Description

This spell is intended to be cast at the Summer Solstice, and it is a little less productive if cast earlier in the year and is useless if performed after the Summer Solstice. A farm effected by the ritual will gather its crops faster, and with less wastage; the weather remains fairer for longer; and all the minor elements that might damage or reduce the value of a crop tend to be mitigated or avoided. Every harvest is a bumper harvest under this ritual; stalks bend practically double with corn and wheat, fruit are oversized and succulent, animals are fat and complacent to the slaughter ... it ensures wealth, prosperity and comfort for the farmers and their families, as well as plenty left over to sell ata profit.

As with the blessing of new spring, this is a very old ritual indeed. The ritual is understandably popular in The Marches, and there are covens of landskeepers who work hard to ensure that they can perform this ritual on many farms simultaneously. Such covens also work to master Blessing of New Spring and Strong Ox, Golden Sun if they can, and know that their ability to perform this ritual gives them a useful political tool when dealing with the households and monasteries.

Common Elements

The ritual brings prosperity, and of all the farm enchantments this is the one that tends to have the most dramatic performances. Ritual performances often include the evocation of the rune Pallas. Hearth magics and symbols associated with strength and agricultural Prosperity are also commonly evoked, such as sweat, salt, honey, ale, milk or grain. Foodstuffs are often shared and a toast drunk, with a libation poured onto the soil in acknowledgement of the role it plays in providing a fine harvest.

In The Marches, a portion of the produce that the farm produced the previous year might be used in the ritual. In a similar way, a Varushkan cabal or circle of Wintermark magicians might use honey made in an especially prosperous year with fresh-baked runebread, to draw a connection between then and now.

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General

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Member of the Military Council

- 3.2 Command of an army

- 3.3 Appoint an Adjutant

- 4 Appointment

- 5 Admiral

- 6 Further Reading

- 6.1 Core Brief

- 6.2 Additional Information

Overview

Each Imperial army is commanded by a single general - a new title is automatically created when a new army is created. A general is usually selected by the senators of their nation but once appointed they have sole authority for issuing commands to their army. They also have a voice and a vote in the Imperial Military Council allowing them to influence the use of the major conjunctions of the Sentinel Gate.

Responsibilities

Each general is responsible for the Imperial army they command. They have the absolute final say on the orders that army will receive. It is common for a general to cooperate with other members of the Military Council, particularly other generals of their nation, but they are under no requirement to do so.

As a member of the Military Council, the generals shoulder a portion of the Council's responsibility for conducting military campaigns against the enemies of the Empire - claiming new territory, protecting the borders and wielding the martial might of the Empire to the best of their ability. This places any general in a difficult position as they must balance national interests with the constant clamour to put the Empire first.

As part of the Council, they have the power to determine how the conjunctions of the Sentinel Gate are employed. This important responsibility includes selecting an Imperial citizen to act as Field Marshal providing leadership to all the Imperial forces that take the field. Although technically any Imperial citizen may be appointed as Field Marshal to lead on the battlefield, in practice the honour usually falls to a member of the Military Council.

A successful general must manage the political pressures of their appointment with a keen strategic mind and a natural affinity for leadership on the battlefield. It is widely considered one of the most difficult jobs in the Empire. Some generals take advantage of the challenge to pave the way for a successful career in the Senate, or even climb their way to The Throne on the back of successful campaigns and carefully gathered allies. Others retire from public life, haunted by their failures and accusations of incompetence.

Powers

Member of the Military Council

Each general is a member of the Imperial Military Council. They can participate in discussions, vote on matters of importance, and add items to the agenda for a Council session.

Command of an army

A general commands a single Imperial army, drawn from volunteers from their nation. Once a general is given their command, they have sole authority to order the army to move or attack as they choose. Traditionally the generals of one nation will cooperate but it is not a requirement and a general is within their rights to give orders as they see fit.

The civil service provide each general with a report on the state of their army at the start of each summit. The briefing covers the current strength and location of the force; the details of any campaign the army was involved in; and a description of casualties incurred or additional troops recruited. Newly appointed generals can request a copy of this briefing from the civil service; the Herald of the Council is in the best position to provide one but any civil servant should be able to help.

Giving Orders

Customarily, generals have benefited from advice and support of the people of their nation when submitting orders. Although the final decision lies with the general, securing support from the armed forces controlled by individual captains can mean the difference between success and failure for a campaign. The egregores often helped arrange these meetings, although some nations organised semi-formal meetings to discuss matters (the thorns of Navarr for example, or the boyars of Varushka). Although not formally part of the Military Council, these meetings to discuss national strategy were traditionally held during a Senate session to uphold the spirit of the Imperial Constitution which forbids senators from involving themselves in military affairs.

This tradition fell out of favour only recently - during the reign of Emperor Walter the incompetent incumbent saw these meetings as opportunities for his toadies and agents to interfere in the military business of the individual nations. Empress Britta encouraged the nations to restore the tradition, although she personally preferred to lead the generals and the nations through personal charisma. Now that the turmoil after her death has died down, there are voices suggesting that a return to the historical state of affairs is the wisest course of action.

A general issues orders to their army during the summit, on a paper that must be provided to the Herald of the Council. Formally only the Herald accepts orders, but in practice the orders are usually collected by the Imperial Auditor Gerard La Salle. Other civil servants will usually decline to accept military orders.

Orders cannot be legally submitted until after the opening of the final Military Council session. The Herald (or the Auditor acting on their behalf) may accept the orders before then if they choose - but that does not mean they have been legally submitted. The orders will be kept until the start of the final council session and announce at that point if they have received any orders.

This start of the council represents the final chance for the Synod (through revocation) or for the Throne (through Defender of the Empire) to prevent a general from submitting orders. Once orders have been formally submitted to the Herald after the start of the final council session, they cannot legally be changed in any way.

Appoint an Adjutant

Because of the dangers facing an Imperial general, they are granted the power to appoint an adjutant. An adjutant operates under the same legal restrictions as a proxy, with one notable exception. If the general who appointed an adjutant dies, then their adjutant automatically assumes the legal powers of their general. This situation helps to reduce the chance that the Empire might find itself with no-one to command its armies.

The adjutant serves in this fashion until a new general is appointed. It is important to note that a new general can be appointed (by unanimous decision of a nation's senators or by a motion in the Imperial Senate) at any time, and immediately replaces the adjutant. If the general leaves office for other reasons, such as revocation, a writ of excommunication, or the end of the late general's term, the adjutant's service ends there and then. The Imperial Synod can still revoke or excommunicate the deceased general. If they do, the adjutant loses their position immediately.

While the adjutant can wield the legal powers of a general, they do not have the magical quality of Dominion. As such, an adjutant cannot be used to focus the power of ritual magic on an army regardless of whether the general is alive or not.

Because of the more formal nature of an adjutant, it is common for generals to work closely with the adjutant and to introduce them to the Military Council, so that the Herald and other generals can identify them. In addition some generals have found it effective to share some of the responsibilities of their title with their adjutant, particularly those areas they do not enjoy handling. An experienced general might appoint an adjutant who can lead from the front; a general more concerned with leadership on the battlefield might appoint an adjutant to handle the political pressures and challenges of strategic planning.

As generals appoint an adjutant, they may not also appoint a proxy.

Role of the Adjutant

Many generals treat their adjutant as either an apprentice or as a political appointee, choosing a candidate whose support can buttress their own. But the role has been used in many ways through the Empire's history, Empress Varkula was particularly known for "encouraging" newly appointed generals to adopt their predecessor as an adjutant to advise them, at least where the general was favoured. Perhaps the most infamous use was by General Nadia, dread Boyar of the Black Hills, who appointed the brilliant but maimed wise one, Vuk Enakov. Vuk successfully appeared before the Imperial Synod in place of Nadia to defend more than a dozen high profile Inquisitions.

Appointment

Generals are normally elected on the anniversary of the creation of the army they lead. Each title is a national position appointed by the Senate. Under normal circumstances it will be appointed by unanimous vote of all of the Senators of the appropriate nation.

Only a citizen of the appropriate nation may be appointed as a general of an army from that nation.

All general positions that are due to be elected during a summit immediately become vacant at 6pm time-in Friday. Adjutants lose their position also at this time. The senators can inform the civil service of their unanimous decision as to the new general at any point after this. There is no deadline for the elections, but the muster provides an impetus to declare who the general is in a timely fashion. If a senator position is vacant or a senator is not present (and nor is their proxy) then they will be unable to appoint their General until resolved.

A general serves until the next election for the title. A general can be revoked by the General Assembly, the appropriate National Assembly, and by the Assembly of the Nine

Admiral

Apart from the fact they command an Imperial navy rather than an army, and thus issue different orders, an admiral functions in all ways as if they were a general. At this time there are no Imperial admirals following the destruction of the Freeborn Storm, the Brass Coast navy.

Further Reading

Core Brief

- Military Council Overview

- Muster

- Council Session

- Powers of the Imperial Military Council

- General

Additional Information

- War

- Council Address

- Appointments to the Military Council

- The Throne

- Herald of the Council

- Warmage

- Appointments by the Military Council

- Field Marshal

- Quartermaster General of the Imperial Armies

- OOC Design

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Giant's Maul

Description

These massive greatclubs are two-handed weapons that strike especially powerful blows, designed to lift a foe off their feet. Verys, the Rune of Might commonly marks the striking surface of these weapons.

Marcher smiths claim the design is a tribute to a legendary figure known as Steeple Jack, a man said to be over seven feet tall. He was famed for going to battle armed with a small tree and could knock even the sturdiest warrior from their feet without spell or enchantment. Some stories even claim that Steeple Jack could even bowl over the now extinct horses with a single blow. Giant's Mauls were devised to let lesser men and women replicate Jack's feats of strength.

The Giant's Maul is also popular in the cities of the League. There it is employed in the defence of the city walls in times of siege. Invaders stepping onto the walls from siege towers and ladders are often greeted with brutal strikes from these clubs, causing them to lose their footing and fall from the fortifications. This sequence of step, blow, stumble and long fall has become known as the Holberg Hustle among the defenders of the besieged city.

Rules

- Form: Weapon. Takes the form of a two-handed weapon.

- Requirement: You must have the Weapon Master skill to bond to this item.

- Effect: Once per day you may call STRIKEDOWN with this two-handed weapon.

- Materials: Crafting a Giant's Maul requires seven ingots of green iron and eight ingots of tempest jade. It takes one month to make one of these items.

Gawaine looked around in the brief respite from fighting. His soldiers had been ambushed by the barbarians, outnumbered caught off guard in the middle of a torrential downpour. He knew that he had to do something to turn the tide of the skirmish lest he and his men be overwhelmed. He had little strength left - the fighting had been vicious and he knew his wounds were serious. At his feet lay a trio of orcs, their lifeblood flowing from precise wounds. he snorted in disgust at the lack of challenge they had provided. But his concern for his troops was great. “What say you, coward?” he smirked, baiting the orc chieftain into reaction.

He spied the leader of the orc ambush, a hulking creature draped in grisly trophies. He closed his eyes for a second, allowing the tenets of courage to steel his resolve. He knew what he must do.

“You shall fall before this blade, beast! I, Gawaine de Courville, challenge you to honourable combat” the knight spoke, raising his sword to his lips and kissing the hilt before pointing the blade at the towering orc that led the rabble of barbarians before him. The skirmish continued around him, proud Dawnish warriors matching the ferocity of the orcs with steely discipline. He saw that the tide of the battle was turning more against the humans with every moment.

“Your hide will make a fine blanket for my children” the orc snarled, baring jagged teeth that had been filed to sharpened points. It readied the monstrous blackened-iron mace in his hands which had moments before been embedded firmly in the blood sodden ground. The remains of an unfortunate Dawnish warrior hung in visceral strings from the spiked head. With a guttural roar the orc charged forward, the oversized weapon dragging a deep furrow in the ground behind him as it ran. Gawaine raised his shield and prepared for the anticipated clumsy blow of the brute that charged towards him, a simple step to his the left and then a thrust to the throat should see the fight over in seconds. He doubted his shield could survive the impact of such a massive weapon, but it presented a tempting target that he felt sure the barbarian would be unable to resist.

He misjudged the step.

Gawaine heard the thundering ring of metal on metal as the mace connected with his shield and then pain spread through his body. His vision spun as he tumbled through the air like a straw doll. He made out flashes of combat around him and shocked human faces, time seeming to slow to a crawl as he was lifted from his feet to land in an undignified heap a full three paces from where he had stood. He tried to right himself but his head swam and his limbs refused to move, his heavy steel armour pinning him to the rainsodden ground. The orc chieftain followed up, hitting him while he was down, and he felt something break inside him. The beast roared its hatred to the rainclouds, a sneering grin on its inhuman face. Colour leached out of the world, pain threatening to overwhelm Gawaine's exhausted frame.

He struggled to turn his head to face the orc chieftain, pain shooting along his spine, as it stamped away from him. He looked around at his men and knew that this was the pivotal point of the fight. He refused to say in the mud, determined to show courage in the face of the enemy. As he pushed himself up to one knee and raised his shield, he saw surprise on the faces of orcs fighting nearby, renewed hope on the faces of his men.

“Is that all you can muster, beast? You’ll have to try harder!” he roared his challenge and spat onto the mud, the ivory of a lost tooth glistened in the glob of crimson that left his mouth. “Now lets see if you can manage that again!”

He charged the shocked barbarian chieftain, shield forward and sword raised. “For Dawn” he yelled, the cry taken up by his soldiers; he doubted he could survive many more blows from that cruel weapon but he was sure that he would earn his glory that day.

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Giddy Kipper

Overview

Giddy Kipper will be catering at the third and fourth events in 2017 - focussing on delivering good quality vegetarian food.

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Gidyon's Refrain

Contents

- 1 Rules

- 1.1 Summer Magnitude 12

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 12

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains the ability to respond as they wish to any roleplaying effect they are exposed to - but they must sing a stirring song loudly and enthusiastically while they do so.

They can respond to any roleplaying effect as they see fit, as if they had a source of spiritual strength, but only as long as they continue to sing. When they cease singing they are subject to the roleplaying effect as normal. A roleplaying effect is effectively suppressed for as long as the character sings - it is not removed or countered by the enchantment. Other characters still experience the roleplaying effect unchanged - this does not offer protection to a group.

As long as they are subject to the enchantment, the target also experiences a roleplaying effect: you feel the urge to sing enthusiastically. This becomes an almost overpowering urge to join in when you are around other people who are already singing.

This enchantment is a personal aura, similar to that created using the anointing ceremony. An individual can only be under the effect of one personal aura at a time. This ritual will replace any standard personal aura (including those created by similar rituals), but is not powerful enough to remove a durable personal aura. Likewise, any anointing can replace (or remove) this enchantment. A detect magic spell determines the realm and magnitude of the effect. The insight skill does not detect any spiritual element to the enchantment.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same sect. Each additional character increases the magnitude by 9. Additional characters must be present throughout.

Description

This ritual was codified at the Lyceum during Spring 380YE under the guidance of Dean Simargl, the Empty One, of the Circle of Zulgan Tash. It is believed that the ritual takes its name in honour of the late Onni Gidyon Veromaa, a talented stzena from the Circle of Zulgan Tash dedicated to protecting their vale from external threats. It was added to Imperial lore by the Conclave during the Winter 380YE Feast of the Loom - a time which has special significance for the Varushkan people.

There is an undeniable relationship between music and spirituality, between music and passion. Music stirs the soul. A man whistles as he passes a burial ground, gaining confidence. A child sings as she crosses a rickety bridge, taking courage from the music and conquering her fear that something dreadful might lurk beneath. Through the magic of the enchantment created by this ritual, the target is able to empower their will and their spirit with a musical recitation. As the music soars, the target becomes capable of overcoming external influences on their actions.

The relationship between music and heroism is most commonly understood in only one direction. Songs that immortalise or commemorate the actions of the brave, the mighty, the clever and the victorious are as common as songs that mourn the dead, the lost, the fallen. In both cases, the music creates a connection between the one who sings and the events they describe. The singer is girded in the memory of the deeds recounted as surely as if they were donning the armour of the hero they sing of.

The Urizen might say that technical brilliance is required to work magic with music, but the Freeborn at least would surely disagree. Gusto, enthusiasm, passion - the joyous noise dispels the darkness when even the most tone-deaf musician breaks the chains of shame and self-consciousness to raise their voice against fear and despair. Between the notes of the song flows the capacity to choose one's own path.

An important element of using the enchantment is choosing the right song - although it could be argued there are no wrong songs. The ritual grants self-determination and protects from outside influence regardless of what tune is chosen. The only requirement is that the one who is enchanted make music enthusiastically. By raising their voice, they raise the bulwarks of their spirit. They make their soul and their will adamant. They are the champion that holds back the storm with the song of the hearth and the home, they are every warrior who raises their voice in the Battle Anthem as they march to war.

Usually, though, unless one is a scop or stzena, a simple song is best. Something that can be sung instinctively, and whose words and tune are not so complex that they will interfere with the ability to focus on other tasks - especially tasks that will end the aura that oppresses them. Singing is a physical task - the ignorant may underestimate how tiring it can be to keep a song going for a long period of time. When the voice falls silent, the oppressive aura resurges, the haunting spirit returns, the pan of the wound recurs.

A chorus can help the enchanted one - the support of other musicians can help the singer keep their tune alive. For all the power of this magic, brave comrades who will raise their voices alongside the target are worth more than all the technical expertise in the world.

Common Elements

The ritual draws on resonances of confidence and music. As such it is deeply appropriate for the magicians to draw on the Music of the spheres when performing the ritual. Magicians not versed in that esoteric tradition may instead work with their target and any onlookers to create a more straightforward musical performance.

In the simplest form, a hymn, choir, or round might be performed, lead by the magicians and relying on voices raised enthusiastically. In others, musicians may participate as well. It would be deeply appropriate for magicians of the Brass Coats to include energetic dancing as well, while in Wintermark or Dawn loud horns or drums might be particularly resonant.

The target of the ritual should be at the centre of any performance - whether musical or magical. The ritualists may paint or carve the rune Zorech (for passion, a concept often associated with heroic and confident behaviour) onto the target, but Feresh, the Rune of Majesty, has an even stronger resonance. Feresh grants a measure of protection from outside influences, especially those that might cause doubt, confusion, shame, or humility, and in this aspect is often called the Helm.

A fortifying drink, especially a mildly alcoholic beverage, is a suitable component for this ritual. Poured and ceremonially offered to the target, who wets their lips and soothes a throat parched from singing, it is then passed to the other participants. Alternatively, a single vessel might have liquid poured into it by several magicians in turn, representing the spiritual strength and mental fortitude of the group that is finally consumed by the chosen champion.

In dramaturgy, the Captain is the most appropriate persona to evoke, while in Blood magic drops of blood taken from a willing participant known for their musical ability, bravery, or self-confidence may be used instead. A Varushkan may evoke the image of proud creatures such as deer or eagles - coincidentally creatures also associated with the rune Feresh.

The eternal Eleonaris has strong resonance with this ritual, as does the eternal Janon (for all that Janon is a denizen of the Night realm rather than the Summer realm).

For some reason the ritual has an additional resonance with bees. Bees are a Varushkan creature associated with Prosperity, which makes their involvement in this ritual somewhat counter-intuitive. Still, a chorus that accompanies the ritual with droning or humming appears to help the magic flow more easily around the target.

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Gift of the Dwindling Star

Contents

- 1 Overview

- 2 The Resource

- 3 The Bourse Seat

- 3.1 Responsibilities

- 3.2 Powers

- 3.2.1 Seat on the Bourse

- 3.2.2 Bounty of ilium

- 3.2.3 Appointment

Overview

Similar to the Steel Fist, the Gift of the Dwindling Star does not precisely exist within the Empire at all. The offices that deal with the Gift are located in the isolated community of Void, in Brez, but they consist of little more than three rooms above an inn (previously the Red Lamb, although it has now changed its name to the Red Lantern). One room is set aside for Thule visitors, one for the Varushkan who oversees the Gift, and one between them that is used to actually pass the ilium that the Gift provides from orc to human. Regardless, custodianship of the Gift of the Dwindling Star grants an Imperial title; a seat on the Imperial Bourse; and a seasonal bounty of valuable ilium to the one who controls it.

The Resource

The opportunity to create the Gift of the Dwindling Star began in Winter 379YE with the appearance of an anomalous red star in the sky. Over the next several months, the star grew in size and exerted a peculiar influence over the people of the Empire until in Summar 380YE it became clear that the star was set on a collision course with the territory of Miekarova. With a potentially catastrophic starfall imminent, the Thule orcs made contact with the Varushkans to discuss a potential solution. In return for ensuring that the star struck the (apparently) largely unpopulated territory of Sküld in eastern Otkodov, they would provide a share of the ilium they were confident the star represented with the Varushkans. The Empire used a powerful ritual to shift the trajectory of the star north, and during the Autumn Equinox 380YE it struck the Thule territory.

In the wake of the starfall, the Thule contacted the Empire, and made arrangements for a share of the ilium to be given to the Varushkans. The Imperial Senate agreed to the arrangement, and the Gift of the Dwindling Star came into being. Every season, a Thule warlock and a small entourage spend three days visiting the cabalists of Void, and deliver four rings of ilium which are passed to the custodian.

The Gift of the Dwindling star is reliant on the current detente between the Empire and the orcs of Otkodov continuing. In the event that the Thule and the Empire go to war, it is likely this Bourse seat will be one of the first casualties.

The Bourse Seat

Responsibilities

The Seat has no particular responsibilities; they simply receive a bounty of ilium which is theirs to do with as they will. If Gift of the Dwindling Star were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to Gift of the Dwindling Star, the Seat would expect to be consulted as to how that opportunity might be resolved.

Powers

Seat on the Bourse

Custodianship of Gift of the Dwindling Star comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of ilium

The Seat has control of a source of ilium which they receive directly. They can dispense this resource as they choose. Production is 4 rings of ilium every season.

Appointment

As with all ilium Bourse seats, the holder of the title is determined during the Spring Equinox. Control of the Gift of the Dwindling Star is assigned to whichever Varushkan candidate receives the most support from Varushkan owners of mines and forests. Votes are recorded in private in conjunction with the civil servants who support the Bourse.

Custodianship of Gift of the Dwindling Star is retained for a year, or until the citizen holding the seat dies or steps down. An Imperial Bourse seat cannot be revoked by the Imperial Synod.

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Gift of the Wily Broker

Contents

- 1 Rules

- 1.1 Autumn Magnitude 15

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 15

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a business. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The business provides additional wealth over the next season, in addition to normal production.

At the start of the next season the target business provides one dose of liao; one ingot each of orichalcum, tempest jade, weltsilver and green iron; one measure each of iridescent gloaming, ambergelt, dragonbone and beggar's lye; and one dram each of the herbs imperial roseweald, marrowort, bladeroot, true vervain and cerulean mazzarine.

The effect lasts until the start of the next Profound Decisions Empire event. If the owner of the resource does not attend the next event, then the additional production provided by the resource is still added to that character's inventory.

Additional Targets

This ritual can affect additional businesses in the same territory. Each additional business increases the magnitude by 12. The character who controls each business must be present throughout the ritual.

Description

As with rituals such as Rivers of Gold and The Lure of Distant Shores, this enchantment subtly influences the flow of trade, gently warping the effects of chance and synchronicity to encourage people to visit, and spend time in, the target business. Rather than directly improving profits, however, the ritual manipulates chance to provide the owner with a range of valuable goods that can be used for a variety of purposes or sold-on at a profit.

As the name implies, the ritual is popular with Navarr brokers who use it to improve their options when it comes to arranging small trades. It is also popular in The League - but much more with mountebanks then members of the troupes. It allows the streetwise mountebanks to accumulate useful materials for their various schemes, and supports their images of themselves as clever traders and experts at acquisition. They tend to call it Gift of the Cunning Mountebank.

Common Elements

This ritual attracts wealth and opportunity, and the performance is often accompanied by coins and other precious items. In The Marches and The Brass Coast, coins taken from the previous season's profit are often used as a way to 'prime' the enchantment and attract more wealth, while in The League the ritual often involves complex echanges of masks, items or symbols - often combining sleight-of-hand with disingenuous invocations. The rune Pallas is often evoked, but so are subtle rune of plots and the serendipitous rune of chance. Symbols of Prosperity are also common, often with an invocation highlighting the rewards of clever trade rather than hard work.

.. so then I traded him a handful of bladeroot for two bottles of beggar's lye, but on my way back to my digs, I bumped into Lupo who was after losing some tattoos quick-smart for some reason, and he offered to trade me some orichalcum ingots he'd come across in return for one of the bottles, but I'd need to collect them myself for Lucia. I said yes of course - any excuse to visit Lucia's place, and while I was there we got talking and I let her keep most of the orichalcum in return for an invitation to the Bishop's big feast, and that all got very interesting because that Navarr fellow - you know the one, the trader - was there and wanted to talk ambergelt. I've never had much use for the stuff but I know Thierry was after some for a wand, so we made an arrangement and he tipped me some of the yellow stuff and a few coins but while I was leaving the Bishop wanted to know what the Navarr wanted and I asked him for the anointing of Ambition, cheekily like - he said he was too busy but he gave me a pot of liao to get it done myself - I reckon there was more going on with the broker than I'd understood, there usually is. So there I was with my satchel filled to bursting, in the rain down by the river - and I'd only gone out to look into some true vervain for Maria ... which I did get hold of, true, but ... well there's a bit more story to go, and the next bit happens when I'd got back to the shop to find three Iron Tide fellows with long faces and a tale of woe involving magic swords and green iron and a pouch of tempest jade and dragonbone they'd picked up in the east ..."

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Gilda Ashwine

Contents

- 1 Virtue

- 2 Biography

- 3 Gilda Ashwine Today

- 4 Signs

- 4.1 Contested Signs

- 5 Controversy

- 5.1 Inspirational Tomb and Basilica

- 6 Gilda Ashwine in Play

- 6.1 The Marches

- 6.2 Knights of the Blue Rose

- 6.3 Bearers of the Blue Rose

- 6.4 The Fall of De Gacher

Virtue

Gilda Ashwine was recognised as an exemplar of Courage by the Highborn Assembly of the Virtuous, after pilgrims and Wayfarers brought tales and evidence to Bastion in the time before the Synod. Her recognition was removed during the reign of Empress Aenea, but ultimately restored in 186YE.

Biography

Gilda was born as a yeoman in pre-Imperial Dawn. Scholars agree her parents were part of a family of retainers in service to Earl Charles De Gacher. According to the commonly accepted tale, Gilda discovered that the De Gacher were corrupt; their tests of mettle in particular were as often as not merely a front for disposing of "troublesome" yeofolk.

When Gilda attempted to reveal the inglorious practices of the De Gacher, however, she was widely ridiculed. The noble house was powerful, influential, and popular - and she was just one disgruntled yeoman. Eventually, however, through perseverance and a refusal to back down from the truth, she exposed the wicked noble house and rallied the glorious nobles of Dawn to bring them down and put an end to their corrupt practices. In due course the De Gacher were brought down.

The King and many of the Earls desired to expunge the De Gacher stain by executing everyone in the house. Gilda argued for mercy, however. She claimed that not everyone was involved in or aware of the house's crimes - there were many good and glorious nobles who were as horrified as any to discover the secret rot at the heart of their house. Heeding her words, the Earls council set Gilda a Test of Mettle - first to separate the innocent from the guilty and then to help those untainted by ignominy to find houses prepared to set them a new Test. For the next seven years Gilda and her Knights-errant traveled Dawn and beyond performing heroic deeds until each of the former De Gacher had found a new home in one of Dawn's noble houses.

Several of these tasks involved traveling far beyond the borders of Dawn to the other nascent kingdoms, even as far afield as Faraden and Skoura. She and her companions appear in several old stories across the Bay of Catazar. In each case, they combine glory with themes of supporting and helping the weak and the defenceless against powerful opponents; exposing injustice and corruption; and a stubborn refusal to stand back or compromise in the face of power. Their exemplary courage gave others the conviction to confront tyranny wherever it was found and provided a voice to the voiceless.

Her Test of Mettle complete, the King suggested that Gilda would make an excellent Earl. Despite opposition from some of the other Earls, still embarrassed by the corruption she had exposed, she claimed the title but refused to form a traditional household. Instead, she remained a questing knight and her Test of Mettle always involved spending time as a knight-errant spreading the highest ideals of glory and righteousness throughout the lands. She never married, but is believed to have had at least three children; if any of them followed her in her life of glory and courage, history does not record them; neither is it recorded how she finally met her end.

Gilda Ashwine Today

Gilda is an exemplar who inspires the courageous to speak the truth to those who refuse to acknowledge it, or who turn a blind eye to corruption, injustice, and moral weakness. She has a small but dedicated following, and is especially popular with many knights-errant of Dawn.

While Gilda is best known for her life as a knight, most who look to her for inspiration cite the denunciation of the De Gacher as her greatest deed. Her refusal to keep quiet, to bow to threats or accept 'hush money' and her commitment to uncovering and exposing the truth drive many of her modern spiritual descendants to involve themselves in the politics of the Empire, demanding high moral and ethical standards of the rich and powerful.

It has been claimed by some Freeborn that Emperor Ahraz discovered himself to be the reincarnation of Gilda Ashwine through a past life vision, and that he wore a blue rose pendant when meeting with the orcs and when presenting his agreement with the rebel orcs to the Senate. There is no evidence for this claim, and it is widely believed to be a fanciful attempt to improve Ahraz' reputation.

Signs

- The Inspiring symbol of the Blue Rose is held to be a sign of courage of conviction, rather than courage of a more martial nature, and has been adopted outside of Gilda's immediate followers

- Gilda's time in the wilderness brought her to Bastion where she received a vision that sent her back to Dawn to confront those who had wronged her. This is taken to have been a Pilgrimage.

- Although the details of Gilda Ashwine's vision are lost to history, the claim that she was the reincarnation of a courageous hero has been Recognized, and it was this that gave her the courage to return to Dawn.

- Gilda's courage is held to have given Salvation to the people who lived under Earl de Gacher and other yeomen who might otherwise have met a similar fate to her brother.

Contested Signs

- The signs of Miracle and Liberation have been claimed for Gilda Ashwine, but are contested and disputed.

Controversy

Much of Gilda's fame is based on tales and hearsay - she (or a reasonable facsimile of her) appears in far too many heroic tales for them all to be true. On many occasions the deeds of later followers inspired by her legend are wrongly attributed to her - something which particularly offends scholars who support the virtuous histography school of thought. Several attempts have been made to disentangle the various tales and determine exactly which events the historical Gilda was involved with.

Gilda holds the dubious "honour" of having had her Exemplar status removed by the General Assembly during the reign of Empress Aenea. The events leading to her having been stripped of her status are unclear - the majority of the records burned during the reign of Emperor Nicovar. The most commonly accepted theory is that her stories had unfortunately inspired a number of her followers to dabble with the corrupt and dangerous spiritual force of anarchy, leading them to begin actively opposing the Synod and the Imperial Senate. She was eventually recognised for a second time during the reign of Emperor Barabbas, and has been widely accepted thereafter. Regardless, her followers largely ignored the ruling of the Imperial Synod, continuing to tell her stories and hold her up as an inspiration even in the face of Synod opposition.

In several versions of the story, it is a Freeborn priest who counsels Gilda and inspires her epiphany; in some parts of the north it is a wise Kallavesi mystic or Varushkan wise one who takes this key role. Almost all versions of the story agree that it is after receiving wise advice that Gilda finds the strength to take action against the De Gacher. Some of those who look to Gilda for inspiration reject this element of the story, however, claiming it is a transparent attempt to constrain and subjugate her raw conviction with a cynical political subtext that courage must always be guided - and constrained - by other virtues.

A particularly enduring controversy surrounding the story of Gilda Ashwine concerns the true extent of the DeGauchier crimes. Some historians claim that there is circumstantial evidence that the corruption in Dawn at this time reached considerably further than a single noble household. They claim there are rumours that other houses were profiting from the DeGauchier willingness to dispose of "troublesome" yeomen, or engaging in similar practices of their own that threatened the relationship between noble and yeoman. Gilda encountered difficulties in getting others to listen to her tale not because she was exposing a single house, but because she was challenging an entire system that was becoming corrupted and inglorious. Her story, they say, has been sanitized for later generations. If there is any actual evidence of this, it has not been presented in any convincing fashion but there are usually one or two scholars combing old archives and poking around abandoned manors in Dawn searching for proof.

Inspirational Tomb and Basilica

An inspirational tomb was built in 23YE in the White City by her followers with extensive investment from Dawn and the Marches and the assitance of the Custodes Clavium. A simple structure of white granite surrounded by a small but beautifully arranged garden, pilgrims devoted to Courage would visit the structure to contemplate the lessons of Gilda Ashwine, or to strengthen their resolve before a particularly challenging confrontation with the unvirtuous. The prelate of Gilda Ashwine was most often either an outspoken Marcher friar, or a Dawnish troubadour dedicated to supporting those who opposed the corruption of the powerful.

When Gilda Ashwine's status as an exemplar was removed by the Imperial Synod in 106YE, the basilica was effectively decommissioned. In 134YE, after her followers refused to stop honouring her name, the basilica was deconsecrated (a costly endeavour, given it required a dose of True Liao) and the structure torn down. A granary now stands on the site where the tomb once stood. The wherabouts of Gilda's actual physical remains, believed to have been interred in the tomb, are currently unknown. When she was again recognised as an exemplar in 186YE, the lack of physical remains and difficulty securing a dose of true liao meant that her inspirational tomb was not restored.

Gilda Ashwine in Play

The Marches

Although the core of Gilda's story is of a heroic Dawnish yeoman against a villainous Dawnish noble, the story was warped into propaganda (or recounted as inspiration, depending on who one asks) in the period leading up to the exodus of the Marchers. The refusal of the nobility to accept her original denouncement of the De Gacher in particular was cited as a reason that yeomen could not trust nobles. Several of Gilda's spiritual descendants supported the Marcher exodus; they argued that there was neither glory nor virtue in forcing a group of people to keep living somewhere they no longer wished to dwell, and accompanied the yeomen on their long March.

How much these followers influenced the early politics of the Marches is a matter for speculation, but traditions of plain-speaking and of giving a voice to as many people as possible are both very much in keeping with the beliefs of many of those who honour the exemplar.

Knights of the Blue Rose

The Blue Rose on a white field is generally believed to be the same emblem Gilda used when she returned to take the De Gacher Test. A number of questing-knights and knight-errants call themselves Knights of the Blue Rose, and use the heraldry as their own. These knights are dedicated to Courage, and spend their time traveling the Empire helping the weak and the defenceless. There is no particular organisation to the Knights of the Blue Rose, and while most members are Dawnish there are a smattering of champions from Highguard, Varushka and the Brass Coast who wear the blue rose and seek out opportunities to help those in need. The Knights are not universally popular - on occasion their members have claimed that courage and commitment to high ideals are more important than glory. Nevertheless, they often provide a rallying point for the needy and downtrodden who have been wronged by those in power.

Bearers of the Blue Rose

Unrelated to the Knights of the Blue Rose, the first Bearers of the Blue Rose appeared in the Marches, the League, and among the Freeborn during the reign of Empress Richilde. Primarily non-martial in nature, the bearers are priests and lay worshippers who dedicate themselves to the tenets of courage and to the protection of the weak and the innocent against miscarriages of justice. They are quick to call for clemency when they believe someone has acted from good intentions, or to oppose wickedness, regardless of how unpopular such behaviour may be.

Many members also consider are vocal supporters or opponents of various causes. They are committed to exposing corruption and unvirtuous behaviour, and to speaking the truth on all important matters. They encourage transparency and openness in politics, and refuse to be silenced or quashed when they believe a wrong needs to be exposed . A number of virtuous Torchbearers wear the blue rose pendant, drawing on Gilda's legacy in their self-imposed duty of exposing dangerous secrets.

The Bearers of the Blue Rose also have a reputation for openly discussing heresy and questioning dogma and tradition; in most cases, they approach from the basis that if the Way is strong then it cannot be damaged by frank discussion of other beliefs or philosophies. Priests should not be afraid to examine their own beliefs, nor fear those with different views. This attitude is sometimes suggested as a reason for Gilda Ashwine's de-recognition in the reign of Empess Aenea - along with accusations that some Bearers of the Blue Rose also embrace the dangerously anti-authoritarian spirit of anarchy.

The Fall of De Gacher

There are a number of different versions of the story of Gilda Ashwine and the De Gacher. The De Gacher definitely existed, and their manor stood in Weirwater. They were certainly powerful and influential, and they definitely suffered a catastrophic fall from grace at some point before the foundation of the Empire. The most commonly accepted version of the story of their decline and fall was penned in 47YE by the troubadour Geoffrey Lyongate. While it is well known, it should be taken with a pinch of salt - it is after all a story written by a troubadour intended to inspire, not a reliable historical record.

The De Gacher noble house was wealthy, influential and regarded as a fine example of what it was to be Dawnish. Their Tests of Ardour and Resolve were the source of many tales; they held extravagant celebrations; they fought tirelessly in the name of the monarch, and were instrumental in securing the borders of the territory of Weirwater. Many De Gaucher went on to become great questing knights, traveling across the wild lands that pre-dated the Empire and carrying the flame of Dawn to other nations.

The De Gacher were most famous for their Test of Mettle, which never varied. The candidate would travel with two knights into a forest of terrible creatures, and the yeoman would have to come back with a trophy or die in the effort. This ensured that the nobles of the house were capable warriors, adding to the reputation and fame of the De Gaucher name. Scions of noble houses would travel some distance to take the De Gacher Test of Mettle.

Gilda, and her older brother Luaine, grew up each insisting that they would be the first of their family to pass the De Gacher Test of Mettle and become great heroes of Dawn. When Luaine's time came, he presented himself to Earl Charles for the Test. Gilda gave to him a favour, hoping to protect him and grant him good fortune. The favour took the form of a blue rose grown in her own garden.

Gilda also chose to follow her brother, and the two knights to watch her brother's moment of glory.

To Gilda's horror, once far into the woods, the knights turned on Luaine beat him bloody and bound him. Unarmed and unready, Gilda could only watch as her brother was sold to a foreigner as a slave. As the knights returned home, Gilda followed the slaver and her brother, intent on trying to free him stealthily. Yet Luaine was taken aboard a vessel and Gilda could not catch up.

When Gilda returned she summoned the courage to confront Earl De Gacher with the actions of his knights, expecting him to in ignorance of their doing, or repentant on hearing her tale. Instead, to her disgust, he laughed in her face, telling her that he was well aware of what had happened. Moreover, it had happened before and would again. Luaine was but the latest of many. The Test of Mettle was a sham to allow the De Gachers to control who won nobility in their house, whilst lining their own pockets by selling promising yeomen into slavery. Aspirant Dawnish nobles bought a fine price from corrupt Axou, venal Asaveans, and even the cruel masters of some cities of the Bay of Catazar.

Stiffened with resolve, shaking with anger, she vowed to expose the supposed virtue and glory of the De Gacher's for the travesty it was. The Earl appeared to find her resolve amusing, and told her she was welcome to try. Nobody would believe her. She was merely a yeoman, while the De Gacher's were a well respected and powerful noble house. With that, he had her thrown off his estate, penniless and unarmed, expecting never to see her again.

In the years that followed, Gilda never once abandoned her vow. She traveled across Dawn and sought an audience with every noble house in the land. In each one, she spoke truth to power. None gave any credence to her story: they accused her of being in denial over her brother's failure, of having gone mad with grief. Most, she realised, refused to entertain the possibility of a noble house that would corrupt the traditions of Dawn so profoundly. They refused to accept that a house responsible for so many heroic deeds and so much glory could have grown from such base foundations.

Some she believed suspected the truth about House de Gacher but lacked the courage to lend her aid in exposing them. Some even had her beaten for her insolence in merely suggesting such a thing had happened once, let alone continued as a practice. She found no support even among other yeomen; her own family refused to face the truth. They refused to believe that they had been deceived, and chastised her for constantly reminding them of her brother's failure.

Each refusal, each rebuttal, each castigation, each bruise, only emboldened her.and fired her quest to right the injustice done to her. With every noble house now closed to her, she left Dawn in search of her brother and to spread the news of the inglorious acts of House de Gacher of Dawn. She traveled far to try and learn Luaine's fate but none had heard of or seen of a young man matching his name and description. At her lowest moment, on the verge of despair, when she was beset by doubt that she would ever find her brother or be able to tackle the corruption at the heart of de Gacher, her journey took her to Bastion where an unnamed Highborn priest listened to Gilda - and believed her. Moved by the firey conviction of the Dawnish yeoman, the priest offered her good counsel and urged her never to give up.

Her experiences in Highguard gave the young woman an epiphany. She donned armour, with a helm so that none could see her face, and adopted the Blue Rose as a heraldic emblem. Calling herself Mary Ashwyne, she went before Earl De Gacher in the guise of a knight-errant to seek a Test of Mettle.

Several years had passed, and Gilda was no longer the woman she had been. Earl De Gacher failed to recognise her and agreed to grant her the Test - and sent her forth with two knights. They turned on her, and overpowered her, and dragged her before the slaver. Only, when they got to the slaver, they found that he had been overpowered by two knights from the neighbouring House De Rondell.

Prior to her presentation for her Test of Mettle, Gilda had courageously sought a second audience to every noble house and repeated her story. Even though they could tell she was newly emboldened, most again turned her away. One House did not: Gilda's conviction had spoken to something in Garamond De Rondell whose desire to learn the truth made him agree to help Gilda. He saw the fire of courage within her, her unrelenting pursuit for truth and quest for justice not only for her brother but for all those the De Gacher had betrayed.

With proof provided by the arrest of the slaver, De Rondell brought Gilda before the King's court at the Castle of Thorns along with the slavers and the two captured knights. Confronted with indisputable evidence of the De Gacher's villainy, the King's court declared every noble of the house to be a traitor and led a short, bloody crusade against their holdings.

Their house was broken, and the Earl executed by the sword of the King himself, who cast every De Gacher from the ranks of the nobility for their crimes. Those who were not slain in battle, or executed for their crimes, either fled Dawn to live in the wilderness or sought penance as knights-errant under the banner of Gilda Ashwine herself.

As to poor Luaine, history does not record what happened to Gilda's beloved brother. In some stories, Luaine is found and aids Gilda in exposing the De Gachers. In others, Gilda de Ashwine, knight of Dawn, goes and rescues him. In a few stories, Luaine is never found and Gilda spends the rest of her days trying to find him without success. And in a very few stories, she is hunting for him still - an eternal knight-errant who travels the wide world and brings succor to the defenseless and the innocent wherever she passes.The Fall of the De Gacher, by Geoffrey Lyongate

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Glamourweave Robe

Description

These fine robes are made of the finest cloth woven with threads gold, silver, mithril and orichalcum. The robes are most often dyed with a vibrant and delicate combination of green iron ore and iridescent gloaming, leaving the cloth with a viridian, cerulean or deep umber tone, decorated with copper-and-green-iron alloy wire. The intent is usually to impress onlookers, and to grant a confidence and sense of pride to the wearer. They are very popular in Dawn, Urizen and Highguard, places where magicians are likely to fight in close proximity to warriors. On a battlefield the robes are often worn over or beneath a suit of mage armour.

The robes are often embroidered with runes such as Zorech, Feresh or Tykonus, although robes intended for an enchanter or a general are likely to include the runes Hirmok. In Urizen, the rune Lann is most often used on these robes, representing a notional bargain between the magician and the sentinels who work with him - they will protect and support the magician and in return the magician uses his magic to protect and support the sentinels..

Symbols of Pride and Courage are often included on these robes, especially when they are worn by Highborn magisters or priests with a mastery of magical lore.

Rules

- Form: Armour. Takes the form of a robe.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Four times per day when you cast the empower spell, you may do so without spending any mana. You must be able to cast the empower spell to use this power.

- Materials: Crafting a Glamourweave Robe requires twelve ingots of green iron, seven ingots of orichalcum, three measures of beggar's lye, and eight measures of iridescent gloaming. It takes one month to make one of these items.

Arbiter Fulvia of Thunderspire,

It is with my deepest regret that I must inform you of the death of your envoy, Seer Gnaius Thunderspire.

Gnaius reached our city via the Dawnish pass, braving terrible conditions to reach my audience. I found him to be urbane, polite and clever, a credit to your Spire and your people, and I am glad to confirm that I am happy to agree to your suggested exchange. Copying the texts he mentioned will benefit both my guild and your spire and I look forwards to adding your offered tomes to our library.

Sadly, with the enemy at the gate and growing pressure within our streets, the city grows less safe. I am still attempting to discover who sent the assassins, but they struck when I was taking dinner with Gnaius and a number of other note-worthies of the city – as yet, I am unsure as to who their true target was.

Nonetheless, as my bodyguards rushed to defend us from our assailants, it is with the utmost respect and awe that I must tell you that Gnaius – unarmed, and clad only in the beautiful cerulean of his envoy's robes – stood from dinner, graced me with a final comment about the quality of the fine wine we had partaken of, and strode to where my guards held back the assassins at the top of the stairs.

There, he wove battle enchantments such as I have rarely seen. I wish to reiterate that he was entirely unarmed and unarmoured, yet still he stood proudly and bestowed upon the bodyguards blessings of the utmost vigour and speed. Under the blessed effects of his incantations, they fought as hard and fierce as dervishes of the Virtues, and Gnaius kept weaving his spells even when I felt sure he must falter and stumble from the sheer effort. The sight of the noble Seer, a man of learning holding back the foe with his words even as his robes shimmered in the lamp-light, will stay in my mind as an inspiration and as an honour to the fallen.

I am aggrieved to say that, while our assailants might have lacked in virtue, they did not lack in wits, and upon realising that their imminent defeat was caused by one lone magician, they struck at him instead. Their blades were coated with toxic venoms.

I promise you that I will not rest until I have discovered those responsible for this assault, and I will ensure that both my own guild and Thunderspire are avenged for the insult done and the lives lost. For now, I have kept his robes; not out of greed but because they bear the Rune of Debt, and I will hold to it as a reminder of the debt I owe Gnaius and, in turn, yourself and your spire.

When justice has been done, I will wash the robes clean and return them to you.

Yours in Virtue,

Guildmistress Katarina of Holberg, of the Saeftinghe Charter of Reclamation

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Gloaming Road

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Ministry

- 4 Selection

- 5 Removal

- 6 History

- 7 OOC Note

- 8 The Title in Play

Overview

The Gloaming Road is a trade route that crosses the dusty Lasambrian hills between Faraden and Segura. Once just another nameless path through the arid wilderness, its prominence dramatically increased in recent years. In Autumn 380YE a pernicious blight laid waste to the iridescent butterfly population of the forests of northern Faraden. Merchants of that nation then brokered a trade deal with the Freeborn, exchanging precious mithril for vast amounts of Materials#Iridescent Gloaming from the Empire. Now the Gloaming Road bustles with caravans hauling valuable goods, and Faraden has requested an overseer be appointed from among the Freeborn to manage the exchange.

The position of overseer of the Gloaming Road is not an Imperial title; rather it represents a campaign resource.

Responsibilities

The overseer of the Gloaming Road holds responsibility for the continued exchange of iridescent gloaming with Faraden. Numerous minor, independent Imperial and Faraden merchants are taking advantage of the thriving trade route to do business, but it falls to the overseer to handle the bulk of the trade taking place - and to ensure that it continues unabated. This is further complicated by the presence of the Jotun in the Lasambrian hills - while there is an agreement to allow Faraden traders to pass unmolested, no such arrangement exists for Imperial merchants. As a consequence, Imperial gloaming traders congregate at the Kabalai Palace and deal with the weary Faraden when they arrive in Segura.

Powers

Ministry

Total iridescent gloaming Provided

Wains of mithril received

150 iridescent gloaming

6 wains of mithril

300 iridescent gloaming

10 wains of mithril

450 iridescent gloaming

14 wains of mithril

The overseer can provide large stocks of iridescent gloaming to the merchants of Faraden, in return for which they receive a significant amount of mithril. This functions in the same manner as a traditional ministry. The amount of mithril received is reflected by the total amount of iridescent gloaming traded. The overseer trades the gloaming during downtime from their character page. Iridescent gloaming is removed from, and mithril is placed into, the character's inventory when the downtime is processed.

The production of the ministry is entirely dependant on Faraden's ongoing need for iridescent gloaming from outside its borders, and the continued provision of the magical material by the Empire. Were the overseer unable or unwilling to put up significant amounts of gloaming to trade, it is likely that Faraden would seek a new supplier elsewhere.

Selection

The Imperial Ambassador to Faraden appoints this position by declaring their chosen candidate to Lady Saretta of the Red Moon, the Faraden advisor on Imperial trade to the Lord of the Four Winds via Winged Messenger. The merchants of Faraden do not seem particularly interested in precisely how the Ambassador comes to their decision; their only requirement is that the overseer be a Freeborn citizen.

Were the Ambassador to appoint a non-Freeborn to the role, it is likely that Faraden would take the decision poorly if they found out.

Removal

Faraden may remove the current overseer at any time by requesting that the Imperial Ambassador to Faraden selects a new Freeborn to hold the role. The Imperial Ambassador could also request the position's reassignment at any time by sending a Messenger to Lady Saretta indicating their decision.

Either Lady Saretta and the Imperial Ambassador to Faraden could end or re-negotiate the trade agreement at any time, which could potentially result in the dissolution of the overseer title in the process.

History

During 380YE, a disease crept into Faraden from farther lands and swept through the iridescent butterfly populations therein. The results were disastrous for the carefully-cultivated forests where Faraden silk-harvesters worked, shattering the production of iridescent gloaming over a few short months. Desperate for gloaming, the Court of the Five Winds authorised merchants from several key families to approach the Brass Coast and discuss the large-scale trade of the material in return for mithril. An initial exchange during the Autumn Equinox of 380YE was successful, and an ongoing trade agreement between the two nations was formalised during the following Winter Solstice.

Antonio i Carno i Guerra was appointed in Winter 380YE to serve as the first overseer of the Gloaming Road

Brightly coloured fabrics are vital to Faraden culture, and iridescent gloaming is key to their production. While the effects of the gloaming blight continue, the nation's hunger for iridescent gloaming remains colossal. They are currently looking to the Empire to feed that hunger - but have made it quite clear that, if the flow of the material from Imperial forests wanes, they will be forced to look to other sources. Were that to happen, trade on the Gloaming Road would wither away in turn. Both Faraden and Freeborn merchants expect the overseer of the Gloaming Road to prevent that state of affairs from occurring.

OOC Note

The position of overseer is not an Imperial title. A character could hold this position and still have an Imperial title. The Empire has little control over the position; in theory possession of the title and how it works is at the mercy of non-player characters. The Senate cannot abrogate the existence of the position, nor amend its powers or responsibilities. Likewise, while the Imperial Ambassador to Faraden can appoint someone to the position, there is no requirement for the merchants of Faraden to recognise a candidate they deem unsuitable.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

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Gloaming Sentinel

Overview

The Butterfly Holt is a preserve in the light woodlands of southern Srodkoja, not far from the vale of Olodny. It was commissioned in Spring 381YE by the Urizen Julianna of Phoenix Reach using one of the new Imperial Wayleaves. Its creation followed an opportunity resulting from a performance of Wondrous Forests of the Night. Work was completed shortly before the Summer Solstice 381YE.

This Imperial title grants custodianship of a sinecure, requiring minimal responsibility but offering a regular income of Iridescent Gloaming.

Responsibilities

The Gloaming Sentinel has no particular responsibilities; they simply receive a bounty of Iridescent Gloaming from the Butterfly Holt. If the Holt were to be threatened in any way, it would be the responsibility of the Gloaming Sentinel to deal with those threats. It would also be the responsibility of the Gloaming Sentinel to deal with any

Powers

Bounty of Mana

The title of Gloaming Sentinel grants custodianship of a sinecure. The Gloaming Sentinel receives an income of 20 Iridescent Gloaming each season from the Butterfly Holt.

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounty of Mana

- 4 Appoijntment

- 5 Butterfly Holt

Appoijntment

The appointment, replacement or removal of the Gloaming Sentinel is made by the declaration of candidacy as part of a Conclave session.

The Gloaming Sentinel serves until they are replaced by another magician using the Declaration of Candidacy. The Sentinel cannot be revoked by the Imperial Synod.

Butterfly Holt

The Butterfly Holt is an area of woodland set aside not far from Olodny, several acres surrounded by a high palisade reinforced by weirwood. It has been populated by butterflies bred from carefully selected cocoons, many of them enriched with residual Night magic from the potent Empire-wide enchantment after the Winter Solstice 380YE. The butterflies are notably large, and unlike most such insects their wings are especially pale. Their cocoons especially rich in valuable iridescent gloaming.

The location of this iridescent butterfly reserve has caused a few raised eyebrows; the forests of Varushka are by no means safe. They are home to the grim horrors the Varushkans call Wolves. They are hungry, instinctual horrors that seek to feast on living flesh. Ghouls and husks are common examples of Wolves. These hungry, bestial creatures sometimes form large groups and besiege a vale, or fall on travelers in large numbers. The primary task of the boyars and schlacta is to keep the Wolves at bay - but the boyar of Olodny has made it pretty clear they have no interest in making any particular effort to extend their protection to the Butterfly Holt.

The Sentinel is appointed through the Conclave; the civil service advised that the well worn path to appointing such a sinecure would be through the Imperial Bourse, but the circumstances surrounding the opportunity made it reasonable that it could be appointed by Declaration of Candidacy.

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Glorious Crown of Enchantment

Contents

- 1 Rules

- 1.1 Summer Magnitude 14

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Option

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 14

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must have the magician skill.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains the ability to cast the empower spell four times per day as if they knew it without spending any mana.

They also experience a roleplaying effect: You feel driven to take command of any situation in which you find yourself, and to take charge of the people around you. The more dangerous or desperate the situation, the stronger this drive becomes.

If the target regains all spent personal mana by resting in a magical aura such as that provided by the Chamber of Delights, or drinks an Elixir of Empyrean Art, they also regain all spent uses of this ability at the same time. Other methods of restoring personal mana do not restore uses of the ability to cast empower. The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 11. Additional characters must be present throughout.

Option

Any caster who has mastered the ritual may choose to substitute orichalcum for crystal mana when contributing to it. Every 2 ingots of orichalcum spent counts as 1 crystal mana when contributing to the ritual.

Description

This enchantment allows the target to inspire their allies to strike decisively against their enemies. It is equally potent when driving the foe back with a triumphant charge, or launching a last-ditch defense against overwhelming odds. By speaking words of encouragement or command, the magician grants strength to the warriors alongside whom they fight; the greenest recruit or the wiliest veteran alike can be granted the strength to strike devastating blows with the power of this enchantment.

The ritual evokes themes of nobility and majesty. Many magicians enchanted with this ritual speak of a physical sensation of being "garbed in power" - as if they were actually wearing a crown. They tend to carry themselves more proudly, unconsciously enacting mannerisms that their culture associated with leadership or command. This is especially true for magicians of the changeling lineage, some of whom find that this enchantment perfectly complements their instincts to command others. Interestingly, some draughir who have experienced the enchantment have reported similar feelings - although in their case the urges fostered by the Glorious Crown of Enchantment are a little darker, encouraging them to order their allies around for their own good - and to deal harshly with anyone who questions their instructions.

The ability to replenish the magical prowess granted by this enchantment should not be underestimated. While it is usually a little tricky to take advantage of this additional power on the battlefield, the Elixir of Empyrean Art will not only replenish the magician's reserves of personal power but also restore their ability to empower their allies, making that rare potion even more powerful in the right hands.

Some eternals are known to offer boons that further enhance the use of this ritual. Eleonaris is said to favour those with truly noble souls who make use of it to command their allies. Barien on the other hand is known to offer those who use the enchantment to support and encourage allied heroes foci that make the ritual easier to perform, or to provide those who make use of it with magic items similar to a Roaring Chimera Rod to use the empower spell even more frequently.

Common Elements

When performing this ritual, the coven often invokes proud or ferocious animals such as lions, bears, gryphons, unicorns or chimerae. Loud, inspirational music or the sound of horns are common accompaniments to the performance.

Any coven, but most especially a coven of witches, is likely to engage in girding the recipient of this magic. They might present the target with actual regalia representative of nobility, or mime placing a crown on their head while wrapping them in an invisible cloak of majesty. Anointing the head with oil (or for a blood mage the blood of a respected leader or changeling) is also particularly appropriate with this ritual.

Other elements might include the rune Feresh. A dramaturgic coven may focus their working around an inspirational speech from The Captain, or a more subtle exhortation from The Witch, usually delivered on the Battlefield, and using the Ring or the Blade. The astronomantic constellations of the Phoenix or the Chain may also empower the effectiveness of this ritual.

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Glory

The Dawn zeal for a glorious life infects both yeoman and noble alike. Every challenge is an opportunity to relish, a chance to better oneself, to prove one's worth. Most nobles devote their life to honing their skills and seeking out opportunities for glory. Every yeoman who takes the battlefield knows that life is presenting them with an opportunity to prove themselves and so the Imperial army recruiters can afford to pick and choose from long lines of volunteers.

Although triumph is the ultimate goal, the glory comes as much from attempting dangerous and difficult deeds as from succeeding. What draws disdain is not failure but inaction, passing up a chance for glory because of indecision or a fear of defeat. The Dawnish take failure as seriously as they take success, but mindless stupidity is not tolerated - glory accrues to those who did everything imaginable to succeed, not to those whose only plan was to throw themselves on their enemies swords.

The Dawnish believe that the more people know of your glory, the more quickly you will pass through the Labyrinth of Ages. They consider glory superior to the Wintermark notion of heroism because glory requires the acknowledgement of your peers. Glorious acts are intrinsically difficult, it is not enough to be successful, the glorious individual must prove the act was noteworthy by accomplishing it in an impressive or dramatic way. Finding a loophole around a challenge isn't useless - but it isn't glorious - for that is something anyone could have achieved. Glory is also different to heroism in that only your own deeds matter, you are judged purely on your own merits, you cannot achieve glory by riding on another individuals success.

Troubadours argue over what constitutes the most glorious deed - the difficulty and challenge of the deed are important but so is the motivation of those involved. Glorious deeds are not just difficult or dangerous they serve a higher purpose. To slay the dragon is glorious but it is more glorious still to do it for love.

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Glory's Call

Description

A Glory's Call is obviously a popular standard among the Dawnish. Many examples which have led armies in particularly glorious battles and campaigns may be found hanging in their noble houses' halls, and the knights of the house fighting under a new Glory's Call, with the intent of winning glory for that banner and then retiring it for display. Needless to say, any troubadour worth their salt should know the great stories of all their house's banners, but the Glory's Call in particular should stand out among the rest.

It is also a common banner in Wintermark, where it is often called the Fearsome Strike. Steinr warbands who carry a Fearsome Strike banner have been known to decorate it with the rune Naeve surrounded by several copies of the rune Jotra, displaying their hunger for battle. This is regarded by some as reckless, but the threat in the gesture is undeniable. One of the most famous examples of this magical standard is surely Winter Fury, the white-stag battle-flag of Queen Ilsin whose army was apparently devoured long ago by vallornspawn in Hercynia following a short-lived war with the pre-Imperial Navarr.

Some Highborn chapters also carry the banner, referring to it either by its Dawnish name or the older name of Purity's Rage. Those cataphract units who carry it invariably bear terrifying reputations.

Rules

- Form: Standard. Takes the form of a magical standard.

- Effect: Each character bonded to this banner wielding a two-handed weapon can call SHATTER once per day.

- Materials: Crafting a Glory's Call requires seventeen measures of dragonbone, twelve ingots of tempest jade, seven measures of beggar's lye, seven ingots of orichalcum and three measures of iridescent gloaming. It takes one month to make one of these items.

"Is their any true Dawnish-born whose heart doesn't beat faster at the chance for glory?

Who amongst us has not heard its call? Who amongst us has not thirsted to sup from that golden chalice?

What lies before you now is glory; Rough-hewn from orcish flesh and spears, but glory none the less.

Those who fall shall still have youth and health ten-thousand summers for now

For their names and their deeds shall reverberate on through the ages

And for those few, those happy few, that win through to plant our standard atop a mound of orcish dead

Shall we not count ourselves the most blessed band of brothers and sisters ever to take the field of battle?

- Pippin the Bold's speech before the battle, The Gryphon in Summer, Act 3, Scene 2

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Glory to the Sovereign

Contents

- 1 Rules

- 1.1 Summer Magnitude 24

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Options

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 24

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must possess the weapon master skill. This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target of this ritual receives two benefits; they receive two additional ranks of endurance, and twice per day they may call cleave when wielding a one-handed weapon, one-handed spear, two-handed weapon or polearm with which they are proficient.

As long as the enchantment lasts they may respond to any effect that would make them afraid or hesitant by charging straight in, roaring or bellowing.

In addition, the target experiences a powerful roleplaying effect; they feel a strong urge to do great deeds that will make them the centre of attention, the take particular pleasure in approval and adulation. They particularly want to do things that will make them be seen as worthy, strong and powerful warriors; being overlooked or dismissed may cause them to lose their temper.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 18. Additional characters must be present throughout.

Options

Any caster who has mastered the ritual may choose to substitute orichalcum for crystal mana when contributing to it. Every 2 ingots of orichalcum spent counts as 1 crystal mana when contributing to the ritual.

Description

This ritual enchantment empowers any warrior to strike devastating blows and endure many attacks in return. it heartens them, and fills them with what many Wintermark scops call the heroic spirit - the urge to achieve and be recognised for great deeds. It is an expensive ritual to perform, but it gives quintessential strength and potence to the warrior it targets.

Some ritualists associate this to the Fields of Glory in the Summer Realm, a place of conflict and splendour overseen by the Lady Eleonaris, called The Sovereign in Scarlet and Gold. While that glorious and terrible monarch can grant powers very similar to this effect to her chosen, she has no direct connection to this ritual - if anything the enchantment is more strongly connected to the fields themselves, and to the concept of glory and prowess that lie at the heart of Summer.

Common Elements

This ritual usually involves both the target and their armoury. A ritualist might trace matching runes on weapons and warrior, or might anoint them with a mixture of blood and oil. A toast is often drunk, especially when the ritual is performed on a band of warriors rather than a single target. The target is often garbed or girded in a new surcote or tabard that bears their heraldry or livery; sometimes they are symbolically crowned with a wreath of flowers, leaves or even gold. Legendary warriors, especially those who fought and triumphed against great odds, are often invoked as are Paragons and Exemplars of warlike mien.

Any of the Summer runes might be evoked, but Tykonus, the rune of victory, is the most common. An evocation of The Stallion or The Oak may be appropriate with this ritual, as are evocations of strong and ferocious animals such as lions, bears, unicorns, chimerae and dragons. Any number of Eternals might be mentioned, especially Eleonaris or Cathan Canae.

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Gnawing, Endless Hunger

Contents

- 1 Rules

- 1.1 Winter Magnitude 20

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Removing the Curse

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 20

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. At the end of the ritual one of the contributors is chosen to deliver the curse with a pronouncement of doom.

This effect is a curse. A target may be under more than one curse at a time.

Effects

This ritual creates a curse that is delivered to a target with a pronouncement of doom: one contributors is chosen to deliver the curse, and they must do so within fifteen minutes or it falls on their own head.

While under the curse, the target experiences a powerful roleplaying effect; they are constantly hungry and thirsty. Wholesome food or drink consumed tastes of nothing at all, but the ritual gives no ability to consume rotting meat or other unwholesome substances which will taste just as unpalatable as ever..

In addition, while under the curse the target cannot benefit from Bladeroot, True Vervain, Marrowort, Cerulean Mazzarine or Imperial Roseweald, nor any potion brewed from them. The herb or potion is used up, but has no effect. If a character applies a herb to you using the physick skill, you should let them know afterwards that it has had no effect..

The victim of the curse is also unaffected by ingested herbal poisons, including Gutwrench, Tisane of the Stuttering Fool and Tincture of the Whipped Cur. It even provides protection from the potent poisons created through the Winter Moon and the Assassin's Gate, provided the curse is in place before the poison is administered. The exception to this "protection" is that the VENOM and WEAKNESS calls from Redwillow Paste and Oil of Blackthorn have their full effect on you.

The effect of the ritual lasts for a year (until the start of the Profound Decisions Empire event four events from now).

Removing the Curse

The curse can be removed by certain powerful creatures or items. It could also be alleviated by a powerful effect that removes hunger..

Description

This horrible curse creates a constant, gnawing hunger and unquenchable thirst which serves to make the target miserable. The curse is horrible, but it is doubly horrible to warriors or magicians who expect to place themselves in harm's way because it also robs the wholesome qualities of herbs. This means that not only can the target not be treated by the herbal arts of the physick, they cannot benefit from the many useful potions created by an apothecary. Consumables that are not made from herbs will have their normal effect, although they will still taste bland - for example, a target could not drink beggar's lye or sea-water safely.

Until the curse is delivered (or fails), the ritualists who performed the curse also feel ravenously hungry and thirsty. While this may make them uncomfortable, it does not prevent them from benefiting from or being harmed by herbal substances.

Common Elements

As with many curses this ritual often involves a recitation.of the grievances against the target; the destruction of wholesome food or drink - wine mixed with blood or spit is often poured out onto the ground. The rune Naeve is an obvious fit for this ritual, and the rune Kyrop is sometimes evoked as well, symbolising the weakness that the curse will bring.

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Goatfoot

Tuk suddenly pulled sharply on the reins and raised himself up slightly from his seat, frowning, head turning left and right. One of the oxen made a disapproving noise but they both ground to a halt. The orc drover shook the lump of fur and leather on the seat next to him.

"Did you hear that?" he hissed loudly.

Grawit opened one bleary eye and glared at the drover.

"No." he said grumpily. "I'm asleep. Why are we stopped"

"Stow it," said Tuk, still alert, scanning the rock walls around him as best he could. He hated this part of the road, where the sun only shone for a short time around noon and the rest of the time was shrouded in gloomy twilight. "I definitely heard something. I think it might be wolves."

"What's the commotion?" A third orc appeared at Tuk's elbow, alert and worried. She shaded her eyes and joined Tuk in looking for danger.

"Tuk heard something," said Grawit yawning. "Again."

Rosslin favoured the drover with a suspicious stare. "Again? What was it this time?"

Tuk sounded defensive as he replied. "It was a wolf I'm sure of it. Or someone pretending to be a wolf."

Rosslin and Grawit exchanged a long suffering glance.

"You shouldn't have let him go see that mystic before we left Runegrott," said Rosslin. "He's been like this for days."

Grawit shrugged as if to say "what can you do" and sat up properly on the narrow bench, yawning and stretching. Tuk bridled.

"She told me she saw it clear as day." he said, a little sulkily. "I'd meet a bloody stranger on the road, and that he - uh - he carried something on his back that she could not see and..."

"And in one hand he had chance and in the other fate," finished Grawit in a sing-song voice, sliding an affectionate arm around the drover's waist. "You said. A few dozen times. In between complaining that we were being watched, and hearing odd noises, and this is the third time we've stopped today. Much longer and salt or not these fish are going to be able to walk all the way to Ironberg by themselves."

Still, for all the gentle mockery in his voice, with his free hand he pulled a javelin out of the quiver strapped on his side of the wagon and his gaze was not on his husband but on the road ahead. There had been talk of renewed activity by bandits since the orcs had set about revitalising the northern trade routes. Army deserters mostly, along with a few disgruntled Winterfolk who refused to leave Skarsind but also refused to accept the presence of their new neighbours.

"What are we looking for?" asked an unfamiliar voice from Grawit's side of the wagon. He snapped his head round and could not contain a cry of fear and surprise, his javelin falling from fingers suddenly, inexplicably numb. As Tuk fumbled for his handaxe, Rosslin shouted an oath and tried to roll under the covered wagon. Unfortunately, as Tuk tried to stand and draw at the same time he fumbled, stumbled, stood on his own cloak and nearly fell head first into the arses of the oxen. At the same time, Rosslin mistimed her agile roll and instead managed to smack her head on the underside of the wagon with an echoing thump, and a groan, and then silence.

A great shaggy shape loomed over Grawit - but was it looming though? Afterward Grawit and Tuk could not quite agree on quite how tall the thing had been. They wrangled about it for the rest of the journey often long into the night - Grawit swearing it was as tall as the top of the covered wagon, Tuk disagreeing and claiming it was shorter than he was, and neither of them prepared to agree even on how many eyes it had, never mind what colour they were.

Either way, the great shaggy shape had managed to get within arm's reach of Grawit and Tuk without arousing the slightest suspicion. It was clearly neither orc nor human, but some unnatural patchwork creature of horns and fur and claws and hooves, its pelt matted with fresh blood. It took a large bite out of something Grawit realised was a wet, bloody heart the size of an ox head and treated the two orcs to a wide, terrifying, gory grin as it leant against the side of the wagon.

Though its voice rasped and growled, its tone was jocular - gleeful even.

"Don't worry, I'm not going to hurt you." it said taking another bite out of the dripping offal in its other hand. "I just want to be friends."

And then, in the confusion, as Rosslin pulled herself out from under the wagon, and Agga and Nattak came running up from the other wagon shouting, and Tak tried to get his footing, the beast chuckled. And that dreadful, unnatural sound - even more than the insane, impossibly wide grin - made all the blood in Grawit's veins turn to icewater, and all the hair on his back stand on end.

Overview

A grim figure has been spotted on several occasions over the last three months lurking around Pakanaan's Pass in Skarsind. Occasionally it is seen in northern Northspires (in Hahnmark) and along the eastern shores of East Floes (in Sermersuaq).

Eye witness reports describe it as a shaggy beast of roughly humanoid proportions, stooped, moving with a loping gait. It is horned, furry, and clearly not human or orc. The initial stories are largely dismissed as describing a rogue shaman or a mystic addled with drugs and visions - or attribute the sightings to a lack of sobriety in the Winterfolk and orcs who report them.

Then the first mammoth corpses start turning up. The hunters and travelers who encounter them speak of finding the gory remains of these majestic beasts, especially in the vicinity of the Clattering Gulley. The first incident occurred five months ago, but since the Summer Solstice there have been at least a dozen more finds. The early remains belonged to single creatures, judged by the hunters to be juvenille males, but the two most recent slaughters have involved small family groups. In each case, the creatures appear to have died of some misfortune (a rockslide, a fall over a cliff, trapped beneath a tree) but after death they have been rent apart in an almost methodical manner. The meat and fur have been largely discarded but all the bones - including the great ivory tusks - are gone, and there are signs that something bestial has feasted on the internal organs especially the heart, brain, liver, and kidneys.

A week before the Autumn equinox, an explanation is provided in the form of the aforementioned shaggy beast. What were dismissed as spooky fireside tales are revealed to be sightings of the Krampus, a creature or spirit previously associated with the Wintermark egregore. The Krampus is a strange being that dispenses curses, but only upon those who ask for them. Individuals who feel the need to atone for something, perhaps an infidelity or a moment of cowardice in battle, approach the Krampus and whisper their crime in its ear. The Krampus curses them, but the curse lasts only until the next winter - at least according to legend and those who survive the curse are said to be absolved of any wrongdoing.

The beast accosts travelers passing through Pakaanan's Pass into Skarsind - especially the merchants leading the caravans traveling as part of the new Crossroads of the North trade network. It ignores people leaving Skarsind, and so far there are no reports that anyone actually looking for the Krampus has been able to find it. Indeed, both a band of Imperial Orcs and a Suaq hunting party who set out with the intention of challenging the beast found their expeditions dissolve into chaos and disaster in short order - everything that could go wrong did go wrong and there are cautionary tales of frostbite, falls, and accidents that have left several of the Krampus hunters permanently damaged.

The creature itself seems disinterested in fighting with humans or orcs. Rather, it seems only interested in delivering its message.

Significance

The Krampus has a message for the Imperial Orcs and, rather than simply giving it to them, appears to favour dramatic appearances and shouting it down to travelers from the mountains on the border between Skarsind and Wintermark. While specifics vary, the gist of its message is the same each time.

- It mentions how sorrowful it is that "Burnlin Drum-Heart has not yet sent Runesmiths to carve the stones"

- It expresses curiosity about the Imperial Orcs and their traditions, and offers both to hear their sins and to establish "a compact between Krampus and orcs of the Skarsind tribe" and the many benefits that might come from such an arrangement

- It talks about "a hall of bones" and its desire for a "home before winter comes, either here or with the orcs who know it best"

- It invites "the new masters of Skarsind" to come visit it at its camp above the Clattering Gulley

It's speech is peppered also with odd oaths, riddles, and phrases that make little sense, but the main meat of each message is the same.

Participation

An Imperial Orc or Winterfolk character who might have traveled through Pakannan's Pass during the past three months may have had a personal encounter with the Krampus, seen it from a distance, or heard tales of its antics. The stories of such encounters can be created from the material above.

The civil service have confirmed that a conjunction exists that will cause the Sentinel Gate to open to "the camp of the Krampus, above the Clattering Gulley, in Skarsind" at 10pm on Saturday night that will allow eight people to pass through it, should they wish to do so.

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Goldbird Bistro

Overview

Goldbird Bistro is one of the caterers who plan to have available at all Empire events in 2017. They will be setting up in the in-character area near the tavern and other hostelries.

Details

A bistro with a long seated history in the city of Sarvos has come to Anvil, to bring fine dining to the nations of the Empire. During the day the Bistro serves teas & coffees with light bites and savouries, available between the hours of 10am - 3pm. In the early evening the bistro will be offering two sittings, one at 6pm and one at 8pm, composing of a hearty but refined dining experience, ranging from smaller “pre theatre” courses to more substantial three course meals, whilst the menu is very seasonal there is always a good selection to satisfy the most delicate of constitutions. Book your evening table early to avoid disappointment!

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Golden Pyramid

Contents

- 1 Motto

- 2 Symbol

- 3 The Manifesto

- 4 Membership of the Order

- 5 Conclave vault

Motto

Power begets wealth; wealth begets Power

Symbol

The most popular symbol symbol of the order is step-pyramid of three levels with bronze at the bottom, silver in the middle, and gold at the top.

The Manifesto

The Order of the Golden Pyramid holds the following to be true:

- Magic is a commodity like any other and its practitioners should not be subjected to any undue expectation or requirement

- The talents of the Empire's artisans are no less a valuable magical resource than spellcasting and rituals

- Magic has the power to strengthen by enriching and prospering

The Order of the Golden Pyramid therefore exists to:

- Stand up for those magicians who are pressured to use their skills for free, like a servant or slave

- Support the application of magical resources in matters of economic gain that inevitably bring prosperity to the Empire as a whole

- Stand up for the artisans and promote their interests across the Empire

Membership of the Order

This Golden Pyramid appeals to artisan-magicians and magicians versed in economic magic (from Rampant Growth and Blood and Salt through Rivers of Gold all the way to Verdant Bounty of the Twilight Bayou and Hallow of the Green World). After the Sevenfold Path this is the order that has the largest number of magician-priests, albeit usually priests dedicated to Prosperity. Its members work to enrich themselves, but they also safeguard the rights of magicians to expect fair recompense for their magic. They are often at odds with the Rod and Shield.

The Order of the Golden Pyramid began as a reaction against a perceived culture of entitlement; as the nations increasingly assumed that magicians should donate their skills to the Empire for free. Since their creation many members have supported the right of artisans, as well as magicians, to have a voice in the Conclave; but this attitude is far from universal within the Order. At its most altruistic, the Order tries to represent the interests of artisans as fellow practitioners of esoteric lore, and often approaches them for support and funding.

As befits an order fascinated by wealth, members of the Order often strive to cultivate good relations with the Imperial Bourse and magicians who also occupy Bourse seats are often actively wooed by the Golden Pyramid. When it works well, this relationship gives the Golden Pyramid access to the wealth of the Bourse on behalf of other members of the Conclave, and the Pyramid has been adroit at using this access for political capital. Even when their influence in the Bourse is limited, the Golden Pyramid has a tradition of encouraging the performance of economic rituals to garner support or influence with Imperial citizens who own businesses, mines, forests, fleets, and mercenary warbands.

Members of the Golden Pyramid traditionally consider it completely acceptable, even expected, for their Grandmaster to gain their position by open bribery. It is also common for the grandmaster to take advantage of their access to wealthy patrons to help fund the order.

Conclave vault

Each summit, the Conclave vault of the Golden Pyramid garners the following resources;

- A pro rata share of the Font based on the precedence of the orders at the previous summit.

- A portion of ilium based on their position among the orders as determined by precedence.

- 2 ingots of green iron, 3 measures of ambergelt, 3 ingots of orichalcum and 3 measures of beggars lye as a result of existing bequests.

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Golden Ramparts

Contents

- 1 Rules

- 1.1 Summer Magnitude 60

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Options

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 60

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. This ritual targets a fortification, and must be performed in a strong Summer regio in the territory containing the fortification. If the territory is part of the Empire, then it may instead be performed from the Imperial regio.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual summons a contingent of several dozen golden lions in service to the eternal Meraud and binds them to protect the area around the target fortification. They fight alongside any garrison or friendly soldiers, and mercilessly attack any enemy soldiers who enter the region. At the same time the fortification is strengthened and made more resistant to damage. The effective strength of the target fortification is increased by 1,500.

The effect lasts until the start of the next Profound Decisions Empire event.

Options

Any caster who has mastered the ritual may choose to substitute orichalcum for crystal mana when contributing to it. Every 2 ingots of orichalcum spent counts as 1 crystal mana when contributing to the ritual.

Description

This ritual was given as a gift to the Rod and Shield by the eternal Meraud. Raewynn Farkas, then Grandmaster of the Rod and Shield, attempted to have the ritual added to Imperial lore in Spring 380YE, but due to a number of bureaucratic problems the ritual was not actually made available to the magicians of the Empire until Autumn on the following year.

Golden Ramparts infuses a fortification with the power of the Summer eternal Meraud. The most obvious sign of the enchantment is the appearance of several dozen magical golden lions - denizens of Meraud's realm. These lions are intelligent, and articulate, creatures - they generally refer to themselves as knights of the Summer realm. They savagely attack anyone who seeks to damage the fortification, or the people of the region where it stands. They are sometimes accompanied by a cadre of Meraud's apprentices - heralds with powers comparable to those employed by Imperial battle mages who fight alongside the garrison.

At the same time, the fortification itself is reinforced. At sunrise, noon, and sunset, the ramparts and towers of the fortification shimmer with a perceptible golden aura. Soldiers who garrison the fortification feel confident and capable when in contact with the physical fortification itself, and certain that they can resist any attacker if they simply stand firm and fight bravely. This effect is particularly pronounced if the defender is a changeling or a magician - indeed a changeling magician may find the experience somewhat overwhelming and risk triggering an episode of lineage madness if they are not careful.

The power of the ritual helps to protect the entire territory where the enchanted fortification stands, but it is when attackers seek to assault the castle itself that it is at its most potent. The enchantment both makes it significantly harder to take the region where the castle stands, and causes attackers to suffer increased casualties. The weakness of the enchantment is similar to that involved in rituals such as Knights of Glory - the additional forces do not absorb punishment that might cause the castle to collapse.

During the ritual, the coven must clearly indicate the fortification they wish to affect – the name of the target, and both the territory and region it occupies, are the bare minimum required. The biggest restriction on performing the ritual is the requirement that it be performed in a regio. While it can be performed at the Imperial Regio at Anvil, this is of no help if the fortification that is to be enchanted is not in an Imperial territory.

The ritual itself has something of a shadowy reputation. There are rumours that it was a bribe used to encourage the Rod and Shield to attack the regio associated with the Icy Crag of the Eternal Sun, bringing the frozen wrath of Cathan Canae to bear on that college of magic. The source of the rumour is believed to be the eternal Jaheris, however, and as such should be taken with a pinch of salt.

Common Elements

Performance often uses a map of the territory where the fortification stands - or of the fortification itself. Images or effigies of the castle may also be involved. References to the enduring majesty of the stars – or the astronomantic constellation of the Mountain - resonate strongly with its performance. The runes Tykonus and Feresh, which represent victory and majesty, are another obvious component to use. In a dramaturgical context, the Bishop or the Captain would both be appropriate Personae to use.

An evocation of Meraud is a standard component of this ritual; indeed leaving it out could in theory offend the eternal whose power it draws on.

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Golden Sails

"Father! Father! Come quick father! Father! You have to see!"

Efra dabbed his lips with a cloth and treated his youngest daughter to a cool gaze.

"What have I told you about running and shouting in the house, young lady?" he asked, mock serious. Setanza jumped from foot too foot, to excited to be capable of staying still.

"That I should only do it if it is really important!" she replied quickly; without pausing she continued, breathless. "You must come and see! Ships father, many ships, so many ships! Is it the new navy father? From Madruga?"

Her father put his cloth down and stood up. He felt a coldness in the pit of his stomach. The new navy would not be completed for at least another six months.

"Stay in the house," he snapped. Setnaza looked uncertain, sensing her father's concern. She did not argue - but she leaned out of the window watching as he hurried down the street.

Madame Lupita, the naga parador mistress, caught his arm as he passed. "Have you heard? There was a corsair, straight from the sea. Ships coming. Hundreds of them. Is it an invasion?"

Efra had no answer. The naga ran a slim hand over her scaled forehead and called back into her establishment "Luis! You are in charge! I am going to the seafront with Master Efra."

The pair made their way east, where a crowd was gathering at the docks. A captain neither recognised stood on a crate, trying to answer questions. Easily a hundred Grendel vessels coming from the south, perhaps more. Word had been sent to Shantarim, and the northern isles. Everyone should be prepared for the worst. There were dazed questions.

"Where are the corsairs!" shouted someone in the crowd, inspiring a chorus of angry mutters. The captain gave a mirthless laugh.

"Against what is coming, we would need all the Freeborn ships there are and perhaps more. It is a war fleet of the Grendel, not a few raiders! We may have to fight, and ..."

He was cut off by a shout from further along the docks. Everyone turned. The horizon was dark, as if a great wave was coming - although the sky was clear. Ahead of the dark presence was a single fast-moving vessel of unfamiliar design. A slim, pale vessel that reminded Efra of nothing so much as a shark. The main sail was golden, and bore the design of a coiling sea-beast. Yet the smaller sail was white, and pale flags fluttered from the mast, and along the rigging. Parley flags. Truce flags.

Some members of the crowd ran to get weapons. Others watched as the ship deployed a bank of oars and slid gently toward the quayside. Behind it, the first war vessels could be dimly made out. The trireme was crewed by half-naked orc sailors, straining against the oars.

A gangplank was lowered. A finely-attired orc stepped carefully down onto the quayside and looked without alarm at the Freeborn crowd gathered on the docks.

A stout orc man, bedecked in gold and silver jewelry and wrapped in fine purple silks. Behind him, a dozen grim-faced warriors took up positions.

His face was blank for a moment, then broke into a wide smile.

"Citizens of the Brass Coast," he said, his tone friendly. His voice seemed unnaturally loud in the sudden silence. "We are here by the command of the Salt Lord Suriad, and at the invitation of the Freeborn people of the Brass Coast. We are here, in fact, to negotiate with the Empire on behalf of the Grendel and the people of the Broken Shore."

He paused and gestured south towards the approaching war ships.

"Our ships will be remaining here, to ensure our safe return and escort us securely back to Dubhtraig. The Bay of Catazar is not safe, as I'm sure you can appreciate."

He chuckled, then pulled a small purse from his pocket and weighed it thoughtfully while casting a speculative eye over the Freeborn crowd.

"So then ... Is there is someone here who can escort us to Anvil?"

Overview

A Grendel navy - the Golden Winds - has arrived in southern Feroz. It is making no hostile move against the Freeborn at this time but it is a significant military force; large enough to be impervious to attacks by individual fleets. The ships and troops it represents could inflict significant damage, and would threaten all of Feroz if they attack.

It appears to have served as the extremely extravagant escort to a single sleek weirwood trading vessel carrying a Grendel diplomat and a small honour guard. This ostentatious display of nautical might has greatly upset the Freeborn of Feroz, but for now the orcs are content to remain at anchor south of Shantarim and the Isle of Osseni.

The Grendel diplomat himself, and his entourage, are the soul of civility. He has made little secret, however, of the fact that the Grendel are furious with the Empire - which may well be why they have sent such a pointed display of naval force to escort their diplomats.

They have tolerated Imperial raiding of the waters around Dubhtraig for years but they had hoped that with the growing threat of the Jotun on their border the Empire might finally be persuaded to see sense and come to a profitable accord.

Despite agreeing to a cessation of hostilities, however, the Empire has continued to raid Grendel ships in the Bay of Catazar and now they must pay a price for this foolishness.

Still, the diplomat is confident this situation can be sorted out without the need for any lasting unpleasantness along the western bay.

As with so many others, he is travelling to Anvil. His route takes him via Sarvos, with an escort of Freeborn vessels. His ship is known to have reached League waters safely and he is expected to arrive at Anvil to speak to the Senate at some time during the Summer Solstice.

Significance

As with other diplomatic delegations, the Grendel are protected by the law of delegation protection, regardless of how many ships they may have along the coast of Feroz.

While there has not been time for the civil service in Feroz to do more than a cursory examination of the Grendel navy through a spyglass, it is likely that this navy represents a fighting force roughly equivalent to an Imperial army. It is not clear how many land troops it has available to - whether it is transporting a land-based force or not. Ritual scrying should be able to determine this information.

If it came to a fight, then an Imperial army should be able to hold the navy off. Without an Imperial navy to support, however, even the corsair vessels of the Brass Coast are of limited effectiveness against this significant maritime threat.

Resolution

The Grendel ambassador Cartok and his entourage was received at Anvil, where a peace treaty was discussed. They returned to Feroz without incident ,and the barbarian fleet then sailed south.

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Golden Trees of Seren

Contents

- 1 Overview

- 2 The Resource

- 3 The Bourse Seat

- 3.1 Responsibilities

- 3.2 Powers

- 3.3 =Seat on the Bourse

- 3.3.1 Bounty of weirwood

- 3.4 Appointment

Overview

The Golden Trees of Seren are located in Serenael in the Navarr territory of Miaren. Custodianship of the Golden Trees grants an Imperial title; a seat on the Imperial Bourse; and a seasonal bounty of valuable weirwood

The Resource

In the heart of the Miaren are the ruins of Seren, destroyed a millenium ago by the Vallorn and slowly reclaimed after the liberation of that territory. The area is still a little dangerous - even with the vallorn gone some plants grow in eerie ways in the heart of Miaren. Indeed, the massive weirwood trees of Seren - the largest in the Empire - are sometimes said by the ignorant to be a result of the vallorn's unnatural fertility. The Navarr tell a different story.

In addition to their great size, the weirwood forest of Miaren differs from other such groves in the colouration of its leaves. They are known as "the Golden" because of the year-round autumnal shade of their leaves - while they fall in winter, in Spring the new leaves that sprout are already yellow, bronze, or brown. Another theory that was popular at the Lyceum was that this was the permanent residue of a potent ritual used during the liberation of Miaren to weaken the vallorn - while the magic did not affect the vitality of the weirwood trees directly, inexorable magic marked the trees with a permanent touch of Winter magic.

The trees themselves grow in a great swathe of timberland that occupies a third of the old Terunael city ruins. When the weirwood groves were liberated, there was heated debate in the Imperial Senate as to how they should be allocated. At the time, the Navarr senators were firm in their belief that the weirwood groves should be given into the custody of their people. A more pragmatic senate under Emperor Giovanni, however, saw things differently and chose to make the weirwood trees an Imperial resource. This has lead to friction in the past - there are groups of Navarr who take the fact that strangers are defiling lands literally watered with the blood of their dead heroes.

The Tale of the Last Stand of the Serenael

One old and much-repeated story told by the Navarr concerns the last stand of the Serenael (the citizens of Seren). The story tells of a courageous band of heroes, said to be the greatest that Terunael had ever assembled. They had turned Seren into a city of wonders, their might bringing peace and prosperity to the people. Many versions say there were one hundred and forty-four heroes, and agree that they were the brightest and the best of Terunael. The city was known not only for its colleges of philosophy, history, magic, and poetry, but also for its military academy where the strategists and captains of Terunael studied their various arts. When the vallorn came, the heroes of Terunal fought to keep it contained long enough for the scholars, students, and civillians of Seren to escape.

The story speaks of a mighty battle fought through and beneath the Vallorn; of a desperate last stand; of magicians, warriors, and hunters arrayed in the glory and splendour of Terunael, shedding their last drop of blood to try and overcome something that could not be defeated.

The fanciful tale claims that as each of those doomed heroes fell, they were bathed in light from above, shining gold as it reflected from armour. And where the light shone, a weirwood tree grew. Majestic, these weirwood trees stand tall and proud, taller than any other weirwood known in the Empire, and known as the Golden because their leaves show a never-ending touch of Autumn. Rather than being twisted by the vallorn, they stood untouched by its malignance down all the long centuries before the Empire cleansed and reclaimed Miaren.

The story is mythical, but there is some evidence in support of it. When Seren was reclaimed, there were several buildings that matched the fictional depiction of the colleges and academies where heroes were trained. Furthermore, there is plenty of evidence that the weirwood trees were not twisted by the aberrant corruption of the vallorn or its miasma. The generally accepted explanation is that the same property that causes living weirwood to resist the touch of magic preserves the plants from the direct influence of the Vallorn. Regardless of the truth, the Golden Trees of Seren remain some of the largest and healthiest weirwood trees in the Empire.

The Bourse Seat

Responsibilities

The Seat has no particular responsibilities; they simply receive a bounty of weirwood which is theirs to do with as they will. If the Golden Trees were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to the Golden Trees, the Seat would expect to be consulted as to how that opportunity might be resolved.

Powers

=Seat on the Bourse

Custodianship of the Golden Trees comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of weirwood

The Seat has control of a source of weirwood and receives Bourse certificates to represent that control. They can dispense this resource as they choose. Production is 28 Imperial wains of weirwood every season.

Appointment

As with all weirwood Bourse seats, the holder of the title is determined during the Winter Solstice. As an Imperial seat, any Imperial citizen may participate in the auction and hold the title.

Custodianship of the Golden Trees is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be revoked by the Imperial Synod.

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Golden Trumpets

William stopped his pigs at the ford. He barely bothered to watch them; he had walked this route every day for the last thirty years and knew it well. So did his pigs.

He leant on the old oak stump and took a puff on his pipe.

He liked the calm, even when it was raining he was alone with his thoughts, his husband wouldn’t bother him about the state of the fence or the fact there was a hole in the corner of one of the huts where the grain was stored. He had a small flask of cider in his pocket and a hunk of bread and cheese in his satchel, but he would save them until he his next resting point. Taking a final puff on his pipe he tapped out the end on the side of the stump, and put it into his pocket and picked up his stick, and started driving his grunting charges across the ford.

He was half way across when the trumpets sounded.

The blast of sound came from nowhere, and William was so shocked he jumped backwards, landing on his arse in the shallow water of the ford. His pigs scattered in all directions. He looked around madly; someone was playing silly buggers. There was nobody else in sight, however.

The trumpets sounded a second time, and then a woman's voice cried out:

“Hear you all! It has be declared by the Summer Enchanter, the Golden Magician, The Lord of Summer Stars, Arch Wizard Meraud of the Summer Realm that there shall be a competition across the Empire! From the start of the Winter Solstice until the start of the Summer Solstice. Who so ever shalt create and perform the arcane projection of the greatest magnitude, no matter which so ever of the realms it shall draw upon, shall be declared fit to bear the title of Champion of Meraud! As befits this honour, they shalt be allowed to carry Meraud’s favoured staff for one year and one day! May this word be spread across the Empire such that all those who have mastered the arts of wizardry shall hear of the Golden Magician's challenge!”

The trumpets blew a third time, but the sound faded away quickly.

A bedraggled William pulled himself up onto the bank. He found himself nose to wet nose with Black Bess, the fat sow. He could tell she was judging him, and he slapped her on the ear as he clambered out of the water. He cast a baleful eye toward the ruins of the stone bridge a little way upstream from the ford, the jagged walls of the Gold Sheaf just about visible through the trees. He would bet five rings to a crown that the the trumpets were something to do with the old abandoned tower and the magicians who had lived there long ago, before they destroyed themselves meddling with star magic.

He pulled out his pipe, discovered the stem had snapped, and swore under his breath before shrugging an setting about calling his pigs together. First things first - he had pigs to move. Then he'd need to head up to the crossroads below the Woldstone, and look up his cousin.

This entire thing smacked of the sort of thing the Landskeepers would want to know about.

Overview

Across the Empire, the music of golden trumpets has rung out! In each case, the horns sound from the air, and a voice is head proclaiming a message. Also in each case, the trumpets have sounded in the vicinity of locations connected in some way to Summer magic. They seem oddly egalitarian in the places they choose. A chorus over the Semmerstones; a deafening roar in a Sarvosian theatre; an announcement at the Gate of Summer; a deafening blast of brass in an otherwise quiet hall in Hahnmark; a terrifying explosion of sound at a crossroads in Karov; a triumphant resounding thunder in the great hall at the Lyceum.

In each case the message is the same. The eternal Meraud challenges the wizards of the Empire to create and perform arcane projections. Whichever coven perform the ritual of the highest magnitude before the start of the Summer Solstice will be receive a boon.

Significance

A boon - specifically "Meraud’s favoured staff to wield for a year and a day." The Wizard of the Summer Realm is known to collect magical staffs, and his mood can be as whimsical as that of any eternal, so it is unknown what this staff will do. It is also possible that the reward may be tied in some way to the realm of the ritual cast, but whatever it is it is bound to be a potent boon, something outside the realm of the average artisan.

It is important to note that the challenge specifies that the projections be performed. While Meraud is as fascinated by theoretical magic as any mortal magician, in this case he has made it clear he will accept only magic that is actually practiced, rather than simply formulated. It seems from the message that he does not seem interested in who created an arcane projection, only in who performed it.

Whatever else occurs, this may also be an opportunity for Imperial magicians to attract the attention of the Summer magician. Although Meraud is tied to the Summer realm and somewhat favours practitioners of that realm's magic, like Sadogua his interests lie in the wider practice of magic regardless of realm. No matter what realm a coven is most adept at using, this is surely a chance to impress - and perhaps gain the patronage of - a powerful magical creature.

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Golden Voyage

Contents

- 1 Rules

- 1.1 Summer Magnitude 18

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Special

- 3 Description

- 4 Performing the Ritual

Rules

Summer Magnitude 18

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a fleet. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

As long as the target fleet engages in privateering during the coming season, it encounters adventures, obstacles and opportunities that result in additional profit. The ritual increases the effective level of the target fleet by 6 ranks, which is sufficient to slightly more than double the production of a starting fleet.

The character who controls the target resource experiences a roleplaying effect for as long as the enchantment persists: you feel a yearning to see new things, visit new places, and engage in acts of heroic or glorious adventure.

The effect lasts until the start of the next Profound Decisions Empire event. If the owner of the resource does not attend the next event, then the additional production provided by the resource is still added to that character's inventory. If the fleet does not engage in privateering during the next downtime, the ritual has no effect.

Additional Targets

This ritual can affect additional fleets belonging to characters in the same territory. Each additional fleet increases the magnitude by 14. The character who controls each fleet must be present throughout the ritual.

Special

Under normal circumstances, the privateering action represents hunting barbarian vessels in the Bay of Catazar. A player who controls a fleet enchanted with this ritual is encouraged to create stories of exploration and adventure beyond the Bay of Catazar if they wish.

Description

The ritual was based on an arcane projection developed in Winter 380YE by the Freeborn Andreas i Sol-Devorador i Eirgo of the Krakenfire Armada. It was initially devised as part of a challenge issued by General Karkinos, a herald of the Summer Eternal known as King Rhianos, the Regent of the Eternal Ocean. It was codified at the Icy Crag of the Eternal Sun under the guidance of Luke of the Shattered Tower, who serves as regent of that college of magic. Work was completed shortly before the Spring Equinox 380YE.

The ritual enchants both the crew and the vessels in equal measure. The ship (or ships) that form the fleet are strengthened against mundane dangers … but also, inexorably, attract such dangers. Even as an unexpected tempest blows the ship off course, so the sails and the rigging resist damage from that storm. Even as the ship draws the ire of a behemoth beast of the deep ocean, so that beasts talons and beak fail to quite penetrate the planks of the hull.

The crew is likewise invigorated with the enthusiasm and optimism of youth. Like young men and women secure in their own immortality, like youths who have yet to experience the spectre of death that dogs the heels of every mortal from the moment of birth, they throw themselves with gusto and reckless abandon into dangerous situations – not only for the opportunity to secure profit, but for the sheer wild thrill of running along the spines of a great behemoth to drive a spear into its eye, or exploring the tiger-haunted jungles of a mysterious island.

While the enchantment persists, the fleet encounters strange obstacles - mist-shrouded islands not on any map inhabited by unliving courtiers; a disgruntled Night magician with a penchant for making people think they are pigs; a pod of friendly dolphins who help lost sailors find fresh food and water on an island of marvellous orichalcum apple trees; a sea battle with an angry independent pirate who must be faced down or outrun; a ghost ship haunted by the spirits of dead Sarcophan who must be defeated in a rhyming contest lest they try to drag the Imperial vessel beneath the waters; an island populated by savage dodo birds who guard strange egg-like stones of tempest jade and emerald; a leviathan whale that spews ambergris all over the deck of a ship; strange birds with gems set in their foreheads; the ruined tower of a stormlord of ancient days, long since gone to dust, but whose walls still bear valuable tapestries; an uncharted island that turns out to be the shell of a great sea turtle ... and so forth. Each of these encounters presents a challenge that, when overcome, leads to a little booty and a tale of daring to tell in Anvil.

Those members of the crew who are a little too reckless, or a little too unlucky will find that the danger presented by these adventures is very real. Some may fall, or be crippled, or broken in spirit, or claimed as consort by shapeshifting horrors or undead courtiers. Perhaps the captain will secure a ransom in orichalcum and jade, but the damage to their ship will be so extreme that they must spend most of that ransom keeping their vessel afloat.

Regardless of the details, the ritual brings an experience, an adventure, an opportunity to be seized. The opportunity for wealth is truly the least interesting element of the ritual's power.

The ritual will not aid a fleet that engages in trade, or seeks to support a naval military force. The enchantment ensures that a privateering fleet will encounter adventures that lead to increased profit. It seems to touch a power similar to the serendipity that is evoked by several Autumn rituals. Fate and destiny, and the powers of chance, are gently warped to favour the preferred outcome – that a ship and its crew will encounter opportunities for risk and adventure.

Under normal circumstances, the Summer realm does not resonate with ideas of profit and wealth – and this ritual has little interest in such Autumnal elements. Rather the ritual weaves themes of prowess and triumph together to guide the hand of chance. In theory, a fleet enchanted with this ritual could end up destroyed by the dangers they faced, or receive no extra profit at all – beyond a wild story of behemoths, forlorn princes, cruel merrow pirates, and sea-tigers.

One element of the ritual that may need to be carefully monitored is that it fills the sea captain with the urge to seek out new vistas, new opportunities, and reckless endeavours – a stronger version of the same urge that takes the crew of the ships the ritual targets. Individuals already prone to reckless pursuit of the new, those addicted to the thrilling excitement of roof-top chases and deadly challenges, are in significant danger of losing control and getting themselves killed, or captured by Grendel pirates, or challenging terrible foes to single combat.

Performing the Ritual

The ritual both strengthens a fleet and fills its crew with an urge to seek adventure. It is equally resonant with the Rune of Discovery and the Rune of Battle. A blood mage might share blood with a visitor to the Empire, seeking to draw on their exotic and alien nature to guide the ritual to seek out new things and new experiences. An Imperial Orc or Varushkan might have the target swear an oath to seek opportunity and adventure without concern for the risks involved.

Lanterns, lightstones, or lamp oil may be used as a conduit for the ritual. Woven with magic, enchanted and purified, they are sent with the target fleet which uses them to light its way over the seas. Stones from a distant shore may also be used, especially those stones taken from the ballast of far traveling vessels.

Totemic magicians call on beasts that travel far across the sea. In The Brass Coast, dolphins are called on; among the Winterfolk, an albatross. For the Dawnish, the Kraken or the Wingèd Horse, or the legendary beasts of distant nations may be named. The theurgist may evoke Zemress; the goetic will surely call on Rhianos, regent of the eternal ocean..

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Goldenfire Scale

Description

In the Brass Coast, this beautiful orichalcum alloy armour is favoured by Kohan and corsairs alike. It allows them to shrug off terrible wounds and continue to fight. Some corsairs attach favourite golden coins, won in successful raids, to their armour in small net pouches to add good fortune on top of the armour's already considerable power. In other parts of the Empire, this armour is built as gold-sheened orichalcum chain. Its gaudy and striking appearance makes it popular with Changelings everywhere.

It was first created in Dawn where it is most commonly called Irrepressible Plate. It was devised by a Changeling named Antonin de Baudin as part of his Test of Mettle. He was challenged to remain standing throughout a battle with a notoriously vicious band of barbarian orcs. The test would have suited a dedicated warrior, but Antonin was an artisan of great repute and the test was clearly devised to deter him. The proud changeling refused to accept the snub and spent a year and a day at work in his forge to create a means of victory. During a brutal raid, the Knights of House Baudin were joined by a mysterious figure entirely encased in armour of magical metals. The stranger turned the tide of the battle, recovering his strength each time the Knights thought the orcish forces had overcome him. At the battle's end, the stranger removed his helm and revealed himself as Antonin, his test complete with the aid of his Irrepressible Plate and a considerable supply of Philtres of Strength. Antonin eventually became Earl of the house.

The four runes of Summer are commonly etched onto this armour, to bring additional strength to supplement the determined soul bonded to it.

Rules

- Form: Armour. Takes the form of a suit of heavy armour.

- Requirement: Any character can bond to this item.

- Effect: While wearing this armour, when you use the unstoppable skill you regain up to 5 hits.

- Materials: Crafting a suit of Goldenfire Scale requires twelve ingots of weltsilver, twelve ingots of green iron, twelve ingots of orichalcum. It takes one month to make one of these items.

We pulled the corsair in his golden armour out of the pile of bodies, and at first I was sure that he must be dead. Through blood-caked lips he asked us if the battle was over. We told him that it was not, the orcs were still pressing hard on the left flank and we had been ordered to search for survivors prior to falling back. Grunting, he rose back to his feet, spat out a tooth and a mouthful of blood, stretched his shoulders and hefted his wicked falchion through a couple of sweeps. When I told him that he was heading in the wrong direction, that we were retreating, he called back over his shoulder "You're retreating, I'm advancing."

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Goldentide Mail

Description

The orichalcum and steel alloys used in creating this heavy mail are extensively purified in salt- or mineral-rich water mixed with beggar's lye. Many Wintermark artisans insist that the waters of the hot springs of Taniki create the best Goldentide Mail, while Freeborn armoursmiths claim that the water of the hot springs cannot rival simple seawater - especially that taken from the coves near Midport. Those without sources of pure water steep the alloys in solutions of Imperial Roseweald, drawing the herb’s cleansing properties into the metal.

The armour purifies the blood of the wearer, driving out lingering effects of venomous blows. It is called Goldenhart Plate in Dawn and Highguard, and often decorated with the image of a white stag with golden horns. Highborn magisters once held that this armour’s magic is simply a conduit for the power of the human soul, overcoming the troubles of the physical world. That Imperial Orcs proved just as capable of using this armour caused some uproar among theologians and a rapid retreat from their previous opinion.

The form of the invocation varies greatly depending on the wearer, each drawing on their own ideas of purity and strength. Highborn wearers might urge themselves to greater virtue, while a Steinr warrior might likened themselves to some resilient animal like a mammoth or badger. Wearers everywhere invoke the runes worked into the armour. The most commonly used is Cavul, the rune of purity, which leads to the name “Swan-Mail” in some places, especially in Wintermark.

Rules

- Form: Armour. Takes the form of a suit of heavy armour.

- Requirement: Any character can bond to this item.

- Effect: After 5 seconds appropriate roleplaying that includes a loud invocation of cleansing you may spend a hero point to remove the venom condition from yourself.

- Materials: Crafting Goldentide Mail requires seven ingots of orichalcum and five measures of beggar's lye. It takes one month to make one of these items.

Everything was swaying around Estavan, and he was pretty sure it wasn't wind making the branches and trunks of the forest move like that. He'd know this was going to end badly as soon as he'd seen the thick, tangled limbs of the woods ahead of them; he'd just known. And now here he was, staggering like he'd drunk a barrel full of Varushkan mead all by himself, his blood afire with poison.

Into the forest the Freeborn column had marched, feet stomping in timely rhythm as they hurried to support the Marcher push into barbarian-claimed land. Estavan had advised keeping to the flatter plains and taking the longer, safer route to reach General Haytham's encampment, but Marshal Alarico had overruled him, ordering them on through the wooded valleys to save time.

And Estavan had to admit that time was a key factor, but now here he was, stumbling through the woods after the column had been ambushed. Among the trees, he could see the bright silks and burnished mail of fleeing soldiers; somewhere behind, the brutish snarls of the barbarians and the vile, arachnoid things that had come skittering down from the canopy, great bull-sized horrors with venom-dripping fangs and snatching claws.

He knew he must be quite a sight, puncture wounds in his shoulder and lurid green toxins smeared down his chest. The poison was agonising, and his dulled instincts just wanted to run, to keep running til he was free of these cursed trees.

But, in the end, Estavan was a proud man, and he knew he had a duty to attend to.

He stumbled to a halt, leaning against a gnarled tree-trunk as he reached within and drew on the bond that connected him to the golden-plated armour encasing his body. He spat the incantation that he'd spent long hours memorising, back when Gracia had given him the armour as part of the marriage-contract. Then Estavan doubled over as the armour jolted with power, a potent spark that flooded into his muscles and rocked his body with a spasm.

And, like that, the venom was gone, the burning replaced with a cool, soothing sense of calm. Estavan coughed, retched and spat out a thick gobbet of oozing green ichor, the vile taint expelled by the armour's magic.

He stared down at the toxic expectorate for a moment, then straightened up and gathered his wits. Soldiers were still fleeing around him, but he couldn't let this rout turn into a slaughter. His pride wouldn't allow for defeat now.

“Sons of the Coast! Daughters of Brass!” he bellowed, raising up his sword to gleam in the shafts of sunlight that punched down through the canopy. “To me! Hold steady and face the foe! To me!”

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Goldwood Pipes

Description

Goldwood Pipes allow a priest to use a musical performance to draw on the power of the consecration of Wisdom to revitalise the spirit of their audience. The profound sense of possibility - of the ability to overcome any challenge with the right questions - fills the spirit of the audience and leaves them revitalised and ready for anything. The power of the magical musical instrument itself is only part of the process that brings about this spiritual experience - the performance itself helps connect the spirit of the audience with the power of the potent consecrated aura.

A set of Goldwood Pipes may be any type of musical instrument, but are most often it is a soft or quiet woodwind instrument. They take their common name from the ambergelt varnish with which they are finished, It is common for a magical musical instrument of this type to be decorated with koans, parables or wise sayings. Some artisans believe Wisdom is represented by Irremais, Rune of Wisdom, and this rune is often worked into the instrument in some way. In Varushka - where they are quite popular - these instruments are often called Squirrel Pipes or Spider Pipes and bear likenesses of those virtuous animals. The Navarr call them Gildenwood Pipes and swear that the best examples are made with wood harvested from the golden trees of Miaren.

Like may ceremonial items, Goldwood Pipes are often hallowed. The Hallowing of Avigliana is particularly popular - a "captive audience" is an excellent opportunity to spread ideas and share knowledge with others. When using the instrument a priest will often intersperse their performance with a few carefully chosen readings, typically short sections from the lives of the Paragons and Exemplars of Wisdom, which further help to inspire their audience.

Rules

- Form: Weapon. Takes the form of any kind of musical instrument. You must be performing music with this item to use its magical properties.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: You must be dedicated to Wisdom to use this item. Once per day, while you are in an area consecrated to Wisdom, you may spend ten minutes of appropriate roleplaying that includes playing this musical instrument. Any listener who was in the area for the entire period recovers all hero points. You cannot use this ability if you are on a battlefield or in a similar stressful environment. A listener who has lost the ability to recover hero points overnight is not effected by this power.

- Materials: Crafting Goldwood Pipes requires 7 measures of ambergelt, 9 measures of beggar's lye, and 5 measures of dragonbone; It takes 1 month to make one of these items.

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Gone

Adapted for Empire by Aaron Walter. Score

Original by Ioanna Gika, from Snow White and the Huntsman.

Gone the brave and gone the best, Come the grave and eternal rest, O' pierce our hearts and dwell on within, Dead our family, dead our kin,

Gone the light and gone the flame, Come now peace and immortal name, A satin white cloak, and a polished black cart, Dead our brother/sister, dead our heart.

Gone the sun and gone the moon, Come the night and the morning's gloom, Whisper your prayers and toll on the bell, Sigh your sorrows, and weep farewell.

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Bolstering Bill (Redirected from Good Neighbour)

Description

The Marcher yeomen make use of these practical pole-arms in their fighting lines to help reduce casualties. A couple of soldiers armed with these weapons can provide speedy assistance to fellow warriors who have collapsed due to injuries, allowing them to move back out of the press under their own steam. A warrior armed with a bolstering bill may be a trained physician themselves, but more likely they are expected to keep fighting to cover the retreat of their comrade and keep the line solid.

The character of Bolstering Bill appears in a number of comic songs, stories and poems in various parts of the Empire as a simple yet well-meaning soldier-boy who helps his companions through any number of amusing or hair-raising scrapes with a combination of good humour, honest camaraderie and more than a little tough love. While these tales are generally accepted as being made up, the character of Bolstering Bill is sometimes mentioned as being an Exemplar of Loyalty

In Highguard and Wintermark especially, it is common for a pair of champions to fight side-by-side, each equipped with one of these weapons (and occasionally other similar items such as the Bondring). In this case, the weapon is generally called a brother's beacon (Highguard) or a brothers' bulwark (Wintermark), regardless of the genders of the warriors involved. In other nations one of these weapons may be called variously an indomitable hook or a good neighbour.

Rules

- Form: Weapon. Takes the form of a pole-arm.

- Requirement: You must have the weapon master skill to bond to this item.

- Effect: Once per day you may use stay with me as if you knew it without spending hero points while wielding this weapon.

- Materials: Crafting a bolstering bill requires seven ingots of weltsilver and six ingots of green iron. It takes one month to make one of these items.

“You've done me an immeasurable honour,” the exarch said. “You've done this whole Chapter an honour. Your impeccable service, your tireless devotion... these serve as a shining example for your comrades and for all of us.”

The sisters each bowed their head in humble acceptance of the exarch's praise. Both were resplendent in their armour, the articulated plates polished to a dazzling sheen that shone beneath the sun's warm glare. The warm wind plucked at the pennants that hung over the courtyard's expanse, dappling the gathered Chapter-folk beneath in dancing patches of shadow.

The exarch cleared his throat and carried on, projecting his voice as best he could across the assembly of his people. “With each of your victories, your virtues are made more clear. With each of your wise words to your fellows, you strengthen our whole chapter.”

He tucked one wisp of loose white hair back within his cowl, and nodded towards where the Magister waited, bearing two silk-swaddled lengths. “In turn, we wish to honour both of you. The loss of either of you would be a loss as grievous to any of us as that of our own children, a loss to this Chapter's very soul.”

Around the courtyard arose a quiet affirmation of the exarch's words. It wasn't a chant or a cheer, just dozens of good, true-hearted men and women speaking their own agreement with what was being said.

The younger sister was clearly feeling the emotion of the moment, but her Cataphract training kept her expression firm and humble. Her elder sibling, though, was sniffing back the tears, and the exarch gave her a warm smile of encouragement.

“More than that, your virtues are so widely known now that when others speak of our Chapter, they praise us for your work. As such, it would be churlish were we to show other Chapters that we ourselves did not honour your devoted efforts. Because of this, I have had two sister-weapons commissioned for your panoplies, armaments to bear with you on your duties. These two weapons share the same love that you have for one another, and that we have for you. With these in your grasp, no foe will take you from us or from each other.”

The Magister took his cue and strode forwards, struggling a little under the weight of his burden. The exarch took one at a time, drawing off the silk wrappings to reveal the patterned silver-and-green of the metal beneath; two fine glaives, brothers'-beacons wrought with skill and artifice. The sisters, solidly-built Cataphracts, accepted the weapons as he offered them with no heed for their weight.

The elder sister met his gaze, tears still bright in her eyes but matched by the smile upon her face. He'd never seen her so happy.

“Cataphract Jedidah, Cataphract Mehetabel, you are both examples that the rest of us would do well to follow. With these glaives, I ask only that you guard each other as you have guarded us, that we may never be robbed of your virtue by the Empire's foes."

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Good Walder

He raises up his gnarled old hand

And blesses all the friendly fields

Then raises up his gnarled old club

And beats the miser 'til he yields.

Contents

- 1 Virtue

- 2 Biography

- 3 Signs

- 4 Good Walder in Play

Virtue

Good Walder was recognised as a Paragon of Prosperity in the reign of the First Empress, during the period when a number of friars took a pilgrimage to Bastion and returned to build the first monasteries in Mitwold.

Biography

Good Walder exists primarily in stories. His tales have been told in the Marches since the foundation of the Empire, and many can be traced back to the first decades after their departure from Dawn. Today these stories are known throughout the Empire, often with a particular spin appropriate to the nation where they are told. As the stories of Good Walder spread through the early Empire, so the wealth of the Marches grew. Urizen historians suggest that this is coincidence - as the Empire was consolidated the markets for Marcher food expanded. On the other hand, some priests are equally adamant that as reverence for Good Walder and his lessons of virtuous reward spread far and wide, the fields of the virtuous began to return bumper crops. In the modern Empire, the image of a smiling man with a sack of fruit and corn, and fat money pouch, leaning on a stout cudgel, is a common symbol for Prosperity.

All the stories have common elements.

The stories agree that Good Walder was an itinerant Marcher with a profound connection to the virtue of Prosperity - even before the virtue was recognised by the formation of the Imperial Synod. Accounts vary as to the nature of this bluff, good natured traveler. In some stories he is a traveling merchant or peddlar, in others he is a pilgrim seeking spiritual truth, in yet others he is simply a restless man prone to hearing the siren call of the road and the horizon.

Most stories follow a similar pattern. Good Walder comes upon a village - usually either during the early Spring planting, or in Autumn before the harvest is due to be gathered - and speaks to the residents. Sometimes he comes in the guise of a traveling labourer, looking for work. If he judges these people to be good and virtuous, their fields flourish, their labours succeed and they know health and happiness. If he finds them small-hearted and miserly, a misfortune befalls them that exposes their laziness or greed, often at the hands of Good Walder himself - and his oaken club.

In earlier tales especially, Walder presents himself to a village as a stranger, usually a mendicant or peddler looking to exchange labour for food and a night's lodgings. If he finds folk who are willing to offer work and share their prosperity with an outsider, he leaves behind gifts when he departs. Later stories can be identified as those in which the village folk already know of the legend of Good Walder and are therefore encouraged to demonstrate their virtue either for virtue's sake or for fear or the consequences.

There is almost always one character in each of these stories who mistreats the stranger either by demonstrating miserliness or meanness of character, by tricking Walder, by trying to steal from him. Worst are those who take advantage of his hard work and then refusing to feed and lodge him - denying him the reward earned by his hard work. In most tales, Good Walder takes the matter into his own hands and the unvirtuous are thoroughly beaten with Walder's oaken club. Despite his apparently innocuous appearance, he is described as having supernatural strength and paranormal prowess with his cudgel, arising as a result of his virtuous commitment to Prosperity.

Some variants often have these characters suffer mishaps which lead to their penury and ruin and place them at the mercy of the virtuous among their fellows, rather than being punished directly by Good Walder. These later stories fall in and out of favour - they are sometimes criticized for suggesting that some nebulous concept of Virtue or universal fairness, rather than the actions of men and women, punish the wicked and exalt the virtuous. Others point out that the bounteous harvests that reward those who recognise hard work and the importance of rewards being shared by all who have earned them (and the misfortunes suffered by the wicked), are miraculous rather than heretical.

There are also a few darkly comedic tales in which Good Walder chastises those who try to offer him charity. He rarely uses his club to do so, and the most common (especially popular in the Brass Coast and League) revolve around a disguised Good Walder accepting the charity and then refusing to move on, becoming increasingly indolent and demanding until the charitable soul sees the folly of giving unearned rewards to the undeserving.

While Good Walder is usually presented as a human man, there are a few variants in which Good Walder is presented as female. Scholars suggest that these stories likely represent a different individual whose tales were accidentally combined with those of Good Walder - indeed an analysis of the earliest stories reveals key elements that suggest that this version of Good Walder is actually a Navarr broker.

There is also one story, not held to be canonical, where Good Walder arrives at a village appearing to be of briar lineage and punishes the residents for their lack of hospitality - refusing to allow him to work in their fields. This story is considered borderline heretical, and those who tell it are considered suspect especially in the wake of the Freedom Heresy.

Amongst the fields and meadows,

Down the shady lanes of spring,

Comes a walking old Good Walder,

Prosperity for to bring.

When I found him by my village,

Sat on't ground beneath a tree.

He was quietly contemplating

The activities of a bee.

The little creature moved about

Through the blossoms of the tree,

Never halting, never ceasing,

Gath'ring nectar for his fee.

I took a seat beside him

And I said "good day to thee."

He smiled and he nodded,

And he pointed to the bee.

"See him work his little wings off,"

"For to prosper kin and tree."

"He'll get his fair portion mind,"

"That's the way of things, you see?"

I nodded and I asked him,

"Will you join me at the plough?"

He nodded and we stood and

Worked the day through, and how.

That night we took him in

Fed and watered him as we

An'so he had his portion

Just like the little bee.

As harvest came upon us,

Down the lane Walder had gone.

But the crops were full and bounteous,

Our prosperity was won.Walder, Highborn poem from First Century YE

Signs

The Assembly of Prosperity cited the following signs as proof that Good Walder was a paragon.

- There is no doubt that Good Walder is a virtuous Inspiration. He teaches that hard work deserves reward, and that all those who take part in the work deserve a share of the rewards. Likewise, he demonstrates that the lazy and the greedy merit punishment, and these two tenets are seen as central parts of the Imperial understanding of Prosperity underlining both "The Prosperous are not selfish; all that is worthwhile is shared with those who deserve it." and "Despise ... those who take without giving."

- The travels of Good Walder from village to village, rewarding the virtuous and punishing the wicked, are held as a spiritual Pilgrimage' of Prosperity that culminates in his visit to Bastion - although there are few reliable reports of Good Walder's activities outside the Marches they do exist.

- Both the encouragement to share rewards equally with all who have worked for them, and the swelling of harvests which accompany Walder's visits to the virtuous, are a recognised sign of the Paragon's Benevolence'.

- Walder's punishment of those who thieve and hoard often result in those people seeing the error of their ways (after a deserved and thorough beating) and thus they provide Salvation' to those unvirtuous individuals.

- Several priests of Prosperity to carry an oaken club, in recognition of the weapon associated with Good Walder that is his Legacy'. What was believed to be his original club - a stout shillelagh that delivered punishing blows to the undeserving and the greedy - is currently unaccounted for; it disappeared in 142YE along with Naeve Farwatcher, the Navarr Cardinal of Prosperity at the time, who is believed to have lost her life to brigands somewhere in southern Kallavesa.

- Good Walder's presence swells harvests for the virtuous, and brings misfortune to the wicked in a fashion widely held to be Miraculous'. There are also stories of other supernatural rewards bestowed by Good Walder - in some tales he also cures an illness or debilitation for those who treat him fairly.

- There have been no recorded visions of Walder's life through his own eyes. Several stories end with a suggestion that after a particularly important lesson, Good Walder takes a secret road "out of the world, where he walks still" which seems to be a metaphor for some sort of bodily ascension. Either way, the sign of Liberation' is assigned to him,

Good Walder in Play

At his core, Good Walder teaches the importance of hard work, but also the importance of ensuring the deserving receive the rewards for that hard work. Stories of Good Walder sometimes have a scurrilous undercurrent - they include suspicion of "bosses" who employ others and do not give them fair wages. There are several more modern stories that are thinly veiled criticiques of the League and Dawn where a privileged few can sometimes be seen as exploiting those who work for, rather than alongside, their leaders. As such his stories are told less often in these nations - and in Urizen where the basic concepts of agricultural labour for fair payment are somewhat alien to the national mentality.

While Good Walder is most popular in the Marches he is known and respected throughout the Empire. It is common to hear a story with obvious Marcher roots re-imagined to make it more relevant to people of another nation. Some of these stories focus less on the importance of rewarding hard work, and more on the importance of concepts of hospitality - especially in Wintermark, Varushka, and the Brass Coast. The latter often involve the itinerant Good Walder earning a place at a family table with hard work, during which he provides a valuable piece of gossip or wisdom that leads to profit for the family who has welcomed him.

Three significant orders have been dedicated to the legacy of Good Walder in the course of Imperial History. Sodalities that take Good Walder as a patron generally cooperate with one another, focusing their attention on encouraging Prosperity, hard work, and recognition of deserved rewards rather than on rivalry with each other. They tend to have very loose organisation, even for religious sodalities, and these orders lack any complex hierarchies - one becomes a member by taking part in the behaviour promoted by the sodality and eventually being recognised by other members.

The Fellows of the Stout Stick focus principally on dishing out punishments - direct or otherwise - to those who are deemed undeserving. Testimony, and the occasional Excommunication, are seen as valuable tools in their arsenal. They are also quick to employ traditional Marcher practices of rough music and shunning, and the Imperial Synod power of Condemnation to expose the lazy, the miserly, and those who steal the hard work of others. Their common symbol is a stout cudgel.

The Order of the Sack by contrast see a sacred responsibility in ensuring the good deeds of the virtuous are recognised and rewarded. They use skills such as Testimony, Hallow, Anointing, and Consecration, though use of the Synod power of Rewarding is also opopular for obvious reasons. Another method of recognition and reward - especially popular among Wintermark and Dawnish adherents - is the creation and performance of songs or stories that praise prosperous deeds. Some members are also magicians - they may supplement either or both of these methods with ritual enchantments. Their common symbol is a sack overflowing with fruit, vegetables, and coins.

The Virtuous List tended to be more scholarly and are fewer in number than the other two sodalities. These dedicated priests are primarily responsible for testing the faithful to determine their virtue through observation, gathering evidence, and guile. Of the three guile is the most popular - turning up in a village as a stranger and seeing how one is treated, much as Good Walder once did. The Virtuous Lists were vastly reduced in number in the years following the reign of Emperor Nicovar and have never really recovered - some point to opposition from the Vigilance assembly as a key factor in the decline of the Virtuous List.

Highborn poem by Oliver Godby

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Good apples

"Mam! Mam! Did you hear the news?" Tom Brewer ducked his dandelion of a head under the low beam as he barrelled into the taproom without so much as a good-evening. Heads turned - not too far, you understand. The Brewer lad had been a loud one since he was whelped. The good folk of Underhey were accustomed.

"News, is it?" Hetty Brewer gave her eldest a glance that never had shut him up and never yet would, and it didn't that evening either.

"Aye, Mam. From Anvil. They say Walder's back. Good Walder. O-or his shade, like. A real live ghost, they say."

"That so?" The grey-haired lady jerked her pointed chin towards the kitchen. "There's washing up for you."

He bridled at this clear and evident abuse of parental authority. "But... but. A ghost they say. Walked plain as brass into camp and asked who'd got the Virtue to do as Walder ought, a-and-"

"Aye, and he's doing washing up in back." Tom wasn't looking to see the gleam in his mother's eye, but he caught the chuckle that ran around the taproom easy enough, and his ears burned. "Said he was travelling, headed up to the Golden Downs, to Hay. Came in and asked for a pint of best and a seat at board, and I asked him how he was looking to pay for that. So he's in back now doing your job for you."

"Pride's a Virtue, mother, there's no call to mock." Tom drew himself up, or as far up as the ceiling allowed: lad was growing tall as a weed. "The man who's taken up Walder's way, they call him Tom like you called me, Tom of Mitwold the way I'm Tom of Upwold, and his tale's being told through the Marches even as it is written. And thus it shall inspire-"

"It shall inspire you to do the washing up, my lad." Hetty fixed the boy with a level gaze. "Or did you hear naught of what he was saying, while you learned all of who he was?"

Before the blush could creep from his ears to his face, Tom fled with all the injured dignity his sixteen years could muster.

And stopped dead in his tracks. Because there was indeed a man in back. Thickset and bearded, the sleeves of his plain brown tunic rolled up, suds to his elbows, his back to the door.

And just for a moment, Tom fancied that he could see the washing-up bowl straight through the fellow as he caught the dishcloth.

Contents

- 1 Overview

- 2 The Old Stand of Trees

- 2.1 Good Walder's Stand

- 2.2 Good Walder's Orchard

- 2.3 Good Walder's Tomb

- 3 The Marches and Prosperity

Overview

The tale of Good Walder is one that many folk who follow the path of prosperity know well. Bane of the miser, scourge of those who can but won't, open-handed and great-hearted, the bedrock of the virtue of Prosperity, and to those few who venerate him the foundation of the most worthwhile parts of the Empire. But it's not a name that is often spoken of, unless you're one of the enthusiasts that strives to emulate the paragon. But paragon Walder is one of the oldest legends of the Way: his lessons were taught in the Marches and his stories told in Wintermark from long before there was an Empire. Today his lessons are preached in Highguard, and his warnings about the value of good hospitality appreciated as far afield as Varushka and the Brass Coast.

But just recently there has been a strange rumour - that Good Walder - or his ghost perhaps - or maybe just someone very like his ghost - walked into the Marcher camp at Anvil and bold as brass asked for someone to come and do Walder's work. It can't actually have been Good Walder - that's not possible - the whole point of being a paragon is that you pass on to who knows where never to return. But someone - Tom of Somewhere - was doing Walders work perhaps. There was a judgement passed by the Marcher Assembly...

The Marcher Assembly requests 15 mana and 5 Dragonbone from the Sevenfold Path vaults, to pursue Good Walder’s inspiration of rewarding the deserving. You may view this true spiritual inspiration in the spontaneous true aura upon Bastard Tom of Stoke.

Marcher Assembly, Martin Orchard, Spring Equinox 382YE, Upheld 80 - 0, Greater Majority

...and so of course now there are rumours flying about it everywhere.

It is the nature of rumours that they further they spread, the more they grow. So now in half a dozen places across Mitwold and Upwold, and the odd place in Bregasland, and even a couple of pubs in the Mourn - they're reminding all and sundry who came past of their village's part in Walder's story. Half a dozen ancient Marcher apple trees on half a dozen lonely hills have been festooned with ribbons, as their congregation decides that this or that local legend means that this is the grave of Good Walder. Nothing unusual, and nothing un-Prosperous, about any of this.

And maybe, just maybe, there is something more to all these rumours.

The Old Stand of Trees

In the Golden Downs, just south of the town of Hay in Mitwold, near the Mourn border, there's an old stand of trees, mostly apples. There's been a local legend, an old story, an old mummers' tale, that maybe the biggest and oldest apple tree of the lot of them marks the grave of Good Walder. Certainly the local friars, have always claimed it was though to be fair dozens of villages across the Marches have a stand of trees that allegedly marks the grave of the paragon.

But there is something unusual about this copse. The old tree at the heart of the copse has never given many apples, but the ones that do ripen are said to taste like none other. Good hearty Marcher apples, the best you ever did taste, for all that they're so few in number.

But this autumn, that old tree is groaning with fruit, and so are its neighbours. That whole copse, every apple tree in it: it's like the place has been painted with gold. And so inevitably - with all the rumours of Good Walder flying around - local folk have taken to calling it a miracle.

The friars of Hay plan to make representation to the nation at the coming Autumn summit. If that's a miracle - and they say that it is - then it's a miracle of Prosperity. And that means it's time to roll their sleeves up.

Good Walder's Stand

- Creating a suitable folly would allow the appointment of a custodian who could harvest the apples

- The folly would require 5 wains of white granite and 10 crowns

The friars propose to create a simple shrine on the hill. If someone was appointed to keep the shrine, they could clear the undergrowth, tend the grave, and see to any pilgrims that might be coming by. Such a work would require a commission as a folly and need five wains of white granite and ten crowns but a single senate motion could commission the shrine and create the title of Keeper of Good Walder's Grave.

The Keeper need receive no official stipend for their elbow-grease, but if the friars are right, and there is something special about those apples, then whatever it is would be the Keeper's to do with as they will.

Good Walder's Orchard

- A larger commission would provide votes and liao in addition to the apples

Of course the Marchers may decide that a mere folly is insufficient to mark the site of a genuine miracle of Good Walder. If the Imperial Senate - or a Bearer of an Imperial Wayleave - opted to construct a suitable shrine then it would be easy to design a sinecure, larger and potentially more productive than any folly. Twenty wains of white granite would be a decent size - producing nine liao and eighteen votes in the Synod - but it could be as large as the followers of prosperity choose to make it.

The shrine would offer support and hospitality to pilgrims visiting the orchard and that would ensure that the Keeper of Good Walder's Grave received the benefits of the sinecure in addition to any apples that blossomed.

The Chantry of the Silver Skull are pleased to announce that the Prosperity of the Empire was greatly demonstrated during this year’s miser-smiting festival. Young citizens aged sixteen or under are encouraged to apply to the ‘Young Benefactors fund” for the provision of: 13 Thrones, 2 Crowns, 12 rings, a selection of herbs & potions, 5 Artisan’s Oils, 6 Mana crystals, 12 Liao, 3 Ambergelt, 1 Wain of mithril.

Tova of the Chantry, Statement of Principle, Prosperity Assembly, Spring Equinox 382YE

Good Walder's Tomb

- Good Walder has no inspirational tomb

At present Good Walder has no inspirational tomb and their grave is unknown. In place of the above options - or as well as one of them - the site could be turned into an inspirational tomb. It would require a dose of true liao, but if a citizen was given access to that then the tree and/or any shrine could be permanently consecrated to the name of Good Walder.

The Marches and Prosperity

The friars have politely requested that whatever title might or might not get created, it should be the Marcher assembly, or at a stretch the Prosperity assembly, that gets to appoint it. While Walder is beloved in the Marches, his inspiration and legacy stretches far beyond Mitwold - his lessons of rewarding the virtuous and smiting misers and wastrels are relished in almost every Imperial nation.

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Good faith

Overview

Despite the breakdown of negotiations between the Empire and the Grendel, a few still hold out hope that the Grendel will honour their promise to release the children they took hostage regardless of the outcome. Their hopes dim on the news of the Grendel assault on the The Fist, but they are finally shattered when word comes from the Grendel. Copies of the same letter are received by Navarr couriers and from there delivered to senators and other notable citizens of the Empire. It appears the Grendel have dropped their pretence of wanting peace.

Citizens of the Empire.

Twice now we have come to you in good faith, twice you have paid us with a chest filled with lies.

For decades the murderers that you pass off as merchants have preyed on our ships, plundering our cargo and slaughtering our people. At the Winter Solstice we came to you with an offer of peace, a restoration of land to the Empire in return for your people giving up piracy and theft. We negotiated in good faith and secured agreement - but every season that followed your dogs continued to foul our waters with their presence.

We are a civilized people with no wish for war on the Bay of Catazar. When it became clear that you had not kept your word, we tried again. This time with a show of sufficient force to make you understand that though we want peace, we are prepared for war if you are so determined.

Again we negotiated in good faith. A treaty was agreed to be put to your Senate. We waited to see if your representative had negotiated in good faith, but the only response from your Empire was steel. Clearly your own words mean nothing to you barbarians; lies stream from your lips like the drool of a rabid dog.

So be it. You insist on angering me, so rejoice now at your success. You demands for war will be met, your demands for the release of your children will not. Their freedom is the price you have paid; because you wanted this war more than you wanted their return. They will work the salt until they have paid for everything you have stolen from us.

Our people believe in the virtue of Fidelity, the need to treat honestly with others, to stand behind your words and own them. When you have learned how to move your lips without lying we will talk again.

High Lady Suriad, Salt Lord of Dubhtraig, Head of the Council of Attar, Monarch of Sea and Sky.

Significance

It seems that despite the assurances given to Bridget Talbot at the Summer Solstice, the Grendel have opted not to return the captured hostages. For all their boasts to be civilized people those who know the Grendel claim that the threat to have them work the salt is a Grendel euphemism for a short and brutal life of slavery in the Grendel salt mines. Any hope of recovering them is lost, once the Grendel transfer their captives to Attar, so far beyond the Empire's reach.

That said, the fact that they are willing to spite the Empire for a few hundred lives is an indication of just how furious the Grendel are. Furious and perhaps just a little bit surprised. It seems impossible to believe this is how they hoped their negotiations with the Empire would play out.

Resolution

The Imperial Senate has voted to invite a Grendel delegation to visit Anvil during the Winter Solstice "to discuss terms by which the war between The Grendel and the Empire can cease."

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Gralm

Contents

- 1 The Crossroads, Rune of Destiny

- 1.1 Using Gralm in magic

- 1.2 Crafting with Gralm

- 1.3 For Machine Embroidery

The Crossroads, Rune of Destiny

Gralm is the mystic counterpart of Ull the rune of chance. Unlike many other runes it does not have an association with one of the realms of magic. An esoteric rune, it avoids simple classification. In conjunction with Ull, it represents the concept of skein. It represents choices, and the ability to make the vital choices that ultimately define the destiny of the individual.

The Rune of the Crossroads represents the key decisions that define a life, the decisions where a refusal to make a choice is still a decision. It recognises that while a person does not have control over the universe, or the situations it throws at them, they have ultimate control over their own decisions. It is sometimes called the Hero Rune as a consequence, and an individual whose choices have wide-reaching consequences is often said to have walked the road of Gralm.

Some mystics use the rune of destiny to represent the labyrinth of ages. These mystics claim that death is the ultimate destiny of all mortals, but the labyrinth represents an ultimate choice. These mystics claim that the soul chooses what form to be reborn in. Some even go so far as to claim that the labyrinth is in fact the mortal world, and that the path the individual traces through that world is the true purpose of existence.

Using Gralm in magic

Gralm is rarely used in magic; it is most commonly used in enchantments designed to empower an individual with great power.

Crafting with Gralm

Gralm is often worked into items that provide heroic abilities, and may be evoked with the empower incantation,

The paths fork and divide. With each step you take through the labyrinth, you make a choice; and every choice determines future paths. However, at the end of a lifetime of walking you might look back, and see only one path stretching out behind you; or look ahead, and see only darkness.

For Machine Embroidery

Here is a digitized version of Gralm in .jef format, suitable for a 7x5 hoop. File:RuneGralm.jef

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

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Grandmaster

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Guiding the Conclave

- 3.2 Veil of Night

- 3.3 Funding the Order

- 3.4 Power of Precedence

- 4 Stipend

- 5 Appointment

- 5.1 Hustings

Overview

Grandmaster is an Imperial title bestowed upon a magician who is a member of a Conclave order. Each order is represented by a single grandmaster, which means that at this time there are seven grandmasters.

Grandmaster is a political title closely involved with the running of the Conclave. Grandmasters encourage members of their order to participate in Conclave affairs, and represent their order during a Conclave session. Most grandmasters also work to maintain cohesion within their order and to encourage members to pursue and advance the manifesto of the order. A strong grandmaster can organise the magicians that are part of their order and help them wield political and magical power throughout the Empire.

Responsibilities

Each grandmaster is responsible for supporting the manifesto, advancing the goals, and representing the members of their Conclave order. They receive numerous political powers to allow them to do so. Their responsibility is to their order first, to the Imperial Conclave second, and to the Empire as a whole third.

The grandmaster is also responsible for overseeing the distribution and use of the resources made available to their order. Each order receives a share of the mana from the font, and it is the responsibility of the grandmaster to ensure that the mana they receive on behalf of their order is used in pursuit of their order's goals. Grandmasters have been removed, and in extreme cases excommunicated for engaging in too much brazen corruption at the expense of their order.

Powers

Each grandmaster position is an Imperial title in the Conclave.

Guiding the Conclave

Once per summit, each grandmaster has the ability to add a single declaration to the agenda of a Conclave session without spending crystal mana. They follow all other rules and guidelines for submitting an article for the Conclave agenda (it must be in advance, with the assistance of a civil servant, and they are responsible for any presentation).

Veil of Night

Once per summit, when they submit a declaration to the Conclave agenda, a grandmaster can choose to invoke the veil of night. If they do so, they are not required to reveal any detail of a declaration: it is recorded simply as "The Grandmaster of (Order) presents a declaration under the veil of night."

Total Money Spent

Production

15 Crowns

12 crystal mana

35 Crowns

24 crystal mana

60 Crowns

36 crystal mana

90 Crowns

48 crystal mana

125 Crowns

60 crystal mana

Funding the Order

The grandmaster has the ability to spend money to buy crystal mana for their order's vault. A grandmaster can spend money each season as if they controlled a ministry. The civil service uses the money spent in this manner to buy directly from other Imperial citizens who have access to crystal mana, and provides it to the grandmaster along with their share of the fount at the start of the next summit.

At the start of each summit, the grandmaster receives a share of the mana in the fount as determined by precedence, along with a share of ilium and any bequests made to their order (such as Materials or vis). The grandmaster is the sole arbiter of how these resources are used, within the remit of their responsibilities.

Power of Precedence

During a Conclave session the ability to speak before the Conclave - to address the assembly - is controlled by the grandmasters. After the presentation of an agenda item is complete, the grandmaster nominate volunteers to speak on the topic being discussed, in order determined by the Principle of Precedence.

Stipend

During the Winter Solstice 380YE, the Imperial Senate voted to grant the grandmasters a stipend to assist in the purchase of crystal mana. The amount of the stipend was, however, set to 0 crowns. A motion to increase the stipend during the Spring Equinox 382YE was defeated. Each grandmaster technically receives a stipend from the treasury, but gets no money for it.

Appointment

Each grandmaster is selected by full members of their Conclave order. Only a member of the order can present themselves for the title, and only a member of the order can vote in a grandmaster election. The candidate who gains the most votes from the members of their order receives the title of grandmaster. Once a magician has been eligible to vote in a grandmaster election they cannot vote in the election of the grandmaster of a different order until a year has passed.

A grandmaster serves for a year, until a challenge forces their re-election, until they die or step down, or until the start of the next election.

A grandmaster cannot be revoked by any chamber of the Imperial Synod. However, the members of an order may challenge the grandmaster and trigger a new election.

The schedule for annual appointment is:

- Spring - Golden Pyramid and Sevenfold Path

- Summer - Unfettered Mind

- Autumn - Shuttered Lantern and Silver Chalice

- Winter - Celestial Arch and Rod and Shield

Hustings

At an event where a grandmaster is to be re-elected, the civil service organises hustings immediately prior to a Conclave session usually on the Saturday evening. The Hall of Worlds is ceded to the order in question, and they have an allotted period of time (around half an hour) to decide their grandmaster. While members of other orders (and priests exercising the right of witness) can attend the meeting they cannot speak, and the civil service will exclude anyone who attempts to interrupt the proceedings.

Each candidate receives a minute to state their case, but may spend crystal mana to make a longer speech if they require (at the rate of one crystal mana per minute as usual). Each magician who is a full member of the order may then cast one vote. The candidate who receives the largest number of votes gains the title of Grandmaster of the order.

Crystal mana paid during hustings is not added to the font, but is instead placed directly into the order's vault at the next summit.

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Granger of the Golden Orchard

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounty of Mana

- 4 Appointment

- 5 The Golden Orchards of Miaren

Overview

The Golden Orchards of Miaren was commissioned by a motion of the Imperial Senate in Winter 379YE by Caerwyn Summercrow, Senator for Therunin. Construction of the Golden Orchards of Miaren was completed shortly before the 380YE Autumn Equinox.

The position of Granger is a sinecure, requiring minimal responsibility but offering a regular income of crystal mana.

Responsibilities

The Granger of the Golden Orchards has no particular responsibilities; they simply receive a bounty of crystal mana from the Golden Orchards in Miaren. If the Golden Orchards were to be threatened in any way, it would be the responsibility of the Granger to deal with those threats.

Powers

Bounty of Mana

The Granger of the Golden Orchard gains custodianship of a sinecure. They receive an income of 9 crystal mana each season.

Appointment

The Granger of the Golden Orchard is appointed by unanimous decision of the Navarr senators. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by a Navarr citizen. The Granger has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Navarr National Assembly, and by the Assembly of the Nine.

The Golden Orchards of Miaren

From a distance the Serenael orchard looks home to normal apple trees, with golden fruit hanging from their branches.

However when one draws closer, its arcane nature becomes clear. At the centre of the orchard, surrounded by beautiful apple trees, lies a single great weirwood tree, coiled around by massive briars and thorns. These are treacherous to climb, tearing clothes and skin in equal measure. The attendants of the Orchard receive training such that they are able to safely wend their way through the branches to pluck the mana crystals from the tree.

The crystal mana forms where the thorns of the surrounding brambles pierce the bark of the underlying tree. The sap weeps at these points and, with the aid of appropriate techniques, solidifies and crystallises to form a piece of mana.

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Granites of Veltsgorsk

Contents

- 1 Overview

- 2 The Resource

- 3 The Bourse Seat

- 3.1 Responsibilities

- 3.2 Powers

- 3.2.1 Seat on the Bourse

- 3.2.2 Bounty of white granite

- 3.3 Appointment

Overview

The Granites of Veltsgorks are found deep in the mountains of Brez, in the Varushkan territory of Volodmartz. Custodianship of the Granites of Veltsgorsk grants an Imperial title; a seat on the Imperial Bourse; and a seasonal bounty of valuable white granite.

The Resource

In the mountatins of Brez lie the open mines of Veltsgorsk. The white granite that comes from these mines is sometimes streaked with pink quartz - storytellers claim it is steeped in the blood of all those who have died fighting over Volodmartz in the past, and will help give life to nearby vegetation as a result. This makes it a popular choice among those Varushkans responsible for tending forest groves - as well as with many Navarr. Indeed, control of the quarry is assigned by Varushkan forest owners; it is standard practice for them to sell their votes to potential candidates in return for an agreed share of the white granite over the coming year.

The workers of Veltsgorsk are a tough-minded, hardy breed, almost as hard as the granite that they mine. They mine the granite in big blocks, seeming to saw along the ground, before hammering in wedges that will break the granite into a neat, rectangular block. So practiced are they that each block needs hardly any dressing before it is ready to be stacked. Once broken from the mine, each block is raised by a team of workers, all of them aware that what they are raising is a block of pink granite easily large enough to crush them to death were any of them to fail in lifting correctly.

It is common practice for the quarry overseers to engage a storyteller to work alongside the labourers, calling out tales of the Varushkan heroes whose blood is said the suffuse the granite. As each block is raised, the cry of "Remember!" will reverberate around the mountains, shouted by both storyteller and worker alike. While some overseers have seen the practice as being a waste of money, and a distraction for the workers, stories claim that whenever a storyteller is not engaged, accidents among the workforce increase tenfold. At least one volhov who has visited the quarry claims that the presence of the storyteller, and the reverence for the past, is not mere superstition but actually helps to propitiate some (potentially) malign force associated with the quarry.

The Bourse Seat

Responsibilities

The Seat has no particular responsibilities; they simply receive a bounty of white granite which is theirs to do with as they will. If the Granites of Veltsgorsk were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to the Granites of Veltsgorsk, the Seat would expect to be consulted as to how that opportunity might be resolved.

Powers

Seat on the Bourse

Custodianship of the Granites of Veltsgorsk comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of white granite

The Seat has control of a source of white granite and receives Bourse certificates to represent that control. They can dispense this resource as they choose. Production is 26 Imperial wains of white granite every season.

Appointment

As with all white granite Bourse seats, the holder of the title is determined during the Summer Solstice. It is assigned to whichever Varushkan candidate receives the most support from Varushkan owners of forest resources. Votes are recorded in private in conjunction with the civil servants who support the Bourse.

Custodianship of the Granites of Veltsgorsk is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be revoked by the Imperial Synod.

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Grant permission to contact Jotun

Grant permission to the Military Council to contact the Jotun, to agree Terms of Engagement for the resumption of conflict after the expiry of the ceasefire.

Proposed by Semmerholm, seconded by Segura

Overview

- The Senate has chosen to abrogate the Jotun ceasefire.

- The ritual Call Winged Messenger can be used to send a letter to anyone whose name and physical location is known to the caster

- Passed in principle

Date

- Summer 379YE

Cost

- Call Winged Messenger is an Autumn ritual of sixth magnitude; a coven who has mastered the ritual can perform it for 3 crystal mana per casting

Progress

- Unknown

Campaign Outcome

- Unknown

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Gravedigger's Vest

Description

A leather boss, usually hung on the chest, often forms the centre-piece for this suit of mage armour; matching vambraces and belt usually complete the set. When the armour is made of metal, it is most often of green iron alloyed with silver and set with pale-coloured crystals. Not many magicians are able to unlock the power of the gravedigger's vest, but those who can are able to draw on fading spiritual energies to revitalise themselves when they are at death's door. In parts of Highguard it is sometimes called a gatekeeper's vest or more rarely a hesitant threshold, both referencing the idea of death as a door through which the spirit passes to enter the labyrinth,

Orc warcasters are among those who make the most use of the gravedigger's vest, and those who do so have reported many times that the voices of their ancestors especially clearly.

Wearers often speak of a sensation of being watched in the hours after they use the power of the gravedigger's vest, especially after dark and most especially when they are in places associated with death such as mausoleums, graveyards, cemeteries and (of course) the Highborn Necropolis. They rarely report any feelings of threat or danger, only the feeling of something or someone paying attention to them. Quite a few of those who talk about these feelings actually find the experience reassuring, and have a number of theories about what it is that watches and what it may imply about death; they usually keep these theories to themselves.

Rules

- Form: Armour. Takes the form of a suit of mage armour.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: When you use the unstoppable skill you regain up to 5 lost hits.

- Materials: Crafting a gravedigger's vest requires five measures of iridescent gloaming, ten measures of ambergelt, seven ingots of green iron, seven ingots of weltsilver, and seven measures of beggar's lye. It takes one month to make one of these items.

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Great Forest Orcs

Contents

- 1 Overview

- 2 History

- 3 Recent History

- 4 Culture and Customs

- 4.1 Politics

- 4.2 Religion

- 4.3 Military

- 4.4 Magic

- 4.5 Masters of Weirwood

- 4.6 Herb Lore

- 5 The Briars

- 6 The Great Forest Orcs in Play

- 7 Further Reading

- 7.1 Winds of Fortune

Overview

This tribe, called variously the orcs of the Great Forest, the Great Forest tribe, the orcs of Peytaht, and the Barrens orcs, this tribe are native to the western Barrens. They claim that their cultural heritage stretches back centuries - they claim to have ancestors that roamed the forests of what are now Therunin, the Barrens, Brocéliande, and Highguard long before the Terunael placed one stone upon another to begin their cities. Whatever the truth of these claims, in recent times they have laboured under the yoke of the Druj, forced to serve and fight for their wicked masters for many years.

History

According to the orcs, the Great Forest of Peytaht that covers the western Barrens and northern Reikos once covered much of the area now occupied by the Empire as well reaching as far north as the mountains of Otkodov, and as far west as the kingdoms of the Jotun. They claim that their ancestors lived throughout the forest, long before the first humans came and began to cut the trees down. Regardless of the truth of these claims the Great Forest is today very much reduced - as is the tribe.

For the last five hundred years or so, the Great Forest orcs lived in the Barrens, claiming the Heart of Peytaht itself of course, but also the Untrod Groves and the Bleaks. They lived alongside the other independent tribes - the Black Wind, the Vendarri, and others whose names have been lost to history. From time to time they fought among themselves, against the Druj, and against the people of Dawn and Navarr.

Their freedom came to a decisive end a little over a century ago when the Druj pushed into the Barrens and conquered the territory. Most were enslaved, but some of the orcs fled west into Brocéliande, living as bandits in Boar's Dell and Elerael. There are a few rumours of relatively peaceful trade between the barbarian settlements and some of the steadings but they largely avoided the Navarr. Those living in Elerael were brutally suppressed when the Druj pushed into that region following their invasion of Reikos, but the orcs in the northern part of the territory lived in relative peace until 378YE.

Their enslavement and exile came to an end in Winter 377YE when an Imperial force ambushed and slaughtered the Druj leaders in the Barrens. This triggered an armed revolt among the subject tribes lead by the Great Forest and the Black Wind. The rebellious orcs engaged in a campaign of slaughter against every Druj enclave they could find. Druj prisoners were generally hung from the nearest branch capable of holding their weight, leading to horrifying encounters with literally dozens of dead orcs hanging from hempen nooses wherever the two orc factions clashed. They appeared unconcerned with the Dawnish citizens in Dawnguard, but once the Druj were dealt with their attention turned to relations with the Empire.

Throughout 378YE, the orc settlers from the Barrens retreated out of Brocéliande, leaving their makeshift camps to fall into disuse or be overrun by vallornspawn. Then, during the Spring Equinox 379YE, the Imperial Senate passed a motion declaring the three orc tribes in the Barrens to be foreigners, rather than barbarians. This meant - among other things - that while the orcs of the Barrens are recognised as foreigners, any invasion of their lands by Imperial troops would be a criminal offence. During Summer of the same year, a delegation of indigenous orcs came to Anvil, with the assistance of the Navarr of Brocéliande. They engaged in extensive diplomacy and negotiation in pursuit of a treaty between the Empire and their nascent nation. However the negotiations failed when the treaty was rejected by the Senate.

In Autumn 379YE, the Great Forest orcs were part of a larger force that attempted to claim Dawnguard from the Dawnish. This sparked months of bitter fighting in the Barrens, leading to a counterattack that pushed the indigenous orcs back.

Shortly after the Summer Solstice 380YE, the Druj returned, in force, pushing into the Barrens. The entire Great Forest orc tribe fled south and sought sanctuary in Therunin. A little over two thousand warriors, along with what appeared to be the majority of the tribe's civilians, emerged from Hope's Rest into the Tarn Valley. They came in response to the invitation of the Navarr, supported by the Imperial Senate. Met by representatives of the steadings and stridings of Therunin, a great camp was raised in the Lower Tarn Valley.

Recent History

When they arrived in Therunin, the Great Forest orcs brought many supplies and possessions with them, but they had a number of needs that could not be met without the opportunity to create a permanent settlement. They immediately requested that a region of the northern forest be ceded to them, a place where their tribal laws hold sway rather than the law of the Empire. While this region would be the centre of their habitation, they would not force any Navarr to leave the area - provided they were comfortable living alongside the Great Forest orcs, did not interfere with the customs and traditions of the Great Forest, and respected their right to ignore "the Imperial ancestors".

This request caused significant problems for the Constitutional Court, climaxing in an inquisition of three of the members when the initial treaty was rejected during scrutiny. In the face of growing frustration from both orcs and Navarr - with the Great Forest orcs making preparations to "leave" and head south toward some unknown destination - a great deal of diplomacy and political manoeuvring was required.

The negotiations regarding a place to live continued through most of 380YE, culminating eventually in an acceptable peace treaty. The Empire were prepared to allow the tribe to dwell within Therunin provided that they are willing to help defend it - but they would not cede a region the ancient forest. The orcs were clearly disappointed by the outcome, but their mood was one of resignation rather than anger. They seemed to accept that in the end they simply asked for too much and offered too little.

Culture and Customs

The Great Forest orcs are friendly, but keep to themselves. Citizens of Therunin, especially brokers, have had the most success in dealing with them. Even so, they have only been able to glean a small amont of information about Great Forest orc culture and customs.

Politics

The Great Forest orcs are lead by a chief, advised by a council. The current chief is young, but is well advised by a council made up of older and more experienced orcs. They have repeatedly avowed they have no interest in being absorbed by either the Navarr, or the Imperial orcs. The Great Forest orcs have made clear from the start that they wish to return to their homes in the Barrens. They will fight to help the Navarr against the Druj, and they anticipate one day reclaiming their forests - including the weirwood groves of the Eaves of Peytaht.

While they are centred in the Lower Tarn Valley, their people have spread out throughout Therunin over the months following the Summer Solstice 381YE. They are now present in every region that is not occupied by the vallorn (every region except Greenheart and Sweetglades). They are not building permanent settlements outside of the Lower Tarn Valley - unless explicitly invited to do so by Navarr steadings - but their hunting parties can be encountered in all parts of the territory.

Religion

The orcs of the Great Forest have firmly rebuffed attempts to introduce them to the Way. They have their own religion, it seems, and while they are not interested in discussing it, those Therunin Navarr who have dealt directly with them have managed to glean a few details.

Like many orcs, they hold their ancestors in particular reverence. At the same time they also seem to revere or even worship invisible spirits that they believe live in the forest and protect them from the Howling Abyss. They refuse to talk about these spirits, but they claim they are the "children" of the Great Forest - the single woodland they claim once stretched across the entire area now occupied by the Empire.

Military

When they arrived in Therunin, the Great Forest Orcs supported a standard campaign army under the command of a warchief (a rank analogous to an Imperial general). The warchief answered to the chief and their council - who led the tribe - but was free to act as they see fit in pursuit of the goals the leaders of the tribe set forth. The army has since been disbanded - the day to day requirements for the orcs to hunt and build take precedence over the need for a standing army, and as guests of the Empire they have no real ability to maintain such a large force of warriors anyway.

Chief Valack still remains the warchief of the Great Forest Orcs, however, and may be contacted by Winged Messenger at the Great Forest Encampment, Lower Tarn Valley, Therunin for the time being. While the Great Forest Orcs disbanded the army their warriors did not abandon their weapons or their armour. Half chose to maintain combat readiness, guarding their people from the dangers of the forest of Therunin - which is, after all, a Navarr territory. Giant insects, alligators, and the occasional vallorn spawn threaten the orcs just as they threaten their human neighbours. These warriors call themselves the Spears of the Pines.

Calling the Spears of the Pines

As long as relations between the Great Forest Orcs and the Navarr remain cordial, and the orcs continue to live in Therunin, any Navarr general who is fighting in Therunin can call for the Spears of the Pines to fight alongside them. If they do so, a band of orcs and briars with a fighting strength of 1,000 will fight alongside that general in the coming season. To call the Spears of the Pines, the general need merely mention that they are doing so in their orders. Further, if any Navarr army is fighting to conquer the Barrens, they may likewise call for the Spears of the Pines, again by mentioning the in their orders. The Great Forest Orcs will only fight alongside Navarr armies in this way.

For purposes of rituals such as Bound by Common Cause, a warband of Spears of the Pines qualifies as seven military units.

Magic

The Great Forest orcs have only a small number magicians among them. It seems they posses only the most rudimentary magical training and some of their best magicians are barely a match for the children in the Academy. It appears that when they laboured under the Druj, what little magic they possessed was stripped from them. The Druj it seems will tolerate their subject tribes learning some of the more simple battle spells and little more. In total they have only a few dozen rituals - none of which surpass Imperial equivalents - most are far worse.

Their magical practices seem to revolve around reverence for trees, the use of heavily stylised animal masks, and the invocations of both ancestors and "totem spirits". Imperial magicians speculate that these "totem spirits" are guises assumed by certain eternals. So far the orcs of the Great Forest have received some support from Lashonar, who they call variously the chatterer and the magpie.

They do not seem to have large covens such as those found in the Empire. Rather individual magicians come together as needed by the tribe and dedicate themselves to a single project or outcome before going their separate ways. They have nothing approaching the body of work represented by Imperial lore. It is speculated that most of their ritual magicians are practitioners of Night magic. Although there are some hints that they also dabble in a second lore, vates who have spoken with their magicians can only say with any confidence that it is probably not Spring.

From interactions with the Navarr, they slowly became aware that the Empire's magical learning exceeds their own as the light of the sun exceeds that of a candle. They asked those magicians they talk to how they came by such mastery of magic and seemed awed that the Empire had instituted schools and libraries to spread this learning across the land. Eventually the inevitable question Was raised. Would the Empire consent to let the Great Forest Orcs access this great storehouse of knowledge and learning? Would they allow the young magicians of the tribe to learn what their own children learn? Could their shamans be allowed to access these mystical libraries?

The civil service advised caution. The Empire has a treaty with the Great Forest Orcs, but treaties have failed before now, especially in recent times. If the Orcs were granted access to Imperial Lore there would be no way to limit what rituals they might acquire. While they are hardly likely to become the equal of the Urizen in a few short years... they would certainly use that access to acquire new rituals. Once that happened there would be no simple way to take the lore back short of extermination. Worse, if the Orcs returned to the Barrens... there might be nothing to stop the Druj enslaving them again - and taking that lore for their own - just as they did before.

In Autumn 381YE, the Imperial Conclave declined to grant them access to Imperial lore. Instead they used the declaration of disemination to provide them with ritual texts of two rituals - Rivers of Life and Blessing of New Spring. A declaration of concord was also passed that "the Conclave should send magicians to the Great Forest orcs to teach them the basics of magic and help them overcome the damage done by the Druj."

Masters of Weirwood

The Great Forest Orcs are expert tenders of weirwood trees. When they dwelled in the Barrens they worked the weirwood groves in the Heart of Peytaht producing a steady stream of valuable timber to help the Barrens. They speak fondly of these groves; they possess some value to them beyond the wealth of the trees themselves and they long to take them back.

They are also privy to a secret apparently unknown to both the Empire and the Druj - they know how to pass through the heart of the Great Forest of Peytaht unmolested. Indeed, it appears that it was their knowledge that allowed the Druj to launch their surprise attack into Reikos in 367YE. They did so grudgingly - so they claim - and without their aid the Druj forces were ultimately trapped in the former Highborn territory until they were forced to suffer the consequences of moving north in the last days of the war in Holberg. They have made no effort to share this secret with the Empire, and are indeed reticent to talk about Peytaht at all.

In Autumn 381YE, they proposed that their woodcutters would work the trees in the Thimble for the Empire in return for a bounty of four wains of weirwood each season. Doing so would mean that the entire cost of running the Thimble would be negated while the agreement was in place - but the output of the grove would be reduced by four wains per season. They Orcs could then use the weirwood they gained to create herb gardens and similar of their own in Therunin. After some deliberation, the Imperial Senate agreed to their suggestion.

The Great Forest Orcs also suggested that they might use their mastery of weirwood to construct a fortification in Therunin - the Holt of the Oak. While the Empire builds forts only with white granite, the Great Forest orcs possess the ability to do so with weirwood. If the Empire would provide the materials needed then the Great Forest Orcs would carry out the construction and would then operate and maintain the fortification (in effect it is ceded to them) for the duration of their stay in the territory. Once they were able to return home, then the fortification would be ceded back to the Empire. The Imperial Senate accepted their offer, but thus far no materials have been provided and so no work has begun.

Herb Lore

Most of the Great Forest Orcs apothecaries and physics have been killed, lost in battle to the Druj (or in some cases the Dawnish). Those that survived were forced to abandon their herb gardens when they fled south - but there seems to be a strong tradition of herb lore among them that they are keen to rebuild. One of their herbalists visited Anvil during the Autumn Equinox 381YE to sell some potions. Experienced apothecaries who examined the potions confirmed that they had not seen anything like them before - it is possible that the potions are entirely unknown in Imperial Lore. It is not clear whether the Great Forest orcs know how to make these potions or they are simply a legacy of their enslavement by the Druj. If they do, it might be possible to persuade them to share their knowledge with the Empire.

Unfortunately, a mastery of the arts of the physick or the apothecary is of little use without herbs - and it will take time for the Great Forest orcs to build up their own herb gardens. Every herb they possess is needed to keep their people alive. Despite their best efforts, many of their people are still in need of medical treatment and without it they are unlikely to survive the coming winter. Some made efforts to buy what supplies they can from the Navarr - but they lost what little wealth they once possessed when they fled the Barrens.

During the Autumn Equinox 381YE, the Imperial Senate voted to offer aid to the Great Forest orcs. The production from the Gardens of High Chalcis in Reikos were channeled into Therunin to aid the recovery of the orcs - removing the benefits they grant the Highborn herbalists for the next year. At the same time the Navarr National Assembly enacted a mandate to encourage the people of Therunin to share their herbs with the orcs, granting additional assistance but reducing both the production of the herb gardens and the income of businesses across the territory.

The Briars

As well as orcs, the Great Forest tribe is accompanied by perhaps a hundred and fifty humans of obvious briar lineage who are not Imperial citizens. There is little doubt that these briars are representatives of the anarchists of Dourfell Keep in the Barrens - descendants of the murderous heretics who attempted to claim the Barrens as an independent briar "kingdom" during the reign of Emperor Ahraz. With Druj domination of the Barrens all but complete, it is speculated that they are the only surviving members of the cult.

Regardless, it is unlikely that they are friends to the Empire and their presence among the Great Forest orcs may be cause for concern. The orcs have been clear, however, that these people are their allies and friends. Any provisions the Empire has made for the Great Forest orcs apply equally to these briars. Via their orc interlocutors they have apparently agreed not to seek to spread their heresy - or at least not to resist the consequence that fall on any of their number who do so. Given the Navarr attitude to briars, especially in a territory with an active vallorn, it is perhaps unsurprising the briars have so far kept very much to themselves avoiding contact with Imperial citizens.

The Great Forest Orcs in Play

- The Great Forest Orc tribe or their human allies are not available to player characters.

Any Imperial character is free to create stories of interactions with the Great Forest Orcs if they wish, as long as they bear certain considerations in mind.

The Great Forest Orcs are centred in the Lower Tarn Valley, but their people will spread out throughout Therunin over the coming months into every region that is not occupied by the Vallorn (every region except Greenheart and Sweetglades). They will not build permanent settlements outside of the Lower Tarn Valley unless explicitly invited to do so by Navarr steadings. Their hunting parties will, however, be encountered in all parts of the territory.

Whenever they are encountered, they are guarded but cautiously friendly to the Navarr. They are cordial to Imperial Orcs, in all ways treating them as equals. With representatives of other nations, they are cool and aloof and will not voluntarily spend time around them. The exception is the Dawnish - it is clear they have little love for them. They abide by Imperial law as they understand it, and they do their level best not to infringe on Navarr hunting grounds uninvited.

They have no interest in the Way, and no interest in sharing their own philosophy save to speak in the broadest terms about ancestors, spirits, and their concept of the Great Forest - that all the woodlands that currently stand in Imperial lands and in the Barrens were once part of a single immense forest that stretched across the entire land long before humans arrived, and will one day reclaim that land.

The briars who live among them rarely leave Lower Tarn Valley unless they are part of a large orc hunting party. They avoid contact with Imperials for the most part; although some of them appear to be working to help the Great Forest Orcs understand the Empire their information is somewhat patchy and out of date. They, likewise, have little interest in the Way - but Navarr who visit the Great Forest Orcs quickly learn that these briars honour the same virtues as the Empire ... but unfortunately they also honour the false virtue of anarchy. While they are careful never to speak of it to Imperials, some of them can occasionally be heard referencing it among themselves.

Further Reading

Winds of Fortune

- Green and pleasant lands (Summer 379YE)

- When all this was trees (Autumn 380YE)

- Price of experience (Winter 380YE)

- The place you called home (Autumn 380YE)

- Froggy went a'courting (Winter 381YE)

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Great Forest at Reikos

Contents

- 1 Overview

- 2 The Resource

- 3 The Bourse Seat

- 3.1 Responsibilities

- 3.2 Powers

- 3.2.1 Seat on the Bourse

- 3.2.2 Bounty of weirwood

- 3.3 Appointment

Overview

The Great Forest at Reikos is located on the southern borders of the Great Forest of Peytaht. It covers the eastern hills of Broken Ride in the Highborn territory of Reikos. Custodianship of the Great Forest grants an Imperial title; a seat on the Imperial Bourse; and a seasonal bounty of valuable weirwood

The Resource

On the borders of Reikos, the great forest is an abundant source of valuable timber including precious weirwood. It was lost when the territory was over-run by Druj barbarians in 369YE, and liberated by Dawnish and Navarr forces shortly before the Winter Solstice 379YE. Only swift Imperial action prevented the orcs from firing the groves in a final, spiteful attempt to deny them to the Empire.

The Great Forest at Reikos covers the eastern hills of Broken Ride, and the trees beyond the groves are an abundant source of valuable timber. Before Reikos fell to the orcs, it was an Imperial seat; the Imperial Senate has not yet allocated the weirwood however, and may choose to either reinstate its previous status, or make it a Highborn national resource like the Vigilant Swan.

The weirwood groves, and the section of forest that the Highborn harvest for lumber, is only a fraction of the area covered by the Great Forest of Peytaht. The forest extends north into the Barrens, where it covers many times more acres of land than the small area that is part of Reikos. It merges with vallorn haunted Brocéliande to the east, and in theory the forests of southern Semmerholm and western Astolat are part of the same contiguous forest. Legends say that at one time, the forest of Peytaht was much, much larger.

The Highborn woods are relatively safe - or at least they were before the Druj braved the heart of the great forest and launched their surprise invasion. The further north one travels, however, the more eerie and inhospitable the woods become. Beyond the northern borders of Reikos, the forest is largely untouched and there are many local tales of travellers or foolhardy entrepreneurs disappearing without a trace after pushing too far into unknown areas.

The Bourse Seat

Responsibilities

The Seat has no particular responsibilities; they simply receive a bounty of weirwood which is theirs to do with as they will. If the Great Forest at Reikos were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to the Great Forest at Reikos, the Seat would expect to be consulted as to how that opportunity might be resolved.

Powers

Seat on the Bourse

Custodianship of the Great Forest at Reikos comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of weirwood

The Seat has control of a source of weirwood and receives Bourse certificates to represent that control. They can dispense this resource as they choose. Production is 25 Imperial wains of weirwood every season.

Appointment

As with all weirwood Bourse seats, the holder of the title is determined during the Winter Solstice. As an Imperial seat, any Imperial citizen could participate in the auction and hold the title.

Custodianship of the Great Forest at Reikos is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be revoked by the Imperial Synod.

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Great Forest of Peytaht

Overview

The Great Forest of Peytaht covers Broken Ride in Reikos, and a significant part of the Barrens: Heart of Peytaht itself of course, but also the Untrod Groves and the Bleaks. Historically it covered much of the area now occupied by the Empire as well - the orcs of the Great Forest claim it once reached as far north as the mountains of Otkodov, and as far west as the kingdoms of the Jotun. The reforestation of Reikos has potentially expanded the Great Forest; it is not clear if the new growth should be considered part of Peytaht or not.

The forest is known to be rich in weirwood - the Great Forest at Reikos provides a significant bounty of this valuable material to the Empire, and its counterpart on the northern side of the forest - the Eaves of Peytaht - does the same for the Druj. In the past, the orcs of the Great Forest tribe claimed the Eaves as some sort of sacred place; they were very keen that the recent treaty contain provision for its return to them should the Barrens be liberated.

The forest as a whole has a grim reputation. Reports stretch back hundreds of years of people entering the forest and disappearing - more than can be explained by misadventure or the dangers of the wilderness. Indeed, no major Imperial force has passed through the forest since the disappearance of the Lost Company - a force of Highborn that attempted to move through the forest in pre-Imperial times. Until the Druj came through the forest to attack Reikos in 367YE it was widely considered impossible to cross between the Barrens and Reikos via the forest. An ambitious - potentially even rash - plan was proposed in 379YE that might have allowed the Hounds of Glory and Eastern Sky to pass through Peytaht as part of the campaign against the Druj. The plan was never tested, and would have required significant amounts of liao and the support of the Imperial Synod - but if an army were desperate enough it might be possible to implement this plan or a similar one. The outcome is difficult to predict however.

One group that almost certainly knows more about the Great Forest of Peytaht are the orcs of the Great Forest, currently residing in the Navarr territory of Therunin.

Imperial Research

What follows is an excerpt from a historical research document commissioned by the Dredgemaster of Feverwater in 379YE.

Discussion of the Great Forest of Peytaht

There are very few imperial records concerning the Great Forest of Peytaht. When the Empire writes of the Great Forest of Peytaht, we mean that stretch of woodland that covers the hills of northern-eastern Reikos and the south-western Barrens. The Great Forest at Reikos - the weirwood groves, and the section of forest that the Highborn harvest for lumber - is only a fraction of the area covered by the Great Forest of Peytaht.

The forest extends north into the Barrens, where it covers many times more acres of land than the small area that is part of Reikos. It merges with vallorn haunted Brocéliande to the west, and with upper Therunin in the east. The forests of southern Semmerholm, Astolat, and Weirwater are the Dawnish remnants of the same contiguous forest. The deciduous trees of Miaren were once part of Peytaht, and when Temeschwar was built it was with ancient lumber harvested from trees that were once part of that same great forest.

Today the land covered by the actual Forest of Peytaht is much reduced… but it is still nonetheless impressive.

The Highborn woodlands are relatively safe - or at least they were before the Druj braved the heart of the great forest and launched their surprise invasion. The further north one travels, however, the more eerie and inhospitable the woods become. Beyond the northern borders of Reikos, the forest is largely untouched and there are many local tales of travellers or foolhardy entrepreneurs disappearing without a trace after pushing too far into unknown areas.

Some of those tales are recounted in the form of journals and other documents. There are many similarities – the travellers become aware of a presence watching them, along with a growing certainty that they are not welcome. Survivors of parties travelling together talk of disappearances – a man steps behind a tree to relieve himself and never returns. A woman steps out of the circle of firelight to investigate a noise and is never seen again.

In 57YE, a year after the conquest of Reikos, the Highborn sent an expedition into the woods, intending to uncover and dispel the mysteries at its heart. One hundred armed soldiers, cataphracts and unconquered supported by a coven of magisters... who simply vanished without a trace. The Lost Company are the subject of speculation and myth to this day.

Even the orcs avoided Peytaht. The forest was widely believed to be a secure border against the Druj… until 367YE when a significant Druj military force pushed through the woodlands into northern Reikos. Speculation is that they achieved this feat only with the assistance of the so-called Great Forest tribe of Barrens orcs, at that time subject tribes of the Druj nation.

It is interesting that after the rebellion of the Great Forest orcs, as part of the rebellion that cost the Druj control of the Barrens, the Druj armies attempted to break out of Reikos not to the north but through Therunin – and again it is pure speculation but it appeared that the Druj preferred the risk of fighting an unknown number of savage Navarr defenders to the threat of travelling through the forests they had once navigated with apparent ease.

When the Druj did force their way through the Great Forest there are some discrepancies in the estimation of their forces in Reikos and what was encountered in Holberg. Even allowing for their skirmishes with the Barrens orcs en-route, it seems that the Druj lost a non-insignificant number of warriors between the isolated Highborn territory and the League city. Some even theorise that this may have helped contribute to the final defeat of the Druj forces.

What, then, has the power to both make the Druj afraid and – when they do master their fear and risk the woodlands – inflict significant casualties on a cruel barbarian military force? Sadly, we have almost no idea.

There is certainly something there, and all the evidence suggests it is not a vallorn. Indeed, there is some speculation given the position of the Great Forest between Brocéliande and Therunin that Peytaht might represent something more – something resilient enough to actually defeat efforts of the vallorn to spread into and taint the heartland of that ancient forest – despite the ease with which the vallorn devoured the entirety of the Navarr territories when disaster overtook Terunael.

If this is the case, then a key to understanding the vallorn – or something that might be turned into a a weapon against it – could lie under the eaves of the Peytaht, in the south-western Barrens. Unfortunately, whatever it is that inhabits that region of woodlands appears no more predisposed to peaceful contact with humans, or even from most orcs, than the green horror that destroyed Terunael.

As part of our research, we have collected several first-hand documents detailing experiences in Peytaht. They give some example of the fear, madness, and death that seems to attend efforts to force through Peytaht.

Yet it remains a fact that no significant Imperial military force has ever tried to pass through this dangerous region – they have invariably gone round on the rare occasions when the Empire has tried pushing into the Barrens or the Mallum from places other than Dawnguard. Perhaps a suitably protected army might be able to uncover more, were they to risk the Peytaht – there were some projections that the Dawnish armies in Reikos might be able to forge through into Murderdale to attack the Barrens forces with the use of sufficient liao to provide potent virtuous auras to the soldiers.

It is unsatisfying to admit, but the Great Forest essentially represents an enigma and one to which we have been unable to find any conclusive answer.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Great_Forest_of_Peytaht&oldid=62200"

Great Library of Hacynian

Contents

- 1 Overview

- 2 History

- 3 Folly

- 4 Terunael Lorekeeper

Overview

Mourning Hollow is an old battlefield on the south-eastern borders of Summersend, in Hercynia. The Hollow was haunted by the unquiet spirits of dead Vard and Navarr warriors, apparently trapped there as the result of some forgotten curse or betrayal. Following a heroic actions expedition to the Hollow in Winter 379YE, there have been no further sightings of ghosts.

The same expedition located the ruins of an old building, a so-called "Temple of Phaleron" dedicated to the eternal of the same name. Built in a peculiar regio that seemed to cycle alignment between Day and Night realms, there was evidence that the temple was once a large library built by the Terunael people of the city of Hacynian (from which the entire territory takes its name).

In Spring 381YE the Imperial Senate voted to restore the library there. The new building has been constructed as much as possible in the style of the old ruins, incorporating their original stone wherever possible. The structure is not especially large, but it is exceptionally beautiful, filled with shelves of scrolls and parchments written by students of Navarr history. It also incorporates a small shrine dedicated to the virtue of Wisdom. The shrine is lit by a single lightstone held by a wooden candlestick with swirling vines carved on its surface. The candlestick is another relic of the ancient temple. Carved by Jhessail Cedny, one of the founders of the nearby steading of Foxden, the candlestick apparently also sat in the original library before it was destroyed by the Vard.

In the central chamber sits a large weirwood table, the surface engraved with intricate swirling patterns and serving as a focus for blood magic of the vates who visit the library to study. In the middle of the table rests a battered cauldron, the Bowl of Phaleron, which once served as a covenstone for the magicians who tended the original library.

History

Work on the new structure was quickly completed, shortly before the Summer Solstice 381YE, and the first librarians and archaeologists arrived within the week. Not much is known about the history of the original structure, although the interest of Phaleron is obvious. There is some evidence that at least one other eternal, perhaps Sung or the Whisper Gallery have an interest in the area as well. The eternals' influence presumably cycles along with the peculiar regio.

The Great Library is overseen by the Advisor on the Vallorn.

Folly

The Great Library of Hacynian is a folly constructed with small amounts of Weirwood, White Granite, and Mithril. It incorporates parts of an older Terunael structure.

Terunael Lorekeeper

There was briefly an Imperial title - Terunael Lorekeeper - created to oversee the library but that role was effectively abrogated when the Senate passed a motion to amend the powers of the Advisor on the Vallorn granting them custodianship of the library.

The Lorekeeper is expected to take on a specific oath: "I will protect the Library for as long as I can." The oath was apparently that sworn by a pre-Imperial Navarri vate whose spirit was kept captive in Mourning Hollow by the grim magic of a volodny. The tormented spirit was freed in 379YE when this oath was taken up by the heroic explorers visiting Mourning Hollow to deal with the dark curses found there.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Great_Library_of_Hacynian&oldid=63224"

Great Mine of Briante

Contents

- 1 Overview

- 2 The Resource

- 3 The Bourse Seat

- 3.1 Responsibilities

- 3.2 Powers

- 3.2.1 Seat on the Bourse

- 3.2.2 Bounty of mithril

- 3.3 Appointment

Overview

The Great Mine of Briante is located in Briante in the Freeborn territory of Kahraman. Custodianship of the Great Mine grants an Imperial title; a seat on the Imperial Bourse; and a seasonal bounty of valuable mithril.

The Resource

In the Freeborn territory of Kahraman, in the Serra Briante, lies the great mine that shares its name with the region and the town that surrounds it. Perhaps the deepest mine in the Empire, it has been dug deeper and deeper over the centuries to excavate the precious mithril that is found far beneath the surface.

The bulk of the mithril mined in Briante lies deep underground, but advances in Imperial mining techniques mean that the miners can reach it no matter how far from the surface it lies. The Mine takes the form of a great shaft, cut almost vertically into the ground, on the walls of which can be seen dozens of workers. The Freeborn stonecutters pride themselves on their courage and skill, scoffing at the use of safety-ropes or nets and preferring to free-climb, seemingly completely oblivious to the fatal nature of any slip or fall. In recent decades their numbers have been swelled by a surprising influx of League workers from fallen Holberg, and a great deal of friendly rivalry exists between their bands.Tunnels riddle the rock beneath the Briante valley, pursuing the rich seams of metal ore as they extend from the central shaft. Some of these passages make use of cunning pumps that ensure the workers have breathable air no matter how far the tunnels might stretch beneath the surface.

The town of Briante itself is notable for its peculiar structure. Initially a mining village built on the edge of the workings that would later become the Great Mine, the settlement has spread around the outside of the deep shaft that forms the heart of the industry. With traditional Freeborn disregard for danger, the inhabitants have strung rope bridges across the shaft to connect parts of the town, arguing that "nobody in their right mind would walk all the way round the edge when they can just go across the middle". More than a few buildings actually lean precariously over the edge of the shaft itself! The majority of these structures are those that house the great cranes and lifts used to get miners and ore alike between the surface and the depths of the shaft; however, some civilian structures also poke out over the abyssal depths, built on wooden balconies and walkways by a populace with a great deal of experience of supporting heavy loads. The bridges and teetering structures are a regular source of conflict with the mine overseers, who complain that they endanger the operation of the great ore cranes used to pull mithril ore (and other valuables) from the lower tunnels - or present a potentially fatal hazard to anyone working below them.

There is some archaeological evidence that the Imperial (and pre-Imperial Freeborn) excavations here are nothing new. The remains of mine workings stretching back at least to the Terunael period, and in some cases much further than that, have been found along the walls of the valley. Indeed, some scholars who have explored the area around the mine claim to have evidence that the entire Briante valley was originally formed by a great open-cast mine intended to get at the most accessible mithril, abandoned centuries before the Terunael first settled the mountains south of Liathaven. They are largely dismissed as crackpots, however, and seem unable to muster up anything conclusive beyond wild speculation.

The Bourse Seat

Responsibilities

The Seat has no particular responsibilities; they simply receive a bounty of mithril which is theirs to do with as they will. If the Great Mine of Briante were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to the Great Mine of Briante, the Seat would expect to be consulted as to how that opportunity might be resolved.

Powers

Seat on the Bourse

Custodianship of the Great Mine of Briante comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of mithril

The Seat has control of a source of mithril and receives Bourse certificates to represent that control. They can dispense this resource as they choose. Production is 22 Imperial wains of mithril every season.

Appointment

As with all mithril Bourse seats, the holder of the title is determined during the Autumn Equinox. As an Imperial seat, any Imperial citizen may participate in the auction and hold the title. Votes are recorded in private in conjunction with the civil servants who support the Bourse.

Custodianship of the Great Mine of Briante is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be revoked by the Imperial Synod.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Great_Mine_of_Briante&oldid=61064"

Great Pits of Ennerlund

Contents

- 1 Overview

- 2 The Resource

- 3 The Bourse Seat

- 3.1 Responsibilities

- 3.2 Powers

- 3.2.1 Seat on the Bourse

- 3.3 Appointment

Overview

The Great Pits of Ennerlund are located in Ennerlund in the League territory of Holberg. Custodianship of the Great Pits grants an Imperial title; a seat on the Imperial Bourse; and a seasonal bounty of valuable mithril.

The Resource

The Great Pits of Ennerlund were rightly famous for the impressive application of ingenious League engineering. Dug dangerously close to the bounds of the Morass the mithril mine was kept dry by mechanised pumps. The pits were lost when Holberg was overrun and the mine - and its bounty of mithril - served the Druj instead. When the Empire began its triumphant liberation of Holberg, the barbarian orcs destroyed the pumps and collapsed the pits during the Winter Solstice 378YE. This act of vandalism was slightly overshadowed by the atrocity that accompanied it - when the pits were finally liberated, it became clear that the Druj had herded hundreds of enslaved miners into the tunnels and collapsed the tunnels on top of them.

Extensive work was required to restore the pits to working order - not only clearing the collapsed tunnels (and extracting the bodies of the dead) but also replacing the pumps without which the lower levels have already been submerged. The Imperial Senate passed a motion to repair the Pits but did not fund it; instead Bridget Eastville of the Marches, the Senator for Mitwold provided the 250 Thrones required to complete the project. Rumours at the time suggested this money came as part of a loan from the Marches, one that the Senate was later called upon to repay.

Work restoring the Great Pits began in late Spring 379YE ... and almost immediately halted. The Druj destruction of the Great Pits had been a calculated act, and one with a tragic and horrific consequence. Following dozens of reports of the unquiet dead haunting the pits, the Dawnish priest Ozren de Orzel of Dawn was dispatched by the Imperial Synod to exorcise the cleansing of the haunting spirits from the mines as work could not continue until the ghosts were laid to rest.

With the ghosts dealt with, it still took several seasons to restore the pits to working order. Even after the pits had been reopened, problems continue. The slow spread of The Morass has left the lower levels prone to serious flooding - significantly increasing the upkeep cost of the mine.

The Bourse Seat

Responsibilities

The Seat has no particular responsibilities; they simply receive a bounty of mithril which is theirs to do with as they will. If the Great Pits of Ennerlund were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to the Great Pits of Ennerlund, the Seat would expect to be consulted as to how that opportunity might be resolved.

Powers

Seat on the Bourse

Custodianship of the Great Pits of Ennerlund comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision. Bounty of mithril

The Seat has control of a source of mithril and receives Bourse certificates to represent that control. They can dispense this resource as they choose. Production is 27 Imperial wains of mithril every season.

Appointment

As with all mithril Bourse seats, the holder of the title is determined during the Autumn Equinox. As an Imperial seat, any Imperial citizen may participate in the auction and hold the title.

Custodianship of the Great Pits of Ennerlund is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be revoked by the Imperial Synod.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Great_Pits_of_Ennerlund&oldid=61081"

Great work

Contents

- 1 Overview

- 2 Senate Commissions

- 2.1 Benefits

- 2.2 Costs

- 3 Limitations

- 4 Responsibility

- 5 Multiple Great Works

- 6 Recent Great Works

- 6.1 Previous Great Works

Overview

A great work is any major economic investment which is sufficiently large in scope that it provides a benefit to the inhabitants of an entire territory. The return can take the form of money, herbs, materials for crafting items or mana crystals.

Great works do not normally result in the creation of an Imperial title, as most great works do not require an Imperial citizen be appointed to oversee them. The Senate may choose to create a custodian for a great work - an Imperial title with responsibility to look after the great work.

There are a number of important rules that impact great works, setting the costs, restricting the benefits, and imposing limitations any of which may be superseded by an appropriate opportunity.

Senate Commissions

The Imperial Senate may pass a motion for the construction of infrastructure capable of improving the wealth generated by resources in a territory.

It is also possible for the Senate to pass a motion to upgrade a great work, increasing the benefits that it provides.

Benefits

Each great work is linked to a specific type of personal resource in a specific territory. Every member of that nation who attended the last event and who owns the appropriate personal resource in the territory gains the benefit.

The size and effectiveness of the great work sets the total size of the benefit that accrues to everyone in the territory - this benefit is divided equally between the affected players of that nation each season (in the setting there are wide reaching benefits to other NPCs but these are ignored when calculating returns for play balance reasons).

The type of benefit received is restricted to the normal production of a resource. A great work that effects farms or businesses provides additional money while one that affects mana sites provides mana crystals.

A great work that effects a specific type of mine or forest must provide the appropriate ingots or measures. A great work that affects all mines or all forests will produce random ingots or measures. A great work that benefits herb gardens provides random herbs.

Fleets are more versatile; it is possible to build a great work that provides one of money, random ingots, random measures, or random herbs.

As always, these restrictions apply only to a standard commission. A great work that arises from an opportunity may have different costs and provide different benefits.

Costs

- Materials: Variable (minimum 40 wains)

- Time: 3 months to construct per 50 wains of materials used

- Labour: 2 crowns per wain

- Upkeep: None

The more resources are devoted to constructing a great work, the greater the return. Under normal circumstances, the material required will be the one associated with upgrading an equivalent personal resource. For example, at least 40 wains of mithril is required to create a great work that enhances mana sites.

Wains

Money

Ingots

Herbs

Mana Crystals

40

900 rings

50

75

37

56

1080 rings

60

90

45

80

1300 rings

72

108

54

100

1440 rings

80

120

60

160

1800 rings

100

150

75

280

2340 rings

130

195

97

In addition to the wains required, it costs 2 crowns per wain to pay for labour and skills to complete the construction.

The table shows some standard costs and benefits for a range of great works. For example a greak work created by the Senate using 56 wains of mithril could produce 45 mana crystals each season. There is no upper limit on how many wains can be used to construct a great work; provided at least 40 wains are used, then any amount can be spent to build it.

Limitations

It is not possible to create a great work which creates ilium, liao or synod votes, mithril, weirwood, or white granite.

It is not possible to create a great work which is linked to military units. If the Senate wishes to spend significant sums to increase the military effectiveness of the Empire then they must do it by raising armies or constructing fortifications.

It is not possible to create a great work that affects congregations.

Great works are not affected by rituals that target personal resources. A ritual that increases the production of a green iron mine will not affect a great work that provides green iron nor one that benefits green iron mines.

Only members of a nation may benefit from a great work - a vast series of forges throughout Hahnmark might provide a bonus to all Wintermark mines based in the territory - but Wintermark characters dwelling in other territories - and characters from other nations would not benefit from the great work.

Responsibility

The Senator for a territory is expected to be responsible for any problems that might beset the structures represented by a great work. For example, if Grendel corsairs are raiding the Madruga shipyards, then the Empire will expect the Madruga senator to deal with the problem.

Multiple Great Works

The Senate may commission a great work be upgraded - or create a second great work in a territory that is intended to benefit the same personal resource. For instance the Senate could authorize the creation of a vast rope works in Siroc in Madruga that would provide an income in crowns to all fleets based in the territory.

Because the new great work would benefit fleets in the Madruga, the same as the existing great work, the Madruga shipyard does, the effectiveness would be reduced. In effect the total benefit would then correspond to the total amount of wains spent constructing great works that benefit fleets in Madruga. The civil service can provide estimates on the total benefit that will accrue from the completion of a great work in a territory. These estimates are only valid for the current state of the territory.

A second great work in a territory that benefited owners with different personal resources would provide the full effect listed.

Recent Great Works

The table includes all great works which have been created in recent times.

Name of Great Work

Territory

Resource

Output

The
Bloody Great Theatre

Temeschwar

Congregation (
Pride
)

15 liao and 30 votes

The
Blood Red River Museum

Tassato

Congregation (Pride)

15 liao and 30 votes

The
Blood Red Quays Art Gallery

Sarvos

Congregation (Pride)

15 liao and 30 votes

The
College of the Liberated

Sarvos

Business

900 rings

The
Colossus of Sarvos

Sarvos

Business

400 rings

The
Gardens of High Chalcis

Reikos

Herb garden

120 herbs

(1)

The
Gardens of Morrow

Morrow

Herb garden

75 herbs

The
Grand Conservatory of Music

Redoubt

Congregation (Pride)

15 liao and 30 votes

The
Grand Ossuary

Reikos

Congregation

1300 rings

The
Harps of Astolat

Astolat

Mana site

45 crystal mana

The
Holmauer Park

Holberg

Business

1500 rings

The
Imperial Breadbasket

Bregasland

Farm

1080 rings

The
Imperial Breadbasket

Mitwold

Farm

1080 rings

The
Imperial Breadbasket

Upwold

Farm

1080 rings

The
Legion's Rookery

Skarsind

Congregation

12 liao and 25 votes

Lorenzo's Legacy of Ambition

Tassato

Mana site

37 crystal mana

Lorenzo's Legacy of Courage

Holberg

Mana site

37 crystal mana

Lorenzo's Legacy of Loyalty

Temeschwar

Mana site

37 crystal mana

Lorenzo's Legacy of Pride

Sarvos

Mana site

37 crystal mana

Lorenzo's Legacy of Prosperity

Casinea

Mana site

37 crystal mana

Lorenzo's Legacy of Vigilance

Hahnmark

Mana site

37 crystal mana

The
Moonwater Hall

Upwold

Business

225 rings

The
Moonwater Hall

Upwold

Farm

110 rings

The
Pilgrim's Trail

Kallavesa

Congregation

25 liao and 50 votes

The
Red Blade Memorial

Skarsind

Herb garden

90 true vervain

The
Roads of Karsk

Karsk

Forest

50 natural materials

The
Roads of Karsk

Karsk

Mine

50 metals

The
Blood Red Roads

Temeschwar

Business

337 rings

The
Blood Red Roads

Temeschwar

Farm

337 rings

The
Blood Red Roads

Sarvos

Business

110 rings

The
Blood Red Roads

Sarvos

Farm

337 rings

The
Blood Red Roads

Tassato

Business

170 rings

The
Blood Red Roads

Tassato

Farm

337 rings

The
Blood Red Roads

Holberg

Business

102 rings

The
Blood Red Roads

Holberg

Farm

337 rings

The
Blood Red Roads

Casinea

Business

337 rings

The
Blood Red Roads

Casinea

Farm

337 rings

The
Blood Red Roads

Astolat

Business

337 rings

The
Blood Red Roads

Astolat

Farm

337 rings

The
Blood Red Roads

Semmerholm

Business

337 rings

The
Blood Red Roads

Semmerholm

Farm

337 rings

The
Blood Red Roads

Upwold

Business

337 rings

The
Blood Red Roads

Upwold

Farm

120 rings

The
Blood Red Roads

Hahnmark

Business

337 rings

The
Blood Red Roads

Hahnmark

Farm

337 rings

The
Blood Red Roads

Miaren

Business

337 rings

The
Blood Red Roads

Miaren

Farm

337 rings

The
Blood Red Roads

Karov

Business

337 rings

The
Blood Red Roads

Karov

Farm

337 rings

The
Blood Red Roads

Madruga

Business

337 rings

The
Blood Red Roads

Madruga

Farm

337 rings

The
Towers of Anduz

Segura

Business

1080 rings

The
Unbound Steel Hall of Lost Chapters

Reikos

Congregation (Pride)

15 liao and 30 votes

1. Until the Autumn Equinox 382YE the Gardens will provide no benefit to the herb garden owners in Reikos following a vote of the Senate

Previous Great Works

- The Atalya Shipyards in Madruga was a specific type of great work, a shipyard. Before its destruction by the Grendel in 381YE it granted additional wealth to Freeborn fleets as well as having additional powers related to the construction and maintenance of Imperial navies.

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Green and pleasant lands

The orc group observed with interest as Fallanvel tried again.

"Yes, they are orcs. Yes, they are out the Barrens. But your Senate has just declared them to be foreigners rather than barbarians, which means that they are protected by the law and able to come and go as they please. Even if they weren't, then they would still be protected under the protection of delegation laws ..."

The herald waved the piece of paper in his left hand again. It was covered in miniscule scrawl, too small for a human eye to make out.

"And even if that were not true, they would still have this invitation from the Wintermark fellow, Jorma Steelhail, who is-or-was an actual senator."

He waved the piece of paper in his right hand - a slightly tattered piece of parchment that had clearly been folded and unfolded many times and handled more than was good for it.

"And on top of all that, my Lord Guardian of the Southern Skies, Keeper of the Gates of Wisdom, Eater-of-Silence, Speaker in Dreams and Conscience-of-Kings was specifically asked to arrange a delegation from the independent orcs of the lands you call the Barrens to come to Anvil and negotiate with the Imperial Senate. It's all very straightforward!"

Fallanvel cocked his head. The Navarr women continued to stare at him impassively. The little feathers on the herald's neck and shoulder continued to stand on end - he knew there were more Navarr in the woods but had no idea how many. He fervently hoped this was not all about to turn into arrows and spears.

Both women were unreadable - the armoured brand had barely acknowledged his presence and had said not one word to him. He found silent people deeply, deeply unnerving.

As her companion - a vate if the herald was any judge - finally opened her mouth to say something, one of the orcs behind Fallanvel suddenly raised their voice.

"What is the delay, herald? Are we to pass through this forest or are we not?"

The orc delegation was - perhaps unconsciously - split into two groups, for all that they were stood quite close together. The armoured orc that spoke was the younger of the two leaders - brash and prone to outbursts. The other leader, an older orc with the marks of a shaman, spoke softly.

"Patience, child of the Black Wind. We are travelling in their territory, it is right that they are suspicious. I would be suspicious too if they came to the Great Forest and demanded to speak with the elders of my clan. The human senate will still be there even if we are delayed an hour or so, and we achieve nothing if we cannot prove good intent."

There was muttering from both factions. Their human companion spoke in an undertone, and the two leaders turned to converse privately with the briar.

The Navarr vate shut her mouth. The brand raised an eyebrow. Fallavel began patiently explaining the situation again.

"These orcs are from the barrens ... they wish your assistance to travel to Anvil. They are invited ..."

Overview

In distant Brocéliande, in the Boar's Dell, a band of orcs has emerged without warning from the Barrens. They have come under a flag of truce, and claim to represent the two great clans of the independent orc nation to the east of the Empire. A combination of factors have encouraged them to send envoys to Anvil - the main one apparently being the decision taken by the Imperial Senate at the Spring Equinox to recognise their tribes as having the status of foreigners, rather than barbarians.

They are not a united force - the delegation is lead by a shaman of the Great Forest clan, and a warrior of the Black Wind clan and there appear to be some internal tensions. They are accompanied also by a human with strong briar lineage who appears to be either a Navarr or one of the mysterious denizens of Dourfell Keep.

This is believed to be the first time the people of the Empire have had any peaceful contact with the orcs of the Barrens. Reports claim that they threw off the oppressive chains of the Druj over Winter 377YE. Information about what they want - if anything - is in short supply.

Significance

Initially led into Greenstead by a herald of Lashonar, they have been entrusted to the guidance of the Navarr. After much discussion, several members of the Splitroot Striding have agreed to escort them to Anvil. Using the trods, it is expected that they will arrive some time on Saturday afternoon. As they are escorted by Navarr, it is likely the Navarr will be the first people to hear when the delegation gets close.

It is worth noticing that they are not here under the auspices of the law of delegation protection - the Imperial senate has formally recognised them as foreigners rather than barbarians. They are protected by the law and expected to abide by it in the same way as any Asavean, Faraden, or indeed any Imperial citizens.

Resolution

The delegation from the Barrens came to Anvil and negotiated a treaty which was discussed in the Senate. The independent orcs returned safely to the Barrens.

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Greensteel Bracelets

Description

Occasionally known as a Squire's Reward in Dawn, these items normally take the form of either a sturdy bracer crafted from an alloy of green iron, or occasionally a pectoral of the same material. They are usually decorated with simple orichalcum inlays. Powerful noble houses in Dawn keep a set of these bracelets on hand at tournaments, calling them Tourney Trinkets, and lend them to those who wish to participate in martial contests but lack training. On several occasions, such participants have won the day and been rewarded with the bracelets as their prize.

In Highguard, there is a quiet trade in these bracelets as gifts for more timid youngsters when they are sent off to do their military service. Those who struggled with martial skills during their childhood occasionally find worried relatives slipping them this talisman. It is sometimes considered a little shameful to be found relying on such items, but sensible soldiers know that an actual, physical shield is a better protection on the battlefield than the Virtue of Courage alone.

Rules

- Form: Talisman. Takes the form of a jewellery. You must be wearing this item to use its magical properties.

- Requirement: Any character can bond to this item.

- Effect: You gain the shield skill.

- Materials: Crafting a set of Greensteel Bracelets requires nine ingots of green iron and three ingots of orichalcum. It takes one month to make one of these items.

"Our striding has walked the Trods since the Third Leaving. We do not all have time to become brands, nor is that all our calling. Yet we must travel the dark places in the Forests-Once-Ours, and watch them lest the Vallorn spread to threaten the civilisation we have mapped in barbarian blood. I have ambergelt, taken from the living trees that are our treasury. I need green iron, and orichalcum, so that I can shield my people, so that we can shield the Empire."

The broker stood square on to the merchant's desk, more at home here than others of his nation, yet still a reminder that not all of Empire were city-folk. The merchant considered her answer carefully; she had underestimated a broker once before and would not do so again.

"Ambergelt?" she said. "Obviously I'm interested, but I'm also interested to see what the Varushkans have to offer. As to green iron and orichalcum ... the Freeborn, and the Marchers alike have paid me good steel in the past for both - my guild could mine so much the deeper with the thrones these metals would earn at Anvil!"

The Navarr inclined his head in agreement.

"Still, I have ambergelt and I need green iron and orichalcum. I am here now. Are you interested?"

The merchant tried a different tack.

"As a matter of interest, what is it that your striding needs with these metals? I ask only because there have been a few incidents recently."

Two weeks ago his neighbour had been dragged before the magistrates. Some opportunist had been making Scorpion's Sting daggers, and there had been numerous fatalities. The source of the materials used had been traced, and the merchant involved fined quite steeply. She did not think the Navarr were likely to be making anything illegal, but it was worth checking.

"The artisans in my striding will use them to make Greensteel Bracelets. We are due to travel from here through dangerous territory, and every shield will help my people in their journey. Why do you ask?"

The merchant kept her face straight, but she scented opportunity. She negotiated carefully, and half an hour later they shook hands and the broker departed. The merchant scattered a little more sand on her contract, blew on it, and finally allowed herself a satisfied smile. Enough metal for three Greensteel Bracelets, two for the Navarr striding and one for her. She knew that the Earl of Royston intended to make a play for the senator's seat in Weirwater next time the nations gathered at Anvil. The gift of a Greensteel Bracelet would put her in the earl's good graces. From there it should be an easy step to encourage him to vote in support of the League's trade proposals, and they would all profit.

"Do you think he knew?" Asked her clerk, suddenly, from his desk near the door. The merchant considered for a moment.

"Possibly. But what does it matter? The broker will remember me next time he passes through and come to me first, the earl gets a useful trinket to help pad out his line for their tourney, and I get the ear of the next senator for Weirwater, at least for a time. Nobody loses, least of all the Navarr."

Smiling, she locked the contract in her desk drawer, and returned to work.

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Greensteel Orb

Description

Greensteel orbs are usually created in the form of a metal orb inlaid with tempest jade and bound with greensteel bands. They are often engraved across their surface with interlocking lines reminiscent of mazes, nets or even spider's webs; or inscribed with runes. They are rarely composed of stone, wood or bone although ceramic or glass versions are not unknown - natural materials rarely make good greensteel orbs. The orb is infused with potent enchantments and attuned to the realm of Autumn. A coven can use it to draw on the power contained in ingots of green iron and align it with their own magic, allowing them to reduce or in some cases replace the need for crystal mana when performing Autumn rituals.

While this item is usually made in the form of a 'covenstone' wielded by one of the magicians in a ritual, this is not the only shape appropriate to this item. Some covens possess metal bowls or chalices, while others prefer massive chains of iron and greensteel links, sometimes worn by one of the ritualists, sometimes passed from hand to hand during the ritual. These items are usually regular, but they invariably look like made, rather than natural, things. Regardless of the precise form it takes, a coven that uses it is careful to ensure that it plays a central role in their ceremonies - in addition to its ceremonial use it is a symbol of the oath that binds them together.

Rules

- Form: Paraphernalia. Takes the form of a piece of ritual paraphernalia. The item must be present in the ritual to use its magical properties.

- Effect: Members of the coven who are performing a Autumn ritual they have mastered may use green iron in place of crystal mana. Every two measures of green iron spent count as one crystal mana.

- Materials: Crafting a greensteel orb requires seven ingots of tempest jade, four ingots of green iron and three measures of dragonbone. It takes one month to make one of these items.

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Grendel

Contents

- 1 Overview

- 2 The Tribe

- 3 5 things to know about the Grendel

- 4 What the Grendel are not

- 5 Warriors of the Grendel

- 6 Magic

- 7 History

- 8 Further Reading

Overview

The Grendel are orcs who hail from Attar and the Broken Shore - lands to the south and east of the Bay of Catazar. A nation of sea-faring orcs with a love for wealth and power, they were once nothing but pirates and reavers. Over time their society has advanced to the point where they are as likely to trade as to steal what they want. Despite their riches and the luxurious lifestyle of their leaders - the Salt Lords - the Grendel are brutal, uncompromising bullies who use violence and threats of violence to get what they want. Their comparative distance from the Empire means that its citizens know relatively little about their society.

Much of the current information about Grendel society comes from Angelo i Ceniza, a Freeborn civil servant who spent several months in late 378YE as a captive guest of the Salt Lord Suriad of Dubhtraig.

The Tribe

The Grendel dominate the lands to the south and south-east of the Empire. Historically, they have threatened territories across the Bay of Catazar: Sarvos, Highguard, Urizen, and the Brass Coast. Before the birth of the Empire, the ancestors of the Grendel controlled much of the land that is now part of these nations, but were driven out by human settlers.

At the top of Grendel society are the Salt Lords - their great wealth seems to derives from their position of power, although they claim it is the other way around. The Salt Lords control the trade into and out of the Broken Shore and their ships have been seen in most foreign ports across the world - at least those that will deign to accept orcs. Beneath the Salt Lords are the Sea Lords - the commanders of the Salt Lords warships - together they form a council which rules the Broken Shore with an iron fist.

Grendel culture is inextricably linked with the sea, and all their most important settlements are large bustling ports. Their position of power and wealth in the Broken Shore comes in part from the trade that their fleets carry out across the world. The Grendel raise no armies of their own, preferring to hire mercenaries from the interior of the Broken Shore. Although they have long since outgrown their piratical roots, ownership of their own vessel is still a powerful dream for most young Grendel.

The Grendel are undoubtedly the richest of the barbarian orc nations that face the Empire; the Salt Lords have wealth that would rival that of any League Merchant Prince or Freeborn family. More so perhaps than any other Barbarian nation the Grendel have an abundance of finely crafted items and artisans are always in great demand. However the wealth of the nation does not run deep, most Grendel are born into desperate poverty and destined to remain that way all their life. In Grendel society the victor is the one who takes the spoils.

Slavery is endemic in Grendel lands, and is the natural endpoint for those who do not make the right choices in life. There are hundreds of thousands of slaves in Grendel lands; the lucky ones work as servants in the villas of wealthy Grendel captains or Salt Lords, while the threat of a short, brutal existence in the salt mines is ever present for those that attempt to rebel or escape. Those that show promise can find themselves fighting for their lives in the gladiatorial arena. Regardless of their position, the slaves of the Grendel are never allowed to forget that they are possessions - objects, rather than people.

5 things to know about the Grendel

- Masters of the sea - the Empire has fleets - the Grendel have navies and it has already sunk one Imperial flotilla

- Smarter than you - the Grendel spend time, money and effort on being as well informed as possible

- Masters of the deal - Grendel are fiercely competitive, driven to get the best from every negotiation no matter how small

- Richer than you - they pride themselves on their wealth and affluence

- Masters of the game - the Grendel are cunning and savvy, they seek to understand their rivals so that they can outwit them

What the Grendel are not

- Pirates The Grendel will resort to reaving if it benefits them - but their nation has long since decided that trade and conquest offer a better route to riches than piracy.

- Civilized The Grendel are rich, smart and enjoy the trappings of civilization. But in reality their culture is like a society run by a bunch of drug cartels.

Warriors of the Grendel

The bulk of most Grendel armies are bands of mercenaries hired from the many orc tribes that dwell inland on the Broken Shore. From the Imperial perspective there is little to distinguish these forces from the countless minor tribes that are incorporated into the armies of the Thule, Druj or the Jotun. Most own little more than a sword and a breastplate usually worn over a plain tunic or similar. In battle they form up and fight in mobs along tribal divisions. What does make them distinct is the command and leadership of the Grendel commanders - there is none of the brutal savagery of the Druj, nor the caution of the Thule. Grendel commanders are bold risk-takers but they pride themselves on their discipline - soldiers that cannot obey orders face summary punishment.

The elite troops in the Grendel's arsenal are the professional soldiers, hired from the moridun. Each moridun appears to be some kind of independent mercenary fellowship - operating from a fortress somewhere in the Broken Shore where they recruit, equip, and train Grendel soldiers. Each moridun has its own symbols and imagery and each jealously guards its own traditions and unique fighting style. Commanders will almost always deploy Grendel soldiers from a moridun where they have them available - but such troops are at most effective when engaged in pursuit of the military objectives that that moridun specializes in.

Magic

The Grendel seem to view the use of ritual magic as a profoundly economic activity. The most powerful magician among the Grendel holds the rank of Wind Lord and sits in the Grendel High Council with the Salt Lords. While the Grendel might use the power of ritual magic to realise their goals, they would only do so if they couldn't achieve the same end more cheaply using mundane means. The Grendel hoard wealth and they expend their magical reserves carefully, seeking the maximum return on their investment.

The Grendel do not use the same magical terminology as the Empire. Angelo reports that their most important realm is the Sky - from which information and enlightenment flows - and that they also prize the uncontrollable Sea - the source of wild storms and violent winds, the fountain of life. The Realm of Sand is valued for its many economic benefits - sand is mutable and workable, ordered and measured though it can shift suddenly beneath you. The other realms are largely disdained by the Grendel.

Spellcasting on the battlefield is seen as an important auxiliary role, a way to round out the fighting strength of a unit. Magicians embed themselves within the best units to provide magical healing or offensive abilities depending on their capabilities. Unlike the Thule, the Grendel do not field battle magicians by themselves, as such individuals are seen as too expensive to risk in such a way. Battlefield magicians, especially members of the Grendel tribe, will often carry magical items designed to protect them and boost their strength.

History

Centuries ago, the ancestors of the modern Grendel laboured under the rule of a powerful orc tribe that dominated the Bay of Catazar, but that tribe was cast down by the rise of the Empire. After gaining their freedom, they survived, then prospered, by preying on fleets that passed through the Bay.

Raiding came to a head in the reign of Emperor Barabbas who created three large navies intent on destroying the Grendel and claiming the island of Attar, the largest landmass in the Broken Shore. Facing a significant Imperial threat, the rival Salt Lords came together to oppose a common enemy. The Grendel never cease their rivalry, but they know that in most times there is more to be gained from working together than apart.

Over time, the Grendel nation has expanded to the point that they now lay claim to swathes of land to the south of Urizen and Highguard. Historically, their activities have been kept in check by the activities of the Freeborn corsairs, but the balance of power appears to be slowly shifting in favour of the Grendel, especially in the southern bay...

Further Reading

- Grendel Overview

- Elite Grendel troops

- Elite Grendel characters

- Grendel look and feel

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Grendel look and feel

Contents

- 1 Overview

- 2 Breakdown

- 2.1 Colour

- 2.2 Base Layer

- 2.3 Armour

- 2.4 Weapons

- 2.5 Shields

- 2.6 Accessories

- 3 Broken Shores Tribes

- 4 Volunteering

- 4.1 Urizen

- 4.2 Varushka and Wintermark

- 4.3 Highguard & Dawn

- 4.4 Navarr

- 4.5 The Brass Coast

- 4.6 The League

- 4.7 Rome, Greece, or Persia

- 5 Further Reading

Overview

The Grendel prize discipline and order in battle. Most Grendel who take the field are professional soldiers, career professionals who are well trained and well paid, they expect to be given orders and to follow them closely. The ideal of fidelity is drummed into Grendel soldiers - that martial strength is accomplished by working together, by showing loyalty to those you serve, those you fight alongside and those who fight for you.

Most Grendel prefer to remain onboard their ships, but elite units of soldiers will fight on land, alongside the much more numerous barbarian forces of the Broken Shore who make up the bulk of the Grendel armies. Where possible we will try to field Grendel warriors together, especially if they have similar costume, and then inter-space the line with bands of regular barbarians.

As with any barbarian role, PD will provide simple costume that you can use when monstering the Grendel. The following page provide an overview of how you can improve upon the basic barbarian breastplate and soft kit available.

Breakdown

Colour

The Grendel enjoy bright colours, especially purple. Purple dyes were once rare in the Broken Shore and only the wealthiest Grendel could afford them. In modern times they have become common-place as a result of trade, but they remain prized for their historical association with wealth and power. Red is also popular, though the preferred shade is a bright rich colour, rather than the dark blood red of the Jotun. Bright splashes of white, yellow, or orange are common as highlights and in accessories.

Base Layer

The basic Grendel costume is a white shirt worn over a pair of cotton or calico trousers (baggy or straight). These are worn by both male and female Grendel, with wealthier Grendel having decorated or bejewelled garments fitting to their status. In the colder climes of the Empire, the Grendel will usually wear robes or a long coat that covers the shirt and falls down over the trousers. Cloaks are common in all weather though they are usually shorter garments hung from shoulder clips, rather than full cloaks that hang from the shoulders themselves.

In practice any bright coloured base garments are better than nothing as a starting point if you are volunteering to play a Grendel.

Armour

Grendel warriors who are used to fighting on ships avoid mail or heavy metal armour, considering the risks to great. Instead they use lighter materials than steel, such as mithril, leather, or even cotton. Their armour shows considerable Asavean influence. Some units will wear a thick cotton linothorax, while soldiers in other units opt for ornate cuirass made of mithril or cured leather.

Warskirts are ideal, but where most barbarian orcs will fashion a war skirt from rough scraps of leather, the Grendel favour a carefully cut war-skirt of thick leather straps, with ornamentation and decoration where possible.

Weapons

There is no single favoured Grendel weapon; units armed with spear and shield are common, but swords of all kind are popular, with exotic curved blades, especially prized by the wealthiest Grendel commanders. Grendel rarely go into battle with a single weapon, most carry a backup weapon and those units that avoid the weight of a shield will usually carry a second blade instead and fight with both.

When it comes to ranged combat the Grendel heavily favour crossbows, especially when they can field them behind fortifications such as a fort or the forecastle of a ship. Where this is not possible, bow users will normally deploy in mixed units, protected by soldiers with shields at the front. Javelins and other thrown weapons are widely employed, but are regarded as distinctly inferior to crossbows.

Shields

All Grendel prefer to enter battle with a shield where possible, to provide protection from enemy archers. The perfect shield is a large round domed shield, like the classical Greek Hoplite shield. Units capable of forming interlocking shield walls as part of an effective deployment are amongst the best paid of any Grendel soldiers.

Accessories

Purple is often seen on Grendel war banners war or incorporated into their costume as an under-tunic. Even a small amount of purple can make a big impact: a tabard or sash, scarf (to hide your human neck!), material belt or strips of cloth used as arm wraps or decoration on armour.

Grendel accessories include all manner of jewellry, especially necklaces and bracelets. Anything that expresses the wealth of the Grendel soldier is great. In particular their armour often includes ornamental tassels that hang down over the shoulders or sometimes the waist.

Broken Shores Tribes

In addition to the Grendel, there are six major tribes that inhabit the Broken Shores - the Salt Dogs, the Stone Gyre, the Iron Gulls , the Black Eels, the Brine Turtles, and the Sand Turtles. These large tribes live in the interior of the Broken Shores alongside numerous minor clans. The Grendel raise their armies from the tribes of the Broken Shores, the subject tribes are effectively mercenary armies in the pay of the Grendel.

Grendel forces will usually have Grendel soldiers commanding them but the warriors of the subject tribes form the backbone of every Grendel army. As such half or more of the forces encountered on battles and skirmishes will usually be orcs from one of the six Broken Shore tribes. These orcs ideally wear a plain breastplate over a simple cut dark tunic and/or a warskirt. As the tribes include a large number of smaller clans, any costume that is suitable for a barbarian orc is useful when playing one of the foot-soldiers of the Broken Shores.

Volunteering

Everyone who is volunteering to monster should turn-up wearing base costume and carrying at least one weapon, preferably a one-handed sword, if remotely possible. However if you are able to bring costume, weapons, and armour that are suitable for Grendel roles when monstering for a Grendel fight, then this is an enormous help in making the battle look as good as possible. In particular, we will try to assign volunteers to groups based on the kit they bring with them; players who have good Grendel kit will be assigned the more interesting Grendel roles, those without will be assigned to play barbarian orcs from one of the Grendel subject tribes.

Any of the following kit is ideal when volunteering for a skirmish or battle involving the Grendel.

- Crossbow

- Sword, or one-handed spear

- Rod, staff or wand

- Round shield

- Cuirass or linothorax

- Any greaves and vambraces

- Bright coloured tunic, purple or red if available

- Leather warskirt

If you are playing Empire or Odyssey, then some of your personal kit may be extremely useful whenever you are volunteering to monster. Imperial kit that is especially useful when volunteering for Grendel battles is covered below.

Urizen

The Grendel field significant numbers of magicians on the battlefield, usually including them into other units. We are always short of wands, rods and staves, so if you own a suitable mage implement, then it is helpful if you can bring it with you when volunteering so we can cast you as a Grendel magician. Participants who play Urizen sentinels will hopefully find that elements of their costume are well worth bringing with them when volunteering.

Varushka and Wintermark

Although most Varushkan and Wintermark armour is not suitable for the Grendel, some costume is still very useful. Tunics especially brightly coloured ones that can be worn under a PD breastplate on the battlefield are ideal as is a white shirt or short robe even if heavily embroidered.

Highguard & Dawn

Most Grendel generally avoid heavy armour - with the exception of elite Stone Born units, but some of their soldiers who are trained to fight on land will use a metal breastplate, greaves and vambraces. If you have plate and are able to use pieces of it to produce a Grendel look - especially by combining it with an appropriate tunic underneath or even a warskirt, then you could play one of the Grendel heavy infantry.

Navarr

Navarr players who are used to fighting with spear and shield are encouraged to bring both when volunteering for Grendel roles. The disciplined Grendel tactics are a far cry from the individualistic approach of the Navarr, and playing a Grendel unit may give you a chance to use both spear and shield in a very different way. The leather armour of the the Navarr is ideal for Grendel, provided it does not look too rugged and wild.

The Brass Coast

Freeborn round or domed shields are ideal for Grendel, especially if they lack any obviously Imperial symbol. Brightly coloured clothes, especially trousers are ideal, if they can be worn with a PD breastplate.

The League

The Grendel adopted the crossbow from the League and any player who has one is encouraged to bring it with them when volunteering for the Grendel. The Grendel do not wear the kind of elaborate garments common in the League, such as slashed doublets or use materials like velvet or jacquard, but a brightly coloured pair of hose or trousers, or similar under-garment is still useful.

Rome, Greece, or Persia

The Grendel costume is partly inspired by the classical nations of the Mediterranean. In particular if you have played Odyssey, then Roman, Greek or Persian costume and armour is absolutely ideal. If you have any kit like this, then please bring it with you if you can. Metal Lorica is best avoided, as are the iconic helmets of the period. A simple round helmet or something ornamental like the one below are perfect for the Grendel.

Further Reading

- Grendel Overview

- Elite Grendel troops

- Elite Grendel characters

- Grendel look and feel

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Grim Gardener

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Grand Bounty of Herbs

- 4 Appointment

- 5 The Gardens of the Grim

Overview

The Grim Gardener is an Imperial title commissioned by the Imperial Senate in Spring 381YE. The position of Grim Gardeneris a sinecure, requiring minimal responsibility but offering a regular income of valuable herbs.

The garden is in the region of Perumaki, Miekarova, in the shadow of the imposing Vor'azi fortification of Grimhold.

Responsibilities

The Grim Gardener has no particular responsibilities; they simply receive a bounty of herbs. If their garden were to be threatened in any way, however, it would be their responsibility to deal with those threats. Likewise, if any opportunity relating to the gardens presented itself, they would make any decisions needed to take advantage of it.

Powers

Grand Bounty of Herbs

The Grim Gardener has custodianship of a sinecure. They receive a significant amount of herbs each season: 7 doses of True Vervain, and 5 doses each of Imperial Roseweald, Cerulean Mazzarine, Marrowort, and Bladeroot.

Appointment

The Grim Gardener is appointed by unanimous decision of the Varushkan senators. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by a Varushkan citizen. The Gardener has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Varushkan National Assembly, and by the Assembly of the Nine.

The Gardens of the Grim

The Grim Garden is neat and orderly. Surrounded by a high fence, with low internal walls separating the herbs into different beds. The walls are covered with depictions of the Varushkan virtuous animals, and well maintained paths weave between the herb beds allowing easy access to the gardeners who protect them.

The Garden of the Grim also contains a large statue of a strongly lineaged armoured Draughir with a wolfhead helm and chains. A small plaque set into the indicates that this is the Varushkan hero Chernobog, an exemplar of Loyalty who died defending the Imperial Conclave from an assault by servants of the eternal Arhallogen Spring 379YE.

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Grimnir's Hearthfire

Description

This short ashen wand is polished and coloured, then wound around with weltsilver strands. It is a powerful aid to a battlefield magician, allowing them to more quickly restore those who have taken serious wounds. As the name implies, this wand is closely associated with the Grimnir, the dedicated healers of Wintermark. It is rare for a Grimnir to commission such an item themselves. More often, grateful Thanes or warriors will present them as gifts to a Grimnir who has saved their lives. Traditionally the weltsilver for the wand will be smelted in a fire begun from the embers of the hearth in the intended Grimnir's hall, to strengthen the eventual bond between magician and wand.

In the Marches, the wand is known as Fletcher's Bane as it is often used to treat individuals who have been repeatedly hit by arrows. Indeed, the wands themselves are sometimes made of old arrow-shafts with Rhyv, the rune of blood, repeated over the entire surface.

Rules

- Form: Weapon. Takes the form of a wand.

- Requirement: You must have the magician skill to bond to this item.

- Effect: When you cast (but not swift cast) the heal spell, you also restore any and all of the target's limbs which have been crippled with cleave or impale.

- Materials: Crafting a grimnir's hearthfire requires sixteen ingots of weltsilver, nine measures of ambergelt and seven measures of iridescent gloaming. It takes one month to make one of these items.

In retrospect, Luukas thought to himself through the blur of pain, throwing a harpoon at an ice bear hadn't been the greatest act of Wisdom he had ever committed. True, it had gotten the bear's attention and he had successfully baited it into the back of the orcish battleline. And true too that the bear had made quite a mess of those orcs when it had arrived. The suaq warriors would kill it eventually, the Icewalker was sure, now that they didn't have orcs to worry about. It would all have worked out so well if the bear hadn't knocked him down a cervase on its way to the orcs. Now he lay slowly freezing, his body battered and a broken leg twisted beneath him.

As he watched his red blood seep across the white ice, he pondered what his next life would be like. Hopefully he would be a naga again - he did so enjoy being a naga. Perhaps he would be Freeborn. It would make a nice change in climate.

"Should have known it was you behind such a ridiculous trick," growled a voice above him.

Luukas forced open his eyes in time to see a cloak-wrapped figure ease himself into the crack in the ice. Luukas smiled as he recognised the thick beard and broad-brimmed hat.

"Just in time, Gondlir," he rasped at the Grimnir. "I was about to wipe my feet on the doormat of the Labyrinth."

"Well, you've got a choice. You can have your flesh fixed or your bones unbroken. I have power enough for one spell."

Luukas sighed. He didn't make the best decisions when bleeding heavily.

Gondlir cracked into a smile and pulled a silvery wand from the folds of his cloak.

"I'm just winding you up. You're lucky. It's got one more left for the day."

Gondlir traced the wand across Luukas' wounds and muttered an ancient rhyme. Claw-marks melted shut, bruises faded and somewhere in his leg fragments wriggled to rejoin themselves into the proper shape. Luukas sat up, still a little giddy.

"Don't suppose you have any of that medicinal alcohol as well?"

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Group Archetypes

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

See also: Archetypes

The Brass Coast

Family

A family is a collection of related people led by a
Dhomiro
. They are all descended from one of the three tribes: the Erigo, the Riqueza and the Guerra. They contain all manner of different people.

Kohan

Kohan are groups of volunteer and outcast warriors-without-family, who traditionally pledge loyalty to their tribe's
Hakima
.

Parador

Brass Coast towns always have at least one parador, a communal social house of business, music, story-telling, drinking and dance. They are often formed of a number smaller
Families
working together.

Hakima

Hakima are highly-organised groups of magic-users whose loyalty is to the tribe, not their family. They are taken to be wise.

Corsair

Freeborn Corsairs are traders and privateers who deal with - and raid - bararian bshipping in the Bay of Catazar.

Sutannir

Sutannir perform inspiring religious ceremonies for the Freeborn, and (more importantly) organise the parties that follow. They usually include numerous talented performers in their ranks as well as priests.

Dawn

Noble House

A group of individual that have all passed
the Test of Mettle
, usually set by the House’s Earl. It also contains
Yeoman
loyal to the house.

Knightly Order

A knightly order is made up of
Questing Knights
who have proved themselves worthy in their Test of Mettle and have chosen to keep on questing for ever-greater glory. They sometimes have rules governing behaviour and seek an Eternal as a patron.

Weaver cabal

Weaver Cabals are groups of
witches
specialising in ritual magic .They are not Nobles but not entirely Yeomen. They perform magics to bring good fortune to villages, fertile harvests and good weather as well as weaving magic items.

Highguard

Chapter

Description

Stewards of the dead

Description

Unconquered

Unconquered units are elite Highborn warriors designed to fight battles by any means, in any conditions. They operate with a high level of autonomy, often behind enemy lines or in unknown territory.

Cataphracts

Cataphracts units are Highguard's elite heavy warriors, who once rode
horses
into battle but who, in modern times, represent a resolute and unbreakable wall of steel.

Imperial Orcs

Legion

Description

Reavers

Description

The League

Guild

Description

Free Company

Description

Troupe

Description

Mountebank

Mountebanks are groups street magicians whose tricks may be sleight of hand or genuine magic, many of whom skirt the edges of the law playing short-cons and rigging street games. A group of mountebanks combines ritual lore with a variety of other skills, doing whatever works to complete their goals.

Bishop

The Bishops of the League are its high priests, who provide Virtuous guidance to any who can afford it, and who compete using the size and influence of their congregations. Groups of Bishops are led by an Archbishop.

The Marches

Household

A group of
Yeomen
led by one of their number, called the
Steward

Landskeeper

A landskeeper is a figure from the Marches magical tradition, who supports the territories or the nation as a whole. Landskeepers can use a variety of methods, from hearth magics and good practical advice to rituals.

Market Town

Alderman

Monastery

Monks minister to the spiritual welfare of the folk around their monastery, largely ignoring
Household
boundaries. They divide their time between study of the
Imperial Faith
and working the farmlands claimed by the monastery.

Navarr

Striding

Description

Steading

Description

Urizen

Description

Description

Varushka

Warden

The Warden fellowships are heroic warriors who employ magical protection along with their armour and weapons to hunt down the terrors of the Varushkan wilderness, and to uphold Imperial Law.

Schlacta

The Schlacta are Varushka's well-organised bands of soldiery, who provide defence to a place or an employer.

Vale

Description

Cabalists

Cabals are teams of ritual magic-users, who often act as individual groups, independent of their vales. Each Cabal is different from each other, but their magical might grants them considerable influence.

Wintermark

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Bands (Redirected from Groups)

Contents

- 1 Overview

- 2 The Role of Bands

- 3 Joining a Band

- 4 Creating a Band

- 5 Banners

- 6 Covens

- 7 Sects

- 8 Linking Bands Together

Overview

In Empire it is possible for characters to formalize their loyalty to each other by creating a band. Bands draw on the hearth magic of oaths combined with magical bonds created by magicians to allow members to use certain skills, rituals and items more effectively on each other. For instance ritualists who are part of the same coven (a type of band) can combine their skills to perform more powerful rituals.

Bands are intended to build on the characterisation of the group concept that you have created for your characters. They are there to recognize and support the choice to act as part of a Dawnish noble house, a League guild or a Freeborn family. Players creating characters together are encouraged to use the potential abilities of bands to add depth and character to their group concept.

The Role of Bands

We encourage players coming to Empire to attend as part of a band with their friends. Bands can help to add depth and enjoyment to characterization, making all the characters feel more real and be more fun to play. The band can have its own identity and history and gives characters a way to belong to something that is bigger than they are, yet is still something they can create a history and background for. Bands give OOC friends good IC reasons to roleplay together and good groups are great for helping new players get involved in a game.

The brief for every nation in Empire includes several archetypes to help you develop the idea for a band. For instance a noble house in Dawn, or a chapter in Highguard. There are pages for some of these archetypes explaining the part they play in the setting and offering advice on how to create and play one. These concepts have been designed to be fun to play, but the list is not meant to be restrictive. You can create a travelling band of Dawnish troubadours, or a secretive guild of Highborn artisans if you wish to. Working with your friends, you have the same freedom to create a group concept as you do to create your own character.

Joining a Band

- There are three types of band, banners, covens, and sects

- You may join one of each type of band when you create your character

- You can only ever join a band with members of the same nation

- Joining a band in play requires a magician using the create bond spell

There are three types of band: banners, covens, and sects. You may belong to a single banner, a single coven, and a single sect at the same time, but a character can never be a member of two banners at the same time, nor two covens, or two sects. If you are creating a new character then you may choose one band of each type to begin play as part of - but you can leave any of the options blank if you prefer. Please ensure that you have the permission of the players who are part of a band before joining.

E.g. The Highborn chapter of Exile's Hold is a banner. The members gain all the benefits of being a banner but any character that joins this group cannot join any other banner. They must break the bond with this banner before joining any other banner.

To join a band in play you must find a magician to perform the create bond spell. You can only be a member of one of each type of band at once. For example, if you are a member of an existing banner, then you cannot join another band that is a banner without first breaking the bonds that join you to your existing banner. You can only join a band with members of the same nation.

Creating a Band

- You must use the website to create a band

- Bands must have a name, an oath and a nationality

- Oaths must be appropriate for the setting

- An oath can never be changed

One player will need to use the website to create a new band, but it must only be done once - other characters then join that band. A band can be secret or public. If the band is public, then the name of the band and the nation it is associated with is public to all players in the game. Players making a character can choose to begin play as part of a public band. If the band is secret, then the name of the band is not visible to any player. New characters must join the band in play, they cannot begin play as part of a secret band.

Bands use the hearth magic of an oath to give them power. For this reason, a band must choose an oath when it is created. The oath is usually reasonably short - because it must be recited by any character who joins the band in play. The player creating the band online should enter the text for the oath when they create the band. The only requirement for the oath is that it is in-character and suitable for the setting, any oath that meets these requirements is fine.

Although an oath is required to create a band, it is not magically enforced - there is no automatic magical consequence for any individual that breaks their oath. It is a matter for the roleplaying of the characters who are members of the band to deal with any character who breaks their oath. Once created, the oath cannot be changed, a new band must be formed if characters wish to change their oath.

You can still create a band on the system, even if the benefits are not relevant for your group concept. By picking one of the three options (banner is usually the easiest, if your group plans to fight together at all) and ignoring the additional rules you can still submit details and background about it, even if it doesn't benefit from being a banner, coven or sect.

Banners

- A banner may benefit from using a magical standard

If your band incorporates the idea of a group of warriors that fight together then you may wish to create a banner to represent this. A banner is named for their ability to use a magical standard, which is a magical item created by an artisan. Magical standards provide a potential benefit to every member of the banner.

Covens

- A coven may combine their skills to perform rituals together

- A coven can perform up to two rituals a day

- A coven may benefit from paraphernalia

Groups that intend to perform rituals together need to create a coven. A coven is a band of oath-sworn magicians who choose to work together to perform powerful rituals that they could not do alone.

Members of a coven can work together to perform a ritual with each participant contributing crystallized mana to a ritual up to the limit of their ability. This allows a coven to perform much more powerful rituals than an individual could achieve alone. A coven may also benefit by being bound to ritual paraphernalia, a powerful magical item created by an artisan.

A coven can only perform up to two rituals each day. A character may perform any number of rituals by themselves and they may include others in the ritual performance. But the power of the coven can only be used to combine magical strengths twice per day. Some magical paraphernalia increase the number of rituals a coven can perform in a single day.

If a character is part of a coven that has already performed a ritual together that day, then they may join another coven but they cannot participate in another ritual conducted by that coven until the next day.

Sects

- When members of a sect co-operate to perform some liao ceremonies the cost is reduced to one liao

- A sect may benefit from using a magical reliquary

If your group concept incorporates the idea of a shared set of beliefs and worship then you may wish to create a sect to represent this. A sect is a band of oath-sworn devotees of the Way who choose to work together to further their common goals.

If members of a sect co-operate to perform a ceremony of anointing, consecration, dedication, excommunication, exorcism, hallowing, or testimony, only one dose of liao needs to be consumed to achieve the result, no matter how many members co-operate. All the other rules for co-operation in ceremonial skills still apply.

For example, if two members of a sect who are both dedicated to Vigilance and both have the anointing skill perform a ceremony together to anoint a target, then they may may produce the same effect as two priests cooperating - but need only consume a single dose of liao.

A magical reliquary provides a benefit to every member of the sect that is bonded to it.

Linking Bands Together

Although a band must be either a banner, coven, or sect, it is common for players to have a background concept that includes characters who are linked in multiple ways. In these situations it is perfectly appropriate to create more than one band whose concepts and backgrounds are linked.

For example, a group of players intend to play a Marcher household but some of them want to play monks while the others play yeomen. They create a banner called the Cawford Household and a sect called Cawford Monastery - to represent the large monastery on the Cawford lands. Cawford players can choose to start as members of either or both groups or join either group in play.

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Gryphonsoul Aegis

Description

Crafting a suit of this armour is a serious undertaking for even a skilled armoursmith, and it is certainly one of the most expensive magic items known to Imperial artisans. It requires a large amount of orichalcum, carefully alloyed with steel and green iron. The metal repeatedly quenched in great baths of beggrar's lye. All this effort focuses and reinforces the irresistible force of the human (or orc) spirit.

The armour is fairly popular in Dawn, and many suits are of Dawnish manufacture. They are often build with the four Gryphon Runes (Tykonus, Verys, Feresh and Jotra), or etched with an image of a gryphon. Some rare suits are constructed with an eagle-head helm and clawed gauntlets and boots, visually capturing the image of the heraldic beast.

In other parts of the Empire, the armour has a variety of other names. In Varushka for example, Schlacta wear heavy Hearthfire Chain and rely the power to see them through the dark winter nights. Both the Freeborn and the Highborn follow a tradition of delicately engraving each scale of the Lionsong Paean with a word, phrase or poetic line invoking strength, Courage or the name of a Paragon or Exemplar.

Crafting a Gryphonsoul Aegis requires eleven ingots of green iron, twenty-one ingots of orichalcum, and nine measures of beggar's lye. It takes one month to make one of these items.

Rules

- Form: Armour. Takes the form of a suit of heavy armour. You must be wearing this armour to use its magical properties.

- Requirement: Any character can bond to this item.

- Effect: While wearing this armour, you gain 2 additional ranks of endurance and an additional hero point.

- Roleplaying Effect: You feel inspired to attempt great deeds and to pit yourself against the hardest challenges.

- Materials: Crafting a Gryphonsoul Aegis requires eleven ingots of green iron, twenty-one ingots of orichalcum, and nine measures of beggar's lye. It takes one month to make one of these items.

“Damn bandits,” the schlacta said. He didn't sound particularly upset or fearful, which Radomir found strange given that the warrior was slumped on the ground with a sword thrust into his guts. The schlacta's blood was already staining the damp dirt around him; all that heavy armour hadn't done the man much good when Jasna had crept up behind him and slammed her blade through a chink at his waist.

Radomir ignored the fallen warrior's growled irritation and stepped over him; the man would be dead soon enough; he had little blood left in him. Instead the bandit cast his gaze round the little campfire the schlacta had been warming himself at, wary for any other guards here.

But there were none.

The bandit chief gave an incredulous laugh. “Just one man watching the approach? Really?”

Goran shrugged, standing straight from where he was rifling through the schlacta's discarded pack. Over at the edge of the cliff Radomir could see Mila crouched in vigil, frowning down at the village below. When she too shrugged, he relaxed. “Well, I guess they really are that stupid, then. We'll cull them like the sheep they are. Jasna, I want you to-”

He turned to his second in command, but the sharp-featured and light-footed woman wasn't standing any more. The schlacta was somehow back on his feet, and the very sword that Jasna had run him through with was now in his blood-slick grip. The soldier grunted as he pulled its tip out of the fallen woman's side, seemingly hampered little by his own injury.

Suddenly, that heavy armour looked daunting indeed.

“So,” said the schlacta affably, “shall we try this again? Three against one is hardly fair odds for you, so I'll let you get a head start if you want to run now.”

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Guardian of Britta's Shrine

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 4 Appointment

Overview

The Guardian of Britta's Shrine was an Imperial title created by the Imperial Senate in Winter 376YE. The position of guardian was a sinecure, requiring minimal responsibility but offering a regular income.

Following the death of Empress Britta in 376YE, heroic efforts recovered her body and many of her effects from the Thule barbarians. The body was interred in the swamps of Kallavesa while her personal accouterments were placed in a shrine of white granite in Necropolis. The eternal flame that burns in the courtyard before the memorial serves as a place of pilgrimage for those wishing to meditate on and show their respects to the departed Empress, whose inspirational example is already seen by many as re-igniting the flame of Imperial Pride following the disastrous reigns of Empress Giselle, Emperor Hugh and Emperor Walter.

Some controversy surrounded the sinecure; it was regarded as unconstitutional since it created votes in the Synod but was appointed by the Senate, allowing the Senate undue influence the Synod. The motion was not struck down by magistrates at the time, however, and so the title stood.

The first Guardian of Britta's Tomb was Ruth of Highguard, a Steward of the Dead belonging to the Cenotaph chapter of Necropolis. In Autumn 379YE, a delegation of Highborn and Winterfolk visited the shrine and removed the personal effects of the Young Empress. They were reunited with her body in Kallavesa. As news spread, the stream of pilgrims traveling to the shrine dropped to a trickle and then largely petered out. By the beginning of the Spring Equinox 380YE, the title of Guardian had become a purely ceremonial title, providing neither votes nor liao.

Responsibilities

The Guardian oversees the shrine dedicated to the memory of the dead Empress, and ensures the eternal flame is not extinguished.

Powers

The Guardian has no legal powers.

Appointment

The Guardian of Britta's Tomg is appointed during the Winter Solstice each year. The title is selected by unanimous decision of the Highborn senators. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by any Highborn citizen. The Guardian is appointed annually. They can be revoked by the General Assembly, the Highorn National Assembly, and by the Assembly of the Nine.

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Guardian of Dunfrith

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounty of the Guardian

- 4 Appointment

- 5 Dunfirth

Overview

Dunfrith was commissioned by the Civilian Commissioner of Wintermark in Autumn 380YE. Construction of Dunfrith (a name meaning "forest of Dun" in an obscure Wintermark dialect) was completed shortly after the 380YE Autumn Equinox.

Responsibilities

The Guardian of Dunfrith has no particular responsibilities; they simply receive a bounty of herbs from Dunfrith in Wood Heath. If Dunfrith were to be threatened in any way, it would be the responsibility of the Guardian to deal with those threats - it is also their responsibility to deal with any opportunity related to the sinecure.

Powers

Bounty of the Guardian

The Guardian receives custodianship of a sinecure. They receive an income of herbs each season: five doses each of Bladeroot, True Vervain, and Marrowort; four doses of Imperial Roseweald; and two doses of Cerulean Mazzarine. Bladeroot and True Vervain prosper in the northern hills, and the glade set aside for the production of Marrowort supports a fine crop, but the gardeners struggle to maintain more than a few patches of Cerulean Mazzarine in the chilly climate.

Appointment

The Guardian of Drunfirth is appointed by unanimous decision of the Wintermark senators. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by a Wintermark citizen. The Guardian has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Wintermark National Assembly, and by the Assembly of the Nine.

Dunfirth

The foresters of Woodhall in the southernmost reaches of Hahnmark created several glades in the woodlands near Dunhearth Hall. The glades were positioned to allow the cultivation of all five of the magical herbs. Much of the work creating the sinecure was overseen by Ham, son of Brigantia, son of Frecki and of Bruin, lead apothecary of Dunhearth and descendant of the Great Dun, apprentice of Wise Rangara and Saviour of Holberg, "with the authority of the Great Thane, Tobrytan Dunning".

One of the glades, the southernmost of the five, was cleared over an old battleground where the people of Dunhearth fought the Feni in past centuries - the harvest of marrowort is particularly strong here although there have been a few (unconfirmed) reports of unsettled spirits in the vicinity since the herb garden was established.

In Summer 381YE, a natural disaster claimed parts of south-eastern Hahnmark. The opening of Lorenzo's Deep Pockets (as the sinkhole is known) stopped just short of consuming the entire forest of Dunfirth. Today the herb glades stand on the north-western lip of the great crater, not far from New Dunhall.

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Guardian of Giselle's Tomb

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounty of Liao

- 3.2 Voice in the Synod

- 4 Appointment

- 5 Virtue's Respite

Overview

The Guardian of Giselle's Tomb is an Imperial title created by the Imperial Senate in Autumn 380YE. Work on the tomb was completed shortly before the Spring Equinox 381YE. The position of guardian is a sinecure, requiring minimal responsibility but offering a regular income of liao, and additional votes in the Imperial Synod.

Responsibilities

The Guardian oversees the shrine in Temeschwar that houses the sarcophagus of Empress Giselle. If the tomb were to be threatened, it would be the responsibility of the Guardian to face those threats; likewise should any opportunity related to the shrine arise the Guardian would decide how to respond.

Powers

Bounty of Liao

The sinecure provides five measures of liao to the Guardian each season, to be used as they see fit.

Voice in the Synod

The Guardian receives ten votes in the Imperial Synod. They may use these votes in any appropriate assembly, following the normal rules for votes provided by a Sinecure.

Appointment

The Guardian is a League national title appointed by judgement of the League national assembly.

The Guardian has tenure and serves until they die or step down. They can be revoked by the General Assembly, the League National Assembly, and the Assembly of the Nine.

Virtue's Respite

The tomb of Empress Giselle stands in the city of Temeschwar.

For decades after her death, Empress Giselle was interred in her family estates in Sarvos. Following the Grendel assault and the sacking of the city, which included an attempt to steal her body, her sarcophagus was moved to a safer location. After much debate the Senate chose to re inter Giselle in Temeschwar. A new tomb was constructed for her, under the supervision of Gant Archama (the Senator for Temeschwar).

Constructed in the city itself, near one of the two river gates, it takes the form of an open-air amphitheatre, decorated with the motif of the unbroken chain of Loyalty. At the entrance to the seats a statue of the Senator's father, Demitri Archama (who looks so like Gant that several wits have pointed out it could just as easily be a statue of the younger Archama as the elder). He is shown seated, swathed in fur with a stern visage.

The sacrophagus itself rests on a plinth before the raised stage, and the theatrical back drop consists of four large white granite panels carved with scenes depicting the recent joint ventures of the League. They show the raising of Caricomare; the liberation of Holberg; and the rebuilding of Sarvos after the Grendel attack. The final panel depicting the escorting of the body of Giselle from Highguard to Temeschwar by a company of soldiers bearing the tattered gonfalon of the Brotherhood of Torn Banners, with the Brotherhood's Colonel Iacob Genoshu clearly identifiable as the figure leading the procession.

Already there has been some wry commentry of the tomb - dubbed "Virtue's Respite" by Gant Archama - that it appears to be less a memorial to the dead Throne, and more a testament to the recent successes of the League and the Brotherhood of Torn Banners in particular.

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Guardian of the Cairn

Overview

The Guardian of the Cairn is an Imperial title established by the Imperial Senate during Autumn 378YE. The stones and cairns that make up the crystal henge are quite old, but their use as a source of crystal mana is very recent. Construction and expansion began in late-autumn 378YE and was finished just in time for the Winter Solstice. The stones themselves were augmented with polished mithril, and several cairns were adjusted to help direct flows of subterranean mana toward them.

The position of Guardian is a sinecure, requiring minimal responsibility but offering a regular income of crystal mana.

Responsibilities

The Guardian has no particular responsibilities; they simply receive a bounty of crystal mana from the Sylvihrafn in Skarsind. If the Henge were to be threatened in any way, it would be the responsibility of the Guardian to deal with those threats.

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounty of Mana

- 4 Appointment

- 4.1 Sylvihrafn

Powers

Bounty of Mana

The Guardian of the Cairn gains custodianship of a sinecure. The Guardian receives an income of 9 crystal mana each season.

Appointment

The Guardian of the Cairn is appointed by unanimous decision of the Wintermark senators. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by a Wintermark citizen. The Guardian has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Wintermark National Assembly, and by the Assembly of the Nine.

Sylvihrafn

The crystal henge of Sylvihrafn stands in Skarsind near the Hold of Hrafnar in the north-eastern Skogei Glens. The hall and the henge alike overlook the dark forests of Varushkan Miekarova. It is named for the late Sylvi Hrafn who fell during the Battle of Ikka's Tears; her body joins that of her ancestors among the cairns. The newly expanded circle was originally named the Sylvi Hrafn Crystal Henge, but as is the way in Wintermark the name was quickly shortened to Sylvihrafn.

The henge itself is reasonably old; the founders of the Hold of Hrafnar often performed magical rituals here. When the Thule barbarians conquered the Skogei Glens, they continued this practice themselves - there is some evidence that several enchantments designed to assist the invading armies originated among the stones and cairns.

The ring consists of thirteen standing stones, around and between which are scattered low cairns of carved rocks. The stones are intricately threaded with mithril designs that denote the history of the battles with the Thule in Skarsind - both the recent invasion and liberation, and older conflicts stretching back to the dawn of Wintermark. The stones "draw up" mana flows from deep underground, and the crystals produced form on and around the rocky cairns. The crystals gathered here have a distinctive silvery tinge, that the a few scops have claimed makes them resemble tears.

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The Founders (Redirected from Guerra)

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

Contents

- 1 History, Myth, and Legend

- 2 Riqueza

- 3 Erigo

- 4 Guerra

History, Myth, and Legend

According to the hakima, the Brass Coast was founded by three sisters named Erigo, Riqueza and Guerra. They departed Highguard with their extended families, and sought a new homeland far from the internecine squabbling of the Highborn. With the aid of powerful magic, they located a homeland where they could be free of interference from the Highborn, one where they could pursue their own destinies. All Freeborn today see themselves as descendants of one of the three founders - whether literally (via matrilineal lineage), or spiritually (for those who choose to join the nation but cannot claim a direct link to the founders).

The three women were known to be powerful magicians, and depending on who one asks either formed of a single coven or, more likely, lead three individual covens that worked together most likely through the use of items such as the Web of Celestial Attunement or the Hakima's Mantle. Yet it would be wrong to think of them solely as magicians; they were also proud and ambitious leaders, and are considered to be the first dhomiro as well as being the model on which the hakima base themselves.

Outside of the Brass Coast, historians are divided as to whether the three women were actually related by blood or not; Highborn archivists claim that the records suggest that the three were actually unrelated, being instead scions of minor patrician families. Unhappy with the growing turmoil within the nation, and predicting the impending civil war, the three formed an alliance, sold their holdings, and simply left Highguard. Even though the archivists contest some elements of the story, they agree that the three women almost certainly existed, and there is little doubt that they held the rank of Patrician within the crumbling society of the Highborn before they chose to give it all up.

According to some tales, they each took a new name when they left the Highborn nation, symbolically burning any connection to their past in a great bonfire somewhere in Casinea. Romantics imagine that they set off from what would later become Anvil, but there is little factual support for this notion.

Riqueza

Legends recorded by the Hakima claim that Riqueza was the eldest of the three sisters. She is said to have been a mystically-inclined seer, as well as a practitioner of the apothecary's arts. The Incarnadine Satchel is one of several miraculous relics of Riqueza, although the powerful artefact was lost to the Empire nearly a hundred years ago.

As recounted in the song Riqueza's Dream, it is said that she was the motive force behind the decision to quit Highguard. She is often described as having been a mistress of night magic, and a common tale of the founding claims that she used a crystal with a flaw in the shape of the rune of transformation to lead the Freeborn to their new homeland. A number of her children were said to have inherited her fascination with transformation.

The Riqueza perform ritual magic using loud, rhythmic, energetic drumming.

Erigo

According to the tales of the hakima, Erigo was neither the eldest nor the youngest of the three sisters. According to the old stories, she was the most martially minded of the three sisters. A significant proportion of her family were warriors and battle magicians, and when the Freeborn decided to settle on the Brass Coast she and her tribe took the lead in driving out the orcs who inhabited their new homeland. She is said to have been adept at weaving enchantment over armies and fleets alike. Several of the families descended from her line see it as their duty to protect the rest of the Freeborn, and a number of the oldest corsair families trace their lineage back to Erigo.

The exemplar Zemress was born into the Erigo tribe.

The Erigo tribe use a less energetic style, often accompanying their rituals with soothing, harmonious music.

Guerra

The hakima teach that Guerra was the youngest of the three sisters. She was known both for her quick temper and for the courage with which she spoke her mind. She was the most politically minded of the three founders, and is said to have negotiated treaties of recognition with the scattered Navarr stridings, giving them the freedom to walk the trods on the Brass Coast in return for helping the early Freeborn nation maintain lines of communication between scattered settlements. According to Highborn accounts, her family were heavily involved in mercantile endeavors before she lead them out of Highguard.

Guerra was an acknowledged master of day magic. Some hakima claim that it was Guerra, not Riqueza, who lead the Freeborn to the Brass Coast, using a dowsing pendulum marked with the rune of discovery.

She is said to have founded the city of Siroc, reasoning that while the Freeborn may wish to wander, outsiders would want a single place they could come to when they wished to deal with them. There are a number of humorous stories about Guerra and the powerful merchant-Price of Sarvos, in which he and his family repeatedly tried to woo her into political (and romantic) entanglements that she cleverly turns to her own advantage - all without speaking a single word of falsehood.

Emperor Ahraz was a scion of the Guerra line.

The Guerra prefer physical movement combined with fire and light when they perform their magic.

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Guided Path

Description

There is a strongly-held belief in some sects that certain ceremonies have effects that will follow a dying person into the Labyrinth. They believe that an anointing can help the passage of a soul, or a powerful testimony follow someone into the next life in some fashion. Less merciful sects believe that if a person dies while excommunicate it will impede their passage to reincarnation, or even cause the soul of a criminal marked in this fashion to be destroyed. Even sects that do not adhere to such beliefs see the value of performing ceremonies to offer comfort to the dying. These sects are the ones likely to make use of a Guided Path.

Normally taking the form of an amulet or talisman of dragonbone usually marked with a Labyrinth, a Guided Path takes its popular name from the Navarr. Some guides have made use of the item since long before the founding of the Empire in a quest to help the dying to find their way back to a partner in the Great Dance. A similar item known as an Amulet of the Threshold was used by Highborn sects who offered comfort to the dying. Both items predate the use of liao, and some theological historians suggest that the use of items such as the Guided Path may provide some evidence that the very first uses of ceremonial skills were to prepare the dying for their next lives.

Rules

- Form: Talisman. Takes the form of ceremonial regalia.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: When you perform or cooperate with the performance of a religious skill that targets a terminal character, you may do so without spending a dose of liao. If you have an ability to add additional strength to a ceremony you may use that ability in the normal way at the normal cost.

- Materials: Crafting a Guided Path requires four measures of dragonbone. It takes one month to make one of these items.

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Guidelines for all young live roleplayers

Live-roleplayers of all ages are welcome to take part in Empire, but it is important to appreciate that you are playing a game alongside adults so we expect you to be mature and to play the game the same way they do. This means that you should try to stay in-character as much as possible. If you need to drop out-of-character then try to leave any areas that are filled with other players who are roleplaying before you stop roleplaying, so that you don’t disturb their game.

In this game, you will be roleplaying a character who is the same age as you are in real life. There is a range of briefing material that you can read, including some elements that are written specifically for younger players. The more familiar you are with these, the better the you will be able to roleplay; you will get more respect from other players and be included in the game more.

Empire will not make your character a grand hero, but it will offer you the chance to roleplay becoming one if you engage with the game and roleplay accordingly. Your character will not begin as anyone special, but you will be no more or less important than the characters of other players of any age who are attending the game. By roleplaying and reacting as your character you will have opportunities to become an important part of the game world as your character grows up.

Please make sure that you have read the specific guidelines and policies appropriate to your age. The restrictions that are in place are designed to protect everyone attending the event. If you break the rules then you will not be able to attend further events until you are significantly older.

In particular, please note that you are not permitted to purchase alcohol from the tavern before you are eighteen and you are not permitted to take the battlefield until you have passed the warrior test and have the approval of your parent(s). If you break these rules you put the entire event in jeopardy for everyone who is playing and you will not be allowed to resume playing the game before you turn eighteen.

We are confident that you can demonstrate that you are every bit as capable at roleplaying as the adults. But ultimately it’s down to you to show how good a roleplayer you can be.

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Guidelines for parents or carers

If you are bringing your child to a Profound Decisions event, then you are taking responsibility for their behaviour and their actions. Profound Decisions will operate parts of the game aimed at younger players, but you remain responsible for your child at all times. If we gave Empire a film classification it would be “Parental Supervision Required” - as the parent or carer you are expected to provide that supervision. It is not the responsibility of others players to change their behaviour to take account of your children.

Empire allows young roleplayers to attend and participate - it is not a creche or an alternative to baby-sitting. You must not bring children over five who are not interested in roleplaying to the event.

All players are asked not to make IC complaints about children that are dropping out-of-character or crying. You must respect this request by minimizing any disruption caused by your child dropping out-of-character. If your child is upset or crying, then please consider the context - in a public IC area is like being in a cinema; in your own tent is like being in your own house; in someone else’s tent it’s like being in their house. Act accordingly and where appropriate take your child out of the area to comfort them or until they are ready to resume roleplaying.

If you are the parent or carer of a child then you must roleplay a character who is the parent or carer of the child. You should expect other characters to hold your character to be IC responsible for the IC actions of your IC children. For instance your character can be prosecuted by a magistrate if your child is a thief or a mugger.

As a parent, I am fully aware how normal it is to feel protective of your children, but you must not use this as justification to OOC confront another player. If you are unhappy out-of-character with the behaviour of another player (of any age), then the correct response is to bring this to the attention of a member of the PD crew. We will deal with the situation.

You must appreciate that very young children are not old enough to effectively participate in an LRP game. We have chosen not to exclude the under 5s, to allow children to play the game to the best of their individual abilities, rather than using age as a marker to nominate who can or can’t play the game. However there is a very considerable burden on anyone caring for young children and you must expect this to impact on your own ability to enjoy the event.

In addition to these general guidelines, please make sure that you read the age related rules and guidelines that apply to your child. It is your responsibility to ensure that you and your child meet all of these rules. This remains true, even if another adult agrees to look after your child for a period of time during the event.

We will be inflexible and unsympathetic in dealing with any parent that does not follow the rules. We believe that doing so is the best way to protect all children and parents, to ensure that their ability to enjoy the event is not harmed by the actions of individuals. When speaking to LRPers it is clear that the majority are happy to welcome young live-roleplayers to participate at our events, provided that the parents and children are meticulous in meeting clear standards of behaviour. We intend to build on that support by demonstrating that the majority can meet these standards and by refusing further entry to the minority that cannot.

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Guides: Synod

Contents

- 1 An Introduction to the Synod

- 1.1 Duties

- 1.1.1 I – Appoint a Cardinal for your Virtue Assembly

- 1.1.2 II – Exercising of Judgement

- 1.1.3 III – The Spiritual Wellbeing of your Nation, and the Empire

- 1.2 Rights

- 1.2.1 I – Witness

- 1.2.2 II – Sanctuary

- 1.2.3 III – Confession and Clemency

- 1.2.4 IV – Judgement

An Introduction to the Synod

Membership of the Imperial Synod is an important calling and carries with it a number of Duties and Rights. This guide is intended to aid new members of the Synod in fulfilling their duties, and remind them of the purpose of the Rights.

Duties

As a member of the Synod you have the following duties:

I – Appoint a Cardinal for your Virtue Assembly

- Your Virtue Assembly is determined by your Virtue Dedication or, if you are Undedicated, you are considered a member of the Assembly of the Way

- If the Assembly has no Cardinal, you should ensure that your voice is heard in the appointment of the Cardinal

- If the Assembly has a Cardinal, you share in the responsibility for the judgements and decisions they make as part of the Assembly of the Nine

- If you feel that the Cardinal is not representing the Virtue or The Way in the manner they should, it is your duty to take action

Consult with the Functionaries of the Synod on how to take necessary actions in relation to this duty. This can include identifying a Cardinal if they are unknown to you.

II – Exercising of Judgement

- As a religious leader, it is accepted that you are possessed of good and virtuous judgement

- Your duties including passing judgement on matters presented to the Synod Assemblies

- There are no formal meetings at the Synod, as you are expected to spend time attending to the needs and wellbeing of the lay citizens

- You should check in at the Synod across the day to check with the Functionaries if any matters have been presented for your judgement

- In time, you will get a sense for when to visit. If in doubt, we recommend once every three hours for a few minutes as a guideline.

Consult with the Functionaries of the Synod on seeing the judgements and how to register your own.

III – The Spiritual Wellbeing of your Nation, and the Empire

- As a religious leader, you already minister to the spiritual wellbeing of several Citizens from your home nation.

- Within the Synod, you are a member of three Assemblies: Virtue, National and General

- Your duties within these Assemblies are to ensure that the Empire remains virtuous and that any corruption, idolatry, heresy or blasphemy is identified and dealt with

- You have access to a number of powers to take action against threats you have identified.

If you wish to use any of the powers of the Assemblies to oppose wickedness, consult with the Functionaries of the Synod as to what options are available to you, and what may be the easiest way to access them.

Rights

As a member of the Synod, you are afforded various Rights to ensure that you are able to carry out your crucial role in the Empire:

I – Witness

- As a member of the Synod, you have the right to enter any common space within the Empire, including the Military Command Tent, to observe that all citizens are behaving virtuously

- If you are prohibited from exercising this right, you may notify the Synod Functionaries or the Judiciary

- This right exists only whilst you are maintaining a discreet presence. Causing a disruption, or disturbance, forfeits this privilege in that time and place.

II – Sanctuary

- If you are in the Synod tent, or on consecrated ground, and an individual asks you for Sanctuary from the Imperial Law, you may grant it for the turn of an hourglass

- This right is intended to ensure that the Imperial Law is being enforced with reference to the Seven Virtues.

- The turn of the hourglass is so that the individual may either gather the proof of their innocence, or confess their crime and the virtues that informed it

- You, or a fellow Synod member, may appeal to the Judiciary for an extension of the hourglass

III – Confession and Clemency

- Where an individual has been granted sanctuary in the Synod, or on consecrated ground, you may take their confession.

- The confession will be in relation to the crime for which they have sought sanctuary

- Having taken confession, you may accompany the individual to the Judiciary and appeal for clemency on the grounds of the virtues that informed the crime

- Be warned, this right is not to be taken trivially or abused. If the individual offends again in the future, it will reflect poorly on you and charges may be brought.

IV – Judgement

- As your duties include giving your judgement on matters before the Synod, you too may call on your fellow Synod members to pass judgement

- Judgements can cover a range of matters including inquisition, revocation of Imperial positions, reward of virtuous acts, changing doctrines of the faith and more

- The Functionaries of the Synod can advise you of the options available to you, and effective ways of accessing them.

- When a judgement is put before the Synod Assemblies, a deadline will be set by which Synod members will be expected to have expressed their judgement.

- After the deadline, the Functionaries of the Synod will tally the judgements of the Synod members and document the Judgement of the Synod.

- Although the Synod is not required to meet, some Synod members have found it advantageous to explain the judgement they seek to make to their peers to ensure their support during the judgement process.

If you have any questions or require further clarifications regarding these Rights, it is advised that you consult with the Functionaries of the Synod regarding their interpretation.

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Guild

In ancient Catazarria the merchant prince would licence wealthy interests to participate in the politics of their city. To do so the group in question had to present a document outlining their goals, heraldry and founding principles. If the prince smiled upon their efforts (or at least, on the accompanying gift), they would grace it with their seal and it would become an official legal document. Thus, an ancient Catazarri could point to their "carta" (paper), proving that they had the right to lead. Their ability to monopolise trade faded though after they joined the Empire, due to the competition from crafters in other cities and nations. Most responded by expanding their remit.

Nowadays the process of authorising a guild is a administered by the Imperial Civil Service, and the document itself has come to be known as a charter. The terms are interchangeable. Some older Catazarri guilds insist on the archaic term, while more modern charters, especially those from Holberg, use charter instead. Some guilds operate without a charter, but for those that have one it is an object of immense pride. Typically decorated in gold leaf, illuminated in fine coloured inks and adorned with the seals of bishops and Empresses, it is frequently displayed as a public statement of wealth and power. An ancient charter is well regarded and will garner a guild respect even if their financial fortunes are not so illustrious. It is not unknown for an ailing guild to even sell their charter, and a thriving trade exists in counterfeits and stolen charters.

By tradition, the leader of these ancient organisations carried a signet ring with the seal of the guild upon it, and thus only they could sign documents on behalf of the entire guild. This practice earned them the title of "signeur" or "signeura" (when their power wasn't great enough to justifiably claim the title of prince), and this has persisted to the present day.

Discussions within the guild are often heated, citizens of The League appreciate a passionate argument, but if consensus cannot be reached on an important issue then the signeura may simply raise their hand, palm inwards to display the ring with the seal of the guild. This is done to remind the other guild members that the guild follows their lead, and should abide by their decision while doing so. It is not done lightly, as it can be seen as a reprimand for excessive bickering or childlike behaviour, and can lead to extreme bad feeling. In any event, the other guild members must accept the signeura's decision or a challenge their leadership immediately.

A small number of guilds demand that every member be either a blood relative or married to a blood relative. Often referred to as "camorra" in a slightly derogatory way, these guilds have a largely undeserved reputation for dubious morals and underhand dealings. They are marginally more common in Temeschwar and Tassato than elsewhere.

Creating a guild

The guild is intended as the major social grouping for the League; a network of skilled and ambitious people who have bound their fortunes together for mutual gain. Smaller guilds typically specialise in order to take advantage of a niche while larger ones tend to be extremely diverse, but these patterns are far from set in stone. A free company, for instance, is a type of guild who specialises in mercenary work and tends to have few fixed assets as a result.

It may be a good idea to consider whether you want to have a group charter when creating a guild, and how vigorously you expect the members to adhere to it. Having a charter will serve as a good advertisement to new potential players who might wish to join. You should consider carefully what your group will enjoy playing and try not to put in place rules that will be hard to enforce or lead to constant internal friction. Nebulously virtuous principles and grandiose goals that will encourage the guild to strive will probably serve you best unless you have a group dedicated to a real hardcore concept.

Each guild's specific goals and methods vary, but almost universally involves accumulating political and financial power. Success is about more than cash though, it is about renown and sophistication. Whatever your guild does, it should at least claim to be the best at it. Membership in your guild should be something that others aspire to. Everybody should know its name and recognise its heraldry. Remember; the guild endures after you are gone, leave its legend greater than you found it.

Even if a character isn't a member of your guild (or even your nation), they can still associate with it - The League encourages hiring specialists. Such freelancers may never have the security or prestige of guild membership, but they can hire themselves out to the highest bidder. A servant that betrays a guild after accepting its coin will seldom last long, though.

Within a guild, the player characters represent the leaders and owner, and while the guild may have thousands of staff across its holdings, players are are the only ones who get to make major decisions. A leader who doesn't attend events is no leader in the eyes of a League citizen, and will most likely find themselves replaced in short order - those who make the effort to attend get to make the decisions.

You may wish to base your guild in a single city; Holberg, Sarvos, Tassato or Temeschwar. A guild that spreads itself too thin stands little chance of influencing local politics, so if you want a bigger share of the political power you are better concentrating on the least-populated territories. Your character certainly will come from a single city, so make sure you know its foibles and fashions lest you appear a buffoon in front of your peers!

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Guild (Redirected from Guilds)

In ancient Catazarria the merchant prince would licence wealthy interests to participate in the politics of their city. To do so the group in question had to present a document outlining their goals, heraldry and founding principles. If the prince smiled upon their efforts (or at least, on the accompanying gift), they would grace it with their seal and it would become an official legal document. Thus, an ancient Catazarri could point to their "carta" (paper), proving that they had the right to lead. Their ability to monopolize trade faded though after they joined the Empire, due to the competition from craftsmen in other cities and nations. Most responded by expanding their remit.

Nowadays the process of authorising a guild is a adminstered by the Imperial Civil Service, and the document itself has come to be known as a charter. The terms are interchangeable. Some older Catazarri guilds insist on the archaic term, while more modern charters, especially those from Holberg, use charter instead. Some guilds operate without a charter, but for those that have one it is an object of immense pride. Typically decorated in gold leaf, illuminated in fine coloured inks and adorned with the seals of bishops and Empresses, it is frequently displayed as a public statement of wealth and power. An ancient charter is well regarded, and will garner a guild respect even if their financial fortunes are not so illustrious. It is not unknown for an ailing guild to even sell their charter, and a thriving trade exists in counterfeits and stolen charters.

By tradition the leader of these ancient organisations carried a signet ring with the seal of the guild upon it, and thus only they could sign documents on behalf of the entire guild. This practice earned them the title of "signeur" or "signeura" (when their power wasn't great enough to justifiably claim the title of prince), and this has persisted to the present day.

Discussions within the guild are often heated, citizens of The League appreciate a passionate argument, but if consensus cannot be reached on an important issue then the signeura may simply raise their hand, palm inwards to display the ring with the seal of the guild. This is done to remind the other guild members that the guild follows their lead, and should abide by their decision while doing so. It is not done lightly, as it can be seen as a reprimand for excessive bickering or childlike behaviour, and can lead to extreme bad feeling. In any event the other guild members must accept the signeura's decision or a challenge their leadership immediately.

A small number of guilds demand that every member be either a blood relative, or married to a blood relative. Often referred to as "camorra" in a slightly derogatory way, these guilds have a largely undeserved reputation for dubious morals and underhand dealings. They are marginally more common in Temeschwar and Tassato than elsewhere.

Creating a guild

The guild is intended as the major social grouping for the League; a network of skilled and ambitious people who have bound their fortunes together for mutual gain. Smaller guilds typically specialise in order to take advantage of a niche while larger ones tend to be extremely diverse, but these patterns are far from set in stone. A free company, for instance, is a type of guild who specialises in mercenary work and tends to have few fixed assets as a result.

It may be a good idea to consider whether you want to have a group charter when creating a guild, and how vigorously you expect the members to adhere to it. Having a charter will serve as a good advertisement to new potential players who might wish to join. You should consider carefully what your group will enjoy playing, and try not to put in place rules that will be hard to enforce, or lead to constant internal friction. Nebulously virtuous principles and grandiose goals that will encourage the guild to strive will probably serve you best unless you have a group dedicated to a real hardcore concept.

Each guild's specific goals and methods vary, but almost universally involves accumulating political and financial power. Success is about more than cash though, it is about renown and sophistication. Whatever your guild does, it should at least claim to be the best at it. Membership in your guild should be something that others aspire to. Everybody should know its name and recognise its heraldry. Remember; the guild endures after you are gone, leave its legend greater than you found it.

Even if a character isn't a member of your guild (or even your nation), they can still associate with it - The League encourages hiring specialists. Such freelancers may never have the security or prestige of guild membership, but they can hire themselves out to the highest bidder. A servant that betrays a guild after accepting its coin will seldom last long, though.

Within a guild the player characters represent the leaders and owner, and while the guild may have thousands of staff across its holdings, players are are the only ones who get to make major decisions. A leader who doesn't attend events is no leader in the eyes of a League citizen, and will most likely find themselves replaced in short order - those who make the effort to attend get to make the decisions.

You may wish to base your guild in a single city; Holberg, Sarvos, Tassato or Temeschwar. A guild that spreads itself too thin stands little chance of influencing local politics, so if you want a bigger share of the political power you are better concentrating on the least-populated territories. Your character certainly will come from a single city, so make sure you know its foibles and fashions lest you appear a buffoon in front of your peers!

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Gwerin Morfa

Overview

In Autumn 379YE Corey Brackensong, as Dredgemaster of Feverwater, commissioned historical research about "The Gwerin Marfae, the marshfolk around at the time of Terunael." Very little is known about these people, who apparently lived in what is now the north-western Mallum, and potentially in parts of eastern Dawn long before the foundation of the Empire.

What little is known about these enigmatic people is summarized here in a document compiled for the Dredgemaster by Lim Sinij of the Halls of Knowledge. It contains a great deal of speculation and should, perhaps, be taken with a pinch of salt.

What Little is Known

Among the existing archives of Imperial Lore, there is precious little information on the Gwerin Morfa. For once, Emperor Nicovar bears only part of the blame – even before the burning of the libraries there was precious little known about this people who, at one point, were considered entirely fictional. I will share with you what is known, and what has been discovered via other means, in particularly the small amounts of archaeological evidence we have managed to gather.

I must confess that there is little of this to share. Even the location of the Terunael city of “Beantol”, wherein we might expect to find more information, is lost. Again, until recently, Therunin was believed to be the easternmost city of Terunael. References to “Beantol” or “Beandol” - the city in the lands of the Druj - were considered purely fanciful in many academic circles.

One thing that can be said with confidence – the Gwerin Morfa spoke Iaith, rather than (or possibly in conjunction with) Imperial. Whether they are the people with whom the language originated, or speakers of a language that to their contemporaries served the same purpose as modern Imperial serves in the Empire, is impossible to say.

The name – Gwerin Morfa – is certainly Iaith in origin. It translates roughly as “folk of the coastal marshes”. However, as with almost everything else, the assertion that this was the name these people gave themselves is speculative. It is possible that this is not what these people called themselves, but something applied to them by the Terunael. Or, it might be the name of a subculture within a larger culture whose name is now completely lost to us.

Recent research into the origins of the Vard and Ushka draws attention to the idea that there were already human civilizations in this area when the Terunael raised their cities – it is entirely possible the Gwerin Morfa are one of those human cultures contemporary with the Suaq, Kallavesi, and Ushka who did not survive the last great orc incursion.

Historically, we believe that the Gwerin Morfa were a pre- or perhaps even proto-Terunael culture that lived principally in marshes across parts of the eastern Empire and beyond. There are scattered references to them in fragments of text from pre-vallorn Terunael, and a handful of comments in documents preserved from the disapora-era Navarr.

We can only conjecture as to why they would choose to live in such marginal land. Were the marshes of the Empire once drier, more fertile, or home to less dangerous parasites and diseases? Was the continent warmer and wetter in ancient times, covered in marshland from Kallavesa to Therunin? Were the principal non-marsh areas of the continent which might have offered firmer footing and a base for infrastructure occupied by other beings who had marginalised them to outlying bogs? Perhaps the orcs? This might again suggest that the Gwerin Morfa were siblings of the early Kallavesi, Suaq, and Ushkans – all peoples believed to have been driven into inhospitable terrain by the domination of the orcs.

Almost all of our physical evidence – an inscription on a stela, a few pieces of pottery, occasional preserved scroll fragments – comes from the east where Druj incursions were particularly savage. The best documented discoveries of what purport to be Gwerin Morfa artifacts are in Therunin and southern Holberg. Speculation also suggests that the marshlands inhabited by the Gwerin Morfa would have been particularly subject to poisonous Spring magic unleashed by the Druj – and are of particular interest to them given their fascination with herbs and poisonous creatures.

Speculation again. The problem remains that there is little evidence for the existence of the Gwerin Morfa at all. If they were widespread, even so long ago, surely the bones and artefacts of such a culture would have surfaced before now. Still - absence of evidence is not evidence of absence. There is some evidence that the height of their culture pre-dates the Terunael. Fragments of Iaith poetry and song suggest that at one point literature in that language had some influence on the culture of the forerunners of the Navarr – and in the role of an equal - or even superior - culture rather than a subject. Yet today the language is almost unknown.

Some of this Navarr documentation suggests that the Gwerin Morfa culture continued (though to what extent is unknown) into Teruneal times but not beyond. Primary theories of their destruction suggests that either they were wiped out by the vallorn or fell in the last days before that disaster during the barbarian orcish incursions which precipitated it.

If they did avoid consumption by the angry green tide of the vallorn, we can only speculate as to whether the presumed centre of Gwerin Morfa civilisation east of Feverwater fell in battle with the Druj, or were taken as subjects and forced into slavery, perhaps in the orc lands even further to the east. It is in this area that we believe the Gwerin Morfa were principally located. There has been no evidence of their culture unearthed in any excavations in the bogs of Kallavesa or Bregasland - though it must be said that the terrain there makes undertaking expeditions into the area highly speculative. Yet even in this scholars are divided – the chalk designs of the Marches bear some similarity to the beast totems of the Gwerin Morfa (I touch on this below).

It is commonly conjectured that the Feni tribespeople of the Marches (and the northern Brass Coast, and southern Wintermark) could be continuing survivors of the ancient civilisation to which the Gwerin Morfa belonged. This is held up by a comparison of the cultural trappings of the Feni to the known customs of the Gwerin Morfa, which I will discuss now.

Whilst conditions often make it difficult and highly speculative to undertake archaeological expeditions in marshland, discovery archaeology (that is, creating or expanding a dig on in an area where artefacts or human remains have already been discovered) can yield excellent results due to the high degree of preservation of remains in compacted peat bogs and similar areas where moisture (the principal agent identified in the decay of remains) has been kept out of an area by natural means, usually to do with the porosity and elevation of the local soil. Peat bogs are often elevated above groundwater level in comparison to the remaining land.

We know from artefacts ascertained this way that many of them wore long-sleeved tunics of dyed wool. There are precious few remaining artefacts of soft matter, since the moisture in the air begins to affect and decay the matter when it is exposed and removed from the dig. What ornament and jewellery survives in the form of grave goods consists of marked dragonbone necklaces, bracelets, and nose, ear and lip piercings. Sometimes the dragonbone has been fashioned into crude shapes which, together with analysis of remaining art from parchments suggests that Gwerin Morfa held animal totems in particular high regard, perhaps even worshipping them.

In addition to dragonbone, several moonsilver brooches, and a sungold buckle, all inlaid with pieces of tempest jade have been unearthed. In each case the quality of the pieces is notable – although some scholars speculate that it is possible they might be pieces purchased from – or taken in battle from – a different culture.

We can extrapolate from these cultural trappings and existing further documentation that they were arranged in tribal groups (or clans) centred around a particular animal totem, amongst them boars, bears, wolves, toads, and snakes. No non-predatory animal has been discovered operating in the manner of a totem though that does not mean these never existed.

There is evidence of early inter-tribal raiding amongst them whereby the victorious clan would burn all instances of the totem of the loser – perhaps assimilating survivors of the losing clan into their own. Some burnt remains of dragonbone wolf totems have been unearthed in northern Therunin, but not recently. Certainly the evidence of particular animal totems suggests one thing of import, because those that we know – with the exception of the toad and snake - are not animals which commonly make habitat in bogs or marshland.

Of particular interest is a distinct lack of steel items among the relics of the Gwerin Morfa – although perhaps given accounts that both the Ushka and the Kallavesi/Suaq had very little (or no) steel prior to the arrival of the Vard/Steinr this should not be surprising. They appear to have particularly favoured alloys of orichalcum – with gold for jewelry, and with tin and copper to produce a metal similar to bronze. Precisely where this orichalcum came from is a riddle – it is not a metal found in any abundance in marshes, after all. There is some speculation that orichalcum alloys were restricted to important or unique items – and that common Gwerin Morfa made do with bronze or iron weapons – but there have been a handful of finds of steel items. In the northern Therunin site, four steel arrowheads were recovered as part of the grave goods, for example.

Comparisons between the few historical trappings of the Gwerin Morfa that persist, and the existing culture of the Feni, are inconclusive. It is possible that the Feni are an offshoot of the ancient civilisation reduced over time to savagery or ancient contemporaries (as it were) of an ancient culture whose customs and habits have been unchanged by centuries of progress. It is even conjectured by some scholars that the Feni represent a migration west of the remains of the Gwerin Morfa culture from its origins upstream of Feverwater.

Further conjecture, extrapolated from those few examples of still-existing documentation from those formative times and limited archaeological evidence, suggest that each clan employed larger representations of their totem animals in defence of their villages. Several sketches in charcoal exist showing great stone carvings erected on outcrops of higher ground around a village, fashioned in the likeness of a particular animal or animal head. Comparisons have naturally been drawn both with the giant stone head recently recovered by heroes at Anvil during the siege of Holberg, and with chalk carvings on hillsides such as the Old Pig in Mournwold. In particular, Old Pig bears certain stylistic similarities to paintings on pot shards found in Therunin.

We know nothing about what magic – if any – the Gwerin Morfa employed; which realms (if any) they favoured and what eternals they might have treated with. They certainly had knowledge of artifice – several of the animal-totem necklaces have shown signs of being long-depleted magical items. Examination of a boar pendant found in Therunin discovered that at one time it would have functioned in a manner similar to a Bloodfire Periapt.

It is very likely though, from the discovery of two skeletons in the Morass in southern Holberg, that they counted at least one cambion and one antlered changeling amongst their numbers indicating the presence of lineage.

This is the sum of information that is currently available to us and I press on you once again that the total of our resources in this particular area is embarrassingly small. Should you discover anything further on your own merits we would be pleased to add that to our body of knowledge.

There are three possible paths of further investigation. The first is the Iaith language – the Navarri scholar Osian ap Feurig is one of the Empire's leading experts on the language and has made a study of poetry and literature that may contain further insights into the Gwerin Morfa. While they are peripatetic scholar, they are known to have some connections with a Navarri instructor at the Academy called Iestyn Tair Leidr.

Secondly, there is known to be a significant area of marshy terrain in the Barrens called “Saltmarsh” that lies along the banks of a great river – possibly even the same river that runs down into the Feverwater. It is possible that some Gwerin Morfa settlements might have existed here. Whether anything survived the domination of the Druj would be hard to say – but an avenue of investigation might be opened with the indigenous orc population.

The final avenue is mentioned only for the sake of scholastic completeness – the Druj may have records of their own about the Gwerin Morfa of “Beantol” - although obviously anything they might know or be prepared to share will come at a high price and be suspect as any communication from those verminous barbarians.

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Hahnmark

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 Kalpaheim

- 3.2 The Fingers

- 3.3 Gulnar’s Deeps

- 3.4 Runegrott

- 3.5 New Dunhall

- 3.6 Lorenzo's Legacy of Vigilance

- 4 Regions

- 4.1 Bruckland

- 4.2 Kalpamark

- 4.3 Kronemark

- 4.4 Northspires

- 4.5 Southridge

- 4.6 Valasmark

- 4.7 Wood Heath

- 5 OOC Notes

Overview

The territory of Hahnmark is spread along a series of treacherous mountain passes, the rolling foothills beneath and the wide plains that stretch toward Sermersuaq and Kallavesa. In ancient times it was the centre of the troll kingdom, but today is considered the ancestral homeland of the Steinr in Wintermark. The other passes through the mountains are likewise protected by fortified halls, preventing access to the rolling hills that drop down towards fertile plains.

In the oldest days, before the coming of the Steinr, Hahnmark was the heart of the troll kingdoms and it was here that the three peoples first came together to oppose their enemies, and to create the union that has made their people the strongest in the world. The peaks of eastern Hahnmark are scattered with relics from the troll kingdom, mostly ruined and empty, or haunted by malignant spirits who hate the people of the lowlands with an endless, frigid spite. The higher peaks are avoided by sensible folk as a consequence.

Hahnmark is a rugged land, like the people who call it home. A slight majority of the population are Steinr, but as always there is a nearly equal presence of Suaq and Kallavesi people in its prosperous halls. The people of the rolling hills enjoy a high level of prosperity, their wealth coming from trade with other Imperial nations; from the mines and farms of the mountains and the flatlands; and from the strong sword-arms of its warriors.

The Senator for Hahnmark is appointed by the Steinr during the Autumn equinox, and is almost invariably from Steinr stock.

Recent History

During the invasion of Skarsind, many refugees came down through Pakaanan's Pass to find temporary homes in Northspires and Bruckland. Since the territory has been reclaimed, many are returning to their homes - although a number have chosen to stay permanently in Hahnmark. Concerns that the Thule might come further west and invade Hahnmark proved groundless, but there were repeated calls for the Hall at Kalpaheim and the vigilant Stormspires to be reinforced and further fortified. Successive Senates failed to agree to the amount of white granite needed, and the projects were largely abandoned.

Major Features

Kalpaheim

The largest settlement in Wintermark. Once the capital of the entire nation, this is the site of the original joining of the three cultures. The settlement circles a stone fortress built in the first days after the defeat of the trolls - the Hall at Kalpaheim - parts of which extend into tunnels dug deep beneath the mountains. A prosperous hub for trade with other nations, Kalpaheim guards a large pass through the mountains that serves as a major trade-route down into the Marches, and the rest of the Empire. Other valuable trade routes include those to Hercynia in the north-west, and through the Navarr territory to the forests and mines of Skarsind and ultimately Varushka.

As well as safeguarding the prosperity of Hahnmark, Kalpaheim is a central feature in the heritage of the Winterfolk. The Face of King Ulmo, an immense carving of the first monarch of Wintermark, looks down upon Kalpaheim from the side of one of the western mountains. It serves as a reminder that the eyes of history are upon the town and the people of Wintermark. This impressive feat is one of the wonders of the Empire, constructed long before the nation joined the Empire by a trio of Artok under the control of the icewalker Gilda Heimssdottir. She also dug out most of the tunnels that parts of the hall now occupy.

The Fingers

When the Steinr travelled through mountain passes to find the Suaq and Kallavesi, they sought guidance in visions. It is said that this high-mountain with its four jagged peaks rose above the mist in the early daylight, pointing out the way. It is now home to a religious settlement called The Fingers, where the virtues that founded Wintermark are celebrated; the Courage to carry such a bold plan through, the Pride gained through the trials of the journey, and the Loyalty that now joins the three peoples.

Gulnar’s Deeps

An old series of copper mines in northern Kalpamark that unexpectedly broke into a much larger cave network beneath. The full extent of the caves has never been mapped, since ice and meltwater make much of it treacherous, but a wealth of minerals and metals now comes from the deeps.

Runegrott

In southern Northspires is found a vast labyrinthine chamber in the ice, in which many runes are carved. They are thought to be very old, and some scholars argue that the origin of runes in Wintermark lies here, rather than in the caves beneath Gildenheim. The chamber is carefully guarded. It is a matter of debate as to whether the runes bear any message -- some claim the original laws of Wintermark, and thus the Empire -- were taken from the inscriptions in this chamber.

New Dunhall

In 381YE Arnburh, the Dunhearth Hall and neighbouring Woodhall fell into a massive sinkhole. Forewarned by the Navarr, the Thane and Redfeldr were able to evacuate the town. During the Summer Solstice 381YE, plans were laid for a grand Wintermark trading town. The purpose of New Dunhall is four-fold: to re-establish and protect trade between Wintermark and the Marches; to serve as a base of operations for mining Lorenzo's Deep Pockets; and to provide a defence against any fell creatures that might come out of the deep earth. Work was begun almost immediately, and the majority of the construction completed shortly before the Autumn Equinox.

At the heart of the new town is a large market overseen by the Caretaker of New Dunhall, intended for commodity trading and the sale of the Dunning’s fine artisan goods. A new Dunhearth Hall was built, larger and richer than the old hall, destroyed in the collapse. Along with the various barracks, supporting buildings, and defensible walls, New Dunhall represents a fine example of a Wintermark town, dedicated to the continuing security of the area.

Not far from New Dunhall is found Fallsheart Cave, a cavern exposed shortly after the sinkhole collapse which is a rich source of crystal mana. A Guardian is appointed to protect the cave, which is at some risk from hungry trogoni.

Lorenzo's Legacy of Vigilance

Spread across the entire territory of Hahnmark are a number of red stone stelae, adorned with images of towers and bells, and with their bases engraved with phrases celebrating Wisdom, Courage, and Vigilance. Each squat monolith is topped by a pair of mithril cleavers, surmounting a globe of polished blue-green tempest jade which is itself engraved with a peculiar symbol of a seven-pointed star and an eye. A central stone, the keystone for the entire great work, stands in the centre of the market at New Dunhall - an eerie six-armed statue of a cowled figure. Commissioned by the Imperial Senate in Winter 381YE, the legacy was actually built by Almodin Oktístis (an Asavean architect) loosely following designs laid out by Lorenzo “La Volpe” Macelliao von Temeschwar.

Regions

Bruckland

Of all the regions of Hahnmark, Bruckland has the highest concentration of halls that have a majority of Suaq members. The cold, flat plains are scattered with low, artificial hills atop which lie stone beacons and desolate watchtowers. Between the hills wander large domesticated herds of deer, elk and the occasional mammoth. Fruitless attempts to domesticate the mammoths have largely been abandoned, but there are a few stubborn mammoth herders in Bruckland who follow the herds and occasionally harvest an old or injured member for ivory, hide and meat.

The most famous settlement in Bruckland, the fishing hamlet of Turelva lies across the waters of Kronevann from Kronehal. The two settlements enjoy a friendly rivalry in all matters; an annual fishing contest between the two has become a four day festival which boasts attendees from as far afield as Dawn.

Kalpamark

Quality: Hills

The heartland of Hahnmark, site of Kalpaheim and the face of King Ulmo. The halls of Kalpamark are some of the most prosperous and influential in Hahnmark - possibly in the whole of Wintermark.

Kronemark

The flattest part of Hahnmark, the downs of Kronemark are a patchwork of fishing villages and farms. The largest settlements sprawl around the shore of the icy lake Kronevann, or along the many streams that connect it to its sister lakes in Bruckland. The best known of the settlements on the Kronevann is Kronehal. Claimed as the home of Sigrid Alvsdottir, legendary champion of the Steinr who slew Vatr, the one-eyed warleader of the trolls and as her reward claimed the crown of the Steinr.

Northspires

Quality: Hills

The hills and mountains of Northspires are a rich source of Orichalcum and Tempest Jade. Some of the highest peaks in Wintermark are found here, and there are scattered ruins on the upper slopes that date back to the height of the troll kingdoms. Several halls look down across the rest of Hahnmark from here, the most famous of which is probably the Stormspires. A remote fortress and watchtower whose commander is often titled ‘the Eyes of the North’, Stormspire keeps a careful watch on any traffic from the North. One of the key major beacons, the folk of Stormspire also maintain and staff a smaller network of beacons on nearby peaks.

Southridge

Quality: Hills

In the years before the foundation of the Empire, the rolling downs and woodlands of Southridge were the site of regular skirmishes between the Winterfolk and the Marchers. These came to an end with a final peace treaty, signed at the settlement of Moot. Grim-faced folk drew lines on maps and agreed to fight orcs, not each other. The place of meeting grew into a small trading settlement where Marcher grain goes north, and Wintermark sends its worked metal and leather south. Despite nearly five centuries of relative peace, however, there are occasional tales of haunted battlefields and unfortunate incidents with rowdy Marchers who ought to know better.

The woodlands and rugged gulleys of Southridge are also home to at least one hidden tribe of Feni who mostly keep to themselves but occasionally engage in banditry against travellers or poorly defended halls.

Valasmark

Quality: Hills

Rugged Valasmark slopes down towards the cold fens of Kallavesa to the south-west. In a populous valley near the centre of the region stands Valashal, a Hall almost entirely peopled by groups of Steinr, accepting warriors from all over the nation. Its stated intent is to be the greatest focus of martial heroism in the country and therefore the world. Without Suaq, their casualties in time of war tend to be horrific; but they also attract scops from far and wide to sing of their bravery and their dead are remembered for their glorious deeds.

Wood Heath

Quality: Hills

On the edge of the forests on the southern side of Hahnmark stood the bustling logging town of Woodhall which supplied a great deal of the wood, charcoal and Beggar's Lye for Wintermark’s building, crafting and smithing. Woodhall also saw regular caravans from Temeschwar to the east, and enjoyed cordial relations with the Marchers of Upwold to the south. Without warning, however, Woodhall was destroyed - in Summer 381YE a massive sinkhole opened up that swallowed Woodhall, along with nearby Dunhearth, and the settlement of Arnburh. Only the advance warning from Navarr seers studying the Pool of Silver Clouds in Miaren prevented great loss of life.

Today, the newly built town of New Dunhall houses many of those displaced by the collapse. With the aid of the Caretaker of New Dunhall, the inhabitants work to ensure not only trade with the Marches and Temeschwar, but that those brave souls responsible for exploring the great pit are supported.

As with Southridge to the west, there is believed to be at least one tribe of secluded Feni in Wood Heath, although their attentions are mostly directed toward Upwold and Miaren.

OOC Notes

- The regions of Hahnmark are under the control of the people of Wintermark (and by extension the Empire) making the territory staunchly Imperial.

- Lorenzo's Legacy of Vigilance is a great work that provides 37 crystal mana each season, spread amongst those citizens of Hahnmark who own mana sites.

- Some of the prominent halls of Hahnmark are detailed here.

Theodric Mooting, Hero of Hahnmark

One of the great heroes of the Steinr people, Theodric Mooting was born in Valasmark some time before the foundation of the Empire. A talented scop from an early age, he was famous not only for his beautiful singing voice but also for his good heart and willingness to see the best in people. He quickly learned all the lessons his master had to teach him, and went on a great pilgrimage around Wintermark visiting halls across the nation to study with the scholars, musicians, and poets among his people.

A proud Steinr, he was never afraid to get his hands dirty - while he would often repay the hospitality of his hosts with music and poetry during the evenings, he spent his days sparring with their warriors, teaching their children, and working in their fields. A competent warrior, he bore banners into battle against Jotun, Feni, and Marchers with equal enthusiasm.

The most famous tale about Theodric involves the bloody enmity between two rival generals in Kronemark - the thane of Geranshal and her distant cousin the thane of Eilashal. Queen Linna called the two together to settle their differences but matters quickly escalated out of control - neither of the well-loved heroes could abide that the other drew breath. Blades were drawn by the thanes and the warriors from their halls. For a moment it seemed like the Queen's hospitality would be cast aside and the blood of one hero or another spilled in her hall, with potentially disastrous consequences for Hahnmark.

Before the first blow could be struck, Theodric stepped into the space between the feasting tables and began to sing. The Queen was quick to act - no fighting should take place while the scop sang. The two generals were forced to agree, and took the opportunity to prepare for the fight to come. To their surprise, however, Theodric sang for three days and three nights straight without faltering or repeating himself once. He moved the warriors to weeping for their own foolishness, and still he did not stop until exhaustion had claimed every other person in the Queen's hall - by which time cooler heads had prevailed. Over the next several days the thane of Gernashal and the thane of Eilsashal were able to settle their differences and, according to the stories, became close friends who fought beside each other on many battles.

Theodric is also known to have travelled for a time with the Dawnish exemplar Elayne Silverlark and her companion Lord Endric. The priests of Wintermark say that he taught her much about heroism, and just as much again about the proud arts of the scop. When she returned at last to Dawn, she took many of his songs and tales with her and paved the way for a better understanding between her people and the people of the Mark. For his part, Theodric is said to have learned to play several instruments previously unknown in Wintermark, and introduced several of them to his fellow scops as he continued his travels around Wintermark.

The scop himself lived to a ripe old age, and decided shortly after his seventieth birthday to head north and "explore Sydanjaa - to finally find out what rests at the heart of the eternal storm."

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Hakima

Contents

- 1 Overview

- 2 Politics

- 3 Magical heritage

- 4 Creating a hakima

- 5 Playing a hakima

- 5.1 Other Magicians

Overview

The hakima are the guardians of magical lore in the Freeborn tribes. They trace their role back to the three founders who were each powerful ritualists with their own style and emphasis. A group of hakima recruits the most promising individuals from Freeborn families and give their loyalty to the nation as a whole, rather than any individual family. By drawing together ritualists from different backgrounds, the hakima ensure they have sufficient ability to cast powerful rituals, something that would be difficult for a single family to achieve by itself.

The hakima play an important political role in Freeborn life, acting as neutral arbiters and serving as the glue that holds Freeborn society together. The traditional role of the hakima is to provide advice and direction to individuals and families, and to help the nation as a whole prosper. While there are fools in any position, the position of hakima is well respected by most Freeborn who appreciate that they represent something of a higher calling. The best hakima use this respect to direct the Freeborn families in the best interests of all; the worst try to browbeat families into doing as they say.

The hakima have no formal power, but their neutrality gives them an important social role in helping to settle disputes and their magical skills mean that their support for individual families is invaluable, something they can translate into additional political influence. Members of hakima groups should try to make sure they are present when all important business is being decided by the Freeborn, to ensure that the right decisions are made.

While they see their first loyalty as being to the nation, they also recognise that tribal and familial identity are vital parts of that national identity. They vehemently oppose anything that might threaten the tribes, or compromise what it means to be Freeborn. While a group of hakima may represent all the tribes, the individual preserves their link to the founder. They keep the tribal element of their name, and never stop thinking of themselves as a Riqueza, Guerra or Erigo - not least to remind everyone else of the importance of tribal identity to the Freeborn.

If life was just about manipulating magic it would be easier by far.

Freeborn Proverb

Politics

The political power and influence of the hakima inevitably ebbs and flows depending on their numbers. The hakima were numerous In the run up to Britta's death, but many lost their life in the battle that claimed the last Empress. With their numbers significantly reduced since then, the hakima have struggled to muster the strength needed to cast the most powerful rituals and have seen their influence wane as a result.

Opinions on how to fix this problem remain divided. Traditional hakima groups favour covens formed along strict tribal lines, but in recent years many hakima have advocated that hakima of different tribes should try to work together to help the Freeborn of the Brass Coast prosper. Increasingly progressive groups of Riqueza, Guerra, and Erigo are seen working together on political and magical matters. These groups claim it is impossible for them to effectively help the families if they insist on sticking to narrow tribal lines. The conservatives warn that this new approach risks diluting the tribal legacy of the Brass Coast.

Magical heritage

More than being just magicians, the hakima exemplify a connection to the founders of the tribes and the history of the Freeborn. They are traditionally held to be wise, able to perceive the larger picture more effectively than most Freeborn who are anchored in more mundane activities. They may be consulted when important decisions need to be made within a family, or when magical assistance is sought. They rarely wait to be consulted, however – a hakima is likely to be poking around any important business ready to offer a suggestion as to what to do next.

They are especially cautious about preserving the links to the founders that form the underpinning of tribal identity. They have little time for dabblers and charlatans who debase the legacy of the Founders and offer advice that claims to be based on divination but is as often as not made up on the spot.

Traditional hakima groups draw specifically on the original approach to magic used by their tribe's founder. Progressive covens prefer to combine the key elements of all three tribal traditions to include drumming, fire and poetry. As with all Freeborn ritualists, it is common for a ritual to be accompanied by a number of non-ritualists whose role is to create the proper atmosphere by joining in the singing and dancing. Whereas a "dabbler" will perform a ritual with and for the benefit of a single family, a hakima group is likely to invite any and all Freeborn to participate in their magical workings.

Creating a hakima

The hakima are intended to allow players to play a group of Freeborn ritualists who also have a significant role in the politics of the Freeborn nation, if they choose to do so. Players can choose to create a hakima group rather that play a traditional Freeborn family.

Individual hakima characters are recruited from Freeborn families, so you can still define your Freeborn family as part of your background. If you want to be from an existing Freeborn family, one played by current players, then it's worth contacting the group just to check they are happy with you doing that. Balancing the loyalties to your tribe with old ties to a family can be part of the fun of playing a hakima. Otherwise, you can define a small NPC family that your character is from.

It's perfectly acceptable to have characters in the group who aren't playing hakima. Members who want to play warriors should take a look at the kohan character role, who are often found with the hakima. There is no reason why a group of hakima wouldn't associate with a sutannir or a merchant, but if your group doesn't include these sorts of characters you are likely to be dependent on the other Freeborn family groups for help, a situation which will make the events much more enjoyable for everyone in your group. You will have to roleplay with the Freeborn families to obtain what you need, which is a lot more fun than just being able to sort it out without any roleplaying required.

Focusing your group on magic will make it more enjoyable for everyone in the group but it will also bolster your group's reputation and ability to perform powerful rituals. The hakima's position is derived from the magical support they render to the other families, the more focused on magic your group is, the more important you will be to all the other family groups.

It is possible to play a hakima character who is part of a Freeborn family group. Most hakima try to separate their duties to the nation from their ties to their family, but this is not always possible. Your character might be associating with a family to help give them direct guidance; working with them to achieve some long term goals, or simply belong to a group of hakima who maintain closer ties with their blood relatives than normal. Ultimately though, the respect the families are supposed to have for the hakima is based on their neutrality, on the fact that the hakima are loyal to the Freeborn people rather than any individual family. You can't expect other players to treat you as a hakima if you are very obviously just a ritualist who is part of a Freeborn family group. If you want to play a ritualist who is part of a family group, it may be better to play that idea to the hilt, perhaps even a character who has rejected the role of the hakima in favour of remaining loyal to their family.

You can create and play a lone hakima; it's hard to be powerful as an individual ritualist but your character may be able to make themselves essential by performing weak but important rituals. If you playing a hakima who is part of a group or coven of traditionalists, then you will need to ensure you are a member of the same tribe as the others. If you are joining a progressive coven then you are free to pick your own tribe.

Playing a hakima

The political role of the hakima is meant to be a subtle one. Part of their influence comes from the way they place the good of the nation above that of the family, so the more unbiased you can be, the more power you are likely to wield. The magic rituals you can offer are valuable to other groups, so don't be afraid to use that to get what you want from them, but the more subtle you can be about it, the better. If you try to throw your weight around and expect other players to do what you say because "the brief says the Freeborn respect the hakima" you are going to get nowhere. The hakima are supposed to be shrewd and wise in their dealings with the families; you have to play that part of the Freeborn brief to get other players to play theirs! Still, some hakima such as the Red Hills Coven of Kahraman make careful use of curses when dealing with those who transgress the traditions of Freeborn society - such magic represents the "stick" that accompanies the "carrot" offered by the enchantments of an organised hakima coven.

Most hakima consider the welfare of the Freeborn more important than that of the other nations that make up the Empire. In a dispute between a Freeborn family and a League guild, for example, they will almost certainly be staunch supporters of their fellow Freeborn. This can be a great excuse to be stubborn, and help other Freeborn players resist the temptation to compromise with outsiders.

Please don't be intimidated by the magical traditions set out for the three tribes. It's great if you are able to make effective use of your tribe's magical tradition, but it's not required. You're better off picking an approach that you're confident you can do well and enjoy than trying something you are hesitant about.

Other Magicians

The hakima are written with a degree of hostility towards those ritualists and spell casters who are not hakima but have remained part of a Freeborn family group. These characters directly undermine the power and influence of the hakima by offering the families a way to perform rituals without being dependent on the hakima. Traditionally the hakima have derided them as charlatans, which for a group who view themselves as wise and learned guides is meant to convey a degree of scorn and contempt for these dabblers, but how you react to their presence will depend on their numbers and power.

Whatever approach you take it is critical to appreciate that the family magicians represent an existential threat to Brass Coast society. The more family magicians there are - the less the families need the hakima. But the hakima are the glue that binds the three tribes together - without them the nation risks splintering and ultimately that would seem them destroyed. So the existence of family magicians ultimately threatens the entire existence of the Brass Coast.

A degree of hostility and contempt towards family magicians can help to remind everyone that these partisan dabblers are a break from the traditions of Freeborn society. If the hakima are numerous and able to perform powerful rituals than they can use that influence to encourage a degree of disdain for family magicians. But whatever the political situation on the ground, by far the most effective way to neutralise the threat of the family magicians is to recruit them into the hakima ranks. Most hakima are drawn from the families, if you can make this happen in play then it will be a significant boost to the power of the hakima and help to preserve the Brass Coast way of life for future generations.

If your hakima coven is small in number then disdainful superiority over the families will be difficult to pull off. You might need to take a more proactive approach, using items like Hakima's Mantles to work with family magicians to help them perform more powerful rituals. The key point to remember if you do that is that the role of the hakima is a higher calling than that of a family magician who is at the beck and call of their dhomiro. One uses magic as a political tool to gain influence to better serve the entire Freeborn nation - the other is a lackey who uses his magic at the behest of his group to earn them a few extra coins. But anyone can become a hakima, you just have to show them the way.

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Hakima's Glass

Contents

- 1 Rules

- 1.1 Day Magnitude 2

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Magnitude

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 2

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The ritual targets a single object or character who must be present throughout, or the immediate area around the contributors.

Effects

At the completion the ritual reveals information about magic present on the target, equivalent to that which would be uncovered with the detect magic spell.

Additional Magnitude

You may increase the magnitude of the ritual to penetrate more powerful shrouds or masks.

Description

This simple ritual is old - it may even be one of the first magical rituals ever created. As with several similar rituals, academics theorise that the detect magic spell is an adaptation or refinement of this ancient ritual. It is known by many different names all over the world - and indeed across the Empire. When the groundwork for Imperial lore was laid, each nation had several versions of this ritual. An early decision of the Imperial Conclave concerned how the ritual would be referred to going forward - it came down to a surprisingly intense battle between the Dawn Reading the Weave, the Urizen Light of Truth, the Freeborn Hakima's Glass and a significant faction who argued the ritual should not be placed in Imperial lore under any name because it was essentially useless.

In the end, the ritual was retained by a narrow margin. While every magician can cast detect magic, it still has some minor uses - detect magic is not powerful enough to overcome even the most basic of shrouds, whereas this ritual allows a suitably expert coven to expend additional resources to empower their divination to penetrate (in theory) any magical concealment or obfuscation. In practice though, its value is limited - many covens would rather risk a more specific divination than perform Hakima's Glass and then have to follow it with a second divination, likewise empowered to defeat a shroud.

While the ritual is known in Imperial lore it is generally rarely mastered. Today, it is primarily the provenance of divination specialists - in a pinch, it is a relatively easy matter for even magicians who have not mastered the ritual to perform it should they need to - although they will struggle to do so at an appreciable magnitude.

Common Elements

The traditional method of casting this ritual is to employ a small flame, usually from a candle, a polished piece of glass or clear crystal to reflect the target, and a handful of ash or sand which is sattered on or near the target and the results examined in the reflective surface. The flicker of the light, the dance of shadow, and the disposition of the sand or ash are all interpreted by the ritual's magic and information derived about the nature of the magic effecting the target.

Other methods involved active divination, often with runestones or cards, or the use of lenses and mirrors (with their resonances for truth and discernment) to closely examine the target, scyring for the signs of magical influence.

The runes Sular and Ophis may be evoked - the former by covens who actively examine and seek information during the performance, the latter by covens that prefer to rely on sudden revelation to deliver information to them. The former group are usually active in handling the target, while the latter focus more on drawing up (or down) magical energies and may use incense, water or even some narcotics to empower their ritual. Other covens prefer to evoke Diras or Wyr - avoiding the start clarity of the Day runes altogether and instead focusing on their own internal perception and understanding of the magic they seek to discern.

Likewise, totems of Wisdom, Vigilance, and (in the case of examining a magic item), Prosperity may be evoked, as might creatures such as owls or Sphinxes. The eternal Roshanwe or Sadogua are commonly evoked, but when examining a magic item Prospero is also appropriate.

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Hallow

Contents

- 1 Overview

- 2 Performance

- 3 Effects

- 4 Removal

- 5 True Liao

- 6 Further Reading

Overview

By hallowing an object, the priest creates a potent item aura drawn from their virtue. Item auras produce a roleplaying effect which can influence the way the character with the item acts, but they do not act as a source of spiritual strength so they cannot be used to overcome other roleplaying effects.

An item may only have one aura on it at once, so creating a new aura automatically replaces any existing standard aura. A durable aura is more difficult to remove. Characters with the same virtue can cooperate to create a durable hallow or to remove or replace an existing one.

The hallow ceremony is not the only way that an object may acquire an influential aura. There are many stories of an item used in a significant, dramatic way acquiring a spontaneous aura associated with spiritual power - although such events are hardly common. Some curses and dangerous spirits have the ability to create effects similar in effect to hallow, especially on items central to the nature of the malediction or ghost.

Auras by virtue

Ambition

Courage

Loyalty

Pride

Prosperity

Vigilance

Wisdom

Performance

- Requires a dose of liao and at least ten seconds appropriate roleplaying

- Requires the presence and assistance of a referee

- It is not possible to use hallow to create an aura on large immobile objects.

- The priest must choose which aura they are creating during the ceremony

Hallowing an item uses a dose of liao. Performing the ceremony requires at least ten seconds of appropriate roleplaying and the item must be close enough to touch throughout.

After you hallow an item it is infused with a standard item aura that makes the bearer subject to a roleplaying effect chosen by you. You must choose one aura from the list available for the virtue you are dedicated to. It may take a short time for the aura to form completely.

You must have a referee to perform a hallowing. The referee will take your liao. You should then go to GOD to exchange your ribbon for the replacement with the hallow effect added.

You can use hallow on any item - even if it does not have a ribbon.

Effects

- Hallow creates an item aura on a mundane or magic item and names the item

- A hallow on a bonded magic item lasts as long as the item remains enchanted; a hallow on a mundane item lasts for a year (until the start of the Profound Decisions Empire event four events from now).

- Anyone who examines the item will be able to sense the presence of the aura

- Orcs are affected by hallowed items just like any other character

- Hallow does not provide a source of spiritual strength for overcoming roleplaying effects.

Hallowing a bonded magical item creates an item aura that lasts as long as the enchantment on the item. A mundane item can also be hallowed, in which case the aura lasts until the start of the Profound Decisions Empire event four events from now.

In addition the item receives a unique name chosen by the character performing the hallow - this name appears on the ribbon for the item and is any player who handles the item may choose to have their character able to discern the name as a strong impression received while handling it. Comedic names or names which are obviously taken from existing works of fiction are not appropriate for item names in Empire and will be rejected when identified.

A hallow on any item that does not have an expiry date already lasts a year. The roleplaying effects from a hallow expire when the item expires.

The strength of the hallow determines how difficult it is to remove or replace.

Removal

- A hallow on a bonded magic item lasts for as long as the item retains its properties.

- A hallow on a mundane item lasts for a year.

- The hallow skill can be used to remove an existing hallow.

As with any aura, an item can only be under the effect of one item aura at once. Hallowing an item that is already under the effects of a standard aura will automatically replace that aura. A durable aura is more difficult to replace - the new hallow must have a strength at least equal to that of the existing hallow of the ceremony will fail.

Any character with the hallow skill (including one who is not dedicated to a Virtue) may attempt to remove an existing hallow rather than replacing it. In the case of a durable hallow, the ceremony must still have a strength at least equal to that of the existing aura.

The hallow skill can also be used to remove item auras arising from other sources, including those created by some magical enchantments.

If a bonded magic item is reforged, any hallow present is removed.

True Liao

- True liao can be used in place of liao to perform the hallow ceremony

- An artifact can only be hallowed using true liao

- A true item aura allows the use of one additional dose of liao when performing a ceremony

You can use true liao in place of normal liao to hallow an item. This will create a true aura, it can only be replaced or removed using true liao or something of similar power. An artefact cannot be hallowed except by using true liao to create a true aura.

A true aura on an item allows the character carrying the item is able make use of one additional dose of liao whenever they perform a ceremony, allowing them to create effects with greater strength.

Further Reading

- Ceremonial Skills

- Anointing

- Consecration

- Dedication

- Excommunication

- Exorcism

- Hallow

- Insight

- Testimony

- Additional Information

- Auras

- The Way

- Imperial Synod

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Hallow of the Green World

Contents

- 1 Rules

- 1.1 Spring Magnitude 160

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 160

The magnitude of this ritual may fluctuate as the Empire expands or contracts.

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. This ritual targets the entire Empire. It must be performed at the Imperial regio at Anvil. The ritual requires a map of the entire Empire which is used to harness and focus it's power.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The ritual enchants the entire Empire. Every herb garden in the Empire produces three additional herbs over the next season. The type of herb must be chosen and named as part of the ritual.

In addition, fertility increases across the Empire for animals, plants and people. While this is not immediately noticeable, in coming seasons there will be many more healthy children born.

The effect lasts until the start of the next Profound Decisions Empire event..

Description

As of the Winter Solstice 380YE, this ritual has been interdicted by the Imperial Conclave and is illegal to perform.

This old and dramatically powerful ritual enchants the entire Empire for a short time. It affects every herb garden in every region within the Empire, giving them a significant boost to both the fertility and general health of plants and animals.

During a season when this ritual is in effect, there are increased incidences of people encountering Spring regio, or the heralds of Spring eternals. Indeed, the eternals of Spring themselves seem to become more active after periods when this ritual is performed, and more interested in the activities of Imperial citizens. There is a superstitious belief that more of the children conceived during this period will express the briar lineage in later life, but the way the briar lineage develops has made a definitive study extremely difficult. There is some anecdotal evidence that especially high-lineage briar feel especially vigorous and during this period, and are a little more likely to lash out at those who anger them.

Common Elements

This is a powerful ritual, and few covens can perform it by themselves. When this ritual has been performed in the past, it has usually been achieved with the use of at least one Web of Celestial Attunement and with supplies of crystal mana from the Imperial Conclave. A coven that plans to perform it often spends several days in preparation, knowing that the eyes of the Empire are likely to be on them.

Ritual performances often include the evocation of the runes of Spring especially Bravash, and of the constellation of The Fountain. Hearth magics and symbols associated with health and Prosperity are also commonly evoked, such as shedding small amounts of blood or offering libations of wine or milk. The eternal Yaw'nagrah may be mentioned, but it is more likely that Imperial heroes and the names of paragons and exemplars will be called upon. The ritual often initiates, takes place during or culminates in a raucous feast or festival that can last long into the night,

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Hammer of Thunder

Contents

- 1 Rules

- 1.1 Summer Magnitude 3

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 3

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target may call IMPALE once per day with a two-handed weapon.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Every two additional characters increases the magnitude by 5. Additional characters must be present throughout.

Description

This enchantment is among one of the best-known Summer rituals. Along with Swift Leaping Hare, The Swan's Cruel Wing and Strength of the Bull it provides a coven with the ability to select the right enchantment to enhance any band of warriors. In this case, it allows those who wield great weapons to strike a single devastating blow that will potentially maim or completely incapacitate an opponent.

Common Elements

This ritual usually involves both the target and their great weapon. A ritualist might trace matching runes on weapons and warrior, or might anoint them with a mixture of blood and oil. A toast is often drunk, especially when the ritual is performed on a band of warriors rather than a single target. Legendary warriors, especially those known for their strength or uncompromising nature, are often invoked as are Paragons and Exemplars of warlike mien.

Any of the Summer runes might be evoked, but Verys, the rune of strength, is the most common (although the ill-favoured rune of storms may be used by especially war-like magicians). An evocation of The Stallion or The Oak may be appropriate with this ritual, as are evocations of bears, bulls and other powerful creatures such as lions and mammoths.

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Hammers of the Brilliant Shore

Contents

- 1 Rules

- 1.1 Summer Magnitude 60

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Magnitude

- 1.5 Option

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 60

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. This ritual targets a fortification, and must be performed in a strong Summer regio in the territory containing the fortification. If the territory is part of the Empire, then it may instead be performed from the Imperial regio.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

Over the coming season, the target fortification is repaired, restoring 250 points of its effective strength. This is in addition to any other repair the fortification receives.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Magnitude

The magnitude of this ritual can be increased to provide more extensive repairs. Every two magnitudes repairs an additional 10 strength.

Option

Any caster who has mastered the ritual may choose to substitute ambergelt for crystal mana when contributing to it. Every 2 measures of ambergelt spent counts as 1 crystal mana when contributing to the ritual.

Description

This ritual was first codified during the reign of Empress Brannan by the (in)famous Dean of the Lyceum Callus Strategos. While it was not entered into Imperial lore, it was included in his personal memoirs, the book "Meditations" which recently resurfaced in the Empire. The current owner of the book, Silvio de Tassato, offered the ritual to the Empire as "a virtuous display of Prosperity. by a penitent soul eager to be accepted back into the Way." The Declaration to enter the ritual into Imperial lore was raised by the Master of Ice and Darkness, Luke of the Shattered Tower, during the Winter Solstice 380YE, and the funds provided by the Highborn Roman of Reumah's Redoubt, and Asael of Cantiarch's Hold.

This ritual takes its name from the Brilliant Shore, a great white granite quarry in Skarsind. It repairs the walls of a fortification or castle. At the same time it smooths over imperfections, as well as the slow damage exposure to the elements can wreak, and if sufficient power is invested it will leave the structure looking as if it had just been completed. The ritual allows sufficiently powerful magicians to quickly repair a damaged fortification, from a distance if need be, and to use crystal mana (or ambergelt) in place of wains of white granite or weirwood.

The biggest restriction on performing the ritual is the requirement that it be performed in a regio. While it can be performed at the Imperial Regio at Anvil, this is of no help if the fortification that is to be repaired is not in an Imperial territory. For example, at the time the ritual was put into Imperial Lore it could not be used to repair the Towers of the Dawn without physically visiting a Summer regio in the Barrens, as Dawnguard where the castle stands is in a territory the Empire does not control.

During the ritual, the coven must clearly indicate the fortification they wish to affect – the name of the target, and both the territory and region it occupies, are the bare minimum required.

The magic is not instantaneous; it may take several days or even weeks to complete the repairs, depending on the size of the target fortification. The more damaged the fortification is before the ritual is cast, the longer it takes. Regardless of how much restoration is to take place, performing the ritual on a fortification that is at less than half its normal strength often leaves the ritualists physically exhausted – as if they had engaged in a full day of hard labour in the hot sun.

According to the book Meditations from which the ritual text was taken, the eternal Meraud offered some assistance in the creation of the ritual. The majority of the design was done by Cassidio von Holberg and Elspeth Grigori daughter of Rebecca, but some of the inspiration for drawing on ambergelt to provide a temporary seal to damaged stonework came directly from the Summer Mage.

Some magicians, however, have reported that the performance of this ritual may occasionally call up "strange little lizard people, who call themselves koboldi" although until recently the Empire had little more than hearsay to go on. When a similar ritual was used to help restore the beleaguered Castle of Thorns, a workforce of creatures dedicated to the eternal Adamant arrived to help restore the structure. While the ritual does not directly draw on Adamant's power, it appears that the magic sometimes results in the appearance of his heralds who work quickly and earnestly to repair the fortification.

Common Elements

Performance often uses images of physical labour, rather than the more martial images familiar from other Summer rituals. The use of hammers, picks or other stoneworking or mining tools resonates with this ritual, and there are some historical notes that the ritual was performed with one or more ritualists taking on the role of a “supervisor” and the other ritualists playing the role of workers or labourers.

References to the enduring power of the mountains – or the astronomantic constellation of the Mountain itself - resonate strongly with its performance. The rune Verys, which represents strength, is another obvious component to use. In a dramaturgical context, the Bishop or the Captain would both be appropriate Personae to use.

Evoking the eternal Adamant is particularly resonant, and may increase the chances that koboldi appear to repair the fortification, but there are other eternals whose names might also be appropriate – perhaps most obviously Cathan Canae.

Cassidio convinced the Senator for Holberg to mandate that the walls be hung with great banners worked with the constellation of the Mountain and the rune Lann for several years in the firm belief it would make it easier to perform this ritual on his home city. I have no idea if it made any difference, to be honest.

Callus Strategos, '''Meditations'''

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Hand of the Maker

Contents

- 1 Rules

- 1.1 Autumn Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional magnitude

- 1.5 OOC Note

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The ritual targets a ribboned item that must be present throughout.

Effects

This divination ritual discovers certain information about the provenance of an item. It answers some or all of the following questions:

- Who crafted this item?

- Was there anything special about the artisan? What was it?

- Were there any special circumstances involved in its crafting? What were they?

This ritual will only work on an item with a ribbon, or a Profound Decisions ID number. Information is usually revealed in the form of a short vision, and each contributor receives the same information.

If an item has been reforged - that is, it is a magical property whose properties have been restored after they have expired - the information can become a little confused. In this case, it will usually provide information about the time the item was first crafted, and may provide more than one name, or the name of only the first or the most recent artisan to work with the item.

If the item is shrouded or obscured by an effect of a higher magnitude, the ritual will identify the realm and magnitude of the shroud, and whether there is any information to be learned with Hand of the Maker, but nothing else.

There is almost always information available about who crafted a magic item - the divination function of the detect magic spell will determine if there is any additional information beyond the simple identity of the artisan.

Additional magnitude

You can increase the magnitude to overcome stronger shrouds and masks.

OOC Note

This ritual is similar to Skein of Years, but reveals information about a single specific incident (the creation of the item), as well as the name of the crafter. Potentially, it may reveal information about any object with a ribbon - even a large object such as a standing stone - detect magic will indicate if this is the case.

Description

This straightforward divination ritual recognises the prowess and skill of an artisan. It is similar in some ways to Skein of Years, but the information it provides is very focused - the circumstances of an item's manufacture and the identity of the person or persons responsible for it. It is useful to historians, but it also has applications in unraveling mysteries or investigating crimes. Being able to prove conclusively that a sword was forged by such-and-such an artisan can provide evidence in a murder trial, or secure the conviction of a thief.

In almost all cases, the name of the crafter can be uncovered. Not every item reveals information about the nature of that crafter, nor the circumstances of the item's creation. The detect magic spell can go some way to ward determining if there is deeper information associated with the item. Sometimes the diviners gain a brief glimpse of the act of creation, or of the crafter. Sometimes the divination focuses on the materials from which the item was made - often quite tricky to express in cases where (to use a historical example) a ring was "woven from darkness and the footfalls of cats on a loom of moonlight by the taloned claws of the malevolently chuckling Brother of Wizards."

Common Elements

As a divination, this ritual often involves the use of runestones, cards or similar divinatory tools. A League ritualist may study a card spread, or carefully handle the item while examining it with a jewelers loupe or lens to uncover the handiwork of a specific artisan. A Marcher cunning-man might scry the face of the crafter in a metal water-bowl or polished sphere, while those of a more mystical bent may inhale narcotic fumes and allow a divinatory vision to overwhelm them.

The rune Pallas, which represents both wealth and the art of the crater, is particularly resonant with this ritual - tracing the rune on the item in blood, sweat, or ash is a common element. Likewise, the astronomantic constellation of the Web has some correspondence with the ritual - the item and the one who forged it are connected by bonds of fate and intent.

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Handful of magic

The Summer Magician made an arcane gesture with one hand and with a loud crack angry black storm clouds spiralled into existence. They hovered six inches above the surface of the panorama laid out on the table before him, and tiny bolts of lightning struck down into the soupy pale-coloured fog beneath them.

"And what else?" he asked.

"Another, similar storm rages on the coast of ..." his apprentice double-checked his notes. "Madruga? No! Feroz. It's one of the coastal ones in the ..."

"I know where Feroz is," said the Golden Magician mildly. His apprentice fell silent, looking stricken, Meraud ignored him and made another gesture. Another tiny tempest snapped into existence on the other side of the Bay of Catazar. He crouched down, bringing his head down to the level of the table, and watched the little maelstrom churn for several moments with a pleased smile.

Then he stood up and grabbed a tall, thin glass of iced apple cordial from the tray that floated effortlessly in the air nearby. With another absent gesture he sent the unseen servant away to fetch another pitcher.

"Now we have two of That Damn Woman's fortresses in Kahraman, I see. And one in Spiral. Were there any others?"

"No, master. Not as far as we are aware. Not even one of the twisted mazes in the marshes."

Meraud nodded several times, studying the panoramic view spread out before him. The table was nearly a dozen feet across, beautifully sculpted to mirror the territories, rivers, mountains, forests, and cities of the Empire. Yet rather than mundane stone or water, each feature was picked out in precious materials, some of them unknown in the mortal realm. Here and there, tiny phenomena were picked out in the form of clouds, diamond towers, tiny marching golden soldiers ... here and there entire sections of the map were covered with undulating black shadows, scattered with tiny moving stars. The air above the table was alive with magic.

The Lord of Summer Stars absently trailed his fingers over the Bay of Catazar, then made a face as they came away sticky with liquid quicksilver.

"And we're sure this thing is still there?" he asked, not looking at his apprentice. The golden-skinned youth nodded quickly.

"Yes master. Agamen went to make sure with his own eyes. The entire northern part of the bay is still mired in the stuff. The Empire appears to have little interest in removing it - its just possible that they made it themselves for some reason. It could be an attack on the Grendel, says Agamen."

Meraud had stopped listening. He moved round the table to where silver and jet mountains towered over great jade forests, each tree carved with exquisite skill by tiny hands.

"And this aura, it is certainly magic with the tang of Spring you say?" His hand hovered over the forests of central Varushka. Tiny green sparks danced and twirled around his delicate fingers. He took an absent sip of cordial.

"Yes, master. As is ..." The apprentice looked back to his notes. "The curse on the Barrens, both storms, and the healing waters in western Freeland, and eastern Urizen."

"The people call it the Brass Coast," chided Meraud. His apprentice looked confused.

"But they are called the Freeborn, so I just assumed ..."

"I understand it is a long story. You may want to go and read about it before you accidentally call it Freeland and outrage one of their hakima."

Meraud straightened up.

"Is that everything?"

"As far as we know, yes master. Only ... Lytemna has not returned yet. She sent word that she would be delayed with the deCasillon - apparently they have some fascinating guests she wants to get to know better. Should I have word sent to her to ..."

Meraud laughed, a sudden bark of amusement.

"By no means! If Lytemna fancies a dalliance with the Navarr, then it would be rude to interrupt her. That will be all, Cassa."

The apprentice tucked his scroll under his arm, and inclined his head while clasping his hands together, and withdrew. Meraud barely noticed. He continued to prowl around the table, peering at some drama only he could see. He finished his apple cordial, and placed the empty glass on the tray that had slipped up to his elbow in anticipation of his needs.

From somewhere among his robes, he withdrew a golden-skinned apple. He polished it on his sleeve for a moment, inspected it, and took a bite. As he ate, a broad smile spread across his face, causing his eyes to dance, and he began to chuckle.

"Well, that is an interesting development," he said to nobody in particular.

Contents

- 1 Overview

- 1.1 Fresh Water

- 1.2 Storms

- 1.3 Green Shoots

- 1.4 Fog on the Brine

- 1.5 Veils of Night

- 1.6 The Crumbling Fountain

- 2 Significance

Overview

The Empire is nothing if not a magical place. Much of the magic is scaled to the personal, but some is outrageously potent and spills out across the world in a torrent.

Fresh Water

Redoubt and Spiral in Urizen, and Segura in the Brass Coast all experience a particularly vibrant Spring. Powerful Spring magic resonates in the waters of these three territories. The waters are full of energy and life, and any wound that is not immediately fatal heals practically overnight.

Storms

Powerful magical storms batter the coast of Spiral in Urizen, and Feroz in the Brass Coast. For all their power, they do nothing to disrupt the magical fog - but they play havoc with local shipping. All fleets based in these two territories finds their ability to trade, privateer, or support a navy penalised by as much as a quarter.

More importantly, any navy beginning the season, ending the season, or passing through one of those territories during the season, will suffer some damage from the rough seas, fog-ghosts, and lashing tendrils and serpents of animated water. It is fortunate, no doubt, that The Freeborn Storm is still safely docked in the Atalaya shipyards in Madruga.

Green Shoots

For a child to be born expressing the briar lineage is exceptionally rare. Last season, there were reports of eight such children all born in Upwold, most of them in the vicinity of Tower March. In the three months since the Winter Solstice, a further five children have been born with bark - over half the children born in the area over the last season.

At first it appeared that the phenomenon was limited to Tower March, but shortly after the Winter Solstice the first of these eerie briar children is reported in Mieriada in distant Miekarova. The children are supernaturally healthy, but almost all of them are marked with vivid emerald eyes - and with supple patches of bark, of course.

Any character from Tower March or Mieriada who is roleplaying that they have had a child in the last season is welcome to roleplay that their offspring is one of these briar children. The only thing odd about them is that they all appear to be high lineage briars at a time in their lives when it is extremely rare for anyone to manifest briar lineage. It is important to note that these babies are ageing at the normal rate, and are not appropriate character concepts for anyone older than three months (for Varushkans) or six months (for Marchers).

Fog on the Brine

The eerie, glowing fog that appeared from nowhere last Autumn still clings to the shores of the northern Bay of Catazar. Imperial magicians still have no idea exactly what it is or what it does. All they know is that it is an effect of the Night realm, of thirtieth magnitude, which conceals information - including information about its own nature and properties. Magicians still agree that the effect could be examined with a suitably powerful performance of a ritual such as The Eye of the High Places, targeting one of the affected territories, but bypassing a potent shroud of this magnitude is no simple matter.

Veils of Night

The skies above Madruga, Zenith, and Tassato continue to appear strange. During the day the effect is barely noticeable, although during a rainstorm in Tassato residents were charmed by the appearance of not one but seven rainbows that lasted for several minutes and included several colours not normally seen in this sort of phenomenon.

The effect is much more obvious at night however - the skies over the three territories are transformed. The changes are sometimes subtle - stars in the wrong place, or the moon in the wrong phase. On other nights - especially in Madruga - the sky appears entirely unnatural. On one particularly strange night the Freeborn were greeted by a moon that was clearly absent because it had been destroyed - leaving in its place a conglomeration of drifting rocks. Other odd phenomena have included a night when the moon was surrounded by a dramatic green ring of light; a night when the northern half of the sky was entirely empty of stars; a night when half the stars gr bright and then faded from existence on an hourly cycle; and an occasion when all the familiar stars vanished entirely except the nine stars of the Fountain - although in this case those nine stars appeared to have become a virulent emerald in hue that lasted until morning.

Magicians agree that this is caused by Drawing the Penumbral Veil. The shroud over Madruga is the most powerful, its magnitude in the high forties. The shroud on Zenith is also quite potent, in the low thirties, while the shroud over Tassato is the least potent - but still impressive. Any attempts to divine information about or scry these territories must overcome the potence of the shroud or reveal nothing.

The Crumbling Fountain

As the final preparations are being made to travel to Anvil for the Spring Equinox, the inhabitants of the Court of the White Fountain in Redoubt notice the first signs that something is wrong. Built in the foothills of Optarion, the Court is a single massive tower of white granite surrounded by a massive semi-circular wall. It completely fills one of the few major passes between Redoubt and the Broken Shore. The great courtyards of the tower are sufficient to hold the entire armed forces of Urizen, and the open ground they represent creates a deadly killing field for the skilled Urizen archers who man the upper reaches of the tower and the walls.

The White Fountain for which it is named is a great plume of liquid fire that bursts from somewhere deep within the earth and cascades down into a black basin before the tower, before disappearing back beneath the ground ... and this plume of fire appears to be weakening. It has lost perhaps as much as a quarter of its height over the last three months. At the same time, the white granite stone of the tower itself and the encircling wall is beginning inexplicably to crumble.

The magicians who live in and protect the tower are at their wit's ends. At first, there is concern that the Spring magic that blankets the mountainous territory might be to blame, then that it was some side-effect of the eerie conjunction, but with further investigation it is discovered that the tower is under the influence of a powerful curse with the bleak flavour of the Winter realm with a magnitude in the vicinity of one hundred.

The fortification has already endured significant damage, but hopefully the worst has passed.

Significance

These large-scale magical effects are perceptible to everyone in the territory, and stories spread across the Empire. In each case, it might be possible to learn more through the use of divinatory magic such as The Eye of the High Places or possibly Dreams in the Witch House - although in the case of some of them, the magic will need to be powerful enough to overcome their shrouding effects if any significant information is to be gleaned.

Further details might require the use of an appropriately designed arcane projection however - especially those which are caused by a potent curse.

- Several other magical effects - including a number of frozen citadels, a wicked curse in the Barrens, and several exotic phenomena in Spiral - were detailed in the winds of war.

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Hands of the Healer

Contents

- 1 Rules

- 1.1 Spring Magnitude 19

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 19

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must have the magician skill.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

When the target swift casts the heal spell, they need only spend 1 mana rather than the usual 2 mana. The target does not gain any additional knowledge of, or ability to cast, the heal spell if they do not know it.

They also experience a roleplaying effect: your empathy for other people is greatly enhanced. When you see a living creature in pain, you feel an urge to alleviate that pain - regardless of how you feel about that person.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 15. Additional characters must be present throughout.

Description

Where Fountain of Life allows a magician to perform healing spells, Hands of the Healer allows a magician who is already proficient with magical healing to use their power significantly more quickly, and removes the possibility that they can be interrupted. The ritual accelerates the use of items such as the Acolyte's Mercy wand, as well as the spells cast by a magician under their own power.

Unfortunately it does not allow a magician to use an item such as a Bloodwoven Braid, which does not allow the spell to be swift cast, any more quickly.

The ritual also explicitly does not grant the target the ability to perform the heal spell; the target must already know how to cast the spell to be able to gain any benefit from the enchantment. Speeding up the use of the heal spell has obvious applications in dangerous environments; it allows a magician to provide magical healing on the front-lines without fear of being interrupted, or requiring their patient to stop defending themselves.

Magicians who experience this enchantment speak of feeling as if the magical energy they draw on is eager to be unleashed. They recount an almost instant connection between themselves, their magic, and their target. The magic leaps easily across the gap from caster to patient; indeed, it is nearly impossible to hold it back. Experiments have shown that while a magician can choose to perform one of their healing spells in the usual manner while under this enchantment, doing so can cause them physical discomfort - one waggish hakima likened it to having a particularly full bladder.

If the ritual has a drawback, it is that it greatly increases the ability of the magician to feel symathy for those who are in pain. Some magicians find the experience of being on a battlefield especially upsetting; some especially sensitive magicians even speak of feeling the wounds inflicted on their allies and their enemies as if they were inflicted on themselves.

It is important to note that this ritual does not affect the performance of rituals - The Hands of Sacred Life is not effected for example. The enchanted magician must be in some way "casting" heal to draw on this power.

Common Elements

As with many healing rituals, blood and water are common elements. Washing the hands with water or wine is common, as are invocations using the names of famous or legendary physicians and healers. The firebird, which heals itself instantly with the power of flame; the herbs true vervain or cerulean mazzarine; and the constellation of The Fountain are all popular images to use with this ritual.

Runes such as Rhyv or the rune of thought may also be evoked - the first in its role as the rule of healing as well as bloodshed, the latter in its aspect as the rune that is concerned with education and mental skills.

Some Dawnish and Wintermark rituals paint the rune of majesty on the hands of the target, seeking to imbue them with consummate healing skill.

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Hard times

Marcela could hear the crowd in the distance shouting and cheering, but it was difficult to make out what was being said and keep the interest of the guard at the same time. He clearly wasn't going to let her get any closer, but the longer she could keep him haggling, the longer she could linger her without arousing suspicion.

"Now young man - that is clearly a valuable piece of jewellery you have there - it's well made and with that moving aura on it, it is worth a pretty ring or two. But it's only made from common materials and that does limit the price... So I can't go higher than 2 crowns, but I am willing to throw in this plump, juicy chicken. I guarantee you will not taste anything finer."

She smiled at the young man's obvious hunger, but fortunately her tagelmust hid the grin as she waved Erica - the plumpest chicken to be found in Segura - in his face. The chicken squawked at the treatment, but she wasn't really listening to either of them.

"... will you join me in this righteous crusade?" the priest's words echoed over the crowd by were drowned out but were immediately drowned out by the cheers and shouts of assent.

The guard was losing interest again, so Marcela switched her focus back. She popped the chicken back in the cage and instructed the young man to pay close attention to her. Flamboyantly she began to pat down her robes making an outlandish show of searching for something.

"... has risen again... " the damn crowd were quiet now - but the priest had a good sense of drama and he had also dropped his voice "... returned from the Labyrinth to lead us..."

"Ta da" she said producing the jar that had been in her sleeve all along with a triumphant gesture - "I present to you the finest chicken sauce you have ever tasted. My own husbands personal recipe - add a little of this to your oil when you fry the meat and it will taste divine."

She uncorked the bottle and waved it under the young man's nose, letting him inhale the mix of potent spices. His hand moved to the medallion around his neck as if to keep it safe, but it was a clear tell. The sale was as good as made...

Contents

- 1 Overview

- 2 The Request

- 3 Assisting the Iron Confederacy

- 3.1 Declare the Rebels to be Barbarians

- 3.2 Ejecting the Rebels

- 3.3 Permitting the Duke to Deal with Them

- 4 Ignoring the Situation

- 5 Opposing the Duke

- 6 Auras

- 7 Notes

- 8 Resolution

Overview

A month after the Autumn equinox, a group of roughly two hundred men and women cross the southern border of Feroz from the Iron Confederacy territory of Kalino. They come down out of the hills that were once the domain of the Lasambrian orcs. Initially they are pursued by a significant force of Iron Confederacy soldiers, but the soldiers give up the chase once it is clear that they will have to push deep into Imperial territory to catch their prey.

The people they were pursuing represent the remnants of the same faction that approached the Synod for aid last Winter - rebellious slaves fighting the Iron Confederacy in Kalino. Their priorities have evolved since then, however. Where once they were interested in learning more about the Way, now they seem to have found their own source of spiritual strength. Freeborn traders who visit the escaped slaves camp report encountering unusual auras, specifically a consecration that is not one of those associated with the known virtues.

They seem disinterested in taking refuge in nearby Bramar, and instead establish makeshift camps near the southern borders of Feroz. From here they continue their campaign of armed resistance against Duke Guiscard of the Iron Confederacy, making sporadic raids over the border. A month later representatives of Duke Guiscard make a formal presentation to the Empire, asking for assistance to help them resolve the problem. The civil service do their best to receive the representatives and ensure that their wishes are made known to those attending the summit, while preparing additional information for the Ambassador to the Iron Confederacy, Zadkiel de Coeurdefer of Dawn.

The Request

According to the representative of Duke Guiscard, the rebels are the remnants of an armed resistance to the Iron Confederacy that is attempting to overthrow the legal ruler of those lands. The Duke recently completed a powerful fortification that makes it impossible for these people to pose a credible threat. Rather than face him openly on the field of battle, they have fled over the border into the Empire to avoid any chance of a direct confrontation. Had they been content to flee his lands and never return he claims he would have been only to happy to let these malcontents go, but they show no signs of ceasing their resistance. Instead they are using their camps near the southern border to launch regular raids across into his lands - a situation he deplores and worries will damage existing good relations.

Rather than risk a pitched battle, the insurgents have adapted their tactics and are are now conducting an ongoing campaign of hit-and-run attacks against the legitimate ruler of Kalino, attacking any caravans or settlements that they can overpower. According to the Duke, they are attacking Suranni merchants as well as isolated mines and farms. Dozens of Suranni have been murdered by the group, merely for trying to defend themselves. They have also engaged in widespread acts of sabotage and vandalism, firing farm buildings and collapsing mines as well as stealing large amounts of valuable property which they are bringing back to Feroz to swell their own numbers.

The representatives of the Duke explain that the whole matter has put him in a very difficult position. He would dearly like to send his army over the border to crush his enemies, but he absolutely understands that such an action is completely unthinkable without the Empire's explicit approval. The Duke is very keen to maintain Imperial goodwill, he is clearly desperate to resolve this problem, but not so desperate to countenance an action that would jeopardise good relations with the Empire.

His envoy expresses the hope that the Empire can find a way to help the Duke resolve the problem - if the matter can be dealt with discreetly and expediently then he will be indebted to the Empire. Apparently the Duke controls the output of the Arav's Delve an important supply of white granite - a material believed to be in short supply within the Iron Confederacy. Now that his fortification is complete, if this current problem could be resolved, the Duke would be interested in formalizing a relationship with the Empire to allow any spare white granite to be sold to the Empire at an agreed price.

Assisting the Iron Confederacy

There are various options that the Empire could take to support the Duke of Kalino to help him defeat his enemies. All of these are likely to improve diplomatic relations, but the more effective the assistance, the greater the benefit.

Declare the Rebels to be Barbarians

At present the rebels are largely supporting themselves by buying essential supplies from local merchants using wealth they have taken during their attacks over the border. This isn't much, but it is enough to enable them to make effective raids on their former Suranni masters. Their numbers are slowly growing as a result - and in time they could become an effective fighting force if left unchecked.

If the Imperial Senate chose to declare the rebels to be barbarians, it wouldn't cost the Empire anything, but it would significantly hamper the rebels efforts. It would no longer be legal for Imperial citizens to trade with them - and while some black market trade would still happen - the rebels would have to pay vastly higher prices for far less. Provided they weren't getting fresh supplies from anywhere else this would make it impossible for them to grow.

If the Duke is informed of the decision, then he is likely to be quietly grateful to the Empire for taking this position. He might press the Empire to do more - but in real terms the relationship between the Duke and the Empire will improve as a result of this action. This option would not bring the problem to an end, but it would contain it and prevent the situation from deteriorating. That might give the Empire the possibility exerting some leverage over the Duke in future however.

The risk of such an approach is that if they are declared barbarians then the rebels might no longer have anything to lose. At that point they may attempt to secure their position by raiding Imperial settlements, merchants or travellers.

Ejecting the Rebels

The rebels have a very low effective fighting strength - comparable with an army of barely a thousand soldiers at best. The Empire could decisively resolve the problem of the uninvited guests, by sending an army to Feroz to eject them. The army would have to engage the force - and there would be a few casualties - but the outcome would never be in question.

If an Imperial general submits any attacking order to travel to Feroz and engage the rebels then they could force them back over the border, provided they secure at least one victory point. Casualties on the Imperial side would be low. Provided the Senate supported this action by declaring the rebels to be barbarians, there would be no legal repercussion for such an order.

Once the rebels are back over the border, then the Suranni forces could engage them decisively - particularly if the Empire opted to coordinate with Duke Guiscard by letting them know of the impending action. In that latter case, the rebels would be eliminated and the Duke of Kalino has effectively stated that he would be clearly indebted to the Empire for their assistance in destroying the threat.

Permitting the Duke to Deal with Them

At the moment the Duke is unable to bring the rebels to battle because their camp is clearly well over the border in Imperial territory. To engage them, the Suranni would have to send at least one army over the border - something they are clear that they will not do without explicit permission from the Empire.

The Imperial Senate could authorise the Ambassador to the Iron Confederacy to invite the Duke to send his forces into Feroz to deal with the rebels. Obviously that would entail foreign armies entering Imperial territory and engaging with their enemies there. However provided there were no incidents, there is no reason why such an attack need cause any legal problems. It would be a clear gesture of friendship and trust towards the Iron Confederacy and would enable the Duke to eliminate his enemies.

In theory the ambassador could send such an invitation without authorisation from the Senate. That would have the same military and diplomatic effects as above, but could be of dubious legal nature and could well incur political ramifications for the ambassador if the Senate took exception to such a bold embrace of the ambassadors authority.

The Suranni are no fools - they are not going to be fooled into sending armies over the border without a signed invitation that was clearly from an ambassador in good standing: the Duke is not about to be tricked into invading the Empire on the basis of communications from any other citizen.

Ignoring the Situation

There is no requirement for the Empire to do anything at all, of course. The rebels are not engaging in illegal acts in Feroz - indeed they are happy to trade with Freeborn merchants and traders for the supplies they need. If the Empire does nothing, the rebels will continue to raid across the border into Kalino. They will rob Suranni caravans, and free slaves. Their numbers will slowly grow and they will become an increasing threat - one that may eventually come to threaten the position of the Duke himself if he is not able to take action to defeat them.

Opposing the Duke

The counterpoint to helping the Duke win his war would be to provide assistance to the people trying to over-throw him. It is highly likely that the group would welcome any credible offers of assistance. The most useful supplies would be money (with which to feed themselves) or mithril (with which to arm themselves) if either were available. Direct military assistance would be most useful but would be legally impossible without an appropriate Senate motion to change the political and diplomatic situation.

Ultimately without clear information on their position and plans, it is not possible to Imperial civil service to be sure what effects that would have on their military position. What is clear is that any direct assistance would damage diplomatic relations with the Duke and possibly with the Iron Confederacy as a whole, assuming that they found out about it.

Auras

Freeborn citizens who have visited the camp have confirmed that there are two priests there preaching to the camps and conducting ceremonies using liao that shows all the hallmarks of being Imperial in origin. There is no doubt about this last fact, as the liao is in the small purple bottles produced by the Empire to help regulate the production and use of liao. In fact there appear to be significant supplies of such liao in the camp.

The Suranni are making some effort to keep any Imperial visitors from listening to their sermons, which naturally arouses suspicion from the Vigilant! One of the Freeborn, a young hakima called Marcela i Erigo was able to acquire a hallowed item that one of the priests had created - albeit not from the priest directly but from a member of his congregation who sold it for 2 crowns and a large plump chicken.

Marcela has arranged for the item to be sent to Anvil along with a list of their concerns. The civil service have taken receipt of the item and have made arrangements for it to be given to the Imperial Inquisitor, so that they can conduct a thorough examination.

Notes

As with several other recent Winds of Fortune there are any number of things that could effect this situation. Rather than lay out a straightforward list of things that the players must do to solve the problem, we've detailed various obvious things players could do to try and address the situation of the Suranni presence in Feroz. The list is accurate but not definitive. There will be things that players might think of that we have not considered. As with a mandate - we will try to add something to the wiki if you email your idea to us in the next few days (along with an appropriate explanation of how effective it would be). Otherwise you will have to take your chances at the event!

At present there are no options for the Imperial Synod to influence the situation. The rebels did make overtures to the Synod a year ago but they were rebuffed. The revolutionaries have found their own source of spiritual strength, and consequently even less likely to respond favourably to any outreach. The Synod could still choose to involve itself in this matter using an appropriate judgement such as a statement of principle, but any mandate is likely to be more effective focusing its attentions on Imperial citizens, rather than the Suranni rebels.

Resolution

During the Winter Solstice, the Imperial Senate voted to authorise the Imperial Ambassador to invite the Duke of Kalino to send his troops over the border to suppress the rebels. Further developments are detailed here.

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Harvest Time

Lyrics by Jude, to the tune of Pull Down Lads as sung by June Tabor on her album 'Airs and Graces'.

A pdf of the lyrics and tune can be found here with an additional verse if you choose to use it.

Harvest time The corn stands tall and ready We'll reap the grain and sow again The seeds of what will be You marched with Britta's army To fight for loyalty And while you're away, it's here I'll stay Till you come back to me

Darkness falls And all the land lies dreaming The stars are bright and shine tonight They burn as bright as day They'll guide you on till morning Until the east is gray And across the land the dolmens stand Like milestones on your way

Seasons turn And autumn's changed to winter And in the sky the ravens fly Above the frozen fen We'll stand up on the hillside And light the wicker men And like beacons bright they'll burn tonight To guide you home again

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Hat

Most Marcher costumes will wear some sort of headwear. Hoods, coifs, caps and hats all add to the Marcher look. There are lots of hats that would look great in the Marches, the key kinds are a simple skullcap, a square cap, an acorn cap and the bag or sack hat.

- Skullcap pattern

- Skullcap pattern

- Skullcap pattern

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Hayaak

Contents

- 1 Eternal of Summer

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Summer

Sobriquets

Hayaak is called the Gryphon-King.

He is also known variously as the Brother of Lions and the Hawk Lord.

Appearance

Hayaak is a heavy-set masculine figure with a feathered brow. When he is in a warlike mood he wears a helm shaped like the head of an eagle, armour made from the thick hide of some monstrous lion, and gauntlets with clawed fingers; when he is calm, he wears fine gold and brown clothing in the style of a Dawnish Earl with a golden crown. He is rarely without his warhorn and his great two-handed axe.

He is usually encountered in the wilds; while he apparently owns a great castle, he is most often found hunting in the vast expanse of the Forest of Arden, which surrounds his domain and the dominion of which he contests with several other Summer Eternals. Those who meet Hayaak are left in no doubt that this is a being with a quick temper; he has an aura that warns them of the danger of attracting his ire. Weak-willed individuals cannot meet his gaze, and must fight to stay in his presence if they think they have offended him.

The Gryphon-king has a well-known weakness; he enjoys and savours tales of romance, especially those that involve treachery and retribution. Some bards and troubadours have performed before Hayaak and received valuable gifts or boons when their work has pleased him, and occasionally painful curses when their work has bored or offended him.

Concerns

Hayaak exemplifies the wrath that lies at the heart of the Summer Realm. When he is in a good mood, he is gregarious, regal and welcoming. His mood can shift quickly in response to a real or imagined slight, and while it is rare for him to become angry when he does he seeks to annihilate whatever has drawn his ire. He is often involved in conflicts with other Summer Eternals.

Relatively straightforward and bluff, Hayaak is passionate about questions of honour and revenge. He encourages those who consider themselves wronged to seek redress, but seems to lack a sense of justice. One stargazer described him as being "wildly disproportionate in his retribution; tread mud through his home and he will burn down your town to settle the score."

Boons

This moody Eternal is known for his Lion-bound horn that drives foes before it, and the one-handed spear Retribution that shatters the shields of his enemies and inflicts deadly wounds on their bodies - only a knight in full harness can hope to stand against Hayaak in battle - and he will sometimes offer a fraction of these powers to mortals. He can also fan the flames of wrath or vengeance in a mortal heart, helping to harden them for the retribution they feel they must take.

Many of Hayaak's court are knights and warriors, and he is known to lend their aid to mortal endeavours from time to time, especially in pursuit of vengeance.

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Head Gardener of Urizen

This title became obsolete when the Gardens of Pallas were burned by the Druj shortly before the Spring Equinox 382YE.

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 4 Appointment

- 5 The Gardens of Pallas

Overview

The Head Gardener of Urizen was an Imperial title commissioned in Autumn 380YE by the then Civilian Commissioner of Urizen, Juliana of Phoenix Reach. The position of Head Gardener was a sinecure, requiring minimal responsibility but offering a regular income of valuable herbs. It was amended in Autumn 381YE by the Imperial Senate, adding additional responsibilities and changing it from a tenured position to an annual appointment.

Responsibilities

In addition to receiving a bounty of herbs from the Garden of Pallas, the Head Gardener of Urizen was custodian and record keeper for the Prosperity fund of Urizen. They were expected to use the fund to secure the greatest Prosperity for the nation. They were also responsible for the safekeeping of the Garden of Pallas - if the garden were to be threatened in any way, it was their responsibility to deal with those threats. Likewise, if any opportunity relating to the gardens presented itself, they would have make any decisions needed to take advantage of it.

Powers

With the destruction of the Gardens of Pallas, the Head Gardener has no legal powers.

Appointment

The Head Gardener of Urizen was appointed during the Winter Solstice, by a judgement of Appointment in the Urizen National assembly.

The title could only be held by a Urizen citizen. They can be revoked by the General assembly, the Urizen National Assembly, and the Assembly of the Nine.

The Gardens of Pallas

In the absence of other guidance, the Civil Service built the Gardens of Pallas in central Iteri, along the banks of the river Couros in Zenith. The gardens were carefully laid out in such a way that the various beds form the Rune of wealth when viewed from above. Likewise, the ushabti that tended the herb beds have the rune inlaid onto their faceplates and chests. These ushabti were specially adapted to the task of looking after the gardens - each had a useful gardening tool in pace of one of its "hands", and cunningly made wicker baskets for collecting herbs mounted on their backs.

The Gardens were looted and then burned by the Druj as part of their conquest of Zenith.

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Heal

Contents

- 1 Description

- 2 Casting

- 3 Effects

- 4 Swift casting

- 5 Sample Vocals

- 6 Common Elements

Description

This powerful spell restores the physical vitality of a target, even one that is on the verge of death. It is equally effective at restoring a scribe who has taken a minor wound, or a hulking ogre who has been critically injured. There seems to be no limit to the ability of this spell to restore someone to full strength. The experience of being healed by magic is highly subjective; some patient describe it as a great burst of vitality that rushes through them like a flood; others as a slow trickle of sensation that begins at the magician's hands and spreads with growing speed throughout their bodies.

The power of this spell is indiscriminate; it cannot be used to partially heal someone (such as a prisoner). Further, it can heal almost anything animate, even things that might otherwise not be considered to be alive in the usual sense - it restores shambling husks and ushabti as efficiently as it restores a human or orc. On the other hand, it is unable to help things that are not animate - while a tree can be considered to be alive, the heal spell has no effect on it.

This is perhaps the most powerful source of emergency healing available in the Empire, but its abilities are strictly delineated. It will not help with a traumatic wound; someone may be fully healed but slowly dying from a ruptured spleen or fractured skull. It will not regenerate a crippled or ruined limb, nor combat poison, venom, curses, weakness or diseases. While magical methods of dealing with all these conditions exist, a magician who wishes to optimise their medicinal capabilities will need to learn additional spells such as restore limb and purify.

Magical healing requires the magician to focus their attention on the patient, and anything that disrupts that attention causes the spell to fail. More than any other regular spell, heal is likely to be cast in dangerous environments, and the magician must take care that neither they nor their target are in immediate danger of having to fight before they begin the spell. A single blow, regardless of who strikes it or is struck, can disrupt the spell forcing the magician to start again. Magicians who anticipate needing to heal allies caught in the middle of an engagement often make reparations to support repeatedly swift casting the spell - although it has a somewhat reduced effect from the regular casting. Others invest in specialist items or enchantments such as a Trollsweave Vest or the Hands of the Healer.

There are several magical items that can enhance or empower the heal spell. They range from simple tools such as Altruist's Recompense wand that lets a magician share in some of the healing they provide, all the way to objects of great power such as the Woundbinder or the Robe of Blood and Bone which can dramatically increase the number of times the spell can be cast in a day.

Casting

- Type: Regular spell

- Cost: 1 Personal mana

Effects

This spell completely restores all lost hits to a living target. It does not affect a limb that has been affected by a CLEAVE or IMPALE call.

Swift casting

- The heal spell can be swift cast for 2 mana

When swift cast, the heal spell restores only 3 hits to the target rather than restoring all their hits

Sample Vocals

The following are sample vocals you can use to cast this spell if you don't want to make up your own.

- (touching the target with a blade) "The day is not done, it is not time to sleep / I charge you to awake, your courage revealed / Arise this moment, your battle oaths to keep / Stand now, and step forth for you are healed!"

- (evoking Rhyv) "You are wounded, and your blood has been spilled on the ground, but the well of life is bottomless. Blood calls to blood, my blood to yours, both of us bound by the ebb and flow of the eternal sea. Let me share my strength with you, it is like the ocean, let it flow into you. It leaves me undiminished, and fills you with life, healing your wounds."

- (sprinkling water) "Things heal. What is broken shall be mended. What is weak shall be made strong. Things now apart will come together and be made one. Drink now from the celestial chalice, drink deeply from the cup of the heavens and behold! You are healed!"

- "Life calls to life; I tell you now to let the life flow into and through you, to wash away your pains; your wounds are stripped away before the torrent of life, which always finds a way. My power fills you, in every corner of your being, filling you with life and raising you up. Live, stand, be healed!"

Common Elements

- Rune Magic: The rune of Blood, Rhyv, is usually invoked with healing magic and this spell is no exception. In some places, Rhyv is synonymous with healers - the Anvil Hospital bears the rune on its banners, for example. On a battlefield Verys or Tykonus, might be used especially when healing a soldier who needs the strength to return to the fray.

- Astronomancy: An astronomancer is likely to invoke the Chalice to heal someone, and may even carry an actual cup or water skin marked with the six stars of the constellation to use with this spell.

- Dramaturgy: The persona of the Witch is considered a good fit for healing magic, but the Bishop is also a reasonable choice - she restores and strengthens the spirit and the body alike. In a similar way, the boundless enthusiasm of the Mountebank can be harnessed in a way that trivialises the patient's wounds and fills them with the energy. When time is of the essence, the instrument of the Blade is evoked - there is rarely much shortage of physical blades on a battlefield; when the magician has more time, the throne of the Library is evoked with soothing words and images. Surprisingly, the Doctor is rarely used with this spell; its primal nature is seen as being at odds with the cool rationality of that persona which is more suited to cutting out infection.

- Other traditions: All traditions see value in using water or water imagery with this spell, to cleanse a wound or as a damp cloth applied to the patient. Fire is also a primal healing image, sometimes drawing on the symbolism of cauterising a wound. The herb True Vervain, even for a magical healer, has strong associations with healing and restoring strength.

- Realms: The obvious correlation of this spell is with the Spring realm. It fills a target from a bottomless reservoir of vitality and life. It also possesses resonance with the realm of Summer, however - it imbues the target with the strength to keep fighting, allowing them to shrug off even potentially fatal blows and return to the battle or escape their enemies. A few magicians, especially Varushkan spellcasters, consider the spell to have connections with Winter, preserving the target and delaying their inevitable demise for a short time.

- Further Reading: If you plan to make extensive use of this spell, you may want to read over Healing in Empire, a short article about medicine in the Empire world.

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Healer's Harness

Description

This delicate suit of mage armour is well suited to protecting a magician healer who must operate on or near the front lines. Dedicated healers study physik as well as magic and so have their mage armour made with many pockets and ties for their equipment, giving the armour its name. The application of tempest jade can sometimes give the armour a shimmering surface and many dying soldiers have been overjoyed it see that oil-green colouring appear above them, giving it the name Saviour's Sheen. The harness also sees some popularity among the mountebanks of the League, giving a better chance of healing themselves if their audience turns nasty. They follow a similar design to battlefield healer's harnesses, but the pockets are more likely to be filled with cards and other people's purses.

The rune Cavul is often embossed on these suits of mage armour to help the wearer maintain concentration despite the pain of their wounds.

Rules

- Form: Armour. Takes the form of a suit of mage armour.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: When you cast, or swift cast, heal or purify spell you regain one lost hit.

- Materials: Crafting a Healer's Harness requires seven ingots of tempest jade and five measures of iridescent gloaming. It takes one month to make one of these items.

The rain lashed furiously on the hillside and the valley beneath, and the sky was grey as granite and just as hard. One by one, the six Sentinels of Coppermount Spire regained their senses, trapped to varying extents in the hungry mud of the landslide that had knocked them from their lonely road.

Castor was the first to recover his senses. Quickly the healer drew his wand, fine oak and dragonbone, and shocked himself with healing energies to stave off the worst of the harm the world seemed to wish him. He shivered, but how much worse it must have been for those who didn't boast gills and scales and a certain natural immunity to the cold and wet. He'd have to move fast, especially since they were already in gryphon territory and the damned things could smell weakness from miles away.

Looking around, the rest would all need help. Katerina and Gnaeus were the least trapped, which meant that they would be the quickest to help. He dreaded to think what injuries hid beneath the surface of the mud, but he'd sort them out when they were free.

He dug Gnaeus out quickly, and delivered a similar jolt of healing energy which made the young Merrow wince. The two of them started to dig Katerina out, Gnaeus digging his shield into the mud to provide a little shelter and stop the flow of rainwater over their best warrior's prone form.

Castor had almost freed her when someone stabbed him in the back with a handful of knives, hard enough to knock him off his feet. The gryphon landed right next to him a few seconds later, but Castor's head was still reeling. He heard a scream, not of pain but of threat, or the best Gnaeus could manage. The beast's attention was divided, and it screeched back a threat at the boy. Castor swallowed and rolled to one side to get to his feet.

Then it pounced right over Castor's head and flattened Gnaeus in an instant.

There was no time to think. Gryphons pinned their prey and bit at the throat. He knew Gnaeus would be dead in seconds.

It was so un-Urizen, it was so un-Merrow that he would spend the rest of his life wondering what tug of instinct had driven him to Zorech at that moment. Castor started casting the healing spell the boy would desperately need. He lowered his head and ran toward him. And then, with a shouted challenge, he shoulder-barged a gryphon out of his way.

He discharged the spell into Gnaeus' wounded chest as he passed over him, and the boy yelped in surprise. So did the gryphon, which fell to its side in the mud. The world spun as he landed atop it on his side. He felt ribs sticking through fur; it was hungry and desperate. Probably the runt of its litter, outcast from its pride. On a good day, they would kill a gryphon like this in seconds-

The thought was interrupted as it almost bit his arm off at the shoulder. Castor screamed. It shook him off as it stood again, and backed off to deliver another terrifying screech. He pushed himself to a kneel with his good arm and began to cast the spell that would give his other arm back.

It darted in towards him and raked him with a sharp talon. He stumbled, but the draining feeling of magic discharge didn't come. The threads of iridescent gloaming that ran through his armour pulsed briefly, and the breastplate seemed to tighten a little around his chest. It glanced down, looking puzzled at the display. He took the chance to kick it in the head and it backed off a few paces.

Castor winced and finished the spell this time. There was a flash of searing fire as the flesh of his shoulder grew in, and then he noticed Katerina, free and fighting the thing with just her spear while Gnaeus recovered his shield. He had the Captain's forethought to thank for saving him precious mana with the Healer's Harness. Castor readied his next spell, and then wondered, in a detached way, how exactly he intended to deliver it.

The fight wasn't over by a long way...

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Healer of Dawn

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounty of the Garden

- 4 Appointment

- 5 Garden of Tiberius' Bequest

Overview

The Healer of Dawn is an Imperial title created by the Dawnish Civilian Commissioner in Spring 380YE in order to supervise the Garden of Tiberius' Bequest in Laroc, Astolat. The position was created to help ensure that the best healers of Dawn had access to the vital herbs they need to carry out their duties - an essential ingredient for them to pursue glory.

Construction of the Garden of Tiberius' Bequest was completed shortly before the 380YE Summer Solstice. The garden was planted to testify to the skill and bravery of the Dawnish healers, and the many ballads that would not have been sung if not for their actions. The gardens are tended by the same hands who tend those injured in the great tourneys.

Responsibilities

The healer of Dawn is expected to distribute the herbs they receive among healers of Dawn that they consider worthy, in order to promote this path to glory. Most citizens who think of Dawnish glory imagine lines of brave knights clad in shimmering mail or bold war witches wreathed in mystic armour. But there are many paths to glory, the troubadour whose songs move the hearts of any who hear them perform, the smith who creates the finest weapons, enchanters whose guiles outwit the eternals. For a healer to achieve glory in the eyes of all is hard - for little of their work is seen; it is the responsibility of the Healer of Dawn to help the brilliant few whose arts serve all to shine as brightly as the warriors whose lives they save.

Powers

Bounty of the Garden

The Healer of Dawn has custodianship of a sinecure. They receive an income of herbs each season: 18 drams of Cerulean Mazzarine.

Appointment

The Healer of Dawn is appointed by unanimous decision of the senators of Dawn. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by a citizen of Dawn. The Healer has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Dawn National Assembly, and by the Assembly of the Nine.

Garden of Tiberius' Bequest

The garden lies just within earshot of the fabled tournament grounds of Laroc in Astolat. Located on the crest of a low hill, a visitor walking through the entrance will pass three statues and seven empty plinths. The three statues depict Doctor Tiberius of Urizen, Isabella de Rondell of Dawn, and Peter Vorsh of Dawn. The other plinths were left empty in order to goad the physicks, chirurgeons and apothecaries of Dawn to even greater deeds.

The garden has, in addition to herbs cultivated throughout the empire, a dazzling array of beautiful flowers which are often used as favours during the tournaments held nearby. In the centre of the gardens lies a Spring Regio, first discovered following the use of the Hallow of the Green World in the Spring of 380YE.

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Healing in Empire

Contents

- 1 Overview

- 2 Magical Healing

- 3 Mundane medicine

- 4 Starvation, suffocation and hypothermia

- 5 Real World Knowledge

Overview

By the nature of the game, most of the rules for healing are centred around treatment of wounds sustained on the battlefield. Of course, illness, disease, ageing and death are facts of life in the Empire world, just as they are in our own, but it is unlikely that a character will suffer from a mundane pneumonia, cancer or stroke as a result of plot, therefore there is limited need to have a specific rules mechanism in place for their treatment. However, an attempt at explanation follows.

Magical Healing

The heal spell and its variants represent the channelling of raw power to knit bone, mend sinew and close wounds, magically restoring damaged tissue to full vitality. Immensely powerful and instantaneous, when used correctly, it is life-saving. However, its very power is its limitation - that creative force cannot be used with the precision to treat more complex internal maladies - just as traumatic wounds such as a ruptured spleen or liver require the meticulous and targeted hands of an operating physick, there is no way that a healing spell could be targeted to remove a tumour, clear a clot from an artery or repair the damage caused by a heart attack or stroke.

By that same logic, 'healing' rituals are limited. While a spring ritual to channel the regenerative powers of nature might succeed in reattaching a recently severed limb, an attempt to repair infarcted brain or scarred myocardium would be doomed to failure - it simply isn't possible to control such an awesome force in such a targeted way - the healing has gone beyond simple regeneration into the reconstruction and replacement of complex tissue structures, which is impossible. It could be considered analogous to holding a cigarette in one's lips and trying to light it with a flamethrower.

Some rituals, and bargaining with eternals, may allow life to be extended by supernatural means, but this is not healing in the true sense, and always comes at a cost.

Mundane medicine

In-game, physick is both better and worse than real world medicine. In treating injuries it is far more reliable, as long as the patient is reached in time. Long term sequelae of trauma are rare, and recovery is usually complete. Magical herbs have curative effects on wounds and poisons, and full health can be restored within minutes.

All-cause mortality in the game world falls somewhere between the patterns of medieval Europe and the modern day. Deaths from accidents and trauma are rarer than in history, due to the availability of physicks and healing. The effects of local infections, too, are readily treatable, and therefore contaminated wounds and puerperal sepsis are far less common. Surgeons are skilled and hygienic; there is no bar to the study of anatomy and therefore it is well understood.

However, diseases akin to pneumonia, cholera and typhoid may still affect a population, and, like the medieval physician, IC physicks and healers may find their treatments limited to hydration, analgesia and some herbal remedies of unreliable effect. There are no effective antibiotics, no parenteral fluids and no transfusions.

Likewise, cancer, heart disease and stroke remain largely untreatable. A physick might remove a localised tumour, but there is no option to treat it once it has spread. All humans and orcs are mortal, and while physick and healing may prevent premature death, wear-and-tear and the passage of the years will still return each soul to the Labyrinth or into the Howling Abyss, and sometimes the physick's last and only ability is to relieve suffering and to ease that passage.

Starvation, suffocation and hypothermia

Mortal flesh requires food, water, warmth and air, and in their absence there is no power, magical or mundane, which can sustain it. Suffocation, starvation and hypothermia could be considered as similar to traumatic wounds - in order to restore hits, the precipitating factor needs to be removed within a given time, after which a skilled physick would be able to restore hits through treatment. Artificial respiration might be a suitable IC way of treating a nearly drowned patient ('restoring the breath'?), but it would also be fine to use any other IC method such as squeezing the water out by compressing their abdomen, moving their arms to stimulate breathing or inducing (IC) vomiting - it's the character's skills that allow the effect, which you can roleplay however you like.

Real World Knowledge

An understanding of real world medicine can be a great basis for roleplay, but it's equally valid to be an incense-burning Kallavesi shaman, a Marcher barber-surgeon armed with hot pitch and leeches, or a Highborn priest who believes his ability to heal is the direct result of his personal virtue - all will work equally well IC as long as the correct skills are used. Researching and using medieval terminology would be a great adjunct to roleplay. At the same time, more modern names for bones and blood vessels (for example), while occasionally a little jarring, are not inappropriate for a physick to use especially one who has trained at one of the Imperial institutes of higher learning such as the University of Holberg.

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Heart of the Song

Song by Peter Scrowther - http://www.youtube.com/watch?v=lYY32ziq-Ag

Chords in First Verse and Chorus.

Chorus 1 O come all you weary trav'llers, [G D G] Let us take time from our journey, [Em C G] A few moments long, [Em C G] 'To delay all tribulation [G D G] In the cooling breath of silence, [Em C G] At the heart of the song. [G D C] The heart of the song. [C D G]

Verse 1 As we journey through mountains, [Em G] in pursuit of our dream, [C] How we hurry to capture the prize! [Am G C] Catching glimpses of valleys, [Em G] with tumbling streams. [C] Let us stop some day when we have time. [Am G C]

Chorus 2 O come all you weary trav'llers, Let us take time from our journey, A few moments long, If we lose sight of each other, I will meet in the silence, At the heart of the song. The heart of the song

Verse 2 All those questions and mysteries, That discomfort your mind, O what wouldn't you give for one sign! There may not be the answers, You've been hoping to find, But the questions will glimmer and shine!

Chorus 3 Like the starry eyes of lovers, And the moon beneath the water, When the magic is strong, If we lose sight of each other, I will meet in the silence, At the heart of the song. The heart of the song

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Hearth Tithe

The noonday sun was too intense for any more work. The other monks lounged in the shade of the apple trees, or cooled off after their hard morning labour in the pond at the top of the great field.

Abbott Thomas sat quietly under the Green Oak in the garden behind the cloister, reading a book. Next to him on the bench was a battered straw hat, and a long rake leant against the bole of the tree beside him. His thinning grey hair was held back by a kerchief, which also served to soak up any sweat that might otherwise have fallen onto the vellum pages. Occasionally, he would take a swig from a jug of cider, or a healthy bite of a ham-and-cheese sandwich his wife had prepared for him.

A shadow fell across the Abbott, and he looked up.

Big Jack - or Wee Jack as his friends insisted on calling him - loomed like a dolmen over the seated priest. As the abbott looked up, the burly farmer snatched his straw hat from his head, and held it by the ragged brim, nervously turning it in his hands. Thomas favoured him with a broad smile, and gestured for him to sit. He offered Jack the jug he was drinking from, but the large man demured.

They engaged in a little small talk, primarily about the weather; about the orc raids; and about the soldiers from Wintermark stationed down near the western borders. Big Jack could not conceal the fact that there was something on his mind, but the Abbott allowed him to get round to it in his own time. Some things cannot be rushed.

"Reckon that the war's come early, then." he said at last, his voice rumbling in his barrel chest.

The abbott nodded. "It was inevitable. The war was going to start some time. No point trying to scoop yolk back into a broken egg."

Big Jack chewed his thumb nail for a moment.

"Our youngest's eldest has gone off to Holberg." he said flatly. "Gone to fight with Old Tom's brigade, under Dick Talbot."

The Abbott maintained his silence; this was a time for listening not for talking. He offered the big man the jug again, and this time he did not refuse it.

"He'll ... he'll keep her safe, won't he? I mean, them Druj bastards has run off back east with they tails between they legs. Theres nowt there to fret her gran and me, is there?"

The Abbott sighed.

"Ah now, I wish I could say it would be alright Jack, but I'd be lying to you. Theres war with the Grendel in the south there, and there's Reikos too. The Bounders and the Strong Reeds are already there, helping the Highborn get their homes back. They say the sickness has taken a lot of good men and women, and more before the year is done."

Big Jack looked increasingly unhappy. This was not what he wanted to hear. The Abbott did not enjoy speaking like this - he had taught all of Big Jack's children and grandchildren their virtues, knew them all by name, and considered them family as well as flock. He tried to offer some comfort.

" But Dick Talbot is a good man by all accounts. I don't doubt he will do right by her. But we both know war is a vicious dog on a long chain."

Jack touched the old scar on the side of his neck, probably withut realising he was doing it.

"It's just ... me and the wife. We feel so .. helpless. If I thought it would help I'd get my old clank back from Ham and take off after her, so I can watch out for her."

The Abbot smiled sadly.

"What would your Ham do without his armour, Jack?" He prodded the big farmer's spreading belly gently with one finger. "And how'd you fit into it? Get a tailor to let it outt?"

Jack's face crumpled a little. The Abbott realised he had gone too far - it genuinely seemed like Big Jack Greenfields was about to cry and that could not be borne. The Abbott made a decision. He picked up his book again, stroked the cover for a moment. It was a biography of James of Sarcombe; James the Wise; the only Marcher ever to have trudged the dirty road to the Imperial Throne. The man who first said "enough is enough" and had the courage to confront the butcher's bill and say "no more."

"I know what you mean, though, Jack. You're not the first to talk to me. I've got my old brig out of the boxes and looked at it three times this month. But what do the armies need with a one-legged priest and a broken down old warhorse like you? What a pair we'd make! The orcs would die for laughing at us."

Jack smiled at the idea, just a little bit. Some colour returned to his cheeks. He finished the cider and gently put the jug down beside Abbott Thomas.

"I'll tell the wife you said not to fret, and we'll trust that the young lass has enough of her grand'da's sense to know when to duck then, and we'll fatten a pig up for when she comes home all full of swagger and war stories. There's nowt else to be done."

The abbott was siezed by a premonition then, a cold certainty that Big Jack's youngest's eldest would not be marching home again. It chilled him to the bone, and then filled him with the old rage. He could not accept it. He would not. He would set his will to changing that future, and damn any premonition that tried to tell him otherwise. He clenched his left fist, but let none of the wrath burning inside him show on his face. He looked out instead towards the east field, where some of the younger novices were braving the summer heat to clear and hoe the fertile soil in preparation for the new herb garden.

"Oh, I'm not so sure Jack. Not so sure at all. We may be old, but we can still fight against death. Let me tell you about the Hearth Tithe ..."

Contents

- 1 Overview

- 2 Significance

- 3 Participation

- 4 Resolution

Overview

War with the Jotun was always inevitable, but up until the Summer Solstice the assumption was that the ceasefire would hold an uneasy peace until the Spring Equinox 380YE. Recent developments involving the inavsion of Lasambria, however, have seen the treaty ended prematurely. In the west of the Empire, carefully laid plans have been disrupted. The fortifications at Tassato is only just complete while Overton is still under construction; the majority of Marcher armies are engaged on the eastern front; and the people of Wintermark have endured curses and indignity that have sapped their strength. The atmosphere in the Marches, and in western Wintermark, is a little grim.

The people of the western Empire are strong, however. Faced with imminent invasion by the western barbarians, they are not dwelling on the danger. Rather, there has been an upswell of community spirit and national pride. They know that they can weather the coming storm by pulling together. If the yeomen of every farm and town can work together, if the folk of every hall can overcome the lingering divisions caused by the recent curse of tradition, there is nothing that they cannot overcome.

There has been some talk of resurrecting an old tradition that dates back to the days of Emperor James. The Hearth Tithe is a practice that has largely fallen out of favour in the modern Empire, but all through bloodsoaked reigns of Emperor Guntherm and Empress Brannan, it was common practice for farmers to set aside part of their fields and cultivate beds of healing herbs. These herbs were made available to physicks who provided medical aid to their community. Other were given to apothecaries who used them to help brew Anodyne Analgesix, Ossean Solution and Elixit Vitae to be carried into battle by soldiers from the farm, village, or hold where they were grown.

It is not clear where the Hearth Tithe originated. Some stories claim that Marcher merchants selling grain in Hahnmark first observed the practice, and learned of its effectiveness in the sporadic border hostilities between Wintermark and the Marches. Other stories say that the practice came from pre-Marcher Dawn, and there are claims that it was a positive development of an unpopular practice whereby some noble houses would force their yeomen to grow medicinal herbs instead of food. Regardless of the truth,a key element of the Hearth Tithe is that it is about the community - the herbs raised were used to heal and support the families and neighbours of those who grew them. Maintaining a healthy Hearth Tithe was often seen as an expression of Loyalty and Prosperity. Some farmers went beyond what the tradition dictated, especially when their own sons and daughters were going to war, and turned more of their farmland over to the cultivation of herbs, and gained the respect of their neighbours through their willingness to share..

There has been some talk in the Marcher and Wintermark assemblies about encouraging a return to this old tradition. Not only would it provide much-needed medical assistance for the upcoming war, but it would also allow the people of the north-western Empire to make a concrete, practical contribution to the war effort.

Significance

The Hearth Tithe was a way for Marcher and Wintermark farmers to support their communities in times of war with more than just food. The practice involved diversification of a farm, but largelly fell out of practice during the Second Interregnum. It was common for priests to encourage the observation of the Hearth Tithe - especially in the Marches, where a monastery would often receive donations of herbs from the surrounding farms to be used in support of the wider community. In the north, the herbs produced were often given over to the grimnir who marched alongside the Winterfolk armies.

The practice has not been widely observed for over a century, but the conditions seem to be right to consider resurrecting it, at least in the short term. The power to do so lies in the hands of the priests. Through the creation of auras of virtue, and with the support of their congregations, it would be possible for the national assemblies to re-institute the Hearth Tithe in Wintermark and the Marches.

The national assembly of the Marches, or of Wintermark, can raise a judgement calling on every farmer and every farm worker to "do their bit" for the war effort, and return to the practice of the Hearth Tithe. If they do so, and support that judgement with virtuous auras, then they will encourage every farmer to plant a portion of their fields with medicinal herbs. The farm will lose 36 rings of production, and in their place will produce one dose of Cerulean Mazzarine, one dose of Marrowort, and one dose of True Vervain each season. This temporary diversification will remain in effect for one year.

As part of the judgement, the national assembly must name a single priest that is part of that assembly to be responsible for co-ordinating the creation of the virtuous auras, and provide that priest with 50 doses of liao.

The judgement of one national assembly does not effect the production of farms in other nations.

In theory, other national assemmblies could call for the return of the Hearth Tithe but it is unlikely to be as effective. In the absence of other factors, for any other national assembly to call for the return of the Hearth Tithe in their nation would require a judgement as above and 75 liao.

The exception is the Brass Coast; the idea of enforced charity was universally mocked among the independantly minded Freeborn, and for the Freeborn assembly to suggest it held value would be seen simply as an amusing joke as part of this season's Feast of the Broken Wheel.

Participation

Not all farmers will want to embrace the return of the Hearth Tith. Their farm hands and labourers, however, are likely to respond to anyone who sneers at the Hearth Tithe as lacking community spirit or virtue. Players who don't want to do this will still lose the 36 rings - representing disgruntled employees, and a difficulty selling their produce - but can hand the herbs their farm would have produced back in at GOD.

Resolution

During the Autumn Equinox, both the Wintermark and Marcher assemblies threw their support behind the reintroduction of the Hearth Tithe. The Wintermark assembly named Ealstan of Stormspire to encourage the reintroduction of the practice, while the Marcher Assembly named James Appleseeder of Upwold. For the next year, the Hearth Tithe will be in effect in Wintermark and the Marches.

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Hearth and Home

Original song " Byla Cesta" trad. Moravian. Words by Daisy.

RECORDING of this song : Media:hearth-and-home.mp3

Springtime blossom scents the air with flowers Summer sunlight brings long evening hours

Chorus: O Varushka! O Varushka, never more I'll roam In Varushka, in Varushka lies my hearth and home

Autumn forests ring with axe and song Winter's beauty only for the strong

Chorus

In the night time, parting lovers weaving Only braids and never tears when leaving

Chorus

Weeks go by, another year is turning Turning homeward where my heart is yearning

Chorus

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Hearthfire Circle

Contents

- 1 Rules

- 1.1 Spring Magnitude 7

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 7

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

The ritual fails if you or the target are hit, or attack another character.

Effects

At the completion of the ritual, the target recovers all lost hits. Each limb crippled by impale or cleave is restored, and the effect of venom or weakness is removed. The target may also ignore the roleplaying effects of any traumatic wounds they are suffering until the end of the battle.

Additional Targets

This ritual can affect additional characters from the same band. The magnitude increases by five for each additional target. All targets must be present throughout, and the ritual fails if any of the targets are hit, or attack another character.

Description

This potent spell restores an individual to full health. It is more costly than similar rituals such as The Hands of Sacred Life, Blood of the Hydra, or Renewed Strength of the New Day, but much more comprehensive in its effect. In addition to the immediate health benefits it provides, it also allows the patient to temporarily overcome the immediate effects of certain serious wounds - at least in the short term.

Common Elements

This ritual is very old; in pre-Imperial times it was widely practiced by covens of many nations, especially among the Steinr, Marchers and the Varushka. The ritual often includes things that evoke or symbolise ideas of safety, home and the hearth. Consequently fires, wholesome food, drink and music are all common elements used in the performance of this ritual. Where food and drink are used, they are often passed from person to person among the coven-mates, sometimes in an intricate pattern reminiscent of a dance, before being given to the targets to consume.

A coven of Marcher landskeepers might include a bushel of grain taken from the recent harvest, or even good beer made from the same; a circle of Hakima are likely to engage in drumming and singing together with favoured friends and families and, where possible, their patient; a school of cabalists will share dark bread and honey; a League Troupe or band of mountebanks may repeat their coven oath and touch rings together to reinforce the strength provided by their guild, and then transfer that strength to their target; and a coven of Navarr vates are likely to use small amounts of blood or red paint to trace designs on the hands or faces of their target.

The important thing is to evoke healing power through such elements as the runes Rhyv, Cavul or even Queros.

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Heartwood of the Great Vale

Contents

- 1 Overview

- 2 The Resource

- 3 The Bourse Seat

- 3.1 Responsibilities

- 3.2 Powers

- 3.2.1 Seat on the Bourse

- 3.2.2 Bounty of weirwood

- 3.3 Appointment

Overview

The heartwood of the Great Vale is located in is in northern Summersend in the Navarr territory of Hercynia. Custodianship of the Heartwood grants an Imperial title; a seat on the Imperial Bourse; and a seasonal bounty of valuable weirwood

The Resource

The Great Vale in Hercynia contains large areas of precious weirwood. Located in northern Summersend, the area came under threat from Thule barbarians during the occupation of Skarsind, but tthe Empire maintained control of the Heartwood - albeit barely. Even when the barbarians occupied the Glen of Shadows the production of weirwood was uninterrupted.

The Heartwood is an Imperial, rather than Navarr national resource. Unlike with the Golden Trees of Seren, there was comparatively little argument with this decision. The forest here has a bad reputation. Sometimes, when a tree has been felled and the stump excavated, the workers find a corpse. Sometimes the corpse is just bones amongst the roots, and sometimes it looks fresh enough to have just stopped breathing. No-one knows who they were, or how they got there (especially the fresher looking corpses). By tradition, any remains are handed to the Navarr, who inter them in a corpse glade set aside for the purpose. The priests who tend the glade have a reputation for being dour and odd.

Attempts to use magic such as An Echo of Life Remains reveal nothing - as if the dead had no names. Likewise, there is every indication that the dead died violently - many bear obviously fatal wounds. Their garb is strange - fur and leather, and very little iron or steel. The accepted explanation for the remains is that the Heartwood grows atop an ancient battlefield - but there are no convincing theories as to why the dead were allowed to lie undisturbed for long enough for a forest of weirwood to cover their remains. Some of the oldest trees are estimated to be more than a thousand years old, adding to speculation that the corpses belong to people who pre-date the Terunael.

To add further mystery to the Heartwood, there have been repeated sightings of a grim phantom in the forests. Called the Valewoman, the spirit appears to be that of an old woman wrapped in white fur. Stories of encounters tend to follow the same pattern; a figure appears in the distance, far away enough for detail to be obscured. She usually stands and watches, but occasionally she is seen to gesture or beckon. Whenever a witness comes closer, however, she vanishes. Despite countless attempts, no person has ever managed to get close to the Valewoman, never mind speak to her. Very occasionally, a lumberjack is found lying dead among the trees - dead without any sign of violence. Such deaths are generally attributed to the grim wraith, and as a consequence many workers view her with a mixture of awe and dread.

It is no surprise that, mentally at least, the workers of Weirwater Vales are some of the toughest in the Empire. If they know anything, they stopped bothering to talk of it generations ago.

The Bourse Seat

Responsibilities

The Seat has no particular responsibilities; they simply receive a bounty of weirwood which is theirs to do with as they will. If the Heartwood of the Great Vale were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to the Heartwood of the Great Vale, the Seat would expect to be consulted as to how that opportunity might be resolved.

Powers

Seat on the Bourse

Custodianship of the Heartwood of the Great Vale comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of weirwood

The Seat has control of a source of weirwood and receives Bourse certificates to represent that control. They can dispense this resource as they choose. Production is 25 Imperial wains of weirwood every season.

Appointment

As with all weirwood Bourse seats, the holder of the title is determined during the Winter Solstice. As an Imperial seat, any Imperial citizen may participate in the auction and hold the title.

Custodianship of the Heartwood of the Great Vale is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be revoked by the Imperial Synod.

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Heath magic Redirect page

User:Delvy

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- Help:Editing Breadcrumbs - The trail along the top of the page.

- Help:Empire Extras - Additional formatting, IC text, stub pages, pull-out boxes, buttons, captioned images and all sorts.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Help:Editing&oldid=23028"

Help:Editing Breadcrumbs

Breadcrumbs

Breadcrumbs are the hierarchical links at the top of the page (for example, for this page, it's Empire / Help / Editing Breadcrumbs).

This is a very manual thing for MediaWiki. You have to edit a set of rules in Imperial:Breadcrumbs.

There are lots of ways it can work, but I think the easiest is to make sure every page is in a category (see Help:Categories for how to do that), and then use the category name to define the breadcrumbs.

For example, if the Imperial:Breadcrumbs trail contains:

* Rules @ [[Main Page|Empire]] > [[Rules Overview|Rules]] >

* Help @ [[Main Page|Empire]] > [[Help]] >

then anything in the Rules category will have a breadcrumb trail of Empire (links to Main Page), Rules (links to the Rules category index) and so on.

If a page is in more than one category then it'll match the first one it finds.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Help:Editing_Breadcrumbs&oldid=111"

Help:Editing Empire Navigation

Contents

- 1 Breadcrumbs

- 2 Putting A Page In A Category

- 3 Categories as Templates

- 4 Editing The Top Menu

- 5 Editing The Left Menu

- 6 Editing The Footer

Breadcrumbs

Breadcrumbs are the hierarchical links at the top of the page (for example, for this page, it's Empire / Help / Editing Breadcrumbs).

This is a very manual thing for MediaWiki. You have to edit a set of rules in Imperial:Breadcrumbs.

There are lots of ways it can work, but I think the easiest is to make sure every page is in a category (see Help:Categories for how to do that), and then use the category name to define the breadcrumbs.

For example, if the Imperial:Breadcrumbs trail contains:

* Rules @ [[Main Page|Empire]] > [[Rules Overview|Rules]] >

* Help @ [[Main Page|Empire]] > [[Help]] >

then anything in the Rules category will have a breadcrumb trail of Empire (links to Main Page), Rules (links to the Rules category index) and so on.

If a page is in more than one category then it'll match the first one it finds.

Putting A Page In A Category

To put a page in a category, just add a link like so:

[[Category-SomeCategory]]

preferably at the bottom of the page you want to put in the category. For example, this page has:

[[Category-Help]]

A page can be in multiple categories. The category link can be anywhere on the page (except in a

<pre>

tag or similar), but it is best practice to add category links to the bottom of the content.

Categories as Templates

Some categories are set up to work like templates, for example in order to automatically pull in a navigation menu (see Category-Herbs) or add related super-categories (see Category-380YE Spring Equinox winds of fortune). In that case, the template can be embedded as

{{Category-SomeCategory}}

Editing The Top Menu

You need to edit the Imperial:TitleBar page. It's a fairly straightforward list using the syntax for bullet-lists in Wiki markup. You can have up to two levels of list - the top level entries are the visible links when the menu is closed, the sublists are the pop-up menus.

For example, this text:

* [[Home]]

* My Menu

** [[Page 1]]

** [[Page 2]]

gives you two menu entries, Home and My Menu. Home will be a link to the page called Home. My Menu will be a dropdown, containing two submenu items that link to Page 1 and Page 2.

If you want the menu item names to be different from the pages you're going to, no problem - just use the standard Wiki retitling feature. A pipe character (|) separates the page you want to go to from the title of the page that's displayed in the menu. For example:

* [[Home|Go Home]]

* My Menu

** [[Page 1|Go to Page 1]]

** [[Page 2|Go to Page 2]]

Editing The Left Menu

You need to edit the Imperial:LeftBar page. The list format should be fairly obvious from what's in the file already. It's another type of list, consisting of section headers and wiki links. Again, you can retitle links using the pipe symbol as before.

<nav-list>

<nav-header>A Header</nav-header>

<nav-item>[[Page 1|Go to Page 1]]</nav-item>

<nav-item>[[Page 2]]</nav-item>

<nav-header>Another Header</nav-header>

<nav-item>[[Kicking|How to kick people]]</nav-item>

<nav-item>[[Punching|How to punch people]]</nav-item>

</nav-list>

Editing The Footer

Edit the page Imperial:Footer. It's a bit more complicated than the other two, because there's a set of three columns and then a footer line beneath. It should be obvious enough from the existing content.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Help:Editing_Empire_Navigation&oldid=43762"

Help:Empire Extras

I've added a bunch of additional extensions and such, to support the Bootstrap skin.

If you want to add to the menus, see Help:Editing Empire Navigation.

Contents

- 1 Grid Layout

- 2 Boxes

- 3 In-character

- 4 Captioned Image

- 5 Buttons

- 6 Hero Unit

- 7 Navigation Lists

- 8 Quotes

- 9 Labels

- 10 Magic Words

- 11 Special Syntaxes

- 12 Stub Article

- 13 PDF Book

- 14 Songs

Grid Layout

You can use Bootstrap extensions to lay out things in a grid. Nice for putting together a front page. There are 9 grid elements in the main content area, and you use them by putting together fluid rows and spans. The spans need to add up to nine. For example:

<row-fluid>

<span3>A Cell</span3><span3>Another Cell</span3><span3>A third cell</span3>

</row-fluid>

would give you three equally-sized cells.

You can have as many rows as you like. You can use span1 to span12.

Boxes

<box>You can use this syntax to add boxes.</box>

You can use this syntax to add boxes.

In-character

<ic>Use this syntax to add an in-character box in which to write documents etc.</ic>

Use this syntax to add an in-character box in which to write documents etc.

Captioned Image

{{CaptionedImage|file=Example.jpg|title=A popup title|caption=A caption underneath|align=left|width=100}} Here is some test text to show floating the image left.

{{CaptionedImage|file=Example.jpg|title=A popup title|caption=A caption underneath|align=none}}

Here is some test text to show floating the image left.

Buttons

Button Another Button

A Row Of Buttons

[[Button((.btn))]]

[[Another Button((.btn))]]

<btn-group>[[A((.btn))]] [[Row((.btn))]] [[Of((.btn))]] [[Buttons((.btn))]]</btn-group>

Hero Unit

Top-middle of main page. You can also use an uploaded image as a background to the hero unit.

<hero-unit image="imageFileName">Some awesome prose here!</hero-unit>

Navigation Lists

(used for the left-hand menu)

<nav-list>

<nav-header>XXX</nav-header>

<nav-item>Item</nav-item>

<nav-dropdown title="SomeTitle">

<nav-item>SubItem 1</nav-item>

<nav-item>SubItem 2</nav-item>

</nav-dropdown>

</nav-list>

Quotes

A long quotation that might be of interest to someone.

Someone Famous

<quote by="Someone Famous">A long quotation that might be of interest to someone.</quote>

A long quotation that might be of interest to someone.

Someone Famous

<quote-right by="Someone Famous">A long quotation that might be of interest to someone.</quote-right>

Labels

Default Success Warning Important Info

<label>Default</label>

<label type="success">Success</label>

<label type="warning">Warning</label>

<label type="important">Important</label>

<label type="info">Info</label>

Magic Words

__NOTITLE__

Special Syntaxes

[[some link((.class))]]

adds class to the link. e.g.

[[some link((.btn))]]

gives some link

Stub Article

{{stub}}

gives

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

PDF Book

{{pdf}}

gives

This selection of articles can be downloaded as a PDF book (or as html only)

If put at the top of a normal page, collects all the pages that page links to.

If put on a category page, collects all the pages in that category.

Songs

<song>

Here's a song line

and here's another.

and here's the next

verse

</song>

Here's a song line and here's another.

and here's the next verse

This is make it easier to lay out songs on the site - inside song tags, line-breaks will be respected.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Help:Empire_Extras&oldid=2975"

Help:Formatting

You can format your text by using wiki markup. This consists of normal characters like asterisks, single quotes or equal signs which have a special function in the wiki, sometimes depending on their position. For example, to format a word in italic, you include it in two pairs of single quotes like ''this''.

Contents

- 1 Text formatting markup

- 2 Level 2

- 2.1 Level 3

- 2.1.1 Level 4

- 2.1.1.1 Level 5

- 2.1.1.1.1 Level 6

- 3 Paragraphs

- 4 HTML tags

- 5 Inserting symbols

- 6 HTML tags and symbol entities displayed themselves

- 7 Other formatting

Text formatting markup

Description

You type

You get

character (inline) formatting – applies anywhere

Italic text

''italic''

italic

Bold text

'''bold'''

bold

Bold and italic

'''''bold & italic'''''

bold & italic

Escape wiki markup

<nowiki>no ''markup''</nowiki>

no ''markup''

Escape wiki markup once

[[API]]<nowiki/>extension

API

extension

section formatting – only at the beginning of the line

Headings of different levels

== Level 2 ==

=== Level 3 ===

==== Level 4 ====

===== Level 5 =====

====== Level 6 ======

Note:

- Skip Level 1
, it is page name level.

- An article with 4 or more headings automatically creates a
table of contents
.

Level 2

Level 3

Level 4

Level 5

Level 6

Horizontal rule

Text above

----

Text below

Text above

Text below

Bullet list

* Start each line

* with an [[Wikipedia:asterisk|asterisk]] (*).

** More asterisks gives deeper

*** and deeper levels.

* Line breaks<br/>don't break levels.

*** But jumping levels creates empty space.

Any other start ends the list.

- Start each line

- with an
asterisk
(*).

- More asterisks gives deeper

- and deeper levels.

- Line breaks

don't break levels.

- But jumping levels creates empty space.

Any other start ends the list.

Numbered list

# Start each line

# with a [[Wikipedia:Number_sign|number sign]] (#).

## More number signs gives deeper

### and deeper

### levels.

# Line breaks<br/>don't break levels.

### But jumping levels creates empty space.

# Blank lines

# end the list and start another.

Any other start also

ends the list.

1. Start each line

2. with a
number sign
(#).

1. More number signs gives deeper

1. and deeper

2. levels.

3. Line breaks

don't break levels.

1. But jumping levels creates empty space.

4. Blank lines

1. end the list and start another.

Any other start also ends the list.

Definition list

;item 1

: definition 1

;item 2

: definition 2-1

: definition 2-2

item 1

definition 1

item 2

definition 2-1

definition 2-2

Indent text

: Single indent

:: Double indent

::::: Multiple indent

Note: This workaround may be controversial from the viewpoint of accessibility.

Single indent

Double indent

Multiple indent

Mixture of different types of list

# one

# two

#* two point one

#* two point two

# three

#; three item one

#: three def one

# four

#: four def one

#: this looks like a continuation

#: and is often used

#: instead<br/>of <nowiki><br/></nowiki>

# five

## five sub 1

### five sub 1 sub 1

## five sub 2

Note: The usage of #: and *: for breaking a line within an item may also be controversial.

1. one

2. two

- two point one

- two point two

3. three
three item one

three def one

4. four

four def one

this looks like a continuation

and is often used

instead

of <br/>

5. five

1. five sub 1

1. five sub 1 sub 1

2. five sub 2

Preformatted text

Start each line with a space.

Text is '''preformatted''' and

''markups'' '''''can''''' be done.

Note: This way of preformatting only applies to section formatting. Character formatting markups are still effective.

Start each line with a space.

Text is preformatted and

markups can be done.

Preformatted text blocks

<nowiki>Start with a space in the first column,

(before the <nowiki>).

Then your block format will be

maintained.

This is good for copying in code blocks:

def function():

"""documentation string"""

if True:

print True

else:

print False</nowiki>

Start with a space in the first column,

(before the <nowiki>).

Then your block format will be

maintained.

This is good for copying in code blocks:

def function():

"""documentation string"""

if True:

print True

else:

print False

Paragraphs

MediaWiki ignores single line breaks. To start a new paragraph, leave an empty line. You can force a line break within a paragraph with the HTML tag <br/>.

HTML tags

Some HTML tags are allowed in MediaWiki, for example <code>, <div>, <span> and <font>. These apply anywhere you insert them.

Description

You type

You get

Inserted

(Displays as underline in most browsers.)

<ins>Inserted</ins>

or

<span style="text-decoration: underline;">Underline</span>

Inserted

or

Underline

Deleted

(Displays as strikethrough in most browsers.)

<del>Deleted</del>

or

<span style="text-decoration:line-through;">Deleted</span>

Deleted

or

Deleted

Fixed width text

<code>Source code</code>

or

<tt>Fixed width text</tt>

Source code

or

Fixed width text

Blockquotes

text above

text above

<blockquote>blockquote</blockquote>

text below

text below

text above text above

blockquote

text below text below

Comment

<!-- This is a comment -->

Comments are only visible

in the edit window.

Comments are only visible in the edit window.

Completely preformatted text

<pre> Text is '''preformatted''' and

''markups'' '''''cannot''''' be done</pre>

Note: For marking up of preformatted text, check the "Preformatted text" entry at the bottom of the previous table.

Text is '''preformatted''' and

''markups'' '''''cannot''''' be done

Customized preformatted text

<pre style="color:red">

Text is '''preformatted'''

with a style and

''markups'' '''''cannot''''' be done

</pre>

Note: A CSS style can be named within the style property.

Text is '''preformatted'''

with a style and

''markups'' '''''cannot''''' be done

Customized preformatted text with text wrap according to screen width

<pre style="white-space: pre-wrap">

This longer sentence is used to demonstrate text wrapping. </pre>

This longer sentence is used to demonstrate text wrapping.

Inserting symbols

Symbols and other special characters not available on your keyboard can be inserted through a special sequence of characters. Those sequences are called HTML entities. For example, the following sequence (entity) &rarr; when inserted will be shown as right arrow HTML symbol → and &mdash; when inserted will be shown as an em dash HTML symbol —

Note: Hover any character to find out the symbol that produces it. Some symbols not available in the current font will appear as empty squares.

HTML symbol entities

á

Â

â

´

Æ

æ

À

à

ℵ

Α

α

&

∧

∠

Å

å

≈

Ã

ã

Ä

ä

„

Β

β

¦

•

∩

Ç

ç

¸

¢

Χ

χ

ˆ

♣

≅

©

↵

∪

¤

†

‡

↓

⇓

°

Δ

δ

♦

÷

É

é

Ê

ê

È

è

∅

Ε

ε

≡

Η

η

Ð

ð

Ë

ë

€

∃

ƒ

∀

½

¼

¾

⁄

Γ

γ

≥

>

↔

⇔

♥

…

Í

í

Î

î

¡

Ì

ì

ℑ

∞

∫

Ι

ι

¿

∈

Ï

ï

Κ

κ

Λ

λ

〈

«

←

⇐

⌈

“

≤

⌊

∗

◊

‎

‹

‘

<

¯

—

µ

·

−

Μ

μ

∇

–

≠

∋

¬

∉

⊄

Ñ

ñ

Ν

ν

Ó

ó

Ô

ô

Œ

œ

Ò

ò

‾

Ω

ω

Ο

ο

⊕

∨

ª

º

Ø

ø

Õ

õ

⊗

Ö

ö

¶

∂

‰

⊥

Φ

φ

Π

π

ϖ

±

£

′

″

∏

∝

Ψ

ψ

"

√

〉

»

→

⇒

⌉

”

ℜ

®

⌋

Ρ

ρ

‏

›

’

‚

Š

š

⋅

§

Σ

σ

ς

∼

♠

⊂

⊆

∑

⊃

¹

²

³

⊇

ß

Τ

τ

∴

Θ

θ

ϑ

Þ

þ

˜

×

™

Ú

ú

↑

⇑

Û

û

Ù

ù

¨

ϒ

Υ

υ

Ü

ü

℘

Ξ

ξ

Ý

ý

¥

ÿ

Ÿ

Ζ

ζ

‍

‌

Description

You type

You get

Copyright symbol

&copy;

©

Greek delta letter symbol

&delta;

δ

Euro currency symbol

&euro;

€

See the list of all HTML entities on the Wikipedia article List of HTML entities. Additionally, MediaWiki supports two non-standard entity reference sequences: &רלמ; and &رلم; which are both considered equivalent to &rlm; which is a right-to-left mark. (Used when combining right to left languages with left to right languages in the same page.)

HTML tags and symbol entities displayed themselves

&amp;euro;  → &euro;

<span style="color: red; text-decoration: line-through;">Typo to be corrected</span>  → Typo to be corrected

&lt;span style="color: red; text-decoration: line-through;">Typo to be corrected&lt;/span>  → <span style="color: red; text-decoration: line-through;">Typo to be corrected</span>

Other formatting

Beyond the text formatting markup shown above, here are some other formatting references:

- Links

- Images

- Tables

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Help:Formatting&oldid=45"

Help:Images

This page explains the image syntax when editing the wiki. You or another user must usually upload an image before you can use it on a page.

Images that are stored on a MediaWiki server are usually rendered by using the File: namespace prefix. The alternate Media: namespace prefix is also usable to reference the original media file content (for rendering or downloading it separately, out of any MediaWiki page).

Contents

- 1 Supported types for images

- 2 Rendering a single image

- 2.1 Syntax

- 2.2 Stopping the text flow

- 3 Linking to an image without displaying it

- 3.1 Link to description page

- 3.2 Link to another page

- 3.3 Link directly to the media file

- 4 Files at other websites

Supported types for images

The following file formats are supported by default:

- .jpg or .jpeg, .png, .gif

Rendering a single image

Syntax

The full syntax for displaying an image is:

[[File:filename.extension|options|caption]]

where options can be zero or more of the following, separated by pipes (|):

- Format option: one of border and/or frameless, frame, thumb (or thumbnail);

Controls how the rendered image is formatted and embedded in the rest of the page.

- Resizing option: one of

- {width}px — Resizes the image to fit within the given maximum width in pixels, without restricting its height;

- x{height}px — Resizes the image to fit within the given maximum height in pixels, without restricting its width;

- {width}x{height}px — Resizes the image to fit within the given width and height in pixels;

- upright — Resizes an image to fit within reasonable dimensions, according to user preferences (suitable for images whose height is larger than width).

Note that the image will always retain its aspect ratio, and can only be reduced (not increased) in size unless it's in a scalable media type (bitmap images cannot be scaled up).

The default maximum size depends on the format and the internal image dimensions (according to its media type).

- Horizontal alignment option: one of left, right, center, none;

Controls the horizontal alignment (and inline/block or floating styles) of the image within a text (no default value).

- Vertical alignment option: one of baseline, sub, super, top, text-top, middle, bottom, text-bottom;

Controls the vertical alignment of a non-floating inline image with the text before or after the image, and in the same block (the default vertical alignment is middle).

- Link option: one of

- link={target} — Allows to change the target (to an arbitrary page title, or URL) of the generated link, activable on the rendered image surface; e.g. [[File:Example.jpg|20px|link=http://www.wikipedia.org]] renders as (external link), or [[File:Example.jpg|20px|link=MediaWiki]] renders as (internal link).

- link= (with an empty value) — (MediaWiki 1.14+) Displays an image without any activable link; e.g. [[File:Example.jpg|20px|link=]] renders as .

! Link does not work with thumb, thumbnail or frame.

- Other specific options:

- alt={alternative text} — (MediaWiki 1.14+) Defines the alternative text (maps to the HTML attribute alt="..." of the generated <image /> element) of an image that will be rendered if either the referenced image cannot be downloaded and embedded, or if the support media must use the alternative description text (e.g. when using a Braille reader or with accessibility options set by the user in its browser).

- page={number} — Renders the specified page number (currently only applicable when showing a .djvu or .pdf file).

The options can be given in any order. If the given options conflict each other, the latter is applied, except for the format options, where the options take the priority in the order of: frame; thumb (or thumbnail); frameless and/or border.

If a parameter does not match any of the other possibilities, it is assumed to be the caption text. Caption text shows below the image in thumb and frame formats, or as mouseover text in border, frameless formats or when the format is omitted. Caption text displayed in the thumb and frame formats may contain wiki links and other formatting. In the other options, wiki-formatting will not work though transclusion will.

If no caption text is supplied, a caption is automatically created showing the file name. To completely remove the caption, set it to <span title=""></span>. For example, [[File:Example.jpg|20px|<span title=""></span>]] renders as .

Stopping the text flow

On occasion it is desirable to stop text (or other inline non-floating images) from flowing around a floating image. Depending on the web browser's screen resolution and such, text flow on the right side of an image may cause a section header (for instance, == My Header ==) to appear to the right of the image, instead of below it, as a user may expect. The text flow can be stopped by placing <br style="clear: both" /> before the text that should start below the floating image.

All images rendered as blocks (including non-floating centered images, left- or right-floating images, as well as framed or thumbnailed floating images) are implicitly breaking the surrounding lines of text (terminating the current block of text before the image, and creating a new paragraph for the text after them). They will then stack vertically along their left or right alignment margin (or along the center line between these margins for centered images).

Linking to an image without displaying it

Link to description page

If you put a colon (:) before File:, the image will not be embedded and the link will lead to the description page of the file.

[[:File:Example.jpg]]

[[:File:Example.jpg|Sunflowers]]

results in

File:Example.jpg Sunflowers

Link to another page

Note: link does not work with thumb or frame.

This will make a 50px width picture with a link to the page MediaWiki:

[[File:Example.jpg|50px|link=MediaWiki]]

Link directly to the media file

You can use the pseudo-namespace “Media” to link directly to a file without rendering it, bypassing the description page.

[[Media:Example.jpg]]

[[Media:Example.jpg|Sunflowers]]

results in

Media:Example.jpg Sunflowers

The same result can be achieved by adding a colon before the namespace (works with categories too):

[[:File:Example.jpg]]

You can also use:

[[Special%3AFilePath/Example.jpg]]

which can be used to link to a potential file, even if it doesn't exist. You can also use:

{{FILEPATH:Example.jpg}}

which generates an external URL to the file inline: http://www.profounddecisions.co.uk/mediawiki-public/images/a/a9/Example.jpg

Files at other websites

You can link to an external file available online using the same syntax used for linking to an external web page. With these syntaxes, the image will not be rendered, but only the text of the link to this image will be displayed.

[http://url.for/some/image.png]

Or with a different displayed text:

[http://url.for/some/image.png link text here]

Additional MediaWiki markup or HTML/CSS formatting (for inline elements) is permitted in this displayed text (with the exception of embedded links that would break the surrounding link):

[http://www.example.com/some/image.png Example '''<del>rich</del>''' ''<ins>link text</ins>'' here.]

which renders as: Example rich link text<ins> here.

If it is enabled on your wiki (see Manual:$wgAllowExternalImages), you can also embed external images. To do that, simply insert the image's url:

http://url.for/some/image.png

Currently, embedded images cannot be resized, but they may be formatted by surrounding MediaWiki markup or HTML/CSS code.

If this wiki option is not enabled, the image will not be embedded but rendered as a textual link to the external site, just like above.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Help:Images&oldid=57"

Help:Links

There are five types of links in MediaWiki:

1. Internal links to other pages in the wiki

2. External links to other websites

3. External links to internal pages in the wiki

4. Interwiki links to other websites registered to the wiki in advance

5. Interlanguage links to other websites registered as other language versions of the wiki

Contents

- 1 Internal links

- 2 External links

- 2.1 External links to internal pages

- 2.2 External link icons

- 2.3 How to avoid auto-links

- 3 Interwiki links

- 3.1 Interlanguage links

- 4 See also

Internal links

To add an internal link, enclose the name of the page you want to link to in double square brackets. When you save the page, you'll see the new link pointing to your page. If the page exists already it is displayed in blue, if it does not, in red. Selflinks to the current page are not transformed in URLs but displayed in bold. (If you really want to link to the current page, use an anchor (see below), or [[#top|current page]] which always links to the top.)

The first letter of the target page is automatically capitalized, unless otherwise set by the admins, and spaces are represented as underscores (typing an underscore in the link will have a similar effect as typing a space, but is not recommended, since the underscore will also be shown in the text).

Description

You type

You get

Internal link

[[Main Page]]

Main Page

Piped link

[[Main Page|different text]]

See also

Meta:Help:Piped link

different text

Hide namespace shortcut

[[Help:Contents|]]

Short for [[Help:Contents|Contents]]

Contents

Word-ending links

[[Help]]s

[[Help]]ing

[[Help]]ers

[[Help]]anylettersyoulikehere

Helps

Helping

Helpers

Helpanylettersyoulikehere

Avoiding word-ending links

[[Help]]<nowiki />ful advice

[[wikipedia:GNU General Public License|GPL]]<nowiki />v3

Help

ful advice

GPL

v3

Redirect

#REDIRECT [[Main Page]]

See also

Help:Redirects

→
Main Page

Internal link to an anchor

[[#See also]]

Section headings

and the

top

of the page are automatically anchored.

#See also

Internal link to an anchor from different text

[[#See also|different text]]

different text

Setting an internal link anchor

<div id="NameOfAnchorHere">optional text</div>

Omit the "optional text" for invisible anchor.

optional text

Internal link to an anchor at another page

[[Help:Images#See also]]

Help:Images#See also

Internal link to the current page's talk page

[[{{TALKPAGENAME}}|Discussion]]

See also

Help:Magic_words#Page_names

Discussion

Internal link to a subpage

[[/example]]

Shortcut for [[Help:Links/example]]. See also

Help:Subpages

.

/example

Internal link to a subpage without the leading slash

[[/example/]]

Shortcut for [[Help:Links/example|example]].

example

Internal link to a category page

[[:Category-Help]]

See also

Help:Categories

Category-Help

Internal link to an image or a file of other types

[[media:example.jpg]]

[[media:example.pdf]]

See also

Help:Images

media:example.jpg

media:example.pdf

Internal link to the user's user page

[[Special%3AMyPage]]

Special%3AMyPage

External links

To add an external link, enclose the name of the page you want to link to in single square brackets. When you save the page, you'll see the new link pointing to your page, with an arrow icon after it to show that it was coded with single bracket external link syntax, and thus may lead to another site.

Description

You type

You get

External link

http://mediawiki.org

http://mediawiki.org

External link with different label

[http://mediawiki.org MediaWiki]

MediaWiki

Numbered external link

[http://mediawiki.org]

[1]

External links with file icons

[http://en.wikipedia.org/wiki/.avi video] [http://en.wikipedia.org/wiki/.ogg sound] [http://en.wikipedia.org/wiki/.pdf document]
See

#External link icons

for currently supported icons and extensions.

video

sound

document

External link to the same host

http://{{SERVERNAME}}/pagename

http://www.profounddecisions.co.uk/pagename

External link to other host passing the pagename

http://google.com/search?q={{PAGENAMEE}}

See also:

URL encoded page names

http://google.com/search?q=Links

Mailto link

[mailto:info@example.org email me]

email me

Mailto named with subject line and body

[mailto:info@example.org?Subject=URL%20Encoded%20Subject&body=Body%20Text info]

info

External links to internal pages

To add a link to a page on the same wiki using URL query parameters, you may need to use external link syntax.

Description

You type

You get

External link to the current page's edit page

[http://www.mediawiki.org/w/index.php?title=Help:Links&action=edit Edit]

Edit

External link to the current page's edit page using the
fullurl parser function

[{{fullurl:{{PAGENAME}}|action=edit}} Edit]

See also

Help:Magic_words#URL_data

and

#External links

Edit

External link to the current page's edit page, and styled to look like an internal link

<span class="plainlinks">[http://www.mediawiki.org/w/index.php?title=Help:Links&action=edit Edit]</span>

The

plainlinks class

can be used in cases where you want an external link to look like an internal one, by suppressing the icon that normally appears after it.

Edit

External link icons

Test link

Icon

Trigger

[2]

external-link-ltr-icon.png

.external, http://, gopher://

[3]

lock-icon.png

https://

[4]

mail-icon.png

mailto:

[5]

news-icon.png

news://

[6]

file-icon.png

ftp://

[7]

talk-icon.png

irc://

[8]

audio-icon.png

.ogg, .mid, .midi, .mp3, .wav, .wma

[9]

video-icon.png

.ogm, .avi, .mpeg, .mpg

[10]

document-icon.png

.pdf, .pdf#, .pdf?

How to avoid auto-links

When you put a URL on a wiki page it will be automatically converted into an external link, like this:

http://mediawiki.org

To avoid that effect, put the URL between <nowiki> tags, like this:

<nowiki>http://mediawiki.org</nowiki>

To get this:

http://mediawiki.org

Interwiki links

Interwiki links are links with the internal link markup to a website registered in advance. For example, you can link to the Sunflower article on http://en.wikipedia.org by typing [[wikipedia:Sunflower]], which will result in a link wikipedia:Sunflower. This is because http://en.wikipedia.org/wiki/ is registered to your wiki by default with the prefix of wikipedia. This link may not work properly, if the admin of your wiki has changed the setting. Unlike internal links, interwiki links do not use page existence detection, so an interwiki link will appear blue even if the page does not exist on the remote wiki.

Similar to internal page links, you can create piped links, with alternate link label, e.g. [[wikipedia:Sunflower|big yellow flower]], this is the link big yellow flower.

Basically this is an abbreviation for longer URLs. A very similar link could be created as a normal external link by typing [http://en.wikipedia.org/wiki/Sunflower big yellow flower], but interwiki links allow you to type out an easy and compact link, almost as if you are linking to a page on your own wiki.

More details are at Manual:Interwiki. To edit the interwiki table on your site, see the InterWiki extension.

Interlanguage links

If your wiki has other language versions, you may find “interlanguage links” in the sidebar, just below toolbox in the box named “in other languages.”

Interlanguage links behave similarly to interwiki links, except that they are listed in the sidebar. To create an interlanguage link from a page, just type [[language prefix:pagename]] wherever you like in the page; the language prefix is the prefix specified at your wiki for the other language version (typically the ISO language code).

If you want to make the interlanguage link appear in the content of the page, you can add a colon before the language prefix:

[[:en:Sunflower]] → en:Sunflower

When link is both interwiki and interlanguage, the order is wikipedia:en:Sunflower.

See also

- Linked images

- meta:Help:Links

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Help:Links&oldid=47"

Help:Tables

Tables may be authored in wiki pages using either XHTML table elements directly, or using wikicode formatting to define the table. XHTML table elements and their use are well described on various web pages and will not be discussed here. The benefit of wikicode is that the table is constructed of character symbols which tend to make it easier to perceive the table structure in the article editing view compared to XHTML table elements.

As a general rule, it is best to avoid using a table unless you need one. Table markup often complicates page editing.

Contents

- 1 Wiki table markup summary

- 2 Basics

- 2.1 Table headers

- 2.2 Caption

- 3 XHTML attributes

- 3.1 Attributes on tables

- 3.2 Attributes on cells

- 3.3 Attributes on rows

- 3.3.1 Simple one-pixel table border

- 3.4 HTML colspan and rowspan

- 3.5 With HTML attributes and CSS styles

- 3.5.1 Attributes

- 3.5.2 Column width

- 3.6 Accessibility of table header cells

- 4 Caveats

- 4.1 Negative numbers

- 4.2 CSS vs Attributes

- 4.3 Common attributes for columns, column groups and row groups

- 5 See also

Wiki table markup summary

{|

table start

|+

table caption, optional; only between table start and first table row

|-

table row, optional on first row -- wiki engine assumes the first row

!

table header cell, optional. Consecutive table header cells may be added on same line separated by double marks (!!) or start on new lines, each with its own single mark (!).

|

table data cell, required! Consecutive table data cells may be added on same line separated by double marks (||) or start on new lines, each with its own single mark (|).

|}

table end

- The above marks must start on a new line except the double || and !! for optionally adding consecutive cells to a line. However, blank spaces at the beginning of a line are ignored.

- XHTML attributes. Each mark, except table end, optionally accepts one or more XHTML attributes. Attributes must be on the same line as the mark. Separate attributes from each other with a single space.

- Cells and caption (| or ||, ! or !!, and |+) hold content. So separate any attributes from content with a single pipe (|). Cell content may follow on same line or on following lines.

- Table and row marks ({| and |-) do not directly hold content. Do not add pipe (|) after their optional attributes. If you erroneously add a pipe after attributes for the table mark or row mark the parser will delete it and your final attribute if it was touching the erroneous pipe!

- Content may (a) follow its cell mark on the same line after any optional XHTML attributes or (b) on lines below the cell mark. Content that uses wiki markup that itself needs to start on a new line, such as lists, headings, or nested tables, must be on its own new line.

- Pipe character as content. To insert a pipe (|) character into a table use the <nowiki>|</nowiki> escaping markup

Basics

The following table lacks borders and good spacing but shows the simplest wiki markup table structure.

You type

You get

{|

|Orange

|Apple

|-

|Bread

|Pie

|-

|Butter

|Ice cream

|}

Orange

Apple

Bread

Pie

Butter

Ice cream

The cells in the same row can be listed on one line separated by || (two pipe symbols). If the text in the cell contains a line break, use <br /> instead.

You type

You get

{|

|Orange||Apple||more

|-

|Bread||Pie||more

|-

|Butter||Ice<br />cream||and<br />more

|}

Orange

Apple

more

Bread

Pie

more

Butter

Ice

cream

and

more

Extra spaces within cells in the wiki markup, as in the wiki markup below, do not affect the actual table rendering.

You type

You get

{|

|  Orange    ||   Apple   ||   more

|-

|   Bread    ||   Pie     ||   more

|-

|   Butter   || Ice cream ||  and more

|}

Orange

Apple

more

Bread

Pie

more

Butter

Ice cream

and more

You can have longer text or more complex wiki syntax inside table cells, too:

You type

You get

{|

|Lorem ipsum dolor sit amet,

consetetur sadipscing elitr,

sed diam nonumy eirmod tempor invidunt

ut labore et dolore magna aliquyam erat,

sed diam voluptua.

At vero eos et accusam et justo duo dolores

et ea rebum. Stet clita kasd gubergren,

no sea takimata sanctus est Lorem ipsum

dolor sit amet.

|

* Lorem ipsum dolor sit amet

* consetetur sadipscing elitr

* sed diam nonumy eirmod tempor invidunt

|}

Lorem ipsum dolor sit amet,
consetetur sadipscing elitr, sed diam nonumy eirmod tempor invidunt ut labore et dolore magna aliquyam erat, sed diam voluptua.

At vero eos et accusam et justo duo dolores et ea rebum. Stet clita kasd gubergren, no sea takimata sanctus est Lorem ipsum dolor sit amet.

- Lorem ipsum dolor sit amet

- consetetur sadipscing elitr

- sed diam nonumy eirmod tempor invidunt

Table headers

Table headers can be created by using "!" (exclamation mark) instead of "|" (pipe symbol). Headers usually show up bold and centered by default.

You type

You get

{|

! align="left"|Item

! Amount

! Cost

|-

|Orange

|10

|7.00

|-

|Bread

|4

|3.00

|-

|Butter

|1

|5.00

|-

!Total

|

|15.00

|}

Item

Amount

Cost

Orange

10

7.00

Bread

4

3.00

Butter

1

5.00

Total

15.00

Note: When using attributes as in the heading 'Item' a vertical bar '|' is used for separation. Not an exclamation character '!'.

Caption

A table caption can be added to the top of any table as follows.

You type

You get

{|

|+Food complements

|-

|Orange

|Apple

|-

|Bread

|Pie

|-

|Butter

|Ice cream

|}

Food complements

Orange

Apple

Bread

Pie

Butter

Ice cream

XHTML attributes

You can add XHTML attributes to tables. For the authoritative source on these, see the W3C's HTML 4.01 Specification page on tables.

Attributes on tables

Placing attributes after the table start tag ({|) applies attributes to the entire table.

You type

You get

{| border="1" align="center" style="text-align:center;"

|Orange

|Apple

|12,333.00

|-

|Bread

|Pie

|500.00

|-

|Butter

|Ice cream

|1.00

|}

Orange

Apple

12,333.00

Bread

Pie

500.00

Butter

Ice cream

1.00

Attributes on cells

You can put attributes on individual cells. For example, numbers may look better aligned right.

You type

You get

{| border="1"

|Orange

|Apple

|align="right" | 12,333.00

|-

|Bread

|Pie

|align="right" | 500.00

|-

|Butter

|Ice cream

|align="right" | 1.00

|}

Orange

Apple

12,333.00

Bread

Pie

500.00

Butter

Ice cream

1.00

You can also use cell attributes when you are listing multiple cells on a single line. Note that the cells are separated by ||, and within each cell the attribute(s) and value are separated by |.

You type

You get

{| border="1"

| Orange || Apple     || align="right" | 12,333.00

|-

| Bread  || Pie       || align="right" | 500.00

|-

| Butter || Ice cream || align="right" | 1.00

|}

Orange

Apple

12,333.00

Bread

Pie

500.00

Butter

Ice cream

1.00

Attributes on rows

You can put attributes on individual rows, too.

You type

You get

{| border="1"

|Orange

|Apple

|align="right"|12,333.00

|-

|Bread

|Pie

|align="right"|500.00

|- style="font-style:italic; color:green;"

|Butter

|Ice cream

|align="right"|1.00

|}

Orange

Apple

12,333.00

Bread

Pie

500.00

Butter

Ice cream

1.00

Simple one-pixel table border

The default table formatting uses the "border-collapse: separate" model, which adds table cell spacing (which also separates the table outer border from its content cells). Even with a zero cellspacing, the borders of consecutive cells (and of the overall table container) will add up, so to get a one-pixel separation between cells, you need to selectively remove one or more of the four borders of cells.

Such tables may be formatted more simply, using the "border-collapse: collapse" CSS property; in this table formatting model, the cellspacing attribute (or the CSS "border-spacing:" property) and the table's "padding:" CSS property is ignored and only the larger border of adjacent inner cells (or the table border for outer cells) will be used.

An example of the above for one-pixel table border, using each model (without need for external extensions):

You type

You get

{|style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0"

|-

!style="border-style: solid; border-width: 0 1px 1px 0"| Orange

!style="border-style: solid; border-width: 0 0 1px 0"| Apple

|-

|style="border-style: solid; border-width: 0 1px 0 0"| Bread

|style="border-style: solid; border-width: 0"| Pie

|}

Orange

Apple

Bread

Pie

{|style="border-collapse: collapse; border-width: 1px; border-style: solid; border-color: #000"

|-

!style="border-style: solid; border-width: 1px"| Orange

!style="border-style: solid; border-width: 1px"| Apple

|-

|style="border-style: solid; border-width: 1px"| Bread

|style="border-style: solid; border-width: 1px"| Pie

|}

Orange

Apple

Bread

Pie

Notes :

- When using the "border-width:" CSS shortcut property, the order of the four space-separated specified values is: top, right, bottom, left. As an example from above:

"border-width: 0 1px 0 0"

When there are fewer than 4 values, the value for left takes its default from the value for right, the value for bottom takes its default from the value for top, and the value for right takes its default from the value for top.

- The HTML attributes (such as "width=", "border=", "cellspacing=", "cellpadding=") do not need any length unit (the pixel unit is assumed). The CSS style properties (which override the HTML attributes) require an explicit length unit (if the value is not 0) such as "px" for the pixel.

HTML colspan and rowspan

You can use HTML colspan and rowspan attributes on cells for advanced layout.

You type

You get

{| border="1"

!colspan="6"|Shopping List

|-

|rowspan="2"|Bread & Butter

|Pie

|Buns

|Danish

|colspan="2"|Croissant

|-

|Cheese

|colspan="2"|Ice cream

|Butter

|Yoghurt

|}

Shopping List

Bread & Butter

Pie

Buns

Danish

Croissant

Cheese

Ice cream

Butter

Yoghurt

With HTML attributes and CSS styles

CSS style attributes can be added with or without other HTML attributes.

You type

You get

{| style="color:green; background-color:#ffffcc;" cellpadding="10" cellspacing="0" border="1"

|Orange

|Apple

|-

|Bread

|Pie

|-

|Butter

|Ice cream

|}

Orange

Apple

Bread

Pie

Butter

Ice cream

Attributes

Attributes can be added to the caption and headers as follows.

You type

You get

{| border="1" cellpadding="20" cellspacing="0"

|+ align="bottom" style="color:#e76700;" |''Food complements''

|-

|Orange

|Apple

|-

|Bread

|Pie

|-

|Butter

|Ice cream

|}

Food complements

Orange

Apple

Bread

Pie

Butter

Ice cream

Column width

Column width can be added as follows.

You type:

{| style="color:black; background-color:#ffffcc;" width="85%" cellpadding="10%" cellpadding="15%" cellspacing="0" border="1"

| colspan="2" | This column width is 85% of the screen width (and has a background color)

|-

| style="width: 30%;background-color:white;"| '''This column is 30% counted from 85% of the screen width'''

| style="width: 70%;background-color:orange;"| '''This column is 70% counted from 85% of the screen width (and has a background color)'''

|}

You get:

This column width is 85% of the screen width (and has a background color)

This column is 30% counted from 85% of the screen width

This column is 70% counted from 85% of the screen width (and has a background color)

Accessibility of table header cells

Table header cells do not explicitly specify which table data cells they apply to (those on their right on the same row, or those below them on the same column). When the table is rendered in a visual 2D environment, this is usually easy to infer.

However when tables are rendered on non-visual medias, you can help the browser to determine which table header cell applies to the description of any selected cell (in order to repeat its content in some accessibility helper) using a scope="row" or scope="col" attribute on table header cells. In most cases with simple tables, you'll use scope="col" on all header cells of the first row, and scope="row" on the first cell of the following rows:

You type

You get

{| border="1" cellspacing="0" cellpadding="2"

|-

!scope="col"| Item

!scope="col"| Quantity

!scope="col"| Price

|-

!scope="row"| Bread

| 0.3 kg

| $0.65

|-

!scope="row"| Butter

| 0.125 kg

| $1.25

|-

!scope="row" colspan="2"| Total

| $1.90

|}

Item

Quantity

Price

Bread

0.3 kg

$0.65

Butter

0.125 kg

$1.25

Total

$1.90

Caveats

Negative numbers

If you start a cell on a new line with a negative number with a minus sign (or a parameter that evaluates to a negative number), your table can get broken, because the characters |- will be parsed as the wiki markup for table row, not table cell. To avoid this, insert a space before the value (| -6) or use in-line cell markup (|| -6).

CSS vs Attributes

Table borders specified through CSS rather than the border attribute will render incorrectly in a small subset of text browsers.

Common attributes for columns, column groups and row groups

The MediaWiki syntax for tables currently offers no support for specifying common attributes for columns (with the HTML element <col />), column groups (HTML element <colgroup>...</colgroup>) and row groups (HTML elements <thead>...</thead>, <tbody>...</tbody><code> and <code><tfoot>...</tfoot>). Those standard HTML elements are not accepted even in their HTML or XHTML syntax.

All the rows and cells (header or data) of the table are rendered within a single implicit row group (HTML element <tbody>...</tbody>) without any attributes or styles.

See also

- meta:Help:Sorting

- wikipedia:Help:Tables

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Help:Tables&oldid=60"

Herald of the Council

Contents

- 1 Overview

- 2 Duties

- 3 Powers

- 3.1 Member of the Military Council

- 3.2 Recognition and Agenda

- 3.3 Convention and Dissolution

- 3.4 Powers of Censure

- 3.4.1 Silence

- 3.4.2 Exclusion

- 3.4.3 Expulsion

- 4 Appointment

- 5 The Herald in Play

- 6 Further Reading

- 6.1 Core Brief

- 6.2 Additional Information

Overview

The Civil Service appoint one or more of their number as Herald of the Council. This position is designed to ensure the smooth operation of the Military Council and has powers of censure to support that.

The position of Herald is a development of a traditional Dawnish role; that of a retainer whose role is to advise the nobility and to handle mundane logistics. These heralds kept track of the heraldry of individual houses within Dawn - but they also had a traditional role overseeing and arranging the logistics of tourneys. While Tom Drake was demanding national control of the armies, Elaine de Celadorn (Senator for Astolat) was liaising with the Imperial Senate to provide the Military Council with the civilian support she felt it desperately needed.

Despite some initial resistance, Elaine was able to convince the members of the Military Council that by handing control of the logistics of the Imperial armies to the newly formed civil service, up to and including the arrangement of their meetings, they would be freed up to focus their efforts on strategy and leadership.

The Herald of the Council is an NPC only position. Its role is to ensure the smooth running of Military Council meetings - not to play the game.

Duties

The Herald of the Council acts as an impartial chair to ensure that Imperial Military Council meetings, both the muster and each Council session take place in a timely and effective fashion. They keep order in the chamber, ensure the rules are followed and try to make sure everyone has a chance to speak. They are responsible for ensuring that every general has a voice, and oversee any votes that take place. They are responsible for recording any use of the Military Council's powers and liaise with senior civil servants to ensure the Council's decisions are executed.

The Herald oversees an office responsible for preparing briefings to the Military Council, and liaising between the Council and the Imperial Scouts. They also ensure that the army orders submitted by the generals and the navy orders submitted by the admirals are distributed to the Imperial forces, and that every member of the military council knows how to use the powers they possess.

Powers

Member of the Military Council

The Herald is a non-voting member of the Military Council, and may speak freely during Council meetings. In practice, as a civil servant, the Herald tries to keep their voice impartial and restrict their comments to ones needed to ensure the smooth operation of the Council.

Recognition and Agenda

The Herald recognises people who are not members of the military council who are invited to speak during a Council session. They also manage the agenda, determining how long to allocate to each item based on other business.

Convention and Dissolution

The Herald calls a meeting of the Military Council to order, and formally declares it closed. When the Herald declares a meeting closed, its business is considered completed. For example, when the Herald closes the muster, the decision of the Military Council is fixed and cannot be changed later, even if further information comes to light afterwards.

Powers of Censure

The Herald of the Council has the power to sanction anyone attending a muster or Council session once the meeting is open. This power is used to censure rowdy or disruptive individuals, and extends equally to anyone inside the chamber. Generals or their adjutants, a priest attempting to use the right of witness to act in an inappropriate manner, a civil servant who was speaking out of turn, or even The Throne are all subject to censure by the Herald.

As with the Speaker for the Senate, the Herald can apply three sanctions, each of increasing magnitude. The Herald may use any power they judge appropriate - they do not need to start with silence and escalate.

Silence

The first sanction is silence. The Herald can silence a persistently rude or boorish individual; they will not be allowed to speak or answer points made while silenced although they may still vote. In a Council session, the sanction lasts until the discussion of the current agenda item is complete; but if a member of the Council is silenced during a muster then they cannot speak again during that muster.

Exclusion

Should this prove insufficient the second sanction is exclusion - the offending individual is obliged to leave the Military Council meeting until either the end of the muster or the end of the discussion of the current agenda item if the Council is in session. This denies them the right to vote on the matter, so it is considered a serious punishment. They may re-enter the chamber following the vote. This sanction is rarely used on anyone other then members of the military council - the Herald usually skips over it and moves straight to expulsion when dealing with a rowdy or disruptive priest or Imperial citizen.

Expulsion

The third and final sanction is expulsion - the individual is expelled from the muster or Council session. They lose their chance to vote on any issue, and forfeit any address they may have intended to make. This is an extreme sanction and historically is used on members of the Military Council only in response to grave misdemeanours such as threats of violence in the chamber.

Appointment

The Civil Service selects the Herald for the Council. Although the title is usually referred to in the singular, the civil service may grant the title to more than one citizen.

The Herald of the Council can be revoked by the General Assembly, and by the Assembly of the Nine.

The Herald in Play

The Herald is an NPC whose role it is to keep Military Council sessions fun and engaging for the participants.

Further Reading

Core Brief

- Military Council Overview

- Muster

- Council Session

- Powers of the Imperial Military Council

- General

Additional Information

- War

- Council Address

- Appointments to the Military Council

- The Throne

- Herald of the Council

- Warmage

- Appointments by the Military Council

- Field Marshal

- Quartermaster General of the Imperial Armies

- OOC Design

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Herb

Overview

There are five potent herbs that are common throughout the Empire. These herbs are infused with magic which allows them to be used by a skilled physick to cure a range of ailments.

An apothecary can instead use herbs to brew a potion, which can then be used by anyone who is not dying on zero hits.

Rules

- You can only use the magical effects of a herb if you have physick skill

- Any character who has a herb garden receives new herbs after each downtime

- You cannot use a herb without a suitable card and phys-rep present

There are five common herbs in the Empire; it is possible for fleet owners to purchase them from foreign ports but most Imperial herbs are grown in a herb garden. A character who owns a herb garden will receive 14 herbs from their resource in their downtime.

Although herbs have powerful healing properties, they require skill to apply. They can only be applied by a character that has the physick skill, usually as part of some appropriate medical roleplaying.

Herbs are indicated by a small card (85mm x 55mm), printed by Profound Decisions, that indicates the presence of the herb and includes the rules for using the herb. You must provide a phys-reps for any herbs that your character owns, and the cards should be kept with the phys-reps, otherwise you cannot use the herbs in game and should not carry the cards on your person.

An appropriate phys-rep for a herb is a small vial of liquid, or a pile of herbs, leaves or pieces of plant matter. You can also focus on phys-repping a suitable container for the herbs instead if you prefer.

In addition to the five potent herbs there are a number of less common herbs like Realmsroot. These herbs are hard to cultivate and often lack the power or flexibility of the five most useful herbs. These rare herbs use a potion lammy rather than a card - it is not possible to be certain what they do until they are used.

Common Herbs

Bladeroot

Cerulean Mazzarine

Imperial Roseweald

Marrowort

True Vervain

Blue Mazzarine to save a limb

Grey Bladeroot stems a weakness dim

Red Roseweald poison's power breaks

True Vervain body's healing wakes

Though Marrowort takes soldiers' pain

At battle's end they'll fall again

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Herb&oldid=48658"

Herb garden

Contents

- 1 Definition

- 2 Production

- 3 Downtime Options

- 4 Upgrades

Definition

A herb garden represents an area of land where herbs grow. A herb garden can be of almost any size - it could be a tiny personal garden in an Urizen spire, meticulously tended and cared for, or it could be a vast forest in Wintermark or Varushka that a character scours in search of wild herbs.

Production

A herb garden produces 6 doses of True Vervain, 2 doses of Cerulean Mazzarine, 2 doses of Bladeroot, 2 doses of Imperial Roseweald and 2 doses of Marrowort.

Downtime Options

It is possible to obtain a higher yield from a herb garden. You may spend 6 crowns to have the herb garden produce an additional 3 true vervain, 1 cerulean mazzarine, 1 Imperial roseweald, 1 bladeroot and 1 marrowort in that season.

Upgrades

A herb garden can be upgraded using Weirwood obtained from the Bourse. Each time a herb garden is upgraded, the owner chooses a single herb from the list. The herb garden produces 2 additional doses of that herb from then on.

To upgrade a herb garden requires Imperial wains of weirwood equal to the level the herb garden is being upgraded to. So the first upgrade of a starting level 1 herb garden costs 2 Imperial wains of weirwood, from 2 to 3 costs 3 Imperial wains, etc.

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Herbalist of the Hearth

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounty of the Herbalist

- 4 Appointment

- 5 The Valley of Pride

Overview

The Herbalist of the Hearth is an Imperial title appointed by the senators of Wintermark. The Herbalist has custodianship of The Valley of Pride, a garden commissioned by the Civilian Commissioner of Wintermark in Summer 380YE. Construction was completed shortly after the 380YE Summer Solstice.

The position of Herbalist of the Hearth is a sinecure, requiring minimal responsibility but offering a regular income of herbs. The position is a Wintermark national Imperial title.

Responsibilities

The Herbalist of the Hearth has no particular responsibilities; they simply receive a bounty of herbs from the Valley of Pride in Wood Heath, Hahnmark. If the Valley were to be threatened in any way, it would be the responsibility of the Herbalist to deal with those threats.

Powers

Bounty of the Herbalist

The Herbalist receives an income of herbs each season: 6 doses of Bladeroot, 5 doses of True Vervain, 4 doses each of Imperial Roseweald and Marrowort, and 2 doses of Cerulean Mazzarine. Bladeroot and True Vervain prosper in the northern hills, but the gardeners struggle to maintain more than a few patches of Cerulean Mazzarine.

Appointment

The Herbalist of the Hearth is appointed by unanimous decision of the Wintermark senators. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by a Wintermark citizen. The Herbalist has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Wintermark National Assembly, and by the Assembly of the Nine.

The Valley of Pride

The Valley of Pride is a grand edifice built of weirwood and deep mined stone that encircles the delicate herb gardens within. This impressive sinecure has the rune of pride carved across its walls many times and its vaulted entrance archways with their crenelations and guard posts and the weirwood stockade walls stand high against the surrounding land. Trees, shrubs, herbs, and other flora stand along the paths that lead to the sinecure's mighty studded entrance doors each door has had the rune of Pallas carved upon it at eye height the flora slowly creeps its ways along and up the walls blending nature and man made might.

The edifice itself is a monument to Pride - every wall is covered in runes and carved stories concerning the accomplishments of the followers, Paragons and exemplars of pride from across the Empire. Where imagery could be found the faces of paragons and exemplars reside carved into the hard dark stone where the stories of their exploits can be read, within this huge erection resides the more common herbs found dutifully kept and tendered by household members of the Wintermark hall of Hendle Hearth.

The interior gardens are a sharp contrast to the wild, and only just recognizably tendered gardens of the harder to grow herbs of the Empire which line the hills around the sinecure. This enables maximum harvests of both easy and hard to grow herbs. The valley of pride lies next to the Hall of Hendle Hearth between Southridge and Wood Heath, just outside the village of Wood Hall . Built upon the prosperity of Tyr Brenna so that Brienne Stormborn can continue to keep the Mark, their allies, and the Empire on their feet and battling the enemy for longer, she believes,

Every herb is a life on the battlefield saved, and every herb lost is a life lost on the battlefield.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Herbalist_of_the_Hearth&oldid=60482"

Herb (Redirected from Herbs)

There are five common herbs in the Empire. Although herbs have powerful healing properties, they require skill to apply. They can only be applied by a character that has the physick skill, usually as part of some appropriate medical roleplaying. An apothecary can instead use herbs to brew potions, which can then be used by any on positive hits.

Rules

- You can only use the magical effects of a herb if you have physick skill

- Any character who has a herb garden receives new herbs after each downtime

- You cannot use a herb without a suitable card and phys-rep present

There are five common herbs in the Empire; it is possible for fleet owners to purchase them from foreign ports but most Imperial herbs are grown in a herb garden. A character who owns a herb garden will receive 14 herbs from their resource in their downtime.

Although herbs have powerful healing properties, they require skill to apply. They can only be applied by a character that has the physick skill, usually as part of some appropriate medical roleplaying.

Herbs are indicated by a small card (85mm x 55mm), printed by Profound Decisions, that indicates the presence of the herb and includes the rules for using the herb. You must provide a phys-reps for any herbs that your character owns, and the cards should be kept with the phys-reps, otherwise you cannot use the herbs in game and should not carry the cards on your person.

An appropriate phys-rep for a herb is a small vial of liquid, or a pile of herbs, leaves or pieces of plant matter. You can also focus on phys-repping a suitable container for the herbs instead if you prefer.

Common Herbs

Bladeroot

Cerulean Mazzarine

Imperial Roseweald

Marrowort

True Vervain

Blue Mazzarine to save a limb

Grey Bladeroot stems a weakness dim

Red Roseweald poison's power breaks

True Vervain body's healing wakes

Though Marrowort takes soldiers' pain

At battle's end they'll fall again

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Herb&oldid=43200"

Hercynia

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 Treji

- 3.2 The Heartwood of the Great Vale

- 3.3 The Gate of Summer

- 3.4 The Vallorn of Hercynia

- 4 Regions

- 4.1 Northpines

- 4.2 The Glen of Shadows

- 4.3 Deer's Folly

- 4.4 Old Ranging

- 4.5 Summersend

Overview

Ice-bound northern Hercynia is a forest territory entirely contained in the Nation of Wintermark, situated in the Great Vale, a bowl of mountains that surround both Hercynia and Skarsind. It is an inhospitable place, but where the Trods flow so the Navarr travel. Over the centuries, the Navarr have made slow but steady inroads here, reclaiming much of the forest from the particularly malicious Vallorn that dwells within it.

The trees of Hercynia are ancient, and the soil of the forests is home to a great wealth of dragonbone which for centuries was carefully harvested and used extensively by the runesmiths in the forges at Treji. Spring is short here, and Winter long and dark. On the coldest winters, when eerie lights dance in the northern sky, snow blankets the dark pines.

Recent History

The fall of Skarsind in 373YE left the people of Hercynia facing immediate danger, as the Thule orcs tried to force their way into the forest to achieve the capture of the whole of the Great Vale. Barbarian forces took the runeforges of Treji, but made no further ground. With the defeat of the Thule forces in Skarsind, it is likely that a concerted effort could be made to recover the territory claimed by the orcs.

Of particular concern to the people of Hercynia is the idea that concerted push from the orcs could result in the loss of more ground, and (coupled with the presence of the vallorn in Deer's Folly), the loss of the entire territory. Thankfully, the defeat of the Thule in Skarsind made this much less of a possibility. In the Winter of 377YE, the Summer Storm army swept down from the foothills to the north into the Glade of Shadows and shattered the barbarian presence there. The Imperial orcs liberated Treji, and freed hundreds of enslaved Navarr. Now the Imperial Orcs hold Skarsind, and the Navarr are starting to set up trade routes to the new nation.

Major Features

Treji

A stone-built steading in the heart of the winter forest at The Glen of Shadows, and one of the only places where the Navarr had a number of large forges, built with aid from the Winterfolk. Steinr apprentices are often placed with the Navarri for a time, to learn the working of wood alongside metal. The steading fell to the barbarian orcs in the fall of Skarsind in 372YE and was liberated by the Imperial orcs in the Winter of 377YE. The forges were devastated during the fighting and by last-ditch sabotage by the spiteful Thule defenders. Hundreds of Navarr slaves were liberated in the process, including a number of artisans who had been forced to create weapons and armour for their captors. A number of prisoners were unaccounted for, however - many of the runesmiths captured when the steading was taken had already been sent north to captivity in Otkodov.

Shortly before Summer 380YE, work was completed on a large wayhouse here designed to encourage trade with Skarsind, under the control of the Broker of Treji Wayhouse. Already it is bringing increased trade through the territory, and it forms the western arm of the Northern trade network.

The Heartwood of the Great Vale

The Heartwood of the Great Vale is a Bourse resource located in northern Summersend. Custodianship of the Heartwood is an Imperial Title that brings with it a Seat on the Imperial Bourse. It produces 25 Imperial wains of weirwood every season. Control is allocated to any Imperial citizen by open auction during the Winter Solstice.

The Gate of Summer

Two huge stones and a top lintel stand in the middle of a clearing, carved about with boar, deer and other game, and symbols representing summer. It is covered in moss, and no-one has ever seen a hint of any magic from it.

The Vallorn of Hercynia

The vallorn of Hercynia is often characterized as "malicious" or "patient." It does not seem to be as vibrant as the vallorn in more southerly climes, and is certainly not as aggressive as the vallorns of Brocéliande or Liathaven. It is well known that the Vallorn itself is not sentient but a hostile area of land, however, it is the actions of the creatures that dwell in the Vallorn that give it this reputation. While incursions from vallornspawn are few and far between, they are especially vicious when they do come. Over the centuries, it has been beaten back to a dark heart in eastern Deer's Folly but efforts to dislodge it entirely have failed.

Regions

Northpines

Qualities: Forest, Hills

The mountains of north-west Hercynia are home to several mines that have been worked since before there was an Empire. The slopes of the mountains are thick with ancient pine trees, rich in Ambergelt and Dragonbone. This was the easiest region to clear of Vallorn influence during the slow war of attrition to regain Hercynia, and there have been no major incursions of vallornspawn into the mountains in centuries. This region is famously where Myfanwy (one of the earliest companions of the First Empress) was born, and where she was called to help mediate a dispute between rival steadings during the unsuccessful first attempt to bring the Urizen into the Empire. Some conspirators claim that had Myfanwy made the trip with the First Empress, the Urizen could have been convinced to join the Empire early.

Several secluded passes through the mountains into Skarsind served as trade routes prior to the invasion of the Thule. In later years they were used to launch scouting missions into the barbarian-held territory. The steadings of the region are considered a little odd by many Navarr, and occasionally accused of having more in common with the Winterfolk than with their own cousins. There may be a little truth to this - with the loss of the Glen of Shadows to the barbarians, Northpines was cut off from the rest of Hercynia - and indeed the Empire - by a combination of barbarians and the vallorn-infested region of Deer's Folly to the south.

North Pines is the home to the Pridestalkers Striding who's rite of passage involves hunting and skinning the Snow Lions, the children of the Eternal Cathan Canae. It is also the location of the newly built House of Barbs, commissioned by the controversial senator Rhain Winters Vigl.

The Glen of Shadows

Quality: Forest

The steading of Treji still stands here, but has been extensively damaged by the battle between the Imperial orcs and the barbarian occupiers. The artisans who made their home here combined the working of wood and metal to make weapons and armour for the Thorns of Hercynia and to support their Winterfolk allies. The Iron Roots of Treji stand guard in this area to make sure that no threat will harm the area. The Glen of Shadows is known for their fine magical bows and spears, easily matching the more workmanlike produce of the Wintermark runesmiths.

The famous Shadowglyn Distillery is located here on the lower slopes of the Northpines. The once famous distillery produced some of the best drinks in the Empire until it was destroyed in a pitched battle between the Thule and Navarr defenders, during fighting in the territory. Production has recently restarted at the site, under the auspices of Wern Taur Thorntarry.

Deer's Folly

Qualities: Forest, Hills, Vallorn

Another mountainous area of Hercynia, but one that has fared less well than Northpines. While the mountains to the west create a natural barrier against the worst effects of the vallorn, a poisonous miasma lies over much of the region. The noxious atmosphere pools in valleys and spreads through the forest from the vallorn of Hercynia, wrapped tight around the ruins of an ancient Terunael city in the east. There are only a handful of steadings in Deer's Folly and they are all built in the western mountains - no steading established closer to the vallorn heart has survived more than a decade before it is overrun. The oldest of these is the small but ancient steading of Bont Goch. The Winterfolk Queen Ilsin is believed to have met her end here at the hands of the Vallornspawn - some scholars point to the fact that her famous standard bore a white stag and suggest it is more than coincidence the region is known as "Deer's Folly" - but if it had a name before this it is known only to historians. (OOC Note: This region is not considered to be in Imperial hands. It cannot be reclaimed until the power of the vallorn is broken.)

Old Ranging

Quality: Forest

The forests of Old Ranging are carefully cultivated by the inhabitants of the Steadings here. The woods are rich with animal life, and many hunters make a good living providing pelts, furs and fine meats to merchants and traders who travel across the Empire. Likewise, the manystreams and shallow rivers are rich with an impressive variety of fish and a number of steadings here raise domesticated deer and even goats whose meat is very much in demand. There are several well-established trade routs from Old Ranging to Kalapheim and Winterfolk merchants are a common sight in the Summer months. It has not always been this way of course - there are several battlefields here that date back to pre-Imperial times when the ancestors of the modern Winterfolk, spurred on by their successes against the trolls attempted to conquer Hercynia. The tragic tale of Queen Ilsin is sometimes told by both Navarr and Winterfolk, recounting how her army was lead through Old Ranging by the clever Navarr and tricked into marching into Deer's Folly where the 'thousand strong army' was devoured by the Vallorn. The tale is probably an exaggeration but seems to have at least some basis in truth. It marked the last major conflict between the Navarr and the Winterfolk in Hercynia, although to this day Suaq explorers make occasional forays into Old Ranging seeking for some sign of Queen Ilsin's personal standard Winter Fury which is believed to be a potent artefact.

In recent years, as the heart of the Vallorn of Hercynia has become more restive, there has been an increase in vallornspawn attacks on hunting parties along the northern borders - but never in great numbers, and the attacks have been dealt with swiftly and effectively by vigilant Thorns.

Summersend

Quality: Forest

The forests of Summersend are sparse, giving way to the plains of Gildenheim to the north. The Gate of Summer is found here, along with several other well-explored Terunael ruins. Several steadings are built on a foundation of old Terunael structures, and it is from here that the push to drive back the Vallorn is overseen. There are several old battlefields here, most dating back to pre-Imperial times and to attempts by the Vard ancestors of the Varushkans to conquer Hercynia. Most of these battlefields have long since been forgotten but one - Mourning Hollow on the very south-eastern borders - was said to be haunted by the unquiet spirits of dead Vard and Navarr warriors due to the result of a forgotten curse or betrayal. Due to the actions of an expedition in Winter 379YE there have been no sightings of ghosts since. Mourning Hollow is also the site of the Great Library of Hacynian.

In addition to the usual occasional incursions from the vallorn of Hercynia, there have been several skirmishes with the orcs both from Skarsind and from the Glen of Shadows to the north-west. The fortified steadings here served as a base of operations for forays into Skarsind during the recent war, and a number of Wintermark refugees were helped to safe havens in Hahnmark to the south west.

The Foxden steading is the most influential steading based in Summersend and acts as a place to run messages not only across Hercynia but across the entire Empire.

Summersend is also the site of the Heartwood of the Great Vale, and of the corpse glade where the eerie unknown remains dug from beneath the roots of the ancient weirwood are interred.

The Heartwood of the Great Vale is in northern Summersend, right on the edge of the Glen of Shadows.

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Here's A Health to the Company

Trad. Tune here.

A pdf of the lyrics and tune can be found here.

Kind friends and companions, come join me in rhyme Come lift up your voices in chorus with mine Come lift up your voices, all grief to refrain For we may or might never all meet here again

Chorus: Here's a health to the company and one to my lass Let us drink and be merry all out of one glass Let us drink and be merry, all grief to refrain For we may or might never all meet here again

Here's a health to the dear lass that I love so well For her style and for her beauty, there's none can excel There's a smile upon her countenance as she sits on my knee There is none in this wide world as happy as me

Chorus

Our ship lies at anchor, she's ready to dock I wish her safe landing without any shock If ever I should meet you by land or by sea I will always remember your kindness to me

Chorus x 2

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Here's To Varushka

To the tune of [Polushka Polye], lyrics by David Holley

A wake song, can be sung straight or as a round.

Here’s to Varushka, mighty bold Varushka Iron of the Empire from your birth Iron of the Empire from your birth

Here’s to Varushka, bitter cold Varushka Give our fallen cousins to the earth Give our fallen cousins to the earth

Here’s to Varushka, steadfast old Varushka Virtue see your soul to swift rebirth Virtue see your soul to swift rebirth

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Hero's Girdle

Description

These sturdy suits of mage armour help a magician survive the dangers of the battlefield. In Wintermark this armour has been used for centuries. Both the icewalkers who ranged across the north alongside the hunters and warriors of the Suaq and the warrior-magi of the Steinr relied on this simple magical armour to strengthen themselves in dangerous environments. When the Steinr fell from the heavens, their runesmiths combined their heavier designs with the lighter, more mobile designs of their new allies. Today's Hero's Girdle usually incorporates a solid leather belt (or a leather pectoral) marked with one of the runes of Summer - most commonly Verys, the rune of Might.

These are among the earliest enchanted items mentioned in the annals of Urizen, as armoursmiths strove to improve their designs for mage armour. This was one of their first advances, made from the hides of a hardy breed of goat which lived only on the highest peaks of Morrow, studded with gems in the pattern of constellations. Though other designs for mage armour soon surpassed it, the technique is still taught to apprentices early in their careers as a practice piece.

Dawnish war witches often have Hero's Girdle bearing the heraldry of their Noble House, while all across the Empire, covens with a love of battle have matching sets made, emblazened with imagery symbolising their coven oath.

Rules

- Form: Armour. Takes the form of a suit of mage armour.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: You gain one additional rank of endurance.

- Materials: Crafting a hero's girdle requires no special materials. It takes two months to make one of these items.

"Quarterly Or and Gules, in the first quarter a mullet Argent."

Justin hated these spot tests, especially when he was busy with something else. The squire had enough to think about with his Noble's armour and well-being without worrying about heraldry. He set down the pails of water from the well and brought the heraldry to mind - this one, at least, he knew. "Um... Robert Arnheim, Earl-Enchanter of House Arnheim."

"Correct," Tomas nodded briefly; it was the most approval that Justin ever saw from the Cambion Noble. "Barry nebuly of six Gules and Or."

"Renee, Earl-Enchantress of House Coudray." That was an easy one.

"Argent, three chevronels Sinople."

Damn it. That one always came up. And the very fact that he could never remember it seemed to be the very reason he could never remember it. It was self-perpetuating. He hung his head. "I don't know, my Lord," he admitted at last.

"Fool! You must know all of these and more and you have only two days before the tourney. Imagine the shame you will bring to us when the Lady Willemina de Gera notices you staring at her girdle with your lips moving, trying to work out her name to announce her!"

The young Changeling bit his lip in annoyance. Why all the Enchanters had to wear their livery on their girdles was quite beyond him. Would the hearts of their cuirasses not have sufficed? Why must it be their precious girdles with their precious magic in them? "I will learn them, my Lord, I promise you," he said, affecting shame to smother the flare of his annoyance.

"See that you do, or there will be a bitter surprise for you once they are departed. Not for nothing do they wear their livery on their girdles," he said, as if he could read the boy's mind, "Many of them have been saved by the power in that armour. Many of them would not be alive if it were not for the skill and devotion of the armour-smiths who made them. And the armour would not serve them if it were not made their own. See that you pay due respect to that fact, and do not spend undue time staring at them in public." Tomas made a gesture of dismissal and went on his way.

Justin sighed and gritted his teeth. One day he would be a Noble, and then, he supposed, all this would come naturally. Protocol, livery, respect. He hefted his water-pails again and set off across the courtyard. It was going to be a long, long day.

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Heroes

Rego i Kalmar i Guerra twitched the reins idly, his mind far away. He had laid out his ambitions for when he reached Bramar and was trying to work out which order he would achieve them in. Obviously sleeping until well after dawn in a soft bed was the last one but would he eat first them bathe or bathe first then eat or combine the two and...

Mira elbowed him in the ribs sharply, ending his reverie.

"Trouble," she said and pointed just ahead on the road.

The coast road curved along the top of a cliff here, with a low slope to the left. Coming sliding down the slope - it was wrong to call it a hill anyone other than the flatness of the Brass Coast - were three figures. A man, a woman, and a boy. They looked like people with nothing more in the world than their shabby clothes. The boy's dirty face was streaked with tears.

Rego clucked, and shook the reins, urging the oxen to move faster. Not fast enough.

The man caught the harness of the lead ox, tugging sharply. The beast lowed angrily, but stopped moving. There was some shouting from behind, as Larena was forced to bring her own wagon to a halt on the narrow road.

"Please, sir. Help us. Please. The soldiers are right behind us. We need your help. Please."

The man tugged again on the harness, froth in the corner of his mouth. He was unwashed, stinking of sweat, and sour desperation, grasping a battered wooden poorly-dyed red medallion with his other hand. He tried to hold Rego's gaze but the Freeborn drover looked away.

"Renegade," said Mira. She pulled her bhuj from behind the seat and pointed it at the man. "Bandit."

"No," said the woman. She had one hand protectively on the shoulder of the boy - her boy? - and held a swaddled baby against her chest. "No we aren't bandits. My husband is not a bandit, my son is not a bandit, my ..."

Mira cut her off with a sharp gesture, spitting on the ground. She jumped down to the side of the wagon and approached the man still holding the ox harness. She raised her bhuj threateningly, and the man blanched and flicned but did not let go.

"You're heretics and blasphemers. Haters. Anarchists. You'll find no help here. Let go of the ox or so help me I'll spit you where you stand. Bandit."

The man looked to his wife, tightened his grip for a moment, opened his mouth to argue, saw the honesty in Mira's eyes and slowly dropped his arm. The ox made a low rumbling noise in its throat.

"Please," he said again. His voice was empty, the passion gone. He didn't look at Mira or Rego. "At least take the children. The templars will show them no mercy."

Rego heard it then. The shouts, the sound of steel. Horns. Distant but drawing closer. The black clouds of smoke to the west that he and the rest of the caravan had been resolutely ignoring all morning intruded suddenly on his perception.

"They're not our problem," said Mira but Rego knew her well enough to hear the first glimmer of uncertainty in her voice. He made a decision.

"No, Mira. No." he said quietly. He pulled the curtain leading into the back of the wagon aside, met the gaze of the woman. "Quickly" he said. The man made to move but Rego shook his head. "Only the children, I'm sorry. We can't help you."

Mira shot him a questioning glance but said nothing. There was a brief exchange between the two adults and the boy. Argument, tears. It was... Rego looked out across the sea trying to ignore it. Then there was a scrambling, the boy carrying the babe in arms up onto the wagonbed, crouching down behind the curtain.

"Don't forget us." The woman, talking to the boy.

Then the wagons were moving again. The man and the woman dwindling away on the side of the road as the sounds of fighting drew closer.

As soon as they were out of sight, Rego shifted the reins to one hand, twisting in his seat. He grabbed the boy by the shoulder, fumbled for a moment, tugged. The amulet came loose. The boy cried out but Rego ignore it. He looked at the little disc of wood in his hand, weighed it for a moment, and then hurled it with all his might, It arced in the air for a moment then disappeared over the cliff.

"My papa..." the boy started crying.

"Your papa is dead," said Rego. The words were cruel but there was no anger or hate in his voice just a deep sadness. "So is your mama. Now you are my nephew who has come to live with me because there are too many mouths to feed on the farm. What is your name?"

"Robert." the boy snuffled.

"Now you are Robert i Kalmar i Guerra. Remember that and you might just survive. Now shut up, there are miles to go before Bramar."

They rode in silence for a few minutes.

"I Kalmar i Guerra?" Mira began in a quiet, slightly angry voice.

Rego was having none of it.

"One drover adopting some children is the least crime that's going on in Feroz right now, Mira." he said, and she subsided. She wasn't happy but she did not argue.

The wagon continued to wend its way north, ignoring the thickening clouds of smoke behind them.

I speak of the Iron Confederacy renegades who have recently crossed our borders, refused to integrate into our culture and instead taken up banditry in the Lasambrian hills. I have met similar individuals and wish to make it know that as they currently are they are barbarians and heretics twisted by the false Virtues of Hatred and Freedom. We should hold no reticence in raising arms against them to defend our own livelihoods.

Constanza i Kalamar i Guerra, Winter 381YE, Freeborn assembly, upheld with a Greater Majority 58-0

Overview

After the Autumn Equinox 381YE, a sizeable band of Suranni rebels claiming to be escaped slaves crossed the border from Kalino into Feroz. After establishing some makeshift camps, they began a campaign of banditry against the Duke Kalino and the rest of the Iron Confederacy, using their base of operations within the Empire to avoid retaliation.

The Empire's response was swift. The Imperial Senate voiced their support for Zadkiel de Coeurdefer, the Ambassador to the Iron Confederacy, in inviting the Duke of Kalino to send his troops over the border to deal with the rebels. At the same time the Freeborn National assembly endorsed a clear denunciation of the rebel slaves raised as a statement of principle by Constanza i Kalamar i Guerra.

A fortnight after the Winter Solstice, five thousand of the Duke Kalino's soldiers crossed the border from the Iron Confederacy into Feroz and destroyed the rebel camps there.

End of the Revolution

I respectfully disagree with your conclusions. I do agree that a good argument can be made that we are making a hostile act against the Iron Confederacy rebels at the point we allow the Iron Confederacy to come onto imperial lands to crush them. But I don't think an explicit declaration of war would have been appropriate, as the rebels are not being treated as barbarians as far as imperial citizens are concerned (so it is not treason for individual citizens to have helped rebels who escaped the clutches of the Iron Confederacy, for example).

As it is within the power of the senate to declare the rebels as barbarians I see no problem with this motion facilitating what amounts to a specific and more limited form of warfare.

Further, the senate have not authorised slavery as far as I can see. My reading is that they expect the Iron Confederacy to kill most of the rebels and take the rest back to their lands as prisoners, just as the Empire would. I do not accept the argument that the rebel survivors are enslaved in Imperial territory - at that point they are just prisoners of war. Once they are back in Iron Confederacy lands of course they may be enslaved, tortured, imprisoned or killed, but I do not believe that that is a constitutional issue.Excerpt from a letter, Chief Magistrate Stanislav Karkovich

Claiming authorization from the Imperial Ambassador to the Iron Confederacy, the Suranni troops waste no time in eradicating the slave revolutionaries. Any who try to fight back are killed, hung from trees along the border, their bodies left for the crows. The remainder are rounded up, chained, and transported back across the border to resume their former lives as slaves in the mines and fields of the Duke Kalino. Absolutely no mercy or quarter is offered, and the revolutionaries are categorically no match for the Suranni soldiers.

The ringleader, the woman calling herself Ahraz Reborn, is subjected to a particularly cruel punishment. With chains bound at her wrists and ankles she is literally torn apart by four squadrons of Suranni templars, the remains then burnt and the ground where she died salted. A few eyewitnesses, horrified by the treatment the woman receives, are cautioned that this is a traditional form of execution for treacherous slaves and advised to be on their way.

Not all of the rebels are captured or killed; a small number flee north into Feroz. They receive neither succour nor protection from the Freeborn citizens who believe them to be cultists, heretics, and blasphemers. Some few who attempt to take refuge among the Freeborn are handed over to the Iron Confederacy where they meet the same fates as the rest of the revolutionaries - summary execution, or marched in chains back to the Confederacy.

A small number of the revolutionaries have managed to avoid the Suranni soldiers and have neither been executed nor returned to slavery. Some of them were away from the camps when the attack began, while others were able to escape in the confusion and get far enough away that they were not later recaptured. It is believed that a small handful may have been granted sanctuary perhaps in response to the judgement of the Assembly of the Nine. The Suranni soldiers are actively searching for any such escapees, eager to finish the job.

Current Situation

The Assembly of Nine believe that the refugees in Feroz who can be brought to The Way, should so be; and should be offered succour within the Empire.

Viviane de Couerdefer , Winter 381YE, Assembly of the Nine, upheld with a Greater Majority 6-0

The Duke's army is still in Feroz. The soldiers are camped in Fontargenta, waiting for new orders from the south. It is assumed that it will return to Kalino after the last few revolutionaries have been tracked down and captured.

Either way, the short lived slave rebellion is at an end. The Duke of Kalino is reportedly delighted, and has informed the Empire of his intention to send a small delegation to Anvil to formally thank the Ambassador for his swift action in approving military intervention. The delegation is expected to arrive on Friday evening at the Spring Equinox summit.

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Heroes' Horn

Description

A Heroes' Horn allows a priest to use a musical performance to draw on the power of the consecration of Courage to inspire their audience. Listeners are filled with a profound sense of their ability to change the world if they only trust themselves and stick to what they know to be right. The power of the magical musical instrument itself is only part of the process that brings about this spiritual experience - the performance itself helps connect the spirit of the audience with the power of the potent consecrated aura.

A common form for this musical instrument is a horn or trumpet, something that can be used to sound a rousing note before a battle. Some priests on the other hand, especially those of the Brass Coast and the Navarr like to use big, deep drums. During a ceremony, the drums are beaten with a slow rhythm that echoes a heartbeat, helping the celebrants to achieve the right mental state. In Wintermark, Courage is represented by Jotra, Rune of Battle, and many artificers choose to include this rune as part of the decoration of the instrument. In Dawn it is more likely to see these instruments decorated with the images of gryphons.

It is common for a priest using this musical instrument to intersperse inspiring poetry or readings from the lives of the Paragons and Exemplars of Courage between their music, or to perform as part of a group who combine their playing with inspiring songs.

As with many religious magic items, it is common for an Heroes' Horn to be hallowed. A popular choice is the Hallowing of the Bard, perhaps unsurprisingly.

Rules

- Form: Weapon. Takes the form of any kind of musical instrument.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: You must be dedicated to Courage to use this item. Once per day, while you are in an area consecrated to Courage, you may spend ten minutes of appropriate roleplaying that includes playing this musical instrument. Any listener who was in the area for the entire period recovers all hero points. You cannot use this ability if you are on a battlefield or in a similar stressful environment. A listener who has lost the ability to recover hero points overnight is not effected by this power.

- Materials: Crafting a Heroes' Horn requires 7 ingots of orichalcum, 9 ingots of green iron, and 5 measures of dragonbone; It takes 1 month to make one of these items.

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Heroic skills

Heroic Skills

- You must purchase the hero skill before you can take any other heroic skills

You must purchase one or more hero points before you can purchase any of the heroic skills listed in this section. These skills (and some items that can be gained in play) allow you to expend hero points to achieve game effects.

To use a hero point you must use appropriate roleplaying for the skill or ability that you are using. A heroic blow might be bold and dramatic and accompanied by a mighty roar, other skills should be roleplayed as appropriate.

If you are using an offensive heroic ability and the target does not visibly respond to your heroic call then your blow has not affected and the hero point is not spent. You only expend a hero point when using a heroic call if the target is affected by the call.

Your character’s hero points replenish overnight.

Hero

- You must purchase hero points before you can take any other heroic skills.

Contents

- 1 Heroic Skills

- 2 Hero

- 3 Extra Hero Points

- 4 Cleaving Strike

- 5 Mortal Blow

- 6 Mighty Strikedown

- 7 Relentless

- 8 Unstoppable FAQ

- 9 Stay With Me

- 10 Get it Together

The first time you buy this skill you receive 2 hero points. You may expend a hero point at any time to act as a source of spiritual strength to allow you to overcome or resist a roleplaying effect that your character is subject to.

Extra Hero Points

You gain one additional hero point each time you purchase this skill. The cost to purchase this skill increases by 1 pt each time you purchase the skill.

Cleaving Strike

- Requires a weapon between 24" and 84" long

- You can expend one hero point to call CLEAVE once

If you have a hero point then you can expend it to call CLEAVE when striking a single blow with any one-handed weapon that is between 24” and 42” long. If you also have the weapon master skill then you can use the skill with any weapon up to 84” long.

Mortal Blow

- Requires a weapon between 48" and 60" long

- Requires a phys-rep of a sword, axe, hammer, or mace

- You can expend one hero point to call IMPALE once

If you have a hero point then you can expend it to call IMPALE when striking a single blow with any two-handed weapon that is between 48” and 60” long. You cannot use this skill with a weapon, even a two-handed weapon, that is shorter than 48" in length.

You may only use this skill with a suitable weapon - such as a great sword, Dane axe, or a two-handed hammer or mace. You cannot use this skill with a flail, spear or other polearm regardless of length. If you are in any doubt whether your weapon could credibly deliver a mortal blow, then check with a ref.

Please note, although a great weapon can be between 42" and 60" long - you cannot use a great weapon shorter than 48" with this skill.

Mighty Strikedown

- Requires a weapon between 60" and 84" long

- You can expend one hero point to call STRIKEDOWN once

If you have a hero point then you can expend it to call STRIKEDOWN when striking a single blow with any two-handed polearm that is between 60” and 84” long.

Relentless

Effects that would cripple your limbs are less effective when used against you. By spending a hero point and engaging in at least five seconds of appropriate roleplaying such as slamming your arm against a tree, shaking your head to clear it of pain, or loudly exclaiming that you feel no pain, you can regain the use of one of your limbs that has been ruined by the cleave or impale call. If you make an attack while using this skill the attempt fails. You do not lose the hero point but the roleplaying must be begun again.

Unstoppable FAQ

You possess an almost uncanny will to survive, or seemingly bottomless reserves of physical stamina allowing you to take blow after blow and keep fighting. You may restore up to three lost hits by expending a hero point and spending at least five seconds appropriate roleplaying of visibly catching your breath, letting forth a roar of renewed vigour or similar.

You may also use this ability immediately after being reduced to zero hits. You fall to the ground as normal, but may then immediately spend a hero point and engage in at least five seconds of appropriate roleplaying. You are not dying and are instead restored to 3 hits. It must be obvious to everyone within ten feet that you are using a heroic skill - this ability cannot be used secretly. Once you have completed the roleplaying you are free to pretend to be dead, but must still follow the disguise rules. If you are paralysed when you are reduced to 0 hits, you cannot use this ability and will not be able to use it once the paralysis wears off.

You cannot attack another character while you are using this skill.

Unstoppable does not restore a limb that has been CLEAVED or IMPALED, nor does it remove the venom condition, and (as usual) you cannot use this skill while under the effect of WEAKNESS.

Stay With Me

You may restore one hit to a bleeding companion and stop them bleeding to death by spending a hero point and performing at least five seconds of uninterrupted roleplaying encouraging them to get back on their feet. If you or your target attacks another character or either of you are hit then the attempt to use stay with me fails. Your hero point is not lost but you must begin the roleplaying again. You must be close enough to touch the target and it does not restore the use of a limb that has been CLEAVED or IMPALED.

Get it Together

You may restore three hits to a companion who still has hits remaining by expending a hero point and performing at least five seconds of uninterrupted appropriate roleplaying encouraging them to pull themselves together. If you or your target attacks another character or either of you are hit then the attempt to use get it together fails. Your hero point is not lost but you must begin the roleplaying again. You must be close enough to touch the target and it does not restore the use of a limb that has been CLEAVED or IMPALED.

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Heroism

The Winterfolk admire heroism and believe that it speeds your passage through the Labyrinth of Ages. Although heroism is not one of the seven Virtues, acts of heroism encompass any or all of them to some extent. Heroism does not require success, but it does demand that the possibility of triumph exists; there is nothing heroic about wasting your life in a foolhardy charge. Heroism is often easiest to notice in battle, but many noble qualities or outstanding achievements demonstrate heroism. A clever Suaq who outwits an Eternal in a battle of riddles or a wise Kallavesi surgeon whose herb-lore saves a dozen lives are both heroes.

Heroic acts are distinguished by what is achieved or attempted, not how difficult or dangerous they are. Deliberately making an act more difficult than it need be impresses no-one in Wintermark. Equally the heroism is not diminished if the act is accomplished with others; indeed the more people who are involved in act the more heroic it becomes. It is brave to charge the orc line, but it is heroic to lead the charge.

The Winterfolk regard heroism as superior to Dawnish ideals of glory. In their eyes glory is needlessly vain; a Winterfolk hero does not need to have other people know of their accomplishments. They believe that the pursuit of glory encourages people to make their challenges needlessly difficult and denies the value of wit and guile. In Wintermark nobody demands that your actions be impressive; it is enough that they are effective.

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High Bard of the Empire

Overview

The High Bard of the Empire is an Imperial title appointed by the Assembly of the Nine. It was created by the Imperial Senate during the Winter Solstice 380YE summit. Following some controversy, the title was granted a stipend during the Summer Solstice of the same year.

The title as first presented passed through the Senate during the Winter 380YE session, but there was some opposition from the Constitutional Court. While the discussion continued, Kaywenn du Launcet was appointed the first High Bard and the situation was resolved in Summer 381YE.

The title seems to court controversy; the first address by Kaywenn du Launcet took the form of a highly political song apparently lauding convicted criminal Dogri Thulebane of Wintermark, and criticizing the Varushkan army of the Iron Helms who were instrumental in his capture. It remains to be seen if this will create a trend for future addresses, and for future High Bards.

Contents

- 1 Overview

- 2 Responsibilities

- 3 Limitations

- 3.1 One Year Only

- 4 Powers

- 4.1 Address the Senate

- 4.2 Stipend

- 5 Appointment

- 6 Compositions

Responsibilities

The High Bard is expected to leave a personal composition as a legacy. They are expected to keep the Senate appraised of matters of inspiration to the Empire, and to promote and encourage excellence and passionate demonstration of artistic performance across all the nations of the Empire.

Limitations

One Year Only

The High Bard serves for up to one year unless removed from office early. In addition, no person may hold the title of High Bard of the Empire more than once in their lifetime.

Powers

Address the Senate

The High Bard has the right to make an address to the Senate once per summit. This is intended to allow them to keep the Senate appraised of matters of inspiration to the Empire, and may commonly take the form of an artistic performance. To use this power, the High Bard informs the Civil Service that they wish to address the Senate. Their address will be added to the agenda for the next Senate session.

Stipend

The High Bard receives a stipend of 1 Throne each season.

Appointment

The High Bard is appointed during the Spring Equinox. The Bard is appointed by the Assembly of Nine. The expectation is that the appointment will follow "a public tournament of song and satire" that allows participants to demonstrate their suitability to the role in fair and open competition. There is no legal requirement for the Assembly of Nine to arrange, or acknowledge, such a tournament however.

Any Imperial citizen may hold the title. They can be revoked by the General Assembly and the Assembly of the Nine.

Compositions

Artistic works by the various High Bards of the Empire may be found below:

- Little Folk of the Empire - a song by Irina Akulinovna Kotor for the celebration to commemorate Empress Lisabetta’s first year on the throne.

The High Bard will embody the artistic spirit of the Empire and should carry songs in passion and courage to embolden and encourage our soldiers and should deliver spirit-crushing feats of satire and rebuke against the Barbarian Generals and our hated foes! By these means we will demonstrate the power of artistic inspiration from all our nations to weave glorious legacy through the deeds and example of our bright Imperial fellowship.

Valentin Ivarovich Orzel, Senator Weirwater

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High Exorcist

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Right of Address

- 3.2 Withdraw funds

- 4 Appointment

Overview

The position was established by unanimous vote of the Senate in Winter 377YE. The High Exorcist exists to advise the Military Council on the use of ceremonies on the battlefield. The intent is that the priest who holds the title will co-ordinate the use of liao against malign auras and creatures during Imperial military actions. A stipend was assigned to allow the High Exorcist to obtain, commission and distribute such items or works as are needed in support of this goal. Examples of the latter might include liao for use in ceremonies of exorcism or magical items such as a Beneficent Sigil or an Icon of the Justicar.

The original motion to create the title attempted to grant the Right of Address in the Military Council, but at the time this was ruled unconstitutional. Further examination of the situation lead to a reversal of that decision in 378YE. In Spring 379YE the Senate voted to increase the High Exorcist's stipend from the original 3 Thrones each season to 7 Thrones each season.

During the Spring Equinox 381YE the Senate voted to remove the High Exorcist's stipend and replace it with the power to withdraw funds. A veto was raised before the Synod against this motion, but it was not upheld.

Responsibilities

The High Exorcist is expected to advise the Military Council on the use of religious ceremonies on the battlefield, and to co-ordinate volunteers using liao against malign auras and spiritual enemies.

Powers

Right of Address

The High Exorcist has the right to make a address to the Imperial Military Council once per summit. This is intended to allow them to advise the Military Council on spiritual matters, to offer assistance or to ask for assistance in helping the priests of the Way to better support Imperial forces. To use this power, the High Exorcist informs the Herald of the Council that they wish to make an address, which willthen be added to the agenda for the next Council session.

Withdraw funds

The High Exorcist may remove up to seven Thrones each season from the Virtue fund without requiring a vote. To use this power, the High Exorcist must still place a judgement before the Synod, but it is considered to pass automatically at the point it is presented. Judgements to remove money from the Virtue Fund are in addition to any existing judgements they have raised normally. When using this power, the High Exorcist should still indicate the group or individual that is to be rewarded.

Appointment

The High Exorcist is appointed by judgement of the Assembly of Nine during the Winter Solstice.

Any Imperial citizen can hold the title of High Exorcist. They can be revoked by a lesser majority of the General Assembly.

To Veto the Senate proposal to abrogate the High Exorcist Stipend of 7 thrones per season from the Imperial Budget and grant them the power to withdraw 7 Thrones from the Virtue Fund without the Synod being at to vote or veto.

Zastyt, the feeder, General Assembly, Summer Solstice 381YE, Not upheld 180- 286

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High Herbalist of Sybella

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Purchase of Herbs

- 4 Appointment

- 5 Sybella Cross Physician's Hall

Overview

The High Herbalist of Sybella is an Imperial title created by the Highguard Civilian Commissioner in Summer 380YE. It is responsible for overseeing the Sybella Cross Physician's Hall, a ministry built at Sybela in Bastion. When it was established, the expectation was that the hall would give preferential treatment to the Anvil Hospital & Imperial School of Medicine sodality, but it remains to be seen whether successive High Herbalists adhere to this vision for the Physician's hall.

Responsibilities

The High Herbalist is expected to supply herbs at a preferential rate to the Anvil Hospital & Imperial School of Medicine - although of course this is merely an expectation and exerts no legal restrictions on the holder of the title who is free to do with the resources provided by the ministry as they see fit. If the Physician's Hall were ever threatened, it would be the responsibility of the High Herbalist to deal with those threats - but also to deal with any opportunity to expand the Hall, or work more closely with the physicks, apothecaries, and herbalists of Sybella Cross.

Powers

Total Money Spent

Production

7 Crowns

8 True Vervain, 2 Imperial Roseweald, 2 Bladeroot, 2 Cerulean Mazzarine, 2 Marrowort

17 Crowns

17 True Vervain, 4 Imperial Roseweald, 4 Bladeroot, 4 Cerulean Mazzarine, 4 Marrowort

35 Crowns

26 True Vervain, 6 Imperial Roseweald, 6 Bladeroot, 6 Cerulean Mazzarine, 6 Marrowort

Purchase of Herbs

The Sybella Cross Physician's Hall is a ministry. The High Herbalist can purchase quantities of herbs at a set price. The High Herbalist makes their decision how much money to spend during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Appointment

The High Herbalist of Sybella is appointed by unanimous decision of the Highborn senators. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by a citizen of Highguard. The High Herbalist has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Wintermark National Assembly, and by the Assembly of the Nine.

Sybella Cross Physician's Hall

Built in Sybella Cross in Bastion, the Physician's Hall purchases herbs from citizens and provides medicinal support to the inhabitants of Sybella Cross. As one of the richest towns in Bastion, and a central hub for trade, the Hall is ideally placed to take advantage of herb traders traveling to and from Urizen and Therunin, or those en route to or from the new Gardens of High Chalcis in Reikos.

Much of the trade at the Physician's Hall is between private citizens, but the High Herbalist and their representatives often receive first refusal or access to special opportunities to acquire herbs at bargain prices.

The Hall also serves as an academy for training herbalists, physicks, and apothecaries. While it does not rival the great physicians schools of pre-Druj Reikos, it has attracted students and teachers from across Bastion, Casinea, and Necropolis - especially in the wake of the coronataion address of Imperatrix Lisabetta.

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Highguard Egregore

Contents

- 1 Escon

- 1.1 Current Hosts

- 1.1.1 Eden, Daughter of Eve of Tamar's Rest

- 1.1.2 Micah, Child of Dinah, of Accolade's Fall

- 1.1.3 Ehud, Son of Leah, of Reumah's Redoubt

Escon

Escon is the Highborn egregore. Escon has three primary interests: to embody the Imperial faith and commitment to Virtue, to promote the martial spirit of the Highborn, and to expand the knowledge of the nation. The spirit encourages competition, but as a means to the end of promoting and encouraging Highborn in the pursuit of excellence, rather than as an end in itself. Most of all, Escon encourages the Highborn to embrace their history and pursue Virtue with every part of their being.

Escon always tries to help people make up their own minds and come to their own conclusions, through careful questioning and encouragement to examine motivations, actions, and beliefs. This is not done to demonstrate intellectual superiority, but rather to encourage the Highborn to develop their own powers of deductive reasoning. Escon is quite capable of making definitive statements when the situation demands it.

Current Hosts

Eden, Daughter of Eve of Tamar's Rest

In YE380 as Reikos burst into Spring and a crown sat upon the head of a new Empress the spirit of Escon called to her, seeking her out in dreams and waking visions to quietly ask if she would take up the mantle and become a host, which as a loyal servant of Highguard and the Empire, and following her virtuous path, she did.

Before she became host to Escon, Eden was based in Necropolis as a low ranking steward of the dead, with her chapter, Tamar's Rest. When she was young she served for several years with one of the Highborn armies, the Granite Pillar, wielding virtuous blessings and powerful Winter magic to aid on the battlefields of the Empire until she retired from active service.

Now she travels the Empire collecting and sharing the tales of Imperial citizens and offering counsel to those that might seek it.

Micah, Child of Dinah, of Accolade's Fall

As Zenith fell to the Druj in spring 382YE, the armies of Highguard attempted to stem the Druj tide and allow the safe retreat of Urizeni refugees. Fighting with the Seventh Wave was Micah of Accolade’s Fall, an unconquered from a chapter based in Greatwood.

Cut off as they tried to evacuate a refugee camp, and stranded behind enemy lines, Micah became host to Escon as they used all their skill and training to escape back to Imperial-held territory, arriving in Anvil in Summer 382YE.

Escon who was Micah is in Anvil to inspire action and virtuous deeds amongst the Highborn and is keen to fight alongside the heroes of the Empire.

Ehud, Son of Leah, of Reumah's Redoubt

One of the current hosts is Ehud, son of Leah, of Reumah's Redoubt. He formerly served in Reikos during and after its fall as an unconquered, before injury caused him to retire to Bastion. There he took up the role of an artisan within the Redoubt, specialising in stained glass works of art when he was not producing shields for his chapter and the frontlines of battle.

Wearing a gold circlet at summits, as during the season, he moves from chapter to chapter listening to his people's conversations, asking questions for them to ask of themselves, and playing games of skill.

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Highguard Go To War

A battle hymn written by Nathan Hoyle that describes the different chapters within Highguard.

A pdf can be found [here].

A midi can be found [here].

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Highguard history (Redirected from Highguard History)

Contents

- 1 The founding

- 2 The horses of Highguard

- 3 The First Empress

- 4 Archivists

The founding

Seven centuries ago, the Highborn arrived on the Bay of Catazar. Seventeen great vessels carrying pure souls crossed the sea from the south looking for new lands. They left behind a land and people slowly being consumed by corruption and darkness. They were steered by the legendary Navigators, a pair of visionary twins named Atuman and Atun who were later acknowledged as an Exemplar of Ambition and a Paragon of Wisdom respectively.

Upon landing, Atuman founded the city of Pharos at the mouth of the river Couros. Atun – following a vision of her own – took only the flagship, bade her brother farewell and set sail, never to be seen again.

The navigators of the first vessels formed a council of Patricians to advise Atuman the Navigator. After his death his eldest daughter took the title of Navigator and ruled in his place while the Patricians also named heirs from amongst their offspring. The council ruled wisely for many years but as the generations passed the Navigator and the Patricians became more obsessed with preserving their power and their bloodlines and degenerated into self-interest and corruption.

During this time, trade with the Navarr introduced the Highborn to Vinum, a herb which was used medicinally and recreationally. However, the Scions of Atun, a group of ascetics and mystics, discovered a process of refining into a substance called Liao. They used Liao to experience visions, and in other ceremonies, that revealed the Labyrinth of Ages. This enlightenment, about the immortal nature of the human spirit and the power of virtue, sparked a period of time now referred to as The Revelation.

The Revelation stirred a spiritual yearning within the people and swept across the land, awakening many to a new and profound understanding of life. This awakening was further fuelled by widespread disillusionment with the venal ways of the Patricians. The Scions and other groups born of The Revelation left Pharos, sicked by the corruption that riddled the city. Along the borders of the nation they built their own communities, called chapters, each dedicated to teaching a profound way of living inspired by The Revelation and guarding against corruption.

As the chapters grew, the Patricians became jealous of their influence and passed laws to try to control them. Things came to a head in the time of the Navigator Permion, who later generations would call the Lawmaker – a Navigator who strove to serve the people rather than his own interest. Permion sought to reach out to the leaders of the chapters, starting with the most influential, Lepidus of the Seven Stars. Lepidus is now acknowledged as a Paragon of Pride. He taught Permion about the greatness of the Highborn, what they had been and could be again, and helped him find the will to oppose the wickedness of the Patricians.

Permion the Lawmaker's judgements and actions brought the Patricians into conflict with him and also with each other. Rather than allow the nation to fall into anarchy, Permion declared martial law and dissolved the Patrician Council. In its place, he invited the chapters to form an Assembly of the Virtuous to advise him.

The response of the Patrician Council was swift and bloody, and a bitter civil war ensued. Permion was assassinated, along with his wife and three of his four children. Various Patricians tried to claim the title of Navigator and the city of Pharos was burned to the ground by rival armies. Eventually the Assembly was forced to act. After mobilizing the military strength of the chapterhouses it crushed the remaining Patrician forces and assumed the governance of the nation. Today, the Lawmaker is recognised as an influential Exemplar of Courage.

The Assembly of the Virtuous elected to turn the ruins of Pharos into the Necropolis, a great mausoleum to house the bodies of all those slain in the war. They also ordered the construction of Bastion, a new city which would serve as a civic and religious centre for the Highborn thereafter and vowed that no Highborn would ever war with other Highborn again.

The horses of Highguard

The Highborn fleet carried with them a great herd of horses. These legendary beasts embodied noble virtues of loyalty, strength and dignity. Mounted on their mighty warhorses, the Highborn were unbeaten in battle and the creatures became the iconic symbol of the nation, reflecting the martial spirit of the people. The venal ways of the Patricians caused the herds to dwindle until none remained and since the dawn of the Empire they have passed into legend. Highborn parents tell their children the tale of the loss of their horses to teach them never to take blessings for granted.

The First Empress

The First Empress was Highborn, and the last to ride a legendary Highborn steed. After taking liao, she revealed that all human souls are re-incarnated on the same wheel, regardless of whether they were Highborn. Therefore, to preserve the future of Highguard and enlighten all worthy human souls, it was essential to unite all of humanity under a single banner, such that Highborn reborn elsewhere would still come to know their heritage and the Way of Virtue. From Highborn faith, the Empire came into being, changing the face of the world forever.

Archivists

Highguard looks to the past to understand the present and predict the future. Its scholars, priests and wizards thirst for tomes and artefacts that reflect on the Empire. There is a roaring trade in books, scrolls and tablets, the more obscure the better. While relics of the holy prophets or antique magical articles are valuable in and of themselves, high prices are also paid for tangible evidence of past life experiences.

Archivists collect the histories of Highguard, and of the Empire. They see history as a story that exists not to record dead facts, but to inspire the living. As a consequence, facts that undermine the central truth of an event or the life of a historical character are actually dangerous. A new fact that suggests a wise historical judge never existed, or that a brave general was actually a coward, could do irreparable damage. It could destroy the faith of the living in the individual hero but also undermine the very idea of learning the lessons from history. Destroying or discrediting such lies is as important as revealing the facts that encourage and inspire the living.

This means the Highborn archivists are often at odds with their counterparts in other nations, especially the Urizen seers and torchbearers. In recording and publicizing “facts”, without applying any moral judgement, Urizen historians deny the inspiration offered by history and its role in making the present and the future better. A common rumour suggests that Highborn archivists maintain hidden storehouses of knowledge deemed too dangerous for the common people. This rumour is baseless. If a piece of information uncovered is considered dangerous to the Empire, it is destroyed so that no future generation can be harmed by its rediscovery.

Archivists are romantic figures in Highguard. While the truth is that many of them are quiet scholars and scribes, the popular image is of them as active, energetic people who go to dangerous locations to retrieve valuable information or artefacts for the good of the nation and the Empire as a whole. They face danger frequently, and often have to work against those who want to foolishly spread dangerous information or unleash deadly magic.

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Highguard lineage and species attitudes (Redirected from Highguard Lineage and Species Attitudes)

Highguard is not a generous nation to the less than fully human. In the crudest and simplest of terms, they are perceived as being spiritually suspect. While it is undeniable that they embrace the virtues with great passion, they must continually resist the siren call of their blood, or risk corruption by their lineage. As a result those with lineage are watched until they have proved themselves. Even then, many Highborn still regard them with suspicion for fear that they may eventually succumb. Individuals of lineage whose humanity has triumphed are upheld as inspirational tales of how the human spirit can conquer anything.

A few Highborn cambion and changelings choose to remove or disfigure the visible marks of their lineage. Calling themselves the Unveiled, they saw their horns down to stumps, to demonstrate to everyone that they have renounced their heritage.

The briar lineage is considered especially suspect. It is believed that the area around a dead briar may be seeded with alien, supernatural foliage. The bodies of dead briars are commonly burnt and their ashes scattered over water; while there are a few monuments to heroic briars in the the Necropolis, there are none of this lineage actually interred there.

Orcs and other non-humans are judged more harshly than the lineaged. Their inability to use liao casts doubt over their ability to reincarnate, and so it is considered impossible for them to meaningfully embrace the Imperial Faith. This makes them less than human in the eyes of many Highborn.

The issue of Imperial Orcs is a thorny one in Highguard. The Highborn Senators were united in opposing the admittance of orcs into the Empire, and called on the Synod to veto the move when they were defeated in the Senate. Today, some Highborn are inclined to treat them charitably for making the effort to be civilised, whilst others maintain a traditional attitude of contempt and hostility. Very few have any enthusiasm for seeing the orcs gain further power and influence within the Empire. As long as the orcs are seen to embrace Imperial values, there is little their Highborn critics can do beyond providing the voice of caution. It seems inevitable that in the end, the orcs will undermine the strength of the Empire either as part of a long-term treachery, or simply by diluting the traditions which have formed and sustained its greatness.

Sharp horns, gold eyes, stop your ears against their lies

Knife ears, stag’s horns, rue the day that they were born

Scaled skin, fangs white, never meant to see the light

Neck gills, webbed toes, best kept where the pondweed grows

Beast’s eyes, white skin, bar the door lest they come in

Bark skin, green vine, forgotten be till end of timeTraditional Highborn children's rhyme now frowned on in Imperial society

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Highguard Maps

See Also

- Bastion

- Casinea

- Necropolis

- Reikos

PRINT INFORMATION - Each map is set to print at A3 size (the resolution varies between 175ppi and 300ppi). Do not print larger than this or it will pixellate. If you print smaller, the quality will improve slightly. Various sizes are available by clicking on the image. To print, make sure you download the ORIGINAL size image (should be between 2700 and 5000 pixels wide. Feel free to add your own textures etc

Maps by Daisy Abbott

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Highguard music (Redirected from Highguard Music)

Contents

- 1 The Music of Highguard

- 1.1 Style summary

- 1.2 Commonly known songs

- 1.2.1 A musical tradition

- 1.2.2 One for the kids

- 1.2.3 Songs about notable people and entities in Highguard

- 1.3 Further examples

- 1.3.1 Songs

- 1.3.2 Instrumentation

- 1.3.3 Other performance traditions

- 1.4 How to adapt your repertoire

- 1.5 Our sources

The Music of Highguard

Style summary

Highguard's music draws its inspiration from Western church choral music, plainsong and shapenote music (also known as Sacred Harp). Of these, the last probably best exemplifies the musical style - Highguard music is robust and enthusiastic, and accessible to all levels of talent. They enjoy rich harmonies and proudly devotional texts, although amongst themselves a wicked sense of humour occasionally emerges in some soldiers' songs and there are also some surprisingly tender lullabies.

Commonly known songs

- Virtues Anthem - usually led by one singer with everyone joining in the refrain

- Circle March - very easy repeating song

- Hymn to Vigilance - usually led by one singer with everyone joining in the refrain

Popular with all strata of Highguard society, these three songs are heard in chapters, the necropolis, and the fields. It is when the army marches to war with its battle choir, however, that the full majesty of Highguard music is best displayed.

A musical tradition

The Highguard Battle Choirs are a great imperial tradition - no nation matches to battle with the same holy fervour in their singing. Usually accompanied by a single drumbeat, the sound of the Highguard army in full voice is an awe-inspiring and intimidating sound. Often a small number of more confident singers lead the chant in a call-and-response pattern. At least in this context the choirsters are warriors first and musicians second - the singers need not be particularly talented, as it is holy fervour and their indomitable will that characterises the battle choir.

One for the kids

- Circle March - very easy repeating song

- Nursery Rhyme about Lineage- a very naughty chant, not to be repeated in front of anyone with Lineage!

Songs about notable people and entities in Highguard

- Enoch and Levi - romantic ballad, Highguard style...

- Pride of the Highborn - anthem of Adina's Charge

- Silent Tide- anthem of the Chapter of the same name.

- Anthem of Cantiarch's Hold

- Vigilance Guide Our Faithful Watch -A song commemorating the founder of Felix's Watch.

Further examples

Songs

- For Once I Was A Young Man -cautionary tale about the virtuous life

- The Ritual for the Departed - haunting funerary song

- Gone - another song for partings and funerals

- Virtues Anthem - shapenote song with chorus

- The Navigators - shapenote song, medium

- Circle March - very easy repeating song

- Hymn to Vigilance - medium call and response plainsong

- Idumea - medium shapenote song about reincarnation

- Naughty Pilgrim Song, an alternative to all the serious songs sung in Highguard!

- O Oriens - easy plainsong

- Virtue Never Falter - rousing song with chorus, also popular in the Brass Coast

- Least of my Kind - stirring battle song

- Farewell Farewell - rousing funeral song from Highguard but also popular in the Brass Coast due to boat references

- Highguard Go To War - Battle anthem

- All Come Listen - a well known, simple song that can be sung as a round

Instrumentation

- Highborn musical traditions favour the flute and other wind instruments. On days when the wind is high, a chapterhouse resounds with the song of wind chimes, aeolian harps and bells.

- Trumpets and bugles are often blown before a battlefield charge.

Other performance traditions

How to adapt your repertoire

- If singing in harmony, try to sing in consecutive 4ths or 5ths. This gives a fantastic 'plainchanty' sound perfect for Highguard. An example is Circle March (arranged by Katy Cooper) which starts in unison then goes into 4ths before full harmony.

- Many songs can be made to sound plainchanty by just pulling the rhythm all over the place. Have a listen to some church psalms and simply substitute your own lyrics.

Our sources

Shape note/Sacred Harp singings (Northern or Southern Harmony), any plainchant choir,

Here is a youtube playlist of appropriate or inspiring music.

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Highguard children

Highguard is not a populous nation and every child is considered a precious blessing. Although children are forbidden by Imperial law to use liao before they come of age, they are expected to study and embody the virtues from a young age. As heirs to the great heritage of the Highborn, children are encouraged to push themselves to live up to the heroes of the past.

Children are encouraged to question what they see and experience, especially where the Virtues are concerned. They are encouraged to talk about the things they have seen with their parents, especially the actions of others which they could not see the Virtue in. This allows them to gain a better understanding of the Virtues by asking their parents to explain how they apply in everyday life, as well as helping their parents to be vigilant against any corruption in their children's lives.

Children who have a solid grounding in the Way are often given a purple ribbon or seven pointed star by the priests, so that they can help other children learn about the Virtues.

Things every child should know

- Know the Seven Virtues. Try to be as virtuous as possible and inspire the same in those around you.

- Learn about the Paragons and Exemplars. Study their lives and follow their example, you may yet become one!

- Be vigilant! Look for signs of corruption and report them to a trusted adult, so that they can take appropriate action.

- Practice makes perfect. Look for opportunities to perfect your arguments by trying them out on people, challenge your friends to races or competitions, never pass up the chance to test yourself and hone your skills.

- If you don’t understand something, ask. It’s the only way you’ll learn. It’s an adult’s job to be able to explain things.

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Highguard costumes

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

Note: The tone and style of this page may need editing. All costume advice pages should be written in third person voice, using verbs that make clear that this page is advice, not direction.

Contents

- 1 Look and feel

- 2 Similar nations

- 2.1 Dawn

- 2.2 Marches

- 3 Research

- 4 In detail

- 4.1 High status characters

- 4.2 Priests

- 4.3 Templars

- 4.4 The Unconquered

- 4.5 General items

- 4.5.1 Cowl

- 4.5.2 Veil

- 4.5.3 Cloak

- 5 Jewellery

- 6 Armour

- 7 Shops

Look and feel

The Highborn look is generally practical and restrained. Its beauty is in both the small touches – the geometric trim on the robes, the exquisite jewellery. Colours are deliberately stark and contrasting, and outfits in black and white are commonplace. Many members of a chapter choose to adopt similar garb, with the symbol of their chapter displayed prominently on the chest, shoulders, or at the breast. This is particularly true for Highborn warriors who show their solidarity and loyalty with their fellows by marching into battle decked in identical garb. Of all the nations of the Empire, the Highborn are the most inclined to uniformity, a visible display of their inner commitment to their shared faith and destiny.

Rather than displaying impractical frivolity in the cut of their garments, Highborn show their taste and wealth in jewellery, and the decoration of cloth. Jewelled and embellished trims at the hems of garments are popular, as is the intricate braiding of hair and heavy, elaborate jewellery.

Highguard is one of the nations with the least historical inspiration. It draws its influence heavily from classic fantasy such as Lord of the Rings, with a real emphasis on the Numenorian and Gondorian styles brought to life in the Peter Jackson trilogy. The look is strong and stark, and what makes it relatively easy to create a strong and distinctive look is the colour scheme - almost any western European medieval look in black, white and a touch of jewel toned colour will look excellent.

Similar nations

Dawn

Highguard probably has most in common with Dawnish costume - the love of rich, lavish fabrics, elegant in cut but with elaborate trim and jewellery is a feature they share. However, Dawnish costume should be a vivid pageant of colour; by contrast, Highguard clothing should be high contrast, mostly in black and white, with a hint of jewel-toned colour. Veils and cowls help to keep the look distinct.

Marches

Monks in the marches will wear similar robes to those in Highguard. Sticking to black or white, and adding geometric trim around your robes, possibly with the addition of a mitre-like hat for high status priest looks very Highborn.

Research

An excellent source of information on making fantasy costumes inspired by Lord of the Rings is Alley Cat Scratch. It covers everything from garment patterns, metalwork and sourcing trim. Re-enactment sources referenced on the Marches, Dawn and Wintermark pages are all good for inspiration - the colour palette, more than the shape of the garment, gives the uniform look to the nation.

Books The Medieval Tailor’s Assistant, Sarah Thursfield – Pretty much the bible for medieval costumes. Covers the layers from underwear to outerwear for the periods 1200-1500, plus headwear and accessories. Goes into detail about how to make the garments, which fabrics to use etc. A really excellent book.

Historical Costume Research Google searches on Medieval re-enactment, Wars of the roses and 13th, 14th or 15th Century re-enactment will all provide helpful inspiration.

Reenactment groups Some links to reenactment groups' costuming guides - a helpful source of inspiration and information.

- Company of Saint Sebastian

- Buckingham’s Retinue

- Company of Saynt George

- The Medieval Siege Society

- St Hubert's Rangers

In detail

High status characters

A rather severe look - black velvet or brocade works beautifully in contrast with silver fasteners or buttons. For any gender, a close fitting gown looks suitably Highborn, referencing without overtly stating their faithfulness.

A gown is a reasonably close fitting robe, usually buttoning down the front, with long close fitting sleeves to the wrist. It persists to this day as the cassock and in the clothes of choirsters and some very traditional public school uniforms, all of which means both patterns and off-the-peg versions are fairly readily available.

It's a very adaptable look - a fantasy treatment could take the basic silhouette and standing collar, and shorten the overall length, either with full length or half length sleeves, as worn by Boromir, Uther Pendragon and Jamie Lannister for a "warrior's coat". It looks good worn open over chainmail. A close-fitting variant of this is the cotehardie which usually has lots of closely spaced buttons down the front and the sleeves - try googling "cotehardie". It can be a tough look to pull off, but well worth it!

Patterns:

- Butterick 6844

- Simplicity 2235

- Simplicity 4697 (unfortunately out of print but you might get it on ebay)

- Simplicity 2089(this one would need a little adapting - closed sleeves rather than open, but would do a nice over-robe like Boromir's if you make a sleevless version)

- McCall 4745 This is actually a civil war uniform, but if you make up the blue version with an asymmetric closure it's very close to Jamie Lannister's coat above. Warning - the pattern runs a little large, so unless you're planning on wearing it over mail consider going down a size.

- Reconstructing history man's cotehardie

- McCall's kirtle pattern

- Historical patterns

- Child dress pattern

- Female tunic and bliaut pattern

For a high-necked gown on a woman, you could also use Simplicity 4940 making both the body of the gown and the yoke in matching black velvet. You then have the option to highlight the join with embroidery or sewing on links from a chain necklace, or you could just let it become invisible for a very elegant severe look.

This look could be achieved reasonably inexpensively with about 5m of cotton sheeting or cotton muslin (<£10) and a metre of wool or velvet for the over-bodice. Use Simplicity 4940 for a version with full sleeves, or make a narrow sleeved gown and use the over-bodice, but back lace with eyelets it rather than using a zip. For trim, this ebay seller usually has a lovely selection of silver, gold and coloured jacquard trims reasonably inexpensively. For heavy beaded and jewelled trim at very reasonable prices I use this eBay shop. About 2m of silver and black trim would do a great jewelled belt; they also sell shaped pieces designed to go on the necklines of dresses. Here is an exhaustive breakdown of the inspiration dress.

You could also use Simplicity 4940 for this dress, making the body in cotton velvet and the yoke in a metallic brocade. Here is this dress in detail, with lots more images and suggestions on how to get the look.

Priests

Highborn priests usually dress in white or dark robes with decoration in a stark colour to stand out.

Priests who choose not to dress like Templars (below) might draw inspiration from the images above. Based on the Eastern Orthodox tradition, these priests have layered robes with decorated over-garments, perhaps with a mitre-type hat or a padded roll on their head. A how-to for a basic robe, tabard and hood is linked below. Over the top, you could make a "stole", which is essentially a long scarf worn around the neck and falling past the waist - trimmed with an ornate ribbon trim this would look very dramatic. Try searching for ecclesiastical trim on ebay - there is a huge variety available relatively cheaply. You could also make a tabard or circular cape and trim it in matching colours.

A guide to ecclesiastical vestments

An alternative look, ideally suited to the Keepers of the Dead, is a more monk-like costume. This is made up of similar layers - an ankle-length robe, with or without a simple over-tabard and with a hood or cowl. The robe can be worn loose or belted with a cord or narrow braid of cloth for convenience and ease of movement. Coarse, heavy fabrics such as linen, silk noil and wool work well for this look, in dark grey or black. To make it slightly more fancy (and avoid confusion with the marches) you could trim the edges with a contrasting geometric trim (perhaps a greek key or swirl) such as those available from this ebay seller or similar.

A guide to ecclesiastical vestments

The carthaginian costume guide covers how to make an under-robe, over-robe, Dalmatic-type poncho and braided belt. Add some ecclesiastical trim (and leave off the headdress!) and you've got a great priest outfit!

How to make a tabard

How to make a padded roll hat

How to make a hood

Templars

Most Highborn warriors cover their armour with a long flowing surcoat. The ideal surcoat is black or white with a design in a stark contrasting colour. The Crusader knights exemplify this tradition in real history, although an original design for a chapter’s emblem is ideal if possible.

The key to the uniform Templar look is a surcote or tabard in their chapter colours with a design on it. While lightweight fabrics such as polycotton are cheap and easy to work with, if your budget allows, consider using a heavier cotton, linen or silk, with or without lining, as these materials drape better, look better and wear better. That said, a unit in matching surcotes, even lightweight ones, looks fabulous, so don't worry too much about your materials.

If you have fabric left over, consider making a circular or semicircular cloak to match, perhaps with your chapter symbol on the breast or on the back.

How to make a simple tabard

How to make a surcote - only slightly more difficult than a tabard, and much easier to wear. Also covers how to use Fusible Webbing to add a heraldic device to your garment

Tutorial 3 on this link covers how to make a tunic and cape - by increasing the diameter of the cape you can make it a full or calf-length one

The Unconquered

Most avoid the distinctive high contrast clothing favoured by most Highborn in favour of something more concealing and many wear lighter armour or forego armour altogether.

The base layer for the Unconquered is a knee-length tunic, either without armour or with lighter armour worn over it. A palette of neutral forest colours helps them scout and remain unseen when in the field, so choosing browns, greens and greys is in keeping with this. Less elaborate than many other Highguard costume, there is still a role for contrasting trim, particularly if the character is wearing their "special occasions" clothes. Adding a fur or fake fur mantle might add to the look - a cheap and cruelty-free way of adding fur trim to your costume is to get old fur coats from charity shops and cut them down - sometimes they also have 1940s style capelets which need very little alteration to be used as a shoulder piece.

How to make a tunic How to make leather scale armour the easy way! Body moulded hardened leather armour

General items

Cowl

At its simplest, a cowl is a cylinder of fabric that sits around your shoulders and over your head. Choosing a soft, drapey fabric like muslin will help it sit properly. A 1 yard piece of muslin or silk habutai that's 45 inches wide, seamed down its length and hemmed at either raw end will make a very full, drapy cowl. For the "monk" or "Keeper of the Dead" look above, use a yard of fabric that matches the rest of your robes.

Veil

Again best made using a very soft, drapy fabric like muslin, a veil is a circular, oval or rectangular piece of fabric to sit on your head. The Freeborn use veils to cover the lower half of their face; the Highborn look is far more concealing and drapes over the entire head, usually held in place by a circlet, crown or ribbon band. Don't skimp on the fabric - muslin is very cheap and a 2 or 3m length will give a sumptuous look to your veil. Consider edging it in lightweight trim for a finished look, or round the corners and turn a narrow hem. If you wear it just by putting it on your head then holding it on with a circlet, over time the veil will shift and ride up, leading to the dread "muffin head" look. For comfort and style, you might want to consider pinning it to a ribbon tied around your head, or utilising the methods in this tutorial, though bear in mind that for the SCA they wear the veil in a more historical fashion to cover the hair, rather than to sit over the face.

To uncover your face while wearing a veil the Highborn way, flip it back over the crown or band holding it in place, like a bride's veil, without taking it off your head. It's then ready to flip forward and cover your face again whenever you want.

Cloak

A cloak is a near-essential part of your costume, and a great opportunity to give your kit a finishing touch and keep you cosy. For light fabrics such as muslin, you can make a gathered-neck cloak with a drawstring for ease of construction- with heavy wools and velvet, a semicircular or circular mantle works best to reduce bulk at the neck and drapes beautifully. For a priest's mantle, a semi-circle or 3/4 circle cloak works best.

- List of cloak patterns

- Cloak patterns and help

Jewellery

The Highborn are a people with a manifest destiny, to unite the human nations and lead them to a virtuous future. Their jewellery reflects their heritage, it is refined, elegant and regal. Gold or silver worn on the brow suggests authority.

Any refined and elegant jewellery works in Highguard, best in matching sets to tone with the costume. Particular emphasis is on crowns and circlets. Lord of the Rings replica jewellery is an expensive but very beautiful way of getting the look, but there are numerous "inspired by" items, often on ebay, and several excellent tutorials on how to make your own out of wire, clay and beads.

- Official LOTR merchandise

- How to make crowns

Armour

Plate armour:

- http://www.whiteroseapparel.com/

- http://www.getdressedforbattle.co.uk/

Leather plate and lorica:

- Totally Leathered Totally Leathered provides custom tooled leatherwork & bespoke armour.

- Idiom Productions Costume and Props Workshop creates custom hand-tooled leather armour, clothing and LRP weapons

- Darkblade has suitable lorica for the unconquered.

Chain mail supplies and finished items:

- http://www.theringlord.com

- http://www.armchair-armoury.co.uk/chainmail.htm

Lightweight polyurethane replicas:

- http://www.nortonarmouries.com/

Make your own:

- Here's a tutorial on how to make moulded leather armour

- And here's one on how to make plate out of wonderflex

Shops

- The Midgard Seamstress Custom made UK LARP and Re-enactment costumes

- Angrave Designs Custom costume production and embroidery

- Custom Costume Company Bespoke designs for re-enactors and roleplayers

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Highguard culture and customs

“A pure soul in a pure body.”

Contents

- 1 Washing and cleanliness

- 2 Recording history

- 3 Competition and skill

- 4 Art

- 5 The cowl

- 6 Funerals

- 7 Day of the Dead

Washing and cleanliness

Cleanliness is important to the Highborn. Highborn bathhouses are complex affairs with steam rooms, cold plunge pools, as well as heated baths and massage tables. A Highborn’s first impulse on arriving somewhere after a journey is to clean away the dust of the road. Small fountains, pools and fonts are commonly found outside Highborn chapterhouses, and even individual homes, so that those entering can perform a token cleansing of hands and face. Scented finger-bowls are common between courses at a meal.

In foreign lands or on campaign, cleanliness can be more difficult to maintain. If limited clean water is available, most Highborn will preserve the ritual aspects of washing, such as flicking a few drops over head and shoulders, dabbing a little on the eyes and forehead, or merely wetting the tips of fingers. If no clean water is available, symbolic gestures are performed instead; raising both hands to the face, then passing them over the head is a gesture that means “I would wash myself if I had water.” This gesture is occasionally used to mean “I wash my hands of this situation” and can even be used during an argument to express a sentiment roughly equivalent to “I am tired of you and want you gone”.

Recording history

Personal, as well as national, history is important to the Highborn. Many Highborn keep journals - diaries or collections of letters are the most common forms. These writings may be private, but it is also common for Highborn who are away from home to write short pieces intended to be shared with friends and family - reading travelogues and biographies are popular pastimes. The best writings are those that are considered to give a very personal viewpoint on events. Full of passion, they let the reader share the insights of the writer, and empathise with their emotions.

On death these personal writings are usually bequeathed either to a favoured family member or to the Stewards of the Dead, to form part of the library at the heart of the Necropolis. It is considered a great honour for an individual’s thoughts and experiences to be preserved as an inspiration and guide to future generations.

Competition and skill

Not all Highborn are warriors, but most enjoy competition, whether tests of fitness, skill or intellect. Especially popular at present is the Cathleon, a challenge based on a training regime favoured by many of the Unconquered, consisting of a footrace, javelin throws and a second footrace. The entire event is run in a single sequence, testing speed, skill and endurance. To win, the victor must run to the target, throw three javelins through a target hoop and then return to the start. There are no set distances or target-sizes; the competitors agree these details before a Cathleon begins.

Physical prowess is not the only way to earn respect from Highborn. Prestige lies in skill with tactical games such as chess, backgammon, othello, draughts, tafl and go. They also enjoy wagering on these games, although there is a general distaste for games of pure chance such as roulette or dice.

Art

Mosaics are popular, their swirling patterns recall the winds and the tides; at their hearts, stylised representations of the heroes of old. Vast and vaulted marble domes; dusty cloisters smelling of old parchment; cool villas with fountains at their heart fill the household with the song of the water. An artistic movement has been growing over the last two decades that moves away from the traditional complex mosaics towards a simpler style involving the shaping of coloured stone to fit together in designs reminiscent of stained glass – a more elegant and modern refinement of an ancient art.

Highborn musical traditions favour the flute and other wind instruments. On days when the wind is high, a chapterhouse resounds with the song of wind chimes, aeolian harps and bells.

The cowl

Before the dissolution of the Patrician Council, the tradition amongst the Highborn was that those carrying out funerary rites went hooded when doing so as a mark of respect. When the Navigator dissolved the Council, he did so hooded, a gesture believed to indicate the Council’s “death”. Since that time, a practice has arisen amongst many Highborn, particularly those in authority, to wear hoods or cowls, usually in the colours of their Chapter. The custom has it that when the hood is down, the wearer is speaking informally as themselves, but with the hood up they speak formally, such as representing others or passing a judgement. The act of raising or lowering the hood can, in such cases, change the atmosphere in a room significantly, and there are few sights as intimidating as a group of hooded Highborn moving with purpose.

Funerals

Death is an important moment in each spirit's cycle, with an opportunity to celebrate the virtues shown in the life that has now passed and meditate on whether the spirit might at last escape the Labyrinth. Mourners customarily wear sombre veils and cowls. Traditionally the dead have their hands and face carefully washed once they are in repose. They are then veiled for a final time and each person who has something to say upon the virtue of the individual takes their turn before the will of the deceased is read aloud. Bells are tolled throughout the proceedings to carry the words to the dead.

Testaments are common in Highguard. It is normal for bequests to be made on the basis of the virtues displayed by the recipient, rather than on any ties of blood. Any remaining chattels are gathered by the Chapter itself. All of this is done with some haste so that the body may be properly prepared for internment within their Chapter's mausoleum or, if they are particularly virtuous, within the Necropolis itself. Regardless of whether mortal remains are involved every Highborn wants their name inscribed on a monument in the Necropolis. Those of the briar lineage are almost never interred; their bodies are burnt and the ashes scattered over water.

Day of the Dead

Taking place on the second day of the Winter equinox, the Day of the Dead is an important celebration that serves as a memorial for those lost in the preceding year. Respects are paid throughout the day with Chapters remembering those they have lost in their own traditional sombre and serious manner until dusk comes. As light fades from the sky it is common for the Highborn to begin a candle- and lantern-lit slow procession around their homes or chapterhouses. The celebrants walk in silence except for the intoning of bells or the speaking of the names of those who have passed into the Labyrinth; the procession often visits places that were important to a deceased individual in life.

Once the procession is complete, a celebration of those lives usually begins with songs and stories of the virtues of the Highborn. It is common for friends and loved-ones to share anecdotes and readings from their own journals or letters, or those of the departed.

The following morning is often used to celebrate those who have been born to, or joined, the nation in the last year, with many taking the opportunity to re-swear their oaths to Chapters and to Nation. It is also a common that Highborn give small meaningful gifts on this day, the most precious ones being considered by some to be those made by the gift-giver.

In pre-Imperial times, midnight on the Day of the Dead marked the end of one year and the beginning of the next. Old Highborn documents (and some traditionalist historians) still count the Day of the Dead as the last day of the year which can occasionally lead to confusion.

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Highguard economic interests

“The pursuit of wealth is the foundation of suffering.”

There is a deep-seated distrust of the pursuit of wealth for its own sake amongst the Highborn. Highguard is founded on the concept that only action can be virtuous, and their culture rewards assiduous effort and self-improvement. “Wealth” by itself is a passive force; usury – charging interest on a loan – is considered despicable because the lender has no active role in what transpires.

In place of the moneylenders common elsewhere, the Highborn are proud of their benefactors. Often older merchants, benefactors make their wealth work for themselves and others. They try to encourage virtue by acting as patrons to other merchants. They may help a young trader get established, or participate in a risky but ambitious venture that has potential benefits beyond purely economic ones. Rather than lending money and charging interest, benefactors invest in enterprises and in individuals, sharing the risk – and sharing the profits.

Gambling on games of chance is as dubious as usury, since there is no action the participants can take to improve their chances of winning other than to cheat. That said, the Highborn love to wager on contests of skill, whether they are participating or not. Professional book-keepers collect wagers and distribute winnings, taking a small percentage for their service; some specialise in organising contests and competitions specifically to encourage wagering.

Permanence is a civic virtue in Highguard and there is no doubt that the nation produces the best architects and masons in the Empire. The quarries of Casinea produce a breathtakingly beautiful marble that absorbs heat when it is warm and exudes it when cold, making it the ideal building material. Other crafts include the creation of decorative mosaics and fabrics with complex geometric patterns. The Highborn also produces fine quality paper and coloured inks, used extensively to record the histories and archives of the nation.

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Highguard hearth magic

Bells and chimes

The Highborn hang wind-chimes in their doorways to bring back memories of those they have lost, and the echoes of wisdom from earlier days. Meditating to the sound of wind chimes is said to help to attune one to thoughts of one’s ancestors and prior incarnations, and allow the dead to “speak” to the living through their memories. The household use of bells endures for similar reason, in the belief that the wind carries the breath and words of the departed. It is commonly held that bells can speak for those who have no breath or voice. The sound of bells ringing encourages the Highborn to remember the words of dead people who are important or inspirational to them.

More practically, bells and chimes exert influence over the unquiet dead. Restless spirits will not approach the sound of wind chimes, and the ringing of bells causes such creatures to flee in terror. As a consequence, most people who spend any time around the dead - especially the stewards of the dead and magisters - will keep a bell on their person at all times.

Cowls and Veils

Properly prepared and worn head coverings conceal the identity of the wearer. Unlike the masks of the League, they do not present a false-face to the world; this is a hearth magic of obfuscation, not deception. The wearer maintains their sense of self, but they present a blank exterior to outsiders, an enigma. They step away from the world for a short time and become apart from it - a tradition that leads to many Highborn circles ceremonially donning cowls or veils when they must talk of matters of justice, or frankly discuss sensitive matters. The wearer of the cowl or veil metaphorically ceases to be themselves for the duration of such a discussion.

When the Highborn don veils or draw up their cowls as a group, it means they are about serious business. For some, it means they have stopped being individual humans and for a short time embody primal forces of virtue.

This concealment can grant supernatural protection; creatures of the realms often find it hard to identify whom they are speaking to when dealing with people who have ceremonially concealed their features with a cowl or veil.

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Highguard history

Contents

- 1 The founding

- 2 The horses of Highguard

- 3 The First Empress

- 4 Highborn on the Throne

- 4.1 Archivists

The founding

Seven centuries ago, the Highborn arrived on the Bay of Catazar. Seventeen great vessels carrying pure souls crossed the sea from the south looking for new lands. They left behind a land and people slowly being consumed by corruption and darkness. They were steered by the legendary Navigators, a pair of visionary twins named Atuman and Atun who were later acknowledged as an Exemplar of Ambition and a Paragon of Wisdom respectively.

Upon landing, Atuman founded the city of Pharos at the mouth of the river Couros. Atun – following a vision of her own – took only the flagship, bade her brother farewell and set sail, never to be seen again.

The navigators of the first vessels formed a council of patricians to advise Atuman the Navigator. After his death his eldest daughter, Acenath, took the title of navigator and ruled in his place while the patricians also named heirs from amongst their offspring. The council ruled wisely for many years but as the generations passed the navigator and the patricians became more obsessed with preserving their power and their bloodlines and degenerated into self-interest and corruption.

During this time, trade with the Navarr introduced the Highborn to vinum, a herb which was used medicinally and recreationally. However, the Scions of Atun, a group of ascetics and mystics, discovered a process of refining into a substance called liao. They used liao to experience visions, and in other ceremonies, that revealed the Labyrinth of Ages. This enlightenment, about the immortal nature of the human spirit and the power of virtue, sparked a period of time now referred to as the Revelation.

The Revelation stirred a spiritual yearning within the people and swept across the land, awakening many to a new and profound understanding of life. This awakening was further fuelled by widespread disillusionment with the venal ways of the patricians. The Scions and other groups born of the Revelation left Pharos, sicked by the corruption that riddled the city. Along the borders of the nation they built their own communities, called chapters, each dedicated to teaching a profound way of living inspired by the Revelation and guarding against corruption.

As the chapters grew, the patricians became jealous of their influence and passed laws to try to control them. Things came to a head in the time of the Navigator Permion, who later generations would call the Lawmaker – a Navigator who strove to serve the people rather than his own interest. Permion sought to reach out to the leaders of the chapters, starting with the most influential, Lepidus of the Seven Stars. Lepidus is now acknowledged as a Paragon of Pride. He taught Permion about the greatness of the Highborn, what they had been and could be again, and helped him find the will to oppose the wickedness of the patricians.

Permion the Lawmaker's judgements and actions brought the patricians into conflict with him and also with each other. Rather than allow the nation to fall into anarchy, Permion declared martial law and dissolved the Patrician Council. In its place, he invited the chapters to form an Assembly of the Virtuous to advise him.

The response of the Patrician Council was swift and bloody, and a bitter civil war ensued. Permion was assassinated, along with his wife and three of his four children. Various patricians tried to claim the title of navigator and the city of Pharos was burned to the ground by rival armies. Eventually the Assembly was forced to act. After mobilizing the military strength of the chapterhouses it crushed the remaining patrician forces and assumed the governance of the nation. Today, the Lawmaker is recognised as an influential Exemplar of Courage.

The Assembly of the Virtuous elected to turn the ruins of Pharos into the Necropolis, a great mausoleum to house the bodies of all those slain in the war. They also ordered the construction of Bastion, a new city which would serve as a civic and religious centre for the Highborn thereafter and vowed that no Highborn would ever war with other Highborn again.

The horses of Highguard

The Highborn fleet carried with them a great herd of horses. These legendary beasts embodied noble virtues of loyalty, strength and dignity. Mounted on their mighty warhorses, the Highborn were unbeaten in battle and the creatures became the iconic symbol of the nation, reflecting the martial spirit of the people. The venal ways of the patricians caused the herds to dwindle until none remained and since the dawn of the Empire they have passed into legend. Highborn parents tell their children the tale of the loss of their horses to teach them never to take blessings for granted.

The First Empress

The First Empress was Highborn, and the last to ride a legendary Highborn steed. After taking liao, she revealed that all human souls are re-incarnated on the same wheel, regardless of whether they were Highborn. Therefore, to preserve the future of Highguard and enlighten all worthy human souls, it was essential to unite all of humanity under a single banner, such that Highborn reborn elsewhere would still come to know their heritage and the Way of Virtue. From Highborn faith, the Empire came into being, changing the face of the world forever.

Highborn on the Throne

Aside from the First Empress, two other Highborn have sat on the Imperial Throne.

Empress Aenea was appointed in 103YE, and instituted a wide-scaled program of public works. Among other things, her reign saw the creation of the Lyceum - the Empire's premier college of magic; the creation of many roads and highways still in use today; the construction of several fortifications; and a general overhauling and refinement of the Bourse, the Senate, and Imperial law. Her reign is also marked by conflict - she had little interest in foreign affairs, being focused entirely on building and strengthening the Empire.

Emperor Barabbas took the throne in 180YE, and like his predecessor he focused on strengthening and expanding the Empire. Unlike Aenea, whose interests were very much in the land and its structures, he was fascinated by the sea. An ambitious and charismatic man, he had a vision of an Empire that dominated the entire Bay of Catazar. He is best known today for the manner of his death - lost at sea during a terrible storm along with the great armada he had nearly bankrupted the Empire to create. While modern historians are not kind to Barabbas, the Highborn are often quick to point out that his reign was also a time of great Imperial Ambition and a period of expansion and improved emphasis on securing diplomatic relations with foreign powers.

Archivists

Highguard looks to the past to understand the present and predict the future. Its scholars, priests and wizards thirst for tomes and artefacts that reflect on the Empire. There is a roaring trade in books, scrolls and tablets, the more obscure the better. While relics of the holy prophets or antique magical articles are valuable in and of themselves, high prices are also paid for tangible evidence of past life experiences.

Archivists collect the histories of Highguard, and of the Empire. They see history as a story that exists not to record dead facts, but to inspire the living. As a consequence, facts that undermine the central truth of an event or the life of a historical character are actually dangerous. A new fact that suggests a wise historical judge never existed, or that a brave general was actually a coward, could do irreparable damage. It could destroy the faith of the living in the individual hero but also undermine the very idea of learning the lessons from history. Destroying or discrediting such lies is as important as revealing the facts that encourage and inspire the living.

This means the Highborn archivists are often at odds with their counterparts in other nations, especially the Urizen seers and torchbearers. In recording and publicizing “facts”, without applying any moral judgement, Urizen historians deny the inspiration offered by history and its role in making the present and the future better. A common rumour suggests that Highborn archivists maintain hidden storehouses of knowledge deemed too dangerous for the common people. This rumour is baseless. If a piece of information uncovered is considered dangerous to the Empire, it is destroyed so that no future generation can be harmed by its rediscovery.

Archivists are romantic figures in Highguard. While the truth is that many of them are quiet scholars and scribes, the popular image is of them as active, energetic people who go to dangerous locations to retrieve valuable information or artefacts for the good of the nation and the Empire as a whole. They face danger frequently, and often have to work against those who want to foolishly spread dangerous information or unleash deadly magic.

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Highguard icons and artistry

The first Empress fought under a banner depicting a rearing grey stallion on black, and so the horse became the symbol of the Empire and its leader. But to many Highborn only the best sculpture and art in the grand cathedrals in Highguard can capture the true qualities of the horse. Although their great steeds are gone, the horse remains an image of strength, willpower, speed, loyalty and grace.

Today the heraldic beast of Highguard is the Basilisk, a crested aquatic lizard. It can be found drowsing in marble, curled around alcoves or uncoiling across mosaic floors. Its eyes are always depicted shut as though asleep – except on the banner of war. The legend has it that Isora, the daughter of Permion the Lawmaker, used magic to command a Basilisk from its Eternal Realm. Where once it had been a threat, it became a guardian creature who slumbered at her command to be awoken in defence of Highguard at the time of the Highborn’s greatest need. It is a reflection of the Highborn magical and physical might, and also of the fact that even the mightiest Eternals must bow to the will and magic of mortals.

Highguard’s flag is the Basilisk coiled around the Black Bell of the Necropolis. Bells are frequently used in Highborn heraldry. Bells also form a key part of decoration, architecture, ceremony and even fashion. The way in which they remind the living of the dead, and recall the past to the current generation, works just as well in imagery as sound.

Benefactors use the symbol of the unbalanced scales, the upper pannier containing coinage and the lower (heavier) pannier containing some symbol of morality or humankind such as a heart or a skull.

Mosaics are popular, their swirling patterns recall the winds and the tides; at their hearts, stylised representations of the heroes of old. Vast and vaulted marble domes; dusty cloisters smelling of old parchment; cool villas with fountains at their heart fill the household with the song of the water. An artistic movement has been growing over the last two decades that moves away from the traditional mosaic as a fiddly mass of tiny squares towards a simpler style involving the shaping of coloured stone to fit together in designs reminiscent of stained glass – a more elegant and modern refinement of an ancient art.

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Highguard leadership

Most Highborn live in or near one of the chapters, the great walled settlements, that are spread across the plains that surround the river Couros. Each is a fully functional community incorporating families and individuals from all walks of life, who share a common set of beliefs in the form of a creed.

Each chapter chooses one of their own, called an exarch, to provide the chapter with civic and moral leadership. The exarch is most commonly the one who best embodies the chapter’s creed; a priest or one who has been schooled in philosophy and faith is usually chosen. As a result, most Highborn who are politically ambitious begin by seeking training as a priest. Highborn history clearly shows the perils of choosing a leader who is not virtuous, so they make no apology for placing this criterion above any other.

The holy city of Bastion is the capital of the nation. Every chapter maintains a hostel of some kind here, so that members who make the pilgrimage have somewhere to stay. At one time the Assembly of the Virtuous would meet here regularly to decide the business of the state. When Highguard agreed to join the Empire, the Assembly of the Virtuous was used as the cornerstone for the Imperial Synod, becoming the Highborn Assembly wholesale, and spreading the mandate to watch for any sign of moral decay in the soul of the Empire.

Most political business moved to the Senate after the creation of the Empire so those members of the Highborn Assembly interested in politics now meet when the Imperial Court meets, the better to appoint Highborn Senators. Bastion is no longer the seat of government of the Highborn Nation, but it remains the spiritual home of the Way of Virtue and pilgrims from all over the Empire travel here.

Leading a territory

In the days before the Empire the Exarchs were subject to the approval of the Assembly of the Virtuous, to ensure that chapters were led by devout individuals. That power lapsed generations ago; now only the senators come before the Assembly for ratification.

The Highborn Assembly selects senators by interrogation. Each chapter whose chapterhouse is in the contested territory may put forward a single candidate for consideration by the Assembly. Chapters are assumed to have sufficient wisdom to be able to select their most virtuous member. On the rare occasion where a chapter is unable to pick a single candidate, they forfeit their right to be considered during that election.

Candidates come before the Highborn Assembly where they are expected to answer questions designed to assess their moral rectitude. The Assembly does not exclusively select priests to high office, but it is clear that those who have priestly training have a considerable advantage in answering the moral dilemmas and philosophical questions put to them. After examining the candidates, each member of the Assembly secretly votes to indicate which candidate they felt was least virtuous. The candidate with the least votes against them is then declared the winner. If two or more candidates receive equal fewest votes, then all other candidates are eliminated and another round of voting takes place.

The senators for each Imperial territory are re-elected at specific equinox and solstices during the year. The senator for Reikos is elected at the Spring equinox, the senator for Bastion is elected at the Summer solstice, the senator for Casinea is elected at the Autumn equinox, and the senator for Necropolis is elected at the Winter solstice.

Tallying the votes

Every Highborn character with a congregation is automatically a member of the national assembly. Each character receives ten votes, plus two additional votes each time they have upgraded their resource. Votes in the synod gained from a sinecure or other Imperial title do not count during the election of a Highguard senator. It should be noted that the effects of enchantments such as Mantle of the Golden Orator do provide additional votes in Highguard senatorial elections, as the extra citizens they attract to the enchanted congregations are quite real.

Prominent Highborn chapters

A list of well-known chapters who have attended Anvil in recent years can be found here.

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Highguard lineage and species attitudes

Overview

Highguard is not a generous nation to the less than fully human. In the crudest and simplest of terms, they are perceived as being spiritually suspect. While it is undeniable that they embrace the virtues with great passion, they must continually resist the siren call of their blood, or risk corruption by their lineage. As a result those with lineage are watched until they have proved themselves. Even then, many Highborn still regard them with suspicion for fear that they may eventually succumb. Individuals of lineage whose humanity has triumphed are upheld as inspirational tales of how the human spirit can conquer anything.

Specific Lineage

A few Highborn cambion and changelings choose to remove or disfigure the visible marks of their lineage. Calling themselves the Unveiled, they saw their horns down to stumps, to demonstrate to everyone that they have renounced their heritage.

The briar lineage is considered especially suspect. It is believed that the area around a dead briar may be seeded with alien, supernatural foliage. The bodies of dead briars are commonly burnt and their ashes scattered over water; while there are a few monuments to heroic briars in the the Necropolis, there are none of this lineage actually interred there.

Orcs

Orcs and other non-humans are judged more harshly than the lineaged. Their inability to use liao casts doubt over their ability to reincarnate, and so it is considered impossible for them to meaningfully embrace the Imperial Faith. This makes them less than human in the eyes of many Highborn.

The issue of Imperial Orcs is a thorny one in Highguard. The Highborn Senators were united in opposing the admittance of orcs into the Empire, and called on the Synod to veto the move when they were defeated in the Senate. Today, some Highborn are inclined to treat them charitably for making the effort to be civilised, whilst others maintain a traditional attitude of contempt and hostility. Very few have any enthusiasm for seeing the orcs gain further power and influence within the Empire. As long as the orcs are seen to embrace Imperial values, there is little their Highborn critics can do beyond providing the voice of caution. It seems inevitable that in the end, the orcs will undermine the strength of the Empire either as part of a long-term treachery, or simply by diluting the traditions which have formed and sustained its greatness.

Sharp horns, gold eyes, stop your ears against their lies

Knife ears, stag’s horns, rue the day that they were born

Scaled skin, fangs white, never meant to see the light

Neck gills, webbed toes, best kept where the pondweed grows

Beast’s eyes, white skin, bar the door lest they come in

Bark skin, green vine, forgotten be till end of timeTraditional Highborn children's rhyme now frowned on in Imperial society

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Highguard look and feel

Contents

- 1 Overview

- 2 Feel

- 3 Breakdown

- 3.1 Influences

- 3.2 Materials

- 3.3 Colours

- 4 Clothing

- 4.1 Cowls & veils

- 4.2 Jewellery

- 5 Armour

- 5.1 Surcoats

- 6 Shields

- 7 Weapons

- 8 Priests

- 9 Magister

- 10 Unconquered

- 11 Chapters

- 12 Children

- 13 Camp

Overview

The Highborn look is generally practical and restrained. Its beauty is in the small touches – the geometric trim on the robes, the exquisite jewelry. Colours are deliberately stark and contrasting, and outfits in black and white are commonplace. Many members of a chapter choose to adopt similar garb, with the symbol of their chapter displayed prominently on the chest, shoulders, or at the breast. This is particularly true for Highborn warriors who show their solidarity and loyalty with their fellows by marching into battle decked in identical garb. Of all the nations of the Empire, the Highborn are the most inclined to uniformity, a visible display of their inner commitment to their shared faith and destiny.

Rather than displaying impractical frivolity in the cut of their garments, Highborn show their taste and wealth in jewellery, and the decoration of cloth. Jewelled and embellished trims at the hems of garments are popular, as is the intricate braiding of hair and heavy, elaborate jewellery.

Also see Highguard costumes and Highguard icons and artistry.

Feel

Regal, confident, righteous, stark, traditional, disciplined, militant, uncompromising.

Breakdown

Influences

Gondor, Crusader Knights

Materials

Highborn materials are usually processed, such as wool, cotton, silk and velvet. They are typically solid and of the highest quality available as befits the rank of the wearer.

Colours

Black with a white contrast is most common but where there is colour, it is likely to be dark - bottle green, red, charcoal and midnight blue - and always set against the contrast of white or cream.

Clothing

The Highborn dress in simple, practical lines – wearing long, layered robes and tunics in starkly contrasting colours, most often simple layers of black and white or sometimes using black or white as a contrast to different colours. Decorative mosaics and fabrics with complex geometric patterns are popular.

Some Highborn may choose to wear a dress rather than a robe. Highguard dresses are constructed along simple but formal lines in dark fabrics. They often have a high neckline or standing collar; lengthwise they always come at least to the ankle.

Veils are commonly worn by all genders both in funeral rites and on other sombre occasions. They set the wearer apart, offering anonymity and a sense of de-personalisation. They are often worn when distasteful actions, or those associated with a rank or position of authority rather than an individual, have to be undertaken

Some Highborn, particularly those in authority, wear hoods or cowls, usually in the colours of their chapter.

Highborn costume is elegant and flowing, long layered robes and tunics, dark coloured in starkly contrasting colours, most often simple layers of black and white or sometimes using black or white as a contrast to different colours.

The Highborn are a militant people and this is reflected in their dress.

Cowls & veils

Highborn veils are designed to cover the face to conceal the wearers identity and project anonymity. Cowls are a common feature of Highborn costume, especially for the powerful.

Jewellery

The Highborn are a people with a manifest destiny, to unite the human nations and lead them to a virtuous future. Their jewellery reflects their heritage, it is refined, elegant and regal. Gold or silver worn on the brow suggests authority.

Armour

Highborn armour tends to be full length and layered or segmented. Heavy black leather is common, sometimes with pieces of plate worn over it. The Unconquered usually leave their head uncovered, but Cataphracts favour a full helm, ideally decorated with wings. Carved or decorated black vambraces are often worn for additional protection.

Traditional lorica in hard leather or metal can work for Highborn, particularly if the suit is tooled or decorated or the outfit incorporates a Highborn style surcoat or cloak.

Surcoats

Most Highborn warriors cover their armour with a long flowing surcoat. The ideal surcoat is black or white with a design in a stark contrasting colour. The Crusader knights exemplify this tradition in real history, although an original design for a chapter’s emblem is preferable.

Uniforms for some Highborn chapters include cloaks with the chapter’s emblem repeated on each shoulder.

Shields

Large kite or heater shields are common. They are usually decorated in a uniform design with the chapter emblem in stark contrast.

Weapons

Highborn warriors prefer to fight in close formation and prefer weapons suited to this style; short swords, spears, and bows.

Priests

Highborn priests usually dress in white or dark robes with decoration in a stark colour to stand out.

A common element of Highborn priestly costume is a stole - a band of cloth worn round the neck and shoulders that hangs down over the front of the body. Commonly these are decorated with a Chapter symbol, and a symbol important to the character's personal faith or sect.

Magister

Magisters dress in a similar manner to priests, but they are often marked out by their magical accoutrements.

Unconquered

The unconquered serve as scouts, often operating far behind enemy lines. Most avoid the distinctive high contrast clothing favoured by most Highborn in favour of something more concealing and many wear lighter armour or forego armour altogether.

Chapters

Members of the same chapter will often adopt a unifom look using identical or matching items like surcoats. The visual unity emphasizes the unity of purpose and helps a chapter project power. Of all the nations, the Highborn have the strongest tendecy to form shield walls and fight in close-order formations.

Children

Clothing for Highborn children is usually sombre and simple but good quality, with more elegant garments reserved until they come of age.

Camp

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Highguard magical traditions

Priests who work to master magic are called magisters in Highguard. The early magisters studied methods of communicating with the dead and uncovering the secrets of the past. The Highborn Magisters strive to be the foremost masters of Winter magic in the Empire. Most operate out of hostels based in the Necropolis, where the silence and contemplative atmosphere of the city of the dead lends itself perfectly to measured and contemplative study.

While there is no doubt they possess powerful magic, the magisters are still considered to be priests. They study virtue alongside magic, and many work hard to try and inspire virtuous behaviour in wizards of other nations – or an understanding of magic in other priests.

Magisters tend to be cautious of the Eternals, as they are not only powerful, but they clearly seek to use that power to influence humanity. The Highborn believe that as masters of their own destiny, humans should seek to outwit Eternals wherever possible, seizing opportunities to take their strength and harness it in service to the Empire. Eternals are clearly monstrous and inhuman. It is a source of continual frustration to the magisters that other wizards fail to recognise this, no matter how seriously the magisters try to educate them in their dealings with other realms. The magisters treat most often, and most comfortably, with the Eternals of Winter, who they see as more open and honest, as they do not try to deny or conceal their evil nature. The Eternals of the other realms are equally dangerous, but present a pleasing and deceptive face, which many accept without scrutiny.

The magical tradition of Highguard combines movement and sound. The slow beating of drums, the sonorous chime of bells and the recitation of ceremonial passages form the basis of their ritual magic, often accompanied by stylised and graceful gestures.

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Highguard military concerns

“We are the thunder on the earth, we are the steel tide that drowns the foe.”

Highguard has a military heritage of which it is justly proud. Most Highborn serve with one of the three Highborn armies as part of their “coming-of-age”. This service is considered necessary to the formation of Highborn character and maintains the connection between the people of today and their warrior ancestry. Most skills can be put to use in a military context, although those serving as medics, quartermasters and ancillary troops do not earn as much respect as their more warlike colleagues.

Guardians

Most Highborn return to their chapter after leaving the army. The most skilled soldiers become part of the elite guards that protect the chapter against barbarians and other threats. These warriors, called guardians, train daily with their comrades learning to fight as a unit in close formation. Chapters outfit their guardians with weapons and armour and most provide a surcoat adorned with the chapter’s heraldic device, usually in black and white or similarly contrasting colours. Some groups of guardians choose to specialise, training to become cataphracts or unconquered, in line with the oldest martial traditions of the Highborn.

Contents

- 1 Guardians

- 2 Cataphracts

- 3 Unconquered

- 4 The Vigilant War

- 5 Imperial Armies

- 5.1 The Granite Pillar

- 5.2 The Seventh Wave

- 5.3 The Valiant Pegasus

- 5.4 The Thundering Tide (Defunct)

Cataphracts

In the earliest days of Highguard, the cataphracts rode into battle on mighty war horses, devastating their enemies with shield and lance. Today the horses are gone, but the cataphracts remain, embodying a warrior tradition that embraces the highest virtues of the Imperial Faith. Heavily armoured, they serve as living standards, encouraging and supporting those who fight alongside them with their commitment to achieving victory. The best of them burn with fervour, filling them with righteous fury when they face the enemies of the Empire in close combat. Likewise, when an army must fall back, it is the cataphracts who guard the retreat.

Unconquered

The counterpart to the cataphracts are the unconquered. These skilled warriors undertake scouting missions, employ sabotage and terror as weapons to weaken their foes, and seek out specific targets on a battlefield. In contrast to the archers and skirmishers of many other nations, the unconquered favour medium armour and short bows, and are not shy about engaging in close combat with hand weapons if the tides of battle make retreat-and-fire an unappealing option.

The unconquered are used to operating with a high level of autonomy, often behind enemy lines or in unknown territory. Despite this independence, the best of them know that they operate as one part of a larger plan, that their duty is to ensure that the forces they accompany achieve victory. Unconquered who arrogantly assume they can win the day all by themselves generally meet unpleasant ends.

The Vigilant War

Highborn generals and soldiers alike embrace the concept of a vigilant war. This principle teaches that strong defences and preemptive strikes are the most effective way to curtail an enemy’s ability to be an aggressor, minimising the impact on civilians, and making it the most practical and moral solution to the matter of war. On the battlefield their troops work together to utterly overwhelm their enemies as quickly as possible, cataphracts driving them from the field while the unconquered deny them any chance to regroup and counter-attack.

Imperial Armies

Highguard fields three Imperial armies; the Granite Pillar, the Seventh Wave, and the recently created Valiant Pegasus.

The Granite Pillar

The guardians of the Granite Pillar are usually arrayed in heavy armour with shield and sword, supported by cataphracts and martially inclined magisters. They practice tactics designed to emphasise their discipline, and are always accompanied by military chaplains who dedicate themselves to supporting and blessing the soldiers, helping them to remain focused on the battlefield and highlighting the virtues of Loyalty, Courage and Pride.

The first Highborn General leads the Granite Pillar army, and is appointed (or re-appointed) at the Summer solstice each year.

The Seventh Wave

While the core of the Seventh Wave is heavily armoured guardians, it is supported by a number of unconquered, scouts, skirmishers and magicians. The army makes great use of mixed-arms tactics, supporting shield-and-sword with bow, or bow with polearm and pike. They are adept scouts, capable of quickly sizing up their enemies and giving clear reports on all elements of the military campaigns in which they are involved.

The second Highborn General leads the Seventh Wave, and is appointed (or re-appointed) at the Autumn equinox each year.

The Valiant Pegasus

The Valiant Pegasus is a relatively new army; recruitment was only completed in 378YE. Initially, the force incorporates some of the finest Highborn siege architects, and was well prepared both to take advantage of Imperial fortifications and bring down barbarian strongholds. Following the opportunity offered by the celebration of Empress Lisabetta, the Valiant Pegasus refocused its efforts to the preservation of life on the battlefield, supported by many apothecaries. As a new army, it has yet to establish a particular identity or reputation for itself.

The third Highborn General leads the Valiant Pegasus, and is appointed (or re-appointed) at the Spring equinox each year.

The Thundering Tide (Defunct)

The venerable Thundering Tide was composed of the descendants of the old Highborn light cavalry units. They adapted their mounted tactics as best they could, becoming experts in maneuverable, fluid tactics designed to outflank their opponents. Many soldiers of the Thundering Tide were trained to fight with pole-arms - an echo of the lances they once used to ride down the enemies of Highguard.

The army was disbanded by Empress Mariika as part of the sweeping changes she made in pursuit of saving the Empire from bankruptcy.. The last general of the Thundering Tide, Abishai of Judah's Evasion, took his own life after. Many of the unconquered and cataphracts that used to belong to this army would go on to join the Seventh Wave.

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Highguard music

Contents

- 1 The Music of Highguard

- 1.1 Style summary

- 1.2 Commonly known songs

- 1.2.1 A musical tradition

- 1.2.2 One for the kids

- 1.2.3 Songs about notable people and entities in Highguard

- 1.3 Further examples

- 1.3.1 Songs

- 1.3.2 Instrumentation

- 1.3.3 Other performance traditions

- 1.4 How to adapt your repertoire

- 1.5 Our sources

The Music of Highguard

Style summary

Highguard's music draws its inspiration from Western church choral music, plainsong and shapenote music (also known as Sacred Harp). Of these, the last probably best exemplifies the musical style - Highguard music is robust and enthusiastic, and accessible to all levels of talent. They enjoy rich harmonies and proudly devotional texts, although amongst themselves a wicked sense of humour occasionally emerges in some soldiers' songs and there are also some surprisingly tender lullabies.

Commonly known songs

- Virtues Anthem - usually led by one singer with everyone joining in the refrain

- Circle March - very easy repeating song

- Hymn to Vigilance - usually led by one singer with everyone joining in the refrain

Popular with all strata of Highguard society, these three songs are heard in chapters, the necropolis, and the fields. It is when the army marches to war with its battle choir, however, that the full majesty of Highguard music is best displayed.

A musical tradition

The Highguard Battle Choirs are a great imperial tradition - no nation matches to battle with the same holy fervour in their singing. Usually accompanied by a single drumbeat, the sound of the Highguard army in full voice is an awe-inspiring and intimidating sound. Often a small number of more confident singers lead the chant in a call-and-response pattern. At least in this context the choirsters are warriors first and musicians second - the singers need not be particularly talented, as it is holy fervour and their indomitable will that characterises the battle choir.

One for the kids

- Circle March - very easy repeating song

- Nursery Rhyme about Lineage- a very naughty chant, not to be repeated in front of anyone with Lineage!

Songs about notable people and entities in Highguard

- Enoch and Levi - romantic ballad, Highguard style...

- Pride of the Highborn - anthem of Adina's Charge

- Silent Tide- anthem of the Chapter of the same name.

- Anthem of Cantiarch's Hold

- Vigilance Guide Our Faithful Watch -A song commemorating the founder of Felix's Watch.

Further examples

Songs

- For Once I Was A Young Man -cautionary tale about the virtuous life

- The Ritual for the Departed - haunting funerary song

- Gone - another song for partings and funerals

- Virtues Anthem - shapenote song with chorus

- The Navigators - shapenote song, medium

- Circle March - very easy repeating song

- Hymn to Vigilance - medium call and response plainsong

- Idumea - medium shapenote song about reincarnation

- Naughty Pilgrim Song, an alternative to all the serious songs sung in Highguard!

- O Oriens - easy plainsong

- Virtue Never Falter - rousing song with chorus, also popular in the Brass Coast

- Least of my Kind - stirring battle song

- Farewell Farewell - rousing funeral song from Highguard but also popular in the Brass Coast due to boat references

- Highguard Go To War - Battle anthem

- All Come Listen - a well known, simple song that can be sung as a round

Instrumentation

- Highborn musical traditions favour the flute and other wind instruments. On days when the wind is high, a chapterhouse resounds with the song of wind chimes, aeolian harps and bells.

- Trumpets and bugles are often blown before a battlefield charge.

Other performance traditions

How to adapt your repertoire

- If singing in harmony, try to sing in consecutive 4ths or 5ths. This gives a fantastic 'plainchanty' sound perfect for Highguard. An example is Circle March (arranged by Katy Cooper) which starts in unison then goes into 4ths before full harmony.

- Many songs can be made to sound plainchanty by just pulling the rhythm all over the place. Have a listen to some church psalms and simply substitute your own lyrics.

Our sources

Shape note/Sacred Harp singings (Northern or Southern Harmony), any plainchant choir,

Here is a youtube playlist of appropriate or inspiring music.

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Highguard people

Contents

- 1 Overview

- 2 Names

- 2.1 Sample names

- 2.2 Naming resources

Overview

The Highborn have always known their destiny. From the first, they brought civilisation, and carved a nation from the wilderness, driving the barbarians before them as they expanded. This civilisation, intimately connected to their notion of Virtue, has only grown and strengthened over the years, finally reaching its maturity at the birth of the First Empress and the formation of the Imperial Creed.

Most dwell in chapters, fortified settlements spread across the plains and linked by roads, rivers and canals. The chapters are united by a common purpose, a creed that defines their own subtle interpretation of the Way of Virtue. The Highborn pride themselves on the strong sense of community within a chapter. They work together and often eat together, meeting daily in the chapterhouse for prayers and to break fast.

It is said – only half in jest – that every Highborn, no matter what their calling, is also part-soldier and part-priest. The grain of truth at the heart of the proverb is that the Highborn are raised from a young age not to take what they have for granted, but to be constantly alert to threats both martial and spiritual.

Highguard is a distinguished nation. Their days of rapid change, hurried conquest and shifting rulerships are behind them, and their culture has reached a pinnacle of insight and stability. The Highborn are proud of their accomplishments; if they are wary of change it is because they have worked so hard to achieve what they have. This caution has served them well through the founding and expansion of the Empire, allowing them to strengthen their culture and faith without the dilution of barbarian customs. Their love for Imperial civilisation drives them to defend it from those who would diminish it – whether invading foreigners, well-meaning Imperial converts or the sinister eternals.

Although the Highborn are justifiably proud of their role in creating the Empire, they are vigilant against the vices of hubris and indulgence. In Highguard, everyone must do their part to ensure the triumph of nation and Empire. Those that are raised up to positions of power are expected to do more than most. To the Highborn way of thinking, senators and the like are the servants of the Empire, hand-picked by the citizens to display moral rectitude and provide leadership. With power comes a tremendous responsibility: to be decisive and proactive, to use the power you have been given to benefit all. Those who use such positions to make themselves wealthy or idle are regarded with contempt.

A sense of history is profoundly important to the Highborn. More than the dry recording of facts, Highborn history is explicitly written as a chronicle to inspire future generations. Elements such as an invigorating narrative, a strong central character, and an enlightening lesson are considered far more important than useless – or worse, negative – details. Highborn scholars consider speculation over the accuracy of any given historical account (all of which are by their nature subjective) pointless, and instead focus on its relevance as a lesson to the present and future. This has been known to bring them into conflict with the Urizen archivists. The Highborn abhor the indiscriminate Urizen approach to source material and their refusal to apply a rigorous moral judgement to what they record and propagate.

Names

Highguard first names are primarily Old Testament Biblical in flavour.

They are chosen carefully for the child in order to establish the appropriate resonance and also consideration of the surname they will bear. Within a chapter there is usually little need for a second name, where there is confusion people often identify the specific individual by referencing a notable parent, i.e. Dinah, daughter of Eli.

When being formally introduced or described to people from outside a chapter, it is customary to append the individual's chapter to their name, reinforcing that it is the community in which the Highborn is a member that is more important than matters of blood. Chapters themselves are normally named after their founder and where, or why, they were founded, i.e. Ezekiel's Guard or Rebekah's Haven.

This means a Highborn might be called, for instance, Dinah of Ezekiel's Guard or Saul of Rebekah's Haven, using the previous chapters. If the Highborn changes chapter, for some reason, it is normal to take a completely new name to represent the change of direction in the individual.

Sample names

- Male: Aaron, Amos, Caleb, Eli, Enoch, Ephraim, Gideon, Hiram, Hosea, Ira, Levi, Mordecai, Noah, Reuben, Saul, Seth.

- Female: Abigail, Delilah, Dinah, Esther, Jemimah, Leah, Miriam, Naomi, Rebekah, Sarah, Tamar.

Naming resources

Wikipedia has an excellent list of biblical names, along with the historical meanings.

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Highguard religious beliefs

“Virtue is contagious; so is vice.”

Bastion is the birthplace of the Way of Virtue and the Imperial Synod was founded here. In the days before the Empire was founded, chapters like the Winds of Virtue sought to take The Way to other nations. This in turn led many pilgrims to travel to Highguard seeking to experience their past lives. During the early decades of the Empire a constant influx of visitors came to the great city, many of whom engaged in discussion with the Highborn priests and each other before carrying the seeds of the Way of Virtue back to their own nations.

Highborn priests are dedicated to the Way of Virtue, and in ensuring that it does not become corrupted by outside forces. Through virtue, the Empress was able to forge a union of the disparate human nations. It is that same virtue that keeps the Empire strong to this day. Highborn priests at home, in the Synod and throughout the Empire continue to preach the Orthodox Imperial Creed, ever vigilant for heresy that might undermine it.

Wayfarers

Highborn priests know that the strength of the Empire is intimately bound to the Imperial Faith. This has lead to the tradition of the Wayfarers - priests who act like missionaries, travelling the Empire to encourage the people to actively embrace not only the Imperial Faith but the ideals of the Empire itself. They often make a close study of the people they move amongst, reminding them of their own heroes and virtuous exemplars.

Warfarers tend to wear a wide sash of braided black and white cloth as a symbol of their office. It is usually worn over a traditional Highborn robe with a heavy cowl or veil. They try to help people make up their own minds and come to their own conclusions, through careful questioning and encouragement to examine motivations, actions and beliefs.

The Inquisition

Highborn history teaches the dangers inherent in the senate system. When the Patrician Council turned from serving the good of the nation and became self-serving, it nearly destroyed Highguard. Ever mindful of the dangers, Highborn priests are vigilant for treason, hypocrisy and corruption. They watch the Imperial Senate for warning signs that it has become corrupted, and are prepared to take action to ensure it remains the servant of the Empire and not its master. They also look closely at outside influences – foreigners, Eternals, so-called “free thinkers” and the like.

The Highborn know how important it is to preserve the purity of the Imperial Faith, and the Empire as a whole. Highborn priests ensure that the Imperial Synod retains the powers of Inquisition and Revocation, and actively use those powers to ensure the Empire thrives. Priests who embrace an inquisitorial role often use the image of the Basilisk Awake – a lizard with terrible red eyes that legend says can strike the unworthy dead with is piercing gaze.

The Synod has occasionally debated requesting the Senate authorize the formalization of an official Imperial Inquisition, to give it additional binding powers. Support for this is mixed; some priests argue that enhanced powers would make the Inquisition more effective, others argue that the duty of vigilance and inquisition is one that all priests should exercise - that it should not be restricted to members of a separate body. All attempts to create a formal body have foundered in the past - instead there have been countless unofficial groups, often acting in secret, who have dedicated themselves to the spirit of Inquisition, looking to root out heresy and those guilty of less-than-virtuous behaviour.

Stewards of the dead

Some priests become stewards of the dead. Dedicated to recording the deeds of heroes of the Empire, they maintain the tombs and mausoleums of the Necropolis. Their calling means they do more than simply tend graves – they collect stories and histories of the dead, and use these stories as a method to encourage and inspire the living. They officiate at funerals in Highguard, generally an entombment of the body, but regardless of whether mortal remains are involved every Highborn wants their name inscribed on a monument in the Necropolis.

By tradition, every dead Emperor and Empress should be entombed in the Necropolis, and the stewards take this responsibility very seriously. They also “collect” the bodies of heroes of other Nations, and offer to inter them in the Necropolis which serves as a reminder of the deeds of heroes.

It is also the role of the stewards to deal with the excursions of dead spirits. Usually this takes the form of a shade or spirit with pressing business that reaches out towards its living relatives in a terrifying manner. The stewards are charged with interceding and laying the spirit to rest. At the same time they work with the Magi to ensure that the occasional ambulatory corpses that appear in the necropolis are dealt with respectfully but effectively.

The stewards generally dress in simple robes in the style of whichever chapter they belong to. They often carry a book to record the deeds of heroes, and at festivals recite tales to bring to life the memory of those who have gone before. They ring bells and speak to the accompaniment of wind-chimes, allowing the breath of the dead to add their own contribution to the tales of their deeds.

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Highguard territories

Contents

- 1 Overview

- 2 Bastion

- 3 Casinea

- 4 Necropolis

- 5 Reikos

- 6 Highborn Territories in Play

- 6.1 Being from Bastion

- 6.2 Being from Casinea

- 6.3 Being from Necropolis

- 6.4 Being from Reikos

Overview

Highguard dominates the southern Empire. Bastion is the heart of their nation, a civilised and well-settled land of wide plains dotted with well-tended woodlands. Wherever they go, the Highborn bring civilisation - even the sparsely populated forests and fields of Necropolis are liberally scattered with chapterhouses that protect the people from threats internal and external alike. Their cities lie along the length of the river Couros; from the Necropolis at the river’s mouth, past the rich and fertile fields and plains to the holy city of Bastion, and then up past High Chalcis to the very eaves of the Great Forest of Peytaht.

Bastion

Bastion presents the calm, serene visage of the Highborn to the world. After the civil war, the White City was built on the banks of the Couros as the heart of a reborn nation.Bastion is also seen as the heart of the Way; followers all over the world look to it for guidance and it is a place of pilgrimage for the faithful. Faith, politics, and the manifest destiny of the Highborn are all bound up in the fabric of Bastion.

During the founding of the Empire, Bastion very nearly became the "official" capital of the Empire in 3YE; at the last minute the Senate decided to hold their quarterly gatherings in Anvil instead. Outside its walls, beautiful rolling plains are dotted with woodlands and carefully maintained parks. When Reikos fell to the Druj, Bastion suddenly found itself on the front lines. Many of the chapterhouses in the northern regions in particular still have a strong military aspect, although now that Reikos has been liberated this may change.

Casinea

In Highguard's northwest, Casinea is an old and wealthy territory. It is the site of the town of Anvil, the political heart of the Empire. In the past Casinea was threatened by enemies both human and otherwise - only with the foundation of the Empire was peace assured. That peace is fragile, however - the vallorn of neighbouring Brocéliande stirs in its slumber, and the recent occupation of Reikos by the Druj sent a stark message of the dangers of complacency. The wealth of Casinea lies in its hills and their rich mines and quarries, and in the timber and rare materials found in its western forests.

Necropolis

The first Highborn settled along the coast of the Bay of Catazar here, driving out the orcs to conquer the territory. They called the territory Pharos, and built a great city here to serve as their capital. That city burnt to the ground during the civil war, and was then rebuilt as a memorial to all that had been lost. Today, the great cemetery holds the mortal remains of some of the greatest Imperial citizens who ever lived - the heroes and Thrones who built the Empire and continue to defend it.

Necropolis is a land of sorrow, first and foremost. Poets wax lyrical about the sad grandeur of the landscape, but even the least sensitive sometimes have to suppress a shiver at the realisation of their own mortality. Yet the sorrow of Necropolis is tempered with the knowledge that all things pass - that sorrows teach valuable lessons, and that loss is part of life. Even the most bustling chapterhouse in Necropolis will contain some memento mori, some little touch that is ignored consciously but that subconsciously reminds them every day that people die.

Reikos

This formerly peaceful stretch of the Couros river was once known for its pleasant gardens, gentle parks, and beautiful countryside. It became wealthy thanks to the bounty of stone and wood from the Vigilant Swan and the Great Forest; herbs from the Gardens of High Chalcis; trade with Therunin and Morrow; and from the beauty that made it a favourite place for Imperial citizens from across the Empire to convalesce after illness, or to spend time away for the cares of everyday life. Then the Druj came, and after them the merciless rejuvenating power of the eternal Llofir, and the face of Reikos was changed perhaps forever.

Today Reikos is in flux. The chapters that fled are returning, those that weathered the storm are rebuilding. The parks and gardens are gone, overwritten with new forest or drowned in blood during the war and subsequent liberation. A malign miasma still clings to the hidden places where the Druj performed their abominable rites, while the desperate spirits of those who fell to their blades continue to haunt the living. Perhaps the beauty of Reikos may be restored, tempered by the knowledge of how fragile it is. Perhaps the new Reikos will be a darker place forged in bitterness and loss.

Highborn Territories in Play

Every Highborn chapter is located in a single territory. During character creation, you select your home territory - the territory where your personal resource is located - and under normal circumstances this would be the territory where your chapter is based.

Highguard elections are only partially based on considerations of territory. The senator for each territory isdecided by the National Assembly - every Highborn character with a congregation can take part regardless of their home territory - but the actual candidates are put forward by the chapters based in the territory that is being elected. As a result where you are from can still effect your ability to take part in politics.

You don't need to declare which region you live in, but it's often useful for your group to define the location of your chapterhouse for purposes of plot, and for making the game world feel more real. You might live in or near one of the established settlements, but your chapterhouse could be built anywhere in the territory - the named villages and towns are by no means the only settlements in Highguard! Your character background, or your group background, can include a few details about your home if you like, and many chapterhouses come with their own small settlement that looks to them for protection and guidance.

Each of the four territories has certain themes, which are often used as a starting point when plot writers create plot. Furthermore, certain personal resources lend themselves to certain territories better than others. These are suggestions, however, rather than hard and fast rules. In particular, the personal resources of congregation and military unit are appropriate to any of the four Highborn territories - although it's still a good idea to flavour your resource to reflect the individual character of your home territory.

Being from Bastion

Bastion is the heart of Highguard, and has themes of faith and destiny. The most important settlement is without doubt the city that shares its name with the territory - the White City of Bastion. There is something of an echo of the real-world Vatican about the White City - it is the centre of a world-wide faith after all. It's also a politically charged place - the Highborn see themselves as the shepherds of human destiny, but not everyone agrees as to where that destiny might lead.

Outside the city, this is a very civilised territory. It is widely settled, and even its woodlands tend to be reasonably safe. Bastion is not much troubled by bandits or monsters, for example. The key conflicts in Bastion are likely to come through disagreements with fellow Highborn, or with people of other nations who question the assumption that Highguard should guide the future of the Empire.

Bastion is a good place to be from if you intend to be involved in the politics of Highguard, regardless of your personal resource. The White City is full of priests, and makes an excellent place to maintain a congregation, while the chapters along the border with Reikos have had a lot of recent experience fighting the Druj and might lend themselves to an interesting background for a military unit. Farms and businesses alike make sense here, and the carefully cultivated woodlands would be an excellent site for a forest resource.

Being from Casinea

Casinea has themes of tradition and the vigilance required to protect those traditions. The most important settlement in Casinea is without doubt Anvil - the political heart of the entire Empire - which contributes to the undercurrents of conflict and suspicion in the territory. It is easy for visitors to forget that Anvil is by no means a truly Highborn settlement - and several of the chapters here look askance at the unvirtuous behaviour that takes place there during the seasonal Summits. There are deep divisions beneath the surface of Casinea - between the prosperous chapters of the east and the insular chapters of the west, as well as between the traditional, insular chapters and those who embrace the benefits of being part of the larger Empire. Historically, Casinea is where the Highborn fought other humans - the people of Dawn, the Navarr, even the Marchers on occasion.

Casinea is a good choice for chapters that are interested in sources of raw materials - especially mines but also forests. This is also a territory with a long history of trading with other nations. With the proximity of the League, the regular influx of traders and travellers heading to Anvil, and the completion of the Blood Red Roads it makes an excellent choice for a character or chapter interested in business.

Being from Necropolis

Necropolis has themes of sorrow and also mystery. The Necropolis itself is the heart of the territory, and a reminder of the dangers of a lack of Vigilance can lead to. After all, the Necropolis was once Pharos - the capital of the Highborn - until it was destroyed by a civil war that grew out of corruption, indolence, and arrogance. The barriers between the living and the dead are thin here, and this means that of all the Highborn territories it is perhaps the most magical in nature. It's also where the Highborn first settled, and is steeped in history - a character who wants to explore the complex relationship between Highborn history and truth could find an appropriate home here.

The territory is sparsely settled, and has a slightly exaggerated reputation for being full of ghosts. The Necropolis itself is strongly associated with the study of Winter magic, and this is an excellent territory for a chapter that is interested in magic to be based. A magister will be right at home here, and there is plenty of space to maintain mana sites. As with Bastion it is also a good choice for a congregation. In the case of Necropolis, however, the priests have a tendency to be more practical than political in nature - their congregations are more important for allowing them access to the liao they need to practice their ceremonies than for the votes they provide in the Imperial Synod.

Being from Reikos

Reikos is about loss and new beginnings. The largest remaining settlement in Reikos is High Chalcis, but it is a shadow of its former self. For fourteen years, it was occupied by the Druj orcs - orcs known for their cruelty. The people were mercilessly dominated, enslaved, forced to work until they dropped, and slaughtered if they showed the slightest sign of rebellion. Hundreds were killed as an example, or a threat, or on a whim. The territory itself was ravaged from one end to another, ruined, and rebuilt in as a corrupt mirror of what it had once been. After the liberation, the signs of the occupation were washed away by the tide of Llofir's magic, but the scars on the souls and memories of those who experienced them first hand will not be healed so easily.

Without a doubt, Reikos is the best for for a chapter or individual interested in herbs and herb gardens. The presence of the Gardens of High Chalcis gives an immediate benefit to anyone who maintains a herb garden. Thematically Reikos was not only a place of healing but was occupied by the Druj - experts in herb lore. it is also a particularly good fit for a martial chapter - the triple threats of the Forest of Peytaht, the vallorn of Brocéliande, and the presence of Llofir in Tamarbode are all good reasons for the captains of military units to take an interest in Reikos.

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Hire Asavean Architect

To engage the services of the Asavean Architect

Proposed by Redoubt, Seconded by Morrow

Overview

- Passed

- Stipend passed at 8 thrones

- This is relating to the opportunity presented here.

Date

- Winter 380YE

Campaign Outcome

- Almodin Oktístis, Priest of the Builder, has been hired by the Imperial Senate and will work on up to two commissions a season if specifically stated, and of sufficient size.

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Hirmok

Contents

- 1 The Scythe, Rune of Dominion

- 1.1 Using Hirmok in magic

- 1.2 Crafting with Hirmok

- 1.3 For Machine Embroidery

The Scythe, Rune of Dominion

Affiliated with the Realm of Autumn

Hirmok is the well-tended field, the orderly demesne of the strong ruler. It is the boundary that defines a sphere of influence and rejects all else. That which is Hirmok is bent to one service; all strength and resources moulded into something greater.

Amongst its concerns are the orderly imposition of the will over the vagaries of mortal nature and the elements. As such it can be a harsh rune, and is sometimes called the Tyrant’s Rune, but in truth it could be seen as perfectly in accord with the Imperial Virtue of Loyalty.

This is also a rune that indicates mastery of the self, or of outside forces. In Urizen for example it is sometimes combined with Aesh the Rune of Thought to represent Arete.

More than reach, the rune concerns itself with grasp, it is a claim that has been staked and will be defended. The ancient trolls often erected stone piles with this rune to mark the boundaries of their petty kingdoms, and Marcher beaters sometimes employ a similar scratchmark when beating the bounds. The great gates of Holberg are said to have it stamped on every brick, every piece of timber and every nail as one simple warning: what’s ours shall never be let go.

Using Hirmok in magic

The Rune of Dominion is evoked in magic that controls other forces, and it is often used as part of dangerous or destructive rituals to control and channel the release of energies. It is sometimes evoked in magic of binding or geasing, especially when one of the parties involved is not voluntary. Finally, it is a powerful rune when used in magic that identifies possessions or defines an area especially for warding purposes. Some magicians evoke Hirmok when performing the entangle incantation.

Crafting with Hirmok

While it has some negative connotations, it is a common rune found on jewellery that is used to signify leadership, such as the Seigneur ring of League Merchant Princes or the coronet of an Earl.

Call upon that which beats back the wild growth of spring, carefully stores up the golden harvests of Summer and guards against the ruin of winter.

For Machine Embroidery

Here is a digitized version of Hirmok in .jef format, suitable for a 7x5 hoop. File:RuneHirmok.jef

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

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His Banner's Not Mine

This song is popular in various parts of the Empire, and the nationalities of the lovers are often changed to suit the audience.

Lyrics by Daisy and Jude, music traditional Scottish as sung by the Poozies.

A pdf of the tune and lyrics can be found here.

His banner's not mine, not mine, not mine His banner's not mine, bonny though the colours be

I saw him in the market square In the sunlight standing there A bonny boy with flaxen hair And oh his smile is dear to me

Next day I buckled on my shield And lifted up my sword to wield Who should I see there on the field But the lad that was so dear to me...

His banner's not mine, not mine, not mine His banner's not mine, bonny though the colours be

My love he is a Marcher born And to a Dawnish Earl I'm sworn And oh, in two my heart is torn But still his banner's dear to me

Come dawn the army will depart And many months we'll be apart I'll hold forever in my heart His banner that's so dear to me

His banner's not mine, not mine, not mine His banner's not mine, bonny though the colours be

He's off defending distant shores And I must fight another war Perhaps I never shall see more His banner that's so dear to me,

But maybe there will come a time When our two nations stand combined He'll raise his banner next to mine The banner that's so dear to me

His banner's not mine, not mine, not mine His banner's not mine, bonny though the colours be

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Historical Thrones (Redirected from Historical Empresses and Emperors)

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

Overview

There have been nineteen Empresses and Emperors since the Empire was founded.

Reign

Name

Title

Nation

Number

1YE - 22YE

First Empress

the First

Highguard

1

23YE - 34YE

Emperor Giovanni

the Peacemaker

League

2

36YE - 69YE

Empress Richilde

the Sun Queen

Dawn

3

71YE - 91YE

Empress Teleri

the Pious

Navarr

4

(91YE-103YE)

n/a

First Interregnum

n/a

n/a

103YE - 120YE

Empress Aenea

the Builder

Highguard

5

125 YE - 167 YE

Empress Varkula

the Undying

Varushka

6

168YE-179YE

Emperor Frederick

the Philosopher

League

7

180 YE - 198 YE

Emperor Barabbas

the Mariner

Highguard

8

200YE - 209YE

Emperor Nicovar

the Mad

Urizen

9

212YE - 234YE

Empress Mariika

the Cunning

Wintermark

10

239YE - 248YE

Emperor Guntherm

the Bold (or the Bloodthirsty)

Wintermark

11

249YE - 257YE

Empress Brannan

the Relentless

Navarr

12

258YE-281YE

Emperor James

the Wise

Marches

13

(278 YE - 300YE)

n/a

Second Interregnum

n/a

n/a

300YE - 318YE

Empress Deanne

?

?

14

324YE - 329YE

Emperor Ahraz

the Liberator

Brass Coast

15

331YE - 346YE

Empress Giselle

the Unwise

League

16

348YE - 368YE

Emperor Hugh

called the Fat

Dawn

17

371YE - 373YE

Emperor Walter

called the Ham-fisted

Marches

18

374YE - 376YE

Empress Britta

called the Young Empress

Wintermark

19

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Historical Thrones

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

Overview

There have been twenty Empresses and Emperors since the Empire was founded.

Reign

Name

Title

Nation

Number

1YE - 22YE

First Empress

the First

Highguard

1

23YE - 34YE

Emperor Giovanni

the Peacemaker

League

2

36YE - 69YE

Empress Richilde

the Sun Queen

Dawn

3

71YE - 91YE

Empress Teleri

the Pious

Navarr

4

(91YE-103YE)

n/a

First Interregnum

n/a

n/a

103YE - 120YE

Empress Aenea

the Builder

Highguard

5

125 YE - 167 YE

Empress Varkula

the Undying

Varushka

6

168YE-179YE

Emperor Frederick

the Philosopher

League

7

180 YE - 198 YE

Emperor Barabbas

the Mariner

Highguard

8

200YE - 209YE

Emperor Nicovar

the Mad

Urizen

9

212YE - 234YE

Empress Mariika

the Cunning

Wintermark

10

239YE - 248YE

Emperor Guntherm

the Bold (or the Bloodthirsty)

Wintermark

11

249YE - 257YE

Empress Brannan

the Relentless

Navarr

12

258YE-281YE

Emperor James

the Wise

Marches

13

(278 YE - 300YE)

n/a

Second Interregnum

n/a

n/a

300YE - 318YE

Empress Deanne

the Fair

Navarr

14

324YE - 329YE

Emperor Ahraz

the Liberator

Brass Coast

15

331YE - 346YE

Empress Giselle

the Unwise

League

16

348YE - 368YE

Emperor Hugh

called the Fat

Dawn

17

371YE - 373YE

Emperor Walter

called the Ham-fisted

Marches

18

374YE - 376YE

Empress Britta

called the Young Empress

Wintermark

19

380YE - Present

Empress Lisabetta

of Flowers

League

20

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Imperial history (Redirected from History)

Imperial historians date from the foundation of the Empire. Events that happened after the Empire is created are recorded as YE for "Year of the Empire" and BE for "Before the Empire." Most nations had their own calendars before the foundation of the Empire so historical documents that predate the Empire use different systems. A very few Highguard historians stubbornly cling to the numbering SL for "Since Landfall" dating from the point at which they first set foot on these shores, but this is a largely discredited system.

Contents

- 1 The distant past

- 2 Formation of the nations

- 3 Foundation of the Empire

- 3.1 Year Zero

- 3.1.1 (1 YE - 5 YE) Internal conflict

- 3.1.2 (6 YE) The Senate, The Synod and the Military Council

- 3.1.3 (22 YE) Death of the First Empress

- 3.2 (22 YE - 34 YE) Reign of Emperor Giovanni the Peacemaker

- 4 Consolidation of the Empire

- 4.1 (36 YE - 69 YE) Reign of Empress Richilde, the Sun Queen

- 4.1.1 (46 YE) Karsk captured

- 4.1.2 (52 YE) Semmerholm defeated

- 4.1.3 (54 YE) Scouring of Redoubt

- 4.1.4 (56 YE) Reikos gained

- 4.2 71 YE - 91 YE Reign of Empress Teleri the Pious

- 4.2.1 (74 YE) Westward expansion

- 4.2.2 (88 YE) Invasion of Kahraman

- 4.3 92 YE - 102 YE The First Interregnum

- 4.4 103 YE - 120 YE Reign of Empress Aenea the Builder

- 4.5 125 YE to 167 YE Reign of Empress Varkula, called 'The Undying'

- 4.5.1 (125 YE) Assimilation of Zenith

- 4.5.2 (136 YE) Fall of Holberg

- 4.5.3 (154 YE) Skarsind pacified

- 4.5.4 (167 YE) Domination of Miekarova

- 4.6 168 YE to 179 YE Reign of Emperor Frederick, called 'The Philosopher'

- 4.7 (180 to 198 YE) Reign of Emperor Barabbas

- 4.7.1 (183) Expansion into Segura

- 5 Stability

- 5.1 (200 YE - 209 YE) Reign of Emperor Nicovar "the Mad"

- 6 (204 YE - 259 YE) Years of turmoil

- 6.1 (212 YE - 234 YE) Reign of Empress Mariika

- 6.2 (239 YE - 248 YE) Reign of Emperor Guntherm

- 6.3 (249 YE - 257 YE) Reign of Empress Brannan

- 6.4 (257 YE - 281 YE) Reign of Emperor James

- 6.4.1 (265 YE) Fixing the borders

- 6.5 (281 YE - 300 YE) The Second Interregnum

- 6.6 (300 YE - 318 YE) Reign of Empress Deanne

- 6.6.1 (322 YE - 324 YE) The Orc Rebellion

- 6.7 (324 YE - 329 YE) Reign of Emperor Ahraz "the Liberator"

- 6.7.1 (324 YE - 328 YE) The Freedom Heresy

- 7 Decline

- 7.1 (331 YE) The Decline begins

- 7.2 (331 - 346 YE) Reign of Empress Giselle 'the unwise'

- 7.3 (348 - 368 YE) Reign of Emperor Hugh, called 'the fat'

- 7.4 (371 - 373 YE) Reign of Emperor Walter, the ham-fisted

- 7.5 (374 YE) Coronation of Empress Britta

- 7.5.1 (376 YE) Death of the Young Empress

The distant past

According to historians among the Navarr, Urizen and Winterfolk, the orcs occupied land that had once belonged to early human kingdoms. What is known is that there were some powerful human kingdoms at this time, but that they were ultimately defeated and overthrown by the orcs.

When the first waves of human colonization began, most of the initial inhabitants were in retreat - the Navarr to their forests, the Urizen to their mountains, the Suaq and the Kallavesi to the inhospitable north, the Ushka huddled around their camp fires, and the Feni lurking in their wilderness. There were also humans living among the orcs, largely as chattel, slaves or subjects. Where these humans were freed from orc oppression, they were usually assimilated by the conquerors leaving no records of their own culture.

Formation of the nations

Three waves of colonization brought people that founded new human nations. The Highborn are generally held to be the first, landing in the south, the forebears of Dawn and The Marches settled in the east and the Steinr and Vard appeared in the north leading to the creation of Wintermark and Varushka respectively.

These nations grew in size and power through constant warfare with their neighbours, particularly the barbarian orcs who claimed the land as their own. While the nations were successful, life was hard and brutal for the initial settlers and historians believe that it was only a matter of time before these new human nations would have been overrun and subjugated, like their predecessors.

Foundation of the Empire

Year Zero

With an eye to the conflict between the human nations and the risks posed by the orcs, the First Empress began her crusade in Highguard. She gathered around a small group of like-minded individuals from various nations and with their assistance, and with the aid of the Navarr, she brought together the leaders of humanity to discuss the barbarian threat. Her vision and charisma - and the hard work of her allies - convinced many of them to recognise the value of an Empire. The people of Urizen declined to join, but sufficient folk from The Brass Coast, Dawn, Highguard, The League, The Marches, Navarr, Varushka and Wintermark accepted the proposal to allow them to form the Empire.

(1 YE - 5 YE) Internal conflict

In the early years the Empire concentrated on consolidating its position. The creation of the Empire led to a brief but bloody civil war in the Marches and the first of many battles with the orcs. During this time the first Egregores were created through a ritual created by the Hakima of The Brass Coast to ensure that the various nations are able to maintain their distinct cultural identity.

The most significant conflict was in Varushka where the Imperial forces engaged those of the corrupt boyar Alderei the Fair who threatened to conquer Varushka and create his own corrupt Empire. With the magical aid of the Volodny magicians, his armies proved to be a match for the Imperial forces. The efforts of powerful magicians ultimately neutralised the Volodny and the tyrant boyar was defeated by the Marcher general Tom Drake, although his body was never recovered.

(6 YE) The Senate, The Synod and the Military Council

The Empress and her advisors laid the groundwork for Imperial structures to support and empower the Empire. Building on traditions of government in Wintermark, the Senate was created to advise the Empress and give the nations a voice in the rule of the Empire. Following a plan developed in the Marches, the Military Council of generals was set up to coordinate the military forces of the various nations. The Synod was formed by the priests of Highguard, allowing the Imperial Faith to serve as a unifying force with a remit to ensure that the leaders of the Empire did not become corrupt.

(22 YE) Death of the First Empress

The First Empress led her troops from the front, rallying and inspiring them in their campaigns against their enemies. She died on campaign in battle against an orc barbarian tribe on the Brass Coast who were subsequently wiped out. She was interred in the Necropolis at Highguard, creating the tradition for many dead Emperors and Empresses that followed.

The last known horse, the mount of the First Empress, died at this time. Highguard tales described the pair's final battle, but Urizen records of army logistics from this period suggest that the horse died before the Empress. Although the first Empress is always shown on a horse, there were no more horses after this time.

(22 YE - 34 YE) Reign of Emperor Giovanni the Peacemaker

After the death of the First Empress, Emperor Giovanni of Tassato was chosen by the Senate to replace her. An advisor to the late Empress, Giovanni was a statesman and politician rather than a military leader like his predecessor. He set about ensuring the Empire had the infrastructure required to help it prosper. His first act was to initiate a tradition of meeting once every three months at the site of the first meeting where the Empire was formed. A Senate building was built on the site, and it was declared Imperial Territory.

Giovanni approached the people of Urizen with an invitation to join the Empire, and this time they accepted. In return they offered their expertise as scholars and mages. Urizen scholarship slowly helped to raise levels of education and literacy across the Empire. Harnessing the power of Urizen divination with the expertise of the civil service helped Giovanni to transform the Imperial Civil Service into its current form.

The Urizen worked with the Empire to create the Imperial Conclave, inspired by experiences during the war with Alderei the Fair in Varushka. The divided magicians of the Empire, each jealously guarding their own secrets, were barely able to neutralise the much smaller force of the Volodya, and the Senate was keen to ensure that this does not happen again.

Giovanni also laid the foundations of the Imperial Bourse, and worked with the Senate and Synod to codify the body of Imperial Law. During his reign he established a single currency based on steel coins issued by the Imperial Mint, based in Tassato under the ultimate control of the Civil Service. Giovanni died in 34 YE but his legacy was at least as durable as that of his predecessor. His relentless commitment to civilisation earned Giovanni the epithet "Peacemaker".

Consolidation of the Empire

(36 YE - 69 YE) Reign of Empress Richilde, the Sun Queen

Following the reign of Emperor Giovanni, there is a brief period during which the Throne is unoccupied. The next Empress is Empress Richilde of Dawn. Senator for Astolat, this accomplished Dawnish noble parlayed her cleverness and charisma into political influence. She instituted the Imperial bards, served as a patroness of the arts, accompanied the Imperial armies on campaign as an inspirational symbol of the Throne, and worked extensively to encourage both national and Imperial pride. After her death, she was recognised as an Exemplar and later a Paragon of Pride.

(46 YE) Karsk captured

Imperial armies from Wintermark and Dawn supported the Varushkan force's conquest of Karsk. The war was long and did not produce tales of heroism or glory.

(52 YE) Semmerholm defeated

An unusual alliance between Marcher and Dawnish forces caused the destruction of a major orc tribe in the territory now known as Semmerholm.

(54 YE) Scouring of Redoubt

A combined Imperial force assisted the seers of Urizen in systematically removing the majority of orc occupants from the territory of Redoubt. Urizen control of the territory expanded allowing it to be represented in the Senate.

(56 YE) Reikos gained

Highborn forces finally succeeded in conquering the Reikos on the borders of the Great Forest of Peytaht. The territory was accepted as part of the Empire although it took over a year to return the first senator for the territory.

71 YE - 91 YE Reign of Empress Teleri the Pious

This Navarr Empress was deeply involved in the business of the Synod, and it was during her reign that they first began to exert the political powers they possessed. During her reign, the Synod gained increasing influence over all other parts of Imperial life, especially the Imperial Senate.

(74 YE) Westward expansion

A campaign to secure the western flank of the Empire took the Mourn from orcs and secured Mitwold to the sea, giving the Empire a western coastline.

(88 YE) Invasion of Kahraman

Freeborn and Marcher armies concluded a successful pincer invasion of the mountainous territory of Kahraman. The occupants were split in two by the invasion and forced out of the territory in the following years.

92 YE - 102 YE The First Interregnum

Following the reign of Empress Teleri there is a period known as the First Interregnum during which there was nobody seated on the Throne. This period is marked by close co-operation between the Conclave, Bourse, Senate and Military Council with the Imperial Synod serving a vital role as supporters and intermediaries. As the interregnum progresses, however, there is increasing dissatisfaction with the dominance of the Synod.

103 YE - 120 YE Reign of Empress Aenea the Builder

The Highborn Empress Aenea spent most of her reign improving the infrastructure of the Empire. Several border wars occurred during Aenea's time on the throne, and at various points the Empire was at war with Faraden, the Iron Confederacy, Axos, Skoura and even (technically) the Sumaah Republic.

125 YE to 167 YE Reign of Empress Varkula, called 'The Undying'

Taking advantage of a weakened and divided senate the ruthless Varushkan Empress Varkula manipulated (and in some cases, allegedly extorted) her way to the throne. She then set about dramatically increasing the military strength of the Empire. Her reign saw the Empire's borders expand, and also saw a reduction in the powers of the Synod that had expanded in the reigns of more pious Emperors and Empresses.

(125 YE) Assimilation of Zenith

The seers of Urizen completed the assimilation of Zenith after a lengthy campaign involving Highborn and League forces and a long sequence of powerful rituals.

(136 YE) Fall of Holberg

Imperial armies from Dawn conquered the territory of Holberg. The city of Holberg was convinced to join the Empire by League diplomats, leading to a political coup in the Senate that resulted in the territory being assigned to the League.

(154 YE) Skarsind pacified

Although it proved impossible to drive the barbarian orcs from Skarsind, enough of the territory was conquered and fortified for it to be declared an Imperial territory.

(167 YE) Domination of Miekarova

Steady expansion by the Varushkan boyars over the preceding century led to the inclusion of Miekarova within the Empire.

168 YE to 179 YE Reign of Emperor Frederick, called 'The Philosopher'

Frederick Ritter van Holberg reigned for eleven years, over a time of relative peace during which the Empire consolidated the gains secured in the reign of Empress Varkula. He was a philosopher and political scholar who fiercely protected the rights of the individual over those of the state, and encouraged citizens of all nations to view the prosperity and security of the Empire as both their responsibility and something in which to take great pride.

(180 to 198 YE) Reign of Emperor Barabbas

The Highborn Emperor Barabbas was driven by the desire to expand the Empire to control the entire Bay of Catazar. He was only marginally successful, managing primarily to alienate the people of Surann and Skoura and ultimately seeing his Barabbine fleet sink in a terrible storm that would have left the Imperial Navy crippled if not for the foresight of his Freeborn allies.

(183) Expansion into Segura

A united front by the Hakima of the Guerra and Riqueza led to the Brass Coast expansion into Segura.

Stability

(200 YE - 209 YE) Reign of Emperor Nicovar "the Mad"

The first reversals in the Empire's fortune occurred during the reign of Emperor Nicovar. Initially a brilliant administrator, Nicovar expanded the role of the civil service in support of the Empire. However, a decade of attempting to micromanage every element of the Empire, as well as a reliance on the magic of Day to gather and interpret ever greater amounts of information, eventually caused him to descend into madness.

The draughir Emperor became increasingly unstable, perceiving patterns in events that appeared paranoid to others. His unpopular policies divided the Senate and the Synod, and there were rumbles of civil war. He began to demand extreme amounts of record keeping and it became clear that he was not in his right mind.

Things came to a head in 209 when Emperor Nicovar sent his troops to burn down the Empire's libraries. There was a revolt, which culminated in the destruction of the central repository of records in Highguard and several key spires in Urizen. The mad emperor was executed by the captain of his own guard, the Navarr Thorn Isaella. Despite appeals for clemency from the Synod, Isaella took full responsibility, and was convicted as a traitor, while simultaneously being lauded as an exemplar of courage and duty and a hero of the Empire.

The destruction of the libraries left a big hole in the history of the Empire - thousands of books and scrolls are lost. While records still existed, there were many gaps and those that remained were fragmentary. Since then scholars have attempted to recreate the books and records they had lost, but with mixed success.

(204 YE - 259 YE) Years of turmoil

This period was characterized by a sequence of military defeats as earlier conquests were lost to resurgent barbarian forces beginning with Segura in the Brass Coast in 204 and ending with the war in Karsk in 259. Most of the defeats were eventually reversed, with the borders moving back and forth. By the end of the years of turmoil, the Empire actually controled slightly more land than at the beginning, but the period is still regarded as a low point in Imperial history.

(212 YE - 234 YE) Reign of Empress Mariika

After three years without an Emperor or Empress, the Suaq Empress Mariika ascended the Throne. The Empire was on the verge of financial collapse, and Mariika's reign is remembered for her ruthless and efficient reorganisation of the Imperial Economy. She disbanded two entire armies, slashed funding to the Military Council, gave the Bourse control of a number of raw material surpluses, recognised several informal positions as Imperial offices, and generally took steps to ensure the Empire avoided economic disaster.

(239 YE - 248 YE) Reign of Emperor Guntherm

The Steinr Emperor Guntherm ascended the Throne after a series of successful campaigns against the Jotun barbarians. He was committed to expanding the reach of the Empire, and chafed under the economic restrictions placed by his predecessor. The early part of his reign is committed to strengthening the borders of the Empire, and a number of castles and fortresses were built during his reign. The latter part of his reign is known for some of the bloodiest battles in Imperial history.

(249 YE - 257 YE) Reign of Empress Brannan

The Navarri Empress Brannan followed Guntherm to the throne, and was another military-minded ruler dedicated to smashing the orcs and expanding the borders of the Empire. Ultimately, her abusive attitude to the powers of the Throne, and allegations of improper relations with certain Eternals resulted in her being the only Emperor or Empress to be revoked by the Imperial Synod. Despite her failings, some of the most glorious battles in Imperial history take place during her reign, she showed what the Empire was capable of when sufficient resources were given to its armies, and with her support the Navarr made great advances in their fight to destroy the vallorn and reclaim their lost cities.

(257 YE - 281 YE) Reign of Emperor James

The Marcher Emperor James took the throne as a peacemaker - not to make peace with the barbarians, but to make peace within the Empire. He was responsible for fixing the borders of the Empire..

(265 YE) Fixing the borders

The Senate decreed that the Empire was now large enough and argued that further expansion was counterproductive, despite vociferous argument from the Synod and the Military Council. Trade routes with various foreigners were established, and peace treaties were signed with various barbarians,ushering in an era of economic growth and prosperity.

Some barbarians continued to threaten the borders, but the armies shifted to a more defensive role.

(281 YE - 300 YE) The Second Interregnum

After James' reign, a period of relative peace settled on the Empire. The borders were reinforced, relationships between the Senate, the Synod and the Military Council achieved a degree of status quo, and both the Conclave and the Bourse focused on their own interests. Modern scholars suggest that this was a period of increasing complacency and introspection for the Empire, but others point to the high quality of life for most citizens, the various advances in magic, the arts and technology, and consider it a golden age built on the solid foundations laid by Emperor James' reign.

(300 YE - 318 YE) Reign of Empress Deanne

Empress Deanne ends the Second Interregnum by taking the throne in 300 YE.

(322 YE - 324 YE) The Orc Rebellion

Prior to 322 YE, many orcs that were defeated in battle were enslaved. Orcs had no rights in the Empire before this time, as they were not considered people in the eyes of the Constitution. There were slave populations in Dawn, Wintermark and Highguard and especially in Varushka and The League.

During this period an orc hero arose among his people, leading them in armed revolt that saw them occupy parts of Varushka, the League, Dawn and the Marches. The Freeborn Emperor Ahraz arranged a deal with the orcs, and a motion to recognise them as people was brought before the Senate. The motion passed by a tiny margin, making the Imperial Orcs citizens of the Empire.

(324 YE - 329 YE) Reign of Emperor Ahraz "the Liberator"

The only Freeborn Emperor to date, Ahraz came to the throne with promises to end the Orc Rebellion. He did so by bringing the slaves into the Empire, and by recognising the right of orcs to be citizens. His reign was marked with turmoil, and he abdicated in 329 YE a broken man.

(324 YE - 328 YE) The Freedom Heresy

A briar priest preaching the heretical virtue of freedom ultimately inspired an attempt to secede from the Empire. When the rebellion was defeated by Imperial forces, the priest led her followers into The Barrens where they attempted to found a rogue state; the kingdom of Mountane. In 328 YE the heretics were destroyed by barbarian orcs, and in 329 YE the ringleaders of the heresy were tried and executed for heresy and blasphemy.

Decline

(331 YE) The Decline begins

In 331YE the territory of Spiral was lost to Urizen. This marked the start of the current period called the decline. A greedy and corrupt Senate, more concerned with internal political manoeuvring than the strength of the Empire, supported two weak occupants of The Throne (Empress Giselle de Sarvos and Emperor Hugh the Fat of House Rousillon) and a third catastrophically incompetent Emperor (the weak and self-indulgent naga-lineaged Emperor Walter Upwold who did not enter the Senate once during his two year reign).

The Synod was mostly concerned with dogmatic disputes and began to lose sight of its mission.

In 346 YE the territory of Holberg was lost to the barbarians. This triggered a defensive mindset and a period of recriminations. More territories were lost, leading to further defensiveness and less inter-nation cooperation. The generals of the Military Council found it impossible to collaborate effectively during this period. The addition of the first Imperial Orc generals in 351 YE simple made the matter worse.

Several more territories on the edges of the Empire were lost during this time.

(331 - 346 YE) Reign of Empress Giselle 'the unwise'

Empress Giselle de Sarvos of the League takes the throne following the loss of Spiral in 331 YE and despite some early efforts entirely failed to re-take that territory. Her reign is marked with a period of political upheaval largely caused by the Empress herself whose blatant favouritism towards the League splits the Senate and the Synod, and causes problems among the generals and the archmagi. Her reign ends with her death during the battle for Holberg which sees that territory lost to the Empire.

(348 - 368 YE) Reign of Emperor Hugh, called 'the fat'

After the death of Empress Giselle de Sarvos, Hugh de Rousillon of Dawn takes the crown. Nephew of the Dawnish general Leon de Rousillon, and a noble of a politically and militarily powerful Dawn noble house, Hugh was a personable, enthusiastic and idealistic knight with extensive battlefield experience. Unfortunately, he was an absolutely abysmal administrator, incapable of delegation, torn between the realities of political life and his personal idealism. His reign is marked by a dizzying number of feasts, banquets and tourneys during which he desperately tried to woo an increasingly jaded Imperial Senate, as well as a sequence of crushing military defeats as Generals began to compete with each other over dwindling resources.

By the end of his reign, the Emperor was almost unrecognisable as the energetic young man he had been when the took the Throne. Decades of feasting had left him corpulent and unhealthy, barely able to fit into his harness. Trying to stay ahead of the manipulations and machinations of the Senate had left him exhausted and despondent. According to those who saw him in the fateful battle for Karsk that spelled the end of his reign and ultimately his life, he was a broken man who embraced the peace offered by death.

(371 - 373 YE) Reign of Emperor Walter, the ham-fisted

Emperor Walter Upwold was a Marcher naga who took the throne under dubious circumstances and was widely considered to be a disaster for the Empire. Under his 'reign' the Senate fell even further into open bickering and factionalism. He choked to death on an olive pit in 373YE during a state dinner with a group of Sarcophan and Jarmite diplomats.

(374 YE) Coronation of Empress Britta

A Steinr woman named Britta became the nineteenth Empress. In the wake of the disastrous Emperor Walter (who was already being termed "the Ham Fisted") she took up the sword and shield and challenged the corruption of the Senate and Synod. She surrounded herself with competent generals, and began to formulate and prosecute a campaign to recover lost territories and drive the barbarians back.

A popular and charismatic figure, she united the people of the Empire behind her and dealt ruthlessly with her enemies. She had the wisdom to select competent advisors. People began to call her the Young Empress, and hailed her as the reincarnation of the First Empress, come to protect the Empire in its time of need.

(376 YE) Death of the Young Empress

The Empress Britta was killed during a disastrous attempt to retake Skarsind. The first event in the game took places four weeks after her death was confirmed.

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Ho Ho Away We Go

Tune is an Iroquois lullaby, words by Daisy Abbott. A harmony arrangement of this by Katy Cooper is available by getting in touch with Daisy

Midi and video available here

Ho ho away we go Ho ho away we go Ho ho away we go And home again and home again

Fly fly honey bee Fly fly honey bee Fly fly honey bee And make your gold and make your gold

Swim swim silver fish Swim swim silver fish Swim swim silver fish Into the waves into the waves

Ho ho away we go Ho ho away we go Ho ho away we go And home again and home again

Add more verses as you like.

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Holberg

Build strong city walls and the world must come to you - and it will come to you, if only to marvel at your walls.

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 The City of Holberg

- 3.2 The Great Pits of Ennerlund

- 3.3 Holmauer Park

- 3.4 Lorenzo's Legacy of Courage

- 4 Regions

- 4.1 Holfried

- 4.2 Holmauer

- 4.3 Misericorde

- 4.4 Utterlund

- 4.5 Ennerlund

- 4.6 Rebeshof

- 4.7 The Morass

- 5 OOC Notes

Overview

Holberg joined the League in 136YE under a riot of political strife in the Senate. The lands that surrounded the city were under the control of barbarian orcs until they were driven back in an epic five year war of conquest by Dawnish nobles and forces loyal to them. But Holberg itself was never conquered; the city was protected by a dozen high walls and the Dawnish armies had little taste for a lengthy siege. When the city was convinced to side with the Empire by League diplomats, it also successfully requested the Senate assign the territory to the League. Dawnish senators were incandescent with fury but there was nothing they could do and Holberg became the prosperous fourth city of the League.

In the decades that followed Holberg grew rich and prosperous. The lands around the city possessed a rich agricultural heritage, well known for their fine vineyards.

Recent History

In 346YE, however, barbarians attacked the territory, sacked the vineyards, burnt the hardwood groves so precious to the city's crossbow makers, and laid siege to the walled city. The Senate remained paralyzed throughout this time, unable to secure funding and forces to raise the siege and in the end the territory was lost to the orcs and remained under Orc rule for over thirty years.

By early 377YE, the walls of Holberg were in a sorry state. The Imperial Senate passed a motion to supply emergency aid to the citizens of the city, following a plan suggested by the master engineer Rhiner Van Hesselman. Money and resources supplied to the city allowed for emergency repairs to be made to the walls, while herbs and medical supplies helped to counter the insidious effects of Druj poisons. Despite the fact that the city was under siege, heroic action meant that the defences were restored to full strength.

In Summer 378YE, the defenders had been forced back to defensive positions within the upper city. The Druj, made overconfident by earlier victories, pressed their advantage in Autumn ... with disastrous consequences for the barbarians.

Over Winter 378YE, Holberg was liberated by a massive force of Imperial troops. The Druj fortress of Rebeshof was devastated, and the barbarian invaders driven back to the northern forests. At the same time, however, their magicians unleashed a dreadful curse on Holberg, causing malignant spirits to animate aggressive trees throughout the area.

Is Holberg cursed?

Empress Giselle met her end here and Emperor Hugh spent much of his reign trying to get support to retake the city. Some claim that when Empress Britta decided to concentrate her efforts on the western Empire it was as much due to her belief in the curse as it was about any amount of residual nationalism. According to the scandalous Sarvosian novel The Waters of Rebeshof, the curse was the work of a Weirwater weaver cabal seeking vengeance for the humiliation of the Dawnish. No evidence to support these scurrilous claims has ever come to light.

Major Features

The City of Holberg

Holberg itself has never fallen - even the Empire was only able to "conquer" it because the burghers of the city opened the gates to them. Famous for its engineers, builders and architects, the city is immensely fortified and defenders held out against barbarian attack for over thirty years. The only approach to the city that remains viable is through a narrow pass that leads over the mountains and into Dawn. Now Holberg is back in Imperial hands the people look forward to their newly appointed Senator rebuilding the city to its formor glory.

Holberg has always been a vital part of the League. The city is notorious for its inventive brilliance, its ability to think of ingenious solutions to problems. Holberg invented the crossbow, but it is not inventions it is known for, so much as the ability of the inhabitants to use what they have to find solutions never before seen. Many Holberghians see life as a complex puzzle, one for which they are seeking the solution. They do not respect flights of fancy - but these people have found ways to build a city on a mountainside. They are utterly pragmatic but ingenious with it.

There is also an emphasis on learning and study that is found nowhere else in the Empire outside Urizen. Holberg already had its own university when it joined the League, something the other cities soon copied. It does not have great libraries to rival Urizen or Highguard - although it has more than its fair share of specialists such as the bookbinders of Leger Domain - but it is a centre of excellence for tutelage, particularly in practical skills like engineering and surgery. There have been several free companies from Holberg whose reputation as siege engineers was unrivalled throughout the Empire. Holberg gives the League a scholarly excellence that allows it to hold its own with rival nations like Urizen - they may not have been able to retake the lowlands without help from the Empire, but they ensured that the city did not fall to the Druj.

One of the finest engineering guilds in Holberg is Wunderkind. With a legacy that reaches back to the time before Holberg was part of the Empire, the engineers of Wunderkind were known for centuries for the creation and design of everything from toys to fountains to siege engines and crossbows - and everything in between. The Grand Clocktower - a unique wonder in the Empire, a mechanical time-keeping device on a massive scale, was built by the founders of the guild.

Holberg is also known for its doctors - many of whom gave their lives fighting on the front lines. The warrior-healer of Holberg is already becoming a popular mythopoetic figure and characters such as the late physick and apothecary Doctor Ventner are appearing in plays and pamphlets as far south as Sarvos.

The Great Pits of Ennerlund

The Great Pits of Ennerlund are a Bourse resource located (unsurprisingly) in Ennerlund. Custodianship of the Pits is an Imperial Title that brings with it a Seat on the Imperial Bourse. It produces 27 Imperial wains of mithril every season. Control is allocated to any Imperial citizen by open auction during the Autumn Equinox. The Pits were severely damaged by the Druj during the last months of their occupation, and repaired at great expense to the Empire. The lower levels are in constant danger of flooding due to the spread of marshland into Ennerlund, placing an increased demand on the Imperial treasury.

Holmauer Park

During the Druj occupation, the suburbs of Holmauer were reduced to rubble choked with vermin - both the four-legged and two-legged kind. In Spring 380YE Katarzyna Von Carstein - a Jarmish immigrant now a citizen of the League - presented a bold proposal to reclaim the ruins. The Imperial Senate agreed with her ambitious plan, although the construction took at least twice as long as first estimated. Over time the shattered wasteland was cleared and the region laid out as broad parkland.

In contrast to the cramped, bustling, brick-and-stone aesthetic of the city proper, Holmauer is now a gentle, restful area of open parks and well-maintained orchards dotted with buildings of white granite and fine marble. The extensive landscaping of the park has led to pleasant paths snaking through flower gardens, grassy banks and natural forest areas. There are row boats for hire on the lakes and river and a new folly on the island for visitors to enjoy. The park includes a beautiful open-air venue for concerts and plays, a public bath house built by the finest Highborn artisans, and the wonderful Imperial Menagerie. At the North-East corner is the Sculpture Garden, a meandering series of paths through a rose garden scattered with statues of recent citizens of Holberg. All in all, the park is a great work that transforms Holmauer into one of the richest, most beautiful, and most desirable areas to live in in the entire League.

Close to the entrance from the city of Holberg is placed a plaque bearing the names of all the citizens who contributed funds to pay for the creation of the park.

Lorenzo's Legacy of Courage

Spread across the entire territory, even in the wild woodlands of Misericorde and the sodden marshes of the Morass are a sequence of red stone stelae. Adorned with axes and roses, and surmounted with a paid of butcher's cleavers, their bases are engraved with phrases celebrating Pride, Loyalty, and Courage around the base. The keystone for this great work stands outside Wunderkind in the city of proper. Commissioned in Autumn 381YE with the use of an Imperial Wayleave by Lorenzo “La Volpe” Macelliao von Temeschwar, these crimson monoliths help to harness the flows of mana through Holberg.

Regions

Holfried

Quality: City

This is where the great fortified city of Holberg stands. It is one of the greatest fortifications in the Empire and was the only reason that the defenders managed to withstand the seige of hostile barbarians for a little over thirty years.(OOC Note: The walls of Holberg are a rank 2 fortification).

In Spring 378YE the Imperial Senate arranged the creation of a cemetery at the foot of the southern wall. Marcher soil and apple trees were imported and watered with waters taken from streams in Mitwold, Upwold and Bregasland.

Holmauer

Quality: Parkland

The sprawling suburbs of Holmauer are a region unto themselves. Outside the walls of Holberg proper, they were devastated by decades of war, cannibalised by the barbarians and citizens of Holberg alike to shore up their fortifications. Makeshift barricades gave way to increasingly sophisticated fortresses, and then to rubble. The walls of Holmauer finally ceased to be a consideration in the Autumn of 378YE - a shattered casualty of the ebb and flow of battle against the Druj.

After the liberation,a few refugees sought to regain their homes in Holmauer, but in most cases literally nothing remained. The priests of the Eastern Front did what they can to help these homeless unfortunates - and ministered likewise to the few survivors who, like them, stayed behind even as the outer city collapsed around their ears. Rebuilding the suburbs of Holberg represented an immense undertaking, especially in the absence of the walls that once protected them. During the Spring Equinox 380YE, the Imperial Senate commissioned a project to restore Holmauer, turning the region into a great park as per the ambitious plans of architect Katarzyna Von Carstein. Following a long delay, work finally began on the park shortly after the Autumn Equinox 380YE, but stalled over Winter. For a long time, the only part of the park open to the public was the Imperial menagerie, but work was finally completed shortly before the Winter Solstice 381YE.

Holmauer is no longer a broken ruin, but rather a beautiful stretch of parkland dotted with clusters of aesthetically pleasing buildings, homes, and businesses. It presents a highly desirable alternative to the cramped conditions in the city proper, and real estate here in Holmauer is very much in demand.

Misericorde

Qualities: Forest, Poisonous

The northernmost region of Holberg, these dark forests were once a haunt of bandits and brigands – the bandit “warlord” Graffler made his base of operations here – and have a poor reputation as a result. After Graffler's death, some of the bandits were forced by necessity to fight for their survival against the Druj - the most committed of whom have since sought clemency and formed a military company in service of the League. Misericorde touches the shores of the Semmerlak, but there has never been much fishing here - the banks of that great lake just across the river are part of the Mallum (claimed by the Druj, and to the west by the folk of Semmerholm. Still, it is not impossible that a small port could be constructed here - especially if the Mallum were freed from Druj domination.

Since the retreat of the Druj, there have been stories of odd activity in Misericorde and neighbouring Utterlund. Shortly before the Summer Solstice 380YE, the threat of poisonous briars, and a venomous fog, were confirmed in the region giving it the poisonous quality.

Utterlund

Qualities: Forest, Poisonous

The forests of Utterlund are tamer than those of Misericorde. At one time they served as a hunting preserve and the were the site of several cultivated woodland preserves such as the beautiful Sorensdromen that in addition to being places of natural wonder produced valuable raw materials for use in several industries. Owned and worked by local people, many forest workers were enslaved by the barbarians during the Druj invasion and suffered greatly at the hands of the orcs.

As with Misericorde, Utterlund gained the poisonous quality shortly before the Summer Solstice 380YE.

Ennerlund

The Great Pits can be found here. Most of the region as dotted with light woodland, although great swathes of it have been clear-cut by loggers and by labourers associated with the mithril mine - indeed the area directly surrounding the mineworks was entirely stripped of trees long ago and is sometimes referred to as the "Ennerlund Wastes". Now that the Druj are gone, the area is slowly recovering - new mines such as Uitgang have been opened, for example.

Unfortunately, as of the Summer Solstice 380YE, Ennerlund is threatened by the expansion of the Morass. If the marshes engulf Ennerlund as they have Rebeshof the Great Pits will need powerful pumps to keep them operational, and it will mark the loss of the last bits of good quality farmland in the territory.

Rebeshof

Quality: Marsh

A wide plain, once dominated by an unsightly fortification built over the several decades by the orc invaders with looted stone. Human slaves were used to work the remaining farms here, providing food to their conquerors. In Winter 378YE the fortress was destroyed by Imperial armies during the liberation of Holberg.

Rebeshof was originally marshland. It was drained at great expense by the people of Holberg between 18YE 20YE. During their occupation, the Druj destroyed many of the dikes and dams that held back the Morass, and in the time since the farmland here has slowly been reclaimed by the waters of the southern marshes. The situation was exacerbated by the sheer amount of Spring magic laid over the territory during the war with the Druj. Following the Spring Equinox 380YE, in combination with the effects of Empire-wide Spring magic, the marshes finally reclaimed Rebeshof.

The Morass

Quality: Marsh

In the past, the Morass has been partially drained. Since the territory of Holberg fell the waters have risen and the swampy land expanded, turning most of the region back into boggy marsh and drowning a great many farms that once exploited the naturally fertile soil of the reclaimed land, such as the old pear orchards of Kröger Steading. There have been several reports of marshwalkers in the last decade although whether these are natural creatures or part of the Druj forces is unclear - the Druj will be sure to exploit them given the chance, however.

The poisonous quality

The forests of Utterlund and Misericorde gained the poisonous quality shortly before the Summer solstice 380YE. Each campaign army that moves through, or fights in, one of these regions will suffer 250 casualties during that season of campaigning.

OOC Notes

- As of the beginning of Spring 379YE the Empire controls all regions of Hoberg.

- All farms in Holberg suffer a penalty of 18 rings production each season due to the lack of good quality farmland in the wake of the expansion of the Morass.

- Holfried is a level two fortification.

- Between them the Blood Red Roads and Holmauer Park provide a total of 1660 rings shared between all League owners of a business in Holberg.

- The Blood Red Roads are a great work that provides a dividend of 450 rings each season, spread between every farm in the territory owned by a citizen of Holberg who attended the previous summit.

- Lorenzo's Legacy of Courage is a great work that provides 37 crystal mana each season, spread amongst those citizens of Holberg who own mana sites.

- The level one fortification at Holmauer was destroyed in Autumn 378YE, along with the last remaining coherent structures in Holmauer.

- The level one fortification at Rebeshof was destroyed in Winter 378YE.

- Attempting to build a permanent fortification in one of the regions with the marsh quality is likely to encounter additional difficulties.

- A list of the spoils of war, that were allocated by the Military Council at the Summer Solstice 379YE, can be found here.

The Frieze of Flowers

Constructed during the legendary celebrations following the coronation of Empress Lisabetta, the Frieze of Flowers is a breathtaking work of art that covers an entire wall of the Casequo Gallery in the heart of Holfried. Painstakingly crafted from the finest materials, inlaid with dragonbone, orichalcum, and tempest jade, it is a true wonder that combines modern artistic techniques with traditional sensibilities. It is a delight of autumnal colours, invoking Prosperity and Ambition.

The central part of the frieze depicts the Empress, triumphant, with a backdrop showing the rebuilt walls of Holberg, and surrounded by symbols associated with her early life (the image of the Seven Mirrors for example), and coronation (fields of white and gold flowers). She rests one hand on the mane of a mighty lion, its head bowed but its strength undiminished by its expression of respect.

There are many other subtle touches however, relating to the past and future not only of Holberg, but of the League and the Empire itself. In one part, depicting the armies of the League taking back Holberg, is a image of the late General Giovanni Saverio di Sarvos. By contrast, around the borders of the frieze are images of the present and the future - the four Senators of the League in the corners, and the Cardinals of Prosperity, Ambition, and Vigilance; the Imperial Inquisitor; the Ambassadors to Asavea and Faraden; the Imperial Consul; and the Grandsmaster of the Golden Pyramid along the top and bottom edges.

The frieze was created by an affiliation of Holberg artists and citizens, partially commissioned by Aureliana Saverio di Sarvos and Othello von Holberg, and created with permission from Benedict Parelli of the Empress's household and the consent of the Senator of Holberg.

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Holberg spoils of war (Redirected from Holberg Spoils of War)

Following the liberation of Holberg by Imperial troops in Spring 379YE, these resources have been presented to the Military council for assignment as spoils of war during the Summer Solstice, 379YE following the assignnment of Holberg to an Imperial nation.

Contents

- 1 Spoils of War

- 1.1 Wunderkind

- 1.2 The Eastern Front

- 1.3 Sorensdromen

- 1.4 Uitgang

- 1.5 Kröger Steading

- 1.6 Ledger Domain

- 1.7 The Revelry

- 1.8 Doctor Ventner's Greenhouse

- 2 Opportunities

- 2.1 The Great Pits of Ennerlund

- 2.2 The Towerjacks

- 2.3 The Druj Legacy

Spoils of War

Wunderkind

Business / Rank 5

Founded well before Holbeg joined either the League or the Empire, Wunderkind has a long and distinguished history. Established by graduates of the university, it specialised in the design and commission of devices that showcased the excellence of Holberg engineering. In addition to ingenious mechanical toys commissioned by the wealthiest citizens, the guild designed and built everything from fountains, to water pumps, to cranes, and even dabbled in landscaping, siegeworks and the development of precision crossbows. The invasion of the Druj changed the focus of the guild, as they worked closely with the Towerjacks in the defence of the city. Now, their expertise honed by thirty years of experience in the manufacture of war machinery, the Wunderkind Guild seeks a patron to lead them into a new era of Prosperity. Not only is there a queue of potential customers attracted by the Wunderkind name, but the guild is well respected in the city and brings with it a significant number of votes in the election for Senator.

The Eastern Front

Congregation / Rank 4

When the Druj got as far as Holmauer, many gave up and retreated into the upper city. They left their homes and many of their possessions behind them. The congregation of the Holmauer Vigils never gave up, however, and refused to leave. They waged a quiet, subversive war against the invaders for a generation, often using the same tactics of ambush and traps as the barbarians. Even after the outer city fell to the Druj they refused to give up, and their numbers were bolstered by others dedicated to ideals of Pride, Courage and Ambition who would stop at nothing to city liberated. When their church was destroyed by catapults, and overrun by Druj, they renamed themselves the Eastern Front; they not only fought the Druj, but ministered to the Imperial citizens who stayed behind to resist the barbarian orcs. Now that the Druj have been driven back, they have kept their wartime nickname, but turned their attention away from war and towards the reconstruction of Holmauer and the reclamation of the devastated land that has suffered three decades of occupation by the Druj.

Sorensdromen

Ambergelt Forest / Rank 3

Sorensdromen is a small, well-hidden preserve in the forests of Utterlund which was once a recognised place of outstanding natural beauty. Famed as a lover's retreat, it also produced quantities of ambergelt prized for their translucence and clarity. Sadly, thirty years of Druj occupation have twisted the entire area. Beautiful groves of centuries-old trees have been ruthlessly cut back, and the ambergelt pines themselves warped by the blackest arts of the orc foresters. While their production has been improved, it has left the once-gorgeous trees twisted and misshapen; when the ambergelt flows it looks as if the trees are literally weeping at what has been done to them.

Uitgang

Green Iron Mine / Rank 3

When the Druj brought down the Great Pits at Ennerlund over the Winter Solstice of 378YE, a group of slave miners were lucky enough to be trapped in one of the upper levels and survived the initial collapse. Desperate to find a way to escape, they used the limited mining equipment they had to try and make an escape. The threat of a slow painful death by suffication, hunger, thirst - or a quick death by drowning as the pumps gave out - spurred them to heroic endeavour. Through a combination of mining knowledge and abandoned tunnels, they managed to make their way to the north and west of the Great Pit - where they encountered a hitherto-unknown deposit of green iron; the few who made it out alive immediately staked a claim and are now looking for someone to invest in their new mining enterprise.

Kröger Steading

Farm / Rank 3

On the edge of the reclaimed the Morass lies the Kröger, an orchard farmstead bounded by the swamp to the south and west and by great wooden barricades to the north and east well-known for the variety and piquancy of its pear harvest. The hardy inhabitants held out against Druj incursions partly through stubborness, partly by making themselves too much trouble to capture, and partly due to being on a defensive position on a penninsula sticking out into a the treacherous marshes. While they have largely been able to maintain their levvees, they are beginning to lose the southern edge of their land to the encroaching marshland. Like many of the surviving Holberg natives, the Krögers are looking for a partnership to help sell their produce and preserve their legacy.

Ledger Domain

Business / Rank 2

While their modest business was never directly threatened by the orcs - being sited as it is near the centre of Holfried - Ledger Domain nonetheless struggled through lean times during the Druj occupation. Manufacturers and binders of books and parchments, they were particularly known for fine quality illustrations and delicate gilding - as well as for using only the best quality paper. They survived the siege primarily by selling their wares to the University, but now they are looking for new markets - their work has always been particularly popular with the Reckoner guilds of the south.

The Revelry

Military Unit / Rank 2

Previously, these hard-bitten ex-bandits served under the self-styled bandit warlord of Misericorde, Graffler, who was slain by heroes of the Empire some time in 377YE. With the demise of their leader, the group was riven by internal squabbling and forced deeper into the forests by the retreating Druj. They spent two years fighting a guerilla war against the orcs, and now a group of them have decided to give up banditry and turn themselves in for clemency. Comprised of many of the more level-headed and practical bandits, they now have their official reprieve and form an effective military unit ready to fight for the Empire - provided an appropriate captain can be found who has the chutzpah to keep their baser tendencies in line.

Doctor Ventner's Greenhouse

Herb Garden / Rank 3

Production: 6 doses of true vervain, 2 doses of cerulean mazzarine, 2 does of bladeroot, 4 doses of Imperial roseweald and 4 doses of marrowort.

Amongst the recent casualties of the war was the late Doctor Ventner, who even at the height of the conflict insisted on frequent trips to the Morass to gather ingredients for potions and poultices to treat the wounded. His remarkable greenhouse,for him by a grateful architect patient, still stands in eastern Holfried. Despite being built of hundreds of panes of glass, it has survived more-or-less intact for thirty years despite being dangerously close to the walls and the bombardment of Druj siege weaponry. Now it is vacant, and urgently needs a skilled horticulturalist to take it over and preserve the many wonderful medicinal plants within.

Opportunities

The Great Pits of Ennerlund

Not actually a spoil of war, but worth mentioning: the Great Pits of Ennerlund were a fine mithril mine. At their height, they were one of the richest sources of mithril in the Empire. work has begun to rebuild them after they were devastated by the Druj in Winter 378YE. Once work is complete, the Imperial Senate will make the decision about whether to allocate them as an Imperial resource once again, or to make them a National resource controlled by the League.

The Towerjacks

Until thirty years ago, the Towerjacks of Holberg were the second League army alongside the Wolves of War. When the territory fell, they chose to dedicate themselves to the protection of the city and its remaining citizens. With the Druj in retreat, and the liberation of the entirety of Holberg looking certain, their officers are believed to have entered negotiations regarding their return to active duty. As befits an army that has traditionally drawn many of its leaders from the westernmost of the League cities, the Towerjacks are well versed in all forms of siege warfare. To bring the Towerjacks back up to full strength would require 125 wains of Mithril, take 6 months and require a motion before the Imperial Senate. The Towerjacks officers have quietly let it be known that if they have not been recommissioned by the end of the Autumn Equinox 379YE, it is likely that they will seek employment elsewhere.

The Druj Legacy

The full extent of the Druj damage to the territory of Holberg has yet to be determined. One obvious concern is that the Druj employed powerful Spring magic in their subjugation of the territory, leading to widespread disease and the destruction of the levees around the Morass in the south. Indeed, thanks to their parting shot the trees of the northern forest and the southern marshes alike have been possessed with a malign awareness and are actively attacking armies and structures alike. Most settlements outside Holfried itself have been destroyed - and the suburbs of Holmauer have been absolutely levelled. Regarless of the outcome of the liberation it may be years or even decades before Holberg is back on its feet.

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Holberg Wine

Holberg Wine Lyrics by Jake Wilson Music and recording by Chris and Harriett Robins Kennish

Holberg wine - Dark as mountain skies, Holberg wine - Stains the skin where it touches, Holberg wine - Wets the earth where it falls, Holberg wine - Soaks into the ashes.

(Chorus) The shadows of Winter, Must harden the fruits, To wait for the morning, Of Spring’s bright new shoots.

Heady wine - So sweet to the taste, Heady wine - May fall from the cup, Heady wine - As it darkens the lips, Heady wine - Dark rivers run over.

(Chorus)

Did you see the smoke from the vines? Hear the roar as they came? From the flames, from the foe. To the walls, to the city, Behind the gates, And a life hard as steel.

(Chorus)

City gates - High mountain walls, City gates - Keep your weapons together, City gates - And your loved ones close, City gates - Mud turned by hard boots.

(Chorus)

Holberg wine - Dark mountain halls, Holberg wine - Nothing grows but Courage, Holberg wine - Where the land has been burned, Holberg wine - To the deep, thirsty roots.

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Holberg spoils of war

Following the liberation of Holberg by Imperial troops in Spring 379YE, these resources have been presented to the Military council for assignment as spoils of war during the Summer Solstice, 379YE following the assignnment of Holberg to an Imperial nation.

Contents

- 1 Spoils of War

- 1.1 Wunderkind

- 1.2 The Eastern Front

- 1.3 Sorensdromen

- 1.4 Uitgang

- 1.5 Kröger Steading

- 1.6 Ledger Domain

- 1.7 The Revelry

- 1.8 Doctor Ventner's Greenhouse

- 2 Opportunities

- 2.1 The Great Pits of Ennerlund

- 2.2 The Towerjacks

- 2.3 The Druj Legacy

Spoils of War

Wunderkind

Business / Rank 5

Founded well before Holbeg joined either the League or the Empire, Wunderkind has a long and distinguished history. Established by graduates of the university, it specialised in the design and commission of devices that showcased the excellence of Holberg engineering. In addition to ingenious mechanical toys commissioned by the wealthiest citizens, the guild designed and built everything from fountains, to water pumps, to cranes, and even dabbled in landscaping, siegeworks and the development of precision crossbows. The invasion of the Druj changed the focus of the guild, as they worked closely with the Towerjacks in the defence of the city. Now, their expertise honed by thirty years of experience in the manufacture of war machinery, the Wunderkind Guild seeks a patron to lead them into a new era of Prosperity. Not only is there a queue of potential customers attracted by the Wunderkind name, but the guild is well respected in the city and brings with it a significant number of votes in the election for Senator.

The Eastern Front

Congregation / Rank 4

When the Druj got as far as Holmauer, many gave up and retreated into the upper city. They left their homes and many of their possessions behind them. The congregation of the Holmauer Vigils never gave up, however, and refused to leave. They waged a quiet, subversive war against the invaders for a generation, often using the same tactics of ambush and traps as the barbarians. Even after the outer city fell to the Druj they refused to give up, and their numbers were bolstered by others dedicated to ideals of Pride, Courage and Ambition who would stop at nothing to city liberated. When their church was destroyed by catapults, and overrun by Druj, they renamed themselves the Eastern Front; they not only fought the Druj, but ministered to the Imperial citizens who stayed behind to resist the barbarian orcs. Now that the Druj have been driven back, they have kept their wartime nickname, but turned their attention away from war and towards the reconstruction of Holmauer and the reclamation of the devastated land that has suffered three decades of occupation by the Druj.

Sorensdromen

Ambergelt Forest / Rank 3

Sorensdromen is a small, well-hidden preserve in the forests of Utterlund which was once a recognised place of outstanding natural beauty. Famed as a lover's retreat, it also produced quantities of ambergelt prized for their translucence and clarity. Sadly, thirty years of Druj occupation have twisted the entire area. Beautiful groves of centuries-old trees have been ruthlessly cut back, and the ambergelt pines themselves warped by the blackest arts of the orc foresters. While their production has been improved, it has left the once-gorgeous trees twisted and misshapen; when the ambergelt flows it looks as if the trees are literally weeping at what has been done to them.

Uitgang

Green Iron Mine / Rank 3

When the Druj brought down the Great Pits at Ennerlund over the Winter Solstice of 378YE, a group of slave miners were lucky enough to be trapped in one of the upper levels and survived the initial collapse. Desperate to find a way to escape, they used the limited mining equipment they had to try and make an escape. The threat of a slow painful death by suffication, hunger, thirst - or a quick death by drowning as the pumps gave out - spurred them to heroic endeavour. Through a combination of mining knowledge and abandoned tunnels, they managed to make their way to the north and west of the Great Pit - where they encountered a hitherto-unknown deposit of green iron; the few who made it out alive immediately staked a claim and are now looking for someone to invest in their new mining enterprise.

Kröger Steading

Farm / Rank 3

On the edge of the reclaimed the Morass lies the Kröger, an orchard farmstead bounded by the swamp to the south and west and by great wooden barricades to the north and east well-known for the variety and piquancy of its pear harvest. The hardy inhabitants held out against Druj incursions partly through stubborness, partly by making themselves too much trouble to capture, and partly due to being on a defensive position on a penninsula sticking out into a the treacherous marshes. While they have largely been able to maintain their levvees, they are beginning to lose the southern edge of their land to the encroaching marshland. Like many of the surviving Holberg natives, the Krögers are looking for a partnership to help sell their produce and preserve their legacy.

Ledger Domain

Business / Rank 2

While their modest business was never directly threatened by the orcs - being sited as it is near the centre of Holfried - Ledger Domain nonetheless struggled through lean times during the Druj occupation. Manufacturers and binders of books and parchments, they were particularly known for fine quality illustrations and delicate gilding - as well as for using only the best quality paper. They survived the siege primarily by selling their wares to the University, but now they are looking for new markets - their work has always been particularly popular with the Reckoner guilds of the south.

The Revelry

Military Unit / Rank 2

Previously, these hard-bitten ex-bandits served under the self-styled bandit warlord of Misericorde, Graffler, who was slain by heroes of the Empire some time in 377YE. With the demise of their leader, the group was riven by internal squabbling and forced deeper into the forests by the retreating Druj. They spent two years fighting a guerilla war against the orcs, and now a group of them have decided to give up banditry and turn themselves in for clemency. Comprised of many of the more level-headed and practical bandits, they now have their official reprieve and form an effective military unit ready to fight for the Empire - provided an appropriate captain can be found who has the chutzpah to keep their baser tendencies in line.

Doctor Ventner's Greenhouse

Herb Garden / Rank 3

Production: 6 doses of true vervain, 2 doses of cerulean mazzarine, 2 does of bladeroot, 4 doses of Imperial roseweald and 4 doses of marrowort.

Amongst the recent casualties of the war was the late Doctor Ventner, who even at the height of the conflict insisted on frequent trips to the Morass to gather ingredients for potions and poultices to treat the wounded. His remarkable greenhouse,for him by a grateful architect patient, still stands in eastern Holfried. Despite being built of hundreds of panes of glass, it has survived more-or-less intact for thirty years despite being dangerously close to the walls and the bombardment of Druj siege weaponry. Now it is vacant, and urgently needs a skilled horticulturalist to take it over and preserve the many wonderful medicinal plants within.

Opportunities

The Great Pits of Ennerlund

Not actually a spoil of war, but worth mentioning: the Great Pits of Ennerlund were a fine mithril mine. At their height, they were one of the richest sources of mithril in the Empire. work has begun to rebuild them after they were devastated by the Druj in Winter 378YE. Once work is complete, the Imperial Senate will make the decision about whether to allocate them as an Imperial resource once again, or to make them a National resource controlled by the League.

The Towerjacks

Until thirty years ago, the Towerjacks of Holberg were the second League army alongside the Wolves of War. When the territory fell, they chose to dedicate themselves to the protection of the city and its remaining citizens. With the Druj in retreat, and the liberation of the entirety of Holberg looking certain, their officers are believed to have entered negotiations regarding their return to active duty. As befits an army that has traditionally drawn many of its leaders from the westernmost of the League cities, the Towerjacks are well versed in all forms of siege warfare. To bring the Towerjacks back up to full strength would require 125 wains of Mithril, take 6 months and require a motion before the Imperial Senate. The Towerjacks officers have quietly let it be known that if they have not been recommissioned by the end of the Autumn Equinox 379YE, it is likely that they will seek employment elsewhere.

The Druj Legacy

The full extent of the Druj damage to the territory of Holberg has yet to be determined. One obvious concern is that the Druj employed powerful Spring magic in their subjugation of the territory, leading to widespread disease and the destruction of the levees around the Morass in the south. Indeed, thanks to their parting shot the trees of the northern forest and the southern marshes alike have been possessed with a malign awareness and are actively attacking armies and structures alike. Most settlements outside Holfried itself have been destroyed - and the suburbs of Holmauer have been absolutely levelled. Regarless of the outcome of the liberation it may be years or even decades before Holberg is back on its feet.

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Hold Back Frozen Hunger

Contents

- 1 Rules

- 1.1 Winter Magnitude 14

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 14

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The area to be enchanted with this ward must be clearly apparent to those within, and without, its bounds.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual targets a building or well defined, walled area. It must be performed inside that location.

At the completion, the area is warded against undead creatures. An undead creature approaching the boundary is always aware that the area is warded; if it enters it is immediately weakened for as long as they remain in the area. Even undead creatures that are larger-than-human-sized will be weakened by the power of the ward if they enter it.

When used inside a building, the ward protects the entire structure. Any openings in the structure - doors and windows especially - must be clearly marked with runes or symbols of warding. The building must be a reasonably permanent structure, preferably of wood or stone; the ritual will not work on a tent or other entirely similar structure.

For purposes of this ritual, a walled area must be composed of solid posts, preferably wooden. Posts should be placed at least three pace, and at most five paces, apart and protrude out of the ground at least three feet. The posts should be clearly visible, and ideally clearly marked as 'special' - carved or painted with runes for example.

As with anything you might be taking onto a battlefield, or that is likely to have people fighting around or near it, the phys-reps should be as safe as possible (no sharpened points, for example). Please do not tie rope between the posts; if it is not clear where the boundary is, you will need to use more posts.

The ward can be taken down by moving, removing or defacing the warding signs, but undead cannot do so themselves. Assuming it is not interfered with, the ward stays in place until the duration expires.

If undisturbed, the ward remains until the next sunrise.

Description

This is a powerful ritual that keeps undead or unliving creatures such as husks, wights, wraiths, restless spirits at bay or weakens them if they enter the warded area. Husks and other weak undead will usually hesitate before entering the area; the more powerful the undead creature is, the more it has to lose and the less likely it is to enter the ward if it has any choice. There are stories that suggest that the ward has had some success at keeping some other unnatural creatures at bay; specifically those that are unliving, rather than undead - volodny and the grim warriors of the legion of the eternal Kaela are both said to be weakened by this ward, as are some sovereigns. Not many experiments have been done - in the words of the itinerant volhov Pakaanan "The time to experiment with this kind of thing is when there is an angry sovereign in your village, slaughtering your warriors; if you try to find out earlier, there's a good chance that your experiments will end with an angry sovereign in your village, slaughtering your warriors."

In parts of Varushka, and with some places near the Highborn Necropolis it is common practice to have warding runes carved or painted above the doors and windows of a house, or on fence posts set up to surround a shrine, church, hall or similar structure. Then, should undead enemies threaten, those unable to fight flee to the safe location, which is then warded through the reasonably quick ritual. The alternative - to create the ward afresh each morning - would quickly deplete the mana reserves of an entire coven without useful effect, and leave everyone vulnerable should undead creatures attack.

Common Elements

The most common runes to use with this ritual are the Wintermark runes Yoorn and Kyrop and the common tower symbol associated with Vigilance. In Varushka these wards are often supplemented with staring humanoid faces or the heads of geese, while in Wintermark bird-heads are common on the top of any warding poles. In The Marches the warding symbols often include stylised figures of guardians, or straw poppets- sometimes with small daggers, needles or shields bound to their limbs. Highborn ritualists usually ensure there is a bell to hand, and bells are rung throughout the warding ritual itself - not least because they serve to warn the community that there is danger.

When performing the ritual, the ritualists often walk the boundaries of the warded area, invoking protection. They often burn incense, or scatter ashes, and check that all the warding symbols are intact. Some ritualists place bowls of fresh- or salt-water at each entry point. Fire is often used as well, especially when the ritual is performed at night.

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Honesty

Contents

- 1 Overview

- 2 Fairness

- 3 Respect

- 4 Honesty In Play

Overview

The idea of the honest life is held up as the ideal by those who cling to the oldest and most important Freeborn traditions. Legends claim that the three sisters left Highguard because they were frustrated by the hypocrisy of the Patricians, and so they swore to lead an honest life, speaking their minds openly without a care for politeness or subtlety. Those that traveled with them took up the vow; the name of the Brass Coast derives from this tradition, not the people who found it. It is literally the brazen coast, a land where the people strive to live their lives boldly and without guilt.

The sisters understood that the path of honesty is hard, so they encouraged those who joined them to see honesty as an ideal to aspire to, as something to achieve, rather than a state from which one might fall. Mendacious freeborn merchants who use their lies to trick others damage the reputation of the Brass Coast for honest dealing - they are dealt with harshly because the price of their deceit is paid by other Freeborn merchants. But no Freeborn expects to live every moment of their life in a state of grace, rather they see honesty as a goal that they should constantly aspire to, in everything they do.

In the Brass Coast, the ideal of honesty is not about discretion; the lack of lies that comes from omitting the truth is exactly the kind of hypocrisy that receives wide disdain in the Brass Coast. The sisters taught everyone to believe that it is precisely because real honesty is hard to achieve that everyone should strive to accomplish it openly and without shame. Hence comes the reputation for being brazen, for being shameless about your dealings, the goal is to be bold and forthright and unashamed of your actions. The Freeborn are "direct, notoriously frank and gloriously unabashed".

Fairness

The Freeborn ideal of honesty should not be confused with "generosity" or "fairness". Freeborn merchants are expected to be honest, to represent their goods truthfully and to be faithful in their dealings with others. Many Freeborn scoff at the very idea of a "fair price" for things and point out that it is hard enough to be scrupulously honest without having to also strive to be "fair". Crucially honesty is an internal thing - every individual knows in their own soul if they spoke honestly and truthfully or not; but the idea of "fairness" is something dictated by others, it is not something any individual can know for themselves.

In fact many Freeborn merchants cheerfully reject any idea of a fair price. Freeborn scholars argue that those who talk of "fair" prices are actually trying to use shame to force the Freeborn to act against their own best interests. If the goods belong to you, then they are yours to sell, the only fair price is the one you choose to sell them at. But a powerful bargaining tool is argue that some higher authority exists that can dictate the true or fair price for something - and thus shame the merchant into lowering their prices to those that the customer demands. A key part of the Freeborn reputation for brazenness is their willingness to demand prices for their goods which are above this imagined "fair" price and to refuse to be shamed for doing so.

Did I charge him a fair price for the mithril Cardinal? That was a very long speech but I think was your only real question wasn't it?

Well I sincerely hope I did not sell him the mithril for a fair price!

I've no idea who should set this "fair" price of which you speak. Is it this august body? Have the Council of Nine given up advising our souls and taken up commerce instead? Perhaps all the merchants of the Empire should inquire of the Throne that we might know what the "fair" price to sell our goods should be. Can the Highborn magisters call up the soul of some long dead paragon to inform us? Or will our good civil service now issue us with tables of acceptable prices to charge? Who? Who will set your fair price?

What I charge Cardinal is an honest price - I make no bones of the profits I make, because I am not ashamed of them. And the current price is ten thrones a wain to any who asks. Well unless you are a member of this Inquisition... in which case the price for mithril is now twelve thrones a wain. And honestly?... that's because you've all wasted my time and I find you manipulative and self-serving.

Now if this body is quite finished, some of us have to work for a living.Joachim i Flaya i Riqueza, Master of the Brilliant Star

Respect

No-one in the Brass Coast cares about the white lies you tell the friends you like. The Freeborn ideal of honesty is about yourself and who you are - it's not about other people. If the customer you are haggling with tells you he has a starving family to support he is trying to manipulate you to get you to lower your prices... you can laugh in his face and tell him the price is unchanged. If they try to shame your senator on the enormous payments you took from the League to vote for their motion on a huge bridge to Holberg, laugh and tell them about the beautiful villa you plan to spend the money on. The essence of Freeborn honesty is about being bold and brazen about the things you do - it's not about other people. If someone asks you if their new trousers make their bum look fat, you can answer that question without having to look. Freeborn honesty is about laughing in the face of your peers when they try to shame you, it's not about trying to shame others.

Honesty In Play

Honesty is a clear handicap in a political game in which lots of your rivals will cheerfully lie to your face. One of the reasons to play the Brass Coast is because you find the idea of playing a character who is handicapped in this way appealing. Lying to people all the time is incredibly easy and live roleplaying games are no fun at all if they are too easy. By striving to be honest you can play the game on hard mode and have more fun!

But there are two ways that you can turn honesty into an advantage in play. The first is by rigorously policing your nation to punish those who seek to gain through duplicity. A reputation for probity is an advantage in business because it creates trust. People fear being over-charged, but not as much as they fear being robbed or cheated. If the Brass Coast is able to generate a reputation for honest dealings with each other and with characters from other nations then the benefits are small but tangible. Characters (not just merchants) who cheat those they deal with, selling them false goods, reneging on deals they have agreed, or the like damage the reputation of the whole nation, so be vigilant for anyone who is seeking to profit by squandering the honest reputation that the nation has generated and deal with them harshly.

Honesty can be a big advantage in another way - by giving you a core of resilience to resist the attempts of other characters in the game who will try to convince you that what you are doing is morally wrong. In Empire, like any social setting, people's actions are often curtailed by the risk of disapproval of those around them. Imperial citizens will tell you that it's wrong to sell your goods for a big profit, that it's wrong to take bribes, wrong to blackmail or bribe your rivals, etc. By enforcing their own ideals on your character, they force you to act the way they want you to... which you will find is often to the detriment of your character and your game.

The secret of life is honesty and fair dealing. If you can fake that, you've got it made.

Groucho Marx

To be Freeborn is to glory in shamelessness - to laugh in the face of those who try to shame you into doing what they want. It takes some confidence to brazen out your actions in the face of the criticism of others, but if you strive to achieve that as part of your character goals then it can help your character get ahead and help you have more fun at the event.

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Hood

Hoods are a staple of Marcher headwear. They are best made out of wool, or leather for beaters in particular. Hoods are a very variable garment with dozens of options for length, colour and decoration, meaning a hood can be a simple or fancy as you like.

- Good information and patterns for hoods

- Cowl and hood

- Various hood patterns

- Reconstructing History 008 - Multiple head wear items

- Reconstructing History 009 - Multiple women's head wear items

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Hordalant

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 The Kings' Road and the South Road

- 3.2 The Kongegőr

- 3.3 The Palaces of the Eternals

- 3.4 The White Shore

- 4 Regions of Hordalant

- 4.1 Blutgahn

- 4.2 Alsterbo

- 4.3 Kalmar

- 4.4 Ashahon

- 4.5 Sigla

- 4.6 Angfors

- 4.7 Vallorberg

- 5 Jotun Forces (Autumn 381YE)

- 5.1 Lion of the North

- 5.2 Skjaldirborn

- 5.3 The Hierro

- 5.4 Roaring Thunder

- 5.5 Howling Night

- 5.6 Iron Host

- 6 Game Information

Overview

Hordalant is a Jotun territory that lies to the west of Bregasland and Liathaven. Its climate is comparable to that of Bregasland and Upwold - there are cold winds and heavy snows during the Winter, but Summers are comparatively warm and pleasant. The Jotun appear largely unfazed by the weather except when it is at its most violent.

The population is overwhelmingly Jotun orc, and there while the majority of those living here are thralls there are many warriors to protect them. The northern borders of the territory open onto the Gullet – the sea between the kingdoms of southern Narkyst and northern Kalsea, on whose shores the town of Meade also stands. To the south lies further Jotun territory. There are many Jotun settlements here. They tend to be reasonably fortified with palisades and low stone walls. Many of the larger settlements here appear to be concerned with trade or agriculture.

Hordalant is relatively rich. There is a great deal of mineral wealth in the Ash Mountains, and the fields of Kalmar, Alsterbo, and Sigla provide a great deal of both grain and meat to the jarls of Álftanes and Alsterbo. The land is worked exclusively by thralls, overseen by scattered halls belonging to favoured Jotun warriors loyal to their respective jarls. The Kings' Road and the South Road see a great deal of traffic – including great heavily guarded caravans transporting mithril south from Kierheim and white granite north from the Jotun to the south. Exports see wagonloads of grain, ore, and crates of green iron, orichalcum, and tempest jade transported north and south – indeed a great deal of the grain raised her is exported, with many local thralls living on steady diets of fish (which is harder to transport).

Gudmundur Arason, King of Narkyst, He Who Calls Himself Jarl-of-Jarls, Who is Chieftain of the Southern Tribes technically rules here but in practice he does so as “first among equals” - the powerful Jarls of Álftanes and Alsterbo wield the majority of political power here.

During the reign of Emperor Guntherm, Imperial forces seized parts of eastern Hordalant. They claimed the marshes of Blutgahn and the plains of Ashahon. For several years adventurous Marcher settlers attempted to carve out homesteads here under the watchful eye of Imperial forces and the fortification of the Nail in Ashahon. The occupation did not last - when the famous ceasefire with the Jotun ended in 248YE, the would-be settlers retreated back into Bregasland and the Jotun ultimately captured the Nail.

The Marcher armies headed down the southern coast of the Gullet, into Narkyst,

and made a spirited attempt to capture the territory named Hordalant on the

border of Bregasland; they successfully overran the marshes of Blutgahn and

the plains of Ashahon but were incapable of making further progress.

These actions enabled the Empire to recapture a great many prisoners taken from

Wintermark and the Marches during the recent Jotun invasion, but there is plenty of

evidence that efforts to liberate the humans of Kalsea and Narkyst did not go so well.

The local thralls were found to be almost fanatically loyal to their Jotun masters, and

slowed the advance and capture of Jotun territory; those that had taken up the offer

of citizenship were convicted of treason in unprecedented numbers, and the local

population was essentially wiped out in Imperial-controlled regions, being replaced

by settlers from Wintermark and the Marches respectively.

While this offensive was being undertaken, the rest of the Imperial armies were

engaged with the Thule in Miekarova and Volodmartz - indeed, there was some

considerable unrest that Guntherm and those loyal to him were engaging in military

adventures along the coast of the Gullet when long-held Imperial territories were

endangered.The [[Campaigns of Emperor Guntherm]]

Recent History

In Spring 379YE a spy network was commissioned by the Imperial Senate in Hordalant, but it was not until the Winter of 379YE that a significant force of Imperial scouts was assigned to cautiously explore this prosperous Jotun territory. The Wintermark scouts (assisted by Navarr explorers) were able to prepare a map of the territory including some details of the main settlements, but the information they uncovered during the particularly harsh winter of 379YE was patchy at best. The details of this exploratory force can be found on the Imperial Roll of Honour.

Hordalant has been invaded by Imperial forces on more than one occasion - the most recent, and [[most successful, invasion took place during the reign of Emperor Guntherm. A more recent attempted invasion took place in Summer 381YE. The Black Thorns under general Ulric Y'Basden evaded a Jotun trap in Liathaven by crossing the border to the west; their short-lived attempt at conquest was handily repulsed by the orcs.

After the Summer Solstice 381YE, significant Imperial forces were assigned to the spy network in Hordalant. Primarily from Wintermark, with the aid of a few courageous Imperial Orcs, they were able to significantly update information about the territory, as well as providing an improved map and key information about the major Jotun forces camped in the territory. The identity of these captains is recorded on the Imperial Roll of Honour.

Major Features

So far Imperial scouts have not identified many sites of major significance in the territory, but this is likely to be due to the small number of scouts rather than the lack of such sites in Hordalant.

The Kings' Road and the South Road

To the surprise of many, the territory of Hordalant has a well-built network of roads that connect the major settlements. The roads themselves are patrolled by Jotun warriors, and maintained by cadres of thralls. While not comparable to the roads of Varushka (and showing no signs of magical wards) they are wide, paved, and supplemented in several places by stone bridges.

The Kongegőr

The Kongegőr, stretches from Alsterbo to Kierheim where the Gullet is at its narrowest. Known to the sailors of Wintermark and the Marches as a treacherous area of shifting islands and dangerous rocks, the Jotun have a slightly different perspective. The thralls of Dalvi maintain a series of hidden routes north across the causeway, allowing Jotun armies to travel by land from Alsterbo to Kierheim and vice versa. An army that controls Alsterbo or Kierheim can effectively cross to the other side of the Gullet without the assistance of a navy, and can block the ability of enemy armies to cross should they so wish.

The Palaces of the Eternals

The Summer Palace, the Hawk Eyrie, and the Fortress of the Pale Queen are of great interest. The Fortress is a significant fortification that controls the heart of the territory, but along with the Palace and the Eyrie represents a type of construction the Empire is unfamiliar with. They seem to serve as embassies to the eternals of the Summer realm. Jotun magicians – but not exclusively magicians – deal directly with representatives of the eternal the embassy is dedicated to, in much the same way that an Imperial ambassador might deal with a foreign nation.

The White Shore

South of Foss, in Kalmar, is found the White Shore. It is not clear how much the salt flats here have been artificially expanded, but Imperial scouts report an area of very shallow water where carefully constructed traps capture seawater and expose it to the sun. As the water evaporates, great chunks of salt are formed. The salt is farmed by thralls, packed into barrels, and exported across Hordalant and beyond. The salt seems to be considered a luxury item – and a particular source of wealth for the Jarl of Álftanes.

Regions of Hordalant

Hordalant is broken up into seven regions.

Blutgahn

Quality: Marsh

A large marshy area on the east of Narkyst, it is largely uninhabited (at least by the Jotun, who appear to give it a wide berth) - but there are signs of a significant Feni population dwelling within, mostly clustered around the mouth of the two rivers, the small Hjatter and the much larger Volg estuary. The Feni are not interested in receiving visitors - Wintermark forces are warned off but the Feni appear more than prepared to take pot shots at any scouts they identify, especially if they are Navarr.

Alsterbo

Quality: Coastal

The deep dangerous marshes of Blutgahn give way to more open and accessible fens, with significant dykes built to drain the land and keep the sea out. On the other side of the King's Road the land is dryer still - a result of over a century of work to drain and protect it. Here the land is completely given over to farmland. The King's Road leads to Dalvi on the coast, a large port ruled over by the Jarl of Alsterbo. Dalvi is heavily fortified, defended against attack from both land and sea. (OOC Information: In game terms it is a rank one fortification). The less prosperous rival port of Raufarhöfn lies on the western side of the promontory, but is notable for the inclusion of a large Grendel embassy.

Kalmar

Quality: Coastal

The open fields of Alsterabo continue into the rich prosperous region of Kalmar. To the south begins the Forest of the Mures, a dense forest of tall dark pines. The King's Road runs along the border of the forest as it heads west into Ashahon. The busy trading town of Álftanes lies at the junction between the King's Road and the South Road - the prosperous settlement is the seat of the Jarl of Álftanes. The jarl's rule extends to the coastal settlements of Bjark and Foss where predominantly human thralls engage in extensive fishing. They harvest fish not only from the coast, but also brave deeper waters to bring back tuna and whale meat. South of Foss lies the White Shore, believed to be a significant part of the wealth of the Jarl of Álftanes.

Ashahon

Quality: Hills

This crucial region at the centre of the territory is largely filled by the Ash Mountains, a line of tall grey mountains that runs north-south through the territory. The Kings Road goes through Ashahon, passing through the Fortress of the Pale Queen which guards the pass as well as serving as the most important Kirkja of the Skjaldir. The name of the fortification refers to the legend that Cathan Canae took Skaldir, the Jotun faðir of the Skjaldir as a shield bearer and lover. Spies report seeing several creatures that are clearly not Jotun orcs around the fortress – servants and heralds of Cathan Canea.

Imperial scouts report that it would be challenging to pass from Ashahon into Kalmar without first conquering or destroying the Fortress of the Pale Queen. With the peaks of Angfors being quite inaccessible, an Imperial force would otherwise need to skirt round the hills and mountains and pass through Alsterbo to reach Kalmar. (OOC Note: The Fortress of the Pale Queen is a rank 2 fortification).

Sigla

Quality: Forest

A large region, dominated by the Forest of the Mures that dominates most of Sigla. There is significant forest clearance along the South Road - with small settlements surrounded by farmland on either side - all the way down to the town of Sig near the southern border of Narkyst.

Along the eastern borders of Sigla, where the forest gives way to the Ash mountains, stands the Lion Palace – a large stone fort built as a residence for Eleonaris, the Lion of Summer. The building seems to serve a ceremonial function but according to Imperial scouts it is built around a potent Summer regio, and appears to be inhabited by both Jotun orcs and a small court of heralds of the Lion of Summer – something like an embassy to Eleonaris.

Angfors

Qualities: Hills, Impassable

A hilly, mountainous region defined by the border between the Ash Mountains and Forest of Mures in the West to the line between the mountains and the Dead Forest in the east. There are few settlements in the east, only the Hawk Eyrie – a tall and imposing tower of mithril and white granite built for the Hawk Lord Hayaak. As with the Lion Palace, it seems that the structure serves as a kind of embassy between the Jotun and the Summer eternal.

The western side is dominated by the mining towns of Geets, Flud, and Hekla. Each of the three mining towns supports several deep and apparently quite prosperous mining endeavours, cutting deep into the depths of the mountains, and providing a steady stream of green iron, orichalcum, and tempest jade to the Jarl of Álftanes.

There appears to be no easily accessible passes through the Ash mountains here; an Imperial army would struggle to pass through Angfors to attack the settlements on the western side, or to reach Sigla or Kalmar without going through the pass in Ashahon controlled by the Fortress of the Pale Queen.

Vallorberg

Quality: Forest

A largely uninhabited region under the grip of the Dead Forest, the Jotun name for the massive forest that covers Liathaven and beyond. Some of the forest here has been cut down - and the land cleared for farming - focussed around the two rivers, the Hellis in the north and the Volg in the south.

At the point where the two rivers meet, there is the great Green Iron Eye, a set of metal monoliths arranged in the shape of an iris. According to legend it was created by Jarnsmidr, the greatest of the Jotun smiths, to ward against "the evils of the East". What its purpose is (if any), Imperial scouts are unable to say, but it appears to be built over and around a potent Winter regio.

Jotun Forces (Autumn 381YE)

During the Summer Solstice 381YE, there were six orc armies in Hordalant. Camped all around the territory, for the most part they had set up their own encampments, greatly swelling the populations of Alsterbo, Kalmar, Sigla, and Ashahon. This information has been gleaned from the extensive spy reports and is presented here as an example of how the Jotun armies operate when they are in friendly territory. it is correct as of the beginning of the Autumn Equinox 381YE.

Lion of the North

Quality:Clever

The Lion of the North were primarily camped as guests of the Jarl of Alsterbo. They are an army that seems to make great use of specialised groups of fighting orcs. They travel with many more thralls than similar Jotun armies – thralls known for their craftiness. Their leader is Yrsa Jansdottir, Queen of the North – the actual Queen of Kalsea, She Who Calls Herself Jarl-of-Jarls, Who is Chieftan of the Northern Tribes.

While the bulk of the army was resting at Alsterbo, large numbers of scouts were active throughout Hordalant. Bands of Jotun supported by cunning thralls were actively searching the territory for signs of enemy influence. This was extremely bad news – there were several engagements between warriors of the Lion of the North and scouts attached to the Spy Network. It is extremely likely that the Jotun scouts discovered the Hordalant spy network by the end of this season's campaigning.

Skjaldirborn

Quality: Untiring

The immense host of the Skjaldirborn were camped in the eastern hills of Ashahon, below the Fortress of the White Queen. Their leader was reported to be the relatively inexperienced Jorgen Hylasson, successor to Hylas Viersdottir who was killed in the Mournwold.

The Hierro

Quality: Defensive

The great Hierro orcs were camped in Kalmar. The Jotun seemed to have embraced them entirely – their service in the Mournwold appears to have dispelled any suspicion. Their leader is currently Eahgoh Blackhammer. Imperial scouts reported that they appear to be taking every opportunity to share their understanding of the Seven Virtues with the Jotun of Kalmar, although what progress (if any) they are making is not clear.

Roaring Thunder

Quality: Heroic

The Roaring Thunder were camped in Sigla under the command of Kyrac Gerdasdóttir. They are a northern army out of Kalsea. They have many musicians among their number, and are known by reputation to be extremely tenacious – once committed they are very hard to call back. Their leader is apparently quite ambitious, and apparently covets the throne of Kalsea

Howling Night

Quality: Furious

The Howling Night were camped in Vallorberg. They are a rough army, with a great many Ulvenwar among them. They wear the skins of the first beast they slew unaided, and have a reputation for being mystics. Their leader is called the Dire Prince, and they have a significant number of ghodi and shamans among them.

Iron Host

Quality: Challenger The Iron Host are camped in Sigla, and are apparently a comparatively new army. They appear to be an army composed of warriors of several lesser clans of southern Jotun, eager to prove themselves. They are allegedly favoured by a “Great Power” the Jotun call “The Lame Jarl” - almost certainly the eternal Barien.

Game Information

- While Jotun presence in some regions is limited, they still appear control all seven regions of Hordalant and seem to have to have uncontested dominance of the territory.

- Information about Hordalant is discovered through the use of a spy network. This information was last significantly updated after the Autumn Equinox 381YE.

- The fortified port-town of Dalvi in Alsterbo is a rank one fortification.

- The Fortress of the Pale Queen in Ashahon is a rank two fortification. It would be very challenging for invaders to pass between Ashahon to Kalmar without first neutralizing this fortification, There appears to be no easily accessible passes through the Ash mountains; an Imperial army would struggle to pass through Angfors to attack the settlements on the western side, or to reach Sigla or Kalmar without going through the pass in Ashahon controlled by the Fortress of the Pale Queen.

- The Kongegőr is a causeway that appears to allow armies to cross the Gullet without needing the assistance of a navy. Precisely how it works is not certain at this time,

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Horizon's Razor Edge

Contents

- 1 Rules

- 1.1 Day Magnitude 3

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 3

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target may call CLEAVE once each day with any melee weapon except a pike.

While under the enchantment the target experiences a roleplaying effect: you feel focused and ready, you are on the lookout for an opportunity to act decisively, achieving your goals with as little unnecessary effort as possible.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Every two additional characters increases the magnitude by 5. Additional characters must be present throughout.

Description

With the power of this ritual, a warrior is granted clarity of purpose, empowered to strike a single decisive blow that can cripple a limb or render a lightly- or unarmoured opponent incapacitated with one swift strike. It is also known as Strike of Running Water among the Navarr who make good use of it with spear-and-shield fighting style, and as The Sentinel's Poise in parts of Urizen.

This enchantment provides similar power to that granted by Swan's Cruel Wing, a Summer ritual. When the ritual was entered into Imperial lore by the Dean of the Lyceum in 96YE there was some criticism - that there was little value in duplicating the power of Swan's Cruel Wing. At the time, the counterargument was made that while Summer magicians may excel at combative magic, their realm is not the only one that sees virtue in magic that allows warriors to strike decisive blows, and not every coven is trained in the lore of Summer.

Common Elements

This ritual usually involves both the target and their armoury. A ritualist might trace matching runes on weapons and warrior, or might encourage them to run through a weapon-drill. Some magicians encourage the targets to remain absolutely still, sometimes in an uncomfortable martial pose, until the climax of the ritual when they explode into action with a single dramatic strike. A toast of fresh water or fruit juice is often drunk, especially when the ritual is performed on a band of warriors rather than a single target. Legendary warriors, especially those who fought only when necessary, are often invoked as are Paragons and Exemplars who showed great patience

Any of the Day runes might be evoked. Cavul, the rune of clarity and Aesh, the rune of thought, are commonly marked on the weapon and the wielder respectively. An evocation of The Key may be appropriate with this ritual, as might evocations of creatures such as mantids or birds.

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Horn Resounding

Description

A Horn Resounding allows a priest to use a musical performance to draw on the power of the consecration of Pride to inspire their audience. Listeners are filled with a profound sense of self-esteem, their inner strength revitalised and empowered to face the challenges that are to come. The power of the magical musical instrument itself is only part of the process that brings about this spiritual experience - the performance itself helps connect the spirit of the audience with the power of the potent consecrated aura.

These items often take the form of a brass instrument - horns or trumpet especially - although any musical instrument is appropraite. The metal used to create them is infused with orichalcum and polished with tempest jade with dragonbone decorations or keys. A more traditional artisan may make the instrument from the horn of a mighty beast, inlaid with dragonbone and with an orichalcum mouthpiece. In Wintermark, Pride is represented by Feresh, and this rune is often worked into the decoration of the instrument.

The loud, resounding tones a musician coaxes from these powerful instruments stirs the heart of the audience, filling them with pride and confidence. Often, a priest will intersperse their performance with short readings or recitations of poetry specifically chosen to inspire their audience - tales of Paragons and Exemplars are common but as an instrument of Pride it is just as effective to evoke the names of cultural heroes and the work of beloved poets. A Horn Resounding is often employed by soldiers to greet the dawn and the dusk, and to sound the mournful dirge at a warrior's funeral. In Wintermark and Highguard particularly there is a belief that notes played on this instrument at twilight are audible to the dead; a reminder of what they gave their lives for and an assurance that their deeds are never forgotten.

As with many religious magic items, it is common for a Horn Resounding to be hallowed. A popular choice is the Hallowing of Lepidus, which inspires the bearer to inspire others, or the Hallowing of Richilde which inspires the bearer to strive to create beautiful music.

Rules

- Form: Weapon. Takes the form of any kind of musical instrument.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: You must be dedicated to Pride to use this item. Once per day, while you are in an area consecrated to Pride, you may spend ten minutes of appropriate roleplaying that includes playing this musical instrument. Any listener who was in the area for the entire period recovers all hero points. You cannot use this ability if you are on a battlefield or in a similar stressful environment. A listener who has lost the ability to recover hero points overnight is not effected by this power.

- Materials: Crafting a Horn Resounding requires 7 ingots of orichalcum, 9 ingots of tempest jade, and 5 measures of dragonbone. It takes 1 month to make one of these items.

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Horses

The Highborn fleet carried with them a great herd of horses. These fabulous beasts embodied Loyalty and the noble virtues of strength and dignity. Mounted on their mighty warhorses, the Highborn were unbeaten in battle while swift messengers allowed distant settlements to remain in contact with one another and fostered a sense of community and unity. They were the emblem of the fiery spirit of adventure and strength that made the Highborn unconquerable – companions but never servants, allies but never subjects.

Such a great asset, however, commanded a tremendous price, and eventually the sacred bond of person and horse was corrupted by economics. A single gelded male when traded could sell for more than its weight in gold and gems, a market that was hard for the corrupted Patrician Council to refuse. Several patrician families grew rich and powerful through trading horses, and through careful business practice and astute management of market forces created a near-monopoly on horse-trading within the kingdom.

Short-sighted self interest, and poor husbandry brought tragedy. Through over-selling and over-gelding, the population of Highborn steeds dwindled and their vigour and fiery spirit diminished through in-breeding. The orcs, perhaps sensing that their much feared enemies were mortal after all, embarked on a vicious raiding campaign to murder as many horses as possible, which exacerbated an already growing problem.

All of this might have been overcome, however, but the horses themselves were wasting away. Once comrades-in-arms and brother warriors, their status had been reduced to that of military assets and livestock, too much for their proud spirits to bear. Even after the power of the patricians was broken the damage was done and all attempts to restore them were in vain. The last horses perished in the early years of the Empire, the last few broken relics and curiosities of a once magnificent species. History tells that they died of grief, their spirits destroyed by the exploitation of greedy men and women who should have protected them as a sacred charge.

The loss of the horses during the early years of the Empire was a huge loss to Highguard, and one from which the Highborn took many years to recover. To this day the phrase “horse-trading” remains a powerful insult. In honour of their lost steeds, and as reminder of the lesson learned, they preserve the image of the horse as a powerful symbol of nobility and pride, and a sobering reminder of the perils of taking blessings for granted.

Pegasus

A common image in heraldry, and in fanciful tales, is that of the winged horse. Indeed, there are still suits of horse barding in Highguard with decorative wings attached that protected the legs of the rider from attackers on the ground. The winged horse itself, however, is a creation of legend and mythology - while horses were swift, they did not fly and it is unlikely one would ever be able to fly in the manner the pegasus is depicted. Rather, the pegasus is a heraldic symbol of speed, grace, and pride - even beyond the characteristics associated with horses normally.

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Hose

Marcher leg wear is practical and slim fitting. Close fitting trousers are practical and easy to come by or make. One example for such legwear are hose.

Woollen hose come as split hose, which are two separate legs with or without integral feet, or joined hose which are one piece with a flap at the groin. Split hose should be worn with long braies, which are a mid thigh length, baggy boxer short style garment. Joined hose, and some split hose will tie or 'point' to either a doublet, or to a 'pourpoint' (literally meaning 'for pointing'), which is a waistcoat style top worn in much the same way as modern braces are! Split hose can also be held up by a belt, if they have loops at the tops of the legs.

- Basic trousers

Hose is also easier to make and wear than you might think and can be very practical for both day to day wear and fighting.

Both braies and split hose are very easy to make from scratch, although joined hose are fairly complex to get the fit right, which is the vital component to stopping them splitting! The other important factor for making hose is to make them stretchy. This can be done by using boiled wool, which is naturally stretchy, or 'cutting on the bias' to use fabric's natural stretchy-ness.

- Joined hose

- Reconstructing History 024

- Split hose

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House of earth

Gwen stared at the board laid out before her, looking desperately for a way to save her jarl, but it was hopeless. There were warriors closing in on every side, he was as dead as a fallen tree.

She leaned back in her chair and glowered at Hjordy. "Wipe that bloody smirk off your face you smug bastard".

Hjordgar grinned at her "That's three straight games you've lost Gwen - perhaps you'd like to play against one of the children?"

"Very funny. Isn't it enough already that you've won? Anyway, I didn't walk all this bloody way just to play games - there's news."

Her companion's smile disappeared in an instant and he turned serious. He swept the tafl pieces back into the bag and then poured her another mug of ale. For the next thirty minutes he said almost nothing, just drank it all in, as she proceeded to relate what she'd heard from Landry who said he'd got it from Shem who'd got it from Edda. Finally he spoke.

"So what does it all mean? Are they going to let us stay? Keep our farms? What?"

"Paragons! I don't know - I wish I did. I'm not sure they know." He nodded at that musing over it while she continued "One thing's for sure - there won't be any thralls no more. They don't hold with that."

He snorted then "Right - well that'll make all the difference in the world that will. I'll bet there'll still be taxes though? You're not going to tell me they don't hold with taxes are you Gwen?"

She grinned at him "Would I piss on your back and tell you it was raining? Course there'll be bloody taxes. Some things never change. Now enough of my yapping, what's the news from your side?"

"Not good... Ysra and Gudmundur have had some almighty falling out. Each side blames the other for the thrall deaths. Only thing they both agree on is that the Empire has to pay. They say Gudmundur has sworn a blood oath not to lay off the killing until the ancestors fall silent.... It's not good..." He shook his head and his voice trailed off. He picked up the flagon but it was empty and now he realized that the fire was almost out. "I've no more ale Gwen" he said apologetically.

"It's an omen!" she said her eyes wide with alarm... and then ominously "It is time".

"An omen... time for what... what does it mean?" he asked a note of fear creeping into his voice.

"It means it's time for me to go home you daft bastard." Gwen's face broke into a wide grin - she'd got the better of the little bugger at last.

Contents

- 1 Overview

- 2 A Question of Status

- 3 The Way To Where

- 4 Plain Truths

- 5 Resolution

- 6 Further Reading

Overview

Not all the Jotun have left the Mournwold - there remain significant numbers of Jotun thralls living throughout the Mourn, but especially in Green March, Southmoor, and Greensward. These people are very different from the people that the Empire have been fighting, in temperament at least, for they possess no effective weapons and seem to have little or no interest in fighting. Large numbers of them fled west marching with the Jotun armies as they retreated before the Empire's advance, but the majority remained behind. And now the question is what to be done with them.

Since Summer, the Empire distributed 75 thrones each season to pay for supplies to feed the orcs. This aid was pivotal in ensuring that none of them faced starvation - but it also affected attitudes. While many were displaced by the advancing armies, the majority have now found the confidence to return to their farms and begun to work them once more. They are clearly cautious of the Empire but thus far the Empire's largess has convinced them to stay. If the situation stays as it is now then the thralls do not need any further help from the Empire to feed themselves.

Which raises the difficult question of what to do with them. It is well known that some of the Marchers in the Mourn are trading with the thralls. At present the magistrates are largely turning a blind eye, pending further guidance from the Senate. Technically they are still barbarians - technically they are still Jotun. Presumably something will have to be done, not least because somewhat inconveniently they are currently occupying some of the most important farmland in the Mourn.

A Question of Status

The first question seems simplest to answer but has potentially complex consequences. The Imperial Senate can declare peace with the thralls in the Mournwold, just as they did with the orcs of the Great Forest in 380YE. This would immediately resolve the question of their status - they would be treated as foreigners rather than barbarians. It would be legal to trade with them and they would receive the protection of Imperial law.

The protection of Imperial law is a two-edged sword however. It would not be legal to displace them from the farms (and other resources) they have claimed and certainly not legal to send an army to drive them out of the Mournwold.

Encouraged by the generosity of the Empire in feeding them, the Jotun thralls have returned to the farms, mines and businesses they abandoned when the territory was over-run. Now that that has happened, provided they are allowed to remain where they are then they will be able to feed themselves and do not require any further help from the Empire. Obviously if the Empire chose to take a different approach and push the thralls off the land, then the question of their deprivation would become relevant again.

We invite Marcher and Imperial Orc preachers to the Mourn to talk to the free orcs of the Mourn (the former Jotun thralls) and preach to them about the Way. We encourage the Virtuous folks of the Mourn to support these preachers and ensure their voices are heard. In return, we invite stewards or other leaders of the free orcs of the Mourn to come to Anvil and make their concerns heard, so that the Empire will not decide for them, but with them.

Hrodin, Marcher Assembly, Autumn Equinox 381YE, Upheld 62- 0

At the last summit, the Marcher Assembly passed a judgement encouraging people to take the Way to the former Jotun slaves. The civil service have attempted to assess what would happen if a suitable mandate following on from this statement of principle were passed, but the outcome of such an action is difficult to forecast. Matters of faith are always complex and very resistant to any attempt to use day magic to forecast them. The last time this was attempted was with the Lasambrians, and that was not an unqualified success.

At the request of those cut off from the Empire in the Mourn, and in conjunction with our statement of principle and shared understanding on the use of cruel tactics, we intend to send missionaries to bring the Way and support reintegration of the Mournwolders, led by Bloodcrow Losak.

Atla, Imperial Orc Assembly, Autumn Equinox 381YE, Upheld 36- 0

The Way To Where

A suitable priest, presumably a Marcher and ideally even a Mournwolder could attempt to spread the faith to the Jotun thralls. There are a large number of them so it would take a few seasons and significant amounts of liao to take effect. In some ways the time required is a benefit, as it means that the civil service could update the Empire each summit to let them know how successful the attempt was being, what the current results were and advise on any further possibilities.

If an attempt to convert the thralls was successful, the obvious question that would raise is what next? The Marcher egregore is adamant that these people cannot become Marchers - while they do share some characteristics of their neighbours (the most obvious of which is a well developed sense of attachment to their land) - they are not Marchers and there is no realistic possibility that they ever could be. In theory they might become Imperial Orcs. Nobody has yet had a chance to ask the Imperial Orc egregore for their opinion, but the Orcs are traditionally quite dismissive of the idea that all orcs can be Imperial Orcs. And how would that work anyway... if they continue to live in the Mournwold rather than Skarsind?

These are all difficult questions - but perhaps they might be easier to solve once the Jotun thralls have been successfully enlightened to the Way of Virtue. For the coming season that would require an appropriate mandate and 50 doses of liao.

The Marcher Assembly sends X with 50 doses of liao to the orcs of the Mournwold to bring them to the Way of Virtue. We encourage the Virtuous folks of the Mourn to support these preachers and ensure their voices are heard.

Marcher Mandate

Because of the Imperial Orc Assembly's statement encouraging an approach to the inhabitants of Mournwold and the Marcher Assembly's statement inviting the Imperial Orcs to support the efforts to reach out to the Jotun thralls it is also possible that the Imperial Orc Assembly could pass a similar mandate with a similar effect. Imperial Orcs are not able to use liao of course, but there are a number of skilled friars and monks in the Mournwold who can assist if they are given the necessary supplies and the right leadership and direction by someone appointed by the Imperial Orc Assembly.

There is - in effect - an outstanding invitation to the Jotun thralls to send representatives to the Empire to negotiate, but it is clear that there is not yet sufficient trust for that to happen. These people seem genuinely fearful of the Empire, they are prepared to trade for what they need with their Marcher neighbours but not much more. They don't currently trust the Empire to keep their word and of course just as many of them as Marchers lost their lives to the indiscriminate curses that wracked the Mourn, and they are not ignorant of the source of those curses.

The one thing that the civil servants have been categorically able to determine is that if the mandate above is spread, then among any other effects, it will generate sufficient trust that representatives will be forthcoming. That would categorically give the Empire's diplomats someone to treat with.

Of course diplomacy is just one of the ways that the problem could be resolved...

Plain Truths

At present the Marchers in the Mournwold occupy around two fifths of the territory. The Feni infested woods at Alderly are largely a no-mans land but the rest is held by the Jotun thralls. This is not a matter of military control - all the regions here are now fully under the political and military control of the Empire. It is simply a question of who lives where.

Unfortunately the failure of the Jotun thralls to leave alongside their warlike masters does cause some military and economic complications. It won't be a problem for taxation into the Imperial treasury - civil servants are already compiling lists and it's clear that the thralls who own farms will pay taxes just like any Marcher would. However their participation in the Empire ends there - they certainly aren't going to sign up to support the Imperial armies - indeed it is fairly clear that they do not want to fight as part of any military force. Any Jotun thrall with the will to fight would have ceased being a thrall when they came of age.

If the thralls were gone, then the Marchers could move onto the land, spreading out across the territory as they took over the best farms. If that happened then it would not be long before the Mournwold would then become self-sufficient enough to support an additional Marcher army. But that isn't going to happen for as long as the Jotun thralls remain occupying the fertile farms and running the most profitable businesses.

The other problem is the issue of ownership. Whenever a territory is conquered, the Imperial civil service identify the most valuable resources in a territory which are not legitimately owned by Imperial citizens. These assets are claimed by the Military Council as spoils of war - who are then entitled to dispose of them as they see fit. That presence of the Jotun thralls has complicated that process - as three of most prestigious resources identified by the civil service have been claimed by the thralls. One of these was built by the thralls - the Golden Hoof. The other two - the Black Hill and Eversweet Orchard - were seized by the Jotun during the original invasion and redistributed to their thralls. There are no living descendants of the original owners, but that is exactly the sort of thing that would normally be added to the spoils of war.

These spoils of war can be redistributed by the Military Council just like the others identified in the Mournwold by the civil service - as long as the thralls have not been recognised as foreigners by the Imperial Senate. While the Jotun thralls are technically barbarians, it would effectively be an act of war to seize the properties - but the current owners have no way to resist the Empire. If the assets are claimed, the current owners will simply have to accept that fact and move on. Presumably they will be able to start again somewhere with a new farm or whatever - or more likely they will follow the Jotun armies and go back where they came from over the border to Hordalant.

The general population is a more difficult problem, simply because of their numbers. However, they could also be dealt with, provided the Military Council were prepared to commit sufficient military force to oversee their eviction - and again assuming their legal status has not been changed by the Imperial Senate. One army could clear the thralls from the territory in two seasons by issuing a suitably worded order to carry out a cautious advance - two armies acting together could sort the problem in a single season. There might be some sporadic fighting, but very little. These people just don't seem very interested in fighting, so there would be no real casualties. So few in fact that the army could still resupply while engaged in the basic operations needed to clear the thralls.

Although they don't want to fight, the thralls also don't want to leave. They appear to have acquired the same stubborn streak that everyone who lives in the Marches acquires, and of course there would be a dangerous trek back west through Liathaven. But assuming the Navarr or the vallorn didn't attack them on the way, most of them ought to be able to reach the Hordalant.

Once they are gone then the land would become available to the Marchers - and that would enable to the Marchers to raise an additional army, assuming that the mithril can be found and that the Imperial treasury will stand it.

However, many inhabitants of the Mourne will be very unhappy if the Empire drives the thralls out at sword-point. A lot of people in the Mourne - not all - but a lot - feel more affinity for the Jotun thralls than they do for the Empire at the moment. It's not a clear cut situation however - some Mournwolders who are now returning from exile would like to see the thralls gone - and a few of the more extreme Mournwolders that are holding grudges against everything Jotun, would like to see the thralls killed. But most of the Mournwold want to see a resolution from the Empire that treats their neighbours well having laboured together under Jotun rule for thirty years.

Resolution

The Marcher assembly passed a mandate to send Sister Meredith to bring the Jotun thralls to the Way.

During the Winter Solstice, the Imperial senate voted to recognise the thralls living in the Mournwold as foreigners. it is not legal to drive them from their farms with armies, nor to remove them from their residences.

Further Reading

- This land is your land details the wider situation in the Mourn

- Spoils of war for the Mournwold can be found here.

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How Assemblies make Judgments

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

Contents

- 1 Summary

- 2 Raising a Judgment

- 3 Resolving a Judgment

- 4 Congregation Influence

- 4.1 Further Reading

Summary

- At each summit weekend, every Synod priest can put one judgment before an Assembly they are a member of.

- At each summit weekend, Synod priests can vote on any judgment before an Assembly they are a member of.

- It is recommended that Synod priests check at regular intervals, two or three times a day, to see if there are any judgments they have been asked to make.

Raising a Judgment

To put a judgment before an Assembly, the Synod Priest needs to seek out an appropriate civil servant who will normally be available at the Hub or other designated location at Anvil.

The priest then needs to identify:

- Which of the Synod's powers they are looking to utilise

- Against whom the judgment is directed, for example, which General they seek to revoke, or whom they wish to reward with money or resources from the Virtue Fund

- Which of the Assemblies they are looking to place it before

The Civil Servant will record the judgment in their records, and on a notice which is displayed in a prominent, public, location. The notice will include a deadline, by which time the priests of the Assembly will have been expected to render their judgment.

Marrok of Dawn wishes to raise a judgment of inquisition against members of a League coven believed to be consorting with Wendigo. Marrok seeks out an appropriate civil servant and indicates that he wishes to do this through the Assembly of Vigilance, of which he is a member. A deadline is set for four hours after Marrok raised the judgment, at which time the judgment will be resolved.

Resolving a Judgment

During the time between a judgment notice going up, and its deadline, priests of the appropriate Assembly can register their judgment either for, or against, the notice raised. They do this by seeking out an appropriate civil service, usually at the Hub. Members of an Assembly can request that a civil servant accompany them to a location of their choosing. This is most commonly to record multiple judgments that have been agreed in a meeting.

For a judgment to be successfully made, it needs to achieve a majority. There are two kinds of majority:

- A lesser majority is one where the votes in support of the judgment exceed those made against it

- A greater majority is one where the votes in support of the judgment exceed one half of the Assembly's voting strength

Where a judgment achieves a greater majority, it can be resolved ahead of its deadline as it cannot be defeated.

Marrok's judgment of inquisition would normally only require a lesser majority to pass. However, the Assembly of Vigilance are not minded to wait for the potential evil-doers to cover their tracks and ensure over half their number support the judgment well before the deadline, securing a greater majority and the right to deliver swift inquisition.

Congregation Influence

The votes of Synod priests in determining a majority are not equal. A priest's judgment is measured in influence, and their influence is weighted by the size, or importance, of their congregation. Information about how to increase the influence of a congregation is available here.

Further Reading

- Synod Processes and Powers

- Information about the different Assemblies

- The powers of individual Synod Members

- Judgement

- Witness

- Sanctuary

- Clemency

- The Judgements of the Synod

- Appointment

- Inquisition

- Condemnation

- Statement of Principle

- Revocation

- Recognition

- Veto

- Rewarding

- Changing Doctrine

- Writ of Excommunication

- Religion

- The Way of Virtue

- Imperial Theology

- Religious skills

- Religious Crimes

- Recent history

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How To - Make a Surcote

Contents

- 1 How to make a surcote

- 1.1 Instructions

- 1.2 Optional: decorating one or both sides

- 1.3 How about adding a heraldic logo or beast?

- 1.3.1 You will need

- 1.3.2 Too complex?

How to make a surcote

Over your bliaut , why not show your loyalty with a glorious surcote made in your House's or Lord's colours? This is a garment that is fundamentally really simple - at its simplest, four pieces of cloth and four seams that looks fantastic and is (you guessed it!) historically correct. The fun comes in decorating it. This tutorial not only teaches you how to make the basic version, but talks you through a fabulous stripy alternative either as a walk-through to copy it in this or other colours, or as inspiration for making your own heraldic designs.

First, a note on heraldry. This is not a re-enactment. There are no rules.

Historically, there are a million rules governing what you can and can't do in heraldry. Ignore them. This is not a re-enactment. You can do pretty much whatever you like with colours and symbology, and if anyone tells you that it's wrong, feel free to ask them what the elves wore in the Hundred Years War. One thing that's worth saying, though, is that heraldry should be about recognisible designs and high contrast. For that reason, I'd recommend thinking about sticking with the colour rules that talk about metals and colours. Confused? Read on.

"Metals" in heraldry are actually white and yellow. This is because on your shield, you could leave them as metals, but on your surcote which was made to match, they'd have to be in the nearest two colours of cloth. Heraldic "colours" are all the other colours. The rules say that when you're putting a design in one colour onto another colour, "Metals" should go on "Colours" and vice versa, but a "Colour" shouldn't go on a "Colour", and a "Metal" shouldn't go on a "Metal". So a gold lion on a red shield is fine, but a white lion on a yellow shield is right out, and so is a green lion on a blue shield.

If you think about these examples, it kind of makes sense. If you're trying to see the Earl of Warwick at a hundred yards through a pitched battle at dusk, you want something that's high contrast and really stands out. White and yellow are the perfect contrast to all the other colours and make your unique heraldry much easier to see. For that reason, I've put black stripes (Colour) on a yellow field (Metal) - it works for wasps and it works for me,

Anyway, it's something to think about. Mull it over, and if you still want that purple dragon on a black shield, you go right ahead.

Instructions

Things you will need

- 1.5m of wool fabric in two different colours for the 2 colour version

- 1m of a third colour of wool as well if you're making the magnificently stripy version. (I used red and yellow for the base and black for the stripes)

- Black thread

- A tape measure

- A pen

- An iron. I really mean it this time.

Here is your basic shape:

You're going to cut two exactly like this, and two mirror images. The dimensions on this image will make up something that will fit over the T tunic in the previous tutorial. The neck hole can be approximated - you want something a little bit narrower and a little deeper than your under-tunic, so you get a flash of contrasting colour.

Again, make sure that the dimensions will go round your chest and add to them if necessary. If you're going to wear it over armour, make sure you have your armour on when you measure, and add at least 5 inches in total to your armoured chest measurement. You may have to make the armholes deeper.

Here is a picture showing you how to sew it together -it's really as simple as sewing the shoulder seams (front to back on both sides), then the sides of the surcote. At the front, sew it from the neck down to about half way, then hem the edges below that - this gives you a split for mobility.

Hem the front split and the bottom, the armholes and the neck. Bias tape is a nice way of doing the curved edges. (http://tutorials.abbott.me.uk/home/bias-tape )

Optional: decorating one or both sides

While it looks great in one or two colours, you can make your heraldry really unique by putting stripes, chevrons or any design on one or both sides of your surcote. It's easiest to do before sewing it up.

First, mark your stripes. The easiest way of doing it is to cut a piece of cardboard about 3 inches wide by 3 feet long and use it as a guide to mark your stripes at the angle you like on two cut pieces. You can choose to make the back and the front identical, or they can mirror each other so on the back the colours are reversed - there's no problem with either, so just do what you prefer. Mark your stripes on your fabric.

Now, cut your "stripe" fabric (black in this case) into 4 1/2 inch wide strips. You can usually just rip across the fabric, but check your fabric rips nicely and evenly before doing too many.

On your first marked line, pin your black stripe along it like so:

Sew this line, using your pins as a guide to get your stitches on the marked line.

Then, turn the stripe over so that the stitched seam is covered by it, and press it.

You can then turn the other side under and pin it in place ready to be hand or machine stitched down from the top. Then do this with every alternate line marked on your coloured piece.

Eventually all your black stripes will be sewn on, and your machine stitching will be covered under the fold of the black fabric.

Well done. Now do it again on the matching piece. This is fiddly and time consuming, but don't mistake that for being impossible. Take your time, pin and press where necessary, and you'll get great results.

To fix the other side of the black stripes, you can either topstich them down by machine, following the line of your pins that are holding them in place, or, if you don't want machine stitching to be visible, you can slipstich them down by hand.

If your black stripes are at the neckline, you might want to topstitch round the edge before you trim off the excess black stripes, just so it behaves as one piece of fabric as you work with it. Even if you don't want any machine stitching to be visible, this will be concealed in the shoulder seam and in your neck finishing, so don't worry about it.

Then just sew your four pieces together as above, remembering that the stripy side is the correct side, so you want your seams on the reverse.

Here it is with the bliaut underneath.

Hang on - can't I just sew strips of the two colours together to make a stripy bit of fabric, then cut my pieces from that?

Yes you can. In fact, I've done it that way before. Two caveats - if your stripes aren't going to be horizontal or vertical, the fact that you have to cut out the pieces at an angle to make the stripes slant means you waste a lot of fabric. Second, because you're cutting on the bias (i.e. not on the straight grain of the fabric) your stripy piece will drap and sag in a different way to the other side. Not too much of a problem, but it can look a bit uneven. But if you're going to have horizontal or vertical stripes, it's a time saver.

How about adding a heraldic logo or beast?

You will need

- The cut bits of your surcote

- Contrast fabric

- Thread to match your contrast fabric

- Machine set to zig zag

- Quilters fusible web - Wonder-under, heat-n-bond, fuse-a-web or similar

- Optional: Gold seed beads (I use Guterman)

- Beading or sharp needle

1. Trace or draw your design onto the heat-n-bond. Some brands will tell you which side to use, others not. If it's not clear, very gently separate the layers at one corner. The paper will adhere more to one side of the web than the other - use the MORE adherent side to draw on. If your design is asymmetrical, remember it will be facing the opposite way when you transfer it, so you might want to reverse it first.

2. Once you've copied it, roughly cut out a square around each design.

3. Carefully peel the less sticky paper from the web. Your design side should still be attached to the web.

4. Press the sticky side of your fusible web to the WRONG side of the contrast fabric. This should stick pretty well.

5. Carefully using nail scissors cut around your design. You should now have your design with a paper patch stuck to one side.

6. Peel off the remaining paper, giving you a sticky fabric logo.

7. Position as desired!

8. Using a dishtowel or pressing cloth to sit between the garment and your iron, press several times briefly with a hot steam iron. This should stick the design to the fabric.

9.Using a narrow zig zag on your sewing machine, topstich the edges of the patch to the fabric. This is fiddly, so take your time.

10. Optional: Finally, using your patch-coloured thread, couch beads around the design, covering your machine stitching. Thread two needles and knot them - bring from wrong side to right side. String beads onto one and use the other to couch the beady string down, trying to get it to look like a seamless string of beads around the design..Do this all the way around. Bring both needles to the back and secure. Finished!

Some fusible webs don't have paper on both sides - this is ok. Just trace onto the one side of paper that you have, then, when it comes to sticking it to the fabric, lay it in position and give it a quick press with a hot steam iron - not too long but a second or so should be enough to stick it. The rest is the same.

You can see a project featuring this technique here:

http://www.profounddecisions.co.uk/empire-wiki/Civil_Service_Look_and_Feel

Too complex?

If you want something a bit simpler, try using felt for your appliqued patch - the edges won't fray, so you can just stitch round with a straight stitch, or by hand, and not bother with the beads to cover the stitching. Felt won't wear as well as woven fabric, but that's ok if you're careful.

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How To - Make an easy kids cloak

How to make a really easy kids' cloak

This pattern makes a cloak to fit a 2-4 year old - you could make it for a bigger kid by using a longer piece of fabric and increasing the length of the body -the head hole and the hood won't need altering. You could even make it longer with a really deep hem which you can let out as your child grows.

You will need

1m of fabric at least 60 inches wide - wool for a warm cloak (polar fleece makes a nice machine washable substitute) Thread in a matching or co-ordinating colour A brooch to pin the neck shut, or a fastener to sew on.

Instructions

Following the picture below, cut out two pieces - the big wide one will be the body of the cloak, and the littler one will be the hood.

Now, following the picture below, fold the hood piece as shown and sew down one edge - this will be the back of the hood.

Now, carefully matching the middle of the LONG EDGE of the body piece to the seam at the back of the hood, and matching the FRONT EDGES of the hood to the SHORT EDGES of your body piece, gather or pleat the LONG EDGE of the body piece to the NECK EDGE of the hood piece. Sew this seam all the way around. Your cloak is now basically done.

Finally, hem all the way around.

Get your child to stand still for long enough to pin it around their neck - the neck hole is deliberately large to a) allow for growth and b) allow them to slip out without getting stuck if their cloak gets caught on something, but you can overlap the edges if you prefer a tighter fit. If you want, sew on a fastener, or just pin it shut with a brooch.

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How sweet is the sea

"A floating island covered in burgeoning fruit trees, home to lithe limbed youths with wise eyes and soft skin who whisper secrets of the deep?"

"Only one ship mentions it, and it seems they'd run quite low on fresh water when they came across it."

"Shame. Why's it in the pile then?"

Oria i Guerra made a face.

"I wouldn't have bothered but they do specify it was a floating island - as in it moved around - and the captain who went ashore said they told her it was a place sacred to Rhianos so...."

"Dammit!" Leontes threw the report back down on the table, setting off a minor avalanche that saw page after page cascading onto the floor. "How the bloody hell are we supposed to make head or blody tail of all this! They're literally bloody sailor's tales! And the bloody maps are no better! It's like Kala never even lived! Everyone is using different bloody scales, and different bloody notation. Why haven't we standardised all this yet?"

"We did," Oria's voice was amused. "Barabbas made sure of it. Standardised notation, the whole thing. And then..."

The Freeborn trailed off, knowing Leontes would complete the sentence himself.

"Nicovar," snarled the Imperial Archivist, slamming his fist on the table and sending more pages drifting down onto the floor. "Damn his yellow eyes. It's always bloody Nicovar."

He ground his teeth, then slowly got down on his hands and knees, swearing as his back cracked and his knees clicked, and started to gather all the pages together.

"I think we'll need to hire at least another two cartographers," said Oria checking some notes. "And another scribe."

"Fifty bloody thrones!" he grunted. "What were we thinking?"

Oria shrugged.

"Shall we start again from the top then? Two more ships put to port last night, and we've got reports from them. We've got literally fifteen days before we're meant to have the map finished and annotated, and as we've very nearly started I'm sure the time it'll take to translate and transcribe the new reports will just fly by..."

From underneath the table, the Imperial Archivist glowered up at the amused Freeborn civil servant and said a very rude word under his breath.

Contents

- 1 Overview

- 2 Mapping the Bay

- 2.1 Summary

- 2.2 Tall Tales and Sea Shanties

- 2.3 Spy Networks

- 3 Bloodthirsty Pirates

- 4 Resolution

Overview

The Grendel continue to dominate the Bay of Catazar, and prey freely on Imperial vessels trading from ports along its shores. The corsairs, among others, do their best to protect the bay. At the moment however they are outnumbered - if not outmatched. On the rare occasions that numbers are equal, they make a good accounting of themselves, and for the most part the territorial waters of the Bay are made too dangerous for pirates to enter. The same cannot be said once an Imperial ship leaves the relative safety of the northern arc of the Bay, however - and to reach any foreign port they must risk open waters.

All is not gloom and doom however - during the Winter Solstice the Imperial Senate voted to support an ambitious project to map the Bay, significantly updated limited Imperial understanding of the land outside Imperial borders that lies on the shores of that great sea. The civil service is still collating the information that has been gathered, but the captains who actually participated will have copies of their own when they attend the summit at Anvil.

Citizen

Nation

Oria i Shartha i Riqueza

The Brass Coast

Elaine Bard

Dawn

Elyan Smith

Dawn

Sagremar Weaver

Dawn

Tyr Cain

Dawn

Kalesha De` Lathera

Dawn

Richard Phelon

Dawn

Thomas Morgan

The Marches

Druss Bandit Blood

Navarr

Accalon

Highguard

Ahraz i Guerra

The Brass Coast

Argi i Guerra

The Brass Coast

japhar

The Brass Coast

Karg i Estrico

The Brass Coast

Raphael I Cortez I Erigo

The Brass Coast

Eduardo

The Brass Coast

Gomez i Souza i Guerra

The Brass Coast

Itamar i Souza i Riqueza

The Brass Coast

Naia

The Brass Coast

Raimondo i Souza i Guerra

The Brass Coast

Rufio I Souza I Guerra

The Brass Coast

Basir-Tazial

The Brass Coast

Mae

The Brass Coast

Octavia

The Brass Coast

Rafael i Paloma i Guerra

The Brass Coast

Thadeo I Aberoa I Riqueza

The Brass Coast

Traev Al-Tahier

The Brass Coast

Azzam i Zaydan i Riqueza

The Brass Coast

Bayan Zayden Riqueza

The Brass Coast

Chiara Zayden Riqueza

The Brass Coast

Ibbie Zayden Riqueza

The Brass Coast

Joaquin i Shartha i Riquez

The Brass Coast

Veikko Altonan

Wintermark

Tobrytan Dunning

Wintermark

Thrall Kollbard

Wintermark

Harkon

Wintermark

Cormac

Navarr

Nikolai dravi

Navarr

Celio i Guerra

The Brass Coast

Enrique I Kalamar I Guerra

The Brass Coast

Ieri i Kalamar i Guerra

The Brass Coast

Lorencio i Guerra

The Brass Coast

Lupita i Marcela i Requiza

The Brass Coast

Marcelino i Haro i Guerra

The Brass Coast

Ortega i Palma i Guerra

The Brass Coast

Puglo i Souza i Guerra

The Brass Coast

Alandra i Santoro i Guerra

The Brass Coast

Dacio i Valeria i Guerra

The Brass Coast

Diego i Sol-Devorador i Erigo

The Brass Coast

Florina i Sol-Devorador i Erigo

The Brass Coast

Iris i Paloma i Guerra

The Brass Coast

Lilith

The Brass Coast

Vrael i Sol-Devorador i Erigo

The Brass Coast

Ishmail i Iniquez I Erigo

The Brass Coast

Qasim i Azuro i Erigo

The Brass Coast

George

Navarr

Elyan

Navarr

Lowri

Navarr

Alexei Strascovich

Varushka

nate drayton

The Marches

Ariadne

Urizen

Natalus

Urizen

Lucian Of Ephemeris

Urizen

Xenia

Urizen

Gideon

Highguard

Achille di Sarvos

The League

Davos

The League

Barbarosa Sartosa

The League

Ventura di Sarvos

The League

Estaban I Del Rio Blanco I Guerra

The Brass Coast

Squid

The Brass Coast

Annabelle Magorian

Dawn

Elayne Brightsmith

Dawn

Argent Dromund

Dawn

Esme Sailmaker

Dawn

Aurum Argentum

Dawn

Akki Ashtears

Wintermark

Orca of Sealtoq

Wintermark

chibz

Imperial Orcs

Urq

Imperial Orcs

Dweia Sanguedolche de Siroc

The League

Cal

The League

Cpt. Hendrick van Hoven

The League

Novus

Urizen

Mapping the Bay

During the Winter Solstice, the Imperial Senate vote to take advantage of an opportunity to map the Bay of Catazar. The Empire's maps of the actual bay itself - and more specifically the territories that lie along its shores - have been woefully inadequate for some time. The Empire knew that the Grendel controlled the eastern and southern shores, and the Iron Confederacy controlled the south-western coast, but beyond that very little was known for sure. Now, that situation has greatly improved.

While just over half the captains who contributed to the project were (perhaps unsurprisingly) Freeborn, vessels from every Imperial nation were involved, including a sizable contingent from Dawn. With coordination and support from the civil service - and a considerable commitment of funds from the Senate - over the last season these ambitious mariners began to compile cartographic information about the land around the shores of the Bay of Catazar.

The project has not created the kind of highly detailed map that would be of use to magicians. This requires a significantly more focused approach such as is provided by a spy network operated by bands of trained scouts. What it has done is closed several holes in Imperial understanding of the geography of the bay - providing a firm foundation on which further projects might be built as well as giving some insight into the size and distribution of the Broken Shore.

Each fleet that has taken part in this project has received only half the income they would normally gain for privateering. Part of this payment has come from wealthy patrons keen to see a map of the Bay; the rest has come from raiding Grendel vessels and settlements in the waters along the Broken Shore. More importantly, perhaps, each captain has also been provided with their copy of the map of the Bay, as well as a collected gazetteer of points of interest in each territory.

Summary

The map, and the limited gazetteer of locations uncovered, is being prepared for publication by the civil service and is expected to be made available after the Spring Solstice (OOC: That is, it will be put on the wiki as happens with the report from a spy network). It is known to have located and mapped the shores of three Iron Confederacy territories in the west - Kalino, Shavronne, and Veroigne - and five territories belonging to the Grendel - Tathar, Raineach, Shayeel, Ayereed, and Mareave.

Tall Tales and Sea Shanties

Each ship captain who contributed to the project is free to create their own stories of their adventures, within reason.

The people in the three eastern territories of the Iron Confederacy have not been hostile to the Imperial mariners, but neither have they been especially welcoming. Outside Robec in Veroigne, Imperial captains have not been especially welcome in any of the Suranni ports. They are viewed with suspicion, and there may have been demands to search the holds of visiting ships to ensure they are not carrying contraband. In several locations, especially smaller settlements, visiting captains may have been denied the right to a berth on the quayside entirely. While the Suranni are not by default violent to Imperial visitors, any captain who refuses to comply with the instructions of the local nobility will have been met with force.

The southern and eastern territories of the Broken Shore belong to the Grendel. There are a few human mariners here but the majority of other ships encountered are bloodthirsty pirates, always keen to board a vessel and enslave Imperial crews - or sacrifice them in the hope of receiving boons from the vicious eternal Siakha. Unlike the Iron Confederacy territories, however, there are ample opportunities to hide or find an anchorage and briefly explore the coast on foot. The shore - as its name suggests - is very rugged and full of inlets, rocky islands, and even flooded caves that can be exploited to stay out of sight of the orcs who dominate the region.

Each of the eighty or more captains who took part in the opportunity will have a document in their player packs containing further details of the eight non-Imperial territories along the Bay of Catazar, as well as a map showing their placement.

Spy Networks

With the information the players have uncovered about other territories around the Bay, we have added some additional information to the spy network page.

Bloodthirsty Pirates

- During the coming season all fleets from Tassato, Sarvos, the Brass Coast, Highguard, or Urizen will suffer a 1 rank penalty to production if they engage in trade.

The Grendel remain confident in their domination of the Bay of Catazar. In the absence of any navies, their pirates continue to raid Imperial ships passing through the Bay. Those captains who encounter orc pirates and live to tell the tale can confirm the growing influence of the eternal Siakha among the more barbarous ship captains.

Every Imperial trading ship passing through the Bay must contend with the threat of Grendel attack. Captains engaged in international trade whose ships call the ports along the Bay home are suffering significant losses and there is little sign that the situation is going to change any time soon.

If the situation does not change, every fleet based in Tassato, Sarvos, the Brass Coast, Highguard, or Urizen will continue to suffer a 1 rank penalty to its production if it engages in trade in the coming season representing the need to employ more marines, and losses to probing pirate raids. Any captain from one of the effected territories or nations is encouraged to create a story of their encounters with Broken Shore pirates, who fall into two broad camps.

The majority are reasonably typical Grendel - quick pirate ships crewed by orcs more interested in robbing and enslaving Imperial crews than in sinking their vessels. The remainder are significantly more of a threat - bloodthirsty pirates keen to spill the blood of captured humans as an offering to the eternal Siakha. These pirates are less organised than the run-of-the-mill Grendel, and are somewhat easier to outrun, but they also possess magical advantages that are not be be underestimated. In addition to the obvious benefits provided by effects similar to the Blood and Salt enchantment, some ships are accompanied by packs of sharks or shark-like creatures, some of these orc crews are bolstered by heralds of Siakha. In several cases they are accompanied by aberrant weather phenomena - especially rough winds that threaten to tear the sails of their prey, or dangerously unpredictable shifts in the wind or the currents that slow escaping vessels and make them easier to board.

Resolution

Following the Spring Equinox, the information gathered during the project to map the Bay of Catazar was made publicly available.

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How to - Make a Suaq Coat

How to make a Suaq costume out of an old fur coat

Paul Bassinder's awesome photo guide

1. Long fur coat, turned inside out with the lining removed

2. From the back

3. Coat cut to length and sleeves shortened

4. Collar cut down to the neckline

5. Hood: Rectangle cut out of the base (removed in step 3).

6. Hood stitched on with waxed thread.

7. Any holes, including those from pocket removal are roughly over-stitched with fur edges turned out.

8. Stencils: Images printed out on thin card and only black pieces cut out.

9. Images drawn on in pen and filled in with black leather dye.

10. Edging: Leather straps cut to length. Stitching line, zig zag and circles added. Stitching holes marked and punched.

11. Leather stained.

12. Edges glued in places to hold whilst stitching. 1" bone tubes added to arms for extra decoration.

13. Holes punched for thonging to do up front of coat.

14. Thonging in place on innermost side.

15. Thonging pulls through outermost side and simple fastening used.

16. Back of coat.

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How to - Make a felt hat

Contents

- 1 Varushkan Felt Hat

- 1.1 Choosing Fabric:

- 1.2 Marking up:

- 1.3 Sewing:

- 1.4 Stretching to shape:

- 1.5 Finishing:

Varushkan Felt Hat

This is a traditional European style of hat, simple to make using very basic materials and tools. Traditionally it would be made starting with raw woollen fleece. This would be wound around a conical wooden former, wetted with urine and pounded with wooden bats until the wool compressed together to form a cone of felt. Once dried the cone would be dampened and reshaped into any of a variety of styles. Thankfully, today we have access to ready-made felt…

The instructions below give a quicker and less smelly way of achieving the same. You’re welcome to have a go at using the more traditional method though I suggest using a strong detergent solution instead of urine!

Choosing Fabric:

The hat needs to be made from an unstructured felt rather than a felted woven fabric as it has to be permanently stretched. Ideally you need a heavy-weight felt (at least 4mm) to give you the proper stiffness but most modern craft felt is quite thin. You can get round this by using the felt doubled.

Depending on the size of your head, the width and the thickness of the felt you'll need about 3/4 meter, or a whole meter if you're doubling up the fabric.

Marking up:

The hat starts out as a cone shape so you need to cut a quarter circle. Measure round your head just above the eyebrows and use this measurement (A-B) to mark out an arc from one corner. CLARIFICATION: This measurement is just to give you the right proportions for the hat, neither of the straight edges or the curved line actually fit around the brow line. If you are doubling up, mark out a second piece about 1cm smaller (grey).

Sewing:

Pin the straight edges of the cone together, overlapping the straight edges rather than making an edge to edge seam. Sew by hand using a loose running stitch. If you're doubling up, make sure the smaller cone is inside. TIP: It's easier to sew from the pointed to the open end rather than the other way round.

Turn under the edge of the open end about 1cm (if you've doubled up, just turn the overlap. Sew along the turn to hold it in place, again using a loose running stitch, but leave a long tail of thread and don't fasten off the end. You need to allow the thread free to pull through the felt when you stretch the brim.

Stretching to shape:

Thoroughly wet the felt then press out the excess water with a towel (don't wring!).

Now you start to stretch the brim, working from the very edge round and round and working inwards. Pull from side to side, stretching along the edge of the brim, NOT outwards from the crown. The brim will get narrower from edge to crown – this is normal.

Some felts don't need much force to stretch, others will take a lot of pulling so start gently. This is where you'll need to use your judgement as to how far up the hat you need to go and how much you need to stretch to get the shape you want. You'll end up with a brim that curves gently into the crown rather than sharply.

Finishing:

Leave the hat to almost dry. While it's still very slightly damp press the brim with a hot iron to fix the shape. Leave to dry completely.

Repeat the stretching and finishing steps until you're happy with the shape.

Decorate & trim to taste (or lack of…)

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How to - Make a wizard's or monk's outfit

How to make a Wizard or Monk's outfit

Wizard!

This outfit consists of three parts - an undertunic, a long circular cloak, and a circular mantle. Make it in soft wool or similar for a cosy, easy costume - it takes a lot of fabric, so if your budget is tight, look for a wool/synthetic blend - this stuff was £2 per metre, and looks and handles just like wool.

You will need

- 6m of fabric which is 60 inches wide for the long cloak, 2m for the mantle and 21/2 metres for the undertunic - 10 1/2 metres will be expensive if you don't shop carefully, so do look around. A quick ebay search brought up grey and black for £2.99 per metre - you might do better - try searching for "wool blend suiting".

- Thread in a matching or darker colour. (TIP: if you think you might dye the garment later, get cotton or silk thread. Normal sewing thread won't dye and you'll end up with visible stitching. Coats cotton thread is very good. Guterman quilting cotton thread is too coarse.)

- Bias binding

- 2 fasteners or brooches

Total cost - about £32 for fabric

Tunic

Make one of these: http://empire.crew.profounddecisions.co.uk/empire-wiki/How_To_-_Make_a_T_-_Tunic

Overcloak

1.Cut a circle with a diameter of about 14 inches for a generous, elbow-length cape. It's easier if you fold your fabric into quarters and just mark out a quarter, cutting through all four pieces at the same time.

2.Cut a tiny neck-hole. If folded in quarters your neckhole radius should be about 2 inches.

3.Cut from one edge in a straight line to the neck hole.

4.Hem or bias-tape all edges.

5. Put a fastener or brooch at the neck edge.

alt text

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Long Undercloak

Do exactly as you did for the short cloak, but use a circle whose radius is the full width of the fabric. To achieve this, you'll need to cut two semicircles, like this:

Two semicircles

Then cut your neck hole, and sew one to the other down one long straight edge to make a whole circle when you lay it out flat on the floor.

Put your cloak on, and fasten it at the neck. Get a friend to position the cloak so that the centre back seam runs right down the middle of your back. With pins or chalk, mark a point on your arm just below your shoulder on both sides, and your elbow height with your arms hanging by your side. Connect these two points in a straight vertical line, one on each side.

Take your cloak off and cut a slash along these lines - this lets your arms poke out. Adjust for comfort. Hem or bind the slashes.

You can tack the neck edges of your cloak and overcloak together, keep them separate or sew them together, whatever you like. Keeping them separate means you can put a tabard in between though, which is nice if you want to.You don't really need a pattern for a tabard, but here's one anyway:

http://tutorials.abbott.me.uk/home/really-simple-costume-1

Wizard!

What else can I do with this pattern?

- Want to save fabric? Make a semicircular cloak rather than a full circle and save 3m. Make the cloak from this one but leave off the fur:

http://empire.crew.profounddecisions.co.uk/empire-wiki/How_to_-_Make_an_awesome_furry_mantle

- Ignore the full length cloak, and lengthen the T tunic to ankle length for a different look.

- Add a matching hood, tabard or cowl.

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How to - Make an awesome furry mantle

How to make a fur-trimmed mantle

furry cloak

Winter is coming... Stay cosy!

TIP: always cut fur or fake fur with a scalpel or Stanley knife from the wrong (leather) side. Scissors will cut the pile and leave it looking messy and weird.

You will need

- 3m of fabric which is 60 inches wide. Wool, the thicker and softer the better. Ebay is your best bet for this - try searching for wool coating in the colour of your choice - often remnants are available in 3m lengths for about £15. You probably won't do better than this in the shops, but the sales are good. (http://history-explorer.co.uk/ does lovely heavyweight wool for £5-6 per metre)

- Thread in a matching or darker colour. (TIP: if you think you might dye the garment later, get cotton or silk thread. Normal sewing thread won't dye and you'll end up with visible stitching. Coats cotton thread is very good. Guterman quilting cotton thread is too coarse.)

- Fur. Cheap option: an old fur coat, or a fur collar from a charity shop. Expensive option, a coyote pelt from http://www.houseofdeclifford.com - try their coyote seconds or thirds, or the backs or pieces, depending on your budget (these pelts are from necessary culls in north America - House of Declifford have an excellent reputation as an ethical supplier).

- Bias binding - about 9m. c=2πr, so you can work it out exactly if you want.

- A fastener or brooch

TIP: often charity shops won't display fur collars or coats, but if you ask they'll usually bring them out from the back room. You can also leave your details and they'll call you when they get one donated.

Total cost - about £15-20 for wool. £10 for an old fur coat, or £20 upwards for coyote fur

First - take a look at this picture:

This is the basic shape of your cloak, where r=the width of your fabric. If your fabric is very long and you're not, you might want to make your circle a little smaller, but in fact you're as well to do that at the end when you hem it, as you lose quite a bit of length as you go. 60inch wide fabric makes a good cloak for most people, varying from ankle to mid calf length depending on your height. If your fabric has a nice finished edge (selvage) you can position the long flat edge along it, which saves you having to have to hem the front edges.

For your head to go through, you'll need to cut another, smaller semicircle as shown:

Make this hole smaller than you think - 3 inch radius is a good start, and gradually widen it out if that's not enough, but remember when you bind or hem the neck edge it'll get bigger.

Bind your neck edge and hem with bias binding for a neat finish, or just turn a hem, accepting that it'll go bobbly. Here's why you should do it with bias tape:

http://tutorials.abbott.me.uk/home/bias-tape

At this point, you can stop, and have a cloak which looks like this:

no fur on this one

Putting the fur on

Coyote version:

Put your cloak on, and position the coyote pelt over your shoulders with the face on one side and the tail on the other - they should hang about level with each other, but sometimes it looks a bit better if it's asymmetric. Put a couple of pins in at either side, and one right at the nape of your neck to hold the pelt in place (a friend can help here).

Slip the cloak off, and stitch from the centre back around to the front, oversewing the edge of the pelt and the edge of your cloak. Leather needles can help here, or a thimble to drive it through. You might find a few tacking stitches holding the face and tail of the pelt to the front edges of your cloak helps.

Add a brooch or fastener to hold it shut. Two matching brooches and a chain is a nice way of holding it on over your armour.

Old Fur Coat Version

http://tutorials.abbott.me.uk/stay-warm/furry-cloak

And there it is! Done! You've made an awesome furry cloak.

furry joy!

What else can I do with this pattern?

- Make it in different colours! Line it for extra cosiness!

- You could use fake fur if you prefer - choose the expensive stuff, often in the bridal section, as it looks and wears much better. Cut a semicircle of smaller radius than your cloak, with the long straight edge along one of the CUT edges of your fur fabric, not the selvage. You can then cut out the same neck semicircle and sew the fur fabric to the cloak fabric right side to right side along the neck edge. You can hem the front edges together or separately.

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How to - make a really easy Medieval cote

How to make a Medieval Cote

A cote is a front fastening overgarment that looks very medieval - often it's worn in colours that reflect a character's allegiance to a household or group. It's ideal for the Marches, Dawn and Highguard, and could be adapted for other nations through imaginative use of fabrics. You can vary the length from a daring 14th century mid thigh to a conservative late 1400s knee length, or even longer for a scholar or doctor character.

You will need

- 2m of wool, cotton velvet or heavyweight linen 60 inches wide

- 2m of cotton lining (Bomull from ikea is great - £1.75 per metre for unbleached calico - the one in the walkthrough is actually lined in polar fleece/old ikea blanket for keeping a small person cosy at night)

- Thread in a matching or darker colour.

- A tape measure

- A pen, soft pencil or chalk

- Buttons - pewter if you're feeling fancy, wood if you're feeling understated

- An iron

The Basic Process

What we're going to do is draw a simple pattern consisting of two back and two fronts based on your body measurements. We'll then assemble the lining and the outer fabric step by step, with no visible machine stitching or need for hand finishing except for the bottom hem which you can choose to finish by machine or by hand depending on your preference. There are quite a few steps to the process but none of them is hard, and by taking it a bite at a time even a beginner can make a success of the project.

Making your pattern

pattern pieces

These are the two pattern pieces that you're going to map out - a torso piece where the back and front only differ in the depth of the neckline (about 1 inch at the back, about 3 inches at the front) and a sleeve piece.

When you're cutting out, cut the back of the coat on the fold of your fabric - it saves you having to sew up the back seam.

The coat you'll see being made in the walkthrough is a toddler sized one but the process is the same (the neckline is a bit shallower on both sides and there's a little less ease in the body, but it otherwise follows the same process.

Key to measurements

- a)point of shoulder to base of neck. Point of shoulder to centre back distance is (1/2 of the distance between left and right shoulder points, +1 inch)

- c)shoulder to a couple of inches below your armpit - give yourself a bit of room here

- d)2 inch + 1/4 of your chest measurement

- e) nape of neck to length you want the coat to be, + 2 inches

- f) shoulder point to knuckles, + 1 inch

- g) put the measuring tape round your wrist in what feels like a comfortable cuff width. Make sure your hand can slip through easily. Add 1 inch.

- h) is actually easier just to measure on one of the body pattern pieces, then use that length to shape a nice shallow curve for the top of the sleeve piece.

using armhole to measure the sleeve head directly

sleeve shape

When you're patterning out your sleeve, you might find it easier as I've done to do it on the fold so both halves are identical. Just remember to half g) if you're doing it that way, otherwise you'll get excitingly baggy sleeves.

Cut two fronts, two back and two sleeves of both outer and lining fabric.

Sewing it up

Body

If you have a preferred way of assembling garments then do it whichever way suits you! Here follows a step by step walkthrough for one way of many to do it. 1/2 inch seam allowance is about right.

Very important! The difference between a good outcome and a great one is pressing your seams as you go along.

Set your iron up now beside your sewing table. Every time you sew a seam, press it open. You can sew a few then press them in batches to save time if you like, but don't sew across a seam before you've pressed it. Promise me!

- Take your lining pieces and sew the fronts to the backs at the shoulder seams. Press the seams open. Repeat for the outer fabric.

Just the same as the kirtle tutorial, you note...

- Next, lay your lining on top of your outer, right side to right side, matching seams and shapes.

- Pin up the front, round the neckline and down the other front.

- Stitch along your pin line.

You can see the stitching line around the neckline in this picture

- Now clip your curves. This means cutting little v shaped notches out of your seam allowance, almost to your stitching line, which allows the fabric to curve neatly when you turn it the right way out.

Once you've clipped your curves it should look a bit like this

Press the front edge, neck edge and armholes.

- Next you're going to sew up the side seams - outer layer, right side to right side, then lining, right side to right side. You should now have a fetching waistcoat shape!

Looking good...

- Before we go on to the sleeve, pin the outer and lining together, wrong side to wrong side round both armholes, then stitch or zigzag the two layers together very close to the edge. You're going to treat both layers as on at the armhole from now on.

That weird looking pink thing is my knee

Sleeves

- Right side to right side, sew one outer sleeve to one lining sleeve along the cuff edge. Repeat for the other sleeve.

You can see the stitch line along the straight edge

- Now open those two layers of fabric out, and, matching the seam, fold the sleeve in half down its length, and pin down the long edge. Making sure you've matched the seam, stitch all the way down the outer and keep going all the way down the lining.

You can see the stitch line along the straight edge

- Turn it so the outer is on the outside with the lining on the inside. You can turn back the cuff - this is why the sleeves are so long!

- Tuck the lining down the sleeve - you don't want it getting caught in the next bit.

Attaching sleeves to body

- Matching the underarm seam of sleeve and body, and the midpoint of the top curve of the sleeve with the shoulder seam, pin the sleeve into the armhole, matching right side to right side. The pattern gives you ever so slightly more sleeve length than armhole length - usually you can fudge this with the pins, but if you've got too much sleeve for the armhole shave a little bit off the top curve.

Sleeve pinned in - only the outer of the sleeve is pinned to both layers of the body. Sleeve lining is still stuffed down the sleeve, out of the way.

- Now sew round the armhole, attaching the sleeve. Repeat for the other side.

- You are nearly done! Just a bit of hand sewing and buttonwork to do.

Basically done

- Now let it hang, ideally overnight on a hanger or a dressmaker's dummy.

Finishing

You've got three more jobs to do- deciding on fasteners, sewing the sleeve linings into the body of the coat, and hemming the bottom edge.

Hemming

Use a method of your choice. For this I like to turn the hem up and tuck the raw edge in, then handstitch it down.

Basically done

Attaching the sleeve lining

Pull the sleeve lining up so it's poking out of the armhole on the inside. Pinning as you go, turn the raw edge of it under, and pin the sleeve lining into the armhole, matching seams.

Pin all the way round

Now handstitch the sleeve lining to the lining of the body, trying not to catch the outer fabric of either. Your stitches don't need to be too tiny or neat, but secure your thread well and put a few extra stitches in to lock your thread every few inches.

Fasteners

If you have a buttonhole attachment on your machine, you're laughing for the next bit - just mark your buttonholes at the desired spacing with the button-marks equally spaced on the other side, and away you go. I like to use these buttons spaced one inch apart.

You can work your buttonholes by hand, too - folk in the middle ages didn't seem too fussed about making them all that neat. Or, if that amount of handsewing doesn't appeal, you could use Norwegian clasps like these ones for a different look.

And here's one I made earlier

I'm still waiting for the buttons to arrive for the blue velvet one, so photos will have to wait too.

Wearing it

Wear it belted over a close-fitting pair of trousers or hose, and you'll look very swish. A narrow charity shop belt (about 1/2 inch wide) with a plain brass buckle will set you back about £1 and looks very authentic with it - in my opinion more so than a broader one.

Got an extra £5? Make Harry happy by making some shoulder or headwear

Buy 1m of nice wool and use one of the patterns on this page to make yourself a hood or chaperon.

Got an extra £20 and want something really useful and special?

Order yourself a medieval belt in a colour of your choice, like one of these. Tie round waist with the end dangling down and feel brilliant.

Hungry for more?

Why not use the How to make a t-tunic tutorial to make a short T tunic to go under it - if you get an extra 2m of ikea bomull cotton it makes a great lightweight underlayer and you're still under £30!

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How to - make an amazingly easy kirtle

How to make a Kirtle

What's a kirtle, I hear you ask? Well, it's a term used to describe a close fitting dress or underdress, worn through a lot of the middle ages. The one we're going to make today is roughly based on the ones they were wearing in the 15th century, and it's a lovely comfortable and practical garment that's cool in summer and works as a great underlayer in winter. This one is sleeveless but you could add sleeves, or make a separate pair and lace or pin them on for a different look.

If you're part of the Marcher Authenticity Brigade (of which I'm a fully paid up obsessional member) you'll be pleased to see these historical images of women wearing sleeveless kirtles just like the ones we're going to make. In late 15th century art you see women painted in domestic situations in just this kind of sleeveless kirtle, particularly in pictures about births. For everyone else, they do look cool, don't they?

You will need

- 3m of cotton, linen or lightweight wool, 60 inches wide (if you're making a particoloured dress like mine get 1.5m of each) (I used linen look cotton at £5 per metre - you could use ikea coloured cotton at £3 per metre if you wanted something cheaper - £15)

- 3m of cotton lining (Bomull from ikea is great - £1.75 per metre for unbleached calico) (£5.25)

- Thread in a matching or darker colour. (TIP: if you think you might dye the garment later, get cotton or silk thread. Normal sewing thread won't dye and you'll end up with visible stitching. Coats cotton thread is very good. Guterman quilting cotton thread is too coarse.) (£1)

- A tape measure

- A pen, soft pencil or chalk

- A packet of eyelets (£4)

- 2-3 metres of ribbon, cotton tape or cord (£1)

- An iron

Total cost - £26.25

The Basic Process

What we're going to do is draw a simple pattern consisting of two back and two fronts based on your body measurements. We'll then assemble the lining and the outer fabric step by step, with no visible machine stitching or need for hand finishing except for the bottom hem which you can choose to finish by machine or by hand depending on your preference. There are quite a few steps to the process but none of them is hard, and by taking it a bite at a time even a beginner can make a success of the project.

Making your pattern

Back and front pattern pieces

These are the two pattern pieces that you're going to map out. As written you'll get a pattern for a close-fitting, supportive dress with little or no ease - if you're anxious about the fit or want a looser kirtle then add a couple of inches to the seam allowances at the sides, and pin it to check the fit and adjust before you start sewing.

Key to measurements

- a)nape of neck to waist + 1/2 an inch. Point z is 2 inches below this line.

- b)base of neck to shoulder - point x should be about 1 inch higher than point y so the shoulder line slopes nicely.

- c)1/2 inch + 1/2 of the distance between your shoulders measured behind your head

- d)1 inch + 1/4 of your underbust measurement

- e) 1 inch + 1/4 of your waist measurement

- f) waist to armpit measurement (get the tape right into your armpit!)

- g) waist to ankle + 2 inches

- h) nipple level to waist, measured straight down your side (don't measure down the curve of your breast)

- i) underbust level to waist, measured straight down your side

- j) 1 inch + 1/2 x (bust measurement - 1/2 your underbust measurement)

- k) 1 inch + 1/4 of your underbust measurement

The straight line and the dotted line down the front piece show two alternative cutting lines for the front skirt. If you're not very curvy (like me) it's can look nice to have a relatively straight front to this. Alternatively if you want more volume in the skirts or have more of a difference between your waist and hip measurements you can flare it along this seam line too. If you want lots more volume in your skirts you could add triangular gores of fabric down the lines marked g.

Cutting out your pieces

Fold your lining fabric in half across the way, selvedge to selvedge. You can either scale your pattern up on pattern paper or newspaper then lay it on, or draw it directly on to your fabric - either works. The picture below shows roughly how you can arrange them - depending on your size you might get a more efficient layout than I have. If you're experienced and happy to play around with it you can waste less fabric if you cut gores to give the skirts more width - you can even add them to this pattern out of your leftover scraps if you want.

Suggested cutting layout

You can see from the faint lines in the picture below how the back looks drawn directly on to the fabric.

Scaled up back piece

And now cut them out - you should have two front, and two back pieces of lining as below.

Front and back pieces cut out - I'd definitely flare the centre back skirt piece a bit more than I've done here if I were to make this again

Next you can use your lining pieces as a pattern for cutting out your outer fabric - cut them on the fold exactly as above.

Sewing it up

If you have a preferred way of assembling garments then do it whichever way suits you! Here follows a step by step walkthrough for one way of many to do it.

Very important! The difference between a good outcome and a great one is pressing your seams as you go along.

Set your iron up now beside your sewing table. Every time you sew a seam, press it open. You can sew a few then press them in batches to save time if you like, but don't sew across a seam before you've pressed it. Promise me!

- Sew the two back pieces of the lining together down the centre back seam. Press the seam open. Sew the fronts to the backs at the shoulder seams. Press the seams open. Repeat for the outer.

The red half doesn't show up very well on the red carpet. Blue looks good though!

- Next, lay your lining on top of your outer, right side to right side, matching seams and shapes. Make a mark or notch on both sides of the centre front about six inches below your waist.

- Pin the two layers together around both armholes, and starting at the mark or notch you just made, pin them together up the centre front on one side, all the way round the neck and down the other side of the centre front until you reach the mark or notch again.

- Stitch along your pin line around both armholes, and from the notch or mark to the matching one on the other side as you just pinned them.

You can see the stitching line around one armhole and around the neckline in this picture

- Now clip your curves. This means cutting little v shaped notches out of your seam allowance, almost to your stitching line, which allows the fabric to curve neatly when you turn it the right way out.

Once you've clipped your curves it should look a bit like this

- Now, pull the fronts through the shoulder straps to turn them the right way out. Suddenly this should start looking a lot like a finished project!

Press the front edge, neck edge and armholes.

Even though you haven't sewn the side seams up yet it's starting to look like a dress

- Next you're going to sew up the side seams. The easiest way of doing this is finding the seam at either end of the armhole where the outer and lining are sewn together, matching the two seams together and putting a pin in at the point with the right sides together . You should then be able to match the lining front to the lining back down the side seam, and the outer front to the outer back down the side seam, and if you pin them together you can start at the lining hem and sew all the way up to the armhole and all the way down to the hem of the outer fabric. Do this on both sides.

- You then need to do something similar to match the centre front seams at your notches. Where your stitching lines end on both sides, open the two layers out at the seam and again put at pin in at the join with the right sides together. You can then match the right sides of the outer fabric, and the right sides of the lining. This time it's easier to sew from the "crotch" seam all the way down to the hem, first on the outer, then on the lining.

- Phew! Got that? Ok, now look at your dress and be very proud. You have basically constructed your garment.

The dress is now basically made

- Now let it hang, ideally overnight on a hanger or a dressmaker's dummy. You can now pin both layers together around the hem and hem it up by your preferred method - I like to sew bias tape to the hem, press it up and slipstitch the bias tape to the lining by hand. You may prefer to use the machine!

Lacing up the front

To look really historical, I recommend spiral lacing. This involves slightly offsetting your eyelets so that the top and bottom match perfectly, but the rest don't, so that when you're lacing up the cord runs up in a spiral. It holds the edges together very nicely. Of course, if you prefer the criss-cross look (like a shoelace!) then just space your eyelets evenly. Either way I like them with a one inch gap.

You can see how the marks are offset for spiral lacing

- Make holes - the safest way to do these is to puncture the fabric with an awl, then widen the hole out with a knitting needle - this pushes the fibres apart rather than cutting them and will make your eyelets more durable. I'm a glutton for punishment and I'll be oversewing my eyelets, so I just punched holes.

- Following the manufacturer's directions, put your eyelets in. I recommend 2 part eyelets (the ones that come with a washer) for durability.

Now with the eyelets in

- Now add your ribbon, tape or cord to lace it up the front, and you're done!

It gapes a little bit on Mabel because I squish and she doesn't. Still looks good though!

Wearing it

Wear it over a white shift or blouse, and this will look bloody amazing!

What now?

Got an extra £1?

Buy yourself an extra 1/2m of Bomull cotton and make yourself an apron by cutting a rectangle about 14 inches wide by 36cm long, hemming it and sewing the top edge to a bit of cotton tape to act as a waistband for instant workwear.

Got an extra £2 and like handsewing?

Buy two skeins of embroidery thread and oversew your eyelets. Not only will you please the Marcher Authenticity Brigade, you'll make your eyelets a lot more durable. And it looks nice too.

Got an extra £5? Make Harry happy by making some headwear

Buy 1m of nice wool and use the pattern on this page under the heading "Cynthia's version" to make yourself an open hood. Tie some leftover lining round your head like a headscarf, pop your hood on top and you'll look great.

Got an extra £20 and want something really useful and special?

Order yourself a medieval belt in a colour of your choice, like one of these. Tie round waist with the end dangling down and feel brilliant.

Hungry for more?

Why not use the How to make a t-tunic tutorial to make a shift to go under it - if you get an extra 2m of ikea bomull cotton it makes a great lightweight underlayer and you're still under £30!

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How to adapt a commercial pattern to make a high status dress

Attempting something that looks as complex as a medieval style dress can be a pretty daunting prospect, even for someone with a bit of experience in dressmaking. Fortunately, there are lots of patterns available, ranging from some very "costumey" ones made by pattern companies such as Simplicity, Butterick and McCall's, through to incredibly well researched and complex ones by the likes of Reconstructing History.

The beauty of using a pattern is that you don't have to do it exactly like the instructions say. The pattern gives you the basic shapes, and from there you can play with colours, lengths, trims and buttons until you get something uniquely your own. Using this pattern, I made a dress in heraldic colours with buttons down the front, as a good approximation of a medieval cotehardie, suitable for a Dawnish lady, a wealthy marcher Steward, or even a Highguard noble, particularly if you made it in black or black-and-white to match her Chapter's colours.

Butterick 4287 is a good pattern for a medieval dress that you can have a lot of fun with. Here's how I did it, with a few pointers that might save you some time, and spark off your own creativity.

Contents

- 1 Working with commercial patterns

- 2 Butterick 4827

- 3 Fabric

- 4 Walkthrough

- 5 What else could I do?

Working with commercial patterns

If you've got experience using patterns, feel free to skip this bit! Here are a few things to be aware of if you're just starting out.

Pattern sizes don't match ready-to-wear If you wear a size 14, for example, in day to day clothes, don't assume that you'll cut and make a size 14 in your pattern. When you go to get your pattern, make sure you know your waist, bust and hip measurements, and buy the pattern that matches them (you usually get a range of three sizes for each pattern). When you're cutting out, use the size that matches your largest measurement.

Patterns tend to run a little big Generally they make up a little large. Part of this is the design, and part of it is that the seam allowances are usually larger than you think. Make sure you read the instructions and sew the correct distance from the edge of the pieces.

You may not be 5 ft 6, but the pattern thinks you are If you're much taller than this, I suggest adding a bit to the length of the skirts. If you're shorter, you can trim it off at the end.

It's not as hard as it looks Take your time, read the instructions through and take it one step at a time.

Butterick 4827

This is a princess seamed, full length dress with a small train, long straight sleeves and a scoop neck. The pattern shows it with a shaped neck facing, a faced back opening and a laced closure with eyelets.

Fabric

You will need-

- 3m of each of two colours of fabric. I used linen-look cotton - cheap and cheerful at £4.50 per metre.Pre-wash it on a hot wash to get all the shrinkage out of the way.

- 54 small round metal buttons or thereabouts (mine cost 10p each)

- 1m lining fabric for the sleeves - cotton curtain lining at £1.75 per metre from ikea looks good

- Thread

- 1m bias binding

Walkthrough

Cut out your pattern pieces - 1, 2, 3 and 4 are the front, side front, side back and back of the dress, in the size that matches your measurements. Cut the sleeve piece out too.

Now, lay out your unfolded fabric, with one colour on top of the other, and pin the pattern pieces on. Ignore the cutting layout given in the pattern - it's rubbish and wasteful. Move your pieces around so you can fit them all in, and so that you waste as little fabric as possible. You can always widen or narrow the skirt parts of the pattern pieces to fit the cloth you have. Then cut your pieces of fabric out- you should end up with one set of front, side front, side back, back and a sleeve in each colour. Ignore all the other pattern pieces.

Pin your pieces together- the pattern instructions will help here. Where the front meets the side front, you'll have to be quite careful - match the notches and slightly stretch one piece of fabric more than the other so that they line up perfectly along the seam line (1,5cm from the edge). Pin all the pieces together, then slip the gown over your head and see if you can get it on - pins should be on the outside.

The pattern is really big!

I found it was enormous at this stage- way baggy at the neck, and I could slip it on without any need for a closure (which is handy, and I decided to keep it that way). I moved the pins at the centre front and centre back so that at the top it was tighter- from the bust down I kept it the same, but pinned in a good two inches front and back at the neck, smoothly tapering that line until it met the seam line lower down. You might find getting a friend to pin the back in helps

Check you're happy with the fit, and slither out, losing as few pins as you can at this stage. Sew down your pinned lines, removing the pins as you go (otherwise you might break a sewing machine needle). Once sewn, remove all the pins. Try the frock on again. Re-pin and stitch if you need to alter the fit in some areas.

Now iron all your seams. I mean it! Finish your neck line with bias tape - sew it right side to right side round the neck, then turn it to the inside so it's invisible, and stitch it in place by hand.

Take your sleeve pieces and make sure you've got them the right way round.Then match each sleeve to its lining and sew the cuff edges together. You can then sew the sleeve and its lining continuously into a long tube, then turn the lining inside the outer fabric and tack it together at the sleeve head, having made a complete lined sleeve. You can stitch around the top to hold the two layers together - stitch close to the edge, and this will be hidden in the armhole of your dress.

Next, fit the sleeve to the arm hole in the dress, following the instructions in the pattern (and easing it a little bit as you go) and stitching your sleeves in place. Start by matching the underarm seams of the sleeve and the dress, and pin the shoulder seam so it matches the middle of the top of the sleeve, then pin it evenly all the way round. I put the sleeves in backwards this time. (See, there isn't a mistake you can make that I haven't done already!)

Hem the bottom edge of your frock. No one will see it, so use the sewing machine and spare your sanity.

Then, down the centre front seam, mark 1 inch intervals in dots of marker pen, and sew your buttons on for decoration. I advise getting a good movie while you do this. It's fiddly and time consuming, but details like this can really make your costume stand out.

Done! Total cost: £38, plus whatever you paid for the pattern - which, if you've cut and pinned it carefully you can use again. Wear with a belt.

What else could I do?

I found the sleeves on the original pattern a bit wide, so I tapered them down to a narrow cuff. You could do that if you want, or cut them off at the elbow, or keep them wide so you can roll them up.

You could change the length of the dress to make it ankle, knee or thigh height - you could put the buttons on in groups of 2 or 3, or space them out more.

You could alternate coloured panels in the dress, make it in one colour, put lacing down the front, add trim round the collar...

Make it your own! Now go have fun.

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How to make a fur hat

Contents

- 1 Overview

- 2 Making the hat

- 2.1 Materials

- 2.2 Washing the wool

- 2.3 Constructing the hat

- 2.4 Trimming

- 3 Working out the point

Overview

A fur-edged hat is a simple piece of kit to make that particularly suits Wintermark, Varushka and a League citizen hailing from the northern city of Temeschwar. It's easy to imagine a well-travelled Marcher or Navarr wearing something like this as well, or perhaps even a Dawnish yeoman pulling one down over their ears on a freezing winter morning.

This guide was written by an Empire player, and has been rated "suitable for a beginner" by our local costume expert.

Making the hat

I first had the idea thanks to this article here, and conveniently I had some short haired dark brown fake fur that I bought a couple months ago along with a whole load of purple wool I bought before Christmas. This should be the kind of thing that anyone can make with very little materials and is of course perfect for Norse inspired settings or other similar cultures (Varushka or Wintermark in Empire LRP for example) but to be honest I think you could use it at most events and get away with it to keep your head warm.

Materials

The only materials that are needed are the wool, the fake fur and some thread. I used a strip of fur about 6 by 24 inches (obviously will be less if you have a smaller head) and a length of wool about 30 by 7 inches (but if you were smarter than I was, you could manage it with less fabric thanks to better template placement). I don’t know the exact price but I would be surprised that it come to more than £6-10 or so, and most of that due to the expense of the fake fur I picked up.

Washing the wool

The first thing was to wash the wool, which I was reliably informed was a good idea. I think there are more professional ways of doing it, but my wool was washed in the machine, with a bit of liquid detergent on a 30 degree wash for 50 minutes. I didn’t see much difference so i washed it again at a higher temperature and when it came out there was a noticeable difference in the amount the cut edges frayed (much less after washing) which makes the project a lot easier thanks to there being no need to hem it.

Constructing the hat

Onto the construction. There are various ways of doing this but they all consist of cutting triangles of fabric and stitching them together. Depending on the style you can just cut out two large and long triangles that are sewn together leaving a long section that is folded over and held by a pin like this one or it can be made with smaller panels like the one I linked at the start.

I decided to follow the more generic skullcap version and go with 4 panels, the length of which I got by measuring the circumference of my head and then dividing it by 4, and I got the height by following these instructions. I also added an inch or two to the circumference to take into account the fur I would be adding later and my hair. I recommend erring on the side of caution here, far better to make it too big and cut out later then find yourself with too small a hat.

I used some old card to work up the template as I didn’t have any spare fabric around, and then cut 3 more triangles out of card that I pinned together to check the fit. I had my fair share of dud attempts, so don’t get disheartened if you have to re-do the template a few times to get it right.

For my finished template, I ended up with four triangles in the hat and gave each one a 90 degree angle on the top - I did this just by using the corner of my ruler.

After the fit was right I cut the four triangles out of the wool, and pinned them together to check the fit on my head before stitching them together with a blanket stitch. It is an incredibly easy stitch to do, just lie the two pieces of fabric flat and follow this tutorial here, with this tutorial laying out how to finish your sewing. It also gives a nice border if you were to use a thicker thread in a different colour (which I should have done) and want to leave the seams showing.

Now you have your basic hat shape, try it on again for the fit. I actually had to unpick one side of sewing and cut it down a bit to ensure a better fit. Don’t worry if it appears to be about half an inch or an inch too big, this space is needed for the fur trim you are adding in a moment.

Trimming

Take your strip of fur and cut it to match the circumference of the hat then pin a small part of it wrong side up to the inside of your hat like so. Take care to use a stanley knife or something similar to cut along the backside of the fur and not scissors as it causes a huge mess and ruins the fur.

Use a running stitch or a backstitch to sew the fabric and the fur together then remove the pins. This anchors the fur to the hat and helps to tighten the fit to your head ensuring that the hat should fit snug.

Now you decide how wide of a fur trim you want on your hat and trim it down accordingly. I think my fur was about 5 inches wide including the part tucked on the inside but it is up to personal taste.

Pin the fur in place alongside the outside of the hat and then just like before sew the fur onto the fabric. For this bit I flipped the hat inside out which was a lot easier as it meant the fur wasn’t obscuring the needle and thread.

There you have it! One fur lined hat.

Working out the point

This is a fairly simple guide for working out the angles involved in making the hat come to a point.

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How to make a t-tunic

How to make T - Tunic

Every outfit needs a foundation, and here's a tunic that's a great place to start. Even though we're not re-enactors, it's basically historically accurate, and has several nice practical features. All you need to be able to do is thread a sewing machine and sew a straight line - you could even do this with handsewing, though it might take a while. The measurements supplied are for a garment which will fit up to a relatively large man (44in chest) but as it's an unfitted garment it will work on people a lot smaller - just shorten the arms.

TIP: If you'd like a more personalised fit, measure across your shoulders from one edge to the other, add an inch and use this for the width of your front and back pieces (you might want to check that it is larger than half of your chest measurement +3 inches - otherwise use the larger of the two measurements). For the arm length, measure from the edge of your shoulder to the bone at your wrist, and add an inch. Always err on the side of largeness - you can always trim it down.

You will need

- 2.5m of fabric which is 60 inches wide. We suggest linen, as it's comfortable, cool in summer and warm in winter, reasonably cheap and looks fantastic.

- Thread in a matching or darker colour. (TIP: if you think you might dye the garment later, get cotton or silk thread. Normal sewing thread won't dye and you'll end up with visible stitching. Coats cotton thread is very good. Guterman quilting cotton thread is too coarse.)

- A tape measure

- A pen

- An iron

Total cost - about £13. You should be able to get linen for £3-6 per metre (try ebay). Shown with a charity shop belt (£2.75)

First - take a look at this picture:

This is basically what your bliaut looks like, laid flat, from the front. Looks like a T shirt, right? The body is a big rectangle, as are the sleeves. The little blue bits under the arms are triangles of fabric called gussets, which act to give you a little bit of room under your arms for comfort and movement, and take the stress off the seams at that point. The red triangles are called gores - they're sewn on to the straight piece to give leg room.

This is how it looks before you sew up the side seams:

Looks fiddly! Why can't I just cut that shape in one piece?

The answer is that there's no reason why not. In fact, you can find specific instructions on just how to do that here: http://tutorials.abbott.me.uk/odyssey/rome

The trouble with the one piece construction method is that you waste a lot of fabric, and if you're big you'll find the sleeves too short. Historically, loom width was far less than the width of modern fabric, so they invented ingenious solutions like pieceing the garment to save money when fabric was expensive and labour was cheap. But try it this way - the underarms are more comfortable and hard wearing, and you'll save fabric and money.

Ok. But why do I need an iron?

You'll get a much better result if you press your seams at every step. Once you've sewn a seam, put it on the ironing board and press it open - it will look like this:

You can sew several seams then press them open, but a good rule is don't sew across a seam until you've pressed it. Feel free to ignore this bit if it's too complex or you can't be bothered, but I guarantee it'll improve your final result.

Cutting out the pieces

- The Fronts (white): Cut two pieces measuring 25inches by 42 inches

- The Sleeves (yellow): Cut two pieces measuring about 18 inches by 25 inches

- The gussets (blue): cut four pieces which are right angled triangles with the two short sides measuring 6 inches (in essence, cut two 6x6 squares then cut them in half along the hypotenuse, like a posh sandwich)

- The gores (red): cut four right angled triangles, about 24 inches long by 14 inches wide.

Here is a possible cutting layout for 60 inch wide fabric - if you do it this way you should get your garment cut out of 2.1m of fabric, but it's always best to have a bit spare for cockups.

Putting it together

The best place to start is sewing the front to the back along one of the short edges. Cut the neckhole by cutting a shallow scoop shape, like in the diagram, about 8 inches across and about 2 inches deep - start small, you can always enlarge it later. Now, fold the sleeves in half along the SHORT edge, and mark the centre point on both. Sew your gussets on to the sides of your sleeves - they should look like this:

Match the mark you made to the shoulder seam on each side, and sew the sleeves to the body pieces (front and back). It should look like this:

Optional extra step

If you omit this step, you'll have a perfectly wearable garment, but it will have quite wide sleeves. That's fine if that's the look you're going for, or if you're planning on tucking them into vambraces. If you want a neater look, you'll need to taper the sleeves. This is dead easy.

After you've sewn the gussets on, but before you sew the sleeves onto the body, lay your sleeves out flat. The edge without the gussets is the end that's going to be at your wrist. Fold the sleeve in half down its length, and measure out five inches from the folded edge at the wrist, then mark that point on both sides of the folded cloth. When you unfold it, you'll have two marks which are ten inches apart, centred on the mid point. Draw one line from each of these points to connect to where the gusset meets the sleeve at the other end, then trim off the excess cloth. This sounds clunky - the picture shows it much better:

So you see you've now got a nicely tapered cuff. If you want the wrist to be tighter or baggier, just increase or decrease the width of the fabric at the cuff end.

Now sew in the gores. TIP: start from the bottom edge and sew up. Now if you lay it flat, we're back to this picture:

Now all you do is fold it in half along the line in the drawing, and sew along the dotted lines, like so:

Hem the cuff and the lower edge - you can do this by hand or by machine, either is fine.

To finish the neckline, you can turn the raw edge inside and hem it by hand. Check your head goes through the hole before you start!Or, to make it neater, use bias tape. You can read a short article on how to do that here (Part A - how to make a nice curved neckline on your garment). http://tutorials.abbott.me.uk/home/bias-tape

And there it is! Done! You've made your very own historically accurate tunic. Belt it, add your trousers and you're good to go.

What else can I do with this pattern?

- Try making it longer, for a robe or dress. Make the sleeves elbow length for a different look.

- You can make it in different colours and materials for different nations - black or white for Highguard, bright heraldic colours for Dawn, a nice muted natural brown for the Marches.

- You can make the skirts much wider by making wider gores. However, if you do, you should change the shape of the gores from right angled triangles to isocelese triangles, otherwise the sides of your bliaut will be much longer than the front and back. The pictures shows how:

Hungry for more?

Why not learn How To - Make a Surcote?

Want something simpler?

It doesn't get easier than the one piece tunic on the Roman kit making page here

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How to submit a background

Contents

- 1 Developing a background FAQ

- 2 Submitting a background

- 2.1 Language

- 2.2 Common misunderstandings

- 3 Amending a background

- 4 Submitting a personal background

- 4.1 Creating a Personal background

- 4.2 What to include

- 5 Submitting a group background

- 5.1 Creating a Group background

- 5.2 What to include

- 6 Further Reading

Developing a background FAQ

The descriptions of the Empire and the world are presented on the wiki as a broad but deep overview. They include all the detail you should need to be able to create your background including culture, history and geography relevant to your character. When you develop your personal background the briefing material is designed to allow you to perhaps add some small details to the setting during the submission process.

Submitting a background

- Submit your background online when you create your character or group

- Our plot team will check your background

Your background will be checked by out plot teams who will ensure that it fits with the detail of the Empire setting. If your background is not possible within the setting then they will be able to give you feedback so that you can amend your background accordingly. They may also be able to give you some additional input or ideas to enhance your background. Please ensure that your email address is up to date on your Profound Decisions account, as this is how they will contact you.

Language

The predominant language in the Empire, and the surrounding region, is called Imperial, which is phys-repped by the English language.

Common misunderstandings

We have already noted some consistent errors or misunderstandings.

- Inheritance - the Empire is a meritocracy where there is negligible inheritance of property, lands or titles.

- Lineage - lineage is not a genetic inheritance and can occur in many ways. Individual lineages are passed on in different ways.

- The Throne - Personal relationships with previous incumbents of the Throne are not appropriate background material.

- Avoid inappropriate references - Themes not appropriate for Empire include non‑consensual sex; please do not include these references in your background.

- Orphans - Please consider the way children are raised and treated in the Empire when writing your background.

- Law and Order - The Empire is an orderly place. Our NPC magistrates are equally happy to prosecute crimes that players have written into their character backgrounds as they are crimes they have committed on the field - there have been some high profile cases in which characters were executed for murders committed in their backgrounds.

- Prisons - The Empire does not imprison criminals. Criminals in Empire are generally either fined or executed, depending on the severity of their crimes.

- Social mobility - The Empire categorically has no slaves, and every citizen is equal under the law. While some citizens are richer or poorer than other, there are no serfs and any peasant can end up a landowner simply by taking two years of military service.

- Relatively wealthy - Every character has a personal resource.The game assumes that characters attending the Anvil summits are influential people - it is tricky to characterise yourself as a beggar when you have access to money, herbs, resources, crystal mana or the like.

- Equality - Unlike some of the historical settings the game uses for inspiration, the entire Empire world is egalitarian and gender-blind. Nobody anywhere discriminates against anyone based on gender or sexuality. There are plenty of other things that they can discriminate on. Our equality and diversity rules apply in character as well as out of character.

- Arranged marriages - People may marry for political reasons, but the idea that someone might feel they had the right to force someone to marry someone else against their will is laughable, and also a crime.

- Highguard & Lineage - While Highguard "is not a generous nation to the less than fully human" it is not an oppressive state.

- Longer backgrounds - we do not accept longer backgrounds by email. The limit is there for a reason.

Amending a background

You cannot use the website to change a character background once you have played your character at an event. If you need to change any details on your background then email admin@profounddecisions.co.uk with any changes you want to make.

Submitting a personal background

Creating a Personal background

- A personal background is a brief biography of your character.

- A personal background should be no more than 2000 characters in length (including spaces).

- Please contact us at empire.backgrounds@profounddecisions.co.uk if you want additional help or information when writing your background.

- Please spellcheck your background before submitting it.

A background summarises the things you have done and your reasons for being at Anvil for the meetings of the movers and shakers of the Empire. Creating a background can help you develop a sense of who your character is and how they interact with the world in which the game is set. Detailed information about the campaign setting is presented in the Empire wiki. The information presented in the Wiki is all available to any Imperial character and if you read the sections of the wiki that are relevant to your character then they should help you develop a background that is in keeping with the setting. You will not be provided additional briefing material after you have generated your character; all the information available is kept on the wiki.

It is also important to keep it simple enough that you will remember it! It is quite possible that two years down the line a plot writer may see an element of your background and include it in a plot. If you don't remember your background, you are likely to be left out or miss your opportunity.

What to include

- A short character history.

- Any secrets that your character might have.

When submitting your background for the plot team to read, please try to bear in mind that there are hundreds of players in the campaign so the plot team have a lot of backgrounds to read through. A background that is informative but concise is ideal. A background that includes a short in-character piece or description is fine, but lengthy in-character documents are not necessary. Occasionally the plot team will make use of details submitted in backgrounds when creating plot for events. This is fairly unusual; your background is intended for your use, to help you create goals and a motivation for your character. The kind of background that is most useful to the plot team is a short summary of the things you have done and how your character fits into your nation's and the Empire's history. Descriptions of your personality or your arch-nemesis are not used by the plot team.

It is also useful to focus your background on your character and what they have done. Knowing your parents' names and their actions is only relevant to the plot team if those actions somehow reflect on your character. Knowing you are the child of someone executed for treason, who strives to clear their name, is cool. Knowing that your parents were bakers called Lois and Clark who met during a bar fight is much less useful.

Submitting a group background

Creating a Group background

- A group background is a brief history of the group.

- It should be a short summary, providing key details, of no more than 4000 characters (including spaces).

- The Group's Oath should be no more than 1000 characters (including spaces).

- Please contact us at empire.backgrounds@profounddecisions.co.uk if you want additional help or information when writing your background.

- Please spellcheck your background and oath before submitting them.

A group background summarizes the history of your group, how it came into being and what it has done since its founding. Creating a group background can help develop a sense of what your group is, how the characters in the group relate to each other as well as provide you all with objectives and activities for fun at events. Detailed information about the campaign setting is presented on the Empire wiki and should provide a number of possible group types for each nation that might be very applicable to your group - some of these have their own pages that discuss how to create that type of group.

What to include

- A short group history.

- Any secrets that your group might have.

When submitting your background for the plot team to read, please try to bear in mind that there are hundreds of players in the campaign so the plot team have a lot of backgrounds to read through. A background that is informative but concise is ideal. A background that includes a short in-character piece or description is fine, but lengthy in-character documents are not necessary. Occasionally the plot team will make use of details submitted in backgrounds when creating plot for events. This is fairly unusual; your background is intended for your use, to help you create goals and a motivation for your group. The kind of background that is most useful to the plot team is a short summary of the things your group have done and how you fit into your nation's and the Empire's history. Descriptions of your personalities or your group's arch-nemesis are not used by the plot team.

Further Reading

- Characters

- Playing the Game

- Referees & GOD

- Safety

- Conduct

- Downtime

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Howling Despite of the Yawning Maw

Contents

- 1 Rules

- 1.1 Winter Magnitude 50

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Option

- 1.6 OOC Note

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 50

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must be a contributor participating in the performance of the ritual.

Effects

This enchantment allows the target to call MASS WEAKNESS once during the duration. The character must be able to cast spells to make this call - it explicitly will not work if they are wearing armour.

While under the effect of the enchantment, the target experiences a role-playing effect: the target finds themselves urged towards savagery. They feel an urge to mercilessly slaughter anyone who threatens them, their friends, or their family. They find it easy to suggest courses of actions that others might view as atrocious, if those actions would destroy or weaken their enemies. The longer the enchantment remains without being unleashed, the more bloodthirsty they become. When they do use the power granted by the ritual, they feel an almost irresistible urge to voice a savage howl, yell, or bellow. This effect is particularly pronounced among characters of the draughir lineage, and has in the past prompted physical violence between high lineage winterborn and anyone they perceived as threatening "their" people.

The effect lasts until the end of the next battle, skirmish or quest the character participates in; or until the end of the current event, whichever is sooner. The power of the ritual can be invoked only once during this time.

Additional Targets

The ritual can affect additional characters from the same coven. Each additional character increases the magnitude of the spell by 30. Additional characters must be present throughout, and each must contribute to the performance of the ritual.

Option

Any caster who has mastered the ritual may choose to substitute beggar's lye for crystal mana when contributing to it. Every 2 measures of beggar's lye spent counts as 1 crystal mana when contributing to the ritual.

OOC Note

If you enter a battle, skirmish or quest with one of these enchantments active on you, you must let a referee with a radio know about it shortly before or after your passage through the Sentinel Gate.

If you are expecting to deploy one of these effects, you are invited to bring this to the attention of any nearby referee or marshal shortly before you do so; they will then be able to assist the targets in taking the call correctly

Description

This battlefield ritual allows a powerful magical attack to be unleashed against a group of enemies, weakening them and leaving them incapable of casting spells, using enchanted items or performing heroic deeds.

For many Winter ritualists, the Howling Despite of the Yawning Maw is superior to both the weakness spell and rituals such as Hungry Grasp of Despair because it spreads the curse of weakness among many enemies at the same time. Used wisely, this ritual can neutralise an elite band (such as an orc chieftain and his bodyguards), or cut-off an entire enemy coven from their magic. It is at its most useful when combined with a keen awareness of enemy capabilities.

The late enchanter Bauris d'Werwell made good use of the ritual when facing the Jotun on the eastern front. His knights would identify and taunt groups of barbarian Ulvenwar, luring them into a charge against their apparently exposed position. At the last moment, the Earl would unleash the power of this ritual, depriving them on their strength and making it impossible for them tosmash through the Dawnish defences. The startled orcs could then be quickly slaughtered. Eventually, the Jotun refused to charge any group they saw in the black-and-silver cockatrice heraldry of House d'Werwell at all - which the canny strategists of the house quickly found new ways to exploit. Sadly the majority of the noble house died fighting the Thule alongside Empress Britta during the fall of Skarsind.

Howling Despite of the Yawning Maw also sees some use when fighting supernatural threats. It can prevent a mob of husks from rising again when they are struck down, for example. While it is an expensive option, the curse the ritual unleashes can weaken a magician, magical healer, or creature with dangerous powers lurking within a group of other opponents - the ability to weaken everyone within range should not be overlooked. There are very few other ways for magicians to exert their power beyond the reach of their implement, after all.

When the power of this ritual is unleashed, the ritualist doing so often feels an overpowering urge to unleash a screaming howl. This has lead to some concern that the ritual in some way draws on the power of the Wendigo, and calls for it to be subject to interdiction, given Wendigo has the enmity of the conclave. Extensive research by Torval of Highwatch was presented to the Conclave in Autumn 348YE that demonstrated that the ritual is not associated with Wendigo directly, despite the boons that creature claimed to be able to offer to enhance its performance.

In the Marches this ritual is sometimes called Topple the Lofty Pedestals, while in The Brass Coast it is referred to as Calling the Black Wind.

Common Elements

When performing this ritual, the coven often invokes forces of despair, fear and hunger. Oppressive music or thundering rhythms that begin fast and become slower and slower, symbolic of the way power ebbs from those effected by this curse, are common; so are frenzied dances that reach a climax with the performers collapsing as if from exhaustion. The slow ringing of bells often accompanies this ritual.

The target of the ritual is always a contributor, and the ritual should reflect that. Some ritualists, especially in Varushka use the target's implement as a focus, passing it from magician to magician, whispering curses and dire promises of doom to the tool before returning it to the ultimate target. Others might prepare an infusion of bladeroot which is drunk by the magicians, and causes them to experience momentary symptoms of nausea, weakness, and uncertainty.

Other elements might include the runes Kyrop or Naeve, or a dramaturgical scene in which the Captain succumbs to despair and frailty. For an astronomancer, the ritual has a clear correspondence with the Drowned Man constellation. Some Dawnish - and even a few Highborn magicians - consider evoking the spirit of the malign manticore.

If the coven intends to draw additional power through the use of beggar's lye, it is not uncommon to dilute the lye in water and use it to paint designs on the skin of the target. If the concentration is high enough, the caustic solution will cause slightly painful minor burns that fade over the course of an hour or so - tracing runes in this way is especially appropriate. Some covens take the risky decision to prepare an extremely dilute solution, often in a central cauldron, which the target drinks a little of at the climax. Any physick would counsel against consuming what amounts to a poisonous acid, but the belief is that the magic of the ritual protects the subject from the worst effects of consuming dilute beggar's lye.

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Hunger of the Draughir

Contents

- 1 Rules

- 1.1 Winter Magnitude 2

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 2

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains one additional rank of fortitude

In addition, the target gains the draughir ability to eat carrion: the target can get sustenance from anything they can eat or drink, even if it would normally cause them to become sick, and don’t need as much food, drink or sleep as normal. They can eat rotting meat, spoiled vegetables and uncooked flesh or drink blood, stagnant water or rancid milk without ill effect.

They experience a roleplaying effect however: You feel hungry all the time, and no amount of food can satisfy you, although you suffer no physical disadvantages.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same band. Every two additional characters increases the magnitude by 3. Additional characters must be present throughout.

Description

The target of this ritual is imbued with a splinter of the Winter Realm's relentless hunger; it lodges in their gut and writhes there, leaving them ravenous. Yet at the same time it causes some of Winter's cold, hard resilience take root in them, turning their blood cold and thick.

In today's Empire it is rare for anyone to starve; yet this has not always been the case. In pre- and early-Imperial times this ritual would sometimes be performed by a runesmith or a volhov on volunteers from an isolated community, who would them be able to live on leftovers and carrion while their families and friends shared out the best of their meagre provisions through periods of drought, poor-harvest or long winter. It is a common tale that some of those who volunteered sired or gave birth to draughir as a consequence of the ritual, and even today there are magicians who counsel against being intimate with others while under this enchantment. In times of reasonable plenty, this spell is mostly useful for enhancing the constitution of an individual who is already quite tenacious, or as an adjunct to the use of an Abraxus Stone.

This ritual is sometimes associated with the Eternal Sorin; some ritualists evoke the name of Wise Rangara and claim that this ritual represents hard decisions and sensible, practical solutions to problems. A very few ritualists invoke Wendigo; those who do so, do so secretly and use the fortitude this ritual grants them to engage in unspeakable feasts. When such ritualists are uncovered, they are often declared sorcerers by the Imperial Conclave, or at the very least brought before magistrates to answer charges of murder or desecration.

Common Elements

As with many enchantment rituals, common elements include the consumption of food and drink; unlike many such rituals, it is common to use spoiled food or drink rather than wholesome sustenance. Unsurprisingly, the rune of hunger is often used, painted onto the skin especially the skin of the belly. Likewise an evocation of The Drowned Man, or of carrion beasts such as crows, rats or even hyena may be appropriate. Navarr ritualists may mark the target with the blood of a draughir,but usually only if one of the ritualists is of that lineage.

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Hungry Goat

Hungry Goat Song

Lyrics by Jude

Melody traditional Gaelic, as sung by Karine Polwart here: http://www.youtube.com/watch?v=jSsmZsZhVac&feature=youtube_gdata_player

Early in the morning And without any warning My goat ate all the pants That were hanging on the line

Chorus: Goaty, goaty, hungry little goaty Goaty, goaty, hungry all the time

Daddy went to borrow Some pants to wear tomorrow But the goat had eaten mummy's And had eaten all of mine

Chorus: Goaty, goaty, hungry little goaty Goaty, goaty, hungry all the time

Daddy started cursing And the goat looked full to bursting But it went back to the washing 'cause we didn't see in time

Chorus: Goaty, goaty, hungry little goaty Goaty, goaty, hungry all the time

So later in the morning And with hardly any warning My goat ate all the socks That were hanging on the line...

(repeat with other articles of clothing)

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Hungry Grasp of Despair

Contents

- 1 Rules

- 1.1 Winter Magnitude 14

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Effects

- 1.5 Additional Targets

- 1.6 Option

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 14

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying.

Effects

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must have the magician skill.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains the ability to cast the weakness spell four times each day as if they know it without spending any mana.

They also experience a roleplaying effect: You feel powerful and deserving of respect. You experience an urge to punish people who disrespect you or your authority.

If the target regains all spent personal mana by resting in a magical aura such as that provided by the Chamber of Delights, or drinks an Elixir of Empyrean Art, they also regain all spent uses of this ability at the same time. Other methods of restoring personal mana do not restore the ability cast weakness.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 11. Additional characters must be present throughout.

Option

Any caster who has mastered the ritual may choose to substitute beggar's lye for crystal mana when contributing to it. Every 2 measures of beggar's lye spent counts as 1 crystal mana when contributing to the ritual.

Description

With the power of this enchantment, a magician can curse, demoralize, and disempower an elite band of foes or an enemy coven. It is at its most useful when the ritualists are supported by (or are themselves) battlemages and warriors who can take advantage of the confusion that comes from being denied the use of potent techniques. It is also useful for disrupting magical workings - weakened magicians are unable to contribute to rituals for example swiftly ensuring that an enemy working will fail quickly and efficiently.

The ritual is also surprisingly effective when dealing with husks - dead bodies possessed and animated by spirits of the realms or by angry ghosts. These malignant creatures tend to possess supernatural vitality, and can prove particularly resistant to being destroyed. Sapping their strength removes their ability to rise again, and has the added advantage that it will prevent them from using any supernatural attacks they may possess.

Several eternals of the Winter realm are known to offer boons related to this ritual, and to the weakness curse as a whole. Kaela in particular may offer a boon that makes this enchantment easier to cast, or allows the power to be drawn on more possible. The lesson this ritual teaches - that strength is transitory and that it will eventually fade - appeals particularly to her grim sensibilities. Tharim of the Thrice-cursed Court by contrast appreciates the way that magicians who master this ritual can punish their subordinates at a whim, removing the power of their thralls as they wish. He is said to have provided magical foci to make it easier to perform the ritual, which also allow even more weakness to be bestowed by those under its effects.

Similar to Unending Cascade of Blood's Fire, the Hungry Grasp of Despair creates an enduring curse on those subjected to its power - one that it is not necessarily within the power of the magician to remove. Magical weakness does not fade over time, and those brought low by this magic usually require treatment by a physick, the aid of a magician versed in more wholesome lore, or an apothecary-brewed potion before they can restore their strength. This treatment can often prove tricky to find on a battlefield, of course.

This ritual has existed in one form or another since the earliest records, and it is possible that the weakness incantation itself began as a refinement of the power it grants. Among some League mountebanks and more cynical troupes it is called Fear for the Mighty. This references the idea that it is the powerful who have the most to lose from the effect of this ritual. In Wintermark it is sometimes called Kyrop's Balance; in The Marches it is Levelling the Playing Field. In some parts of Dawn it is scurrilously called Humble the Errant Knights; a name with multiple meanings depending on who is performing the ritual. A number of Varushkan cabalists refer to it as the Scourge of the Foolish and several stories recount how it has been used to prevent apprentice magicians with more power than sense from harming themselves and others.

Common Elements

When performing this ritual, the coven often invokes forces of despair, fear and hunger. Oppressive music or thundering rhythms that begin fast and become slower and slower, symbolic of the way power ebbs from those effected by this curse, are common; so are frenzied dances that reach a climax with the performers collapsing as if from exhaustion.

Other elements might include the runes Kyrop or Naeve, or a dramaturgical scene in which the Bishop slowly succumbs to weakness and frailty (often in the Tomb. An astronomancer might invoke the power of the Drowned Man constellation, while a practitioner of heraldic magic might call on the spirit of the insidious manticore or the echoing roar of the terrible chimera. A goeticist will find the names of Sorin and especially Kaela resonate well with this ritual, although in Varushka Wise Rangara is also popular especially when the ritual focuses around the need for the wise to control the powers of the foolish.

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Hunt of Alderei the Fair

Contents

- 1 Overview

- 2 The Resource

- 3 The Bourse Seat

- 3.1 Responsibilities

- 3.2 Powers

- 3.2.1 Seat on the Bourse

- 3.2.2 Bounty of weirwood

- 3.3 Appointment

Overview

The Hunt of Alderei the Fair is located at the foot of the Opascari mountains in the Varushkan territory of Volodmartz. Custodianship of the Hunt grants an Imperial title; a seat on the Imperial Bourse; and a seasonal bounty of valuable weirwood

The Resource

The hunt is a great weirwood forest that was also the site of one of the most vicious battles against the forces of Alderei the Fair, the tyrant-boyar of pre-Imperial Varushka. At the foot of the Opascari mountains, this vital strategic asset was nearly burnt to the ground in the wake of the Imperial victory, and said to be haunted to this day. The site is believed to take its name from the treasure seekers who combed the surrounding woods looking for traces of Alderei the Fair in the decades after his defeat.

As an Imperial, rather than national, resource the Hunt is a sore spot for some Varushkans. As with the Granites of Veltsgorsk, there is strong local opinion that the Hunt should be a national seat. After all say the citizens of Volodmartz, it is the Varushkans who endure the darkness beneath the trees so that they may claim the riches of their haunted land. Why is it then that the white granite and weirwood bounty of Varushka are in the hands of foreigners?

And the Hunt is bounteous indeed. One of the richest resources of Volodmartz, the great weirwood forest was the site of one of the most vicious battles during the war with Alderei the Fair. The forest was once even richer - yet in the last days of the war this vital strategic asset was nearly burnt to the ground. Only quick action by Imperial forces prevented the fire consuming all the trees, and to this day on certain nights of the new moon the living trees are sometimes engulfed in a shimmering copper effulgence that seems to have no natural origin.

There is some controversy over the name of the this great weirwood forest. Some say it is named for the three nights of pursuit, when Imperial forces chased the retreating forces of Alderei south-west toward Alderei's Run. Others that is is named for the treasure seekers who combed the surrounding woods looking for traces of Alderei the Fair (more cynical souls say they are looking for traces of his abandoned supply train, and the riches it held) in the decades after his defeat. Darkest of all is the belief that Alderei used to hunt Varushkans through the great forest, for his sport or as part of some dark rites used by the volodny.

Whilst the eerie weirwood trees lend a haunted, supernatural air to the forest, they do not deter visitors. Many are lured by tales of the lost treasures of the baggage train. Others come following rumours that the body of Alderei himself lies somewhere in the deep woods. The workers are often forced to shoo these "hunters" on their way so they can get their work done. And, from time to time, a hunter disappears forever or is found broken and torn in a ditch - this is Varushka, after all.

The Bourse Seat

Responsibilities

The Seat has no particular responsibilities; they simply receive a bounty of weirwood which is theirs to do with as they will. If the Hunt of Alderei the Fair were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to the Hunt of Alderei the Fair, the Seat would expect to be consulted as to how that opportunity might be resolved.

Powers

Seat on the Bourse

Custodianship of the Hunt of Alderei the Fair comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of weirwood

The Seat has control of a source of weirwood and receives Bourse certificates to represent that control. They can dispense this resource as they choose. Production is 26 Imperial wains of weirwood every season.

Appointment

As with all weirwood Bourse seats, the holder of the title is determined during the Winter Solstice. As an Imperial seat, any Imperial citizen may participate in the auction and hold the title.

Custodianship of the Hunt of Alderei the Fair is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be revoked by the Imperial Synod.

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Hunter of stars

Something got between Jorgen and the sun. The civil servant frowned, glancing up from his paperwork to find two tall figures looming over him. Both were wrapped in leather and fur, wearing masks that looked to have been crafted from animal skulls. Jorgen wrinkled his nose slightly - they were surrounded by a strong smell of sweat and a kind of rank, earthy musk strong enough to make his eyes water, almost.

He closed his book around his quill, and stood up from his bench. He barely came up to their shoulders.

"Can I help you gentlefolk?" he asked in neutral tones.

They did not look like citizens. They were human enough in outline but their eyes were the eyes of beasts. Golden iris, massive black pupil, like owls perhaps. They had horns too - although the civil servant knew of no people who had both stag-like antlers and ram-like horns on the same head. He was keenly aware that they were well-armed - each had a six-foot spear, and a number of knives.

The two figures continued to watch him for several moments. One turned its head from side to side, looking at him first with its left eye then its right eye, then looking at its companion for confirmation of something. Jorgen began to feel uneasy - a creeping awareness that these creatures were weighing him up against some set of criteria he was not privy to. He could not shake the suspicion that if he made any sudden moves one of them would stab him with its spear. Flint spears, he noticed incongruously.

"Is everything alright?" There was a rough semicircle of militia behind the two hide-bound visitors. Beyond them a small crowd of interested onlookers were beginning to gather. The more inquisitive of the two visitors turned slightly to the side and gazed impassively at the crowd behind them. It shifted its hand slightly on the haft of its spear. The militia captain made it clear she was ignoring it, and made a great show of focusing her attention on Jorgen.

"Everything is fine, captain, yes. I am sure these two gentlefolk just have a question...?"

"Are you the archmage of Spring?" the taller of the two spoke suddenly, its voice rumbling and low like a growling bear.

Jorgen considered for a moment. This might explain what was going on though. "No. I'm a civil servant. Do you have a message for the Archmage?"

The figure nodded slowly..

"A message was sent. To Capradan. Asking for a meeting."

"Oh, that explains it then. A plenipotentiary from the Archmage. Is that what this is about?"

They stared at Jorgen for several moments, then the taller continued as if Jorgen had not spoken.

"That one will not speak with you. That one has not been given leave. The one we all serve does not care for you people. Send no further messages."

Jorgen opened his book again, made a note. The shorter of the two watched intently as his quill scritched across the page. It reminded the civil servant of the way his cat watched a beetle skittering hither-and-yon across the floor.

"And who is the message from?"

Neither creature replied. They just watched Jorgen, as if waiting for him to do something, as if his words had no meaning.

"Is it from ... Yaw'nagrah? Arhallogen? Ira Harrah? Llofir? Or - now what is it, oh yes - Siakha? One of those? The oneyou serve?"

The larger one blinked slowly. It narrowed its eyes. Its voice when it spoke again was flat, unimpressed, cold.

"The message comes from the one we serve. The one Capradan serves. The one who does not care for you people. Send no further messages. Do you hear what has been said?"

Jorgen nodded. Swallowed, his throat suddenly, unaccountably dry.

"Then the task is done. We will leave now."

The two turned on their heels and walked back along the road at an easy pace, neither fast nor slow, trailed by the militia and some of the interested onlookers. The rest went back to their business preparing for the influx of guests who would soon arrive at Anvil for the Spring Equinox.

Jorgen grumbled under his breath, and went to tell someone that the Archmage of Spring's plenipotentiary reply had arrived.

Contents

- 1 Plenipotentiaries

- 1.1 Capradan

- 1.2 Boar King

- 1.3 Ylenrith

- 1.4 Estavus

- 1.5 Adamant

- 1.6 Sorin

- 2 Timetable

Plenipotentiaries

- Ylenrith, Estavus, Sorin, Adamant, and the Boar King have publicly responded to plenipotentiary messages.

- A plenipotentiary from the Spring Archmage has been declined.

Each archmage has the ability to send a plenipotentiary message to an eternal once during each summit. Following the Autumn Equinox, six eternals have responded to these messages and either confirmed that they accept a formal parley, or declined to attend a meeting with the archmage.

In each case, the eternals have specified the topics about which they or their representatives will discuss. Within the bounds of the parley, they are likely to refuse to discuss matters that fall outside the potentially rigid list of things they have agreed will fall under the purview of the parley. It is still possible to try and bring up topics outside of the matters agreed on in advance, but there is absolutely no guarantee the representative of the realms will want to discuss them - and some of the more formal entities might well be annoyed enough to end the parley early if they are badgered by (for example) a crowd of magicians all wanting theiropportunity to explain why the eternal should pay attention to them.

Capradan

A week before the Spring Equinox, a pair of strange heralds arrive in the Hall of Worlds. They are humanoid in outline, each with a pair of stag-like antlers surmounting a pair of curling ram-like horns. They are dressed in scraps of leather tied to their rail thin frames, and their faces are concealed behind masks made from the skulls of unfamiliar animals. Each is armed with a flint spear decorated with feathers, talons, teeth, and bones. Their manner is quiet and contained, but everyone who interacts with them receives the impression that at any moment they might explode into bloody violence.

A message has been sent, they say, to a creature called "Capradan" by the Archmage of Spring. Capradan has not been given leave to respond to this message; their mutual master does not wish to parley with the magicians of the Empire. It is not clear who they represent, but the heralds do not seem to serve Siakha, Yaw'nagrah, Arhallogen, Irra Harah, or Llofir.

Boar King

A week before the Spring Equinox, a message is delivered to the Civil Service hub in Anvil. It arrives late at night, brought to the desk by a short, bald, wizened creature with eyes like saucers. It has large protruding boar's tusks that make it hard to understand what it is saying. The message claims to be a reply to "Little Owl of the Academy, the Archmage of Night" or possibly "Little Owl and the Archmage of Night." The message is from the entity calling itself the Boar King, an eternal of the realm of Night. It agrees to a formal parley, and asks that the Archmage ensure that Little Owl, Sovica of the Company of the White Fame, and anyone else who has business with the King of the Boars attend said parley at nine o'clock on Saturday night.

Ylenrith

A herald dressed in the manner of a Highborn wearing a deep red surcote over a white tunic appeared in the Imperial regio shortly after the Winter solstice, representing the Eternal Ylenrith, called the Swan. It politely announced that the Eternal Flame would be pleased to attend a parley with the Archmage of Day during the Spring Equinox.

As a state of enmity exists between the Empire and the Pure, it suggests a place of parley that is neither of the world nor the Realm - a chamber - and invites the Archmage to bring as many as eight other people with them should they agree to attend. Servants of Ylenrith will be in the Hall of Worlds at eleven o'clock on Friday night to transport the Archmage and the rest of their party to the chamber. Conditions of a formal parley would, of course, exist during the meeting.

Estavus

Halfway between Winter Solstice and Spring Equinox, a messenger brings a missive from the eternal Estavus. A squat construct of brass and porcelain in the shape of an oversized child, it delivers its message in a clicking, off-kilter voice.

The Forgemistress agrees to another parley with the Empire. It will meet with the Archmage and no more than four others. Estavus will send two representatives to the meeting. They will allow Imperial citizens to trade personal materials for Autumn vis - Estavus desires them to bring Ambergelt only. She will give them one pouch of ashes for every five measures of ambergelt they bring to trade.

She has no interest in arranging a long-term trade deal or arranging for ashes to be made available by any means other than the ritual Before the Throne of Estavus which she has already shared with the Empire. There will be no discussion of this matter. There will be an opportunity to discuss the matter off the lost art of the blacksmith; she anticipates this will make up the bulk of the meeting. The meeting will be a formal parley; as such there will be no fruitful discussion of other matters.

Assuming these stipulations are acceptable to the Archmage, a guide will be sent to the Hall of Worlds at one o'clock Saturday afternoon.

OOC Note: As this is taking place in a chamber of Estavus, the meeting is likely to involve some smoke, and some walking from the Hall of Worlds to an encounter tent.

Adamant

A koboldi messenger of King Adamant delivers a proclamation written in a neat cursive hand on fine parchment to the Timekeeper of the Conclave a week after the Winter Solstice. Dressed in a beautiful moonsilver mantle, the short herald is excruciatingly polite and reads the proclamation in a reedy, chirping voice before handing it over to the civil servant. King Adamant confirms that he will send a representative to treat with the Summer Archmage during the Spring Equinox. The King on the Granite Throne expresses some mild disappointment that in most cases the boons the Empire request are boons he has already offered in one form or another and had declined, but he is minded to be magnanimous.

His representative will speak on four topics: the Throne of Stone and its construction; the Walls of Holberg; the fortification Remember Exile; the mines of Skarsind. The herald will indicate the actions the Archmage can make to secure the boons that have been asked for, but should be aware that the King is not a common peddler or mendicant tinker and is disinterested in haggling over minor details. The boons come in return for the acts required - the Silent Mountain is confident the Summer Archmage understands this.

Formal parley with a high-ranking representative of the Court of the Gnome King shall begin at eight o'clock on Friday night.

Sorin

The staff at the Castle of Thorns recognise the soberly dressed Draughir with dark red hair when she arrives at dusk one day midway between Solstice and Equinox. Ania of Necropolis is once again bearing word from the Heralds of the Silent Kingdom, and this time they speak for The Tomb King himself. The message she hands over is from a Herald known as Evanesce. It states "Since misconceptions about the nature of the Silent Kingdom abound in the Empire, from smallest child to proudest Archmage, The Empty One will respond to the plenipotentiary message sent, under formal Parley. Be prepared to receive the wisdom of The Hungry Wolf and his Heralds within the Hall of Worlds at 3 o'clock on the Saturday of the Equinox." Ania also hands over a list of people expected to attend. Others might have been apologetic, where she was not, because the list is not short.

- Archmage Emilia

- A representative of those who claim to know better than the Hungry Wolf himself what was fair and right punishment for the Chapter of The Frozen Oak

- Syn Nighthaven and any three Imperial Generals, who should bring with them the Testament of Ahasaver

- Ursa of Wintermark and at least two others who suffer from a curse from the same source

- Eleanor Novarion

- General Jack of the Marches

- Bloodcrow Shettehs

It concludes with a note: the Heralds may engage in discussion with others not named. It should be firmly understood that The Empty One will not do so and will only speak on the matters directly raised in the plenipotentiary.

OOC Note: We intend to use low levels of smoke in this encounter, please let us know if this is a problem for you personally and this encounter is important to you and we will make adjustments. Some of the Sorin and Herald costumes make lip-reading impossible and some speech in this encounter will be via loudspeaker. Please let us know if you expect to be at the centre of the encounter and rely on lip-reading we will ensure that the parts most relevant to you are not delivered through the horse head masks.

Timetable

Day

Time

Eternal

Realm

Formal Parley

Friday

8pm

Adamant

Summer

Yes

Friday

11pm

Ylenrith

Day

Yes

Saturday

1pm

Estavus

Autumn

Yes

Saturday

3pm

Sorin

Winter

Yes

Saturday

9pm

Boar King

Night

Yes

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Hunters and wolves

"I'm sorry, but I'd like to just take a look in your sack, neighbour." Jeanna's tone made it clear she would brook no-nonsense.

The militiawoman's face was neutral, but her hand rested on the head of her axe.

The hairy man flinched away slightly as she reached for him, grimacing, twisting his face into what he obviously intended to be a disarming grin. All he managed to do was make her even more certain he was up to something - the grin accentuated his staring yellow-tinged eyes, and his broken teeth.

"No no no officer, it is nothing, nothing to worry about." he tried to reassure her. "Just a head. A pig head. Yes! Just a pig head for my supper!"

The man glared at her, and clutched the bag protectively.

"Don't try to steal it now!"

The militiawoman looked past the drooling beggar to her two companions. Ranulf peered down into the ditch and then jumped back, swearing. He began to run down along the path to where Jeanna stood, waving his arms, shouting. The man looked back over his shoulder to see what was going on, his brow furrowing.

Jeanna took an executive decision and grabbed the sack away from the beggar-man while he was distracted. It was surprisingly heavy. She tipped it out, and two human heads thudded onto the snow. Her stomach lurched.

As soon as she took the sack, the maniac stopped capering and launched himself at her, howling like a cornered wolf. He tore at her face with his broken, bloody nails and tried to get his hands around her neck.

Ranulf reached them just as Jeanna stopped beating him unconscious.

"The ditch was full of bodies," he said breathlessly, then looked down at the prone figure. "Is he dead?"

"Not yet," said Jeanna..She gingerly touched the bruise on the side of her neck. "But I think we might have solved the mystery of the Hahnmark strangler..."

Contents

- 1 Overview

- 2 The Trials of the Pallid Wolf

- 2.1 Accessibility Info

- 3 In the Copse of the Bone Birch

- 4 The Hahnmark Strangler

- 4.1 OOC Note

Overview

Three incidents involving Winter eternals have been brought to the attention of the Imperial citizenry in the last few months. The Tomb-King Sorin has dispatched a herald to recruit participants for a trial of suffering. The Bound-King Tharim of the Thrice-cursed Court has taken advantage of the recent Declaration of Amity to send heralds to the Empire. In Hahnmark, an agent of Wendigo is captured while trying to sow discord and distrust between Wintermark and Varushka.

I am Exquy and I speak for Sorin, The Hungry Wolf.

It is my duty to organise the Trials of the Pallid Charm.

These trials concern themselves with hard choices and suffering, which will be of no surprise to those who understand the concerns of the Tomb King. Nominations for the trial are open to those who have an aching need that drives them. This dark and barren ache is often carved out of past suffering, of wrongs survived, and sharpened to a hungry bite with time. Some nurture it, others suppress it. Those who face the trials of the Pallid Charm will need to be ready to face the truths that lie in the pits of their bellies and the marrow of their bones. Through the trials the Empty One will choose where his aid might best be placed, and what sacrifice should be asked in return for that aid.

In this year of 381YE we wish to be sure all who might wish to court the attention of The Hungry Wolf in order to progress in these trials have the opportunity. So we will place in your Hall of Worlds a locked and chained box in which you may place a name during the Friday evening of this Equinox. You may nominate yourself or another, by giving a full name and known associations as well as detailing one or two places in Anvil where the so named individual is likely to be found on the Saturday and Sunday of this Equinox. Do not write of suffering or of needs or ambitions, such writing at this time will be ignored. Our agent, Ania of Necropolis will seek you out and speak with you and hear those tales. She will recommend to us a small number from among you to go forwards to the first Trial at the Winter Solstice.

The Trials of the Pallid Wolf

- The grim eternal Sorin seeks participants in a trial of hard choices and suffering.

When the soberly dressed draughir arrives at the Castle of Thorns shortly before the Autumn Equinox she is at first assumed to be bringing messages from Highguard Senators. It is quickly established, however, that she is actually acting as a messenger on behalf of a herald of Sorin named Exquy - presumably on behalf of the Hungry Wolf himself. She politely asks that the message she delivers be circulated to as many Imperial Citizens as possible; and the civil service have tried to make this letter available to anyone who may be interested.

It is clear that Sorin is not offering a general means of communication with this offer. Any information other than the specific details requested are likely to be ignored by the human agent and heralds alike.

Accessibility Info

The First Trial of the Pallid Charm is a tent encounter with good wheelchair access available and optional seating. It is not well lit by default and uses some smoke effects, though we can amend both these on request. (just add this OOC request to your IC details when submitting them). It is designed as a high stress experience and this cannot be changed due to the nature of the Eternal. Although combat is possible dependant on player action, the trial operates IC rules to ensure that safe and fair declarations of non combatant status are possible should combat break out. Subsequent trials will base their accessibility on the needs of participants that progress.

In the Copse of the Bone Birch

Three weeks after the Summer Solstice, three peculiar creatures emerge from a stand of birch trees in Birchland, near the village of Bickwoll. Known as the Copse of the Bone Birch, the area is part of a Winter regio. Wrapped in black cloaks, each one is accompanied by the clank of chains and shows the marks of mortification on their bodies. They are by all accounts heralds of the eternal Tharim.

Their appearance interrupts the ceremonial watering of the birch trees - a ritual designed to protect the local trees from disease and parasites - and causes some consternation. In cold, arrogant tones they explain to the gathered coven that their presence is in accord with the wishes of the Imperial Conclave. They then split up. One heads north, the other east, and while Beaters manage to follow them for a while they soon lose them in the dark woods.

The third creature, calling itself Obligatus picks an old stump near the middle of the regio, sits down ... and doesn't move for two months. Landskeeper Benjamin Bickwoll is keeping a close eye on the situation and has grumpily allowed that he might be prepared to receive and maybe even answer any winged messengers any other Landskeepers might want to send to him. (OOC NOTE: Benjamin Bickwoll, the Copse of the Bone Birch, near Bickwoll, Birchland, Upwold should do it.)

The Varushkan National Assembly support our allies in Wintermark. The rumours of assault and mutilation on the bodies of Wintermark citizens have been investigated and found to be the work of a common enemy bound to create division between our nations. Varushka stands with Wintermark, proud citizens of the Empire, Loyal allies.

Rooslan Stanvich Prochnost, Varushkan Assembly, Summer Solstice 381YE, Upheld 120 - 10

The Wintermark Assembly support our allies in Varushka. The rumours of assault and mutilation on the bodies of Wintermark citizen have been investigated and found to be the work of a common enemy bound to create division between our nations. Wintermark stand with Varushka. Proud citizens of the Empire and Loyal allies.

Ylmiska Ferbow, Wintermark Assembly, Summer Solstice 381YE, Upheld 178 - 0

The Hahnmark Strangler

In recent months there have been various lurid reports of mutilated corpses in Skarsind and neighbouring parts of Wintermark. These reports have been investigated thoroughly by the Imperial magistrates who discovered that several of the reported acts were the work of a deranged fanatic, a devotee of the Wendigo who lost all reason in a terrible storm a few winters back. The individual had murdered at least one person and appeared to be deliberately defiling bodies.

The individual has been caught, tried and executed and there is no reason to expect any further influence from Wendigo on this matter. It appears that his intentions were to try and deepen the divisions between Wintermark and Varushka arising from the incident with Dogri Thulebane and the Iron Helms. Fortunately these attempts appear to have conclusively failed.

OOC Note

This entry is not a plot - but rather an in-character explanation for in-character events that came to light at recent events in which the Iron Helms were accused of mutilating bodies. The source of the stories was a player who had not intended to deceive anyone but had unfortunately misinterpreted the nature of the ongoing events and assumed that it would be ok to create personal events to reflect them. It is usually fine for players to check minor background elements in response to ongoing events but it is always important to check with us before creating events of this significance - so that we can confirm if they are consistent with the campaign or not.

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Hurry, Hunter

Original Music & Lyrics by Anna Clifford Tait and Stephanie Heath

RECORDING of this song : Hurry Hunter

Hunter steps through shadows swiftly Creeping, creeping carefully Following the signs that lead him Signs of promise, signs of life

Chorus: Hurry, hunter, darkness chases Don't let nightfall catch you out Once the sun sets, your role changes Blood on snow, you are the prey

Up ahead a movement flashes Hunter freezes, senses strain There she is - the bow swings ready, Arrow nocks to bring her down.

Chorus

Still the moment, silence rings out Arrow looses, flying fast At the last, the gentle doe hears Shivers, bucks and off she goes.

Chorus

Hunter runs, a trail of crimson Stains the snow, the shot was true But the doe is fleeting, fleeing Chase is on to win the prize.

Chorus

Blood on snow the trail grows thicker Weaker, slower, still she runs Hunter thinks of crying children Follows on as darkness falls.

Chorus

Silver body lies before him Crumpled on the forest floor Hunter sees, then come the growlings Children they are crying still.

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Hymn to Vigilance

Original tune Akk Fader. Very quiet recording of original here.

I arm myself with sword and shield To take the battlefield And daily armed with faith I go To face a subtler foe An empire pure and whole  Must ever be our goal O let me ever vigilant stand Defending faith and land

False doctrines and deceitful words Across the lands are heard And all our sacrifice has bought In the end shall be for nought, If malcontents and fools And raised on high to rule O let me ever vigilant stand Defending faith and land.

These words shall ever be our charge Upon our souls writ large The Empire is our destiny Its guards and lords are we For should we ever fail The darkness shall prevail O let me ever vigilant stand Defending faith and land

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I Come and Stand at Every Door

I Come and Stand at Every Door Original lyrics by Nazim Hikmet

I come and stand at every door But no one hears my silent tread I knock and yet remain unseen For I am dead, for I am dead.

I'm only seven although I died In ancient cities long ago I'm seven now as I was then When children die they do not grow.

The last I saw was fell Vallorn My eyes grew dim, my eyes grew blind Death came and turned my bones to dust And that was scattered by the wind.

I need no sleep, I need no breath I need no fruit, nor even bread I ask for nothing for myself For I am dead, for I am dead.

All that I ask is that for peace You fight today, you fight today So that the children of this world May live and grow and laugh and play.

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I Wish My Baby Was Born

Trad.

See http://www.youtube.com/watch?v=H9maHQiDw-A Tim Eriksen, Riley Baugus & Tim O'Brien

Very slightly filked lyrics below:

I wish, I wish my baby was born And sitting on its papa's knee And me, poor girl, were dead and gone And the cold marsh growing o'er my feet

I ain't ahead, nor never will be Till the sweet apple grows on a sour apple tree But still I hope the time will come When you and I shall be as one

I wish, I wish my love had died And sent his soul to wander free Then we might meet where ravens fly Let our poor bodies rest in peace

(optional) The owl, the owl is a lonely bird It chills my heart with grief and terror That someone's blood there on his wing That someone's blood there on his feathers.

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I will make you brooches

Words by Claire Sheridan, to a traditional tune.

A song for the Flower Festival, which is held in Urizen in the Spring. It is a time for the citizens of Urizen to comment and receive comment on their Virtues from other Urizeni citizens. It can also be a time for expressing feelings of love or attraction to others, or letting other citizens know that, as busy as one may be in search of Arete, one would like to share that search with someone else.

I will make you brooches and flowers for your delight, Of birdsong at morning and star-shine at night, I will make a purpose, fit for you and me, Of working together, and so all may see.

I hope you will Prosper, with wealth that you may share, So yellow’s one flower that I’d have you wear, With Wisdom you will find the path that suits you best, And so I would place a white bloom upon your breast.

To take action takes Courage, so I’d deck you out in red, And with pink to take Pride in what’s done and said, I’d never want a coward to work beside of me, I’ll always take Pride in those I keep close to me.

We should all be Loyal, so I’ll make a bloom of blue, When those vows are spoken may we keep them true. I’d have you see the danger before the danger’s here, For Vigilance green is the colour we wear.

The purple of Ambition I’ll give to drive you on, May our works remain long after we’re gone, Now bound up in ribbons, this gift I give to you, Now give me an answer before this song is through.

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Icon of Judgement

Description

These ceremonial tools, in common with several other, allow a priest to perform or assist with a Liao ceremony that they have not personally mastered. The Icon of Judgement is the rarest of its kind. They are often crafted from thin rods or even short staffs, or from a bundle of thin rods bound together with bands of precious metal. This last form is a metaphor for the idea that a single stick can be broken, but several sticks bound together are almost impossible to snap. Given the uses to which this item, and the ceremony it provides, are commonly put the bundle's symbolism is especially apt.

An Icon of Judgement requires months of work by a skilled artisan, commonly with a set of tools inlaid with dragonbone used especially for crafting religious items. The materials used are usually carefully purified, and in the The Marches in particular a crafter will not embark on creating one of these icons without first being shriven by a trusted priest. Unlike most other icons, an Icon of Judgement is rarely ornamented. They are serious items with a very serious purpose.

Rules

- Form: Weapon. Takes the form of an icon.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: While you are wielding this icon you can perform the excommunicate ceremony as if you knew it.

- Materials: Crafting an Icon of Judgement requires no special materials. It takes two months to make one of these items.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Icon_of_Judgement&oldid=45451"

Icon of the Devoted

Description

The Icon of the Devoted allows a priest to perform ceremonies as if they were dedicated to the virtue of Loyalty. It generally takes the form of a piece of religious art, usually depicting a paragon or exemplar of Loyalty such as Bolstering Bill. The Icon is not always a portrait, however - in Wintermark it is sometimes crafted in the form of a medallion or short rod decorated with the bones and feathers of hawks and falcons, generally decorated with the Rune of Bargains, which is known as an Icon of the Hawk. In Varushka, the icon commonly takes the form of a statuette of a dog and is known as a Loyal Hound. Other less common variants are certainly possible - from the beautifully calligraphed scrolls of the Brass Coast to the delicately embroidered favours of Dawn, the only constant is that the Icon of the Devoted be a piece of art that inspire the bearer with the essence of Loyalty.

The icon is equally valuable to a priest who is dedicated to one of the other six virtues as it is to a priest who is dedicated to none of them. It allows them to perform ceremonies such as anointing, consecration, and hallow, and create auras of Loyalty in place of the auras they would otherwise have access to. It also allows a priest to cooperate with priests dedicated to Loyalty who are not part of their sect.

Rules

- Form: Weapon. Takes the form of an icon.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: You may perform ceremonial skills other than dedication as if you were dedicated to the virtue of Loyalty.

- Materials: Crafting an Icon of the Devoted requires 7 ingots of green iron, 5 measures of iridescent gloaming, and 9 measures of dragonbone. It takes 1 month to make one of these items.

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Icon of the Driven

Description

The Icon of the Driven, also known as an Icon of the Ascendant, allows a priest to perform ceremonies as if they were dedicated to the virtue of Ambition. It generally takes the form of a piece of religious art, usually depicting a paragon or exemplar of Ambition such as Tian (often called an Icon of the Burnt), Aldones di Sarvos, or Adelmar the Lion. The Icon is not always a portrait, however - in Wintermark it is sometimes crafted in the form of a medallion or short rod decorated with the bones and feathers of rooks, generally decorated with the Rune of Hunger, which is known as an Icon of the Rook or, more rarely, an Icon of the Hungry. In Varushka, the icon commonly takes the form of a statuette of a fox and is known as a Wily Fox. Other less common variants are certainly possible - from the expertly illustrated scrolls recounting the great deeds of the Freeborn, to the beautiful three-panel triptych favoured in the League (generally showing the humble origins, great struggle, and eventual success of the character depicted - with the final panel invariably suggesting that rather than resting on their laurels the ambitious person will not work towards a new goal).

Icons of the Driven are significantly less popular than other, similar icons. Priests who rely on them sometimes encounter an unspoken, perhaps even unconscious, prejudice from dedicated priests and lay followers of Ambition. Splitting one's focus - using a magical item to allow one to wield the auras of Ambition is sometimes seen as reflecting a lack of character, drive, or commitment. To many ambitious people, it simply makes no sense to be dedicated to another virtue and use an Icon of the Driven - it is much more appropriate to be dedicated to Ambition and use the tools provided to employ the auras provided by lesser virtues. It is rarely acceptable to put such sentiments into words, of course.

The icon is equally valuable to a priest who is dedicated to one of the other six virtues as it is to a priest who is dedicated to none of them. It allows them to perform ceremonies such as anointing, consecration, and hallow, and create auras of Ambition in place of the auras they would otherwise have access to. It also allows a priest to cooperate with priests dedicated to Ambition who are not part of their sect.

Rules

- Form: Weapon. Takes the form of an icon.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: You may perform ceremonial skills other than dedication as if you were dedicated to the virtue of Ambition.

- Materials: Crafting an Icon of the Driven requires 5 ingots of orichalcum, 7 measures of iridescent gloaming, and 9 measures of dragonbone; It takes 1 month to make one of these items.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Icon_of_the_Driven&oldid=50537"

Icon of the Forge

Description

As with other, this ceremonial tool allows a priest to perform a Liao ceremony. These icons often bear images of paragons and exemplars such as Isenbrad who are closely associated with crafting; or characters such as Bolstering Bill or Inga Tarn whose legends are connected with special objects. An icon of the forge is sometimes designed to open so that an object can be placed inside it during the ceremony. Other common forms include a bowl or jug used with purified water or oils, or a hefty aspergil or thurible.

It can take months for a skilled artisan to create an icon of the forge. The materials used often include small amounts of magical materials, and it is very common for a crafter to use tools inlaid with dragonbone when working on an icon. More so than other icons, the icon of the forge tends to be intricately worked and some artisans who specialise in making religious accouterments take great care and Pride in making an icon that allows a priest to lay auras over the work of their peers. In Wintermark it is common to see one marked with runes, while in some parts of The Marches and Dawn these icons tend to be more practical in appearance - but still solidly made and decorated.

Rules

- Form: Weapon. Takes the form of an icon.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: While you are wielding this icon you can perform the hallow ceremony as if you knew it.

- Materials: Crafting an icon of the hearth requires no special materials. It takes two months to make one of these items.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Icon_of_the_Forge&oldid=45452"

Icon of the Hearth

Description

As with other, this ceremonial tool allows a priest to perform a Liao ceremony. These icons often bear images of paragons and exemplars closely associated with the home, with defending places or with hospitality but in truth it is difficult to make definitive statements about their appearance beyond the fact that they tend to be significant religious items wielded during a ceremony.

It can take months for a skilled artisan to create an icon of the hearth. The materials used often include small amounts of magical materials, and it is very common for a crafter to use tools inlaid with dragonbone when working on an icon. It is also quite common for an icon of the hearth to be beautifully inlaid with precious metals and stones, and for it to be left in pride-of-place in a shrine when not in use. In many devout homes, an icon of the hearth is the first ornament seen when one enters through the main door, even if the home itself is not consecrated to one of the Virtues.

Rules

- Form: Weapon. Takes the form of an icon.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: While you are wielding this icon you can perform the consecrate ceremony as if you knew it.

- Materials: Crafting an icon of the hearth requires no special materials. It takes two months to make one of these items.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Icon_of_the_Hearth&oldid=45453"

Icon of the High Tower

Description

An is generally a ceremonial tool that allows a priest to perform a Liao ceremony they have not personally mastered. The icon of the high tower often bears symbols associated with Wisdom or Vigilance, or the images of paragons and exemplars who showed great insight or clarity of thought, especially the sentinel. The Highborn are sometimes call one an icon of the beacon, while Freeborn, Navarr and Urizen alike may wield an icon of the clear sky. For various reasons they often take the form of a stout walking stick or rod with a sphere of clear gemstone, polished metal sphere or crystal set into one end.

An icon of the high tower requires months of work by a skilled artisan, commonly with a set of tools inlaid with dragonbone used especially for crafting religious items. They often including trace amounts of the magical materials, especially tempest jade and weltsilver.

Rules

- Form: Weapon. Takes the form of an icon.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: While you are wielding this icon you can perform the insight ceremony as if you knew it.

- Materials: Crafting an icon of the hearth requires no special materials. It takes two months to make one of these items.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Icon_of_the_High_Tower&oldid=45454"

Icon of the Industrious

Description

An Icon of the Industrious allows a priest to perform ceremonies as if they were dedicated to the virtue of Prosperity. It generally takes the form of a piece of religious art, usually depicting a paragon or exemplar of Prosperity such as Zemress or the Little Mother. The Icon is not always a portrait, however - in Wintermark it is sometimes crafted in the form of a medallion or short rod decorated with the bones and feathers of a magpie, and known as an Icon of the Magpie. Often these icons bear the Rune of Wealth, but they are equally as likely to bear the Rune of Victory. While Pallas is traditionally associated with Prosperity, the idea that Tykonus - which represents struggle and success more than mere wealth and material possessions - is a better fit has gained some purchase in recent decades. In Varushka it often takes the form of a statuette of bees surrounding a hive, and is known as a Hive of Industry. Other less common variants are certainly possible - such as the colourful illuminated scrolls recounting the lives of the exemplars popular in the Brass Coast.

This Icon is especially popular in the Marches. While all the Virtues are recognised and celebrated, many Marchers feel a strong connection to Prosperity. These Icons are often given more down-to-earth names by Marcher priests and lay folk and it is more common to hear talk of an Icon of the Exhausted, Icon of the Aching, or Icon of the Sweated Brow than it is an Icon of the Industrious. A particularly Marcher form of this icon is that of a carefully braided cord, often decorated with tiny silver charms or drops of ambergelt, used to cinch up a handful of corn or wheat stalks to create a Prosperous Sheaf.

The icon is equally valuable to a priest who is dedicated to one of the other six virtues as it is to a priest who is dedicated to none of them. It allows them to perform ceremonies such as anointing, consecration, and hallow, and create auras of Prosperity in place of the auras they would otherwise have access to. It also allows a priest to cooperate with priests dedicated to Prosperity who are not part of their sect.

Rules

- Form: Weapon. Takes the form of an icon.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: You may perform ceremonial skills other than dedication as if you were dedicated to the virtue of Prosperity.

- Materials: Crafting an Icon of the Industrious requires 7 measures of ambergelt, 5 measures of iridescent gloaming, and 9 measures of dragonbone; It takes 1 month to make one of these items.

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Icon of the Insightful

Description

An Icon of the Insightful is also known as an Icon of the Measured, Icon of the Shrewd, Icon of the Astute, and of course an Icon of the Wise. It allows a priest to perform ceremonies as if they were dedicated to the virtue of Wisdom. It generally takes the form of a piece of religious art, usually depicting a paragon or exemplar of Wisdom such as Zoria or Avigliana. The Icon is not always a portrait, however - in Varushka it often takes the form of a statuette of a squirrel, and is known as a Wise Gatherer. In Wintermark it is sometimes crafted in the form of a medallion or short rod decorated with the bones and feathers of ravens, generally decorated with the Rune of Wisdom (or the Rune of Thought), which is known as an Icon of the Raven or an Icon of the Blade (Staff). Other less common variants are certainly possible - from the finely written scrolls of the Brass Coast to the clear crystal trapezohedron the Urizen call a White Star.

The icon is equally valuable to a priest who is dedicated to one of the other six virtues as it is to a priest who is dedicated to none of them. It allows them to perform ceremonies such as anointing, consecration, and hallow, and create auras of Wisdom in place of the auras they would otherwise have access to. It also allows a priest to cooperate with priests dedicated to Wisdom who are not part of their sect.

Rules

- Form: Weapon. Takes the form of an icon.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: You may perform ceremonial skills other than dedication as if you were dedicated to the virtue of Wisdom.

- Materials: Crafting an Icon of the Insightful requires 5 measures of iridescent gloaming, 7 measures of beggar's lye, and 9 measures of dragonbone; It takes 1 month to make one of these items.

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Icon of the Judge

Description

These ceremonial tools, in common with several other icons, allow a priest to perform or assist with a Liao ceremony that they have not personally mastered. The Icon of the Judge, or Icon of Judgement, is the rarest of its kind. They are often crafted from thin rods or even short staffs, or from a bundle of thin rods bound together with bands of precious metal. This last form is a metaphor for the idea that a single stick can be broken, but several sticks bound together are almost impossible to snap. Given the uses to which this item, and the ceremony it provides, are commonly put the bundle's symbolism is especially apt.

An Icon of the Judge requires months of work by a skilled artisan, commonly with a set of tools inlaid with dragonbone used especially for crafting religious items. The materials used are usually carefully purified, and in the The Marches in particular a crafter will not embark on creating one of these icons without first being shriven by a trusted priest. Unlike most other icons, an Icon of the Judge is rarely ornamented. They are serious items with a very serious purpose.

Rules

- Form: Weapon. Takes the form of an icon.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: While you are wielding this icon you can perform the excommunicate ceremony as if you knew it.

- Materials: Crafting an Icon of the Judge requires no special materials. It takes two months to make one of these items.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Icon_of_the_Judge&oldid=50501"

Icon of the Justicar

Description

As with other icons, this ceremonial tool allows a priest to perform a Liao ceremony. These icons often bear images of paragons and exemplars who defended people against false virtues, corrupt individuals or supernatural threats.

An icon of the justicar is the fruit of months of work for a skilled artisan. The work often includes small amounts of the magical materials, and it is very common for a crafter to use tools inlaid with dragonbone when working on an icon. Icons of the justicar take their name from a title given to some exorcists and inquisitors in the pre-Imperial history of the Brass Coast, who specialised in driving out malign spirits or cleansing unpleasent auras from people, places and objects. In many parts of the Empire they are crafted to resemble torches or braziers, or may actually be censers used to burn strong-smelling materials. In some parts of Varushka they are commonly created in the shape of sturdy metal candlesticks, in which beeswax candles are burnt during exorcism ceremonies.

Rules

- Form: Weapon. Takes the form of an icon. You must be holding this item in hand to use its magical properties.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: While you are wielding this icon you can perform the exorcism ceremony as if you knew it.

- Materials: Crafting an Icon of the Justicar requires no special materials. It takes two months to make one of these items.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Icon_of_the_Justicar&oldid=57807"

Icon of the Pilgrim

Description

As with some other icons, this ceremonial tool allows a priest to perform a Liao ceremony. These icons often bear images of paragons and exemplars closely associated with ideas of travel and stories of service to others, but it is difficult to make definitive statements about their appearance beyond the fact that they tend to be significant religious items wielded during a ceremony.

An icon of the pilgrim is the fruit of months of work for a skilled artisan. The work often includes small amounts of the magical materials, and it is very common for a crafter to use tools inlaid with dragonbone when working on an icon. Icons of the pilgrim take their name from their use in preparing a devout traveller for a journey away from home, granting them spiritual strength when they must go into dangerous situations or even when they simply have to spend a period away from their family and friends. They often take the form of an aspergil, thurible or bowl of water or oil that is used to literally anoint the body of the ceremonial subject.

In some parts of Highguard they take the form of a polished bowl in which the priest and the pilgrim alike wash their hands, or even sometimes their feet. In Wintermark, The Brass Coast and The League they commonly appear as a large chalice or goblet with which the priest and the pilgrim share a drink of wine or fresh water as part of the ceremony.

Rules

- Form: Weapon. Takes the form of an icon.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: While you are wielding this icon you can perform the anointing ceremony as if you knew it.

- Materials: Crafting an Icon of the Pilgrim requires no special materials. It takes two months to make one of these items.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Icon_of_the_Pilgrim&oldid=50507"

Icon of the Proud

Description

The Icon of the Proud is, paradoxically, rarely actually called an Icon of the Proud. Rather, every bearer tends to refer to it by a name that has personal meaning for themselves and their people. In Dawn, unsurprisingly, it is an Icon of the Glorious. In Wintermark an Icon of the Hero; in Urizen an Icon of Excellence, in the Brass Coast an Icon of Glass. It might be an Icon of the Resolute or Faithful, an Icon of Sacrifice, or an Icon of the Calloused Hand. And these are just the common names that reflect pride in a nation, rather than the myriad other names that represent more personal pride.

It generally takes the form of a piece of religious art, usually depicting a paragon or exemplar of Pride such as Richilde. Usually, the image is of a figure that the bearer personally finds inspiring and this may mean that it contains the likeness of someone who is not technically a paragon or exemplar. Some League priests bear a particular Icon of the Clever that bears the image of Emperor Giovanni for example, inspired by his practical politics. The Icon is not always a portrait either - even more so that other icons it is common for an Icon of the Proud to take the form of a piece of art particular to a given nation. In Varushka for example, it often takes the form of a statuette of an eagle, and is known as a Proud Eagle or occasionally (and a little paradoxically) a Wise Eagle.

The icon is equally valuable to a priest who is dedicated to one of the other six virtues as it is to a priest who is dedicated to none of them. It allows them to perform ceremonies such as anointing, consecration, and hallow, and create auras of Pride in place of the auras they would otherwise have access to. It also allows a priest to cooperate with priests dedicated to Pride who are not part of their sect.

Rules

- Form: Weapon. Takes the form of an icon. You must be holding this item in hand to use its magical properties.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: You may perform ceremonial skills other than dedication as if you were dedicated to the virtue of Pride.

- Materials: Crafting an Icon of the Proud requires 5 measures of iridescent gloaming, 7 ingots of orichalcum, and 9 measures of dragonbone; It takes 1 month to make one of these items.

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Icon of the Righteous

Description

An Icon of the Righteous allows a priest to perform ceremonies as if they were dedicated to the virtue of Courage. It generally takes the form of a piece of religious art, usually depicting a paragon or exemplar of Courage such as Inga Tarn or Isaella. The Icon is not always a portrait - in Wintermark it is often crafted in the form of a medallion or short rod decorated with the feathers and bones of jackdaws, painted with the Rune of Battle, and called either a Jackdaw Icon or a Thunderhead Blade. In Varushka, it is commonly crafted as a statue called variously a Brave Bear or a Courageous Boar. In some parts of the Marches, the Varushkan style of Icon has proved surprisingly popular - a statuette of a boar called a Brave Pig is used by many friars.

The icon is equally valuable to a priest who is dedicated to one of the other six virtues as it is to a priest who is dedicated to none of them. It allows them to perform ceremonies such as anointing, consecration, and hallow, and create auras of Courage in place of the auras they would otherwise have access to. It also allows a priest to cooperate with priests dedicated to Courage who are not part of their sect.

Rules

- Form: Weapon. Takes the form of an icon.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: You may perform ceremonial skills other than dedication as if you were dedicated to the virtue of Courage.

- Materials: Crafting an Icon of the Righteous requires 7 ingots of tempest jade, 5 measures of iridescent gloaming, and 9 measures of dragonbone; It takes 1 month to make one of these items.

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Icon of the Seer

Description

An Icon of the Seer, like some other icons, is generally a ceremonial tool that allows a priest to perform a Liao ceremony they have not personally mastered. Sometimes called an Icon of the High Tower, they often bear symbols associated with Wisdom or Vigilance, or the images of paragons and exemplars who showed great insight or clarity of thought, especially the sentinel. In parts of Highguard, the item is called an Icon of the High Tower and takes the form of a tall, thin tower carved with eyes, or an Icon of the Beacon, which depicts a lighthouse rather than a tower. Freeborn, Navarr and Urizen alike may wield an Icon of the Clear Sky. For various reasons they often take the form of a stout walking stick or rod with a sphere of clear gemstone, polished metal sphere or crystal set into one end.

An Icon of the Seer requires months of work by a skilled artisan, commonly with a set of tools inlaid with dragonbone used especially for crafting religious items. They often including trace amounts of the magical materials, especially tempest jade and weltsilver.

Rules

- Form: Weapon. Takes the form of an icon.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: While you are wielding this icon you can perform the insight ceremony as if you knew it.

- Materials: Crafting an Icon of the Seer requires no special materials. It takes two months to make one of these items.

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Icon of the Smith

Description

Also known as an Icon of the Forge, Icon of the Weaver, or Icon of the Carpenter, this ceremonial tool allows a priest to perform a Liao ceremony in the same manner as several other icons. These icons often bear images of paragons and exemplars such as Isenbrad who are closely associated with crafting, or characters such as Bolstering Bill or Inga Tarn whose legends are connected with special objects. An Icon of the Smith is sometimes designed to open so that an object can be placed inside it during the ceremony. Other common forms include a bowl or jug used with purified water or oils, or a hefty aspergil or thurible.

It can take months for a skilled artisan to create an Icon of the Smith. The materials used often include small amounts of magical materials, and it is very common for a crafter to use tools inlaid with dragonbone when working on an icon. More so than other icons, the Icon of the Smith tends to be intricately worked and some artisans who specialise in making religious accoutrements take great care and Pride in making an icon that allows a priest to lay auras over the work of their peers. In Wintermark it is common to see one marked with runes, while in some parts of The Marches and Dawn these icons tend to be more practical in appearance - but still solidly made and decorated.

Rules

- Form: Weapon. Takes the form of an icon.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: While you are wielding this icon you can perform the hallow ceremony as if you knew it.

- Materials: Crafting an Icon of the Smith requires no special materials. It takes two months to make one of these items.

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Icon of the Steward

Description

As with other icons, this ceremonial tool allows a priest to perform a Liao ceremony. Also known as an Icon of the Hearth, these icons often bear images of paragons and exemplars closely associated with the home, with defending places or with hospitality but in truth it is difficult to make definitive statements about their appearance beyond the fact that they tend to be significant religious items wielded during a ceremony.

It can take months for a skilled artisan to create an Icon of the Steward. The materials used often include small amounts of magical materials, and it is very common for a crafter to use tools inlaid with dragonbone when working on an icon. It is also quite common for an Icon of the Steward to be beautifully inlaid with precious metals and stones, and for it to be left in pride-of-place in a shrine when not in use. In many devout homes, an Icon of the Steward is the first ornament seen when one enters through the main door, even if the home itself is not consecrated to one of the virtues.

Rules

- Form: Weapon. Takes the form of an icon.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: While you are wielding this icon you can perform the consecrate ceremony as if you knew it.

- Materials: Crafting an Icon of the Steward requires no special materials. It takes two months to make one of these items.

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Icon of the Watchful

Description

An Icon of the Watchful allows a priest to perform ceremonies as if they were dedicated to the virtue of Vigilance. It generally takes the form of a piece of religious art, usually depicting a paragon or exemplar of Wisdom such as Vardas or Berechiah. The Icon is not always a portrait, however - in Varushka it often takes the form of a statuette of a goose, and is known as a Vigilant Goose - or occasionally a Vigilant Swan; when a visitor queries the name, pointing out the statue is obviously a goose, they are congratulated on their keen perception. In Wintermark it is sometimes crafted in the form of a medallion or short rod decorated with the bones and feathers of the same bird, generally decorated with the Rune of Revelation, which is known as an Icon of the Goose or a Bright Icon. Other less common variants are certainly possible - from the colourful illuminated scrolls recounting the lives of the exemplars popular in the Brass Coast to the delicate green crystal spindles wrapped in weltsilver the Urizen call an Emerald Beacon.

The icon is equally valuable to a priest who is dedicated to one of the other six virtues as it is to a priest who is dedicated to none of them. It allows them to perform ceremonies such as anointing, consecration, and hallow, and create auras of Vigilance in place of the auras they would otherwise have access to. It also allows a priest to cooperate with priests dedicated to Vigilance who are not part of their sect.

Rules

- Form: Weapon. Takes the form of an icon.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: You may perform ceremonial skills other than dedication as if you were dedicated to the virtue of Vigilance.

- Materials: Crafting an Icon of the Watchful requires 5 measures of iridescent gloaming, 7 ingots of weltsilver, and 9 measures of dragonbone; It takes 1 month to make one of these items.

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Icon of the Witness

Description

These ceremonial tools, in common with several other icons, allow a priest to perform or assist with a liao ceremony that they have not personally mastered. The Icon of the Witness is often decorated with images of exemplars and paragons who have exalted others more than themselves, or whose tales include inspirational moments of judgement, revelation and the like. It is common for one of these icons to include themes of measuring or weighing - scales are often used, but so are short staves marked at regular intervals. The paragon Zoria is said to have crafted the first Icon of the Witness, an artefact in the shape of a three-foot rod marked in inches, although the truth of this claim is difficult to ascertain.

An icon of judgement requires months of work by a skilled artisan, commonly with a set of tools inlaid with dragonbone used especially for crafting religious items.

Rules

- Form: Weapon. Takes the form of an icon.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: While you are wielding this icon you can perform the testimony ceremony as if you knew it.

- Materials: Crafting an Icon of the Witness requires no special materials. It takes two months to make one of these items.

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Icy Maw Devours the Spark of Essence

Contents

- 1 Rules

- 1.1 Winter Magnitude 15

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 15

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. During the ritual the casters must be in a strong Winter regio. This ritual targets a territory, and must be performed at a regio in that territory. If the ritual is used to target an Imperial territory, it may instead be performed at the Imperial regio at Anvil.

This effect is a curse. A target may be under more than one curse at a time.

Effects

The target territory is scoured with unpleasant weather, and magicians in the area begin to feel increasingly uncomfortable. In some cases they become depressed and lethargic, in others short tempered and aggressive.

All mana sites in the territory provide only half as many mana crystals as they would otherwise produce in the coming season. The ritual may also damage weak regio, as well as encouraging some magical beasts to either become lethargic or dangerously aggressive.

The effect lasts until the start of the next Profound Decisions Empire event.

Description

The power of this ritual encourages bad weather across the territory, but also brings with it a malaise that seeps into the spirits of magicians - while their personal mana reserves are not effected, they often become either lethargic and depressed or short-tempered and aggressive if they spend an extended period in the territory.

The ritual also effects supernatural creatures, either encouraging them to become lethargic and docile or aggressive and ill-tempered. Used against the barbarians, it is most likely to penalise the Thule and the Druj rather than the Jotun or the Grendel.

The ritual is only known to have been invoked once in the last hundred years by Imperial citizens on an Imperial territory; during a dispute between a Freeborn covens based in Siroc and several troupes in Sarvos, the ritual was used by the Freeborn to drain the mana sites of the City of Jewels. In this case, the Freeborn coven were exonerated by the Imperial Conclave who deemed the matter to be resolved internally without the intervention of magistrates. The ritual is not deemed to involve theft - the mana is simply depleted, not stolen.

A few scholars are concerned about where the mana is going if it is not forming mana crystals; suspicious types suggest it is being stolen by or channelled into the Winter Realm in some way.

Common Elements

The ritual releases a malign, oppressive force into a territory. Grim, throbbing musical rhythms, slow threatening movement and invocations of dread and hunger are all used to raise and direct this malign power. It is common to evoke the rune Naeve or Kyrop with this ritual. Some Wintermark covens attempt to channel or mitigate its effects with Hirmok, or to channel the depleted mana towards their own mana site but they do not report much success.

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Idiom Productions

Contents

- 1 Idiom Productions

- 1.1 Dawn

- 1.2 The League

- 1.3 Wintermark

- 1.4 Highguard

- 1.5 Navarr

Idiom Productions

Contact Details: idiomleather@gmail.com

Idiom specialises in custom hand crafted leatherwork, encompassing styles and projects limited only by the imagination.

Idiom designs to your needs. Detail and style can vary from one item to another: from a fur lined tunic to moulded, hand-tooled plate armour, finished with gold seal. The quality however, remains consistent.

We will assess any job offered to us: If we can't offer you our services, we will at least offer you our advice.

Find us at http://www.facebook.com/idiomproductions and

Under construction http://www.idiomproductions.co.uk/home

Below are a few of our custom orders which could be used for Nations in Empire.

Dawn

One of our projects was to produce a Medieval plate armpiece. This would be perfect for Dawnish light armour and could be tooled with your personal emblems.

The League

This Breast plate used tailoring techniques to give it a rigid curve to the front and back in order to achieve an historical plate effect. It would work well for a street bravo or lightly armoured soldier.

Wintermark

A large part of our recent work has been in producing fantasy leather armour with a dark ages feel.

Highguard

We have produced many sets of lorica. The image below shows one decorated with knotwork, but for highguard the emblem of your choice (feathers or wings for example) could be used

Navarr

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Religious Crimes (Redirected from Idolatry, Blasphemy and Heresy)

Contents

- 1 Religious Crimes

- 1.1 Idolatry

- 1.2 Blasphemy

- 1.3 Heresy

- 1.4 Abuse of Powers

- 1.5 Desecration

Religious Crimes

The Imperial constitution charges the Synod with the responsibility for the spiritual welfare of the Empire. The Imperial bureaucracy has interpreted this, in part, as a remit for the Synod to investigate religious and spiritual crimes.

Central to this responsibility is that the Imperial faith does not undermine, or in any way supplant, Imperial law. Consequently, whilst the priests of the Synod may investigate religious crimes, they must present their case to the judiciary, who will then rule on the guilt of the identified person or persons, and determine their punishment.

The Synod powers relevant to this process are inquisition and condemnation.

Further information on the relation to Imperial Law can be found here.

The current list of religious crimes includes Idolatry, Blasphemy, Heresy, Abuse of Powers and Desecration.

Idolatry

The crime of idolatry is defined as: Subsuming human will and destiny to any inhuman entity or force. This includes the worship, veneration or exaltation of any such being or power.

This crime incorporates the worship of "gods", Eternals and other supernatural beings, though some priests have considered applying it in a political context as well.

Blasphemy

The crime of blasphemy is defined as: The denigration of the Paragons and the Paths of Virtue. This includes promoting False Virtues and the teachings, or example, of False Exemplars or False Paragons.

The Feast of the Broken Wheel practiced by the Freeborn is contentious and some priests in other nations have accused it of being blasphemous, though, to date, no attempted condemnation of any participant has been successful.

Heresy

The crime of heresy is defined as: The willful rejection, or perversion of, the Orthodox Doctrines of the Faith as laid down by the Imperial Synod, or actively teaching and promoting False Doctrines.

The Synod does permit the discussion, and debate, of the doctrines, and potential variations thereof, as part of theological investigation and learning. The criminal act is the teaching of “truth” that has not been recognised as such by the Synod. Virtuous priests will first seek to change Doctrine in the Synod, rather than undermine it.

Abuse of Powers

The crime of abuse of powers is defined as: The misuse, or abuse, of the powers of a priest. This includes the powers of the Synod, as well as liao ceremonies.

The Synod is charged with ensuring the proper conduct of all priestly Imperial citizens, whether they are Synod members or not. Abuse of Synod powers may include looking to use confession and clemency to pervert the law, rather than promote virtue. Abuse of priest ceremonies may include use of the excommunication ceremony on an Imperial citizen without them having first been excommunicated by the Synod.

Desecration

The crime of desecration is defined as: The removal of spontaneously created auras such as legacies of ascendance to paragonhood. This includes such auras arising on areas, objects and people.

The Senate passed this into law in Autumn 377. The Magistrates' interpretation is that in order for this law to accord with constitutional principles it must be tried as a religious crime. The reference to paragonhood in the example makes it is clear that this law deals with complex issues around virtue and doctrines of the faith and accordingly any prosecution requires condemnation by the appropriate synod assembly.

Anger radiated from Garath, filling the tent in which he was sat. The Sentinel by the doorway tensed in response. Conversely, Casia, her black-eyes unblinking, appeared entirely unpeturbed and gently stroked her barbels as she considered the broker.

“This is a travesty, and a waste of time,” spat Garath, “Do you really have nothing better to do with your time, fendweller?”

Casia merely considered him in silence.

“You had no right to haul me in like some criminal!” Gareth railed, “I was in the middle of an important trade deal. You’ve cost me a lot of money and I’ll have every ring of it out of your sodden hide.”

The merrow Illuminate simply lifted her cup and drank from it. Taking her time to finish it if full, she turned again to Garath. Rising from her seat she circled his seat before she finally spoke.

“I’m curious,” she said, without irony, “I have spoken at length to some of your business partners. You are a successful trader, there is no doubt. Yet the part that I do not understand is what you do with the liao you purchase from the Bloodhammer legion. No one I have spoken to reports you ever selling any of it.”

Garath snarled, “Is that it? My cousin Gwyn is a Guide. I provide it to him as part of the work of the Faith. Go and ask him.”

Casia nodded, and paused to produce a notebook in which the name was carefully inscribed. As she was putting her pen away, the tent flapped jostled and another Sentinel entered carrying a bag.

Garath blanched, “That’s mine! You’ve no right…”

“I think you will find that priests of the Synod have the right to go a great many places,” Casia interrupted calmly, as she took the bag from the armed man. Reaching in she produced a handful of small documents.

“Oh my,” she said, her tone unchanged despite the expression of surprise, “I do believe I have seen some of these in the tavern. Leaflets extolling the glory of Elora, Goddess of Hope.”

The black eyes fixed themselves on Garath again, “I do believe that’s heresy, blasphemy and idolatry in one single stroke. Thank you for your time Broker Garath, your inquisition is concluded. I would suggest you do not make any plans to leave Anvil as I am quite sure the magistrates will be wanting a word.”

As Garath rose, Casia gestured and the two Sentinels moved to either side of him. Garath glared at his shadows, but said nothing as he left the tent with the two following him.

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Idolatry, blasphemy and heresy

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Idumea

Slight filk by Jude Reid & Daisy Abbott. youtube recording with the score to sing along

3-part harmony version

RECORDINGS by Muldoon's Picnic

- Full harmony - Media:518idumea-harmony.mp3‎

- Tune - Media:518idumea-tenor.mp3‎

- Bass - Media:518idumea-bass.mp3‎

- Treble - Media:518idumea-treble.mp3‎

And am I born to die? To lay this body down! And must my trembling spirit fly Into a world unknown?

A land of deepest shade, Unpierced by human thought The dreary regions of the dead, Where all things are forgot.

Soon as from earth I go What will become of me? As through the Labyrinth I'll go And then reborn I'll be!

But through the twisting maze, My soul will find rebirth To seek the truth through night and day Upon the turning earth!

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If Varushka Wills

Original Music & Lyrics by Anna Clifford Tait and Stephanie Heath

RECORDING of this song : If Varushka Wills

Come listen to my song Join in and sing along The fire burns, its orange light Will keep us safe all through the night.

Tell a tale, play your part Burns the fire, burns the heart Play and sing, drink and dance Now's your moment, now's your chance.

Find the path through dark and cold Man and woman, young and old Keep the fire, keep the spark Keep us dancing through the dark.

Winter cares not for your name Dark will take us all the same Hold together, standing strong Noise and music, bind our throng.

Turns the season, turns the wheel Hunger bites, a sting like steel Passions burn through snow and ice Our family, our land, our life.

We are many, we are one Come together, day is done Gainst the darkness, gainst the night Build our shield of blood and light

Share our warmth, take a hand Tap your feet and join our band Through the night the flames grow higher To match the dancers, flying fire

What the morrow brings, who knows? Still the river onward flows Will we all be standing still? If Varushka wills, we will!

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If it had a Heart

Original Song: If I had a Heart by Fever Ray (https://www.youtube.com/watch?v=EBAzlNJonO8)

New lyrics by Gabrielle Falquero

Thought it couldn’t end and wanted more More, then Vallorn, then Vallorn Thought it couldn’t end and wanted more More, then Vallorn, then Vallorn

If it had a heart it would hate you If it had a voice to scream After the night when I wake up I'll see what tomorrow brings Aaaaaah aaaaaah aaaaaahhh ... If it had a voice to scream

Dragging feet, a husk insane Will it ever ever reach the floor? More, then Vallorn, then Vallorn Crushed and filled with all it found underneath and inside just to come around More, then Vallorn, then Vallorn

Aaaaaah aaaaaah aaaaaahhh ... If it had a voice to scream

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Ilium

Contents

- 1 Overview

- 2 Using Ilium in Rituals

- 2.1 Roleplaying Effects

- 2.2 Removing a Permanent Effect

- 3 Creating Artefacts

- 3.1 Roleplaying Effects

- 3.2 Destroying an Artefact

- 3.3 Creating Schema

- 4 Further Reading

Overview

Ilium is a rare mineral that falls from the sky. In any given year very little Ilium actually falls, but it has been falling for a very long time indeed. It is primarily found in three places; deep underground, under the sea and occasionally in craters - the latter very rarely indeed. One of the most valuable pieces of jewellery one can own is a ring of Ilium – indeed, it is often measured in terms of the amount required to make a ring.

Sometimes called star metal, Ilium is a pale, dull metal that when polished up looks quite a lot like platinum. It is always cool to the touch, and is almost impervious to heat – it is difficult and time consuming to work. However, artisans who work with Ilium are prepared to put in the extra effort because this exceptionally valuable material allows them to extend the lifespan of their crafted items indefinitely and create artefacts.

Ritual magicians also have a use of ilium. It can be used to give a ritual enchantment or curse a permanent duration. It can also be used by apothecaries in the preparation of the valuable Elixir of Exalted Puissance and Elixir of Empyrean Art.

Unlike other materials, ilium is not produced by mines or forests. Imperial ilium is allocated through campaign resources, most of which are assigned to the Imperial Bourse. Occasionally a small deposit of ilium will be found by a lucky NPC mine owner, diver, fisherman or farmer. Found ilium is usually publicly auctioned at Anvil.

Using Ilium in Rituals

- Ritualists can use Ilium to make some enchantments and curses permanent

- A permanent rituals requires at least three rings for every level of magnitude of the ritual

To make the effect of a formulaic ritual permanent requires a number of rings of ilium equal to three times its magnitude, with a minimum of ten rings. It is not possible to make a spontaneous ritual effect permanent using ilium.

Effects that lower the magnitude of an effect do not change the amount of ilium it requires to make it permanent. The ilium must be consumed when the ritual is performed; an existing enchantment cannot later be made permanent with ilium.

Only enchantments and curses with a duration of season or year can be made permanent in this way.

Some other rituals can also incorporate ilium to get additional effects such as Distill the Serpent's Stone; such cases are specifically mentioned in the ritual description.

Roleplaying Effects

- You cannot use religious skills to remove the roleplaying effects of a permanent ritual

Some rituals such as The Chamber of Pallas and The Conspirator's Cloak create auras that can be removed with ceremonial skills. If such a ritual is made permanent, the effects cannot then be removed with the ceremonies such as anointing or consecration, and will overcome even a durable auras created using such skills. In theory, a dose of true liao could be used to remove or supplant such an aura. However, the relative rarity and high value of true liao to the Way means that to date there is no definitive proof one way or another.

Removing a Permanent Effect

- Permanent enchantments are not replaced by a new enchantment, the new enchantment fails

- Permanent rituals can still be removed by other methods

Making an enchantment or curse permanent only affects the natural duration of the effect, it does not impede other methods of removal or other restrictions on their duration.

A ritual requires an additional condition to prevent it ending prematurely (for example, a mark on the face or that the target be incapacitated) then a permanent effect still ends if that condition is not being met.

For example, the various rituals that grant additional production to farms such as Blessing of New Spring are rarely performed using ilium because such rituals always end at the start of winter.

There is one exception; an enchantment that is made permanent with ilium is not supplanted if the target is subject to another enchantment unless that enchantment also uses ilium. The permanent enchantment persists and the new enchantment fails. A permanent enchantment can be removed with ritual magic, although there is no formulaic ritual in Imperial lore at the moment that does so. The magnitude of the ritual must equal or exceed the number of rings of ilium used to create the permanent enchantment.

Creating Artefacts

- Artisans can create artefacts, permanent magic items, using ilium

- Creating an artefact requires at least one ring of ilium for each ingot or measure required to make the item

An artefact is a magic item whose properties are permanent. An artisan can create an artefact version of any magical item they know how to craft.

Creating an artefact requires one ring of Ilium for each ingot and measure required to make the item, with a minimum of 10 rings of Ilium. For example, crafting a permanent Duelist's Scales sword, which requires seven ingots of orichalcum, three ingots of tempest jade, three ingots of weltsilver and three units of beggar's lye will require sixteen rings of Ilium to craft as an artefact.

The ilium must be imbued into the item at the same time it is crafted; it is not possible to make an existing magic item into an artefact.

Roleplaying Effects

- All artefacts created by artisans have roleplaying effects on the user

- You cannot use exorcism to remove the roleplaying effects from an artefact

Every artefact has a name, which appears on the item ribbon. Artefacts also exert strong influence over their wielders in the form of roleplaying effects. Over time these roleplaying effects may become more pronounced, or subtly shift, based on the significant events in which the item is involved. This is a permanent part of the item and cannot be removed with a ceremony of exorcism.

The creator can attempt to give an artefact a unique name when they craft the item. They may also try to imbue the item with roleplaying effects that they would like, however artefacts seem to have a life of their own and some artisans even claim the item chooses its own name. When you create an artefact you should e-mail Profound Decisions with details of the item, the name and the roleplaying effect that you would like. We will pick a name and roleplaying effects for the item based on the information you provide. We are most likely to change comedic names or effects that are inappropriate for the setting.

The best roleplaying effects reflect the nature of the artisan, or the purpose for which it is intended. For example, Guntherm's Hammer is an artefact greathammer crafted for the Steinr Emperor Guntherm which shares the magical qualities of a Captain's Command weapon but fills the wielder with a strong desire to kill any orc standing on Imperial soil.

Destroying an Artefact

- Artefacts cannot be destroyed by mundane means

- Artefacts are affected by SHATTER, but can be repaired with the Mend spell

Artefacts can only be permanently destroyed with the Words of Ending ritual or by certain powerful creatures (including some eternals). The permanent magic imbued in the item make it immune to mundane methods of destruction.

An artefact is still affected by the shatter call, but can always be repaired with the mend spell.

Creating Schema

In conjunction with a runeforge, ilium is also used to create schemata. Schemata are magical "texts" that describe the method of creating a magic item. Any artisan can study a schema and master the methods involved in creating the magic item it describes.

Further Reading

- Rituals

- Magic Items

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Illuminate the Higher Mind

Contents

- 1 Rules

- 1.1 Day Magnitude 4

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 4

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must have the magician skill.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains the ability to cast one spell as if they knew it. The spell is chosen during the ritual, and must be known to at least one character who contributes to the performance.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 3. Additional characters must have the magician skill and be present throughout; each target receives the ability to cast the same spell.

Description

Illuminate the Higher Mind provides spellcasting ability. Like Ascendance of the Highest Mind and Transcendent Mastery imprints precise knowledge of how the incantation is performed, its effect and limitations, into the mind of the target. By using that knowledge they can perform the spell 'by rote'.

It is very useful for allowing a coven to expand their versatility; a common use is to allow members to perform useful spells such as heal, empower, or purify that might be useful in a coming battle. Its use is not limited to coven-mates however; some covens and magicians make a point of mastering as many incantations as possible, selling the ability to perform a useful spell to other magicians. For example, a coven might temporarily teach a band of Dawnish war-witches how to perform the venom spell when they must enter an area infested with vallornspawn husks, or to give a Navarr magician-messenger the ability to perform the night pouch incantation to help them conceal valuable documents.

While it is often used by a coven, it is a simple enough ritual that a single scholar of Day magic might perform it; it might even be improvised if there is enough need. It is slightly more useful to a coven merely because there is likely to be a larger number of spells available among the contributors.

Common Elements

The ritual usually involves a symbolic transfer of knowledge between the character or characters who know the chosen spell, and the recipients. Often this mimics the master/apprentice or student/teacher relationships, and sometimes it involves the casting of the spell to be taught.

Tokens marked with the rune Aesh may change hands, and there may be a symbolic (or very real) payment between student and teacher, especially in a Freeborn or League ritual. The Navarr may enact a merging or exchange of blood, but they are as likely to pass written scrolls from one to another.

In Varushka this ritual often involves a spoken oath from the recipient to use the spell granted responsibly; an oath which is often taken very seriously by the magician who is the source of the spell knowledge. Among Imperial orc warcasters a combination of copying the incantation down and an oath to use the spell for the good of the legion may be combined (often overseen by an oathwright). Some Imperial orcs ritualists call on an ancestor to inspire the target with the chosen spell, but this is rarely attempted unless the target is a shaman. In a similar way, some Highborn magisters seek to inspire their target so that one of their past lives may awaken enough to let them channel the chosen spell.

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Illuminates' Amulet

Description

These amulets are most often found among the Highborn and the Urizen, where magician-priests are relatively common. The first amulets were used by Urizen illuminates, but a number were given as gifts to Highborn missionaries and priests, and the Urizen freely shared the secret of crafting them with the ashen priests. It should come as no surprise that the Highborn normally refer to one of these items as a Magisters' Amulet While this appears on the surface an altruistic act on behalf of the Urizen, cynics suggest it was motivated more by a desire to encourage more priests to study magic, and more magicians to study religion.

Constructed from dragonbone and woven with threads coloured with gloaming, they provide the wearers with the ability to refresh their magical reserves through spiritual activity. They are often crafted in the form of amulets or medallions bearing the image of one of the symbols of the Way, or of a specific image associated with one of the Imperial virtues. In some places the amulet bears the rune Cavul or Aesh, or occasionally Irremais, or (especially in Urizen) the image of a constellation such as the Phoenix or the Key.

As with many such items, it is common to hallow an illuminates' amulet.

Rules

- Form: Talisman. Takes the form of ceremonial regalia.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: Twice per day when you use a dose of Liao during a religious ceremony, you can regain one point of personal Mana.

- Materials: Crafting an illuminates' amulet requires five measures of iridescent gloaming, five ingots of weltsilver, and five measures of dragonbone. It takes one month to make one of these items.

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Immortal hand

The sound is deafening.

Hammer against stone, with glowing metal caught between. Fast, certain, unstinting, timeless. Strike, strike, strike. The hammer pauses for a moment - the blade is examined critically for a heartbeat and then tossed to the side. Before it lands, sliding down the hillock of identical blades, the hammer is striking again, a new length of metal on the great anvil.

The heat is suffocating.

The anvil stands before a lake of crimson rock, sluggishly stirred to motion by subterranean fires. Squat figures toil on the shore, using the churning lava to melt ingots of metal, pouring them into black stone moulds. Squint against the glare, you can make out their glinting metal eyes in dark skinned faces, their flexible aprons of some peculiar black material. The great gauntlets. Perhaps one scoops up a handful of liquid stone and tosses it playfully at a companion - a handful of fire that would devour flesh shrugged off with a growl and a grunted obscenity.

The air is choking.

Clouds of black smoke and ash billow from the forges, interspersed here and there with columns of windblown white smoke and white ash. Beneath the deafening sound of the hammer, the distant roaring of a wind. A vertical gale, carrying anything it catches up, up, up into the darkness. There are stars here, close enough to touch ... but look at them closely enough and you would realise they are not stars in the sky at all but forges, foundries, smelters, workshops build all along the walls of this immense chamber.

Clank, clank, clank. Between the hammer blows, in rhythm with them, metal footsteps. Approaching the forge is a figure in dull bronze armour - no! a figure that is dull bronze armour. Beautifully forged and sculpted and engraved, a towering figure of living metal. It stands smartly to attention, saluting simultaneously with both pairs of arms.

it provides a dizzying sense of perspective. The squat figures working on the shore of the volcanic lake dwarf it, as they in turn are dwarfed by the figure at the forge. Her hammer does not pause; another blade lands on the pile, a new piece of metal is placed on the anvil and the hammer rises again.

"Speak," she says. Her voice is harsh, cutting through all the other sounds of the immense industrious hive.

"The Imperial Archmage sends greetings. There are requests. The lost Art of the Marches is mentioned. An offer of Amity is mentioned."

The titan woman continues to work, swiftly completing another great blade. In the shadow of the anvil, a smooth skinned figure in a pale lemon toga, its face a mask of white porcelain, makes a tiny mark on a slate. There are several other slates piled at its side, covered on both sides with idential tiny marks.

Then after a timeless moment, the great smith laughs. A short, sharp bark. The workers do not pause in their labour, but they turn their faces toward her for a moment, judging her mood, before looking back to the tasks at hand.

"Yes." she says. "Supervisor Quench. Bring them."

The bronze giant salutes again in a clash of metal on metal, turns, strides away.

Another sword clatters onto the pile, another tiny mark on the slate, another length of glowing metal smacks into the anvil, another hammer blow. And another. And another.

Contents

- 1 Overview

- 2 Significance

- 2.1 Yaw'nagrah

- 2.2 Cathan Canae

- 2.3 Estavus

- 2.4 Tharim

- 2.5 The Whisper Gallery

Overview

The eternals are powerful supernatural beings who inhabit magical realms beyond the reach of the mortal world. Any Imperial magician can speak to eternals and their heralds, but communication with these beings can be a little hit-and-miss even at the best of times. The six Archmagi represent the Empire to the eternals, and the eternals to the Empire. Each possesses the power of plenipotentiary - the power to send a formal message to one of the eternals of their realm each summit, guaranteed to reach the eternal. No eternal who wishes to maintain relations with the Empire will fail to respond to the missive - even if those relations are currently strained.

The nature of the plenipotentiary missive is such that it serves as a powerful invitation making it easier for the eternal to respond. An eternal who is sent a missive by an archmage of the Conclave is able to enter the Hall of Worlds at the next summit regardless of any state of emnity that may exist. It is not unknown for an eternal to take the opportunity to appear with their entourage in the Hall of Worlds in parley, though most choose a more low-key response. A peaceful response is not the only option however though it is exceptionally rare for an eternal to respond with force.

During the Winter Solstice, five of the Imperial Archmagi used their power of plenipotentiary to contact eternals, and the eternals have responded publicly.

Significance

Eternals do not always respond publicly to plenipotentiary messages, but in this case each of the five has chosen to make an open, formal response. Magicians of the Empire who are politically active have many ways of being appraised of these messages. In cases where the eternal requests a formal parley the civil service plays a role in publicizing and arranging the meeting. In other cases, creatures of the realm about their business in the mortal world will mention the upcoming meeting - or may deliver formal messages to powerful or influential magicians directly.

Yaw'nagrah

Rosamund Holt, Archmage of Spring, has contacted the Green Mother, Yaw'nagrah. During the Winter Solstice, Yaw'nagrah was declared an enemy of the Empire by the Imperial Conclave, and it seems the Archmage has called on it to face charges of interfering with Imperial affairs. It is not illegal for an archmage to use the power of plenipotentiary to send a missive to an eternal who is under enmity, although it is possible that the contents of such a missive might constitute a crime - and any resulting parley is likely to be carefully observed.

A month before the Spring equinox, two heralds of Yaw'nagrah - walking tree creatures with creaking woody voices - deliver a curt message that the Green Mother will send her Voice to a formal parley in the Hall of Worlds. The creatures seem to have limited understanding of time, but the civil service are able to confirm that the meeting will take place at two-o-clock in the afternoon on Saturday, and will make arrangements to offer support to the Archmage of Spring.

Any magician of the Empire may attend, but it is at the discretion of the Spring Archmage who may speak during a formal parley.

Cathan Canae

Solomon of the Shattered Tower, Archmage of Summer, has contacted the Queen of Ice and Darkness, Cathan Canae. While relations between the Immovable One and the Empire are strained, they have not deteriorated to the point of enmity. In the months since the Winter Solstice, heralds of Cathan Canae have brought short, clipped messages to the Archmage, but also to covens with a strong Summer focus across the Empire. One even appeared in the Varushkan vale of Volchitrava, with a message for the Gremani - but perhaps rather pointedly not for the Master of Ice and Darkness at the college above.

The message in each case is straightforward enough. Cathan Canae sends the Warden of the Adamant Tower to speak with the Summer Archmage at six-o-clock on Saturday evening. This will not be a formal parley - and the Warden will be accompanied by any of her heralds who wish to attend. They will discuss the Icy Crag of the Eternal Sun, among other things.

Her heralds invite any Imperial magician versed in the lore of Summer magic to attend, but also make one additional, odd request. Cathan Canae wishes William Talbot of the Marches, or their champion, to attend the meeting and speak to the Warden of the Adamant Tower. No further explanation is given.

While this is not a formal parley, the Warden of the Adamant Tower is known to be a high-ranking herald in the service of Cathan Canae. She may not have requested a parley, but she is taking the Archmage's invitation seriously.

Estavus

Maurice de Gauvin, long-serving Archmage of Autumn, has formally requested a meeting with the Forgemistress, Estavus, on behalf of himself and the magicians of the Marches. A formal reply was delivered a week after the Winter solstice to the Imperial Civil Service offices at Anvil. While Estavus does not request a formal parley, she will send a herald entitled "Supervisor Quench" and several of his assistants to the Hall of the Worlds at four-o-clock Saturday afternoon to represent her interests. The "lost Art of the Marches" will be discussed, as will sundry other offers made by Maurice in the plenipotentiary letter.

Again, this is not a formal request for parley - it is rather a formal expression of interest and advance warning that the Eternal intends to send representatives to speak to the magicians of the Empire.

Tharim

Syrus Skybreaker, Archmage of Winter, has sent a plenipotentiary message to Tharim, the Bound King of the Thrice-cursed Court. A solitary, pale herald has publicly thanked the Archmage for their letter, and vouchsafed that he will discuss the matters involved privately. During the Spring Equinox, Tharim will arrange an audience with the Archmage, and with the Keeper of Tharim's Throne. The latter has caused a little confusion, as Keeper of Tharim's Throne is not an Imperial title. Regardless, it appears the Winter eternal is not interested in a public discussion and will presumably make his own arrangements.

The Whisper Gallery

Elyssiathain of Endsmeet, Archmage of Night, has arranged for the Dawnish yeoman Ancel Steward, Seneschal of House Vexille to communicate with the enigmatic entitites of the Whisper Gallery. As with Yaw'nagrah, the Whisper Gallery are currently declared enemies of the Empire. The magistrates note that the an archmage has special dispensation to treat with an eternal under enmity, but this does not extend to other Imperial citizens.

Regardless of whether an act of treason is about to be perpetrated or not, Ancel Steward was, along with Earl Guisart Vexille, Guiniveve Vexille, Gui Fletcher, and Arlen Weaver, declared a sorcerer during the Winter Solstice. Due to an amendment to the law regarding sorcerers passed by the Imperial Senate in Spring 378YE, "a declared Sorcerer is barred from knowingly interacting with eternals and their heralds." If an accused is found guilty of contravening a declaration of sorcery then the normal punishment is death; anyone who helped a sorceror to break the law in this manner would risk a similar penalty for aiding and abetting the crime.

The magistrates have expressed their intention to investigate this situation during the Spring Equinox, and determine whether the law has been broken, and if it is who is responsible. While the Conclave supported a Declaration of Concord raised by the Grandmaster of the Celestial Arch, indicating that they "understand this to be neither treason nor sorcery", the magistrates have pointed out that this declaration has absolutely no legal standing and will not affect their decision.

The Whisper Gallery themselves. have not replied directly but on the night of the new moon a month after the Winter Solstice, scrolls were nailed to the stones of the Imperial regio at Anvil bearing the Diras rune, a beautifully drawn dramaturgy mask identifiable as the kind worn by silver mask, and a simple message "WE WILL SPEAK TO ANCEL."

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Imperial Censor

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Interdiction

- 4 Appointment

Overview

The imperial Censor is an Imperial Title appointed by the Conclave. It was created at the Summer Solstice summit of 380YE. The intent is that the Censor works as part of the Conclave to protect Imperial citizens from dangerous magic.

Responsibilities

The Imperial Censor is responsible for safeguarding the Empire from malign magical items, especially those of unknown or unacceptable provenance.

Powers

Interdiction

Once per summit, the Censor can raise a Declaration of Interdiction to the agenda of a Conclave session for free.

Appointment

The appointment, replacement, or removal of the Imperial Censor is made by the declaration of candidacy as part of a Conclave session. Any Imperial citizen may hold the title. The Censor serves until they are replaced by another magician using the Declaration of Candidacy. As a title in the Conclave, they cannot be revoked.

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Imperial Chaplain Consular

Overview

The Imperial Chaplain Consular is an Imperial Title appointed by the Cardinal of the Way. The title was created by the Imperial Senate during the Spring Equinox summit of 379YE.

The first Imperial Chaplain Consular was Hywel Summercrow of Navarr, appointed in Spring 379YE by Cardinal Bishop Beodun Snowlock of Wintermark. The decision has prompted some speculation that the Cardinals of the Way intend to follow the traditions surrounding the Conscience of the Senate - specifically that it is customary to select a candidate from a nation other than that of the Cardinal.

Responsibilities

The Chaplain Consular has three main responsibilities. They are expected to advise Imperial Ambassadors on matters pertaining to the Way - to offer them theological guidance and spiritual counsel in their dealings with foreign nations. They are to provide oversight of Imperial Ambassadors for the Synod - to ensure that the representatives of the Empire are free from heresy, and do not become seduced by the strange ways of foreign nations. Finally, they are expected to study foreign religions, and to share their conclusions in order to facilitate comparative theology.

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Inquisit Imperial Ambassador

- 3.2 Withdraw funds

- 4 Appointment

Powers

Inquisit Imperial Ambassador

Once per summit, the Imperial Chaplain Consular may call an inquisition against an Imperial ambassador without the need for a vote in the Synod. This is in addition to any existing judgements they have raised normally. This use of the power may be escalated to sanction just like any other inquisition. To use this power, the Imperial Chaplain Consular must still place a judgement before the Synod, but it is considered to pass automatically at the point it is presented.

Withdraw funds

The Imperial Chaplain Consular may remove up to five Thrones each season from the Virtue fund without requiring a vote. To use this power, the Chaplain Consular must still place a judgement before the Synod, but it is considered to pass automatically at the point it is presented. Judgements to remove money from the Virtue Fund are in addition to any existing judgements they have raised normally.

When using this power, the Imperial Chaplain Consular should still indicate the group or individual that is to be rewarded.

Appointment

The Chaplain Consular is appointed by the Cardinal of the Way, during the Spring Equinox.

Any Imperial citizen may hold the title. They can be revoked by the General Assembly or the Assembly of the Way.

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Imperial Civil Service

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Imperial Constitution

Contents

- 1 Overview

- 2 Purpose

- 3 The Imperial Constitution

- 4 Commentary on the constitution

Overview

The Constitution was produced at the dawn of the Empire, by the First Empress and her supporters. It is a set of axioms which dictate how the Empire can be governed and the rights of the nations of the Empire and their citizens. Although it is possible to change the Constitution, it is intentionally difficult to do so and impossible until The Throne is occupied. Even then, the NPCs of the Constitutional Court must ratify any changes to the constitution or to the way it is interpreted.

Purpose

The point of the Constitution is to ensure that Empire remains an enjoyable game to play. Senators have wide ranging powers to change the laws of the Empire, but the Constitution exists to reduce the chance that they use these powers to make the game less enjoyable. It inhibits players from reducing the complexity of the political system and tries to prevent them using undue power in the Senate to punitively victimize disenfranchised groups. Ultimately the Constitution limits the powers of players in the interest of keeping the game fun. Any attempt to change the constitution which we believe will adversely affect the enjoyment of the game will not be ratified by the Constitutional Court .

The Imperial Constitution

In concord with the representatives of our great nations, we declare the founding of our Empire(24). Let us be joined together by common destiny; to build a great Empire; to serve and protect its people; to let them prosper and achieve greatness and spread across the face of Creation together in unity.

Let this constitution set out the strong principles upon which our Empire will be founded; to serve as the solid base upon which we will build our glorious undertaking; and to mandate the responsibilities and duties of our people, our nations and our Imperial future.

By signing these accords of Empire we(1) agree to be joined in a single union to be governed in accordance with the principles of this constitution.

We shall be united in law and policy, but free to maintain the traditions that have made each of us strong. The nations of our Empire will be embodied by the spirit of an egregore, created to preserve its essential character. Our Empire will recognize as citizens those whose oath to accept the culture of a nation; to honour the virtues of the Way, and to support the laws of the Empire(2), is accepted by those egregore.

To these citizens we will guarantee dignity(3), freedom(4), and prosperity(5). Each citizen that owns land or property will tithe annually wealth equal to a single crown(6) to be used in service of the Empire that protects them. Citizens shall not hold more than one high office at a time and must exercise their powers in person(7); those whose virtue causes them to be offered numerous Imperial titles must choose between them. In this way no citizen shall accumulate so much responsibility that they consider themselves better than their fellows.

The Throne shall lead the Empire and represent her in all things. It shall be a beacon to her people and a terror to her enemies. Whenever the Throne sits in the great councils laid out in this constitution, then their voice shall carry the greatest weight(8).

The Civil Service shall serve The Throne and the people, and be bound in oaths of loyalty to the Empire(9). They will be civil in their dealings and treat each citizen by their virtues, without prejudice or favour regardless of wealth, nationality or title. They will choose amongst them those who will serve as magistrates, to ensure the law is a friend to no-one but instead the servant and the master of all.

The Senate shall ensure the good governance of the Empire. The Senate will assume responsibility for relations with other nations, for the creation of just laws and for the allocation of Imperial taxes as the Senate sees fit, by majority vote. The confirmation of the Empress's(10) right to occupy the Throne requires the approval of the greater majority of senators(11). Matters of similar weight(12) require similar consideration and the approval of the Throne and must be ratified by the magistrates to ensure that this constitution is protected(13).

Each territory of the Empire(14) will elect a single senator to participate in the Senate, according to the traditions of the nation that claims it. Territorial nationality shall be decided by vote of the existing Senate, where it is legitimately disputed(15).

The Military Council shall ensure the rigorous defence of the Empire. Each nation in the Empire will raise armies as directed by the Senate. The Senate will appoint a general for each army, but only where the will of the nation in this matter is not clear(16). The Military Council will execute the strategy of war without interference from the Senate. If the Throne finds complaint with the worst of their number then she may carry the burden of their office until an acceptable replacement may be found.

The Civil Service will ensure that those who soldier to defend our Empire will be equipped and provisioned to meet this challenge. Citizens who render two year's service to the Military Council will receive 50 acres of land or equivalent wealth or property if land is not to be had.

The Synod shall ensure the virtuous behaviour of the Empire. The Synod will remove from Imperial office those whose behaviour is deemed unvirtuous whether they sit upon the Throne; serve the people in the Senate or on the Military Council or in the Civil Service; or serve within the councils of the Synod itself.(17) The Synod will ensure the behaviour of individual citizens does not debase the Empire.

Those who stand in the Synod shall express the views of their congregation. The Synod will establish assemblies that each may know their virtue and select the most virtuous amongst them to lead. Voting in the Synod will be performed by such assemblies as are rightfully able to weigh the virtue of an action or individual, in accord with their nationality and authority. The civil service will render to these priests such liao as is needed to minister to their congregation. The Throne and those amongst them with the greatest virtue will be given True Liao to distribute as they see fit, excepting one dose which shall be rendered to whichever citizen has demonstrated the greatest prosperity, in service of the Synod.

The Conclave(18) shall ensure the fit and proper use of magic in the service of the Empire. They will identify those arcane practitioners whose arts work against the Empire, so that they may be condemned. The Conclave will accord a voice to those citizens who demonstrate command of magic and demonstrate the necessary commitment to the authority of the Conclave. The Conclave will appoint leaders who will assist in the allocation of such resources as are needed to further its aims; it shall be guided by fraternities of magicians under the general aegis of the Senate, and without interference from the Synod(19).

The Bourse(20) shall control access to those resources that are essential to the prosperity of any great empire. Appointment to the Bourse shall be established by auction and shall be free of all interference of the Senate, or from the Synod(21). Such resources as are already controlled by the Imperial nations shall remain in the careful custody of those Nations; those that are discovered or conquered after the founding of the Empire may be eligible to any Imperial citizens. The funds raised by the Bourse through distribution of its estates will remit what profit they can support to the Senate(22).

No coin may be accepted that has not been produced in the Mint(23) and which does not bear the rightful stamp of The Throne.

By these principles, councils, and virtues we agree to be governed in perpetuity; not as chains of unchanging servitude, but as inspiration to exalt us and drive our great endeavour.

Commentary on the constitution

1. One copy of the Imperial Constitution was created for each of the eight nations present at the creation of the Empire. Further copies were created when Urizen and later the Imperial Orcs joined the Empire. All original copies of the constitution are stored in the capital in Highguard.

2. The wording to “support the laws” rather than simply uphold or obey the laws is used to justify the requirement for all citizens to render all reasonable service to a magistrate when required.

3. The guarantee of citizens' “dignity” is always invoked when citizens or senators attempt to propose motions or laws that would restrict or require particular dress codes or speech. It is occasionally seen as a rebuke for individuals who are perceived to be wasting the Senate's time with frivolous motions.

4. The guarantee of citizens' “freedom” ensures that slavery of Imperial citizens is illegal throughout the Empire, but it also prevents incarceration for crimes committed, a punishment common in some foreign nations. The guarantees originally only extended to Imperial citizens, but the joining of the Imperial Orcs to the Empire was conditional on this protection being extended to all ‘people’. It required a constitutional vote of the Senate to change the interpretation of the Constitution such that that guarantee of “freedom” was taken to outlaw all slavery.

5. The guarantee of citizens' “prosperity” is presented by nations like the League and the Brass Coast as proof that the Empress intended citizens to be able to pursue their own wealth and prosperity without consideration for the Empire itself. It has been used countless times to rule unconstitutional motions and laws intended to raise additional taxes for the Senate or to seize control of the estates of the Bourse. As a result taxation remains fixed at levels laid out in the constitution.

6. In the original document this amount was rendered as “a measure of silver coin” but was amended when Emperor Giovanni founded the Imperial Mint and the Empire moved to the modern currency of rings, crowns and thrones.

7. “No citizen shall hold more than one high office at a time” expresses the clear restriction that no citizen can hold two offices of state at one time. All attempts to define individual Imperial titles and positions as outside this restriction have always been ruled to be unconstitutional.

8. The phrase “their voice shall carry the greatest weight” has changed interpretation twice since the beginning of the Empire. In the Senate and the Military Council The Throne may veto any motion or vote that has just passed. They may vote normally in the Assembly of Nine but are able to cast an additional deciding vote in the event of any tie.

The Throne has never held a position in the Conclave or the Bourse, which allegedly reflects the lesser status of these bodies compared with the Senate, Military Council and Synod. The Bourse does not take decisions as a body, but the Conclave categorically does. Critics of the current situation claim that The Throne's absence from The Conclave reflects the fact that the First Empress possessed no magical abilities; but this raises the prospect of how any occupant of The Throne who did not possess magical abilities might sit in council there. In theory The Throne might nominate a magician to sit in their place, but scholars point out that this would run counter to the spirit of the constitution which requires a citizen be present if they wish to act in their name.

In all cases the clause that The Throne must be present to exert their powers remains pivotal. Emperors and Empresses have regularly been forced to choose in which council they will sit; although their power is considerable, it cannot be used after the fact.

9. “Oaths of loyalty to the Empire” - this paragraph establishes the role of the Civil Service. These oaths are rarely spoken of in public, but they are believed to include powerful hearth magic that guarantees the probity of those who serve.

10. Although the wording is the same on all copies of the constitution, citizens of any gender are able to assume the Throne.

11. Most motions before the Senate are decided by majority vote of those Senators present. The “greater majority of Senators” requires the support of two-thirds of all the senators of the Empire, whether or not they are present or have even been elected.

12. “Matters of similar weight” is taken to indicate any law or ruling that would change the constitution or its interpretation, or change the balance of powers between the different bodies of the Empire. The practical implication of this is that while the constitution can be changed, the the Senate may only do so by a vote of the greater majority (commonly referred to as a constitutional vote).

13. “Founding principles are protected” empowers the Magistrates to refuse to allow changes to the law and the constitution which are deemed to not be in accordance with the founding principles of the Empire. There have been three attempts by the Senate and the Throne to force through the implementation of laws that were deemed unconstitutional since the founding of the Empire; two attempts to increase taxation in the Empire and one attempt to limit the power of the Synod. All three attempts were firmly rebuffed by the Civil Service and were ultimately abandoned.

14. The Civil Service use a combination of magic and essential geographic features like rivers and mountain ranges to identify a territory. These are divided into regions. The civil service define a “territory of the Empire” as any territory where the majority of the regions in the territory are under Imperial control. Any territory where the majority of regions are not under Imperial control does not receive representation in the Senate.

15. The nationality of a conquered territory has only been disputed once in the history of the Empire, when the city of Holberg surrendered to the League, after the surrounding regions were conquered by Dawnish forces. The ensuing Senate vote confirmed that Holberg would be treated as a League territory. Attempts by Dawnish senators to introduce a motion to over-turn this decision in Dawn's favour were ruled to be unconstitutional, due to the absence of any factors that meant that Holberg's status was “legitimately disputed”.

16. The “will of the Nation” is taken to mean the unanimous decision of the senators appointed to represent that nation in the Senate. Only where a unanimous decision cannot be reached does the appointment of the generals fall to a majority vote of the whole Senate.

17. The Synod have in the past removed senators, generals, cardinals, civil servants and even an empress. They do not have the ability to remove the officers of the Conclave; neither do they have the ability to remove citizens from seats on the Bourse.

18. These provisions regarding the Conclave were added during the reign of Emperor Giovanni the Peacemaker. Previous references to the Conclave were aspirational - “We shall establish a body of magicians to use magic to strengthen and protect the Empire.” It was not until Giovanni brought the Urizen into the Empire that the Conclave in its current form took shape.

19. The Orders of the Conclave are created and dissolved by the Senate, rather than the Synod. The magicians who helped to form the Conclave were adamant in their belief that they should serve the Empire, not the Synod. In theory, a constitutional change could be used to grant the Synod powers over the Conclave, but to date no such attempts have been successful.

20. These provisions regarding the Bourse were added during the reign of Emperor Giovanni the Peacemaker. Previous references to the Bourse were aspirational - “We shall establish a market to protect the economic interest of the citizens from those who would exploit or tax them in the name of good government.” The restriction on access to the resources is interpreted to mean access to the mines, forests and other resources which produce mithril, weirwood, white granite and ilium in large quantities, not the actual materials themselves. There are no legal restrictions on the purchase and sale of such materials in the Empire.

21. Although the Bourse enjoys immunity from revocation (like the Conclave), its members are still subject to excommunication, as this power is considered to be used against the individual - not the office they hold.

22. The paragraph about resources was added during the reign of Empress Mariika, who oversaw an extensive modification of the role and responsibility of the Bourse. She ensured that the profits raised by auctions in the Bourse went to the Senatorial treasury.

23. In the original document this amount was rendered as “a measure of silver coin” but was amended when Emperor Giovanni founded the Imperial Mint and the Empire moved to the modern currency of rings, crowns and thrones.

24. In the original document this wording was "In concord with the representatives of the great nation of humanity, we declare the founding of our Empire." It was amended by a constitutional vote in Spring 381.

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Imperial Consul

Contents

- 1 Overview

- 2 Responsibilities

- 2.1 Limitations

- 3 Powers

- 3.1 Right of Address

- 3.2 Representative of the Empire

- 4 Appointment

- 5 Constitution

- 6 Further Reading

- 6.1 Core Brief

- 6.2 Additional Information

Overview

The Imperial Consul is an Imperial title appointed by the Imperial Senate. It was created by the Senate during the Summer 379YE summit, and sparked considerable controversy leading to a clash between the senators and the civil service over the recommendations of the Constitutional Court.

Responsibilities

The Imperial Consul is expected to liaise with Imperial ambassadors and similar positions and report back to the Senate. The Imperial Constitution is clear that authority for negotiation with foreign powers lies with the appointed ambassador- the Consul has no legal right to direct the ambassadors in their work - their role is to liaise with the Imperial ambassadors and help keep the Senate abreast of diplomatic developments.

The Imperial Consul is however responsible for handling diplomatic relations with any foreign and barbarian power with which the Senate has not created a seperate ambassador. The Imperial Constitution grants the power of authority for diplomatic relations to the Imperial Senate - by creating this title, the Senate divests itself of their remaining authority in this area to the Consul. When dealing with such a nation, their responsibilities are similar to those common to an ambassador

Foreign nations have agendas of their own, and may seek to draw the Empire into their intrigues. The existence of the Imperial Consul does not automatically mean that a foreign nation will engage with them - most nations are disinclined to deal extensively with the Empire while there is no embassy. The civil service and the Secretary to the Diplomatic Corps will do their best to appraise such nations of the role of the Imperial Consul.

Limitations

The Imperial Consul can only represent the Empire in dealings with foreign or barbarian nations where there is no existing Imperial ambassador with responsibility for doing so. If an embassy for a foreign nation has been completed then the legal powers of the Consul do not cover dealings with representatives of that nation - even if the ambassador is absent or the post has not yet been filled; the existence of such a title is sufficient.

Powers

Right of Address

The Imperial Consul has the right to make a Senate address once per summit. This is intended to allow them to present important information for the senators consideration. To make an address, the Consul must inform the Speaker for the Senate of their intention, so that the Speaker can add the address to the agenda for the next Senate session.

Representative of the Empire

The civil service provide support to help an ambassador to represent the Empire when dealing with foreign dignitaries from any nation where there is no existing ambassador. They have all the available legal powers of an ambassador; the power to receive a delegation and compose a treaty when dealing with a foreign or barbarian nation.

As there is no existing embassy, there is no mercantile support and no regular briefing.

Appointment

The Imperial Consul is an Imperial position appointed by the Senate. Any Imperial citizen can hold this title, and the consul serves for a year. They can be revoked by the General Assembly and by the Assembly of the Nine.

Constitution

During scrutiny by the Constitutional Court several significant issues were raised with this title. These issues included concerns about the use of the Right of Address, the implicit authority of the title to command other Imperial citizens, and the use of the word "High" in the original title.

The Constitutional Court returned the motion creating the title to the Senate with a series of proposed amendments, leading to extensive and energetic debate between the Senators and Magistrate Karkovich. After spirited discussion, the administrative motion suggesting changes to the presentation of the title was accepted by the Senate.

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- Appointments by the Senate

- Appointments to the Senate

- The Throne

- Master of the Imperial Mint

- Speaker for the Senate

- Conscience of the Senate

- Imperial treasury

- OOC design

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Imperial Delegate to the Temple in Feroz

Imperial Delegate to the Temple in Feroz is not an Imperial title.

Overview

El oficial de enlace imperial con los sacerdotes de Balo y el Toro Negro or Delegato Imperiale presso i sacerdoti di Balo e del Toro Nero (depending who one asks - it translates roughly as Imperial intermediary/delegate to the priests of Balo and the Black Bull) is charged with maintaining good relations between Imperial citizens and the Asavean priests at the Temple of Balo and the Black Bull. As part of their work, they are able to purchase Asavean good at a set price.

The Temple of Balo and the Black Bull was completed shortly before the Spring Equinox 381YE. Construction was significantly over budget, and took half a year longer than expected, due to opposition from the Imperial Synod.

The position of Delegate is not an Imperial title; rather it represents access to a Campaign resource.

Responsibilities

The Delegate is responsible for maintaining the relationship between the Imperial Synod, the people of Oran, and the priests and worshippers at the Temple of Balo and the Black Bull. For the most part, this is likely to involve smoothing over any conflicts, and dealing with any problems of opportunities related to the Temple.

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Point of Contact

- 3.2 Ministry

- 4 Appointment

- 5 OOC Note

- 6 The Title in Play

Powers

Point of Contact

The Asavean priesthood, both that local to Feroz and the temples of Asavea, will look to the Delegate to resolve any issues between the Asaveans and Imperial citizens, in conjunction with the Ambassador to Asavea.

Ministry

Total Money Spent

Production

7 Crowns

5 Cerulean Mazzarine, 4 Orichalcum, 3 Iridescent Gloaming, 2 Tempest Jade

17 Crowns

9 Cerulean Mazzarine, 8 Orichalcum, 6 Iridescent Gloaming, 4 Tempest Jade

35 Crowns

13 Cerulean Mazzarine, 12 Orichalcum, 9 Iridescent Gloaming, 6 Tempest Jade

48 Crowns

17 Cerulean Mazzarine, 16 Orichalcum, 12 Iridescent Gloaming, 8 Tempest Jade

As a ministry, the title Imperial Delegate is able to purchase quantities of special materials at a set price. The Delegate spends their money and makes their choices during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Appointment

The decision as to who will serve as Delegate is in the hands of the Asavean priesthood. The speaker for the Asavean priests involved in this project, Hueva Joãon, has indicated that he would like the temporal power in the land where the temple is being built - specifically the Senator for Feroz - to guide the selection by presenting a candidate or candidates who would be open-minded and interested in cementing closer ties between the Archipelago and the Empire.

Anyone may hold the position of Delegate; as this is not an Imperial title, there is no requirement for the holder to be an Imperial citizen.

The Delegate can be removed at any time by the Asavean priesthood. The Imperial senate could close down the Temple of Balo and the Black Bull, making the title meaningless..

As this is not an Imperial title, the holder cannot be revoked, and would not lose access to the benefits of their position even if they were the subject of a Writ of Excommunication.

OOC Note

This position is not an Imperial title. A character could hold this position and still have an Imperial title. The Empire has little control over the position; in theory possession of the title and how it works is at the mercy of non-player characters. The Senate can effectively abrogate the title by shutting down the Temple of Balo and the Black Bull, but cannot amend its powers or responsibilities.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Delegate_to_the_Temple_in_Feroz&oldid=60549"

Imperial elections (Redirected from Imperial Elections)

All Imperial titles are elected or appointed at one of the quarterly gatherings at Anvil. These take place at the Summer and Winter Solstices and the Spring and Autumn Equinoxes. This is also when the Imperial Institutions meet and exercise their legal powers.

Some titles have tenure, the citizen may hold the title until it is revoked, they die or they relinquish the position. Most titles are either re-appointed each year following the Imperial election schedule. Titles in the Conclave can be reappointed at any time by successful declaration.

Elections are held by various different means (for example each nation uses their own traditional voting method to appoint their senators whilst generals are usually appointed by unanimous agreement of a nations senators and sinecures vary) and are observed to ensure there are no election irregularities by Merlot, the Civil Service Overseer of Imperial Elections. For example, with a few exceptions, an imperial citizen can only vote once per year on a particular matter. This is most commonly an issue with citizens of Navarr who as wanderers, often change the territory they are in, but are not then allowed to vote in their new territory until a full year has passed since they last had the opportunity to vote in their previous locations senator elections.

For a list of who currently holds every imperial title please refer to the imperial titles recent history page.

Eligibility to Vote

- Where relevant, the Empire identifies where your character lives based on the location of their resource

- To change territory, you must obtain a new resource in a new territory

In nations such as the Marches, the League and Navarr, your eligibility to vote in a senatorial election is based on your territory. Imperial citizens (especially the Navarr) may move freely around the Empire as they choose, however a resource cannot move. Because of this, the civil service use the location of your personal resource to determine your "territory" for determining eligibility for voting in senatorial elections. If you are a member a nation that votes by territory and you wish to vote in a different territory then you must get a new personal resource in the new territory.

The need to change resource still applies if you own a military unit or a fleet. Both these resources include the active service and involvement of a large number of Imperial citizens. These citizens have homes, families and roots in the territory they are based in - and they do not wish to change territory even though you do.

The laws for Imperial elections state that, if eligibility to vote in a senatorial election is restricted in some way, then you cannot vote if you participated in an equivalent election in the last twelve months. Participation is defined as being eligible to vote and present in Anvil while the election takes place (it does not matter if you did not actually vote). You must abstain from voting in a election if it occurs less than four events after the previous election in your old territory. If you are in any doubt about your eligibility then you should consult Merlot, the civil service overseer of elections who can advise you.

Some nations do not restrict eligibility to vote in this way - for example, Highborn citizens with a congregation may vote in every Highborn election, regardless of their territory.

Any Imperial citizen who believes that another citizen is committing electoral fraud by voting in an election they are not eligible for should bring the matter to the attention of the election overseer and the magistrates.

Eligibility to Stand

- You must be an Imperial citizen to be eligible for an Imperial position or for a virtue position

- You must be a member of the appropriate nation to be eligible for a national position.

- You do not need to be present to be granted an Imperial title

Only Imperial citizens may hold an Imperial title which is an Imperial or virtue position. If the title is a national position, then only a member of the appropriate nation is eligible to hold the title. In all cases, the rules for eligibility may restrict who can vote in the election for the title, but they do not restrict who is eligible to hold the position. For example, only League citizens who possess a business in Sarvos may vote in the Sarvos senatorial elections - but they may choose to vote for any citizen of the League.

It is not necessary for a citizen to be present to be granted an Imperial title, it is perfectly legal for citizens to elect a proxy or support a candidate who is absent for any reason.

Multiple Titles

- It is not legal for a citizen to accept two Imperial titles

The constitution mandates that no Imperial citizen may wield the power of two Imperial titles at the same time. If a citizen who holds an Imperial title is granted a second Imperial title, then they must either renounce their current title or turn down the new position. To avoid any risk of being prosecuted for subverting Imperial law, a citizen should not wield any powers of their new Imperial title until they have had a chance to inform the civil servants in charge of elections which title they intend to renounce.

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Imperial Fleet Master

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Address the Council

- 4 Appointment

Overview

The Imperial Fleet Master is an Imperial title first created by the Imperial Senate in Spring 378YE, then amended in Spring 380YE, with the responsibility to coordinate with fleet owners to support Imperial navies.

The last time the Empire had significant naval strength was during the reign of Emperor Barabbas. The majority of the Barabbine fleet was destroyed when it encountered a supernaturally intense storm two days south of Joharra. This resulted in the first, biggest – and most expensive – naval disaster of Imperial history and goes some way toward explaining why modern Imperial fleets are mercantile, rather than military, concerns. With the first launching of The Freeborn Storm just before the Winter Solstice 379YE, the Senate chose to redefine the title of 'Imperial Admiral' into the Imperial Fleet Master, opting for the title to focus on supporting navies rather than raiding barbarians.

Responsibilities

The Imperial Fleet Master exists to coordinate Imperial citizens who own fleets in order to best support the Imperial navies.

Powers

Address the Council

The Imperial Fleet Master has the right to make a address to the Imperial Military Council once per summit. This is intended to allow them to discuss matters of resupply with the Council. To use this power, the Imperial Fleet Master informs the Herald of the Council that they wish to make an address, which will then be added to the agenda for the next Council session.

Appointment

The Imperial Fleet Master is appointed by the Military Council. It is elected by simple majority of any members of the Military Council who are eligible to vote who are present when the election takes place. Appointments by the Military Council are traditionally carried out with a show of hands at a Council session.

Any Imperial citizen may hold the post. The Imperial Fleet Master serves for one year.

They can be revoked by the General Assembly and the Assembly of the Nine.

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Imperial Inquisitor

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Inquisitor

- 4 Appointment

Overview

This Imperial title was established by vote of the Senate in Spring 378YE. The holder is responsible for coordinating and overseeing inquisition in the Empire working with the Imperial Militia to ensure inquisitions occur correctly within the Empire. Although the title holder has no power to limit or direct the use of inquisition by the Synod they do have the power to carry out an inquisition in their own name.

Responsibilities

The Imperial Inquisitor is responsible for overseeing and co-ordinating the use of inquisition in service of the Empire. They are expected to work with both the Imperial militia and the Imperial Synod to ensure inquisitions are performed correctly.

Powers

Inquisitor

The Imperial Inquisitor is an Imperial title in the Synod. Once per summit, they may call an inquisition without the need for a vote in the Synod. This is in addition to any existing judgements they have raised normally. This use of the power may be escalated to a Condemnation just like any other inquisition.

To use this power, the Imperial Inquisitor must still place a judgement before the Synod, but it is considered to pass automatically at the point it is presented.

Appointment

The Imperial Inquisitor is appointed by judgement of the Assembly of the Nine, during the Summer Solstice.

Any Imperial citizen can serve as Imperial Inquisitor. They can be revoked by the General Assembly and by the Assembly of the Nine.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Inquisitor&oldid=60492"

Imperial law (Redirected from Imperial Law)

Contents

- 1 Overview

- 2 Magistrates and trials

- 3 Magistrates and the Constitution

- 4 Purpose

- 5 Further Reading

Overview

Imperial Law is the body of law which has been created by the Imperial Senate and which extends the principles laid down in the Imperial Constitution. The law is prosecuted by magistrates, members of the Imperial Civil Service who are trained in Imperial jurisprudence. Magistrates act as judges during trials, determining guilt and sentencing and are able to deputise individuals to help them enforce the laws. The Throne and members of the Imperial Synod may appeal for clemency on behalf of the accused to obtain a reduced sentence.

Magistrates and trials

The implementation of the Law is overseen by the magistrates. They instigate an investigation into any potential crimes they are aware of; any character who believes a crime has been committed may bring the matter to the attention of a magistrate. The magistrates have far-reaching legal powers to allow them to go anywhere in the Empire and demand an audience with any citizen, similar to those possessed by the Synod. The magistrates may also deputise citizens to act on their behalf, either to gather evidence or to arrest a suspect.

Trials are inquisitorial rather than adversarial. There are no juries and no barristers. Trials are conducted by the magistrate who weighs the evidence and determines guilt and the accused is expected to speak in their own defence. The magistrate has the authority to silence anyone from speaking in their court and will use this power to ensure that trials remain short and dramatic.

Modern legal frameworks do not apply. There is no right to silence; if the accused refuses to answer a question, the magistrate may make an adverse inference about their guilt. Hearsay and circumstantial evidence are admissible. If a person has been murdered late at night, reports that the accused is known to dislike the accused may be weighted as evidence.

If the magistrate finds the accused guilty then they will proceed to sentencing. If the accused has pleaded guilty, a member of the Imperial Synod may submit a plea for clemency on their behalf. The plea must be based on Virtuous grounds; that is they must establish that the accused was acting virtuously, albeit illegally, when they committed their actions.

Magistrates have considerable power but are known to be bound by powerful magical oaths to uphold the spirit of the Law. As such they are considered to be above reproach. Their decisions may be incorrect - they are not infallible - but they are known to be absolutely impartial and honest.

Magistrates and the Constitution

Any motions passed by the Senate which change the Imperial Constitution or the way it is interpreted require authorization by The Throne and approval by the NPC magistrates.

These magistrates perform a dual IC and OOC function:

- IC They are responsible for ensuring that the founding principles of the constitution are protected.

- OOC They will not ratify a change to the constitution which Profound Decisions believe will adversely affect the enjoyment of the game. As the IC wording of the constitution is already written with this in mind, we believe that they will be able to provide IC reasoning for any rejection of a constitutional change.

Normally there are three chief magistrates who rule on constitutional matters in addition to their other duties. There is no right to appeal against their verdict. These magistrates are usually happy to discuss senatorial motions which may have constitutional implications and they will offer advice as best they can.

Examples of things which are guaranteed to be rejected by the magistrates include expelling a nation from the Empire, dispossessing citizens of their wealth and property, centralizing additional powers to the Throne or Senate, disestablishing the Bourse, Conclave, Military Council or Synod or frivolous or stupid laws.

Purpose

The point of the Law is to attempt to create a game in which there is a strong effective legal sanction against theft and murder. The goal is to create a convincing, compelling and original setting and also to encourage the majority of player-vs-player activity in the game to remain political rather than murderous. By making murder difficult to get away with, we hope to ensure that it is the least attractive option open to a player in dealing with their political enemies, rather than the most attractive option. The goal of Empire is to focus on a high degree of political interaction between players but have the balance of combat take place between players and monsters.

All magistrates will be NPCs, so that they work solely towards the goal of making the Law be trustworthy and effective. Any player character in this role would be minded to have other in-character considerations, other than to promote the game. The magistrates are also briefed to ensure that trials remain short and sweet, rather than running on interminably which is common in situations where they are not rigorously controlled.

Because the magistrates primary role is to make the law effective, they will never be used to run plot around corruption or other themes. They can be swayed by clever or charismatic testimony but they cannot be bribed, blackmailed or browbeaten.

Further Reading

- Overview of Imperial law

- Officers of the Law.

- Criminal Trials.

- Civil Claims.

- List of Criminal Offences.

- Imperial Constitution.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_law&oldid=38634"

Imperial Law Overview

This page is intended to provide an out-of-character summary of the Imperial Law; it details the basic principles of the law and the key concepts. Most players should be able to get a general feel for the laws of the Empire from reviewing this page.

Contents

- 1 Principles of Imperial law

- 2 Key Concepts

- 3 Individuals and the law

- 4 Five things about Imperial Law

- 5 Further Reading

Principles of Imperial law

The principles of Imperial Law are contained in its constitutional documents. The Imperial Constitution sets out:

- the principles underlying the relationship between the Nations and the Empire and the role of the Imperial Civil Service;

- the organs of the state and their appointed representatives; and

- the principles underlying the relationship between the citizen and the state.

Key Concepts

The nations which comprise the Empire are governed by Imperial Law which applies equally everywhere in the Empire. While each nation has its own traditions and customs they are superseded in circumstances where they conflict with Imperial Law. Imperial law is based on principles rather than legalistic precedents set by previous cases.

Any member of the Imperial Senate may submit a bill or motion to the civil service who will table it for debate by the Senate. There are additional requirements which apply to pass any legislation which amends the constitution. The Synod General Assembly have powers to veto legislation, particularly where it changes the constitution.

Those accused of crimes or engaged in civil claims are normally be expected to speak for themselves. Accordingly, there is no tradition of barristers within the Empire. You can play a lawyer who advises their clients about the law, but imperial law is intended to be simple to understand without being an expert.

Magistrates are non-player characters who are accorded wide-ranging discretionary powers under the constitution to investigate and try those accused of crimes and arbitrate in civil disputes. We will never run plot in Empire involving the corruption of magistrates or any other NPC civil servants.

The Imperial Synod have a number of legal powers which they use in furtherance of their role to ensure the spiritual wellbeing of the Empire. They also have a key role to play in the prosecution of religious crimes.

Individuals and the law

All characters in Empire will fall into one of the following broad categories in relation to the law:

- Citizens of the Empire must fulfil their obligations to the State and in return they receive associated rights, including protection under Imperial law.

- The child of an Imperial citizen has the full protection of the law as if they were a citizen. Until a child becomes a citizen their parents or guardians are responsible in law for any criminal or civil offences that they commit.

- Barbarians are defined as anyone with whom the Empire is at war. They have no recourse to Imperial Law (with one major exception, see below) but they may be the subject of it. Eternals and the Heralds of Eternals who are the subject of a declaration of enmity by the Imperial Conclave are considered enemies of the Empire and treated as barbarians. Unauthorised dealings with barbarians is illegal and will be investigated as treason. More information, including a list of Eternals currently under Enmity, can be found here.

- Any delegations from barbarian nations who arrive on the field of anvil under a flag of peace have protection under the law as if they were imperial citizens for the duration of their visit and for their direct passage out of the empire.

- Broadly, foreigners are any person who is neither a citizen nor a barbarian. Foreigners are subject to the law and are accorded protection by it as if they were a citizen, but they do not otherwise enjoy the benefits of citizenship. However, Eternals, and the Heralds of Eternals, are not treated as foreigners (thereby receiving protection under the law) unless they are the subject of a declaration of amity made by the Imperial Conclave.

- If a citizen forswears their oath to their Egregore and thereby ceases to be a citizen they become a foreigner (and so still benefit from the protection of the law). Citizens and former citizens who fight against the Empire will (if feasible) be tried for their crimes, rather than be treated as barbarians. Humans of the Mourn are granted full legal protection.

Five things about Imperial Law

- There is no right to silence for those accused of crimes. When questioned by a magistrate or deputised member of the militia in furtherance of their duties an accused must answer. If they do not a magistrate may draw an adverse inference. All citizens who witness crimes are expected to promptly inform either a member of the militia or a magistrate. Concealing crimes or assisting others to evade arrest is a serious offence.

- There are no prisons in the Empire. Those accused of crimes are usually released upon swearing an oath that they will attend their trial at the time set by the magistrate. Thief-takers will be ready to recapture them for a reward if they abscond.

- A citizen cannot be punished for saying that they will do something (which is illegal) before they have done it. Accordingly there are no laws which prohibit blackmail, threats of violence and so on. However, anything a citizen says may be used in evidence against them. So if a citizen threatens to kill someone and that person is then murdered, their death threats are potential evidence.

- Slavery is illegal in the Empire.

- Magistrates will use their absolute discretion as to what evidence they will consider when coming to their verdict. So a magistrate might choose to hear out a particular witness's testimony, or they may stop, redirect or dismiss them, entirely as they see fit.

Further Reading

- You can learn more about the Non-Player Character and Player Character officers of the law here.

- You can learn more about how a criminal trial is conducted here.

- You can learn more about civil trials and claims against fellow citizens here.

- You can review the list of current criminal offences here.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Law_Overview&oldid=56032"

Imperial Law at sanctioned events

Contents

- 1 Overview

- 2 Magistrates at Events

- 3 Trials of Player Characters

- 4 The Role of the Militia

- 5 Plots involving Trials

- 6 Results of Trials

- 7 Further Help

- 8 Further Reading

Overview

What follows are some suggestions about running plot involving legal matters at sanctioned events. Although all the laws are publicly available on the wiki, there are some particular considerations to bear in mind for legal plot at sanctioned events.

Magistrates at Events

While trials at sanctioned events will probably be relatively rare, organisers may want to be prepared to conduct one if the need arises. Trials may only be carried out by NPC magistrates. Sometimes a magistrate from the main Empire events will be in attendance, and if so they will carry out such duties as the circumstances require. However, as their presence cannot be relied upon, you may want to consider giving a member of your crew the role of magistrate, if that's appropriate. All the material you need to do so is publicly available on the wiki, but please remember that magistrates are bound by powerful oaths to prevent corruption and will always try their utmost to be fair and just. We would also ask that your NPC magistrates refrain from giving out sentences of penal military service to players at sanctioned events. This is because we believe there are very limited circumstances in which it would be an appropriate punishment.

Trials of Player Characters

We think it is normally preferable for magistrates to conduct all trials at the sanctioned event that the alleged criminal activity was committed at. However if the suspect is a player character then they can be tried by the Magistrates at the next event at Anvil, if that would be more appropriate (e.g. your event is set in a wild area) or if you are not confident you can run a fair trial in accordance with imperial law at your event. We think this may often be less desirable than an immediate trial, as memories will have faded and key players may not be in attendance, but if you do this, please get in touch before the next event so we can make any necessary arrangements.

The Role of the Militia

The militia players are vital to the process of justice in Anvil. They typically perform the bulk of any investigation work and brief the magistrates before cases go to trial. There may be players who are members of the militia at a sanctioned event who can conduct any required investigations, but if no PC militia are attending, or if your plot requires NPC militia, then organisers can give the militia roles to members of their crew. If numbers are limited then investigations can also be conducted by a magistrate acting alone.

Plots involving Trials

It's worth bearing in mind that any plots you run involving potential sorcerers, heretics, idolators, blasphemers and the like may be complicated by the fact that there are really no legal mechanisms for dealing with them outside of the institutions of Anvil. So for example, someone can't be prosecuted for heresy at a sanctioned event because the appropriate assembly of the synod is not available to condemn them for it. If someone took the law into their own hands to deal with the problem they may be prosecuted for any crimes they have committed (e.g. murder) either at the sanctioned event or at a later event.

Bear in mind that similar issues do not arise if you run a plot involving someone who was declared a sorcerer, heretic etc in a time before the game began (before Winter 376YE).

Results of Trials

We would find it very helpful for sanctioned event organisers to provide the results of any trials conducted by their magistrates at their events. Please let us know details of the accused, the charge, their plea, the verdict, the punishment and anything else you think we should know. If there was anything else that happened at your event that you think the Magistrates should know about, please pass that on too.

Further Help

Please get in touch if you would like advice about possible legal ramifications of your plots and we'll do our best to help.

Further Reading

- Sanctioned event rules

- Imperial Law at sanctioned events

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Law_at_sanctioned_events&oldid=31907"

Formulaic ritual (Redirected from Imperial Lore)

Contents

- 1 Overview

- 2 Imperial Lore and the Ritual List

- 3 Creating a New Formulaic Ritual

- 4 Ritual Texts

- 5 Adding a Formulaic Ritual to Imperial Lore

- 6 Further Reading

Overview

Formulaic rituals are rituals whose techniques and practices have been successfully refined to make the ritual as efficient and easy to cast as possible. Formulaic rituals are highly focussed - the caster gives up flexibility to gain reliability and efficiency. In addition magicians can learn to master formulaic rituals, making them even easier to cast.

There is a large body of formulaic rituals that have been promulgated throughout the Empire by the Imperial Conclave called Imperial Lore. These rituals are not the only formulaic rituals in existence, but they are so well known that they can be attempted by anyone powerful enough to do so.

Players interested in creating a new formulaic ritual should make sure they read through the information on ritual theory.

Ritual Summaries

Spring rituals

Summer rituals

Autumn rituals

Winter rituals

Day rituals

Night rituals

Imperial Lore and the Ritual List

- Imperial magicians can attempt any ritual that is in Imperial Lore if they have the ranks to do so

- An Imperial magician may choose to master a formulaic ritual that is part of Imperial lore

The ritual list describes all the formulaic rituals which are part of Imperial Lore. These rituals are known throughout the Empire and any magician or coven that has sufficient magical power can attempt to cast them.

Magicians can learn to master formulaic rituals that are part of Imperial Lore. Mastering a ritual means that any crystal mana used is doubled in effect, which makes the ritual much easier and cheaper to cast.

It is possible to master a ritual that isn't in Imperial Lore using a ritual text. A coven of magicians can only attempt a formulaic ritual that is not in Imperial Lore if one or more of the contributors has mastered the ritual.

Creating a New Formulaic Ritual

- Creating a new formulaic ritual would take an individual decades

- Some Imperial titles are able to direct scores of magicians to create formulaic rituals more quickly

- Creating a new ritual requires the magicians to cooperate to create a ritual text

- Ritual theory summarizes the known lore of what is and is not possible with a ritual

Creating a new ritual is a significant undertaking. In pre-Imperial times it might take decades to formulate even a simple ritual. There is a large body of ritual theory that Imperial magicians have discovered through painstaking research. Reading this lore will help any player who is interested in discussing or creating a new ritual.

To improve the speed with which new formulaic rituals could be created, the Empire created titles such as the Dean of the Lyceum and Provost of the Halls of Knowledge to co-ordinate the research efforts of many disparate magicians. By working together these magicians are able to create formulaic rituals much more quickly. The citizen who holds either of these Imperial titles can direct the research of Imperial magicians allowing them to create one or more new formulaic rituals.

To create a new formulaic ritual, a magician must start with an appropriate arcane projection, which will form the basis for the ritual being created. It is not always possible to duplicate a spontaneous effect using formulaic magic, so the final ritual may not end up identical to the original spontaneous effect. It may be more or less difficult to perform, and some elements of the ritual may have to be changed. In particular, formulaic magic is more flexible than spontaneous magic, for example divinations that can be cast on any item or enchantments that can be cast on a variable number of targets. The formulaic version of a ritual will automatically take advantage of these benefits where possible, but other than this it will be as close to the original spontaneous effect as the magicians involved can make it.

The new formulaic ritual is only complete once a ritual text has been produced. The ritual text is given into the care of the magician who held the Imperial position when the work was completed.

Ritual Texts

- A ritual text describes a formulaic ritual

- A magician or coven can use a ritual text they possess to perform the ritual

- Magicians can learn to master the ritual contained in the ritual text

- It is not possible to copy a ritual text

A ritual text is a rare, magical item that contains all the details necessary to perform a ritual. Most (though not all) ritual texts take the form of a description of the ritual, including all the rules, and at least some in-character commentary on the ritual. A ritual text contains sufficient information that any coven that holds one may use it to attempt to perform the ritual, exactly as if the ritual were part of Imperial Lore.

A magician who has the physical ritual text can also choose to master the ritual it describes by buying the extra ritual skill or using an empty ritual slot. This follows all the other rules for learning a skill during time-in. The text must be taken to GOD or shown to a referee to allow the ritual it contains to be mastered in the field.

If one of the contributors has mastered a ritual, their coven may attempt to perform that ritual exactly as if it were part of Imperial Lore, even if they no longer have access to the original text.

Unless a ritual text is formally added to the body of Imperial Lore (through Declaration of the Imperial Conclave), only someone who has possession of the text can master it. A magician cannot teach mastery of the ritual to another character without the text present.

Adding a Formulaic Ritual to Imperial Lore

- The Imperial Conclave can pay to add a ritual text to Imperial Lore

- The ritual text is used up as part of the process

If the owner of a ritual text wishes then they can ask the Imperial Conclave to add the ritual to Imperial Lore. If the Imperial Conclave agree and the costs are met, then the ritual text is consumed but the ritual becomes part of Imperial Lore.

Once a ritual text has been added to Imperial Lore it follows all the normal rules for formulaic rituals in Imperial Lore. Any Imperial magician may attempt to cast the ritual; they may choose to master the ritual if they have a slot available; and they could then teach any other magician to master it.

Further Reading

- Spellcasting

- Rituals

- Formulaic Rituals

- Spontaneous Magic

- Battlefield Rituals

- Enchantments

- Curses

- Ilium

- Ritual Theory

- Magic Items

- Herbs & Potions

- Cosmology

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Formulaic_ritual&oldid=44931#Imperial_Lore_and_the_Ritual_List"

Imperial Magus

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Right of Address

- 3.2 Member of the Senate

- 3.3 Addressing the Conclave

- 4 Appointment

Overview

The Imperial Magus is an Imperial Title appointed by Declaration of the Imperial Conclave.

When it was initially created, the title was Conclave Liason to the Senate and had only the right to address the Senate. At the Autumn Equinox summit 378YE the powers of the title were amended, and re-titled Imperial Magus. During the Spring Equinox 379YE, the responsibilities of the title were further expanded to include a responsibility to keep the Imperial Conclave appraised of the Senate's position on magical matters.

Responsibilities

The Liaison is expected to take responsibility for providing the Senate with advice on magical matters. Following further discussion, these responsibilities were expanded to give the Imperial Magus the responsibility to advise the Imperial Conclave of the Senate's position on magical matters.

Powers

Right of Address

The Imperial Magus has the right to make an address to the Senate once per summit. This is intended to allow them to present important information for the Senators consideration. To use this power, the Magus informs the Civil Service that they wish to address the Senate. Their address will be added to the agenda for the next Senate session.

Member of the Senate

As a non-voting member of the Senate, the Imperial Magus is entitled to enter the Senate chamber at the start of a Senate session and participate in the debates. They do not have the power to raise motions or to vote on a motion. This power is intended to be used to participate in Conclave related discussions.

Addressing the Conclave

Once per summit, the Imperial Magus can raise an address to the agenda of a conclave session for free.

Appointment

The appointment, replacement, or removal of the Imperial Magus is made by the declaration of candidacy as part of a Conclave session. Any Imperial citizen may hold the title. The Magus serves until they are replaced by another magician using the Declaration of Candidacy. As a title in the Conclave, they cannot be revoked.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Magus&oldid=60493"

Imperial Master of Works

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Maintain Fortifications

- 3.2 Improve Fortifications

- 4 Appointment

Overview

The Imperial Master of Works is an Imperial Title appointed by the Senate. The title was created at the Autumn Equinox summit of 377YE. The title has been amended several times since its creation. At the Spring Equinox 378YE, the Senate voted to remove the Master of Works' ability to create new fortifications. They also removed a 10 Throne stipend the title had initially enjoyed. The Imperial Mater of Works has further amended in Spring 380YE; it was limited to a single commission each season in line with other similar titles.

Responsibilities

The Master of Works is responsible for overseeing the maintenance and improvement of fortifications on behalf of the Senate. When first created, the Master of Works had the ability to commission new fortifications, but that power was removed by the Imperial Senate in Spring 378YE.

Powers

Maintain Fortifications

The Master of Works can repair fortifications. The materials required to repair the fortification are provided by the Master of Works.

To use this power, the Master of Works provides an announcement to the Civil Service, who present the decision to the Senate. No voting is possible by the Senate at this point, as the power has been delegated to the Master of Works. The Imperial Synod may, however, choose to exercise their veto over the Master's decision.

Improve Fortifications

The Master of Works can improve an existing fortification. The materials required to improve the new fortification are provided by the Master of Works.

To use this power, the Master of Works provides an announcement to the Civil Service, who present the decision to the Senate. No voting is possible by the Senate at this point, as the power has been delegated to the Master of Works. The Imperial Synod may, however, choose to exercise their veto over the Master's decision.

When the title was created, this power was unlimited. In Spring 380YE the Senate chose to amend this power in response to an administrative motion.

Appointment

The Imperial Master of Works is an Imperial position appointed by the Senate. Any Imperial citizen can hold this title. The Imperial Master serves for a year, and they can be revoked by the General Assembly and by the Assembly of the Nine.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Master_of_Works&oldid=60494"

Imperial Offices

Contents

- 1 Overview

- 2 History

- 3 In Play

- 3.1 Advisors

- 3.2 Aides

- 4 Joining the Imperial Offices

Overview

The Imperial Offices is an Imperial sodality dedicated to supporting the Throne in the performance of their duties and the furtherance of the Imperial agenda. It also seeks to encourage politically minded citizens and to provide them with experience of the Empire’s system of government.

History

The Imperial Offices were established by the Senate as the first action of Imperatrix Lisabetta after her election in Spring 380YE. Over the first years of its existence, the Imperial Offices has been gradually maturing into a formal structure.

The Empress’ primary motivation for founding the Imperial Offices was to ensure a single central location at Anvil where citizens with knowledge pertinent to the Throne’s responsibilities could share that information with those who needed to use it.

In Play

The Imperial Offices operate from a tent located in the centre of Anvil, typically a short distance from the civil service Hub.

This tent also serves as a place where members of the diplomatic corps can congregate and (by arrangement) receive foreign dignitaries. The Imperial Offices are sometimes used by the Assembly of Nine to meet, which enables the Throne to attend. The Imperial Offices tent also occasionally serves as a convenient location for some Imperial Title holders to meet, particularly where the meeting is pertinent to the Throne’s agenda.

Advisors

These politically experienced individuals provide contemporary information and counsel to the Throne. They tend to have specialised knowledge of a particular area (Synod, Conclave, ritual theory, Imperial law and so on). Imperial Offices advisors are appointed by the Throne, often at the recommendation of other advisors; and removed by the Throne, as they see fit. Advisors are expected to distil information on current issues pertinent to their area(s) of responsibility to bring important matters to the Throne’s attention and to provide cogent and concise counsel when needed.

As of Spring 382YE, the two senior advisors are:

- Master Chamberlain Severin Teyhard von Holberg of the League

- Madame Chamberlain Kellua Itsepainen of Wintermark

Aides

Aide roles require only time and a willingness to help out. Benefits include a fast track to understanding the sweep of Imperial politics and how to ‘get things done’. Aide roles are particularly suitable for those ‘new to Anvil’, but not exclusively so.

Joining the Imperial Offices

Come to the Offices (located near the Hub) and ask for Severin, Kellua, or Master of the Mint Lieselotte van Holberg.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Offices&oldid=64621"

Imperial Orc Egregore

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

Grud The Unshackled

Grud The Unshackled, White Death is the Egregore of the Imperial Orcs.

Previous Hosts

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Imperial Orc music

Contents

- 1 The Music of Imperial Orcs

- 1.1 Style summary

- 1.2 Commonly known songs or chants

- 1.2.1 Other songs

- 1.3 Instrumentation and tunes

- 1.3.1 Other performance traditions

- 1.4 How to adapt your repertoire

- 1.5 Our sources

- 2 The nation

- 2.1 Core Brief

- 2.2 Further reading

The Music of Imperial Orcs

Style summary

Taiko drumming, repetitive chants, early English songs as sources.

Born from the armies of Thrace and the freed slaves of the Empire, the Imperial Orcs have settled near the City of Anvil and created many family groups and Several Legions. Having lived for many generations as slaves, there is little that remains of any tribal history or culture. Consequently, the music of the Orcs is derivative of many influences. Also, Orcs lived in many parts of the Empire, where snatches of songs were overheard and adapted.

Slave songs - These were composed in many mines and sung to simple beats played on improvised percussion instruments, these are often sombre laments for lost freedom and tales of a terrible life in slavery.

War songs - Composed by the legions during and after the rebellion. These are songs of great deeds, the joy of battle and the comradeship of arms. Played with drums and often consisting of rhythmic chants. Also marching songs for those long days on the way to war.

Songs of ‘Worth’ - The Orcish culture of recalling the history of objects and investing them with worth, alongside the worship of, and connection to, the ancestors, has led to many stories and songs being composed that are handed down from singer to singer or from Shaman to Shaman. Some are told as epic tales and sagas, and some are made into simple songs. The recent exposure to many of the Empire’s cultures has brought many musical influences into the orc encampment and songs can be done in many styles, although they still have an orcish feel of chants and repetition to them, and instrumentation is often simplified to percussion, drones and layers of voices.

Commonly known songs or chants

- Blood and Bone, Steel and Stone - very easy chant, good for improvising

- Erthe Upon Erthe - a rhythmic chant or song with difficult early English words

- An Orcish marching chant. https://www.dropbox.com/s/rt63e2g9soxgk2e/Orc%20March%21.wma

- A song about the habits of Orcs. (based on the lyrics of Stan Nichols) https://www.dropbox.com/s/ftfui32zsk7lyoa/Rant%20and%20Roar.mp3

- Blood and Bone - a soldierly song about the Imperial orcish way of life

- Brave Soldier Bold - a dour song, reflecting on life and death in the Legion

- Fear and Panic - slow war song, a rhythmic beat with repeating verses

- Close Every Door - a song for when the mood is too cheerful, about the death and hopelessness of the slaves of old

- Mines of Old - the tale of an orc from the days of mining in Varushka

Other songs

- Falcon Wings - A song commissioned by the former senator for Skarsind, upon the bequeathing of that territory to the Imperial Orcs, combining Winterfolk and Imperial Orc musical traditions.

Instrumentation and tunes

Use drums and Bodhrans for percussion.

Use of simple chords or even drones.

Other performance traditions

Tales of how 'objects of worth' have gained their value are popular. For example a banner that has been carried through several campaigns would have the battles that it was carried in told as a long story. It may mention the chiefs that fought under it, and warriors who performed great acts of courage or sacrifice. This could be told as a saga with some sections sung or chanted, and be accompanied by a drumbeat or clapping to help get the audience involved.

How to adapt your repertoire

It is important that music for the Orcs has the correct 'feel'. It should not be too folky or modern in feel. If you want to adapt a song that you know, try performing it with just drums or unaccompanied.

There could also be a simple chorus to allow others to join in with or another vocal line. Try to add underlying bass lines or simple chants to run under the verses or choruses. Layered vocals make an excellent effect.

Our sources

The nation

Core Brief

- Introduction

- The people

- Culture and customs

- Look and feel

- Orc species brief

Further reading

- History

- Leadership

- Economic interests

- Military concerns

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orc_music&oldid=66047"

Imperial Orc observer

Requiring an Orc observer for the Senate to be elected and given the right to speak on the Senate floor, though no direct vote or motion raising powers.

Proposed by Astalot, seconded by Semmerholm.

Contents

- 1 Overivew

- 2 Date

- 3 Cost

- 4 Election

Overivew

- Created the Imperial Title Advisor on orc affairs.

- Passed with 3 votes against and awaiting Constitutional Court opinion and Imperial Assent

- While this was deemed a constitutional issue, the constitutional court review later determined there were no constitutional issues.

Date

- Passed Winter 376YE (Easter 2013).

Cost

- None

Election

- Senate election

The Advisor is selected by the Imperial orc nation. The generals will appoint it, and if they are not unanimous the decision falls to the Senate in the same manner they would select a General (all candidates put themselves forward). This may be seen as setting a precedent for the senator selection process when the Imperial Orcs claim their first territory.

The Advisor on Orc Affairs has the ability to speak in the Senate.

The Advisor has the right to address the Senate. They may require the Speakers to timetable an address to the Senate each season as they see fit.

The Advisor cannot be removed from the Senate except by the Throne or by the Speakers.

The Advisor can be revoked by the Imperial Orc assembly, the General Assembly or the Council of Eight.

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Imperial Orcs children

Children are very important within orc society, as the survival of the legions relies on the young. Most Imperial Orcs feel a special affection for children of their legion, even those that are not their own and will fight to the death to protect them from harm. Harm is seen as real risk to life and limb however; orc children are not spoiled. There is a belief that life is hard and that children must learn this from an early age. There is an orc saying that to shield the child is to expose the legion. Young children are never taken on campaign into enemy territory but they do travel with the legions as they march around the Empire. Sharing the harsh conditions that their parents experience is seen as character building.

Although children cannot legally take the battlefield before they pass their citizenship tests, they are still expected to serve the legion from a young age. Young children run messages for warlords, shamans and other important figures while older children work with bonesetters to acquire wealth and resources for the legion or acting as lookouts for thief-takers. Youth is seen as a handicap, since a child is prevented from taking the battlefield, they must compensate and look to help their legion in other ways.

When not working children are encouraged to fight and play games that teach them tactics and strategy or to study magic, literacy and history. It is accepted that children will want to engage in frivolous games that will not ultimately benefit them, but such things are seen as rewards for hard work.

Imperial Orcs live tough lives and those who fight in the Imperial armies know that death may find them at any point. As a result, they often look to pass on important belongings to children from an early age. Items of worth are particularly important. It is believed that learning to value the worth of an item, being able to recite its history and legacy, helps a child learn what it means to be an Imperial Orc as well as inspiring them to worthy deeds of their own. Weapons are common, once a child is old enough to carry one responsibly but pieces of jewellery, bones and other worthy pieces are all considered suitable for children. A young orc who carries an item of worth is expected to know its provenance and be able to tell stories of the deeds that helped it acquire worth. Some adult orcs, especially preachers like to challenge youngsters carrying such items to tell these tales, as a way of instilling pride and building confidence.

Once a child has passed the warrior test they are then old enough to fight in the fighting pits. The first fight is often a short, nervous affair and considered something of a rite of passage by many parents, but young orcs are encouraged to treat the pits with due respect. An orc should have reason to go to the pits, not simply because they are looking to prove they have become an adult.

While younger orcs do not hear their ancestors as often or as strongly as adult orcs do, it is important to teach them the difference between 'good' ancestors (those who offer guidance that helps them grow as part of the Empire) and 'bad' ancestors (those who give bad advice, or encourage them to do things at odds with the Imperial Orc way of life).

Contents

- 1 Things every child should know

- 2 The nation

- 2.1 Core Brief

- 2.2 Further reading

Things every child should know

- You have just one life, use it wisely. It should be your goal to become an ancestor.

- Your legion is your family. Wear your legion's symbols with pride.

- Support the Empire. You are part of the greatest power on earth, work hard to be worthy of it.

- Items have stories. These stories tell you what a person or item is worth, learn them well.

- Keep the laws. Without law we are nothing – Imperial law must be upheld at any cost.

The nation

Core Brief

- Introduction

- The people

- Culture and customs

- Look and feel

- Orc species brief

Further reading

- History

- Leadership

- Economic interests

- Military concerns

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_children&oldid=61153"

Imperial Orcs culture and customs

Contents

- 1 Worth

- 2 Symbols

- 3 Writing

- 4 Pit-fights

- 5 Clothing

- 6 Families

- 7 Funerals

- 8 The nation

- 8.1 Core Brief

- 8.2 Further reading

Worth

In addition to the intrinsic value of an item, Imperial Orcs believe that some items have an additional quality they call "worth" that is defined by their provenance. This quality is based on the history of an item, who made it, what happened to it and how it came to be in the Orc’s possession. It is based on the belief that a person’s unique personal effects are imbued with qualities of that person during important moments. Items gain worth over time, as they are passed down generations, so old heirlooms are particularly prized.

Items also have worth if they are fashioned by the individual that used them so most Imperial Orcs take great pride in creating and maintaining as many of their own belongings as they can. Few orcs have the time to master such skills, so their personal effects may often have a rough, crude appearance, but this is of little concern to an orc compared to the idea that their belongings should have worth. When an Imperial Orc dies in battle, those who fought alongside them will often take one of the fallen’s worthy items as a mark of respect. To be buried with all your belongings is considered a great shame for an Imperial Orc, an indication that your death had no worth.

Symbols

Orcs feel a strong need to be part of a well-defined group. They tend to see the group’s identity as an essential part of their own identity, and they like to have clearly visible symbols of membership. This group identity is almost never expressed as uniformity, as that would deny individual choice and hark back to the time when Imperial Orcs were slaves. They prefer the items they use to be unique to them and to have as much worth as possible. For orcs, the solution is to paint or carve symbols onto belongings like shields and armour, or to paint or embroider them onto clothing. In some cases specific items such as skulls or jewellery may be attached to equipment as a symbol. The ability of symbols to draw groups together and create identity is a form of hearth magic.

Orc symbols are usually added to items by the owner themselves. The simplest are painted or drawn, but more skilled orcs will burn, gild or embroider symbols onto their belongings. Orcs dislike uniformity so symbols are usually recurring interpretations of a theme rather than a specific design used by everyone. In a legion of orcs that use a dagger as their symbol for example, each design may be a slightly different shape, size and colour, but provided they make the individual’s legion clearly identifiable then they achieve their purpose. It is the underlying motif that is prized; the visible demonstration of allegiance.

When items change hands, old symbols are rarely painted over, rather they are allowed to fade, so that they become part of the story of an item, a way to tell its worth. New symbols are usually painted over the top of old symbols on items like shields, but multiple symbols of allegiance on clothing and armour add to the worth of an item so they are kept provided the bearer can still advertise their identity and allegiance clearly with their own symbols.

Many Imperial Orcs have adopted the Imperial Horse as the unofficial symbol of their nation. They embellish personal equipment with the image and incorporate it into banners and other symbols. Most orcs belong to a legion and the Imperial Horse usually takes pride of place next to the legion symbol.

Writing

Literacy is considered a defining symbol of adulthood by Imperial Orcs; in some ways more important than the ability to fight. As slaves, orcs were unable to learn to read and write and many older orcs endured years of difficult lessons following their freedom – some still struggle to read or write well. Literacy has become a prized skill by Imperial Orcs, symbolic of the freedom they fought to achieve and children raised by Imperial Orcs have its value drilled in to them from an early age. Imperial Orcs assume that any orc can fight by the time they reach adulthood, but they do not take literacy for granted.

The written word is regarded with some reverence by many orcs. While books are less interesting to them, the idea that you can record the words someone has said, and thereby immortalize what would otherwise be lost, has a mystical quality to many orcs. This ability to continue to inspire or advise generations after the individual speaker has died is seen as akin to the way an ancestor can inspire or advise after they are dead.

Pit-fights

Most orcs enjoy fighting or watching others fight in much the same way a citizen of the Marches might enjoy a ball game. Consequently wherever Imperial Orcs are found there is likely to be a place set aside for pit fighting. This practice allows for weapon training and grudge settling in front of an appreciative audience, while on a practical level fighting allows orcs to deal with frustration or boredom while keeping a clear head at other times. Pit fights are never to the death; killing someone in a pit fight is as much murder as killing someone in the tavern.

Some orcs find the experience of pit-fights to be so powerful that they dedicate themselves to be coming professional pit fighters, drawn by the roar of the crowd, the challenge, or by the profound spiritual experience of unleashing the violence that thunders in the blood of all orcs.

Clothing

Almost all Imperial Orcs wear wraps around their ankles, wrists and neck. When the first Orcs were freed from slavery the wraps were used to hide the scars caused by chains and manacles. Although there are few remaining Imperial Orcs who bear the scars of slavery, the wraps have became a mark of solidarity in the nation. Wearing them is seen as a acknowledgement of the past, recognizing the sacrifices made by your forebears.

Many orcs now use other garments to cover these areas, but almost all orcs cover them in some way. To leave the skin in these areas exposed is considered shameless by most Imperial Orcs - a taboo akin to public nudity - it is thought to show disdain for your parents and implies that the individual thinks they are better than older Imperial Orcs because they are not scarred. More than one young orc who thought to flaunt the custom has been taught the error of their ways in the pit.

Families

When they were slaves the orcs became used to the idea of raising their children, only to lose contact with them when they came of age. Imperial slave owners regularly sold young orcs as soon as they became adults. As such, orc parents came to believe that they had to teach everything their child needed to know about the world before they reached maturity. Even after they liberated themselves, the orc parents continued this tradition of preparing them to make their own way in the world.

A young orc is unlikely to follow their parent into the "family business". They are even unlikely to join the same legion as their parents. They are much more likely to join another legion, encouraged by family and stranger alike to make their own way in the world. In doing so they keep the nation strong, but they also keep it connected and prevent it breaking up into tribes - siblings in two legions maintain a bond and recognise each other as kin. Having blood relatives in many different parts of the nation helps the orcs maintain a sense of that nation as being part of their family.

Outsiders imagine that orcs do not care much for their children but this is an entirely mistaken view. They send their children away because they value them, wanting them to grow up to be strong and independent adults capable of taking responsibility for themselves. Children are so precious to Imperial Orcs that they find the idea of orphans horrifying. As a result it is not uncommon for Imperial Orcs to adopt abandoned human orphans and raise them as their own children. Such individuals must join another nation when they come of age, but most remain firm allies of the Imperial Orcs for the rest of their life.

Funerals

Imperial Orcs believe it is essential to stay together even in death. Every effort is made to ensure that the fallen are not left alone on the field of battle. Orcs bury their dead in mass graves and the fallen are carried in ceremony until they are joined by others or their bodies can be added to an existing grave.

When a shaman or an Imperial Orc ritualist dies, it is common to claim a few bones from the body. These bones are carved or etched and used to create talismans useful in orcish ritual magic.

When I am old, with skin of white / my children with me late at night / 'Tell us a tale' They'll beg of me / 'Tell us all in your memory'

I'll tell you of those fallen down, / the dead and dying on the ground / I'll tell the tales of their worth / Their bodies rotting in the earth

I'll sing the songs of legions strong / A wall of legionnairs, miles long / the ring of steel upon my shield / none of us would ever yield

My memories will keep me strong / when fighting days are far far gone / My face of joy when our first crop grows / and the time I broke that butchers nose

And when I pass, my last breath gone / I hear that chilling ancestor song / I hear their voice one last time / As over the abyss I must climb.

Irontide Bruk; written for the Empty Throne Poetry Contest, Empire Day 378YE

The nation

Core Brief

- Introduction

- The people

- Culture and customs

- Look and feel

- Orc species brief

Further reading

- History

- Leadership

- Economic interests

- Military concerns

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_culture_and_customs&oldid=61159"

Imperial Orcs economic interests

Contents

- 1 Overview

- 2 Bonesetters

- 3 Thief-takers

- 4 Reavers

- 5 Resources

- 6 The nation

- 6.1 Core Brief

- 6.2 Further reading

Overview

Imperial Orcs see money as something that separates free citizens of the Empire from slaves. Perhaps more so than many humans they understand the freedom that comes with being able to buy and sell things freely. A number of the first generation were raised in League cities, and possessed a well-developed appreciation for the power that comes with wealth. In keeping with their instinctual desire to be part of a group, however, many Imperial Orcs see a distinction between personal wealth - enough money to live in comfort - and the wealth of the legion - the wealth that comes from and is used to keep everyone in the legion well equipped, fit and capable of doing their jobs.

Bonesetters

Many legions pool the majority of their wealth and resources, using it to provide for the members of the legion on the basis of need. A warlord will usually appoint one or more individuals to look after a legion’s wealth. By tradition these people are called bonesetters and are usually trained apothecaries, physicks or both.

Bonesetters are expected to attend to the physical needs of the legion, but their remit runs well beyond this. Most bonesetters proactively work to enrich their legion, investing the legion’s resources as they see fit to try to increase the legion’s wealth. Bonesetters have no formal powers but they often broker deals for the skills of individual legion members or even the whole legion, if they are confident that their warlord will support them. A competent bonesetter who is working in the best interests of their legion can usually count on their support. Few Orcs want to annoy the individual whose responsibility it is to treat the wounded but more importantly, the genuine bonesetter is assumed to be making deals for the benefit of the entire legion.

Thief-takers

Orcs despise criminals or indeed anyone who puts their own interests above that of their group. As a result Imperial Orcs find themselves natural supporters of the Imperial legal system. If an Imperial Orc witnesses corruption or lawbreaking, they are likely to take steps to immediately arrest the criminal, and take them straight to the nearest magistrate for judgement. As a result many have found a niche for themselves serving as thief-takers.

Thief-takers earn their income by collecting bounties on criminals who have fled the law and more rarely by taking payments from private individuals looking to identify perpetrators of crimes. Thief-takers are overseen by the Imperial magistrates and the most effective work closely with them. Some legions encourage their members to take this work, believing that it earns wealth for the legion as well as performing a valuable service, but some Orcs enjoy the work so much that they make a life for themselves outside the legion forming small bands with other successful thief-takers.

The large number of Orcs prepared to carry out this work, and their strict adherence to the letter of the law, particularly enacting magistrates’ orders which would make others’ lives politically very uncomfortable has meant that in recent years more and more of this work is brought directly to the Imperial Orcs. In particular a number of magistrates have adopted the “culprit’s walk” where suspects are forced to walk around the Orc camp before being released on bail. The culprit’s walk makes it easier for Orc thief-takers to identity suspects that fail to return for trial as well as making the culprit aware of the resources available to bring them to justice. There have been three attempts by the Senate to ban the culprit’s walk but thus far they have all been unsuccessful.

Reavers

A handful of legions no longer maintain links with the armies. They have come to enjoy the freedom and wealth afforded by mercenary work. These groups, called reavers, support themselves by raiding, adventuring, and hiring themselves out as guards and escorts to merchants prepared to pay to secure the martial might of an orc military unit. With their income not tied to the vagaries of the Imperial Guerdon, or the strategies of the Imperial Military Council, bands of reavers may quickly become wealthy.

Reavers are mostly tolerated by other Imperal Orcs; as often as not their wealth helps to enrich the Imperial Orc nation and thus can still claim to be serving the Empire in their way. The primary bone of contention used to be that reavers were often loyal to their own band first, and to the rest of the Imperial Orc nation and the Empire a distant second. However with Imperial Orcs legions increasingly abandoning the Summer Storm and the Winter Sun to follow the Guerdon, the distinction between the two groups is increasingly blurred.

Reaving is seen as a good way of life for those Orcs who chafe under the leadership or strict discipline of army life. Furthermore, the line between legions and reavers is easily crossed. Legions that find themselves unable to respect a general or the demands of the Military Council may up the reaving lifestyle, sometimes for years at a time. Reavers who become prosperous may enjoy the luxury of supporting one of the Imperial Orcs armies without concern for Guerdon shares, or as a route toward taking a more significant role in Imperial Orcs society.

Resources

Until recently most Imperial Orcs favoured military units and only a few invested in herb gardens, mana sites or other static resources. Now that their dream of a homeland of their own has been realized, increasing numbers of them are moving there to take up stewardship of the valuable resources left by the departing Wintermarkers. They are swiftly proving themselves to be capable as farmers, business owners and more, and for the most part they are able to fill the many needs of their nation's people.

However most Imperial Orcs still regard mines with a great deal of distaste and few Orcs can be convinced to work them. As a result the Imperial Orcs usually avoid them and those that do own them often have to hire Wintermarkers or other Imperial citizens to work them. The shortfalls in metals and other materials that the Imperial Orcs need were traditionally provided by reavers, but increased opportunities to trade with other Imperial nations and even the Thule means that there are now more options available to ensure that an Imperial Orc can avoid the stigma of having to work a mine.

The Foreman of the Mines of Gulhule in particular plays a role in keeping the Skarsind mines operational. This ministry involves ensuring that sufficient mine workers are employed to exploit the rich mineral wealth of the Skarsind mountains.

The nation

Core Brief

- Introduction

- The people

- Culture and customs

- Look and feel

- Orc species brief

Further reading

- History

- Leadership

- Economic interests

- Military concerns

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_economic_interests&oldid=61831"

Imperial Orcs hearth magic

Contents

- 1 Symbols

- 2 Worth

- 3 The nation

- 3.1 Core Brief

- 3.2 Further reading

Symbols

Symbols as marks of identity and loyalty are culturally important to Imperial Orcs, but they are also a form of hearth magic. Symbols are used to bind people together, and can be used to strengthen magic that affects groups of people. Imperial Orcs dislike uniformity, so the symbols they use are rarely identical in size and shape; what is important is the thematic image and implied unity. The power of the hearth magic lies in the repetition of the symbolic meaning, rather than in the shape and colour.

The hearth magic of symbols can also be used to create or enforce identity. For orcs, the decision to adopt a symbol is never taken lightly because they know that wearing the symbols of others creates bonds that work to encourage loyalty and unity.

Worth

Imperial Orcs believe that items have worth based on their history and deeds, how they have passed from one owner to the next and how they have been used. Worth is important in to the ancestors, but it is also an effective hearth magic because the item can influence the owner as much as the owner influences the item. As items gain worth, they pass the essence of that power on to their wielder. A sword used to perform courageous deeds helps the bearer be courageous; a sword used to perform cowardly backstabbing encourages the wielder to be a cowardly backstabber.

This means that the orcs believe that some items with worth are better off being destroyed. An example might be the crown of Alderei the Fair - nobody can deny it has worth but that worth is tainted and corrupt because of the terrible deeds it was part of. Anyone who takes that item runs the risk of becoming cruel and tyrannical.

The nation

Core Brief

- Introduction

- The people

- Culture and customs

- Look and feel

- Orc species brief

Further reading

- History

- Leadership

- Economic interests

- Military concerns

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_hearth_magic&oldid=61152"

Imperial Orcs history

Contents

- 1 Slavery

- 2 The Uprising

- 3 The Revolt Spreads

- 4 Citizens of the Empire

- 5 The Plan

- 6 Skarsind

- 7 A Future Unwritten

- 8 The nation

- 8.1 Core Brief

- 8.2 Further reading

Slavery

The Imperial Orcs began as slaves. By the time the First Empress was putting her Empire together, generations of orcs had been born, lived and died as slaves to the human nations. Slaves were rare in Navarr and Urizen, because they had little use for them, and in the Brass Coast because slavery was an abomination to many. However it was commonplace everywhere else in the Empire; just as it was common for humans to labour as slaves in the lands the Orcs controlled. For the forerunners of the Imperial Orcs the founding of the Empire swelled their numbers as more Orc tribes were conquered but it brought no respite from their toil.

Orc children were traded like livestock. The old and the weak were left to starve. Thoughtless cruelty was commonplace. The most common attitude of slave owners was that orcs were lucky to be alive, the only alternative they saw was death for those who resisted the expansion of the Empire. Those orcs who escaped captivity were simply never seen again, unless they were hunted down and brought back to the camps to face execution as a warning to the others.

Orcs taken as slaves were deliberately separated from their tribes to make them easier to handle. The result was that the orcs had lost all sense of identity, stripped of their tribal heritage by generations of slavery. As a result when an orc managed to escape, they made no effort to rescue anyone else.

The Uprising

The uprising began in Varushka with the legendary orc warlord Thrace. Young, confident and strong-willed, he saw something that no previous orc slave had seen. The other orc slaves were not strangers, they were part of his legion - his tribe. Through force of will and physical might, he bound his fellows together. He engineered a collapse in the mine allowing the entire legion to escape as one. A single escape was not enough for Thrace and his legion - they had decided that all the slaves kept by the Empire were their people, and they set out to free as many of their tribe as they could.

Thrace's legion began raiding nearby slave enclosures, freeing other orc slaves and appropriating weapons and food for their growing band. Wherever Thrace's legion went, they offered the slaves they liberated a simple choice. Join our legion and come with us, or stay by yourselves and try to make it alone. The majority chose to join the legion, and their numbers quickly grew. Throughout the Summer there were numerous battles with Varushkan troops sent to deal with the uprising, but the results were indecisive and with winter closing in, the Varushkans were forced to abandon the pursuit.

By this time the legion had grown so large that Thrace was forced to split his forces in three to allow them to survive the winter. They spent the cold months practising with the armour and weaponry they had captured. Messengers were sent to the barbarian tribes, to seek aid, but they were bloodily rebuffed. If anything, the barbarian tribes seemed to hate the liberated slaves even more than the humans. From surviving emissaries, the news trickled back that no escaped orc slave had ever been accepted among the barbarians; those few who had survived the arduous trek to the lands claimed by the barbarians, and those slaves in territories that had fallen to the barbarians, were simply killed.

With the first thaws of spring, the Imperial army tried to catch the orcs in a decisive engagement, but Thrace and his warlords resisted. The Imperial generals called in reinforcements, and finally they managed to corner the orc force with no opportunity for escape. The orcs still had the advantage of numbers, but they had only a fraction of the weapons, armour and training of their enemies and it was clear that defeat was certain without a miracle of some kind. Determined not to allow the uprising to be crushed, the legion sent the best warriors out in small groups in the night with orders to slip past the Varushkan armies and carry the uprising to all the lands of the Empire. To give them cover to make their escape, Thrace led the legion in a surprise attack against the encamped Varushkan armies near Kolvy in Karov.

Woefully under-equipped compared to the Imperial troops, the legion managed to keep the Varushkans busy until late in the day. They fought valiantly, desperately, but they were no match for the massed might of two imperial armies. It is widely believed that Thrace died in the engagement with the Imperial armies. To date no Imperial Orc can claim reliably to have heard his voice and some believe this means he is not actually dead. It seems unlikely that he is alive, but equally unlikely that such a pivotal figure would not have become an ancestor after death.

The Empire crushed the slaves and on the orders of the Varushkan generals no prisoners were taken. Every orc not killed in the battle was executed, and survivors were mercilessly hunted through the early winter months. The bodies were burnt in massive funeral pyres, and the Empire considered the matter at an end.

The Revolt Spreads

On the first day of spring of the next year, the soldiers that Thrace had ordered to flee Varushka attacked slave camps in Wintermark, Dawn, the League and Highguard. They had spent the winter spying out all the weakest defended areas where slaves were being held and they fell on them slaughtering any Imperials not smart enough to run. Their numbers swelled rapidly, just as they had done in Varushka, while the Empire struggled to respond to a widespread threat erupting in lands it considered secure.

There were atrocities on both sides during this period - stories of entire camps put to the sword by terrified owners, or villages sacked and every human within slaughtered by rampaging orc slaves in search of supplies. Not all contact between orcs and humans was hostile however; a handful of notable Freeborn and League merchants realized the potential for profit and began to sell weapons and provisions to the orc legions in return for plundered ores.

While the orcs tried to avoid pitched battles, their groups became too large to move effectively especially in open lands. Several major engagements took place in Dawn and Wintermark and although the orcs suffered a number of defeats there were always more camps to raids so their numbers continued to grow. The message of the revolt spread through the orc population, no matter how hard the Empire tried to prevent it. "We are one tribe," it ran. "We are one people, and we will not be slaves any longer." Several camps spontaneously revolted and while most such mini-uprisings were ruthlessly suppressed enough succeeded, forming new legions who set out to join up with their free fellows.

As the year drew on, the disparate orc forces created a massive encampment near the city on the League city of Temeschwar where thousands of slaves were held, The city was well defended however and it was clear that they lacked the numbers to take it so they pushed north into Varushka intent on surviving the winter there as they had done the year before.

It was there, that Emperor Ahraz of the Brass Coast made contact with them, initially via contacts cultivated by Freeborn merchants, and later in person. While the Empire tends to take a dim view of Ahraz, the orcs mostly speak of him as a man of great sincerity and passion who convinced them that he could not only save their people, but give them a purpose and a home. All they had to do was swear to serve the Empire and the Imperial Throne.

Several legions refused to accept Ahraz' offer - to join the Empire that had enslaved them - and even the Emperor could not ensure their safety. They headed into the Varushkan wilderness, and out of the Imperial Orc histories. Some were exterminated by the Imperial Armies, others were prey to monsters, and a few exist today as beleaguered bandit tribes.

Those who accepted Ahraz' offer marched along with his forces to Anvil, in a calculated show of force, to where the Senate was sitting. The Emperor presented the agreement to the Senate, and hours of frantic politicking took place. The Emperor's faction won the vote. Several far-reaching changes took place as a consequence; it became it illegal to keep orcs as slaves and those who swore to serve the Empire were accepted as Imperial citizens.

Citizens of the Empire

Acceptance of the orcs as citizens of the Empire meant the end of slavery. Those orcs still enslaved were brought to the vast camps based near Anvil. Tents and provisions were provided but life in these refugee camps was crowded and dirty. As months passed these camps became the de facto home for the Imperial Orcs. The Civil Service made a great push to recruit orcs into the Imperial army; the discipline of army life suited the orcs and keeping their people together made it possible to exert leadership over them.

The years that followed also required each of the now-Imperial Orcs to take the Tests of Adulthood. They learned to read and write first from Urizen teachers, and then from each other. These were the first of the skills that the orcs had been denied as slaves, but others followed - metalworking, building, sewing - all had to be relearned.

Many orcs were keen to abandon the past and embrace the opportunity they had won for themselves as citizens of the Empire. The legacy of Thrace was to show the orcs that they were a people, and one that existed long before Ahraz made them citizens of the Empire. The orcs know that the Emperor did not make them one people, it merely gave their people a name.

The Plan

After the orcs agreed to join the Empire, the first problem that had to be addressed was where they would live. The human nations that had formed or joined the Empire held lands of their own. Territories that were liberated from the barbarians were incorporated into existing nations. But as slaves, the orcs claimed no lands of their own and no Imperial senators, not even the Freeborn were keen to offer the Imperial Orcs a home within their borders. To resolve the problem the representatives of the orcs proposed a simple plan - the orcs would become a nation without territories, claiming no land of their own until they could conquer one following Imperial statute. This proposal relieved the fears of many senators and helped to win the support of the League, although it was heavily criticized by the Highborn.

So the Imperial Orcs fought and died in the service of the Empire - always seeking to pursue "The Plan". Help the Empire conquer new lands and eventually the senate would assign one to the Imperial Orc nation so that they will have a homeland of their own. The Orcs were not naive about the obvious military, political and historical challenges they faced, but most believed that their journey to full citizenship in the Empire would never be complete until they held a territory. As a result the leaders of the Imperial Orcs and the legions themselves make a deliberate effort to keep the orcs together as a people, enduring the hard life in the legion camps as an essential sacrifice in order to achieve their ultimate goal. Individuals who settled down in other nations were seen as undermining the moral imperative for the Imperial Orcs to be given lands of their own and regarded with open hostility by many.

When Empress Britta took the Throne, she made overtures to the Imperial Orcs bringing them into the inner circle of her advisors. With their drive for conquest undimmed by the decades since the uprising, the Imperial Orcs were key to her ambitions to reinvigorate the Empire and take the fight to the barbarians who pressed their borders. Some claim that she made secret pacts with the leaders of the Orcs, promising them lands in return for their support. The truth of such matters probably died when Britta was ambushed and killed along with many of her most ardent supporters. However some years later, when the Imperial Favour of Britta was discovered - those who held it reported that it had been placed in trust for the Imperial Orc nation.

Skarsind

In 379YE the Imperial Orcs helped the Wintermarkers fight off a cruel assault by the forces of the Thule Dragons. During the battle, the Orcs recovered the Crown of Three Tears, the ancient Wintermark symbol of unity. After the fighting was complete, members of the Irontide and Skywise legions returned the priceless crown to their allies. It is claimed that this great gift was instrumental in awakening the Wintermark people to the long suffering of the Imperial Orcs. In gratitude Wintermark proposed to give the Imperial Orcs a gift that would far surpass even the crown - a homeland - the territory of Skarsind. There were significant political and constitutional hurdles to overcome but eventually the territory was relinquished and then assigned by the Senate to the Imperial Orcs.

Some of the history of that momentous decision and the events that followed is recounted here. A few Imperial Orcs remain conflicted about the decision to this day; they say that the Plan had always been to claim a nation through their own military force, not to gain land from the beneficence of others. For the majority however, Skarsind represents the culmination of three generations of struggle; the Imperial Orcs proved themselves time and again on the battlefield until eventually the Empire - led by Wintermark - saw fit to give them what was long owed. As the news spread, tens of thousands of Imperial Orcs from across the Empire have moved to Skarsind, eager to finally put down roots and grasp the opportunity presented by this rich land. For many Orcs, Skarsind seems like everything they have ever wanted.

A Future Unwritten

This land is the vision that Emperor Ahraz promised their forebears, this gift from Wintermark is Britta's legacy. It is in the nature of orcs to strive - the Plan may be over - but now there is a new challenge facing the Imperial Orcs. Can they build a nation worthy of Thrace and every Imperial Orc who went before them? Now they have a seat at the great table, can they build a nation to become the equal of any other?

The nation

Core Brief

- Introduction

- The people

- Culture and customs

- Look and feel

- Orc species brief

Further reading

- History

- Leadership

- Economic interests

- Military concerns

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_history&oldid=66074"

Imperial Orcs leadership

Contents

- 1 The Legion

- 2 Leading a territory

- 3 Shamans

- 4 Prominent Imperial Orcs Legions

- 5 The nation

- 5.1 Core Brief

- 5.2 Further reading

The Legion

The legions are the backbone of the Imperial Orc armies, and most Imperial Orcs are (or were) a member of one of the countless different units of tight-knit soldiers. Each legion has its own identity but most are organized along military lines, and are an official part of one of the two Imperial Orc armies. In practice the legions are a cross between a regiment and an informal family group. Although not all the members of a legion are warriors, or even members of the army, the camaraderie and mindset of the career soldier tends to permeate throughout a legion.

Each orc legion chooses its own name and symbols but most can also be identified by their favoured fighting style.One legion may have a bias for plate armour and pole-weapons, while another favours sword and shield. Warriors are usually expected to have at least a basic mastery of their legion's favoured style. Each legion is fiercely proud of its identity in battle, and a healthy, good natured rivalry exists between legions with regard to tactics and combat style. This rivalry is put aside on the battlefield, and warlords are careful to ensure that it never undermines loyalty and service to the Empire; the place for combat between members of rival legions is the fighting pit, not the battlefield.

Banners and standards are particularly important to Imperial Orcs. Legion camps are often decorated with banners displaying legion symbols, as Orcs find it reassuring to be surrounded by images that reinforce their group identity. Many bear an image of the horse as a symbol of the Empire alongside specific legion markings and colours. Imperial Orcs differentiate between banners, which are general symbols of legion identity, and a legion standard. Many legions have a legion standard, which is a symbol of the legion's pride. Trophies from particularly notable legion members or items of exceptional worth that once belonged to someone in the legion are often added to a legion standard.

Legions chose their own commanders, called warlords, with individuals chosen for their ability to provide clear effective leadership in battle, according to the traditions of the individual legion. Orcs expect their leaders to be inspirational as well as astute so the majority of warlords are powerful warriors who lead from the front. Those who lead by cunning alone need to be particularly smart and their legions are often small but very tight knit. Warlords appoint members of the legion to a chain of command beneath them, so that if they fall in battle they can be quickly replaced – the life of the legion is always more valuable than the life of any individual.

Most legions have a clear chain of command with harsh punishments for disloyalty or disobedience. Imperial Orcs usually have little sympathy with individuals who refuse to follow orders. In battle, those who find themselves at odds with a legion’s leadership face summary court martial, at other times they are usually expelled from the legion. In such cases a group of orcs usually form their own rival legion, while an individual must attempt to join another legion or face existence alone.

Few Imperial orcs have much time for or interest in the sophisticated political intrigues so popular in places such as the League. They are perfectly capable of understanding that a senator might say one thing and mean another, but among themselves they expect plain talking. In part this is because Imperial Orcs expect and demand an unyielding chain of command. Leaders amongst the orcs will usually explain the details of a plan because they want their followers to understand it, but they rarely if ever feel the need to justify it. In the view of most Imperial Orcs you either trust your leaders implicitly or you choose someone different to follow. Undermining your leaders weakens the whole legion, and is regarded with contempt when done to advance your own position.

Leading a territory

OOC explanation

- Anyone can stand as senator

- Only soldiers who are from the territory can vote

- The egregore will settle any disputes about who is a soldier

- Candidates make a speech about an item of worth

- Voters place a weapon before their chosen candidate.

- Majority support takes the seat

With the new Imperial Orc homeland being established in Skarsind, the Orcs now elect a senator to represent them in the Imperial Senate. Any Imperial Orc citizen can stand for election as senator, but only those Imperial Orcs who are soldiers living in Skarsind have a say in choosing the senator.

This limited enfranchisement reflects the Orcs martial history and their militaristic nature. Soldiers includes more than just warriors - the fighting strength of the Imperial Orcs is made up of all those individuals who travel to battle through the Sentinel Gate as part of the Imperial Orc force. If any orc questions the right of another to call themselves a soldier then the egregore will arrange for them to show their will to face danger in the fighting pit against an opponent of the egregores choosing. Once mettle has been proven, no further challenges will be accepted that summit.

Once the candidates have made themselves known, each in turn is invited to present an item of worth and explain its significance to the candidate or the nation. The egregore has recommended this method because the Orcs need to be represented by someone who can hold their own in an arena where debate and the ability to express oneself are key.

After each candidate has spoken, those orcs eligible to vote can place a weapon in front of the speaker they support. Once every orc has had their chance, the number of weapons is counted and the orc that has received the most becomes the new senator.

When the Imperial Orcs had no territories of their own, they did not possess senators. As a result the effective leadership of the nation lay with the warlords, and most especially with the two Imperial Orc generals. Generals were chosen by bouts between legion members under rules agreed when the orcs joined the Empire. When they gained control of the territory of Skarsind, this process was abandoned in favour of appointing a senator who in turn appoints both generals.

Shamans

Shamans play an important role in the leadership of Imperial Orc society. Their link to the orc ancestors is considered to provide valuable insight and wisdom. By tradition shamans are consulted by Imperial Orc senators, generals, and warlords before significant decisions are made, so that they can provide the ancestor’s guidance. A warlord or similar individual might have a specific favoured shaman they regularly consult, but senators and generals are more likely to speak to all the shamans present. Individual Orcs also seek out shamans for advice when they make important decisions, either to receive guidance in making up their minds or to see how the ancestors feel about the course of action they have decided on.

It is not uncommon to ignore the advice shamans give though it should always be weighed and considered. The orcs' barbarian ancestors do not understand the life of the Imperial Orcs, and their voices tend to be the loudest of those heard by the shamans. There are exceptions; some shamans possess enough wisdom that their advice is valuable even when it does not come directly from an ancestor, and other shamans have an affinity for one or more helpful ancestors whose words often seem to be more relevant to their Imperial descendants.

Prominent Imperial Orcs Legions

A short list of well-known Imperial Orcs legions who regularly attend Anvil can be found here.

The nation

Core Brief

- Introduction

- The people

- Culture and customs

- Look and feel

- Orc species brief

Further reading

- History

- Leadership

- Economic interests

- Military concerns

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_leadership&oldid=61830"

Imperial Orcs lineage and species attitudes

Contents

- 1 Overview

- 1.1 Unusual origins in play

- 2 The nation

- 2.1 Core Brief

- 2.2 Further reading

Overview

Orcs do not have lineage. To most Imperial Orcs, humans with lineage are still citizens of the Empire, and they do not discriminate against them especially. Many orcs see no difference between humans with lineage and humans without lineage.

A small number of Imperial Orcs are not descendants of the original slaves freed after Thrace's rebellion. Occasionally a band of bandits will seek out the egregore and petition to join the nation, sick of their lives living hand-to-mouth in the wilderness. Recently, a small handful of Lasambrian orcs from the Hierro clan made the trek to Skarsind after their people were conquered by the Jotun and refused shelter by the Empire. Perhaps two hundred former slaves from the eastern Principalities of Jarm, educated at the College of the Liberated, became part of the nation in 380YE.

Not all Imperial Orcs welcome these newcomers, often claiming that anyone whose grandparents were not enslaved by the Empire should not be allowed to join the nation. However those who have settled in Skarsind have been accepted by the Imperial Orc egregore as they are willing to adopt Imperial Orcs culture and customs and thus become part of the nation. That is more than good enough for most Imperial Orcs.

For many years there has been a common enmity between barbarian and Imperial orcs. During the uprising efforts were made to make contact with the barbarian tribes but they were rejected. In some cases the emissaries were simply killed, but some tribes made offers of help or sanctuary only to betray them to the Empire.

Prior to the uprising it was often claimed that slaves who managed to escape were welcomed by those tribes who were hostile to the Empire; in fact it has become increasingly clear that those who did manage to reach to the barbarian lands did not find the welcome they had hoped for. Most likely they were summarily slain - but nobody is quite sure. What is certain is that nobody has ever found any trace of such people living among the barbarians.

The motivation for the barbarians' hatred of the Imperial Orcs is not clear, but it seems to stem from a fundamental belief that they are somehow dirty or spiritually corrupt. What is notable is that this hatred has diminished or even entirely disappeared in recent years. Imperial Orcs are no longer singled out for attack by the enemy on the battlefield and the enemy now seems to regard them as little different to any other Imperial. Nobody is quite certain what actions or events have caused this change - but it has been noted by observers of all four barbarian tribes.

Unusual origins in play

It is fine to be generic tribeless bandit from some uncivilised region of the Empire who joined the Imperial Orcs either as a child or an adult - although an adult may have to answer for any crimes they committed as a bandit. You can also play one of the Liberated, provided you meet he minimum requirement of fluency in an appropriate language.

It's okay to play a character who used to be a Lasmabrian member of the Hierro tribe, although the wiki is very short on detail which might leave you struggling to cover any gaps. Key points are:

- There were three tribes of them - they were all bandits - Hierro, Corazon, Naguerro. The Naguerro were traditionalists lead by their shaman, the Hierro were interested in expanding the grasp of the Lasambrian tribes to conquer the Brass Coast, and the Corazon were a warrior-tribe caught between the two.

- They Lasambrians invaded Segura, were driven off - and then their lands were invaded by the Jotun and the Iron Confederacy.

- The Corazon accepted the Jotun choice and joined their tribe. The Naguerro refused to surrender to the Iron Confederacy and were eventually rescued by the Grendel - they have an abiding hatred of the Empire.

- One tribe - the Hierro - briefly sought sanctuary in the Empire. After the Empire gave them Virtue - they became ambitious, proud and courageous. The renewed spiritual strength allowed them to appreciate that the Empire would never give them what they wanted - so most left to join the Jotun. A handful went north and joined the Imperial Orcs.

It is important to note that you must still be an Imperial Orc - the egregore only accepts people who have embraced Imperial Orc ways and culture. You can have been Hierro - or a minor tribe - but you're an Imperial Orc now.

The nation

Core Brief

- Introduction

- The people

- Culture and customs

- Look and feel

- Orc species brief

Further reading

- History

- Leadership

- Economic interests

- Military concerns

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_lineage_and_species_attitudes&oldid=62731"

Imperial Orcs look and feel

Contents

- 1 Overview

- 2 General

- 3 Clothing

- 3.1 War Skirt

- 3.2 Leg and Arm Wraps

- 4 Imperial Orcs Warriors

- 5 Imperial Orcs Magicians

- 6 Jewellry

- 7 Camp

- 8 Children

- 9 Icons and Artistry

- 10 Less Appropriate

- 10.1 Warhammer and Warhammer 40K

- 10.2 The Lidless Eye and the White Hand

- 11 The nation

- 11.1 Core Brief

- 11.2 Further reading

Overview

The Imperial Orc look is a patchwork of second-hand clothing and equipment collected together. Equipment is aged and worn, a reflection of the Orc preference for old items with history and story over things that are new. Imperial Orcs have been free for barely the span of two generations, enough time to learn basic skills but not enough to master them. Moreover most orcs take pride in being able to make and maintain their own clothing and equipment but they have little interest in their appearance. As such Imperial Orc craftwork lacks sophistication - it is simple and practical.

Base colours are dull or dark; brown is seen as a practical colour that hides mud and dirt stains. These will be contrasted with stark colours like blood red or midnight blue. The surface of weapons and armour are often treated, dulling, darkening or painting the metal to protect them against further rust. Clothing and equipment are all marked with symbols of identity, painted, carved or stitched onto the surface.

Imperial Orcs are practical people who like their belongings to reflect their physical lifestyle. As a result clothing tends to be strong and hard wearing, to resist wear. Leather is common, as are linen and wool - practical materials that will wear well and can be patched and repaired. Tailoring is basic; most orcs wear a simple tunic often combined with a warskirt made up of pieces of leather hung from a belt.

Weapons are heavy and solid, designed to withstand the most brutal impacts without shattering and to pulverize bones rather than cut the flesh. Bows and crossbows are both used occasionally, but most orcs prefer to get close to their enemy.

General

- Feel: Proud, practical, poor, old, worn, independent, physical, fierce.

- Influences: Costume is heavily influenced by the Dark Ages; weapons and armour by the Lord of the Rings.

- Materials: Practical and hard wearing materials like wool, hessian, canvas and especially leather. Materials are usually dyed or stained to protect them and to hide mud or dirt. They also use iron reinforcing clothing with plates of iron and patches of chain.

- Colours: Dull or dark natural shades, particularly brown. Primary colours such as blood red or midnight blue may be used for contrast or to highlight an item.

Clothing

The basic Imperial Orc costume is a woolen t-tunic or similar linen tunic with a simple cut. Dark Age fabrics and costume patterns with their simple cuts are ideal for Imperial Orcs. These drawings show some of the art team’s original ideas for Imperial Orcs in the Empire setting based on the ideas that their clothing is simple practical items they have taught themselves to make since winning their freedom.

Clothing is often supplemented with patches of mail or pieces of plate. Orcs are no more likely than any other Imperial Citizen to wear armour all the time, but armour is considered a mark of status, so small pieces of armour demonstrate the wearer’s right to dress as they please.

Many things owned by Imperial Orcs are ripped and torn or pitted with rust, their appearance hopelessly affected by the rigours of age and hard use. Orcs regard these signs of age as a necessary improvement for a thing to gain worth and care little for the aesthetics. As a result their appearance is usually a motley collection of clothing and items that have been worn and used for decades.

Imperial Orc clothing is often heavily patched and repaired. Being independent of others means being able to maintain your own belongings, so most orcs mend their own clothes. Ever pragmatic, the repairs are usually made with whatever materials are readily to hand.

War Skirt

A war skirt is a common piece of Imperial Orc clothing, fashioned from layers of leather worn over each other and secured to a heavy leather belt or hero belt.

Leg and Arm Wraps

Almost all Imperial Orcs wear wraps around their ankles, wrists and neck to hide any scars once caused by chains and manacles. Many orcs now use other garments to cover these areas, but almost all orcs cover them in some way. To leave the skin in these areas exposed is considered shameless by most Imperial Orcs - a taboo akin to public nudity. Wraps are less common in battle, but heavy gauntlets and boots cover the ankles and bevors are a common piece of armour worn to protect the neck as well as cover it.

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Wraps or similar are not essential, but they are a very effective way to easily hide skin on the wrists ankles and neck. This means you don't have to bother painting it and avoids all the usual complications and problems when make-up runs.

Imperial Orcs Warriors

Heavy, layered armour, thick leather, mail and plate are common. Imperial Orc armour usually shows signs of wear. Mail and plate is often rusted while the surface of leather armour will usually be cut and notched. It is extremely rare for armour to be made as a complete suit - it is much more common for pieces to be cannibalized from various disparate sources.

They prefer weapons that can endure for generations without shattering or corroding away. As a result they favour oversized weapons with plenty of heft designed to smash through bone rather than to thrust or pierce the flesh. Swords usually have thick heavy blades almost like cleavers. Many continue the blade over the guard of the handle giving the weapon a fierce and brutal demeanour.

Round shields are preferred, usually painted or daubed with crude symbols. Warcasters often use a kite shield rather than a round shield both to have the biggest shield possible and to make up for their lack of heavy armour.

Imperial Orcs Magicians

Mage armour is often fashioned from thin leather with symbols interwoven with runes and other decorations.

Shamans prefer implements fashioned from or decorated with with bone. Warcasters prefer heavy iron rods that can serve as effective weapons without the aid of magic.

Jewellry

Camp

Children

Icons and Artistry

Orcs feel a strong need to be part of a well-defined group. They tend to see the group’s identity as an essential part of their own identity, and they like to have clearly visible symbols of membership.

Orc symbols are usually added to items by the owner themselves. The simplest are painted or drawn, but more skilled orcs will burn, gild or embroider symbols onto their belongings. Orcs dislike uniformity so symbols are often recurring interpretations of a theme rather than a specific design used by everyone. In a legion of orcs that use a dagger as their symbol for example, each design may be a slightly different shape, size and colour, but provided they make the individual’s legion clearly identifiable then they achieve their purpose. It is the underlying motif that it is prized; the visible demonstration of allegiance.

Many Imperial Orcs have adopted the Imperial Horse as the unofficial symbol of their nation. They embellish personal equipment with the image and incorporate it into banners and other symbols. Most orcs belong to a legion and the Imperial Horse usually takes pride of place next to the legion symbol.

Orc iconography itself is often stark, hard edged or stylised and almost seems to be an opposite to the extravagant artistry of Dawnish heraldry. It often depicts chains, manacles or other items associated with slavery and hard labour alongside more martial symbols like weapons or armour.

There is always some element of Imperial imagery included in Legion banners, though they are also depicted with a similar martial aspect. For example the horse is generally armoured, the crown mounted on or part of a helm.

The colours used often ape the limited palette of Highguard with red, black and white being popular, as well as occasional use of Imperial gold and purple. However the main body of many Legion and group banners come in a wide range of colours with each one bearing some significance to the individual Legion or group.

Less Appropriate

In defining the ideal look and feel for the Imperial Orcs we have chosen not to include some images. Orcs are a common feature in many settings but we wanted to create our own version of orcs that fit with the story and setting of Empire. For this reason we deliberately omitted elements from other settings that are so striking and memorable that it is impossible to see them without thinking of the game that created them.

We've listed some of the items we chose not to include in the look and feel below along with a short explanation of why they are not perfect for the Imperial Orcs. It is okay to use these items as part of your kit, creating a costume is always a compromise as time and money are limited. What we want to do is be clear on the suggestions we are making, so that players who are looking to create new kit or add to their existing kit can be confident about what will look great for the nation.

Warhammer and Warhammer 40K

The Games Workshop settings are iconic and memorable and have inspired many LRP characters. The imagery is instantly recognizable to anyone who is familiar with the games and conjures up images of the culture and style of Games Workshop orcs. We have deliberately chosen to draw most of our inspiration from the orcs and the Uruk-hai presented in the recent Lord of the Rings movies rather than the Games Workshop setting. For this reason it is much better to avoid iconic Games Workshop symbols like the yellow crescent of the Bad Moon Orcs or the vibrant green of their green skins if humanly possible.

The Lidless Eye and the White Hand

Orcs in Empire are far from the bestial creatures presented in the books and films but Tolkien's orcs are one of the inspirations that we have used. However neither Saruman nor Sauron exists in Empire so it is better to avoid their iconic symbols, the lidless eye and the white hand, if possible.

The nation

Core Brief

- Introduction

- The people

- Culture and customs

- Look and feel

- Orc species brief

Further reading

- History

- Leadership

- Economic interests

- Military concerns

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_look_and_feel&oldid=61828"

Imperial Orcs magical traditions

Much of the magical arts of the Imperial Orcs were lost during the generations in which they were enslaved. Since winning their freedom, they have experimented freely as well as employing techniques, spells and rituals learned from other nations. Urizen in particular was adamant that the orcs needed to learn magic and arranged for Urizen magi, runesmiths and icewalkers from Wintermark, and volhov and cabalists from Varushka to teach the orcs.

Contents

- 1 Ancestors and Rituals

- 2 Warcasters

- 3 Oathwrights

- 4 The nation

- 4.1 Core Brief

- 4.2 Further reading

Ancestors and Rituals

Learning ritual magic proved a painstaking process for the Imperial Orcs. Attempts to incorporate loud passionate drumming to get the blood pumping in the way some barbarian tribes perform rituals seems to draw the attention of the ancestors in much the way battle does. These ancestors were hostile and disruptive as is the way with many Imperial Orc ancestors and this made mastering ritual magic incredibly difficult. For a while some magi worried that the orcs might simply be incapable of mastering the art at all.

Eventually the shamans discovered a way to solve their problems using a combination of two powerful Imperial Orc hearth magics. The first is to encourage as many members of the ritualists' legion to be present as possible while performing a ritual, along with banners and flags bearing the legion symbols. The presence of the legion members and their symbols helps to reinforce the sense of identity and belonging that all orcs feel and increases the chances that one of the legion's ancestors will be able to return to watch the ritual.

By itself this is not sufficient; to be effective it must be combined with the second hearth magic, employing worth to ensure the right ancestor is called. Shamans and ritualists keep dozens of items of worth from older ritualists who have died. These trinkets are rarely weapons, magical implements are common but the best items are bone talismans, pieces of bone of varying size taken from a dead shaman's body and carved or etched with the story of their worth. The icewalkers were able to teach the orcs techniques to invoke the names of these ancestors while presenting bone talismans and other items of worth linked to them. When done right it ensures that that ancestor comes to witness the ritual and if the participants have chosen wisely then even the shamans receive advice and help at best or relative quiet at worst.

Shamans took an interest in ritual magic from the start, but this ability to gain moments of clarity and lucidity has served to make ritual magic even more appealing. As a result many seek out any opportunity to perform ritual magic.

Warcasters

The highly physical traditions of the Wintermark runesmiths appealed to some orcs who adopted a similar approach. As their confidence with magic developed they began to craft their own approach to battle magic and moved away from the runesmiths' emphasis on magical runes. What the warcasters wanted was a way to use magic whilst clearly remaining part of their legion. Two core approaches have developed, but regardless of the tactics they favour, all warcasters strive to be disciplined soldiers, used to fighting shoulder-to-shoulder in the thick of battle.

Some warcasters favour the best mage armour they can acquire, a heavy rod and a large shield. Unlike most Imperial Orcs, warcasters favour the kite shields more commonly seen among the Dawnish and Highborn. They also favour offensive spells that repel, entangle or paralyse their foes - many practice delivering a paralysis or entangle spell so as to get the best defensive benefit from their shields. These warcasters seek to fight alongside their legion comrades in toe-to-toe engagements with their enemies.

Other warcasters prefer to fight in the second rank, eschewing a shield and instead claiming the right to carry the legion standard. The logic for this honour is clear - the standard marks their location for the rest of their legion, but is less of an encumbrance than it might be for a warrior as it still leaves a hand free to cast spells. Warcasters who favour this combat style master support magic such as spells that mend or heal their fellow soldiers.

Oathwrights

The Oathwright tradition grew out of Imperial Orc experiences with the create bond spell. They began to question what exactly was happening when a bond was forged between an orc and an item. Discussions with several of the volhov tutoring the orc magicians lead them to question how the bonding interacted with the concept of worth, and to become fascinated by the oaths and promises that served as the underpinning of some Varushkan magic.

The common attitude that a bond is simply a practical application that allows an individual to use a magic item is seen as naïve by these orcs. Imperial Orc items, especially magical items, often have worth and the decision to create a bond between a person and an item is not a decision to be made or unmade lightly. Oathwrights believe that the bond between an item and a person affects them both, items may gain worth by being owned and bonded to the right person and the right item affects an individual's hopes of becoming an ancestor.

Bonds between individuals are even more important and oathwrights take a special interest in these. They often help people craft oaths, offering words of caution and advice and helping them to create vows that are articulate but precise. All magicians can create bonds, but most Imperial Orcs prefer to seek out an expert in the field. Oathwrights take their responsibilities very seriously and often counsel against foolhardy oaths or question an individual about situations where they might feel compelled to break their oath. The best charge for their services, expecting to be paid for their time and their wisdom.

Their interest in oaths, agreements and bargains made them a natural fit for serving as diplomats to the Eternals, where they work hard to extract binding promises from these powerful supernatural beings to aid the Empire and the Imperial Orcs.

The nation

Core Brief

- Introduction

- The people

- Culture and customs

- Look and feel

- Orc species brief

Further reading

- History

- Leadership

- Economic interests

- Military concerns

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_magical_traditions&oldid=61151"

Imperial Orcs military concerns

Contents

- 1 Overview

- 2 Imperial Armies

- 2.1 The Winter Sun

- 2.2 The Summer Storm

- 2.3 Supply

- 3 The nation

- 3.1 Core Brief

- 3.2 Further reading

Overview

At present there are two large Imperial Orc armies, each roughly fifty percent larger than a standard Imperial army. Plans have been mooted a few times for splitting the forces to create three armies, but the two armies were created when the orcs joined the Empire and have a long and noted history that few orcs are willing to give up - most take great pride in their army's achievements. Imperial Orcs are also aware that much of their political unity arises from the tight-knit nature of the armies and the legions attached to them and they are keen to prevent their loyalties being divided amongst too many armies and generals. Ultimately though the biggest consideration has simply been the practical costs involved in reforming the orc armies - the costs involved, the loss of efficiency as the armies are reorganized and the time in barracks required to complete the change.

It is commonly assumed that the Orc love of battle would cause them to throw themselves into the thickest fighting without a care for their own lives. Such behaviour is sometimes observed of the forces of barbarian tribes; their warriors are often overcome by battle-lust. However the Imperial Orcs are painfully aware of their limited numbers and the need to preserve every life to ensure that future generations of their nation prospers. The burden of this responsibility tends to fall squarely on the their military leaders - the generals who command the armies and those who lead the heroes at Anvil. Life is precious - an Orc has but one life to make their mark.

Although orcs strive to preserve themselves and their legion, cowardice is one of the most heinous of crimes – an act of self-preservation which threatens others. By contrast, the truest form of courage an orc can show is to give their life so that the legion can survive; it is difficult to become an ancestor if you fall before old age, and as this is the very zenith of orcish achievement, it takes a truly selfless orc to make the hardest sacrifice. Tales are told of such heroes, but they are always tinged with regret at the waste of life. Every orc that falls in battle is seen as a cause for sorrow, an early death prevents them from becoming an ancestor as well as diminishing the strength of the legions.

The barbarian orcs once harboured a particular hatred for the Imperial Orcs, often singling them out on the battlefield where possible. Some claim this hatred goes back to the time of the uprising when the barbarians refused to aid Thrace and his kin and slaughtered any orcs who made their way over the border. In recent times however this old hatred appears to have abated to be replaced by something akin to a grudging respect. There is a great deal of speculation as to why this may be the case, but no concrete conclusion has been reached.

Imperial Armies

The Imperial Orcs field two large Imperial armies, the Summer Storm and the Winter Sun. Although Imperial Orcs are increasingly putting down roots in Skarsind, the armies remain an important source of identity and a reminder of their peoples' history. Founded in the aftermath of the revolt, membership of the armies was initially influenced by considerations of geography. Today, however, the third generation of orcs attach themselves to the army with which they feel the greater philosophical attraction rather than basing their decision on which army their grandparents' legion belonged to.

Orcs do not generally wear a uniform symbol of the army they belong to, but some may add a white sun or a red lightning bolt. Since each army is made up of many different legions it has become common to refer to the armies collectively as "the legions" and in recent times Imperial Orcs at Anvil have taken to describe the Winter Sun and Summer Storm as the First and Second Legion respectively.

The Winter Sun

This army began with a core of orcs who had been slaves in Varushka, Temeschwar, and Wintermark. Vicious fighting against the Varushkan armies had decimated the numbers of the freed slaves in that nation, and harsh winters had contributed further to the death toll. After the revolt, their numbers were supplemented with orcs who had been enslaved by the Highborn. The first magicians among the Imperial Orcs belonged to this army, however; they found it easiest to absorb the teachings of the Varushkan and Wintermark tutors the Urizen magi arranged for them. The hard core of the army were made up of many who had known Thrace and the other founders of the revolt personally, and they continued to develop the vision of freedom that had first spurred them to escape the mines.

Today the Winter Sun is the more politically active of the two Imperial Orcs armies, but it is also the army most likely to use magic in pursuit of their goals. They garner favours, both through military aid and careful use of their magical resources. More warcasters and oathwrights fight under the banners of the Winter Sun than the Summer Storm, and they have more Preachers.

The first Imperial orc General leads the Winter Sun, and is appointed (or re-appointed) at the Winter solstice. This is a large army with a history of fighting in difficult terrain. Following a ritual performed at the Autumn Equinox 381YE, the soldiers and associated of the WInter Sun experienced powerful visions of the many generations of ancestors who had lived as Imperial slaves. Embracing these visions the general, Bloodcrow Morg'ur, helped to change the direction of the army towards fighting for freedom.

The Summer Storm

This army was formed from orcs who had originally been slaves in Dawn, The Marches and the southern and eastern cities of The League. Their uprising had taken part in the rich heartlands of the Empire, and they did not need to deal with the harsh northern climate that troubled orcs in Varushka, Wintermark and Highguard. They also tended to be better equipped; they were more able to loot weapons and armour, and were in a good position to deal with the 'war profiteers' from The Brass Coast and League cities. Perhaps just as importantly, the southern slaves were often surprisingly well versed in tactics, subterfuge and trade than their northern cousins - many more of them had spent their time as bodyguards, bouncers or gladiators than in the north.

Today the Summer Storm pride themselves on their military acumen. They are the hammer of the Imperial Orcs, well armed and armoured, versed in strategy and tactics, and supported by cunning bonesetters and thief-takers. They tend to be richer in terms of wealth and crafted items, and the first smiths and artisans were part of the Summer Storm.

Shortly before the Summer solstice 380YE, while fighting the Jotun in the Mournwold, the soldiers of the Summer Storm experienced a profound moment of connection with a Jotun ancestor, Sjöfn of the Bittenblade. Apparently an ancient Jotun who appears unconcerned by the nature of the Imperial Orcs; her voice encourages them to fight heroically, gloriously, and revel in the clash of steel on the battlefield. (OOC Note: Any Imperial Orc who might have been present during that campaign can hear this ancestor if they wish; she encourages them to take actions that are in line with the five things of the Jotun.)

The second Imperial orc General leads the Summer Storm, and is appointed (or re-appointed) at the Summer Solstice. This is a large army, known for its ruthless commitment to the arts of war, and its indomitable fighting spirit.

Supply

The Imperial Orcs have long faced a crucial challenge posed by their relatively small population. At present they are able to maintain two large Imperial armies in the field - but only just and only because so many of their people are members of the legions. As things stand it is impossible for them to raise a new army and if one of the current armies were wiped out it is clear that it would be difficult for them to replace it. Imperial Orc generals have learned to be careful about how they deploy their forces - preserving lives where they can - to keep the nation vital.

Gaining Skarsind has given them a homeland but it has done nothing to remedy the limitations of their sparse numbers. When the Highborn liberated Reikos, they were able to supply a fourth army as much because the people of Reikos stood ready to be part of that army as because of the wealth and prosperity the territory eventually regained. The few original inhabitants of Skarsind who still dwell here are Wintermark humans - so there is no indigenous population to swell their ranks.

The harsh reality is that unless the Imperial Orcs can find a way to significantly increase their population in some way, they will never be able to raise another army, no matter how many territories they claim, and they will struggle to replace one of their existing armies should it be destroyed.

The nation

Core Brief

- Introduction

- The people

- Culture and customs

- Look and feel

- Orc species brief

Further reading

- History

- Leadership

- Economic interests

- Military concerns

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_military_concerns&oldid=64070"

Imperial Orcs people

Orcs tend to become anxious and uncertain when alone and seeking solitude is often taken as a sign of illness. They expect individuals to seek out company and welcome those who do but they are often suspicious of those who choose to stand alone, whether human or orc. Orcs act primarily in the interest of their legions and they expect others to do likewise; they are particularly distrustful of individuals who claim to represent only themselves. An individual, or better still a group, acting on behalf of a larger body are usually much better received.

For many years, most Imperial Orcs were soldiers. They enlisted in one of the two Imperial Orc armies with the rest of their legion, fighting the enemies of the Empire. Orcs have an instinctive desire to belong to something, to be part of something bigger than themselves, and most enjoyed the camaraderie and the sense of commitment and purpose they gained from being part of an army. For an Imperial Orc, their legion, their army, and the Empire itself were fundamental to their identity. They took great pride in being part of something greater than any individual, and the triumphs of the Empire were their triumphs. For the Imperial Orcs, the Empire was their tribe.

Even those who did not serve in the army tended to live in one of the many legion camps dotted around the Empire. Some dwelt there permanently, others moved from camp to camp with one of the Imperial armies. Life in the legion camps was crowded; orcs slept in large communal tents and ate, trained, and worked together. This military discipline extended even to those who were not formally part of one of the armies - most orcs are comfortable with the rough but unyielding discipline of legion life.

Now they have a homeland of their own. The military camps have mostly been disbanded, their inhabitants relocating to Skarsind. Where once the orcs lived in tents and makeshift buildings, they have begun to construct permanent towns, villages, and homesteads of their own. Human visitors often find these settlements a little cramped - the orcs have lost none of their affection for communal living.

This change has prompted some Orcs to question if they still need to devote their lives to martial service. Thousands of Imperial Orcs have given their lives already in service to the Empire. Nobody can question their sacrifice, but if their dreams of nationhood are to mean something more than endless war then the Orcs will need to find new ways to serve the tribe. Others point out that martial prowess has always been the Imperial Orc's greatest strength. Are they to become a nation of bookkeepers to rival the League or farmers that can outdo the Marches? They have gained a measure of acceptance from the Empire, why give up the path that has served them so well?

The Imperial Orcs are still a profoundly martial people - a passion for fighting is literally "in their blood". Like many humans they enjoy battle and take great pride in fighting for their Empire and their legion, but for Orcs the elation they feel during a battle goes much further - becoming a definitively spiritual experience. For many it is the only time that they can hear their ancestors communicating to them. Some hear only half-whispered voices urging them on or shouting warning or advice, some hear nothing at all, but almost all derive a cathartic fulfilment from the act of fighting. The fact that all orcs receive guidance from their ancestors is central to their religious beliefs.

The danger, of which the Imperial Orcs are only too aware, is that the thrill of battle is seductive and becomes addictive. Barbarians often lose their sense of self-preservation completely when urged on to fight by their ancestors, but their numbers are almost limitless. The individual barbarian dies, but the tribe lives on. The population of Imperial Orcs by comparison is perilously small and they cannot afford to fight recklessly. Discipline does not come easily to the Imperial Orcs, but the legions train to ensure that they are capable of withdrawing when a retreat is called or holding themselves in reserve until the order to advance is given. Many Imperial Orcs have come to consider that this battlefield discipline and command of tactics is one of the things that makes them superior to their barbarian cousins. All are aware that it is essential if they are to survive long enough to win territories of their own.

Nobody likes to be considered stupid, but Imperial Orcs take particular exception to the idea that they are uneducated or "slow." Some orcs react very negatively indeed to any suggestion that they might not be able to follow someone's train of thought, or might not be able to read something for themselves. They make little distinction between someone inadvertently patronising them in a well-meaning way, and someone who is trying to directly insult their intelligence. Actively mocking an orc's ability to read or write is to openly insult their status as a civilised citizen of the Empire.

Most Imperial Orcs identify with the Empire on a personal level, viewing its triumphs as their triumphs. They view a crime against the Empire as a crime against them personally; to an Imperial Orc a betrayal of the Empire is the same as being personally betrayed. Many even take a crime against another Imperial citizen as seriously as a crime against a member of their own legion, making little distinction between citizens in this regard. As such they are staunch supporters of Imperial Law and will go to great lengths to hunt down criminals. They especially despise thieves and robbers; the right to own belongings was denied to them as slaves and many Imperial Orcs see theft of their possessions as a crime that attacks their rights as Imperial citizens.

In the mind of most Imperial Orcs, the laws have no grey areas - one is either innocent or guilty and punishment is required to absolve the guilty of their crimes. Although they accept the authority of the magistrates without question, Imperial Orcs believe that only retribution can allow a criminal to rejoin their legion with honour. In cases where individual circumstances have mitigated a crime and reduced the punishment imposed, Imperial Orcs often regard the convicted as marked and shamed, even going so far as to express open distrust thereafter. A criminal who “gets off lightly” is unlikely to be welcome in the Orc camp in the future, and some Orcs convicted of crimes have been known to ask that their sentences be increased to avoid such a fate.

"You don't think this enormous sash is a bit much?"

"It's fine, stop fiddling with it, just act like you wear it all the time."

"It looks ridiculous over my doublet, why would anyone believe I wear it all the time?"

"Because they don't like individuals and they don't like people who claim to work for themselves so we are buying this Biting Blade on behalf of the Illuminated Guild of Temeschwar, and that's why we are wearing sashes with lanterns on them. I've been through this with you twice, just stand behind me, nod occasionally and look like you care. You're getting paid 3 rings for this charade, think about that if it helps to focus your mind."

"Won't they realize you're just buying it for yourself?"

"Possibly... almost certainly if you can't play your part properly. But if they do, they'll still appreciate that I've made the effort. So I'll still get a cheaper price. But I hired you because you're supposed to be an actor, so for goodness sake, act."

"So long as I don't end up in the cooking pot. I hear they eat people they don't like."

"And I hear that failing actors who can't pay their debts displease the Prince."

Contents

- 1 Orc Names

- 1.1 Legion Name

- 1.2 Personal Names

- 1.2.1 Sample male names

- 1.2.2 Sample female names

- 1.3 Honorifics

- 2 The nation

- 2.1 Core Brief

- 2.2 Further reading

Orc Names

Legion Name

Imperial Orcs who have served in the Imperial army use their legion name in a similar way that a human might use a family name. Most orcs put the legion name first, so an orc might introduce themselves as "Irontide Cled", "Bloodcrow Emmal" or "Sunhammer Sutin." Legion names tend to be two words that describe their goals, their fighting style or some major event in their history. For example, the Irontide Legion favours heavy armour, wheras the Bloodcrow Legion favours lightly armoured skirmishers and the Sunhammer Legion prides itself on its weaponsmiths and jewellers.

Those Orcs who have never served in the legion will usually adopt the name of whatever group or affiliation they have joined. For example a reaver who had never served in the Imperial army might call themselves Whiteclaw Neb setting the name of their reaving band before their own.

Personal Names

Literacy has only become widespread amongst the Imperial Orcs since they won their freedom. As a result most names are short and simple and tend not to have silent letters - they are written the way they are spoken.

Male orc names are clipped; short, sharp sounds. Very few male orcs have a name with more than two syllables.

Female orc names are usually two-syllable with a double consonant in the middle. Many female orc names are palindromes - written down they read the same backwards as forward. Very few female orcs have a name with more than three syllables or less than two.

Sample male names

Ar, Atok, Brank, Brint, Cled, Col, Drok, Dakt, Durn, Erken, Eft, Frar, Furit, Grawik, Gru, Hent, Hurd, Irek, Ikis, Jekri, Jord, Kalt, Kask, Kulid, Kulk, Lunt, Lask, Matal, Murn, Natak, Nirak, Palt, Pest, Rilt, Rul, Sart, Slu, Sutin, Talik, Thada, Trast, Urt, Usak, Wesk, Yent

Sample female names

Adda, Agga, Attra, Bannak, Brakklo, Colla, Crillit, Dattia, Drokkan, Dakktar, Emme, Emmal, Ferrak, Garrasha, Gillig, Hajjah, Happak, Hollan, Illeska, Likkil, Innar, Jannik, Jinnij, Kabbak, Kessek, Kressik, Mannam, Narrik, Pessep, Presshak, Reller, Rosslin, Roshhok, Sakkia, Sollos, Tannap, Takkat, Tammat,Thonnot, Tullet, Urreska, Ussa, Usshak, Verrkan, Werrun, Wessik.

Honorifics

Imperial Orcs avoid boastful honorifics. An orc will use an Imperial title when on official business, but the rest of the time tends not to draw attention to it. Likewise, they avoid honorifics such as "the Mighty" or "Icebinder." The individual orc expects others to recognise them by their legion and personal name, and if they need to add some additional element detailing their deeds, they suggest their history or personal story is not strong enough to stand by itself.

The nation

Core Brief

- Introduction

- The people

- Culture and customs

- Look and feel

- Orc species brief

Further reading

- History

- Leadership

- Economic interests

- Military concerns

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_people&oldid=61827"

Imperial Orcs religious beliefs

Contents

- 1 Liao and the Labyrinth

- 2 The Howling Abyss

- 3 Imperial Orc ancestors

- 4 Becoming an ancestor

- 5 The ancestors in play

- 5.1 Things the ancestors say

- 5.2 Ancestors and hero points

- 6 Shamans

- 7 Preachers

- 8 The Imperial orc National Assembly

- 9 The nation

- 9.1 Core Brief

- 9.2 Further reading

Liao and the Labyrinth

Imperial Orcs derive no benefit from taking liao and do not believe that they reincarnate. It is a key tenet of Imperial Orc belief that each orc has only one life, and that after they die there is no coming back.

Exactly what happens to the soul of an orc after death depends on how they have lived their lives. Most orcs fall into the Howling Abyss that they believe waits for them after death. The Howling Abyss tears their soul to pieces and casts those pieces into oblivion. Such orcs are utterly annihilated and gone forever. It is literally a fate worse than death.

Some humans claim that the lack of reincarnation is proof that orcs have no souls, but the Imperial Orcs believe that the souls of orcs are simply different to the souls of humans. Experiment has shown that auras created with liao ceremonies still affect orcs as do ceremonies such as insight and testimony so the majority of synod members accept that orcs must have souls even if doubt remains over their ability to enter and pass through the Labyrinth of Ages.

The Howling Abyss

The greatest, the most powerful, the truly legendary orcs, those capable of inspiring a generation with their deeds, are able to cross over the Howling Abyss to the other side. What lies on this farthest shore is not known, for these ancestors never speak of it, but they are strong enough to pass back through the darkness. By doing so they are able to influence and guide their descendants, to speak to them, and to lead them through the Abyss after death - provided they are worthy.

Orcs who have powerful ancestors may receive help from them when they die. The ancestors come for those who have managed to achieve greatness, who strive and succeed against the odds, and help them cross the Howling Abyss. These orcs will return across the Howling Abyss many times, seeking to help their allies and offspring grow strong, but eventually they become too weak to make the journey and can no longer return. Only the most powerful ancestors, those capable of making the journey unaided are able to continue to aid their descendants forever more.

Orcs hear the words of their ancestors in battle when roused to fury. These voices are those of orc ancestors whose greatness allows them to cross the Howling Abyss to offer guidance to their descendants, or those who have been aided in crossing the Howling Abyss by the ancestors.

Imperial Orc ancestors

For Imperial Orcs, the words of their ancestors are often confused and incoherent urging battle with the Empire, rather than its enemies. They have identified three rough groups of ancestors whose voices they can hear. The smallest group is made up of a tiny handful of first- and second-generation Imperial Orcs whose voices are hard to hear. The second group is made up of a small number of slaves whose voices are also weak, and who mostly advise the Imperial Orcs to fight the humans or flee them. The largest group is made up of ancestors connected to the barbarian tribes from which the Imperial Orcs were originally taken - they tend to be angry, barely comprehensible voices that generally urge you to take violent or aggressive action against the rest of the Empire.

It is an unspoken fear for many Imperial Orcs that their ancestors are not strong enough to carry them across the Howling Abyss, and that their slave and barbarian ancestors will never guide them through the darkness because they do not embrace the violent, anti-human teachings of these resentful ancestors. They are left with the inescapable conclusion that unless they can produce strong, inspirational ancestors their people are doomed to oblivion after they die.

Imperial Orcs seek new Imperial Orc ancestors – ancestors who can understand the Empire and the lives the Imperial Orcs have chosen, and offer them support and guidance. The only way this can happen is for Imperial Orc heroes to emerge, and through their deeds and the reverence of their people, gain the strength to cross the Howling Abyss.

Becoming an ancestor

To become an ancestor, an orc must be carried within the proud hearts of their people. They must pour their tale into the soul of future generations and become a legend while still alive, respected and admired by their peers and offspring. It is not, however, one that is easily achieved. Each victory in battle, each notch on their blade and each new story to tell around the fire adds to their legacy, and the quest towards becoming an ancestor. Some Imperial Orcs seek triumph in battle in the name of the Empire, aiming to fell the mightiest foes while still living to fight another day. Others seek to remain in the hearts and memories of their people for their wisdom or cleverness, strengthening and nurturing their fellow orcs and building an enduring legacy for later generations.

The ancestors in play

How well your character can hear the ancestors is left almost entirely to the individual player's character and roleplaying. The usual time to hear the ancestors is when you're in a heightened state of anger or fear, especially in combat. You become aware of them around you; usually it's a rumbling of many voices where you can't make out the meaning, but sometimes you can hear an individual ancestor offering guidance.

It is extremely unlikely that a ref will ever inform you that an ancestor is talking to you - or what they are saying. What is important to bear in mind is that you aren't just making this up - orcs really do hear voices when they are agitated, and when they compare notes they often hear the same kinds of voices telling them the same kinds of things. The ancestors really do move orcs to acts of heroism and glory, or try to encourage them to stab an insolent Dawnish knight in the guts in the middle of a tense negotiation...

Orcs can only hear an ancestor if they are a direct descendent of them, knew them well when they were alive or are a descendent of someone who knew them well. This means that you may hear your uncle or your grandfather, if you regard that figure with respect and admiration, but other Imperial Orcs probably won't unless they are also have a link to your ancestor.

Things the ancestors say

The ancestors are only dimly aware of your character and what you are doing, so the guidance they offer is invariably quite general in nature. In battle, they may alert you to imminent danger with a shout of warning. It is very common for them to exhort you to action but the words they use are never specific. If they do use a name, it is as likely to be someone else's name as your own. Despite this the advice given is applicable to what you are doing, at least most of the time.

Although it may sometimes appear as if the ancestors are talking to you, they cannot hear your words. The ancestors are only dimly aware of you and your actions. Long experience has taught the orcs that the ancestors cannot hear you speak and cannot hold a conversation with you; they have a message to deliver, and they deliver it.

When your grandad urges you to charge the enemy, and you do, there might be a few parting words of approval; if you decline to follow his advice, there may be a feeling of anger and some shouted abuse, but grandad does not enter into a dialogue about why he wants you to charge the enemy or what alternative courses of action might be equally good.

Ancestors and hero points

When an Imperial Orc spends a hero point, they are much more likely to hear the voice of an ancestor. You may want to roleplay that an ancestor is guiding your hand when you use cleaving strike for example, or that it is the voice of an ancestor shouting at you that gives you the strength to get back on your feet when you are down. It is especially appropriate to roleplay hearing an ancestor when you use a hero point to change your response to a roleplaying effect - the urging of an ancestor lets you act in a way counter to that the external influence is causing.

Shamans

Most orcs only experience communion with the ancestors when battle is upon them but a few individuals - called shamans - are able to hear the voices more frequently. Shamans occupy a unique position in Imperial Orc society, as a result, but many are moon-struck, their minds affected by the constant attempts by the ancestors to communicate with them.

Preachers

The Imperial Virtues are clearly a part of what makes the Empire what it is. As a result most Imperial Orcs at least pay them lip service and there is a drive amongst some orcs to embody the virtues as keenly as possible, to prove themselves the equal of any human citizen of the Empire. Those Imperial Orcs who embrace the Way and become priests are called Preachers.

Two such preachers, Bonewall Rek and Bonewall Cole - presented and secured a significant change of doctrine during the Symposium of Revelation of Winter 380YE. These changes incorporated the Doctrine of the Howling Abyss and the Doctrine of the Ancestors into the Doctrines of the Faith.

The Imperial orc National Assembly

Originally, the orcs did not have their own national assembly within the Imperial Synod. During the Winter summit of 377YE, a motion to create such an assembly was brought before the Imperial Senate by the Conscience of the Senate - the Imperial orc Skywise Gralka. The motion passed with unanimous support, and an Imperial orc assembly was established.

The nation

Core Brief

- Introduction

- The people

- Culture and customs

- Look and feel

- Orc species brief

Further reading

- History

- Leadership

- Economic interests

- Military concerns

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_religious_beliefs&oldid=61347"

Imperial Orcs territories

Contents

- 1 Overview

- 1.1 Skarsind

- 2 The nation

- 2.1 Core Brief

- 2.2 Further reading

Overview

The Imperial Orcs were granted freedom and citizenship of the Empire by Emperor Ahraz shortly after he was elected in 324YE, The Freeborn helped the Orcs to perform the ritual to create an egregore allowing them to become the tenth nation of the Empire - but there was nothing anybody would do to provide them with lands of their own. For over fifty years the Orcs fought and died in the Empire's wars, fighting for the promise of a land of their own. Not until 379YE would the Empire finally make good on that promise when the Wintermark people bequeathed Skarsind to the Imperial Orcs.

Now the Orcs have a territory of their own, tens of thousands have travelled from across the Empire to settle the lands. The Imperial Orcs now have a homeland, a senator speaks for them in the Imperial Senate - but more than a few have begun to ask what happens next? Some believe that they should concentrate all their efforts on Skarsind, to make the territory demonstrate how powerful and prosperous the Orcs have become in such a short time. But others argue that it was military strength that caused the Imperial Orcs to be given Skarsind; that the only way honour their ancestors is to remain true to the Orcs martial traditions and seek to conquer more land.

Skarsind

Skarsind is a place of alpine slopes and valleys, pine forests and rising mists, set in what's known as the Great Vale, a bowl of mountains that holds both Skarsind and the forest of Hercynia. Summer is short, but Winter is long, and haunted by eerie lights in the sky. The land has an ancient history - one that long predates the Empire or even humankind. The largest settlement - Gildenheim - stands over the entrance to a frozen underworld cavern into the walls of which are carvings in a mysterious alphabet that are widely believed to be the source of the magical runes used throughout Wintermark.

Now, the majority of people here are Imperial Orcs. There are still some Winterfolk here, but since the rise and fall of Dogri Thulebane, the number of Imperial humans living in the hills and forests of Skarsind has tailed away to a handful scattered here and there. The Imperial Orcs do nothing to make them unwelcome, but for many there is simply nothing left for them in Skarsind. Regretfully in many cases, they leave to start new lives in Hahnmark, Kallavesa, and Sermersuaq.

The nation

Core Brief

- Introduction

- The people

- Culture and customs

- Look and feel

- Orc species brief

Further reading

- History

- Leadership

- Economic interests

- Military concerns

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_territories&oldid=61144"

Imperial Roll of Honour

Overview

The Imperial Roll of Honour is a list of military units that have supported the Empire's armies each season. The lists are compiled by civil servants following a motion passed by the Imperial Senate.

Spring Equinox 382YE

Support

Citizen

Nation

Territory

Banner

Barrens Spy Network

Zadkiel de Coeurdefer

Dawn

Astolat

Barrens Spy Network

Clarence Oswald

Dawn

Astolat

House Arwood

Barrens Spy Network

Tomyric

Dawn

Astolat

House Cordraco

Barrens Spy Network

Adhemar

Dawn

Astolat

House De Rondell

Barrens Spy Network

Jacob

Highguard

Bastion

Felix's Watch Banner

Barrens Spy Network

Sir Kay de Ossienne

Dawn

Semmerholm

House Ossienne Banner

Barrens Spy Network

Guy Grimbold the Elder

Dawn

The Barrens

House Cordraco

Barrens Spy Network

Guillaume

Dawn

The Barrens

House Vexille

Barrens Spy Network

Gwynhwyfar

Dawn

Weirwater

House Orzel

Barrens Spy Network

Ilya Damirovich Severyan

Dawn

Weirwater

House Orzel

Blood Cloaks

Olivier du Stanier

Dawn

Astolat

House De Montrose

Blood Cloaks

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Blood Cloaks

Eadric Fjellrevening

Dawn

Astolat

House De Rondell

Blood Cloaks

Roland De Rondell

Dawn

Astolat

House De Rondell

Blood Cloaks

Roger Du Soleil

Dawn

Astolat

House Du Soleil

Blood Cloaks

Valentin Ivarovich Severyan

Dawn

Astolat

House Orzel

Blood Cloaks

Owain Sepulchre

Dawn

Astolat

House Sepulchre Banner

Blood Cloaks

Lucien d'Alba

Dawn

Astolat

Winged Lions

Blood Cloaks

Solene d'Alba

Dawn

Astolat

Winged Lions

Blood Cloaks

Aethalstan Halvarson

Wintermark

Hahnmark

Blood Cloaks

Dunn Stoneshower

Wintermark

Hahnmark

Blood Cloaks

Jackdaw

Wintermark

Hahnmark

Blood Cloaks

Ulf

Wintermark

Hahnmark

Blood Cloaks

Volk

Wintermark

Hahnmark

Blood Cloaks

Magnus

Wintermark

Hahnmark

Baldorbrand

Blood Cloaks

Wulfric

Wintermark

Hahnmark

Baldorbrand

Blood Cloaks

Brynjar Bjorning

Wintermark

Hahnmark

Bjornholt

Blood Cloaks

Reidarr Solvisson

Wintermark

Hahnmark

Byrchenhal

Blood Cloaks

Ethelwulf Argonning

Wintermark

Hahnmark

Darkwolves of Argonne

Blood Cloaks

Finngard

Wintermark

Hahnmark

Darkwolves of Argonne

Blood Cloaks

Kindra Edasdottir

Wintermark

Hahnmark

Darkwolves of Argonne

Blood Cloaks

"sword hind" Leofric Dunning

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Cvor Dunning

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Daegheard Dunning

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Eahlstan Yarricson

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Elva

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Hadand Dunwulf

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Horst Dunning

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Osbert dunning

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Raeden

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Raknar Dunning

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Sylvi

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Theoderic Ulfarsson

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Tobrytan Dunning

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Ubbe Dunning

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Wolfrik

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Yared Dunn

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Nerian Ordulfsson

Wintermark

Hahnmark

Holt Hyrde

Blood Cloaks

Skegg

Wintermark

Hahnmark

Hunters Hall

Blood Cloaks

Faolan

Wintermark

Hahnmark

Sigehold Hall

Blood Cloaks

Jana

Wintermark

Hahnmark

Sigehold Hall

Blood Cloaks

Morcar Sigvardssson

Wintermark

Hahnmark

Vesalligr

Blood Cloaks

Raknar

Wintermark

Hahnmark

Vesalligr

Blood Cloaks

Rasmus Beppeson

Wintermark

Hahnmark

Vesalligr

Blood Cloaks

Tuuli

Wintermark

Hahnmark

Vesalligr

Blood Cloaks

Cadoc Artair Skölsson

Wintermark

Hahnmark

Wargs of Winter

Blood Cloaks

Erkenbrand

Wintermark

Hahnmark

Wyvern's Watch

Blood Cloaks

Loghar

Wintermark

Hahnmark

Wyvern's Watch

Blood Cloaks

Lorrin the Outrunner

Wintermark

Hahnmark

Wyvern's Watch

Blood Cloaks

Orran

Wintermark

Hahnmark

Wyvern's Watch

Blood Cloaks

Skarvald

Wintermark

Hahnmark

Wyvern's Watch

Blood Cloaks

Ulmar Raedrigsson

Wintermark

Hahnmark

Wyvern's Watch

Blood Cloaks

Garstan

Wintermark

Kallavesa

Wyvern's Watch

Blood Cloaks

Yani

Wintermark

Kallavesa

Wyvern's Watch

Blood Cloaks

Kalas Realm Reach

Navarr

Miaren

Realms Reach

Blood Cloaks

Ophelius

Highguard

Necropolis

Blood Cloaks

Feroce Lupo

Dawn

Semmerholm

Tour De Cendres

Blood Cloaks

Aldwyn Fjellrevening

Wintermark

Sermersuaq

Fjellreven

Blood Cloaks

Kali

Wintermark

Sermersuaq

Saker

Blood Cloaks

Ulric Stenning

Wintermark

Sermersuaq

Stenstorp

Blood Cloaks

Aethelstan Korping

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Blood Cloaks

Kellua Itsepainen

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Blood Cloaks

Arda Andriksson

Wintermark

Sermersuaq

The Children of Winter

Blood Cloaks

Jere Akkison (Liska)

Wintermark

Sermersuaq

The Children of Winter

Blood Cloaks

Kinder

Wintermark

Sermersuaq

The Children of Winter

Blood Cloaks

Oak

Imperial Orcs

Skarsind

Blood Cloaks

Shawtax

Imperial Orcs

Skarsind

Gaterender

Blood Cloaks

Grokk

Imperial Orcs

Skarsind

Redhands

Blood Cloaks

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Blood Cloaks

Vulpes

Dawn

The Barrens

Blood Cloaks

Leon

Dawn

The Barrens

House de Carsenere

Blood Cloaks

Joffrey du lance

Dawn

The Barrens

House Du Soleil

Blood Cloaks

Sir Andred Gravaine

Dawn

Weirwater

Blood Cloaks

Hennan de Gideon

Dawn

Weirwater

House Gideon

Blood Cloaks

Maryc

Dawn

Weirwater

House Orzel

Blood Cloaks

Vasily ubiytsa chudovishch Orzel

Dawn

Weirwater

House Orzel

Blood Cloaks

Vulgaris Vicarious

Dawn

Weirwater

House Orzel

Drakes

John a Woode

The Marches

Mitwold

Drakes

John of Meade

The Marches

Mitwold

Fire of the South

Gregor De Rondell

Dawn

Astolat

House De Rondell

Fire of the South

Lord Colwynn de Rondell

Dawn

Astolat

House De Rondell

Fire of the South

Leone di Sarvos

The League

Holberg

The Belladonna Brigade

Fire of the South

Aracelis

The Brass Coast

Kahraman

Flames of the Coast

Fire of the South

Dana i Erigo

The Brass Coast

Kahraman

Flames of the Coast

Fire of the South

Santana i Guerra

The Brass Coast

Madruga

Flames of the Coast

Fire of the South

Isandro i Sotero i Riqueza

The Brass Coast

Segura

Fire of the South

Armand i Erigo

The Brass Coast

Segura

Flames of the Coast

Fire of the South

Eliane Du Maurisol

Dawn

Semmerholm

Fire of the South

Dominiq Sword

Dawn

Semmerholm

House Aurelius

Fire of the South

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Fire of the South

Rhydian Lovegrove

Dawn

Weirwater

Fire of the South

Zoran De Orzel

Dawn

Weirwater

House Orzel

Fist of the Mountains

Freya

Wintermark

Hahnmark

Fist of the Mountains

Artis Nifar

Wintermark

Hahnmark

Nifar

Fist of the Mountains

Helgi

Wintermark

Hahnmark

Nifar

Granite Pillar

Levitia

Urizen

Morrow

Nocturnal Fall

Granite Pillar

Andronikos

Urizen

Redoubt

The Heroes of Nikephoros

Holberg

Malachi Notturno Di Sarvos

The League

Holberg

Crimson Reaper Cartel

Holberg

Otto Freidrich Von Holsberg

The League

Holberg

Holsburger Haudegen

Iron Helms

Arkann Shatterhorn

Navarr

Hercynia

Shatterhorn Striding

Iron Helms

Maddoc

Navarr

Hercynia

Wolf's Bone

Iron Helms

Jarka Bratkova Vjekoslav

Varushka

Karsk

Iron Helms

Kaan Shatterhorn

Navarr

Miaren

Shatterhorn Striding

Iron Helms

Phaedra Anakerien

Urizen

Spiral

Liathhaven Spy Network

Brendan

Navarr

Broceliande

Brackensong Steading (Banner)

Liathhaven Spy Network

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Liathhaven Spy Network

Xalvadora i Riqueza

The Brass Coast

Feroz

Flames of the Coast

Liathhaven Spy Network

Scota

Navarr

Hercynia

Pathfinders

Liathhaven Spy Network

Merionnen the Relentless

Navarr

Hercynia

The Longest Path

Liathhaven Spy Network

Kaspar Yakovich von Holberg

The League

Holberg

House of Seven Mirrors

Liathhaven Spy Network

Vito Guerra

The Brass Coast

Kahraman

Flames of the Coast

Liathhaven Spy Network

Odhran

Navarr

Liathaven

Liathhaven Spy Network

Ieuan Fallow Deer

Navarr

Liathaven

Pathfinders

Liathhaven Spy Network

Danza Pathfinder

Navarr

Liathaven

Pathfinders

Liathhaven Spy Network

Lleu Tarw

Navarr

Liathaven

The Companions of Tarw

Liathhaven Spy Network

Gwirionedd

Navarr

Liathaven

The Feyerd

Liathhaven Spy Network

Maarit

Varushka

Miekarova

Liathhaven Spy Network

Marco

The League

Temeschwar

The Brotherhood of the Ashen Tower

Liathhaven Spy Network

Geraint Broad-Backed

Navarr

Therunin

Open Skies

Liathhaven Spy Network

Rodric Worldscribe

Navarr

Therunin

Open Skies

Liathhaven Spy Network

Squirrels aka, Mikiah Ruis Farkas

Navarr

Therunin

Ruis Farkas

Liathhaven Spy Network

Daine

Navarr

Therunin

The Feyerd

Liathhaven Spy Network

Teyrnon

Navarr

Therunin

The Longest Path

Liathhaven Spy Network

D'Eon

Dawn

Weirwater

House Novarion

Quiet Step

Nif

Navarr

Therunin

Summer Storm

Taal

Imperial Orcs

Skarsind

Skywise

Summer Storm

Irontide Skar

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Rokk

Imperial Orcs

Skarsind

The Irontide

The Tusks

Jack Flint

The Marches

unknown

House Bolholt

The Tusks

Garravaine De Rondell

Dawn

Astolat

House De Rondell

The Tusks

Tancred

Dawn

Astolat

House De Rondell

The Tusks

Willam

The Marches

Bregasland

The Tusks

Piper Archer

The Marches

Bregasland

House Bolholt

The Tusks

Edwin de Warrenne

The Marches

Bregasland

Order of the Forgotten Word

The Tusks

Osric

Wintermark

Hahnmark

The Tusks

Cynwulf Ashburh

Wintermark

Hahnmark

Darkwolves of Argonne

The Tusks

Siward

Wintermark

Hahnmark

Hendal Hearth

The Tusks

Tristan Lothbrok

Wintermark

Hahnmark

Hendal Hearth

The Tusks

Æthelric

Wintermark

Hahnmark

Sigehold Hall

The Tusks

Herette

Wintermark

Kallavesa

The Tusks

Waegmund 'Toothless'

Wintermark

Kallavesa

The Aesclings

The Tusks

Vuk The Wolfeater

Varushka

Miekarova

Wulfen Reavers

The Tusks

William Talbot

The Marches

Mitwold

The Talbots

The Tusks

Robert Dunlain

The Marches

Mournwold

House Dunlain

The Tusks

Bernard Dugdale

The Marches

Mournwold

Mournwold Sappers

The Tusks

Famished Jack

The Marches

Mournwold

Mournwold Sappers

The Tusks

Amulius

Urizen

Redoubt

The Heroes of Nikephoros

The Tusks

Guthelm

Wintermark

Sermersuaq

The Tusks

Rheged Redspear

Dawn

Sermersuaq

The Tusks

Govannan Seppa

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

The Tusks

Bloodcrow Drost

Imperial Orcs

Skarsind

Bloodcrows

The Tusks

Bloodcrow T'Kor

Imperial Orcs

Skarsind

Bloodcrows

The Tusks

Bloodcrow Yargol

Imperial Orcs

Skarsind

Bloodcrows

The Tusks

Na'grul

Imperial Orcs

Skarsind

Bloodcrows

The Tusks

Rurik

Imperial Orcs

Skarsind

Palerictus

The Tusks

Dura

Imperial Orcs

Skarsind

Redhands

The Tusks

Irontide Jarn

Imperial Orcs

Skarsind

The Irontide

The Tusks

Irontide Kragg

Imperial Orcs

Skarsind

The Irontide

The Tusks

Irontide Vio

Imperial Orcs

Skarsind

The Irontide

The Tusks

T'onk

Imperial Orcs

Skarsind

The Irontide

The Tusks

Gwill Fenwarden

Navarr

Therunin

The Companions of Tarw

The Tusks

Aelfric Woodson

The Marches

Upwold

The Tusks

Ciaphas "Black Jack" Dekar

The Marches

Upwold

The Tusks

'green' jack woodruff

The Marches

Upwold

The Applewood Levy

Valiant Pegasus

Jeconiah

Highguard

Reikos

Banner of the Cenotaph

Wolves of War

Solomon of the Silent Tide

Highguard

unknown

The Steel Tide

Wolves of War

Balin

Dawn

Astolat

House De Rondell

Wolves of War

Adam Sepulchre

Dawn

Astolat

House Sepulchre Banner

Wolves of War

Danica Mala Severyan

Dawn

Astolat

House Vandale

Wolves of War

Katrina Gardner

Dawn

Astolat

Winged Lions

Wolves of War

Sagramore

Dawn

Astolat

Winged Lions

Wolves of War

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Enoch

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Issac Arctos

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Lucifer

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Iscah Knilus

Highguard

Bastion

Jachin's Legacy

Wolves of War

Roman Aleksander Alinyova

Highguard

Bastion

Reumah's Redoubt

Wolves of War

Cuth

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Solomon

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Torr Splitroot

Navarr

Broceliande

Wolves of War

Kaleb

Highguard

Casinea

Cohort of the Winter Bear

Wolves of War

Cayleb

Highguard

Casinea

Felix's Watch Banner

Wolves of War

Tager Defender of the Fallen Tyrshalt

Wintermark

Hahnmark

Renwaerd

Wolves of War

Leofric

Wintermark

Hahnmark

Sigehold Hall

Wolves of War

Magdelena Alagna Di Sarvos

The League

Holberg

Wolves of War

Othello di Severio von Holberg

The League

Holberg

Wolves of War

Reinhardt Schwarzmane

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Baddon Red Oaks

Navarr

Liathaven

Wolves of War

Bran Holm

Navarr

Liathaven

Wolves of War

Yulia Kasimirova Voronov

Varushka

Miekarova

Company of the Red Raven

Wolves of War

Lycier

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Valerian

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Sarus Auricspire

Urizen

Morrow

Horizon's Edge

Wolves of War

Seraph

Highguard

Necropolis

Wolves of War

Tiberius

Highguard

Necropolis

Wolves of War

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Wolves of War

Isaac

Highguard

Necropolis

The Steel Tide

Wolves of War

mathayus

Highguard

Necropolis

The Steel Tide

Wolves of War

Laurentius Julianus Netherwatch

Urizen

Redoubt

Wolves of War

Antimedes of Invidia

Urizen

Redoubt

Banner of the Phoenix

Wolves of War

Abaddon

Highguard

Reikos

Shattered Tower Banner

Wolves of War

Beltran I Ezmara I Erigo

The Brass Coast

Segura

Wolves of War

John Sigma

Wintermark

Sermersuaq

Wolves of War

Ashborn Rauur

Imperial Orcs

Skarsind

Ashborn

Wolves of War

Vade

Imperial Orcs

Skarsind

Redhands

Wolves of War

Irontide Rus

Imperial Orcs

Skarsind

The Irontide

Wolves of War

Philostrate

Urizen

Spiral

Wolves of War

Uriel Ventris

Urizen

Spiral

Wolves of War

Aquillian Effugere

Urizen

Spiral

Ankarien's Revenge

Wolves of War

Tanwyn Ankarien

Urizen

Spiral

Ankarien's Revenge

Wolves of War

Belisarius Blackheart

Urizen

Spiral

Banner of the Phoenix

Wolves of War

Vincentius

Urizen

Spiral

Banner of the Phoenix

Wolves of War

Natalia "The Falcon" Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Silvio de Tassato

The League

Tassato

The Printers' Guild

Wolves of War

Morris

The Marches

Upwold

The Applewood Levy

Wolves of War

Trevor Woodsman

The Marches

Upwold

The Applewood Levy

Wolves of War

Iskra Ratimiryn

Varushka

Volodmartz

Wolves of War

Lady Claudia Varkulova Remys

Dawn

Weirwater

House Remys

Winter Solstice 381YE

Support

Citizen

Nation

Territory

Banner

Barrens Spy Network

Kindra Edasdottir

Wintermark

Hahnmark

Barrens Spy Network

Ethelwulf Argonning

Wintermark

Hahnmark

Darkwolves of Argonne

Barrens Spy Network

Hadand Dunwulf

Wintermark

Hahnmark

Dunhearth Hall

Barrens Spy Network

Raeden

Wintermark

Hahnmark

Dunhearth Hall

Barrens Spy Network

Herette

Wintermark

Kallavesa

Barrens Spy Network

Sketchemi Justicast Mentyevik

Varushka

Miekarova

The Oxen Head

Barrens Spy Network

Aldwyn Fjellrevening

Wintermark

Sermersuaq

Fjellreven

Drakes

John of Meade

The Marches

Mitwold

Fire of the South

Rasmus Beppeson

Wintermark

Hahnmark

Vesalligr

Hounds of Glory

Clarence Oswald

Dawn

Astolat

House Arwood

Hounds of Glory

Mal` Lassal Scethos

Dawn

Astolat

House Cordraco

Hounds of Glory

Tomyric

Dawn

Astolat

House Cordraco

Hounds of Glory

Katrina Gardner

Dawn

Astolat

House de Cambysse

Hounds of Glory

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

William de Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Agoval

Dawn

Astolat

House Du Soleil

Hounds of Glory

Danica Mala Severyan

Dawn

Astolat

House Vandale

Hounds of Glory

Roman Aleksander Alinyova

Highguard

Bastion

Hounds of Glory

Hugo Schwarzenberger

Dawn

Holberg

Hounds of Glory

Robert Dunlain

The Marches

Mournwold

House Dunlain

Hounds of Glory

Bernard Dugdale

The Marches

Mournwold

Mournwold Sappers

Hounds of Glory

Eliane Du Maurisol

Dawn

Semmerholm

Hounds of Glory

Sidlore Bonpre

Dawn

Semmerholm

Hounds of Glory

Uther Devereux

Dawn

Semmerholm

House Devereux

Hounds of Glory

Alpharius Tiberius Farron

Dawn

Semmerholm

Tour De Cendres

Hounds of Glory

Asher Flowers

Dawn

Semmerholm

Tour De Cendres

Hounds of Glory

Feroce Lupo

Dawn

Semmerholm

Tour De Cendres

Hounds of Glory

Garrett Romanenko

Dawn

Semmerholm

Tour De Cendres

Hounds of Glory

Vladimyr Cendres

Dawn

Semmerholm

Tour De Cendres

Hounds of Glory

Rheged Redspear

Dawn

Sermersuaq

Hounds of Glory

Vulpes

Dawn

The Barrens

Hounds of Glory

Caius Aurelius

Dawn

The Barrens

House Aurelius

Hounds of Glory

Guillaume

Dawn

The Barrens

House Vexille

Hounds of Glory

Teagan de Casillon

Dawn

Weirwater

Hounds of Glory

Zoran

Dawn

Weirwater

Hounds of Glory

Hennan de Gideon

Dawn

Weirwater

House Gideon

Hounds of Glory

D'Eon

Dawn

Weirwater

House Novarion

Hounds of Glory

Gwynhwyfar

Dawn

Weirwater

House Orzel

Hounds of Glory

Ilya Damirovich Severyan

Dawn

Weirwater

House Orzel

Hounds of Glory

Vasily ubiytsa chudovishch Orzel

Dawn

Weirwater

House Orzel

Hounds of Glory

Logan Tallstag

Dawn

Weirwater

House Tallstag

Iron Helms

Davinov Egorushkin

Varushka

Volodmartz

The Oxen Head

Quiet Step

Hen Was Silverthorn

Navarr

unknown

Quiet Step

Cuth

Highguard

Bastion

Shattered Tower Banner

Quiet Step

Solomon

Highguard

Bastion

Shattered Tower Banner

Quiet Step

Edwin de Warrenne

The Marches

Bregasland

Order of the Forgotten Word

Quiet Step

Brennos Brackensong

Navarr

Broceliande

Quiet Step

Brendan

Navarr

Broceliande

Brackensong Steading (Banner)

Quiet Step

Cael Splitroot

Navarr

Broceliande

Brackensong Steading (Banner)

Quiet Step

Eadric Wulfricsson

Wintermark

Hahnmark

Quiet Step

Osric

Wintermark

Hahnmark

Quiet Step

Cadoc Artair Skölsson

Wintermark

Hahnmark

Wargs of Winter

Quiet Step

Scota

Navarr

Hercynia

Pathfinders

Quiet Step

Connaught

Navarr

Hercynia

Pridestalker

Quiet Step

Merionnen the Relentless

Navarr

Hercynia

The Longest Path

Quiet Step

Maddoc

Navarr

Hercynia

Wolf's Bone

Quiet Step

Kaspar Yakovich von Holberg

The League

Holberg

House of Seven Mirrors

Quiet Step

Carsa Carmichael Cotton

Varushka

Karsk

The Oxen Head

Quiet Step

Bran Holm

Navarr

Liathaven

Quiet Step

Dynion Stormpine

Navarr

Liathaven

Quiet Step

Ieuan Fallow Deer

Navarr

Liathaven

Pathfinders

Quiet Step

Danza Pathfinder

Navarr

Liathaven

Pathfinders

Quiet Step

Derren

Navarr

Liathaven

Streamwalkers

Quiet Step

Lleu Tarw

Navarr

Liathaven

The Companions of Tarw

Quiet Step

Meilyr

Navarr

Liathaven

The Feyerd

Quiet Step

Torr Splitroot

Navarr

Miaren

Quiet Step

Kalas Realm Reach

Navarr

Miaren

Realms Reach

Quiet Step

Baldus

Navarr

Miaren

Torn Asunder

Quiet Step

Maarit

Varushka

Miekarova

Quiet Step

William Talbot

The Marches

Mitwold

The Talbots

Quiet Step

Ezekiel

Highguard

Reikos

Quiet Step

Abaddon

Highguard

Reikos

Shattered Tower Banner

Quiet Step

Rykus Tye

Highguard

Reikos

Shattered Tower Banner

Quiet Step

Jere Akkison (Liska)

Wintermark

Sermersuaq

The Children of Winter

Quiet Step

Geraint Broad-Backed

Navarr

Therunin

Open Skies

Quiet Step

Rodric Worldscribe

Navarr

Therunin

Open Skies

Quiet Step

Gwill Fenwarden

Navarr

Therunin

The Companions of Tarw

Quiet Step

Daine

Navarr

Therunin

The Feyerd

Quiet Step

Draknaar

Navarr

Therunin

Vervain Shield

Quiet Step

Merel

Navarr

Therunin

Vervain Shield

Quiet Step

Ciaphas "Black Jack" Dekar

The Marches

Upwold

Seventh Wave

Ophelius

Highguard

Necropolis

Seventh Wave

Cain

Urizen

Zenith

Nocturnal Fall

Summer Storm

Jack Flint

The Marches

unknown

House Bolholt

Summer Storm

Solomon of the Silent Tide

Highguard

unknown

The Steel Tide

Summer Storm

Solene d'Alba

Dawn

Astolat

Summer Storm

Eadric Fjellrevening

Dawn

Astolat

House De Rondell

Summer Storm

Garravaine De Rondell

Dawn

Astolat

House De Rondell

Summer Storm

Lord Colwynn de Rondell

Dawn

Astolat

House De Rondell

Summer Storm

Tancred

Dawn

Astolat

House De Rondell

Summer Storm

Roger Du Soleil

Dawn

Astolat

House Du Soleil

Summer Storm

Valentin Ivarovich Severyan

Dawn

Astolat

House Orzel

Summer Storm

Lord Merbrid the Stork

Dawn

Astolat

House Sepulchre Banner

Summer Storm

Owain Sepulchre

Dawn

Astolat

House Sepulchre Banner

Summer Storm

Robyn Vandale

Dawn

Astolat

House Vandale

Summer Storm

Kaladen Hillman

Highguard

Bastion

Summer Storm

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Summer Storm

Nicanor

Highguard

Bastion

Felix's Watch Banner

Summer Storm

Iscah Knilus

Highguard

Bastion

Jachin's Legacy

Summer Storm

Cayleb

Highguard

Casinea

Felix's Watch Banner

Summer Storm

Aethalstan Halvarson

Wintermark

Hahnmark

Summer Storm

Dunn Stoneshower

Wintermark

Hahnmark

Summer Storm

Finngard

Wintermark

Hahnmark

Summer Storm

Reidarr Solvisson

Wintermark

Hahnmark

Byrchenhal

Summer Storm

Cynwulf Ashburh

Wintermark

Hahnmark

Darkwolves of Argonne

Summer Storm

"Axehind" Aedric Dunning

Wintermark

Hahnmark

Dunhearth Hall

Summer Storm

Alric

Wintermark

Hahnmark

Dunhearth Hall

Summer Storm

Benny

Wintermark

Hahnmark

Dunhearth Hall

Summer Storm

Halfreck Dunning

Wintermark

Hahnmark

Dunhearth Hall

Summer Storm

Penda Dunning

Wintermark

Hahnmark

Dunhearth Hall

Summer Storm

Rolf Dunning

Wintermark

Hahnmark

Dunhearth Hall

Summer Storm

Kaspar Kreftinaring

Wintermark

Hahnmark

Mandrake's Marshals

Summer Storm

Leofric

Wintermark

Hahnmark

Sigehold Hall

Summer Storm

Torstein Sigurdsson

Wintermark

Hahnmark

The Children of Winter

Summer Storm

Raknar

Wintermark

Hahnmark

Vesalligr

Summer Storm

Erkenbrand

Wintermark

Hahnmark

Wyvern's Watch

Summer Storm

Leone di Sarvos

The League

Holberg

The Belladonna Brigade

Summer Storm

Wilhelm Franz von Holberg

The League

Holberg

The Belladonna Brigade

Summer Storm

Emoth

The League

Holberg

The Brotherhood of the Ashen Tower

Summer Storm

Aracelis

The Brass Coast

Kahraman

Flames of the Coast

Summer Storm

Dana i Erigo

The Brass Coast

Kahraman

Flames of the Coast

Summer Storm

Vito Guerra

The Brass Coast

Kahraman

Flames of the Coast

Summer Storm

Santana i Guerra

The Brass Coast

Madruga

Flames of the Coast

Summer Storm

Valerian

Urizen

Morrow

Banner of the Phoenix

Summer Storm

Sarus Auricspire

Urizen

Morrow

Horizon's Edge

Summer Storm

Lance of the Crystal Spire

Urizen

Morrow

The Crystal Spire

Summer Storm

Seraph

Highguard

Necropolis

Summer Storm

Tiberius

Highguard

Necropolis

Summer Storm

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Summer Storm

Isaac

Highguard

Necropolis

The Steel Tide

Summer Storm

mathayus

Highguard

Necropolis

The Steel Tide

Summer Storm

Antimedes of Invidia

Urizen

Redoubt

Banner of the Phoenix

Summer Storm

Arcus Netherwatch

Urizen

Redoubt

Banner of the Phoenix

Summer Storm

Zadkiel de Coeurdefer

Dawn

Reikos

Summer Storm

Marciel i Riqueza

The Brass Coast

Segura

Flames of the Coast

Summer Storm

Tito Guerra

The Brass Coast

Segura

Flames of the Coast

Summer Storm

Alix i Erigo

The Brass Coast

Segura

Krakenfire Armada

Summer Storm

Aethelstan Korping

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Summer Storm

Arda Andriksson

Wintermark

Sermersuaq

The Children of Winter

Summer Storm

Kinder

Wintermark

Sermersuaq

The Children of Winter

Summer Storm

Gezzar

Imperial Orcs

Skarsind

Summer Storm

Ashborn Rauur

Imperial Orcs

Skarsind

Ashborn

Summer Storm

Ask

Imperial Orcs

Skarsind

Bloodcrows

Summer Storm

Bloodcrow Drost

Imperial Orcs

Skarsind

Bloodcrows

Summer Storm

Bloodcrow T'Kor

Imperial Orcs

Skarsind

Bloodcrows

Summer Storm

Bloodcrow Yargol

Imperial Orcs

Skarsind

Bloodcrows

Summer Storm

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Summer Storm

Krunk

Imperial Orcs

Skarsind

Gaterender

Summer Storm

Shawtax

Imperial Orcs

Skarsind

Gaterender

Summer Storm

Grokk

Imperial Orcs

Skarsind

Redhands

Summer Storm

Vade

Imperial Orcs

Skarsind

Redhands

Summer Storm

Rykana

Imperial Orcs

Skarsind

Skywise

Summer Storm

Irontide Skar

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Irontide Vio

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Rokk

Imperial Orcs

Skarsind

The Irontide

Summer Storm

T'onk

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Shiv

Imperial Orcs

Skarsind

Warhounds

Summer Storm

Phaedra Anakerien

Urizen

Spiral

Summer Storm

Philostrate

Urizen

Spiral

Summer Storm

Aquillian Effugere

Urizen

Spiral

Ankarien's Revenge

Summer Storm

Tanwyn Ankarien

Urizen

Spiral

Ankarien's Revenge

Summer Storm

Belisarius Blackheart

Urizen

Spiral

Banner of the Phoenix

Summer Storm

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Summer Storm

Natalia "The Falcon" Barossa

The League

Tassato

Company of The Red Fox

Summer Storm

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Summer Storm

Leon

Dawn

The Barrens

House de Carsenere

Summer Storm

Sammy Squirel

The Marches

Upwold

The Green Men

Summer Storm

Ren Tanner

Dawn

Weirwater

Summer Storm

Bors De Carsenere

Dawn

Weirwater

House de Carsenere

Summer Storm

Maryc

Dawn

Weirwater

House Orzel

Summer Storm

Starac Sijed

Dawn

Weirwater

House Orzel

Summer Storm

Kai

Urizen

Zenith

Banner of the Phoenix

Valiant Pegasus

Sagramore

Dawn

Astolat

Winged Lions

Valiant Pegasus

Amulius

Urizen

Zenith

The Heroes of Nikephoros

Winter Sun

Morg'ur

Imperial Orcs

Skarsind

Winter Sun

Dorri

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Taal

Imperial Orcs

Skarsind

Skywise

Wolves of War

Adam Sepulchre

Dawn

Astolat

House Sepulchre Banner

Wolves of War

Lucifer

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Wolves of War

Brynjar Bjorning

Wintermark

Hahnmark

Bjornholt

Wolves of War

Siward

Wintermark

Hahnmark

Hendal Hearth

Wolves of War

Nerian Ordulfsson

Wintermark

Hahnmark

Holt Hyrde

Wolves of War

Hildegard van Holberg

The League

Holberg

Wolves of War

Reinhardt Schwarzmane

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

waegmund

Wintermark

Kallavesa

Wolves of War

Jeconiah

Highguard

Reikos

Banner of the Cenotaph

Wolves of War

Vigo Orlando Scarlatti de Sarvos

The League

Sarvos

Carta Bellamarina

Wolves of War

Korthuss Leitdorf

Wintermark

Sermersuaq

Iron Fangs

Wolves of War

Kellua Itsepainen

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Wolves of War

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Wolves of War

Silvio de Tassato

The League

Tassato

The Printers' Guild

Wolves of War

Kostya Von Temeschwari

The League

Temeschwar

Crimson Reaper Cartel

Wolves of War

Enrico

The League

Temeschwar

The Brotherhood of the Ashen Tower

Wolves of War

Marco

The League

Temeschwar

The Brotherhood of the Ashen Tower

Wolves of War

Aelfric Woodson

The Marches

Upwold

Wolves of War

'green' jack woodruff

The Marches

Upwold

The Applewood Levy

Wolves of War

Morris

The Marches

Upwold

The Applewood Levy

Wolves of War

Trevor Woodsman

The Marches

Upwold

The Applewood Levy

Wolves of War

Coiska Graemovna Sulich

Varushka

Volodmartz

The Oxen Head

Autumn Equinox 381YE

Support

Citizen

Nation

Territory

Banner

Barrens Spy Network

Leodegrance 'Leo' Archer

Dawn

The Barrens

House Vexille

Bounders

Jack Flint

The Marches

unknown

House Bolholt

Bounders

Edwin de Warrenne

The Marches

Bregasland

Order of the Forgotten Word

Bounders

Bastard Tom

The Marches

Mitwold

King's Stoke

Bounders

William Talbot

The Marches

Mitwold

The Talbots

Bounders

Robert Dunlain

The Marches

Mournwold

House Dunlain

Bounders

Bernard Dugdale

The Marches

Mournwold

Mournwold Sappers

Bounders

Tiberius Vax'ildan

Wintermark

Sermersuaq

Bounders

Kirrik

Imperial Orcs

Skarsind

Sunhammers

Bounders

Irontide Vio

Imperial Orcs

Skarsind

The Irontide

Bounders

Rokk

Imperial Orcs

Skarsind

The Irontide

Bounders

Ciaphas "Black Jack" Dekar

The Marches

Upwold

Bounders

Roderick Merrick

The Marches

Upwold

Bounders

Rickard of Lambrook

The Marches

Upwold

House Balston

Bounders

'green' jack woodruff

The Marches

Upwold

The Applewood Levy

Bounders

Jarrod Steelsmith

The Marches

Upwold

The Applewood Levy

Citadel Guard

Cael Splitroot

Navarr

Broceliande

Brackensong Steading (Banner)

Drakes

John of Meade

The Marches

Mitwold

Freeborn Storm

nate drayton

The Marches

Mournwold

Golden Sun

Lucien

Dawn

Astolat

Golden Sun

Ren Tanner

Dawn

Weirwater

Granite Pillar

Sagramore

Dawn

Astolat

House de Gauvain

Granite Pillar

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Enoch

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Lucifer

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Nicanor

Highguard

Bastion

Felix's Watch Banner

Granite Pillar

Iscah Knilus

Highguard

Bastion

Jachin's Legacy

Granite Pillar

Tyrus

Highguard

Bastion

Jachin's Legacy

Granite Pillar

Cuth

Highguard

Bastion

Shattered Tower Banner

Granite Pillar

Solomon

Highguard

Bastion

Shattered Tower Banner

Granite Pillar

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Granite Pillar

Cayleb

Highguard

Casinea

Felix's Watch Banner

Granite Pillar

Sketchemi Justicast Mentyevik

Varushka

Miekarova

The Oxen Head

Granite Pillar

mathayus

Highguard

Necropolis

Granite Pillar

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Granite Pillar

Jeconiah

Highguard

Reikos

Banner of the Cenotaph

Granite Pillar

Abaddon

Highguard

Reikos

Shattered Tower Banner

Granite Pillar

Rykus Tye

Highguard

Reikos

Shattered Tower Banner

Granite Pillar

Archelaus

Highguard

Reikos

The Steel Tide

Granite Pillar

Krunk

Imperial Orcs

Skarsind

Gaterender

Granite Pillar

Vade

Imperial Orcs

Skarsind

Redhands

Granite Pillar

Irontide Skar

Imperial Orcs

Skarsind

The Irontide

Granite Pillar

Nikolai Yaropolk Borislav

Varushka

Volodmartz

The Oxen Head

Hounds of Glory

Geraint Bascombe

Dawn

unknown

House Cordraco

Hounds of Glory

Durand De Coeurdefer

Dawn

unknown

House De Rondell

Hounds of Glory

Mal` Lassal Scethos

Dawn

Astolat

House Cordraco

Hounds of Glory

Tomyric

Dawn

Astolat

House Cordraco

Hounds of Glory

Katrina Gardner

Dawn

Astolat

House de Cambysse

Hounds of Glory

Alexander

Dawn

Astolat

House De Rondell

Hounds of Glory

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Eadric Fjellrevening

Dawn

Astolat

House De Rondell

Hounds of Glory

Garravaine De Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Gregor De Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Lord Colwynn de Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Roland De Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Tancred

Dawn

Astolat

House De Rondell

Hounds of Glory

Roger Du Soleil

Dawn

Astolat

House Du Soleil

Hounds of Glory

Valentin Ivarovich Severyan

Dawn

Astolat

House Orzel

Hounds of Glory

Adam Sepulchre

Dawn

Astolat

House Sepulchre Banner

Hounds of Glory

Owain Sepulchre

Dawn

Astolat

House Sepulchre Banner

Hounds of Glory

Danica Mala Severyan

Dawn

Astolat

House Vandale

Hounds of Glory

Connaught

Navarr

Hercynia

Pridestalker

Hounds of Glory

Thane

Dawn

Holberg

Tour De Cendres

Hounds of Glory

Gustav Miekovich Malin

Varushka

Miekarova

The Wulfsbane Fellowship

Hounds of Glory

Zadkiel de Coeurdefer

Dawn

Reikos

Hounds of Glory

Eliane Du Maurisol

Dawn

Semmerholm

Hounds of Glory

Feroce Lupo

Dawn

Semmerholm

Tour De Cendres

Hounds of Glory

Rheged Redspear

Wintermark

Sermersuaq

Saker

Hounds of Glory

dor

Imperial Orcs

Skarsind

Gaterender

Hounds of Glory

Vulpes

Dawn

The Barrens

Hounds of Glory

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Hounds of Glory

Leon

Dawn

The Barrens

House de Carsenere

Hounds of Glory

Guillaume

Dawn

The Barrens

House Vexille

Hounds of Glory

Isabelle

Dawn

Weirwater

Hounds of Glory

Sir Andred Gravaine

Dawn

Weirwater

Hounds of Glory

Teagan de Casillon

Dawn

Weirwater

Hounds of Glory

Bors De Carsenere

Dawn

Weirwater

House de Carsenere

Hounds of Glory

Gwynhwyfar

Dawn

Weirwater

House Orzel

Hounds of Glory

Ilya Damirovich Severyan

Dawn

Weirwater

House Orzel

Hounds of Glory

Maryc

Dawn

Weirwater

House Orzel

Hounds of Glory

Starac Sijed

Dawn

Weirwater

House Orzel

Iron Helms

Philostrate

Urizen

Spiral

Liathhaven Spy Network

Owyn

Navarr

unknown

Exile's End

Liathhaven Spy Network

Lord Merbrid the Stork

Dawn

Astolat

House Sepulchre Banner

Liathhaven Spy Network

Magdelena Alagna Di Sarvos

The League

Holberg

Liathhaven Spy Network

Kaspar Yakovich von Holberg

The League

Holberg

House of Seven Mirrors

Liathhaven Spy Network

Dynion Stormpine

Navarr

Liathaven

Liathhaven Spy Network

Lleu Tarw

Navarr

Liathaven

The Companions of Tarw

Liathhaven Spy Network

Maarit

Varushka

Miekarova

Quiet Step

Aoire Lamentwalker

Navarr

Broceliande

Quiet Step

Scota

Navarr

Hercynia

Pathfinders

Quiet Step

Bleddyn Eternal

Navarr

Hercynia

Vervain Shield

Quiet Step

Maddoc

Navarr

Hercynia

Wolf's Bone

Quiet Step

Danza Pathfinder

Navarr

Liathaven

Pathfinders

Quiet Step

Talan

Navarr

Liathaven

Wolf's Bone

Quiet Step

Torr Splitroot

Navarr

Miaren

Quiet Step

Vuk The Wolfeater

Varushka

Miekarova

Wulfen Reavers

Quiet Step

Dafydd Steelford

Navarr

Therunin

Quiet Step

Geraint Broad-Backed

Navarr

Therunin

Open Skies

Quiet Step

Gwill Fenwarden

Navarr

Therunin

The Companions of Tarw

Quiet Step

Etta Farkas

Navarr

Therunin

Vervain Shield

Quiet Step

Merel

Navarr

Therunin

Vervain Shield

Seventh Wave

Moses

Highguard

Bastion

Cohort of the Winter Bear

Summer Storm

Irontide Kragg

Imperial Orcs

Skarsind

The Irontide

Summer Storm

K'ol

Imperial Orcs

Skarsind

The Irontide

Winter Sun

Fal

Imperial Orcs

Skarsind

Winter Sun

Morg'ur

Imperial Orcs

Skarsind

Winter Sun

Ashborn Rauur

Imperial Orcs

Skarsind

Ashborn

Winter Sun

Ask

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Bloodcrow Drost

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Bloodcrow T'Kor

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Bloodcrow Yargol

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Rykana

Imperial Orcs

Skarsind

Skywise

Winter Sun

Taal

Imperial Orcs

Skarsind

Skywise

Wolves of War

Brennos Brackensong

Navarr

Broceliande

Wolves of War

Brendan

Navarr

Broceliande

Brackensong Steading (Banner)

Wolves of War

Aethalstan Halvarson

Wintermark

Hahnmark

Wolves of War

Dunn Stoneshower

Wintermark

Hahnmark

Wolves of War

Finngard

Wintermark

Hahnmark

Wolves of War

Helgunn

Wintermark

Hahnmark

Wolves of War

Kindra Edasdottir

Wintermark

Hahnmark

Wolves of War

Osric

Wintermark

Hahnmark

Wolves of War

Ulf

Wintermark

Hahnmark

Wolves of War

Wulfric

Wintermark

Hahnmark

Baldorbrand

Wolves of War

Brynjar Bjorning

Wintermark

Hahnmark

Bjornholt

Wolves of War

Reidarr Solvisson

Wintermark

Hahnmark

Byrchenhal

Wolves of War

Cynwulf Ashburh

Wintermark

Hahnmark

Darkwolves of Argonne

Wolves of War

Ethelwulf Argonning

Wintermark

Hahnmark

Darkwolves of Argonne

Wolves of War

"Axehind" Aedric Dunning

Wintermark

Hahnmark

Dunhearth Hall

Wolves of War

"sword hind" Leofric Dunning

Wintermark

Hahnmark

Dunhearth Hall

Wolves of War

Eahlstan Yarricson

Wintermark

Hahnmark

Dunhearth Hall

Wolves of War

Hadand Dunwulf

Wintermark

Hahnmark

Dunhearth Hall

Wolves of War

Mayda

Wintermark

Hahnmark

Dunhearth Hall

Wolves of War

Penda Dunning

Wintermark

Hahnmark

Dunhearth Hall

Wolves of War

Sylvi

Wintermark

Hahnmark

Dunhearth Hall

Wolves of War

Theoderic Ulfarsson

Wintermark

Hahnmark

Dunhearth Hall

Wolves of War

Wolfrik

Wintermark

Hahnmark

Dunhearth Hall

Wolves of War

Siward

Wintermark

Hahnmark

Hendal Hearth

Wolves of War

Tristan Lothbrok

Wintermark

Hahnmark

Hendal Hearth

Wolves of War

Nerian Ordulfsson

Wintermark

Hahnmark

Holt Hyrde

Wolves of War

Skegg

Wintermark

Hahnmark

Hunters Hall

Wolves of War

Kaspar Kreftinaring

Wintermark

Hahnmark

Mandrake's Marshals

Wolves of War

Bjarvoc Bjornson

Wintermark

Hahnmark

Vesalligr

Wolves of War

Iorveth

Wintermark

Hahnmark

Vesalligr

Wolves of War

Morcar Sigvardssson

Wintermark

Hahnmark

Vesalligr

Wolves of War

Raknar

Wintermark

Hahnmark

Vesalligr

Wolves of War

Rasmus Beppeson

Wintermark

Hahnmark

Vesalligr

Wolves of War

Cadoc Artair Skölsson

Wintermark

Hahnmark

Wargs of Winter

Wolves of War

Arkann wolfs bone

Navarr

Hercynia

Wolf's Bone

Wolves of War

Reinhardt Schwarzmane

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Vito Guerra

The Brass Coast

Kahraman

Flames of the Coast

Wolves of War

Herette

Wintermark

Kallavesa

Wolves of War

Kiira Blood Born

Wintermark

Kallavesa

Holt Hyrde

Wolves of War

Salvatore i Paloma i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Wolves of War

Volk kuznetsov strascovih

Varushka

Miekarova

Wolves of War

Verres Amastacia

Urizen

Morrow

Wolves of War

Valerian

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Laurentius Julianus Netherwatch

Urizen

Redoubt

Wolves of War

Arcus Netherwatch

Urizen

Redoubt

Banner of the Phoenix

Wolves of War

Marciel i Riqueza

The Brass Coast

Segura

Flames of the Coast

Wolves of War

Tito Guerra

The Brass Coast

Segura

Flames of the Coast

Wolves of War

Alix i Sol-Devorador i Erigo

The Brass Coast

Segura

Krakenfire Armada

Wolves of War

Ulric Stenning

Wintermark

Sermersuaq

Stenstorp

Wolves of War

Aethelstan Korping

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Wolves of War

Kellua Itsepainen

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Wolves of War

Draca “Cold-Iron”

Wintermark

Sermersuaq

The Children of Winter

Wolves of War

Kinder

Wintermark

Sermersuaq

The Children of Winter

Wolves of War

Njamor Threestone

Wintermark

Sermersuaq

The Children of Winter

Wolves of War

wulfric

Wintermark

Sermersuaq

The Children of Winter

Wolves of War

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Wolves of War

Elthwyn

Wintermark

Skarsind

Dunhearth Hall

Wolves of War

EryWood of Dunning

Wintermark

Skarsind

Dunhearth Hall

Wolves of War

Shawtax

Imperial Orcs

Skarsind

Gaterender

Wolves of War

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Wolves of War

Saga

Wintermark

Skarsind

The Embers of Ashenhall

Wolves of War

T'onk

Imperial Orcs

Skarsind

The Irontide

Wolves of War

Phaedra Anakerien

Urizen

Spiral

Wolves of War

Aquillian Effugere

Urizen

Spiral

Ankarien's Revenge

Wolves of War

Belisarius Blackheart

Urizen

Spiral

Banner of the Phoenix

Wolves of War

Aurelius, the Oak's Brother

Urizen

Spiral

Seven Wandering Stars

Wolves of War

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Natalia "The Falcon" Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Silvio de Tassato

The League

Tassato

The Printers' Guild

Wolves of War

Enrico

The League

Temeschwar

The Brotherhood of the Ashen Tower

Wolves of War

Marco

The League

Temeschwar

The Brotherhood of the Ashen Tower

Wolves of War

Coiska Graemovna Sulich

Varushka

Volodmartz

The Oxen Head

Wolves of War

Octavia Endsmeet

Urizen

Zenith

Wolves of War

Kai

Urizen

Zenith

Banner of the Phoenix

Wolves of War

Amulius

Urizen

Zenith

Nocturnal Fall

Summer Solstice 381YE

Support

Citizen

Nation

Territory

Banner

Barrens Spy Network

Fal

Imperial Orcs

Skarsind

Barrens Spy Network

Guillaume

Dawn

The Barrens

House Vexille

Barrens Spy Network

Leodegrance 'Leo' Archer

Dawn

The Barrens

House Vexille

Black Thorns

Owyn

Navarr

unknown

Exile's End

Black Thorns

Scyther

Navarr

Broceliande

Black Thorns

Cael Splitroot

Navarr

Broceliande

Brackensong Steading (Banner)

Black Thorns

Ravn Dunning The Indomitable

Wintermark

Hahnmark

Black Thorns

Tager Defender of the Fallen Tyrshalt

Wintermark

Hahnmark

Renwaerd

Black Thorns

Dunn Stoneshower

Wintermark

Hahnmark

Stenstorp

Black Thorns

Raknar

Wintermark

Hahnmark

Vesalligr

Black Thorns

Julietta pathfinder

Navarr

Hercynia

Pathfinders

Black Thorns

Scota

Navarr

Hercynia

Pathfinders

Black Thorns

Connaught

Navarr

Hercynia

Pridestalker

Black Thorns

Maddoc

Navarr

Hercynia

Wolf's Bone

Black Thorns

Lleu Tarw

Navarr

Liathaven

The Companions of Tarw

Black Thorns

Gwirionedd

Navarr

Liathaven

The Feyerd

Black Thorns

Talan

Navarr

Liathaven

Wolf's Bone

Black Thorns

Torr Ashwood

Navarr

Miaren

Black Thorns

Kalas Realm Reach

Navarr

Miaren

Realms Reach

Black Thorns

Richard Smith

The Marches

Mitwold

Black Thorns

Beltran I Ezmara I Erigo

The Brass Coast

Segura

Black Thorns

Rheged Redspear

Wintermark

Sermersuaq

Saker

Black Thorns

Aethelstan Korping

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Black Thorns

Govannan Seppa

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Black Thorns

Gunnar Olafson

Wintermark

Skarsind

Great Vale Nomads

Black Thorns

Silvio de Tassato

The League

Tassato

The Printers' Guild

Black Thorns

Kostya Von Temeschwari

The League

Temeschwar

Rotfyre Raiders

Black Thorns

Geraint Broad-Backed

Navarr

Therunin

Open Skies

Black Thorns

Gwill Fenwarden

Navarr

Therunin

The Companions of Tarw

Black Thorns

Meilyr

Navarr

Therunin

The Feyerd

Black Thorns

Astrid

Navarr

Therunin

Vervain Shield

Black Thorns

Draknaar

Navarr

Therunin

Vervain Shield

Black Thorns

Etta Farkas

Navarr

Therunin

Vervain Shield

Bounders

Jack Flint

The Marches

unknown

House Bolholt

Bounders

Horrible Thing

The Marches

Bregasland

Bounders

Piper Archer

The Marches

Bregasland

House Bolholt

Bounders

Edwin de Warrenne

The Marches

Bregasland

Order of the Forgotten Word

Bounders

Vito Guerra

The Brass Coast

Kahraman

Flames of the Coast

Bounders

Kiira Blood Born

Wintermark

Kallavesa

Holt Hyrde

Bounders

Amber

Navarr

Liathaven

The Feyerd

Bounders

Salvatore i Paloma i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Bounders

Eurion

Navarr

Miaren

The Feyerd

Bounders

Bastard Tom

The Marches

Mitwold

King's Stoke

Bounders

Robin Longshanks

The Marches

Mitwold

The Cullach

Bounders

William Talbot

The Marches

Mitwold

The Talbots

Bounders

Robert Dunlain

The Marches

Mournwold

House Dunlain

Bounders

Bernard Dugdale

The Marches

Mournwold

Mournwold Sappers

Bounders

Sim Fletcher

The Marches

Mournwold

The Company of High Courage

Bounders

Tito Guerra

The Brass Coast

Segura

Flames of the Coast

Bounders

Torvald

Wintermark

Sermersuaq

The Children of Winter

Bounders

Morg'ur

Imperial Orcs

Skarsind

Bounders

Ask

Imperial Orcs

Skarsind

Bloodcrows

Bounders

Bloodcrow Losak

Imperial Orcs

Skarsind

Bloodcrows

Bounders

Bloodcrow T'Kor

Imperial Orcs

Skarsind

Bloodcrows

Bounders

Bloodcrow Yargol

Imperial Orcs

Skarsind

Bloodcrows

Bounders

Tyrik

Imperial Orcs

Skarsind

Bloodcrows

Bounders

Katla Godwinsdottir

Wintermark

Skarsind

Cohort Of the Frayed

Bounders

Krunk

Imperial Orcs

Skarsind

Gaterender

Bounders

Shawtax

Imperial Orcs

Skarsind

Gaterender

Bounders

Rurik

Imperial Orcs

Skarsind

Palerictus

Bounders

Rykana

Imperial Orcs

Skarsind

Skywise

Bounders

Taal

Imperial Orcs

Skarsind

Skywise

Bounders

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Bounders

Irontide Skar

Imperial Orcs

Skarsind

The Irontide

Bounders

Irontide Vio

Imperial Orcs

Skarsind

The Irontide

Bounders

T'onk

Imperial Orcs

Skarsind

The Irontide

Bounders

Daine

Navarr

Therunin

The Feyerd

Bounders

Merionnen the Relentless

Navarr

Therunin

The Feyerd

Bounders

Roderick Merrick

The Marches

Upwold

Bounders

Bruce Pott

The Marches

Upwold

House Balston

Bounders

Rickard of Lambrook

The Marches

Upwold

House Balston

Bounders

Libby

The Marches

Upwold

The Applewood Levy

Drakes

John of Meade

The Marches

Mitwold

Drakes

William Watcher of Whittle

The Marches

Mournwold

Drakes

William Guildenstern

The Marches

Upwold

House Guildenstern

Eastern Sky

Ramza Brightheart

Dawn

Reikos

Eastern Sky

Marius

Dawn

Sermersuaq

Fire of the South

Phaedra Anakerien

Urizen

Spiral

Forte Fidelis

Erwillian Mann

The Marches

Mitwold

Merrick's Tavelling Company

Freeborn Storm

Estana I Mestiere I Guerra

The Brass Coast

unknown

Freeborn Storm

Tyr Cain

Dawn

Astolat

Freeborn Storm

Thomas Morgan

The Marches

Bregasland

Freeborn Storm

Misha Kemi

The Marches

Bregasland

Order of the Forgotten Word

Freeborn Storm

Accalon

Highguard

Casinea

Felix's Watch Banner

Freeborn Storm

Antonio I Carno I Guerra

The Brass Coast

Feroz

Freeborn Storm

Ciana i Carno i Guerra

The Brass Coast

Feroz

Freeborn Storm

Darla I Carno I Guerra

The Brass Coast

Feroz

Freeborn Storm

Jeziah i Mestiere i Guerra

The Brass Coast

Feroz

Freeborn Storm

Renata i Zabala i Erigo

The Brass Coast

Feroz

Family Zabala

Freeborn Storm

Eduardo

The Brass Coast

Feroz

House i Souza i Guerra

Freeborn Storm

Lurchas Souza i Guerra

The Brass Coast

Feroz

House i Souza i Guerra

Freeborn Storm

Safiya i Souza i Guerra

The Brass Coast

Feroz

House i Souza i Guerra

Freeborn Storm

Baz i Salazar i Erigo

The Brass Coast

Feroz

House of Salazar

Freeborn Storm

Suna i Moro i Erigo

The Brass Coast

Feroz

House of Salazar

Freeborn Storm

Bron Mordssen

Wintermark

Hahnmark

Freeborn Storm

Frithmund

Wintermark

Hahnmark

Freeborn Storm

Inar Dunning the Blacksmith

Wintermark

Hahnmark

Dunhearth Hall

Freeborn Storm

Runa Ivey

Wintermark

Hahnmark

Holt Hyrde

Freeborn Storm

Agnarr Bearsbane

Wintermark

Hahnmark

Sherard Hunters (Banner)

Freeborn Storm

Sigvald

Wintermark

Hahnmark

The Embers of Ashenhall

Freeborn Storm

Owyn Nineleagues

Wintermark

Hahnmark

Travelling Hall of Toki

Freeborn Storm

Amarie Elidor

The Brass Coast

Kahraman

Freeborn Storm

Ildefonso Guerra Sayap

The Brass Coast

Kahraman

Flames of the Coast

Freeborn Storm

Manny Sayap Guerra

The Brass Coast

Kahraman

Flames of the Coast

Freeborn Storm

Atla Grimm

Wintermark

Kallavesa

Freeborn Storm

Nikolai dravi

Navarr

Liathaven

The Feyerd

Freeborn Storm

Bayram i Tamatowgar i Guerra

The Brass Coast

Madruga

Freeborn Storm

Tamurlayne i Carno i Guerra

The Brass Coast

Madruga

Freeborn Storm

Tal'Shar i Zabala i Erigo

The Brass Coast

Madruga

Family Zabala

Freeborn Storm

Dana i Erigo

The Brass Coast

Madruga

Flames of the Coast

Freeborn Storm

Edgardo i Ruiloba i Guerra

The Brass Coast

Madruga

House Taziel

Freeborn Storm

Lowri

Navarr

Miaren

Exile's End

Freeborn Storm

Yanto

Navarr

Miaren

The Companions of Tarw

Freeborn Storm

Mud

The Marches

Mitwold

Freeborn Storm

Ioseph

Urizen

Morrow

Banner of the Phoenix

Freeborn Storm

Sloane

Highguard

Necropolis

The Steel Tide

Freeborn Storm

Lucian Of Ephemeris

Urizen

Redoubt

Banner of the Phoenix

Freeborn Storm

Aria Notturno di Sarvos

The League

Sarvos

Freeborn Storm

Grimandi Vascello di Sarvos

The League

Sarvos

Freeborn Storm

Leandro de Cruso di Sarvos

The League

Sarvos

Freeborn Storm

Anton di Sarvos

The League

Sarvos

The Brotherhood of Torn Banners

Freeborn Storm

Korom

The Brass Coast

Segura

Flame of Anduz

Freeborn Storm

Argent Dromund

Dawn

Semmerholm

Freeborn Storm

Gawain Dromond

Dawn

Semmerholm

Freeborn Storm

Esme Sailmaker

Dawn

Semmerholm

The Reavers of House Dromond

Freeborn Storm

Marcus Drommond

Dawn

Semmerholm

The Reavers of House Dromond

Freeborn Storm

Boarick Blackhand

Wintermark

Sermersuaq

Holt Hyrde

Freeborn Storm

Urq

Imperial Orcs

Skarsind

Legion Protectorate

Freeborn Storm

Thalia

Urizen

Spiral

Banner of the Phoenix

Freeborn Storm

Auriana Vivaci Riva di Tassato

The League

Tassato

Freeborn Storm

siciro

The League

Temeschwar

Rotfyre Raiders

Freeborn Storm

Garr

Navarr

Therunin

The Feyerd

Freeborn Storm

Ebenezer

The Marches

Upwold

The Applewood Levy

Golden Sun

Durand De Coeurdefer

Dawn

unknown

House De Rondell

Golden Sun

Lucien

Dawn

Astolat

Golden Sun

Robert Ryland

Dawn

Astolat

Golden Sun

Solene d'Alba

Dawn

Astolat

Golden Sun

Sigwald de cambysse

Dawn

Astolat

House de Cambysse

Golden Sun

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Golden Sun

Eadric Fjellrevening

Dawn

Astolat

House De Rondell

Golden Sun

Garravaine De Rondell

Dawn

Astolat

House De Rondell

Golden Sun

Gregor De Rondell

Dawn

Astolat

House De Rondell

Golden Sun

Tancred

Dawn

Astolat

House De Rondell

Golden Sun

Roger Du Soleil

Dawn

Astolat

House Du Soleil

Golden Sun

Valentin Ivarovich Severyan

Dawn

Astolat

House Orzel

Golden Sun

Owain Sepulchre

Dawn

Astolat

House Sepulchre Banner

Golden Sun

Danica Mala Severyan

Dawn

Astolat

House Vandale

Golden Sun

Melusina Ehrengard

Dawn

Astolat

House Vandale

Golden Sun

Peter Fletcher

Dawn

Astolat

House Vandale

Golden Sun

Robyn Vandale

Dawn

Astolat

House Vandale

Golden Sun

Brother Vladimir von Temeschwar Of the Brotherhood of the Ashen Tower

The League

Holberg

The Brotherhood of the Ashen Tower

Golden Sun

Feroce Lupo

The League

Holberg

The Brotherhood of the Ashen Tower

Golden Sun

Hugo Schwarzenberger

The League

Holberg

The Brotherhood of the Ashen Tower

Golden Sun

Nerezza Da Rosa Del Sarvos (Isabella)

The League

Holberg

The Brotherhood of the Ashen Tower

Golden Sun

Reinhardt Schwarzmane

The League

Holberg

The Brotherhood of the Ashen Tower

Golden Sun

Thane

The League

Holberg

The Brotherhood of the Ashen Tower

Golden Sun

Eliane Du Maurisol

Dawn

Semmerholm

Golden Sun

Arda Andriksson

Wintermark

Sermersuaq

The Children of Winter

Golden Sun

Draca “Cold-Iron”

Wintermark

Sermersuaq

The Children of Winter

Golden Sun

Njamor Threestone

Wintermark

Sermersuaq

The Children of Winter

Golden Sun

Serrusto Caeli Rezia di Tassato

The League

Tassato

Golden Sun

Enrico

The League

Temeschwar

The Brotherhood of the Ashen Tower

Golden Sun

Marco

The League

Temeschwar

The Brotherhood of the Ashen Tower

Golden Sun

Pater Josiah Lynch

The League

Temeschwar

The Brotherhood of the Ashen Tower

Golden Sun

Vulpes

Dawn

The Barrens

Golden Sun

Caius Aurelius

Dawn

The Barrens

House Aurelius

Golden Sun

Isabelle

Dawn

Weirwater

Golden Sun

Lucan

Dawn

Weirwater

Golden Sun

Sendren Tanner

Dawn

Weirwater

Golden Sun

Sir Andred Gravaine

Dawn

Weirwater

Golden Sun

Teagan de Casillon

Dawn

Weirwater

Golden Sun

D'Eon

Dawn

Weirwater

House Novarion

Golden Sun

Gwynhwyfar

Dawn

Weirwater

House Orzel

Golden Sun

Ilya Damirovich Severyan

Dawn

Weirwater

House Orzel

Golden Sun

Maryc

Dawn

Weirwater

House Orzel

Golden Sun

Starac Sijed

Dawn

Weirwater

House Orzel

Golden Sun

Tapion Orzel

Dawn

Weirwater

House Orzel

Hordalant Spy Network

Aethalstan Halvarson

Wintermark

Hahnmark

Hordalant Spy Network

Ethelwulf Argonning

Wintermark

Hahnmark

Darkwolves of Argonne

Hordalant Spy Network

"Axehind" Aedric Dunning

Wintermark

Hahnmark

Dunhearth Hall

Hordalant Spy Network

Benny

Wintermark

Hahnmark

Dunhearth Hall

Hordalant Spy Network

Bjergir of Dunhearth

Wintermark

Hahnmark

Dunhearth Hall

Hordalant Spy Network

Blaze

Wintermark

Hahnmark

Dunhearth Hall

Hordalant Spy Network

Elva

Wintermark

Hahnmark

Dunhearth Hall

Hordalant Spy Network

Hadand Dunwulf

Wintermark

Hahnmark

Dunhearth Hall

Hordalant Spy Network

Raeden

Wintermark

Hahnmark

Dunhearth Hall

Hordalant Spy Network

Theoderic Ulfarsson

Wintermark

Hahnmark

Dunhearth Hall

Hordalant Spy Network

Wolfrik

Wintermark

Hahnmark

Dunhearth Hall

Hordalant Spy Network

Vulrik Bager

Wintermark

Hahnmark

Hall Svell Dyr

Hordalant Spy Network

Morcar Sigvardssson

Wintermark

Hahnmark

Vesalligr

Hordalant Spy Network

Ashborn Rauur

Imperial Orcs

Skarsind

Ashborn

Hordalant Spy Network

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Hordalant Spy Network

Elthwyn

Wintermark

Skarsind

Dunhearth Hall

Hordalant Spy Network

Raknar Dunning

Wintermark

Skarsind

Dunhearth Hall

Hordalant Spy Network

Britwulf

Wintermark

Skarsind

Renwaerd

Hordalant Spy Network

Tulva

Imperial Orcs

Skarsind

Skywise

Quiet Step

Valeska Pathfinder

Navarr

Liathaven

Pathfinders

Seventh Wave

Solomon of the Silent Tide

Highguard

unknown

Seventh Wave

Levi Ramage

Highguard

Bastion

Seventh Wave

Roman Aleksander Alinyova

Highguard

Bastion

Seventh Wave

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Seventh Wave

Nicanor

Highguard

Bastion

Felix's Watch Banner

Seventh Wave

Cuth

Highguard

Bastion

Shattered Tower Banner

Seventh Wave

Jada

Highguard

Bastion

Shattered Tower Banner

Seventh Wave

Solomon

Highguard

Bastion

Shattered Tower Banner

Seventh Wave

Kaleb

Highguard

Casinea

Cohort of the Winter Bear

Seventh Wave

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Seventh Wave

Cayleb

Highguard

Casinea

Felix's Watch Banner

Seventh Wave

Ashai Varnairus

The Brass Coast

Feroz

Seventh Wave

Abaddon

Highguard

Necropolis

Seventh Wave

Isaac

Highguard

Necropolis

Seventh Wave

mathayus

Highguard

Necropolis

Seventh Wave

Ophelius

Highguard

Necropolis

Seventh Wave

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Seventh Wave

Archelaus

Highguard

Reikos

Seventh Wave

Sarah

Highguard

Reikos

Seventh Wave

Jeconiah

Highguard

Reikos

Banner of the Cenotaph

Seventh Wave

Abaddon

Highguard

Reikos

Shattered Tower Banner

Summer Storm

Kirrik

Imperial Orcs

Skarsind

Sunhammers

Summer Storm

Irontide Kragg

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Rokk

Imperial Orcs

Skarsind

The Irontide

The Gate

Florent-Maxime du Barre Cordraco

Dawn

Astolat

House Bascombe

Valiant Pegasus

Gezzar

Imperial Orcs

Skarsind

Winter Sun

Dorri

Imperial Orcs

Skarsind

Bloodcrows

Wolves of War

Geraint Bascombe

Dawn

Astolat

House Cordraco

Wolves of War

Lord Merbrid the Stork

Dawn

Astolat

House Sepulchre Banner

Wolves of War

Brennos Brackensong

Navarr

Broceliande

Wolves of War

Brendan

Navarr

Broceliande

Brackensong Steading (Banner)

Wolves of War

Helgunn

Wintermark

Hahnmark

Wolves of War

Kindra Edasdottir

Wintermark

Hahnmark

Wolves of War

Osric

Wintermark

Hahnmark

Wolves of War

Siward

Wintermark

Hahnmark

Wolves of War

Skegg

Wintermark

Hahnmark

Wolves of War

Brynjar Bjorning

Wintermark

Hahnmark

Bjornholt

Wolves of War

Guthwine Bjorning

Wintermark

Hahnmark

Bjornholt

Wolves of War

Kasper Blakk

Wintermark

Hahnmark

Bjornholt

Wolves of War

Nerian Ordulfsson

Wintermark

Hahnmark

Holt Hyrde

Wolves of War

Kaspar Kreftinaring

Wintermark

Hahnmark

Mandrake's Marshals

Wolves of War

Cadoc Artair Skölsson

Wintermark

Hahnmark

Wargs of Winter

Wolves of War

Bleddyn Eternal

Navarr

Hercynia

Vervain Shield

Wolves of War

Magdelena Alagna Di Sarvos

The League

Holberg

Wolves of War

Kaspar Yakovich von Holberg

The League

Holberg

House of Seven Mirrors

Wolves of War

Aracelis

The Brass Coast

Kahraman

Flames of the Coast

Wolves of War

Honour Morgainova Prochnost

Varushka

Karsk

Wolves of War

Vilkas Antonovich Prochnost

Varushka

Karsk

The Embers of Ivarsgard

Wolves of War

Volk kuznetsov strascovih

Varushka

Miekarova

Wolves of War

Branislav Vuk Strascovich

Varushka

Miekarova

Grimhold Schlacta

Wolves of War

Elyra

Urizen

Morrow

Wolves of War

Flavia

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Lycier

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Valerian

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Vaan

Urizen

Morrow

Horizon's Edge

Wolves of War

Arcus Netherwatch

Urizen

Redoubt

Banner of the Phoenix

Wolves of War

Tzimisas

Urizen

Redoubt

Banner of the Phoenix

Wolves of War

Vigo Orlando Scarlatti de Sarvos

The League

Sarvos

Carta Bellamarina

Wolves of War

Leon Fortuna

The League

Sarvos

The Brotherhood of Torn Banners

Wolves of War

Marciel i Riqueza

The Brass Coast

Segura

Flames of the Coast

Wolves of War

Kellua Itsepainen

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Wolves of War

Philostrate

Urizen

Spiral

Wolves of War

Tanwyn Ankarien

Urizen

Spiral

Ankarien's Revenge

Wolves of War

Belisarius Blackheart

Urizen

Spiral

Banner of the Phoenix

Wolves of War

Aurelius, the Oak's Brother

Urizen

Spiral

Seven Wandering Stars

Wolves of War

Cassius, Stork’s Brother

Urizen

Spiral

Seven Wandering Stars

Wolves of War

Septima, Door's Sister

Urizen

Spiral

Seven Wandering Stars

Wolves of War

Tiberius, Phoenix's Brother

Urizen

Spiral

Seven Wandering Stars

Wolves of War

Alessandro of the Cuore de Pietra

The League

Tassato

Wolves of War

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Natalia "The Falcon" Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Serena di Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Iacob Aurel Genoshu

The League

Temeschwar

The Brotherhood of Torn Banners

Wolves of War

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Wolves of War

Leon

Dawn

The Barrens

House de Carsenere

Wolves of War

Josua Rookwood

Dawn

The Barrens

House Martel

Wolves of War

Matty (Matilda)

Dawn

The Barrens

House Martel

Wolves of War

Rodric Worldscribe

Navarr

Therunin

Wolves of War

Bohemonde "Bo" Novarion

Dawn

Weirwater

House Novarion

Wolves of War

Kai

Urizen

Zenith

Banner of the Phoenix

Wolves of War

Amulius

Urizen

Zenith

Nocturnal Fall

Wolves of War

Cain

Urizen

Zenith

Nocturnal Fall

Zemress Island Evacuation

Adan i DelToro i Riqueza

The Brass Coast

unknown

DelToro

Zemress Island Evacuation

Ahraz i Guerra

The Brass Coast

Feroz

Zemress Island Evacuation

Leto Mayakl-Khunnang

The Brass Coast

Feroz

Zemress Island Evacuation

Raul I Alves I Guerra

The Brass Coast

Feroz

Zemress Island Evacuation

Santiago

The Brass Coast

Feroz

Zemress Island Evacuation

Ana i Taziel i Riqueza

The Brass Coast

Feroz

House Taziel

Zemress Island Evacuation

Basir-Tazial

The Brass Coast

Feroz

House Taziel

Zemress Island Evacuation

Demetrio Taziel i Riqueza

The Brass Coast

Feroz

House Taziel

Zemress Island Evacuation

Keiati i Taziel i Riquezza

The Brass Coast

Feroz

House Taziel

Zemress Island Evacuation

Mae

The Brass Coast

Feroz

House Taziel

Zemress Island Evacuation

Octavia

The Brass Coast

Feroz

House Taziel

Zemress Island Evacuation

Thadeo I Aberoa I Riqueza

The Brass Coast

Feroz

Krakenfire Armada

Zemress Island Evacuation

Cormack

Wintermark

Hahnmark

Dunhearth Hall

Zemress Island Evacuation

Gron "Thick Hide" Osgaring

Wintermark

Hahnmark

Oath-sworn of Wolfpine

Zemress Island Evacuation

Halig Homebound

Wintermark

Hahnmark

Vesalligr

Zemress Island Evacuation

arturo

Navarr

Hercynia

Foxden

Zemress Island Evacuation

eagon

Navarr

Hercynia

Foxden

Zemress Island Evacuation

Galleo

The Brass Coast

Kahraman

House Taziel

Zemress Island Evacuation

Enrique I Kalamar I Guerra

The Brass Coast

Madruga

Zemress Island Evacuation

Inigo i Ezmara i Riqueza

The Brass Coast

Madruga

Zemress Island Evacuation

Qusay i Kalamar i Guerra

The Brass Coast

Madruga

Zemress Island Evacuation

Safya i Kalamar i Guerra

The Brass Coast

Madruga

Zemress Island Evacuation

Anwar - i - Del Toro - i - Riquezza

The Brass Coast

Madruga

DelToro

Zemress Island Evacuation

Carlos

The Brass Coast

Madruga

DelToro

Zemress Island Evacuation

Jo

The Brass Coast

Madruga

DelToro

Zemress Island Evacuation

Sofia i DelToro i Riqueza

The Brass Coast

Madruga

DelToro

Zemress Island Evacuation

Alix i Sol-Devorador i Erigo

The Brass Coast

Madruga

Krakenfire Armada

Zemress Island Evacuation

Dacio i Valeria i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Zemress Island Evacuation

Diego i Sol-Devorador i Erigo

The Brass Coast

Madruga

Krakenfire Armada

Zemress Island Evacuation

Etherain i Sol-Devorador i Erigo

The Brass Coast

Madruga

Krakenfire Armada

Zemress Island Evacuation

Galinndan Sol Devorador Erigo

The Brass Coast

Madruga

Krakenfire Armada

Zemress Island Evacuation

Iris i Paloma i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Zemress Island Evacuation

Lilith

The Brass Coast

Madruga

Krakenfire Armada

Zemress Island Evacuation

Vrael i Sol-Devorador i Erigo

The Brass Coast

Madruga

Krakenfire Armada

Zemress Island Evacuation

Andras Leafstalker

Navarr

Miaren

In the Navvari

Zemress Island Evacuation

Dyfrig

Navarr

Miaren

In the Navvari

Zemress Island Evacuation

Llewellyn Leafstalker

Navarr

Miaren

Narmada

Zemress Island Evacuation

Vraalbuka Strascovich

Varushka

Miekarova

Zemress Island Evacuation

Radomir Dobromilovich Straskovich

Varushka

Miekarova

Vor'Azi Wardens

Zemress Island Evacuation

Vilana

Varushka

Miekarova

Wulfen Reavers

Zemress Island Evacuation

Liora Daughter of Rebekah

Highguard

Necropolis

Zemress Island Evacuation

Gideon

Highguard

Reikos

Zemress Island Evacuation

Bartimaeus

Highguard

Reikos

Shattered Tower Banner

Zemress Island Evacuation

Kabaros i Ezmara i Erigo

The Brass Coast

Segura

The Ezmaran Key to Prosperity

Zemress Island Evacuation

chibz

Imperial Orcs

Skarsind

Zemress Island Evacuation

Rork

Imperial Orcs

Skarsind

Zemress Island Evacuation

Dayus

Imperial Orcs

Skarsind

Stormcrow

Zemress Island Evacuation

Oda Farkas

Navarr

Therunin

Ruis Farkas

Zemress Island Evacuation

Owain Farkas

Navarr

Therunin

Ruis Farkas

Zemress Island Evacuation

Aeliana

Urizen

Zenith

Ankarien's Revenge

Spring Equinox 381YE

Support

Citizen

Nation

Territory

Banner

Barrens Spy Network

Geraint Bascombe

Dawn

Astolat

House Cordraco

Barrens Spy Network

Lord Merbrid the Stork

Dawn

Astolat

House Sepulchre Banner

Barrens Spy Network

Peter Fletcher

Dawn

Astolat

House Vandale

Barrens Spy Network

Roman Aleksander Alinyova

Highguard

Bastion

Barrens Spy Network

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Barrens Spy Network

Fal

Imperial Orcs

Skarsind

Barrens Spy Network

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Barrens Spy Network

Leon

Dawn

The Barrens

House de Carsenere

Barrens Spy Network

Josua Rookwood

Dawn

The Barrens

House Martel

Barrens Spy Network

Rodric Worldscribe

Navarr

Therunin

Barrens Spy Network

Bohemonde "Bo" Novarion

Dawn

Weirwater

House Novarion

Barrens Spy Network

D'Eon

Dawn

Weirwater

House Novarion

Black Thorns

Hen Was Silverthorn

Navarr

unknown

Black Thorns

Owyn

Navarr

unknown

Exile's End

Black Thorns

Brendan

Navarr

Broceliande

Brackensong Steading (Banner)

Black Thorns

Cael Splitroot

Navarr

Broceliande

Brackensong Steading (Banner)

Black Thorns

Julietta pathfinder

Navarr

Hercynia

Pathfinders

Black Thorns

Scota

Navarr

Hercynia

Pathfinders

Black Thorns

Bleddyn Eternal

Navarr

Hercynia

Vervain Shield

Black Thorns

Herette

Wintermark

Kallavesa

Black Thorns

Cerys Standingpath

Navarr

Liathaven

Black Thorns

Maddoc

Navarr

Liathaven

Black Thorns

Valeska Pathfinder

Navarr

Liathaven

Pathfinders

Black Thorns

Derren

Navarr

Liathaven

Streamwalkers

Black Thorns

Lleu Tarw

Navarr

Liathaven

The Companions of Tarw

Black Thorns

Amber

Navarr

Liathaven

The Feyerd

Black Thorns

Gwirionedd

Navarr

Liathaven

The Feyerd

Black Thorns

Talan

Navarr

Liathaven

Wolf's Bone

Black Thorns

Ulric Y'Basden

Navarr

Liathaven

Y’Basden

Black Thorns

Torr Ashwood

Navarr

Miaren

Black Thorns

Kalas Realm Reach

Navarr

Miaren

Realms Reach

Black Thorns

Meilyr

Navarr

Therunin

The Feyerd

Black Thorns

Cigydd Summer Crow

Navarr

Therunin

The Summer Crows

Black Thorns

Astrid

Navarr

Therunin

Vervain Shield

Black Thorns

Draknaar

Navarr

Therunin

Vervain Shield

Black Thorns

Merel

Navarr

Therunin

Vervain Shield

Bounders

Jack Flint

The Marches

unknown

House Bolholt

Bounders

Edric Barbourne

The Marches

Bregasland

House Ramsbruck

Bounders

Edwin de Warrenne

The Marches

Bregasland

Order of the Forgotten Word

Bounders

Connaught

Navarr

Hercynia

Pridestalker

Bounders

Fri

Navarr

Liathaven

Bounders

Ulf Fawn-Hollow

Navarr

Miaren

Fawn Hollow

Bounders

Maarit

Varushka

Miekarova

Bounders

Volk kuznetsov strascovih

Varushka

Miekarova

Bounders

Richard Smith

The Marches

Mitwold

Bounders

Bastard Tom

The Marches

Mitwold

King's Stoke

Bounders

Robin Longshanks

The Marches

Mitwold

The Cullach

Bounders

William Talbot

The Marches

Mitwold

The Talbots

Bounders

Verres Amastacia

Urizen

Morrow

Bounders

Robert Dunlain

The Marches

Mournwold

House Dunlain

Bounders

Boldric puddleduck

The Marches

Mournwold

House Guildenstern

Bounders

Bernard Dugdale

The Marches

Mournwold

Mournwold Sappers

Bounders

Lumi Lehtonen

Wintermark

Sermersuaq

Ironhammer Clan

Bounders

Aethelstan Korping

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Bounders

Govannan Seppa

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Bounders

Kellua Itsepainen

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Bounders

Bloodcrow Losak

Imperial Orcs

Skarsind

Bloodcrows

Bounders

Taal

Imperial Orcs

Skarsind

Skywise

Bounders

Kirrik

Imperial Orcs

Skarsind

Sunhammers

Bounders

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Bounders

Irontide Vio

Imperial Orcs

Skarsind

The Irontide

Bounders

T'onk

Imperial Orcs

Skarsind

The Irontide

Bounders

Serrusto Caeli Rezia di Tassato

The League

Tassato

Bounders

Daine

Navarr

Therunin

The Feyerd

Bounders

Edward Isambard

The Marches

Upwold

Emerald Order

Bounders

Richard the Passer of Upwold

The Marches

Upwold

Emerald Order

Bounders

Alusair Farstrider

The Marches

Upwold

House Balston

Bounders

Bruce Pott

The Marches

Upwold

House Balston

Bounders

Rickard of Lambrook

The Marches

Upwold

House Balston

Bounders

William Guildenstern

The Marches

Upwold

House Guildenstern

Bounders

'green' jack woodruff

The Marches

Upwold

The Applewood Levy

Drakes

John of Meade

The Marches

Mitwold

Eastern Sky

Solomon of the Silent Tide

Highguard

unknown

Eastern Sky

Clarence Oswald

Dawn

unknown

House Arwood

Eastern Sky

Mal` Lassal Scethos

Dawn

Astolat

House Cordraco

Eastern Sky

Fenice Groveyard

Dawn

Astolat

House De Céleste

Eastern Sky

Sagramore

Dawn

Astolat

House de Gauvain

Eastern Sky

Owain Sepulchre

Dawn

Astolat

House Sepulchre Banner

Eastern Sky

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Eastern Sky

Enoch

Highguard

Bastion

Cohort of the Winter Bear

Eastern Sky

Lucifer

Highguard

Bastion

Cohort of the Winter Bear

Eastern Sky

Nicanor

Highguard

Bastion

Felix's Watch Banner

Eastern Sky

Cuth

Highguard

Bastion

Shattered Tower Banner

Eastern Sky

Kaleb

Highguard

Casinea

Cohort of the Winter Bear

Eastern Sky

Cayleb

Highguard

Casinea

Felix's Watch Banner

Eastern Sky

mathayus

Highguard

Necropolis

Eastern Sky

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Eastern Sky

Archelaus

Highguard

Reikos

Eastern Sky

Abaddon

Highguard

Reikos

Shattered Tower Banner

Eastern Sky

Rykus Tye

Highguard

Reikos

Shattered Tower Banner

Eastern Sky

Jeconiah

Highguard

Reikos

The Raven's Watch

Eastern Sky

Genevieve Vexille

Dawn

The Barrens

Eastern Sky

Vulpes

Dawn

The Barrens

Eastern Sky

Leodegrance 'Leo' Archer

Dawn

The Barrens

House Vexille

Eastern Sky

Ramza Beoulve

Dawn

Weirwater

House De Céleste

Fire of the South

Camedyr

Navarr

Hercynia

Iron Roots of Treji

Fire of the South

Aracelis

The Brass Coast

Kahraman

Flames of the Coast

Fire of the South

Kristoff Ivanyev

Varushka

Karsk

Fire of the South

Branislav Vuk Strascovich

Varushka

Miekarova

Grimhold Schlacta

Fire of the South

Olaf Gregorson |Strascovich

Varushka

Miekarova

Grimhold Schlacta

Fire of the South

Kest

Urizen

Morrow

Fire of the South

Lycier

Urizen

Morrow

Banner of the Phoenix

Fire of the South

Bakar i Erigo

The Brass Coast

Segura

Fire of the South

Marciel i Riqueza

The Brass Coast

Segura

Flames of the Coast

Fire of the South

Tulva

Imperial Orcs

Skarsind

Fire of the South

Gaterender Brik

Imperial Orcs

Skarsind

Gaterender

Fire of the South

Gaterender Dax

Imperial Orcs

Skarsind

Gaterender

Fire of the South

Irontide Skar

Imperial Orcs

Skarsind

The Irontide

Fire of the South

Phaedra Anakerien

Urizen

Spiral

Fire of the South

Philostrate

Urizen

Spiral

Fire of the South

Tanwyn Ankarien

Urizen

Spiral

Ankarien's Revenge

Fire of the South

Coiska Graemovna Sulich

Varushka

Volodmartz

The Oxen Head

Fire of the South

Cain

Urizen

Zenith

Freeborn Storm

Misha Kemi

The Marches

Bregasland

Order of the Forgotten Word

Freeborn Storm

Finna Fish-Hook

Navarr

Broceliande

In the Navvari

Freeborn Storm

Eduardo

The Brass Coast

Feroz

House i Souza i Guerra

Freeborn Storm

Octavia

The Brass Coast

Feroz

House Taziel

Freeborn Storm

Boarick

Wintermark

Hahnmark

Holt Hyrde

Freeborn Storm

Cera

Navarr

Hercynia

Fawn Hollow

Freeborn Storm

Malurn Fawn-Hollow

Navarr

Hercynia

Y’Basden

Freeborn Storm

Galleo

The Brass Coast

Kahraman

House Taziel

Freeborn Storm

Dana i Guimar i Erigo

The Brass Coast

Madruga

Freeborn Storm

Jaime i Guerra

The Brass Coast

Madruga

Freeborn Storm

Edgardo i Ruiloba i Guerra

The Brass Coast

Madruga

House Taziel

Freeborn Storm

Alix i Sol-Devorador i Erigo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Diego i Sol-Devorador i Erigo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Galinndan Sol Devorador Erigo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Iris i Paloma i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Llewellyn Leafstalker

Navarr

Miaren

Narmada

Freeborn Storm

Rhys Nighthaven

Navarr

Miaren

Narmada

Freeborn Storm

nate drayton

The Marches

Mournwold

Freeborn Storm

Argent Dromund

Dawn

Semmerholm

Freeborn Storm

Kapik

Wintermark

Sermersuaq

Saker

Freeborn Storm

Oda Farkas

Navarr

Therunin

Ruis Farkas

Freeborn Storm

Ebenezer

The Marches

Upwold

The Applewood Levy

Green Shield

Halfdan

Wintermark

Hahnmark

Bjornholt

Green Shield

Kaspar Kreftinaring

Wintermark

Hahnmark

Mandrake's Marshals

Green Shield

Kindra Edasdottir

Wintermark

Hahnmark

Sigehold Hall

Green Shield

Verun

Wintermark

Hahnmark

Sigehold Hall

Hounds of Glory

Durand De Coeurdefer

Dawn

unknown

House De Rondell

Hounds of Glory

Robert Ryland

Dawn

Astolat

Hounds of Glory

Solene d'Alba

Dawn

Astolat

Hounds of Glory

Sigwald de cambysse

Dawn

Astolat

House de Cambysse

Hounds of Glory

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Eadric Fjellrevening

Dawn

Astolat

House De Rondell

Hounds of Glory

Garravaine De Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Gregor De Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Lord Colwynn de Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Roland De Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Tancred

Dawn

Astolat

House De Rondell

Hounds of Glory

Roger Du Soleil

Dawn

Astolat

House Du Soleil

Hounds of Glory

Danica Mala Severyan

Dawn

Astolat

House Vandale

Hounds of Glory

Melusina Ehrengard

Dawn

Astolat

House Vandale

Hounds of Glory

Ophelius

Highguard

Necropolis

Hounds of Glory

Eliane Du Maurisol

Dawn

Semmerholm

Hounds of Glory

Bloodcrow T'Kora

Imperial Orcs

Skarsind

Bloodcrows

Hounds of Glory

Bloodcrow Yargol

Imperial Orcs

Skarsind

Bloodcrows

Hounds of Glory

Caius Aurelius

Dawn

The Barrens

House Aurelius

Iron Helms

Vilkas Antonovich Prochnost

Varushka

Karsk

The Embers of Ivarsgard

Liathhaven Spy Network

"Axehind" Aedric Dunning

Wintermark

Hahnmark

Dunhearth Hall

Liathhaven Spy Network

Carsa Carmichael Cotton

Varushka

Karsk

The Oxen Head

Liathhaven Spy Network

Elthwyn

Wintermark

Skarsind

Dunhearth Hall

Liathhaven Spy Network

Raknar Dunning

Wintermark

Skarsind

Dunhearth Hall

Liathhaven Spy Network

Etta Farkas

Navarr

Therunin

Vervain Shield

Summer Storm

Rokk

Imperial Orcs

Skarsind

The Irontide

Towerjacks

Brennos Brackensong

Navarr

Broceliande

Towerjacks

Osric

Wintermark

Hahnmark

Towerjacks

Guthwine Bjorning

Wintermark

Hahnmark

Bjornholt

Towerjacks

Alfred Sherarding

Wintermark

Hahnmark

Sherard Hunters (Banner)

Towerjacks

Elsa

Wintermark

Hahnmark

Sigehold Hall

Towerjacks

Cadoc Artair Skölsson

Wintermark

Hahnmark

Wargs of Winter

Towerjacks

Kaspar Yakovich von Holberg

The League

Holberg

House of Seven Mirrors

Towerjacks

Brother Vladimir von Temeschwar Of the Brotherhood of the Ashen Tower

The League

Holberg

The Brotherhood of the Ashen Tower

Towerjacks

Emoth

The League

Holberg

The Brotherhood of the Ashen Tower

Towerjacks

Feroce Lupo

The League

Holberg

The Brotherhood of the Ashen Tower

Towerjacks

Hugo Schwarzenberger

The League

Holberg

The Brotherhood of the Ashen Tower

Towerjacks

Nerezza Da Rosa Del Sarvos (Isabella)

The League

Holberg

The Brotherhood of the Ashen Tower

Towerjacks

Reinhardt Schwarzmane

The League

Holberg

The Brotherhood of the Ashen Tower

Towerjacks

Thane

The League

Holberg

The Brotherhood of the Ashen Tower

Towerjacks

Vito Guerra

The Brass Coast

Kahraman

Flames of the Coast

Towerjacks

Meltar

Wintermark

Kallavesa

Saker

Towerjacks

Salvatore i Paloma i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Towerjacks

Valerian

Urizen

Morrow

Banner of the Phoenix

Towerjacks

Pericles

Urizen

Redoubt

Towerjacks

Arcus Netherwatch

Urizen

Redoubt

Banner of the Phoenix

Towerjacks

Arda Andriksson

Wintermark

Sermersuaq

The Children of Winter

Towerjacks

Kinder

Wintermark

Sermersuaq

The Children of Winter

Towerjacks

Njamor Threestone

Wintermark

Sermersuaq

The Children of Winter

Towerjacks

Yma Starkadottir

Wintermark

Sermersuaq

The Rangers of Nanuk

Towerjacks

Ashborn Rauur

Imperial Orcs

Skarsind

Ashborn

Towerjacks

Ask

Imperial Orcs

Skarsind

Bloodcrows

Towerjacks

Kray

Imperial Orcs

Skarsind

Skywise

Towerjacks

Rykana

Imperial Orcs

Skarsind

Skywise

Towerjacks

Aquillian Effugere

Urizen

Spiral

Ankarien's Revenge

Towerjacks

Belisarius Blackheart

Urizen

Spiral

Banner of the Phoenix

Towerjacks

Cassius, Stork’s Brother

Urizen

Spiral

Seven Wandering Stars

Towerjacks

Septima, Door's Sister

Urizen

Spiral

Seven Wandering Stars

Towerjacks

Tiberius, Phoenix's Brother

Urizen

Spiral

Seven Wandering Stars

Towerjacks

Alessandro of the Cuore de Pietra

The League

Tassato

Towerjacks

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Towerjacks

Natalia "The Falcon" Barossa

The League

Tassato

Company of The Red Fox

Towerjacks

Silvio de Tassato

The League

Tassato

The Printers' Guild

Towerjacks

Magnus Da Rosa De Sarvos

The League

Temeschwar

The Brotherhood of the Ashen Tower

Towerjacks

Marco

The League

Temeschwar

The Brotherhood of the Ashen Tower

Towerjacks

Pater Josiah Lynch

The League

Temeschwar

The Brotherhood of the Ashen Tower

Towerjacks

Geraint Broad-Backed

Navarr

Therunin

Open Skies

Towerjacks

Matt

Navarr

Therunin

The Companions of Tarw

Towerjacks

Arcadius

Urizen

Zenith

Ankarien's Revenge

Towerjacks

Kai

Urizen

Zenith

Banner of the Phoenix

Verthandi Spy Network

Aethalstan Halvarson

Wintermark

Hahnmark

Verthandi Spy Network

Banning Of Warder

Wintermark

Hahnmark

Verthandi Spy Network

Helgunn

Wintermark

Hahnmark

Verthandi Spy Network

Ravn Dunning

Wintermark

Hahnmark

Verthandi Spy Network

Ulf

Wintermark

Hahnmark

Verthandi Spy Network

Cynwulf Ashburh

Wintermark

Hahnmark

Darkwolves of Argonne

Verthandi Spy Network

Ethelwulf Argonning

Wintermark

Hahnmark

Darkwolves of Argonne

Verthandi Spy Network

Bjergir of Dunhearth

Wintermark

Hahnmark

Dunhearth Hall

Verthandi Spy Network

Hadand Dunwulf

Wintermark

Hahnmark

Dunhearth Hall

Verthandi Spy Network

Raeden

Wintermark

Hahnmark

Dunhearth Hall

Verthandi Spy Network

Theoderic Ulfarsson

Wintermark

Hahnmark

Dunhearth Hall

Verthandi Spy Network

Nic Lothbrok

Wintermark

Hahnmark

Hendal Hearth

Verthandi Spy Network

Tager Defender of the Fallen Tyrshalt

Wintermark

Hahnmark

Renwaerd

Verthandi Spy Network

Dunn Stoneshower

Wintermark

Hahnmark

Stenstorp

Verthandi Spy Network

Bjarvoc Bjornson

Wintermark

Hahnmark

Vesalligr

Verthandi Spy Network

Darrudr Galdrruna

Wintermark

Hahnmark

Vesalligr

Verthandi Spy Network

Morcar Sigvardssson

Wintermark

Hahnmark

Vesalligr

Verthandi Spy Network

Raknar

Wintermark

Hahnmark

Vesalligr

Verthandi Spy Network

Jager Von Vinterhosen

The League

Holberg

Holsburger Haudegen

Verthandi Spy Network

Lukas Dunning

Wintermark

Kallavesa

Dunhearth Hall

Verthandi Spy Network

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Verthandi Spy Network

Britwulf

Wintermark

Skarsind

Renwaerd

Winter Sun

Morg'ur

Imperial Orcs

Skarsind

Winter Sun

Dorri

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Rurik

Imperial Orcs

Skarsind

Palerictus

Winter Solstice 380YE

Support

Citizen

Nation

Territory

Banner

Barrens Spy Network

Eliane Du Maurisol

Dawn

Semmerholm

Barrens Spy Network

Matty (Matilda)

Dawn

The Barrens

House Martel

Black Thorns

Llassar

Navarr

unknown

Black Thorns

Solomon of the Silent Tide

Highguard

unknown

Black Thorns

Owyn

Navarr

unknown

Exile's End

Black Thorns

Alexander

Dawn

Astolat

House De Rondell

Black Thorns

Eadric Fjellrevening

Dawn

Astolat

House De Rondell

Black Thorns

Gregor De Rondell

Dawn

Astolat

House De Rondell

Black Thorns

Lord Colwynn de Rondell

Dawn

Astolat

House De Rondell

Black Thorns

Tancred

Dawn

Astolat

House De Rondell

Black Thorns

Brennos Brackensong

Navarr

Broceliande

Black Thorns

Brendan

Navarr

Broceliande

Brackensong Steading (Banner)

Black Thorns

Cael Splitroot

Navarr

Broceliande

Brackensong Steading (Banner)

Black Thorns

Meric Freysson

Wintermark

Hahnmark

Black Thorns

Ethelwulf Argonning

Wintermark

Hahnmark

Darkwolves of Argonne

Black Thorns

Julietta pathfinder

Navarr

Hercynia

Pathfinders

Black Thorns

Scota

Navarr

Hercynia

Pathfinders

Black Thorns

Bleddyn Eternal

Navarr

Hercynia

Vervain Shield

Black Thorns

Corrádhin

Navarr

Hercynia

Wolf's Bone

Black Thorns

Vito Sayap Guerra

The Brass Coast

Kahraman

Black Thorns

Fri

Navarr

Liathaven

Black Thorns

Taryn

Navarr

Liathaven

Exile's End

Black Thorns

Danza Pathfinder

Navarr

Liathaven

Pathfinders

Black Thorns

Valeska Pathfinder

Navarr

Liathaven

Pathfinders

Black Thorns

Cormac Farkas

Navarr

Liathaven

Ruis Farkas

Black Thorns

Lleu Tarw

Navarr

Liathaven

The Companions of Tarw

Black Thorns

Amber

Navarr

Liathaven

The Feyerd

Black Thorns

Gwirionedd

Navarr

Liathaven

The Feyerd

Black Thorns

Talan

Navarr

Liathaven

Wolf's Bone

Black Thorns

Riwaden

Navarr

Liathaven

Y’Basden

Black Thorns

Ulric Y'Basden

Navarr

Liathaven

Y’Basden

Black Thorns

Salvatore i Paloma i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Black Thorns

Brynn

Navarr

Miaren

Black Thorns

Feran Y'Basden

Navarr

Miaren

Black Thorns

Kalas Realm Reach

Navarr

Miaren

Realms Reach

Black Thorns

Dane

Navarr

Miaren

Vervain Shield

Black Thorns

'White' Branislav

Varushka

Miekarova

Black Thorns

Cole

The Marches

Mitwold

Black Thorns

Lycier

Urizen

Morrow

Banner of the Phoenix

Black Thorns

mathayus

Highguard

Necropolis

Black Thorns

Archelaus

Highguard

Reikos

Black Thorns

Rykus Tye

Highguard

Reikos

Shattered Tower Banner

Black Thorns

Lumi Lehtonen

Wintermark

Sermersuaq

Ironhammer Clan

Black Thorns

Aerdon Korpisson

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Black Thorns

Aethelstan Korping

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Black Thorns

Govannan Seppa

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Black Thorns

Kellua Itsepainen

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Black Thorns

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Black Thorns

Rufus Ankarien

Urizen

Spiral

Black Thorns

Astrid

Navarr

Therunin

Black Thorns

Geraint Broad-Backed

Navarr

Therunin

Open Skies

Black Thorns

Erwyn

Navarr

Therunin

Ruis Farkas

Black Thorns

Daine

Navarr

Therunin

The Feyerd

Black Thorns

Meilyr

Navarr

Therunin

The Feyerd

Black Thorns

Draknaar

Navarr

Therunin

The Oakenharts

Black Thorns

Merel

Navarr

Therunin

Vervain Shield

Black Thorns

Richard the Passer of Upwold

The Marches

Upwold

The Applewood Levy

Black Thorns

Coiska Graemovna Sulich

Varushka

Volodmartz

The Oxen Head

Citadel Guard

Brutus Claudas (2)

Highguard

Bastion

Cohort of the Winter Bear

Drakes

Magdelena Alagna Di Sarvos

The League

Holberg

Drakes

Vlad Milaov Katar

Varushka

Karsk

Drakes

John of Meade

The Marches

Mitwold

Drakes

William Talbot

The Marches

Mitwold

The Talbots

Drakes

Robert Dunlain

The Marches

Mournwold

House Dunlain

Drakes

Bernard Dugdale

The Marches

Mournwold

Mournwold Sappers

Drakes

Bruce Pott

The Marches

Upwold

House Balston

Drakes

Rickard of Lambrook

The Marches

Upwold

House Balston

Drakes

William Guildenstern

The Marches

Upwold

The Applewood Levy

Eastern Sky

Arcus Netherwatch

Urizen

Redoubt

Banner of the Phoenix

Eastern Sky

Tanwyn Ankarien

Urizen

Spiral

Ankarien's Revenge

Fist of the Mountains

Mandrake Lightfoot

Wintermark

unknown

Mandrake's Marshals

Fist of the Mountains

"Axehind" Aedric Dunning

Wintermark

Hahnmark

Dunhearth Hall

Fist of the Mountains

Brandgar Tyrshalting

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Tager Defender of the Fallen Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Yassen Vladovich Raskalov

Varushka

Karsk

The Embers of Ivarsgard

Fist of the Mountains

Ulric Stenning

Wintermark

Sermersuaq

Stenstorp

Fist of the Mountains

Elthwyn

Wintermark

Skarsind

Dunhearth Hall

Fist of the Mountains

EryWood of Dunning

Wintermark

Skarsind

Dunhearth Hall

Freeborn Storm

Finna Fish-Hook

Navarr

Broceliande

In the Navvari

Golden Sun

Dagonet

Dawn

unknown

House Aurelius

Hounds of Glory

Robert Ryland

Dawn

Astolat

Hounds of Glory

Geraint Bascombe

Dawn

Astolat

House Cordraco

Hounds of Glory

Sigwald de cambysse

Dawn

Astolat

House de Cambysse

Hounds of Glory

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Roger Du Soleil

Dawn

Astolat

House Du Soleil

Hounds of Glory

Valentin Ivarovich Severyan

Dawn

Astolat

House Orzel

Hounds of Glory

Owain Sepulchre

Dawn

Astolat

House Sepulchre Banner

Hounds of Glory

Peter Fletcher

Dawn

Astolat

House Vandale

Hounds of Glory

Magnus Anatolyvich Prochnost

Varushka

Karsk

The Embers of Ivarsgard

Hounds of Glory

Sarus Auricspire

Urizen

Morrow

Horizon's Edge

Hounds of Glory

Rheged Redspear

Wintermark

Sermersuaq

Saker

Hounds of Glory

Tulva

Imperial Orcs

Skarsind

Hounds of Glory

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Hounds of Glory

Leon

Dawn

The Barrens

House de Carsenere

Hounds of Glory

Gwynhwyfar

Dawn

The Barrens

House Orzel

Hounds of Glory

Leodegrance 'Leo' Archer

Dawn

The Barrens

House Vexille

Hounds of Glory

Teagan de Casillion

Dawn

Weirwater

Hounds of Glory

Maryc

Dawn

Weirwater

House Orzel

Hounds of Glory

Starac Sijed

Dawn

Weirwater

House Orzel

Hounds of Glory

Vulgaris Vicarious

Dawn

Weirwater

House Orzel

Iron Helms

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Iron Helms

Vulpes

Dawn

The Barrens

Iron Helms

Cebrana

Varushka

Volodmartz

Watch of the Black Forest

Liathhaven Spy Network

Sagramore

Dawn

unknown

House de Gauvain

Liathhaven Spy Network

Durand De Coeurdefer

Dawn

unknown

House De Rondell

Liathhaven Spy Network

Solene d'Alba

Dawn

Astolat

Liathhaven Spy Network

Roman Aleksander Alinyova

Highguard

Bastion

Liathhaven Spy Network

Nicanor

Highguard

Bastion

Felix's Watch Banner

Liathhaven Spy Network

Cuth

Highguard

Bastion

Shattered Tower Banner

Liathhaven Spy Network

Solomon

Highguard

Bastion

Shattered Tower Banner

Liathhaven Spy Network

Kolossus

Wintermark

Hahnmark

Liathhaven Spy Network

Penda Dunning

Wintermark

Hahnmark

Dunhearth Hall

Liathhaven Spy Network

Camedyr

Navarr

Hercynia

Iron Roots of Treji

Liathhaven Spy Network

Amelion

The League

Holberg

The Brotherhood of the Ashen Tower

Liathhaven Spy Network

Aracelis

The Brass Coast

Kahraman

Liathhaven Spy Network

Jeconiah

Highguard

Reikos

The Raven's Watch

Liathhaven Spy Network

Fal

Imperial Orcs

Skarsind

Liathhaven Spy Network

Ashborn Rauur

Imperial Orcs

Skarsind

Ashborn

Liathhaven Spy Network

dor

Imperial Orcs

Skarsind

Gaterender

Liathhaven Spy Network

Rokk

Imperial Orcs

Skarsind

Sunhammers

Liathhaven Spy Network

Lambert Dalbor

The Marches

Upwold

Northern Eagle

Vilkas Antonovich Prochnost

Varushka

Karsk

The Embers of Ivarsgard

Orchard's Watch

Alusair Farstrider

The Marches

Upwold

Orchard's Watch

Edward Isambard

The Marches

Upwold

Emerald Order

Red Wind Corsairs

Daesa'Kova

Navarr

Therunin

Foxden

Summer Storm

Volk

Wintermark

Hahnmark

Summer Storm

Kirrik

Imperial Orcs

Skarsind

Sunhammers

Summer Storm

Irontide Skar

Imperial Orcs

Skarsind

The Irontide

The Tusks

Gereke Delfholter

The League

Holberg

Holsburger Haudegen

The Will of the Wintermark

artyon scalmere

Varushka

Karsk

Towers of the Dawn

Clarence Oswald

Dawn

unknown

House Arwood

Valiant Pegasus

Isaac

Highguard

Necropolis

Winter Sun

Morg'ur

Imperial Orcs

Skarsind

Winter Sun

Bloodcrow Ergot

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Bloodcrow Losak

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Dorri

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Rykana

Imperial Orcs

Skarsind

Skywise

Wolves of War

Jack Flint

The Marches

unknown

House Bolholt

Wolves of War

Garravaine De Rondell

Dawn

Astolat

House De Rondell

Wolves of War

Danica Mala Severyan

Dawn

Astolat

House Vandale

Wolves of War

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Enoch

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Jack

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Lucifer

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Moses

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Titus

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Jada

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Ardon

Highguard

Casinea

Cantiarch's Hold

Wolves of War

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Wolves of War

Cayleb

Highguard

Casinea

Felix's Watch Banner

Wolves of War

Osric

Wintermark

Hahnmark

Wolves of War

Ravn Dunning

Wintermark

Hahnmark

Wolves of War

Horsa Tyrshalt

Wintermark

Hahnmark

Renwaerd

Wolves of War

Connaught

Navarr

Hercynia

Pridestalker

Wolves of War

Kaspar Yakovich von Holberg

The League

Holberg

House of Seven Mirrors

Wolves of War

Brother Vladimir von Temeschwar Of the Brotherhood of the Ashen Tower

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Emoth

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Feroce Lupo

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Hugo Schwarzenberger

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Nerezza Da Rosa Del Sarvos (Isabella)

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Reinhardt Schwarzmane

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Maarit

Varushka

Miekarova

Wolves of War

Volk kuznetsov strascovih

Varushka

Miekarova

Wolves of War

Hezekiah

Varushka

Miekarova

Family Gremani

Wolves of War

Branislav Vuk Strascovich

Varushka

Miekarova

Grimhold Schlacta

Wolves of War

Senghir Vorbarra Strascovian

Varushka

Miekarova

Grimhold Schlacta

Wolves of War

Richard Smith

The Marches

Mitwold

Wolves of War

Robin Longshanks

The Marches

Mitwold

The Cullach

Wolves of War

Verres Amastacia

Urizen

Morrow

Wolves of War

Valerian

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Boldric puddleduck

The Marches

Mournwold

House Guildenstern

Wolves of War

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Wolves of War

Abaddon

Highguard

Reikos

Shattered Tower Banner

Wolves of War

Vigo Orlando Scarlatti de Sarvos

The League

Sarvos

Carta Bellamarina

Wolves of War

Willaim Gaunt

Dawn

Semmerholm

Wolves of War

Bloodcrow Yargol

Imperial Orcs

Skarsind

Bloodcrows

Wolves of War

Kray

Imperial Orcs

Skarsind

Skywise

Wolves of War

Taal

Imperial Orcs

Skarsind

Skywise

Wolves of War

Irontide Vio

Imperial Orcs

Skarsind

The Irontide

Wolves of War

T'onk

Imperial Orcs

Skarsind

The Irontide

Wolves of War

Cassius, Stork’s Brother

Urizen

Spiral

Seven Wandering Stars

Wolves of War

Septima, Door's Sister

Urizen

Spiral

Seven Wandering Stars

Wolves of War

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Natalia "The Falcon" Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Serena di Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Silvio de Tassato

The League

Tassato

The Printers' Guild

Wolves of War

Magnus Da Rosa De Sarvos

The League

Temeschwar

The Brotherhood of the Ashen Tower

Wolves of War

Marco

The League

Temeschwar

The Brotherhood of the Ashen Tower

Wolves of War

Canix

The Marches

Upwold

House Guildenstern

Wolves of War

'green' jack woodruff

The Marches

Upwold

The Applewood Levy

Wolves of War

Bohemonde "Bo" Novarion

Dawn

Weirwater

House Novarion

Wolves of War

D'Eon

Dawn

Weirwater

House Novarion

Wolves of War

Cain

Urizen

Zenith

Wolves of War

Kai

Urizen

Zenith

Banner of the Phoenix

Autumn Equinox 380YE

Support

Citizen

Nation

Territory

Banner

Towers of the Dawn

Matty (Matilda)

Dawn

The Barrens

House Martel

Holberg

Amelion

The League

Holberg

The Brotherhood of the Ashen Tower

Orchard's Watch

Edward Isambard

The Marches

Upwold

Emerald Order

The Will of the Wintermark

artyon scalmere

Varushka

Karsk

Verthandi Spy Network

Thangbrand Silverhand

Wintermark

Hahnmark

Vesalligr

Verthandi Spy Network

Njamor Threestone

Wintermark

Sermersuaq

The Children of Winter

Black Thorns

Owyn

Navarr

unknown

Exile's End

Black Thorns

Brennos Brackensong

Navarr

Broceliande

Black Thorns

Cael Splitroot

Navarr

Broceliande

Brackensong Steading (Banner)

Black Thorns

Scota

Navarr

Hercynia

Pathfinders

Black Thorns

Bleddyn Eternal

Navarr

Hercynia

Vervain Shield

Black Thorns

Taryn

Navarr

Liathaven

Exile's End

Black Thorns

Valeska Pathfinder

Navarr

Liathaven

Pathfinders

Black Thorns

Amber

Navarr

Liathaven

The Feyerd

Black Thorns

Riwaden

Navarr

Liathaven

Y’Basden

Black Thorns

Ulric Y'Basden

Navarr

Liathaven

Y’Basden

Black Thorns

Feran Y'Basden

Navarr

Miaren

Black Thorns

Kalas Realm Reach

Navarr

Miaren

Realms Reach

Black Thorns

Gwill Fenwarden

Navarr

Therunin

Black Thorns

Matt

Navarr

Therunin

Black Thorns

Erwyn

Navarr

Therunin

Ruis Farkas

Black Thorns

Daine

Navarr

Therunin

The Feyerd

Black Thorns

Cigydd Summer Crow

Navarr

Therunin

The Summer Crows

Black Thorns

Merel

Navarr

Therunin

Vervain Shield

Citadel Guard

Brutus Claudas (2)

Highguard

Bastion

Cohort of the Winter Bear

Citadel Guard

Melchior Benjamin Fletcher

Highguard

Necropolis

Banner of the Cenotaph

Citadel Guard

Courtney

Highguard

Reikos

Shattered Tower Banner

Citadel Guard

Valerian

Urizen

Morrow

Banner of the Phoenix

Citadel Guard

Sarus Auricspire

Urizen

Morrow

Horizon's Edge

Drakes

Erwillian Mann

The Marches

Mitwold

Merrick's Tavelling Company

Drakes

William Talbot

The Marches

Mitwold

Merrick's Tavelling Company

Drakes

Robin Longshanks

The Marches

Mitwold

The Cullach

Drakes

Tom Birchland

The Marches

Mitwold

The Cullach

Eastern Sky

Philostrate

Urizen

Spiral

Eastern Sky

Tanwyn Ankarien

Urizen

Spiral

Ankarien's Revenge

Fist of the Mountains

Lucifer

Highguard

Bastion

Cohort of the Winter Bear

Fist of the Mountains

Titus

Highguard

Bastion

Cohort of the Winter Bear

Fist of the Mountains

Cayleb

Highguard

Casinea

Felix's Watch Banner

Fist of the Mountains

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Fist of the Mountains

Magnus Anatolyvich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Fist of the Mountains

Yassen Vladovich Raskalov

Varushka

Karsk

The Embers of Ivarsgard

Fist of the Mountains

Coiska Graemovna Sulich

Varushka

Volodmartz

The Oxen Head

Fist of the Mountains

Mandrake Lightfoot

Wintermark

unknown

Mandrake's Marshals

Fist of the Mountains

Meric Freysson

Wintermark

Hahnmark

Fist of the Mountains

Osric

Wintermark

Hahnmark

Fist of the Mountains

"Axehind" Aedric Dunning

Wintermark

Hahnmark

Dunhearth Hall

Fist of the Mountains

Horsa Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Tager Defender of the Fallen Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Ulric Stenning

Wintermark

Sermersuaq

Stenstorp

Fist of the Mountains

Aethelstan Korping

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Fist of the Mountains

Govannan Seppa

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Fist of the Mountains

Kellua Itsepainen

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Fist of the Mountains

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Fist of the Mountains

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Freeborn Storm

Cerys

Navarr

Broceliande

Freeborn Storm

Boarick

Wintermark

Hahnmark

Sherard Hunters (Banner)

Freeborn Storm

Konrad Franz

Wintermark

Holberg

Golden Sun

Bessamy Aurelius

Dawn

Astolat

House Aurelius

Golden Sun

Caius Aurelius

Dawn

The Barrens

House Aurelius

Golden Sun

Constantine Aurelius

Dawn

The Barrens

House Aurelius

Golden Sun

Gwynhwyfar

Dawn

The Barrens

House Orzel

Granite Pillar

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Issac Arctos

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Kaleb

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Moses

Highguard

Bastion

Cohort of the Winter Bear

Green Shield

Signy Three Tears

Wintermark

Sermersuaq

Saker

Gryphons Pride

Solene d'Alba

Dawn

Astolat

Gryphons Pride

Geraint Bascombe

Dawn

Astolat

House Cordraco

Gryphons Pride

Reynaud de Cambysse

Dawn

Astolat

House de Cambysse

Gryphons Pride

Sigwald de cambysse

Dawn

Astolat

House de Cambysse

Gryphons Pride

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Gryphons Pride

Eadric Fjellrevening

Dawn

Astolat

House De Rondell

Gryphons Pride

Garravaine De Rondell

Dawn

Astolat

House De Rondell

Gryphons Pride

Lord Colwynn de Rondell

Dawn

Astolat

House De Rondell

Gryphons Pride

Tancred

Dawn

Astolat

House De Rondell

Gryphons Pride

Valentin Ivarovich Severyan

Dawn

Astolat

House Orzel

Gryphons Pride

Owain Sepulchre

Dawn

Astolat

House Sepulchre Banner

Gryphons Pride

Danica Mala Severyan

Dawn

Astolat

House Vandale

Gryphons Pride

Peter Fletcher

Dawn

Astolat

House Vandale

Gryphons Pride

Nym

Dawn

The Barrens

Gryphons Pride

Soldier

Dawn

The Barrens

Gryphons Pride

Vulpes

Dawn

The Barrens

Gryphons Pride

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Gryphons Pride

Leon

Dawn

The Barrens

House de Carsenere

Gryphons Pride

Gideon Smith

Dawn

The Barrens

House Vexille

Gryphons Pride

Leodegrance 'Leo' Archer

Dawn

The Barrens

House Vexille

Gryphons Pride

Randall Ward

Dawn

The Barrens

House Vexille

Gryphons Pride

Ilya Damirovich Severyan

Dawn

Weirwater

House Orzel

Gryphons Pride

Maryc

Dawn

Weirwater

House Orzel

Gryphons Pride

Starac Sijed

Dawn

Weirwater

House Orzel

Gryphons Pride

Nerezza Da Rosa Del Sarvos (Isabella)

The League

Holberg

The Brotherhood of the Ashen Tower

Gryphons Pride

Magnus Da Rosa De Sarvos

The League

Temeschwar

The Brotherhood of the Ashen Tower

Gryphons Pride

Marco

The League

Temeschwar

The Brotherhood of the Ashen Tower

Gryphons Pride

Kristoff Ivanyev

Varushka

Karsk

Gryphons Pride

Volk kuznetsov strascovih

Varushka

Miekarova

Hierro

Escudo i Opaž i Guerra

The Brass Coast

Madruga

Hierro

Rednav

Wintermark

Hahnmark

The Hunters Of The Mark

Hounds of Glory

Halfdan

Wintermark

Hahnmark

Bjornholt

Hounds of Glory

Arda Andriksson

Wintermark

Sermersuaq

The Children of Winter

Hounds of Glory

Torvald

Wintermark

Sermersuaq

The Children of Winter

Northern Eagle

Vilkas Antonovich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Seventh Wave

Rykus Tye

Highguard

Reikos

Shattered Tower Banner

Strong Reeds

Rennaken

The League

Temeschwar

The Brotherhood of the Ashen Tower

Strong Reeds

Edwin de Warrenne

The Marches

Bregasland

Order of the Forgotten Word

Summer Storm

Sir Tancred Devereux

Dawn

unknown

Summer Storm

Kirrik

Imperial Orcs

Skarsind

Sunhammers

Summer Storm

Irontide Skar

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Lok

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Volk

Wintermark

Hahnmark

Summer Storm

Yma Starkadottir

Wintermark

Sermersuaq

The Rangers of Nanuk

The Tusks

Gereke Delfholter

The League

Holberg

Holsburger Haudegen

The Tusks

Richard the Passer of Upwold

The Marches

Upwold

The Applewood Levy

Towerjacks

The Captain

The League

Tassato

Valiant Pegasus

Isaac

Highguard

Necropolis

Winter Sun

Fal

Imperial Orcs

Skarsind

Winter Sun

Morg'ur

Imperial Orcs

Skarsind

Winter Sun

Ashborn Braag

Imperial Orcs

Skarsind

Ashborn

Winter Sun

Bloodcrow Ergot

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Bloodcrow Losak

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Bloodcrow Yargol

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Dorri

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Rykana

Imperial Orcs

Skarsind

Skywise

Winter Sun

Saru

Imperial Orcs

Skarsind

Stormcrow

Winter Sun

Kard

Imperial Orcs

Skarsind

Sunhammers

Winter Sun

Rokk

Imperial Orcs

Skarsind

Sunhammers

Winter Sun

Irontide Vio

Imperial Orcs

Skarsind

The Irontide

Winter Sun

T'onk

Imperial Orcs

Skarsind

The Irontide

Winter Sun

Lleu

Navarr

Liathaven

The Companions of Tarw

Winter Sun

Vito Sayap Guerra

The Brass Coast

Kahraman

Winter Sun

Othello di Severio von Holberg

The League

Holberg

Winter Sun

Robert Dunlain

The Marches

Mournwold

House Dunlain

Winter Sun

Alusair Farstrider

The Marches

Upwold

Winter Sun

Rickard of Lambrook

The Marches

Upwold

House Balston

Winter Sun

Athalger Rowen

The Marches

Upwold

The Applewood Levy

Winter Sun

William Guildenstern

The Marches

Upwold

The Applewood Levy

Winter Sun

Lycier

Urizen

Morrow

Banner of the Phoenix

Winter Sun

Aquillian Effugere

Urizen

Zenith

Ankarien's Revenge

Wolves of War

Sagramore

Dawn

unknown

House de Gauvain

Wolves of War

Robert Ryland

Dawn

Astolat

Wolves of War

Everis

Dawn

Semmerholm

Wolves of War

Bohemonde "Bo" Novarion

Dawn

Weirwater

House Novarion

Wolves of War

D'Eon

Dawn

Weirwater

House Novarion

Wolves of War

Emelyn

Dawn

Weirwater

House Novarion

Wolves of War

Solomon of the Silent Tide

Highguard

unknown

Wolves of War

Roman Aleksander Alinyova

Highguard

Bastion

Wolves of War

Enoch

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Cuth

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Jada

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Solomon

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Wolves of War

mathayus

Highguard

Necropolis

Wolves of War

Jericho

Highguard

Reikos

Drusilla’s Resolve

Wolves of War

Kestrel

Navarr

Broceliande

Brackensong Steading (Banner)

Wolves of War

Salvatore i Paloma i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Wolves of War

Dietrich Nieschtieri Rezia von Temeschwar

The League

Holberg

Wolves of War

Magdelena Alagna Di Sarvos

The League

Holberg

Wolves of War

Gudrick Von Hoffenheim de Holberg 3rd

The League

Holberg

Company of The Red Fox

Wolves of War

Kaspar Yakovich von Holberg

The League

Holberg

House of Seven Mirrors

Wolves of War

Feroce Lupo

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Hugo Schwarzenberger

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Reinhardt Schwarzmane

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Natalia "The Falcon" Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Serena di Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Silvio de Tassato

The League

Tassato

The Printers' Guild

Wolves of War

Pater Josiah Lynch

The League

Temeschwar

The Brotherhood of the Ashen Tower

Wolves of War

Iacob Aurel Genoshu

The League

Temeschwar

The Brotherhood of Torn Banners

Wolves of War

Grace Sanguineo Rezia di Tassato

The League

Temeschwar

The Gilded Edge

Wolves of War

Jack Flint

The Marches

unknown

House Bolholt

Wolves of War

Edric Barbourne

The Marches

Bregasland

House Ramsbruck

Wolves of War

Reuben

The Marches

Bregasland

Merrick's Tavelling Company

Wolves of War

John of Meade

The Marches

Mitwold

Wolves of War

Richard Smith

The Marches

Mitwold

Bushel of Bills

Wolves of War

Bernard Dugdale

The Marches

Mournwold

Mournwold Sappers

Wolves of War

Roderick Merrick

The Marches

Upwold

Wolves of War

Verres Amastacia

Urizen

Morrow

Wolves of War

Cassius, Stork’s Brother

Urizen

Spiral

Seven Wandering Stars

Wolves of War

Septima, Door's Sister

Urizen

Spiral

Seven Wandering Stars

Wolves of War

Cain

Urizen

Zenith

Wolves of War

Maarit Akkova Cendro

Varushka

Miekarova

Wolves of War

Ethelwulf Argonning

Wintermark

Hahnmark

Darkwolves of Argonne

Wolves of War

Vulrik Bager

Wintermark

Hahnmark

Hall Svell Dyr

Wolves of War

Marius

Wintermark

Sermersuaq

Wolves of War

Rheged Redspear

Wintermark

Sermersuaq

Saker

Summer Solstice 380YE

Support

Citizen

Nation

Territory

Banner

Towers of the Dawn

Geraint Bascombe

Dawn

Astolat

House Bascombe

Towers of the Dawn

Lucan

Dawn

The Barrens

House Aurelius

Barrens Spy Network

Iacob Aurel Genoshu

The League

Temeschwar

The Brotherhood of Torn Banners

Orchard's Watch

Bruce Pott

The Marches

Upwold

The Applewood Levy

Orchard's Watch

Cebrana

Varushka

Volodmartz

Watch of the Black Forest

The Will of the Wintermark

Kolossus

Wintermark

Hahnmark

Verthandi Spy Network

Draca

Wintermark

Sermersuaq

The Children of Winter

Verthandi Spy Network

Njamor Threestone

Wintermark

Sermersuaq

The Children of Winter

Black Thorns

Hen Was Silverthorn

Navarr

unknown

Black Thorns

Owyn

Navarr

unknown

Exile's End

Black Thorns

Brennos Brackensong

Navarr

Broceliande

Black Thorns

Cael Splitroot

Navarr

Broceliande

Brackensong Steading (Banner)

Black Thorns

Kestrel

Navarr

Broceliande

Brackensong Steading (Banner)

Black Thorns

Scota

Navarr

Hercynia

Pathfinders

Black Thorns

Idris SummerCrow

Navarr

Hercynia

The Summer Crows

Black Thorns

Bleddyn Eternal

Navarr

Hercynia

Vervain Shield

Black Thorns

Taryn

Navarr

Liathaven

Exile's End

Black Thorns

Danza Pathfinder

Navarr

Liathaven

Pathfinders

Black Thorns

Valeska Pathfinder

Navarr

Liathaven

Pathfinders

Black Thorns

Cormac Farkas

Navarr

Liathaven

Ruis Farkas

Black Thorns

Lleu

Navarr

Liathaven

The Companions of Tarw

Black Thorns

Amber

Navarr

Liathaven

The Feyerd

Black Thorns

Rees

Navarr

Liathaven

Y’Basden

Black Thorns

Riwaden

Navarr

Liathaven

Y’Basden

Black Thorns

Ulric Y'Basden

Navarr

Liathaven

Y’Basden

Black Thorns

Feran Y'Basden

Navarr

Miaren

Black Thorns

Kalas Realm Reach

Navarr

Miaren

Realms Reach

Black Thorns

Dane

Navarr

Miaren

Vervain Shield

Black Thorns

Braith SummerCrow

Navarr

Therunin

Black Thorns

Breannain

Navarr

Therunin

Black Thorns

Erwyn

Navarr

Therunin

Black Thorns

Gwill Fenwarden

Navarr

Therunin

Black Thorns

Matt

Navarr

Therunin

Black Thorns

Geraint Broad-Backed

Navarr

Therunin

Open Skies

Black Thorns

Daine

Navarr

Therunin

The Feyerd

Black Thorns

Cigydd Summer Crow

Navarr

Therunin

The Summer Crows

Black Thorns

Etta Farkas

Navarr

Therunin

Vervain Shield

Black Thorns

Merel

Navarr

Therunin

Vervain Shield

Black Thorns

Vito Sayap Guerra

The Brass Coast

Kahraman

Black Thorns

Othello di Severio von Holberg

The League

Holberg

Black Thorns

Maarit Akkova Cendro

Varushka

Miekarova

Black Thorns

'White' Branislav

Varushka

Miekarova

Black Thorns

Meric Freysson

Wintermark

Hahnmark

Bounders

Bernard Dugdale

The Marches

Mournwold

Mournwold Sappers

Citadel Guard

Brutus Claudas (2)

Highguard

Bastion

Cohort of the Winter Bear

Citadel Guard

Issac Arctos

Highguard

Bastion

Cohort of the Winter Bear

Citadel Guard

Melchior Benjamin Fletcher

Highguard

Necropolis

Banner of the Cenotaph

Citadel Guard

Lycier

Urizen

Morrow

Banner of the Phoenix

Citadel Guard

Valerian

Urizen

Morrow

Banner of the Phoenix

Citadel Guard

Sarus Auricspire

Urizen

Morrow

Horizon's Edge

Citadel Guard

Cassius

Urizen

Spiral

Banner of the Phoenix

Drakes

Brother Vladimir von Temeschwar Of the Brotherhood of the Ashen Tower

The League

Holberg

The Brotherhood of the Ashen Tower

Drakes

Anvar

The Marches

Mitwold

Drakes

John of Meade

The Marches

Mitwold

Drakes

Erwillian Mann

The Marches

Mitwold

Merrick's Tavelling Company

Drakes

William Talbot

The Marches

Mitwold

Merrick's Tavelling Company

Drakes

Richard Smith

The Marches

Mitwold

The Boundarymen

Drakes

Robin Longshanks

The Marches

Mitwold

The Cullach

Drakes

Tom Birchland

The Marches

Mitwold

The Cullach

Drakes

Robert Dunlain

The Marches

Mournwold

House Dunlain

Drakes

Alusair Farstrider

The Marches

Upwold

Drakes

Roderick Merrick

The Marches

Upwold

Drakes

Rickard of Lambrook

The Marches

Upwold

House Balston

Drakes

Volk kuznetsov strascovih

Varushka

Miekarova

Eastern Sky

Sagramore

Dawn

unknown

House de Gauvain

Eastern Sky

Philostrate

Urizen

Spiral

Eastern Sky

Tanwyn Ankarien

Urizen

Zenith

Ankarien's Revenge

Fire of the South

Marciel i Riqueza

The Brass Coast

Segura

DelToro

Fist of the Mountains

Vulgaris Vicarious

Dawn

Weirwater

House Orzel

Fist of the Mountains

Magnus Anatolyvich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Fist of the Mountains

Mandrake Lightfoot

Wintermark

unknown

Mandrake's Marshals

Fist of the Mountains

Osric

Wintermark

Hahnmark

Fist of the Mountains

Guthwine Bjorning

Wintermark

Hahnmark

Bjornholt

Fist of the Mountains

"Axehind" Aedric Dunning

Wintermark

Hahnmark

Dunhearth Hall

Fist of the Mountains

Brandgar Tyrshalting

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Eadric

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Horsa Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Tager Defender of the Fallen Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Relnor

Wintermark

Hahnmark

Sigehold Hall

Fist of the Mountains

Ulric Stenning

Wintermark

Sermersuaq

Stenstorp

Fist of the Mountains

Kellua Itsepainen

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Fist of the Mountains

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Freeborn Storm

Nicodeme 'Veillantif' de Gauvain

Dawn

Astolat

House de Gauvain

Freeborn Storm

Argent Dromund

Dawn

Semmerholm

Freeborn Storm

chibz

Imperial Orcs

Skarsind

Freeborn Storm

Rork

Imperial Orcs

Skarsind

Freeborn Storm

Urq

Imperial Orcs

Skarsind

Legion Protectorate

Freeborn Storm

Cera

Navarr

Hercynia

Fawn Hollow

Freeborn Storm

Faelan Stormstride Foxden

Navarr

Hercynia

Narmada

Freeborn Storm

Madoc

Navarr

Miaren

Narmada

Freeborn Storm

Oda Farkas

Navarr

Therunin

Freeborn Storm

Estana I Mestiere I Guerra

The Brass Coast

unknown

Freeborn Storm

Adan i DelToro i Riqueza

The Brass Coast

unknown

DelToro

Freeborn Storm

kristina forzari

The Brass Coast

Feroz

Freeborn Storm

Zanterr i Ezmara i Erego

The Brass Coast

Feroz

Freeborn Storm

Captain Serafina i Useppa de Bramar

The Brass Coast

Feroz

Esperanza de la Libertad’

Freeborn Storm

Chendot lilliana Ferraria

The Brass Coast

Feroz

Esperanza de la Libertad’

Freeborn Storm

Renata i Zabala i Erigo

The Brass Coast

Feroz

Family Zabala

Freeborn Storm

Shaka Carno Guerra

The Brass Coast

Feroz

Flame of Anduz

Freeborn Storm

Abdul-Basir-Tazial

The Brass Coast

Feroz

House Taziel

Freeborn Storm

Ana i Taziel i Riqueza

The Brass Coast

Feroz

House Taziel

Freeborn Storm

Thadeo I Aberoa I Riqueza

The Brass Coast

Feroz

Krakenfire Armada

Freeborn Storm

Joaquin i Shartha i Riquez

The Brass Coast

Feroz

The New Promise Cartel

Freeborn Storm

Galleo

The Brass Coast

Kahraman

House Taziel

Freeborn Storm

Jaime i Guerra

The Brass Coast

Madruga

Freeborn Storm

Rosa I Guerra

The Brass Coast

Madruga

Freeborn Storm

Timo Hazana Guerra

The Brass Coast

Madruga

Freeborn Storm

Tal'Shar i Zabala i Erigo

The Brass Coast

Madruga

Family Zabala

Freeborn Storm

Edgardo i Ruiloba i Guerra

The Brass Coast

Madruga

House Taziel

Freeborn Storm

Andreas i Sol-Devorador i Eirgo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Diego i Sol-Devorador i Erigo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Galinndan Sol Devorador Erigo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Iris i Paloma i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Lilith

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Vrael i Sol-Devorador i Erigo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Korom

The Brass Coast

Segura

Flame of Anduz

Freeborn Storm

Misha Kemi

The Marches

Bregasland

Order of the Forgotten Word

Freeborn Storm

Ebenezer

The Marches

Upwold

The Applewood Levy

Freeborn Storm

Cato Auricspire

Urizen

Morrow

Horizon's Edge

Freeborn Storm

Natalus

Urizen

Redoubt

Freeborn Storm

Vraalbuka Strascovich

Varushka

Miekarova

Freeborn Storm

Inar Dunning the Blacksmith

Wintermark

Hahnmark

Dunhearth Hall

Freeborn Storm

Tobrytan Dunning

Wintermark

Hahnmark

Dunhearth Hall

Freeborn Storm

Boarick

Wintermark

Hahnmark

Sherard Hunters (Banner)

Freeborn Storm

Konrad Franz

Wintermark

Holberg

Golden Sun

Dagonet

Dawn

unknown

House Aurelius

Golden Sun

Bessamy Aurelius

Dawn

Astolat

House Aurelius

Golden Sun

Peter Fletcher

Dawn

Astolat

House Vandale

Golden Sun

Everis

Dawn

Semmerholm

Golden Sun

Caius Aurelius

Dawn

The Barrens

House Aurelius

Golden Sun

Constantine Aurelius

Dawn

The Barrens

House Aurelius

Golden Sun

Gwynhwyfar

Dawn

The Barrens

House Orzel

Golden Sun

Ilya Damirovich Severyan

Dawn

Weirwater

House Orzel

Granite Pillar

Roman Aleksander Alinyova

Highguard

Bastion

Granite Pillar

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Abraham

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Enoch

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Kaleb

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Lucifer

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Moses

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Nicanor

Highguard

Bastion

Felix's Watch Banner

Granite Pillar

mathayus

Highguard

Necropolis

Granite Pillar

Archelaus

Highguard

Reikos

Granite Pillar

Jericho

Highguard

Reikos

Drusilla’s Resolve

Green Shield

Signy Three Tears

Wintermark

Sermersuaq

Saker

Green Shield

EryWood of Dunning

Wintermark

Skarsind

Dunhearth Hall

Green Shield

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Gryphons Pride

Robert Ryland

Dawn

Astolat

Gryphons Pride

Reynaud de Cambysse

Dawn

Astolat

House de Cambysse

Gryphons Pride

Sigwald de cambysse

Dawn

Astolat

House de Cambysse

Gryphons Pride

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Gryphons Pride

Danica Mala Severyan

Dawn

Astolat

House Vandale

Gryphons Pride

Nym

Dawn

The Barrens

Gryphons Pride

Soldier

Dawn

The Barrens

Gryphons Pride

Vulpes

Dawn

The Barrens

Gryphons Pride

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Gryphons Pride

Gideon Smith

Dawn

The Barrens

House Vexille

Gryphons Pride

Leodegrance 'Leo' Archer

Dawn

The Barrens

House Vexille

Gryphons Pride

Randall Ward

Dawn

The Barrens

House Vexille

Hounds of Glory

Magdelena Alagna Di Sarvos

The League

Holberg

Hounds of Glory

Jager Von Vinterhosen

The League

Holberg

Compagnia De Rossi

Hounds of Glory

Amelion

The League

Holberg

The Brotherhood of the Ashen Tower

Hounds of Glory

Rennaken

The League

Temeschwar

The Brotherhood of the Ashen Tower

Hounds of Glory

Kristoff Ivanyev

Varushka

Karsk

Hounds of Glory

Zlata Jerzykova Gremani

Varushka

Miekarova

Family Gremani

Hounds of Glory

Zora Nadyaovna Gremani

Varushka

Miekarova

Family Gremani

Hounds of Glory

Halfdan

Wintermark

Hahnmark

Bjornholt

Hounds of Glory

Ragnar Andriksson

Wintermark

Sermersuaq

Mandrake's Marshals

Hounds of Glory

Kinder

Wintermark

Sermersuaq

The Children of Winter

Hounds of Glory

Torvald

Wintermark

Sermersuaq

The Children of Winter

Northern Eagle

Vilkas Antonovich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Northern Eagle

Coiska Graemovna Sulich

Varushka

Volodmartz

The Oxen Head

Seventh Wave

Rykus Tye

Highguard

Reikos

Shattered Tower Banner

Strong Reeds

Starac Sijed

Dawn

Weirwater

House Orzel

Strong Reeds

Dominco Vincenti

The League

Holberg

The Brotherhood of the Ashen Tower

Strong Reeds

Feroce Lupo

The League

Holberg

The Brotherhood of the Ashen Tower

Strong Reeds

Hugo Schwarzenberger

The League

Holberg

The Brotherhood of the Ashen Tower

Strong Reeds

Nerezza Da Rosa Del Sarvos (Isabella)

The League

Holberg

The Brotherhood of the Ashen Tower

Strong Reeds

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Strong Reeds

Marco

The League

Temeschwar

The Brotherhood of the Ashen Tower

Strong Reeds

Pater Josiah Lynch

The League

Temeschwar

The Brotherhood of the Ashen Tower

Strong Reeds

Reuben

The Marches

Bregasland

Merrick's Tavelling Company

Strong Reeds

Edwin de Warrenne

The Marches

Bregasland

Order of the Forgotten Word

Strong Reeds

William Guildenstern

The Marches

Upwold

The Applewood Levy

Summer Storm

Ashborn Braag

Imperial Orcs

Skarsind

Ashborn

Summer Storm

Wesk

Imperial Orcs

Skarsind

Redhands

Summer Storm

drak

Imperial Orcs

Skarsind

Redhands

Summer Storm

Irontide Skar

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Irontide Vio

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Lok

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Richard the Passer of Upwold

The Marches

Upwold

The Applewood Levy

Summer Storm

Volk

Wintermark

Hahnmark

Summer Storm

Yma Starkadottir

Wintermark

Skarsind

The Rangers of Nanuk

The Tusks

Gereke Delfholter

The League

Holberg

Holsburger Haudegen

The Tusks

Athalger Rowen

The Marches

Upwold

The Applewood Levy

Towerjacks

The Captain

The League

Tassato

Valiant Pegasus

Abaddon

Highguard

Necropolis

Valiant Pegasus

Isaac

Highguard

Necropolis

Winter Sun

Morg'ur

Imperial Orcs

Skarsind

Winter Sun

Bloodcrow Ergot

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Bloodcrow Losak

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Bloodcrow Yargol

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Dorri

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Rykana

Imperial Orcs

Skarsind

Skywise

Winter Sun

Natalia "The Falcon" Barossa

The League

Tassato

Company of The Red Fox

Winter Sun

Aquillian Effugere

Urizen

Zenith

Ankarien's Revenge

Winter Sun

kiy

Urizen

Zenith

Banner of the Phoenix

Wolves of War

Robert de Gauvain

Dawn

Astolat

House de Gauvain

Wolves of War

Bohemonde "Bo" Novarion

Dawn

Weirwater

House Novarion

Wolves of War

D'Eon

Dawn

Weirwater

House Novarion

Wolves of War

Emelyn

Dawn

Weirwater

House Novarion

Wolves of War

Lady Clarice Novarion

Dawn

Weirwater

House Novarion

Wolves of War

Cuth

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Jada

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Maya

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Solomon

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Barachel of Adina's Charge

Highguard

Casinea

Banner of the Cenotaph

Wolves of War

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Wolves of War

Amon

Highguard

Necropolis

The Raven's Watch

Wolves of War

Evander Slak

The League

Holberg

Wolves of War

Michelangelo Garcian de Sarvos

The League

Holberg

Wolves of War

Kaspar Yakovich von Holberg

The League

Holberg

House of Seven Mirrors

Wolves of War

Vigo Orlando Scarlatti de Sarvos

The League

Sarvos

Carta Bellamarina

Wolves of War

Serena di Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Silvio de Tassato

The League

Tassato

The Printers' Guild

Wolves of War

Dietrich Nieschtieri Rezia von Temeschwar

The League

Temeschwar

Wolves of War

Grace Sanguineo Rezia di Tassato

The League

Temeschwar

The Gilded Edge

Wolves of War

Verres Amastacia

Urizen

Morrow

Wolves of War

Ethelwulf Argonning

Wintermark

Hahnmark

Darkwolves of Argonne

Wolves of War

Vulrik Bager

Wintermark

Hahnmark

Hall Svell Dyr

Wolves of War

Rheged Redspear

Wintermark

Sermersuaq

Saker

Wolves of War

wulfric

Wintermark

Sermersuaq

The Children of Winter

Spring Equinox 380YE

Support

Citizen

Nation

Territory

Banner

Towers of the Dawn

Clarence Oswald

Dawn

unknown

House Arwood

Towers of the Dawn

Geraint Bascombe

Dawn

Astolat

House Bascombe

Towers of the Dawn

Lucan

Dawn

The Barrens

House Aurelius

Liathhaven Spy Network

Dewey Pathfinder

Navarr

Miaren

Pathfinders

Hordalant Spy Network

Cigydd Summer Crow

Navarr

Therunin

The Summer Crows

Orchard's Watch

Edward Isambard

The Marches

Upwold

Emerald Order

Hordalant Spy Network

Verres Amastacia

Urizen

Morrow

The Will of the Wintermark

artyon scalmere

Varushka

Karsk

Black Thorns

mathayus

Highguard

Necropolis

Black Thorns

Hen Was Silverthorn

Navarr

unknown

Black Thorns

Owyn

Navarr

unknown

Exile's End

Black Thorns

Brennos Brackensong

Navarr

Broceliande

Black Thorns

Kestrel

Navarr

Broceliande

Brackensong Steading (Banner)

Black Thorns

Bleddyn Eternal

Navarr

Hercynia

Vervain Shield

Black Thorns

Danza Pathfinder

Navarr

Liathaven

Pathfinders

Black Thorns

Valeska Pathfinder

Navarr

Liathaven

Pathfinders

Black Thorns

Cormac Farkas

Navarr

Liathaven

Ruis Farkas

Black Thorns

Lleu

Navarr

Liathaven

The Companions of Tarw

Black Thorns

Rhisiart Tarw

Navarr

Liathaven

The Companions of Tarw

Black Thorns

Rees

Navarr

Liathaven

Y’Basden

Black Thorns

Riwaden

Navarr

Liathaven

Y’Basden

Black Thorns

Ulric Y'Basden

Navarr

Liathaven

Y’Basden

Black Thorns

Kiarten Twofeet

Navarr

Miaren

Two Feet

Black Thorns

Breannain

Navarr

Therunin

Black Thorns

Gwill Fenwarden

Navarr

Therunin

Black Thorns

Etta Farkas

Navarr

Therunin

Vervain Shield

Black Thorns

Maarit Akkova Cendro

Varushka

Miekarova

Black Thorns

'White' Branislav

Varushka

Miekarova

Black Thorns

Meltar

Wintermark

Kallavesa

Saker

Bounders

Damien

Dawn

Astolat

House de Gauvain

Bounders

Robert de Gauvain

Dawn

Astolat

House de Gauvain

Bounders

John of Meade

The Marches

Mitwold

Bounders

Tom Birchland

The Marches

Mitwold

The Cullach

Bounders

Robert Dunlain

The Marches

Mournwold

House Dunlain

Bounders

Bernard Dugdale

The Marches

Mournwold

Mournwold Sappers

Bounders

Alusair Farstrider

The Marches

Upwold

Bounders

Bruce Pott

The Marches

Upwold

House Balston

Bounders

William Guildenstern

The Marches

Upwold

House Guildenstern

Bounders

Bucklund

Wintermark

Hahnmark

Hendal Hearth

Citadel Guard

Brutus Claudas (2)

Highguard

Bastion

Cohort of the Winter Bear

Citadel Guard

Enoch

Highguard

Bastion

Cohort of the Winter Bear

Citadel Guard

Issac Arctos

Highguard

Bastion

Cohort of the Winter Bear

Citadel Guard

Kaleb

Highguard

Bastion

Cohort of the Winter Bear

Citadel Guard

Melchior Benjamin Fletcher

Highguard

Necropolis

Banner of the Cenotaph

Citadel Guard

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Citadel Guard

Archelaus

Highguard

Reikos

Citadel Guard

Lycier

Urizen

Morrow

Banner of the Phoenix

Citadel Guard

Valerian

Urizen

Morrow

Banner of the Phoenix

Citadel Guard

Sarus Auricspire

Urizen

Morrow

Horizon's Edge

Citadel Guard

Cassius

Urizen

Spiral

Banner of the Phoenix

Citadel Guard

Vulpes

Urizen

Zenith

Citadel Guard

Aquillian Effugere

Urizen

Zenith

Ankarien's Revenge

Citadel Guard

Maximillian

Urizen

Zenith

Ankarien's Revenge

Citadel Guard

Tanwyn Ankarien

Urizen

Zenith

Ankarien's Revenge

Citadel Guard

kiy

Urizen

Zenith

Banner of the Phoenix

Citadel Guard

Volk kuznetsov strascovih

Varushka

Miekarova

Citadel Guard

Coiska Graemovna Sulich

Varushka

Volodmartz

The Oxen Head

Drakes

William Talbot

The Marches

Mitwold

The Talbots

Eastern Sky

Sagramore

Dawn

unknown

House de Gauvain

Fire of the South

Marciel i Riqueza

The Brass Coast

Segura

DelToro

Fist of the Mountains

Braith SummerCrow

Navarr

Therunin

Fist of the Mountains

Connovar

Wintermark

unknown

The Embers of Ashenhall

Fist of the Mountains

Osric

Wintermark

Hahnmark

Fist of the Mountains

Guthwine Bjorning

Wintermark

Hahnmark

Bjornholt

Fist of the Mountains

Halfdan

Wintermark

Hahnmark

Bjornholt

Fist of the Mountains

Brandgar Tyrshalting

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Eadric

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Tager Defender of the Fallen Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Relnor

Wintermark

Hahnmark

Sigehold Hall

Fist of the Mountains

Iorveth

Wintermark

Hahnmark

Vesalligr

Fist of the Mountains

Morcar Sigvardssson

Wintermark

Hahnmark

Vesalligr

Fist of the Mountains

Raknar

Wintermark

Hahnmark

Vesalligr

Fist of the Mountains

Rothgir Fellshield

Wintermark

Hahnmark

Vesalligr

Fist of the Mountains

Hakki

Wintermark

Kallavesa

The Herd

Fist of the Mountains

Joakim

Wintermark

Sermersuaq

Fist of the Mountains

Ulric Stenning

Wintermark

Sermersuaq

Stenstorp

Fist of the Mountains

Aerdon Korpisson

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Fist of the Mountains

Aethelstan Korping

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Fist of the Mountains

Kellua Itsepainen

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Fist of the Mountains

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Freeborn Storm

Eadric Fjellrevening

Dawn

Astolat

House De Rondell

Freeborn Storm

Argent Dromund

Dawn

Semmerholm

Freeborn Storm

Urq

Imperial Orcs

Skarsind

Legion Protectorate

Freeborn Storm

Finna Fish-Hook

Navarr

Broceliande

In the Navvari

Freeborn Storm

Cedric Harrow

Navarr

Broceliande

Striders of Liaven

Freeborn Storm

Lowri

Navarr

Miaren

Exile's End

Freeborn Storm

Llewellyn Leafstalker

Navarr

Miaren

Narmada

Freeborn Storm

Madoc

Navarr

Miaren

Narmada

Freeborn Storm

Rhys Nighthaven

Navarr

Miaren

Narmada

Freeborn Storm

Yanto

Navarr

Miaren

The Companions of Tarw

Freeborn Storm

Cai

Navarr

Therunin

Narmada

Freeborn Storm

Eira

Navarr

Therunin

Narmada

Freeborn Storm

Owain Farkas

Navarr

Therunin

Ruis Farkas

Freeborn Storm

Estana I Mestiere I Guerra

The Brass Coast

unknown

Freeborn Storm

J'zarr i Shartha i Guerra

The Brass Coast

unknown

The New Promise Cartel

Freeborn Storm

Gael i Erigo

The Brass Coast

Feroz

Freeborn Storm

Jeziah i Mestiere i Guerra

The Brass Coast

Feroz

Freeborn Storm

Ramira i Madini i Erigo

The Brass Coast

Feroz

Freeborn Storm

Zanterr i Ezmara i Erego

The Brass Coast

Feroz

Freeborn Storm

Renata i Zabala i Erigo

The Brass Coast

Feroz

Family Zabala

Freeborn Storm

Abdul-Basir-Tazial

The Brass Coast

Feroz

House Taziel

Freeborn Storm

Ana i Taziel i Riqueza

The Brass Coast

Feroz

House Taziel

Freeborn Storm

Esmeralda i Ruiloba i Guerra

The Brass Coast

Feroz

House Taziel

Freeborn Storm

Thadeo I Aberoa I Riqueza

The Brass Coast

Feroz

Krakenfire Armada

Freeborn Storm

Joaquin i Shartha i Riquez

The Brass Coast

Feroz

The New Promise Cartel

Freeborn Storm

Galleo

The Brass Coast

Kahraman

House Taziel

Freeborn Storm

Effy

The Brass Coast

Madruga

Freeborn Storm

Jaime i Guerra

The Brass Coast

Madruga

Freeborn Storm

Jam

The Brass Coast

Madruga

Freeborn Storm

Ren Arven

The Brass Coast

Madruga

Freeborn Storm

Rosa I Guerra

The Brass Coast

Madruga

Freeborn Storm

Anwar - i - Del Toro - i - Riquezza

The Brass Coast

Madruga

DelToro

Freeborn Storm

Tal'Shar i Zabala i Erigo

The Brass Coast

Madruga

Family Zabala

Freeborn Storm

Elana i Talal i Guerra

The Brass Coast

Madruga

Flame of Anduz

Freeborn Storm

Elias Lamora Erigo

The Brass Coast

Madruga

Flame of Anduz

Freeborn Storm

Kale

The Brass Coast

Madruga

Flame of Anduz

Freeborn Storm

Valentina i Talal i Guerra

The Brass Coast

Madruga

Flame of Anduz

Freeborn Storm

Edgardo i Ruiloba i Guerra

The Brass Coast

Madruga

House Taziel

Freeborn Storm

Alix i Sol-Devorador i Erigo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Amaranta i Paloma i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Andreas i Sol-Devorador i Eirgo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Bakar i Erigo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Diego i Sol-Devorador i Erigo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Dino i Sol-Devorador i Erigo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Galinndan Sol Devorador Erigo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Iris i Paloma i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Shaewoh Vrectonas Talal

The Brass Coast

Segura

Freeborn Storm

Korom

The Brass Coast

Segura

Flame of Anduz

Freeborn Storm

Florian Hesse

The League

Holberg

The League Light Company

Freeborn Storm

Anastarsia di Sarvos

The League

Sarvos

Freeborn Storm

Aria Notturno di Sarvos

The League

Sarvos

Freeborn Storm

Grimandi Vascello di Sarvos

The League

Sarvos

Freeborn Storm

Leandro de Cruso di Sarvos

The League

Sarvos

Freeborn Storm

She

The League

Sarvos

Freeborn Storm

Niccolo (Maestro Niccolo of the Four Rivers Theatre)

The League

Tassato

Freeborn Storm

Sergio Salvatore

The League

Temeschwar

Compagnia De Rossi

Freeborn Storm

Captain Markus DeVere

The League

Temeschwar

Holsburger Haudegen

Freeborn Storm

Lucky Flint

The League

Temeschwar

The Brotherhood of the Ashen Tower

Freeborn Storm

Marissa Shatterspire

Urizen

Redoubt

Sails of Mawrig

Freeborn Storm

Radomir Dobromilovich Straskovich

Varushka

Miekarova

Vor'Azi Wardens

Freeborn Storm

Nikolai Vasillyn Andrich

Varushka

Miekarova

Wardens of the Howling Pines

Freeborn Storm

Brigid

Wintermark

Hahnmark

Freeborn Storm

Pendraed the Maker

Wintermark

Hahnmark

Bjornholt

Freeborn Storm

Vimnak

Wintermark

Hahnmark

Bjornholt

Freeborn Storm

Boarick

Wintermark

Hahnmark

Sherard Hunters (Banner)

Freeborn Storm

Ulfa Hoddottr

Wintermark

Hahnmark

Sigehold Hall

Freeborn Storm

Konrad Franz

Wintermark

Holberg

Golden Axe

Magnus Anatolyvich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Golden Sun

Everis

Dawn

Semmerholm

Golden Sun

Constantine Aurelius

Dawn

The Barrens

House Aurelius

Green Shield

Signy Three Tears

Wintermark

Sermersuaq

Saker

Gryphons Pride

Bessamy Aurelius

Dawn

Astolat

House Aurelius

Gryphons Pride

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Gryphons Pride

Garravaine De Rondell

Dawn

Astolat

House De Rondell

Gryphons Pride

Gellan Du Rondell

Dawn

Astolat

House De Rondell

Gryphons Pride

Gregor De Rondell

Dawn

Astolat

House De Rondell

Gryphons Pride

Odelina

Dawn

Astolat

House De Rondell

Gryphons Pride

Ygraine Fingal of de Rondell

Dawn

Astolat

House De Rondell

Gryphons Pride

Valentin Ivarovich Severyan

Dawn

Astolat

House Orzel

Gryphons Pride

Sir Bowen Steiner Seren

Dawn

Astolat

House Seren

Gryphons Pride

Danica Mala Severyan

Dawn

Astolat

House Vandale

Gryphons Pride

Soldier

Dawn

The Barrens

Gryphons Pride

Caius Aurelius

Dawn

The Barrens

House Aurelius

Gryphons Pride

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Gryphons Pride

Leodegrance 'Leo' Archer

Dawn

The Barrens

House Vexille

Gryphons Pride

Maryc

Dawn

Weirwater

House Orzel

Hierro

Mandrake Lightfoot

Wintermark

unknown

Mandrake's Marshals

Hounds of Glory

Aethelwulf

Dawn

Astolat

Hounds of Glory

Tancred

Dawn

Astolat

House De Rondell

Hounds of Glory

D'Eon

Dawn

Weirwater

House Novarion

Hounds of Glory

Lady Clarice Novarion

Dawn

Weirwater

House Novarion

Hounds of Glory

Rawk

Imperial Orcs

Skarsind

Redhands

Hounds of Glory

Magdelena Alagna Di Sarvos

The League

Holberg

Hounds of Glory

Michelangelo Garcian de Sarvos

The League

Holberg

Hounds of Glory

Othello di Severio von Holberg

The League

Holberg

Hounds of Glory

Jager Von Vinterhosen

The League

Holberg

Compagnia De Rossi

Hounds of Glory

Otto Freidrich Von Holsberg

The League

Holberg

Holsburger Haudegen

Hounds of Glory

Kaspar Yakovich von Holberg

The League

Holberg

House of Seven Mirrors

Hounds of Glory

Amelion

The League

Holberg

The Brotherhood of the Ashen Tower

Hounds of Glory

Andrea von Holberg

The League

Holberg

The Brotherhood of the Ashen Tower

Hounds of Glory

Brother Vladimir von Temeschwar Of the Brotherhood of the Ashen Tower

The League

Holberg

The Brotherhood of the Ashen Tower

Hounds of Glory

Dominco Vincenti

The League

Holberg

The Brotherhood of the Ashen Tower

Hounds of Glory

Feroce Lupo

The League

Holberg

The Brotherhood of the Ashen Tower

Hounds of Glory

Nerezza Da Rosa Del Sarvos (Isabella)

The League

Holberg

The Brotherhood of the Ashen Tower

Hounds of Glory

Randolf Wolski

The League

Holberg

The Brotherhood of the Ashen Tower

Hounds of Glory

Balthazar di Sarvos

The League

Sarvos

Company of The Red Fox

Hounds of Glory

Elyas Lamora Di Sarvos

The League

Sarvos

Holsburger Haudegen

Hounds of Glory

Scevola di Niente

The League

Sarvos

Holsburger Haudegen

Hounds of Glory

Dietrich Nieschtieri Rezia von Temeschwar

The League

Temeschwar

Hounds of Glory

Magnus Da Rosa De Sarvos

The League

Temeschwar

The Brotherhood of the Ashen Tower

Hounds of Glory

Marco

The League

Temeschwar

The Brotherhood of the Ashen Tower

Hounds of Glory

Pater Josiah Lynch

The League

Temeschwar

The Brotherhood of the Ashen Tower

Hounds of Glory

Rennaken

The League

Temeschwar

The Brotherhood of the Ashen Tower

Hounds of Glory

Hubert Annanovich Gremani

Varushka

Karsk

Family Gremani

Hounds of Glory

Mikhael Raduvich Sidirov

Varushka

Miekarova

Hounds of Glory

Nadezhda Nadyovna Gremani

Varushka

Miekarova

Family Gremani

Hounds of Glory

Ravenka Nadyovna Gremani

Varushka

Miekarova

Family Gremani

Hounds of Glory

Zlata Jerzykova Gremani

Varushka

Miekarova

Family Gremani

Hounds of Glory

Ragnar Andriksson

Wintermark

Sermersuaq

Mandrake's Marshals

Hounds of Glory

Arda Andriksson

Wintermark

Sermersuaq

The Children of Winter

Hounds of Glory

Draca

Wintermark

Sermersuaq

The Children of Winter

Hounds of Glory

Kinder

Wintermark

Sermersuaq

The Children of Winter

Hounds of Glory

Torvald

Wintermark

Sermersuaq

The Children of Winter

Northern Eagle

Gotislav Pultova

Varushka

Miekarova

Wardens of the Howling Pines

Quiet Step

Merel

Navarr

Therunin

Vervain Shield

Red Wind Corsairs

Daesa'Kova

Navarr

Therunin

Foxden

Red Wind Corsairs

Salvatore i Paloma i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Seventh Wave

Cuth

Highguard

Bastion

Shattered Tower Banner

Seventh Wave

Rykus Tye

Highguard

Reikos

Shattered Tower Banner

Summer Storm

Wesk

Imperial Orcs

Skarsind

Redhands

Summer Storm

drak

Imperial Orcs

Skarsind

Redhands

Summer Storm

Irontide Skar

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Irontide Vio

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Lok

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Jack Flint

The Marches

unknown

House Bolholt

Summer Storm

Athalger Rowen

The Marches

Upwold

Emerald Order

Summer Storm

Richard the Passer of Upwold

The Marches

Upwold

Emerald Order

Summer Storm

Volk

Wintermark

Hahnmark

Summer Storm

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Summer Storm

Yma Starkadottir

Wintermark

Skarsind

The Rangers of Nanuk

The Tusks

Gereke Delfholter

The League

Holberg

Holsburger Haudegen

The Tusks

Branislav Vuk Strascovich

Varushka

Miekarova

Grimhold Schlacta

The Tusks

Senghir Vorbarra Strascovian

Varushka

Miekarova

Grimhold Schlacta

The Tusks

Vasiliy Krenyenkov Valeskai Strascovich

Varushka

Miekarova

Grimhold Schlacta

Valiant Pegasus

Isaac

Highguard

Necropolis

Winter Sun

Morg'ur

Imperial Orcs

Skarsind

Winter Sun

Bloodcrow Ergot

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Dorri

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Yargol

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Rykana

Imperial Orcs

Skarsind

Skywise

Winter Sun

Saru

Imperial Orcs

Skarsind

Stormcrow

Wolves of War

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Wolves of War

Evander Slak

The League

Holberg

Wolves of War

Estella Calabrese

The League

Sarvos

Wolves of War

Gancio

The League

Sarvos

Wolves of War

Vigo Orlando Scarlatti de Sarvos

The League

Sarvos

Carta Bellamarina

Wolves of War

Serena di Barossa

The League

Sarvos

Company of The Red Fox

Wolves of War

Virtue

The League

Tassato

Wolves of War

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Natalia "The Falcon" Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Drogon Morosini

The League

Temeschwar

Crimson Reaper Cartel

Wolves of War

Grace Sanguineo Rezia di Tassato

The League

Temeschwar

The Gilded Edge

Wolves of War

Rheged Redspear

Wintermark

Sermersuaq

Saker

Winter Solstice 379YE

Support

Citizen

Nation

Territory

Banner

Towers of the Dawn

Clarence Oswald

Dawn

unknown

House Arwood

Towers of the Dawn

Durand De Coeurdefer

Dawn

unknown

House De Rondell

Towers of the Dawn

Geraint Bascombe

Dawn

Astolat

House Bascombe

Towers of the Dawn

Reynaud de Cambysse

Dawn

Astolat

House de Cambysse

Towers of the Dawn

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Towers of the Dawn

Garravaine De Rondell

Dawn

Astolat

House De Rondell

Towers of the Dawn

Gellan Du Rondell

Dawn

Astolat

House De Rondell

Towers of the Dawn

Lord Colwynn de Rondell

Dawn

Astolat

House De Rondell

Towers of the Dawn

Odelina

Dawn

Astolat

House De Rondell

Towers of the Dawn

Tancred

Dawn

Astolat

House De Rondell

Towers of the Dawn

Sir Bowen Steiner Seren

Dawn

Astolat

House Seren

Towers of the Dawn

Peter Fletcher

Dawn

Astolat

House Vandale

Towers of the Dawn

Soldier

Dawn

The Barrens

Towers of the Dawn

Caius Aurelius

Dawn

The Barrens

House Aurelius

Towers of the Dawn

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Towers of the Dawn

Guy Grimbold the Elder

Dawn

The Barrens

House Loreal

Towers of the Dawn

Matty (Matilda)

Dawn

The Barrens

House Martel

Towers of the Dawn

Bohemonde "Bo" Novarion

Dawn

Weirwater

House Novarion

Towers of the Dawn

D'Eon

Dawn

Weirwater

House Novarion

Towers of the Dawn

Lady Clarice Novarion

Dawn

Weirwater

House Novarion

Towers of the Dawn

Brokenshield Talik

Imperial Orcs

Skarsind

Brokenshield

Liathhaven Spy Network

Kray

Imperial Orcs

Skarsind

Skywise

Liathhaven Spy Network

Owyn

Navarr

unknown

Exile's End

Liathhaven Spy Network

Effyn Y Basdun

Navarr

unknown

Y’Basden

Liathhaven Spy Network

Valeska Pathfinder

Navarr

Liathaven

Pathfinders

Liathhaven Spy Network

Cormac Farkas

Navarr

Liathaven

Ruis Farkas

Fort Mezudan

Bernardino Di Sienna II, of The Companions of Tarw

Navarr

Liathaven

The Companions of Tarw

Liathhaven Spy Network

Lleu

Navarr

Liathaven

The Companions of Tarw

Liathhaven Spy Network

Rhisiart Tarw

Navarr

Liathaven

The Companions of Tarw

Liathhaven Spy Network

Tarrion Tarw

Navarr

Liathaven

The Companions of Tarw

Liathhaven Spy Network

Ulric Y'Basden

Navarr

Liathaven

Y’Basden

Liathhaven Spy Network

Rhodri Pathfinder

Navarr

Miaren

Pathfinders

Hordalant Spy Network

Cigydd Summer Crow

Navarr

Therunin

The Summer Crows

Liathhaven Spy Network

Merel

Navarr

Therunin

Vervain Shield

Fort Braydon

Anwar - i - Del Toro - i - Riquezza

The Brass Coast

Feroz

DelToro

Liathhaven Spy Network

Vito Sayap Guerra

The Brass Coast

Kahraman

Liathhaven Spy Network

Maritza y Ruiloba y Guerra

The Brass Coast

Madruga

House Taziel

Liathhaven Spy Network

Salvatore i Paloma i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Liathhaven Spy Network

Graz Hune Erigo

The Brass Coast

Segura

Morado Corsairs

Barrens Spy Network

Othello di Severio von Holberg

The League

Holberg

Holberg

Sorin il Cignonero

The League

Sarvos

Orchard's Watch

William Guildenstern

The Marches

Upwold

House Guildenstern

Verthandi Spy Network

Bjarvoc Bjornson

Wintermark

Hahnmark

Vesalligr

Verthandi Spy Network

Iorveth

Wintermark

Hahnmark

Vesalligr

Verthandi Spy Network

Morcar Sigvardssson

Wintermark

Hahnmark

Vesalligr

Hordalant Spy Network

Ogmundr Kaldrheim

Wintermark

Hahnmark

Vesalligr

Verthandi Spy Network

Raknar

Wintermark

Hahnmark

Vesalligr

Verthandi Spy Network

Thangbrand Silverhand

Wintermark

Hahnmark

Vesalligr

Hordalant Spy Network

Uskolli

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Verthandi Spy Network

Draca

Wintermark

Sermersuaq

The Children of Winter

Hordalant Spy Network

Kellua Itsepainen

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Hordalant Spy Network

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Black Thorns

Brennos Brackensong

Navarr

Broceliande

Black Thorns

Meltar

Wintermark

Kallavesa

Saker

Bounders

Erwillian Mann

The Marches

Mitwold

The Talbots

Citadel Guard

Roman Aleksander Alinyova

Highguard

Bastion

Citadel Guard

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Citadel Guard

Brother Ibrahim the South Paw

Highguard

Bastion

Cohort of the Winter Bear

Citadel Guard

Enoch

Highguard

Bastion

Cohort of the Winter Bear

Citadel Guard

Jack

Highguard

Bastion

Cohort of the Winter Bear

Citadel Guard

Lucifer

Highguard

Bastion

Cohort of the Winter Bear

Citadel Guard

Nicanor

Highguard

Bastion

Felix's Watch Banner

Citadel Guard

Drax de Crooked

Highguard

Bastion

Shattered Tower Banner

Citadel Guard

Jada

Highguard

Bastion

Shattered Tower Banner

Citadel Guard

Solomon

Highguard

Bastion

Shattered Tower Banner

Citadel Guard

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Citadel Guard

Cayleb

Highguard

Casinea

Felix's Watch Banner

Citadel Guard

mathayus

Highguard

Necropolis

Citadel Guard

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Citadel Guard

Arilia Corvidea

Highguard

Reikos

Drusilla’s Resolve

Citadel Guard

Jericho

Highguard

Reikos

Drusilla’s Resolve

Citadel Guard

Courtney

Highguard

Reikos

Shattered Tower Banner

Citadel Guard

Joshua

Highguard

Reikos

Shattered Tower Banner

Citadel Guard

Rykus Tye

Highguard

Reikos

Shattered Tower Banner

Citadel Guard

Andrea von Holberg

The League

Holberg

The Brotherhood of the Ashen Tower

Citadel Guard

Brother Vladimir von Temeschwar Of the Brotherhood of the Ashen Tower

The League

Holberg

The Brotherhood of the Ashen Tower

Citadel Guard

Vitellius

Urizen

Morrow

Banner of the Phoenix

Citadel Guard

Caius

Urizen

Redoubt

Banner of the Phoenix

Citadel Guard

Maximillian

Urizen

Zenith

Ankarien's Revenge

Citadel Guard

Tanwyn Ankarien

Urizen

Zenith

Ankarien's Revenge

Citadel Guard

kiy

Urizen

Zenith

Banner of the Phoenix

Citadel Guard

Magnus Anatolyvich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Citadel Guard

Volk kuznetsov strascovih

Varushka

Miekarova

Citadel Guard

Branislav Vuk Strascovich

Varushka

Miekarova

Grimhold Schlacta

Citadel Guard

Olaf Gregorson |Strascovich

Varushka

Miekarova

Grimhold Schlacta

Citadel Guard

Senghir Vorbarra Strascovian

Varushka

Miekarova

Grimhold Schlacta

Citadel Guard

Vasiliy Krenyenkov Valeskai Strascovich

Varushka

Miekarova

Grimhold Schlacta

Drakes

William Talbot

The Marches

Mitwold

The Talbots

Eastern Sky

Arturo i'Ezmara i'Erigo

The Brass Coast

Madruga

Eastern Sky

Isandro i Sotero i Riqueza

The Brass Coast

Segura

Fist of the Mountains

Cavall

Dawn

Astolat

House De Rondell

Fist of the Mountains

Vulgaris Vicarious

Dawn

Weirwater

House Orzel

Fist of the Mountains

Idris SummerCrow

Navarr

Hercynia

The Summer Crows

Fist of the Mountains

Tybalt Von Ungeist

The League

Temeschwar

The Holberg Hawks

Fist of the Mountains

Cynwulf Ashburh

Wintermark

Hahnmark

Darkwolves of Argonne

Fist of the Mountains

"Axehind" Aedric Dunning

Wintermark

Hahnmark

Dunhearth Hall

Fist of the Mountains

Bucklund

Wintermark

Hahnmark

Hendal Hearth

Fist of the Mountains

Brandgar Tyrshalting

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Horsa Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Tager Defender of the Fallen Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Hakki

Wintermark

Kallavesa

The Herd

Fist of the Mountains

Joakim

Wintermark

Sermersuaq

Fist of the Mountains

Yma Starkadottir

Wintermark

Skarsind

The Rangers of Nanuk

Freeborn Storm

Gideon

Highguard

Casinea

Storm's Fury

Freeborn Storm

Brik

Imperial Orcs

Skarsind

Bloodcrows

Freeborn Storm

Feran Y'Basden

Navarr

Miaren

Freeborn Storm

Andras Leafstalker

Navarr

Miaren

In the Navvari

Freeborn Storm

Anastarsia di Sarvos

The League

Sarvos

Freeborn Storm

nate drayton

The Marches

Mournwold

Freeborn Storm

Inar Dunning the Blacksmith

Wintermark

Hahnmark

Dunhearth Hall

Freeborn Storm

Ragnar

Wintermark

Sermersuaq

Holt Hyrde

Golden Sun

Dagonet

Dawn

unknown

House Aurelius

Golden Sun

Evaine

Dawn

Astolat

Golden Sun

Damien

Dawn

Astolat

House de Gauvain

Golden Sun

Robert de Gauvain

Dawn

Astolat

House de Gauvain

Golden Sun

Valentin Ivarovich Severyan

Dawn

Astolat

House Orzel

Golden Sun

Danica Mala Severyan

Dawn

Astolat

House Vandale

Golden Sun

Everis

Dawn

Semmerholm

Golden Sun

Constantine Aurelius

Dawn

The Barrens

House Aurelius

Golden Sun

Riculf D'Aurelius

Dawn

The Barrens

House Aurelius

Golden Sun

Gwynhwyfar

Dawn

The Barrens

House Orzel

Golden Sun

Maryc

Dawn

Weirwater

House Orzel

Golden Sun

Starac Sijed

Dawn

Weirwater

House Orzel

Green Shield

Sulkavaris ( formerly Guthwulf)

Wintermark

Hahnmark

Green Shield

Godwin Dunhearthing

Wintermark

Hahnmark

Dunhearth Hall

Green Shield

Eadric

Wintermark

Hahnmark

Renwaerd

Green Shield

Signy Three Tears

Wintermark

Sermersuaq

Saker

Green Shield

Iorah Grimvaldsdottir

Wintermark

Sermersuaq

The Rangers of Nanuk

Green Shield

EryWood of Dunning

Wintermark

Skarsind

Dunhearth Hall

Hierro

Vilkas Antonovich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Hierro

Mandrake Lightfoot

Wintermark

unknown

Mandrake's Marshals

Hierro

Rednav

Wintermark

Hahnmark

The Hunters Of The Mark

Hounds of Glory

Ioseph

Urizen

Morrow

Banner of the Phoenix

Hounds of Glory

Vulpes

Urizen

Zenith

Hounds of Glory

Aquillian Effugere

Urizen

Zenith

Ankarien's Revenge

Hounds of Glory

Hubert Annanovich Gremani

Varushka

Karsk

Family Gremani

Hounds of Glory

Maarit Akkova Cendro

Varushka

Miekarova

Hounds of Glory

Mikhael Raduvich Sidirov

Varushka

Miekarova

Hounds of Glory

Nadezhda Nadyovna Gremani

Varushka

Miekarova

Family Gremani

Hounds of Glory

Ravenka Nadyovna Gremani

Varushka

Miekarova

Family Gremani

Quiet Step

Kestrel

Navarr

Broceliande

Brackensong Steading (Banner)

Quiet Step

Breannain

Navarr

Therunin

Red Wind Corsairs

Dewey Pathfinder

Navarr

Miaren

Pathfinders

Red Wind Corsairs

Daesa'Kova

Navarr

Therunin

Foxden

Strong Reeds

Owain Sturgeon

The Marches

Bregasland

House Wheelwright

Strong Reeds

Edwin de Warrenne

The Marches

Bregasland

Order of the Forgotten Word

Strong Reeds

Robert Dunlain

The Marches

Mournwold

House Dunlain

Strong Reeds

Bernard Dugdale

The Marches

Mournwold

Mournwold Sappers

Summer Storm

Morg'ur

Imperial Orcs

Skarsind

Summer Storm

Ashborn Braag

Imperial Orcs

Skarsind

Ashborn

Summer Storm

Bloodcrow Ergot

Imperial Orcs

Skarsind

Bloodcrows

Summer Storm

Dorri

Imperial Orcs

Skarsind

Bloodcrows

Summer Storm

Yargol

Imperial Orcs

Skarsind

Bloodcrows

Summer Storm

Wesk

Imperial Orcs

Skarsind

Redhands

Summer Storm

drak

Imperial Orcs

Skarsind

Redhands

Summer Storm

Redhand Drakk

Imperial Orcs

Skarsind

Redhands

Summer Storm

Redhand Urzak

Imperial Orcs

Skarsind

Redhands

Summer Storm

Stryke

Imperial Orcs

Skarsind

Redhands

Summer Storm

Synnat

Imperial Orcs

Skarsind

Redhands

Summer Storm

Rykana

Imperial Orcs

Skarsind

Skywise

Summer Storm

Kirrik

Imperial Orcs

Skarsind

Sunhammers

Summer Storm

Irontide Kul

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Irontide Skar

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Irontide Vio

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Dane

Navarr

Liathaven

Vervain Shield

Summer Storm

Rees

Navarr

Liathaven

Y’Basden

Summer Storm

Kalas Realm Reach

Navarr

Miaren

Realms Reach

Summer Storm

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Summer Storm

Jack Flint

The Marches

unknown

House Bolholt

Summer Storm

Robert Ryland

The Marches

Mitwold

The Boundarymen

Summer Storm

Robin Longshanks

The Marches

Mitwold

The Cullach

Summer Storm

Athalger Rowen

The Marches

Upwold

Emerald Order

Summer Storm

Volk

Wintermark

Hahnmark

Summer Storm

Ethelwulf Argonning

Wintermark

Hahnmark

Darkwolves of Argonne

Summer Storm

Kinder

Wintermark

Sermersuaq

Mandrake's Marshals

Summer Storm

Ragnar Andriksson

Wintermark

Sermersuaq

Mandrake's Marshals

Summer Storm

Kye Knife-Born

Wintermark

Sermersuaq

Saker

Summer Storm

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Summer Storm

torunn Volcarona

Wintermark

Skarsind

The Hunters Of The Mark

The Tusks

Otto Freidrich Von Holsberg

The League

Holberg

Holsburger Haudegen

The Tusks

John of Meade

The Marches

Mitwold

The Tusks

Walter Savage

The Marches

Mournwold

The Tusks

Alusair Farstrider

The Marches

Upwold

The Tusks

Bruce Pott

The Marches

Upwold

House Balston

Valiant Pegasus

Isaac

Highguard

Necropolis

Valiant Pegasus

Amon

Highguard

Necropolis

The Raven's Watch

Valiant Pegasus

Merryn Farkas

Navarr

Therunin

Ruis Farkas

Wolves of War

Cuth

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Bjørn Oakenhart

Navarr

Miaren

The Oakenharts

Wolves of War

Jager Von Vinterhosen

The League

Holberg

Compagnia De Rossi

Wolves of War

Gereke Delfholter

The League

Holberg

Holsburger Haudegen

Wolves of War

Feroce Lupo

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Grace Sanguineo Rezia di Tassato

The League

Tassato

The Gilded Edge

Wolves of War

Dietrich Nieschtieri Rezia von Temeschwar

The League

Temeschwar

Wolves of War

Richard the Passer of Upwold

The Marches

Upwold

Emerald Order

Wolves of War

Lycier

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Vaan

Urizen

Morrow

Horizon's Edge

Wolves of War

Arcus Netherwatch

Urizen

Redoubt

Banner of the Phoenix

Wolves of War

Jaromir "Jarek" Draganov Gremani

Varushka

Miekarova

Family Gremani

Wolves of War

Sif "Loyal Guardian" Valoing

Wintermark

Kallavesa

The Rangers of Nanuk

Autumn Equinox 379YE

Support

Citizen

Nation

Territory

Banner

Barrens Spy Network

Evaine

Dawn

Astolat

Overton Garrison

Soldier

Dawn

The Barrens

Towers of the Dawn

Caius Aurelius

Dawn

The Barrens

House Aurelius

Towers of the Dawn

Riculf D'Aurelius

Dawn

The Barrens

House Aurelius

Barrens Spy Network

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Barrens Spy Network

Matty (Matilda)

Dawn

The Barrens

House Martel

Towers of the Dawn

Randall Ward

Dawn

The Barrens

House Vexille

Overton Garrison

Rykana

Imperial Orcs

Winter Sun

Skywise

Overton Garrison

Saru

Imperial Orcs

Winter Sun

Stormcrow

Liathhaven Spy Network

Mercrow

Navarr

Liathaven

Pathfinders

Liathhaven Spy Network

wulf

Navarr

Liathaven

Pathfinders

Overton Garrison

Rees

Navarr

Liathaven

Y’Basden

Liathhaven Spy Network

Geraint Broad-Backed

Navarr

Therunin

Open Skies

Hordalant Spy Network

Cigydd Summer Crow

Navarr

Therunin

The Summer Crows

Fort Braydon

Anwar - i - Del Toro - i - Riquezza

The Brass Coast

Feroz

DelToro

Hordalant Spy Network

Silas van Hoepenkak di Savros

The League

Sarvos

The League Light Company

Overton Garrison

Alusair Farstrider

The Marches

Upwold

Overton Garrison

William Guildenstern

The Marches

Upwold

Overton Garrison

Athalger Rowen

The Marches

Upwold

Emerald Order

Overton Garrison

'green' jack woodruff

The Marches

Upwold

The Applewood Levy

Liathhaven Spy Network

Hakki

Wintermark

Kallavesa

The Herd

Black Thorns

Eli of Tamar's Hand

Highguard

Reikos

Black Thorns

Brennos Brackensong

Navarr

Broceliande

Black Thorns

Breannain

Navarr

Therunin

Black Thorns

Gwill Fenwarden

Navarr

Therunin

Black Thorns

Meltar

Wintermark

Kallavesa

Saker

Black Thorns

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Bounders

Edwin de Warrenne

The Marches

Bregasland

Order of the Forgotten Word

Bounders

Erwillian Mann

The Marches

Mitwold

The Talbots

Bounders

Darius

The Marches

Upwold

Emerald Order

Bounders

Sir Cobus

The Marches

Upwold

Emerald Order

Citadel Guard

Augustus

Urizen

Morrow

Citadel Guard

Pavel Gregorivitch Milyukov

Varushka

Miekarova

Citadel Guard

Signy Three Tears

Wintermark

Sermersuaq

Saker

Fire of the South

Carr Foxden

Navarr

Hercynia

Foxden

Fire of the South

Connaught

Navarr

Hercynia

Pridestalker

Fire of the South

Ieuan Fallow Deer

Navarr

Liathaven

Pathfinders

Fire of the South

Ulric Y'Basden

Navarr

Liathaven

Y’Basden

Fire of the South

Merel

Navarr

Therunin

Vervain Shield

Fire of the South

Marciel i Riqueza

The Brass Coast

Segura

DelToro

Fist of the Mountains

Dayus

Imperial Orcs

Winter Sun

Stormcrow

Fist of the Mountains

Idris SummerCrow

Navarr

Hercynia

The Summer Crows

Fist of the Mountains

Antonio Renzi Di Sarvos

The League

Sarvos

The Printers' Guild

Fist of the Mountains

Cynwulf Ashburh

Wintermark

Hahnmark

Darkwolves of Argonne

Fist of the Mountains

"Axehind" Aedric Dunning

Wintermark

Hahnmark

Dunhearth Hall

Fist of the Mountains

Brandgar Tyrshalting

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Eadric

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Eofor Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Uskolli

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Golden Axe

Ilya Ilyitch Arkady

Varushka

unknown

Grimhold Schlacta

Golden Axe

Magnus Anatolyvich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Golden Sun

Danica Mala Severyan

Dawn

Astolat

House Vandale

Granite Pillar

Vulgaris Vicarious

Dawn

Weirwater

House Orzel

Granite Pillar

Isaac

Highguard

Necropolis

Green Shield

Meric Freysson

Wintermark

Hahnmark

Green Shield

Sulkavaris ( formerly Guthwulf)

Wintermark

Hahnmark

Green Shield

Odda Baldulfsson

Wintermark

Skarsind

Green Shield

Wulfsige

Wintermark

Skarsind

Green Shield

EryWood of Dunning

Wintermark

Skarsind

Dunhearth Hall

Hierro

Dane

Navarr

Liathaven

Hierro

Vilkas Antonovich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Hierro

Mandrake Lightfoot

Wintermark

unknown

Mandrake's Marshals

Hierro

Hellios NightStalker

Wintermark

Skarsind

Cohort Of the Frayed

Northern Eagle

Iana

Varushka

Miekarova

Quiet Step

Jericho

Highguard

Reikos

Drusilla’s Resolve

Quiet Step

Cormac Farkas

Navarr

Liathaven

Red Wind Corsairs

Peter Fletcher

Dawn

Astolat

House Vandale

Red Wind Corsairs

Hen Was Silverthorn

Navarr

unknown

Red Wind Corsairs

Owyn

Navarr

unknown

Exile's End

Red Wind Corsairs

Darius Pathfinder

Navarr

Hercynia

Pathfinders

Red Wind Corsairs

Bhreac Caervale

Navarr

Liathaven

Pathfinders

Red Wind Corsairs

Danza Pathfinder

Navarr

Liathaven

Pathfinders

Red Wind Corsairs

Valeska Pathfinder

Navarr

Liathaven

Pathfinders

Red Wind Corsairs

Dewey Pathfinder

Navarr

Miaren

Pathfinders

Red Wind Corsairs

Liliwen Pathfinder

Navarr

Miaren

Pathfinders

Red Wind Corsairs

Rhodri Pathfinder

Navarr

Miaren

Pathfinders

Red Wind Corsairs

Daesa'Kova

Navarr

Therunin

Foxden

Red Wind Corsairs

Isandro i Sotero i Riqueza

The Brass Coast

Segura

Summer Storm

Lady Clarice Novarion

Dawn

Weirwater

House Novarion

Summer Storm

drak

Imperial Orcs

Summer Storm

Redhands

Summer Storm

Redhand Urzak

Imperial Orcs

Summer Storm

Redhands

Summer Storm

Redhand Wesk

Imperial Orcs

Summer Storm

Redhands

Summer Storm

Kirrik

Imperial Orcs

Summer Storm

Sunhammers

Summer Storm

Irontide Kul

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Irontide Skar

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Irontide Vio

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Bucklund

Wintermark

Hahnmark

Hendal Hearth

Summer Storm

Horsa Tyrshalt

Wintermark

Hahnmark

Renwaerd

Summer Storm

Uthred Gunnerson

Wintermark

Hahnmark

The Gadrai

Summer Storm

torunn Volcarona

Wintermark

Skarsind

The Hunters Of The Mark

The Tusks

Renaud de Gauvain

Dawn

unknown

House de Gauvain

The Tusks

Sagramore

Dawn

unknown

House de Gauvain

The Tusks

Damien

Dawn

Astolat

House de Gauvain

The Tusks

Robert de Gauvain

Dawn

Astolat

House de Gauvain

The Tusks

Jack Flint

The Marches

unknown

House Bolholt

The Tusks

John of Meade

The Marches

Mitwold

The Tusks

William Talbot

The Marches

Mitwold

The Talbots

Valiant Pegasus

Solomon of the Silent Tide

Highguard

unknown

Valiant Pegasus

Brutus Claudas (2)

Highguard

Bastion

Cohort of the Winter Bear

Valiant Pegasus

Ishmael

Highguard

Bastion

Cohort of the Winter Bear

Valiant Pegasus

Abaddon

Highguard

Necropolis

Valiant Pegasus

Meraiah

Highguard

Reikos

Drusilla’s Resolve

Winter Sun

Morg'ur

Imperial Orcs

Winter Sun

Winter Sun

Gargan

Imperial Orcs

Winter Sun

Bloodcrows

Winter Sun

Yargol

Imperial Orcs

Winter Sun

Bloodcrows

Winter Sun

Gralka

Imperial Orcs

Winter Sun

Skywise

Winter Sun

Krell Stormcrow

Imperial Orcs

Winter Sun

Stormcrow

Winter Sun

Arda Andriksson

Wintermark

Sermersuaq

Mandrake's Marshals

Winter Sun

Kinder

Wintermark

Sermersuaq

Mandrake's Marshals

Winter Sun

Ragnar Andriksson

Wintermark

Sermersuaq

Mandrake's Marshals

Winter Sun

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Wolves of War

Clarence Oswald

Dawn

unknown

House Arwood

Wolves of War

Geraint Bascombe

Dawn

Astolat

House Bascombe

Wolves of War

Tancred

Dawn

Astolat

House De Rondell

Wolves of War

Guy Grimbold the Elder

Dawn

The Barrens

House Loreal

Wolves of War

Bohemonde "Bo" Novarion

Dawn

Weirwater

House Novarion

Wolves of War

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Arthuse

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Brother Ibrahim the South Paw

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Issac Arctos

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Paul

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Nicanor

Highguard

Bastion

Felix's Watch Banner

Wolves of War

Cuth

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Jada

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Ardon

Highguard

Casinea

Cantiarch's Hold

Wolves of War

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Wolves of War

Cayleb

Highguard

Casinea

Felix's Watch Banner

Wolves of War

mathayus

Highguard

Necropolis

Wolves of War

Melchior Benjamin Fletcher

Highguard

Necropolis

Banner of the Cenotaph

Wolves of War

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Wolves of War

Amon

Highguard

Necropolis

The Raven's Watch

Wolves of War

Arilia Corvidea

Highguard

Reikos

Drusilla’s Resolve

Wolves of War

Archelaus

Highguard

Reikos

The Grey Watchers of Peytaht

Wolves of War

Dorri

Imperial Orcs

Winter Sun

Bloodcrows

Wolves of War

Bleddyn Eternal

Navarr

Hercynia

Vervain Shield

Wolves of War

Lleu

Navarr

Liathaven

The Companions of Tarw

Wolves of War

Rhisiart Tarw

Navarr

Liathaven

The Companions of Tarw

Wolves of War

Kalas Realm Reach

Navarr

Miaren

Realms Reach

Wolves of War

Bjørn Oakenhart

Navarr

Miaren

The Oakenharts

Wolves of War

Merryn Farkas

Navarr

Therunin

Ruis Farkas

Wolves of War

Beltran I Ezmara I Erigo

The Brass Coast

Segura

Wolves of War

Othello di Severio von Holberg

The League

Holberg

Wolves of War

Jager Von Vinterhosen

The League

Holberg

Compagnia De Rossi

Wolves of War

Fredrique DiSarvos

The League

Holberg

Holsburger Haudegen

Wolves of War

Gereke Delfholter

The League

Holberg

Holsburger Haudegen

Wolves of War

Otto Freidrich Von Holsberg

The League

Holberg

Holsburger Haudegen

Wolves of War

Kaspar Yakovich von Holberg

The League

Holberg

House of Seven Mirrors

Wolves of War

Andrea von Holberg

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Feroce Lupo

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Grace Sanguineo Rezia di Tassato

The League

Tassato

The Gilded Edge

Wolves of War

Dietrich Nieschtieri Rezia von Temeschwar

The League

Temeschwar

Wolves of War

Richard the Passer of Upwold

The Marches

Upwold

Emerald Order

Wolves of War

Verres Amastacia

Urizen

Morrow

Wolves of War

Lycier

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Vitellius

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Vaan

Urizen

Morrow

Horizon's Edge

Wolves of War

Laurentius Julianus Netherwatch

Urizen

Redoubt

Wolves of War

Arcus Netherwatch

Urizen

Redoubt

Banner of the Phoenix

Wolves of War

Cassius

Urizen

Spiral

Banner of the Phoenix

Wolves of War

Vulpes

Urizen

Zenith

Wolves of War

Aquillian Effugere

Urizen

Zenith

Ankarien's Revenge

Wolves of War

Maximillian

Urizen

Zenith

Ankarien's Revenge

Wolves of War

Tanwyn Ankarien

Urizen

Zenith

Ankarien's Revenge

Wolves of War

kiy

Urizen

Zenith

Banner of the Phoenix

Wolves of War

Elysia Cascade

Urizen

Zenith

Spire of the Celestial Cascade

Wolves of War

Hubert Annanovich Gremani

Varushka

Karsk

Family Gremani

Wolves of War

Maarit Akkova Cendro

Varushka

Miekarova

Wolves of War

Mikhael Raduvich Sidirov

Varushka

Miekarova

Wolves of War

Hezekiah

Varushka

Miekarova

Family Gremani

Wolves of War

Jaromir "Jarek" Draganov Gremani

Varushka

Miekarova

Family Gremani

Wolves of War

Nadezhda Nadyovna Gremani

Varushka

Miekarova

Family Gremani

Wolves of War

Ravenka Nadyovna Gremani

Varushka

Miekarova

Family Gremani

Wolves of War

Olaf Gregorson |Strascovich

Varushka

Miekarova

Grimhold Schlacta

Wolves of War

Senghir Vorbarra Strascovian

Varushka

Miekarova

Grimhold Schlacta

Wolves of War

Asuman

Wintermark

Hahnmark

Wolves of War

Guthwine Bjorning

Wintermark

Hahnmark

Bjornholt

Wolves of War

Hallgeir Sherarding

Wintermark

Hahnmark

Sherard Hunters (Banner)

Wolves of War

Sif "Loyal Guardian" Valoing

Wintermark

Kallavesa

The Rangers of Nanuk

Wolves of War

Joakim

Wintermark

Sermersuaq

Wolves of War

Aerdon Korpisson

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Wolves of War

Vanhe Korppi

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Wolves of War

Theis Brennursen

Wintermark

Sermersuaq

The Rangers of Nanuk

Wolves of War

Ardith

Wintermark

Skarsind

Sigehold Hall

Wolves of War

Eeva

Wintermark

Skarsind

Sigehold Hall

Wolves of War

Ulwen

Wintermark

Skarsind

Sigehold Hall

Wolves of War

Yma Starkadottir

Wintermark

Skarsind

The Rangers of Nanuk

Summer Solstice 379YE

Support

Citizen

Nation

Territory

Banner

Liathhaven Spy Network

Lord Felix Yusupov

Dawn

Astolat

Barrens Spy Network

D'Eon

Dawn

Weirwater

House Novarion

Fort Mezudan

Nicanor

Highguard

Bastion

Felix's Watch Banner

Fort Mezudan

Cayleb

Highguard

Casinea

Felix's Watch Banner

Overton Garrison

Gralka

Imperial Orcs

Winter Sun

Skywise

Overton Garrison

Rykana

Imperial Orcs

Winter Sun

Skywise

Overton Garrison

Saru

Imperial Orcs

Winter Sun

Stormcrow

Liathhaven Spy Network

Owyn

Navarr

unknown

Exile's End

Liathhaven Spy Network

Tomas Duskborne

Navarr

Liathaven

Duskborne Striding

Fort Mezudan

Bernardino Di Sienna II, of The Companions of Tarw

Navarr

Liathaven

The Companions of Tarw

Liathhaven Spy Network

Lleu

Navarr

Liathaven

The Companions of Tarw

Overton Garrison

Rhisiart Tarw

Navarr

Liathaven

The Companions of Tarw

Liathhaven Spy Network

Ruvyn

Navarr

Liathaven

The Companions of Tarw

Liathhaven Spy Network

Tarrion Tarw

Navarr

Liathaven

The Companions of Tarw

Liathhaven Spy Network

Geraint Broad-Backed

Navarr

Therunin

Open Skies

Fort Braydon

Anwar - i - Del Toro - i - Riquezza

The Brass Coast

Feroz

DelToro

Holberg

Kaspar Yakovich von Holberg

The League

Holberg

House of Seven Mirrors

Holberg

Sorin il Cignonero

The League

Sarvos

Overton Garrison

Edward Isambard

The Marches

Upwold

Emerald Order

Overton Garrison

Alusair Farstrider

The Marches

Upwold

The Boundarymen

Overton Garrison

William Guildenstern

The Marches

Upwold

The Boundarymen

Fort Mezudan

Caius

Urizen

Redoubt

Banner of the Phoenix

Fort Mezudan

Cassius

Urizen

Spiral

Banner of the Phoenix

Fort Mezudan

Achillies

Urizen

Zenith

Fort Mezudan

Maximillian

Urizen

Zenith

Fort Mezudan

Vulpes

Urizen

Zenith

Fort Mezudan

Tanwyn Ankarien

Urizen

Zenith

Ankarien's Revenge

Fort Mezudan

Elysia Cascade

Urizen

Zenith

Spire of the Celestial Cascade

Fort Mezudan

Pavel Gregorivitch Milyukov

Varushka

Miekarova

Fort Mezudan

Yma Starkadottir

Wintermark

Skarsind

The Rangers of Nanuk

Black Thorns

Hen Was Silverthorn

Navarr

unknown

Black Thorns

Brennos Brackensong

Navarr

Broceliande

Black Thorns

Kestrel

Navarr

Broceliande

Brackensong Steading (Banner)

Black Thorns

Carr Foxden

Navarr

Hercynia

Foxden

Black Thorns

Gwill Fenwarden

Navarr

Therunin

Black Thorns

Cain

Navarr

Therunin

Kithkin

Black Thorns

Maarit Akkova Cendro

Varushka

Miekarova

Citadel Guard

Isandro i Sotero i Riqueza

The Brass Coast

Segura

Citadel Guard

Signy Three Tears

Wintermark

Sermersuaq

Saker

Eastern Sky

Sagramore

Dawn

unknown

House de Gauvain

Fire of the South

Marciel i Riqueza

The Brass Coast

Segura

DelToro

Fist of the Mountains

Dayus

Imperial Orcs

Winter Sun

Stormcrow

Fist of the Mountains

Idris SummerCrow

Navarr

Hercynia

The Summer Crows

Fist of the Mountains

wulf

Navarr

Liathaven

Pathfinders

Fist of the Mountains

Braith SummerCrow

Navarr

Therunin

Fist of the Mountains

Antonio Renzi Di Sarvos

The League

Sarvos

The Printers' Guild

Fist of the Mountains

Tybalt Von Ungeist

The League

Temeschwar

The Holberg Hawks

Fist of the Mountains

Cynwulf Ashburh

Wintermark

Hahnmark

Darkwolves of Argonne

Fist of the Mountains

"Axehind" Aedric Dunning

Wintermark

Hahnmark

Dunhearth Hall

Fist of the Mountains

Brandgar Tyrshalting

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Eadric

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Eofor Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Horsa Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Tager Defender of the Fallen Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Uskolli

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Fist of the Mountains

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Golden Axe

Ilya (need to finish the name later)

Varushka

unknown

Grimhold Schlacta

Golden Sun

Danica Mala Severyan

Dawn

Astolat

House Vandale

Golden Sun

Peter Fletcher

Dawn

Astolat

House Vandale

Granite Pillar

Valentin Ivarovich Severyan

Dawn

Astolat

House Orzel

Granite Pillar

Maryc

Dawn

Weirwater

House Orzel

Granite Pillar

Vulgaris Vicarious

Dawn

Weirwater

House Orzel

Granite Pillar

Arthuse

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Kalas Realm Reach

Navarr

Miaren

Realms Reach

Green Shield

Sulkavaris ( formerly Guthwulf)

Wintermark

Hahnmark

Green Shield

Ethelwulf Argonning

Wintermark

Hahnmark

Darkwolves of Argonne

Hierro

Bohemonde "Bo" Novarion

Dawn

Weirwater

House Novarion

Hierro

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Hierro

mathayus

Highguard

Necropolis

Hierro

Irontide Skar

Imperial Orcs

Summer Storm

The Irontide

Hierro

Krell Stormcrow

Imperial Orcs

Winter Sun

Stormcrow

Hierro

Dane

Navarr

Liathaven

Hierro

Cigydd Summer Crow

Navarr

Therunin

The Summer Crows

Hierro

Beltran I Ezmara I Erigo

The Brass Coast

Segura

Hierro

Othello di Severio von Holberg

The League

Holberg

Hierro

John of Meade

The Marches

Mitwold

Hierro

Erwillian Mann

The Marches

Mitwold

The Talbots

Hierro

Attalus Stormhaven

Urizen

Redoubt

Hierro

kiy

Urizen

Zenith

Banner of the Phoenix

Hierro

Magnus Anatolyvich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Hierro

Vilkas Antonovich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Hierro

Honour Morgainova Prochnost

Varushka

Karsk

Hierro

Hubert Annanovich Gremani

Varushka

Karsk

Family Gremani

Hierro

Jaromir "Jarek" Draganov Gremani

Varushka

Miekarova

Family Gremani

Hierro

Cebrana

Varushka

Volodmartz

Watch of the Black Forest

Hierro

Mandrake Lightfoot

Wintermark

unknown

Hierro

Bucklund

Wintermark

Hahnmark

The Hunters Of The Mark

Hierro

Rednav

Wintermark

Hahnmark

The Hunters Of The Mark

Hierro

Meltar

Wintermark

Kallavesa

Saker

Hierro

Joakim

Wintermark

Sermersuaq

Hierro

Vanhe Korppi

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Hierro

Osric

Wintermark

Skarsind

Hierro

Volk

Wintermark

Skarsind

Hierro

Hellios NightStalker

Wintermark

Skarsind

Cohort Of the Frayed

Hierro

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Northern Eagle

Iana

Varushka

Miekarova

Northern Eagle

'White' Branislav

Varushka

Miekarova

Quiet Step

Theis Brennursen

Wintermark

Sermersuaq

The Rangers of Nanuk

Summer Storm

Lady Clarice Novarion

Dawn

Weirwater

House Novarion

The Tusks

Nadezhda Nadyovna Gremani

Varushka

unknown

Family Gremani

The Tusks

Ravenka Nadyovna Gremani

Varushka

Miekarova

Family Gremani

Valiant Pegasus

Riculf D'Aurelius

Dawn

The Barrens

House Aurelius

Valiant Pegasus

Solomon of the Silent Tide

Highguard

unknown

Valiant Pegasus

Roman Aleksander Alinyova

Highguard

Bastion

Valiant Pegasus

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Valiant Pegasus

Brother Ibrahim the South Paw

Highguard

Bastion

Cohort of the Winter Bear

Valiant Pegasus

Brutus Claudas (2)

Highguard

Bastion

Cohort of the Winter Bear

Valiant Pegasus

Paul

Highguard

Bastion

Cohort of the Winter Bear

Valiant Pegasus

Solomon

Highguard

Bastion

Shattered Tower Banner

Valiant Pegasus

Abaddon

Highguard

Necropolis

Valiant Pegasus

Isaac

Highguard

Necropolis

Valiant Pegasus

Amon

Highguard

Necropolis

The Raven's Watch

Valiant Pegasus

Jericho

Highguard

Reikos

Drusilla’s Resolve

Valiant Pegasus

Mordecai 'The Bitter'

Highguard

Reikos

Drusilla’s Resolve

Valiant Pegasus

Archelaus

Highguard

Reikos

The Grey Watchers of Peytaht

Valiant Pegasus

Merryn Farkas

Navarr

Therunin

Ruis Farkas

Wolves of War

Geraint Bascombe

Dawn

Astolat

House Bascombe

Wolves of War

Damien

Dawn

Astolat

House de Gauvain

Wolves of War

Robert de Gauvain

Dawn

Astolat

House de Gauvain

Wolves of War

Soldier

Dawn

The Barrens

Wolves of War

Johann Rookwood

Dawn

The Barrens

House Martel

Wolves of War

Cuth

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Drax de Crooked

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Ardon

Highguard

Casinea

Cantiarch's Hold

Wolves of War

Melchior Benjamin Fletcher

Highguard

Necropolis

Banner of the Cenotaph

Wolves of War

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Wolves of War

Grayson

Highguard

Reikos

Shattered Tower Banner

Wolves of War

Redhand Wesk

Imperial Orcs

Summer Storm

Redhands

Wolves of War

Dorri

Imperial Orcs

Winter Sun

Bloodcrows

Wolves of War

Yargol

Imperial Orcs

Winter Sun

Bloodcrows

Wolves of War

Connaught

Navarr

Hercynia

Pridestalker

Wolves of War

Bleddyn Eternal

Navarr

Hercynia

The Wind Striders

Wolves of War

Faelan

Navarr

Therunin

The Summer Crows

Wolves of War

Prosperity Holzer

The League

Holberg

Company of The Red Fox

Wolves of War

Andrea von Holberg

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Silas van Hoepenkak di Savros

The League

Sarvos

The League Light Company

Wolves of War

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Drogon Morosini

The League

Temeschwar

The Brotherhood of the Ashen Tower

Wolves of War

Feroce Lupo

The League

Temeschwar

The Brotherhood of the Ashen Tower

Wolves of War

Jack Flint

The Marches

unknown

House Bolholt

Wolves of War

Walter Savage

The Marches

Mournwold

Wolves of War

Verres Amastacia

Urizen

Morrow

Wolves of War

Ioseph

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Lycier

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Vitellius

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Gotislav Pultova

Varushka

Miekarova

Wardens of the Howling Pines

Wolves of War

Kye Knife-Born

Wintermark

Sermersuaq

Saker

Wolves of War

Rheged Redspear

Wintermark

Sermersuaq

Saker

Wolves of War

Ardith

Wintermark

Skarsind

Sigehold Hall

Spring Equinox 379YE

Support

Citizen

Nation

Territory

Banner

Barrens Spy Network

Johann Rookwood

Dawn

The Barrens

House Martel

Overton Garrison

Gralka

Imperial Orcs

Winter Sun

Stormcrow

Overton Garrison

Rykana

Imperial Orcs

Winter Sun

Stormcrow

Overton Garrison

Saru

Imperial Orcs

Winter Sun

Stormcrow

Liathhaven Spy Network

Owyn

Navarr

unknown

Exile's End

Liathhaven Spy Network

Kellag

Navarr

Liathaven

Overton Garrison

Rees

Navarr

Liathaven

Keepers of the Way

Overton Garrison

Bernardino Di Sienna II, of The Companions of Tarw

Navarr

Liathaven

The Companions of Tarw

Overton Garrison

Orin

Navarr

Liathaven

The Companions of Tarw

Overton Garrison

Rhisiart Tarw

Navarr

Liathaven

The Companions of Tarw

Overton Garrison

Ulric Y'Basden

Navarr

Liathaven

Y’Basden

Fort Braydon

Anwar - i - Del Toro - i - Riquezza

The Brass Coast

Feroz

DelToro

Fort Braydon

Antonio Guerra

The Brass Coast

Kahraman

House of Wings

Fort Braydon

Isandro i Sotero i Riqueza

The Brass Coast

Segura

Barrens Spy Network

Othello di Severio von Holberg

The League

Holberg

Barrens Spy Network

Carlov Izmon de Temeschwar

The League

Temeschwar

The Brotherhood of Torn Banners

Overton Garrison

Trough

The Marches

Mitwold

The Cullach

Overton Garrison

Erwillian Mann

The Marches

Mitwold

The Talbots

Overton Garrison

Athalger Rowen

The Marches

Upwold

Emerald Order

Overton Garrison

Darius

The Marches

Upwold

Emerald Order

Overton Garrison

Dumack

The Marches

Upwold

Emerald Order

Overton Garrison

'green' jack woodruff

The Marches

Upwold

The Applewood Levy

Overton Garrison

Alusair Farstrider

The Marches

Upwold

The Boundarymen

Overton Garrison

William Guildenstern

The Marches

Upwold

The Boundarymen

Overton Garrison

Mandrake Lightfoot

Wintermark

unknown

Drakes

Geraint Broad-Backed

Navarr

Therunin

Open Skies

Drakes

John of Meade

The Marches

Mitwold

Eastern Sky

Damien

Dawn

Astolat

House de Gauvain

Eastern Sky

Robert de Gauvain

Dawn

Astolat

House de Gauvain

Eastern Sky

Riculf D'Aurelius

Dawn

The Barrens

House Aurelius

Eastern Sky

Frederik Novarion

Dawn

Weirwater

House Novarion

Eastern Sky

Nadezhda Nadyovna Gremani

Varushka

unknown

Family Gremani

Eastern Sky

Ravenka Nadyovna Gremani

Varushka

Miekarova

Family Gremani

Fire of the South

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Fist of the Mountains

Cavall

Dawn

Astolat

House De Rondell

Fist of the Mountains

Tancred

Dawn

Astolat

House De Rondell

Fist of the Mountains

Clauris

Dawn

The Barrens

House Novarion

Fist of the Mountains

chibz

Imperial Orcs

Winter Sun

Fist of the Mountains

Morg'ur

Imperial Orcs

Winter Sun

Fist of the Mountains

Yargol

Imperial Orcs

Winter Sun

Bloodcrows

Fist of the Mountains

Dayus

Imperial Orcs

Winter Sun

Stormcrow

Fist of the Mountains

Emjin

Imperial Orcs

Winter Sun

Stormcrow

Fist of the Mountains

Karr

Imperial Orcs

Winter Sun

Stormcrow

Fist of the Mountains

Krell Stormcrow

Imperial Orcs

Winter Sun

Stormcrow

Fist of the Mountains

Kestrel

Navarr

Broceliande

Brackensong Steading (Banner)

Fist of the Mountains

Idris SummerCrow

Navarr

Hercynia

The Summer Crows

Fist of the Mountains

wulf

Navarr

Liathaven

Pathfinders

Fist of the Mountains

Kalas Realm Reach

Navarr

Miaren

Realms Reach

Fist of the Mountains

Braith SummerCrow

Navarr

Therunin

Fist of the Mountains

Gwill Fenwarden

Navarr

Therunin

Fist of the Mountains

Cain

Navarr

Therunin

Kithkin

Fist of the Mountains

Cigydd Summer Crow

Navarr

Therunin

The Summer Crows

Fist of the Mountains

Andrea von Holberg

The League

Holberg

The Brotherhood of the Ashen Tower

Fist of the Mountains

Silas van Hoepenkak di Savros

The League

Sarvos

The League Light Company

Fist of the Mountains

Antonio Renzi Di Sarvos

The League

Sarvos

The Printers' Guild

Fist of the Mountains

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Fist of the Mountains

Drogon Morosini

The League

Temeschwar

The Brotherhood of the Ashen Tower

Fist of the Mountains

Feroce Lupo

The League

Temeschwar

The Brotherhood of the Ashen Tower

Fist of the Mountains

Stern Von Holberg

The League

Temeschwar

The Brotherhood of the Ashen Tower

Fist of the Mountains

Jack Flint

The Marches

unknown

House Bolholt

Fist of the Mountains

Walter Savage

The Marches

Mournwold

Fist of the Mountains

Verres Amastacia

Urizen

Morrow

Fist of the Mountains

Attalus Stormhaven

Urizen

Redoubt

Fist of the Mountains

Líška Grimhold

Varushka

unknown

Fist of the Mountains

Tusk Antonovich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Fist of the Mountains

Vilkas Antonovich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Fist of the Mountains

Hubert Annanovich Gremani

Varushka

Karsk

Family Gremani

Fist of the Mountains

Maarit Akkova Cendro

Varushka

Miekarova

Fist of the Mountains

Tomislav Straskovic

Varushka

Miekarova

Fist of the Mountains

Hezekiah

Varushka

Miekarova

Family Gremani

Fist of the Mountains

Branislav Vuk Strascovich

Varushka

Miekarova

Grimhold Schlacta

Fist of the Mountains

Senghir Vorbarra Strascovian

Varushka

Miekarova

Grimhold Schlacta

Fist of the Mountains

Vasiliy Krenyenkov Valeskai Strascovich

Varushka

Miekarova

Grimhold Schlacta

Fist of the Mountains

Balder

Wintermark

unknown

Dunhearth Hall

Fist of the Mountains

Cynwulf Ashburh

Wintermark

Hahnmark

Darkwolves of Argonne

Fist of the Mountains

Ethelwulf Argonning

Wintermark

Hahnmark

Darkwolves of Argonne

Fist of the Mountains

Eadric

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Horsa Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Daegmund

Wintermark

Hahnmark

Sigehold Hall

Fist of the Mountains

Bucklund

Wintermark

Hahnmark

The Hunters Of The Mark

Fist of the Mountains

Rednav

Wintermark

Hahnmark

The Hunters Of The Mark

Fist of the Mountains

Iorveth

Wintermark

Hahnmark

Vesalligr

Fist of the Mountains

Morcar Sigvardssson

Wintermark

Hahnmark

Vesalligr

Fist of the Mountains

Thangbrand Silverhand

Wintermark

Hahnmark

Vesalligr

Fist of the Mountains

Joakim

Wintermark

Sermersuaq

Fist of the Mountains

Marius

Wintermark

Sermersuaq

Fist of the Mountains

Kye Knife-Born

Wintermark

Sermersuaq

Saker

Fist of the Mountains

Rheged Redspear

Wintermark

Sermersuaq

Saker

Fist of the Mountains

Aerdon Korpisson

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Fist of the Mountains

Aethelstan Korping

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Fist of the Mountains

Uskolli

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Fist of the Mountains

Vanhe Korppi

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Fist of the Mountains

Ognuk Olanssen

Wintermark

Sermersuaq

The Rangers of Nanuk

Fist of the Mountains

Theis Brennursen

Wintermark

Sermersuaq

The Rangers of Nanuk

Fist of the Mountains

Odda Baldulfsson

Wintermark

Skarsind

Fist of the Mountains

Osric

Wintermark

Skarsind

Fist of the Mountains

Osric Skarsindson

Wintermark

Skarsind

Fist of the Mountains

Volk

Wintermark

Skarsind

Fist of the Mountains

Hellios NightStalker

Wintermark

Skarsind

Cohort Of the Frayed

Fist of the Mountains

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Fist of the Mountains

Elthwyn

Wintermark

Skarsind

Dunhearth Hall

Fist of the Mountains

Aelfric Nose-Biter

Wintermark

Skarsind

Sigehold Hall

Fist of the Mountains

Ardith

Wintermark

Skarsind

Sigehold Hall

Fist of the Mountains

Eeva

Wintermark

Skarsind

Sigehold Hall

Fist of the Mountains

Relnor

Wintermark

Skarsind

Sigehold Hall

Fist of the Mountains

Ulwen

Wintermark

Skarsind

Sigehold Hall

Fist of the Mountains

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Fist of the Mountains

torunn Volcarona

Wintermark

Skarsind

The Hunters Of The Mark

Fist of the Mountains

Agmund Al'gren

Wintermark

Skarsind

The Iron Hearth

Golden Axe

Magnus Anatolyvich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Golden Axe

Olaf Gregorson |Strascovich

Varushka

Miekarova

Grimhold Schlacta

Golden Axe

Oleksandr Nikolai Miloslav

Varushka

Miekarova

The Warden Brotherhood of Semmerlak

Golden Sun

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Golden Sun

Valentin Ivarovich Severyan

Dawn

Astolat

House Orzel

Golden Sun

Danica Mala Severyan

Dawn

Astolat

House Vandale

Golden Sun

Peter Fletcher

Dawn

Astolat

House Vandale

Golden Sun

Maryc

Dawn

Weirwater

House Orzel

Golden Sun

Vulgaris Vicarious

Dawn

Weirwater

House Orzel

Golden Sun

Meltar

Wintermark

Kallavesa

Saker

Golden Sun

Signy Three Tears

Wintermark

Sermersuaq

Saker

Granite Pillar

Roman Aleksander Alinyova

Highguard

Bastion

Granite Pillar

Brother Ibrahim the South Paw

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Brutus Claudas (2)

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Lazarus

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Solomon

Highguard

Bastion

Shattered Tower Banner

Granite Pillar

Archelaus

Highguard

Reikos

The Grey Watchers of Peytaht

Green Shield

Sulkavaris ( formerly Guthwulf)

Wintermark

Hahnmark

Green Shield

Wulfsige

Wintermark

Skarsind

Northern Eagle

'White' Branislav

Varushka

Miekarova

Strong Reeds

Stormcrow Dren

Imperial Orcs

Winter Sun

Stormcrow

Summer Storm

Garravaine De Rondell

Dawn

Astolat

House De Rondell

Summer Storm

Lady Clarice Novarion

Dawn

Weirwater

House Novarion

Summer Storm

drak

Imperial Orcs

Summer Storm

Redhands

Summer Storm

Redhand Wesk

Imperial Orcs

Summer Storm

Redhands

Summer Storm

Kirrik

Imperial Orcs

Summer Storm

Sunhammers

Summer Storm

Bruk

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Irontide Kask

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Irontide Kul

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Irontide Rad

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Irontide Skar

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Irontide Vio

Imperial Orcs

Summer Storm

The Irontide

Valiant Pegasus

Meraiah

Highguard

Reikos

Drusilla’s Resolve

Wolves of War

Clarence Oswald

Dawn

unknown

House Arwood

Wolves of War

Amoret d'Acier

Dawn

The Barrens

Wolves of War

D'Eon

Dawn

Weirwater

House Novarion

Winter Solstice 378YE

Support

Citizen

Nation

Territory

Banner

Holberg

Drax de Crooked

Highguard

Bastion

Shattered Tower Banner

Liathhaven Spy Network

Cullen

Navarr

unknown

Exile's End

Liathhaven Spy Network

Owyn

Navarr

unknown

Exile's End

Liathhaven Spy Network

Brennos Brackensong

Navarr

Broceliande

Liathhaven Spy Network

Kestrel

Navarr

Broceliande

Brackensong Steading (Banner)

Liathhaven Spy Network

Carr Foxden

Navarr

Hercynia

Foxden

Liathhaven Spy Network

Cormac Farkas

Navarr

Liathaven

Liathhaven Spy Network

Marr

Navarr

Liathaven

Keepers of the Way

Liathhaven Spy Network

Rees

Navarr

Liathaven

Keepers of the Way

Liathhaven Spy Network

Ulric Y'Basden

Navarr

Liathaven

Y’Basden

Liathhaven Spy Network

Rowyn Realms Reach

Navarr

Miaren

Open Skies

Liathhaven Spy Network

Cain

Navarr

Therunin

Kithkin

Liathhaven Spy Network

Geraint Broad-Backed

Navarr

Therunin

Open Skies

Liathhaven Spy Network

Cigydd Summer Crow

Navarr

Therunin

The Summer Crows

Overton Garrison

Alusair Farstrider

The Marches

Upwold

The Boundarymen

Overton Garrison

Gwalter

The Marches

Upwold

The Boundarymen

Overton Garrison

William Guildenstern

The Marches

Upwold

The Boundarymen

Black Thorns

Merryn Farkas

Navarr

Therunin

Ruis Farkas

Drakes

John of Meade

The Marches

Mitwold

Fist of the Mountains

Brandgar Tyrshalting

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Horsa Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Rheged Redspear

Wintermark

Sermersuaq

Saker

Golden Axe

Ilya (need to finish the name later)

Varushka

unknown

Grimhold Schlacta

Golden Axe

Magnus Anatolyvich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Golden Axe

Branislav Vuk Strascovich

Varushka

Miekarova

Grimhold Schlacta

Golden Axe

Olaf Gregorson |Strascovich

Varushka

Miekarova

Grimhold Schlacta

Golden Axe

Senghir Vorbarra Strascovian

Varushka

Miekarova

Grimhold Schlacta

Golden Sun

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Golden Sun

Vulgaris Vicarious

Dawn

Weirwater

House Orzel

Granite Pillar

Solomon of the Silent Tide

Highguard

unknown

Granite Pillar

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Arthuse

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Brutus Claudas (2)

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Lazarus

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Isaac

Highguard

Necropolis

Granite Pillar

Archelaus

Highguard

Reikos

The Grey Watchers of Peytaht

Green Shield

Balder

Wintermark

unknown

Dunhearth Hall

Green Shield

Sulkavaris ( formerly Guthwulf)

Wintermark

Hahnmark

Green Shield

Teothric 'Stand'

Wintermark

Hahnmark

Green Shield

Eadric

Wintermark

Hahnmark

Renwaerd

Green Shield

Arden Heimdal

Wintermark

Hahnmark

The Herd

Green Shield

Kye Knife-Born

Wintermark

Sermersuaq

Saker

Green Shield

Aerdon Korpisson

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Green Shield

Aethelstan Korping

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Green Shield

Ognuk Olanssen

Wintermark

Sermersuaq

The Rangers of Nanuk

Green Shield

Theis Brennursen

Wintermark

Sermersuaq

The Rangers of Nanuk

Green Shield

Wulfsige

Wintermark

Skarsind

Green Shield

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Green Shield

Elthwyn

Wintermark

Skarsind

Dunhearth Hall

Green Shield

EryWood of Dunning

Wintermark

Skarsind

Dunhearth Hall

Green Shield

Agmund Al'gren

Wintermark

Skarsind

The Iron Hearth

Northern Eagle

Vilkas Antonovich Prochnost

Varushka

Karov

Grimhold Schlacta

Northern Eagle

Tomislav Straskovic

Varushka

Miekarova

Northern Eagle

Outpost Leader Chernabog

Varushka

Miekarova

Grimhold Schlacta

Quiet Step

Bleddyn Eternal

Navarr

Hercynia

The Wind Striders

Summer Storm

drak

Imperial Orcs

Summer Storm

Redhands

Summer Storm

Braka

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Bruk

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Irontide Kask

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Irontide Kul

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Irontide Rad

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Vio

Imperial Orcs

Summer Storm

The Irontide

Valiant Pegasus

Belial

Highguard

Bastion

Shattered Tower Banner

Valiant Pegasus

Jada

Highguard

Bastion

Shattered Tower Banner

Valiant Pegasus

Solomon

Highguard

Bastion

Shattered Tower Banner

Valiant Pegasus

Melchior Benjamin Fletcher

Highguard

Necropolis

Banner of the Cenotaph

Valiant Pegasus

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Valiant Pegasus

Krugur

Highguard

Necropolis

Shattered Tower Banner

Valiant Pegasus

Jericho

Highguard

Reikos

Drusilla’s Resolve

Valiant Pegasus

Mordecai 'The Bitter'

Highguard

Reikos

Drusilla’s Resolve

Winter Sun

Gralka

Imperial Orcs

Winter Sun

Stormcrow

Winter Sun

Rykana

Imperial Orcs

Winter Sun

Stormcrow

Wolves of War

Clarence Oswald

Dawn

unknown

House Arwood

Wolves of War

Sagramore

Dawn

unknown

House de Gauvain

Wolves of War

Morcant De Rondell

Dawn

Astolat

Glorious Great-Steel

Wolves of War

Robert de Gauvain

Dawn

Astolat

House de Gauvain

Wolves of War

Garravaine De Rondell

Dawn

Astolat

House De Rondell

Wolves of War

Lord Colwynn de Rondell

Dawn

Astolat

House De Rondell

Wolves of War

Tancred

Dawn

Astolat

House De Rondell

Wolves of War

Valentin Ivarovich Severyan

Dawn

Astolat

House Orzel

Wolves of War

Sir Bowen Steiner Seren

Dawn

Astolat

House Seren

Wolves of War

Peter Fletcher

Dawn

Astolat

House Vandale

Wolves of War

Amoret d'Acier

Dawn

The Barrens

Wolves of War

Soldier

Dawn

The Barrens

Wolves of War

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Wolves of War

Garlon de Carsenere

Dawn

The Barrens

House de Carsenere

Wolves of War

Tarwin De Carsenere

Dawn

The Barrens

House de Carsenere

Wolves of War

Johann Rookwood

Dawn

The Barrens

House Martel

Wolves of War

Bohemonde "Bo" Steward

Dawn

Weirwater

House Novarion

Wolves of War

D'Eon

Dawn

Weirwater

House Novarion

Wolves of War

Frederik Novarion

Dawn

Weirwater

House Novarion

Wolves of War

Lady Clarice Novarion

Dawn

Weirwater

House Novarion

Wolves of War

Ozren Ivarovich Severyan

Dawn

Weirwater

House Orzel

Wolves of War

Tapion Orzel

Dawn

Weirwater

House Orzel

Wolves of War

Brother Ibrahim the South Paw

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Ishmael

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Paul

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Calistarius

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Cuth

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Ardon

Highguard

Casinea

Cantiarch's Hold

Wolves of War

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Wolves of War

Lilith

Highguard

Casinea

Felix's Watch Banner

Wolves of War

Benaiah

Highguard

Reikos

Shattered Tower Banner

Wolves of War

chibz

Imperial Orcs

Winter Sun

Wolves of War

Dorri

Imperial Orcs

Winter Sun

Bloodcrows

Wolves of War

Rok

Imperial Orcs

Winter Sun

Bloodcrows

Wolves of War

Dayus

Imperial Orcs

Winter Sun

Stormcrow

Wolves of War

Emjin

Imperial Orcs

Winter Sun

Stormcrow

Wolves of War

Gor

Imperial Orcs

Winter Sun

Stormcrow

Wolves of War

Karr

Imperial Orcs

Winter Sun

Stormcrow

Wolves of War

Krell Stormcrow

Imperial Orcs

Winter Sun

Stormcrow

Wolves of War

Saru

Imperial Orcs

Winter Sun

Stormcrow

Wolves of War

Stormcrow Dren

Imperial Orcs

Winter Sun

Stormcrow

Wolves of War

T'onk

Imperial Orcs

Winter Sun

Stormcrow

Wolves of War

Volk

Imperial Orcs

Winter Sun

Stormcrow

Wolves of War

Prosperity Holzer

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Silas van Hoepenkak di Savros

The League

Sarvos

The League Light Company

Wolves of War

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Feroce Lupo

The League

Temeschwar

The Brotherhood of the Ashen Tower

Wolves of War

Michael

The League

Temeschwar

The Brotherhood of the Ashen Tower

Wolves of War

Stern Von Holberg

The League

Temeschwar

The Orphans

Wolves of War

Dumack

The Marches

Upwold

Emerald Order

Wolves of War

Sir Cobus

The Marches

Upwold

Emerald Order

Wolves of War

Nadezhda Nadyovna Gremani

Varushka

unknown

Family Gremani

Wolves of War

Hubert Annanovich Volchytravni

Varushka

Karsk

Wolves of War

Maarit Akkova Cendro

Varushka

Miekarova

Wolves of War

Brontiv Sonyavich Gremani

Varushka

Miekarova

Family Gremani

Wolves of War

Ravenka Nadyovna Gremani

Varushka

Miekarova

Family Gremani

Wolves of War

Vasiliy Krenyenkov Valeskai Strascovich

Varushka

Miekarova

Grimhold Schlacta

Wolves of War

Stannes Molotov Sciany

Varushka

Miekarova

Vale of Sciany

Wolves of War

Guthwine Bjorning

Wintermark

Hahnmark

Bjornholt

Wolves of War

Vanhe Korppi

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Wolves of War

Odda Baldulfsson

Wintermark

Skarsind

Wolves of War

Hellios NightStalker

Wintermark

Skarsind

Cohort Of the Frayed

Wolves of War

Thanmir Hrafnar

Wintermark

Skarsind

Hrafnar

Autumn Equinox 378YE

Army

Citizen

Nation

Territory

Banner

Black Thorns

Merryn Farkas

Navarr

Therunin

Ruis Farkas

Citadel Guard

Rowyn Realms Reach

Navarr

Miaren

Open Skies

Citadel Guard

Nadezhda Nadyovna Gremani

Varushka

unknown

Family Gremani

Citadel Guard

Pavel Gregorivitch Milyukov

Varushka

Miekarova

Citadel Guard

Brontiv Sonyavich Gremani

Varushka

Miekarova

Family Gremani

Citadel Guard

Jaromir "Jarek" Draganov Gremani

Varushka

Miekarova

Family Gremani

Citadel Guard

Ravenka Nadyovna Gremani

Varushka

Miekarova

Family Gremani

Drakes

Jack of The Marches

The Marches

Bregasland

House Ramsbruck

Drakes

John of Meade

The Marches

Mitwold

Golden Axe

Olaf Gregorson |Strascovich

Varushka

Miekarova

Grimhold Schlacta

Golden Axe

Senghir Vorbarra Strascovian

Varushka

Miekarova

Grimhold Schlacta

Golden Sun

Valentin Ivarovich Severyan

Dawn

Astolat

House Orzel

Granite Pillar

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Brother Ibrahim the South Paw

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Brutus Claudas (2)

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Ishmael

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Paul

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Nicanor

Highguard

Bastion

Felix's Watch Banner

Granite Pillar

Calistarius

Highguard

Bastion

Shattered Tower Banner

Granite Pillar

Solomon

Highguard

Bastion

Shattered Tower Banner

Granite Pillar

Cayleb

Highguard

Casinea

Felix's Watch Banner

Granite Pillar

mathayus

Highguard

Necropolis

Granite Pillar

Krugur

Highguard

Necropolis

Shattered Tower Banner

Granite Pillar

Jericho

Highguard

Reikos

Drusilla’s Resolve

Granite Pillar

Mordecai 'The Bitter'

Highguard

Reikos

Drusilla’s Resolve

Northern Eagle

Varla Blackwood

Highguard

Casinea

Quiet Step

chibz

Imperial Orcs

Winter Sun

Quiet Step

Gor

Imperial Orcs

Winter Sun

Stormcrow

Quiet Step

Karr

Imperial Orcs

Winter Sun

Stormcrow

Quiet Step

Rawk

Imperial Orcs

Winter Sun

Stormcrow

Quiet Step

Saru

Imperial Orcs

Winter Sun

Stormcrow

Quiet Step

Stormcrow Dren

Imperial Orcs

Winter Sun

Stormcrow

Quiet Step

Rhonwen

Navarr

Broceliande

Brackensong Steading (Banner)

Quiet Step

Cigydd Summer Crow

Navarr

Therunin

The Summer Crows

Seventh Wave

Cuth

Highguard

Bastion

Shattered Tower Banner

Summer Storm

Braka

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Bruk

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Irontide Isk

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Irontide Rad

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Rek

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Vio

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Hellios NightStalker

Wintermark

Skarsind

Cohort Of the Frayed

The Siege of Ipotavo

Dumack

The Marches

Upwold

Emerald Order

The Siege of Ipotavo

Sir Cobus

The Marches

Upwold

Emerald Order

Winter Sun

Brandgar Tyrshalting

Wintermark

Hahnmark

Renwaerd

Winter Sun

Tager Defender of the Fallen Tyrshalt

Wintermark

Hahnmark

Renwaerd

Winter Sun

Bucklund

Wintermark

Hahnmark

The Hunters Of The Mark

Winter Sun

Bjarvoc Bjornson

Wintermark

Hahnmark

Vesalligr

Winter Sun

Ranulf Six-Lives

Wintermark

Hahnmark

Vesalligr

Winter Sun

Svipul Stormdancer

Wintermark

Sermersuaq

Saker

Winter Sun

Aethelstan Korping

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Wolves of War

Sagramore

Dawn

unknown

House de Gauvain

Wolves of War

Garravaine De Rondell

Dawn

Astolat

House De Rondell

Wolves of War

Lord Colwynn de Rondell

Dawn

Astolat

House De Rondell

Wolves of War

Madoc De Rondell

Dawn

Astolat

House De Rondell

Wolves of War

Sir Bowen Steiner Seren

Dawn

Astolat

House Seren

Wolves of War

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Wolves of War

Garlon de Carsenere

Dawn

The Barrens

House de Carsenere

Wolves of War

Bohemonde "Bo" Steward

Dawn

Weirwater

House Novarion

Wolves of War

D'Eon

Dawn

Weirwater

House Novarion

Wolves of War

Frederik Novarion

Dawn

Weirwater

House Novarion

Wolves of War

Lady Clarice Novarion

Dawn

Weirwater

House Novarion

Wolves of War

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Wolves of War

Carr Foxden

Navarr

Hercynia

Foxden

Wolves of War

Merel

Navarr

Therunin

Pathfinders

Wolves of War

Alessandro i Covasi Erigo

The Brass Coast

Segura

Wolves of War

Beltran I Ezmara I Erigo

The Brass Coast

Segura

Wolves of War

Isandro i Sotero i Riqueza

The Brass Coast

Segura

Wolves of War

Prosperity Holzer

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Silas van Hoepenkak di Savros

The League

Sarvos

The League Light Company

Wolves of War

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Jorah Andriksson

The League

Temeschwar

The Brotherhood of the Ashen Tower

Wolves of War

Michael

The League

Temeschwar

The Brotherhood of the Ashen Tower

Wolves of War

Stern Von Holberg

The League

Temeschwar

The Orphans

Wolves of War

Erwillian Mann

The Marches

Mitwold

The Talbots

Wolves of War

Walter Savage

The Marches

Mournwold

Wolves of War

Darius

The Marches

Upwold

Emerald Order

Wolves of War

Augustus

Urizen

Morrow

Wolves of War

Lycier

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Nihils

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Vitellius

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Vulpes

Urizen

Zenith

Wolves of War

Tanwyn Ankarien

Urizen

Zenith

Ankarien's Revenge

Wolves of War

Elysia Cascade

Urizen

Zenith

Spire of the Celestial Cascade

Wolves of War

Guthwine Bjorning

Wintermark

Hahnmark

Bjornholt

Wolves of War

Joakim

Wintermark

Sermersuaq

Wolves of War

Marius

Wintermark

Sermersuaq

Wolves of War

Kye Knife-Born

Wintermark

Sermersuaq

Saker

Wolves of War

Lumi

Wintermark

Sermersuaq

Saker

Wolves of War

Vanhe Korppi

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Wolves of War

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Wolves of War

Adrian Kilvson

Wintermark

Skarsind

Holt Hyrde

Wolves of War

Oslyn Ulfricson

Wintermark

Skarsind

Holt Hyrde

Wolves of War

Ardith

Wintermark

Skarsind

Sigehold Hall

Wolves of War

Eeva

Wintermark

Skarsind

Sigehold Hall

Summer Solstice 378YE

Army

Citizen

Nation

Territory

Banner

Fist of the Mountains

Cigydd Summer Crow

Navarr

Therunin

The Summer Crows

Fist of the Mountains

Vihtori Emberling

Wintermark

Hahnmark

Emberholt

Fist of the Mountains

Aedred 'Firebird' apMagor

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Skardi

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Bjarvoc Bjornson

Wintermark

Hahnmark

Vesalligr

Fist of the Mountains

Harald

Wintermark

Hahnmark

Vesalligr

Fist of the Mountains

Wulfric

Wintermark

Sermersuaq

Fjellreven

Fist of the Mountains

Rheged Redspear

Wintermark

Sermersuaq

Saker

Fist of the Mountains

Paavo

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Fist of the Mountains

Leofric 'The Hound'

Wintermark

Skarsind

Fist of the Mountains

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Fist of the Mountains

Stanmaer

Wintermark

Skarsind

Holt Hyrde

Fist of the Mountains

Wulfric Ukkosson

Wintermark

Skarsind

Holt Hyrde

Fist of the Mountains

Ragnar

Wintermark

Skarsind

Renwaerd

Golden Axe

Nadezhda Nadyovna Gremani

Varushka

unknown

Family Gremani

Golden Axe

Vilkas Antonovich Prochnost

Varushka

Karov

Grimhold Schlacta

Golden Axe

Magnus Anatolyvich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Golden Axe

Hubert Annanovich Volchytravni

Varushka

Karsk

Golden Axe

Pavel Gregorivitch Milyukov

Varushka

Miekarova

Golden Axe

Tomislav Straskovic

Varushka

Miekarova

Golden Axe

Ravenka Nadyovna Gremani

Varushka

Miekarova

Family Gremani

Golden Axe

Branislav Vuk Strascovich

Varushka

Miekarova

Grimhold Schlacta

Golden Axe

Olaf Gregorson |Strascovich

Varushka

Miekarova

Grimhold Schlacta

Golden Axe

Senghir Vorbarra Strascovian

Varushka

Miekarova

Grimhold Schlacta

Golden Axe

Vasiliy Krenyenkov Valeskai Strascovich

Varushka

Miekarova

Grimhold Schlacta

Green Shield

Raedmund Bjornling

Wintermark

Hahnmark

Bjornholt

Green Shield

Cynwulf Ashburh

Wintermark

Hahnmark

Darkwolves of Argonne

Green Shield

Bucklund

Wintermark

Hahnmark

The Hunters Of The Mark

Green Shield

Ranulf Six-Lives

Wintermark

Hahnmark

Vesalligr

Green Shield

Joakim

Wintermark

Sermersuaq

Green Shield

Kye Knife-Born

Wintermark

Sermersuaq

Saker

Green Shield

Svipul Stormdancer

Wintermark

Sermersuaq

Saker

Green Shield

Aerdon Korpisson

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Green Shield

Aethelstan Korping

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Green Shield

Vanhe Korppi

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Green Shield

Ognuk Olanssen

Wintermark

Sermersuaq

The Rangers of Nanuk

Green Shield

Rolo Tostiggssen

Wintermark

Sermersuaq

The Rangers of Nanuk

Green Shield

Osric

Wintermark

Skarsind

Green Shield

Volk

Wintermark

Skarsind

Green Shield

Oslyn Ulfricson

Wintermark

Skarsind

Holt Hyrde

Green Shield

Aelfric Nose-Biter

Wintermark

Skarsind

Sigehold Hall

Green Shield

Ardith

Wintermark

Skarsind

Sigehold Hall

Green Shield

Jussi

Wintermark

Skarsind

Sigehold Hall

Green Shield

Ulwen

Wintermark

Skarsind

Sigehold Hall

Hounds of Glory

D'Eon

Dawn

Weirwater

House Novarion

Northern Eagle

Stanislav Borodin Havel

Varushka

Volodmartz

Vale of Triosk

Summer Storm

Valentin Ivarovich Severyan

Dawn

Astolat

House Orzel

Summer Storm

Amoret d'Acier

Dawn

The Barrens

Summer Storm

Johann Rookwood

Dawn

The Barrens

House Martel

Summer Storm

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Summer Storm

Cayleb

Highguard

Casinea

Felix's Watch Banner

Summer Storm

Lilith

Highguard

Casinea

Felix's Watch Banner

Summer Storm

Ruth

Highguard

Casinea

Felix's Watch Banner

Summer Storm

Aaron Storm

Highguard

Casinea

Storm's Fury

Summer Storm

Jericho

Highguard

Reikos

Drusilla’s Resolve

Summer Storm

Mordecai 'The Bitter'

Highguard

Reikos

Drusilla’s Resolve

Summer Storm

Kale Stormcrow

Imperial Orcs

unknown

Stormcrow

Summer Storm

Braka

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Bruk

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Rek

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Vio

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

chibz

Imperial Orcs

Winter Sun

Summer Storm

Garad

Imperial Orcs

Winter Sun

Summer Storm

Emjin

Imperial Orcs

Winter Sun

Stormcrow

Summer Storm

Gor

Imperial Orcs

Winter Sun

Stormcrow

Summer Storm

Gralka

Imperial Orcs

Winter Sun

Stormcrow

Summer Storm

Kalindar

Imperial Orcs

Winter Sun

Stormcrow

Summer Storm

Karr

Imperial Orcs

Winter Sun

Stormcrow

Summer Storm

Krell Stormcrow

Imperial Orcs

Winter Sun

Stormcrow

Summer Storm

Saru

Imperial Orcs

Winter Sun

Stormcrow

Summer Storm

Skar

Imperial Orcs

Winter Sun

Stormcrow

Summer Storm

Stormcrow Dren

Imperial Orcs

Winter Sun

Stormcrow

Summer Storm

T'onk

Imperial Orcs

Winter Sun

Stormcrow

Summer Storm

Brennos Brackensong

Navarr

Broceliande

Summer Storm

Kestrel

Navarr

Broceliande

Brackensong Steading (Banner)

Summer Storm

Carr Foxden

Navarr

Hercynia

Foxden

Summer Storm

Bleddyn Eternal

Navarr

Hercynia

The Wind Striders

Summer Storm

Cormac Farkas

Navarr

Liathaven

Summer Storm

Rowyn Realms Reach

Navarr

Miaren

Open Skies

Summer Storm

Merel

Navarr

Therunin

Pathfinders

Summer Storm

Merryn Farkas

Navarr

Therunin

Ruis Farkas

Summer Storm

Beltran I Ezmara I Erigo

The Brass Coast

Segura

Summer Storm

Isandro i Sotero i Riqueza

The Brass Coast

Segura

Summer Storm

Jager Von Vinterhosen

The League

Holberg

Compagnia De Rossi

Summer Storm

Tybalt Von Ungeist

The League

Holberg

The Holberg Hawks

Summer Storm

Armand Vittori

The League

Sarvos

Banner of the Cup

Summer Storm

Vigo Orlando Scarlatti de Sarvos

The League

Sarvos

Carta Bellamarina

Summer Storm

Antonio Renzi Di Sarvos

The League

Sarvos

The Printers' Guild

Summer Storm

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Summer Storm

Ivan von Rigo

The League

Temeschwar

Banner of the Cup

Summer Storm

Lann

The League

Temeschwar

The Brotherhood of the Ashen Tower

Summer Storm

Leo Alexio

The League

Temeschwar

The Brotherhood of the Ashen Tower

Summer Storm

Michael

The League

Temeschwar

The Brotherhood of the Ashen Tower

Summer Storm

Nicolo Sanguedolce Di Sarvos

The League

Temeschwar

The Brotherhood of the Ashen Tower

Summer Storm

Carlov Izmon de Temeschwar

The League

Temeschwar

The Brotherhood of Torn Banners

Summer Storm

John of Meade

The Marches

Mitwold

Summer Storm

Doomack.

The Marches

Upwold

Summer Storm

Alfred Dægan

The Marches

Upwold

Emerald Order

Summer Storm

Athalger Rowen

The Marches

Upwold

Emerald Order

Summer Storm

Edward Isambard

The Marches

Upwold

Emerald Order

Summer Storm

Sarus Auricspire

Urizen

unknown

Horizon's Edge

Summer Storm

Augustus

Urizen

Morrow

Summer Storm

Vitellius

Urizen

Morrow

Banner of the Phoenix

Summer Storm

Tanwyn Ankarien

Urizen

Zenith

Ankarien's Revenge

Summer Storm

Elysia Cascade

Urizen

Zenith

Spire of the Celestial Cascade

Valiant Pegasus

Ardon

Highguard

Casinea

Cantiarch's Hold

Wolves of War

Gereke Delfholter

The League

Holberg

Holsburger Haudegen

Spring Equinox 378YE

Army

Citizen

Nation

Territory

Banner

Black Thorns

Bleddyn Eternal

Navarr

Hercynia

The Wind Striders

Black Thorns

Cormac Farkas

Navarr

Liathaven

Black Thorns

Rowyn Realms Reach

Navarr

Miaren

Open Skies

Black Thorns

Sketh

Navarr

Therunin

Black Thorns

Geraint Broad-Backed

Navarr

Therunin

Open Skies

Black Thorns

Merel

Navarr

Therunin

Pathfinders

Black Thorns

Merryn Farkas

Navarr

Therunin

Ruis Farkas

Eastern Sky

Amoret d'Acier

Dawn

The Barrens

Fire of the South

Gray Fullbuster

Highguard

Reikos

Drusilla’s Resolve

Fist of the Mountains

Aelfric Wolfsbane

Wintermark

Skarsind

Bjornholt

Fist of the Mountains

Thanmir Hrafnar

Wintermark

Skarsind

Hrafnar

Golden Axe

Branislav Vuk Strascovich

Varushka

Miekarova

Grimhold Schlacta

Golden Axe

Olaf Gregorson |Strascovich

Varushka

Miekarova

Grimhold Schlacta

Golden Sun

Durien

Dawn

Weirwater

House Martel

Granite Pillar

Roman Aleksander Alinyova

Highguard

Bastion

Granite Pillar

Brutus Claudas (2)

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Gideon

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Abigail

Highguard

Casinea

Granite Pillar

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Granite Pillar

Cayleb

Highguard

Casinea

Felix's Watch Banner

Granite Pillar

Mordecai 'The Bitter'

Highguard

Reikos

Drusilla’s Resolve

Green Shield

Aethelstan Korping

Wintermark

Sermersuaq

Green Shield

Joakim

Wintermark

Sermersuaq

Green Shield

Aerdon Korpisson

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Hounds of Glory

Darius

Dawn

Astolat

Emerald Order

Hounds of Glory

Ywain the Persistent

Dawn

Astolat

House de Gauvain

Hounds of Glory

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Hounds of Glory

Dorri

Imperial Orcs

Winter Sun

Bloodcrows

Hounds of Glory

Rok

Imperial Orcs

Winter Sun

Bloodcrows

Hounds of Glory

Osgar Aldissen

Wintermark

Sermersuaq

The Rangers of Nanuk

Northern Eagle

Magnus Anatolyvich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Northern Eagle

Vilkas Antonovich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Northern Eagle

Staslo Cziboriev Dmienka

Varushka

Miekarova

Northern Eagle

Ravenka Nadyovna Gremani

Varushka

Miekarova

Family Gremani

Otkadov Spy Network

Archemorus

Urizen

Morrow

Citadel of Eye's Overwatch

Quiet Step

Kestrel

Navarr

Broceliande

Brackensong Steading (Banner)

Quiet Step

Cigydd Summer Crow

Navarr

Therunin

The Summer Crows

Red Wind Corsairs

Braka

Imperial Orcs

Summer Storm

The Irontide

Red Wind Corsairs

Bruk

Imperial Orcs

Summer Storm

The Irontide

Red Wind Corsairs

Gen

Imperial Orcs

Summer Storm

The Irontide

Red Wind Corsairs

Irontide Kask

Imperial Orcs

Summer Storm

The Irontide

Red Wind Corsairs

Irontide Rad

Imperial Orcs

Summer Storm

The Irontide

Red Wind Corsairs

Takkat

Imperial Orcs

Summer Storm

The Irontide

Red Wind Corsairs

Vio

Imperial Orcs

Summer Storm

The Irontide

Red Wind Corsairs

Carr Foxden

Navarr

Hercynia

Foxden

Red Wind Corsairs

Isandro i Sotero i Riqueza

The Brass Coast

Feroz

Red Wind Corsairs

Antonio Guerra

The Brass Coast

Kahraman

Red Wind Corsairs

Vito Sayap Guerra

The Brass Coast

Kahraman

Red Wind Corsairs

Anisa i Muhareeb i Guerra

The Brass Coast

Kahraman

Flame of Anduz

Red Wind Corsairs

Berenguer i Muhareeb i Guerra

The Brass Coast

Kahraman

Flame of Anduz

Red Wind Corsairs

Saif i Muhareeb i Guerra

The Brass Coast

Kahraman

Flame of Anduz

Red Wind Corsairs

Beltran I Ezmara I Erigo

The Brass Coast

Segura

Red Wind Corsairs

Vaan

Urizen

Morrow

Horizon's Edge

Red Wind Corsairs

Aedred 'Firebird' apMagor

Wintermark

Hahnmark

Renwaerd

Red Wind Corsairs

Brandgar Tyrshalting

Wintermark

Hahnmark

Renwaerd

Red Wind Corsairs

Eofor Tyrshalt

Wintermark

Hahnmark

Renwaerd

Red Wind Corsairs

Hail

Wintermark

Hahnmark

Renwaerd

Red Wind Corsairs

Sigurd Stenning

Wintermark

Sermersuaq

Stenstorp

Red Wind Corsairs

Vanhe Korppi

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Red Wind Corsairs

Ragnar

Wintermark

Skarsind

Renwaerd

Strong Reeds

chibz

Imperial Orcs

unknown

Strong Reeds

Gralka

Imperial Orcs

unknown

Stormcrow

Strong Reeds

Kale Stormcrow

Imperial Orcs

unknown

Stormcrow

Strong Reeds

Saru

Imperial Orcs

unknown

Stormcrow

Strong Reeds

Grud the Eggy Greg

Imperial Orcs

Summer Storm

Strong Reeds

Kappa

Imperial Orcs

Summer Storm

Stormcrow

Strong Reeds

Krell Stormcrow

Imperial Orcs

Summer Storm

Stormcrow

Strong Reeds

Dayus

Imperial Orcs

Winter Sun

Stormcrow

Strong Reeds

Emjin

Imperial Orcs

Winter Sun

Stormcrow

Strong Reeds

Kalindar

Imperial Orcs

Winter Sun

Stormcrow

Strong Reeds

Karr

Imperial Orcs

Winter Sun

Stormcrow

Strong Reeds

Miccali

Imperial Orcs

Winter Sun

Stormcrow

Strong Reeds

Skar

Imperial Orcs

Winter Sun

Stormcrow

Strong Reeds

T'onk

Imperial Orcs

Winter Sun

Stormcrow

Strong Reeds

Volk

Imperial Orcs

Winter Sun

Stormcrow

Valiant Pegasus

Isolde Novarion

Dawn

Weirwater

House Novarion

Valiant Pegasus

Lady Clarice Novarion

Dawn

Weirwater

House Novarion

Valiant Pegasus

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Valiant Pegasus

Ardon

Highguard

Casinea

Cantiarch's Hold

Winter Solstice 377YE

Army

Citizen

Nation

Territory

Banner

Black Thorns

Cormac Farkas

Navarr

Liathaven

Black Thorns

Merel

Navarr

Therunin

Pathfinders

Black Thorns

Merryn Farkas

Navarr

Therunin

Ruis Farkas

Drakes

Krieger Merkwurdigliebe

The League

Holberg

Holsburger Haudegen

Granite Pillar

Roman Aleksander Alinyova

Highguard

Bastion

Granite Pillar

Cayleb

Highguard

Casinea

Felix's Watch Banner

Granite Pillar

Ruth

Highguard

Casinea

Felix's Watch Banner

Hounds of Glory

Francis de Wulf

Dawn

Astolat

House de Gauvain

Hounds of Glory

Ywain the Persistent

Dawn

Astolat

House de Gauvain

Hounds of Glory

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Lord Colwynn de Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Charles Russell

Dawn

Astolat

Morning House (Banner)

Hounds of Glory

Amoret d'Acier

Dawn

The Barrens

Hounds of Glory

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Hounds of Glory

Garlon de Carsenere

Dawn

The Barrens

House de Carsenere

Hounds of Glory

Taliesin Steelsmith

Dawn

The Barrens

House de Carsenere

Hounds of Glory

Frederik Novarion

Dawn

Weirwater

House Novarion

Hounds of Glory

Isolde Novarion

Dawn

Weirwater

House Novarion

Hounds of Glory

Lady Clarice Novarion

Dawn

Weirwater

House Novarion

Hounds of Glory

Nicanor

Highguard

Bastion

Felix's Watch Banner

Hounds of Glory

Ardon

Highguard

Casinea

Cantiarch's Hold

Hounds of Glory

Esau

Highguard

Casinea

Cantiarch's Hold

Hounds of Glory

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Hounds of Glory

mathayus

Highguard

Necropolis

Hounds of Glory

Melchior Benjamin Fletcher

Highguard

Necropolis

Banner of the Cenotaph

Hounds of Glory

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Hounds of Glory

Skinner

Highguard

Reikos

Hounds of Glory

Gralka

Imperial Orcs

unknown

Stormcrow

Hounds of Glory

Saru

Imperial Orcs

unknown

Stormcrow

Hounds of Glory

Krell Stormcrow

Imperial Orcs

Summer Storm

Stormcrow

Hounds of Glory

Bruk

Imperial Orcs

Summer Storm

The Irontide

Hounds of Glory

Gust

Imperial Orcs

Summer Storm

The Irontide

Hounds of Glory

Irontide Isk

Imperial Orcs

Summer Storm

The Irontide

Hounds of Glory

Irontide Kask

Imperial Orcs

Summer Storm

The Irontide

Hounds of Glory

Irontide Rad

Imperial Orcs

Summer Storm

The Irontide

Hounds of Glory

Vio

Imperial Orcs

Summer Storm

The Irontide

Hounds of Glory

Garad

Imperial Orcs

Winter Sun

Hounds of Glory

Matak

Imperial Orcs

Winter Sun

Bloodcrows

Hounds of Glory

Dayus

Imperial Orcs

Winter Sun

Stormcrow

Hounds of Glory

Emjin

Imperial Orcs

Winter Sun

Stormcrow

Hounds of Glory

Kalindar

Imperial Orcs

Winter Sun

Stormcrow

Hounds of Glory

Karr

Imperial Orcs

Winter Sun

Stormcrow

Hounds of Glory

Silalli

Imperial Orcs

Winter Sun

Stormcrow

Hounds of Glory

Owyn

Navarr

unknown

Exile's End

Hounds of Glory

Brennos Brackensong

Navarr

Broceliande

Hounds of Glory

Dane

Navarr

Liathaven

Hounds of Glory

Saeros Splitroot

Navarr

Miaren

Hounds of Glory

Rowyn Realms Reach

Navarr

Miaren

Open Skies

Hounds of Glory

Terin Realms Reach

Navarr

Miaren

Open Skies

Hounds of Glory

Sketh

Navarr

Therunin

Hounds of Glory

Cain

Navarr

Therunin

Kithkin

Hounds of Glory

Geraint Broad-Backed

Navarr

Therunin

Open Skies

Hounds of Glory

Cigydd Summer Crow

Navarr

Therunin

The Summer Crows

Hounds of Glory

Arran I Scipio I Guerra

The Brass Coast

Feroz

Hounds of Glory

Isandro i Sotero i Riqueza

The Brass Coast

Feroz

Hounds of Glory

Berenguer i Muhareeb i Guerra

The Brass Coast

Kahraman

Hounds of Glory

Vito Sayap Guerra

The Brass Coast

Kahraman

Hounds of Glory

carlos I astuto I guerra

The Brass Coast

Madruga

Hounds of Glory

Beltran I Ezmara I Erigo

The Brass Coast

Segura

Hounds of Glory

Siegfried van Holberg

The League

Holberg

Hounds of Glory

Otto Freidrich Von Holsberg

The League

Holberg

Compagnia De Rossi

Hounds of Glory

Ivan von Rigo

The League

Temeschwar

Hounds of Glory

Darius Rosenthal

The League

Temeschwar

The Brotherhood of the Ashen Tower

Hounds of Glory

Jorah Andriksson

The League

Temeschwar

The Brotherhood of the Ashen Tower

Hounds of Glory

Lann

The League

Temeschwar

The Brotherhood of the Ashen Tower

Hounds of Glory

Leo Alexio

The League

Temeschwar

The Brotherhood of the Ashen Tower

Hounds of Glory

Nicolo Sanguedolce Di Sarvos

The League

Temeschwar

The Brotherhood of the Ashen Tower

Hounds of Glory

Oriana Sartelli

The League

Temeschwar

The Brotherhood of the Ashen Tower

Hounds of Glory

Reaoheal

The League

Temeschwar

The Brotherhood of the Ashen Tower

Hounds of Glory

Roger Maynard

The Marches

unknown

Hounds of Glory

Harry Armstrong

The Marches

Mournwold

Hounds of Glory

Walter Savage

The Marches

Mournwold

Hounds of Glory

Sarus Auricspire

Urizen

unknown

Horizon's Edge

Hounds of Glory

Archemorus

Urizen

Morrow

Citadel of Eye's Overwatch

Hounds of Glory

Ludovigo "Aquila Overwatch" Vitali

Urizen

Morrow

Citadel of Eye's Overwatch

Hounds of Glory

Vaan

Urizen

Morrow

Horizon's Edge

Hounds of Glory

Vulpes

Urizen

Zenith

Hounds of Glory

Tanwyn Ankarien

Urizen

Zenith

Ankarien's Revenge

Hounds of Glory

Decius Cascade

Urizen

Zenith

Spire of the Celestial Cascade

Hounds of Glory

Magnus Anatolyvich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Hounds of Glory

Vilkas Antonovich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Hounds of Glory

Staslo Cziboriev Dmienka

Varushka

Miekarova

Hounds of Glory

Danica Mala Severyan

Varushka

Miekarova

Eagles of Gnijezdo

Hounds of Glory

Valentin Ivarovich Severyan

Varushka

Miekarova

Eagles of Gnijezdo

Hounds of Glory

Zdenka Branovna Ulavna

Varushka

Volodmartz

Hounds of Glory

Mandrake Lightfoot

Wintermark

unknown

Hounds of Glory

Silvia

Wintermark

unknown

Hounds of Glory

Calhoun

Wintermark

Hahnmark

Hounds of Glory

Sulkavaris ( formerly Guthwulf)

Wintermark

Hahnmark

Hounds of Glory

Teothric 'Stand'

Wintermark

Hahnmark

Hounds of Glory

Athelstan Brunson

Wintermark

Hahnmark

Bjornholt

Hounds of Glory

Aedred 'Firebird' apMagor

Wintermark

Hahnmark

Renwaerd

Hounds of Glory

Brandgar Tyrshalting

Wintermark

Hahnmark

Renwaerd

Hounds of Glory

Eofor Tyrshalt

Wintermark

Hahnmark

Renwaerd

Hounds of Glory

Rynweald

Wintermark

Hahnmark

Renwaerd

Hounds of Glory

Tager Tyrshalt

Wintermark

Hahnmark

Renwaerd

Hounds of Glory

Hallgeir Sherarding

Wintermark

Hahnmark

Sherard Hunters (Banner)

Hounds of Glory

Harald

Wintermark

Hahnmark

Vesalligr

Hounds of Glory

Ranulf Six-Lives

Wintermark

Hahnmark

Vesalligr

Hounds of Glory

Brand Wulfgarsson

Wintermark

Kallavesa

Hounds of Glory

Sighelm

Wintermark

Kallavesa

Hounds of Glory

Aethelstan Korping

Wintermark

Sermersuaq

Hounds of Glory

Joakim

Wintermark

Sermersuaq

Hounds of Glory

Kye Knife-Born

Wintermark

Sermersuaq

Saker

Hounds of Glory

Rheged Redspear

Wintermark

Sermersuaq

Saker

Hounds of Glory

Sigurd Stenning

Wintermark

Sermersuaq

Stenstorp

Hounds of Glory

Aerdon Korpisson

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Hounds of Glory

Vanhe Korppi

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Hounds of Glory

Niilo Beinteinssen

Wintermark

Sermersuaq

The Rangers of Nanuk

Hounds of Glory

alrik wrothgarson

Wintermark

Skarsind

Hounds of Glory

Bjorn Fellsword

Wintermark

Skarsind

Hounds of Glory

Eran

Wintermark

Skarsind

Hounds of Glory

Jussi

Wintermark

Skarsind

Hounds of Glory

Laughing Wulfric

Wintermark

Skarsind

Hounds of Glory

Odda Baldulfsson

Wintermark

Skarsind

Hounds of Glory

Osric Skarsindson

Wintermark

Skarsind

Hounds of Glory

Volk

Wintermark

Skarsind

Hounds of Glory

Aelfric Wolfsbane

Wintermark

Skarsind

Bjornholt

Hounds of Glory

Wulfric Ukkosson

Wintermark

Skarsind

Holt Hyrde

Hounds of Glory

Thanmir Hrafnar

Wintermark

Skarsind

Hrafnar

Hounds of Glory

Ragnar

Wintermark

Skarsind

Renwaerd

Northern Eagle

Nadezhda Nadyovna Gremani

Varushka

unknown

Family Gremani

Northern Eagle

Iana

Varushka

Miekarova

Northern Eagle

Senghir Vorbarra Strascovian

Varushka

Miekarova

Northern Eagle

Ravenka Nadyovna Gremani

Varushka

Miekarova

Family Gremani

Quiet Step

Kestrel

Navarr

Broceliande

Brackensong Steading (Banner)

Strong Reeds

Jack Flint

The Marches

unknown

House Bolholt

Strong Reeds

Edwin de Warrenne

The Marches

Bregasland

Order of the Forgotten Word

Summer Storm

T'onk

Imperial Orcs

Winter Sun

Stormcrow

Autumn Equinox 377YE

Army

Citizen

Nation

Territory

Banner

Bounders

Kestrel

Navarr

Broceliande

Brackensong Steading (Banner)

Bounders

Rowyn Realms Reach

Navarr

Miaren

Open Skies

Bounders

Jack Flint

The Marches

unknown

House Bolholt

Bounders

Robin Longshanks

The Marches

Mitwold

The Cullach

Bounders

Trough

The Marches

Mitwold

The Cullach

Bounders

'green' jack woodruff

The Marches

Upwold

The Applewood Levy

Bounders

William Guildenstern

The Marches

Upwold

The Boundarymen

Citadel Guard

Sarus Auricspire

Urizen

unknown

Horizon's Edge

Citadel Guard

Heretus Quicksilver

Urizen

Morrow

Citadel Guard

Decius Cascade

Urizen

Zenith

Spire of the Celestial Cascade

Drakes

Jager Von Vinterhosen

The League

Holberg

Compagnia De Rossi

Drakes

Harry Armstrong

The Marches

Mournwold

Eastern Sky

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Eastern Sky

Frederik Novarion

Dawn

Weirwater

House Novarion

Eastern Sky

Lady Clarice Novarion

Dawn

Weirwater

House Novarion

Fire of the South

Arran I Scipio I Guerra

The Brass Coast

Feroz

Fire of the South

Rheged Redspear

Wintermark

Sermersuaq

Saker

Fist of the Mountains

Nicanor

Highguard

Bastion

Felix's Watch Banner

Fist of the Mountains

Athelstan Brunson

Wintermark

Hahnmark

Bjornholt

Fist of the Mountains

Aedred 'Firebird' apMagor

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Brandgar Tyrshalting

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Eofor Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Hail

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Tager Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Hallgeir Sherarding

Wintermark

Hahnmark

Sherard Hunters (Banner)

Fist of the Mountains

Harald

Wintermark

Hahnmark

Vesalligr

Fist of the Mountains

Leofric 'The Hound'

Wintermark

Skarsind

Fist of the Mountains

Thanmir Hrafnar

Wintermark

Skarsind

Hrafnar

Fist of the Mountains

Einar

Wintermark

Skarsind

Stenstorp

Golden Axe

Avery Thornwood

Dawn

unknown

Golden Axe

Onni Gidyon Veromaa

Varushka

Miekarova

Golden Axe

Ravenka Nadyovna Gremani

Varushka

Miekarova

Family Gremani

Golden Sun

Lord Colwynn de Rondell

Dawn

Astolat

House De Rondell

Granite Pillar

Brother Ibrahim the South Paw

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Ishmael

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Issac Arctos

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Cayleb

Highguard

Casinea

Felix's Watch Banner

Granite Pillar

Aaron Storm

Highguard

Casinea

Storm's Fury

Granite Pillar

Krugur

Highguard

Necropolis

Green Shield

Ranulf Six-Lives

Wintermark

Hahnmark

Vesalligr

Green Shield

Aethelstan Korping

Wintermark

Sermersuaq

Green Shield

Joakim

Wintermark

Sermersuaq

Green Shield

Elthred

Wintermark

Sermersuaq

Holt Hyrde

Green Shield

Kye Knife-Born

Wintermark

Sermersuaq

Saker

Green Shield

Aerdon Korpisson

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Green Shield

Vanhe Korppi

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Green Shield

Uhtraed the Eager

Wintermark

Skarsind

Anfalhearth

Hounds of Glory

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Tristram de Carsenere

Dawn

The Barrens

House de Carsenere

Northern Eagle

daker

Imperial Orcs

Winter Sun

Bloodcrows

Northern Eagle

Magnus Anatolyvich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Northern Eagle

Branislav Vuk Strascovich

Varushka

Miekarova

Northern Eagle

Senghir Vorbarra Strascovian

Varushka

Miekarova

Northern Eagle

Vasiliy Krenyenkov Valeskai Strascovich

Varushka

Miekarova

Otkadov Spy Network

Nihils

Urizen

unknown

Otkadov Spy Network

Severus

Urizen

Morrow

Banner of the Phoenix

Otkadov Spy Network

Acherus

Urizen

Morrow

Citadel of Eye's Overwatch

Otkadov Spy Network

Archemorus

Urizen

Morrow

Citadel of Eye's Overwatch

Otkadov Spy Network

Tanwyn Ankarien

Urizen

Zenith

Ankarien's Revenge

Otkadov Spy Network

Olaf Gregorson |Strascovich

Varushka

Miekarova

Otkadov Spy Network

Stanislav Borodin Havel

Varushka

Volodmartz

Vale of Triosk

Seventh Wave

Solomon of the Silent Tide

Highguard

unknown

Strong Reeds

Edwin de Warrenne

The Marches

Bregasland

Order of the Forgotten Word

Summer Storm

Irontide Savrem

Imperial Orcs

Summer Storm

The Irontide

Wolves of War

Otto Freidrich Von Holsberg

The League

Holberg

Compagnia De Rossi

Wolves of War

Gereke Delfholter

The League

Holberg

Holsburger Haudegen

Wolves of War

Octavio di Virtos

The League

Tassato

The College of Virtue's Pursuit

Wolves of War

Nicolo Sanguedolce Di Sarvos

The League

Temeschwar

The Brotherhood of the Ashen Tower

Wolves of War

Stanislav Krieger Van Temeschwar

The League

Temeschwar

The Brotherhood of Torn Banners

Summer Solstice 377YE

Army

Citizen

Nation

Territory

Banner

Bounders

Frederik Novarion

Dawn

Weirwater

House Novarion

Bounders

Lady Clarice Novarion

Dawn

Weirwater

House Novarion

Bounders

Geraint Broad-Backed

Navarr

Therunin

Open Skies

Bounders

Gianni Di Signeur

The League

Holberg

Bounders

Octavio di Virtos

The League

Tassato

The College of Virtue's Pursuit

Bounders

Jorah Andriksson

The League

Temeschwar

The Brotherhood of the Ashen Tower

Bounders

Nicolo Sanguedolce Di Sarvos

The League

Temeschwar

The Brotherhood of the Ashen Tower

Bounders

Carlov Izmon de Temeschwar

The League

Temeschwar

The Brotherhood of Torn Banners

Bounders

Stanislav Krieger Van Temeschwar

The League

Temeschwar

The Brotherhood of Torn Banners

Bounders

Jack Flint

The Marches

unknown

House Bolholt

Bounders

Edwin de Warrenne

The Marches

Bregasland

Order of the Forgotten Word

Bounders

Anvar

The Marches

Mitwold

Bounders

Robin Longshanks

The Marches

Mitwold

The Cullach

Bounders

Drustan Tudwal

The Marches

Mournwold

Bounders

Harry Armstrong

The Marches

Mournwold

Bounders

Walter Savage

The Marches

Mournwold

Bounders

William Barnes

The Marches

Upwold

The Boundarymen

Bounders

William Guildenstern

The Marches

Upwold

The Boundarymen

Bounders

Decius Cascade

Urizen

Zenith

Spire of the Celestial Cascade

Citadel Guard

Leonius

Urizen

Zenith

Spire of the Celestial Cascade

Drakes

Veselin Gorganov Bashnya

Varushka

Karsk

Drakes

Zdenka Branovna Ulavna

Varushka

Volodmartz

Eastern Sky

Amoret d'Acier

Dawn

The Barrens

Fire of the South

Isandro i Sotero i Riqueza

The Brass Coast

Feroz

Fire of the South

Beltran I Ezmara I Erigo

The Brass Coast

Segura

Fist of the Mountains

Avery Thornwood

Dawn

unknown

Fist of the Mountains

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Fist of the Mountains

Garlon de Carsenere

Dawn

The Barrens

House de Carsenere

Fist of the Mountains

Cuth

Highguard

Bastion

Fist of the Mountains

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Fist of the Mountains

Brother Ibrahim the South Paw

Highguard

Bastion

Cohort of the Winter Bear

Fist of the Mountains

Brutus Claudas (2)

Highguard

Bastion

Cohort of the Winter Bear

Fist of the Mountains

Ishmael

Highguard

Bastion

Cohort of the Winter Bear

Fist of the Mountains

Neariah

Highguard

Bastion

Ezekiel's Free Company

Fist of the Mountains

Nicanor

Highguard

Bastion

Felix's Watch Banner

Fist of the Mountains

Ardon

Highguard

Casinea

Cantiarch's Hold

Fist of the Mountains

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Fist of the Mountains

Keziah, daughter of Laban

Highguard

Reikos

Fist of the Mountains

Skinner

Highguard

Reikos

Fist of the Mountains

Archelaus

Highguard

Reikos

The Grey Watchers of Peytaht

Fist of the Mountains

Owyn

Navarr

unknown

Exile's End

Fist of the Mountains

Brennos Brackensong

Navarr

Broceliande

Fist of the Mountains

Kestrel

Navarr

Broceliande

Brackensong Steading (Banner)

Fist of the Mountains

Carr Foxden

Navarr

Hercynia

Foxden

Fist of the Mountains

Kale Vigil

Navarr

Hercynia

Winter's Vigil Striding

Fist of the Mountains

Rowyn Realms Reach

Navarr

Miaren

Open Skies

Fist of the Mountains

Eira

Navarr

Miaren

ThornKyst

Fist of the Mountains

Sketh

Navarr

Therunin

Fist of the Mountains

Nihils

Urizen

Morrow

Fist of the Mountains

Acherus

Urizen

Morrow

Citadel of Eye's Overwatch

Fist of the Mountains

Archemorus

Urizen

Morrow

Citadel of Eye's Overwatch

Fist of the Mountains

Tanwyn Ankarien

Urizen

Zenith

Ankarien's Revenge

Fist of the Mountains

Sulkavaris ( formerly Guthwulf)

Wintermark

Hahnmark

Fist of the Mountains

Athelstan Brunson

Wintermark

Hahnmark

Bjornholt

Fist of the Mountains

Brandgar Tyrshalting

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Eofor Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Horsa Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Bjarvoc Bjornson

Wintermark

Hahnmark

Vesalligr

Fist of the Mountains

Harald

Wintermark

Hahnmark

Vesalligr

Fist of the Mountains

Ranulf Six-Lives

Wintermark

Hahnmark

Vesalligr

Fist of the Mountains

Joakim

Wintermark

Sermersuaq

Fist of the Mountains

Kye Knife-Born

Wintermark

Sermersuaq

Saker

Fist of the Mountains

Leofric 'The Hound'

Wintermark

Skarsind

Fist of the Mountains

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Fist of the Mountains

Einar

Wintermark

Skarsind

Stenstorp

Golden Axe

Magnus Anatolyvich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Golden Axe

Sdravko Ibramovich Bashnya

Varushka

Karsk

Granite Pillar

Cayleb

Highguard

Casinea

Felix's Watch Banner

Granite Pillar

Aaron Storm

Highguard

Casinea

Storm's Fury

Granite Pillar

Mordecai 'The Bitter'

Highguard

Reikos

Drusilla’s Resolve

Green Shield

Ilya (need to finish the name later)

Varushka

unknown

Green Shield

Branislav Vuk Strascovich

Varushka

Miekarova

Green Shield

Olaf Gregorson |Strascovich

Varushka

Miekarova

Green Shield

Senghir Vorbarra Strascovian

Varushka

Miekarova

Green Shield

Staslo Cziboriev Dmienka

Varushka

Miekarova

Green Shield

Vasiliy Krenyenkov Valeskai Strascovich

Varushka

Miekarova

Green Shield

Tor

Wintermark

unknown

Ringhal

Green Shield

Brengar Argonning

Wintermark

Hahnmark

Darkwolves of Argonne

Green Shield

Aethelstan Korping

Wintermark

Sermersuaq

Green Shield

Elthred

Wintermark

Sermersuaq

Holt Hyrde

Green Shield

Rheged Redspear

Wintermark

Sermersuaq

Saker

Green Shield

Vanhe Korppi

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Green Shield

Osric Skarsindson

Wintermark

Skarsind

Quiet Step

Cormac Farkas

Navarr

Liathaven

Seventh Wave

Solomon of the Silent Tide

Highguard

unknown

Seventh Wave

Abaddon

Highguard

Necropolis

Summer Storm

Braka

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Bruk

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Gen

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Irontide Isk

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

IronTide MAN

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Irontide Rad

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Irontide Stik

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Vio

Imperial Orcs

Summer Storm

The Irontide

The House de Plantaget army, Iron Confederacy

Rion Albany

Dawn

Semmerholm

House Rykker

Winter Sun

Voska Kyrov Bashnya

Varushka

Karsk

Wolves of War

daker

Imperial Orcs

Winter Sun

Bloodcrows

Spring Equinox 377YE

Army

Citizen

Nation

Territory

Banner

Citadel Guard

Gaius Quicksilver

Urizen

unknown

Citadel Guard

Heretus Quicksilver

Urizen

Morrow

Drakes

Gereke Delfholter

The League

Holberg

Holsburger Haudegen

Eastern Sky

Lord Colwynn de Rondell

Dawn

Astolat

House De Rondell

Eastern Sky

Frederik Novarion

Dawn

Weirwater

House Novarion

Eastern Sky

Lady Clarice Novarion

Dawn

Weirwater

House Novarion

Eastern Sky

Herbs

Wintermark

Kallavesa

Fist of the Mountains

Beltran I Ezmara I Erigo

The Brass Coast

Segura

Fist of the Mountains

Eofor Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Rynweald

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Tager Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Ranulf Six-Lives

Wintermark

Hahnmark

Vesalligr

Fist of the Mountains

alrik wrothgarson

Wintermark

Skarsind

Fist of the Mountains

Leofric 'The Hound'

Wintermark

Skarsind

Fist of the Mountains

Thanmir Hrafnar

Wintermark

Skarsind

Hrafnar

Golden Axe

Acherus

Urizen

Morrow

Citadel of Eye's Overwatch

Golden Axe

Archemorus

Urizen

Morrow

Citadel of Eye's Overwatch

Golden Axe

Tanwyn Ankarien

Urizen

Zenith

Ankarien's Revenge

Golden Axe

Caius Cascade

Urizen

Zenith

Spire of the Celestial Cascade

Golden Axe

Decius Cascade

Urizen

Zenith

Spire of the Celestial Cascade

Golden Axe

Ilya (need to finish the name later)

Varushka

unknown

Golden Axe

Maksim Vladimirovich Bashnya

Varushka

Karsk

Golden Axe

Branislav Vuk Strascovich

Varushka

Miekarova

Golden Axe

Senghir Vorbarra Strascovian

Varushka

Miekarova

Golden Axe

Vasiliy Krenyenkov Valeskai Strascovich

Varushka

Miekarova

Golden Axe

Outpost Leader Chernabog

Varushka

Miekarova

Outpost 31

Golden Axe

Stannes Molotov Sciany

Varushka

Miekarova

Vale of Sciany

Golden Axe

Stanislav Borodin Havel

Varushka

Volodmartz

Vale of Triosk

Granite Pillar

Cayleb

Highguard

Casinea

Felix's Watch Banner

Granite Pillar

Ruth

Highguard

Casinea

Felix's Watch Banner

Granite Pillar

Mordecai 'The Bitter'

Highguard

Reikos

Drusilla’s Resolve

Green Shield

Aethelstan Korping

Wintermark

Sermersuaq

Green Shield

Kye Knife-Born

Wintermark

Sermersuaq

Saker

Green Shield

Algar Stenning

Wintermark

Sermersuaq

Stenstorp

Green Shield

Aerdon Korpisson

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Green Shield

Vanhe Korppi

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Hounds of Glory

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Northern Eagle

Zakhar "The Grim" Dragovin Vassillich

Varushka

Miekarova

Quiet Step

Drusta Grey Stone Vigil

Navarr

Hercynia

Winter's Vigil Striding

Quiet Step

Kale Vigil

Navarr

Hercynia

Winter's Vigil Striding

Quiet Step

Cigydd Summer Crow

Navarr

Therunin

The Summer Crows

Red Wind Corsairs

Vasco Al-Bakhari

The Brass Coast

Madruga

Al-Bakhari Trading house

Seventh Wave

Seth

Highguard

Casinea

Seventh Wave

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Seventh Wave

Melchior Benjamin Fletcher

Highguard

Necropolis

Banner of the Cenotaph

Summer Storm

Grud the Eggy Greg

Imperial Orcs

Summer Storm

Summer Storm

Braka

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Bruk

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Irontide Isk

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Irontide Stik

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Irontide Varn

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Vio

Imperial Orcs

Summer Storm

The Irontide

Winter Sun

Vilkas Antonovich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Winter Sun

Stanimir Ratmirov Bashnya

Varushka

Karsk

Winter Sun

Voska Kyrov Bashnya

Varushka

Karsk

Winter Sun

Staslo Cziboriev Dmienka

Varushka

Miekarova

Winter Sun

Ravenka Nadyovna Gremani

Varushka

Miekarova

Family Gremani

Winter Sun

Krztsztof Goranovich Stanislaus

Varushka

Volodmartz

Vale of Triosk

Winter Sun

Jaromir Casimirovich Rasimil

Varushka

Volodmartz

Zima Ruinakh

Wolves of War

Tybalt Von Ungeist

The League

Holberg

The Holberg Hawks

Wolves of War

Octavio di Virtos

The League

Tassato

The College of Virtue's Pursuit

Wolves of War

Matthias Van Temeschwar

The League

Temeschwar

Wolves of War

Stanislav Krieger Van Temeschwar

The League

Temeschwar

The Brotherhood of Torn Banners

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Roll_of_Honour&oldid=65896"

Imperial Roll of Honour Autumn Equinox 379YE

Support

Citizen

Nation

Territory

Banner

Barrens Spy Network

Evaine

Dawn

Astolat

Overton Garrison

Soldier

Dawn

The Barrens

Towers of the Dawn

Caius Aurelius

Dawn

The Barrens

House Aurelius

Towers of the Dawn

Riculf D'Aurelius

Dawn

The Barrens

House Aurelius

Barrens Spy Network

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Barrens Spy Network

Matty (Matilda)

Dawn

The Barrens

House Martel

Towers of the Dawn

Randall Ward

Dawn

The Barrens

House Vexille

Overton Garrison

Rykana

Imperial Orcs

Winter Sun

Skywise

Overton Garrison

Saru

Imperial Orcs

Winter Sun

Stormcrow

Liathhaven Spy Network

Mercrow

Navarr

Liathaven

Pathfinders

Liathhaven Spy Network

wulf

Navarr

Liathaven

Pathfinders

Overton Garrison

Rees

Navarr

Liathaven

Y’Basden

Liathhaven Spy Network

Geraint Broad-Backed

Navarr

Therunin

Open Skies

Hordalant Spy Network

Cigydd Summer Crow

Navarr

Therunin

The Summer Crows

Fort Braydon

Anwar - i - Del Toro - i - Riquezza

The Brass Coast

Feroz

DelToro

Hordalant Spy Network

Silas van Hoepenkak di Savros

The League

Sarvos

The League Light Company

Overton Garrison

Alusair Farstrider

The Marches

Upwold

Overton Garrison

William Guildenstern

The Marches

Upwold

Overton Garrison

Athalger Rowen

The Marches

Upwold

Emerald Order

Overton Garrison

'green' jack woodruff

The Marches

Upwold

The Applewood Levy

Liathhaven Spy Network

Hakki

Wintermark

Kallavesa

The Herd

Black Thorns

Eli of Tamar's Hand

Highguard

Reikos

Black Thorns

Brennos Brackensong

Navarr

Broceliande

Black Thorns

Breannain

Navarr

Therunin

Black Thorns

Gwill Fenwarden

Navarr

Therunin

Black Thorns

Meltar

Wintermark

Kallavesa

Saker

Black Thorns

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Bounders

Edwin de Warrenne

The Marches

Bregasland

Order of the Forgotten Word

Bounders

Erwillian Mann

The Marches

Mitwold

The Talbots

Bounders

Darius

The Marches

Upwold

Emerald Order

Bounders

Sir Cobus

The Marches

Upwold

Emerald Order

Citadel Guard

Augustus

Urizen

Morrow

Citadel Guard

Pavel Gregorivitch Milyukov

Varushka

Miekarova

Citadel Guard

Signy Three Tears

Wintermark

Sermersuaq

Saker

Fire of the South

Carr Foxden

Navarr

Hercynia

Foxden

Fire of the South

Connaught

Navarr

Hercynia

Pridestalker

Fire of the South

Ieuan Fallow Deer

Navarr

Liathaven

Pathfinders

Fire of the South

Ulric Y'Basden

Navarr

Liathaven

Y’Basden

Fire of the South

Merel

Navarr

Therunin

Vervain Shield

Fire of the South

Marciel i Riqueza

The Brass Coast

Segura

DelToro

Fist of the Mountains

Dayus

Imperial Orcs

Winter Sun

Stormcrow

Fist of the Mountains

Idris SummerCrow

Navarr

Hercynia

The Summer Crows

Fist of the Mountains

Antonio Renzi Di Sarvos

The League

Sarvos

The Printers' Guild

Fist of the Mountains

Cynwulf Ashburh

Wintermark

Hahnmark

Darkwolves of Argonne

Fist of the Mountains

"Axehind" Aedric Dunning

Wintermark

Hahnmark

Dunhearth Hall

Fist of the Mountains

Brandgar Tyrshalting

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Eadric

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Eofor Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Uskolli

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Golden Axe

Ilya Ilyitch Arkady

Varushka

unknown

Grimhold Schlacta

Golden Axe

Magnus Anatolyvich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Golden Sun

Danica Mala Severyan

Dawn

Astolat

House Vandale

Granite Pillar

Vulgaris Vicarious

Dawn

Weirwater

House Orzel

Granite Pillar

Isaac

Highguard

Necropolis

Green Shield

Meric Freysson

Wintermark

Hahnmark

Green Shield

Sulkavaris ( formerly Guthwulf)

Wintermark

Hahnmark

Green Shield

Odda Baldulfsson

Wintermark

Skarsind

Green Shield

Wulfsige

Wintermark

Skarsind

Green Shield

EryWood of Dunning

Wintermark

Skarsind

Dunhearth Hall

Hierro

Dane

Navarr

Liathaven

Hierro

Vilkas Antonovich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Hierro

Mandrake Lightfoot

Wintermark

unknown

Mandrake's Marshals

Hierro

Hellios NightStalker

Wintermark

Skarsind

Cohort Of the Frayed

Northern Eagle

Iana

Varushka

Miekarova

Quiet Step

Jericho

Highguard

Reikos

Drusilla’s Resolve

Quiet Step

Cormac Farkas

Navarr

Liathaven

Red Wind Corsairs

Peter Fletcher

Dawn

Astolat

House Vandale

Red Wind Corsairs

Hen Was Silverthorn

Navarr

unknown

Red Wind Corsairs

Owyn

Navarr

unknown

Exile's End

Red Wind Corsairs

Darius Pathfinder

Navarr

Hercynia

Pathfinders

Red Wind Corsairs

Bhreac Caervale

Navarr

Liathaven

Pathfinders

Red Wind Corsairs

Danza Pathfinder

Navarr

Liathaven

Pathfinders

Red Wind Corsairs

Valeska Pathfinder

Navarr

Liathaven

Pathfinders

Red Wind Corsairs

Dewey Pathfinder

Navarr

Miaren

Pathfinders

Red Wind Corsairs

Liliwen Pathfinder

Navarr

Miaren

Pathfinders

Red Wind Corsairs

Rhodri Pathfinder

Navarr

Miaren

Pathfinders

Red Wind Corsairs

Daesa'Kova

Navarr

Therunin

Foxden

Red Wind Corsairs

Isandro i Sotero i Riqueza

The Brass Coast

Segura

Summer Storm

Lady Clarice Novarion

Dawn

Weirwater

House Novarion

Summer Storm

drak

Imperial Orcs

Summer Storm

Redhands

Summer Storm

Redhand Urzak

Imperial Orcs

Summer Storm

Redhands

Summer Storm

Redhand Wesk

Imperial Orcs

Summer Storm

Redhands

Summer Storm

Kirrik

Imperial Orcs

Summer Storm

Sunhammers

Summer Storm

Irontide Kul

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Irontide Skar

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Irontide Vio

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Bucklund

Wintermark

Hahnmark

Hendal Hearth

Summer Storm

Horsa Tyrshalt

Wintermark

Hahnmark

Renwaerd

Summer Storm

Uthred Gunnerson

Wintermark

Hahnmark

The Gadrai

Summer Storm

torunn Volcarona

Wintermark

Skarsind

The Hunters Of The Mark

The Tusks

Renaud de Gauvain

Dawn

unknown

House de Gauvain

The Tusks

Sagramore

Dawn

unknown

House de Gauvain

The Tusks

Damien

Dawn

Astolat

House de Gauvain

The Tusks

Robert de Gauvain

Dawn

Astolat

House de Gauvain

The Tusks

Jack Flint

The Marches

unknown

House Bolholt

The Tusks

John of Meade

The Marches

Mitwold

The Tusks

William Talbot

The Marches

Mitwold

The Talbots

Valiant Pegasus

Solomon of the Silent Tide

Highguard

unknown

Valiant Pegasus

Brutus Claudas (2)

Highguard

Bastion

Cohort of the Winter Bear

Valiant Pegasus

Ishmael

Highguard

Bastion

Cohort of the Winter Bear

Valiant Pegasus

Abaddon

Highguard

Necropolis

Valiant Pegasus

Meraiah

Highguard

Reikos

Drusilla’s Resolve

Winter Sun

Morg'ur

Imperial Orcs

Winter Sun

Winter Sun

Gargan

Imperial Orcs

Winter Sun

Bloodcrows

Winter Sun

Yargol

Imperial Orcs

Winter Sun

Bloodcrows

Winter Sun

Gralka

Imperial Orcs

Winter Sun

Skywise

Winter Sun

Krell Stormcrow

Imperial Orcs

Winter Sun

Stormcrow

Winter Sun

Arda Andriksson

Wintermark

Sermersuaq

Mandrake's Marshals

Winter Sun

Kinder

Wintermark

Sermersuaq

Mandrake's Marshals

Winter Sun

Ragnar Andriksson

Wintermark

Sermersuaq

Mandrake's Marshals

Winter Sun

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Wolves of War

Clarence Oswald

Dawn

unknown

House Arwood

Wolves of War

Geraint Bascombe

Dawn

Astolat

House Bascombe

Wolves of War

Tancred

Dawn

Astolat

House De Rondell

Wolves of War

Guy Grimbold the Elder

Dawn

The Barrens

House Loreal

Wolves of War

Bohemonde "Bo" Novarion

Dawn

Weirwater

House Novarion

Wolves of War

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Arthuse

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Brother Ibrahim the South Paw

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Issac Arctos

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Paul

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Nicanor

Highguard

Bastion

Felix's Watch Banner

Wolves of War

Cuth

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Jada

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Ardon

Highguard

Casinea

Cantiarch's Hold

Wolves of War

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Wolves of War

Cayleb

Highguard

Casinea

Felix's Watch Banner

Wolves of War

mathayus

Highguard

Necropolis

Wolves of War

Melchior Benjamin Fletcher

Highguard

Necropolis

Banner of the Cenotaph

Wolves of War

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Wolves of War

Amon

Highguard

Necropolis

The Raven's Watch

Wolves of War

Arilia Corvidea

Highguard

Reikos

Drusilla’s Resolve

Wolves of War

Archelaus

Highguard

Reikos

The Grey Watchers of Peytaht

Wolves of War

Dorri

Imperial Orcs

Winter Sun

Bloodcrows

Wolves of War

Bleddyn Eternal

Navarr

Hercynia

Vervain Shield

Wolves of War

Lleu

Navarr

Liathaven

The Companions of Tarw

Wolves of War

Rhisiart Tarw

Navarr

Liathaven

The Companions of Tarw

Wolves of War

Kalas Realm Reach

Navarr

Miaren

Realms Reach

Wolves of War

Bjørn Oakenhart

Navarr

Miaren

The Oakenharts

Wolves of War

Merryn Farkas

Navarr

Therunin

Ruis Farkas

Wolves of War

Beltran I Ezmara I Erigo

The Brass Coast

Segura

Wolves of War

Othello di Severio von Holberg

The League

Holberg

Wolves of War

Jager Von Vinterhosen

The League

Holberg

Compagnia De Rossi

Wolves of War

Fredrique DiSarvos

The League

Holberg

Holsburger Haudegen

Wolves of War

Gereke Delfholter

The League

Holberg

Holsburger Haudegen

Wolves of War

Otto Freidrich Von Holsberg

The League

Holberg

Holsburger Haudegen

Wolves of War

Kaspar Yakovich von Holberg

The League

Holberg

House of Seven Mirrors

Wolves of War

Andrea von Holberg

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Feroce Lupo

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Grace Sanguineo Rezia di Tassato

The League

Tassato

The Gilded Edge

Wolves of War

Dietrich Nieschtieri Rezia von Temeschwar

The League

Temeschwar

Wolves of War

Richard the Passer of Upwold

The Marches

Upwold

Emerald Order

Wolves of War

Verres Amastacia

Urizen

Morrow

Wolves of War

Lycier

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Vitellius

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Vaan

Urizen

Morrow

Horizon's Edge

Wolves of War

Laurentius Julianus Netherwatch

Urizen

Redoubt

Wolves of War

Arcus Netherwatch

Urizen

Redoubt

Banner of the Phoenix

Wolves of War

Cassius

Urizen

Spiral

Banner of the Phoenix

Wolves of War

Vulpes

Urizen

Zenith

Wolves of War

Aquillian Effugere

Urizen

Zenith

Ankarien's Revenge

Wolves of War

Maximillian

Urizen

Zenith

Ankarien's Revenge

Wolves of War

Tanwyn Ankarien

Urizen

Zenith

Ankarien's Revenge

Wolves of War

kiy

Urizen

Zenith

Banner of the Phoenix

Wolves of War

Elysia Cascade

Urizen

Zenith

Spire of the Celestial Cascade

Wolves of War

Hubert Annanovich Gremani

Varushka

Karsk

Family Gremani

Wolves of War

Maarit Akkova Cendro

Varushka

Miekarova

Wolves of War

Mikhael Raduvich Sidirov

Varushka

Miekarova

Wolves of War

Hezekiah

Varushka

Miekarova

Family Gremani

Wolves of War

Jaromir "Jarek" Draganov Gremani

Varushka

Miekarova

Family Gremani

Wolves of War

Nadezhda Nadyovna Gremani

Varushka

Miekarova

Family Gremani

Wolves of War

Ravenka Nadyovna Gremani

Varushka

Miekarova

Family Gremani

Wolves of War

Olaf Gregorson |Strascovich

Varushka

Miekarova

Grimhold Schlacta

Wolves of War

Senghir Vorbarra Strascovian

Varushka

Miekarova

Grimhold Schlacta

Wolves of War

Asuman

Wintermark

Hahnmark

Wolves of War

Guthwine Bjorning

Wintermark

Hahnmark

Bjornholt

Wolves of War

Hallgeir Sherarding

Wintermark

Hahnmark

Sherard Hunters (Banner)

Wolves of War

Sif "Loyal Guardian" Valoing

Wintermark

Kallavesa

The Rangers of Nanuk

Wolves of War

Joakim

Wintermark

Sermersuaq

Wolves of War

Aerdon Korpisson

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Wolves of War

Vanhe Korppi

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Wolves of War

Theis Brennursen

Wintermark

Sermersuaq

The Rangers of Nanuk

Wolves of War

Ardith

Wintermark

Skarsind

Sigehold Hall

Wolves of War

Eeva

Wintermark

Skarsind

Sigehold Hall

Wolves of War

Ulwen

Wintermark

Skarsind

Sigehold Hall

Wolves of War

Yma Starkadottir

Wintermark

Skarsind

The Rangers of Nanuk

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Roll_of_Honour_Autumn_Equinox_379YE&oldid=44267"

Imperial Roll of Honour Autumn Equinox 380YE

Support

Citizen

Nation

Territory

Banner

Towers of the Dawn

Matty (Matilda)

Dawn

The Barrens

House Martel

Holberg

Amelion

The League

Holberg

The Brotherhood of the Ashen Tower

Orchard's Watch

Edward Isambard

The Marches

Upwold

Emerald Order

The Will of the Wintermark

artyon scalmere

Varushka

Karsk

Verthandi Spy Network

Thangbrand Silverhand

Wintermark

Hahnmark

Vesalligr

Verthandi Spy Network

Njamor Threestone

Wintermark

Sermersuaq

The Children of Winter

Black Thorns

Owyn

Navarr

unknown

Exile's End

Black Thorns

Brennos Brackensong

Navarr

Broceliande

Black Thorns

Cael Splitroot

Navarr

Broceliande

Brackensong Steading (Banner)

Black Thorns

Scota

Navarr

Hercynia

Pathfinders

Black Thorns

Bleddyn Eternal

Navarr

Hercynia

Vervain Shield

Black Thorns

Taryn

Navarr

Liathaven

Exile's End

Black Thorns

Valeska Pathfinder

Navarr

Liathaven

Pathfinders

Black Thorns

Amber

Navarr

Liathaven

The Feyerd

Black Thorns

Riwaden

Navarr

Liathaven

Y’Basden

Black Thorns

Ulric Y'Basden

Navarr

Liathaven

Y’Basden

Black Thorns

Feran Y'Basden

Navarr

Miaren

Black Thorns

Kalas Realm Reach

Navarr

Miaren

Realms Reach

Black Thorns

Gwill Fenwarden

Navarr

Therunin

Black Thorns

Matt

Navarr

Therunin

Black Thorns

Erwyn

Navarr

Therunin

Ruis Farkas

Black Thorns

Daine

Navarr

Therunin

The Feyerd

Black Thorns

Cigydd Summer Crow

Navarr

Therunin

The Summer Crows

Black Thorns

Merel

Navarr

Therunin

Vervain Shield

Citadel Guard

Brutus Claudas (2)

Highguard

Bastion

Cohort of the Winter Bear

Citadel Guard

Melchior Benjamin Fletcher

Highguard

Necropolis

Banner of the Cenotaph

Citadel Guard

Courtney

Highguard

Reikos

Shattered Tower Banner

Citadel Guard

Valerian

Urizen

Morrow

Banner of the Phoenix

Citadel Guard

Sarus Auricspire

Urizen

Morrow

Horizon's Edge

Drakes

Erwillian Mann

The Marches

Mitwold

Merrick's Tavelling Company

Drakes

William Talbot

The Marches

Mitwold

Merrick's Tavelling Company

Drakes

Robin Longshanks

The Marches

Mitwold

The Cullach

Drakes

Tom Birchland

The Marches

Mitwold

The Cullach

Eastern Sky

Philostrate

Urizen

Spiral

Eastern Sky

Tanwyn Ankarien

Urizen

Spiral

Ankarien's Revenge

Fist of the Mountains

Lucifer

Highguard

Bastion

Cohort of the Winter Bear

Fist of the Mountains

Titus

Highguard

Bastion

Cohort of the Winter Bear

Fist of the Mountains

Cayleb

Highguard

Casinea

Felix's Watch Banner

Fist of the Mountains

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Fist of the Mountains

Magnus Anatolyvich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Fist of the Mountains

Yassen Vladovich Raskalov

Varushka

Karsk

The Embers of Ivarsgard

Fist of the Mountains

Coiska Graemovna Sulich

Varushka

Volodmartz

The Oxen Head

Fist of the Mountains

Mandrake Lightfoot

Wintermark

unknown

Mandrake's Marshals

Fist of the Mountains

Meric Freysson

Wintermark

Hahnmark

Fist of the Mountains

Osric

Wintermark

Hahnmark

Fist of the Mountains

"Axehind" Aedric Dunning

Wintermark

Hahnmark

Dunhearth Hall

Fist of the Mountains

Horsa Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Tager Defender of the Fallen Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Ulric Stenning

Wintermark

Sermersuaq

Stenstorp

Fist of the Mountains

Aethelstan Korping

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Fist of the Mountains

Govannan Seppa

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Fist of the Mountains

Kellua Itsepainen

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Fist of the Mountains

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Fist of the Mountains

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Freeborn Storm

Cerys

Navarr

Broceliande

Freeborn Storm

Boarick

Wintermark

Hahnmark

Sherard Hunters (Banner)

Freeborn Storm

Konrad Franz

Wintermark

Holberg

Golden Sun

Bessamy Aurelius

Dawn

Astolat

House Aurelius

Golden Sun

Caius Aurelius

Dawn

The Barrens

House Aurelius

Golden Sun

Constantine Aurelius

Dawn

The Barrens

House Aurelius

Golden Sun

Gwynhwyfar

Dawn

The Barrens

House Orzel

Granite Pillar

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Issac Arctos

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Kaleb

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Moses

Highguard

Bastion

Cohort of the Winter Bear

Green Shield

Signy Three Tears

Wintermark

Sermersuaq

Saker

Gryphons Pride

Solene d'Alba

Dawn

Astolat

Gryphons Pride

Geraint Bascombe

Dawn

Astolat

House Cordraco

Gryphons Pride

Reynaud de Cambysse

Dawn

Astolat

House de Cambysse

Gryphons Pride

Sigwald de cambysse

Dawn

Astolat

House de Cambysse

Gryphons Pride

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Gryphons Pride

Eadric Fjellrevening

Dawn

Astolat

House De Rondell

Gryphons Pride

Garravaine De Rondell

Dawn

Astolat

House De Rondell

Gryphons Pride

Lord Colwynn de Rondell

Dawn

Astolat

House De Rondell

Gryphons Pride

Tancred

Dawn

Astolat

House De Rondell

Gryphons Pride

Valentin Ivarovich Severyan

Dawn

Astolat

House Orzel

Gryphons Pride

Owain Sepulchre

Dawn

Astolat

House Sepulchre Banner

Gryphons Pride

Danica Mala Severyan

Dawn

Astolat

House Vandale

Gryphons Pride

Peter Fletcher

Dawn

Astolat

House Vandale

Gryphons Pride

Nym

Dawn

The Barrens

Gryphons Pride

Soldier

Dawn

The Barrens

Gryphons Pride

Vulpes

Dawn

The Barrens

Gryphons Pride

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Gryphons Pride

Leon

Dawn

The Barrens

House de Carsenere

Gryphons Pride

Gideon Smith

Dawn

The Barrens

House Vexille

Gryphons Pride

Leodegrance 'Leo' Archer

Dawn

The Barrens

House Vexille

Gryphons Pride

Randall Ward

Dawn

The Barrens

House Vexille

Gryphons Pride

Ilya Damirovich Severyan

Dawn

Weirwater

House Orzel

Gryphons Pride

Maryc

Dawn

Weirwater

House Orzel

Gryphons Pride

Starac Sijed

Dawn

Weirwater

House Orzel

Gryphons Pride

Nerezza Da Rosa Del Sarvos (Isabella)

The League

Holberg

The Brotherhood of the Ashen Tower

Gryphons Pride

Magnus Da Rosa De Sarvos

The League

Temeschwar

The Brotherhood of the Ashen Tower

Gryphons Pride

Marco

The League

Temeschwar

The Brotherhood of the Ashen Tower

Gryphons Pride

Kristoff Ivanyev

Varushka

Karsk

Gryphons Pride

Volk kuznetsov strascovih

Varushka

Miekarova

Hierro

Escudo i Opaž i Guerra

The Brass Coast

Madruga

Hierro

Rednav

Wintermark

Hahnmark

The Hunters Of The Mark

Hounds of Glory

Halfdan

Wintermark

Hahnmark

Bjornholt

Hounds of Glory

Arda Andriksson

Wintermark

Sermersuaq

The Children of Winter

Hounds of Glory

Torvald

Wintermark

Sermersuaq

The Children of Winter

Northern Eagle

Vilkas Antonovich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Seventh Wave

Rykus Tye

Highguard

Reikos

Shattered Tower Banner

Strong Reeds

Rennaken

The League

Temeschwar

The Brotherhood of the Ashen Tower

Strong Reeds

Edwin de Warrenne

The Marches

Bregasland

Order of the Forgotten Word

Summer Storm

Sir Tancred Devereux

Dawn

unknown

Summer Storm

Kirrik

Imperial Orcs

Skarsind

Sunhammers

Summer Storm

Irontide Skar

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Lok

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Volk

Wintermark

Hahnmark

Summer Storm

Yma Starkadottir

Wintermark

Sermersuaq

The Rangers of Nanuk

The Tusks

Gereke Delfholter

The League

Holberg

Holsburger Haudegen

The Tusks

Richard the Passer of Upwold

The Marches

Upwold

The Applewood Levy

Towerjacks

The Captain

The League

Tassato

Valiant Pegasus

Isaac

Highguard

Necropolis

Winter Sun

Fal

Imperial Orcs

Skarsind

Winter Sun

Morg'ur

Imperial Orcs

Skarsind

Winter Sun

Ashborn Braag

Imperial Orcs

Skarsind

Ashborn

Winter Sun

Bloodcrow Ergot

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Bloodcrow Losak

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Bloodcrow Yargol

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Dorri

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Rykana

Imperial Orcs

Skarsind

Skywise

Winter Sun

Saru

Imperial Orcs

Skarsind

Stormcrow

Winter Sun

Kard

Imperial Orcs

Skarsind

Sunhammers

Winter Sun

Rokk

Imperial Orcs

Skarsind

Sunhammers

Winter Sun

Irontide Vio

Imperial Orcs

Skarsind

The Irontide

Winter Sun

T'onk

Imperial Orcs

Skarsind

The Irontide

Winter Sun

Lleu

Navarr

Liathaven

The Companions of Tarw

Winter Sun

Vito Sayap Guerra

The Brass Coast

Kahraman

Winter Sun

Othello di Severio von Holberg

The League

Holberg

Winter Sun

Robert Dunlain

The Marches

Mournwold

House Dunlain

Winter Sun

Alusair Farstrider

The Marches

Upwold

Winter Sun

Rickard of Lambrook

The Marches

Upwold

House Balston

Winter Sun

Athalger Rowen

The Marches

Upwold

The Applewood Levy

Winter Sun

William Guildenstern

The Marches

Upwold

The Applewood Levy

Winter Sun

Lycier

Urizen

Morrow

Banner of the Phoenix

Winter Sun

Aquillian Effugere

Urizen

Zenith

Ankarien's Revenge

Wolves of War

Sagramore

Dawn

unknown

House de Gauvain

Wolves of War

Robert Ryland

Dawn

Astolat

Wolves of War

Everis

Dawn

Semmerholm

Wolves of War

Bohemonde "Bo" Novarion

Dawn

Weirwater

House Novarion

Wolves of War

D'Eon

Dawn

Weirwater

House Novarion

Wolves of War

Emelyn

Dawn

Weirwater

House Novarion

Wolves of War

Solomon of the Silent Tide

Highguard

unknown

Wolves of War

Roman Aleksander Alinyova

Highguard

Bastion

Wolves of War

Enoch

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Cuth

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Jada

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Solomon

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Wolves of War

mathayus

Highguard

Necropolis

Wolves of War

Jericho

Highguard

Reikos

Drusilla’s Resolve

Wolves of War

Kestrel

Navarr

Broceliande

Brackensong Steading (Banner)

Wolves of War

Salvatore i Paloma i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Wolves of War

Dietrich Nieschtieri Rezia von Temeschwar

The League

Holberg

Wolves of War

Magdelena Alagna Di Sarvos

The League

Holberg

Wolves of War

Gudrick Von Hoffenheim de Holberg 3rd

The League

Holberg

Company of The Red Fox

Wolves of War

Kaspar Yakovich von Holberg

The League

Holberg

House of Seven Mirrors

Wolves of War

Feroce Lupo

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Hugo Schwarzenberger

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Reinhardt Schwarzmane

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Natalia "The Falcon" Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Serena di Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Silvio de Tassato

The League

Tassato

The Printers' Guild

Wolves of War

Pater Josiah Lynch

The League

Temeschwar

The Brotherhood of the Ashen Tower

Wolves of War

Iacob Aurel Genoshu

The League

Temeschwar

The Brotherhood of Torn Banners

Wolves of War

Grace Sanguineo Rezia di Tassato

The League

Temeschwar

The Gilded Edge

Wolves of War

Jack Flint

The Marches

unknown

House Bolholt

Wolves of War

Edric Barbourne

The Marches

Bregasland

House Ramsbruck

Wolves of War

Reuben

The Marches

Bregasland

Merrick's Tavelling Company

Wolves of War

John of Meade

The Marches

Mitwold

Wolves of War

Richard Smith

The Marches

Mitwold

Bushel of Bills

Wolves of War

Bernard Dugdale

The Marches

Mournwold

Mournwold Sappers

Wolves of War

Roderick Merrick

The Marches

Upwold

Wolves of War

Verres Amastacia

Urizen

Morrow

Wolves of War

Cassius, Stork’s Brother

Urizen

Spiral

Seven Wandering Stars

Wolves of War

Septima, Door's Sister

Urizen

Spiral

Seven Wandering Stars

Wolves of War

Cain

Urizen

Zenith

Wolves of War

Maarit Akkova Cendro

Varushka

Miekarova

Wolves of War

Ethelwulf Argonning

Wintermark

Hahnmark

Darkwolves of Argonne

Wolves of War

Vulrik Bager

Wintermark

Hahnmark

Hall Svell Dyr

Wolves of War

Marius

Wintermark

Sermersuaq

Wolves of War

Rheged Redspear

Wintermark

Sermersuaq

Saker

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Imperial Roll of Honour Autumn Equinox 381YE

Support

Citizen

Nation

Territory

Banner

Barrens Spy Network

Leodegrance 'Leo' Archer

Dawn

The Barrens

House Vexille

Bounders

Jack Flint

The Marches

unknown

House Bolholt

Bounders

Edwin de Warrenne

The Marches

Bregasland

Order of the Forgotten Word

Bounders

Bastard Tom

The Marches

Mitwold

King's Stoke

Bounders

William Talbot

The Marches

Mitwold

The Talbots

Bounders

Robert Dunlain

The Marches

Mournwold

House Dunlain

Bounders

Bernard Dugdale

The Marches

Mournwold

Mournwold Sappers

Bounders

Tiberius Vax'ildan

Wintermark

Sermersuaq

Bounders

Kirrik

Imperial Orcs

Skarsind

Sunhammers

Bounders

Irontide Vio

Imperial Orcs

Skarsind

The Irontide

Bounders

Rokk

Imperial Orcs

Skarsind

The Irontide

Bounders

Ciaphas "Black Jack" Dekar

The Marches

Upwold

Bounders

Roderick Merrick

The Marches

Upwold

Bounders

Rickard of Lambrook

The Marches

Upwold

House Balston

Bounders

'green' jack woodruff

The Marches

Upwold

The Applewood Levy

Bounders

Jarrod Steelsmith

The Marches

Upwold

The Applewood Levy

Citadel Guard

Cael Splitroot

Navarr

Broceliande

Brackensong Steading (Banner)

Drakes

John of Meade

The Marches

Mitwold

Freeborn Storm

nate drayton

The Marches

Mournwold

Golden Sun

Lucien

Dawn

Astolat

Golden Sun

Ren Tanner

Dawn

Weirwater

Granite Pillar

Sagramore

Dawn

Astolat

House de Gauvain

Granite Pillar

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Enoch

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Lucifer

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Nicanor

Highguard

Bastion

Felix's Watch Banner

Granite Pillar

Iscah Knilus

Highguard

Bastion

Jachin's Legacy

Granite Pillar

Tyrus

Highguard

Bastion

Jachin's Legacy

Granite Pillar

Cuth

Highguard

Bastion

Shattered Tower Banner

Granite Pillar

Solomon

Highguard

Bastion

Shattered Tower Banner

Granite Pillar

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Granite Pillar

Cayleb

Highguard

Casinea

Felix's Watch Banner

Granite Pillar

Sketchemi Justicast Mentyevik

Varushka

Miekarova

The Oxen Head

Granite Pillar

mathayus

Highguard

Necropolis

Granite Pillar

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Granite Pillar

Jeconiah

Highguard

Reikos

Banner of the Cenotaph

Granite Pillar

Abaddon

Highguard

Reikos

Shattered Tower Banner

Granite Pillar

Rykus Tye

Highguard

Reikos

Shattered Tower Banner

Granite Pillar

Archelaus

Highguard

Reikos

The Steel Tide

Granite Pillar

Krunk

Imperial Orcs

Skarsind

Gaterender

Granite Pillar

Vade

Imperial Orcs

Skarsind

Redhands

Granite Pillar

Irontide Skar

Imperial Orcs

Skarsind

The Irontide

Granite Pillar

Nikolai Yaropolk Borislav

Varushka

Volodmartz

The Oxen Head

Hounds of Glory

Geraint Bascombe

Dawn

unknown

House Cordraco

Hounds of Glory

Durand De Coeurdefer

Dawn

unknown

House De Rondell

Hounds of Glory

Mal` Lassal Scethos

Dawn

Astolat

House Cordraco

Hounds of Glory

Tomyric

Dawn

Astolat

House Cordraco

Hounds of Glory

Katrina Gardner

Dawn

Astolat

House de Cambysse

Hounds of Glory

Alexander

Dawn

Astolat

House De Rondell

Hounds of Glory

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Eadric Fjellrevening

Dawn

Astolat

House De Rondell

Hounds of Glory

Garravaine De Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Gregor De Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Lord Colwynn de Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Roland De Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Tancred

Dawn

Astolat

House De Rondell

Hounds of Glory

Roger Du Soleil

Dawn

Astolat

House Du Soleil

Hounds of Glory

Valentin Ivarovich Severyan

Dawn

Astolat

House Orzel

Hounds of Glory

Adam Sepulchre

Dawn

Astolat

House Sepulchre Banner

Hounds of Glory

Owain Sepulchre

Dawn

Astolat

House Sepulchre Banner

Hounds of Glory

Danica Mala Severyan

Dawn

Astolat

House Vandale

Hounds of Glory

Connaught

Navarr

Hercynia

Pridestalker

Hounds of Glory

Thane

Dawn

Holberg

Tour De Cendres

Hounds of Glory

Gustav Miekovich Malin

Varushka

Miekarova

The Wulfsbane Fellowship

Hounds of Glory

Zadkiel de Coeurdefer

Dawn

Reikos

Hounds of Glory

Eliane Du Maurisol

Dawn

Semmerholm

Hounds of Glory

Feroce Lupo

Dawn

Semmerholm

Tour De Cendres

Hounds of Glory

Rheged Redspear

Wintermark

Sermersuaq

Saker

Hounds of Glory

dor

Imperial Orcs

Skarsind

Gaterender

Hounds of Glory

Vulpes

Dawn

The Barrens

Hounds of Glory

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Hounds of Glory

Leon

Dawn

The Barrens

House de Carsenere

Hounds of Glory

Guillaume

Dawn

The Barrens

House Vexille

Hounds of Glory

Isabelle

Dawn

Weirwater

Hounds of Glory

Sir Andred Gravaine

Dawn

Weirwater

Hounds of Glory

Teagan de Casillon

Dawn

Weirwater

Hounds of Glory

Bors De Carsenere

Dawn

Weirwater

House de Carsenere

Hounds of Glory

Gwynhwyfar

Dawn

Weirwater

House Orzel

Hounds of Glory

Ilya Damirovich Severyan

Dawn

Weirwater

House Orzel

Hounds of Glory

Maryc

Dawn

Weirwater

House Orzel

Hounds of Glory

Starac Sijed

Dawn

Weirwater

House Orzel

Iron Helms

Philostrate

Urizen

Spiral

Liathhaven Spy Network

Owyn

Navarr

unknown

Exile's End

Liathhaven Spy Network

Lord Merbrid the Stork

Dawn

Astolat

House Sepulchre Banner

Liathhaven Spy Network

Magdelena Alagna Di Sarvos

The League

Holberg

Liathhaven Spy Network

Kaspar Yakovich von Holberg

The League

Holberg

House of Seven Mirrors

Liathhaven Spy Network

Dynion Stormpine

Navarr

Liathaven

Liathhaven Spy Network

Lleu Tarw

Navarr

Liathaven

The Companions of Tarw

Liathhaven Spy Network

Maarit

Varushka

Miekarova

Quiet Step

Aoire Lamentwalker

Navarr

Broceliande

Quiet Step

Scota

Navarr

Hercynia

Pathfinders

Quiet Step

Bleddyn Eternal

Navarr

Hercynia

Vervain Shield

Quiet Step

Maddoc

Navarr

Hercynia

Wolf's Bone

Quiet Step

Danza Pathfinder

Navarr

Liathaven

Pathfinders

Quiet Step

Talan

Navarr

Liathaven

Wolf's Bone

Quiet Step

Torr Splitroot

Navarr

Miaren

Quiet Step

Vuk The Wolfeater

Varushka

Miekarova

Wulfen Reavers

Quiet Step

Dafydd Steelford

Navarr

Therunin

Quiet Step

Geraint Broad-Backed

Navarr

Therunin

Open Skies

Quiet Step

Gwill Fenwarden

Navarr

Therunin

The Companions of Tarw

Quiet Step

Etta Farkas

Navarr

Therunin

Vervain Shield

Quiet Step

Merel

Navarr

Therunin

Vervain Shield

Seventh Wave

Moses

Highguard

Bastion

Cohort of the Winter Bear

Summer Storm

Irontide Kragg

Imperial Orcs

Skarsind

The Irontide

Summer Storm

K'ol

Imperial Orcs

Skarsind

The Irontide

Winter Sun

Fal

Imperial Orcs

Skarsind

Winter Sun

Morg'ur

Imperial Orcs

Skarsind

Winter Sun

Ashborn Rauur

Imperial Orcs

Skarsind

Ashborn

Winter Sun

Ask

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Bloodcrow Drost

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Bloodcrow T'Kor

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Bloodcrow Yargol

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Rykana

Imperial Orcs

Skarsind

Skywise

Winter Sun

Taal

Imperial Orcs

Skarsind

Skywise

Wolves of War

Brennos Brackensong

Navarr

Broceliande

Wolves of War

Brendan

Navarr

Broceliande

Brackensong Steading (Banner)

Wolves of War

Aethalstan Halvarson

Wintermark

Hahnmark

Wolves of War

Dunn Stoneshower

Wintermark

Hahnmark

Wolves of War

Finngard

Wintermark

Hahnmark

Wolves of War

Helgunn

Wintermark

Hahnmark

Wolves of War

Kindra Edasdottir

Wintermark

Hahnmark

Wolves of War

Osric

Wintermark

Hahnmark

Wolves of War

Ulf

Wintermark

Hahnmark

Wolves of War

Wulfric

Wintermark

Hahnmark

Baldorbrand

Wolves of War

Brynjar Bjorning

Wintermark

Hahnmark

Bjornholt

Wolves of War

Reidarr Solvisson

Wintermark

Hahnmark

Byrchenhal

Wolves of War

Cynwulf Ashburh

Wintermark

Hahnmark

Darkwolves of Argonne

Wolves of War

Ethelwulf Argonning

Wintermark

Hahnmark

Darkwolves of Argonne

Wolves of War

"Axehind" Aedric Dunning

Wintermark

Hahnmark

Dunhearth Hall

Wolves of War

"sword hind" Leofric Dunning

Wintermark

Hahnmark

Dunhearth Hall

Wolves of War

Eahlstan Yarricson

Wintermark

Hahnmark

Dunhearth Hall

Wolves of War

Hadand Dunwulf

Wintermark

Hahnmark

Dunhearth Hall

Wolves of War

Mayda

Wintermark

Hahnmark

Dunhearth Hall

Wolves of War

Penda Dunning

Wintermark

Hahnmark

Dunhearth Hall

Wolves of War

Sylvi

Wintermark

Hahnmark

Dunhearth Hall

Wolves of War

Theoderic Ulfarsson

Wintermark

Hahnmark

Dunhearth Hall

Wolves of War

Wolfrik

Wintermark

Hahnmark

Dunhearth Hall

Wolves of War

Siward

Wintermark

Hahnmark

Hendal Hearth

Wolves of War

Tristan Lothbrok

Wintermark

Hahnmark

Hendal Hearth

Wolves of War

Nerian Ordulfsson

Wintermark

Hahnmark

Holt Hyrde

Wolves of War

Skegg

Wintermark

Hahnmark

Hunters Hall

Wolves of War

Kaspar Kreftinaring

Wintermark

Hahnmark

Mandrake's Marshals

Wolves of War

Bjarvoc Bjornson

Wintermark

Hahnmark

Vesalligr

Wolves of War

Iorveth

Wintermark

Hahnmark

Vesalligr

Wolves of War

Morcar Sigvardssson

Wintermark

Hahnmark

Vesalligr

Wolves of War

Raknar

Wintermark

Hahnmark

Vesalligr

Wolves of War

Rasmus Beppeson

Wintermark

Hahnmark

Vesalligr

Wolves of War

Cadoc Artair Skölsson

Wintermark

Hahnmark

Wargs of Winter

Wolves of War

Arkann wolfs bone

Navarr

Hercynia

Wolf's Bone

Wolves of War

Reinhardt Schwarzmane

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Vito Guerra

The Brass Coast

Kahraman

Flames of the Coast

Wolves of War

Herette

Wintermark

Kallavesa

Wolves of War

Kiira Blood Born

Wintermark

Kallavesa

Holt Hyrde

Wolves of War

Salvatore i Paloma i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Wolves of War

Volk kuznetsov strascovih

Varushka

Miekarova

Wolves of War

Verres Amastacia

Urizen

Morrow

Wolves of War

Valerian

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Laurentius Julianus Netherwatch

Urizen

Redoubt

Wolves of War

Arcus Netherwatch

Urizen

Redoubt

Banner of the Phoenix

Wolves of War

Marciel i Riqueza

The Brass Coast

Segura

Flames of the Coast

Wolves of War

Tito Guerra

The Brass Coast

Segura

Flames of the Coast

Wolves of War

Alix i Sol-Devorador i Erigo

The Brass Coast

Segura

Krakenfire Armada

Wolves of War

Ulric Stenning

Wintermark

Sermersuaq

Stenstorp

Wolves of War

Aethelstan Korping

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Wolves of War

Kellua Itsepainen

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Wolves of War

Draca “Cold-Iron”

Wintermark

Sermersuaq

The Children of Winter

Wolves of War

Kinder

Wintermark

Sermersuaq

The Children of Winter

Wolves of War

Njamor Threestone

Wintermark

Sermersuaq

The Children of Winter

Wolves of War

wulfric

Wintermark

Sermersuaq

The Children of Winter

Wolves of War

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Wolves of War

Elthwyn

Wintermark

Skarsind

Dunhearth Hall

Wolves of War

EryWood of Dunning

Wintermark

Skarsind

Dunhearth Hall

Wolves of War

Shawtax

Imperial Orcs

Skarsind

Gaterender

Wolves of War

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Wolves of War

Saga

Wintermark

Skarsind

The Embers of Ashenhall

Wolves of War

T'onk

Imperial Orcs

Skarsind

The Irontide

Wolves of War

Phaedra Anakerien

Urizen

Spiral

Wolves of War

Aquillian Effugere

Urizen

Spiral

Ankarien's Revenge

Wolves of War

Belisarius Blackheart

Urizen

Spiral

Banner of the Phoenix

Wolves of War

Aurelius, the Oak's Brother

Urizen

Spiral

Seven Wandering Stars

Wolves of War

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Natalia "The Falcon" Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Silvio de Tassato

The League

Tassato

The Printers' Guild

Wolves of War

Enrico

The League

Temeschwar

The Brotherhood of the Ashen Tower

Wolves of War

Marco

The League

Temeschwar

The Brotherhood of the Ashen Tower

Wolves of War

Coiska Graemovna Sulich

Varushka

Volodmartz

The Oxen Head

Wolves of War

Octavia Endsmeet

Urizen

Zenith

Wolves of War

Kai

Urizen

Zenith

Banner of the Phoenix

Wolves of War

Amulius

Urizen

Zenith

Nocturnal Fall

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Imperial Roll of Honour Spring Equinox 379YE

Support

Citizen

Nation

Territory

Banner

Barrens Spy Network

Johann Rookwood

Dawn

The Barrens

House Martel

Overton Garrison

Gralka

Imperial Orcs

Winter Sun

Stormcrow

Overton Garrison

Rykana

Imperial Orcs

Winter Sun

Stormcrow

Overton Garrison

Saru

Imperial Orcs

Winter Sun

Stormcrow

Liathhaven Spy Network

Owyn

Navarr

unknown

Exile's End

Liathhaven Spy Network

Kellag

Navarr

Liathaven

Overton Garrison

Rees

Navarr

Liathaven

Keepers of the Way

Overton Garrison

Bernardino Di Sienna II, of The Companions of Tarw

Navarr

Liathaven

The Companions of Tarw

Overton Garrison

Orin

Navarr

Liathaven

The Companions of Tarw

Overton Garrison

Rhisiart Tarw

Navarr

Liathaven

The Companions of Tarw

Overton Garrison

Ulric Y'Basden

Navarr

Liathaven

Y’Basden

Fort Braydon

Anwar - i - Del Toro - i - Riquezza

The Brass Coast

Feroz

DelToro

Fort Braydon

Antonio Guerra

The Brass Coast

Kahraman

House of Wings

Fort Braydon

Isandro i Sotero i Riqueza

The Brass Coast

Segura

Barrens Spy Network

Othello di Severio von Holberg

The League

Holberg

Barrens Spy Network

Carlov Izmon de Temeschwar

The League

Temeschwar

The Brotherhood of Torn Banners

Overton Garrison

Trough

The Marches

Mitwold

The Cullach

Overton Garrison

Erwillian Mann

The Marches

Mitwold

The Talbots

Overton Garrison

Athalger Rowen

The Marches

Upwold

Emerald Order

Overton Garrison

Darius

The Marches

Upwold

Emerald Order

Overton Garrison

Dumack

The Marches

Upwold

Emerald Order

Overton Garrison

'green' jack woodruff

The Marches

Upwold

The Applewood Levy

Overton Garrison

Alusair Farstrider

The Marches

Upwold

The Boundarymen

Overton Garrison

William Guildenstern

The Marches

Upwold

The Boundarymen

Overton Garrison

Mandrake Lightfoot

Wintermark

unknown

Drakes

Geraint Broad-Backed

Navarr

Therunin

Open Skies

Drakes

John of Meade

The Marches

Mitwold

Eastern Sky

Damien

Dawn

Astolat

House de Gauvain

Eastern Sky

Robert de Gauvain

Dawn

Astolat

House de Gauvain

Eastern Sky

Riculf D'Aurelius

Dawn

The Barrens

House Aurelius

Eastern Sky

Frederik Novarion

Dawn

Weirwater

House Novarion

Eastern Sky

Nadezhda Nadyovna Gremani

Varushka

unknown

Family Gremani

Eastern Sky

Ravenka Nadyovna Gremani

Varushka

Miekarova

Family Gremani

Fire of the South

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Fist of the Mountains

Cavall

Dawn

Astolat

House De Rondell

Fist of the Mountains

Tancred

Dawn

Astolat

House De Rondell

Fist of the Mountains

Clauris

Dawn

The Barrens

House Novarion

Fist of the Mountains

chibz

Imperial Orcs

Winter Sun

Fist of the Mountains

Morg'ur

Imperial Orcs

Winter Sun

Fist of the Mountains

Yargol

Imperial Orcs

Winter Sun

Bloodcrows

Fist of the Mountains

Dayus

Imperial Orcs

Winter Sun

Stormcrow

Fist of the Mountains

Emjin

Imperial Orcs

Winter Sun

Stormcrow

Fist of the Mountains

Karr

Imperial Orcs

Winter Sun

Stormcrow

Fist of the Mountains

Krell Stormcrow

Imperial Orcs

Winter Sun

Stormcrow

Fist of the Mountains

Kestrel

Navarr

Broceliande

Brackensong Steading (Banner)

Fist of the Mountains

Idris SummerCrow

Navarr

Hercynia

The Summer Crows

Fist of the Mountains

wulf

Navarr

Liathaven

Pathfinders

Fist of the Mountains

Kalas Realm Reach

Navarr

Miaren

Realms Reach

Fist of the Mountains

Braith SummerCrow

Navarr

Therunin

Fist of the Mountains

Gwill Fenwarden

Navarr

Therunin

Fist of the Mountains

Cain

Navarr

Therunin

Kithkin

Fist of the Mountains

Cigydd Summer Crow

Navarr

Therunin

The Summer Crows

Fist of the Mountains

Andrea von Holberg

The League

Holberg

The Brotherhood of the Ashen Tower

Fist of the Mountains

Silas van Hoepenkak di Savros

The League

Sarvos

The League Light Company

Fist of the Mountains

Antonio Renzi Di Sarvos

The League

Sarvos

The Printers' Guild

Fist of the Mountains

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Fist of the Mountains

Drogon Morosini

The League

Temeschwar

The Brotherhood of the Ashen Tower

Fist of the Mountains

Feroce Lupo

The League

Temeschwar

The Brotherhood of the Ashen Tower

Fist of the Mountains

Stern Von Holberg

The League

Temeschwar

The Brotherhood of the Ashen Tower

Fist of the Mountains

Jack Flint

The Marches

unknown

House Bolholt

Fist of the Mountains

Walter Savage

The Marches

Mournwold

Fist of the Mountains

Verres Amastacia

Urizen

Morrow

Fist of the Mountains

Attalus Stormhaven

Urizen

Redoubt

Fist of the Mountains

Líška Grimhold

Varushka

unknown

Fist of the Mountains

Tusk Antonovich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Fist of the Mountains

Vilkas Antonovich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Fist of the Mountains

Hubert Annanovich Gremani

Varushka

Karsk

Family Gremani

Fist of the Mountains

Maarit Akkova Cendro

Varushka

Miekarova

Fist of the Mountains

Tomislav Straskovic

Varushka

Miekarova

Fist of the Mountains

Hezekiah

Varushka

Miekarova

Family Gremani

Fist of the Mountains

Branislav Vuk Strascovich

Varushka

Miekarova

Grimhold Schlacta

Fist of the Mountains

Senghir Vorbarra Strascovian

Varushka

Miekarova

Grimhold Schlacta

Fist of the Mountains

Vasiliy Krenyenkov Valeskai Strascovich

Varushka

Miekarova

Grimhold Schlacta

Fist of the Mountains

Balder

Wintermark

unknown

Dunhearth Hall

Fist of the Mountains

Cynwulf Ashburh

Wintermark

Hahnmark

Darkwolves of Argonne

Fist of the Mountains

Ethelwulf Argonning

Wintermark

Hahnmark

Darkwolves of Argonne

Fist of the Mountains

Eadric

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Horsa Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Daegmund

Wintermark

Hahnmark

Sigehold Hall

Fist of the Mountains

Bucklund

Wintermark

Hahnmark

The Hunters Of The Mark

Fist of the Mountains

Rednav

Wintermark

Hahnmark

The Hunters Of The Mark

Fist of the Mountains

Iorveth

Wintermark

Hahnmark

Vesalligr

Fist of the Mountains

Morcar Sigvardssson

Wintermark

Hahnmark

Vesalligr

Fist of the Mountains

Thangbrand Silverhand

Wintermark

Hahnmark

Vesalligr

Fist of the Mountains

Joakim

Wintermark

Sermersuaq

Fist of the Mountains

Marius

Wintermark

Sermersuaq

Fist of the Mountains

Kye Knife-Born

Wintermark

Sermersuaq

Saker

Fist of the Mountains

Rheged Redspear

Wintermark

Sermersuaq

Saker

Fist of the Mountains

Aerdon Korpisson

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Fist of the Mountains

Aethelstan Korping

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Fist of the Mountains

Uskolli

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Fist of the Mountains

Vanhe Korppi

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Fist of the Mountains

Ognuk Olanssen

Wintermark

Sermersuaq

The Rangers of Nanuk

Fist of the Mountains

Theis Brennursen

Wintermark

Sermersuaq

The Rangers of Nanuk

Fist of the Mountains

Odda Baldulfsson

Wintermark

Skarsind

Fist of the Mountains

Osric

Wintermark

Skarsind

Fist of the Mountains

Osric Skarsindson

Wintermark

Skarsind

Fist of the Mountains

Volk

Wintermark

Skarsind

Fist of the Mountains

Hellios NightStalker

Wintermark

Skarsind

Cohort Of the Frayed

Fist of the Mountains

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Fist of the Mountains

Elthwyn

Wintermark

Skarsind

Dunhearth Hall

Fist of the Mountains

Aelfric Nose-Biter

Wintermark

Skarsind

Sigehold Hall

Fist of the Mountains

Ardith

Wintermark

Skarsind

Sigehold Hall

Fist of the Mountains

Eeva

Wintermark

Skarsind

Sigehold Hall

Fist of the Mountains

Relnor

Wintermark

Skarsind

Sigehold Hall

Fist of the Mountains

Ulwen

Wintermark

Skarsind

Sigehold Hall

Fist of the Mountains

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Fist of the Mountains

torunn Volcarona

Wintermark

Skarsind

The Hunters Of The Mark

Fist of the Mountains

Agmund Al'gren

Wintermark

Skarsind

The Iron Hearth

Golden Axe

Magnus Anatolyvich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Golden Axe

Olaf Gregorson |Strascovich

Varushka

Miekarova

Grimhold Schlacta

Golden Axe

Oleksandr Nikolai Miloslav

Varushka

Miekarova

The Warden Brotherhood of Semmerlak

Golden Sun

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Golden Sun

Valentin Ivarovich Severyan

Dawn

Astolat

House Orzel

Golden Sun

Danica Mala Severyan

Dawn

Astolat

House Vandale

Golden Sun

Peter Fletcher

Dawn

Astolat

House Vandale

Golden Sun

Maryc

Dawn

Weirwater

House Orzel

Golden Sun

Vulgaris Vicarious

Dawn

Weirwater

House Orzel

Golden Sun

Meltar

Wintermark

Kallavesa

Saker

Golden Sun

Signy Three Tears

Wintermark

Sermersuaq

Saker

Granite Pillar

Roman Aleksander Alinyova

Highguard

Bastion

Granite Pillar

Brother Ibrahim the South Paw

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Brutus Claudas (2)

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Lazarus

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Solomon

Highguard

Bastion

Shattered Tower Banner

Granite Pillar

Archelaus

Highguard

Reikos

The Grey Watchers of Peytaht

Green Shield

Sulkavaris ( formerly Guthwulf)

Wintermark

Hahnmark

Green Shield

Wulfsige

Wintermark

Skarsind

Northern Eagle

'White' Branislav

Varushka

Miekarova

Strong Reeds

Stormcrow Dren

Imperial Orcs

Winter Sun

Stormcrow

Summer Storm

Garravaine De Rondell

Dawn

Astolat

House De Rondell

Summer Storm

Lady Clarice Novarion

Dawn

Weirwater

House Novarion

Summer Storm

drak

Imperial Orcs

Summer Storm

Redhands

Summer Storm

Redhand Wesk

Imperial Orcs

Summer Storm

Redhands

Summer Storm

Kirrik

Imperial Orcs

Summer Storm

Sunhammers

Summer Storm

Bruk

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Irontide Kask

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Irontide Kul

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Irontide Rad

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Irontide Skar

Imperial Orcs

Summer Storm

The Irontide

Summer Storm

Irontide Vio

Imperial Orcs

Summer Storm

The Irontide

Valiant Pegasus

Meraiah

Highguard

Reikos

Drusilla’s Resolve

Wolves of War

Clarence Oswald

Dawn

unknown

House Arwood

Wolves of War

Amoret d'Acier

Dawn

The Barrens

Wolves of War

D'Eon

Dawn

Weirwater

House Novarion

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Roll_of_Honour_Spring_Equinox_379YE&oldid=37171"

Imperial Roll of Honour Spring Equinox 380YE

Support

Citizen

Nation

Territory

Banner

Towers of the Dawn

Clarence Oswald

Dawn

unknown

House Arwood

Towers of the Dawn

Geraint Bascombe

Dawn

Astolat

House Bascombe

Towers of the Dawn

Lucan

Dawn

The Barrens

House Aurelius

Liathhaven Spy Network

Dewey Pathfinder

Navarr

Miaren

Pathfinders

Hordalant Spy Network

Cigydd Summer Crow

Navarr

Therunin

The Summer Crows

Orchard's Watch

Edward Isambard

The Marches

Upwold

Emerald Order

Hordalant Spy Network

Verres Amastacia

Urizen

Morrow

The Will of the Wintermark

artyon scalmere

Varushka

Karsk

Black Thorns

mathayus

Highguard

Necropolis

Black Thorns

Hen Was Silverthorn

Navarr

unknown

Black Thorns

Owyn

Navarr

unknown

Exile's End

Black Thorns

Brennos Brackensong

Navarr

Broceliande

Black Thorns

Kestrel

Navarr

Broceliande

Brackensong Steading (Banner)

Black Thorns

Bleddyn Eternal

Navarr

Hercynia

Vervain Shield

Black Thorns

Danza Pathfinder

Navarr

Liathaven

Pathfinders

Black Thorns

Valeska Pathfinder

Navarr

Liathaven

Pathfinders

Black Thorns

Cormac Farkas

Navarr

Liathaven

Ruis Farkas

Black Thorns

Lleu

Navarr

Liathaven

The Companions of Tarw

Black Thorns

Rhisiart Tarw

Navarr

Liathaven

The Companions of Tarw

Black Thorns

Rees

Navarr

Liathaven

Y’Basden

Black Thorns

Riwaden

Navarr

Liathaven

Y’Basden

Black Thorns

Ulric Y'Basden

Navarr

Liathaven

Y’Basden

Black Thorns

Kiarten Twofeet

Navarr

Miaren

Two Feet

Black Thorns

Breannain

Navarr

Therunin

Black Thorns

Gwill Fenwarden

Navarr

Therunin

Black Thorns

Etta Farkas

Navarr

Therunin

Vervain Shield

Black Thorns

Maarit Akkova Cendro

Varushka

Miekarova

Black Thorns

'White' Branislav

Varushka

Miekarova

Black Thorns

Meltar

Wintermark

Kallavesa

Saker

Bounders

Damien

Dawn

Astolat

House de Gauvain

Bounders

Robert de Gauvain

Dawn

Astolat

House de Gauvain

Bounders

John of Meade

The Marches

Mitwold

Bounders

Tom Birchland

The Marches

Mitwold

The Cullach

Bounders

Robert Dunlain

The Marches

Mournwold

House Dunlain

Bounders

Bernard Dugdale

The Marches

Mournwold

Mournwold Sappers

Bounders

Alusair Farstrider

The Marches

Upwold

Bounders

Bruce Pott

The Marches

Upwold

House Balston

Bounders

William Guildenstern

The Marches

Upwold

House Guildenstern

Bounders

Bucklund

Wintermark

Hahnmark

Hendal Hearth

Citadel Guard

Brutus Claudas (2)

Highguard

Bastion

Cohort of the Winter Bear

Citadel Guard

Enoch

Highguard

Bastion

Cohort of the Winter Bear

Citadel Guard

Issac Arctos

Highguard

Bastion

Cohort of the Winter Bear

Citadel Guard

Kaleb

Highguard

Bastion

Cohort of the Winter Bear

Citadel Guard

Melchior Benjamin Fletcher

Highguard

Necropolis

Banner of the Cenotaph

Citadel Guard

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Citadel Guard

Archelaus

Highguard

Reikos

Citadel Guard

Lycier

Urizen

Morrow

Banner of the Phoenix

Citadel Guard

Valerian

Urizen

Morrow

Banner of the Phoenix

Citadel Guard

Sarus Auricspire

Urizen

Morrow

Horizon's Edge

Citadel Guard

Cassius

Urizen

Spiral

Banner of the Phoenix

Citadel Guard

Vulpes

Urizen

Zenith

Citadel Guard

Aquillian Effugere

Urizen

Zenith

Ankarien's Revenge

Citadel Guard

Maximillian

Urizen

Zenith

Ankarien's Revenge

Citadel Guard

Tanwyn Ankarien

Urizen

Zenith

Ankarien's Revenge

Citadel Guard

kiy

Urizen

Zenith

Banner of the Phoenix

Citadel Guard

Volk kuznetsov strascovih

Varushka

Miekarova

Citadel Guard

Coiska Graemovna Sulich

Varushka

Volodmartz

The Oxen Head

Drakes

William Talbot

The Marches

Mitwold

The Talbots

Eastern Sky

Sagramore

Dawn

unknown

House de Gauvain

Fire of the South

Marciel i Riqueza

The Brass Coast

Segura

DelToro

Fist of the Mountains

Braith SummerCrow

Navarr

Therunin

Fist of the Mountains

Connovar

Wintermark

unknown

The Embers of Ashenhall

Fist of the Mountains

Osric

Wintermark

Hahnmark

Fist of the Mountains

Guthwine Bjorning

Wintermark

Hahnmark

Bjornholt

Fist of the Mountains

Halfdan

Wintermark

Hahnmark

Bjornholt

Fist of the Mountains

Brandgar Tyrshalting

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Eadric

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Tager Defender of the Fallen Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Relnor

Wintermark

Hahnmark

Sigehold Hall

Fist of the Mountains

Iorveth

Wintermark

Hahnmark

Vesalligr

Fist of the Mountains

Morcar Sigvardssson

Wintermark

Hahnmark

Vesalligr

Fist of the Mountains

Raknar

Wintermark

Hahnmark

Vesalligr

Fist of the Mountains

Rothgir Fellshield

Wintermark

Hahnmark

Vesalligr

Fist of the Mountains

Hakki

Wintermark

Kallavesa

The Herd

Fist of the Mountains

Joakim

Wintermark

Sermersuaq

Fist of the Mountains

Ulric Stenning

Wintermark

Sermersuaq

Stenstorp

Fist of the Mountains

Aerdon Korpisson

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Fist of the Mountains

Aethelstan Korping

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Fist of the Mountains

Kellua Itsepainen

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Fist of the Mountains

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Freeborn Storm

Eadric Fjellrevening

Dawn

Astolat

House De Rondell

Freeborn Storm

Argent Dromund

Dawn

Semmerholm

Freeborn Storm

Urq

Imperial Orcs

Skarsind

Legion Protectorate

Freeborn Storm

Finna Fish-Hook

Navarr

Broceliande

In the Navvari

Freeborn Storm

Cedric Harrow

Navarr

Broceliande

Striders of Liaven

Freeborn Storm

Lowri

Navarr

Miaren

Exile's End

Freeborn Storm

Llewellyn Leafstalker

Navarr

Miaren

Narmada

Freeborn Storm

Madoc

Navarr

Miaren

Narmada

Freeborn Storm

Rhys Nighthaven

Navarr

Miaren

Narmada

Freeborn Storm

Yanto

Navarr

Miaren

The Companions of Tarw

Freeborn Storm

Cai

Navarr

Therunin

Narmada

Freeborn Storm

Eira

Navarr

Therunin

Narmada

Freeborn Storm

Owain Farkas

Navarr

Therunin

Ruis Farkas

Freeborn Storm

Estana I Mestiere I Guerra

The Brass Coast

unknown

Freeborn Storm

J'zarr i Shartha i Guerra

The Brass Coast

unknown

The New Promise Cartel

Freeborn Storm

Gael i Erigo

The Brass Coast

Feroz

Freeborn Storm

Jeziah i Mestiere i Guerra

The Brass Coast

Feroz

Freeborn Storm

Ramira i Madini i Erigo

The Brass Coast

Feroz

Freeborn Storm

Zanterr i Ezmara i Erego

The Brass Coast

Feroz

Freeborn Storm

Renata i Zabala i Erigo

The Brass Coast

Feroz

Family Zabala

Freeborn Storm

Abdul-Basir-Tazial

The Brass Coast

Feroz

House Taziel

Freeborn Storm

Ana i Taziel i Riqueza

The Brass Coast

Feroz

House Taziel

Freeborn Storm

Esmeralda i Ruiloba i Guerra

The Brass Coast

Feroz

House Taziel

Freeborn Storm

Thadeo I Aberoa I Riqueza

The Brass Coast

Feroz

Krakenfire Armada

Freeborn Storm

Joaquin i Shartha i Riquez

The Brass Coast

Feroz

The New Promise Cartel

Freeborn Storm

Galleo

The Brass Coast

Kahraman

House Taziel

Freeborn Storm

Effy

The Brass Coast

Madruga

Freeborn Storm

Jaime i Guerra

The Brass Coast

Madruga

Freeborn Storm

Jam

The Brass Coast

Madruga

Freeborn Storm

Ren Arven

The Brass Coast

Madruga

Freeborn Storm

Rosa I Guerra

The Brass Coast

Madruga

Freeborn Storm

Anwar - i - Del Toro - i - Riquezza

The Brass Coast

Madruga

DelToro

Freeborn Storm

Tal'Shar i Zabala i Erigo

The Brass Coast

Madruga

Family Zabala

Freeborn Storm

Elana i Talal i Guerra

The Brass Coast

Madruga

Flame of Anduz

Freeborn Storm

Elias Lamora Erigo

The Brass Coast

Madruga

Flame of Anduz

Freeborn Storm

Kale

The Brass Coast

Madruga

Flame of Anduz

Freeborn Storm

Valentina i Talal i Guerra

The Brass Coast

Madruga

Flame of Anduz

Freeborn Storm

Edgardo i Ruiloba i Guerra

The Brass Coast

Madruga

House Taziel

Freeborn Storm

Alix i Sol-Devorador i Erigo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Amaranta i Paloma i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Andreas i Sol-Devorador i Eirgo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Bakar i Erigo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Diego i Sol-Devorador i Erigo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Dino i Sol-Devorador i Erigo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Galinndan Sol Devorador Erigo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Iris i Paloma i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Shaewoh Vrectonas Talal

The Brass Coast

Segura

Freeborn Storm

Korom

The Brass Coast

Segura

Flame of Anduz

Freeborn Storm

Florian Hesse

The League

Holberg

The League Light Company

Freeborn Storm

Anastarsia di Sarvos

The League

Sarvos

Freeborn Storm

Aria Notturno di Sarvos

The League

Sarvos

Freeborn Storm

Grimandi Vascello di Sarvos

The League

Sarvos

Freeborn Storm

Leandro de Cruso di Sarvos

The League

Sarvos

Freeborn Storm

She

The League

Sarvos

Freeborn Storm

Niccolo (Maestro Niccolo of the Four Rivers Theatre)

The League

Tassato

Freeborn Storm

Sergio Salvatore

The League

Temeschwar

Compagnia De Rossi

Freeborn Storm

Captain Markus DeVere

The League

Temeschwar

Holsburger Haudegen

Freeborn Storm

Lucky Flint

The League

Temeschwar

The Brotherhood of the Ashen Tower

Freeborn Storm

Marissa Shatterspire

Urizen

Redoubt

Sails of Mawrig

Freeborn Storm

Radomir Dobromilovich Straskovich

Varushka

Miekarova

Vor'Azi Wardens

Freeborn Storm

Nikolai Vasillyn Andrich

Varushka

Miekarova

Wardens of the Howling Pines

Freeborn Storm

Brigid

Wintermark

Hahnmark

Freeborn Storm

Pendraed the Maker

Wintermark

Hahnmark

Bjornholt

Freeborn Storm

Vimnak

Wintermark

Hahnmark

Bjornholt

Freeborn Storm

Boarick

Wintermark

Hahnmark

Sherard Hunters (Banner)

Freeborn Storm

Ulfa Hoddottr

Wintermark

Hahnmark

Sigehold Hall

Freeborn Storm

Konrad Franz

Wintermark

Holberg

Golden Axe

Magnus Anatolyvich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Golden Sun

Everis

Dawn

Semmerholm

Golden Sun

Constantine Aurelius

Dawn

The Barrens

House Aurelius

Green Shield

Signy Three Tears

Wintermark

Sermersuaq

Saker

Gryphons Pride

Bessamy Aurelius

Dawn

Astolat

House Aurelius

Gryphons Pride

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Gryphons Pride

Garravaine De Rondell

Dawn

Astolat

House De Rondell

Gryphons Pride

Gellan Du Rondell

Dawn

Astolat

House De Rondell

Gryphons Pride

Gregor De Rondell

Dawn

Astolat

House De Rondell

Gryphons Pride

Odelina

Dawn

Astolat

House De Rondell

Gryphons Pride

Ygraine Fingal of de Rondell

Dawn

Astolat

House De Rondell

Gryphons Pride

Valentin Ivarovich Severyan

Dawn

Astolat

House Orzel

Gryphons Pride

Sir Bowen Steiner Seren

Dawn

Astolat

House Seren

Gryphons Pride

Danica Mala Severyan

Dawn

Astolat

House Vandale

Gryphons Pride

Soldier

Dawn

The Barrens

Gryphons Pride

Caius Aurelius

Dawn

The Barrens

House Aurelius

Gryphons Pride

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Gryphons Pride

Leodegrance 'Leo' Archer

Dawn

The Barrens

House Vexille

Gryphons Pride

Maryc

Dawn

Weirwater

House Orzel

Hierro

Mandrake Lightfoot

Wintermark

unknown

Mandrake's Marshals

Hounds of Glory

Aethelwulf

Dawn

Astolat

Hounds of Glory

Tancred

Dawn

Astolat

House De Rondell

Hounds of Glory

D'Eon

Dawn

Weirwater

House Novarion

Hounds of Glory

Lady Clarice Novarion

Dawn

Weirwater

House Novarion

Hounds of Glory

Rawk

Imperial Orcs

Skarsind

Redhands

Hounds of Glory

Magdelena Alagna Di Sarvos

The League

Holberg

Hounds of Glory

Michelangelo Garcian de Sarvos

The League

Holberg

Hounds of Glory

Othello di Severio von Holberg

The League

Holberg

Hounds of Glory

Jager Von Vinterhosen

The League

Holberg

Compagnia De Rossi

Hounds of Glory

Otto Freidrich Von Holsberg

The League

Holberg

Holsburger Haudegen

Hounds of Glory

Kaspar Yakovich von Holberg

The League

Holberg

House of Seven Mirrors

Hounds of Glory

Amelion

The League

Holberg

The Brotherhood of the Ashen Tower

Hounds of Glory

Andrea von Holberg

The League

Holberg

The Brotherhood of the Ashen Tower

Hounds of Glory

Brother Vladimir von Temeschwar Of the Brotherhood of the Ashen Tower

The League

Holberg

The Brotherhood of the Ashen Tower

Hounds of Glory

Dominco Vincenti

The League

Holberg

The Brotherhood of the Ashen Tower

Hounds of Glory

Feroce Lupo

The League

Holberg

The Brotherhood of the Ashen Tower

Hounds of Glory

Nerezza Da Rosa Del Sarvos (Isabella)

The League

Holberg

The Brotherhood of the Ashen Tower

Hounds of Glory

Randolf Wolski

The League

Holberg

The Brotherhood of the Ashen Tower

Hounds of Glory

Balthazar di Sarvos

The League

Sarvos

Company of The Red Fox

Hounds of Glory

Elyas Lamora Di Sarvos

The League

Sarvos

Holsburger Haudegen

Hounds of Glory

Scevola di Niente

The League

Sarvos

Holsburger Haudegen

Hounds of Glory

Dietrich Nieschtieri Rezia von Temeschwar

The League

Temeschwar

Hounds of Glory

Magnus Da Rosa De Sarvos

The League

Temeschwar

The Brotherhood of the Ashen Tower

Hounds of Glory

Marco

The League

Temeschwar

The Brotherhood of the Ashen Tower

Hounds of Glory

Pater Josiah Lynch

The League

Temeschwar

The Brotherhood of the Ashen Tower

Hounds of Glory

Rennaken

The League

Temeschwar

The Brotherhood of the Ashen Tower

Hounds of Glory

Hubert Annanovich Gremani

Varushka

Karsk

Family Gremani

Hounds of Glory

Mikhael Raduvich Sidirov

Varushka

Miekarova

Hounds of Glory

Nadezhda Nadyovna Gremani

Varushka

Miekarova

Family Gremani

Hounds of Glory

Ravenka Nadyovna Gremani

Varushka

Miekarova

Family Gremani

Hounds of Glory

Zlata Jerzykova Gremani

Varushka

Miekarova

Family Gremani

Hounds of Glory

Ragnar Andriksson

Wintermark

Sermersuaq

Mandrake's Marshals

Hounds of Glory

Arda Andriksson

Wintermark

Sermersuaq

The Children of Winter

Hounds of Glory

Draca

Wintermark

Sermersuaq

The Children of Winter

Hounds of Glory

Kinder

Wintermark

Sermersuaq

The Children of Winter

Hounds of Glory

Torvald

Wintermark

Sermersuaq

The Children of Winter

Northern Eagle

Gotislav Pultova

Varushka

Miekarova

Wardens of the Howling Pines

Quiet Step

Merel

Navarr

Therunin

Vervain Shield

Red Wind Corsairs

Daesa'Kova

Navarr

Therunin

Foxden

Red Wind Corsairs

Salvatore i Paloma i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Seventh Wave

Cuth

Highguard

Bastion

Shattered Tower Banner

Seventh Wave

Rykus Tye

Highguard

Reikos

Shattered Tower Banner

Summer Storm

Wesk

Imperial Orcs

Skarsind

Redhands

Summer Storm

drak

Imperial Orcs

Skarsind

Redhands

Summer Storm

Irontide Skar

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Irontide Vio

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Lok

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Jack Flint

The Marches

unknown

House Bolholt

Summer Storm

Athalger Rowen

The Marches

Upwold

Emerald Order

Summer Storm

Richard the Passer of Upwold

The Marches

Upwold

Emerald Order

Summer Storm

Volk

Wintermark

Hahnmark

Summer Storm

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Summer Storm

Yma Starkadottir

Wintermark

Skarsind

The Rangers of Nanuk

The Tusks

Gereke Delfholter

The League

Holberg

Holsburger Haudegen

The Tusks

Branislav Vuk Strascovich

Varushka

Miekarova

Grimhold Schlacta

The Tusks

Senghir Vorbarra Strascovian

Varushka

Miekarova

Grimhold Schlacta

The Tusks

Vasiliy Krenyenkov Valeskai Strascovich

Varushka

Miekarova

Grimhold Schlacta

Valiant Pegasus

Isaac

Highguard

Necropolis

Winter Sun

Morg'ur

Imperial Orcs

Skarsind

Winter Sun

Bloodcrow Ergot

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Dorri

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Yargol

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Rykana

Imperial Orcs

Skarsind

Skywise

Winter Sun

Saru

Imperial Orcs

Skarsind

Stormcrow

Wolves of War

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Wolves of War

Evander Slak

The League

Holberg

Wolves of War

Estella Calabrese

The League

Sarvos

Wolves of War

Gancio

The League

Sarvos

Wolves of War

Vigo Orlando Scarlatti de Sarvos

The League

Sarvos

Carta Bellamarina

Wolves of War

Serena di Barossa

The League

Sarvos

Company of The Red Fox

Wolves of War

Virtue

The League

Tassato

Wolves of War

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Natalia "The Falcon" Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Drogon Morosini

The League

Temeschwar

Crimson Reaper Cartel

Wolves of War

Grace Sanguineo Rezia di Tassato

The League

Temeschwar

The Gilded Edge

Wolves of War

Rheged Redspear

Wintermark

Sermersuaq

Saker

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Roll_of_Honour_Spring_Equinox_380YE&oldid=47170"

Imperial Roll of Honour Spring Equinox 381YE

Support

Citizen

Nation

Territory

Banner

Barrens Spy Network

Geraint Bascombe

Dawn

Astolat

House Cordraco

Barrens Spy Network

Lord Merbrid the Stork

Dawn

Astolat

House Sepulchre Banner

Barrens Spy Network

Peter Fletcher

Dawn

Astolat

House Vandale

Barrens Spy Network

Roman Aleksander Alinyova

Highguard

Bastion

Barrens Spy Network

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Barrens Spy Network

Fal

Imperial Orcs

Skarsind

Barrens Spy Network

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Barrens Spy Network

Leon

Dawn

The Barrens

House de Carsenere

Barrens Spy Network

Josua Rookwood

Dawn

The Barrens

House Martel

Barrens Spy Network

Rodric Worldscribe

Navarr

Therunin

Barrens Spy Network

Bohemonde "Bo" Novarion

Dawn

Weirwater

House Novarion

Barrens Spy Network

D'Eon

Dawn

Weirwater

House Novarion

Black Thorns

Hen Was Silverthorn

Navarr

unknown

Black Thorns

Owyn

Navarr

unknown

Exile's End

Black Thorns

Brendan

Navarr

Broceliande

Brackensong Steading (Banner)

Black Thorns

Cael Splitroot

Navarr

Broceliande

Brackensong Steading (Banner)

Black Thorns

Julietta pathfinder

Navarr

Hercynia

Pathfinders

Black Thorns

Scota

Navarr

Hercynia

Pathfinders

Black Thorns

Bleddyn Eternal

Navarr

Hercynia

Vervain Shield

Black Thorns

Herette

Wintermark

Kallavesa

Black Thorns

Cerys Standingpath

Navarr

Liathaven

Black Thorns

Maddoc

Navarr

Liathaven

Black Thorns

Valeska Pathfinder

Navarr

Liathaven

Pathfinders

Black Thorns

Derren

Navarr

Liathaven

Streamwalkers

Black Thorns

Lleu Tarw

Navarr

Liathaven

The Companions of Tarw

Black Thorns

Amber

Navarr

Liathaven

The Feyerd

Black Thorns

Gwirionedd

Navarr

Liathaven

The Feyerd

Black Thorns

Talan

Navarr

Liathaven

Wolf's Bone

Black Thorns

Ulric Y'Basden

Navarr

Liathaven

Y’Basden

Black Thorns

Torr Ashwood

Navarr

Miaren

Black Thorns

Kalas Realm Reach

Navarr

Miaren

Realms Reach

Black Thorns

Meilyr

Navarr

Therunin

The Feyerd

Black Thorns

Cigydd Summer Crow

Navarr

Therunin

The Summer Crows

Black Thorns

Astrid

Navarr

Therunin

Vervain Shield

Black Thorns

Draknaar

Navarr

Therunin

Vervain Shield

Black Thorns

Merel

Navarr

Therunin

Vervain Shield

Bounders

Jack Flint

The Marches

unknown

House Bolholt

Bounders

Edric Barbourne

The Marches

Bregasland

House Ramsbruck

Bounders

Edwin de Warrenne

The Marches

Bregasland

Order of the Forgotten Word

Bounders

Connaught

Navarr

Hercynia

Pridestalker

Bounders

Fri

Navarr

Liathaven

Bounders

Ulf Fawn-Hollow

Navarr

Miaren

Fawn Hollow

Bounders

Maarit

Varushka

Miekarova

Bounders

Volk kuznetsov strascovih

Varushka

Miekarova

Bounders

Richard Smith

The Marches

Mitwold

Bounders

Bastard Tom

The Marches

Mitwold

King's Stoke

Bounders

Robin Longshanks

The Marches

Mitwold

The Cullach

Bounders

William Talbot

The Marches

Mitwold

The Talbots

Bounders

Verres Amastacia

Urizen

Morrow

Bounders

Robert Dunlain

The Marches

Mournwold

House Dunlain

Bounders

Boldric puddleduck

The Marches

Mournwold

House Guildenstern

Bounders

Bernard Dugdale

The Marches

Mournwold

Mournwold Sappers

Bounders

Lumi Lehtonen

Wintermark

Sermersuaq

Ironhammer Clan

Bounders

Aethelstan Korping

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Bounders

Govannan Seppa

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Bounders

Kellua Itsepainen

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Bounders

Bloodcrow Losak

Imperial Orcs

Skarsind

Bloodcrows

Bounders

Taal

Imperial Orcs

Skarsind

Skywise

Bounders

Kirrik

Imperial Orcs

Skarsind

Sunhammers

Bounders

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Bounders

Irontide Vio

Imperial Orcs

Skarsind

The Irontide

Bounders

T'onk

Imperial Orcs

Skarsind

The Irontide

Bounders

Serrusto Caeli Rezia di Tassato

The League

Tassato

Bounders

Daine

Navarr

Therunin

The Feyerd

Bounders

Edward Isambard

The Marches

Upwold

Emerald Order

Bounders

Richard the Passer of Upwold

The Marches

Upwold

Emerald Order

Bounders

Alusair Farstrider

The Marches

Upwold

House Balston

Bounders

Bruce Pott

The Marches

Upwold

House Balston

Bounders

Rickard of Lambrook

The Marches

Upwold

House Balston

Bounders

William Guildenstern

The Marches

Upwold

House Guildenstern

Bounders

'green' jack woodruff

The Marches

Upwold

The Applewood Levy

Drakes

John of Meade

The Marches

Mitwold

Eastern Sky

Solomon of the Silent Tide

Highguard

unknown

Eastern Sky

Clarence Oswald

Dawn

unknown

House Arwood

Eastern Sky

Mal` Lassal Scethos

Dawn

Astolat

House Cordraco

Eastern Sky

Fenice Groveyard

Dawn

Astolat

House De Céleste

Eastern Sky

Sagramore

Dawn

Astolat

House de Gauvain

Eastern Sky

Owain Sepulchre

Dawn

Astolat

House Sepulchre Banner

Eastern Sky

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Eastern Sky

Enoch

Highguard

Bastion

Cohort of the Winter Bear

Eastern Sky

Lucifer

Highguard

Bastion

Cohort of the Winter Bear

Eastern Sky

Nicanor

Highguard

Bastion

Felix's Watch Banner

Eastern Sky

Cuth

Highguard

Bastion

Shattered Tower Banner

Eastern Sky

Kaleb

Highguard

Casinea

Cohort of the Winter Bear

Eastern Sky

Cayleb

Highguard

Casinea

Felix's Watch Banner

Eastern Sky

mathayus

Highguard

Necropolis

Eastern Sky

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Eastern Sky

Archelaus

Highguard

Reikos

Eastern Sky

Abaddon

Highguard

Reikos

Shattered Tower Banner

Eastern Sky

Rykus Tye

Highguard

Reikos

Shattered Tower Banner

Eastern Sky

Jeconiah

Highguard

Reikos

The Raven's Watch

Eastern Sky

Genevieve Vexille

Dawn

The Barrens

Eastern Sky

Vulpes

Dawn

The Barrens

Eastern Sky

Leodegrance 'Leo' Archer

Dawn

The Barrens

House Vexille

Eastern Sky

Ramza Beoulve

Dawn

Weirwater

House De Céleste

Fire of the South

Camedyr

Navarr

Hercynia

Iron Roots of Treji

Fire of the South

Aracelis

The Brass Coast

Kahraman

Flames of the Coast

Fire of the South

Kristoff Ivanyev

Varushka

Karsk

Fire of the South

Branislav Vuk Strascovich

Varushka

Miekarova

Grimhold Schlacta

Fire of the South

Olaf Gregorson |Strascovich

Varushka

Miekarova

Grimhold Schlacta

Fire of the South

Kest

Urizen

Morrow

Fire of the South

Lycier

Urizen

Morrow

Banner of the Phoenix

Fire of the South

Bakar i Erigo

The Brass Coast

Segura

Fire of the South

Marciel i Riqueza

The Brass Coast

Segura

Flames of the Coast

Fire of the South

Tulva

Imperial Orcs

Skarsind

Fire of the South

Gaterender Brik

Imperial Orcs

Skarsind

Gaterender

Fire of the South

Gaterender Dax

Imperial Orcs

Skarsind

Gaterender

Fire of the South

Irontide Skar

Imperial Orcs

Skarsind

The Irontide

Fire of the South

Phaedra Anakerien

Urizen

Spiral

Fire of the South

Philostrate

Urizen

Spiral

Fire of the South

Tanwyn Ankarien

Urizen

Spiral

Ankarien's Revenge

Fire of the South

Coiska Graemovna Sulich

Varushka

Volodmartz

The Oxen Head

Fire of the South

Cain

Urizen

Zenith

Freeborn Storm

Misha Kemi

The Marches

Bregasland

Order of the Forgotten Word

Freeborn Storm

Finna Fish-Hook

Navarr

Broceliande

In the Navvari

Freeborn Storm

Eduardo

The Brass Coast

Feroz

House i Souza i Guerra

Freeborn Storm

Octavia

The Brass Coast

Feroz

House Taziel

Freeborn Storm

Boarick

Wintermark

Hahnmark

Holt Hyrde

Freeborn Storm

Cera

Navarr

Hercynia

Fawn Hollow

Freeborn Storm

Malurn Fawn-Hollow

Navarr

Hercynia

Y’Basden

Freeborn Storm

Galleo

The Brass Coast

Kahraman

House Taziel

Freeborn Storm

Dana i Guimar i Erigo

The Brass Coast

Madruga

Freeborn Storm

Jaime i Guerra

The Brass Coast

Madruga

Freeborn Storm

Edgardo i Ruiloba i Guerra

The Brass Coast

Madruga

House Taziel

Freeborn Storm

Alix i Sol-Devorador i Erigo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Diego i Sol-Devorador i Erigo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Galinndan Sol Devorador Erigo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Iris i Paloma i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Llewellyn Leafstalker

Navarr

Miaren

Narmada

Freeborn Storm

Rhys Nighthaven

Navarr

Miaren

Narmada

Freeborn Storm

nate drayton

The Marches

Mournwold

Freeborn Storm

Argent Dromund

Dawn

Semmerholm

Freeborn Storm

Kapik

Wintermark

Sermersuaq

Saker

Freeborn Storm

Oda Farkas

Navarr

Therunin

Ruis Farkas

Freeborn Storm

Ebenezer

The Marches

Upwold

The Applewood Levy

Green Shield

Halfdan

Wintermark

Hahnmark

Bjornholt

Green Shield

Kaspar Kreftinaring

Wintermark

Hahnmark

Mandrake's Marshals

Green Shield

Kindra Edasdottir

Wintermark

Hahnmark

Sigehold Hall

Green Shield

Verun

Wintermark

Hahnmark

Sigehold Hall

Hounds of Glory

Durand De Coeurdefer

Dawn

unknown

House De Rondell

Hounds of Glory

Robert Ryland

Dawn

Astolat

Hounds of Glory

Solene d'Alba

Dawn

Astolat

Hounds of Glory

Sigwald de cambysse

Dawn

Astolat

House de Cambysse

Hounds of Glory

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Eadric Fjellrevening

Dawn

Astolat

House De Rondell

Hounds of Glory

Garravaine De Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Gregor De Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Lord Colwynn de Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Roland De Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Tancred

Dawn

Astolat

House De Rondell

Hounds of Glory

Roger Du Soleil

Dawn

Astolat

House Du Soleil

Hounds of Glory

Danica Mala Severyan

Dawn

Astolat

House Vandale

Hounds of Glory

Melusina Ehrengard

Dawn

Astolat

House Vandale

Hounds of Glory

Ophelius

Highguard

Necropolis

Hounds of Glory

Eliane Du Maurisol

Dawn

Semmerholm

Hounds of Glory

Bloodcrow T'Kora

Imperial Orcs

Skarsind

Bloodcrows

Hounds of Glory

Bloodcrow Yargol

Imperial Orcs

Skarsind

Bloodcrows

Hounds of Glory

Caius Aurelius

Dawn

The Barrens

House Aurelius

Iron Helms

Vilkas Antonovich Prochnost

Varushka

Karsk

The Embers of Ivarsgard

Liathhaven Spy Network

"Axehind" Aedric Dunning

Wintermark

Hahnmark

Dunhearth Hall

Liathhaven Spy Network

Carsa Carmichael Cotton

Varushka

Karsk

The Oxen Head

Liathhaven Spy Network

Elthwyn

Wintermark

Skarsind

Dunhearth Hall

Liathhaven Spy Network

Raknar Dunning

Wintermark

Skarsind

Dunhearth Hall

Liathhaven Spy Network

Etta Farkas

Navarr

Therunin

Vervain Shield

Summer Storm

Rokk

Imperial Orcs

Skarsind

The Irontide

Towerjacks

Brennos Brackensong

Navarr

Broceliande

Towerjacks

Osric

Wintermark

Hahnmark

Towerjacks

Guthwine Bjorning

Wintermark

Hahnmark

Bjornholt

Towerjacks

Alfred Sherarding

Wintermark

Hahnmark

Sherard Hunters (Banner)

Towerjacks

Elsa

Wintermark

Hahnmark

Sigehold Hall

Towerjacks

Cadoc Artair Skölsson

Wintermark

Hahnmark

Wargs of Winter

Towerjacks

Kaspar Yakovich von Holberg

The League

Holberg

House of Seven Mirrors

Towerjacks

Brother Vladimir von Temeschwar Of the Brotherhood of the Ashen Tower

The League

Holberg

The Brotherhood of the Ashen Tower

Towerjacks

Emoth

The League

Holberg

The Brotherhood of the Ashen Tower

Towerjacks

Feroce Lupo

The League

Holberg

The Brotherhood of the Ashen Tower

Towerjacks

Hugo Schwarzenberger

The League

Holberg

The Brotherhood of the Ashen Tower

Towerjacks

Nerezza Da Rosa Del Sarvos (Isabella)

The League

Holberg

The Brotherhood of the Ashen Tower

Towerjacks

Reinhardt Schwarzmane

The League

Holberg

The Brotherhood of the Ashen Tower

Towerjacks

Thane

The League

Holberg

The Brotherhood of the Ashen Tower

Towerjacks

Vito Guerra

The Brass Coast

Kahraman

Flames of the Coast

Towerjacks

Meltar

Wintermark

Kallavesa

Saker

Towerjacks

Salvatore i Paloma i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Towerjacks

Valerian

Urizen

Morrow

Banner of the Phoenix

Towerjacks

Pericles

Urizen

Redoubt

Towerjacks

Arcus Netherwatch

Urizen

Redoubt

Banner of the Phoenix

Towerjacks

Arda Andriksson

Wintermark

Sermersuaq

The Children of Winter

Towerjacks

Kinder

Wintermark

Sermersuaq

The Children of Winter

Towerjacks

Njamor Threestone

Wintermark

Sermersuaq

The Children of Winter

Towerjacks

Yma Starkadottir

Wintermark

Sermersuaq

The Rangers of Nanuk

Towerjacks

Ashborn Rauur

Imperial Orcs

Skarsind

Ashborn

Towerjacks

Ask

Imperial Orcs

Skarsind

Bloodcrows

Towerjacks

Kray

Imperial Orcs

Skarsind

Skywise

Towerjacks

Rykana

Imperial Orcs

Skarsind

Skywise

Towerjacks

Aquillian Effugere

Urizen

Spiral

Ankarien's Revenge

Towerjacks

Belisarius Blackheart

Urizen

Spiral

Banner of the Phoenix

Towerjacks

Cassius, Stork’s Brother

Urizen

Spiral

Seven Wandering Stars

Towerjacks

Septima, Door's Sister

Urizen

Spiral

Seven Wandering Stars

Towerjacks

Tiberius, Phoenix's Brother

Urizen

Spiral

Seven Wandering Stars

Towerjacks

Alessandro of the Cuore de Pietra

The League

Tassato

Towerjacks

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Towerjacks

Natalia "The Falcon" Barossa

The League

Tassato

Company of The Red Fox

Towerjacks

Silvio de Tassato

The League

Tassato

The Printers' Guild

Towerjacks

Magnus Da Rosa De Sarvos

The League

Temeschwar

The Brotherhood of the Ashen Tower

Towerjacks

Marco

The League

Temeschwar

The Brotherhood of the Ashen Tower

Towerjacks

Pater Josiah Lynch

The League

Temeschwar

The Brotherhood of the Ashen Tower

Towerjacks

Geraint Broad-Backed

Navarr

Therunin

Open Skies

Towerjacks

Matt

Navarr

Therunin

The Companions of Tarw

Towerjacks

Arcadius

Urizen

Zenith

Ankarien's Revenge

Towerjacks

Kai

Urizen

Zenith

Banner of the Phoenix

Verthandi Spy Network

Aethalstan Halvarson

Wintermark

Hahnmark

Verthandi Spy Network

Banning Of Warder

Wintermark

Hahnmark

Verthandi Spy Network

Helgunn

Wintermark

Hahnmark

Verthandi Spy Network

Ravn Dunning

Wintermark

Hahnmark

Verthandi Spy Network

Ulf

Wintermark

Hahnmark

Verthandi Spy Network

Cynwulf Ashburh

Wintermark

Hahnmark

Darkwolves of Argonne

Verthandi Spy Network

Ethelwulf Argonning

Wintermark

Hahnmark

Darkwolves of Argonne

Verthandi Spy Network

Bjergir of Dunhearth

Wintermark

Hahnmark

Dunhearth Hall

Verthandi Spy Network

Hadand Dunwulf

Wintermark

Hahnmark

Dunhearth Hall

Verthandi Spy Network

Raeden

Wintermark

Hahnmark

Dunhearth Hall

Verthandi Spy Network

Theoderic Ulfarsson

Wintermark

Hahnmark

Dunhearth Hall

Verthandi Spy Network

Nic Lothbrok

Wintermark

Hahnmark

Hendal Hearth

Verthandi Spy Network

Tager Defender of the Fallen Tyrshalt

Wintermark

Hahnmark

Renwaerd

Verthandi Spy Network

Dunn Stoneshower

Wintermark

Hahnmark

Stenstorp

Verthandi Spy Network

Bjarvoc Bjornson

Wintermark

Hahnmark

Vesalligr

Verthandi Spy Network

Darrudr Galdrruna

Wintermark

Hahnmark

Vesalligr

Verthandi Spy Network

Morcar Sigvardssson

Wintermark

Hahnmark

Vesalligr

Verthandi Spy Network

Raknar

Wintermark

Hahnmark

Vesalligr

Verthandi Spy Network

Jager Von Vinterhosen

The League

Holberg

Holsburger Haudegen

Verthandi Spy Network

Lukas Dunning

Wintermark

Kallavesa

Dunhearth Hall

Verthandi Spy Network

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Verthandi Spy Network

Britwulf

Wintermark

Skarsind

Renwaerd

Winter Sun

Morg'ur

Imperial Orcs

Skarsind

Winter Sun

Dorri

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Rurik

Imperial Orcs

Skarsind

Palerictus

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Imperial Roll of Honour Spring Equinox 382YE

Support

Citizen

Nation

Territory

Banner

Barrens Spy Network

Zadkiel de Coeurdefer

Dawn

Astolat

Barrens Spy Network

Clarence Oswald

Dawn

Astolat

House Arwood

Barrens Spy Network

Tomyric

Dawn

Astolat

House Cordraco

Barrens Spy Network

Adhemar

Dawn

Astolat

House De Rondell

Barrens Spy Network

Jacob

Highguard

Bastion

Felix's Watch Banner

Barrens Spy Network

Sir Kay de Ossienne

Dawn

Semmerholm

House Ossienne Banner

Barrens Spy Network

Guy Grimbold the Elder

Dawn

The Barrens

House Cordraco

Barrens Spy Network

Guillaume

Dawn

The Barrens

House Vexille

Barrens Spy Network

Gwynhwyfar

Dawn

Weirwater

House Orzel

Barrens Spy Network

Ilya Damirovich Severyan

Dawn

Weirwater

House Orzel

Blood Cloaks

Olivier du Stanier

Dawn

Astolat

House De Montrose

Blood Cloaks

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Blood Cloaks

Eadric Fjellrevening

Dawn

Astolat

House De Rondell

Blood Cloaks

Roland De Rondell

Dawn

Astolat

House De Rondell

Blood Cloaks

Roger Du Soleil

Dawn

Astolat

House Du Soleil

Blood Cloaks

Valentin Ivarovich Severyan

Dawn

Astolat

House Orzel

Blood Cloaks

Owain Sepulchre

Dawn

Astolat

House Sepulchre Banner

Blood Cloaks

Lucien d'Alba

Dawn

Astolat

Winged Lions

Blood Cloaks

Solene d'Alba

Dawn

Astolat

Winged Lions

Blood Cloaks

Aethalstan Halvarson

Wintermark

Hahnmark

Blood Cloaks

Dunn Stoneshower

Wintermark

Hahnmark

Blood Cloaks

Jackdaw

Wintermark

Hahnmark

Blood Cloaks

Ulf

Wintermark

Hahnmark

Blood Cloaks

Volk

Wintermark

Hahnmark

Blood Cloaks

Magnus

Wintermark

Hahnmark

Baldorbrand

Blood Cloaks

Wulfric

Wintermark

Hahnmark

Baldorbrand

Blood Cloaks

Brynjar Bjorning

Wintermark

Hahnmark

Bjornholt

Blood Cloaks

Reidarr Solvisson

Wintermark

Hahnmark

Byrchenhal

Blood Cloaks

Ethelwulf Argonning

Wintermark

Hahnmark

Darkwolves of Argonne

Blood Cloaks

Finngard

Wintermark

Hahnmark

Darkwolves of Argonne

Blood Cloaks

Kindra Edasdottir

Wintermark

Hahnmark

Darkwolves of Argonne

Blood Cloaks

"sword hind" Leofric Dunning

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Cvor Dunning

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Daegheard Dunning

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Eahlstan Yarricson

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Elva

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Hadand Dunwulf

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Horst Dunning

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Osbert dunning

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Raeden

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Raknar Dunning

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Sylvi

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Theoderic Ulfarsson

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Tobrytan Dunning

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Ubbe Dunning

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Wolfrik

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Yared Dunn

Wintermark

Hahnmark

Dunhearth Hall

Blood Cloaks

Nerian Ordulfsson

Wintermark

Hahnmark

Holt Hyrde

Blood Cloaks

Skegg

Wintermark

Hahnmark

Hunters Hall

Blood Cloaks

Faolan

Wintermark

Hahnmark

Sigehold Hall

Blood Cloaks

Jana

Wintermark

Hahnmark

Sigehold Hall

Blood Cloaks

Morcar Sigvardssson

Wintermark

Hahnmark

Vesalligr

Blood Cloaks

Raknar

Wintermark

Hahnmark

Vesalligr

Blood Cloaks

Rasmus Beppeson

Wintermark

Hahnmark

Vesalligr

Blood Cloaks

Tuuli

Wintermark

Hahnmark

Vesalligr

Blood Cloaks

Cadoc Artair Skölsson

Wintermark

Hahnmark

Wargs of Winter

Blood Cloaks

Erkenbrand

Wintermark

Hahnmark

Wyvern's Watch

Blood Cloaks

Loghar

Wintermark

Hahnmark

Wyvern's Watch

Blood Cloaks

Lorrin the Outrunner

Wintermark

Hahnmark

Wyvern's Watch

Blood Cloaks

Orran

Wintermark

Hahnmark

Wyvern's Watch

Blood Cloaks

Skarvald

Wintermark

Hahnmark

Wyvern's Watch

Blood Cloaks

Ulmar Raedrigsson

Wintermark

Hahnmark

Wyvern's Watch

Blood Cloaks

Garstan

Wintermark

Kallavesa

Wyvern's Watch

Blood Cloaks

Yani

Wintermark

Kallavesa

Wyvern's Watch

Blood Cloaks

Kalas Realm Reach

Navarr

Miaren

Realms Reach

Blood Cloaks

Ophelius

Highguard

Necropolis

Blood Cloaks

Feroce Lupo

Dawn

Semmerholm

Tour De Cendres

Blood Cloaks

Aldwyn Fjellrevening

Wintermark

Sermersuaq

Fjellreven

Blood Cloaks

Kali

Wintermark

Sermersuaq

Saker

Blood Cloaks

Ulric Stenning

Wintermark

Sermersuaq

Stenstorp

Blood Cloaks

Aethelstan Korping

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Blood Cloaks

Kellua Itsepainen

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Blood Cloaks

Arda Andriksson

Wintermark

Sermersuaq

The Children of Winter

Blood Cloaks

Jere Akkison (Liska)

Wintermark

Sermersuaq

The Children of Winter

Blood Cloaks

Kinder

Wintermark

Sermersuaq

The Children of Winter

Blood Cloaks

Oak

Imperial Orcs

Skarsind

Blood Cloaks

Shawtax

Imperial Orcs

Skarsind

Gaterender

Blood Cloaks

Grokk

Imperial Orcs

Skarsind

Redhands

Blood Cloaks

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Blood Cloaks

Vulpes

Dawn

The Barrens

Blood Cloaks

Leon

Dawn

The Barrens

House de Carsenere

Blood Cloaks

Joffrey du lance

Dawn

The Barrens

House Du Soleil

Blood Cloaks

Sir Andred Gravaine

Dawn

Weirwater

Blood Cloaks

Hennan de Gideon

Dawn

Weirwater

House Gideon

Blood Cloaks

Maryc

Dawn

Weirwater

House Orzel

Blood Cloaks

Vasily ubiytsa chudovishch Orzel

Dawn

Weirwater

House Orzel

Blood Cloaks

Vulgaris Vicarious

Dawn

Weirwater

House Orzel

Drakes

John a Woode

The Marches

Mitwold

Drakes

John of Meade

The Marches

Mitwold

Fire of the South

Gregor De Rondell

Dawn

Astolat

House De Rondell

Fire of the South

Lord Colwynn de Rondell

Dawn

Astolat

House De Rondell

Fire of the South

Leone di Sarvos

The League

Holberg

The Belladonna Brigade

Fire of the South

Aracelis

The Brass Coast

Kahraman

Flames of the Coast

Fire of the South

Dana i Erigo

The Brass Coast

Kahraman

Flames of the Coast

Fire of the South

Santana i Guerra

The Brass Coast

Madruga

Flames of the Coast

Fire of the South

Isandro i Sotero i Riqueza

The Brass Coast

Segura

Fire of the South

Armand i Erigo

The Brass Coast

Segura

Flames of the Coast

Fire of the South

Eliane Du Maurisol

Dawn

Semmerholm

Fire of the South

Dominiq Sword

Dawn

Semmerholm

House Aurelius

Fire of the South

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Fire of the South

Rhydian Lovegrove

Dawn

Weirwater

Fire of the South

Zoran De Orzel

Dawn

Weirwater

House Orzel

Fist of the Mountains

Freya

Wintermark

Hahnmark

Fist of the Mountains

Artis Nifar

Wintermark

Hahnmark

Nifar

Fist of the Mountains

Helgi

Wintermark

Hahnmark

Nifar

Granite Pillar

Levitia

Urizen

Morrow

Nocturnal Fall

Granite Pillar

Andronikos

Urizen

Redoubt

The Heroes of Nikephoros

Holberg

Malachi Notturno Di Sarvos

The League

Holberg

Crimson Reaper Cartel

Holberg

Otto Freidrich Von Holsberg

The League

Holberg

Holsburger Haudegen

Iron Helms

Arkann Shatterhorn

Navarr

Hercynia

Shatterhorn Striding

Iron Helms

Maddoc

Navarr

Hercynia

Wolf's Bone

Iron Helms

Jarka Bratkova Vjekoslav

Varushka

Karsk

Iron Helms

Kaan Shatterhorn

Navarr

Miaren

Shatterhorn Striding

Iron Helms

Phaedra Anakerien

Urizen

Spiral

Liathhaven Spy Network

Brendan

Navarr

Broceliande

Brackensong Steading (Banner)

Liathhaven Spy Network

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Liathhaven Spy Network

Xalvadora i Riqueza

The Brass Coast

Feroz

Flames of the Coast

Liathhaven Spy Network

Scota

Navarr

Hercynia

Pathfinders

Liathhaven Spy Network

Merionnen the Relentless

Navarr

Hercynia

The Longest Path

Liathhaven Spy Network

Kaspar Yakovich von Holberg

The League

Holberg

House of Seven Mirrors

Liathhaven Spy Network

Vito Guerra

The Brass Coast

Kahraman

Flames of the Coast

Liathhaven Spy Network

Odhran

Navarr

Liathaven

Liathhaven Spy Network

Ieuan Fallow Deer

Navarr

Liathaven

Pathfinders

Liathhaven Spy Network

Danza Pathfinder

Navarr

Liathaven

Pathfinders

Liathhaven Spy Network

Lleu Tarw

Navarr

Liathaven

The Companions of Tarw

Liathhaven Spy Network

Gwirionedd

Navarr

Liathaven

The Feyerd

Liathhaven Spy Network

Maarit

Varushka

Miekarova

Liathhaven Spy Network

Marco

The League

Temeschwar

The Brotherhood of the Ashen Tower

Liathhaven Spy Network

Geraint Broad-Backed

Navarr

Therunin

Open Skies

Liathhaven Spy Network

Rodric Worldscribe

Navarr

Therunin

Open Skies

Liathhaven Spy Network

Squirrels aka, Mikiah Ruis Farkas

Navarr

Therunin

Ruis Farkas

Liathhaven Spy Network

Daine

Navarr

Therunin

The Feyerd

Liathhaven Spy Network

Teyrnon

Navarr

Therunin

The Longest Path

Liathhaven Spy Network

D'Eon

Dawn

Weirwater

House Novarion

Quiet Step

Nif

Navarr

Therunin

Summer Storm

Taal

Imperial Orcs

Skarsind

Skywise

Summer Storm

Irontide Skar

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Rokk

Imperial Orcs

Skarsind

The Irontide

The Tusks

Jack Flint

The Marches

unknown

House Bolholt

The Tusks

Garravaine De Rondell

Dawn

Astolat

House De Rondell

The Tusks

Tancred

Dawn

Astolat

House De Rondell

The Tusks

Willam

The Marches

Bregasland

The Tusks

Piper Archer

The Marches

Bregasland

House Bolholt

The Tusks

Edwin de Warrenne

The Marches

Bregasland

Order of the Forgotten Word

The Tusks

Osric

Wintermark

Hahnmark

The Tusks

Cynwulf Ashburh

Wintermark

Hahnmark

Darkwolves of Argonne

The Tusks

Siward

Wintermark

Hahnmark

Hendal Hearth

The Tusks

Tristan Lothbrok

Wintermark

Hahnmark

Hendal Hearth

The Tusks

Æthelric

Wintermark

Hahnmark

Sigehold Hall

The Tusks

Herette

Wintermark

Kallavesa

The Tusks

Waegmund 'Toothless'

Wintermark

Kallavesa

The Aesclings

The Tusks

Vuk The Wolfeater

Varushka

Miekarova

Wulfen Reavers

The Tusks

William Talbot

The Marches

Mitwold

The Talbots

The Tusks

Robert Dunlain

The Marches

Mournwold

House Dunlain

The Tusks

Bernard Dugdale

The Marches

Mournwold

Mournwold Sappers

The Tusks

Famished Jack

The Marches

Mournwold

Mournwold Sappers

The Tusks

Amulius

Urizen

Redoubt

The Heroes of Nikephoros

The Tusks

Guthelm

Wintermark

Sermersuaq

The Tusks

Rheged Redspear

Dawn

Sermersuaq

The Tusks

Govannan Seppa

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

The Tusks

Bloodcrow Drost

Imperial Orcs

Skarsind

Bloodcrows

The Tusks

Bloodcrow T'Kor

Imperial Orcs

Skarsind

Bloodcrows

The Tusks

Bloodcrow Yargol

Imperial Orcs

Skarsind

Bloodcrows

The Tusks

Na'grul

Imperial Orcs

Skarsind

Bloodcrows

The Tusks

Rurik

Imperial Orcs

Skarsind

Palerictus

The Tusks

Dura

Imperial Orcs

Skarsind

Redhands

The Tusks

Irontide Jarn

Imperial Orcs

Skarsind

The Irontide

The Tusks

Irontide Kragg

Imperial Orcs

Skarsind

The Irontide

The Tusks

Irontide Vio

Imperial Orcs

Skarsind

The Irontide

The Tusks

T'onk

Imperial Orcs

Skarsind

The Irontide

The Tusks

Gwill Fenwarden

Navarr

Therunin

The Companions of Tarw

The Tusks

Aelfric Woodson

The Marches

Upwold

The Tusks

Ciaphas "Black Jack" Dekar

The Marches

Upwold

The Tusks

'green' jack woodruff

The Marches

Upwold

The Applewood Levy

Valiant Pegasus

Jeconiah

Highguard

Reikos

Banner of the Cenotaph

Wolves of War

Solomon of the Silent Tide

Highguard

unknown

The Steel Tide

Wolves of War

Balin

Dawn

Astolat

House De Rondell

Wolves of War

Adam Sepulchre

Dawn

Astolat

House Sepulchre Banner

Wolves of War

Danica Mala Severyan

Dawn

Astolat

House Vandale

Wolves of War

Katrina Gardner

Dawn

Astolat

Winged Lions

Wolves of War

Sagramore

Dawn

Astolat

Winged Lions

Wolves of War

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Enoch

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Issac Arctos

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Lucifer

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Iscah Knilus

Highguard

Bastion

Jachin's Legacy

Wolves of War

Roman Aleksander Alinyova

Highguard

Bastion

Reumah's Redoubt

Wolves of War

Cuth

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Solomon

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Torr Splitroot

Navarr

Broceliande

Wolves of War

Kaleb

Highguard

Casinea

Cohort of the Winter Bear

Wolves of War

Cayleb

Highguard

Casinea

Felix's Watch Banner

Wolves of War

Tager Defender of the Fallen Tyrshalt

Wintermark

Hahnmark

Renwaerd

Wolves of War

Leofric

Wintermark

Hahnmark

Sigehold Hall

Wolves of War

Magdelena Alagna Di Sarvos

The League

Holberg

Wolves of War

Othello di Severio von Holberg

The League

Holberg

Wolves of War

Reinhardt Schwarzmane

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Baddon Red Oaks

Navarr

Liathaven

Wolves of War

Bran Holm

Navarr

Liathaven

Wolves of War

Yulia Kasimirova Voronov

Varushka

Miekarova

Company of the Red Raven

Wolves of War

Lycier

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Valerian

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Sarus Auricspire

Urizen

Morrow

Horizon's Edge

Wolves of War

Seraph

Highguard

Necropolis

Wolves of War

Tiberius

Highguard

Necropolis

Wolves of War

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Wolves of War

Isaac

Highguard

Necropolis

The Steel Tide

Wolves of War

mathayus

Highguard

Necropolis

The Steel Tide

Wolves of War

Laurentius Julianus Netherwatch

Urizen

Redoubt

Wolves of War

Antimedes of Invidia

Urizen

Redoubt

Banner of the Phoenix

Wolves of War

Abaddon

Highguard

Reikos

Shattered Tower Banner

Wolves of War

Beltran I Ezmara I Erigo

The Brass Coast

Segura

Wolves of War

John Sigma

Wintermark

Sermersuaq

Wolves of War

Ashborn Rauur

Imperial Orcs

Skarsind

Ashborn

Wolves of War

Vade

Imperial Orcs

Skarsind

Redhands

Wolves of War

Irontide Rus

Imperial Orcs

Skarsind

The Irontide

Wolves of War

Philostrate

Urizen

Spiral

Wolves of War

Uriel Ventris

Urizen

Spiral

Wolves of War

Aquillian Effugere

Urizen

Spiral

Ankarien's Revenge

Wolves of War

Tanwyn Ankarien

Urizen

Spiral

Ankarien's Revenge

Wolves of War

Belisarius Blackheart

Urizen

Spiral

Banner of the Phoenix

Wolves of War

Vincentius

Urizen

Spiral

Banner of the Phoenix

Wolves of War

Natalia "The Falcon" Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Silvio de Tassato

The League

Tassato

The Printers' Guild

Wolves of War

Morris

The Marches

Upwold

The Applewood Levy

Wolves of War

Trevor Woodsman

The Marches

Upwold

The Applewood Levy

Wolves of War

Iskra Ratimiryn

Varushka

Volodmartz

Wolves of War

Lady Claudia Varkulova Remys

Dawn

Weirwater

House Remys

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Roll_of_Honour_Spring_Equinox_382YE&oldid=66031"

Imperial Roll of Honour Summer Solstice 379YE

Support

Citizen

Nation

Territory

Banner

Liathhaven Spy Network

Lord Felix Yusupov

Dawn

Astolat

Barrens Spy Network

D'Eon

Dawn

Weirwater

House Novarion

Fort Mezudan

Nicanor

Highguard

Bastion

Felix's Watch Banner

Fort Mezudan

Cayleb

Highguard

Casinea

Felix's Watch Banner

Overton Garrison

Gralka

Imperial Orcs

Winter Sun

Skywise

Overton Garrison

Rykana

Imperial Orcs

Winter Sun

Skywise

Overton Garrison

Saru

Imperial Orcs

Winter Sun

Stormcrow

Liathhaven Spy Network

Owyn

Navarr

unknown

Exile's End

Liathhaven Spy Network

Tomas Duskborne

Navarr

Liathaven

Duskborne Striding

Fort Mezudan

Bernardino Di Sienna II, of The Companions of Tarw

Navarr

Liathaven

The Companions of Tarw

Liathhaven Spy Network

Lleu

Navarr

Liathaven

The Companions of Tarw

Overton Garrison

Rhisiart Tarw

Navarr

Liathaven

The Companions of Tarw

Liathhaven Spy Network

Ruvyn

Navarr

Liathaven

The Companions of Tarw

Liathhaven Spy Network

Tarrion Tarw

Navarr

Liathaven

The Companions of Tarw

Liathhaven Spy Network

Geraint Broad-Backed

Navarr

Therunin

Open Skies

Fort Braydon

Anwar - i - Del Toro - i - Riquezza

The Brass Coast

Feroz

DelToro

Holberg

Kaspar Yakovich von Holberg

The League

Holberg

House of Seven Mirrors

Holberg

Sorin il Cignonero

The League

Sarvos

Overton Garrison

Edward Isambard

The Marches

Upwold

Emerald Order

Overton Garrison

Alusair Farstrider

The Marches

Upwold

The Boundarymen

Overton Garrison

William Guildenstern

The Marches

Upwold

The Boundarymen

Fort Mezudan

Caius

Urizen

Redoubt

Banner of the Phoenix

Fort Mezudan

Cassius

Urizen

Spiral

Banner of the Phoenix

Fort Mezudan

Achillies

Urizen

Zenith

Fort Mezudan

Maximillian

Urizen

Zenith

Fort Mezudan

Vulpes

Urizen

Zenith

Fort Mezudan

Tanwyn Ankarien

Urizen

Zenith

Ankarien's Revenge

Fort Mezudan

Elysia Cascade

Urizen

Zenith

Spire of the Celestial Cascade

Fort Mezudan

Pavel Gregorivitch Milyukov

Varushka

Miekarova

Fort Mezudan

Yma Starkadottir

Wintermark

Skarsind

The Rangers of Nanuk

Black Thorns

Hen Was Silverthorn

Navarr

unknown

Black Thorns

Brennos Brackensong

Navarr

Broceliande

Black Thorns

Kestrel

Navarr

Broceliande

Brackensong Steading (Banner)

Black Thorns

Carr Foxden

Navarr

Hercynia

Foxden

Black Thorns

Gwill Fenwarden

Navarr

Therunin

Black Thorns

Cain

Navarr

Therunin

Kithkin

Black Thorns

Maarit Akkova Cendro

Varushka

Miekarova

Citadel Guard

Isandro i Sotero i Riqueza

The Brass Coast

Segura

Citadel Guard

Signy Three Tears

Wintermark

Sermersuaq

Saker

Eastern Sky

Sagramore

Dawn

unknown

House de Gauvain

Fire of the South

Marciel i Riqueza

The Brass Coast

Segura

DelToro

Fist of the Mountains

Dayus

Imperial Orcs

Winter Sun

Stormcrow

Fist of the Mountains

Idris SummerCrow

Navarr

Hercynia

The Summer Crows

Fist of the Mountains

wulf

Navarr

Liathaven

Pathfinders

Fist of the Mountains

Braith SummerCrow

Navarr

Therunin

Fist of the Mountains

Antonio Renzi Di Sarvos

The League

Sarvos

The Printers' Guild

Fist of the Mountains

Tybalt Von Ungeist

The League

Temeschwar

The Holberg Hawks

Fist of the Mountains

Cynwulf Ashburh

Wintermark

Hahnmark

Darkwolves of Argonne

Fist of the Mountains

"Axehind" Aedric Dunning

Wintermark

Hahnmark

Dunhearth Hall

Fist of the Mountains

Brandgar Tyrshalting

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Eadric

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Eofor Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Horsa Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Tager Defender of the Fallen Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Uskolli

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Fist of the Mountains

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Golden Axe

Ilya (need to finish the name later)

Varushka

unknown

Grimhold Schlacta

Golden Sun

Danica Mala Severyan

Dawn

Astolat

House Vandale

Golden Sun

Peter Fletcher

Dawn

Astolat

House Vandale

Granite Pillar

Valentin Ivarovich Severyan

Dawn

Astolat

House Orzel

Granite Pillar

Maryc

Dawn

Weirwater

House Orzel

Granite Pillar

Vulgaris Vicarious

Dawn

Weirwater

House Orzel

Granite Pillar

Arthuse

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Kalas Realm Reach

Navarr

Miaren

Realms Reach

Green Shield

Sulkavaris ( formerly Guthwulf)

Wintermark

Hahnmark

Green Shield

Ethelwulf Argonning

Wintermark

Hahnmark

Darkwolves of Argonne

Hierro

Bohemonde "Bo" Novarion

Dawn

Weirwater

House Novarion

Hierro

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Hierro

mathayus

Highguard

Necropolis

Hierro

Irontide Skar

Imperial Orcs

Summer Storm

The Irontide

Hierro

Krell Stormcrow

Imperial Orcs

Winter Sun

Stormcrow

Hierro

Dane

Navarr

Liathaven

Hierro

Cigydd Summer Crow

Navarr

Therunin

The Summer Crows

Hierro

Beltran I Ezmara I Erigo

The Brass Coast

Segura

Hierro

Othello di Severio von Holberg

The League

Holberg

Hierro

John of Meade

The Marches

Mitwold

Hierro

Erwillian Mann

The Marches

Mitwold

The Talbots

Hierro

Attalus Stormhaven

Urizen

Redoubt

Hierro

kiy

Urizen

Zenith

Banner of the Phoenix

Hierro

Magnus Anatolyvich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Hierro

Vilkas Antonovich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Hierro

Honour Morgainova Prochnost

Varushka

Karsk

Hierro

Hubert Annanovich Gremani

Varushka

Karsk

Family Gremani

Hierro

Jaromir "Jarek" Draganov Gremani

Varushka

Miekarova

Family Gremani

Hierro

Cebrana

Varushka

Volodmartz

Watch of the Black Forest

Hierro

Mandrake Lightfoot

Wintermark

unknown

Hierro

Bucklund

Wintermark

Hahnmark

The Hunters Of The Mark

Hierro

Rednav

Wintermark

Hahnmark

The Hunters Of The Mark

Hierro

Meltar

Wintermark

Kallavesa

Saker

Hierro

Joakim

Wintermark

Sermersuaq

Hierro

Vanhe Korppi

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Hierro

Osric

Wintermark

Skarsind

Hierro

Volk

Wintermark

Skarsind

Hierro

Hellios NightStalker

Wintermark

Skarsind

Cohort Of the Frayed

Hierro

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Northern Eagle

Iana

Varushka

Miekarova

Northern Eagle

'White' Branislav

Varushka

Miekarova

Quiet Step

Theis Brennursen

Wintermark

Sermersuaq

The Rangers of Nanuk

Summer Storm

Lady Clarice Novarion

Dawn

Weirwater

House Novarion

The Tusks

Nadezhda Nadyovna Gremani

Varushka

unknown

Family Gremani

The Tusks

Ravenka Nadyovna Gremani

Varushka

Miekarova

Family Gremani

Valiant Pegasus

Riculf D'Aurelius

Dawn

The Barrens

House Aurelius

Valiant Pegasus

Solomon of the Silent Tide

Highguard

unknown

Valiant Pegasus

Roman Aleksander Alinyova

Highguard

Bastion

Valiant Pegasus

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Valiant Pegasus

Brother Ibrahim the South Paw

Highguard

Bastion

Cohort of the Winter Bear

Valiant Pegasus

Brutus Claudas (2)

Highguard

Bastion

Cohort of the Winter Bear

Valiant Pegasus

Paul

Highguard

Bastion

Cohort of the Winter Bear

Valiant Pegasus

Solomon

Highguard

Bastion

Shattered Tower Banner

Valiant Pegasus

Abaddon

Highguard

Necropolis

Valiant Pegasus

Isaac

Highguard

Necropolis

Valiant Pegasus

Amon

Highguard

Necropolis

The Raven's Watch

Valiant Pegasus

Jericho

Highguard

Reikos

Drusilla’s Resolve

Valiant Pegasus

Mordecai 'The Bitter'

Highguard

Reikos

Drusilla’s Resolve

Valiant Pegasus

Archelaus

Highguard

Reikos

The Grey Watchers of Peytaht

Valiant Pegasus

Merryn Farkas

Navarr

Therunin

Ruis Farkas

Wolves of War

Geraint Bascombe

Dawn

Astolat

House Bascombe

Wolves of War

Damien

Dawn

Astolat

House de Gauvain

Wolves of War

Robert de Gauvain

Dawn

Astolat

House de Gauvain

Wolves of War

Soldier

Dawn

The Barrens

Wolves of War

Johann Rookwood

Dawn

The Barrens

House Martel

Wolves of War

Cuth

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Drax de Crooked

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Ardon

Highguard

Casinea

Cantiarch's Hold

Wolves of War

Melchior Benjamin Fletcher

Highguard

Necropolis

Banner of the Cenotaph

Wolves of War

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Wolves of War

Grayson

Highguard

Reikos

Shattered Tower Banner

Wolves of War

Redhand Wesk

Imperial Orcs

Summer Storm

Redhands

Wolves of War

Dorri

Imperial Orcs

Winter Sun

Bloodcrows

Wolves of War

Yargol

Imperial Orcs

Winter Sun

Bloodcrows

Wolves of War

Connaught

Navarr

Hercynia

Pridestalker

Wolves of War

Bleddyn Eternal

Navarr

Hercynia

The Wind Striders

Wolves of War

Faelan

Navarr

Therunin

The Summer Crows

Wolves of War

Prosperity Holzer

The League

Holberg

Company of The Red Fox

Wolves of War

Andrea von Holberg

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Silas van Hoepenkak di Savros

The League

Sarvos

The League Light Company

Wolves of War

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Drogon Morosini

The League

Temeschwar

The Brotherhood of the Ashen Tower

Wolves of War

Feroce Lupo

The League

Temeschwar

The Brotherhood of the Ashen Tower

Wolves of War

Jack Flint

The Marches

unknown

House Bolholt

Wolves of War

Walter Savage

The Marches

Mournwold

Wolves of War

Verres Amastacia

Urizen

Morrow

Wolves of War

Ioseph

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Lycier

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Vitellius

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Gotislav Pultova

Varushka

Miekarova

Wardens of the Howling Pines

Wolves of War

Kye Knife-Born

Wintermark

Sermersuaq

Saker

Wolves of War

Rheged Redspear

Wintermark

Sermersuaq

Saker

Wolves of War

Ardith

Wintermark

Skarsind

Sigehold Hall

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Roll_of_Honour_Summer_Solstice_379YE&oldid=41628"

Imperial Roll of Honour Summer Solstice 380YE

Support

Citizen

Nation

Territory

Banner

Towers of the Dawn

Geraint Bascombe

Dawn

Astolat

House Bascombe

Towers of the Dawn

Lucan

Dawn

The Barrens

House Aurelius

Barrens Spy Network

Iacob Aurel Genoshu

The League

Temeschwar

The Brotherhood of Torn Banners

Orchard's Watch

Bruce Pott

The Marches

Upwold

The Applewood Levy

Orchard's Watch

Cebrana

Varushka

Volodmartz

Watch of the Black Forest

The Will of the Wintermark

Kolossus

Wintermark

Hahnmark

Verthandi Spy Network

Draca

Wintermark

Sermersuaq

The Children of Winter

Verthandi Spy Network

Njamor Threestone

Wintermark

Sermersuaq

The Children of Winter

Black Thorns

Hen Was Silverthorn

Navarr

unknown

Black Thorns

Owyn

Navarr

unknown

Exile's End

Black Thorns

Brennos Brackensong

Navarr

Broceliande

Black Thorns

Cael Splitroot

Navarr

Broceliande

Brackensong Steading (Banner)

Black Thorns

Kestrel

Navarr

Broceliande

Brackensong Steading (Banner)

Black Thorns

Scota

Navarr

Hercynia

Pathfinders

Black Thorns

Idris SummerCrow

Navarr

Hercynia

The Summer Crows

Black Thorns

Bleddyn Eternal

Navarr

Hercynia

Vervain Shield

Black Thorns

Taryn

Navarr

Liathaven

Exile's End

Black Thorns

Danza Pathfinder

Navarr

Liathaven

Pathfinders

Black Thorns

Valeska Pathfinder

Navarr

Liathaven

Pathfinders

Black Thorns

Cormac Farkas

Navarr

Liathaven

Ruis Farkas

Black Thorns

Lleu

Navarr

Liathaven

The Companions of Tarw

Black Thorns

Amber

Navarr

Liathaven

The Feyerd

Black Thorns

Rees

Navarr

Liathaven

Y’Basden

Black Thorns

Riwaden

Navarr

Liathaven

Y’Basden

Black Thorns

Ulric Y'Basden

Navarr

Liathaven

Y’Basden

Black Thorns

Feran Y'Basden

Navarr

Miaren

Black Thorns

Kalas Realm Reach

Navarr

Miaren

Realms Reach

Black Thorns

Dane

Navarr

Miaren

Vervain Shield

Black Thorns

Braith SummerCrow

Navarr

Therunin

Black Thorns

Breannain

Navarr

Therunin

Black Thorns

Erwyn

Navarr

Therunin

Black Thorns

Gwill Fenwarden

Navarr

Therunin

Black Thorns

Matt

Navarr

Therunin

Black Thorns

Geraint Broad-Backed

Navarr

Therunin

Open Skies

Black Thorns

Daine

Navarr

Therunin

The Feyerd

Black Thorns

Cigydd Summer Crow

Navarr

Therunin

The Summer Crows

Black Thorns

Etta Farkas

Navarr

Therunin

Vervain Shield

Black Thorns

Merel

Navarr

Therunin

Vervain Shield

Black Thorns

Vito Sayap Guerra

The Brass Coast

Kahraman

Black Thorns

Othello di Severio von Holberg

The League

Holberg

Black Thorns

Maarit Akkova Cendro

Varushka

Miekarova

Black Thorns

'White' Branislav

Varushka

Miekarova

Black Thorns

Meric Freysson

Wintermark

Hahnmark

Bounders

Bernard Dugdale

The Marches

Mournwold

Mournwold Sappers

Citadel Guard

Brutus Claudas (2)

Highguard

Bastion

Cohort of the Winter Bear

Citadel Guard

Issac Arctos

Highguard

Bastion

Cohort of the Winter Bear

Citadel Guard

Melchior Benjamin Fletcher

Highguard

Necropolis

Banner of the Cenotaph

Citadel Guard

Lycier

Urizen

Morrow

Banner of the Phoenix

Citadel Guard

Valerian

Urizen

Morrow

Banner of the Phoenix

Citadel Guard

Sarus Auricspire

Urizen

Morrow

Horizon's Edge

Citadel Guard

Cassius

Urizen

Spiral

Banner of the Phoenix

Drakes

Brother Vladimir von Temeschwar Of the Brotherhood of the Ashen Tower

The League

Holberg

The Brotherhood of the Ashen Tower

Drakes

Anvar

The Marches

Mitwold

Drakes

John of Meade

The Marches

Mitwold

Drakes

Erwillian Mann

The Marches

Mitwold

Merrick's Tavelling Company

Drakes

William Talbot

The Marches

Mitwold

Merrick's Tavelling Company

Drakes

Richard Smith

The Marches

Mitwold

The Boundarymen

Drakes

Robin Longshanks

The Marches

Mitwold

The Cullach

Drakes

Tom Birchland

The Marches

Mitwold

The Cullach

Drakes

Robert Dunlain

The Marches

Mournwold

House Dunlain

Drakes

Alusair Farstrider

The Marches

Upwold

Drakes

Roderick Merrick

The Marches

Upwold

Drakes

Rickard of Lambrook

The Marches

Upwold

House Balston

Drakes

Volk kuznetsov strascovih

Varushka

Miekarova

Eastern Sky

Sagramore

Dawn

unknown

House de Gauvain

Eastern Sky

Philostrate

Urizen

Spiral

Eastern Sky

Tanwyn Ankarien

Urizen

Zenith

Ankarien's Revenge

Fire of the South

Marciel i Riqueza

The Brass Coast

Segura

DelToro

Fist of the Mountains

Vulgaris Vicarious

Dawn

Weirwater

House Orzel

Fist of the Mountains

Magnus Anatolyvich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Fist of the Mountains

Mandrake Lightfoot

Wintermark

unknown

Mandrake's Marshals

Fist of the Mountains

Osric

Wintermark

Hahnmark

Fist of the Mountains

Guthwine Bjorning

Wintermark

Hahnmark

Bjornholt

Fist of the Mountains

"Axehind" Aedric Dunning

Wintermark

Hahnmark

Dunhearth Hall

Fist of the Mountains

Brandgar Tyrshalting

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Eadric

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Horsa Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Tager Defender of the Fallen Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Relnor

Wintermark

Hahnmark

Sigehold Hall

Fist of the Mountains

Ulric Stenning

Wintermark

Sermersuaq

Stenstorp

Fist of the Mountains

Kellua Itsepainen

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Fist of the Mountains

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Freeborn Storm

Nicodeme 'Veillantif' de Gauvain

Dawn

Astolat

House de Gauvain

Freeborn Storm

Argent Dromund

Dawn

Semmerholm

Freeborn Storm

chibz

Imperial Orcs

Skarsind

Freeborn Storm

Rork

Imperial Orcs

Skarsind

Freeborn Storm

Urq

Imperial Orcs

Skarsind

Legion Protectorate

Freeborn Storm

Cera

Navarr

Hercynia

Fawn Hollow

Freeborn Storm

Faelan Stormstride Foxden

Navarr

Hercynia

Narmada

Freeborn Storm

Madoc

Navarr

Miaren

Narmada

Freeborn Storm

Oda Farkas

Navarr

Therunin

Freeborn Storm

Estana I Mestiere I Guerra

The Brass Coast

unknown

Freeborn Storm

Adan i DelToro i Riqueza

The Brass Coast

unknown

DelToro

Freeborn Storm

kristina forzari

The Brass Coast

Feroz

Freeborn Storm

Zanterr i Ezmara i Erego

The Brass Coast

Feroz

Freeborn Storm

Captain Serafina i Useppa de Bramar

The Brass Coast

Feroz

Esperanza de la Libertad’

Freeborn Storm

Chendot lilliana Ferraria

The Brass Coast

Feroz

Esperanza de la Libertad’

Freeborn Storm

Renata i Zabala i Erigo

The Brass Coast

Feroz

Family Zabala

Freeborn Storm

Shaka Carno Guerra

The Brass Coast

Feroz

Flame of Anduz

Freeborn Storm

Abdul-Basir-Tazial

The Brass Coast

Feroz

House Taziel

Freeborn Storm

Ana i Taziel i Riqueza

The Brass Coast

Feroz

House Taziel

Freeborn Storm

Thadeo I Aberoa I Riqueza

The Brass Coast

Feroz

Krakenfire Armada

Freeborn Storm

Joaquin i Shartha i Riquez

The Brass Coast

Feroz

The New Promise Cartel

Freeborn Storm

Galleo

The Brass Coast

Kahraman

House Taziel

Freeborn Storm

Jaime i Guerra

The Brass Coast

Madruga

Freeborn Storm

Rosa I Guerra

The Brass Coast

Madruga

Freeborn Storm

Timo Hazana Guerra

The Brass Coast

Madruga

Freeborn Storm

Tal'Shar i Zabala i Erigo

The Brass Coast

Madruga

Family Zabala

Freeborn Storm

Edgardo i Ruiloba i Guerra

The Brass Coast

Madruga

House Taziel

Freeborn Storm

Andreas i Sol-Devorador i Eirgo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Diego i Sol-Devorador i Erigo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Galinndan Sol Devorador Erigo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Iris i Paloma i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Lilith

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Vrael i Sol-Devorador i Erigo

The Brass Coast

Madruga

Krakenfire Armada

Freeborn Storm

Korom

The Brass Coast

Segura

Flame of Anduz

Freeborn Storm

Misha Kemi

The Marches

Bregasland

Order of the Forgotten Word

Freeborn Storm

Ebenezer

The Marches

Upwold

The Applewood Levy

Freeborn Storm

Cato Auricspire

Urizen

Morrow

Horizon's Edge

Freeborn Storm

Natalus

Urizen

Redoubt

Freeborn Storm

Vraalbuka Strascovich

Varushka

Miekarova

Freeborn Storm

Inar Dunning the Blacksmith

Wintermark

Hahnmark

Dunhearth Hall

Freeborn Storm

Tobrytan Dunning

Wintermark

Hahnmark

Dunhearth Hall

Freeborn Storm

Boarick

Wintermark

Hahnmark

Sherard Hunters (Banner)

Freeborn Storm

Konrad Franz

Wintermark

Holberg

Golden Sun

Dagonet

Dawn

unknown

House Aurelius

Golden Sun

Bessamy Aurelius

Dawn

Astolat

House Aurelius

Golden Sun

Peter Fletcher

Dawn

Astolat

House Vandale

Golden Sun

Everis

Dawn

Semmerholm

Golden Sun

Caius Aurelius

Dawn

The Barrens

House Aurelius

Golden Sun

Constantine Aurelius

Dawn

The Barrens

House Aurelius

Golden Sun

Gwynhwyfar

Dawn

The Barrens

House Orzel

Golden Sun

Ilya Damirovich Severyan

Dawn

Weirwater

House Orzel

Granite Pillar

Roman Aleksander Alinyova

Highguard

Bastion

Granite Pillar

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Abraham

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Enoch

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Kaleb

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Lucifer

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Moses

Highguard

Bastion

Cohort of the Winter Bear

Granite Pillar

Nicanor

Highguard

Bastion

Felix's Watch Banner

Granite Pillar

mathayus

Highguard

Necropolis

Granite Pillar

Archelaus

Highguard

Reikos

Granite Pillar

Jericho

Highguard

Reikos

Drusilla’s Resolve

Green Shield

Signy Three Tears

Wintermark

Sermersuaq

Saker

Green Shield

EryWood of Dunning

Wintermark

Skarsind

Dunhearth Hall

Green Shield

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Gryphons Pride

Robert Ryland

Dawn

Astolat

Gryphons Pride

Reynaud de Cambysse

Dawn

Astolat

House de Cambysse

Gryphons Pride

Sigwald de cambysse

Dawn

Astolat

House de Cambysse

Gryphons Pride

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Gryphons Pride

Danica Mala Severyan

Dawn

Astolat

House Vandale

Gryphons Pride

Nym

Dawn

The Barrens

Gryphons Pride

Soldier

Dawn

The Barrens

Gryphons Pride

Vulpes

Dawn

The Barrens

Gryphons Pride

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Gryphons Pride

Gideon Smith

Dawn

The Barrens

House Vexille

Gryphons Pride

Leodegrance 'Leo' Archer

Dawn

The Barrens

House Vexille

Gryphons Pride

Randall Ward

Dawn

The Barrens

House Vexille

Hounds of Glory

Magdelena Alagna Di Sarvos

The League

Holberg

Hounds of Glory

Jager Von Vinterhosen

The League

Holberg

Compagnia De Rossi

Hounds of Glory

Amelion

The League

Holberg

The Brotherhood of the Ashen Tower

Hounds of Glory

Rennaken

The League

Temeschwar

The Brotherhood of the Ashen Tower

Hounds of Glory

Kristoff Ivanyev

Varushka

Karsk

Hounds of Glory

Zlata Jerzykova Gremani

Varushka

Miekarova

Family Gremani

Hounds of Glory

Zora Nadyaovna Gremani

Varushka

Miekarova

Family Gremani

Hounds of Glory

Halfdan

Wintermark

Hahnmark

Bjornholt

Hounds of Glory

Ragnar Andriksson

Wintermark

Sermersuaq

Mandrake's Marshals

Hounds of Glory

Kinder

Wintermark

Sermersuaq

The Children of Winter

Hounds of Glory

Torvald

Wintermark

Sermersuaq

The Children of Winter

Northern Eagle

Vilkas Antonovich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Northern Eagle

Coiska Graemovna Sulich

Varushka

Volodmartz

The Oxen Head

Seventh Wave

Rykus Tye

Highguard

Reikos

Shattered Tower Banner

Strong Reeds

Starac Sijed

Dawn

Weirwater

House Orzel

Strong Reeds

Dominco Vincenti

The League

Holberg

The Brotherhood of the Ashen Tower

Strong Reeds

Feroce Lupo

The League

Holberg

The Brotherhood of the Ashen Tower

Strong Reeds

Hugo Schwarzenberger

The League

Holberg

The Brotherhood of the Ashen Tower

Strong Reeds

Nerezza Da Rosa Del Sarvos (Isabella)

The League

Holberg

The Brotherhood of the Ashen Tower

Strong Reeds

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Strong Reeds

Marco

The League

Temeschwar

The Brotherhood of the Ashen Tower

Strong Reeds

Pater Josiah Lynch

The League

Temeschwar

The Brotherhood of the Ashen Tower

Strong Reeds

Reuben

The Marches

Bregasland

Merrick's Tavelling Company

Strong Reeds

Edwin de Warrenne

The Marches

Bregasland

Order of the Forgotten Word

Strong Reeds

William Guildenstern

The Marches

Upwold

The Applewood Levy

Summer Storm

Ashborn Braag

Imperial Orcs

Skarsind

Ashborn

Summer Storm

Wesk

Imperial Orcs

Skarsind

Redhands

Summer Storm

drak

Imperial Orcs

Skarsind

Redhands

Summer Storm

Irontide Skar

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Irontide Vio

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Lok

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Richard the Passer of Upwold

The Marches

Upwold

The Applewood Levy

Summer Storm

Volk

Wintermark

Hahnmark

Summer Storm

Yma Starkadottir

Wintermark

Skarsind

The Rangers of Nanuk

The Tusks

Gereke Delfholter

The League

Holberg

Holsburger Haudegen

The Tusks

Athalger Rowen

The Marches

Upwold

The Applewood Levy

Towerjacks

The Captain

The League

Tassato

Valiant Pegasus

Abaddon

Highguard

Necropolis

Valiant Pegasus

Isaac

Highguard

Necropolis

Winter Sun

Morg'ur

Imperial Orcs

Skarsind

Winter Sun

Bloodcrow Ergot

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Bloodcrow Losak

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Bloodcrow Yargol

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Dorri

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Rykana

Imperial Orcs

Skarsind

Skywise

Winter Sun

Natalia "The Falcon" Barossa

The League

Tassato

Company of The Red Fox

Winter Sun

Aquillian Effugere

Urizen

Zenith

Ankarien's Revenge

Winter Sun

kiy

Urizen

Zenith

Banner of the Phoenix

Wolves of War

Robert de Gauvain

Dawn

Astolat

House de Gauvain

Wolves of War

Bohemonde "Bo" Novarion

Dawn

Weirwater

House Novarion

Wolves of War

D'Eon

Dawn

Weirwater

House Novarion

Wolves of War

Emelyn

Dawn

Weirwater

House Novarion

Wolves of War

Lady Clarice Novarion

Dawn

Weirwater

House Novarion

Wolves of War

Cuth

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Jada

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Maya

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Solomon

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Barachel of Adina's Charge

Highguard

Casinea

Banner of the Cenotaph

Wolves of War

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Wolves of War

Amon

Highguard

Necropolis

The Raven's Watch

Wolves of War

Evander Slak

The League

Holberg

Wolves of War

Michelangelo Garcian de Sarvos

The League

Holberg

Wolves of War

Kaspar Yakovich von Holberg

The League

Holberg

House of Seven Mirrors

Wolves of War

Vigo Orlando Scarlatti de Sarvos

The League

Sarvos

Carta Bellamarina

Wolves of War

Serena di Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Silvio de Tassato

The League

Tassato

The Printers' Guild

Wolves of War

Dietrich Nieschtieri Rezia von Temeschwar

The League

Temeschwar

Wolves of War

Grace Sanguineo Rezia di Tassato

The League

Temeschwar

The Gilded Edge

Wolves of War

Verres Amastacia

Urizen

Morrow

Wolves of War

Ethelwulf Argonning

Wintermark

Hahnmark

Darkwolves of Argonne

Wolves of War

Vulrik Bager

Wintermark

Hahnmark

Hall Svell Dyr

Wolves of War

Rheged Redspear

Wintermark

Sermersuaq

Saker

Wolves of War

wulfric

Wintermark

Sermersuaq

The Children of Winter

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Roll_of_Honour_Summer_Solstice_380YE&oldid=51775"

Imperial Roll of Honour Summer Solstice 381YE

Support

Citizen

Nation

Territory

Banner

Barrens Spy Network

Fal

Imperial Orcs

Skarsind

Barrens Spy Network

Guillaume

Dawn

The Barrens

House Vexille

Barrens Spy Network

Leodegrance 'Leo' Archer

Dawn

The Barrens

House Vexille

Black Thorns

Owyn

Navarr

unknown

Exile's End

Black Thorns

Scyther

Navarr

Broceliande

Black Thorns

Cael Splitroot

Navarr

Broceliande

Brackensong Steading (Banner)

Black Thorns

Ravn Dunning The Indomitable

Wintermark

Hahnmark

Black Thorns

Tager Defender of the Fallen Tyrshalt

Wintermark

Hahnmark

Renwaerd

Black Thorns

Dunn Stoneshower

Wintermark

Hahnmark

Stenstorp

Black Thorns

Raknar

Wintermark

Hahnmark

Vesalligr

Black Thorns

Julietta pathfinder

Navarr

Hercynia

Pathfinders

Black Thorns

Scota

Navarr

Hercynia

Pathfinders

Black Thorns

Connaught

Navarr

Hercynia

Pridestalker

Black Thorns

Maddoc

Navarr

Hercynia

Wolf's Bone

Black Thorns

Lleu Tarw

Navarr

Liathaven

The Companions of Tarw

Black Thorns

Gwirionedd

Navarr

Liathaven

The Feyerd

Black Thorns

Talan

Navarr

Liathaven

Wolf's Bone

Black Thorns

Torr Ashwood

Navarr

Miaren

Black Thorns

Kalas Realm Reach

Navarr

Miaren

Realms Reach

Black Thorns

Richard Smith

The Marches

Mitwold

Black Thorns

Beltran I Ezmara I Erigo

The Brass Coast

Segura

Black Thorns

Rheged Redspear

Wintermark

Sermersuaq

Saker

Black Thorns

Aethelstan Korping

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Black Thorns

Govannan Seppa

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Black Thorns

Gunnar Olafson

Wintermark

Skarsind

Great Vale Nomads

Black Thorns

Silvio de Tassato

The League

Tassato

The Printers' Guild

Black Thorns

Kostya Von Temeschwari

The League

Temeschwar

Rotfyre Raiders

Black Thorns

Geraint Broad-Backed

Navarr

Therunin

Open Skies

Black Thorns

Gwill Fenwarden

Navarr

Therunin

The Companions of Tarw

Black Thorns

Meilyr

Navarr

Therunin

The Feyerd

Black Thorns

Astrid

Navarr

Therunin

Vervain Shield

Black Thorns

Draknaar

Navarr

Therunin

Vervain Shield

Black Thorns

Etta Farkas

Navarr

Therunin

Vervain Shield

Bounders

Jack Flint

The Marches

unknown

House Bolholt

Bounders

Horrible Thing

The Marches

Bregasland

Bounders

Piper Archer

The Marches

Bregasland

House Bolholt

Bounders

Edwin de Warrenne

The Marches

Bregasland

Order of the Forgotten Word

Bounders

Vito Guerra

The Brass Coast

Kahraman

Flames of the Coast

Bounders

Kiira Blood Born

Wintermark

Kallavesa

Holt Hyrde

Bounders

Amber

Navarr

Liathaven

The Feyerd

Bounders

Salvatore i Paloma i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Bounders

Eurion

Navarr

Miaren

The Feyerd

Bounders

Bastard Tom

The Marches

Mitwold

King's Stoke

Bounders

Robin Longshanks

The Marches

Mitwold

The Cullach

Bounders

William Talbot

The Marches

Mitwold

The Talbots

Bounders

Robert Dunlain

The Marches

Mournwold

House Dunlain

Bounders

Bernard Dugdale

The Marches

Mournwold

Mournwold Sappers

Bounders

Sim Fletcher

The Marches

Mournwold

The Company of High Courage

Bounders

Tito Guerra

The Brass Coast

Segura

Flames of the Coast

Bounders

Torvald

Wintermark

Sermersuaq

The Children of Winter

Bounders

Morg'ur

Imperial Orcs

Skarsind

Bounders

Ask

Imperial Orcs

Skarsind

Bloodcrows

Bounders

Bloodcrow Losak

Imperial Orcs

Skarsind

Bloodcrows

Bounders

Bloodcrow T'Kor

Imperial Orcs

Skarsind

Bloodcrows

Bounders

Bloodcrow Yargol

Imperial Orcs

Skarsind

Bloodcrows

Bounders

Tyrik

Imperial Orcs

Skarsind

Bloodcrows

Bounders

Katla Godwinsdottir

Wintermark

Skarsind

Cohort Of the Frayed

Bounders

Krunk

Imperial Orcs

Skarsind

Gaterender

Bounders

Shawtax

Imperial Orcs

Skarsind

Gaterender

Bounders

Rurik

Imperial Orcs

Skarsind

Palerictus

Bounders

Rykana

Imperial Orcs

Skarsind

Skywise

Bounders

Taal

Imperial Orcs

Skarsind

Skywise

Bounders

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Bounders

Irontide Skar

Imperial Orcs

Skarsind

The Irontide

Bounders

Irontide Vio

Imperial Orcs

Skarsind

The Irontide

Bounders

T'onk

Imperial Orcs

Skarsind

The Irontide

Bounders

Daine

Navarr

Therunin

The Feyerd

Bounders

Merionnen the Relentless

Navarr

Therunin

The Feyerd

Bounders

Roderick Merrick

The Marches

Upwold

Bounders

Bruce Pott

The Marches

Upwold

House Balston

Bounders

Rickard of Lambrook

The Marches

Upwold

House Balston

Bounders

Libby

The Marches

Upwold

The Applewood Levy

Drakes

John of Meade

The Marches

Mitwold

Drakes

William Watcher of Whittle

The Marches

Mournwold

Drakes

William Guildenstern

The Marches

Upwold

House Guildenstern

Eastern Sky

Ramza Brightheart

Dawn

Reikos

Eastern Sky

Marius

Dawn

Sermersuaq

Fire of the South

Phaedra Anakerien

Urizen

Spiral

Forte Fidelis

Erwillian Mann

The Marches

Mitwold

Merrick's Tavelling Company

Freeborn Storm

Estana I Mestiere I Guerra

The Brass Coast

unknown

Freeborn Storm

Tyr Cain

Dawn

Astolat

Freeborn Storm

Thomas Morgan

The Marches

Bregasland

Freeborn Storm

Misha Kemi

The Marches

Bregasland

Order of the Forgotten Word

Freeborn Storm

Accalon

Highguard

Casinea

Felix's Watch Banner

Freeborn Storm

Antonio I Carno I Guerra

The Brass Coast

Feroz

Freeborn Storm

Ciana i Carno i Guerra

The Brass Coast

Feroz

Freeborn Storm

Darla I Carno I Guerra

The Brass Coast

Feroz

Freeborn Storm

Jeziah i Mestiere i Guerra

The Brass Coast

Feroz

Freeborn Storm

Renata i Zabala i Erigo

The Brass Coast

Feroz

Family Zabala

Freeborn Storm

Eduardo

The Brass Coast

Feroz

House i Souza i Guerra

Freeborn Storm

Lurchas Souza i Guerra

The Brass Coast

Feroz

House i Souza i Guerra

Freeborn Storm

Safiya i Souza i Guerra

The Brass Coast

Feroz

House i Souza i Guerra

Freeborn Storm

Baz i Salazar i Erigo

The Brass Coast

Feroz

House of Salazar

Freeborn Storm

Suna i Moro i Erigo

The Brass Coast

Feroz

House of Salazar

Freeborn Storm

Bron Mordssen

Wintermark

Hahnmark

Freeborn Storm

Frithmund

Wintermark

Hahnmark

Freeborn Storm

Inar Dunning the Blacksmith

Wintermark

Hahnmark

Dunhearth Hall

Freeborn Storm

Runa Ivey

Wintermark

Hahnmark

Holt Hyrde

Freeborn Storm

Agnarr Bearsbane

Wintermark

Hahnmark

Sherard Hunters (Banner)

Freeborn Storm

Sigvald

Wintermark

Hahnmark

The Embers of Ashenhall

Freeborn Storm

Owyn Nineleagues

Wintermark

Hahnmark

Travelling Hall of Toki

Freeborn Storm

Amarie Elidor

The Brass Coast

Kahraman

Freeborn Storm

Ildefonso Guerra Sayap

The Brass Coast

Kahraman

Flames of the Coast

Freeborn Storm

Manny Sayap Guerra

The Brass Coast

Kahraman

Flames of the Coast

Freeborn Storm

Atla Grimm

Wintermark

Kallavesa

Freeborn Storm

Nikolai dravi

Navarr

Liathaven

The Feyerd

Freeborn Storm

Bayram i Tamatowgar i Guerra

The Brass Coast

Madruga

Freeborn Storm

Tamurlayne i Carno i Guerra

The Brass Coast

Madruga

Freeborn Storm

Tal'Shar i Zabala i Erigo

The Brass Coast

Madruga

Family Zabala

Freeborn Storm

Dana i Erigo

The Brass Coast

Madruga

Flames of the Coast

Freeborn Storm

Edgardo i Ruiloba i Guerra

The Brass Coast

Madruga

House Taziel

Freeborn Storm

Lowri

Navarr

Miaren

Exile's End

Freeborn Storm

Yanto

Navarr

Miaren

The Companions of Tarw

Freeborn Storm

Mud

The Marches

Mitwold

Freeborn Storm

Ioseph

Urizen

Morrow

Banner of the Phoenix

Freeborn Storm

Sloane

Highguard

Necropolis

The Steel Tide

Freeborn Storm

Lucian Of Ephemeris

Urizen

Redoubt

Banner of the Phoenix

Freeborn Storm

Aria Notturno di Sarvos

The League

Sarvos

Freeborn Storm

Grimandi Vascello di Sarvos

The League

Sarvos

Freeborn Storm

Leandro de Cruso di Sarvos

The League

Sarvos

Freeborn Storm

Anton di Sarvos

The League

Sarvos

The Brotherhood of Torn Banners

Freeborn Storm

Korom

The Brass Coast

Segura

Flame of Anduz

Freeborn Storm

Argent Dromund

Dawn

Semmerholm

Freeborn Storm

Gawain Dromond

Dawn

Semmerholm

Freeborn Storm

Esme Sailmaker

Dawn

Semmerholm

The Reavers of House Dromond

Freeborn Storm

Marcus Drommond

Dawn

Semmerholm

The Reavers of House Dromond

Freeborn Storm

Boarick Blackhand

Wintermark

Sermersuaq

Holt Hyrde

Freeborn Storm

Urq

Imperial Orcs

Skarsind

Legion Protectorate

Freeborn Storm

Thalia

Urizen

Spiral

Banner of the Phoenix

Freeborn Storm

Auriana Vivaci Riva di Tassato

The League

Tassato

Freeborn Storm

siciro

The League

Temeschwar

Rotfyre Raiders

Freeborn Storm

Garr

Navarr

Therunin

The Feyerd

Freeborn Storm

Ebenezer

The Marches

Upwold

The Applewood Levy

Golden Sun

Durand De Coeurdefer

Dawn

unknown

House De Rondell

Golden Sun

Lucien

Dawn

Astolat

Golden Sun

Robert Ryland

Dawn

Astolat

Golden Sun

Solene d'Alba

Dawn

Astolat

Golden Sun

Sigwald de cambysse

Dawn

Astolat

House de Cambysse

Golden Sun

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Golden Sun

Eadric Fjellrevening

Dawn

Astolat

House De Rondell

Golden Sun

Garravaine De Rondell

Dawn

Astolat

House De Rondell

Golden Sun

Gregor De Rondell

Dawn

Astolat

House De Rondell

Golden Sun

Tancred

Dawn

Astolat

House De Rondell

Golden Sun

Roger Du Soleil

Dawn

Astolat

House Du Soleil

Golden Sun

Valentin Ivarovich Severyan

Dawn

Astolat

House Orzel

Golden Sun

Owain Sepulchre

Dawn

Astolat

House Sepulchre Banner

Golden Sun

Danica Mala Severyan

Dawn

Astolat

House Vandale

Golden Sun

Melusina Ehrengard

Dawn

Astolat

House Vandale

Golden Sun

Peter Fletcher

Dawn

Astolat

House Vandale

Golden Sun

Robyn Vandale

Dawn

Astolat

House Vandale

Golden Sun

Brother Vladimir von Temeschwar Of the Brotherhood of the Ashen Tower

The League

Holberg

The Brotherhood of the Ashen Tower

Golden Sun

Feroce Lupo

The League

Holberg

The Brotherhood of the Ashen Tower

Golden Sun

Hugo Schwarzenberger

The League

Holberg

The Brotherhood of the Ashen Tower

Golden Sun

Nerezza Da Rosa Del Sarvos (Isabella)

The League

Holberg

The Brotherhood of the Ashen Tower

Golden Sun

Reinhardt Schwarzmane

The League

Holberg

The Brotherhood of the Ashen Tower

Golden Sun

Thane

The League

Holberg

The Brotherhood of the Ashen Tower

Golden Sun

Eliane Du Maurisol

Dawn

Semmerholm

Golden Sun

Arda Andriksson

Wintermark

Sermersuaq

The Children of Winter

Golden Sun

Draca “Cold-Iron”

Wintermark

Sermersuaq

The Children of Winter

Golden Sun

Njamor Threestone

Wintermark

Sermersuaq

The Children of Winter

Golden Sun

Serrusto Caeli Rezia di Tassato

The League

Tassato

Golden Sun

Enrico

The League

Temeschwar

The Brotherhood of the Ashen Tower

Golden Sun

Marco

The League

Temeschwar

The Brotherhood of the Ashen Tower

Golden Sun

Pater Josiah Lynch

The League

Temeschwar

The Brotherhood of the Ashen Tower

Golden Sun

Vulpes

Dawn

The Barrens

Golden Sun

Caius Aurelius

Dawn

The Barrens

House Aurelius

Golden Sun

Isabelle

Dawn

Weirwater

Golden Sun

Lucan

Dawn

Weirwater

Golden Sun

Sendren Tanner

Dawn

Weirwater

Golden Sun

Sir Andred Gravaine

Dawn

Weirwater

Golden Sun

Teagan de Casillon

Dawn

Weirwater

Golden Sun

D'Eon

Dawn

Weirwater

House Novarion

Golden Sun

Gwynhwyfar

Dawn

Weirwater

House Orzel

Golden Sun

Ilya Damirovich Severyan

Dawn

Weirwater

House Orzel

Golden Sun

Maryc

Dawn

Weirwater

House Orzel

Golden Sun

Starac Sijed

Dawn

Weirwater

House Orzel

Golden Sun

Tapion Orzel

Dawn

Weirwater

House Orzel

Hordalant Spy Network

Aethalstan Halvarson

Wintermark

Hahnmark

Hordalant Spy Network

Ethelwulf Argonning

Wintermark

Hahnmark

Darkwolves of Argonne

Hordalant Spy Network

"Axehind" Aedric Dunning

Wintermark

Hahnmark

Dunhearth Hall

Hordalant Spy Network

Benny

Wintermark

Hahnmark

Dunhearth Hall

Hordalant Spy Network

Bjergir of Dunhearth

Wintermark

Hahnmark

Dunhearth Hall

Hordalant Spy Network

Blaze

Wintermark

Hahnmark

Dunhearth Hall

Hordalant Spy Network

Elva

Wintermark

Hahnmark

Dunhearth Hall

Hordalant Spy Network

Hadand Dunwulf

Wintermark

Hahnmark

Dunhearth Hall

Hordalant Spy Network

Raeden

Wintermark

Hahnmark

Dunhearth Hall

Hordalant Spy Network

Theoderic Ulfarsson

Wintermark

Hahnmark

Dunhearth Hall

Hordalant Spy Network

Wolfrik

Wintermark

Hahnmark

Dunhearth Hall

Hordalant Spy Network

Vulrik Bager

Wintermark

Hahnmark

Hall Svell Dyr

Hordalant Spy Network

Morcar Sigvardssson

Wintermark

Hahnmark

Vesalligr

Hordalant Spy Network

Ashborn Rauur

Imperial Orcs

Skarsind

Ashborn

Hordalant Spy Network

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Hordalant Spy Network

Elthwyn

Wintermark

Skarsind

Dunhearth Hall

Hordalant Spy Network

Raknar Dunning

Wintermark

Skarsind

Dunhearth Hall

Hordalant Spy Network

Britwulf

Wintermark

Skarsind

Renwaerd

Hordalant Spy Network

Tulva

Imperial Orcs

Skarsind

Skywise

Quiet Step

Valeska Pathfinder

Navarr

Liathaven

Pathfinders

Seventh Wave

Solomon of the Silent Tide

Highguard

unknown

Seventh Wave

Levi Ramage

Highguard

Bastion

Seventh Wave

Roman Aleksander Alinyova

Highguard

Bastion

Seventh Wave

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Seventh Wave

Nicanor

Highguard

Bastion

Felix's Watch Banner

Seventh Wave

Cuth

Highguard

Bastion

Shattered Tower Banner

Seventh Wave

Jada

Highguard

Bastion

Shattered Tower Banner

Seventh Wave

Solomon

Highguard

Bastion

Shattered Tower Banner

Seventh Wave

Kaleb

Highguard

Casinea

Cohort of the Winter Bear

Seventh Wave

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Seventh Wave

Cayleb

Highguard

Casinea

Felix's Watch Banner

Seventh Wave

Ashai Varnairus

The Brass Coast

Feroz

Seventh Wave

Abaddon

Highguard

Necropolis

Seventh Wave

Isaac

Highguard

Necropolis

Seventh Wave

mathayus

Highguard

Necropolis

Seventh Wave

Ophelius

Highguard

Necropolis

Seventh Wave

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Seventh Wave

Archelaus

Highguard

Reikos

Seventh Wave

Sarah

Highguard

Reikos

Seventh Wave

Jeconiah

Highguard

Reikos

Banner of the Cenotaph

Seventh Wave

Abaddon

Highguard

Reikos

Shattered Tower Banner

Summer Storm

Kirrik

Imperial Orcs

Skarsind

Sunhammers

Summer Storm

Irontide Kragg

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Rokk

Imperial Orcs

Skarsind

The Irontide

The Gate

Florent-Maxime du Barre Cordraco

Dawn

Astolat

House Bascombe

Valiant Pegasus

Gezzar

Imperial Orcs

Skarsind

Winter Sun

Dorri

Imperial Orcs

Skarsind

Bloodcrows

Wolves of War

Geraint Bascombe

Dawn

Astolat

House Cordraco

Wolves of War

Lord Merbrid the Stork

Dawn

Astolat

House Sepulchre Banner

Wolves of War

Brennos Brackensong

Navarr

Broceliande

Wolves of War

Brendan

Navarr

Broceliande

Brackensong Steading (Banner)

Wolves of War

Helgunn

Wintermark

Hahnmark

Wolves of War

Kindra Edasdottir

Wintermark

Hahnmark

Wolves of War

Osric

Wintermark

Hahnmark

Wolves of War

Siward

Wintermark

Hahnmark

Wolves of War

Skegg

Wintermark

Hahnmark

Wolves of War

Brynjar Bjorning

Wintermark

Hahnmark

Bjornholt

Wolves of War

Guthwine Bjorning

Wintermark

Hahnmark

Bjornholt

Wolves of War

Kasper Blakk

Wintermark

Hahnmark

Bjornholt

Wolves of War

Nerian Ordulfsson

Wintermark

Hahnmark

Holt Hyrde

Wolves of War

Kaspar Kreftinaring

Wintermark

Hahnmark

Mandrake's Marshals

Wolves of War

Cadoc Artair Skölsson

Wintermark

Hahnmark

Wargs of Winter

Wolves of War

Bleddyn Eternal

Navarr

Hercynia

Vervain Shield

Wolves of War

Magdelena Alagna Di Sarvos

The League

Holberg

Wolves of War

Kaspar Yakovich von Holberg

The League

Holberg

House of Seven Mirrors

Wolves of War

Aracelis

The Brass Coast

Kahraman

Flames of the Coast

Wolves of War

Honour Morgainova Prochnost

Varushka

Karsk

Wolves of War

Vilkas Antonovich Prochnost

Varushka

Karsk

The Embers of Ivarsgard

Wolves of War

Volk kuznetsov strascovih

Varushka

Miekarova

Wolves of War

Branislav Vuk Strascovich

Varushka

Miekarova

Grimhold Schlacta

Wolves of War

Elyra

Urizen

Morrow

Wolves of War

Flavia

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Lycier

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Valerian

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Vaan

Urizen

Morrow

Horizon's Edge

Wolves of War

Arcus Netherwatch

Urizen

Redoubt

Banner of the Phoenix

Wolves of War

Tzimisas

Urizen

Redoubt

Banner of the Phoenix

Wolves of War

Vigo Orlando Scarlatti de Sarvos

The League

Sarvos

Carta Bellamarina

Wolves of War

Leon Fortuna

The League

Sarvos

The Brotherhood of Torn Banners

Wolves of War

Marciel i Riqueza

The Brass Coast

Segura

Flames of the Coast

Wolves of War

Kellua Itsepainen

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Wolves of War

Philostrate

Urizen

Spiral

Wolves of War

Tanwyn Ankarien

Urizen

Spiral

Ankarien's Revenge

Wolves of War

Belisarius Blackheart

Urizen

Spiral

Banner of the Phoenix

Wolves of War

Aurelius, the Oak's Brother

Urizen

Spiral

Seven Wandering Stars

Wolves of War

Cassius, Stork’s Brother

Urizen

Spiral

Seven Wandering Stars

Wolves of War

Septima, Door's Sister

Urizen

Spiral

Seven Wandering Stars

Wolves of War

Tiberius, Phoenix's Brother

Urizen

Spiral

Seven Wandering Stars

Wolves of War

Alessandro of the Cuore de Pietra

The League

Tassato

Wolves of War

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Natalia "The Falcon" Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Serena di Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Iacob Aurel Genoshu

The League

Temeschwar

The Brotherhood of Torn Banners

Wolves of War

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Wolves of War

Leon

Dawn

The Barrens

House de Carsenere

Wolves of War

Josua Rookwood

Dawn

The Barrens

House Martel

Wolves of War

Matty (Matilda)

Dawn

The Barrens

House Martel

Wolves of War

Rodric Worldscribe

Navarr

Therunin

Wolves of War

Bohemonde "Bo" Novarion

Dawn

Weirwater

House Novarion

Wolves of War

Kai

Urizen

Zenith

Banner of the Phoenix

Wolves of War

Amulius

Urizen

Zenith

Nocturnal Fall

Wolves of War

Cain

Urizen

Zenith

Nocturnal Fall

Zemress Island Evacuation

Adan i DelToro i Riqueza

The Brass Coast

unknown

DelToro

Zemress Island Evacuation

Ahraz i Guerra

The Brass Coast

Feroz

Zemress Island Evacuation

Leto Mayakl-Khunnang

The Brass Coast

Feroz

Zemress Island Evacuation

Raul I Alves I Guerra

The Brass Coast

Feroz

Zemress Island Evacuation

Santiago

The Brass Coast

Feroz

Zemress Island Evacuation

Ana i Taziel i Riqueza

The Brass Coast

Feroz

House Taziel

Zemress Island Evacuation

Basir-Tazial

The Brass Coast

Feroz

House Taziel

Zemress Island Evacuation

Demetrio Taziel i Riqueza

The Brass Coast

Feroz

House Taziel

Zemress Island Evacuation

Keiati i Taziel i Riquezza

The Brass Coast

Feroz

House Taziel

Zemress Island Evacuation

Mae

The Brass Coast

Feroz

House Taziel

Zemress Island Evacuation

Octavia

The Brass Coast

Feroz

House Taziel

Zemress Island Evacuation

Thadeo I Aberoa I Riqueza

The Brass Coast

Feroz

Krakenfire Armada

Zemress Island Evacuation

Cormack

Wintermark

Hahnmark

Dunhearth Hall

Zemress Island Evacuation

Gron "Thick Hide" Osgaring

Wintermark

Hahnmark

Oath-sworn of Wolfpine

Zemress Island Evacuation

Halig Homebound

Wintermark

Hahnmark

Vesalligr

Zemress Island Evacuation

arturo

Navarr

Hercynia

Foxden

Zemress Island Evacuation

eagon

Navarr

Hercynia

Foxden

Zemress Island Evacuation

Galleo

The Brass Coast

Kahraman

House Taziel

Zemress Island Evacuation

Enrique I Kalamar I Guerra

The Brass Coast

Madruga

Zemress Island Evacuation

Inigo i Ezmara i Riqueza

The Brass Coast

Madruga

Zemress Island Evacuation

Qusay i Kalamar i Guerra

The Brass Coast

Madruga

Zemress Island Evacuation

Safya i Kalamar i Guerra

The Brass Coast

Madruga

Zemress Island Evacuation

Anwar - i - Del Toro - i - Riquezza

The Brass Coast

Madruga

DelToro

Zemress Island Evacuation

Carlos

The Brass Coast

Madruga

DelToro

Zemress Island Evacuation

Jo

The Brass Coast

Madruga

DelToro

Zemress Island Evacuation

Sofia i DelToro i Riqueza

The Brass Coast

Madruga

DelToro

Zemress Island Evacuation

Alix i Sol-Devorador i Erigo

The Brass Coast

Madruga

Krakenfire Armada

Zemress Island Evacuation

Dacio i Valeria i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Zemress Island Evacuation

Diego i Sol-Devorador i Erigo

The Brass Coast

Madruga

Krakenfire Armada

Zemress Island Evacuation

Etherain i Sol-Devorador i Erigo

The Brass Coast

Madruga

Krakenfire Armada

Zemress Island Evacuation

Galinndan Sol Devorador Erigo

The Brass Coast

Madruga

Krakenfire Armada

Zemress Island Evacuation

Iris i Paloma i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Zemress Island Evacuation

Lilith

The Brass Coast

Madruga

Krakenfire Armada

Zemress Island Evacuation

Vrael i Sol-Devorador i Erigo

The Brass Coast

Madruga

Krakenfire Armada

Zemress Island Evacuation

Andras Leafstalker

Navarr

Miaren

In the Navvari

Zemress Island Evacuation

Dyfrig

Navarr

Miaren

In the Navvari

Zemress Island Evacuation

Llewellyn Leafstalker

Navarr

Miaren

Narmada

Zemress Island Evacuation

Vraalbuka Strascovich

Varushka

Miekarova

Zemress Island Evacuation

Radomir Dobromilovich Straskovich

Varushka

Miekarova

Vor'Azi Wardens

Zemress Island Evacuation

Vilana

Varushka

Miekarova

Wulfen Reavers

Zemress Island Evacuation

Liora Daughter of Rebekah

Highguard

Necropolis

Zemress Island Evacuation

Gideon

Highguard

Reikos

Zemress Island Evacuation

Bartimaeus

Highguard

Reikos

Shattered Tower Banner

Zemress Island Evacuation

Kabaros i Ezmara i Erigo

The Brass Coast

Segura

The Ezmaran Key to Prosperity

Zemress Island Evacuation

chibz

Imperial Orcs

Skarsind

Zemress Island Evacuation

Rork

Imperial Orcs

Skarsind

Zemress Island Evacuation

Dayus

Imperial Orcs

Skarsind

Stormcrow

Zemress Island Evacuation

Oda Farkas

Navarr

Therunin

Ruis Farkas

Zemress Island Evacuation

Owain Farkas

Navarr

Therunin

Ruis Farkas

Zemress Island Evacuation

Aeliana

Urizen

Zenith

Ankarien's Revenge

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Roll_of_Honour_Summer_Solstice_381YE&oldid=61699"

Imperial Roll of Honour Winter Solstice 379YE

Support

Citizen

Nation

Territory

Banner

Towers of the Dawn

Clarence Oswald

Dawn

unknown

House Arwood

Towers of the Dawn

Durand De Coeurdefer

Dawn

unknown

House De Rondell

Towers of the Dawn

Geraint Bascombe

Dawn

Astolat

House Bascombe

Towers of the Dawn

Reynaud de Cambysse

Dawn

Astolat

House de Cambysse

Towers of the Dawn

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Towers of the Dawn

Garravaine De Rondell

Dawn

Astolat

House De Rondell

Towers of the Dawn

Gellan Du Rondell

Dawn

Astolat

House De Rondell

Towers of the Dawn

Lord Colwynn de Rondell

Dawn

Astolat

House De Rondell

Towers of the Dawn

Odelina

Dawn

Astolat

House De Rondell

Towers of the Dawn

Tancred

Dawn

Astolat

House De Rondell

Towers of the Dawn

Sir Bowen Steiner Seren

Dawn

Astolat

House Seren

Towers of the Dawn

Peter Fletcher

Dawn

Astolat

House Vandale

Towers of the Dawn

Soldier

Dawn

The Barrens

Towers of the Dawn

Caius Aurelius

Dawn

The Barrens

House Aurelius

Towers of the Dawn

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Towers of the Dawn

Guy Grimbold the Elder

Dawn

The Barrens

House Loreal

Towers of the Dawn

Matty (Matilda)

Dawn

The Barrens

House Martel

Towers of the Dawn

Bohemonde "Bo" Novarion

Dawn

Weirwater

House Novarion

Towers of the Dawn

D'Eon

Dawn

Weirwater

House Novarion

Towers of the Dawn

Lady Clarice Novarion

Dawn

Weirwater

House Novarion

Towers of the Dawn

Brokenshield Talik

Imperial Orcs

Skarsind

Brokenshield

Liathhaven Spy Network

Kray

Imperial Orcs

Skarsind

Skywise

Liathhaven Spy Network

Owyn

Navarr

unknown

Exile's End

Liathhaven Spy Network

Effyn Y Basdun

Navarr

unknown

Y’Basden

Liathhaven Spy Network

Valeska Pathfinder

Navarr

Liathaven

Pathfinders

Liathhaven Spy Network

Cormac Farkas

Navarr

Liathaven

Ruis Farkas

Fort Mezudan

Bernardino Di Sienna II, of The Companions of Tarw

Navarr

Liathaven

The Companions of Tarw

Liathhaven Spy Network

Lleu

Navarr

Liathaven

The Companions of Tarw

Liathhaven Spy Network

Rhisiart Tarw

Navarr

Liathaven

The Companions of Tarw

Liathhaven Spy Network

Tarrion Tarw

Navarr

Liathaven

The Companions of Tarw

Liathhaven Spy Network

Ulric Y'Basden

Navarr

Liathaven

Y’Basden

Liathhaven Spy Network

Rhodri Pathfinder

Navarr

Miaren

Pathfinders

Hordalant Spy Network

Cigydd Summer Crow

Navarr

Therunin

The Summer Crows

Liathhaven Spy Network

Merel

Navarr

Therunin

Vervain Shield

Fort Braydon

Anwar - i - Del Toro - i - Riquezza

The Brass Coast

Feroz

DelToro

Liathhaven Spy Network

Vito Sayap Guerra

The Brass Coast

Kahraman

Liathhaven Spy Network

Maritza y Ruiloba y Guerra

The Brass Coast

Madruga

House Taziel

Liathhaven Spy Network

Salvatore i Paloma i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Liathhaven Spy Network

Graz Hune Erigo

The Brass Coast

Segura

Morado Corsairs

Barrens Spy Network

Othello di Severio von Holberg

The League

Holberg

Holberg

Sorin il Cignonero

The League

Sarvos

Orchard's Watch

William Guildenstern

The Marches

Upwold

House Guildenstern

Verthandi Spy Network

Bjarvoc Bjornson

Wintermark

Hahnmark

Vesalligr

Verthandi Spy Network

Iorveth

Wintermark

Hahnmark

Vesalligr

Verthandi Spy Network

Morcar Sigvardssson

Wintermark

Hahnmark

Vesalligr

Hordalant Spy Network

Ogmundr Kaldrheim

Wintermark

Hahnmark

Vesalligr

Verthandi Spy Network

Raknar

Wintermark

Hahnmark

Vesalligr

Verthandi Spy Network

Thangbrand Silverhand

Wintermark

Hahnmark

Vesalligr

Hordalant Spy Network

Uskolli

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Verthandi Spy Network

Draca

Wintermark

Sermersuaq

The Children of Winter

Hordalant Spy Network

Kellua Itsepainen

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Hordalant Spy Network

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Black Thorns

Brennos Brackensong

Navarr

Broceliande

Black Thorns

Meltar

Wintermark

Kallavesa

Saker

Bounders

Erwillian Mann

The Marches

Mitwold

The Talbots

Citadel Guard

Roman Aleksander Alinyova

Highguard

Bastion

Citadel Guard

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Citadel Guard

Brother Ibrahim the South Paw

Highguard

Bastion

Cohort of the Winter Bear

Citadel Guard

Enoch

Highguard

Bastion

Cohort of the Winter Bear

Citadel Guard

Jack

Highguard

Bastion

Cohort of the Winter Bear

Citadel Guard

Lucifer

Highguard

Bastion

Cohort of the Winter Bear

Citadel Guard

Nicanor

Highguard

Bastion

Felix's Watch Banner

Citadel Guard

Drax de Crooked

Highguard

Bastion

Shattered Tower Banner

Citadel Guard

Jada

Highguard

Bastion

Shattered Tower Banner

Citadel Guard

Solomon

Highguard

Bastion

Shattered Tower Banner

Citadel Guard

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Citadel Guard

Cayleb

Highguard

Casinea

Felix's Watch Banner

Citadel Guard

mathayus

Highguard

Necropolis

Citadel Guard

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Citadel Guard

Arilia Corvidea

Highguard

Reikos

Drusilla’s Resolve

Citadel Guard

Jericho

Highguard

Reikos

Drusilla’s Resolve

Citadel Guard

Courtney

Highguard

Reikos

Shattered Tower Banner

Citadel Guard

Joshua

Highguard

Reikos

Shattered Tower Banner

Citadel Guard

Rykus Tye

Highguard

Reikos

Shattered Tower Banner

Citadel Guard

Andrea von Holberg

The League

Holberg

The Brotherhood of the Ashen Tower

Citadel Guard

Brother Vladimir von Temeschwar Of the Brotherhood of the Ashen Tower

The League

Holberg

The Brotherhood of the Ashen Tower

Citadel Guard

Vitellius

Urizen

Morrow

Banner of the Phoenix

Citadel Guard

Caius

Urizen

Redoubt

Banner of the Phoenix

Citadel Guard

Maximillian

Urizen

Zenith

Ankarien's Revenge

Citadel Guard

Tanwyn Ankarien

Urizen

Zenith

Ankarien's Revenge

Citadel Guard

kiy

Urizen

Zenith

Banner of the Phoenix

Citadel Guard

Magnus Anatolyvich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Citadel Guard

Volk kuznetsov strascovih

Varushka

Miekarova

Citadel Guard

Branislav Vuk Strascovich

Varushka

Miekarova

Grimhold Schlacta

Citadel Guard

Olaf Gregorson |Strascovich

Varushka

Miekarova

Grimhold Schlacta

Citadel Guard

Senghir Vorbarra Strascovian

Varushka

Miekarova

Grimhold Schlacta

Citadel Guard

Vasiliy Krenyenkov Valeskai Strascovich

Varushka

Miekarova

Grimhold Schlacta

Drakes

William Talbot

The Marches

Mitwold

The Talbots

Eastern Sky

Arturo i'Ezmara i'Erigo

The Brass Coast

Madruga

Eastern Sky

Isandro i Sotero i Riqueza

The Brass Coast

Segura

Fist of the Mountains

Cavall

Dawn

Astolat

House De Rondell

Fist of the Mountains

Vulgaris Vicarious

Dawn

Weirwater

House Orzel

Fist of the Mountains

Idris SummerCrow

Navarr

Hercynia

The Summer Crows

Fist of the Mountains

Tybalt Von Ungeist

The League

Temeschwar

The Holberg Hawks

Fist of the Mountains

Cynwulf Ashburh

Wintermark

Hahnmark

Darkwolves of Argonne

Fist of the Mountains

"Axehind" Aedric Dunning

Wintermark

Hahnmark

Dunhearth Hall

Fist of the Mountains

Bucklund

Wintermark

Hahnmark

Hendal Hearth

Fist of the Mountains

Brandgar Tyrshalting

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Horsa Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Tager Defender of the Fallen Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Hakki

Wintermark

Kallavesa

The Herd

Fist of the Mountains

Joakim

Wintermark

Sermersuaq

Fist of the Mountains

Yma Starkadottir

Wintermark

Skarsind

The Rangers of Nanuk

Freeborn Storm

Gideon

Highguard

Casinea

Storm's Fury

Freeborn Storm

Brik

Imperial Orcs

Skarsind

Bloodcrows

Freeborn Storm

Feran Y'Basden

Navarr

Miaren

Freeborn Storm

Andras Leafstalker

Navarr

Miaren

In the Navvari

Freeborn Storm

Anastarsia di Sarvos

The League

Sarvos

Freeborn Storm

nate drayton

The Marches

Mournwold

Freeborn Storm

Inar Dunning the Blacksmith

Wintermark

Hahnmark

Dunhearth Hall

Freeborn Storm

Ragnar

Wintermark

Sermersuaq

Holt Hyrde

Golden Sun

Dagonet

Dawn

unknown

House Aurelius

Golden Sun

Evaine

Dawn

Astolat

Golden Sun

Damien

Dawn

Astolat

House de Gauvain

Golden Sun

Robert de Gauvain

Dawn

Astolat

House de Gauvain

Golden Sun

Valentin Ivarovich Severyan

Dawn

Astolat

House Orzel

Golden Sun

Danica Mala Severyan

Dawn

Astolat

House Vandale

Golden Sun

Everis

Dawn

Semmerholm

Golden Sun

Constantine Aurelius

Dawn

The Barrens

House Aurelius

Golden Sun

Riculf D'Aurelius

Dawn

The Barrens

House Aurelius

Golden Sun

Gwynhwyfar

Dawn

The Barrens

House Orzel

Golden Sun

Maryc

Dawn

Weirwater

House Orzel

Golden Sun

Starac Sijed

Dawn

Weirwater

House Orzel

Green Shield

Sulkavaris ( formerly Guthwulf)

Wintermark

Hahnmark

Green Shield

Godwin Dunhearthing

Wintermark

Hahnmark

Dunhearth Hall

Green Shield

Eadric

Wintermark

Hahnmark

Renwaerd

Green Shield

Signy Three Tears

Wintermark

Sermersuaq

Saker

Green Shield

Iorah Grimvaldsdottir

Wintermark

Sermersuaq

The Rangers of Nanuk

Green Shield

EryWood of Dunning

Wintermark

Skarsind

Dunhearth Hall

Hierro

Vilkas Antonovich Prochnost

Varushka

Karov

The Embers of Ivarsgard

Hierro

Mandrake Lightfoot

Wintermark

unknown

Mandrake's Marshals

Hierro

Rednav

Wintermark

Hahnmark

The Hunters Of The Mark

Hounds of Glory

Ioseph

Urizen

Morrow

Banner of the Phoenix

Hounds of Glory

Vulpes

Urizen

Zenith

Hounds of Glory

Aquillian Effugere

Urizen

Zenith

Ankarien's Revenge

Hounds of Glory

Hubert Annanovich Gremani

Varushka

Karsk

Family Gremani

Hounds of Glory

Maarit Akkova Cendro

Varushka

Miekarova

Hounds of Glory

Mikhael Raduvich Sidirov

Varushka

Miekarova

Hounds of Glory

Nadezhda Nadyovna Gremani

Varushka

Miekarova

Family Gremani

Hounds of Glory

Ravenka Nadyovna Gremani

Varushka

Miekarova

Family Gremani

Quiet Step

Kestrel

Navarr

Broceliande

Brackensong Steading (Banner)

Quiet Step

Breannain

Navarr

Therunin

Red Wind Corsairs

Dewey Pathfinder

Navarr

Miaren

Pathfinders

Red Wind Corsairs

Daesa'Kova

Navarr

Therunin

Foxden

Strong Reeds

Owain Sturgeon

The Marches

Bregasland

House Wheelwright

Strong Reeds

Edwin de Warrenne

The Marches

Bregasland

Order of the Forgotten Word

Strong Reeds

Robert Dunlain

The Marches

Mournwold

House Dunlain

Strong Reeds

Bernard Dugdale

The Marches

Mournwold

Mournwold Sappers

Summer Storm

Morg'ur

Imperial Orcs

Skarsind

Summer Storm

Ashborn Braag

Imperial Orcs

Skarsind

Ashborn

Summer Storm

Bloodcrow Ergot

Imperial Orcs

Skarsind

Bloodcrows

Summer Storm

Dorri

Imperial Orcs

Skarsind

Bloodcrows

Summer Storm

Yargol

Imperial Orcs

Skarsind

Bloodcrows

Summer Storm

Wesk

Imperial Orcs

Skarsind

Redhands

Summer Storm

drak

Imperial Orcs

Skarsind

Redhands

Summer Storm

Redhand Drakk

Imperial Orcs

Skarsind

Redhands

Summer Storm

Redhand Urzak

Imperial Orcs

Skarsind

Redhands

Summer Storm

Stryke

Imperial Orcs

Skarsind

Redhands

Summer Storm

Synnat

Imperial Orcs

Skarsind

Redhands

Summer Storm

Rykana

Imperial Orcs

Skarsind

Skywise

Summer Storm

Kirrik

Imperial Orcs

Skarsind

Sunhammers

Summer Storm

Irontide Kul

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Irontide Skar

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Irontide Vio

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Dane

Navarr

Liathaven

Vervain Shield

Summer Storm

Rees

Navarr

Liathaven

Y’Basden

Summer Storm

Kalas Realm Reach

Navarr

Miaren

Realms Reach

Summer Storm

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Summer Storm

Jack Flint

The Marches

unknown

House Bolholt

Summer Storm

Robert Ryland

The Marches

Mitwold

The Boundarymen

Summer Storm

Robin Longshanks

The Marches

Mitwold

The Cullach

Summer Storm

Athalger Rowen

The Marches

Upwold

Emerald Order

Summer Storm

Volk

Wintermark

Hahnmark

Summer Storm

Ethelwulf Argonning

Wintermark

Hahnmark

Darkwolves of Argonne

Summer Storm

Kinder

Wintermark

Sermersuaq

Mandrake's Marshals

Summer Storm

Ragnar Andriksson

Wintermark

Sermersuaq

Mandrake's Marshals

Summer Storm

Kye Knife-Born

Wintermark

Sermersuaq

Saker

Summer Storm

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Summer Storm

torunn Volcarona

Wintermark

Skarsind

The Hunters Of The Mark

The Tusks

Otto Freidrich Von Holsberg

The League

Holberg

Holsburger Haudegen

The Tusks

John of Meade

The Marches

Mitwold

The Tusks

Walter Savage

The Marches

Mournwold

The Tusks

Alusair Farstrider

The Marches

Upwold

The Tusks

Bruce Pott

The Marches

Upwold

House Balston

Valiant Pegasus

Isaac

Highguard

Necropolis

Valiant Pegasus

Amon

Highguard

Necropolis

The Raven's Watch

Valiant Pegasus

Merryn Farkas

Navarr

Therunin

Ruis Farkas

Wolves of War

Cuth

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Bjørn Oakenhart

Navarr

Miaren

The Oakenharts

Wolves of War

Jager Von Vinterhosen

The League

Holberg

Compagnia De Rossi

Wolves of War

Gereke Delfholter

The League

Holberg

Holsburger Haudegen

Wolves of War

Feroce Lupo

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Grace Sanguineo Rezia di Tassato

The League

Tassato

The Gilded Edge

Wolves of War

Dietrich Nieschtieri Rezia von Temeschwar

The League

Temeschwar

Wolves of War

Richard the Passer of Upwold

The Marches

Upwold

Emerald Order

Wolves of War

Lycier

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Vaan

Urizen

Morrow

Horizon's Edge

Wolves of War

Arcus Netherwatch

Urizen

Redoubt

Banner of the Phoenix

Wolves of War

Jaromir "Jarek" Draganov Gremani

Varushka

Miekarova

Family Gremani

Wolves of War

Sif "Loyal Guardian" Valoing

Wintermark

Kallavesa

The Rangers of Nanuk

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Roll_of_Honour_Winter_Solstice_379YE&oldid=46314"

Imperial Roll of Honour Winter Solstice 380YE

Support

Citizen

Nation

Territory

Banner

Barrens Spy Network

Eliane Du Maurisol

Dawn

Semmerholm

Barrens Spy Network

Matty (Matilda)

Dawn

The Barrens

House Martel

Black Thorns

Llassar

Navarr

unknown

Black Thorns

Solomon of the Silent Tide

Highguard

unknown

Black Thorns

Owyn

Navarr

unknown

Exile's End

Black Thorns

Alexander

Dawn

Astolat

House De Rondell

Black Thorns

Eadric Fjellrevening

Dawn

Astolat

House De Rondell

Black Thorns

Gregor De Rondell

Dawn

Astolat

House De Rondell

Black Thorns

Lord Colwynn de Rondell

Dawn

Astolat

House De Rondell

Black Thorns

Tancred

Dawn

Astolat

House De Rondell

Black Thorns

Brennos Brackensong

Navarr

Broceliande

Black Thorns

Brendan

Navarr

Broceliande

Brackensong Steading (Banner)

Black Thorns

Cael Splitroot

Navarr

Broceliande

Brackensong Steading (Banner)

Black Thorns

Meric Freysson

Wintermark

Hahnmark

Black Thorns

Ethelwulf Argonning

Wintermark

Hahnmark

Darkwolves of Argonne

Black Thorns

Julietta pathfinder

Navarr

Hercynia

Pathfinders

Black Thorns

Scota

Navarr

Hercynia

Pathfinders

Black Thorns

Bleddyn Eternal

Navarr

Hercynia

Vervain Shield

Black Thorns

Corrádhin

Navarr

Hercynia

Wolf's Bone

Black Thorns

Vito Sayap Guerra

The Brass Coast

Kahraman

Black Thorns

Fri

Navarr

Liathaven

Black Thorns

Taryn

Navarr

Liathaven

Exile's End

Black Thorns

Danza Pathfinder

Navarr

Liathaven

Pathfinders

Black Thorns

Valeska Pathfinder

Navarr

Liathaven

Pathfinders

Black Thorns

Cormac Farkas

Navarr

Liathaven

Ruis Farkas

Black Thorns

Lleu Tarw

Navarr

Liathaven

The Companions of Tarw

Black Thorns

Amber

Navarr

Liathaven

The Feyerd

Black Thorns

Gwirionedd

Navarr

Liathaven

The Feyerd

Black Thorns

Talan

Navarr

Liathaven

Wolf's Bone

Black Thorns

Riwaden

Navarr

Liathaven

Y’Basden

Black Thorns

Ulric Y'Basden

Navarr

Liathaven

Y’Basden

Black Thorns

Salvatore i Paloma i Guerra

The Brass Coast

Madruga

Krakenfire Armada

Black Thorns

Brynn

Navarr

Miaren

Black Thorns

Feran Y'Basden

Navarr

Miaren

Black Thorns

Kalas Realm Reach

Navarr

Miaren

Realms Reach

Black Thorns

Dane

Navarr

Miaren

Vervain Shield

Black Thorns

'White' Branislav

Varushka

Miekarova

Black Thorns

Cole

The Marches

Mitwold

Black Thorns

Lycier

Urizen

Morrow

Banner of the Phoenix

Black Thorns

mathayus

Highguard

Necropolis

Black Thorns

Archelaus

Highguard

Reikos

Black Thorns

Rykus Tye

Highguard

Reikos

Shattered Tower Banner

Black Thorns

Lumi Lehtonen

Wintermark

Sermersuaq

Ironhammer Clan

Black Thorns

Aerdon Korpisson

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Black Thorns

Aethelstan Korping

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Black Thorns

Govannan Seppa

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Black Thorns

Kellua Itsepainen

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Black Thorns

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Black Thorns

Rufus Ankarien

Urizen

Spiral

Black Thorns

Astrid

Navarr

Therunin

Black Thorns

Geraint Broad-Backed

Navarr

Therunin

Open Skies

Black Thorns

Erwyn

Navarr

Therunin

Ruis Farkas

Black Thorns

Daine

Navarr

Therunin

The Feyerd

Black Thorns

Meilyr

Navarr

Therunin

The Feyerd

Black Thorns

Draknaar

Navarr

Therunin

The Oakenharts

Black Thorns

Merel

Navarr

Therunin

Vervain Shield

Black Thorns

Richard the Passer of Upwold

The Marches

Upwold

The Applewood Levy

Black Thorns

Coiska Graemovna Sulich

Varushka

Volodmartz

The Oxen Head

Citadel Guard

Brutus Claudas (2)

Highguard

Bastion

Cohort of the Winter Bear

Drakes

Magdelena Alagna Di Sarvos

The League

Holberg

Drakes

Vlad Milaov Katar

Varushka

Karsk

Drakes

John of Meade

The Marches

Mitwold

Drakes

William Talbot

The Marches

Mitwold

The Talbots

Drakes

Robert Dunlain

The Marches

Mournwold

House Dunlain

Drakes

Bernard Dugdale

The Marches

Mournwold

Mournwold Sappers

Drakes

Bruce Pott

The Marches

Upwold

House Balston

Drakes

Rickard of Lambrook

The Marches

Upwold

House Balston

Drakes

William Guildenstern

The Marches

Upwold

The Applewood Levy

Eastern Sky

Arcus Netherwatch

Urizen

Redoubt

Banner of the Phoenix

Eastern Sky

Tanwyn Ankarien

Urizen

Spiral

Ankarien's Revenge

Fist of the Mountains

Mandrake Lightfoot

Wintermark

unknown

Mandrake's Marshals

Fist of the Mountains

"Axehind" Aedric Dunning

Wintermark

Hahnmark

Dunhearth Hall

Fist of the Mountains

Brandgar Tyrshalting

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Tager Defender of the Fallen Tyrshalt

Wintermark

Hahnmark

Renwaerd

Fist of the Mountains

Yassen Vladovich Raskalov

Varushka

Karsk

The Embers of Ivarsgard

Fist of the Mountains

Ulric Stenning

Wintermark

Sermersuaq

Stenstorp

Fist of the Mountains

Elthwyn

Wintermark

Skarsind

Dunhearth Hall

Fist of the Mountains

EryWood of Dunning

Wintermark

Skarsind

Dunhearth Hall

Freeborn Storm

Finna Fish-Hook

Navarr

Broceliande

In the Navvari

Golden Sun

Dagonet

Dawn

unknown

House Aurelius

Hounds of Glory

Robert Ryland

Dawn

Astolat

Hounds of Glory

Geraint Bascombe

Dawn

Astolat

House Cordraco

Hounds of Glory

Sigwald de cambysse

Dawn

Astolat

House de Cambysse

Hounds of Glory

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Roger Du Soleil

Dawn

Astolat

House Du Soleil

Hounds of Glory

Valentin Ivarovich Severyan

Dawn

Astolat

House Orzel

Hounds of Glory

Owain Sepulchre

Dawn

Astolat

House Sepulchre Banner

Hounds of Glory

Peter Fletcher

Dawn

Astolat

House Vandale

Hounds of Glory

Magnus Anatolyvich Prochnost

Varushka

Karsk

The Embers of Ivarsgard

Hounds of Glory

Sarus Auricspire

Urizen

Morrow

Horizon's Edge

Hounds of Glory

Rheged Redspear

Wintermark

Sermersuaq

Saker

Hounds of Glory

Tulva

Imperial Orcs

Skarsind

Hounds of Glory

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Hounds of Glory

Leon

Dawn

The Barrens

House de Carsenere

Hounds of Glory

Gwynhwyfar

Dawn

The Barrens

House Orzel

Hounds of Glory

Leodegrance 'Leo' Archer

Dawn

The Barrens

House Vexille

Hounds of Glory

Teagan de Casillion

Dawn

Weirwater

Hounds of Glory

Maryc

Dawn

Weirwater

House Orzel

Hounds of Glory

Starac Sijed

Dawn

Weirwater

House Orzel

Hounds of Glory

Vulgaris Vicarious

Dawn

Weirwater

House Orzel

Iron Helms

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Iron Helms

Vulpes

Dawn

The Barrens

Iron Helms

Cebrana

Varushka

Volodmartz

Watch of the Black Forest

Liathhaven Spy Network

Sagramore

Dawn

unknown

House de Gauvain

Liathhaven Spy Network

Durand De Coeurdefer

Dawn

unknown

House De Rondell

Liathhaven Spy Network

Solene d'Alba

Dawn

Astolat

Liathhaven Spy Network

Roman Aleksander Alinyova

Highguard

Bastion

Liathhaven Spy Network

Nicanor

Highguard

Bastion

Felix's Watch Banner

Liathhaven Spy Network

Cuth

Highguard

Bastion

Shattered Tower Banner

Liathhaven Spy Network

Solomon

Highguard

Bastion

Shattered Tower Banner

Liathhaven Spy Network

Kolossus

Wintermark

Hahnmark

Liathhaven Spy Network

Penda Dunning

Wintermark

Hahnmark

Dunhearth Hall

Liathhaven Spy Network

Camedyr

Navarr

Hercynia

Iron Roots of Treji

Liathhaven Spy Network

Amelion

The League

Holberg

The Brotherhood of the Ashen Tower

Liathhaven Spy Network

Aracelis

The Brass Coast

Kahraman

Liathhaven Spy Network

Jeconiah

Highguard

Reikos

The Raven's Watch

Liathhaven Spy Network

Fal

Imperial Orcs

Skarsind

Liathhaven Spy Network

Ashborn Rauur

Imperial Orcs

Skarsind

Ashborn

Liathhaven Spy Network

dor

Imperial Orcs

Skarsind

Gaterender

Liathhaven Spy Network

Rokk

Imperial Orcs

Skarsind

Sunhammers

Liathhaven Spy Network

Lambert Dalbor

The Marches

Upwold

Northern Eagle

Vilkas Antonovich Prochnost

Varushka

Karsk

The Embers of Ivarsgard

Orchard's Watch

Alusair Farstrider

The Marches

Upwold

Orchard's Watch

Edward Isambard

The Marches

Upwold

Emerald Order

Red Wind Corsairs

Daesa'Kova

Navarr

Therunin

Foxden

Summer Storm

Volk

Wintermark

Hahnmark

Summer Storm

Kirrik

Imperial Orcs

Skarsind

Sunhammers

Summer Storm

Irontide Skar

Imperial Orcs

Skarsind

The Irontide

The Tusks

Gereke Delfholter

The League

Holberg

Holsburger Haudegen

The Will of the Wintermark

artyon scalmere

Varushka

Karsk

Towers of the Dawn

Clarence Oswald

Dawn

unknown

House Arwood

Valiant Pegasus

Isaac

Highguard

Necropolis

Winter Sun

Morg'ur

Imperial Orcs

Skarsind

Winter Sun

Bloodcrow Ergot

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Bloodcrow Losak

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Dorri

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Rykana

Imperial Orcs

Skarsind

Skywise

Wolves of War

Jack Flint

The Marches

unknown

House Bolholt

Wolves of War

Garravaine De Rondell

Dawn

Astolat

House De Rondell

Wolves of War

Danica Mala Severyan

Dawn

Astolat

House Vandale

Wolves of War

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Enoch

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Jack

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Lucifer

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Moses

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Titus

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Jada

Highguard

Bastion

Shattered Tower Banner

Wolves of War

Ardon

Highguard

Casinea

Cantiarch's Hold

Wolves of War

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Wolves of War

Cayleb

Highguard

Casinea

Felix's Watch Banner

Wolves of War

Osric

Wintermark

Hahnmark

Wolves of War

Ravn Dunning

Wintermark

Hahnmark

Wolves of War

Horsa Tyrshalt

Wintermark

Hahnmark

Renwaerd

Wolves of War

Connaught

Navarr

Hercynia

Pridestalker

Wolves of War

Kaspar Yakovich von Holberg

The League

Holberg

House of Seven Mirrors

Wolves of War

Brother Vladimir von Temeschwar Of the Brotherhood of the Ashen Tower

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Emoth

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Feroce Lupo

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Hugo Schwarzenberger

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Nerezza Da Rosa Del Sarvos (Isabella)

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Reinhardt Schwarzmane

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

Maarit

Varushka

Miekarova

Wolves of War

Volk kuznetsov strascovih

Varushka

Miekarova

Wolves of War

Hezekiah

Varushka

Miekarova

Family Gremani

Wolves of War

Branislav Vuk Strascovich

Varushka

Miekarova

Grimhold Schlacta

Wolves of War

Senghir Vorbarra Strascovian

Varushka

Miekarova

Grimhold Schlacta

Wolves of War

Richard Smith

The Marches

Mitwold

Wolves of War

Robin Longshanks

The Marches

Mitwold

The Cullach

Wolves of War

Verres Amastacia

Urizen

Morrow

Wolves of War

Valerian

Urizen

Morrow

Banner of the Phoenix

Wolves of War

Boldric puddleduck

The Marches

Mournwold

House Guildenstern

Wolves of War

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Wolves of War

Abaddon

Highguard

Reikos

Shattered Tower Banner

Wolves of War

Vigo Orlando Scarlatti de Sarvos

The League

Sarvos

Carta Bellamarina

Wolves of War

Willaim Gaunt

Dawn

Semmerholm

Wolves of War

Bloodcrow Yargol

Imperial Orcs

Skarsind

Bloodcrows

Wolves of War

Kray

Imperial Orcs

Skarsind

Skywise

Wolves of War

Taal

Imperial Orcs

Skarsind

Skywise

Wolves of War

Irontide Vio

Imperial Orcs

Skarsind

The Irontide

Wolves of War

T'onk

Imperial Orcs

Skarsind

The Irontide

Wolves of War

Cassius, Stork’s Brother

Urizen

Spiral

Seven Wandering Stars

Wolves of War

Septima, Door's Sister

Urizen

Spiral

Seven Wandering Stars

Wolves of War

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Natalia "The Falcon" Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Serena di Barossa

The League

Tassato

Company of The Red Fox

Wolves of War

Silvio de Tassato

The League

Tassato

The Printers' Guild

Wolves of War

Magnus Da Rosa De Sarvos

The League

Temeschwar

The Brotherhood of the Ashen Tower

Wolves of War

Marco

The League

Temeschwar

The Brotherhood of the Ashen Tower

Wolves of War

Canix

The Marches

Upwold

House Guildenstern

Wolves of War

'green' jack woodruff

The Marches

Upwold

The Applewood Levy

Wolves of War

Bohemonde "Bo" Novarion

Dawn

Weirwater

House Novarion

Wolves of War

D'Eon

Dawn

Weirwater

House Novarion

Wolves of War

Cain

Urizen

Zenith

Wolves of War

Kai

Urizen

Zenith

Banner of the Phoenix

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Roll_of_Honour_Winter_Solstice_380YE&oldid=54627"

Imperial Roll of Honour Winter Solstice 381YE

Support

Citizen

Nation

Territory

Banner

Barrens Spy Network

Kindra Edasdottir

Wintermark

Hahnmark

Barrens Spy Network

Ethelwulf Argonning

Wintermark

Hahnmark

Darkwolves of Argonne

Barrens Spy Network

Hadand Dunwulf

Wintermark

Hahnmark

Dunhearth Hall

Barrens Spy Network

Raeden

Wintermark

Hahnmark

Dunhearth Hall

Barrens Spy Network

Herette

Wintermark

Kallavesa

Barrens Spy Network

Sketchemi Justicast Mentyevik

Varushka

Miekarova

The Oxen Head

Barrens Spy Network

Aldwyn Fjellrevening

Wintermark

Sermersuaq

Fjellreven

Drakes

John of Meade

The Marches

Mitwold

Fire of the South

Rasmus Beppeson

Wintermark

Hahnmark

Vesalligr

Hounds of Glory

Clarence Oswald

Dawn

Astolat

House Arwood

Hounds of Glory

Mal` Lassal Scethos

Dawn

Astolat

House Cordraco

Hounds of Glory

Tomyric

Dawn

Astolat

House Cordraco

Hounds of Glory

Katrina Gardner

Dawn

Astolat

House de Cambysse

Hounds of Glory

Bohemond De Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

William de Rondell

Dawn

Astolat

House De Rondell

Hounds of Glory

Agoval

Dawn

Astolat

House Du Soleil

Hounds of Glory

Danica Mala Severyan

Dawn

Astolat

House Vandale

Hounds of Glory

Roman Aleksander Alinyova

Highguard

Bastion

Hounds of Glory

Hugo Schwarzenberger

Dawn

Holberg

Hounds of Glory

Robert Dunlain

The Marches

Mournwold

House Dunlain

Hounds of Glory

Bernard Dugdale

The Marches

Mournwold

Mournwold Sappers

Hounds of Glory

Eliane Du Maurisol

Dawn

Semmerholm

Hounds of Glory

Sidlore Bonpre

Dawn

Semmerholm

Hounds of Glory

Uther Devereux

Dawn

Semmerholm

House Devereux

Hounds of Glory

Alpharius Tiberius Farron

Dawn

Semmerholm

Tour De Cendres

Hounds of Glory

Asher Flowers

Dawn

Semmerholm

Tour De Cendres

Hounds of Glory

Feroce Lupo

Dawn

Semmerholm

Tour De Cendres

Hounds of Glory

Garrett Romanenko

Dawn

Semmerholm

Tour De Cendres

Hounds of Glory

Vladimyr Cendres

Dawn

Semmerholm

Tour De Cendres

Hounds of Glory

Rheged Redspear

Dawn

Sermersuaq

Hounds of Glory

Vulpes

Dawn

The Barrens

Hounds of Glory

Caius Aurelius

Dawn

The Barrens

House Aurelius

Hounds of Glory

Guillaume

Dawn

The Barrens

House Vexille

Hounds of Glory

Teagan de Casillon

Dawn

Weirwater

Hounds of Glory

Zoran

Dawn

Weirwater

Hounds of Glory

Hennan de Gideon

Dawn

Weirwater

House Gideon

Hounds of Glory

D'Eon

Dawn

Weirwater

House Novarion

Hounds of Glory

Gwynhwyfar

Dawn

Weirwater

House Orzel

Hounds of Glory

Ilya Damirovich Severyan

Dawn

Weirwater

House Orzel

Hounds of Glory

Vasily ubiytsa chudovishch Orzel

Dawn

Weirwater

House Orzel

Hounds of Glory

Logan Tallstag

Dawn

Weirwater

House Tallstag

Iron Helms

Davinov Egorushkin

Varushka

Volodmartz

The Oxen Head

Quiet Step

Hen Was Silverthorn

Navarr

unknown

Quiet Step

Cuth

Highguard

Bastion

Shattered Tower Banner

Quiet Step

Solomon

Highguard

Bastion

Shattered Tower Banner

Quiet Step

Edwin de Warrenne

The Marches

Bregasland

Order of the Forgotten Word

Quiet Step

Brennos Brackensong

Navarr

Broceliande

Quiet Step

Brendan

Navarr

Broceliande

Brackensong Steading (Banner)

Quiet Step

Cael Splitroot

Navarr

Broceliande

Brackensong Steading (Banner)

Quiet Step

Eadric Wulfricsson

Wintermark

Hahnmark

Quiet Step

Osric

Wintermark

Hahnmark

Quiet Step

Cadoc Artair Skölsson

Wintermark

Hahnmark

Wargs of Winter

Quiet Step

Scota

Navarr

Hercynia

Pathfinders

Quiet Step

Connaught

Navarr

Hercynia

Pridestalker

Quiet Step

Merionnen the Relentless

Navarr

Hercynia

The Longest Path

Quiet Step

Maddoc

Navarr

Hercynia

Wolf's Bone

Quiet Step

Kaspar Yakovich von Holberg

The League

Holberg

House of Seven Mirrors

Quiet Step

Carsa Carmichael Cotton

Varushka

Karsk

The Oxen Head

Quiet Step

Bran Holm

Navarr

Liathaven

Quiet Step

Dynion Stormpine

Navarr

Liathaven

Quiet Step

Ieuan Fallow Deer

Navarr

Liathaven

Pathfinders

Quiet Step

Danza Pathfinder

Navarr

Liathaven

Pathfinders

Quiet Step

Derren

Navarr

Liathaven

Streamwalkers

Quiet Step

Lleu Tarw

Navarr

Liathaven

The Companions of Tarw

Quiet Step

Meilyr

Navarr

Liathaven

The Feyerd

Quiet Step

Torr Splitroot

Navarr

Miaren

Quiet Step

Kalas Realm Reach

Navarr

Miaren

Realms Reach

Quiet Step

Baldus

Navarr

Miaren

Torn Asunder

Quiet Step

Maarit

Varushka

Miekarova

Quiet Step

William Talbot

The Marches

Mitwold

The Talbots

Quiet Step

Ezekiel

Highguard

Reikos

Quiet Step

Abaddon

Highguard

Reikos

Shattered Tower Banner

Quiet Step

Rykus Tye

Highguard

Reikos

Shattered Tower Banner

Quiet Step

Jere Akkison (Liska)

Wintermark

Sermersuaq

The Children of Winter

Quiet Step

Geraint Broad-Backed

Navarr

Therunin

Open Skies

Quiet Step

Rodric Worldscribe

Navarr

Therunin

Open Skies

Quiet Step

Gwill Fenwarden

Navarr

Therunin

The Companions of Tarw

Quiet Step

Daine

Navarr

Therunin

The Feyerd

Quiet Step

Draknaar

Navarr

Therunin

Vervain Shield

Quiet Step

Merel

Navarr

Therunin

Vervain Shield

Quiet Step

Ciaphas "Black Jack" Dekar

The Marches

Upwold

Seventh Wave

Ophelius

Highguard

Necropolis

Seventh Wave

Cain

Urizen

Zenith

Nocturnal Fall

Summer Storm

Jack Flint

The Marches

unknown

House Bolholt

Summer Storm

Solomon of the Silent Tide

Highguard

unknown

The Steel Tide

Summer Storm

Solene d'Alba

Dawn

Astolat

Summer Storm

Eadric Fjellrevening

Dawn

Astolat

House De Rondell

Summer Storm

Garravaine De Rondell

Dawn

Astolat

House De Rondell

Summer Storm

Lord Colwynn de Rondell

Dawn

Astolat

House De Rondell

Summer Storm

Tancred

Dawn

Astolat

House De Rondell

Summer Storm

Roger Du Soleil

Dawn

Astolat

House Du Soleil

Summer Storm

Valentin Ivarovich Severyan

Dawn

Astolat

House Orzel

Summer Storm

Lord Merbrid the Stork

Dawn

Astolat

House Sepulchre Banner

Summer Storm

Owain Sepulchre

Dawn

Astolat

House Sepulchre Banner

Summer Storm

Robyn Vandale

Dawn

Astolat

House Vandale

Summer Storm

Kaladen Hillman

Highguard

Bastion

Summer Storm

Abathar

Highguard

Bastion

Cohort of the Winter Bear

Summer Storm

Nicanor

Highguard

Bastion

Felix's Watch Banner

Summer Storm

Iscah Knilus

Highguard

Bastion

Jachin's Legacy

Summer Storm

Cayleb

Highguard

Casinea

Felix's Watch Banner

Summer Storm

Aethalstan Halvarson

Wintermark

Hahnmark

Summer Storm

Dunn Stoneshower

Wintermark

Hahnmark

Summer Storm

Finngard

Wintermark

Hahnmark

Summer Storm

Reidarr Solvisson

Wintermark

Hahnmark

Byrchenhal

Summer Storm

Cynwulf Ashburh

Wintermark

Hahnmark

Darkwolves of Argonne

Summer Storm

"Axehind" Aedric Dunning

Wintermark

Hahnmark

Dunhearth Hall

Summer Storm

Alric

Wintermark

Hahnmark

Dunhearth Hall

Summer Storm

Benny

Wintermark

Hahnmark

Dunhearth Hall

Summer Storm

Halfreck Dunning

Wintermark

Hahnmark

Dunhearth Hall

Summer Storm

Penda Dunning

Wintermark

Hahnmark

Dunhearth Hall

Summer Storm

Rolf Dunning

Wintermark

Hahnmark

Dunhearth Hall

Summer Storm

Kaspar Kreftinaring

Wintermark

Hahnmark

Mandrake's Marshals

Summer Storm

Leofric

Wintermark

Hahnmark

Sigehold Hall

Summer Storm

Torstein Sigurdsson

Wintermark

Hahnmark

The Children of Winter

Summer Storm

Raknar

Wintermark

Hahnmark

Vesalligr

Summer Storm

Erkenbrand

Wintermark

Hahnmark

Wyvern's Watch

Summer Storm

Leone di Sarvos

The League

Holberg

The Belladonna Brigade

Summer Storm

Wilhelm Franz von Holberg

The League

Holberg

The Belladonna Brigade

Summer Storm

Emoth

The League

Holberg

The Brotherhood of the Ashen Tower

Summer Storm

Aracelis

The Brass Coast

Kahraman

Flames of the Coast

Summer Storm

Dana i Erigo

The Brass Coast

Kahraman

Flames of the Coast

Summer Storm

Vito Guerra

The Brass Coast

Kahraman

Flames of the Coast

Summer Storm

Santana i Guerra

The Brass Coast

Madruga

Flames of the Coast

Summer Storm

Valerian

Urizen

Morrow

Banner of the Phoenix

Summer Storm

Sarus Auricspire

Urizen

Morrow

Horizon's Edge

Summer Storm

Lance of the Crystal Spire

Urizen

Morrow

The Crystal Spire

Summer Storm

Seraph

Highguard

Necropolis

Summer Storm

Tiberius

Highguard

Necropolis

Summer Storm

Thomir

Highguard

Necropolis

Banner of the Cenotaph

Summer Storm

Isaac

Highguard

Necropolis

The Steel Tide

Summer Storm

mathayus

Highguard

Necropolis

The Steel Tide

Summer Storm

Antimedes of Invidia

Urizen

Redoubt

Banner of the Phoenix

Summer Storm

Arcus Netherwatch

Urizen

Redoubt

Banner of the Phoenix

Summer Storm

Zadkiel de Coeurdefer

Dawn

Reikos

Summer Storm

Marciel i Riqueza

The Brass Coast

Segura

Flames of the Coast

Summer Storm

Tito Guerra

The Brass Coast

Segura

Flames of the Coast

Summer Storm

Alix i Erigo

The Brass Coast

Segura

Krakenfire Armada

Summer Storm

Aethelstan Korping

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Summer Storm

Arda Andriksson

Wintermark

Sermersuaq

The Children of Winter

Summer Storm

Kinder

Wintermark

Sermersuaq

The Children of Winter

Summer Storm

Gezzar

Imperial Orcs

Skarsind

Summer Storm

Ashborn Rauur

Imperial Orcs

Skarsind

Ashborn

Summer Storm

Ask

Imperial Orcs

Skarsind

Bloodcrows

Summer Storm

Bloodcrow Drost

Imperial Orcs

Skarsind

Bloodcrows

Summer Storm

Bloodcrow T'Kor

Imperial Orcs

Skarsind

Bloodcrows

Summer Storm

Bloodcrow Yargol

Imperial Orcs

Skarsind

Bloodcrows

Summer Storm

Bruin Dunning

Wintermark

Skarsind

Dunhearth Hall

Summer Storm

Krunk

Imperial Orcs

Skarsind

Gaterender

Summer Storm

Shawtax

Imperial Orcs

Skarsind

Gaterender

Summer Storm

Grokk

Imperial Orcs

Skarsind

Redhands

Summer Storm

Vade

Imperial Orcs

Skarsind

Redhands

Summer Storm

Rykana

Imperial Orcs

Skarsind

Skywise

Summer Storm

Irontide Skar

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Irontide Vio

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Rokk

Imperial Orcs

Skarsind

The Irontide

Summer Storm

T'onk

Imperial Orcs

Skarsind

The Irontide

Summer Storm

Shiv

Imperial Orcs

Skarsind

Warhounds

Summer Storm

Phaedra Anakerien

Urizen

Spiral

Summer Storm

Philostrate

Urizen

Spiral

Summer Storm

Aquillian Effugere

Urizen

Spiral

Ankarien's Revenge

Summer Storm

Tanwyn Ankarien

Urizen

Spiral

Ankarien's Revenge

Summer Storm

Belisarius Blackheart

Urizen

Spiral

Banner of the Phoenix

Summer Storm

Gabriel Barossa

The League

Tassato

Company of The Red Fox

Summer Storm

Natalia "The Falcon" Barossa

The League

Tassato

Company of The Red Fox

Summer Storm

Escalados de Carsenere

Dawn

The Barrens

House de Carsenere

Summer Storm

Leon

Dawn

The Barrens

House de Carsenere

Summer Storm

Sammy Squirel

The Marches

Upwold

The Green Men

Summer Storm

Ren Tanner

Dawn

Weirwater

Summer Storm

Bors De Carsenere

Dawn

Weirwater

House de Carsenere

Summer Storm

Maryc

Dawn

Weirwater

House Orzel

Summer Storm

Starac Sijed

Dawn

Weirwater

House Orzel

Summer Storm

Kai

Urizen

Zenith

Banner of the Phoenix

Valiant Pegasus

Sagramore

Dawn

Astolat

Winged Lions

Valiant Pegasus

Amulius

Urizen

Zenith

The Heroes of Nikephoros

Winter Sun

Morg'ur

Imperial Orcs

Skarsind

Winter Sun

Dorri

Imperial Orcs

Skarsind

Bloodcrows

Winter Sun

Taal

Imperial Orcs

Skarsind

Skywise

Wolves of War

Adam Sepulchre

Dawn

Astolat

House Sepulchre Banner

Wolves of War

Lucifer

Highguard

Bastion

Cohort of the Winter Bear

Wolves of War

Barachel of Adina's Charge

Highguard

Casinea

Daintree Survivors

Wolves of War

Brynjar Bjorning

Wintermark

Hahnmark

Bjornholt

Wolves of War

Siward

Wintermark

Hahnmark

Hendal Hearth

Wolves of War

Nerian Ordulfsson

Wintermark

Hahnmark

Holt Hyrde

Wolves of War

Hildegard van Holberg

The League

Holberg

Wolves of War

Reinhardt Schwarzmane

The League

Holberg

The Brotherhood of the Ashen Tower

Wolves of War

waegmund

Wintermark

Kallavesa

Wolves of War

Jeconiah

Highguard

Reikos

Banner of the Cenotaph

Wolves of War

Vigo Orlando Scarlatti de Sarvos

The League

Sarvos

Carta Bellamarina

Wolves of War

Korthuss Leitdorf

Wintermark

Sermersuaq

Iron Fangs

Wolves of War

Kellua Itsepainen

Wintermark

Sermersuaq

Sussivari Oathsworn Fyrd

Wolves of War

Thanmir Hrafnar

Wintermark

Skarsind

Sussivari Oathsworn Fyrd

Wolves of War

Silvio de Tassato

The League

Tassato

The Printers' Guild

Wolves of War

Kostya Von Temeschwari

The League

Temeschwar

Crimson Reaper Cartel

Wolves of War

Enrico

The League

Temeschwar

The Brotherhood of the Ashen Tower

Wolves of War

Marco

The League

Temeschwar

The Brotherhood of the Ashen Tower

Wolves of War

Aelfric Woodson

The Marches

Upwold

Wolves of War

'green' jack woodruff

The Marches

Upwold

The Applewood Levy

Wolves of War

Morris

The Marches

Upwold

The Applewood Levy

Wolves of War

Trevor Woodsman

The Marches

Upwold

The Applewood Levy

Wolves of War

Coiska Graemovna Sulich

Varushka

Volodmartz

The Oxen Head

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Roll_of_Honour_Winter_Solstice_381YE&oldid=65897"

Imperial Roseweald

Description

The Imperial Roseweald, also called the sanguine hibiscus, is a reddish-brown plant whose trumpet-shaped flowers are the colour of dried blood. It grows well in temperate climates. The roots of the plant are prised for their medicinal qualities, but must be carefully prepared. Incorrectly prepared it can induce symptoms including profuse sweating, temperature fluctuation and fever.

Imperial Roseweald is easily confused with common roseweald. While the petals of that plant are often dried and used to make a tangy and flavoursome tea (popular both hot and cold), it has no medicinal properties.

Properly applied, Imperial Roseweald can be used to remove venom.

Rules

- Can only be applied by a character with the physick skill.

- Using 30 seconds of appropriate roleplaying the physick can remove the venom condition from a target.

- The herb use fails if you or your target are hit or attack another character during application, but the herb is not consumed

Common Herbs

Bladeroot

Cerulean Mazzarine

Imperial Roseweald

Marrowort

True Vervain

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Roseweald&oldid=48282"

Imperial Seer

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Address the Conclave

- 3.2 Address the Senate

- 3.3 Address the Council

- 3.4 Custodian of The Hawk's Demeanour

- 3.5 Waters of the Shimmering Shore

- 4 Appointment

Overview

The Imperial Seer is an Imperial title created by the Imperial Senate in autumn 379YE. It is appointed through the Imperial Conclave. They are responsible for coordinating the use of divination magic by the magicians of the Empire.

Responsibilities

The Seer is responsible for coordinating the use of divination magic by Imperial magicians. While this most obviously involves ensuring that the Empire is making the best use of rituals such as Eyes of the Sun and Moon, The Eye of the High Places, and Dreams in the Witch House, the title has potentially broader implications. "Divination magic" would also cover the use of rituals such as the potentially valuable visions provided by Signs and Portents, Whispering Shadow Courtiers, or the consumption of Goosewhisper Infusion. It might also cover gathering historical information of note through Skein of Years, communion with eternals through powers such as Swim Leviathan's Depth or Clear Counsel of the Everflowing River, and the coordination of magicians who work with the magistrates and Imperial militia to uncover information vital to law enforcement.

The responsibilities and powers of the Imperial Seer have obvious overlap with those of the Warmage and the Imperial Magus, and it remains to be seen how these three titles will interact.

Powers

Address the Conclave

Once per summit, the Seer can raise an address to the agenda of a Conclave session for free. This power allows the Seer to report on significant divinations, or ask for volunteers, but they are free to address the Conclave however they wish.

Address the Senate

The Imperial Seer has the right to make an address to the Senate once per summit. This allows them to present important information for the Senators consideration. To use this power, the Seer informs the Civil Service that they wish to address the Senate. Their address will be added to the agenda for the next Senate session.

Address the Council

The Imperial Seer has the right to make an address to the Imperial Military Council once per summit. To use this power, the Seer informs the Herald of the Council that they wish to make an address, which will then be added to the agenda for the next Council session.

Custodian of The Hawk's Demeanour

Following the appearance of a powerful magical shroud covering the entire Empire in Winter 380YE, an obscure coven based in Wintermark known as the Augurs of the Opalescent Gloaming presented the Imperial Seer with a unique magical ritual mask called the The Hawk's Demeanour. This artefactual Strigine Mask is possessed of an additional power that allows the bonded wearer to employ tempest jade in place of crystal mana when performing Eyes of the Sun and Moon or Eye of the High Places. The mask is legally part of the regalia of the Imperial Seer. When the Imperial title changes hands the item should be given to the new Imperial Seer with all appropriate haste.

Waters of the Shimmering Shore

The Augurs of the Opalescent Gloaming have also committed to providing the Imperial Seer with two doses of a magical liquid they call "Waters of the Shimmering Shore" each season. This translucent magical substance can empower a divination ritual to penetrate the power of magical shrouds (although interestingly not to rituals such as Piercing Light of Revelation that do not by their nature gather information). Details of its provenance are not common knowledge, but it is believed to be drawn from the Day realm, possibly as a consequence of an agreement with an eternal.

Appointment

The appointment, replacement, or removal of the Seer is made by the declaration of candidacy as part of a Conclave session. Any Imperial citizen may hold the title.

The Seer serves until they are replaced by another magician using the Declaration of Candidacy. As a title in the Conclave, they cannot be revoked.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Seer&oldid=60495"

Imperial Sodalities

Contents

- 1 Overview

- 2 Sodalities in Play

- 3 Creating a Sodality

- 4 Secret Societies

- 5 Current Sodalities

Overview

There are organisations in the Empire that have grown in influence beyond the confines of a single nation. These organisations are collectively referred to as Imperial Sodalities. They are associations or societies that have a common purpose and sufficient reach or influence to be relevant to the Empire as a whole - but they are not part of the Imperial government and most do not receive financial assistance from the Senate or logistical assistance from the civil service.

Sodalities in Play

From time to time we will create new sodalities and add them to the wiki, to use as a vehicle for ongoing plots. This may represent a sodality that has recently been created, or one that has been around for a while but has not been active an Anvil previously. Most Imperial citizens have at least heard of the Imperial Senate or the Imperial Synod but a sodality is vastly less powerful and prestigious than these bodies and it is common for people to be unaware of their existence before they encounter them.

Creating a Sodality

It is not possible for players to create a sodality as part of character creation - the banners, sects and covens that new players can create are based in the nation they choose to play, but the definition of an Imperial sodality is a group with a reach or scope that extends beyond a single nation.

It is possible for players to create a sodality in play - a good example of this is the Anvil Field Hospital which players have created. If players establish an organisation that clearly has an influence that extends to all Imperial citizens at Anvil that persists for more than a year then we will try to update the wiki with information about them.

Secret Societies

The Empire has a number of secret societies - sodalities who wish to avoid operating openly. Some of these societies have good reason to hide, they may have criminal or heretical intent - others simply prefer to remain in the shadows. If the existence of a secret society becomes common knowledge in the Empire, due to the actions of players, then we will update the wiki with information on what is commonly known about them.

Current Sodalities

- Anvil Field Hospital - The Anvil Hospital and Imperial School of Medicine

- Iron Raptors - A clearing house that pay Imperial citizens to carry out difficult and dangerous work.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Sodalities&oldid=24396"

Imperial Sodality

Contents

- 1 Overview

- 2 Sodalities in Play

- 3 Creating a Sodality

- 4 Secret Societies

- 5 Current Sodalities

- 6 Historical Sodalities

Overview

There are organisations in the Empire that have grown in influence beyond the confines of a single nation. These organisations are collectively referred to as Imperial sodalities. They are associations or societies that have a common purpose and sufficient reach or influence to be relevant to the Empire as a whole - but they are not part of the Imperial government and most do not usually receive ongoing financial assistance from the Senate or logistical assistance from the civil service.

Sodalities in Play

From time to time we will create new sodalities and add them to the wiki, to use as a vehicle for ongoing plots. This may represent a sodality that has recently been created, or one that has been around for a while but has not been active an Anvil previously. Most Imperial citizens have at least heard of the Imperial Senate or the Imperial Synod but a sodality is vastly less powerful and prestigious than these bodies and it is common for people to be unaware of their existence before they encounter them.

Creating a Sodality

It is not possible for players to create a sodality as part of character creation - the banners, sects and covens that new players can create are based in the nation they choose to play, but the definition of an Imperial sodality is a group with a reach or scope that extends beyond a single nation.

It is possible for players to create a sodality in play - a good example of this is the Anvil Field Hospital which players have created. If players establish an organisation that clearly has an influence that extends to all Imperial citizens at Anvil that persists for more than a year then we will try to update the wiki with information about them.

Secret Societies

The Empire has a number of secret societies - sodalities who wish to avoid operating openly. Some of these societies have good reason to hide, they may have criminal or heretical intent - others simply prefer to remain in the shadows. If the existence of a secret society becomes common knowledge in the Empire, due to the actions of players, then we will update the wiki with information on what is commonly known about them.

Current Sodalities

- Anvil Hospital - The Anvil Hospital and Imperial School of Medicine

- Iron Raptors - A clearing house that pay Imperial citizens to carry out difficult and dangerous work.

- The Academy - The Canterspire Academy provides education to young citizens at Anvil.

Historical Sodalities

These are Sodalities that are known to history in some manner but do not have any formal recognition in the present day:

- The Tribunal of the Orthodox to Ensure the Intergrity of the Way

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Sodality&oldid=29743"

Imperial title (Redirected from Imperial Title)

Contents

- 1 Overview

- 2 Eligibility

- 3 National Title

- 4 Responsibilities

- 5 Powers

- 6 Term of office

- 7 Ceremonial titles

- 8 Further Reading

Overview

An Imperial title grants the bearer wealth or legal powers. Most come with a set of responsibilities that the recipient is expected to undertake. The most famous Imperial title is Empress (Emperor for a man or sometimes the Throne) but senator, cardinal, general, archmage and the Bourse seats are all examples of powerful Imperial titles.

Eligibility

Any Imperial citizen is eligible to be appointed to an Imperial title, but the constitution explicitly forbids any citizen from holding two Imperial titles simultaneously. A senator cannot be a general - nor can they be appointed to the Keeper of the Dark Groves of Boroz. Any title may be surrendered at any time, so a citizen who is elevated to a second Imperial titles must immediately select which office they wish to hold.

National Title

Some Imperial titles are only eligible to members of a specific nation. For example, only a League character can become a League senator or hold a League position in the Bourse. These titles are commonly referred to as national titles, they are governed by all the same rules as a normal Imperial title - you cannot hold more than one Imperial title at once - but they can only be conferred on a member of the appropriate nation.

Responsibilities

Most titles come with a responsibility or duty that the holder is expected to perform. For instance a citizen granted the title of Defender of the Senate might be charged with ensuring the defence and security of the Senate during the meetings at Anvil.

There is no contractual obligation to uphold the responsibilities of an office - it is not possible to create a title that requires specific action or dictates how the responsibilities must be discharged. However the responsibilities of an office are important - it is not unknown for citizens to face the threat of revocation by the Synod for failing to adequately discharge the responsibilities of the title they have accepted.

Powers

All Imperial titles include either a stipend or one or more powers of state. Powers of state are legal powers exercised by one or more of the five house of government. For example, the General Assembly of the Synod is able to veto a Senate motion, but The Throne can also wield this power - without needing to consult the Synod. A stipend is a regular income which is drawn directly from the Imperial treasury.

Term of office

Lesser Imperial titles usually have tenure. Once elected, the holder of the title remains in place until they die, resign the position or are revoked by the Synod. More powerful titles are usually subject to re-selection on an annual basis.

All Imperial titles have clearly defined rules that state how the occupant can be removed.

Ceremonial titles

There are many other titles that an Imperial citizen may possess. For example, a prominent Marcher citizen may hold the title of Steward, an influential Conclave magician may be appointed as the Mouthpiece of Meraud, a powerful Eternal from the Summer Realm. Any title that does not include a stipend or one or more legal powers of the Imperial state is officially classed as a ceremonial title, even if it the position grants the bearer tangible benefits.

A ceremonial title is not considered to be an Imperial title and does not count against the limit of one Imperial title per citizen. A character may possess any number of ceremonial titles.

Ceremonial titles are always lifetime appointments.

Further Reading

- New Imperial titles - explaining the powers of the Senate to create new titles

- Titles by season - listing the titles which are reappointed each season

- Recent history - includes historical lists of appointments to titles at previous events

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_title&oldid=38698"

Imperial army (Redirected from Imperial armies)

Contents

- 1 Overview

- 2 Army Size

- 3 Special Quality

- 4 Senate Commissions

- 4.1 Costs

- 4.2 Recruitment

- 4.3 Resupply

- 4.4 Enlargement

- 5 Upkeep

- 6 Maximum numbers of Imperial Forces

- 7 Military Units

- 8 Current Armies

- 9 Further Reading

- 9.1 Core Brief

- 9.2 Additional Information

Overview

The Empire is defended by its armies. Each army is a large force, capable of acting independently and supported by their own logistics with baggage trains, siege engines, and foragers. They are therefore able to venture beyond the boundaries of the Empire and, so long as their casualties are low, remain fully capable despite being engaged in prolonged campaigns.

The typical member of an Imperial army is fed and billeted by the civil service but is not paid in coin. These volunteers have signed up for two years Imperial Service - they are trained and equipped and then assigned to an Imperial army. if they choose to leave the army at the end of that period they receive payment in land from the Empire (equivalent to a level one farm).

Although the lure of land is what draws most citizens to Imperial Service, the training and equipment received can be valuable. Most members of the many independent military units spread across the empire are former soldiers.

Each Imperial army is commended by a general. While generals are chosen by Senators, once appointed the general has sole authority to order the army to move or attack as they choose. Traditionally the generals of one nation will cooperate but it is not a requirement and a general is within their rights to give orders as they see fit.

Army Size

To allow players to make sensible and meaningful comments about the capability of their armies, each army has a fighting strength (usually 5000). This number represents the effective fighting force of the army - equivalent to 5000 raw recruits. The civil service uses complex day magic to quantify the effective fighting force of each Imperial armies, providing this IC information to the Imperial generals. An actual Imperial army may have more or less than 5000 soldiers in it, the civil service only provide the Generals with precise information on the actual fighting strength, since this is the critical number needed to make effective strategic decisions.

Barbarian armies tend to be much larger than Imperial armies, although in practice their fighting strength is usually similar.

As an army takes casualties its fighting strength drops. An army whose fighting strength falls below 1,000 will immediately disband.

The majority of campaign armies have a maximum strength of 5,000 fighting force. A large army, however, has a maximum fighting strength of 7,500 but still counts as a single campaign army.

Special Quality

Each Imperial army has a unique quality that is permanently fixed at the time the army is created and which reflects the character and flavour of the army.

When a new army is being created it will automatically develop a quality dependent on the nation raising the army. In many cases the quality will depend on events at the time and be influenced by decisions taken by the characters involved in raising the army.

Senate Commissions

The Imperial Senate can pass a motion to commission a new Imperial army, or to resupply, improve, or enlarge an existing army.

Costs

- Materials: 200 wains of mithril and 50 Thrones

- Time: 1 year to construct

- Upkeep: 50 Thrones per season.

Recruitment

All Imperial armies must use recruits drawn from a single nation. Each nation can only physically support a limited number of armies at one time; this number cannot be exceeded.

When the army is complete a new Imperial title of general is created in the Imperial Military Council. Appointment follows the normal constitutional process (human generals are selected by the senators of the nation) and re-appointed each year after that.

A newly created Imperial army is at its maximum strength of 5,000. It begins play mustered in one of the Imperial controlled territories belonging to the nation where it was raised.

Resupply

The strength of an Imperial army declines as it suffers casualties. While an army will slowly resupply and reinforce itself over time, the Senate can pass a motion to provide the army with additional resupply. The army to be resupplied must be in a friendly territory, and may not be engaged with any enemies.

Further details of how an Imperial army can be resupplied by the Senate can be found here.

Enlargement

The Senate can contribute resources to increase the strength of an existing army, making it large. It takes three seasons and costs 50 wains of mithril and 100 crowns each season until complete (for a total cost of 150 wains of weirwood and 300 crowns). The army can continue to operate, moving and fighting as normal, while it is upgraded. The additional fighting strength is added to the army when the enlargement is complete.

Upkeep

Although the soldiers in an Imperial army are not paid for their service, an army still costs a huge amount of money to operate. Each Imperial army costs 50 Thrones per season, paid for from the Imperial Senate budget. Each large army costs 75 Thrones per season.

Maximum numbers of Imperial Forces

The Empire cannot sustain an unlimited number of armies and navies. In addition to the significant drain on the treasury of the Imperial Senate, each individual nation can only provide so many soldiers. The supply number for each nation represents the maximum number of Imperial forces (armies and navies) that nation can sustain at any given time. The Senate cannot raise a new Imperial army or navy of that nation if it would take the nation over its supply number.

At this time, the maximum number of forces a nation can support are as follows:

- Dawn and the Marches: 4 armies each

- The Brass Coast, Highguard, Navarr and Wintermark: 3 armies each

- The Imperial Orcs, Varushka, and the League: 2 armies each

- Urizen 1 army

A nation cannot contribute its support to maintain a force from another nation. The only way for players to increase the number of armies and navies a nation can support is to conquer additional territory. Likewise, the loss of territory to the barbarians may reduce the supply number for that nation.

Military Units

Some wealthy or powerful citizens maintain their own independent military unit. These units can be attached to an army to increase its effective fighting strength. This is done by the orders of the military unit’s commander (submitted using the personal resource downtime system).

The experienced and capable troops in a starting military unit provide an advantage out of proportion to their numbers, adding the equivalent to 100 raw recruits to the strength of the army they support.

Current Armies

At present there are 22 Imperial armies.

Brass Coast

- The Red Wind Corsairs

- The Fire of the South

Dawn

- The Golden Sun

- The Hounds of Glory

- The Eastern Sky

Highguard

- The Granite Pillar

- The Seventh Wave

- The Valiant Pegasus

Imperial Orcs

- The Winter Sun

- The Summer Storm

The League

- The Wolves of War

The Marches

- The Drakes

- The Strong Reeds

- Bounders

- The Tusks

Navarr

- The Black Thorns

- The Quiet Step

Urizen

- The Army of the Citadel

Varushka

- The Army of the Northern Eagle

- The Army of the Golden Axe

Wintermark

- The Fist of the Mountains

- The Green Shield Army

Further Reading

Core Brief

- Military Council

- War

Additional Information

- Imperial armies

- Army orders

- Navy orders

- Casualties

- Territory

- Army qualities

- Spy network

- Fortification

- Campaign outcome

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_army&oldid=40758"

Imperial lore

This page is about the declaration by the Imperial Conclave. For details of Imperial lore and the ritual list see formulaic ritual.

Contents

- 1 Overview

- 2 Declaration

- 3 Resolution

- 4 Further Reading

- 4.1 Core Brief

- 4.2 Additional Information

Overview

Rituals that are part of Imperial lore are widely available to any Imperial citizen. Any Imperial magician can learn to master a formulaic ritual that is part of Imperial lore, making the ritual significantly easier and cheaper to cast.

New rituals are added to Imperial lore by this declaration. The declaration instructs the civil service to arrange for a specific ritual text to be duplicated and disseminated to magicians across the Empire, adding it to the body of Imperial lore that is available to every citizen.

Declaration

The ritual to be included in Imperial lore must be explicitly named as part of the declaration. At the point in the Conclave session where the civil service invite the magician raising the declaration to present it, that magician must present a completed formulaic ritual text for the named ritual. If they cannot hand over the ritual text at the start of the declaration then the agenda item is immediately cancelled and matters move to the next item.

The civil service will hold the ritual text throughout the declaration. The civil service will not pause the Conclave session to allow examination of the ritual text - but any grandmaster may send a single representative to examine the text while the declaration is debated. The declaration proceeds as normal, and given the time constraints it is common but not required for the magician raising the declaration to ensure the grandmasters are already familiar with the ritual text.

If the vote passes then the civil service will keep the ritual text so that it can be used to disseminate the ritual; if the vote fails then ritual text will be returned to the magician raising the declaration.

Resolution

To be successful a declaration of Imperial lore requires two additional criteria to be met.

- A ritual text detailing the ritual must be provided to the civil service. The ritual text is expended as part of the process of disseminating the ritual.

- Ten thrones to pay for distribution of the ritual (OOC: These funds should be placed in the inventory of a character, who should email plot@profounddecisions.co.uk with details of their CID and the ritual being paid for after the event.)

Once a ritual is added to Imperial lore it is currently impossible to remove it. The best the Conclave can do is attempt to declare performance of the ritual to be illegal with the Declaration of Interdiction.

During a recent conclave session, a ritual was the subject of a declaration of Imperial lore on the strength of an arcane projection. The declaration passed and a similar codified ritual was eventually added to Imperial lore, but the civil service note that it is not legal to proceed in this matter and it would not be allowed in the future.

Further Reading

Core Brief

- Conclave session

- Declarations

- Amity, enmity, and neutrality

- Candidacy

- Concord

- Dissemination

- Endowment

- Imperial lore

- Interdiction

- Reconciliation

- Sorcery

- Conclave order

Additional Information

- Conclave address

- Principle of Precedence

- Principle of Presence

- Principle of Proportions

- Conclave vault

- OOC design

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_lore&oldid=61362"

Imperial navy

Contents

- 1 Overview

- 2 Navy Size

- 2.1 Large Navy

- 2.2 Special Quality

- 3 Senate Commissions

- 3.1 Costs

- 3.2 Recruitment

- 3.3 Resupply

- 3.4 Enlargement

- 4 Upkeep

- 5 Fleets

- 6 Current Navies

- 7 Further Reading

- 7.1 Core Brief

- 7.2 Additional Information

Overview

Until recent years, the Empire had not had an Imperial navy since the days of Emperor Barabbas.

A navy represents a large force of warships, capable of acting independently. They are able to venture to sea, but they cannot cross open oceans due to the difficulty of keeping a navy together while out of the sight of the coast. A navy is harder to maintain than an army - while a platoon of new recruits can swell the numbers of a damaged military force on land, repairing and replacing damaged ships requires more specialist facilities.

Navies can fight at sea, but they can also transport an Imperial army, or support land engagements in a limited way. A navy must be supported in the same way as an Imperial army, and counts towards the maximum number of armies that a given nation can maintain.

As with soldiers in an Imperial army, sailors who are part of an Imperial navy are fed and billeted by the civil service but are not paid in coin. These volunteers have signed up for two years Imperial service - they are trained and equipped and then assigned to an Imperial navy. If they choose to leave the navy at the end of that period they receive payment in land from the Empire (equivalent to a level one farm).

Each Imperial navy is commanded by an admiral. While admirals are chosen by Senators, once appointed the admiral has sole authority to order the navy to move or attack as they choose.

Navy Size

To allow players to make sensible and meaningful comments about the capability of their armies, each navy has a fighting strength (usually 5000). This number represents the effective fighting force of the navy in terms of both ships and combat-capable personnel - equivalent to 5000 raw recruits. The civil service uses complex day magic to quantify the effective fighting force of both armies and navies, providing this IC information to the Imperial admiral who commands the navy. This is an assessment of the impact the navy will have during an engagement; it takes into account warships, deck-mounted weapons and other equipment, marines, battle-trained sailors, and the ease with which the ships communicate with each other. The civil service only provide their assessment of the fighting strength of a navy to the admiral who controls it.

Barbarian navies are usually larger than Imperial navies, but tend to lack cohesive communications or command structures meaning that in practice their fighting strength is usually similar.

As a navy takes casualties its fighting strength drops. An navy whose fighting strength falls below 1,000 is destroyed as the remaining vessels sink with all lives lost.

Large Navy

A large navy has a maximum fighting strength of 7,500. A large navy still counts as only a single campaign navy. A large navy disbands if its fighting strength falls below 1,500.

Special Quality

At present the Empire lacks the expertise in constructing warships to be able to create navies with special qualities. The Empire lacks the experienced shipwrights and associated expertise to create specialized warships like those possessed by the Grendel, the Asaveans, or the Sarcophan Delves.

Senate Commissions

The Imperial Senate can pass a motion to commission a new Imperial navy, or to resupply an existing navy.

Costs

- Materials: 200 wains of weirwood and 50 Thrones

- Time: 1 year to construct

- Upkeep: 50 Thrones per season.

Recruitment

All Imperial navies must use recruits drawn from a single nation. Each nation can only physically support a limited number of forces at one time; this number cannot be exceeded.

A navy can only be constructed in a region with the Coastal quality that contains a shipyard. At the moment, only the docks at Atalaya allow the construction of an Imperial navy. It is worth noting that the shipyard does not have to be in a territory from the same nation as the navy will belong to.

When the navy is complete a new Imperial title of admiral is created in the Imperial Military Council. Appointment follows the normal constitutional process (human admirals are selected by the senators of the nation) and re-appointed each year after that.

A newly created Imperial navy is at its maximum strength of 5,000. It begins play docked in the territory where it was raised.

Resupply

The strength of an Imperial navy declines as it suffers casualties. While a navy can slowly resupply and reinforce itself over time, the Senate can pass a motion to provide the navy with additional resupply. The navy to be resupplied must be in a friendly territory with a Coastal region, and may not be engaged with any enemies.

A navy cannot resupply in a territory in which there is an ongoing damage effect such as Foam and Spittle of the Furious Sea. This does not stop a navy that has taken damage while moving through a territory from resupplying as long as they end their movement in a territory where no such effects are in place.

Further details of how an Imperial navy can be resupplied by the Senate can be found here.

Enlargement

The Senate can contribute resources to increase the strength of an existing navy, making it large. It takes three seasons and costs 50 wains of weirwood and 100 crowns each season until complete (for a total cost of 150 wains of weirwood and 300 crowns). The navy can continue to operate, sailing and fighting as normal, while it is upgraded. The additional fighting strength is added to the navy when the enlargement is complete.

Upkeep

Although the sailors and marines in an Imperial navy are not paid for their service, a navy still costs a huge amount of money to operate. Each Imperial navy costs 50 Thrones per season, paid for from the Imperial Senate budget. A large navy costs 75 Thrones per season.

Fleets

Some wealthy or powerful citizens maintain their own independent fleet of vessels. These units can be attached to a navy to increase its effective fighting strength. This is done by the orders of the fleet's commander (submitted using the personal resource downtime system).

The experienced and capable vessels in a starting fleet provide an advantage out of proportion to their numbers, adding the equivalent to 100 raw recruits to the strength of the navy they support.

Current Navies

The Empire currently floats a single navy, the Freeborn Storm. This is the first Imperial navy since the time of Emperor Barrabas. During the reign of Barrabas, the Empire raised three Imperial navies; the Highborn Basilisk Arisen, the Freeborn Golden Fleet and League Hullbreakers. All three were lost during the disastrous attempt to invade the Grendel territories, during which the Emperor himself perished.

Further Reading

Core Brief

- Military Council Overview

- Muster

- Council Session

- Powers of the Imperial Military Council

- General

Additional Information

- War

- Council Address

- Appointments to the Military Council

- The Throne

- Herald of the Council

- Warmage

- Appointments by the Military Council

- Field Marshal

- Quartermaster General of the Imperial Armies

- OOC Design

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Imperial theology

We are Travellers on the Way.

Our spirits are immortal;

They have endured before and will again.

We follow in the footsteps of the paragons,

Who showed humanity the Paths of Virtue.

By uniting the Paths and creating the Synod,

The First Empress showed us The Way.

Across the Labyrinth of Ages, the Virtues guide our spirits.

We shall not surrender our destiny to inhuman powers.

Death is not the end of our journey.

With each generation, Virtue makes us stronger.

Until as paragons we shall conquer Death itself.

The Creed of the Winds of Virtue Chapter of Highguard

Introduction

For the average Citizen of the Empire, it is sufficient to know the Seven Virtues and how they apply to your life so that your passage through the Labyrinth of Ages can be swift and assured and you can be reborn stronger. Even simple lay preachers of The Way need not concern themselves with the subtleties and complexities of the Imperial Religion.

However, for many senior Priests within the Synod, as well as keen scholars, the foundations of the faith are a source of much discussion, debate and analysis. Senior clergy of the Synod may be asked about their opinion on key points of contention.

Index

- Liao

- The Doctrines of the Faith

- Signs of the paragon and exemplar

- Schisms and Heresies

- Schools of thought regarding paragons and exemplars

- Investigative Theology

- Citizens, priests, pilgrims and dedication

Further Reading

- The Way of Virtue

- Imperial Synod

- Religious Skills

- Religious Crimes

- Recent History

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_theology&oldid=51834"

Imperial title

Contents

- 1 Overview

- 2 Eligibility

- 3 National Position

- 4 Responsibilities

- 5 Powers

- 6 Term of office

- 7 Further Reading

Overview

An Imperial title grants the bearer wealth or legal powers. Most come with a set of responsibilities that the recipient is expected to undertake. The most famous Imperial title is Empress (Emperor for a man or sometimes the Throne) but senator, cardinal, general, archmage and the Bourse seats are all examples of powerful Imperial titles.

Eligibility

Any Imperial citizen is eligible to be appointed to an Imperial title, but the constitution explicitly forbids any citizen from holding two Imperial titles simultaneously. A senator cannot be a general - nor can they be appointed to the Keeper of the Dark Groves of Boroz. Any title may be surrendered at any time, so a citizen who is elevated to a second Imperial titles must immediately select which office they wish to hold.

National Position

Some Imperial titles are only eligible to members of a specific nation. For example, only a League character can become a League senator or hold a League position in the Bourse. These titles are commonly referred to as national positions, or sometimes national titles. They are governed by all the same rules as a normal Imperial title - you cannot hold more than one Imperial title at once - but they can only be conferred on a member of the appropriate nation.

Responsibilities

Most titles come with a responsibility or duty that the holder is expected to perform. For instance a citizen granted the title of Defender of the Senate might be charged with ensuring the defence and security of the Senate during the meetings at Anvil.

There is no contractual obligation to uphold the responsibilities of an office - it is not possible to create a title that requires specific action or dictates how the responsibilities must be discharged. However the responsibilities of an office are important - it is not unknown for citizens to face the threat of revocation by the Synod for failing to adequately discharge the responsibilities of the title they have accepted.

Powers

All Imperial titles include either a stipend or one or more powers of state. Powers of state are legal powers exercised by one or more of the five house of government. For example, the General Assembly of the Synod is able to veto a Senate motion, but The Throne can also wield this power - without needing to consult the Synod. A stipend is a regular income which is drawn directly from the Imperial treasury.

Term of office

Lesser Imperial titles usually have tenure. Once elected, the holder of the title remains in place until they die, resign the position or are revoked by the Synod. More powerful titles are usually subject to re-selection on an annual basis.

All Imperial titles have clearly defined rules that state how the occupant can be removed.

Further Reading

- New Imperial titles - explaining the powers of the Senate to create new titles

- Titles by season - listing the titles which are reappointed each season

- Recent history - includes historical lists of appointments to titles at previous events

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Imperial treasury

Each citizen that owns land or property will tithe annually wealth equal to a single crown(6) to be used in service of the Empire that protects them.

The Imperial Constitution

Contents

- 1 Overview

- 2 Taxation

- 2.1 New Territories

- 3 Bourse Auctions

- 4 Donations

- 5 Disbursements

- 6 Outgoings

- 6.1 Spy Networks

- 6.2 Fortifications

- 6.3 Imperial armies

- 6.4 Bourse Resources

- 6.5 Stipends

- 7 The Audit

- 8 Further Reading

- 8.1 Core Brief

- 8.2 Additional Information

Overview

The Empire receives taxation drawn from each of the territories under its control. To this are added donations by private citizens and the proceeds of any auctions carried out by the Imperial Bourse. This money forms the Imperial treasury and is under the control of the Imperial Senate. They must be careful however, for the treasury will be called on to pay for the upkeep of the Imperials armies, fortifications and other Senate motions.

Taxation

Taxation is fixed according to the terms of the Imperial Constitution which mandates the tax that every citizen who owns property in the Empire must pay. Attempts to change the level of taxation - or introduce new taxes - have always been ruled unconstitutional. As a result it is not possible for the Senate to pass motions that change the level of taxation coming into the treasury from existing territories.

The amount of taxation raised varies by territory. Populous lands like the city of Sarvos and the surrounding regions are filled with many prosperous businesses - and as a result they provide a great deal of tax. In contrast territories with much smaller populations on the fringes of the Empire, like the icy regions of Sermersuaq, provide very little.

New Territories

When a territory is conquered by the Empire then it will be subject to taxation by the civil service. It can take several seasons for Imperial control to be fully established in a territory so the taxation derived from a territory will usually rise in the first year of Imperial rule. In some cases, where a territory has suffered badly from war or other turmoil that has damaged the infrastructure in the area, it may be possible for the Senate to pass motions to rebuild what has been lost. This will help the territory recover more quickly which means the taxes flowing to the Senate reach their final level more quickly.

This exception to the normal rules on raising taxation, is an opportunity, it only arises as a result of plot. It only increases the speed with which the taxation reaches its final level, it does not increase the final amount raised by a territory.

The funds raised by the Bourse through distribution of its estates will remit what profit they can support to the Senate.

The Imperial Constitution

Bourse Auctions

The profits derived from auctioning off the rights to control the Bourse seats and related titles are incorporated into the Imperial treasury. Although the payments are added to the income of the treasury the season after the seat is auctioned, the full amount is not guaranteed. The auction represents a contract between the Empire and the citizen who wins the auction for the following year. If the Empire is not able to complete the agreement for any reason - for example if there are insufficient funds in the Imperial treasury to operate the Bourse resource - then the auction money must be repaid. The amount refunded to the citizen is in proportion to the number of seasons of lost production.

Donations

Individual citizens are entitled to make donations to the Imperial treasury. Significant donations are usually announced on the floor of the Senate - so that everyone is aware of the benevolence. Although sizeable donations are rare - they are not uncommon in times of crisis when the Empire lacks the funds to pay for its armies - or when individual citizens wish to advance their personal standing for whatever reason.

Although it is common for the Senate to choose to disburse funds to Imperial citizens in times of plenty - often of an amount equal to an earlier donation in times of crisis - such arrangements cannot be enforced with a legal contract because it has repeatedly been ruled unconstitutional for the Empire to borrow money and thus go into debt. A private arrangement between individuals is fine - but it cannot carry legal weight or standing using a Senate motion or similar device.

Disbursements

The Senate is able to pass a motion to disburse funds from the Imperial treasury. In this way funds can be given to a senator to spend on behalf of the Empire. They can also allocate a budget as part of another motion where appropriate If a senator requests. Once funds have been transferred from the treasury, then they become the legal property of the recipient.

The Senate cannot disburse funds it does not have. A running tally of the current level of the Imperial treasury is made available by the civil service during a Senate session.

Outgoings

Before any disbursements can be made, the treasury will allocate sufficient funds to pay for any regular expenditure that will occur in the coming season. These include the upkeep for every Imperial army as well as fortifications, spy networks, Bourse resources and the like, as well as stipends for Imperial titles and the costs associated with the upkeep of the Empire.

If there is insufficient funds to pay for the Empire's commitments then the Senate can use the summit to address the situation. They may either increase the Imperial treasury by procuring sufficient donations from private citizens - or they need to pass motions to abrogate one or more of the Empire's commitments.. For example, if the Empire choose to abrogate the motion to raise an army - then the army will be disbanded - and the Empire will no longer be obliged to meet the ongoing upkeep costs.

If the Senate are not able to pass enough motions of abrogation to balance the books, then at the end of the summit, the civil service will automatically abrogate sufficient motions to bring the Senate in line with its constitutional requirements not to go into debt. Which motions have been abrogated will be announced by the Auditor of the Imperial treasury at the conclusion of the final Senate session. The civil service have the power to choose - but by tradition they will abrogate the fewest number of motions of commission first, provided this will increase the size of the Imperial treasury. When armies or fortifications are abrogated, this is done starting with the one on the lowest fighting strength first.

The effects of abrogation very depending on the commission.

Spy Networks

The upkeep of spy networks is small but essential to maintain the secrecy of the network. If the motion to abrogate a spy network is abrogated then the spy network will be revealed to the power that controls the territory it is in. Foreign nations have responded negatively on discovering an Imperial spy network in their lands in the past.

Fortifications

A fortification that is abrogated will not be staffed - so it cannot defend the territory and region it is in and cannot be maintained. An abrogated fortification does not disappear - but it will lose 10% of its existing strength each season that it is not maintained. More crucially the fortification can be easily captured by any enemy armies in the vicinity since it is not defended. The decay will continue each season until the fortification collapses, is captured or is re-commissioned.

Imperial armies

If the motion to raise an army is abrogated, then the army is disbanded. It no longer exists, exactly as if it had been destroyed.

Bourse Resources

It is possible for the Senate to abrogate a Bourse resource. However a resource that has been auctioned through the Imperial Bourse will normally provide more money than it costs to upkeep. This income must be returned if the resource is abrogated, so doing so will usually worsen the Senate's debt - rather than improve it.

Stipends

The Senate may abrogate an Imperial title that includes a stipend - or pass a motion to modify the title to strip the stipend from it. No disbursements or stipends will be issued by the civil service while the Senate remains in debt, no matter what motions are passed.

The Audit

The budget of the Empire - the complete list of all incoming and outgoing expenses is compiled and maintained by the civil service. The final total - the size of the debt or the amount of credit in the treasury is available to any member of the Senate - but the breakdown is shared by the Auditor of the Imperial treasury with the Master of the Imperial Mint during a meeting that takes place each summit.

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- Appointments by the Senate

- Appointments to the Senate

- The Throne

- Master of the Imperial Mint

- Speaker for the Senate

- Conscience of the Senate

- Imperial treasury

- OOC design

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Imperial wain

An Imperial wain is a unit of measurement equivalent to five hundred kilograms in modern units.

Historically, it was the amount of material that filled an average-sized wagon. Standardized in the reign of Emperor Giovanni, it is commonly used to describe the amounts of mithril, white granite and weirwood used in the construction of a resource and large-scale projects such as bridge and dam building.

Wains in Play

The definition of an Imperial wain is a caravan load of material. We don't remotely expect players to phys-rep these commodities; the intention is that players trade the promissory notes provided by the civil service instead. However, if we choose to phys-rep a wain of material on a battlefield then we will try to get the weight as close to 500Kg as reasonably possible. You can expect that to be a volume of around half a cubic metre.

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Improvement Suggestions

Explicit in the social contract of Empire is the committment that players make to improve their kit between events. It's a daunting prospect; you spend all that time and money putting together a decent set of kit, then you have to think of ways of improving it after every event. It never ends! Some people like their costume and don't want to change it; others just don't know where to start. Here's a page of suggestions that might inspire you.

Contents

- 1 Kit isn't just costume

- 1.1 Food

- 1.2 Drink

- 1.3 Accessories

- 1.4 Hats and Headwear

- 1.5 Props and Phys Reps

- 2 So there you have it!

Kit isn't just costume

When it comes to this sort of thing, your kit isn't just the clothes you wear at the event - it's everything that your character uses and interacts with as part of their personal equipment, from the pouch on their belt to the Grand Pavillion they sleep in. One of the easiest ways to start improving your kit is by replacing the modern essentials with historical or fantasy-looking equivalents; with a few easy (and cheap!) swaps, not only your immersion but also the look of the field as a whole gets better and better.

Food

Whether you bring your own food or eat from the traders, paying a little attention to your eating equipment is a great way to get started. Plastic fork and polystyrene container doesn't really fit with the fantasy aesthetic, so, why not try one of the following?

- Got £2?

A wooden bowl from a charity shop and a spoon from your cutlery drawer instantly makes mealtimes look IC.

- Got £5?

Ikea do a nice big wooden bowl for £4.50 - it holds a lot of stew with room for your bread as well.

- Got £10?

For a really lovely touch you could consider a reproduction pewter spoon like the ones from Lionheart Replicas

- Got £25?

How about an eating set that you can hang on your belt in a little leather sheath like the ones from Two Js? It comes with a spike (a pricker...heh) and a knife (or you could get one with a fork if you're into that fancy league stuff).

- Got £50?

The Grand Expedition Trading Company does a feasting set in a bag - a full set of crockery and cutlery in a nice looking IC bag to carry them in.

Drink

Plastic pint glass? No thanks. Help your costume and the environment by getting an IC drinking vessel!

- Got £2?

Many charity shops will sell metal tankards, old steins or even earthenware pottery for a few quid. Add a loop of leather or cord to tie it to your belt and you're ready for a drink whenever the mood takes you.

- Got £7?

Why not get a 100% medieval and surprisingly sturdy pint tankard from Court Potteries?

- Got £25?

How about a personalised decorated cover for your plastic pint glass? White Rose Apparel will make them to order in a design of your choice, and have a lovely selection off the peg. If you're the kind of person who doesn't like washing up this might suit you!

Accessories

Once you've got your basic outfit, you can have a lot of fun personalising it to your nation with accessories and trims. For nations that love bling, like Brass Coast, The League and Dawn, Primark is well worth a visit for its costume jewellery selection. There's often "statement pieces" or cocktail rings which really add to the opulence of your look. For Navarr and Wintermark you can often find wooden beads or things with a more "tribal" look like these custom pieces by Kelly, which can accent the more primitive end of the costumes. For the Marches, don't despair - how about medieval-looking livery badges? Etsy can be a nice place to look for handmade jewellery, and Ebay is full of bargains on old costume jewellery.

Hats and Headwear

Ever seen a fantastic costume that goes all the way to the neck- then stops? Pictures of Renaissance Fairs in America often have good examples of fantastic costumes which are amazingly detailed below the chin, and are topped off with a bare head that looks somehow incongruous. A good hat completes your outfit!

- Got £2?

A simple length of ikea cotton tied round your head makes a great headscarf for a low status outfit. It's particularly good for women, and gives you something to pin your hood to.

- Got £5?

You can get fake flowers from lots of home dec shops (also Ikea..) and make yourself a flowery headband. Or if you can sew a little bit make one of these out of an old pillowcase or a scrap of fabric. Many larp traders will also sell you one for not much money if you really can't face needle and thread.

- Got £10?

How about making a hood? Here's a nice way of doing it

Props and Phys Reps

One thing that lots of us are guilty of is using herb cards or mana cards instead of the phys rep themselves. Rather than just tucking them into a pouch and taking them out to rip, why not make a dedicated pouch which could actually hold the quantities that you carry - for Phyicks or Apothecaries, why not five pouches of different colours, one for each herb then filling them with appropriately coloured household herbs.This tutorial explains how. Again, they're something you can pick up at Traders but they're so easy to sew, even by hand, that you might not even need to.

So there you have it!

This is a tiny selection of ideas that might spark off your creativity for improving and developing your kit between events. It doesn't have to be big, or flashy, or expensive, but everyone from the first-event-beginner to the seasoned pro has something to bring to make the game cooler and more immersive for everyone.

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Imurrement of Leaden Chains

Contents

- 1 Rules

- 1.1 Autumn Magnitude 10

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 10

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying.

Effects

At the completion of this ritual, all contributors gain the ability to cast the entangle spell once as if they knew it and without spending any mana.

When cast with more than one contributor, this ritual always counts as a use of the coven bond and counts towards the number of rituals the coven can perform that day.

The power granted by this ritual lasts until it is used or for ten minutes, whichever comes first.

Description

This battlefield ritual allows a coven of Autumn magicians to lock their enemies in place. Used with care, it allows each of them to exert their ritual mastery to immediate tactical effect. The most common battlefield use is to allow a coven to hold a group of skirmishers in place, prevent auxiliaries coming to the aid of their comrades, or take advantage of a group that has become separated from the main body of an army, preventing them from rejoining the central force. It is at its most useful when the ritualists are supported by (or are themselves) battlemages and warriors.

The ritual is more powerful the more members of the coven are present, and reaches its highest potential the more ritualists who have not personally mastered the ability to restrain their foes through spellcasting.

Some ritualists find that their implements become increasingly heavy when this ritual is performed. As the ten-minute duration drags on the rod, staff or wand seems to grow more and more massive in their hands; it eventually requires a major effort of will to heft it into place.

This ritual has existed in one form or another since the earliest records, and it is likely that the entangle incantation itself began as a refinement of the power it grants.

Common Elements

When performing this ritual, the coven invokes themes of binding, restraining and dominating others. Methodical, slightly threatening music or implacable drum rhythms are common. The effect of the ritual itself is to prevent movement, so music and dance often begin violent and then suddenly stop, pause or slow. A Freeborn coven often combines loud drumming with energetic, whirling dances that suddenly pause mid-beat at the climax; a circle of Marcher landskeepers may invoke themes of trespass or invisible boundaries, especially if using the ritual on a Marcher battlefield. Ritualists of The League and the Imperial Orcs often use themes of capturing and restraining criminals in their ritual invocations.

Other elements might include the rune Hirmok, or the totem spirits of animals that trap and restrain such as spiders or pythons; the brazen lictors of the Autumn Realm may also be invoked.

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In brightest day

"The thing about art is, right, that when you come down to it it's just paint or a lump of wood or a load of noises, right?" Sierra i Cassava i Riqueza sucked her bottom lip for a moment thoughtfully, brow furrowed as she searched for the right words. "But something transforms the basic material into something else, something spiritual, right? I mean, in human hands - "

"Or orc hands," interjected Blackspear Tak.

"Yes or orc hands, in people's hands it's like alchemy. It transmutes the ... the ... the medium and that in turn transforms the spirit of the person who experiences it. Good art does, I mean. Not bad art. Bad art is ... well bad art I guess is ..."

"Shit." provided Blackspear Tak.

"Yes that's it. But I mean, who gets to decide something is bad? But then I suppose you're talking about passion, and whether that can make up for a lack of ... of skill. But anyway."

Abraham of Bastion rolled his eyes, but kept his peace. The conversation - monologue really - had been going on for quite some time now and it was really starting to get on his nerves.

"Empress Richilde was the first person who really understood this, mind. Before her, people made art and they made shrines and temples look good, but they didn't really understand why they were doing it. She's a paragon because she understood it, really understood it. How art can promote a profound sense of ... of ..."

"Pride?" suggested Blackspear Tak, distracted. The wiry orc was only half listening.

"Yes but more than that. Communion. There's a play about her I saw in Tassato that time, there's this beautiful speech it's like ... I was drunk but I remember it it was like ..."

The Freeborn woman struck a pose and declaimed, misty eyed "Beauty is the memory of a past that might have been, and the memory of a future that could be. It burns in the eye and in the ear; in the heart and in the soul. It is one breath, catching, an inhalation before singing, or gasping, or cheering, rising like thunder from the crowd, flowing gently in the darkened room where pen nibs scratch on parchment. It ... it .. dammit!"

She couldn't remember the rest. It had been so powerful in the crowded, sweaty little theatre. So important. For a moment she'd forgotten where she was. The crowd - pretty drunk by this point - fell away and for a moment she felt like she was there, actually there, when Empress Richilde met with the Freeborn Senators. She felt something swell inside her, at the way the playwright had captured the spirit of the Erigo, the Riqueza, and the Guerra - and at how the actor playing the Empress had convinced them all to support her with honest words. That was how it had really happened, she was sure of it. Sure that ...

Abraham of Bastion was trying to get her attention, pulling at her sleeve.

"Mate," he said urgently. "Mate!"

"It was something like 'there is truth in art, it is as honest as a ... was it a fire or a flower I don't remember . But the thing is..."

"MATE!" Abraham gave up, grabbed Sierra around the knees and tackled her to the ground.

An iron javelin sailed through the space where, a moment before, her heart had been. Blackspear Tak caught it on his shield, and was knocked back a step by the force of it. The orc's two human companions lay prone behind the barricade. Several of the other soldiers, crouching low, with their shields up to repel the rain of projectiles falling around them, glanced over briefly.

Abraham glared at Sierra, who looked both winded and a little surprised to find herself on the ground.

"Focus!" he snarled. "For the love of the paragons you daft knife-ear, focus!"

Beyond the barricade, the battle raged on.

Contents

- 1 Overview

- 2 Significance

- 2.1 The Inspiration of Art

- 2.2 The Power to Exalt

- 2.2.1 OOC Note

- 2.3 House of Bourné

- 2.3.1 House of Bourné Resolution

Overview

Following the Autumn Equinox, a powerful Night magic enchantment settled over the entire Empire. The effects were subtle but far-reaching. The magic encourages and inspires artists and performers to seek new heights of artistic expression. It also encourages everyone to take pride in, appreciate, and celebrate the art and artists of their nation. As a side effect, philosophers and scholars are encouraged to expound on topics of national Pride, and the role that art plays in a civilized society.

The effects have been particularly marked in the cities of the Empire - Meade, Siroc, Kalpaheim, the four cities of the League, and even Gildenheim have seen a flourishing of artistic expression and interest in the arts unprecedented since the reign of Empress Richilde.

Significance

The full power of the enchantment has largely run its course by the Winter Solstice, but until time-out on Saturday night, everyone in the Empire experiences a roleplaying effect: you feel an urge to create, and appreciate, works of art.

The Inspiration of Art

Any priest who uses the hallow ceremony to create the Hallowing of Richilde will find that the resulting aura is somewhat more powerful than they might normally expect. The aura will automatically have a strength two points higher than normal. This special effect fades at time out on Saturday and any Hallow of Richilde created after that will have the normal strength. This effect is not optional - every Hallowing of Richilde created in the Empire during this time will be significantly more resilient.

The Power to Exalt

As the paragon Empress Richilde proved, art has an incredible capacity to inspire the virtue of Pride in a nation, and in the Empire as a whole. This magical effect has inspired many artists to create works of art that celebrate their identity as members of a nation. It is possible that the lingering effects could be harnessed, should the Imperial Synod be interested in doing so.

The Senate may commission great works to take advantage of this flowering of artistic expression. These great works will take the form of art galleries, museums, and performance spaces appropriate to the nation where they are built. Even after the inspirational magic fades, they will serve as focal points for pilgrims of Pride, as well as places where artists and performers who want to celebrate their cultural traditions can congregate. Some will also be used to store relics connected to individuals who exemplify the history and beliefs of the various nations.

These great works will require commission by the senate as normal. Each will require 15 wains of white granite and 5 wains of weirwood and have a labour cost of 5 Thrones. They will take three months to complete. Once construction is complete, the great work will provide a pool of 30 votes in the Imperial synod and 15 additional liao spread among the congregations in that territory overseen by priests belonging to the Assembly of Pride.

The civil service recommends that any such commission be built in a settlement within the appropriate territory at least the size of a small town. They further predict that the results of the supernatural surge in national pride and artistic appreciation will have returned to normal levels by the start of the Summer solstice, and any commissions not completed by that time will be ineffective at capturing the imagination of the citizenry (that is, they will result in follies rather than being great work). They also remind the Civilian Commissioners that they will not be able to commission one of these great works as it is not legal for them to create anything that provides votes in the Imperial Synod.

OOC Note

The Power to Exalt represents an opportunity for the Imperial Senate - under normal circumstances it is not possible to create great works that provide additional liao or votes in the Imperial Synod.

For future reference, the magnitude of this ritual was significantly lower than would normally be expected. Anyone creating a future enchantment that targets the entire Empire should anticipate that such a ritual will have a minimum magnitude of at least 160 regardless of what benefits it provides if any.

House of Bourné

One additional flowering of Art in the Empire has had a very specific effect. The House of Bourné is a small, yet extremely wealthy, guild of artisans and artists based in the League city of Sarvos. Formed some forty years ago by a union between a League Merchant Priest and a family of Dawnish Weaver cabal, they specialise in the creation of magical robes for a very select clientele.

In consultation with representatives of The Looking Glass - an influential League broadsheet - the House has recently revealed that they have made a unique breakthrough in the creation of magical raiment of interest to ritual magicians - likely inspired by the powerful enchantment laid over the Empire. Details are sketchy at the moment, but there is a buzz of interesting gossip coming out of Sarvos that suggests the Looking Glass are planning to reveal the existence of a set of new schema to the Imperial Conclave, schema believed to be in the possession of the House of Bourné.

More details are apparently available in issue nine of "The Looking Glass".

House of Bourné Resolution

With the aid of the Empire's leading fashion-and-gossip magazine The Looking Glass, a Sarvosan guild called House Bourné has revealed the existence of six schemata, each providing a pattern for a magic robe that empowers ritual magic from a single realm, through the combined power of dramaturgy and the hearth magic of girding. Each raiment also comes with a potent roleplaying effect tied to the Persona it draws power from.

Following an announcement in the Imperial Conclave on Friday night, the House has thrown open its doors to any Imperial artisan who wishes to visit and study one or more of the schema, to learn how to duplicate their effects. The six ritual raiments are:

- The Bishop's Ensemble, which enhances the practice of Day magic.

- The Captain's Garb, which enhances the practice of Summer magic.

- The Doctor's Attire, which enhances the practice of Winter magic.

- The Mountebank's Guise, which enhances the practice of Spring magic.

- The Prince's Raiment, which enhances the practice of Autumn magic.

- The Semblance of the Witch, which enhances the practice of Night magic.

The schema remain the property of House Bourné - the only way to learn them is to spend some time visiting their estate in Sarvos - but mechanically any character can learn one or more of these recipes in the normal way - when they pick the artisan skill, or when they buy the extra item skill. It is not possible for someone who knows how to make one to simply teach someone else - although House Bourné is not placing any restriction on who can learn the patterns as long as they are Imperial citizens.

With these robes, it is now possible for a ritual magician to be bonded to three magic items, greatly enhancing their ranks of ritual lore (within the limitations of the normal rules for additional ranks).

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In the tents of prosperity

"And you're sure it will be safe?" the young orc demanded.

"Yes - Druj" she snarled "It will be perfectly safe. The Bourse certificates are guaranteed by the word of the Empire." Isobel Hoop had joined the civil service with dreams of becoming an advocate or similar. It hadn't worked out - but a life operating a civil service warehouse had never given her cause to question her choice - until today.

"The word of your Empire? That is not worth so much in these days I hear? The Grendel claim they trust us more than you these days!"

He was laughing at her. Not subtly mocking her with his words as before - now he was just laughing. In her face. Really - it was too much. She considered trying to stab him with the letter opener she carried. Probably best not to... the best possible outcome she would be up for murder of a "foreigner". More likely the bloody creature would probably eat her.

"If you would like your Mithril back - perhaps you would prefer to ship it to the Grendel?" She smiled sweetly trying to inject every ounce of bile into her facial expression.

The Druj "trader" (why would a trader be armed to the teeth she wondered) shook his head. "We have a treaty with your Empire - mithril for white granite. An excellent rate, very profitable. Very profitable. Even the most simple-minded Grendel would never give us such an easy profit."

And there it was again... Pride! You were definitely allowed to murder people if you did it out of Pride. She was sure she'd read that in school - something to do with clemency.

"Our Bourse certificates are valid anywhere in the Empire - and in any civilized land beyond it." Oh that was fun - any more emphasis on civilized and she'd had spat the word in his face.

"Huh - you think your Empire is better than ours eh?" the orc snarled, clearly annoyed.

"Only while the sun rises in the east and sets in the west." Isobel Hoop, who had once dreamed of being an advocate, smiled sweetly and gave thanks to the paragons for giving her that moment as she thrust the certificates into the ungrateful Druj's hands and walked away.

Contents

- 1 Bite the Hand

- 2 Droplets of Night

- 3 A Spirited Find

- 4 Seal the Deal

- 5 A New Dance

Bite the Hand

Druj traders have passed out of the Barrens and into the Empire. They have registered eighteen wains of mithril with the civil service and are travelling to the summit where they intend to exchange the certificates them for the white granite that was promised. They have other traders in their number though - magicians seeking business with the Conclave and one among their number looking to trade herbs for resources and mana.

The magistrates have asked the civil service to remind citizens that these Druj traders are treated as foreigners under the law - that means it is illegal to attack, rob or kill them - even if they do insult your Pride. Citizens are warned to expect the Druj around in Anvil around 2pm on Saturday.

Droplets of Night

The last boggart hung lifeless, the fine silver chains holding the limp body over the table. Yacasta felt a slight pang of sympathy for the creature, this was bloody work and she was no butcher. Boggarts were a terrible threat to any Spire, but it was a cruel way to end one of the little creatures lives in this way. Cruel but useful - as the black ichor ran down the chain it was collected in the vial below. Soon it would be full and then she would be able to send the vials to Prascylla and finally clear her debt.

And who knows maybe more Night boggarts would appear? There had been none near the spire for centuries - there wasn't so much as a weak night regio within a days march of here, so why they should suddenly have appeared in the Spire's cellars at this time she had no idea. If only they had not killed the first dozen so quickly before one of her colleagues had though to check the remainder for traces of magic. Whatever strange magic had brought the boggarts to this world had also left them filled with potent night magic, and it was then just a matter of careful excision to acquire it.

A careful excision - hah! She wished it had been as clean as that made it sound - the bloody things bit hard and never stopped struggling. Well... not until the deed was done. And now it was done - time to write to House Cudo, and then she could return to her studies

House Cudo in Redoubt are somewhat unusual in Urizen for their obsession with money, something that might have begun with their origins as a Holberg guild of Autumn magicians who immigrated to Urizen in the Second Interregnum. The magi of House Cudo have strange views about the role of value in the Net of the Heavens. Their arbiter Prascylla, is a notoriously shrewd woman who drives a hard bargain and is known to keep in contact with a dozen agents in towns and cities across the League who send her information about local market conditions. In previous years the House has been a regular source of useful items of value on the Bourse Private auction, but now they are planning to attend the summit in person.

Prascylla's agents have in their possession three droplets of night these small glass vials allegedly contain "tears of the Night realm" - a mawkishly poetic turn of phrase to describe what is almost certainly nothing more than some form of magical geode, a compression of magical energies trapped in the mortal realm. Still such things are always unusual and usually valuable. According to the magicians of House Cudo, drinking the contents of the vial during the performance of a Night magic ritual will invoke the power of the tears and reduce the magnitude of that ritual by ten levels of magnitude (to a minimum of two). Sadly the effects cannot be combined - only one can be used on a given ritual. It is not clear where House Cudo came by the tears, but the indication is that they do not believe that the source of the droplets will endure beyond this season.

The agents are under instruction to present the droplets for sale to the magi of Urizen, one for coin, one for mana, and one for ingots of common artisan resources, beggar's lye, green iron or the like. Their arbiter is quite specific, her agents will only take payment in the specified forms for each of the three droplets. In the case of the resources, they will treat all resources the same - and exchange the droplet for the largest total quantity of resources. They plan to arrive at the summit at approximately 6pm on the Saturday - in time to conduct their business before the Conclave begins.

A Spirited Find

"Well? Is it genuine?" She stared at the magister, trying to sound more confident than she felt.

The magician put his wand and the relic back on the table with exacting care. "Fascinating. Absolutely fascinating. Where did you say you found it again?"

"I didn't. Now I've paid you for the ritual... so how old is it?" The magister was holding out on her - that was a good sign.

"Well it's definitely pre-Imperial - but I can't be certain exactly when - I'd need to check some details with a colleague in the Necropolis. Realistically it's probably not worth that much - but I'd be prepared to offer you two thrones and three crowns for it?"

She smiled as placed a defensive hand over the relic. "I don't need the sales pitch magister... just the results of your ritual will do. Now what else did you see?"

The Wandering Star is a minor chapter house based in Necropolis whose members are devoted to painstaking maintenance of historical records of genealogy. In fact, while most of the members of the house are meticulous archivists - Naomi, the eldest daughter of the chapter's exarch is known to have a little more active approach to curating history. She has led her group across Highguard on numerous expeditions seeking lost tombs, ruined libraries, and abandoned shrines. All of these expeditions have been expensive, most have been a failure.

This time however she appears to have made a significant find - a pre-Imperial relic recovered from a small Highborn village near the border between Reikos and Brocéliande. A number of tombs have been disturbed by Llofir's magic so Naomi and her followers have been combing the area looking for items of interest. It seems their prosperity has finally paid off, as the item they have found has been confirmed to be pre-Imperial in nature by Tobias Gard, a local magister with a good reputation.

Naomi has a number of debts from outstanding expeditions... and a number of expeditions planned. As a result she is travelling to Anvil seeking to find a buyer for the relic. She has sent word ahead so that benefactors and others who might be interested in the item will be in a position to make an offer when she arrives on the Saturday afternoon. She would like to sell the item to a fellow Highborn if she can - but she has made it clear that she will not part with the relic for less than it is worth. Those with an interest in pre-Imperial history would be well advised to seek her out, if only to get a chance to see the item before it disappears into some private citizen's collection.

Seal the Deal

"How much for that sausage?"

The old woman pointed to the large sausage, surface covered in spice and seasonings, prepared in the classic Temeschwari style. It sat impudently atop a pile of similar sausages, jutting proudly. The pile was just one of many on the stall - furs, carved whalebones, trinkets, Varushkan dolls, pickled cabbages, even some wood carvings which was distinctly Imperial Orc in style. Behind it, a man stood, well-dressed and with a wide smile on his face.

"Well, ordinarily, it'd be five rings, but to you, Good Lizzy, I'll sell you it for three - and I'll throw in this fetching pair of gloves." The man picked up a pair of fur gloves that could - optimistically - be described as fetching.

"Three rings? I could get two just like it for the same price down the street, and it'd be Marcher pig too."

"It's the fact this isn't Marcher pig that makes it costly, Liz. Look, I enjoy a plate of nice sausages and good vegetables as much as the next Marcher, but this is special stuff. They do some wonderful things with spices up north. And you know it's getting harder to get sausages made round 'ere, so much going to the war effort."

"...Fine." Grumbling, Lizzy counted out her coins. "I has to try it, I think. I was hoping to get summat for the wife, too. Been saving special and it's her birthday soon. Gloves'll be nice..."

She looked around at the stall, and pointed to something hung up at the very back. "Although that'd be nicer. Looks like it'd keep the rains off. How much for it? I'll pay a bit more instead of the gloves."

Walter looked round, and smiled his big smile.

"Ah, Lizzy. You couldn't afford that in a thousand seasons, I'm afraid, not with what your bakery makes. And anyways... it's got a buyer. But can I interest you in these socks instead? Made of seal skin too, you know, very waterproof - it'll be just the ticket for your missus..."

Walter Applecart is a trader based out of Meade. A relatively well-known figure amongst those that that buy and sell at the Grand Market, he specialises in importing goods from the northern nations of the Empire and finding buyers in the south. Mostly, these items are food, trinkets, clothes - and their sale has made Walter very rich. He is said to have a knack for always getting the most out of a deal, a shrewd operator always looking for an opportunity - the very archetype of the moxie that the market towns represent.

Rumours have been spreading for some months that on his last trip to Sermersuaq, he brought back a strange seal skin, said to be imbued with powerful magic. He is apparently heading to Anvil after receiving some interest in buying it - though given that he has not been public about its properties, it seems strange that someone has inquired, perhaps they know more about it? However they have heard about it, there is clearly at least one party interested, but Walter would not be as rich as he is today if he were to sell to the first person who makes him an offer. It is likely - given his background - that he might want to talk to others in the Marches who represent the interests of the market-towns - he will likely pay well for information regarding any and all potential buyers.

A New Dance

Emris Oakhaven sat on the ground, exhausted. The last few months travelling along the Paths of Lan Thuven were ones that he would never forget. Although many of his striding had been slain by the Jotun over the last year, Emris and his elder sister, Catrin, had stayed together and stayed healthy. He was not the warrior she was and he remembered proudly the day she sworn her thorn oath. A solitary tear ran down his cheek. He wiped it off his brow with the sleeve of his shirt. She would not want him to grieve for her, she had died a thorn, proudly standing fighting the creatures of the Vallorn as part of the rear guard as the army walked through the vallorn-filled Westwood.

Emris, looked at the road ahead. Across the trods that wove across the Marches, and then to Miaren to start a new life. He had finished his term of military service two seasons ago but stayed with his sister who had sworn to serve the Black Thorns until she fell. In his hand was a small pouch of rings, a small leaf shaped pendant and small knife wrapped in cloth. He slowly unwrapped the knife and looked at the blade, old and covered in dirt and moss where it had rested in the ground for many years. He had found the knife half buried in the ground by Catrin's fallen body. As one of the vates had spoken the words to turn the circle, Emris remembered looking around at the many bones that seemed to be in the undergrowth, small scraps of metal too and then he had seen the knife. He had performed the incantation and knew that there was history and power in this knife. If he could get to Anvil and get a good price. then he could find his place in the Great Dance as a broker. He was determined to get a fair price, this was for Catrin.

Emris Oakhaven is travelling to Anvil to speak to brokers about the new path he is to start walking. Like many who had called Liathaven their home for many years, the transition to other regions is a difficult one and they all know loss in their own way. Emris has an ancient relic, lost long ago in the darkness of Lan Thuven. He would prefer it to go to a Navarri, one that would honour the history it represents, although he has sworn an oath of pride that he will get the money that is needed to set up a new life as a broker and allow him to start a prosperous business.

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Incantation's Mystic Mask

Contents

- 1 Rules

- 1.1 Night Magnitude 4

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Magnitude

- 1.5 Removing the Shroud

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 4

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying.

Effects

This ritual masks the nature of the next ritual performed after it is complete. The mask conceals all details of the second ritual; effects such as detect magic and any divination effect of a lower level can only determine that the magic exists; that it is concealed by a Night Realm effect; and the magnitude of that effect.

If this ritual is performed by a solo caster then it effects the next ritual that character casts by themselves before the next sunrise.

If this ritual is performed by a coven then it effects the next ritual cast with that coven bond.

Divination effects that match or exceed the magnitude of Incantation's Mystic Mask can learn information about the ritual or its effects, but the mask remains intact. This mask extends to the fact that the ritual was cast, and to any auras, curses or enchantments created as a result of the ritual.

The ability to mask the next ritual persists until a ritual is performed, or until sunrise, whichever comes first. The mask itself lasts for as long as the masked ritual endures.

Additional Magnitude

You may increase the magnitude of the ritual to create a more powerful mask.

Removing the Shroud

The shroud can be penetrated by any divination magic of sufficient magnitude, but this does not remove it. It can be removed prematurely by the performance of Piercing Light of Revelation, provided the magnitude of that Day ritual is at least twice the magnitude of the Penumbral Veil.

Description

The main purpose of this ritual is to deter snooping into the doings of Night magicians. It adds a little to the perception of students of Night Lore as being underhand and untrustworthy - after all, claim their critics, why would they want to conceal their magic in this way if they have nothing to hide? When they can be bothered to reply, specialists in the Lore of Night wonder why their detractors want so badly to monitor what they are up to ... and the debates continue and so the world turns.

The ritual can be valuable when using enchantments or curses on land claimed by barbarians, as it makes it much harder for enemy magicians to work out precisely what is going on, and how it might be stopped.

Pedants claim that this ritual ought to be called Invocation's Mystic Mask but they are usually given short-shrift by students of Night lore. Most rituals contains a certain amount of incantation, after all. Still, there is an ongoing competition among many students of Night magic to see who can come up with the most outlandish name for this ritual to use when speaking among themselves or with outsides; the potential confusion created by dozens of different names for the same ritual effect amuses both the Night magicians, and the Eternals.

Common Elements

The magicians who perform this ritual almost always conceal their identities behind masks and hoods, and many include gloves and robes as well. It is common for the ritual to be performed in darkness and conditions of as much secrecy as the coven can arrange. Lighting is likely to be dim, and music subdued. Many ritualists work hard to create an atmosphere of confusion and uncertainty.when they perform Incantation's Mystic Mask, swapping masks and identities, and weaving nonsensical words into their invocations as they work.

The runes Diras and Wyr are used interchangably with this ritual, and some ritualists include Sular, Cavul, Irremais and especially Ophis, but in defaced or inverted forms. The constellation of The Wanderer is also invoked, as are the names of Eternals such as Sadogua and especially members of the Whisper Gallery, the Keepers of Secrets.

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Increase the Imperial Guerdon

To raise the allocation of funds to the Guerdon.

Proposed by Skarsind, seconded by Redoubt

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Campaign Outcome

Overview

- A request that the Imperial Guerdon be increased.

- Passed at 180 Thrones

Date

- Winter 378YE

Cost

- Passed

Campaign Outcome

- The Imperial Guerdon was increased to 180 Thrones.

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Increase the Imperial Guerdon II

To raise the value of the Imperial Guerdon to properly recognise the vital role that Military captains pay in the wars of our empire

Proposed by Semmerholm, Seconded by Weirwater

Overview

- A request that the Imperial Guerdon be increased

- Passed at 175 Thrones

Date

- Winter 379YE

Campaign Outcome

- The Imperial Guerdon was increased to 175 Thrones.

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Increase the Imperial Guerdon III

To raise the value of the Guerdon

Proposed by Semmerholm, Seconded by Astolat

Overview

- A request that the Imperial Guerdon be increased

- Passed at 275 Thrones

Date

- Autumn 380YE

Campaign Outcome

- The Imperial Guerdon was increased to 275 Thrones.

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Inescapable Chains of Bitter Glass

Contents

- 1 Rules

- 1.1 Autumn Magnitude 40

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Option

- 1.6 OOC Note

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 40

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must be a contributor participating in the performance of the ritual.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This enchantment allows the target to call MASS ENTANGLE once during the duration. The character must be able to cast spells to make this call - it explicitly will not work if they are wearing armour.

While under the effect of the enchantment, the target experiences a role-playing effect: the target feels an urge to organise everyone around them, especially on the battlefield. The need for people to be in the correct "place" (literally or metaphorical) nags at them constantly. In a non-martial context, this effect urges them to try and arrange political promotions for their allies, and demotions for their enemies. During a fight, they find it hard not to shout orders at those nearby. The effect is particularly pronounced if the subject is of the cambion lineage; it is all too easy for them to overtly treat others as playing pieces to be moved around as suits their long-term goals.

The effect lasts until the end of the next battle, skirmish or quest the character participates in; or until the end of the current event, whichever is sooner. The power of the ritual can be invoked only once during this time.

Additional Targets

The ritual can affect additional characters from the same coven. Each additional character increases the magnitude of the spell by 25. Additional characters must be present throughout, and each must contribute to the performance of the ritual.

Option

Any caster who has mastered the ritual may choose to substitute ambergelt for crystal mana when contributing to it. Every 2 measures of ambergelt spent counts as 1 crystal mana when contributing to the ritual.

OOC Note

If you enter a battle, skirmish or quest with one of these enchantments active on you, you must let a referee with a radio know about it shortly before or after your passage through the Sentinel Gate.

If you are expecting to deploy one of these effects, you are invited to bring this to the attention of any nearby referee or marshal shortly before you do so; they will then be able to assist the targets in taking the call correctly

Description

This battlefield ritual allows a powerful magical attack to be unleashed against a group of enemies. It binds them in place for a short time, allowing the magician's allies to overwhelm them if they act quickly. It is especially useful when used to support soldiers with pole-arms against enemies with short weapons, or to pin down skirmishers so that archers can devastate them with arrows or crossbow bolts.

Of all the similar battlefield rituals, this is the easiest to perform, but it also requires the most strategic thinking if it is to have an impact. Unless the magician's allies are prepared to take advantage of the period of confusion the power of this ritual provides, then it is likely to be wasted. One place where the ritual excels is in capturing high-value targets; the ability to entangle a group of opponents from a distance (albeit a short distance) is a rare power usually unavailable to even the most powerful magician. The magic is also indiscriminate - it can be hurled into a group, entangling them all, and then the target can be picked out of the (hopefully) subdued unit. Finally, unlike rituals such as Howling Despite of the Yawning Maw, the magic has no lasting effect on those caught by it - which means that it is less important to ensure no allies are caught in the area.

Common Elements

When performing this ritual, a coven often invokes symbols of binding, stagnation and hesitation. Some magicians weave invocations of doubt and uncertainty, while others evoke subtle forces intended to subvert the battle-plans oftheir enemies. Skirling pipe-music may often be involved, as might interweaving flutes. Sinuous dances are common, but so are things that bind - chains, threads, ropes, nets and even ribbons.

Other common elements in this ritual might include runes, especially Hirmok. Beasts such as spiders and great serpents that crush their prey may be mentioned, and some Freeborn use images of octopi, squid or even kraken in their magic. The constellation of The Chain are sometimes invoked, as are the names of the Autumn Eternals know as the Lictors.

If the ritual draws additional power from the use of ambergelt, it is common to dissolve the material in strong alcohol and use it to paint runes on the target's clothing, mage armour. and implement. Such a solution sets quickly, leaving behind resinous, translucent runes and sigils.

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Inevitable Collapse into Ruin

Contents

- 1 Rules

- 1.1 Winter Magnitude 40

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 40

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. The ritual targets a single mage implement which must be present during the ritual.

Effects

The power of the ritual is stored in the target implement. Any of the contributors can touch that implement to a battlefield fortification to seriously damage or destroy it.

The power of the ritual can be invoked only once.

The power granted by this ritual lasts until it is used or for ten minutes, whichever comes first.

Description

This battlefield ritual deals with similar forces to Ravenous Tongue of Entropy, but on a much larger scale. it locates and exploits weaknesses in a fortification. Beams warp and split, mortar crumbles, hawsers fray and snap and the entire edifice groans under the attack of magic that speeds decay and ageing.

It often takes a short time for the full power of the ritual to manifest, which can make it a particularly dangerous ritual for the contributor charged with delivering the final stage and touching the target fortification. Some foolish covens have tried to perform the ritual while physically touching the fortification, while protected by heavily armoured warriors with powerful shields, but all it takes is a single arrow-shot from the defenders and the ritual collapses. It is much more common to see one or more well-defended ritualists fight their way through to the fortification with the charged implement, relying on the fact that at least one of them will make it into position - and then either hold against the defenders, or retreat while the magic does its work.

This ritual targets the weakest parts of a defensive structure. While it may not collapse or destroy an entire wall, it is likely that the ritual will create multiple breaches, tear down a gatehouse, collapse a row of mantlets or the like.

Common Elements

When performing this ritual, a coven often invokes symbols of slow destruction - wind and rain - and forces of neglect, incompetence and misfortune that can combine to bring even the strongest structure into ruins. The eternal Kaela may be invoked, and it is also common to use pieces from a ruined structure to help grant the ritual power.

The implement charged with this spell is a key element in the ritual, and the role it plays in the performance is very important. Some covens may create a special staff or rod, often constructed from the wood of a collapsed building or rotted tree, specifically for use with the ritual, which is then discarded after the battle. The implement may be passed between the ritualists, or placed at the centre of the ritual as a focus for the magic of the coven.

The runes Yoorn and Mawrig are often evoked with this ritual, and some Wintermark ritualists complete their casting by carving or painting them onto the structure they wish to destroy. The constellation of the Key is sometimes evoked, as is the Wanderer.

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Inez y Guerra

Words by Jude to the tune of Cuncti Simus Concanentes. Call and response.

When I first laid eyes upon her Inez y Guerra Golden sun was shining on her Inez y Guerra

She was brave and she was daring, Captain of a swift corsair Grace was in her every movement, fiery eyes and flowing hair

With the crew she'd sweat and toil Inez y Guerra Every one was true and loyal  Inez y Guerra

Every word she spoke was treasure, when she smiled it brought me joy Every soul aboard adored her, first mate down to cabin boy

Though she scorned both shield and armour Inez y Guerra When she fought no foe could harm her Inez y Guerra

If I were a wealthy Captain, with a ship upon the sea I would sail a golden galleon,'Fair Inez' her name would be

Like a ship upon the ocean  Inez y Guerra Beauty in her every motion Inez y Guerra

With a hold packed full oftreasure, home upon the storm I'd ride I would lay it at her feet if only she would be my bride

Though I never could deserve her- Inez y Guerra All my lifelong days I'll serve her  Inez y Guera

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Infant Starts with a Blank Slate

Contents

- 1 Rules

- 1.1 Night Magnitude 12

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 12

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a willing individual who must be present throughout. If they are unwilling or unaware of the general nature of the ritual, their mind remains closed and the ritual fails.

Effects

The target of this ritual forgets all rituals they currently have mastered. Their ritual slots are now empty and they can now learn rituals in those slots via the usual means. The target cannot pick and choose which rituals they lose – all rituals are lost.

At the completion of the ritual the target experiences a roleplaying effect: you feel a great sense of release, as if a weight has been lifted off your shoulders. You feel liberated, freed from unnecessary constraints. The idea of mastering rituals feels like a denial of opportunity and possibility – there are so many rituals, why master just a handful of them?

This roleplaying effect persists for at least ten minutes, and may last longer at the discretion of the target.

Description

This ritual was developed at the Halls of Knowledge under the auspices of Provost Octavius of the spire of the Auric Horizon. Work was completed shortly before the disappearance from Zenith (and subsequent reappearance in Morrow) of the Halls themselves after the Autumn Equinox 381YE. It was based on an arcane projection devised by Aquillian Effugere. This was the last ritual overseen by Provost Octavius before his own disappearance; rumours persist that the wise mage sacrificed himself in some fashion to whichever power allowed the removal of the Halls of Knowledge from the threat of the barbarous Druj.

Formulaic rituals are rituals whose techniques and practices have been successfully refined to make the ritual as efficient and easy to cast as possible. Formulaic rituals are highly focused - the caster gives up flexibility to gain reliability and efficiency. Magicians can only learn to master formulaic rituals; a valuable investment of time that makes those rituals even easier to cast.

Mastery of a ritual represents focus and practice, and is often seen as a practical demonstration of the Urizen concept of arete. Any magician of the Empire can contribute to the performance of any ritual in Imperial Lore; by attaining mastery the magician is able to wield that magic much more efficiently. It is also possible to master rituals that are not in Imperial Lore, provided one has access to a ritual text. This presents one of the challenges some Imperial magicians face.

More potent rituals require more magicians to cast, and the ritual text is not always available. As mastery is the goal most magicians aspire to, it becomes increasingly valuable to ensure that everyone contributing to a rare or secret ritual has sufficiently practiced the rote actions required to work that magic. Because a magician can only master so many rituals – generally dependent on their mastery of associated magical lores – it is sometimes impossible for a magician to master a ritual that there is great need of.

This ritual helps to resolve that problem – but it can present a dilemma. The ritual works by freeing the mind from the structures and constraints placed by mastery – in a similar manner to which rituals such as Cast Off The Chain of Memory and Transmogrification of the Soul's Echo allow a willing subject to make changes to their memories and even identity. Unlike these other rituals, however, Infant Starts With A Blank Slate is indiscriminate. This makes it less than ideal when dealing with magicians who have mastered valuable rituals for which they no longer have access to a ritual text.

The ritual draws on resonances of obfuscation, and transformation, but also uses the Night realm's tendencies toward freedom, spontaneity, and intuition. The experience of removing mastery is one of liberation – as if a metaphorical weight has been lifted. For the recipient, it can feel as if grand new vistas of opportunity have opened up. There are literally hundreds of possible rituals simply in Imperial Lore – when one considered all the rituals that exist or could exist the possibilities are literally endless.

To then constrain oneself with a handful of rituals again, to focus so excessively on a single idea or rote actions, becomes almost painful to consider. Mastery is valuable, but in theory one can perform more powerful magic by becoming more adept with the realm lore itself. Of course, this is expensive in terms of crystal mana and the like, but the Night realm rarely concerns itself with the penny-pinching more relevant to the practitioners of Day magic.

During the formulation of the ritual this desire among the subjects to avoid restricting their opportunities by mastering new rituals was frustrating – and while its effect could be lessened it proved impossible to remove the profound sense of liberation the ritual inspires.

Common Elements

Masks or items that represent the magical mastery to be forgotten are resonant with this ritual. The target may begin wearing a mask, which is removed during the performance and then destroyed. The mask represents the weight of their mastery, and when their face is naked again they are refreshed and (metaphorically) reborn.

As with many rituals of Night magic, a drink or foodstuff may be consumed, especially one with mildly narcotic effects. This should be done cautiously – one target of the ritual during formulation, after consuming a Kallavesi nostrum, not only abandoned the mastery of magic but vowed to never master another ritual, putting aside their studies and leaving Urizen for Varushka where they are believed to have started a new life as a volhov.

Open flames resonate with this ritual; the target may name the rituals they have mastered while speaking into a flame, or write them on paper which is then burned. This may be combined with a goetic evocation of the Shadowed Fire (the eternal Janon, who is a patron of freedom and liberation as well as passion). Likewise, hypnotic music or dancing relax the recipient, letting the chain of mastery fall gently away.

The rune Aesh is resonant with this ritual, especially when combined with Diras and Xun. Another possibility is the rune Evrom, which represents new beginnings. A dramaturgist who worked on the codification of the ritual suggested the Witch and the Mountebank both lend themselves well to its performance, especially in a scene which involves the loss of a Lantern.

Finally, an obvious astronomantic connection is to the constellation of the Door which represents transitions. When the recipient forgets their mastery, they can be seen as standing on a threshold between their old knowledge and the new knowledge they seek.

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Information for 11-15 year olds

Contents

- 1 Overview

- 2 Ticket costs £20 less discounts

- 3 Parental responsibility where appropriate

- 4 Must have suitable costume

- 5 IC tests to become an IC adult

- 6 Characters begin as non-combatants

- 7 IC Area for young players

Overview

Children of this age are becoming adults and many players of this age are just as capable of remaining in-character all day as any adult. We assume that roleplayers at this age are able to participate and roleplay fully in the game setting. The additional rules are designed only to ensure that all participants are fully protected.

Ticket costs £20 less discounts

We expect a child of this age who is attending to have a character and roleplay at an event, with full participation in many areas. If the parent or guardian attending the event is eligible for a discount (a student or in receipt of benefits or a pension) then the ticket costs £10.

Parental responsibility where appropriate

At this age it is acceptable for participants to roleplay for long periods without their parents present. You should still be aware of what your child is doing and they should check in regularly with you.

Must have suitable costume

All participants of this age should dress in costume appropriate for their character. Footwear is difficult in LRP, but sports trainers are no longer acceptable at this age.

IC tests to become an IC adult

Children mature at different rates and our rules are designed to encourage them to seek to become full citizens of the Empire. Older participants in this age range may take the Test of Citizenship which is a basic IC test designed to ensure that a young player is capable and ready to be treated as a full member of the game. Once a young live roleplayer has passed this test, then their character will be treated as an adult character and will be allowed to choose a personal resource, operate campaign resources and spend eight character points on skills as a starting character. Until this point, they will have no skills, and will therefore be able to utilize the Apprentice Ability

Characters begin as non-combatants

Children of this age cannot participate in a skirmish or battle before they have passed the Test of Arms. Parents may allow their children to spar with other children using standard latex weapons, but they should not attack other characters under other circumstances. Fights on the main field are likely to be rare at Empire, but if one does start, then your child should know to leave the immediate area by the most effective route, to ensure their own safety. Young players of this age who are involved with The Academy will have the opportunity to fight while on quests organized through the Academy.

Older participants in this age range my take the Test of Arms with permission from their parent(s). This is a basic IC test designed to ensure that a younger live roleplayer is ready to take the battlefield - our refs will check they are a safe combatant, understand the combat rules and are physically mature enough to participate in the battles. Young players who are judged to be ready to pass will be allowed to take the Test once they are 14 or over.

IC Area for young players

The IC site includes a large tent and courtyard area dedicated to IC activities for young players called The Academy. The crew in attendance when the tent is open, offer supervised sparring and combat training, lessons in Imperial Geography and History and similar. These activities are intended to be for parents and children; parents may not leave their children here by themselves.

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Information for 16-18 year olds

Overview

At this age we consider young people to be full participants in the game and they will be treated, as far as possible, as adults. However, if any roleplayer believes they are the target of abusive behaviour then we encourage them to speak to one of our staff. At this age, roleplayers do not need to be accompanied to the event by a parent or carer and can automatically play a full character that can take the battlefield.

The bar

Roleplayers who are under eighteen should be conscious of the legal restrictions placed on them. Attempting to buy alcohol from the bar risks damaging the entire event. Anyone caught attempting to buy alcohol from the bar will be refused further entry to the event until they turn eighteen.

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Information for 7-10 year olds

Contents

- 1 Overview

- 2 Ticket costs £10 less discounts

- 3 24/7 responsibility required

- 4 Must have suitable costume and toys

- 5 Game participation is encouraged

- 6 A character but no skills

- 7 Characters are non-combatants

- 8 IC area for young players

Overview

We expect children of this age to be able to roleplay and participate in our game, albeit with restrictions and limited expectations for those at the lower end of this age band. At this age children are becoming more independent and our rules reflect this.

Children at the lower end of this age range are unlikely to want to roleplay for long periods of time. Parents should consider this and make suitable arrangements, for instance bringing books and toys and taking regular breaks in your own tent or camp or in the OOC area.

Ticket costs £10 less discounts

We expect a child of this age who is attending to have a character and roleplay at the event, and the charge reflects this. If the parent or guardian attending the event is eligible for a discount (a student or in receipt of benefits or a pension) then the ticket costs £5.

24/7 responsibility required

You do not have to supervise your child at all times, however your child should only be out of your direct supervision with your permission and must return in the timeframe set by you. Our golden rule at this age is: “You must know where your child is at all times. Your child must know where you are at all times.”

Must have suitable costume and toys

Children should dress in costume appropriate for their character. Footwear is always difficult in LRP, particularly for children who are still growing quickly, so neutral coloured footwear (plain shoes, trainers or wellies) is acceptable. Wooden toys are ideal for young children; bright plastic or battery-operated toys are not allowed in the IC area.

Game participation is encouraged

Parents are encouraged to keep their children with them while roleplaying on site and to involve their children in what they are doing. You should return to your own camp or to the OOC area if your child ceases to enjoy the roleplaying.

A character but no skills

The intention for Empire is to create a world in which children play children as realistically and credibly as possible. We intend to try to make the experience of being a child in the world of Empire as epic as possible, but children are not great heroes risking their lives to save the Empire, they merely have the chance to become one as they grow up in the game.

Because of this, children are expected to create a character on our system. However children cannot have skills or resources until their character passes the Test of Citizenship. There is no lower age limit, although most graduates are around 11 or older. We intend to deliver a game aimed at our young players that is based around their characters and what they want to learn and do and is not contingent on skills or resources.

Until they pass their Test of Citizenship, young players have no skills, so they may utilize the Apprentice Ability

Characters are non-combatants

Children of this age cannot participate in a fight without the express prior agreement of a member of our referee team. This is only likely to be forthcoming for children taking part in supervised IC activities arranged for children; they will not be allowed to take the battlefield. Fights on the main field are likely to be rare at Empire, but if one does start, then your child should know to leave the immediate area by the most effective route, to ensure their own safety.

Parents may allow their children to spar with other children using a suitable phys-rep for a child’s sparring weapon (like the wooden sword that Arya uses in the first series of Game of Thrones).

IC area for young players

The IC site includes a large tent and courtyard area dedicated to IC activities for young players called The Academy. The crew in attendance when the tent is open, offer supervised sparring and combat training, lessons in Imperial Geography and History and similar. These activities are intended to be for parents and children; parents may not leave their children here by themselves.

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Information for under 7s

Contents

- 1 Overview

- 2 No charge but must book in advance

- 3 24/7 supervision required

- 4 Must have suitable costume

- 5 Must have suitable toys

- 6 A character but no skills

- 7 Non-combatant at all times

- 8 IC area for young players

Overview

The rules for under-7s are based around the assumptions that a young child cannot engage significantly with the roleplaying and that they need constant supervision by their parents. The goal of these rules is to ensure that parents are clear about what they need to do to ensure that their young children do not damage the event for others.

Some of these rules will only apply to the IC area. There is obviously no requirement or restrictions for costume or toys in the OOC camping field.

No charge but must book in advance

We do not expect a young child to play a significant role in the game, so there is no charge for them to attend. However they must be booked in advance of the game, in the company of a booked adult who is their parent or carer. This is to ensure that we have an accurate list of young children attending the event.

24/7 supervision required

Any under-7 must be supervised at all times by a parent or nominated carer. This can be onerous; parents should consider whether it is worth attending an event with an under-7 if they do not have two or more adults to share the responsibility. Parents of young children must be aware that they can easily disrupt the game for other players. You must remove your child from an area where other players are roleplaying if they become disruptive. Young children are prone to wandering off, so parents must take care to ensure that they remain close at all times.

The requirement for supervision applies even when your child is asleep. You cannot leave a young child sleeping without their parent or carer present.

Must have suitable costume

A baby should be swaddled or dressed in blankets or costume which are appropriate to the setting. Young children should have suitable costume. Footwear is always difficult in LRP, particularly for children who are still growing quickly, so neutral coloured footwear (plain shoes, trainers or wellies) is acceptable.

Must have suitable toys

A young child will want to play with toys. The perfect toys are ones that are passable in the setting, such as wooden farm animals. You must not bring bright coloured obviously plastic toys or any toys that are battery operated into the IC area.

A character but no skills

The intention for Empire is to create a world in which children play children as realistically and credibly as possible. We intend to try to make the experience of being a child in the world of Empire as epic as possible, but children are not great heroes risking their lives to save the Empire, they merely have the chance to become one as they grow up in the game.

Because of this, young children are encouraged to create a character on our system, however children cannot have skills or resources until their character passes the Test of Citizenship, There is no lower age limit, although most graduates are around 11 or older. We intend to deliver a game aimed at our young players that is based around their characters and what they want to learn and do and is not contingent on skills or resources.

As under 7s have no skills, they may utilize the Apprentice Ability.

Non-combatant at all times

There are no circumstances under which it is acceptable for an under-7 to be involved in combat. Since a parent or carer must be supervising the child at all times, this means that that individual cannot be involved in combat either. It should not be difficult to avoid combat at Empire, however if combat does occur near you or your child, then you must gather up your child and immediately leave the area by the most effective route. It is exceptionally unlikely that another character would want to attack you while you are doing this, but if that does appear to happen then you must put a hand in the air and follow the rules for being non-contact.

IC area for young players

The IC site includes a large tent and courtyard area dedicated to IC activities for young players called The Academy. Older children in this age group may participate in children's activities organised by PD and other aspects of the game if they are able to roleplay appropriately. They must be accompanied by a parent/carer at all times and should be removed from the area if they cease to roleplay.

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Infusions of Feathers

These mystic infusions grant those who inhale them supernatural insight. They are intended to be poured into hot water and the resulting steam drawn into the lungs, from where its semi-narcotic effect flows throughout the entire body. Extensive use of these infusions can have a detrimental effect on the peace of mind of the user, and they are best employed sparingly.

These potions are, unsurprisingly, popular with the Kallavesi and with mystics of all nations. The modern recipes used to brew the infusions were refined over centuries in the swamps of Kallavesa, but the Navarr used similar preparations for centuries, and can claim the credit for first developing the Ravenwing infusion at the very least.

Magpie Infusion

This volatile oil dissolves quickly in warm water, or can be thrown directly onto hot coals or open flame to create a small cloud of strongly scented steam. Taken deep into the lungs, it allows the drinker to perceive magical auras, or gain an instinctive feel for the qualities of a ritual being performed nearby.

- Form: Infusion.

- Description: This oily blue substance smells of summer flowers. When exposed to the air, it begins to evaporate. A tiny amount on your fingertip immediately begins to bubble and soon evaporates into a thin blue-tinted cloud.

- Roleplaying Effects: Your tongue and lips are numbed, meaning your speech is slurred. You find yourself blinking rapidly, or suffering from watering eyes. Any spell that you hear being cast causes you to perceive dramatic displays of colourful light that can be quite distracting.

- Mechanical Effects: Inhaling the steam from this infusion grants you the ability to use the detect magic spell once during the next ten minutes without requiring you to know the spell or expend any mana.

- Recipe: Two drams of Cerulean Mazzarine.

Ravenwing Infusion

This pale red concoction produces a thick, lingering steam that hangs in the air for several moments unless actively inhaled. It causes a momentary dizziness, and then the individual who has partaken of it can perceive auras around living beings. Be closely examining these auras, the imbiber can potentially gain useful insights. The infusion also causes the user to have exceptionally vivid dreams for up to a full day after using it, and many mystics believe that there were hidden messages in those dreams, either hints of the future or insight into the nature of the skein.

Initially this preparation was of most use to mystics who interpreted the information gained from auras in various esoteric ways; several mystics. With the slow spread of the Imperial faith, Ephraim son of Miriam, a Highborn archivist that the preparation also allowed the user to perceive the effects of certain religious ceremonies, without the use of Liao.

- Form: Infusion.

- Description: This crumbly red substance smells strongly of exotic spices. When rubbed between finger and thumb the spicy scent intensifies dramatically.

- Roleplaying Effects: You feel suddenly dizzy, and then lose the ability to see colours; everything becomes visible in shades of grey. The exception is that you can see colourful auras around living creatures, with the colour and intensity reflecting how you feel about that person. The night after taking this infusion you will have exceptionally vivid dreams.

- Mechanical Effects: Inhaling the steam from this infusion grants you the ability to use the insight skill once during the next ten minutes without requiring you to know the skill or expend any liao.

- Recipe: One dram each of Cerulean Mazzarine, Imperial Roseweald, Bladeroot and Marrowort.

Goosewhisper Infusion

This midnight blue liquid hisses and bubbles when exposed to heat, and releases a cloud of shimmering barely visible steam. If it is inhaled deeply, a chill sensation emanates from the chest through the whole body. After a moment, the imbiber enters a hypnogogic trance during which they receive symbolic visions concerning important events. These are visions of things that may come to pass in the near future, or have recently occurred, or which are currently occurring. There is no way to focus these visions towards specific topics of interest.

- Form: Infusion.

- Description: This midnight blue solution is a thick, resinous liquid. It has a sweet, sharp scent that causes your nostrils to tingle and chills your lungs. The unpleasant, acrid flavour makes drinking it unappealing.

- Roleplaying Effects: For around an hour after experiencing this infusion you see things out of the corner of your eye; anyone you are not looking at directly appears to be surrounded by a shimmering multicoloured halo. You tend to see things in symbolic ways, and may see weird images hanging around people you know, relating to how you feel about them. These effects are very pronounced if you are a member of the naga lineage.

- Mechanical Effects: Inhaling the steam from this infusion causes you to enter a trance during which you suffer a brief but intense vision. This vision is provided by a referee, and will contain information about things that are happening, have happened or may happen at the event. There is no way to direct this vision towards a specific topic. These visions are the same as those received from the Signs and Portents ritual; you will receive the same vision if you are part of that ritual, or have already performed it.

- Recipe: Two drams of Bladeroot and one dram each of Marrowort and True Vervain.

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Inga Tarn

Virtue

In 308 YE, Inga Tarn was declared an Exemplar of the Virtue of Courage by the Assembly of Courage.

Biography

Inga was the daughter of a Steinr blacksmith and grew up helping her parents at the forge. From an early age she was remarkably strong, possessed of a stubborn spirit and unparalleled boldness. Throughout her life she wielded a massive two-handed maul that she crafted herself, marked with runes, and used to scatter the enemies of Wintermark and the Empire, including at least one ancient horror uncovered from an icy tomb.

Inga Tarn was a famed companion to Empress Mariika. She met Empress Mariika during one of her earliest visits to Anvil, and the pair remained fast friends until Inga's death in 230 YE fighting to defend the Varushkan territory of Miekarova against a Thule incursion. In life Inga served several times as a Wintermark general, but was possessed of a great wanderlust and thirst for adventure. She spent a great deal of time traveling the Empire and fighting its enemies, with an ear for the concerns of the 'common folk' of the Empire.

There are many stories about her adventures still told today in the Empire. She is known to have spent a year in Varushka fighting alongside several of the Warden fellowships - in one tale her prodigious fortitude allows her to defeat three monstrous mora in a drinking contest, leaving the creatures insensible and unable to harm anyone in the settlement where she was staying. She travelled with several Navarr Stridings, and lead a small contingent of Wintermark heroes to aid the thorns against the Vallorn of Therunin. In one popular (if apocryphal) tale told in the Marches she single-handedly won every contest of strength during a great fair held near the town of Sarcombe in the Mournwold before being outwitted in a game of riddles. A popular site of pilgrimage to those who revere the exemplar is the Burden of Igna Tarn, a great rock marked with Wintermark runes that she apparently carried almost to the White City itself as part of a quest. The exemplar herself never entered the city - shortly before she arrived, she received a cryptic messenger calling her away urgently to an undisclosed location.

Inga Tarn never claimed to be fearless, but her bravery in the face of terrible enemies strengthened the spirits of those who fought alongside her. She often served as a living banner, encouraging cowed villagers standing up to the bandits who terrorised them, or serving as the bulwark that prevented soldiers from routing in the face of dreadful odds.

After her death, she was interred with great ceremony in the swamps of Kallavesa. To this day Inga Tarn is remembered as a larger-than-life hero, a woman who seized life by the throat and never apologised.

Signs

The Assembly of Courage cited the following signs of Inga's exemplardom:

- Inga left behind a Legacy in the form of Avalanche, her famed rune-forged two-handed hammer, that played a significant part in many of her adventures.

- Inga is also attributed with Miracles in relation to her superhuman physical strength.

- For both her service to the Empire as a General of Wintermark, and for her deeds in defence of citizens during her adventuring days, Inga was credited with the sign of Benevolence.

- However, the strongest sign of Inga's exemplardom is held to be her Inspiration. Not only did her heroic courage serve as a rallying point for her allies on the battlefield, but she stands as an example of someone unafraid to speak her mind, seize the opportunities life offered her, and pursue the things she believed in regardless of the odds against her or the opinion of strangers.

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Inquisition

Synod Judgement

- Any Assembly

- Lesser Majority

Yes, I know they will lie. Everyone lies. I want to hear what they sound like when they are lying. I want them to know I can see through them.

Inquisitor Reuben, of the Assembly of Vigilance

Contents

- 1 Overview

- 2 Judgement

- 3 Performing an Inquisiton

- 4 Outcome

- 5 Further Reading

- 5.1 Core Brief

- 5.2 Additional Information

Overview

The primary purpose of inquisition is to investigate and expose unvirtuous behaviour. The target or targets of the inquisition are compelled to appear for questioning before the Imperial Synod at the appointed hour. The priest who raised the judgement is expected to lead the proceedings; some prefer to conduct the inquisition entirely by themselves, while others will ask one or more peers to help them question the accused. Whatever they decide, they have one hour to asking probing questions to discover the truth behind the actions and motives of the accused.

Judgement

A judgement of inquisition may be raised by any assembly of the Imperial Synod. When the judgement is raised in a national assembly, it may only be used to inquisition members of that nation. The virtue assemblies may raise a judgement against anyone - but they are expected to restrict the remit of their inquisition to matters concerning their virtue.

The judgement must name each specific individual who will be covered. A judgement may only name more than one individual if they are members of the same oathsworn band - either a banner, sect, or coven at the time the judgement is raised. If there are multiple names on the judgement, then members of the Synod must either vote for or against the entire list - they may not split their votes.

When a judgement of inquisition is submitted, the priest who raises the judgement is expected to agree a time for the questioning with the subject of the inquisition. If there is evidence that this has not happened then the Tribune will take steps to attempt to inform the subject of the judgement. Usually they will send a messenger to find the citizen to ask them to attend the Hub so that they can be briefed on the development.

A judgement of inquisition requires a lesser majority to pass. An individual or group can only be the target of inquisition once per summit.

While it is legal for a priest to raise a judgement of inquisition against themselves, doing so risks censure as an abuse of priestly powers, and must still achieve a lesser majority.

Hearsay is half lies.

Marcher Proverb

Performing an Inquisiton

The priest who raises the judgement of inquisition must decide the time and place that the inquisition will take place. Attendance is a legal requirement, but magistrates must be satisfied that that the choice was reasonable and was agreed with the target. The expectation is that the priest will work with the targets of the inquisition to ensure that the venue and date are practical for them to attend where possible. The legal duration of an inquisition is up to one hour. The subject may choose to leave at any point after the hour has passed.

An individual may not be subject of an inquisition more than once per summit; anyone who has already undergone a inquisition that weekend is not obliged to attend another.

The priest who raised the judgement is expected to lead the questioning at an inquisition, but at their discretion they may choose to invite other priests to assist them in questioning the accused. Whatever happens, Imperial law is still in force during the inquisition. and any unlawful treatment of the person under inquisition is still a crime.

Outcome

If the inquisition identifies behaviour that warrants bringing to the attention of the wider Empire then the priest who raised the judgement may proceed to escalate this to a sanction. This escalation is considered to be an extension of the inquisition, it will be submitted by the Tribune of the Synod on behalf of the priest who raised the original judgement at their request.

Refusal to attend an inquisition is usually sufficient grounds for condemnation and prosecution for subverting the agencies of state, provided that the target or targets could reasonably have attended.

Magistrate Elsbet, plucked her pince-nez from her nose and laid it carefully on her desk. She rubbed the weariness of a long day from her eyes, and then returned her gaze to the advocate standing in the doorway.

"So your judgement of inquisition for the Mourn Senator passed the Assembly of Ambition but James did not show up?"

"That is correct magistrate - we condemned him for his absence. And now we are passing the matter to yourselves to deal with."

"How generous. What time did you set for your inquisition?"

"Two hours past midday magistrate."

The faintest flicker of a smirk passed over the Dawnish man's face. Elsbet sighed again. She briefly contemplated trying the case but her time wasn't worth the fine the advocate was going to get, so she opted for sarcasm instead.

"Two hours past midday. But wait! By sheer misfortune you chose exactly the time of the Senate Session - and with that important vote on the assignment due. What a coincidence. I'm surprised James didn't mention the conflict when you sent word of the inquisition."

The man's face turned sour, there was no smirk in sight now. "It's still a crime magistrate - failing to appear before an inquisition is subverting the agencies of state!"

Elsbet snorted in derision. "Oh a crime has been committed - of that I have no doubt. Inquisition is a delicate tool citizen, a scalpel to be wielded by a clever surgeon to expose wrong-doing. It is not a club with which to bludgeon your political rivals. Your transparent ruse to inquisit the senator at a time he clearly could not be expected to make is self-evidently an abuse of powers - by you. Fortunately for you, I can't prosecute without a judgement of condemnation by the Synod. So either you leave me to get on with some real work - or I shall speak to the Gatekeeper of Wisdom about raising a suitable judgement."

She picked up her pince-nez as the advocate turned and fled. Sighing again, she put them back on her nose and returned her attention to the militia report. It had been a long day.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Imperial Theology

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

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Inquisitor's Cassock

Description

A cassock is an ankle-length robe especially popular with priests of Highguard and The League. It may be tight or loose-fitting, and is often sumptuously dyed in rich colours with gold, silver or mithril embroidery. Among priests of the Freeborn, Varushka and Navarr it is more likely to be a long coat, usually of stout wool but also likely to be richly coloured and decorated.

The inquisitor's cassock is favoured by priests who judge, weigh and evaluate the spirits of those around them. While popular with inquisitors, it is also useful to spiritual advisors, and especially to Navarr guides. A priest in a guide's robe or coat of judgement was often a common sight at trials, considering the spiritual debts and marks on the aura of those for whom he might later ask clemency. This vestment is also useful to those who make a habit of examining the victims of wicked spirits, or those under the thrall of dark powers. Not all malignant forces warp the soul, but the signs of spiritual damage are often a clear sign of the involvement of a corrupt entity - which makes the inquisitor's cassock especially useful to spiritually adept wardens and Wise ones.

Rules

- Form: Armour. Takes the form of a robe.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: Twice per day you may perform an insight ceremony without expending any liao. You must be able to perform the insight ceremony to use this ability.

- Materials: Crafting an inquisitor's cassock requires twelve measures of beggar's lye, seven ingots of weltsilver, seven ingots of tempest jade, seven measures of iridescent gloaming, four measures of dragonbone and three measures of ambergelt. It takes one month to make one of these items.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Inquisitor%27s_Cassock&oldid=45448"

Insight

Contents

- 1 Overview

- 2 Performing a Quick Insight

- 3 Performing a Thorough Insight

- 4 Awareness

- 5 Concealment

- 6 Cooperation

- 7 True Liao

- 8 Further Reading

Overview

Through the power of this ceremony, a priest can perceive the aura that surrounds living people, and gather information about spiritual effects. There is some disagreement among priests as to whether what they are seeing is the "soul" of the individual - the core of their essential nature that persists from one life to the next - or simply some spiritual penumbra that surrounds thinking beings.

Whatever they are perceiving, the ceremony allows them to gather information about the person by observing it for a few moments. The quickest information to discover is if someone is a human, an orc, or an inhabitant of another realm, whether they are under the effects of any auras, and the effects of any spiritual wounds they are experiencing. All of this can be found out with a quick overview of a target's aura.

The priest can also perform a slower, more potent version of the ceremony to allow them to identify if the target is dedicated and reveals the presence of spiritual marks like the ones created by testimony as well as any malign spiritual effects such as curses or possessions. This version of the ceremony is also effective on items to discover information about any hallow they may possess, and again will determine the presence of a spontaneously arisen aura, a spiritual curse, or the presence of a haunting spirit - it can be used to identify a ghostly anchor for example.

There are also plentiful reports of priests detecting other marks on their subject that do not appear to be the result of the testify ceremony yet still contain information. A commonly cited tale refers to a Varushkan wise one from Karov who used the ceremony to observe a band of travelling musicians only to discover that they each bore a mark indicating they bore a twisted boon from Wendigo. When the minstrels attempted to murder the people of the vale in their sleep, their wicked plan was stymied when they discovered not sleeping victims but fully-armed and prepared schlacta!

The ceremony can also be used to examine objects, but unlike people items do not innately generate auras than can be read with insight. Objects that bear spiritual marks visible to this ceremony have usually been touched by a potent spiritual force - whether a religious ceremony, by close proximity to a profound spiritual event, or by the attentions of ghosts or spirits. It is especially useful for gathering information about spiritual auras on relics whose provenance is uncertain, as well as to glean information about the anchors of a ghost, or how to combat a malignant curse.

It is possible to conceal information from Insight, but doing so is of limited benefit. It seems that even powerful magic items such as a Shackle of the Unvirtuous or a philtre such as a Shadowcrow Infusion can only conceal the entire person from insight, rather than specific pieces of information - and the ceremony will always detect the presence of such obfuscation, even if it cannot penetrate it.

Performing a Quick Insight

- Requires a dose of liao and ten seconds of appropriate roleplaying

- Does not require a referee

- Reveals the target's race and any aura present

- Reveals the effects of any spiritual traumatic wounds

- Orcs can be the subject of a quick insight

Performing a quick insight on a character uses a dose of liao. This performance of insight requires ten seconds of appropriate roleplaying and target must be close enough to touch throughout. The target need not be willing. After the insight is complete, you should call "Insight" loudly enough for your target to hear and make clear that they are the target of the effect.

If their aura is not concealed then they must inform you of their species (human, orc, creature of the realms, ghost, other), and tell you what personal aura they are under the effects of if any. If the target is suffering from one or more spiritual traumatic wounds, then your character becomes aware of and may open the cards and read the effects. The target of the insight should keep the cards (but not read them) in case any other priest wishes to perform insight on them.

You cannot normally perform a quick insight on an object.

Performing a Thorough Insight

- Requires a dose of liao and and at least ten seconds of appropriate roleplaying

- Requires the presence and assistance of a referee

- The target must be within 20'

- Reveals information about the aura of the target

- Orcs can be the subject of a thorough insight

If you have a referee, then you may perform a more intense version of the insight ceremony to gain more detailed information. Performing a thorough insight requires at least ten seconds of appropriate roleplaying and the target must be within 20' and in clear line-of-sight throughout. The target need not be willing. After the insight is complete, the ref will approach the target to check the results with them.

If their aura is not obscured then you will discover the presence of any malign spiritual effect such as a curse or possession. In addition to the basic information provided by a quick insight, the detailed version of the ceremony reveals the details of testimony, excommunication, anointing, or dedication (including the strength of durable auras where appropriate); it will reveal the presence of other spiritual auras and may give information about what they are, what has caused them, or how they might be combated.

When used on an object, a thorough insight reveals if the item is under the effect of a hallow, or bears a spontaneous aura, along with details of the effect (including strength, and how to combat it, when appropriate); it will also reveal if the item is an anchor for a ghost or similar creature, and may provide additional awareness depending on the nature of that entity.

Awareness

- It is not possible to perform insight without the target being aware

- Most targets will experience the effect as a potentially familiar powerful sense of being observed

You can perform insight against the target's will, but you cannot perform the ceremony without the target being aware of what has taken place. Most targets experience the effect of being insighted as a powerful sense of being observed. Most Imperial player-characters are sufficiently familiar with insight and the effects that they will recognize and understand what has taken place.

The awareness is not immediate; it occurs at the point where the priest calls "Insight" or the ref asks the target for their insight response. In effect, this means that a character is always aware they have been insighted, not that they are being insighted.

Concealment

- Insight is blocked by any effect that conceals a character's aura

- Insight will still reveal that the aura is concealed

If your aura is obscured through the use of effects such as Shadowcrow Infusion then other characters cannot use insight to read your aura. However you must respond to any attempt to insight you by stating that their aura is concealed.

It is not possible to dispel or overcome any effect that conceals an aura.

Cooperation

- There are no benefits from cooperation using the insight skill

While priests can cooperate to perform an insight ceremony, there are no benefits to doing so. Specifically, there are no methods of shrouding an aura that can be overcome with a more powerful insight.

True Liao

- There is no benefit to using true liao to perform the insight ceremony.

While true liao can be used in the place liao to perform an insight ceremony, it provides no additional information.

Further Reading

- Ceremonial Skills

- Anointing

- Consecration

- Dedication

- Excommunication

- Exorcism

- Hallow

- Insight

- Testimony

- Additional Information

- Auras

- The Way

- Imperial Synod

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Insight&oldid=64400"

Inspirational tomb

Contents

- 1 Overview

- 2 Costs

- 3 Benefits

- 3.1 Grandeur

- 3.2 Inspiration

- 4 Known Tombs

- 5 Lost Tombs

- 6 Further Reading

- 6.1 Core Brief

- 6.2 Additional Information

Overview

An inspirational tomb is a sacred site devoted to the memory of an exemplar or paragon. Often the feted individual is buried at the site, though some sites described as tombs are actually a cenotaph - a memorial to their memory that does not contain the mortal remains. By using a dose of true liao to sanctify the site, a permanent aura is created that becomes a source of spiritual strength and inspiration to all who visit the tomb, drawing pilgrims from across the Empire and beyond.

It is not possible to create an inspirational tomb for someone who is not a paragon or exemplar - that would be an act of blasphemy. Thus it is only possible to create this focal point for the faith if the Synod have given formal recognition as an exemplar or paragon.

It is not essential to create an inspirational tomb for every exemplar or paragon. In fact, given the great cost involved, it is rare to do so. The inspirational lessons provided by the life of an exemplar or paragon will last as long as the memories of those who recognized him or her. The reason to create an inspirational tomb is to spread knowledge of the individual throughout the Empire, ensuring they become renowned with their memory immortalized for generations to come.

Costs

- Materials: 1 dose of true liao and 4 crowns

- Time: 3 months to construct

The costs listed are for the smallest possible tomb. It is possible to commission a grand structure built of white granite and weirwood that would contain the tomb and serve as a place of worship for the faith, but that would be in addition to the costs listed above. The commission would work in a similar fashion to a sinecure, the more impressive the structure, the more synod votes and liao it will provide.

Benefits

Grandeur

Upon consecration of the tomb, we will update the wiki entry for that region to include a description of the site, with a length appropriate to the size and scale of the construction. In addition the Imperial Archivist will visit Anvil to meet with those responsible for the recognition of the paragon or exemplar (if they still live) and those who have paid for the creation of the tomb. They will discuss the life of the paragon or exemplar and take notes to allow them to document the site so that news of it can be spread throughout the Empire.

We will then use that information to help us create a wiki page for the exemplar or paragon detailing their life, their accomplishments and the signs of their virtue.

Inspiration

A tomb attracts pilgrims from across the Empire and beyond, who want to learn more. It can also encourage people who already possess little-known or significant information about the individual to come forward. In the past, the construction of a tomb has lead to an interest in relics of a new exemplar's life, to examination of and emulation of their heroic deeds, and to the formation of sodalities dedicated to pursuing their legacy. The individuals responsible for creating the tomb are often caught up in these events.

Known Tombs

Inspiration

Virtue

Location

Basilica

Atuman

Ambition

Necropolis

(TBC)

Lepidus

Pride

Bastion

(TBC)

The Little Mother

Prosperity

Bastion

Yes
(Prelate of the Little Mother)

Lost Tombs

Many records were lost when Emperor Nicovar destroyed the great libraries of the Empire. This coupled with the problem that the Empire is a vast land that includes large areas of dangerous wilderness between civilized settlements means that it is certain that the location of some inspirational tombs has been lost over the centuries. Without suitable protection these sites may have been destroyed - but in theory some may yet endure. No inspirational tomb has been known to fail through age, since the power of true liao withstands the ravages of time, so it is possible that one day some or all of these lost tombs might be found and reclaimed.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Imperial Theology

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Inspirational_tomb&oldid=66167"

Icon of the Driven (Redirected from Inspiring Refrain)

Description

The Icon of the Driven, also known as an Icon of the Ascendant, allows a priest to perform ceremonies as if they were dedicated to the virtue of Ambition. It generally takes the form of a piece of religious art, usually depicting a paragon or exemplar of Ambition Tian (often called an Icon of the Burnt), Aldones di Sarvos, or Adelmar the Lion. The Icon is not always a portrait, however - in Wintermark it is sometimes crafted in the form of a medallion or short rod decorated with the bones and feathers of rooks , generally decorated with the Rune of Hunger, which is known as an Icon of the Rook or, more rarely, an Icon of the Hungry. In Varushka, the icon commonly takes the form of a statuette of a fox and is known as a Wily Fox. Other less common variants are certainly possible - from the expertly illustrated scrolls recounting the great deeds of the Freeborn, to the beautiful three-panel triptych favoured in the League (generally showing the humble origins, great struggle, and eventual success of the character depicted - with the final panel invariably suggesting that rather than resting on their laurels the ambitious person will not work towards a new goal).

Icons of the Driven are significantly less popular than other, similar Icons. Priests who rely on them sometimes encounter an unspoken, perhaps even unconscious, prejudice from dedicated priests and lay followers of Ambition. Splitting one's focus - using a magical item to allow one to wield the auras of Ambition is sometimes seen as reflecting a lack of character, drive, or commitment. To many ambitious people, it simply makes no sense to be dedicated to another virtue and use an Icon of the Driven - it is much more appropriate to be dedicated to Ambition and use the tools provided to employ the auras provided by lesser virtues. It is rarely acceptable to put such sentiments into words, of course.

The icon is equally valuable to a priest who is dedicated to one of the other six virtues as it is to a priest who is dedicated to none of them. It allows them to perform ceremonies such as anointing, consecration, and hallow, and create auras of Loyalty in place of the auras they would otherwise have access to. It also allows a priest to cooperate with priests dedicated to Loyalty who are not part of their sect.

Rules

- Form: Weapon. Takes the form of an icon.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: You may perform ceremonial skills other than dedication as if you were dedicated to the virtue of Ambition.

- Materials: Crafting an Icon of the Driven requires 7 ingots of orichalcum, 7 measures of iridescent gloaming, and 9 measures of dragonbone; It takes 1 month to make one of these items.

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Intent to exercise right of Address

This motion is currently undergoing scrutiny.

The Throne shall exercise her right of Address in the next senate session.

Announced by Empress Lisabetta.

Overview

- The Throne has exercised her right of Address, to occur at the next Senate Session of the Autumn Equinox, 381YE.

Date

- Summer 381YE

Campaign Outcome

Constitution

- Under Scrutiny

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Into the woods

The five of them stood huddled against the tree, in their dark cloaks invisible in the cloudy winter night.

"So we're agreed?", said Halina - she'd taken the lead for this little enterprise. The siblings Piotr and Agnes nodded, drawing their swords as one. They were to provide the muscle.

"Sure - I'm certain I can slay them with this before the rest of you have time to blink" - with a mean smile, Fritz took his crossbow and began to settle into position in a nearby tree. Only Greta hesitated.

The young mountebank spoke, suspicion in her voice. "You swear we'll split it five ways? No funny business? I've got people waiting for me, you know that. Let's not... we get the coin, we take our shares, we never see each other again."

Halina laughed. The older actor was amused at Greta's reluctance; but she couldn't fault it. "I swear on our city, the City of the North, greatest of the four - we will all receive our dues." Greta scowled.

From the shadows where she had concealed herself, Agnes also spoke. "I think the time for objecting was that bar in town where we all met, no? We are out here in the dark and the cold of the north on the Karov road and it is now that you are getting cold feet? Tsh."

Greta sighed. "Fine. I'll get into posi- what was that?!" Halina rolled her eyes. "Greta. Come. I can hear the approach of the wagon in the distance. We must be ready."

"You don't understand. I heard a scream, I think... or the sound of a bell?". Now it was Piotr's turn to sigh in the shadows. "Greta. Come on. We are all wanting to get back into the warm and spend a large amount of money on sausages and beer. Well, I mean... that's my plan; fuck the rest of you. So get it together."

Greta finally relented, and as agreed took up the position of the injured traveller on the road. When the merchant from the city came past with her guards, they would stop for her; her acting skills would see to that. And that Halina's knife and Fritz's bow and the swords of the twins would see to the rest, and the prize of the merchant's cargo would be theirs.

She waited there in silence. In the distance, she heard the slow trundle of the cart, the tread of the oxen, indistinct conversation between the travelers. They would be here in a few minutes; she could already see their lights. The other four had hidden by now... she could no longer see them against the shadows.

She waited. She began to moan in mocked pain, and she saw the figures up ahead start to hurry and talk amoungst themselves. Finally she saw them - the merchant and, yes, just two guards. This would be easy.

"Help, help! I was injured on the road, my ankle!" The figures ran up, bending down concerned, Greta the plaintive youngster to them. In a moment, Fritz would loose his bow, and that would be that.

A scream rang out from the tree, and the merchant and the guards wheeled around. Greta lay there still, confused. "What's that?!"

Something fell from the tree. Even in the dim light, Greta recognized the face... or what was left of it. It was - or had been - Fritz.

"Oh, fuck this!" - the twins lept out, and Halina, and then, and then - they descended. Figures dressed in dark robes, flesh pallid and slightly ethereal. They seemed to melt from the trees themselves. "And through the woods the shadows creep." said the first - how many were there, though, they seemed to surround the three of them, while the merchant, the guards, and Greta - still pretending her injury - just watched.

"The servants, bloodied, wounded deep." As one, the dark figures spoke, advancing on the ertswhile bandits. "Their hearts lie empty, full of spite." They spoke again, and took another step forward, Piotr and Agnes raising their swords, Halina readying her dagger.

Once more they spoke. "Their voices, empty, bitter, ice." On this final word they descended on Halina, and Piotr, and Agnes, and tore them apart, into flesh, and the ground was thick with blood. One of them turned to Greta, and she steeled herself, preparing for the blow. And it spoke again. "Safe passage granted to the four of you, by the Prince of the Icy Heart. Metri is his domain. By will and compact, he protects. Travel safe."

And then the dark figures, uncountable in their number, seemed to vanish into the night as quickly as they had appeared.

The merchant ran forward to Greta, her lantern lighting the concern and horror on her face. "Are you... are you alright? Be well, child, do not fear. Let us leave this place, before... but who were these poor people?"

"Bandits and thieves," spoke one of the guards, "I recognize Fritz von Locul here from his poster. But what those things were..." The four of them stood in torchlight, trying not to look at the remains of what had been Greta's companions.

"Come, child, rest on the cart. We shall have to return to the city and report this." The merchant offered to lift Greta up, and she accepted, carefully keeping up the pretense of her injured leg. She'd have to do so for a while, but... it was better than being left in this forest with... whatever they were.

As the cart was turned around and she sat upon it, the last she saw of her comrades was the remains of Halina's face, eyes glinting in the fading light. Accusing. That sight would stay with Greta for a long while after the rest of this night fell into the haze of drunken memory... but it was that she longed to forget the most.

Overview

Something very strange has happened to the region of Metri in the northern territory of Temeschwar. Since the coldest night of the winter thus far - when the ground was frosted with snow and ice - a darkness has crept into it. Strange spirits are seen, ghostly figures in the night. The dead are said to wander abroad. And yet they do not seem to wish those travellers ill - quite the contrary.

Since the darkness fell across the paths of Metri, there has been no reported incidence of bandit attacks, roadside muggings or opportune violence. The trade routes passing through Metri north to Skarsind and east to Karov have never been easier to travel. Instead, those who intend violence and threaten others are torn apart by ghostly figures that seem to come from nowhere, muttering doggerel and professing themselves servants of "the Prince of the Icy Heart, who offers safe passage". After the first few such incidents... well, word soon gets round. Those who practice the art of robbery choose different tracks, far from Metri where the roads have become surprisingly safe.

Not that people feel safe. The scattered murders are brutal and messy, and there is a constant feeling of being watched by many eyes. According to a story coming from the Fortress of Salt - the mithril mine which is Metri's only notable feature - an argument over spilt beer in the miner's quarters turns messy. One miner, advancing on the other with blood in her eye has his heart torn out by a gaunt figure erupting from a nearby passage. Since then, everyone is being very civil to one another in the mine... just in case. No more incidents have occurred since then but the workers are deeply uneasy. They remain at their posts for now - they are paid well, after all - but the atmosphere at the Fortress is strained, to put it mildly.

Significance

The region of Metri in Temeschwar has gained the haunted quality. A presence lurks there. Ghosts and shadows seem to wait behind every crag and tree. Diviners in the territory indicate that they do not think this is the result of an enchantment - that it is somehow the influence of creatures of the realms - but the presence of the potent shrouds covering the Empire means it is hard for them to be absolutely certain. a few more superstitious types, especially those fleeing homes in Metri for the presumed safety of Temeschwar, whisper that this is no temporary curse or magical aura, but that something dark has quietly slipped over the border and set up home.

The major landmark of Metri is the Fortress of Salt, and though as a mithril deposit it is inherently resistant to magical interference, the unease has spread here too. The production of mithril at the Fortress of Salt has not been interrupted, but the current holder of the seat may wish to take precautions to ensure that the current ominous state of affairs does not grow worse. Nobody seems to have any suggestions for how the current affliction might be healed, so perhaps it is nothing to worry about. Still, in the days leading up to the summit, a number of strange looking individuals have been seen around and about in Metri - all asking after Tobias Shanks...

"So the riddle is, how far can you go into the forest?" said the woodcutter.

The smart-mouthed child pondered the question sucking her thumb.

After a moment she pulled it out of her mouth with a loud popping noise and, in a self-satisfied tone of voice, said: "Halfway of course! Because after that you are coming out of the forest.

The woodcutter grinned, and the child was a little frightened by how many teeth were in his mouth.

As his smile broadened, he leaned close to the smart-mouthed little child, and put a hand on each of her shoulders. The child was even more frightened by how strong and bony his fingers were.

But she was even more frightened when the woodcutter's eyes began to glow, and as the meaty stench of his breath washed over her he whispered

"Oh child ... silly child ... you do not know the half of it."Traditional Varushkan Tale

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Into_the_woods&oldid=52561"

Investigative Theology

Investigative Theology

The Imperial religion is not the product of one text or one teacher, but the accumulated wisdom of many investigative theologians. The first to refer to themselves as such were the Scions of Atun Chapter from Highguard's history. It was the Scions who thoroughly investigated the properties of liao and its various states, and constructed the first gateway. From there, they - and other investigative theologians - have studied the effects of liao and the visions, learning about the nature of humanity, virtue, the Labyrinth and history.

Under Imperial and Synod law, investigative theologians are permitted to consider alternatives to the doctrines of the faith, but are not permitted to teach these as truth. Doing so without having amended the doctrines through the General Assembly is heresy and a threat to the unity of the Imperial Synod and the Empire. The truth, it is maintained, has its own authority and will be recognised by the General Assembly of sound spiritual leaders.

It has been necessary in Imperial history to remind some investigative theologians that their studies are on, and in relation to, the soul of the Empire herself, and are not merely academic in nature.

Nevertheless the following are the most commonplace strands of investigative theology:

- Visionary Theology - The discovery of pure liao was a revolutionary breakthrough for theology, and many investigative theologians pursue it ardently. Others seek to replicate similar discoveries through other non-liao means.

- Archaeology - It was the discovery and analysis of sites and relics of the past that confirmed that pure liao visions were rooted in truth. Consequently, there are several investigative theologians who seek funding for expeditions to battlegrounds, known locations of paragons, and other key sites. In some cases, this is an essential part of confirming whether a virtuous person was truly an exemplar or even a paragon.

- Comparative Theology - Although clearly backward and ill-informed, the various Foreign nations have their own religious traditions which have arisen without the insights that the Empire possesses. Whilst the Synod guards the Empire against idolatry and blasphemy, some investigative theologians also believe that study of foreign religion may yield insights in the Labyrinth of Ages. Equally, there may be foreign paragons or exemplars of Virtue whose qualities have gone unrecognised in their homelands.

- Theology of Reason - The doctrines of the faith are founded on the analysis of the phenomena collected and observed by past theologians. This analysis is rooted in the sound judgement of the members of the Synod. The Synod is required to defend the doctrines of the faith but, within the Synod itself, they may be discussed more robustly to refine and purify mortal understanding of the spiritual world.

Further Reading

- The Way of Virtue

- Imperial Theology

- Liao

- The Doctrines of the Faith

- Signs of the paragon and exemplar

- Schisms and Heresies

- Investigative Theology

- Imperial Synod

- Religious skills

- Religious Crimes

- Recent History

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Invite Grendel delegation

The senate issues an invitation to The Grendal to discuss terms by which the war between The Grendal and the Empire can cease, with the proposer and seconder as representatives of the Empire. A representative of The Grendal is invited to Anvil to discuss terms under the usual terms of diplomatic visitors to Anvil

Proposed by Therunin, seconded by Weirwater.

Overview

- This motion follows on from the Senate refusing the Grendel peace treaty at the Summer Solstice of 379YE

- Passed

Date

- Autumn 379YE.

Campaign Outcome

- The civil service, as of yet, has received no response from the Grendel.

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Invite an Archmage to address Senate

To invite an archmage of the conclave to address us on the activities of the conclave and how they can assist the empire.

Proposed by Kallavesa, seconded by Sermersuaq.

Contents

- 1 Overview

- 2 Date

- 3 Progress

- 4 Constitution

Overview

- Passed 25 votes to 3.

Date

- Passed Autumn 377YE.

Progress

- Savik Summerstorm, Archmage of Winter, addressed the Senate Summit of 377YE.

Constitution

It is very rare for it to be deemed constitutional for the Senate to have the power to compel an Imperial citizen to appear before them, that power more normally resides with the Imperial Synod, but they can grant the power of address to an Imperial citizen, either on an ongoing basis or to be used once.

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Iron Confederacy

Contents

- 1 Introduction

- 2 People

- 3 Culture and Customs

- 4 Abridged History

- 5 Iron Confederacy Social Structure

- 6 Iron Confederacy Military Concerns

- 7 Iron Confederacy Economic Concerns

- 8 Religious Beliefs

- 9 Magic Traditions

- 10 Look and Feel

- 11 The Iron Confederacy in Play

Introduction

The Iron Confederacy lies to the south-west of the Empire, beyond the Brass Coast. Their nation is made up of a number of large duchies allied in a loose confederacy. The northern duchies are heavily forested, while the western duchies are hilly and craggy rising to a low mountain range. The central duchies are warm, fertile plains that serve as a breadbasket for the rest of the nation.

The long coastline of the Iron Confederacy is particularly treacherous, and there are comparatively few areas within sight of land where large ships can travel safely. In many places sheer cliffs rise steeply, and in others there are great shoals of sharp rocks just below the surface.

The people of the Iron Confederacy call themselves the Suranni, the Children of Surann, and believe they are descendants of a divine forbear who ascended to heaven after founding their nation. Their noble families trace direct lines of descent to this deified ancestor. They are a highly warlike people, characterised by cruel and uncompromising nature, respect for martial might, suspicion of 'magic' and said to be envious of the Empire and indeed all other human nations.

Of particular interest to Imperial citizens is the Suranni port which is open to trade with the Empire.

People

The ancestors of the Iron Confederacy came from across the sea around 800 years ago. They quickly subjugated the local human population and engaged in a gleeful war of extermination against the orcs, driving the survivors north into the Lasambrian Hills. At this time, according to their legends, they were ruled by a single divinely inspired Queen who, on her death, ascended to heaven and became a goddess. Her eldest child followed her onto her throne, and for several centuries the Surann as they called themselves were ruled by a hereditary monarch.

They are a hard, proud, jealous people whose society is fundamentally feudal. All real power rests with the dukes and duchesses, and they appoint barons to oversee their lands. The peasants are at the bottom of the pyramid and have few rights. Unlike their Imperial neighbours, they believe that people are born into their station in life and should accept their place in the world. The reward for living one's life according to one's status is to be reforged (reborn) with a higher status in the next life - the most virtuous and hard-working servants of their kingdom are reborn into the noble families. The most respected form of service to the gods is to serve as a soldier, and soldiers who die in battle against the enemies of their duchy are guaranteed to be forged as soldiers in their next life.

All lineages are known in the Iron Confederacy, but the naga bloodline is among the most common. It is very rare outside the nobility or the priesthood, but all the noble families of the Confederacy have threads of naga lineage running through them. Naga children born to commoner households, as well as non-naga lineaged children born to nobles, are usually given up to the priesthood which has lead to a very strong lineaged presence among the priests who are themselves prohibited from marriage.

The duchies are ruled by a duke or duchess, a member of a hereditary noble caste that enjoys many privileges at the cost of grave responsibilities. There are seven duchies in all, each with a reasonable amount of autonomy within the confederacy but bound together by their shared faith and a politically neutral priesthood.

Culture and Customs

The Iron Confederacy knows that justice and virtue come from uncompromising strength. The strong dominate the weak, and the weak offer tribute to the strong to secure their protection and patronage. Strength most often comes from martial might. As such, the warriors and soldiers of the confederacy rule over the farmers and artisans. The best weapons and armour belong to the noble families, each of which traces a descent from the original monarchs and thus has divine blood in their veins.

Their highly feudal culture, the Iron Confederacy is bound by iron-clad laws overseen by priestly judges. Even a duke can be called to answer for crimes against the confederacy. The greatest Suranni knights live and breathe the laws of the nation as handed down by Divine Surann Herself to Her priests. Many of these laws have to do with how a warrior should fight, but there are also very clear instructions to merchants, miners, farmers, artisans and priests about their responsibilities to their duchy and the Confederacy as a whole.

The Suranni are deeply suspicious of magicians, and rogue sorcerers are usually executed by beheading. They consider the religious skills granted to the Imperial priests of the Way (and those of the Faraden as well for that matter) as being a form of magic that is especially offensive to their deities based on the exploitation of narcotics and the base credulity of ignorant people. Liao is quite illegal in the Iron Confederacy - but then so are a great many other 'narcotic' substances. Even trade in medicinal herbs such as sanguine hibiscus (which the Suranni never call Imperial Roseweald, for obvious reasons) and bladeroot are carefully controlled, and several potions with so-called narcotic qualities (OOC: roleplaying effects) are illegal outside of the nobility unless administered with the approval of a priest.

Abridged History

The forebears of the Iron Confederacy came from overseas, seeking to carve out a kingdom. Their early history is full of glorious battles, as noble houses fought against the orcs and drove them out of the fertile lands to found their kingdom. United under the strong leadership of Queen Surann (a possibly mythical figure), the people lived in harmony until her death. She was followed onto the throne by four generations of divinely-inspired monarchs until her great-great-great-grandson tore the kingdom apart by producing no clear heir. The duchies fought among themselves in a bitter civil war that saw the orcs of the Broken Shore and the Lasambrian hills slowly begin to push back the frontiers of civilisation.

At the height of the crisis, however, the goddess Surann inspired her favoured priests to bring the warring dukes and duchesses together. Wielding her divine glory, they were able to create a system of laws based on respecting the sovereignty of the individual duchies but also highlighting their duty to the Suranni people as a whole. The line of kings and queens was declared to be at an end, and the previous monarchs' divine right to rule would be wielded by their mortal descendants - the noble families of the new Iron Confederacy.

The priesthood has been responsible for maintaining the confederacy ever since. There have been squabbles between the duchies in the centuries since, but they have never again erupted into civil war. The legal system of the Iron Confederacy leaves some 'safety valves' which the duchies can employ to work off their frustrations and engage in struggles for land and dominance, but these are suspended in times of national crisis such as attempted orc invasions (or their occasional united attacks against outside forces).

There have been several skirmishes between the Confederacy and the Empire. The Freeborn have borne the brunt of these conflicts, but not uniformly. During the Highborn civil war they attempted naval landings south of Necropolis and attempted an invasion of the (then) free city of Sarvos. Both attacks were rebuffed. In the early years of the Empire, while the Imperial army was busy facing the threat of Alderei the Fair, a major assault was against the Brass Coast that was defeated by a combination of Freeborn and Marcher armies supported by timely intelligence gathered by The League. During the reign of Empress Brannan the Suranni navy landed a small army south of the Necropolis near Rebekah's Leap in response to a perceived threat from the Empire. The fighting was short-lived and ended with the surrender and repatriation of the Confederacy armies.

For the last century, the Iron Confederacy has mostly concerned itself with protecting its borders from the raids of the Grendel, slowly expanding its reach to the south and south-west, before conquering Kalino as its eighth and newest duchy in 379YE.

Iron Confederacy Social Structure

The eight dukes and duchesses control all the land, and all inhabitants of their duchy are their subjects. The priesthood and the Knights of the High Temple stand off to one side, serving as a neutral body that oversees the laws and helps mediate disputes between duchies. Each duchy is ruled by a single hereditary noble family that descends from the original deified founder.

The priesthood serves as judges, with their Knights of the High Temple (often abridged to temple knights or simply templars) as the active enforcement arm. The Knights of the High Temple are independent of the duchies and have the right to cross any boundary in pursuit of fugitives or to arrest criminals whose activities threaten more than one duchy. On occasion an entire order of these 'templars' will take the battlefield, supported by the divine blessing of the priesthood, and form an almost irresistible force that serves to keep the Suranni duchies 'honest' in their dealings with one another.

The lowest of the low are the slaves. Most slaves who work in fields, mines or households are humans. The Iron Confederacy does not have many orc slaves, and they primarily serve in the military as shock troops, considered ultimately expendable because they are not human. They are routinely set to fight to the death for the entertainment of their masters, and any signs of rebellion are brutally put down. Some humans who breed orc soldiers function as mercenaries in the rivalries between the duchies, offering bands of murderous inhuman troops to the service of one duke and then another.

While outsiders see the people of the Iron Confederacy as brutal and amoral, they consider themselves disciplined adherents to a harsh code of justice. They think nothing of cutting the hand off a thief or beheading a magician. A man or woman who breaks their marriage vows, regardless of station, will be exiled and imprisoned for their crimes. Those who voice or teach heresy against the divinities deserve to be hanged, because they are attacking the very basis of Suranni society. Cruel as it may be, the foundations of the Suranni legal code lie in mutual respect, filial piety, duty to the nation and loyalty to the state - married to an absolute conviction that the nobles are simply better than everyone beneath them in status - after all, divine blood flows in their veins.

Iron Confederacy Military Concerns

The might of the Iron Confederacy is found in its knights. Wearing the heaviest armour surmounted with a nasal helm, they form an irresistible wave of metal that sweeps their enemies before it. They favour heavy kite shields and swords, or large two-handed weapons. They usually wear a nasal helm and wear brightly coloured tabards and surcoats that announce their allegiance to one of the noble houses. They often bear blessings bestowed by the Suranni gods through the agency of their priests.

The majority of knights are nobles, although they are supported by a lower caste of minor landless knights (usually in chain over leather) who may come from common stock and are selected for their strength and martial ability. They are often much more brutal and unyielding than their noble masters, having much more to 'prove'. A particularly successful minor knight may receive a grant of land from their duke, usually a farmstead or two or a small village, which they oversee on behalf of their betters.

Minor knights are often responsible for rounding up the peasant levies and militia that support the armies of the Iron Confederacy. They are usually poorly armed and armoured, relying on heavy leather and often without shields. Peasant levies fight with polearms and bows. While they are not considered especially effective, only the most stupid battlefield commander throws her levies away pointlessly - sacrificing peasants without achieving victory is seen as the height of folly by the nobility, because ultimately it is the peasants that put food on the noble tables.

All Confederacy armies are supported by priests wielding enchanted staves. These priests use divinely granted power to provide miraculous healing to the soldiers, and deliver powerful blessings that strengthen knights and peasant levies before battles. Priests are rarely armoured, preferring to rely on their faith to protect them from the blows of their enemies.

Finally, the Iron Confederacy uses some units of slave troops - conquered orcs who are trained to fight and die for their noble lords. These orcs are sent ahead of them to attack their enemies and are considered absolutely expendable.

Iron Confederacy Economic Concerns

The Iron Confederacy is not very good at commerce. They trade among themselves, paying for goods and services with coins of silver, electrum and gold (42 silver pennies to a shilling, 5 (electrum) shillings to a gold crown). Imperial merchants who have examined their coinage claim that it is heavily adulterated with nickel and copper. The rarest and most prized of their coins are bloodmarks (there are 13 gold crowns to each Bloodmark). Forged from an alloy of orichalcum and gold, it is illegal for anyone other than a Suranni noble to carry or use a bloodmark.

The Confederacy maintains a small fleet of warships, which tend to be slow and heavy with oars run by slaves. They focus their attentions on defending the shores of the Confederacy from the Grendel. Thanks to the good job the Freeborn corsairs do keeping the Bay of Catazar free of Grendel vessels, the confederacy takes the brunt of the occasional orc aggression from the Broken Shore. Their few merchant vessels are likewise heavy and slow-moving, and their involvement in foreign trade seems to be limited to exchanges of goods with the Faraden and some southern parts of the Brass Coast.

The most common resources in the duchies of the Iron Confederacy are green iron in their western hills, and ambergelt in the northern forests. The Dukes are also said to hold fortunes in mithril in their vaults - indeed, all trade in mithril and weirwood is controlled by the nobility, and endangering a duchies' supply of these valuable materials - or trading them to foreigners - is a capital offence. The Confederacy seems to have comparatively little access to white granite, and what it does have is largely locked up in fortifications and walls.

Religious Beliefs

The Iron Confederacy believes in the existence of divine spirits, gods and goddesses, who rule over the material world from a hidden heavenly realm. Their priests teach that these gods and goddesses observe the mortal world, and the Suranni are their favoured people. The priests are the intermediaries of the Divine Court, and as such they wield the power to bless the favoured and curse the enemies of the nation. Imperial scholars believe that these gods are deified Imperators.

The gods are often depicted in statue form in Suranni homes. Indeed, children regularly paint images of the gods onto cards, creating a small deck that is sometimes used for divination. Most Suranni adults own a set of these cards made when they were young - a constant reminder of the power of their Pantheon over everyday life.

While some priests may privately favour one or more of their divinities over the others, they worship all the deities as a group rather than separating into individual temples. They point to the way the Empire divides its gods up as yet more proof that their theology is ultimately flawed.

Every noble house has a cadre of priests who serve as advisors; while the first loyalty of the nobles themselves is to their own family and kingdom, the priests are united across national bodies. They help to keep the Confederacy united, and serve as mediators and judges outside the immediate control of the noble houses. A sufficiently powerful cadre of priests can bring even a Duke to brook for a transgression against the laws of the Confederacy.

Priests maintain monasteries throughout the kingdoms, living apart from the rest of the Suranni. Unwanted children - especially lineaged children, and most especially naga born to non-noble families or non-naga born to noble families - are commonly given to the priests to raise. By law, priests are celibate. Although they are not required to be sexually abstinent, any children they sire or bear are removed and raised apart from their parents in another monastery. The priesthood teaches that this is a burden placed on them by their Goddess, as well as a reminder that it was an ungrateful child (Dumon) who tore the earlier golden age of the monarchy apart. External scholars suggest it may be rooted in a precaution to prevent the priesthood forming a dynasty that might threaten the ducal families.

The priests of the Iron Confederacy point to the blessings their gods bestow on them as proof of their power. They can perform great rites together that grant strength and fortune in battle, ensure good harvests, provide weapons and armour, discern the truth and strike down enemies and the unfaithful in the name of their gods.

Details of the Suranni Pantheon can be found here.

Magic Traditions

There are few magicians in the Iron Confederacy, because most people would rather rely on the tried-and-trusted rites of the priesthood. Magicians are suspicious, untrustworthy characters seen as being in league with Dumon the Liar, the dark god of the Suranni pantheon. Some magicians, accepting their innate corruption, seek out the priesthood and live out their lives in seclusion using their magic under the watchful gaze of the priests; others denounce Dumon and make the priesthood their vocation.

Magicians who do not accept the corrupt source of their power and denounce Dumon are executed without mercy. A foreign magician taken in battle by the Iron Confederacy is often summarily executed unless there is a priest present - in which case there will usually be a quick trial followed by execution. The most common form of execution is beheading; the head is taken by the priests and incinerated in a furnace along with certain aromatic herbs. Magical tomes and implements are usually thrown into the furnace alongside the heads.

Priests warn against dealing with the Eternals as demonic agents of Dumon. Magicians who deal with Eternals are subject to hanging, drawing and quartering when they are uncovered.

Look and Feel

The strongest influence of the costume of the Iron Confederacy is 12th- or 13th-century Norman (wikipedia has a passable reference here). Their knights wear chain, fight with kite shields, and wear the iconic nasal helm. They top the entire thing off with brightly coloured surcoats or tabards in the colours of their noble house. Plate is less common than in the Empire, and usually a sign of nobility.

Noble heraldry is much more rigid than that used in Imperial nations such as Dawn or the Marches; each duchy has a simple livery that is generally two colours, favouring dark shades. These are often combined in simple geometric shapes. Each Duchy has a single image that is strongly associated with it and appears regularly on surcoats, banners. Commonly known symbols are the raven, the wolf's head, and the coiling dragon. While a shield may bear this heraldry, it is much more common for the shield to be unadorned or daubed with a simple symbol, in preference for a finely coloured surcoat or tabard

Knights of the High Temple favour heater shields over kite shields, and are more likely to wear mithril plate over heavy steel chain. They wear surcoats or tabards of a single colour, rather than the dual-colours that represent allegiance to a noble house.

Both men and women wear their hair long, often tying it back in a long strip of cloth. The wimple sees extensive use, especially among older women.

A common element in both noble and peasant costume is a short cloak, worn over one shoulder and secured with a brooch.

Priests tend to a slightly more Roman-inspired look. They wear loose single-coloured robes or long tunics and invariably cover their heads with a wimple or long cotton shawl. Some go so far as to cover their entire face with a veil or shawl, in honour of the god-king Kavol. Priests almost invariably wield staves, and never bear weapons longer than a dagger or wear armour.

Peasants wear whatever scraps of leather and wool they can get together, often in the form of shapeless smocks with hose and sandals.

The Iron Confederacy in Play

The Confederacy lies near to the Empire, and the Suranni speak the language known as Imperial, represented by English. Some of their more archaic terms and words may have their roots in real-world French (represented in-character as one of the tongues of the Asavean Archipelago).

On the whole, the Suranni do not like the Empire. Imperials tend to consider them to be one step removed from barbarians, backwards feudalists who give up all control of their destiny to a patently fictional pantheon of 'gods' and enforce brutal, oppressive 'justice' to keep their people under control. The Suranni, in turn, characterise the Imperials as weak, fractious milksops who lack the courage to face reality unless they are in a drug-induced stupor and allow cowardly politicians to chain their warriors in bonds of paper and formality. They haven't even got a proper legal system, and they have so little gold that they have to make their coins out of tin!

It doesn't help that the Suranni (and indeed, arguably, the Empire) are convinced that they have a 'heavenly mandate' (or 'manifest destiny') to rule and that their way of life represents the pinnacle of human achievement.

The information here should be sufficient to create a character with a background connection to the Iron Confederacy. While the Confederacy largely dislikes the empire and does not engage in much trade, that is not to say that individual duchies are entirely anti-Imperial in nature. Some of the northern duchies have a history of trading with the Freeborn, and at least one of the coastal duchies sends regular vessels north to Sarvos, Temeschwar and The Marches.

There is one port in the Iron Confederacy that is currently open to Imperial trade, Robec, but you could also represent connections to the Iron Confederacy with a business that diversifies into ambergelt or green iron - although this is likely to make the most sense in the Brass Coast, Sarvos, Temeschwar or the Marches.

While they are not barbarians (at the moment) the Confederacy as a whole makes little secret of its dislike of the Empire. Even a connection to one of the ducal families is likely to be of limited use. By living in the Empire, a character has effectively cut ties with their family, and may well be treated as a traitor regardless of their motivation for being in the Empire. A much more likely characterisation would be one where your family left the Confederacy (quite possibly by stealth) a generation or so ago to avoid the oppressive regime - or to escape punishment for a crime. This might be especially appropriate for a character with the magician skill which is grounds for execution or imprisonment in the unenlightened Confederacy.

A background that would require you to have further information about the religion of the Iron Confederacy or its gods is unlikely to be approved. The nature of the Suranni deities is intentionally left vague, and precisely how their divine blessings work is a secret that is intended to unfold in play, not in a 'secret briefing sheet'.

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Iron Confederacy ports

Overview

There is only one port available to Imperial characters with the fleet resource; Robec, site of the grand temple of Evra the Smith.

Robec

The port of Robec

Further details.

Trade with Robec

A starting fleet resource that engages in trade with Robec during downtime will produce 4 ingots of green iron, 3 measures of ambergelt, 2 doses of cerulean mazzarine, and luxury goods worth 30 rings. A fleet that has been upgraded will produce more valuable resources according to this chart of foreign ports.

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Iron Raptors

Overview

The Iron Raptors is a clearing house for difficult and dangerous work. Private citizens with money who want barbarians driven back from their lands, bandits cleared from their roads or monsters removed from their forests will pay the Raptors to find someone to attempt the job. The Raptors collect these commissions and take them to Anvil where they look to hire heroes, glory-hunters, and mercenaries willing to take a few risks.

The work is dangerous and poorly paid. Despite this the Raptors are rarely short of warriors willing to take their coin. A few crowns is too low a price for any sane man or woman to risk her life, but the hired Raptors are able to keep any valuables acquired in the course of the work - provided it is legitimate bounty - and that can be enough to make the meagre pay worth the risk.

More likely most folk who hire on with the Raptors are young, desperate or both. Anvil is overwhelming for citizens coming to their first summit and it is a sorry truth that folk looking to get ahead will hire on with the Raptors in the belief that the enterprise offers them a chance to make a name for themselves. In a world where everyone is busy with their own business, the Raptors offer an open door and a warm welcome to anyone who looks like they can swing a sword or cast a spell.

Over the course of the Raptors' chequered history, a few who have hired on with them have done fabulously well. Those who run the Raptors are quick to tell tales of a few lucky souls who won extraordinary wealth - and while the tales are older than the hills - the lure of striking rich on a job is enough to convince the ambitious and the greedy to sign on.

The Raptors even claim that some who sign up with them do so to serve the interests of the Empire. A Dawnish knight-errant might hire on with the Raptors as a way to win glory slaying a wolf in the dark forests of Varushka. A band of Highguard guardians might sign up to fight off bandits or barbarians simply for the satisfaction of knowing their work makes the Empire safer and more prosperous. Most folk keep their reasons to themselves and those who run the Raptors rarely bother to ask too many questions.

History

The Iron Raptors were originally a band of Varushkan wagon raiders. They took advantage of an opportunity to make money by serving as middle-men, rather than by spilling their own blood directly. By bringing skilled individuals together with rich people with problems that needed solving, they were able to afford a comfortable lifestyle - and accept many more contracts than they could hope to fulfill by themselves.

The Iron Raptors tend to come and go at Anvil. Most years they have a prominent position in the market place - but when work dries up and there is no profit to be made, they may not show up for years on end. They were absent in the first year after Britta's death, but they have returned to Anvil now that the Empire is reestablishing itself and the wheels of commerce are once again turning.

The Magistrates keep a close eye on the Raptors - it would be easy for the jobs they peddle to cross the line that separates a citizen from a criminal. For their part most Raptors try to stay the right side of the law and make themselves available to the magistrates when needed. The work is hard enough without adding any trouble with the militia.

On occasions the Raptors have worked for the Military Council - offering soldiers, battle mages and scouts for vital missions. More commonly though the Military Council is able to handpick volunteers for these essential missions and prefers to remain aloof from these mercenaries.

The Bourse is a more reliable ally. Affluent men and women all too often have reason to hire those who will risk their lives for money. The existence of the Raptors is useful to those who can afford the fees. As a result they have often publicly defended the Raptors when something has gone amiss.

The Synod tends to have mixed relationships with the Raptors. Notable priests of Wisdom have publicly decried the tragedy of sending young citizens to their death in foolhardy death or glory missions. But other priests have been just as quick to point out the virtue in the Raptors' work - ambitious prosperous citizens of the Empire courageously seeking their fortune in the world.... in some ways the Raptors are just a metaphor for the Empire itself.

Raptors in Play

The Empire setting describes many dangers - raids into barbarian lands, attacks on bandit strongholds and battles with the creatures that lurk in the dark recesses of the Empire. The Raptors will help to bring this aspect of the setting to the fore by giving players - especially new players - a chance to risk life and limb in the dangerous wilds of the Empire. It is a chance for high adventure, for glory and for the more worldly - for some rings and crowns that will help you pay for your way in Anvil.

You will be able to find the Raptors in the market place, opposite the tavern. The Iron Raptors are effectively mercenaries though they have nothing to do with the battles and wars of the Empire leaving that work to the League Free Companies. The kind of plots accessible through the Raptors are especially designed to appeal to new players who have not yet got involved with the politics of the Empire where a chance for adventure and reward appeals. For those with everything to gain - or nothing to lose - the Raptors offers a chance for adventure and glory.

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Iron and wine

Maria expertly sucked the olive from round its stone and spat the pit into the purple-and-gold water below.

Some of the dancing phantasmal horses that had been called up by one of the Reckoner covens were still prancing and turning on the surface of the river - albeit with a lot less definition. She expertly spat the pit so it passed through the forehead on a particularly fine stallion, and felt a rush of satisfaction as it exploded into shimmering droplets of water and mist.

She was more than a little tipsy. It had been a good night, but she was considering retiring now. There had been no fireworks for nearly half an hour, and even the musicians back in the main hall were beginning to become a little unsteady - probably more due to the drinks they had been putting away than due to exhaustion. She tried to decide if she wanted more more drink before bed, and whether she was prepared to endure another half hour of political maneuvering from the other guests to get it.

The decision was made for her. Quick, slim fingers plucked the spent glass from her hand and tossed it into the river, replacing it with a fresh glass of something tall, translucent and gold. Luija slumped heavily against the parapet next to her, and took a big sip of her own dark violet concoction. She set the half-full ambergelt goblet down on the smooth marble of the railing, and pushed her golden mask up onto the top of her head, dislodging several of her butterfly hair pins. She was flushed, and sweaty. She mopped her face, and snapped open a small practical fan to try and cool herself down.

"I thought you might have taken refuge out here," she said as Maria took a sip of her drink. It was surprisingly refreshing - a hint of apple and orange companionably mixing with more than a subtle suggestion of strong spirits. "It is far too damned hot in there."

Maria made a face. "No, it wasn't the heat. Bloody d'Bauser will not take a hint, even when it's wrapped around a fairly pointed insult and jabbed into that gut of his."

Luija winced. "Oh dear. Still on at you about that Temeschwar business?"

Maria nodded. "Yes. And some new madness of Duke Ferrero's. And of course the election. He kept trying to bribe me into going to Anvil to support him as Senator. Can you imagine d'Bauser as Senator for Tassato? They'd eat him alive!"

Luiga paused at her fanning for a moment, coincidentally covering her mouth with her fan. "I was talking to a delightful little naga just this evening who reckons that d'Bauser is being funded by the vyig."

Maria was not surprised, but neither was she entirely convinced.

"Yes, but people say that about everyone from Temeschwar. And d'Basuer is too much of an idiot even for those tattooed thugs. Anyway, I thought they were all done and dusted?"

Luija made a noncommital noise. Before Maria could ask for more details, her Prince suddenly burst out laughing.

"Oh my! Maria! Could you imagine dear Cesares face if d'Bauser actually turned up to try and challenge him?"

Maria could, just about, it made her smile. Cesare Sanguineo Rezia Di Tassato, Senator of the Twin City, had cleverly managed to get himself named to oversee the collection and expenditure of funds for the grand celebrations. She could not fault his commitment to excess. The wise had marked fairly quickly that there were as many posters of Cesare looking stately - nay, regal - in his role as "Prince of the League" as there were banners and flags with Empress Lisabetta's face on them. It had been his idea to dye the Vassa with wine and gilding - and his idea to shower bunting across the entire city. Golden horns in Mestra, red foxes in Regario. There was a man of ambition. A man to watch. The two sipped their drinks companionably for a few moments, then Maria furrowed her brow and asked:

"Did you and he ever ..." she left the sentence hanging.

Prince Luija composed her features into a coy look. "A lady does not brag about such matters, and another lady should not speculate."

"Yes," said Maria. "But this particular lady knows you have a fondness for rugged cambions, so ...."

Luija smiled, but she made the subtle gesture with her fan that meant "I would like to change the conversation", and Maria complied.

"Actually, on a related topic, I've been thinking about the Empress' message. Especially with the barbarian practically at our door, as it were. I think we should do something."

Luija nodded, gestured "go on" with her fan. Pulled a piece of yellow fruit out of her drink, inspected it owlishly for a moment, then flicked it into the river.

"Before d'Basuer turned up, I was talking to Pesca. She knows someone who knows someone at military procurement. We make a reasonable profit through potion sales to the rich, but I think that if we invested slightly in refitting the Temple Street shop a little, we could look at a different market. The soldiers of the Empire are forever being injured - stabbed, cut, shot with arrows, bludgeoned, hacked, trampled, gored -"

She realised she was just listing ways a soldier could be injured and realised she was a good deal more tipsy than she had at first thought. With an effort she stopped talking and took a breath.

"Anyway. Pesca thinks - and I agree - that we could negotiate a pretty good deal with the civil service to supply the big five potions - the easy ones everyone knows how to make but nobody ever makes in bulk. Bulk for potions, I mean obviously. With our contacts in Feroz and Madruga, and with Pesca keeping an eye out for good deals at the Apothecary House, we could make a reasonable profit, I think."

Luija had been nodding along for several moments as she spoke.

"I like it, but ... we make enough as it is. Would the profits really be worth the effort?"

Maria pondered for a moment. "Not really," she said slowly. "But ... there are other benefits. Once you have your feet under the table at military procurement you're in a better position to secure other opportunities. We'd be known as people supporting the Empire, and that never hurts not with the Jotun just over the horizon. But really ... well ... destiny. The Empress ... you know."

She trailed off, blushing. Prince Luija chuckled, but gently.

"Yes, yes I do know. I do indeed know." She pulled her mask back down, resettled her hair, and extended an arm for her sister who slipped her own through it companionably.

"Look into it first thing in the morning." Luija looked Maria over, checked herself. "First thing tomorrow afternoon, I meant to say. Now! Let's go and see if we can't snag ourselves a couple of ambitious nephilim to make sure the evening ends with a bang!"

Laughing together, the sisters returned to the party, leaving their empty glasses balanced on the stone wall above the wine-red river.

Contents

- 1 Overview

- 1.1 Revelry in the League

- 1.2 Across the Empire

- 1.3 Beyond the Empire

- 2 Significance

- 2.1 Physicks and Healers

- 2.1.1 Steady Conquest

- 2.2 Opportunity: The Quality of Mercy

- 3 Participation

Overview

The coronation of Empress Lisabetta took place at Anvil during the Summer Solstice. Crowned with a wreath of flowers, rather than with the Imperial Crown, before the assembled leaders of the Empire, she formally became the twentieth Throne of the Empire in a glorious and touching ceremony. Celebrations quickly spread across the entire Empire, inspired by the Empress' coronation address and supported by funds donated by private citizens, the Imperial Senate, and the Imperial Synod alike.

Proud, loyal and prosperous Imperial Citizens, now is a time to join together in joy and celebration, the like of which has not been seen in our lifetimes! But let us not forget, in the midst of our revelry, that our necessary wars have a terrible cost in Imperial lives. I ask that all of us act howsoever we can, to stem this tide of Imperial blood. Let us ensure that our sisters and brothers, fathers and mothers, daughters and sons, may continue to fight on in pursuit of our Empire’s great destiny.

Empress Lisabetta's Celebratory Message

The Senator for Tassato, Cesare Sanguineo Rezia Di Tassato, took the lead in arranging disbursement of funds to help these celebrations spread joyous festivity across the entire Empire. The impressive five-hundred Thrones raised at Anvil encourages private benefactors from all the nations to reach into their own pockets and supplement those monies with donations of their own.

The celebrations begin extravagant, but rapidly expand to become legendary in scope.

Revelry in the League

Let us join our souls in song, Let us sing together

In honour of our Empress, crowned in rose and heather

Sing with us, sing her name, Empress Lisabetta

Anvil forges steel her heart, Holberg's walls protect her

Battle tempers her resolve to tread the path ahead her

Everybody sing her name, Empress Lisabetta

The virtues always guide her thoughts,

Her actions guide the Empire

Through courage and ambition

May the Empire thrive forever

All the nations sing her name, Empress Lisabetta

Vivier Iskander van Temeschwar

Unsurprisingly, four League cities lead the way with a week of non-stop revelry that allows nothing so paltry as the rising or the setting of the sun to curtail their festival. Given the location of the cities, it would be a mistake to think that the revelry in the League is only for the League. Citizens from all nearby nations are welcomed to the cities to enrich the festivities.

The citizens of Tassato Mestra and Tassato Regario (as always) compete to outdo each other but under the guidance of Prince Cesare the festivities are not marred by unnecessary levels of violence. Indeed, between them, they manage to turn the Vassa purple-and-gold as far south as the Sapphire Stair through a combination of prodigious amounts of red wine, and gilding from Imperial Mint, thrown into the river.

Some celebrants focus on the Empress' well known affection for Empress Richilde, seeing this as an opportunity to focus on matters of art and culture. A group of citizens in Holberg works feverishly to complete a great frieze, celebrating the Empress who many see as a patron of their city. In Temeschwar, a beautiful statue of the eternal Janon commissioned by Lorenzo La Volpe of the Bloody Butchers has little effect itself but does inspire discussion of the role of public art in a city traditionally considered more dour and brutalist than their cousins in the other cities. A song written by Vivier Iskander van Temeschwar, commissioned specially for the celebrations, proves extremely popular ensuring that Vivier's name is heard throughout the League and in the more civilized parts of the Empire as a whole.

Down in Sarvos, even the accursèd statue of Mirislav in Caricomare gets involved in the festivities. Where once the statue possessed the scandalous, conspiratorial mien of a snake-person, it now shows the ex-Senator smiling triumphantly mounting a set of stairs with an oddly reflective coin in one hand and a lantern in the other. No sculptor claims credit for the alterations, and so it has been simply chalked up as yet another miraculous occurrence by the residents of Caricomare.

Across the Empire

From the League, the celebrations spill out across the Empire. Every nation places their own unique stamp on the festivities, whether it is drifts of enchanted lightstones illuminating the night sky in Urizen, or great fairs and competitions in the Marches. It almost goes without saying that a Grand Tourney is held in Dawn, on the fields surrounding the Castle of Thorns. Despite the lingering influence of the curse on Astolat, troubadours whisper that this tourney has never been matched before, certainly not since the days of Empress Richilde ... and perhaps not even then.

People will talk about the celebrations following the coronation of Empress Lisabetta for decades to come.

Beyond the Empire

Not only the citizens of the Empire participate in these celebrations. The rest of the world takes note, albeit in a more restrained fashion. The foreign ambassadors leave the embassies - with the notable exception of the Sumaah embassy - and merchants from the Commonwealth, Asavea, Jarm, Sarcophan, Faraden, Axos, and even the Iron Confederacy make small fortunes providing the festivities with foreign delicacies from across the world. While Sumaah does not take part in the celebrations, the dour ambassador preaches a sermon on the steps of the in Necropolis in which they readily admit that if nothing else the Empire understands the role of celebration in the path of Prosperity.

The scope of the festivities is sufficient to attract the attention even of the eternal realms, especially Summer and Night. Barien opens a regio near the Semmerstones, and welcomes the nobles and yeomen of Dawn to attend a grand fair where heralds of all the competing Summer kingdoms rub shoulders under a flag of truce. Sadogua and Janon both waste no time in unleashing as many of their heralds as can travel to the Empire, to join the celebrations with gifts of strange liquor and exotic fruits. Prospero, Sovereign Lord of the City of Bridges, sends his heralds to Meade, to Siroc, and to the cities of the League, to join in the festivities, and a quiet trade in small favours weaves and wends through the drunken streets.

To grant 30 Thrones from the Virtue Fund towards the Empire-Wide coronation celebrations. The bulk of the costs are being met by private donations but we believe this endeavour should be supported by the Synod also. It will lead to lasting benefits for our Empire.

Astrid Fjellrevening Rezia di Tassato

Significance

However extravagant and exotic the celebrations become, they are guided by the celebratory message of Empress Lisabetta. Supported by the legendary festivities, there can be nobody in all the ten nations who has not heard this message and given at least some sort to what it might mean

The Empress' message seems quite clear on two points. That the Empire is engaged in necessary wars, in pursuit of its grand destiny; and that the Empire must do whatever it can to stem the flow of Imperial blood being spilled by the barbarian foe. The effects of this message on the people of the Empire are subtle, but far reaching.

Physicks and Healers

There are a number of skilled physicks, chirurgeons, and healers who are not combatants. Since the celebrations, many of these skilled practitioners of life-giving medicine have been filled with a fervor to help the Imperial armies. Furthermore, young magicians are choosing to focus their studies on the magics that preserve life - heal, restore limb, and purify]. These doctors and magicians turn their attention to supporting the Empress' vision of Imperial destiny - expanding the Empire while doing everything in their power to reduce the cost in Imperial lives that must be spent to achieve it.

Going forward, a new basic army order will be permanently available to all Imperial armies (but not navies). This is an attacking order, and will always cause a military campaign to be initiated in the territory if there is an opposing force present. If an attacking force is victorious - they will capture land - the greater the victory the more land they will take in a season.

Steady Conquest

- Casualties suffered by this army are reduced by a fifth

- Casualties inflicted by this army are reduced by a fifth

- Only Imperial armies may take this order.

Every army is now accompanied by a cadre of battlefield physicks and chirurgeons, and magicians skilled in healing magic, who are more than prepared to take risks to help minimize Imperial losses. By adapting strategies to make the most use of these resources, a general can ensure no part of the army is ever too far away from skilled medical attention. At the same time, the general ensures that the soldiers in their army eschew risky tactics, or those that would lead to unnecessary loss of life, in pursuit of spilling enemy blood.

Steady conquest is as effective as balanced attack in claiming enemy territory and securing strategic objectives, but significantly reduces the casualties suffered by the army - at the cost of inflicting less casualties on enemy forces. This order became possible after the coronation of the twentieth Throne, Empress Lisabetta, when Imperial strategy was reassessed in the light of significant losses inflicted by the barbarian orcs.

Opportunity: The Quality of Mercy

In addition, there is significant interest among more battle-hardened healers in doing their part to help the Empire. From the grimnir of Wintermark, to the herb masters of Navarr and Highguard, to the warmage healers of Urizen, to the weavers and war-witches of Dawn, there are folk in every nation who are no strangers to warfare and have experienced first hand the need for reliable, skilled healing on the battlefield.

The Imperial Senate could take advantage of this interest to encourage the battlefield healers of one of the Imperial nations to focus their attentions on a single army. One existing Imperial army may be chosen to be the focus of this interest - representing Imperial support for the war healers of that nation. A motion of the Imperial Senate can select an existing army that over the coming season will lose its current army quality and instead permanently gain the physick quality. There would be no cost to the Empire, and with the aid of the civil service the change can be made without impeding the chosen army's ability to campaign.

To take advantage of this opportunity, a senator would need to raise a motion in the Senate that the Empire should make this change. At the next senate meeting, any senator would be able to put forward an army as a candidate (following the same guidelines as an appointment by the Senate).

While there is a great deal of interest in the armies this season, that interest will quickly wane. This opportunity remains available only until the end of the current Imperial year (380YE), so if no decision has been reached before the end of the Winter Solstice (the first event next year), the opportunity is wasted.

Participation

Obviously the grand celebrations take place in downtime, which is one of the reasons we have glossed over the specifics of how each nation made those celebrations their own. We encourage anyone who enjoys such things to come up with their own stories of extravagantly excessive festivities their characters might have thrown or participated in.

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Ironbound Axe

Description

The vicious Ironbound Axe most often takes the form of a heavy one-handed battleaxe. Historically, they have been most popular in Varushka where they can provide a significant edge in fights against Wolves. Indeed, many creatures of this sort can be dispatched with a single mighty blow from an Ironbound Axe or similar potent weapon. It is equally useful, of course, when fighting enemies of a more mortal provenance, especially magicians and lightly armoured skirmishers. Properly employed, it can hobble an opponent or leave them incapable of wielding a weapon, implement, or shield - some wielders wax lyrical about its versatility.

The weapon takes several forms, but whether it is an axe, a sword, or a mace it usually appears dangerous and utilitarian. As a mace it is called a Schlacta's Fist, while as a sword it is known as a Limbhewer's Blade or Bloodthirsty Spatha. The weapon tends to have a brutal, utilitarian appearance and is rarely decorated. It is often marked with the Wintermark runes Verys or Tykonus, although a few artisans prefer to use the much more sinister Naeve or Yoorn. Over time, these weapons often become stained with the blood they have shed, and no amount of cleaning will remove it. Artefact versions, or Ironbound Axes that have been repeatedly reforged, often turn completely black over time from the amount of blood they have absorbed. Some superstitious warriors claim that the weapons somehow feed on the suffering of those who are maimed by blows struck with them - and that leaving a crippled foe alive makes the weapon "happy" in some indefinable way.

The ability to deliver crippling blows also made them the weapon of choice for captains and officers associated with the fearsome Iron Helms army. Stories are still told of Hunger (or Golod as it was known originally), the artefact weapon wielded by the generals of the Iron Helms since before the founding of the Empire. The deadly waraxe is said to have been carried by the hero Mihaela Malinovia when she "fell from the heavens" along with the other Vard. It was wielded in the battles against the Ushkan people, and passed down from hero to hero through Varushkans often troubled history. Today, it is believed to be in the possession of the Malinov family of Karsk who claimed it when the Iron Helms were disbanded in the reign of Empress Mariika. Only cursory efforts were ever made to recover the item for the Empire - it is said that it is so old and has shed so much blood that it has developed a dark spirit that urges its wielders to commit unspeakable acts in pursuit of their goals. Perhaps the Empire is better off without it.

Rules

- Form: Weapon. Takes the form of a one-handed weapon.

- Requirement: Any character can bond to this item.

- Effect: Three times per day, you may call CLEAVE with this one-handed weapon.

- Roleplaying Effect: You feel an urge to cripple or maim anyone who opposes you. The more this weapon is used to kill living foes, the stronger this urge becomes.

- Materials: Crafting an Ironbound Axe requires fifteen units of orichalcum, nine ingots of green iron, and five measures of beggar's lye. It takes one month to make one of these items.

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Ironbrand Thorn

Description

Sometimes called a Greensteel Spear, these weapons have a long history of being carried by Navarri brands. Service to the wandering nation is a difficult calling and those who hear it require a determined spirit. These spears bolster the soul bonded to them, often feeling reassuringly solid in their owner's hand. Some brands have likened their presence to that of a faithful companion, ever ready to defend and reassure their masters. While bonded to such a spear, brands find it a little easier to shrug off malicious influences which might drive them to fail in their duty to their people. These spears are sometimes decorated with patterns reflecting the wielder's tattoos and brands to strengthen the bond between them. Historians agree that a Greensteel Spear was the weapon used by Isaella to murder the mad Emperor Nicovar in 209 YE.

These spears also find favour in Urizen. They are well-suited to the precise style of battle practised in the citadels and aid the wielder in mastering themselves, encouraging mental clarity and versatility rather than providing brute force. In some spires, the spearheads are made from particularly clear pieces of tempest jade and are known as Stormeye Spears, reminding the wielder to maintain a calm thoughtfulness even in the chaos of battle. During their manufacture, the tempest jade is gently smoothed into shape using water from the purest mountain springs and after using their spears in battle, sentinels are encouraged to cleanse the spears with water from the same spring, removing all traces of blood and filth, to maintain both the blade's quality and their own mental purity. Naturally Cavul, the Rune of Purity, is worked into many of these spears.

Rules

- Form: Weapon. Takes the form of a one-handed spear. You must be wielding this weapon to use its magical properties.

- Requirement: You must have the weapon master skill to bond to this item.

- Effect: You gain one additional hero point.

- Materials: Crafting an Ironbrand Thorn requires ten ingots of green iron and four ingots of tempest jade. It takes one month to make one of these items.

"This spear was made for you by the smiths of the striding. It cost time, sweat, and precious resources. Properly wielded, it will make someone into a hero, and a hero into a legend. It is fitting that the first blood it tastes should be yours, so that you shall know the marks of its thorns all your days."

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Irra Harah

Contents

- 1 Eternal of Spring

- 2 Sobriquets

- 3 Appearance

- 4 Concerns

- 5 Boons

Eternal of Spring

Sobriquets

Irra Harah is known as the Prince with a thousand foes. He is generally referred to with the masculine pronoun, but like all Spring Eternals actually lacks strong concepts of gender.

Several scholars believe that the Eternal itself has never actually made an appearance, and that he always speaks through a Herald. In parts of Varushka Irra Harah is called Papa Otec, and those who wish to protect their children from the dangers of the Varushkan wilderness may seek his favour. He is also known as Guard of the Young, and some Imperial Orcs call him as Thorn of the Ancestors and Shackle Smasher. He is associated with an idolatrous cult who call him The Golden Hare and wear icons of that animal as a badge of membership.

The Sumaah Republic and Commonwealth alike proscribe contact with this Eternal. In the Asavean Archipelago he is known as il Odioso which means the Hateful One - he is associated with various slave revolts and allegedly supports nations subject to Asavean rule against their masters. In the Sarcophan Delves they call him the Prince of Beggars and his heralds are known to occasionally assist both the dregs of Sarcophan society and those tribes the beggar-kings seek to exploit.

Appearance

Irra Harah is invariably young, and takes the form of a humanoid with strong briar lineage. He is usually dressed in leather armour, and carries a one-handed spear and a shield. Any equipment he bears is woven from briars, vines, branches and leaves - occasionally it will include elements such as stone or polished flint but it rarely includes any metal. On occasion he appears in a less martial aspect, in which case he wears clothing appropriate to that of a slave, outsider or oppressed people.

The Prince with a Thousand Foes appears in a number of very ancient stories told to children. In such tales, he appears as a child, rabbit or sparrow, and usually encounters a creature clearly based on the Eternal Arhallogen which wishes to eat him. Through cunning, deception and Courage Irra Harah escapes or in rare circumstances defeats Arhallogen. It is believed that this enmity is reflected in reality - given Arhallogen is the epitome of the strong predator and Irra Harah epitomizes the weak and preyed upon, this is unsurprising.

Scholars are uncertain what Irra Harah's "true" form may look like - it is speculated that it is a wild expanse of bramble-choked, wild woodland in the same way that Yaw'nagrah is a mighty forest or Llofir is a region of fungus.

Concerns

Irra Harah is extremely sophisticated - for a Spring Eternal. It is concerned with the oppressed, the silenced and the powerless. Early tales suggest that Irra Harah's interest in the weak and the conquered has grown throughout history and that initially its concerns revolved mostly around survival by any means. Even today, Irra Harah will tend to suggest that the truly weak flee rather than offer armed resistance to overwhelming force. When the weak must fight, he encourages them to use any weapon at their disposal, and win by any means necessary to secure their safety.

He has neither interest in nor time for the strong, mighty and powerful; they can look after themselves. His primary concern is with the physically weak who must use tools other than personal strength to survive in a hostile world. As his concerns have matured, he has increasingly encouraged the downtrodden to stand up for themselves and question their lot in life. Some are encouraged to leave dangerous situations - there are a few minor anecdotes that suggest one of the Landskeepers involved in the Marcher exodus from Dawn spent time communicating with Irra Harah. Others are encouraged to take up arms against tyrants or rulers who deny them freedoms they themselves take for granted. It appears to not entirely understand the concept of peaceful resistance, but approves of the use of activism, rhetoric and social change by those who are lucky enough to live in civilised nations where such things are possible.

He is not concerned about fighting people’s battles for them, but it concerned with giving people the ability to stand up for themselves. He will rarely help those in power or with status, but will often help those who are fighting to survive struggling. Irra Harah is also concerned about defending children and providing for them, and his vengeance about those who abuse or undervalue children is legendary. He is interested in the Empire, however, and was happy to help the Imperial Orcs when they were fighting to be accepted.

The Prince with a Thousand Foes strongly encourages the protection of the next generation and the preservation of the young. Irra Harah believes strongly that children should be protected at all times; everyone should ensure that children are preserved from physical dangers and raised with the cleverness and cunning to ensure they survive to have children of their own. Anyone who cannot have, or chooses not to have, children should spend time protecting and strengthening their pack, tribe, clan or family.

During the Orc revolt, several slave-magicians were able to meet with Heralds of Irra Harah and gain boons that helped them support their allies, destroy slaver stockades and the like - one common boon was a cudgel that smashed chains apart. During the Orc revolt, Irra Harah was placed under Declaration of enmity by the Imperial Conclave; the declaration persisted through the events of the Freedom Heresy - the Eternal made no attempt to hide its support for the briars and by extension the atrocities they committed in the name of their personal freedom. This decision of the Conclave apparently made no interest to the Eternal at all, who continued to use whatever power it could to interfere in the Empire.

The declaration was overturned in 368YE; the Heralds of Irra Harah offered valuable assistance to several communities besieged by barbarians - they helped citizens in Reikos, Spiral, Liathaven and the Mournwold to escape orc attackers, and several Navarr steadings in Liathaven are still receiving sporadic aid.

Boons

This Eternal wishes those who are fighting to better themselves and to improve themselves. He generally only helps when the chips are down and people have nowhere else to go. Gifts from Irra Harah tend to be straightforward; the most common take the form of simple items made of natural materials that contain properties that heal, empower or protect. Weapons are less common boons, and they generally have properties that smash enemy defences or weapons or cripple enemy combatants.

Irra Harah is also known to grant boons that smash structures designed to contain or imprison people, or that enhance rituals with similar effects. Likewise, he encourages mortals to fight back by whatever means they can against powerful opponents - poison, venom and vicious curses are all appropriate weapons to use to free or protect oneself and one's family.

On occasion, Irra Harah also offers boons that will help an underdog take the first steps towards prosperity or at least prevent starvation or disaster. There are sporadic tales of sudden bursts of fertility for otherwise barren farms that allow a bumper harvest, or a sequence of inexplicable multiple-births in the herd of domestic or hunted animals that allow a group on the verge of starvation to not only survive the winter but sell their surplus to improve their position

The curses of Irra Harah are varied and unsubtle; those who harm children, in particular, will discover their own flesh sloughing from their bones and eventually face a gruesome death.

If you cannot hide, run.

If you cannot run, yield.

If you will not yield, kill.

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Irremais

Contents

- 1 The Blade, Rune of Wisdom

- 1.1 Using Irremais in magic

- 1.2 Crafting with Irremais

- 1.3 For Machine Embroidery

The Blade, Rune of Wisdom

Affiliated with the Winter Realm

Irremais is the Blade, the knife that flenses away foolishness and self-deception until what remains can truly be called wise. Irremais is a hard tutor and its lessons are comfortless - the rune teaches us to learn from our mistakes, to see the world around us as it truly is, and to cast all comforting falsehoods and illusions to one side. Although it shares some superficial similarities to Sular, rune of Discovery, Irrimais represents the wisdom that comes from life's hard experience, not the process of searching for an academic or absolute truth.

As wisdom increases, so too is innocence lost, and Irremais also represents the hard transition from childhood (both literal and figurative) into adulthood and from adulthood into old age. The road to wisdom is a hard one, and the price to travel it is high; but for those who are willing to stay the course, the reward is a deep and fulfilling understanding of the reality of the universe.

Irremais is sometimes called the Rune of Sacrifice – by stripping away or abandoning what is unneccessary, the individual becomes wiser. It is also occasionally called the Rune of Punishment – it represents the idea that by sparing the rod, the child is spoiled. The best punishments teach or rehabilitate the wrongdoer, and where they inflict suffering they do so for their own good.

Suaq legend relates that Irremais was the first daughter of Sermerssuaq, who walks among the tribes of her brothers and sisters to pass on the wisdom she took from her mother's womb. Cautionary tales tell that those who listen grow strong and prosper; those who do not starve, freeze and perish on the ice. She shares her names with the Irremais root, a famously bitter tasting herb used as a purgative.

Using Irremais in magic

Irremais is invoked in the attempt to augment or search for wisdom, such as the detect magic spell, as well as in rituals designed to punish or rehabilitate a criminal or transgressor. It is popular with savants and scholars, as well as with magistrates and others involved in the even-handed enforcement of law.

Crafting with Irremais

In Urizen, some magi wear it between their brows on a headband or circlet to absorb its power although those who do so, rather than using one of the Day runes, are sometimes considered a little reckless. As a rune that signifies “putting away childish things” it is often inscribed on a gift for a son or daughter on successfully completing their test of adulthood.

For Machine Embroidery

Here is a digitized version of Irrimais in .jef format, suitable for a 7x5 hoop. File:RuneIrrimais.jef

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

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Irrepressible Monkey Spirit

Contents

- 1 Rules

- 1.1 Spring Magnitude 17

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 17

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

Twice each day the target can use their choice of unstoppable or relentless as if they know them and without spending any hero points. They can choose each time they use this ability which skill to employ.

In addition the target experiences a roleplaying effect: you feel exuberant, energetic and enthusiastic; you become bored easily, and frustrated by any period of inaction or extended concentration. You may choose to respond to any roleplaying effect that would cause you to become weary, despondent or sad by instead becoming exceptionally energetic and immediately doing something as exuberantly as possible.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 13. Additional characters must be present throughout.

Description

This ritual was first recorded by the Freeborn magician Sagai i Tobera i Guerra, who spent much of his earlier life as a member of a kohan band, and his middle years as a corsair. In later life he extended his studies to embrace ritual magic, and eventually rose to prominence as the Spring Archmage of the conclave. He helped codify this ritual shortly before his death at the tragically young age of eight-nine.

This ritual draws on two themes; the spirit and vitality of youth, and the energy and vitality of Spring. It allows a warrior to heal themselves on the battlefield without the assistance of a physick, chirurgeon or magician, extending their ability to be self-reliant.

Some magicians dislike the comparison between the warriors of the Empire and the frivolous monkey, despite Sagai's assertion that it is a fine totem for a ritual that grants its targets boundless enthusiasm and reserves of energy as well as the ability to bounce-back from serious injury. Some magicians prefer to refer to it as Unfailing Resilience of the Kudzu and it is referred to as such in many tomes , especially those used by the vates. In Wintermark there is a virtually identical ritual called The Inevitable Thaw while the dignified Highborn magisters employ a version they call The Unceasing Ocean.

Regardless, the ritual is popular with covens of Spring magicians looking for a versatile, if somewhat expensive, benefit to give an allied warrior that they see as being as useful as any Summer enchantment.

Common Elements

This ritual is often performed with exuberant and energetic music, incantations and dance in a style reminiscent of the traditional Guerra style, even if the coven is not made up of Freeborn ritualists. Invocations include drawing on the inevitable power of spring to breed life from dead or barren Winter soil, the mysterious power that surrounds the birth of new living beings, and in many cases the naming of energetic totem creatures such as monkeys. Even calm Urizen and restrained Highborn covens find it difficult not to invest this ritual with energy and exuberance.

Common elements include the rune of fertility; the evocation of The Fountain or The Stallion; a comedic or action-oriented scene with plenty of physical business; and images of horses, monkeys, and especially winged beasts.

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Isaella

Contents

- 1 Virtue

- 2 Biography

- 3 Signs

- 3.1 Contentious Signs

Virtue

In 213 YE, Isaella was declared an exemplar of the Virtue of Courage - despite some extremely vocal opposition from the Assembly of Loyalty.

Biography

Isaella was a Navarr thorn who served as the captain of Emperor Nicovar's personal guard. She is best known as the person who executed the mad Emperor at the height of his destructive rampage against the libraries of the Empire.

While she is most famous for that defining moment and its aftermath, her life leading up to that point is hardly uneventful. She spent most of her formative years in the western and south-western Empire, walking the trods with her parents through much of the Brass Coast and the southern Marches. She grew up an honest, forthright woman whose no-nonsense approach won her many admirers. She left her parents' striding at 17 to dedicate herself to fighting the enemies of the Empire, and over the next five years was involved in most of the major conflicts of the time both as a commander of thorns, and a true hero of the Empire.

Never particularly political, she often questioned the decisions of the Imperial Senate and Imperial Synod. She was several times approached about serving as General of the Black Thorns, but never showed any interest in high office preferring to fight her enemies face-to-face with shield and spear. There was never a shortage of volunteers to fight in her warband - her courage, and uncompromising nature inspired all those who fought alongside her.

In 205YE, Emperor Nicovar asked her to become the captain of his personal bodyguard and to the surprise of many, she accepted. She is believed to have thwarted at least one assassination attempt aimed at the Throne in 207YE, although official details are sketchy at best. Finally, in 209YE when Nicovar finally snapped, it was Isaella who struck him down during the siege of the School of Epistemology in Tassato. According to witnesses, she tried to reason with him first - asking him to turn aside what he was doing. When he refused, she is said to have killed him in the next breath. With a single blow of her spear, the Emperor fell. He made no effort to defend himself - taken completely by surprise. He was dead within moments.

Isaella then instructed the men and women of the Emperor's guard - her own soldiers - to arrest her and deliver her to a magistrate. The Imperial Synod attempted to plead Clemency on her behalf but she refused. According to one version of the story, she is said to have shamed the Synod by pointing out that they could have stopped Nicovar at any point but chose to allow him to continue his rampage in service to their own political goals - and she would not take their "mercy" because they had shown none to Nicovar, or to the Empire. She was duly found guilty of treason and executed.

The official account records that when her body was laid out to await an honour guard of Navarr to take it to the corpse glades of her people, it vanished along with her enchanted shield and the spear with which she struck down the Emperor. The shroud beneath which she rested is said to have gained a powerful spontaneous aura that urged all who held it to do what they knew to be right regardless of consequences - to this day the hallowing previously known as the Hallow of True Conviction is known as the Hallowing of Isaella's Resolve in her honour.

Her path to exemplarhood was not smooth - the Assembly of Loyalty in particular opposed her Recognition due to her obvious betrayal of the Throne she was sworn to protect. Her supporters argued that she was never disloyal - but that her loyalty was to the Empire, rather than to the one who sat on its Throne. To this day there are a few members of the Loyalty assembly who despise her name; but they are greatly outnumbered by those who praise her, and recognise her loyalty for what it was.

Signs

The Assembly of Courage cited the following signs of Isaella's exemplardom:

- By putting an end to the madness of Emperor Nicovar when all others were paralysed by indecision and self-interest, Isaella demonstrated her Benevolence. Without her, it is likely Nicovar would not have stopped until the entire Empire was in flames.

- Isaella was a figure who truly inspired others. She had many students and companions in life, and since her death her bold action has inspired countless others to take a stand against corruption regardless of the cost.

- The disappearance of her body, and the spontaneous auras that remained in its wake, have been recognised as proof that she ascended after her death, proving that she achieved Liberation from the cycle of reincarnation.

- As both a Navarr and a member of Emperor Nicovar's entourage, Isaella made several Pilgrimages to the White City.

Contentious Signs

- Several Navarr priests spoke fervently about the Sacrifice that Isaella made - she stood by her actions in the face of certain conviction as a traitor. While the priests who spoke on her behalf were passionate, the Synod repeatedly reminded them that "sacrifice" is not a true sign of the paragon or exemplar. Despite that, their explanation that Isaella sacrificed herself to demonstrate her true loyalty - to the Empire as a whole rather than to the Emperor - went some way toward mollifying the outrage of the Assembly of Loyalty and is repeatedly referenced in historical works recounting the stories of the exemplars.

- Two other contentions signs have been debated with regard to Isaella. Her rejection of the Synod's offer of clemency, and her commitment to taking the consequences of her action, are often quoted as inspiring magistrates and members of the militia, and reinforcing the importance of the rule of law in the Empire - actions which are sometimes described as reflecting Salvation. Other supporters of Isaella claim that killing the Emperor with a single powerful blow, her bodily ascension, and the shroud she left behind are all Miracles. They also point to various incidents in her life as a warrior and claim that several of her escapes and victories were likewise miracles. The Synod has not upheld either of these claims - cynics suggest it is due to the long memories of the priests she allegedly denounced as cowards before her trial, and their disinclination to see her named a paragon.

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Isenbrad

Contents

- 1 Virtue

- 2 Biography

- 3 Signs

- 4 Isenbrad in Play

- 4.1 Controversies and Later History

Virtue

Isenbrad was recognised as a paragon of Wisdom.

Biography

Isenbrad of the Steinr was a smith known for excellent judgement and good counsel. He quested with Godric against a terrible troll kingdom. Upon loss of their weapons, he turned his legendary skills to shaping weapons of ice and carved the secrets of his art upon the walls of the cave using runes.

Isenbrad is one of the most famous Steinr to rest in the swamps of Kallavesa.

Signs

The assembly of Wisdom cited the following signs as demonstration of Isenbrad's paragonhood.

- His Legacy is the magic of the runes used throughout the Empire.

- He Inspires adventurers, artisans, and magicians to this day. When in a tight spot, many followers of the Way ask themselves "what would Isenbrad have done?"

- His tireless fight against the enemies of the people of Wintermark, his wise counsel, and his relentless commitment to the unity of the three people, are a demonstration of his Benevolence.

- His practicality, and his refusal to bow to tradition when innovation was required, lead to new ways of thinking among his people, setting them on a path to enlightenment. This is a clear sign of Salvation.

- The miraculous circumstances surrounding his death are a sign of Liberation.

- Among several other feats of magical prowess, Isenbrad is known for the Miracle of forging weapons from ice. This story demonstrates the power of using the tools at hand in a practical and unexpected way.

Isenbrad in Play

Controversies and Later History

- The miracle of forging weapons from ice is often contested by pragmatic secularists and virtuous histographs who argue that it is most likely a metaphor. Critics often quote the work of Hengist of Kalpaheim who argued that there are several locations in Wintermark where actual metal weapons are entombed in ice, and that this element of Isenbrad's story could well be a misinterpretation or misrepresentation of the paragon freeing such weapons from the ice where they were preserved.

- Isenbrad is credited with being the first runesmith, and bringing knowledge of the runes to the people of Wintermark. The true provenance of the runes, however, is a subject for some debate among theologians, runesmiths, and historians. There are questions about how the Jotun and Thule came to employ them - the accepted argument is that they learned them from the Winterfolk, but both barbarian tribes refute this explanation. Objects have been found from time to time that appear to date from before the time of Isenbrad yet bear obvious rune markings and are clearly the work of humans from the north-western Empire.

- As with several older paragons, scholars associated with the virtuous histograph school of thought point to the many stories of Isenbrad's innovation and suggest that this is a clear example of the inspirational actions of several real figures being ascribed to a paragon who may or may not have been a real person.

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Issue an apology to Jarm

To issue an official apology to Jarm on behalf of the Empire condemning acts of piracy committed by Imperial Citizens

Proposed by Zenith, seconded by Kahraman.

Contents

- 1 Overview

- 2 Date

- 3 Campaign Outcome

- 4 Constitution

Overview

- Passed

Date

- Autumn 379YE.

Campaign Outcome

- None

Constitution

- As the proposer of the motion Senator Zenith has the right to word the apology in whichever way they see fit.

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It Is Not Yet Day

Adapted from Níl Sé'n Lá (trad) - http://www.youtube.com/watch?v=EcdG8LS2WHc

Chords: Verse & Chorus - D5 Am G; Bridge - Dm F, Dm F G.

Verse 1 I came by a house last night told the woman I am staying said to her:"The moon is bright, and my fiddles tuned for playing"

Chorus Tell me that the night is long Tell me that the moon is glowing Fill my glass I'll sing a song And will start the music flowing

Verse 2 Never mind the rising light There's no sign of day or dawning In my heart it's still the night And we'll stay here till the morning

Chorus

Verse 3 It's not day nor yet awhile I can see the starlight shining In my heart it's still the night And we'll stay here till the morning

Bridge Fill the glasses one more time And never heed the empty bottle Turn the water into wine And turn the party up full throttle

Verse 4 Don't go out into the cold Where the wind and rain are blowing For the fire is flaming gold And in here the music's flowing

Chorus

Verse 5 Tell me that the night is long Tell me that the moon is gleaming Fill my glass, I’ll sing a song And we'll keep the music streaming [Hold G] Until all the songs are sung

Chorus

Coda Tell me that the night is long Tell me that the moon is glowing Fill my glass I'll sing a song

And we'll start the music... Start the music... Start the music flowing!

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Ivory Aketon

Description

This padded jacket takes its name from its pale colour, rather than from any use of ivory in its construction. While the outer layers are thick cotton, it is padded inside with multiple layers of delicate silk. When the wearer is seriously injured, the silk serves to staunch the flow of blood, helped preserve life - at least for a time.

In the Brass Coast this armour is more commonly called an Ashwine Aketon, in honour of Gilda Ashwine, an exemplar of Courage whose unyielding determination to see justice served they see reflected in the dogged refusal of the wearer to let death take them. It is worth noting, however, that an Ashwine Aketon is usually dyed a pale golden-yellow colour as part of the creation process, for few people wealthy enough to afford one are inclined to wear white armour.

In the League certain troupes use these aketons while performing a dangerous stunt in the most famous, or infamous, scene in "The Fallen Herald." The scene traditionally lasts for over five minutes and involves the eponymous herald lying dying in the arms of their cicisbeo for the entire scene. For this reason it both the scene and the Aketon are known as The Cicisbeo's Embrace. The most ambitious and courageous performers use live weapons to inflict real injuries. There is somewhat of a competition between different troupes over who can endure longest death scene. Of course it would be shameful to have a performer die or be permanently injured during a performance, so there is a always a Physick on hand. It is often supplemented with Tinctures of the Open Sky to make the performance last even longer.

Rules

- Form: Armour. Takes the form of a suit of light armour.

- Requirement: Any character can bond to this item.

- Effect: You gain three additional ranks in the fortitude skill.

- Materials: Crafting an Ivory Aketon requires ten measures of ambergelt, five ingots of weltsilver and three measures of beggar's lye. It takes one month to make one of these items.

Esmerelda’s memories came back in a rush. The foreigners’ captain was making a show of himself, supremely confident, bearing his chest to the Freeborn corsairs. He believed his archers would keep them suppressed. For the most part, he was right.

She waited for the third volley to strike, and leapt with feline grace into the rigging. She unstrung an arrow, nocked it, and aimed. The enemy’s captain met her eye, and his laughing grin faltered. She loosed. It was the best shot she’d ever made.

Then she was here, and it was now, and apparently she should have drowned. “What happened? What in Ashwine's name happened?”

"Careful now, those Highborn we're ferrying get very upset when they hear swearing." So much so, in fact, that the captain had forbidden the use of swear-words among his crew for the voyage - and yet somehow, the missionaries only seemed to get more annoyed when they heard the names of the Paragons taken blithely in vain.

“You fell,” the Hakima said, “After you leapt onto the rigging in defiance of volley after volley of arrow-fire. Your captain tried to stop you, but you seemed determined to make a pincushion of yourself, and so you did. We thought you’d gone overboard and were lost.”

“We’d finished the fight by the time Iago i Jameel spotted you,” the captain said, “Hanging off the side of the ship, head-down, leg broken, caught in the mainsail-rigging they cut with those blasted crescent-arrows. We were sure you must have drowned or bled out down there. It was all of ten minutes after you were shot.”

“It’s the armour,” she croaked, and the captain nodded.

“Oh yes, the armour of Ashwine. The Aketon, they called it, and here I was thinking it was a gambeson. We’re all very glad for it giving you the confidence to perform such a valiant act of heroism. The Sutannir was preparing a eulogy when we pulled you from the water, you know?" He smiled a smile of genuine relief, and squeezed Esmerelda's shoulder warmly. "Well, anyway, I'm glad you did buy it. All that silk seems to have done the trick. As soon as you’re out of here, mind, I think the Sutannir has a parable waiting for you – something about the candle that burns brightest? – and I know for a fact those Highborn missionaries we’re carrying would just love to sit you down for a long, earnest and really boring sermon about the Virtue of Wisdom...”

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Jack and the Giant

A traditional pre-imperial children’s story from the Marches. The “Giant” in the tale would appear to be a mountain-troll from the description, many of whom do migrate down to the lowlands after a harsh winter, or as advancing age render them unable to take game for themselves. The reference to Jack and the axe of gold before the formation of Jack the egregore is most intriguing.

- Eurontis Marele, “Folklore in the Empire”, Vol 4

Jack and the Giant

A long time ago, back in the days before the Empire, a great gory she-giant came thundering down from the mountains. Her vasty swag-belly had turned to slack skin, for winter had been hard and the hill-sheep seemed to get more nimble with each passing year. Down through the hills she came, cursing and groaning. Down through the fens she came, creeping and weeping. Down to the Marches she came, down to find the flesh of children to fill her empty belly.

But as she crossed the bawns of the Marches, who should she come upon but a young beater by the name of Jack, who was sitting down to eat his lunch upon a tree he had just felled with his axe. “Tell me, oh son of the sod, which way to the nearest village?” She rumbled (for giants have the gift of speech, even if they use it but seldom), “Quickly now, lest I crack your bones and milk their marrow for my gruel!”

Jack set his head to the side, just so, and looked up at her as if she was a tree for the felling. He saw her terrible tearing talons, like a brace of skinning knives on the end of her bony fingers. He saw her fearsome fangs, sharp and black like the beaks of a nest of crows. And he saw her great lantern eyes, rheumy and milk-stained with age.

“Ma’am, I’d be most happy to oblige you, but a favour for a favour seems fair – won’t you please help me move this log first? Then I’d be most obliged and tell you the directions you want.”

“Why should I do aught for you? I could pop off your head as easy as spitting, see if I don’t!”

“True, but then you wouldn’t have you directions, and it’s many a mile to the nearest village.”

Her stomach growled so loudly that a nearby owl fell stunned from her perch and Jack had to clap his hands to his ears to keep from being deafened. At last she sighed, “Where is this log? Be quick about it, woodsman.” Full well she intended to kill him for his impertinence, even though his bones were too tough for her old teeth to grind.

“Why, just in front of you, ma’am, if you’ll but reach for it.”

Blindly she groped her great hands across the ground.

“Where? I feel nothing.”

She reached down further, sniffing at the ground like a dog.

“You’ll just need to reach a little lower, a little lower…” and so saying, Jack grabbed his axe and struck her wicked head from her shoulders with a single blow. The thunder of her fall was so great it knocked down trees for a mile around and blew Jack clean out of his boots.

And that is the story of how Jack the beater slew the giant. He was rewarded with an axe of gold, which was not much use for cutting wood, but he wore it nonetheless, as a reminder that “There’s ne’er a tree so big it can’t be felled.” He carries it still, just ask him if you don’t believe me…

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Jack in the Green

Tune and lyrics by Martin Graebe. Good version on youtube here

Free mp3 of Daisy singing Jack in the Green with Glasgow Madrigirls.

Sheet music can be found here and a harmony version here

"This song has always been very popular with the Ramsbruck family of Bregasland, to whom Robert of Ramsbruck belonged before he became our ol' Jack. It was sung so often that it barely got a reaction - unless the singers venture one of the less-well-known raunchy verses, which sometimes caused a raised eyebrow, or a quiet "Now then" before Jack went back to doing whatever he was doing before."

Now Winter is over I'm happy to say And we're all met again on the first day of May And we're all met again for to dance and to sing And to go about dancing with Jack- in - the- Green

Jack- in - the- Green, Jack- in - the- Green And we'll dance every Springtime with Jack- in - the- Green

Now Jack- in - the- Green is a vey strange man Though he dies every Autumn he is born every Spring And each year on his birthday we dance through the streets And in return Jack he will ripen the wheat

With his mantle he'll cover the trees that are bare And our gardens he'll trim with his jacket so fair And the fields he will sow with the hair of his head And the corn it will ripen til old Jack is dead

Now the sun is half up and it tokens the hour When the children arrive with their garlands of flowers So now let the music and dancing begin And toast the good heart of young Jack- in- the- Green

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Jack of Irons

Description

This useful armour is most often crafted in the form of a heavy arming jacket, usually with reinforced steel jack chains on the arms. It is popular with officers and sergeants in Marches and the League. A variant form of the Jack of Irons called the Bloodiron Hauberk is crafted in Wintermark, mixing weltsilver and mithril to provide a long leather jacket that covers the arms and upper legs and is worn over mithril chain.

In the the Marches it is also called a Jack of Chains; both names come from a legendary giant called variously Jack-in-chains, Jack-of-Irons and Bloody Jack. Wrapped in heavy chains and wielding a terrible spiked club, the massive creature is said to be twice the size of a person and impossible to kill. According to stories the creature recovers almost immediately from even mortal wounds, and limbs hacked off continue fighting. Popular tales suggest that the demonic horror was defeated by a girl variously known as Clever Jill and Wise Mary who tricks the beast into falling down a well from which it is unable to escape. The legend insists that the giant is still buried under the earth somewhere near the modern town of Wayford.

Interestingly, some scholars believe the creature spoken of in Suaq and Kallavesi legends that they call the skinned king may be the same creature, although in the stories of Wintermark the giant beast has no skin and is ultimately defeated by a clever hunter who creates a human-shaped mannikin of fresh deer meat studded with spiked hooks, and then taunts the giant into grappling the mannikin. Trapped by the hooks, the giant cannot escape and is rolled down a steep incline into the waters of Westmere where it is assumed to have drowned.

Rules

- Form: Armour. Takes the form of a suit of light armour.

- Requirement: Any character can bond to this item.

- Effect: Once per day you may use the relentless skill as if you know it without spending any hero points.

- Materials: Crafting a Jack of Irons requires five measures of ambergelt, three ingots of weltsilver, and three measures of iridescent gloaming. It takes one month to make one of these items.

"Why would I, Rhondira Havarri, the greatest thief in all of Sarvos, choose such a martial piece of armour? Rhondira Havarri who stole the signet ring from the Prince of Tassato! Rhondira Havarri who seduced the Bishop of Vigilance and made off with his coinbox! Rhondirra Havarri who forged the signature of the head of the civil service and proclaimed a day's holiday throughout the League! Why would I choose armour? Why, precisely so that I could pull my hand through such cruelly tight handcuffs as you have used, my friend. It mends broken bones quite splendidly quickly. Ah, you have notice that your blade is in my hands now? Yes, and the coin-purse as well, if you please. You will not be collecting the sizeable bounty on my head this day, but you're a comely lad, so Rhondira Havarri will leave you with a kiss for your troubles..."

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Jade Custodian

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounty of Mana

- 4 Appointment

- 5 The Wellspring of Jade

Overview

The Jade Custodian is an Imperial title that has custodianship of the Wellspring of Jade. This idyllic pool is set among light woodlands in eastern Foracci, at the source of one of a minor tributary of the Gancio. It was announced by the then-Civilian Commissioner of the League in Winter 380YE. Work was completed shortly before the Spring Equinox 381YE. The title represents a sinecure, requiring minimal responsibility but offering a regular income of crystal mana. Likewise, if any opportunity relating to the wellspring presented itself, they would make any decisions needed to take advantage of it.

Responsibilities

The Jade Custodian has no particular responsibilities; they simply receive a bounty of crystal mana from the Wellspring. If the Wellspring were to be threatened in any way, it would be the responsibility of the Jade Custodian to deal with those threats.

Powers

Bounty of Mana

The Jade Custodian gains custodianship of a sinecure. The Jade Custodian receives an income of 12 crystal mana each season from the Wellspring of Jade.

Appointment

The Jade Custodian is appointed by unanimous decision of the senators of the League. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by a citizen of the League. The Custodian has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the League National Assembly, and by the Assembly of the Nine.

The Wellspring of Jade

The Wellspring is found at the source of a minor tributary of the Gancio, near the hamlet of Aversa in Foracci. The spring from which the tributary rises is part of an idyllic glade where natural flows of mana pool. The spring now rises into a beautiful circular pool, the green marble basin of which is inlaid with plates of mithril, and in whose depths crystals of mana form. It is a simple matter to pluck the formed crystals from the cool, fresh water. On clear days, sunlight causes motes of gold and jade light to dance across the surface of the pool; under the light of the moon, the waters ripple with a gentle silver glow.

During the construction it was discovered that the pooling mana had infused the idyllic spot with a natural aura, which has been enhanced by the careful construction work. Anyone who rests beside the pool during the day finds it easy to relax, and their minds naturally turn to pondering philosophical questions or artistic endeavors. By night, travelers camping along the road between Sarvos and Casinea have reported vivid, inspirational dreams from which they awaken greatly refreshed. Merchants traveling between the eastern Empire and the Jewelled City who know of the Wellspring and its relaxing properties have started favouring the route through Aversa, leading to an unexpected burst of prosperity for the sleepy hamlet.

The Wellspring is truly beautiful - during the day, motes of sunlight form and dance across the surface of the waters, reflected from the mithril plates set into the bottom of the pond.

Far from the bustling streets of Sarvos, the tiny hamlet of Aversa is better known for its strong red wines and cheeses than anything to do with the city. Situated deep within the woodlands of eastern Foracci along a lazy, meandering tributary of the river Gancio; Aversa has long been associated with the Corvinoscuri; a well-to-do family of merchants who endorse the hamlet as as a retreat to escape the burning pressure of city-life.

In his youth a Corvinoscuri named Giacomo used to lie for hours near a brook, watching as the sun dappled through the leaves of the woodland canopy. In high summer he noticed that as the light struck the water the shadows that the leaves left used to leap across the water as if alive. Dancing into flitting shapes that chimed with the trickle of flowing water. The enchantment left him with a long-held appreciation for magic, but his life took a bad turn and he lost himself to the wantonness of living as a bravo in the city, thoughts of summer dreams long forgotten.

It took the death of a dear friend to shake him out of his abyss, but eventually he became a prominent businessman within the city, serving at various times at the proprietor of the Signori d’Argento Dueling School and Spry Spriggan Cisisbeo House; Signeur of the Compagnia di Rossi and Chairmen of Red Raven Holdings; Officer of the League Trading Company and Bourse Holder of the Damation Cliffs and Brilliant Star.

His interest in magic though was undiminished and throughout all this he bought texts and studied under private tutors to better understand the summer realm that reminded him of his youth so much. During his studies he became convinced that his childhood memories were not fantasy but that Aversa was near a powerful nexus of pure mana.

With the help of the the Civilian Commissioner of the League, Lorenzo La Volpe (and fellow Officer of the League Trading Company) and also the newly appointed Senator, Magdeliana de Sarvos, Giacomo worked with the civil service to investigate the nexus. It was indeed found to be a source of natural mana, but that work needed to be done to collect and crystallise it as the waters just previously collected the fragments and washed them away down towards the river Gancio. Some of the architects involved in the project argued that the mana originated from the sun-dappled canopy, whilst others hypothesized that it was the waters themselves that were magical, but no matter, the mana was real.

The brook was expanded and turned into a large, round pool with pure Mithril laid into the basin, such that the light from the woodland canopy intensified and scattered dancing will-o-the-wisps skating across the waters. Crystalline Mana began to form naturally in the the depths of the pool and could be collected by wading knee deep inside.

In time the Wellspring has turned into something of a tranquil landmark for travellers between Sarvos and Casinea, a chance to escape the wearisome road. Along one side of the Wellspring a marble bench has been laid to rest tired feet and across the waters are three statues of a Stallion, Stag and Raven. By Giacomo's express instructions the following has been engraved in Old Asavean upon the base of the statues: “Equus dormit / Tempus ea quae olim prava erant recta reddit / Cervus esurit / Veteribus oculis viae novae cerni possunt / Corvus spectat / Patientia nostra aeterna est"Personal account of Giacomo Corvinoscuro

Original text contributed by Jim Watts

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Jade Hammers

Description

A set of Jade Hammers are often a one-handed mace or warhammer and a sturdy rod, both inlaid with decorative tempest jade. By weaving the two items together, a warrior-magician can unleash a burst of powerful magic that sends an opponent sprawling. Many wielders make a point of striking their target with both the weapon and the implement simultaneously, but this is not actually required for their magic to function.

Attempts to create this "thundering blow" through traditional spellcasting have so far been unsuccessful. It seems that the complex crystalline structure of the tempest jade used in their creation harnesses the magic energy of the wielders in a way either too complex for a mortal to duplicate, or amplifies it in a way that cannot be duplicated by a human magician. Indeed, to date, nobody has succeeded at creating a rod that can achieve this task alone - the closest anyone has come is the Witches' Hammer which releases magical energy in a barely contained burst, and even then is only useful to someone who has already mastered the repel spell - though it is worth noting that the rod in question also uses a large amount of tempest jade in its construction.

Rules

- Form: Weapon. A pair consisting of a one-handed weapon and either a rod or a wand. You must be wielding both the weapon and the implement to use the set's magical properties.

- Requirement: You must have both the ambidexterity and magician skills to bond to these items.

- Effect: When wielding these arcane weapons, you may spend 1 mana to call STRIKEDOWN. This ability follows all the rules for casting an offensive spell with the exception that the call can be made with either the weapon or the implement.

- Materials: Crafting a pair of Jade Hammers requires five measures of dragonbone, five ingots of tempest jade and five measures of iridescent gloaming. It takes one month to make a pair of these items.

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Janon

Contents

- 1 Eternal of Night

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Night

Sobriquets

Janon is most commonly known as the Shadowed Fire. This epithet refers to the strong symbolic connection between the eternal and the rune Zorech, but also to the idea of a fire that warms the body, but provides only a limited amount of light. Some stories credit Janon with the ability to peer out fires that burn low in the presence of lovers, for example, while poets often claim that the shadowed fire is a metaphor for the mortal spirit, whence comes all passion.

Like many Night eternals, Janon collects names to itself. Some artists call it the Muse of Fire and claim the inspiration it brings can come at the price of health or sanity. It is variously called Firebrand and Torchbearer - it encourages anyone with strong philosophical, political or social stances to express their causes without fear of censure.

The Faraden call it the Night Sword and claim that it sometimes offers boons to those who give up everything in the name of vengeance (indeed, there is said to be a ritual specifically designed to sever a Faraden vengeance-seeker for their past that involves burning symbols and mementos of the life they leave behind in pursuit of justice).

Appearance

Janon appears proud of the fact that it is a wyrm (that is, its true form is that of a wingless lizard as distinct from the serpent-form Night eternals who possess feathered wings such as Sung). As with other wyrms, this tends to mean that the Shadowed Fire is more earthy and concerned with practical matters than the more cerebral and philosophical serpents such as Soghter. Janon is rarely encountered in anything approaching its 'true form' however - as with most Night eternals it loves to change its shape. Old stories suggest its true form is that of a ruby-red lizard with patches of golden scales, who glows like the embers of a banked fire.

The Shadowed Fire puts on bodies in the way a human might put on a suit of clothes. It is known to claim that a body, like a sword or a harp, is nothing more than a tool. It should be honed, of course, but the body is not the person - the person is the burning spirit shaped by passion, that hides inside. Since the Imperial Orcs became part of the Empire, Janon has increasingly been seen adopting the form of an orc.

The heralds of Janon usually refer to themselves as members of its band - as its companions. The only constant among them is that they tend to be easy-going, open with their emotions and passions, and capable of reckless action at the drop of a hat.

Concerns

Janon burns with passion, and encourages others to be like it is. Inevitably, this passion sometimes takes the form of carnal pursuits - Janon is known to be prone to regular infatuations with mortals from all walks of life. However, it would be foolish - perhaps even dangerous - to assume that Janon is a dissolute rake. It encourages all passions equally - it is as likely to help someone take vengeance on a hated enemy as to help a general rouse her shattered troops before a battle, or encourage an uncertain senator to make a landmark speech about a contentious topic.

It is known to have a love-hate relationship with followers of Way. It encourages mortals to embrace their passions, and several times it has worked through allies in the Sevenfold Path Conclave order to give support and inspiration to the priests of Ambition, Courage, Loyalty and Pride. Unfortunately, it has also offered succour to cults of Anarchy and Vengeance. At various points, its involvement with such blasphemous or heretical cults has lead to a (usually short-lived) Declaration of Enmity.

Worse, Janon is known to offer its aid to the Jotun barbarians on occasion. It makes little effort to conceal this fact, but as near as agents of the Shuttered Lantern can tell, its aid is limited to evocation in a few rituals - the Jotun favour more direct magics in their battles against the Empire.

Even when it is not patronizing heretical cults or barbarian enemies of the Empire, Janon is unequivocal in its belief that passion must be followed despite the constraints of society. Laws that exist to censor, or restrict freedom of expression, are anathema to it. It is said to work occasionally with Lashonar to encourage mortals to rebel against repressive tyrannies. Its support of individual freedoms is not unilateral - on rare occasions where someone has used the defence of their own freedom as a way to take it away from others, Janon has been known to whip itself into a devastating fury with unfortunate consequences.

Janon enjoys the company of artists, but also warriors such as the Freeborn kohan, political individuals committed to a cause, and anyone with an interesting obsession.

Boons

Janon encourages people to follow their passions. It is said to have the capacity to recognise people with reserves of inner strength; it is known to be able to revitalise those reserves, stoke their power and even occasionally give boons that let mortals use their heroic passions in different or more effective ways in pursuit of their driving ambitions. Consequently, it is often evoked during rituals such as Embrace the Living Flame or Still Waters, Running Deep.

The touch of the eternal is known to create powerful enchantments similar to Freedom of the Soul, Secrets of the Empty Heart or Unfettered Anarchy as it deems appropriate. It also has some ability to free individuals from the imposition of unwanted passions or obsessions, especially those that come from curses.

Janon apparently loves tempest jade and orichalcum, and those seeking its aid sometimes offer gifts crafted from these materials.

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Principalities of Jarm (Redirected from Jarm)

The information presented here is designed to give a feel for the foreign nation, and is by no means exhaustive. The focus of the Empire campaign is on the Empire and its citizens, and while this information can be used to create backgrounds or inform role-playing on the field; it is not intended that players portray characters from this foreign nation without discussion with Profound Decisions.

Contents

- 1 Overview

- 2 Terrain

- 3 People

- 4 Poltics

- 5 Magic

- 6 Religion

- 7 Look and Feel

- 8 Languages

- 9 The Principalities in Play

Overview

The Principalities of Jarm are an old, confident nation that lies many weeks sailing to the east of the Empire. It is a little larger than the Empire, but regularly riven by internecine bickering between the various factions that rule there. It is often engaged in conflicts with the smaller nations that border it, occasionally engaging in wholesale wars of conquest against those neighbours for resources.

Of particular interest to Imperial citizens are the Jarmish ports which are open to trade with the Empire.

Terrain

The Principalities are divided into three broad areas. They spread along a wide swathe of coastline with several major rivers; most of the Southern and Northern Principalities have at least one settlement with access to the sea, and many of the Eastern Principalities have a ship-navigable port along one of these waterways. The climate tends to be temperate, a little warmer than the southern Empire in Summer and a little cooler in Winter.

The Southern Principalities are the oldest, and the land there is widely settled and agrarian. The Northern Principalities are cooler, with more hills and bounded on two sides by high mountain peaks. Much of the Eastern Principalities is covered in forest, and many of the people here are the descendants of conquered peoples; the eastern borders are prone to regular raids from nearby nations and at least one tribe of orcs.

People

The Jarmish people are human. All lineages are known, but there are strong lines of changeling and naga - scions of these lines rule several Principalities. Orcs are known in several parts of Jarm, especially in the Eastern Principalities, but they are exclusively of low station. Those orcs who are not labourers serve in the military and have a reputation as ignorant savages, surly bandits and primitive barbarians incapable of appreciating the various fruits of Jarmish life.

The rulers of Jarm are all magicians; only someone with the ability to cast spells can hold any position of authority. Those who cannot master magic are consigned to the ministerial class or even the landfolk - non-magicians are allowed to own property and wealth but they cannot hold public office.

The people are roughly divided into four classes, and there is comparatively little social mobility. The Magician-Princes are of the Noble class, and their families control most of the wealth, land and magical power in Jarm. The Ministerial class serves the Principalities as educators, scribes, merchants, translators, diplomats and judges and form an educated middle-class under the Magician-Princes. The Landfolk are labourers and shopkeepers, and their standard of living is generally much lower than that of the equivalent Imperial citizen. The lowest class are the Slaves who are considered property, and live short lives of hopeless drudgery. Slightly outside this class-system are doctors and chirurgeons, who have a status somewhere between slaves and landfolk, and are generally considered to be bad luck by more sophisticated Jarmish citizens.

Each Principality maintains its own military forces, and it is only among the soldiery that any semblance of meritocracy is encountered; the Jarmish people are oddly practical when it comes to matters of protecting their nation, and it is entirely possible (if extremely difficult) for one of the Landfolk or even the Slave-class to rise to a position of authority within the army of a Principality.

Poltics

Jarm is made up of a number of self-contained Principalities, each ruled over by a Magician-Prince. The principalities tend to be around the same size geographically as an Imperial territory. Most Principalities have a single small city at their heart which is the site of the Prince's palace and where the governance of the Principality takes place. While individual Principalities choose their ruling Prince in various different ways, the power rarely moves beyond the control of three or four long-established families; it is rare for a single family to completely dominate a Principality. The Noble class sets the law within their domain, and while they are rarely subject to it they are constantly aware of the need to maintain the respect of their peers within the Principality and in neighbouring domains .

Each Prince also holds a seat in the House of Princes in the city of Jarm (a central Principality whose Magician-Prince is appointed by the House of Princes directly and serves as an administrative hub for the nation). There they conspire with and intrigue against each other for position and control of their nation's resources. There is traditionally a good-deal of cut-throat maneuvering between the Northern and Southern Principalities who both seek to exploit the resources of the Eastern Principalities.

While the nation appears chaotic, it is governed by a small body of shared laws. For example, no Jarmish may shed the blood of another Jarmish citizen. This law extends from to the Noble class all the way down to the Slave class. A Magician-Prince.who ignores this law will face the censure of her peers, and several Princes have been toppled by their neighbours for ignoring it. This law is suspended during a formally declared state of inter-Principality war, which is known by a number of names in various languages (zemsta, kättemaks or pomsta) all of which roughly translate to 'revenge' or 'vendetta'.

A peculiar side-effect of this universal Law has been the creation of a low-status class of doctors and chirurgeons; because they often have to shed the blood of their patients for their own good, they are both disdained and valuable to the Jarmish people. Still, given a choice, any Jarmish citizen would prefer to seek out magical healing over mundane healing.

Interestingly, it is also illegal for anyone outside of the Noble class to own a bow, and crossbows are completely unknown. Principalities rarely field units of archers, preferring to use soldiers trained in the use of thrown weapons such as javelins. Some Principalities maintain elite units of archers made up of troops that have proven their loyalty to the Magician-Prince, but even these soldiers are not considered to own their bows. When a military archer is not on campaign, her bow remains the property of the Magicvian-Prince. This can leave them at a serious disadvantage; many Jarmish armies include soldiers trained in the use of large shields specifically to protect their fellows against enemy archers. The use of archers during internal conflicts is heavily frowned upon, and many Magician-Princes are cautious about deploying bow-wielding troops during the regular inter-Principality tussles. This restriction is believed to be a consequence of the extensive use of mage armour among the Nobles of Jarm - they ensure that a weapon as devastating as the bow is carefully controlled.

Magic

For the most part, only the Magician-Princes and their retainers are allowed to practice ritual magic in Jarm, although many of the citizens know an incantation or two. Jarmish ritual magic tends to be a combination of Astronomancy and Music of the spheres. Only members of the Noble class are allowed to form or participate in covens, and members of other classes found to be practicing ritual magic as part of a group are dealt with very harshly.

Magical items and potions are rarer in Jarm than they are in the Empire, and the majority of Jarmish artisans focus on crafting robes, implements and ritual paraphernalia for the Magician-Princes.

Religion

Jarm has no dominant religion; rather the Principalities embrace religious freedom. With the exception of a few theologically minded Principalities, spiritual beliefs are seen as relevant only to the individual. While many Jarmite citizens cultivate an attitude of amused indifference to religious matters, many more wholeheartedly embrace the tenets of one creed or another.

Consequently adherents of the Way rub shoulders with members of the Gemeinwesen sects; spiritualists and necromancers loudly debate with materialists and ancestor worshippers; and temples of various gods and powers compete for congregations with the shrines of Eternal cults.

The closest Jarm gets to an established priesthood are the astrologers of the Ministerial class. These magicians combine minor rituals from the Realms of Day and Night with the study of the heavens to offer advice to their fellows. Many Jarmish will consult an astrologer before embarking on any major endeavour. While the people often consult these diviners for advice, they do not necessarily follow it - the astrologer fills a cultural role, but few Jarmish place their advice above common sense or their own desires.

Recent developments in northern Jarm have seen a surge of interest in the tenets of the Way of Virtue. Magician-Prince Hillar of Limitu has given permission for a "significant" temple to be constructed in his principality. With the assistance of the Imperial Synod, the temple is now spreading the tenets of virtue to Jarmish converts throughout the principality - and potentially the whole of northern Jarm.

Look and Feel

Jarmish costume is strongly influenced by Indian, Southern Asian and Malaysian styles. As befits such a cosmopolitan nation, a very wide range of materials, colours, degrees of ornamentation and styles are found here. Men and women alike enjoy loose fitting, flowing clothing made of loose, wide strips of clothing wrapped around the body and often accompanied by a shirt or blouse. Other popular styles include a long coat cut to just above the knee worn with tight-fitting trousers similar to the sherwani; the kurta or kurta pyjama (a knee-length shirt usually made from cotton or linen); the salwar kameez; the choli and the lengha.

Jewelry is extremely common among the Jarmish, made from a variety of precious and semi-precious materials. Delicate chains are especially common, and the Jarmish love pendants and intricate head-pieces. Wrist and angle bracelets are much more common than rings - ornate rings are often seen as a mark of indolence as they imply that the wearer does not work with their hands. Likewise, the head is rarely covered by anyone other than the Landfolk; a hat often suggests that one works outside exposed to the rain and so individuals of the Ministerial and Noble class avoid them, preferring jewelry instead.

Languages

The principalities are polyglot, with languages from all over the world spoken in various Principalities. The Jarmish are the descendants of a wide mix of forerunner kingdoms, immigrants and the children of subject peoples; there is no dominant language, and many Jarmish are multi-lingual as a consequence. The languages most commonly spoken in Jarm are shared with many of the surrounding nations, and can be represented by any language belonging to the [Slavic language group].

The Principalities in Play

The Empire has traded with the Principalities of Jarm for several centuries, and both nations have benefited from that trade. It is important to remember that the Principalities are much more loosely connected than the nations of the Empire, and that they treat intrigue almost like a popular sport; a good relationship with one Principality might automatically result in a bad relationship with another. The same applies to characters with roots in the Principalities; they may have links to a family in one Principality, but this gives them absolutely no standing with any other Principality. Each Principality keeps itself a little apart from the others, so it is relatively easy to include a Jarmish character or incident in a background; a character who is known by people from one Principalities is likely to be entirely unknown, or even receive a hostile relationship, from the others. It is also easy to play a character who has come from the Principalities to settle in the Empire, or whose parents or grandparents did the same, but how convincing this role may be may depend on your ability to speak one of the Jarmish languages.

Language is also likely to be confusing to Imperial citizens - there is no dominant language, and people from different parts of Jarm may well have problems communicating with each other. This situation is exacerbated for Imperial Citizens who don't speak any of the languages common in the area. An entire class of translator-diplomats exists to smooth over relations between the Principalities, and these are likely to be the sort of characters that Imperial citizens deal with regularly when they are in Jarm.

Slavery is a reality in Jarm, and one many Imperial citizens (especially the Freeborn and the Imperial Orcs are very uncomfortable with. Orcs in general are not welcome in Jarm, and an orc will always be assumed to be of the Slave class. An orc that does not belong to someone is 'up for grabs' and may end up being enslaved. Most Jarmish have no more information about the Empire that the Empire has about them, and many are entirely unaware (and unconcerned) that the Imperial orcs exist.

Perhaps the biggest difference from the Empire is the role of magic; people who are not magicians have very little standing in Jarmish society. A Jarmish magician might make an Imperial citizen their fascinating exotic lover, but if they are incapable of performing magic they will soon tire of them. Likewise, visitors to Jarm must be careful not to engage in ritual magic without the permission of a Prince's family; the Jarmish have little concept of diplomatic immunity - a criminal from the Empire will be dealt with summarily by the Magician-Princes exactly as if they were a Jarmish citizen.

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Jewellery Guide

by Jamie Hall - Contemporary and Medieval Metalworker

Contents

- 1 Safety

- 2 Historical “Authenticity”

- 3 General Notes

- 4 Types of Jewellery & Decorative Metalwork

- 5 What size?

- 6 Metals

- 7 Gemstones

- 8 Chains

- 9 Making Jewellery

- 10 Reconditioning Jewellery

- 11 Art History & Archaeology

Safety

- Live roleplay involves physical combat. You should take the same precautions you would for a contact sport.

- Jewellery should not have spikes or sharp edges.

- Avoid brittle items, like glass, ceramics and some plastics.

Safety comes before any other consideration when wearing jewellery; most jewellery is safe to wear, but injury to yourself and others can happen if you wear inappropriate items. Live roleplay is a physical hobby, so you may wish to take that into consideration when wearing body piercings, long necklaces and fragile items. If you are producing jewellery for sale, make sure you comply with legal regulations which cover metals such as lead, nickel and cadmium.

As with armour and other clothing, jewellery should not have spikes or sharp edges, particularly when worn as a ring.. Claw-set stones should not protrude too high above the finger, and the claws should be burnished down to prevent them from catching. Try rubbing them on your lips – if they feel sharp, they could cause damage to fabric, latex or skin.

Glass was used in some periods to make rings, bangles and tableware. Some modern glass will be strong enough, but you are best to avoid brittle items. Anything that can shatter on impact can harm the wearer or other players. Likewise, hollow or fragile items are more likely to get damaged during a fight.

Historical “Authenticity”

- The purpose of this guide is to help you choose jewellery which evokes a medieval fantasy setting.

- Empire LRP is set in a fictitious world, which draws on many sources, including real world history. These historical sources make ideal inspiration for costume and characters, but they do not need to be followed for the sake of "authenticity".

- We can make use of the look of medieval jewellery – modern methods give a shine that can look gaudy next to "medieval-ish" costume.

Because the world of Empire has some real world sources, it's possible to make use of art history when choosing or making jewellery. However, we are not bound by the real world - a brief description of medieval art history terms is included for those who are interested, but it is not essential reading; film, television and computer games provide a range of excellent "medieval-ish" jewellery to draw inspiration from.

There is no requirement to use styles and methods from the past. Where they are particularly useful is the "finish" of the item – that's the way the surface looks when the item is completed. Electric polishing motors are commonly used in today's jewellery workshop, and they provide a fast way of creating a highly polished, mirrored surface. This can look conspicuously modern in a fantasy setting, and it can actually be easier and cheaper to use archaic methods such as scratch-brushing and burnishing. These can often be applied to modern jewellery to improve its appearance.

Some nations, particularly Dawn and Urizen, may suit a highly polished finish. Nations including Urizen and Highguard, are harder to assign to a historical period, and the best inspiration may be found in the media, or even 20th Century styles.

General Notes

- Men's and women's jewellery – be aware that Empire LRP has no gender discrimination.

- Medieval jewellery was intended to be seen in sunlight or firelight – what looks bad under an electric bulb may look fabulous in the field.

- Items with lots of contrast and detail will usually have the best look.

Aside from hair pins, hair nets and tiara's, there are few types of jewellery that men didn't wear during the middle ages. There is no gender discrimination in Empire LRP, so you should wear anything that is appropriate to your costume.

Before the introduction of gas and electric lighting, jewellery would only be seen in sunlight or firelight. Sparkle is important, but the whole object does not need to be bright; ancient artisans didn't have access to high-speed polishing motors, so while they could achieve a highly polished surface, it was a slow and laborious process. Modern items may actually need dulling down a little, which you can do with simple tools.

Historical designs tended towards the complex; even when simple geometric patterns were used, they tended to be in combinations, to create more elaborate items. Detail is better than plain surfaces – texture, engraving, filigree and gemstones were all used to break up the surface. The high points of the metal could then be cut or rubbed to make them sparkle, while the lower surfaces retain their matte finish. Multiple copies of objects, like coins or badges, don't need to look exactly the same – small variations in colour and finish actually improve the look of groups of objects.

Types of Jewellery & Decorative Metalwork

- Rings

- Chains of Office

- Belt Buckles

- Brooches

- Pendants

- Torcs

- Earrings

- Bracelets

- Belts

- Bangles

- Hair/hat pins

- Reliquaries

- Necklaces

- Badges

- Tableware

- Crowns

- Tiaras

- Hair nets

- Aiglets

What size?

- Jewellery should be comfortable to wear – you should make sure that it fits you.

- Necklaces and bracelets are easy to measure, but rings are more of a challenge.

This can be a difficult question. Some items, like brooches and pendants, can be worn regardless of your size, but rings and chains, in particular, come in a wide range of sizes, and if you don't normally wear jewellery, it can be daunting. You'll find metric and imperial measurements alongside arbitrary lettering – that's how it is in the trade, and I won't make an apology for it here. If you can't try the item on, adjustable jewellery is one option – chains that can be fastened at different lengths, and rings and bangles that can be bent to fit the wearer.

Chains are the simplest – a very short necklace would be 16” - any smaller than that would be a very tight fit for most adults. Women wear most necklaces as 16”, 18” or 20”, with anything above 24” being extremely long. Men usually add a couple of inches to those lengths, but tend not to wear longer necklaces. Chains above 30” are generally meant to be worn doubled, but there are some safety issues for the neck if you do this. Bracelets are much shorter than necklaces – they are usually around 7.5” for women, and 8.5” for men. To work out what size you want, use a piece of string around your neck, or a tape measure.

Rings are the other thing that you are likely to need a measurement for, as you need to measure your finger. A jeweller will have equipment for measuring these sizes, so if you are able to, it may be a good idea to visit a jeweller to get your fingers measured (many jewellers will only provide this service if you are a customer). UK ring size is measured in letters, but you can try measuring the diameter or circumference of your finger or knuckle (whichever is thickest), and use the table on this page. Be aware that you'll only have an approximate idea from that table, and the only way to be certain about the fit of a ring is to try it on!

Bangles are much like rings, but they fit the wrist. They can be measured like a bracelet, but people have differently shaped wrists, and there are several types of bangle, including open torc, continuous push-on bangle, or hinged.

You might also need a measurement for a belt or a crown, but a tape measure will usually be adequate for that.

Metals

- Gold and silver are the best known metals for jewellery, but bronze and pewter are good alternatives.

- Steel and titanium were not used for jewellery in the past, but if they can be made to look appropriate with the right design and finish.

- Processes like electro-plating can be used to make items look more precious.

Gold and silver have been the metals of choice for thousands of years. Ductile and malleable, they are perfect for making small items like jewellery. Gold will usually be outside the budget of the larper, silver will sometimes be affordable. Copper and its alloys – (bronze and brass) have been used for thousands of years for jewellery and tools. Bronze and brass can make good "synthetic" gold if they are treated right, and can be plated to look like gold or silver. One particular alloy is called Pinchbeck – it's a brass alloy that looks a lot like gold. Pewter and other tin alloys were, and are, used for casting objects like badges and brooches, but less common for rings and chains due to softness of the metal. Leaded pewters are best avoided due to their toxicity, particularly old items with obvious lead oxide corrosion.

Steel was not worn as jewellery until much later in history, but is perfectly acceptable so long as the finish isn't too modern. It can be hard to take the polished shine off steel, because it is so hard. Modern metals like titanium are also fine, so long as the design and finish are appropriate to the setting. As with steel, these metals are primarily for industrial use, and are hard to work with.

Electro-plating can be used on copper and other base metal items, to make them look like silver or gold. This is a great way of reducing the cost of jewellery, Very thin plating will wear through fast, particularly for jewellery that might rub up against metal armour. It also makes it harder to physically or chemically improve the appearance of the item, because there is a risk of wearing through the plating. You should use the services of a professional plater, as many of these processes are toxic. In the past silver and other metals were sometimes "gilded" with gold and mercury to improve their appearance. Modern electro-plating does not give quite the same appearance, but it can be rubbed with a brass brush, for a more appropriate lustre. High-carat electro-plating is best, as it is a good colour match for the pure gold gilding done in the past.

Gemstones

Gemstones have always been valued for their colour and physical properties. Modern gemstones are usually cut with facets – these reflect the light, and in the case of diamonds, the facets are calibrated to the refractive properties of diamond, ensuring maximum reflectivity. This was not the case in the past – stones were cut using hand-held tools, and the facets were large, simple shapes. Modern synthetic and simulation stones can also look “too perfect” - a bit of imperfection will improve the appearance of the stone.

Normally, the live roleplayer won't be looking at precious stones like diamond and emerald, but many of the semi-precious stones are more eye-catching, they have a wider range of colours, and their low cost makes them affordable. Synthetic and simulation stones are also available, and there are glass and plastic alternatives.

There are a few stones that are good to look out for:

- Pearls are very medieval – if they are irregular pearls, they will look more interesting than the spherical pearls that you see in modern jewellery.

- Cabochon stones are smooth rounded shapes that were very common in the past, as they were easier to polish than faceted stones.

- Intaglios are designs cut into the stone in counter-relief, for example many seal rings are made this way. Cameos are the opposite, cut in relief so that the design rises out of the stone.

- Simple faceted stones – many Victorian cuts are appropriate for a medieval-ish setting. Rose, simple and swiss cuts, for example.

- Enamelling provides a lot of colour for very little cost. Some of the brightest colours are best avoided.

- Beads have been used throughout history, and are appropriate for any of the Imperial nations – an Urizen magi and his necklace of spheres, or a Navarri collecting the bones of barbarian Orcs. You can make your own beads easily enough.

Chains

- Thin and hollow chains should be avoided, as they are fragile, and don't hang well.

- Anyone equipped to make chain maille can produce chain jewellery.

- Pendants can be worn to enhance the chain.

Very thin chains can only be made by machines, so they have a factory-made look, which is less than ideal. They can be fragile and unsuitable for a vigorous activity like larp. Likewise, hollow chains are best avoided. They also ride up around the neck due to their light weight.

Pendants that hang loose on a chain are good, because they will stay in position if the chain is moved. The pendants and chains can then be swapped around for different characters. To do that, the fittings on the chain need to be smaller than the pendant loop, so that the pendant can be taken off the chain. As an alternative to chains, pendants could be worn around the neck on fabric or leather thong.

With a pair of pliers and a bag of "jump rings" (split rings), a wide range of chain patterns can be produced. Precious metal jump rings are available from bullion dealers like Cookson. Base metal rings are available from other suppliers. If you are equipped to make chain maille, you are equipped for making jewellery chains. Two pairs of smooth-jawed "parallel" pliers are the best tools for this task, as the rings don't slip around when you are gripping them. Aluminium is probably best avoided, as the surface won't "age" in a way that looks natural for precious metals, and it is a very light-weight material, so it won't hang well.

Making Jewellery

- Manufacturing jewellery can be expensive and difficult to learn.

- There are various methods which are more accessible, including chain-making and working with beads.

Jewellery manufacturing is an ancient craft, first done with primitive tools. As a rule, the simpler the tools, the more skill required to use them, while modern equipment can be prohibitively expensive for the non-professional. For example, heating metals like silver and bronze requires high temperature torches or furnaces. Pewter can be worked at much lower temperatures, achievable in the home, but you still need safety equipment. This limits the range of techniques that can be used by the amateur.

There are a number of alternative ways of making jewellery, which do not require high temperatures and expensive equipment. Bracelets and necklaces can be done by anyone who can make chain-maille. More ambitious projects could use techniques called Loop-in-Loop and Trichinopoly. Beading and wire-wrapping tutorials can be found online – some of the designs can look conspicuously modern, so think carefully before undertaking a project using beading and wire-wrapping, but simple bead necklaces and bracelets can be ideal jewellery for live roleplay. In that case, the choice of beads will usually be more important than the method used.

Non-metal jewellery is another option – a leather pendant could be marked with a Rune, and hung on a fabric necklace, for example. Nations like the Navarr are well-suited to these kind of items.

Reconditioning Jewellery

- If jewellery has a modern finish, it may be possible to alter it using an abrasive and a tool called a burnisher. A very soft abrasive like a brass brush or "scratch brush" is ideal; courser abrasives can damage your jewellery.

- Tarnish, oxidation, enamel or niello in recessed areas improves contrast, and can make the piece look older.

You may already own items of jewellery – if they have a high sentimental or financial value, you may not want to use them for live roleplay, but many items of costume jewellery are ideal. Don't worry if they don't look new; modern jewellery can look too new for a medieval fantasy setting, so a bit of tarnish or oxidation may enhance the item.

If they are particularly tarnished, it's ideal if you can keep the tarnish in the recessed areas, and brighten up the highlights. Two tools are particularly useful for this – a brass brush (or scratch brush), and a burnisher. The brass brush is used as a gentle abrasive; it's harder than the non-ferrous metals used for most jewellery, but only just, and while it easily removes the oxidation layer, it won't do much damage to the metal itself. You can get similar brushes in steel, but this will be too hard, and can remove detail from the design of the item.

It's usually best to avoid completely removing oxidation – the high points on the metal should be fully cleaned, leaving the recessed areas darker. This enhances the appearance of “relief” or depth on a ring. This doesn't work with a plain object like a wedding ring, but most other designs will benefit from it.

The type of brass brush you are looking for will have very thin bristles about 3cm long, with smooth ends. A stiffer or sharper brush will make the item look too “scratched”. Aim to brush the item in one direction, and spend a minute or so working on a small piece like a ring. The style of brush used in industry is a long rectangular wooden handle, with bristles along half the length; other styles exist, but this type lets you use long strokes of the brush.

If you have a bench grinder or Dremel-style rotary tool, you can get brass brush attachments to fit them – take care to hold the item safely and securely, and avoid using the device at high speeds. The process will work well even at a lower speed. Take particular care with electro-plated items, because powered brushes can rip the plating off surprisingly quickly.

Once you have a surface you like, the final step is to burnish the item. The purpose here is to polish the highest details on the design, using a polished tool called a burnisher. This is a very ancient method, and its so simple that you can use the back of a stainless steel kitchen knife. Using some pressure, you need to drag the burnisher across the surface of the metal. This will naturally pick out the very highest parts, and you are not aiming to burnish the recessed areas. Using this method gives a sparkling effect that will be particularly obvious in sunlight, and gives you historically authentic “bling”.

With a newer item, there may be no oxidation, and you may wish to apply a chemical agent to oxidise the surface. This can be done with products like “liver of sulphur”, but please take care when using any chemical agent. The item must then be scratch-brushed and burnished to bring out the colour. Another option is to use painting techniques to improve the contrast of the item, but this should be done carefully, ideally using a matte rather than gloss finish. If you have very deep recessed areas, you can mix a colourant with epoxy resin, fill the area, and then grind the resin flat – the effect can look like enamel or, in black, like a technique called niello.

Art History & Archaeology

There is an untapped wealth of information about the jewellery and metalwork of the past. Although re-enactment websites are a great place to start, they often don't give a very broad view of the material culture of the past. On the other hand, art historians and archaeologists don't aim their work at the costume maker, so it can take a bit of practice to use the excellent resources that are available on the internet.

The first thing is to familiarise yourself with some of the terminology – this will help you understand books on the subject, and it also is very useful when using search engines on the internet. Here are a few terms:

- Metalwork – For reasons that escape me, if you search for "jewellery" or "jewelry" (the US spelling) you don't get a lot of search results. This is because technical studies are more focused on the process than they are on the form – jewellery is just one way to use the metal.

- Non-Ferrous – although gold and silver are most commonly associated with jewellery, the skills required are similar for precious metals, for copper and it's alloys, and for tin and pewter. For this reason, a lot of archaeological finds will specify tools as being for non-ferrous metalwork, as it isn't always clear precisely which metal they were used for. Non-ferrous means "without iron".

- Material Culture – This basically means "stuff people had". It's a very distinct archaeological approach, but it tends to put objects before people, so it's perfect for finding out about historical jewellery. It's also useful for other media, like ceramics and textiles.

- Liturgical – throughout history, religions have been a major patron of decorative and fine art. Liturgical metalwork is a great source for ideas, but remember that a lot of the religious imagery won't be appropriate for Empire LRP, or other fantasy games.

- Secular – a rather broad term, this is everything that isn't religious in nature. A lot of tableware is included in this category, and many items of jewellery, although it's common to find pagan and Christian symbolism hidden in the designs of apparently secular jewellery.

- Fine Art – usually refers to single exceptional pieces of work, often made to the precise requirements of a patron. This is not quite the same as the definition used in modern universities.

- Decorative Art – often made to a very high artistic standard, the decorative arts are those which are produced in larger numbers, or using repetitive methods – manufacturing pottery is decorative, as are stone carvings like gargoyles, and most pieces of jewellery fall into this category.

It may also be useful to familiarise yourself with some of the names for different periods in Art History. These often, but don't always, match with the periods of social history. It's worth noting that there can often be significant overlap of art historical periods. Here are just a few of the styles:

- Migration Period (Europe, 300-900) – This is a very broad term, used to describe the movement of various Germanic tribes, as the Roman Empire was beginning to decline. It reflects a Europe that is turning it's back on the Roman Empire, and it subverts the norms of Roman styles. It developed into various other, local styles, which include Insular and Viking. There are, broadly speaking, three styles, defined by a researcher called Salin. These are:

- Style I – Sometimes called Tiersalat or Animal Salad, this style consists of stylised animals which are chopped up into different parts and used to fill spaces in objects which somehow manage to subvert and echo the norms of Roman art. In theory, it is quite a brutal style, but the pieces themselves are often very beautiful.

- Style II – this is best known in Insular art, and it consists of animals which are still stylised, but are now smooth and sinuous, and often connecting in repeating patterns using interlace (sometimes called knotwork). Christianity is a strong influence on the later forms of this style,

- Style III – the art of the Vikings and other northern European cultures, this emerges later, and contains many of the sinuous and interlaced features of Style II, but with a complex and more terrifying appearance. Dragons and sea creatures are more common, perhaps befitting the sea-faring nature of the Vikings. Unlike the British Isles, Scandinavia was slow to embrace Christianity, and this is reflected in the pagan symbolism of their art

- Insular (Britain, 400-1000) – This is a broad term for the styles used in the British Isles in the post-Roman period, until the Norman conquest of England. It has its origins in pre-Roman Celtic styles, and also the "barbarian" art of Migration-era Europe. There are stylistic links with Viking art. Probably the best know examples of this style, in metal, are the Sutton Hoo and Staffordshire Hoard finds. The Book of Kells and the Lindisfarne Gospels are fantastic examples on paper. Styles I and II are very prominent in Insular art, but it also has a strong Celtic influence; for example, the Hunterson Brooch has Celtic imagery hidden within it. The style is a British continuation of the Migration Period art brought by the Germanic tribes that settled from the 5th Century onwards.

- Byzantine (Eastern Mediterranean, 400-1450) – This is a true continuation of Roman art, but much evolved by differences in population between the Eastern and Western empire when they split. They maintained many of Rome's Classical styles, including the primacy of the human figure in images, but the Greek-speaking population had their own artistic traditions. Through trade, their metalwork was known across Europe, and Byzantine art was a major influence on the Romanesque style, which is a key visual style in Medieval Europe.

- Romanesque (Europe, 1100-1300) – Although it does not stem directly from Roman art, the Romanesque style was part of a move back towards Roman civilisation, which eventually culminated in the Renaissance. As well as drawing on Europe's own past, it was strongly influenced by the Byzantine art of the Near East, but seen through the lens of the "barbarian" styles that dominated after the fall of the Roman Empire. The first Crusade was probably a factor in the Byzantine link, but be aware that there were many trade and artistic links before that time; Carolingian and Ottonian art laid the ground work for Romanesque, and already had a strong Byzantine influence. Repeating patterns of acanthus leaves are characteristic of this style, and there is a move towards figurative naturalism that is rarely seen in earlier post-Roman Europe. The Romanesque style remained a key part of European art for several centuries, eventually being replaced by Gothic art, and having a strong influence upon it.

- Gothic (Europe, 1200-1500) – Stemming from the Romanesque style in France, Gothic sees a return to the primacy of the human form. Geometric forms and animals move to the background, and the level of figurative naturalism is very high; it can be hard to tell if some of these pieces are Gothic or Renaissance, and the former is a major influence on the latter. Starting slightly later, International Gothic is the term is for the pan-European adoption of this style.

- Renaissance (Europe, 1400-1600) – In the popular imagination, the Renaissance is 15th - 16th century Italy. In practice, the style is pan-European, beginning in northern Europe. There are strong elements of the Classical art of Greece and particularly Rome, which fitted well with ideas of an innovative post-Medieval society. The Catholic church had always played up its links to Imperial Rome, and wealthy collectors sought out Classical artefacts for their collections, just as collectors do in the modern day. However, their awareness of history was more limited than our own – it was common for High Medieval works to be attributed to more ancient artisans, and the figurative naturalism that we associate with the Renaissance can often be seen in the Gothic and even Romanesque styles that preceded it. That's not to say that the Renaissance was not an important period – studies of the human body and other natural forms did leap forward in this period. A look at the sketches of Leonardo Da Vinci reveals a style that can seem strikingly modern. Be aware that the end of the Renaissance is explicitly outside the brief for Empire LRP.

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John Barleycorn

Martin Carthy's youtube version

There was three men came out of the west, Their fortunes for to try, And these three men made a solemn vow, John Barleycorn should die. They ploughed, they sowed, they harrowed him in, Throwed clods upon his head, And these three man made a solemn vow, John Barleycorn was dead.

Then they let him lie for a very long time Till the rain from heaven did fall, Then little Lord John sprung up his head, And soon amazed them all. They let him stand till midsummer Till he looked both pale and wan, And little Lord John he growed a long, long beard And so became a man.

They hired men with the scythes so sharp To cut him off at the knee, They rolled him and tied him by the waist, And served him most barbarously. They hired men with the sharp pitchforks Who pricked him to the heart, And the loader he served him worse than that, For he bound him to the cart.

They wheeled him round and round the field Till they came unto a barn, And there they made a solemn mow of poor John Barleycorn. They hired men with the crab-tree sticks To cut him skin from bone, And the miller he served him worse than that, For he ground him between two stones.

Here’s little Lord John in a nut-brown bowl, And brandy in a glass; And little Lord John in the nut-brown bowl Proved the stronger man at last. And the huntsman he can’t hunt the fox, Nor so loudly blow his horn, And the tinker he can’t mend kettles nor pots Without a little of Barleycorn.

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Jonah Gold

Stories of Jonah Gold are told throughout the Marches, and in parts of Hahnmark, Tassato, and Kahraman. The most popular tale dates from the time of the Cousins' War, and is referenced in a well-known song that is particularly popular in the Mournwold - there is evidence that Jonah was born and grew up in the Ore Hills long before the Mourn was fully conquered by the Marchers.

Jonah was said to be a miner who quarried out metal of such quality that his weapons turned the tide of war for his household. His jealous friend betrayed him to the enemy, and for a heavy purse of coin staged a mining accident that trapped him behind a rockfall where he presumably perished. Superstitious miners say that to see Jonah Gold presages disaster - whether his appearance causes catastrophe or simply warns against it varies from legend to legend.

His name has also been given to a variety of apple commonly grown in the Mournwold. Heavy, green and sweet, with a sharp bite, the "Jonah Gold" variety is used extensively in cooking sweet pies and apple sauce, and traditionally is buried with miners from the Mourn, particularly those who quarry green iron.

Jonah Gold Traditional, Mournwold (OOC: Lyrics by Jude Reid, Music and arrangement by Kathryn Wheeler)

A recording can be found here

Take your pick, push your cart Make your way to the Mournwold's heart Fire the rock, watch it break All its fortune is yours to take Pick and pan, sweat and toil Carving wealth out of Mournworld's soil

As you work, miners bold Beware of Jonah Gold

Times of war, long ago Cousins fought then as mortal foes Jonah Gold, Marcher brave Mined the iron for his Household's blades Found a seam, green iron ore Held an edge like no blade before

As you work, miners bold Beware of Jonah Gold

Jonah Gold, took the field Armed his household with sword and shield Won the day, claimed the land Gainst his weapons no foe could stand Turned the war for his kin With his steel they were sure to win

As you work, miners bold Beware of Jonah Gold

Jonah Gold, none his peer Sent his weapons both far and near Jealous eyes saw his skill Envied him as weak souls will Rosie Smith, once his friend Swore that Jonah's life she'd end

As you work, miners bold Beware of Jonah Gold

One cold day, down the pit Shovels carried and lanterns lit Jonah followed a call for aid Learned too late that he was betrayed Heard the blast's fearful sound Rockfall trapped him beneath the ground

As you work, miners bold Beware of Jonah Gold.

Rosie Smith, name be cursed Killed her friend for a traitor's purse Spent her life, stiff with fright Saw his face in her dreams each night Lost her will, lost her wits Never ventured back in the pit

As you work, miners bold Beware of Jonah Gold

Jonah Gold wanders still Haunts the mine beneath Mournwold's hill In the mines, dark and deep Rotting husk that can never sleep Face like coal, eyes that burn Waits for the traitor to return

As you work, miners bold Beware of Jonah Gold

Some say he comes to warn Jonah means no true miner harm See him there, turn and run Death will strike ere the shift is done Mournwold's mines claim their due Marcher blood keeps the iron true

As you work, miners bold Beware of Jonah Gold

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Jotra

Contents

- 1 The Swords, Rune of Battle

- 2 Using Jotra in magic

- 3 Crafting with Jotra

- 4 For Machine Embroidery

The Swords, Rune of Battle

Affiliated with the Realm of Summer

The Crimson Rune, the thunderhead mark and the crossed blades; Jotra has many titles. It is the Rune of Conflict, Struggle and Strife and also the Rune of Challenges. It is the spark that sets the fields afire, the tempest that uproots the mighty tree, the floodwater that tears at its own riverbank. It is the red cant woven from discord and strife - the oldest song in creation. It is the struggle at its most raw; the simple urge to overwhelm.

Jotra fans the embers of opposition and draws them into a raging inferno that consumes all before it. It revels in conflict, heedless of cost or even victory, savoring only the struggle itself. It is the challenge, the pitting of the self against another or against the world, that Jotra exemplifies. It is often the counterpart of Tykonus, the Rune of Victory, but does not itself presuppose that one will overcome rather than being defeated.

While many magicians see only the physical nature of Jotra’s power, it is also a rune that represents strife and conflict of a more cerebral nature. An Urizen politician might proudly bear the rune on their staff, indicating to everyone that they are prepared to fight with words and wits. A doctor from Holberg might have the rune inscribed on their instruments, to remind themselves that they contend against death itself.

Along with Feresh, Tykonus and Verys to represent Glory by many Dawnish magicians and crafters; here it represents Glory through challenges, and through contending against worthy foes or difficult situations.

Jotra is sometimes associated with the Imperial Virtue of Courage.

Using Jotra in magic

Jotra encourages and empowers conflict, and is commonly invoked in battle magic or in any scenario where the magicians must content against either another force or another group of magicians. It tends to cause opposing runes to increase their friction, drawing out their power to destruction in a mighty conflagration.

Crafting with Jotra

The rune of battle is the rune most commonly inscribed on weapons by Winterfolk weaponsmiths, especially on weapons such as an Apprentice's Blade or a Biting Blade. It is less commonly found on shields, but as a rune that represents the clash of forces it is sometimes used in the hope that a shield will 'fight' any sword blow that strikes it.

For Machine Embroidery

Here is a digitized version of Jotra in .jef format, suitable for a 7x5 hoop. File:RuneJotra.jef

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

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Jotun

Contents

- 1 Overview

- 2 The Tribe

- 3 5 things to know about the Jotun

- 4 What the Jotun are not

- 5 Warriors of the Jotun

- 6 Magic

- 7 History

- 8 Further Reading

Overview

The Jotun are orcs who dominate the lands to the west and north-west of the Empire. Historically they have been especial threats to Wintermark, the Marches and the Navarr territory of Liathaven. They are barbaric by Imperial standards, but they are neither savage nor primitive. They enshrine the warrior-ideal, and seem to fight the Empire as much for the joy of battle as for any desire for territory or hate for the humans.

The Tribe

Much of what the Empire knows about the Jotun has come from interviews with slaves, both orc slaves and human slaves taken by the Jotun who later escaped. They are a warlike tribe that values strength-in-arms and fighting-spirit as their highest virtues; to become more like their ancestors, they seek out challenges against which to test their might and their nerve. While they may view climbing a mountain, wrestling a mandowla or swimming across the Gullet to be renown-worthy acts, they seek true glory and renown in war.

The Jotun are literally defined by war, only those who are prepared to take up arms to fight against the tribe's enemies are considered to be people, everyone else is either an enemy or a thrall. War is seen as the greatest endeavour, the only proving ground where the tribe can truly demonstrate their worth, for the Jotun believe that only those who die in battle are able to cross the Howling Abyss. In battle they are joined with their ancestors, whose words carry them to greatness and who wait ready to take the farthest shore if they fall. A battle is about the tribe against their enemies - it is never about the individual. Small groups of warriors may pick fights with individuals, but they regard that as a fight - not a battle. A battle is the moment when the the Jotun come together as a people to overcome their enemies. Victory is predicated not on individual heroics but rather on the ability of the tribe to fight together.

Although the Jotun love war, they are a disciplined law-abiding people who have no time for gratuitous violence. War is seen as a worthy endeavour, a courageous and bold action that strengthens the Jotun people by giving them the chance to defeat their enemy. Internal feuding and confrontation by comparison is viewed as indulgent and greedy; those who start mindless fights or seek victory in fights or battles that do not enrich their clan are treated as criminals, or traitors if their action weakens their clan. Punishment is swift and severe.

Of all the great tribes of the orcs, the Jotun are without doubt the most pious. Most clans will decorate shields and armour with symbols of their favoured ancestor. In battle their ranks are accompanied by ghodi, fighting priests who invoke the blessings of the ancestors, bringing healing and great strength to those the ancestors deem worthy. Ghodi, even weak ones, are treated with great respect by the Jotun, but this pious attitude extends to others they deal with. The Jotun have scant regard for the tenets of the Imperial Way, regarding reincarnation as a naive myth but despite this they have been known to give special treatment to Imperial priests on occasion.

This tribe tends to act in a fashion identified by their Imperial neighbours as "honourable." They almost never use poison or venom, for example, preferring to win their battles by strength of arms. They may use complex tactics, but rarely employ ambush or other guerilla tactics unless they are greatly outnumbered. They will usually accept a surrender unless they have reason to believe they are being tricked in some manner, and often allow injured opponents to retreat. They have also been known to allow opponents who have fought bravely to gather their dead or injured, or retreat from the battlefield - while ruthlessly crushing those who they believe have behaved in a treacherous manner. However, they are known to greatly respect those who fight unarmoured or against impossible odds ... and express that respect by giving such opponents a glorious and honourable death in battle.

Those they defeat in battle are given a simple choice - to join the Jotun and fight for them - or to become a thrall - the property of the jarl who captured them. Most thralls live as serfs, confined to land claimed by their jarl they labour to provide food for the jarl's clan. In return the jarl's clan provides the thrall and their family with protection and sufficient food to survive. In effect the thrall is a slave but with one vital distinction - they may cease to be a thrall and become Jotun at any time - simply by agreeing to take up arms and fight for the clan. Most thralls are condemned to a miserable live of hardship, but those few with valuable skills live a better life, serving the clan as traders, crafters or sailors on the Jotun vessels.

5 things to know about the Jotun

- Born to war - when the Jotun are not engaged in war, then they are preparing for one

- Fiercely honourable - the Jotun strive to follow a simple code of honour - and despise those who break their oaths

- Conquerors by nature - those they defeat must join the Jotun armies or serve the tribe as thralls

- Revere their ancestors - the Jotun are the most devout of all the orc tribes and treat their ancestors like gods

- Seek death in battle - the Jotun believe that their ancestors return to aid those who die in battle

What the Jotun are not

- They are neither barbaric nor cruel - The Jotun revel in war, but they do not slaughter for the sake of it and see no honour in killing the helpless.

- They are not slavers - Thralls have no real rights and may be treated as property by the Jotun, but they can cease to be a thrall at any time - simply by taking up arms and fighting for the Jotun.

Warriors of the Jotun

The bulk of most Jotun armies are bands of warriors drawn from the many minor tribes ruled over by the Jotun. Although these are orcs who have opted to fight for the Jotun after they being conquered, their loyalty to their Jotun masters is strong. From the Imperial perspective there is little to distinguish these forces from the countless minor tribes that are incorporated into the armies of the Thule, Druj or the Grendel. Most own little more than a sword and a breastplate usually worn over a plain tunic or similar. In battle they form up and fight in mobs along tribal divisions. What does make them distinct is the command and leadership of the Jotun commanders - there is none of the brutal savagery of the Druj, nor the caution of the Thule. Jotun commanders glory in war - a chance to prove yourself to the ancestors in battle - they revel in it. Those that follow their example - even non-Jotun - gain status, wealth, and power by impressing their Jotun masters with their ferocity and aggression.

The elite troops in the Jotun's arsenal are the Kirkja, the pious warriors whose lives are pledged to emulate the triumphs of the greatest of the Jotun ancestors. These soldiers are well trained and zealous - eager to engage with the Empire to get the chance to prove themselves. There are three major groups of Kirkja - each devoted to a powerful Jotun ancestor - drawn from the temples spread across the Jotun lands. They are the best equipped Jotun on the battlefield and their ranks usually include several ghodi - mysterious priests who are able to invoke the power of the ancestors to heal wounds and repair shattered limbs.

Magic

Like all other intelligent beings the Jotun employ magic, but they do not seem to consider it a particularly appropriate weapon for the battlefield. The majority of Jotun magicians appear to focus of healing and restoring the limbs, armaments or general health of the warriors. There are few battle-magicians among them, and even those tend to focus on swift casting the heal and purify incantations, or on empowering warriors rather than the more aggressive spells.

History

The Jotun tribe is geographically divided but culturally united. The northern Jotun control the area dubbed Kalsea by the Winterfolk. They tend to be a little more cautious and more traditional than their southern cousins, and have a great deal of experience fighting the forces of Wintermark - they have been raiding into Sermersuaq and north-western Kallavesa since before the arrival of the Steinr. There are known to be a number of human settlements scattered across Kalsea, whose inhabitants offer tribute and fealty to their orc masters. These humans often fight alongside the Jotun, and seem to have little love for the Empire; while they are clearly not the equal of their inhuman overlords, they seem to have a social position below that of a minor orc tribe but above that of slaves or thralls. In 371 YE the Empress Britta dealt the northern Jotun a crushing defeat, driving them back into Kalsea and while they have made a few raids into Wintermark since then, they have not launched a significant attack against the Empire.

The southern Jotun occupy the area the Winterfolk call Narkyst. In pre-Imperial times they occupied much of western Bregasland and accompanied their northern cousins in raiding Kallavesa. With the arrival of the Marcher army from the east, they were eventually driven out of the marshes. Their numbers were swelled by the lesser tribes driven westward from what is now the Marches; according to historians, they engaged in a brutal war of dominance with the lesser tribes, conquering them and requiring them to offer fealty. Today the southern Jotun are much more aggressive than the northern branch of the tribe; in 347YE they began a campaign of conquest against the Mournwold, sweeping through Liathaven and driving out both the Navarr and the Marchers. They still occupy these territories to this day and make regular raids into Kahraman, Mitwold, Bregasland and even as far east as Tassato.

At various points in their history, the Jotun have entered into pacts with the humans of the Empire, most notably during the reign of Emperor Guntherm. These treaties reflect earlier conventions between the Jotun and the Winterfolk in the years prior to the formation of the Empire. Such pacts and treaties take the form of ceasefires, and rarely last more than two years although in some cases they have been renewed. Some thanes living on the borders, and even a few Marcher stewards have engaged in smaller-scale pacts with individual clans of Jotun in a similar way.

Further Reading

- Jotun Overview

- Elite Jotun troops

- Elite Jotun characters

- Jotun look and feel

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Jotun look and feel

Contents

- 1 Overview

- 2 Colour

- 3 Breakdown

- 3.1 Base Layers

- 3.2 Armour

- 3.3 Weapons

- 3.4 Shields

- 3.5 Accessories

- 4 Volunteering

- 4.1 Wintermark & Varushka

- 4.2 Navarr

- 4.3 Highguard & Dawn

- 4.4 Imperial Orcs

- 4.5 Brass Coast & Urizen

- 5 Further Reading

Overview

The Jotun value courage, strength and martial prowess above other attributes. They do not throw their lives away, nor use their subject tribes as disposable troops, but they are invariably looking for a way to increase their honour, with an eye towards becoming ancestors when they die. The only true dishonour, most Jotun recognise is showing fear in the face of the enemy, or striking a worthy opponent down by treacherous means.

In battle, the Empire will usually encounter a mix of elite Jotun warriors and less skilled warriors drawn from the subject clans that are ruled by the Jotun. Where possible, we will try to field groups of Jotun warriors together, especially if they have similar costume, and then inter-space the line with bands of regular barbarians.

As with any barbarian role, PD will provide simple costume that you can use when monstering the Jotun. The following page provide an overview of how you can improve upon the basic barbarian breastplate and soft kit available.

Colour

Red is the traditional tribal colour of the Jotun, and warriors will try to wear at least one item that is red whenever possible, so that other Jotun recognize and respect them. The ideal shades are dark or blood red, but brighter reds work well for highlights, accessories or wraps.

Breakdown

Base Layers

The perfect Jotun garment is a thigh-length woollen tunic worn over trousers. These are worn by both male and female Jotun and are usually in a dark base colour such as grey, dark green or brown or in a dark shade of red. In practice any dark coloured base garments are better than nothing as a starting point if you are volunteering to play a Jotun.

Armour

Jotun consider mail superior to plate armour. Most Jotun warriors will have a simple mail shirt, or a full length hauberk. This can be supplemented with plate on the forearms and lower limbs and sometimes around the shoulders. Plate does not form the majority of an elite Jotun warrior's armour in battle, instead it adds extra protection to vital areas and serves to add to the visual theme of heavily armoured warriors.

A light breastplate, such as the one represented by the PD injection moulded armour is considered inferior by Jotun warriors. This armour is still common in Jotun armies - but is usually worn by members of the Jotun subject clans rather than by elite Jotun warriors.

Weapons

The axe is the favourite Jotun weapon, they consider it a more versatile weapon than a sword and believe it allows a stronger more skilled warrior to dominate his opponent. Most Jotun will wield a war axe with a shield, but many opt to wield a long handled axe with two hands. The Jotun also use other heavy hefted weapons like hammers and maces, where an axe is not available, and will employ swords as a last resort where no other weapon is available.

The Jotun avoid long spears and pikes, but younger Jotun warriors who are unable to afford the best armour will often favour a spear and shield in battle, taking advantage of their speed to make swift darting jabs at enemies foolish enough to leave themselves open to attack.

When it comes to ranged combat the Jotun prefer thrown axes or javelins. They do not tolerate crossbows on the battlefield, regarding them as dishonourable weapons that require neither skill or strength to use. They also tend to shy away from bows, However Jotun subject clans that do make use of bows as weapons of war are tolerated in the line.

Shields

Many Jotun carry shields into battle, paired with either an axe or short spear. They favour rounded shields, the style similar to those carried by the Steinr in Wintermark. These shields are mainly used to parry and block enemy blows with, allowing the warrior to fight aggressively. Rarely do they use them to form a strong wall of interlocking shields.

We will try to make sure we have enough red shield covers for round shields, so if you have a round shield it is worth bringing it with you even if it is highly distinct as we will hopefully be able to give you a cover for it.

Accessories

Red is often seen on their banners of war or incorporated into their costume in a totemic way. Even a small amount of red can make a big impact: a tabard or sash, scarf (to hide your human neck!), material belt or strips of cloth used as arm wraps or decoration on armour.

Fur trim, pelts and tokens made from teeth or bone are additional items that can be added to represent glorious kills a Jotun warrior has made whilst hunting. They consider powerful creatures such as dire lions, dire bears, dire boars and mandowla to be potent symbols of strength and might; many Jotun standards are topped with skulls of such animals.

Volunteering

Everyone who is volunteering to monster should turn-up wearing base costume and carrying a simple weapon if remotely possible. However if you are able to bring costume, weapons, and armour that are suitable for Jotun roles when monstering for a Jotun fight, then this is an enormous help in making the battle look as good as possible. In particular, we will try to assign volunteers to groups based on the kit they bring with them; players who have good Jotun kit will be assigned Jotun roles, those without will be assigned to play barbarian orcs from a Jotun subject clan.

Any of the following kit is ideal when volunteering for a skirmish or battle involving the Jotun.

- Axe, hammer, or one-handed spear

- Round shield

- Mail shirt or hauberk over padding as appropriate

- Any greaves and vambraces

- Dark coloured tunic or red if available

- Dark trousers

- Leather warskirt

If you are playing Empire, then some of your personal kit may be extremely useful whenever you are volunteering to monster. Imperial kit that is especially useful when volunteering for Jotun battles is covered below.

Wintermark & Varushka

Mail is the obvious useful item, but parts of the soft kit for either of these nations could be invaluable when volunteering. Leather and fur trimmings and accessories work well for an elite Jotun warrior. Vambraces and greaves of any kind are also prized by the Jotun, but lamellar armour is rarely seen amongst the Jotun and is best left in camp.

Navarr

The leather and well worn look of the Navarr works well for younger Jotun warriors, especially if combined with the traditional Navarr shield and spear. Units of lightly armoured Jotun warriors are highly mobile and daring on the battlefield, launching swift attacks against exposed enemy formations to sow discord and panic.

Highguard & Dawn

The lightly armoured look of the younger Jotun warrior might also suit players with Highguard Unconquered or Dawnish Yeomanry kit. In particular any leather or fur trimmings can easily be incorporated into a Jotun costume. As noted, mail is favoured by Jotun over plate but if you have plate then a good approach would be to focus using the items that cover the neck and arms, perhaps worn over a gambeson and combined with items of red fabric.

Imperial Orcs

If you are playing an Imperial Orc then most of your costume is likely to be useful when volunteering. If you have layers of armour over chain, then consider just bringing your mail - this can be an opportunity to wear a bit less in battle! Imperial Orc kit is very distinctive, so if you are able to replace or supplement any elements with red fabric then this will help.

Brass Coast & Urizen

The Jotun have recently conquered the Lasambrians, a major clan of orcs located on the borders of the Brass Coast and bands of Lasambrian troops could appear on any Jotun battlefield. This means that Freeborn costume is surprisingly useful when volunteering for a large Jotun battle - as it will mean you can play a Lasambrian auxiliarie on the field. Whilst the Lasambrians are not seaborne corsairs, the desert and raiding themes of the Freeborn fit well here. Unlike the Jotun, the Lasambrian orcs also have a large number of battle mages who use their magics directly against the enemy. Both soft kit base layers and Brass Coast armour would work well combined with orange tunics and sashes that PD can help provide.

The Jotun field very few magicians on the battlefield, but the Lasambrian forces include witches who are skilled at using magic in combat. Urizen base costume will work well for a Lasambrian when combined with PD costume, but we are always short of wands, rods and staves. If you are playing a Freeborn or Urizen character and are own a suitable mage implement, then it is helpful if you can bring it with you when volunteering so we can cast you as a Lasambrian magician.

Further Reading

- Jotun Overview

- Elite Jotun troops

- Jotun look and feel

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Judged by their company

The man beetled his dark brows and bared his teeth in an expression he obviously thought was a smile.

"Ambition, Courage, Fidélité, Fierté, Prospérité, Sagesse, et enfin Vigilance," he said triumphantly.

His five friends - who Ressia was unable to not think of as "the other soldiers from his unit" nodded and muttered their agreement. The Freeborn priest could not help but feel a little threatened. When they clustered close, these large, muscular men and women, he felt a little like he was standing at the bottom of a well. He had been in Nemoria for nearly nine months now, having arrived along with one of the shipments of white granite, and while he was no connoisseur of Asavean fashion he knew enough to recognise the knee-length togas his six guests were wearing as being exactly the kind of thing off-duty soldiers wore.

None of them had made much effort to hide the tattoos on their arms and legs - red and black curving marks. He'd been here long enough to recognise those as well. Campaign marks, drawn indelibly onto their bodies by the priests of their mysterious God of War. He couldn't identify their meaning but the fact they all more-or-less matched up one to another more or less confirmed that these were all soldiers from the same legion at least. Who had simultaneously all decided they wished to become initiés des Sept Vertus - initiates of the Seven Virtues.

They seemed to have only a very vague idea of what that would entail. He was at a bit of a loss. Something about this felt wrong, but he couldn't put his finger on it.

"Dites-moi. Pourquoi voulez-vous. Devenir prêtre?" he asked. He was not adept at this particular branch of the Asavean tongue. It made him homesick for the Empire, where everyone spoke one language and most misunderstandings were down to wilful pig-headedness rather than people being literally unable to communicate with each other.

They looked at one another. One of the women rolled her eyes and made a comment about his atrocious accent.

In broken Imperial, one of the others spoke up.

"Je vais être honnête. We like the way you talk about Courage," he pronounced it strangely, Coo-radj. "And about Fidélité, and Fierté. We know that you can work magic with words and purple liao. That makes people strong, and helps them fight. Sans les cristaux. We would like to have that also?"

The leader nodded and spouted a stream of quick Asavean Français. His - probably his corporal, Ressia mused absently - translated.

"Also, we know that what you can call up you can also send away. We would like to be able to do that."

He moistened his lips, and chewed briefly on his moustache. He looked at his probably-sergeant, and then back at the short Freeborn priest in front of him.

"There is also a special sight that you have which lets you see other Pèlerins, yes? We would like to have that sight."

All six were quiet for a moment.

"Pour trouver nos nouveaux frères et soeurs," said one of the others quickly. All six nodded once, in unison, in a way that was frankly unsettling.

"Nous avons de l’argent," said one, holding up a bag as demonstration. It chinked, It looked heavy. "Beaucoup d’argent."

They all stared at him again.

He took a deep breath, and put on his best smile, his sutannir's smile.

"C’est bien, mais malheureusement...."

He did his best to explain that while he oversaw the day-to-day running of the temple, ordaining Asavean priests was beyond his authority and he would need to ask for guidance from the Imperial Synod. The six definitely-soldiers left with unhappy expressions, after twice attempting to explain to him that he had clearly misunderstood. They had money, did he not see? Lots of money.

"Everything can have a price," he muttered to himself when he was alone. "But I'm glad it's not going to be up to me to work out what this particular price is going to be..."

Contents

- 1 Overview

- 2 Des Sept Seigneurs de la Vertu

- 2.1 Permission and Forbiddance

- 2.2 Conflict, Inaction, and Limited Opportunity

- 3 Closer to Home : Almodin Oktístis

- 4 A Primer on the Asavean Gods

Overview

Imperial relations with the Asavean Archipelago remain stable and reasonably positive. Far to the west, the ancient city of Nemoria stands as the jewel in the crown of Asavea. Here, the Plenum governs the many provinces, satrapies, and subject nations of the sprawling aristocratic state. Here, the great temples of the myriad Asavean gods send their priests out to minister to their people. Here, the slave-galleys of the richest captains bring the wealth and wonders of the known world for the amusement and prosperity of the Asavean oligarchs. Here, too, come Imperial and Sarcophan, and even Grendel ship merchants, eager to buy fine luxuries, orichalcum, tempest jade, and iridescent gloaming.

Toward the tail-end of 382YE, a major construction project was completed in Nemoria, sponsored by the Plenum and paid for by the Imperial Senate. A grand temple of the seven virtues was raised, the counterpart to the Asavean temple that stands on the shores of the Brass Coast. The first Imperial priests took residence at the temple shortly before the Winter Solstice last year, and 'Franco i Erigo was appointed as liaison to the Temple.

Over the course of the last six months the temple has received many visitors. Some are local pilgrims of the Way, pleased at last to have a true temple where they may practice their faith and receive the services and comfort only true priests may provide them. Many more are interested sight-seers, enthused by the novelty of a new temple to a foreign faith, one that many have heard of but few know much about. There is a frisson of danger or transgression for many of these visitors, of course. In the minds of most Asaveans, the Way is indelibly linked to the zealots of the hated Sumaah Republic, and the the rebellious slaves that periodically seek to sow disruption and cause chaos for the benign Asavean oligarchy.

Note everyone has welcomed the temple, of course. Most of the opposition to the Temple seems to come from priests of smaller temples - perhaps feeling overshadowed by the striking new structure - and from Plenum families with a grudge against the Empire, or who are particularly rabid in their hatred of Sumaah. "This temple is nothing more than a veil for insurrection," they warn. "These Imperial priests will conspire with the Sumaah, and seek to overthrow the Plenum!"

Still, these voices are subdued at the moment, drowned out by vocal support for the Imperial temple from the high priests of several of the major sects of the Asavean religion, especially those of Balo of the Foam, the Black Bull, Lord Isso Mãos, patron of fair handed trade, and from the influential priests of Aseus-who-Tamed-the-Wind, patroness of diplomats. To the surprise of some - given the Empire insisted on overturning Asavean tradition and building their temple with paid workers rather than sensible slave labour, the priests of Baddu the Builder have joined their voices to those of the others, keen to point out that the Empire is in fact at war with Sumaah over matters of heresy and perversion of their shared faith. The highly respected Almodin Oktístis recounts many stories of the many wondrous sights he has seen in the Empire, and of the good sense of the Imperial people.

For now, the voices in favour of the Temple are leading the discussion. Yet that same popularity, and willingness to find a place for the Way in the complex pantheon of Asavean faiths, is causing some trouble of its own.

Des Sept Seigneurs de la Vertu

At the moment, all the priests who currently serve at the Temple of the Seven Virtues in Nemoria are Imperial volunteers, Missionaries and wayfarers primarily from the Brass Coast, Highguard, and the League, they have been chosen for their solid common sense and progressive attitudes. In recent months, however, there have been an increasing number of requests from Asavean citizens eager to learn more about the secrets of the faith, and to become ordained as priests in their own right.

The majority of these applicants appear to be lower-ranking individuals looking to improve their social status by attaching themselves to the Temple. A handful are former slaves, inspired particularly by the virtue of Ambition, while there is also a smattering of younger children of minor Plenum families no doubt seeing potential political advantage in associating themselves with the Empire whose star is on the ascendant in Asavean society.

According to Ressia i Afanera i Guerra, the wise sutannir from Feroz who oversees the day-to-day running of the temple, however, there are several more problematic applicants. A dozen grim-faced men and women of obvious military bearing were particularly insistent on their desire to learn more about the Way. They were especially keen to learn the intricacies of liao use, especially the ceremonies of excommunication, and insight. While they had clearly studied the Way, and could recite the doctrines and the teachings of the virtues, Ressia was deeply concerned that they showed little understanding of what they had mastered by rote. He fears their request to become priests is not sincere. Given that several bore the crimson-and-black tattoos indicative of sworn-warriors of the Asavean God of War, he refused to teach them without first receiving permission from a higher authority.

At the same time, there have been discreet inquiries from a number of higher-ranking slaves, many bearing beautifully calligraphied letters of permission from their owners, petitioning for the right to learn the "unique priestly magics of the Seven Virtues". For the most part these slaves seem interested in the ceremonies that create virtuous auras, and as with the soldiers show little understanding of the philosophy of the Way.

Both these latter sets of petitioners offered monetary incentives to secure access to the skills they desire. There seems to be some mild confusion as to why the temple is not interested in taking on aspirant priests. Soldiers and slaves alike seemed surprised that their requests were not accepted. In some cases, another approach was made a few days later offering more money, and one minor noble sent several florid letters claiming a close friendship with a certain powerful Imperial citizen of the League who would vouch for the virtue of his slave.

Ressia i Afanera i Guerra is uncertain how to proceed, and seeks the guidance. While matters such as this might usually be dealt with by the Liason, there are clearly serious questions about the purpose of the Temple of the Seven Virtues, and the intentions of the Synod toward Asavea, that must be carefully considered. As such, Ressia wishes to receive the guidance of the Imperial Synod rather than only that of his countryman Franco i Erigo.

Permission and Forbiddance

Training a cadre of new Asavean priests will require an investment of liao, but that is not the real problem here. At the moment, as near as Ressia i Afanera i Guerra can tell all the priests of the Way in Nemoria are Imperial citizens. Ordaining Asavean citizens (or slaves) as priests is certainly possible, but at that point they would be able to teach their own disciples, and use the liao ceremonies free of Imperial oversight.

Who, if anyone, will be allowed to learn not only about the Way, but the ceremonial skills that priests in the Empire take for granted.

The Way unites humanity through the Seven Virtues. The ceremonial skills practiced by priests in support of the Way are only a small part of what drives the faith, and helps the souls of humankind pass through the Labyrinth. Virtuous use of liao requires a deep understanding of the Way unique at this time to Imperial priests. We send (named priest) with 10 doses of liao to explain the necessity for Wisdom to the people of Nemoria.

Synod Mandate, General Assembly

If this mandate is enacted by the general assembly, the Temple in Nemoria will not accept any aspiring priests and will not share the secrets of the liao ceremonies with the people of Asavea. This will ensure that the Temple of the Seven Virtues remains central to the spread of the Way in Nemoria, but it will also mean that the spread of the faith is significantly curtailed.

The civil service judges that the Asaveans will not be offended by this decision - far from it. Each sect of the Asavean religion has their own proprietary knowledge and the fact that the priests of the Seven Virtues wish to keep a monopoly on the use of liao will be seen as perfectly natural. Indeed it may quiet some of the dissenting voices in the Plenum - presenting a clear indication of commonality between the Seven Virtues and the temples of the Asavean gods, and mollifying those concerned that the Temple is the first stage of an attempt to convert the people of Nemoria away from the traditional worship of the gods.

The Way unites humanity through the Seven Virtues. The people of Asavea will more readily accept the teachings of the Way from their own people; creating Asavean priests will help to spread the faith. Yet only those who show a true commitment to the doctrines of the faith should receive training in the use of liao. We send (named priest) with 50 doses of liao to support the training of new priests from among those judged most sincere in their devotion to the Way.

Synod Mandate, General Assembly

The Synod could choose to allow the training of small number of Asaveans, carefully selected by the most Wise and Vigilant priests associated with the Temple. Explicitly, none of those attracted by novelty, none of the military individuals, and none of the slaves will be considered. Only a few priests will be trained in this manner, but they will be Asaveans and more able to reach out to citizens who might otherwise avoid contact with the Temple. The Way will spread more quickly, and more tenaciously, through Nemorian society.

This mandate is not without complications however; it reinforces the perception that there is something secretive and conspiratorial about the faith. The idea that only certain individuals are fit to learn the inner secrets runs counter to the traditions of the Asavean people - where money or influence are considered to be equally effective at opening closed doors as mere talent. Assumptions will be made about what qualities these Asaveans must have to have been permitted to learn the secret lore of the Way - that they are complicit in some Imperial agenda. This will increase opposition to the Temple slightly, and will do nothing to reduce fears that the Way is a religion of rebels and disruptive elements.

The Way unites humanity through the Seven Virtues. Liao ceremonies are valuable tools in helping human souls to pass through the Labyrinth; they are not to be jealously guarded by shared with those who would make best use of them. Those with the Ambition to seek to better themselves, and embrace the Virtues, should be given the opportunity to do so. We send (named priest) with 50 doses of liao to encourage Asavean citizens to aspire to mastery of the Way.

Synod Mandate, General Assembly

Alternatively, he Synod could choose to allow the training of any Asavean who wishes to apply, including minor nobles, soldiers, and higher-status slaves. Some discretion would still be applied - there are only so many priests capable of taking on so many students at any given time - but for at least the next year the focus of the temple will be on training Asavean citizens as priests of the Way capable of ministering to their own congregations. This bold move will speed the spread of the faith through Nemoria, bringing Asaveans from all walks of life to the Temple and helping to reduce the perception of the Way as a religion for slaves and rebels. It will also quickly allow the reach of the Temple to stretch beyond Nemoria itself, potentially allowing missionaries (Imperial and Asavean alike) to spread the Way to inhabitants of the provinces and satrapies that look to Nemoria for guidance.

Those with the wealth to do so will expect to pay for the privilege, and while some of that money will be used to purchase additional liao for use in the training, a portion will be contributed to the Virtue fund. The civil service estimate than 10 Thrones each season will be added to the Virtue fund for at least the next year (until the start of Summer 383YE), and perhaps even longer if the missionaries in Asavea prove successful in spreading the faith farther afield.

This mandate is not without potential complications however; the Temple in Nemoria will quickly lose any monopoly on the ceremonial skills used by priests. The majority of the new priests will be reasonably sincere, but it will mean that Asavean citizens with self-serving or nefarious reasons for wishing to learn the secrets of liao will be able to do so. While the new Asavean faithful will look to the Temple in Nemoria for guidance, it is inevitable that they will develop their own ideas about the virtues and the doctrines that may potentially end up conflicting with the orthodoxy of the Imperial Synod - although this may be an inevitable price of making the Way accessible to the people of Asavea.

Conflict, Inaction, and Limited Opportunity

As always, if multiple competing mandates are raised successfully, the one that achieved the highest margin of success will be the one that is considered to have been enacted.

If the Imperial Synod chooses to ignore the situation in Asavea, it is likely that some of the aspirants will become disheartened by their inability to achieve their ambition. Others, however, are likely to become more vociferous and frustrated by the lack of a clear answer from the priests of the Temple. This will certainly contribute to the criticism of the Way in the Plenum, and among the lesser priesthoods.

Also as usual, these mandates are available only during the Summer Solstice 382YE. If the situation in Asavea continues to develop, it is likely that new mandates related to the ongoing situation, may become available. The Synod could guide those mandates by using statements of principle but this would run the risk that the situation would become more volatile, rendering such statements moot.

We request an audience for Inquisition for the Asavean Architect Almodin Oktístis so we can better understand the commission brief and nature of his buildings within the Empire, at the Summer Solstice Summit 382YE, three in the afternoon on Saturday, at the Hub.

Synod Inquisition, Veikko, General Assembly, Upheld 1020-31

Closer to Home : Almodin Oktístis

The "Asavean Architect" Almodin Oktístis, priest of the Builder god, has been in the Empire for over a year now. He receives a regular stipend from the Imperial Senate and in return has overseen a number of commissions for the Senate: the Pallas Docks, several great works, a fortification in Varushka, a casino in Temeschwar, and even the newly completed runeforge near Cargo.

Despite some recent controversy regarding the "defilement" of the Varushkan fortification he helped construct, he seemingly remains enthusiastic about embracing any opportunity to design large structures that the Empire offers. Last season, he let it be known that he is having such a fine time in the Empire he is prepared to go further - to bring in additional Asaveans to oversee further commissions in return for allowing them to build a small temple to their builder god.

While there has been no word from the Senate as to whether his offer is being considered, the Imperial Synod has called him for Inquisition. The judgement of Veikko of Sigehold Hall was upheld by a sizeable majority of the General Assembly. Informed of this, Almodin Oktístis was reportedly initially somewhat concerned but once he was made to understand what an inquisition represents, he apparently became more sanguine. He has confirmed his intention to visit Anvil for the inquisition, and has asked that the Ambassador to Asavea, Jarrigk Wegwandelaar, arrange an Imperial priest to accompany him who can answer his questions and provide any legal advice that may be necessary.

A Primer on the Asavean Gods

Since the Spring Equinox, a popular pamphlet claiming to explain the Asavean religion has been circulating the southern cities of the Empire. While it is not clear where the original document came from, the cheaply printed pamphlet "A Primer on the Asavean Gods" has been traced to a printing house in Tassato Regario, the Honourable Press. The pamphlet is of dubious provenance, but has quickly spread to whatever parts of the Empire the Blood Red Roads may reach. The Honourable Press have defended their production of the pamphlet by arguing that it does not attempt to claim the Asavean gods are real, but merely seeks to arm the faithful with knowledge so that they may better recognise and resist the wiles of their priests. The phrasing of much of the text suggests that it may originally have been taken from a document intended for children, but the printers refuse point blank to reveal who paid them to produce the pamphlet. They claim that to do so would ruin their professional reputation and thus be a crime against both Prosperity and Pride.

Since the original print run - printed (badly) on poor-quality paper - several further copies have been made, many of them by hand. (OOC Note: Anyone who wishes can download and print out a copy of this pamphlet (File:Asavean Religion Pamphlet.pdf) - it has been recopied numerous times so there is consequently no standard appearance.)

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Judgement

Contents

- 1 Overview

- 2 Proposal

- 3 Voting

- 4 Majority

- 5 Scrutiny

- 6 Avoiding Scrutiny

- 6.1 Primacy

- 6.2 Greater Majority

- 7 Failure

- 8 Withdrawal

- 9 Further Reading

- 9.1 Core Brief

- 9.2 Additional Information

Overview

Judgements are the way that the various assemblies of the Imperial Synod carry out their business. There are a number of different judgements, each of which has precise legal implications. By passing an appropriate judgement, an assembly may appoint a cardinal, veto a Senate motion, change doctrine, or revoke a general. All the main powers of the Synod rely on a judgement being raised and passed when directly employed by the Synod.

The only alternative to a judgement is if the Senate creates an Imperial title which has the legal authority to use one or more Synod powers. These powers can then be executed directly by the title holder without the need to submit a judgement for the approval of an assembly.

Proposal

Each member of the Imperial Synod, may propose a single judgement per summit. The judgement must be submitted to an appropriate civil servant (normally found in the Hub) at Anvil and must be submitted for the approval of a single appropriate assembly. To raise a judgement the priest needs to identify:

- Which Synod power they wish to utilise

- The target of the judgment if any

- Which assembly they are looking to place it before

The power and target of the judgement may determine which assembly is legally allowed to consider it. For example, only the General Assembly may excommunicate a citizen. A national assembly my revoke one of their own, but the Marcher National Assembly cannot consider a judgement to revoke a Navarr senator. The civil servants with expertise in Synod matters will be able to help advise inexperienced priests how best to use their judgement to achieve their goal.

The civil servant will record the judgment and display it prominently in the Hub so that it can undergo scrutiny by the members of the assembly who will vote on it. Every member of an assembly has the right to vote on every judgement raised with that assembly.

E.g. Marrok of Dawn wishes to raise a judgment of inquisition against members of a League coven believed to be consorting with Wendigo. Marrok seeks out an appropriate civil servant and indicates that he wishes to do this through the Assembly of Vigilance, of which he is a member.

Some Imperial titles grant the title holder the power to propose one or more judgements. If the title holder is already a member of the Synod then they may raise these judgements in addition to the single judgement every Synod member is entitled to.

A judgement must normally be allowed to continue until the voting has concluded. The Tribune may use their judgement to withdraw a judgement if the priest who raises it requests them to do so if it is very clear that that would serve the best interests of the Synod.

Weeds need no sowing.

Marcher Proverb

Voting

The civil service do not arrange any formal meetings for the members of the Synod. When a judgement is raised, a physical copy of the judgement is pinned to the walls of the hub so that it may be scrutinized by any citizen. Eligible members of the Synod may then vote for (or against) the judgement at any point until voting closes.

The votes of Synod priests in determining a majority are not equal. A priest's judgment is measured in influence, and their influence is weighted by the size, or importance, of their congregation. Voting is conducted in public and any citizen may view the records to see how many votes a judgement has gathered and who has supported or opposed it. A priest may change their vote at any point up until the judgement is passed or defeated.

At each summit there are five fixed deadlines when voting ends. A priest must choose which deadline to use for their judgement when they raise it. At any point up to the deadline, priests of the appropriate assembly can register their votes either for, or against, the judgement. They do this by seeking out an appropriate civil servant, usually at the Hub. The priest may change their vote at any time before voting concludes.

This system makes supporting the Synod easier for the civil service and easier for priests to know when voting on important judgements ends. At each deadline, the office of the Tribune of the Synod will close voting and then count the votes for every Synod judgement due to end then. These deadlines are currently set at 10pm on Friday, then 2pm, 6pm and 10pm on Saturday and finally 2pm on Sunday.

Truth is the judgement that endures.

Highborn Saying

Majority

For a judgment to be successfully made, it needs to achieve a majority. There are two kinds of majority:

- A lesser majority is one where the votes in support of the judgment exceed those made against it

- A greater majority is one where the votes in support of the judgment exceed one half of the assembly's voting strength

If a judgment has achieved a greater majority before the voting deadline, then the priest who submitted the judgement may request that the civil service use their discretion to end the voting early and announce the decision. The civil service will usually acquiesce to the request, provided there are reasonable grounds to believe that the judgement has reached the greater majority, and that they are not already committed to other activities. If the Tribune confirms that the greater majority has been achieved in response to a request, then no more votes may be cast, nor existing votes changed.

The voting strength of an assembly can change as priests travel to and from Anvil. The Tribune will recalculate the assembly's voting strength after each voting deadline has closed - after the votes have been counted.

Scrutiny

Members of an assembly must be given sufficient time to weigh the issues and vote on a judgement. The period of time when a judgement is open for consideration and voting is called scrutiny.

A priest may raise a judgement at any time and may request any one of the remaining deadlines for their judgement. However their choice must ensure that members of their assembly have at least three hours to consider and vote on it, and once selected the deadline cannot be changed. The civil service will refuse any request for a judgement with less than three hours before the deadline, unless it has primacy or requires a greater majority. This means that a priest raising a normal judgement less than three hours before the impending scrutiny deadline must choose a later deadline - or delay their judgement to the next summit.

E.g. Priest Tacitus submits a statement of principle for scrutiny at 8pm on the Friday night of the summit. The next scrutiny closure is at 10pm, only 2 hours away. Therefore, the earliest the statement of principle can close is 2pm Saturday. Tacitus could also opt to close the judgement at 6pm or 10pm on Saturday, or even 2pm on Sunday.

In practice the office of the Tribune use some discretion when accepting a judgement, seeking to avoid unduly penalizing a priest for a few minutes delay.

Avoiding Scrutiny

Primacy

If a priest has gathered sufficient support of their Assembly that they have a greater majority present on the spot then they are permitted to raise a judgement and have it counted immediately. This is called primacy. In effect, the normal rules requiring three hours scrutiny are waved because primacy provides demonstrable proof that enough members of the Synod have already given the issue sufficient consideration.

Members of the synod who are present may choose to cast their votes for or against the judgement. Any group claiming primacy must wait until sufficient votes are recorded to achieve a greater majority. If there are insufficient votes to claim a greater majority then the Tribune will either fail the motion, or if there is sufficient time left at the summit to allow for scrutiny, post the Judgement as normal on the Synod board.

On the final day of the summit, a judgement must be raised before 11am to allow sufficient scrutiny before the voting deadline at 2pm. Synod Tribunes will usually advise any priest seeking to raise a judgement to bring primacy of their assembly if there is insufficient time for scrutiny to take place.

Greater Majority

Any judgement that requires a greater majority - veto, excommunication, recognition, or change of doctrine - may be raised without the need for three hours of scrutiny if a priest wishes. Since these judgements require a greater majority to pass they cannot come into force unless sufficient members of the Synod are aware of them and have approved them.

The Throne has the power to change a Synod judgement to require a greater majority. This power may be used to submit a normal judgement for voting without scrutiny.

Failure

If a judgement that requires a lesser majority has already been failed, then any subsequent judgement submitted to the same assembly in the same summit that has the same legal outcome will automatically require a greater majority to pass.

Withdrawal

A member of the Synod who has submitted a judgement may ask the Tribune of the Synod to use their legal powers to withdraw it. The Tribune will usually allow a judgement to be withdrawn, provided that they are satisfied that this is in the interests of the Synod. Withdrawing a motion has the same legal outcome as if it had failed; the Synod member may not submit a replacement.

If a judgement has attracted a significant number of votes already and it is clearly in the benefits of the Synod for the judgement to continue then the Tribune will not permit a judgement to be withdrawn. For example, if a judgement of veto were withdrawn at the last minute, when it was becoming clear that it would pass - then the Tribune will not allow that judgement to be withdrawn.

A citizen who is a candidate for a judgement of appointment may withdraw their candidature at any time. If they are the only candidate on the ballot, then the entire judgement will be withdrawn.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Imperial Theology

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

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Kaela

Contents

- 1 Eternal of Winter

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Winter

Sobriquets

Most commonly, Kaela is called the Lady of the Grim Host after the army of undying warriors she commands.

She is also known as the Sorrowful One, sometimes as End-of-Strength, sometimes as The Lady of Oblivion. among the Icewalkers of Wintermark she is called the Cold-Hearted; the Urizen stargazers refer to her as Dark-Between-The-Stars and say she despises and fears the Net of the Heavens; the Navarr call her Queen of Silence and say that she despises music and dance; and in The Marches she is called The Black Dog.

Her influence is strong in Axos and, to a lesser degree, the Sarcophan Delves. The Axou call her Queen Esk and seek her favour; there are several covens of magicians who serve as her agents selecting the best and brightest to convey to her presence so she may add them to her Grim Legion. In the Sumaah Republic she is shunned; magicians who deal with her are likely to face charges of blasphemy, heresy, idolatry or all three. In the Asavean Archipelago she is worshipped as a goddess - she is referred to as la Reine qui siège sur le Trône Noir (the Queen on the Black Throne) and it is customary for wealthy Asaveans, especially those of advanced age, to offer a sacrifice of food, wine and blood to her at the Winter Solstice.

Appearance

This Winter eternal appears either as a pale-skinned woman dressed in black armour, usually with a helmet crowned with the antlers of an elk and bearing a greataxe, or as an ancient crone dressed in dark-green and black with jewelry made from finger-bones. Traditionally she has appeared dressed as a Varushkan wise-one or boyar, but in recent decades she has taken to attire reminiscent of The Brass Coast or The League.

Kaela is never encountered alone; she is always accompanied by the warriors of her grim legion and by her undying attendants.

Concerns

Kaela exemplifies weakness, despair, old-age, senility and desperation. She takes no joy in these things, but presents them as simple, unquestionable facts. Everything fails. Everything dies. Everything falls apart. In the end, entropy wins.

It is not a matter of whether things will collapse, merely a matter of when. She respects those who strive to hold back the end ... as long as they accept that the end is inevitable, that there is no hope. Likewise she appreciates those who work to open the eyes of others to the essential futility of existence ... as long as they accept that their own actions are largely meaningless as well, in the long term. Optimists and priests alike tend to incur her cold wrath.

Despite her concern with ending and death, she is not especially interested in the undead. Husks, wights, ghosts and the like are said to bore her. At the point where a being becomes undead, they have already died - already lost - and undead creatures are pitiful shadows of living beings. In some cases, according to scholars, she has referred to them literally as shadows - cast-off by the mortal who created them. Like many Winter eternals her pragmatic nature does not balk at the use of the undead as tools, but she does not consider them people. Her grim legionnaires are sometimes mistakenly referred to as undead, but she prefers to call them "unliving" - they are neither alive, nor dead, and have never actually stopped living.

Unlike beings such as Llofir however, Kaela does not despise the undead - for the most part she simply ignores them. She rarely, if ever, offers boons that destroy them, and never offers boons that allow them to be created except in the most short-lived circumstances (such as by enhancing the ability of Quickening Cold Meat to call forth Winter spirits to temporarily ride empty corpses).

Many priests despise Kaela; they fear that she is trapping human souls, removing them from the cycle of reincarnation. The Imperial Synod has prevailed on the Imperial Conclave several times to declare her an enemy of the Empire. Some theologians speculate that the undying legions do not have souls at all; that the human dies, and their soul moves on to the Labyrinth, and that the grim warriors are merely memories of themselves, little more than husks animated by a particularly strong animus. Speculation is likely to continue, as Kaela herself has no interest in answering questions about souls; she is generally dismissive when challenged.

In Wintermark she is strongly associated with the runes Kyrop and Yoorn.

Boons

Kaela's gifts are sorrow, despair and weakness; very few people want them for themselves. She can also offer wisdom, but always at a price - usually blindness or crippling infirmity. Some scholars say this is proof that she is connected to The Thrice-cursed Court; others point out that what she offers is wisdom, not power and that while the two appear similar, in the Winter Realm they are poles apart.

Her greatest boon, and the one she is most often approached to provide, is release from the fear of death (for at least as long as Creation endures). She can take someone who is not dead, even if they hover on the very brink of death, and bring them to her hopeless Realm to live on for eternity as one of her undying warriors. Sometimes she allows magicians to invoke her grim legion to fight alongside living warriors, but this return to the mortal Realm is always short-lived, and is a cruel reminder of the light, life, colour and joy that can never be experienced in the domain of Kaela.

Kaela prefers to take warriors over civilians, but anyone who has fought and striven in life who wishes to avoid death at any cost may find a place in her sorrowful court. Very rarely, she will bring forth a specific member of her legions to speak to mortals, provided they can be invoked by name and is among the legion. It is entirely at her whim if she chooses to do so. She can even be prevailed upon to allow one of her legion to die, but she will certainly charge a high price for this 'gift'.

Some seek out her ability to grant a painless death - she is said to be able to end anything that exists. She can kill a willing individual with a gentle caress, and it is said that even an apparently immortal creature such as a Volodny can be obliterated by her kiss. However, she is not a murderer and has no interest in forcing extinction on anyone. Only those who embrace death willingly will receive the painless death she offers. Her ability to kill is not limited to living beings - she is often evoked when performing Words of Ending, Black Iron Blade or by those attempting to unravel a permanent curse or enchantment.

Very rarely, Kaela offers a boon to an artist who has attracted her attention. She is known to appreciate well-crafted lays of lament, tragic poems, sad songs and theatrical events that end in despair, sorrow and bittersweet loss. A musician, playwright or poet who seeks to win her approval must be careful however, as she is known to dismiss those who fail to please her with a curse or a crippling malediction.

"By all means enjoy your life,

"But never forget that it is fleeting.

"Even if you manage to avoid violence, accident, pestilence ... even then you will age; you will decline; you will grow weak and infirm; your vision will dim, you will begin to forget; and then you will die. So will everyone you know and so will all your children down through all the ages until Creation itself gutters ... and goes out like a candle.

"So by all means, return to your home and raise your family, and strive to build a better world, and fight terrible wars for what you know is right and true; it gives one real hope for the whole future of Creation ... except, of course, we both know it has none."

OOC Note : The Grim Legion

It is entirely possible for a PC to join the Grim Legion in play, usually though an audience with the eternal. The PC must still be alive when they reach her chamber, and is usually Terminal. A character who is accepted into the Legion feels their infirmity drop away, and is restored to full health but they can never leave Kaela's realm without her permission. The player may have time for a final farewell to loved ones, but at the end of the audience the character is considered to have died or retired and cannot be played any further.

Requests to speak to specific player characters who have joined the Grim Legion are invariably refused. Joining the Grim Legion exists as a dramatic in-character way for a Terminal character to 'die' and once the role-playing is complete, there will be no further chances to play that PC just as there are none when a PC dies by any other means.

Individuals who have joined the Grim Legion are also considered dead by the Egregore ability to sense if someone is alive.

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Kahraman

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

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 The Gilded Peak

- 3.2 The Northern Peaks

- 3.3 The Great Mine of Briante

- 3.4 The Damation Cliffs

- 4 Regions

- 4.1 Braydon's Jasse

- 4.2 Gambit

- 4.3 Jade Range

- 4.4 Serra Briante

- 4.5 Serra Damata

- 4.6 OOC Notes

Overview

The mountains of Kahraman rise from the great grasslands of Soroche to the south and the Mournwold to the north, presenting a treacherous land of broken rock and barren mountainside. Fast-flowing streams spill down deep jagged-edged valleys. There is precious little in the way of vegetation, only scrub that clings to the slopes. However, there are riches in the mountains: here, the Freeborn find precious metals and minerals, often as sediment lying in the streambeds. Scattered settlements shelter in the valleys, with the remains of stone fortresses and watchtowers decaying on the heights above, remnants from the days before the Empire when the Freeborn warred with the Marches.

To the south of the mountains of Kahraman lie sweeping grass plains, a seemingly desolate landscape dotted with strange rock formations shaped by the wind. Here the Freeborn graze the bulk of their herds of goats and sheep. The wind from the west, the Delés, is constant and bitingly cold at night. As a result, for shelter, Freeborn communities settle in bowl-shaped depressions cut from the earth, their tents sunk below the plains' surface.

The families of Kahraman have a somewhat undeserved reputation for being quarrelsome; as a response, the Freeborn established the post of Dhomiro of the Cinnabar Hills to help mediate their disputes and to encourage trade between the sometimes quite isolated settlements here. The Dhomiro is an Imperial title that is appointed each Autumn by Freeborn citizens who control fleet personal resources.

Recent History

Since Liathaven and the Mournwold fell into the hands of the Jotun barbarians, there has been an increase in raids by orcs from the north. The Freeborn maintained vital trade routes and communications with the Navarr holdouts in Beacon Point, until the Jotun orcs forced the Navarr into Kahraman in late 379YE. By the spring of the new year, the Jotun had pushed deep into Kahraman, eventually making it all the way to the Great Mine of Briante until they were repelled by Imperial armies. After several months of fighting, the barbarians were chased back into the forests of Liathaven and by the Winter Solstice 380YE was Kahraman was free from barbarian occupation. However, the Jotun left a warning on the walls of Damata, saying that they had come once and would come again.

Major Features

The Gilded Peak

The mountain that separates the valley of Briante and the ancient stronghold of Fort Braydon bears a most peculiar summit, which at sunset or dawn gleams as if the rock is made of gold. The mountain is treacherous, and no-one has yet achieved it, although many have tried. “Climbing the Gilded Peak” has passed into local parlance as a phrase meaning “a fool’s dream”.

The Northern Peaks

The mountains along the northern borders of Kahraman are the home of several vicious clans of orc barbarians. Descended from mine working slaves who revolted during the orc rebellion, they refused all overtures from the Empire and expressed no interest in becoming Imperial orcs. Rather they created out-of-the-way strongholds for themselves and proceeded to prey on travellers and poorly defended caravans. Most of their spite was reserved for traders trying to cross the mountains to Liathaven, but in the years since they went rogue they have launched more than one concerted attack on a mining camp or northern village. The Empire would very much like to deal with them permanently, but they are like weeds - when one group is put down, another springs up a few years later to claim its territory.

The Great Mine of Briante

The Great Mine of Briante is a Bourse resource located in Briante. Custodianship of the Great Mine is an Imperial Title that brings with it a Seat on the Imperial Bourse. It produces 22 Imperial wains of mithril every season. Control is allocated to any Imperial citizen by open auction during the Autumn Equinox.

The Damation Cliffs

The Damatian Cliffs are a Bourse resource located in Damata. Custodianship of the Cliffs is an Imperial Title that brings with it a Seat on the Imperial Bourse. It produces 27 Imperial wains of white granite every season. Control is allocated to any Imperial citizen by open auction during the Summer Solstice.

Regions

Braydon's Jasse

The valleys of Braydon's Jasse are home to many small mining villages and the isolated homes of Freeborn families who value their privacy. The most famous feature of the Jasse is Fort Braydon, an old fortress dating from the days before the Marchers, when the Brass Coast kept watch against the barbarians and the Feni. The recent barbarian incursions have led to the rebuilding of its walls and strengthening of its defences. (OOC Note: Fort Braydon is a rank 1 fortification).

Gambit

Wide, arid plains characterise Gambit - named because every venture begun there is said to run a little extra risk but offer a little extra profit. Sunk into a natural depression in the rock-slopes that mark the southern limits of the Kahraman mountains is Rojota. Surrounded by goat-farming land, it is a hard place to scratch a living. Its fame is for a peculiar method of foretelling the future. Precious - for the Brass Coast - scraps of wood are left to weather in dust blown by the Delés and interpreted by sutannir skilled in such matters.

Jade Range

The Jade Range takes its names both from the rich deposits of tempest jade in the hills and from the dark, rich colouration of its grassy plains, kept lush by great underground aquifers. The grazing here is good, nearly a match for that of the Great Grasses in Madruga or the Sobral Grasses of Segura. The plains are spotted with settlements, the largest of which is probably Nestor’s Bounty, named for a scrivener who made a vast fortune writing contracts for the sale of rich claims found in the hills. As with Briante, this town is well-known for its mines, particularly precious stones and tempest jade.

Serra Briante

Quality: Hills

This hilly region is named for the Briante valley and the town that shares the same name. Surrounded by rich open-cast mines, Briante is now home for a number of displaced Navarr steadings, pushed out of Liathaven by the Jotun incursions. The town still maintains the Navarr beacons that once allowed the inhabitants of southern Liathaven to maintain simple communication with their northern neighbours - as well as provide early warnings of potential attacks from western lands outside the Empire. The Great Mine of Briante - one of the great wonders of the Empire and perhaps even the world - lies at the heart of the valley.

Serra Damata

Quality: Hills

The Damation Cliffs, a valuable Imperial Bourse seat, are found near Damata.

One of the most important settlements in the Serra Damata is the town from which the region took its name - Damata. For centuries a trading centre for the surrounding peaks, where rich deposits of orichalcum are still found, Damata was famed for its walls, every metre of which is covered in finely calligraphed script, recording stories that have been told amongst the Freeborn for generations. One day, they say, there will be no more room for writing, and then the town will perish, its life written. Until the Jotun invaded, Dawnish troubadours and Winterfolk scops alike travelled for some distance to learn the stories on the walls of Damata.

In Winter 379YE, an army of barbarian orcs swept down out of Liathaven, conquered Damata, and then moved on to secure the Damation Cliffs. After the region was reclaimed by Imperial armies at the end of 380YE it was found that the town had weathered its occupation without the walls sustaining any damage. The Jotun had in fact added to the walls, carving an ominous warning that said "We came. We shall come again".

OOC Notes

- All the regions of Kahraman are in the hands of the Brass Coast (and by extension the Empire).

- Fort Braydon is a rank 1 fortification.

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Kala

Virtue

Kala was recognised as an exemplar of Wisdom by the Imperial Synod in 28YE.

Biography

Despite the fact she lived and died nearly 200 years before the foundation of the Empire, the life of Kala is surprisingly well documented. A pre-Imperial Urizen born in Ravion in Morrow, Kala's parents were founder members of Windward Spire along the banks of the Couros river. According to her biographer Legimens of Windward, from an early age she drove the adults in her life mad with a constant stream of questions about why things were the way they were. To the surprise of nobody, she grew up to be an avid natural philosopher, fascinated by the world around her. She penned her first scholarly treatise at the tender age of 8, comparing the various methods of locomotion of the insects around her home. The original document, complete with beautiful water colour paintings of the crickets, water boatmen, bees, beetles, and spiders, still survives today having been smuggled out of the library of Ankarien hours ahead of the flamesof Emperor Nicovar.

Kala was at best an indifferent magician. As she grew older, she contentiously argued that the pursuit of excellence was not the same as the pursuit of magic. A student of Day magic, she preferred to rely on her mundane skills in her investigations of the world; she spent a small fortune on carefully shaped lenses rather than crystal mana. She is occasionally credited as having invented the spyglass (although there is little evidence for this), and alongside everything else her studies lead to dramatic improvements in the crafting of spectacles.

Her inquiring spirit - her drive to know why things were the way they were - was matched only by her drive to share what she knew with others, and to learn from them in turn. She helped refine and spread practices of rational debate that were embraced beyond Urizen - she is referenced in early League and Highborn texts dealing with formal logic, debate, and oratory for example.

It was her drive to share that lead to the invention for which she is most remembered - she devised a series of measurements that are still in use today across the entire Empire. Frustrated by using similes when she craved precision, Legimens describes how she gathered together all the systems of measurement she could find in the world and "weighted them each in turn, taking from each only those measurements she found useful." She published her findings in a scroll entitled "Weighing the World" and over the course of the next century they were adopted by scholars in Urizen and beyond.

She died peacefully at the age of 72, halfway through a treatise on mathematics that was never completed. Indeed, she passed away in the middle of writing out a complex equation that to this day has never been solved because a significant part of it existed only in Kala's mind.

As a well respected scholar, her story might have ended there. However, in the early years after the foundation of the Empire, Emperor Giovanni convinced the Urizen to become the ninth nation.He also charged them with instituting a system of education among the other nations, one many of them took to with gusto. As part of that education, they spread Kala's system of measurements to the other nations. To help encourage the adoption of that system - something that was of great value to builders and engineers in particular as it would make it much easier for them to cooperate across national lines - the Urizen assembly sponsored Kala as an exemplar of Wisdom. There was almost no opposition - her achievements spoke for themselves and her name was already well-known by educated people across the southern and eastern Empire. It did not hurt, of course, that their plan had the backing of the Emperor.

Kala is closely associated with her fellow exemplar Avigliana di Sarvos, who is believed to be a reincarnation of this erudite woman who strove constantly not only to conquer her own ignorance, but that of her fellow humans throughout the world.

Signs

- Kala's many, many writings form the basis of a great deal of Imperial scholarship and are a sign of her Benevolence. Not only did she strive to expand her understanding, she applied what she learned in practical ways, encouraged others to do so, and was never too proud to learn by talking to others.

- As a natural philosopher and practical scholar, Kala has inspired generations to follow in her footsteps. They look at the world, learn how it works, and find ways to employ their learning to make that world a better place.

- Her excellent example has lead to the salvation of countless Imperial citizens. Leaving aside the number of lives her studies saved, or the way they improved the quality of life for thousands, she also demonstrated that by embracing Wisdom, by sharing and learning lore, and by exercising a keen judgement, one can change the world.

- She left behind a lasting legacy not only in the shape of her system of measurements, but in the countless books and scrolls she authored and co-authored, and in the systems of rationality she helped refine and promote. Also, spectacles. Her calculations also laid the groundwork for the Imperial standardization of how much ore goes into an ingot, a measure, or a dose of special materials and herbs.

- She almost certainly undertook a pilgrimage to Highguard during her life. Whether she actually visited Bastion or not is a matter for debate, but it is believed she visited the Urizen's neighbours to the west several times to consult with their scholars - both to share her discoveries and to learn from them in her turn.

- A theory put forward by one of the Highborn priests of Wisdom that her keen intellect was miraculous in nature caused loud disagreement. In the end the suggestion was withdrawn. While Kala was undeniably very clever, there was no suggestion that she was possessed of supernatural powers. Her achievements were inspiring because they were the kind of achievements anyone could aspire to.

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Kalenda Maya

Kalenda Maya, medieval. Score and performance by Kathryn Wheeler.

This tune is played throughout Wintermark and the northern Marches and is often used as a dance tune.

Mp3, used with permission Media:Kalenda_maya.mp3

Score, used with permission Media:Kalenda_Maya.pdf

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Kallavesa

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 Rundhal

- 3.2 The Sovevann

- 3.3 The Pilgrim's Trail

- 4 Regions

- 4.1 Kallavesa Marsh

- 4.2 Rundhal Marsh

- 4.3 Skymark

- 4.4 West Marsh

- 4.5 Wittal Grove

- 5 OOC Notes

Overview

This is the ancestral home of the Kallavesi, a land of cold stagnant bogs. The land changes through the seasons, but always has a feeling of brooding stillness. In the warmer months it is a boggy marsh cut through with streams and fjords. In the winter the waterways freeze over and the whole land is covered with frost and snow. The marsh serves as the national graveyard and this is a place of ancient secrets and mysticism.

It is a mournful land, but a beautiful one. Thanes' halls are traditionally constructed entirely from wood here and those built in marshy areas are raised up on stilts. Many halls in Kallavesa are built around sacred places or places with a magical reputation. There are not believed to be any troll ruins in Kallavesa; while stories occasionally speak of shattered halls buried beneath the Rundhal Marsh, these tales are considered largely fanciful or allegorical.

Parts of Kallavesa, especially the West Marsh have a reputation for being haunted. Not only are the marshes where the honoured dead of Wintermark are interred, they have also seen regular battles through the ages. Several vicious battlefields lie drowned beneath the boggy marshes; the Jotun have raided across the narrow sea from Kalsea since time-out-of-mind; in pre-Imperial centuries there were irregular border skirmishes across the southern borders - first with with the the orcs who dwelt where Bregasland and Mitwold lie today, later with Marchers who displaced them. Orc and human dead alike lie in the deep pools of the western and southern marshes, and they do not always lie still.

Kallavesa is rich with many fine herb gardens. Perhaps as a consequence of the many battlefields buried beneath the marshes, the territory is known for the quality of the bladeroot that grows here. The Kallavesi themselves are acknowledged experts in the use of herbs - the Infusions of Feathers were first developed here in the Wittal Groves and later shared with apothecaries from across the Empire.

The Senator for Kallavesa is appointed by the Kallavesi during the Winter Solstice, and is almost invariably of Kallavesi stock.

Recent History

In the Winter of 370YE the Jotun invaded in force, taking West Marsh and pushing into Skymark. Before they could consolidate their hold, however a joint campaign by Wintermark and Marcher armies drove them out under the leadership of a young Skarsind general named Britta. Without her excellent leadership and inspirational presence is it widely believed that both Sermersuaq and Kallavesa would have been lost to the orcs. Further attempts at invasion were stymied by the re-vitalised and re-equipped armies left behind to guard against another attack.

The marshes of Kallavesa are the final resting place of the great heroes and heroines of Wintermark. Alone of all previous Emperors and Empresses, Empress Britta was interred in the marshes rather than resting at Necropolis. The Highborn have built a shrine and appointed a Guardian of Britta's Shrine, but the body itself (or as much of it as was recovered from the Thule) rests beneath the waters of Kallavesa.

Major Features

Rundhal

Once the capital of Kallavesa, in Rundhal where mystics sent dreams to the Steinr, and where the wise met to choose the monarch of Wintermark before the Empire. It is still a place of utmost importance to those who follow the Kallavesi traditions, and is where many of the oldest traditions are passed on. Scops come to the round hall to learn the stories and songs that tell their nation who they are and inspire heroes across all of Empire.

The Sovevann

The weed-choked waters at the heart of Kallavesa, boundaries and waterways shifting and reform all the time, as small islands of floating reeds drift on unpredictable currents. Attempts to build permanent structures here are stymied by chaotic nature of the floating islands and the presence of several large colonies of marshwalkers who will not tolerate the disruption of their boggy territory.

The Pilgrim's Trail

Following the internment of Empress Britta in the Sovevann, an opportunity to help pilgrims visit the sacred waters of Kallavesa to honour the heroes of Wintermark. Senator Olle Markusson commissioned the Pilgrim's Trails during the Winter Solstice 379YE, and they were completed shortly before the Summer Solstice 380YE. The Trail consists of many roads and bridges built to connect the major religious sites across Kallavesa to each other, and to the rest of the Empire

The Senate decision to construct the Trails was enthusiastically supported by many of the Winterfolk. Wry comments were made concerning how people who thought the "Anvil mud" would react to what the people of Kallavesa call "dry land". The completion of the project became a point of pride, and donations came in from across Wintermark.

Surveyors planned an optimal route through the marshes, intended to minimise the number of bridges required while at the same time ensuring the trails passed through as many communities, and past as many shrines and resting places as possible. At the Spring Equinox 380YE, word came that an egregore had fallen valiantly in battle, and that an agreement with the Jotun meant that his body would be returning home - along with the bodies of many heroes who had fallen fighting the orcs. The builders were determined that the trails would be completed in time that the body of Guthwulf would be the first to pass along them. The last blocks for the last bridge were placed as the funeral procession was mere paces away. As the procession was crossing, in a flash of inspiration a builder who had not yet put their tools away carved into the side of the bridge the name of the egregore, Guthwulf of the Red Embrace.

The name was soon joined by that of the other fallen heroes of Wintermark who travelled across it, and in other parts of the Pilgrim's Trail mourners have begun carving the names of the dead into the fabric of the last bridge they cross on their way to their final resting place in the waters of Kallavesa.

Regions

Kallavesa Marsh

Qualities: Marsh, Haunted

Sandwiched between the Westmere and the Sovevann, this is the place most outsiders think of when they imagine Kallavesa. Boggy marsh, dotted with lone huts on stilts where pale herons stalk and burbling frogs maintain an eerie chorus at dawn and dusk. These are the haunted marshes where the heroes of Wintermark rest, and the few scattered halls here are generally given over to the study of The Way of serve as hostelries for visiting pilgrims come to honour the dead.

The largest settlement in this region is Masi home to the dead and those who guard them. Funerals are usually held here. On the rare occasions that a Feni or Jotun raid is not turned back at the borders, it is the warriors of Masi who force them back.

The presence of so many dead heroes gives the entire region the haunted quality; there are more ghosts here than anywhere else in the Empire with the possible exception of the Necropolis

Kallavesi

The value of a life is weighed in the choices that have been made - and those that have not been made.

Tekupala

Contents

- 1 Overview

- 1.1 Kallavesi Heroes

- 2 Kallavesi virtues

- 3 Kallavesi Mysticism

- 4 Kallavesi in Play

- 5 Further reading

Overview

The Kallavesi are one of the three traditions of Wintermark. According to the scops, they were born from the feathers of a flock of crows scattered on the marshes of Kallavesa. Regardless of the truth of this claim, they and their Suaq cousins have lived in the north-west since before written records, perhaps predating even the Terunael empire. They joined with the Suaq and the Steinr to defeat the trolls, and continue to claim the fog-shrouded marsh territory of Kallavesa as their ancestral home.

The stereotypical Kallavesi is mystic, peculiar, and wise. They wear homespun wool, fur, and leather clothing and love to decorate themselves with feathers and semi-precious stones. Their colours are the colours of the marsh - earthen greys and browns, smoke-grey, moss green, and the occasional bright flash of colour. Bedecked with totems and fetishes whose meaning is often deeply personal, they often cover their heads and hide their faces with peculiar masks evoking the power of a favoured animal spirit. They are always watching, considering, weighing, dreaming. They are the last to speak, but their words echo with insight and wisdom.

Kallavesi Heroes

The Winterfolk admire heroism and believe that it speeds a spirit's passage through the Labyrinth of Ages. When people remember the legendary figures of Wintermark history they often think of the of the otherworldly Kallevesi, bedecked in feathers, dispensing vital wisdom to those they guide. The Kallevsi believe that heroism comes from the exploration of the skein - from the choices a person makes as they travel through life. Once is a decision is made, one cannot go back and make the choice again, one can only move forward to the next choice. The iconic Kallavesi hero is Tekupala, the Kallevsei shaman that guided Empress Mariika to greatness.

The Kallavesi live in dreams. Dreams are the gateway to understanding that reveal truths about the world of which the waking mind is ignorant. They trust their intuition, and listen to their instincts. They are masters of divination, seeking truths that are yet to come to pass or hidden in the past. They do not rely solely on magic, which is just one tool among many. They make use of common tools, casting runestones or drawing cards to unlock their inner eyes to see what is hidden to others. The wisest among them are masters of herbal arts that awaken the mind and allow it to see - the Infusions of Feathers are based on recipes that have been used by the Kallavesi for centuries.

More than any other, this tradition looks to the future. Of all the three people they are the ones most interested in shaping their destiny and the destiny of others. They plan for the long term, seeking meaning from the past and the present to help them to see the wider picture. They are strategists, diplomats, and counsellors - identifying the threads that will fork the skein for weal or woe for a person - or a nation.

They are wise, but they are also passionate. They may take their time deciding on a course of action, but when they have made up their minds they commit themselves to act without reservation. The archetypal Kallavesi warrior may meditate before entering a battle, but once the fight begins they throw themselves into the fray wrapped only in the skin of a bear or wolf, committing themselves fully to the fight. There can be no half-measures for the warrior in battle - but for the Kallevesi hero there are no half-measures in anything - once the path is chosen they do not look back.

More stormcrows and mystics are drawn from the Kallevesi tradition than either Suaq or Steinr. Wintermarkers do not always follow the advice that such heroes given them - but they know that it is always worth listening to. As guides, both spiritual and practical, Kallevesi drive those who hear them to confront new ideas and consider new perspectives on how they can solve their problems. The best are able to inspire their peers from the other nations to do the same.

It is rare for an individual to personify all these traits, but striving is more important than success. The Kallavesi vision of themselves is of a far-sighted people for whom heroism is born in equal parts of wisdom and passion. They value the wisdom that comes from within, but they also value decisive action that twists the skein towards newer, better paths.

Kallavesi virtues

The Kallevesi are a deeply religious people, believing fundamentally in the power of faith and the spirit. While most of them embrace the Way, they are often at odds with more orthodox priests. The virtues provide power, it is true, but they are not the only spiritual forces that the Kallavesi honour. There have been repeated accusations that in private the Kallavesi talk about the inspirational power of the ancestors of the Winterfolk, more than they do the recognised paragons and exemplars. They are said to commune with the spirits of the dead in a manner more suited to orcs than Imperial citizens, and to make use of dream quests, trance-like meditation, and drugged inspiration to receive inspirations that have little to do with the doctrine of the faithful.

Wisdom is the pre-eminent virtue of the Kallavesi, and many dedicate their lives to seeking it. Unlike some Imperial citizens, they are more likely to look for wisdom internally through meditation than externally in books or the counsel of others. They also seek to share their wisdom and understanding - Tekupala, who served as an advisor to Empress Mariika (and, if stories are believed, a great many other Wintermark heroes through the centuries), is an inspiration to many Kallavesi people.

The Kallavesi are also Vigilant, keeping their eyes peeled for threats to themselves and their people. The Kallavesi urge the vigilant to listen to their instincts, and heed their intuition - if one has a bad feeling or a nightmare about someone or something, they often argue, it is a sign that there is something to be worried about.

Courage is greatly valued among the Kallavesi. They believe that once a decision is made you should commit yourself utterly to that path and hold nothing back. It may take them time to decide what needs to be done, but once that decision is made they strive to act with the irresistible force of an avalanche. The skein teaches that once a choice has been made, it cannot be unmade, and must make the best of it.

Loyalty is especially prized by many Kallevesi - especially those who take up roles as counsellors or guides. They understand that true heroism requires many sacrifices - a hall can only have one thane, but they must be supported by many if they are to rule wisely and well. The Kallevesi welcome the chance to work through others, content to put aside the glory of leading for a chance to guide a great leader's skein.

Kallavesi Mysticism

Regardless of their calling, the followers of this tradition have a preoccupation with spiritual matters. The magical practices of the mystics are well known, but are only one example of the way the Kallavesi weave mysticism into every walk of life. Warriors, thanes, diplomats, artisans, and scops alike draw on the deep well of Kallavesi esoteric understanding to guide their path.

The Wintermark customs surrounding birds and feathers are well known, but they are even more pronounced with the Kallavesi. According to mystic lore, a bird’s wisdom is contained in its feathers. Kallavesi often make a point of collecting and wearing any feathers they find, seeking to gain mystical insight by absorbing the discarded thoughts of the bird that shed them.

Like their Suaq cousins, some Kallavesi warriors choose certain beasts as personal totems, often wearing a beast skull or leather and bone mask as a helmet. The meaning a beast has may be quite subjective drawing on personal symbolism and idealised imagery. One Kallavesi warrior might wear a wolf helmet to draw on the fierce Loyalty of the wolf pack, while another might favour a wolf-skin cloak as a reminder of the bold ferocity the wolf shows against threats.

A few Kallavesi also keep the traditions of ancestor reverence alive among the Winterfolk. Before the Way, the three peoples honoured their ancestors as exemplars of heroism and the right way to live. Since joining the Empire, some Kallavesi have continued to quietly teach the stories of honoured ancestors with the same weight as the stories of exemplars and paragons. There has always been a great deal of interest in having these ancestors recognised as paragons and exemplars by the Imperial Synod.

Kallavesi in Play

Further reading

- Kallavesi

- Kallavesa

- Mystic

- Stormcrows

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Karov

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 Delev

- 3.2 The Weeping Stone

- 3.3 The Eternal Shafts of Time

- 4 Regions

- 4.1 Duzekani

- 4.2 Kamienczka

- 4.3 Malimorzi

- 4.4 Skoremujac

- 4.5 Wieliczka

- 5 OOC Notes

Overview

The rich heartland of the nation, and the wealthiest territory in terms of timber and amber, this is where most outsiders think of when Varushka is mentioned. The vales here exist among rich forests, where they have not been cleared to make way for small farms. Karov has the largest towns in Varushka, and the majority of its boyars come from this relatively civilised territory. A great deal of trade happens in Karov, with wagon trains and river barges carrying raw materials south to Temeschwar or Weirwater and north to more isolated valleys who are in need.

Despite its settled nature, it would be a mistake to think the land is entirely tamed and great tracts of wilderness still remain, often home to particularly malignant – if quiescent – sovereigns. These creatures awaken or emerge from time to time with often tragic consequences - so the wise ones take care to ensure each generation remembers the warning stories about creatures whose last depredations may have been in the times of their grandparents or great-grandparents.

Karov was one of the first places settled by the Vard during their early conflict with the Ushka. They ruthlessly cleared areas of forests to build their settlements and some of the oldest towns show clear influence of their shared heritage with the Steinr of Wintermark, especially in the west. Indeed, there are several old battlefields in western Karov where Vard and Steinr, and later Varushkan and Wintermark, clashed in the distant past long before the foundation of the Empire. A number of very old tales from Karov include two siblings who romance a stranger; the former represent Vard and Steinr, the latter the Ushka. Invariably the elder sibling wins the affection of the stranger, and the younger angrily retreats to the west. This is a highly stylised and historically dubious version of the founding of Varushka, but it is popular nonetheless.

On the whole, the folk of Karov enjoy many of the finer things in life - good food, good drink and regular festivals. Many towns and villages in Karov employ Stzena, local musicians who perform at local civic events and celebrations; there are several vales here dedicated specifically to the training of Stzena, and recording and preserving the music and songs of the Varushkan people.-

Recent History

Karov is perhaps the most peaceful of the Varushkan territories. Until Karsk fell to the Thule, they had enjoyed three and a half centuries of peace. In 372YE the Thule attempted to push through Malimorzi and briefly occupied the settlement of Korotny, but they were driven back within a season by the combined forces of the Northern Eagle and Golden Axe. Raiding parties still creep across the border from time to time, but for the most part Karov has been unmolested.

Major Features

Delev

The oldest and proudest of the vales that guard the road from the Semmerlak to Seren and the south, Delev is a hub for the many smaller vales dotted around southern Varushka. It has a complex rivalry with Temeschwar, which outgrew its parent and then left the family to join the League. Delev is again the foremost trading town in Karov, which suits it well. Despite the intervening centuries, there is still some bad blood between the citizens of Delev and those of Varushkan descent in Temeschwar. A particular bone of contention are the Eternal Shafts of Time, which the Temeschwari attempted to "take with them" when they seceded. Several Karov families at least keep alive tales of treachery, ingratitude and attempted theft.

In early 377YE a sequence of fortified watchtowers and walled camp sites was erected around Delev, and in various strategic points along the road to Seren, serving as secure bases of operation for bounty-hunters and wardens concerned with both bandit and wolves alike. Overseen by Henry Ward (senator for Upwold) as part of a larger Senate initiative to provide protection to towns throughout the Empire, the defences are not sufficient to qualify Delev as a fortification but have already helped reduce casual outlawry throughout the territory. They have also prompted some discussion about further work, and the value of building a complete system of forts and castles in the vicinity of this vital trade hub.

Shortly before the Autumn equinox 380YE, work was completed on the offices of the Overseer of the Westward Road, a ministry dedicated to coordinating trade between western Varushka and the orcs of Skarsind. It forms the eastern arm of the Northern trade network.

The Weeping Stone

This is a great standing stone atop a mound in Kamienczka near the border with Wintermark. The stone appears melted, like the wax of a candle, as if it once stood in a limestone cave. No grass will grow on the mound, and there are several stories of unnatural disappearances in the vicinity. According to legend, roads built in the vicinity of the Weeping Stone fall into ruin with preternatural speed, and any building that can be seen from the stone is likewise doomed to fall apart. The tales say that within three years no two stones will still lie side by side, and there are enough stories of collapsed bridges, unexpected raids and disastrous fires to support this belief.

In legends this locale is sometimes associated with the Sovereign known as the Tallowman, although this connection might simply be based on the way the "melted" appearance of the stone.

The Eternal Shafts of Time

The Eternal Shafts of Time are a Bourse resource located in Vorota. Custodianship of the Shafts is an Imperial Title that brings with it a Seat on the Imperial Bourse. It produces 27 Imperial wains of mithril every season. The seat is allocated during the Autumn Equinox, to whichever Varushkan candidate receives the most support from Varushkan owners of mine resources.

Regions

Duzekani

This lightly wooded region is where Delev - one of the major Varushkan trade hubs - can be found. Duzekani is well-known for the fine quality of its bees, as well as for some of the best forests for finding iridescent gloaming in Varushka (the land is often too cold for the butterflies that produce the rare material to truly prosper). For the most part, however, the woods of Duzekani have been cleared or tamed - this is the civilised heart of the most civilised territory of Varushka.

Kamienczka

The least settled region of Karov, Kamienczka has a reputation for being an unfortunate place to be born. Most of the blame is aimed squarely at the Weeping Stone which stands in the foothills to the west. The only vale of any great size is Olvanshka, home to several Warden fellowships standing guard on the Sovereigns believed to sleep in the hills to its north and west - and who keep a watch over the Weeping Stone for good measure.

Malimorzi

The easternmost of the regions of Karov, and the one most in danger of invasion when Karsk was in the hands of the Thule. A great deal of trade comes through Malimorzi from other settlements along the shore of the Semmerlak. Much of that trade comes through the bustling port of Korotny, built on the north-western shores of the great freshwater lake that allows trade with Dawn and, at one time, Holberg. It is also known for one of the largest fishing fleets in Varushka.

Some of the more entrepreneurial minded inhabitants of Korotny dream of how their fortunes might rise if the Barrens was brought into the Empire and their vessels could trade the length of the southern rivers to Therunin. From time to time, exploratory expeditions set forth to the eastern shore, scouting lands believed to be under the thrall of the Druj or perhaps exotic foreigners. Some return with goods, tales, and a measure of pride. Most do not.

Skoremujac

Quality: Forest

Forested Skoremujac is a centre for fur-trapping and the production of both ambergelt and dragonbone. Much of this industry revolves around Kolvy. The locals know well that wealth attracts wolves and the hunting is done subject to great care, attempting to leave as little disturbance to any slumbering horrors as can be. Today, Kolvy is primarily known outside of Karov as the site of the "last" major engagement between the Varushkan armies and the ex-slave orc forces during the Orc Rebellion, and is said to be where the agitator who started the revolt lost his life

Wieliczka

Quality: Hilly

The people of Wieliczka have the closest ties of any Varushkan to the people of the League. The fortified settlement of Vorota was once a vital guard against the people of the south, and its folk consider themselves the last vale of true Varushka on the road south. It is home to some who chose to leave Temeschwar rather than leave Varushka, and many don’t have the warmest of feelings towards the prodigal city. Indeed, when the Temeschwari ejected their criminals during the notorious Night of a Thousand Torches some of the most organised made it as far as Vorota and laid siege to the town. The settlement has been fortified of late due to the Jotun incursions in Wintermark, and the guards are even more suspicious of travellers than usual.

OOC Notes

- All the regions of Karov are under Imperial control,

- This page is still under development - the next stage is to review approved backgrounds for details that would enrich the description of the territory.

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Karsk

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 Aleksandra's Watch

- 3.2 The Roads of Karsk

- 3.3 Ivarsgard

- 3.4 Kosti

- 3.5 Oloy

- 3.6 Veresk

- 3.7 Broken Barrow

- 3.8 The Ruins of Isember

- 4 Regions

- 4.1 Branoc

- 4.2 Crowslook

- 4.3 Kopevnost

- 4.4 Krevsaty

- 4.5 Lestasny

- 4.6 Moresvah

- 4.7 Nitrost

- 5 OOC Notes

Overview

This has always been a war-torn land. The scene of many vicious battles against the barbarians since before Varushka joined the Empire, it is scattered with fortresses, battlefields and ruins. It has an accursed reputation, and many stories refer to the "bloated crows of Karsk, grown fat from human flesh and suffering." At one time this territory was home to numerous merchant boyars who became rich capturing and enslaving orcs to work in the mines of Volodmartz. When the Imperial orcs joined the Empire and it became illegal to keep orcish slaves, the senator for Karsk was brutally murdered during a meeting with a dozen now-ruined Karsk boyars including the last scion of the Zeleny mining family.

Recent History

After a period of escalating raids, barbarian orcs invaded Karsk from the north in 368YE. In a series of surprise attacks they overwhelmed the border fortresses and pushed deep into the heart of the territory. The ferocity and sheer numbers involved in the assault took the Varushkans by surprise, and before the Empire could organize an effective counter-attack, Karsk had fallen.

The campaign against the orcs stretched on for several decades. A few vales held out against the barbarians, backed up by some Imperial forces, a cabal or two and a few fellowships of wardens. Scattered reports revealed that the initial strong invasion quickly stalled. It soon became clear that the invading orcs were fighting among themselves, and with some of the few remaining indigenous orcish bandit tribes.

Following major offensives in Moresvah and Nitrost a strike team assaulted the town of Isember in Lestasny during the Spring Equinox 378YE. A focal point for traitors aiding the Thule, victory resulted in the destruction of the town and drove Thule forces back into the eastern regions. Karsk was once again in Imperial hands - but the campaign was far from over. The Thule forces showed no sign of abandoning the territory. As the year lengthened, the barbarians regrouped and in Autumn launched a counter-offensive. During the Autumn Equinox, Nitrost was lost following a concerted Thule offensive, and with it Imperial control of the territory.

Within three months, however, the tide of war had turned back the other way. A major campaign by Varushkan, Navarr and Urizen forces aided by powerful ritual magic forced the Thule back out of Nitrost, returning the territory to Imperial hands. During the Winter Solstice 378YE, Karsk was once again made part of Varushka - but this time there was a good deal more discussion in the Imperial Senate, and some talk of granting it to the Imperial Orcs as their first territory.

Major Features

Aleksandra's Watch

Commissioned by the Senate in Spring 381YE, and designed by Almodin Oktístis, this fortification was completed with magical assistance shortly before the Winter Solstice 381YE.

The white granite used in the construction came exclusively from Veltsgorsk, and the walls bear distinctive bands of red, orange and pink quartz which have caused some travelers to give the fortification fanciful names such as "the Castle of Sunset". Where possible the Asavean architect has arranged the bands in swirling arabesques which, while attractive, are somewhat at odds with the dark hills of Lestasny. Indeed, the entire fortification is subtly "off" to Varushkan eyes. While the architect has followed the traditional lines of a Varushkan fortress - a solid gatehouse, keep, and wall surmounted by circular towers with high sloped roofs - the structure is informed by Asavean sensibilities. There are few straight lines in the place; walls and passages tend to curve and bend; rooms are usually circular or oval. The layout is much more open and relaxed than is traditional in Varushka, and more than one visitor has remarked that at times it is a little like being inside a giant seashell.

When the fortification was completed, it is also significantly more decorated than is usual for Varushka. They incorporated numerous mosaics and statues of bull-headed figures with a distinctly irreligious aspect. Shortly after the castle was complete, the Senate voted to redesign the castle, removing the statues and the mosaics. By order of the boyar of Iversgard, the idolatrous statues were used to gravel the courtyard, so that every Imperial boot that entered the fortification would be treading the the Asavean gods underfoot.

Built above the vale of Ivarsgard, the castle is named for the late Aleksandra Irinova Prochnost, a revered wise one. Her preserved remains are interred in the highest tower of the keep, overlooking the vale; there is a saying among the people of Ivarsgard, "Remember, Grandmother is always watching you". In catacombs beneath the keep lies the vale's ossuary filled with the bones of those who fell during the Thule invasion. Here the influence of the Asavean architect is still somewhat noticable - while the mosaics of leaping dolphins have been removed, the ossuary passages still form a series of interlocking spirals.

The Roads of Karsk

In Autumn 379YE, a major public work's project was commissioned to restore the devastated roads of Karsk. As a consequence, the roads are in excellent repair and almost every major settlement in Karsk is now connected to them, and through them to the rest of the Empire. A great deal of white granite was invested in the project, and every seventh stone was carefully prepared to reinforce the warding hearth magic. This great work not only increases the prosperity of every mine and forest in Karsk, but also speeded the recovery of the war-torn land. As a consequence, the Varushkan nation was able to begin restoring the Iron Helms army - and to support a third army, much earlier than might otherwise have been possible.

Ivarsgard

Once a prosperous settlement on the shores of the Semmerlak, in the centuries before the orc revolt the vale grew rich from the profits of it’s slave labor fueled mines and forests. After the rebellion, the vale closed its mines, forests, and timber yards and developed a new economy based on foreign trade with ships constructed with the last output of its slave-based industry.

When the Thule barbarians invaded, Ivarsgard fell before their armies. The Boyar and his Schlacta stayed behind allowing a small group of survivors to escape across the Semmerlak. The lucky ones who managed to flee founded a new home, near Karotny, establishing the outpost of Ugleyzastava on the eastern shores of the lake. Those less fortunate were taken by the Thule and, in a cruel twist of irony, forced into the re-opened mines and lumber yards by their new orc overlords. While the slaves were freed when Lestazny was liberated, the ruins of Ivarsgard remained uninhabited save by squatters and borderland bandits for some time. One of the first to return was the late Aleksandra Irinova Prochnost. The preserved remains of the revered wise one have been placed with great reverence in a simple bier in what will one day be the central square of the settlement.

Shortly after the Spring Equinox 380YE, Senator Maarit commissioned a project to rebuild the vale of Ivarsgard. White granite and weirwood were provided, as well as money to cover labour costs, but the materials and funds were supplemented by volunteer labour. A number of displaced citizens of Karsk had taken refuge in the forests here and, following discussions with the exiled Boyar of Ivarsgard, agreed to help rebuild the vale in return for a place within its walls. A call has gone out for survivors of the fall of Ivarsgard to return and lend their strength to restoring the prosperity of the reborn vale.

Ivarsgard is connected to the roads of Karsk, and protected both by a sturdy wall and by the brooding presence of Aleksandra's Watch. A basic quay has been laid in, as well as a number of buildings - including an armory. While many of the structures inside the walls are currently tents, they are supplemented by more permanent structures as the prosperity of the area continues to grow..

Kosti

A high-walled fortified town still holding for the Empire, in hope that one day Karsk will build a better reputation back in Empire control. Well-shielded wagon-trains barrel down the road from Triosk with supplies.

Oloy

Once a great centre for the making of defensive talismans. Wise Volhov, natural amber and the silence of isolation combined to make great magics. It fell so fast, few survived and those who did tell of great magical treasures hurriedly hidden. The Thule magicians rapaciously stripped the area of resources, and one of the few to survive their attentions was the Proritsatel Oloy. Much depleted, it nonetheless will provide a bounty of crystal mana to a volhov brave enough to seek it out.

Veresk

The front of the barbarian advance, and a focus of Imperial scouting activity. Wardens watching the area reported incidents of orcs fighting orcs within the barbarian encampments there. Many of the permanent buildings of Veresk have been torn down, but the Vereski Stzena still tend to the spiritual needs of the huddled survivors, too stubborn to leave their homes. A recent addition to Veresk is the famous Empress of all Goats Theatre, build by the Eternal Barien for Hubert Annanovich Gremani as a reward for completing a Challenge from the Iron Duke.

Broken Barrow

A scattered set of stone structures atop a mound. A great stone slab lies in two pieces on top of the central structures. Legend says that its a barrow, but it’s not clear who lay there - it appears empty. Others believe it might have been a settlement. It is not a place where Varushkans will linger after dark. Interestingly, scouts report that it appears to have been left alone by the barbarian invaders.

The Ruins of Isember

Grew rich off the back of orc slaves, hacking prime timber out of the rich forests overseen by hard-eyed schlacta. When the slaves were freed, and the mercenary spearmen left, the wolves in the forest grew bolder. Isember was in decline long before the orcs came, known as a violent place where anyone could carve out a new living for themselves, with no questions asked as to their background. Evidence came to light that many of the town’s inhabitants may have made bargains with the invaders, and that exiles and outlaws from across the Empire were coming here to fight under the Thule banners. In Spring 378YE a decisive battle was fought here, and the town of Isember largely ruined in what was a turning point in the war with the Thule. The people of Karsk show little interest in rebuilding it.

One of the few structures still standing is the poorly-named Sovereigns Heart, a hostelry that saw excellent business during the liberation of Karsk, primarily serving Imperial troops raiding the Thule. It proved especially popular with Imperial Orcs and Wintermark raiders alike. The precarious nature of the inn - right on the edge of Thule-claimed territory - added a certain dark desperation to the drinking and fighting that were a regular feature of a night spent here. It remains to be seen what effect a lasting peace with the Thule will have on business here.

Regions

Branoc

Quality: Hilly

Hilly Branoc is the site of the sinister broken barrow. The entire region has a bad reputation, as do several of the vales established here. During the war to liberate Karsk from the Thule, the introverted Varushkan folk of these vales fought under a single banner - and not always on the side of the Empire.

Crowslook

Quality: Hilly

A desolate hilly region, the site of many mines … and the site of vicious fighting with the Imperial orcs during the orc rebellion. This is the site of a powerful Winter regio raised by the Thule during the Winter of 376YE, and of the cursed Moye Mucheniye.

Kopevnost

Site of Kosti, a well built town with low walls in a defensible position. It was never captured by the Thule. The region has a long, gentle coast and has served in the past as a valuable place for food and supplies to be delivered to the defenders of Karsk. A recent murder here brought to light the presence of a mora in the heart of Kosti, and the Travy Mudrosti is the remnant of her tragic tale. The citizens of Kosti asked that the herb garden be added to the spoils of war, no doubt concerned that any curse she may have left might fall on one of their families.

Krevsaty

Quality: Hilly

The rolling hills of Krevsaty is the site of the remains of the settlement of Oloy. The Thule are believed to have a large camp there, extracting as much ambergelt as possible from the surrounding areas. Some scouts suggest they have enslaved a number of talismancers captured when Krevsaty fell to the barbarians. The region is the base of operations of a powerful Thule warlock practitioner of Spring ritual magic. Along the northern border with neighbouring Volodmartz lies the Krevsaty Yelta, one of the richest ambergelt forests in Karsk - and one that has managed to remain largely untouched by the barbarians. With Krevsaty in Thule hands it is difficult to reach overland, but the long route through Volodmartz still allows the bounty of ambergelt to be claimed by those brave enough to pass through trackless hills and forests.

Lestasny

Quality: Forest

In the south of Lestazny stands the rebuilt vale of Ivarsgard - a newly restored haven for settlers in Karsk, along the northern shores of the Semmerlak. The vale is watched over by Aleksandra's Watch, a brooding castle that houses the remains of a revered wise one. Outside of the fortress itself, several smaller watchtowers and outposts protect the roads throughout Lestasny.

Previously this forested region was the location of the town of Isember; a wretched hive of scum and villainy. A great distance to the east of the ruins of Isember lie the Mir Mozga - a barren stretch of pines, surprisingly rich in dragonbone. The forest has been ignored by the Thule, for some reason; scouts speak of being watched, but with no sign of any living creatures larger than a squirrel.

Moresvah

Quality: Hilly

Reasonably hilly and has a long, rocky coast; it was one of the last regions to be taken by the Thule. For many years defenders from the three largest mining families - the Malinov, the Sloev and the Pravin - held out and fought the Thule using the isolated mines and networks of tunnels to avoid capture. Following their liberation by Imperial forces in Winter 377YE the three families broke into their reserves of equipment and materials to offer valuable resources to the armies fighting the Thule here.

Not every mine in Moresvah was so lucky - the Zeleny Zheleza for example was thoroughly plundered by the barbarians during the occupation. This did not stop the Sloev family attempting to take control of the mine in Spring 378YE, but tey abruptly withdrew their petition and the mine ultimately fell under the jurisdiction of the military council as a spoil of war.

Nitrost

Quality: Hilly

A hilly region, where the ruins of Veresk stand – those buildings that have not been torn down by the invaders have been damaged during the internecine fighting between orc bands. With the region returned to Imperial hands, the slow business of rebuilding can begin. Not everyone wishes to remain in Nitrost, however. The schlacta known as Slava's Schlacta saw their vale overrun by Thule and lost their boyar in the recent war of liberation. With their homes gone, most are looking for a new captain to lead them against the enemies of Varushka.

OOC Notes

- As of the beginning of Autumn 379YE, Imperial forces control the regions of Kopevnost, Moresvah, Lestasny, Nitrost, Crowslook, and Branoc. The Thule still control Krevsaty. The territory is under Imperial control.

- Aleksandra's Watch is a rank 1 fortification.

- A list of the spoils of war, allocated by the Military Council at the Summer Solstice 378YE can be found here.

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Karsk spoils of war (Redirected from Karsk Spoils of War)

Following the liberation of Karsk by Imperial troops in Spring 378YE, these resources were presented to the Military council for assignment as spoils of war during the Summer Solstice, 378YE.

Contents

- 1 Vereski Stzena

- 2 Proritsatel Oloy

- 3 Moye Mucheniye

- 4 Krevsaty Yelta

- 5 The Sovereigns Heart

- 6 Travy Mudrosti

- 7 Mir Mozga

- 8 The Goats of Karsk

- 9 Zeleny Zheleza

Vereski Stzena

Congregation / Rank 3

When their curse-ridden vale was overrun with barbarians, the musicians of Veresk found their Way. With a repertoire of songs and morality tales based on the adventures of the Varushkan virtuous animals, they have been silently travelling the paths of Karsk by day and singing around campfires at night, instilling virtue where they could in the Imperial citizens that remained there. Now with Karsk back in Imperial hands, the Stzena need someone to cater to their spiritual needs on their grim journeys around the harsh territory.

Proritsatel Oloy

Mana Site / Rank 2

It is perhaps ironic that Oloy, renowned as a centre for making defensive talismans, fell so quickly to the barbarian invasion. The mana site of one of the former Volhov working in Oloy, Proritsatel is a circle of ancient tree stumps surrounding a natural crater that remains as a testament to the skill and power of those brave Volhov who died in its defence.

Moye Mucheniye

Weltsilver Mine / Rank 4

This Crowslook mine is tainted with the history of slavery and oppression and was the scene of several bloody battles at the start of the orc rebellion. Collapsed shafts still resonate with what sounds like the death-rattles of former workers and slaves caught in one of the frequent cave-ins. Despite this reputation, there is still plenty of weltsilver in the depths of the hills here for those who care not for its history, only its produce.

Krevsaty Yelta

Ambergelt / Rank 3

The Thule presence in the Krevatsy region has severely depleted the natural supplies of ambergelt. The Krevsaty Yelta is perhaps the largest single source of ambergelt in Karsk that has remained untouched by Thule hands. Perhaps the mere presence of the frightful faces warding the trees were enough to dissuade them, or maybe their extraction plans were thwarted by warding magic that has now faded.

The Sovereigns Heart

Business / Rank 2

This Isember based hostelry has had some rough and ready customers, but an owner can turn quite a profit if they don't mind where the money comes from. Isember has mostly been deserted and ruined, but the Sovereign's Heart still stands, waiting patiently to see if the town will be rebuilt and making its coin on what might become an Imperial outpost or a booming frontier town. Either way, its owner stands to make some coin.

Travy Mudrosti

Herb Garden / Rank 3

Woe betide he who unwittingly takes a Mora as a spouse and then mistreats her. When Karsk was lost to the barbarians, Grezny Mudrosti of Kopevnost turned to drink and began cursing his wife for their misfortune, little knowing that his wife's tongue held more powerful curses than he could imagine. The neighbours found his body one morning, flayed alive with a bloated crow feasting on his severed tongue. Of his Mora wife Nastasya there was no sign, though her excellently tended and well stocked herb garden remains as the place of refuge she sought from her husband's shouts and fists, all the while waiting patiently for the revenge she craved.

Production - 6 doses of True Vervain, 2 doses of Cerulean Mazzarine, 4 doses of Bladeroot, 2 doses of Imperial Roseweald and 4 doses of Marrowort.

Mir Mozga

Dragonbone Forest / Rank 4

Fine deposits of Dragonbone sit silently amongst the roots in the great forest of Lestasny. The Mir Mozga area is particularly rich in this material which seems to have gone unnoticed and untouched by the recent barbarian incursions. The original owner is unknown, most likely a casualty of war or an Isembrite traitor.

The Goats of Karsk

Military Unit / Rank 3

Boyar Slava Milijovic and his professional soldiery defended their vale in the hills of Nitrost against barbarian incursions for ten long years, but Slava himself fell in battle when the Empire routed the barbarians from his beloved homeland. Once known as Slava's Schlacta, the band have been renamed the Goats of Karsk in 379YE by Hubert Gremani after he took over the leadership.

Zeleny Zheleza

Green Iron Mine / Rank 5

The last actual Zeleny was executed in 325YE for her part in the death of the Senator of Karsk, and the mine has passed through a chain of hands since then. While the three largest mining families - the Malinov, the Sloev and the Pravin - dominate much of the mining activity in Moresvah, the grand mine of Zeleny Zheleza has always been held in Vard rather than Ushkan hands. Local folklore suggests that the mine is cursed, and that the owner will invariably meet a grim end. Despite a long history of conflict with the three dominant families, and despite being thoroughly plundered by the barbarians during the occupation, Zeleny Zheleza remains the most prominent and lucrative single mine in Karsk.

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Karsk spoils of war

Following the liberation of Karsk by Imperial troops in Spring 378YE, these resources were presented to the Military council for assignment as spoils of war during the Summer Solstice, 378YE.

Contents

- 1 Vereski Stzena

- 2 Proritsatel Oloy

- 3 Moye Mucheniye

- 4 Krevsaty Yelta

- 5 The Sovereigns Heart

- 6 Travy Mudrosti

- 7 Mir Mozga

- 8 The Goats of Karsk

- 9 Zeleny Zheleza

Vereski Stzena

Congregation / Rank 3

When their curse-ridden vale was overrun with barbarians, the musicians of Veresk found their Way. With a repertoire of songs and morality tales based on the adventures of the Varushkan virtuous animals, they have been silently travelling the paths of Karsk by day and singing around campfires at night, instilling virtue where they could in the Imperial citizens that remained there. Now with Karsk back in Imperial hands, the Stzena need someone to cater to their spiritual needs on their grim journeys around the harsh territory.

Proritsatel Oloy

Mana Site / Rank 2

It is perhaps ironic that Oloy, renowned as a centre for making defensive talismans, fell so quickly to the barbarian invasion. The mana site of one of the former Volhov working in Oloy, Proritsatel is a circle of ancient tree stumps surrounding a natural crater that remains as a testament to the skill and power of those brave Volhov who died in its defence.

Moye Mucheniye

Weltsilver Mine / Rank 4

This Crowslook mine is tainted with the history of slavery and oppression and was the scene of several bloody battles at the start of the orc rebellion. Collapsed shafts still resonate with what sounds like the death-rattles of former workers and slaves caught in one of the frequent cave-ins. Despite this reputation, there is still plenty of weltsilver in the depths of the hills here for those who care not for its history, only its produce.

Krevsaty Yelta

Ambergelt / Rank 3

The Thule presence in the Krevsaty region has severely depleted the natural supplies of ambergelt. The Krevsaty Yelta is perhaps the largest single source of ambergelt in Karsk that has remained untouched by Thule hands. Perhaps the mere presence of the frightful faces warding the trees were enough to dissuade them, or maybe their extraction plans were thwarted by warding magic that has now faded.

The Sovereigns Heart

Business / Rank 2

This Isember based hostelry has had some rough and ready customers, but an owner can turn quite a profit if they don't mind where the money comes from. Isember has mostly been deserted and ruined, but the Sovereign's Heart still stands, waiting patiently to see if the town will be rebuilt and making its coin on what might become an Imperial outpost or a booming frontier town. Either way, its owner stands to make some coin.

Travy Mudrosti

Herb Garden / Rank 3

Woe betide he who unwittingly takes a Mora as a spouse and then mistreats her. When Karsk was lost to the barbarians, Grezny Mudrosti of Kopevnost turned to drink and began cursing his wife for their misfortune, little knowing that his wife's tongue held more powerful curses than he could imagine. The neighbours found his body one morning, flayed alive with a bloated crow feasting on his severed tongue. Of his Mora wife Nastasya there was no sign, though her excellently tended and well stocked herb garden remains as the place of refuge she sought from her husband's shouts and fists, all the while waiting patiently for the revenge she craved.

Production - 6 doses of True Vervain, 2 doses of Cerulean Mazzarine, 4 doses of Bladeroot, 2 doses of Imperial Roseweald and 4 doses of Marrowort.

Mir Mozga

Dragonbone Forest / Rank 4

Fine deposits of Dragonbone sit silently amongst the roots in the great forest of Lestasny. The Mir Mozga area is particularly rich in this material which seems to have gone unnoticed and untouched by the recent barbarian incursions. The original owner is unknown, most likely a casualty of war or an Isembrite traitor.

The Goats of Karsk

Military Unit / Rank 3

Boyar Slava Milijovic and his professional soldiery defended their vale in the hills of Nitrost against barbarian incursions for ten long years, but Slava himself fell in battle when the Empire routed the barbarians from his beloved homeland. Once known as Slava's Schlacta, the band have been renamed the Goats of Karsk in 379YE by Hubert Gremani after he took over the leadership.

Zeleny Zheleza

Green Iron Mine / Rank 5

The last actual Zeleny was executed in 325YE for her part in the death of the Senator of Karsk, and the mine has passed through a chain of hands since then. While the three largest mining families - the Malinov, the Sloev and the Pravin - dominate much of the mining activity in Moresvah, the grand mine of Zeleny Zheleza has always been held in Vard rather than Ushkan hands. Local folklore suggests that the mine is cursed, and that the owner will invariably meet a grim end. Despite a long history of conflict with the three dominant families, and despite being thoroughly plundered by the barbarians during the occupation, Zeleny Zheleza remains the most prominent and lucrative single mine in Karsk.

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Keep the Fires Burning

by Tansy Pye and Anna Clifford-Tait

Recording here: Keep The Fires Burning

The Wolves in the wood cry lonely tears Their hearts are cold with fear They cannot feel the hearths' bright warmth Tis hunger draws them near

Chorus: Keep the fires burning high Keep your voices loud Keep the cold from out your bones Wychlova, sing proud

Snow falls deep and snow falls fast 'twill bury the tents and the gear It spins and dances in the night The drifts are piling near

Chorus

The winds howl cold and biting teeth It tears at our cloaks and the furs It pulls and drags at the screaming trees And flings their branches far

Chorus

On a moonless night the clouds draw in The stars are hidden from sight Beyond the fire's warming glow Wychlova, carry your light

Chorus

Deep in the trees comes a warning growl And eyes aglow in the dark The monsters prowling all around Tis song that holds them back

Chorus

Out in the dark night a hunter's horn The tearing of flesh and of bone A clash of steel and a splash of blood Hunters, we're calling you home

Chorus

As dawn's light comes, the blizzard ends The camp is safe and calm All the children fast asleep Our song is nearly done

Last Chorus: Let the embers warm our bread Let our voices calm The night has passed and the wolves are gone Wychlova, safe from harm.

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Keeper's Habit

Description

Modelled after the habits favoured by the monks and friars of The Marches, the Keeper's Habit most often takes the form of a wide-sleeved, hooded robe. Generally simple in design, they are nonetheless woven from delicate lambs' wool and beautifully decorated with orichalcum, green iron and ambergelt. These decorations often take the for of symbols assocaited with the virtues of Loyalty, Pride, and Prosperity.

The vestment empowers the priest who wears it to strengthen their allies, inspiring them to keep fighting regardless of the odds against them. The healing power it provides relies on the ability of a properly trained priest to briefly connect their own spirit to the spirit of their injured companion.

As with many item intended for use by a priest, these vestments are often hallowed. Common choices include Hallowing of the Cicisbeo, Hallowing of the Little Mother, or the Hallowing of the Steward.

Rules

- Form: Armour. Takes the form of a robe.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: Three times per day while wearing this robe, you may use get it together as if you know it without spending any hero points.

- Materials: Crafting a Keeper's Habit requires seven ingots of orichalcum, four ingots of green iron, five measures of ambergelt, seven measures of dragonbone, four measures of beggar's lye, and four measures of iridescent gloaming. It takes one month to make one of these items.

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Keeper of Aurelie's Garden

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounty of Herbs

- 4 Appointment

Overview

The Keeper of Aurelie's Garden is an Imperial title commissioned by the Imperial Senate in Spring 380YE. The position of keeper is a sinecure, requiring minimal responsibility but offering a regular income of valuable herbs. The garden is in the region of Grovesyard, Astolat, near the hospital Aurelie's Rest.

Responsibilities

The Keeper has no particular responsibilities; they simply receive a bounty of herbs from the Aurelie's Garden. If the Garden were to be threatened in any way, it would be the responsibility of the Keeper to deal with those threats.

Powers

Bounty of Herbs

The Keeper gains custodianship of a sinecure. Each season they receive 10 doses of Imperial Roseweald, and 2 doses each of Cerulean Mazzarine, True Vervain, Marrowort, and Bladeroot.

Appointment

The method of appointing this sinecure deviates dramatically from the well worn path for such appointments. Each Autumn Equinox, the title is contested each between representatives of Dawn and Navarr. The title can be held by any Navarr or Dawnish citizen, and the title is appointed annually. The Keeper can be revoked by the General assembly, both the Dawnish and Navarr National Assembly, and the Assembly of the Nine.

The Contest

The rules of the contest are extremely straighforward:

- ten Navaar face ten Dawnish

- All skills

- The contest lasts until one person remains standing, they take the title

- Any additional rules may be determined by mutal agreement on a contest by contest basis

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Keeper of Berislav's Rest

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Stipend

- 4 Appointment

Overview

The Keeper of Berislav's Rest is an Imperial title awarded to a Varushkan citizen. It is a national position appointed by majority vote of the Varushkan senators. The position is a sinecure, requiring minimal responsibility but offering a regular income drawn from the profits generated by the people of the vale.

Responsibilities

The Keeper of Berislav's Rest has no particular responsibilities; they simply receive a stipend of rings from the Vale of Berislav's Rest in Volodmartz. If the Vale were to be threatened in any way, it would be the responsibility of the Keeper to deal with those threats.

Powers

Stipend

The Keeper gains custodianship of a sinecure. They receive 1 throne, 2 crowns, and 16 rings each season from the vale.

Appointment

The title is selected by unanimous decision of the Varushkan senators. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by any Varushkan citizen. The Keeper has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Varushkan National Assembly, and by the Assembly of the Nine.

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Keeper of the Breadbasket

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Right of Address

- 3.2 Distribution of Imperial Bounty

- 4 Appointment

- 5 The Title in Play

Overview

This Imperial title was created by the Imperial Senate during the Autumn Equinox 381YE to oversee the function of the granaries and storehouses in Mitwold, Upwold,and Bregasland that make up the Imperial Breadbasket. Prior to the creation of this title, decisions about the Breadbasket were made by the Marcher senators - now such decisions would be made by the Keeper instead.

Responsibilities

The Keeper is responsible for.the great work known as the Imperial Breadbasket. The breadbasket on the whole requires little effort to maintain, being largely run by the civil service. If the structures that make it up were to be threatened in any way, however, it would be the responsibility of the Keeper to deal with those threats. Likewise, if any particular opportunity were to arise related to the Breadbasket, the Keeper would expect to be consulted as to how that opportunity might be resolved.

Powers

Right of Address

The Keeper of the Breadbasket has the right to make a Senate address once per summit. This is intended to allow them to present important information for the senators consideration. To make an address, the Keeper must inform the Speaker for the Senate of their intention, so that the Speaker can add the address to the agenda for the next Senate session.

When the title was created, an attempt was made to require that the address be used whenever the Keeper sought to exercise their power to determine how the benefits of the Imperial Breadbasket may be applied, but this was deemed unconstitutional. It is not possible for the Senate to dictate how a power such as the right of address can be used.

Distribution of Imperial Bounty

The Keeper has the ability to determine how the bounty of the Imperial Breadbasket may be used. Usually this will relate to the ability of the breadbasket to maintain an Imperial army that is in danger of disbanding due to a lack of support from its nation.

To use this power, the Keeper provides an announcement to the Civil Service, who present the decision to the Imperial Senate. No voting is possible by the Senate at this point, as the power has been delegated to the Keeper of the Breadbasket. The Imperial Synod may, however, choose to exercise their veto over the Keeper's decision.

Appointment

This title is appointed during the Winter Solstice by unanimous decision of the senators of the Marches. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by a citizen of the Marches. The Keeper can be revoked by the General Assembly, the Marcher National Assembly, and by the Assembly of the Nine.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

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Keeper of the Crystal Vale

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounty of Mana

- 4 Appointment

- 5 Vale's Might

Overview

The Keeper of the Crystal Vale is a Wintermark Imperial title created following an announcement in Winter 380YE by the Civilian Commissioner. The Vale was completed shortly before the 381YE Spring Equinox. The position of Keeper is a sinecure, requiring minimal responsibility but offering a regular income of crystal mana.

Responsibilities

The Keeper has no particular responsibilities; they simply receive a bounty of crystal mana from the Vale's Might in Hahnmark. If the vale were to be threatened in any way, it would be the responsibility of the Keeper to deal with those threats.

Powers

Bounty of Mana

The Keeper of the Crystal Vale gains custodianship of a sinecure. They receive an income of 10 crystal mana each season.

Appointment

The Keeper of the Crystal Vale is appointed by unanimous decision of the Wintermark senators. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by a Wintermark citizen. The Keeper has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Wintermark National Assembly, and by the Assembly of the Nine.

Vale's Might

The great stone pillared entrance to Vales Might is flanked by two large stone and metal braziers, each with the rune of Wealth carved upon it. These are lit during the winter months to guide hunters, traders and other lost folk back to a place of warmth and safety. Vale's Might stands near its sister sinecure the Valley of Pride. It is located in the foot of the nearby cliffs and high hills that stand just outside the village of Woodhall.

The Wintermark hall of Hendle Hearth can been seen from the entrance to Vales Might and is a mere few minutes’ walk away. Southridge and Wood Heath lie less than a days travel away in opposite directions from the impressive entrance to this sinecure. To gain access here you must first pass the huge doors that are designed to hold fast against all save the worst of winter storms, or all but the most ferocious and determined of attackers.

Once inside, a visitor must follow the twists and turns of the passage that snakes its way down level by level, deeper and deeper into the depths. At the bottom of the passage is a final mighty door, above which is engraved the message "The ebb and flow of magic will forever match the ebb and flow of the Empire. Long live the Empire.”

The door opens into a large cavern whose walls are studded with crystals. A pool of silvery water is spread thinly across the bottom of the cavern, and all of the crystals can be seen to have grown over the decades from the water.

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Keeper of the Dour Fens

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounty of Mana

- 4 Selection

- 5 Removal

- 6 History

- 6.1 Beneath Graven Rock

Overview

The Keeper of the Dour Fens is an Imperial Title created by a commission announced by the Marcher Civilian Commissioner in Summer 380YE. The position is a sinecure, requiring minimal responsibility but offering a regular income of crystal mana.

The official name given to the site by the commissioner is a nod to the work done by the Circle of Endless Night - a coven of powerful magicians well versed in Night magic responsible for protecting the marshes during the war with the Jotun.

Responsibilities

The Keeper of the Dour Fens has no particular responsibilities, but there is some expectation that the mana gathered from Graven Rock will be used to help the war effort - or at least employed in the protection of Bregasland. The Keeper receives a seasonal bounty of crystal mana gathered from the caves under Graven Rock, and if the Rock were to be threatened in any way, it would be the responsibility of the Keeper of the Dour Fens to deal with those threats.

Powers

The Keeper of the Dour Fens is an Imperial title that grants custodianship of a sinecure.

Bounty of Mana

The Keeper of the Dour Fens receives an income of 10 crystal mana each season from the caves beneath Graven Rock.

Selection

The Keeper is a Marcher national position appointed by the Senate. Under normal circumstances it will be appointed by unanimous vote of the Marcher senators.

Because this is a national position, the title can only be held by a Marcher citizen.

Removal

The Keeper has tenure and serves until they die, step down or are revoked.

The Keeper can be revoked by the Marcher national assembly, the the General assembly or the Assembly of Nine.

History

The sinecure was completed shortly before the Spring Equinox 381YE.

Beneath Graven Rock

The Keeper of the Dour Fens is a source of some humour to the local inhabitants - since the actual sinecure is located miles from the fens in "the only dry spot in Bregasland". In fact, the site is a reclaimed section of one of the old mine-workings that riddle Graven Rock. This vast stone plinth, four miles to a side, stands in Gravenmarch in Bregasland, not far from the town of Graven itself. The sinecure that the Keeper of the Dour Fens oversees is not an easy matter to locate without a guide who knows the way, or a good map as several of the passages that seem to lead to it have been collapsed, or veer away at the last moment.

The rock contains several unconnected mine workings. This one, which was abandoned in 329YE, had a bad reputation. Workers would talk about hearing odd echoes and seeing peculiar lights - but the weltsilver ore here was rich and so these concerns were largely ignored. In the years since, this part of Graven Rock has continued to have a reputation for rum doings, given a wide berth, and said to be haunted. The landskeepers of Bregasland know differently of course - the reason this part of the rock has an odd reputation is that flows of mana from the western marshes meet those from the forest to the south and the hills to the east, and create peculiar eddies. These eddies have been harnessed before, and several local landskeepers maintain their own sources of mana in the vicinity.

Taking advantage of these flows, the Graven Rock sinecure consists of several carefully positioned mithril mirrors, and three stone dolmen, all situated in a large, dark cave far beneath the surface. The dolmen are inlaid with carefully carved totems: a leaping salmon in the west, a broad oak tree in the south, and a proud ram in the west symbolising the marshes, the forests, and the hills. The walls of the cave are polished, and several dozen iron lanterns holding lightstones ensure that the cave is never swallowed in darkness.

Visitors to the cave still report odd phenomenon - lantern lights bobbing in the dark passages, the sound of picks and shovels, the coarse voices of miners, and the occasional rumble as of stones falling. Echoes of the time when the mines beneath Graven Rock were still being worked - yet without any suggestion of ghosts per se, as if the magically infused rock itself simply remembers a time when human beings (and orc slaves) used to occupy the now-empty galleries.

Margaret held the completed sign up to the light - the paint was dry now and she was pleased with how neat the lettering was. "What do you think Will?" she asked her husband.

Will looked at the sign for a moment. "Nicely done. Still a daft name though" he commented before returning to his bow-lathe.

"I just paint the signs love - if this Merrick fella wants to call a rock a fen - he can. It's the one who plants the seeds who chooses the apples."

"Hmmpf - apples is right. Typical bloody Upwolder - fella's probably never even seen a fen. And what's dour 'bout it anyway?"

"Bregasland is called the Dour Fens love. Just because we live in the nice bit, you can't say that ain't true. Your cousin Jenny Dyer - her farm is barely two days west of here but more than half of it floods every time the skies open".

"Ring to a crown we'll end up with someone who ain't from Graven running it. Probably won't even be a Bregaslander. Well I'll give them bloody dour if they come round 'ere."

"Perhaps they named it for my husband's famously surly temper?" Margaret teased him as she playfully boxed his ears. "Now finish up what you're doing - you need to get the fire on and start supper. I've two more of these to paint before we lose the light."

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Keeper of the Glorious Fountain

Overview

The Keeper of the Glorious Fountain is an Imperial title established by the Imperial Senate during Winter 378YE. The title is a sinecure, requiring minimal responsibility but offering a regular income of crystal mana.

The sinecure involves custodianship of the Glorious Fountain of Dawn and Dusk, based around a series of geysers and hot springs in Morrow - a site that is ripe for further development. While the day-to-day operation of the marvellous fountain is overseen by a small professional staff, the Keeper might still be called upon to deal with any problems that are outside their area of expertise.

During the Spring Equinox 380YE, a plague of crystal-eating vermin saw the Seante commission white granite wards to help protect the Fountain, which had the unexpected outcome of adding additional production to the sinecure.

Responsibilities

The Keeper has no particular responsibilities; they simply receive a bounty of crystal mana from the Glorious Fountain of Dawn and Dusk. If the Fountain, or the hot pools from which it rises, were to be threatened in any way then it would be the responsibility of the Keeper to deal with those threats. The Keeper may also be called on to deal with any threats to the small staff who maintain the fountain; there is some risk of problems with the vallorn or Therunin to the north.

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounty of Mana

- 4 Appointment

- 5 The Glorious Fountain of Dawn and Dusk

Powers

Bounty of Mana

The Keeper of the Glorious Fountain gains custodianship of a sinecure. They receive an income of 9 crystal mana each season.

Appointment

The Keeper of the Glorious Fountain is appointed by unanimous decision of the Urizen senators. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by an Urizen citizen. The Keeper has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Wintermark National Assembly, and by the Assembly of the Nine.

The Glorious Fountain of Dawn and Dusk

In western Peregro are found a series of geysers and hot springs, beneath which lies a nexus of powerful subterranean magic. The magic occasionally bubbles to the surface through the hot springs - on occasions when this happens, the waterspouts are transformed into pure superheated steam, rich with arcane potential. Harnessing the magic of the springs has proved especially challenging.

Recently, a talented Architect named Camilla Sunspire proposed a unique way of harnessing the magic without damaging the magic - or risking an accidental explosion. Following her plan, an intricate arrangement of mithril-lined pipes would channel the flow of water from the largest spring into a specially constructed fountain. Designed with intricate pipes and valves, the fountain would rise to a crescendo at both dawn and dusk (rather than every four hours, twenty-seven minutes, as the natural geyser does). In addition to harnessing the magic of the pools, the mithril pipes caused an accretion of crystalline mana to form around the edges of the wide heat-resistant basin which could be harvested without risk.

When Senator Cato proposed in Winter 378 that a sinecure be constructed, the work of Camilla Sunspire was brought to the Civil Service's attention and the delighted architect was invited to assist with the building project which was completed shortly before the start of the Summer Solstice 379YE.

The fountain itself is maintained by a small staff, assisted by a cadre of ushabti designed specifically to work in the dangerous heat of the hot springs. In addition to collecting the crystal mana, cleaning the fountain's workings, and performing minor calibrations to the valves based on the average rainfall, the staff are kept busy extracting coins, debris and other mementos thrown into the fountain by travellers who do not understand its purpose - or the danger of one of these trinkets blocking one of the main pipes...

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Keeper of the Golden Fields

Overview

The Keeper of the Golden Fields is an Imperial Title created by a commission announced by the Marcher Civilian Commissioner in Autumn 380YE. The position is a sinecure, requiring minimal responsibility but offering a regular income of crystal mana.

Responsibilities

The Keeper of the Golden Fields has no particular responsibilities, but there is some expectation that the mana gathered from the Silent Giant will be used to help the war effort - or at least employed in the protection of Mitwold. The Keeper receives a seasonal bounty of crystal mana gathered from the area around the standing stone, and if the Silent Giant were to be threatened in any way, it would be the responsibility of the Keeper to deal with those threats.

Powers

The Keeper of the Golden Fields is an Imperial title that grants custodianship of a sinecure.

Bounty of Mana

The Keeper of the Golden Fields receives an income of 9 crystal mana each season from the basins set around the Silent Giant.

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounty of Mana

- 4 Selection

- 5 Removal

- 6 History

- 7 The Silent Giant

Selection

The Keeper is a Marcher national position appointed by the Senate. Under normal circumstances it will be appointed by unanimous vote of the Marcher senators.

Because this is a national position, the title can only be held by a Marcher citizen.

Removal

The Keeper has tenure and serves until they die, step down or are revoked.

The Keeper can be revoked by the Marcher national assembly, the the General assembly or the Assembly of Nine.

History

The sinecure was completed shortly before the Summer Solstice 381YE.

The Silent Giant

There are many old standing stones and dolmen in the Marches. The Silent Giant is one of the most famous, and one of the largest - a huge solitary monolith on the Golden Downs not far from the town of Hay. The old stone itself surmounts a low hill, stark against the skyline, and watches over the golden fields of barley, wheat and corn tended by Marcher farmers below.

There are several stories about its origin. One claims it was rolled up the hill and placed there by Bolstering Bill and their mates as part of a cunning ruse to trick some bandits (or orcs, depending who is telling the story) into thinking that Marchers were giants. Another says it was actually placed by shepherds in the first days of the Marches, to watch over their flocks; these shepherds eventually moved south to the Mournwold, and their pastures were turned into fields of golden grain by the settlers at Hay. Another says it is an honest-to-goodness ogre, or perhaps a giant, turned to stone after losing a contest of riddles with a Marcher landskeeper and smith called Ironfoot Sean. A more prosaic tale says it was placed to mark a site of strong mana flows that served as a meeting place for the first landskeepers of Mitwold. Whatever the truth, the stone is known at least by name across the Marches - the popular song Silent Giants is said to refer specifically to the monolith above Hay.

Since the Senate commission, the standing stone is now surrounded by five wide, shallow basins of black rock lined with mithril. The basins focus the mana flows, which crystalise in their depths. There was some talk of building a fence or low wall around the stone to deter thieves, but the local landskeepers put their feet down very firmly in this regard. Anything that separated the stone from Mitwold, even symbolically, would be a Bad Thing - and anyone who was foolish enough to try and steal from the Silent Giant and the people of Mitwold would find any number of Bad Things happening to them in pretty short order.

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Keeper of the Imperial Menagerie

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Tears of the Rakshasa

- 4 Appointment

- 5 Imperial Menagerie

Overview

The position of Keeper of the Imperial Menagerie is an Imperial title created by the Senate to oversee the running of the Imperial menagerie and the well-being of its inhabitants.

The Menagerie was constructed to house an exotic rakshasa, received by Imperatrix Lisabetta as a coronation gift from the Principalities of Jarm. Concerns were immediately raised by the Civil Service about the care and tending to of the rakshasa after its arrival; as a rare and magical creature of significant value and unusual needs, it required an appropriately secure and comfortable location for its housing. Suggestions were soon mooted that the rakshasa be put on show in an enclosure in one of the cities of the League, so that the public citizenry might have a chance to see the oddity (and their coin might help pay for its needs); the greatest volume of such requests came from Holberg. In Winter 380YE the Senator of Morrow, Ariadne of the Auric Horizon, proposed not just a simple holding structure but a far grander menagerie that would greatly increase the production of tears by 'Flocki', as well as including space for other creatures to be put on show. Construction proceeded apace, funded by the Empress's own House of Seven Mirrors, and was completed in Spring 381YE when the menagerie opened to the public.

Responsibilities

The Keeper of the Imperial Menagerie oversees the harvest of magical substances from the rakshasa - which provides both a slow but steady stream of Winter vis and a supernatural drug known as Tears of the Rakshasa. They Keeper is responsible for the ongoing wellbeing of the rakshasa - dubbed 'Flocki', by the children of Holberg - and if something were to happen to the exotic beast, it would fall on the shoulders of the Keeper to deal with the problem. Were Flocki to perish, the flow of arcane substances would abruptly cease.

Theoretically, were the Menagerie extended and other strange beasts housed within it, the Keeper's duties would also extend to looking after those creatures as well.

Powers

Tears of the Rakshasa

The Keeper gains custodianship of a sinecure. They receive three measures of Winter vis and four doses of Tears of the Rakshasa, collected by the Menagerie staff from the rakshasa's ocular exudate.

Appointment

This title is an Imperial position appointed by The Throne. The Keeper serves until they die or step down. Any Imperial citizen is eligible to hold this title. They can be revoked by a lesser majority of the General Assembly, and by the Assembly of the Nine.

If you'll excuse the frankness, in short, somewhere needs to be provided for the drake to live, and it has specialist needs. It requires a sturdy structure that will protect it and prevent it from escaping, basic arcane elements to help stimulate the production of its tears, a steady diet of meat and the provision of particular alchemical products to sustain its well-being. We are currently housing it in a sturdy cattle-pen. This is obviously not suitable.

Grigor van Temeschwar, Civil Servant, shortly after the arrival of the rakshasa

Imperial Menagerie

When the eastern Principalities of Jarm presented the newly-crowned Imperatrix Lisabetta with a rare and valuable gift - a trained adult rakshasa - the question of where to keep the beast arose. The decision was taken to house the rakshasa in a new Imperial menagerie, built as part of the grand park being constructed in Holmauer. The menagerie was the first piece of the park to be completed and opened to the public.

There is no doubt the rakshasa is the main attraction - the structure includes a very sturdy enclosure, with a viewing gallery from which Imperial citizens can indulge their curiosity and see the strange beast with their own eyes. It also includes secure internal chambers for the arcane procedures involved in harvesting the creature's tears.

A number of additional pens house a number of more mundane beasts, including a muster of peacocks, a single Urizen tiger, a pair of forest lions from Weirwater, a breeding colony of dodo birds imported from Feroz, and several ornery goats of Marcher stock whose antics are deemed highly comical by the local visitors.

The sturdy construction of the menagerie certainly echoes the solid craftwork and architecture for which Holberg is famous. This is just as well - given the dangerous nature of some of the inhabitants. Yet at the same time, the rising arches and peaks of the buildings call to mind the spires of Urizen - an odd fusion of two very distinct architectural styles most likely inspired by the influence of Ariadne, Senator for Morrow, who commissioned and oversaw construction of the menagerie.

As well as the rakshasa itself, several other animals are housed in the menagerie, much to the delight of the folk of Holberg. However, ambitious plans to expand the collection even further have, thus far, fallen foul of unforeseen difficulties. A lone dire penguin was captured by Suaq hunters and conveyed across the Empire to Holberg, but sadly perished due to a lack of something unknown in its diet that the keepers were unfortunately unable to puzzle out. The greatly diminished numbers of the famous Gancio dire cranes after the Grendel raid on Sarvos has left the menagerie unable to acquire even a single of the glorious white birds, especially due to concerns by scholars of the rebuilding Diora University that the crane population remains too fragile to remove even a single breeding adult. One scheme to build a magically-warded collection of boggarts was halted early on due to what civil servants summarised as 'a wide raft of problems indeed, not least the consumption of the plans by a loose harpy boggart'.

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Keeper of the Memorial Gardens of Treji

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Gardener's Bounty

- 4 Appointment

Overview

The Keeper of the Memorial Gardens of Treji is an Imperial title created by the Imperial Senate in Autumn 378YE. The position of keeper is a sinecure, requiring minimal responsibility but offering a regular income of valuable herbs.

The gardens contain a thousand flapping pieces of cloth, each piece from a fallen hero from the battle to retake Treji, both Navarr and Summer Storm alike. Beneath each flag is a small herb garden of Bladeroot and scented flowers. The Bladeroot represents the early deaths of those who fought and the scented flowers chosen to remind those that smell them of summer. At the centre of the garden stands a monument to the fallen crafted from weirwood and enchanted ice. Atop the monument is a statue of a Navarr warrior sanding back to back with an Imperial orc from the Summer Storm legion, their bodies covered like tattoos with the names of the dead. Beneath it reads a plaque.

May we never forget the sacrifice of the Summer Storm and the Navari who fought with them to retake Treji.

Let they find their way through the Labyrinth.

Let them find their way over the Abyss to the far shores.

May we never forget we are stronger as a united Empire,

Let those who read this have the virtue to live up to the example set by those liberators.

The appointment of the sinecure is regarded as unconstitutional because a sinecure of this type would be expected to follow the normal rules for a national appointment. The motion was not struck down by magistrates at the time, however, and so the title stands.

Responsibilities

The Keeper oversees the gardens that memorialize the Navarr and Imperial orc heroes who died to retake Treji.

Powers

Gardener's Bounty

The Keeper of the Memorial Gardens of Teji gains custodianship of a sinecure. They receive 6 Bladeroot, 6 True Vervain, 2 Cerulean Mazzarine, 2 Imperial Roseweald, and 2 doses of Marrowort each season.

Appointment

The Keeper of the Memorial Gardens of Treji is appointed by the senator for Hercynia. If the senator cannot reach a decision, the title may be appointed by the Imperial Senate instead. Under normal circumstances, it would have been appointed by unanimous decision of the Navarr senators. The current appointment method is considered problematic by the Constitutional Court.

The title can be held by a Navarr citizen. The Keeper has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Navarr National Assembly, and by the Assembly of the Nine.

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Keeper of the Sapphire Stair

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Comfortable Income

- 4 Appointment

Overview

The Keeper of the Sapphire Stair is an Imperial title awared to a League citizen. It is a National position, appointed by unanimous decision of the League senators.

Associated with the Sapphire Stair in Tassato, the keeper is paid a portion of each toll paid for use of the lock. The majority of the monies raised goes to the maintenance and operation of the marvellous locks, but the keeper is assigned enough to ensure a comfortable lifestyle. Perhaps more importantly, this sinecure also brings with it a certain amount of influence in the politics of the city itself due to the influence it grants the holder over trade along the Vassa. As such, control of the sinecure is hotly contested by guilds on both sides of the river and on the irregular occasions when the sinecure must be re-appointed, competition to influence the League senators is extremely fierce.

The Keeper is almost always from Tassato. While there have been incidents where League citizens from other cities have been appointed to the position they have rarely found their tenure to be very satisfying. They either moved to Tassato and became involved in the politics of the city, or they found themselves shunned, villified, harassed and on one very unfortunate occasion during the reign of Empress Brannan, murdered for their temerity in involving themselves directly in a Tassatan matter.

The previous Keeper of the Sapphire Stair was Rebeca Porteiro di Tassato, a naga member of the Gilt Moth camorra - a wealthy guild from northern Madeiras known for, among other things, trade in fine cloth, dark ale and Navarr goods. Exiled from the city proper nearly two centuries ago following some scandal or other, the guild stays neutral in political affairs. Rebeca herself is known to be a rake, a bravo, and a hellraiser, and has a reputation for daring amorous adventures and remarkable skill with the sword. Rumour suggests that she was appointed to the position in 366YE following the successful seduction of all three League senators.

During Winter 379YE, Rebecca Porteiro di Tassato suffered a fatal injury, and the title passed to Domitila Sanguineo Rezia di Tassato (after some unfortunate misunderstandings around which of the two beautiful Rezia sisters had been appointed to the position). Following this new appointment there has been an increase in argument and political maneuvering between those associated with the 'Stair - including some calls for increased political representation of the lockworkers' guilds.

Responsibilities

The title holder is expected to ensure that the Sapphire Stair remains open and in a state of good repair. The actual job of operating the lock falls to civil servants and local labourers, mostly domiciled in the fortified village of Cevia. While the title comes with a comfortable house on the banks of the Vassa, few Keepers actually spend much time there preferring the entertainments of the city of Tassato.

Powers

Comfortable Income

As a sinecure, the Keeper of the Sapphire Stair provides an income drawn from the tolls paid by merchants using the lock.

The holder of the sinecure receives 20 Crowns in income each season.

Appointment

The Keeper of the Sapphire Stair is appointed by unanimous decision of the senators of the League. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by a citizen of the League. The Keeper has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the League National Assembly, and by the Assembly of the Nine.

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Keeper of the Spice Gardens

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 The Spice of Feroz

- 4 Appointment

Overview

The Keeper of the Spice-Gardens is an Imperial title connected to the Spice Gardens of Feroz. The position of Keeper is a sinecure, requiring minimal responsibility but offering a portion of the finest cerulean mazzarine grown on the Brass Coast. Additional luxury spices are sold to ensure the upkeep of the Gardens and a comfortable salary for the various farmers, horticulturalists and merchants who work as agents of the Spice Gardens, although production has tailed off a little in recent tumultuous decades.

Spices from the Gardens are sold throughout the Brass Coast, and before the fall of Segura were exported, first to the Faraden and then even farther afield. Regular caravan trains cross the Spider's Dream to Sarvos, and from there travel throughout the Empire being especially sought after in the markets of Varushka and Urizen. While the money from this business is not available to the Keeper, it can often help bring a certain level of prestige to the holder of the title among those who consider themselves gourmands.

The title of Keeper has a prestigious legacy. It was created in 213 YE during the reign of Empress Mariika, and many scholars believe it was part of an agreed price paid to gain the support of the Freeborn senators for the sweeping financial changes she instituted. The title changes hands with much less regularity than many other Imperial sinecures - the holders tend to be long-lived, and understand the value of maintaining a level of popularity among their peers that makes revocation a very rare occurrence; only one holder has been revoked (in 296 YE Inigo i Tamari i Erigo was stripped of the title when he was found guilty of using his position to cover trades in illegal substances with a Sarcophan beggar-prince. The Erigo tribe have not held the title since, and several families in Feroz are known to be desperate for the opportunity to claim the title once more).

Responsibilities

The title holder is expected to ensure that the Gardens remain fertile and continue to produce a wide variety of valuable luxury goods and valuable herbs for use by physicians and apothecaries throughout the Brass Coast and beyond. How the Keeper disposes of the herbs they receive is entirely their own business; while there is often pressure placed on them to donate their bounty to various causes the majority choose to either sell them or have them made into potions for sale or personal use.

While any Freeborn citizen might try to claim the position, the families of Feroz have worked hard over the last several centuries to ensure that it remains in their hands rather than being claimed by someone resident in another territory. While the title is clearly a sinecure, the Keeper often uses their position to gain additional prestige. Some citizens of Feroz would rather informally approach the Keeper for help with problems relating to their farm, herb garden or forest than the Senator of their territory.

Powers

The Spice of Feroz

The Keeper gains custodianship of a sinecure Each season they receive 12 doses of Cerulean Mazzarine, and 2 doses each of Imperial Roseweald and True Vervain. The Keeper also receives a small portion of the finest spices for their own table. While this has no game effect, the Keeper often cultivates a reputation for gourmet feasting.

Appointment

The Keeper of the Spice Gardens is appointed by unanimous decision of the senators of the Brass Coast. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by a Freeborn citizen. The Keeper has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Freeborn National Assembly, and by the Assembly of the Nine.

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Keeper of the Tower of the Fall

This title lost its bounty of mana when the Druj destroyed the Tower of the Fall.

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounty of Mana

- 4 Appointment

- 5 The Tower of the Fall

Overview

The Keeper of the Tower of the Fall was an Urizen Imperial title created following an announcement in Autumn 378YE by the Crystal Architect of the Spires. The position of Custodian was a sinecure, requiring minimal responsibility but offering a regular income of crystal mana.

During the Spring Equinox 380YE, a plague of crystal-eating vermin saw the Senate commission white granite wards to help protect the Tower, which had the unexpected outcome of adding additional production to the sinecure.

During the 381YE Druj invasion of Zenith, the Tower of the Fall was destroyed by orc invaders.

Responsibilities

The Custodian was technically responsible for maintaining the Tower of the Fall; in practice though the day-to-day running and repair of the waterfall and pool lay in the hands of the civil service. The Keeper simply received a bounty of crystal mana from the Tower of the Fall in Zenith.

Powers

Bounty of Mana

The Keeper gained custodianship of a sinecure. They received an income of 10 crystal mana each season.

Appointment

The Keeper of the Tower of the Fall was appointed by unanimous decision of the Urizen senators.

The title could be held by an Urizen citizen. The Keeper had tenure, and served until they died or stepped down. They could be revoked by the General Assembly, the Urizen National Assembly, and by the Assembly of the Nine.

After the flood

Currently the Tower of the Fall is in ruins, and so the holder of this title has no powers and receives no production from the sinecure. If the Tower were rebuilt, (assuming the Druj are driven out of Zenith), the current holder would resume their post if they have not stepped down or died in the interim.

The Tower of the Fall

Set high on the slopes of a snow-capped mountain, this lonely tower stood on the cliff-edge of a cliff next to one of the tallest waterfalls in Urizen. It was almost certainly built as a place for meditative Illuminates to ponder the relationship between the body, the spirit, and magical talent - but that was before the discovery of the magical bounty of the pools below. The icy waterfall cascades down the mountain into a plunge pool far below, creating a churning vortex of swirling water. Incongruously, at the centre of the vortex it was just possible to make out crystal formations - the kind of formation associated with the natural formation of crystal mana.

There had been several attempts in the past to harvest these crystals, but each had met with failure. The exposed crystal formation was dangerously close to a fast moving wall of freezing water that strikes anyone nearby with the force of a dozen charging oxen. More than one tragic tale tells of would-be mana harvesters swept away and battered to death on the rocks below the plunge pool while trying to collect the crystals. The stories have grown with the telling, and the Pool of the Fall is often used as a metaphor for how courage in the pursuit of prosperity is sometimes not enough, and dangerous if not tempered with a little wisdom. The nature of the pool was also seen as having a strong resonance with Summer magic; at least once the eternal Barien has challenged an Urizen petitioner to recover crystals from the depths of the lake.

Over the years several plans had been suggested as to a safe and effective solution to collecting crystals, but it was only relatively recently that a practical solution was found. Realising that a solution that involved stopping the water flow would simply lead to flooding the crystal formation and probably damaging them in the process (assuming that the falling water was not integral to their formation in the first place), an innovative solution was proposed - a series of vanes and baffles down the length of the fall that rather that stopping the water flow, serve primarily to accelerate the vortex - both increasing its rate of magical convergence, and creating enough space at the middle to allow safer access to the crystals.

A mithril structure raised across the pool and delving into the centre proved to be sufficient to allow harvesting when most normal materials have been insufficient to survive being occasionally caught by the vortex. The workers at the Tower of the Fall ensured that the tower was maintained (and available as a residence for the Keeper should they wish to visit the site), as well as being charged with adjusting the vanes and baffles to maintain the flow rate and vortex velocity through the year. The actual task of harvesting crystals was still dangerous, but not as lethally so as it was when brave (or foolhardy) men and women attempted to simply swim through the churning water to claim their prize.

When the Druj came, they stole the mana and then burnt the tower, sending its ruins tumbling down the cliff into the pools below, shattering the crystal formation. They tore the mithril structure apart, leaving only twisted wreckage around the broken mana site.

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Kethry

This is the way it was done, and the way it will be done until the final sun sets on the land. We are Kesh, and we are Proud.

Contents

- 1 Virtue

- 2 Biography

- 3 Signs

- 4 Kethry in Play

Virtue

Kethry is the oldest recorded Paragon of Pride, dating from before the birth of the Empire.

Biography

It is not recorded in which lands Kethry and the Kesh tribe dwelt, though elements in most of the stories about her suggest they likely lived in the east of Wintermark or the west of Varushka, in a "thickly wooded vale in the shadow of great cold mountains". This would suggest her birthplace was either in Skarsind or Miekarova.

Many years before the Empire, local tribes made war on one another both to compete for resources and as a show of strength. The tribe which Kethry led, the Kesh, were conquered by an enemy tribe led by Chieftain Makin the Red, who were larger and more aggressive. It was the custom at the time for the conquered tribe to capitulate territory, possessions and their tribal identity, essentially becoming assimilated into the tribe of their conquerors. In some cases, their new status was as thralls and in some they lived as equals among their conquerors, learning their customs and traditions.

Whilst there are many variants on the tale of Kethry, the version below contains all of the common elements, in particular the phrasing of the conversations between Kethry and Makin - which are often taken up by the audience when the tale is told out loud - and its reversal at the end of the story.

When Kethry's tribe was defeated, Makin the Red took possession of Kethry's lodge, said to be the finest and largest in the village. The wooden beams and pillars were intricately carved with the likenesses of the birds and beasts of the wood. Makin the Red liked it so much he decided to make the lodge his base for a year and a day, while he led raids on other neighbouring tribes. Kethry moved into a reed-woven hut on the outskirts of the village, whistling and smiling as she wove the thatch for the roof herself and daubed the walls. Many of her people had taken to the ways of the conqueror, but in her heart Kethry kept alive the customs and traditions of her people.

When Makin returned, the lodge was empty. Everyone was sitting around a fire outside Kethry's simple hut, singing and sharing food. Makin was furious; there had been no feast in his honor to welcome him home from the raid, as was the custom of his people. Instead, his scouts sat round the fire drinking broth from wooden bowls into which they dipped crusts of bread. He said to them "This is not the way of our people! This food you eat is the food of the conquered, not the conqueror! We do not sit round a fire sharing soup and bread, we dine at tables in lodges of pine!"

It was Kethry who replied. "You speak of your people, but they are many. All the tribes you have conquered are numbered here, with rich traditions of their own. Why do you not sit with us as your scouts do and enjoy the broth of the Kesh? It is flavoured with the finest herbs and served with bread fresh from our ovens." Makin refused and ate alone in his lodge while his scouts remained with Kethry. Before he did so, he spoke to her thus: "Your ways are now our ways, your customs lost to our strength. Why do you continue with this meal?" Kethry replied. "This is the way it was done, and the way it will be done until the final sun sets on the land. We are Kesh, and we are Proud.

Makin went away to raid again for a year and a day, as was tradition. When Makin next returned, the village was bathed in the light of a hundred torches. There was no procession for his return, as was custom, but instead the people danced with one another in a great circle, weaving in and out of the torches. He was furious to see his runners there dancing, those who he had sent ahead to ensure the village prepared for his return.

Kethry came forward and spoke with him. "This is the dance of the Kesh, which we have been performing on this day since the time of my grandmother's grandmother. Will you dance with us, Makin the Red? Will you make merry with your runners and the Kesh?" Makin refused and spoke back. "Your ways are now our ways, your customs lost to our strength. Why do you continue with this dance?" Kethry replied. "This is the way it was done, and the way it will be done until the final sun sets on the land. We are Kesh, and we are Proud. Makin sat alone in his pine lodge whilst the merriment continued all around the village until the last torch was burned out, as was custom.

When Makin returned from his third raid, he hardly recognised anyone. All of the guards he had left here to keep an eye on the village were dressed in the manner of the Kesh and their spears were decorated with white feathers, not black. Furious, he asked his guards what had happened, but it was Kethry who spoke.

"Welcome, Makin the Red. Would you like a white feather for your spear? The omens are auspicious, if you tie a white feather to your spear it will bring you speed on the hunt." As usual, Makin replied "Your ways are now our ways, your customs lost to our strength. Why do you continue with this belief?" Kethry replied. "This is the way it was done, and the way it will be done until the final sun sets on the land. We are Kesh, and we are Proud.

Three times Makin had been raiding now and three times he had returned. Each time more of the Kesh had returned to their traditions and each time his own tribe had joined in. He spoke to Kethry one more time:

"I am the one who has been conquered, not the Kesh. Sing me your songs, Kethry, and bake me your bread. Dance your dance with me and give me a white feather. From this day forward, my tribe will have no name of their own. I am Kesh now, and I am proud.

Kethry and Makin were eventually wed, and the feast which accompanied their celebration lasted a year and a day, as was custom.

Signs

Pilgrimage By exemplifying the pride of her own tribe's traditions and refusing to adopt those of her conqueror, Kethry is said to have undertaken a spiritual journey to the heart of Pride.

Benevolence The deeds of Kethry brought prosperity to her whole tribe and not just herself. In keeping alive the old traditions and not capitulating to her conquerors, both tribes eventually lived as Kesh.

Salvation Kethry converted an entire warlike, conquering tribe through sheer will by showing them the pride in her tribal customs and bringing them into a life of virtue. In doing so, she also saved the Kesh and their customs from being lost to history.

Legacy The most commonly suggested Legacy of Kethry is that of hearth magic - those themes and images which combine to breath culture, life and identity into a nation. Whilst none claim that Kethry delivered hearth magic to the world as Tian did with fire, there are sufficient elements in her story which have led people to claim that Kethry's success lay in the use of that magic, whether she knew it or not.

Inspiration Kethry's refusal to give up on the traditions of her people was such an inspiration that she managed to turn the hearts of the tribe who had conquered them, including that of their leader. Her story was told so many times that it lasted the generations until the birth of the Empire and the Synod. All of the Kesh and the conquering tribe are thus her followers and imitators.

Liberation To date, no visions have been recorded of her life from her own eyes. Consequently, the sign of liberation holds. In some thematic variants of the Kethry story, she lives to a ripe old age and sees many more people adopt the customs of the Kesh, She speaks to them as an assembly and then returns to her lodge to die, but her body is never found, indicating an ascension.

Revelation There is nothing in any of the stories of Kethry or any surviving tales that might be an indication of her past lives, so the sign of revelation is impossible to confirm or refute.

Kethry in Play

- As with several Paragons, there are some scholars who suggest the story of Kethry might in fact be much older than is commonly believed, perhaps originating far beyond the borders of the lands that today are the Empire. One branch of Varushkan historians claim that the first stories of Kethry came down out of the mountains with the forbears of the Ushkan people, although they can provide little evidence to support their claim.

- There is a glade in Astolat which is said to be the place where Makin first courted Kethry. If it has any truthful claim to being a location from this tale, Kethry and Makin surely travelled a great distance from their supposed homes in Miekarova or Skarsind to plight their troths.

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Keywords

Contents

- 1 Overview

- 2 Applying Keywords

- 3 Gaining new keywords

- 4 List of Keywords

- 4.1 Logistics

- 4.2 Aggressive

- 4.3 Resilient

- 4.4 Siege

- 4.5 Marsh Fighter

- 4.6 Rugged

- 4.7 Forester

- 4.8 Coastal

- 4.9 Scouting

- 4.10 Disciplined

- 4.11 Fast

- 4.12 Magic

- 4.13 Mercenary

- 4.14 Glorious

- 5 Barbarian orc keywords

- 5.1 Fearsome

- 5.2 Poisonous

- 5.3 Savage

- 5.4 Merciless

- 6 Keywords and large armies

- 7 Further Reading

- 7.1 Core Brief

- 7.2 Additional Information

Overview

Imperial armies possess qualities that give them advantages in certain situations. These keywords reflect the flavour of the army and the nation to which it belongs. A military unit assigned to assist a campaign army does not gain the benefit of these keywords. Likewise, the additional strength granted by an enchantment such as Knights of Glory or Quickening Cold Meat is not counted for purposes of determining the effect of a keyword.

Applying Keywords

Some keywords are applied automatically, some like magician and mercenary require the general to provide payment. This payment should be handed into GOD in the general's hand-in baggy - and then an email sent to PD after the event.

Some keywords are applied only if the campaign involves a specific terrain. For instance an army with the Forester keyword may gain a bonus when fighting in a territory with a region with the Forest keyword. These keywords are activated under two conditions:

- Your side controls the region with the keyword

- Your side attacks the region with the keyword

Gaining new keywords

Existing Imperial armies already have one or more keywords representing their traditional roles. An existing keyword can be removed without cost. Adding or removing a keyword requires a motion by the Imperial Senate. An Imperial army can gain additional keywords, but the cost to add each new keyword is progressively more expensive. The first keyword added to an army requires 50 wains, the second 100 wains, the third 200 wains and so on.

Applying keywords to a large army costs 75 wains, 150 wains, 300 wains and so on. These additional costs need to be paid regardless of whether the keyword is being applied to an existing large army, or if a standard army with keywords is turned into a large army.

List of Keywords

Logistics

An army with good logistics has excellent access to supplies and the organisation to make sure they get to where they are needed. They may also be adept at making use of materials scavenged while on campaign, or carry additional supplies with them when they are at war.

Effect: This army can resupply naturally at the rate of 750 strength each season rather than the normal 500 (a large army would resupply at 1,125 troops each season rather than 750). They must still obey the normal requirement for natural resupply. Other ways of resupplying an army are not changed.

Aggressive

An aggressive army focuses on inflicting casualties on the enemies. The soldiers are trained and equipped to gather and exploit information about the lay of the land.

Effect: An aggressive army has the number of casualties it inflicts increased by 10% if it has been in this territory since start of the last season. If it has been in this territory for two full seasons, the extra casualties increase to 20%, and once the army has been in the territory for three full seasons, the additional casualties reach the maximum 30%.

Resilient

A resilient army might be equipped to produce makeshift fortifications, or it might simply possess a stubborn spirit coupled with training in defensive formations.

Effect: A resilient army has the number of casualties it takes reduced by 10% if it has been in this territory since start of the last season. If it has been in this territory for two full seasons, the reduction increases to 20%, and once the army has been in the territory for three fulls reasons, the reduction reaches the maximum 30%.

Siege

An army trained in siege warfare is adept at attacking fortifications. usually this means the army has the expertise to quickly construct catapults, trebuchets and siege towers as well as some expertise in rationing resources and countering enemy engineers. It may also reflect an army with experience fighting in the cramped conditions of a city or castle.

Effect: When attacking a fortification, any damage inflicted on that fortification is increased by 20%. When defending a fortification, the damage inflicted on that fortification by enemies is reduced by 20%.

Note: To gain these advantages, the narrative of the campaign has to involve an actual attack on the fortification - fortifications only inflict or take casualties during attempts to capture or destroy them.

Marsh Fighter

An army experienced in fighting in a marsh gains significant advantages over less experienced armies. They tend to be more comfortable operating in smaller units, may favour ranged weapons, and have the support of magicians or surgeons trained to deal with insect bites, poisonous vermin and disease. They also tend to have a bit of specialist equipment, such as waterproof cloaks.

Effect: The army has it's strength increased by 20% for determining the campaign outcome when the campaign includes a region with the marsh keyword.

Rugged

Fighting in hills and mountains is a risky business. Armies with this keyword tend to have especially skilled scouts and cartographers who track passes, valleys and the like and are always ready to suggest ways to make the best use of the broken terrain. They also tend to have equipment or supplies to help them deal with cold, altitude or difficult terrain.

Effect: The army has it's strength increased by 20% for determining the campaign outcome when the campaign includes a region with the hilly keyword.

Forester

Fighting in a forest is a frustrating undertaking. Trees make it difficult for armies to form up, and so an army with experience fighting in this kind of terrain often split up into several smaller units capable of operating for several days without supervision. Their ability to operate in diffuse formations gives them a significant advantage over armies less versed in guerilla warfare.

Effect: The army has it's strength increased by 20% for determining the campaign outcome when the campaign includes a region with the forested keyword.

Coastal

A coastal army often includes mariners among its soldiers, and is usually supported by boats or even ships. This is the closest the Empire currently has to a naval force. The army is experienced at dealing with sailors and fishermen, travelling by boat and ship, dealing with the realities of amphibious assaults, and making beachhead landings. It is most common among Freeborn armies.

Effect: The army has it's strength increased by 20% for determining the campaign outcome when the campaign includes a region with the coastal keyword. The coastal keyword applies to many areas adjacent to the sea (although not all - the wide beaches of the Brass Coast represent entirely different terrain to the cliffy bluffs of Urizen), and also to some regions around major rivers or other large bodies of water.

Scouting

A scouting army is often broken down into smaller units that can operate semi-autonomously, spreading out over the countryside when it moves. The army is accompanied by trained observers, often equipped with telescopes and signalling mirrors, and often has access to cartographers and detailed maps - and the knowledge to make good use of them.

Effect: When this army is committed to a campaign, it provides reports on the campaign armies in the territory, including the allegiance of the armies, an estimation of their strength and other information such as keywords, local fortifications, significant or noteworthy military units and other potentially useful strategic and tactical information. This information is supplied to the general who commands the army at the beginning of an event.

Disciplined

A disciplined army has well organised chain of command, and every soldier knows what to do if separated from a superior officer. The army is often supported by priests or spiritual advisors - within the Empire they may make use of ceremonies of the Way to provide additional guidance. Armies from Highguard and the Iron Confederacy are most likely to have this keyword.

Effect: This army is disbanded when it takes casualties that reduce it's strength below 250 rather than below 1,000. In addition, a disciplined army is more effective at fighting fearsome enemies. When this army engages fearsome enemies, the benefits of the fearsome keyword are neutralised and the disciplined army inflicts an additional 20% casualties against those armies.

Fast

The soldiers of a fast army are trained to move quickly for long periods of time, carrying their gear. Overland, they can outpace most other armies of similar size. The logistics of the army are often focused towards helping soldiers move, and recovering from forced march.

Effect: The army can move five territories each season, rather than the usual three. It must stills top moving when it enters a hostile territory.

Magic

A magic army contains many more magicians, and soldiers trained to fight alongside magicians, than a standard army. Such armies integrate magical and martial tactics to harry their opponents and achieve difficult goals. Armies from Urizen, Thule and Axos are most likely to have this keyword.

Effect: If the general of this army supplies 35 mana crystals, the army gains a 1,000 point force bonus to fighting capabilities for the next season. This is a flat bonus that is not multiplied by any other keyword.

Mercenary

A mercenary army is not necessarily one that fights for payment, but rather one that has experience working with and integrating independently minded military units who do fight for payment. Armies from the Brass Coast and League are most likely to have this keyword.

Effect: If the general of this army supplies 5 thrones, the army gains a 1,000 point force bonus to fighting capabilities for the next season. This is a flat bonus that is not multiplied by any other keyword.

Glorious

A glorious army lives to fight. Individual soldiers strive to excel, taking joy in fighting stronger opponents and seeking opportunities to defeat their enemies and win their battles. It is most common in Dawnish, Wintermark and Jotun armies.

Effect: The army has it's strength increased by 20% for determining the campaign outcome, but all casualties it takes are increased by 10%.

Barbarian orc keywords

These keywords are associated with barbarian orc armies, especially the Thule and the Druj. They are not normally available to Imperial armies. Unlike the keywords used by the Imperial armies, these keywords are designed to be more circumstantial and to be countered by clever tactics and by direct player action at an event.

Fearsome

A fearsome army uses magic, powerful creatures and terror-tactics to unnerve their enemies and damage their morale. It is most common in Thule and Druj armies.

Effect:The army inflicts an additional 20% casualties on it's enemies, and victory points used to claim regions are 20% more effective. If a fearsome army faces a disciplined army, this bonus is lost and the fearsome army takes additional casualties.

Poisonous

A poisonous army uses herbs, magic and monstrous creatures to inflict sickness and weakness on their opponents. It is most common in Druj armies.

Effect: The army inflicts an additional 20% casualties on it's enemies except when it is facing armies that have been protected from poison and infection (for example, when in an area under the effect of a Rivers of Life ritual).

Savage

A savage army fights better the more desperate it becomes. It is most common among the orcs of the Broken Shore and the Lasambrian Hills.

Effect: When this army has been reduced below half strength, it inflicts an additional 50% casualties.

Merciless

A merciless army specifically targets weakened opponents, seeking to destroy enemy armies rather than simply drive them off. It is most common among Grendel and Druj armies.

Effect: This army inflicts an additional 20% casualties, spread among all opposing armies whose fighting strength has dropped to 2,500 or less.

Keywords and large armies

Being large is not a keyword. A large army simply has a maximum strength of 7,500. Some keywords may work slightly differently when assigned to a large army

Further Reading

Core Brief

- Powers of the Imperial Military Council

- General

- Field Marshal

Additional Information

- War

- Imperial armies

- Spy network

- Casualties

- Territory

- Fortification

- Keywords

- OOC Design

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Kimus

Contents

- 1 Eternal of Day

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

- 2 Viziers

Eternal of Day

Sobriquets

The most common name for Kimus is the Unblinking Eye, a name of which the eternal apparently approves.

As with many eternals, especially those of the Realm of Day, Kimus has no true gender. It is often referred to as female, but concepts such as this seem to have minimal relevance for this being. It is sometimes called The Celestial Eye, She Who Watches, the Thousand Eyes of the Sun and Moon, the Glass of the Heavens, and the Seer Clad in Veils of Light

In Asavea, it is often called "del sátrapa de la aurora", or 'the satrap of dawn.' Some texts refer to Kimus as the High Mandarin, the First Minister or the Grand Vizier and suggest that it is a subject or agent of Sinokenon. These texts usually reference a very old Asavean scroll called ''A chave e o portão" which claims to detail secrets of the eternals of the Realm of Day. There is little evidence for the claim that Kimus is in any way subservient to Sinokenon, and modern scholars largely discount these claims - although all such claims are made in texts that reference A chave e o portão - no copies of the original scroll are known to exist outside the archipelago. .

Appearance

Kimus is usually perceived as a statuesque figure wrapped in white and lemon-yellow veils. It is invariably blindfolded, or its face concealed by a featureless mask. Rather than being blind, Kimus sees through its thousand eyes - globes of glass, crystal or fire that burn with an unquenchable light and can move independently of their mistress. Whenever it is encountered, it is always surrounded by an aura of piercing white light that can damage the eyes of the unwary, or those who look directly at it.

Kimus rarely moves; the Dawnish Enchanter Rasiyon de Tiron suggested that it may simply be a construct or image created by the floating eyes that are the true form of Kimus. Its voice is described as calm, clear and piercing. The only emotions it seems to manifest are anger and curiosity - magicians who have interacted with it claim that it tends to speak in statements, as if describing how the world was, is or will be if the one it is speaking to does as it is instructed.

As with many of the eternals of the Realm of Day, Kimus has a number of heralds and attendants who are usually referred to as viziers. When they visit the mortal realm they are invariably accompanied by a scrying device through which Kimus can observe their surroundings. When encountered in the Realm of Day, audiences with these Viziers will invariably be observed by one or more eyes of Kimus.

Concerns

Kimus proposes a two-fold philosophy. First, only those things which are directly observed can be proven to have occurred, but that the act of observation changes both the events observed and the observer itself. Second, it claims that that only the existence of the self (in this case, Kimus) is sure - the existence of all other things is unsure. It does not attempt to conceal this philosophy, and encourages mortals to think about, explore and challenge the implications of its belief.

The thousand eyes (the exact number is unknown) allow Kimus to observe multiple events simultaneously, and from multiple viewpoints. It has an insatiable desire to observe events, especially events of significance (although how Kimus defines significance has yet to be determined), but it also sees value in 'experiencing' individuals who have perceived such events - through audiences and discussions. Second-hand information is much less interesting to Kimus; only personal, first-hand accounts truly interest this powerful eternal.

According to the stargazer Ilitan of Mirrorfalls, Kimus repeatedly demonstrates the ability to perceive events before they happen - in his treatise The Moving Moment he claimed that Kimus does not see existence the same way other beings do, and simultaneously perceives a short distance into both the past and the present. She tried to explain this perception in more detail, but her treatise is considered entirely incomprehensible apart from some references to the idea that it is easier to observe something when one is apart from it, rather than within it. Other scholars suggest Kimus' uncanny ability to predict important events stems more from a its ability to perform thousands of calculations simultaneously, extrapolating potential future scenarios from present conditions with superhuman capacity.

Of further interest to Kimus is the way that individuals (which may or may not be extensions of Kimus' own mind) are changed by or react to the events they observe - or do not observe. An individual who sees a loved one killed and hunts down the killers fascinates Kimus, but so does one who does not directly witness the events and acts on second-hand knowledge.

This eternal is also fascinated by the idea of understanding. By observing, studying, experimenting with and thinking about something, an individual can understand that thing - and gain power over it. An individual that understands the whole of creation can set itself ultimately apart from and above creation, assuming a new order of being. Kimus claims that the first step to understanding is perception - that an individual can only ever hope to gain true understanding of (and thus wield true power over) something they can perceive clearly.

Both the Empire and the Commonwealth are of special interest to Kimus because they actively aspire to understand the truths of creation. Older nations, such as Asavea or the Principalities of Jarm tend to try and find shortcuts to true understanding - they seek power for its own sake, or accept received wisdom, rather than striving for true understanding.

Ultimately, Kimus' deep concern with ideas of perception and understanding, and fostering them in others, means that it often serves as a patron of magicians, especially the more restrained members of the Unfettered Mind order. It is known to have little patience for the Shuttered Lantern order; in the past it has expressed frustration at their tendency to pursue 'knowledge rather than understanding' and 'power rather than clarity'.

Unlike many eternals, Kimus has an interest in practitioners of the Way, especially those who meditate on the virtues of Wisdom and Vigilance. Rasiyon de Tion suggested that ultimately Kimus wishes to understand the nature of the soul as much as any pilgrim of the way, and that it forms a key piece in this eternal's wider scheme to understand and encompass the whole of existence.

Boons

Kimus is a powerful diviner. It can perform potent acts of scrying, observing distant events as they are happening. It often has first-hand knowledge of significant events from all over the world. It has little interest in the future or the past, except as they are extensions of the present. It can provide boons that empower divination; most commonly in the form of a sphere or ball of glass or crystal which focus the mind and allow the performance of rituals such as Eyes of the Sun and Moon or The Eye of the High Places. Boons from Kimus can also enhance understanding - rituals such as Clear Lens of the Eternal River and Bright Lantern of Ophis allow magicians to observe and gain information using senses normally denied to mortals and Kimus may occasionally grant boons associated with them or with similar powers.

Divination is not the only concern of Kimus however; it is closely tied to concepts of light and force, and claims to have great understanding of the physical forces that make up creation. As a consequence, it is capable of directing large amounts of focused magical energy to harm or protect. It can cause blindness, for example, as well as removing that condition. It can repel or paralyse mortals - indeed, the ritual Kimus' Glaring Eye makes good use of this ability, and its name is sometimes evoked when casting Revelatory Light of the Empyrean Spheres. The ability to focus the revelatory light has also been used several times to perform an extremely potent version of Piercing Light of Revelation - Kimus is said to despise glamours, obfuscation and illusion, burning them away with the irresistible light of its gaze.

The crystalline spheres that Kimus lends to magicians might actually be a form of its thousand eyes. On the few occasions when one of the spheres was broken or shattered there was often an explosion of magical energy that threw those nearby to the ground, stunned them or blinded them.

Very occasionally Kimus will grant a crystalline rod or staff to one of its agents that grants mastery of violent energy such as that used in the repel incantation. Such implements are considered powerful boons and are often given only in return for a significant gift of weltsilver, a substance which Kimus appears to value very highly.

Rasiyon de Tiron recorded in his journals the experience of 'focusing' the light of Kimus during a battle against the Druj in the Mallum. In his account, Kimus agreed to help remove a shroud of madness and nightmares woven by the monstrous Ghulai Tithuman but required Rasiyon to serve as an "anchor" for its power. At a key moment. the Dawnish enchanter evoked Kimus' name through a rune carved into his forehead, and a shaft of blinding light struck the magician and every living thing nearby, blinding them and tearing asunder the potent ritual Ghulai Tithuman had created. According to Rasiyon, he lost consciousness and did not recover for three weeks during which time he apparently suffered inexpressible visions of alien vistas. His Druj opponent was apparently likewise stricken, even though he was half a mile from the battlefield. The stargazer Ilitan of Mirrorfalls made a study of the area fifty years later and discovered lingering (though slowly fading) effects that would make it exceptionally difficult for any magician to work certain forms of Night magic in the area for decades to come.

Viziers

There is a strict hierarchy among the viziers of Kimus. The most powerful are minor eternals in their own right, and do not leave the Realm of Day. The least powerful are actually heralds, and these are the entities that serve as Kimus' eyes and ears - and hands - in the material world.

Viziers often appear with many of the trappings of the merrow, although their skin colouration tends to be paler - often bone white, ivory or lemon-yellow. They are almost always dressed in sumptuous pale-coloured robes, and invariably carry a crystal sphere, orb, staff or rod. Most are competent magicians, and often possess magical abilities related to scrying, detection and the release of crushing force. They are always marked in some fashion with a symbol associated with Kimus - the rune Ophis, the unblinking eye or the constellation of the key are most common.

Both Rasiyon de Timon and Ilitan of Mirrorfalls agreed that Kimus is aware of everything that its Viziers are aware of, although they disagreed on the specifics. Rasiyon claimed that Kimus knew only generally what was going on with her viziers, while Ilitan claimed the eternal had complete understanding of everything the Vizier perceived or experienced.

"O, man of Dawn, how I admire you.

"You perceive barely one fraction of one fraction of what happens in a limited arc to the front of your head. Your hound knows more of the world than you do; its nose is keener; its ears keener; every moment it senses a hundred things you cannot imagine; it knows the world around it in a way that would utterly overwhelm you, leave you crying, begging for it to stop.

"The birds that soar in your skies sense the currents of the wind; they can see a mouse creep through the grass from where they hang amid the clouds; they encompass the invisible threads of your world so profoundly that you do not have the language to understand even if I were capable of expressing it.

"The spider ... the tree ... the fish ... you are surpassed in every sense by creatures you consider barely aware ... and yet you aspire to master the lore of the heavens, strive to enfold yourself with true understanding of the nature of your existence.

"O, man of Dawn, you are truly a wonder of creation."

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Kimus' Glaring Eye

Contents

- 1 Rules

- 1.1 Day Magnitude 19

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Option

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 19

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must have the magician skill.

During the ritual the target must be marked on one hand with a depiction of the rune Sular, the rune Ophis, or an open eye.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

During the ritual, one of the target's palms must be painted, marked or tattooed with the Sular tune, the rune Ophis, or a direct depiction of an open eye.

Whenever the target casts the repel spell, they may use it on two targets instead of one. They have only 10 seconds to deliver the second call of REPEL. They can only make this call if the hand marked with the eye is free and open and the symbol is visible; it cannot be in a pocket, gloved or otherwise concealed; nor can it be in use holding anything (including a buckler or shield) or wielding another weapon or implement. The only exception is that a character with the battle mage skill can use this ability when wielding a staff.

If at any point the image on the palm is disrupted (such as by being washed away in rain), the effects of the ritual immediately end.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 15. Additional characters must be present throughout.

Option

Any caster who has mastered the ritual may choose to substitute Tempest Jade for crystal mana when contributing to it. Every 2 tempest jade of Tempest Jade spent counts as 1 crystal mana when contributing to the ritual.

Description

This ritual allows the target to channel mysic force, provided they are prepared to honour a pact with the Day eternal Kimus to bear its sigil, and present it when they invoke the power to drive their opponents away. This ritual is not massively popular - the ability it provides comes at the cost of some versatility - but for the scholars of Day it can sometimes provide much-needed battlefield effectiveness at minimal cost.

The enchantment does not care how the magician performs the repel spell, only that they do. They might wield it through personal knowledge of the spell, or make use of a magic item such as a Storm Sceptre, Stormweaver, or Pugilist's Shillelagh. As soon as the spell is cast, it brings with it an echo, or resonance, that allows the magician to unleash a second identical effect on a second target within reach of their implement. The resonance fades quickly - there are only a few seconds to unleash the second spell - but for a battle mage in the thick of combat it can prove a great adjunct to their martial prowess.

The ritual is sometimes cast with the use of tempest jade as well as, or instead of, crystal mana. Such materials not only resonate with magical force (they are a major component of many weapons related to driving foes away, shattering items, or knocking opponents down), but the tempest jade also has a resonance for divination and detection making it doubly valuable, and appealing, to Kimus.

Common Elements

In addition to the mark on the hand, the rune Ophis is often marked on the rod or staff of the target.

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Kirtle

The kirtle is the basic pull on, t-shaped gown which was worn throughout northern Europe from the dark ages onwards. kirtles Later kirtles became more fitted and either button or lace up the front. These are often called cotehardies.

Kirtles are usually worn over a lightweight underdress called a shift which can be made by simply adding some panels to a t-tunic to allow for movement. All three of these dresses are straightforward to make either from patterns or from pattern diagrams and are easy to buy from both reenactment and LARP suppliers. Generally these dresses are made from wool, but heavier weights of linen or cotton are also suitable.

These dresses can also be worn with the skirt tucked into the belt at the front to display the shift underneath, or show off a fancy lining.

- The underdress in this pattern Burda Patterns 7977

- Burda Patterns 7468

- Reconstructing History 018

- Authentic Patterns Late Medieval Kirtle

- Reconstructing History pattern RH002

- Basic pattern instructions

- Basic pattern instructions

- Nehelenia Kirtle pattern

- McCalls Pattern 4490

- McCalls Pattern 4491

- Butterick Pattern 4827

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Knight-errant

Contents

- 1 Overview

- 2 Creating a Knight-Errant

- 3 The Test of Mettle

- 4 Playing a Knight-errant

- 5 Groups of Knights-errant

Overview

Those who are actively seeking to pass a Test of Mettle are called knights-errant. Formally they are not noble, but some, especially those who are noble-born often assume some of the rank and privilege of nobility. With their quest for glory and status, knights-errant are commonly regarded as romantic figures in Dawn.

Technically, anyone in Dawn who has not passed a Test of Mettle is a yeoman, whether they are a farmer, a merchant or the daughter of an earl. The Dawnish are sticklers for the proper nomenclature, and insist that knight is the correct term to describe a noble who is an experienced and capable warrior, but even the Dawnish will often group knight-errants in with the knights when counting the fighting strength of a noble house.

A knight-errant need not be a warrior. You might be a bard and story-teller who is seeking to pass your test to become a troubadour. You might be a craftsman or a magician who wishes to become a witch. A knight-errant is anyone who is trying to publicly pass the Test of Mettle.

Knights-errant often travel the land together, helping each other to triumph in their tests. Such bands travel the land to wherever they are most needed, seeking out opportunities for heroism. Groups of noble-born knights-errant are often accompanied by loyal yeomen; faithful house retainers or childhood friends. The yeomen handle everyday responsibilities allowing the would-be knights to concentrate on less worldly matters. It is not unusual for yeomen to declare themselves knights-errant but they often prefer to adventure by themselves or with others from similar humble upbringings.

The easiest way to pass a Test of Mettle is to petition the noble house you were raised in and pass the challenges they set you. It is a much more challenging to petition another noble house, particularly one with which you have little existing connections. The most ambitious knight-errants, however, seek the ultimate prize – achievements so glorious that they have to be recognized by all the noble houses – hoping for a prestigious noble house to approach them and offer a Test of Mettle. Such achievements are rare, but a knight-errant who is invited into a house rather than petitioning one is seen as being worthy indeed.

The travails of a knight-errant are not just difficult, they can also be expensive. Most Dawn nobles have a fairly cursory disdain for money, it tends to get in the way of a glorious ambition, but no-one can completely ignore the realities of mundane life. To facilitate their quests, many knights-errant or groups of knights, take a patron, a wealthy noble who can financially support their heroic lifestyle. Patrons can be useful, but often come with strings attached, even if just a requirement to serve the patron when called.

Some knights-errant enjoy the life of questing for glory so much that they continue to adventure even after passing their Test of Mettle. Such individuals become questing knights and sometimes form knightly orders of their own.

Creating a Knight-Errant

If you create a knight-errant character then you are playing a character that is not formally a noble but is striving to become one. Your character may be noble-born or yeoman-born depending on what suits your character. Individual knights-errant are seeking glory for the sake of passing their Test of Mettle, or in some cases, for the sake of attracting the attention of the best noble houses to join, so you may define as little or as much family history as you wish in creating your character.

The imagery of warriors in a harness of plate can be an intimidating costume prospect for anyone wanting to play in Dawn if you don't already own expensive armour. Knights-errant, even noble-born ones, are often short of money so it can be a great choice for players who want to play a Dawnish character but don't feel confident that their costume conveys the image of a rich and powerful noble. It is also a great way to introduce a lone character who is looking to join a noble house in-character. It is also worth considering playing a knight-errant if you are interested in playing in Dawn but want to avoid some of the more political aspects of playing a noble.

If you intend to play a knight-errant, it is important to appreciate the large scale of the PD Empire events. You will have epic opportunities for battles as part of a great army fighting the orcs, but you won't be going off on a lone quest to slay a monster. It isn't possible to create that kind of experience for characters at an event where hundreds of players are attending.

Some knights-errant have a patron - usually an Earl or other powerful Dawnish political figure - who provides them with financial backing. Having a patron can create an interesting additional dimension to your character - you shouldn't expect them to give you actual money you can use in the game (although some might) - but you can roleplay that your character's armour, weapons and wealth are from your patron. A useful patron might be able to help you politically at events, or they might place demands on your character forcing you to do tasks for them. A patron may be able to give you some real in-character advantages but ultimately the relationship exists to create interesting roleplaying around.

The Test of Mettle

The Test of Mettle is an important part of your character, so think carefully about your options here. You can create a minor noble house that has set you a Test - doing this means that you can create your own Test and ensure it is suitably challenging and heroic. Avoid having a Test that is too easy to complete, people won't be impressed by a noble who visibly completes an easy Test. If you don't want the challenge of trying to achieve glory in play then it is much easier to create a character who is already noble. The alternatives are to seek out an existing Dawnish noble house and demand a Test of Mettle from them, or to try and be so glorious that the noble houses come to you and try to offer you a Test.

In theory you have the right to demand a Test of Mettle from any existing noble house - in practice it is better to seek out a noble house that is receptive to offering you a Test of Mettle. Otherwise you are likely to be set a Test of Mettle that is inordinately difficult. Beware of any noble house that sets too easy a Test of Mettle however - the point of playing a knight-errant is to roleplay through trying to become a noble by passing your Test. You can only pass one Test, most players will will get far more out of a difficult and exciting Test.

If an Earl does set an easy Test of Mettle, something that simply won't be glorious to attempt or complete - consider rejecting them. Knights-errant want the glory of passing a difficult test - but they also want the glory of joining a powerful house filled with similar glorious individuals. If a noble house sets you an easy Test it demonstrates that they are beneath you - you should seek out a more glorious house better suited to your noble nature!

Playing a Knight-errant

If you strive to play your character in as glorious a way as possible, then you can risk assuming some of the status of a noble, but it is wise to be careful. The point of playing a knight-errant is that your character is not yet noble - if you want to play a noble character who is questing for glory then consider playing a questing knight instead.

A knight-errant should not have their own heraldry. If you have a heraldic shield, consider covering it with black cloth. Knights-errant can wear the colours of Dawn, a dark blue field with a yellow sun on it, either as a flag or as their heraldry. Doing this indicates your status as a knight-errant and not a noble - but remember that the first Empress wore these colours when she first came to Dawn - they should be carried and worn with pride!

If you manage to complete your Test of Mettle while playing your character then you have a few choices. If the Test of Mettle has been set by an Earl in play, then technically you are now part of that Earl's noble house. You may wish to join their group, roleplay that you have nothing more than a loose association with the house or else set up a noble house of your own. If you wrote your own Test of Mettle as part of your background, then you can reinvent your character as a noble in charge of the noble house that set your Test.

If you don't want to play a noble in a noble household, the alternative is to become a questing knight.

Groups of Knights-errant

It is common for groups of knights-errant to travel together in quest for glory. Creating a group of knights-errant is an alternative to playing a Dawnish noble house, but is likely to be less political and more focused on adventure and battle. All the advice presented above for creating and playing a knight-errant still applies, but it is also possible to play yeomen in the group.

The yeomen with a group of knights-errant, may be men-at-arms accompanying the knights or squires acting as loyal companions and servants. Although not likely to be armed and armoured as well as the knights-errant, men-at-arms should be able hold their own in a battle and squires may or may not fight as they choose. Remember that playing a servant in Empire isn't the same as in other games - most squires should be pragmatic and unashamed about their role in Dawnish society.

Money is not considered glorious so most nobles and knights-errant avoid having anything to do with it if they can. If you have a yeoman in the group it is well worth seeing if they want to handle the group finances. A prosperous noble house may have a yeoman serving as a seneschal so it's perfectly appropriate to have a character in a similar role in your group of knights-errant.

A knight-errant group is often be willing to accept new members if their deeds are sufficiently glorious, so before you create your own, check to see if other groups of knights-errant in the system will have you first. You may well have more fun as part of an existing group of knights-errant than by yourself. Of course, you might rather be in competition with them for the most glorious deeds, so you don't have to join an existing group.

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Knightly Redoubt

Description

Crafted of orichalcum-steel with weltsilver fastenings and decoration, this armour offers powerful protection on the battlefield. It is variously known as Burnished Steel or Orichalcum Harness, and is worn by serious warriors throughout the Empire. The iconic image of a Dawnish knight is a proud warrior encased in this armour, impenetrable to the brutal blows of barbarians. Such is the reputation of the Knightly Redoubt in Dawn that only those who are confident that they have attained great glory will dare wear it. yeomen or knights errant who wear it are often seen as foolish upstarts.

It is therefore slightly aggravating to the artisans of Dawn that one of the things that the Marchers took with them during their rebellion was the design of this armour. It has become a favourite of Marcher generals, though Marcher-made suits tend to consist of several vital pieces, rather than impractically elaborate construction of a complete suit of plate, and are generally less gaudy than the Dawnish equivalents. General Agnes Carver, a key figure in the conquest of Semmerholm, would tease her Dawnish allies by referring to her armour as Nightly Doubt, alluding to her troops' feelings on fighting alongside the Dawnish armies. Occasionally the name is still used but is seen as a slur against Dawn and a sign of disloyalty to the Empire as a whole. More polite Marchers refer to it as Mournwold Mail, for prior to the loss of that territory, the mines of Mournwold produced many of the raw materials used in its production.

The armour is also very popular with the Highborn cataphracts, who care little for the rivaly between Dawnish and Marcher. Often beatifully laquered and decorated and almost invariably with a distinctive winged helmet, the armour is sometimes falled the Final Redoubt or the Armour of Pride. It is widely considred the pinnacle of the armoursmith's art, and suits of armour are passed down within a chapter, being carefully reforged each year. A rare few of these suits ended up being given as gifts to the Imperial Orcs, who consider them items of great worth.

Rules

- Form: Armour. Takes the form of a suit of heavy armour.

- Requirement: Any character can bond to this item.

- Effect: You gain two additional ranks of the endurance skill.

- Materials: Crafting a suit of knightly redoubt requires eleven ingots of orichalcum and five ingots of weltsilver. It takes one month to make one of these items.

One earl was a warrior, her nose crooked from an old break; one robed and wearing the circlet of his house, an enchanter. They spoke together quietly by lamlight as outside the night brightened into morning. Shortly before the sun created the trees, the two earls nodded, agreement reached.

"Come in, please" called the enchanter.

A young man entered the tent. His demeanour was stern, the face of one who had been tested in battle many times, despite his short years. His gambeson was stained with sweat, blood and the circular marks of mail links. The warrior earl inclined her head, approvingly.

"All discoloured from your hauberk, I see. You are born to glory, Sir Alsalom."

Her companion touched Sir Alsalom lightly on the arm, and in a quiet voice told him "Sir Remy died during the night. Poison, I think. But we need him on the field tomorrow, and we have chosen you from amongst our Houses to be him."

If the young noble felt any pain, he did not show it before the two earls. The hawk-nosed warrior continued.

"There are two reasons we have chosen you. First, we doubt not your virtue. Your courage will be tested as never before, but your loyalty and pride will see you through, of that we have no doubt.

"Secondly, you'll fit his harness, and we need the orcs to see him. They will fear you as they feared him, and you will be twice the man you are with your own armour. I will arm you myself. Take that off please."

Sir Alsalom shrugged off the thick padding that would have sat under his mail, and the battered warrior nodded.

"This may not be a ritual, not as the war-witches would know it, but it has power nonetheless. You have the heads of two noble Houses of Dawn helping you gird yourself for war, Sir."

The dead man's armour was laid out in the pavillion, a thing of beauty and deep woven magic. Burnished and bright it lay, its quality clear to those who knew their craft, marked in silver and gold with the rampant chimera of Sir Remy.

"Arming doublet first. Good. Belt. Cuisses and greaves hang off the belt. Buckle them up tight. Check you can move? Good. Now the standard. Tight round your neck, please. Now arms. Knotted off those points. Rerebraces, vambraces. Back and breast, faulds and tassets next. Now the pauldrons for your shoulders. Last: gauntlets, bascinet, sword."

The enchanter stepped forward. His wand moved in complex dance, weaving runes and magic together. Mighty Verys. Victorious Tykonus. He spoke in a sing-song voice as he worked, his face intent.

"Heart and soul, and song and honour. Blood and pride, and mind and thought." The spell cast, the enchanter sighed. "That armour is yours now, as much as your own skin."

Sir Alsalom felt a presence then, aware of the armour as never before ... and perhaps for a moment aware of Sir Remy, as if he were standing behind his shoulder, laughing and alive again. The young knight closed his eyes for a moment, and when he opened them his jaw was set and he was ready.

"Now;" he said quietly. "To war."

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Knight-errant (Redirected from Knights-errant)

Contents

- 1 Overview

- 2 Creating a Knight-Errant

- 3 The Test of Mettle

- 4 Playing a Knight-errant

- 5 Groups of Knights-errant

Overview

Technically, anyone in Dawn who has not passed a Test of Mettle is a yeoman, whether they are a farmer, a merchant or the daughter of an earl. Those who are actively seeking to pass a Test of Mettle are called knights-errant. Formally they are not noble, but some, especially those who are noble-born often assume some of the rank and privilege of nobility. With their quest for glory and status, knights-errant are commonly regarded as romantic figures in Dawn.

Knight is a common term for a noble who is an experienced and capable warrior (nobles who study battle-magic are called witches), but a knight-errant can be anyone. You might be a bard and story-teller who is seeking to pass your test to become a troubadour. You might be a craftsman or a magician who wishes to become a witch. A knight-errant is anyone who is trying to publicly pass the Test of Mettle.

Knights-errant often travel the land together, helping each other to triumph in their tests. Such bands travel the land to wherever they are most needed, seeking out opportunities for heroism. Groups of noble-born knights-errant are often accompanied by loyal yeomen; faithful house retainers or childhood friends. The yeomen handle everyday responsibilities allowing the would-be knights to concentrate on less worldly matters. It is not unusual for yeomen to declare themselves knights-errant but they often prefer to adventure by themselves or with others from similar humble upbringings.

The easiest way to pass a Test of Mettle is to petition the noble house you were raised in and pass the challenges they set you. It is a much more challenging to petition another noble house, particularly one with which you have little existing connections. The most ambitious knight-errants, however, seek the ultimate prize – achievements so glorious that they have to be recognized by all the noble houses – hoping for a prestigious noble house to approach them and offer a Test of Mettle. Such achivements are rare, but a knight-errant who is invited into a house rather than petitioning one is seen as being worthy indeed.

The travails of a knight-errant are not just difficult, they can also be expensive. Most Dawn nobles have a fairly cursory disdain for money, it tends to get in the way of a glorious ambition, but no-one can completely ignore the realities of mundane life. To facilitate their quests, many knights-errant or groups of knights, take a patron, a wealthy noble who can financially support their heroic lifestyle. Patrons can be useful, but often come with strings attached, even if just a requirement to serve the patron when called.

Some knights-errant enjoy the life of questing for glory so much that they continue to adventure even after passing their Test of Mettle. Such individuals become questing knights and sometimes form knightly orders of their own.

Creating a Knight-Errant

If you create a knight-errant character then you are playing a character that is not formally a noble but is striving to become one. Your character may be noble-born or yeoman-born depending on what suits your character. Individual knights-errant are seeking glory for the sake of passing their Test of Mettle, or in some cases, for the sake of attracting the attention of the best noble houses to join, so you may define as little or as much family history as you wish in creating your character.

The imagery of warriors in a harness of plate can be an intimidating costume prospect for anyone wanting to play in Dawn if you don't already own expensive armour. Knights-errant, even noble-born ones, are often short of money so it can be a great choice for players who want to play a Dawnish character but don't feel confident that their costume conveys the image of a rich and powerful noble. It is also a great way to introduce a lone character who is looking to join a noble house in-character. It is also worth considering playing a knight-errant if you are interested in playing in Dawn but want to avoid some of the more political aspects of playing a noble.

If you intend to play a knight-errant, it is important to appreciate the large scale of the PD Empire events. You will have epic opportunities for battles as part of a great army fighting the orcs, but you won't be going off on a lone quest to slay a monster. It isn't possible to create that kind of experience for characters at an event where hundreds of players are attending.

Some knights-errant have a patron - usually an Earl or other powerful Dawnish political figure - who provides them with financial backing. Having a patron can create an interesting additional dimension to your character - you shouldn't expect them to give you actual money you can use in the game (although some might) - but you can roleplay that your character's armour, weapons and wealth are from your patron. A useful patron might be able to help you politically at events, or they might place demands on your character forcing you to do tasks for them. A patron may be able to give you some real in-character advantages but ultimately the relationship exists to create interesting roleplaying around.

The Test of Mettle

The Test of Mettle is an important part of your character, so think carefully about your options here. You can create a minor noble house that has set you a Test - doing this means that you can create your own Test and ensure it is suitably challenging and heroic. Avoid having a Test that is too easy to complete, people won't be impressed by a noble who visibly completes an easy Test. If you don't want the challenge of trying to achieve glory in play then it is much easier to create a character who is already noble. The alternatives are to seek out an existing Dawnish noble house and demand a Test of Mettle from them, or to try and be so glorious that the noble houses come to you and try to offer you a Test.

In theory you have the right to demand a Test of Mettle from any existing noble house - in practice it is better to seek out a noble house that is receptive to offering you a Test of Mettle. Otherwise you are likely to be set a Test of Mettle that is inordinately difficult. Beware of any noble house that sets too easy a Test of Mettle however - the point of playing a knight-errant is to roleplay through trying to become a noble by passing your Test. You can only pass one Test, most players will will get far more out of a difficult and exciting Test.

If an Earl does set an easy Test of Mettle, something that simply won't be glorious to attempt or complete - consider rejecting them. Knights-errant want the glory of passing a difficult test - but they also want the glory of joining a powerful house filled with similar glorious individuals. If a noble house sets you an easy Test it demonstrates that they are beneath you - you should seek out a more glorious house better suited to your noble nature!

Playing a Knight-errant

If you strive to play your character in as glorious a way as possible, then you can risk assuming some of the status of a noble, but it is wise to be careful. The point of playing a knight-errant is that your character is not yet noble - if you want to play a noble character who is questing for glory then consider playing a questing knight instead.

A knight-errant should not have their own heraldry. If you have a heraldic shield, consider covering it with black cloth. Knights-errant can wear the colours of Dawn, a dark blue field with a yellow sun on it, either as a flag or as their heraldry. Doing this indicates your status as a knight-errant and not a noble - but remember that the first Empress wore these colours when she first came to Dawn - they should be carried and worn with pride!

If you manage to complete your Test of Mettle while playing your character then you have a few choices. If the Test of Mettle has been set by an Earl in play, then technically you are now part of that Earl's noble house. You may wish to join their group, roleplay that you have nothing more than a loose association with the house or else set up a noble house of your own. If you wrote your own Test of Mettle as part of your background, then you can reinvent your character as a noble in charge of the noble house that set your Test.

If you don't want to play a noble in a noble household, the alternative is to become a questing knight.

Groups of Knights-errant

It is common for groups of knights-errant to travel together in quest for glory. Creating a group of knights-errant is an alternative to playing a Dawnish noble house, but is likely to be less political and more focussed on adventure and battle. All the advice presented above for creating and playing a knight-errant still applies, but it is also possible to play yeomen in the group.

The yeomen with a group of knights-errant, may be men-at-arms accompanying the knights or squires acting as loyal companions and servants. Although not likely to be armed and armoured as well as the knights-errant, men-at-arms should be able hold their own in a battle and squires may or may not fight as they choose. Remember that playing a servant in Empire isn't the same as in other games - most squires should be pragmatic and unashamed about their role in Dawnish society.

Money is not considered glorious so most nobles and knights-errant avoid having anything to do with it if they can. If you have a yeoman in the group it is well worth seeing if they want to handle the group finances. A prosperous noble house may have a yeoman serving as a seneschal so it's perfectly appropriate to have a character in a similar role in your group of knights-errant.

A knight-errant group is often be willing to accept new members if their deeds are sufficiently glorious, so before you create your own, check to see if other groups of knights-errant in the system will have you first. You may well have more fun as part of an existing group of knights-errant than by yourself. Of course, you might rather be in competition with them for the most glorious deeds, so you don't have to join an existing group.

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Knights of Glory

Contents

- 1 Rules

- 1.1 Summer Magnitude 120

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Options

- 2 Description

- 2.1 Enmity and Neutrality

- 3 Common Elements

Rules

Summer Magnitude 120

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. This ritual targets an Imperial army. The general responsible for the army must be present throughout.

During the ritual the casters must be in a strong Summer regio.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual summons a number of warriors from the Summer Realm to support a campaign army. The presence of these supernatural warriors will raise the strength of the campaign army by the equivalent of 3,000 additional soldiers. The additional army strength granted by this enchantment is affected by the orders given to the army. While the effect is expressed as being equivalent to additional soldiers, this enchantment never reduces casualties suffered by the army.

The effect lasts until the start of the next Profound Decisions Empire event.

Options

Any caster who has mastered the ritual may choose to substitute orichalcum for crystal mana when contributing to it. Every 2 ingots of orichalcum spent counts as 1 crystal mana when contributing to the ritual.

Description

This ritual draws on pacts with Eleonaris the Eternal Queen of the Fields of Glory in the Summer Realm. The ritual calls one of her hosts to join an established campaign army and fight alongside the troops for a season. These troops are a mix of heralds and embodied spirits. They are usually attired in gold-and-crimson surcotes and fight under the lion banner of their mistress, although some of their heralds will also fly pennants appropriate to the main army if they are asked to do so. They are almost invariably attired in heavy armour, often of burnished bronze, sungold or (in the case of champions) orichalcum-steel. They will die as easily as mortal troops, but they seem to treat death as a minor inconvenience or even a surprise - it is as if they consider themselves immortal. If challenged, they are likely to shrug and comment enigmatically that their slain comrades will "Return to the fields of glory, by and by."

The summoned soldiers fight with the appearance of great bravery and civility; they are cordial to mortal soldiers, although a little distant. They engage mercilessly, with great ferocity, and seem to take an almost unholy joy in challenging and defeating any enemies. They will happily engage in tourneys or honour duels with mortal champions, but they lack a sense of consequences - duels often end in death, or maiming, unless their opponents are very clear on the rules. They are also disinclined to stealth, ambush or other guerrilla tactics preferring to face their opponents head-on. They love to fight other forces summoned from the realms - they will single out groups of shadow warriors, crystal warriors or especially grim legionnaires unless explicitly ordered otherwise, and even then they chafe under such restrictions.

Knights summoned with this ritual are unable to pass through the Sentinel Gate. As with creatures such as the shadow warriors bound by the Conclave of Trees and Shadow or the prismatic soldiers raised by Carve the Crystal Guardian it seems that the magic of the gate cannot transport them; attempts to do so simply seem to result in the knights returning to the Summer Realm prematurely.

When the enchantment ends, the knights travel to the nearest Summer regio and depart the mortal Realm. They carry with them any of their number who have fallen in battle, and the arms and armour of any soldier left behind tends to disappear at around this time - never overtly, but when unobserved the items vanish.

Eleonaris receives a full report from her troops when they return to her, and if they are mistreated, betrayed or misused in some fashion she is likely to swear vengeance against the perpetrators. On the few occasions in the past when this has happened, she has called a truce with both her perennial rival Jaheris and her more occasional sparring partner Hayaak the gryphon-king and enlisted both of them in seeking revenge on those who have dared to betray her trust.

Some enchanters have claimed that Jaheris, the consort-rival of Eleonaris, has been known to offer gifts that allow the summoning of troops loyal to his silver-and-blue Unicorn standard when this ritual is performed. Similar gifts have been offered in the past by Hayaak the Lord of Wrath to summon his hosts of vengeance; by Cathan Canae to call forth her cold-hearted giant warriors; and occasionally by Barien, the arbiter of worth, as a reward for those who have bested one of his challenges

(OOC Note: Under most circumstances any knights created during Profound Decisions events will unfortunately have to remain primarily as a downtime or plot resource rather than something that can be used on the field. At player events, this might not be the case; but we cannot commit to phys-repping eternal warriors at short notice nor can they be used in uptime battles due to their inability to pass the portal.)

Enmity and Neutrality

At the Winter Solstice 379YE the eternal was given Enmity by the Imperial Conclave. It was thus a crime to perform this ritual. At the Spring Equinox 380YE Conclave voted to return Eleonaris to the state of Neutrality, which among other things made this ritual once again legal to perform.

Common Elements

It is exceptionally common to include a flag, pennant, banner or standard as part of this ritual, especially one that bears the device of Eleonaris - a golden lion on the red field. Other common elements include the invocation of brave warriors who have fought for the Empire in the past, and symbols of Pride and Courage. Other elements include girding the military leader, the sound of martial horns or drums, and the presence of warriors from the same nation as the target as witnesses.

The rune of victory, Tykonus, is favoured for this ritual both for its association with banners and flags and for its connection to the Eternal Lady of the Crimson Host.

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Known exemplars

Contents

- 1 Overview

- 2 Recent Exemplars

- 2.1 Mani of the Scions of Atun

- 2.2 Joshua Benson

- 2.3 Chernobog of the Vor’azi

- 2.4 Emperor Ahraz

- 2.5 Cora Holdfast

- 2.6 Thorn

- 2.7 Thrace

- 2.8 Ratibor of Temechwar

- 2.9 Nicolo Barossa

- 2.10 Olga of Mierkarova

- 2.11 Damaris of Cantiarch’s Hold

- 2.12 Mother Od

- 2.13 Olwyn the Witness

- 3 Past Exemplars

- 3.1 Adelmar the Lion

- 3.2 Atuman

- 3.3 Avigliana di Sarvos

- 3.4 Bolstering Bill

- 3.5 Gabriel de Leon

- 3.6 Gilda Ashwine

- 3.7 Inga Tarn

- 3.8 Isaella

- 3.9 Kala

- 3.10 Lady Elayne Silverlark

- 3.11 Long Tom Goodfellow

- 3.12 Permion

- 3.13 The Little Mother

- 3.14 Zemress

- 4 Further Reading

- 4.1 Core Brief

- 4.2 Additional Information

Overview

There are countless exemplars who are known to have been recognized by the Imperial Synod, but whose life and deeds are not yet renowned throughout the Empire. The list is updated whenever new exemplars are recognized by the Imperial Synod or records of past exemplars are recovered.

Recent Exemplars

This is a definitive list of all the exemplars recognized in recent times.

Mani of the Scions of Atun

Recognised as an exemplar of Wisdom by the Synod in the 379YE Summer Solstice Synod judgments. Initially rejected by the Synod in the 378YE Spring Equinox Synod judgements.

Joshua Benson

Recognised as an exemplar of Vigilance by the Synod in the 379YE Spring Equinox Synod judgments.

Chernobog of the Vor’azi

Recognised as an exemplar of Loyalty by the Synod in the 380YE Spring Equinox Synod judgments.

Emperor Ahraz

Recognised as an exemplar of Courage by the Synod in the 378YE Summer Solstice Synod judgements.

Cora Holdfast

Recognised as an exemplar of Loyalty by the Synod in the 379YE Summer Solstice Synod judgments.

Thorn

Recognised as an exemplar of Ambition by the Synod in the 380YE Summer Solstice Synod judgments.

Thrace

Recognised as an exemplar of Ambition by the Synod in the 379YE Spring Equinox Synod judgments.

Ratibor of Temechwar

Recognised as an exemplar of Ambition by the Synod in the 379YE Summer Solstice Synod judgments.

Nicolo Barossa

Recognised as an exemplar of Prosperity by the Synod in the 377YE Winter Solstice Synod judgements. An attempt to revoke the status was rejected by the Synod in the 378YE Spring Equinox Synod judgements.

Olga of Mierkarova

Recognised as an exemplar of Vigilance by the Synod in the 377YE Autumn Equinox Synod judgements.

Damaris of Cantiarch’s Hold

Recognised as an exemplar of Courage by the Synod in the 377YE Summer Solstice Synod judgements.

Mother Od

Recognised as an exemplar of Pride by the Synod in the 376YE Winter Solstice Synod judgements.

Olwyn the Witness

Recognised as an exemplar of Pride by the Synod in the 376YE Winter Solstice Synod judgements.

Past Exemplars

This is a list of all the exemplars recognized in the years before Empress Britta's death for whom records survive.

Adelmar the Lion

Recognised as an exemplar of Ambition by the Synod.

Atuman

Originally recognised as a paragon of Ambition by the Synod, later reduced to an exemplar.

Avigliana di Sarvos

Recognised as an exemplar of Wisdom by the Synod.

Bolstering Bill

Recognised as an exemplar of Loyalty by the Synod.

Gabriel de Leon

Recognised as an exemplar of Ambition by the Synod.

Gilda Ashwine

Recognised as an exemplar of Courage by the Synod.

Inga Tarn

Recognised as an exemplar of Courage by the Synod.

Isaella

Recognised as an exemplar of Courage by the Synod.

Kala

Recognised as an exemplar of Wisdom by the Synod.

Lady Elayne Silverlark

Recognised as an exemplar of Loyalty by the Synod.

Long Tom Goodfellow

Recognised as an exemplar of Prosperity by the Synod.

Permion

Recognised as an exemplar of Courage by the Synod.

The Little Mother

Recognised as an exemplar of Prosperity by the Synod.

Zemress

Recognised as an exemplar of Prosperity by the Synod.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

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Korl

Contents

- 1 Virtue

- 2 Biography

- 3 Signs

- 4 Korl in Play

Virtue

Korl is held to be a paragon of Courage, one of the very first recognised by the Highborn Assembly of the Virtuous, and ratified by the first general assembly of the Synod.

Biography

Korl's legend was transcribed by the Highborn in the early days of their settlement in the lands that would become the Empire from oral histories passed down from the arrival of the Vard and Steinr.

The boyhood of Korl is not heavily explored in these tales; most begin with his arriving with the Vard/Steinr.

From there, the commonalities in the tales begin to pick up; he performs a few standard exploits like wrestling mountain lions and making a great spear from the tusk of a dire boar.

There were deep and dark places beneath the world in those times, and the tales suggested that the secrets of metal might be best discovered deep within them. However, few were bold enough to delve beneath the earth in the lightless cold. Those who attempted the deep places came fleeing back empty-handed - or did not return at all.

By the time Korl considered the deep places, it was thought of as foolishness to dare them. Elders and companions - even his own father and sisters - told Korl that he was simply throwing his life away, but he knew that to succeed and thrive in this new world, they would need sharper and harder weapons.

Even once his mind was made up, his path was not easy. His first few delves led only to him stumbling back to the surface, exhausted and battered, having found nothing but dead ends. But he believed passionately in the old tales of metal veins and glowing stone on which the substance could be worked into tools and weapons, and would not listen to anyone who tried to tell him that they did not exist in this new land.

So he scoured the lands that his people were migrating into, for the sharp and shining rock that also figured in the tales. Having found a promising area of jagged basalt and obsidian, deep in the woods to the east of their landing-place, he descended once again.

In contrast to his preliminary battles on the surface, the tales of his subterranean endeavours are unusually lacking in great conflicts with underground creatures. There is one great struggle with a huge, blind worm that occurs in some versions, but in general the challenges detailed are icy, dark pools leading to underwater channels, the gradual dwindling of provisions, and the all-consuming, smothering darkness which no other had been capable of enduring.

Finally, the darkness began to lift, and deep beneath the earth Korl found the glowing stone which he had sought - and unloads the heavy burden of metal he had doggedly carried through all dangers to bring the two together.

There in the fume-choked, red-lit cavern he forged the first axe-head to be made in this land, and carried back not only the axe-head itself, but the seeds of understanding that would lead to the triumph of the great smiths and their charcoal forges.

Once he returned to the surface, any ordinary man - or even any great Exemplar - might reasonably have delivered the hard-won spoils of his quest and gone back to ordinary endeavour. But the very notion of rest was alien to Korl. On hearing that there was trouble in the forest which his people were attempting to occupy, he marched boldly out with the soldiers the very day that he returned from the world beneath, mounting the axe-head on a wooden shaft and naming it Irontooth.

With the axe he had forged, he destroyed legions of the strange creatures that occupied the woodlands - twisted parodies of natural animals, merged together by the foul magics leaking from the Vallorn.

While he was content with hewing their many heads from their bodies indefinitely, one of the shy, shrewd human inhabitants of the forest - those who were not Vard, but Uskha - approached him with an idea. At first he was suspicious, as the Uskha had already began to gain a reputation for attempting to trap the Vard into bargains that would disadvantage them.

But it was clear that both Vard and Uskha would benefit from the demise of the Chimerae, so he was persuaded to listen.

He had always relied on the strength of his mighty arms and indomitable will, but to convince his fellow Vard to go along with the plan, he had to learn the art of persuasion. But having to change his battleground had never daunted him, and his sheer conviction - combined with the obvious benefits of the steel that was beginning to be made to his pattern, the fruits of the last strange endeavour he had insisted upon - supported his cause.

Instead of simply destroying the chimerae as they found them, he persuaded the Vard to herd them into particular areas - which the Uskha quickly sealed off from the wider world with their strange magics, and left signs along the perimeter to warn any from breaching them.

The death of Korl is also a topic on which the recorded tales diverge. Some say that he fell in his prime, confronting a particularly puissant chimera which refused to be lured into the designated places; others, that he had many sons and turned his hand to many battles, but then faced his dotage with the same courage as he had displayed through all his life, becoming an accomplished tutor and storyteller as his strength and vision faded, until one day he simply did not wake.

Signs

The assembly of Courage recognised the following signs as indicating that Korl was a paragon

- As an ancient paragon of Courage, a handful of people throughout history have had the hubris to claim to be Korl's reincarnation. To date, no visions have been recorded of his life from his own eyes. Most claims of this nature have come from young Winterfolk or Varushkans who ultimately disproved their claim by failing to live up to their claimed legend. Consequently, the sign of Liberation holds.

- Korl freely shared his hard-won secrets of metal-working with all people, as well as demonstrating courage in defence of his people. There is no real doubt about his Benevolence.

- Korl is held up as an Inspiration to metal workers and smiths, although the craft has advanced significantly since his time.

- The supreme feats of endurance that his journey required, and the ability to intuit the working of steel while deep within the earth, are attributed as Miracles to Korl, as is the act of cutting down an entire forest with a single axe, though this is disputed in recent times..

- While there was no organised religion in Korl's time, his tale still contains a great journey - to the depths of the earth - which has been cast by some as a Pilgrimage of Courage.

- The legendary axe Irontooth, which is said to convey great feats of supernaturally quickened recovery on its wearer in response to Korl's tireless courage while taking it to battle the chimerae, is a classic example of a Paragon's Legacy. Although it has been argued that all things forged of steel are Korl's greater legacy.

- The very early point in history that Korl's exploits took place in means that nothing is recorded that might be an indication of his past lives, so the sign of Recognition is impossible to confirm or refute.

- Korl's achievement of the sign of Salvation is debated. His endeavours led to the military success and safety of his people, rather than the improvement of their souls and assistance in the Labyrinth. The claim that steel-working enables a more civilised state of being and thereby provides more opportunities to pursue Virtue has been made - but it has had dangerous offshoots, the more extreme of which have been declared heretical from time to time, in those who would call skill with artisanry an expression of Virtue in and of itself.

Korl in Play

- The stories of Korl are often cited as proof that the judgement of recognition is not fit for purpose by pragmatic secularists and virtuous histographs.

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Kyrop

Contents

- 1 The Fish, Rune of Weakness

- 1.1 Using Kyrop in magic

- 1.2 Crafting with Kyrop

- 1.3 For Machine Embroidery

The Fish, Rune of Weakness

Affiliated with the Realm of Winter

Kyrop, the waning moon, is the thorn in the foot, the rot at the root, the flaw in the heart that leads to downfall. Kyrop bids us remember the maggot within the apple; the tarnish on the reverse of the coin; more than this it urges us to turn over the rock and see what scurries away from the light.

Kyrop is also called the Fish, especially when it represents the idea of circumstantial weakness. The fish is strong in the water, but on land it simply flops about, incapable of action, and slowly dies. In the same way, Kyrop reminds us that something that grants an advantage in one situation may become a disadvantage when that situation changes, and vice versa.

In some ancient rune sets, Kyrop and Verys Rune of Might are represented by a single runestone, with the direction in which it is drawn and laid determining which meaning it takes.

Sometimes called the Slave's rune, Kyrop exemplifies the underdog and reminds us that even the greatest can be brought low if the critical point of weakness can be identified and the correct pressure applied. When used alongside Pallas, Rune of Wealth, it magnifies that rune's self-corrosive qualities and invokes over-indulgence, complacency and hubris.

Kyrop is the bane of material goods. Saboteurs among the Navarr or the Unconquered of Highguard often sketch the rune on a structure they plan to destroy; when used to break or speed the decay of an object or structure it is often called the Weakest Link.

Using Kyrop in magic

Kyrop is evoked as the foundation of most curses. It is classically used in combination with the Realm runes to direct and shape any magic intended to harm or weaken an enemy. It is also evoked in the use of magic that destroys or harms the integrity of an individual or object. It has more positive uses; for example, it may be combined with Sular, Rune of Discovery, in an attempt to uncover the weakness of an enemy. Unsurprisingly, many magicians evoke Kyrop when performing the weakness incantation.

Crafting with Kyrop

It is rarely used by crafters and is commonly said to speed the decay of anything it is inscribed upon, causing metal to rust more quickly, food and drink to spoil, stone to crumble and wood to rot. The exception lies with crafted items intended to break things, such as a Shieldbreaker, but even then most crafters would use Mawrig or Verys before they would use Kyrop.

For Machine Embroidery

Here is a digitized version of Kyrop in .jef format, suitable for a 7x5 hoop. File:Kyrop.jef

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

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Labyrinth's Gate

Description

The Gate of the Labyrinth is a euphemistic name for this savage weapon that exists solely to end the life of defeated opponents. Whether formed as a poll-axe, a massive hammer or a razor-sharp hafted blade, the weapon is commonly used by skilled warriors who first send their enemy sprawling, then deliver an irresistible blow that cripples all but the most heavily armoured of foes. The enemy being knocked down can provide a vital moment to pick the best spot to strike to ensure a suitably devastating blow. The reach provided by a polearm often means that the wielder of a Labyrinth's Gate can strategically cripple an opponent, or impale them on their blade with surgical precision.

According to historical records, the Highborn cataphracts made great use of these weapons in their early wars against the orcs, riding them down on their mighty war steeds, then spearing them while they were on the ground. They were especially popular with the cataphracts of the Thundering Tide. They are also weapons favoured by brutal warriors, from the Marches to Wintermark, valued for their ability to strike terror into opponents and dispatch powerful foes.

Some of these weapons bear the rune Yoorn, and in Wintermark they are sometimes called Reaper's Shears. Among the Navarr they are often decorated with intricate labyrinthine designs, and there is an unspoken taboo in some stridings against using them against human opponents. In Urizen some sentinels favour this weapon in the form of a razor-sharp yari, simple and unadorned, and say that it is unseemly that a weapon intended to deliver such devastating blows should appear beautiful.

Rules

- Form: Weapon. Takes the form of a polearm. You must be wielding this weapon to use its magical properties.

- Requirement: You must have the weapon master skill to bond to this item.

- Effect: You may spend a hero point point to call IMPALE with this polearm.

- Materials: Crafting a Labyrinth's Gate requires seventeen ingots of tempest jade, eleven ingots of green iron, and four measures of Orichalcum. It takes one month to make one of these items.

The scouts entered stopped. They were uncertain. Only one Navarr was visible. They raised their shields, and split up, tried to surround her. They had learnt caution in today's engagement.

The brand moved slowly, withdrawing a pace at a time to keep the three scouts in view. As soon as one had her blindsided, they would all attack. She spoke quietly to them, matter-of-fact, to keep them off balance.

"We are few." She said, "Our armies are not like those of the Marchers, or the Dawnish. We are like the unconquered Highborn, I think. No battlefields unless we must, but the silent kill, the melt-and-fade. We are perhaps most like the Urizen, of all people. Few, so our power must be directed precisely and with most impact. They wield magic, intelligence, precise bladecraft. We do not. We wield fear like a sword. It must be thus. Our stridings are small, and travel light. Our steadings rarely fortified, save in secrecy.

"See my war-marks? The painted face I wear? These are not my tattoos, because they are not me. I am not I when I wear them, I am a creature of carnage, a killer born. They make me Other.

"That is what this blade-staff is. See it is marked as I am? With my skill, it is death, so I become Fear. In my hands, it is carnage, so it makes me Terror. Its effect is more than one corpse, its effect is in the minds of others. It is not the short spear, nor the long pike. It is not to keep enemies from me, but to welcome them on. Into the ground's embrace."

She moved suddenly. Stepped to one side, reversed the blade, and slashed down and across, exhaling hard, snarling like a beast:

"Now you are on the floor."

She drew the weapon up, high above her head. She drove the point down into the orc's belly and scooped up through the heart. The orc spluttered, red foam at his mouth.

"Now, you are dead."

She retook her watching, vigilant stance, the weapon's point down and to the right, and stared at the other two.

"Now, you run."

The orcs looked at her, turned and fled. There was a snapping noise, as if a taut cord had broken, and two screams, rapidly cut short.

"And now you die, too..."

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Labyrinthine Vestments

Description

A labyrinthine vestment is a sturdy robe or tunic, often with a hood, that allows a priest to use significantly greater amounts of liao when performing a spiritual ceremony. Through use of one of these robes, a lone priest can greatly increase the strength of their ceremonies, either to create a powerful and durable aura, a lasting excommunication or testimony, or to overcome or exorcise a potent malignant spiritual aura or curse.

Quite apart from the spiritual power it grants, a Labyrinthine Vestment also represents the investment of dozens of ingots and measures. A set of Labyrinthine Vestments are significantly more expensive that a Wayfarer's Robe, and thus more likely to be worn by a powerful and influential priest of the Imperial Synod than a mendicant adventurer.

The traditional design for one of these garments is a simple robe of a single colour covered with intricate weltsilver-and-orichalcum embroidery in the form of swirling or angular maze. This design is by no means universal however. In the League it is commonly called a cardinal's robe or bishop's robe - and rather than subtle embroidery the artisans who weave them often go out of their way to stress how valuable the robe is and how prestigious the wearer is. Some priests of Prosperity and Pride see ownership of one of these glorious garments as a sign of their virtue, taking inspiration from the item itself; others view it as a powerful adjunct to their ceremonial abilities. Both schools of thought can appreciate the beautiful dyes, sumptuous fabrics and precious metals that augment and ornament the splendid vestment.

As with many magic items that are of use to a priest, a set of Labyrinthine Vestments is often hallowed. Common hallows include Hallowing of the Masquerade or Aldones, the Hallowing of the Throne, or the Hallowing of Brass.

Rules

- Form: Armour. Takes the form of a robe.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: When you perform or cooperate in the performance of a religious skill, you may spend up to three additional doses of liao to increase the strength of the ceremony by the same amount.

- Roleplaying Effect: While wearing this robe bodily discomforts like hunger, thirst, or exhaustion feel muted and distant

- Materials: Crafting a labyrinthine vestment requires five ingots of Weltsilver, five ingots of orichalcum, eleven measures of beggar's lye, nine measures of Iridescent gloaming, and fourteen measures of dragonbone. It takes one month to make one of these items.

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Lambent Essences

Mastery of these recipes allows an apothecary to brew preparations valuable to ritual magicians versed in the lore of Day. With one of these potions a ritualist can wield the magic of the Day realm more effectively, but they also become more susceptible to the influence of that realm. Like the Magnum Opus, preparation of these recipes involves a slightly more alchemical than herbal approach. Herbs are carefully measured out with mithril, silver and copper spoons, sublimed in weltsilver crucibles and distilled and condensed to draw out their essential natures.

Prior to the liberation of Reikos in 379YE, Imperial apothecaries who had mastered the Lambent Essences knew how to prepare both Effulgent Primessence and Lucent Quintessence. During the rout of the Druj orcs of the Stone Toad from the Highborn territory, many doocuments detailing the techniques of the Buruk Tepel fell into the hands of scouts, soldiers, and adventurers alike. Some of these notes originated not with the barbrians, but with Highborn scholars of the herbal arts - and the details of Radiant Transcendence found in those notes clearly originated with a so-far unnamed apothecary from High Chalcis. The potion was clearly built on principles familiar to practitioners of the Lambent Essences, and appeared to possess only minor interest for the savage Buruk Tepel. Knowledge of how to brew this potent (if expensive) new elixir quickly spread through the Empire - partially due to the work of certain Navarr stridings with an interest in magic of the Day realm.

Effulgent Primessence

This delicate, clear liquid often glows slightly in shadowed areas. It rapidly sublimes when exposed to air, becoming a fine vapour that is inhaled by a ritual magician to enhance their perception of the magic of Day. By helping the ritualist to focus their thoughts, they can achieve a synergy with the concepts and themes embodied by that realm.

Overuse of effulgent primessence can lead to increasing lassitude. It becomes increasingly hard to care about physical things, and there are some rare cases where magicians have starved to death, lacking the inclination to move from their couches to satisfy their hunger or thirst. Users remain coherent, intelligent and capable of rational discourse, which can often hide the signs of effulgent primessence abuse.

- Form: Infusion.

- Description: This clear liquid glows slightly with an inner radiance even in shadow. The liquid bubbles and beings to evaporate when exposed to the air. A tiny droplet on your tongue has a delicate, delicious flavour that you cannot quite place.

- Roleplaying Effects: You become calm and cerebral, fascinated by thoughts, ideas and knowledge. You are disinclined to physical action where mental action might be sufficient. Your movements and thoughts become precise and ordered

- Mechanical Effects: If you possess the Day Lore skill then you gain one additional effective rank to the next day ritual that you perform within ten minutes, subject to the normal rules for effective skill. This is a tonic; the effect of any other tonic you have drunk immediately ends..

- Recipe: Two drams of marrowort and one dram each of true vervain, cerulean mazzarine and bladeroot, and one crystallized mana.

Lucent Quintessence

This translucent liquid appears to have a slightly different shade from different angles. It is often diluted with fresh water before it is consumed as it has an almost overwhelming flavour of aniseed that some people find unpleasant. It is brewed from the distilled essences of four different herbs which combine with the essence of the drink and allow them to align their thoughts strongly with the realm of Day. Complex ideas and strange geometries become easier to comprehend, allowing the drinker to more readily manipulate Day magic with mortal consciousness.

- Form: Liquid.

- Description: This clear liquid seems to have a slightly different colour from different angles. It smells strongly of aniseed, and a tiny droplet on your tongue reveals it to have an almost overwhelming flavour of aniseed as well.

- Roleplaying Effects: You become highly focused, pursuing things that interest you with stubborn doggedness. You find it difficult to show interest in things that do not engage your intellect, no matter how important it might be to others.

- Mechanical Effects: If you possess the Day Lore skill then you can use up to 3 personal mana as if it were crystal mana on the next day ritual that you perform within ten minutes.

- Recipe: Three drams of marrowort, two drams each of true vervain and bladeroot and one dram of cerulean mazzarine.

Radiant Transcendence

Radiant Transcendence is a thin salve that is applied to the hands and face. It is kept in sealed containers because once exposed to air the salve begins to heat up and will eventually consume itself in a flash of heat, leaving only a strong scent of salt water and marrowort blossom. The process of creating the salve in the first place is quite fraught - the herbs and other components must be carefully prepared and once the salve is near completion it must be sealed in an airtight container or the apothecary will lose all the ingredients and have nothing to show for it.

The salve is refreshing, but it also encourages magicians who use it to impose their will on their surroundings to make their world more orderly, more efficient, and neater. It is all-too-easy for a group relying on radiant transcendence to fall into argument about how best to arrange their ritual that lasts for so long that by the time the ritual is attempted, any benefits from using the salve has been lost.

- Form: Salve.

- Description: There are thousands of tiny grains suspended in this translucent, oily substance. When exposed to air, the grains begin to glow faintly as the substance becomes warmer. A droplet on your tongue has a refreshing flavour.

- Roleplaying Effects: This salve cleans your skin as it is absorbed. You become increasingly offended by anything you see as disordered, random, or inefficient. You feel an urge to impose order on your surroundings, and on the people around you.

- Mechanical Effects: If you possess the Day Lore skill then you gain three additional ranks to the next Day ritual that you perform within ten minutes, subject to the normal rules for effective skill. This is a tonic; the effect of any other tonic you have drunk immediately ends.

- Recipe: Three drams of marrowort, two drams of true vervain, one dram each of cerulean mazzarine and bladeroot, one crystallized mana, and one ring of ilium.

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Lament for Skarsind

Skarsind lay chilled in the cold of the winter Huddled for heat every human and beast Hoarfrost was hard on the walls and the towers  When the orc armies came like a storm in the east

Swift were the soldiers and keen was their courage Ceaseless the struggle and fierce was the fight But for every Orc slain there were six standing ready And Skarsind's walls fell to the inhuman blight

Survivors brought tidings of terror to Hahnmark  Though frost took their fingers and hard fell the snow As heavy as lead were their hearts as they told us: 'Skarsgard is fallen and fast comes the foe.'

'Our walls still stand strong and the soldiers stand ready, And each citizen will bear arms to defend But our numbers are few and we never will hold them For they come in their hundreds and seem without end.'

Then up came the voice of Inge Suvvisdottir Her brow bound with gold, and her words cold and clear 'Wintermark lives by the strength of three peoples, And now we have need of each of of them here.'

'Send word to the Suaq and to Kallivesa Command them to come without any delay Then give me nine warriors sworn to my banner   To harry the horde and to hold them at bay.'

The swiftest of messengers bore forth the orders While Inge strode out to the eye of the storm And nine nights and days in the mountains she fought them Till at last she was slain and the foemen marched on

There at the borderlands army met army Great deeds were done and they won great renown Long nights they fought, and the orc tribes were vanquished But gone was brave Inge and lost was the crown

A tear for the Skarsind, lost land and lost people A tear for the hero in battle laid low A tear for the shame, till at last we take vengeance With steel in our hands, and their blood on the snow.

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Lament for Spiral

Tune based on parts of "Dead Boy's Poem" by Nightwish. Words by Claire Sheridan. Recording

A song written by Nicassia of Phoenix Reach at the start of the interregnum.

Lament for Spiral

So much silence, silence and darkness, Towering spires, empty and gone, So much to live for, So much to die for, To take back my heart's only home. Exiled in Morrow, dream of tomorrow, Destined to drown in your sorrow alone, Winds blow through Spiral, Reach for her Wisdom, Fail, finding nobody.

Every tear that's silently shed, Only strangthens our resolve, Ankarien and sister spires, Will again be ours to hold.

Seek out the strongholds, seek out the armies, Scry for truth deep into the night, So much to live for, So much to die for, But we will not give up the fight. Learn all you can learn, strength lies in Wisdom, Destined to march to my heart's only home, WInds blow through Spiral, Reach for her children, Call, we will soon return.

Every tear that's silently shed, Only strangthens our resolve, Ankarien and sister spires, Will again be ours to hold.

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Lamia's Whisper

Description

A Lamia's Whisper is usually a slim, smooth staff of black wood, elegant and refined and often decorated with gold, jade or ivory. In more rural environments, this implement is often called an Adder's Tongue and unsurprisingly tends to be decorated with images of serpents or occasionally wyrms.

These implements are popular with magicians who belong to the Reckoner guilds of the League. In pre-Imperial times, the naga families of Sarvos were known to carry poisonous staffs and this is likely the source of their popular name. In particular, because even non-magician members of the families carried staves it made it hard for their enemies to deduce which naga were magicians - and it dissuaded casual harassment of the naga because ruffians could never be sure if the naga they were abusing could respond with a deadly, venomous sting. While the fashion is not widespread, it is still maintained by some of the modern Guilds of Reckoners.

The legality of the Lamia's Whisper has been contested occasionally, citing the historical legal status of the Scorpion's Sting. The problem lies in the fact that the Empire does not consider knowledge of the venom spell itself to be a criminal offence, so it makes little sense that an implement that merely provides that knowledge should be proscribed.

The best examples of these implements are said to be those made by naga artisans, although this rumour is most commonly spread by naga artisans and so is a little suspect.

CARITA (raising her staff): We don't need to equip everyone with one of these little beauties. We just need to make sure there's enough of them to make you wonder whether your luck's run out today.

The Fallen Herald, Act 2, Scene 2'

Rules

- Form: Weapon. Takes the form of a staff. You must be wielding this implement to use its magical properties.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: You may cast the venom spell as if you know it.

- Materials: Crafting a Lamia's Whisper requires no special materials. It takes two months to make one of these items.

He comes to you with silken scales

And silken tales of sorrows told

But oh, behold

Beware the sorrows held

There's venom there, it's told

These tales and scales of black and gold

Extract from The Lamia's Whisper, by Ambriel Chermes

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Land fit for heroes

Loyalty is a fire that spreads quickly - provided the wood is dry.

Contents

- 1 Overview

- 1.1 The Veto

- 2 Significance

- 2.1 Life is Precious

- 2.2 War is in our soul

- 2.3 Loyal to the core

- 2.4 We are citizens

- 2.5 We are building a nation

Overview

In Spring 379YE, the senators of Wintermark presented the momentous decision of their nation to relinquish Skarsind. Liberated from the Thule orcs in late 377YE, Skarsind was the fourth territory of Wintermark, but the people wanted to offer it to the Imperial Orcs as a homeland in recognition of the friendship between the two nations, and of heroic deeds done on behalf of the threefold people by the orcs - including the orcs' role in the return of the Crown of Three Tears and the ending of the Bane of Tradition that had assailed them.

After scrutiny by the constitutional court, certain additional requirements were met but one remained outstanding - the requirement for a throne to ratify the decision. At the Autumn Equinox 379YE, the Imperial Favour of Empress Britta was used to allow the ratification of this motion in the absence of a Throne. The senate then chose to assign Skarsind to the Imperial Orcs.

The move has not proved universally popular, with naysayers in both Wintermark and among the orcs themselves. Yet with the decisive action of the Senate it seems that the orcs finally have a homeland, the right to elect a Senator to represent them, and the ability to finally participate fully in the business of the Empire.

The Veto

There is one small element that is unresolved. The assignment of Skarsind took place during the final senate session of the Autumn Equinox, and so the Imperial Synod have a window of opportunity to employ their veto should they wish to do so. But there are some provisos.

The General Assembly has until the start of the first senate session on the Friday night of the Winter Solstice to secure the majority required to wield the veto. The conscience of the Senate would then be responsible for announcing that veto at the session. The opportunity to veto the relinquishment of Skarsind has passed, however, and ratification is not subject to the veto. They would only be able to veto the assignment of the territory to the Imperial Orcs. If they did so, the Senate would be able to raise a motion of assignment again during the Winter Solstice, but there would be no requirement for them to name the Imperial Orcs as the recipient of the territory. Indeed, they could assign it to any other Imperial nation.

Because the motion took place during the Autumn Equniox, this would count as the use of the veto from Autumn, not the use of the Winter Solstice veto. This is significant because the Synod can only veto one motion that is not constitutional each season - and while the relinquishment was constitutional, the assignment is not. However, if the Senate raised the assignment again this season following a successful use of the veto, the Synod would again be able to seek the veto using the ability to do so for this season.

No member of the Synod informed the civil service of their intention to seek the veto during the Autumn Equinox so their assumption is that the motion should proceed without complication. As such, the last three months have seen large numbers of Imperial Orcs moving to Skarsind to begin their new lives. If the motion is vetoed, then further efforts to help the orcs claim the territory will cease until the Senate and Synod are able to reach an accord once more.

Significance

The Imperial Orcs now have a territory of their own and are able to lay down roots. This means a number of significant changes to their nation.

Life is Precious

Following the ratification, a great exodus of orcs across the Empire begins. The civil service have spent the last three months helping every Imperial Orc transfer their holdings to Skarsind. Funds carefully collected and hoarded by bonesetters against the day when the orcs had a homeland are brought into play.

OOC Explanation

We have moved the personal resource of every Imperial Orc character to Skarsind. There is no charge for this to happen, and the Imperial Orcs have not suffered any loss of upgrade. The cost to do so is below the abstraction layer, assumed to have been covered by funds collected over the last fifty years to allow the orcs to claim their homeland. Individual players are welcome to roleplay that they have relocated their resource (even though this would normally not be possible), or had the assistance of the civil service or from claiming a new resource in Skarsind with the same characteristics of their old resource.

If any Imperial Orc player does not want to move their resource to Skarsind, they should e-mail empire.plot@profounddecisions.co.uk to let us know. They will need to name a specific Imperial territory where they want their resource to be from this point onwards. They will suffer the usual penalties for having a personal resource in a another nation's territory, and will not be eligible to vote in any senatorial elections.

The Summer Storm and the Winter Sun still play a significant role in the identity of the nation, and as before every Imperial Orc is expected to belong to one or the other of the armies. The main change we have made is during character creation the choice of which army to belong to is now a background question, rather than taking the place of the territory decision and have combined two existing question together. From the point of view of the setting, this is at least as significant a choice as a Wintermark player's choice of which tradition their character belongs to.

War is in our soul

The Imperial Orcs can now elect a senator to represent them in the Imperial Senate. After consultation with the Imperial Orc egregore, the civil service have determined a constitutionally valid process whereby to elect a senator. The outcome is as follows.

Any Imperial Orc citizen can stand for election as senator. Any Imperial Orc soldier who lives in the territory that is to be appointed can participate in the election. The egregore's decision to restrict the ability to vote to soldiers reflects the fact that the tens of thousands of Imperial Orcs are at heart a militaristic people. Their natural instinct is to fight, and it is something that they feel defines their essential nature.

In this case, the civil service recognises as a soldier any Imperial Orc who has the will to face the enemies of the Empire. If any orc wishes to question the right of another to claim the title of soldier, the egregore will arrange for them to show their will to fight in the fighting pit against an opponent of the egregores choosing. Once mettle has been proven, no further challenges will be accepted that summit.

Once the candidates have made themselves known, each in turn is invited to present an item of worth and explain its significance to the candidate or the nation. The egregore has recommended this method because the Orcs need to be represented by someone who can hold their own in an arena where debate and the ability to express oneself are key.

After each candidate has spoken, those orcs eligible to vote can place a weapon in front of the speaker they support. Once every orc has had their chance, the number of weapons is counted and the orc that has received the most becomes the new senator.

OOC explanation

- Anyone can stand as senator

- Only people who are from the territory can vote

- voting is "any soldier of the Imperial Orcs" - if in doubt the egregore will arrange a pit fight

- They make a speech about an item of worth

- The voters place a weapon before their chosen candidate.

- Majority support takes the seat

Loyal to the core

Prior to the ratification, the Imperial Orcs had no senator to appoint their generals. The Imperial Constitution says that "The Senate will appoint a general for each army, but only where the will of the nation in this matter is not clear". With all other nations, the will of the nation was interpreted as the unanimous decision of the senators. Without any senators, a stop-gap method was used to present that will. Now that the Imperial Orcs have the ability to elect a senator, the constitutional court views the temporary resolution whereby the orcs fought for the right to be general is at an end.

From this point forward, all Imperial Orcs generals will be appointed by unanimous decision of the senators of the nation.

For the last five decades, the appointment of the Imperial Orc generals was determined by competition between warbands. Tradition is a powerful force, and it may be that the Imperial Orc nation wishes to continue the practice of fighting in the pit to identify who the best candidates for the title of general may be. However, it is important to realize that there is no legal requirement for the senator to accept this mechanism if they do not wish to do so. It is also possible for the senator to appoint a general who is not a member of the appropriate army (that is, a Summer Storm soldier could be general of the Winter Sun), though such an action might cause morale issues for the army.

The general of the Summer Storm will serve until their term ends (in Summer), they step down, die, or are revoked.The Winter Sun general is the same but is appointed annually at the Winter Solstice.

OOC explanation

As with several things about the Imperial Orcs, the previous situation was an artifact of the unique position of possessing no territory of their own. Now that the orcs have a senator, this situation has obviously changed. We discussed extensively the idea that the senator would be appointed by the generals, but in the end we discarded the idea as unsatisfying. It would perpetuate a special situation for the Imperial Orcs, meaning they would continue to be an unconstitutional mess. A single senator appointing two generals may be peculiar, but it is entirely supported by other parts of the game and setting.

We are citizens

During Winter 376YE, the Imperial senate created the imperial title of Advisor on orc affairs. As a national Senate title, the responsibility for naming the advisor falls to unanimous decision of the Imperial Orcs senators.

While the title is obviously a little less relevant with an actual senator, it represents significant additional presence in the Senate for the Imperial Orcs. The ability to serve as a member of the senate and the right of address are in no way altered by the existence of an Imperial Orc senator. They still have the responsibility to advise the senate on matters relating to orcs - both Imperial and barbarian (although at present the Senate have not given the advisor the authority to negotiate with orc foreigners and barbarians on their behalf).

As with the generals, the current advisor on orc affairs will continue to serve until they step down, die, are revoked, or their tenure expires (at the Spring Equinox 380YE). From this time the new method of appointment will apply.

OOC explanation

As with the generals, the situation where the generals were appointing the advisor on orc affairs was an aberration. With the ability to appoint a senator, the appointment of the advisor defaults to that senator.

We are building a nation

When Skarsind was liberated from the Thule, the Brilliant Shore was allocated as a national resource. This status has not been changed by the decision to relinquish and re-allocate Skarsind. The Brilliant Shore is now an Imperial Orc national seat on the Imperial Bourse. However, the steinr Joakim was assigned the resource in Summer 379YE. The civil service intends to raise an administrative motion with the Senate to determine whether they wish the Brilliant Shore to default to the Imperial Orcs immediately, or whether the Wintermark incumbent should continue to control the seat until it would next be assigned in Summer 380YE (or if they die or step down).

Once the seat is available for appointment again, whenever that takes place, the decision about who controls the Brilliant Shore will be made by the Imperial Orc captains of military units.

The offices of the Steel Fist have been relocated from Crown's Quay to Torfast in Southpine but the bourse seat is otherwise unaffected. It will continue to be assigned by the captains of military units who support the Imperial armies, as before. The Sarcophan Delves merchants responsible for delivering the bounty of ilium the seat receives have not taken the news that they will now be required to trek across the entire Empire to the "bevroren strontgat van niets" particularly well but have no alternative unless they wish to break or renegotiate their deal with the Empire.

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Landskeeper's Oath (Redirected from Landkeeper's Oath)

Description

These useful staves help to augment the abilities of the ritual-minded Landskeepers. The wood used to craft these staves traditionally is taken from the Marcher territory where the Landskeeper who will wield it was born or raised; this tradition even extends to staves made for non-Marcher magicians. The wood is carefully selected while it is still growing and the tree is watered and tended with care. The living bark is carved with runes, marks, patterns and oaths that the Landskeeper has made. The wood is sometimes trained around a chalk carving or a stone with a hole in that is known to be lucky.

A Landskeeper's Oath often has the rune Hirmok carved into the surface, which occasionally leads to them being called Scythes of Office even though they are not actually scythes, and many Landskeeper's do not rely on them.

In The Brass Coast, where wood is a valuable commodity and long periods of time can be spent at sea, some artisans craft these staves from an old piece of an existing ship as it lives and works, slowly carving the grain and letting the sea weather the wood. Only when the part made of the wood needs replacing is the staff ready, so that nothing is wasted. The item is then named for the part of the ship from which it came such as Gunwale or Capstan.

Rules

- Form: Weapon. Takes the form of a staff.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: You may cast the entangle spell as if you know it.

- Materials: Crafting a landskeeper's oath requires no special materials. It takes two months to make one of these items.

“As easy to escape as a Landskeeper’s Oath” ~ Marcher proverb

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Landskeeper

Contents

- 1 Overview

- 2 Magic

- 3 Politics

- 4 Creating a Landskeeper

- 5 Playing a Landskeeper

- 6 Inspiration

Overview

A landskeeper is anyone who uses magic to support the nation as a whole and Marcher traditions in particular. Landskeepers can use a variety of methods, besides hearth magics and rituals, to do this. Some landskeepers technically lack any real magical ability at all, using traditional rites and offering good advice and aid to the Marcher folk. Someone who advises on the effective order to rotate your crops, what herbs to use to bring a pregnant pig to term, or where to place a bushel of wheat to keep out evil spirits, can be a landskeeper, whether or not they also employ magic.

Magic

The landskeepers support the Marcher armies in wartime, providing magical enchantments to protect and empower the soldiers of the Marches, as well as healing the injured. Landskeepers act as they will in the service of what they perceive as the greater good, and they have a great deal of freedom to take unpopular action.

Many landskeepers use curses to deliver appropriate punishments to those who they think have transgressed against Marcher traditions. Even the Stewards are not above the judgement of the Landskeepers in this regard, and a few powerful households have been brought low by Landskeeper curses after they adopted airs and graces or other foreign ways.

Finally, landskeepers deal with the Eternals. Most have a deep suspicion of these creatures, which have complex and inscrutable agendas of their own. Most prefer to deal with the Heralds, the human-like servants of the Eternals with whom it is easier to reach a compromise or mutually beneficial accommodation. Places where Heralds appear are often marked with standing stones.

Politics

The vast majority of Landskeepers keep a certain amount of distance from other Marcher folk. They view the Marches as their charge, and their ultimate responsibility is to the Marcher people and traditions rather than to any individual or Marcher household. When landskeepers do associate with households or market towns directly it is always in pursuit of their own agenda. Many real landskeepers have little time for hedge wizards, magicians at the beck and call of a steward.

At a few points in Marcher history, there have been so many landskeepers that they have formed three or four distinct circles, with each coven taking responsibility for a single territory. More usually landskeepers come together to form a single coven, the better to ensure that their voice is heard through the Marches. Part of their strength, and their ability to operate as they see fit, comes from their control of the magical dolmens that stand throughout the territories. In addition to strengthening the landskeepers, these great stones anchor powerful enchantments that enhance the fertility of Marcher soil. Households who oppose the landskeeper circle risk losing their magical support and even their very prosperity.

Sadly many landskeepers lost their lives in the catastrophic battle that saw the death of Empress Britta in 376YE. Much of the lore concerning the Marcher dolmens was lost with them and the prestige of the landskeepers has waned accordingly. It remains to be seen if a new generation of landskeepers will be able to restore their power and influence.

The landskeepers do not look well on the new fashion for market towns, a departure from the old ways that the majority have opposed at every turn. The aldermen of the market towns tend to have little appreciation for the work of the landskeepers, and their politically protected status makes them hard to influence. In the past, some landskeeper circles have reached an accommodation with the market towns, but these are usually cautious and shaky associations.

Creating a Landskeeper

The landskeepers are intended to allow players to play Marcher ritualists who also have a significant role in the politics of the Marcher nation, if they wish. Landskeepers are great characters for anyone who is considering attending the event by themselves or as part of a small group. It is perfectly acceptable to play a Landskeeper who isn't a ritualist or even a magician. A landskeeper might be a physick or skilled with potions and herbs, or you could consider playing a blacksmith who is a capable artisan. Being an effective landskeeper is about your characterisation as much as your skills.

Landskeepers are usually born into a Marcher household, so you can still define your Marcher family as part of your background. If you want to be from an existing household, one played by current players, then it's worth contacting the group just to check they are happy with you doing that. Otherwise your character can be from almost anywhere in the Marches.

It is possible to play a Landskeeper who is part of a Marcher household group. Most landskeepers would not regard themselves as a true member of a household, but individuals sometimes associate with a favoured household to achieve some long term goals. In practice the power of the role derives from the landskeepers working together; a landskeeper who is a dutiful member of his household is unlikely to have the same influence or voice as one who makes the landskeeper circle their first loyalty.

If you are creating a landskeeper ritualist, then it is worth considering leaving your choice of rituals open until you have had a chance to meet and talk with other landskeepers. A degree of cooperation is useful when choosing rituals to allow the characters to perform the rituals together effectively.

Playing a Landskeeper

Anyone playing a landskeeper is well advised to seek out the other landskeepers once they enter play. Whether they have chosen to organize themselves into one circle or many, the power of the landskeepers derives from the degree to which they can work together. This is especially true when performing rituals, but their political unity is as important as their magical cooperation.

While they often claim to disdain politics, most landskeepers support the status quo and take the long view of events. In turn landskeepers who completely disrespect the households are striking against the fabric of Marcher society that they are generally assumed to be protecting. Part of their status derives from the way they place the good of the nation above all else, so the more unbiased you can be, the more power you are likely to wield.

The magic rituals that the landskeeper circle can offer are vital to other groups, so don't be afraid to use that to get what you want, but the more subtle you can be about it, the better. If you try to throw your weight around and expect other players to do what you say because "the brief says the Marchers respect the landskeepers" you are going to get nowhere. The landskeepers are supposed to be conservative but fair in their dealings with the households; you have to play that part of the Marcher brief to get other players to play theirs!

The landskeepers are written with a degree of hostility towards those ritualists and spell casters who are not landskeepers but have remained part of a Marcher household group. These characters undermine the power and influence of the landskeepers by offering the households a way to perform rituals without outside assistance. The landskeepers consider them to be hedge wizards, which for a group who view themselves as the guardians of Marcher tradition is meant to convey a degree of scorn and contempt for these dabblers. A good landskeeper character will rarely pass up an opportunity to demonstrate how much more effective at magic they are than a household wizard.

Ultimately though the respect the Marchers are supposed to have for the landskeepers is based on the fact that they put the Marcher traditions and the Marcher nation first. You can't expect other players to treat you as a landskeeper if you are very obviously just a ritualist who is part of an Marcher household group. If you want to play a ritualist who is part of a household group, it may be better to play that idea to the hilt, perhaps even a character who has rejected the role of the landskeeper in favour of remaining loyal to their household.

It is also worth noting that the landskeepers consider the welfare of the Marches more important than that of the other nations that make up the Empire. In a dispute between a Marcher household - or even a Marcher market town - and the Imperial Synod, for example they will almost certainly be staunch supporters of their fellow Marches regardless of what outsiders might decide is "good for the Empire." This can be a great excuse to be stubborn, and help other Marcher players resist the temptation to compromise with outsiders.

Inspiration

These magical Marchers draw on a number of sources for inspiration. They are as much inspired by the cunning folk of European history as the obvious fantastic characters such as Pratchett's witches.

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Landskeeper's Oath

Description

These useful staves help to augment the abilities of the ritual-minded Landskeepers. The wood used to craft these staves traditionally is taken from the Marcher territory where the Landskeeper who will wield it was born or raised; this tradition even extends to staves made for non-Marcher magicians. The wood is carefully selected while it is still growing and the tree is watered and tended with care. The living bark is carved with runes, marks, patterns and oaths that the Landskeeper has made. The wood is sometimes trained around a chalk carving or a stone with a hole in that is known to be lucky.

A Landskeeper's Oath often has the rune Hirmok carved into the surface, which occasionally leads to them being called Scythes of Office even though they are not actually scythes, and many Landskeeper's do not rely on them.

In The Brass Coast, where wood is a valuable commodity and long periods of time can be spent at sea, some artisans craft these staves from an old piece of an existing ship as it lives and works, slowly carving the grain and letting the sea weather the wood. Only when the part made of the wood needs replacing is the staff ready, so that nothing is wasted. The item is then named for the part of the ship from which it came such as Gunwale or Capstan.

Rules

- Form: Weapon. Takes the form of a staff. You must be wielding this implement to use its magical properties.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: You may cast the entangle spell as if you know it.

- Materials: Crafting a landskeeper's oath requires no special materials. It takes two months to make one of these items.

“As easy to escape as a Landskeeper’s Oath” ~ Marcher proverb

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Landsknecht

Landsknecht Costumes

Under construction

Landsknechte were European, predominantly German mercenary pikemen and supporting foot soldiers from the late 15th to the late 16th century, and achieved the reputation for being the universal mercenary of Early modern Europe.

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Landsknecht's Zweihänder (Redirected from Landsknecht's Zweihander)

Description

A landsknecht's zweihänder is a famous two-handed sword, popular among the mercenaries of Tassato and Temeschwar. There is occasional debate on whether its power is magical in nature or simply down to the weight of the large quantities of tempest jade and orichalcum which go into their production.

The Unconquered of Highguard also employ these swords as part of their guerilla tactics, depriving their foes of weapons, often targeting the enchanted blades and magical implements of the most powerful enemy combatants. Merab of Tobias' Patrol was famed from her skill in deploying her sword and was responsible for the destruction of enchanted staves of every orc shaman in the Great Forest of Peytaht. There have been mutterings than Merab may have been an Exemplar of Vigilance, but insufficient evidence has been presented to the Synod on the matter.

Rules

- Form: Weapon. Takes the form of a two-handed weapon.

- Requirement: You must have the Weapon Master skill to bond to this item.

- Effect: Twice per day you may call SHATTER when you strike with this weapon.

- Materials: Crafting a landsknecht's zweihänder requires thirteen ingots of tempest jade. three ingots of orichalcum and three measures of beggar's lye. It takes one month to make one of these items.

The tent was strewn with maps, ledgers, and scraps of paper with jottings, and scratched out sums. Two glasses of wine sat on a tray between two seated figures wearing the finest doublets, heavily embroidered and trimmed with exquisite furs. Rudolph had the contract laid out in front of him, and was carefully reading through it while Denna helped herself to the glazed cherries.

"That out of their pay, a pikeman should supply themselves with a sturdy pike, the whole of which to be between seven and nine feet in length, and such armour as would render their bodies protected against the piercing swords of the common orcs,"

Donna shrugged. "Well, that's satisfactory, isn't it?"

Rudolph nodded. "Yes, business as usual, almost, although there's a fair few spearmen who won't have a pike - but then this! 'That out of their pay, each member of a flank company shall provide such protection of fine steel to render the arrows of the enemy impotent against them.'

"Hmm..." Donna looked into the middle distance for a moment, chewing reflectively, then spat the cherry pit with pinpoint accuracy across the tent. It pinged off a ametal plate of the armour on its stand making Rudolph wince slightly "Yes, that is going to be difficult. Some of them will, but many just won't have that sort of protection. They're not expecting uniforms, too are they?"

Rudolph shook his head.

"No, but listen to this! ...'each to be equipped with a zweihänder, between three-and-one-half and five-feet in length, crafted by an artisan skilled in such things, for the discomforting of the enemy's pikes and the staffs of their magicians.' They can't seriously be asking every single soldier in a flank company to have a Landsknecht's zweihänder!"

The short man was clearly warming to his subject now. He began ticking points off on his fingers as he spoke.

" There's what, eighty in a general strength in a company?" He asked rhetorically. "That's eleven hundred and twenty ingots of tempest jade, five hundred and sixty ingots of orichalcum and five hundred and sixty measures of beggar's lye each! Why, you could build a house out of the beggarwood alone! Have they no idea of the value of such things! Let alone the fact that it's six and a half years of a swordsmith's time, even if they lasted that long! We'd need seven artisans on staff the entire war, doing nothing but making these things, and they'd need to have started last Summer!"

Donna laughed at Rudolph's agitation. She picked up another cherry and bit into it, savouring the tartness as she considered.

"Well, tell them 'No', not without a bill through the Imperial Senate." She was serious for a moment. "We'll equip any forlorn hope with them, as usual, but they can't seriously expect any more than that. What they are asking for is quite ridiculous. I wonder sometimes if these people have the slightest idea of how much things cost!"

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Landsknecht's Zweihänder

Description

A Landsknecht's Zweihänder is a famous two-handed sword, popular among the mercenaries of Tassato and Temeschwar. There is occasional light-hearted debate on whether its power is magical in nature or simply down to the weight of the large quantities of tempest jade and orichalcum which go into their production.

The unconquered of Highguard also employ these swords as part of their guerilla tactics, disarming and disabling their opponents as often as they simply run them through or chop them in half. Merab of Tobias' Patrol was famed for her skill in deploying her sword and was responsible for the slaughter of every orc shaman in the Great Forest of Peytaht. There have been mutterings that Merab may have been an Exemplar of Vigilance, but insufficient evidence has been presented to the Synod on the matter.

Rules

- Form: Weapon. Takes the form of a two-handed weapon. You must be wielding this weapon to use its magical properties.

- Requirement: You must have the Weapon Master skill to bond to this item.

- Effect: Twice per day you may call IMPALE with this two-handed weapon.

- Materials: Crafting a Landsknecht's Zweihänder requires thirteen ingots of tempest jade. and three ingots of orichalcum. It takes one month to make one of these items.

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Language

Contents

- 1 Overview

- 2 Respect the Setting

- 3 Respect Other Participants

- 4 Non-Consensual Sex

- 5 Songs

- 6 Profanity

- 7 Continual Improvement

- 8 Criticism

- 9 Further Reading

Overview

Empire is deliberately a gender-neutral setting by design. There are no roles, character types, jobs or positions in the setting that are restricted by gender or are stereotyped as belonging to any particular gender. For example; soldiers, healers, generals, senators and empresses are all equally as likely to be women as they are men. We are not interested in exploring themes of real world gender discrimination, and we want our games to be welcoming to players of all genders.

To support this goal, we ask participants to be mindful of their use of language when addressing others. For example, addressing a crowd of Imperial citizens about to take the battlefield as "men", "lads" or "boys" will make some players feel excluded and does not make sense in a universe where half the warriors are not male. We appreciate that the use of gendered language is habitual and everyone makes the odd mistake; but a concerted effort to use appropriate in-character language that fits the setting will improve the game for everyone.

Respect the Setting

- Women look after themselves in the Empire setting

Half of the most famous martial heroes in the Empire's history have been women. The Empire's armies have roughly equal numbers of soldiers of all genders. Phrases that are common in modern parlance, like "protect the women", imply that women are helpless and need protecting which literally makes no sense in Empire.

These sort of phrases jar badly with many players, disrupting their immersion and reminding everyone that this is a game. An individual man or woman might need protecting, but the idea that "women need looking after" is inappropriate in the game in exactly the same way that talking about Star Wars is. Most live roleplayers can well understand how important it is to avoid modern references during time-in. We ask all players to appreciate that verbal references to protecting women violate the setting in the same way - and to make the same effort to avoid them.

Respect Other Participants

- Gendered language like "men", "lads", "guys", or "boys" makes some participants feel excluded

- You must use a participant's preferred pronoun

Many participants are accustomed to using gendered nouns like "men", "guys", "lads", or "boys" as familiar terms to describe groups of people, particularly warriors or soldiers. Martial groups might traditionally be expected to be male, but in Empire martial groups are populated by characters of all genders. This means that a general who refers to her soldiers as her "men" is using language that does not fit with the setting.

It is also common in modern speech to use these words as a shorthand when referring to a group that include people of all genders. In the vast majority of cases, the speaker intends their words to refer to men and women collectively. That isn't what is communicated however - it may sound to some listeners as if the speaker meant to address the group as if the women were not present or were irrelevant. Out of respect for other participants, we ask players to be mindful of their language and try to avoid using male collective nouns when referring to mixed groups of individuals. It is absolutely fine to refer to groups of men in gendered terms since there is no confusion over what was meant.

You must respect other participants and try to use the pronouns they ask you to use when referring to them. We understand that it is easy to make honest mistakes in this regard, but refusing to acknowledge a correction or deliberately misgendering another player is not acceptable at our events.

Non-Consensual Sex

- References to non-consensual sexual activity are explicitly against the setting

The themes that exist within Empire include mind-influencing magic, drugs and addiction, slavery, human sacrifice, racism and prejudice, prostitution, violence, robbery, torture and murder. They do not include non-consensual sex or sex with minors - these concepts simply do not exist in the Empire setting. All players must make every possible effort to avoid overt references to any form of non-consensual sex while roleplaying their character.

We have made these design decisions for our setting because we want to deliver a game where players who have had traumatic real life experiences can be confident of what themes they will and what themes they won't encounter in the game. It is not possible to know what real life experiences other players have suffered, so you must avoid in-character references to either of these two subjects in play to ensure that you are complying with our rules and that your character's words fit the setting.

If a player makes reference to non-consensual sex while roleplaying their character, it is appropriate to appraise them of the rules prohibiting this at the first available opportunity, even if this disrupts ongoing roleplaying.

Songs

- Participants who are filking or writing songs for Empire should use appropriate language that fits the setting

- Songs that celebrate non-consensual sex may not be performed at our events

Songs and music can add a great deal to the in-character atmosphere of the event - provided that the lyrics fit the Empire setting. We encourage creative participants to write their own songs, or to filk existing material, provided that they ensure that the lyrics follow the guidelines for language use.

We appreciate that it is not easy to create new song lyrics - finding new words that scan and are mellifluous is a challenge that makes finding the correct language more difficult than regular speech. However it is possible to work on songs before an event, reading lyrics through and taking time to ensure that the words fit the language guidelines for the setting. There is more time to get a song right than there is when simply talking in-character.

In a few cases, there will be instances where it is impossible to find a replacement for a single word like "men" or "boys" that rhymes and fits the meter of the line. In those circumstances the song is acceptable provided it does not directly contradict the setting. Songs that imply that women in Empire are helpless or need protecting in some way don't fit the setting and do need updating, they should be avoided if it is not possible to change the lyrics to fit the setting.

Songs like three dirty goblins, that notoriously celebrate non-consensual sex, may not be performed at our events, even if the offending verses are changed or removed.

Profanity

- Empire is not a family-friendly event, profanity is permissible

Young roleplayers of every age are encouraged to attend and enjoy Empire, provided that their parents acknowledge and accept that this is not a family-friendly event. Our goal is to create a game that allows young players to participate alongside adults, rather than to create special rules to accommodate the presence of children. Because of this approach, it is acceptable to use profanity while in-character.

As swearing is permitted at Empire, it is not appropriate to complain at the language used by other players in the presence of children for the same reason that it is not a good idea to complain about children crying - it is very difficult to roleplay these scenes without confusion about the IC/OOC nature of the complaint. It is normal for characters in the setting to choose to avoid a string of expletives in front of a young child, in the same way that it is in the real world, but it is still acceptable in game.

Continual Improvement

- Our choice of language is often subconscious; it is not easy to change the habits of a lifetime

- Players commit to working to eliminate this kind of language when roleplaying their character

The language we use affects other players; players who are able to speak eloquently as their character enrich the game for everyone. A Marcher yeoman and a Dawnish earl would use different patois and a different cadence. The mark of a great roleplayer is someone who can adopt mannerisms of speech that are convincing for the character they are portraying.

Most of us cannot always achieve that but all participants are expected to try to use language that is appropriate for the game and that fits the setting when roleplaying their character. All participants should be mindful of their language when roleplaying to try to avoid obviously modern slang and phrases. What our code of conduct requires is that players accept that the kind of gendered language laid out above is inappropriate in the game and commit to trying to eliminate it over time to improve the way they roleplay their character - and thereby make the game better for everyone.

The language we use is a matter of habit as much as conscious thought. It is possible to change it, but it is not easy. Just as we ask everyone to commit to improving their language over time we also ask everyone to appreciate that all players will make mistakes and find themselves using phrases that they use in everyday speech. The requirement in Empire is a commitment to adopt inclusive language that reflects the setting but we ask everyone to understand that that takes time and that some participants will find it more difficult than others.

Criticism

- Avoid publicly correcting other participants for language that doesn't fit with the setting as this disrupts the game for everyone

- Do correct language that violates our rules for conduct and respect of other players

Just as many live roleplayers do not like to be judged on the basis of their appearance, many of us do not want to feel we are being judged on the basis of our language. Negative comments about the words we use, like comments about our appearance, can undermine our confidence and sense of self-worth.

Our goal is to create an immersive event where as many people as possible feel welcome to attend - but public rebukes for a slip of the tongue have the opposite effect - they make people feel unwelcome. They also undermine the immersion of the moment. A poor choice of words when roleplaying may include language that doesn't fit well with the setting, but the damage done to everyone's immersion is compounded by addressing it when everyone is in-character.

Just as we ask all participants to commit to making an effort to use language that fits the setting, so we ask all players to accept and appreciate that other players are striving to meet their commitment. Our rules of conduct ask people to try and use the most appropriate language they can for the game - everyone should respect that other players are trying their best and respect the effort being made. Publicly correcting another participant's language is rarely the most effective way to help other participants improve and we ask everyone to avoid doing it where they can.

If you are think that another participant is unaware that their general language use is not appropriate for the game, then have a quiet word with a friend (or with them directly if you are a friend) when they are not actively engaged roleplaying. If you are genuinely concerned that another participant is actively refusing to follow the rules of conduct for the game - then you should ask a member of crew to deal with that - just as you should do if you believed they were not taking their hits on the battlefield.

If another player's behaviour represents a contravention of our code of conduct that goes beyond using a gendered word for a mixed group of people - for example using the wrong pronoun to misgender someone, talking about non-consensual sex, harassment, or by violating our guidelines for equality and diversity then it is appropriate to let them know their actions are not acceptable as quickly as possible, regardless of any disruption to the roleplaying. Participants are encouraged to intervene to correct the situation regardless of whether they are the subject of the inappropriate language or not.

Further Reading

- Conduct

- Reporting

- Online

- Costume

- Language

- Must Avoid Policy

- OOC Design

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Lann

Contents

- 1 The Hound, Rune of Bargains

- 1.1 Using Lann in magic

- 1.2 Crafting with Lann

- 1.3 For Machine Embroidery

The Hound, Rune of Bargains

Affiliated with the Realm of Autumn

Lann is the exchange that enriches both parties, the whetstone which sharpens the wits and the weight that restores balance to the soul of the world. Lann is named the Hound, characterising the relationship between humans and domestic dogs as a bargain that benefits both parties. Whenever bargains are made and oaths of exchange made, Lann is the rune called upon. It has a decidedly non-violent aspect, and doesn’t tend to mix well with runes that imply duress or force; it is most powerful when entering into bargains of free will for mutual profit. Lann is also used when making promises, and it is also a rune that implies a degree of balance. When a dangerous imbalance exists, Lann may be evoked to help bring opposing forces into rough agreement. In this role it is called the Balancing Scales – but it does not represent absolute equality, or perfect balance. It instead represents the idea of bringing two things into rough harmony, so that neither side is angry or unhappy, but it absolutely contains the idea that one side may benefit from a bargain more than the other.

It is also called the Talon, or the Rune of Debts, representing favours as well as things that are owed.

Some Freeborn Scriviners suggest using the rune as a seal when helping to draw up a contract, but it is also the rune most closely associated with interactions with Eternals, especially those of Autumn. Dawnish Enchanters often wear it as an amulet, as do Navarr brokers.

Lann is often said to have a strong correspondence with the Cambion lineage, and is closely associated with the Imperial Virtue of Loyalty.

Using Lann in magic

Lann is evoked when working magic that encourages or enforces promises or agreements, and in any ritual that transfers power from one person or thing to another. Some healing magic is enhanced with Lann, representing an agreement by the healed individual to repay the healer in some manner.

Crafting with Lann

Unsurprisingly, this is a rune associated with merchants and traders, and often inscribed on weighing scales or other tools used to apportion merchandise.

In that bloodless battle between will and desire lies the bargain.

For Machine Embroidery

Here is a digitized version of Lann in .jef format, suitable for a 7x5 hoop. File:RuneLann.jef

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

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Lantern's light

"We also tell stories of the rusalka," said the orc quietly. "They sometimes pretend to be prey animals, and lure hunters into danger."

His host nodded thoughtfully as he lit a slip spill of wood in the flickering dim flame of the lantern on the table . He transferred the flame to his pipe as he crossed to the window, extinguished the spill, and flicked it out into the starless night. He sat next to the orc, saying nothing, puffing on his pipe.

While they could hear the music from the dining hall, between them a silence stretched. The orc felt compelled to fill it.

"There is a story I heard a lot in my youth about a young hunter who catches a handsome rusalka bathing in a hot spring, and binds it with a powerful oath. The rusalka has no choice but to agree to wed her, and together they raise a family. In the end, the hunter is eaten up inside with doubt - does her mate love her or does he only pretend to love her because of the oath? In the end she tests that love by releasing him from the oath."

The two leaned on the balcony looking out at the empty sky and the fat moon. Dalbor sucked on his pipe, then offered it to his guest. As the orc took a deep lungful, the old cabalist blew three smoke rings.

"I assume the rusalka eats her?" he said casually.

The orc coughed a little on the sweet smoke, taking a sip of mead.

"Oh yes. Her, most of her family, and several other people in the clan. Then he takes their children and disappears back into the wilds to wait for the next fool who mistakes an oath for love."

The two shared a guarded smile, and then became serious.

"There is a lesson there," said Dalibor thoughtfully.

His guest stared at him for a long moment without answering, or blinking.

"We should rejoin the others," he said.

Dalibor nodded, and the two magicians returned to the hall together without speaking.

Contents

- 1 Overview

- 2 Significance

- 2.1 Accepting the offer

- 2.2 Declining the offer

- 2.3 Thule Embassy

- 2.4 The Northern Trade Network

- 3 Resolution

Overview

At the end of the Autumn Equinox, the red star known variously as the stalker and the miscreant slams into the Thule territory of Sküld in eastern Otkodov. The night sky over Varushka and parts of northern Dawn become bright as day - albeit a crimson tinged day - for a blinding moment. The sound is heard as far south as Highguard. The resultant pillar of ash is visible for several hours throughout Miekarova and Volodmartz. The star's impact is preceded and followed by isolated rains of burning rock that strike parts of Skarsind and northern Wintermark as well as north-western Varushka. Some of these independent starfalls contain small amounts of the precious material ilium, promising to make anyone who can secure one a small fortune if they can find a buyer.

For a little over two months, there is no word from the Thule. Then, a fortnight before the Winter Solstice, an orcish delegation comes down through the mountains of Brez, approaching the cabalists of Void with a message from the Dragons for the people of Varushka. The red star has fallen where it was agreed; it represents a significant deposit of star metal; the Thule intend to honour their agreement and will be distributing a share of the ilium to the Varushkans.

Now all that is to be determined is how that share will be delivered.

Significance

The share of the ilium that the Thule are offering the Empire amounts to 4 rings each season - equivalent to the Regario Dossier. They have placed two stipulations on the trade.

Firstly, it will continue only so long as Varushka remains at peace with Otkodov. Secondly, they are only prepared to allow a Varushkan to receive this bounty - it was the Varushkans they negotiated with and it was the Varushkans who kept faith with them. On other matters, however, they intend to look to the Imperial Senate.

Accepting the offer

Any Senator may raise a motion to accept the offer of the Thule. If they do so, the ilium share will create an Imperial title, and become a National Bourse Seat for Varushka, appointed during the Spring Equinox each year by the well worn path of voting by the owners of either mines or forests (or, if the Senator wishes, both). The Senator who raises the motion will be responsible for determining who will vote.

The Senator will also be responsible for determining where the trade will take place, and where offices will be established to formally accept the ilium. The Thule have suggested that they would be most comfortable with a location at Void in Brez; Ivarsgard in Karsk, or Wendell's Hope in Miekarova but would be prepared to accept any reasonable location along the northern Thule-Varushkan border. Finally, the motion should also indicate the name of the new Bourse seat. The Thule have ventured no opinion on this matter.

As a Bourse Seat, this will require a small upkeep from the treasury, in the same way that the Steel Fist and other ilium seats require a small upkeep. However, in a similar manner to the Steel Fist, should the Empire ever go to war with the Thule, the new ilium seat is likely to be one of the first casualties of the ensuing conflict.

Declining the offer

Alternatively, the Empire may decline the offer of ilium. A Senator can raise a motion to declare that the Empire is not interested. In this case, the northern orcs will simply keep their ilium bounty. An attempt to name a nation other than Varushka as the recipient of the National seat, or to make it an Imperial seat, will have the same effect.

In the event that both motions are raised and pass, the civil service will seek guidance from the Senate as to which decision the Senate wishes to formally present to the Thule.

Thule Embassy

The Thule 'diplomat' - a warlock going by the name of "Rak who speaks for the Dragons undivided" - is currently enjoying the hospitality of the cabalists at Void. He has let it be known that the Dragons are expecting an embassy to be constructed in the near future, should the Empire wish to maintain diplomatic relations.

Rak has let it be known that the Dragons favour an embassy built in Varushka, and appointed as a national rather than Imperial title. For the time being, they would prefer to deal with people who have demonstrated their ability to work with the orcs rather than risk an incident with someone from another nation who lacks sufficient pragmatism to deal with the Thule. One of the first things the Thule would like to discuss once such an embassy is completed is a possible joint venture to remove the current curse that is hiding the stars from the people of the Empire - but there are sure to be plenty of other things to talk about.

The Northern Trade Network

Similarly, Gar the Trader has likewise let it be known that the Thule are interested in participating in the Northern trade network - assuming the Empire has a use for the crystal mana that represents the wealth of the Dragons. However, they have identified a problem. In order to connect their internal trading routes to the central hub in Torfast they would need to use the difficult passes in northern Skarsind which are currently controlled by Dogri Thulebane and his supporters. An attempt by a small band of orcs sent to look at the feasibility of building a road through one of the passes has ended in violence. There is no way they are prepared to risk their caravans coming south while this "maniac" is in control of the routes from both Otkodov and Silver Peaks. Gar expresses some regret for this - it represents the loss of an opportunity for the Thule to learn more about the Imperial Orcs as well as providing more immediate economic benefits.

The Thule could remove Dogri themselves relatively easily - even one of their armies would quickly overrun the stubborn Winterfolk and their self-proclaimed "Skarsind congregation of Loyalty." Yet doing so would be in breach of the peace treaty of 379YE - and the Dragons are not interested in breaking that treaty by sending their forces into Skarsind without an invitation from the Imperial Senate.

Resolution

The Imperial Senate approved the allocation of the Gift of the Dwindling Star as a Varushkan national Bourse Seat, and offices were established in Void, in the hilly region of Brez.

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Lashonar

Contents

- 1 Eternal of Night

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Night

Sobriquets

Lashonar is most commonly called Gibbering Lashonar or Lashonar the Loquacious.

It has a number of other names, and seems to make titles up for itself whenever the fancy takes it. Previous examples include Guardian of the Southern Skies, Keeper of the Gates of Wisdom, Eater-of-Silence, Speaker in Dreams and Conscience-of-Kings.

Appearance

Lashonar is a serpent - a sinuous body with great feathered wings who seems at home in the air or on the ground. It is very rare indeed to encounter Lashonar in this shape. Like all eternals of Night it is a clever shapeshifter and takes on other forms as the mood takes it. The two most common appearances are as a colourfully-dressed bird-like man or woman usually clad in the style of The League or The Brass Coast, or as a wall of shifting colours that speaks with several voices.

To say Lashonar is talkative would be an understatement of epic proportions. It is almost constantly speaking, humming, whistling or making some other quiet noise. It flicks from subject to subject erratically, and appears to have a very short attention span - but is capable of suddenly circling back round to surprise those it is talking to with sudden insights or queries.

When meeting with Lashonar a magician is warned to be careful to avoid direct questions, especially questions to which the only appropriate answers are 'yes' and 'no'. Lashonar reacts unpredictably to questioning; general queries such as "How are you?" or those relating to opinion or supposition such as "Why do you think that is?" are usually safe. Specific questions are dangerous - one enchanter was struck with a malediction that forced them to verbalise their innermost thoughts as a consequence of asking Lashonar exactly why it was interested in a certain bard.

Heralds of Lashonar often have a bird-like appearance, and many have a reputation for being petty thieves. They are generally as loquacious as the Conscience-of-Kings, and tend to view visits to the mortal Realm as an amusing holiday rather than a serious duty..

Concerns

Lashonar exists to communicate, and is quite capable of conversing with itself if it has nobody to talk to. Indeed Lashonar has been observed arguing both sides of a question with equal vigour, and occasionally creates duplicates that appear to house variant personalities, simply for the joy of being able to engage in multiple conversations at once. Lashonar is often characterised as insane, but this is unfair - rather its mind operates very differently from that of a human and it is simply trying to vocalise the many insights that assail it every moment.

All forms of active communication are important to Lashonar. It is largely disinterested in written works, pamphlets, or similar texts with the single exception of personal letters (especially love letters) which it is believed to eat after it has read them. Previous experience with Lashonar has shown the being to be far more interested in hearing the recital of doggerel by a small child than in receiving an entire book full of the finest examples of Wintermark poetry.

Lashonar delights in performances of singing, poetry, storytelling and drama, as well as furious debates; gossip and rumour; and the solving of mysteries. It loves to hear secrets, but often finds itself at odds with the Whisper Gallery; where that group of eternals hoard secrets, Lashonar effectively destroys them by sharing them with all and sundry.

The Eater-of-Silence loves innuendo, subtle references, double-meanings and clever speakers. It has little time for demagogues, unless they are entertaining, and becomes restive when exposed to monologues. It much prefers the give-and-take of conversation to passive listening. It has an endless capacity for gossip, the more salacious and entertaining the better.

As with all the winged-serpents, there is a more complex side to Lashonar that is easy to overlook. It encourages others to communicate because it is endlessly fascinated by the ways mortals use words to influence each other, especially how they change the feelings and emotions of others. It loves to hear stories of how people change the attitudes of others, or effect actual changes through speech.

It actively opposes efforts to restrict communication; its supporters have several times attempted to overturn laws of heresy and blasphemy that restrict speech. The eternal also dislikes things that restrict free movement - the ability to go to strange places and talk to strange people is a fundamental right of all thinking beings as far as it is concerned. It encourages the creation of embassies, the use of diplomats rather than armies, and the removal of barriers to travel. Its interests in this regard often align with those of the eternal Janon, who opposes anything that restricts mortal ability to follow their passions; the two are believed to be occasional allies.

Boons

Boons from Lashonar almost always include speech, communication or movement. It has been known to grant enchantments that empower inspirational speech, and curses that do everything from encouraging the target to lie constantly to removing their ability to speak above a whisper - or below a shout. Lashonar is also known to possess magical drinks made from fruit and honey that can remove curses or empower orators to gather great congregations.

It can also grant abilities to travel, and seems to have an affinity for the use of portals matched by few other eternals.

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Last Breath Echoes

Contents

- 1 Rules

- 1.1 Winter Magnitude 20

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 OOC Elements

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 20

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must be terminal.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual targets a willing terminal character, who always dies at the end of the ritual.

The enchantment restores the target to a semblance of health for a short period of time. It has the following effects:

- The target is restored to full hits and regains all hero points and personal mana.

- They are no longer dying, and may use all their abilities as if they were still alive, with the exception of unstoppable and fortitude.

- The lingering effects of fatal poisons are removed when this ritual is completed; all other conditions must be dealt with as normal, either before or after the ritual is performed.

- They experience a powerful roleplaying effect; they are imminently aware of their coming demise, and that time is slipping away from them - if they want to achieve anything they must act now.

- When reduced to 0 hits; with 5 seconds of appropriate roleplaying; if the enchantment is removed; or after ten minutes in any event, the character dies permanently.

- When the ritual ends, the character is dead and their spirit cannot be contacted with either voice for the dead nor called back with Whispers through the Black Gate.

A character cannot ever be targeted by Last Breath Echoes more than once.

This enchantment cannot be made permanent with ilium.

OOC Elements

Nothing can prevent the final demise of the character once this ritual is performed on them; they will be dead in at most ten minutes. In case of any conflict, this rule takes precedence; the ritual does not 'cure' the terminal state it simply allows a dead character a chance to go out 'with a bang'. A referee will be very strict with the duration of this ritual.

Description

This ritual allows a mortally injured or dying character a few short minutes of activity before they are claimed by death. It has been used several times at key moments in the past. While the ritual is dangerous, those who have taken the opportunity it provides are remembered as some of the great heroes and heroines of the Empire.

When the heart of the Winterfolk champion Firlag Firblagshall burst shortly before a vital battle against the Jotun, his wife lead the coven who enacted Last Breath Echo on her beloved husband, not only allowing him to lead his troops in one final charge but ensuring his death in battle fighting valiantly against the enemy chieftain. When the League senator Riem d'Tassato was fatally poisoned by his ruined rival, he used the time granted by this ritual not to denounce his enemy, nor to seek revenge, but to make a keynote speech to the Imperial Senate, dying immediately after the successful outcome of the vote was announced. When the enchanter Rose de Javier was savagely beaten by the troll-mage of Wierwater, this ritual allowed her to recover for long enough to lead the Wind of Mundane Silence that sealed that monstrous beast forever within its own twisted castle-maze.

However ,serious questions exist around what happens to the spirit of the target character at the end of the ritual; necromancy cannot contact that spirit, and neither voice for the dead nor Whispers through the Black Gate appear to work on the dead person. To date, no past-life vision has involved a character who has reliably been known to have ritual performed on them - this is not taken as conclusive proof that this ritual damages the soul; as Clavicus of Sunspire pointed out, the sample sizes are too small to draw a definitive conclusion. Still, these circumstances have fuelled concern that the ritual permanently damages the soul in a profound way.

Common Elements

The ritual often takes the form of a funeral for the target. The importance of their last ten minutes is stressed, and symbols of passing time such as hourglasses are commonly used. The target is often anointed with water or oil, and often drinks a draught of fresh water or infused Marrowort. Their reflection may be caught for a moment in a mirror - the idea being that the reflection represents their death and is delayed for a short time. The runes Verys, Evrom, Yoorn or Lann might all be used, as might the character of The Bishop or the constellations of The Lock and The Door.

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Imperial Law (Redirected from Law)

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Imperial law

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Lay me Low

Traditional / John Tams youtube version

Sheet music (arranged by Jude & Daisy, from Coope Boyes & Simpson) is here (with harmonies - the melody is the middle line) or here (melody alone)

Midi: Media:Lay-me-low.midi

Lay me low, lay me low, lay me low Where no-one can see me Where no-one can find me Where no-one can hurt me   Show me the way, help me to say All that I need to All that I needed you gave me All that I wanted you made me When I stumbled you saved me   Lay me low, lay me low, lay me low Where no-one can see me Where no-one can find me Where no-one can hurt me   Throw me a line, help me to find Something to cling to When the loneliness haunts me When the bitterness taunts me When the emptiness eats me.   Lay me low, lay me low, lay me low Where no-one can see me Where no-one can find me Where no-one can hurt me

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The League (Redirected from League)

"Nothing great without cost."

The people of The League are city-folk through and through. Competition is fierce - you might fall behind not because you have stumbled but simply because someone else is faster. Nobody is given a free ride in The League; they earn their fine lifestyles through hard work and hard dealing. You must seize every opportunity quickly if you wish to rise to become a Merchant Prince.

This is The League. The rivers that run down to the Bay of Catazar are the veins of the Empire, carrying the lifeblood of trade. The four great cities are its beating heart, sending tides of wealth back and forth across the nations. In the South are Sarvos - elegant and sophisticated, cultured and refined - and Tassato - diplomatic, Machiavellian, persuasive and articulate. In the North are Temeschwar - ruthless, relentless, cold and hard - and Holberg - pragmatic, ingenious, innovative and enlightened. Together as The League they are stronger than their parts - four strands inexorably woven to produce an unbreakable bond. They are a driven people, tolerating neither sloth nor lawlessness, and from the wealthiest moneylender to the loudest street bravo, they are quick-witted and alert to opportunity and danger.

It is said that the cities of The League never sleep. By day, the powerful guilds clash over business interests and The League's mercenary Free Companies seek to find work on the Empire's borders. By night, the street balladeers perform on every corner, and rival theatre-houses fight duels where the wordplay matters more than the swordplay. The long con is as much an art form here as the politics of high office; in the coffee-houses that never close, the cant covers both.

The League is much more than ruthless business and cut-throat competition; it is the centre of civilisation in the Empire. It produces and displays great works of art while rich patrons support the theatres. There is a university in each of the four cities and they champion scholastic learning and imaginative problem solving. They institutionalize charity - the Church of the Little Mother feeds and shelters the orphans of the Empire and finds them work - because they know that everyone is a citizen of the Empire, and that today's destitute orphans might rise to become the Merchant Princes of tomorrow.

Five things to know about The League

- Life is competition, and someone is always keeping score. Citizens of The League love to compete in everything they do.

- The rules of the game are not to be broken. League society has simple rules but woe betide those who break them; they are particularly ruthless with lawbreakers.

- Keep your loyalties close, like the rings on your fingers. The League takes loyalty very seriously.

- Coin counts, and everything costs. This is a land of conspicuous consumption where wealth is power and nothing worth having is free.

- Everything is on show, like a mask on your face. Bold, flamboyant action is the best way to publicize yourself and your services, but nobody confuses the mask with the real thing.

What the citizens of The League are not

- Popinjays and dandies. While appearance and charm are important, wit and panache are no substitute for actual deeds. Scratch the surface of The League and beneath you find a Nation of ruthless, ambitious people absolutely committed to their goals.

- DaVincian Inventors. Citizens of The League are imaginative and ingenious; they solve problems with their brains not their brawn. But Empire is not a game that supports the invention of new technologies - League characters are audacious, rather than inventive.

A map? A street map! You need more than a map of the streets to navigate this city, friend. There are rules to this city; break them, and the Prince will break you.

The Steel Throne, Act II, scene iv

The nation

Core brief

- The people

- Culture and customs

- Look and feel

Further reading

- History

- Leadership

- Economic interests

- Military concerns

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- Territories

- Children

- Music

- Costumes

This selection of articles can be downloaded as a PDF book (or as html only)

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League Egregore

Guise

As for many things in the League, the egregore seems complicated with layers of masks and riddles.

There have been up to four League egregores at any one time, of varied genders and ages, each wearing a mask and taking a title, be it Duke, Captain, Scholar, Harlequin, or similar. Collectively they are referred to as being ‘Guise’ yet none directly answer to that name and each has their own personality and behaviours.

In these varied forms they are present through all levels of society, and all walks of life, observing everyone’s deeds. It is traditional for those undertaking an important action to explain their actions to the egregore, for they bear testimony on behalf of the whole nation, for such is the way of the League to record what has been done, though the acts may never be disclosed further in public.

The most consistent form of Guise has been known as His Grace, the Duke of Joy and Sorrow and he claims to be the central spring from which all others manifest – certainly as long as anyone can remember, the Duke has been present as a patron of the arts, supporter of League culture, and at times champion of etiquette – be it in theatre, politics, or business – or all three combined.

Others forms have been more transient, but those currently regularly observed at Anvil have also been the Contessa, the Harlequin and the Captain.

The Harlequin is a rogue and a charmer, who claims to have but recently overcome the ban on public action placed on him by the other aspect of Guise – though this is disputed. Whatever the truth, wherever he goes, there is gossip, drama, and a social whirl.

The Captain is of more practical character, more likely to be found wherever you find bravos, stevedores, craftsman, and the like. Solid and steady (and often silent, unlike the garrulous Harlequin), his reassuring presence can often be found at the shoulder of bravos in the line of battle.

Whatever the form of Guise, they can be relied upon to champion the culture and hearth magic of the League. Their presence, in various forms, reaches all of the strata of League society, and it is through them that the citizens can know that their great deeds are known and witnessed, even if they must remain secret – for such is the way of the League. Why not tell them your story...?

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League hearth magic (Redirected from League Hearth Magic)

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The League hearth magic

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League lineage and species attitudes (Redirected from League Lineage and Species Attitudes)

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The League lineage and species attitudes

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The League magical traditions

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League Maps

See Also

- Holberg

- Sarvos

- Tassato

- Temeschwar

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Maps by Daisy Abbott

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League music (Redirected from League Music)

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The League music

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The League territories

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The League costumes (Redirected from League costumes)

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

Note: The tone and style of this page may need editing. All costume advice pages should be written in third person voice, using verbs that make clear that this page is advice, not direction.

Contents

- 1 Look and feel

- 2 Regional variations

- 2.1 The Bay of Catazarria

- 2.2 Holberg

- 2.3 Temeschwar

- 3 Similar nations

- 4 Research

- 4.1 Historical influences

- 4.2 The Borgias

- 4.3 Zeffarelli's Romeo and Juliet 1968

- 4.4 Romeo and Juliet (unreleased)

- 4.5 Ever After (1998)

- 5 In detail

- 6 Specifics

- 6.1 The basic garments by layer

- 7 Jewellery

- 8 Armour

- 9 Resources

- 9.1 How To's

- 9.2 Patterns

- 9.3 Reading

- 9.4 Shops

- 10 Things to avoid

Look and feel

"The people of the League are city-folk through and through" - No farming or utility costumes here, and no agricultural class. Your clothes are City clothes and not designed for harsh climates or a manual or physical lifestyles. They should be as far from 'utiity' as you can get them.

"In the League wealth is status" - As the most important people in the League, your costume should reveal your wealth and thereby status.

"Everything is on show" - Your costume should and will say something about you.

"Even the poorest of the League feel free to remark upon the fashions and actions of those around them" - In this nation your costume is more important than in any other. Expect to be judged in character so aim to keep upping your game and raising the standards around you.

"Masks represent anonymity, and are extensively used in magic" - Those playing mages should invest in one or several good masks and aim to adorn and personalize them

"In the south, doublets of richly patterned silks are cut to flatter. Sleeves are full, and the effect is somewhat top-heavy, with trousers fitted to a slender leg" - use bright jewel colors and lighter fabrics for the more southern cities. Hose are the historical option for trousers and easily sourced from reenactment sites. Other tight trousers will be appropriate however, and if only the legs are showing (rather than the crotch) leggings might be a good option and can be found in many colors at the moment. A beautiful doublet is easy to make - or make over an old one one - as seams can be tied rather than sewn. The best investment will be a very full, light undershirt for all genders.

"The northern cities are colder in climate, and clothing reflects that" - They are still city dwellers however and will not let inclement weather get in the way of good fashion. The northern cities will merely add more layers: a longer outer gown or a sleeveless surcoat or both. Fur is seen and heavier fabrics such as thick brocade and velvet. These may be darker in color but still sumptuous. In the north leather might be used in a very tailored way for garments. To the southern cities this might seem very drab indeed.

"Ladies who do not favour doublet-and-breeches often wear elaborate high-waisted gowns" - These are typically the Italian style with a very small bodice and low neckline necessitating a segment of (often contrasting) fabric at the front and an underdress/chemise to cover the chest. The gowns may be sleeveless, have slashed sleeves or the segmented sleeves over the very full chemise/undershirt. In the northern towns the burgundian gown might still be worn with its attached sleeves.

"They’ll never, ever shy from a fight" - Though the women of the League may like to display their wealth and taste with elaborate dresses they wont let a skirt stop them from proving their skill with a sword and outsiders should be wary of underestimating a Catazarri beauty.

Regional variations

The Bay of Catazarria

These stills are all taken from Neil Jordan’s “The Borgias" - the setting and period are perfect for the southern cities of Sarvos and Tassato. The feel here is firmly Southern Europe. Colours are brighter and fabrics typically lighter. Natural colours are considered drab and utility materials such as wool and leather are very dull indeed.

Holberg

Costume in Holberg is less colourful than the southern cities. Materials are thicker and heavier.

Temeschwar

Temeschwar is further north still and the costume reflects that with the use of fur not just as trimming but as an integral part of the costume, and strong Varushkan influence. A simple tutorial for making a fur hat appropriate to Temeschwar can be found here.

Similar nations

Although doublets and long gowns will be worn in both the League and Dawn, follow these tips to keep them distinct:

1. Embellishment: The Dawnish like rich but clean lines and un-fussy tailoring. The League should be the opposite. Go to town on ribbons, flounces, slashes and puffed sleeves. Costume should be extravagant and flamboyant.

2. Waistlines: Fashionable waistlines for dresses in the League are high. Full skirts should fall from the underbust. Dawn's low slung hip belts are thought to be a little provincial. Although high waisted houppelandes existed during this period I would advise avoiding them as they feature strongly in Dawn.

3. Slashes: A key look is to have bits of your undershirt displayed through the gaps in your gown or doublet. The easiest way to achieve this is by having sleeves that are tied on rather than attached. It would be quite easy to do this yourself if you have a doublet with integral sleeves. Replace the seams with ties and pull puffs of your undershirt through. (there will be more on constructing costumes later)

As Temeschwar was historically Varushkan, here there may be some influences from Varushka, perhaps displayed in the traditional style of hat or the cut of a coat. Fur is also common here. However, rich brocades and silks are rarely seen in Varushka.

Research

Historical influences

The League draws its influence from the latest and narrowest historical period of all the Nations. The key looks will be found in the late1400s (1460-1500) and generally more central and southern Europe (Look at http://en.wikipedia.org/wiki/1400%E2%80%931500_in_fashion).English fashions of this time are likely to be off mark. It is at the height of the medieval renaissance shortly before our Tudor period. Not everything worn in Europe during this period is 'on brief' however.

A popular european influence of this time is Landsknecht fashions. Landsknechte (German plural, singular Landsknecht) were European, predominantly German mercenary pikemen and supporting foot soldiers from the late 15th to the late 16th century, and achieved the reputation for being the universal mercenary of Early modern Europe (see http://en.wikipedia.org/wiki/Landsknecht) Please read the linked page for more advice on these costumes.

The Borgias

Most of the pictures in the look and feel section are taken from this series which really typifies the look. The costumes in the film are exceptionally high standard. Information on how to get the same look for far less cost are in following sections. Lots of detailed pictures of the costumes can be found here http://theborgias.wetpaint.com/page/COSTUMES

Zeffarelli's Romeo and Juliet 1968

The doublets and gowns in this production are beautiful. Inspiration for Bravos can be taken from the squabbling Capulets and Montagues.

Romeo and Juliet (unreleased)

Currently post production. So far the costumes seem to be suitable for this Nation.

Ever After (1998)

This film beautifully pulls historical and fantasy elements together to produce the excellent costumes. For instance, the prince's doublet in this first picture is not based on a historical pattern but nevertheless captures the feel of the League. Drew Barymore's Ball dress is lovely masquerade inspiration. Baroness Robmilla's green and gold dress would perhaps be perfect for Holberg as it uses heavier velvet and has darker colours. Its attached sleeves also suggest Holberg and the 'v' collar is similar to that of the burgundian gown.

In detail

For fabrics go all out for the richest and plushest ones. Try silks, cottons, brocade and velvets. Good imitations are available for lower cost online. The only fabrics I would suggest staying away from are shiny satin and stretch velour. Often fabrics can be picked up from charity shops. A great place to get vibrant and detailed fabrics at a reasonable price are saree shops.

Undershirts are best made of a thin and light material, highly gathered to give it the ability to be pulled through clothing in many places. A very light muslin might be a historical choice but actually a polyester, plain window 'net' can give a better effect.

Use rich embroidered or gold trims. Think about using ribbon for the ties on both men's and women's clothing.

Where possible use lacing (again consider ribbon for all genders in Catazarria) and make sure the undershirt shows though at every seam and closure.

Specifics

The basic garments by layer

The single most important item of costume for the League will be a billowing undershirt - the more volume the better. If you can't make or source a round or square necked one as here, a standard larp shirt/chemise may do - try buying it oversized. Steer clear of shirts with a turned over collar. Women may wish to wear a long underdress/chemise or a shorter shirt tucked into trousers/hose.

Tight trousers are the ideal legwear. Hose should be the joined type. If you wear a more modern trouser style try hiding the fly and any belt loops with a wider belt or sash. If the top of your trousers is hidden by other layers and the bottom by boots, thick, plain leggings are a cheap and easy option for legwear. (Patterns and tutorials to follow)

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The bodice or doublet should be tight fitting. The neckline can be any shape but avoid high collars on this layer - Ideally have it low to show the undershirt. It should ideally sit at the natural waist, at the top of the hose/trousers or shortly below. The sleeves should tie on rather than be stitched in. If you already have, or buy, a doublet or dress with attached arms you can unpick the arm hole seam and stitch on cord or ribbon ties to instantly transform it into a League costume. If making your own costume sleeves can be elaborately slashed or segmented to show the undershirt/chemise in as many places as possible. This is easy to do as rectangles can be sewn into tubes with a gap at the elbow.

(Patterns and tutorials to follow)

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The two outer garments shown could be worn by any gender. They both fall from the shoulders loosely and can be made from the same simple pattern. The overgown (Simar worn by the male figure) has loose sleeves and is typically tied closed with a sash. The surcoat worn by the woman is very simple but could have false sleeves or box pleats across the back if you are a more confident costumer. Cloaks are also suitable in most forms too.

(Patterns and tutorials to follow)

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Armour for the League is discussed more fully in the armour section, however, for those wearing long gowns the overgown could be open centre front and tucked back to allow free movement when fighting.

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Jewellery

Rings are very important in the League, representing loyalty and allegiances, and should probably be the first item of jewellery that a player invests in.

A wealthy or influential person might wear a large heavy chain loosely around their neck.

Another good way to adorn an outfit might be elaborate hair decoration. Otherwise gold and silver necklaces and bracelets with large stones will work in this nation. Fine chains are unlikely to be opulent enough.

Armour

Bravos are typically lightly armoured with perhaps a more substantive shoulder piece.

A starting Free Company may equip its soldiers with a quilted jack. Wealthier companies may have matching arming doublets, armour and helmets. A breastplate and helm are the basic armour but a full harness is rare. For the very wealthy their breastplate might be very ornately detailed. Scale and chain are unlikely to be seen here.

Resources

How To's

Italian Renaissance Gown construction http://homepages.wmich.edu/~rowen/renbk/rendressbook.html#anchor1163546

How to make your own hose instructions http://historiclife.com/Essays/howto_hose.html

Patterns

15thC doublet and hose. Ideally need to be unattached at shoulder http://www.paulmeekins.co.uk/patterns/patternpages/RH003.html

Early 16thC pattern but still ok as long as you keep the trousers tight, boys! http://www.paulmeekins.co.uk/patterns/patternpages/RH502.html

Pre-Tudor doublet and hose http://www.paulmeekins.co.uk/patterns/patternpages/RH610.html

Very simple women's overgown. You probably won't need to buy the pattern if you have any sewing experience. http://www.paulmeekins.co.uk/patterns/patternpages/RH510.html

The baggy sleeves on the gown are not necessarily perfect (try getting the segmented look by adding tight bands of fabric around the apper and lower arm to pull them in) but the bodice shape and skirts are great http://www.paulmeekins.co.uk/patterns/patternpages/RH511.html

Mens slashed sleeved doublet and hose. This simplicity Pattern is a little late in style but would still look right for the League. To improve it you could crop the doublet short so there was no flared portion over the hips. http://www.simplicity.com/p-7206-burda-style-middle-age-guard.aspx

Womens Gown.A little late in period but a lovely design. It cold be improved by having the sleves constructed seperately and tied on and by raising the waistline a little. http://www.habithat.co.uk/product_info.php/products_id/12230

Once again a little late in style but has the right feel. Could be worn with a sleeveless underdress and with a chemise for a better look. The short version would be great for fighting style with trousers and undershirt/chemise. http://www.simplicity.com/p-7937-misses-costume.aspx

Chemise pattern http://www.simplicity.com/p-1722-misses-costumes.aspx#t-0

Reading

Have a look at the art of Albrecht Durer (http://en.wikipedia.org/wiki/Albrecht_D%C3%BCrer), Leonado Da Vinci (http://en.wikipedia.org/wiki/List_of_works_by_Leonardo_da_Vinci) and Sandro Botticelli (http://en.wikipedia.org/wiki/Botticelli)

Useful, brief historical info, particularly the southern European Styles: http://en.wikipedia.org/wiki/1400%E2%80%931500_in_fashion

This is quite interesting. Explains the fashion for showing your chemise/shirt: http://www.homemade-costumes-from-history.com/showing-your-chemise.html

http://www.florentine-persona.com/femflorence.html women's clothing in 15th c Florence

http://realmofvenus.renaissanceitaly.net/

http://jessamynscloset.com/ image gallery includes 15thC

Detailed pictures of the Borgias costumes http://theborgias.wetpaint.com/page/COSTUMES

Shops

- By the Sword inc Armour and clothing (including reproductions of costumes from the Borgias TV series)

- http://www.theknightshop.co.uk Several different chemise shirt underdress styles

- Angrave Designs Custom costume production and embroidery

- Armstreet Chemises and undershirts. Not really any suitable doublets. One dress (renaissance nobility velvet dress) that although a little late in style would look in keeping

- The Midgard Seamstress Custom made UK LARP and Re-enactment costumes

- Totally Leathered provides custom tooled leatherwork & bespoke armour.

- Idiom Productions Costume and Props Workshop creates custom hand-tooled leather armour, clothing and LRP weapons

- Custom Costume Company Bespoke designs for re-enactors and roleplayers

- Evenlode Studios - High quality leather armour, costume and props handmade

Things to avoid

The 16th Century This may be tricky. Unlike the other nations with strong historical influences, here there is a definite cut off. Although there will be some overlap into the 16thC it is important to keep the feel as late 15thC as possible. Here are some tips:

1) Avoid breeches if possible. Although they are "not wrong" they become the mainstay of legwear in the Tudor period. Several of the images in the guide have breeches in them but that is due to a lack of perfect images. If you wear breeches keep them tight to the leg. Do not wear stiff padded ones.

2) Avoid padded clothes of any kind. In general these are too late period.

3) Dont use straight or conical corsets or bodices - these will give a stiff silhouette and the wrong shape. In general, overbust corsets of any kind are wrong for the look. Underbust corsets could be used under clothes for a little extra control.

4) Keep waistlines high. For doublets should stop at the natural waist. For dresses the waistline is underbust.

5) The style is soft and almost a little lazy looking. Everything is loosely tied and shirts/underdresses should seem to fall out of the connecting parts. Overgowns and surcoats fall softly from the shoulders. Shirts and dresses are very full with metres of fabric yet men's doublets and women's bodices loook like there isnt quite enough fabric.

Dandies The League is a Nation of self-made people. There are no gilded spoons and no lazy person will achieve wealth. Although appearance is of critical importance it is not a substitute for ability and action. The typical makeup and dress of the European Dandy comes from the 18th century so is far too late in style.

Wench costumes

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The League hearth magic (Redirected from League hearth magic)

Rings

Rings have a power all their own. They are worn to represent loyalty, and become powerful symbols of oaths and promises. Stealing a ring from someone can result in the oath or loyalty it represents being damaged in some way, and there are stories of rings used to inflict terrible curses not only on the original wearer, but on all those who are loyal to them. There are also stories that rings gain a power of their own, especially rings that represent a profound, magical or hidden loyalty - stories tell of rings that draw the shades of the betrayed to drive a villain mad.

Masks

Masks represent anonymity, and are extensively used in magic, but they also represent a hearth magic. The mask conceals the identity of the wearer, or allows that identity to be confused or connected with that of another individual, especially an iconic character. The use of masks is traditional, and can be seen as an evolution of the use of veils and cowls among the Highborn. Masks are also extensively used in ritual magic by many League magicians.

Mirrors

A similar fascination with identity revolves around the use of mirrors. Mirrors show the face that others see, but also sometimes reveal one's true face. There are stories of mirrors that reflect murderers as if they were still covered in the blood of their victims, or of mirrors that show parted lovers the location or fate of the one they are bound to. Mirrors have no identity of their own - they only show what is placed before them. Some Leaguers have adopted a practice originally from Holberg that encourages those with worries or wracked with guilt to confide their problems to their reflection - engaging in imaginary dialogues as they work through the concerns of the day. There are stories of magical mirrors that allow the reflection to take on a life of its own, to serve as advisors to those who use them or to act out the repressed desires of those reflected in them.

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League icons and artistry

The League flag is a red wolf on white above three rings. The meaning of the rings is a matter for debate - to some it represents the "core virtues" of the League, and to others it represents the "first loyalties" (Empire, City and guilds with the wolf representing the Nation). Citizens of the League love flags and emblems, especially ones that use riddles and puns encoded within the symbols. Every guild has a symbol of their own including the Free Companies, Churches and Troupes.

The four rivers that empty into the Bay of Catazar are central characters in the art and folklore of the Nation. All the classic literature and theatre includes them in one form or another, whether as central characters or “clowns” during the interludes. A popular game between playwrights and critics is to conceal the characters in some way and challenge the critic to locate them.

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The League leadership (Redirected from League leadership)

If you cross a bravo they might break your fingers; cross a merchant prince and they’ll ruin you.

The League cities are administered by the Empire, but they are run by the guilds. These economic affiliations draw members from every section of League society united by common interests and a desire to work together to acquire wealth. The earliest types of guild were formed as confraternities of workers. They were organized in a manner something between a trade union, a cartel, and a secret society. Today only a few guilds limit themselves to just one craft; most have expanded to include merchants and traders and thereby cover any economic activities they can draw profit from.

Each guild is headed by a merchant prince - an honorific title for the most economically powerful individuals that harks back to pre-Imperial times. The title is the same for all genders, a mark of respect for Aldones di Sarvos, the League's first merchant prince. Together the most powerful merchants choose their senators but beyond this they usually leave the administration of the cities to the civil service, allowing them to concentrate on increasing the wealth of their guild.

The guilds are not merely a matter of shared interests, but also of oaths and loyalties. Membership of a guild represents one of the most important loyalties a citizen of the League can hold. It is considered at least equal in importance to the loyalty owed to the League, the Empire and one's city. Those who betray their guild find every door closed to them and face exclusion from society and economic life. This is a short road to ruin in the League, a fate that most citizens will do anything to avoid. It is their ability to apply these sanctions that gives the guilds much of the power and influence they wield.

In the League, people wear rings to demonstrate their allegiances, wearing one ring for each major loyalty they owe.

Leading a territory

Each city in the League is a territory of its own and so sends one Senator to the Imperial Senate. Any citizen of the League can have a say in the identity of their Senator - provided they are prepared to work for it. The Civil Service compiles and maintains records of what investments are owned by an individual, and they are allocated a number of votes based on the value of the properties they own in that city. These votes are represented by offical "bonds", and during an election Senatorial candidates for a city try to convince the electors to give them their bonds to show their support. The bonds are then registered with the civil service. The candidate with the largest amount of support when the election ends, as represented by the value of their combined bonds, becomes the Senator.

Timing is important in League senatorial elections. Candidates must declare themselves before the election begins, and after that time no more candidates are admitted. When the elections formally open, they continue for exactly one and a half hours and then they close and no more bonds can be exchanged. Punctuality and good timekeeping are, after all, simply good manners in the League.

While the process itself is quite above-board, that does not prevent a fair degree of politicking behind the scenes. While uncommon, for example, it is not unknown for an individual to claim to be collecting bonds on behalf of one individual, only to then hand them over to another.

Residency is important - a citizen only receives bonds if they own a business in the contested territory. Citizens who move from one city to another are eligible to vote in the new city only once a year has passed since they last voted in a senator election.

The senators for each Imperial territory are re-elected at specific equinox and solstices during the year. The senator for Sarvos is elected at the Summer solstice, the senator for Tassato is elected at the Autumn equinox, and the senator for Temeschwar is elected at the Winter solstice.

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The League lineage and species attitudes (Redirected from League lineage and species attitudes)

The cambions’ instinctive cunning and ambition mean that many of them find a spiritual home in the League. They are especially encouraged to enter the priesthood, and many consider it fortunate to have a cambion bishop perform important ceremonies. The most successful often follow the fashion of capping their horns with bejewelled gold to display their wealth.

Briars find it hard to achieve high positions in League society. Their often blunt demeanour and tendency towards direct solutions means that they are regularly underestimated. The typical League prejudice is that briars are suited to be bravos, and little more. Many briars leave the League when their lineage becomes apparent - and not just because of prejudice. Living for extended periods in the sprawling cities of the League is emotionally and mentally draining for many briars, and the constant pressure of urbanised society can make it increasingly difficult for them to resist the destructive impulses that lurk in their blood.

Reckoners

The Reckoners of the great rivers are dominated by several families with strong merrow and naga lineage. They have done much to establish the position of their lineage in League society. Initially powerful in Tassato, the merrow boatmen of that city began by ferrying citizens across the wide river that separated the twin halves of that city. Over the years, they parleyed their knowledge of the secret assignations of citizens into political and then economic power. Although the boatmen were careful never to pry into the affairs of others, they became experts at deducing some of the nature of other people's business simply by knowing where they were going and who they were talking to.

When Aldones di Sarvos brought the cities of the League together the boatmen found themselves in competition with a guild of Nagas in Sarvos. This secretive guild made a living collecting and compiling lists of favours and debts owed by other guilds - and for a small price revealing the nature of those relationships. The two groups soon saw the benefit of cooperation and began to work together as the Guild of Reckoners.

Although there are now several different Guilds of Reckoners, they continue to display a great interest in secret affairs and espionage, supplementing their normal mercantile activities extensively with spying and information brokering. This suits both the merrow interest in truth and the naga interest in secrets, and serves as a lucrative sideline. As a consequence, many League citizens expect that any merrow or naga they meet will have the latest and most salacious gossip.

Orcs

If the lineages are generally respected and welcomed in the League, the same cannot be said for orcs. For most citizens of the League, Imperial Orcs represent the worst of both worlds; they constantly remind the citizenry of the barbarian threat and they often meddle in local schemes on behalf of their Imperial masters. Few Orcs are interested in deals or profit and thus there is little common ground between them and the average citizen of the League.

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The League magical traditions (Redirected from League magical traditions)

Theatre is a vital part of League society, and theatrical groups called troupes are common. From the most bombastic performances in lavish theatre houses to the simplest productions performed in the streets themselves – the citizens love spectacle and little is more spectacular than League theatre. In part this is due to the common use of magic by a troupe’s performers. Some of this magic is simple stage tricks, but skilled performers use can weave quite literally enchanting performances. Quite how many members of a troupe can perform formal magic is a closely kept secret. A troupe demands every bit as much loyalty as any guild and discretion about the abilities of the members is considered just another part of the rules. Whether producing a performance of Scillio’s "The Fallen Herald" or attempting a dangerous ritual by command of a Merchant Prince, every member of a troupe plays a part.

To the League, magic is a commodity like any other. Although Urizen lays claim to the secrets of grand power and treat it with great dignity, in the League it is the money of a wealthy patron that pays for that dignity. As such, the show a troupe puts on is as important to their reputation as the results they produce. The performers weave knots in time as well as space, drawing influences from the past to spread their patron’s influence in the future. They must make a show of invoking symbols of ambition, loyalty and prosperity, as much because a merchant prince enjoys watching a bravura performance as because of their importance to the ritual.

Most troupes wear masks when they perform ritual magic, and guard these masks carefully. The notion of taking on a character for the purposes of ritual is well established. When one knots the ties on a mask in order to perform enchantment, one does not simply wear a piece of cloth or leather or paper, one is wearing the combined weight of all the stories told about that character - and all the stories that can yet be told. The most famous masks in the League are in in the Armetto Theatre house, in Sarvos. These masks are old and, in some cases, nothing special to look at, but they are exceptionally potent in the hands of a skilled performer.

There is also a belief that these masks not only empower the ritual, but also ensure that any malign influences or backlash will fall on the mask, rather than the wearer because they conceal the identity of the magician. As a consequence, some masks are believed literally to be cursed items - items that cannot be destroyed because to do so is to cause the weight of the malign energies contained within to be released. Several stories - and indeed plays - tell of cursed masks and the trickery that causes their wickedness to be released on the undeserving. (see also masks in Hearth Magic).

Rivalry between troupes is famously intense, and long-standing feuds are commonplace. Troupes compete for the patronage of the most powerful guilds, and performers have even been murdered for changing troupe or giving a bad performance. Open violence is rare, but public duels between performers are an important part of advertising and promoting a troupe's plays - especially when an opening night is approaching. Such matches always draw a fine crowd as performers are expected to retort and riposte while they fight; the eventual victor will be the one who most entertains the crowd the most rather than the one who strikes the winning blow.

The troupes of the League would like to believe that there is no other tradition of magic in the cities, but this is far from true. There is an underclass of street-mage known as mountebanks - a derogatory term first used by the troupes that many of these street mages have claimed for themselves as a badge of pride. Their rough magic is more immediate and improvised, rarely for the benefit of a patron, and often performed on street corners. Many mountebanks are part conjurer, part con-artist, with a widely-held reputation for being crooks and scoundrels - or so the troupes would have you believe. While not all mountebanks are confidence tricksters, enough of them are that their entire profession is viewed with some suspicion.

Many mountebanks combine an understanding of incantations with a little ritual magic, and supplement their understanding with trinkets and even potions and elixirs. They tread a fine line between entertainer and criminal, and those who step over the line are in danger of the serious repercussions that face anyone who cannot follow the rules in League society.

The archetypal example of the mountebank con is the shell game - playing on the greed and hopefulness of their victims to trick them into making a wager they cannot win.

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The League military concerns (Redirected from League military concerns)

At present the League provides only a single army to fight in the Imperial wars. At the height of the Empire's power the League was able to field two armies, but since the territory of Holberg fell under the control of barbarians, the need for soldiers to defend the city has absorbed what military strength they can spare. It is a constant frustration for many Merchant Princes that they cannot match the military strength of nations like the Marches or Dawn. However, the structure of Imperial forces does not appeal to many citizens of the League and attempts to find additional volunteers have come to nought.

Most citizens of the League who seek a military life look instead to the free companies and it is here that the nation excels. The free companies are the mercenary units for which the League is famous. Threats are considered downright rude, but most guilds still employ mercenaries; only a fool relies on the rules alone to protect their interests. After all, not everyone in the League is of the League.

Joining a free company is a serious undertaking. A free company is like a guild; members are expected to show the same loyalty, and that loyalty will be tested on the field of battle. Although free companies are renowned for their discipline on the battlefield, they are equally notorious for their riotous behaviour on the streets. Not for nothing are their members called bravos, fighting by day and drinking through the night. When two free companies are housed in the same city then rivalry easily spills over into violence. Brawls and duels abound and running battles in the streets are not unknown. The leaders of the free companies turn a blind eye as long as the bills for the damage do not mount too high, and as long as civilians are left out of the conflict. The Imperial authorities turn a blind eye provided nobody is reported killed.

If the League lack military numbers, they strive to make up for it with competent generals. League tacticians are a byword for brutal brilliance; men and women prepared to contemplate the unthinkable to achieve victory. General Anke Carsten von Temeschwar infamously stated “I am an artist, the battlefield is my canvas” when called before the Synod to justify the cruel tactics she employed against the barbarians.

Crossbows are very much in favour with the League – anyone from wealthy merchants to street bravos might tote one of these exquisitely made devices and the free companies have taken them up with great enthusiasm. While they may lack the range of a Marcher longbow, they are just as effective at short range. Crossbows are easy to produce and simple to master. Once the crossbow is cocked and ready, physical strength is irrelevant. There are not many bow users in the League, and it is considered more of a "hunting weapon" than a weapon of war.

Imperial Armies

The League fields one Imperial army; the Wolves of War.

The Wolves of War

The Wolves of War are an extremely versatile fighting force. Many of the soldiers in this army are bravos from the roughest parts of Temeschwar and Tassato, supported by talented engineers from Holberg and Sarvosian scouts. They are also adept at working with mercenary troops, taking advantage of the great wealth of the League to employ specialist units to help them on campaign.

In Autumn 278YE, the Dawnish Archmage of Autumn, Maurice de Gauvain, took clever advantage of a rare conjunction to gather the ilium needed to place a permanent Bound by Common Cause enchantment on the Wolves of War. This enchantment greatly enhances the ability of the army to work with Imperial military units. It coincidentally means that the General of the Wolves of War is subject to a powerful magical influence, but it remains to be seen how far-reaching this effect will be.

The first League General leads the Wolves of War army, and is appointed (or re-appointed) at the Autumn Equinox each year.

The Towerjacks

While the League used to field a second army, the Towerjacks, that army ceased to exist in 346YE when its officers and soldiers dedicated themselves to the defence of their home territory (Holberg). While they were active, the Towerjacks were known for their expertise at siege warfare. With the liberation of Holberg, the officers of the Towerjacks have let it be known that they are prepared to return to active duty, provided they can be returned to full strength. A motion before the Senate during the Summer Solstice 379YE gained permission to reinstate the Towerjacks. When their resupply and recruitment are complete, a new general will be appointed.

We, the Mercenaries of The League, exist to serve the leaders of the Empire, and bring glory to our nation. Through patronage, we arm ourselves. Through leadership, we gather in companies, and perfect our fighting styles. Through experience, we chart a bloody course across the battlefield, marching not as soldiers, but as heroes. Each nation is a crucible in which champions are forged. The apothecaries and artisans of many nations give up their wares gladly, but The League would never ask such a thing of its citizens. We value their work, and pay them a fair price for it. In turn, we ask for an honest wage, to strengthen our forces, and bring honour to our patrons.

While the civilians of the League will lay down their quills and raise arms against the barbarians, the Free Companies lead a life of perpetual warfare, travelling as one, fighting as one, and willing to die as one, if the Empire demands it. It is this life that our wages pay for, an endless round of marching, drilling and combat.

Our patrons - the noble princes of the League, and the wise Generals of the Empire - need only tell us where and when, and we muster, armed and armoured according to their wishes, and equipped for the enemies that face us. When battle comes, we stand united, fearless against our foes, strengthened by the knowledge that one soldier can show weakness and confusion, but a Free Company will hold the line, and march to victory.A Mercenary Doctrine, Jakub the Unruly, Signeur of the Red Company, 156YE

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The League music (Redirected from League music)

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

Contents

- 1 The music of The League

- 1.1 Style summary

- 1.2 Commonly known songs

- 1.2.1 Songs about notable people/entities in the League

- 1.2.2 One for the kids

- 1.3 Further examples

- 1.3.1 Songs

- 1.3.2 Instrumentation and tunes

- 1.3.3 Other performance traditions

- 1.4 How to adapt your repertoire

- 1.5 Our sources

The music of The League

Style summary

The League is a combination of different cultures and its performance traditions reflect that. High art in all its forms, theatre and songs laced with innuendo and hidden meaning, characters who delight in cunning and trickery, flamboyance, opera and baroque/classical stylings accompanied by flutes, guitars, and even brass, themes of playfulness, loyalty and ingenuity. Low culture: comedy song, street magic, and clever rhyming, often poking fun at someone or something.

For the high art of the League, look to European and Spanish-influenced classical music, particularly Italian and German including arias, lieder, and classical instrumental music from Argentina. For low art concentrate on songs with the theme of deals, cunning, trickery, flamboyance, or loyalty and instrumental music with an Italian, Spanish, or Mariachi sound.

Commonly known songs

Songs about notable people/entities in the League

- Marching to Victory - a song about Senator Cesare.

- A Fool in a Crown - a comedy

- The Night of a Thousand Torches - a song from Temeshwar

- Holberg Wine - a tragedy

- Reuben's Brethren - popular with the mercenary companies

- Uncle Vyig - funny song about organised crime, very popular in Temeschwar, usually not sung in other League cities.

One for the kids

Tower Song - a silly round demonstrating League competitiveness.

Further examples

Songs

- Treggajoran Wartha - song about rings and trickery

- Say Gentle Ladies - medium difficulty Mozart aria. A lovely English language arrangement is available to buy here

- Flower duet (Google it)

- Lovely Joan - medium song with a moral

- Tower Song - a funny round demonstrating League competitiveness.

Instrumentation and tunes

- Recorders, flutes and whistles, classically played guitar or stringed instrument, violin, classical accordion.

- Elizabethan recorder music which played on any classical instrument would be appropriate for The League.

Other performance traditions

- Theatre and acting. There is a lot more information about this in The League brief, in particular the page on Troupes.

How to adapt your repertoire

- For 'low culture' sing in a tongue in cheek way, have a game or a joke with your audience.

- For 'high art' sing in an operatic way, up the drama! Have a listen to some Portuguese fado songs and copy the style.

- When playing folk tunes, try to pick ones that are a bit classical or baroque sounding, a good example is The Gale by Susan Conger

Our sources

Italian or German opera, Argentinian tangos and other S. American accordion music (cf. The Oxford Concert Party), classical poetry, Portuguese/Brazilian fado songs, Alejandro Toledo & The Magic Tombolinos

Here is a youtube playlist of appropriate or inspiring music.

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The League religious beliefs (Redirected from League religious beliefs)

Virtue made the Empire strong, we made it great

Bishop Gilde van Holberg, Address to the Assembly of Prosperity

To the eyes of an outsider, religion in the League seems a little transactional. Many religious buildings and celebrations seem to exist to take money or goods from the citizens in the most splendidly showy way possible. This certainly isn’t to say that priests here are not fervent or devout in their beliefs. They simply recognise that they provide a service and should be recompensed appropriately. Competition amongst priests for provision of lucrative religious services, such as the marriage of a merchant prince or the funeral of a wealthy merchant, is fierce. The priesthood make an effort to provide a spectacle for such events, ensuring that they earn their wage.

The League quality of competition is as strong in matters of faith and spirituality as it is in every other aspect of life. A bishop of the League may be as pious as any priest of Highguard, but they can also be as ruthless and mercantile as any merchant prince. Where the guilds keep score with coin and favour, the bishops use the size and notable membership of their congregations. The most powerful include artisans, tradesman and in some cases mercenaries or dedicated soldiers as well as priests and layfolk. The bishops of the League together form the League Assembly within the Imperial Synod, and when united on a common purpose their political acumen can make them a potent force.

In addition to preaching The Way of Virtue, many of the churches in the League also operate on the basis of providing civic functions paid for by donations, often from the people they have helped. Some employ soldiers to patrol the streets and keep them free of muggers and pickpockets, while others operate schools and hospitals. Others look beyond the borders of the League, actively soliciting donations to help them in their "good works," seeing their city, their nation or even the whole Empire as their congregation and its defence and improvement their responsibility.

Church of the Little Mother

The most famous League church is the Church of The Little Mother. Originally based in Sarvos, churches dedicated to the Little Mother, an Exemplar of Prosperity and the matron of children and orphans, are found in all League cities and in some parts of other Nations as well. The Little Mother takes in orphaned or abandoned children, ensuring that they receive a chance in life. Children are taught basic numeracy and literacy before being apprenticed to a master in the city. The Church sustains itself with donations, often made by former beneficiaries, and is well respected by the Imperial authorities and League people. It can also wield a surprising amount of political power, as many influential people owe their start in life to the priests of the Little Mother.

Aldones di Sarvos

A key figure in the religious life of many citizens is Aldones di Sarvos, who many look to as the founder of the League, and is recognised by the Imperial Synod as a Paragon of Ambition. Aldones started life with nothing and through his labours, fierce competition, skill and swordsmanship, created the first guild and declared himself a Merchant Prince. Aldones did many great deeds throughout his life, but all inspired by the love he bore his city. Aldones' legacy was affirmed when, through his vision and influence, he united the cities of the League, and helped forge a Nation. He disappeared - or ascended - shortly after his keynote speech to the newly-united League, and the final words of his address are inscribed on his memorial in Sarvos to inspire his successors to pursue their goals: "In Highguard, they build castles and call them towns. We will build cities, and call them a nation."

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The League territories (Redirected from League territories)

The city is the mirror of the world. If we cannot master the city, how can we master the world?

Gidea di Sarvos, Reflections

Each territory in the League represents the land that extends around a single great city. Surrounding lands are tightly parcelled into estates, each of which is traditionally worked hard but may also be sculpted for maximum beauty. Commonly country estates are kept for show, but a Merchant Prince will only really relax when at their townhouse in the city, surrounded by the fruits of civilization. The League is small in terms of landmass compared to some other nations, but it still manages to have a sizeable population.

Each of the four cities of the League has something of a character of its own. League citizens from that city may strive to exemplify what they see as the strong qualities of their city, but the truth is that all these characteristics are present in every citizen in the League. The physical city itself seems to have some effect, citizens from one city who move to another often find themselves reflecting the mood of their new home. How much an individual character or group chooses to emphasize the city of their birth - or the city they live in - is entirely up to the player.

Territories

- Tassato

- Sarvos

- Temeschwar

- Holberg (lost)

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Least of my Kind

Original: Least Of My Kind by Three Weird Sisters, found here, adapted by by Katherine Faber.

A pdf of the words and music can be found here.

Covered in dirt and mud, aching and spitting blood Cursing, you start to rise and groan. Far off through field and fell mutters the Chapter bell: Never a Guardian falls alone

Chorus: Think on the battle’s cost; this time the Lancer lost Beaten and broken and blind. Better beware one more, better prepare for war: I was the least of my kind. Prying my arrows cold out of my fingers’ hold Pause to take stock, reflect and rue; Look on the damage done here by a single one What do you think a whole Lance will do?

Chorus

Bury me where I fall, far from the Chapter’s Call; Slain in a fight I could not win; Nearby, Unconquered hear, heads turn with pricking ears Thought you, you fool, that I had no kin?

Chorus x2

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Leatherworking Guide

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

This section is (hopefully) designed to guide and advise anyone with aspirations to do some form of leatherworking. For some many parts will be teaching you to suck eggs, but for others it may be just the knowledge they are looking for.

Making any kit or costume yourself, it can be very rewarding, but sometimes rather daunting to start off with. Though in its very early stages, as this section grows it will build on itself, with the ultimate aim that every skill required to undertake any of the (eventual) projects can be found and referred to here. So whether you have some skills already and wish to push yourself further, have never even picked up a mallet in your life or simply have a particular problem with a project of your own, hopefully, some help can be found here. Maybe I can even save you making some of the (many) mistakes I've made over the years, and possibly even save you from gaining some of the (again, many) scars I have on my fingers!

Regards

Kate Lee

Totally Leathered

Basic Skills

A guide to basic leatherworking skills such as punching, riveting etc. more...

Tooling & Embossing

A step by step guide to tooling and embossing leather. more...

Projects

Step by step leatherworking projects. more...

Suppliers and Resources.

- Lyon's Leathers Wide range of leathers, suedes and buckles.

- Tandy Leather Factory Leather and leatherworking supplies.

- Le Prevo Leather, dyes and other leatherworking supplies.

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Leaves and fruit

Catarina caressed the slab of stone. Cool, smooth beneath her long sensitive fingers. She could feel the shapes hidden beneath the surface. Here was Good Walder, truncheon in one hand and in the other an apple. This one was Tom Goodfellow, speaking before a crowd and laughing at the moneylenders. Within this slab was Zemress, sword in one hand, her boot on the chest of a Grendel pirate. And here, in the double-sized slab, was the Little Mother herself, smiling, surrounded by children, at her feet the wealth that had no power over her.

Tears came to her eyes, unbidden. She could see them, the paragons and the exemplars, imagine them looking down on the congregation, inspiring the faithful and the convert alike.

Her blissful reverie did not last. The bickering voices of her sister and the stone merchant, rudely intruded on her meditations. She flexed her gills, the only outward sign of her irritation, and turned to glare at them. They weren't even arguing about anything important - just squabbling over a price. Haggling. Over coins. Infuriating.

"Sister," she said. Chloe ignored her, caught up in her passionate debate with the merchant. Catarina hated raising her voice.

With one final gentle touch of the stone, she moved over to her sister and the stonemaster. They continued to pay no attention to her. She touched Chloe's arm, insistently.

Chloe raised her hand toward the trader - just a moment - and asked Catarina what the problem was.

"Why are you arguing," asked Catarina. "This stone is perfect, let's buy it and go."

Out of the corner of her eye she saw the merchant mouth "perfect, eh?" and grin widely.

"Yes, it may be perfect. Too perfect. This... jackanapes... is trying to charge us nine and a half thrones for it!"

Catarina frowned. "That's more than we have," she said.

"I understand that. He understands that. He just expects us to go and get more money or do without the stone."

"Did you explain it was for the church?" Catarina asked frowning. Chloe looked even more angry.

"Yes. But he doesn't care. He says he can make more selling the stone to the Marchers for their castles."

"The fair price for a wain of white granite is three thrones," said Catarina, echoing the Exarch's words. She was beginning to see why her sister was angry now. She was beginning to share that anger. She turned to the trader and spoke louder.

"The fair price for a wain of white granite is three thrones." she said. "We need the stone for our church. Don't you care about virtue?"

The trader looked a little taken aback by her tone. He bridled.

"Of course I care about virtue, how dare you! But it is Prosperity..."

Catarina cut him off, her face a mask of fury.

"NO! It is not Prosperity. Prosperity says that you should receive a just reward for your work. A just reward, a fair price. Not that you should gouge people to line your pockets! There is nothing of Prosperity in your greed and you should be ashamed! There is no difference between what you are doing and theft! You are selfish and... and full of greed! And when you get to the Labyrinth at last every moment where you let selfish greed rule your heart will be like the weight of one of these slabs of stone, chained around your body! Think of that, how long will it take to get to your next life dragging all that granite behind you!"

The trader was taken aback by her vehemence, especially from such a slight young merrow. He leaned back, for a moment. When he had collected his wits however he leaned back forward again, face like thunder.

"I will not be spoken to like that in my own yard!" he bellowed. "Get out and take your money with you, I refuse to sell to you now at any price!"

Catarina wanted to stay and argue, but Chloe took her firmly by the arm and steered her back towards the road.

"Oh well," said her sister philosophically. "We couldn't afford the stone at that price anyway, and it was worth your outburst for the look on his face. We'd better let the exarch know we won't be getting the granite here. Or indeed any granite for a time to come."

"It's not right," muttered Catarina, stubbornly. "Three thrones is a fair price for a wain of white granite!"

"Yes dear," said Chloe, patting her arm again. "But I don't think anyone has told the stone traders that."

Contents

- 1 Overview

- 2 Virtuous Roads

- 2.1 Building the Network

- 3 Basilica of the Seven Doors

- 3.1 Refurbishing the Basilica

- 4 Nature makes us hungry

- 4.1 The Cinderpath Exchange

- 4.2 The Virtue of the Benefactors

- 4.3 A limited supply

Overview

An old saying, now pretty much forgotten, has it that Highguard is built on white granite. It looks straightforward on the surface. The Highborn build with stone. They are unyielding, impassive, sometimes stubborn. They have a piece of stone in their spirit. But it goes deeper. White granite builds the chapterhouses, the fortifications, the walls of Bastion, and the tombs of Necropolis. It builds the shrines and the basilicas, the temples and the churches. It builds the hostels for the pilgrims, the roads along which they walk, and the monuments they visit. There is never enough white granite in Highguard.

In the wake of schism and uncertainty, many Highborn are looking for a little of that old stability again. They look to the Highborn Assembly, in particular, to the priests who have guided their nation since it was reborn in the fires of civil war. They look to the past, to the traditions that made them great, and some of them are rediscovering that joy that once filled them - the joy of the builder, who makes something that lasts. Something from stone.

Here, then, are three opportunities built partly of white granite, and partly of virtue.

Virtuous Roads

- A virtuous network of roads for the use of pilgrims could be constructed.

In Winter 379YE a series of roads and bridges for the use of pilgrims were commissioned by the Senate in the marshes of Kallavesa. Three months later in Spring 380YE, work began on the Blood Red Roads that now connect half the Empire. Even benighted Karsk has its own road-network, connecting the deep forests and mines of that grim territory. With the commission of the Virtue's Rest hostels during the Spring Equinox, the absence of proper roads in Highguard has been thrown into stark contrast with the rest of the Empire. That the nation who gave the Empire Empress Aenea the Builder should be playing second-fiddle to the League and the marshes of Wintermark does little for the Pride of the Highborn! Worse, in the absence of good quality roads the benefits of the proposed hostelries - intended by their designer Philemon of Fulmon's Bounty to help pilgrims reach the White City - the benefits of Virtue's rest are significantly curtailed.

The wise solution is obvious, at least to some of the Highborn. New roads in Highguard, to rival or indeed surpass the gaudy (but undeniably effective) Blood Red Roads. There have been several plans drawn up for such things over the years, but now there is an upsurge of interest in seeing such a project become a reality. A series of white roads, to connect Highguard in virtue.

Building the Network

There are two potential stages to this plan. The first, and most obvious one, is to connect Anvil to the White City of Bastion. The Blood Red Roads already run through Casca's Doom, so a new road could be built from Casfall to Sybela, through the light woods of Stoneside, to the White City. A second road from Bastion to Necropolis, along the banks of the River Couros, and another north to Tabernacle in Reikos would complete the set - indeed with some additional effort the road through Reikos could follow the headwaters of the Couros east to High Chalcis via Haros, and west to Casca's Doom. Not only would such a sequence of roads help pilgrims reach the Black City and the Necropolis, it would also be good for the benefactors, and for the rebuilding of Reikos.

Plans for the White Roads have been drawn up by Johanna of Ravensfell, a respected student of engineering. An outspoken critic of Lorenzo Macelliao von Temeschwar's taste, she is none-the-less a supporter of his actual work - the Blood Red Roads have made small but significant changes to the way the Empire builds its major highways, and she is quick to credit him with the ambitious vision that allowed her to make clear improvements to her designs. Although obviously, she says, she wants his grubby little fingers nowhere near her roads of virtue!

As designed by Johanna of Ravensfell, constructing the White Roads would cost 120 wains of white granite, and 240 crowns in labour costs, and take six months to complete. Much like the Blood Red Roads, they would improve the wealth of businesses and farms in Bastion, Reikos, and Necropolis. They would also ensure that the Pilgrim's Way hostelries were used to their full potential. Obviously, the project would require a Senate motion, and somebody would need to find all the white granite, but as presented the roads would count as only a single commission toward the limitations of new work each season.

Basilica of the Seven Doors

- The Basilica of the Seven Doors could be refurbished as a meeting place for the Highborn Assembly.

- The title of Speaker for the Highborn Assembly could be reinstated.

The Basilica of the Seven Doors in Bastion was built for the use of the original Highborn Assembly, long before the foundation of the Empire, and long before the Way spread to other nations. At one point, it was perhaps the most significant building in Highguard - the centre of both spiritual and secular power, guiding the chapters and building a new nation on foundations of virtue and faith. The duty of overseeing the citadel and its grounds belongs to the Custodes Clavium - a Highborn chapter named for the ring of keys they notionally hold, each one used to secure one of the gates to the citadel.

Towards the end of last year, Lev of the Unbound contacted the Custodes Clavium to discuss the future of the Basilica, with particular regard to its traditional role in the Highborn assembly. It has taken nearly a year during which the members of the chapter have traveled far and wide across Highguard speaking to respected scholars and priests, but they have finally reached a conclusion.

They agree that the time has come to reopen the Halls, and in doing so reinstitute the formal title of Speaker for the Highborn Assembly.

Historically, the Speaker for the Highborn Assembly served in a manner very similar to a cardinal of virtue, guiding the assembly and ensuring its traditions were upheld. With the formation of the Synod in the early years of the Empire, however, the title fell out of fashion and was eventually abrogated during the reign of Empress Varkula, allegedly at the request of the Assembly of the Nine (over the bitter protests of the Highborn Assembly). The actual role never really went away, however, although it rose and fell in prominence as the politics of the Highborn ebbed and flowed.

Refurbishing the Basilica

The Basilica is old, and while it is well maintained, it was built at an earlier time when there were fewer priests. If it is to serve as the new heart of the Highborn assembly, it will need some refurbishment. The Custodes Clavium are more than willing to oversee these refurbishments themselves - and they are more than capable of doing so without placing additional demands on the civil service. All they require is the permission of the Senate, and the support of the Highborn assembly.

As envisioned by the Custodes Clavium, the project would require 15 wains of white granite for the structure itself, and 5 wains of weirwood to enlarge and redesign the gardens that surround the Basilica itself. In theory the project would cost 30 crowns, but as long as the chapter was permitted to oversee the refurbishments, they would be more than happy to pay workers out of their own pocket. It would take three months to complete, and at the end of that time the newly revitalised Basilica of Seven Doors would create a new title.

Details of the old title Speaker of the Highborn Assembly still exist. The Speaker had responsibility for chairing the meetings of the National Assembly, encouraging the priests of Highguard to vote on judgements of the Synod and express the will of their congregations, organising the Day of the Dead memorial, and serving as custodian of the Basilica. The pilgrims and priests visiting the Basilica served as an additional congregation, meaning that the Speaker also receives 10 liao and 20 votes in the Imperial synod.

The Speaker was appointed by judgement of the Highborn Assembly, during the Winter solstice each year, and the Custodes Clavium suggest that the motion request the Constitutional Court keep this provision, so as to preserve continuity with the earlier incarnation. Traditionally, the appointment took place the morning after the Day of the Dead celebration, at the start of the Highborn new year, and the Custodes Clavium would be keen to see that custom recognised and maintained if possible.

This is not a limited opportunity; the Custodes Clavium remain committed to restoring the Speaker of the Highborn Assembly, and refurbishing the Basilica of Seven Doors. The refurbishment could be done without the aid of the Custodes Clavium, but doing so would mean that the restructuring work would count against the limited number of commissions the Senate can begin each season, the cost for the refurbishment would rise to 20 wains of white granite and 10 wains of weirwood, and the full labour costs of 60 crowns would need to be paid.

More than one archivist and ecclesiastic scholar has opined that, were the Speaker for the Highborn Assembly restored to prominence it might encourage other national assemblies to consider improving their own organisation - a Speaker for the League Assembly based in Capodomus Cathedral perhaps, or even a Speaker for the Freeborn Assembly with offices at Atalya. These same scholars imagine that a little more organisation in the more fractious assemblies could be only for the good of the Synod as a whole - but such concerns are for the National Assemblies not for the people of Highguard.

Nature makes us hungry

- An opportunity to build a white granite ministry in Highguard exists.

White granite is one of the most versatile building materials known. It is equally useful in grant construction projects, the building of fortifications, and in the expansion of shrines and business premises. The Vigilant Swan in Reikos produces a significant amount of white granite, but never enough to meet demand. Indeed, Highguard produces some of the best white granite in the Empire - while not on par with Varushka, the quarries and mines of Casinea and Reikos both produce a steady stream of the rare stone.

As discussion of various building projects spreads through Highborn society - talk of the White Roads, the refurbishment of the Basilica of the Seven Doors, the hostelries of Virtue's Rest, and even the proposed palaces of the cardinals in Bastion - a number of questions are raised. Why is white granite so expensive? Why does there seem to be so little of it around? Why is more effort not made to ensure that it is used virtuously? What is the "invisible hand of the markets" and why does it, rather than virtue, dictate the price of something so vital? Why is the white granite produced in Highguard not being used for the benefit of the Highborn people? The benefactors have some answers, but their response simply leaves many of their listeners confused and frustrated. In the end, however, a possible solution is suggested.

More than any other people the Highborn see the need to actively encourage people to make moral decisions when dealing with economics, and try to discourage the rapacious economic practices of other nations in favour of a virtuous approach to supply and demand. The virtuous set prices for things which are fair and buy and sell them accordingly. To do otherwise, to justify price gouging by citing market forces, is to abdicate responsibility for your own actions to an impartial and consequently immoral force.

With that in mind, several benefactors have hit upon what they consider to be an elegant solution to the perceived problem. While the Highborn Assembly already chooses who will hold the Virtuous Swan seat, steps could be taken to stop the small amounts of white granite produced in Highguard each season from leaving the nation, at the same time recognising that economic forces are subject to the will of the virtuous, and not the other way around.

Total Money Spent

Production

Note

72 Crowns

3 wains White Granite

144 Crowns

6 wains White Granite

216 Crowns

9 wains White Granite

288 Crowns

12 wains White Granite

With Highborn or General mandate

360 Crowns

15 wains White Granite

With General mandate

The Cinderpath Exchange

The hills of Mareholm are rich with veins of precious metals and deposits of stone that show no sign of running out any time soon. The region is already quite prosperous, and well defended. Trade routes from Reikos, Bastion, and Necropolis already pass through Mareholm on their way to Anvil - and the public auctions prepared by the civil service that gobble up much of the extra white granite produced each season.

The first stop to ending this unvirtuous situation is to build a small exchange on the road to Anvil, most likely in the village of Cinderpath which lies near the eastern borders of Casinea. Constructing the Cinderpath exchange would require a senate motion (or an Imperial Wayleave), and would cost 10 wains of white granite and 20 crowns. It would take six months to complete. Once built,

The Cinderpath Exchange would function just like any other ministry, but rather than providing mundane materials it would allow virtuous quarry and mine owners to bring their white granite Bourse notes here and exchange them for a fair amount of money. Those using the exchange would be secure in the knowledge that not only were they enriching themselves, and receiving a just reward for their Prosperity, but they were helping their virtuous fellows. The ministry would need an Imperial title to oversee it - the Cinderpath Benefactor perhaps - appointed annually by judgement of the Highborn Assembly. In addition to having custodianship of the ministry, the benefactors who have proposed the title suggest that the responsibilities of the title holder include securing more white granite for Highguard, explicitly for the betterment of the nation.

The Virtue of the Benefactors

While the most virtuous of Highguard will see the benefits of helping to break the stranglehold of the markets on the trade in white granite, there may be some who do not fully understand why it is virtuous to take a fair amount of money for a product rather than all the money one can get. Some will be genuinely ignorant, others swayed away from Prosperity - which talks about a fair recompense for hard work - by words of greed.

If the Cinderpath Exchange is commissioned (whether by the Senate or by the Bearer of an Imperial Wayleave), the Highborn Assembly can raise the following mandate in support of it.

Virtuous people set prices for things which are fair, and buy and sell them accordingly. To do otherwise, to invoke market forces and economic factors, is to subsume human destiny and will to an impartial, immoral, and unvirtuous force. We send (named priest) with 25 doses of liao to urge those Highborn citizens in possession of white granite to deal through the Cinderpath Exchange rather than to indulge their greed.

Mandate, Highborn Assembly

If the mandate is successful, the Cinderpath Exchange will be more successful, and more white granite will pass through its doors each season. (That is, another rank will be added to the ministry).

Alternatively, a similar mandate could be raised in the General Assembly.

Virtuous people set prices for things which are fair, and buy and sell them accordingly. To do otherwise, to invoke market forces and economic factors, is to subsume human destiny and will to an impartial, immoral, and unvirtuous force. We send (named priest) with 50 doses of liao to urge those Imperial citizens in possession of white granite to deal through the Cinderpath Exchange for the betterment of the virtuous rather than to indulge their personal greed.

Mandate, General Assembly

If this mandate were successful, the idea that economic forces are unvirtuous would propagate in many parts of the Empire. It is doubtful the idea will gain much traction in the League, Varushka, or the Brass Coast, but some virtuous folk in Dawn, Navarr, the Marches, Wintermark, and among the Imperial Orcs will pay heed. As a consequence, even people from outside Highguard will bring white granite to the exchange. (That is, two additional ranks will be added to the ministry instead of one).

Unlike normal mandates, this opportunity is not limited - but it can only be raised during the season that the Cinderpath Exchange is commissioned, or during the season that work on the exchange is completed.

A limited supply

The exchange is not without consequences, although most Highborn benefactors would consider them relatively minor. The amount of white granite offered for auction through the Bourse each season would be reduced if the Cinderpath Exchange were built. If the first mandate were also successful, the amount would be reduced further, and if the mandate were passed in the General Assembly there would be significantly less white granite available through the public auction as people who might otherwise have sought to make the most money possible would instead accept a fair price for their stone, and the knowledge that they were aiding the virtuous.

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Legacy

Contents

- 1 Overview

- 2 The Resource

- 3 The Bourse Seat

- 3.1 Responsibilities

- 3.2 Powers

- 3.2.1 Seat on the Bourse

- 3.2.2 Bounty of mithril

- 3.3 Appointment

Overview

The Legacy is located in Ossuary in the formerly-Urizen territory of Spiral. Custodianship of the Legacy granted an Imperial title; a seat on the Imperial Bourse; and a seasonal bounty of valuable mithril. .

The Resource

This vast mine complex was one of the last places in Spiral to fall to the Grendel. The mine is mostly played out, but still managed to produce a reasonable quantity of mithril for the Seat holder. Traditionally, the mithril was used to improve the mana sites of Urizen magicians. As with many places that delve into the rock of the mountains of Ossuary, workers here occasionally uncovered the bones of giant creatures, buried in the deep rock - these curious finds were often considered collector's items.

When Spiral was lost to the Grendel in 331YE, it required significant military force and the focused attention of the most powerful Urizen magic to keep the Legacy from falling into the hands of the barbarians. The garrisons there managed to retain control of the region until the disastrous Grendel offensive| in Summer 379YE. The orc forces struck north from their positions south of Screed, and took the defenders by surprise. They quickly overwhelmed the Urizen force, and by the time reinforcements reached them, it is already too late. The sentinels were able to retreat, rescuing a few survivors and escorting them north into Zenith while the Grendel troops were occupied plundering the Legacy.

According to legend, the Legacy was part of a great gift to the Urizen people - but who gave it to them, and why, are details lost to time. The earliest stories go back to the time of Terunael, and despite the best efforts of Urizeni scholarship, no solid evidence one way or another has been uncovered. The more fanciful tales suggest the Legacy was a gift from an eternal power associated with the deep earth. Another story, more popular with historians, speaks of a vanished tribe that once lived the mountains above Ossuary and left the Legacy as a bequest when they departed Spiral for parts unknown. Many simply assume that both stories are fanciful, and that the Legacy takes its name from its intended role as a gift to future generations of Urizeni as yet unborn - the magicians who will eventually inherit the powerful mana sites that the mithril helps create.

The liberation of the Legacy was obviously a matter of some concern for the Urizen people. It was eventually liberated by a heroic assault via the Sentinel Gate during Summer 380YE.

Despite some concern however that the Senate might choose to allocate it as an Imperial resource, they instead chose to reaffirm it as a national resource in control of Urizen.

Less than a year later, the Legacy was again captured during a major Grendel push that saw Imperial forces driven back to Cinion. Then, shortly before the Spring Equinox 382YE it was again liberated by the Empire. Given the events following its capture, it is likely it will remain in Imperial hands for a while at least, as the Grendel are very much in disarray in Spiral. It was duly allocated as an Urizen National Bourse position during the Spring Equinox summit.

With the malign force currently dominating Spiral, however, there have been significant consequences for the Legacy. The mithril in the Legacy appears to shield the workers there somewhat from the influence of the awoken Black Plateau, but there are few workers prepared to make the trip to Ossuary given the recent history of the mithril mine and the constant threats. As a consequence the upkeep of the Legacy has been doubled for the foreseeable future.

The Bourse Seat

Responsibilities

The Seat has no particular responsibilities; they simply receive a bounty of mithril which is theirs to do with as they will. If the Legacy were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to the Legacy, the Seat would expect to be consulted as to how that opportunity might be resolved.

Powers

Seat on the Bourse

Custodianship of the Legacy comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of mithril

The Seat has control of a source of mithril and receives Bourse certificates to represent that control. They can dispense this resource as they choose. Production is 22 Imperial wains of mithril every season.

Appointment

As with all mithril Bourse seats, the holder of the title is determined during the Autumn Equinox. Control of the Legacy is assigned to whichever Urizen candidate receives the most support from Urizen owners of mana sites. Votes are recorded in private in conjunction with the civil servants who support the Bourse.

Custodianship of the Legacy is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be revoked by the Imperial Synod.

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Legacy of Thorns

Contents

- 1 Overview

- 1.1 Blade Venoms

- 2 Oil of Blackthorn

- 3 Redwillow Paste

- 4 Gutwrench

Overview

Mastery of these preparations allows the brewing of several toxic substances which can hamper an enemies' ability to fight. They have been extensively used by the Navarr since time immemorial, but many societies have their own equivalents. This includes the barbarian orcs of course - the Druj of the eastern swamps are known to make extensive use of preparations such as these when battling their Imperial enemies.

Navarr apothecaries have spent centuries trying to develop a thicker version of these venoms that can be successfully applied to arrows, but to date they have made no progress.

Blade Venoms

Two of these preparations are intended to be applied to melee weapons. They cannot be used with arrows or quarrels, and are ineffective when applied to thrown weapons. They are also ineffective when applied to implements such as rods and staffs. It takes five seconds of appropriate roleplaying to apply a blade venom to a melee weapon, after which you must make the appropriate call the next time you hit a target. If ten seconds pass without making the call, the venom is wasted.

You cannot combine the call granted by a blade venom with any other combat or magic call; only one call is made at a time.

Oil of Blackthorn

Oil of blackthorn is an effective blade venom, and has seen extensive use by the Navarr in their battles with barbarians, Vallorn-spawned horrors and hostile outlaws alike. It is considered very useful for dealing with certain creatures of the Vallorn-infested forests; such creature often heal at a preternatural rate, but they die just as easily as anyone else when venom is involved. Indeed, the vallornspawn husks are especially vulnerable to venom, dying very quickly if they are struck with a weapon coated in oil of blackthorn. Varushkan Wardens made occasional use of this venom for the same reason when fighting certain monsters that display similar vivacity.

Among the Unconquered of Highguard this thin slate-coloured oil is more commonly termed Basilisk Ichor. A common tactic is for a close-combat team to use it on their weapons to enhance the effectiveness of a volley of arrows fired by nearby allies - a tactic that some claim they learnt by watching the Navarr - although coordinating this maneuver is quite challenging even for the traditionally organized Highborn. Darker rumours suggest their ancestors first encountered it from the receiving end, either in some past conflict with the Navarr, or perhaps more likely in the interminable border skirmishes with the barbarian orcs.

Technically, oil of blackthorn should be termed oil of blackroot and in parts of Varushka and Urizen they prefer to use this name for this toxic paste. It is occasionally used as an ingestive poison, but the benefits of doing so are minimal; the victim tends to recover quickly after they have thrown up, and there are no permanent effects from consuming the venom orally.

- Form: Oil.

- Description: This thin, oily paste is the colour of gray slate. If you rub it between your finger and thumb it has a slick texture that leaves a faint residue behind on your fingers. The oily taste is offensively and deeply unpalatable.

- Roleplaying Effects: If you have drunk this oil, you are subject to nausea and painful stomach cramps for the next half hour, although if you vomit or are treated with the purify spell or by anything else that can end the weakness or venom conditions, you can alleviate these symptoms early.

- Mechanical Effects: This oil must be smeared on a melee weapon over 5 seconds. The wielder must call VENOM on the next blow with the weapon within 10 seconds.

- Recipe: Two drams of Bladeroot and one dram each of True Vervain, Cerulean Mazzarine and Marrowort.

Redwillow Paste

This sticky rust-coloured paste is called Dogman's Slather in the Marches. While it is occasionally used by beaters, it is more commonly encountered smeared on the spears and clubs of the savage Feni who occasionally plague parts of Upwold.

Again, in Varushka and Urizen it is more commonly called roseweald paste but the semantics of what to call it are generally considered less important than its effectiveness in neutralizing magicians and enemy champions. As with oil of blackthorn, this paste can be administered orally - or accidentally drunk when mistaken for another substance - but it has minimal effect that soon passes.

- Form: Oil

- Description: This rust-coloured paste smells faintly of stagnant water. It has a sticky texture if you rub it between your finger and thumb that is hard to get rid of. It has an incredibly sweet, sickly taste that is unappealing.

- Roleplaying Effects: If you have drunk this oil, you are subject to the sudden onset of a feverish temperature accompanied by severe sweating, headache, tiredness and other flu-like symptoms that last for the next half hour, although if you vomit or are treated with the purify spell or by anything else that can end the weakness or venom conditions, you can alleviate these symptoms early.

- Mechanical Effects: This oil must be smeared on a melee weapon over 5 seconds. The wielder must call weakness on the next blow with the weapon within 10 seconds.

- Recipe: Two drams of Imperial Roseweald and one dram each of True Vervain, Cerulean Mazzarine and Marrowort.

Gutwrench

This tangy, translucent russet liquid is a nasty ingested poison that can cripple an enemy, allowing them to be easily dispatched. Every now and again a crazed apothecary is caught using this preparation to murder a patient under their care by feeding it to them in the guise of a healing potion. It is normally relatively easy to alleviate, but when fed to an unsuspecting victim makes a potent weapon. There is some evidence that this poison was employed by the Druj in their early dealings with the Highborn, and several stories of massacres in the League's history where food or drink was tainted with this substance to render enemies weakened and speed the kill.

It is illegal to carry gutwrench within the Empire.

- Form: Liquid.

- Description: This translucent liquid has a red-brown tinge to it and sticks viscously to the inside of the container if you shake it. It smells faintly of over-ripe pears and has a faint, tangy flavour.

- Roleplaying Effects: As long as you suffer from either weakness or venom you feel as if your stomach is on fire; you may experience other symptoms including severe sweating, feverishly elevated temperature, throbbing aches in the head and joints, tiredness, agonizing stomach cramps, nausea, dizziness and painfully heightened senses that make bright lights or loud noises almost unbearable.

- Mechanical Effects: You are subject to both the weakness and venom conditions. These conditions may be removed normally.

- Recipe: Two drams of Imperial Roseweald, two drams of Bladeroot and one dram of Cerulean Mazzarine.

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Legalize Scorpion's Sting Dagger

We wish to repeal the ban on scorpion's sting.

Proposed by Hercynia, seconded by Therunin

Overview

- Remove prohibitions against creation and possession of Scorpion's Sting dagger.

Date

- Winter 378YE

Campaign Outcome

- It is no longer illegal to create or possess a Scorpion's Sting dagger.

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Legendary beasts

Contents

- 1 Overview

- 1.1 Legendary Beasts and magic

- 2 Gryphon

- 3 Unicorn

- 4 Winged Beasts (Pegasus)

- 5 Chimera

- 6 Firebird

- 7 Yale

- 8 Centaur

- 9 Winged Serpents

- 10 Hydra

- 11 Sphinxes and Manticores

- 12 Mandowla

- 13 Dragons, Wyverns and Wyrms

- 14 Rakshasa

Overview

Not everything exists in the Empire closed-world campaign, but some magical creatures are quite real. This is not meant to be an exhaustive list, only to cover the more common legendary beasts and look at how they exist. or don't exist. in the Empire world.

While this section talks about using parts of these legendary beasts in costume, or their parts in magic, it shouldn't be taken to be an endorsement of that practice in the real world.

The most common use of legendary beasts is on the heraldry of Dawn. Many of these creatures have a generally accepted interpretation, but these are by no means the only things that they are used to symbolise. The way the beast is presented, its accoutrements, colour and attitude can all change the meaning the beast has for the Noble house that bears it on its shield. Legendary beasts are rarely used in the livery of the Marches

Legendary Beasts and magic

A magician may evoke the spirit or qualities of a legendary beast when performing magic. The most common way to do this is to reference the quality of a legendary beast that matches the spell being cast - for example, referencing the regenerative power of a hydra when casting the restore limb spell, or touching the forehead of the target and calling on the defiant spirit of the unicorn is a good way to cast the empower spell.

In ritual magic, more intricate designs might be used - for example, wrapping the target in a shroud embroidered with images of firebirds, and calling on the power of those creatures to purify sickness and poison may be a flavoursome way to perform a powerful healing ritual. Burning gryphon feathers during a ritual designed to grant a group of allies additional strength on the battlefield, or having them drink from a cup carved from a yale horn during a ritual that grants endurance or fortitude are both good ways to bring out the flavour of the setting. There is no requirement for these items to be ribboned, and rituals that include them may gain the benefit of hearth magic.

Gryphon

The gryphon is a beast that combines the aspect of an eagle and a lion. They are about the size of an adult ox with the forequarters of a great bird of prey and the hindquarters of a predatory cat. Despite their size, they are not built to be ridden; there are tales of slightly built heroes and children riding on the back of gryphons but they are almost certainly fanciful. It is doubtful a gryphon could get off the ground with a rider, and even less doubtful that they would tolerate one for any period of time.

An adult gryphon is a match for an armoured knight. Their sharp talons tear through light armour to deliver crippling injuries. They favour hilly and mountainous areas that overlook fertile plains. A pride of gryphon will hunt across a large area, and they have been known to be a nuisance to animal herders in their territory. They mostly avoid humans but they are noted for their ferocity when threatened. They are particularly defensive of their young (which are born live, rather than in eggs) and there are stories of a pride tracking someone who has injured one of their cubs across hundreds of miles. They are capable of coordinated tactics, and work together to bring down larger prey; legends from Wintermark speak of the now-extinct gryphons of the mountains to the west of Skarsind hunting and bringing down adult mammoths.

These majestic beasts are very rare within the Empire; there are a few prides on the lower slopes of Urizen and the mountains of southern Kahraman but otherwise they have been hunted and driven out of areas claimed by Imperial citizens. Much larger specimens are believed to be found in the Realm of Summer, immense creatures that are powerful enough to be ridden by the Eternals of that realm; the gryphons of Summer are said to be intelligent, and capable of conversing. Their relationship, if any, to the beast found in the mortal realm is not known.

The gryphon is used extensively in the heraldry of Dawn. It is an enduring symbol of victory, prowess, pride and potency, and is strongly identified with the runes of Summer. Some Suaq hunters paint gryphons on their leather to draw on their powerful senses and hunting abilities. The army of Gryphon's Pride marches under a gryphon banner, for example.

There is also some small trade in gryphon parts; magicians use feathers in rituals designed to grant strength, courage or pride and artisans are known to work talons, hide, bones and feathers into the construction of some enchanted items.

Gryphons in Play

Gryphons provably exist. They are dangerous opponents, and their ability to fly makes them difficult to fight. It is worth reiterating that they don't serve as steeds; a gryphon would throw someone who tried to ride it onto the ground then tear them apart. They are rare in the Empire, but it is perfectly acceptable to roleplay that fur, feathers or talons are pieces from a gryphon, or to use pieces of them in ritual magic

Unicorn

A unicorn is a horse with a single spiral horn on the forehead, usually with a goat's beard and cloven hooves. They are often white, although not exclusively so. They represent strength, ferocity and nobility of spirit. They are characterised as gentle in peace and implacable warriors in battle. According to stories, unicorns have the ability to variously sense "evil", malignant spirits, cowardice and in some cases unvirtuous souls and attack them without mercy. They also appear in tales as protectors of the innocent, defending lone children from the depredations of monsters or bandits, or aiding those who have been wronged to gain justice from their persecutors. All of these things are just stories, however.

Unicorns do not exist in the mortal realm. Highborn cataphracts sometimes equipped their war horses with armour designed to evoke the image of the unicorn, with specially reinforced headpieces as part of their barding, but the horns were largely ceremonial. This unicorn barding was popular with the limited Dawnish cavalry, and some pieces are still preserved in both nations as relics of a bygone age.

These beautiful beasts are used in the heraldry of Dawn as symbols of pride and courage. They are quintessentially noble creatures, proud and regal on the one hand, ferocious and brave on the other. A black unicorn is sometimes used to suggest great passion, while blue and violet unicorns have been used in a few places to represent houses that have a higher-than-normal proportion of War Witches among their number.

As with many legendary beasts, unicorns are said to exist in the Realm of Summer. Some Eternals possess rods and wands that they claim are made from the horns of unicorns. Their spirits are evoked in magic used to empower allies with warlike strength, and their thundering charge is sometimes referenced when casting battlefield magic that drives back an opponent.

Unicorns in Play

Unicorns are not real. It is perfectly fine to have pieces that you claim come from a unicorn, but unless they are a gift from an Eternal such artefacts are not actually from this legendary beast - a unicorn horn is likely to be a carved mammoth tusk, for example. People who claim to have seen unicorns are often pitied, but it must be said that there are plenty of tales of people who swear they've seen the beasts in the wilderness. Claiming to have seen or ridden a unicorn is analogous to claiming to have been abducted by aliens in the real world.

Winged Beasts (Pegasus)

Winged beasts are common in heraldry and myth. They appear often on Dawnish banners or as supporters to their shields.

A horse with wings - usually called a pegasus - is an enduring image. Sometimes depicted as a hippalectryon (a creature with the forequarters of a horse and the hindquarters of a rooster) or a hippogryph (a creature like a gryphon but with the body and tail of a horse rather than a lion), it is a symbol of speed, grace and pride. Sometimes armoured knights are shown mounted on these creatures, often swooping down on their enemies with devastating effect. The winged horse, like the unicorn, is also referenced in early cavalry. Leather barding was often crafted to suggest wings, drawing attention to the incredible speeds a mounted rider could achieve..They are used in heraldry and art, often representing pride, loyalty, grace or ambition.

A hound and wolf with wings, sometimes called cynogriffon, is a symbol of loyalty and ambition. A lion with wings, is a symbol of courage and pride.

Winged Beasts in Play

Sadly these creatures are entirely fictional. Humans still dream of riding flying mounts into the sky, of aerial cavalry that can strike with pinpoint accuracy into the heart of enemy forces ... but dreams are all they are.

Chimera

The term chimera is used to describe any number of creatures that combine the parts of three or more animals. The traditional chimera appears as a lion with two heads - the second being that of a goat, stag or a dragon - with a tail that ends in a serpent's head, often possessing metallic scales on the forequarters. They are often shown as having wings. When presented in heraldry, there are many other versions of this beast incorporating different animals, lacking wings, having more than four legs and so on.

In stories they are ferocious monsters, usually encountered singly, and usually representing some terrible challenge that has claimed the lives of many other heroes. They sometimes appear in Varushkan folk-tales as extremely destructive forces that must be tamed by cleverness - Varushkan chimera are usually wingless but often capable of speech, but presented as monumentally stupid and easily duped. In the stories, the chimera is usually tricked a symbolic three times before it is ultimately defeated and either killed by some natural force (drowning, being caught in a landslide or burnt alive in a forest fire of its own creation) or tamed and made to serve the wise heroine in the completion of further tasks.

Outside of heraldry and stories, there are reports of chimera living in the mountains east of The Barrens, but the majority are believed to live in the peaks around Varushka. They are said to be more common in Otkodov where they are said to prey on the barbarian orcs that inhabit that desolate land. There seems to be a lot of diversity in the forms taken by actual chimera, but they always have at least two heads. There are no verifiable reports of actual chimera possessing functioning wings, although there are persistent stories of some chimera in both Karsk and Skarsind being able to glide for short distances.

The chimera is a legendary symbol of a ferocious, dangerous opponent that is supremely adaptable to battle, whether tearing into an opponent with its talons, poisoning them with its serpentine tail, terrorizing them with its roar or knocking them prone with an overwhelming charge. In some legends the chimera can even breathe fire or spit poison, adding a ranged component to its deadly arsenal. In the heraldry of Dawn it is used by houses that are especially proud of their battlefield prowess. As with the unicorn, the chimera is sometimes evoked by those casting spells designed to empower their allies with martial prowess, but their terrifying roar might be referenced in magic that drives back and opponent, paralyses them with terror, drives the strength from their body, or roots them to the spot.

Chimera in Play

While chimera are real, they are very rare indeed, and make prodigious enemies. An encounter with a chimera in your background is acceptable, but a background in which you single-handedly defeat one is likely to be rejected; these creatures are capable of eating entire villages and are likely to require the efforts of a band of heroic characters to defeat. Pieces of chimera are very rare indeed.

Firebird

The firebird, also known as the phoenix, is a massive bird of prey that burns with the light of the sun. Some version depict them as being close to great hawks, while others have more of the appearance of a bird-of-paradise. They are strongly associated with fire, and according to legends their feathers continue to burn even when removed from the beast, providing enough light to illuminate a room, lead a hero through a dark night, or keep predatory monsters at bay. Depending on the story the firebird may be able to burn enemies with its gaze or the slash of its talons.

The phoenix is a variant of the firebird; the phoenix is said to be very long lived, and when it dies it is consumed in a conflagration of irresistible flame. This creature is sometimes seen as a symbol of reincarnation; some priests of the Way consider this to be blasphemous and claim that the phoenix actually represents the idea of resurrection. The bird is reborn not as a new bird, but as a younger incarnation of the same creature. When these legendary beasts appear in stories they are usually presented as being very wise, and possessed of the power of speech; as such they are sometimes connected to the Realm of Day.

The typical role of a firebird is as the object of a difficult quest. It is also a powerful metaphor for ambition - while the hero aspires to capture a firebird, they must take care not to be consumed by its magical flames. The phoenix is often sought in a story in the role of a magical sage whose many lifetimes grant it particular knowledge. It is often used in the heraldry of Dawn to suggest ambition, or wisdom.

Both the firebird and the phoenix are often shown in stories to possess incredible healing abilities, and in some cases have the ability to restore a dying person to full health (although such healing never comes without price). Their presence and song is often used in stories to heal and otherwise untreatable poison or disease, and consequently they are sometimes evoked when casting spells that purify or that treat poison or weakness.

Firebirds in Play

There do not seem to be any real firebirds in the Empire. There are stories of firebirds existing in foreign lands, but these are not verified.

Yale

The yale is usually depicted as a goat- or antelope-like creature with massive curling horns and a body spotted like that of a leopard, often with a lion-like tail and occasionally with clawed feet instead of hooves. While sometimes dismissed as being comical, they are used in heraldry to present both the idea of a house whose strength is underestimated, and a house that is proud of its ability to defend its territory and its people. Their goat-like characteristics are greatly exaggerated, and so the yale comes to symbolise great tenacity, stubbornness or a refusal to give in despite the odds.

Some images depict the yale as having a more feline appearance. like a large horned leopard.

While the yale is often believed to be entirely fictional within the Empire, it actually exists in foreign parts. The spotted antelope-like creature does indeed have clawed feet, and is known to live in hot, scrubby grassland. They are omnivorous creatures hunted by certain foreigners and prized for their horns and spotted hides.

Yale in Play

Yale are not found in the Empire, but parts of them are imported by traders. It is fine to claim that horn and spotted furs are parts of a yale.

Centaur

A centaur is the body of a horse with the torso, arms and head of a human replacing the head. They are symbols that combine the strength and dignity of the horse with the skill and intelligence of a person. Some versions present a more slender creature with a body closer to that of a deer, often with the pointed-ears and spiral birthmarks of a Changeling.

A centaur bedecked in plate with a shield and lance is a powerful symbol of nobility, and is popular in the heraldry of a Dawnish houses with some history of having had cavalry in their distant past. Some priests object to this union of human and animal characteristics as being inappropriate, but their complaints are rarely taken very seriously.

Centaurs in Play

Sadly these creatures are fictional. While creatures that seem to combine human and animal characteristics certainly exist, the centaur does not.

Winged Serpents

The winged serpent or amphiptere is a great scaled snake with bat- or bird-like wings. They are sometimes shown covered in feathers, at other times they may possess a scorpion-like stinger. They never have arms or legs. They are used in Dawnish heraldry as symbols for cleverness and mystical insight.

The winged serpent does not exist in the mortal world, but is said to be the natural form of the Eternals of the Realm of Night. As a consequence, it is sometimes used on the heraldry of houses that have a higher-than-usual population of Naga. Outside the Empire, a species of flying serpent called a jaculi is known to exist in tropical jungles. No longer than a person's arm, with brightly coloured scales and feathered wings, they are said to glide between trees and to possess a painful, but rarely deadly, sting.

Winged Serpents in Play

These creatures are Eternals and so might be encountered in the same way that other eternals are. Jaculi are rare in the Empire, but it is not impossible for a character to have encountered them or to have some relic of them from a trip to foreign parts.

Hydra

A hydra is any serpentine or draconic monster with multiple heads. In stories they are solitary beasts that dwell in swampy environments. They sometimes have serpentine bodies, sometimes their bodies are more lizard-like. While most hydras have multiple heads and snake-like bodies sprouting from their neck-area, some have a ring of serpent-like heads around a central saurian head. The amphisbaena, which possesses a head at either end of a serpentine body, is also technically a form of hydra .

In stories hydras possess incredible regenerative abilities and often have a deadly poisonous bite. This combination of life and death means they are often considered to be associated with the Realm of Spring. In some stories, their breath itself is poisonous. They usually appear in stories as unspeakable threats that must be faced with fortitude and courage, and in many of the stories the hero eventually dies of wounds sustained during the battle. In at least one story, the hydra regrows each severed head moments after it is cut from the body, making the creature impossible to kill without attacking the well-defended and armoured body.

In heraldry a hydra usually represents a house that considers itself tenacious and resilient. "Individually you may be able to take us," they seem to say, "but together we are too powerful to defeat" The hydra is sometimes associated with the idea of revenge, and consequently houses that use it on their heraldry may have an undeservedly bad reputation.

Magicians may evoke the strength and supernatural healing qualities of the hydra when performing healing magic, especially magic intended to restore a crippled limb.

Hydra in Play

Massive multi-headed, regenerating creatures like the Lernaean Hydra are believed to exist in the Realm of Summer. This is not to say that the creature is fictional however; a three-headed saurian creature with a poisonous bite and remarkable regenerative powers is known to live in the swamps north of Feverwater to the north-east of Urizen. These creatures are incredibly rare however, and having encountered one or possessing a piece of one is a notable event. The eastern barbarians are believed to view the beasts with superstitious dread, and it is believed that some of their poisons are brewed with the venom of these horrors.

Sphinxes and Manticores

A sphinx is a composite creature usually presented with the body of a lion, the wings of an eagle and the head of a human man or woman (or very rarely another creature, most commonly a goat). They are usually associated with wisdom or vigilance, and are often shown watching over tombs and mausoleums. Several great stone sphinxes are found in Necropolis in Highguard. They are shown as serene and distant creatures, capable of great ferocity in defence of the things they hold dear.

Manticores by contrast are predatory horrors, lacking wings but often with a scorpion-like tail that inflicts a deadly venom. Their bodies are usually lean and often diseased, and they may have more of the look of a hyena or jackal rather than a lion. They are believed to be despoilers of the dead, drawn to carrion which they poison with their noxious bodily fluids after they have eaten their fill. They are associated with bloodlust, savagery and the worst excesses of hatred. They are said to jealously hoard knowledge and wealth, and to break open tombs to get at the treasures hidden within. They are very rarely used in heraldry due to multiple negative associations; a Noble House that did so would be announcing that they are untrustworthy, brutal and savage. While some Draughir might appreciate the fear that using this creature might evoke, they would likely find themselves unwelcome among their peers.

These creatures might be related; despite their wildly differing characteristics, they are both believed to be intelligent, capable of speech, and fascinated by riddles and mysteries. The sphinx in particular is a popular image in Urizen associated with the realm of Day and Night depending on whether it is depicted as a pale-coloured female or a dark-coloured male. According to some fanciful reports they are even capable of working ritual magic, and there are some exotic tales of a sphinx or manticore that assumes human form for one purpose or another.

A magician might evoke the spirit of the sphinx when performing divination magic, while they might call on the dire qualities of the manticore when working curses or spells that weaken their opponents.

Sphinxes and Manticores in play

These creatures are real, but are not found in the Empire. They are native to dry, arid regions and while there are stories of a few being found in the deserts of Xira, these are not confirmed. You are very unlikely indeed to have ever encountered a sphinx or a manticore whether in natural form or transformed into a human (assuming such a thing is even possible).

Mandowla

A mandowla is a sturdy bear-like body with savage talons rather than claws and a head that resembles that of a giant owl with wide eyes and a savage beak. Also known as a nightripper they are often found in small family groups, and like the grizzly bears they resemble they are omnivores - although with a marked preference for raw meat over vegetables or carrion. They are not intelligent, although they have a predator's cunning and are quite capable of attacking humans if they are disturbed or angered. They are most active at twilight, but have both excellent night vision and keen daylight sight. They are most common around Upwold, Skarsind, Hercynia, Liathaven, Miaren, and Miekarova, although there are also populations in Redoubt where they were introduced by enthusiastic Urizen naturalists.

These creatures are more dangerous than bears simply because they are so ready to attack and kill humans. They do not go out of their way to hunt humans, but if a family moves into an area containing a village, it will need to be dealt with. Mandowla give birth to live young, and even as cubs they are intractable, stubborn, and unpredictable. The mandowla are tough creatures, and shrug off powerful blows that would cripple a human. In turn they are capable of striking very powerful blows that can bowl over a knight in armour, or shatter a shield or spear into flinders, closing in for the kill once their prey is prone and vulnerable.

In heraldry they represent strength. Their bones and talons may be used in magic or crafted items designed to overcome obstacles with physical prowess rather than guile or cunning.

Mandowla in play

It is perfectly acceptable to have pieces of mandowla, or to have killed one in your background. They are a challenge for a single character to defeat, but a small group especially one armed with long pole weapons should be able to bring one to bear and defeat it.

Dragons, Wyverns and Wyrms

Dragons are great bat-winged reptiles with long tails, thick scales as tough as plate armour, and the ability to breathe fire (or in some stories a variety of other devastating elemental forces such as lightning, fire or freezing wind). They are intelligent and deadly opponents, who hoard treasure and oppress humans with tyrannical demands for the sacrifice of their children and youths. Only the bravest, purest knight can hope to defeat a dragon, and even then only in stories.

Wyverns are savage dragon-like creatures that lack fore-arms. They are vicious predators, cunning rather than intelligent, and possess a venomous bite or scorpion-stinger tail rather than the magical ability to breathe fire. Wyrms are massive serpentine creatures, often with stunted limbs, that often exude deadly poison that blackens and blasts the very earth itself where they lair. They are often defeated in stories by cleverness rather than direct force of arms.

In heraldry, dragons are majestic creatures that epitomize strength, power and puissance. Wyverns are symbols of warlike nature, ferocity and stubbornness. Wyrms are rarely used in heraldry, and when they are they represent cleverness and influence; Noble Houses that use the wyrm on their heraldry are often viewed with some suspicion by their peers.

Dragons may be evoked in a variety of spells, from referencing their hidden hoards while casting the night pouch incantation, to calling on their devastating breath and strength when working a ritual of destruction. They are also a common decoration on shields, armour and weapons.

Dragons, Wyverns and Wyrms in Play

Unfortunately, dragons appear to be extinct in the mortal realm if they ever existed there. Occasionally great reptilian bones are uncovered, especially in the mountains or buried in swamps, but there is no evidence that these are from dragons rather than simply being the remains of a great drake. They are believed to exist in the Realm of Summer where they are the most terrible and deadly of the legendary beasts that make that Realm their home. If one were to enter the mortal realm, it would likely prove a match for a small army.

Wyverns are real, and some scholars theorize that they are a particularly vicious breed of drake.

Wyrms are also fictional. While some Eternals of the Realm of Night appear to take similar forms, they are intelligent shapeshifters rather than poisonous horrors.

Rakshasa

The rakshasa is a spectacularly rare mutation amongst the jungle drakes of Jarm, infused with the power of the Winter Realm. Knowledge about these strange creatures is hard to come by as the Jarmish guard the secrets of hunting and raising rakshasa closely, but it is believed that they are created when a drake's egg is exposed to large amounts of natural Winter magic. While a wild rakshasa is a very dangerous creature that may manifest Winter-related abilities – or even, if some of the wilder tales are to be believed, actually become possessed by a Winter spirit – the Jarmish do rear some rakshasa from retrieved eggs to be docile and placid.

Rakshasa are valued as crucibles of Winter magic. It naturally gathers and coagulates within them. A rakshasa exudes Winter-infused blood from ducts round the eyes which, if collected, can be distilled into both mana of the Winter Realm and into a potent drug. This drug has a powerful effect on the human mind – it is said to cool sorrow, quench grief and aid in soothing, deep sleep even in the face of horrific malisons. The traumatised, grieving and cursed are all said to seek solace from the tears of the rakshasa.

Raising a tame rakshasa from a Winter-touched egg is said to take over a decade of careful attendance, magical processes and training. The art is unknown outside of Jarm, whose rulers have no interest in sharing such knowledge. It is rumoured that the Thrice-Cursed Court, Wise Rangara and Sorin all have an interest in these creatures.

Rakshasa in Play

Rakshasa were largely unknown to the Empire prior to the gifting of a domesticated drake to Empress Lisabetta from the Principalities of Jarm in 380 YE. To date, this is the only known rakshasa to arrive in the Empire.

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Lepidus

Contents

- 1 Virtue

- 2 Biography

- 3 Signs

- 4 Lepidus in Play

- 4.1 Ruth of the Seven Stars

- 4.2 Heirs of Lepidus

- 4.3 The Inspirational Tomb and Basilica of Lepidus

Virtue

Lepidus was recognised as a paragon of Pride by the pre-Imperial Highborn assembly. His status was ratified by the Imperial Synod in 18YE.

Biography

Lepidus was born in the Seven Stars chapter in Bastion during the time of the patricians. He was both a theologian and a student of Highborn history. His meditations on the meaning of virtue, and the importance of a virtuous life, were influential both for his peers among the chapters and in the foundation of the Way. Even as a young man, he was known for his skill with oratory. When he spoke, his passion and conviction could often move his listeners to tears and leave them resolved to be better people.

Lepidus spoke often of the importance of being able to be proud of oneself; especially the importance of avoiding hypocrisy. Feelings of shame, he said, often arose from acting in a way one knows to be wrong, but convincing oneself that it is justified to do so. He was also a vocal proponent of the philosophy that the virtuous needed to reach out to the people of Highguard who had not embraced the Revelation, and show them the strength that came from the virtuous life. By separating themselves from the rest of the Highborn, he said, the chapters were acting shamefully - these were their people, and the people from whom they all came. Trying to pretend otherwise, to deny the past, was shameful.

When things came to a head in the time of Permion the Lawmaker, Lepidus was the first spiritual leader that the Navigator reached out to. He shared the revelation with Permion, reintroducing him to the teachings of Atun and Atuman. Once it became clear that Lepidus was inspiring Permion's drive to represent all his people, rather than just the interests of the patrician families, Lepidus was the subject of an assassination attempt. According to the stories, three unconquered attacked Lepidus in his study with Scorpion's Sting daggers. Before they could strike him, however, Lepidus turned the full force of his personality on his attackers, engaging them in an impassioned debate during which he convinced them that they had demeaned themselves by serving unworthy masters. By the end of the night, all three assassins embraced the Revelation, denounced their previous masters, and committed themselves to the protection of Lepidus becoming his bodyguards.

Lepidus was not afraid to face danger in support of his vision. After Permion was murdered, he helped lead the chapters against the corruption of the patricians. He fought along with the rest of his chapter, bearing their Sunfire Pennant into battle against the enemy. Grievously wounded during the battle that saw Pharos burnt, he allegedly simply refused to die until his work was done. He lived long enough to help begin the healing process - to turn the ruins of Pharos into a memorial to the past and a warning to future generations, and to ensure the foundations of the White City would be laid.

When he finally succumbed to his injuries, it is said that the blossoms fell from every tree in Highguard as if the world itself were weeping for his loss. He was laid to rest in a white granite tomb at the heart of the White City. He sleeps there still, guarded as in life by his three loyal assassins.

Signs

- Lepidus Inspired the people of Highguard, but has also served as an inspiration to generations of people since. His teachings about the virtuous life and the importance of being proud of oneself and one's roots are known by followers of the Way around the world.

- His Benevolence is clear - he helped the nation of Highguard embrace the Revelation, and the philosophy of the virtuous life. By doing so he laid the foundations for the Way.

- The tale of the three virtuous assassins, as well as his refusal to succumb to his injuries until he had secured the future of Highguard, are both seen as Miracles. Stories of his ability to move others with his words, and bring the guilty and the ashamed to tears with just his gaze, are both viewed as miraculous by many theologians.

- By helping shape the Way, and by increasing understanding of the virtue of Pride, and by helping the Highborn to turn away from the corrupt practices of the patricians, Lepidus brought Salvation to his people.

- The Legacy of Lepidus is clear - he built the city of Bastion helped to create modern Highguard, and shaped the Way.

- There has been no incident in the Empire or the Sumaah Republic where anyone has experienced a past-life vision of being Lepidus. Along with the circumstances of his death, he is widely held to have achieved Liberation.

- Lepidus died before the White City was built, but some theologians consider him to have achieved the sign of Pilgrimage regardless. The idea of building Baston to mark a new beginning for Highguard and the Revelation is usually ascribed to Lepidus, and he was the first person entombed within the walls of the newly built city.

Lepidus in Play

Ruth of the Seven Stars

Lepidus was married to a woman named Ruth, a significant figure in her own right - both during the revolution against the patricians and in the creation of the virtuous nation of Highguard. According to the Heirs of Lepidus, Ruth was recognised by the Virtuous Assembly of Highguard as a paragon of Loyalty shortly after her death. For some reason, however, she was not later recognised by the Imperial Synod - possibly an oversight, or possibly a consequence of the recognition of so many Highborn historical figures as inspirations. There is some rumour that Ruth was buried in an inspirational tomb somewhere in Bastion - she was certainly not buried alongside Lepidus - but the location of the tomb if it exists, has been lost. The Heirs of Lepidus, beyond their commitment to uncovering lost information about inspirational figures, are very interested in seeing Ruth restored to her proper level of recognition.

Heirs of Lepidus

The Heirs of Lepidus are a group of stewards of the dead dedicated to finding and recovering records of paragons and exemplars. Initially founded by the Assembly of the Virtuous to identify inspirational Highborn, their efforts quickly expanded to include identifying potential paragons and exemplars among other human nations. Their chapter was quite influential in the early years of the Empire, but by the reign of Empress Varkula their significance had begun to wane. They continued to follow their calling, however, and patiently compiled information about modern exemplars with the same dedication they had shown to gathering evidence of past inspirational figures. Their chapter was struck a significant blow during the reign of Emperor Nicovar when their chapterhouse, the Lepidean Library, was burnt to the ground along with centuries of carefully collected tomes regarding the histories of the paragons and exemplars. Their new chapterhouse in Woodbury is significantly smaller, and their historical archives barely a fraction of those they once tended.

The Heirs have recently regained a small measure of prominence. In late 380YE, they completed a significant piece of work - along with the School of Epistemology in Tassato they recovered, collated, and published information on Berechiah, an exemplar of Vigilance. Their work proved somewhat controversial - Berechiah is a polarising figure after all. The Heirs were keen to continue their work, but had limited funds. As such, during the Winter Solstice they approached the Benefactors of Highguard to see if they would consider supporting their work. The Benefactors were more than generous, and scholars from the Heirs of Lepidus are again scouring the Empire for information about inspirational figures.

Anyone who wishes to contact the Heirs of Lepidus should consider approaching the Highborn egregore, who has apparently been working closely with them on their new projects.

The Inspirational Tomb and Basilica of Lepidus

Lepidus' remains, and those of the three virtuous assassins, are interred in a white granite tomb in the White City of Bastion. The tomb lies beneath the Basilica of Lepidus, which stands not far from the old Virtuous Assembly meeting hall, the House of Seven Doors. The basilica is a beautiful seven-sided structure, surmounted by a breathtaking glass dome.

Rather than stained glass, the interior is decorated with extensive bas-reliefs depicting the history of the Highborn people, from the passage of the ships across the ocean, through the time of the patricians and the Revelation, culminating with the foundation of the Empire. The history of Highguard as part of the Empire continues on a series of seven free-standing sheets of white granite; two of them still possess unmarked surfaces and the intention is that when they are full, a new circle will be created. There is plenty of space both for the history, and for the many pilgrims who come to visit the basilica from around the world.

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Leviathan

Contents

- 1 Eternal of Day

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Day

Sobriquets

Leviathan is, by all accounts, one of the most ancient of the eternals of the Realm of Day.

Many of its titles refer to its home in the very deepest parts of the Realm-ocean. It is sometimes called The Deepest One or The Foundation; it may be called The Dweller in the Depths or The Abyssal Lord.

It is also said to be a being that exists to observe events and explore how they happen, and how they spawn other events - in this guise it is also called The Watcher Beneath the Waters. The Faraden are known to refer to it by the slightly poetical name of She-Who-Counts-The-Ripples, in reference to its fascination with the root cause of events (and also The Unspeakable One Who Lies Beneath The Eternal Ocean in reference to their fear of the sea).

Appearance

No mortal has ever seen Leviathan. According to its heralds and the other eternals of Day, it is a creature of such titanic size that it cannot be seen all in one go. It is said to have the aspect of a gargantuan whale and a serpent of colossal size, with immense faintly glowing eyes and thousands of sail-like fins that extend across its tremendous frame. It dwells at the point where the light of the Upper Realm fades to twilight, but the Realm is never truly dark; Leviathan's scales, fins and hides are said to be colourful, almost hypnotically so.

Its voice is usually described as a rumbling, faintly amused whisper by those who have heard it - while it has never been seen there are those who have spoken to it through one of the hollow glass spheres said to serve as conduits to the part of the Realm it calls its home. In all recorded history, there are no known incidents of Leviathan being anything other than calm, reasonable and pleasant regardless of who or what it is talking to. It is much more likely to terminate an interview than to become angry.

The heralds of Leviathan appear very much like extremely high-lineage merrow. These creatures, like their patron, are almost insanely calm at all times. They also claim to be quite 'young' - the heralds of Leviathan apparently continue to grow larger and larger throughout their existences until they become "too big to fit through the doors", in the words of one herald. It is unclear whether it was joking.

Concerns

Leviathan is concerned with two philosophical areas: the past, and the way it serves as the foundation of the present and future; and the way that actions have consequences both here and now, and in other places and times.

It is fascinated with the way that events spawn other events, and the way they can be traced further and further back; it is known to be engrossed by the question of whether any event can truly be said to have a "root cause" or whether everything is simply a development of something else. If the smallest decision can have repercussions that effect the fate of Empires, can any decision or any event, no matter how minor, really be said to be insignificant?

The Deepest One claims to have been pondering these questions since it first achieved awareness a very long time ago and has not yet reached any conclusions, or even built a durable thesis. It has said many times that it expects the questions that fascinate it to be unanswerable until after creation ends, assuming it ever does.

If Leviathan has a blind-spot it is that clever as it is, it cannot entirely understand motivations. It can observe actions, but sometimes those actions make no sense and cannot be predicted. Leviathan and its agents can only perceive events, they cannot look inside the minds of others no matter how much they desire to do so, so in the end they can only make (extremely) educated guesses about why people do the things they do. This is one of the reasons Leviathan loves to speak to mortals, or send its heralds to do so; it finds the endless motivations for mortal action fascinating, if slightly incomprehensible.

Boons

Magicians consort with Leviathan and its heralds for two main reasons. It is fascinated by the past, and so has access to unspeakably detailed, unimaginably vast archives of information about past events; it is fascinated by the philosophy of cause-and-effect, and the question of whether free will can truly be said to exist, and finds discussions about these questions endlessly entertaining. It can grant boons that enhance the ability of diviners and seers to gather information about the present, as well as providing access to the great vaults of artefacts and trinkets that have been given to it in return for its assistance over the centuries. It is known to desire ownership of physical items that were present at, or the cause of, important events.

Unfortunately, Leviathan is very careful about sharing what it knows because the act of sharing information can have vastly unforeseen repercussions. But then, as it sometimes observes with a wry tone, so can the act of not sharing information. Those who can convince Leviathan that sharing information will have more (or less) profound impact than not sharing it can learn all sorts of fascinating facts about the past.

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Liaison to the Temple in Nemoria

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Point of Contact

- 3.2 Ministry

- 4 Appointment

- 5 The Temple of the Way in Nemoria

- 6 The Title in Play

Overview

The Liaison to the Temple in Nemoria (or Grand Prêtre des Sept Seigneurs de la Vertu as the Asaveans insist on calling it) is an Imperial title charged with maintaining good relations between the priests at the Temple of the Way in Nemoria and the Asavean populace.

Responsibilities

The Liaison is responsible for supporting the Temple of the Way in Nemoria, and maintaining the relationship between the Imperial Synod and the priests serving there. For the most part, this is likely to involve smoothing over any conflicts, and dealing with any problems of opportunities related to the Temple.

Powers

Point of Contact

Imperial priests serving in Nemoria will look to the Liaison to resolve any issues between themselves and the Asaveans, in conjunction with the Ambassador to Asavea and the Assembly of the Nine.

Ministry

Total Liao Donated

Production

8 doses of liao

4 measures of orichalcum, 2 ingots of tempest jade, 3 measures of iridescent gloaming, and 4 cerulean mazzarine

20 doses of liao

9 measures of orichalcum, 5 ingots of iridescent gloaming, 4 ingots of tempest jade, and 8 cerulean mazzarine

40 doses of liao

12 measures of orichalcum, 10 ingots of iridescent gloaming, 7 ingots of tempest jade, and 12 cerulean mazzarine

56 doses of liao

16 measures of orichalcum, 11 ingots of iridescent gloaming, 10 ingots of tempest jade, and 16 cerulean mazzarine

72 doses of liao

19 measures of orichalcum, 14 ingots of iridescent gloaming, 13 ingots of tempest jade, and 20 cerulean mazzarine

By donating liao to the temple in Nemoria, the Liaison receives gifts and recompense in a manner identical to that of a ministry. The Liason spends their liao and makes their choices during downtime from their character page. Liao is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Appointment

This title is appointed during the Winter Solstice. The Liaison is appointed by a judgement of Appointment in the Freeborn National assembly.

Any Freeborn citizen may hold this title. They can be revoked by the General Assembly, the Freeborn Assembly, and the Assembly of the Nine.

The Temple of the Way in Nemoria

The temple is built of white granite, patterned after the Basilica of Seven Doors in Bastion, albeit on a smaller scale. An outer ring of seven shrines, each consecrated to one of the seven virtues, surround a single great hall beneath a white marble dome dedicated to the Way itself. Where the Basilica in Bastion stands at the heart of a public park, the Temple in Nemoria is surrounded by a marble-paved plaza with four beautiful fountains.

The shrines dedicated to each of the virtues contain prominent statues of the renowned paragons, and smaller statues of the renowned exemplars. The central hall, dedicated to the Way, contains fewer statues. Used as an auditorium and lecture theatre, the space is intentionally kept empty but the walls of the Hall of the Way are decorated with a number of beautiful marble frescos depicting the mysteries of the Labyrinth, and the Doctrines of the Faith. Regular sermons are held here for the benefit both of local followers of the Way (a minority in Asavea), and guests interested in learning more of the Imperial faith.

While there has been some animosity from some of the local priests - the Way is closely associated with various slave rebellions and with the hated Sumaah Republic in the eyes of many Asaveans - the temple has proved moderately popular with the Nemorian populace. This is most likely due to its novelty value than from any deep interest in learning more about the foreign religion, however.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

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Liao ceremonies (Redirected from Liao Ceremonies)

Contents

- 1 Overview

- 2 Anointing

- 3 Consecration

- 4 Dedication

- 5 Exorcism

- 6 Hallow

- 7 Insight

- 8 Testimony

- 9 Further Reading

- 9.1 Core Brief

- 9.2 Rules

- 9.3 Additional Information

Overview

The priests of the Way of Virtue have, over several hundred years, discovered ways of using refined liao in ceremonies. These ceremonies are intended to promote spiritual wellbeing in line with the virtues, as well as addressing the spread of malign spiritual presences that threaten the Empire.

Broadly, it is through the use of liao that the spirit and mind of a priest can touch the Labyrinth of Ages whilst still alive as a mortal, and the ceremonial skills involve subtle manipulations of the Labyrinth.

Anointing

A priest may use this ceremony to infuse an individual with an aura taken from the Labyrinth of Ages, such that it becomes a guiding imperative in their lives. Several priests or a sect may co-operate on this ceremony and so increase the anointing's enduring presence, making it harder to banish. Anointing has been utilised in a number of different ways, including within key life events, such as marriage. This practice varies by the culture and belief of participants.

A temporary anointing lasts for an encounter, equivalent to the enchantment produced by some rituals. In addition, a character may sometimes be strongly affected by the power of an anointing while they are roleplaying at Anvil. In these circumstances the player may choose to decide that this moment constitutes an encounter and decide that a temporary anointment has expired. This is appropriate when the player has been in a dramatic scene with one or more other characters where their roleplaying has been substantially altered by the aura they were under. Judgement on this is left to the discretion of the player.

Some malign auras may expire after a character has been affected by them. A referee will inform you if this is the case; you cannot choose when it is appropriate for a malign aura to end. Likewise, for an anointment that has been made permanent with true liao. These auras can usually only be removed using exorcism.

Consecration

A priest may use this ceremony to infuse an area with an aura taken from the Labyrinth of Ages, such that it may be experienced by any who enter that area. Several priests may co-operate on this ceremony and so increase the consecration's enduring presence, making it harder to banish.

A temporary consecration lasts for a season, equivalent to the enchantment produced by some rituals. A consecration on a permanent structure can be made permanent using true liao.

Dedication

The ceremony of dedication marks a soul with a particular quality; most commonly one of the Imperial virtues. Dedicating a soul with a quality other than an Imperial virtue is a crime of Blasphemy and Heresy - and potentially Idolatry - under Imperial law.

Exorcism

The Imperial virtues are not the only spiritual forces to make a mark on the mortal world. Using this ceremony, a priest may banish an aura. This can include auras on people (like anointings) and places (like consecrations). The key use of this ability is the cleansing of malign spiritual presences that have arisen as a result of false gods, blasphemous cults or spontaneous manifestation. Several priests can co-operate in this ceremony to ensure that it is powerful enough to overcome the spiritual presence they strive to banish.

Hallow

A priest may use this ceremony to infuse an object with an aura taken from the Labyrinth of Ages, such that its influence can be felt by anyone bearing or wearing the object. Several priests may co-operate on this ceremony and so increase the sanctification's enduring presence, making it harder to banish.

A temporary hallowing lasts for a season, equivalent to the enchantment produced by some rituals. A hallow can be made permanent using true liao.

Insight

A priest may use this ceremony to look at the aura of another. This enables them to see any influences that lie upon it. This will include whether the individual is dedicated, or have received an anointing, or the effects of testimonies. This ceremony can also be used to identify the presence of a consecrated area, or sacred/profane artefact, though these tend to be more evident. Priests of the Synod often use this ceremony to seek out malign spiritual presences.

Testimony

A priest may use this ceremony to exalt or chastise a person to their face. This results in the soul of the target being marked with elements of the testimony. The Way teaches that these marks affect a person's passage through the Labyrinth of Ages for good or ill. Testimony is often incorporated within funerary rites as it is understood to still have its effect if carried out within a day of a person's death in the presence of their remains.

Further Reading

Core Brief

- The Way of Virtue

- Imperial Synod

- The Seven Paths of Virtue

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

Rules

- Religious skills

- Performing liao ceremonies

- List of liao ceremonies

- Religious roleplaying effects

Additional Information

- The Powers of Synod Priests

- Appointments by the Synod

- Cardinals

- Gatekeepers

- Conscience of the Senate

- High Exorcist

- Imperial Theology

- Liao

- The Doctrines of the Faith

- Signs of the Paragon and Exemplar

- Schisms and Heresies

- Investigative Theology

- Religious Crimes

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Liao and the Labyrinth of Ages

Liao

Liao is a purple powder that is used in ceremonial rites peformed by Imperial Priests. For use in these rites, it can be:

- burned as incense and inhaled

- mixed into liquid and imbibed

- mixed into a small capsule and consumed

Liao is made from Vinum. Vinum is a white sap that was discovered by the Navarr to form a chewable confection that aids with deep, restful and dreamless sleep; and was often used to treat nightmares and night terrors.

Ceremonial Liao

The process of turning Vinum sap into Liao is complex, expensive and time-consuming. It can take many years to mature Vinum into Liao. Within the Empire, this cost and complexity is borne by the Imperial Civil Service who process quantities on behalf of the Imperial Faith for use in Liao Ceremonies.

True, or Imperial, Liao

During the maturing process that turns Vinum into Liao, around one dose in ten thousand matures to a radiant purple. This has come to be known as True Liao, or Imperial Liao. True Liao is the means by which a human can receive a vision of another time and place, which is held to be their past life.

True Liao is not simply consumed but requires access to a Gateway. A Gateway is a specially constructed chamber which, when not in use, appears to simply be an empty chamber. Yet when a visionary partakes of Ture Liao, and enters the Gateway, the world around them melts away such that they feel as though they stand in another time and place. The civil service are capable of erecting Gateways to the Labyrinth in any location given sufficient opportunity.

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Liao ceremonies

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

Contents

- 1 Overview

- 2 Anointing

- 3 Consecration

- 4 Dedication

- 5 Exorcism

- 6 Hallow

- 7 Insight

- 8 Testimony

- 9 Further Reading

- 9.1 Core Brief

- 9.2 Rules

- 9.3 Additional Information

Overview

The priests of the Way of Virtue have, over several hundred years, discovered ways of using refined liao in ceremonies. These ceremonies are intended to promote spiritual wellbeing in line with the virtues, as well as addressing the spread of malign spiritual presences that threaten the Empire.

Broadly, it is through the use of liao that the spirit and mind of a priest can touch the Labyrinth of Ages whilst still alive as a mortal, and the ceremonial skills involve subtle manipulations of the Labyrinth.

Anointing

A priest may use this ceremony to infuse an individual with an aura taken from the Labyrinth of Ages, such that it becomes a guiding imperative in their lives. Several priests or a sect may co-operate on this ceremony and so increase the anointing's enduring presence, making it harder to banish. Anointing has been utilised in a number of different ways, including within key life events, such as marriage. This practice varies by the culture and belief of participants.

A temporary anointing lasts for an encounter, equivalent to the enchantment produced by some rituals. In addition, a character may sometimes be strongly affected by the power of an anointing while they are roleplaying at Anvil. In these circumstances the player may choose to decide that this moment constitutes an encounter and decide that a temporary anointment has expired. This is appropriate when the player has been in a dramatic scene with one or more other characters where their roleplaying has been substantially altered by the aura they were under. Judgement on this is left to the discretion of the player.

Some malign auras may expire after a character has been affected by them. A referee will inform you if this is the case; you cannot choose when it is appropriate for a malign aura to end. Likewise, for an anointment that has been made permanent with true liao. These auras can usually only be removed using exorcism.

Consecration

A priest may use this ceremony to infuse an area with an aura taken from the Labyrinth of Ages, such that it may be experienced by any who enter that area. Several priests may co-operate on this ceremony and so increase the consecration's enduring presence, making it harder to banish.

A temporary consecration lasts for a season, equivalent to the enchantment produced by some rituals. A consecration on a permanent structure can be made permanent using true liao.

Dedication

The ceremony of dedication marks a soul with a particular quality; most commonly one of the Imperial virtues. Dedicating a soul with a quality other than an Imperial virtue is a crime of Blasphemy and Heresy - and potentially Idolatry - under Imperial law.

Exorcism

The Imperial virtues are not the only spiritual forces to make a mark on the mortal world. Using this ceremony, a priest may banish an aura. This can include auras on people (like anointings) and places (like consecrations). The key use of this ability is the cleansing of malign spiritual presences that have arisen as a result of false gods, blasphemous cults or spontaneous manifestation. Several priests can co-operate in this ceremony to ensure that it is powerful enough to overcome the spiritual presence they strive to banish.

Hallow

A priest may use this ceremony to infuse an object with an aura taken from the Labyrinth of Ages, such that its influence can be felt by anyone bearing or wearing the object. Several priests may co-operate on this ceremony and so increase the sanctification's enduring presence, making it harder to banish.

A temporary hallowing lasts for a season, equivalent to the enchantment produced by some rituals. A hallow can be made permanent using true liao.

Insight

A priest may use this ceremony to look at the aura of another. This enables them to see any influences that lie upon it. This will include whether the individual is dedicated, or have received an anointing, or the effects of testimonies. This ceremony can also be used to identify the presence of a consecrated area, or sacred/profane artefact, though these tend to be more evident. Priests of the Synod often use this ceremony to seek out malign spiritual presences.

Testimony

A priest may use this ceremony to exalt or chastise a person to their face. This results in the soul of the target being marked with elements of the testimony. The Way teaches that these marks affect a person's passage through the Labyrinth of Ages for good or ill. Testimony is often incorporated within funerary rites as it is understood to still have its effect if carried out within a day of a person's death in the presence of their remains.

Further Reading

Core Brief

- The Way of Virtue

- Imperial Synod

- The Seven Paths of Virtue

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

Rules

- Religious skills

- Performing liao ceremonies

- List of liao ceremonies

- Religious roleplaying effects

Additional Information

- The Powers of Synod Priests

- Appointments by the Synod

- Cardinals

- Gatekeepers

- Conscience of the Senate

- High Exorcist

- Imperial Theology

- Liao

- The Doctrines of the Faith

- Signs of the Paragon and Exemplar

- Schisms and Heresies

- Investigative Theology

- Religious Crimes

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Liathaven

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 Liaven's Dance

- 3.2 The Paths of Lan Thúven

- 4 Regions

- 4.1 Beacon Point

- 4.2 Liath's Heart

- 4.3 Liath's Ring

- 4.4 Liaven's Glen

- 4.5 Westwood

- 4.6 West Ranging

- 4.7 Western Scout

- 5 OOC Note

Overview

Liathaven is the ancient western forest between the Freeborn mountains of Kahraman and Bregasland of the Marches. Even in the time of Terunael, the forest was old. There are immense trees in parts of Liathaven that are believed to be thousands of years old, and parts of the forest that even today have seen only a handful of humans pass through them. Liathaven itself is only a spur of a much larger forest that stretches hundreds of miles to the west; a great wood that served as a natural boundary between the Jotun barbarians in the north and the Faraden foreigners in the south.

The wildlife of Liathaven likewise tends to be larger than normal, with forest lions and dire beasts (especially bears, wolves and stags) being comparatively common compared to other parts of the Empire. The weather in Liathaven is changeable, and the territory is known for its heavy storms and strong winds, caught as it is between the temperate Marches and the warmer Brass Coast to the south.

Most parts of Liathaven have been well-settled by the Navarr - those few Terunael ruins that have not been incorporated into steadings have mostly been studied by scholars and archaeologists - but occasionally a hitherto overlooked structure will be found, wreathed in vines or buried under centuries of undergrowth. The richest new ruins are found along the borders of the Vallorn-infested regions of Liath's Heart and Westwood, of course.

Many of the Striding that walk the Trods around Liathaven are composed of some of the more militant members of the nation, who will stop at nothing to recover their homeland from the Jotun. In Liathaven the Duskbourne Striding have traveled from around the Empire to reclaim Liathaven to make it their new home. The Pathfinder Striding sold on all their goods to fund the military units that they use to support the Liathaven resistance. Many of the Stridings in Liathaven such as the Y'Basden, the Companions of Tarw and the Keepers of the Way have formed the Black Scar, who spend most of their time organising the resistance to the Jotun in the region. Y'Basden in particular have been active in the defense of the remaining Navarr.

Recent History

The Jotun began their invasion of Liathaven in the autumn of 346YE, taking advantage of the eastern-focus of the Imperial armies under the domination of Empress Giselle. They pressed ever eastwards, avoiding the vallorn and seizing many Navarri steadings. The Empire finally lost control of Liathaven in early 349YE despite attempts by the Imperial Military Council to organize a proper counter-offensive.

In the thirty years since the forests fell to the orcs, they have used their foothold here to launch regular raids into Bregasland, and as a staging post for their massed assault against the Mournwold in 349YE. Today, apart from regular raiding bands attacking the Marchers and the occasional forays through the mountains into Kahraman, Liathaven seems quiet - almost peaceful. Despite a slight rise in encounters with vallornspawn, the pessimistic predictions that the Jotun would 'awaken' the Vallorn in Liathaven and cause widespread doom in the territory has so far failed to come true.

With a ceasefire agreed with the Jotun by the Imperial Senate in Summer 377YE, there have been no further attempts to reclaim Liathaven. When the Empire broke the ceasefire early in Autumn 378YE the armies of the Brass Coast tried to take Liathaven, but the Jotun attacked with seven armies taking all of the territory that was not controlled by the Vallorn. Jotun and Imperial forces fought back and forth across the territory for several years, until the orcs eventually withdrew in 381YE.

In 382YE, as the Jotun withdrew completely, the vallorn began to expand. The Navarr and their Marcher allies were quick to respond, and a vicious campaign against the vallorn was launched into West Ranging. The abomination's attempt to infest West Ranging was stymied, but there was significant damage to the region caused by the suprnatural fire of the eternal Surut.

Major Features

Liaven's Dance

Woven between the trees of Liaven's Glen is The Dance; a network of earthen trails marked in the grass and the trees, several miles wide, worn into the ground with the footfall of centuries. The Navarr say that it is a symbol for the Great Dance writ large on the earth. Some from Urizen believe that dancing Liaven’s Dance could grant humans a greater understanding the path of the soul through the Labyrinth of Ages. The steading of Liaven’s Dance was ancient, dating back to the earliest days after the Vallorn emerged. It was a regular place of pilgrimage for Navarr practitioners of the Way, and a centre for philosophical thought combining the philosophy of the Great Dance with the Virtues. The fact that it is now in the hands of the Jotun barbarians marks a terrible loss for the Navarr and perhaps the Empire.

The Paths of Lan Thúven

In Western Scout, on the very edge of the vallorn miasma,stand the crumbling pillars of an old gateway. The Gate of Lan Thúven dates back to pre-Imperial times; it may even be Terunael in origin. No stories remain to say who, or what, or where Lan Thúven might have been. Only the gate remains - this one, and a second gate in West Ranging on the far side of Liathaven. Between them, according to refugees from the Jotun-burnt Hidden Walk steading, there is a path through the vallorn. A hidden way, following the route of an old Terunael road, woven with potent Night magic that blinds the eyes of the vallornspawn. The insular Hidden Walk used this route to travel deep into the Westwood, and to keep contact with their cousins on the other side of Liathaven at Silent Stand steading. The Jotun seized both Hidden Walk and Silent Stand. The steadings were destroyed - but the gates that mark either end of the hidden path still stand. The orcs clearly realised that the gates were valuable, but treated them with the same superstitious dread they show towards anything associated with the vallorn.

The Empire recaptured the Paths in Summer 380YE.

Regions

Beacon Point

Quality: Forest

The region takes its name from the great beacons built along the southern borders of Liathaven, intended to serve as a warning of any major incursion from the west or the southern Faraden. The beacons are simple but effective - basic messages could be sent quickly to stations in the mountains of neighbouring Kahraman, and relayed back to Liaven's Glen. In this way, the southern regions of Liathaven stayed in contact with the northern regions despite the Vallorn between them, and the presence of some bloodthirsty clans of bandit orcs in the mountains to the south. Today, Beacon Point maintains a single very unreliable trade route through the mountains to Kahraman. Travelers and caravans alike are in constant danger from the vicious peak orcs, and communication with the defenders is very patchy as a result. This has made the plight of the Beacon Point steadings more desperate - their resources are stretched even further by the need to support the steadings of Western Scout.

In Winter 379YE a large force of Jotun troops took Beacon Point as part of the Jotun "rage" that swept across southern Liathaven. Over the next few years the region changed hands several times. Almost the entire remaining Navarr population either fled through the mountains to Kahraman, or fell to the wrath of the Jotun.

Liath's Heart

Qualities: Forest, Vallorn

Forced out of the surrounding regions, the Vallorn has grown powerful in Liath's Heart. It is wrapped tight around the ruins of Liath Haven, squatting at the centre of a miasmic cloud of poison. There are no Navarr steadings in Liath's Heart. Although occasional forays into the region from Liaven's Glen to the east returned triumphant with some fragment of lore or lost treasure, the most accessible ruins have long since been explored or destroyed by rampaging Vallornspawn. With the Jotun in northern Liathaven, the Vallorn is said to be stirring fitfully in its slumber - but there have been no signs to date that the Jotun are making any particular effort to 'conquer' it.

Liath's Ring

Quality: Forest

Near the eastern border of Liath's Ring stands Mournstead, a stout steading - the last redoubt of the Navarr in Liathaven to fall to the barbarians. The region was known both for sprawling groves of beggarwood trees, and for the occasional standing stone or dolmen in out-of-the-way places. Marcher Landskeepers - especially those from nearby Bregasland were regular visitors to this part of the forest, and its eerie monoliths.

Liaven's Glen

Quality: Forest

This area of eastern Liathaven was the first area of Liathaven freed of Vallorn influence some two hundred years before the foundation of the Empire. According to some records, the network of trails and earthworks known as Liaven's Dance was a prototype working designed to weaken the power of the vallorn, eventually culminating in the vast web of trods that now criss-cross the Empire. Several steadings here were home to experienced covens of vates who oversaw potent mana sites and studied the vallorn along the edges of Liath's Heart to the south-west. Many of these vates were killed fighting to protect their homes from the orcs, but some managed to flee into exile. The Dancewalker Striding was formed of members of the steadings at the Dance who swore to walk the trods here until Liathaven was back under Imperial Control.

Of particular note is the library at Turning Spiral. This old steading held a repository of Navarr magical lore that survived the purges of Emperor Nicovar comparatively unscathed. Tragically, its own defenders were forced to destroy it rather than let it fall into barbarian hands. While some of the books were carried to safety by fleeing vates, many hundreds more were incinerated in magically-fuelled fire as the entire steading was transformed into a conflagration by the defenders (a conflagration that claimed not only their lives, but the lives of at least two hundred orcs). Some of the last vates to leave Turning Spiral never reached the safety of Serra Briante to the south - at least two groups are known to have set off but disappeared somewhere in the mountains between Liathaven and Kahraman.

Westwood

Qualities: Forest, Vallorn

The tainted vegetation of the Vallorn spills westward into this region from Liath's Heart. There were a few steadings here, but they have been abandoned due to the twin threats of the vallornspawn and the Jotun barbarians raiding from the west and north. The last steading abandoned to the vallorn was that of Duskwater Tarry, a steading built on raised platforms in the centre of a freshwater lake that protected a dangerous direct trade route between Western Scout and West Ranging. The inhabitants withdrew south in 352YE and it is believed that the vallorn swiftly swallowed it up as it had other abandoned settlements. The entire region now belongs to the Vallorn.

West Ranging

Quality: Burnt

The forests here were reasonably well defended, but the slow drain of Thorns to the battles in the eastern Empire created a weakness the Jotun were quick to exploit. Before the barbarians came, West Ranging was known both for producing fine leather goods and for the Navarr scouts who would regularly slip out of the Empire to spy on - and occasionally raid - the Jotun stockades in the western forests.

In Winter 381YE, the vallorn began to expand into West Ranging. The Navarr army of the Quiet Step, supported by the Marcher Tusks and Bounders, moved to prevent the expansion. The fighting was savage, but in the end Imperial forces were victorious. During the campaign, the Quiet Step were aided by a potent enchantment, a gift of the eternal Surut, that brought his irresistible fire to bear on the forest and the vallorn. As a consequence, swathes of the once rich woodlands here were reduced to a cold, grey ash where nothing will grow. The fire was particularly keen to consume regio connected to the Spring realm - which are also key targets for vallornspawn. As such there are almost no Spring regio remaining in West Ranging.

Western Scout

Quality: Forest

The steadings of Western Scout still hold out against the Jotun, but there have been several serious assaults from the forests west of the Empire. In the last few years these attacks have slackened off, but until 377YE there were still occasional raids by Jotun warbands. The Jotun ceasefire has given these steadings a much-needed breathing space. In addition to the Jotun, there are problems with groups of Vallornspawn that occasionally boil out of the infested regions to the north. The westernmost steadings are in tatters; several have been razed by raiders, while the easternmost steadings are barely in a better state. They survive partly due to the efforts of their hunters but also due to vital supplies from Beacon Point - supplies the eastern steadings can hardly spare themselves, given the problems of maintaining a safe route through the mountains to Kahraman. In Winter 379YE a large force of Jotun troops took Western Scout.

OOC Note

- As of the Spring Equinox 382YE, the Jotun orcs control West Ranging, Liath's Ring, Liaven's Glen, Western Scout and Beacon Point.. The Vallorn occupies Liath's Heart and Westwood. The Navarr (and thus the Empire) hold no regions but have made significant headway into capturing West Ranging.

- The The Paths of Lan Thúven allow Navarr armies to treat West Ranging and Western Scout as if they are adjacent regions.

- To reclaim Liathaven, the Empire needs to hold four of the seven regions.

- After the Winter Solstice 381YE, the region of West Ranging lost the forest quality as a consequence of the hungry fires of the eternal Surut.

- As of Spring 381YE, we assume there is now no significant Navarr presence remaining in the territory. Going forward, we will assume that the only Navarr steadings and stridings still based in Liathaven are player character groups. The lack of Imperial citizens and non-Jotun infrastructure means the territory would require extensive rebuilding, regardless of which Imperial nation the Senate assigns it to, should it ever be recaptured. You can learn more about this here.

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Liberated

Overview

The liberated are orcs born and raised as slaves in the eastern Principalities of Jarm, now living as free citizens of the Empire. Three hundred orc slaves were purchased from the Magician-prince of Rigia by an Imperial initiative, and brought to Sarvos. As freed citizens, they were educated in the College of the Liberated, a specially constructed school built in Trivento. Over the next two years they were taught Imperial history and language, and trained in a number of disciplines intended to help them secure employment. This being the League many were tutored in book-keeping, accountancy, and other skills useful to business owners.

Of the three hundred or so who came to the Empire from Jarm, only around a third still remain in Sarvos. The rest have chosen to move elsewhere, the majority of them taking the long overland trip to Skarsind, looking to find new lives for themselves. In small numbers initially,but with growing confidence, they sought out the Imperial Orcs egregore and persuaded the spirit to to allow them to bond to the nation.

Today perhaps two hundred orcs live in Skarsind who were born in Jarm. Most have formed close-knit families and begun raising families (very few children were among the slaves sold to the Empire by the Jarmish). Most had little difficulty finding employment there. Some are happy to work in the mines the other Imperial Orcs eschew. Others find the skills learned in their apprenticeship in the League to be uncommon among the Imperial Orcs, and settle into comfortable positions running or helping to run businesses - such as those associated with Torfast Trading Post. The skills they have been taught at the College of the Liberated are actually somewhat in demand in Skarsind - the curriculum there focused on accounting, mathematics, and basic commerce as well as Imperial history and language. As a result many former Jarmish slaves are now employed in businesses across Skarsind.

For the most part, the ex-Jarmish slaves have embraced the Imperial Orcs culture. They are quick to serve in the armies - and many are working towards the ownership of a farm that Imperial service guarantees. Their families live alongside and mingle with the families of the established Imperial orcs, but they are still trying to find a place for themselves. They tend to live together in extended family groups within larger Imperial Orcs communities, and there are small enclaves of liberated in Torfast, Gildenheim, Solvi, Krysse, and Gulhule.

Sadly, some parts of Imperial Orc culture have been slow to embrace these newcomers. The Foreman of the Mines of Gulhule specifically refuses to allow Liberated citizens to work in the mines of Skarsind, for example. For the most part, however, the Imperial Orcs have welcomed their new neighbours and helped them find their feet in Skarsind.

The Liberated in Play

- You cannot play one of the liberated unless you are fluent in one of the Jarmish languages

- If you wish to play one of the liberated please contact plot@profounddecisions.co.uk

- All liberated orcs are slaves and the children of slaves; none of the liberated belong to the free tribes that presumably border Jarm

The liberated have a very different heritage to the majority of the Imperial Orcs. After the language, the most obvious difference is that every adult liberated orc was a slave until Spring 380YE. For the Imperial Orcs, slavery is part of their heritage; for the liberated it is a part of their immediate past. This should be handled sensitively, but you should not shy away from the realities of backbreaking physical labour, casual cruelty, families torn apart, starvation, and the like. The Jarmish do not use their orc slaves as fighters, or as household slaves - they toil in often horrible conditions at manual tasks from the moment they can walk.

The liberated do not have access to any secret information about either Jarm or the orcs that live along its borders. Indeed, when they reached the Empire the orc slaves knew significantly less about the Principalities of Jarm than an educated Imperial citizen. They had spent their entire lives working, not looking at maps, or reading history books.

It is also important to remember that the Jarmish keep only a comparatively small number of orc slaves - but considerably larger numbers of human slaves. The liberated were used to working alongside human slaves, something that may even have helped their integration into the Empire. That said, it is common for the liberated to have family members or friends who are still slaves in Jarm and some of them may agitate to have these slaves freed as well.

The liberated also differ markedly from other Imperial Orcs in that they distrust of magicians. The Principalities of Jarm are dominated by magicians, and many of the orcs have suffered or seen family members suffer through magic. Only a handful of liberated orcs have sought training in magic - many harbour a deep suspicion of magical power and believe it has a corrupting effect on those who study it causing them to become cruel and vicious bullies.

For the most part, the liberated have no strong opinions about the Way. Some have embraced the teachings of the preachers, others remain disinterested. As slaves in Jarm they had little spiritual life, although some are keen to learn more about the nature of orc ancestors. The liberated cannot hear any of the Imperial Orc ancestors. They have ancestors of their own, but without exception they hear the voices of other slaves urging them to run and hide as often as not, or to fight for their freedom. They seem unable to hear the distant ancestors that must presumably have spoken to the first Jarmish orcs to be enslaved.

Finally, it is important to remember that all liberated orcs have spent two years or so in Sarvos being educated at the College of the Liberated. You can speak Imperial, can read and write, count, and are as free to know anything from the wiki you wish to know as any other Imperial citizen.

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Lictors

Contents

- 1 Eternals of Autumn

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternals of Autumn

Sobriquets

Most commonly, Lictors are referred to as The Punishers or The Hunters.

They may also be known as The Chainbound, The Binders, the Brass Magistrates and occasionally The Furious Ones. In The League they are sometimes called The Reckoners. Individual lictors bear names such as 'Implacable', 'Inescapable', 'Treacherhound' and 'Wordbinder'.

Appearance

The Lictors are hooded figures and cloaked, armoured wrapped in heavy iron and green iron chains, with razor-sharp brass claws and horns, and iron face-masks. Armed with scourges, whips, flails, ropes and nets they stalk the dark places of the Autumn Realm, looking for miscreants. Their voices are said to be very quiet, except when they are pursuing their prey when they are said to give voice to deafening metallic cries that chill the blood and may even paralyse a weak-willed target.

Concerns

The Lictors hunt oath-breakers, and those who refuse to honour agreements, contracts or obligations. In the Autumn Realm they are viewed with some suspicion or fear, and even deadly political rivals think twice before breaking sworn agreements. They can be invoked, apparently, by any of the other eternals of Autumn to officiate over agreements or oaths. Those who break such oaths are mercilessly hunted and either destroyed or carried back to the green iron citadel that the Lictors use as a prison. The Lictors are individually quite potent, but in a group they are almost irresistible, even by the powerful eternal lords of Autumn. Some eternals will simply invoke their name when making a promise, indicating that they consider themselves bound, although to what degree this is actually binding, mortals are uncertain.

Magicians who have studied the lictors disagree as to whether they are an order of eternals, possibly lead by a single powerful figure, or some sort of product of the Autumn Realm itself, an expression of the role that agreements, favours and grudges play in a realm so thematically linked to deception and manipulation.

Boons

The Lictors are rarely encountered by mortals, but there are said to be rituals that can summon them to the mortal realm as well as chambers where they can be encountered, or where the outskirts of their green iron citadel can be visited. They can be persuaded to offer boons that deal with binding and holding prisoners, especially oathbreakers and those who have debts to pay. They can oversee mortal covenants, oaths, promises and contracts, placing powerful curses that may fall on those who break their agreements - or even calling down the ire of the Lictors themselves.

They may sometimes accept prisoners; how they transport a mortal prisoner to the Autumn Realm is unclear, and it may be that they simply kill them. They can also allow access to some of those creatures and beings imprisoned in their citadel. They appear to value green iron especially, although they have never explained why and simply ignore questions - it is theorized that they may use it to expand their citadel, or even to craft new Lictors.

They also very occasionally offer bounties - although what someone would have to do to come to the attention of the lictors is unclear and has lead to much nightmarish speculation.

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Light Festival Song

Words by Claire Sheridan, tune by Claire Sheridan and Aneurin Redman-White. [1] recording

Some rediscovered lyrics arranged by Nicassia of Phoenix Reach and Eudaemon of Halcyon Spire for the Light Festival YE379

Fear not the darkness, We will bring light, Push back the shadows, See them flee before us.

Bright lamps and candle-flame, We will bring light, Our own stars to guide us, Lighting all before us.

Lightstones of the mountains, We will bring light, There need be no darkness, Light The Way before us.

Guardians of the Empire, We will bring light, Push back our enemies, See them flee before us.

Fear not the darkness, We will bring light, Push back the shadows, See them flee before us.

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Like Water Through Your Fingers

Contents

- 1 Rules

- 1.1 Autumn Magnitude 30

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Removing the Curse

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 30

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. At the end of the ritual one of the contributors is chosen to deliver the curse with a pronouncement of doom.

This effect is a curse. A target may be under more than one curse at a time.

Effects

This ritual creates a curse that is delivered to a target with a pronouncement of doom: one contributors is chosen to deliver the curse, and they must do so within fifteen minutes or it falls on their own head.

While under the curse, the target experiences a powerful roleplaying effect; they find it difficult to hold on to money, and valuables slip out of their grasp. They become increasingly shabby in appearance and often find it physically difficult to hold money or other Game items without dropping them. They have a nagging awareness of every disaster or misfortune that might ruin them, their possessions or their prosperity.

In addition, circumstances conspire to cause the character to lose their valuables; thieves, unfortunate disasters, misplacing a jacket, unexpected bills, holes in the pockets and the like. While under the curse the target loses three-quarters of any production that would have been provided by a personal resource, including that provided by a military unit, and the liao provided to a character who controls a congregation.

The additional production provided by an enchantment such as Rivers of Gold or Rampant Growth, a character's basic income of 18 rings, and the production of campaign resources is not affected by this curse.

The effect of the ritual lasts for a year (until the start of the Profound Decisions Empire event four events from now).

Removing the Curse

The curse can be removed by certain powerful creatures or items. It can also be alleviated by powerful rituals that improve fate and chance.

Description

This horrible curse slowly erodes the wealth of the target. Their resources fail them, their clothes become threadbare, and they are constantly aware of the vagaries of fate that may rob them of their security, prosperity and comfort. They can receive temporary respite from the curse through the use of enchantments that enhance their resources, but slowly and inexorably they are paupered unless they are very lucky.

Some targets have attempted to argue that this curse is tantamount to theft, and have ritualists prosecuted accordingly. Magistrates will not treat this as theft, however, because it technically does not steal from the target; it makes it harder for them to acquire new wealth, it only peripherally damages wealth they have already got. The recourse of the target is to the Imperial Conclave, not the judiciary.

In some parts of the Empire, this curse is called Miser's Ruin - especially by the mountebanks of The League and some itinerant volhov and Marcher cunning folk who view its imposition on the greedy, the avaricious and the cruel to be naught more than poetic justice.

Several Eternals of Autumn are known to have the power to remove this curse - and to deliver their own variants of it - especially Prospero and Ephisis. Unfortunately, neither is inclined to alleviate the effects without a suitably impressive payment - which is made much harder to arrange by the nature of the curse.

Common Elements

As with many curses this ritual often involves a recitation.of the grievances against the target; casting aside coins or items symbolising wealth, especially fine wine mixed with blood or spit that is poured out onto the ground. The rune Naeve is an obvious fit for this ritual, and the rune Pallas is often destroyed or defaced during the casting; Ull and Gralm may also be evoked, representing the power of chance and fate that work together to enact the ruinous curse.

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Like a wheel within a wheel

Lucien leaned closer to the impassive sungold faceplate, and waved his hand back and forth before the things "eyes". It did not react. He reached out to touch its mithril-chased breastplate, and a quiver ran through it. He tapped his knuckle on it, and the enchanted soldier shifted its stance, bringing its shield round to apply gentle pressure and push the Sentinel's hand out of the way. He reached out to try and push the shield aside, and the soldier responded by stepping back, crouching, and bringing its sword up. Lucien jumped back sharply, and after a moment the soldier returned to its previous passive stance.

He looked around the chamber. Thirty similar soldiers, with different armaments and different masks, but all composed of polished porcelain and carved weirwood. Half of them wrapped in orichaclum alloyed steel, half with weltsilver alloyed steel, and all with mithril traceries weaving around their armour, weapons, and shields. They stood at attention, without moving.

"How?" he asked, marveling. "How were they made?"

The civil servant shrugged. "We aren't really sure. As near as we can tell, they were given as a gift for Emperor Nicovar and - perhaps predictably - most of the records relating to them were burnt.

Lucien shook his head. "Nicovar, Nicovar, Nicovar. Sometimes I can just about understand why he might burn the libraries down, but to destroy the records of how these wonders were built ... that defies comprehension."

"Oh no, sorry. You misunderstand. The Grendel burnt the records, when they burnt Ankarien. What we do know is that they used a small fortune of ilium, and another small fortune in mithril and weirwood, and took the artisans something like five years to complete. Their numbers appear to be set - they repair each other. According to Nicovar himself, if you give them mithril and command them, they use the metal to reinforce themselves."

"Are they aware?"

"As near as we can tell, and as near as anyone else has ever been able to tell... probably not. They are ushabti, and they need an Arbiter to function. There's a medallion, which was recovered from the ruins along with the soldiers. The Grendel collapsed a roof on them trying to destroy them - we found quite a few Grendel remains in the rubble alongside the pieces."

"So wonderful," said Lucien.

"Just another wonder of Spiral," the civil servant replied calmly. "A beautiful, terrible, deadly, mysterious wonder. Shall I continue with the list, Lucien? Theres quite a lot to get through but I'm afraid there's not many things on here to match the Ankarien Chess Set. It's mostly mana sites and mines."

Lucien nodded, and the two let the courtyard where the Ankarien Chess Set stood at attention, waiting for someone to give them orders.

Contents

- 1 Overview

- 2 Significance

- 2.1 Spoils of War

- 2.2 The Legacy

- 2.3 Urizen Supply

- 2.4 Opportunity: Legacy of Mezudan

- 2.5 Further Opportunities

Overview

During the Summer Solstice, a force of Imperial heroes used the Sentinel Gate to attack a key location in northern Spiral. The raid was successful, pushing Grendel forces back from the Legacy, and allowing the Empire to capture Ossuary and with it control sufficient land to take control of the territory.

The Imperial Senate determined that Spiral should be returned to the control of the Urizen. Tanwyn Ankarien - former general of the Citadel Guard - was elected Senator for Spiral (with Edmundo of Endsmeet taking her previous position as Senator for Zenith).

While the Empire controls four regions - and thus the territory - the Grendel still control three and still have a significant armed force in Spiral. Their control is centered in Apulus and Ateri, but they are also nominal control of Screed, where squats the Black Plateau.

Significance

Spoils of War

The Civil Service has assessed Spiral, and determined the presence of certain key personal resources that have been reclaimed from the Grendel. As always with spoils of war, the military council has the final say on how these resources shall be allocated. The most common way to distribute them is to allow the General of the appropriate nation to assign them as they see fit - but there are other methods of assignment that might be used.

A citizen who receives one of the spoils of war replaces their own personal resource. There is no additional cost to do so, but the resource cannot be "saved up" or traded on after it is assigned to someone (except following the normal rules).

You can read a list of here.

The Legacy

The Legacy was recaptured, and during the Solstice the Imperial Senate re-allocated it as a national Bourse seat. Mining was quickly re-established with a combination of ushabti and plucky Urizen volunteers, and the first mithril since it was stolen by the Grendel will be available at the Autumn Equinox. This means that the Urizen can choose who will be appointed to this Imperial title to oversee the mine during the Equinox. The decision is made by Urizen owners of mana sites - with the number of votes being based on the size of the personal resource. With the assistance of the Bourse civil servants, any Urizen citizen can register their support for a candidate from anywhere in the nation. The candidate with the most votes takes control of the mithril, and gains a seat on the Imperial Bourse.

Urizen Supply

Like all the territories of the Urizen heartland, Spiral is mountainous, rugged, and dangerous. Many of the spires that once stood here have been destroyed by barbarians, or as final acts by the magicians who inhabited them to prevent their secrets falling into the hands of the Grendel. While Urizen are returning to the territory, and beginning to reclaim lost spires or lay the foundations for new ones, the territory will never be especially wealthy. The population of Urizen is perhaps the lowest of all the Imperial nations, and that shows little sign of changing.

From calculating the effects of these factors the Civil Service has found that the recovery of Spiral will not increase the number of armies that Urizen can support.

Opportunity: Legacy of Mezudan

While Fort Mezudan was decisively destroyed by Grendel sorcery shortly after the Autumn Equinox 379YE, some of the members of the Stonemasons of Mezudan survived the fall of the castle. They have expressed significant concerns about the safety of Spiral - and offered to lend their support to the construction of a castle in Spiral. However, they have also made it clear that they are not interested in rebuilding Fort Mezudan. Rather, they have identified two places where they consider a castle to have strategic value. The first in Apulus, on the coast, where it would be in a position to resist further naval assaults from the Grendel forces, as well as potentially controlling key passes into the Broken Shore. The second is in neighbouring Apstrus, near the old heliopticon tower on the northern slopes - in the right location a fortification here could discourage attacks from the south as well as keeping watch over the unknown lands to the east that lie between Spiral and Axos.

The Stonemasons of Mezudan would also assist in garrisoning a fortification they helped build - but they refuse to even consider starting work until all of Spiral is in Imperial hands. If Spiral were cleared of Grendel presence, the assistance of the Stonemasons would allow a basic, sturdy fortification to be built at the cost of only 64 white granite and 16 Thrones. It would still require a year to construct, and would have to be built in either Apstrus or Apulus, and the Stonemasons are prepared to assist in the construction of only one such fortification.

Further Opportunities

While there has been an uneasy peace in Spiral over the last three months, the situation in Spiral is still volatile. Preliminary assessments of the damaged Damakhans Forge and the ruined Spire of Ankarien have been made, but at the moment work is still ongoing to compile a report of any opportunities that might await in reconquered Spiral. They estimate that work should be completed by the Winter Solstice.

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Limitu Principality House of the Way

Limitu Principality House of the Way does not represent an Imperial title.

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Point of Contact

- 3.2 Ministry

- 4 Appointment

- 5 OOC Note

- 6 The Title in Play

Overview

The position of co-ordinator of Limitu temple is not an Imperial title. Limitu Principality House of the Way (or the Majaviis in the northern dialect spoken in Limitu) is a temple of the Way build by Imperial expatriates in the northern Principalities of Jarm. As part of its operation, it receives regular donations of liao from the Empire. With this in mind, the priests operating the temple have asked that an Imperial co-ordinator be appointed to deal with the donations.

During the Spring Equinox 379YE, Jimenez i Erigo (a representative of a group of priests living in the northern principality of Limitu) approached the Imperial Synod for assistance building a temple of the Way. The Magician-Prince Hillar of Limitu had given the priests - most of them Imperial missionaries - permission to build a "significant temple" in his principality, provided they arranged all the construction themselves. With the assistance of the Imperial priests, the missionaries were able to secure the materials and labour to create the temple, and work was completed shortly before the Summer Solstice 379YE.

During their visit, the missionary representative requested that the Assembly of Nine suggest someone specifically to co-ordinate Imperial support for the new temple of the Way.

Responsibilities

The co-ordinator is responsible for maintaining the relationship between the Imperial Synod and the faithful in Limitu principality. This involves arranging regular donations of liao, and offering advice or assistance to the missionaries in northern Jarm should they require it. In theory, the co-ordinator might also be asked to vouch for the missionaries during any dealing with the Magician-Princes of Jarm.

Liao is very hard to acquire in the Principalities of Jarm, and without it the potent ceremonies of the priests of the Way will be of limited use. If the missionaries at the House of the Way are to encourage the people to take them seriously they will need considerable amounts of this expensive (in Jarm) substance. While they are investigating local alternatives, that is certainly a long-term project.

Powers

Point of Contact

The virtuous priests of Limitu principality will look to the co-ordinator when they require assistance or advice in spreading the Way in northern Jarm. In addition, it is likely that the Magician-Princes of Jarm will likewise expect to deal with the co-ordinator over any business involving the temple, the missionaries, or the practice of the Way in Jarm (especially Northern Jarm).

Ministry

Total Liao Donated

Crystal mana received

12 Liao

10 crystal mana

30 Liao

20 crystal mana

50 Liao

30 crystal mana

The co-ordinator can provide liao to the priests of northern Jarm; in return they receive a small bounty of crystal mana. This functions in the same manner as a traditional ministry. The amount of mana received is reflected by the size of the donation of liao provided. The ambassador donates the liao during downtime from their character page. Liao is removed from, and crystal mana is placed into, the character's inventory when the downtime is processed.

The production of the ministry is entirely dependant both on the gratitude of the priests in northern Jarm, and on the forbearance of the Jarmish Magician-Prince of Limitu.

This exchange represents donations to the missionaries, in return for which the Synod receives a portion of the donations of crystal mana made by Jarmish converts to the Way.

Appointment

The co-ordinator is suggested by the Assembly of Nine, and accepted by the priests in the Jarmish temple. The missionary representative suggested that it would be ideal if the co-ordinator were a magician, given the Jarmish prejudice against "mundanes".

Anyone may hold the position of co-ordinator; as this is not an Imperial title, there is no requirement for the holder to be an Imperial citizen.

The co-ordinator can be removed at any time by the priests of the Limitu Principality temple. The temple itself could be shut-down or embargoed by the Magician-Prince of Limitu Principality, or by an order of the Jarmish House of Princes. The Assembly of Nine could also reassign the position at any time by sending a Messenger to Limitu temple informing them of the change.

OOC Note

The position of Co-ordinator is not an Imperial title. A character could hold this position and still have an Imperial title. The Empire has little control over the position; in theory possession of the title and how it works is at the mercy of non-player characters. The Senate cannot abrogate the existence of the position, nor amend its powers or responsibilities. Likewise, while the Assembly of Nine can appoint someone to the position, there is no requirement for the missionaries (or the Jarmish princes) to recognise a candidate they deem unsuitable.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

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Lineage

Contents

- 1 Overview

- 2 Creating a lineaged character FAQ

- 3 Creating a lineaged group

- 4 Playing a lineaged character

- 4.1 Lineage and the Eternals

- 4.2 Gaining lineage in play

- 5 Limits on lineage

- 5.1 Trappings

- 5.2 Backgrounds

- 6 Frequently Asked Questions

Overview

Lineage represents the touch of magic in your blood, and can occur in many ways. Parents with lineage often give birth to children of the same lineage while the offspring of a human and an eternal herald, while rare, always expresses the appropriate lineage. It is also common for fully human parents to give birth to a lineaged child for no apparent reason. Lineage often comes through the blood, or from exposure to a strong magical aura when very young, but can also occur for other reasons, for instance a child born in a primal forest, under the influence of the realm of Spring might become a briar in later life while a child born during a great famine when Winter holds sway might be born a draughir. Likewise, some places simply have a higher incidence of lineage among the children born there - places like Syrene in Casinea or Spiral Castle in Weirwater.

Creating a lineaged character FAQ

If you wish to play a character that is not fully human but you do not want to play an orc then you may select one of the six lineages that are available to a human character. Each lineage is linked to one of the six realms - so if you wish to have lineage then you must pick one of the six shown above, you cannot create your own lineage. Only humans possess lineage, Imperial Orcs are not affected in the same way by the magic of the realms and do not generate lineage.

Lineage has no effect on your character's skills or abilities but each lineage has a list of trappings - physical and mental characteristics associated with the lineage. You need to decide how much lineage you want your character to possess. It is possible to have only the slightest touch of magic in your blood or to be very strongly affected. How lineaged your character is based solely on their appearance and the way you roleplay the character. If you choose to use most of the mental and physical trappings and to make any phys-reps large and impressive then your character is strongly lineaged (often called high lineage). If you only adopt one or two of the trappings and they are subtle or difficult to spot then your character is not strongly lineaged.

Each lineage has an iconic trapping (such as horns for cambions or pointed ears for changelings). This is the most common physical mark for lineaged characters but is not a required element.

There is a section about attitudes to the lineages in each of the nation briefs. There are individuals of every lineage in every nation in the Empire, lineaged characters are considered human, and for the most part they are fully accepted in most lands. The only exception are briars who enjoy a poor reputation as violent and confrontational individuals and suffer prejudice in most nations as a result.

Creating a lineaged group

Individuals with lineage often feel more comfortable in the company of others who share their lineage. Because of this, and the fact that lineage has some tendency to run in the blood, it is possible to create a group of characters who share a lineage. Such characters may have been born in similar circumstances or they may have chosen to seek each other out and work together. For instance, the members of a thane's hall in Wintermark may all be briars due to the presence of a powerful Spring aura in the area. Or a band of Dawnish knight-errants may all be draughir, having chosen to quest for glory together.

Playing a lineaged character

Each lineage has a description of how the touch of magic influences the personality and attitudes of a character with that lineage. These are meant to be useful hooks to help you build an iconic and interesting character as well as a way to make lineage more interesting for those who interact with them. However it is up to you how you create your character, you are free to interpret these elements as you wish. Even if your character possesses all the physical trappings of a lineage, you don't have to roleplay the mental trappings of a lineage, it simply means your character's personality is not affected by the magic in their blood - that they do not have high lineage.

Lineage and the Eternals

The eternals are known to sometimes respond positively to approaches from individuals with high lineage of their realm. In effect they may see a character with high lineage as one of their own and a powerful and important lineaged character is more likely to be treated as an equal. This does not guarantee good treatment, it does not guarantee that the eternal will respond positively, it simply improves the likelihood of being well received, particularly at first meeting. The physical or mental trappings of high lineage are equally likely to help make a good first impression on an eternal of the appropriate realm.

Gaining lineage in play

If your character starts play as human, then you cannot simply choose to adopt a lineage. Lineage that appears spontaneously does so during childhood; adults do not become lineaged without a reason. The only exception to this rule is for young players - especially at the point where they pass their citizenship test and gain their skills.

There are several ways to gain a lineage in play. Some eternals will offer to help with the transformation for those who seek out their aid. Traumatic wounds may include text that states that if your character is healed using magic then they may choose to become a briar. Traumatic wounds caused by magical events such as rituals that go badly may expose a character to the magic of the realms and present a similar opportunity to change lineage.

Certain eternals have a strong connection with the lineage associated with their realm: (Yaw'nagrah with briars, Meraud with changelings, Prospero with cambion, Sorin with draughir, Roshanwe with merrow, and Azoth with naga) and may be prevailed upon in play to provide access to boons that allow a human to gain lineage. One eternal - Ylenrith - has the opposite association, being known to grant boons that remove lineage from people who wish to become fully human. These boons generally require tasks or payment of some sort depending on the eternal and the circumstances - or the eternal may offer their boon as a reward for a service.

Some magic can give a player the option to gain lineage - sometimes as a side effect. This process is little understood - there are certainly rumours of rituals that increase the likelihood of children being born with lineage in a given area or to given parents - but permanently granting an adult lineage (or removing the same) usually requires powerful ritual magic backed with ilium to allow a lasting change to their essential nature.

It is exceptionally difficult to change lineage - even more difficult than becoming lineaged if one is human. No known magic will reliably change lineage - in the rare occasions where it has been achieved it first requires the person to lose their lineage, becoming fully human, before gaining a new lineage via the normal (arduous) process.

Becoming lineaged, or removing lineage, are both significant goals your character can accomplish in play, but they are likely to take time and effort to achieve, and success is by no means guaranteed.

Gaining lineage is never obligatory - it is always an out-of-character choice by the player, but it is something that you can only choose to have happen in response to in-character events.

Limits on lineage

Trappings

There are only six lineages available and the physical trappings listed for a lineage are the only trappings that should be used. You should not mix physical trappings from different lineages or invent your own physical trappings - e.g. you cannot play a merrow with horns or a third eye.

If you want to phys-rep one of the trappings with a slightly different technique or style to the ideas suggested on the lineage pages then that is absolutely fine. If you want to use different trappings to the ones listed then you should email us to discuss your plans. Your request must be an extension of the stylistic concepts listed for the lineage, for example there are no circumstances under which your changeling can have fiery red skin as a trapping. If the trapping you have requested is a good fit for the lineage, then we will add it to the list of minor trappings available for the lineage.

When you create your character you must choose at that point if you have a lineage. If you choose a lineage then you must phys-rep the degree of lineage that your character has.

Some individuals with lineage may find that their lineage grows stronger with the passage of time. If you want to do this, then your build on your phys-rep over time to increase the degree of lineage that your character has. The precise mechanisms by which your lineage grows stronger vary from character to character, it may be the passing of time, exposure to magic, etc.

This process does not go in reverse, you cannot become more human over time. However if your lineage trappings are problematic, for example if you are having an allergic reaction to a prosthetic, then you can reduce or change the way your lineage manifests. Otherwise please try to keep your lineage consistent.

Finally, it is not possible to play a lineaged character with no physical trappings. You may choose to have the bare minimum, but you must have at least one of your lineage's physical trappings if you possess lineage.

Backgrounds

No matter the circumstances of your birth or the way you came to possess lineage, your character must have been raised in the mortal world. Humans cannot survive in the realms themselves. Mortals who claim to have visited a realm have in fact visited a chamber - a place that exists part way between the mundane world and the realm. Some of these chambers are very large - one might contain an entire forest for example. For this reason you character's background cannot include a visit to a realm, you cannot have grown up in a realm or have been raised there by Heralds or an Eternal. You may have visited a chamber and spent time there, but even in these cases it is unlikely a background where you are raised by heralds of eternals will be approved.

Frequently Asked Questions

There is a specific page for frequently asked lineage questions. If you cannot find an answer there, you can e-mail rules@profounddecisions.co.uk

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Lions of Phoenix Reach

Contents

- 1 Rules

- 1.1 Summer Magnitude 24

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 2.1 Spirits of the Summer Realm

- 3 Common Elements

Rules

Summer Magnitude 24

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a mana site. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual calls a group of burning spirits from the Summer realm, who take on physical forms drawn from the material of a mana site. The magical flows of the mana site are used to bind the spirit and the material together.

The owner of the mana site experiences a roleplaying effect: you feel an urge to destroy small, fragile objects, especially if those objects can be consumed by fire.

The beasts effectively form a powerful military unit under the control of the character who controls the target mana site, and fights under that character's command during the coming season. The target mana site produces no crystal mana during the coming season. At the end of the season, or if they are destroyed, the beasts return to the mana site and explosively discorporate, restoring its production to normal.

The military unit created consists of supernatural troops that can be assigned any of the tasks that a normal military unit can undertake. While they are effective at all these tasks, the warriors are especially well suited to fighting as part of a campaign army and receive a five rank bonus (equivalent to an additional 100 fighting force) when they do so.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional mana sites in the same territory. Each additional mana site increases the magnitude by 18. The character who controls each mana site must be present throughout the ritual, and each receives control of their own military unit.

Description

This ritual was developed at the Halls of Knowledge in Zenith under the direction of Provost Octavius. The initial work on the ritual was performed by Ioseph of Phoenix Reach who created an arcane projection designed to pull spirits from the Summer realm into the mortal world, clothe them in metal and stone armour, and unleash them on his enemies.

In the process of concluding the formulation, some modifications were required to the arcane projection. No prior agreement exists with any eternal or spirits of the Summer realm, so the ritual needed some redesign to allow it to lure the entities who would be armoured in fire and stone to form the supernatural warriors. The work was relatively simple to resolve, adapting some of the formulae involved in forming the shadow warriors and crystal guardians in the similar – yet distinct – rituals of Night and Day.

Calling up actual magma from the earth itself, especially in a controlled fashion, proved to be significantly more difficult than the arcane projection might have suggested. In the end, it proved unnecessary – and might have even been counterproductive – to the final intent of the ritual. Indeed, some of the scholars working on the ritual theorised that toying with volcanic forces might be easier with the Spring realm – but that attempts to do so in a controlled fashion were almost certainly doomed to messy and destructive failure.

This ritual does not draw on the power of an eternal – rather it reaches into the Summer realm and pulls force spirits of fire, sunlight, and destruction. They naturally take the form of potent war-beasts – lions, rams, drakes, bears, and bulls. It is possible that they could take more humanoid shapes if they wished – but so far they have resisted any attempt to make them do so as this would make them (in their own words) “far too small and heavy”.

The ritual enchants a mana site. In a dramatic and somewhat awe-inspiring display, burning golden columns of fire and light swirl into existence at the points where the flows of mana are most concentrated. Crystals and other materials are torn from the ground into these swirling columns, along with chunks of stone and any nearby metal. These materials fuse with the columns of fire, which collapse and take on the form of great beasts. So far the most common forms identified were great lions, armoured bears, massive oxen, proud rams, and more than a few great draconic shapes similar to wyverns or large drakes.

The bodies of these creatures burn constantly, providing warmth and light in a large radius. They are almost impossible to miss, but they are armoured by shaped plates of metal, crystal, and stone. When they eventually launch their suicidal charge, they flame like comets into the heart of the enemy ranks and burst with a thundering detonation that can be heard for miles around.

The Lions of Phoenix Reach are best suited to assist an army on the battlefield, although their fiery presence means they ideally need to fight by themselves a safe distance from mortal soldiers – especially soldiers who do not want to be caught in the inevitable fireball when they explode.

They can also, in theory, be instructed to engage in paid work. Several of the magicians working on the ritual appeared concerned about this and argued that it should be made impossible to use them in this fashion for the safety of innocent bystanders, but even attempting to do so would have required the magnitude of the ritual to be increased ruinously. In the end, the calmer head of Gerontus of Horizon's Reach prevailed – they pointed out that the Lions were ultimately tied to the will of the one who operated the mana site, and as long as they resisted the Lions' desire to incinerate everything nearby there should be no more danger in them protecting a caravan or guarding a brothel than in assigning them to fight alongside Imperial soldiers.

Spirits of the Summer Realm

The spirits are immaterial in their natural state, the power of the ritual forces them to create physical – albeit powerfully energetic – bodies with which they can interact with the material world. Their exact provenance is unclear – they do not appear to belong to any specific eternal court and they are not especially communicative. As near as can be determined by brief conversations – they appear intelligent if not especially bright in human terms - they variously call themselves Sun Brothers, Burning People, Gildenfire, and Skyborn. They claim to live in the sky and in “the high places where stone dances” - possibly a reference to a Summer realm volcano.

They talk about making themselves “tiny” and “heavy” when they are summoned. Given that one of these entities is several times the size of an ox, their true size must be immense indeed. One of the magicians responsible for working on the ritual suggested that it might be that in their natural form they are composed of some magical substance part-way between cloud stuff and light, and that becoming material limits them in some fashion.

While they fight alongside an Imperial army at the command of the individual whose mana site provided their corpus, they are extremely volatile. It is difficult to prevent them from charging into the thick of the enemy lines and exploding violently in a conflagration of flame that burns everything in their path and sends pieces of their metal armour spearing outwards in a ring.

Like many such spirits, they seem largely unconcerned with the prospect of death. It appears likely that, as with the spirits called up with rituals such as Conclave of Trees and Shadow, Carve the Crystal Guardian, Quickening Cold Meat, Foam and Spittle of the Furious Sea, Thunderous Tread of the Trees, and even Knights of Glory or Clarion Call of Ivory and Dust, the spirits simply return to their realm when their bodies are destroyed.

Common Elements

The ritual may include a map of the mana site to be enchanted. Urizen scholars who worked on the ritual suggest that a map of the entire area may be useful to gather more information about the likely flows of mana that surround the site, allowing that information to be woven into the invocation itself.

Where possible the ritual should be performed using at least some crystals that come from the mana site in question although this is not a requirement. Other common features include minerals or stones from the target area; valuable metals such as orichalcum or weltsilver; symbols of Pride or Courage; or armour (especially pieces of magical armour rich in orichalcum).

As with many Urizen rituals, mirrors, light and careful invocations are common elements. The spirits themselves have a resonance for items such as these that capture or involve fire and light – but they have just as much resonance for weapons of war.

Verys, Rune of Strength, and Mawrig, Rune of Destruction, are both ideal for use with this ritual. One Dawnish witch, Percival of the Crimson Petals of Whispermere, has already suggested it would be an excellent ritual with which to evoke the characteristics of the dragon - irresistable force, majesty, the power to destroy small villages - but admits they have yet to actually attempt the ritual in this fashion but promises to keep the Conclave appraised once his experiments are completed.

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Litany of the Labyrinth

Description

This reliquary often takes the form of something which names can be recorded in or on. A large book is a common choice, or a stone tablet onto which names can be inscribed. It is normal for such a tome to be reforged, ensuring that the names of historical members of the sect are not lost. Another possibility, popular in Wintermark, the Brass Coast, and among the Navarr, is a large bowl in which tokens bearing the names of sect members past and present are kept. Regardless of the precise form, the Litany of the Labyrinth offers a subtle reassurance to every member of the sect that when they die their souls will pass safely beyond this life and ultimately be reborn.

In Urizen, these items often take the form of a crystal or glass box, often shaped like a lantern, and commonly illuminated by a carefully shaped lightstone. When they join the sect, a new member places a small chip of lightstone or tempest jade into the container. Traditionalist Urizen sects sometimes refer to such a reliquary as a Psychopomp's Lantern, referencing a largely discounted belief in "wise spirits" that gather the souls of the dead and carry them into the Labyrinth to begin the path to reincarnation. While the belief in psychopomps is not heretical per se, it has very much fallen out of fashion among modern adherents of the Way. That said, it is a belief that is by no means restricted to Urizen - there are stories in Varushka of virtuous animals who lead a dead person out of the mortal world, for example, and the idea that birds may serve a role similar to that of a psychopomp is common in some parts of Wintermark (albeit traditionally in the opposite direction, as it were).

Some citizens who have made use of the Litany have reported an additional effect. Members of a sect who have the dedicate skill have claimed that touching the item when one of their sect mates has died recently sometimes brings an emphatic sense of loss - a conscious awareness of the loss and the identity of the person who has died. This power is poorly understood and does not always appear to function.

Rules

- Form: Reliquary. Takes the form of a ceremonial reliquary.

- Effect: A member of the sect will never become a ghost, herald, eternal, or conscious unliving creature. If they are the target of Whispers through the Black Gate or a similar effect, they will appear calm and aware that they are dead.

- Roleplaying Effect: When any member of the sect is terminal or dying, they may roleplay stoic acceptance rather than roleplaying being in pain.

- Materials: Crafting a Litany of the Labyrinth requires no special materials. It takes 2 months to make one of these items.

OOC Note

If a member of your sect has died recently in game then they are welcome to let you know out-of-character that they have died so that you may choose to become aware of the death the next time you touch the item. The only thing your character can learn in this way is that your friend has died; you cannot learn any of the details involved with the death or the manner in which they died.

The player of a character who died while part of a sect bonded to a Litany of the Labyrinth will receive a slightly different briefing when playing their ghost. It is important that you make sure the person delivering the briefing to them knows this special circumstance exists.

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Little Boats (Redirected from Little Boats (Summer 379YE))

Redirect page

Little Folk of the Empire

Written by Irina Akulinovna Kotor, in the position of High Bard of the Empire, for the celebration to commemorate Empress Lisabetta’s first year on the throne.

A .pdf of the music and lyrics can be found here.

Oh heroes of the Empire As your great deeds you do. Remember ye well the little folk who work and fight for you

The virtuous priest of Highguard His cleansing bell shall toll. With each new day he shows the way. He guards the Empire’s soul.

The bannerwoman of the Wintermark Her head held high and proud With strength of arm she weathers the storm Courageous and unbowed

The Urizeni magus So subtle deep and wise Seeks without fail secrets to unveil Plucks knowledge from the skies

The joyful Freeborn sailor The tiller firm in hand So bright and brave she skims the waves 'Til she safely comes to land

The staunch and loyal Navarri They walk the trods so wide No soft warm bed to lay their head Their spear is by their side

The brave Varushkan Warden She bears a heavy load In broad daylight or gloom of night She watches over the roads

The glorious Dawnish noble Calls all to pay him heed Proclaims aloud, so clear and proud His great and mighty deeds

The orc in the hills of Skarsind Watching the clouds roll by See how she roams her newfound home As free as the wind and sky

The Leaguer in their counting house Takes care of every ring And all can see the prosperity Their wise investments bring

The Marcher in her garden Her hands deep in the soil She tills the fields and the land she heals With good and honest toil

So heroes of the Empire As you march off to war Remember ye well the simple folk Who you are fighting for

(Optional) And I ask thee Imperatrix O patron of beauty and art The people of each land you hold in your hand Hold also in your heart.

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Little boats

The Semmerlak has always been a little more unpredictable than it should be as a lake - prone to storms and odd tides. Islands appear and disappear from time to time. Seabirds avoid crossing it from north to south or east to west. There are several stories of fat fish pulled from the depths that speak in human tongues, promising riches or hidden secrets; stories of poached salmon that when cut open are discovered to contain magical rings or odd metal coins.

The Varushkans on the northern shore do not trust it; they say that something dwells in the depths that lures sailors to their cold and choking graves. The Dawnish tend to laugh at them - there is magic in their lake, of course, but it is the magic of Summer spirits and fey spirits more likely to seduce one ot a night of passion than to drag anyone down into the deeps. Both nations claim it as part of their territory.

Then there's the Druj to consider - they claim the eastern shores and the waters thereof as part of the Mallum. If they have an opinion of the magic beneath the waters of the immense freshwater lake, they keep them to themselves. Not since the attack against Weirwater during the reign of Empress Varkula have the Druj attacked in force across the Semmerlak ... and there have been no significant raids for twenty years. Still, both Dawnish yeoman and Varushkan fisherfolk know to avoid the rocky shores where the sun rises.

Three days past, as the sun rose above the mountains, yeomen at work on the shores east of Lacre spotted three little boats approaching across the waves, out of the Summer mists. Crude in construction with bile-yellow sails they were with a bank of oars on either side. Banners flutter on each boat, tossed by the early wind that tears the mist apart like fragile lace. In the prow of each stands an orc.

A Druj orc.

Just outside bowshot, the sails are furled and the orcs strain against the oars to keep the little boats stationary. One after the other, the three orcs raise curving bone horns to their lips and blow a single discordant note that echoes across the water. Once, twice, a third time. Then they wait.

The yeomen discuss the matter quickly. Perhaps a speculative arrow is fired. The swiftest are dispatched to Lacre to raise the town. In less than an hour the fist nobles arrive. As if at a signal, one of the orcs leaps from their boat and swims determinedly towards the shore. Bows are readied but ... what threat is a single orc to the people of Dawn? A spyglass trained on the little boats shows each bears no more than a dozen orcs, and that most are clearly sailors not warriors. Thirty orcs? Against the might of Dawn?

The swimmer pulls himself erect in the shallows, the water coming up to his thighs, reaches behind him slowly and pulls forth a length of wood with something wrapped around it. With exagurated gestures, he unties the thongs around it, a little unsteady in the cold, fresh water. A pale flag unfurls, marked with the rune of Lann crudely stitched in green thread. He holds it up above his head and calls to the men and women on the shore.

"We come in peace!" he croaks. He clears his throat, hoicks a gobbet of phlegm into the water.

"We come in peace, under flag of truce!" he shouts, with more confidence. "Under flag of truce, we come. We wish to speak to your Senate."

He waits a moment, wades a few steps closer to shore.

"We come in peace! We wish to speak to your Seante! We wish to discuss ... peace."

Nobody says anything. The only sound is the wind, and the calling of the fulls, and the gentle lapping of the waves against the shore.

Overview

Last year, a Druj delegation came from Reikos to talk to the Imperial Senate and it did not go well for the orcs.

This year it appears the Druj are trying again. Three little boats have crossed the Semmerlak from the Mallum. Once they have unloaded a small band of Druj "diplomats" two of them turn to the shore and one remains at anchor well outside bowshot, sails furled, waiting. it resists all efforts to communicate with it but makes no show of hosility. The yeomen of Lacre watch it carefully, day and night.

The diplomats have invoked the law of delegation protection; they come under a flag of truce, and they are making their way towards Anvil. Their leader has expressed a desire to be treated as guests of Dawn - and has praised the "honour and reliability of the people of the rising sun." They have specifically asked that the Dawnish protect the law of the Empire and keep the Druj diplomats safe so they may discuss terms for an end to hostilities and the dawn of a new age of peace between the Mallum and the lands of the west.

Significance

The law of delegation protection (as amended by the Imperial Senate during the Winter summit of 378YE) states that "Any delegations from barbarian nations who arrive on the field of anvil under a flag of peace shall have protection under the law as if they were imperial citizens for the duration of their visit and for their direct passage out of the empire."

The Constitutional Court believes that intent of this law is clear - while the Druj are on the field at Anvil, they are protected by all the laws of the Empire. Likewise, they are expected to respect and uphold those laws. Any violence against them will be treated by the magistrates as if it were violence against an Imperial citizen.

It is likely the Druj delegation will arrive on the second day of the solstice, some time after noon. Their escort intends to send runners to alert the people of Dawn when the Druj diplomats are close to Anvil.

Resolution

The Druj delegation came to Anvil and engaged in extensive negotiations. The Senate discussed a proposed peace treaty. After the summit, the Druj returned to the Mallum safely.

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Livery Coat

Members of a Marcher household wear the livery colours in some way. Households often wear matching livery jackets - and here's a guide, although simple sashes or badges are also effective ways of showing affiliation.

- How to make a livery coat

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Livery Coat (Redirected from Livery coat)

Members of a Marcher household wear the livery colours in some way. Households often wear matching livery jackets - and here's a guide, although simple sashes or badges are also effective ways of showing affiliation.

- How to make a livery coat

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Llofir

Contents

- 1 Eternal of Spring

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Spring

Sobriquets

Most commonly, Llofir is sometimes The Quiet One or sometimes simply as Ruin.

Like many Spring Eternals, Llofir appears to have no true discernible gender as mortals understand it; some may call it the Rotlord while others refer to it as the Lady of Spores. Occasionally it is referred to as The Great Fungus but seems almost entirely unconcerned with what names mortals give it, and appears immune to flattery.

Appearance

As with Eternals such as Yaw'nagrah, Llofir is believed to be truly massive - an entire ecosystem with a single consciousness behind it. Where Llofir differs from other Spring Eternals is that its body is composed of fungus and moulds - sometimes on an epic scale. It is known to 'bud' smaller, humanoid forms that are in some way vessels for its consciousness with which it can speak to mortals; many of these strange creatures serve as its heralds, guards and courtiers. They range in size from a few feet tall through dangerous animalistic creatures to massive, shambling horrors that move like a tide of animate matter.

Its heralds most often appear as humanoids infested with rot and fungus. Often quiet and slow-moving, their appearance is a little deceptive - they are actually creatures in their own right rather than reanimated flesh.

Concerns

The Quiet One is usually described as calm, placid and extremely long-sighted. Where other Spring Eternals live in the moment, Llofir seems utterly disconnected from concerns of past and future. It in some way exemplifies ideas of natural rot, corruption, decomposition and decay - the way things tend to break down into simpler forms, from which new things arise. It is also fascinated with disease and sickness, and the way they cause healthy organisms to fall apart or become weak.

Some magicians believe that Llofir's interest in rot and decay extends beyond the physical, literal manifestation of decomposition and include the philosophical idea that complex structures such as societies and Empire also need to be periodically killed and broken down so that new societies can grow from the 'mulch' they leave behind. This would be a very sophisticated position for a Spring Eternal to take, but not entirely inconsistent with the 'long view' that Llofir appears to take.

Boons

The Great Fungus has a few boons of interest to magicians; some have to do with encouraging decay and collapse, or the destruction of crafted goods or structures. Others have to do with the hallucinogenic or poisonous properties of many fungi, while some magicians have successfully bartered for the Quiet One's support in the form of the loan of his fungal servitors.

One boon he is usually happy to give is substances that help in the performance of rituals such as Turns the Circle and similar effects that either encourage decomposition, or destroy undead and unliving corpses. Llofir is widely believed to have an uncharacteristic hatred for things which inhabit dead flesh and prevent it rotting.

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Lodestone Shears

Description

These tools allow an artisan to extend their ability to deal with the bonds that all enchanted items require. They most often take the form of a small pair of shears, scissors or snips, depending on the materials the artisan works with. Some traditional crafters - especially in Wintermark, Varushka and among the Navarr - favour rune-carved blades, with which they inflict a tiny nick on a person whose bond they are severing. Often a little of the blood is used to sketch the rune Evrom on the item, assuming both owner and item are present.

Whatever form they take, lodestone shears are usually made of heavy metal and generally marked with the Rune of Ending.

Rules

- Form: Talisman. Takes the form of a tool. You must be holding this item in hand to use its magical properties.

- Requirements: You need the Artisan skill to bond to this item.

- Effect: If you have the artificer skill, you may use these shears twice per day to cut a bond connecting to any item you can make as if you were casting the create bond spell.

- Materials: Crafting Lodestone Shears requires seven measures of beggar's lye and six ingots of tempest jade. It takes one month to make one of these items.

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Lonely, dark and deep

The drums around the ritual circle died down as Drefa completed the ritual. This was the third time he had led the Dance of Navarr and Thorn, the third time that the Voice of the Quiet Forest had called upon the power of Spring to expand the trods. It wasn’t just his coven though, they had used the belt of the Archmage to aid them and all the Spring vates in Anvil had played their part.

The young Knight watched as the mist drifted in the wind. This wasn’t unheard of, the miasma within Brocéliande was often carried by the weather, but normally it was short lived. The danger was always if creatures travelled in the miasma, sometimes husks but more often ettercaps or dire spiders that were hunting for new food. It would be a glorious fight against the creatures, but he needed to warn the yeomen first - the miasma was dangerously close to the little farm.

In the Broc the young Thorn fired another arrow at the vallorn spawn that came stumbling from the Black Boughs. He had only recently recovered from greenlung and was eager to prove himself to the rest of his steading. The husks fell to the arrows easily, but stood again too soon. The sound of hunting horns rung in his ears as the rest of the Thorns came to repel the threat.

The tall skinny orc looked at his companion, the barbed thorn had caught him deep in the leg. They had been sent deep into the forest yet again. “Sort your own problems out…” he snarled “If we don’t report back to Greenmask we’ll both be skinned for our trouble.” His companion screamed as the barbed thorn seemed to wriggle in his wound, still alive even though it was no longer attached to the vine. He would be glad to leave this forsaken forest. He pulled out a vial of swamp fever and threw it to his companion… “Better this, than let the forest get you.”

Overview

In Brocéliande, the vallorn is shifting ever-so slightly, obviously aggravated in some way. There are scattered reports of vallornspawn attacking people and settlements on the outskirts of the dark forest.

The remaining orcs in Elerael seem to be pulling back to Reikos, and it is unknown what (if anything) they have done to provoke the vallorn, but they seem to have more of a knowledge of it than the other orc tribes.

The repaired trod network must be draining the power of the Vallorn and weakening it, but like a wounded animal it lashes out in response.

Significance

Scouts report that the Druj are leaving Elerael unoccupied; with the vallorn shifting restlessly it is possible that it will be able to expand into that deserted territory with ease.

Alternatively it would be easy for an Imperial army to take the region with minimal resistance, claim it for the Empire, and push back the vallornspawn before they can establish themselves.

People on the borders of Casinea, Astolat and Semmerholm also have to be wary of the vallorn miasmas and incursions from the forest, for if they cannot expand to Elerael they could damage farms and forests on the border territories. It is extremely improbable that the Vallorn itself could expand past the borders of the forest, but the pestilent mists and roaming predators do not respect the territory boundaries.

Resolution

After the Summer Solstice, thick clouds of miasma spreads from Brocéliande into Casinea, Astolat and Semmerholm, accompanied by scattered reports of bands of ettercaps attacking people on the outskirts of the forest. The insect-horrors were swiftly dealt with, and the miasma does not spread too far from the borders of Brocéliande and soon dissipates.

Over the next month, however, a wave of transformation strikes the farms and forests in those three territories. A quarter of their produce emerges twisted and strange. Orchards produce unnatural fruit; iridescent butterflies emerge from their cocoons misshapen and monstrous; ambergelt flows slowly and solidifies quickly into weird shapes and shades.

The yeomen and farm workers largely deal with these plants with fire. Magisters and witches, however, soon discover that some of the fruit of this unnatural excursion can be employed in a similar fashion to crystal mana when performing rituals of the Spring realm. It is as if the fruit contains some of the limitless, fertile energy of that fecund Realm - or of the vallorn itself.

OOC Note: More information about this event can be found here.

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Long Tom Goodfellow

"A coin unspent is merely a piece of pressed metal, but a coin spent is the key that unlocks a world of undiscovered delights! So, another drink in honour of the orphans of the Little Mother before you hit the road?"

Virtue

Tom Goodfellow was recognised as an exemplar of Prosperity by members of the Imperial Synod in 56 YE.

Biography

Tom Goodfellow, most commonly known by the epithet Long Tom or Long Tom Goodfellow, is respected throughout the Empire as a master apothecary, adviser to the First Empress and an exemplar of Prosperity.

There is some dispute regarding the birthplace of Long Tom Goodfellow, with people of The Marches, Wintermark and Varushka all claiming he was born within their nation (and claiming he was born with slightly different names). However, some scholars postulate that it makes far more sense that he was originally Navarri. There may be some credence to this, given the amount of travelling he did and his involvement as a personal aide and diplomat to various nations while in service to the First Empress.

The first recorded mention of Long Tom Goodfellow is as an established apothecary who, so it is rumoured, travelled throughout the northern nations upon a horse drawn caravan. He would stay in hamlets and towns for brief periods, dispensing medicines, herbs and tinctures from a temporary shop. He never charged for his cures but wherever he went he would stand upon a small ornate wooden plinth and instruct the local populace in the Virtue of Prosperity. For his service he would ask that people donate whatever they thought fair for their healing.

In the small community of Essk, the people had suffered a particularly harsh winter and had nothing to offer. Long Tom could not stand to see the people suffer and so he offered them what few provisions he had brought with him. It is claimed by witnesses that he climbed upon his plinth and implored those gathered to purify their spirits and devote themselves to the Way. While doing so, he became so infused with spiritual purity that he was able to heal the sick with but a touch of his hands. This is widely known as The Great Healing of Essk and is recognised to be a miracle.

As part of his trade, and almost certainly as a way to drum up business, Long Tom brewed and sold his own ales. His beers gained almost as much fame as his medicinal concoctions and were sought by innkeepers from Liathaven to Karsk for their ability to boost a person's constitution and improve their moral outlook. Today, Long Tom's brewery is based in Anvil and is a major distributor of fine ale that is transported and sold throughout the Empire.

Word of his pious nature and skill as an apothecary grew, eventually reaching the ears of the First Empress. It is believed that she summoned him to a meeting and was so impressed with his knowledge and charming disposition that she employed him to her service. Over the next few years Tom Goodfellow proved a valuable asset as he traveled the lands preaching to and healing those in need. His reputation granted him audiences with people in power and his sharp wit, gregarious nature and penchant for diplomacy opened many doors that eventually led to early negotiations with the First Empress and, ultimately, her foundation of the Empire.

Today, Long Tom is officially remembered for his preaching upon the Virtue of Prosperity and his pious work on behalf of the sick and needy of the early Empire. However, he is most commonly celebrated for his love of fine ales, his gregarious nature and effervescent humour. Patrons of taverns and hostelries still recognise his pious achievements when they donate to the charity barrels situated on the bars of such establishments. The prosperous display of “Tipping Long Tom" is met with a customary cheer and sometimes, depending on the amount of drink involved, an impromptu speech.

During the year 56 YE, a decade after his disappearance in the forests of Varushka, the Imperial Synod recognised Long Tom Goodfellow as an exemplar of Prosperity.

It is believed that Long Tom's spirit is so pure that he is close to attaining the status of paragon. Indeed, many priests argue that he has already attained paragonhood and the fact that no mortal has witnessed a past life vision of Long Tom is proof of this. Should this remain true, it is merely a matter of time until Long Tom is recognised as a true paragon. A number of priests claim that should the 'Plinth of Essk' be recovered, that this would be recognised as a relic and would be further evidence of Long Tom Goodfellow's elevated status as a paragon.

Signs

The Assembly of Prosperity cited the following signs of Long Tom Goodfellow's exemplardom:

- Long Tom Goodfellow's devout healing of the sick of the early Empire, as well as his pious instruction upon the Virtue of Prosperity is recognised as a sign of benevolence.

- To this day he is still an inspiration to orders of itinerant priests and healers who travel the land, preaching and curing the sick.

- The Great Healing of Essk is recognised by the Imperial Synod as a miracle.

- Many people attempt to replicate the journeys and lifestyle of Long Tom Goodfellow. For some this is a life choice to which they become devoted, for others it is a temporary expedition during which people hope to further their understanding of the virtue of prosperity. For all, it is a recognised by the Assembly of Prosperity as a pilgrimage.

- Long Tom's ability to sermonize upon the virtues of prosperity and thereby enlighten the leaders and people of the pre-empire is recognised as a sign of salvation.

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Long roads to ruin

"What in Vardas' name are they doing?" Julienne shaded her eyes against the early morning sun and tried to get a better look at the Druj camp.

Her companion Herber shrugged his slim shoulders. "I have no idea. They won't let anyone get close enough and when you ask them they just say it's because we're treacherous murderers and rubbish like that."

He chewed his moustache speculatively. "Is it just me ... or are these Druj a lot less ... cheerful than the last lot?"

Julienne raised her eyebrows. "I'd never call a Druj cheerful."

"You know what I mean. They seem ... gloomy. Grim? Like a Varushkan almost. Resigned? Bitter?"

"Well we did just kick the snot out of them in a war and then kick them out of Anvil last time they came down. I'm surprised they're trying again."

"Yes ... maybe. You're sure they're not doing curses or something?"

"I've got no idea, but Ser Guen says she's pretty certain they're weaving enchantments but she's no idea what. There's no sign of anything in the ..." the yeoman waved her hand vaguely in a gesture designed to communicate magic and a lack of comprehension ".. the air or whatever it is witches divine. I said she ought to get closer and find out more, but she said she wasn't going to do that as it might cause trouble. I think we're going to let it be other someone elses' problem. Wiser heads than ours and so on."

Herber nodded absently. The pair continued to watch the Druj, listening as their slow beating drums came to an abrupt crescendo and the lead ghulai slashed a short curved blade across the face of the warrior in front of them. Then the drumming began again, surprisingly quiet against the backdrop of early-morning birdsong."

Contents

- 1 Overview

- 1.1 The Druj

- 1.2 The Thule

- 1.3 The Grendel

- 1.4 The Barrens Orcs

- 2 Significance

Overview

Four delegations of orcs are coming overland to Anvil.

The Druj

Last summer a delegation of Druj came across the Semmerlak to negotiate a treaty with the Empire. They returned empty handed. Six months later, as the Winter Solstice nears, it appears they wish to try again. A contingent of a dozen or so orcs cross the Semmerlak from out of the Mallum, under a flag of truce. They invoke the law of delegation protection, and barely wait for an escort before beginning the overland trek to Anvil. Unlike the previous delegation which was quick to praise the "honour and reliability of the people of the rising sun", these Druj keep very much to themselves. They camp apart from their escort, refuse offers of hospitality, make no effort to mingle with their human hosts. All they will say is that they intend to address the Imperial Senate on a serious matter.

The delegation contains a coven of ghulai. Each morning before the group sets off, they perform ceremonial blessings on themselves, and on the warriors accompanying them. When queried by their suspicious escorts, the Druj will say only that they are taking precautions; they are traveling through the lands of people who have demonstrated their understanding of treachery and of attacking their enemies when they least expect it. They respect it; but their ancestors would shame them if they did not treat traveling through the Empire as at least as dangerous as traveling through the lands of a rival clan.

The Thule

At roughly the same time, a small delegation comes south through Karsk. They do not come under a flag of truce. When a patrol along the southern borders of Krevsaty tries to challenge them, their leader calmly and slightly sarcastically explains that they are Thule and that there is a state of peace between the Empire and the tribes of Otkodov. They intend to travel to Anvil for the Winter Solstice, and will not require an escort. The Varushkans are unsurprisingly cautious, and provide them with an escort nonetheless. The Thule seem amused, but not attempt to lose the humans "leading" them toward Casinea.

As they come down through Weirwater and Astolat, it becomes clear that at least one of their number is not there entirely willingly - one of the orcs has their hands bound with thick ropes. Clearly a prisoner. The Thule will explain the orcs presence, other than to say that it involves a legal matter related to recent events in Hercynia (of all places), which will be dealt with as outlined in the treaty. Unlike the Druj, they do not perform any ceremonies - indeed they seem almost to make a point of how unconcerned they are, as if inviting the Imperials to attack them.

The Grendel

A week later, a sleek vessel pulls into the docks at Crown's Quay, bearing Grendel banners. The port is thrown in a panic at first, but it is clear that the harbour-master has checked their intentions thoroughly and the wild rumours of an invasion are quickly squashed. The Grendel come under a flag of truce and are here to talk - claiming to have been invited to discuss terms for a cessation of the current conflict with the Empire.

It is hard to avoid noticing that there is something different this time about the Grendel, they seem more sombre, less bombastic - there are none of the flamboyant gestures of the previous year. A few people suggest that their defeat in Spiral may have finally taught them some humility - and just as quickly some wise old soak warns that that is probably exactly what they want the Empire to think. As the summit approaches a delegation of armed guards escorts the Grendel representative and his "servant" disembark and depart for Anvil.

The Barrens Orcs

Finally, as the Solstice approaches, a party of orcs emerges from the Great Forest of Peytaht into northern Reikos. They bring with them the heads of two dozen Druj, which they present to the captains of the Black Thorns; stragglers of the Stone Toad clan who attempted to flee north from the pyres of the weirwood slave camps. They seem tired from their journey out of the Barrens, and more than a little unhappy to discover the presence of two Dawnish armies in the newly-liberated territory. They request an escort to Anvil; they wish to speak to their friends among the Navarr. There is an unspoken suggestion that they do not entirely trust the Dawnish not to attack them once they are out of sight of the Black Thorns. The scouts that move swiftly ahead of their small party bring word that they want to talk to the Navarr about why the peace treaty has not been honoured. Among other things.

Significance

Four orc contingents coming down through Casinea. Two travel under the flag of truce, two technically enjoy the same rights as any other foreigners. They must abide by the law, and the same laws protect them. The Druj wish to address the Senate, but neither the Thule nor the Barrens orcs have made any such request. They seem to be about their own business - as is their right, as foreigners.

In each case, their escorts (official or unofficial) will let the people of their nation know before they arrive on the field at Anvil. In this case, the Dawnish for the Druj contingent; the Navarr for the party from the Barrnes; the Varushkans for the emmissaries of the Thule; and the Highborn for the procession of the Grendel.

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Lord of Winter

by Stephanie Heath and Anna Clifford-Tait

Recording here: Lord Of Winter

Ice on the bitter earth Black frost in the meadow Dark trees in their winter death Amid sharp, piercing snow

I don't know what he wants I can't see what he's asking But I am forever bound To the song that he brings

Chorus: I will sing for the winter's dream I will sing for the night I will sing for the summer gone I will sing for the light

I look in his ancient eyes And I see my desires There, 'neath my shadowed heart Grows a dark, stirring fire

Clutched in his frozen arms With his song in my head A blanket of sparkling snow Dwells my everlasting bed

Chorus

The music of boundless ice Which has called since my birth I have given my only love To the dark, frozen earth

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Lorenzo's Legacy

Contents

- 1 Overview

- 2 Great Works

- 2.1 The Colossus of Sarvos

- 2.2 Blood Red Roads

- 2.3 The Legacies of Virtue

- 2.3.1 The Legacy of Pride

- 2.3.2 The Legacy of Courage

- 2.3.3 The Legacy of Prosperity

- 2.3.4 The Legacy of Loyalty

- 2.3.5 The Legacy of Ambition

- 2.3.6 The Legacy of Vigilance

- 2.4 The Blood Red Quays Art Gallery

- 2.5 The Blood Red River Museum

- 2.6 The Bloody Great Theatre

Overview

The famous (and sometimes infamous) merchant prince Lorenzo “La Volpe” Macelliao von Temeschwar is the long-serving Master of the Butchers Bank, and Treasurer of the Bloody Butchers of Temeschwar. At various points, he also held the Fortress of Salt seat on the Imperial Bourse, oversaw the Regario Dossier, and served as Civilian Commissioner for the League, and was very briefly Master of the Imperial Mint.

The wealthiest citizen in the Empire's history, having made a killing in the Bourse after Brittas's Death, he is considered one of the most influential citizens of the League. He is best known for Lorenzo's Legacy - a program of civic works and improvements aimed largely at increasing the prosperity of the four cities of the League. These works have put his name - and the name of his Guild - on the lips of citizens in every city in the League, wherever rich, influential, or ambitious, individuals gather together.

Great Works

La Volpe ("the fox" - a sobriquet he earned for his cunning business acumen in support of his cousin Vittorio Sabasti di Mestra) has directly or indirectly commissioned a number of great works across the Empire.

The Colossus of Sarvos

- The Colossus of Sarvos is a great work that provides additional wealth each season spread amongst those citizens of Sarvos who own businesses.

A wonder of the modern world the Colossus of Sarvos is the first sight of the Jewelled City seen by ships approaching from the Bay of Catazar. The statue itself - some seventy-five feet of stone on a granite plinth twenty-five feet high - is built in the form of the First Butcher (founder of the Butchers' Bank of Temeschwar) - although some point out that the face rather more resembles that of Prince Lorenzo “La Volpe” Macelliao von Temeschwar. It is placed on a small island at the mouth of the main harbour, and maintained by a small group of dedicated stonemasons.

The plinth that supports the immense statue bears inscriptions commemorating the liberation of Sarvos from the Grendel in Summer 380YE. Significant space has been dedicated to honouring those who fell during the fighting to defend, and later recapture, the city.

A few days before the Winter Solstice 381YE, a ship called the Child of Thunder rammed the Colossus, causing extensive damage. Repairs were quickly enacted, and the colossus restored to its full grandeur. In addition to the repairs, a commemorative plaque was added to the plinth commemorating those who donated their time, funds and materials to restore it. The reason for the attack is still unclear; the captain responsible was clearly not acting on his own.

The Colossus of Sarvos is a great work commissioned by the Imperial Senate in Autumn 380YE. It attracts tourists and pilgrims from all over the world, and marks Sarvos as the greatest trading port in the Empire, providing a significant boost to the economy of the Jewelled City.

Blood Red Roads

- The Blood Red Roads are a great work that provides additional income to the farms and businesses of Temeschwar, Sarvos, Tassato, Holberg, Casinea, Astolat, Semmerholm, Upwold, Hahnmark, Miaren, Karov, and Madruga.

Begun shortly after the Spring Equinox of 380YE, the Blood Red Roads represent an extremely ambitious scheme on a scale not really see in the Empire since the time of Empress Aenea, the Builder. The first stage of the project linked the four League cities - Sarvos, Tassato, Temeschwar, and Holberg - with fine highways intended to bring prosperity both to the cities and to the territories through which the roads pass. The second stage linked Stockland, Holt, Kalpaheim, Delev, and Siroc to this web of roads.

It is worth noting that the Blood Red Roads are not actually red in colouration. They are wide highways (and in some cases bridges) of good quality stone. Large amounts of white granite have been used to create viaducts and bridges as needed along their length. Where the roads enter and leave the League cities, each terminus is marked by a grand gate in the shape of two crossed butcher's cleavers. These gates are inscribed with elaborate carvings and inscriptions that celebrate the seven virtues.

As the roads neared completion, numerous businesses in each nation relocated to take advantage of the swift transit routes they represented. At the same time, newly come-of-age citizens or those seeking a change in circumstance often chose to start new concerns in places the roads pass through, knowing that they will see a steady stream of customers.

It took two years to complete the program - and the project faced obstacles both internal and external. With the support of the Imperial Synod, however, the great highways were completed shortly before the Winter Solstice 381YE.

Citizens of the Brass Coast are keen to see the roads extended even further - in Autumn 381YE the Senate approved a plan to link the south-western town of Anduz in Segura to Tassato with a road partially funded by Faraden merchant families.

The Legacies of Virtue

- Each of the Legacies of Virtue is a great work that provides 37 crystal mana each season, spread amongst those League citizens of each territory who own a mana site and attended the previous summit.

Each of the six Legacies of Virtue is a great work intended to improve the production of crystal mana in one of the four League territories. Two were commissioned by Imperial Wayleave bearers - the Legacy of Pride in Sarvos, and the Legacy of Courage in Holberg. The others were commissioned by the Senate - the Legacy of Loyalty in Temeschwar, the Legacy of Ambition in Tassato, the Legacy of Prosperity in Casinea, and the Legacy of Vigilance in Hahnmark. They are intended as a gift to the Empire from "la Volpe" to inspire imperial citizens and impress visiting foreigners.

Designed with the assistance of the Wunderkind guild of Holberg, each great work is similar in scope. A number of stelae carved of red stone and surrounding cores of purified mithril, placed throughout the territory in carefully chosen locations. The stelae focus or disrupt the flows of mana, significantly improving the production of all mana sites in the area. A much larger stele is built at a single central location, serving to anchor and support the other, smaller stones. These larger structures are the key to the entire network, and if they were lost the great work would lose its effectiveness.

The designs for the Legacies of Ambition, Prosperity, and Vigilance were initially intended to be the same as those for the other two legacies, but during construction there were some significant changes implemented by Almodin Oktístis, the Asavan priest of the Builder entrusted with overseeing the construction. The Asavean architect was apparently quite enthused about this project, and spent a great deal of time poring over the designs and making alterations.

The Legacy of Pride

The central stone of the Legacy of Pride is placed in the jeweled city of Sarvos in the middle of Bertram's Square - an open air market not far from the cleaver gate that marks the terminus of the Blood red Roads. Each stele is adorned with images of suns and flags, surmounted by a pair of crossed butcher's cleavers forged of pure mithril. Inscriptions around the base emphasise the virtues of Ambition, Prosperity, and Pride.

The Legacy of Courage

The stelae of the Legacy of Courage are of a similar design to those of the Legacy of Pride, but adorned with axes and roses, and with inscriptions emphasising Pride, Loyalty, and Courage around the base. The keystone for this great work stands outside Wunderkind in the city of Holberg.

The Legacy of Prosperity

The central stone of the Legacy of Prosperity stands near Long Tom’s Brewery where the Blood Red Roads approach Anvil. Lorenzo claims that Long Tom Goodfellow, an exemplar of Prosperity, provided him with inspiration for the Butchers Benevolence and virtuous pilgrimage along the Blood Red Roads. Each of the stelae spread throughout Casinea is decorated with images of wheatsheafs and cups with three drops of red wine that represent the rewards of a prosperous job done well. Inscriptions around the base emphasise the virtues of Ambition, Wisdom and Prosperity.

The Legacy of Loyalty

The stelae of the Legacy of Loyalty are somewhat different in nature. Each consists of a squat plinth perhaps four feet high, adorned with rings and chains. Inscriptions around the base emphasize Vigilance and Wisdom as well as Loyalty. While they are still topped with crossed cleavers, each set of blades surmounts a sphere of polished blue-green tempest jade carefully inscribed with a design of a seven-pointed star surrounding an eye. The central stone - in this case built in the old meat-market that lies outside the Butcher's Guild offices in Temeschwar - is significantly different from those used in the previous two works. It is twelve feet tall, consisting of a four-foot plinth surmounted by an eight-foot-tall statue of a four-armed figure, its face hidden beneath a cowl. In two of its hands the statue holds butcher's cleavers, and in the other two it holds an orb adorned with a complex seven-pointed star, and a wide shallow bowl marked with an eye. This has caused some consternation; it is difficult to see this figure as anything other than a depiction of one of the idolatrous Asavean deities, complete with a bowl for offerings.

The Legacy of Ambition

The stelae of the Legacy of Ambition are similar to those in Temeschwar, but adorned with torches and flames, and the inscriptions around the base emphasiss the virtues of Prosperity, Pride, and Ambition. The central stone - placed in the courtyard of the Imperial Mint in Tassato - represents a similar figure to that on the Temeschwar stone, but in this case the statue has six arms. The middle arms hold sturdy mithril sconces, and pieces of precisely carved lightstone have been used to provide the impression of actual torches.

The Legacy of Vigilance

As with Loyalty and Ambition, construction of the Legacy of Vigilance in Hahnmark was overseen by Almodin Oktístis. Similar to the stelae in Temeschwar and Tassato, these stones are adorned with towers and bells. The central statue stands prominently in the heart of the newly built market town of New Dunhall where it has attracted some comment - some of the locals distrust what appears to be a depiction of a blasphemous Asavean spirit. As with the Tassatan statue, this figure has six arms but rather than torches its additional arms hold a warhammer and a battleaxe in a fanciful Wintermark style. Furthermore, on its left shoulder sits an intricate carving of an octopus - a creature largely unknown to the people of Wintermark - coiling its many arms around the red stone statue in a manner some onlookers find disturbing. Inscriptions around the base emphasise the virtues of Wisdom, Courage and Vigilance.

The Blood Red Quays Art Gallery

- The Blood Red Quays Art Gallery is a great work that provides 15 liao and 30 votes in the Imperial Synod each season, spread amongst those citizens of Sarvos dedicated to Pride who own congregations.

The Blood Red Quays Art Gallery of Sarvos was commissioned by Magdelena Alanga di Sarvos, in the wake of a surge of interest in the arts caused by the powerful night magic enchantment that blanketed the Empire towards the end of 380YE. Paid for by the Bloody Butchers Guild of Temeschwar, it stands on the harbour front of Caricomare.

The fabulous white granite and red brick exterior is dominated by a pillared first floor balcony which provides wonderful views across the harbour to the Colossus. The interior is polished white granite, providing an impressive contrast to the red, black and gold frames of the pictures of the permanent collection. The art is displayed in a series of halls and galleries featuring portraits of prominent citizens, glorious battle scenes, and inspiring landscapes. The most magnificent of these chambers is the Butchers Gallery and features a host of portraits of illustrious members of The Butchers Guild of Temeschwar, past and present, many painted by Senator Magdelena. Another chamber is entirely devoted to the monumental markers and milestones of The Blood Red Roads - each individual milestone is inscribed to honour their sponsors, giving an impressive, if somewhat tedious, overall effect. Many visitors find the overall effect overbearing and ostentatious, however, and the gallery helps fuel accusations that the art gallery is less a paean to the pride of the League, and more a monument to the ambition of the Butchers.

One of the most popular galleries is that devoted to the artwork used by the Guild of Good Games in their popular pastimes. In this chamber citizens of Sarvos meet regularly to play and earnestly discuss many games - it is rapidly becoming a respected social salon in its own right. Other galleries, more subtly decorated with scrolling leaves and images of the rising sun, are devoted to regularly changing temporary exhibitions, many of which subsequently go on tour to the Bloody Great Theatre in Temeschwar and the Blood Red River Museum of Tassato.

The Blood Red River Museum

- The Blood Red River Museum is a great work that provides 15 liao and 30 votes in the Imperial Synod each season, spread amongst those citizens of Tassato dedicated to Pride who own congregations.

This art museum was commissioned by Cesare Sanguineo Rezia di Tassato, paid for by the Bloody Butchers Guild of Temeschwar, and taking advantage of the opportunity offered by the potent Night magic enchantment that blanketed the Empire toward the end of 380YE. Completed shortly before the Summer Solstice 381YE, it stands grandly in Tassato Mestra on the western bank of the Vassa, not far from the Printers Guild Museum of Wonders.

A magnificent structure of shining white granite and red brick, the interior is richly embellished with white and gold gilded rococo together with sumptuous red and black velvet drapes. The immense entrance hall boasts an impressive series of historical friezes celebrating modern great works, designed to inspire visitors with Pride. The first celebrates the unification of Regario and Mestra by Anabella di Regario; the second celebrates the First Feast thrown by the First Butcher for the First Empress and the leaders of the League; the third marks the foundation of the Imperial Mint by Emperor Giovanni (although the artists have played loose with history by showing him conversing with the museum's benefactor, Lorenzo 'La Volpe', who was briefly Master of the Imperial Mint); the fourth commemorates the coronation of Imperatrix Lisabetta, with a particular emphasis on Senator Cesare's part in organising the subsequent celebrations. Other displays commemorate the Blood Red Roads project, the Colossus of Sarvos, the Bloody Great Theatre of Temeschwar, the Butchers Guildhall in Temeschwar, and other structures paid for by the Bloody Butchers.

It is easy to see why some critics have dismissed the museum as being a monument to Lorenzo's ambition, rather than a place to inspire pride in League citizens! Indeed, several wags have queried why there is so much emphasis on Temeschwar in a museum intended to inspire Tassatans. Elsewhere in the museum, there are displays of historical artefacts relevant to Tassato, the League or the Empire today, but in some ways their display appears to be more of an afterthought than the purpose for which this gaudy museum was constructed.

The Bloody Great Theatre

- The Bloody Great Theatre is a great work that provides a pool of 30 votes in the Imperial Synod and 15 additional liao spread among the congregations of Temeschwar which are overseen by League priests belonging to the Assembly of Pride.

The Bloody Great Theatre was commissioned by Gant Archama and approved by the Imperial Senate in Winter 380YE, in the wake of a powerful surge of interest in the arts. A small movement to have the building officially named "Grand Themschwari Theatre" gained very little traction - the amusement of calling such a large and impressive structure by such a common name has meant it has largely stuck.

Paid for primarily by the Bloody Butchers of Temeschwar, It stands along the western banks of the Gancio, near the centre of the city proper, on the site of an old, dilapidated barracks decommissioned during the reign of Empress Giselle. The structures were purchased and demolished, and a bright new building of white granite and red brick built in its place.. The building has been described as "a blocky eyesore" by visiting Sarvosan critics, but it is seen by the locals as a fine and sturdy example of the best kind of Temeschwari architecture "any building that cannot survive a direct hit from a trebuchet might as well be made of wattle and daub" as one wag puts it.

The theatre has a truly grand stage, with an auditorium that can seat several hundred people comfortably as well as an open floor for several hundred more standing audience members. Behind the scenes, engineers from Holberg were engaged at no small expense to arrange the finest backstage mechanisms that money can buy, and worked with local architects to ensure that the stage has the finest possible acoustic qualities. It has revitalised Temeschwar's drama (and indeed dramaturgic) communities, and there is a great deal of competition to perform in the new building. In addition to its purpose as a center for drama and music, the custodians of the Bloody Great Theatre commission works of scuplture and paining to adorn the walls, and are very interested in acquiring relics connected to key figures from Temeschwar's past. As such, it is fast becoming a place of pilgrimage for citizens interested in exploring the history of the northernmost League city.

"What shall we build?" demanded Lorenzo 'La Volpe', Civilian Commissioner of the League, as he addressed The Bloody Table, the formal gathering of The Bloody Butchers Guild of Temeschwar. "We're building the Blood Red Roads as the greatest Great Work the Empire has ever seen. We've built the Colossus of Sarvos as the tallest Great Work in the Empire. Now we should create a great artistic cultural work to inspire citizens of Temeschwar and throughout the Empire with Pride. But what should it be?"

He looked around the assembled luminaries of the Butchers Guild, gathered beneath the magnificent portraits in their opulent Guildhall. His eyes settled on Adelada von Temeschwar, Bourseholder of the Golden Trees of Seren, the youngest ever bourseholder in the history of the Empire. "You decide" he said as he solemnly offered her the Ceremonial Cleaver of The First Butcher.

Adelada looked left at Dyta von Temeschwar, Bourseholder of The Hunt of Alderei the Fair, the proprietor of the Bloody Theatre in Temeschwar. Then she looked right at Falko the famous playwright, Bourseholder of The Singing Caves. She recalled their pride when Falko's famous plays performed to packed houses every night in the Bloody Theatre. She seized the Cleaver, hammered it on the table and declared: "A theatre. A new theatre. A bigger, better, grander theatre. A Bloody Great Theatre!"

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Lost Segura

Tune "Ainte" trad Syrian. Lyrics by Jude. Recording here

Alternative tune and recording by Mark C https://www.dropbox.com/s/68d9b9dvzgnr3pn/Lost%20Segura.mp3

Now breathes the wind from lost Segura Bearing a memory of spices as it blows The  orange trees at noon, their sweet perfume  The gardens at midnight where white jasmine grows

Nothing remains in lost Segura In ashes and dust the City lies And pale, beloved bones lie on cracked stones Lost to the sun and the wind and the skies

Carry my heart to lost Segura Tell it I'll keep the vow I made To the city of my Kin - and once again Sip wine by its river and drowse in its shade

Aaaa, lost Segura...

After Segura was recaptured in 378, new lyrics for this Freeborn song were penned by Estana I Mestiere I Guerra, General of the Red Wind Corsairs.

Breathe free the wind from sweet Segura, Rich spice now fills our senses, fiercely as it grows. Fruit freshly comes to bloom, oh what sweet perfume. The scent of freedom carried as triumph glows.

Ooooh, sweet Segura, we vowed that we would find you, chains cast aside and victory shared. Ooooh, sweet Segura, my heart has never lost you, we are returned and here to stay.

Freedom returns to sweet Segura, in glory and love our cities will rise. Our fallen now avenged, the wind blows red, A storm of salvation from eastern skies.

Oooh sweet Segura etc

My heart has come home, to sweet Segura, Tell all we kept the vows we made. To the city of my kin, and once again, Sip wine by its river and drowse in its shade.

Ooooh sweet Segura, etc

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Lost Territories

These territories are currently lost to the Empire.

- The formerly Navarri territory of Liathaven in 349 YE.

- The formerly Urizen territory of Spiral in 331 YE, re-captured in 379YE, and lost again in 381YE.

These territories were formerly lost but have since been regained:

- The Wintermark territory of Skarsind had been lost to the Thule in 373 YE, and was re-captured in the Autumn of 377 YE.

- The Brass Coast territory of Segura had been lost in 363 YE and was re-captured in 378 YE.

- The Highborn territory of Reikos had been lost in 367 YE, and was re-captured in 379YE.

- The Varushkan territory of Karsk was lost in 368 YE and 378 YE, and re-captured in 378YE. Twice.

- The League territory of Holberg fell in 346 YE, and re-captured in 379YE.

- The Marcher territory of Mournwold had been lost to the Jotun in 349 YE, and was re-captured in the Autumn of 381YE.

These territories have never been conquered by the Empire.

- The territory of Brocéliande.

- The territory of the Barrens.

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Lovely Joan

Trad. Slight filk and last verse by Daisy. NB Horses are now extinct in the Empire.

RECORDING by Glasgow Madrigirls Media:lovelyjoan.mp3 Tune is here, guitar tab here

A fine young man he was indeed, He was mounted on his milk-white steed; He rode, he rode himself all alone, Until he came to lovely Joan.

"Good morning to you, pretty maid" And "Twice good morning, sir", she said. He gave her a wink, she rolled her eye Says he to himself,"I'll be there by and by."

"Oh don't you think those pooks of hay A pretty place for us to play? So come with me like a sweet young thing And I'll give you my golden ring."

Then he pulled off his ring of gold "My pretty little miss, do this behold. I'd freely give it for your maidenhead And her cheeks they blushed like the roses red."

"Give me that ring into my hand And I will neither stay nor stand, For this would do more good to me Than twwenty maidenheads," said she.

And as he made for the pooks of hay She leaped on his horse and tore away He called, he called, but it was all in vain Young Joan she never looked back again.

So all League men come and listen to me Never trust a maid for her beauty She'll rob you of your horse and ring And leave you to rage in the meadows green.

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Low Down in the Broom

Tune here

Suggested filk, replace "the broom" with "the reeds".

1. It was last Monday morning, the day appointed was For me to go down to the broom to meet my own true love So bright and pleasant was the day he bore my company And it's low down in the broom, waiting in the broom for me

2. I looked over my left shoulder to see what I could see And there I spied my own true love come running down to me His heart so brisk and bonny to bear my company And it's low down in the broom, waiting in the broom for me

3. I took hold of his hand and gaily sang my heart And now that we're together I know we never shall part Oh no, my love no never, such a thing could never be And it's low down in the broom, waiting in the broom for me

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Lower the Imperial Guerdon

To lower the amount of the Imperial Guerdon

Proposed by Karov, Seconded by Miekarova

Overview

- A request that the Imperial Guerdon be lowered

- Failed

Date

- Winter 380YE

Campaign Outcome

- The Imperial Guerdon was kept at 275 Thrones.

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Loyal Stanchion

Description

Usually hanging from a stout oaken shaft, a Loyal Stanchion allows the banner bearer to renew the fighting spirit of their allies and stave off death for another day. They are particularly popular among both the yeomen of Marcher households the cataphracts of Highguard, and the warriors of the Imperial Orcs for their ability to allow a soldier in full harness to provide much needed healing and support to their allies. The banners themselves are usually woven of sturdy wool strengthened with beggars lye and ambergelt, with a straightforward sigil enhanced with vibrant dyes. The oaken banner pole will be reinforced with green iron and ambergelt varnish, and decorated with dragonbone embellishments.

The banner bearer can draw on the standard to keep their allies on their feet. There have been several notable Loyal Stanchions in Imperial history - for example, during the reign of Empress Teleri the Marcher assembly gifted the Cardinal of Loyalty was an artefact standard hallowed with true liao. Named Duty, for over a century the Cardinal would bestow custodianship of the standard on a banner possessed of exemplary integrity and loyalty. Unfortunately, Duty is believed to now lie at the bottom of the Bay of Catazar, lost along with the then-Cardinal Jocelyn Rosewood when the Barabbine Fleet was destroyed.

Several armies have made good use of Loyal Stanchions. Both the heavily armoured Golden Sun of Dawn, and the adaptable Golden Axe of Varushka have been known to equip core contingents with these banners, for example, but they are also popular with the Jotun and Imperial orcs. As with many such regimental standards, the magical stanchions are reforged over and over, with each successive artisan adding a new embellishment, or replacing an element that has worn out. These Loyal Stanchions technically contain no element of the original banners at all - but nobody who has ever borne one into battle is left in any doubt as to the power that courses through them, reinforced by decades or centuries of holding the spirit of the warrior band.

Bearers of a Loyal Stanchion, particularly one that has been reforged multiple times, often hear a supportive voice encouraging them. This voice is especially strong when they are afraid, or uncertain. Many bearers report that the voice reminds them of that of a trusted family member or close friend, especially one that is long departed. Others believe that the voice is that of the banner itself - that its magic somehow senses when the bearer is faltering and needs a word of support or validation. A few Imperial Orcs have claimed that the Loyal Stanchion talks to them in the voice of an ancestor, although it is not clear whether this is down to the standard or the orc themselves.

Rules

- Form: Magical standard. The phys-rep requirements for a magical standard are more stringent than those of similar items. You must be bearing this banner aloft to use its magical properties.

- Effect: Five times per day you may use get it together as if you know it without spending any hero points.

- Roleplaying Effect: Each time you take hold of this banner you are reminded of home and family. While wielding it you sometimes hear a supportive voice encouraging you.

- Materials: Crafting a Loyal Stanchion requires seven ingots of orichalcum, thirteen ingots of green iron, nine measures of ambergelt, fifteen measures of dragonbone, seven measures of beggar's lye and seven measures of iridescent gloaming. It takes one month to make one of these items.

"I, Franz Schweinsteiger von Holberg, being true in Virtue and strong of heart, do on this day voluntarily enlist myself as a soldier in the Company of the Bright Plume, in its service and that of the Empire. I swear my oath to defend the city of Holberg and the territory which it rightfully controls.

"I will bring low my enemies, wherever and whenever I find them. With my bow and my sword I will lay them low.

"I submit myself to the articles of service of the said Company. I accept the rate of its pay. I accept without reservation the conditions of its service for the five years of my pledge.

"I take my oath beneath the banner which has made us great. I bond myself to it of my own free will. I understand its power and the responsibilities that follow. I will not flee from battle, nor submit to weakness in my hour of need. I will stand and fight until I am dead or victorious.

"With my brothers and sisters in battle I make my oath. Beneath the standard we stand as one. We will be reliable, unquestionable, unbreakable and unbroken.

"With Virtue and magic we make our bond. So let it be!"

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Auras of Loyalty (Redirected from Loyalty roleplaying effects)

Don't ask how far are they prepared to go. Ask what are they prepared to go all the way for.

Quellcrist Falconer, Poet

Contents

- 1 Overview

- 2 Anointing

- 2.1 The Proof of Loyalty

- 2.2 The Bonds of Loyalty

- 2.3 The Seeds of Loyalty

- 2.4 The Eyes of Loyalty

- 3 Consecration

- 3.1 A Peerless Kinship

- 4 Dedication

- 4.1 Dreams of Loyalty

- 5 Hallow

- 5.1 Hallowing of the Steward

- 5.2 Hallowing of the Banner

- 5.3 Hallowing of Bolstering Bill

- 5.4 Hallowing of the Silverlark's Tears

- 5.5 Hallowing of the Token

- 5.6 Hallowing of the Marked's Oath

- 5.7 Hallowing of the Favour

- 6 Further Reading

Overview

An aura is a persistent spiritual effect on a person, location or item. The auras listed here are created by priests dedicated to the virtue of Loyalty who use the relevant ceremonial skill. A character who is dedicated to Loyalty must pick one of the following auras when they perform the relevant ceremony. A priest of the Way may also use the Dreams of Loyalty when they use the dedication ceremony to provide a pilgrim with a visionary dream.

The names used for each aura are simply the most common ones used in the Empire. For example, the Eyes of Loyalty may be called The Oath of the Hall by a Winterfolk warrior. This is especially true with those auras that are named after paragons and exemplars; all these auras would have had different names before the exceptional individual they are named for was recognised by the Synod. The Hallowing of Bolstering Hill for example was commonly called the Hallowing of True Devotion before Bill's recognition as an exemplar of Loyalty.

Study of these auras helped the founders of the Way to create the Path of Loyalty. Some lay persons assume that the Imperial Synod created these auras in some fashion to encourage adherence to orthodoxy, but according to theological scholars the situation is the other way around. The auras came first, then the tenets of the Path of Loyalty.

Anointing

Anointing involves a short ceremony to create a personal aura on a mortal being. Anointing always requires the consent of the subject.

The Proof of Loyalty

- You feel an impulse to defend those you care most about. An attack on them feels like an attack on you personally.

Description: A key facet of Loyalty is the idea of shared burdens and shared dangers. One of the great tests of the virtue comes when the subject of a pilgrim's fealty is threatened or attacked. This aura is used to bolster the strength of pilgrims to help them find the fortitude to defend the things they care about, and not just from physical threats; the anointing also inspires the recipient to defend against political or verbal attacks.

This aura has also been used by those facing a difficult decision in ensuring that Loyalty informs the choices they make. There are even a few folk tales where a wily priest has used this aura to trick people into revealing their true loyalties.

The Bonds of Loyalty

- You feel an urge to keep faith with those you are loyal to, whatever it takes. It is easy to ignore qualms caused by actions you take on their behalf.

Description: Loyalty is easy to find when the path ahead is clear and free from danger. It is much harder for a citizen to remain virtuous when the demands of Loyalty are onerous. This aura is often used to help citizens and pilgrims prepare themselves for a coming time of trial, or when confronted by a difficult decision. Some pilgrims use this anointing to stir them into action on behalf of those they are loyal to, but who know this will be to their own detriment or harm. According to some priests, the Navarr Thorn Isaella was annointed with this aura shortly before her fateful encounter with Emperor Nicovar.

The Seeds of Loyalty

- You feel an urge to aid the person or group you declared your loyalty to when anointed. You feel each of their triumphs and defeats as if they were your own

Description: Some priests question the proper use of this anointing, worried that it can be misused to attempt to make someone serve a person or cause. The aura remains popular, however, and those who favour it point out that it can only be used with the consent of the target. It is sometimes used when a supplicant wishes to make a public demonstration of fealty or where they wish to shore up their commitment before facing a great danger.

The Eyes of Loyalty

- You feel an urge to support those you are loyal to no matter the cost. You find it easy to accept any action they take in pursuit of their goals.

Description: One of the hardest trials of the path of Loyalty is when the person, or persons, who are the subject of that devotion err, falter, or compromise. Standing by, or following, one who has given you unwelcome cause for doubt is where many pilgrims have strayed from the path. Priests of Loyalty have been able to use this anointing to help bolster a pilgrim's commitment and dedication to another. This has also proven beneficial in helping citizens to forgive one another and approach reconciliation, or at least be forward looking rather than dwelling on the past.

Pride in small things, loyalty to great ones.

Marcher Proverb

Consecration

Consecration is the ceremony used to create an aura on a clearly defined location. There is only one aura for each virtue, and all priests create the same one when they use this skill.

A Peerless Kinship

- You have a profound sense that service to a person or cause is truly worthy. Nothing extraordinary is achieved without sacrifice.

Description: This powerful aura of Loyalty fills those who experience it with a deep sense of the significance of a life dedicated to a person or cause. Those who experience it feel a sense of the essential nobility of devoting themselves to the purpose that commands their devotion above all others. With this comes an understanding that Loyalty may require the pilgrim to make great sacrifices for the virtue demands commitment to something other than yourself.

Dedication

Dedication is the ceremony used to link a pilgrim's soul to the virtue. It can also be used to create vivid oracular dreams.

Dreams of Loyalty

- The next time you sleep you experience a vivid dream concerning the people and ideals that matter most to you. The vision will often show you how your loyalty upholds and exalts them, reminding you of how these people depend on you. Sometimes you will dream of individuals or causes with whom you feel no affiliation at present, though in your dream it is clear that they need your aid. Often the dream will show you the fate that will befall those you fail to support.

Hallow

Hallow is used to create an aura on an item, such as a weapon, implement, shield or suit of armour. It is not possible to use hallow to create an aura on large immobile objects. Hallows do not provide a source of supernatural strength, but are durable and can last for a year (or potentially forever in the case of an artefact hallowed with true liao).

Hallowing of the Steward

- You feel a desire to serve your cause without concern for your own reward.

Hallowing of the Banner

- You feel an urge to challenge detractors who criticise the object of your loyalty.

Hallowing of Bolstering Bill

- You feel driven to protect those you love from all harm regardless of the cost to yourself or others.

Hallowing of the Silverlark's Tears

- You feel an urge to conceal your devotion from others, even the object of your loyalty.

Hallowing of the Token

- You feel ready to risk anything in support of the allegiance this token represents.

Hallowing of the Marked's Oath

- You feel a desire to recruit others to the service of your chosen cause or patron.

Hallowing of the Favour

- You feel driven to advance your patron's interests by any means, especially if they gave you this item.

Further Reading

- Auras

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

- Additional Information

- Religious skills

- The Way

- Imperial Synod

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Lucia's Song

Words and tune by Claire Sheridan.

Written by Nicassia of Phoenix Reach in Proud memory of Lucia Cascade.

Part I

Light up the Spires, Light up the night, Come see the stars’ Silver light;

Reach out your fingers, Reach out your voice, Mages of music, Rejoice.

Part II

Cascade of stars Silver-blue glow:

Strike, strum, call, chant Let it flow.

Part III

Light up the Spires, Light up the night, Come see the starlight;

Reach out your fingers, Reach out your voice, Mages of music rejoice.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Lucia%27s_Song&oldid=41819"

Luminous Staff

Description

The Luminous Staff taps upon the power of the Realm of Day to bring clarity of sight and thought to the bearer, increasing their ritual aptitude. These arcane implements are employed throughout the Empire to fortify the abilities of Day ritualists.

These often pure-white gleaming implements are usually engraved with Cavul, the Rune of Purity and Aesh, the Rune of Thought.

The staff of the Archmage of Day is a version of the luminous staff crafted to a secret pattern, and grants twice as much power to the wielder.

Rules

- Form: Weapon. Takes the form of a ritual staff. You must be holding this item in hand to use its magical properties.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Gain 1 rank of Day Lore, subject to the normal rules for effective skill.

- Materials: Crafting a Luminous Staff requires the eleven measures of iridescent gloaming, fourteen ingots of weltsilver and twenty measures of dragonbone. It takes one month to make one of these items.

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Madruga

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

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 Siroc

- 3.2 The Commonwealth Embassy

- 3.3 Atalaya

- 3.4 The Spider's Dream

- 3.5 The Lyceum

- 3.6 The Atalaya Shipyards (Ruined)

- 4 Regions

- 4.1 Calvos Sound

- 4.2 Free Landing

- 4.3 The Great Grasses

- 4.4 Lightsea

- 4.5 Siroc Plains

- 4.6 Torres

- 5 OOC Notes

Overview

Madruga of the Jewelled Isles is the easternmost territory of the Brass Coast, running from the Kahraman mountains down to the Bay of Catazar. Down the coast of Madruga and Feroz the corsairs and merchantmen raise their sails, running goods to Bastion and Sarvos, trading with foreign powers, and fighting off barbarian incursions.

It is the most densely settled of the Freeborn territories; the nation began here, with the landing of the three sisters and their families at old Atalaya. Over generations, their descendants spread across the mainland building and cultivating, until Madruga was tamed. Today, it is scattered with villages and small towns - the sprawling city Siroc even rivals the cities of the League in size and wealth.

It is the spiritual home of the corsairs; many maritime families have lived on the islands of Free Landing and Calvos Sound since the earliest days of the Freeborn nation.

Madruga has not always been peaceful, however. The Grendel have attacked the islands and towns here for centuries; usually their fleets are intercepted at sea before they can do too much damage, but there have been times when their raiders have sacked coastal settlements. For a few harrowing months in the years before the foundation of the Empire, the Grendel swept inland here conquering Lightsea and the islands, and threatening to burn Siroc. They were turned back after months of vicious fighting, but the memory of their attack is sometimes credited by historians as being a factor in the decision of the Freeborn to join the Empire.

Recent History

After the Autumn Equinox 381YE, the Grendel armada invaded Madruga. They destroyed the Freeborn Storm, burnt the Atalya shipyards, and brought the Black Thorns to the brink of annihilation. Their forces then moved against Lightsea, raided the port of Quzar, and within short order half the coast of Madrua was in their hands.

Major Features

Siroc

The Sapphire, the City of a Thousand Sails, is acknowledged as the pre-eminent city of the Freeborn. It lies in Madruga close by the border with Feroz. Brightly coloured tents extend Siroc out far beyond the small cluster of stone buildings that make up the heart of the city. Sails of all shapes and sizes fill the sheltered bay, which is guarded by a series of iron woven nets and chains bought at great expense from the forges of Wintermark. The city is said to have been founded by the Guerra family shortly after the Freeborn came to the Brass Coast.

Siroc is the site of the Glass Parador. The Mistress of the Glass Parador is an Imperial title appointed each Summer by Freeborn citizens who control fleet personal resources.

The Commonwealth Embassy

The Commonwealth Embassy is located in Siroc. It consists of several buildings built after the severe Commonwealth style, which stand in beautifully laid out and maintained gardens, surrounded by a low white granite wall. Despite the severity of the architecture, the embassy is surprisingly welcoming - the gates stand permanently open, albeit under the watchful gaze of a cadre of Commonwealth soldiers attached to the ambassador. The majority of the staff are human, although there are apparently half-a-dozen orcs whose role on the ambassadorial staff is not clear. There are no daeva citizens working at the embassy as far as Imperial observers can make out.

Atalaya

The town of Atalaya in Free Landing marks the place where the Brass Coast was born; the first landing of the three sisters and their families. Built around the side of a secluded cove, the seas around the island that share its name are a navigational nightmare. Before the Shining Pillar was built, reaching the hidden docks of Atalaya was a feat to tax the most skilled ship's crews. Today, the landwards channel has been widened but is protected by hidden obstructions that only the Freeborn pilots know well.

Atalaya is the oldest Freeborn settlement in the Brass Coast, but its prominence was eclipsed centuries ago by Quzar. Today, it is a place of pilgrimage for many Freeborn followers of the Way - there are a number of shrines and temples dedicated to Pride and Vigilance here. It is also known for its deep natural harbour - many ships of the Freeborn fleet count Atalaya as their home port.

The Spider's Dream

An elegant bridge spans the river Vassa here, connecting Trivento to the Brass Coast. It is a marvellous piece of engineering that resembles a spider's web. There is a toll to pay, or you can take the long way around. Unfortunately, time has not been kind to the Spider's Dream. Resources initially used to maintain it were siphoned off in the time of Emperor Walter, and the bridge became increasingly dangerous to cross. In Spring 377YE, however, the Imperial Senate took steps to ensure its restoration to full functionality - reinstating the Imperial Title of Spider's Tollkeep in the process and heading off potentially unpleasant implications for the people of both Sarvos and Madruga. In Spring 380YE, Grendel orcs attached to the forces involved in the sack of Sarvos made an attempt to take advantage of unusually high flooding in the river as part of an attempt to destroy the bridge entirely, cutting the Freeborn territories off from the rest of the Empire. They were stopped by the brave action of Imperial heroes, and the bridge preserved - and along with it the ability for armies to pass from the south-western Empire into Sarvos and Tassato, and vice versa.

The Lyceum

The Lyceum was established during the reign of Empress Aenea on an island east of Siroc. It is a centre of arcane learning in the Empire, and the Dean of the Lyceum maintains sumptuous apartments here. Approach to the island is carefully controlled by the magicians and professors, and the most promising magicians are invited to study or teach there.

The Atalaya Shipyards (Ruined)

Following a motion at the first Imperial Senate session in Winter 376YE, work began to expand the docks of Atalaya. Under the guidance of Miroslav, Senator for the League city of Sarvos, many wains of white granite and weirwood were committed to building both a massive seawall, and a great Imperial shipyard equipped with drydocks, powerful cranes for loading and unloading, and expanded warehouses and work spaces. Completed shortly before Autumn 377YE, the shipyard provided significant benefits to the Freeborn ships based in Madruga. In addition, the facilities here proved sufficient to allow the construction of the first Imperial navy since the days of Emperor Barabbas; work began on constructing Freeborn vessels in Winter 378YE.

It is perhaps fitting that when the Grendel invaded Madruga after the Autumn Equinox 381YE, and destroyed the shipyard the Freeborn Storm was put to port and shared the same firey fate as the docks where it was created.

Regions

Calvos Sound

Quality: Coastal

The town of Calvos stands on the shores of Calvos Sound. The slopes outside the town are rich with grapes, and the fine wines produced here travel all over the Empire. Even the sommeliers of the League pay well for a Calvos vintage. The Exemplar Zemress i Ezmara i Erigo was born here towards the end of the second century YE, and her ship The Kraken's Bane is housed at a special dry dock here, a destination for many pilgrims of Prosperity - even those from as far afield as the Sumaah Republic.

Free Landing

Quality: Coastal

The sprawling islands that form the region of Free Landing are diverse and well-settled. The islands here were the first home of the Freeborn - the town of Atalaya marks the spot where the Brass Coast proper began. The waters between the islands have a reputation for being treacherous and difficult for foreign captains; during the reign of Empress Aenea the Empire built a great lighthouse here called The Shining Pillar. This massive white-and-gold tower is one of the most prominent landmarks in the Empire often adopted by Freeborn sailors as a symbol of the Brass Coast as a whole; when they can see the beacon of the Shining Pillar, they know they are home.

When the Grendel invaded Madruga in Winter 381YE, they looted many precious relics from the town of Atalaya and burnt the shipyard there to the ground. In the process they destroyed the Freeborn navy, the Freeborn Storm.

The Great Grasses

These fertile plains are sometimes called the Emerald Sea; and the nomadic families who live here the Corsairs of the Emerald Sea. The inhabitants have a reputation for being a little more insular than is typical of the Brass Coast. They own large herds and mostly keep to themselves except when they visit the towns of Siroc Plains, Lightsea and Calvos Sound to sell their animals. There are no permanent settlements of significant size on the Great Grasses.

Lightsea

Quality: Coastal

A well-settled region known for the friendliness of its paradors. The largest settlement here is Quzar, a bustling port town of white towers and stained glass that is sometimes described as the soul of the Brass Coast. The Towers of Quzar are known as a gathering place for hakima from all across the nation - an annual "council" meets here every midsummer to share knowledge and gossip.

Many of the coastal settlements here were plundered by the Grendel during their incursion toward the end of 381YE. Quzar in particular was hard hit by the orc raiders, with some damage to the town and significant damage to the wealth of the citizens.

Siroc Plains

Quality: Coastal

The plains around the city of Siroc are scattered with small villages and threaded with well-maintained roads. The Lyceum stands on an island off the coast here and contributes to the reputation of this region as the beating heart of the Brass Coast.

Torres

The northernmost region of Madruga, and one end of the Spider's Dream. The land here is a little more rugged than in the southern regions, and the climate is generally cooler. The people who dwell here share some of the reputation of the miners of Kahraman; as being suspicious and quarrelsome. Partly this reputation might be a result of regular clashes between Freeborn traders and League merchants out of Sarvos. A regular 'problem' for the inhabitants is that League merchants would prefer to travel south to the more prosperous towns of the eastern coast to sell their wares, bypassing the markets of Torres. It is shameful to admit, but there are more incidents of brigandry against League caravans in Torres than in almost any other area around the Bay of Catazar. When such incidents get out of hand, the Spider's Tollkeep is often prevailed upon to sort them out.

OOC Notes

- All the regions of Madruga except Free Landing are in Freeborn (and thus Imperial) hands. As of the start of the Spring Equinox 382YE, Free Landing is in the hands of the Grendel.

- The Atalaya shipyards were a great work that provided a share of additional money to any Freeborn character who operates a fleet out of Madruga. They were destroyed by the Grendel in Winter 381YE.

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Madruga shipyard

Build a new Imperial shipyard in Madruga

Proposed by Sarvos, seconded by Madruga.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Production

Overview

- Provides additional wealth to Freeborn fleets operating from Madruga.

Date

- Passed Winter 376YE (Easter 2013).

Cost

- 35 Wains of White Granite

- 5 Wains of Weirwood

Progress

- Costs paid by Mirislav, Senator for Sarvos in the Spring Equinox 2013 downtime

Production

- Increased wealth for Madrugan shipping

This great work means that all Freeborn fleets operating out of Madruga will produce more wealth for their owners. The total benefit will be 480 rings per season - divided between all the fleets which are active in Madruga that season.

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Weapons & Armour (Redirected from Mage Armour)

Redirect page

Weapons & armour

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Maggot's Talon

Description

The power granted by a maggot's talon might appear harmless enough at first sight, but in practice they are almost exclusively used by murderers and robbers to steal the bonded items of their victims quickly and economically. By using the wand in conjunction with the create bond incantation, a victim is unbound from any items which can then be carried away for quick resale.

Possession of this item will result in a hefty fine, as well as confiscation of the item. An equally serious fine is levied against the artisan who crafted the wand if they can be identified. In cases where the wand has been used to rob a murder victim, some magistrates have extended the murderers' sentence to both the wielder and the crafter even if they have not directly participated in the killing. Winterfolk and Imperial Orc magistrates are especially likely to punish the possession of a maggot's talon extremely seriously.

Rules

- Form: Weapon. Takes the form of a wand.

- Requirement: You must have the magician skill to bond to this item.

- Effect: You may choose to break all a target's bonds to items when you cast the create bond spell on a character, or all the bonds to characters when you cast the spell on an item.

- Materials: Crafting a Maggot's Talon requires twelve measures of dragonbone, eight measures of iridescent gloaming and four measures of beggar's lye. It takes one month to make one of these items.

"I should have known better than to trust you," Annice said, unable to meet the gaze of the man she had - up until so very recently - considered the love of her life.

"Yes, you should." The Lord's voice wasn't entirely without sympathy; he smiled, the way a patient uncle might humour a foolish child, and raised a hand to gently stroke her face. She flinched at his touch, and he shrugged indifferently, letting his hand fall to his side. "You were the one making it into some great and glorious love story. If you'd been content to enjoy me, as I was to enjoy you, and ask no more than that - well, there'd be no need for these tears now, would there?"

Tears began to roll down her face, dripping onto her hands as they lay in her lap. "I was such a fool to believe you. After those things you said. After everything I did for you. And you, carrying on with that woman behind my back, and the whole castle, the whole town knowing it, and me a laughing stock..."

"Annice, Annice." The Lord got to his feet, concern furrowing his handsome brow. "You're embarassing us both. You should have known there was no possible way a noble like me and a yeoman like you - no matter how gifted and attractive - could ever have married, even if Lady Helene was nothing to do it at all, and I'm afraid that she very much is."

"I suppose that was why you wanted the Radiant Wand. For her," Annice said dully. "Part of your Test of Ardour, was it?"

He spread his hands in a gesture of surrender, with a charming smile that even now tugged at her heart. "I confess it. Can you forgive me?"

She looked away; at her hands, the floor, the arm of the chair - anywhere but his face. "Just take it. It's on my workbench, the one wrapped in red. Take it and get out. I couldn't bear to look at it again - or you."

With an air of triumph, he took the wand, still wrapped exquisitely in the crimson silk, a gold cord bound around in a love-knot, and tucked it through his belt as he turned to leave. As he paused, framed in the doorway, she was reminded of the countless evenings he had come to her; the long hours they had lain together, the secrets and the shy virgin's love that she had confessed to him. It was almost unbearable that all of that sweetness should end in such a bitter way.

The magistrate's men were prompt, as she had known they would be, stopping him almost as soon as he set foot on the street. She could hear his sputtering protests as they searched him, the note of triumph in the Steinr magistrate's voice as she unwrapped the slender wand to reveal a Maggot's Talon, exquisitely wrought in dragonbone with the Lord's heraldry in a glistening inlay.

Dry eyed, Annice Weaver smiled. The first thing her craft had taught her was that a weapon can destroy in more ways than one.

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Magic Butcher

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 A Market for Mana

- 3.2 A Market for Meat

- 4 Appointment

- 5 The Temeschwar Mana Exchange

- 6 The Title in Play

Overview

The The Butcher of The Meat and Mana Market of Temeschwar is an Imperial title awarded to a League citizen. The official title is a not insignificant mouthful, meaning that within a week of the ministry being completed it had already been shortened to the "Magic Butcher"

Responsibilities

The Butcher is responsible for ensuring that all business taking place at the Temeschwar Mana Exchange is above board, although the actual day-to-day running of the Exchange is handled by officers who are well paid for their work. In the event that the Exchange was threatened, they would be expected to deal with those threats; they might also be called on to make decisions about the broad policies of the Exchange such as whether certain nations or individuals should be prevented from trading, and so on. In return, the agents of the Exchange appraise the Butcher of opportunities to purchase crystal mana at bargain prices.

Total Money Spent

Production

7 Crowns

8 mana crystals

17 Crowns

16 mana crystals

35 Crowns

25 mana crystals

48 Crowns

33 mana crystals

Powers

A Market for Mana

The Temeschwar Mana Exchange is a ministry. The Butcher can purchase quantities of crystal mana at a set price. The Butcher makes their decision how much money to spend during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

A Market for Meat

The Butcher is in a position to acquire the finest cuts of smoked and salted meat for their own table from the most prestigious meat market in Temeschwar. While this has no game effect, the Butcher may use this as an excuse to cultivate a reputation for gourmet feasting.

Appointment

The Magic Butcher is appointed during the Spring Equinox each year by unanimous decision of the senators of the League. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by a citizen of the League. They can be revoked by the General Assembly, the League National Assembly, and by the Assembly of the Nine.

The Temeschwar Mana Exchange

The Mana Exchange was commissioned by Gant Archama of the Guild of Torn Banners during the Winter Solstice 381YE, two years after the Tassato Mana Exchange in Tassato. Work was completed shortly before the Spring Equinox 382YE.Taking advantage of an (opportunity to construct branches of the Exchange in other League cities, it was the long-serving senator for Temeschwar's final motion before his death in battle. The work was paid for and completed by Gant's rival and ally, Lorenzo 'La Volpe' of the Bloody Butchers Guild of Temeschwar whose construction of the several great works know as the Legacies of Virtue Lorenzo had led to a significant increase in the amount of mana available in the League cities.

The exchange itself occupies a heavily fortified three-storey building in Temeschwar with a beautiful white granite portico. It has several heavily reinforced sub-levels with mithril-infused wards against scrying and intrusion. The business of the Mana Exchange is the sale and purchase of crystal mana. While many of the customers are League citizens, the Exchange is open to customers from across the Empire and beyond.

Built on the eastern side of one of the cities oldest meat markets, visitors can trade in crystal mana and then purchase a dizzying array of sausages, hams and the choicest cuts of cooked meat from the nearby market stalls. Indeed, in some parts of the city the Exchange is already being referred to as the Bloody Butcher's Meat and Mana Market.

As with other structures paid for by La Volpe, heraldry of the Butchers Guild and images of crossed cleavers and blood drops are prominent. Visitors to the exchange pass under an arch formed of statues of Gant and Lorenzo shaking hands. The entrance hall is dominated by a plaque commemorating the courage and prosperity of those members of the Torn Banners who died alongside the late Temeschwari senator.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

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Magic items (Redirected from Magic Items)

Contents

- 1 Bonded Items

- 2 Non-bonded Items

- 3 Artefacts

- 4 Personal Magic Items

- 4.1 Weapons

- 4.2 Armour

- 4.3 Talismans

- 5 Group Magic Items

- 5.1 Magic Standards

- 5.2 Paraphernalia

- 5.3 Reliquaries

- 6 Changing Magic Items

- 7 Schema

- 8 Further reading

Bonded Items

- Most magic items are made by artisans

- You must be bonded to these items to use them

- You can only be bonded to one item of each form at once

- Most magic items last up to four events

Almost all magic items require you to be bonded to them to use them. Magicians can cast create bond to bond a character to an item, or an artisan can bond a character to any item that they know how to make. A bond lasts as long as the magic of an item endures, or until a magician breaks the bond using the a spell.

Personal magic items fall into one of three forms: weapons, armour, and talismans. You can only ever be bonded to one weapon, one suit of armour, and one talisman at any one time.

E.g. Your character is bonded to a Shieldbreaker weapon. You cannot become bonded to a Giant's Maul two-handed axe because both of these items are weapons.

A character who has purchased the artisan skill can make at least one magic item before every event. Magic items last for a single year from the day of creation. This means that they can be used at the following four events before the magic is lost.

Non-bonded Items

- Some magic items are activated and do not need to be bonded

A very small number of rare magic items can be used without the user needing to be bonded to them. Usually these items are one-shot items that require activation by the wielder to invoke the magic stored in them. It is not possible to bond to these items.

You should always assume that an item requires bonding unless the explicitly told otherwise. The detect magic spell will tell the caster if an item does not require bonding to use.

Artefacts

- Artefacts are permanent magic items made by artisans using ilium

Artisans can use ilium to make a permanent artefact version of any magic item they can create. These powerful items retain their properties indefinitely, are readily identifiable as unique named items, and can exert powerful roleplaying effects over anyone bonded to them.

Personal Magic Items

- There are three types of magic item a character can be bonded to

- You can only be bonded to one of each form at once

- Many personal magic items require you to have one or more skills to bond to it

Characters may bond to three different types of personal items. You may only be bonded to one item of each form: weapons, armour, and talismans.

Each magic item has its own page on the wiki, but there is a summary of the magic items by category, linked on the right. The summary includes the name and basic effect of the item. There is also a complete summary of all magic items available.

Weapons

Weapons

Skills Needed to Bond

Daggers

One-Handed Weapons

Two-Handed Weapons

Weapon Master

One-Handed Spears

Weapon Master

Paired Weapons

Ambidexterity

Pole-arms

Weapon Master

Bows

Marksman

Arcane Weapons

Ambidexterity
,
Magician

Wands

Magician

Rods

Magician

Staves

Magician
,
Battle Mage

Ritual Staves

Magician

Icons

Dedication

Musical Instruments

Dedication

- Weapons include all items designed to be wielded

- You must have a weapon in hand and be actively using it to use its magical abilities

Most weapons are magic items designed to be held in the hand and wielded, presented or used. Weapons and implements are the most common weapons, but this type also covers icons, ritual staves and musical instruments.

Paired weapons and arcane weapons are a single magic item that consists of two one-handed weapons or a one-handed weapon and an implement respectively. They are intended to be used together, and count as a single object for purposes of bonding.

A ritual staff is designed to be used by a ritualist during the performance of a ritual; it does not need to be a weapon safe implement and you do not need the battle mage skill to bond or use one of these items. You do need the battle mage skill to bond and use a regular magical staff.

Armour

Armour

Skills Needed to Bond

Light Armour

Medium Armour

Heavy Armour

Mage Robes

Magician

Mage Armour

Magician
,
Battle Mage

Vestments

Dedication

- Armour includes all magic items that cover the body

- You must be wearing magic armour to use its magical abilities

Armour includes all magic items that cover a significant portion of the body when worn. The phys-rep for magical armour must cover the majority of the torso and at least one other location. Valid locations are the head (with a helm), the arms and the legs, or you may cover half of your arms and legs.

Robes must cover the majority of the torso and at least one other location. Valid locations are the head (with a hood), the arms or the legs, or at least half of your arms and legs. Magical mage armour must comply with the coverage rules for normal mage armour.

It is acceptable to wear a suit of heavier armour over the top of a suit of lighter magical armour, provided you phys-rep both sets of armour. You gain the hits and protection of the heaviest armour you wear, and the benefits of any magical armour you wear.

Talismans

Talismans

Skills Needed to Bond

Shield

Shield

Jewellery

Foci

Magician

Tool

Physick

or

Apothecary

or

Artisan

Regalia

Dedication

- You must be wearing or actively using a talisman to use its magical abilities

Talismans cover several different groups of magical items, including shields, ritual foci, ceremonial regalia, jewellery, and tools. Jewellery, regalia, and foci must be worn to use their magical abilities; shields and tools must be held in the hand to use their abilities.

Jewellery must be a phys-rep of an item that is worn. It may take the form of actual jewellery such as an amulet, ring, bracelet, or circlet. It may also take the form of any other small item intended to be worn, such as an embroidered favour, decorative braid, and the like. As much as possible the item should look distinctive and decorative.

Foci are items such as rings and masks that help focus energies in rituals. They can only be used by magicians.

Some tools are used by physicks, some by apothecaries, and some by artisans. You must have the appropriate skill to use a tool to be able to bond to it.

Group Magic Items

Group Magic Items

Band

Magic Standards

Banner

Paraphernalia

Coven

Reliquaries

Sect

- A band may only be bonded to one magic item at a time

- The magical item must be present and in use for the members to gain the benefit

These magic items must be bonded to a band to gain their benefits. A band can only be bonded to one magic item at a time and it must be present and actively in use for them to gain any benefits from it.

Magic Standards

A magic standard must be a phys-rep of a banner or standard. It must be an item that is carried, rather than a back-banner or a tabard. Ideally it should consist of a banner pole at least 60" long, and should bear a flag, pennant or banner with a design on it.

Some magical standards allow the standard bearer to grant the items' power to up to fifteen members of the banner. The standard bearer will receive a set of power cards that they can choose to give to characters in the banner.

Paraphernalia

Paraphernalia are props used in rituals by covens, that provide powerful bonuses to the magical strength of everyone in the coven. They can be orbs, books, chalices, or similar.

Reliquaries

A reliquary can be any phys-rep of a suitable relic, statue, chalice, tome, or actual reliquary.

Changing Magic Items

- You can never use two items of the same type in the same day

- If an item has been used then it cannot be used again that day

Any magician can perform a spell that breaks the bond between an item and a character. If the character has used the ability of their magical item in any way that day then they cannot benefit from the abilities of another item of the same type that day. The item is also affected - any character that is bonded to an item that has been used that day cannot make use of it until the following morning. The ref will inform you if an item has already been used that day when you are bonded to it.

E.g. You have a Shieldbreaker magic weapon that you have used to call SHATTER earlier that day, using the item. You cannot use any other magic weapon until the following day even if you bond to a new weapon. No other character can use this magic weapon until the following day even if they become bonded to it.

If the character or item is not present when the break bond spell is cast then the power of the item for the day is automatically used, as is the character’s ability to use an item of that type for that day.

Schema

- A schema describes the method of creating a single magic item

- A schema requires ilium to create

- An artisan can use a schema they possess to learn how to make the item it describes

- It is not possible to copy a schema

- A schema can be destroyed with the Words of Ending ritual as if it were an artefact

A schema (plural:schemata) is a rare, magical item that contains all the details necessary to create a magic item. Schemata are made at a runeforge. Most (though not all) schemata include a description of the item, including all the rules, and at least some in-character commentary on the item.

A character who has the physical schema can learn how to make the item it describes by buying the extra item skill or using an empty item slot. This follows all the other rules for learning a skill during time-in. The schema must be taken to GOD or shown to a referee to allow the item it describes to be mastered in the field.

Every schema is a permanent item, but it requires the rare material ilium to create. A schema needs 1 ring of ilium for each ingot or measure of raw materials required to make the final item (to a minimum of 10 rings).

The Imperial Senate can raise a motion to add a schema to the list of items any citizen can learn to make. If the motion passes, it costs 10 thrones to distribute the knowledge contained in the schema. The schema must be handed over to the civil service, and is destroyed in the process. If the Senate chooses to make the knowledge in a schema public knowledge, any character can learn to make the item and its details will be added to the wiki. The Senate could devolve this power to another body (such as the Imperial Conclave).

Further reading

- Artisan

- Downtime

- Ilium

- Materials

- Runeforge

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Magic_items&oldid=39136"

Magic overview

Contents

- 1 Magic Calls

- 1.1 CURSE

- 1.2 ENTANGLE

- 1.3 PARALYSE

- 1.4 REPEL

- 1.5 VENOM

- 1.6 WEAKNESS

- 1.7 MASS

- 2 Spellcasting

- 3 Implements

- 3.1 Wands

- 3.2 Rods

- 3.3 Staff

- 4 Mage Armour

- 5 Rituals

- 5.1 Performing a Ritual

Magic Calls

- There are six magic calls

- The magic calls do not affect targets that are larger than human-sized

- All magic calls delivered with a weapon or implement also cause the target to lose one global hit

- The MASS call when combined with another magic call expands the range to a 20' cone from the caster

There are six magic calls that can affect you. All players should make sure that they are familiar with these calls and their effects.

There is no way to resist a magic call in Empire, but magic calls never affect any creature that is larger than human-sized. Any monstrous creature whose phys-rep is expressly designed to make them taller or wider than the wearer would normally be counts as larger than human-sized. Player-characters (all PCs) always count as human-sized - no matter how large the player is.

CURSE

- You are cursed; see a ref for details when it is appropriate to do so

- The effect lasts until cured

A curse does not immediately affect your character; you are aware that you have been cursed but may continue to fight and act normally. See a referee for more details once you are able to do so without interrupting your roleplaying.

ENTANGLE

- The target may not move their feet; they may otherwise move and fight normally

- The effect lasts 10 seconds

PARALYSE

- The target may talk but may not make any other movement

- The effect lasts 10 seconds

REPEL

- The target must move away from the caster at a brisk walk or faster

- The effect lasts 10 seconds or until you have retreated for 20’

VENOM

- The target’s bleed time drops to zero; they become Terminal immediately if they lose all body hits (and may not use the unstoppable ability)

- The effect lasts until cured

WEAKNESS

- The target may not use any heroic skills, utilize any Enchantments, use any mana or activate any magic items; they may otherwise move and fight normally

- The effect lasts until cured

MASS

- MASS is an area effect call that expands the range of other calls to a 20' cone (maximum 90 degrees) from the caster. It is commonly caused by rituals, though there are unnatural creatures in the world that can cause MASS effects.

Spellcasting

- You must expend personal mana or crystalized mana to cast a spell

- Every magician starts with four personal mana every day

- You cannot cast spells while wearing armour

- All spells require vocals clearly audible to everyone within a few metres

Any character that purchases the magician skill has four personal mana and is able to cast create bond, detect magic or operate portal. Each time a character purchases an extra spell they must choose one additional spell from the spell list.

Your character may also use crystalized mana to cast spells; a single crystal can be used to cast any single spell.

Your personal mana replenishes overnight.

All spell vocals require appropriate roleplaying which must include spell vocals in a clear voice audible to everyone within a few metres of you.

Implements

- Offensive spells can only be delivered using an implement

- Must be a safe phys-rep of a wand, rod or staff

- Should not look like a weapon

An implement is a magical tool that allows a magician to briefly store the effect of an offensive spell before it is released. All offensive spells require an implement to be used. You cannot use an implement to change the casting time or extend the range of regular spells such as mend or heal.

All magical implements must be weapon safe phys-reps. They may appear to be made of any material, and should be decorated and shaped to make it as clear as possible that they are magical implements and not weapons.

Implements come in three broad classifications; wands, rods and staves. Any character with the magician skill can wield a wand or rod effectively, but the Battle Mage skill is needed to wield a staff.

A character can cause a point of damage with an implement, but they cannot be used with the heroic skills cleaving strike, shattering blow or mighty strikedown.

Although any magician may choose to use a wand or rod as an implement, some magical enchantments can only be placed on wands and some can only be placed on rods.

Wands

A wand is 8” to 18” long. Magical wands usually enhance healing incantations such as restore limb or utility incantations such as mend

Rods

A rod is 18” to 42” long. Wielded in one hand, a rod is popular with many magicians who take the battlefield because it can be combined with a shield or with another one-handed weapon (provided the magician possesses the skill to do so). Magical rods most commonly enhance battlefield incantations such as repel or swift heal.

Staff

A staff is 42” to 84” long. It must be wielded in two hands, but greatly extends the magicians reach for delivering implement incantations. Staves are popular with magicians of all backgrounds, but require the Battle Mage skill to use in battle. Magic staves may enhance battlefield incantation or grant benefits to ritual casters.

Mage Armour

- Must cover at least 3 locations including one of the chest, shoulders or waist

- Providers 2 extra hits only

- Does not protect against CLEAVE or IMPALE calls

Mage armour is a magical talisman that protects you against harm but allows you to cast spells. The talisman is made up of several pieces fitted to the wearer's body to protect them. The parts of the talisman superficially resemble pieces of armour, but armour that is ornate and ceremonial rather than practical. They are often decorated with runes, crystals, gems or other magical accoutrements and it is clear that the armour protects the wearer through magic rather than by physically deflecting blows.

Mage armour provides the wearer with two additional hits. Mage armour does not protect against CLEAVE or IMPALE. To qualify the talisman must include three of the following items including at least one of the first three items on the list:

- Pauldrons (shoulders)

- Pectorals (upper chest)

- Hero Belt (waist)

- Circlet (head)

- Vambraces (wrists)

- Gorget (neck)

- Greaves (lower legs)

The items must be substantial and cover a significant portion of the area but it is possible to use a single pauldron, greave or vambrace if appropriate for the costume.

Although mage armour is magical in nature, if you have purchased the Battle Mage skill then you are considered to have access to a suit of mage armour, in the same way a warrior has access to a suit of mundane armour.

Mage armour can be made out of any real world material, provided you try to make as clear as possible that your character is wearing magical protection and not mundane armour.

Rituals

- Every ritual draws primarily on one of the six realms

- Every ritual has a cost in crystalized mana to perform the ritual

- A ritualist may only expend mana up to their level of skill

- Crystalized mana expended by a character who has mastered the ritual counts double

- Rituals require several minutes of appropriate roleplaying; it should be obvious to everyone nearby that you are performing a ritual

- You cannot perform rituals while wearing armour

Rituals require crystalized mana to cast, they are too powerful to perform with personal mana. The amount of crystalized mana that each ritualist can expend is limited by their level of skill with the appropriate realm lore. Crystalized mana used by a character that has mastered the ritual counts double.

E.g. A magician is performing the ritual, The Ascetic Star of Atun, a level 6 Day ritual. The ritualist has three levels of skill in day lore, allowing them to contribute three points of crystalized mana, however the caster has mastered the ritual, doubling their effective mana. This allows them to achieve the 6 points required for the ritual.

Performing a Ritual

Rituals require several minutes of appropriate roleplaying.

It should be obvious to everyone nearby that you are performing a ritual. While it is possible to conceal precisely what your ritual is intended to achieve, it is against the spirit of ritual magic to intentionally perform a ritual that appears to have an opposite effect. For example, performing a ritual that looks as if it is intended to heal someone that is actually intended to destroy one of their magic items is inappropriate.

You cannot perform rituals while wearing armour.

Ritualists can contribute to a ritual performance by joining a coven.

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Magical Items (Redirected from Magical Item)

Redirect page

Magic items

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Magic items (Redirected from Magical Items)

Contents

- 1 Bonded Items

- 2 Non-bonded Items

- 3 Artefacts

- 4 Personal Magic Items

- 4.1 Weapons

- 4.2 Armour

- 4.3 Talismans

- 5 Group Magic Items

- 5.1 Magic Standards

- 5.2 Paraphernalia

- 5.3 Reliquaries

- 6 Changing Magic Items

- 7 Schema

- 8 Further reading

Bonded Items

- Most magic items are made by artisans

- You must be bonded to these items to use them

- You can only be bonded to one item of each form at once

- Most magic items last up to four events

Almost all magic items require you to be bonded to them to use them. Magicians can cast create bond to bond a character to an item, or an artisan can bond a character to any item that they know how to make. A bond lasts as long as the magic of an item endures, or until a magician breaks the bond using the a spell.

Personal magic items fall into one of three forms: weapons, armour, and talismans. You can only ever be bonded to one weapon, one suit of armour, and one talisman at any one time.

E.g. Your character is bonded to a Shieldbreaker weapon. You cannot become bonded to a Giant's Maul two-handed axe because both of these items are weapons.

A character who has purchased the artisan skill can make at least one magic item before every event. Magic items last for a single year from the day of creation. This means that they can be used at the following four events before the magic is lost.

Non-bonded Items

- Some magic items are activated and do not need to be bonded

A very small number of rare magic items can be used without the user needing to be bonded to them. Usually these items are one-shot items that require activation by the wielder to invoke the magic stored in them. It is not possible to bond to these items.

You should always assume that an item requires bonding unless the explicitly told otherwise. The detect magic spell will tell the caster if an item does not require bonding to use.

Artefacts

- Artefacts are permanent magic items made by artisans using ilium

Artisans can use ilium to make a permanent artefact version of any magic item they can create. These powerful items retain their properties indefinitely, are readily identifiable as unique named items, and can exert powerful roleplaying effects over anyone bonded to them.

Personal Magic Items

- There are three types of magic item a character can be bonded to

- You can only be bonded to one of each form at once

- Many personal magic items require you to have one or more skills to bond to it

Characters may bond to three different types of personal items. You may only be bonded to one item of each form: weapons, armour, and talismans.

Each magic item has its own page on the wiki, but there is a summary of the magic items by category, linked on the right. The summary includes the name and basic effect of the item. There is also a complete summary of all magic items available.

Weapons

Weapons

Skills Needed to Bond

Daggers

One-Handed Weapons

Two-Handed Weapons

Weapon Master

One-Handed Spears

Weapon Master

Paired Weapons

Ambidexterity

Pole-arms

Weapon Master

Bows

Marksman

Arcane Weapons

Ambidexterity
,
Magician

Wands

Magician

Rods

Magician

Staves

Magician
,
Battle Mage

Ritual Staves

Magician

Icons

Dedication

Musical Instruments

Dedication

- Weapons include all items designed to be wielded

- You must have a weapon in hand and be actively using it to use its magical abilities

Most weapons are magic items designed to be held in the hand and wielded, presented or used. Weapons and implements are the most common weapons, but this type also covers icons, ritual staves and musical instruments.

Paired weapons and arcane weapons are a single magic item that consists of two one-handed weapons or a one-handed weapon and an implement respectively. They are intended to be used together, and count as a single object for purposes of bonding.

A ritual staff is designed to be used by a ritualist during the performance of a ritual; it does not need to be a weapon safe implement and you do not need the battle mage skill to bond or use one of these items. You do need the battle mage skill to bond and use a regular magical staff.

Armour

Armour

Skills Needed to Bond

Light Armour

Medium Armour

Heavy Armour

Mage Robes

Magician

Mage Armour

Magician
,
Battle Mage

Vestments

Dedication

- Armour includes all magic items that cover the body

- You must be wearing magic armour to use its magical abilities

Armour includes all magic items that cover a significant portion of the body when worn. The phys-rep for magical armour must cover the majority of the torso and at least one other location. Valid locations are the head (with a helm), the arms and the legs, or you may cover half of your arms and legs.

Robes must cover the majority of the torso and at least one other location. Valid locations are the head (with a hood), the arms or the legs, or at least half of your arms and legs. Magical mage armour must comply with the coverage rules for normal mage armour.

It is acceptable to wear a suit of heavier armour over the top of a suit of lighter magical armour, provided you phys-rep both sets of armour. You gain the hits and protection of the heaviest armour you wear, and the benefits of any magical armour you wear.

Talismans

Talismans

Skills Needed to Bond

Shield

Shield

Jewellery

Foci

Magician

Tool

Physick

or

Apothecary

or

Artisan

Regalia

Dedication

- You must be wearing or actively using a talisman to use its magical abilities

Talismans cover several different groups of magical items, including shields, ritual foci, ceremonial regalia, jewellery, and tools. Jewellery, regalia, and foci must be worn to use their magical abilities; shields and tools must be held in the hand to use their abilities.

Jewellery must be a phys-rep of an item that is worn. It may take the form of actual jewellery such as an amulet, ring, bracelet, or circlet. It may also take the form of any other small item intended to be worn, such as an embroidered favour, decorative braid, and the like. As much as possible the item should look distinctive and decorative.

Foci are items such as rings and masks that help focus energies in rituals. They can only be used by magicians.

Some tools are used by physicks, some by apothecaries, and some by artisans. You must have the appropriate skill to use a tool to be able to bond to it.

Group Magic Items

Group Magic Items

Band

Magic Standards

Banner

Paraphernalia

Coven

Reliquaries

Sect

- A band may only be bonded to one magic item at a time

- The magical item must be present and in use for the members to gain the benefit

These magic items must be bonded to a band to gain their benefits. A band can only be bonded to one magic item at a time and it must be present and actively in use for them to gain any benefits from it.

Magic Standards

A magic standard must be a phys-rep of a banner or standard. It must be an item that is carried, rather than a back-banner or a tabard. Ideally it should consist of a banner pole at least 60" long, and should bear a flag, pennant or banner with a design on it.

Some magical standards allow the standard bearer to grant the items' power to up to fifteen members of the banner. The standard bearer will receive a set of power cards that they can choose to give to characters in the banner.

Paraphernalia

Paraphernalia are props used in rituals by covens, that provide powerful bonuses to the magical strength of everyone in the coven. They can be orbs, books, chalices, or similar.

Reliquaries

A reliquary can be any phys-rep of a suitable relic, statue, chalice, tome, or actual reliquary.

Changing Magic Items

- You can never use two items of the same type in the same day

- If an item has been used then it cannot be used again that day

Any magician can perform a spell that breaks the bond between an item and a character. If the character has used the ability of their magical item in any way that day then they cannot benefit from the abilities of another item of the same type that day. The item is also affected - any character that is bonded to an item that has been used that day cannot make use of it until the following morning. The ref will inform you if an item has already been used that day when you are bonded to it.

E.g. You have a Shieldbreaker magic weapon that you have used to call SHATTER earlier that day, using the item. You cannot use any other magic weapon until the following day even if you bond to a new weapon. No other character can use this magic weapon until the following day even if they become bonded to it.

If the character or item is not present when the break bond spell is cast then the power of the item for the day is automatically used, as is the character’s ability to use an item of that type for that day.

Schema

- A schema describes the method of creating a single magic item

- A schema requires ilium to create

- An artisan can use a schema they possess to learn how to make the item it describes

- It is not possible to copy a schema

- A schema can be destroyed with the Words of Ending ritual as if it were an artefact

A schema (plural:schemata) is a rare, magical item that contains all the details necessary to create a magic item. Schemata are made at a runeforge. Most (though not all) schemata include a description of the item, including all the rules, and at least some in-character commentary on the item.

A character who has the physical schema can learn how to make the item it describes by buying the extra item skill or using an empty item slot. This follows all the other rules for learning a skill during time-in. The schema must be taken to GOD or shown to a referee to allow the item it describes to be mastered in the field.

Every schema is a permanent item, but it requires the rare material ilium to create. A schema needs 1 ring of ilium for each ingot or measure of raw materials required to make the final item (to a minimum of 10 rings).

The Imperial Senate can raise a motion to add a schema to the list of items any citizen can learn to make. If the motion passes, it costs 10 thrones to distribute the knowledge contained in the schema. The schema must be handed over to the civil service, and is destroyed in the process. If the Senate chooses to make the knowledge in a schema public knowledge, any character can learn to make the item and its details will be added to the wiki. The Senate could devolve this power to another body (such as the Imperial Conclave).

Further reading

- Artisan

- Downtime

- Ilium

- Materials

- Runeforge

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Magic_items&oldid=39136"

Magic items (Redirected from Magical items)

Contents

- 1 Bonded Items

- 2 Non-bonded Items

- 3 Artefacts

- 4 Personal Magic Items

- 4.1 Weapons

- 4.2 Armour

- 4.3 Talismans

- 5 Group Magic Items

- 5.1 Magic Standards

- 5.2 Paraphernalia

- 5.3 Reliquaries

- 6 Changing Magic Items

- 7 Schema

- 8 Further reading

Bonded Items

- Most magic items are made by artisans

- You must be bonded to these items to use them

- You can only be bonded to one item of each form at once

- Most magic items last up to four events

Almost all magic items require you to be bonded to them to use them. Magicians can cast create bond to bond a character to an item, or an artisan can bond a character to any item that they know how to make. A bond lasts as long as the magic of an item endures, or until a magician breaks the bond using the a spell.

Personal magic items fall into one of three forms: weapons, armour, and talismans. You can only ever be bonded to one weapon, one suit of armour, and one talisman at any one time.

E.g. Your character is bonded to a Shieldbreaker weapon. You cannot become bonded to a Giant's Maul two-handed axe because both of these items are weapons.

A character who has purchased the artisan skill can make at least one magic item before every event. Magic items last for a single year from the day of creation. This means that they can be used at the following four events before the magic is lost.

Non-bonded Items

- Some magic items are activated and do not need to be bonded

A very small number of rare magic items can be used without the user needing to be bonded to them. Usually these items are one-shot items that require activation by the wielder to invoke the magic stored in them. It is not possible to bond to these items.

You should always assume that an item requires bonding unless the explicitly told otherwise. The detect magic spell will tell the caster if an item does not require bonding to use.

Artefacts

- Artefacts are permanent magic items made by artisans using ilium

Artisans can use ilium to make a permanent artefact version of any magic item they can create. These powerful items retain their properties indefinitely, are readily identifiable as unique named items, and can exert powerful roleplaying effects over anyone bonded to them.

Personal Magic Items

- There are three types of magic item a character can be bonded to

- You can only be bonded to one of each form at once

- Many personal magic items require you to have one or more skills to bond to it

Characters may bond to three different types of personal items. You may only be bonded to one item of each form: weapons, armour, and talismans.

Each magic item has its own page on the wiki, but there is a summary of the magic items by category, linked on the right. The summary includes the name and basic effect of the item. There is also a complete summary of all magic items available.

Weapons

Weapons

Skills Needed to Bond

Daggers

One-Handed Weapons

Two-Handed Weapons

Weapon Master

One-Handed Spears

Weapon Master

Paired Weapons

Ambidexterity

Pole-arms

Weapon Master

Bows

Marksman

Arcane Weapons

Ambidexterity
,
Magician

Wands

Magician

Rods

Magician

Staves

Magician
,
Battle Mage

Ritual Staves

Magician

Icons

Dedication

Musical Instruments

Dedication

- Weapons include all items designed to be wielded

- You must have a weapon in hand and be actively using it to use its magical abilities

Most weapons are magic items designed to be held in the hand and wielded, presented or used. Weapons and implements are the most common weapons, but this type also covers icons, ritual staves and musical instruments.

Paired weapons and arcane weapons are a single magic item that consists of two one-handed weapons or a one-handed weapon and an implement respectively. They are intended to be used together, and count as a single object for purposes of bonding.

A ritual staff is designed to be used by a ritualist during the performance of a ritual; it does not need to be a weapon safe implement and you do not need the battle mage skill to bond or use one of these items. You do need the battle mage skill to bond and use a regular magical staff.

Armour

Armour

Skills Needed to Bond

Light Armour

Medium Armour

Heavy Armour

Mage Robes

Magician

Mage Armour

Magician
,
Battle Mage

Vestments

Dedication

- Armour includes all magic items that cover the body

- You must be wearing magic armour to use its magical abilities

Armour includes all magic items that cover a significant portion of the body when worn. The phys-rep for magical armour must cover the majority of the torso and at least one other location. Valid locations are the head (with a helm), the arms and the legs, or you may cover half of your arms and legs.

Robes must cover the majority of the torso and at least one other location. Valid locations are the head (with a hood), the arms or the legs, or at least half of your arms and legs. Magical mage armour must comply with the coverage rules for normal mage armour.

It is acceptable to wear a suit of heavier armour over the top of a suit of lighter magical armour, provided you phys-rep both sets of armour. You gain the hits and protection of the heaviest armour you wear, and the benefits of any magical armour you wear.

Talismans

Talismans

Skills Needed to Bond

Shield

Shield

Jewellery

Foci

Magician

Tool

Physick

or

Apothecary

or

Artisan

Regalia

Dedication

- You must be wearing or actively using a talisman to use its magical abilities

Talismans cover several different groups of magical items, including shields, ritual foci, ceremonial regalia, jewellery, and tools. Jewellery, regalia, and foci must be worn to use their magical abilities; shields and tools must be held in the hand to use their abilities.

Jewellery must be a phys-rep of an item that is worn. It may take the form of actual jewellery such as an amulet, ring, bracelet, or circlet. It may also take the form of any other small item intended to be worn, such as an embroidered favour, decorative braid, and the like. As much as possible the item should look distinctive and decorative.

Foci are items such as rings and masks that help focus energies in rituals. They can only be used by magicians.

Some tools are used by physicks, some by apothecaries, and some by artisans. You must have the appropriate skill to use a tool to be able to bond to it.

Group Magic Items

Group Magic Items

Band

Magic Standards

Banner

Paraphernalia

Coven

Reliquaries

Sect

- A band may only be bonded to one magic item at a time

- The magical item must be present and in use for the members to gain the benefit

These magic items must be bonded to a band to gain their benefits. A band can only be bonded to one magic item at a time and it must be present and actively in use for them to gain any benefits from it.

Magic Standards

A magic standard must be a phys-rep of a banner or standard. It must be an item that is carried, rather than a back-banner or a tabard. Ideally it should consist of a banner pole at least 60" long, and should bear a flag, pennant or banner with a design on it.

Some magical standards allow the standard bearer to grant the items' power to up to fifteen members of the banner. The standard bearer will receive a set of power cards that they can choose to give to characters in the banner.

Paraphernalia

Paraphernalia are props used in rituals by covens, that provide powerful bonuses to the magical strength of everyone in the coven. They can be orbs, books, chalices, or similar.

Reliquaries

A reliquary can be any phys-rep of a suitable relic, statue, chalice, tome, or actual reliquary.

Changing Magic Items

- You can never use two items of the same type in the same day

- If an item has been used then it cannot be used again that day

Any magician can perform a spell that breaks the bond between an item and a character. If the character has used the ability of their magical item in any way that day then they cannot benefit from the abilities of another item of the same type that day. The item is also affected - any character that is bonded to an item that has been used that day cannot make use of it until the following morning. The ref will inform you if an item has already been used that day when you are bonded to it.

E.g. You have a Shieldbreaker magic weapon that you have used to call SHATTER earlier that day, using the item. You cannot use any other magic weapon until the following day even if you bond to a new weapon. No other character can use this magic weapon until the following day even if they become bonded to it.

If the character or item is not present when the break bond spell is cast then the power of the item for the day is automatically used, as is the character’s ability to use an item of that type for that day.

Schema

- A schema describes the method of creating a single magic item

- A schema requires ilium to create

- An artisan can use a schema they possess to learn how to make the item it describes

- It is not possible to copy a schema

- A schema can be destroyed with the Words of Ending ritual as if it were an artefact

A schema (plural:schemata) is a rare, magical item that contains all the details necessary to create a magic item. Schemata are made at a runeforge. Most (though not all) schemata include a description of the item, including all the rules, and at least some in-character commentary on the item.

A character who has the physical schema can learn how to make the item it describes by buying the extra item skill or using an empty item slot. This follows all the other rules for learning a skill during time-in. The schema must be taken to GOD or shown to a referee to allow the item it describes to be mastered in the field.

Every schema is a permanent item, but it requires the rare material ilium to create. A schema needs 1 ring of ilium for each ingot or measure of raw materials required to make the final item (to a minimum of 10 rings).

The Imperial Senate can raise a motion to add a schema to the list of items any citizen can learn to make. If the motion passes, it costs 10 thrones to distribute the knowledge contained in the schema. The schema must be handed over to the civil service, and is destroyed in the process. If the Senate chooses to make the knowledge in a schema public knowledge, any character can learn to make the item and its details will be added to the wiki. The Senate could devolve this power to another body (such as the Imperial Conclave).

Further reading

- Artisan

- Downtime

- Ilium

- Materials

- Runeforge

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Magical skills

Contents

- 1 Magician

- 2 Extra Spell

- 3 Extra Mana

- 4 Battle Mage

- 5 Realm Lore

- 5.1 Gaining additional ranks

- 5.2 Mastery

- 6 Extra Ritual

Magician

- You must purchase magician before you can take any other magical skills

You are able to cast the three basic spells; detect magic, operate portal and create bond. You may gain additional spells by purchasing an extra spell.

Each spell requires you to expend mana to cast them. The magician skill grants you four personal mana per day. You may purchase extra mana. Your character’s personal mana replenish overnight.

If you have access to crystalized mana, then you may use these to cast spells instead of your personal mana. Crystalized mana is produced by a mana site, which is a personal resource. A starting site produces seven crystalized mana per event.

Extra Spell

You may choose one additional spell from the list each time you purchase this skill.

Extra Mana

You gain 2 additional personal mana per day each time you purchase this skill. The cost to purchase this skill increases by 1 pt each time you purchase this skill.

Battle Mage

- Allows the character to use a staff to cast spells

- Allows the character to wear mage armour that provides the wearer with two additional hits

- Mage armour does not protect against CLEAVE or IMPALE

Any character that has purchased the magician skill can use a rod or wand as a mage’s implement to touch a target to cast a spell. This skill allows you to use a staff as a mage’s implement to cast spells. A mage staff can be between 42” and 84” long. During combat, you must hold the weapon in two-hands whenever you use it. If your mage staff is over five feet long (>60”) then you must have at least 18" in separation between your hands when you use it.

Your character may also wear mage armour. Mage armour is a type of magical talismanic armour that protects you against harm but allows you to cast spells. Although mage armour is magical in nature, your character is able to fashion their own armour. If you have purchased this skill then you are considered to have access to a suit of mage armour, in the same way a warrior has access to a suit of mundane armour.

Realm Lore

- The number of mana crystals you can use to perform a ritual is equal to your levels of lore in that realm

Any character that has purchased one or more realm ritual magic skills can perform rituals. Rituals require crystalized mana to cast; they are too powerful to perform with personal mana.

Each ritual will have a magnitude. This is the amount of crystalized mana needed to perform the ritual. The amount of crystalized mana that you can expend is based on your levels of lore in that particular realm. If the ritualist has mastered the ritual, then the mana that they contribute counts double.

Each rank of Realm lore also allows you to pick two free rituals from that realm that your character has mastered. You do not need to pick the rituals you want when you purchase the skill, you may leave the 'slots' free and choose the rituals you want later. Leaving one or more ritual slots empty also allows you the opportunity to learn rituals that are not in Imperial lore, provided you can find a source.

The cost to purchase the specific lore skill for a Realm increases by 1 pt each time you purchase that lore skill.

Gaining additional ranks

- You cannot contribute to a ritual of a realm unless your character has spent experience points to gain a rank in that realm

- You effective skill - your total skill including magical assistance - can never be more than three times your innate skill - your skill accrued by spending experience points

As with many skills it is possible to gain additional ranks of realm lore through the use of potions, magic items, and enchantments. it is also possible to gain additional ranks when performing a ritual at a powerful regio, such as the Imperial regio at Anvil. However, these benefits are limited by your innate skill - the raw skill your character possesses without any additional help.

In every case, you must have purchased the appropriate realm lore skill at least once to benefit from any source of additional ranks of that realm. For example, you must have Autumn lore to use a Melancholic Staff, Spring lore to benefit from a Vernal Balm, Day lore to gain the advantage offered by a Strigine Mask when performing Eyes of the Sun and Moon, or Winter lore to use the Imperial regio to gain a temporary boost to your power while performing Wisdom of the Balanced Blade. You cannot contribute to the performance of a ritual from a given realm unless your character has spent experience points to gain at least one realm lore skill for that realm.

In addition, you can only gain additional ranks of realm lore equal to triple your innate skill. This means that a character with one rank of a lore can only gain two additional ranks from any source (giving them a potential effective lore of three); a character with two ranks of a lore can gain no more than four additional ranks (for a total of six); a character with three ranks of a lore can only gain six additional ranks (for a total of nine); and so on. This applies to all methods of gaining additional ranks - potions, magic items, enchantments and eternal boons, and the power of a regio are all limited in this way. In every case the cap is set by the number of ranks of the appropriate lore the character has purchased with experience points.

Additional ranks acquired in this way never provide additional mastered rituals. Additional mastery is gained only from the realm lore skills a character purchases with experience points.

Mastery

- You may change one mastered spell from your list of mastered spells between events

The rituals a character has mastered reflect a concerted effort on their part to hone their skill with those rituals. As such mastery requires constant maintenance by the magician, the mastery will eventually fade without this repetition.

To reflect this any ritual magician is allowed to change a single mastered ritual from their list of recorded rituals after each event they attend. It is only possible to change one mastered ritual at a time in this way, only after you have attended an event, and only for another ritual chosen from Imperial lore. To change a mastered ritual you must email Profound Decisions with your CID and the name of the mastered ritual you wish to give up and the name of the mastered ritual you wish to gain. It is not possible for a character to change a mastered ritual at an event in this way.

A ritualist may not make a slot free using this method, they can only exchange one mastered ritual for another ritual chosen from Imperial lore.

If the desired ritual is not part of Imperial lore, a magician can still make the exchange but must include evidence that their character has access to the text of the ritual (ideally an image of the ritual text, or the ribbon ID number from the rear of the phys-rep).

Extra Ritual

You may choose to master two additional rituals each time you purchase this skill. You do not need to pick the rituals you want at the time you purchase the skill, you may leave the 'slots' free and choose the rituals you want later if you wish.

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Magister

Priests who work to master magic are called magisters in Highguard. The early magisters studied methods of communicating with the dead and uncovering the secrets of the past. Traditionally, the Highborn magisters are the foremost masters of Winter magic in the Empire, drawn to and operating for the most part out of hostels based in the Necropolis. The silence and contemplative atmosphere of the city of the dead lends itself perfectly to measured and dedicated study.

While there is no doubt they possess powerful magic, the magisters are still considered to be priests. They study virtue alongside magic, and many work hard to try and inspire virtuous behaviour in wizards of other nations – or an understanding of magic in other priests.

Magisters tend to be cautious of the Eternals, as they are not only powerful, but they clearly seek to use that power to influence and control humanity. The Highborn believe that as masters of their own destiny, humans should seek out and outwit Eternals wherever possible, gain opportunities to take strength from them and harness it in service to the Empire. Eternals are clearly monstrous and inhuman, and it is a source of continual frustration to the Highborn that wizards of other nations fail to recognise this, no matter how seriously the magisters try to educate and influence them in their dealings with other realms. The magisters treat most often, and most comfortably with the Eternals of Winter, who they see as more open and honest, as they do not try to deny or conceal their evil nature. The Eternals of the other realms are equally dangerous, but present a pleasing and deceptive face, which so many foreigners accept without scrutiny.

The magical tradition of Highguard combines movement and sound. The slow beating of drums, the sonorous chime of bells and the recitation of ceremonial passages form the basis of their ritual magic, often accompanied by stylised and graceful gestures.

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Magister (Redirected from Magisters)

Priests who work to master magic are called magisters in Highguard. The early magisters studied methods of communicating with the dead and uncovering the secrets of the past. Traditionally, the Highborn magisters are the foremost masters of Winter magic in the Empire, drawn to and operating for the most part out of hostels based in the Necropolis. The silence and contemplative atmosphere of the city of the dead lends itself perfectly to measured and dedicated study.

While there is no doubt they possess powerful magic, the magisters are still considered to be priests. They study virtue alongside magic, and many work hard to try and inspire virtuous behaviour in wizards of other nations – or an understanding of magic in other priests.

Magisters tend to be cautious of the Eternals, as they are not only powerful, but they clearly seek to use that power to influence and control humanity. The Highborn believe that as masters of their own destiny, humans should seek out and outwit Eternals wherever possible, gain opportunities to take strength from them and harness it in service to the Empire. Eternals are clearly monstrous and inhuman, and it is a source of continual frustration to the Highborn that wizards of other nations fail to recognise this, no matter how seriously the magisters try to educate and influence them in their dealings with other realms. The magisters treat most often, and most comfortably with the Eternals of Winter, who they see as more open and honest, as they do not try to deny or conceal their evil nature. The Eternals of the other realms are equally dangerous, but present a pleasing and deceptive face, which so many foreigners accept without scrutiny.

The magical tradition of Highguard combines movement and sound. The slow beating of drums, the sonorous chime of bells and the recitation of ceremonial passages form the basis of their ritual magic, often accompanied by stylised and graceful gestures.

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Magistrate's Grasp

Description

The polearm is very useful for dealing with skirmishers. The superior reach it grants also makes it quite effective for neutralizing enemies armed with one-handed weapons.

It is also a common piece of equipment carried by the badgers working with the Imperial Magistrates. One of the first magistrates, the Varushkan Arnost Whitehair, focused his attention on pursuing and capturing criminals. He equipped his lieutenants with these useful polearms, and the name has since stuck. One of the Imperial Magistrates usually takes custody of Arnost's artefact version of this weapon, using it as both a badge of office and as a statement that they will commit themselves to the capture of fugitives.

On occasions where a Magistrate's Grasp is loaned to a group of volunteers, there is often an impromptu footrace to determine who will wield the weapon - the candidate who wins this race (which often includes obstacles to leap over or duck under) in armour and carrying a polearm is usually the one who is bonded to it.

Rules

- Form: Weapon. Takes the form of a polearm. You must be wielding this weapon to use its magical properties.

- Requirement: You must have the weapon master skill to bond to this item.

- Effect: You can use a hero point to call ENTANGLE with this polearm.

- Materials: Crafting a Magistrate's Grasp requires ten ingots of ambergelt, five ingots of orichalcum and four ingots of green iron. It takes one month to make one of these items.

It was sundown and the light was a sparkling blaze on the waters of the bay of Catazar. The Lostok case had been a long and painstaking investigation, and now that it was finally concluded, Magistrate Inskipp and his officers were enjoying the afterglow of justice in the gardens of the Merrow's Marina. Several bottles of excellent Dawnish wine had already been emptied, leaving both the badgers and their master deep in their cups.

"It's good, chief, don't get me wrong, of course it's good. But we celebrate and we drink, and we all know that tomorrow or next week or next month another Lostok will take over exactly where this one finished. I just..., I sometimes wonder what the point is."

Inskipp's face took up its accustomed scowl; the badgers sighed and poured themselves another drink as they prepared for a sermon. "The point, Denarus, the bloody point is all around you! You think a city like this just happens? "Just happens" leaves you with ugly stone shitpiles like Oran, or joyless warehouse towns like Hedra."

He gestured grandly with his goblet, slopping wine onto the finely mosaicked paving stones around the taverna, "This is civilisation, this is the future of the Empire. One day, a long time from now, every city in the Empire is going to be like Sarvos. And they're going to look back on us, at this moment here and now and they're going to know that we were the first and the best."

His mood lightened somewhat as he refilled his drink, "But she's a harsh mistress, civilisation. She has to be tended to like a barbarian goddess - sacrificed to, even. From her first day to her last, the city will make its demands, and it's up to us to meet them without complaint or delay. In the end it's only our willingness to pay the cost of civilisation that separates us from the barbarians."

The sun finally set in a riot of red and gold, framed by the towers and ships of the harbour.,

"Never assume that all this cannot end in an eyeblink. It can. Lostok thought differently, and all it took was one officer of the court and her stick to teach him different."

Beyond them in the city thousands lanterns began twinkling into life as darkness fell. A chill touched the breeze and the table was silent for a moment, each person lost in their own thoughts.

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Magistrates

Magistrates

- Imperial character that conducts trials

- Engage players in the legal process

- Try to keep conflict between players political

The magistrates are official Imperial characters who operate the legal system, conducting trials and overseeing the application of the law. Their role is to involve players in the legal process as thief-takers, detectives and militia etc. The point of the magistrates is to do everything in-character, to make murder as difficult to get away with as humanly possible. The goal is to redress the balance of games in which murder is trivial and the cheapest solution to any political problem. Empire is intended to provide a PvM game for players combined with a PvP political game. The magistrates exist to try to ensure that most conflict between players remains political. It is possible for a magistrate to play other roles some of the time if they wish.

Being a magistrate requires some charisma and personal presence. The magistrates have the full backing of the setting, but that will not serve if they cannot get the support of the majority of players. Magistrates need to be unbiased and although they are encouraged to play the role on an ongoing basis they should avoid becoming embroiled in the politics of the game; like all civil servants they are compelled to remain honest and impartial by the magical power of the oaths they have sworn. Being a magistrate is a great role for anyone with an intuition for skullduggery and a sense of drama for making court scenes dramatic.

We are looking for one or two other magistrates.

Template%3ACrew Links

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Magnum Opus

Mastery of these recipes allows an apothecary to brew preparations valuable to ritual magicians versed in the Lore of Night. With one of these potions a ritualist can wield the magic of the Night Realm more effectively, but they also become more susceptible to the influence of that Realm.

As with the Lambent Essences, brewing these potions involves a somewhat more alchemical than herbal approach. The recipes also tend to be a little abstruse, using metaphor and simile rather than direct instructions on measures or processes. More than one apothecary has wasted large amounts of herbs trying to decipher the precise proportions to use.

Prior to the liberation of Reikos in 379YE, Imperial masters of Magnum Opus knew how to brew Chiaroscuran Balsam and Philosopher's Stone. While rumour had suggested a third potion, anyone who might have known how to create this elusive elixir kept that knowledge a closely guarded secret. At least one of these secrets came to light after the fall of the Stone Toad citadel of Urith Barath, built in the ruins of High Chalcis. The recipe for the enigmatic Black Star was found among the effects of one of the defeated Tepel apothecaries, along with evidence that it is a widespread potion known and used extensively by the Druj. Rather than being concealed, was shared widely by the unnamed individuals who uncovered it. It clearly built on the principles used to create the Magnum Opus, and provides a powerful enhancement to the use of night magic by the Empire.

Chiaroscuran Balsam

This thin, scented salve is half white and half black. When applied to the skin, the two parts are mixed together and rapidly absorbed by the skin. Users who apply the salve too quickly risk becoming intoxicated by the narcotic rush that floods the system as the balsam is absorbed, which can lead to ritualsts acting in an agitated and excitable state for several minutes until their bodies achieve a natural (albeit shifting) balance with the preparation. Users find it easier to wield more powerful Night magic.

Some ritualists, especially naga, enjoy having a fellow ritualist apply the balsam to their skin rather than doing so themselves. This allows them to indulge in and focus on enjoying the pleasant sensations the balsam arouses. Obviously, there is some risk of beginning to crave the use of chiaroscuran balsam, and some ritual groups are cautious in how much and how often they employ the preparation as a result,

- Form: Salve.

- Description: This mysterious ointment is half black, and half white. It has a heady, almost narcotic scent that causes the blood to pound if it is inhaled, and a smooth, oily texture that is quickly absorbed into the skin.

- Roleplaying Effects: You feel giddy and excitable for several minutes after applying this balsam. You feel every emotion very strongly and have a strong urge to be gregarious, to seek out opportunities to interact with others wherever they present themselves, and want to be comfortable, well-fed and content.

- Mechanical Effects: If you possess the Night Lore skill then you gain one additional effective rank to the next night ritual that you perform within ten minutes, subject to the normal rules for effective skill. This is a tonic; the effect of any other tonic you have drunk immediately ends.

- Recipe: Two drams of Imperial Roseweald, one dram each of True Vervain, Marrowort and Bladeroot and one crystallized mana.

Philosopher's Stone

This two-part elixir is composed of two liquids, one heavier than the other. One part of the potion is red, the other yellow. When shaken, the two liquids mix together to create a swirling, almost hypnotic suffusion of both colours that slowly separates back into two distinct layers. The potion should be shaken and then quickly drunk to get the full effect. It has an indescribable flavour that is rarely the same twice.

Philosopher's Stone was first formulated in the swamps of Bregasland. In some versions of the story, it was developed by a Marcher apothecary working from partially understood inscriptions on a sunken stone. In another version, the naga apothecary was guided in her researches by her lover, a Herald in service to the Eternal Sadogua. Both versions of the story agree that the apothecary - whose name appears to have never been written down anywhere - disappeared shortly afterward. Within a year, draughts of philosopher's stone were for sale in Meade and shortly after in Sarvos and Siroc. Descendants of the unnamed naga have often claimed that she was murdered by conspirators from the League and the Brass Coast with the collusion of mercantile interests in Mitwold after she refused to share the formula; it is unlikely the truth will ever be known.

- Form: Liquid.

- Description: This elixir holds a crimson liquid and a heavy yellow liquid. They mix when shaken creating a hypnotic suffusion of both colours that slowly separates. It seems never to smell or taste quite the same way twice.

- Roleplaying Effects: This elixir has a strong taste of something (practically any taste is possible). You feel a strong urge to be mysterious and enigmatic; to avoid direct answers, to conceal your intentions and to couch your speech in allusion and metaphor. Direct answers and direct solutions are unsatisfying.

- Mechanical Effects: If you possess the Night Lore skill then you can use up to 3 personal mana as if it were crystal mana on the next night ritual that you perform within ten minutes.

- Recipe: Three drams of Imperial Roseweald, two drams each of Bladeroot and Cerulean Mazzarine and one dram of True Vervain.

Black Star

It seems odd initially that Black Star bears that name - given that the potion itself is milky white and cloudy. When the liquid is agitated, however, little black motes - stars - are visible in the depths. Some experienced magicians versed in the lore of night who have examined the elixir have commented that it reminds them of certain visions associated with the Whisper Gallery - of black stars in a pale, foggy sky - but this may just be a coincidence.

Regardless, the experience of drinking the potion can be a difficult one. While it smells sweet, it tastes bitter and unpleasant, and brings with it a deeply uncomfortable sense of a pattern to things and events. Unless the magician focuses, they will easily become distracted by the awareness of "conspiracy" that surrounds them. This eerie awareness is not about connections, but about intent - and some sensitive souls who have consumed the elixir have reported a conviction that the intent they sense is malign in nature, a hidden hand manipulating people and things to its own end. At least one priest has expressed a deep concern that this elixir may have blasphemous connotations, creating illusory feelings of fear or suggesting that human destiny is influenced by supernatural forces or subject to some kind of self-aware "fate".

- Form: Liquid.

- Description: This milky white liquid swirls like trapped smoke. Black motes appear in the depths, becoming more distinct if it is shaken. It has a strong aroma of ripe fruit, but a droplet on the tongue tastes unpleasantly bitter.

- Roleplaying Effects: You are filled with a growing sense that there is a conspiracy at work around you. It is easy to start speculating on the secret schemes that underlie anything from the performance of your ritual, to the formation of your coven, to the choice of clothing a stranger has made.

- Mechanical Effects: If you possess the Night Lore skill then you gain three additional ranks to the next Night ritual that you perform within ten minutes, subject to the normal rules for effective skill. This is a tonic; the effect of any other tonic you have drunk immediately ends.

- Recipe: Three drams of Imperial Roseweald, two drams of Bladeroot, one dram each of True Vervain and Marrowort, one crystallized mana, and one ring of ilium.

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Main Page

Welcome

Welcome to the Empire Wiki; here you will be able to find everything you need to know about Empire, the new live roleplaying game from Profound Decisions, which began Easter 2013. We often upload new content to the site, so if you are returning after a break then check the Wiki Updates section for a list of what has changed since your last visit. For up to date in character information head to the recent history page.

The Game

Read our introduction to LRP if you're new to the hobby. Then take a look at the game overview to get an idea of what Empire is all about.

The Nations

The Empire is composed of nine human nations and the Imperial Orcs. Each culture is detailed on the wiki including advice on costumes.

Lineage

All human beings may choose one of the six lineages if they are touched by the Realms. Read how each lineage can shape your character.

The Empire

Find out about the political structures of the Empire that will allow the players to shape the game world. Also here is information about the Way of Virtue, the unique Imperial Religion.

The World

The Empire is part of a rich and vibrant campaign setting that includes barbarian enemies, foreign powers and six magical realms as well as their supernatural inhabitants.

The Rules

Empire uses a simple set of rules that are designed to be fun to play but easy to understand. The rules explain how to make a character and how the game works.

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Make good use

The two Beaters sat on the low stone wall, contentedly puffing on their pipes.

It had been a long walk along roads and trods, from Ashill through King's Stoke, past Old Pig and through the Chalkdowns. The pair, drawn by news of fighting and borders needing patrolling, had come to Alderly. But for all the magical refreshment of the trods, they were weary from walking without stopping a while, and so they sat, patiently. Watching. Waiting.

Laura, the taller of the two, craned a hand around her back to scratch an itch and adjust her gambeson. As she did so, her eyes caught the flicker of movement - a curtain shifting behind a shutter in the little cottage across the way. She nudged her companion.

"Looks like they're on the move, Bert."

Silently now, they watched as the front door of the cottage opened, and out stepped the occupants - two adult Marcherfolk, one a draughir, both dressed in simple greens and tans, and their child, a young lad of maybe sixteen with a rack of surgeon's tools sticking out of a pouch at his belt.

Bert nodded in their direction. "Aye. That'll be Imogen and Beck. Which one's clever and which one's wise again?"

"Wise Imogen they call her. So I guess Beck, they must be the clever one?"

"Hmph," responded Bert, frowning. He tapped out the ash from his pipe into a dirty pouch, not wanting to contaminate the carefully tilled soil. Beneath his feet grew rows of Imperial Roseweald, reddish-brown flowers bobbing in the breeze like the instruments of a marching band.

Strange folk, he thought, to dress half-Navarr and stay quiet as Highborn before Midwinter.

The three Marchers walked to the dirt lane outside their cottage and glanced over at their observers. Wise Imogen across her torso a rough leather satchel, Clever Beck a large hessian sack slung over their shoulder, dropping empty. Alfred carried a neater-looking backpack carefully upon his back, a dram or two of dried vervain jutting out of an exposed pocket. They walked stoically as a group, following the track into the deeper woods of Alderly, speaking not a word.

Behind them, the cottage sat in silence, but for the muted birdsong. In the back garden, a mound of turf issued an ever-so-tiny jet of smoke into the air.

"Odd, that," murmured Laura. "They've left their charcoal burning. Without someone to watch it."

Bert nodded. "Where d'you suppose they're going?"

Contents

- 1 Overview

- 2 The Feni on the Downs

- 2.1 Breaking Eggs

- 3 The Feni in the Forest

- 3.1 Deep, Dark Forest

- 4 The Feni in the Mark

- 5 Participation

Overview

The Feni, the human barbarians the dwell in the western territories of the Empire, have never been much viewed as a significant threat on the scale of the neighbouring barbarian nations. Their raids - usually for food, herbs and other useful resources - have troubled the communities of Wintermark, the Marches and the Brass Coast, possibly for as long as those nations have existed, but their settlements have proven surprisingly difficult to locate. So difficult in fact, that they are long suspected of using magic to hide their homes in some way, although Night magicians all agree that such a thing ought to be impossible.

Their culture and customs are little understood. There are rumours of the odd Marcher household or Wintermark merchant making peaceful contact with small groups of Feni, but those who do have contacts are always circumspect about them. They are known to engage in trade as often as they raid - but as they are barbarians, Imperial citizens who buy and sell from them rarely talk openly about it.

As a result, little is known about why there has been a distinct upswing in Feni activity over the last two seasons. Feni raiding flared up in Hahnmark before the Winter Solstice, before calming down noticeably in the run up to Spring. Now the raids have become commonplace once more, and the Feni warbands appear to be extending their reach from Southridge, Hahnmark into neighbouring Valasmark and Kalpamark.

Meanwhile, the large Feni warband sighted traveling across Upwold and northern Mournwold is continuing to raid settlements as they pass. Apparently the attempts to deal with them at the Spring Equinox were not enough. While they are focused primarily in the Chalkdowns, they are venturing across the entire territory; the only region that does not report much in the way of Feni raiding is Alderly - which is curious, as it is the only region known for sure to harbour a long-standing enclave of Feni.

The Feni on the Downs

The Feni in the Chalkdowns appear to be formed into one or more closely-knit clans. Folk who have examined the bodies of fallen raiders have noted consistent patterns of swirls painted in plant-based dyes on their faces, and a fair number bore small yellow flowers woven into their hair. Crucially, whatever magic the Feni normally use to conceal themselves appears to have failed them. These Feni are setting makeshift camps carefully disguised to try and conceal any trace of their passage, but they are being forced to use mundane methods to cover their tracks. Bereft of their normal tricks, the Imperial scouts have been able to get close enough to observe the camps and assess their forces.

Breaking Eggs

- An Imperial army could deal with the Feni raiders

- If not dealt with every farm and business in the Mournwold will lose 36 rings of production, and all herb gardens will produce two fewer herbs

Prognosticators have keenly scoured for conjunctions for locations which might indicate engagement with these raiders, but are dismayed to find none. It seems that if the Empire wishes to deal with this threat, they will now need to consider other means of doing so. Unless that situation changes, realistically that would mean moving an army to the Marches to engage the Feni. While it is clear that these Feni warbands do not constitute a campaign army and are raiding not trying to conquer the area, they could be decisively engaged and defeated by one or more Imperial armies.

The scouts who have assessed their camps calculate their fighting strength as equivalent to around a thousand Imperial soldeirs at most. If the Military Council so decided, these forces could be combated by any Imperial Army taking an offensive order in the Mournwold. A decisive engagement that inflicted at least 400 casualties would kill enough Feni to neutralise these warbands entirely. Of course the army would also suffer casualties as appropriate - and be unable to take advantage of natural resupply.

As it currently stands, the Empire has no means of directly communicating with these Feni. No-one can get close enough to them without the Feni either retreating or attacking ferociously, and any captives taken have proven violently uncooperative. Moreover, as anyone trading with the Feni would be guilty of treason, anyone who might be able to broker a meeting with these tribes is clearly unwilling to come forward.

Something needs to be done though - as long as these Feni warbands remain in the Mourn and continue to raid, all farms and business will lose 36 rings of production each season, and all herb gardens will produce two fewer herbs, determined randomly.

The Feni in the Forest

The Feni in the Chalkdowns are not the only Feni in the Mournwold currently. The enclave in Alderly is typical of Feni settlements in the Empire. Hidden away in the depths of the forests they have somehow been able to resist first the Jotun occupation and now the Imperial liberation of the area. The woods there are dense and full of tangled paths - groups of beaters that have entered and returned alive report that the air seems oddly sinister, but they were never able to find even the merest trace of a Feni settlement.

The local Marchers who live in the forest have always been considered peculiar, and three decades of isolation has intensified their strangeness. Insular and uncommunicative, the hamlets and small villages of charcoal burners and woodcutters are rumoured to include more than a few with Feni blood in their veins. It's not just the propensity for herbcraft, and the normal cold shoulder for strangers, it's the way they fall quiet or change the subject whenever the threat of the Feni are mentioned. Accusations of collusion are rife - but have never been proven. Indeed, to outsiders it almost seems as if the Alderly Marchers and Alderly Feni live side-by-side without ever crossing each others paths.

But now, the significant increase in Feni attacks outside of Alderly have drawn attention to these strange folk. They are not unified, and present no outward spokesperson to engage with them, but Marchers from the rest of the Mournwold and beyond have begun to question whether these Alderly folk are indeed Marchers at all - whether perhaps the streak of Feni blood said to flow through them has perhaps carried them too far from Marcher custom. Notably, whilst reports of raiding have spiked across the rest of the Mournwold, Alderly reports absolutely no attacks by Feni whatsoever. Whether this is due to some treasonous arrangement, ancient compact or mere happenstance, none are able to say.

Historic attempts to root the Feni from the woods have always met with abject failure. The woodlands are vast and difficult to traverse but even the most skilled Imperial forces that have tried to find the Feni settlement have always failed. Whatever magics the Feni have to hide themselves from the Imperial gaze they have been sufficient to thwart the best efforts of the Empire's scouts and magicians.

Deep, Dark Forest

- Without further information, these seems to be no feasible way to locate the Feni enclave in Alderly

The only realistic way that anyone could bring force to bear on the Feni enclave is if someone could acquire the key to finding their settlement. If Ekaterijna Gremani, the Herald of the Council were given the means to find the settlement then she could pass that document to the civil servants who support the Military Council so that they could assess all the options for attacking the woods effectively. That would allow the civil service to present all the available options in time for the next summit at Anvil.

The Feni in the Mark

- If the Feni continue to raid in Hahnmark, every farm and business will suffer a 36 ring penalty to production, and each herb garden will produce 2 fewer herbs

The Feni in Hahnmark have also increased their raiding activity in the months following the Spring Equinox. There are several Feni warbands in the area - quite what has triggered the sudden increase is unknown, but they are taking great advantage of the terrain to launch ambush attacks on numerous farms, businesses and herb gardens.

Their raids seem to be centred on Southridge, where a community of Feni have long been suspected of hiding amidst the hills and gullies of that region. They are not limited to raiding there, however - bands have been sighted in militant Valasmark to the west and prosperous Kalpamark to the east. Strangely, the Feni seem to be giving Wood Heath to the east a large berth - despite the comparatively limited defence that could be mustered by the folk there.

Civil Service prognosticators have identified two conjunctions associated with these Feni raids in Hahnmark, more of which can be read about here.

If nothing is done about the Feni raids in Hahnmark, then all farms and businesses will suffer a 36-ring penalty to their production, and all herb gardens will lose 2 drams of random herbs.

Participation

If your character has a resource in the Mournwold or Hahnmark, or controls a military unit that took the paid work action over this downtime, you are free to roleplay that you helped defend against a Feni raid. The Feni would have attacked suddenly and aggressively, but primarily sought to steal resources such as food, herbs,and other perishables before fleeing.

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Making a hardened leather mask

Contents

- 1 Mask Making

- 1.1 Materials

- 1.2 Tools

- 1.2.1 A quick note on leather:

- 1.3 Making the mask shape

- 1.3.1 Tip: It can take some time for the bubbles to leave, so tap the leather gently (whilst in the water) and if no new bubbles form after a few minutes then it's ready.

- 1.3.2 Note from the art team

- 1.4 After Baking

- 1.5 Finishing the Mask

Mask Making

This guide will show you how I made a hardened leather mask.

Materials

- 2mm thick veg tan leather, other weights can be used but I find this is a good for masks

- Buckle (+ rivets) for attaching the mask, you could also use string or leather lace

- Leather dyes or Acrylic Paints

- Supersheen, Dubbin Wax or a Leather finisher

- Neat foot oil, leather moisturiser (yes it does exist) or even moisturiser

Tools

- Sharp knife

- Leather Punch

- Hammer (if you are using rivets)

- Hairdryer (I'm not kidding) or patience

A quick note on leather:

The "Grain Side" is the hair side of the animal and is most commonly used for carving and stamping. If you look at the cross-section of the leather you will notice a thin smooth line - this is called the grain layer, it is about one fifth of the thickness of the hide. The "Flesh Side" is the side of the leather that was next to the meat/flesh of the animal. It is generally very rough. Between the two layers are the leather fibres.

Leather

Making the mask shape

Right - lets dive right in - first I cut the leather to the area of the face I wanted to cover. It is a good idea to measure the face first and add the extra leather for the nose. Add a little extra for contingency.

Leather cut to shape

The first step is to soak the leather. When you moisten leather the fibres swell and soften. This makes the perfect mix for moulding leather. I put the leather into bowl of water flesh side up, waited for the air bubbles to form on the flesh side - when the last air bubbles leave the leather it will be ready.

Tip: It can take some time for the bubbles to leave, so tap the leather gently (whilst in the water) and if no new bubbles form after a few minutes then it's ready.

Soaking the leather

I took the leather and put it on the face of the person the mask is for. You can also use a plaster face or even a polystyrene one but the real thing is better.

I moulded the mask to the face by stretching the leather This can be done by kneading the leather with your thumbs. As it dries it will retain its shape, and the thicker the leather the more time it takes. This can take a long time and a lot of patience, but remember that but every time you apply direct heat to leather you run the risk of it warping or cracking. To speed up the process, as I had to hold the leather in place until it was fairly dry, you can put it in an area with warm circulating air, like an airing cupboard. If you're short of time, very gentle heat with a hairdryer can work, but it can risk damaging your leather.

Once the leather is fairly dry I finished it moulding it with my fingers. I aided this process by wetting small areas like the eye sockets and stretching the leather further.

Once I was happy with the shape, I put it in the oven at its minimum settings, and waited until the leather was starting to get fairly rigid.

Note from the art team

While Gary had good results from this, in our experience ovens are so variable that you can risk damaging the leather irreversibly by baking it. We would suggest air drying in a warm, well ventilated area as a safer and more reliable alternative.

If you can put the mask on a former like a plaster face or even just draped over a tin this will help to the mask to keep it shape as it hardens.

After Baking

I trimmed the mask to the required shape - this took a while to get right and I spent extra time making sure the eyes holes were in the right place.

Finishing the Mask

I used a good oil based leather dye to get the colour I wanted. The dyeing process made the mask flexible again so it was back on the form to dry.

At this stage I used Neat's Foot Oil to drying and cracking. It is used to recondition/oil saddles and outdoor gear. It will significantly darken most leathers. You can however use any reconditioning leather product at this point.

Next a coat of Supersheen or Leather Finish to protect my mask from the harsh outdoors. The last coat is a good wax with Dubbin. Dubbin is a wax product used to soften, condition and waterproof leather and other materials. I let it dry again, gave a quick polish with a rag and the mask itself was done. Now just to finish it off.

At this point I added a strap and a buckle.

I hope you have many enjoyable hours creating items of wonder.

Gary Longford

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Malign spiritual presences (Redirected from Malign Spiritual Presences)

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

Tomas moved to pick up the sword. Sensing something wrong, I cried out a warning, but it was too late. I could see the change in him immediately. I instructed him to put the weapon down. He refused and told me that he no longer had to do what I told him. I knew then that I would have to exorcise the vile force that controlled him now, but first I would have to seperate him from the cursed blade - and for that I would have to fight him.

The Shadow of Crescencia

Contents

- 1 Malign Spiritual Presences

- 1.1 False Virtues

- 1.2 False Gods

- 1.3 Phenomena and Phantasmagoria

- 2 Examples of Malign Spiritual Presences

- 2.1 Hope

- 2.2 Peace

- 2.3 Anarchy

- 2.4 Vengeance

- 2.5 Fear

- 2.6 Hatred

Malign Spiritual Presences

Although there are Seven Virtues that are known to empower the human soul and guide it through the Labyrinth of Ages, there are other spiritual forces that are present in the world. These malign spiritual presences can arise from false teachers, barbarians, foriegners or even simply by circumstance. Amongst the duties of the Priests of the Way is cleansing and purging the malign spiritual presences utilising the ceremonial rite of exorcism.

Malign spiritual presences have a number of known sources and manifestations. These include:

False Virtues

There are some malign auras that initially appear harmless, even beneficial, but which were ruled as un-virtuous and excluded from the Doctrine of Seven by the early Synod. Consequently, the promotion and propagation of these auras and presences is regarded as Blasphemy under Imperial Law. Nevertheless, some Blasphemous Cults still arise and either explore these auras in secret, or seek to change the Doctrines of the Faith to press for their inclusion.

False Gods

In their ignorance, some Barbarians and Foriegners encounter spiritual auras and manifestations and, instead of understanding that they are echoes from the Labyrinth of Ages, see them as the presence of gods, demons or other supernatural entities. Priests of these false gods may even believe that they are invoking the power of some divine being through their warped approaches to religious ceremonies.

Phenomena and Phantasmagoria

Whereas the propagation of Blasphemous Cults and the worship of False Gods is carried out via mortal agencies, there are occasions where malign spiritual presences can seem to occur as a natural, or indirectly occurring phenomenon. For example, a house in which a horrific crime is committed may attract a malign spiritual aura related to the nature of that crime. Additionally, it has been known for vile and wicked spirits - condemned to wander the Labyrinth of Ages for all time - to break loose and seize control of mortal hosts.

Examples of Malign Spiritual Presences

The following are a few of the spiritual presences that have been excluded from the Doctrines of the Faith and so whose accepted presence constitute at least Blasphemy if not also Idolatry.

Hope

Seemingly benign, this aura has also been referred to as Fortune or Fate and generally conveys that there are greater supernatural forces at work, and that these forces are benign and can be trusted. This seductive aura has been deemed by Synods past as being anathema to all the Virtues for it discourages effort and striving by mortals. It is also an aura often associated with False Gods for it encourages faith in greater powers, which is Idolatry. Some blasphemous auras known to be associated with hope are listed here.

Peace

Another apparently benign aura, Peace has also been known as Tranquility and Harmony. It was ultimately deemed dangerous for promoting passivity and being in conflict with virtues such as Ambition, Courage and Vigilance. At its worst, Peace promotes apathy, indifference and compromise in the face of challenges that confront, even threaten, the Empire. The restful nature of Peace auras is alluring and, some claim, mildly addictive, which is a quality that has been exploited by Blasphemous Cults and False Gods. Some blasphemous auras known to be associated with peace are listed here.

Anarchy

Auras of anarchy - sometimes called freedom or liberity - stir mortal souls against structures and order and were recognised at an early stage as self-destructive forces as well as a threat to the unity and heart of the Empire. Less prone to spontaneous manifestation than some malign presences, Anarchy has been known to take root in Blasphemous Cults that seek to tear down all the Empire has sought to build. This false virtue was extensively preached during the freedom heresy. Some blasphemous auras known to be associated with Anarchy are listed here.

Vengeance

Auras of vengeance - occasionally called justice - are one of the malign spiritual presences that seem to crop up through all agencies in almost equal measure. The aura has been known to manifest in areas of sudden violence and, as such, is commonly associated with hauntings. Equally, there are False Gods and blasphemous cults that utilise auras of vengeance to steer souls down dark paths. These destructive auras were deemed unvirtuous by the Early Synod for fuelling cycles of violence and goading citizens into action, often in defiance of Imperial Law, which is both disloyal and unwise. Some blasphemous auras known to be associated with vengeance are listed here.

Fear

Auras of Fear, like auras of vengeance, are well known for arising spontaneously as well as through False Gods and Blasphemous Cults. In the case of the latter two, it is not that fear is venerated but more that it is used as a means to goad and control other mortal souls. The unvirtuous nature of these auras is apparent in the manner that they stand in direct opposition to Virtues such as Courage and Ambition. Some blasphemous auras known to be associated with fear are listed here.

Hatred

There was some significant debate within the Early Synod before auras of hatred were deemed unvirtuous. Its proponents argued that it was a powerful and motivating force that spurred mortal hearts into action. It was ultimately ruled to be in conflict with the more widely recognised and respected Virtue of Wisdom, being irrational and indiscriminate in its nature. However, there are False Gods and Blasphemous Cults that still seek to use these auras as a means to control mortal souls. Some blasphemous auras known to be associated with hate are listed here.

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Malign spiritual presences

Tomas moved to pick up the sword. Sensing something wrong, I cried out a warning, but it was too late. I could see the change in him immediately. I instructed him to put the weapon down. He refused and told me that he no longer had to do what I told him. I knew then that I would have to exorcise the vile force that controlled him now, but first I would have to seperate him from the cursed blade - and for that I would have to fight him.

The Shadow of Crescencia

Contents

- 1 Overview

- 1.1 False Virtues

- 1.2 False Gods

- 1.3 Phenomena and Phantasmagoria

- 2 Examples of Malign Spiritual Presences

- 2.1 Hope

- 2.2 Peace

- 2.3 Anarchy

- 2.4 Vengeance

- 2.5 Fear

- 2.6 Hatred

- 2.7 Further Reading

Overview

Although there are Seven Virtues that are known to empower the human soul and guide it through the Labyrinth of Ages, there are other spiritual forces that are present in the world. These malign spiritual presences can arise from false teachers, barbarians, foriegners or even simply by circumstance. Amongst the duties of the Priests of the Way is cleansing and purging the malign spiritual presences utilising the ceremonial rite of exorcism.

Malign spiritual presences have a number of known sources and manifestations. These include:

False Virtues

There are some malign auras that initially appear harmless, even beneficial, but which were ruled as un-virtuous and excluded from the Doctrine of Seven by the early Synod. Consequently, the promotion and propagation of these auras and presences is regarded as Blasphemy under Imperial Law. Nevertheless, some Blasphemous Cults still arise and either explore these auras in secret, or seek to change the Doctrines of the Faith to press for their inclusion.

False Gods

In their ignorance, some Barbarians and Foriegners encounter spiritual auras and manifestations and, instead of understanding that they are echoes from the Labyrinth of Ages, see them as the presence of gods, demons or other supernatural entities. Priests of these false gods may even believe that they are invoking the power of some divine being through their warped approaches to religious ceremonies.

Phenomena and Phantasmagoria

Whereas the propagation of Blasphemous Cults and the worship of False Gods is carried out via mortal agencies, there are occasions where malign spiritual presences can seem to occur as a natural, or indirectly occurring phenomenon. For example, a house in which a horrific crime is committed may attract a malign spiritual aura related to the nature of that crime. Additionally, it has been known for vile and wicked spirits - condemned to wander the Labyrinth of Ages for all time - to break loose and seize control of mortal hosts.

Examples of Malign Spiritual Presences

The following are a few of the spiritual presences that have been excluded from the Doctrines of the Faith and so whose accepted presence constitute at least Blasphemy if not also Idolatry.

Hope

Seemingly benign, this aura has also been referred to as Fortune or Fate and generally conveys that there are greater supernatural forces at work, and that these forces are benign and can be trusted. This seductive aura has been deemed by Synods past as being anathema to all the Virtues for it discourages effort and striving by mortals. It is also an aura often associated with False Gods for it encourages faith in greater powers, which is Idolatry.

Peace

Another apparently benign aura, Peace has also been known as Tranquility and Harmony. It was ultimately deemed dangerous for promoting passivity and being in conflict with virtues such as Ambition, Courage and Vigilance. At its worst, Peace promotes apathy, indifference and compromise in the face of challenges that confront, even threaten, the Empire. The restful nature of Peace auras is alluring and, some claim, mildly addictive, which is a quality that has been exploited by Blasphemous Cults and False Gods.

Anarchy

Auras of anarchy - sometimes called freedom or liberity - stir mortal souls against structures and order and were recognised at an early stage as self-destructive forces as well as a threat to the unity and heart of the Empire. Less prone to spontaneous manifestation than some malign presences, Anarchy has been known to take root in Blasphemous Cults that seek to tear down all the Empire has sought to build. This false virtue was extensively preached during the freedom heresy.

Vengeance

Auras of vengeance - occasionally called justice - are one of the malign spiritual presences that seem to crop up through all agencies in almost equal measure. The aura has been known to manifest in areas of sudden violence and, as such, is commonly associated with hauntings. Equally, there are False Gods and blasphemous cults that utilise auras of vengeance to steer souls down dark paths. These destructive auras were deemed unvirtuous by the Early Synod for fuelling cycles of violence and goading citizens into action, often in defiance of Imperial Law, which is both disloyal and unwise.

Fear

Auras of Fear, like auras of vengeance, are well known for arising spontaneously as well as through False Gods and Blasphemous Cults. In the case of the latter two, it is not that fear is venerated but more that it is used as a means to goad and control other mortal souls. The unvirtuous nature of these auras is apparent in the manner that they stand in direct opposition to Virtues such as Courage and Ambition.

Hatred

There was some significant debate within the Early Synod before auras of hatred were deemed unvirtuous. Its proponents argued that it was a powerful and motivating force that spurred mortal hearts into action. It was ultimately ruled to be in conflict with the more widely recognised and respected Virtue of Wisdom, being irrational and indiscriminate in its nature. However, there are False Gods and Blasphemous Cults that still seek to use these auras as a means to control mortal souls.

Further Reading

- The Way of Virtue

- Imperial Theology

- Imperial Synod

- Religious Skills

- Recent History

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Mana site

Contents

- 1 Definition

- 2 Production

- 3 Downtime Options

- 4 Upgrades

- 5 Diversification

Definition

A mana site represents a location where flows of magic are particularly strong. A practised individual can use solutions of rare salts placed strategically throughout the area to cause mana crystals to form. The flows of magic tend to move as they ebb and flow so the methods used to catch them must be continuously adjusted. Many different methods of measuring or focusing the natural flows of magic are used, the most common being mirrors, geometric solids, lenses, and objects such as windchimes whose movements can be interpretted to determine any adjustments that need to be made.

Production

A mana site produces 7 mana crystals.

Downtime Options

There are no downtime options for a mana crystals. It produces mana automatically.

Upgrades

A mana site can be upgraded using mithril obtained from the Bourse. The first time a mana site is upgraded, the owner receives one additional mana crystals from then on, the second time a mana site is upgraded, the owner receives two additional mana crystals. Production increases continue to alternate in this way every time the mana site is upgraded.

To upgrade a mana site requires Imperial wains of mithril equal to the level the mana site is being upgraded to. So the first upgrade of a starting level 1 mana site costs 2 Imperial wains of mithril, from 2 to 3 costs 3 Imperial wains, etc.

Diversification

A mana site cannot be diversified.

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Mandala Studios

Our mission to provide a quality service in the areas in which we are skilled by caring about your project as much as you do. Our work include: Costuming, Leather Work - Masks, Armour and other Accessories, Masks, prosthetics and our own range of makeup, LRP Weapons, Set building, Props, and Large Creatures along with many other things - if we don't do it, we often know someone who does.

We are experienced at working to tight deadlines with fixed budgets.

Contents

- 1 Company Overview

- 2 Our Relationship with Profound Decisions

- 3 What can we do for you?

- 4 Contact:

- 5 Example Work

Company Overview

Mandala has many years experience in providing bespoke work in many areas of expertise drawing on a large pool of highly skilled workers.

We're based in Coventry UK but ship to customers all over the world, from the US to Australia and everywhere in between!

Our Relationship with Profound Decisions

We have worked for many years with Profound Decisions providing large monsters, props and set dressings for both Maelstrom and Odyssey these have included Gaia and the Stone Golems, Ritual Site stones, the Well and altar for quests, the Minotaur.

For Empire we are producing the Barbarian Orc Masks and Polyurea Armour, a range of Prosthetics for the various lineages and supplying some of the costumes for the Eternals.

What can we do for you?

Our big new thing for next year will be our own range of Polyurea armour as well as expanding our range of Leather work, Costuming and Embroidery. We will be continuing to expand our range of high quality prosthetics to cover all the Empire lineages with custom options, as always, available.

Contact:

Email: info@mandalastudios.co.uk

- Mandala Studios webpage

- Mandala Studios Facebook gallery of work.

Example Work

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Mandate

Synod Judgement

- Any Assembly

- Lesser Majority

Contents

- 1 Overview

- 2 Judgement

- 3 Alternative Mandates

- 4 Outcome

- 5 Implementing a Mandate

- 6 Competing Mandates

- 7 Limited Opportunity

- 8 OOC Design

- 9 Further Reading

- 9.1 Core Brief

- 9.2 Additional Information

Overview

Liao is a powerful substance - the auras it creates last a full season or more and they can motivate citizens to great acts of virtue. Without clear direction, such actions are often personal and individual - they are significant to the individual that receives the aura - but the effects may not be visible on the grand scale. But when combined with a direct mandate from the Imperial Synod, citizens tend to act in a concerted and determined way that can produce significant change. The Imperial Senate may decide Imperial law and allocate the treasury, but it is the Synod that leads the soul of the Empire.

Due to the potential impact, the right to use large quantities of liao, as part of a campaign, crusade, or simply to proselytize, is carefully controlled by the Synod. A priest may only act with the backing of the Synod once they have receive a formal mandate to do so and only using the wording provided for them by the civil service.

Each season, the civil service carefully analyse ongoing events in the Empire to identify situations where it would be possible for the Synod to influence the Empire. Where there is an opportunity for the Synod to influence events by issuing a mandate, this will be identified and reported. The briefing prepared by the civil service will prepare the necessary wording that the mandate would require and using divination to calculate the amount of liao needed to achieve the outcome.

Judgement

A judgement to issue a mandate must be raised and passed by the relevant assembly outlined in the civil service briefing. In many cases this will include the General Assembly but not always. In some instances citizens are more likely to be motivated to act by a mandate issued by their national assembly or even by a virtue assembly. If the judgement is not passed by one of the assemblies listed for that opportunity it will fail.

The judgement must identify a single named priest who will be issued with the mandate. They will be expected to take the lead role in spreading words of the edict or decision of the Synod - using their skills to motivate citizens and apply auras to judicious individuals who are most likely to support the cause. If no priest is named in the judgement then the mandate will apply to the priest who raises the judgement.

The judgement must state how much liao is permitted to be used. The civil service will identify how much liao is needed to achieve an outcome. In some cases using different amounts of liao will produce different results; consequently a mandate must specify the quantity of liao the priest is authorized to use.

Other than this, the judgement must use the wording prepared by the civil service. It is not possible to submit a judgement of mandate without using the specific wording prepared by the civil service. Before each summit, the civil service assess any developing situation and identify what possible judgements could address it. They using various divination rituals to help them assess what the impact of a mandate would be. This information is then presented to all Synod members attending Anvil, so that they can make an informed judgement on the matter.

There is a small window of opportunity up to a week before the event starts for players who wish the Synod to consider a different option for a mandate to the ones presented. If a player emails us with wording they would like to use then we will assess that. If the new wording will produce a substantially different outcome to those presented on the wiki, then we may edit the plot opportunity on the wiki to include the new possibility. If we do this the new option will state the name of the priest who has requested the additional opportunity - at that point the request is considered to be an in-character request from the character - not the player. The deadline for any changes of this kind is the Friday before the event begins. We will not have the time needed to assess any alternative judgements after this date.

Alternative Mandates

When the civil service release details of a mandate, it is common for members of the Synod to approach the civil service to ask them to consider the impact of a different mandate to address the same opportunity. If the civil service are able to confirm that the wording of the new mandate will produce a substantially different outcome to those already presented, then they will attempt to communicate that information, along with the name of the priest who requested it, to every citizen travelling to Anvil provided that there is sufficient time to do so.

Only a recognised member of the Imperial Synod may request a mandate in this way. The civil service will discuss different possibilities with a priest to try to help them identify what the possible effects might be, but each citizen may only request that a single mandate be formally published in this way.

Outcome

If the judgement passes then the priest who has been identified in the judgement has the mandate of the Synod. They may then choose to enact that mandate or to ignore it. They may not enact a different mandate - they cannot use more liao than is stipulated in the mandate nor may they use a different message to the one passed by the Synod. Their options are to do nothing - or to enact the mandate given to them by the Synod.

If the judgement fails, then no priest is authorized to act. The effects of this are identical to the situation in which no attempt was made to pass a mandate.

Every field looks green from a distance, even a cemetery.

Marcher Proverb

Implementing a Mandate

Any player whose character is providing liao for a mandate, should put the cards representing the liao that they are committing in the bag that they hand in at the end of the event. The liao needs to be in the inventory of the priest named in the mandate, but you can transfer liao and other resources between characters using the downtime system, once downtime opens. Please do not include a note when you hand in your liao as it is impossible to process these notes at the point where your bag is processed.

The named priest should email Profound Decisions to make us aware that they intend to pursue their mandate. If the mandate the Synod has passed meets all the conditions identified in the plot opportunity then we will remove the liao from the named priest's inventory as soon as they confirm they wish to go ahead.

Competing Mandates

If a single opportunity offers the potential for two or more competing mandates - either because there were two or more possible outcomes identified or because a member of the Synod submits an alternative mandate for consideration - then the Synod may only choose one of the options to endorse. In any situation where two or more different mandates relate to the same opportunity, whichever judgement gains the most votes is considered to pass, all other mandates that are get less votes are considered to fail. If two mandates tie for the most votes, then all mandates fail; the Synod is considered to have been unable to choose which mandate should be authorized.

Limited Opportunity

In most cases, mandates are only available at the summit where they are provided. While it might be possible to get similar mandates at a future summit, that would be dependent on the use of an appropriate statement of principle with a greater majority. There is no guarantee that the same mandates would be relevant at a future summit.

OOC Design

A judgement to grant a mandate is designed to create a system for the Synod to collectively provide leadership to the citizens of the Empire on moral problems and dilemmas facing it. While other judgements allow the Synod to influence the significant citizens of the Empire attending the summits at Anvil (the player-characters), a statement of principle and a mandate give the Synod levers with which to influence the setting outside Anvil. The two judgements are complimentary - a statement of principle gives the Synod a means to create potential opportunities - a mandate gives them a way to act on that opportunity.

It is not possible to issue a mandate other than in response to a plot opportunity, and then only using the wording provided in the options presented in the plot opportunity on the wiki. We are determined to avoid any situation in which Profound Decisions have to judge after the fact whether the wording is sufficient to meet the requirements.

There is a small window of opportunity up to a week before the event starts for players who wish the Synod to consider a different option for a mandate to the ones presented. If a player emails us with wording they would like to use then we will assess that. If the new wording will produce a substantially different outcome to those presented on the wiki, then we may edit the plot opportunity on the wiki to include the new possibility. If we do this the new option will state the name of the priest who has requested the additional opportunity - at that point the request is considered to be an in-character request from the character - not the player. The deadline for any changes of this kind is the Friday before the event begins. We will not devote time to assessing alternative judgements after this date.

It is important to note however that in most cases the response to any variant wording is likely to be "that will not work" or "that will have the same effect as X". Achieving a different outcome to a plot opportunity is only possible if you pass a judgement that expresses a genuinely different sentiment. Merely watering down the suggested wording will achieve nothing. Players who understand the underlying criteria on which plot opportunities are based have a better chance of success if they use that understanding when requesting a different approach.

There are two core design themes that are pertinent to the plot. The first is the idea of no hidden numbers. As far as possible in Empire, we try to ensure that players know what will happen if they take an action. There is a massive amount of uncertainty in Empire - you don't know how your political rivals will act - you don't know how the Conclave, Synod or Senate will vote, and nobody knows what will happen on a battlefield once 400 PCs and 400 NPCs are fighting. But what we try to make sure is not in doubt is what game effect will ensue if you pass a judgement, motion or declaration.

Empire is intended to be a game in which players can make decisions that are momentous and significant - decisions that are meaningful. To be meaningful - a judgement needs to be an informed decision. This precept is the one of the most crucial elements of the game design. Opportunities, particularly Synod plot opportunities are specifically designed to present the player base with difficult politica and morall decisions. They are meant to be contentious - they are intended to have the potential for conflict. This is why the wording is crucial. The liao is important - but it is not sufficient to pile up enough liao to get the game effect - you have to get the Synod to agree to the wording of your mandate to get a game effect.

Watering down the sentiments identified in the plot opportunity is the single most certain way to ensure a mandate will fail. If the General Assembly has an opportunity to achieve a game benefit for Wintermark by issuing a mandate calling for the Varushkan territory of Miekarova to be ceded to the Thule - it is likely that that will be a controversial decision. In that situation you can't get the benefits outlined in the plot opportunity by passing a mandate calling for the Varushkans to consider whether they would like to give Miekarova to the Thule. If you can't achieve the political support needed to pass a mandate with a contentious political message - then you can't get the benefits.

You may be able to achieve a different outcome with a different wording. If in response to the above plot opportunity - you come up with your own idea and get the General Assembly issues a mandate calling for Skarsind to be ceded to the Thule... that is likely to be equally contentious. It is not certain to produce an equal game effect between events - but it has a good chance of achieving something different. But to do this, you will need to get us to approve the new idea before the event - so that we have time to assess it and add it to the wiki so that every player is aware of the option and what it will do.

In all cases you must use the wording provided on the plot opportunity. If we update the plot opportunity to include another option, then the wording of the new option will be specified on the wiki. If you request a different judgement by email to us - then you can only access the benefits of that judgement by using the new wording provided on the wiki.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Imperial Theology

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mandate&oldid=62835"

Mantle of Lordly Might

Contents

- 1 Rules

- 1.1 Summer Magnitude 22

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Options

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 22

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target can use either stay with me or get it together a total of three times each day, without needing to know the skills or spend any hero points. The target can choose which skill to use each time they use the ability, up to a maximum of three total uses in any given day.

In addition, when exposed to any roleplaying effect that might cause them to be humble before, or deferential towards, another person they can instead respond with lordly confidence and noble pride.

The target also experiences a roleplaying effect: You feel a drive to take charge, get things done and assume responsibility for others; you have a strong sense of noblesse oblige. This effect is exceptionally pronounced for characters of the Changeling lineage.

The effect lasts until the start of the next Profound Decisions Empire event.

Options

Any caster who has mastered the ritual may choose to substitute orichalcum for crystal mana when contributing to it. Every 2 ingots of orichalcum spent counts as 1 crystal mana when contributing to the ritual..

Description

This ritual celebrates the majestic, glorious nobility of the Summer Realm. The spring Eternals often inspire awe in mortals, and this ritual gives the target a fragment of that power. With words and charisma, the target can help their allies regain their fighting spirit, or even drive away the spectre of death from a badly injured ally. Mantle of Lordly Might lets them wear their nobility as a mantle to inspire others. The ritual is often used to provide a battlefield commander with the ability to directly aid their troops.

In some parts of the Empire this ritual is called Mantle of the Bard (or Troubadour, or Scop or Banner-bearer as appropriate) and often serves to enhance the natural abilities of such an individual to bolster their allies. It is interesting to note that unlike many other enchantments, it is not possible to perform this ritual on more than one target simutaneously.

Common Elements

This ritual often involves anointing the target in some way, but most commonly involves placing a crown on their head or a mantle around their shoulders. Symbols of Pride, Loyalty or Ambition are often used, as are trappings of nobility and heroism. For example, a Dawnish noble might have a jewelled circlet ceremonially placed on their brow while being garbed in a fine surcote or cloak, while a Marcher steward is more likely to be given a crown of grass, a sheaf of corn, a mug of beer, a bowl of grain and a symbol of the Imperial Faith to represent the way that the power to lead in the Marches comes from the people themselves .

The rune of majesty is commonly used with this ritual, as is an evocation of The Stallion or The Oak; animals that represent pride or majesty such as eagles or lions; and legendary or heraldic beasts such as gryphons, chimerae and unicorns; or the characters of The Prince or The Bishop.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mantle_of_Lordly_Might&oldid=50647"

Mantle of the Golden Orator

Contents

- 1 Rules

- 1.1 Autumn Magnitude 7

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 7

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a congregation. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target congregation swells over the next season and is assessed by the civil service to provide an additional 3 doses of liao and an additional 6 votes in the Imperial Synod at the next event, in addition to normal production.

If the owner of the resource does not attend the next event, then the additional production provided by the resource is still added to that character's inventory.

Additional Targets

This ritual can affect additional congregations provided the congregations are all controlled by characters from the same sect. Each additional congregation increases the magnitude by 5. The character who controls each congregation must be present throughout the ritual.

Description

This ritual targets a congregation and the community that surrounds it. Although the people influenced by this enchantment are likely unaware, it works through the web of friendship, family and acquaintance among the people near the congregation, gently encouraging them to attend that

As with rituals such as Rivers of Gold, this ritual is very subtle. The enchantment is very difficult to spot without magical means, unless one knows it has been cast. Regardless of the influence, the enchantment does not make the targets embrace the words of their spiritual leader without question; it helps the priests involved with the congregation to understand the people who come to them for advice, or to hear them speak about their faith, but it does not make people more credulous.

The ritual swells a congregation both by attracting the faithful and by influencing the choices of those who are perhaps less devout, gently nudging them towards seeking spiritual support. People in the area who would have sought a place of worship or prayer will tend to choose the enchanted congregation to join. The effects are reasonably temporary; a few of those influenced might continue to attend their new congregation, but the ritual is no substitute for the hard work required to permanently increase the size of a congregation.

Some priests in the Imperial Synod are sharply divided over this ritual. Some view it as a sinister plot to undermine the Way, others as simply a way to encourage the faithful to attend one congregation or another - generally a prosperous or ambitious congregation. The civil service do not make a distinction between a congregation that has temporarily increased in size through the influence of this ritual and one that has been increased by other means - the faithful are still worshipping and receiving spiritual advice, and the rules are quite clear that this means the congregation in question gains additional allocation of liao and votes.

Common Elements

This ritual deals with the Imperial faith, and as such it is usually performed to the accompaniment of a sermon, and with symbols of the Imperial Virtues. The target priests usually make a special effort to attend the ritual in their full finery, and often bring along any members of their congregation or sect who are present.

The invocation is likely to focus on the connections between the priest and their congregation, or the role that a church, temple, shrine or cathedral plays in the lives of the faithful. The constellations of The Web and The Chain may be evoked, especially in Urizen and the runes Queros, Feresh and Irremais may be evoked (especially in Wintermark.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mantle_of_the_Golden_Orator&oldid=40454"

Mantle of the Mountebank

This item is not implemented at this time.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mantle_of_the_Mountebank&oldid=31734"

Map - Coloured Territories

OOC tactical map:

More IC version of the above map:

Territories of the Empire:

In scale, this map is around 900 miles north to south.

Out-of-date tactical map:

Maps by Daisy Abbott.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Map_-_Coloured_Territories&oldid=54050"

Map - Detailed Empire

Click on this map to view it in detail. You may need to click again to zoom in on your browser. Believe me, you need to zoom in...

Alternatively, you can take a look at Nicholas Avenell's wonderful zoomable Google version of the Empire Map.

It may be helpful to browse the Gazetteer while reading the map - it gives details of the various settlements and places of interest. For usual pronunciation, see here.

In scale, this map is around 900 miles north to south.

Map by Daisy Abbott.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Map_-_Detailed_Empire&oldid=16146"

Map - Empire Overview

Anvil is the site of the Empire events.

In scale, this map is around 900 miles north to south.

Maps by Daisy Abbott.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Map_-_Empire_Overview&oldid=17406"

Map - Empire Overview Woodcut

From left to right, the Navarri forests are:

- Liathaven

- Hercynia

- Miaren

- Brocéliande

- Therunin

From left to right, the League cities are:

- Tassato

- Sarvos

- Temeschwar

- Holberg

In scale, this map is around 900 miles north to south.

Map by Daisy Abbott.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Map_-_Empire_Overview_Woodcut&oldid=12823"

Map - Outside The Empire

Map by Daisy Abbott.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Map_-_Outside_The_Empire&oldid=17627"

Map - Regions with Keywords

In scale, this map is around 900 miles north to south.

Maps by Daisy Abbott.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Map_-_Regions_with_Keywords&oldid=29167"

Map the Bay of Catazaar

This motion is currently undergoing scrutiny.

To map the Bay of Catazar to provide Imperial fleets with the resources to explore the Bay and create an Imperial map.

Proposed by Kahraman, seconded by Madruga.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Campaign Outcome

Overview

- The opportunity to map the Bay of Catazaar is detailedhere.

- Passed

Date

- Winter 381YE

Cost

- Upkeep: 50 Thrones

Campaign Outcome

- This creates an opportunity for fleet captains to contribute to a special project.

- it is not clear whether this is a one-off opportunity, or intended to be an ongoing opportunity.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Map_the_Bay_of_Catazaar&oldid=62934"

Map the Bay of Catazar

To map the Bay of Catazar to provide Imperial fleets with the resources to explore the Bay and create an Imperial map.

Proposed by Kahraman, seconded by Madruga.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Campaign Outcome

Overview

- The opportunity to map the Bay of Catazar is detailed here.

- Passed

Date

- Winter 381YE

Cost

- Upkeep: 50 Thrones

Campaign Outcome

- This created an opportunity for fleet captains to contribute to a special project.

- The new map of the Bay of Catazaar is now complete.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Map_the_Bay_of_Catazar&oldid=64309"

Marauder's Cote

The Marauder's Cote often takes the form of a sturdy leather coat with strategically placed light metal plates - often of mithril steel alloy. It provides some protection to vital organs, but the main thrust of the magic that empowers it is not defensive, but offensive, in nature. The Marauder's Cote allows the wearer to strike mighty blows that can cripple or disable their opponents. The runes Tykonus and Jotra are commonly used to enhance and empower the armour - engraved on metal plates, or sometimes scored into the shoulders and arms. In both cases they may be inlaid with small amounts of green iron, or greensteel.

The Jotun are known to make use of this armour; indeed some scholars suggest that the first suits used by humans were captured from the orcs. An old Wintermark story tells of three siblings who set off on a heroic quest to seize the secret of the Marauder's Cote from the western orcs. Each sibling hatches a different plan; one challenges the orc runesmiths and tries to take the secret by force; one uses Night magic to try and tease the secret from the mind of the sleeping runesmith; and one tries to steal the secret through cunning and trickery. Depending who is telling the story, two of the siblings fail but the third succeeds and brings the secret (a schema, if there is any truth to the story) back to Wintermark. Interestingly, the Jotun are said to tell a similar story - but in their version, a runesmith is inspired by a "powerful spirit" to set three challenges for a single Wintermark hero who seeks the secret of the Marauders Cote. The hero overcomes the challenges, and is rewarded with a tablet containing the secret of crafting the magical armour. Imperial scholars familiar with this version of the story suggest that the powerful spirit may well be one of the Summer eternals - most likely Barien or Cathan Canae.

Regardless of where it came from, the Marauder's Cote waxes and wanes in popularity among Imperial soldiers. It is obviously of most use to a someone who already possesses a reserve of inner strength, but it can also be useful to someone wielding a Trollslayer's Crescent, or bearing an enchantment such as Still Waters, Running Deep.

The main advantage of the armour is that it is cheap to make and reasonably lightweight; two factors that have seen it enjoy an enduring popularity among the yeomen of Dawn where it is usually called a Yeoman's Hauberk, and in parts of Wintermark where it is called either a Marauder's Secret by those familiar with the poetic history of the item, or a Marauder's Bite by those who have been on the receiving end of a Jotun orc wearing it.

It is also popular with some Imperial Orcs, where it is often known as a Reaver's Cuirass. The association with reavers means that some orcs look down on it and its wearers. Those who favour its use however are quick to mention tales of Redsword Ferrak, a former gladiator, who used a Reaver's Cuirass throughout her career. From her first fights in the illegal battle pits of Sarvos; through the Orc Rebellion; during her tenure as general of the Summer Storm; during her several "sabbaticals" during which she lead reaving bands to raid the Broken Shore and the Mallum. Her armour took the form of a thick leather front-and-back plates secured at the shoulders, with runes marking the shoulder blades, and this is the common form used by orcs today. It has also been adopted by some League bravos inspired by tales of the orc hero's relentless aggression.

Rules

- Form: Armour. Takes the form of a suit of medium armour. You must be wearing this armour to use its magical properties.

- Requirement: Any character can bond to this item.

- Effect: You may spend a hero point to call CLEAVE with any melee weapon you can wield, except a pike.

- Materials: Crafting a Marauder's Cote requires no special materials. It takes two months to make one of these items.

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March On Wintermark's Army

March On Wintermark's Army by Wulfmear Dunwold.

In the year 377 they took a trip, the men who fought the Druj Searching for some kind of salvation With head held high and dignified, the townsfolk and the passers-by Held them in some kind of admiration.

March on, Wintermark;s great army Marching ‘gainst the Jotun and the Thule, (and the Druj!) March on, Wintermark’s great army The lessons that you taught us, who‘ll forget them Soldiers in the front line of the struggle for the right to fight Were they given these hands just to be idle ? While the Emperor and the Senate, in their infinite ancient wisdom asked the Mark to join their army..

March on, Wintermark;s great army Marching ‘gainst the Jotun and the Thule, (and the Druj!) March on, Wintermark’s great army The lessons that you taught us, who‘ll forget them

And the Jotun and the Thule they all came down, to Anvil town, And brought with them the fury and the evil But three days now has since gone past and they’re all down under the grass And Wintermark stands above them in their victory

March on, Wintermark;s great army Marching ‘gainst the Jotun and the Thule, (and the Druj!) March on, Wintermark’s great army The lessons that you taught us, who‘ll forget them?

March on, Wintermark;s great army Marching ‘gainst the Jotun and the Thule, (and the Druj!) March on, Wintermark’s great army The lessons that you taught us, who‘ll forget them?

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=March_On_Wintermark%27s_Army&oldid=35369"

March on their belly

Tess spread her hands and shrugged her shoulders.

"I don't know what else to say. I cannot afford to sell to you at that price. I just ... I cannot."

The civil servant sneezed into his handkerchief, looked at the contents, and shook his head. His eyes were red, his nose dripped snot, and his voice was hoarse with phlegm as he tried to argue with her.

Behind him, Tess saw three rats the size of barn cats run across the muddy yard. They were fat with stolen grain. From the barn came the sound of her husband and the bandit lad Senator Bridgit had persuaded her to take in, shouting and hollering loud enough to drown out the barking of the dogs. They'd found another nest, by the sound of the swearing.

"This is ... well it's going to be a problem," said the civil servant. They both knew that he was selling the situation short. Tess had sold root vegetables and smoked meat to the civil service provisioners every year for as long as she had been in charge of the farm; just as her father had before her, her grandmother before them both. She felt her cheeks flush with embarassment. This was not what she wanted but she had no choice.

"I can't help that. Just like I can't help the rain, and the root rust; just like Wee Jack and his boys can't help the pest' eating their pigs alive; just like Ma Alspeth can't help the flood that smashed up her apple trees. We're doing our best, but there's only so much. We're all going to have to tighten our belts ..."

The civil servant closed his eyes, squeezed the bridge of his nose, and just managed to cover it with his handkerchief as another savage coughing fit took him.

"It's all very well to say we need to tighten our belts ... but I have armies to feed ..." he tried to smile, but all he managed to do was cause the cold sore on his upper lip to split open again. He winced.

"Don't you know there's a war on," he said despondently.

The pair of them looked towards the barn together for a few meditative moments, where the shouting, swearing, and barking was continuing as the battle between men, dogs, and rats entered a new phase. Tess knew she was being a fool but ... she just had to ask herself what her da and her grandma would have done and her course was clear.

It started, very gently, to drizzle. Tess made a hard decision.

"Come inside, then." she said stepping aside to usher the civil servant into her kitchen. "Let's see if we can sort something out. After all. There's a war on, 'parrently."

Contents

- 1 Overview

- 2 Significance

- 2.1 Household Income

- 2.2 The Imperial treasury

- 2.3 Imperial Resupply

- 2.4 Winter is coming

- 2.5 Divinations

- 3 Resolution

Overview

Shortly after the Autumn Equinox,it all goes wrong. Unseasonable hail flattens unharvested fields; plagues of giant rats and other vermin attack storehouses; a particularly virulent blight spreads through the root vegetable crops; a pernicious sickness devastates animal herds, breeding pus-filled cysts in their flesh and befouling their milk with blood. Across Mitwold, Upwold, and Bregasland, people fall sick with an unpleasant strain of influenza leaving a smaller labour-force to collect what harvests remain.

The damage is widespread - with potential implications for the entire Empire. With Winter coming, the Marcher storehouses are half empty. Normally there would be plenty of food to see any hard-working farmer and their family through the cold winter months, with a good surplus to sell off to merchants and civil service purchasers. The timing of the curses could not have been worse, however.

This year, people are not going hungry - not too hungry at least. Everyone has had to tighten their belts a little - some farmers more than others - but the grim situation has brought out the best in many Marchers. They ensure their neighbors have enough to eat, without drawing too much attention to their good deeds. They keep a weather eye on the young, the old, and the infirm to make sure they are not going to bed with empty bellies. Practical Marcher virtues help to fill the gaps created by the curse. Up to a point.

But the Marches are not called the breadbasket of the Empire for nothing ...

Significance

The primary effect of the curse has been financial, and its effects are felt across the Empire.

Household Income

Individual farmers have seen their income slashed in half over the last three months due to missed sales and reduced surpluses. This has affected only monetary income - the herbs produced by the newly re instituted Hearth Tithe have been unaffected. Nobody is starving; even a badly damaged harvest is still a Marcher harvest - but the price of food has steadily climbed over the three months since the Autumn equinox, even in the Marches.

The Imperial treasury

The damage to the crucial Marcher harvest will have an impact on the Imperial treasury. With the breadbasket of the Empire suffering significant damage, the price of food has risen, meaning the costs to support the Imperial armies are likely to have increased by anywhere between a tenth and a fifth - meaning less money being paid into the Imperial treasury this season.

Imperial Resupply

The damage done by this curse must not be underestimated. Food prices have increased across the Empire, and this in turn is effecting everything else. The knock on effect is that the funds required to keep imperial military forces supplied are being stretched - potentially to breaking point. As a consequence the natural resupply of imperial armies, navies, and fortifications is reduced by a fifth during the coming season. Emergency resupply - which focuses more on replacing damaged goods than victuals - is unaffected.

The effects of the curse are far-reaching, and show no signs of abating any time soon. If nothing changes, this reduction in natural resupply will continue until the start of the Summer Solstice.

Winter is coming

The immediate effects are bad enough, but they are not over. This winter is shaping up to be harsh, very harsh. The Marcher farmers and stewards have sufficient stores to see them through, and even some to sell if they wish. The harvest has been bad, but there have been bad harvests before. The result is that the bad effects - specifically the damage to Imperial resupply - are going to continue, potentially though to midsummer.

The Marches have the ability to reduce this effect - or rather the Marcher assembly can. It's too late to do much about the dismal Winter, those dice have been rolled. But if the Marcher assembly chooses to pass a statement of principle encouraging every Marcher farmer to tighten their belt another notch and sell their surplus at a reduced price for the good of the Empire - then the reduction to natural resupply will be over by Spring. However this will mean that every farm in the Marches will produce only half as much money over the next three months, just as they did over the last three - and in this case it will also include any farms in Mournwold. As part of the judgement, the national assembly must name a single priest that is part of that assembly to be responsible for coordinating the creation of virtuous auras, and provide that priest with 50 doses of liao.

Alternatively a statement of principle by the Marcher Assembly encouraging prosperous yeomen to take full advantage of the rapidly rising prices for food and supplies would have the opposite effect. Farm owners would see considerably more income next season as a result - but the effect on the Empire's ability to resupply their armies would grow even more serious. As part of this judgement, the national assembly must again name a single priest that is part of that assembly, but need only provide that priest with 25 doses of liao - it is easier to encourage people to look to their own prosperity than it is to encourage them to be selfless.

Only one of these two statements of principle can be made - in the event that the assembly attempts to make both, the second, more selfish one will take precedence. If the Marcher assembly chooses to do nothing, then it will still be six months before the Empire's ability to resupply their armies naturally returns to normal.

Assuming, of course, that there are no further curses ...

Divinations

It is obvious that something unnatural is afoot. Divination quickly reveals that the Marches are under the effect of a curse woven with Winter magic. Indeed, landskeepers wisely identify it as Naeve's Twisting Blight. Its effects should have faded by now ... but while they are not worsening, they are not really improving.

Investigation of the curse on the Marches will be hampered by the distances involved. One possible solution would be for a magician versed in the lore of the winter realm to prepare an arcane projection which would allow an effect similar to Wisdom of the Balanced Blade to be performed at the imperial regio, targeting one of the three affected territories, to at least get some idea of what exactly the curse is doing. No doubt other possibilities will suggest themselves.

Resolution

The Marches assembly made a judgement in support of the Empire "To encourage Marcher Farmers to reduce the cost of food sold to the Civil Service to resupply the armies of the Empire. We name Martin Orchard to co-ordinate this and assign fifty liao to this work."

Following this bold statement, most Marcher farmers are tightening their belts, and selling food to the army quartermasters at a price which means they are taking a significant loss. Coupled with the bitter Winter, this means that all Marcher-owned farms including those in Mournwold will produce half as much coin in the coming season.

At the same time, however, this sacrifice mitigates the lingering effects of the disastrous Marcher harvest. While the costs to run the Imperial armies are still heightened, the status quo should be restored by the end of the the Spring Equinox.

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Marcher At My Side

This song was written by Jennet whilst in command of Tom Drake's army and is popular amongst soldiers. Often only the first three verses are sung.

OOC the tune is the Gallant Forty Twa, words by Daisy, Jude and Kath. Recording is here.

An often sung variant of the tune is slightly different - sheet music available here

1. Well once I was a farmer Out in the sun and rain I sowed the fields in springtime And reaped the autumn grain But I've put down my ploughing, Took my billhook in my hand And joined that gallant army That's the pride of Bregasland

Chorus: You can talk about your Highguard And your Freeborn Privateers Your Wintermark militia And your Dawnish Volunteers Or any other army, The glorious Empire wide For I'd sooner be a Strong Reed, With a Marcher at my side.

2.Well I was a musician Across the land I'd play From the taverns down in Wayford To the golden fields of Hay But now I am a drummer And I've laid my harp aside And now I march to battle Proudly at the Bounders' side

Chorus (ending with "For I'd sooner be a Bounder, with a Marcher at my side")

3.Well I was once a Friar A pilgrim on the Way My nights were spent in prayer And I tended herbs by day But I've left the monastery And I'm armed with mace and shield And now I preach to Tom Drake's army On the battlefield

Chorus (ending with "For I'd sooner be in Tom Drake's, with a Marcher at my side")

4.Once I was a trapper Culling vermin on the farm But I yearn to use my bow skills To do a greater harm So now I've left the copses Where the fox and deer abide To go to cull the enemy, The Beaters at my side

Chorus (ending with "For I'd sooner be a Beater, with a Marcher at my side")

5.I bargain with Eternals, I circle and recite To bring the crops to fruitfulness Heal blemish and the blight And now, intoning in the fray Unarmed, no plate, no chain This Upwold Keeper strives to keep His fellow Bounders sane

Chorus (ending with "For I'd sooner be a Bounder, with a Marcher at my side")

6.The sickle that scythed through the grain Now reaps a grimmer yield And the billhook that repaired the hedge Lays waste upon the field The Strong Reeds stand unbowed, unbent Against the coming storm And now we thresh right through them Like a flail through the corn

Chorus (ending with "For I'd sooner be a Strong Reed, with a Marcher at my side")

7.Where the land once echoed With hammer striking steel The rhythm of the lathe and loom, The weapon-maker's zeal The gathering troops now gird their loins With the fruits of sweat and blood: The gambeson, the mail shirt, The hauberk and the hood

Chorus (ending with "For I'd sooner be a Marcher, with my fellows at my side")

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Marcher Dirge

This song is often sung to accompany the body to its final resting place - particularly amongst the folk of King's Stoke, in Upwold. It has since become well known throughout the Marches.

Based on the Lyke Wake Dirge (a video is available here)

Sheet music available here

Each verse features a call and refrain. This dirge pre-dates the Marches conversion to the Imperial Faith, and some more traditional Priests of the Imperial faith consider it near to heretical. That said, the song is still often sung at funerals, particularly in some of the more remote parts of the Marches.

This aye nighte, this aye nighte, —Refrain: Every nighte and alle, Fire and fleet and candle-lighte, —Refrain: And Earth receive thy soul.

When thou from hence away art past —Every nighte and alle, To Whinny-muir thou com'st at last —And Earth receive thy soul

If ever thou gavest hosen and shoon, —Every nighte and alle, Sit thee down and put them on —And Earth receive thy soul

If hosen and shoon thou ne'er gav'st nane —Every nighte and alle, The whinnes shall prick thee to the bare bane. —And Earth receive thy soul

From Whinny Moor when thou may'st pass, —Every nighte and alle, To the great fire thou com'st at last; —And Earth receive thy soul

If ever thou gavest meat or drink, —Every nighte and alle, The fire sall never make thee shrink; —And Earth receive thy soul.

If meat or drink thou ne'er gav'st nane, —Every nighte and alle, The fire will burn thee to the bare bane; —And Earth receive thy soul

This aye night, this aye night, —Every nighte and alle, Fire and sleet and candle-light, —And Earth receive thy soul

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Marcher household (Redirected from Marcher Household)

Overview

A Marcher household represents a group of yeomen, led by one of their number who is called a steward. Political power in the Marches rests in the hands of the households.

Creating a household

A household is the easiest kind of Marcher group to create. Even the smallest household's voice can count in the process of selecting the senator for their territory. The group leader will be its steward and is usually the most competent politician in the group rather than a battle leader.

The core of the group will be one or more yeomen. Some of these are likely to be military characters, but not necessarily heavily-armoured soldiers. A household's yeomen are just as likely to be lightly armoured, with bills, mattocks and bows. A household may also include the crafters who live on the household's land, often a smith, a friar or two. Most households also include a few beaters in their number.

You will want to choose a territory to come from: Upwold the oldest and hilliest, Bregasland home to the fen-dwellers, or rich, rolling, Mitwold.

Your group may also have originated from the Mourn, the territory now held by barbarians. It is important to be careful with your choice, as the Mourn does not have a senator, so if your group own lands here they will not be able to draw political power from them.

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Marcher battle song

Original tune Hughie Graeme as sung by June Tabor. Lyrics by Daisy Abbott and Chris Edwards. Recording at Marcher Battle Song or try media:Marcher_Battle_Song.mid

Sheet music available here

Em Marcher lasses, Marcher lads, Em ______________________ A Leave your homes and leave your farms Em Beat your ploughshares into swords Em ____________ Bm___Em The time has come to take up arms

Repeat

Chorus: A Come along and join with me A __________________ Em Hear the horns the Beaters blow Em Our foes will fall before the scythe Em______________ Bm___Em From earth we come, to earth we go

Join me marching ever on With your billhook in your hand Feel the ground begin to shake When Marchers fight for Marcher land

Repeat

Chorus

We are stout and we are strong Marcher folk will never yield We shall never be afraid With Virtue as our shining shield

Repeat

Chorus

Those that stand before us now They shall reap just as they sow Their bodies will enrich our soil Their blood will make the barley grow

Repeat

Chorus

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Marcher household

Overview

A Marcher household represents a group of yeomen, led by one of their number who is called a steward. Political power in the Marches rests in the hands of the households.

Creating a household

A household is the easiest kind of Marcher group to create. Even the smallest household's voice can count in the process of selecting the senator for their territory. The group leader will be its steward and is usually the most competent politician in the group rather than a battle leader.

The core of the group will be one or more yeomen. Some of these are likely to be military characters, but not necessarily heavily-armoured soldiers. A household's yeomen are just as likely to be lightly armoured, with bills, mattocks and bows. A household may also include the crafters who live on the household's land, often a smith, a friar or two. Most households also include a few beaters in their number.

You will want to choose a territory to come from: Upwold the oldest and hilliest, Bregasland home to the fen-dwellers, or rich, rolling, Mitwold.

Your group may also have originated from the Mourn, the territory now held by barbarians. It is important to be careful with your choice, as the Mourn does not have a senator, so if your group own lands here they will not be able to draw political power from them.

Additional Reading

A short list of prominent Marcher households can be found here.

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The Marches (Redirected from Marches)

“Pride in small things, loyalty to great ones”

For centuries, the Marcher Households have followed the beat of the Empire's drums. Aided by the Landskeepers' magic and inspired by the faithful of the monasteries, the Marcher armies have been built from the strength of the yeomen's arms, the courage of their hearts, and the knowledge that they fight for the green fields of home. Stubborn as stone, they give ground grudgingly, and even if they are forced to retreat they are not defeated: they will return.

The Marches are the guts of the Empire. They may not be pretty, but they are vital. They fought a war of independence long ago and they will die, one and all, before they give up their freedoms. None stands above another but that their neighbours put them there. Everything they have they have taken with blood and sweat, every season, their prosperity dragged from the soft earth with every harvest. Nature is their servant, bound and shackled with looming menhirs and iron ploughshares, a hound tamed and set to lie before their doors.

They understand sacrifice - not the easy sacrifice of blood for the harvest, but the hard sacrifice of lives spent day after day working for the future.

The Marches is the sleeping giant of Empire. Enemy boots churn up the rich soil, as the dog days of summer give way to the cold dawn of autumn – and to war.

Hearth and home, loyalty and land. Rivalry, pride and a nation of traditions. Sentinel hills, silent marshes, and standing stones that mark their dominance over the fields. Generation to generation tilling the good, dark earth as their forebears did, and reaping the harvests that feed all the Empire.

Hered the Wakened, Memories of Home

Contents

- 1 Five things about the Marches

- 2 What the Marchers are not

- 3 The nation

- 3.1 Core brief

- 3.2 Further reading

Five things about the Marches

- Land matters above all else. Control and ownership of the land influences every aspect of Marcher life, most especially politics and magic.

- They have deep roots and long memories. Proud of their history and the long rivalries between Households, they never forgive a grudge.

- They're fiercely independent, proud and stubborn. They solve their own problems and stand their ground to defend what is theirs.

- They're governed by consent. They choose their leaders; Marchers are led not ruled. Everyone is born equal and respect is earned not demanded.

- They hold their traditions dearly. This is a land that dislikes change for change's sake, a land comfortable with routine, where Imperial Virtues are just plain common sense.

What the Marchers are not

- Pagans. The Marchers use magic and hard work to tame and control the land; they subjugate it to their will, they don't worship it. The Landskeepers draw on many of the visual imagery of druids, but they are a core part of the agricultural Marcher society, not a throwback to an earlier age.

- Authentic. The Marches is a low-fantasy nation designed to allow people to use the extensive costume resources of The Anarchy, the Wars of the Roses and the Hundred Years war. However the Marches is still a fantasy nation, owing as much to The Wicker Man (1973) or Pratchett's Tiffany Aching series as the Ellis Peters' Cadfael stories or the Cousins' War; this is no place for arguments about historical authenticity.

The nation

Core brief

- The people

- Culture and customs

- Look and feel

Further reading

- History

- Leadership

- Military concerns

- Economic interests

- Religious beliefs

- Magical traditions

- Hearth magic

- Lineage and species attitudes

- The Marches icons and artistry

- Territories

- Children

- Music

- Costumes

- Tales

This selection of articles can be downloaded as a PDF book (or as html only)

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Marches Battle Song

This goes to the tune of Scot's Whae Hae - a video of the original can be found here

Marchers who have sown your grain Reaped it back to grow again Now we march from field and fen On to victory

Now's the day, and now's the hour; See the front o' battle lour; See approach barbarian power- Chains and slavery!

What will be a traitor knave? What can fill a coward's grave? What so base as be a slave? Let him turn and flee!

For the Marches land and law, Freedom's sword will strongly draw, Free-man stand, or Free-man fa', Let them on wi' me!

By oppression's woes and pains! By their slaves in servile chains! We will drain our dearest veins, But they shall be free!

Lay the proud usurpers low! Tyrants fall in every foe! Liberty's in every blow!- Let us do or die!

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The Marches culture and customs

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Marches Egregore

Jack-of-the-Marches

Stories of Jack have been told since before the Marchers seceded from Dawn. Jack was said to appear when words or actions were needed to help common folk with the daily challenges of a life born of hardship and graft. Jack was the farm hand that appeared to help with a difficult harvest, the beater that arrived to assist with local disputes, the Landskeeper that came to lend their wisdom, or the musician who lightened a burden with shared song. A solitary but friendly figure who kept tender watch, revelled in games and lent their voice to a chorus.

With the Brass Coast ritual 300 years back, Jack stepped out of folklore.

Winter 379 - date

Jack as walks now is Kit the Mummer. Kit travels place to place, bringing news and gossip, plays (invariably magical in nature) and songs and always plenty of tunes to tap your foot to! There is nothing more important to her than keeping the customs and traditions of the Marches alive. This Jack is most at home in the thick of a crowd, whether in taverns, round the maypole on the village green or a town square.

Whether at a rowdy game of foot-the-ball, a jolly Wassail parade or a grim acknowledgement of the shortest days of Winter, she will be there. The more people that are involved in the spectacle, the better. She has a particular fondness for maintaining Marcher magical traditions, including its hearth magic, and is a friend and supporter of the landskeepers.

If you want to find her, look for the horns bedecked in ribbons or seasonal leaves and flowers. You might hear the sound of massed voices raised in song, or the strains of an accordion or fiddle first!

Winter 376 - Autumn 379

Jack as he walked until Autumn 379 was Robert of Ramsbruck. He claimed to have performed his duties for several generations, 75 years by his last count, although he's unsure when that started. Seldom drawn on his life before he took up the mantle, he appeared as a Beater and performed the role of one. Convinced that “Nothing gets done sat down” he was fiercely stubborn once his mind was made up, but he never made a decision before drawing counsel from those he believed knowledgeable. Once his shoulders were set to a task no-one could tell him no. This Jack had little time for the politics of the senate or the guiding of the synod, but often sought the advice of senators and priests, believing a quiet conversation by a fire side or bar table achieved just as much, and in considerably less time.

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Marches history (Redirected from Marches History)

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Marches Maps

See Also

- Bregasland

- Mitwold

- Mournwold

- Upwold

PRINT INFORMATION - Each map is set to print at A3 size (the resolution varies between 175ppi and 300ppi). Do not print larger than this or it will pixellate. If you print smaller, the quality will improve slightly. Various sizes are available by clicking on the image. To print, make sure you download the ORIGINAL size image (should be between 2700 and 5000 pixels wide. Feel free to add your own textures etc

Maps by Daisy Abbott

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The Marches costumes (Redirected from Marches costumes)

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

Note: The tone and style of this page may need editing. All costume advice pages should be written in third person voice, using verbs that make clear that this page is advice, not direction.

Contents

- 1 Overview

- 2 10 Quick Tips

- 3 Making Guides and Examples

- 3.1 Tunics

- 3.2 Cotehardie

- 3.3 Doublet

- 3.4 Shirts

- 3.5 Legwear

- 3.5.1 Braies

- 3.5.2 Pourpoints

- 3.6 Dresses

- 3.6.1 Kirtles

- 3.6.2 Cotehardies

- 3.6.3 Shifts

- 3.7 Headwear

- 3.7.1 Coifs

- 3.7.2 Hoods

- 3.7.3 Hats and caps

- 3.8 Cloaks

- 3.9 Shoes

- 3.10 Armour

- 3.10.1 Jacks

- 3.10.2 Brigandine

- 3.11 Livery

- 3.12 Children's costumes

- 4 Inspiration

- 4.1 Colour Scheme

- 4.2 Historical Women's Wear Reference Material

- 4.3 Historical Men's Wear Reference Material

- 4.4 Reenactment Sources

- 4.5 Guides to Livery

- 4.6 Books

- 4.7 Costume sellers

- 4.8 Armourers

- 4.9 Leather items including shoes

- 4.10 Fur and traditional materials

- 4.11 Camping accessories and other bits

- 4.12 Flags, banners and livery badges

- 4.13 Pewter and cast goods

- 4.14 Wooden items

- 4.15 Tents

Overview

The Marches draws strongly on English history from the 12th century through to the Wars of the Roses for costume, weaponry and armour. The look is earthy, sober and simple with plain flat colours of natural dyes and unbleached cloth. The fabrics are likewise natural - wool, calico, linen and leather combine to give a realistic look. Medieval re-enactments are a great source of inspiration for the look and feel of Marches territory - although unlike history, its worth noting that Marches society is gender neutral. Clothing is chosen according to the situation and activity, rather than through roles assigned to men or women.

"Pride in small things, loyalty to great ones"

10 Quick Tips

- Charity shop fabric rails are a great source of wool blankets that can be made into staples of Marcher costume

- With the popularity of medieval re-enactment, its very easy to buy off the peg hose, doublets, cote-hardie and other key pieces - just head for 12th - 15th Century, rather than Tudor kit when choosing on-line or at kit fairs.

- Don't fancy hose? Don't worry. Any reasonably close fitting trousers in earthy or dark colours will look good for practical Marches characters.

- Households and families are important in the Marches - displaying the house livery can be done cheaply through simple sashes or badges or if you fancy something a bit clearer, follow the guides for livery coats.

- There are a range of options for practical footwear - from bespoke re-enactment shoes to simple desert boots - any soft leather or suede with simple ties, laces or side buckles will look good.

- Worried about all that itchy wool and linen? Shirts and shifts are your friends, both are simple, loose and easily available in cotton and make a good part of the Marchers look. And whilst re-enactment markets are very useful for Marcher supplies, we're not looking for historical accuracy here - there's no expectation for you to be in itchy underwear!

- For those playing a rich Marcher, it could be easy to make choices that make the costume seem very similar to neighbouring Dawn - by sticking to plain fabrics (wool, maybe velvet, but not silks or brocades) and choosing rich autumnal colours rather than bright summery ones confusion can be avoided

- Marcher beaters who are likely to wear light leather armour can avoid being confused with Steinr and Navarr by staying away from furs and going for classic Marcher accessories. Bollock pouches are one example that are really simple to make and easily available to buy.

- Want to indicate low status? Try adding an apron or leather trousers or swap a doublet for a sleeveless jerkin.

- Want to show off high status? Try doing so very discreetly, with a rich lining or carefully chosen buttons rather than ostentatious trims and decoration.

Making Guides and Examples

Tunics

The simplest item a Marcher can wear is the T-tunic, which is a common garment throughout the Empire. In the Marches it will usually be undecorated, long sleeved and belted, and will commonly be worn by the lower classes, with hose or trousers and maybe a simple jerkin - usually made from linen or wool.

- How to make a t-tunic

- T-Tunic instructions

- T-tunic instructions

Cotehardie

A more fitted version of the t-tunic, with central lacing is known as a Cotehardie - this comes in many lengths - from high on the thigh to floor length. It hangs best when made in heavier fabrics, and tends to denote higher status than a simple tunic.

- Period Patterns 23

- Reconstructing History 022

Doublet

A more complex and tailored option is the doublet, like the puffed shoulder, and the baggy upper arm. Doublets are usually between waist and thigh length and can fasten with buttons, lacing or hooks and eyes. Doublets are usually made of wool, but a heavier weight of linen will also work.

- Reconstructing History 003

Shirts

A plain cotton or linen shirt with a round/key-hole neck or simple collar would usually be worn underneath both cotehardies and doublets. These help to soak up sweat as well as stopping the woollen garments from being too itchy.

Shirts can be worn on their own as an alternative to a tunic, perhaps with a leather jerkin over the top.

- Reconstructing History 024 - multi item pattern

- Reconstructing History 008 - multi item pattern

- Tunic style shirt

Legwear

Marcher leg wear is practical and slim fitting. Close fitting trousers are practical and easy to come by or make.

- Basic trousers

Hose is also easier to make and wear than you might think and can be very practical for both day to day wear and fighting:

Woollen hose come as split hose, which are two separate legs with or without integral feet, or joined hose which are one piece with a flap at the groin. Split hose should be worn with long braies, which are a mid thigh length, baggy boxer short style garment. Joined hose, and some split hose will tie or 'point' to either a doublet, or to a 'pourpoint' (literally meaning 'for pointing'), which is a waistcoat style top worn in much the same way as modern braces are! Split hose can also be held up by a belt, if they have loops at the tops of the legs.

Both braies and split hose are very easy to make from scratch, although joined hose are fairly complex to get the fit right, which is the vital component to stopping them splitting! The other important factor for making hose is to make them stretchy. This can be done by using boiled wool, which is naturally stretchy, or 'cutting on the bias' to use fabric's natural stretchy-ness.

- Joined hose

- Reconstructing History 024

- Split hose

Braies

- Reconstructing History 024

Pourpoints

- Pourpoint instructions

Dresses

Women's wear from the historical period offers the option of more fitted styling and longer lengths in a choice of simple dresses made in heavy flowing fabrics and worn over a lighter shift.

The kirtle is the basic pull on, t-shaped gown which was worn throughout northern Europe from the dark ages onwards. kirtles Later kirtles became more fitted and either button or lace up the front. These are often called cotehardies These dresses can also lace up the side, or in the back(showing status as help is required!) and can be as tight or loose as desired.cotehardie They're usually worn over a lightweight underdress called a shift which can be made by simply adding some panels to a t-tunic to allow for movement. All three of these dresses are straightforward to make either from patterns or from pattern diagrams and are easy to buy from both reenactment and LARP suppliers. Generally these dresses are made from wool, but heavier weights of linen or cotton are also suitable.

These dresses can be worn with the skirt tucked into the belt at the front to display the shift underneath, or show off a fancy lining.

Some sources of information and patterns are given below.

Kirtles

- The underdress in this pattern Burda Patterns 7977

- Burda Patterns 7468

- Reconstructing History 018

- Authentic Patterns Late Medieval Kirtle

- Reconstructing History pattern RH002

- Basic pattern instructions

- Basic pattern instructions

- Nehelenia Kirtle pattern

- McCalls Pattern 4490

- McCalls Pattern 4491

- Butterick Pattern 4827

Cotehardies

- Instructions on creating cotehardies

- Period Patterns 21

Shifts

- T-tunic instructions

- How to make a t-tunic

- Reconstructing History pattern RH018

- Reconstructing History pattern RH009

Headwear

Most Marchers will wear some sort of headwear. Hoods, coifs, caps and hats all add to the Marcher look.

Coifs

These can be made from linen, for every day wear, and from leather or padded linen or wool for combat. Coifs can be simple white linen, or embroidered and coloured for a fancier look.

- Coif pattern

- 3 different styles of coif pattern

- Shows how to alter the above pattern to create a nice cap for women

Hoods

Best made out of wool, or leather for beaters in particular. Another very variable garment with dozens of options for length, colour and decoration meaning a hood can be a simple or fancy as you like.

- Good information and patterns for hoods

- Cowl and hood

- Various hood patterns

- Reconstructing History 008 - Multiple head wear items

- Reconstructing History 009 - Multiple women's head wear items

Hats and caps

There are lots of hats that would look great in the Marches, the key kinds are a simple skullcap, a square cap, an acorn cap and the bag or sack hat.

- Skullcap pattern

- Skullcap pattern

- Skullcap pattern

Cloaks

Marchers, being a practical people, have plenty of options for keeping the rain off. Cloaks can be simple half circles, or luxurious full circles. They come with and without hoods, can be decorated by dagging and fastened with pins, buttons or straps. There are a good list of cloak patterns given on this website.

- Nehelenia Patterns - Multi part pattern for men and women

- Nehelenia Patterns - Men's tabard cape

Shoes

For those who'd like to make their own shoes: Medieval shoe pattern

Otherwise desert boots, and other soft leather and suede boots can work well, as can re-enactment specialised supplies. Boots for the rich can rise far higher than the ankle - even over the knee in some cases.

Armour

Jacks

Poor Marchers may wear just a plain coloured padded jack or gambeson as their only armour. Wealthier yeomen have jacks in their household colours and mail or plate over the top if they have it. Richer people will add chain and maybe odd pieces of plate, like a gorget on top, while the rich will wear a full harness of plate. Beaters usually wear lighter armour, either just a padded or leather jack or else a leather tunic like the ones worn by the Rangers in Lord of the Rings.

Padded Jacks are fairly simple, though time consuming, to make from cheap calico quilted to 'batting' used to stuff quilts. The very simplest way is to make a T-Tunic as detailed in the men's clothes section, and simply sew the batting to the calico panels in straight lines before sewing the pieces together. More historically accurate gambesons can be made by sewing channels into the jack and stuffing them with fabric. Instructions for various styles are below;

- Batting stuffed gambeson

- Simple batting stuffed gambeson

- Handmade linen gambeson

- Stuffed jack

- Padded gambesons

- Various arming clothes - coifs, jacks and coat of plates

- Arming coat

- Historical arming coat

- Fancy arming coat

Brigandine

A good option for many Marchers with a bit of money is a brigandine, a series of overlapping metal plates inside a fabric shell. These can be home made, though require equipment to cut and rivet metal and take a lot of time and patience!

- Tutorial on how to make brigandine Patterns from 14th 15th and 16th centuries.

- Instructions and patterns

- 15th Century Archer

Livery

Any Marcher who owns farmland is a member of a Household, albeit perhaps a Household of one, and any Marcher Household can declare a livery. Members of the Household wear the livery colours in some way. Stewards of a Household that alies to a more powerful Household usually retain their own livery, or combine it with the new Households’ colours in some way. Households often wear matching livery jackets - and here's a guide, although simple sashes or badges are also effective ways of showing affiliation.

- How to make a livery coat

Children's costumes

Children in the Marches can be dressed in scaled down versions of their parent's clothes. For toddlers and babies, traditional smocks, or simple t-tunics and drawstring trousers are simple and easy to pull-on garments, that can be made in linen or cotton for easy washing! These types of clothes also have plenty of flexibility in terms of size, meaning you'll get more than one year's use out of them. Small coifs, made as described above are great for keeping the sun off a baby's head and simple straw hats can also be used to stop children burning. Older children can either have their own costumes, or be given adult clothes which are then rolled up and belted to fit - the practical Marchers are unlikely to waste any clothing and hand me downs are a cheap (in and out of character!) way to clothe your children!

General tips for costume for children:

- Robes that stop at knee - mid-calf will be less of a trip hazard

- Headgear that can be very simply retied is great

- Avoiding things that can pull around the neck is wise (strings on cloaks/hats on cords/ tabards that don't secure under the arms

- Wider neck holes, sleeves and armholes will help with getting costume on and off, and leave room for growth

- Information on clothes and swaddling for babies

- Patterns for Medieval children's clothes

- Childrens' dresses

- Childrens' shirt, tunic and hood

- 'Mother and Daughter' dresses

- Revival Clothing's Premade items for children

- Gambeson's Premade items for children

Inspiration

Take a look at some of the thinking that went into creating the Look and Feel of The Marches:

Colour Scheme

Historical Women's Wear Reference Material

As with military clothes, dresses can reflect household livery. 'Parti-coloured' (or split coloured) dresses look very effective. Lara Corset's website gives an excellent overview of all aspects of women's wardrobes in the late 1400s,

Matilda la Zouche's wardrobe follows the reconstruction of several historically accurate outfits for a broad medieval period.

Some general pattern books are available which cover all types of women's wear:

- Medieval Women's dress

- High medieval women's dress

- The Medieval Tailor’s Assistant

- Make Your Own Medieval Clothing for women.

- Nehelenia Patterns - Multi part pattern for men and women

Historical Men's Wear Reference Material

Some general pattern books are available which cover all types of men's wear:

- High Medieval men's dress

- Medieval men's dress

- The Medieval Tailor’s Assistant

- Make Your Own Medieval Clothing for Men

- Nehelenia Patterns - Multi part pattern for men and women

Reenactment Sources

Medieval re-enactment, Wars of the roses and 13th, 14th or 15th Century re-enactment will all provide helpful inspiration.

Guides to Livery

- 15th Century Livery

- Livery coats

- Standards, Badges & Livery Colours of the Wars of the Roses, Pat McGill & Jonathan Jones, Freezywater Publications

- Heraldic Banners of the Wars of the Roses (3 vols), Pat McGill & Thomas Coveney, Frezywater Publications.

- Medieval Art and Woodcraft make livery badges, banners and flags, signage, medical charts etc. to order

Books

- The Medieval Soldier: 15th Century Campaign Life Recreated in Colour Photographs, Gerry Embleton & John Howe,

- English Medieval Knight 1400-1500, Christopher Gravett, Osprey Publishing

- The Great Warbow, Matthew Strickland & Robert Hardy, Sutton Publishing – probably the best accessible book you can get on the subject.

- Arms and Armour of the Medieval Knight, David Edge & John Miles Paddock, Saturn Books

Costume sellers

- The Midgard Seamstress Custom made UK LARP and Re-enactment costumes

- Arm Street Medieval and Fantasy clothing from Russia (English language website)

- Cloak’d and Dagger’d

- Custom Costume Company Bespoke designs for re-enactors and roleplayers

- Historic EnterprisesAmerican based costume company. Trades at TORM

- Medieval Dress Company Clothing and leatherwork

- Matuls Clothing, armour tents and camp accessories from Poland (English language website)

- Revival Clothing

- Sally Green

- Sew-mill

Armourers

- https://www.facebook.com/ArmourServices

- https://www.facebook.com/pages/The-Medieval-Rats/147041485362649

- http://www.armabohemia.cz/Novestr/homeA.htm

- http://www.armorymarek.com/

- http://www.bestarmour.com/

- http://www.capapie.co.uk/

- http://www.dtok.fsnet.co.uk/

- http://www.lancasters-armourie.co.uk/

- http://www.stgeorgearmouryshop.co.uk/index2.html

- http://www.whiteroseapparel.com/

- http://www.whiterosearmoury.com/

- Darkblade studded leather armour

- Totally Leathered Totally Leathered provides custom tooled leatherwork & bespoke armour.

- Idiom Productions Costume and Props Workshop creates custom hand-tooled leather armour, clothing and LRP weapons

- Evenlode Studios - High quality leather armour, costume and props handmade

Leather items including shoes

- Phil Fraser

- Re-enactment shoes

- Historical Shoes

- Historic Shoes German company (English language website)

- Ravenswood Leather Items America site. Non-historical leather items.

Fur and traditional materials

- House of de Clifford Ethically sourced furs of all kinds

- Candles for All Ages Tallow and Beeswax Candles

- Herts Fabrics

- Bernie the Bolt

Camping accessories and other bits

- Sally Pointer Hats and bits and bobs

- Smoke and Fire American company.

- Medieval Market German company (English language website) – Clothing, furniture, and other items

- Medieval Dress Company Clothing and leatherwork

- Matuls Clothing, armour tents and camp accessories from Poland (English language website)

- Reenactors Shop German company (English language website) Lots of bits and bobs, including camping accessories.

- Medieval design 1st -16th century clothing, furniture and other historical products.

Flags, banners and livery badges

- Medieval Art and Woodcraft Historical and historically inspired banners, flags and livery badges

Pewter and cast goods

- Casts from the Past Pewter items including livery badges and some household items

- The Quiet Press Historical buckles, brooches and other ornamental metalwork

- Billy and Charlie's Finest Quality Pewter Goods American company. Pewter badges and other accessories.

- HR-Replikate German company. Jewellery based on archeological finds (English language website)

- Lionheart Replicas Pewterwear

- Pewter Replicas Pewter badges, household items and livery collars

Wooden items

- Douggie the Wood Wooden Furniture

- Robin Wood Authentic wood turned historical items

- Paul Atkin Bowls and other hand turned items

Tents

- Canvas Tents

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The Marches culture and customs (Redirected from Marches culture and customs)

Contents

- 1 Tradition

- 1.1 Hue and cry

- 1.2 Rough music

- 1.3 Shunning

- 1.4 Shriving

- 1.5 The beating of the bounds

- 1.6 Wassail

- 1.7 The wicker man

- 2 Proverbs

- 3 Sports and games

- 4 Funerals

Tradition

Tried and trusted traditions bind the folk together and give a context to their lives. Traditions such as hue and cry, rough music, shunning, shriving and beating the bounds and sacrifice are all part of a system that has worked to make the Marches strong for centuries. Several of these traditions have their roots in necessity - when times are hard, people who act against the interests of their neighbours endanger the entire community. These traditions help to maintain the cohesion of a community, and lay down punishments for those who act against the communal good.

Hue and cry

The Marcher attitude of taking matters in hand is the basis of the hue and cry, the old tradition of law enforcement in the Marches that still endures. Any Marcher who witnesses a crime can raise a hue and cry. All able-bodied people, upon hearing the shouts, are expected to assist in the pursuit until the felon is apprehended. In the pre-Imperial past, the hue and cry would often result in summary justice for a criminal, which occasionally lead to innocent people receiving harsh punishments. Today, suspects are turned over to Imperial magistrates to judge. The readiness of the Marchers to defend the common good derives from their belief in doing the right thing and their pride that they are up to the task of getting it done.

Rough music

Those who break Marcher traditions are often publicly shamed. A suspected sorceror, for example, is a likely target for a shaming; for "rough music".

At its simplest, rough music is simply a group of Marchers making a lot of noise outside the house of the person they're punishing. Rough music is a peculiarly egalitarian punishment. The more Marchers agree with the punishment, the louder it is. The more serious they deem the transgression, the more effort is made in preparation. The more outraged the people are by the behaviour of the target, the longer the music will go on. Some particularly egregious offences see the perpetrator driven out by the din, forced to leave their home behind and hope to start a new life somewhere nobody has heard of their transgression. Sometimes the rough music follows them.

It may start with a procession, it may simply be a gathering. Like a lynch mob, it rarely has any sort of formality to it. The precise nature of the "music" varies across the Marches, but it is always noisy. The noise may just be chanting, or it may involve drumming, rattles, bells, hooting, and improvised instruments such as pots and pans. Sometimes, the victim is presented in effigy, and at its most sophisticated the target is shamed by theatrical performance or puppetry. The only rules are that nobody lays a hand on the target unless they start a fight, and nobody actually enters their home. (See Marches Music for some suggestions regarding rough music)

Shunning

Those who persist in ignoring Marcher traditions may end up subject to Shunning. Individuals who are shunned are effectively cast out of society. They are turned out of their household and find every door closed in their face. Helping or in some cases even acknowledging someone who has been shunned can result in the offender being shunned in turn. Shunning may last for a week, a season, a year or even indefinitely. The extent of the punishment depends on who is enacting it – one family may shun another and anyone who helps them, or an entire household or town might shun someone and encourage all their allies to do the same. Many individuals who are shunned are forced to leave the area.

Children are never shunned. Until someone has passed their test of adulthood, they may be punished by their parents but they are not considered mature or responsible enough to gain any benefit from being shunned. Adults who suggest shunning children are considered to be idiots.

Shriving

Crop-eating vermin such as crows and rats are said to be the spirits of the wicked, suffering between incarnations. To avoid this fate, Marcher folk disavow their actions and try to cleanse their souls through the practice of shriving. A Marcher will often seek out a trusted friar or monk and share the onus of their wicked thoughts or unvirtuous deeds. A priest who hears a confession transfers some of the culpability for the dark deeds recounted to themselves; only an individual who is certain their soul is relatively unsullied will offer shriving.

The beating of the bounds

The beaters mark out what is Marcher and what is not, and they help the Civil Service with the recording of who is loyal to whom. The Beating of the Bounds usually takes place after the harvest is in. At this festival every Marcher marks their land, by walking around the boundary led by the beaters. Certain stones, trees or other marker points around the boundary are beaten literally, ceremonially striking them with sticks or willow wands. Market towns beat the boundaries laid out by their warrant, and individual market towners often have a second ceremony in which they beat the bounds of their shop or workplace. The ceremony is designed to remind all of the size of the holding, but it also works to remind everyone of who is part of the community and who is outside it. On a practical level, the beating of the bounds is often preceded by the beaters ensuring that the boundary areas are safe for the upcoming ceremony, and followed by a period of maintaining and replacing whatever physical markers delineate the bounds - it is a time for repairing fences, planting hedges and the like.

Wassail

After every harvest, Marcher farmers perform this traditional religious ceremony to celebrate prosperity. Wassailing varies from place to place but typically involves parading through the village singing and drinking to the health of the fields and orchards. Food and drink produced during the year is consumed or left as an offering; ale might be used to toast a barley field or a pat of butter buried in a dairy pasture. The parade is often led by the children of the village. As the yeomen go from house to house they share food and drink with their community and receive in return a taste of the food that each household has in excess from their own harvests.

At each Autumn Equinox, Marchers parade from camp to camp, singing the Wassail and sharing their home-grown produce with other nations. Although not expected, other nations often reciprocate in small token exchanges of goods that their own territories have in abundance.

Wassail songs can be found on the The Marches music page.

The wicker man

This is a large figure of wicker and wood, which is set alight to burn sacrifices. Ideal sacrifices are things that have been raised by mortal hands from the land such as crops and domesticated animals. These sacrifices are made to atone for acts of vice. By giving up the rewards of prosperity, and creating the need for more prosperity to replace them, the Marchers believe that they make reparation for their unvirtuous behaviour and in this way ensure that they reincarnate well in the next life.

The greatest sacrifice of all is to give up your own life. This is only ever permitted for individuals whose failure cannot otherwise be redeemed. Primarily this responsibility lies with a person whose actions cause a Marcher territory to be lost. In Marcher eyes, that individual - and everyone who worked and fought for them - is responsible for the failure. By going voluntarily to the wickerman a general or senator absolves not just their own failure but the failures of everyone who served under them. The most recent example was in 349YE when former Senator Thomas Overton of the Mournwold went into the wicker man to absolve himself for his inability to keep his territory out of Jotun hands.

Proverbs

Marchers are keen on mottoes and folk sayings. Many Marcher households adopt a single motto, a phrase meant to formally summarize the spirit of the group. Marchers in general make common use of proverbs, pithy pieces of folk wisdom often expressed as admonitions. Favourites can have double meanings often unnoticed to the outsider. Individuals generally pick one or two that they like or find particularly wise, but some collect dozens of sayings and employ them at every opportunity. While there are some common Marcher sayings that many people know, nobody could expect to know all of them and new ones are regularly created when a pithy comment is repeated.

Sports and games

At their best, Marcher folk relish competition. All kinds of sports and ball games are taken very seriously including (but not limited to) rugby, rounders and shinty. Football might be a familiar game of five-a-side or it might be a more traditionally medieval game with unlimited participants. There is no centralised authority to define and enforce rules; it's traditional for participants to double-check their understanding of the rules before they start. Sporting competitions are sometimes used to decide serious matters or settle disputes. In some cases participation may even be part of ancient treaties between Households.

Beaters Annals for the Household of Barrowfield, Summer’s End Festival, Year of the Empire 294

"I hereby bear witness to the annual match between the allied lesser Households of Elderhowe and Youngerhowe to determine cultivation of the Old Howe orchard, as is the custom since the division of Old Howe farm between the Sons. Rules were agreed as follows:

Teams of five. First to three scores wins.

Elderhowe running from Mill Lane End, scoring at the oak by Blacksmith’s gate, John the Blacksmith counting at the oak.

Youngerhowe running from Blacksmith’s Gate, scoring at the red beech at Mill Lane End, Grey Allan counting at the red beech.

Let it be recorded that Elderhowe won by three scores to two, retaining the orchard for a fourth year. Bond of three baskets of apples, three of pears was promised to Youngerhowe for six pairs of strong hands at picking time.”

Funerals

Marcher dead are buried in good fertile soil, often with an apple seed or small apple sapling planted above the body. There are plenty of stories of Marchers who die far from home and who "rest uneasy in the poor soil, cold in their stony beds" as one song (The Unquiet Grave) has it. Sometimes these are little more than ghost stories, but there is some evidence that so ingrained is the desire to "sleep beneath the apple trees" that the spirits of dead Marchers may trouble friends, relatives or even random travellers until their remains are given a suitable burial.

Should an apple tree actually sprout in a graveyard, the apples are not to be gathered, but are free for the poor and desperate to eat. The wood of these graveyard orchards is said to contain some of the wisdom or knowledge of the deceased. Many Shunned individuals survive on apples taken from graveyards. There is also a common belief that for those souls who have achieved true greatness, the grave is a literal “resting place.” According to this superstition, the greatest heroes of the nation simply slumber beneath the ground, ready to defend the Marches in its darkest hour.

Very few Marcher heroes lie on the cold marble biers of the Necropolis, and those that do have a good thick layer of soil in the tomb under them.

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The Marches economic interests (Redirected from Marches economic interests)

Agriculture is the basis of wealth in the Marches. Even a modest holding produces an income that allows its yeoman to live comfortably. With some improvement, a Marcher farm can pay for luxuries and imported goods. Marcher fields and orchards feed people across the Empire. Trade surplus in the form of cured and preserved meats, flitches of bacon, barrels of beer, bushels of fruit and vegetables, sacks of flour, tanned leather and bales of wool travels from one side of the Empire to the other, purchased by middlemen from the Brass Coast or The League.

Many of these traders come initially to one of the many small but important market towns that dot the landscape. The first market rights were established by Imperial charter, and towns with these rights are outside the direct control of the households. The inhabitants of a market town appoint aldermen, the rough equivalent of the yeomen, to represent the town. In most cases these men or women are wealthy merchants of the town, but often they include prominent town folk such as a friar or blacksmith who lives in the village. Those market towns that employ their own militia usually raise the captain to the rank of alderman.

Most market towns are small, little more than a few score houses on either side of a main street. The Imperial charters prevent a market town being established within a full day's travel of an existing market town but competition and rivalry between market towns is at least as fierce as that between rival households. Because the market towns lack a stake in the political process, they are forced to rely on neighbouring households to represent their interests. While most Marcher folk see this as right and proper, a life of honest toil on the land being superior to a life spent haggling for every last silver, aldermen often have a rather different view.

At the heart of almost every prosperous market town is an inn. These large structures are often fortified, with a wall surrounding the building and adjacent compound. Merchants visiting the town will usually eat and sleep at the inn but so will visiting yeomen bringing their goods to market, unless they have relatives who live in the town. Only Meade is large enough to support more than one inn, so the quality of the food and drink provided by a town's inn can have an impact on the prosperity of the whole town, as foreign merchants may avoid those towns whose inns have a bad reputation.

The innkeeper is almost invariably an alderman of the town and can be one of the wealthiest members of the community. They are often also the best informed; inns tend to be hotbeds of gossip, with news and information being bought and sold as regularly as the drinks.

Many aldermen take great pride in their ceremonial chains of office, sometimes referred to as "Chains of Prosperity". Several towns maintain a healthy level of competition in providing the most magnificent chain for their representative, and some go so far as to commission them as magical items, such as an Alderman's Edge.

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The Marches history (Redirected from Marches history)

The creation of the Marches

The history of the Marchers begins with a rebellion in Dawn of a group of disaffected yeomen determined to leave their lord's lands and make a better life for themselves. With nowhere else to go they marched across the country, heading for the border, intent on claiming land outside of Dawn. They were joined on their pilgrimage by thousands more, until they became known as the Marchers.

The first Marchers had few real weapons or pieces of armour between them. The Dawnish nobility fully expected them to flee the oncoming winter or die at the hands of the orcs. Instead, the Marchers took their farm tools and padded jacks and carved out a kingdom for themselves, slaughtering the orc tribes they encountered and driving them before them with grim determination. Working together they created the Marches, a patchwork of cleared lands controlled by a score of independent-minded yeoman households.

In the following centuries there were frequent but sporadic conflicts with Dawn. Occasionally one or the other would attempt to expand into the neighbouring nation's territory. To this day the easternmost parts of the Marches and the westernmost parts of Dawn are scattered with battlefields and castles that are largely abandoned since the formation of the Empire. Despite the conflicts and the tension, the two nations often refer to each other; Marchers who put on airs and graces are told to "Piss off to Dawn", while Dawn nobility or yeomen who question the validity of their ancient traditions are given equally earthy advice to move to the Marches.

There were also frequent battles between Marchers. Although Marcher households found it easy to unite against a common enemy, they often fell to quarrelling amongst themselves. Bitter feuds and grudges developed, usually over land and often paid in blood. By the time the Empress began her crusade the Marches was split into half a dozen great households, each supported by the loyalties of countless minor households.

Joining the Empire

The First Empress did not come to the Marches. One of her advisors, a Landskeeper called Brigit of Dourfen, spread the word of her first gathering to the Marcher Lords, and while several attended the majority did not. After hearing the Empress speak, the Marcherfolk who were present debated for several days and appointed Henry of Meade to speak for them. Approaching the Empress, he told her that some of the Marchers would join her, but that she would never get all of them. The Empress refused to accept this. "I will take all of you, or none of you." she said, and walked away.

Initially flabbergasted, wise Brigit explained what the Empress probably meant - that the Empire had no use for a divided land. It would not take some of the Marcher Households, and let the others squabble among themselves. If the Marchers were serious about joining, they would need to be united in doing so.

Historians sometimes debate whether the Empress should not simply have used her nascent army to unite the Marches herself, but it is generally agreed that doing so would have been a disaster. The Empire could not afford to become bogged down in a Marcher civil war; and the Marches traditionally are very hard to conquer for any period of time. Their dogged determination and ability to hold grudges would have meant that the Empire would have to have established a military dictatorship in perpetuity to keep the place under control.

The Marchers returned home and a civil war ensued (often referred to as the Cousin's War). Those Marcher Households and Landskeepers who sided with the Empress and her vision of a united mankind used diplomacy where they could, and force of arms where they could not. In the end, the forces of those who sided with the Empress were triumphant. The remaining Households drew up on the fields to the west of Dawn and the Empress marched out to meet them on foot with her standard bearer, and asked if they were prepared to join her Empire.

The Marches in the Empire

Marchers from Upwold were involved in the first campaign of the new Empire. Tom Drake of Redston led his household and the territory's Landskeepers to Varushka. They fought through unfamiliar forests, alongside all those who opposed Alderei the Fair and brought Varushka into the Empire. Some say it was Tom who killed the boyar-king; the Redston folk just point at the broken crown on their livery and let that speak for them.

Entry to the Empire brought some changes. Pious Marcher folk returning from pilgrimages to Highguard founded the monasteries which now dot the landscape. Friars have become an important part of most Households and few powerful Marcher households do not have one or more of these learned folk by their side. Imperial writ created the market towns, outside the control of the households. Yet the traditional beliefs that give the Marchers their strength have endured every transformation brought by the Empire.

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The Marches icons and artistry (Redirected from Marches icons and artistry)

Any Marcher who owns farmland is a member of a Household, albeit perhaps a Household of one, and any Marcher Household can declare a livery. Members of the Household wear the livery in some way – perhaps as a coat, or perhaps as a simple sash or badge. Stewards of a Household that alies to a more powerful Household usually retain their own livery, or combine it with the new Households’ colours in some way.

Poppets and other symbols of the land are commonplace. Gates and doors are traditionally decorated with woven bundles of grain on either side, the respect shown to the land prevents evil doers from entering. The hearth is where food taken from the land is prepared. It should always be kept clean and ideally be decorated with fresh cut flowers to prevent food cooked there causing a poison of the blood. Poor March Folk or those on campaign will make do with bundles of grass or common meadow flowers.

The symbol of the seed or apple and seed is a common representation of the soul and the cycle of rebirth. The crow and the rat are both images of ill-omen and bad luck.

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The Marches lineage and species attitudes (Redirected from Marches lineage and species attitudes)

Marchers will concentrate on the positives in their own people, and the negatives in others. Those with lineage are like normal folk, just more so. For example, a cambion from your own household might be seen as energetic and spirited, whereas a cambion from some other territory would probably seen as particularly conniving, and one from another nation would be seen as spiteful and ruthless.

We like the marsh. The marsh likes us. Leave us to get on with each other.

The first main exception to this general attitude is the merrow lineage. Merrow as a whole are considered "not quite right" by other Marcher folk; they're secretive, cold and altogether too clever by half. Concentrated around the fens of Bregasland, those families with merrow blood have traditionally kept to themselves. Merrow born elsewhere often move to join one of the merrow households in the marshes.

The other exception is the briar. Many Marcher folk believe the briars are accursed, and they are the only Marchers who may find themselves denied a decent burial in Marcher soil. This is due to the belief that the corpse will taint the soil where it lies and lead to the rise of unnatural and hostile plant life. In the worst cases, their bodies are burnt and the ashes scattered, although some receive more traditional burials but in soil that is outside the Marches. There are also a rare few places where burial grounds specifically for briars are laid aside, often in land that is of no use to anyone else, or that is owned by a briar yeoman, although such places soon acquire a poor reputation and the landowner may attract the Rough Music if the neighbours become too concerned.

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The Marches military concerns (Redirected from Marches military concerns)

War is a thrice-ploughed field.

Marcher Traditional

The rich Marcher soil gives rise to great military strength and, after the recent recruitment of The Tusks, four of the Empire's armies come from the Marches. Marcher generals have a reputation for being cautious, and for valuing victory more than personal glory. War is seen as work, hard dirty work, something to achieve over months of effort, not something to be won or lost in a moment. It is also seen as a shared responsibility, something that everyone who can must face together. On campaign, even Marcher generals who can't fight for whatever reason are expected to share the same risks and privations as the common soldier, one yeoman amongst many.

Powerful households field ranks of heavily-armoured yeomen wearing their colours and fighting together. Neighbours well-used to working together fight shoulder to shoulder. The expectation of loyalty and sacrifice can make a Marcher household a fearsomely cohesive force. Traditional rivalries are put to one side when a Marcher army faces a force of outsiders, and folk who would go out of their way to avoid acknowledging each other will fight back to back against a band of invading orcs.

The strength of the Marcher forces is derived from their long hours of toil. Arms hardened by days at the forge, cutting a forest, or threshing grain are strong enough for any fight. It is common for Marchers to wield weapons made from the tools of their labour; bills used for cutting hedges and great hammers used for driving piles are pressed into service of war. The wealthiest may march in a harness of plate but plenty have nothing more than a hard leather tunic or quilted jack they have made themselves. Their true strength is their loyalty and discipline; at their best a Marcher army is a great hedge of steel, moving inexorably forward like a harvest-gang through a field of wheat.

Service to the Empire in one of the Marcher armies is considered an excellent coming of age for the sons and daughters of a yeoman. This offers them a chance to learn a little of the outside world and to earn enough to purchase their own farm and become yeomen themselves. For a nation that prides itself on its military prowess, it also ensures a steady stream of soldiers with practical experience of battle.

Contents

- 1 Beaters

- 2 Imperial Armies

- 2.1 The Drakes

- 2.2 The Strong Reeds

- 2.3 Bounders

- 2.4 The Tusks

Beaters

Beaters roam through the Marches, learning every part of the land, watching for thieves, vagrants and other ne’er-do-wells. Beaters are often instrumental in settling land disputes between neighbours and they still play a vital role in the tradition of beating the bounds. Beaters often live off the land and most are skilled woodsmen or hunters. They serve as an informal police force, investigating crimes and tracking criminals. While an individual beater often associates with one or more households, they make no secret of the fact that they maintain an informal network among themselves.

The beaters watch the boundaries and defend them against trespass until its forces can muster. They also remain vigilant for internal threats. In addition to the orcs that still occupy the more inaccessible hills and wild forests of the Marches, there are bands of Féni, the ancient people driven from the fertile lowlands centuries ago. These primitive humans cover their skin in green and yellow tattoos and launch raids against civilised Marchers to steal cattle or crops. If something or someone is raiding out of the forests or hills then the beaters are the ones who are called on to hunt it.

In time of war, beaters serve the Marches as scouts, ranging ahead of the main force. Their experience watching the boundaries of the nation makes them useful light troops, particularly in forested areas, an excellent complement to the heavily armoured yeomen.

Imperial Armies

The Marches field four imperial armies; the Drakes, the Strong Reeds, the Bounders and "The Tusks".

The Drakes

First led by the legendary Tom Drake, this army is extremely well-supplied and has an excellent corps of quartermasters, allowing it to recover casualties much more swiftly than normal. Many of the soldiers in this army come from Mitwold, and this has lead to a reputation for dogged determination and occasional internal conflict away from the battlefield. Its ranks have been swelled in recent years with soldiers displaced from the Mournwold, which has helped exacerbate the situation.

The first Marcher General leads the Drakes army, and is appointed (or re-appointed) at the Summer solstice each year.

The Strong Reeds

Initially raised from the people of Bregasland, there is still a strong territorial bias in the soldiers of this army. The army is notoriously dour, stubborn and hard bitten. The Strong Reeds have a long history of resisiting Jotun agression against the marshes, and have several times in their history fought alongside the Wintermark armies in Kallavesa.

The second Marcher General leads the Strong Reeds army, and is appointed (or re-appointed) at the Winter solstice each year.

Bounders

This adaptable army attracts many beaters who support a solid core of Upwold soldiers and a small cadre of dedicated battlefield magicians. They are skilled skirmish fighters, able to quickly learn the lay of the land and relentless in their pursuit of their enemies. Some of the best military archers in the Empire are part of this army, adept at bringing down their opponents with a combination of clever placement and withering storms of arrows.

The third Marcher General leads the Bounders army, and is appointed (or re-appointed) at the Autumn equinox each year.

The Tusks

The fourth Marcher Army was raised by Senate motion proposed by Henry Ward, then Senator for Upwold, in Winter 377. The army of The Tusks was briefly named after High Courage, an ancient monument in Mournwold.

The fourth Marcher General leads the army of The Tusks, and is appointed (or re-appointed) at the Summer Solstice each year.

The Marcher officer walked out into the middle of the gathered mob, slow and casual, thumbs tucked into his belt. He took a long look around.

“Who here’s got a neighbour they can’t stand?”

The circle of Marchers looked tentatively one to another, a few raised hands and chuckles.

“Quite a few of you, I see. So let me ask you this – raiders come to burn their farm, would you go help them?”

Nods, fist shaking, raised bills and bows.

“Course you would, only common sense; they burn that farm this week, could be yours the week after, couldn’t it?”

He pointed at the gaudily dressed Free Company officers swaggering about in the League lines on their flank.

“See them? I don’t like ‘em. I don’t like their plumes, I don’t like them silly pantaloons, I don’t like the perfumed piss they call wine, or the way they put on airs when they talk, or their grub what’s so full of spices it gives me the gallopin’ trots. Nope, I don’t like ‘em, not one bit. But, them? They’re our neighbours.”

He pointed to the other end of the valley, where thousands of grey-skinned orcs covered the ground like blades of grass on a pasture.

“And those motherless bastards? They’re going to try and burn down our neighbour’s barn.”

Rumbling growl, stamping feet, billhooks banged on the ground.

“We proposin’ to let em?”

Full throated roar, weapons brandished, rising chant.

“Right then, let’s go pull the idiot neighbour’s arse out of the fire, eh?”

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The Marches music (Redirected from Marches music)

Contents

- 1 The music of The Marches

- 1.1 Style summary

- 1.2 Commonly known songs

- 1.2.1 Musical traditions

- 1.2.2 One for the kids

- 1.2.3 Songs about notable people/entities in the Marches

- 1.3 Further examples

- 1.3.1 Funeral Songs

- 1.3.2 Battle Anthems

- 1.3.3 Harvest Songs and Wassails

- 1.3.4 Songs from Mournwold

- 1.3.5 More Songs

- 1.3.6 Instrumentation and tunes

- 1.3.7 Other performance traditions

- 1.4 How to adapt your repertoire

- 1.5 Our sources

The music of The Marches

Style summary

A capella harmony singing, no-nonsense, boisterous and earthy, simple folk and morality tales, minimal instrumentation, heavy ryhthms on guitars, bouzoukis or concertinas. Themes of working the land, agriculture and fishing, harvest, enjoyment of food and drink, recognition of obligation to the land and its people.

The music of the Marches is drawn primarily from the folk song traditions of Devon and Cornwall, Derbyshire and Yorkshire: wassails, shanties, drinking songs, and work songs.

Commonly known songs

- Many people in the Marches will know one version of a Wassail

- Marcher battle song

- Bringing in the Sheaves medium harvest song (not the hymn)

- Carts Come Home - easy song about bring back Marcher dead from the wars

Musical traditions

After every harvest, Marcher farmers perform a traditional ceremony, a Wassail, to scare away evil spirits from the fields and ensure a good crop for the coming year. There are more details on the wassail in the Marcher brief.

In the Marches, misdeeds are sometimes rewarded with a public shaming using noise, music, even satirical performance of some kind, called Rough Music. Some chants are known throughout the Marches such as those below (usually interspersed with verses detailing the misdeed), some songs/performances are written especially for the occasion!

- "Ran tan tan, raise your hand, a sin to us is a sin to the land"

- "Old Fred Thatcher (insert name of miscreant), we know your name, Old Fred Thatcher, you are to blame, Old Fred Thatcher, we know your shame, Old Fred Thatcher, we know your name!"

One for the kids

- Whose Pigs Are These? a fun round

- Chants for naughty children

Songs about notable people/entities in the Marches

- Jack in the Green - a song about the Marches Egregore

- The Culloch Boar - tells of the origins of the Culloch banner

- Bolholt Song - celebrates the Bolholt house

- Gallant Archer - song about William Archer and his part in rescuing three of the Cullochs

- Men of Fenrose - sung by and in honour of the soldiers of Cabot's Company

Further examples

Funeral Songs

- Lay me Low - medium difficulty harmony song

- Marcher Dirge - a bit heretical

- Only Remembered For What We Have Done - medium harmony song

- Carts Come Home - easy song about bring back Marcher dead from the wars

Battle Anthems

- Marcher battle song easy song for marching into battle

- Rebel March easy song for upsetting the Dawnish (and battles)

- Yet another Marches Battle Song

- The Rising of the Moon

Harvest Songs and Wassails

- Bringing in the Sheaves medium harvest song (not the hymn)

- John Barleycorn medium folk song

- Wassail easy call and response, and lots of versions

- Harvest Time - song about the land and Britta's lost army

Songs from Mournwold

- Mournwold Harvest - sad song about orphaned Mournwolders

- Jonah Gold - traditional miners song from Mournwold

More Songs

- The Unquiet Grave

- Tom A'Bedlam's song

- Ye Mariners All - medium drinking song

- Here's A Health to the Company - easy drinking song

- His Banner's Not Mine - medium love song

- Pull Down Below - medium shanty with chunky harmonies

- One More Day - easy shanty: lyrics, tune

- Ten Thousand Miles - love song with easy harmony accomp

- Pretty Ploughboy - easy song about saving the lad you love from the war

- Silent Giants - easy song about standing stones

- Carts Come Home - easy song about bring back Marcher dead from the wars

- Marcher At My Side - easy song popular with soldiers in the Marcher armies

Instrumentation and tunes

Songs are usually unaccompanied in the Marches, typically sung in raucous harmony rather than using instruments. However sometimes drums, guitars, fiddles, and whistles/recorders are used. For instrumental music, look to the very heavy rhythms of trad English music (the kind of tunes used to accompany morris dancing would be perfect).

- Kalenda Maya - More commonly known in the Marches as The Month of May. A tune sometimes used for Marches dances, typically rather rowdy affairs!

- The Chook Dance - dance tune by Cora and Kit score, recording

- The Bond Ring - dance tune by Cora and Kit score, recording

Other performance traditions

Marches Tales

How to adapt your repertoire

The Marches is all about people singing together so choose songs that have a chorus, or even better, a call and response line. Nothing wrong with a bard leading a song but try to encourage participation from the people around you, even if just banging their tankards off the table. Can you turn your song into a drinking song?! Think of some harmonies ahead of time and if possible teach them to your group instead of using instrumental accompaniment. Any folk song will be fine but especially those in the themes listed above. If you are mostly a solo performer perhaps learn a few easy rounds and sing them with people between your solo numbers.

Our sources

- Songs: Coope, Boyes and Simpson; Muldoon's Picnic; Fisherman's Friends; Chumbawamba (the folky stuff e.g. English Rebel Songs and ABCDEFG), and number of Welsh a capella choirs; all great acapella harmony singers. Seth Lakeman (sans guitar), June Tabor.

- Tunes: Florida, Eliza Carthy

- Great list of harvest themed songs: http://piereligion.org/harvestsongs.html

- Good list of sea shanty lyrics (stick to the very English sounding ones, preferably about fishing): http://www.boundingmain.com/Lyrics.htm

- Good list of sources for English folk suitable for the Marches: http://www.informatik.uni-hamburg.de/~zierke/folk/

Here is a youtube playlist of appropriate or inspiring music.

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The Marches tales (Redirected from Marches tales)

- Jack and the Giant

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The Marches territories (Redirected from Marches territories)

The Marches is largely made up of fertile farmland.

- Upwold, The Silver Chase

- Mitwold, Pride of the Marches

- Bregasland the Dour Fens

- Mournwold, the Mourn (lost)

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Marching song

To the tune of Spi Mladyenets'/Cossack lullaby. Lyrics JR/music trad. Another version

RECORDING of this song : Media:varushkan-march.mp3

Melody-only version: Media:Marching_Song.wav

Storms of winter cannot shake us As to war we go Thirst and hunger never break us Onward through the snow

Home and hearth we leave behind us As to war we go Those we love and ties that bind us Onward through the snow

Foul enchantments cannot charm us As to war we go Nor can curse or witchcraft harm us Onward through the snow

At our footfall all shall fear us As to war we go Foes will quail to venture near us Onward through the snow

If I fall upon the morrow As to war we go Raise a cup for me in sorrow Onward through the snow

Though cruel death may yet divide us As to war we go Fallen heroes march beside us Onward through the snow

Hail to those who went before us As to war we go Join me now in rousing chorus! Onward through the snow

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Marching to Victory

Original tune Noi Vogliamo, an Italian rice weeding song. Words by Jude Reid and Daisy Abbott. Original on youtube here

Helper files, chorus only:

- Media:League-tune.mp3

- Media:League-alto.mp3

- Media:League-low1.mp3

- Media:League-low2.mp3

Marching to Victory by the Gremani Family

Chorus: Come join with me in song, to war we march along Fighting for fame and treasure, leaving our life of leisure The buckler and the blade, the weapons of our trade War is the greatest pleasure Marching to Victory!

Thieves may rob you of your treasures golden Fame's a coin that never can be stolen

Chorus:

Place your lover's ring upon your finger And look back when at the gate you linger

Chorus:

Those at home will keep the fires burning All to welcome us on our returning

Chorus:

If you find me with the dead and dying Kiss my lips and leave me where I'm lying

Chorus:

Even death can't rob us of our glory Our deeds will live on in song and story

Chorus:

Dressed for war, Don Cesare's a charmer All the bravos love a man in armour

Chorus:

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Mark of Ownership

Contents

- 1 Rules

- 1.1 Autumn Magnitude 2

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 2

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets an object which must be bonded to a character. Both the item and the character it is bonded to must be present throughout.

Effects

This ritual places an enduring magical mark on the item containing the the name and face of the character that the item is bonded to. A detect magic spell cast on the item reveals that it is the 'property' of that character in addition to other information.

If an item is bonded to more than one person, the mark can identify it as belonging to a banner, coven or sect, or a member of that band, at the discretion of the ritualist.

Rituals and effects that obscure information about bonds or auras, such as Masque of the Blinded Weaver, will obscure the mark of ownership from lower-magnitude divinations.

An item may be under multiple mark of ownership effects, in which case they are revealed in the order in which they were created.

The mark of ownership lasts as long as the object retains its magical qualities and is capable of being bonded to a character.

Description

This ritual is effective when performed on an item that might be stolen. It makes it difficult for thieves to fence their stolen goods, and more likely that a stolen item will be returned to them if it is recovered by Imperial Law. While the mark can be obscured, it is virtually impossible to remove.

Some ritualists offer the use of Mark of Ownership to anyone for whom they perform the create bond spell, as do some magician-artisans. This increases the price of the bond, often dramatically, but is often described as offering extra insurance that the item will be returned to them if stolen.

Some artisans have the ritual performed on their behalf when they complete a masterwork item of which they are especially proud. It is also common for someone who has gained the use of a powerful item through an Imperial position (such as the staff of an archmage to have this ritual cast on the object at the start of their tenure. It should go without saying that it is very common to have this ritual performed on an artefact, and a particularly old item may accrue a number of these marks as it passes from hand to hand.

Common Elements

During the ritual the item and its owner are usually marked in some identical way to help reinforce the idea of ownership. A drop of blood from the owner might be smeared on the item. identical runes or symbols (especially the rune of wealth and symbols of Prosperity or Loyalty) might be painted on both owner and item. In The Marches especially, the target of the ritual is often encouraged to deliver a loud statement of ownership and a challenge to thieves, reinforcing the idea of 'what's mine is mine.'

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Mark the Flesh Incorruptible

Contents

- 1 Rules

- 1.1 Winter Magnitude 4

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 4

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. During the ritual the casters must be in a strong Winter regio. The ritual targets a corpse. The target remains must be present throughout, and close enough to touch.

Effects

This rite preserves the physical remains of a dead person, preventing desiccation, decomposition and putrefaction. Parasites, vermin and scavengers will avoid the body and refuse to consume the dead flesh.

This ritual transubstantiates the dead flesh into a material similar to stone.

The effect is permanent.

Description

This ritual serves several purposes. It preserves a corpse from natural forces of decomposition, and is often used for the same reasons as embalming - to maintain the body from the ravages of time. Many consider it much more respectful than traditionally invasive embalming techniques. It also makes the corpse hard to damage, without notably increasing its weight. Both of these factors make it a practical ritual to use when a corpse must be transported over long distances for some reason, especially in the hot summer months.

The effect is permanent, and in theory this should be very difficult without the use of ilium. Magical scholars point to the necessity of performing the ritual in a regio, and that it is the nature of Winter magics to endure (they reference the tendency of curses to last for a year as an example). There are also a number of magicians who suspect that the process of flesh being transformed to a stone-like material might be a natural process, pointing to the odd desiccation that effects some corpses, or the way limestone can entomb an item or body.

This ritual is almost invariably performed on the body of a dead Emperor or Empress before they begin their final journey to Necropolis. It is not popular in either The Marches or among the Navarr who prefer natural processes to deal with the corpses of their loved ones. The ritual sees most use among the Highborn magisters, partly because so many of them are also priests and combine the rite with a funeral ceremony.

Versions of Mark the Flesh Incorruptible have clearly been in use for a very long time. Explorers have more than once disturbed undead or unliving guardians who have clearly been treated with ritual effects that preserve them shortly after the point of death, but do nothing to prevent them moving around.

Common Elements

The most common elements of this ritual are fresh water - especially snowmelt - and ash. The body is usually cleaned, and a little ash scattered over it or mixed with oil to draw the runes Yoorn and Evrom, one over each eye, in hopes of resurrection. The performance of this ritual is usually quiet and understated, and often combined with a funeral rite or at least a eulogy.

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Market Town

The growth of market towns is relatively new phenomenon – Meade, the largest, is not more than 150 years old – and they are only just beginning to come into their power. They represent a place where a canny individual can make a fortune, where individual achievement, chutzpah and moxie are valued commodities, and they represent an opportunity to travel outside the parochial circle of the traditional Marcher. Market towns send representatives all over the Empire and beyond to secure deals, acquire trade goods, and negotiate contracts. They are rich, and their wealth brings a power of its own that may yet prove to be a match for that of the Households.

Perhaps more than anything else, the market towns create an environment where it is not land, but wealth, that leads to prosperity. If there were to be a bad harvest in the Marches, the market towns would be in the best position to adapt to that disaster and continue to prosper. Those Marcher folk who do not own farmland are beginning to look to the market towns to offer them a different way of life. The most successful towns are starting to grow and exert real influence on nearby Households.

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Market town (Redirected from Market Towns)

The growth of market towns is relatively new phenomenon – Meade, the largest, is not more than 150 years old – and they are only just beginning to come into their power. They represent a place where a canny individual can make a fortune, where individual achievement, chutzpah and moxie are valued commodities, and they represent an opportunity to travel outside the parochial circle of the traditional Marcher. Market towns send representatives all over the Empire and beyond to secure deals, acquire trade goods, and negotiate contracts. They are rich, and their wealth brings a power of its own that may yet prove to be a match for that of the Households.

Perhaps more than anything else, the market towns create an environment where it is not land, but wealth, that leads to prosperity. If there were to be a bad harvest in the Marches, the market towns would be in the best position to adapt to that disaster and continue to prosper. Those Marcher folk who do not own farmland are beginning to look to the market towns to offer them a different way of life. The most successful towns are starting to grow and exert real influence on nearby Households.

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Market town

The growth of market towns is relatively new phenomenon – Meade, the largest, is not more than 150 years old – and they are only just beginning to come into their power. They represent a place where a canny individual can make a fortune, where individual achievement, chutzpah and moxie are valued commodities, and they represent an opportunity to travel outside the parochial circle of the traditional Marcher. Market towns send representatives all over the Empire and beyond to secure deals, acquire trade goods, and negotiate contracts. They are rich, and their wealth brings a power of its own that may yet prove to be a match for that of the Households.

Perhaps more than anything else, the market towns create an environment where it is not land, but wealth, that leads to prosperity. If there were to be a bad harvest in the Marches, the market towns would be in the best position to adapt to that disaster and continue to prosper. Those Marcher folk who do not own farmland are beginning to look to the market towns to offer them a different way of life. The most successful towns are starting to grow and exert real influence on nearby Households.

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Marriage in Dawn

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

Between yeomen, marriage is generally a matter of two individuals going before a noble and asking them to bless their union. All nobles have the right to bless a marriage, and in Dawn it is considered to have the same weight as a binding contract elsewhere. Both spouses must consent to the union verbally three times before two witnesses, but nothing else is required. A third witness, in the form of a troubadour, is often included as a matter of course but is not required, and while the troubadour may perform a religious ceremony after the wedding they are not involved in the actual union.

Things are not so simple when nobles marry, even assuming the suitor can pass the Test of Ardour.

Because of the unusual nature of a Dawn noble house, it is possible and legal for siblings or other close relations to marry. Such unions are legal, but the lovers are expected to remain chaste, even if they share the same gender, to avoid scandal. Those who do are usually rewarded with children from other houses to adopt, while those who don't are shunned and any children they have are often set impossible tests.

Perversely it is not legal for members of the same house to marry, regardless of how they joined the house. This seems strange to outsiders but the Dawnish believe that the house is the family, that the relationship with an adopted brother or sister is as important as that with a biological sibling. For a house to openly treat nobles who were born into the house differently to nobles who have joined the house brings shame to all.

Because of the legal prohibition preventing marriage between members of a house, those who fall in love have few options. They can elope and leave Dawn or else adopt a chaste relationship. Courting and public displays of affection, appropriate for any inhabitant of Dawn are allowed, but nothing more. Illegitimate children bring shame on both parents equally - they are never permitted to join their mother's house and are usually adopted by a loyal yeoman.

In theory a noble may marry a yeoman, but the yeoman is not ennobled by the marriage and such unions are rare and difficult as a result. Dalliances between the nobility and yeomanry are frowned upon; it is beneath the status of a noble to love one who has not proved themself. Tales of yeomen inspired by love to pass the Test of Mettle are a common legend however.

Because of the restrictions, lovers who wish to wed must be members of different houses. Young lovers who have not yet taken their Test of Mettle must request a test from different houses to ensure this and then complete the Test of Ardour. This is considered wise by most Dawnish nobles - it prevents one of the parties completing their test and then pressurizing their Earl to set too easy a Test of Mettle for their paramour. Their intended must pass a test set by another Earl, ensuring that their nobility is fully proven.

If two members of the same house fall in love the only way they can marry is for one to seek a Test of Mettle from another house. Traditionally a second Test of Mettle for a noble who has been thrown out of their house is impossibly difficult, but those whose requests are known to be motivated by love are sometimes not noticeably more difficult than a normal test. The Dawnish nobility well understand the affairs of the heart and do not punish people for seeking happiness. Of course the applicant must still pass a second Test of Mettle and then one of the two must complete a Test of Ardour. And if they are biologically related, their marriage must remain chaste, regardless of gender. Such is the life of a Dawnish noble.

Divorce is not officially recognized in Dawn. Two individuals may separate, but they remain members of the same noble house and no other noble house can accept a Test of Ardour from a Dawn noble while their spouse still lives. The nobility of Dawn demand adherence to the highest ideals of nobility; those who want a simple life of pleasantries should remain yeomen.

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Marrowort

Description

The Marrowort plant grows in small patches, and in the wild is most commonly found around battlefields. Its stems are erect, branched in the upper section, and can grow to four-feet high. It has opposing, stalkless, ovate leaves, and has a naturally pale colouration. It flowers in Spring and early Summer, and the flower-buds and seed-pods alike are collected and crushed to produce a sticky, translucent oil.

Properly prepared Marrowort oil has valuable medicinal properties. Ingested it thickens the blood, slows the heartbeat, and speeds natural healing processes. In emergencies it can be applied directly to a serious wound to help seal it.

Rules

- Can only be applied by a character with the physick skill.

- Using 30 seconds of appropriate roleplaying the physick can allow a target to ignore the roleplaying effects of traumatic wounds until the end of the battle.

- The herb use fails if you or your target are hit or attack another character during application, but the herb is not consumed

A character who is treated with Marrowort by a physick may ignore the roleplaying effects of any traumatic wounds they have received until the end of the battle. If a traumatic wound has specific rules effects, then these effects are not affected by Marrowort. The benefits apply until the end of the entire battle that the character is in - effectively until the character leaves the battlefield and returns to Anvil or a similar location.

Common Herbs

Bladeroot

Cerulean Mazzarine

Imperial Roseweald

Marrowort

True Vervain

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Marshwalkers

A marshwalker is a large semi-humanoid creature that appears to be made entirely of plant material. Within the Empire they are primarily found in Bregasland, Kallavesa and Therunin, but they may appear almost anywhere that the marshy conditions they favour can be found. They are also found in the lands of the Druj, and the barbarians sometimes bring them along on battles. They are perhaps most dangerous when exposed to the essence of a vallorn-corrupted environment.

The creatures themselves are not common, and generally not a threat to humans who give them a wide berth. Unfortunately, their migrations often take them near human settlements - and the beasts show little inclination to detour around them. Attempts to divert a marshwalker exodus are complicated by their resilience, their resistance to fire (they are simply too damp to burn), and their ability to smash through most obstacles placed in front of them.

One problem with marshwalkers is that, in their natural state, they are simply a colony of little slimy blobs that are virtually indistinguishable from the mud in which they live. In this state they are no threat to anyone, being primarily concerned with eating small insects, fish and plants and splitting into more tiny, non-threatening blobs. It is only when they feel threatened, when some biological urge inside them decides it is time to move, or when someone starts building a structure near or threatening their habitat that the colony comes together to assume the much more dangerous form of a wood-armoured humanoid.

Contents

- 1 Appearance

- 2 Marshwalker capabilities

- 3 Culture and Customs

- 4 Marshwalkers in play

- 5 Marshlings

- 5.1 Marshlings in play

- 6 Marshwalker Behemoths

Appearance

Marshwalkers appear to be masses of vegetation coated and held together with thick slime. They are often encased in wood and stone fragments that appear from a distance to be nothing less than armour. The beasts seem to intentionally seek out this coverage in the same way that certain crabs seek the shelter of empty shells. Sometimes human-made elements may creep into this outer covering - pieces of plate, twisted swords and the shattered remains of shields have all been spotted woven into the outer shell of a marshwalker. Likewise, pieces of bone and wooden hafts are sometimes bound up inside the beasts in addition to branches and reeds, giving marshwalkers that have risen from near battlefields or passed through recent war zones a distinctly eerie appearance.

Studies by Marcher and Navarr naturalists have discovered that the marshwalker itself is actually a colony of innumerable tiny creatures similar to slime mould. A marshwalker is created when an entire colony comes together to travel to another location - either due to some migratory urge or to avoid some threat to their habitat.

Marshwalker capabilities

Marshwalkers are preternaturally tough. They can take punishing amounts of damage and continue moving; as long as they have access to fresh vegetation and water they can heal almost completely within a few hours from anything short of total destruction. Their powerful vitality coupled with their lack of vital organs and thick armour means it is dangerous to assume that just because a marshwalker has stopped moving, it has been defeated - their unstoppable advance is often merely slowed by weapon attacks.

Marshwalkers are monstrous creatures. Like all such creatures, they are unaffected by many spells and martial tactics (OOC note: they do not suffer the effects of combat or magical calls, although they still take damage from any blows struck to deliver them.) For example, they cannot be poisoned by conventional blade venoms nor knocked down with a polearm strike, and while arrows can wear down their reserves and cause them to retreat they do not have the devastating effectiveness they demonstrate against human-sized enemies.

Marshwalkers are mighty. Even a heavily armoured opponent can be bowled over or sent flying by one of their sweeping blows, and they can shatter a shield or pole-weapon to flinders if it gets too close. Some rare marshwalkers have been encountered that secrete poisonous slime that weakens or even occasionally paralyses opponents. In a very few rare cases, marshwalkers who have been exposed to the vallorn carry with them the miasmic taint of that corrupt environment, envenoming everyone who comes nearby.

Finally, Marshwalkers appear to be inimical to human-made structures. They can tear down minor fortifications in a matter of a few hours. They quickly smash through barricades and other hastily-erected structures designed to try and divert their migrations, and when they move through a human settlement they tend to leave damaged and collapsed buildings in their wake. There are incidents where the Druj have used groups of them to assault gates or towers; while the destruction they wreak is by no means instantaneous, it is thorough and almost irresistible.

Culture and Customs

Marshwalkers do not possess a culture. They are clearly aware of their environment, but they appear unintelligent as humans understand it. They can be cunning, and they are capable of spotting and responding to changes in their surroundings, but they do not have a language, do not speak, and appear to respond to tone of voice only. They are known to issue great echoing horn-like moans that travel great distances across the marshes - there are some reports of colonies assuming humanoid form apparently for this sole purpose. Naturalists have suggested that these serve a similar purpose to wolf howls - communicating over distance simple messages between colonies.

Primarily they are motivated by their desire to move from one place to another; to protect themselves from threats; and to smash human structures they come across. Left to their own devices, they generally collapse back into their component parts once they reach their destination or once the immediate threat (or structure) is removed.

Most of their behaviour seems motivated by basic animal-like instincts. They encrust themselves in stone and pieces of wood to form a tough shell to protect them from damage; they absorb nutrients from water, sun and plant-life to maintain their physical form; when they migrate they do so along reasonably direct routes. One strange behaviour that has caused some difficulty in the past is that, when they encounter a trod, they tend to re-orient their migration along the trod in one direction or another, allowing them to move with surprising swiftness. They rarely stay with a trod for long, unless it is leading them towards a marshy environment, but they can present an unexpected hazard to Navarr stridings.

Colonies are aware of each other and appear capable of rudimentary co-operation, although they generally fight as individuals. While they often move in a loose group, a band of marshwalkers make little attempt to come to one-another's aid during a fight.

The Druj appear to control small groups of Marshwalkers through the use of Spring ritual magic; the specifics of this magic are unclear to Imperial scholars. Marshwalkers controlled by Druj are often festooned with fetishes and similar items - especially shrunken heads and skulls. Whether this is part of the magic that controls them or simply to give them a more threatening appearance is unclear.

Marshwalkers can survive for only a few weeks away from the damp, fertile environments in which they live. Denied water or access to fresh vegetation and insects, they become brittle and begin to die. A marshwalker in this state is desperate and will stop at nothing to reach a safe location - they can inflict massive damage in their single-minded drive to find somewhere safe.

Marshwalkers in play

Due to the nondescript appearance of a colony in its placid state, a human settlement can live near an area populated by marshwalkers for decades and never realise. There are many stories of marshwalkers rising out of bogs and making straight for new construction begun too near "their" territory; smashing the structures to pieces, and pulverizing anyone who gets in their way, before returning to the marshes and disappearing.

They are very sensitive to anything that threatens their environment. For example, when the Morass in Holberg was drained the engineers required constant protection from dozens of marshwalkers who strode out of the depths of the bogs and swamps bent on destroying everyone and everything responsible for the project.

A marshwalker is a major threat to a village, and several marshwalkers might threaten a small town. A well-equipped militia can probably drive a marshwalker off, but are likely to take serious injuries in the process. A lone character can easily outpace one, and might be able to come up with a cunning way to divert one, but one-on-one will likely be quickly dispatched.

Marshwalkers are designed fill two niches. The first is an unintelligent threat that has an elemental or "natural" theme. They smash up new construction; their presence might complicate stories involving expansion of civilisation; they can even present a nasty threat to a village or bunch of travellers just by being in the wrong place at the wrong time. They're not evil, but they are implacable and dangerous and heroes may be challenged to find ways to divert them rather than simply cut them down as they cannot be sure that breaking the marshwalker apart will remove the threat of the colony that formed them.

They also fill the niche of "elemental" enemies - they have a purely natural explanation, but they incorporate themes of traditional elements and even golems. They can represent the savage face of "angry nature" without needing any sort of spiritual component - just access to a lot of mud, sticks and bits of stone from which to shape their shambling, wall-smashing bodies.

Marshlings

Smaller marshwalkers have occasionally been encountered. Little larger than human-size, they lack the immense strength of their larger cousins but tend to move faster and find it easier to pass unnoticed when they leave their marshes. They possess all the unnatural vitality of their larger cousins, but seem especially susceptible to certain types of venom which inhibits their fast-healing and fast-recovery abilities.

The reasons marshlings form, rather than a true marshwalker, are unclear but naturalists have posited three scenarios that might lead to them. The most common is that a colony is too small to produce enough mass to form a true marshwalker - the colony collapses into several smaller creatures. The less common is that a particularly large colony creates a full-strength marshwalker but there are still parts left over which puddle together to form smaller marshlings. The third explanation is that a marshwalker colony might be forced to assume the form of several marshlings by magic, emergency, or extensive damage to the primary marshwalker.

In the former case, the marshlings demonstrate "pack-like" behaviour - they are all in some sense the same creature and seem capable of fighting together to a limited degree. The latter case is even more dangerous - the smaller "satellite" marshlings protect and support the central marshwalker - again, they are all part of the same organism.

The most disturbing element of marshlings is that, even more so than full-strength marshwalkers, they tend to incorporate bits of armour and human bone into their outer carapaces. Some stories from the draining of the Morass talk about marshlings amongst the larger marshwalkers who looked a lot like they were wearing armour, with skulls and bits of banner woven into their shells - giving rise, no doubt, to further rumours of supernatural marsh spirits.

Marshlings in play

Marshlings exist for two main reasons; to offer some potential support to marshwalkers, and to make it possible for sanctioned events to have marsh monsters appear in their scenarios without needing large-sized costumes.

Marshwalker Behemoths

In theory, a sufficiently large colony could produce a marshwalker of truly exceptional size. While there are some stories from pre-Imperial times of immense creatures, none have been sighted in recorded history and they are largely assumed to be a creation of fiction.

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Mask of Gold and Lead

Description

The Mask of Gold and Lead empowers a ritualist with the ability to transmute raw materials. The mask itself is almost always metallic in nature, often set with jewels. All the materials used to make it are repeatedly purified in baths of beggar's lye, and some of the finest masks are said to be constructed with substances that have been themselves subjected to alchemical transformations. It is rare to find a Mask of Gold and Lead that does not incorporate Xun, the Rune of Transformation, often on the forehead of the mask. The rune is often concealed, however - worked into a decorative design, or inscribed on the inside of the mask. While the mask usually covers the entire face, another common design is that of a lower face mask (covering the mouth, nose and chin), often with simple filters incorporated to protect the wearer when they interact with dangerous substances.

In Wintermark, the Kallavesi favour masks in the form of ravens or magpies (for their connection to the Imperial virtues of Wisdom and Prosperity), while Varushkan mystics prefer masks in the shape of squirrels or bees - both Silver Squirrel or Golden Bee are names associated with this magical item. In both the Brass Coast and Highguard, specially prepared veils weighted with dragonbone and coloured with iridescent gloaming are employed, wrapped around the face and head either as a shroud or a tagelmust.

These talismans are sometimes referred to as an Alchemist's Refrain. While they usually take the form of masks, a few of these foci are crafted in the form of a jewelled brooch depicting a pestle and mortar, cauldron or alembic (or a squirrel or bee, for Varushkan ritualists). A few very rare examples of actual tools exist - an inscribed metal flask or set of scales intended for ritual use in measuring or alchemically treating the target materials.

As with all the magical masks, these foci are used to grant additional power to perform ritual magic. In this case, the Mask of Gold and Lead empowers the The Eight-spoked Wheel and The Retrograde Wheel rituals - both rituals that deal with the magical transmutation of one material into another. They also provide an additional level of power to the alchemical transmutation worked by the powerful Distill the Serpent's Stone ritual, potentially bringing that powerful magical effect within reach of a smaller coven.

Rules

- Form: Talisman. Takes the form of a ritual focus. You must be wearing this item or holding it in hand to use its magical properties.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Gain 1 rank for The Eight-Spoked Wheel, The Retrograde Wheel, and Distill the Serpent's Stone rituals, subject to the normal rules for effective skill. In addition, for each contributor to either the Eight-Spoked Wheel or the Retrograde wheel who wears one of these masks, three additional ingots or measures of material can be transmuted without increasing the magnitude of the ritual. All measures or ingots targeted by one of these rituals must be of the same type as usual.

- Materials: Crafting a Mask of Gold and Lead requires five measures of beggar's lye, three measures of dragonbone, and three measures of iridescent gloaming. It takes one month to make one of these items.

We are not the alchemists of old, those that would use herbs and ale to form 'a great hardening of steel'! They would have you take dragon wort with ale and much vervain and sow that into lukewarm water, boil it all up and then place your hot billet therein 'that hardening is good for all hand-weapons'. We do not mix lead with marrowort and straw, heat it upon a rock under the moon and expect it to form into gold. No. That is not alchemy, mere buffoonery!

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Mask of the Mountebank

Description

The Mask of the Mountebank empowers a ritualist with the ability to change someone's appearance through the power of the Twilight Masquerade. The ritual is often used to grant the outward features of a lineage not the target's own - or to disguise and conceal lineage features granting the recipient the appearance of an unlineaged human being. The ritual is often employed in the creation of magical disguises, but also sees some use as a form of entertainment - especially in the League and some parts of Dawn.

With one of these masks, even a reasonably inexperienced practitioner of Night magic can perform the ritual without the assistance of a coven, provided they have mastered its intricacies. Furthermore, even a small coven equipped with several of these masks finds it relatively straightforward to enchant several individuals at once which can prove extremely valuable if time is of the essence.

The mask also provides the bonded wearer with the ability to employ iridescent gloaming in place of the expensive crystal mana normally required to enact the ritual magic. A ritualist wearing the Mask of the Mountebank often supplements their ritual performance by literally painting new faces onto their subject using the valuable pigments.

These talismans are often crafted as a harlequin mask, a domino mask, or as a full-face mask depicting the dramaturgical persona of the Mountebank or (despite the common name), the Witch. Occasionally one of these magical foci may be encountered in the form of a Charlatan's Periapt, a jewel which tricks the eye appearing different from varying angles; or as a Facedancer's Veil - a severe white veil that shrouds the head and shoulders of a Highborn magister. Regardless of form, the mask often incorporates either the Rune of Secrets or the Rune of Transformation.

Rules

- Form: Talisman. Takes the form of a ritual focus. You must be wearing this item or holding it in hand to use its magical properties.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Gain 2 ranks for the The Twilight Masquerade ritual, subject to the normal rules for effective skill. When contributing to a performance of the Twilight Masquerade ritual, you may choose to substitute iridescent gloaming for crystal mana. Every 2 measures of iridescent gloaming spent counts as 1 crystal mana, up to the normal limit determined by your effective rank of night lore.

- Materials: Crafting a Mask of the Mountebank requires three measures of beggar's lye, three measures of dragonbone and ten measures of iridescent gloaming. It takes one month to make one of these items.

Oh no, there are no briars here, no siree.

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Masque of the Blinded Weaver

Contents

- 1 Rules

- 1.1 Night Magnitude 4

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Magnitude

- 1.5 Removing the Shroud

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 4

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets either a character or an item which must be present throughout.

This effect is neither an enchantment nor a curse, but a shroud.

Effects

This ritual can target a person or item. It conceals all bonds to and from the target and makes it difficult to gather any information about the target with divination magic.

- The detect magic spell (or similar incantation or item-use) will provide only the information that the target is under the effect of a Night ritual, and the magnitude of the effect.

- Any ritual that tries to divine information about the target must be of the same magnitude or greater to penetrate the obscurement. Otherwise the only information it can gather is the presence of a Night ritual effect and the magnitude.

When cast on a character, they experience a roleplaying effect: they occasionally see odd shapes in their peripheral vision which, when looked at closely, are revealed to be other mundane items (a coat on a chair might appear to be a seated stranger until it is looked at directly), or tricks of the light.

When cast on an item, divination will reveal whether the item is bonded or not, but cannot discover any further information, such as who the item is bonded to.

The ritual protects the target even from indirect divination. For example, if a character is obscured by this enchantment a Reading the Weave ritual performed on one of their bonded items confirms that the item is bonded but provides no information about the character beyond the existence of the Masque of the Blinded Weaver effect.

Information about the Masque of the Blinded Weaver enchantment is obscured at the magnitude of the ritual.

Any magician who contributes to this ritual can see any of the bonds connected to the target without difficulty; this ability does not extend to a character who is targeted by the ritual unless they are also a contributor.

The effect of the ritual lasts for a year (until the start of the Profound Decisions Empire event four events from now).

Additional Magnitude

You may choose to create a more powerful effect, which is harder to penetrate or remove. You may increase the magnitude of the ritual by any amount.

Removing the Shroud

The shroud can be penetrated by any divination magic of sufficient magnitude, but this does not remove it. It can be removed prematurely by the performance of Piercing Light of Revelation, provided the magnitude of that Day ritual is at least twice the magnitude of the Penumbral Veil.

Description

The Night Realm is a realm of secrets; this ritual draws on that theme to protect a person or an object from divination. The ritual is most effective at preventing prying seers from discovering what items a person is bonded to, or preventing them from discovering who is bonded to an item. As with most concealment effects, the ritual lasts for a full year meaning that most crafted items will have lost their enchantment (and any attendant bonds) by the time the enchantment ends.

In the past the ritual has been used for a number of underhand purposes. During the Freedom Heresy several heretics used it to conceal their connection to sects or anarchy, for example. It has also been used occasionally by assassins to obscure evidence of their connection to weapons such as the Scorpion's Sting. These uses have lead to the ritual being viewed with suspicion in many quarters, but there is nothing illegal about a desire to pursue privacy from snooping magicians.

This ritual makes it difficult to perceive bonds, but a magician or artisan can always connect new bonds to the item, and may be able to cut existing bonds. The problem comes when a character is the target; the inability to determine which bond is which usually means that all their bonds need to be cut before they can be confident they have cut any single bond.

Common Elements

Things that enhance themes of secrecy, concealment and privacy are common elements with this ritual. Ritualists are often masked, cowled or veiled; the ritual is often performed in darkened areas; mirrors may be used to confuse and reflect divination, or symbollic shears, knives or scissors used to 'sever' the bonds that are to be concealed. The target is often shrouded beneath a cloth if it is an item, and some ritualists further obscure a character targetted by the ritual by blindfolding either the person or themselves.

The rune Diras is commonly evoked with this ritual; scenes of confusion and misdirection involving an item, or the power of The Wanderer may also be included.

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Master Apothecary

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounty of the Master Apothecary

- 4 Appointment

- 5 The Master Apothecary's Garden

Overview

The Master Apothecary is an Imperial title in Wintermark. The Master Apothecary's Garden was commissioned by a motion of the Imperial Senate in Winter 378YE. The position of Master Apothecary is a sinecure, requiring minimal responsibility but offering a regular income of herbs.

Responsibilities

The Master Apothecary is expected to use the herbs provided by the sinecure to create potions of use to Imperial troops. While the title itself is national, the responsibilities could easily be interpretted to cover aiding soldiers of any Imperial nation. Further, there is a tacit suggestion that the Master Apothecary could feel empowered to organise other apothecaries to make more potions than are possible with just the herbs from the sinecure.

In addition, if the garden were to be threatened in any way, it would be the responsibility of the Gatekeeper to deal with those threats.

Powers

Bounty of the Master Apothecary

The Master Apothecary receives an income of herbs each season: 6 doses of Bladeroot, 5 doses of True Vervain, 4 doses each of Imperial Roseweald and Marrowort, and 2 doses of Cerulean Mazzarine. Bladeroot and True Vervain prosper in the northern hills, but the gardeners struggle to maintain more than a few patches of Cerulean Mazzarine.

Appointment

The Master Apothecary is appointed by unanimous decision of the Wintermark senators. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by a Wintermark citizen. The Master Apothecary has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Wintermark National Assembly, and by the Assembly of the Nine.

The Master Apothecary's Garden

Calling the sinecure the Master Apothecaries Garden is slightly ironic. Far from a neat, tended, walled cottage garden, it represents a diverse variety of small isolated groves and windblasted hilltops spread across many miles of the rolling hills of southern Kalpamark. The Master Apothecary, and the small number of gardeners who tend the various groves, need good boots and stout sticks at least as much as they need gardening tools.

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Master Medicinal

Contents

- 1 Overview

- 2 Tranquil Nostrum

- 3 Maledict's Medicament

- 4 The Sovereign Specific

Overview

While any skilled Apothecary can prepare medicinal elixirs, the students of the Master Medicinal learn to make specialist potions that expand on the basic knowledge shared by all students of herbalism.

Tranquil Nostrum

This bitter preparation is valued in situations where soldiers must recover quickly from one battle to prepare for another. It speeds natural healing processes, as well as soothing troubled souls and making the drinker pleasantly relaxed and disinclined to be active or aggressive.

In the Marches it is often called Tom Drake's Tea after the famous general. While some herbalists mix a spoonful of honey or sugar with the mixture to counteract the bitter taste, many yeomen prefer to drink it neat, or seasoned with salt. The famous General is said to have commented several times that the taste reminded him that even in victory, war is a bitter business. His constant companion, Friar (later Abbot) Agnes of Stockland, wrote in her journals that the tranquil nostrum also helped subdue and control the black moods to which the general was subject after every major engagement.

Varushkan wise ones also tend to add salt, and call it Bitteroot Tea. When they administer it, they traditionally ask the patient what wisdom they gained along with their injuries.

In Dawn, the tranquil nostrum is often drunk after Tourneys. Several households maintain a tradition where an injured noble drinks a toast to the assembled company using tranquil nostrum. While many nobles enjoy the attention of a household physick after an engagement, some nobles enjoy the opportunity presented by this preparation to join their companions in boasting and celebrating their victory - or commiserating their loss.

Used in more concentrated amounts, tranquil nostrum is a common treatment for the lingering effects of some traumatic wounds.

- Form: Liquid.

- Description: This yellow-green liquid clings viscously to the inside of the container. It has a sweet scent, but a tiny drop on your tongue reveals it to be extremely bitter, and a little salty.

- Roleplaying Effects: You feel lethargic, sleepy and relaxed, disinclined to be active or aggressive.

- Mechanical Effects: This preparation is used to brew a pot of tea. Each person drinking a cup of the tea recovers all lost hits after fifteen minutes of rest and relaxation. There is no effect if the drinker is on a battlefield or similar stressful environment. If the drinker attacks a target or is attacked during this time then the effect is negated. The tea loses its beneficial properties fifteen minutes after being brewed regardless.

- Recipe: One dram of Marrowort and one dram of Bladeroot.

Maledict's Medicament

This foul-tasting elixir is favoured not only by those who face sorcerors and enemy magicians, but also by those who expect to encounter Druj barbarians or the dark denizens of the Varushkan forests. A mouthful of this potion causes momentary retching and dizziness, but purges both venom and weakness. The preparation may also be effective as a treatment for cases of mild poisoning, minor curses or similar ailments.

- Form: Liquid

- Description: This deep crimson liquid has a thin layer of scummy froth atop it. It smells unpleasant, and has an oily texture. A drop on your tongue makes you salivate – it is vile and you feel a strong urge to spit the mixture out.

- Roleplaying Effects: You feel nauseous and dizzy; you may be overcome with retching and vertigo for a few moments.

- Mechanical Effects: You are relieved of both the venom and the weakness conditions.

- Recipe: One dram of Cerulean Mazzarine, one dram of both Bladeroot and Imperial Roseweald.

The Sovereign Specific

The Sovereign Specific is a potent healing elixir that is often seen as the pinnacle of the apothecary's art. It possesses near miraculous properties; when it is drunk it restores vitality, dulls pain, knits torn flesh and fractured bones, purges venom and alleviates weakness. While it is rare that all of its properties are required by a single patient, it is can be a literal life-saver for a warrior badly beset and far from help.

Among the Suaq and Kallavesi of Wintermark the potion is also welcomed for its versatility - while it is difficult to prepare, it is still a cheaper proposition that carrying doses of multiple potions with more specific effects.

- Form: Liquid.

- Description: This clear liquid seems almost to sparkle when it is shaken or held up to the light. It smells fresh and a little minty. A drop on your tongue reveals it to have a vibrant, pleasant taste.

- Roleplaying Effects: You feel light headed for a moment, then refreshed and full of energy, and an incredible sense of well-being suffuses you. It is hard not to be filled with optimism and enthusiasm.

- Mechanical Effects: This potion removes the venom and weakness conditions from you, restores all limbs ruined by cleave or impale, and restores you to full hits. You may ignore the roleplaying effects of any traumatic wounds you are suffering until the end of the battle.

- Recipe: Three drams of True Vervain, and one dram each of Imperial Roseweald, Cerulean Mazzarine, Bladeroot, and Marrowort.

"Now, woman, we shall see who has the last laugh!"

Jennifer of Adlecombe sagged, her vision blurred. Thanks to the wicked magician's vile incantations she barely had the strength to lift her enchanted greatsword. Her blood burned with the power of his supernatural venom, and she knew she had only seconds left to live. The outlaw sorcerer held his staff defensively before him, keeping her at bay easily in her wounded state.

The thresher sagged, seeming to support herself on her sword, and then in a smooth motion gulped down the potion she had palmed while her opponent gloated. Immediately energy flowed through her tired body, cleansing her of both the magical venom and the malign curse. She surged forward and in a smooth motion cleft the sorcerer's staff into kindling. The sorcerer had no more than a second to gape at his shattered implement before her second strike cleft through his rune-carved belt, lifted him off his feet and sent him sprawling in a spray of blood.

Unlike her prey, she wasted no time on clever wordplay. Her quarry struggled to rise, slipping in his own blood and whimpering as she approached him. She sheathed her sword, drew out a set of mastercrafted manacles and tossed them toward the prone man. Then she slowly took a small green potion out of her pouch and held it up in one hand, shaking it gently to attract the sorcerer's attention.

"Either you can lie there and bleed to death, monster, or you can put these on. The choice is entirely yours"

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Master of Ice and Darkness

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Guidance

- 3.2 Mastery of the Lore of Summer

- 3.3 The Master's Study

- 4 Appointment

- 5 The Icy Crag of the Eternal Sun

Overview

The Master of Ice and Darkness is an Imperial title in the Conclave. It grants the ability to direct the studies of the Icy Crag of the Eternal Sun, a College of Magic specialising in Summer magic. The Icy Crag stands above the vale of Volchitrava, south-west of Olodny, in the territory of Miekarova.

A college of magic allows the creation of new formulaic rituals. A formulaic ritual can take decades to complete, requiring extensive resources and many dangerous experiments. A college of magic speeds this process up dramatically by providing a forum for expert magicians and magical theorists to collaborate, providing them with good quality equipment and the guidance of a single individual who directs their research.

When the college was first built, the eternal Cathan Canae served as a patron of the magicians and their students. She was followed under controversial circumstances by Meraud, and later (following a grand tourney), by Eleonaris.

Responsibilities

The Master of Ice and Darkness has the final say in the research agenda of the Icy Crag. Other magicians may approach them and suggest areas which might benefit their particular areas of study, or serve the interests of the Empire. As with both the Provost of the Halls of Knowledge, and the Dean of the Lyceum, it is possible for a Master to indulge their own interests, or to demand payment from people wishing to use the college's facilities to formulate personal rituals. Nor is there any requirement that the rituals formulated at the Icy Crag become part of Imperial lore, or be shared with anyone else.

In the event the Icy Crag were threatened, the Master would be responsible for removing that threat.

Powers

Guidance

Ritual magicians from across the Empire come to study, debate, discuss and pursue arcane mastery at the Icy Crag. In return for maintaining a good standard of living, and access to the researches of previous generations, these magicians are expected to perform ritual research and study for the betterment of the nation and the Empire as a whole. The Master is responsible for setting the direction that research takes.

The magicians of a college can be directed to research the formula of a new ritual so that it can be mastered. The ritual must already exist in the form of an arcane projection, but there is no requirement to select one they have personally commissioned. A college can work on formalising one ritual at a time, and the research may take anywhere from a season to several years depending on the complexity and the resources available. The amount of time it takes to complete research into a ritual depends on the magnitude of that ritual.

It requires three months (one season) for every 10 ranks of magnitude the final ritual will have.

If research is not completed, the college keeps notes on their work so far, and may resume it at a later date from where it was left off.

At the completion, the master of the college receives a ritual text suitable for use in mastering the ritual. They may keep the knowledge of the ritual restricted to themselves and their allies, or through a declaration of Imperial lore the Conclave can have that ritual added to the wider body of Imperial lore, making it available to any ritual magician in the Empire.

OOC Note: The Master selects the arcane projection they wish to formulate by e-mail to Profound Decisions (empire.rules@profounddecisions.co.uk) prior to the next event. The final magnitude of the ritual text is not guaranteed to be the same as that of the arcane projection.

Mastery of the Lore of Summer

The Icy Crag lacks the resources available to the Lyceum, but excels at the study of the magic of Summer. When the Master directs research towards a project that is part of the lore of Summer, the work proceeds at the rate of 15 ranks of magnitude each season.

The Master can increase the rate at which a ritual of the lore of Summer is researched by spending money to purchase rare materials, esoteric tomes and exceptional equipment.

The first five ranks of additional research in a season cost 2 Thrones. The next five ranks cost a further 5 Thrones. The next five ranks cost a further 10 Thrones, and so on doubling the price for each additional five ranks of research within the same season.

The Master's Study

The Master has personal apartments in the central keep of the Icy Crag. The highest point in the college is the Master's study, a circular tower room that allows clear views of the forests of Miekarova. Even at the height of Summer, the apartments are chilly - but they are equipped with great furs taken from creatures of the Summer realm, given as gifts by the hunters of Cathan Canae.

Appointment

The appointment, replacement, or removal of the Master is made by the declaration of candidacy as part of a Conclave session. Any Imperial citizen may hold the title. A specific candidate can Declare for the post of Master only once a season.

The Master serves until they are replaced by another magician using the Declaration of Candidacy. As a title in the Conclave, they cannot be revoked. When a Dean loses their title, research on their projects ends although it is possible for a Master to return to earlier projects of interest and have them completed in their name.

The Icy Crag of the Eternal Sun

The college takes the form of a white stone castle built atop a high hill overlooking the vale of Volchitrava. Not far from the border with Wintermark, the vale is also home to the powerful Gremani family, cabalists with a long history of mastering Summer magic.

The only approach to the college is a narrow climbing stairway carved into the side of the sheer cliffs, a vertiginous trek that is not for the faint hearted. Whatever the weather, anyone approaching the castle on foot must contend with unpredictable cold winds that strike without warning, threatening to pluck the unwary from the stairs and send them tumbling down into the forest if they are not careful.

The four high towers that rise from the castle proper glisten in the sunlight as if they were sheened with frost. Even during the warmest summers, the temperature within the Icy Crag remains cool and wintry. At the heart of the college is a potent Summer regio. Ownership of this regio appears to shift depending on which eternal is serving as patron. It is currently tied to Eleonaris, and it is not uncommon for heralds of the Summer Realm associated with the Queen of the Fields of Glory, or her allies, to visit the college.

Work on the Icy Crag was commissioned through the Senate by the Navarr Llewellyn Leafstalker, and the bulk of the materials required to complete it were provided by the Navarr and the Varushkans. In particular the Navarr Eternal Family and the Varushkan Gremani families played a significant part in ensuring the edifice was built while a similar project in Urizen failed for unknown reasons.

Not all the magicians associated with the Icy Crag live within its glittering walls. it is perhaps unsurprising given the relatively new status of the college, and its somewhat isolated location, that many Summer magicians (especially those in the south) prefer to correspond with the scholars here rather than relocate their homes closer. Still, a number of Varushkan, Winterfolk, Navarr and Dawnish have moved their homes north and settled in the vicinity of the college to take advantage of its facilities and libraries.

Still, the halls of the Icy Crag are open to magicians from all corners of the Empire, as long as they are prepared to commit some of their time to assisting whatever research is being prioritised by the Master.

As a college with an eternal patron, the magicians of the Icy Crag has a vested interest in maintaining good relations between the Empire and the Summer eternal. In particular, a reliable Summer archmage can only help the college to prosper in the coming years.

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Master of the Clearing House

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Herbal Clearing House

- 4 Appointment

- 5 Tassato Apothecary Clearing House

- 6 The Title in Play

Overview

The Master of the Clearing House is an Imperial title awarded to a League citizen.

Responsibilities

The Master is responsible for ensuring that all business taking place at the Tassato Apothecary Clearing House is being undertaken in a scrupulous fashion. The fine quality of herbs passing through the doors of the Clearing House must be guaranteed, and all transactions must be conducted in a civil, legal, and timely fashion. The actual day-to-day running of the Clearing House is handled by a team of well-paid apothecary agents, and for the most part they can get on with their jobs without any interference from the Master.

In the event that the business of the Clearing House were threatened, it would fall to the Master to deal with those threats. At the same time, they might be called on to make decisions about opportunities relating to the Clearing House.

In return, the agents of the Clearing House keep provide the Master with access to any special bargains they might spot.

Total Money Spent

Production

7 Crowns

6 doses of True Vervain, 2 doses each of Imperial Roseweald,

Cerulean Mazzarine, Bladeroot, and Marrowort,

and 2 random herbs

17 Crowns

12 doses of True Vervain, 4 doses each of Imperial Roseweald,

Cerulean Mazzarine, Bladeroot, and Marrowort,

and 5 random herbs

35 Crowns

18 doses of True Vervain, 6 doses each of Imperial Roseweald,

Cerulean Mazzarine, Bladeroot, and Marrowort,

and 8 random herbs

Powers

Herbal Clearing House

The Tassato Apothecary Clearing House is a ministry. The Master can purchase quantities of herbs at a set price. The Master makes their decision how much money to spend during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Appointment

The Master of the Clearing House is appointed each year during the Summer Solstice by unanimous decision of the senators of the League. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by a citizen of the League. The Master of the Clearing House is appointed annually. They can be revoked by the General Assembly, the League National Assembly, and by the Assembly of the Nine.

Tassato Apothecary Clearing House

The Apothecary Clearing House was commissioned by Cesare Sanguineo Rezia Di Tassato of the Gilded Horn Carta during the Summer Solstice 379YE, but construction was delayed for some time. It was finally completed nearly a year later, and opened its doors shortly before the Summer Solstice 380YE.

The building itself is fairly unassuming - a large warehouse and offices in southern Mestra with access to private river docks. Herbs are stored in the secure warehouse until they are sold, carefully protected by well-paid guards. Tassato is not particularly known for its herb gardens, but the Cesare seal-of-approval has attracted interest from herb dealers across the Empire. Now, citizens of Tassato can purchase fine quality Cerulean Mazzarine from the Brass Coast, prepared Bladeroot from Wintermark and Varushka, and the best True Vervain and Imperial Roseweald the Marches and Dawn have to offer - as well as employing the expertise of professional apothecaries. The Clearing House is open to everyone, of course - and its central position along the western borders of the Empire means it has already seen a fair amount of business between the Mazzarine-starved physicks of the north and the Bladeroot hungry potion-makers of the southern coast.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

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Master of the Imperial Mint

So, to summarize Master, we've no bloody money, no bloody mithril, and no bloody hope of getting any? Right - I move we pass the motion anyway. I don't give two shits where the ruddy Freeborn get the Mithril from. You don't plough another person's field.

Walter Brewer, Senator for Upwold

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Member of the Senate

- 3.2 Right of Address

- 3.3 Seat on the Bourse

- 3.4 Access to the Accounts

- 3.5 Proxy

- 4 Appointment

- 5 Further Reading

- 5.1 Core Brief

- 5.2 Additional Information

Overview

The Master of the Imperial Mint is based in Tassato and has ceremonial responsibility for producing all Imperial coinage and protecting it against forgers. The position of Master of the Mint comes with an opulent apartment in Tassato overlooking the river as well as a position on the Imperial Bourse. By tradition the Master is able to address the Imperial Senate at their own behest or on the instruction of the Bourse.

This Bourse position is reserved for a citizen of The League who presents the largest bid. Part of the payment is used to pay for the expenses incurred in running the mint, the remainder is taken by the Senate treasury. It does not produce any material wealth, but many a skilful occupant has found ways to turn a cheap seat on the Bourse to a profit.

Responsibilities

The title was created during the reign of Emperor Giovanni, under the direct sponsorship of The Throne. Giovanni saw the title as a vital go-between for the Bourse and the Senate, able to keep both groups appraised of important matters. While this may have been the intent, when the title was created it was given no specific responsibilities. Some Masters favour the Bourse, while others attempt to convince their fellow seat holders to cooperate with the Senate rather than pursue pure profit. Most walk a fine line between houses, however, avoiding becoming too tied to one or the other. Many see the relative freedom of the Master as a necessary component of the office - and as the seat cannot be revoked, it tends to be somewhat moot.

Powers

Member of the Senate

The Master of the Mint is a member of the Senate. They are entitled to enter the Senate chamber at the start of a Senate session and participate in the debates. They do not have the power to raise motions or to vote on a motion.

Right of Address

The Master of the Mint has the right to make a Senate address once per summit. This is intended to allow them to present important information for the senators consideration. To make an address, the Master must inform the Speaker for the Senate of their intention, so that the Speaker can add the address to the agenda for the next Senate session.

Seat on the Bourse

The Master of the Imperial Mint is a Bourse position. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision, and take part in any auction of appointments.

Access to the Accounts

Each season the Master of the Mint receives a briefing from the office of the Imperial Treasury, and a summary of the Imperial accounts. This usually involves a meeting with the auditor (currently Gerard La Salle). Only the Master of the Imperial Mint is privy to this information, and they have complete freedom as to how they use it and who they share it with.

Proxy

The Master of the Imperial Mint may appoint a proxy.

Appointment

The Master of the Mint is appointed during the Spring Equinox each year. Election is by open auction, overseen by the civil service.

The title may only be held by a League citizen. As a title appointed through the Bourse, they cannot be revoked by the Imperial Synod.

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- Appointments by the Senate

- Appointments to the Senate

- The Throne

- Master of the Imperial Mint

- Speaker for the Senate

- Conscience of the Senate

- Imperial treasury

- OOC design

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Master of the School of Exorcism

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Donations

- 3.2 Gift of the Leaden Toll

- 4 Appointment

- 5 The School of Exorcism

Overview

The Master of the School of Exorcism is an Imperial title created by the Highguard Civilian Commissioner in Spring 380YE in order to supervise the School of Exorcism on the outskirts of Tabernacle in Reikos.

There was some controversy around the title when it was created. The civilian commissioner had intended that the Master of the School of Exorcism be appointed by judgement of the Highborn national assembly. Unfortunarely, this is in breach of the restriction that "The new title is a national appointment by the Senate." A Senator may raise a motion to amend the appointment method of the title.

Responsibilities

The Master of the School of Exorcism oversees donations of liao to the School, authorising its use in the training of the next generation of exorcists. The Master is also likely to be responsible for overseeing the accommodation and support of visiting tutors such as inquisitors or archivists. They are expected to deal with any threats to the School of Exorcism, and to help improve the facilities and encourage the study, and control, of unquiet spirits.

Powers

Donations

The Master of the School of Exorcism receives 6 liao each season. In part due to limitations placed on the office of the Civilian Commissioners, this title does not provide any votes in the Imperial Synod.

Gift of the Leaden Toll

A small group of scholars and retired Stewards of the Dead associated with the Litharge have expressed strong support for the Tabernacle School of Exorcism. Known as the Leaden Toll, they have pledged to provide the Master of the School with a Silent Bell each Summer, to do with as they see fit.

Appointment

The Master of the School of Exorcism is appointed by unanimous decision of the Highborn senators. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by a Highborn citizen. The Master has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Highborn National Assembly, and by the Assembly of the Nine.

The School of Exorcism

Commissioned during the Spring Equinox 380YE by the first Civilian Commissioner for Highguard, Rhesa of the Scions of Ravensfell, construction of the School of Exorcism was finished shortly before the Summer Solstice 380YE.

The work on building the school began at roughly the same time as the wave of Spring magic was transforming Reikos. The regenerative forces unleashed by that magic made work on the school tricky, but prompt action by Highborn citizens helpes to secure the site and prevent any of the agents of the eternal Llofir from taking any more than a passing interest in the site.

Indeed, those servants of the Rotlord who did approach appeared to be more interested in watching the construction from a safe distance than in attempting to interfere, and on more than one occasion brought small parcels of mushrooms and fresh water to leave as obvious gifts for the labourers. This unsettling behaviour apparently sprang from an appreciation for "building something new rather than drowning in the past" - according to one of the heralds who brought these gifts.

Built on the outskirts of ruined Tabernacle, in southern RiverwatchThe School of Exorcism is a set of solid no-nonsense Highborn structures surrounded by a white granite wall. In addition to the central library, there are several classrooms, a scriptorum where new copies of important books and scrolls can be made, two dormitories, and a three-storey stone tower that serves as the quarters for the Master. Following the rejuvenation of Reikos, it is now surrounded by a ring of young trees that hide all save the upper stories of the tower from view.

Several ox-wagons loaded with copies of useful texts donated by the Litharge arrived shortly before the Summer Solstice, helping to lay the groundwork for the collection that is eventually intended to be one of the definitive libraries on the arts of exorcism, and the nature of unquiet spirits, in the entire Empire.

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Materials

Artisans use rare metals and natural materials to create magical items. Small amounts of these precious materials are produced by personal resources controlled by players and provided to them at the start of every Profound Decisions Empire event that they attend. If you choose a mine or a forest for your personal resource then you must choose one of the eight standard materials for your resource to produce.

Contents

- 1 Metals

- 1.1 Orichalcum

- 1.2 Tempest Jade

- 1.3 Green Iron

- 1.4 Weltsilver

- 2 Natural Materials

- 2.1 Ambergelt

- 2.2 Beggar's Lye

- 2.3 Dragonbone

- 2.4 Iridescent Gloaming

- 3 Ilium

- 4 Common Metals

Metals

A mine produces twelve units of one of these four metals. Mines can be upgraded to produce small amounts of the other three metals.

Orichalcum

This lustrous red mineral is most commonly mined at high altitudes, but exists throughout the Empire. It is tough, with a moderate melting point, and when polished looks a lot like gold. It is alloyed with iron to create orichalcum steel, or used in its pure form for inlays and other decorations. As with gold and silver, it can be used to create embroidery thread, although it is more commonly used in the form of jewellery pieces or buttons.

Orichalcum is valued for creating things that break or pierce, and for dissipating powerful blows. It is resistant to normal damage, and does not rust.

Ingots of orichalcum are stamped with the symbol of a shield.

Tempest Jade

This hard stone is prized for its translucency and beauty. It shares the same broad range of colouration found in other classes of jade but is especially translucent. Cloudy imperfections may form within the stone that cause it to change colour, or that shift in intensity over time; these 'tempest clouds' are part of what gives the material its name.

It is found in small deposits usually along with other hard stones. It is polished and carefully shaped and cut to provide decoration in a variety of crafts, especially in the form of jewellery.

Tempest Jade needs to be worked with care; mishandling the material causes it to splinter, sometimes violently. Artisans sometimes splinter tempest jade intentionally; the resulting splinters are further broken down to create a fine, abrasive dust that is used for polishing metal or finishing wood or leather. Materials finished with tempest jade end up with infinitesimal pieces of the stone embedded in their fabric.

Chunks of tempest jade are scored with a lightning bolt symbol.

Green Iron

This dark mineral is very soft, but has a high melting point. It is found in both iron and copper deposits. Improperly treated it creates a very brittle form of iron. Alloyed carefully with the correct proportions it produces a lightweight steel - even lighter than common mithril - that is supernaturally responsive to the needs of the wielder.

It is most commonly used in making weapons and heavy and medium armour. It is also used with copper to create jewellery, and the ore can be broken down to create glazes for ceramics and for glass, as well as a particularly fine green, blue and brown dyes.

Processed green iron ingots tend to be lighter in colouration than the raw ore, and are stamped with a sword symbol.

Weltsilver

This is a precious metal found in veins of reddish, glistening ore that look like bleeding wounds in the rock. Legend says it is the blood of giants or first people that fell on the ground during some titanic battle. It is commonly found near deposits of other precious metals. Once refined it appears similar to silver, but more lustrous, and a little heavier. It is quite malleable, and has the fascinating quality of both warming up quite slowly and cooling down very quickly.

Weltsilver is very effective at shaping, directing and channelling living energies, but it is also quite resilient and flexible. By itself it is easily damaged, and is commonly alloyed with other materials. Alloyed with iron it creates particularly pale, reflective steel. It is most commonly mixed with gold or copper to create valuable, lightweight metals that are highly decorative. It is also suitable for making thread employed in "gold work" for embroidering banners, cloth and some lightweight armours.

Ingots of weltsilver are stamped with a blood-droplet symbol.

Natural Materials

A forest produces twelve units of one of these four natural materials. Forests can be upgraded to produce small amounts of the other three materials.

Ambergelt

Ambergelt or living amber is a soft, resinous material that is carefully extracted from a living tree. Like amber it is found in various colours, and often contains preserved insects as inclusions. It is almost liquid when first extracted, but sets to become a tough, smooth material within a few minutes. It is used most often as decoration, but it can also be dissolved in strong alcohol to create a resinous varnish that adds a deep lustre to wood and leather.

Ambergelt can be carefully shaped and moulded. It is used when crafting items that slow, surround or encase living creatures. It is also sometimes called 'worldblood', and has some healing and preservational properties.

Measures of ambergelt are stamped with a wasp symbol.

Beggar's Lye

Ashes created by burning the dried wood of the rare beggarwood tree have a number of exotic alchemical properties that make them much in demand among crafters. Mixed with water, it creates a powerful lye solution that removes impurities and helps to tan hides, bleach cloths and quench metals. Mixed with pine resin, it produces a flammable material that can be used to heat forges and furnaces to very high temperatures.

The resulting caustic material removes impurities from other materials; it can be employed to make soft things harder and hard things softer for a short period after immersion or quenching, allowing many materials to be shaped more easily. Cloth bleached with beggar's lye will take other pigments exceptionally well, for example, and leather hides tanned in a solution of beggar's lye are particularly durable.

The fumes from Beggar's Lye are poisonous, and unless precautions are taken will cause breathing difficulties and damage eyesight over time. Those who work extensively with the material often have bleached skin or scars from acidic burns.

Measures of beggar's lye are sealed in ceramic bottles stamped with a skull symbol.

Dragonbone

Sometimes called 'worldmarrow' this is a soft material that resembles petrified bone or wood. Deposits are found in soil, especially around living trees. It can be carefully shaped and crafted when exposed to heat, but melts rather than burns. It shares many properties of clay or ceramic. It is a truly magical material that is often characterised as being “alive” in some indefinable way, despite being quite clearly inanimate.

Treated correctly it can take on a variety of colours, most commonly ivory white, tan or golden-brown. Once it has been shaped and set, it is quite difficult to damage by mundane means. It is most valued as a material that enhances and modifies the process of creating bonds - it is used in many items that allow multiple individuals to bond to them (such as banners and coven stones) or in items that “split” a single bond (such as paired items).

It is also favoured by followers of the Imperial Faith as a material that resonates well with spiritual energies.

Measures of dragonbone are carefully stamped with a dragon-head symbol,

Iridescent Gloaming

Iridescent gloaming is a powerful dye produced as a by-product in the manufacture of Rainbow Silk, a strong thread that is valuable both for embroidered decorations and for making beautiful cloth. The thread is tough and hard to snap or sever, requiring steady application of pressure to cut making it highly prized.

The silk is spun from the cocoons of the iridescent butterfly, a gorgeous insect with rainbow coloured wings that is uniquely active both during the day and at night. By day, the iridescent butterfly appears pale and drab – wings are usually white, ivory or light pastel shades. By night however, the true beauty of the iridescent butterfly is revealed – the wings become bright and luminous, shifting colour in seemingly random patterns, creating gorgeous displays in Summer and early Autumn as they dance among the twilight groves where their caterpillars feed. The butterfly does not prosper in the climate of the Empire and requires careful attention. It breeds most successfully in the Lands of Silk and Spice, where it is said that these creatures swarm in such profusion that they can transform night to day.

Iridescent gloaming is produced from the remnants of the cocoons which are ground down to produce a thick waxy substance. Iridescent gloaming has an almost magical quality that allows it to take on different colours in the hands of a skilled artisan and is noted for its use in creating exquisite embroidery, or as a colour wash for leather. Its peculiar magical properties make it a common component in items that use magic or produce magical effects.

The iridescent butterfly is used as a symbol by many Dawnish weaver cabals, and a bottle of iridescent gloaming is usually stamped with a butterfly symbol.

Ilium

Sometimes called star metal, ilium is a rare mineral that falls from the sky. It has magical properties that mean it is very much in demand by ritualists, crafters and even some apothecaries. It is most valuable because it can greatly extend the duration of many rituals and it can be used to create artefacts.

Ilium is not produced by mines or forests. Rather, it is allocated via campaign resources.

Common Metals

Copper and iron are common throughout the Empire and frequently alloyed with other metals to make weapons and armour. Alloys of these metals like bronze, brass and steel are hard and tough; they make equally effective weapons and armour that commonly count as heavy armour in Empire.

In addition to copper and iron, Imperial smiths frequently use mithril. Alloys of mithril are exceptionally light but they are not as hard or tough as copper or iron. Any phys-rep of armour which is made from aluminium or titanium is considered to be a mithril alloy in Empire and counts as medium armour.

All three materials are sufficiently common that any character can own a weapon or suit of armour made of a copper, iron or mithril alloy, provided they have the phys-rep.

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Matrilineality

Contents

- 1 Overview

- 2 Family Names

- 3 Marriage

- 4 Adoption

- 5 Being Tribeless

Overview

The Freeborn are matrilineal - they trace their descent through the female line. There are no significant differences in the Brass Coast between the social roles and positions of men and women - it is simply that they trace their genealogy through their mother. This allows every Freeborn character to claim direct descent from one of the three women who founded the nation, Guerra, Erigo, or Riqueza.

Family Names

Normal Brass Coast names include the name of the family and the tribe that a character was born into. For example, a man might be Adan i Contero i Riqueza, effectively Adan of Contero of Riqueza. A woman might be Ines i Vargas i Guerra.

Marriage

Freeborn custom demands that the matrilineal line remain clear regardless of marriage or adoption. When a man marries a woman the normal situation is that he goes to live with his wife's family and becomes part of her family. If Adan married Ines i Vargas i Guerra he would normally become Adan i Vargas. His children would take the Vargas family and Guerra tribal name of their mother.

Strict traditionalists believe that the man should continue to maintain his own tribal name - Adan should formally call himself Adan i Vargas i Riqueza. In recent times this practice has largely been ignored with men instead taking the tribal name of their wife - to prove their new loyalties. This practice is largely tolerated - even by traditionalists - because nobody really cares what name a man uses - it has no importance or significance because the tribal line is not traced through the man.

If Adan's wife chose to break with tradition and join her husband's family she might take her husbands family name or keep her own- but she can never take his tribal name. She could call herself Ines i Vargas i Guerra or if accepted by her husbands family she might call herself Ines i Contero i Guerra - but she cannot call herself Riqueza. Her children can never be Riqueza - they cannot trace a line of descent back to that founder, so they cannot claim the title.

When two men marry, they choose a family to join and usually adopt the family and tribal name. When two women marry they will usually adopt the family name of whichever family they choose to live with, but they must both retain their tribal name. Each woman's children, if any, take their mother's tribal name.

Adoption

Adoption is common place in the Brass Coast, in part because of the nature of the the family as a social group. Brass Coast families will often formally adopt family associates into their family making it clear that they view them as one of their own. In these situations the adoptee will usually take the name of the family that adopts them. A Varushkan trader who enjoys good relations with the family of Adan i Contero i Riqueza may be adopted by the family and be welcome to call himself Goran i Contero.

He would not formally become Goran i Contero i Riqueza, however - even if he later marries a Freeborn - because he was not born of the line of Riqueza. Like with marriage however, only the most traditional hakima are likely to care about a man who uses a tribal name he is not formally entitled to - a man's name is just not that important. A woman however, cannot take the tribal name, regardless of whether she marries or adopts, she - and her children - may not use a tribal name.

Being Tribeless

There are rarely many consequences to being tribeless in Freeborn society. Men and women who join the Brass Coast may become Kohan or Hakima - there are no bars on them holding Freeborn national appointments. A tribeless Kohan or Hakima would just use a single Inez or Adan for example. Once they are accepted by the egregore they are considered to be part of the Brass Coast for all legal, political and game purposes.

Some characters choose to regard tribeless characters with suspicion - having only recently joined perhaps their loyalties to the nation do not run as true as they might. Others choose to view them with a degree of sympathy or pity, as their name marks out their unusual heritage. Just as many Freeborn citizens don't give it a second thought however - since the tribal name is only crucial when tracing the matrilineal line.

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Matter of faith

The old crow stared at the spot of blood on the cloth. Without really thinking he dabbed it to his cheek again, though the bleeding had long since stopped.

He reminded himself that it wasn't really Arja's fault. The young Frayed had been wearing a ring, when they had swung the blow and the stone had caught his cheek, that was all. Harri could remember telling Arja to keep it - the only heirloom from their family that they had kept. "Just because your skein is frayed, doesn't mean it's cut." he had told the warrior. "If you're going to find a way to fix it - then remembering your mother is the best place you can start."

It was still the right advice, he mused. He thought of old Ella who had given him his feathers. "Being a crow's a burden" she used to say. "Helping people is painful. Sticking your nose in other folks business? It's like putting a stick in a hive. Everyone respects a crow... right up until you tell them what's what. That's when the lake freezes over." He smiled ruefully - he missed Ella. Ella would have talked Arja round... and if that didn't work she'd have floored them with that bloody stick she used to pretend to lean on.

"What would you have made of all this Ella? An Empress on the Throne and another one back from the dead." He was careful only to speak to Ella when no-one was around. Some of the Folk had daft enough ideas about crows as it was.

Ella would have kicked him in the shins and told him to go and do his bloody job. Talk to Arja. Problem was he didn't know what to say. Virtues aside, he didn't really know what to believe anymore. Half the flaming Synod said one thing, half of them said the other. Can't pull a plough two ways at once the Marchers would say.

Someone had better make their bloody mind up - or this whole thing was just going to keep getting worse. Like that time when the Yani brothers had argued over whose arrow had killed the hind. Bad business that. Blood in a fight is good for the virtues - but blood in a family is always vile Ella used to say. The younger lad still had a limp. Bad business.

He dabbed the cloth to his cheek one last time, pulled his cloak back on his shoulder and headed out into the winter night. If he set a good pace he could catch Arja before the morning. Time for a crow to earn a crust.

Overview

The Doctrine of the Beyond

Beyond the Labyrinth of Ages lies the Land Without Tears. Paragon souls that had freed themselves from the Labyrinth may ascend to this golden place that is without pain and suffering. The Land Without Tears is the ultimate transcendent destiny of all humans who turn their lives to Virtue and the pursuit of Paragonhood.

Proposed but not upheld at the Autumn Equinox 380YE, 673 - 729

The General Assembly of the Imperial Synod has rejected the change of doctrine proposed by Yael, the First Empress Reborn. While the vote fell far short of the greater majority it would have needed to become law, the Synod was clearly split - with scores of priests on either side. That split is beginning to be mirrored in the Empire itself.

Thanks to Eldeen Wulfsdottir, and Corey Wayfarer, the Stormcrows of Wintermark and the guides of Navarr are all urging caution advising citizens to talk to their priest before attempting a pilgrimage. But bereft of similar leadership the priests of other nations are unable to offer clear guidance. Citizens are arguing over what to believe.

Contents

- 1 Overview

- 2 Significance

- 2.1 The General Assembly

- 2.2 The National Assemblies

- 3 Resolution

The failed judgement has had some effect - those who are keen to deny this new teaching have used it as evidence that the Synod has rejected the Land Without Tears - and this has prevented Yael's following spreading further. But the fact that a failed judgement carries no legal standing means those who have already converted can argue that the law continues to protect their new faith - at least for now. The net result is that the arguments have grown worse - and in some cases violence has resulted as passionate pilgrims have come to blows.

Odnava of the Loyalty assembly called the lay members of the Congregation of the First Empress to inquisition at Anvil. The Tribune of the Synod has sent word to the lay followers who are happy to appear, but since Odnava is unable to attend the Solstice, the confrontation has now been delayed. The Spring Equinox appears to be the earliest that Odnava can meet the lay members and question them on their beliefs.

Meanwhile, in Highguard more pilgrims of the First Empress continue to arrive every day. Though no construction has yet begun, the judgement of Isaac passed by the Assembly of Courage has given many the encouragement needed to withstand the rigours of winter. Fortunately, the frosts have been mild and thus far the cold has claimed less than a dozen lives. Provided the remainder of winter passes favourably then the immediate danger posed by the winter will likely continue to abate, but if the weather turns then without a suitable shelter the situation for the pilgrims could become much worse.

Significance

The common citizens of the Empire look to the Imperial Synod for guidance. When the Synod speaks with one voice, it informs people's beliefs, answers their questions and shapes their lives. The Way of Virtue is part of the Empire's foundations. It suffuses all the faiths and philosophies of all the human nations of the Empire, it provides a chance for the Preachers of the Imperial Orcs to forge new paths across the Abyss.

Yael's vision of the Land Without Tears, her proposed Doctrine of the Beyond, represents the single biggest challenge to the Imperial faith in living lifetimes. If true, it would represent concrete knowledge of the true nature of the Labyrinth of Ages. Doctrine states: The Labyrinth of Ages is a place of pure spirit and beyond the true comprehension of any but a paragon. Yael's claim is that she, as the First Empress reborn, as a Paragon born into flesh and blood, is uniquely poised to impart this knowledge. This is the heart of her revelation.

Those who cling to tradition point to the Synod's rejection of the change of doctrine and urge their fellows to avoid heresy. They point to the history of disputed True Liao visions in the past. They point to the centuries of tradition this threatens to overturn.

Those who have eagerly embraced Yael's words point to judgements that support their beliefs. They invoke the name of the Scions of Atun. They speak of a time when revelation once came to the Highborn, and how it may come again. They speak of their inspiration to Virtue at this knowledge of its true reward. For the Empire as a whole, this has now come down to an issue of doctrine. It is a matter of faith.

Only the General Assembly can decide doctrine. Either they embrace the return of the First Empress and her Doctrine of the Beyond, or they reject it. It is inevitable that the Synod will need time to check the certainty of these new revelations and to understand their profound implications - but the General Assembly cannot now take action to address the problems caused by the schism until it does. While they examine the issue, the split among the faithful continues to widen.

The General Assembly

It is a matter of faith.

A change of doctrine requires a greater majority of the General Assembly of the Imperial Synod. This is quite deliberately difficult to achieve, but the Synod is capable of acting when the matter is absolutely vital - as recent times have shown.

The First Empress reborn has proposed a change of doctrine - the Doctrine of the Beyond - that would incorporate the revelations of the Land Without Tears into the doctrine of the Way. More than half the Synod voted on the matter, but more were against than in favour and the judgement failed. It is possible that with more time she will be able to speak with more members of the Synod and convince them of the truth. If she is able to convince the Synod to change doctrine in this way, or in any other way that directly supports or gives credence to her claims, then the current crisis will rapidly abate. The citizens of the Empire will acknowledge Yael as the First Empress and unite around her vision. If this happens then it is possible that with the appropriate backing of the Synod she could become an inspirational figure right across the Empire.

The alternative is to pass a change of doctrine that makes clear that the Synod does not accept Yael's revelation. For example, doctrine is currently silent on whether it is possible or not for a paragon with true knowledge of the Labyrinth to return to exist as flesh and blood. A change of doctrine that asserted that this was not possible would definitively contradict the claims. Some critics of Yael's revelations have argued that visions of true liao can only give access to those memories that we acquire in our mortal shells. A change of doctrine of that nature would directly refute the revelations of the Land Without Tears. The balance of the Synod at the previous summit was not in favour of approving the change - but it is very clear that currently there is no majority in favour of rejecting the First Empress. Those who have spoken against Yael would need to find a way to convince a great many who have taken her side - and that will mean they need to find the precise wording for any change of doctrine that they can agree on. If those who oppose Yael are able to change doctrine with a judgement that is a clear and explicit denial of Yael's vision then the situation will rapidly improve. Most citizens, even many of those who have embraced Yael and made pilgrimage to Highguard will acknowledge the decision of the Synod and reject the First Empress and her vision.

Either of these outcomes would quickly end the rift that is currently widening among the faithful. If nothing happens then neither side is likely to grow in support - but the current disagreement between the two parties will continue to grow more fractious.

The National Assemblies

Many citizens have become convinced that the General Assembly is incapable of making a decision about Yael. The spiritual implications of her revelations are extraordinary enough - but more than a few cynics have suggested that the political implications of fully acknowledging the First Empress Reborn are simply too much for the Synod to face.

As a result citizens in many nations are growing impatient waiting for the General Assembly to make a decision while it still fails to make a doctrinal position clear. They seek a judgement on whether they should embrace Yael's teachings, or reject them - and in this instance the message will have more weight coming from their own people. What the people want is a statement of principle on Yael's teaching from their national assembly.

- While the General Assembly has not passed Doctrine refuting Yael, a statement of principle passed by any national assembly with a greater majority that explicitly accepts Yael's claim to be the First Empress Reborn and urges citizens to listen to her revelations will create opportunities for mandates to fan the flame of Yael's faith in that nation by the spending of liao.

- While the General Assembly has not passed Doctrine supporting Yael, a statement of principle passed by any national assembly with a greater majority that explicitly rejects Yael's claim to be the First Empress Reborn and urges citizens to ignore her teachings will create opportunities for mandates to suppress Yael's teachings within that nation

Before the following summit begins, the civil service would assess the full impact of any statements passed by a national assembly and present any mandates that might be passed in light of the opportunities created.

A statement of principle that is rejected or that passes with only a lesser majority will have no discernible impact on the situation beyond Anvil. A statement whose wording does not endorse or reject Yael explicitly in writing in the words used in the judgement will likewise have no effect.

While it is clear that it will be far easier for a much smaller national assembly to reach a decision, there is some danger for the Imperial Synod in this approach. If the same national assembly passes a greater majority both supporting and rejecting Yael, that will surely cause division within that nation. If different assemblies take different approaches - then the de facto situation will be one in which the different nations of the Empire are being encouraged to believe profoundly different things. While the General Assembly struggles to pass doctrine, it is possible that the very bonds that hold the Empire together might be torn apart.

It is a matter of faith.

Resolution

Several national assemblies made clear statements in opposition to, or in support of, Yael and her vision.

The Navarr Assembly utterly rejects Yael's claim to be the first Empress reborn and urges citizens to ignore her teachings.

Wyn. Navarr national assembly

We reject the claims and teachings of Yael regarding the First Empress and the Golden City. This is on the basis of insufficiently tested and explored evidence behind her, and no reflection of her virtue or intent. We demand she ceases these teachings and urge citizens to disregard them.

Rane Jorunsdottir,Wintermark national assembly

As the rifts in the Empire over Yael's Revelation widen, we urge the Imperial Orcs to look to our own place in the Way; the preachers and people must think and argue on matters of Virtue and Ancestors, not of what lies beyond the Labyrinth.

Torsch, Imperial Orcs national assembly

The Varushkan National Assembly explicitly rejects Yael as the First Empress Reborn and encourage our people not to listen to her teachings.

Odanava, Varushkan national assembly

The League National Assembly utterly rejects Yael's claim to be the First Empress reborn and urges citizens to ignore her teachings.

Jonah Yakovitch, League national assembly

The Urizen National Assembly does not accept the teachings of the "Land Without Tears" based on current evidence and does not condone the following of this belief. Citizens are urged to focus on existing doctrine and teachings of the Way.

Zeno, Stallion's Sibling, Urizen national assembly

The Troubadours of Dawn hold up the following song as proclamation: Some folk must walk the Labyrinth. To atone for their wrongs. Four thousand winters: Think it not too long. But others through the Labyrinth pass. To a land without tears. As true liao scholarship. Discovered through the years. Dawn's first Empress returned to us. From that happy vale. Reincarnate in the person of Highborn Yael. Blessed be this paragon. Returned from beyond. Raise your voices. And praise her in Song.

Sir Criseyde, Dawn national assembly

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Mawrig

Contents

- 1 The Torrent, Rune of Storms and Disaster

- 1.1 Using Mawrig in magic

- 1.2 Crafting with Mawrig

- 1.3 For Machine Embroidery

The Torrent, Rune of Storms and Disaster

Affiliated with the Realm of Spring

Mawrig represents the raw, unbridled, uncontrolled chaos of nature. It is tenacious and uncaring, like the plants that crack paving slabs apart in a city, or the river that bursts its banks and washes away a village as it quests for a new route to the sea. It is the power of the Storm and brings ruination to the works of humankind.

Anything which is out of the control of mortals comes under Mawrig’s influence; as the Talons it is symbolic of many dangerous creatures that live in the wild places, especially the vicious insect horrors that surface from time to time in Navarri territory. Some Vates use Mawrig when they wish to refer to the Vallorn, claiming that it encompasses the central nature of that vegetable horror.

In Highguard, the the League and Urizen the rune Mawrig represents Disaster – curses that target buildings often evoke this rune and it is seen as a particularly ill omen. Among the Navarr, the Winterfolk and the Varushkans it often represents circumstances that sweep the weak and unprepared before them; it is seen as an amoral rather than sinister rune that can teach lessons in flexibility and cleverness.

Using Mawrig in magic

Mawrig is commonly evoked during rituals that are intended to unleash natural forces such as storms or floods, but it is also used with rituals that require a lot of raw energy. Mawrig is rarely used by itself, as to do so is to release magical energy without shape or form. The energies that come forth so easily are unpredictable and can slip from the grasp of an inexperienced practitioner.

Crafting with Mawrig

Mawrig is rarely inscribed on crafted items; such objects have a tendency to be difficult to control or wield, and a tendency to break. It is often inscribed on something that is to be destroyed; on the wall of a condemned building in the League, or on a big rock that a Marcher farmer intends to break up. For the same reason it is painted or carved into catapult stones shortly before they are launched; superstition suggests that inscribing the rune early increases the likelihood that the stone will miss its target and inflict damage on the wrong side.

A warrior who bears Mawrig on their weapon or shield is given a wide berth by the wise, as they are likely to fight with chaotic fury.

For Machine Embroidery

Here is a digitized version of Mawrig in .jef format, suitable for a 7x5 hoop. File:RuneMawrig.jef

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

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Mayor of Caricomare

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Comfortable Income

- 3.2 Influence

- 4 Appointment

- 5 Constitution

Overview

The Mayor of Caricomare is an Imperial title awarded to a League citizen. It is a National position, appointed by the Senator for Sarvos.

The docks at Caricomare were sunk, along with most of the district, during a terrible storm. In Autumn 378YE, on the thirty year anniversary of their destruction, the Senate authorized an ambitious rebuilding project. The docks would be restored, and along with them much of the ruined district.

The mayor is appointed by the Senator for Sarvos, and in turn helps to appoint that Senator.

Responsibilities

The title holder is expected to oversee the operation of the Caricomare docks and represent the citizens of that district to the Senator for Sarvos.

Powers

Comfortable Income

As a sinecure, the Mayor of Caricomare Receives an income drawn from the profits made from the Caricomare docks.

The holder of the sinecure receives 15 Crowns in income each season.

Influence

The Mayor of Caricomare represents the people and businesses of that district, and receives 25 votes to use in the election of the senator for Sarvos.

Appointment

The Mayor of Caricomare is appointed during the Spring Equinox by the senator for Sarvos. If the senator cannot reach a decision, the title may be appointed by the Imperial Senate instead. Under normal circumstances, it would have been appointed by unanimous decision of the senators of the League. The current appointment method is considered problematic by the Constitutional Court.

The title can only be held by a League citizen resident in Sarvos. As with the appointment method, this restriction is considered problematic by the Constitutional Court. They can be revoked by the General Assembly, the League National Assembly, and by the Assembly of the Nine.

Constitution

While questions were raised regarding the constitutional implications of this title, it successfully passed scrutiny. However, after the title of Mayor was created, the Constitutional Court determined that this position was not constitutional, that a sinecure should not be able to provide votes in a senatorial election. As the title had already come into being by the time this determination was made, the position stands, but it is exceptionally unlikely that another title could be created with these legals powers while the Court hold their current opinion.

For 30 years Sarvos, jewel of the league had its appearance marred by the southern Caricomare district, a shattered sunken ruin left to rot, its people displaced and its riches left for looters after the storm of 348 YE.

But no more, the area is once again a thriving district of Sarvos raised from its watery tomb, after 30 years of neglect the citizens of Sarvos banded together and raised the funds to restore their broken city to its former glory. Many sections had to built over, using the sunken ruins as the foundations for new structures, however great pains were taken to raise and restore some parts, the tomb of Empress Giselle in the Alivetti guild estates was one such area. It was painstaking raised from the waters, its foundations reinforced and then work began to restore it to its former glory. Other historic buildings have also been raised and restored or rebuilt in their previous image with numerous families and Cartas reclaiming lost property throughout the district.

An obvious new additions is the gleaming white statue that adorns the quayside, it depicts Senator Miroslav of Sarvos, who championed the rebuilding in the senate, looking out over the fruits of his hard work.

Some of the sunken roads have been left underwater and cleared of wreckage, leaving simple water ways that serve as canals and as a memorial to those who were lost to the storm. Many of the bridges build to span the waterways are adorned with memorial plaques and mementos. The districts of the Caricomare have been redesigned to keep trade, the districts life blood, flowing smoothly. Wide roads and canals now run through the district from the quayside like the spokes of a wheel, allowing people and goods to get where they need to be quickly.

One of the other new additions in the Notturno district, the official home of the Caricomare Night Market. During the day it is another bustling market place, however as the sun sets it really comes alive. It is claimed that the Night Market is lit by more lights than there are stars in the sky, it is always a riot of colours and sounds, anyone and everyone is welcome, whether they want to trade, entertain or be entertained.

The quayside is trading again, but the mechanical quays are still too badly damaged to function and whole sections had to be dismantled in the restoration process. Until the docks are fully rebuilt the Caricomare won’t be the trade hub it once was.

With the restoration of the district the position of Mayor of the Caricomare has once again become available, the position has yet to be filled.Senator Miraslav of Sarvos

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Mazen

Contents

- 1 Eternal of Autumn

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

- 1.5 Jannam

Eternal of Autumn

Sobriquets

Known invariably as the Many-Faced or Mazen of the Many Faces.

They are also sometimes referred to as the Unseen Hand, and a handful of Urizen texts cryptically refer to them as the Price of Folly (there are arguments as to whether this is a mis-print of 'Prince') or occasionally the Gull-Catcher. In the League, Mazen is sometimes called the Lord of the Masks, owing to their physical appearance and the nature of their boons. In Highguard the most common epithet for Mazen is False-face; in Varushka and Wintermark they are more commonly termed No-face; magicians from all three nations tend to be very cautious when dealing with them, but there are several stories of both Kallavesi and Ushka mystics exploiting Mazen's love of manipulation to gain valuable power in time of need.

In the Sumaah Republic, Mazen is called Løgner which literally means liar and contact with them is absolutely proscribed. The Asaveans call them com duas caras or "with two faces", referring both to their multiple features and their manipulative nature. Unlike the Sumaah the Asaveans consider Mazen to be largely harmless; indeed in some places they are viewed as a minor god of trickery and ambition, and offerings are burnt before statues of the creature. The Jarmish have a number of names for Mazen, the most prevalent of which is Lutkar. While some magician princes are known to make bargains with Lutkar to gain power, doing so is often seen as an act of foolishness or desperation.

A few old League plays feature Mazen, usually as a gently comic figure who helps both villain and hero at different points in the story. There are persistent rumours that one of the thousands of theatrical masks in the Facio Hall of the Armetto Theatre in Sarvos is Mazen’s, but if this is true, nobody has found it.

Mazen is often associated with Queros, rune of plots.

When you know what someone believes, you know who they are, and how to move them.

Appearance

Mazen of the Many Faces is an Autumn eternal of uncertain form. While other Autumn eternals generally appear to be horned humanoids, Mazen usually appears as the 'Lord of the Masks'; an inhuman creature with a head comprising at least four masks or faces, each of which speaks with its own voice, and with a varying number of limbs. In this form they tend to dress garishly, forsaking the understated elegance of Callidus and the classier denizens of the Labyrinth in favour of displaying their wealth. This form tends to seat themselves on a high throne, so that they speak down to their mortal visitors.

While this is their common form, they have been encountered in a variety of other guises. On occasion they appear as the Chorus - a collection of their heralds speaking with the same voice; or as the Gallery of Masks - a room full of framed masks which glow with an eerie light and speak with many voices.

They refer to themself using plural pronouns, and eschew any particular gender.

There is a great deal of speculation among Imperial magicians as to the nature of Mazen. Their masks are clearly not actual faces; they have been known to remove them to hand out as boons. On occasions, magicians treating with Mazen have reported that upon removing one mask, another was present beneath it, as if the eternal had no true face. Others have pointed to the fact that the many forms Mazen takes are at odds with the traditional appearance of Autumn eternals as horned humanoids - they speculate that nobody has ever met the real Mazen, assuming it even exists. Rather, they suggest that all the multifarious shapes Mazen takes are masks, presumably constructed through the cunning artifice of the creature itself or perhaps by the eternal Estavus given their tendency to include metallic substances. Indeed Daniella Vassa di Sarvos at her trial put forward the supposition that Mazen is in fact a constructed being, perhaps made by Estavus, who freed themself and now pursues their own agenda - while this seems unlikely it goes some way towards explaining the slightly alien and unpredictable nature of the Many-Masked.

Just because something isn't a lie does not mean that it isn't deceptive. A liar knows that he is a liar, but one who speaks mere portions of truth in order to deceive is an artificer of outcomes.

Concerns

Mazen appears less interested in advancing their own power than in encouraging others to do pursue their own goals. They generally encourage mortals to use any tool at their disposal to advance their agenda; subtle action; misdirection; conspiracy; naked power grabs; the use of lies, deception and misdirection; accusations against political rivals; blackmail, bribery and threats; using dupes, pawns and patsies; and the manipulation of sentiment, pride and perceived bonds of loyalty or obligation. To Mazen, power over others is an end in itself, and there is no method too unethical or immoral to achieve that end.

Mazen claims to be interested in what will motivate mortals to put aside their squabbles and work together. They claim that their shape is a metaphor for a nation or other great body of people: greater than the sum of its parts, yet still formed of every individual therein. In an address before the Imperial Conclave in 286YE their herald Jannam argued that Mazen could make a powerful ally for those in positions of power, especially a great unifying figure prepared to do their work. In passionate rebuttal Nero of the Dreaming Spires - then Grandmaster of the Celestial Arch - reminded everyone that Mazen was an eternal of Autumn; that their words were not to be trusted; and that they had no interest in the glory of empires, but the glory of Empresses. Mazen's petition for Amity was defeated by a narrow margin.

Mazen's expression of interest in mortal pride, loyalty and co-operation is generally seen as a slightly unconvincing veneer over a deep-seated fascination with silver-tongued manipulators who use these sentiments to control others. They enjoy the antics of ruthless politicians, corrupt leaders and vicious warriors alike - as long as they are charismatic or cunning enough to build up a following; but they reserves a special place in their 'heart' for the artist of the long-con. Mazen is always interested in aiding a truly spectacular con, and the more convoluted the hustle, the better. Confidence tricksters are cautioned that Mazen is equally happy with a trick that ends in spectacular failure as they are with one that ends in spectacular success; it is the spectacle in which Mazen revels.

The most famous recent example of Mazen's patronage was that of Daniella Vassa di Sarvos, a corrupt Master of the Imperial Mint in the reign of Emperor Barabbas. A razor-sharp long-con artist, she convinced many of her victims that she was their friend and ally and that she would use her influence and resources to aid their cause. So thoroughly were many of her victims gulled that they defended her vehemently at her eventual trial, even inventing elaborate theories to account for the evidence against her. Mazen sent heralds to her funeral, and occasionally refers to her in tones of apparent fondness.

Mazen regularly expresses the opinion that they are the greatest of all Autumn eternals. They consider themself wiser than Basileus Kade, whom mortals fear; more subtle than Callidus, who invokes naked greed; wealthier than Estavus who wastes her time on creation when she would be better served to control creation. Those who follow such paths, they claim, will find themselves easily betrayed, manipulated or used as tools to advance the agenda of another. The Freeborn scholar Serval i Riqueza, when opposing the suggestion that the Unfettered Mind support the development of a ritual to allow trade with Mazen, pointed out that Mazen is quite clearly much less powerful than the eternals it claims to despise - "Perhaps," he said "It still hasn't had its chance to betray them?" Indeed, while they are often contemptuous of the others, they seem to have little problem co-operating with them - apart from Basileus Kade. Mazen despises Kade, although the details of their enmity are unknown.

Beyond the drive to manipulate and gain power, Mazen is also fascinated with questions of identity. On occasion they have claimed that knowing someone else is the first step toward binding them to your cause. They warn against expressing one's true identity to others, who might be able to find weaknesses to exploit; whenever they offer patronage they recommend concealment and misdirection. Some scholars have suggested that Mazen is trapped in a quest to uncover their own identity - that they lack some fundamental self-knowledge that mortals take for granted. Given they are said to express an irrational dislike of mirrors, there may be some truth in this theory.

Truth; hear it at all times but speak it only when it does not matter.

Boons

Mazen of the Many Faces is fond of magicians, claiming that (in their experience) they are the best-placed to control others. Their boons often come in the form of masks which grant powers to their wielders - ritual power, knowledge of ritual magic and potent auras similar to those created through hallowing are all common boons.

They also have a soft-spot for priests of all faiths and religions, sometimes opining that priests are the most effective wielders of sentiment and the best exploiters of weakness in the mortal world. They offer boons appropriate to the faith of the priest - and while the faithful tend to view Mazen's interest as suspicious, those more interested in political power than the spiritual well-being of others are quick to accept. When dealing with priests of The Way, Mazen is known to make gifts that enhance the Mantle of the Golden Orator as well as objects that increase the ability of the wielder to employ Religious skills. The latter has raised some eyebrows in the Imperial Synod and questions about where Mazen acquires these talismans have never been satisfactorily answered.

Mazen never gives a boon of power directly to a mortal; the boons it offers are always physical objects, and invariably require bonding. Mazen appears to find it appealing that any gift of patronage or power they give can be stolen, traded, given, taken, lost or found.

Control another's actions and you must forever watch your back; control another's heart and they will watch it for you.

Jannam

It is not clear whether Mazen of the Many Faces has many heralds or only one. When its heralds appear, they tend to be stone-faced or stone-masked creatures, dressed in a variety of costumes and with a variety of personalities – yet they all claim to be called Jannam, and to be the same entity. Stories from Asavea, Jarm and Sumaah alike all agree that this entity pursues Mazen's goals all over the mortal world.

As with Mazen itself, this appearance is very different to the usual appearance of Autumn heralds - speculation suggests they are "made things" rather than living creatures. Darker theories suggest that it is the masks that are Mazen's heralds, and that the bodies that wear them are somehow enslaved or subordinate to the mask

Mazen appears to give Jannam free rein, apparently confident that they cannot be betrayed or outwitted.

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Mazzarine Spindle

Description

The name of this implement references the Cerulean Mazzarine, a valuable healing herb that helps treat crippling injuries. The weavers of Dawn use this tapering wands in their work, wrapping fine threads around them for safekeeping. They also use them in magical work, weaving the flesh and bone of shattered and fractured limbs as easily as they weave delicate silk and wool to create garments.

As these wands are often not beyond the means of the reasonably well-off, they are among the more common items employed by warrior-magicians across the Empire, particularly those who have focused on martial training at the expense of their repertoire of spells. sentinels with a basic understanding of spellcraft find great use in these wands, especially in conjunction with a companion bearing an Acolyte’s Mercy. The relatively plentiful wandmakers of Urizen do a roaring trade in both these wands.

It has been observed that magicians bonded to this wand seem less likely to break limbs, or horns and antlers in the case of certain Lineages, compared to those around them. A powerful blow in battle will still shatter bone, but falls and accidents appear to be less damaging. It is theorised that the borrowed knowledge in the wand teaches the wielder’s bones to be more resilient somehow. Others chalk this up to blind luck, but some especially vain changelings have been known to acquire these wands primarily to prevent shedding.

A mazzarine spindle is most often a shaft of polished and decorated wood, wound around with thick wires of silver alloyed with weltsilver. It is sometimes carved to resemble several long hydra necks twisted around one another, drawing upon legends of such creatures growing back their severed heads at an alarming rate.

Rules

- Form: Weapon. Takes the form of a wand. You must be wielding this implement to use its magical properties.

- Requirement: You must have the magician skill to bond to this item.

- Effect: You may cast, or swift cast, the restore limb spell as if you know it.

- Materials: Crafting a mazzarine spindle requires no special materials. It takes two months to make one of these items.

The young man stared out of the window, day-dreaming of glory.

"'Prentice! Fetch me the scarlet silk!"

He started awake, and grabbed the nearest spindle of blood-coloured thread.

"No, not the maroon. The scarlet! This is for Lady Mary of House Bourne, not the common yeomen of the Rucastle garrison!"

He stared blankly at the spindle in his hand, and replaced it, running his hand along various shades of red yarn neatly wound round wooden bobbins.

"Yes, the stack there. No, the next shelf. Yes, that one. If you wish to 'prentice, you must be able to take instruction, young man! First time! See, this is a noble thread, so it's stored nobly! It took me a month's careful work to make that spindle. See the wiring? That's part weltsilver, and worth more than you are I would wager."

The weaver stared sharply at the young man.

"Oh, you're good for nothing today, and don't think I don't know the reason why! Why, it was only thirty years ago that I sat as you do now, waiting for my mistress to release me so I could practise for my Test. Not that the earl wants you - 'Return with the head of an ogre!' is hardly the test she'd set someone she wanted in her House! Still, on the off-chance you survive today, you should at least understand the basics of a craft. The House always has need of embroiderers!"

"Now, tidy up while I take wine."

So it was that that afternoon, a young man stood in a clearing, dappled with late summer sun, sniffing the air to find the monster whose trail he'd lost. After a second or so, he chose. Carefully, quietly, he stalked down a path.

Only to be hit by a mass of muscled fury. His rusty buckler knocked aside, he held up his other arm to defend his face, and the monster raked it with its claws, slicing through his thin leather coat and ruining the arm underneath. He was knocked to the ground, his borrowed sword falling in some leaves, the monster bellowing triumph.

He backed off, crawling, sweating, good hand searching in his shirt. The monster howled a challenge to the sky. He found what he was looking for, and focused his mind. Flesh knitted, bone snapped back into place, and as the monster moved to dispatch him...

He snatched up his sword. The creature lunged towards him, he struck it square in the chest and its weight carried the blade through fur and flesh and bone and heart.

He lay under its body, exhausted by the effort.

With a flurry of trumpets, a noble company entered the glade. Banners fluttering, coats-of-arms showing each to be a noble of a House of Dawn. The most gloriously-panoplied looked, took in the scene, and spoke.

"You know that trick won't work if you're wearing armour? Still, well done... And please replace Mistress Weaver's valuable wand. Unbound. And preferably without her finding it missing..."

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Mediator's Mail

Description

This light mail shirt, usually composed of mithril or made in the form of steel ringmail, is favoured by Winterfolk and Freeborn senators,diplomats, negotiators and merchants who go to dangerous places in the pursuit of their duties. It is also popular with banner-bearers and scops. In these professions, many lack the boisterous spirit found among those who thrive on the battlefield, so they often seek out inspiring weapons to accompany the armour such as a Triumphant Blade.

Since no rare materials are needed to produce these, the enchantment is derived entirely from the skill of the artisan. In Urizen each ring is polished to the greatest possible shine and exposed to intricate patterns of light, while an Orcish smith might gather a few links from the armour of many of her hardiest comrades before combining them to produce a mail shirt of great Worth drawing on the resilience of all the links’ past owners. In Wintermark and most other lands, tiny runes are etched into some of the rings, usually Evrom, the rune of beginnings, to give the wearer a fresh start or occasionally Naeve, the rune of hunger, to drive the wearer through hardship and on to greater things.

In the Brass Coast it is sometimes crafted from leather and dubbed Scrivener's Scale. The Freeborn Emperor Ahraz is known to have worn a suit of scrivener's scale during most of his career, including his negotiations with the rebellious orc slaves. When queried about why he did not don a more powerful suit of armour he is said to have replied:

Rules

- Form: Armour. Takes the form of a suit of medium armour. You must be wearing this armour to use its magical properties.

- Requirement: Any character can bond to this item.

- Effect: You may spend a hero point to use the unstoppable skill as if you know it.

- Materials: Crafting a suit of Mediator's Mail requires seven ingots of weltsilver, and five measures of ambergelt. It takes one month to make one of these items.

"I am a diplomat, not a warrior. My armour is more to stop me being a burden on my bodyguards than to aid me in battle. If a fight breaks out, I will do my best but I am no soldier and no amount of armour will make me one. Better I save my money and spend it somewhere it will do good - on weapons and armour for those to whom I entrust my life."

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Megan Black Blood

Contents

- 1 Overview

- 2 Early Life

- 3 The Weirwater Campaign

- 4 The Moving Forest

- 5 Later life and death

Overview

This document was compiled by the civil service in response to a request for historical research announced and approved by Merel Pathfinder, Advisor on the Vallorn, early in his tenure in that position. It was published shortly before the WInter Solstice 381YE, with his permission.

Early Life

According to a letter she wrote to a friend in Miaren in 104YE, the child Megan was born in 77YE during the reign of Empress Teleri. Her parents who were part of Quiet Clay (The Quiet Secret Hidden in the Red Clay) steading in western Therunin. Raised on the shores of the Feverwater, her steading cultivated a section of forest spotted with rich deposits of dragonbone in southern Eastring. She describes her childhood as "typical; I climbed and ran with the other children, got into trouble, was once almost eaten by a monstrous insect horror out of the Greenheart – typical, as I said.”

Typical as she might consider her youth, it was clear from an early age that she was fascinated by the Great Dance. She studied occasionally with the vates who passed through her steading on their long migration along the trods, and at fourteen decided to travel with members of one particular band, the Slow Spiral striding (The Long Slow Spiral That Curves Outward From The Heart). She showed little aptitude for the work of the magician, however, and while she obviously felt drawn to a life of service, at the age of seventeen she chose a different path.

The long peregrinations of the Slow Spiral lead them to Liathaven, where Megan settled for a time in the Black Blood steading (The Song That Draws The Black Blood From The Earth). Located in Liaven's Glen. There she studied with several guides, learning to focus her intellect and intuition and exploring the many pitfalls that surround the life of the guide.

During this time, she demonstrated a clear fascination with and affinity for the series of trails an earthworks known as Liaven's Dance. The twisting trails, ditches, mounds of earth and weathered cairns were an early working designed to weaken the power of the vallorn. Many Navarr scholars consider Liaven's Dance to have been an early attempt at creating the trods that today criss-cross the entire Empire. She would regularly disappear for days or weeks on end, exploring the paths and meditating next to the cairns and mounds.

As she gained in confidence, she ventured further afield, spending several years exploring the marshes of Bregasland and the Mourn in particular. She founded the Green Loom striding (The Shuttle Weaves Across the Green Loom), and began to practice her calling on the Marchers, helping them to find their places in life. During this time, she encountered the man who would later become her life-mate, the Marcher Landskeeper Bran of Alderley.

Landskeeper Bran was increasingly dissatisfied with his life in the Mournwold, and fascinated by Megan's stories of life among the Navarr. Eventually, he left his home village to accompany Megan on a long pilgrimage across the Empire from west to east, looking for a new home.

The Weirwater Campaign

In 131YE, Megan and Bran of Alderley were caught up in a campaign against Druj insurgents in the Dawnish territory of Weirwater. Fighting under the banner of the Shadow Wasp, the Druj invaded Weirwater with a flotilla of great rafts launched across the Semmerlak. The Druj were lead by a powerful ghulai and her coven, who wielded the power of Spring magic against the Imperial defenders.

As a Navarr who had studied with vates, accompanied by a small band of Navarr thorns and a Marcher master of Spring magic, Megan's group quickly found themselves as special advisors to the Dawnish forces there. The Navarr scouts provided valuable assistance, and the magic wielded by Bran of Alderley was especially effective at countering the use of venom against the Dawnish knights. Despite initial victories, the Shadow Wasp were slowly pushed back eastward, trapped between the Imperial forces and the lake shore.

As the Druj fell back it was clear they planned to take to their rafts and flee. The Navarr suggested another plan – while they couldn't perform the magic themselves, they knew of the ritual Foam and Spittle of the Furious Sea. With the assistance of the Spring Archmage and three covens of Dawnish weavers, the Semmerlak was transformed into a short-lived maelstrom of devastating storms, waterspouts and whirlpools. Great waves battered the shore for three days and when the storm cleared, the Druj rafts were shattered to splinters giving them no chance to retreat.

In retaliation, and neither seeking nor expecting any quarter from the Dawnish knights, the Druj expended the last of their magical power to raise the forests of Weirwater against the Empire – they unleashed the Thunderous Tread of the Trees.

The devastation was remarkable. The great trees of some of the oldest forests in Dawn marched against the town of Culwich, smashing several smaller villages. The Dawnish had little option but to take defensive positions and try to weather the onslaught, while simultaneously harrying the Druj forces before they could retreat towards Karsk.

Megan observed the catastrophic release of Spring magic, and remarked on how easily the non-Navarr soldiers mistook the attack for being that of a Vallorn. She and her Navarr companions repeatedly explained that the trees were unleashed by Spring magic, were not vallornspawn. In the end, the common soldier seemed unable to tell the difference – they had heard of the malign force at the heart of the Navarr forests, and simply assumed that any horror of this nature must be connected.

Despite the supernatural attack of the forests. The Dawnish forces scattered the Druj armies, slaughtering the Ghulai and her coven, and effectively destroying the Shadow Wasp. The Navarr of Green Loom striding were commended by Empress Varkula for the aid they offered the Dawnish, and Bran of Alderley was gifted with the magical staff he wielded for the rest of his life by the Weavers of Weirwood, grateful for his assistance.

The Moving Forest

Her experiences in Weirwater prompted a period of introspection and discussion between Megan and several vates. By this time, she and Bran of Alderley had sworn oaths of love and companionsip, bound as wife and husband, and Bran officially became Bran Green Loom. The pair became a regular presence at the meetings of the Nations at Anvil, using this as an opportunity to spread the philosophy of the Navarr in the Synod and the Conclave.

Despite her lack of training in ritual magic, Megan sought the assistance of the Dean of the Lyceum, a Navarr magician named Idris Adder Storm, in codifying a ritual based on her observations in Weirwater.

She suggested that it might be possible to use the same magical energies that empowered Thunderous Tread of the Trees to infuse the vegetation in an area infested by the vallorn and unleash them on the enemies of the Empire.

Her theory was based around several observations. She noted that even though the trees unleashed in Weirwater were chaotic and destructive, they did not stray beyond the borders of the Dawnish territory. Bran explained this by referencing the Marcher concept of boundaries and the delineation of land, while Megan drew parallels with the way patterns and designs could often be described in terms of the empty space they surrounded or contained. Unleashing the vegetation in a forest claimed by the vallorn should likewise mean that the vallorn did not venture beyond the boundaries of the territory in which they grew. They could be controlled – for a given value of control.

Further, when the ritual in Weirwater ended, the trees began to move back to the location where the they had previously been rooted, coming as close as possible to their original homes. If this were true of the vallorn vegetation, there would be little or no chance of such a ritual accidentally spreading the vallorn taint into areas that had been reclaimed already.

Finally, she suggested several benefits to this magic. Vallorn vegetation is incredibly resilient to attacks from weapons and fire. The are often home to monstrous insects, and Megan cautiously sugested that rather than attacking the insects directly, the vallorn vegetation would ignore – but the creatures themselves might follow 'their' trees into battle.

The magicians of the Conclave were horrified by the suggestion that they tamper with the Vallorn. Megan, coolly practical, refuted their claims that it was madness to meddle and explained that whatever else it was, the vallorn must be bound by the same laws as everything else in the world. While then ability to use vallorn vegetation against the enemies of the Empire was of limited use, she theorised that it could be especially effective at removing barbarian orcs from Brocéliande or Therunin, or even from Hercynia or Liathaven.

Critics suggested that the vallorn vegetation would be equally dangerous to Navarr steadings as to enemy forces, and Megan countered by pointing out that the trees raised by Thunderous Tread tended to expend their wrath on fortifications and large concentrations of troops rather than steadings which often have low populations – while some villages were destroyed in Weirwater, her argument was that in the long term the damage to the Dawnish yeomanry was less than it would have been had they just been conquered by the Druj.

Needless to say, the Dean and the Conclave alike were horrified by her suggestion and refused to countenance further research. Megan launched an ill-fated declaration of candidacy for the title of Dean, and narrowly avoided being declared a sorcerer after she was soundly defeated.

Despite her work being largely theoretical, she was left with an enduring reputation of being a dangerous lunatic. In much the same way that the soldiers of Dawn seemed unable to distinguish between the Spring-magic motivated trees and the stories of the vallorn, the magicians of the Conclave seemed unable to distinguish between a plan to harness a dangerous power for the benefit of the Empire and the insane desire to unleash the vallorn across great swathes of land.

Later life and death

Her reputation destroyed, Megan returned to Black Blood steading with her husband. The pair of them had three children, and lived in relative obscurity. Both maintained ties with the Marches, and were regular guests at Mournstead and Turning Spiral steadings. The pair made a long study of the Liathaven vallorn, but no copies of their study could be located.

Megan died in 152YE, and her husband Bran died a year later.

After their deaths, a box containing extensive notes and experimental records was delivered to Turning Spiral by their youngest child Linden Black Blood. The documents concerned the continued efforts of Bran Black Blood to codify a ritual that would animate vegetation in a region corrupted by the vallorn and use it as a weapon against the enemies of the Empire.

The documents themselves were presented as a gift and legacy, intended to become part of the archives of the steading. In the end, after discussion with fellow vates and a delegation of Highborn and Urizen that gathered at Turning Spiral to discuss the issue, the documents were destroyed. Tam Turning Spiral, the leader of the Turning Spiral coven, made an address before the Conclave in which he said that while the notes were nowhere near complete they represented a “dangerous seed from which a catastrophe might grow.”

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Melancholic Staff

Description

The Melancholic Staff taps upon the power of the Realm of Autumn to maximise the bearer's ritual power. These arcane implements are employed throughout the Empire to fortify the abilities of Autumn ritualists. Commonly, these staves are shod in metal and often include extensive metallic decoration - they are often bound in chains or inlaid with polished runes. Some magicians have their staves inlaid with precious gems, while others hang coins or even bars of valuable ingots from their ritual staff.

It is usual to see such an implement engraved with Hirmok, the Rune of Dominion; any or all of the runes of Autumn might also be included, especially if the staff is intended for a specific purpose. For example, the staff of Eddard of Mitwold was inlaid with beautifully carved runes of wealth and bargains, and regularly used to empower Gift of the Wily Broker, helping is market town to quickly establish a reputation for being able to lay their hands on all kinds of valuable goods at short notice. Some staves bear all the runes, surmounted by Hirmok - a contentious move that presents the philosophical idea that the Autumn realm wields power over all magic or all human endeavour via serendipity and synchronicity. Magicians who favour this kind of decoration for their melancholic staves are often considered dangerous megalomaniacs or vainglorious idiots.

Due to the strong correlation between magic of the Autumn realm and themes of wealth and barter, these staves are sometimes called Trader's Staves. The common decoration and the association with bonding lead to them regularly being referred to as Chain Staves or, in Dawn as Iron Spindles. In the League, they are a common sight in the hands of troupe magicians - they are often called Director's Staves.

Archmage Staff

The staff of the Archmage of Autumn is a version of the melancholic staff crafted to a secret pattern, and grants twice as much power to the wielder - but is significantly more expensive to craft in terms of materials required. Unlike most such staves, the same staves are reforged each year. There have been several attempts to replace the archmage staff with a single, artefact staff - a much cheaper proposal in the long run. Three such staves have been crafted in Imperial history.

The first, belonging to the Suaq archmage Jessam Wheelwright was lost when that worthy and her entourage were cut off from Imperial forces while fighting the Thule in 45YE. Examination with Ties that Bind placed it squarely in the hands of a Thule dragon, where it is presumed to have remained.

The second such artefact staff was constructed two years later, and passed through the hands of several archmagi until it was destroyed. The perpetrators used Words of Ending to unweave the staff as part of a campaign of destruction aimed at the symbols of Imperial power. These so-called Firestarters were a cult of anarchists whose leader claimed to be the maniac Mikkal reborn. They succeeded in destroying four out of the six archmage staves and came dangerously close to destroying the Imperial crown as well. They were eventually eradicated during the reign of Empress Teleri. Some historians suggest that the excesses of these Mikkalites were a factor in the appointment of a hard-line, religious Empress following the death of Empress Richilde.

The final such staff was created in 204YE when a particularly strong order of the Golden Pyramid managed to gain a short-lived monopoly on the ilium seats in the Imperial Bourse. It survived three years before being stolen in 206YE from the body of the assassinated Vincent Talbot of Bregasland.

In the reign of Empress Mariika, the Imperial Conclave responded to attempts by archmage Eretin de Tassato Regario try and raise more ilium for a fourth artefact staff with a Declaration of Concord expressing the opinion that the Empire should stop wasting the rare star-metal on artefact staves and simply pay the bounty of ingots and measures needed to re-empower them each year. As Grandmaster Maria i Riqueza of the Celestial Arch said "To lose one such staff is unfortunate, to lose two looks like carelessness, to lose three looks like wanton profligacy. If we let you lose a fourth one, then it makes us look like idiots. There is a good deal more green iron in the Empire than there is ilium ..."

Rules

- Form: Weapon. Takes the form of a ritual staff. You must be holding this item in hand to use its magical properties.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Gain 1 rank of Autumn Lore., subject to the normal rules for effective skill.

- Materials: Crafting a Melancholic Staff requires the eleven ingots of weltsilver, fourteen ingots of green iron and twenty measures of dragonbone. It takes one month to make one of these items.

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Member of the Synod

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Judgement

- 3.2 Witness

- 3.3 Sanctuary

- 3.4 Clemency

- 4 Further Reading

- 4.1 Core Brief

- 4.2 Additional Information

Overview

Members of the Imperial Synod are responsible for the spiritual leadership and wellbeing of Imperial Citizens. It is understood that a Synod priest has a virtuous nature that enhances virtue in others and protects them from wickedness. Consequently, Synod priests are entrusted with legal powers to help them fulfil their virtuous role.

Every Imperial citizen who oversees a congregation is a member of the Imperial Synod. In addition, a sinecure that provides votes in the Imperial Synod grants the holder of that Imperial title the powers and responsibilities of membership of the Synod.

Responsibilities

Members of the Synod are expected to wield the powers of the Synod in accordance with the doctrine of The Way to ensure that citizens are virtuous. They are expected to identify and reward the virtuous, and to seek out and punish the wicked and corrupt. In this way, they safeguard the Imperial destiny, and work to ensure that the Empire lives up to the high principles and aspirations on which it was founded.

Powers

The powers of a member of the Synod arise from their leadership of their congregation, not from appointment to an Imperial title. As such, it is not possible to proxy these legal rights to another citizen, they may only be used in person by the member of the Synod. Imperial titles appointed by the Synod may use a proxy as normal.

Judgement

Every Synod member can raise a single judgement during each summit. That judgement must be raised with an assembly the priest belongs to. There are many different types of judgement, and not all of them are available in every assembly.

Over the course of a summit, there may be many judgements put before the various Synod assemblies. A Synod priest can vote for or against any judgement raised in any assembly of which they are a member.

Witness

"...we come to Lot 4 of the private auction: The skull of Mikkal. The seller claims this relic is the remains of the self-styled Exemplar of Anarchy, and may even possess unusual spiritual qualities. There is a reserve price of..."

Rillet tuned out the auctioneer's voice as he turned to look at the gaggle of priests staring at either him, or the skull. Getting into the private auction had been one challenge. Getting out again, and with the skull, was going to be something else entirely. Thankfully, he had a plan.

Members of the Synod are empowered by the Imperial Constitution to witness or observe all aspects of the bodies of state in function. In practice this is considered to be any formal meeting of an Imperial body organized and supported by the civil service. Meetings such as the Muster or a Senate session, are all covered by the right of Witness, but private meetings of citizens are not covered.

Any member of the Synod must be granted access to the Imperial Bourse, the Imperial Senate, the Imperial Military Council, and the Imperial Conclave, in order to observe and witness proceedings. While exercising the right of witness, Synod priests are required to remain quiet, and respectful. This power does not grant a priest the legal right to interfere with the proceedings in any way - if they do they risk being ejected and refused reentry.

In practical terms, the power of witness has been ruled to grant the right of Synod priests to:

- Access the Imperial Senate public gallery during a Senate session, or during any formal audience undertaken by a representative the Empire (such as an ambassador)

- Be present in the Imperial Military Council during meetings of Generals, including the muster and any official council session. This right does not extend to a priest who is currently a senator; the constitution explicitly forbids senators from entering or being present during the meetings of the Military Council.

- Be present at a meeting of the Imperial Conclave in the Hall of the Worlds. The Conclave has no responsibility to empower members of the Synod who are not magicians to reach the Hall of the Worlds. Representatives of the Conclave have repeatedly pointed out that a magician who is a priest has every right to attend a conclave meeting anyway. The main use for the right of witness in the Conclave is to observe the election of the Grandmasters of the orders.

A priest using the power of witness may still be excluded from a meeting by a civil servant with an appropriate power, such as the ability of the Speaker for the Senate to censure disruptive individuals. Such abilities are only used in situations where a priest is clearly abusing the power by being loud, disrespectful, or disruptive.

- Observe the Imperial Bourse private member's auction

Of all these rulings, the right to witness the private members auction is the most controversial. The auction is organized by members of the civil service on behalf of the members of the Bourse. But the auction's existence is not stipulated in law and has no basis in the constitution and it has been frequently argued that it is equivalent to a private meeting.

Sanctuary

The bravo leapt round the corner with the two knights hard behind him. With a final burst of speed, he rocketed into the League encampment and into a shrine, almost knocking over the bishop as he did so.

As the knights came pounding up, the bravo grinned as he turned to face them. "Sanctuary..." he gasped, breathlessly, "I have... sanctuary."

Feeling the aura of pride palpably about him, the bravo turned to the bishop - only to find himself being regarded as though he were something unpleasant found on the sole of a boot.

"No," said the bishop, "you don't"

The knights advanced.

If a Synod priest is on consecrated ground, they have the power to grant sanctuary to any Imperial citizen who asks for it. Once granted sanctuary, the recipient has an hour before they may be taken to a magistrate to face criminal charges. While someone is under the protection of sanctuary, the Synod priest who granted it to them is responsible for the actions they take. The recipient is expected to remain in the vicinity of the priest who has granted them sanctuary. It is traditional for a citizen granted sanctuary to use their hour of grace to gather evidence or seek clemency.

Any member of the Synod may refuse a request for sanctuary. It must be clear which priest or priests are granting sanctuary - another reason why the priest who does so is wise to remain in the vicinity of the recipient.

Sanctuary cannot be offered to barbarians or foreigners. Prior to 296YE it was legal to offer sanctuary to foreigners who were adherents of The Way, but this legal protection was removed by motion of the Senate in light of several egregious abuses of the power and the difficulty of providing an acceptable definition of "adherent of The Way".

Clemency

Wayfarer Isaac looked through the flap of the tent at the waiting orcs, who in turn were watching the sand trickle through the hourglass. Isaac took a breath and let out an inaudible sigh as he turned his attention back to young pilgrim who had made her way to the tent.

"...and I cut him nearly in two. As he dropped to the floor, I took another swing and, just like that, two pieces."

Isaac winced at the glee in the zealot's voice. "And pray tell me which virtue was foremost in your heart as you slew the yeoman?"

"Vigilance, of course. On the grounds that he was a briar who had been hiding it and clearly up to something."

Isaac shook his head slowly, musing once again that loyalty was proving a difficult path to walk this day. "I shall accompany you to your trial, but I recommend you use the remaining time available to us to put your affairs in order."

Anyone may confess their wrongdoing to a Synod priest and ask for clemency. If the priest believes the crime or deed was done for virtuous reasons, they may agree to speak on their behalf and ask for clemency from the magistrate. They accompany the recipient to the criminal trial and lay out the reasons why their virtuous behaviour should result in a reduced sentence.

It is not possible to submit a plea for clemency unless the accused pleads guilty to the charge at the start of their trial. A plea for clemency must be made on virtuous grounds. To be effective the priest must present a clear case that demonstrates that the actions of the accused were virtuous, albeit illegal.

The magistrates work closely with the Synod priests to ensure that clemency appeals run smoothly and that everyone involved knows the processes. A recent document of clemency guidance published by Magistrate Reinholz in Summer 378YE is recommended reading for any priest planning to formulate a claim for clemency.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Imperial Theology

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

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Men of Fenrose

To the tune of 'Men of Harlech' as performed here

Men of Fenrose stop your dreaming Can't you see their spear points gleaming See their warrior pennants streaming To this battlefield

Men of Fenrose stand ye steady It can never be said that ye For the battle were not ready Marchers never yield

From the hills rebounding Hear our warcry sounding Summon all at Mournwold's call The mighty force surrounding Men of Fenrose on to glory This will ever be your story Keep these burning words before ye Marchers will not yield

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Mend

Contents

- 1 Description

- 1.1 OOC Note

- 2 Casting

- 3 Effects

- 4 Sample Spellcasting Vocals

- 5 Common Elements

Description

This powerful spell quickly repairs an item that has been damaged by a shattering force. It is especially useful for repairing shields that have been rendered useless by a shatter spell, or a strike from a powerful magical weapon. The majority of the damaged item must be present, but at the completion of the spell the item is repaired seamlessly as if it had never been shattered. Some magicians believe that every piece of a broken item "remembers" having once been part of a greater whole, and that this principle guides the magic they use.

This spell is equally effective on magical and non-magical items; even an artefact can be fully restored. A magical item repaired with the mend spell retains all its special properties (although obviously any restricted abilities that have been expended are still used up).

Useful as this spell is, it is difficult to cast in the middle of a fight. The magician needs several moments of completely uninterrupted focus on the target item - which is next to impossible if it is being jerked around during a fight, or if the magician themselves is in danger of being struck. To use mend effectively, the magician usually needs to be behind allied lines - or well protected by their companions while they concentrate on repairing the item. This can be made easier with the use of rituals such as Smooth Hands Shape the World, an enchantment that can make magically repairing a damaged item nearly instantaneous.

Some magicians who master this spell wait in a safe location with the express intention of repairing damaged magical items when their allies return. These magicians often spend extra time casting the spell, or may make use of props such as a small hammer or a forge to enhance their casting of their ritual.

Many in the Empire sees extra value in this spell; while spells such as heal or purify are powerful, their effects can be duplicated by physick. Swiftly repairing a damaged item, especially a magical item, is possible only through this spell, or more expensive and time-consuming ritual magic such as the Anvil of Estavus. A magician who wants to specialise in this spell may find a Redsteel Chisel wand especially useful.

OOC Note

There is an obvious limitation on this spell which is that it cannot be used on items that have been physically damaged in the real world. If a letter has been torn up or a bottle has been smashed, no amount of IC magic can restore the destroyed phys-rep.

Casting

- Type: Regular spell

- Cost: 1 Personal mana

Effects

This spell repairs an item, such as a weapon or shield that has been broken using the SHATTER call.

Sample Spellcasting Vocals

- I take this broken weapon / To its weakness, my strength lend / I draw the parts together / What is broken shall now mend.

- (tracing runes on a broken weapon) I invoke Pallas! Weapon, remember what you are! I invoke Hirmok! Weapon, heed your master! By the secrets of hammer and anvil I forge you anew; by the words of creation I bid you be whole.

- (placing wand on item) Things endure, tall beneath the stars. Things last through seasons beyond number. Strong in root and branch, standing below as Our Good Oak stands above, this blade shall not be so lightly cast aside!

- (striking item rhythmically) War-drums beat, bold hearts pound, soldiers march to glory’s sound. Hammers smite, burn forge-fires bright, be forged anew by Summer’s might!

Common Elements

- Rune Magic: The nature of the target item might suggest a specific rune to use, but the most common is Pallas, the rune of wealth; the rune can also be a timely reminder to a magician to request recompense for their use of magic. Some mystics favour the run of transformation, changing a damaged object into a wholesome object.

- Astronomancy: In a similar way that an astronomancer might look to the Chalice when performing magical healing, bringing together the broken parts of an item and restoring their integrity has a strong connection to that constellation. When working specifically with wooden items - especially shields or hafted weapons - an astronomancer may look to the strength and growth characterised by the Oak.

- Dramaturgy: A dramaturgist might take on the role of the Mountebank, performing a miraculous restoration and transforming a useless item into a fully repaired one. It is traditional when using the mountebank to conceal the target item in some way, perhaps beneath a cloak. The Captain is also a good fit for this spell, especially when repairing a weapon or shield.

- Other traditions: Obviously, phrases and actions related to crafting are very appropriate with this spell. A Marcher magician in particular might pack soft earth or mud around the pieces of a broken weapon or shield as they cast the spell.

- Realms: The realm of Autumn most closely allies with the mend spell; objects, especially valuable objects, and the idea of craftsmanship are both strong themes. Summer is a close second, especially around ideas of restoring strength or integrity or "reforging" a broken item. Winter is a very poor fit indeed - it is next to impossible to use Winter magic to repair something; it is much more suited to breaking the item in the first place.

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Mendicant Cassock

Description

A cassock is an ankle-length robe especially popular with priests of Highguard and the League. Among the priests of Varushka and the Navarr it is more likely to be a long coat, usually of stout wool with simple embroidery, and both nations tend to call it a Guide's Coat (albeit with slightly different implications). It may be tight or loose-fitting, and while it is often sumptuously dyed in rich colours with gold, silver or mithril embroidery, the Mendicant Cassock tends to be a much more utilitarian garment. Generally a Mendicant Cassock is of a singe colour, and styled for comfort and practicality rather than ostentation. Only in the Brass Coast are these vestments likely to be brightly coloured, if only because of the negative associations with black or white clothing.

Despite its simplicity, the power of the Mendicant Cassock is not to be discounted. It allows a priest to perform a small number of ceremonies without the use of liao, which can be an especial boon to priests without access to a congregation, or whose primary focus is on the politics of the Imperial Synod rather than the accumulation of this precious substance. Traditionally, wealthy priests have looked down on those who rely on a Mendicant's Cassock - the assembly of Prosperity in particular has gone through periods in which priests relying on this magic item were actively disdained.

The Mendicant Cassock is quite limited - it provides the equivalent of only a single dose of liao to a single ceremony each day. If a priest wishes to take advantage of abilities to create more durable auras, they will still require some actual liao. It is valuable, however, in that it is equally useful to a priest who performs a ceremony by themselves as to members of a sect not all of whose members participate in the Synod.

The use of this vestment is not restricted to Imperial priests. It is known in the Sumaah Republic, where it is treated in much the same way it is in the Empire. By contrast, in some foreign nations where liao is difficult to acquire, the priests value this item considerably more than their Imperial counterparts do. In Jarm and Sarcophan, followers of the Way must often rely on garments such as this to perform any religious ceremonies due to the difficulty of securing liao at a reasonable price. There are likewise stories of certain Axou spiritualists and Asavean slaves making use of similar items in their pursuit of spiritual power.

Rules

- Form: Armour. Takes the form of a robe. You must be wearing these vestments to use their magical properties.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: Once per day when you perform or cooperate in the performance of a religious skill you may do so without using a dose of liao.

- Materials: Crafting a Mendicant Cassock requires no special materials. It takes two months to make one of these items.

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Meraud

Contents

- 1 Eternal of Summer

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Summer

Sobriquets

Meraud is sometimes called The Summer Enchanter.

In addition Meraud is sometimes called The Golden Magician or The Lord of Summer Stars. In Varushka he is called The Fire Mage and characterised as a particularly meddlesome volhov. He is sometimes called The Lord of the Lake in reference to his tower, which is apparently built on a great shrouded lake in the Summer Realm.

Appearance

Meraud appears as a magician with golden skin and a leonine mane. His body is often marked with spiral designs that shift and change over time - he claims that each spiral represents the skein of a mortal life that he is observing. He bears either a bandolier of wands, a pair of rods or a single staff. In all cases, these implements bear enchantments that help Meraud in his role of the master of Summer magics.

Traditionally he appears in a flowing robe, with a pointed hat similar to those favoured by itinerant volhov. He also commonly appears as a resplendent Freeborn hakima in red and gold with a tagelmust, and as a Varushkan volhov with a glowing staff. His seal, which often appears on a banner or as part of his costume, is a lion with a staff in its mouth.

Sometimes Meraud likes to appear incognito, disguising himself with simple enchantments. When he does so, he is always marked out by his apparent strong changeling lineage, by his manner and by the fact that he cannot refuse to answer to his name if he is challenged.

If there is a danger to dealing with Meraud it is that he is extremely mercurial even by the standards of the Summer eternals. He is prone to sudden enthusiasms and obsessions and unexpected outbursts of wrathful temper. He is said to have a poor memory, and finds it difficult to focus on the past or the future, always being more concerned about the here-and-now.

Meraud is often accompanied by apprentices and journeymen. Usually these are heralds or eternals, sometimes they are mortal youths who study magic with Meraud. According to these apprentices, Meraud's tower is a great castle that stands in the centre of an enchanted lake and serves as an academy of magical study. The few mortal children who have spent a season as a guest of Meraud have reported that it is an impossibly magical place full of golden fire, strange adventures and majestic fantastical beasts.

Concerns

The Golden Magician loves magic. He loves the power that it gives an individual, and the way that it can achieve acts of unparalleled potence. He is capable of performing magic himself, and most commonly performs powerful enchantments or potent acts of destruction or creation. He is something of a paradox - he regards the process of becoming powerful as less important than the act of being powerful. He approves as much of the magician who uses his heal spell to support his allies as he does of the coven that masters a powerful ritual. It is using magic that is important, not hoarding it.

His primary concern, however, is with magic that is majestic and awe inspiring. He himself is not especially imposing, but he wields magic that can shatter castles and transform green troops into powerful champions - at least for a time. Magic grants anyone who masters it prowess beyond the physical - there is often little relationship between the physical presence of a magician and the power they can wield. Meraud in many ways is the iconic "book who should not be judged by its cover".

He is always pleased to hear stories of mortals using their magic to overcome challenges and obstacles, and is known to enjoy setting such challenges himself on occasion. His enthusiasm is not always a positive thing - he sometimes creates obstacles and challenges without telling anyone what he is doing, disrupting and endangering mortal lives in the process.

He is especially prone to offer patronage to the Rod and Shield order and the Celestial Arch, but also has a soft-spot for the Unfettered Mind, finding their enthusiasm and inventiveness endlessly exciting. Those magicians who consistently develop new rituals, especially in the Summer Realm, or find impressive ways to use existing magic to overcome challenges, often attract his attention.

In Wintermark he is associated with the runes Verys and Tykonus.

Boons

Meraud offers boons to magicians, enhancing and empowering their mastery of Summer lore. More than many other magically-inclined eternals, Meraud also favours those who specialise in raw spellcasting especially those who use empower and the various other offensive incantations.

He is known to have little interest in most crafted items, but to be endlessly fascinated by the items mortals craft to increase and use their magical power - robes, implements, mage armour and ritual paraphernalia especially. He is said to be capable of creating several unique magical staffs, and may do so for the correct inducements.

On occasion Meraud may be prevailed upon to help perform an impossible act - a powerful magical creation or destruction. In the past he has helped to call down a star to devastate an enemy fortification, created an unquenchable forest fire, and carved a great citadel out of the side of a mountain. He demands a high price for such assistance, and it usually involves a small fortune in crystallised mana.

The ritual From the Mouths of Babes allows communication with Meraud. Along with Golden Ramparts, it was entered into Imperial Lore at the urging of the Summer Mage.

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Mercantile investment

Contents

- 1 Overview

- 2 Title Creation

- 3 Cost and Time

- 4 Limitations

- 5 Sinecures

- 5.1 Keeper of the Spice-Gardens

- 6 Ministries

- 6.1 The Walker on the Osseus Path

- 7 Great Works

- 7.1 The Caricomare Quays

Overview

The Senate has the power to commission mercantile investments - great works of construction that contribute to the wealth and affluence of the Empire. Mercantile investments usually involve the creation of a large structure or sequence of structures - they always require an amount of mithril, white granite or weirwood to be used. The resource needed matches that used to improve the personal resource the investment most resembles.

Title Creation

Some of these great works result in the creation of new Imperial titles - although these great works are too vast for one individual to operate (in the sense that an Imperial citizen might operate their own personal resource) - accepted practice is that a single worthy citizen is appointed with the responsibility to utilize the benefits of the great work in the best interests of the Empire.

Where a title is created, the senate must decide which arm of the Imperial government will control the appointment of that title. This decision is handled with a procedural vote by the Senate when the commission is completed.

Cost and Time

All mercantile investments require a substantial investment of mithril, white granite or weirwood - at least ten wains. Unlike military procurement - there is no fixed cost to create a mercantile investment - the more wains that are committed to the construction - the more productive the final work will be. The civil service are usually able to produce relatively accurate forecasts of how much benefit might be obtained for a construction of a given size.

For example; the senate decides to create the sinecure title of "Seneschal of the Silver Birches" to receive the benefit from a large forest reservation in Upwold to produce amounts of iridescent gloaming. Land is put aside, and the civil service confirms that the project will need quantities of white granite. If the character overseeing the project provides at least ten wains of white granite then the sinecure is created representing several acres of pristine forest. If the character provides more white granite then the sinecure becomes more impressive and provides greater amounts of iridescent gloaming.

All mercantile commissions up to 40 wains in size take at one season to complete - but the larger they are, the longer they take. For each additional 40 wains committed to a mercantile construction - one extra season is required to complete the construction. Due to the time-scales and the costs involved, the senator who is arranging the commission may provide the materials in stages.

Limitations

Commissions never provide white granite, weirwood, mithril or ilium. Such resources are so valuable, that the Empire has already expended every throne to maximise their production. An opportunity might provide the Senate with a way to access additional materials, but the only predictable way for the Empire to increase the supply of these precious materials is for the Imperial armies to capture the sources of them.

Commissions never provide national votes to the character who holds them; a sinecure described as a great apple plantation in the Marches does not allow the character who holds the title to have additional votes in the Marcher senatorial elections. The character gains a fixed production from the sinecure, not control and ownership of the commission itself. Rituals that enhance personal resources provide no extra production to a commission, any excess that is gained in this way is taken by the people who work the commission - they do not accrue to the Imperial citizen who holds the title.

A commission must have a physical location - one or more specific regions in the Empire. For example, the Spice Gardens of Feroz are in Feroz in the Brass Coast. If that region or territory is lost, or struck with a blight, then the spice gardens will be lost or blighted.

Sinecures

A senate motion may call for the construction of an establishment capable of producing wealth - money, herbs, resources or similar. This motion automatically results in the creation of a sinecure - an Imperial title conferred on whoever is appointed to be responsible for the wealth produced.

A sinecure is very similar to a personal resource such as a farm or mine in that it provides a set amount of resources to the character who holds the position at the start of each event. Unlike a personal resource, however, the sinecure cannot be upgraded or diversified and there are no decisions to be made about what the position provides or how it does so. A sinecure that produces liao will not come with an option to sell that liao in downtime, a sinecure that produces green iron cannot be paid to produce more in the way a green iron mine could.

Sinecures are not affected by rituals that target a personal resource. A ritual that increases the production of a green iron mine will not affect a sinecure that produces green iron.

It is usually considered the responsibility of the character with the Imperial title to address any problems that might beset the resources represented by the sinecure. For example, if Thule reavers are raiding the mines overseen by the Lady of the Upper Halls, then the Empire would normally expect that character to deal with the problem.

Keeper of the Spice-Gardens

An example of a sinecure is the Freeborn title of Keeper of the Spice Gardens. The legendary Spice-Gardens of Feroz - a set of heavily-walled enclosures covering several acres where the finest spices in the Empire are grown - bring with them an Imperial sinecure that is appointed by the Senators of the Brass Coast. While any Freeborn citizen might try to claim the position, the families of Feroz have worked hard over the last several centuries to ensure that it remains in their hands rather than being claimed by someone resident in another territory. Following a bout of ill-health, the previous Keeper of the Spice Gardens, Jeyah i Sadin i Guerra, sadly passed away during a Freeborn celebration in Autumn 377YE. Some families of the Brass Coast are already preparing their campaigns to claim the title.

This sinecure produces several doses of the finest Cerulean Mazzarine in the Empire every season.

Ministries

A ministerial position is an Imperial title that empowers the holder to purchase one or more valuable resources. The Senate can create ministries that allow the title holder to exchange money for materials such as green iron or weltsilver (but not ilium, mithril, white granite or weirwood), crystal mana and herbs.

Ministerial titles empower the character who holds them to turn their wealth into advantage for themselves or for another organization. Many ministries have been appointed over the years with specific goals or the support of specific structures in mind. A ministry differs from a sinecure in a number of ways, but the most obvious is that the sinecure provides a specific income of set materials, while a ministry is potentially able to purchase large amounts of material as their needs and opportunities dictate.

A ministerial position allows a character to purchase specific goods at a set price. During downtime the character with this Imperial title can spend money from their inventory to purchase specific materials.

Each minister has a specific set of options as to what they may purchase and at what price. Ministers spend their money and make their choices during downtime from their character page. Resources purchased are placed in the inventory when the downtime is processed. The specific choices the character can make depend on the nature of the ministerial position and the number of wains spent setting the position up.

For example, a minister who is appointed to operate a vast Mana market in Morrow might have the choice of whether to buy 21 mana crystals for 18 crowns; 42 mana crystals for 36 crowns; or 63 mana crystals for 54 crowns. They could not spend 9 crowns to buy 7 mana crystals.

The Walker on the Osseus Path

The Walker on the Osseus Path was a ministerial position created in the time of Emperor James and charged with acquiring marrowort from all over the Empire to be used on Imperial battlefields to reduce deaths due to serious traumatic injuries. Sadly, successive holders of the title became increasingly corrupt, demanding higher and higher prices for the marrowort they purchased through their title, and in the reign of Emperor Ahraz the title was formally dissolved.

Great Works

Great works are the most impressive of all the possible mercantile investments - these huge infrastructure investments cost at least 40 wains per territory to create but they result in significant increases in production for everyone in the territory who is affected by them.

Although great works are large - they do not result in the creation of a title - the benefits of a great work are split between the occupants of a territory, they do not accrue to an individual.

When a senator proposes a great work, they must identify the territory and resource that the great work will target. There are no options or choices for a great work - and the individual benefits are always uncertain. The size and effectiveness of the great work sets the total size of the benefit that accrues to everyone in the territory - this benefit is divided equally between the affected players of that nation each season (in the setting there are wide reaching benefits to other NPCs but these are ignored when calculating returns for play balance reasons).

The civil service can provide estimates on the total benefit that will accrue from the completion of a great work in a territory. These estimates are only valid for the current state of the territory - if the region is invaded - or other great works are completed in the mean-time then the returns may diminish.

Only members of a nation may benefit from a great work - a vast series of forges throughout Skarsind might provide a bonus to all Wintermark military units based in the territory - but Wintermark characters dwelling in other territories - and characters from other nations would not benefit from the great work.

The Caricomare Quays

Carciomare was once home to a vast array of brilliant mechanical quays. The design of the quays incorporated bladders which allowed them to be inflated or deflated using a huge central bellows - causing the quays to rise up out of the water. This odd ability made it much quicker and easier for ships of all berths to be unloaded at the quays. The result was an improvement in the productivity of every League vessel that operated out of Sarvos.

Sadly the Quays were lost when Caricomare was flooded in 348YE.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mercantile_investment&oldid=25817"

Mercantile investment (Redirected from Mercantile investments)

Contents

- 1 Overview

- 2 Title Creation

- 3 Cost and Time

- 4 Limitations

- 5 Sinecures

- 5.1 Keeper of the Spice-Gardens

- 6 Ministries

- 6.1 The Walker on the Osseus Path

- 7 Great Works

- 7.1 The Caricomare Quays

Overview

The Senate has the power to commission mercantile investments - great works of construction that contribute to the wealth and affluence of the Empire. Mercantile investments usually involve the creation of a large structure or sequence of structures - they always require an amount of mithril, white granite or weirwood to be used. The resource needed matches that used to improve the personal resource the investment most resembles.

Title Creation

Some of these great works result in the creation of new Imperial titles - although these great works are too vast for one individual to operate (in the sense that an Imperial citizen might operate their own personal resource) - accepted practice is that a single worthy citizen is appointed with the responsibility to utilize the benefits of the great work in the best interests of the Empire.

Where a title is created, the senate must decide which arm of the Imperial government will control the appointment of that title. This decision is handled with a procedural vote by the Senate when the commission is completed.

Cost and Time

All mercantile investments require a substantial investment of mithril, white granite or weirwood - at least ten wains. Unlike military procurement - there is no fixed cost to create a mercantile investment - the more wains that are committed to the construction - the more productive the final work will be. The civil service are usually able to produce relatively accurate forecasts of how much benefit might be obtained for a construction of a given size.

For example; the senate decides to create the sinecure title of "Seneschal of the Silver Birches" to receive the benefit from a large forest reservation in Upwold to produce amounts of iridescent gloaming. Land is put aside, and the civil service confirms that the project will need quantities of white granite. If the character overseeing the project provides at least ten wains of white granite then the sinecure is created representing several acres of pristine forest. If the character provides more white granite then the sinecure becomes more impressive and provides greater amounts of iridescent gloaming.

All mercantile commissions up to 40 wains in size take at one season to complete - but the larger they are, the longer they take. For each additional 40 wains committed to a mercantile construction - one extra season is required to complete the construction. Due to the time-scales and the costs involved, the senator who is arranging the commission may provide the materials in stages.

Limitations

Commissions never provide white granite, weirwood, mithril or ilium. Such resources are so valuable, that the Empire has already expended every throne to maximise their production. An opportunity might provide the Senate with a way to access additional materials, but the only predictable way for the Empire to increase the supply of these precious materials is for the Imperial armies to capture the sources of them.

Commissions never provide national votes to the character who holds them; a sinecure described as a great apple plantation in the Marches does not allow the character who holds the title to have additional votes in the Marcher senatorial elections. The character gains a fixed production from the sinecure, not control and ownership of the commission itself. Rituals that enhance personal resources provide no extra production to a commission, any excess that is gained in this way is taken by the people who work the commission - they do not accrue to the Imperial citizen who holds the title.

A commission must have a physical location - one or more specific regions in the Empire. For example, the Spice Gardens of Feroz are in Feroz in the Brass Coast. If that region or territory is lost, or struck with a blight, then the spice gardens will be lost or blighted.

Sinecures

A senate motion may call for the construction of an establishment capable of producing wealth - money, herbs, resources or similar. This motion automatically results in the creation of a sinecure - an Imperial title conferred on whoever is appointed to be responsible for the wealth produced.

A sinecure is very similar to a personal resource such as a farm or mine in that it provides a set amount of resources to the character who holds the position at the start of each event. Unlike a personal resource, however, the sinecure cannot be upgraded or diversified and there are no decisions to be made about what the position provides or how it does so. A sinecure that produces liao will not come with an option to sell that liao in downtime, a sinecure that produces green iron cannot be paid to produce more in the way a green iron mine could.

Sinecures are not affected by rituals that target a personal resource. A ritual that increases the production of a green iron mine will not affect a sinecure that produces green iron.

It is usually considered the responsibility of the character with the Imperial title to address any problems that might beset the resources represented by the sinecure. For example, if Thule reavers are raiding the mines overseen by the Lady of the Upper Halls, then the Empire would normally expect that character to deal with the problem.

Keeper of the Spice-Gardens

An example of a sinecure is the Freeborn title of Keeper of the Spice Gardens. The legendary Spice-Gardens of Feroz - a set of heavily-walled enclosures covering several acres where the finest spices in the Empire are grown - bring with them an Imperial sinecure that is appointed by the Senators of the Brass Coast. While any Freeborn citizen might try to claim the position, the families of Feroz have worked hard over the last several centuries to ensure that it remains in their hands rather than being claimed by someone resident in another territory. Following a bout of ill-health, the previous Keeper of the Spice Gardens, Jeyah i Sadin i Guerra, sadly passed away during a Freeborn celebration in Autumn 377YE. Some families of the Brass Coast are already preparing their campaigns to claim the title.

This sinecure produces several doses of the finest Cerulean Mazzarine in the Empire every season.

Ministries

A ministerial position is an Imperial title that empowers the holder to purchase one or more valuable resources. The Senate can create ministries that allow the title holder to exchange money for materials such as green iron or weltsilver (but not ilium, mithril, white granite or weirwood), crystal mana and herbs.

Ministerial titles empower the character who holds them to turn their wealth into advantage for themselves or for another organization. Many ministries have been appointed over the years with specific goals or the support of specific structures in mind. A ministry differs from a sinecure in a number of ways, but the most obvious is that the sinecure provides a specific income of set materials, while a ministry is potentially able to purchase large amounts of material as their needs and opportunities dictate.

A ministerial position allows a character to purchase specific goods at a set price. During downtime the character with this Imperial title can spend money from their inventory to purchase specific materials.

Each minister has a specific set of options as to what they may purchase and at what price. Ministers spend their money and make their choices during downtime from their character page. Resources purchased are placed in the inventory when the downtime is processed. The specific choices the character can make depend on the nature of the ministerial position and the number of wains spent setting the position up.

For example, a minister who is appointed to operate a vast Mana market in Morrow might have the choice of whether to buy 21 mana crystals for 18 crowns; 42 mana crystals for 36 crowns; or 63 mana crystals for 54 crowns. They could not spend 9 crowns to buy 7 mana crystals.

The Walker on the Osseus Path

The Walker on the Osseus Path was a ministerial position created in the time of Emperor James and charged with acquiring marrowort from all over the Empire to be used on Imperial battlefields to reduce deaths due to serious traumatic injuries. Sadly, successive holders of the title became increasingly corrupt, demanding higher and higher prices for the marrowort they purchased through their title, and in the reign of Emperor Ahraz the title was formally dissolved.

Great Works

Great works are the most impressive of all the possible mercantile investments - these huge infrastructure investments cost at least 40 wains per territory to create but they result in significant increases in production for everyone in the territory who is affected by them.

Although great works are large - they do not result in the creation of a title - the benefits of a great work are split between the occupants of a territory, they do not accrue to an individual.

When a senator proposes a great work, they must identify the territory and resource that the great work will target. There are no options or choices for a great work - and the individual benefits are always uncertain. The size and effectiveness of the great work sets the total size of the benefit that accrues to everyone in the territory - this benefit is divided equally between the affected players of that nation each season (in the setting there are wide reaching benefits to other NPCs but these are ignored when calculating returns for play balance reasons).

The civil service can provide estimates on the total benefit that will accrue from the completion of a great work in a territory. These estimates are only valid for the current state of the territory - if the region is invaded - or other great works are completed in the mean-time then the returns may diminish.

Only members of a nation may benefit from a great work - a vast series of forges throughout Skarsind might provide a bonus to all Wintermark military units based in the territory - but Wintermark characters dwelling in other territories - and characters from other nations would not benefit from the great work.

The Caricomare Quays

Carciomare was once home to a vast array of brilliant mechanical quays. The design of the quays incorporated bladders which allowed them to be inflated or deflated using a huge central bellows - causing the quays to rise up out of the water. This odd ability made it much quicker and easier for ships of all berths to be unloaded at the quays. The result was an improvement in the productivity of every League vessel that operated out of Sarvos.

Sadly the Quays were lost when Caricomare was flooded in 348YE.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mercantile_investment&oldid=25817"

Mercantilist's Mask

Description

The Mercantilist's Mask provides the wearer with a greater understanding of the tides and rivers of wealth that flow through the Empire and beyond; they learn to better manipulate such forces to benefit business. It is rare for one of these masks not to incorporate a Wintermark rune - most often Pallas the Rune of Wealth. Some artisans make use of subtle Queros or serendipitous Ull. Outside Wintermark, the rune is often inscribed on the interior of the mask, often in such a way that it will rest just above the lips of the wearer.

These masks are seldom opulent or bejewelled, instead preferring a subtle touch of gold trim or silver inlay on a plain and well crafted base. Coins are an obvious motif to include when fashioning such an item; in the Brass Coast a popular form of this mask is a lower-face veil composed of two dozen ring coins bound together with orichalcum wires called (unsurprisingly) a Veil of Rings.

Fish are sometimes used - the scales of a fish can appear metallic, and they navigate literal tides in the same way the magician seeks to navigate metaphoric economic tides (as well as having obvious resonance with the Art of the Deal ritual). In Varushka the mask may be engraved with bees, but a mask in the shape of a squirrel may also work well with the magic employed (the squirrel is wise, but it also collects and stores nuts in a way that has obvious resonance to the behaviour of a business owner).

As with all the magical masks, these foci are used to grant additional power to perform ritual magic. In this case, the Mercantilist's Mask empowers the Streams of Silver, Rivers of Gold, and Art of the Deal rituals. All three rituals deal with the accumulation of wealth; subtly nudging synchronicity to ensure a steady flow of coins into the pockets of a business owner.

By itself, it will allow even a novice autumn ritualist to perform Streams of Silver without having mastered it and without the assistance of a coven. It is sufficient to empower that simple ritual enough to let a ritualist add one or two additional businesses to a performance depending on the mastery of the wearer. It is not quite so impactful when used to perform Rivers of Gold or Art of the Deal - in theory, it might allow a master of Autumn magic who is familiar with the ritual to perform it by themselves (perhaps one who has access to an appropriate potion or ritual staff). More likely it will help a coven gather sufficient power to perform the ritual with limited mastery, or enchant an additional business or fleet that might otherwise be beyond their power with a single performance.

Rules

- Form: Talisman. Takes the form of a ritual focus. You must be wearing this item or holding it in hand to use its magical properties.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Gain 1 rank for the Streams of Silver, Rivers of Gold, and Art of the Deal rituals, subject to the normal rules for effective skill.

- Materials: Crafting a Mercantilist's Mask requires five ingots of orichalcum, three measures of dragonbone, and three measures of iridescent gloaming. It takes one month to make one of these items.

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Mercenary Banner

Description

Mercenary banners are an old magical item whose invention dates back to the early days of the Empire. When the Urizen joined the Empire, it was their Sentinel Gate that allowed the elite forces of the Empire to be so effective on the battlefield. The only drawback was the way the essential nature of the Gate made life difficult for mercenary groups and other military bands. Such groups could choose to fight with their nation - or not at all. In response, Alda de Tassato, the infamous leader of the Silver Blades Carta, did a deal with the eternals of the Autumn for a year of service in return for help creating the schema for the first mercenary banner. She named the item the Gonfalon of Prosperity - but today most folk simply call them mercenary banners.

Centuries after their creation these banners remain most popular among the Free Companies of the League - but despite the name their use is not solely restricted to mercenary companies. They are also used by companies of Urizen sentinels, for example, who embrace the doctrine of offering assistance at the vital moment on foreign battlefields. Some bands may make temporary use of a mercenary banner to allow them to fight alongside allies when their nation is committed elsewhere - for example several companies of Hercynian thorns fought alongside their Wintermark allies in Skarsind before that territory was originally lost to the Thule, even though the rest of the Navarr nation was committed against the Jotun in the west.

Rules

- Form: Gonfalon. Takes the form of a gonfalon decorated with the banner's symbol.

- Effect: A banner bonded to this gonfalon may travel to a battle that their national banner is not attending.

- Materials: Crafting a mercenary banner requires eighteen measures of dragonbone, seven ingots of green iron, five ingots of orichalcum, and nine measures of iridescent gloaming. It takes one month to make one of these items.

A mercenary banner can only be invoked during the Muster of the Imperial Military Council. This is the point where the Imperial generals agree which nations will fight on which side of the battle. The enchantment is activated by the band member swearing an oath of service which must be accepted by the Imperial general whose nation the band will fight with. Every single character that is a member of the band at the point where the magic is invoked is affected by the enchantment. From that moment they may only use a major conjunction of the Sentinel Gate with the nation they have sworn to serve for the remainder of that event. A ref is required to activate the enchantment.

A mercenary banner allows a band to fight on Saturday rather than Sunday - or vice versa - it does not allow a group to fight in both battles. Regardless of any in-character considerations, all players are always obliged to follow the rule to monster one battle if they play the other.

The power of the Sentinel Gate is limited; to avoid disaster, the generals must balance the sides they will send on each conjunction using the numbers provided for them by the civil service. When a group activates their mercenary banner - the civil service will provide all the generals with updated numbers taking account of the effective change of nation by the band for that event. The generals can then balance their forces in light of the fact that the mercenary banner will be fielded alongside another nation.

General Dhana i Riqueza stared at the young boy stood before him, her incredulous expression revealing her disbelief. "Where is Captain Mateusz?" she demanded.

The boy straightened slightly, and smiled. He couldn't be more than thirteen years, but he looked the Freeborn general square in the eye. "Drunk sir. Three sheets to the wind. I'm here to give the oath."

The boy looked nervous, his hand clenched tight on the banner pole. Perhaps he was drunk as well and it was the only thing holding him up. The Hakima snorted with derision. "I'm not paying to hire a boy - let alone one not old enough to be blooded on the field. Get me your captain. NOW!" There were only minutes left until the end of the muster - the boy had better run and get his captain or the whole damn plan was going to fall apart.

"Captain always get drunk the night before a battle sir. Says it's best to fight with a hang-over. I'm here to swear the oath."

"I'm not paying seven thrones for a boy's oath." She turned her back on the boy, sighing as she did so. Now everything would have to be planned again.

The sound of the steel shod foot of the banner pole slamming into the wooden floor echoed round the Senate, silencing the room. The boy reached up and untied the banner allowing it to unfurl under its own weight. A blood red eagle rampant stared down at the Freeborn general.

"I am Patryk van Temeschwar, oath-sworn banner-man of the Holberg Eagles. I swear the Eagles will take the field for you. And you owe me seven thrones."

The Hakima general eyed the banner - the gonfalon - and silently cursed herself for a fool. She'd never seen a mercenary banner before but she remembered too late what the scrivener had told her of how they worked. The oath the boy had sworn would bind his whole banner to her if she accepted it. He might look barely old enough to pass citizenship but if the Eagles trusted him enough to give him their colours... then she was done under-estimating him.

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Merciless Wrath of the Reaver

Contents

- 1 Rules

- 1.1 Spring Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a military unit. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The military unit gains a significant boost to its effective rank, provided it engages in paid work. This temporary bonus increases the effective fighting force of the unit by 60, the equivalent of 3 normal upgrades.

When the ritual is complete, the character who controls the target resource experiences a roleplaying effect; they feel aggressive and ready to solve any problem with violence; they have little patience for anything that gets in the way of their immediate gratification. The effect persists for at least ten minutes..

The effect lasts until the start of the next Profound Decisions Empire event. If the owner of the resource does not attend the next event, then the additional production provided by the resource is still added to that character's inventory. If the military unit does not engage in raiding during the next downtime, the ritual has no effect.

Additional Targets

This ritual can affect additional military units belonging to characters in the same banner. Each additional military unit increases the magnitude by 6. The character who controls each military unit must be present throughout the ritual.

Description

This enchantment grants a military unit vigour and primitive strength, and heightens their aggression. The more bloodthirsty they are, the more the magic of Spring encourages them and strengthens them. It encourages the members of the unit to deal with problems directly, and with violence, and their willingness to "get stuck in" often takes their opponents by surprise. If they operate in more restrained activity such as fighting alongside a campaign army, or garrisoning a fortification the enchantment quickly fades.

It is common for those who receive the benefit of the spell to offer a portion of any plunder they gain in the coming season to the ritualists, although this is by no means mandatory - not least because some ritualists prefer to be paid in advance rather than trust to the short memories of raiders.

The Merciless Wrath of the Reaver can be a little risky. The soldiers in a military unit are unlikely to direct their violence inwards unless they are already on the verge of turning on each other, but there are stories of bloodthirsty warriors who lost the last vestiges of humanity under the influence of this enchantment. This effect is especially pronounced if the enchantment is placed on a unit of Imperial Orcs, who are often already in danger of giving in to violent urges

The nature of the paid work the unit undertakes is likely to influence how the ritual effects the soldiers. For example, if they engage in a raid against barbarians or bandits they are much more likely to attack ferociously to kill or cripple their opponents as quickly as they can and show little mercy. A band of soldiers engaged in providing additional muscle to a business, in contrast, are much more likely to beat a troublemaker up and throw them into the street than to murder them in cold blood, while a sortie into dangerous territory to raid a lost ruin is likely to see a lot of doors being kicked in, and any monsters encountered torn limb-from-limb.

This ritual is sometimes called Across the Boundary, especially in The Marches, where they have a well-developed sense of 'their' land as opposed to barbarian lands - as well as a nod to the potential for the enchantment to cause the military unit to "cross a line" socially or morally. In The League and Highguard it is commonly called Bloodthirsty Blades because of the way it encourages soldiers to fight mercilessly against their opponents.

Common Elements

The ritual fills a fighting force with both vigour and bloodlust. Ritual performances often include the evocation of the rune of storms or the constellation of The Claw. Blood is often shed during this ritual, often mixed with a cup or bowl of water or spirits and shared by the targets. Sometimes the ritual involves the targets cutting themselves with a blade and swearing oaths to be merciless in pursuit of their prey. There are often invocations of wolves or other predatory animals, especially dire beasts and occasionally manticores during the performance of Merciless Wrath of the Reaver.

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Merlot

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Miaren

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

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 Seren

- 3.2 The Golden Trees of Seren

- 3.3 Brock's Toll

- 4 Minor Settlements

- 4.1 Rhonwen’s Fall

- 4.2 The Pool of Silver Clouds

- 5 Regions

- 5.1 Goldglades

- 5.2 Holtford

- 5.3 Oakways

- 5.4 Greenfalls

- 5.5 Serenael

- 6 OOC Notes

Overview

In the south is Miaren, a forest of golden trees and fair winds, that lies on the border between Dawn and the Marches. In the early years of the Empire the Vallorn at Miaren was completely destroyed and at the heart of the forest the ruins of the city Seren reclaimed, to be slowly rebuilt. It is now considered the heartland of the Navarr nation, and a symbol of what can be achieved.

Recent History

Miaren is the heartland of the Navarr. Unlike other Navarr territories, conflict here arises either from the internal politics of the Navarr, or from conflicts between stubborn groups of Marcher and Dawnish yeomen brawling across the invisible "border" between their two nations,

Major Features

Seren

A fallen city of Terunael once the heart of a vallorn. In the early years of the Empire, in 27YE, the vallorn of Miaren was defeated, and the ruins of Seren reclaimed from the forest. A third of the ruins themselves are given over to a weirwood forest. The remaining two-thirds are occupied by the town of Seren built in the ruins in the decade following the liberation of the territory. It the largest permanent settlement of the Navarr in the Empire. In contrast to the larger settlements of the other nations, Seren is composed of a number of interlocking steadings, each technically separate to the others, but entwined in an interdependent relationship. When the steadings need to make decisions as a group, a council of brands is formed to discuss the matter and reach a consensus. This model is often reflected in informal arrangements between Navarr groups across the Empire.

The ruins of Seren have been extensively explored and catalogued, and many of the facts the Empire knows about the Terunael were uncovered here. At the height of Terunael, Seren was a city known for its scholars and poets, and for both colleges and military academies. Several of these buildings were reclaimed when the vallorn fell, and while no writing survived exposure to the heart of corruption, a combination of divination magic and tireless archaeology slowly teased our some of the secrets of the Terunael.

In early 377YE a number of fortified watchtowers and secure campsites were built around Seren, providing local bandit-hunters and scouts safe places to use in their pursuit both of lawbreakers and opportunistic orc raiding parties. The project was overseen by Henry Ward (senator for Upwold) as part of a larger Senate initiative to provide protection to towns throughout the Empire. The defences are not sufficient to qualify Seren as a fortification, but have helped reduce outlawry throughout the territory.

A recent exploration discovered a mystical flame in a hidden chamber behind a waterfall here, which was expanded to create the Eternal Flame of Miaren.

The Golden Trees of Seren

The Golden Trees of Seren is a Bourse resource located in Serenael. Custodianship of the Quarry is an Imperial Title that brings with it a Seat on the Imperial Bourse. It produces 28 Imperial wains of weirwood every season. Control is allocated to any Imperial citizen by open auction during the Winter Solstice.

Brock's Toll

Brock's Toll is a famous toll bridge situated roughly halfway between Dawn and the Marches, but historically claimed by both. While it isn't much used by wealthy merchants or nobles, the road that this bridge lies on carries most of the agricultural traffic between Dawn and the Marches. The bridge is associated with a sinecure, contested between the Marchers and the yeomen of Dawn.

Minor Settlements

Rhonwen’s Fall

In less peaceable times, when the Navarr spent more time hiding from barbarians than hunting them, it was a refuge named Sanctuary Falls. It was reamed in 30YE in honour of the archmage Rhonwen who gave her life to hep defeat the vallorn of Miaren. The steading is built into the cliff under falls that feed the upper reaches of the Gancio. The settlement attracts scholars from across the Empire who wish to study the swirling intricate designs that the first Navarr carved into the rocks here, designs that contain information about trods and old ritual dances.

The Pool of Silver Clouds

A still pool in a quiet glade which, whatever the weather, reflects silver clouds and a blue sky. It is said that some Vates can divine the future in the waters of the pool.

Regions

Goldglades

Quality: Forest

The Goldglades are named partly for the great stands of ancient oaks that grow here, and partly for the rich bounty of ambergelt that the forest workers harvest here. The steadings of Goldglades are some of the wealthiest in Miaren and indeed Navarr. The Eternal Family Striding hold a small (by Goldglades standards but still lavish for a Navarr from Therunin) Wayhouse here where they can often be contacted.

Holtford

Holtford is a thriving region, known for its orichalcum mines and deep clay pits rich in dragonbone. The large steading of Holt that stands near the southern borders historically served as a staging post for expeditions to explore the land claimed by the Miaren vallorn. In recent centuries, it has become better known for the quality and strength of their pottery, and for its merchants. Traders who wish to avoid Temeschwar (for whatever reason) commonly pass through Holt on their way between Highguard and Wintermark, and some of the largest and wealthiest wayhouses in Navarr are found here.

The Nighthaven Steading was founded near Holt, and known to produce politically and economically savvy Navarr who regularly send one of their own to represent their people in the Imperial Senate.

Holtford was also the site of a so-called "Alchemical Workshop", a peculiar tower of white granite apparently dedicated to the eternal Murit that functioned as an workshop for studying "the transformation of base matter". The structure was commissioned by the Imperial Senate during the Winter Solstice 380YE summit, and work was completed shortly before the Spring Equinox 381YE. A year later, shortly before the Spring Equinox 382YE, the tower disappeared. Where it once stood is a circular pool of clear, fresh water. The water appears entirely mundane, but anyone who looks at their reflection in the pool sees themselves as they might have been had they made different choices at some point in their lives. At night, the night skies reflected in the pool bear no relationship to the actual stars in the skies above them. According to locals, a peculiar creature frequents the pool, emerging from its depths on nights of the half moon to speak to scholars of night magic who visit the area. It has been dubbed "Darkwater Pool" by residents of the area.

Oakways

Greenfalls

Serenael

The ruins of the Terunael city of Seren lie in northern Serenael; this is where the dark heart of the Miaren vallorn lay. The Golden Trees of Seren is a sprawling weirwood forest that covers much of northern Serenael and encompasses roughly a third of the Terunael ruins. It is also the site of the Golden Orchards, a sinecure that provides the Granger with a bounty of crystal mana. The rest of the ruins are given over to the largest permanent Navarr settlement - the town of Seren.

The Leafstalker Striding are a modern band of Navarr based out of Serenael, famed for their signature cloaks that allow them to blend in with the weirwood trees of the region.

OOC Notes

- The Navarr (and by extension the Empire) control all the regions of Miaren. It is firmly an Imperial territory.

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Miaren (song)

Original Song by Jamie Wakefield (https://soundcloud.com/jamie-wakefield/miaren)

Chords: Stanza 1&2 - C#m E A C#m A F#m C#m, Stanza 3 - A C#m A E, A G#m F#m B, Stanza 4 – C#m E C#m E A F#m C#m, Bridge - A G#m F#m B x2, Coda - C#m E C#m E A F#m C#m x2.

Verse 1 Miaren, Miaren, Will we meet again, At journey's end, Miaren?

Oh dream, oh jewel, Of Terunael, Do tell me when, Miaren.

How I recall, Your towers of yore, That once filled the blue skies, Now ruined and worn.

But then, Miaren, We'll see you again, In new Seren, Miaren.

Verse 2 Oh new, Seren, Our only haven. From you we will, Rebuild.

Our dream, our jewel, Of Terunael, Begins anew, with you.

But oh... the road, Calls ever to roam, And walking the long trods, I long for my home.

But then, Seren, I'll see you again. At Journey's end Miaren

Bridge (Repeat a few times) But the road, but the road, Calls ever to roam. And walking the long trods, I long for my home.

Coda But then, Seren, I'll see you again, When journey's end, Miaren.

When journey's end, Miaren.

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Midwife's Recourse

Contents

- 1 Rules

- 1.1 Spring Magnitude 4

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 4

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The ritual targets an unborn baby. The mother of that baby must be present throughout the performance of the ritual.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The unborn baby or babies will be carried to term safely, and be born live and well. Both mother and baby are protected from sickness, weakness and other complications that might arise during the pregnancy.

The enchantment lasts until the child is born.

Description

Despite the obvious benefits of the ritual, Midwife's Recourse is viewed with suspicion by many. who fear that exposing an unborn child to the magics of the Spring realm risks tainting them with the Briar lineage. Some briar parents, by contrast, seek the spell out specifically because they hope it will encourage their offspring to develop the briar trait, fearing that their progeny might otherwise reject them when they come of age.

Imperial scholars have found no concrete evidence that the ritual has any negative effects on child or mother. Only the most extreme individuals would place concern that a child might develop lineage above the safety of mother and baby, and even in the most reactionary parts of the Empire this ritual is used to help with difficult pregnancies.

Even the more suspicious magicians agree, however, that this ritual creates an enchantment on the unborn child, rather than the mother. Consequently, it is generally held that further enchantments, or the use of further Spring magic, that target the mother should have little effect on the baby itself.

Many midwives or physicians see the use of this ritual to be a blessing, but just as many prefer to make use of it only during difficult pregnancies, reassuring expectant parents that there is no need for the magic in routine pregnancies. Despite this it is very much favoured by mothers who must enter high-stress environments during the term of their pregnancy, allowing them to remain active right up to the weeks before birth.

The performance of this ritual is often combined with a meal to celebrate the coming birth, with friends and family often giving presents intended for the child to the expectant parents. In Dawn the Weaver cabal performing the ritual will often provide carefully woven swaddling, or an embroidered sling, intended as gifts for the child to offer it protection even after it is born. It is not uncommon, especially in Varushka, The Marches and The Brass Coast for one or more of the magicians who performed this ritual to be present at the birth.

The ritual is equally effective on animals as it is on humans, although the expense rarely makes it worth the effort of using it to protect a pig, ox or goat.

Common Elements

The most common element used in this ritual is the rune Bravash although there are some magicians who are unsettled by the implication of comparing a human to a goat or other domestic animal. The rune Verys may also be appropriate, especially if the woman targetted by the spell is a warrior. Some ritualists may invoke the name of the Eternal Yaw'nagrah, but this is rare due to unfounded concerns that this further increases the likelihood the child will have the Briar lineage.

Evocations of protection, health and warding are frequently combined with promises to protect mother and child; recitations of the child or the mother's lineage (especially among the Freeborn); invocations of the bonds of Loyalty between family and friends; or the use of herbs to soothe and strengthen the expectant parents.

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Miekarova

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 Mormyk

- 3.2 The Painted Caves

- 3.3 The Razors

- 3.4 The Night Quarry

- 3.5 The Icy Crag of the Eternal Sun

- 3.6 Heart of the Tempest

- 3.7 Grimhold

- 3.8 Embassy to Otkodov

- 4 Regions

- 4.1 Dupadealuri

- 4.2 Miechernya

- 4.3 Mieriada

- 4.4 Perumaki

- 4.5 Srodkoja

- 5 OOC Notes

Overview

Miekarova is more heavily forested than the rest of Varushka. It is known for its furs, for its hunting, and for its particularly harsh winters. Snow regularly falls here for up to six months in the year, and it is common for vales to be snowed-in during the darkest months - months when eerie lights often dance in the sky. The wolves of Miekarova are especially savage, and every few years or so gather in great hordes that sweep down out of the north, threatening the unwary and causing widespread trouble until they are eventually dealt with. Plaguewulfs are more common here than anywhere else in Varushka, and the sovereign believed to be their progenitor, The Howling Queen, is said to slumber somewhere beneath the hills of north-eastern Miekarova.

Noted for beautiful painted caves beneath several of the larger ranges of hills, it was also the heart of Ushkan mysticism in the dim days long before the foundation of the Empire. It was in Miekarova that the Imperial Faith found its deepest roots in Varushka, and there are a number of vale here that surround churches and shrines to the Way. The priests here are especially vigilant against the dangers of the dark winters and the monsters that come with it, and several warden fellowships make a practice of spending their winters here to offer additional assistance.

Recent History

Major Features

Mormyk

In Mierchernya, Mormyk is the furthest western vale and closest to the territory of Skarsind. It enjoyed a long history of good relations with the people of Krysse. Varushkan merchants regularly travelled east to the great market there, while adventurous Winterfolk traders and pedlars were a common feature along the road linking the two. This came to an end with the fall of Skarsind to the Thule in 373YE. Amid concerns that the barbarians would push east into Miekarova, the people of Mormyk fortified their vale and cast expectant eyes towards the barbarian bastion that the orcs had made amid the halls of Estermark. Now that Skarsind has been assigned to the Imperial Orcs, it remains to be seen if the good trading relations between Miekarova and Skarsind can be re-established safely.

The Painted Caves

Several clusters beautifully painted caves lie under the hills of Miekarova, thought to be of Ushkan origin. The paintings in the cave are incredibly vibrant, and iridescent gloaming has clearly been added to the pigments. They are often quite abstract, but occasional enigmatic images of people and animals are common features. Several of the caves are known to have potent wards laid over them that still maintain their power today, and more than one contains a strong regio, usually connected to the realm of Night.

The most famous are those in western Mieriada; they have been extensively explored and the galleries extend for at least a mile beneath the hills. Many of the paintings here are damaged, either by weapons or by a deliberate attempt to deface them, and historians believe the damage may be the result of an early conflict between Vard and Ushka. Others mutter darkly that the damage here has nothing to do with the Vard, but talk about an internal conflict between the ancient Ushka - they generally claim to have come by this information through visionary dreams, and can provide little proof. Some cabalists have claimed that the caves enhance night rituals intended to provide visions, while the famous volhov Pakaanan claimed that the caves were somehow connected to the enigmatic dreams created with Sift the Dreamscape's Sands. Other caves exist under several other peaks

The Razors

These seven spines of black obsidian stand atop a mountain that shadows the road through Perumaki. An outpost at the foot of the mountain observes the razors each morning - they are usually shrouded in cloud as the day dawns, which is a good omen. If the razors are "unsheathed" (clearly visible at sunrise), it often signifies that a band of plaguewulfs will attack somewhere along the road before the next sunrise. Warning bells are rung, and runners dispatched to nearby vales to warn them of the danger. The razors themselves have never been closely examined - the approach is sheer and the presence of wolves makes it effectively impossible to approach - but study through spyglass has reinforced the belief that several of the ravening beasts that accompany their unsheathing dwell in caves and gulleys around the top of the mountain. Stories say that the Howling Queen rests under the mountain peak, and sometimes gives audience to brave or foolhardy explorers and volhov. The stories further suggest that the mists that generally shroud the razors are nothing other than a massive cloud of corpse-raising venom similar to that produced by the plaguewulfs. They fear what might happen if that malignant fog were to flow down the mountain and into the vales of Perumaki.

The Night Quarry

The Night Quarry is a Bourse resource located in Mieriada. Custodianship of the Quarry is an Imperial Title that brings with it a Seat on the Imperial Bourse. It produces 27 Imperial wains of white granite every season. Control is allocated to any Imperial citizen by open auction during the Summer Solstice - the fact that the Night Quarry is not a national Bourse seat is a bone of contention for some Miekarovans.

The Icy Crag of the Eternal Sun

This College of Magic focused on the study of the summer realm was built in Volchitrava shortly before the Summer Solstice 380YE. It stands in the forest south-west of Olodny, near the Imperial Orc border. Said to have been built with the assistance of the Summer eternal Cathan Canae, the towers of the white granite castle that houses the college glisten as if carved from glacial ice, and are visible for leagues around. The studies of the magicians associated with the Icy Crag are directed by the Master of Ice and Darkness, an Imperial title appointed by Declaration of the Imperial Conclave.

Heart of the Tempest

In late 379YE, a folly was constructed in Mieriada by order of the Imperial Senate. Swiftly completed, over the course of the next season, a powerful Spring regio formed around the folly. It was believed that the folly - then called the Hearth of the Tempest - would serve in some fashion as a focus for the power of the eternal known as Papa Otec.

Whether it did so or not is unclear; but during the Spring Equinox 380YE there was a significant and unexpected development. The structure disappeared within a spreading thicket of powerful trees that grew from nothing to tower over the area in exactly one day. Now renamed the Heart of the Tempest, the woodlands are extremely unwelcoming. In addition to thorny bushes, there are several plant- or plant-like creatures now in residence. Similar to dubik (the blood-hungry plant-like wolves that inhabit certain isolated forests), these guardians prevent trespassers getting too close to whatever waits in the heart of the woodlands, allowing only certain powerful masters of Spring magic to enter and leave unmolested.

A little less than a year later, the forest around the Heart of the Tempest again started to expand and there were rumours that the dubik-like creatures were pressing beyond its bounds. During the Solstice, however, the forest abruptly ceased expanding. Over the next several weeks, sightings of strange creatures tailed off and then ceased entirely. By the Spring Equinox, adventurous warden fellowships venturing into the area reported that not only were the woodlands deserted but the structure at the heart of the forest had completely collapsed and lay in ruins entirely overgrown with vines and briars. If there was ever a regio here, they say, it has also disappeared.

Grimhold

In Spring 379YE, the Imperial Senate commissioned the construction of a fortification in Perumaki. Built in the Vale of Strascovia, home of the Vor'Azi people, it used the crumbling ruins of their ancestral castle as the foundation. The castle was completed in early 380YE and now broods over the surrounding forest.

Embassy to Otkodov

In Mieriada, just across the Coldmere from Wendell's Hope, stands the Thule Embassy, a cold and forbidding structure in the foothills of the northern mountains. Under snow for half the year, it is already seen as a poor posting by civil servants associated with the diplomatic corps. The Thule ambassador to the Empire, Rak Who-Speaks-For-The-Dragon's-Undivided, is likewise said to be a little regretful that he has had to leave the relative welcome of the Red Lantern inn in Void for these comparatively less hospitable quarters. For their part, the Thule have repurposed a watchpost in Kógur as their Imperial embassy. The drafty tower stands just on the other side of the border, overlooking one of the few passes through the northern mountains. Imperial civil servants posted to the Thule embassy to the Empire report that they are forbidden to venture into Skuld without an escort, and describe the embassy as cold, gloomy, and oppressive.

Regions

Dupadealuri

The hills of Dupadealuri are scattered with vines that mine rich veins of Tempest Jade and weltsilver. It is watched over by Essk, a hilltop town behind a great wooden wall. The broad road that runs through Essk links Miekarova to the rest of Varushka. It is famed for the Bell of Essk, a great Winterfolk-forged monstrosity that is high in the wooden watchtower at the junction of the roads from Miekarova, Karsk and Karov. This bell can be heard for miles, and is sounded when a known Sovereign of the area has been spied. The tower itself serves as a place of pilgrimage for those dedicated to Vigilance.

Miechernya

Quality: Hills

The trading vale of Mormyk protects the road from Varushka to Skarsind. Much of the region is wild, and the hills and mountains are home to both mines and well-defended forests that endure the cold winters and occasional attacks by wolves. Another danger in Miecernya are Thule raiders down out of the northern mountains, come from Otkodov to steal the bounty of the miners and the foresters. There are several ancient battlefields in Miechernya where human and orc have clashed - and on occasion a conflict between barbarian and Imperial warriors near one of these battlefields stirs up old ghosts, or remnants of soldiers who attack both sides indiscriminately, angry that their sleep has been disturbed.

Mieriada

Quality: Forest

This region is known for rich veins of orichalcum in the mountains, and for savage raids by the Thule who sometimes follow the rivers down out of the mountains to attack the vales or the mines. Both the Painted Caves and the Night Quarry are found here. In late 379YE, the Hearth of the Tempest was constructed in Mieriada by order of the Imperial Senate.

The most famous vale in Mieriada lies on shores of the Coldmere (which often freezes solid in the depths of winter). Wendell’s Hope is a mining vale that grew up round a tavern and trading post. It is unusual in that its boyar is traditionally the owner of the largest tavern in the vale, which is a place of pilgrimage for the dedicates of Courage. Groups of warriors planning to raid into Otkodov often gather here on their outward journey, and on their return. It is especially welcoming to stzena; the nights are long, and both the miners and the warriors are wealthy. It is sometimes called the Last Warm Hearth in the North.

Across the Coldmere stands the Thule Embassy, a cold and forbidding structure in the foothills of the northern mountains. Under snow for half the year, it is already seen as a poor posting by civil servants associated with the diplomatic corps. The Thule ambassador to the Empire, Rak Who-Speaks-For-The-Dragon's-Undivided, is likewise said to be a little regretful that he has had to leave the relative welcome of the Red Lantern inn in Void for these comparatively less hospitable quarters.

Perumaki

Quality: Hills

In the mountains of Perumaki are the Razors, and at the foot of their mountain lies the vale of Razorwatch which keeps an eye on them. As with most regions of Miekarova, Perumaki contains a number of prosperous mines, and there are numerous rich veins of orichalcum and green iron. The richest material in Perumaki is probably silver, however, and a number of businesses are scattered through the vales here that deal in precious metals or fine jewelry.

Perumaki is also the ancestral home of the Vor'Azi, who have lived in the Vale of Strascovia for generations. At the Spring Equinox 379YE, the Imperial Senate approved construction of a fortification at the Vale of Strascovia, building on the crumbling remains of the Vor'Azi estates. In the shadow of Grimhold stand the Gardens of the Grim, a herb garden sinecure that also serves as a memorial to the respected Varushkan hero Chernobog.

Srodkoja

Quality: Forest

The centre of the northern fur trade; pelts from here adorn many a Dawnish Earl or Merchant Prince of the League cities. The largest vale in Srodkoja is Olodny, and has made much of its wealth from trapping and skinning. It is built to defend against wolf packs - the ditches are deep and the walls thick with spikes - and it serves as a base of operations for both hunters and wagon raiders. Not far from Olodny stands the Butterfly Holt, an area of forest girdled with wooden pallisades that serves as a breeding ground for a hardy strain of iridescent butterfly.

In the forest south-west of Olodny, near the Imperial Orc border, is the vale of Volchitrava. Home to the Gremani family, this vale is also the site of the Icy Crag of the Eternal Sun, a college of Summer magic..

in the forests to the North of Olodny lies the vale of Sciany. On the perimeter of this vale lies the tower of Gorowac, which is believed by some to be home to a powerful Volodny. Srodkoja is also the location of Olga’s Ashes, a place of virtuous study, part-built into caverns above the road. Olga was an early Varushkan convert to the Way, a warden by calling, and her ashes are said to have miraculous powers to reveal possessing spirits. Some Varushkans claimed her as an exemplar of Vigilance, and she was finally recognised as such by the Imperial Synod in Autumn 377YE.

OOC Notes

- The regions of Miekarova are in the hands of the Varushkans (and by extension, the Empire) making this an Imperial territory.

- Grimhold is a rank one fortification in the Vale of Strascovia in Perumaki.

- This page is still under development - the next stage is to review approved backgrounds for details that would enrich the description of the territory.

The businesses of Miekarova

Several vales of Miekarova are described as dealing in valuable minerals or furs. While you could represent this kind of endeavour with a mine or a farm, you could also represent it with a business. A trading post that deals in ostensibly mundane goods would produce money rather than game materials, making business ideal - and it would be easy to imagine diversifying it to provide small amounts of appropriate raw materials. Perhaps the miners who provide your silversmith with silver occasionally bring ingots of weltsilver as well.

Likewise, while you might represent a gang of wagon raiders with a military unit, an inn or tavern like Wendell's Hope that serves as their base of operations would make an interesting business - perhaps again with a little diversification to reflect the spoils of war they might trade you to pay off their bar tab.

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Might of the Myrmidon

Contents

- 1 Rules

- 1.1 Summer Magnitude 40

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 40

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target of this ritual gains remarkable martial prowess. They gain the skills weapon master, shield, thrown, cleaving strike, mortal blow and mighty strikedown

In addition, the target experiences a powerful roleplaying effect; they feel a strong urge to seek out powerful, famous and dangerous enemies and defeat them in contests of arms. They feel uncomfortable attacking from ambush or with stealth and feel much prefer to challenge their target openly before they attack.

While under this enchantment they may respond to any roleplaying effect that would make them afraid, weary, make them doubt their abilities or coerce them into following another by loudly declaring a challenge against the source of the effect and confidently moving to attack it or engage with it.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 23. Additional characters must be present throughout.

Description

This ritual enchantment empowers any warrior with great skill. It is a powerful effect that can turn provide a green recruit with the skills and knowledge of a champion. Unfortunately, it provides none of the experience that will let a target wield those skills effectively on the battlefield, nor with the heroic spark they need to get the most out of their abilities. Indeed, a target may become rash, brash and foolhardy and charge recklessly into situations where an experienced veteran would hang back.

Common Elements

This ritual usually involves both the target and their armoury. A ritualist might trace matching runes on weapons and warrior, or might anoint them with a mixture of blood and oil. A toast is often drunk, especially when the ritual is performed on a band of warriors rather than a single target. The target is often garbed or girded in a new surcote or tabard that bears their heraldry or livery; sometimes they are symbolically crowned with a wreath of flowers, leaves or even gold. Legendary warriors, especially those who fought and triumphed over mighty opponents, are often invoked as are Paragons and Exemplars of warlike mien.

Any of the Summer runes might be evoked, but Verys, the rune of strength, is the most common. An evocation of The Stallion or The Oak may be appropriate with this ritual, as are evocations of strong and ferocious animals such as lions, bears, unicorns, chimerae and dragons. Any number of Eternals might be mentioned, especially Eleonaris or Cathan Canae,

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Mikkal

If the Synod recognised such a thing, Mikkal of Varushka - known as the Firestarter - would be an Exemplar of Anarchy.

A cultist of this false virtue, Mikkal delighted in devising elaborate schemes to tear down both "the lies and hypocrisies of society” and "the illusion of security.” Mikkal’s madness is portrayed as being infectious, and he found it easy to attract followers - known as Mikkalites - who he used as pawns in his schemes. Frequently it is only the intervention of Vardas, Paragon of Vigilance, that averts some terrible disaster.

According to the stories and legends, Mikkal and Vardas had a fateful confrontation in which Mikkal committed suicide to escape into the Labyrinth of Ages and be reborn in a time when Vardas would be unable to stop him.

In the year 53 YE, a notorious figure arose claiming to be Mikkal reincarnated. Now styling himself as the “Sovereign of the Empire” he sought to undermine the entire Empire, sowing chaos, disharmony and ruin wherever he could and working to break down the tenuous links between nations. The Mikkalites were hunted down and destroyed and their leader, whose true identity was never uncovered, vowed that he would return again. Some claim that one of those who took the forefront of the battle to the Mikkalites was the reincarnated Ion, Vardas' apprentice, whose timely appearance was not formally recognised.

Staunch supporters of Vardas’ legacy deny that this the leader of this cult was Mikkal the Firestarter who was stopped for evermore by Vardas’ sacrifice, but others worry that should Mikkal be reincarnated again he will embark on another anarchist's crusade.

Later, during the Freedom Heresy, it was speculated that one of the rebels was Mikkal reincarnated to cause strife once again. However, no scholar was able to identify any person who claimed this identity, or mantle, and it is largely considered to be apocryphal.

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Military Council (Redirected from Military)

Redirect page

Imperial Military Council

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Imperial Military Council (Redirected from Military Council)

Contents

- 1 Overview

- 2 Role within the Empire

- 3 History

- 4 Sessions

- 4.1 The Muster

- 4.2 Council sessions

- 5 Participation

- 6 Limitations

- 7 Further Reading

- 7.1 Core Brief

- 7.2 Additional Information

Overview

The Military Council is the gathering of Imperial generals and admirals. Individually, the generals have responsibility for the orders given to the the Empire’s armies, while the admirals provide the orders for the navies. Collectively, the Council has the power to determine what use will be made of the major conjunctions of the Sentinel Gate. The Council also meets regularly during events to allow generals an opportunity to share strategic information and receive formal presentations from other citizens, and to wield the legal powers of the Council.

While each general is a member of the Military Council, there is an implicit tension between their responsibility to the nation they represent and the perceived needs of the Empire as a whole. Throughout the history of the Empire, the strength of the Military Council has waxed and waned. When the Council is dominant, the goals of the nations take second place to grand strategies. When the nations are dominant, their goals take precedence over the "good of the Empire".

Role within the Empire

The Imperial Constitution clearly divides the responsibilities for war between the Imperial Senate and the Military Council. Generals are appointed by members of the Senate, but once appointed serve their full term (unless they are revoked by the Synod). Only the Senate can declare war on another nation - or end it - but the generals prosecute those wars and ultimately decide whether to invade a barbarian nation or not. Furthermore, the Senate is forbidden from intervening in the business of the Military Council - it is illegal for a senator to enter the Council chamber while they are in session.

The main role of the Military Council is to determine how to best employ the major conjunctions of the Sentinel Gate. These conjunctions allow the Empire to send hundreds of their most skilled warriors to key strategic locations on the Empire's borders, but there are always difficult decisions to be made about which conjunctions to chose, which nations are best placed to take advantage of them, and who will lead them.

When a battle opportunity leads to the capture of a significant resource, such as an enemy weapon, prisoner or significant trove of barbarian resources, it is the responsibility of the Military Council to decide who will take custody of those resources. Usually the presence of such resources is well known in advance, but an individual citizen can appeal to a magistrate for a decision if they believe that a Field Marshal has claimed treasures that were not part of the strategic objectives of the battle.

Beyond control of the opportunities provided by the Sentinel Gate, the Military Council has relatively few legal powers. It holds sessions primarily to give generals an opportunity to share military goals and strategies. Finally, the Council also plays a minor role in the judicial system; it has the power to release individuals who have been sentenced to fight to the death in battle, if service has been exemplary. It also has the power to arrange the disposal of all spoils of war, valuable resources that have been captured by Imperial forces on campaign.

History

The structure of the Military Council and the Imperial armies was laid down at the creation of the Empire. The Marcher steward, Tom Drake, argued passionately that the command of Marcher yeomanry must be with a yeoman. He point blank refused to compromise; for Drake it was about the principle of representation and the right for Marchers to choose who they raised up. The military commanders of the other nations broadly agreed with him, and his vision of armies raised within nations and led by generals of those nations appointed by their senators quickly gained ground. It also eased concerns in many quarters of a future Throne who might seek to wield the might of the armies as a tyrant, or that the Military Council itself might a coup to overthrow the Senate.

Sessions

Like the Senate,meetings of the military council are chaired by a civil servant, the Herald of the Council. However the rules of the Council are not as strict as those of the Senate; members may speak freely and come and go as they please during the course of the meeting. The Herald will act to ensure everyone is given an opportunity to speak but ensure that the meetings run to time and does not become repetitive.

Unlike the Imperial Conclave or the Imperial Senate, the Imperial Military Council has two distinct types of meeting. The muster takes place on the first night of each summit at Anvil, and concerns decision about the use of the Sentinel Gate. Other meetings, called Council sessions have a broader remit and take place throughout the summit.

The Muster

The most important meeting of the Military Council is the muster which takes place on the first night of each summit at Anvil. At the start of the muster, the Herald will brief the assembled generals about the major conjunctions that the civil service has been able to identify. The generals discuss the opportunities, and decide which conjunctions to use. They then decide which nations will use each conjunction, and who will be in command on the field during each battle.

Once a decision has been reached, the muster is formally over. Those in attendance are then expected to return to their nations and let everyone present know what decisions the Council has reached (secrecy is not usually a concern), so that people may prepare themselves for the battles on the following days. The civil service also ensure that the egregores are informed to try to ensure everyone has a chance to find out when they might be called upon to fight.

Council sessions

The Military Council holds further sessions on each day following the first battle of the summit. They are distinct from the muster - shorter and with a broader focus. Every session has an agenda set by the members of the council and overseen by the Herald. The sessions give individual general an opportunity to wield the collective power of the Council; receive or deliver battle reports and other military briefings; and discuss and evaluate military strategies and concerns.

Participation

Each general is by default a member of the Military Council, as is the Warmage. They can participate in discussions, vote on matters of importance, and add items to the agenda for a Council session.

The right of witness ensures that every member of the Imperial Synod is entitled to observe meetings of the Military Council. In practice it is customary to allow any citizen who is interested in Council business to attend. However neither priests nor other Imperial citizens may speak unless invited to do so by the Herald. The Herald has the legal power to remove anyone from the chamber if their speech or behaviour is impeding the ability of the Council to act. Any Imperial Citizen can ask the Herald to remove a non-citizen from the meeting.

The constitution explicitly forbids senators from entering the Military Council under any circumstances. Some historical scholars claim this reflects the importance the First Empress and her advisers placed on the separating the business of war from the business of politics. Less flattering interpretations point out that since the Empress (or Emperor) is a member of both chambers, this ruling also enhances the prestige and power of The Throne.

Limitations

The Military Council cannot submit orders to the Imperial armies directly; only the appointed general or their adjutant has that authority. Although the Synod is charged with oversight of the Military Council and the generals who sit on it, neither the Military Council nor any other body may compel the generals to act in any way. They cannot even compel a general to attent a council session or muster - and every general has the ability to leave a session once they consider their business completed.

Further Reading

Core Brief

- Muster

- Council Session

- Powers of the Imperial Military Council

- General

Additional Information

- War

- Council Address

- Appointments to the Military Council

- The Throne

- Herald of the Council

- Warmage

- Appointments by the Military Council

- Field Marshal

- Quartermaster General of the Imperial Armies

- OOC Design

This selection of articles can be downloaded as a PDF book (or as html only)

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Military Council design

War is merely the continuation of policy by other means.

Carl von Clausewitz

Contents

- 1 Overview

- 2 The Sharpe Model

- 3 The Underlying Goal

- 4 Keeping it Simple

- 5 Toy Soldiers

- 6 Scales

- 6.1 Campaign

- 6.2 Battle

- 7 Simple resolution, complex story

- 8 A Civil Servant did it

- 8.1 Changes to Orders

- 8.2 Changes to Upkeep Costs

- 9 A Conjunction did it

- 9.1 Changes to Keywords

- 9.2 Army Quality

- 9.3 Historical Armies

- 9.4 Changes to Meetings

- 9.5 Changes to Military Units

- 10 Further Reading

- 10.1 Core Brief

- 10.2 Additional Information

Overview

The Military Council is the political body of the Empire that deals directly with the war with the barbarians. Although the Council is a political body, its primary involvement is in the strategic and tactical decisions that concern the deployment of Imperial forces on campaign and on battlefields. Players who like a very directed, unified engagement with a clear external enemy to fight against are much more likely to find that in the Military Council than anywhere else in the game.

Because the Council are directly up against the barbarians who are controlled by us, we need to ensure that there is a clear, simple, system that allows players to make intelligent, rational decisions about how to commit their forces. To give a better understanding of how the Military Council works we have focussed on explaining how war works in Empire - the best way to understand the Military Council is to understand how they do their job.

...in the whole range of human activities, war most closely resembles a game of cards.

Carl von Clausewitz

The Sharpe Model

The setting for the Empire is one of a grand civilisation - of hundreds of thousands of people living in a great empire rising to the height of its powers. To make the scale of the Empire feel right, it needs to have armies - it's difficult to believe in a mighty empire if five hundred soldiers is the most it can put in the field. We wanted the armies to give the sense of coherent narrative to the military campaigns of the Empire to give players a simple, easy-to-understand context for the ongoing wars - our soldiers are fighting here, here and here.

That creates enormous challenges - we obviously can't phys-rep armies of thousands, much as we might like to. More-over we don't want to phys-rep an army of thousands... doing so would create vast arrays of possibilities that we can't control - and we don't want the outcome of the war to be determined by these NPCs - they exist only to provide the setting that makes sense of the player actions and decisions - we want the player actions to be the critical element that determines the outcome.

What we want for Empire was summed up by a friend as Sharpe from the novels by Bernard Cornwall - Wellington is on campaign with his army in Spain - his army of thousands spends months manoeuvring and fighting battles with the French - but the outcome is always critically affected by the actions of Sharpe and his small band of elite soldiers.

Boldness governed by superior intellect is the mark of a hero.

Carl von Clausewitz

The Underlying Goal

One of the most important of the core design goals for Empire was to have enjoyable battles take place at events where the outcome of the battles was critically important for the future of the Empire. We wanted the battles to be genuinely challenging so that success hangs in the balance based on the actions of the players. It is essential for the victories and the defeats to be significant in the game setting - so that the military triumphs of the Empire were fundamentally based on the actions of players at events not some computer model.

Although we expect that most of the time the Military Council will work together, we wanted to ensure that political conflict was possible even here. Political conflict can only arise spontaneously in LRP if characters are able to make real, meaningful choices - without that possibility player-led politics is impossible. For bodies like the Senate with its power to assign the Imperial budget that is relatively easy to achieve - but to achieve that in the military council it has to be possible to make decisions at each event about where and when it commits its forces.

Everything in war is simple, but the simplest thing is difficult.

Carl von Clausewitz

Keeping it Simple

In real war, logistics is incredibly important to the success of an army. Logistics is an incredibly challenging field - ensuring that soldiers, their equipment and their food is in the right place at the right time takes a great deal of skill and a great deal of hard work. We're sure that there is a brilliant LRP game in which players spend their days meticulously planning every element of a military campaign, right down to how big the tins of bully-beef should be and whether the key that opens them should go on the top or on the side. However, from experience running games with complex military logistics, we have realized that we have no idea how to make that game fun. So we're not running that game again under any circumstances.

That means the players make two kinds of military decision in Empire - where the armies go and where they attack, and where the heroes go and where they attack. All the logistical decisions about supplying and equipping the armies are beneath the abstraction layer for Empire. Detailed plans of how an army moves, how it attacks are fine for role-playing purposes, but they don't affect the game in any way. All of this is assumed to be handled by the civil service who automatically make the most advantageous possible decisions for the Empire.

Principles and rules are intended to provide a thinking man with a frame of reference.

Carl von Clausewitz

Toy Soldiers

Empire employs a conceptually complex model to deliver the simplest possible framework that meets all the design goals. The Empire has approximately twenty armies at its disposal with a maximum strength of 5000 soldiers each. These armies are sent on campaign by the general issuing a single order at each event, instructing them on where to go and whether to attack or defend for the next three months.

Between the events Profound Decisions will compare the deployment of the Empire's armies with the deployment of the barbarian forces and will calculate; this is the rough outcome that is taking place as the event happens and in the immediate weeks that follow. The is a purely mathematical calculation with no random element.

This projection is provided by the civil service to the generals at each event they attend, based on scouting reports, military analysis and predictions made using day and night magic. The generals are told what outcome is going to happen if they do not intervene in anyway.

They are then presented with a set of opportunities to intervene, by leading the Imperial heroes from Anvil into a pitched battle - along with analysis of how victory or defeat on these battles will affect the campaign outcome. The better they do on their battle, the more objectives they achieve, the more positive the impact on the outcome of the military campaign that their armies are engaged in. In effect the random element of the clash of armies - the key element that determines the outcome in a meaningful way - is governed by which battles the players choose to fight and how well they do.

With uncertainty in one scale, courage and self-confidence should be thrown into the other to correct the balance.

Carl von Clausewitz

Scales

Campaign

A campaign occurs over months and years involving armies of thousands across a territory. The Imperial generals have the opportunity to change the orders for their armies once every three months - so the orders they give are appropriate to that scale. A campaign consists of dozens of major and minor encounters between Imperial and barbarian forces.

Battle

A battles occurs over a few hours involving armies of hundreds of Imperial heroes against similar numbers of barbarian troops. The Imperial use the Sentinel Gate to travel to the front line where they engage in a single pitched battle at a location that is pivotal to the outcome of the military campaign.

Simple resolution, complex story

The philosophical approach used to determine the outcome of a campaign is designed to be extremely simple, to ensure that it is simple and easy to understand by players. We want players involved with the Military Council to be able to readily comprehend why an outcome has occurred. The rules also completely avoid almost any need for Profound Decisions to make judgements on the strategic value of orders given by the generals as such judgements are always exceptionally subjective.

For this reason, the orders given by the generals do not directly affect the mathematical outcomes calculated using the rules. Which side is winning, the size of their victory and the casualties incurred are all calculated directly from the strengths of the armies involved. The orders the generals submit determine the character of the victory. Which regions are captured and how the casualties are divided between the armies involved in the campaign is set by combining the simple mathematical outcome for the campaign in the territory with the complex free form orders submitted by the generals.

All action takes place, so to speak, in a kind of twilight, which like a fog or moonlight, often tends to make things seem grotesque and larger than they really are.

Carl von Clausewitz

There is no random element to the calculations of the outcome of the wars between the Imperial armies and the barbarian forces - but the outcome of a campaign will be significantly altered by the battles the players participate in at events. The success or failure of the players on the field of battle is the random element in the Imperial wars.

The goal is to produce a simple system with simple resolution mechanics that can be readily understood - but one which allows for complex stories and a rich narrative where triumph is ultimately dependent on the ability of the players at events.

A Civil Servant did it

In overhauling the Military Council, we've made two significant changes to the existing rules. The OOC reasons for these rules are discussed below, with explanations followed by the IC justification

Politics is the womb in which war develops.

Carl von Clausewitz

Changes to Orders

The previous order submission system gave players less options and gave us more flexibility in how we interpreted the results. The problem with this approach was that the flexibility proved undesirable - we don't want to guess what outcomes the players were trying for, we want to be given that information in clear and definitive terms by the players. The previous rules also allowed for trade offs between taking territory and inflicting casualties, but rigorous analysis showed this simply didn't work - it was always better to inflict more casualties.

The new system is more robust and critically it places more control of what happens to an army in the hands of the general issuing the orders - and less control in our hands.

The in-character explanation for this change is that the Civil service had improved their support for the generals, allowing them to submit more detailed and precise orders to their army.

Changes to Upkeep Costs

We have modified the upkeep costs for fortifications from the information that was provided last year to the Master of the Imperial Mint. We've done this because we identified that large castles were untenable under the old system, that the advantages in favour of multiple small fortifications were too great. The new figures create more options for political interaction - since there are a wider range of effective strategies that the players can employ.

The in-character explanation for this change is that the Imperial Senate ordered a complete Imperial audit of the treasury. The nature of conducting an audit is that mistakes are identified. In this case the total administrative costs that the Empire faced have not changed - but expenditure had been incorrectly associated with the upkeep of the various fortifications in the Empire. These mistakes have now been identified by the civil service and the correct figures will be presented to the Senate at the next event.

The enemy of a good plan is the dream of a perfect plan.

Carl von Clausewitz

A Conjunction did it

Over winter 2015 we have completed the overhaul of the Military Council game which was begun at the start of the year. In this final update, we've made a few significant changes to the existing rules. The OOC reasons for these rules are discussed below, with explanations followed by the IC justification.

Changes to Keywords

The previous army keywords system included a large number of passive bonuses which could be accrued by an army based on the nature of the campaign they were involved in. As a result there was some emphasis on treating the issues facing the Military Council as a problem of optimization - of finding the most efficient allocation of armies to campaigns. This tended to undermine the roleplaying that would ideally drive such choices, with armies being sent where they could be most efficient rather than where the general might choose to send them.

We have replaced the sets of keywords with a single quality for each army. The new qualities are designed to provide the general who controls that army with more choices about what in-character orders they give. The aim is to keep the armies distinct and interesting but try to support the game for those generals who want to treat their orders - and what campaign they join - as a choice based on in-character political motivations and social obligations rather than a purely mathematical one based on Imperial strategy.

We have switched to a single quality for each army in an attempt to emphasize that these are in-character qualities that an army embodies, rather than out-of-character terms. The Marcher army is notoriously hard-bitten, allowing them to carry out an effective strategy designed to make the enemy pay.

The in-character explanation for this change is that the Civil Service have reassessed the Imperial military situation following the recent Grand Conjunction. The realignment of the stars has had many subtle and enduring effects that are likely to endure for centuries to come if not forever.

...in war, the advantages and disadvantages of a single action could only be determined by the final balance.

Carl von Clausewitz

Army Quality

Army

Nation

Previous Keywords

Quality

Red Wind Corsairs

Brass Coast

Coastal

Forager

Fire of the South

Brass Coast

Fast

Fast

Golden Sun

Dawn

Resilient

Resilient

Hounds of Glory

Dawn

Glorious, Aggressive

Glorious

Eastern Sky

Dawn

Logistics

Resourceful

Gryphon's Pride

Dawn

Conquering

Granite Pillar

Highguard

Disciplined

Disciplined

Seventh Wave

Highguard

Scouting

Scouting

Valiant Pegasus

Highguard

Siege

Siege

Winter Sun

Imperial Orcs

Rugged

Guerilla

Summer Storm

Imperial Orcs

Disciplined

Ruthless (Relentless)

Black Thorns

Navarr

Fast, Forest

Fast

Quiet Step

Navarr

Scouting

Scouting

Wolves of War

League

Mercenary, Siege

Mercenary

Towerjacks

League

Siege

Drakes

Marches

Logistics, Resilient

Resourceful

Strong Reeds

Marches

Marsh

Hard Bitten

Bounders

Marches

Aggressive

Relentless

Citadel Guard

Urizen

Magic

Magic

Northern Eagle

Varushka

Rugged

Guerilla

Golden Axe

Varushka

Resilient

Resilient

Irons Helms

Varushka

Cruel

Fist of the Mountains

Wintermark

Rugged

Hard Bitten

Green Shield

Wintermark

Forest, Glorious

Heroic (Glorious)

Historical Armies

Dance in the Blood (Navarr, cruel); Burning Falcon (Freeborn, glorious); Bloodcloaks (Wintermark, physick); Thundering Tide (Highguard, skirmish).

The Iron Helms, Gryphon's Pride, and Towerjacks were historical armies that have been raised again in recent years.

There are times when the utmost daring is the height of wisdom.

Carl von Clausewitz

Changes to Meetings

We have updated the system of Military Council meetings to make them more formal and more organized. The original design goal for Empire was to use either in-character mechanics or our civil service to keep political meetings short and on topic. Unfortunately we failed to carry those design goals through to completion with the original design of the Military Council. The Council had civil servants to support it - but had no mechanism to keep meetings ordered. That resulted in frustration for some players since meetings could run on for hours and it made it difficult for anyone to formally address the council.

The new design carries the Empire game design ethos through to the logical conclusion for the Military Council. While we appreciate almost no player likes having any kind of external authority imposed on them, we believe that keeping the muster and the Council sessions timely will ultimately provide a better game for everyone involved. We are still keen for political PvP to happen; our NPCs exist only to try to prevent meetings from dragging on.

...we must boldly advance into the shadows of uncertainty.

Carl von Clausewitz

The new changes are also designed to emphasize the link between a general and their nation. A general is responsible for sending thousands of citizens of their nation to war - many of whom will never return. The previous arrangement of the Military council stressed the need for Imperial strategy. We want that to remain an important consideration but be something that is keenly balanced with national concerns.

The official explanation for this change is that it is always done the old way in the first two years following a "Time of Emergency" and then automatically reverts to the standard method after that time.

The time of emergency was what happened in the first year following the death of Empress Britta and most of the Empire's finest who died with her. This was why every senator at the first event was having to be elected and so on - it was the rules following a time of emergency when basically everyone who was running the Empire is dead. The explanation is that the civil servants have one set of rules to use when running the Empire in the years that follow the declaration of emergency - and then they revert to the standard rules over time (the ones now on the wiki).

Changes to Military Units

The previous rules for military units stated that they could receive herbs, resources, or money - but that such outcomes were rare. We have now overhauled the military unit downtime system to present players with military units with a few more options and to make those options clearer. In doing that we have also improved the code that determines the rewards received by units raiding so we have updated the wiki pages to reflect that.

The change to rewards for supporting is done to make sense of the rewards received by military units supporting armies and fortifications - in light of the fact that it is possible to do so without ever engaging with the enemy - whilst also giving the Senate greater control over the rewards offered to those characters who wish to support the Empire in this way. We have implemented the changes in such a way as to try and minimize the effect on the existing Senate budget - by providing a one-off reduction in the Senate's existing costs to cover the costs for the new system.

Like the changes to the meetings, these changes reflect adjustments made by the civil service after the Time of Emergency.

But everything takes a different shape when we pass from abstractions to reality

Carl von Clausewitz

Further Reading

Core Brief

- Military Council Overview

- Muster

- Council Session

- Powers of the Imperial Military Council

- General

Additional Information

- War

- Council Address

- Appointments to the Military Council

- The Throne

- Herald of the Council

- Warmage

- Appointments by the Military Council

- Field Marshal

- Quartermaster General of the Imperial Armies

- OOC Design

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Military Council powers

Contents

- 1 Overview

- 2 Command of an army

- 3 Battle Opportunities

- 4 Nation Support

- 5 Choosing a Field Marshal

- 6 Pardon

- 7 Further Reading

Overview

Of all the great political bodies of the Empire, the powers of the Imperial Military Council are the most focussed. The Council's constitutional role is to fight the Empire's wars and it's powers are focussed totally on this goal.

Command of an army

A general commands a single Imperial army, drawn from volunteers from their nation. Once a general is given their command, they have sole authority to order the army to move or attack as they choose. Traditionally the generals of one nation will cooperate but it is not a requirement and a general is within his right to give orders as they see fit.

Generals do not have control of the logistics of their army, all these matters are beneath the abstraction layer; they are handled for the generals by the civil service. Some generals choose to fight in the field with their army, others prefer to issue orders only, but either way such matters are not handled during the political meetings at Anvil.

As a result the civil service will not accept any instruction from a general for precise tactical deployments or operations. What is decided at Anvil is where the army will move and where it will fight - over the next three months and nothing more. It is this decision that the general must make when at Anvil.

Battle Opportunities

During the meetings at Anvil, the Empire has the opportunity to intervene in the ongoing campaigns that the armies are fighting. These interventions are critical to the fortunes of the campaign and the ability to intervene in this way is the Empire's greatest tactical asset. The goal is for the heroes of the Empire, who are gathered together at Anvil, to commit themselves to a single pitched battle with the Empire's enemies at the most pivotal point and thereby turn the tide of war in the Empire's favour.

The opportunities to intervene are prepared for the generals by the civil service who make extensive use of day and night magic divinations and collate numerous military intelligence reports to assess the most effective locations to strike.

Usually, however there are more opportunities to strike, than there are chances to use Sentinel Gate. When this occurs, the military council must choose which opportunities to take. If the council cannot reach a consensus, then the Military Council most vote. In this case, each general has a single vote with ties being decided by The Throne. Deadlock has only ever occurred once in the history of the Empire - and the outcome was determined by drawing runes from a bag; since then common sense has reigned.

Nation Support

Once the battle opportunities are chosen, each nation must decide which battle they wish to support. The portal is not powerful enough to allow the transport of all the Imperial Heroes, so only the very best of each nation attend Anvil and the nations have to choose which battle they will fight.

Because of the nature of the magic involved, a nation must take the field together. The only exception is for bands with a magic standard that carries the Mercenary Banner enchantment. The members of this band can choose to fight with their nation or instead fight a different battle with their banner. Other than this, the nation's heroes take the field together.

The Imperial Civil service use day magic to calculate what distribution of nations may travel on each battle. They give this information to the generals and they discuss amongst themselves which nations will fight on which battles. These discussions are often heated, but are usually resolved sensibly - the generals know from bitter experience that political maneuvering that is too overt can damage a nation's morale if they are sent to fight in a battle in which they have little interest. As a result the council tries to find the best allocation for all.

If they cannot agree an allocation by the time a decision must be made, then the matter is put to a vote, with each member of the Military Council present receiving a single vote.

Choosing a Field Marshal

After the nations have been allocated to battle then the Military Council must choose a single individual to act as Field Marshal, the overall battlefield leader for that battle. Like the issue of nation support this is often incredibly contentious; consensus is the ideal and is often reached, but if it cannot be generally agreed upon, then all suggested candidates are put to the vote.

The Field Marshal has the ultimate authority for determining the plan for the battle and the responsibility for winning the battle opportunity for the Empire. The Marshal is legally obligated to report to the Senate on the conduct and outcome of a battle, including any exceptional actions undertaken by individuals or banners under her aegis, as well as explaining any failures that took place.

Pardon

Imperial magistrates may condemn a character to military penal service in the Empire's armies. These individuals are legally bound to fight with their nation and are expected to be given direct orders by the generals in every battle that they fight. Military penal service is instead of the death penalty so it is considered appropriate to give them high risk orders appropriate to their status and they can be legally executed for disobeying these orders.

If a character or group sentenced to military penal service performs exceptionally well over a prolonged period of time it is possible for the Military Council to vote to grant them a pardon them for their crimes.

Further Reading

- War

- Imperial armies

- Casualties

- Territory

- Fortifications

- Keywords

- OOC Design

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Keywords (Redirected from Military keywords)

Contents

- 1 Overview

- 2 Applying Keywords

- 3 Gaining new keywords

- 4 List of Keywords

- 4.1 Logistics

- 4.2 Aggressive

- 4.3 Resilient

- 4.4 Siege

- 4.5 Marsh Fighter

- 4.6 Rugged

- 4.7 Forester

- 4.8 Coastal

- 4.9 Scouting

- 4.10 Disciplined

- 4.11 Fast

- 4.12 Magic

- 4.13 Mercenary

- 4.14 Glorious

- 5 Barbarian orc keywords

- 5.1 Fearsome

- 5.2 Poisonous

- 5.3 Savage

- 5.4 Merciless

- 6 Keywords and large armies

- 7 Further Reading

- 7.1 Core Brief

- 7.2 Additional Information

Overview

Imperial armies possess qualities that give them advantages in certain situations. These keywords reflect the flavour of the army and the nation to which it belongs. A military unit assigned to assist a campaign army does not gain the benefit of these keywords. Likewise, the additional strength granted by an enchantment such as Knights of Glory or Quickening Cold Meat is not counted for purposes of determining the effect of a keyword.

Applying Keywords

Some keywords are applied automatically, some like magician and mercenary require the general to provide payment. This payment should be handed into GOD in the general's hand-in baggy - and then an email sent to PD after the event.

Some keywords are applied only if the campaign involves a specific terrain. For instance an army with the Forester keyword may gain a bonus when fighting in a territory with a region with the Forest keyword. These keywords are activated under two conditions:

- Your side controls the region with the keyword

- Your side attacks the region with the keyword

Gaining new keywords

Existing Imperial armies already have one or more keywords representing their traditional roles. An existing keyword can be removed without cost. Adding or removing a keyword requires a motion by the Imperial Senate. An Imperial army can gain additional keywords, but the cost to add each new keyword is progressively more expensive. The first keyword added to an army requires 50 wains, the second 100 wains, the third 200 wains and so on.

Applying keywords to a large army costs 75 wains, 150 wains, 300 wains and so on. These additional costs need to be paid regardless of whether the keyword is being applied to an existing large army, or if a standard army with keywords is turned into a large army.

List of Keywords

Logistics

An army with good logistics has excellent access to supplies and the organisation to make sure they get to where they are needed. They may also be adept at making use of materials scavenged while on campaign, or carry additional supplies with them when they are at war.

Effect: This army can resupply naturally at the rate of 750 strength each season rather than the normal 500 (a large army would resupply at 1,125 troops each season rather than 750). They must still obey the normal requirement for natural resupply. Other ways of resupplying an army are not changed.

Aggressive

An aggressive army focuses on inflicting casualties on the enemies. The soldiers are trained and equipped to gather and exploit information about the lay of the land.

Effect: An aggressive army has the number of casualties it inflicts increased by 10% if it has been in this territory since start of the last season. If it has been in this territory for two full seasons, the extra casualties increase to 20%, and once the army has been in the territory for three full seasons, the additional casualties reach the maximum 30%.

Resilient

A resilient army might be equipped to produce makeshift fortifications, or it might simply possess a stubborn spirit coupled with training in defensive formations.

Effect: A resilient army has the number of casualties it takes reduced by 10% if it has been in this territory since start of the last season. If it has been in this territory for two full seasons, the reduction increases to 20%, and once the army has been in the territory for three fulls reasons, the reduction reaches the maximum 30%.

Siege

An army trained in siege warfare is adept at attacking fortifications. usually this means the army has the expertise to quickly construct catapults, trebuchets and siege towers as well as some expertise in rationing resources and countering enemy engineers. It may also reflect an army with experience fighting in the cramped conditions of a city or castle.

Effect: When attacking a fortification, any damage inflicted on that fortification is increased by 20%. When defending a fortification, the damage inflicted on that fortification by enemies is reduced by 20%.

Note: To gain these advantages, the narrative of the campaign has to involve an actual attack on the fortification - fortifications only inflict or take casualties during attempts to capture or destroy them.

Marsh Fighter

An army experienced in fighting in a marsh gains significant advantages over less experienced armies. They tend to be more comfortable operating in smaller units, may favour ranged weapons, and have the support of magicians or surgeons trained to deal with insect bites, poisonous vermin and disease. They also tend to have a bit of specialist equipment, such as waterproof cloaks.

Effect: The army has it's strength increased by 20% for determining the campaign outcome when the campaign includes a region with the marsh keyword.

Rugged

Fighting in hills and mountains is a risky business. Armies with this keyword tend to have especially skilled scouts and cartographers who track passes, valleys and the like and are always ready to suggest ways to make the best use of the broken terrain. They also tend to have equipment or supplies to help them deal with cold, altitude or difficult terrain.

Effect: The army has it's strength increased by 20% for determining the campaign outcome when the campaign includes a region with the hilly keyword.

Forester

Fighting in a forest is a frustrating undertaking. Trees make it difficult for armies to form up, and so an army with experience fighting in this kind of terrain often split up into several smaller units capable of operating for several days without supervision. Their ability to operate in diffuse formations gives them a significant advantage over armies less versed in guerilla warfare.

Effect: The army has it's strength increased by 20% for determining the campaign outcome when the campaign includes a region with the forested keyword.

Coastal

A coastal army often includes mariners among its soldiers, and is usually supported by boats or even ships. This is the closest the Empire currently has to a naval force. The army is experienced at dealing with sailors and fishermen, travelling by boat and ship, dealing with the realities of amphibious assaults, and making beachhead landings. It is most common among Freeborn armies.

Effect: The army has it's strength increased by 20% for determining the campaign outcome when the campaign includes a region with the coastal keyword. The coastal keyword applies to many areas adjacent to the sea (although not all - the wide beaches of the Brass Coast represent entirely different terrain to the cliffy bluffs of Urizen), and also to some regions around major rivers or other large bodies of water.

Scouting

A scouting army is often broken down into smaller units that can operate semi-autonomously, spreading out over the countryside when it moves. The army is accompanied by trained observers, often equipped with telescopes and signalling mirrors, and often has access to cartographers and detailed maps - and the knowledge to make good use of them.

Effect: When this army is committed to a campaign, it provides reports on the campaign armies in the territory, including the allegiance of the armies, an estimation of their strength and other information such as keywords, local fortifications, significant or noteworthy military units and other potentially useful strategic and tactical information. This information is supplied to the general who commands the army at the beginning of an event.

Disciplined

A disciplined army has well organised chain of command, and every soldier knows what to do if separated from a superior officer. The army is often supported by priests or spiritual advisors - within the Empire they may make use of ceremonies of the Way to provide additional guidance. Armies from Highguard and the Iron Confederacy are most likely to have this keyword.

Effect: This army is disbanded when it takes casualties that reduce it's strength below 250 rather than below 1,000. In addition, a disciplined army is more effective at fighting fearsome enemies. When this army engages fearsome enemies, the benefits of the fearsome keyword are neutralised and the disciplined army inflicts an additional 20% casualties against those armies.

Fast

The soldiers of a fast army are trained to move quickly for long periods of time, carrying their gear. Overland, they can outpace most other armies of similar size. The logistics of the army are often focused towards helping soldiers move, and recovering from forced march.

Effect: The army can move five territories each season, rather than the usual three. It must stills top moving when it enters a hostile territory.

Magic

A magic army contains many more magicians, and soldiers trained to fight alongside magicians, than a standard army. Such armies integrate magical and martial tactics to harry their opponents and achieve difficult goals. Armies from Urizen, Thule and Axos are most likely to have this keyword.

Effect: If the general of this army supplies 35 mana crystals, the army gains a 1,000 point force bonus to fighting capabilities for the next season. This is a flat bonus that is not multiplied by any other keyword.

Mercenary

A mercenary army is not necessarily one that fights for payment, but rather one that has experience working with and integrating independently minded military units who do fight for payment. Armies from the Brass Coast and League are most likely to have this keyword.

Effect: If the general of this army supplies 5 thrones, the army gains a 1,000 point force bonus to fighting capabilities for the next season. This is a flat bonus that is not multiplied by any other keyword.

Glorious

A glorious army lives to fight. Individual soldiers strive to excel, taking joy in fighting stronger opponents and seeking opportunities to defeat their enemies and win their battles. It is most common in Dawnish, Wintermark and Jotun armies.

Effect: The army has it's strength increased by 20% for determining the campaign outcome, but all casualties it takes are increased by 10%.

Barbarian orc keywords

These keywords are associated with barbarian orc armies, especially the Thule and the Druj. They are not normally available to Imperial armies. Unlike the keywords used by the Imperial armies, these keywords are designed to be more circumstantial and to be countered by clever tactics and by direct player action at an event.

Fearsome

A fearsome army uses magic, powerful creatures and terror-tactics to unnerve their enemies and damage their morale. It is most common in Thule and Druj armies.

Effect:The army inflicts an additional 20% casualties on it's enemies, and victory points used to claim regions are 20% more effective. If a fearsome army faces a disciplined army, this bonus is lost and the fearsome army takes additional casualties.

Poisonous

A poisonous army uses herbs, magic and monstrous creatures to inflict sickness and weakness on their opponents. It is most common in Druj armies.

Effect: The army inflicts an additional 20% casualties on it's enemies except when it is facing armies that have been protected from poison and infection (for example, when in an area under the effect of a Rivers of Life ritual).

Savage

A savage army fights better the more desperate it becomes. It is most common among the orcs of the Broken Shore and the Lasambrian Hills.

Effect: When this army has been reduced below half strength, it inflicts an additional 50% casualties.

Merciless

A merciless army specifically targets weakened opponents, seeking to destroy enemy armies rather than simply drive them off. It is most common among Grendel and Druj armies.

Effect: This army inflicts an additional 20% casualties, spread among all opposing armies whose fighting strength has dropped to 2,500 or less.

Keywords and large armies

Being large is not a keyword. A large army simply has a maximum strength of 7,500. Some keywords may work slightly differently when assigned to a large army

Further Reading

Core Brief

- Powers of the Imperial Military Council

- General

- Field Marshal

Additional Information

- War

- Imperial armies

- Spy network

- Casualties

- Territory

- Fortification

- Keywords

- OOC Design

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Military procurement

Contents

- 1 Overivew

- 2 Campaign Armies

- 2.1 Recruitment

- 2.2 Resupply

- 2.3 Improvement

- 2.4 Specialization

- 3 Fortifications

- 3.1 Construction

- 3.2 Repairing a fortification

- 3.3 Improvement

- 4 Navies

Overivew

While the Imperial Military Council is responsible for determine the strategic plans for the Empire’s armies, it is the Imperial Senate that funds,builds and maintains those armies. They are also responsible for the creation and maintenance of fortifications across the Empire.

The upkeep of armies and fortifications is paid for by the Imperial treasury, with a complete break down of the figures involved provided to the Master of the Imperial Mint each season.

Campaign Armies

Recruitment

By raising a motion, a Senator can propose the creation of a new Imperial army. Each army is raised from and ultimately responsible to a single Imperial nation. Each nation can only physically maintain a limited number of armies at one time, and this number cannot be exceeded.

Creating an Imperial army automatically creates a new general, who is appointed in the usual manner (selection by Senators, except in the case of the Imperial Orcs who use a different method.

Further details of how a new Imperial army is raised can be found here.

Resupply

The strength of an Imperial army declines as it suffers casualties. While an army will slowly resupply and reinforce itself over time, a Senator can raise a motion to propose that the army receive additional assistance in recovering. The army to be resupplied must be in a friendly territory, and may not be engaged with any enemies.

Further details of how an Imperial army can be resupplied by the Senate can be found here.

Improvement

The Senate can contribute resources to improving the strength of an existing campaign army, making it large. The army in question must be in an Imperial territory and not engaged with any enemies, and the process takes a year. It costs 50 wains of mithril each season until complete (for a total cost of 200 wains of mithril).

Specialization

Imperial armies have keywords that represent special abilities or situations where they are especially effective. These keywords also represent the character and flavour of the army.

A Senator can raise a motion to remove a keyword from an army - decommissioning equipment, reassigning key personnel and the like. This is free, and the Imperial army will lose the keyword over the next season.

A Senator can also raise a motion to apply a new keyword to an existing Imperial army. The army must be in a friendly territory and not engaged with an enemy. It takes six months to apply a new keyword to an army. The cost depends on how many keywords the army already has;

- The first keyword applied to an army that does not already have one will cost 50 wains

- The second keyword applied to an army will cost 100 wains

- The third keyword will cost 200 wains

- Further keywords follow the same progression.

Costs are usually paid in mithril, but some keywords may use weirwood or white granite.

Fortifications

Fortifications play an important role in the defence of the Empire.

Construction

A senator can raise a motion to order the construction of a new fortification in a specific region within the Empire. Creating a new fortification takes a year and requires 25 wains of white granite each season (for a final cost of 100 wains of white granite).

Repairing a fortification

Fortifications are damaged when they are involved in a campaign. While a fortification will slowly repair itself over time, a Senator can raise a motion to propose that it receive additional assistance. The fortification in question must be located in an Imperial controlled region and not subject to an attack during the coming season. It requires significant wains of white granite or weirwood to repair a fortification in this way, and the process takes a season to complete.

Improvement

A senator can also raise a motion to begin improving the strength of an existing fortification. This also takes a year, but the cost depends on the current strength of the fortification.

Navies

The Empire does not currently maintain any Imperial navies and has not since the time of Emperor Barabbas. While the Empire could raise a navy, it would require extensive preparation. However, as with the raising of Imperial armies and the building of suitable berths, the decision about how and when to do so would be in the hands of the Senate.

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Military unit

Contents

- 1 Definition

- 2 Production

- 3 Downtime Options

- 3.1 Paid Work

- 3.2 Supporting an Army

- 3.3 Defending a Fortification

- 3.4 Assisting a Special Project

- 3.5 Imperial Guerdon

- 4 Upgrades

- 5 Diversification

Definition

A military unit represents a small band of approximately 20 skilled soldiers. The military unit could be as few as a dozen elite warriors or it could be as many as a hundred regular soldiers.

Production

If a player does not select a downtime option for their military unit, then the unit defaults to paid work. A new player who starts with a military unit always receives this random result; it is not possible to choose an action for your unit before you attend your first event.

Downtime Options

A military unit can engage in paid work; can be assigned to support a campaign army; can defend an Imperial fortification; or it can assist a special project.

Paid Work

A military unit can engage in paid work. This happens automatically if the owner does not select any other option. The unit has an equal chance of gaining herbs, ingots or measures, money, or mana crystals as a result of this action - as if it were an appropriate resource of equivalent level.

The most common form of paid work is guard duty (protecting a business, safeguarding a caravan, or working as hired muscle, for example), but it might also represent raiding barbarian strongholds, or adventuring in the wild places of the Empire. You are free to roleplay the details of this paid work as you wish, as it does not have an impact on the ongoing campaign. Despite the name, you do not need to roleplay that the materials your military unit produces are actual payment - they can just as easily represent loot claimed from defeated opponents.

Supporting an Army

A normal Imperial army has an effective fighting force equivalent to 5000 soldiers who are trained soldiers. When the skills and experience of a military unit are combined with a campaign army, or fortification, they improve the effective fighting force of the army by the equivalent of 100 soldiers.

Military units lack the deep logistical support that is the backbone of the Imperial armies and without which it is impossible to operate in large numbers. As a result it is not possible for military units to work together independently of an Imperial army. If you wish your military unit to take part in a military campaign, it can only do so by being attached to an Imperial army or an Imperial fortification.

Defending a Fortification

If there is a fortification in a region, then military units assigned to defend that fortification are automatically assumed to patrol the area, seeking out enemy forces and other threats. This improves the defensive strength of the fortification, by the equivalent of 100 soldiers. The units will also help to prevent barbarian raids, bandit attacks and similar threats where these are taking place.

Assisting a Special Project

Military units can be assigned to assist with a special project. The most common examples are the spy networks found in territories like Liathaven. In most cases, the degree of success depends on the total strength of the military units assigned to support the project - a single military unit is not normally sufficient.

Imperial Guerdon

Military units that are supporting an army, defending a fortification or assisting with a special project do not automatically earn wealth. Instead they may receive a share of the Imperial Guerdon, a bursary set up by the Imperial Senate to recompense commanders of military units for their support. A military unit with only receive a share of the Guerdon if the army, fortification or project they are assigned to is Imperial in nature; a character who assigns their military unit to help a foreign army, fortification, or project will not receive the Guerdon.

The value of the Imperial Guerdon is divided between each captain whose military unit supports an army in proportion to the effective strength of their military unit. The Senate may vote to increase or decrease the size of this fund. The Quartermaster General of the Imperial Armies has the power to exclude any or all armies, fortifications, and special projects from the Guerdon. If they do so, then a character who supports them will receive nothing for doing so.

Upgrades

A military unit can be upgraded using mithril obtained from the Imperial Bourse. Each time a military unit is upgraded, the effective fighting force of the unit is increased by 20. This means a 20% increase in returns from paid work, and a similar proportional increase in the share of the bursary assigned to the military unit if it supports an army or fortification.

To upgrade a military unit requires Imperial wains of mithril equal to the level the military unit is being upgraded to. So the first upgrade of a starting level 1 military unit costs 2 Imperial wains of mithril, from 2 to 3 costs 3 Imperial wains, etc.

Diversification

A military unit cannot be diversified.

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Mine

Contents

- 1 Definition

- 2 Production

- 3 Downtime Options

- 4 Upgrades

- 5 Diversification

Definition

A mine represents a worked holding. It could be a small but profitable shaft mine, a series of underground tunnels but it could be something as small as a panning operation.

Production

Upon taking a mine, you must choose one of Green Iron, Tempest Jade, Weltsilver or Orichalcum. A mine produces 12 Ingots of the chosen material.

Downtime Options

It is possible to obtain additional materials from a mine during any given season. You may spend 6 crowns to have the mine produce an additional 5 ingots of the same material as it would naturally produce.

Upgrades

A mine can be upgraded using mithril obtained from the Bourse. Each time a mine is upgraded, the owner receives an additional 2 ingots from then on.

To upgrade a mine requires Imperial wains of mithril equal to the level the mine is being upgraded to. So the first upgrade of a starting level 1 mine costs 2 Imperial wains of mithril, from 2 to 3 costs 3 Imperial wains, etc.

Diversification

A mine can be diversified to sacrifice production of one material for another. To diversify a mine requires one Imperial wain of white granite and one Imperial wain of weirwood. Each time a mine diversifies, the owner chooses a different resource from the list for mines; the mine produces 2 ingots of the new material at the expense of 2 less of the original material.

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Minister of Historical Research (Redirected from Minister for Historical Research)

The position was established by majority vote of the Senate in Autumn 377.

Contents

- 1 Responsibilities

- 2 Power

- 2.1 Historical Research

- 3 Selection

- 4 Removal

- 5 Research

- 6 History

Responsibilities

The purpose of the minister is to authorize research requests, freeing the Imperial Senate from the need to assess each request directly.

Power

The Minister of Historical Research is an Imperial title appointed by the Senate.

Historical Research

The minister has the power to authorize historical research requests. Each request costs 5 Thrones. The civil service is able to process up to two research requests in total per season - research requests authorized by the Senate, the minister or the Advisor on the Vallorn all count against this limit. The results of the research are compiled by the civil service then presented to the minister.

To use this power, the Minister provides an announcement to the Civil Service, who present the decision to the Imperial Senate. No voting is possible by the Senate at this point, as the power has been delegated to the Minister. The Imperial Synod may, however, choose to exercise their veto over the minister's decision.

Prior to the murderous events of 379YE, the civil service was able to perform more research commissions each season; the loss of so many experienced researchers significantly curtailed their ability to perform scholastic study.

Selection

This title is appointed during the Autumn Equinox. The minister is appointed by the Imperial Senate.

Any Imperial character may hold the title.

Removal

The minister can be revoked by the General Assembly and the Assembly of Nine of the Imperial Synod.

Research

A record of some of the research that has been carried out by the Minister can be found here

History

- The Urizen Mage.Ioseph of Phoenix Reach was appointed as the first Minister of Historical Research at the Autumn Equinox 377YE. He was appointed for a second term at the Autumn Equinox 378YE. As of the Autumn Equinox 379YE, the position has fallen vacant.

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Minister of Historical Research

Contents

- 1 Overview

- 2 Responsibilities

- 3 Power

- 3.1 Historical Research

- 4 Appointment

- 5 Removal

- 6 Publication

Overview

The Minister of Historical Research is an Imperial title appointed by the Senate. It was established by majority vote of the Senate in Autumn 377 to help the Senate handle requests for historical research.

Responsibilities

The purpose of the minister is to authorize research requests, freeing the Imperial Senate from the need to assess each request directly.

Power

Historical Research

The Minister has the power to authorize historical research requests. The civil service is able to process up to two research requests in total per season - research requests authorized by the Senate, the minister, the Advisor on the Vallorn, and the Dredgemaster of Feverwater all count against this limit.

To use this power, the Minister provides an announcement to the Civil Service, who present the decision to the Imperial Senate. No voting is possible by the Senate at this point, as the power has been delegated to the Minister. The Imperial Synod may, however, choose to exercise their veto over the minister's decision.

Appointment

This title was appointed during the Autumn Equinox originally but now is in Spring as that's when it was last appointed. The minister is appointed by the Imperial Senate.

Any Imperial character may hold the title.

Removal

The Minister of Historical Research is an Imperial position appointed by the Senate. Any Imperial citizen can hold this title. The Minister serves for a year, and they can be revoked by the General Assembly and by the Assembly of the Nine.

Publication

Details of some of the historical research that has been carried out, including that commissioned by the Minister, can be found here.

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Mirror of the Virtuous

Description

This rare item of priestly regalia takes the form of a polished or mirrored surface. Common forms include an actual mirror; a polished bowl or dish; and a sphere of glass, crystal of reflective metal. In some cases the mirror is worn as a medallion or pendant, in others it is a ceremonial tool held in the hands. Some priests, especially those of Prosperity and Loyalty, wield these items in the form of cups or goblets from which the recipient of an anointing and the priest herself both drink as part of the ceremony.

The effect of using a mirror of the virtuous is to cause both the priest and the recipient of the ceremony to come under the influence of the same aura.

Rules

- Form: Talisman. Takes the form of ceremonial regalia.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: When you are leading an anointing ceremony, the aura applies equally to you and the target at the same strength without spending any additional liao.

- Materials: Crafting a mirror of the virtuous requires six ingots of weltsilver and three measures of dragonbone. It takes one month to make one of these items.

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Missionary Dalmatic

Description

The dalmatic is most commonly a long, wide-sleeved tunic, often decorated with wide heavily-embroidered stripes. Usually of a single bright colour with contrasting stripes, they are modelled after a religious vestment popular in some parts of the Brass Coast with more formal sutanirr.

The missionary dalmatic is especially popular with those priests who initiate others into the faith of the Way because it allows them to perform a dedication ceremony without the need for liao. This is an especially valuable ability when a priest travels to foreign lands, when supplies of liao may be limited.

Rules

- Form: Armour. Takes the form of a robe.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: Once per day you may perform a dedication ceremony without expending any liao. You must be able to perform the dedication ceremony to use this ability.

- Materials: Crafting a missionary dalmatic requires five ingots of orichalcum, seven measures of dragonbone and three ingots of weltsilver. It takes one month to make one of these items.

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Missionary work

Aurelius was busy. Always busy. Right now he was busy trying to ensure that the Hub had sufficient boards for all the notices and judgements.

He was also busy keeping an eye on two young people who had set his keen merrow sense for trouble and disorder tingling. They were stood out of the way in the shadow of the Senate, having a quiet yet heated argument that involved a lot of gesturing. Several of those gestures were being thrown in his direction. He considered them out of the corner of his eye. Their clothes were poor, heavily patched, Their smocks looked more like tarpaulin than anything comfortable. They were wearing leather wrapped around their feet rather than shoes, and the older of the two had a short cloak worn over one shoulder and pinned in place that looked like it might have begun life as a sack.

After another animated exchange, they both fell silent openly staring at him. He considered pretending he had heard someone in the office calling for him but that traitor part of his spirit that had drawn him into service in the first place spitefully reminded him of his oaths. He put on his best professional expression and walked over to speak to them, keeping his hands open and obvious and being as non-threatening as he knew how.

"Can I help you," he asked. His voice was pitched low, confidential, and noncommittal.

The older of the two sized him up. She had one hand firmly on the shoulder of her companion who looked ... skittish. He had faint traces of naga blood, Aurelius realised close up - his eyes pale and a smattering of azure scales on his forehead and cheekbones. He looked ready to run at any moment. When a group of Imperial Orcs walked past, laughing and joking with each other and engaging in some playful back slapping, he cringed back against the side of the building and looked fit to wet himself.

The other fellow cleared her throat, redirecting his attention back to her. She seemed more confident although her body was tensed. He realised with mild surprise that there was a chance that the wrong move here might get him stabbed.

"Are you a noble?" she asked, her tone accusatory.

"No, madam. I am an Imperial civil servant. All of our nobles will be camping in Dawn, with the rest of the Dawnish, I imagine. Can I help you?"

"Yes. We would like some missionaries." The woman stared at him, her face set.

".. missionaries?" Aurelius felt a sinking sensation in his stomach. This was clearly something to do with the Synod and now his sense for disorder and trouble was screaming in his ear in an alarming fashion.

"We are from the Iron Confederacy, and we would like some missionaries to explain the paths of virtue to us. We would like to know about..." She nudged her companion. Without looking at Aurelius he spoke quickly and quietly.

"We would like to learn about the Courage that fills the heart, and the bonds of Loyalty, and the Pride that exalts, and also the Ambition that changes the world. If that is alright?"

The woman patted him comfortingly on the shoulder.

"There. What my brother said. We need missionaries so that we can use the sword of faith to throw down the Suranni tyrants. Who do we need to speak to?"

"I'm not sure, but I can find out. Wait, you keep saying 'we' how many of you are there?"

"Here? Two. In Kalino, at the camp in the hills? Several hundred." She paused, looking around Anvil, suspicious at the delay. "Could we have our missionaries now, please?"

Contents

- 1 Overview

- 2 Significance

- 2.1 Supporting the rebels

- 2.2 Opposing the rebels

- 2.3 Doing nothing

- 3 Resolution

Overview

The Imperial Senate has asked the Imperial Synod to make missionaries from the General Assembly available to anyone in the Iron Confederacy willing to engage with them. There has been no response from the Dukes, or from any Suranni citizen in response to this motion - at least not formally. It is well known that the Suranni religion revolves around the veneration of a pantheon of gods, and consider the Imperial faith to be a corrupt, drug-induced, hallucination associated with their god of evil and magic Dumon the Liar.

However ... a month after the Autumn equinox, word reached the Empire that there are some people in the Iron Confederacy who would like to receive missionaries from the Empire. A representative of a group of Suranni rebels has made contact with members of the civil service. This person represents a group primarily made up of escaped human slaves, currently resident in the territory of Kalino, south of Feroz, in what used to be the Lasambrian hills.

According to this representative, these rebels are very interested in learning more about the Way. Having given the matter a great deal of wise reflection (following a brief visit to the Empire by some of their number who were annointed with auras of wisdom), they have determined that the virtues of Courage and Loyalty will help them most in their current situation. They are very interested in receiving "the beneficence of the spirits of virtue" - hallows, consecrations, and anointings - regardless of the virtue involved.

While there is currently no overseas trade with the Iron Confederacy - the port of Robec remains closed to the Empire at this time - the Imperial Synod has declared foreign missionary work to be a virtuous endeavour. It is possible that these rebels might represent the tip of the iceberg - that there may be other disenfranchised groups in the heartlands of the Iron Confederacy.who would want to learn about the virtues if they were aware of the opportunity.

Unfortunately, it is likely that the Dukes of the Iron Confederacy would be less than impressed by Imperial interference in their internal affairs, especially given it would involve supporting people who are explicitly enemies of the state. Equally unsettling is the possibility that, even without realising, these rebels may be inspired by the false virtue or anarchy.

That it is virtuous and worthy for anyone trading overseas to encourage missionaries and priests of The Way and any Virtue to accompany them to spread the word and convert others to our Faith.

Dušan Otecovna Zlata, General Assembly, Autumn 380YE

To make missionaries from the General Assembly available to those in the Iron Confederacy willing to engage with them

Motion by Senator Avisena i Kharizmi i Guerra of Segura

Significance

The ball is in the Imperial Synod's court. They have two mandates available to them if they wish to involve themselves in this situation, or they may instead choose to do nothing.

Supporting the rebels

The General assembly believes that knowledge of the seven Virtues that guide the spirit through the Labyrinth of Ages is the right of all humankind *. With that intent in mind we send (X) with 50 doses of liao to spread knowledge of the Virtues and the Way to the rebels of Kalino.

Synod mandate

The General Assembly may deliver a mandate supporting the rebels. The named priest will lead a small group of priests to Kalino and minister to the band of rebels, teaching them of the way and providing them with appropriate auras that will help them in their understanding of the Way. These auras will categorically empower them to act against their Suranni oppressors.

In addition to liao, the named priest may choose to take wains of mithril, weirwood, or white granite to offer the rebels assistance in their struggle against the Suranni. The player should place these wains in their inventory alongside the liao, and include mention of them in their e-mail to Profound Decisions after the event. Whether the priest chooses to take advantage of this opportunity to offer material assistance or not is up to the named priest and is not something that needs to be mentioned in the mandate.

Opposing the rebels

The General assembly acknowledges the plight of the rebels of Kalino, and their desire to live a life of prosperity, liberty, and dignity. yet the Synod will not risk the safety of the Empire, nor aid a cause touched by Anarchy. As such we send (X) with 50 doses of liao to encourage the rebels to leave Kalino, abandon their efforts to overthrow their government, and accept sanctuary in the Empire.

Synod mandate

Rather than support the rebels in their fight against the Suranni nobility in Kalino, the General Assembly may instead offer them sanctuary in the Empire. The named priest will lead a small group of priests of Kalino and minister to the rebels, but instead of encouraging their rebellion they will encourage them to simply leave the lands of the Iron Confederacy and seek a new life within the Empire.

If this mandate is passed by the General assembly, any national assembly may then issue a statement of principle offering the rebels a home in their nation. If multiple offers are made, those that pass with a greater majority will be seen as most appealing. In the event of more than one such statement of principle, the matter may require further mediation once the rebels reach Imperial soil.

Doing nothing

If the Imperial Synod chooses to do nothing, then the situation in Kalino will continue to unfold without Imperial intervention.

OOC Note about espionage

Because of our guidelines bout secrecy, regardless of what the Imperial Synod agrees to, no Iron Confederacy character will be aware of their decision unless a player character explicitly tells them in some fashion. While the potential exists for a diplomatic incident, actually making the decision to support or oppose the rebels will not trigger that incident. Rather, it will only happen due to the actions of player characters during a game session. Precisely how much of what goes on at Anvil any outside NPC knows is carefully monitored - and for the most part the foreign nations are significantly aware only of senate motions that directly concern them and that the civil service could reasonably be expected to make their opposite numbers aware of in the interests of communicating the desires of Imperial citizens to outsiders.

- This word specifically references the Doctrine of Human Destiny and the Doctrine of Reincarnation; if they were changed, it may be acceptable to change this word to match.

Resolution

These opportunities are no longer available.

At various points during the Winter Solstice, the Imperial Synod discussed both aiding the rebellion, and offering sanctuary to the slaves. Empress Lisabetta chose to directly intervene in these mandates, and while both might have been successful otherwise, they failed to reach the Greater Majority and thus were not upheld. As such, the situation in Kalino will continue to unfold without Imperial intervention.

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Missive for Sadogua

Contents

- 1 Rules

- 1.1 Night Magnitude 2

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 2

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. While performing this ritual the ritualist must write a message on a square piece of paper. The message can be up to twenty-five words long. The message must be written in the form of a "magic square" - that is, a five by five grid with one word in each square. The paper must then be folded at least four times.

Effects

When the ritual is complete, the specially prepared paper disappears and is received by the Night Eternal Sadogua; the paper should be given to the referee.

This ritual does not transfer pictures or items.

The Eternal is peripherally aware of who sent the message.

Description

The Night Eternal Sadogua is sometimes known as The Brother of Wizards and is closely associated with the rune Diras. A subtle and secretive Eternal, Sadogua has a great fondness for mortal magicians, and is known to give them gifts in return for favours. This ritual is widely believed to have been given to a cabal of Navarr magicians in pre-Imperial days with a request that they distribute it far and wide - today nobody is sure if there is any truth in this or not, and Sadogua rarely gives the same answer twice.

The ritual is very simple; all it does is transfer a message to the Realm of Night. There is no requirement that Sadogua answer it, and if he chooses to do so it is likely that such answers will come in the form of visits from heralds. Many wizards who use it do so either in the hope of arranging a meeting with Sadogua or one of his allies, or as part of an agreement with that Eternal to deliver certain facts or secrets to him through this medium.

A number of priests are extremely suspicious of this ritual, claiming that it is tantamount to praying, or to making Imperial citizens minions of a foreign Eternal. To date they have had no success in persuading the Imperial Conclave or Imperial Senate to take the matter seriously, but the 'problem' of this ritual (and others like it) occasionally resurfaces among sects who favour greater control of magicians or magic.

Common Elements

The most important element of Missive for Sadogua is the parchment on which the message is written. It must be square, and divided into a five by five grid. If it is not it will still disappear, but it will not reach Sadogua. Ritualists include other elements appropriate both to the Eternal and the Realm of Night. Masks, veils and cowls are often used, especially if the ritualist wishes to obscure or conceal their identity from the Eternal. The ritual is often performed in darkness, as close to absolute as the ritualist can get and still see to write. In some cases, ritualists use a mirror and a candle, and write their message while looking only in the mirror - the mental agility this takes is said to make the ritual more effective, and Sadogua is believed by some to receive messages composed in this fashion more quickly.

Many ritualists finish the ritual by inscribing the rune Diras on the back of the parchment, sometimes in blood but more often in lemon-juice (or some other form of 'invisible ink' as appropraite).

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Mistress of the Glass Parador

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Ministry

- 4 Appointment

- 5 The Title in Play

Overview

The Mistress (or Master) of the Glass Parador is an Imperial title awarded to a Freeborn citizen. It is a national position appointed through the Bourse.

The Mistress of the Glass Parador was initially created to help preserve the integrity and reputation of the merchants of the Brass Coast. The title grants the use of beautiful offices in Siroc, and coincidentally offers endless opportunities to acquire valuable goods for personal use or profitable resale. Corsairs and merchants who are looking to sell their goods quickly will often approach the Mistress of the Glass Parador or one of her agents, and she is regularly consulted by the citizens of Siroc on minor matters related to good conduct and business.

The luxurious Glass Parador itself is centrally located, and constructed of beautiful white marble columns, gorgeous stained glass windows and delicate lanterns lit by fine quality lightstones imported from Urizen. It has a small permanent staff, and is a regular stop for merchants and travelers visiting Siroc from all over the Empire and beyond.

Responsibilities

The Mistress of the Glass Parador is expected to ensure that paradors and merchants operating in and around the City of a Thousand Sails are trading honestly. Many of her duties are ceremonial - she is often asked to officially launch new vessels, or to offer advice on business ventures that will travel to distant or dangerous lands. In return, Mistress receives preferential treatment from many corsair and merchant fleets operating out of Madruga, or who visit the Jewel of the Bay.

In actuality, the Mistress of the Glass Parador is no more or less likely to be a paragon of honesty than any other Freeborn merchant. Indeed, they often encounter more opportunities to receive bribes or make disreputable deals than they would if they did not possess the title. This being the Brass Coast it is expected the Mistress will take advantage of the connections offered to enrich themselves. The role offers ample opportunity to purchase luxury goods such as vibrant iridescent gloaming or polished weltsilver.

Powers

Ministry

As a ministry, the title of Mistress of the Glass Parador allows the holder to purchase quantities of special materials at a set price. The Mistress spends her money and makes her choices during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Total Money Spent

Production

14 Crowns

8 measures of Iridescent Gloaming, 6 measures of Ambergelt and 6 ingots of Weltsilver

30 Crowns

14 measures of Iridescent Gloaming, 10 measures of Ambergelt and 10 ingots of Weltsilver, and 4 measures of Dragonbone

65 Crowns

21 measures each of Iridescent Gloaming and Ambergelt, 17 ingots of Weltsilver, 11 measures of Dragonbone

120 Crowns

29 measures each of Iridescent Gloaming and Ambergelt, 29 ingots of Weltsilver, and 23 measures of Dragonbone

Appointment

This title is appointed during the Summer Solstice. The Mistress of the Glass Parador is appointed by citizens of the Brass Coast who control fleet personal resources. The larger the fleet an individual has, the more votes they can allocate in support to a candidate. The voting is handled by the civil servants in the Bourse.

Only a Brass Coast character may hold the title. They do not receive a seat on the Bourse. As a title appointed through the Bourse they cannot be revoked by the Imperial Synod.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

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Mithril Shirt

Description

A Mithril Shirt may also be known as a Mithril-coat, or a Glittermist Shirt. Many artisans, especially those creating Mithril Shirts for use by senators or priests, take especial pains to ensure their work is beautiful and delicate, weaving light rings closely together to create the illusion of silvery cloth or decorating their work with translucent or pale coloured gemstones, carefully shaped pieces of ambergelt, or even small amounts of polished weltsilver-silver alloy. The artefact Mithril Shirt given as a gift by the Urizen magi of Sunspire to Emperor Giovanni was said to be so encrusted with diamonds and moonstones that it glowed when exposed to moonlight, leading to it being called the Starmoon Shirt.

When made of leather or other light materials, they are usually called an Ambergelt Hauberk or Ambergelt Breastplate. Some Navarri crafters prize red or red-brown ambergelt especially for use when making a suit of this armour, and call the resulting suit a Bloodamber Jacket or Bloodamber Breastplate. Bloodamber armour is among the most robust forms of armour used by the Navarri and a thorn who bonds to it often does so with an oath to bear the brunt of enemy attacks.

Those few naga who take to a military life tend to be fond of this armour, commissioning coats which echo the shade and patterning of their own scales. These suits are known as Skink-scale Shirts and are often embellished with unnecessary gems to display the wealth of the owner, whilst being well-padded for their comfort. Naga troubadours who inspire their noble house's right on the battlelines are among the most frequent wearers of such armour.

Rules

- Form: Armour. Takes the form of a suit of medium armour. You must be wearing this armour to use its magical properties.

- Requirement: Any character can bond to this item.

- Effect: Gain an additional rank of the endurance skill.

- Materials: Crafting a Mithril Shirt requires four measures of ambergelt and three ingots of orichalcum. It takes one month to make one of these items.

The old man coughed violently, and more than a little blood came up into the delicate silk handkerchief his grand-daughter held out for him. All his Noble House had attended at his side throughout the evening, paying their respects as the cold that wouldn’t go away threatened to claim him, and now he was left with the girl. Just married, glowing with joy and swelling with new life, she made a wonderful reminder that he had another brand-new life to come in just a little while.

“Grandfather, it is a tale of your glory in battle against the foe; why are you so always hesitant to tell it?” She wanted the story of the Battle Beneath the Full Moon, as it had become known. Bohemond was so much better at telling this tale, but he had attended already, and by the custom so old its origins were forgotten, he could not attend at the bedside again this night.

“Alright, I shall tell the tale if I must, but only to you, my dearest grand-daughter, and only today, when I expect to find myself at the doors of the Labyrinth ere the morning. But I warn you now, you will think the less of me for it, and nothing will change that.”

She squeezed his hand and looked terribly earnest, “I promise you I shall not, Grandfather.”

“It was a dark and terrible night, and though we would rather have waited for day, the foe would not give us that chance. We heard that their shamans had prophesied that if they took the field beneath the light of a full moon, a shining beacon would arise to show the winner.

“They thought they could light a great bonfire, and it would stand as the moon’s beacon for them. I suppose that destiny had greater plans for the field that day, the rain had lashed down with the fury of a wrathful Changeling all day, and every stick of wood on the battlefield was soaked through. Not with Highborn pitch could they have lit that bonfire that they made that night.

“Well, Bohemond it was, clever so-and-so, that lamented we had no mithril, and I said we did, but I wore it under my harness. Well, I cast off my cloak as fast as I could, and he unbuckled my breastplate and pauldrons, and we realised what we had there. If the sky cleared and the Moon showed her face, I’d be a shining beacon to all the field. Or, as Bohemond prefers to tell it, a shining beacon to all the Empire. I suppose that’s not too much to say, really, given how well that victory’s served the House.

“Well, by nightfall, the sky still hadn’t cleared. They attacked anyway, in their hundreds. I suppose they thought they might outrun their fate. They marched on us, and we knew that it would be a hard fight, for we were all soaked, both sides, and such a battle is rarely glorious. And then she winked at us, and I lit up for just a minute. A shining beacon told them who’d win that day. A moment later, she lifted the clouds from her, and there I was, glowing so bright you could hardly look at me.

“Well, they fell on us like wolves. They were furious. We stood no chance, the Company of the Great Swan, noble and glorious though we were. Lord Tristram, he went down, and so did Lady Ygraine, and Lord Guillaume the War-Witch. Bohemond fought like a Changeling, like I’d never seen him fight before. We had the beacon, and though it was the Orcs’ prophecy, it was that beacon that bore us through it. I glowed with the light of the Moon, just like Emperor Giovanni, and I must have killed a score, and it was that armour that kept me standing, in both regards.

“Just when I thought I could take no more, I found myself alone with only Bohemond badly wounded by my side, and a circle of them around me, and this look of awe on their ugly faces. They... turned and ran, more or less.”

“... oh Grandfather, I always knew you had great Courage, and Vigilance, and such immense Pride as it makes my heart burst, but such Wisdom with it! Oh, I shall surely name my son Charles when he is born, or else Charlotte, and this story shall be the secret that a mother tells to her child to inspire them to Virtue!”

“...bloody hell. Do you mean, my girl, you’ve been going round thinking me unwise all this time?”

“Hush now, Grandfather, don’t spoil the moment.”

“With any luck, I’ll end up with you for a mother, you cheeky little filly...”

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Mitwold

Contents

- 1 The Pride of the Marches

- 2 Recent History

- 3 Points of Interest

- 3.1 Meade

- 3.2 Forte Fidelis

- 3.3 Hay

- 3.4 Wayford

- 3.5 The Maiden Stone

- 3.6 The Pale Chain

- 4 Regions

- 4.1 Golden Downs

- 4.2 Maiden Downs

- 4.3 Meade March

- 4.4 The Meadows

- 4.5 Oddmire

- 5 OOC Notes

The Pride of the Marches

Mitwold is arguably the richest of the Marcher territories. There's gold in the soil of Mitwold - the gold of rich harvests of fruit and grain. It has a substantial coast, scattered with small fishing villages and the occasional lonely watchtower. As one moves further inland, the rocky coast gives way to fertile chalk-soiled downs, with rich game-filled woodland, large farms, and prosperous market towns beyond. The largest settlement in Mitwold - indeed in the Marches - is the "town" of Meade, standing proudly at the mouth of the river that shares its name. More a small city than a town, Meade is in some ways the beating heart of the Marches.

When the other nations imagine the Marches, it is usually Mitwold they bring to mind - acres upon acres of well-tended fields and orchards, laid out like a grand patchwork blanket, scattered with villages connected by roads and dirt tracks. Here and there a lonely dolmen watches over the land around it, often marking a point of historical interest, or serving as a meeting place for the landskeepers of the adjoining area.

This is also the territory where many of the best known ball games are played, and it is a regular occurrence for some local dispute to be settled by over savage game of rugby, football or rounders. Some of the traditional inter-village or inter-household games go back centuries, having become regular fixtures long before the foundation of the Empire. Many have their own traditions - the people of Parkestown and Harwich in the Maiden Downs compete annually to determine the control of a prime stretch of grazing land between their two villages, for example,

More than anywhere else in the Marches, the households of Mitwold are engaged in feuding and bitter rivalry. The closer two households are to one another, the more likely it is that they are engaged in a long-running feud. Often the original cause of the feud is lost to history, having become a self-perpetuating state of affairs as each slight delivered by a rival becomes justification for the retaliation that follows. These feuds rarely lead to bloodshed - it is a rivalry of skinned knuckles not bloodied knives.

Recent History

Mitwold's history has been comparatively peaceful. Bregasland and Mournwold provide a buffer, protecting it from the martial ambitions of the Jotun. That is not to say it has been without incident; several times in pre-Imperial history the people of the Marches were at war with the people of Wintermark. Lonely dolmens and stands of ancient trees along the northern borders of the Meadows and Meade March mark ancient, largely-forgotten battlegrounds. From time to time, stories circulate of unquiet spirits around some of the barrow mounds - bitter Wintermark warriors interred in Marcher soil.

For the most part though, Mitwold has enjoyed the benefits of being a relatively safe place to live, secure in its prosperity - or as sure as any agricultural territory reliant on good harvests can be.

The disastrous failure of the Autumn harvest in 379YE was followed by a particularly harsh winter during which all the farmers of the Marches suffered significant losses in order to keep the Imperial armies marching. Then the Spring 380YE planting was hit with torrential rains and a vicious blight that devoured many of the seeds before they can be put in the ground. While the rest of the Empire was enjoying a burst of vitality and fertility, the farms of Bregasland, Upwold, and Mitwold were once again labouring under the yoke of a vicious magical curse that ruined the crops, sapped the life from the beasts in the fields, and spread sickness and hunger wherever it touched.

The plan to construct the Imperial Breadbasket began in the markets of Meade and received immediate support from market towns across the Marches. Lead by the people of Meade, the aldermen put their hands in their pockets - not as an act of charity, but as recognition of the fact the Marches prosper when the farmers prosper. It was an investment for the future, as well as an effort to "darn the rip" between the folk of the market towns, and the rest of the Marches. As a result, shortly before the Spring Equinox 381YE, work was completed on a network of granaries and storehouses across Mitwold as part of the Imperial Breadbasket great work. In addition to its work in securing the future of the Marches, this has helped to improve relations between the yeomanry and the residents of the market towns - reinforcing that even though they do not till the soil, they are still Marchers.

Shortly before the Autumn Equinox 381YE, an earth tremor struck Mitwold, its epicentre near the town of Wayford. At first, the effects seemed minor - a little damage to some of the buildings in Wayford - but shortly after creatures similar to ogres began to appear in the area. Investigations by Marcher heroes discovered that the cause of the raids - if not the earth tremor itself - was an unnatural creature, buried deep beneath the earth. "Bloody Jack" appeared to be some sort of horrible troll creature, no doubt the source of the local legends of Jack-in-Chains. The entity lay at the bottom of an old stone-choked well, bound with magical chains - chains that had been damaged in the earth tremor and were close to breaking completely. The creature remained a threat to Mitwold until the Summer Solstice 381YE. With the aid of the Winter Archmage, several brave yeomen made a bargain with the sinister eternal Tharim, allowing the subterranean beast to once again be bound tightly. A dolmen is due to be erected over the entrance to the well - the sooner the better in fact given that several foolish youths have already tried to gain access to the troll-creature's tomb in search of treasure. Such expeditions were decisively curtailed by the placement of the Pale Chain, a white granite dolmen that now blocks the entrance to the well.

The business with Bloody Jack also brought to light stories of the Marcher blacksmiths - legendary figures who combined a practical appreciation for metalwork with a calling for negotiating with eternals. The exact story is still garbled, but it appears that these capable magicians disappeared from the Marches so long ago they have largely been forgotten as the result of a deal with the Autumn eternal Estavus. Several Marcher scholars are currently looking into the situation, and working to secure the return or release of this uniquely Marcher tradition - presuming that is even possible after all these years.

Points of Interest

Meade

The largest settlement in the Marches is the city (technically a market town) of Meade in Meade March. Crowded around the mouth of the eponymous river on the shores of Westmere, Meade is not only the spiritual and administrative heart for the nation, it is also a port whose ships deal in fishing, trade with foreign nations and sea defence against the barbarians through Westmere and the cold salt waters of the Gullet.

Meade is where yeomen from across the Marches come to spend hard-earned coin, and often plays host to foreign visitors from other nations. The lavish week-long Harvest’s End Festival takes place in Meade every Autumn, and sees the city fill with folk from all across the Empire. Still, Meade is not without its problems. Some yeomen look askance at the citizens, questioning how they can be proper Marchers given they live in a town rather than on a farm. To many of their critics, they are merchants, not true yeomen. They point to the scandal during the reign of Empress Giselle when several aldermen were implicated in a plot to secede from the Marches - a plot that never had much popular support but whose existence alone was enough to rekindle rumours that the folk of Meade are "not proper." At the same time, the aldermen of Meade know that their settlement is not even half the size of the great cities of the League, and this can lead to efforts to try and compete with the merchant princes of Tassato and Temeschwar with predictably disappointing consequences.

Still, regardless of the past and the attitude of some suspicious yeomen, the people of Meade are Marchers through-and-through. They are practical, stubborn people who hold fiercely to the traditions of the Marches. As their recent involvement in the formation of the Imperial Breadbasket demonstrates, when push comes to shove they look out for their own people - the people of the Marches.

In the wake of the death of Empress Britta in 376YE, semi-organised groups of bandits began to prey on traders traveling by land from Meade. By order of the Imperial Senate, in early 377YE a series of watchtowers and earthworks were constructed around Meade to help address this problem. The works were overseen by Bridget Eastville née Talbot (senator for Mitwold) as part of a larger plan to provide protection to towns throughout the Empire. While the defences are not sufficient to qualify Meade as a true fortification, they have already helped reduce brigandry throughout the territory.

The Bailiff of the Grand Market has a small office in Meade, although most title holders spend little time there (apart from to oversee the security of the grand market on the third weekend of each month). The Bailiff is an Imperial title appointed each Winter Solstice by the farmers of the Marches.

Forte Fidelis

In 377YE Richard Tunstall, the Imperial Master of Works, approved the creation of Forte Fidelis in Golden Downs. It was one of only two castles approved by the Master before the Senate removed their ability to do so. Construction was funded partly by the Master's stipend (before it was removed by the Senate), and partly by money raised and donated by the Marchers themselves. Work on the fortification was completed shortly before the Winter Solstice 378YE.

The fortification was completed while the Jotun ceasefire was still in place as a counter to Mitwold's perceived vulnerability to attack from the Mournwold, once hostilities inevitably resumed. Surrounded on all sides by a deep moat, accessible only by a relatively narrow bridge. the castle has yet to see combat. It takes its name from the Old Asavean motto of the Talbot household - "forte et fidelis." Following his retirement from Imperial politics, Richard Tunstall still serves as the castellan, ensuring that the castle is prepared for any potential invasion of Mitwold.

Hay

“The golden fields of Hay” appear in many a Marcher song. Hay is quintessential Marches, a small rural town set amongst rolling fields. Following the invasion of the Mournwold, the folk of Hay were been deeply concerned about the threat of further orc aggression. Several locals have formed themselves into the Hay Irregulars, an unofficial force dedicated to helping turn back the barbarians should they attempt a concerted raid. The Irregulars served with some distinction fighting off small bands of raiding Jotun, before the Mournwold was finally liberated in Autumn 381YE.

Hay is rightly famous for its fields of wheat, and for its bakeries. Many of the farmers of the Golden Downs bring their grain to market here, where a significant portion of it is used to make flour and bread products including the famous "Hay Huffer" - a crusty triangular bread roll with a thick, doughy texture designed to fill the bellies of labourers across Mitwold and beyond.

Wayford

A large market town at the confluence of the upper tributaries of the Meade. A layer of gritstone in between the chalk of the wolds means the river is wide and shallow, allowing livestock from the hills to cross, or embark on riverboats to Meade itself. Built along the southern borders of the Meadows, it is a bustling settlement known for its travelers inns and for its monthly cattle and sheep markets. Merchants visiting Meade pass through Wayford, as do Marcher traders exporting food and drink to the wider Empire. The town is quite cosmopolitan - there is a large transitory population of Winterfolk, League citizens, and Navarr coming to Wayford to travel.

All this propserous trade attracts its fair share of trouble, and the Bailiff of the Grand Market is regularly called upon to deal with bandits and brigands preying on trade along the roads that pass through Wargord. At the river fork stand several gibbets with a long and bloody history, notable in recent years for playing host to Red Walder and his outlaws, a plague on the Mitwold for many years finally brought to justice in 359YE following a week-long standoff in the Shepford Brewery near the Wayford Bridge. The town is also notable due to legends of a monstrous creature known variously as Jack-in-chains, Jack-of-Irons and Bloody Jack who is said to be buried somewhere nearby. Shortly before the Winter Solstice 381YE, a dolmen of white granite called the Pale Chain was raised over the site where the giant is apparently entombed.

The Maiden Stone

An ancient dolmen that stands in a scorched area of land in a grove of ash trees. Every year before the Spring festival the farmers of the area weave the largest straw dolly known in the territories. The Straw Maiden, as the creation is known, is 12 feet tall adorned with wild flowers with intricate patterns of vines woven into her skirt. The Maiden’s skirt is hollow at the base and she is placed atop the dolmen. The landskeepers of the Maiden Downs then perform a night-long ritual designed to bring prosperity to the fields and flocks of the people of the Downs. The Maiden then stands in the grove until the end of Summer, visited by travelers who leave gifts of food, poppets, minor trinkets, and other offerings at her foot in the hope that she may bring them some small favour. Although the Maiden is exposed to all weathers and temperaments, she does not rot, blow away or decay in any way, staying as fresh and brightly golden as the day she was placed upon the stone. Then, at the festival of Autumn Harvest there is another ceremony, the culmination of which sees the Maiden set alight, burning until there is nothing left.

Needless to say, the ceremonies of the Maiden Stone are roundly criticized by priests of the Imperial Synod. There have been efforts by priests from outside the Marches to ban the practice, denounced as the worst kind of idolatry. The Sevenfold Path has occasionally attempted to get the Imperial Conclave to interdict the ceremonies without sucess. In 186YE and 247YE, the ceremonies were stopped for a short time but in both cases resumed less than a year later.

The landskeepers of Meadow Downs claim that they are simply performing the three powerful farm-blessing enchantments (Blessing of New Spring, Strong Ox, Golden Sun, and Gathering the Harvest) and that the gifts left by visitors are simply a harmless tradition. There is some evidence that the landskeepers also perform a rite in the depths of Winter without any witnesses; lurid speculation surrounds this ceremony.

The Pale Chain

The Pale Chain is a hulking dolmen of white granite from Sutton Stone Quarries raised near the town of Wayford shortly after the Autumn Equinox 381YE. The looming rock is engraved with a spreading oak tree above a three-link chain, giving the dolmen its common name. Some rumours suggest there is a second engraving on the bottom of the stone, allegedly in the form of a peculiarly proportioned lion. The construction was plagued with problems, and vocal accusations from some of the workers that the project was cursed. One of the skilled masons responsible for shaping the stone lost her arm as the stone was lowered into place, and many of those working on the site muttered in hushed tones of similar unlikely "accidents".

The Pale Chain covers the well where the ravenous giant known as "Bloody Jack" apparently lies forever entombed. The site is watched over by a handful of yeomen from House Guildenstern in Stock March - something that has raised some hackles in Maiden Downs. There are also reports of a peculiar pale figure, wrapped in chains and with unpleasantly inhuman features, lurking near the stone on moonless nights - many believe this is one of the heralds of Tharim that came to the Marches via the winter regio known as the Copse of the Bone Birch in Birchland. According to local stories, if one approaches the stone on such nights and presses one's ear to the ground, a low rumbling voice can be heard from deep in the earth ranting and raving about thieves and liars. Local children have already begun daring one another to approach the dolmen and test this story out.

Regions

Golden Downs

The rich farms of Golden Downs are home to the prosperous village of Hay, as well as a number of smaller farming villages. It is also the location of the Silent Giant standing stone that watches over the surrounding fields, and is in turn watched over by the Keeper of the Golden Fields. Several other dolmens mark the old boundaries of one farm or another but the Silent Giant is the largest.

For the last three decades, the Golden Downs has been in a state of war-readiness, expecting an invasion from the Mournwold - indeed the Jotun raided north into the region many times over the duration of the occupation. Citizen militia such as the Hay Irregulars prided themselves on their readiness to fight off such raids, even in the absence of organised Marcher armies. Many independent Marcher captains cut their teeth taking paid work protecting the rich farms of Mitwold. The need for such special forces was reduced significantly in 377YE when the Imperial Master of Works approved the creation of Forte Fidelis in Golden Downs.

During the Jotun invasion of the Mournwold in 349YE, many of the citizens of Green March fled north to the Golden Downs; a long history of good relations and familial ties between the two regions helped to mitigate any negative effects of this influx of landless yeomen. Unlike many of the Mournwold refugees the majority of these former refugees show little interest in returning to reclaim the land they (or more often their parents) lost three decades ago.

Maiden Downs

The Downs are covered in a patchwork of wealthy and prosperous farms. Some outsiders attribute the success of the farms here to the magic of the Maiden Stone, but the yeomen who work the land here disparage such suggestions. Rather, they point out, their farms are prosperous because they work bloody hard to keep them that way. Still, the Landskeepers of the Maiden Downs have a reputation for being a little peculiar, and to be significantly more secretive than those in the rest of the Marches - almost bregas in the words of some.

There are no large settlements in Maiden Downs - not even along the highway that links Wayford to Stockland. Farmers are as likely to sell their produce in either town, depending on which is paying the better price in any given season. This has lead to a few feuds between households of Maiden Downs and those of Golden Downs and the Meadows over what is seen as "a lack of loyalty to Mitwold."

Meade March

Often called the heart of Mitwold, Meade March is the location of the small city of Meade, built at the mouth of the river that shares its name. Meade is prosperous, and its port bustling, but the river is both too narrow and too shallow to allow passage to a navy (OOC Note: the region of Meade March does not have the coastal quality). While the aldermen have occasionally discussed dredging the river to allow the construction of a shipyard, there has never been enough support for such a large-scale undertaking. Wiser heads also point out that while a shipyard might provide a suitable anchorage for a Marcher navy, it would also mean that Meade was placed at risk of being sacked by a barbarian navy, should one ever appear, and that tends to end the argument.

Outside of Meade, the Meade March is covered with farms and scattered villages, and even a few small towns. The yeomen here have a somewhat undeserved reputation in the rest of the Marches for considering themselves "better" than everyone else because of their proximity to Meade - of giving themselves "airs and graces". A common stereotype that appears occasionally in plays and stories is that of the Meade yeoman who farms their field wearing a rich outfit, more suited to a feast day than a work day. There is little factual foundation to this prejudice - although many yeomen of the Meade March visit the city at least once a season and thus have access to a significantly wider array of goods and cloth than residents of more isolated parts of the Marches.

The Meadows

While most of this region is rolling farmland, the northern Meadows abuts the Wittal Grove of Kallavesa. The woodlands are home to at least one tribe of feni, but for the most part the Meadows is a peaceful, pastoral place. Before the Empire, however, there were occasional clashes between Marchers and raiders from Wintermarker along the border, and the northern woodlands still have an unsavoury reputation as being haunted.

South of the border, the forests that once grew in the Meadows were cleared centuries ago. Here and there between the farms however, a lone tree stands as a boundary marker and a silent reminder of a time when much of the Meadows was covered in trees. These so-called Lone Oaks are reminiscent in some ways of the dolmens found in other parts of the Marches. According to tales told across the Meadows, in the first years of the Marches the northern woods were home to terrible monsters who regularly attacked people trying to settle north of the Meade river. Eventually, however, a wily blacksmith made a deal with the ruler of the monsters. The creatures would leave the settlers alone if in return the Marchers stopped cutting all the trees down. In the end the Marchers had the last laugh however - they cut down almost all the trees leaving only a scattering of Lone Oaks - but by the careful wording of the agreement the monsters were unable to harm the people of the Meadows as they had kept to the letter of their bargain.

In addition to its farms and eerie trees, the Meadows is also well known for its herb gardens, especially in the north. In particular, the quality of True Vervain grown in the Meadows is generally held to be unmatched in the Marches. The herbalists of the Meadows are known to make occasional pilgrimages north to Wittal, in Kallavesa, to share lore and trade herbs.

Oddmire

Quality: Coastal

When the Marchers first arrived in Mitwold, Oddmire was extremely marshy. Several decades of work reclaimed most of the region, despite the best efforts of angry marshwalkers to stop the draining of the swamps and marshes. There are still some treacherous bogs in Oddmire, especially along the southern and western borders with Bregasland, but the majority of the region is fertile farmland. As is traditional in the marches, there are large numbers of farms here, but there are also a few more isolated communities built on the small, rocky islands that lie along the southern shore of the Westmere.

The most prominent settlement here is assuredly Odd’s End, a bustling fishing port. The fisherfolk of Odd's End are known to have something of a chip on their shoulder when it comes to the larger, more prosperous Meade. They fly their banner - a leaping salmon - proudly whenever they set sail and barely a year passes without a major row between fisherfolk from Odds End and boats out of Meade over fishing grounds. A well-respected monastery - Odd's House - stands near the port, dedicated to the virtue of Pride, and the monks there regularly encourage the people of Odd's End to stand up for their rights against the larger Meade.

Odd of Odd's End

Odd of Odd's End is a popular folk hero from the early days of the Empire, born around 45YE. She was an outspoken devotee of the virtue of Pride, and in later life founded the monastery that still bears her name. Settling her folk on the shore when the Marchers first reached the Westmere, declaring that this would be the place where she would end her days, she was instrumental in the draining of Oddmire among other significant deeds. A series of stories, popular with Mitwold's mummers, recount the many deeds of this folk hero, especially her battles against marshwalkers, and her rivalry with the aldermen of Meade.

Despite her popularity, there has been no serious effort to have Odd recognised as an exemplar by the Imperial Synod. When the matter has been raised, the abbot of Odd's End generally shrugs and responds with a variant of "We know she's an exemplar, why should we look to outsiders to confirm it?" Regardless, "Mother Odd" was recognised as an exemplar of Pride in 376YE, shortly before the requirements for recognition were made stricter. This appears to have had little effect on the people of Odd's End.

OOC Notes

- All the regions of Mitwold are under Imperial control.

- Forte Fidelis in Golden Downs is a rank one fortification.

- The Imperial Breadbasket great work gives every Marcher character who owns a farm a share of 1080 rings.

- Some of the prominent households of Mitwold are detailed here.

Ned shook his head, feeling the wounds under the brigantine. "The gambeson and the brig are holding everything closed Henry. Without the full services of the hospital in Anvil I won't be able to close them fast enough if we take it off. I'm so sorry my friend."

Henry Talbot sat with his back to the tumbled wall of the burnt out homestead, sweat plastering his dark hair to his forehead.

The flush of vigorous life had faded from his cheeks during the escape from the barbarians, but mischief still sparked defiantly in his eyes. Sun beat down and wisps of steam made thin halos about their heads. "Nothing you could have done Ned. Thank the boys for carrying me all this way... How long do you think?"

" It could be an hour, or as short as you..."

Ned paused as he reached into his pouch of herbs. A decade of hunts made him grab instinctively for his pike, the mating cry of a Bregesland Dove in the wrong season could only mean one thing.

"Cullach-A-Cullach!" Sounded to the right, accompanied by a gurgling squeal. A moment later two Orc scouts and a human slave burst from the bushes in front of them. Ned brought the pike to bear, but not fast enough.

The smaller of the two orcs, face split with a recent wound, shoved the slave into the pike and drove her body onto the shaft. Ned drew his dagger, but the orcs were on him before the sword was free. Not relishing the prospect of a standing fight they rushed forward and bore Ned to the earth.

In a flash decision Ned dropped the dagger, grasping the wrist holding a rusty knife and breaking the nose of the second Orc. Broken Nose rolled away from the melee, streaming blood and curses, while Split Face and Ned struggled over the knife.

Suddenly Henry was stood astride Split Face, Ned's dagger in hand. With a butcher's confidence he sliced Split Face's neck to the bone, drenching Ned in ichor.

Ned held fast to the rusty knife, taking it from unresisting hands. As he cleared his eyes Ned heard Henry grunt and the tip of a blade emerged from his stomach. Henry toppled and Broken Nose stooped over the to pull the notched sword free.

Roaring in fury, Ned kicked Split Face's body off and launched himself forward. The notched sword was trapped and useless between them, allowing Ned free reign with the rusty knife...

Ham came to check on them once the rest of the orc scouts were disposed of. Ned sat beside the ashen body of Henry Talbot, truely still now that he had begun his journey through the labyrinth. The remains of a human and two orcs lay in the remains of the herb garden. Not a word passed between the Cullach, just a look and a nod.

With great care they removed Henry's harness and hid it up the chimney of the homestead, suspended from the meat smoking hooks. Ham took the small antler handled knife from Ned's shaking hand and cut Henry's warm heart free from his chest. Ned knelt and filled Henry's mouth with Marcher soil, replaced in the oiled pouch by the heart. They closed his eyes and pushed the remaining wall of the homestead over him.

The fallen stones would conceal him from desecration and keep him from scavengers. Now they had to move on, their burden heavier than a dying friend.

"Rest well Henry Talbot, your march is done."

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mitwold&oldid=63397"

Moderation

Overview

The nature of the internet is that it removes the element of personal interaction and exacerbates differences of opinion. If we are not careful this turns discussions into arguments in a way that is detrimental to the enjoyment of the game. For this reason we have chosen to implement a firm and frequent approach to moderation - our goal is to put appropriate limits in place to ensure that we provide an online space on Facebook and our forums for all participants to share their enjoyment of Empire without getting drawn into arguments.

All the appropriate rules for conduct at events also apply when making posts on any official Profound Decisions forum or Facebook group. In particular please make sure that you have read and understand the rules for language and equality and diversity.

Counting players and crew, Empire has well over fifteen hundred participants at every event, it's not realistic to expect anyone to like every other participant. What we require is that people treat each other with respect regardless of their personal feelings. These rules are designed to give our moderators a basis for judging when that is not happening and to take action accordingly. If you have an issue with the posts of another participant then please bring it to the attention of a moderator and allow them to deal with it.

Posting Guidelines

- Treat each other with respect

- All posts should relate to Empire

- Put each post in the single most appropriate forum or Facebook group

- Please report any breach of the rules to our moderators and leave it to them to deal with

Please treat each other with respect. Remember that players in Empire will come from many different traditions of LRP, so just because they don't do things the way you do them doesn't mean that it's wrong. Respect their opinion, assume good faith and remember that sometimes you need to work a little harder to make yourself understood over the internet, where it's easy to mistake someone's intent and you're talking to strangers not just your friends who get the joke. Don't harass other users, don't post anything that constitutes a personal attack and avoid forms of speech that could be interpreted as bullying or abusive. Treat people the way they would want to be treated.

Please keep your posts on topic, our forums and groups are for Empire, so if the discussion strays too far away the subject of Empire we'll ask you to take it elsewhere. Please make sure you read the Empire wiki and the FAQ before asking a question as it's quite possible it's already been asked and answered.

Please ensure that your posts are in the appropriate area. For example if you want to put a post offering to sell or swap some kit on the forum then you should use the Trading forum. If you are looking for a member of a Wintermark group on Facebook then you should post in the the Wintermark Facebook group. Do not duplicate the same post across multiple different forums or different groups (it is fine to duplicate something on the forum as well as on Facebook). Don't post spam, that's posting the same post more than once or posting unwanted advertisements. If you're a trader please use the trading forum to post about your wares.

If you spot someone breaking the rules please flag it for the moderators attention. On Facebook select "report to admin" by clicking in the top right hand corner of a post. On the forum click "...(show more)" then the flag icon on any post. Please don't call them out for it, report it, and let the moderators handle it.

Contents

- 1 Overview

- 2 Posting Guidelines

- 3 Moderation

- 4 Hot Topics

- 4.1 Politics, Religion, and Language

- 4.2 In-character Debates

- 4.3 Criticism of other LRP Systems

- 4.4 Personal Attacks

- 4.5 Don't Do Stupid Shit

- 5 Further Reading

Moderation

- Please report any problem posts to the moderation team

- We will delete any content that does not meet our guidelines for posting or online behaviour

We have a team of moderators whose job is to watch the Empire forums and Facebook groups and ensure our rules are being followed. They will remove posts that they feel contravene our guidelines or anything which has devolved into an unconstructive argument. To report a post, on Facebook select "report to admin" by clicking in the top right corner of a post. On the forum click "...(show more)" then the flag icon on any post.

If we have to remove a post or take other action then we'll either make a note in the thread or send you private message explaining why. Depending on the situation we may warn people who have broken the rules, suspend them either short or long term, or ban them permanently at our discretion.

Do not discuss moderator decisions on the forum, if you need clarification about a decision that's affected you please contact the moderator who took that action by private message or email the moderation team at mods@profounddecisions.co.uk.

Hot Topics

The areas below are topics that almost invariably degenerate into arguments, or are simply not appropriate for our forums or Facebook groups.

Some of these issues are controversial and tend to produce a lot of acrimony when discussed online giving the false impression that these issues dominate our events. Worse, they often involve situations where the experience of online criticism of a specific behaviour is indistinguishable for individuals from criticism of them. We won't allow posts that constitute personal attacks or posts that constitute an attack on the behaviour of individuals. Our moderators will closely monitor these "hot topics" and pre-emptively delete any posts that they feel are likely to lead to an adversarial discussion of the issues.

Some of these issues are simply not appropriate or acceptable and will be deleted by our moderators as soon as they become aware of them.

Politics, Religion, and Language

Politics and religion are incredibly important subjects and we encourage people to engage and debate these issues - just not on our forums and groups. Our online community exists so that participants can discuss the imaginary politics of the world of Empire, not real world politics.

Inappropriate language, such as the use of gendered words, is another subject that invariably rapidly degenerates into acrimony. There is no effective way to criticize a person's language on the internet without it being experienced as a personal attack. We will allow positive discussion of ways that participants can embrace the gender-blind Empire setting and implement that in their roleplaying - but delete anything that is negative, a personal attack or is based on criticism of other people's roleplaying.

If you are concerned by the use of inappropriate language, then please bring it to the attention of a moderator and they will contact the other participant, reminding them of our guidelines to try to avoid gendered words and similar.

In-character Debates

Empire is not a system which employs "FOIP" - a requirement that you can only find things out in play at events. It is fine to ask simple in-character questions, things you think your character should know or any questions about the system. If the information you have asked for is not controversial in-character then other participants are free to give you the answer to your question or to encourage you to find their character at an event and seek out the information in-character.

However we strongly discourage online discussion of important or controversial issues. These issues form part of the plot of our event and we ask everyone to respect that.

There are specific rules for roleplaying between events. Anything that breaches these rules - any post that contains trade negotiations, religious debates, military planning, magical discourse, or political discussions and appointments will be removed.

Criticism of other LRP Systems

Live roleplaying is an amazing community, that is at its best when participants share original ideas and best practices between different systems. So it's fine to make a post calling out a positive example of something other games do well - or do better than Empire does - that gives us a basis for discussing ways to make Empire a better game. But please bear in mind when posting, that Empire is such a large system that we will have participants who love the game you are referencing as well as participants who tried it and did not enjoy it.

What is not permitted is anything that is critical of other LRP systems. We are not in a position to improve other people's games - so we are not interested in hosting any discussion that is critical of other LRP systems. Most LRP systems have their own forums or Facebook groups for their players to post comments about their games - posts that are about other games should be posted on their Facebook page, not on our forum/groups.

Our Facebook groups and our forums are the right place to criticize Empire or Profound Decisions and it is fine to do so. However bear in mind that all LRP games are produced by the combined efforts of a team of volunteers who are passionately invested in the game they create. The most effective criticism is an analysis that presents a fresh perspective or insight into some aspect of the game - rather than simply a passionate declamation of how much you personally don't like a particular element of the rules, setting, or plot. There is also guidance on the wiki about providing feedback. Criticism directed at named individuals will be treated as a personal attack and moderated accordingly and our rules requiring civility towards our volunteers apply on our forums and Facebook groups as well as at events.

Many people who play Empire enjoy the game - and that often engenders a desire to protect the game from criticism. We believe a good LRP stands on its merits, and benefits from analysis, critique, and discussion. We ask all participants to be mindful of the fact that just because you have not experienced a problem does not mean the problem does not exist. Our moderators will remove posts if they judge that their only contribution is to suppress criticism or silence debate about Empire.

Personal Attacks

We will not tolerate any post that our moderators feel constitutes a personal attack on another live roleplayer - regardless of whether or not they use our official online forums/groups or are a regular attendee at our events. Avoid posting while angry; if you are disagreeing with participant then ensure that you remain polite and avoid ad hominem responses.

If you feel anything posted on our official forums or Facebook groups violates our rule prohibiting personal attacks then please report it to our moderators, do not respond in kind.

Don't Do Stupid Shit

Don't post anything that's illegal, racist, sexist, homophobic, pornographic, abusive, or otherwise objectionable. This includes links to such material as well.

Further Reading

- Conduct

- Costume

- Language

- Moderation

- Equality and Diversity

- Complaints

- Must Avoid Policy

- OOC Design

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Monastery

Overview

A monastery is more than just a religious building - it is a community of priests in the Marches, wielding power in both the Imperial Synod and the day-to-day lives of the Marcher folk. The first monasteries were founded by pilgrims returning from Highguard, and formed the foundation for the Marcher Assembly.

Monasteries are usually surrounded by fertile farmland that is owned and worked by the monks. This ownership of land allows monasteries to wield political power in the same way as a Marcher household. No abbot has yet become the senator for a March – and to date few households have pledged their loyalty to a monastery - but such a development is not outside the bounds of possibility.

A few monasteries are formed purely of scholars who take little part in warfare, but the majority include capable warriors who will don armour when battle is due. “You don't own it, unless you can defend it.” is a Marcher saying that applies even to monasteries, and the abbots have just as much reason as any household to want to protect what is theirs. Some monasteries extend the right of sanctuary to anyone who comes to them, and warriors are occasionally needed to ensure that right is respected.

Monks

Monks divide their time between study of the Imperial Faith and working the farmlands claimed by the monastery. Monks minister to the spiritual welfare of the folk around their monastery, largely ignoring Household boundaries. They combine the teachings of the Imperial Faith with respect for Marcher tradition, and are generally adept at employing the custom of shunning to discourage un-virtuous behaviour. Where necessary they may also try to encourage the use of the rough music against an individual who refuses to mend their unvirtous ways, although given the highly informal nature of that custom this can be quite a challenge.

Monks usually refer to one another with familial titles (cousin among monks of the same generation, uncle or aunt when talking to an older monk, nephew or niece when talking to a younger monk).

Monks of any gender wear plain garments, not unlike priestly robes in Highguard, though often simpler and less ostentatious.

Creating a monastery

A monastery is a good choice for a religious group from the Marches. The costume is highly distinctive, and beside the obvious roles for priestly characters, the power wielded by abbots can make them powerful participants in the politics of the nation.

In addition to priests, a monastery may have martially minded characters who serve as the defenders of the monastery, but unlike the cataphracts of Highguard, these are likely to be armed and armoured monks who have more in common with the yeomen who fight for the Marcher households.

When building a monastery group, there are some difficult choices to make with personal resources. To have influence in the Marcher Assembly and the Imperial Synod, and access to the precious liao which is vital to some religious ceremonies, your group will need characters with religious personal resources. To have influence in the Marches, however, the monastery will need some characters to control personal resources in the form of farmland - which has the advantage that it will also provide money to the monks that own them.

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Monstering a battle

Contents

- 1 Overview

- 1.1 Quick guide

- 2 How will I know I am monstering?

- 3 Elite Monster Units

- 4 What do I need to bring to monster?

- 4.1 Clothing

- 4.2 Armour

- 4.3 Weapons

- 4.4 Water

- 5 What will Profound Decisions provide?

- 5.1 Clothing

- 5.2 Armour

- 5.3 Weapons

- 5.4 Water

- 6 What do I do when I arrive at Monster?

- 6.1 Low-combat roles

- 6.2 Non-combat roles

- 7 The battle

- 7.1 Respawns

- 8 After the battle

- 9 Further Reading

- 9.1 General Information

- 9.2 Barbarian Tribes

Overview

Battles are a massive logistical undertaking involving well over 300 player monsters and crew, not including those players preparing to play the battle. This page should help guide players preparing to monster battles at an event. It provides basic hints and tips, gives you an idea of what to expect, and how to speed you through the process as quickly as possible.

Quick guide

- Find out when you will be monstering

- Ask your generals - they should be aware of the battle info

- Check signs on the toilet doors to find out when to monster

- Ask your Egregore

- Bring kit, armour and weapons where you can

- Bring water with you

- Turn up between 09:30 and 10:30 at Monster in the OOC area

- Get counted by the crew member outside Monster

- We need accurate numbers to record the Nation Weightings

- You will be assigned battlefield orc role

- Follow crew directions on battle briefings

- Ask if you would rather play a low combat role

- Add PD provided kit and armour to your own

- Apply orc make-up to mouth, eyes and hands

- Put on an orc mask

- Don’t be afraid to ask questions!

How will I know I am monstering?

The first time that you might get an idea of when you might be monstering a battle is when the Winds of War are released and we notify the players of the major conjunctions at the event. It is likely that the Marcher generals will want to fight in the Mournwold, and the Varushkans in Karsk, or Highguard in Reikos; this means that these nations will monster the other battle. But don’t count on it, it is all down to player decisions...

Once the Military Council have met at the Muster on Friday and decided upon the two major conjunctions the heroes will take, word will start to spread about when the battles will be fought and who will be fighting when. Knowing when you will fight as your character will make it obvious when you will need to monster. Ask your national generals, your group leaders and military minded folk which battle you will be fighting as your character and then you will know which battle to monster in. Your national Egregores can always help you find this information out.

In addition to these in character avenues, PD’s Battle Team will also put up notices in GOD and on all the toilet doors around the site. These signs will provide basic information for the monstering nations including:

- Which barbarian force your nation is monstering as (Jotun/Grendel/Druj/Thule)

- Which orc formation your nation will be monstering as (Heavy/Skirmish/Magic)

- Guidance on equipment and costume that will help in these roles (Armour/Weapons/Costume)

- Any available low-combat roles as part of the battle

Elite Monster Units

We also have a number of Elite Monster Units (EMU) formed from players in several nations. Commanders from these groups will attend a briefing the night before a battle on the role their units will play the next day. Otherwise, these groups will already know their briefs, have costume and know what they need to do when they monster. Please ask in your nation group if you are not already part of an EMU.

What do I need to bring to monster?

When you come to monster there are a number of things that you should bring if possible:

Clothing

You need to wear a base layer - a long sleeved shirt and trousers in neutral colours (greys, blacks, browns are ideal) - to wear under any other costume or armour you have. This should keep you warm, covered from the sun, and protect against any armour you might wear. It will also cover any human skin saving you having to apply lots of grey orc makeup!

Please supplement it with additional costume where you can. We strongly advise wearing a decent pair of boots to avoid accidental toe stomping and provide ankle support on uneven ground.

Armour

If you have armour please bring it along to the battle. Using appropriate armour will provide your orc with additional hits and protection from some heroic calls as it does with your player character. Just make sure you wear padding to ensure it is as comfortable as it can be.

Weapons

Please bring along a weapon to use in the battle. For the basic orc troops most weapon combinations are fine to use - sword and buckler, axe & shield, spears, great weapons or paired weapons.

- NOTE - the Jotun do not use bows or crossbows, please do not bring them to Monster when you are monstering as Jotun

Water

You must bring along water with you to the battle. We recommend a minimum of 500ml, more if it is hot. Please ensure you are hydrated before you arrive at Monster. If you are playing a healer or support mage barbarian, then consider bringing along a larger bottle and sharing it with the orcs you are healing as part of your roleplay!

What will Profound Decisions provide?

Profound Decisions will provide additional items for you to borrow during a battle as your barbarian orc. Please ensure you return these when you leave the battlefield and let us know if they are broken or damaged. Unfortunately we cannot always provide additional items to every monster, so please use common sense and don’t take everything for yourself.

Clothing

Profound Decisions may provide additional items of clothing to help create the look of the distinctive barbarian tribes. These might include tunics, tabards, sashes or hoods in colours to match the orc tribes. We want to have splashes of colour on each orc, not a few orcs clad head-to-toe in the colour of the day. For reference the main colours are:

- Jotun = Red

- Grendel = Purple

- Druj = Green

- Thule = Blue

Armour

Profound Decisions will provide additional items of armour to add to your orc costume on the battlefield. The polyurea breastplates, vambraces, greaves and spaulders count as medium armour if struck, and with sufficient coverage provide additional armour hits. Accessorising your own armour makes it easier for us to equip everyone and to provide more complete coverage.

Weapons

Profound Decisions may provide additional weapons to you ONLY if we ask to take on a specialised role in the battle. We don’t have enough weapons to provide spares to those without them, and encourage you to ask friends and people in your nation to lend you one during the battle.

Water

Profound Decisions will provide a number of 5l water containers for people to carry as IC water carriers on the battlefield. We cannot supply enough water for everyone on the battle, even with refilling them during the battle, so please bring your own!

What do I do when I arrive at Monster?

Monster will be open between 09:30 and 10:30 for you to arrive, go through weapon check, kit up, get stats and be briefed, and then prepare to deploy on the battlefield. If you arrive after 10:30 we will turn you away. We want to ensure this process is quick and as hassle free as possible for everyone, both players and crew. The main thing we want to do is to ensure the monsters are ready to begin the battle at 11am. Secondary to this, we want to avoid players standing around waiting before a battle. Importantly, we can not handle 400 player monsters coming into the Monster tent all at once. Please choose a time that is suitable for you and your group, make sure you have everything you need and get to Monster as early as you can. The process for monster preparation is as follows:

- Weapon check

- Nation number count

- Nation role assigning

- Roleplay brief and stat assigning

- Collect armour

- Apply orc make-up

- Collect orc mask

- Meet unit commanders

- Deploy onto the battlefield

Low-combat roles

Not every orc we put on the battlefield needs to be a fighter. We aim to offer around 25 low-combat roles for players. These are intended for those who are capable of fighting, but do not want to be caught up in a swirling melee. These roles might include:

- Orc healers, mages and other support characters

- Orc slaves, subjects and thralls

- Imperial refugees or captives in need of rescue

Sometimes we might require additional players to take on NPC characters as part of a battle objective.

Non-combat roles

Importantly you should not enter the battlefield if you consider yourself a non-combatant. There are plenty of tasks that you can help with in Monster before a battle. If you can arrive before 09:30 a member of crew will help you find something to do.

The battle

Our battles start at 11:00 and can last 60-90 minutes, depending on the scenario, how well the players fight, or how much resistance they face from the orc barbarians! Have fun!

Respawns

When your orc character is killed on the battlefield, you will need to head to a Respawn Point. We suggest keeping your hand in the air until you reach a respawn point to indicate to other players that you are out of character. Respawn points are located in several places around the field, but change between battles due to many reasons. Most monsters will know where to go, so do ask other orcs if you don’t know where you are. Referees will also be able to help send you in the right direction (Find one with a radio). If you get lost, head back towards Monster and the location that you entered the field from.

After the battle

After the battle it will take a short time to get off the battlefield, remove your orc mask and makeup, take off your armour and get back into character. Hopefully you will be able to go back in character from 13:00. We ask that you help our crew when leaving the battlefield and do the following:

- Turn your mask inside out and spray it with disinfectant

- Return any unused herbs, mana and potions you haven’t used

- Return your armour to the correct size pile

- Return any costume or weapons to the correct rail or pile

Further Reading

General Information

- Battles

- Monstering

- Monstering a battle

- Playing a Barbarian

Barbarian Tribes

- Jotun

- Grendel

- Thule

- Druj

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Moonsilver Doublet

Description

"Moonsilver" is a term used to describe methods of adding goldwork to garments using a combination of weltsilver and mithril. The garment is surprisingly heavy, and with dragonbone fixtures it can become even more bulky. Like the Wyvernsting Spaulders and the Glamourweave Robe, a moonsilver doublet allows a magician to weave their mana more efficiently, storing tiny amounts in the weave of the doublet to be called on in an emergency. Unlike those more warlike garments, the weave of weltsilver threads allows the wearer to quickly weave the heal spell without the usual drain on their personal magical reserves.

While the Trollsweave Vest was developed in Wintermark, these robes were devised independently in High Chalcis, in the Highguard territory of Reikos, one of the greatest centres of healing known to the Empire. When the two designs came into contact, there was much debate between artisans about their relative merits. Both result in rapid, mana-efficient healing. The Highborn argued that Moonsilver Doublet was superior as the spell could be delivered in the moments after casting, while the Winterfolk felt there were benefits to not having to poke your patient with a stick. Regardless, both designs have spread across the entire Empire and each healer has to make their own mind up on which is more useful.

These robes are sometimes linked to the virtue of Vigilance, as a battlefield healer must be alert to the needs of those around them. In Varushka, these are decorated with goosefeathers or spider web patterns, as a reference to the the Virtuous Animals of Vigilance. Tower motifs are also common, though it is uncertain whether this tradition is due to the association with Vigilance or with its origins in Highguard.

Rules

- Form: Armour. Takes the form of a robe.

- Requirement: You must have the magician skill to bond to this item.

- Effect: When you swift cast the heal spell, you need only spend 1 mana rather than the usual 2 mana.

- Materials: Crafting a moonsilver doublet requires fifteen ingots of weltsilver, eleven measures of iridescent gloaming, nine measures of beggar's lye, three ingots of orichalcum, and three measures of dragonbone. It takes one month to make one of these items.

“It’s a bit bloody fancy, isn’t it?” Landskeeper Edith said, inspecting the garment on the tailor’s dummy before her. She’d come down from the Overton hills to Tassato to find a tailor who could sew her a Moonsilver Doublet. Once she’d seen the artisan’s wares laid out before her, she’d tried her hardest to specify that it should not be too bloody fancy, but somewhere along the line the Leaguer seemed to have misunderstood her instructions.

The doublet was about the prettiest piece of clothing she’d seen in her life. The dragonbone collar, inset with weltsilver Rhyv and Pallas runes – ‘to create an abundance of healing’; the broken weltsilver lines running down the lengths of the arms; the iridescent gloaming sheen to the whole thing; and as if that weren’t enough, the fact that the whole thing seemed to be woven of cloth-of-bloody-gold: it was as if the woman had tried to make as fantastical a garment as possible just to annoy her.

“Trust me, senhora Landskeeper, it’s all in aid of the magic. Wearing this, and bearing that fine staff of yours, there will be no young lad or lass of your Company who won’t know you when they need healing. And knowing is half the-”

“They don’t need to see me dressed up like that to know me. They know me ‘cos they know me. I brought half of ‘em into the world, and they know I’ll send ‘em out of it again if they ever laugh at me. Wearing this-” she lifted the sleeve, which fell to the side of the garment again with a faint clicking of weltsilver decoration, “-I would laugh at me.”

“Well, senhora, I suppose I could enclose the whole in-”

“I don’t care what you do. I’ve had too many wee boys die on me recently for lack of mana, and I’m already bothering the Navarri to fetch me a boxload from Urizen. I need this thing for the war we’re fighting while you’re down here charging Thrones for cloth-of-bloody-gold. And I need the Regiments to take me seriously, and they’re not going to do that if I look like a bloody statue. Cover it in sacking if you have to. Just finish it, and by tomorrow.”

The artisan was taken aback. Such people as this Landskeeper were not many to the Crown in the League. Then again, if she had been losing people in battle as she said, no wonder she was in a bad mood. “Of course, senhora, I...”

She didn’t have time to finish. The Marcher had marched off already.

The artisan sighed, took a moment to admire the fine handiwork that would now have to be concealed from all public viewing, and went off to shout at an apprentice. That always helped her mood.

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More love, less paperwork

Maria sighed somewhat theatrically. She turned her head slightly, stepped back a step, made a face.

"You don't like it then?" Asked Prince Luija, amused.

"It's very ... red." She said carefully.

"Yes yes," Luija waved her hand airily. "But does it not make your heart swell with Pride?"

Maria considered, frowning slightly. With expert ease Luija snagged some finger food from a passing tray, and handed one to her companion.

"Fascinating. Even the hors d'oeuvres are red," she mused to nobody in particular.

"I think my problem," said Maria carefully, "is that nothing in this room tells me I should be proud of my heritage or my nation or even my Empire."

She gestured to a painting of the recently completed Colossus of Sarvos - allegedly a statue of some historical Temeschwari, but quite clearly a depiction of Merchant Prince de la Lupe with his hands on his hips. "What I am mostly feeling is that, gosh, isn't Lorenzo de la Lupe rich and influential? And doesn't he look good with his hands on his hips?"

Luija snorted, and coughed crumbs, and choked slightly on a pork-filled canapé. Maria thumped her Prince discreetly on the back.

"Quite. Anything else?"

"Hmmm. I find I'm also wondering how I, a solid citizen of Tassato, can become as rich and influential as this Temeschwari banker so that I can commission giant statues and art galleries celebrating my brilliance?" She slid her eyes sideways and added after a moment "And the brilliance of our guild, of course."

Luija smiled a crocodillian smile.

"Yes. Yes indeed. You have hit the rat with the shoe, as they say on the other side of the river." She waved one hand. "We're Tassatans. I think I speak for most of us when I say we tend not to get very impressed by things other people have done, so much as inspired to outdo them. Nothing here makes me Proud - but a great deal here makes me Ambitious ...."

Contents

- 1 Overview

- 2 Blood Red Recognition

- 3 Blood Red Roads

- 3.1 A fly in the ointment

- 4 Bloody Great Statue

- 4.1 Limited Opportunities

- 5 Resolution

Overview

The Butcher's Bank of Temeschwar has facilitated trade throughout the League and beyond for over a hundred years. From humble roots offering small loans exclusively to the literal butchers of Temeschwar, it soon diversified and expanded its banking services. Today, the Butchers Bank has an excellent reputation as a sound, secure and trustworthy institution, with several previous Masters of the Butchers Bank appointed as Master of the Imperial Mint.

The current Master of the Butchers Bank, and Treasurer of the Bloody Butchers of Temeschwar, is the famous (and sometimes infamous) Merchant-prince Lorenzo “La Volpe” Macelliao von Temeschwar, who has been at various times custodian of the Fortress of Salt, overseer of the Regario Dossier, and Civilian Commissioner for the League. His recent building works have put his name - and the name of his Guild - to the lips of citizens in all four League cities, wherever rich, influential, or ambitious, individuals gather together.

Work nears completion on the Bloody Red Roads that will link the entire League together like never before. A grand Colossus broods over the port of Sarvos, drawing sightseers from across the civilised world. Three of the League cities now have "blood red" structures that serve as places of pilgrimage, celebrating what it means to be a League citizen. All these projects - and many others - can be traced back to the deep pockets and limitless ambition of La Volpe - the Fox of Temeschwar.

Blood Red Recognition

- The various monuments to Pride built by La Volpe inspire more than a single virtue, and the League assembly may embrace that.

The Bloody Great Theatre in Temeschwar (or the Grand Temeschwari Theatre if you want to be official); the Blood Red Quays art gallery in Sarvos, and the Blood Red River museum in Tassato are intended to serve as monuments to the Pride of the League.

Some visitors have argued, however, that these great works are not places of pilgrimage for those Proud of the works of the League, but monuments to the Ambition of Lorenzo “La Volpe” Macelliao von Temeschwar. Others disagree - they clearly celebrate the Prosperity of the Bloody Butchers guild; or they represent an unmistakable expression of Loyalty - giving to the nation without desiring recompense. Regardless, the tenor of the conversation is that these structures are not solely about Pride - or rather that by inspiring Pride, they inspire the people of the League to be Ambitious, Prosperous, and Loyal - because that is what it means to be a citizen of the League.

The works of Lorenzo “La Volpe” Macelliao von Temeschwar stand as testaments not to a single virtue, but to everything it means to be part of the League. The Imperial Synod sends named priest with 25 doses of liao to encourage individuals across the League to embrace the inspiration of the Bloody Butchers; where others build cities, we build our nation."

Synod Mandate, League Assembly

If the League national assembly successfully passes this mandate then the Blood Red Quays, the Blood Red River, and the Bloody Great Theatre will become places that inspire the people of the League regardless of their attitude to the Virtues. They will divide their additional votes in the Synod and their additional liao to any League priest whose congregation is in that territory, regardless of dedication.

Furthermore, if Lorenzo is recognised as an inspiration to the League in this fashion, then for the next year there will be an opportunity to construct a similar great work in Holberg - provided it's construction is overseen by Lorenzo in the same manner as the other three (an art gallery, museum, or performance space appropriate to the League with the same unmistakable stamp of La Volpe, his virtue, and his guild).

As with the other places of pilgrimage, building the structure would require a commission, 15 wains of white granite, 5 wains of weirwood, and require 5 Thrones for labour. The structure would take three months to complete, it would provide a pool of 30 votes in the Imperial synod and 15 additional liao spread among the congregations in Holberg overseen by priests of the League. (OOC Note: without an opportunity like this, it is not possible to construct a great work that provides liao or votes).

Blood Red Roads

- The first leg of the project to build highways linking League cities is nearing completion.

Perhaps the most ambitious work that La Volpe has initiated is the scheme to build great roads linking the four League cities - the Blood Red Roads. They are currently due to be completed at the Spring Equinox 382YE, and in addition to linking the League cities together they will also bring prosperity to the territories through which the roads pass.

As the roads near completion, their presence is already drawing attention. Some businesses are relocating to take advantage of the swift transit routes they represent, while newly come-of-age citizens or those seeking a change in circumstance are choosing to start new concerns in places the roads pass through, knowing that they will see a steady stream of customers.

The roads represent a massively ambitious undertaking, on a scale not really see in the Empire since the time of Empress Aenea, the Builder. After two years work is very nearly complete ... on the first leg at least. Lorenzo's next stage is to extend the roads even more, to connect Mitwold, Hahnmark, Miaren, Karov, and Madruga (or more properly the cities of Meade, Kalpaheim, Seren, Delev, and Siroc). While Lorenzo himself may not be an exemplar, the roads (and his various other projects) can still be seen as exemplary - the kind of deeds that a future exemplar might undertake.

The Blood Red Roads will connect the people of the Empire and make them stronger. This project is one of the most Ambitious in Imperial history. It demonstrates the Benevolence of Lorenzo “La Volpe” Macelliao von Temeschwar, and will stand as a lasting Legacy. We send named priest with 25 liao to encourage the faithful to aid in this endeavour.

Synod Mandate, General Assembly

If the General Assembly passes this mandate, then over the next season a number of faithful will join the engineers and roadbuilders working on the project, greatly speeding the final leg of construction. Rather than being completed for the start of the Spring Equinox 382YE, the roads will be completed just before the Winter Solstice 381YE. Furthermore, if this mandate were successfully raised and executed, there may be further opportunities to encourage Imperial citizens to assist in the completion of the second phase of the project.

A fly in the ointment

There is one potential obstacle that cannot be overcome by any amount of engineers, roadbuilders, or priests. The Druj have invaded Semmerholm. The Bloody Red Roads run - or rather ran - through The Gate to reach Holberg. After destroying that fortification, the orcs have largely withdrawn - but this still places one leg of the roads in a precarious position. If the Druj conquer Estmure, they will effectively cut Holberg off from the rest of the Empire - which will likewise cut them off from any benefit the roads would provide and could also, potentially, remove or reduce the economic benefits felt in Semmerholm itself.

Bloody Great Statue

La Volpe's final major construction effort is the Colossus of Sarvos - a seventy-five foot stone statue on a granite plinth twenty-five feet high. It is apparently built in the shape of the First Butcher (the founder of the Butchers' Bank of Temeschwar) - although anyone who has ever met him knows that it looks considerably more like Prince Lorenzo “La Volpe” Macelliao von Temeschwar than anyone else. Ironically many residents of Sarvos have begun to mistakenly believe it is in fact a statue honouring Aldones di Sarvos, the renowned paragon of Ambition. In the end, it hardly matters - it is a truly inspirational structure.

If the League assembly passes either of the previous mandates then another opportunity becomes available. It would also become available in the event that one of the virtue assemblies of Ambition, Loyalty, Pride, or Prosperity were to recognise Lorenzo as an exemplar (or as a paragon, of course).

In the event the mandate were passed by the Assembly, it would immediately become possible to pass a further mandate.

Lorenzo Macelliao von Temeschwar is a true inspiration, and the colossus of Sarvos serves as an inspiration to the virtuous people of the League. The Imperial synod sends named priest with one dose of true liao to consecrate the colossus to the virtue of (Ambition, Pride, Loyalty, or Prosperity) in recognition of its inspirational nature.

Synod Mandate, League Assembly

If the League national assembly were to pass this mandate, the named priest would be able to consecrate the Colossus with a dose of true liao. While the spiritual effects of consecrating such a large structure are likely to be minimal in the grand scheme of things, with the use of a dose of precious true liao, those who visited the statue could not fail to be swayed by its power.

The immediate effect would be to greatly increase the influence of the Colossus, increasing the bounty of coin the great work provides to the businesses of Sarvos from 900 rings to 1350 rings each season. It would also secure the statue's status as a true wonder of the known world.

This would not count as an inspirational tomb - Lorenzo is still very much alive and presumably has many more ambitious projects to undertake - but would ensure that his renown spread quickly though the Empire and beyond. In the event of his death, it is likely the colossus will become a place of pilgrimage for those seeking to learn more about the League, the Empire, or the virtues.

Limited Opportunities

The opportunities to speed the completion of the Blood Red Roads, and to declare the various theatres and museums as inspirational to the people of the League is only available during the Autumn Equinox. The opportunity to consecrate the Colossus of Sarvos is available as soon as the prerequisites are met (even if that does not happen during the Equinox), and remains available until the situation changes in some fashion.

A man without ambition is dead. A man with ambition but no love is dead. A man with ambition and love for his blessings here on earth is ever so alive.

Pearl Bailey

Resolution

The Blood Red Roads will connect the people of the Empire and make them stronger. This project is one of the most Ambitious in Imperial history. It demonstrates the Benevolence of Lorenzo “La Volpe” Macelliao von Temeschwar, and will stand as a lasting Legacy. We send Jonah Yakovitch with 25 liao to encourage the faithful to aid in this endeavour.

General Assembly Mandate

With this mandate, the General Assembly recognized the value of the Blood Red Roads, and encouraged support from the faithful to finish them ahead of schedule. All things being equal, the grand project will be completed shortly before the Winter Solstice 381YE.

While a mandate was raised in the League National Assembly by Irada von Temechwar to recognise the wide inspiration of La Volpe's works, it was not upheld.

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More work

"Excommunicate the Senate!"

"I know, I know. I was there."

"Honestly, what is he thinking? Excommunicate the Senate indeed. It's not as if he ever makes the effort to go to Anvil himself."

Prince Luija was incensed, striding furiously along the riverbank walk. Maria had to hurry to match her pace, which she hated. It made her pant, and left her red faced and short of breath.

"It's not as if he's as mobile as he used to be," tried Maria diplomatically. "His leg..."

"Rubbish! If he actually wanted to he could get there without any difficulty. Any of us could, if we were honest. We just... don't. We just lounge around criticizing and complaining instead of rolling up our sleeves and getting stuck in."

Luija stopped suddenly, and a young man in an ivory mask nearly careened into her. Maria raised her cane threateningly, and the lad skipped away scowling. Once he was a safe distance away he made a rude gesture and shouted something about minding where they were going before running off. The Prince was oblivious lost in her own thoughts.

"To be honest. I've always just assumed that somewhere inside Jago knows that the rest of the world isn't going to be interested in listening to him bellow. They'll want a damn site more sensible reasons for making these kinds of changes than Bishop Jago demands it."

She pursed her lips.

"Not that some of the things he's suggesting don't make sense you understand."

Luija began to walk again, but this time her pace was more measured. Maria was thankful, and after a few moments touched the Prince's arm. She inclined her head slightly in approval, and the two linked arms. The walk had become a promenade.

"Severin is right, of course." Said Luija thoughtfully. "It is virtue that unites us. The Synod is there to remind us of that. It does need to be able to step in from time-to-time to keep everyone on the same road rather than scurrying off willy-nilly into the back alleys to get lost or robbed."

The Prince was using a lot of obscure metaphors today, which Maria had learned to recognise as a sign that her mind was at full tilt.

"I don't disagree," said Maria. "But demanding excommunication of the Senate if they don't do what they're told... It'd be a return to the bad old days under Teleri. I've read the history, I know what it was like."

Her prince slid her eyes sideways, amused.

"You mean you've read the historical romances, which is very different. Honestly! I thought you had more sense than to confuse romantic fiction with historical fact. What was it I caught you weeping over the other day?"

Maria looked away and muttered under her breath.

"I didn't catch that," said the Prince, amused.

"The Chalice Inverted," said Maria grudgingly. "It's very good!"

Her prince laughed. "I'm sure it is. But giving the Synod a bit of a polish wouldn't be the end of the world and it wouldn't mean we were turning into Sumaah. The constitution is pretty clear that the Synod is supposed to poke its nose into things, and take steps when it needs to stop people being silly."

She nodded her head firmly, her mind made up.

"No, Bishop Jago is an angry arse, like one of those one o'clock drunks pissing into the river. That doesn't mean his words are entirely without sense, but one traps more wasps with jam than marmalade, as the Marchers say."

"It's something like that yes," said Maria tactfully.

"Either way, I'll be interested to see how this plays out. Everyone seems to have been tip-toeing around everyone else since that schism business, but that was quite a few months ago. Now might well be the time to look at the relationship between the Big Three again, who knows? I'm sure that sensible people - not blowhards like Jago - will be able to work something out if they just put their heads together."

"Maybe," said Maria, cynically.

"Absolutely!" corrected Luija, with a sunny expression. After all, there's no point starting with excommunication is there? Not when revocation is so much easier to achieve..."

Contents

- 1 Overview

- 2 Cardinal Truth

- 2.1 The Voice of the Nine

- 2.2 The Choir of the Virtuous

- 2.3 The Mandate of Teleri

- 2.4 The Palaces of the Cardinals

- 2.4.1 Constructing the Palaces

- 3 Guardians of the Faithful

- 3.1 Removal of Refutation

- 3.2 Revocation means Revocation

- 4 Missed Opportunities

- 5 Severin von Holberg in play

Overview

"To every Imperial nation, I shall bring the message that at the heart of our faith lies our common belief in the Seven Virtues", wrote Severin von Holberg after the Winter Solstice, in his encyclical address to the people of the Empire. He seemed to place some of the blame for the Empire's current crisis at the feet of the National assemblies when he said "we have learned to our bitter cost, the effects of national religious divisions". Discussion about the role of the National Assemblies in the Synod continues to rage, but now the focus of attention has shifted to another area. "It is the Seven Virtues than unite us, not divide us." he concluded - a sentiment echoed throughout his address and supported by the General Assembly that gave him leave to make it.

With that in mind, theological scholars and lay followers of the Way alike have been contemplating the nature of the Seven Virtues that form the shared core of the Imperial faith. From their discussions, a number of suggestions and opportunities have arisen.

Cardinal Truth

The foremost exemplars of the virtuous assemblies are the cardinals. They are appointed to provide leadership to the priests and pilgrims who follow their virtue; they are expected to be well versed in matters of virtue and the Way as a whole and to speak with authority on matters of doctrine. A focus on the virtues cannot help but take a fresh look at the role of the cardinals both in the Synod, and in the wider political landscape of the Empire.

A cardinal is assumed to provide leadership to the priests and pilgrims who follow their virtue. They are expected to be well versed in matters of virtue and The Way so that they can speak with authority on matters of doctrine.

Role of the Cardinal

The Voice of the Nine

- Statements of principle by the Assembly of the Nine are receiving additional attention from the faithful.

- Such statements that receive a greater majority are as likely to have a significant effect as those passed by a national assembly.

In addition to the three assemblies each Synod member is part of, every cardinal is a member of a unique assembly, the Assembly of the Nine. With a renewed focus on virtue, religious scholars across the Empire are examining the statements of principle issued by the Assembly of the Nine with renewed interest. Previously, statements passed by the Assembly of the Nine did not have a significant impact beyond Anvil. Although the Assembly is politically significant, most citizens focus more on the statements passed by the collective bodies of the Synod, rather than their elected leaders.

Now, theologians and scholars are paying much closer attention to the words of the cardinals. After all, the authority of judgements made by the Assembly of Nine has always been intended to extend to the whole Empire, and to overrule those judgements made by any other assembly bar the General Assembly. It would be unwise, then, to pay no heed to any judgement of the Nine, not least the statements of principle whereby they can offer virtuous guidance to the entire faith.

For the foreseeable future, then, any statement of principle by the Assembly of the Nine that achieves a greater majority will be as likely to generate a clear effect as a similar statement raised by a national assembly - but with a much wider reach.

The Choir of the Virtuous

- The Senate could pass a motion to escalate statements of principle that receive a greater majority in a virtue assembly to the Assembly of the Nine.

- If an escalated statement receives a greater majority in the Assembly of the Nine, it will be much more likely to create a significant effect.

Severin talked about the need to focus on virtue, which unites the Empire, and this has lead not only to an increased interest in the statements of the Assembly of Nine, but also a debate about the relationship between the virtue assemblies and the cardinals who (nominally at least) lead them. At the moment, although statements of principle by the virtue assemblies are widely distributed, they are of interest primarily to the priests of congregations dedicated to that virtue. As these congregations are scattered across the Empire, it is significantly harder for these statements to have any kind of noticeable influence over the faithful. This limits their effectiveness as tools for guiding the faithful - which seems at odds with the key role virtue plays (and should play) in the Way.

Still, the statements of the virtue assemblies have a tendency to be very specific in their intent. When one is preaching to the choir, it is easy to find people who agree with you. It is significantly harder for those who do not share a clear focus on a specific virtue to find common cause with statements from another assembly. What a single virtue assembly considers paramount is not necessarily to the benefit of the Way as a whole.

A compromise has been suggested, however. Vibia of Fossegrimm Spire in Morrow has suggested a reasonable progression that would allow for the statements of principle of the virtue assemblies to receive a wider reach, while recognising the role of the Cardinals in leading these assemblies. She suggests that any statement of principle by a virtue assembly that receives a greater majority be automatically escalated to the Assemble of the Nine for discussion. If that statement receives the support of the greater majority of the Nine, then it is clearly of interest to more than a single virtue assembly. The statement would thus be given the same attention as any statement that had come from the Nine directly.

All that is required, in the opinion of Vibia, is that the Senate pass a motion instructing the Tribunes to make this change to procedure. The Constitutional Court have cautiously expressed the opinion that provided the wording of such a motion was clear and straightforward, there is nothing unconstitutional in the core concept as far as they can see.

The Mandate of Teleri

- The Senate could pass a constitutional motion to restore the power of the cardinals to function as full members of the Senate.

- Doing so would automatically abrogate the Conscience of the Senate.

During the reign of Empress Teleri, when the Imperial Synod first began to explore its political role in the Empire, the cardinals were not only members of the Synod but members of the Imperial Senate as well. They were able to be present in the Senate, each had full voting rights, and they could both raise and second a senate motion. This power was granted to them in recognition of the fact that just as the senators represented a number of Imperial citizens in a territory, so the cardinals represented a similar constituency - the virtuous citizens of their assembly. This power was removed during the reign of Empress Varkula, and the office of Conscience of the Senate created as a political compromise.

With a suitably worded Senate motion, the senate could restore the power to function as full voting members of the Senate to the cardinals. This would require a constitutional vote, and would need to be ratified by the Throne. Implicit in this motion would be the abrogation of the Conscience of the Senate - the role exists to give the Synod a voice in the Senate, and with the cardinals on the floor there would be no need of the Conscience.

The Palaces of the Cardinals

- The Senate could commission palaces as residences for the Cardinals and places of pilgrimage for the faithful.

- These palaces would provide each cardinal with additional liao and additional votes in the Synod.

The cardinals are appointed by the virtue assemblies, and expected to take a leadership role in the Synod. Yet despite their prestigious positions, a cardinal has little more power to actually lead the Synod than any other priest with a congregation. Bishop Orlando di Holberg, lecturer in theology at the University of Holberg and leader of a radical sect of priests with radical views on Synod politics have put forward arguments that in the absence of firm guidance from the cardinals and by extension the virtue assemblies, the power of the National assemblies has grown at the expense of the Synod as a whole.

After considering this situation, a Highborn philosopher and dedicate of Pride named Abigail of Forestgard (an old chapter in Woodwych, in Casinea) has proposed that the Cardinals could take a larger role in shaping the Synod. They are the chosen representatives of their virtue, and as such their voices should arguably have additional weight not only in the virtue assemblies but in the Synod as a whole. Abigail spent several years in Zemeh, in the Sumaah Republic, and was one of a rare few Imperial priests invited to visit the Republic capital of Zemeh. The Houses of Virtue there clearly left an indelible impression on her understanding of the Way, and she is arguing that something similar could strengthen the Synod in the Empire.

Abigail proposes that an official residence be constructed for each of the eight cardinals - a palace in the religious sense as it is sometimes used in the League. One palace dedicated to each of the Seven virtues and to the Way which would serve not only as residences for the cardinals, and offices for the civil servants who support the Synod, but also as centres for the study and practice of the virtues. As with the Houses of Virtue in Timoj, she argues, these palaces would give additional structure to the Way and inspire pilgrims both domestic and foreign.

As the cradle of the Way, these residences would all be built in the White City of Bastion. Her proposal is to build these cathedral-palaces in a wide ring equally spaced around the outskirts of the city, and to surround them with parks and other monuments to the principles of each virtue. her vision has several enthusiastic supporters and basic plans for these commissions have been drawn up by a group including architects from School of Epistemology, engineers from Holberg, and theologian-builders from the Custodes Clavium.

As an additional benefit, the presence of these grand monuments celebrating the virtues and the Way that units them would further cement the city of Bastion as the heart of the Way, not only within the Empire but on a global scale.

Constructing the Palaces

Constructing eight palaces in Bastion, one for each cardinal, could be raised as a single Senate motion, and count as a single commission. While these palaces could in theory be built elsewhere, there are numerous advantages to building them in a city already recognised as the centre of the faith, and replete with virtuous architects, engineers, and workers.

The project would cost 120 white granite, 40 weirwood, and 320 crowns. Construction of the eight residencies would take six months to complete, it being possible to work on multiple palaces simultaneously. When complete, these palaces would amend the powers of the cardinals so that each would receive 10 liao and 20 additional votes in the Imperial Synod for as long as the palaces remained intact.

Furthermore, the presence of these centres of virtue in Bastion would greatly complement the Virtue's Way project to build hostelries for virtuous pilgrims. If both are constructed, the benefit of that great work would be increased by a further 10 liao and 20 votes.

The Synod shall ensure the virtuous behaviour of the Empire. The Synod will remove from Imperial office those whose behaviour is deemed unvirtuous whether they sit upon the Throne; serve the people in the Senate or on the Military Council or in the Civil Service; or serve within the councils of the Synod itself.(17) The Synod will ensure the behaviour of individual citizens does not debase the Empire.

Imperial Constitution

Guardians of the Faithful

- Theological and constitutional scholars have been discussing the Synod power of revocation.

- They are two proposals to allow the Synod to wield this power with greater effect.

Virtue unites the people of the Empire, and there is an expectation that those who serve in high office be virtuous - or at least that they not be actively unvirtuous. The Synod are given a potent tool to help ensure that those who rise to power within the Empire do not demean it, or its people, through their actions: revocation. The Imperial Constitution charges the Synod with the responsibility to remove from office those citizens whose behaviour is deemed unvirtuous. A judgement of revocation is the mechanism to allow this; if successful the revoked citizen immediately loses the Imperial title they held, exactly as if they had resigned the position.

Sadly, there are many virtuous priests in the Empire who believe that the power of revocation as it currently stands is often insufficient to the task. For example, when a general is revoked, they say, venal senators blinded by national politics quickly reinstate their chosen candidate, heedless of the wise judgement of the Synod. The national assemblies are often - for whatever reason - minded to leave the holder of a national position in their post even when their actions demean the Empire as a whole. The general assembly could, in theory, revoke these individuals but for all its power it is often difficult to motivate the priests of the Empire as a whole to perform a simple revocation. The Assembly of the Nine could revoke such individuals, but the ease with which they are returned to their position, and the angry reception such "interference" from the cardinals often receives, often makes them loathe to do so.

Bishop Jago Heshel di Temeschwar, of the Church of the Golden Orator in Temeschwar, has been considering this perceived problem for some time and in conjunction with the constitutional scholar Teodora Bezavina of Delev (recent author of a controversial tract criticising the National Assemblies, has put forward three potential solutions.

Removal of Refutation

- The protection provided by reappointing a revoked citizen to the same title could be removed.

One of the controversial elements of revocation is that if someone is revoked, and then reinstated to their title, they cannot then be revoked for the remainder of their tenure. In the case of titles that are lifetime appointments, this is potentially a very long time indeed. Of course the Writ of Excommunication will remove someone from their position regardless of whether they have already been revoked and re-appointed, but the Synod is (rightly, in Bishop Jago's opinion) cautious about wielding this potent legal and spiritual power without extremely good cause. It was certainly never intended to be used simply to ensure a revocation is successful.

Bishop Jago argues that the ability of an electorate to simply reappoint someone who has been judged unvirtuous, and shield them from any further criticism, is extremely problematic. For example, priests may often be cautious about removing someone who is clearly unvirtuous from a position for fear that, were they reinstated, they would be free to act as they wished secure in the knowledge that only excommunication could stop them.

There is no provision in the constitution for this protection; indeed the constitution urges the Synod to remove anyone who is unvirtuous. The least change that could be made to help the virtuous priests of the Synod to do their constitutionally-charged duty would be to remove this restriction.

It would require a suitably worded Senate motion, which would be constitutional in nature, but the power of revocation could then be amended so that a truly unvirtuous title holder could then be revoked as often as necessary. While this could in theory lead to a frustrating back-and-forth between the Synod and the people responsible for appointing a title, Bishop Jago is confident that there are sufficient checks and balances to make this unlikely - and the benefits to the Empire far outweigh this potential minor disruption.

Revocation means Revocation

- It could be made illegal to reappoint a citizen who has been revoked to the same title for the next year.

Alternatively, the power of revocation could be amended in a different way, one that would ensure no such back-and-forth would take place. After all, if the concern is that revocation would lead to reappointment, and reappointment to revocation, surely the appropriate solution would be to prevent reappointment?

Rather than simply removing the restriction that someone cannot be revoked from the same position twice, the Senate could empower revocation that by default a citizen is immediately made ineligible for the title they are revoked from for a full year. Bishop Jago initially suggests that the ineligibility be permanent but advice from Teodora regarding the purpose of a writ of excommunication causes him to soften his position.

The argument is that it is always possible for someone who is unvirtuous to mend their ways, and turn back to the paths of virtue. Yet such changes in behaviour take time, and one use for revocation might be to give the individual time to make these changes.

Amending the power of revocation in this way - so that a citizen who is revoked cannot be considered for that title again until a full year has passed - would likewise require a Senate motion, and would likewise have constitutional implications. Indeed, Teodora points out that legally they would not even be allowed to serve as proxy for a title from which they have been revoked until the year has passed, as a citizen can only legally be the proxy for an Imperial title they are eligible to hold.

Missed Opportunities

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

The Synod Judgement that authorised the sermon sought to remind every Imperial citizen of the bitter cost of national religious divisions - urging them to put aside these divisions and instead focus on what unites them. The prognostications performed by the civil service determined that the impact of the mandate would be such "that any attempt to incite people to confront religious differences or spiritual conflicts would be strongly inhibited for the following year" and so it has proved. There were a number of incidents over the season that might have become the basis for further conflict were it not for Severin's words. As with the previous season, this has meant that some statements of principle have not lead to a clear effect.

Severin von Holberg in play

It is important to bear in mind that Severin von Holberg is a player character, and not a member of our NPC crew. While he delivered the initial mandate, and the address that accompanied it, he has had no direct input into the resulting plot developments.

The Chalice Inverted

If you're interested in the story Maria is reading, a historical romance staring Emperor Nicovar and the Thorn Isaella, you can find it here. In character, it is being published by chapters in a League magazine by one Benedict Von Kein - which is an obvious pseudonym as the Imperial translation would be, roughly, "good man from nothing". It is, I understand, a little risqué in places.

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Morrow

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 The Halls of Knowledge

- 3.2 Canterspire

- 3.3 The Canterspire Circle

- 3.4 The Caves of the Claw

- 3.5 Gardens of Morrow

- 3.6 Sunspire

- 3.7 Highwatch

- 3.8 The Weave

- 3.9 The Eye of Morrow

- 3.10 The Heliopticon

- 4 Regions

- 4.1 Altis

- 4.2 Caeli

- 4.3 Operus

- 4.4 Peregro

- 4.5 Ravion

- 5 OOC Notes

Overview

The spires of Morrow are amongst the oldest in Urizen, dating back to the nation's birth. The heart of the Heliopticon is here, making it a centre of communication for the Nation. The miracle of the Heliopticon is administered from this territory, and most spires maintain a series of prisms, lenses and mirrors atop their tallest roof in order to pass on the flickering messages that keep the nation in constant communication.

Many spires in Morrow inhabit some of the original buildings discovered on the mountaintops by the first Urizen to ascend the mountains. Large open buildings, with doorways and halls just larger than a human might need, they create a sense of open space that has set the pattern for all Urizen architecture.

Despite its great age Morrow moves inexorably forward, and many of its spires are undergoing constant reconstruction and improvement. It is said that “no two days find the same Morrow” as the Urizen constantly strive to perfect their land even further. A project may take a decade or even more to come to fruition, but the Urizen pride themselves on vision and their desire to perfect their world.

Recent History

Major Features

The Halls of Knowledge

When Zenith was added to the Empire, the Urizen proposed that the Empire should have a second seat of magical study, in addition to the Lyceum. Rather than threaten the Lyceum, the new academy would help unite the magicians of Urizen and allow them to pool their magical lore for the benefit of the Empire. Instead of building their academy of magic around an existing spire, they created an entirely new one and called it the Halls of Knowledge. A number of respected theorists and seers travelled to the new academy, and a Provost was appointed to help co-ordinate their research - and to encourage other Urizen magicians to offer their assistance. It soon became known as a centre for prognostication and the study of Day magic - to this day some of the best diviners in the civil service spend time studying in the peaks of Zenith to hone their abilities.

The college stood in the hills of Clypion until shortly after the Autumn Equinox 381YE when it vanished overnight in an eerie fog bank. The majority of the faculty, students, and researchers had evacuated but a small number of them were left unaccounted for including Provost Octavius of the spire of the Auric Horizon. Two months later, on the last night of the full moon before the Winter Solstice, the Halls of Knowledge reappeared in Morrow, on the shores of one of the largest hot springs of Peregro. None of the buildings appeared to be any the worse for wear for the two months they had spent... elsewhere. The unaccounted for scholars, however, remained unaccounted for.

Since it's peculiar disappearance and reappearance, the lecturers and students have returned to the college, and to the study of Imperial magic.

The Provost of the Halls of Knowledge is an Imperial title appointed each Winter by those citizens of Urizen who control mana sites.

Canterspire

Over time, a number of spires built around the same high peak have merged to form one whole, the Canterspire. In any other country, it would be called a town, and would sprawl like a nest of termites. As this is Urizen, the merge was carefully planned and executed over centuries. Each Spire specialises in one of the pillars of Urizen philosophy, and they are defended by a network of citadels sitting on the lower peaks.

Overlooking the preternaturally still lake known to the Urizen as the Eye of Morrow. Many of the inhabitants of the spire are concerned with the training and preparation of the next generation of Imperial heroes, and it houses the Canterspire Academy, an august educational institution which over sees the Imperial Academy for Young Heroes in Anvil. Although it is an Urizen institution they accept trainees and scholars from all over the Empire. In particular, there is a long-established relationship with certain Navarr Stridings. These stridings make it their business to find orphans and other lost souls on their travels throughout the Empire and deliver them to Canterspire in order to discover their place in the Great Dance (or the Net of the Heavens, depending who you ask). There has been a recent flurry of activity in the Imperial Senate surrounding the Academy, including the construction of an extensive new annex dedicated to encouraging the study of the Way among the students.

The Canterspire Circle

The Canterspire Circle (or more correctly, Circles) is a Bourse resource located in Operus. Custodianship of the Circle is an Imperial Title that brings with it a Seat on the Imperial Bourse. It produces 22 Imperial wains of weirwood every season. Control is allocated to any Imperial citizen by open auction during the Winter Solstice.

The Caves of the Claw

The Caves of the Claw are a series of deep caves recently excavated by ushabti associated with the citadel of Phoenix Reach. While local records mentioned "bloody crystals" the exact location of the Caves was a secret lost to modern Urizen. Their position was uncovered by the Minister of Historical Research in 378YE, and initial explorations determined that they were rich in subterranean mana flows and crystal mana.

In Spring 379YE, the newly appointed Crystal Architect of the Spires announced that work would begin on developing and expanding the magical auras here, and the Imperial title of Custodian of the Claw was created to oversee the resultant sinecure. More details about the history and nature of the caves can be found here.

Gardens of Morrow

Announced in Summer 380YE by then civilian commissioner Juliana of Phoenix Reach, the Gardens of Morrow were finally completed shortly before the Summer Solstice 381YE.

Sunspire

This spire watches the forests of Therunin as much as it does the skies and heavens. If any outside Navarr understand the Vallorn, it is the Urizen of Sunspire. Navarri vates are known to visit here to exchange news and knowledge.

Highwatch

A citadel that focuses on military science and leadership rather than the combat skills of individuals. It is where the Urizen met Giovanni the Peacemaker to negotiate their incorporation into the Empire.

The Weave

A spire dedicated to the study of the Net of the Heavens.

The Eye of Morrow

A small lake at the foot of the mountain that holds the Canterspire. Famed as a place of meditation. The air in this valley is remarkably still, and sound carries a vast distance. A perhaps misleading message is carved into a rock that stands next to the lake - it is in the Imperial tongue, and simply states "The Eye is Closed". That message has been there as long as any can remember.

The Heliopticon

A network of communication devices using bronze mirrors, maintained and used by Urizen since time out of mind.

Regions

Altis

Quality: Hills

At the northernmost border of Urizen is the region of Altis, home to the citadel of Highwatch and known for particularly rich tempest jade mines. Many of the caves within the mountains here possess unique, resonant acoustics and several spires are positioned specifically to study or make use of these properties.

The Spire of the Canticle is perhaps the most famous of these spires. Known for producing some of the most beautiful, haunting, and eerie music in the modern Empire, their finest works must be enjoyed in situ as they incorporate the esoteric acoustic effects provided by the echoing caves. Over many years the Spire of the Canticle has "fine tuned" the properties of the caves, creating the Cathedral Cavern deep within the cold stone of the mountains. A premier performing venue in the eastern Empire, those who know how to exploit the unique acoustics can produce truly remarkable musical performances. Unsurprisingly, Altis is a common destination for lovers of music and poetry from across the Empire.

Numerous stories speak of crystals brought out from the deeper tempest jade mines that possess remarkable properties for storing and reproducing music created in their presence. These songstones are much sought after, but rarely mined. Experiments have shown that their magic is much stronger if they are left where they are found, and several chambers have been hollowed out around them to exploit their properties. Many of these caverns have (perhaps coincidentally) become strong regio connected to the realms of Day, Night, and occasionally Summer.

Caeli

Quality: Hills

The towering peaks of Caeli are not the tallest in Urizen - those are in Zenith - but their beauty is unparalleled. On a clear day, an observer can gaze across the entire territory. The Seat of the Arbiter is a unique magical location that takes advantage of this property; a carved stone throne at the heart of a powerful regio tied to the realm of Day. Any magician who sits in the chair can gain a bird's eye view of any location in Morrow. The Spire of the Arbiter's Seat protects and oversees the regio and its divinatory treasure. They are well-known for being excellent hosts and inveterate gossips.

On the tallest mountain in Caeli sits the tower heart of the entire Heliopticon network and the spires and citadels that are devoted to its study, function, maintenance and protection.

Between the Heliopticon heart and the Seat of the Arbiter, it is no surprise that Caeli has more than its fair share of magicians with have an interest in communication, magical and mundane. As such, these spires are not for those whose study needs demand quiet contemplation or solitude.

Operus

Quality: Hills

This region boasts some of the oldest spires in Urizen, including The Weave. Like its newer sister spire the tragic Arch of the Sky that once stood in Zenith, this spire is dedicated to the study of the Net of the Heavens. The seers and stargazers of the Arch have a reputation for radical interpretations of this key Urizen philosophy. They are credited as being the source of the school of thought that believes that places as well as people and events act as nodes in the net, and that particularly significant locations could be identified through study of the stars.

Operus is also the site of the Auric Horizon, an influential spire known for its expertise with the divinations of both Day and Night. Politically active, the spire is occasionally linked with heretical philosophies that have caused friction with the Synod in the past. The alleged "prophet" (or charlatan, depending who one asks) Abraxus Whitespire spent his last years here, and it is said to have been where he wrote the Abraxian prophecies. In the centuries since, successive firebrands and especially ambitious magi have secured Auric Horizon's reputation for involvement (and occasionally interference) in Imperial affairs.

The Canterspire Circle, a rich weirwood forest, grows on the lower slopes of Operus. One of the richest spires in Urizen, the Spire of Golden Wood overlooks the forest, and owns some of the richest farms and beggarwood forests in Urizen. They are widely known both for their fine quality mutton, and for the delicate yellow dyes they prepare using the heather that grows in great profusion around their homes. Indeed, many of the spires of Operus are known for a signature dye, or type of leather.

Peregro

Peregro is one of the most volatile regions of Morrow, known for several hot springs and even a few superheated geysers. Several spires harness the waters to provide heating, or make a study of the complex currents that run beneath the surface of the earth. It is also the location of the Glorious Fountain of Dawn and Dusk. Magicians theorise that there is a great deal of subterranean activity in this region, and predict that one day - probably far in the future - they might lead to a serious disaster - perhaps even a volcanic eruption.

On the shores of one of the largest hot springs in Morrow stand the Halls of Knowledge, translocated here by some means from Zenith shortly before the Winter Solstice 381YE.

Ravion

A remarkably flat region of western Urizen, Morrow is home to a number of spires and citadels including the academy of Canterspire, and the citadel of Phoenix Reach. it is also the location of the newly rediscovered Caves of the Claw.

OOC Notes

- The regions of Morrow are in Urizen (and by extension, Imperial) hands making this a staunchly Imperial territory.

- The Gardens of Morrow are a great work that provides a share of 75 herbs spread amongst those citizens of Morrow who own herb gardens

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Mother Varushka

by Stephanie Heath and Anna Clifford-Tait

Recording here: Mother Varushka

Mother Varushka is old as the hills Her tears fill the streams and her sighs turn the mills She smiles at our birth and our passing she mourns But fools and idlers she scorns

Chorus: Varushka, Varushka, our mother so dear She laughs and she weeps and her anger we fear She cradles us closer each day that we spend And when we are gone, still our path she will tend

Mother Varushka is wise as can be She knows what is needed for each thing to be She melts what she can of her snow-covered shawl To give us good food and to keep us safe all

Chorus

Mother Varushka is cunning and brave A thousand times over, our lives she will save Careful and wary, like the spider she spins And watches and waits for the wolves to fall in Chorus Mother Varushka is loyal and true She loves all her children, the old and the new However she struggles neath Winter's cruel yoke She still will defend her own brave Varushkan folk.

Chorus

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Mother Varushka Goes to War

To the tune of Nu tret herzuo, a German flagellation song. Lyrics JR/music trad. Arr. Katy Cooper. A wonderful version of Katy's arrangement sung by Glasgow Madrigirls is here

Helper files: Melody: File:Mvgtw-tune.mp3 Top harmony (one note!) File:Mvgtw-top.mp3 Middle harmony File:Mvgtw-mid.mp3 Bottom harmony File:Mvgtw-bot.mp3

Melody [all verses]: File:Mother Varushka Goes To War.wav

When singing put the last line repeat in. If doing the harmonies either skip the repeat or harmony singers join in with melody for the repeat.

Come Varushka's sons and daughters Arm yourselves for blood and slaughter Now the snows turn red with gore For mother Varushka goes to war (x2)

Come my sisters and my brothers Like your fathers and your mothers Marched to battle years before Now mother Varushka goes to war (x2)

On to battle in the morning Red shall be the new day's dawning Raise the banner high before Mother Varushka goes to war (x2)

Now the drums of war are beating Onward march and no retreating Till we fall to rise no more When mother Varushka goes to war (x2)

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Motion wording

Contents

- 1 Overview

- 2 Posterity

- 3 Amendments

- 4 Necessary Details

- 4.1 Commission

- 4.2 Disbursement

- 4.3 Emergency Resupply

- 4.4 Historical Research

- 4.5 Imperial Law

- 4.6 Imperial Titles

- 5 Responsibilities

- 6 Further Reading

- 6.1 Core Brief

- 6.2 Additional Information

Overview

A Senate motion is the primary way that the Imperial Senate carries out its business. The Speaker for the Senate will read out the wording of a motion, before it is discussed, so it is vital to keep the wording as concise as possible.

The legal implications of any Senate motion begin with the precise wording of a motion. The senator who proposes a motion is responsible for the execution of the motion if it is passed by the Senate, so the civil service will take guidance from the senator who proposed the motion to complete any necessary details that are omitted from the wording of the original motion. The more details that are left off a Senate motion, the more freedom the senator has to set those details later, if the motion is passed.

For both these reason it is important to consider the wording of a motion carefully. This page lays out the necessary details for most Senate motions.

Posterity

The wording of the motion is recorded for posterity in the Imperial archives, so those citizens with an eye to their place in history will want their wording to have a pleasing cadence. Some proud senators have been known to employ Freeborn scriveners or Wintermark stormcrows to give the wording of their motion more impact.

Amendments

The wording of a senate motion may change after it has been submitted, based on advice the proposer has received from the Constitutuonal Court, the civil service, the magistrates, and other citizens. It is not possible to alter the wording of a motion once the motion is read out on the floor of the Senate. At that point the wording is fixed and cannot be changed; the proposer will not be able to submit a new or altered motion during that summit even if they withdraw their motion.

Necessary Details

Many motions have a number of necessary details which are required for the civil service to enable the motion to be carried out. For example, a commission to construct a fortification cannot proceed until it is clear where the fortification is to be built.

A senator is free to determine any of the necessary details that are omitted from their proposed motion. Shrewd senators have been known to deliberately omit details from a motion to try to avoid a hostile reception by the Senate.

The Constitutional Court may veto a motion if the necessary details provided by a senator would breach the spirit of the Constitution, regardless of when they are specified. If the additional details mean that the Constitutional Court would require a constitutional vote to pass the motion - and it was not passed with a constitutional vote on the day - then it will be rejected.

Commission

- Location

- Cost

- Nature

- Imperial Title

The Imperial civil service need to know the rough location where the commission is to be raised or built - usually the territory and region are sufficient.

Some commissions have a standard cost for mithril, weirwood and white granite, for example a new Imperial army requires 250 wains of mithril, so this detail is fixed. If the commission can be of variable size, then the necessary details include how much Bourse materials will be used to complete the commission.

A sinecure is a very general term, only marginally more specific than a word like "building" or "construction". It is used by the Empire to describe any construction designed to produce a fixed income. The civil service need to have a clear idea of the nature of any commission that is being built, where that is not clear. A concise overview on the nature and purpose of a commission may be relevant to the Senate's decision to pass a motion; a more detailed description can be provided to the civil service later.

Any commission that requires the creation of an Imperial title to oversee the new commission will also require the necessary details for the new Imperial title.

Disbursement

- Amount

- Recipient

Any instruction for the civil service to disburse funds from the Imperial treasury should clearly state the beneficiary and the amount. Where the sum of money is not precisely specified, the Speaker for the Senate will ask the Senate to decide on a budget rather than leave the matter to the senator's discretion.

If the recipient is omitted, then the disbursement will be given to the senator that proposed the motion.

The Senate cannot legally direct how the recipient might spend Senate funds, but it is still advisable to make the Senate's expectation clear in the wording of the motion, as the Synod do have the power to punish citizens whose actions fall short of what is legitimately expected of them.

Emergency Resupply

- Army

- Cost

A motion to resupply an Imperial army should specify which army is to be resupplied and how much bourse materials will be supplied.

Historical Research

- Subject

The civil servants who carry out historical research need a clear indication of the subject they should pursue.

Imperial Law

- Wording

The precise wording of any changes to Imperial Law form part of the necessary details for a motion.

Any senator who wishes to change Imperial Law is well advised to consult the magistrates first; the Constitutional Court will strike down any motion that is unconstitutional or that cannot be implemented.

Imperial Titles

- Appointment

- Tenure

- Revocation

A motion to create a new Imperial title must specify what what legal powers, if any, the title will have authority to use.

The necessary details include the method of appointment, to allow civil servants to determine which political house will appoint the position and whether it will be an Imperial or national position. They also need to know the tenure, how long an elected citizen may hold the title before need to be reelected and which assemblies in the Imperial Synod may revoke a citizen who holds the title.

Many commissions automatically cause the creation of an appropriate Imperial title - for example raising a new Imperial army causes the creation of a new Imperial title for the general of that army. Many of these Imperial titles have long-standing traditional methods of appointment, tenure and revocation. Any new Imperial title that has unusual powers, appointment, tenure, or revocation is likely to be subject to close scrutiny by the Constitutional Court.

The Senate cannot legally direct what the holder of the title should do, nor how they will do it, but like a disbursement, it is still worthwhile to set out the responsibilities of the office. The Synod is expected to use the stated responsibilities of an Imperial title to inform any judgement made against the citizen who holds the office.

The powers of an Imperial title are not part of the necessary details, any legal powers that a title will have must be specified in the wording of the motion passed by the Imperial Senate.

Responsibilities

The business of the Senate is focused on the law, determining what the law is, how it will be applied, etc. While it is common for a Senate motion to include an explanation of what responsibilities they believe accompany a motion, the law cannot be used to dictate how citizens employ the powers they have been given.

For example, if a senate motion is passed to disburse funds to a senator with the intention that they be used to purchase additional Bourse materials to complete a commission, the money becomes the legal property of the senator at the point where they receive it. The law cannot stipulate how the funds must be used.

Wording that aims to provide direction of this kind is treated as part of the responsibilities of the motion. These carry no legal weight, but it is still advisable to make the Senate's expectation clear in the wording of the motion, as the Imperial Synod do have the power to punish citizens whose actions fall short of what is legitimately expected of them.

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- Appointments by the Senate

- Appointments to the Senate

- The Throne

- Master of the Imperial Mint

- Speaker for the Senate

- Conscience of the Senate

- Imperial treasury

- OOC design

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Mountain Remembers Its Youth

Contents

- 1 Rules

- 1.1 Spring Magnitude 60

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Options

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 60

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. During the ritual the casters must be in a strong Spring regio. This ritual targets a territory, and must be performed at a regio in that territory. If the ritual is used to target an Imperial territory, it may instead be performed at the Imperial regio at Anvil.

During the performance of the ritual the casters must name a region within the target territory which has the rugged or hills keyword.

This effect is a curse. A target may be under more than one curse at a time.

Effects

The ritual affects a single territory. Over the course of the next few days a powerful curse settles over the area. The ground shakes and the earth cracks, releasing hot, sulphurous gasses from beneath the ground. These cracks are more likely to appear near large concentrations of people, especially campaign armies.

Every season, 500 casualties are spread out over all campaign armies in the territory, or that move through it during that downtime. An army that moves through or out of the territory, rather than remaining there for the entire season, suffers half damage. An army will not benefit from natural resupply if they end their movement in this territory.

Fortifications are less impacted by this effect, and thus casualties inflicted on fortifications are decreased by 20%.

Any farm based in the target territory has its production reduced by a quarter for the coming season.

The civilian population of a territory will certainly be affected by this ritual.

The effect lasts until the start of the next Profound Decisions Empire event.

Options

Any caster who has mastered the ritual may choose to substitute beggar's lye for crystal mana when contributing to it. Every 2 measures of beggar's lye spent counts as 1 crystal mana when contributing to the ritual.

Description

As of the Autumn Equinox 381YE, this ritual has been interdicted by the Imperial Conclave and is illegal to perform.

This ritual was developed at the Lyceum under the auspices of Dean Simargl of the Circle of Zulgan-Tash, and completed shortly before the Spring Equinox 381YE. The original design was undertaken by the well-traveled Urizen, Mercurio Ankarien.

During the process of concluding the forumlation, there were additional opportunities to project the likely results of performing the ritual. The potential danger to civilian populations was outlined, as was the likely effect on farms in the area. The fact that the cracks created by the curse are more likely to appear around concentrations of people than not was also determined. There were some questions about the ethical implications of unleashing unrestrained clouds of poison gas, but on the whole, the magicians working on the ritual focused primarily on the theoretical underpinnings and on solving magical problems with shaping the magic effectively.

The cracks that open with the ritual are dangerous, certainly, but they are the harbinger of destruction rather than the cause of it. They are unlikely to open under structures – the larger the structure the less likely they are to appear close to it. The focus of the ritual is on killing living creatures, not on destroying structures.

The cracks will open in different places at different times over the season, releasing their lethal bounty of choking air. The more armies and fortifications there are in an area, the less each one suffers from the effect of the curse. As a consequence of the way the ritual is designed, the fewer the number of armies there are in the area, the fewer cracks open and the less widespread the foul air becomes. The number of civilian casualties is likely to be tied to the number of armies in the territory.

This ritual does not draw on the power of an eternal, nor does it draw spirits from the Spring realm. Rather, it creates a conduit between pockets of naturally occurring foul air that lies beneath the earth. Many miners are familiar with the concept of firedamp and similar choking or flammable gases. Those with experience of volcanos, in particular, know that there are winds in the earth that are inimical to life on the surface.

The curse opens these conduits, allowing the volatile gases deep in the earth to spew out. Rather than being flammable, these stinking clouds choke and strangle living creatures. Humans and orcs are not the only beings affected – birds, animals, and plants are all affected to some degree. Trees wither and die, as do crops in the field, and even the grass itself where the destructive poison touches. Standing water in the area may be poisoned as well, killing fish and aquatic plants with equal facility. Where one of these cracks opens, the land is marked with death. It is possible to avoid the worst effects of this killing cloud by moving quickly out of the area. Anyone who is unable to physically escape the poisonous air, like the wounded, penned animals, the young, and the physically infirm, are much more likely to succumb to the choking death.

The poison gas is quite dense and moves only slowly except in particularly strong winds which may cause the clouds to dissipate more quickly. Rain may also dissipate the clouds, but unfortunately, this will actually spread the poison a little wider – albeit more slowly – by causing it to sink into the surface soil or form poisonous puddles.

Even those who act quickly may not entirely avoid the effects – some exposed to the gas will be envenomed, making them more likely to succumb to injuries they sustain shortly afterwards.

Finally, the ability to spread panic should not be underestimated – an army whose flank is scattering to avoid the threat of a spreading cloud of sulphurous venom is much more vulnerable to attacks from an organised force.

One word of caution regarding this ritual relates to performing it in territories where there are cities – in the Empire this would likely include the League territories, Madruga (site of Siroc), Mitwold (site of Mead), Bastion (site of the White City), and potentially also Hahnmark (site of Kalpaheim). The intense concentration of people in these areas is likely to attract several poison-spewing cracks, and the confined nature of these environments, may potentially cause increased loss of civilian life.

Common Elements

A map of the target territory is often a focus for performing this ritual. A physical mapmay be burned, or buried under ash or dust, or washed away with beggar's lye. A map drawn or traced on the ground may be damaged in a way to suggest cracks opening in the ground.

The original ritual, as heavily guided by the Dean, is intended to remind the mountains and hills of the territory of their youth – when the world was young. He recommends that the ritual be accompanied by pounding drums (perhaps in the Freeborn style), with wild dancing (especially fire dancing), and loud ullullations from all who are present. By recalling this primordial time, the earth can be persuaded to let loose its poison breath. Several Varushkan and Wintermark magicians familiar with Otkodov comment that there are elements in the ritual that remind them of stories they have heard of the Thule territory of Nithoggir.

The rune Mawrig is commonly used during this ritual. The astronomantic sign of the Drowned Man, or possibly the Wanderer. Destructive legendary beasts – dragons, manticores, and even kraken – resonate with the ritual. A goetic might call on Siakha, the devouring shark-eternal whose resonance is unrestrained destruction but it might also resonate with Llofir or Arhallogen. A theurgist may struggle to find a paragon or exemplar who resonates with the destructive power of this ritual - the closest historical figure the theoreticians at the Lyceum could come up with was Casca, and she is not recognised by the Imperial Synod.

If you don't like it, don't cast it.

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Mountainfall Bracers

Description

Mountainfall Bracers are usually made from sturdy material: mithril alloys, shaped pieces of natural amber, or in some cases even pieces of carefully-smoothed stone. They are usually accompanied by a set of greaves in a similar style, and a pectoral, and the whole is often decorated with ambergelt inlays. They tend to be heavy, and even a muscular magician often finds it difficult to undertake extended periods of exercise while wearing them. Many wearers complain that the mage armour becomes a little heavier every time the paralysis spell is cast with its assistance, although they clearly do not actually weigh more than they did when they were donned.

In Wintermark and the Marches, runesmiths and battle-magicians often practice fighting with heavy weights attached to their wrists and ankles to prepare themselves for using this mage armour. They also practice a discipline developed in Urizen in which they remain completely still for a short period of time and then perform a sudden action that stretches their muscles, unbalances them or the like. This technique allows a magician to take advantage of the paralysis they have inflicted on their opponent to do something surprising - to draw and strike with a sword, for example, when their enemy expects them to make another attack with their staff, or to move in an unexpected direction to keep their opponent off their guard.

Rules

- Form: Armour. Takes the form of a suit of mage armour.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: You may cast the paralysis spell for 1 mana rather than 2 mana.

- Materials: Crafting Mountainfall Bracers requires fifteen measures of ambergelt, ten measures of iridescent gloaming, nine measures of dragonbone, eleven measures of beggar's lye and seven ingots of tempest jade. It takes one month to make one of these items.

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Mountebank

Overview

Mountebanks are a combination of confidence trickster and streetwise magician found in The League. Part con-artist, part street entertainer, mountebanks are street-mages with a (sometimes ill-deserved) reputation as thieves and scoundrels. Mountebanks rely on their wits, often engaging in complex scams and long-term cons against the richest and most powerful members of society. A group of mountebanks combines magical lore with a variety of other skills, doing whatever works to complete their goals. Unlike many ritual groups, mountebanks often experiment with improvisation rather than relying purely on formulaic rituals, tailoring their magic to the specific situation they are in. This is expensive in terms of resources and talent, but can be very rewarding.

Not all mountebanks belong to groups. A street-mage like this may be working alone for a variety of reasons, some of which they will be unlikely to share. They may just prefer the freedom of working as and when they please, or they may be avoiding the telling of a dark secret or escaping a dark past. For whatever reason, these magicians work hand-to-mouth and alone, or very occasionally with another, though the nature of these partnerships is transient - more often a mountebank will team up with somebody with skill at arms, or another skill that they do not share.

Some mountebank covens practice a form of dramaturgy that involves improvised, comedic or slapstick performances to mask their use of ritual magic. This practice is frowned on by the troupe magicians of the league ... which simply makes it all the more appealing to the mountebanks.

Give me a dagger, a coinpurse and a smile, and nothing is impossible

Cicero Telerio di Sarvos, Mountebank

Give me a dagger, a coinpurse, a pair of trousers, a Varushkan fur lined hat, a length of rope, a jar of wine, a map of the sewers, a monkey, another jar of wine and a smile, and nothing is impossible for Cicero Telerio

Antoni Telerio di Sarvos, Mountebank

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Mountebank's Guise

Description

The Mountebank's Guise is a suit of magical clothing infused with a little of the power of the dramaturgical persona of the Mountebank. A ritual magician who wears this clothing can draw on the power it contains to empower their ability to perform Spring magic. In addition to providing additional magical power, the robes also infuse the wearer with some of the personality of the Mountebank.

The Mountebank is a complex figure in magical dramaturgy. This raiment draws on the power of that persona as an agent of vibrant, energetic change, and unrestrained power. By harnessing this irrepressible energy, the Guise allows a trained ritual magician to tap into a wellspring of power when working Spring magic. As a magical raiment infused with dramaturgical power, the Mountebank's Guise allows a bonded wearer to tap into some of the potent archetypal magical symbolism of the Mountebank, strengthening their will to act and urging them to seek out opportunities to use their power to its best advantage.

The raiment itself is usually woven from hard-wearing cotton or linen, carefully bleached and dyed in vivid, contrasting colours. The raiment often appears quite rich - it is intended as a dramaturgical costume rather than casual wear after all - with ambergelt and tempest jade decorations. The clothes tend to favour comfort and movement, reflecting the rough-and-tumble lifestyle of many Spring magicians. They are also often cut specifically to show off the physical attributes of the wearer - the Spring realm understands the power of the physical body to influence perceptions and subtly control social situations...

While the basic design is patterned after League fashions, it draws inspiration from the clothing of the street bravo or the Free Company, not that of the merchant prince that it draws inspiration from. Several other designs exist, inspired by other nations. The Troubadour's Guise for example, which combines elements of traditional Dawnish yeoman garb with the vibrant colours favoured by many troubadours. The Woodcutter's Attire draws on Varushkan aesthetics, combining a vibrantly embroidered long coat with practical leggings, comfortable boots, and supple gloves - a design that has proved popular not only in Varushka, but also in the Marches, Navarr, Wintermark, and both Temeschwar and Holberg.

Rules

- Form: Armour. Takes the form of a robe. You must be wearing this robe to use its magical properties.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Once per day you may use this robe to gain two additional ranks of Spring Lore for the purposes of performing a single ritual, subject to the normal rules for effective skill.

- Roleplaying Effect: While wearing this robe you feel a burst of confidence and an urge to speak your mind at all times regardless of the society you are keeping.

- Materials: Crafting a Mountebank's Guise requires five ingots of tempest jade, twelve measures of ambergelt, five measures of dragonbone, seven measures of beggar's lye, and eleven measures of iridescent gloaming. It takes one month to make one of these items.

OOC Note

This is one of six sets of ritual robes designed by House Bourné, a Sarvosan guild formed by the union of League master-artisans and a Dawnish weaver cabal. Their unique designs combine the power of dramaturgy with a deep understanding of the hearth magic of girding. During Winter 380YE, in conjunction with popular publication The Looking Glass, the Merchant-Prince Genia Bourné di Sarvos announced that the guild would allow any Imperial artisan to visit their estate in Sarvos and study the schemata detailing the six raiments, free of charge.

Any character can learn how to create this raiment following the normal rules - either by selecting the robe as one of their starting items, or learning it as an extra item pick. The only restriction is that anyone who knows how to make one of these robes must have spent a week or two studying at House Bourné in Sarvos - there is currently no other way to master the patterns which remain the proprietary knowledge of the Bourné guild.

"... and this alignment of the gloaming-treated weave with the weltsilver threads causes realm energies passed through them to seethe with puissant immanence, cascading a current of mustered will to enhance the breaching pattern that the magician uses to unpick the seam between worlds and draw forth a much more voluminous channel of energy to fortify and embellish the structure of ritual symbolism that they have threaded together."

There was silence for a moment when Horace had finished. Jack Greenwater licked his lips a few times, opened and shut his mouth once or twice, squinted at the bark on the back of his hand and then gathered all his courage and said:

"What?"

Horace sighed inwardly.

"It empowers Spring magic." he said slowly.

"Oh! Great! Yes, I'll try it." Jack beamed. "Why didn't you say that in the first place?"

Horace did not roll his eyes until he was behind the Marcher landskeeper, helping him into his new coat.

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Mountebank's Surprise

Description

A wand and a one-handed sword are a common combination for a mountebank in the League. This particular pair of enchantments are favoured by those who specialise in two person confidence tricks. When both of the swindlers are armed with these, they can often take on a surprising number of angry marks by empowering each other. A particularly notorious Tassatan pair named Tullio and Miguelito were known to employ such tactics in the latter part of their career, most notably to escape the guards of the de Guerra Carta after conning their Merchant Prince out of his signet ring, a tale immortalised in the popular opera The Golden Trod.

In Dawn, these items are known as Mirrors of Glory, for by strengthening an ally, the war witch is also strengthened. Those among the Navarr who have taken the oaths of both the vate and the thorn sometimes wield these in the form of a green iron axe and a stout worldmarrow rod, calling them Star-Sworn Legacies in remembrance of Star, one of the first vates, who provided Navarr and Thorn with magical aid in their battles against the Vallorn. A number of Navarr artisans make this items only at night, under visible stars, while reciting the oaths of vates, thorns and brands to teach the two items to support each other and to assist their wielder in aiding others.

In the League, both items often bear Lann, the rune of bargains, representing the benefit of the spell to both parties, while Dawnish versions use the Gryphon runes, placing Feresh and Verys on the rod and Jotra and Tykonus on the blade.

Rules

- Form: Weapon. A pair consisting of a one-handed weapon and either a rod or a wand. You must be wielding both the weapon and the implement to use the set's magical properties.

- Requirement: You must have both the ambidexterity and magician skills to bond to these items.

- Effect: Once per day after casting the empower spell on a target you also gain the benefit of the empower spell.

- Materials: Crafting a Mountebank's Surprise requires no special materials. It takes two months to make a pair of these items.

The tavern-master sighed, and went back to his glasses.

"...and then I said.... 'That old saw? Your thumb? Ambition's balls, that was old when Richilde first called for minstrels! Is that your best?', and his friend hissed 'And who are you to say?' and I say 'Why, nothing but a street rat, oh king of cats!', and he spits 'A rat indeed, by the state of your doublet! And what do you want of me?' and so I said 'One of your nine lives; and if that goes well, I'll have the other eight...'"

The ragged man winced to an ill-judged movement. He kept his left arm close to his body, tied up in a makeshift sling.

"Oh, I forget what else. It was witty, though. Of course, then they came for me, the pair of them. Now, I clocked the one of them tap the other one with his wand, and so I was ready for him to be good with his blade, and I caught it on my guard, but I wasn't expected the other to come through so hard so damned fast! He only had a wand out: but no, he drew a blade, and caught me under the standard, right in the pit. Over I went, then it was down to boots in the gutter... Near the church-door by the well, you know it?"

He coughed, into a blood-stained handkerchief.

"Everyone's a critic, aren't they? Now, do you have a spot of Anodyne Analgesic to go with this wine...?"

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Mountebank (Redirected from Mountebanks)

Overview

Mountebanks are a combination of confidence trickster and streetwise magician found in The League. Part con-artist, part street entertainer, mountebanks are street-mages with a (sometimes ill-deserved) reputation as thieves and scoundrels. Mountebanks rely on their wits, often engaging in complex scams and long-term cons against the richest and most powerful members of society. A group of mountebanks combines magical lore with a variety of other skills, doing whatever works to complete their goals. Unlike many ritual groups, mountebanks often experiment with improvisation rather than relying purely on formulaic rituals, tailoring their magic to the specific situation they are in. This is expensive in terms of resources and talent, but can be very rewarding.

Not all mountebanks belong to groups. A street-mage like this may be working alone for a variety of reasons, some of which they will be unlikely to share. They may just prefer the freedom of working as and when they please, or they may be avoiding the telling of a dark secret or escaping a dark past. For whatever reason, these magicians work hand-to-mouth and alone, or very occasionally with another, though the nature of these partnerships is transient - more often a mountebank will team up with somebody with skill at arms, or another skill that they do not share.

Some mountebank covens practice a form of dramaturgy that involves improvised, comedic or slapstick performances to mask their use of ritual magic. This practice is frowned on by the troupe magicians of the league ... which simply makes it all the more appealing to the mountebanks.

Give me a dagger, a coinpurse and a smile, and nothing is impossible

Cicero Telerio di Sarvos, Mountebank

Give me a dagger, a coinpurse, a pair of trousers, a Varushkan fur lined hat, a length of rope, a jar of wine, a map of the sewers, a monkey, another jar of wine and a smile, and nothing is impossible for Cicero Telerio

Antoni Telerio di Sarvos, Mountebank

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Mournwold

Contents

- 1 The Mourn

- 2 Recent History

- 3 Points of Interest

- 3.1 The ruins of Overton

- 3.2 Ruins of Orchard's Watch

- 3.3 The Singing Caves

- 3.4 Whittle

- 4 Regions

- 4.1 Alderly

- 4.2 Chalkdowns

- 4.3 Freemoor

- 4.4 Green March

- 4.5 Greensward

- 4.6 Ore Hills

- 4.7 Southmoor

- 5 OOC Note

The Mourn

This desolate land was known as the Mourn long before it fell to the barbarian Jotun in 349YE. The name originally referred to the sound of the wind in the trees and across the craggy hills. Now it seems an even more fitting name; the Mournwold has become synonymous with loss and sorrow for many Marchers.

Whereas Upwold and Mitwold in particular are known for their sprawling farms, the rugged Mournwold is better known for its mines. The hills are riddled with rich veins of green iron, and with mine workings dedicated to extracting that ore. Prior to the invasion of the Jotun, there had been a growing tide of dissatisfaction among professional miners that all political power was vested in the hands of those who owned farms. There were regular complaints that mine owners, like farmers and stewards, owned and worked land - the only difference was that the crops they raised were ore and stone rather than fruit, grain or vegetables. Some of this dissatisfaction had its roots in the sharp business practices by some of the lowland stewards, especially those of the Chalkdowns, who set high prices for the food sold to the miners.

Recent History

Thirty years ago, the Mournwold fell to the Jotun orcs. The barbarian forces that eventually defeated the Marchers amassed for months in Liathaven. Imperial forces fought long and hard, but they were outnumbered and outmatched. The Marcher generals of the time blamed The Throne, Emperor Hugh, for the loss, claiming that they had supported the Dawnish emperor specifically to prevent this kind of disastrous military defeat. When the Mourn fell, its last Senator, Thomas Overton, entered the wicker man in an attempt to heal the breach between Marches and Empire. Despite his sacrifice, the resentment of the Marchers simmered for much of the next three decades as the generals became more focused on the recovery of the Mourn. Thomas' sacrifice was later echoed by that of Nedry Galest, General of the Tusks, who chose to enter the wicker man after the disastrous events of Spring 381YE.

After the dust settled, only the Greensward remained in Imperial hands. A portion of the population of the Mournwold fled when the territory fell. Most took refuge in the north, but a number of miners and hill folk from the south found sanctuary in Tassato to the east, eventually being subsumed into the League. Those who remained were given the Jotun choice - take up arms and fight for the orcs as Jotun, or lay down their weapons and become thralls. The majority of Marchers who refused to flee chose to become thralls, working their farms and providing food to their barbarian overlords. The situation changed little over the next thirty years; a few border skirmishes but no serious invasion attempt. Even Empress Britta made no immediate move to liberate the Mournwold; the first Imperial attempt to drive the Jotun out and reconquer the territory would not take place until after her death, and the collapse of the temporary Jotun ceasefire of 377YE - 379YE.

The liberation began after the Autumn Equinox 379YE. The Tusks and the Bounders were joined by both Imperial Orc armies and the Highborn of the Seventh Wave at Overton. The initial attack saw the liberation of Ore Hills, and parts of Freemoor, but also exposed the Empire for the first time to the knowledge that the Jotun had human soldiers fighting alongside them - mostly young men and women who had grown up under the occupation.

The Imperial advance quickly faltered in the face of the rage of the Jotun. Angered by the broken treaty between themselves and the Empire, the Jotun reinforced their positions in the Mournwold and brought the Empire's armies to a standstill. Three thousand Imperial soldiers died, and perhaps twice that many Jotun - a bloody cost that would set the stage for the bloodhsed to follow. The Jotun counterattack drove the Empire back out of Ore Hills and Freemoor - leaving the partially completed fortification there to be claimed by the orcs. The Tribute was quickly claimed by the Jotun, and became a key part of their defence of the territory in coming months. Indeed, the force of the Jotun push was sufficient to drive the Imperial forces back to Overton, nearly costing them the Greenward. By the start of the Autumn Equinox 380YE, the Jotun had taken Overton as well, claiming complete uncontested control of the Mournwold for the first time. Their victory was short-lived - Imperial heroes managed to recapture Orchard's Watch and Overton during the Autumn Equinox, but at great cost.

After the Winter Solstice 380YE, the Greensward in southern Mourn was the site of some of the most terrible battles in recent Imperial history, when the Imperial host laid a trap for the Jotun armies. With powerful magical support, immense number of humans and orcs lost their lives and most of the structures in the Greensward were leveled including the town of Overton, and the castle of Orchard's Watch. At the same time, Spring plague and Winter magic accounted for perhaps a sixth of the remaining population, and half the people still living in the Greensward. The Jotun and the people of the Mourn alike were unprepared for the ferocity of the Imperial assault.

The repercussions of these battles cannot be understated. The Jotun morale was broken, but so was that of the people of the Mourn. The Summer solstice saw the Empire make significant gains in the Mournwold, but for all that they were gaining territory, they had lost the support of the people who lived there. The Jotun retreated west into Liathaven, leaving token forces to defend the Tribute and the castle at Hillstop. They evacuated as many thralls - humans as well as orcs - as they could, but they put up little opposition to the Imperial troops. Indeed during the Autumn Equinox 381YE, the Jotun destroyed Hillstop rather than allow it to fall into Imperial hands.

While the Mournwold was officially imperial again by the start of the Autumn Equinox 381YE, the people of the Mournwold - including for the time being a great many orc thralls - were not shy about expressing their unhappiness to the rest of the Empire.

Points of Interest

The ruins of Overton

Once a sheep-farming town and market set on a hill, Overton was ruined early on in the great Battle for the Greensward. The majority of the defenders were killed refusing to leave their posts. Pilgrims visit the ruins of Overton to lay tokens at the graves of the fallen. North of the ruins, the Jotun raised a massive grass-covered burial mound, beneath which lie both the bodies of countless Imperial soldiers and the Jotun who fell fighting them. Apple trees grow at the crest - it is not clear whether the orcs planted them in deference to Marcher burial customs, or whether they are the work of the surviving monks of Greensward Abbey. When the Empire liberated Greensward shortly before the Autumn Equinox 381YE there was some talk of disinterring the mound, but the Marcher soldiers were adamant they be left to rest undisturbed - the soil may have been soured, but it is still the soil they died fighting for, whether they were Marchers or not.

Not far from the ruins stands Honour's Rest, a small shrine and orchard tended by friars who watch over the ruins and the barrow mounds.

Ruins of Orchard's Watch

Commissioned by the Imperial Senate in Autumn 378YE, the fortification of Overton largely took place during the Jotun ceasefire. Work was overseen by Bridget Eastville, senator for Mitwold, and took place under the watchful gaze of Jotun scouts. The fortification consisted of solid walls around most of the town, with a central keep. A number of buildings damaged by Jotun raids were cleared, and apple trees planted in their place - a memorial to those Marchers who had die fighting for the Empire. The keep incorporated the old fortified manor house that served as a stop-gap defence - a base of operation for scouts gathering information about Jotun activity in the territory.

During the great Jotun offensive after the Winter Solstice 381YE, following several seasons of concerted attacks, the castle was levelled by orc siege engines. The memorial apple orchard burned during the fall of Overton - it is not known which side set the fire that consumed it.

The Singing Caves

The Singing Caves are a Bourse resource located on the Greensward near Overton. Custodianship of the Caves is an Imperial Title that brings with it a Seat on the Imperial Bourse. It produces 28 Imperial wains of mithril every season. Control is allocated to any Imperial citizen by open auction during the Autumn Equinox.

Whittle

A village in Freemoor, at the base of Whittle Hill, well known for its rich green iron mine. The inhabitants resisted the Jotun for thirty years - after an initial short-lived occupation by the Jotun they took back their village and the territory around it, dug in, and waited for help to come. Specifically, their survival hinged on an agreement with the local Jotun to let everything go to a fight-to-the-death between forces yearly rather than just be crushed. The Jotun agreed to this arrangement thinking they'd surely not hold on for more than a season or two. Instead, they held out for thirty years. In time, facing the Whittle folk in battle became a rite of passage for young Jotun in the Mournwold.

Unable to contact the outside world, lacking magical or mundane means to get word out that they were alive, they waited. While initially welcomed by their fellow Marchers when contact was re-established in Spring 380YE, it soon became clear that they had embraced the malign spiritual power of hatred - a power that they claimed gave them the will and the strength to resist the orcs and which they offered to share with the rest of the Marches. The Marcher assembly categorically refused their offer, encouraging the rest of the Marches to shun them.

When the Jotun reconquered Freemoor, the majority of the population moved to Tassato where they built a small enclave with the assistance of the city's Chamber of Commerce. Many Whittle folk died during the fall of Overton, fighting the Jotun in defence of the Mourn- a fact that has endeared them to many of the remaining Mournwolders.

Regions

Alderly

Quality: Forest

A forest of old oak and sycamore. Marcher faerie tales tell of diminutive creatures who hide beneath the trees and prey on unruly children - references to a hidden Feni enclave deep in the woods. The Feni of Alderly occasionally raid into Green March, Chalkdowns, and Golden Downs, but for the most part they keep to themselves. During the Jotun occupation, the deep woods were conquered only in theory - the Jotun controlled the grasslands beyond the forest, and the edges of the woodlands, but they did not go too deep. Likewise, when the Empire liberated the region in 381YE, they faced opposition from the Feni and settled for driving the Jotun out and claiming the lighter woodlands and the fields, rather than risk pushing too far into dangerous territory in the deeper woods.

The Marchers who live in the forest have always been considered peculiar, and three decades of isolation has intensified their strangeness. Insular and uncommunicative, the hamlets and small villages of charcoal burners and woodcutters have more than a little Feni blood, and there is some question whether the Alderly folk are even truly Marchers anymore. Regardless, however, they are still Mournwolders.

Chalkdowns

A land of rolling chalk downland with close-cropped turf and dry valleys, the people of the Chalkdowns are perhaps the closest to what an outsider thinks of when they imagine Marchers. They have their own peculiarities, however. The yeomen practice a particularly Mourn form of agriculture, combining raising corn and raising sheep, whose droppings help to fertilise the cornfields when they are not grazing on the springy Mournwold turf.

Due to their emphasis on farming, the yeomen of the Chalkdowns had a somewhat disproportionate level of influence over the Mournwold, and involvement in the politics of the Marches and the Empire alike. Perhaps as many as a half of all senators for the Mournwold were picked by stewards from Chalkdowns in the years that the Mournwold was part of the Empire. This made the Chalkdowns prosperous, and the yeomanry wealthy, but it also lead to a simmering resentment from the miners of Ore Hills and Southmoor. During the Jotun occupation the taxes claimed by their orc overlords impoverished even the richest, most stubborn farmers. With the Imperial liberation, it is likely that some of the yeomen who fled north (or their children) will want to return. What they will make of their new neighbours - orcs, and human thralls who endured the Jotun occupation - remains to be seen.

Freemoor

The wildest part of the Mournwold, Freemoor is split roughly between scrubby farmland in the west and wooded valleys in the east. The folk here had a reputation for being stand-offish on par with the people of Bregasland, especially those who preferred the gentle hills and woodlands of the west. Most of the farms here were never especially wealthy, but the stewards and yeomen were renowned for their stubborn refusal to go anywhere else. More Freemoor people than any other part of the Mournwold refused to leave when the Jotun came, and remained as thralls - albeit bitter, stubborn, intractable thralls.

There are two well-known landmarks in Freemoor: Old Pig, an aptly named chalk figure carved into the hills of the wold; and The Whittle Hill, the largest hillock in the western Mournwold. The village of Whittle stands at the base of Whittle Hill, although most of its residents now live in Tassato Mestra.

Green March

Green March was always a little odd - isolated from the rest of the Mournwold by Alderly, the yeomanry often felt they had more in common with the farmers of Mitwold than their distant neighbours in Chalkdowns and Southmoor. The first region of Mournwold to fall to the Jotun, the site of the first engagement between the Imperial armies and the Jotun is still marked by a series of Jotun burial mounds that surround the ruins of the village of Kineton - half of them containing the bodies of soldiers who fell in a futile attempt to slow the orc advance.

Many of the citizens of Green March fled north to the Golden Downs; unlike many of the Mournwold refugees the majority of them show little interest in returning to reclaim the land they lost three decades ago.

Near the border with Bregasland stands an odd monument called High Courage. Looking down across the moors towards Liathaven, it is a large statue of a stag with broken antlers, ascribed to the people of Terunael. On a stone block at the base of the statue Imperial letters simply read “High Courage” but it is clear that they are more recent than the statue itself.

Greensward

Quality: Haunted, Ruins

The Greensward remains the last holdout of Imperial presence in the Mourn. The refugees and survivors who set up camp at Overton are gone along with the town, the offices of the Sheriff of Overton, and the castle of Orchard's Watch. Greensward Monastery, the abbey that once served to keep the morale of the defenders high, is now a burnt out shell amid the foothills of Kahraman. The soil itself is said to have become sodden with the sheer amount of human and orc blood shed during the battles over the grasslands. Tens of thousands of humans and orcs died fighting in the Greensward, and these deaths have soured the earth here.

The fields of the Greensward - the same fields that once made the stewards here rich from sales to Tassato in the east - are largely fallow. The yeomen who might have worked them fled south to Kharaman, or east to Tassato. Others chose to go west with the Jotun, turning their backs on the Empire forever. The humans who remain are primarily monks and friars, tending to the dead, and seeking to offer some comfort to the ghosts that now haunt the Greensward.

Ore Hills

Quality: Hills

The ore hills (sometimes rendered, unsurprisingly, as "our hills" in the drawling dialect favoured by the natives) are riddled with mine workings and quarries. The hills throughout the territory are rich in veins of green iron, but the Ore Hills are site of some of the most prosperous mines in the Mourn - as befits the legendary birthplace of Marcher folk hero Jonah Gold. Before the Jotun came, Ore Hills was the centre of dissatisfaction with the political realities of life in the Marches. In 326YE a poor harvest finally ignited the long drawn out conflict between the miners and the Chalkdowns farmers. In late Autumn a violent mob descended on the lowland farms and raided cattle and grain in a manner reminiscent of a Feni attack. The magistrates were quick to respond, arresting the ringleaders and in some cases executing the worst of them. The people of the Ore Hills still sing sad songs about this great "injustice" - much to the chagrin of the farmers of Chalkdowns and Freemoor.

Some of the older mines here have a bad reputation, and feature regularly in Marcher ghost-stories and cautionary tales. According to these stories unnatural things are occasionally sighted in the deepest parts of the oldest mines. Details are never clear and many sensible people dismiss them as either fantasy brought on by too much time without sunlight, or else ascribe the sightings to trogoni or perhaps even the ghost of old Jonah Gold.

Southmoor

Quality: Hills

The last region to fall to the Jotun during their invasion, Southmoor is the location of Sarcombe, a prosperous mining town, rich off the back of trade in green iron to the Navarr in Liathaven, ruined during the last months of the orc invasion. The Jotun built a castle over the ruins - Hillstop - and it served as their main base of operations for their occupation of the Mournwold until the Autumn Equinox 381YE. The Jotun used it to keep a careful eye eastward to the Greensward - and beyond to Tassato.

The people of Southmoor before the invasion were considered more pragmatic than their neighbours in Ore Hills, at least as far as politics went. Sarcombe was a rich market town, and the aldermen made little secret of the fact that they used their wealth to influence the politics of the Mournwold when they felt the need. As such there was residual bad blood between the miners in the east, and those in the west, that was occasionally exploited by the senators of the Mourn. Today, the rich aldermen are gone. Indeed, most of the remaining residents appear to be orc thralls with the human residents long since fled or displaced.

OOC Note

- As of the start of the Winter Solstice 381YE, the Marchers and thus the Empire control the entire territory.

- Unlike the rest of the Marches, the Mournwold does not currently benefit directly from the Imperial Breadbasket great work.

- There is a significant population of orcs in the Mournwold. They represent Jotun thralls left behind by the retreating barbarian armies. For the most part, they are not hostile - being culturally forbidden to wield weapons or fight. The question of what to do with these orcs is still under discussion as of the Autumn Equinox 381YE.

- The campaign to recapture the Mournwold is recounted in the Winds of War starting with Winter Solstice 379YE. There are also several Winds of Fortune detailing the problems following the liberation of the Mourn, including Watered with fears (Spring 381YE), All along the watchtower (Summer 381YE), and An apple that falls (Autumn 381YE).

- Some of the prominent households of Mournwold are detailed here.

Jonah Gold

Jonah Gold is a possibly-legendary figure whose story dates from the time of the Cousins' War. Jonah is said to to have been born in the Ore Hills long before the Mournwold was part of the Marches proper; in some versions he is the son of a Tassatan immigrant and a Marcher sheep herder. Stories say that Jonah was a miner who quarried out metal of such quality that his weapons turned the tide of war for his household during the short-lived Marcher civil war. A jealous friend betrayed him to the enemy, and for a heavy purse of coin staged a mining accident that trapped him behind a rockfall where he presumably perished. Over the centuries, a number of legends and stories have been attributed to Jonah - if the man had participated in all the stories attributed to him he would have been so busy moving around the Marches, southern Wintermark. and northern Brass Coast he would never have had time to do any actual mining!

His stories do not end with his death. His ghost is said to haunt the mines of the Marches, especially the green iron mines of the Mournwold. Superstitious miners say that to see Jonah Gold presages disaster - whether his appearance causes a catastrophe reminiscent of the collapse that killed him, or if he simply warns against them varies from legend to legend and place to place. There are even a few stories of sightings of what sounds a lot like Jonah Gold in the hills of Kahraman, and the old mines north of Tassato.

Some scholars who have taken the time to study the stories of his ghostly appearance disagree with the accepted wisdom that Jonah Gold is a ghost. While there is plenty of precedence for so-called "warning ghosts", these scholars argue that the sightings are actually of an astronomantic tulpa rather than a restless spirit - but their argument is undermined by an inability to agree on which constellation the tulpa represents.

Jonah's name has also been given to a variety of apple commonly grown in the Mournwold. Heavy, green and sweet, with a sharp bite, the "Jonah Gold" variety is used extensively in cooking sweet pies and apple sauce, and traditionally is buried with miners from the Mourn, particularly those who quarry green iron.

His story is immortalized in the popular song that bears his name.

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Mournwold Harvest

This songs was written ,in character, by Jennet of Mourn

OOC it is the tune of Culloden's Harvest, with words by Daisy. Recording is here.

Sheet music is available here

Chorus: Cold the winds on the moors blow Warm, the enemy's fire glows Black, the harvest of the Mournwold Pain, and fear, and death grow.

1.The children of Mourn are bereft and lamenting Torn from their families, their homes and their land Forced out of the Mourn so their parents could save them The children will live, but their families will stand

Chorus

2.With love of their land they stood firm at High Courage But in scarcely the time that it takes me to sing The flower of the country, cut down by an army As ruthless and cruel as the Winter wind's sting

Chorus

3.The children of Mournwold are left to their weeping With only the memory of families long gone They yearn for their homes and the bones of their families The blackest of hours on this land has begun.

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Mournwold spoils of war

Overview

Following the final liberation of Mournwold after the Autumn Equinox 381YE, these resources were presented to the Military council for assignment as spoils of war during the Winter Solstice, 381YE. There are potential problems with the assignment of three of the resources, which are currently in the hands of former Jotun thralls, as detailed in the Wind of Fortune.

Spoils of War

The Old Oak, Sarcombe

- Business / Rank 3

Whilst the town was devastated by the Jotun invasion, they needed several buildings intact to maintain a scouting post. The sprawling Old Oak Inn, the oldest building in the town, was one of these. The inn has stood for two centuries, built up around the trunk of an actual oak tree - the oldest and largest tree in Southmoor. Even the Jotun respected its size and age, choosing to let it stand even when they were cutting wood for their fortification of Hillstop.

Nearly destroyed when the fortification at Sarcombe was destroyed by the Jotun, the inn is in dire need of repair and whitewashing - but the sturdy walls and most of the roof still stand. At first used as a barracks, it quickly returned to its function as a hostelry and improvised trading post. Scouts heading to and from Liathaven formed the bulk of its initial custom, but it is growing steadily more prosperous and an ambitious individual might be able to take charge and turn it into something special. Indeed, if Sarcombe were restored and given an Imperial charter as a market town, there may well be opportunities to expand the Old Oak significantly.

Contents

- 1 Overview

- 2 Spoils of War

- 2.1 The Old Oak, Sarcombe

- 2.2 Alderly's Edge

- 2.3 Matilda Stone Quarries

- 2.4 Jonah's Lament

- 2.5 Eversweet Orchard

- 2.6 The Black Hill

- 2.7 The Golden Hoof

Alderly's Edge

- Herb Garden / Rank 4

- Produces 6 doses of True Vervain, 2 doses of Cerulean Mazzarine, 6 doses of Bladeroot, 4 doses of Imperial Roseweald and 2 doses of Marrowort.

Alderly is a forest of old oak and sycamore, and the people who live here have always had a reputation as being strange - perhaps even as strange as the Bregas to the north. The woodcutters, charcoal burners, and hunters who live here have are said to have more than a trace of Feni blood in their ancestry, and if stories are to be believed there is at least one enclave of their ancestors living deep in the woods. There may well be some truth in the stories - the yeofolk who live around the outskirts of Alderly have a renowned skill with herbs of all kind. At Alderly's Edge - not far from the ruins of an estate that once belonged to the steward of House Cliffen - there is a permanent market where tight-lipped Alderfolk come on the last day of each month to trade herbs, food, charcoal, and tales with one another. In the past, the market was overseen and protected by the steward who received a bounty of herbs as a consequence. The Alderfolk have grudgingly suggested to the egregore that they would not be unhappy if someone were to come to the Mourn and take up that role again.

Matilda Stone Quarries

- Tempest Jade Mine/ Rank 4

Whilst the Ore Hills are most famous for their green iron, there are also other mining and quarrying activities in the region. Prior to the Jotun invasion the quarry of Matilda Stone was one of the largest and most prosperous. Owned by a cantankerous mining family, the Hoopers, who were outspoken opponents of the farming families who dominated Marcher political life. What became of the family is not recorded; the Jotun worked the quarry for most of the occupation with a combination of human and orc thralls. The thralls largely left with the Jotun, or chose to return to farms on the Chalkdowns, leaving the various mining and quarrying interests of the family open to new ownership. Whilst many mundane ores and hard stones were mined here, the area is particularly noted for the prevalence of tempest jade among the rocks. Jade from Matilda Stone Quarries is very much in demand by weaponsmiths in the mourn, as it is said to be particularly resonant, infused with the tempestuous and argumentative nature of generations of Hoopers.

Jonah's Lament

- Green Iron Mine / Rank 5

High in the Ore Hills, this rich green iron is reputed to be the resting place of Jonah Gold. According to the stories and songs, it was here that he was betrayed by a jealous friend and left to die in a cave-in. Nobody can say for sure if there is any truth to these stories, but if the famous miner's skeleton does lie here it has yet to be discovered. The mine has been marked with tragedy - in 326YE the owner Mary Digger was one of the ringleaders of the raiders who attacked the Chalkdowns after the disastrous harvest. The magistrates tracked her back to the mine, and she was hanged from a blasted oak that still stands near the entrance. It is said that on the anniversary of her death, eerie singing is heard in the depths of the mine - perhaps Jonah Gold, or perhaps Mary Digger's unquiet spirit. The Jotun placed totem stones around the tree, apparently intended to warn off one or both of these ghostly figures.

Eversweet Orchard

- Farm / Rank 6

- Held by former Jotun thralls

Where the Chalkdowns meet the Golden Downs of Mitwold, not far from the forest of Alderly, sits Eversweet Orchard. Years of careful cultivation meant that these trees produce the finest cider in the Mournwold. When the Jotun marched in, they were pelted with ripe and rotten apples alike until there were none left to oppose them. As such, the dead of Eversweet rest in the extremely fertile soil of their own orchard. The farm is currently inhabited by an elderly matriarch, a Jotun thrall called Hamma the Lame, and her very extensive family. The thralls have spent years extending the farm, working relentlessly to clear more land and plant more trees, so that it is now nearly twice its original size and one of the richest farms in the Mournwold. They are proud of their orchard, and have no interest in leaving their trees; indeed two generations of their own dead now rest among the same roots where the Marchers have been buried for hundreds of years.

The Black Hill

- Mana Site / Rank 4

- Held by former Jotun thralls

When the Jotun thralls came to Mournwold they laid claim to the old iron deposits on Black Briar Hill, a massive black hill that forms part of Southmoor, not far from the ruins of Sarcombe. The shallow deposits of iron that were dug out of the open pit mines were played out well over a century ago, so everyone thought they were pots for rags when they set about digging great new shafts into the mountainside. If the mine was odd, the folk who dug it were odder still, dressed in dark tunics and robes they kept themselves to themselves for the most part. But occasionally rumours fly of strange creatures working in the mines at Black Hill... goblins of some kind or brownies perhaps.

The mine is currently claimed by the Circle of the Steel King, a group of peculiar Jotun thralls led by Casta the Black. The actual mine is poor, producing barely enough pig iron to pay the workers needed to dig it out. But according to the official civil service assessment, the strange spiralling tunnels contain numerous mana crystals growing in veins exposed in the rock face that are much more valuable.

The Golden Hoof

- Farm / Rank 3

- Held by former Jotun thralls

The Golden Hoof is an expansive hill farm on the Green March which contains a vast flock of fine sheep. The beasts produce some of the best wool in the region as well as plentiful supplies of lamb and mutton. The original farm was held by Iron Mel (no relation of Mel of Mourn), a fierce woman named for the iron bar she used to carry with her everywhere in place of a cudgel. Mel and her family were wiped out fighting against the Jotun during the first invasion. The flock suffered badly as a result, with nobody to care for the animals they were soon taken for mutton by soldiers in both armies.

Fifteen years ago, a Jotun thrall called Hap the Soft took over the farm. He brought in fresh sheep but Hap also took in orphans from across the Mourn - both Marcher and Jotun. These children were trained as shepherds, serving as apprentices in exchange for their board until they came of age. Many of the current generation of orphans died when the curses wracked the Mourn, but the war has made many new Jotun orphans and the farm is growing prosperous again.

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Mravalzhamier

Some of these songs might seem unattainbly difficult on a first listen because of all the crunchy harmonies. Don't panic, concentrate on the tune and don't worry about the harmony, once separated the lines aren't all that hard! They can be sung by both men and women in close or wide harmony, change the key to suit yourself.

- Toasting song example: Mravalzhamier - easy, 3 parts. Here is a page with the score and a recording of the exact notes from the score. Tune is the middle line.

- Toasting song example: Benia's Mravalzhamier - difficult, 3 parts.

- Another mravalzhamier:

(tune is the middle part)

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Mundane beasts

The climate of the Empire ranges beneath the frigid cold of northern Wintermark and Varushka, through pleasant temperate areas such as the Marches and Dawn down to the warm grasslands of the Brass Coast. Summers are warm and dry, autumn and spring are wet and blustery, and winter is cold and often snowy.

Almost any mundane animal that might be expected to prosper in such environments can be found in the Empire, with the only major exception being that of the horse.

Contents

- 1 Oxen

- 2 Horses

- 3 Mammoths

- 4 Dire Beasts

- 5 Big Cats

- 6 Drakes

- 7 Kraken

- 8 Dodo Birds

- 9 Iridescent Butterfly

- 10 Beyond the Empire

Oxen

The ox is the foundation of a lot of wealth, They have been used as domestic beasts of burden for thousands of years. These relatively placid animals are used to draw ploughs and pull wagons, and are kept for their flesh and leather. They are excellent beasts of burden and what they lack in speed and gracefulness they more than make up for in dogged determination. A person on foot can catch an ox-drawn cart even if it has a fair head start (as many fugitives have learnt to their chagrin), but they cannot be matched for sheer ability to move heavy loads over great distances. Working oxen require shoes, usually made by blacksmiths, which are very different to horse-shoes and require a lot more effort to get onto their cloven hooves.

Oxen in play

These are the same beasts of burden used in our world for around six thousand years. Everyone from a Navarr Striding to a Freeborn trader uses wagons drawn by oxen. They are used in agriculture across the Empire, especially in Dawn and the Marches Nobody uses oxen for cavalry because they are entirely unsuited to it.

Horses

The horse is extinct in the Empire. While there are occasional stories that some have survived outside the Empire, their population was always small and nobody has seen a living example in four hundred years. They have become powerful symbols of the Empire, representing loyalty, strength, speed and fighting spirit. The Imperial Orcs especially use horse symbols, but they are visible on many Imperial buildings and important items.

Horses in Play

In the Empire world, the horse was never a widespread creature as it is in our world. Most people from outside the Empire consider the creatures entirely fanciful. It is fine to use horse images, as the horse is a potent symbol of the Empire, and to possess things that came from or were used with horses, provided they have been well preserved.

Mammoths

There are mammoths in Wintermark and there are known to be herds in Kalsea and a few herds as far south as Narkyst. They are also believed to live in Otkodov where they are extensively hunted by the barbarian orcs. They live in small herds, and are herbivorous. Attempts to domesticate them have proved largely fruitless; they are stubborn, willful creatures that pine and die when kept in captivity. They have been hunted since long before the foundation of the Empire by the Suaq people. A smaller cousin of the mammoth is known to exist in warmer climates outside the borders of the Empire called the elephant.

Mammoths in Play

These creatures are exactly what they seem to be: Mammoths. It is absolutely fine to have hunted them or to have items made out of their body parts. At this time, there are no domesticated mammoths or war mammoths used by Imperial citizens.

Dire Beasts

Some animals in the Empire grow to unusual size, reminiscent in some cases of prehistoric versions. There are dangerous cave bears, great cats with sword-like fangs, primaevil boars, prodigious crocodiles and immense walruses and massive wolves in the wild places of the Empire. Very large versions of less carnivorous creatures also exist - there are immense elk in parts of Varushka and Wintermark, huge cranes pick their way through the reedbeds of the Gancio, and great pale penguins haunt the southernmost reaches of Tsirku.

These creatures are uncommon; where they edge too close to civilisation they quickly become a problem that is addressed by armoured warriors. They are slowly being pushed into extinction, and encounters with them are rare, but they are a know threat of the wilderness. Other dire creatures are known to exist, and in larger numbers, in various places outside the Empire.

Dire Beasts in Play

These beasts are rare, but hardly unknown. A Test of Mettle can easily involve hunting one of these beasts, and a couple of Marchers with long spears might heroically defeat a dire boar in the woods of Upwold. It is fine to roleplay that your armour is made out of dire beast leather, or that the ivory for your wand came from a dire-lion's tusks.

Big Cats

Tigers are native to the foothills of Urizen, and there are some prides of lions on the pampas of the Brass Coast. The forests of Dawn, Navarr and Varushka alike are haunted by large, dangerous cats similar to overgrown mountain-lions or wildcats. These creatures tend to stay away from humans except in rare cases where one develops a taste for human flesh.

Big Cats in Play

Big cats are more common than dire beasts. A lone character in light armour may receive a serious mauling from one of these creatures, and a fully-grown lion or tiger is more than a match for a single armoured knight. It is fine to roleplay that you have hunted them, and in some cases they may even be domesticated (although they do not travel well).

Drakes

Drakes are large reptilian creatures that come in a variety of shapes and sizes. They are usually predatory, and while the majority are person-sized or smaller there are a few uncommon breeds that are larger than a person. They are unknown in Wintermark and Varushka and are most common in Dawn and the Brass Coast. They often possess savage jaws and tearing claws, and several breeds have horns or frilled collars that protect their necks. They are sometimes mistaken for dragons although they do not breathe fire and are unintelligent.

Drakes in Play

A large drake would represent a dangerous challenge for a single character, or even a small group, and is more than capable of terrorizing a farming village. A Dawnish test of mettle may have required the defeat of one of these creatures. Smaller drakes are more likely to be pack hunters. It is fine for your character to have fought or killed a drake, and the claws, teeth and hides of drakes are used in crafting or as trophies. While drakes are large, they are not behemoths. They evoke images of dinosaurs, there are no titanic tyrannosaurs or brontosaurs in the Empire - although such creatures may exist elsewhere.

Kraken

Immense squid live in the deep oceans of the world. They are unknown in the Bay of Catazar, but there are verifiable reports of these creatures attacking ships or being seen locked in life-or-death struggles with great whales. They may not be restricted to warm water; there are reports of narwhal being caught with hand-sized sucker wounds. According to some paranoid sailors, the creatures possess an ageless cunning; there are stories of them seeming to shadow oceangoing vessels, or appearing to watch ships for a time before submerging, as well as picking lone sailors off decks and disappearing beneath the waves with them.

While a hungry kraken can apparently be driven off with concerted effort, any vessel that suffers their attentions is likely to be badly damaged. There were no reports of anyone ever actually having killed one of these creatures until the summer of 380 YE, when stories began to spread that the Freeborn corsairs of the Krakenfire Armada engaged and slew a kraken marauding trade routes with the Sarcophan Delves. Exactly how the corsairs achieved this feat has been the subject of much speculation.

Kraken in Play

While it's fine to roleplay having seen a kraken, or even been involved in fighting one off, you are unlikely to have any real body parts from these creatures. While there are rumours of their sinister intelligence, any background that confirms this trait either way is likely to be rejected.

Dodo Birds

A particular delicacy is the dodo. This flightless bird is common along the coast of the Bay of Catazar and the animal has been domesticated by Brass Coast farmers. The flesh of the dodo is considered an especially tasty delicacy, and often forms the centrepiece of feasts in Dawn and Sarvos.

The dodo thrives in warm environments. They are flightless, and characterised in stories as slow witted, lazy and promiscuous.

Dodo Birds in Play

You can easily roleplay that chicken and similar white meat is dodo meat. It's also appropriate to use quorn or similar vegetarian or vegan ingredients to simulate dodo meat - it can be prepared and served in a dazzling array of ways.

Iridescent Butterfly

The iridescent butterfly, a gorgeous insect with rainbow coloured wings that is uniquely active both during the day and at night. By day, the iridescent butterfly appears pale and drab – wings are usually white, ivory or light pastel shades. By night however, the true beauty of the iridescent butterfly is revealed – the wings become bright and luminous, shifting colour in seemingly random patterns, creating gorgeous displays in summer and early autumn as they dance among the twilight groves where their caterpillars feed. The butterfly does not prosper in the climate of the Empire and requires careful attention. It breeds most successfully in the Principalities of Jarm, where it is said that these creatures swarm in such profusion that they can transform night to day. The silk is spun from the cocoons of their caterpillars is used to manufacture Rainbow Silk, a strong thread that is valuable both for embroidered decorations and for making beautiful cloth. The thread is tough and hard to snap or sever, requiring steady application of pressure to cut making it highly prized.

Iridescent gloaming is produced from the remnants of the cocoons which are ground down to produce a thick waxy substance. Iridescent gloaming has an almost magical quality that allows it to take on different colours in the hands of a skilled artisan and is noted for its use in creating exquisite embroidery, or as a colour wash for leather. Its peculiar magical properties make it a common component in items that use magic or produce magical effects.

The iridescent butterfly is used as a symbol by many Dawnish weaver cabals and other magical cloth workers, It is also strongly associated with the rune Xun, transformation.

Iridescent Butterfly in Play

The forest personal resource can produce iridescent gloaming. it is fine to roleplay that you have items made from rainbow silk, using any light iridescent fabric.

Beyond the Empire

While giraffes, elephants and the like are not indigenous to the Empire, they exist somewhere in the world. Almost any animal that could exist in the real world probably exists somewhere in the Empire world.

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Murit

During the Winter Solstive 381YE, Murit ceased to exist. For further details see Azoth.

Contents

- 1 Eternal of Night

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Night

Sobriquets

Most often Murit is known as the "Shaper" thanks to its frequent association with artisans.

It is also commonly known as the "Dragonsmith", partly due to its common appearance and partly due to its propensity for constructing powerful creatures in the same way it apparently constructs objects. In parts of Wintermark and The Marches it is known as the "Night-forge", although that name is used interchangeably to refer to the domain that Murit claims in the Realm of Night. Some Kallavesi mystics and Freeborn apothecaries know it as the Silver Kettle and invoke its name when mixing complex potions. It is also sometimes called the All-consuming-fire in reference to the way the changes it fosters and the miracles it creates can be as destructive as they can be inspiring.

Along with Soghter, Murit is known as the Azoth after a theoretical alchemical compound that enacts miraculous transformations - magicians performing rituals such as The Eight-spoked Wheel, The Retrograde Wheel and Distill the Serpent's Stone often evoke the name during their transformations. Some scholars suggest that Murit and Soghter are lovers or siblings; others maintain that they are actually different facets of the same entity. Neither eternal seems inclined to discuss their relationship, if any, but a few alchemical treatises contain images of the two serpents wrapped around each other as illustrations of the way disparate substances can be combined together to create new materials.

Appearance

Murit is believed to be a winged serpent, with scales of gold and sapphire and feathered wings resembling beautifully coloured glass. Evidence for this appearance seems entirely anecdotal, based on descriptions by heralds; no Imperial magician has reported actually encountering Murit in this form. As with all Night eternals, Murit is a consummate shapeshifter and it most often appears as a saurian humanoid with backwards sweeping horns and feathers, usually clad in a long skirt or kilt and carrying an item emblematic of its interest in crafting - usually either a large smith's hammer, or a pestle-and-mortar. It may appear to be male or female, and as with many Night eternals gender appears to have little meaning to this shapeshifting crafter.

Humanoid heralds of Murit often appear as strongly-lineaged Naga. Murit is also known to create artefacts that seem to possess many of the qualities of a herald - odd magical powers, a personality and specific agendas. These 'living artefacts' are often released into the world, where they can cause great disruption - some form symbiotic relationships with mortal wielders, while others are said to entirely dominate weak willed wielders. Murit seems to view these items as its children, and is known to take a dim view of those who destroy them.

Murit is also known to create unique one-of-a-kind creatures. It seems to see little distinction between creating a great emerald dragon that vomits gouts of vitriol and a delicate songbird that sings in the voice of a harp. While Murit is occasionally accused of creating creatures such as the mandowla, its refusal to revisit earlier works means that these entities invariably remain one-of-a-kind rather than spawning entire species. Unfortunately, they also tend to be naturally immortal unless killed and in the past this has caused problems when they have slipped into the mortal realm. Murit seems to feel little responsibility for their actions.

Concerns

The Dragonsmith is fascinated by the way that two things can be combined to create a new thing, greater than the sum of the parts. It is especially interested in miraculous transformations that result from the union of mundane substances or situations. The arts of the apothecary and the artisan are of especial interest to Murit, as is the magical pursuit of mortal alchemy. It is also endlessly fascinated by the changes that can occur when individuals come together, and the way meetings between people can cascade to create profound transformations in the world for good or ill.

Murit's fascination with change and transformation is entirely devoid of a moral component; it sees no difference between a great change that slaughters hundreds and one that exalts them. It often seems to be the magnitude of the change that it finds fascinating, not the implications for those changes.

Like many Night eternals, Murit adores art and artists. A timeless piece of art can transform those who look on it, inspiring them to creation of their own. It is a little less interested in the artists themselves, believing that the work itself and the way others perceive it is more interesting than the intent or design of the artist. To Murit, a heartfelt song in a faltering voice that brings a tear to the eye is more 'beautiful' than a technically brilliant sculpture.

Murit is known to despise trade, and those who sell the fruits of their labour are disdained by this enigmatic eternal. The creations of artifice, magic and apothecary should be regarded as an end result in themselves, or freely given with no expectations to assist allies, to destroy enemies, or simply for the unfettered joy of seeing the changes that they enact on the world as they move through it. Obviously this can make it difficult to gain a boon from Murit as it will rarely name a simple payment for a task.

The night-forge is a being driven by novelty; all of its creations are unique. Murit has no interest in recreating a past creation, and is offended by requests that it does so. It considers itself an artist, and believes that no true artist should repeat its work.

While most eternals have little interest in the inhabitants of other Realms, Murit is known to actively oppose many of the powers of the Autumn Realm. It has several times worked directly against the schemes of eternals such as Basileus Kade, Callidus and Ephisis but reserves special distaste for the forgemistress Estavus which it seems to view as the epitome of small-minded industry. Unable to directly oppose their aims, it is forced to work through proxies. Some magicians have enlisted Murit intentionally with stories of the plans of these eternals, and Murit revels in the opportunity to disrupt their designs.

Boons

The most common boons Murit grants are those that make it easier to transform elements and materials, or assist in the practice of alchemy, artisan or apothecary. Its gifts often bring with them a burning drive to create new things, and there are stories of artisans who have literally worked themselves to death in pursuit of a new masterwork.

Murit also likes to introduce new creatures and individuals to each other and observe their reactions. In this vein, it is also known to entrust some of its artefact-heralds to mortals, on the understanding they will protect them and introduce them to new situations.

The Empire is fascinating to Murit; the way a powerful structure has arisen from a foundation of different nations and people. However, the Empire has been in existence for nearly four centuries now and some stargazers have suggested that Murit may be becoming bored with the relative stability of Imperial life. While Murit is not malignant, they allege that the all-consuming-fire has begun questing around for interesting 'new elements' to introduce to the Empire in a quest to see what happens. These same magicians suggest that Murit has set in motion several strategems aimed at undermining the Imperial Bourse, although they are unwilling or unable to provide specifics.

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Music of the spheres

Contents

- 1 Overview

- 2 Silutaris' Method

- 2.1 Realms and Modes

- 2.2 The Chime

- 2.3 The Drone

- 2.4 Adding other chords

- 2.5 Melody

- 2.6 Discord, fate and chance

- 3 Musical ritual traditions in other nations

- 4 Further Reading

Overview

Certain Urizen Stargazers (and more rarely, Magi) understand the complex resonance between the flow of magic and musical composition, and use this to form the basis of their rituals. Some wizards perform themselves; others prefer to form a partnership with a musician or musical group, using the music as a framework for their own meditation and control of power.

Like runes and dramaturgy, the music of the spheres is a means of placing magic in context and understanding it. The most traditional method of ritual music, was discovered centuries ago by Silutaris, Mistress of the Chimes, and is described below. It is well understood by Urizen scholars that Silutaris' method for accessing the music of the sphere is just one approach - many musical magicians have developed their own approaches.

Silutaris' Method

The music is in the notes. The magic is in the gaps between the notes. Listen to the silence.

Silutaris' method uses a system of drone notes, chords and modal melodies to express the magical powers related to each of the Realms, drawing them down into the mortal realm and both reflecting and manipulating them through music. In Silutaris' notes, ritual music is made up of three parts:

- the drone, a sustained note reflecting the primary intention of the ritual

- the chime, a chord reflecting the primary realm of the ritual, supplemented by other chords

- the melody - a written or improvised tune played to complement the drone and the chime, in a musical mode corresponding to the Realm of the ritual.

One musician usually plays each of these three parts. If there are more participants, a second harmonising melody is usually added next, followed by an octave drone, though the practice varies from ritual group to ritual group.

Realms and Modes

NOTE: By convention, and for the purposes of explanation, the modes detailed below are presented relative to the C major scale - that is, each mode has a different starting note (or tonal centre) with the scale being played purely on the white notes of a piano or the lower row of a glockenspiel. Please feel free to transpose into whichever key you prefer to play in; it is the relative intervals and the modes which are important not the absolute pitch.

Each of the Realms corresponds to a mode. The major scale (C to C) is considered to reflect the Mortal Realm of our own reality, and therefore the Silutarian method does not commonly use this mode for melody.

- C -C' - Ionian or major mode - reality, the mortal realm

- D - D' - Dorian mode - the realm of Night

- E - E' - Phyrigian mode - the realm of Autumn

- F - F' - Lydian mode - the realm of Summer

- G - G' - Mixolydian mode - the realm of Day

- A - A' - Aeolian or pure minor mode - the realm of Winter

- B - B' - Locrian mode - the realm of Spring

Therefore, a ritual primarily seeking to call upon the night realm be played in the Dorian mode. The Locrian mode is considered most difficult and counter-intuitive - some Urizen scholars consider this to reflect the hostile and especially unpredictable nature of the spring realm.

The Chime

Magicians using Silutaris' method refer to the chord of the tonic (or tonal centre) of the mode as the Chime, and this forms one of the parts of the musical composition. This is formed by the first, third and fifth notes of the scale- e.g. in the Night mode, the tonic chord would be D/F/A - a D minor chord. In the Day mode, the chime is a G major chord - G/B/D.

The Drone

Once the realm and thus the mode has been selected, a note referred to as the Drone is then selected. In the Silutarian method, each realm has three components - called the tonic, the third and the fifth. The tonic of the chord corresponds to its influence on the physical realm, the third on its influence on the mental realm, and the fifth on the emotional and spiritual realm. Every ritual has a dominant Drone, dependent on the aspect of the realm which is being called upon. Once this aspect is known, the corresponding note is played as a drone note, usually the lowest or highest in the composition and spanning the whole movement. It can either be rhythmically struck and allowed to resonate, as when playing tuned percussion, or sustained throughout. Some wizards, particularly those who perform solo or in small groups express the Drone by playing the first or second inversion of the Chime. In groups of musicians, one usually takes responsibility for maintaining the Drone throughout.

For example, a ritual to involve wisdom would use the third of the A minor chord, C, as its drone. It could also be expressed by playing the first inversion of the A minor chord of the chime - C/E/A.

Adding other chords

Above the drone, the chords of the piece are added. The first and dominant chord of the piece is the Chime, reflecting the primary magical realm of the ritual. Other chords may be used in the composition - if multiple Realms are involved, the chord corresponding to other realms may also be used, reflecting the Realm which the ritual wishes to alter and effect in some way. Some musical ritualists are far more fluid, and improvise chords as well as melody (see below) - others prefer to maintain the chime and drone throughout.

As the C scale (major or ionian mode) reflects the material realm, the C major chord may be used in all ritual composition, and is usually called the Material Chord.

Melody

The final part of the ritual piece is the melody, played in the relevant mode. At this point the Silutarian method is split into two schools - the Compositionalists and the Improvisationalists. The former write out their pieces in advance, mandating when the chords change and the exact notes and timings of the melody; the Improvisationalists prefer to simply allow the music to flow through them and be affected by the variations in magic at the time of the ritual. Silutaris herself was a improvisationalist, though several of her pupils preferred the more formal style.

Whether composed before the ritual or improvised during it, most ritual musicians consider the melody to encapsulate the nature and intention of the ritual. The piece normally begins with music reflecting the situation that the ritual wishes to change, with gradual progression to the state that the ritualists wish to achieve - for example, a ritual to remove a curse of weakness might begin with slow, sparse and halting melody, gradually developing through the course of the ritual into full-bodied and inspiring music.

Discord, fate and chance

In pure magic, as in pure music, there is no discord, only tension and resolution. In the mortal Realm, we are not so fortunate.

Followers of this method acknowledge that all magical workings have an element which is outside mortal control. No magical intention can be perfectly translated to the material realm; this is represented in the music by discordant notes, usually accidental notes not found in the Realm's modal scale. Some musicians include them deliberately at key points in their performance; others simply allow them to arise by chance. It is their transient discord and resolution, some say, that guides the flow of magic towards its intended result.

Musical ritual traditions in other nations

Silutaris' method has gained popularity in many other parts of the Empire, carried across borders by well-travelled musicians from every nation. Ritual music has gained particular popularity amongst the Navarr, who favour a comparatively loose and free-flowing approach which might be compared to the Improvisationalist movement in Urizen. Some troubadours, particularly those with magical as well as priestly skills, use music as part of rituals, though generally the sound is less meditative and there is more focus on the narrative of the music.

Further Reading

- Traditions

- Astronomancy

- Blood Magic

- Dramaturgy

- Rune Magic

- Music of the Spheres.

- Ritual Theory

- Spellcasting

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Music template page

First, read the music style summary to make sure your submission is appropriate for the nation. Copy and paste this into your new page.

At the top write the title, original title if any, words and tune credits.

Underneath put any help links or files e.g. Youtube links, score, midis, recordings. [http://yourlinkhere your text here] Do not upload anything without the permission of the copyright holders where something is used with permission please say so.

<song>

Put the lyrics here inside the song tag.

</song>

Edit the categories appropriately. This is important.

[[Category-Wintermark Music]]

[[Category-Wintermark]]

[[Category-Music]]

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Must avoid policy

Contents

- 1 Overview

- 2 Objectives

- 3 Avoid Each Other

- 4 IC Interactions

- 5 Imperial Game Areas

- 6 Following the Rules

- 7 Spirit of the Rules

- 8 Online

- 9 Anonymity

- 10 Impartiality

- 11 Further Action

- 12 Further Reading

Overview

In situations where participants have a significant disagreement with each other, then one or both parties may request a must-avoid ruling. This restriction applies equally to both parties regardless of which party raised the complaint. The policy is designed to allow both parties to enjoy the event as far as possible, with the hope of minimizing contact.

Objectives

- Minimize social contact between participants

The must-avoid policy does not prevent accidental contact between parties - the aim is to minimize social contact between two players who do not wish to interact, so that the players involved do not have to talk to each other or spend time in each other's company.

Avoid Each Other

The basic principle is that the affected players should make all reasonable efforts to avoid close social contact with the other player. They should not initiate contact or conversation and should actively avoid camps and tents if the other player is present, regardless of the IC situation. The only exceptions to this are discussed below. A camp should be understood to refer to the camp of a group of players, it does not mean an entire nation camp. Players under this prohibition are expected to avoid the other players personal camp, and their group's camp unless they are certain the player is not present, they are not required to avoid the entire nation camp where the other player is based.

These rules always apply equally to both parties - in effect whoever is already present and roleplaying in a camp has the right to remain there, the player who has just arrived should make their excuses and leave the area. Accidental contact is possible - but we expect the party that has arrived to follow the spirit of this rule and depart the area quickly and with the minimum of fuss.

IC Interactions

Players who have been instructed to avoid each other should make all reasonable efforts to avoid coming into IC conflict with the other party's character. Such characters should not pretend they are friends, but it is not appropriate to seek to have the other party killed or to try to damage their political fortunes, even if the possibility exists to do so without physically encountering the other character.

The basic principle behind the must avoid policy is that both players should endeavour to ensure that one player is not driven by IC factors to come into contact with the other.

Imperial Game Areas

The above rules cover interactions in the tents and camps at Anvil, less stringent rules apply to communal game areas like the Senate or the Hall of Worlds. It is not possible for two players to avoid the other player's location if they are both senators. Likewise, magicians who are members of the Conclave cannot avoid being in the same tent during Conclave meetings. Some of these "Imperial" locations, such as the Hub, the Conclave, and the Synod are sufficiently large that players can use the area at the same time, provided they make every effort to avoid conversation and close proximity.

For example, if two senators must avoid each other then they can stand at opposite sides of the Senate chamber. Even two magicians who are members of the same Conclave order can still make a reasonable effort to keep their distance from each other during a Conclave session.

In these situations players are still expected to avoid close contact and direct conversation with each other. A magician in the Conclave may address the chamber, but they cannot go over to talk directly to another player that they have been instructed to avoid.

Encounters outside Anvil, such as audiences with eternals or quests are covered by the standard rules for IC interactions - players involved should make all practical efforts to avoid being on the same quest or in the same audience at the same time. Most audiences with eternals are designed so that characters involved can attend in separate groups at separate times - meetings of these kind should be considered equivalent to a group tent or camp. A few audiences are designed to be longer and involve all involved characters simultaneously. These audiences are covered by the rules for Imperial game areas.

Following the Rules

If a player is encountering any difficult avoiding another player they have been asked to avoid, or if they wish guidance on how this applies in a specific circumstance then they should raise that matter with a member of Profound Decisions as soon as possible. If a player feels that the other party is not following the spirit of the rules and making all reasonable efforts to avoid the other party, then they should report this to Profound Decisions as quickly as possible. We regard any breach of these rules as very significant: a deliberate violation is likely to result in a player receiving a permanent ban from all events.

Spirit of the Rules

In theory it might be possible for an individual to attempt to keep to the letter of the rule and avoid the spirit of it; there are situations where people can feel threatened by an individual simply by their persistent close presence, even if they are not attempting to initiate conversation or make eye contact. In practice this is why we try to keep the wording of this rule fairly simple and not tie it down in knots - it's not meant to be a legal contract - we're simply asking both parties to make a reasonable effort to stay out of the other person's way. If we felt that a situation had developed where one party had attempted to follow the letter of the law rather than the spirit of it - then we treat that as breaking the ruling.

Online

The rules for conduct cover all online spaces dedicated to the Empire campaign that are moderated by Profound Decisions. To keep within the spirit of the rules, all participants should avoid commenting on threads started by a participant they must avoid (and vice versa) where possible. We also expect people to refrain from sending emails, private messages, or texts to the other party unless there is a legitimate need to do so. Contacting another party online, after being asked to avoid them, is a violation of these rules.

Anonymity

Profound Decisions do not discuss any complaints raised with us with other players or LRP groups, nor do we confirm or deny any rulings that we have issued. Where a complaint is brought to us, we will inform the original player of the outcome of the complaint but we will not discuss the matter with any other party. We take this approach partly to protect the privacy of players - those making a complaint and those who are the subject of one - and because we do not wish to have the additional burden of proof imposed by knowing that our rulings could be adopted by other LRP systems. We believe that both of these outcomes would damage our ability to provide the best possible protection to players attending our events.

Impartiality

Disagreements between players may be based on disagreements that are exceptionally serious in nature - or relatively minor. The conflict may be caused by actions from both parties or the fault may lie solely with one side. The behaviour may have happened at our event - or it may be a historic problem that happened weeks, months, or years earlier. Practical experience has shown that it is often impossible for Profound Decisions to investigate these matters successfully, particularly when they involve incidents that took place outside our events or where there are no eye-witnesses.

Our goal is to protect participants and allow them to enjoy the event even when we cannot identify who is to blame. The policy is impartial - applying equally to both parties - precisely so that it can be accessed by the complainant who does not have supporting evidence. We use an evidence-based approach to our complaints, so a higher burden of proof is required to identify a culpable party and reprimand or ban them. Precisely because it is impartial, this policy is an option available to a player even when they are not able to provide evidence to support a formal complaint.

Further Action

Because a must avoid order applies to both parties and does not constitute an official warning, it does not give rise to any further official action. Affected participants can continue to attend events, to carry out any crewing or other volunteer responsibilities that they held previously, and to be active online.

Where practical, we will look to avoid promoting anyone under a must avoid order outside their usual position in the PD community if that would bring them into increased contact or visibility with any participants they have been instructed to avoid.

Further Reading

- Conduct

- Reporting

- Online

- Costume

- Language

- Must Avoid Policy

- OOC Design

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Must_avoid_policy&oldid=61961"

Muster

The general who waits until fighting begins to commit their troops is already lost. A battle is won in the hours before the fighting begins. Reconnoiter the field, assess your enemies, deploy your allies.

Álvaro di Tassato, general of the Towerjacks

Contents

- 1 Overview

- 2 Procedure

- 2.1 The Presentation

- 2.2 The Discussion

- 2.3 The Decision

- 3 Closing the Muster

- 4 Further Reading

- 4.1 Core Brief

- 4.2 Additional Information

Overview

The muster takes place on the first night of each summit at Anvil and is the most important meeting of the Imperial Military Council. Before the muster ends, the assembled generals must decide which major conjunctions of the Sentinel Gate they will employ in the coming days. This determines which nations will fight, and who will be chosen to lead on the field of battle.

In order to ensure that the nations of the Empire may have time to act on the decisions of the muster, they must be made within the span of two hours. The Herald of the Council chairs the muster and ensures that the Council meets this deadline.

Procedure

The Presentation

At the start of the muster, the Herald will ask everyone present to be certain that no senators are in the chamber and once that is confirmed the session begins. It is customary for all new generals who have been elected to present themselves along with their adjutant to the Military Council at this stage so that they can be positively identified.

The office of the Herald will then present the generals with a description of the major conjunctions. This may include information determined through divination or the reports of Imperial scouts.

The Discussion

Once the presentation is complete, the Military Council has the remainder of the two hours to reach an agreement on how to use the Gate. They must select two major conjunctions from amongst those available; choose the five nations that will attempt to resolve the challenges presented by each conjunction; and select one Imperial citizen for each battle who will act as Field Marshal.

The discussion is likely to include references to current military campaigns, but the function of the muster is to decide how the conjunctions will be used. The Herald will intervene if the conversation strays too far from this critical issue. The Herald will also act to eject anyone from the tent who attempts to interrupt the discussion, and they may silence anyone who is repeating themselves or attempting to hector other members of the Council. Other than this, they are likely to remain quiet but are available to answer questions from anyone with the right to speak.

The right to address the military council is not available during the muster. Any member of the Council may request that the Herald allow a citizen to speak at the muster but the decision to allow a citizen to speak lies with the Herald. In practice they will take a show of hands of the assembled Council members, only allowing the citizen to speak if a clear majority of the Council wishes to hear what they have to say.

The Decision

It is not unusual for the Military Council to come to a common agreement on the decisions they need to make during the muster. If it is clear that a consensus is not going to emerge, especially if time is running out or if the discussion has become repetitive, then the Herald will call for a vote. Each member of the Military Council present may cast a single vote - ties are decided by the Throne (the Throne may vote and break a tie).

Occasionally, the Herald may call for a vote early. For instance, if it is clear that opinion is divided on which conjunctions to attempt, and this is preventing meaningful discussion of which nations would be involved, then the Herald will call a vote to resolve that issue.

Once all the decisions have been made, either by common consent or by vote, then the muster is formally ended by the Herald. It is not legally possible to reconvene the muster later, even if new information comes to light.

The vote is not subject to the veto by the Throne, only decisions made during a Council session are subject to the veto by the Throne.

Closing the Muster

After the muster ends, those present are expected to return to their camp to communicate the outcome of the muster to their nations, so that they can prepare for the battles to come. In practice some generals will split this duty with their adjutants; one goes to help organise the nation, and one remains behind to take the opportunity to speak informally to other members of the Military Council about their broader strategic goals.

The hour is upon us Council. We cannot agree and now the Herald reminds us of our duty and bids us vote. So let us vote! As Courage is my witness, those who do not fear to take the field on the morrow will stand with me.

Lady Morgaine, general of the Gryphon's Pride

Further Reading

Core Brief

- Military Council Overview

- Muster

- Council Session

- Powers of the Imperial Military Council

- General

Additional Information

- War

- Council Address

- Appointments to the Military Council

- The Throne

- Herald of the Council

- Warmage

- Appointments by the Military Council

- Field Marshal

- Quartermaster General of the Imperial Armies

- OOC Design

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Muster&oldid=50945"

My Ain True Love

youtube version

Lyrics and music by Alison Krauss/Sting. Filk by Jude or Daisy or both.

You'll walk unscathed through smoke and fire, No foeman's blade will cut thee down, No cutlass pull will mark thy face, And you will be my ain true love, And you will be my ain true love

And as you walk through death's dark vale, The dark around you can't prevail, And those who hunt thee down will fail, And you will be my ain true love, And you will be my ain true love.

Asleep inside the dragon's mouth, The captain cries, "Here comes the rout," They'll seek to find me north and south, I've gone to find my ain true love.

The field is cut and bleeds to red, The arrows fly around my head, Until the Grimnir counts me dead, I've gone to find my ain true love, I've gone to find my ain true love.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=My_Ain_True_Love&oldid=24273"

My Bonny Lass She Smileth

Out of copyright

youtube version

Score:

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=My_Bonny_Lass_She_Smileth&oldid=5265"

My Child

Words and tune by Dhiamara Coulson. tune

An Urizen Lullaby, by Salviana of Endsmeet Spire

Don't cry my child Don't cry little one Though the nights are short and the days are long There shall be stars tomorrow on the mountain tops And the light will fade And the stars will shine one.

So smile my child So smile little one Though the dawn is breaking and the day has begun There shall me laughter, merriment and books to be read Then when you're all worn out We'll tuck you in bed

Now sleep my child Now sleep little one As the starts are back above you and the night does grow on So be safe my child Be safe little one Let the stars guide you and your fate carry on

Edit the categories appropriately. This is important.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=My_Child&oldid=29140"

Myfanwy of Hercynia

Overview

This document was compiled for Eleri Bronwen’s Rest, Dredgemaster of Feverwater for the Winter Solstice 381YE by Octavia Steam’s Source, a civil service member of the department of historical research. It was made public shortly after the Spring Equinox of the same year with Eleri's permission. It covers the life and times of the Navarr Myfanwy of Hercynia, a key figure in the creation of the Empire, focusing especially on her relationship with the First Empress.

The document takes the form of a letter written to Eleri, and is somewhat informal in tone.

Introduction

I wanted to thank you for the opportunity to carry out the research into the life of Myfanwy and her relationship with the First Empress. I am sad to not have had more definitive answers for you - as I hope I’ve made plain in this document, there is so much about the early history of the Empire - especially the First’s reign - that is lost to us, and reason to doubt the precise details of what we do know.

I would imagine you might have further thoughts on the directions of future research; while I think a straightforward scholarly approach will not turn up vast amounts more in this area, it may be that some of my new colleagues in the Department of Historical Research can apply their own particular expertise to the matter. I have some thoughts on possible avenues of inquiry:

- A more protracted investigation could be performed into “Sheber”, the guide-priest of the First Empress, who also appears to have known Myfanwy. As I say, accounts of her life wildly vary, and I am not inclined to trust them; I wonder, perhaps, if anything purporting to be her tomb could be uncovered in the Necropolis?

- Contact is attempted with any of the remainder of those that dwelt in Montane during the Freedom Heresy - one hears rumours that there are some extant still, possibly with these orcs that the Navarri have given license to live in their lands (although I will confess the minutiae of current affairs are not my forte).

- The figure “Regan”, of the Dawnish ballad, could be more carefully investigated, in order to determine who she was and what exactly her relationship to Myfanwy is. It might be that nothing new can be discovered, however.

You may, of course, choose to exercise the powers of your post as you wish - I thought some particular ideas might be helpful!

Oh - I should also say that I have written to Taddea Ginori of “The Pledge”, which I understand to be a journal of record in the League. Taddea along with others visited my study earlier this year - borne, no less, by the power of the Sentinel gate! She and her colleagues are also interested in early Imperial history - although I fear they are rather obsessed with the “Companions of the First Bright Star” and Companionist thinking. They have some very outlandish ideas about the relationship between the Companions and the Empress. Still, I thought I would put you in touch, and accordingly I’ve written to her suggesting that she talks to you, in case you can both inform each other’s interests.

Thank you, once more, for having given me this opportunity,

By Ophis’ light,

Octavia

On Myfanwy of Hercynia

With special reference to her travels and relationship with the First Empress.

I, Octavia Stream’s Source, set these words to paper as part of my commitment to Historical Research and the Revelation of Truth Within, with Ophis lighting my pen. By the instruction of the Dredgemaster of Feverwater, I write of Myfanwy of Hercynia and her travels and relationships with the First Empress, and of matters pertaining.

This work represents three months of intensive effort on the part of my colleague Majorian and I - the unvirtuous might call it sheer providence that this request came when it did, for we have both always specialised in the subject of the Empire’s origins and of the history of the First Empress; and here we were, homeless, scattered by Druj and in need of work, and we found that the Historical Research department had need of people with precisely our skillset. Majorian - as is his wont - provided editing and commentary as I wrote; fieldwork and the wider view, on the other hand, has always been my specialty.

What you must first understand, reader, is that the first problem with any historical research into the foundation of the Empire and the figures prominent at that time is the utter paucity of sources. This is not a problem in some cases - the treatise in recent years on the Crown of Three Tears borrowed heavily from the oral tradition of the scops in its sourcing of the information about King Alof Bearning, for instance - but in general, other than names and vague attributions to events and accomplishments, most of this early history is difficult to discern. Why is this? First and foremost, one has to assume it is because the early Empire simply was not writing about itself on the collective and organised scale that was seen in later years. There was simply no early unified scholarly tradition. People wrote, of course - look towards Kala the Wise, 200 years previous; the thoughtful and detailed collections of practical observations of the natural world that the Navarr have collected over the centuries, the guarded wisdom of those who have already lost a civilisation; the very particular attitude the Highborn have towards history, as a roiling sea in which virtue can be found with no care or heed for truth except the simple truth of the Virtues; the fantastical and stirring legends of the Dawnish troubadours.

But it is the Urizen who invented historiography in the sense we understand it today, and it is only after the coming to prominence of the Torchbearer movement during Giovanni’s reign that one sees an attempt to engage with history on terms as we think of it, as a record of What Happened, of one thing after another, an attempt tie the world down. Ironically, the historical record does not tell us why the Torchbearers rose, although it is the opinion of this author that it was a nascent Pride in their new place in the Empire that drove this philosophy in the spires; a mirror of that same Pride spread it from camp to camp, village to village, across all the points of light in our Empire.

And then, of course, hanging over all of this is the other reason we know so little: Nicovar. Nicovar, a curse even as the Torchbearers were a blessing, who destroyed so much. Indeed, some accounts - some of the few accounts - indicate that Nicovar might have held particular ire for those libraries known to contain more detailed accounts of the Empire’s early history; while none can know now what madness motivated him to commit the atrocities he did, it seems probable that at the root of it was a fear of the post.

I digress; Myfanwy. What can be said? Well, she definitely existed! This is always a start: when considering the early history of the Empire, one has to be a little suspicious of some figures who seem cut from whole cloth to satisfy some later example; for instance, there is a movement for a long time - we see records stretching all the way to Nicovar - of perennial attempts to have “Sheber” - the apocryphal Vision Priest that guided the First Empress about her vision - declared an Exemplar or Paragon of various virtues; almost every account of Sheber’s life contradicts any other, and she is essentially a blank slate on which generations of Highborn projected their personal piety.

Sheber is sometimes named as one of the “Companions of the First Empress”, along with Myfanwy and many others - there is always seven of them, but the seven is hardly consistent - and this fashion for “Companionism” seems to have been roughly contemporary with Teleri’s reign, when so much of the intricate and apocryphal details of the Way were hammered out. It’s for this reason that we have so many fragmentary details about many early figures - what survives are brief hagiographies of larger accounts on the latest theory as to which Companion matches with which virtue. So Myfanwy is certainly found here in this tangled web of Archivist records; however, she is also found in the safe and decidedly real settlement of Myfanwy’s Rest in Fishguard, and it was here I began my research proper.

I am pleased to say that in the course of this research - which happily involved not being in Zenith, in which my Spire now currently sits abandoned and evacuated - I spent a lot of time based in the Rest. It is a pleasant place; welcoming in the best tradition of a wayhouse with people coming and going on pilgrimage and business from across the Empire. On one wall there is a great painting of its founder - our subject herself, Myfanwy, a dark-haired Navarri with a look of fierce defiance. I got talking to Eirian, one of the current owners of the Rest, about it: they told me that it was painted by somebody who knew Myfanwy in life - Geraint Swallow’s Flight, who fought alongside her when she died in the recapture of Seren.

Ah! Yes! Finally, Octavia, you say, you begin, and I begin as all stories do: at the end. Yes - the story passed down in the carefully kept writings of the Rest is that Myfanwy died some half-decade after the Empress which she served, as so many Navarri bravely did in Seren’s recapture. Regard the source, here: it is clear that Myfanwy is regarded with intense fondness - as an Exemplar, even - by many of the Navarri who are part of the steading she founded; but yes, what they say - and I have seen a fragmentary account written by Geraint at the time which looked real enough - is that Myfanwy died tragically so that Geraint could escape vallornspawn. Geraint also writes of the Myfanwy he knew in life: "Virtues, there was never somebody so idealistic, so optimistic, so dedicated to her cause as you. You brought us all together; you forged the great bonds that now hold us in fastness, and by your word we are loyal to this Empire as it grows. You taught me everything, Myf. What will we do now, now you are gone? I still see you die in front of me every night, screaming at me to go, to save myself. That was everything that you were."

A little cryptic absent its context - much of the journal has been lost to damp and flame - but it tells us something about who she was. Many of the accounts of Myfanwy by Companionists paint her as, often, the Companion of Loyalty; it seems that to the Empire and to the Empress she was a key and early convert. Abel’s First Steps in Virtue - which collects various accounts, inevitably contradictory, of the ways in which the nascent Empire made contact with each of the nations - often has Myfanwy as a key player, and it seems likely that she may have in effect been the chief envoy of the Empress, chosen for her ability to break bread with all. Who else could do this except a Navarri, really, who at the time were the only people of the Bay of Catazar and its surroundings to have seen a little of all the nations?

There is one tantalising illustration of her first meeting with Brigit of Dourfen - a historical figure about which we know frustratingly little, other than that she served as the adviser who brought word of the Empress’s intent to the Marches, and later in life as the founder of the Rod and Shield. In this illustration, Myfanwy is depicted - and it is the same woman in this woodcut as in the painting that hangs in Fishguard! - shaking hands with an older, dour-faced Landskeeper - Brigit - as a treaty lies signed on a nearby table. Was Myfanwy then responsible for bringing Brigit on board and hence, she and the Empress might have hoped, the rest of the Marches? Who can say: but legend and the bloody graves of history tell of what happened next, of the Cousin’s War. In whatever authority Bridgit shook Myfanwy’s hand, it was clearly not enough.

There are a few more stories of this type. On a slightly more fanciful note, Regan and Myfanwy is a Dawnish ballad of two women whose love for each other is as intense as it is adulterous (and hence forbidden); there are enough hints in the way the Myfanwy of the song is described to suggest it is the self-same Brand, and it appears in a couple of old songbooks from around 30YE, which would seem to f

Mystic

Contents

- 1 Overview

- 2 Playing a Mystic

- 2.1 Using Magic

- 2.2 Divination

- 2.3 Giving Real Advice

Overview

In Wintermark, mystics are characters who use their skills to help others unravel their skein and make auspicious decisions. The Kallavesi emphasis on wisdom and insight means that many fall easily into the role of the mystic, but there are Steinr and Suaq mystics in some halls. Most mystics are skilled magicians, using a mastery of Night magic to help them unravel the skeins, but even this is not mandatory. In Wintermark, any character that acts as an advisor or counsellor to others, helping them to make wise decisions, is called a mystic.

Playing a Mystic

Any character can aim to be a mystic; magic can help you, but it is not a requirement. What you need is to be able to effectively convince other players that your character can help them predict the future. This is not an easy skill but three suggested methods are discussed below.

Using Magic

There are some Day and Night rituals that allow characters to make prognostications, effectively guesses at what will occur in the future. Of the two types of magic, night magic is likely to be more useful to a mystic, as the results are more open to interpretation and more suited to the numinous approach of the mystic. Although magic provides access to an external source of answers, it is unwise to try to rely solely on it to play the part of the mystic. The answers that magical rituals provide are available to anyone who plays a magician with those skills, and it is easy for other players to treat your character's skills as the basis for advice, rather than your character.

Divination

Mystics use a bewildering array of divination methods to unravel the skeins. The flight of birds is favoured when it is available, as is oneiromancy, the study of dreams, but droplets of hot wax in water and even runes from a bag can all be used. There is no external source of answers when using divination methods, it is entirely up to you to create whatever omens and interpretations you feel are valid. Because many players know this, this method is the least likely to produce answers that other players accept. The key is to make the roleplaying portentious and impressive, the more you involve other players in what you are doing, the more they enjoy the roleplaying the more llikely they are to respond positively to the advice you give them.

There are countless methods that people have invented to divine the future, it is worth having a read through the list and if you are planning to make use of this style, then spend some time thinking about what methods you can use that will be enjoyable for you and other players.

Because you are making up the answers, there is the potential to produce advice that supports or helps your character, rather than the person you are advising. This is fine, but it is worth appreciating that the more transparently self-serving your advice is, the less likely anyone is to want to follow it. The Kallavesi earned their position as advisers and counsellors by developing a reputation for delivering impartial wisdom - you will need to strive for this if you want to be valued as a mystic.

Giving Real Advice

Mystics act as advisers and counsellors to thanes and other important Winterfolk; their role is to help work out when decisions are important and what the most auspicious option is. Your character can have magical skills that help them do this or you can use the inherent mysticism of divination to create your own answers, but you can also just offer real advice. The more alert you are to the political situation, the more aware you will be when important decisions are being made. These are moments to point out that an individual's skein can be forked, that they have the opportunity to make a decision that will fundamentally affect their future. By staying alert to these moments you can help other players see when important decisions are being made and avoid them falling into things without spending time thinking about them and deciding what to do.

If another character turns to you for help, you should ask for as much information about the situation as they can give you. The more you know about the decision they face, the more you can simply give them some good advice based on whatever seems best to you. People making decisions often want validation of the decisions they have made, so that they feel more confident about them, or you can simply act as a counsellor and give as wise and shrewd advice as you can.

Like using divination to create answers, giving good advice means you will need to be careful to try and give impartial and genuinely useful advice when you are trying to build up a reputation as an effective and useful mystic.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mystic&oldid=11553"

Mystic (Redirected from Mystics)

Contents

- 1 Overview

- 2 Playing a Mystic

- 2.1 Using Magic

- 2.2 Divination

- 2.3 Giving Real Advice

Overview

In Wintermark, mystics are characters who use their skills to help others unravel their skein and make auspicious decisions. The Kallavesi emphasis on wisdom and insight means that many fall easily into the role of the mystic, but there are Steinr and Suaq mystics in some halls. Most mystics are skilled magicians, using a mastery of Night magic to help them unravel the skeins, but even this is not mandatory. In Wintermark, any character that acts as an advisor or counsellor to others, helping them to make wise decisions, is called a mystic.

Playing a Mystic

Any character can aim to be a mystic; magic can help you, but it is not a requirement. What you need is to be able to effectively convince other players that your character can help them predict the future. This is not an easy skill but three suggested methods are discussed below.

Using Magic

There are some Day and Night rituals that allow characters to make prognostications, effectively guesses at what will occur in the future. Of the two types of magic, night magic is likely to be more useful to a mystic, as the results are more open to interpretation and more suited to the numinous approach of the mystic. Although magic provides access to an external source of answers, it is unwise to try to rely solely on it to play the part of the mystic. The answers that magical rituals provide are available to anyone who plays a magician with those skills, and it is easy for other players to treat your character's skills as the basis for advice, rather than your character.

Divination

Mystics use a bewildering array of divination methods to unravel the skeins. The flight of birds is favoured when it is available, as is oneiromancy, the study of dreams, but droplets of hot wax in water and even runes from a bag can all be used. There is no external source of answers when using divination methods, it is entirely up to you to create whatever omens and interpretations you feel are valid. Because many players know this, this method is the least likely to produce answers that other players accept. The key is to make the roleplaying portentious and impressive, the more you involve other players in what you are doing, the more they enjoy the roleplaying the more llikely they are to respond positively to the advice you give them.

There are countless methods that people have invented to divine the future, it is worth having a read through the list and if you are planning to make use of this style, then spend some time thinking about what methods you can use that will be enjoyable for you and other players.

Because you are making up the answers, there is the potential to produce advice that supports or helps your character, rather than the person you are advising. This is fine, but it is worth appreciating that the more transparently self-serving your advice is, the less likely anyone is to want to follow it. The Kallavesi earned their position as advisers and counsellors by developing a reputation for delivering impartial wisdom - you will need to strive for this if you want to be valued as a mystic.

Giving Real Advice

Mystics act as advisers and counsellors to thanes and other important Winterfolk; their role is to help work out when decisions are important and what the most auspicious option is. Your character can have magical skills that help them do this or you can use the inherent mysticism of divination to create your own answers, but you can also just offer real advice. The more alert you are to the political situation, the more aware you will be when important decisions are being made. These are moments to point out that an individual's skein can be forked, that they have the opportunity to make a decision that will fundamentally affect their future. By staying alert to these moments you can help other players see when important decisions are being made and avoid them falling into things without spending time thinking about them and deciding what to do.

If another character turns to you for help, you should ask for as much information about the situation as they can give you. The more you know about the decision they face, the more you can simply give them some good advice based on whatever seems best to you. People making decisions often want validation of the decisions they have made, so that they feel more confident about them, or you can simply act as a counsellor and give as wise and shrewd advice as you can.

Like using divination to create answers, giving good advice means you will need to be careful to try and give impartial and genuinely useful advice when you are trying to build up a reputation as an effective and useful mystic.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mystic&oldid=11553"

Naeve

Contents

- 1 The Fang, Rune of Hunger

- 1.1 Using Naeve in magic

- 1.2 Crafting with Naeve

- 1.3 For Machine Embroidery

The Fang, Rune of Hunger

Affiliated with the Winter Realm

Naeve is the Fang; it is the empty belly, the gaping maw, the unspeakable hunger that cannot be sated. Merciless and unforgiving, it represents the unending torture of starvation and embodies the darkest longings of the soul which can never be satisfied. It is the need that drives mortals to atrocities in the desperate pursuit of their goals.

Although generally seen as a negative force, Naeve is also connected by some to the Imperial Virtue of Ambition. Naeve's hunger can drive mortals to greatness, and allow them to overcome many obstacles in their path. When used to suggest the drive of ambition, Naeve is sometimes called the Forked Dagger. As with all Winter magic, there is always a price to be paid; sometimes the object of the quest is also its price.

Naeve has a lesson to teach. It is said that those who can withstand the depths of Winter, those who have learned to ignore the most savage pangs of hunger, those who have felt every fibre of their being starve and weaken but still rise and walk on each morning can be transfigured by its touch. For these lucky few, Naeve reveals the strength and ambition at their core, burning away all that is weak and redundant. People who have been specially tested by this kind of privation sometimes adopt a tattoo, scar or brand in the shape of Naeve as a badge of honour - especially among the Varushkan, Navarr, Winterfolk and Imperial Orc folk who particularly value those kinds of markings.

Naeve is considered unlucky in some parts of Dawn, due to its association with an infamous group of Draughir Questing Knights calling themselves the Whelps of Sorin, after the hungry Winter Eternal of that name. Adopting the Hungry Rune as part of their coat of arms, they were ferocious in the defence of Dawn and its borders but were dogged by rumours of acts of violence (and worse) against yeomen, along with accusations of blackmail and protection racketeering. Eventually, they were declared outlaws, hunted down by a Dawnish warband led by their own Earl, stripped of their heraldry and once evidence was brought to light of their terrible crimes, publicly executed.

Naeve is a popular girl's name amongst the Navarr, especially from those born during a hard winter or who express the draughir lineage.

Unsurprisingly, Naeve is believed to have a strong symbolic connection to the draughir lineage.

Using Naeve in magic

Naeve is evoked most often as a curse; it can be used alone or in combination with other runes to cause famine, poverty, cannibalistic urges or insanity. Some practitioners of Winter magic cite its subtler powers; a hunger for knowledge can drive mortals to greatness - so too can the hunger for glory.

Crafting with Naeve

Like many Winter runes, crafters are careful about working Naeve into their merchandise. The most common use for Naeve is on the blade of a weapon, sometimes in conjunction with Rhyv, to create a weapon that 'hungers' for the blood of the enemy.

For Machine Embroidery

Here is a digitized version of Naeve in .jef format, suitable for a 7x5 hoop. File:RuneNaeve.jef

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

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Naeve's Twisting Blight

Contents

- 1 Rules

- 1.1 Winter Magnitude 15

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 15

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. During the ritual the casters must be in a strong Winter regio. This ritual targets a territory, and must be performed at a regio in that territory. If the ritual is used to target an Imperial territory, it may instead be performed at the Imperial regio at Anvil.

This effect is a curse. A target may be under more than one curse at a time.

Effects

All crops in the target territory are scoured with blights and unseasonable weather. Preserved foodstuffs are ravaged by rot and mould, and weaker animals fall sick and in some cases die. Residents of the territory often fall ill while this curse is in place.

All farms in the territory provide only half as much money as they would normally provide.

The additional production provided by an enchantment such as Rampant Growth is not affected by this curse.

The effect lasts until the start of the next Profound Decisions Empire event.

Description

This ritual blights a territory with sickness, causing crops to wither, foodstores to become corrupted, and inflicting illness and general malaise on people and animals.

Common Elements

The ritual releases a malign, oppressive pestilence across a territory. Grim, throbbing musical rhythms, slow threatening movement and invocations of dread and hunger are all used to raise and direct this malign power. It is common to evoke the rune Naeve (obviously) and sometimes Kyrop with this ritual.

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Nation overview (Redirected from Nation Overview)

The Brass Coast

The rolling pampas breeds a people driven by a hunger for life. Never be afraid to speak your mind, be bold and adventurous and take joy in life and the wealth that daring brings. more...

Dawn

Land of knights, war-wizards and yeomen, where nobility comes from a proud spirit not a fortunate birth. Live for glory, die for love and seek immortality in the tales of the troubadour-priests. more...

Highguard

The birthplace of the Imperial Faith and the First Empress, where virtue drives action in pursuit of the highest goals. Rise to the challenge and lead all humankind towards its manifest destiny. more...

Imperial Orcs

No land, just the burning drive to rise above the legacy of the past. Grasp your opportunity and carve out a future for your legion, for your people and for your Empire. more...

The League

Humanity finds its true home in the cities, ruled by the ruthless servants of the Empire. Turn every situation to your advantage and remember that wealth is just a means to an end. more...

The Marches

Stubborn as stone, the Marches are the guts of the Empire. Nature is their servant, bound with looming menhirs and iron ploughshares, a hound tamed and set to lie before their doors. more...

Navarr

The fierce Navarr travel the Empire binding its people together and watching everywhere for signs of danger. Scions of an ancient line, they have lost one empire - they will not lose another. more...

Urizen

High mountains grant unmatched perspective, and let the wise see what should, what can, what must be done. Wield reason and magic in the pursuit of excellence, and the perfect world. more...

Varushka

A rich land of dark tales and darker beasts where the past lies uneasy in its grave. Stake your claim to the wealth beneath the hills, but always be prepared to make the hardest choices. more...

Wintermark

A harsh and unforgiving land, home to warriors, mystics and hunters. Stand fast against the cold, strong in body and spirit, and choose to live and die as a glorious hero. more...

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Nation_overview&oldid=27892"

Nation overview

The Brass Coast

The rolling pampas breeds a people driven by a hunger for life. Never be afraid to speak your mind, be bold and adventurous and take joy in life and the wealth that daring brings. more...

Dawn

Land of knights, war-wizards and yeomen, where nobility comes from a proud spirit not a fortunate birth. Live for glory, die for love and seek immortality in the tales of the troubadour-priests. more...

Highguard

The birthplace of the Imperial Faith and the First Empress, where virtue drives action in pursuit of the highest goals. Rise to the challenge and lead all humankind towards its manifest destiny. more...

Imperial Orcs

With land for the first time in history and a burning drive to rise above the legacy of the past. Grasp your opportunity and carve out a future for your legion, for your people and for your Empire. more...

The League

Humanity finds its true home in the cities, ruled by the ruthless servants of the Empire. Turn every situation to your advantage and remember that wealth is just a means to an end. more...

The Marches

Stubborn as stone, the Marches are the guts of the Empire. Nature is their servant, bound with looming menhirs and iron ploughshares, a hound tamed and set to lie before their doors. more...

Navarr

The fierce Navarr travel the Empire binding its people together and watching everywhere for signs of danger. Scions of an ancient line, they have lost one empire - they will not lose another. more...

Urizen

High mountains grant unmatched perspective, and let the wise see what should, what can, what must be done. Wield reason and magic in the pursuit of excellence, and the perfect world. more...

Varushka

A rich land of dark tales and darker beasts where the past lies uneasy in its grave. Stake your claim to the wealth beneath the hills, but always be prepared to make the hardest choices. more...

Wintermark

A harsh and unforgiving land, home to warriors, mystics and hunters. Stand fast against the cold, strong in body and spirit, and choose to live and die as a glorious hero. more...

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Nation_overview&oldid=43368"

Assembly (Redirected from National Assembly)

Contents

- 1 Overview

- 2 General Assembly

- 3 The National Assemblies

- 4 The Virtue Assemblies

- 5 Assembly of the Nine

- 6 Further Reading

- 6.1 Core Brief

- 6.2 Additional Information

Overview

The Imperial Synod is divided into many distinct assemblies, each of which has differing powers, responsibilities and roles in ensuring the virtue of the Empire. The purpose of the Assemblies is to ensure that power is vested in those best placed to judge a matter - for example, the Marcher National Assembly, composed of Marcher priests is responsible for the virtuous behaviour of the Marcher generals as well as Marcher national titles.

Every member of the Synod is automatically a member of the General Assembly as well as the relevant national and virtue assemblies.

General Assembly

The General Assembly is the largest and most senior of the assemblies of the Synod. The authority of the judgments made by the General Assembly extend to the whole Empire, including the Throne and its judgments stand in authority over those made by any other Assembly.

Every citizen of the Empire who has responsibility for a congregation or a sinecure whose role includes guiding the spiritual well-being of Imperial citizens is a member of the General Assembly. They receive a number of votes in proportion to the size of their congregation or sinecure when they attend Anvil.

The National Assemblies

With the establishment of the Imperial Orc Assembly in Winter 377YE there are ten national assemblies, one for each nation of the Empire. A national assembly consists of all members of the Synod of that nation. Members of the assembly may cast a number of votes in proportion to the size of their congregation or sinecure when they attend Anvil.

Each assembly is charged with the spiritual well being of the nation it is responsible. The authority of the assembly's judgments extend only to individuals and groups from that nation.

The Virtue Assemblies

There are eight virtue assemblies, one for all the priests of each of the seven virtues and the Assembly of the Way, for all priests who are not dedicated to a virtue. Members of the assembly may cast a number of votes in proportion to the size of their congregation or sinecure when they attend Anvil.

Each virtue assembly elects a cardinal from their number to sit upon the Assembly of the Nine. The cardinal is then responsible for selecting a gatekeeper from their assembly. The gatekeepers of virtue are collectively responsible for apportioning the True Liao.

Each assembly is charged with providing guidance and spiritual teaching for their virtue, as well as ensuring the virtuous behaviour of those citizens who profess to follow it. Characters of any virtue - or none - are subject to the oversight of any virtue assembly, but by definition they are expected to concern themselves only with matters pertaining to their virtue.

If a priest changes dedication at a summit then their assembly does not change until the next summit they attend.

Assembly of the Nine

The Assembly of Nine consists of the eight cardinals appointed by the virtue assemblies and the Throne. Each member of the Assembly has a single vote.

Although it is rare for a judgement by the Assembly of Nine to be tied it can happen. In this situation, if there is a sitting Throne then they may issue a deciding vote. They may do this regardless of whether they have voted already or not.

The authority of judgments made by the Assembly of Nine extends to the whole Empire, excluding The Throne and overrule those made by any other assembly bar the General Assembly.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Imperial Theology

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

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Nation FAQ (Redirected from Nations FAQ)

Contents

- 1 Introduction

- 2 Can I change nation in play?

- 3 Can I play a mixed-nation character?

- 4 Can we play a mixed-nation group?

- 5 Can I play an Imperial Orc in the Marches?

- 6 Can I be a Dawnish knight without being Dawnish?

- 7 Can I be more than one archetype?

- 8 What if my nationality or archetype is disputed?

Introduction

The following is a list of frequently asked questions that players have sent us. If you have any queries about Empire then it is worth checking the FAQs first, to see if the answer to your question is here. Otherwise email us at empire.rules@profounddecisions.co.uk with any questions about the rules or empire@profounddecisions.co.uk with any other questions about the game. We'll answer as quickly as we can and we'll add your question to our FAQ if we think it is likely to be of interest to other players.

This section of the FAQ contains questions about nations. For questions about other parts of the game, please see the more general FAQ.

Can I change nation in play?

To be a member of an Imperial nation you must be accepted by the egregore of that nation. In effect, this means that an existing character who wants to change nation will need to seek out the egregore of the nation they wish to join and convince them to accept you into their nation. You should make sure you read the page on nationality so that you understand the implications of joining a new nation.

Can I play a mixed-nation character?

All players must choose a single nation for their character. Although a character may have changed nation, the nature of the setting means that they should use the culture, costume and characterization of the nation they are a member of now. This page about nationality gives more information about why characters in Empire are from a single nation.

Can we play a mixed-nation group?

At the event, the main field will be split into ten distinct camping areas, one for each of the nations and one for the Imperial Orcs. Nation is your primary source of identity and the key route into all the politics of the game, so any Marcher character that spends their time hanging around in the Dawnish camp is likely to be cut out of a significant portion of the game. For this reason alone we are actively discouraging mixed-nation groups and asking players to focus on creating a group that draws from one nation.

There are significant rules penalties for mixed-nation groups. Characters take the battlefield by nation, so you cannot take the battlefield and fight together as a group. You can't be part of the same sect and gain any religious benefits and you can't be part of the same coven and work together to perform rituals. In addition you cannot participate in the politics together as the politics of Empire is segregated on national lines.

All of these elements of the game have been deliberately designed to discourage players from playing in mixed nation groups, because we believe it is much more likely that players in mixed nations groups will have a very bad time. In addition to the significant rules penalties described above, you may be ostracized by your fellow players. If that happens you risk being cut out of the roleplaying of the camp, along with your inability to participate in the battles, rituals and politics of the Empire.

It is important to point out that the nations are all part of a single Empire - they might have political differences on many issues but they are fundamentally on the same side. As such it is perfectly reasonable to begin the game having existing alliances and contacts with groups in other nations. If half your friends want to come from Varushka and half want to play Winterfolk then we would advise you make two groups - one from each nation - and put links between them in your respective backgrounds. It's normal to have close friends and allies from other nations.

Can I play an Imperial Orc in the Marches?

Imperial orcs are the equivalent of a nation - they have their own camp, their own armies, their own generals and so on. Anyone planning to play an Imperial Orc should be based out of the Imperial Orc camp.

Can I be a Dawnish knight without being Dawnish?

No. To be knighted is to be a member of a Dawnish noble house - which means being a member of a Dawnish group - for which you must be Dawnish.

Can I be more than one archetype?

When you create your character you can choose a single character archetype from those described for the nation on the wiki. Archetypes are completely optional, you don't have to have one but it tells us a lot about what you consider to be the main role of your character, and we use them when writing some plots. For instance, if we are going to write some plot involving combat in Urizen - then we might aim that plot at players who have told us they are playing a Sentinel. If we're writing plot involving ritual magic in Dawn then we'll look at who is playing an enchanter.

It is difficult for a character to fulfill more than one role at once, though not impossible. At character creation we ask you to pick the archetype that is most relevant for your character. We may then use that information when looking for characters to involve in new plot we are writing. However archetypes are also about the setting and your characterisation, there are no game rules for them, it is simply a shorthand for how you present your character and what you tell the world about yourself. A Wintermark Thane might also be a Grimnir. However the social role, the vows involved, or simply the time required will often make it difficult to fully portray, or even be accepted, as more than one archetype at once.

What if my nationality or archetype is disputed?

Only members of a nation may vote in that nations senatorial elections - and in some cases only members of certain archetypes or characters with elevated social status may vote. For instance in Dawn, only nobles who have passed the Test of Mettle may participate in the senatorial tourney. In most cases who is or is not a Dawnish noble is obvious to everyone present - and the assumption is that all characters will react accordingly. If however there is some genuine doubt, then characters present may dispute an individuals nationality or status.

If that happens, then the civil service will look to the nation's egregore to make a ruling on the matter. An egregore is best placed to know if a character is genuinely or who they claim to be. The election will be halted while the egregore talks privately to the character in question. If the character is able to convince the egregore that they are who they claim to be then they will be allowed to participate in the election. If the player is uncertain, perhaps because they are new to the game, then the egregore will take the time to help them to understand what is involved and work out what the correct answer is.

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Naughty Pilgrim Song

By the Empire music team

For many nights I tossed and turned And paced the chilly floor No satisfaction could I find I vowed I'd toss no more I sought to fill my empty void With a man from every nation For better ways to spend my days Than endless ma... ...thematics

My eye fell on a Dawnish knight Who looked so big and strong He sang me songs of courtly love At my window all night long He took me in the gardens fair He rode me to the hunt But his sword, alas, was much to small To fill my empty... ...scabbard

To the wintermark I went To find a man so warm He gave me furs and skins to feel And stroked me till the dawn Sagas he did tell to me, oh, how the glory lingers But his tongue was frozen hard Too cold for... ...telling riddles

The marcher folk, so it's been spoke Are strong in leg and back I found a lovely farmer's boy With ripe plums in his sack His mighty hoe, it swung so low Milk white was his complexion The problem, see, was just that he Could not get an... ...arrangement

A Brass Coast bed, so it's been said Is full of fire and passion So a freeborn man became my plan To get my sausage ration I searched the nation up and down To the city of Siroc But every single man I found Had such a tiny... ...purse

I went one day across the bay To find a merchant wealthy I tracked one down in Holberg town Whose purse was full and healthy In wine and song we dallied long In games of chance and luck But when I said "it's time for bed" He was too drunk to... ...get his boots off

I found a lusty woodcutter In the cold Varushkan snow He kissed me in the mountains high And also down below In his strong arms I plied my charms While hail and sleet fell thick But no magic spell that I could tell Could raise his flaccid... ...banner

I found among the Navarr tribes, A man with painted skin So proud and bold, his hair like gold I thought my luck was in All night and day we naked lay With not a stitch between us But I found out you'd need a scout To find his tiny... ...tent

I had a date with a wizard great In a lonely mountain tower I had great hopes that neath his robes Was a wand of fearsome power But his mighty staff just made me laugh Because for all the lore he knew, There's no book in his library To teach him how to... ...entertain

When no one could fulfil my needs In any Empire nation I even went to see the orcs Such was my desperation They thought me mad, but sent my way A warrior of high ranking His weapon was too big to fit So I was back to... ...embroidery

With a heart like stone I wandered home And found my Chaptermaster I told him how my pilgrimage Had ended in disaster His eyes grew bright - we cuddled tight Until our strength was flagging No more I'll roam, for here at home I get a decent... ...education.

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Navarr (song)

Original Song: "Eireann" by Afro Celt Soundsytem

New Lyrics by Jamie Wakefield

An gcuirfea fios orm [Dm G Dm] Am mbeadh aithne gat orm [Dm G Dm] M’uisci, croi gach crann [F G Dm] An gcuirfea fios orm [G Dm]

I can see your hearts... [G Dm] Sorrow breaks a braver man apart... [F G] I send sorrow to the Vallarn enemy... [Dm G] For it is no use to me... [Dm G] Keep your sorrow from the way... [F Dm] We will return... [G] When the dance... [Dm] When the journey is ended... [G Dm]

Chuiris cros I lar an bhothair dom [Dm G Dm] Lamh na gcarad in am a ghatair dom [Dm G Dm] Feach doimhin isteach id shuile gorm [F G Dm]

Navarr Navarr [C G Dm]

Translation:

Would you search me out Would you recognize me My waters, the heart of every tree Would you look for me

I can see your hearts... Sorrow breaks a braver man apart... I send sorrow to the Vallarn enemy... For it is no use to me... Keep your sorrow from the way... We will return... When the dance... When the journey is ended...

You placed a sign on the road to guide me A hand of friendship in a time of need I look deep into your blue eyes

Navarr Navarr

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Navarr costumes (Redirected from Navarr Costumes)

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

Note: The tone and style of this page may need editing. All costume advice pages should be written in third person voice, using verbs that make clear that this page is advice, not direction.

This page aims to offer help in creating a Navarr costume for those who want it. It provides a list of resources that players looking to create a costume, either purchasing one or making one may find useful. There is no one way to create the perfect costume, but the suggestions on this page will help to produce a great costume for Empire.

Contents

- 1 Overview

- 2 10 Quick Tips

- 3 Making Guides and Examples

- 3.1 Armour

- 4 Children

- 5 Suppliers

- 5.1 Armour

- 5.2 Leather

- 6 Bibliography and resources

Overview

Practicality is key- even the most settled Navarr will spend a good deal of their time in forests. So your typical Navarr wears trousers and tunics which are kept tight around the lower arms and legs to avoid catching on things. Clothes will have been worn and worn and mended and worn- but don't feel you need to look scrappy. Unhemmed fabric will fray quickly which is the opposite of what you want!

Decoration of clothes and accessories is common but by no means essential- for someone on the move it means they can take art with them without adding weight to their pack. Thorn, leaf, and flower motifs are often found, as are other things you find in forests. Hair can be decorated with beads and feathers.

The woodland and autumnal colour palette is very important for Navarr, bringing the nation's look together far more than anything else. Sticking to browns and greens for the most part is a good idea- smaller amounts of golds, creams and blood reds will also look good.

Basically, can you run and sneak around a forest in it for days at a time without standing out like a sore thumb or getting caught in something? If so, it's good Navarr kit.

Appropriate fabrics: Nothing shiny! Wool, linen, cotton (or synthetic substitutes that have the look) are all good- sticking to the colour palette is more important than what your clothes are made of. Furs and leathers are good too but they are difficult to wash for both you and your character so are less likely to be worn next to the skin. Plain colours that are then decorated or trimmed are more common than patterns but the Navarr are a resourceful people and their clothes are made of whatever they happened to buy in the market they were at that week, and that could be anywhere in the Empire.

10 Quick Tips

- Woodland colours, even autumnal are the palette.

- Layers. A shirt with a tunic with some leather with a cloak will look epic with pouches and belts. But also remember you can take those layers off.

- Feathers and beads are cheap accessories that will make kit pop. (but avoid looking like a native American!)

- Belts and pouches, but don't go full webbing. Make sure you can use all those pouches too.

- Sew patches onto stuff.

- If it starts looking worn you won.

- See this article on LARP GUIDE for tips on making things look dusty/lived-in.

- Remember tattoos matter. The moment someone sees them you are identified as navarr (or someone from another nation that needs skinning)

- Practical practical practical

- Remember not to feel disheartened looking at other people's kit and ask for advice from lots of people.

Making Guides and Examples

Navarr costumes, being mostly leather and fur, require some care and specialist knowledge to create at home. For those people who are unfamiliar with leather work, there are plenty of resources available on the internet.

- Alley Cat Scratch

- eHow

- Do it Yourself

The garments will be simple, and can be based around t-tunics, with a fabric tunic as a base layer and a leather tunic with or without sleeves on top. Light, soft garment suede can generally be sewn on a regular sewing machine providing a stronger (leather specific) needle is used. These are generally available from most sewing and hobby retailers. In this way many of the instructions for making simple fabric items can be duplicated with lightweight leather, though remember leather does not fray like fabric so edges can be left 'as cut' so check any allowances on patterns for hems and seams.

The easiest way to machine sew light leather is to apply a thin line of general purpose glue along the intended stitch line of each piece, this holds them securely in place whilst running each section through your machine. It is recommended to test a small sample with your machine first. Depending on the size of the hide used, for a rougher, more natural edge to a shirt or tunic the leather can be left uncut along the base or round the cuffs.

- Making a T-Tunic

Leather or suede trousers are a staple of Navarr costumes and if care is taken to hide or remove modern belt loops, pockets and zips, leather 'jeans' will be perfectly suitable. Trousers in suede, and brown or green would be preferable to shiny black leather if possible. Leather and fur coats can also be adapted by removing collars, sleeves and buttons to make a robe or waistcoat style coat. Skirts and loin cloths can be made by lacing or sewing a piece (or lots of small pieces) of leather, suede or fur to a belt which can then be buckled around the waist.

Similarly old or damaged parts of existing soft leather costumes can be used to good effect by cutting away excess for a skirt or loin cloths, combining different items in a patchwork of repair to make a single servicable item or simply shredding them to provide cosmetic effect of repaired patches to existing kit.

Decorations will take the form of natural objects like feathers,gemstones, bones, and beads made from wood, stones, clay and shells, which are all readily available through craft shops and online. Leather lacing and decorative stitching using leather thonging can be used in place of embroidery. Acrylic paint is excellent for decorating fabric and leather and is cheap and easy to use. Colours should reflect natural pigments where possible.

Overall, costumes for the Navarr should appear well used, comfortable and practical. Pieces of old costume can be gathered from friends and past characters, or found second hand in charity or vintage shops for a worn and pieced together look.

Armour

Thick hardened leather is the most common form of armour for the Navarr, occasionally supplemented with light chain or scale. Navarr armour often features an asymmetric pattern, with lines and closures that run diagonally across the body rather than vertically.

Existing suede jacks or lighter armour can be augmented with additional rigid leather plates either riveted or laced into place. Card templates may be overlaid to ensure sufficient clearance is left for existing buckles, lacing etc and are easily adjusted to provide a wide variety of patterns and combinations. Such templates can also ensure the most effective use of potentially expensive materials, minimising wastage and even enabling creative use of cheaper offcuts.

Over a single breastplate a simple sleeveless waistcoat may be worn. Extending down to protect the thighs and split at the sides it can be left open at the front, held to the body with a simple belt. Whilst revealing the tougher armour underneath and maintaining flexibility around the waist, additional heavy leather plates or sections of chain can be riveted or laced in place to give further protection to the upper legs.

Children

Navarr children will wear simplified versions of adult clothing - garments that are practical for play but also easy to keep clean. For toddlers and babies, smocks, or simple t-tunics and drawstring trousers are simple and easy to pull-on garments, that can be made in linen or cotton for easy washing! These types of clothes also have plenty of flexibility in terms of size, meaning you'll get more than one year's use out of them. Small coifs, made as described above are great for keeping the sun off a baby's head and simple straw hats can also be used to stop children burning. Older children can either have their own costumes, or be given adult clothes which are then rolled up and belted to fit - the practical Navarr are unlikely to waste any clothing and hand me downs are a cheap (in and out of character!) way to clothe your children!

When making costumes for smaller children, remember to avoid anything tight around the neck - strings, cloaks, hats on cords etc and in addition, all tabards should secure under the arms. Make sleeves and armholes wider than needed; they're the bits that get tight as they grow. Neck holes also need to be bigger than for adults or should fasten at the back.

- Information on clothes and swaddling for babies

- Patterns for Medieval children's clothes

- Revival Clothing's Premade items for children

- Gambeson's Premade items for children

Suppliers

Armour

- Totally Leathered Totally Leathered provides custom tooled leatherwork & bespoke armour.

- Idiom Productions Costume and Props Workshop creates custom hand-tooled leather armour, clothing and LRP weapons

- Evenlode Studios - High quality leather armour, costume and props handmade

- Darkblade Leather armour and hoods (note that some of the leather armour on the general page is more appropriate than the nation specific armour. The leaf armour is not particularly good for Navarr)

Leather

- Le Prevo Leather, furs, leatherworking supplies and resources.

- Lyon's Leathers Wide range of leathers, suedes and buckles.

- Tandy Leather Factory Leather and leatherworking supplies.

Bibliography and resources

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Navarr culture and customs (Redirected from Navarr Culture and Customs)

Contents

- 1 The Great Dance

- 2 Vows

- 3 Celebrations

- 3.1 Unburdening

- 3.2 The Binding of Thorns

- 3.3 Welcoming

- 4 Funerals

The Great Dance

The central philosophy of the Navarr is the idea that life is a Great Dance in which all humankind is engaged. Some may lead and some may follow, but the Dance is better for everyone when the dancers have the right partners at the right time and place. Many Navarr try to help people find their place and their partners in the Great Dance. People who do not feel ‘right’ where they are should be encouraged to travel to find a new place in the Great Dance, a chance to find a place they will belong, where their partners will be right for them.

Savages, you say! Sir, to not know what was lost with the fall of Mourne… I envy you.

Pasha Mootson, Varuskan Apostle of Courage

Reincarnation is central to this belief - to the Navarr the dead are simply resting for a while before they resume their place. People who find their perfect partner in the Dance are destined to find that partner again and again each time they are born. A partner may not always be a lover, it could be a sibling or simply a close friend.

Vows

The Navarr mark vows, oaths and promises with a physical sign of their intent and commitment, often through tatooing or scarification. The more enduring the commitment, the more permanent the marks. War-paint is applied before a battle, henna tattoos are used for commitments that last a few days or more and permanent pledges or those that will take years to complete are usually marked with tattoos. The Navarr mark the most significant vows with brands. These marks help hold a person to their pledge, but they also make it easier for others to identify those who have sworn themselves to a given role or cause (as discussed in Hearth Magic).

Celebrations

The Navarr have a long tradition of marking important moments in their lives with celebrations. Usually these take the form of a shared meal followed by dancing, drinking and gaming. Marking important times strengthens the links between members of a community - especially an extended community such as the Navarr possess. Three important celebrations observed by the majority of the Navarr are Unburdening, The Binding of Thorns and Welcoming.

Unburdening

Navarr Stridings and Steadings are not fixed – they shift and change over time, as people die, retire or move from one to another, perhaps due to a love-match or to a desire to see other climes. When an individual decides to leave a Steading to join a Striding (or even just to travel to another Steading), the event is celebrated with a simple feast in which they ceremonially burn a list describing the belongings they are leaving behind. This symbolises an intent to give up ownership, and comes with a general assumption that these possessions can be claimed by or redistributed among the Navarr who remain behind. The Navarr are far too pragmatic to burn valuable goods, but the ceremony helps people to let go of the things they do not need.

The Binding of Thorns

When a child passes their test of adulthood they undergo the Binding of Thorns. This important ceremony marks them as a true Navarr. The participants swear the same oath their ancestors swore centuries earlier when their cities were destroyed by the Vallorn and they began their endless migrations. Once the oath is taken, the new Navarr mingle their blood with all other Navarr who have attended the ceremony, and receive the traditional Navarr tattoo. All Navarr who have undergone the Binding of Thorns bear this tattoo, one of endless variations on the motif of briars or intertwined thorns. This ceremony is also used when an adult from outside the Navarr wishes to become one of them.

The Binding reminds the new Navarr that wherever they go they are part of the Navarr, and that regaining the remnants of their former civilisation from the Vallorn is their ancient purpose.

Welcoming

Conscious of the passage of the seasons, the Navarr Stridings congregate at festival times, either together or at the Steadings. The Navarr celebrate the turning of all the seasons but the birth of a new spring and the end of the harsh winter that makes travelling difficult is their major festival. This grand celebration is a time for revelry, feasting, raucous music and wild dancing. It is also traditionally a time for making a new start, abandoning grudges and putting aside past failures to concentrate on the possibilities of a new year.

Welcoming begins with a ceremonial hunt. The traditional quarry of the Welcoming are the Vates, who often adopt fanciful costumes or headdresses that represent game animals, such as stag, hares and pigeons. Details of the hunt vary from year to year; a glorified game of hide-and-seek one year may be followed by a mock hunt through light woodland the next, or a chase across open ground. The hunt is good natured, but some Vates relish the opportunity to employ their magic to make the hunt more exciting.

Funerals

In death, what remains are the memories of your deeds in the minds of your partners in the Great Dance. The Steadings use a traditional corpse-glade where the bodies are laid out in the forest. Such glades are rarely troubled by scavengers or carrion-eaters, and the bodies are simply left undisturbed to moulder.

The Stridings usually commit bodies to simple cairn but a Striding may decide to transport a corpse to a Steading before performing a funeral. There is also a custom where the friends of the deceased make a pilgrimage to a corpse-glade to hang a reminder or memento of their fallen comrade among the branches.

Come, come, why the tears my sweet? Death is just another step in the Great Dance. We all take it.

Nana Bronwyn Wordless

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Navarr Egregore

Contents

- 1 Liaven

- 1.1 Current Hosts

- 1.1.1 Rhiannon

- 1.1.2 Tal

Liaven

The Navarri Egregore is Liaven, who shares a place in the Great Dance with all of Navarr. Tell Liaven your stories, share how you dance your place in the Dance.

In Spring, Liaven is youthful and energetic, with possibility and curiosity in every step. In Summer, Liaven is more tempered; there is work to be done and preparations to make. In Autumn, time has passed, Liaven knows the path and steps surely. In Winter, Liaven is knowing and steady still, hair grey but eyes bright. Time is short, and life is hard, but there is readiness for what comes next, a looking forward to when Spring comes to again and new life flows once more.

Liaven is all of these things in time as each season comes and goes, a reminder that all seasons pass, and all passings can be adapted to. Liaven is always watching and wandering the Empire near and far, to wherever the Navarr roam. Liaven can be found equally at home in the deepest Forest or the most Urban maze, never forgetting the past, or the consequences of not remaining vigilant, the fate of the lost cities an ever present reminder of the cost of failure.

“Sit, share a fire, rest your feet and tell your story."

Current Hosts

Rhiannon

Rhiannon is currently a member of the Fleet Foot Striding, who walk the lands around and on the Trods between Liathaven and Miaren, but have some regular drop-offs though Wintermark and Marches as need arises. A small group, they carry news and messages for the settlements and Wayhouses on their route. They were formed by a group of scouts and thorns who were part of a larger striding. They are renowned by those who use their services for their quick delivery. Rhiannon Fleet Foot, one of their Physicks, became the Navarr Egregore, Liaven, in 370YE. She now travels the Empire as Liaven, but the Fleet Foot Striding will always take a message to her, if it is needed. Unsurprisingly, they have travelled much more widely since Rhiannon's place in the Great Dance changed. In the Summer of 378YE, Rhiannon gave up the egregore spirit to fulfill an oath. She returned from Reikos in 379YE, and agreed to take up the egregore spirit again, having fulfilled her oath for the time being.

Tal

Born in Liathaven, Tal is a member of the Dancewalker striding, who are based in Liaven's Dance . While delivering a message, he became trapped behind Jotun lines. Heroes of Anvil were despatched to rescue him, and he was brought back to Anvil. He is a powerful Vate but is keen to scout when on the battlefield. Although very driven, when he is relaxing Tal is happy to have a drink, a laugh or a fight with anyone. When Rhiannon left Anvil, the Egregore spirit filled Tal, finding a Spring Vate to embody at the time when the ancient ritual to rebuild to Trods had been found. When Rhiannon returned to Anvil in 379YE, the Egregore spirit rejoined with both Tal and Rhiannon, although why it did this is still being debated by the Guides of the Navarr. Tal and Rhiannon have a strong friendship, even though they have spent little time together, their Egregore duties meaning they are rarely together in the same place long.

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Navarr hearth magic (Redirected from Navarr Hearth Magic)

Tracing patterns

The creation and tracing of complex designs has a magical resonance for the Navarr. At its most basic, it is found in the concept of map-making - of creating designs that mirror the world - and in journeys along paths and roads. A complex design represents a journey, but it can also represents the idea of permanence. Following a path, repeating the actions of someone who has gone before, gives extra weight to the journey and if that journey already has a magical meaning, the repeated tread of many feet recreates and reinforces that magic. The Trods are the most obvious example of the use of designs - tracing out a great complex design, which is then reinforced over and over not only by the Navarr stridings but by every other pair of feet that walks on or near the path.

The marks that accompany the swearing of oaths are often abstract designs, and tracing that design relives the moment when the oath was made.

Tattoos and brands

Tattoos and brands are a powerful example of the use of designs. They add great weight and power to sworn oaths and rituals of loyalty and binding. Marking oneself permanently helps to grant tenacity and durability to oaths, but can also be used to try and extend the duration of some magic. Many Navarr choose to cement vows and solemn undertakings with a tattoo or a brand hoping to draw on the power of the mark to keep them true to their pledge. A prominent mark that can be clearly seen is more powerful than a similar mark hidden on the body.

Blood

Blood is not a hearth magic - there is no known inherent magical effect in blood. Navarr vates often use blood as a symbol of personal sacrifice, and warn that using blood in magic is fraught with potential dangers.

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Navarr history (Redirected from Navarr History)

Centuries before the Empire was formed, humans already lived in the fertile plains around the Bay of Catazar. They built cities, organized themselves into loose kingdoms, and formed alliances with one another. Even then the humans were threatened by the orcs. At the heart of these kingdoms was the flowering of civilisation that served as the forerunner of the Navarr. Navarr stories call this nation Terunael and record that its cultured cities were run by its magicians.

In the ongoing war against the orcs, Terunael increasingly relied on magic. Over time the stresses of constant magic use took their toll, and without warning the rituals around Terunael unwound catastrophically, creating or summoning the Vallorn into the heart of their kingdom. The cities were consumed by spreading forest, their people attacked by monstrous insects and deadly plants, and though they tried everything to fight it, in the end they had no choice but to abandon their homes.

The Navarr are descended from those who followed the eponymous heroine Navarr and her lover Thorn who swore an oath to restore the civilisation of Terunael. Bound and branded by their oath to regain the cities, they fought desperately to destroy the Vallorn. When it became clear that their enemy could not be defeated by force of arms alone, a magical solution was sought. Navarr and Thorn gave their lives to set in motion a powerful Ritual that would eventually allow the Navarr to defeat the Vallorn.

The Ritual required the Navarr to walk paths of magical power, called Trods. These migrations drew off the life-energies of the Vallorn, weakening it. The further the Navarr travelled, the stronger the effect. Once the Vallorn was sufficiently weakened in an area, then the Navarr were able to attack, reducing the spread of the Vallorn.

The arrival of humans from across the sea drove the orcs from the fertile lowlands. Initially the Navarr viewed the newcomers with suspicion, but they soon realised that these people were potential allies. They made contact, seeking to ensure the safe passage of their stridings, and encouraging the new humans to focus their attention on the orcs rather than engage in costly squabbles with each other.

During this time, Navarr traders introduced the Highborn to Vinum. Vinum was a sap that could be cultivated to a chewable gum which was relaxing, aiding with restful sleep. Highborn chapters experimented with Vinum and one - the Scions of Atun - learned how to process it into a new form. This form which they called liao, possessed many unique mystical qualities, including the ability to unlock visions of past times and places.

Joining the Empire

A Navarr Striding were among the first people to hear the Empress' message of unity. Its leader, Myfanwy of Hercynia, was one of her earliest companions, protecting and guiding her through human lands. After the historic encounter, the Navarr carried her message to anyone who was prepared to listen. They helped arrange the initial meeting at which the foundations of the Empire were laid. The goals and philosophies of the Empress struck a resonant chord deep in their hearts. The Navarr Stridings became the standard-bearers for the Empire, carrying its message to the divided human nations.

Most Navarr could see that the Empire represented a great opportunity for them; a chance to drive back the barbarian orcs meant that their stridings could travel further than ever. The more perceptive saw something deeper, that the proposed Empire was not just a tool to help them regain their cities, it was the first glimmer of the civilisation their ancestors had once enjoyed.

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Navarr look and feel (Redirected from Navarr Icons and Artistry)

Contents

- 1 Overview

- 1.1 Feel

- 1.2 Colours

- 1.3 Materials

- 2 Clothing

- 2.1 Shoes

- 2.2 Children

- 3 Icons and Artistry

- 3.1 Jewelry and Decoration

- 3.2 Tattoos

- 3.3 Hair

- 3.4 Banners and Symbols

- 3.5 Decorating their tents at Anvil

- 4 Arms and Armour

- 4.1 Armour

- 4.2 Shields

- 4.3 Weapons

- 4.4 Mage Implements

- 5 Less Appropriate

- 5.1 Celts and Native Americans

- 5.2 Similar nations

- 5.2.1 Wintermark

- 5.2.2 The Marches

- 6 Influences

Overview

The Navarr look draws heavily on the forests for its inspiration. The colours are primarily greens and browns with occasional splashes of dark autumnal red or yellow. Materials are practical, primarily those that come from hunting - leather and fur. Facepaint, tattoos and brands are common, especially on the face and around the eyes. Navarr mark oaths and other important commitments with brands, tattoos or scars. Most warriors only apply war paint before they go into battle, but some Navarr choose to wear it every day, a symbol of their constant readiness.

Rather than rich materials or unusual colours the Navarr personalize their appearance by adorning their costume with beads, feathers, fetishes, and other accessories. It is common to weave such items into the hair.

Also see Navarr Costumes and Navarr Icons and Artistry.

Feel

Wild, unsettling, otherworldly, alert, pragmatic, tattooed, fierce, primal, blood

Colours

The palette is the colours of spring: soft greens and browns, gentle misty greys, and perhaps the dark red of blood.

Materials

Primarily leather and fur, with some layers of cotton, linen or wool. Fine fabrics such as velvet or silk are rare.

Clothing

Navarr clothing is layered, serviceable and well-worn, The Navarr are a practical people and their clothes reflect this. Even for civilians, it often features pieces of leather armour, though this is to protect against the environment as much as enemy weapons. Clothes are suitable for people who live their lives in the wild forests. Not just a robust construction but practical designs, for instance hooded cloaks that give protection against the weather, but can also serve as bedding. Layered clothes are common, so that outfits be easily changed no matter the weather. Belts and straps feature quite heavily – both to secure clothing so it doesn’t snag, and to hold a variety of gear securely while moving through woodland. Patched and mended fabrics are frequent, as worn and ripped clothes are mended 'on the go'.

Navarr style of dress varies, depending on how much contact their striding or steading has with the other nations. Those Navarr who trade with their neighbours are more likely to have access to wool and similar materials so their costume reflects their closer contact with fellow members of the Empire. These clothes will usually be given a Navarri slant though, with fur trims, decoration in natural materials and a natural colour palette.

More remote Navarr may adopt a rougher, more practical or primitive look, primarily comprised of leather, furs and natural materials, suitable for hunters who are used to sleeping rough. In practice, most Navarr fall somewhere between these two extremes.

For more formal functions many Navarr wear highly decorated leathers and their most impressive furs, but more importantly wear their most intricate paints and markings.

Shoes

Navarr shoes can take many forms, as long as they are practical. For this reason close fitting leather boots are most common, often coming to or even past the knee, to protect the lower legs while walking. Ankle boots in soft suede and canvas are also seen, often with the addition of puttees and wraps in cloth and leather.

Children

Navarr children are taught the value of being prepared and ready at all times. They are encouraged to learn to fight with sword, spear and bow from an early age. Their clothing tends to be simplified versions of adult clothing - garments that are practical for play but also easy to keep clean. Older children are often given adult clothing and then belted, tied and strapped to fit.

Icons and Artistry

Jewelry and Decoration

Navarr favour jewelry that represents the twisting journeys of the Great Dance. Knotted metalwork in either base or precious metals; rings, bracelets, armbands, torcs and brooches are the most common types found. When it comes to decoration, natural materials are drawn from heavily. Feathers and fur may trim clothes, and beads made from seeds, wood and stones will adorn many of their garments. Patterns may also be painted onto clothes, again using natural colours like ochre, red, black and white.

Tattoos

Tattoos are common amongst the Navarr, used to memorialize significant moments in the Navarr’s life. They mark sworn oaths with tattoos, brands and scars, as a visible sign of the commitment they have made. Most tattoos are done with a dark red ink, symbolic of the blood that flows beneath the skin. It is not unknown for Thorns and Brands to permanently tattoo their warpaint. Thorn motifs are the most common design. Other common motifs are include blood, twisting plants, star-shaped flowers and feathers.

They use less permanent warpaint on their face or hair when preparing for conflict. It can be meticulously applied in intricate entwined patterns or simply daubed with a finger. Donning the paint helps them prepare themselves and commits them to their course. Many Navarr warriors wear warpaint every day as a sign of their readiness to fight.

Hair

Braids and dreadlocks are common, as are beads and other decorations woven into the hair.

Banners and Symbols

The banner of the Navarr is a great white tree surrounded by a knotted circle of thorny-branches. Most large Steadings and Stridings also have their own banner using similar stark images for their design.

Decorating their tents at Anvil

Arms and Armour

Armour

Thick hardened leather is the most common form of armour for the Navarr, occasionally supplemented with light chain or scale. Navarr armour often features an asymmetric pattern, with lines and closures that run diagonally across the body rather than vertically.

Shields

Shields are narrow and fluted, barely wider than the wielder. They are often heavily decorated with the thorn motif.

Weapons

The iconic Navarr weapon is a spear, often with a barbed shaft and decorated with thorn motifs. This echoes the spear of their legendary hero, Navarr. Navarr particularly favour one-handed spears coupled with a small shield. Otherwise weapons are light, practical and good for skirmishing rather than heavy combat.

Bows are another favoured Navarr weapon. Like the spear they are an effective tool for hunting as well as a weapon of war.

Mage Implements

Less Appropriate

Celts and Native Americans

As Navarr are not based on Native Americans, large quantities of turquoise beading, and leather tassels are best avoided. Similarly, Celtic style knot-work isn't suitable as decorative patterns.

Similar nations

Wintermark

Navarr tend to wear light leather armour and simple, earth tone clothes, much like the Steinr. Navarr decorations are more likely to come from nature, in the form of paints, feathers and beads, rather than the woven trims popular with the Steinr.

Kallavesi mystics may also be occasionally mistaken for Navarr Vates; however, the Navarr do not wear animal headresses and do not believe in evoking animal spirits.

The Marches

There are also overlaps between the Marches beaters and the Navarr. The beaters tend towards later medieval period clothing, like jacks rather than the tunics and vests popular with the Navarr. The Navarr also tend to use large amounts of furs, pieces of leather and paints that the Marchers would avoid.

Influences

Wood elves, The Rangers from Lord of the Rings.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_look_and_feel&oldid=39320#Icons_and_Artistry"

Navarr lineage and species attitudes (Redirected from Navarr Lineage and Species Attitudes)

The Striding of the Clouded Eye exclusively travels the Trods of Therunin and boasts a purity of Merrow blood rarely found elsewhere.

‘Of Trod and Travels’, A Guide to the Stridings of the Navarr

The Navarr are generally accepting of those with lineage. Most communities have at least one or two individuals with the trace of lineage. Because of the common bond that humans with the same lineage often feel and the way individuals move between Stridings and Steadings, it is not uncommon for them to end up composed largely or solely of Navarr with a single lineage. There are rarely hard and fast rules however; such things are anathema to the adaptable Navarr.

However, one lineage is distasteful to the Navarr. They mostly shun the Briars, whom they can’t help but see as an outward manifestation of the overabundant growth of the Vallorn and as a reminder of what was lost. While intellectually they may understand that a Briar has their place in the Dance like everyone else, Navarr are rarely comfortable in the presence of such a being, and they are rarely welcome amongst the Navarr. Navarr Briars often make efforts to conceal their lineage as much as possible.

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Navarr look and feel (Redirected from Navarr Look and Feel)

Contents

- 1 Overview

- 1.1 Feel

- 1.2 Colours

- 1.3 Materials

- 2 Clothing

- 2.1 Shoes

- 2.2 Children

- 3 Icons and Artistry

- 3.1 Jewelry and Decoration

- 3.2 Tattoos

- 3.3 Hair

- 3.4 Banners and Symbols

- 3.5 Decorating their tents at Anvil

- 4 Arms and Armour

- 4.1 Armour

- 4.2 Shields

- 4.3 Weapons

- 4.4 Mage Implements

- 5 Less Appropriate

- 5.1 Celts and Native Americans

- 5.2 Similar nations

- 5.2.1 Wintermark

- 5.2.2 The Marches

- 6 Influences

Overview

The Navarr look draws heavily on the forests for its inspiration. The colours are primarily greens and browns with occasional splashes of dark autumnal red or yellow. Materials are practical, primarily those that come from hunting - leather and fur. Facepaint, tattoos and brands are common, especially on the face and around the eyes. Navarr mark oaths and other important commitments with brands, tattoos or scars. Most warriors only apply war paint before they go into battle, but some Navarr choose to wear it every day, a symbol of their constant readiness.

Rather than rich materials or unusual colours the Navarr personalize their appearance by adorning their costume with beads, feathers, fetishes, and other accessories. It is common to weave such items into the hair.

Also see Navarr Costumes and Navarr Icons and Artistry.

Feel

Wild, unsettling, otherworldly, alert, pragmatic, tattooed, fierce, primal, blood

Colours

The palette is the colours of spring: soft greens and browns, gentle misty greys, and perhaps the dark red of blood.

Materials

Primarily leather and fur, with some layers of cotton, linen or wool. Fine fabrics such as velvet or silk are rare.

Clothing

Navarr clothing is layered, serviceable and well-worn, The Navarr are a practical people and their clothes reflect this. Even for civilians, it often features pieces of leather armour, though this is to protect against the environment as much as enemy weapons. Clothes are suitable for people who live their lives in the wild forests. Not just a robust construction but practical designs, for instance hooded cloaks that give protection against the weather, but can also serve as bedding. Layered clothes are common, so that outfits be easily changed no matter the weather. Belts and straps feature quite heavily – both to secure clothing so it doesn’t snag, and to hold a variety of gear securely while moving through woodland. Patched and mended fabrics are frequent, as worn and ripped clothes are mended 'on the go'.

Navarr style of dress varies, depending on how much contact their striding or steading has with the other nations. Those Navarr who trade with their neighbours are more likely to have access to wool and similar materials so their costume reflects their closer contact with fellow members of the Empire. These clothes will usually be given a Navarri slant though, with fur trims, decoration in natural materials and a natural colour palette.

More remote Navarr may adopt a rougher, more practical or primitive look, primarily comprised of leather, furs and natural materials, suitable for hunters who are used to sleeping rough. In practice, most Navarr fall somewhere between these two extremes.

For more formal functions many Navarr wear highly decorated leathers and their most impressive furs, but more importantly wear their most intricate paints and markings.

Shoes

Navarr shoes can take many forms, as long as they are practical. For this reason close fitting leather boots are most common, often coming to or even past the knee, to protect the lower legs while walking. Ankle boots in soft suede and canvas are also seen, often with the addition of puttees and wraps in cloth and leather.

Children

Navarr children are taught the value of being prepared and ready at all times. They are encouraged to learn to fight with sword, spear and bow from an early age. Their clothing tends to be simplified versions of adult clothing - garments that are practical for play but also easy to keep clean. Older children are often given adult clothing and then belted, tied and strapped to fit.

Icons and Artistry

Jewelry and Decoration

Navarr favour jewelry that represents the twisting journeys of the Great Dance. Knotted metalwork in either base or precious metals; rings, bracelets, armbands, torcs and brooches are the most common types found. When it comes to decoration, natural materials are drawn from heavily. Feathers and fur may trim clothes, and beads made from seeds, wood and stones will adorn many of their garments. Patterns may also be painted onto clothes, again using natural colours like ochre, red, black and white.

Tattoos

Tattoos are common amongst the Navarr, used to memorialize significant moments in the Navarr’s life. They mark sworn oaths with tattoos, brands and scars, as a visible sign of the commitment they have made. Most tattoos are done with a dark red ink, symbolic of the blood that flows beneath the skin. It is not unknown for Thorns and Brands to permanently tattoo their warpaint. Thorn motifs are the most common design. Other common motifs are include blood, twisting plants, star-shaped flowers and feathers.

They use less permanent warpaint on their face or hair when preparing for conflict. It can be meticulously applied in intricate entwined patterns or simply daubed with a finger. Donning the paint helps them prepare themselves and commits them to their course. Many Navarr warriors wear warpaint every day as a sign of their readiness to fight.

Hair

Braids and dreadlocks are common, as are beads and other decorations woven into the hair.

Banners and Symbols

The banner of the Navarr is a great white tree surrounded by a knotted circle of thorny-branches. Most large Steadings and Stridings also have their own banner using similar stark images for their design.

Decorating their tents at Anvil

Arms and Armour

Armour

Thick hardened leather is the most common form of armour for the Navarr, occasionally supplemented with light chain or scale. Navarr armour often features an asymmetric pattern, with lines and closures that run diagonally across the body rather than vertically.

Shields

Shields are narrow and fluted, barely wider than the wielder. They are often heavily decorated with the thorn motif.

Weapons

The iconic Navarr weapon is a spear, often with a barbed shaft and decorated with thorn motifs. This echoes the spear of their legendary hero, Navarr. Navarr particularly favour one-handed spears coupled with a small shield. Otherwise weapons are light, practical and good for skirmishing rather than heavy combat.

Bows are another favoured Navarr weapon. Like the spear they are an effective tool for hunting as well as a weapon of war.

Mage Implements

Less Appropriate

Celts and Native Americans

As Navarr are not based on Native Americans, large quantities of turquoise beading, and leather tassels are best avoided. Similarly, Celtic style knot-work isn't suitable as decorative patterns.

Similar nations

Wintermark

Navarr tend to wear light leather armour and simple, earth tone clothes, much like the Steinr. Navarr decorations are more likely to come from nature, in the form of paints, feathers and beads, rather than the woven trims popular with the Steinr.

Kallavesi mystics may also be occasionally mistaken for Navarr Vates; however, the Navarr do not wear animal headresses and do not believe in evoking animal spirits.

The Marches

There are also overlaps between the Marches beaters and the Navarr. The beaters tend towards later medieval period clothing, like jacks rather than the tunics and vests popular with the Navarr. The Navarr also tend to use large amounts of furs, pieces of leather and paints that the Marchers would avoid.

Influences

Wood elves, The Rangers from Lord of the Rings.

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Navarr magical traditions (Redirected from Navarr Magical Traditions)

When the cities of Navarr were consumed by the Vallorn, much of the Navarr magical lore was preserved by distributing it between the Steadings and Stridings. Most still have a few ancient tomes from this time, either the originals meticulously cared for, or copies that have been painstakingly written out. By themselves these books do not offer sufficient knowledge for a young Navarr to learn what is required, but they are enough that those children who become fascinated with magic can begin to learn. To ensure that they can retain a mastery of magic through the generations, the Navarr periodically trade books whenever they meet.

As a result of this approach, magic is seen as the legacy of the nation as a whole, rather than any individual Striding or Steading. Those who devote themselves to the study of magic are expected to acknowledge the gift they have been given and to seek out ways to employ their magic in the service of the Navarr. Not all choose to do this of course; there are selfish individuals in the Navarr as in any nation, but those that do are called Vates.

Vates

Vates are expected to make themselves known to all. Like Brands and Thorns, they usually mark their oath with a brand or tattoo. Because of the similarities with the oaths that Brands and Thorns swear, Vates who enjoy battle often become Thorns and the wisest amongst them sometimes become Brands. The work of a Vate is difficult; they are expected to use their magic carefully but to ensure that the spells they cast serve their community without charge. In return many Navarr try to ensure that they give what support they can spare to the Vates.

Guides make a habit of knowing who the Vates are, so that they can bring individuals to them who need magical help, and the Vates are often called on by the Senators to perform rituals that benefit territories, the Navarr nation or the Empire as a whole. This life of service to the Nation can be arduous and difficult, but most Vates shoulder it willingly. Their reward is the acknowledgement and respect they receive from other Navarr and the opportunity to practise their magic often.

Vates are the only Navarr who are trusted to meet with the Eternals or their Heralds. There is a belief that the oaths of the Vate help them resist the influence of the other Realms, and that they will use their influence with the Eternals only in support of the nation and the Empire. Other magicians - including those of other nations - who have regular contact with the Eternals are often viewed with a little suspicion, especially if they are not prepared to talk about their experiences.

For the Navarr, magic is in the blood. The Vates use blood-letting to draw on their power, to focus their rituals and incantations. The practice preserves the memory of the sacrifice made by Navarr and Thorn, the first Vates, who gave their life to protect the people from the threat of the Vallorn. Blood is a common motif in Navarr rituals.

The Vates only ever use their own blood and the blood of willing participants when performing magic. Blood drawn from an unwilling or dead victim is useless to Navarr magic; it holds no power. Because of their use of blood-letting, it is rare to find a Vate who does not have some ability with the healing arts, either mastery of the powers of Spring or else chirurgery. Many Vates are skilled with both, able to use magic and skill alike to heal wounds and knit bones.

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Navarr Maps

See Also

- Brocéliande

- Hercynia

- Liathaven

- Miaren

- Therunin

PRINT INFORMATION - Each map is set to print at A3 size (the resolution varies between 175ppi and 300ppi). Do not print larger than this or it will pixellate. If you print smaller, the quality will improve slightly. Various sizes are available by clicking on the image. To print, make sure you download the ORIGINAL size image (should be between 2700 and 5000 pixels wide. Feel free to add your own textures etc

Maps by Daisy Abbott

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Navarr music (Redirected from Navarr Music)

Contents

- 1 The Music of Navarr

- 1.1 Style summary

- 1.2 Commonly known songs

- 1.2.1 A musical tradition

- 1.2.2 One for the kids

- 1.2.3 Songs about notable people/entities in Navarr

- 1.3 Further songs

- 1.3.1 Songs from Terunael

- 1.3.2 Songs about the fall of Terunael

- 1.3.3 Songs on Travelling

- 1.3.4 Battle Music

- 1.3.5 Festival Music

- 1.3.6 Cautionary, Teaching & Work Songs

- 1.3.7 More Songs

- 1.3.8 Instrumentation and tunes

- 1.3.9 Other performance traditions

- 1.4 How to adapt your repertoire

- 1.5 Our sources

The Music of Navarr

Style summary

Navarr music reflects a dichotomy of wistful remembrance for their old culture and the practicalities of survival in the wild. Recent music has a practicality underlying it. Loud and high calling noises appear throughout the music in order to develop vocal cords for the relay of messages, cries of warning and the roar of a fear inducing charge from hiding. Drumming is widely used for similar reasons. The sounds, in contrast to the melodic music of their old culture, are often harsh which reflects the Navarr attitude towards nature - not one of harmony but of dominance. Much of the music of their lost cities has changed over time to include primal sounds, for example, fast fiddle and pipes or soft unison singing is joined by loud calling and percussion. Lyrics reflect the dichotomy of the memory of lost cities and the practicalities of life in the wild. References to nature are common but are dark and evocative rather than romantic. Work songs and cautionary tales are common as are the themes of travelling, fate, forests, and blood. Songs of the old culture; lost cities and sacrifice concentrate on remembrance rather than lamentation.

To achieve this sound, look at music that fuses Celtic folk styles with African and Amazonian sounds . Music can draw on Scottish, Irish, Greek, Galician, and Basque/French folk tunes as well Tolkienesque fantasy for lyrics, with added African-style percussion (such as Ngoma, Mutuashi and Didadi), Amazonian and Amazigh music, to fuse with the sounds of the old culture.

Commonly known songs

- Ten Thousand Miles - song of love/travelling.

- Thorn Battle Cadence‎ - A war cadence, easy

- Caution for the Dawnish Youth - Cautionary song popular for expressing the Navarr World view

A musical tradition

Music has a practical use in Navarr society. Music plays a prominent part to create social harmony and to invoke the powers from beyond. It is used for work songs and for teaching.

Social rituals are often performed to music, such as courtship rituals where oine lead, supported by their chorus, makes their case, and the other lead, supported by their own chorus, questions them.

Blood Rituals often rely on percussion support to evoke the feel of the pumping heart and helps focus the arts of the Vates.

One for the kids

- All the Pretty Ponies - lullaby remembering extinct horses, very easy.

Songs about notable people/entities in Navarr

- Redhound - A song about a Navarri hero, hard.

- The Walls of Terunael - An address to the Egregore Liaven about walking the trods, the loss of Terunael and the importance of the Empire, easy.

- Ode to Shadowglyn Distillery - A song commemorating the restoration of the Shadowglyn Distillery by Wern Taur Thorntarry, medium.

Further songs

Songs from Terunael

- By Chance It Was - A love song, easy.

Songs about the fall of Terunael

- Brocéliande Be Stronger Now‎ - Powerful song about Brocéliande, medium with difficult lead vocal.

- I Come and Stand at Every Door - sad song about the fall of Navarr cities, easy.

- On the Wall - Song about the final fight for Brocéliande, medium.

- The Ruins of Terunael - A song about the Vallorn, easy.

- A Sudden Farewell - A duet about the last moments together of Navarr and Thorn, medium.

- Terunael - A remembrance song.

Songs on Travelling

- Down in the Rugged Glen - Joyful song of travelling, easy.

- Heart of the Song - A song of respite. Associated with the Brackensong Steading, medium.

- Miaren - Wistful song on the competing desires to travel and to return home to Seren , Hard.

- Ten Thousand Miles - song of love/travelling, medium.

- Run Thorns Run - A boisterous call and response, easy.

- We will go Home (Across the Mountains) - A song about the return from the long trods, easy.

Battle Music

- Navarr Running Song - A war cadence, easy

- Thorn Battle Cadence‎ - A war cadence, easy

- Windblow, home - A call to arms.

Festival Music

- It Is Not Yet Day - A celebratory song, medium.

- Navarr - An old song about the Navarri - traditionally used at the start of dances, medium.

- Striding One - An invitation to dance. easy.

Cautionary, Teaching & Work Songs

- Caution for the Dawnish Youth - Cautionary song popular for expressing the Navarr World view, easy

- If it had a Heart - A dark song about the monstrous nature of the Vallorn, medium.

- Outside in the Distance - A Sentry's song, medium.

- The Oak - Song about sensible use of trees, easy.

- Through the dark places - A song about the Navarri involvement in forming the Empire, easy

More Songs

- All the Pretty Ponies - Lullaby remembering extinct horses, very easy.

- Bold Navarr Men - A song about a failed sortie.

- The Wind That Shakes The Barley - A song of mourning.

- Crow on the Cradle - A dark lullaby, easy

Instrumentation and tunes

Strings, whistles, chanters, djembes, bodhráns and voices. Pretty much any instrument works well in Navarr.

Other performance traditions

- Storytelling is discussed in Navarr Culture and Customs

- Dance

- Poetry e.g. Stopping By Woods on a Snowy Evening by Robert Frost.

How to adapt your repertoire

- Western Folk tradition - Stick to folk songs from the folk traditions mentioned as sources or that have a primal sound. Simplify arrangements and then maybe add non-western rhythms, percussion, shouting, calling and mouth music. This will lend the sense that the old culture has been a little forgotten over time and will give added poignancy to the occasional song performed with a pure 'Celtic' sound. Maybe keep one or two songs unchanged and perform them unaccompanied as a powerful reminder of the old culture.

- Non-western traditions - Move songs into English. Try to lean melodies towards a more 'Celtic' sound.

- Try to avoid frenzied drumming circles - the Navarr are an urban culture turned traveller, but wants to return to city life – and try to avoid the ceilidh vibe. Jigs and waltzes don't match the feel of primal otherworldliness.

Our sources

- Modern Gaelic artists; Modern Welsh Language Artists such as Fern Hill; World Fusion such as Afrocelt Sound System (although less electronic) and Baka Beyond; Scottish-influenced Canadian songs and tunes e.g. Ashley MacIsaac, Great Big Sea (although less poppy), the instrumental stuff by Shooglenifty e.g. Arms Dealer's Daughter (CD), Michael McGoldrick (e.g. Wired), Irish folk, Greek folk tunes and dances. modern pipers e.g. Finlay MacDonald,

- Travel-themed songs and poems by Tolkien could provide inspiration e.g. http://allpoetry.com/poem/8500011-I_Sit_And_Think-by-J_R_R_Tolkien and the Misty Mountain song is spot on for the Navarr sound.

Here is a youtube playlist of appropriate or inspiring music and here is one for dances.

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Navarr Running Song

Song by Jamie Wakefield (https://soundcloud.com/jamie-wakefield/navarr-running)

Chorus in Bold.

Chords: Em G D Em

Navarr Navarr run in Wintermark Navarr Navarr run in Wintermark

Navarr Navarr run in Wintermark Navarr Navarr run in Wintermark

Navarr run striding over hill and over grass Navarr Navarr run in Wintermark

Navarr Navarr are the terror in the dark Navarr Navarr run in Wintermark

Navarr Navarr all barbarians do fear Navarr Navarr run in Wintermark

Navarr will slaughter every enemy that's near. Navarr Navarr run in Wintermark

Navar run fast. Navarr run far. Navarr Navarr run in Wintermark

Navarr fight hard. Navarr kill fast. Navarr Navarr run in Wintermark

Your blood. Your Loss. Your death. Your cost. Navarr Navarr run in Wintermark

Your life. Your loss. Your head. Your cost. Navarr Navarr run in Wintermark

Navarr Navarr run in Wintermark Navarr Navarr run in Wintermark

Navarr Navarr run in Wintermark Navarr Navarr run in Wintermark

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Navarr children

Choosing to bring another life into the Great Dance is something to be celebrated. In the making, in the bringing into the world, in the life, the learning and ultimately even in death. Parents are considered much like Guides, individuals with a great responsibility for helping their offspring find their place in the dance.

Navarr children are encouraged to take the Imperial tests of citizenship as early as possible, and once they pass they become true members of a Striding or Steading. At that point anyone can offer the youngster help, giving them what guidance they can.

Many Navarr believe that though children are precious they need to be exposed to risk, if not danger. They should be tested often, to challenge and stretch them, but with care so that they gain confidence with each test. Questions are an opportunity to teach and should be answered with thought and care. The children of other nations are an Imperial resource that the Navarr think are often under-valued. Orphans are a particular concern and in the Brass Coast and other lands they often offer a home in the Stridings to children who have lost their homes and their parents to war with the Barbarians. In Varushka naughty children are even warned that unless they behave they will be sent away with the Navarr.

Things every child should know

- Find your place in the Great Dance. Try to experience as many different aspects of life as possible, so that you can see which one suits you best.

- The world is dangerous, learn to outsmart it. The Navarr try to be the smartest and most cunning warriors in the world - learn to outsmart any problems you encounter rather than using brute force.

- Help build the Empire. You are the child of a great Empire, make it stronger by helping people where you can.

- Carry their words to the winds. The Navarr often carry important information for the Empire, always make yourself available to run messages for people if you can.

- Tread carefully in the wild places. Be careful and alert at all times. Be vigilant and look for danger wherever you go.

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Navarr costumes

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

Note: The tone and style of this page may need editing. All costume advice pages should be written in third person voice, using verbs that make clear that this page is advice, not direction.

This page aims to offer help in creating a Navarr costume for those who want it. It provides a list of resources that players looking to create a costume, either purchasing one or making one may find useful. There is no one way to create the perfect costume, but the suggestions on this page will help to produce a great costume for Empire.

Contents

- 1 Overview

- 2 10 Quick Tips

- 3 Making Guides and Examples

- 3.1 Armour

- 4 Children

- 5 Suppliers

- 5.1 Armour

- 5.2 Leather

- 6 Bibliography and resources

Overview

Practicality is key- even the most settled Navarr will spend a good deal of their time in forests. So your typical Navarr wears trousers and tunics which are kept tight around the lower arms and legs to avoid catching on things. Clothes will have been worn and worn and mended and worn- but don't feel you need to look scrappy. Unhemmed fabric will fray quickly which is the opposite of what you want!

Decoration of clothes and accessories is common but by no means essential- for someone on the move it means they can take art with them without adding weight to their pack. Thorn, leaf, and flower motifs are often found, as are other things you find in forests. Hair can be decorated with beads and feathers.

The woodland and autumnal colour palette is very important for Navarr, bringing the nation's look together far more than anything else. Sticking to browns and greens for the most part is a good idea- smaller amounts of golds, creams and blood reds will also look good.

Basically, can you run and sneak around a forest in it for days at a time without standing out like a sore thumb or getting caught in something? If so, it's good Navarr kit.

Appropriate fabrics: Nothing shiny! Wool, linen, cotton (or synthetic substitutes that have the look) are all good- sticking to the colour palette is more important than what your clothes are made of. Furs and leathers are good too but they are difficult to wash for both you and your character so are less likely to be worn next to the skin. Plain colours that are then decorated or trimmed are more common than patterns but the Navarr are a resourceful people and their clothes are made of whatever they happened to buy in the market they were at that week, and that could be anywhere in the Empire.

10 Quick Tips

- Woodland colours, even autumnal are the palette.

- Layers. A shirt with a tunic with some leather with a cloak will look epic with pouches and belts. But also remember you can take those layers off.

- Feathers and beads are cheap accessories that will make kit pop. (but avoid looking like a native American!)

- Belts and pouches, but don't go full webbing. Make sure you can use all those pouches too.

- Sew patches onto stuff.

- If it starts looking worn you won.

- See this article on LARP GUIDE for tips on making things look dusty/lived-in.

- Remember tattoos matter. The moment someone sees them you are identified as navarr (or someone from another nation that needs skinning)

- Practical practical practical

- Remember not to feel disheartened looking at other people's kit and ask for advice from lots of people.

Making Guides and Examples

Navarr costumes, being mostly leather and fur, require some care and specialist knowledge to create at home. For those people who are unfamiliar with leather work, there are plenty of resources available on the internet.

- Alley Cat Scratch

- eHow

- Do it Yourself

The garments will be simple, and can be based around t-tunics, with a fabric tunic as a base layer and a leather tunic with or without sleeves on top. Light, soft garment suede can generally be sewn on a regular sewing machine providing a stronger (leather specific) needle is used. These are generally available from most sewing and hobby retailers. In this way many of the instructions for making simple fabric items can be duplicated with lightweight leather, though remember leather does not fray like fabric so edges can be left 'as cut' so check any allowances on patterns for hems and seams.

The easiest way to machine sew light leather is to apply a thin line of general purpose glue along the intended stitch line of each piece, this holds them securely in place whilst running each section through your machine. It is recommended to test a small sample with your machine first. Depending on the size of the hide used, for a rougher, more natural edge to a shirt or tunic the leather can be left uncut along the base or round the cuffs.

- Making a T-Tunic

Leather or suede trousers are a staple of Navarr costumes and if care is taken to hide or remove modern belt loops, pockets and zips, leather 'jeans' will be perfectly suitable. Trousers in suede, and brown or green would be preferable to shiny black leather if possible. Leather and fur coats can also be adapted by removing collars, sleeves and buttons to make a robe or waistcoat style coat. Skirts and loin cloths can be made by lacing or sewing a piece (or lots of small pieces) of leather, suede or fur to a belt which can then be buckled around the waist.

Similarly old or damaged parts of existing soft leather costumes can be used to good effect by cutting away excess for a skirt or loin cloths, combining different items in a patchwork of repair to make a single servicable item or simply shredding them to provide cosmetic effect of repaired patches to existing kit.

Decorations will take the form of natural objects like feathers,gemstones, bones, and beads made from wood, stones, clay and shells, which are all readily available through craft shops and online. Leather lacing and decorative stitching using leather thonging can be used in place of embroidery. Acrylic paint is excellent for decorating fabric and leather and is cheap and easy to use. Colours should reflect natural pigments where possible.

Overall, costumes for the Navarr should appear well used, comfortable and practical. Pieces of old costume can be gathered from friends and past characters, or found second hand in charity or vintage shops for a worn and pieced together look.

Armour

Thick hardened leather is the most common form of armour for the Navarr, occasionally supplemented with light chain or scale. Navarr armour often features an asymmetric pattern, with lines and closures that run diagonally across the body rather than vertically.

Existing suede jacks or lighter armour can be augmented with additional rigid leather plates either riveted or laced into place. Card templates may be overlaid to ensure sufficient clearance is left for existing buckles, lacing etc and are easily adjusted to provide a wide variety of patterns and combinations. Such templates can also ensure the most effective use of potentially expensive materials, minimising wastage and even enabling creative use of cheaper offcuts.

Over a single breastplate a simple sleeveless waistcoat may be worn. Extending down to protect the thighs and split at the sides it can be left open at the front, held to the body with a simple belt. Whilst revealing the tougher armour underneath and maintaining flexibility around the waist, additional heavy leather plates or sections of chain can be riveted or laced in place to give further protection to the upper legs.

Children

Navarr children will wear simplified versions of adult clothing - garments that are practical for play but also easy to keep clean. For toddlers and babies, smocks, or simple t-tunics and drawstring trousers are simple and easy to pull-on garments, that can be made in linen or cotton for easy washing! These types of clothes also have plenty of flexibility in terms of size, meaning you'll get more than one year's use out of them. Small coifs, made as described above are great for keeping the sun off a baby's head and simple straw hats can also be used to stop children burning. Older children can either have their own costumes, or be given adult clothes which are then rolled up and belted to fit - the practical Navarr are unlikely to waste any clothing and hand me downs are a cheap (in and out of character!) way to clothe your children!

When making costumes for smaller children, remember to avoid anything tight around the neck - strings, cloaks, hats on cords etc and in addition, all tabards should secure under the arms. Make sleeves and armholes wider than needed; they're the bits that get tight as they grow. Neck holes also need to be bigger than for adults or should fasten at the back.

- Information on clothes and swaddling for babies

- Patterns for Medieval children's clothes

- Revival Clothing's Premade items for children

- Gambeson's Premade items for children

Suppliers

Armour

- Totally Leathered Totally Leathered provides custom tooled leatherwork & bespoke armour.

- Idiom Productions Costume and Props Workshop creates custom hand-tooled leather armour, clothing and LRP weapons

- Darkblade Leather armour and hoods (note that some of the leather armour on the general page is more appropriate than the nation specific armour. The leaf armour is not particularly good for Navarr)

Leather

- Le Prevo Leather, furs, leatherworking supplies and resources.

- Lyon's Leathers Wide range of leathers, suedes and buckles.

- Tandy Leather Factory Leather and leatherworking supplies.

Bibliography and resources

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Navarr culture and customs

Contents

- 1 The Great Dance

- 2 Vows

- 3 Celebrations

- 3.1 Unburdening

- 3.2 The Binding of Thorns

- 3.3 Welcoming

- 4 Funerals

The Great Dance

The central philosophy of the Navarr is the idea that life is a Great Dance in which all humankind is engaged. Some may lead and some may follow, but the Dance is better for everyone when the dancers have the right partners at the right time and place. Many Navarr try to help people find their place and their partners in the Great Dance. People who do not feel ‘right’ where they are should be encouraged to travel to find a new place in the Great Dance, a chance to find a place they will belong, where their partners will be right for them.

Reincarnation is central to this belief - to the Navarr the dead are simply resting for a while before they resume their place. People who find their perfect partner in the Dance are destined to find that partner again and again each time they are born. A partner may not always be a lover, it could be a sibling or simply a close friend.

Vows

The Navarr mark vows, oaths and promises with a physical sign of their intent and commitment, often through tattooing or scarification. The more enduring the commitment, the more permanent the marks. War-paint is applied before a battle, henna tattoos are used for commitments that last a few days or more and permanent pledges or those that will take years to complete are usually marked with tattoos. The Navarr mark the most significant vows with brands. These marks help hold a person to their pledge, but they also make it easier for others to identify those who have sworn themselves to a given role or cause (as discussed in Hearth Magic).

Celebrations

The Navarr have a long tradition of marking important moments in their lives with celebrations. Usually these take the form of a shared meal followed by dancing, drinking and gaming. Marking important times strengthens the links between members of a community - especially an extended community such as the Navarr possess. Three important celebrations observed by the majority of the Navarr are Unburdening, The Binding of Thorns and Welcoming.

Unburdening

Navarr Stridings and Steadings are not fixed – they shift and change over time, as people die, retire or move from one to another, perhaps due to a love-match or to a desire to see other climes. When an individual decides to leave a Steading to join a Striding (or even just to travel to another Steading), the event is celebrated with a simple feast in which they ceremonially burn a list describing the belongings they are leaving behind. This symbolises an intent to give up ownership, and comes with a general assumption that these possessions can be claimed by or redistributed among the Navarr who remain behind. The Navarr are far too pragmatic to burn valuable goods, but the ceremony helps people to let go of the things they do not need.

The Binding of Thorns

When a child passes their test of adulthood they undergo the Binding of Thorns. This important ceremony marks them as a true Navarr. The participants swear the same oath their ancestors swore centuries earlier when their cities were destroyed by the Vallorn and they began their endless migrations. Once the oath is taken, the new Navarr mingle their blood with all other Navarr who have attended the ceremony, and receive the traditional Navarr tattoo. All Navarr who have undergone the Binding of Thorns bear this tattoo, one of endless variations on the motif of briars or intertwined thorns. This ceremony is also used when an adult from outside the Navarr wishes to become one of them.

The Binding reminds the new Navarr that wherever they go they are part of the Navarr, and that regaining the remnants of their former civilisation from the Vallorn is their ancient purpose.

Welcoming

Conscious of the passage of the seasons, the Navarr Stridings congregate at festival times, either together or at the Steadings. The Navarr celebrate the turning of all the seasons but the birth of a new spring and the end of the harsh winter that makes travelling difficult is their major festival. This grand celebration is a time for revelry, feasting, raucous music and wild dancing. It is also traditionally a time for making a new start, abandoning grudges and putting aside past failures to concentrate on the possibilities of a new year.

Welcoming begins with a ceremonial hunt. The traditional quarry of the Welcoming are the Vates, who often adopt fanciful costumes or headdresses that represent game animals, such as stag, hares and pigeons. Details of the hunt vary from year to year; a glorified game of hide-and-seek one year may be followed by a mock hunt through light woodland the next, or a chase across open ground. The hunt is good natured, but some Vates relish the opportunity to employ their magic to make the hunt more exciting.

Funerals

In death, what remains are the memories of your deeds in the minds of your partners in the Great Dance. The Steadings use a traditional corpse-glade where the bodies are laid out in the forest. Such glades are rarely troubled by scavengers or carrion-eaters, and the bodies are simply left undisturbed to moulder.

The Stridings usually commit bodies to simple cairn but a Striding may decide to transport a corpse to a Steading before performing a funeral. There is also a custom where the friends of the deceased make a pilgrimage to a corpse-glade to hang a reminder or memento of their fallen comrade among the branches.

Come, come, why the tears my sweet? Death is just another step in the Great Dance. We all take it.

Nana Bronwyn Wordless

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Navarr economic interests

A ship of Navarr timber, that is a ship to trust.

Brass Coast proverb

A common Navarr philosophy is that wealth is measured in the number of allies you have, not the coins in your pocket. Few Navarr have much interest in personal wealth. Trade is a means of making allies and ensuring that people have the things they need rather than a way for merchants to enrich themselves. The Navarr are well aware of the value of money and don't avoid its acquisition, it's just that most of them count allies as considerably more valuable than possessions.

Although the Navarr stridings are small, they play an important role in the Imperial economy. They specialise in moving valuable items, people and messages around the Empire. The Navarr may be the only people that some isolated communities see for months on end. From the earliest days of the Empire they acted as couriers, carrying important messages to far-flung places. They also act as guides, escorting individuals on difficult treks between nations.

Some Navarr choose to create a Wayhouse on the edge of civilized areas. Built along the Trods outside the Navarr heartland, the wayhouses are generally small - often no more than a single farmstead - and are maintained as places for travellers to rest and recuperate before continuing on their journeys.

Like the Freeborn, the Navarr sometimes travel beyond the Empire's borders bringing back rare goods not found within its lands. The trade of dyes and pigments, spices and rare herbs is the what the Navarr are most commonly known for, but they also bring to the Empire unique flora from the deep forests that are especially prized by physicians and mages alike. However, for those rich enough, a ship or house built of Navarr hewn timber from the great trees of the heartwoods is a prize beyond reckoning. Across the Empire, Navarr-carved lintels and door frames are widely known for their properties of warding and defence. From dinner plates to spear-hafts, where timber is concerned the Navarr trade in the best.

The Navarr expect everyone to work in the best interest of their Steading or Striding.

Brokers

Navarr who are interested in money often become brokers. A broker serves as an intermediary between a buyer and a seller, usually claiming some sort of payment from the deal. The Navarr are in a good position to prosper as brokers; as travellers they often come into contact with people with needs or a surplus they want to sell. Clever brokers spend a lot of time getting to know merchants and traders from other nations, working out where they can make the best introductions to either ensure profit or to achieve some goal of their own.

You should’ve seen their faces!

That Navarr Thorn outbid the University of Hundstag

for a first folio print of The Crimes of Indulgence!

Harald Nornesborn at the Great Auction of Flowberg, Wintermark

Brokers do not just concentrate on physical goods. A broker might know of someone with a valuable skill and put them in touch with a patron, for example, or put a band of mercenaries in contact with a marcher lord who needs additional troops and is prepared to pay for them. Sensible traders use the brokers to perform legwork for them, and pay them a premium wage based on the results they deliver.

Many brokers are motivated by their belief in the Great Dance rather than monetary gain. They have a free choice of who to put in touch with who, and how they arrange the meeting, and some use this to discreetly ensure that a struggling business gets the work it needs to stay afloat, or that a greedy Earl is put in touch with an equally greedy blacksmith who will charge top rates for their work.

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Navarr hearth magic

Tracing patterns

The creation and tracing of complex designs has a magical resonance for the Navarr. At its most basic, it is found in the concept of map-making - of creating designs that mirror the world - and in journeys along paths and roads. A complex design represents a journey, but it can also represents the idea of permanence. Following a path, repeating the actions of someone who has gone before, gives extra weight to the journey and if that journey already has a magical meaning, the repeated tread of many feet recreates and reinforces that magic. The Trods are the most obvious example of the use of designs - tracing out a great complex design, which is then reinforced over and over not only by the Navarr stridings but by every other pair of feet that walks on or near the path.

The marks that accompany the swearing of oaths are often abstract designs, and tracing that design relives the moment when the oath was made.

Tattoos and brands

Tattoos and brands are a powerful example of the use of designs. They add great weight and power to sworn oaths and rituals of loyalty and binding. Marking oneself permanently helps to grant tenacity and durability to oaths, but can also be used to try and extend the duration of some magic. Many Navarr choose to cement vows and solemn undertakings with a tattoo or a brand hoping to draw on the power of the mark to keep them true to their pledge. A prominent mark that can be clearly seen is more powerful than a similar mark hidden on the body.

Blood

Blood is not a hearth magic - there is no known inherent magical effect in blood - but it does play a significant role in the tradition of blood magic. Blood magic is not a uniquely Navarr tradition, but it is perhaps the most common method used by Navarr vates.

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Navarr history

Centuries before the Empire was formed, humans already lived in the fertile plains around the Bay of Catazar. They built cities, organized themselves into loose kingdoms, and formed alliances with one another. Even then the humans were threatened by the orcs. At the heart of these kingdoms was the flowering of civilisation that served as the forerunner of the Navarr. Navarr stories call this nation Terunael and record that its cultured cities were run by its magicians.

In the ongoing war against the orcs, Terunael increasingly relied on magic. Over time the stresses of constant magic use took their toll, and without warning the rituals around Terunael unwound catastrophically, creating or summoning the Vallorn into the heart of their kingdom. The cities were consumed by spreading forest, their people attacked by monstrous insects and deadly plants, and though they tried everything to fight it, in the end they had no choice but to abandon their homes.

The Navarr are descended from those who followed the eponymous heroine Navarr and her lover Thorn who swore an oath to restore the civilisation of Terunael. Bound and branded by their oath to regain the cities, they fought desperately to destroy the Vallorn. When it became clear that their enemy could not be defeated by force of arms alone, a magical solution was sought. Navarr and Thorn gave their lives to set in motion a powerful Ritual that would eventually allow the Navarr to defeat the Vallorn.

The Ritual required the Navarr to walk paths of magical power, called Trods. These migrations drew off the life-energies of the Vallorn, weakening it. The further the Navarr travelled, the stronger the effect. Once the Vallorn was sufficiently weakened in an area, then the Navarr were able to attack, reducing the spread of the Vallorn.

The arrival of humans from across the sea drove the orcs from the fertile lowlands. Initially the Navarr viewed the newcomers with suspicion, but they soon realised that these people were potential allies. They made contact, seeking to ensure the safe passage of their stridings, and encouraging the new humans to focus their attention on the orcs rather than engage in costly squabbles with each other.

During this time, Navarr traders introduced the Highborn to Vinum. Vinum was a sap that could be cultivated to a chewable gum which was relaxing, aiding with restful sleep. Highborn chapters experimented with Vinum and one - the Scions of Atun - learned how to process it into a new form. This form which they called liao, possessed many unique mystical qualities, including the ability to unlock visions of past times and places.

Joining the Empire

A Navarr Striding were among the first people to hear the Empress' message of unity. Its leader, Myfanwy of Hercynia, was one of her earliest companions, protecting and guiding her through human lands. After the historic encounter, the Navarr carried her message to anyone who was prepared to listen. They helped arrange the initial meeting at which the foundations of the Empire were laid. The goals and philosophies of the Empress struck a resonant chord deep in their hearts. The Navarr Stridings became the standard-bearers for the Empire, carrying its message to the divided human nations.

Most Navarr could see that the Empire represented a great opportunity for them; a chance to drive back the barbarian orcs meant that their stridings could travel further than ever. The more perceptive saw something deeper, that the proposed Empire was not just a tool to help them regain their cities, it was the first glimmer of the civilisation their ancestors had once enjoyed.

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Navarr leadership

Throughout their history the Navarr have always adapted and followed the most suitable people required to meet the challenges of the time. It is expected that their leaders will be Brands. The Navarr see leadership as an important but onerous responsibility, with the leaders viewed as servants of the community. Although not all Brands are leaders, Navarr who persistently try to offer leadership to others who haven't become Brands are regarded with suspicion. The purpose of leadership is to give direction to the community- it should be for the benefit of everyone in the Striding or Steading - in the Navarr eyes you can't be a fit and proper leader unless you have become a Brand first.

Rather than formally appoint their leaders, the Navarr follow those Brands whose leadership seems wisest and most effective. The Navarr have no need of mechanisms to remove their leaders; since their leaders have no formal authority their importance comes from the people who elect to follow them and do what they say. If a leader makes unwise decisions, if people have become so unhappy with the current leadership, then they are expected to find themselves a new leader.

In theory the leadership of a Striding or Steading is totally fluid - in practice the Navarr are not gadflies. They understand that leadership is difficult and arduous and that leaders must often make unpopular decisions. Most Navarr strive to give their leaders as much support as they can and it is relatively rare for them to leave a Steading or Striding simply to follow a new leader. The fact that they can do this at any time, however, underpins their social system; the Navarr feel it ensures their leaders stay focussed on serving their community but also helps to prevent grumbling or whining about decisions that have been made. Individuals are expected to either support their Brand's leadership or move to follow a different Brand.

It is common for a larger community of Navarr to have more than one Brand providing leadership, each with an area of responsibility or specialism. Such communities operate either through the informal co-operation of the Brands, or employ a system where the Brand whose responsibilities apply most appropriately to the current crisis takes the lead. When Navarr groups meet, the Brands usually cooperate or choose to follow one of their number who seems to offer effective overall leadership if that is required.

Leading a territory

The Navarr appoint the Senator for a territory by communal agreement. Those who would speak for the territory step forward; the candidate must be Navarr but may be from any territory. Once the candidates are clear, the Navarr present choose who to stand behind. The process is very fluid, it is common for individuals and groups to move to coalesce support where it appears to be most effective. Once it is clear that everyone has made a choice, the individual with the most support becomes senator for the territory.

Only Navarr whose personal resource is located in the territory may participate in the vote. Although Stridings travel around the Empire, individual resources are always in a territory, so this is the legal basis for determining where you may vote. The law means that Navarr whose personal resource is in a non-Imperial territory such as Liathaven or Brocéliande cannot vote in a senatorial election (although they can still volunteer themselves as candidate for the title of senator).

Anyone who has recently taken part in choosing a senator who then moves territory is forbidden from voting in an election in their new territory until a year has passed.

Navarr Senators have a reputation for tactical voting. They accrue political capital with Senators of other nations which they use on key votes, either for the good of Navarr as a nation or for the Empire as a whole.

The senators for each Imperial territory are re-elected at specific equinox and solstices during the year. The senator for Miaren is elected at the Summer solstice, the senator for Therunin is elected at the Autumn equinox, and the senator for Hercynia is elected at the Winter solstice.

Senator Jonquil. You would interdict the passage of Ivawr's Striding through Dawn because of what? Some nascent ill-founded fear that our journeys beyond the borders of our glorious Empire will bring a barbarian horde in its wake?

Your Imperial Majesty, it was Riordan who risked all to bring news of the Scaled Host’s march on the Brass Coast. It was the bravery of Pwyll of Therun that lured the Black Byter into the embrace of the Vallorn and it was the Thornborn of Mourn – the like of whom we shall never see again – who defied the Swarm of Vasseir to see your Lord Husband safe to this assembly.

We have walked the Trods of these lands since the Sun and the Moon began their heavenly dance, we have witnessed the deep places and we have guarded your hearth. We leave behind the light so you can rest behind stone-walls. We have earned our place in this magnificent endeavor and we shall claim our birthright. Come, walk with us, noble Jonquil. We have no fear – let us banish yours.Transcript, Senate Meeting

Prominent Navarr steadings and stridings

A list of well-known steadings and stridings who have attended Anvil in recent years can be found here.

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Navarr lineage and species attitudes

The Striding of the Clouded Eye exclusively travels the Trods of Therunin and boasts a purity of Merrow blood rarely found elsewhere.

‘Of Trod and Travels’, A Guide to the Stridings of the Navarr

The Navarr are generally accepting of those with lineage. Most communities have at least one or two individuals with the trace of lineage. Because of the common bond that humans with the same lineage often feel and the way individuals move between Stridings and Steadings, it is not uncommon for them to end up composed largely or solely of Navarr with a single lineage. There are rarely hard and fast rules however; such things are anathema to the adaptable Navarr.

However, one lineage is distasteful to the Navarr. They mostly shun the Briars, whom they can’t help but see as an outward manifestation of the overabundant growth of the Vallorn and as a reminder of what was lost. While intellectually they may understand that a Briar has their place in the Dance like everyone else, Navarr are rarely comfortable in the presence of such a being, and they are rarely welcome amongst the Navarr. Navarr Briars often make efforts to conceal their lineage as much as possible.

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Navarr look and feel

Contents

- 1 Overview

- 1.1 Feel

- 1.2 Colours

- 1.3 Materials

- 2 Clothing

- 2.1 Shoes

- 2.2 Children

- 3 Icons and Artistry

- 3.1 Jewelry and Decoration

- 3.2 Tattoos

- 3.3 Hair

- 3.4 Banners and Symbols

- 3.5 Decorating their tents at Anvil

- 4 Arms and Armour

- 4.1 Armour

- 4.2 Shields

- 4.3 Weapons

- 4.4 Mage Implements

- 5 Less Appropriate

- 5.1 Celts and Native Americans

- 5.2 Kilts

- 5.3 Similar nations

- 5.3.1 Wintermark

- 5.3.2 The Marches

- 6 Influences

Overview

The Navarr look draws heavily on the forests for its inspiration. The colours are primarily greens and browns with occasional splashes of dark autumnal red or yellow. Materials are practical, primarily those that come from hunting - leather and fur. Facepaint, tattoos and brands are common, especially on the face and around the eyes. Navarr mark oaths and other important commitments with brands, tattoos or scars. Most warriors only apply war paint before they go into battle, but some Navarr choose to wear it every day, a symbol of their constant readiness.

Rather than rich materials or unusual colours the Navarr personalize their appearance by adorning their costume with beads, feathers, fetishes, and other accessories. It is common to weave such items into the hair.

Also see Navarr Costumes and Navarr Icons and Artistry.

Feel

Wild, unsettling, otherworldly, alert, pragmatic, tattooed, fierce, primal, blood

Colours

The palette is the colours of spring: soft greens and browns, gentle misty greys, and perhaps the dark red of blood.

Materials

Primarily leather and fur, with some layers of cotton, linen or wool. Fine fabrics such as velvet or silk are rare.

Clothing

Navarr clothing is layered, serviceable and well-worn, The Navarr are a practical people and their clothes reflect this. Even for civilians, it often features pieces of leather armour, though this is to protect against the environment as much as enemy weapons. Clothes are suitable for people who live their lives in the wild forests. Not just a robust construction but practical designs, for instance hooded cloaks that give protection against the weather, but can also serve as bedding. Layered clothes are common, so that outfits be easily changed no matter the weather. Belts and straps feature quite heavily – both to secure clothing so it doesn’t snag, and to hold a variety of gear securely while moving through woodland. Patched and mended fabrics are frequent, as worn and ripped clothes are mended 'on the go'.

Navarr style of dress varies, depending on how much contact their striding or steading has with the other nations. Those Navarr who trade with their neighbours are more likely to have access to wool and similar materials so their costume reflects their closer contact with fellow members of the Empire. These clothes will usually be given a Navarri slant though, with fur trims, decoration in natural materials and a natural colour palette.

More remote Navarr may adopt a rougher, more practical or primitive look, primarily comprised of leather, furs and natural materials, suitable for hunters who are used to sleeping rough. In practice, most Navarr fall somewhere between these two extremes.

For more formal functions many Navarr wear highly decorated leathers and their most impressive furs, but more importantly wear their most intricate paints and markings.

Shoes

Navarr shoes can take many forms, as long as they are practical. For this reason close fitting leather boots are most common, often coming to or even past the knee, to protect the lower legs while walking. Ankle boots in soft suede and canvas are also seen, often with the addition of puttees and wraps in cloth and leather.

Children

Navarr children are taught the value of being prepared and ready at all times. They are encouraged to learn to fight with sword, spear and bow from an early age. Their clothing tends to be simplified versions of adult clothing - garments that are practical for play but also easy to keep clean. Older children are often given adult clothing and then belted, tied and strapped to fit.

Icons and Artistry

Jewelry and Decoration

Navarr favour jewelry that represents the twisting journeys of the Great Dance. Knotted metalwork in either base or precious metals; rings, bracelets, armbands, torcs and brooches are the most common types found. When it comes to decoration, natural materials are drawn from heavily. Feathers and fur may trim clothes, and beads made from seeds, wood and stones will adorn many of their garments. Patterns may also be painted onto clothes, again using natural colours like ochre, red, black and white.

Tattoos

Tattoos are common amongst the Navarr, used to memorialize significant moments in the Navarr’s life. They mark sworn oaths with tattoos, brands and scars, as a visible sign of the commitment they have made. Most tattoos are done with a dark red ink, symbolic of the blood that flows beneath the skin. It is not unknown for Thorns and Brands to permanently tattoo their warpaint. Thorn motifs are the most common design. Other common motifs are include blood, twisting plants, star-shaped flowers and feathers.

They use less permanent warpaint on their face or hair when preparing for conflict. It can be meticulously applied in intricate entwined patterns or simply daubed with a finger. Donning the paint helps them prepare themselves and commits them to their course. Many Navarr warriors wear warpaint every day as a sign of their readiness to fight.

Hair

Braids and matted locks are common, as are beads and other decorations woven into the hair.

Banners and Symbols

The banner of the Navarr is a great white tree surrounded by a knotted circle of thorny-branches. Most large Steadings and Stridings also have their own banner using similar stark images for their design.

Decorating their tents at Anvil

Arms and Armour

Armour

Thick hardened leather is the most common form of armour for the Navarr, occasionally supplemented with light chain or scale. Navarr armour often has lines and closures that run diagonally across the body rather than vertically. Wintermark styled runes on armour are rare and more often that not Navarri armour is decorated with intricate patterns of the Navarr thorns often tracing out their own journey through the Great Dance.

Shields

Shields are narrow and fluted, barely wider than the wielder. They are often heavily decorated with the thorn motif.

Weapons

The iconic Navarr weapon is a spear, often with a barbed shaft and decorated with thorn motifs. This echoes the spear of their legendary hero, Navarr. Navarr particularly favour one-handed spears coupled with a small shield. Otherwise weapons are light, practical and good for skirmishing rather than heavy combat.

Bows are another favoured Navarr weapon. Like the spear they are an effective tool for hunting as well as a weapon of war.

Mage Implements

Navarr Mage implements are normally simple and practical pieces of wood. Sometimes intricate designs are carved down the implement as befits their hearth magics.

Less Appropriate

Celts and Native Americans

As Navarr are not based on Native Americans, large quantities of turquoise beading, and leather tassels are best avoided. Similarly, Celtic style knot-work isn't suitable as decorative patterns.

Kilts

Skirts, especially war-skirts are fine for anyone of any gender in the Navarr (and indeed elsewhere), but players should take care to avoid kilts. The classic highland kilt made of bright tartan, either short or full, is inescapably linked with the 16th century Scottish Highlands. The Navarr are not based on the Scottish clans, a kilt - or the associated items like a sporran do not fit with the Navarr brief.

It is fine to include some plaid in your costume if you wish - fabric with a tartan pattern is found throughout the Empire and elsewhere. However the best tartans to use are overwhelmingly the patterns that use a few colours at most, usually in subdued tones. The modern tartans that have bright contrasting colours are best avoided wherever possible.

Similar nations

Wintermark

Navarr tend to wear light leather armour and simple, earth tone clothes, much like the Steinr. Navarr decorations are more likely to come from nature, in the form of paints, feathers and beads, rather than the woven trims popular with the Steinr. Runes are a lot more common in Wintermark clothing

Kallavesi mystics may also be occasionally mistaken for Navarr Vates; however, the Navarr do not wear animal headresses and do not believe in evoking animal spirits.

The Marches

There are also overlaps between the Marches beaters and the Navarr. The beaters tend towards later medieval period clothing, like jacks rather than the tunics and vests popular with the Navarr. The Navarr also tend to use large amounts of furs, pieces of leather and paints that the Marchers would avoid.

Influences

Wood elves, The Rangers from Lord of the Rings.

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Navarr magical traditions

When the cities of Navarr were consumed by the vallorn, much of the Navarr magical lore was preserved by distributing it between the Steadings and Stridings. Most still have a few ancient tomes from this time, either the originals meticulously cared for, or copies that have been painstakingly written out. By themselves these books do not offer sufficient knowledge for a young Navarr to learn what is required, but they are enough that those children who become fascinated with magic can begin to learn. To ensure that they can retain a mastery of magic through the generations, the Navarr periodically trade books whenever they meet.

As a result of this approach, magic is seen as the legacy of the nation as a whole, rather than any individual Striding or Steading. Those who devote themselves to the study of magic are expected to acknowledge the gift they have been given and to seek out ways to employ their magic in the service of the Navarr. Not all choose to do this of course; there are selfish individuals in the Navarr as in any nation, but those that do are called Vates.

Vates

Vates are expected to make themselves known to all. Like Brands and Thorns, they usually mark their oath with a brand or tattoo. Because of the similarities with the oaths that Brands and Thorns swear, Vates who enjoy battle often become Thorns and the wisest amongst them sometimes become Brands. The work of a Vate is difficult; they are expected to use their magic carefully but to ensure that the spells they cast serve their community without charge. In return many Navarr try to ensure that they give what support they can spare to the Vates.

Guides make a habit of knowing who the Vates are, so that they can bring individuals to them who need magical help, and the Vates are often called on by the Senators to perform rituals that benefit territories, the Navarr nation or the Empire as a whole. This life of service to the Nation can be arduous and difficult, but most Vates shoulder it willingly. Their reward is the acknowledgement and respect they receive from other Navarr and the opportunity to practise their magic often.

Vates are the only Navarr who are trusted to meet with the eternals or their heralds. There is a belief that the oaths of the Vate help them resist the influence of the other Realms, and that they will use their influence with the eternals only in support of the nation and the Empire. Other magicians - including those of other nations - who have regular contact with the eternals are often viewed with a little suspicion, especially if they are not prepared to talk about their experiences.

For the Navarr, magic is in the blood. The Vates use blood-letting to draw on their power, to focus their rituals and incantations. The practice preserves the memory of the sacrifice made by Navarr and Thorn, the first Vates, who gave their life to protect the people from the threat of the vallorn. Blood is a common motif in Navarr rituals.

The Vates only ever use their own blood and the blood of willing participants when performing magic. Blood drawn from an unwilling or dead victim is useless to Navarr magic; it holds no power. Because of their use of blood-letting, it is rare to find a Vate who does not have some ability with the healing arts, either mastery of the powers of Spring or else chirurgery. Many Vates are skilled with both, able to use magic and skill alike to heal wounds and knit bones.

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Navarr military concerns

War is not a game, it is a life-and-death conflict. Most Navarr warriors have little interest in forming battle lines and engaging their enemies in honourable battle. They are pragmatic, and favour war through ambush, skirmish and guile. They disdain heroic charges and single combat with enemy leaders - better to fade back and draw the enemy into a trap than face them in one-on-one combat.

Donning warpaint – often embellished with a stylised thorn motif – is an important pre-battle ritual and warrior bands work together to paint each other. By donning warpaint, the Navarr warriors display their commitment to the coming fight. Members of a Steading or Striding will often use similar themes, colours or designs to give themselves a clear battlefield identity as a unit, in the same way that other nations use livery or heraldry.

Leather and chain mail are favoured along with the ubiquitous barbed spear, which honours the original spears wielded by the Navarr forebears. Shields, when used, are narrow and fluted, barely wider than the wielder and often heavily decorated with the thorn motif.

Those Navarr who devote themselves to war are called Thorns.

“You can’t betray your enemies.”

The warriors of the Navarr have two primary areas of interest. They are concerned with the defence of the Steadings and Stridings against bandits and barbarians. They also take responsibility for fighting the forces of the Vallorn. The Vallorn represents a hostile environment, replete with dangerous plants and monstrous insects. These creatures make infrequent incursions into Imperial territory, and the Navarr are at the forefront of driving them back. They also prepare for the day when they will be able to assault their enemy directly, both by scouting the areas of Vallorn influence, and by locating areas that might serve as bases of operation, or recruiting allies to help in the inevitable challenge of defeating the Vallorn's progeny.

Imperial Armies

The Navarr field two imperial armies; the Black Thorns and the Quiet Step.

The Black Thorns

This army is especially fast moving, able to cross great distances very quickly. They are especially adept at using the trods to move large numbers quickly, and have excellent logistical support as well as several covens of vates and apothecaries who help restore troops after forced marches. They have a knack, historically, of turning up just in time to help tip the outcome of a campaign.

The first Navarr General leads the Black Thorns army, and is appointed (or re-appointed) at the Summer solstice each year.

The Quiet Step

The army of the Quiet Step is loosely organised, allowing individual components a certain amount of leeway to operate as they see fit but benefiting from a central logistical core. They were once known for their experienced scouts capable of quickly gathering information about the enemy armies they encounter. They are equally adept at facing barbarian orcs, vallornspawn and Varushkan monsters. After the Autumn Equinox 381Y, however, they refocused their purpose toward more aggressive tactics, employing cunning strategies to confound and slaughter their foes.

The second Navarr General leads the Quiet Step army, and is appointed (or re-appointed) at the Autumn equinox each year.

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Navarr music

Contents

- 1 The Music of Navarr

- 1.1 Style summary

- 1.2 Commonly known songs

- 1.2.1 A musical tradition

- 1.2.2 One for the kids

- 1.2.3 Songs about notable people/entities in Navarr

- 1.3 Further songs

- 1.3.1 Songs from Terunael

- 1.3.2 Songs about the fall of Terunael

- 1.3.3 Songs on Travelling

- 1.3.4 Battle Music

- 1.3.5 Festival Music

- 1.3.6 Cautionary, Teaching & Work Songs

- 1.3.7 More Songs

- 1.3.8 Instrumentation and tunes

- 1.3.9 Other performance traditions

- 1.4 How to adapt your repertoire

- 1.5 Our sources

The Music of Navarr

Style summary

Navarr music reflects a dichotomy of wistful remembrance for their old culture and the practicalities of survival in the wild. Recent music has a practicality underlying it. Loud and high calling noises appear throughout the music in order to develop vocal cords for the relay of messages, cries of warning and the roar of a fear inducing charge from hiding. Drumming is widely used for similar reasons. The sounds, in contrast to the melodic music of their old culture, are often harsh which reflects the Navarr attitude towards nature - not one of harmony but of dominance. Much of the music of their lost cities has changed over time to include primal sounds, for example, fast fiddle and pipes or soft unison singing is joined by loud calling and percussion. Lyrics reflect the dichotomy of the memory of lost cities and the practicalities of life in the wild. References to nature are common but are dark and evocative rather than romantic. Work songs and cautionary tales are common as are the themes of travelling, fate, forests, and blood. Songs of the old culture; lost cities and sacrifice concentrate on remembrance rather than lamentation.

To achieve this sound, look at music that fuses Celtic folk styles with African and Amazonian sounds . Music can draw on Scottish, Irish, Greek, Galician, and Basque/French folk tunes as well Tolkienesque fantasy for lyrics, with added African-style percussion (such as Ngoma, Mutuashi and Didadi), Amazonian and Amazigh music, to fuse with the sounds of the old culture.

Commonly known songs

- Ten Thousand Miles - song of love/travelling.

- Thorn Battle Cadence‎ - A war cadence, easy

- Caution for the Dawnish Youth - Cautionary song popular for expressing the Navarr World view

A musical tradition

Music has a practical use in Navarr society. Music plays a prominent part to create social harmony and to invoke the powers from beyond. It is used for work songs and for teaching.

Social rituals are often performed to music, such as courtship rituals where one lead, supported by their chorus, makes their case, and the other lead, supported by their own chorus, questions them.

Blood Rituals often rely on percussion support to evoke the feel of the pumping heart and helps focus the arts of the Vates.

One for the kids

- All the Pretty Ponies - lullaby remembering extinct horses, very easy.

Songs about notable people/entities in Navarr

- Redhound - A song about a Navarri hero, hard.

- The Walls of Terunael - An address to the Egregore Liaven about walking the trods, the loss of Terunael and the importance of the Empire, easy.

- Ode to Shadowglyn Distillery - A song commemorating the restoration of the Shadowglyn Distillery by Wern Taur Thorntarry, medium.

Further songs

Songs from Terunael

- By Chance It Was - A love song, easy.

Songs about the fall of Terunael

- Brocéliande Be Stronger Now‎ - Powerful song about Brocéliande, medium with difficult lead vocal.

- I Come and Stand at Every Door - sad song about the fall of Navarr cities, easy.

- On the Wall - Song about the final fight for Brocéliande, medium.

- The Ruins of Terunael - A song about the Vallorn, easy.

- A Sudden Farewell - A duet about the last moments together of Navarr and Thorn, medium.

- Terunael - A remembrance song.

Songs on Travelling

- Down in the Rugged Glen - Joyful song of travelling, easy.

- Heart of the Song - A song of respite. Associated with the Brackensong Steading, medium.

- Miaren - Wistful song on the competing desires to travel and to return home to Seren , Hard.

- Ten Thousand Miles - song of love/travelling, medium.

- Run Thorns Run - A boisterous call and response, easy.

- We will go Home (Across the Mountains) - A song about the return from the long trods, easy.

Battle Music

- Navarr Running Song - A war cadence, easy

- Thorn Battle Cadence‎ - A war cadence, easy

- Windblow, home - A call to arms.

Festival Music

- It Is Not Yet Day - A celebratory song, medium.

- Navarr - An old song about the Navarri - traditionally used at the start of dances, medium.

- Striding One - An invitation to dance. easy.

Cautionary, Teaching & Work Songs

- Caution for the Dawnish Youth - Cautionary song popular for expressing the Navarr World view, easy

- If it had a Heart - A dark song about the monstrous nature of the Vallorn, medium.

- Outside in the Distance - A Sentry's song, medium.

- The Oak - Song about sensible use of trees, easy.

- Through the dark places - A song about the Navarri involvement in forming the Empire, easy

More Songs

- All the Pretty Ponies - Lullaby remembering extinct horses, very easy.

- The Wind That Shakes The Barley - A song of mourning.

- Crow on the Cradle - A dark lullaby, easy

Instrumentation and tunes

Strings, whistles, chanters, djembes, bodhráns and voices. Pretty much any instrument works well in Navarr.

Other performance traditions

- Storytelling is discussed in Navarr Culture and Customs

- Dance

- Poetry e.g. Stopping By Woods on a Snowy Evening by Robert Frost.

How to adapt your repertoire

- Western Folk tradition - Stick to folk songs from the folk traditions mentioned as sources or that have a primal sound. Simplify arrangements and then maybe add non-western rhythms, percussion, shouting, calling and mouth music. This will lend the sense that the old culture has been a little forgotten over time and will give added poignancy to the occasional song performed with a pure 'Celtic' sound. Maybe keep one or two songs unchanged and perform them unaccompanied as a powerful reminder of the old culture.

- Non-western traditions - Move songs into English. Try to lean melodies towards a more 'Celtic' sound.

- Try to avoid frenzied drumming circles - the Navarr are an urban culture turned traveller, but wants to return to city life – and try to avoid the ceilidh vibe. Jigs and waltzes don't match the feel of primal otherworldliness.

Our sources

- Modern Gaelic artists; Modern Welsh Language Artists such as Fern Hill; World Fusion such as Afrocelt Sound System (although less electronic) and Baka Beyond; Scottish-influenced Canadian songs and tunes e.g. Ashley MacIsaac, Great Big Sea (although less poppy), the instrumental stuff by Shooglenifty e.g. Arms Dealer's Daughter (CD), Michael McGoldrick (e.g. Wired), Irish folk, Greek folk tunes and dances. modern pipers e.g. Finlay MacDonald,

- Travel-themed songs and poems by Tolkien could provide inspiration e.g. http://allpoetry.com/poem/8500011-I_Sit_And_Think-by-J_R_R_Tolkien and the Misty Mountain song is spot on for the Navarr sound.

Here is a youtube playlist of appropriate or inspiring music and here is one for dances.

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Navarr people

The Navarr were once part of a great nation that was lost to Orcs and failed magic centuries before the Empire began. Although they continue to wander through the wild places, they embrace the Empire as an opportunity to be a part of a great civilisation again. Their cities still exist, buried in the depths of their forests and infested by the Vallorn, a monstrous presence from the past.

Today the people dwell in Steadings, settlements cut into the heart of the woods, or travel in loose groups called Stridings. Individual Navarr move back and forth between the settled life of a steading and the mobile life of a striding as the mood takes them or circumstance dictates.

The Navarr love to travel. The journey can be a means to an end or an end in itself. Some of their journeys serve an arcane purpose, but wherever they are travelling they carry news, messages and people with them. The Navarr see moving people and items around the Empire, to the places where they can do the most good, as a method to solve many problems. The philosophy of the Great Dance teaches that everyone has a place where they can prosper, and helping other people find that place is a calling for many Navarr.

They value self-sufficiency, priding themselves on their ability to prosper in dangerous and inhospitable areas. They make a virtue of being prepared and ready. Many Navarr love the excitement of the hunt; stalking prey heightens their senses and tests their skills and the thrill of the chase gets their blood pumping, reminding them they are alive. Young Navarr, especially, like to test themselves against the world; they like to push themselves, whether it is conquering a mountain peak or blazing a trail to a new destination. They enjoy demonstrating their mastery over nature.

The Navarr are sophisticated enough to realise that self-sufficiency does not mean each individual stands alone. They are a gregarious folk who welcome strangers to their steadings and stridings. They like to cultivate friends and alliances, and relish the opportunity to work as go-betweens. Anyone in the Empire who needs to travel somewhere, or who is looking for a new start, knows that the Navarr are happy to embrace fellow travellers.

The Navarr keep a watch throughout the Empire. When they move through an area, they make an effort to look for problems and dangers, and warn their fellow Imperial citizens about them. A Navarr who discovers a ruined Marcher fortress is now a haven of orcs or bandits will seek out nearby Marcher stewards and beaters, inform them of the problem, and offer whatever assistance they can to help them deal with the threat.

They also maintain a network of small shelters or safe havens along the Trods known as Tarries. Each Tarry is a well-prepared shelter stocked with enough a supply of firewood and dried food for a day or two. These can be used by any traveller in need of shelter, so long as the food and firewood is restocked in return.

The Navarr are as fierce towards their enemies as they are welcoming to their allies. When they march to battle they don war-paint so their allies can see they have committed themselves to the fight and their enemies know to be afraid. The Navarr have little time for notions of honourable combat; ambush, traps, misdirection and poison are all weapons that the Navarr readily employ.

Names

First names

Navarr names are primarily Celtic, mainly drawing on Welsh names.

A child's name is given to a Navarr at birth by the parents, whereas an adult chooses the name they wish to be known by during the Binding of Thorns.

Sample first names

- Male: Aedan, Arawn, Dradan, Breanainn, Cadaen, Caiside, Donndubhan, Drustan, Elisedd, Faelan, Hywel, Ifan, Lindir, Logan, Maddoc, Paul, Saeros, Tomas, Wyl

- Female: Angharad, Brianna, Bronwen, Cordelia, Enys, Gwynedd, Iona, Megan, Myfanwy, Niamh, Olwen, Raelyn, Siani, Rhiannon, Teleri

Naming resources

- Celtic names

- Welsh male names

- Welsh female names

Second names

A Navarr takes the name of their Steading or Striding as their second name.

Steadings and Stridings are named for the event that founded them but these are commonly abbreviated or inferred from a much longer descriptive. The oldest communities have names founded in the myths of the Nation while those more recently founded may seem more mundane by comparison.

Sample second names

- Seventh Day - Abbreviated from "On the seventh day of the Battle of Lower Mirsh, Pwyll slew the Warlord of the Scaled Host"

- Black Blood - Abbreviated from "... the rivers of Mitwold ran black with the blood of the traitors."

- Long Stride - Inferred from "... and we parted ways in 307 YE as Dylan and Lowri the Vate of our Striding could not keep pace with us."

Names are not static; when a Navarr moves between the steadings and the stridings they change their name accordingly.

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Navarr religious beliefs

Navarr priests are called Guides, partly because of the guidance they try to give the Navarr, but more for the practice of trying to guide people to their rightful place in the Great Dance. Although all Navarr see life in terms of the Great Dance, what makes the Guides unique is their concern for the virtue of the people they help. Guides understand that virtue is not inherent in an individual, that it is a product of the person and their circumstances. By helping a person change their circumstances, by guiding them to a place more suited to their temperament, they can help that person become more virtuous.

Guides also work to bring partners together, finding people whose spirits or virtues complement each other, or who were partners in a previous life. The Guides seek to ensure that the people they encounter are given the best opportunity to flourish and in turn add to the Empire and the Great Dance. This might involve recruiting an individual to join the striding and Navarr; or it might be aiding the individual to leave a life of farm-work in the Marches to become a Scrivener on the Brass Coast.

This has led to friction – in some places running away to join the Navarr is seen as irresponsibly betraying one’s own life and family. In other circles it’s seen as a desirable goal and a path to high adventure. The idea of joining the Navarr is a common daydream in the Empire for people who feel underappreciated or "stuck in a rut." The truth is a little more prosaic. Few outsiders stay with the Stridings for long, but the Navarr provide these individuals with a home, guiding them towards a place where their skills are needed and they will be welcomed. In this way, the work of the guides helps communities as well as leaving a network of friends of the Navarr across the Empire.

Lock your door, child dear,

Bolt it fast, choke back your fear.

The Forest walks and the Vallorn sigh,

The Stridings tread to feed the Thorn.

Sleep tight, my dear, ’till break of dawn.

Varushkan Nursery Rhyme

Before the Navarr joined the Empire, their priests served as judges as well as guides. It was the Navarr who insisted that the Synod members have the right to offer sanctuary and to plead for clemency on behalf of those who admitted their guilt. The Navarr do not believe in allowing actions to go unpunished; they believe that actions have consequences and people should make amends for what they have done – no matter the reasons for their actions. A Guide who is asked for clemency will often take personal responsibility for the criminal, asking that they be remanded into their custody, and then use all their skills to help that criminal improve their life and their virtue. Guides believe in practical experience and positive deeds as a way to improve individual virtue, rather than lectures or merciless punishment.

All Guides are taught to beware of the dangers inherent in what they are doing. It is a small step to move from helping people to be virtuous, helping them find the best place for them in the Great Dance, to manipulating people and moving them in such a way that best serves the Guide's own interests. To be accused of manipulating people is a serious accusation and one that brings a degree of public shame to a Brand or a Guide. If any Navarr individual knowingly sets out to manipulate others to achieve their own desires they keep it to themselves.

You think there's no wilderness in your city, but more people lose their ways in the cities than in the woods

Alim, the Guide

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Navarr territories

The Navarr territories are scattered throughout the Empire. Most of the land they claim is heavily forested, surrounding the ruins of one of more ancient Navarr settlements.

Territories

- Miaren

- Hercynia

- Therunin

- Liathaven (Lost)

- Brocéliande (Lost - Never conquered)

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Navy

The Empire does not currently maintain any Imperial navies and has not since the time of Emperor Barabbas. While the Empire could raise a navy, it would require extensive preparation. However, as with the raising of Imperial armies and the building of suitable berths, the decision about how and when to do so would be in the hands of the Imperial Senate.

Further Reading

Core Brief

- Powers of the Imperial Military Council

- General

- Field Marshal

Additional Information

- War

- Imperial armies

- Spy network

- Casualties

- Territory

- Fortification

- Keywords

- OOC Design

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Navy orders

Contents

- 1 Overview

- 2 Movement

- 3 Transporting Armies

- 4 Naval Campaigns

- 5 Offensive Maritime Orders

- 5.1 Naval Engagement

- 5.2 Harry Shipping

- 6 Offensive Coastal Orders

- 6.1 Shore Offensive

- 7 Defensive Coastal Orders

- 7.1 Naval Support

- 7.2 Defend the Coast

- 7.3 Put to Port

- 8 Further Reading

- 8.1 Core Brief

- 8.2 Additional Information

Overview

Each admiral can issue a single set of orders for the navy they control. The orders should describe a broad strategic plan representing what the admiral would like the navy to achieve on campaign in a territory over the downtime before the next event.

A military campaign is not a single battle, a campaign is a prolonged period of warfare that takes place over the whole territory in the three months between events.

Movement

- A navy can only move to a territory containing a region with the coastal keyword

Admirals may issue orders to attack or defend any territory their navy can reach. A navy can only operate in sight of land, so it may only move to territories that include one or more regions with the coastal keyword. It is not possible to move a navy out onto the open oceans far away from land.

To keep things as simple as possible, a navy is assumed to move to any territory that the general issues orders to attack or defend before any fighting takes place. In effect a navy can slip away at the start of a season before the campaign begins.

Imperial navies can move three territories in a season (for example, an army in Madruga may be ordered to defend Redoubt - it will pass through Sarvos and Necropolis before reaching Redoubt where it will join any campaign that takes place. Navies can move freely through territories they do not control, they do not need to stop unless they encounter an enemy navy with offensive maritime orders in the territory they are attempting to pass through. In this case, both navies cease moving and a military campaign takes place between the two navies.

Note that the elite fleet resources controlled by players do not move like this. Fleets can cross the open oceans and may traverse Imperial waters swiftly and quickly - so they can be freely assigned to an Imperial navy, or sent overseas.

There is no "move order" for a navy, even if a navy moves to a safe Imperial territory to resupply, it is assumed that it would defend the territory it has moved to if that territory were attacked.

Transporting Armies

It is possible for a navy to transport an army from one territory to another. Embarking and disembarking on a navy takes time; each stage is equivalent to moving a territory. This means that a normal army that embarks and disembarks in the same season can move one territory - either before or after their naval passage. Embarking and disembarking does not affect the navy's movement.

Transportation on a navy is dangerous - if the navy is attacked and takes damage while transporting an army, then the army cannot take part in the ensuing campaign, but it automatically suffers the same casualties that the navy endures.

A navy may only transport a single army in a season. Both the admiral of the navy and the general of the army to be transported should submit appropriate orders.

Naval Campaigns

Under normal circumstances, a campaign in a territory involves all opposing armies present. If both navies and armies are present in a territory, it is possible for two campaigns to take place, a naval campaign and a separate land campaign. Navies present in the territory may participate in the land campaign, the naval campaign or both - depending on the orders submitted. A navy that takes part in both campaigns will take casualties from both campaigns.

Offensive Maritime Orders

- All maritime orders cause the navy to intercept any opposing navy that is attempting to move past them

- Maritime orders cause a naval campaign to take place in the territory if there are any opposing navies

- The winning force will inflict extra casualties on the losing force

Maritime offensive orders cause a navy to attack opposing navies that are present in the territory. If an opposing navy attempts to move through the territorial waters during that season they will be forced to stop and be engaged by the navy with offensive maritime orders.

These orders initiate a maritime campaign in the territory if there is an opposing navy present. If there is no navy present in the territory during the campaign, then the navy has no effect.

Maritime campaigns are fought to sink and destroy the enemy navy, not for control of territory. There is no territory to capture at sea, so there is no calculation of victory points in a maritime campaign.

Naval Engagement

- Most effective against navies with harry shipping or shore offensive orders

- Least effective against navies with naval support or defend the coast orders

If there are other navies present in the territory, then the admiral may order the force to engage them. A naval engagement is only effective if there is an opposing navy present in the territory at any time during the season, otherwise the navy has no effect that season.

A naval engagement is particularly effective against opposing navies on harry shipping or shore offensive orders. The casualties inflicted on opposing navies with these orders are increased by three tenths.

A naval engagement is less effective against opposing navies on defend the coast or naval support orders. The casualties inflicted on opposing navies with these orders are decreased by three tenths.

Harry Shipping

- Most effective against navies with naval support, defend the coast or shore offensive orders

- Least effective against navies with naval engagement orders

If there are opposing navies present in the territory, the admiral may order their fleet to harry their shipping. The navy will disperse throughout the territory attempting to hunt down and sink enemy vessels operating in the area. This order is only effective if there is an opposing navy present in the territory at any time during the season, otherwise the navy has no effect that season.

Harry shipping is particularly effective against opposing navies on naval support, defend the coast, or shore offensive orders. The casualties inflicted on opposing navies with these orders are increased by three tenths.

Harry shipping is less effective against opposing navies on naval engagement orders. The casualties inflicted on opposing navies with this order are decreased by three tenths.

Offensive Coastal Orders

- An Imperial navy can attack any region that has the coastal keyword

A navy can attack any region that has the coastal keyword, provided it can reach the territory. Imperial navies can attack a region even if it is not adjacent to an existing region controlled by the Empire, but in this case it is twice as difficult to take the region.

Shore Offensive

- Vulnerable to opposing navies with offensive maritime orders

Regardless of whether the navy directly assaults coastal towns and ports, or attempt to sneak marines ashore on empty beaches, a shore offensive is always a risky strategy. If the navy is attacked by opposing forces then they will suffer grievous casualties in the assault.

A navy that is engaged in a shore offensive can only capture coastal regions. If there are no legitimate targets for the navy to attack, then this order reverts to naval support if possible.

If an attacking force is victorious - they will capture land - the greater the victory the more land they will take in a season.

Defensive Coastal Orders

- No campaign will take place unless another force issues an order to attack

- A defensive coastal order may only be given by a side that controls a coastal region

Navies may attack other navies at sea, but they cannot attempt to defend the open waters. However they may take a defensive position either providing support and logistics to allied armies engaged in a land campaign, or by committing themselves to the defense of coastal regions, or by putting to port to avoid a conflict with an opposing navy.

If the defenders are victorious - if their side has a higher effective strength than the attacker, then their victory translates directly into reduced casualties for the defenders. The greater the victory, the less casualties they suffer. Defenders take fewer casualties than attackers anyway; all other factors being equal there is a small natural advantage that favours the defender.

Naval Support

- Helps achieve victory in a land campaign, but does not inflict or suffer casualties in that campaign

- Most vulnerable to navies with harry shipping orders

- Least vulnerable to navies with naval engagement orders

If there are other Imperial armies present in the territory, the admiral may order a navy to provide them with support. The navy will not initiate a campaign by providing naval support, and does not directly engage the enemy, but it will provide highly effective support to land based armies in the territory, granting them improved logistics and supply lines.

A force on naval support orders contributes its full strength to determine the scale of victory of any land campaign that takes place in the territory. The navy does not take or cause any casualties from this campaign.

If the navy is attacked by an opposing navy with offensive maritime orders then it will also participate in the ensuing sea campaign.

If there are attacks on all friendly regions with the coastal keyword by opposing forces then this order reverts to defend the coast.

Defend the Coast

- Orders the navy to participate in a land campaign to defend coastal regions

- Any victory achieved by the navy translates into fewer casualties incurred rather than territory gained

- Most vulnerable to navies with harry shipping orders

- Least vulnerable to navies with naval engagement orders

If there are opposing armies attacking coastal regions in the territory, then the admiral may commit the navy to defend the coastline. The navy will move close to the shore and attempt to engage enemy land forces directly. The navy plays a full part in the ensuing land campaign and takes casualties from it as normal.

If the navy is attacked by an opposing navy with offensive maritime orders then it will also participate in the ensuing sea campaign.

If there are no attacks on regions with the coastal keyword then this order reverts to naval support.

Put to Port

- Orders the navy to put port, tying up vessels at wharfs and quays at a friendly shipyard

- The navy cannot be attacked by opposing navies and does not participate in any military campaigns

- Natural resupply is increased by 20% while a navy is in port at a shipyard

If there is an unoccupied shipyard controlled by an ally in a territory, then an admiral may order their navy to put to port. If the vessels reach the port unimpeded then they can dock safely and take no further part in any military campaigns taking place that season. They cannot defend the area and do not take casualties from any opposing navies on offensive maritime orders while they remain in port.

Natural resupply increases by 20% while a navy is in port. If the region containing a shipyard is conquered by an enemy army or navy while a navy is in port, then all the vessels are scuppered and the navy is automatically destroyed.

Only one navy may occupy a shipyard at a time. If two navies attempt to put into a port, the berths will be occupied by the first navy to reach it. A navy remains in port until it issues new orders in a following season. If a navy cannot reach the safety of a port then this order reverts to defend the coast if possible.

Further Reading

Core Brief

- Military Council

- War

Additional Information

- Imperial armies

- Army orders

- Navy orders

- Casualties

- Territory

- Army qualities

- Spy network

- Fortification

- Campaign outcome

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Necropolis

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 The Necropolis

- 3.2 The Litharge

- 3.3 First Sentinel

- 3.4 The Shrine of Britta

- 3.5 The Sumaah Embassy

- 4 Regions

- 4.1 Coursmouth

- 4.2 Fishguard

- 4.3 Hedrossan

- 4.4 Highrod

- 4.5 Longbeach

- 4.6 Sanctuary Sand

- 5 OOC Notes

Overview

Necropolis is a land of sorrow, first and foremost. Poets wax lyrical about the sad grandeur of the landscape, but even the least sensitive sometimes have to suppress a cold realisation of their own mortality. Yet the sorrow of Necropolis is tempered with the knowledge that all things pass - that sorrows teach valuable lessons, and that loss is part of life. Even the most bustling chapterhouse in Necropolis will contain some memento mori, some little touch that is ignored consciously but that subconsciously reminds them every day that people die.

The first Highborn settled along the coast of the Bay of Catazar here, and some of the oldest post-Terunael human-built structures are found here. In some ways, it is the foundation upon which Highguard - and to a degree the Empire - was built.

When the Highborn arrived, the entire area that is now Highguard was controlled by tribes of orcs. As they established themselves, the newly arrived humans drove the orcs north and east - eventually eliminating the majority of the tribes and forcing the rest to flee toward Reikos and the Mallum. Fragmentary records of the time talk to the conflict this created with the Navarr and the Urizen as the spreading Highborn kingdom drove angry orcs to attack Therunin and Redoubt. The early diplomatic incidents this created soured relations with the two "native" human cultures for several decades.

This first territory the Highborn conquered they called Pharos, and built a great city here to serve as their capital. The city of Pharos was burnt to the ground during the time of turmoil, the civil war between the patricians and the chapters. Yet Pharos was not the only victim of the war - a number of towns and early chapters were destroyed by one side or the other. Many were never rebuilt, serving as permanent memorials to, and warnings against, the most tragic period in the history of Highguard. Following the war, many citizens chose to establish chapters in Casinea and Bastion, beginning new lives and putting the memories of a vicious internal conflict behind them. As a result, Necropolis had the lowest population of all the Highborn territories - at least until the invasion of Reikos by the Druj.

Recent History

The most significant event in the last hundred years was most likely the problems with Grendel raids in the early 300s. These were dealt with decisively during the reign of Empress Deanne - parts of Sanctuary Sand and Longbeach are still marked by orc attempts to secure the territory. These attacks petered out over the course of her reign, and had largely ended by the time Emperor Ahraz took the throne.

Recent years have seen increasing Grendel action, and the threat to Longbeach and Sanctuary Sand is all-too-real. The Empire has taken pains to try and ensure there is an army garrisoned along the southern coast as much as possible - the Grendel would no doubt relish the opportunity to pillage the tombs of the Thrones and heroes of the Empire. Fortunately, they cannot directly assault the Necropolis itself - the cliffs protect the city from marine assaults.

Major Features

The Necropolis

At the mouth of the river Couros lies Bastion’s shadowed twin, a mausoleum in black marble. The Black City is a mirror of the White City to the north, but where Bastion is full of life and a symbol of the pride and future of the Highborn, Necropolis is a silent, sombre memorial to the past. Built in the ruins of Pharos after its destruction during the civil war, the tombs have spread to encompass almost all the old ruins. Scattered throughout the ruins are mausoleums built to house the Highborn dead. To many Highborn it is as if the city itself has been entombed, its memory preserved in the house of the dead.

The Necropolis holds the bodies of the Empire’s heroes, along with the Imperial Histories, guarded eternally by the stewards of the dead. The legendary mausoleum has become the final resting place of almost every Emperor and Empress. In death, all Highborn desire to be lain to rest here, amongst the heroes of the past, where the stewards watch eternally over their silent graves. It is a tremendous honour for heroes of other Imperial Nations to be offered a final resting place alongside them. Those who would be heroes know that granite – and the words placed upon it – will endure long after their flesh has faded.

Preserved and maintained by several chapters with strong connections to the stewards, the permanent population of Necropolis is tiny compared to the area it covers. Some of these chapters are dedicated to preserving a single tomb, or the tombs of all the dead from a specific era or nation. Even for Highborn chapters, these chapters have a reputation for being dour, grim and restrained. "Only the dead live in Necropolis" is a common, if somewhat disrespectful, saying about the Black City.

There are a great many point of interest in Necropolis but the majority are tombs or memorials to the dead. One of the best known memorials, outside the tombs of the emperors and empresses, are the Silent Obelisks, scattered here and there throughout the city. Each is roughly the same - an obelisk of black granite surrounded by a small memorial garden - and each bears the names of every known Imperial soldier who has laid down their life in a significant conflict against the enemies of the Empire. In each case, a small shrine is maintained by a dedicated steward of the dead that serves in the role of a museum - decorated with plaques and friezes that chronicle the conflict, and containing carefully chosen relics of the past war. The Obelisks sometimes attract criticism, especially from the Urizen, as they record history with a distinctly Highborn flavour that favours inspiring lessons over strict adherence to facts. Not every conflict the Empire has ever fought is recorded here - which has in the past been a source of additional criticism. A small number of the obelisks have suffered damage over the centuries, but only one has ever been damaged through malice. In 228YE a cabal of heretics lead by a false exemplar marred one of the oldest obelisks - the obelisk memorialising those slain in the war against Alderei the Fair. While the obelisk was partially restored, roughly a third of the names were lost beyond recovery.

While it is a respected repository of historical knowledge, Necropolis survived the rampage of Emperor Nicovar largely unscathed. While he was merciless in regard to the libraries and centres of learning elsewhere in the Empire, he spared the memorial shrines of Necropolis. That is not to say that he did not come here; his forces destroyed the Hall of Chronicles, a library dedicated primarily to the biographies of the dead. A surprising number of the actual documents survived this attempted purge however. In addition to those texts smuggled out when it was clear that an attack was imminent, magical means were used to preserve a number of the most valuable books. Even while the building was being burnt a dedicated coven of magisters evoked powerful Winter magic to place protective enchantments against fire on many of the texts. While the magicians themselves perished in the blaze, the books survived unscathed. Unfortunately, their magic had not gone unnoticed. After the destruction, Nicovar's forces searched the rubble for three days and found many of the undamaged texts and tore them apart. Still, not everyone was as committed to the destruction of the library as the mad Emperor - and as a result, fragments and individual pages - as well as entire books - occasionally turn up in the possession of descendants of these soldiers.

Perhaps unsurprisingly, the Necropolis is one of the most haunted locations in the Empire. The stewards maintain careful vigilance for hauntings, and for the rare occasions where an unliving creature emerges from one of the tombs. The traditional approach is to make cautious contact and discover the purpose of the haunting. Ghosts invariably are brought back by some unfinished business, or terrible wrong that needs righting, and the stewards are experts at working out how to do this. Violence and exorcism are seen as a last resort: better to help a poor soul into the Labyrinth than to risk destroying it.

The Litharge

This single-storey building sprawls across a cemetery in the north of the Necropolis, and is the premier imperial college specifically devoted to the study of death. Priests come here to study the funeral rites not only of the Empire, but of the entire world. Obviously, they have large stores of lore related to Imperial funeral ceremonies, but they also have extensive information about the rites of Faraden, the Iron Confederacy, Asavean Archipelago, Sarcophan Delves, Sumaah Republic, and Principalities of Jarm. They are known to have a great deal of interest in the death ceremonies of the Axou but to date have only managed to secure sketchy information - and a great deal of fanciful hearsay. Several covens of magisters proficient in the magic of Winter study here, and often support the priests in their work.

It is customary to speak only in whispers in Litharge, out of respect for the dead, and even lectures are given quietly. The priests who study here maintain several shrines of Pride, Ambition, and Vigilance, but the college is hardly a place of pilgrimage.

First Sentinel

Highrod contains one of the oldest human-built structures in Highguard - and perhaps the Empire. The first First Sentinel was a fortification built in the first days after the Highborn arrived on these shores. Constructed to help secure the northern borders of the first Highborn kingdom against the orc tribes in Bastion. Later, when the Highborn began to expand, it was from the First Sentinel that the armies went forth. While the structure looks tiny compared to modern fortifications, the ruins still show all the expertise of the Highborn siege engineers, using the same effective techniques that they have honed over centuries and still employ today.

The castle endured until the civil war, during which it was severely damaged during a bitter conflict between an occupying force loyal to the patricians, and three chapters of grim-faced cataphracts. The castle was re-purposed as a military academy, training generations of Highborn commanders. In 77YE, the structure was gutted by a fire that raged out of control for three days; historians are divided as to the cause. Most claim that the fire started when a candle was knocked over in one of the cellars, but a few point to fragmentary accounts about the fire that suggest the involvement of supernatural forces - perhaps even an eternal such as Surut. After its destruction, the ruins were troubled by the ghosts of the dead soldiers, and a team of exorcists worked year-round to lay them each to rest while also trying to piece together the story of the fire. In the end, the shell of the structure was partially reconstructed, but repurposed again as a place of pilgrimage and shrine dedicated to the Ambition, Pride and Courage of not only those Highborn who died in the fire, but those who defended their people or marched to war to build a better future.

Some Highborn point to First Sentinel as an metaphor for Highguard; while they can adapt to the times, their core identity endures, and remains unchanged. A popular heresy, however, suggests that First Sentinel is not simply a metaphor for the state of Highguard but in some ways a spiritual or magical "barometer" of its fortunes. They point to so-called significant events such as the multiple expansions during the initial conquest of what is today Highguard; or certain incidents during the civil war. They claim that its destruction by fire and return as a spiritual place of pilgrimage reflected the Highguard finding their new identity within the Empire. These Seers of the First Sentinel claim to be able to predict future events by studying the structure and the lands around it; when they are caught in the vicinity of First Sentinel, they are invariably moved on and in some cases have faced charges of heresy and blasphemy.

The Shrine of Britta

A recent construction in the Necropolis, this beautiful white granite shrine honours the Empress Britta. An eternal flame burns in a paved courtyard in front of the memorial, which serves as a place of pilgrimage for those wishing to pay their respects or meditate on the lessons of Britta's reign and death. While the body of the Empress was interred in the swamps of Kallavesa, her accoutrements were placed in the shrine. With the removal of these relics, and their internment in the marshes along with her body, interest in the shrine declined. The Guardian of Britta's Shrine watches over the memorial, but since the removal of the relics the title has become purely ceremonial.

The Sumaah Embassy

During the Spring Equinox 379YE, the Imperial Senate commissioned an embassy to the Sumaah Republic to be built in the city of Necropolis. Work began shortly after the Summer Solstice 379YE, and was finally completed shortly before the Spring Equinox 380YE. The white granite compound is built after the Sumaah style - a central five-tiered ziggurat surrounded by several single-story buildings nestled in extensive gardens.

Regions

Coursmouth

Quality: Haunted

The river Couros empties out into the Bay of Catazar here, but for the most part the coast is inhospitable. The Necropolis is built atop the cliffs around the mouth of the river, in the ruins of the first Highborn city. Outside the so-called Black City, most of this region is open parkland with a few scattered farms generally overseen by chapters based in the city itself. The presence of the Necropolis means that there are are believed to be more ghosts here than anywhere else in the Empire with the possible exception of the Sovevann in Kallavesa. Occasionally the Stewards of the Dead are called upon to deal with a particularly disruptive or frightening haunting - or to deal with a creature of the realms that has issued from one of the several WInter regio found in this region.

Fishguard

The open plains of Fishguard are criss-crossed with roads and scattered liberally with chapterhouses. Trade caravans constantly move across Fishguard. The roads here connect merchants from the Brass Coast and Sarvos, as well as numerous Marcher grain wagons to customers in Bastion, Urizen, and Therunin. Many chapters maintain hostelries, and there are several very old Navarri wayhouses established here during early contact with the Highborn newcomers. Perhaps the best known is Myfanwy's Rest; legend claims that when the First Empress was on her way to Anvil, she and her companions paused here for two days to prepare themselves for the final leg of their journey. The wayhouse was built in 1YE by members of Myfanwy's striding - partially to commemorate the story, but primarily because its position at the point where the three major roads diverge both makes it a healthy business, and gives the Navarr access to a great many people potentially in need of their aid.

Hedrossan

The river Couros is navigable for much of its length, allowing riverboats to travel up past Bastion and Redoubt to Haros in Reikos, as well as to reach parts of Morrow. Chapters are built at regular intervals along the banks of the river, and Hedrossan is one of the most populous regions of Necropolis as a consequence. The trading port of Hedra is a fair distance inland, but is the favoured destination of ships from the League and the Brass Coast. Vessels from as far afield as the Marches and even Wintermark prefer to bypass the archaic docks at Crown's Quay and do their trading here. A great deal of grain and other foodstuffs are sold to merchants destined for the peaks of Urizen, despite (or perhaps causing) a great deal of economic rivalry with the port of Cargo in Redoubt.

Highrod

Quality: Forest, Haunted

Highrod is rolling, gently-forested plain known for bounteous lemon crops. According to Highborn historians, the common refreshing drink of lemonade was invented here in the early days after the Highborn arrived. This claim has been contested, but the fact remains that the best lemons in the Empire come from Highrod, generated perhaps by the unusually hot summers and cold winters that the local chapterhouses endure with pride. It is also known for containing one of the oldest human-built structures in Highguard - and perhaps the Empire - the remains of the First Sentinel, a fortification built in the first days after the Highborn arrived on these shores.

The chapters here are almost exclusively built around the margins of the forest rather than at its heart. At the time of the civil war, the woodlands here had been extensively harvested by the Highborn. After Pharos burned, however, the woodlands were allowed to grow wild again, to cover over several especially bitter battlefields. According to local legend, the woods are haunted by the unquiet spirits of the Patrician's soldiers who died here in great numbers during the civil war. Occasionally, travelers encounter ivy-choked ruins in Highrod, the shattered remnants of Patrician palaces and villas, several of which have their own unpleasant spectres associated with them that prove particularly resistant to exorcism. Consequently, Highrod remains the least populous region in Necropolis.

Longbeach

Quality: Coastal

With one of the most literal names of all the regions of Highguard, Longbeach is home to several fishing villages and most of the chapters here make their living from the sea. It is perhaps best known for the port-town of Crown's Quay. Once a small fishing village called Westport, Crown’s Quay became notable as the preferred port for those wishing to travel to Anvil, and its docks were rebuilt by the military council in the early days of Empire. Legend also says that it was the place the Three Sisters, the founders of the Brass Coast, took ship. Despite its age and fame, it has never been especially prosperous as a trade port - although several attempts have been made to built lighthouses and to upgrade the quayside they have rarely amounted to significant change. One point of interest at Crown's Quay is the unassuming building that serves as the offices for overseeing the Imperial orc national Bourse Seat known as the Steel Fist. Every season, a fast ship belonging to the rulers of the Sarcophan Delves arrives at the Quayside to deliver a parcel of ilium as part of the trade deal negotiated by Empress Britta.

Sanctuary Sand

Quality: Coastal

This is where the Highborn ships first made landfall. The only major settlement in the region, the town of Sanctuary, is said to have been built on the very spot where Atun's ship first came to rest in the new world. Since the establishment of Necropolis, this is where funeral boats land their cargo of the dead. From all over Empire, great heroes take their final journey to Sanctuary and then are carried along the steep cliffside trail to their final resting place.

OOC Notes

- The Highborn, and thus the Empire, control all the regions of Necropolis making it a firmly Imperial territory.

- Some of the prominent chapters of Necropolis are detailed here.

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Neophyte's Aid

Description

A battlefield can shift without warning, and while several magical implements offer greater power than a Neophyte's Aid, few can match the versatility of simply having an additional reserve of personal mana to call on. Equally valuable to battle mages and magical healers, the rod is often compared very favourably to the Witchwood Wand which it surpasses in almost all areas. Indeed, some magicians point out that the rod is even more versatile because it can be used effectively in a fight - unlike the smaller implement.

While some magicians claim crystal mana is more efficient, demand for these rods increases greatly when sources of crystal mana are scarce. Further, because the rod actually increases the reserve of personal power a magician can call on, they gain additional utility when magical herbs - and a skilled apothecary is available to provide easy access to the Philtres of the High Peaks.

Rules

- Form: Weapon. Takes the form of a rod.

- Requirement: You must have the magician skill to bond to this item.

- Effect: You gain two additional points of personal mana.

- Materials: Crafting a Neophyte's Aid requires nine ingots of tempest jade and five measures of iridescent gloaming. It takes one month to make one of these items.

“...Thirty-seven barrels of oil, eighteen tanned leather hides, forty-two lengths of oak timber at five yards length each, three hundred arrows and thirty halberds for the sentinels, four hundred candles and five hundred yards of hemp rope.”

The Urizen mage came to the end of the requisition order. The provisioner nodded, noting each article in his ledger. Around them, the encampment was filled with the bustle of preparations – a column of Marcher infantry filing out through the palisade gates, dozens of Dawnish yeomen polishing armour and hammering out dents, freshly arrived League soldiers lining up to receive their armaments.

“Oh,” said the mage, squinting at a final line on the list. “And a dozen enchanted rods for the neophytes.”

The provisioner spluttered, and not from the dust that the Marcher boots were kicking up as they went past. “A dozen? A dozen? Are you spirefolk not supposed to possess a trove of such things – and to ask for them for neophytes, no less?”

The mage gave him a wan smile. “I and my pupils have travelled six hundred miles to join this effort, and bringing a veritable trove with us would have been a little beyond the strength of my back, hmm? Not to mention that even a neophyte can save soldiers' lives if he or she has a focusing aid to strengthen their magical reserves.”

A scowl was now resident on the provisioner's face, and showed little intent of giving up its new home. “If it's mana you need, I can authorise another satchel of crystals be delivered instead.”

“If I were leading a circle of ritualists,” the mage countered, “then I would consider your offer a generous one. However, we are here to serve as battle-magi, and I foresee long weeks of campaigning ahead of us. My pupils are going to be pushed to their very limits in the coming conflict. A simple bag of mana crystals will quickly disappear, but the focusing aids will provide every day, for as long as there is strength left in their bearers. It will cost you far more to supply us in mana crystals, in the long run, than to simply acquiesce to my request and dispense the rods.”

“Listen,” the provisioner said, “I can't just hand that calibre of equipment out! You think the Dawnish weavers or enchanters will be happy if I tell them I handed out most of the reserve to some newly-arrived Urizen? I-”

But the mage had clearly had enough, his aquiline visage growing stern. “Listen to me. General Haytham sent us assurance that we would have the supplies we need; I brought my spire-fellows over six hundred miles on the belief that the good general would prove true to his word.” He was thrusting a letter at the provisioner now, who flinched away as he saw the Marcher general's seal at the bottom of the script. “I will not send out those I have taught into battle just for their power to be squandered, and for good people to die as a result. So would you like me to go and ask the general why his word is suddenly in question, and why he would rather his country-folk not be given the aid of Urizen magi in this war?”

The scowl stayed in place, but the provisioner relented. “Alright, alright. You'll have your blasted rods, and the mana besides.”

“Thank you,” the mage said with a graceful nod. “There. Such a simple decision, but with it, you'll save many lives upon the field of battle.”

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Net of the Heavens

Better a little thing done perfectly, than a great deal imperfectly.

The philosophers of Urizen embrace an image they poetically call the Net of the Heavens. Like the Great Dance of the Navarr, this philosophy is a way to understand the world, the course of human interactions and human history. The Net of the Heavens defines creation as being made up of “nodes” or “knots” – pivotal people and events that shape everything around them. By identifying and acting on the most powerful nodes, an individual can ensure that their actions are effective out of all proportion to the effort expended.

The First Empress was a pivotal individual who changed and influenced thousands of other individuals, both when she was alive and in every generation since her death. She influenced other nodes and they in turn influenced the nodes around them. Another example might be an orc chieftain. A powerful node influences and directs countless other individuals; if that node is neutralised then those other nodes are irrevocably changed.

Likewise the Paragons are some of the most pivotal individuals in history. They shape the world around themselves, and do so in a durable and far-reaching way. Their appearance is difficult or impossible to predict, which is unfortunate as influencing a Paragon would allow the Urizen to influence vast swathes of other people.

Events and moments can be pivotal, and a person may become pivotal for a while through a combination of time and space. The first meeting where the Empress outlined her idea for the Empire was a pivotal event, where dozens of influential nodes came together. Likewise, an individual may become pivotal for a few moments through their proximity to another node – Isaella, the soldier who assassinated Emperor Nicovar the Mad became absolutely pivotal as a result of that action, and her choice could have moved the entire Empire in a number of very different directions.

Not all nodes are equally influential or pivotal. An orc chieftan is a pivotal individual, for example, one that influences dozens of other individuals and events. Influencing the orc chieftan is often a much more effective way to deal with the army than open conflict. Those around them may also be important, but are usually less pivotal than the chieftain. Nodes are always connected to other nodes and many Urizen philosophers believe that it is possible to identify the most powerful node in a situation by following chains or strings of nodes backwards, looking for lines of influence to find the most significant node that unites them.

This philosophy is core to all areas of Urizen life, and identifying individuals, times and places where effort can be expended to enact massive changes is a constant drive. Implicit in the idea of the Net of the Heavens is a philosophy of life. The assumption is that to be effective, to demonstrate arete, individuals should seek to understand enough of the world that they can identify the nodes and work out how best to influence them. Part of arete is about avoiding wasted effort - the Net of the Heavens gives a philosophical basis for working out how to act and when. Together with poise the three ideas give the Urizen their reputation for serene calm; they remain focussed and patient, acting shrewdly and deliberately even when events around them are chaotic and in turmoil.

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New Imperial titles

Contents

- 1 Overview

- 2 Powers

- 2.1 Secrecy

- 2.2 Limitations

- 2.3 Restrictions

- 2.4 Responsibilities

- 2.5 Stipend

- 2.6 Creating New Powers

- 2.7 Custodian

- 3 Appointment

- 3.1 Well Worn Paths

- 3.2 Imperial, National, and Virtue Positions

- 3.3 Election

- 3.4 Removal

- 4 The Imperial Senate

- 5 The Imperial Synod

- 6 The Imperial Bourse

- 7 The Imperial Military Council

- 8 The Imperial Conclave

- 9 Automatic Titles

- 10 Further Reading

- 10.1 Core Brief

- 10.2 Additional Information

Overview

Only the Imperial Senate has the power to create a new Imperial title. If another house, such as the Imperial Synod wants a new Imperial title to be created to help them discharge their responsibilities then they must request the Senate create the position for them.

New titles have the potential to possess wide-ranging powers with little or no oversight or constraint. Because of this new titles are especially subject to constitutional Scrutiny to ensure that they preserve the spirit of the Imperial Constitution and do not unduly change the separation of powers between the five great houses of the Empire, Imperial Synod, Imperial Senate, Imperial Bourse, Imperial Conclave, and the Imperial Military Council.

Powers

A title may be assigned one or more legal powers. In the vast majority of cases these are either powers exercised by members of one of the arms of government - or they are powers exercised by that house collectively. For example a bursar created by the Senate to investigate expenditure by senators and seek out malfeasance, could be granted the power of Inquisition (a power normally exercised collectively by the Synod) and the right of address in the Senate (a legal power normally granted to senators and the like).

Titles created by the Senate in this way do not need to follow the normal restrictions on their usage. For example, for the Senate to employ the power of commission requires a motion be proposed by a senator and approved by majority vote. In 377, the Senate wished to give greater support to the Imperial Military Council and created the title of Imperial Quartermaster with a limited power of Commission - and the duty to arrange the resupply of Imperial armies.

Secrecy

It is possible for the Senate to create an Imperial title that can circumvent the normal legal checks and balances by accessing legal powers without the house that controls those powers having to vote each time they are used. The accompanying ease with which this allows these powers to be used is often cited as the reason for creating a new Imperial title, although historically the same reason is often given for abrogating the title later.

However it is never possible to create an Imperial title that is able to use powers in secret that would normally require a vote or official process of some kind. Normally the magistrates will insist that such powers are authorised using a suitable announcement to the relevant house, such as a Senate announcement. This allows the members of that house to be aware how their powers are being used, it allows the civil servants to determine when powers are being legally accessed and in the Senate it allows the decisions to remain subject to the veto of the Imperial Synod.

Limitations

It is not possible to dictate how a power may be used - the Senate is forbidden from extending its power by creating titles under their direct control. However the Senate can set limitations on how any legal powers can be used. The standard limitations are by nation, territory or house - the holder of that title can then only use those powers on members of that nation, territory or house or commissions based in that nation or territory.

For example, a title might carry the responsibility to secure the defences of Holberg. This title could come with the legal authority to resupply armies of The League and repair fortifications in Holberg. The holder of this title would not be able to resupply other armies or fortify other regions.

It is not acceptable to limit a title in other ways. For instance, it is possible to create a title with the responsibility to support the welfare of the Church of the Little Mother, with the legal authority to authorise the construction of churches and cathedrals. But legal authority could not be constrained in any way so that only the Church of the Little Mother could benefit from the construction.

Restrictions

All Imperial citizens are forbidden to hold more than one Imperial title concurrently. Attempts to create an Imperial title which appears to have more powers than are appropriate for the position are usually ruled unconstitutional - as an attempt to bundle too many responsibilities and power together.

Responsibilities

Senators are encouraged to define carefully what the responsibilities of any Imperial title they propose to create. It is not possible to place legal requirements on how the powers a title possess must be discharged, the holder of an office cannot legally be directed on what actions to undertake to uphold their office. However the responsibilities of an office are important - the Synod is expected to use the stated responsibilities of an office to judge whether a citizen is failing in their duties and needs to be removed by revocation.

Stipend

Any title may be granted a stipend - a regular income which is drawn directly from the Imperial treasury. Titles with responsibilities that are likely to incur significant costs are the most eligible for a stipend, but any post can have one attached to it in theory. The minimum amount that a stipend can be set is one Throne per season.

Creating New Powers

The powers of the houses and the titles associated with those houses are well known and understood by constitutional scholars. It is perfectly possible for the Senate to create a new legal power - but any attempt to do so will bring close scrutiny from the Constitutional Court to ensure it is compliant with the ethos of the Constitution. It is usually simpler to incorporate existing legal powers rather than create new ones.

Custodian

The Senate can grant an Imperial title the custodianship of a commission. A custodian is not automatically assumed to be involved in the day to day operation of the commission but is assumed to direct those efforts. If the commission were to be threatened in any way, it would be their responsibility of the custodian to deal with those threats. Likewise, if any opportunity relating to the commission presented itself, they would make any decisions needed to take advantage of that. The custodian cannot take any action that would require a legal power to authorize, such as abrogating or ceding the commission (which are powers of the Imperial Senate).

The custodian does not receive additional information about events in the Empire, nor can they request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any options beyond those explicitly listed for the commission or provided by an opportunity. Plot that involves a commission will be rare - but the power exists to create the potential for it to happen.

If an Imperial title is automatically created as part of a commission - then custodianship is included as a constitutional requirement. For example, the general of an army must always have custodianship of the army. It is not constitutional for two Imperial titles to share custodianship of a single commission.

Appointment

When a title is created, the Senate must decide how the position is appointed. The normal constitutional approach is that an Imperial title will be appointed by whichever arm of the Imperial government it draws most of its powers from.

For example, the Quartermaster General of the Imperial Armies helps the Military Council by resupplying their armies. However the power to authorise the resupply of Imperial armies lies with the Senate - so the most common method is to have the Imperial Senate appoint the position.

The magistrates will almost always allow the Imperial Senate to divest this responsibility to another house if they feel it is appropriate. So the Senate could have choose to have the Military Council appoint the Quartermaster General directly if they had felt this was appropriate. However the Constitutional Court will normally act to prevent the Senate drawing undue power to itself by claiming the appointment of new Imperial titles which are more properly the business of another house. For example, if another Imperial college of magic were constructed, the magistrates would almost certainly insist that a dean be appointed by the Conclave.

It is not constitutional to make appointment to a title be contingent on a citizen's virtue, skills or personal resource.

Well Worn Paths

It is possible for the Senate to create an Imperial title which is appointed in a different way, but varying the mechanism from the traditional forms ensures that the motion will require much greater scrutiny to ensure it is compatible with the Imperial Constitution. Appointments that follow these "well worn paths" are far less likely to be classed as unconstitutional or require a constitutional vote to pass.

Imperial, National, and Virtue Positions

Most Imperial titles are Imperial positions. Any citizen of the Empire is eligible to hold an Imperial position.

The Senate can declare that a new title they have created is a national appointment. A national position is still an Imperial title, but only a citizen of that nation may hold the title. Most of the five houses have standard mechanisms for appointing national positions to allow the people of that nation to make the decision more easily.

In addition a title that is appointed by the Synod may be declared a virtue appointment. Any citizen may hold a virtue appointment, but the title is either appointed by the virtue assembly or the cardinal of that virtue. If the Senate chooses to have a title appointed by the cardinal, then a newly appointed cardinal may choose to re-appoint it when they are elected.

Election

The standard processes for appointing a citizen vary with each house. The methods described represent "well worn paths", common approaches that have been used for decades or more and consequently are known to commonly pass constitutional scrutiny without issue.

It is possible for a Senate motion to request that an Imperial title employ a novel method of election or have an unusual tenure or method of removal. All such motives are automatically subject to a high degree of scrutiny by the Constitutional Court; the Court tend to be very conservative figures and anything that is novel or unique is often regarded with suspicion, just on principle.

Removal

According to the constitution Imperial titles that are appointed by the Senate, Synod, or Military Council should be subject to revocation by appropriate assemblies of the Imperial Synod. Imperial titles that are appointed by the Conclave or the Bourse are not. As with the election, it is theoretically possible for a Senate motion to request that an Imperial title be subject to removal by different or additional means, but such originality is usually frowned upon and rarely passes constitutional scrutiny. In particular attempts to grant the Senate the power to remove a citizen from an Imperial title are always declared unconstitutional.

The Imperial Senate

The Senate has a traditional set of guidelines for all appointments by the Senate.

The Imperial Synod

An Imperial position appointed by the Synod is usually elected by judgement of the General Assembly or by judgement of the Assembly of Nine. The position would normally be eligible to be revoked by both assemblies.

A national position appointed by the Synod is usually elected by judgement of the appropriate National Assembly. The title would then be subject to revocation by the national assembly as well as the General Assembly and the Assembly of Nine.

A virtue position appointed by the Synod is usually elected by judgement of the relevant virtue assembly. The title can then be revoked by their Virtue Assembly and by the General Assembly. If the method of appointment for a virtue title is appointment by cardinal, then this includes the expectation that when a new cardinal is appointed, they may name a replacement.

The gatekeepers are examples of virtue appointments elected by the Synod, one for each virtue.

The Imperial Bourse

An Imperial position appointed by the Bourse is auctioned to the highest bidder. The money paid by the successful bid is added to the Imperial treasury.

The Bourse appoints national positions by vote of members of that nation who hold the resources traditional for that nation. For example, a League position in the Bourse is usually elected by vote of League business owners. Each citizen who owns the right resource receives a number of votes proportional to the size of their resource which they can cast for a single candidate of their choice whenever the position is elected. To be eligible to vote the required resources are:

- The Brass Coast - Fleet

- Dawn - Military unit

- Highguard - Congregation

- Imperial Orcs - Military unit

- Navarr - Herb garden

- The League - Business

- The Marches - Farm

- Urizen - Mana site

- Varushka - Mine or Forest

- Wintermark - Military unit

No titles appointed by the Imperial Bourse can be revoked by the Synod - but these positions are usually reappointed each year. It is unconstitutional to create an Imperial position with tenure that is auctioned through the Bourse.

The Golden Trees of Seren is an example of an Imperial appointment appointed by the Bourse. The Master of the Imperial Mint is an example of a national appointment appointed by the Bourse.

The Imperial Military Council

An Imperial position appointed by the Military Council is elected by simple majority of any members of the Military Council who are eligible to vote and are present when the election takes place. It is customary to carry out the election with a show of hands at a Council session. A national position appointed by the Military Council follows the same process, but only the generals of that nation are allowed to vote.

An Imperial appointment by the Military Council can normally be revoked by the General Assembly and the Assembly of Nine, while a national appointment can also be revoked by the appropriate National Assembly.

The Quartermaster General of the Imperial Armies is an example of a title appointed by the Military Council.

The Imperial Conclave

An Imperial or national position that is appointed by the Conclave is normally elected by a standard process of declaration of candidacy. Conclave positions cannot be revoked by the Synod, but can be reappointed at any time by the Conclave following a new declaration of candidacy.

The Dean of the Lyceum is an example of an Imperial position appointed by the Conclave.

Automatic Titles

Some motions of the Senate result in the automatic creation of a new title. For example, if the Senate create a new Highborn army, then this results in the automatic creation of a new Highborn General. If the Imperial armies complete the conquest of a territory, then this results in the automatic creation of a new Senator. If a motion causes a title to be created then any variation to the powers or appointment of the title desired by the Senate must be specified at the point where the motion is passed; the title is assumed to come into being at that point - even though the position usually remains vacant until any work required is complete.

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- Appointments by the Senate

- Appointments to the Senate

- The Throne

- Master of the Imperial Mint

- Speaker for the Senate

- Conscience of the Senate

- Imperial treasury

- OOC design

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News from the north

"Is there news from Wintermark?" asked Svoli, with a jug of nutty Navarr beer in one hand and a mug in the other.

The Steinr nodded, smiled, and gestured to him to sit down. Svoli poured both of them a generous measure of beer and raised his mug in a silent toast.

"Ikka's tears," he said solemnly. The Steinr woman echoed the toast, dipped her fingers in the beer foam and flicked them to one side before taking a deep gulp. She sighed appreciatively.

"This is the good stuff," she said. "For Navarr beer, of course."

Svoli smiled, introduced himself. She was Inga Firebrand, travelling south towards Necropolis on a pilgrimage to the tomb of Emperor Guntherm - a distant ancestor of her family. They exchanged a few pleasantries as around them the Navarr got on with the various tasks associated with running a wayhouse, giving them plenty of space. As the twilight deepened, someone struck up a pleasant fiddle-tune, and the atmosphere became more festive.

Svoli asked about news from home again. He had been on the road with the striding for nearly a year now, and was hungry for stories of the north. Ingar frowned, and put her drink down.

"Where to start! It is all terrible." She shook her head. "First you must know about the great curse that has riven the three peoples since Winter? Of the schemes of the Thule to tear apart the Steinr and the Kallavesi and the Suaq. The good news is that the curse is no more, and already the rifts caused by orc magic are starting to heal. The crown of Wintermark has been recovered also, which is a cause for celebration I suppose. Yet the bad news is that the Thule sorcerer who tried to curse us all has escaped, and that Erkenbrand has been crowned champion and so will be dead soon."

Svoli looked surprised. "Surely a champion is a cause for celebration also?"

Inga actually blushed - a deep crimson creeping up her face. She drained her mug to cover her embarrassment and gestured for Svoli to refill it. She muttered something indistinct about Erkenbrand and death and then changed the subject.

"Grim news from Sermersuaq also."

"The war against the Thule? Does it go badly?" Svoli had many friends and blood-kin in Sermersuaq.

"No, no. The war is going about the same I hear - the Thule are driven back, but it is a painful costly business. Worse though ... there are curses laid thick on the land of the Suaq like blankets on a sickbed. With each defeat it seems the Thule lay another curse. They are draining the magic from the wind and the soil, and great misfortune strikes all who live there. It is terrible, dark sorcery."

"And now there is word of Jotun raids all along the western borders. Into Stark, and even the Suaq Wastes they have come reaving. The armies in Sermersuaq were enough to drive them off with their tails between their legs but I fear for our cousins in Kallavesa and the nations in the South if the raids grow worse."

Svoli felt a pang of guilt that he was not there alongside his fellow Suaq facing these curses, but he was just one hunter.

"Have you heard about Skarsind?"

Inga became quite animated then, leaning forward, and explaining in great detail the momentous decision of the WIntermark people - that they had chosen to honour their allies among the Imperial Orcs by giving them the greatest gift of all - the gift of a homeland.

"I have heard that at Anvil where the decision was made there was a great crowd of Orcs who carried the four Senators of the Winterfolk on their shoulders, and a great feast afterwards. I grieve to have missed it - it will be one of the defining moments of our age, mark my words. Not that everyone is happy of course. One thane, Topi, of Eowyn's Hall, has been riling up folk about it. He intends to head to Anvil and make his case to the senators and the other winterfolk there."

She frowned a little.

"I can see his point, at least a little - two hundred years and more of tradition lie behind each man and woman of Skarsind. To have your land gifted to another must be a painful experience, especially so soon after it was liberated from the orcs of the north. Still. It is not as if they will not be welcome among their sisters and brothers in Hahnmark, Sermersuaq and Kallavesi. I am sure it will all be sorted out.

"Of course if they come to Kallavesi they will need to be prepared for the curse there also - it is a season of curses. The magic has drained out of the swamps, I hear, and the mystics are deeply concerned. It is being stolen away by the Highborn somehow. I do not understand it all; it is something to do with the Young Empress. You must ask a Kallavesi, if you wish to understand.

Inga brightened.

"There are Jotun there also - a few raids into Westmark and Skymarsh I hear. Nothing too serious, but they grow more bold with every day. Perhaps they will provide a distraction for the Kallavesi from all that brooding they are doing."

"And what of Hahnmark? How does the heartland of the Steinr fare?"

Inga drained the dregs of her beer.

"A few minor raids, easily handled by the warriors of the 'Mark. Oh and some business with the power of Prosperity, telling us what any Steinr already knows in her heart - that mining is fitter work than bookeeping and selling furs. They should have let sleeping dogs lie, but its caused a song and dance once folk started spreading the auras to Skarsind. As if that territory didn't have enough trouble of its own. But it's nothing we can't handle."

It sounded as if the Wintermark homelands were in a terrible state, Svoli thought privately, despite Inga's defiant words. He leant back in his chair, watching the Navarr sing and dance, and decided that in the morning he would tell Angharat that it was time for their paths to diverge.

Contents

- 1 Overview

- 2 Significance

- 3 Resolution

- 3.1 Strip mining in Skarsind

Overview

The Bane of Tradition that beset the people of Wintermark has faded rapidly, the power draining away with the recovery of the Crown of Three Tears by the heroes of the Empire during the Spring Equinox. There is still a little bad feeling - there are places in Wintermark where the curse merely brought to the surface generations-old grievances - but the threat of the nation being rent apart has dissipated with the crowning of Erkenbrand as the new champion of Wintermark.

The Thule have not given up, however. They continue to fight the forces of the Empire for control of the Silver Peaks, and to pour dark magic into Sermersuaq. A wave of ill-fortune has swept across the territory. Crops are failing; animals sicken and die; the people themselves suffer malaise and nightmares, and several mystics claim to have seen sinister twisted spirits haunting the shadows. Preserved foodstuffs have been ravaged by rot and mould. There have been several unfortunate fires, and several of the lakes have received unseasonable amounts of snowmelt from the mountains causing them to flood the settlements that lie along their banks. The mammoths in particular are angry, and there has been a tragic tale from Suaq Font of a large hunting camp trampled by an angry herd. Misfortune, weakness, hunger and dread run rampant. Tempers fray, and everything goes wrong at once. it is a poor time to be in Sermersuaq.

The marshes of Kallavesi continue under the effect of a more subtle but no less potent curse. The slow draining of the mana flows has not worsened, but it also has not got any better. Crystal mana is in some demand now, after several seasons of shortage. A few mystics have reported seeing eerie dancing lights over the Kallavesa Marsh, and mutter grimly about what they portend.

In Skarsind, response to the announcement that the people of Wintermark will relinquish their claim to the territory has been met with mixed feeling. While some accept it, they are by no means all. There is confusion about what this will mean, and more than a few feel betrayed by their senators. The recent effort to spread the miraculous auras from Hahnmark has slightly exacerbated the situation; while it has seen improved production in many mines, it has also lead to vigorous debate about whether it is right that the reward for generations of hard work is having their land and their identity taken away from them. It is likely that some of the doubters will be attending Anvil to discuss the matter with their fellow Skarsind inhabitants.

The auras of prosperity have had a significant impact in Hahnmark, seeing a major increase in the profits enjoyed by mine owners and a comparable down turn in the money made by those in less "heroic" work. The natural auras are slowly fading out, but several still remain. There has been some idle chatter about building a major shrine or large cathedral in the territory dedicated to prosperity - some sort of great work that will help to keep auras of prosperity supporting the mines in the absence of the natural auras.

Finally, every Wintermark citizen has heard about the increase in raids by the Jotun. Thus far they have been minor in scope but they are growing in intensity and information gathered by the Freeborn points to major attacks against western Kallavesa in the coming months.

Significance

While war continues to rage in Sermersuaq, the magic of the Thule has unleashed a plague of unseen spirits across the land. The production of every farm, forest, business, mine, mana site and herb garden in the territory has dropped by a quarter. Sensitive individuals - especially children, or those near death - have spoken of glimpsing emaciated shapes with heads that appear as the skulls of reindeer or cattle, and with glowing eyes who lurk in the shadows. Other stories tell of howling winds that come from nowhere, and whispered threats heard when one is alone. These rare presences never do anything more than threaten - but where they pass misfortune follows.

Suaq icewalkers are quick to appraise the people that Sermersuaq has fallen under the effect of the ritual known in the Empire as Winter's Ghosts. There is not much to be done about it at this time - save to endure - but a couple have expressed concerns that these spirits are the same ones bound into the dead to create husks with the ritual Quickening Cold Meat - and given that there is an army in Wintermark with just that enchantment on it, a combination of the two might be an additional cause for concern.

The production of all mana sites in Kallavesi continues to be halved. The situation seems not to have worsened, but has certainly not improved.

In Hahnmark and Skarsind, all mines enjoy a major increase in production; four additional ingots of material this season. Likewise, all congregations enjoy increased attendance, and enjoy an additional liao and two additional votes in the Imperial Synod this season as a consequence. Unfortunately, the focus on mining has damaged many businesses, and all such resources in these territories receive 33 fewer rings than they might have expected. The effects have largely faded by the start of the Summer Solstice, and barring further developments will be gone completely by it's end.

While there is some unrest in Skarsind, this is not having an effect on the people who live there at this time.

Resolution

The powerful curse on Sermersuaq appears to have run it's course. The curse that is destroying mana crystals in Kallavesa continues unchanged. The immediate effects of the miracle in Hahnmark and Skarsind have likewise come to an end.

Strip mining in Skarsind

In Skarsind, however, the message of Prosperity lingers - but takes on a decidedly more damaging tone. Convinced that the rest of Wintermark has sold them out - even though the motion is still unratified - miners are ignoring basic maintenance work in favour of getting as much out of their mines before they have to give them up. They say they have no problem with the Imperial Orcs that are coming - but the orcs have not worked to build these mines and they don't deserve to profit from the miners' time and industry when they come and take them.

If this continues unchecked, the hills and mountains will be littered with unsafe passageways and it will become increasingly difficult to get anything out of them without a serious clean-up effort.

OOC Note: More information about this event will be forthcoming shortly before the Autumn Equinox.

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Niccolo Barossa

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Nicolo Barossa

Contents

- 1 Virtue

- 2 Biography

- 3 Signs

- 3.1 Controversy

Virtue

Nicolo Barossa de Tassato Regario was recognised as an exemplar of Prosperity by the Synod at the Winter Solstice of 377YE.

Biography

Nicolo Barossa was a shrewd businessman of the League, proud of his home city of Tassato Regario, as well as a committed soldier who distinguished himself on the battlefield.

Shortly after the death of Britta, Nicolo became Master of the Mint and used his position to gain a wealth of information about the Imperial economy, demanding that the Senate have the hard facts they needed to make efficient and prosperous decisions. In this period he made numerous enemies, including rivals in the Bourse who he lambasted for profiteering, as well as Senators who he accused of supporting or allowing deals which would lead to rampant inflation. Never one to hoard wealth, he believed it had to be spent, but spent wisely.

In the year following Empress Britta's death, Nicolo fought in every battle with the League, including numerous engagements in Karsk, the territory which was to eventually claim his life. He had no time for those who eschewed what he saw as their martial duty, wearing his armour to the Senate if necessary so he could march straight to battle once his work was done.

Having received a vision of a Past Life, Nicolo sought the advice of his guide priest, Tancred De Rondell of Dawn. Together they identified clues to the location of a heretical relic, The Cup of Peace, said to be buried near Tassato. They made it their mission to seek out this cup, which was corrupting Imperial citizens to a false Virtue. On the final mission to retrieve the Cup, Nicolo insisted that those guarding it not be killed, as it was more important to bring them back to the true faith of The Way. Once retrieved, the Cup was hallowed to Prosperity, to make it a true relic and have its power used for the benefit of humanity.

The battle in which Nicolo died saw him make a choice to face death rather than compromise. Imperial forces had been sent to stop Thule orcs from performing a series of corrupted rituals. With the army split in two, Nicolo was part of a small force which came upon the final ritual as it was in the midst of being performed. Faced with a clear decision to wait for reinforcements, but let the orcs complete the ritual, or attack immediately against superior odds, the small force of Leaguers, Brass Coast and Marchers charged. They killed the Thule ritualists, but were immediately counter-attacked by a vastly superior force.

Nicolo stood in the rearguard which allowed other Imperial soldiers to get to safety, surrounded by his family. As they lay bleeding and broken, Nicolo and his guildmates crawled together to join hands and recite their banner oath in defiance at the barbarians around them. Angered by their refusal to show fear, the orcs slit their throats.

Nicolo's body was recovered by Imperial forces which arrived on the field soon after, able to win the day because of their sacrifice. He was carried back to Anvil, there to be interred in his family crypt in Tassato Regario. The Varushkan miners who were rescued because this final victory dedicated their families' stored wealth to the good of the Empire, in a final act of Prosperity.

Signs

The Assembly of Prosperity held that the Nicolo Barossa de Tassato Regario of the Crimson Foxes in the League demonstrated the following signs of being an exemplar:

- Pilgrimage: In his journeys to Anvil, Nicolo’s faith took him from dedication to Ambition, via a realisation of his true path, and his experiences in his past life vision, to become (as was written on his soul) a true Prosperous Pilgrim.

- Salvation: Nicolo realised that his soul was called in this life, as in the past, to deal with a cult of Peace. In destroying said cult, he freed & saved the oppressed and infected souls from idolatry.

- Legacy: He retrieved the Cup of Peace, exorcised and cleansed it, and arranged for its permanent hallowing to Prosperity as the Cup of Nicolo.

- Benevolence: In his work as Master of the Mint, Nicolo pulled the Empire back from bankruptcy several times: most notably in galvanising the Synod to veto the economically devastating Skarsind Mine Motion. He also remained many hours after senate meetings using his time and wisdom to instruct and inspire senators on economic theory and principle.

- Inspiration: As well as the senators he taught who use his advice in all their works, there are students of his who continue his economic instruction with the signature ‘Pupil of Nicolo’.

Controversy

- The recognition of Nicolo Barossa de Tassato Regario was coterminous with a Senate Motion raised by Hywel Summercrow that amended the Synod's recognition of exemplars. It was held that the judgment of recognition had commenced under the older system of recognition and would therefore stand even though the Senate Motion passed before the judgment concluded.

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Night Realm (Redirected from Night)

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Realms

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Night Quarry

Contents

- 1 Overview

- 2 The Resource

- 3 The Bourse Seat

- 3.1 Responsibilities

- 3.2 Powers

- 3.2.1 Seat on the Bourse

- 3.2.2 Bounty of white granite

- 3.3 Appointment

Overview

The Night Quarry stands in Mieriada, in the Varushkan territory of Miekarova. Custodianship of the Night Quarry grants an Imperial title; a seat on the Imperial Bourse, and a seasonal bounty of valuable white granite.

The Resource

The Quarry is located high in the mountains of Miekarova, near the Painted Caves. White Granite is produced here using a technique that fills the air with a fine white dust that quickly settles on the skin. As a result the workers have a ghostly pale complexion until they wash. There is some conjecture that the Ushkan predecessors to the Varushkans used fine powder gathered here to create a white pigment used extensively in their beautiful cave paintings, although they remained unaware of the bounty of valuable stone that lay beneath their feet.

The massive white granite deposits were discovered and exploited by the early Varushkans, and worked extensively for centuries before the formation of the Empire. The Varushkans were not pleased when the Imperial Senate voted to make the Night Quarry an Imperial, rather than National, resource; they had assumed that like the Granites of Veltsgorsk and Eternal Shafts of Time it would remain under the control of the Varushkan people. When the Quarry, along with the Hunt of Alderei the Fair, were "taken away" from the Varushkans, it greatly tested the unity of the early Empire. According to some historians, the decision was heavily influenced by a coalition of League and Highborn senators who wished to prevent Varushkan dominance of the early Imperial Bourse. Some Varushkans, especially those from Miekarova, would like to see the Night Quarry returned to their control.

During the Orc Rebellion, the quarry was the site of a notable atrocity, an early engagement between orc slaves and Imperial troops known as the Night Quarry Massacre. After two weeks of intermittent fighting around the quarry, Varushkan troops and revolting slaves alike were slaughtered when Thule barbarian raiders happened across it and took advantage of both sides' weakness. To this day, workers claim to hear the occasional moans of trapped orcs, dying warriors and exultant Thule echoing in dark, giving the site an unwholesome reputation

The Bourse Seat

Responsibilities

The Seat has no particular responsibilities; they simply receive a bounty of white granite which is theirs to do with as they will. If the Night Quarry were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to the Night Quarry, the Seat would expect to be consulted as to how that opportunity might be resolved.

Powers

Seat on the Bourse

Custodianship of the Night Quarry comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of white granite

The Seat has control of a source of white granite and receives Bourse certificates to represent that control. They can dispense this resource as they choose. Production is 26 Imperial wains of white granite every season.

Appointment

As with all white granite Bourse seats, the holder of the title is determined during the Summer Solstice. As an Imperial seat, any Imperial citizen may participate in the auction and hold the title.

Custodianship of the Night Quarry is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be revoked by the Imperial Synod.

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Realms (Redirected from Night Realm)

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Realm

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Night magic

Contents

- 1 Overview

- 2 Resonance

- 2.1 Obfuscation

- 2.2 Transformation

- 2.3 Intuition

- 2.4 Inspiration

- 2.5 Emotions

- 3 Dissonance

- 3.1 Destruction

- 3.2 Clarity

- 3.3 Strength

- 3.4 Predictability

- 3.5 Discipline

- 3.6 Commerce

- 3.7 Health

- 3.8 Manufacture

- 4 Further Reading

Overview

The magic of night is subtle, intuitive, deceptive and secretive. It is never direct, and never the same twice - it is the essence of transformation and mystery. Where Day magic is focused by the conscious mind, Night magic lives in the unconscious and the subconscious. There is a dream-like quality to Night, and it defies easy categorization or definition.

Night magic excels at concealment. While no other realm can match its power to obfuscate or deceive, the magic of Night is often directly opposed by the revelatory magic of the realm of Day. A paradox of Night is that it does not make things invisible - the magic itself can always be detected, and while it may conceal the composition and exact location of a band of soldiers an observer will still be able to see the swirling magical mists that surround them.

What Night can hide, it can also uncover. The divinatory powers of Night magic are always somewhat dreamlike in nature, however, being full of symbols and metaphors that must be interpreted - unlike Day magic, which deals with cold facts. This is also the realm that most exemplifies the power of transformation, and excels at transforming thoughts and ideas even more than it does solid objects. Magicians who make extensive use of Night magic often talk about its elusive, mercurial nature. The magic resists being used, and magicians variously describe the experience as needing to hunt it, coerce it, lure it or tease it out before a ritual can be completed. The magic itself is difficult to pin down - powerful rituals often leave the magicians feeling dazed or in some cases even cause phantasmagoric hallucinations.

It is the most powerful realm because it transforms everything it touches - even the act of divining can uncover truths that prompt unexpected changes in the attitudes or beliefs of the magician wielding it. There is a danger to Night magic. It can lead to selfishness and introspection, and encourage the magician to spend more time considering their own thoughts than the world around them. It encourages the magician to explore ever inward, forsaking the outside world in pursuit of understanding that is difficult or impossible for others to understand.

Resonance

Obfuscation

The Night Realm delights in secrets and mysteries, it loves riddles and puzzles, and it resonates strongly with any ritual that obfuscates things, making them harder to fathom. The realm is perfectly suited for concealing or disguising the true nature of things; it cannot make things invisible, but it can cloak them with magic to provide a screen that baffles the senses. Night magic is uniquely capable of thwarting divinations; it is possible to ward almost anything against divination, especially those of the Day Realm. This resonance can be used in many subtle ways, such as concealing memories from someone.

Night magic does not hide what it has done. Magicians can easily detect the presence of the Night Realm when it is used to baffle their divinations, but the more powerful the concealing Night ritual, the harder it is to pierce the resulting shroud.

Examples Cast Off The Chain of Memory, Infant Starts with a Blank Slate, Incantation's Mystic Mask, Masque of the Blinded Weaver, Secrets for the Shadow Courier, Secrets of the Empty Heart, Riddle Hides the Reward, The Cuckoo's Egg, Drawing the Penumbral Veil, Shroud of Mist and Shadow, and Vale of Shadows.

Transformation

Things are fluid in the Night Realm, constantly changing and in flux. This powerful resonance can be used in many different Night rituals that seek to transform objects and even living beings. Although Night magic may appear chaotic, the truth is that such transformations follow subtle but definite rules - living things in particular cannot be transformed against their will or against their nature.

Night rarely allows anything to be turned into anything - there will often be a pattern than must be adhered to, or a ritual will turn one specific thing into another specific thing. For instance, Night magic can't turn an apple into an elephant, but the more similar the essential qualities of two things are, the easier the transformation from one to the other can be. The essential qualities that Night concerns itself with are the ideals and "inner" qualities of something. A brave knight has more in common with a lion than with a cowardly merchant. The physical similarities are usually irrelevant to Night.

Some transformations are linked to deceptions or tricks. The idea of substitution, of exchanging one thing for another similar thing, is linked to the resonance of transformation in the Night Realm.

Examples: Thief's Arcane Gambit, The Eight-spoked Wheel, The Retrograde Wheel, The Twilight Masquerade, Conclave of Trees and Shadow, Align the Celestial Net, Transmogrification of the Soul's Echo, Dripping Echoes of the Fen, Distill the Serpent's Stone.

Intuition

Like Day magic, Night magic includes many powerful divination rituals. But where Day concentrates on quantities, facts, and numbers, the divinations of Night magic are only concerned with intangible elements - emotions, feelings, and ideas are all susceptible to Night magic. Such divinations are valuable but always uncertain - the answers often come in the form of riddles, puzzles, or visions and require wisdom and experience to interpret them.

The Night Realm delights in conjecture and speculation, the more imaginative and original the better. These inferences are not mere guesses; the Realm excels at bringing together disparate information allowing magicians rare insights. Skilled mages can use Night magic to make predictions and examine mysteries. Forest resources in particular can benefit from these kind of auguries, enhancing their production.

Examples Signs and Portents, Verdant Bounty of the Twilight Bayou, Whispering Shadow Courtiers, Shadowed Glass of Sung, and Wondrous Forests of the Night.

Inspiration

The Night Realm prizes imagination and creativity, especially thoughts and ideas dredged up from the subconscious mind. Ideas are not weighed by their practicality or usefulness but by their originality and inherent aesthetic qualities. It is easy to criticize the unworldly nature of the Night Realm, but no other realm possesses this essential resonance, the capacity to create something genuinely new.

Examples Secrets of Skillful Artifice and Sift the Dreamscape's Sands.

Emotions

The Night revels in powerful emotions and passions. It shares some of the intensity and wild energy of the Spring Realm, but it is the emotions themselves that resonate within the Night Realm. Rituals of the realm can enhance sensations and feelings but they are not without risk - the passions unleashed can be so intense they lead to madness.

Examples Freedom of the Soul, The Chamber of Delights, Embrace the Living Flame, Unfettered Anarchy, and Still Waters, Running Deep.

Dissonance

Destruction

Night transforms and conceals but abhors destruction. Destroying something makes creation less diverse, and reduces possibilities. Night even balks at killing people, especially wholesale slaughter. While the ability to strike from concealment can be deadly, it is dissonant to use night magic to directly harm someone physically.

Clarity

The Night Realm seems to regard clarity as a flaw, an imperfection that must be remedied. It always presents information in a way that needs interpretation, striving to be clever or subtle even when that's detrimental to the broader goals. Attempts to gain clarity and precision using the Night Realm are doomed to failure.

Strength

The Night Realm is a realm of smoke and shadows; it excels at transforming and concealing things, but this emphasis on the intangible makes it difficult to use Night magic to create rituals that strengthen or empower the target. There is an insubstantial quality to the Night Realm that makes it dissonant for rituals that attempt to grant increased physical power.

Predictability

Like the Spring Realm, there is an unpredictable tendency to Night magic that is difficult to avoid. It is as if the Realm itself takes delight in surprising those who use it, making it difficult to entirely predict what the outcome will be. Rituals that require order and rigour are often dissonant with the Night Realm because of this essential flaw.

Discipline

Night encourages individuality - it resolutely puts individual needs ahead of collective needs. Night magic never encourages people to obey or respect anyone else, to abide by hierarchies or regimented rules, or to all act in a certain way. Attempts to empower a group of mortals with Night magic always tends to result in a significant loss of discipline, because they cause an inevitable increase in passion. Passion is deeply personal in nature; while some soldiers might be motivated by a passionate patriotism or hatred of the enemy, just as many are actually passionate about going home (and desert) or nurture a deep dislike for an unpopular captain - unleashing those passions with Night magic can end in disaster.

As a result, there are only a few Night magic rituals that are useful in war. Not only are rituals that try to enhance discipline impossible with Night magic, this dissonance actively ruins attempts to use Night magic to make an army or military unit stronger.

Commerce

Although it is possible for a skilled Night mage to profit from their rituals, the idea of profit, particularly notions of commerce, profits and loss, ledgers and coins, are strongly dissonant in Night. In part this reflects the realm's disinterest in facts and figures, but the lack of discipline and predictability are also factors. Rituals that attempt to enhance the produce of coin are impossible in the Night Realm.

When night magic is brought to bear on a personal resource, the outcome is often unpredictable. A ritual that causes a farm to produce herbs or forest resources, or one that makes mines produce random metals and gems is resonant; a ritual that causes a business to produce more money is dissonant. Night magic encourages diversification and unpredictability.

Health

While Night magic can help deal with negative thoughts or mental afflictions, it is useless for healing wounds or regrowing limbs. The body is just a vessel for containing the spirit; a way to provide sensory input for the consciousness.

Manufacture

Night magic loves comforts, but it finds objects boring. Night magic often works through food or drink - transient pleasures that are consumed and enjoyed then gone for good. It can't mend broken objects, nor grant persistent objects special properties in the way Autumn might. This tendency is easy to see in the actions of the Eternal Murit - that creature cares about the art and inspiration that goes into making something much more than it does the item itself, and quickly grows tired of its creations and moves on to something else. Night magic cannot mend items, for example.

Further Reading

- Ritual theory

- Spring magic

- Summer magic

- Autumn magic

- Winter magic

- Day magic

- Night magic

- Spellcasting

- Rituals

- Formulaic Rituals

- Spontaneous Magic

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Night pouch

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

Contents

- 1 Description

- 2 Casting

- 3 Effects

- 4 Sample Spellcasting Vocals

- 5 Common Elements

Description

This spell enchants a bag or pouch so that its contents cannot be accesses by anyone except the caster. It is ideal for keeping small items of personal value in, or for protecting private correspondence. It is common for couriers, messengers and diplomats with magical powers to carry a night pouch for sensitive documents.

It is possible for strangers to access the contents of a night pouch through the ritual Piercing Light of Revelation, although doing so destroys the magic and usually the physical pouch. A ritualist versed in the lore of Night can use ritual magic to create a durable enchantment similar to a night pouch through the use of Secrets for the Shadow Courier.

Casting

- Type: Regular spell

- Cost: 1 Personal mana

Effects

This spell enchants a suitable bag or pouch so that it cannot be opened by anyone except the caster. The contents of the bag cannot be accessed by anyone but the caster without ritual magic or a special ability. The spell lasts until time out. At time out, the contents of an unopened night pouch is lost.

Any player who has access to this spell may carry a small pouch or small bag; the spell will not affect a bag more than 18” deep or 6” wide. PD will issue every character who has this spell with a night pouch ribbon. When you cast this spell you should fasten your pouch with this ribbon.

Sample Spellcasting Vocals

- (whispering and tracing Diras) Diras! Diras! Diras! Thrice banished and thrice banned, let not these treasures fall to blind and blinding light. Diras! Diras! Diras! Thrice signed and thrice sealed, let these secrets hide within this veil of guarding Night!'

- I work as the bee works, gathering nectar from bloom and blossom. I strive as the bee strives, and golden treasures are my reward. Let my treasures be as honey, secure in the safety of this my honeycomb.

- (pointing to each star in turn while concealing the pouch in the other hand) Star of the east, stretch out your veil! Star of the south, receive that which I hide! Star of the west, let none pass save I, who hold the key! Stars above, lock all within your veil of secrecy!

- (concealing the pouch beneath a cloak ) Diras! I invoke your aid in this dark hour; imbue this pouch with hidden power; holds its treasure out of sight; let none but I claim its gifts this night.

Common Elements

- Rune Magic: While the night pouch itself is usually marked with Diras, the rune of secrets, some magicians prefer to use the rune of wealth. Both of these runes are commonly evoked during the casting of the spell, although couriers and diplomats might include Queros, the rune of plots, if they plan to store sensitive documents in their night pouch. A rare few risk invoking the power of the Unknown Rune, the rune of absence and silence.

- Astronomancy: An astronomancer making a night pouch often evokes the constellation of the Lock, which has resonance with themes of concealment and security.

- Dramaturgy: Both the personae of the Witch and the Mountebank are good choices when creating a night pouch, although the mountebank is often considered to be a better fit when the spell is intended to contain illicit or politically sensitive items. The Cloak has connections with concealment and disguise, and is often used to physically hide the night pouch from all observers while the spell is cast.

- Other traditions: Some magicians evoke the names of paragons or totem animals associated with prosperity when casting this spell.

- Realms: As the name suggests, the spell is connected with the realm of Night - its magic revolves around concealment and obfuscation.

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Category:Night Ritual (Redirected from Night ritual)

Ritual

Explanation

Magnitude

Freedom of the Soul

Creates an aura on a character that greatly heightens emotions.

2

Missive for Sadogua

Sends a message to an Eternal.

2

Cast Off The Chain of Memory

Excises memory via voluntary amnesia.

4

Incantation's Mystic Mask

Obfuscate the next ritual cast by this coven.

4

Masque of the Blinded Weaver

Obscures bonds between items or characters.

4

Secrets for the Shadow Courier

Creates a year duration night pouch for a character.

4

Secrets of Skillful Artifice

Grants ability to craft a single item.

4

Secrets of the Empty Heart

Gives the ability to die rather than reveal a secret.

4

Signs and Portents

Provides a coven with visions of important events.

4

Thief's Arcane Gambit

Steals an enchantment.

4

Riddle Hides the Reward

Makes an item unbondable without the answer to a riddle.

6

The Cuckoo's Egg

When the ritual is complete the target may be brought through the Sentinel Gate as if they were an Imperial citizen of the same nation as the coven who performed the ritual. They must be accompanied by at least one member of the coven performing the ritual. The ritual allows one trip through the Sentinel Gate which must take place within ten minutes of the ritual being completed.

6

The Eight-spoked Wheel

Transforms three ingots or measures of materials along an alchemical path.

6

Verdant Bounty of the Twilight Bayou

Adds five measures to the production of a forest over the next season.

6

Embrace the Living Flame

Grants an additional hero point for a season.

7

Chamber of Delights

Creates an aura in an area that encourages relaxation.

8

Drawing the Penumbral Veil

Shrouds a territory from scrying.

8

The Retrograde Wheel

Transforms three ingots or measures of materials the other way along an alchemical path.

8

The Twilight Masquerade

Creates a magical disguise that changes lineage.

8

Whispering Shadow Courtiers

Enables limited communication with the Whisper Gallery.

8

Shadowed Glass of Sung

Grants intuitive information about the immediate vicinity.

10

Shroud of Mist and Shadow

Grants a concealing bonus to a military unit for both raiding and war.

10

Unfettered Anarchy

Curses a character with uncontrollable emotions.

10

Dreams in the Witch House

This gives intuitive impressions of the objectives and strategies of enemy armies in the target territory. Map of target territory required.

12

Clear Counsel of the Everflowing River

This ritual allows the casters to seek aid from the Night Eternal known as Sung in solving a mystery that eludes them. During the ritual, the casters must clearly voice a question that they seek help in answering - for example, "What is the source of the Vallorn?"; "What is the purpose of this artifact recovered from Skarsind?"; "What do the Jotun hope to gain from this war?" and so forth.

20

Conclave of Trees and Shadow

Transforms a forest into a powerful military unit for a season.

20

Sift the Dreamscape's Sands

Grants 1 additional rank of any lore overnight, lasting a day.

20

Vale of Shadows

Conceals a resource from invaders.

20

Still Waters, Running Deep

Grants 3 additional hero points for a season.

29

Align the Celestial Net

Realign regio for the next ritual cast at it.

30

Transmogrification of the Soul's Echo

Permanently change the personality of a willing character, and remove some curses.

60

Distill the Serpent's Stone

Creates a unique consumable alchemical item.

70

Dripping Echoes of the Fen

Creates a temporary supernatural fortification in marsh terrirtory.

80

Wondrous Forests of the Night

Enhances the production of forests throughout the Empire.

160

Pages in category "Night Ritual"

The following 34 pages are in this category, out of 34 total.

A

- Align the Celestial Net

C

- Cast Off The Chain of Memory

- Chamber of Delights

- Clear Counsel of the Everflowing River

- Conclave of Trees and Shadow

D

- Distill the Serpent's Stone

- Drawing the Penumbral Veil

- Dreams in the Witch House

- Dripping Echoes of the Fen

E

- Embrace the Living Flame

F

- Freedom of the Soul

I

- Incantation's Mystic Mask

M

- Masque of the Blinded Weaver

- Missive for Sadogua

R

- Riddle Hides the Reward

S

- Secrets for the Shadow Courier

- Secrets of Skillful Artifice

- Secrets of the Empty Heart

- Shadowed Glass of Sung

- Shroud of Mist and Shadow

- Sift the Dreamscape's Sands

- Signs and Portents

- Still Waters, Running Deep

T

- The Cuckoo's Egg

T cont.

- The Eight-spoked Wheel

- The Retrograde Wheel

- The Twilight Masquerade

- Thief's Arcane Gambit

- Transmogrification of the Soul's Echo

U

- Unfettered Anarchy

V

- Vale of Shadows

- Verdant Bounty of the Twilight Bayou

W

- Whispering Shadow Courtiers

- Wondrous Forests of the Night

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Night rituals

Ritual

Explanation

Magnitude

Freedom of the Soul

Creates an aura on a character that greatly heightens emotions.

2

Missive for Sadogua

Sends a message to the eternal Sadogua.

2

Cast Off The Chain of Memory

Excises memory via voluntary amnesia.

4

Incantation's Mystic Mask

Obfuscate the next ritual cast by this coven.

4

Masque of the Blinded Weaver

Obscures bonds between items or characters.

4

Secrets for the Shadow Courier

Creates a year duration night pouch for a character.

4

Secrets of Skillful Artifice

Grants ability to craft a single item.

4

Secrets of the Empty Heart

Gives the ability to die rather than reveal a secret.

4

Signs and Portents

Provides a coven with visions of important events.

4

Thief's Arcane Gambit

Steals an enchantment.

4

Riddle Hides the Reward

Prevents an existing bond being broken.

6

The Cuckoo's Egg

Allows non-Imperial citizen to be brought through the Sentinel Gate.

6

The Eight-spoked Wheel

Transforms three ingots or measures of materials along an alchemical path.

6

Verdant Bounty of the Twilight Bayou

Adds five measures to the production of a forest over the next season.

6

Drawing the Penumbral Veil

Shrouds a territory from scying.

8

Embrace the Living Flame

Grants an additional hero point for a season.

8

The Chamber of Delights

Creates an aura in an area that encourages relaxation.

8

The Ebb and Flow of Battle

Divines the progress of a battle, quest or skirmish.

8

The Retrograde Wheel

Transforms three ingots or measures of materials the other way along an alchemical path.

8

The Twilight Masquerade

Creates a magical disguise that changes lineage.

8

Whispering Shadow Courtiers

Learns a random secret about someone or something.

8

Shadowed Glass of Sung

Grants intuitive information about the immediate vicinity.

10

Shroud of Mist and Shadow

Grants a concealing bonus to a military unit for both raiding and war.

10

Unfettered Anarchy

Curses a character with uncontrollable emotions.

10

Dreams in the Witch House

Provides emotional information about a campaign.

12

Clear Counsel of the Everflowing River

Communes with an eternal to explore mysterious events.

20

Conclave of Trees and Shadow

Transforms a forest into a powerful military unit for a season.

20

Sift the Dreamscape's Sands

Grants 1 additional rank of any lore overnight, lasting a day.

20

Vale of Shadows

Conceals a resource from invaders.

20

Still Waters, Running Deep

Grants 2 additional hero points for a season.

26

Align the Celestial Net

Realign regio for the next ritual cast at it.

30

Transmogrification of the Soul's Echo

Permanently change the personality of a willing character, and remove some curses.

60

Distill the Serpent's Stone

Creates a unique consumable alchemical item.

70

Dripping Echoes of the Fen

Creates a temporary supernatural fortification in marsh territory.

80

Wondrous Forests of the Night

Enhances the production of forests throughout the Empire.

160

This selection of articles can be downloaded as a PDF book (or as html only)

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Night_rituals&oldid=45886"

No evil shall escape our sight

'Eli dumped his bag on the table in front of him. Swiftly followed by his garish golden coat.

'Bloody glad that one is over, I thought I was going to end up turning into a Leaguer. I mean I get that its important to figure out where laio goes missing, but two bloody years on and off.

'He washed his hands in the bowl in front him, pausing to rub a scar on his arm.'I mean when you recruited me it was all 'You will be the eyes and ears of the Empire, hunting the enemies of virtue', what you neglected to mention was how many ledgers i'd have to read, all the bloody auctions and having to dress like a suite of Jarmish furniture. Oh that reminds me, they don't seem to be selling the slaves they have freed'

The old man sat at the end of the table looked up at him smiling, and laugh escaping from him,

'Boy I remember when you changed your name from Elis to Eli. The oaths you took were to serve no matter the danger, paperwork is a danger that many of us have to face... But since you're tired of columns and ledgers, I have something much more dangerous for you. I’m sending you to Anvil to be the liaison to the synod. We are offering our services to the Cardinals - please remember to be polite.'

'Eli stared at the old man who recruited him so long ago with a with a look that would make a paragon balk. 'Fu...'

Contents

- 1 Overview

- 2 Significance

- 2.1 Ringing the Bell

- 2.2 Embracing the Silence

- 2.3 Apolitical

- 3 Endorsement or Rejection

- 4 Resolution

Overview

The Silent Bell is an Imperial sodality made up of citizens dedicated to the cause of Vigilance. Initially set up in the early years of the reign of Emperor Nicovar, they were intended to serve as an investigative arm of the Vigilance Assembly. Unfortunately, being so closely associated with the Mad Emperor lead to their short-lived order being disbanded in 210YE as the dust of Nicovar's rampage started to settle.

Although disbanded might be too strong a word. The first (and officially, only) preceptor of the Silent Bell, Esther of Sybela, responded to the order to end the Silent Bell with a polite note to the then Cardinal of Vigilance that read simply "be alert to all dangers; within and without." Denied official sanction, the Silent Bell continued to operate in the background, occasionally bringing news of potential threats to the Empire to the attention of the Vigilance assembly.

Over the last year or so, the Silent Bell has been significantly more active, and begun to strengthen their ties with the Imperial Synod. Now, with a resurgence of interest in the exemplar Berechiah, the leadership of the Silent Bell have decided to cement those relations officially. Particularly in light of the challenges faced by the Synod, the leadership of the Silent Bell wish to clarify their relationship with the Synod, so that there can be no misunderstanding of the role they are to play.

During the reign of Emperor Nicovar, the Silent Bell were allegedly used by the Synod to suppress opposition to the increasingly deranged demands of the Throne. In the century and a half since, they have helped to uncover a number of internal threats to the Empire, but at times they have been accused of helping to discredit political and social movements that were threats to entrenched positions within the Empire rather than threats to its way of life. As such they have a mixed reputation. Their commitment to remain apolitical means they are at the same time without politics of their own, but a powerful tool to pursue the politics of whichever cardinal is able to wield them.

Significance

The sodality is small, but committed. Their goal is to gather information about internal threats to the Empire. They operate a loose, but extensive, network of informants throughout the Vigilance sects in the Empire. By drawing on that network, they can potentially track down information about specific threats. They are at their most effective, however, when they operate with a clear focus from the Imperial Synod.

They are not in a position to actually deal with threats - their members are investigators and informants, not effective combatants, but they can often suggest practical ways to deal with those threats and are adept at identifying opportunities for the Synod to use the Sentinel Gate to act on the information they have provided.

Ringing the Bell

The current preceptor of the Silent Bell is Malachai of the Silent Bell, in Casca's Doom. He has laid out the position of the Silent Bell, and suggested a way that the Imperial Synod may wield the Silent Bell effectively, but with some transparency, to allay fears of a "secret militia answering only to the cardinals."

He has proposed that any member of the Assembly of the Nine be empowered to issue a statement of principle instructing the Silent Bell to pursue information relating to a specific topic. Such a statement of principle must begin with the wording "The Council of Nine directs the Silent Bell to investigate...". If the statement is supported by the lesser majority of the Council, then the Silent Bell will turn their attentions towards investigating the designated topic. In the event that multiple such statements are issued in a single summit, the Silent Bell will either take instruction from the one that achieves a greater majority, or the last one that is supported.

Typically a representative of the Sodality will speak with the cardinal (or the Throne) who raised the statement, looking for as many details as possible about the threat. They will then direct their attentions to finding any leads they can, and make them available to the cardinal at the next summit. This will often take the form of a verbal report, occasionally supported by written documentation, but in past years there has been a marked correlation between the investigations of the Silent Bell and the opportunity to directly address a threat through the auspices of the Sentinel Gate.

If the Assembly of Nine agrees to this method, they need merely issue a statement of principle in this format instructing the Silent Bell to investigate a specific topic during the coming summit. If there is nothing they want to investigate, then a properly worded acceptance of the methods laid out by Malachai would also suffice.

Embracing the Silence

This method of contacting the Silent Bell has some flaws. While it openly encourages the faithful to look into a specific topic, it also provides a warning to the enemies of the Empire. A more secretive method may suit the Council of the Nine better. In the past, the Silent Bell answered directly to the Cardinal of Vigilance rather than the Council of the Nine as a whole. The Cardinal contacted the preceptor of the Silent Bell by magical means and (initially at least) only the two of them were aware of the matter under investigation.

The Council of the Nine may issue a statement of principle instructing the Silent Bell to report directly to the Cardinal of Vigilance. This statement will require a greater majority - the will of the Council of the Nine must be unequivocal. If they do so, then the Cardinal of Vigilance will be empowered to instruct the Silent Bell privately via winged messenger, rather than publicly through a judgement.

Apolitical

Malachai, the current preceptor of the Silent Bell is keen to avoid being drawn into the complex political machinations of Anvil as has sometimes happened in the past. The sodality exists to track down and investigate threats to the Empire. While they are not so foolish to imagine that none of those threats are present during the summit, this is not their area of expertise and as such they are determined to ensure that they stay out of Anvil politics.

Because of this, the one restriction they insist on is that they will only investigate threats whose primary source lies outside Anvil. They are happy to follow those leads wherever they go - but they will not investigate the affairs of an individual or band while they are at Anvil.

Endorsement or Rejection

The Imperial Synod recognises the contribution of the Silent Bell and encourages the faithful to remain Vigilant for any sign of threat among their neighbours. It provides (X) with 25 doses of liao to support their work.

Synod Mandate

The Imperial Synod may choose to take this further, and express open support for the Silent Bell. The General Assembly or the Assembly of the Nine may issue a mandate endorsing the Silent Bell. If the mandate is successful, there will be a short-lived burst of enthusiasm for the Silent Bell, and support for the Assembly of Vigilance in general. Over the next season, every congregation run by a character dedicated to Vigilance will receive 2 additional votes and 1 additional liao, and the capability of the Silent Bell will be guaranteed for the immediate future.

The Imperial Synod rejects the Silent Bell, and denounces the idea that the faithful should spy on one another. The empire is committed to the dignity of all its citizens. It provides (X) with 25 doses of liao to encourage respect for other citizens.

Synod Mandate

Alternatively, the Council of the Nine or the General Assembly may issue a statement of principle rejecting the Silent Bell. While they have shown some ability to head off threats to the Empire in the past, they were explicitly created to spy on and inform about the activities of private Imperial citizens as well as visiting foreigners. In the event that such a mandate is issued, in the coming season congregations run by priests dedicated to Vigilance will suffer a loss of 2 votes and 1 liao. This will be matched, however, by an increase in the size of congregations related to Pride and Loyalty. Characters dedicated to these virtues will receive 2 additional votes and 1 additional liao in the coming season.

Unfortunately, such a denouncement will significantly curtail the effectiveness of the Silent Bell as an Imperial Sodality for the foreseeable future.

Resolution

During the WInter solstice, the Imperial Synod declared their support for the Silent Bell, and the Council of the Nine issued their first instruction as to where the sodality should turn its gaze. The Highborn Esau executed a mandate in support of the Silent Bell, leading to improved attendance at congregations of priests dedicated to Vigilance across the Empire.

The capabilities of the Silent Bell

The Silent Bell is most effective when gathering information about threats to Imperial citizens.

The Silent Bell is an Imperial sodality. As such, it is at its most effective when it is working within the borders of the Empire. It has some ability to gather information in places that are not Imperial territories but have a significant Imperial presence - for example, they have some success operating in barbarian territories where the Imperial armies are present, especially if one of those armies contains trained scouts (the Seventh Wave and the Quiet Step are the obvious examples).

By contrast, they are largely ineffective at gathering information outside Imperial borders. For example, they are rarely able to make contact with foreigners or barbarians, or infiltrate non-Imperial settlements. However, they can still investigate the influences such things may have closer to home. The Silent Bell will struggle to provide any useful intelligence about a Grendel Salt Lord, for example, but might still be able to identify someone who has that information within the Empire.

OOC Note: The Silent Bell are also significantly less effective at investigating PvP scenarios. However, regardless of their limitations, their investigations will tend to turn up something for the next event, at least tangentially related to the matter they were instructed to investigate.

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Noble house (Redirected from Noble House)

Contents

- 1 Overview

- 2 Creating a noble house

- 3 Choosing an earl

- 4 Characters in Noble Houses

- 5 Forming a noble house in play

- 6 Heraldry

Overview

Dawn is home to scores of noble houses which represent the best - and occasionally the worst - of what the nation has to offer. These are not traditional, real world historical, noble families - many of the members are not related to one another by blood. While every noble member of the house bears the house's name - it is the shared experience of the Test of Mettle that truly unites a house.

Anyone can challenge a noble house for entry by demanding they set a Test of Mettle. The only members of a noble house are those individuals who have passed the Test of Mettle set by that house. Tests are usually dangerous and difficult and are designed to bring glory to the individual who succeeds. The members of a noble house are expected to continue to try to achieve glory after they join the house. Their actions reflect on the glory of the house itself.

A noble house is usually led by an earl who has responsibility for setting the house's tests. Some noble houses use traditional, publicly known tests. For example, House Dupon of Astolat traditionally demanded the head of an orc shaman or warlord, taken in battle. Your group may create one or more traditional tests for their noble house if they do not wish to leave this choice entirely to the earl.

The cultural practice of adoption is widespread throughout Dawn - noble houses adopt children from other noble families who are raised as one of their own. Children raised as part of a noble house are usually referred to as noble born, they are expected to attempt the Test of Mettle when they come of age and are given the full support of their house to prepare for that task.

Most noble houses are based around one or more castles, estates or manor houses. They are surrounded by villages and hamlets made up of yeomen who look to the noble house for leadership and, where necessary, protection. The houses employ large numbers of yeomen as retainers to work their lands, fight for the houses as men-at-arms and serve in specialized roles such as squires or seneschals.

Creating a noble house

The noble house is intended as the simplest way for most groups of players to create a Dawnish group. Dawnish noble houses are in constant pursuit of glory, giving everyone in the house a motivation to get involved.

The noble members of your house will usually be the characters portrayed by the players in the group - you house may include a few off-screen noble members who never attend events, but it is usually better to avoid assuming that the house includes dozens of nobles who are not played. You can assume that there are a large number of yeomen who help the house to operate and do not attend events, and for whom the noble house is responsible.

Every character is likely to have their own story of how they joined the house, whether they are blood-relatives or fosterlings; newcomers who specifically sought out your house to petition for entry; ennobled yeomen who won recognition for their glorious deeds; a character from another Nation inspired by the Dawnish way of life to become a noble; a noble from another house who married into the house as the result of a failed Test of Ardour; or some more exotic tale of nobility and glory.

Some noble characters, especially younger characters, might technically be yeomen who are currently embarking on their Test of Mettle, or are too young to begin one. These characters enjoy the prestige of being part of the house without having the rights - or responsibilites - of a true noble.

You'll want to pick a territory for your house to hail from. If you're having trouble choosing, we recommend picking the territory with the fewest active groups in-game. After all, Dawn has never lost territory to the barbarian forces outside the Empire, and you're going to need to make sure it stays that way.

Choosing an earl

Each noble house has their own method for selecting their earl, but it is usually a senior member of the family who has already established a glorious reputation. In addition to their formal powers to set tests, the earl is expected to mediate between family members in the case of conflicts. It is rare for an earl to be removed from their position, it is more common for noble houses to split if some of the nobles feel they can no longer accept their earl's authority.

If you are choosing an earl for your group, it is a good idea to pick a player that everyone in the group can get on with and respect. The Empire is not a feudal society and earls have no formal right to the respect of others. But your earl is the embodiment of your noble house - if you want people to respect your noble house then you want them to respect your earl. The best way to achieve that is for everyone in the group to show an appropriate degree of respect for the character. If everyone in your group treats your earl as an important, respected character, then other players will tend to naturally follow suit.

Characters who cannot fight for any reason are a good choice for earl. People should not expect the earl to be leading charges and fighting in tourneys - that is the responsibility of the other nobles of the house, not the earl.

Some houses also have an heir-presumptive - this is another noble character in the house who has been chosen to be earl in the event of the current earl's death. Groups that like to have a great deal of internal politics and roleplay can make this role as political as they want. In groups that prefer a play style where everyone in the group agrees to support each other it is a better idea to have the group choose an heir-presumptive that is a solid ally of the earl, or dispense with this role altogether. Whatever you do, remember that the earl is not an intrinsically hereditary position, so there is no requirement at all to pick one of the earl's offspring as the new earl, if the current earl has been killed.

Characters in Noble Houses

Noble houses can easily include almost any Dawnish character although knights-errant are not formally considered members of the house and questing knights are more usually members of their own knightly order.

Some of the players in your group might want to play a yeoman. This isn't a requirement - you can represent the house's yeomen using personal resources - farms and small military units in particular suggest the presence of yeomen. Most yeomen characters take subordinate roles to the nobles, but the traditions of service in the Empire mean that even yeomen should not be taken for granted. Most larger houses have a seneschal, and although this character is a yeoman, they can be very politically powerful.

Most noble houses will have one or more associated troubadours. These priestly characters help to promote the glorious deeds of the nobles, provide spiritual guidance where it is needed, and may aspire to represent the noble house in the Synod.

Noble magicians are usually called witches in Dawn - they are expected to pursue a life of glory and most are skilled at using magic in battle. Yeomen magicians are called weavers and are usually skilled at ritual magic. Most noble houses include a few witches and you may wish to create a noble house with a tradition of magical prowess, a house of witches led by a powerful enchanter. If you are interested in playing a ritual group in Dawn, then you should also read about the weaver cabals to see if that interests you more.

Forming a noble house in play

Any noble character can form a new noble house in play if they wish. The most common reasons for this to happen is when an existing house becomes too large, or fractures due to internal divisions and several members want to branch out on their own.

Heraldry

Every noble house in dawn has a device that it uses on flags, banners, shields, surcouts ... indeed, pratically anywhere it can find a flat surface that will hold some pigment! This device represents your house and should be the focus of much of the pride of the house.

When picking your heraldry, it is probably best to go for something simple and striking. Empire does not have the complex rules of heraldry that exist in the real world, so the simplest way to make a device is to pick a symbol in one striking colour and put it on a background of a contrasting colour. The most common devices in Dawn are mythical beasts - gryphons, lions, unicorns, dragons, wyverns, winged serpents, chimerae and even fantastical beasts that exist only in the imagination - rather than the more mundane beasts favoured by the rival Marches.

It helps to pick your heraldry with an eye to your costume (or vice versa). Arranging for your nobles and yeomen to wear colours that match their device will create a dramatic impact on the field, and can be done relatively easily through the use of surcoats and cloaks.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Noble_house&oldid=39553"

Noble house (Redirected from Noble Houses)

Contents

- 1 Overview

- 2 Creating a noble house

- 3 Choosing an earl

- 4 Characters in Noble Houses

- 5 Forming a noble house in play

- 6 Heraldry

Overview

Dawn is home to scores of noble houses which represent the best - and occasionally the worst - of what the nation has to offer. These are not traditional, real world historical, noble families - many of the members are not related to one another by blood. While every noble member of the house bears the house's name - it is the shared experience of the Test of Mettle that truly unites a house.

Anyone can challenge a noble house for entry by demanding they set a Test of Mettle. The only members of a noble house are those individuals who have passed the Test of Mettle set by that house. Tests are usually dangerous and difficult and are designed to bring glory to the individual who succeeds. The members of a noble house are expected to continue to try to achieve glory after they join the house. Their actions reflect on the glory of the house itself.

A noble house is usually led by an earl who has responsibility for setting the house's tests. Some noble houses use traditional, publicly known tests. For example, House Dupon of Astolat traditionally demanded the head of an orc shaman or warlord, taken in battle. Your group may create one or more traditional tests for their noble house if they do not wish to leave this choice entirely to the earl.

The cultural practice of adoption is widespread throughout Dawn - noble houses adopt children from other noble families who are raised as one of their own. Children raised as part of a noble house are usually referred to as noble born, they are expected to attempt the Test of Mettle when they come of age and are given the full support of their house to prepare for that task.

Most noble houses are based around one or more castles, estates or manor houses. They are surrounded by villages and hamlets made up of yeomen who look to the noble house for leadership and, where necessary, protection. The houses employ large numbers of yeomen as retainers to work their lands, fight for the houses as men-at-arms and serve in specialized roles such as squires or seneschals.

Creating a noble house

The noble house is intended as the simplest way for most groups of players to create a Dawnish group. Dawnish noble houses are in constant pursuit of glory, giving everyone in the house a motivation to get involved.

The noble members of your house will usually be the characters portrayed by the players in the group - you house may include a few off-screen noble members who never attend events, but it is usually better to avoid assuming that the house includes dozens of nobles who are not played. You can assume that there are a large number of yeomen who help the house to operate and do not attend events, and for whom the noble house is responsible.

Every character is likely to have their own story of how they joined the house, whether they are blood-relatives or fosterlings; newcomers who specifically sought out your house to petition for entry; ennobled yeomen who won recognition for their glorious deeds; a character from another Nation inspired by the Dawnish way of life to become a noble; a noble from another house who married into the house as the result of a failed Test of Ardour; or some more exotic tale of nobility and glory.

Some noble characters, especially younger characters, might technically be yeomen who are currently embarking on their Test of Mettle, or are too young to begin one. These characters enjoy the prestige of being part of the house without having the rights - or responsibilites - of a true noble.

You'll want to pick a territory for your house to hail from. If you're having trouble choosing, we recommend picking the territory with the fewest active groups in-game. After all, Dawn has never lost territory to the barbarian forces outside the Empire, and you're going to need to make sure it stays that way.

Choosing an earl

Each noble house has their own method for selecting their earl, but it is usually a senior member of the family who has already established a glorious reputation. In addition to their formal powers to set tests, the earl is expected to mediate between family members in the case of conflicts. It is rare for an earl to be removed from their position, it is more common for noble houses to split if some of the nobles feel they can no longer accept their earl's authority.

If you are choosing an earl for your group, it is a good idea to pick a player that everyone in the group can get on with and respect. The Empire is not a feudal society and earls have no formal right to the respect of others. But your earl is the embodiment of your noble house - if you want people to respect your noble house then you want them to respect your earl. The best way to achieve that is for everyone in the group to show an appropriate degree of respect for the character. If everyone in your group treats your earl as an important, respected character, then other players will tend to naturally follow suit.

Characters who cannot fight for any reason are a good choice for earl. People should not expect the earl to be leading charges and fighting in tourneys - that is the responsibility of the other nobles of the house, not the earl.

Some houses also have an heir-presumptive - this is another noble character in the house who has been chosen to be earl in the event of the current earl's death. Groups that like to have a great deal of internal politics and roleplay can make this role as political as they want. In groups that prefer a play style where everyone in the group agrees to support each other it is a better idea to have the group choose an heir-presumptive that is a solid ally of the earl, or dispense with this role altogether. Whatever you do, remember that the earl is not an intrinsically hereditary position, so there is no requirement at all to pick one of the earl's offspring as the new earl, if the current earl has been killed.

Characters in Noble Houses

Noble houses can easily include almost any Dawnish character although knights-errant are not formally considered members of the house and questing knights are more usually members of their own knightly order.

Some of the players in your group might want to play a yeoman. This isn't a requirement - you can represent the house's yeomen using personal resources - farms and small military units in particular suggest the presence of yeomen. Most yeomen characters take subordinate roles to the nobles, but the traditions of service in the Empire mean that even yeomen should not be taken for granted. Most larger houses have a seneschal, and although this character is a yeoman, they can be very politically powerful.

Most noble houses will have one or more associated troubadours. These priestly characters help to promote the glorious deeds of the nobles, provide spiritual guidance where it is needed, and may aspire to represent the noble house in the Synod.

Noble magicians are usually called witches in Dawn - they are expected to pursue a life of glory and most are skilled at using magic in battle. Yeomen magicians are called weavers and are usually skilled at ritual magic. Most noble houses include a few witches and you may wish to create a noble house with a tradition of magical prowess, a house of witches led by a powerful enchanter. If you are interested in playing a ritual group in Dawn, then you should also read about the weaver cabals to see if that interests you more.

Forming a noble house in play

Any noble character can form a new noble house in play if they wish. The most common reasons for this to happen is when an existing house becomes too large, or fractures due to internal divisions and several members want to branch out on their own.

Heraldry

Every noble house in dawn has a device that it uses on flags, banners, shields, surcouts ... indeed, pratically anywhere it can find a flat surface that will hold some pigment! This device represents your house and should be the focus of much of the pride of the house.

When picking your heraldry, it is probably best to go for something simple and striking. Empire does not have the complex rules of heraldry that exist in the real world, so the simplest way to make a device is to pick a symbol in one striking colour and put it on a background of a contrasting colour. The most common devices in Dawn are mythical beasts - gryphons, lions, unicorns, dragons, wyverns, winged serpents, chimerae and even fantastical beasts that exist only in the imagination - rather than the more mundane beasts favoured by the rival Marches.

It helps to pick your heraldry with an eye to your costume (or vice versa). Arranging for your nobles and yeomen to wear colours that match their device will create a dramatic impact on the field, and can be done relatively easily through the use of surcoats and cloaks.

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Noble house

Contents

- 1 Overview

- 2 Creating a noble house

- 3 Choosing an earl

- 4 Characters in Noble Houses

- 5 Forming a noble house in play

- 6 Heraldry

- 7 Additional Reading

Overview

Dawn is home to scores of noble houses which represent the best - and occasionally the worst - of what the nation has to offer. These are not traditional, real world historical, noble families - many of the members are not related to one another by blood. While every noble member of the house bears the house's name - it is the shared experience of the Test of Mettle that truly unites a house.

Anyone can challenge a noble house for entry by demanding they set a Test of Mettle. The only members of a noble house are those individuals who have passed the Test of Mettle set by that house. Tests are usually dangerous and difficult and are designed to bring glory to the individual who succeeds. The members of a noble house are expected to continue to try to achieve glory after they join the house. Their actions reflect on the glory of the house itself.

A noble house is usually led by an earl who has responsibility for setting the house's tests. Some noble houses use traditional, publicly known tests. For example, House Dupon of Astolat traditionally demanded the head of an orc shaman or warlord, taken in battle. Your group may create one or more traditional tests for their noble house if they do not wish to leave this choice entirely to the earl.

The cultural practice of adoption is widespread throughout Dawn - noble houses adopt children from other noble families who are raised as one of their own. Children raised as part of a noble house are usually referred to as noble born, they are expected to attempt the Test of Mettle when they come of age and are given the full support of their house to prepare for that task.

Most noble houses are based around one or more castles, estates or manor houses. They are surrounded by villages and hamlets made up of yeomen who look to the noble house for leadership and, where necessary, protection. The houses employ large numbers of yeomen as retainers to work their lands, fight for the houses as men-at-arms and serve in specialized roles such as squires or seneschals.

Creating a noble house

The noble house is intended as the simplest way for most groups of players to create a Dawnish group. Dawnish noble houses are in constant pursuit of glory, giving everyone in the house a motivation to get involved.

The noble members of your house will usually be the characters portrayed by the players in the group - you house may include a few off-screen noble members who never attend events, but it is usually better to avoid assuming that the house includes dozens of nobles who are not played. You can assume that there are a large number of yeomen who help the house to operate and do not attend events, and for whom the noble house is responsible.

Every character is likely to have their own story of how they joined the house, whether they are blood-relatives or fosterlings; newcomers who specifically sought out your house to petition for entry; ennobled yeomen who won recognition for their glorious deeds; a character from another Nation inspired by the Dawnish way of life to become a noble; a noble from another house who married into the house as the result of a failed Test of Ardour; or some more exotic tale of nobility and glory.

Some noble characters, especially younger characters, might technically be yeomen who are currently embarking on their Test of Mettle, or are too young to begin one. These characters enjoy the prestige of being part of the house without having the rights - or responsibilities - of a true noble.

You'll want to pick a territory for your house to hail from. If you're having trouble choosing, we recommend picking the territory with the fewest active groups in-game. After all, Dawn has never lost territory to the barbarian forces outside the Empire, and you're going to need to make sure it stays that way.

Choosing an earl

Each noble house has their own method for selecting their earl, but it is usually a senior member of the family who has already established a glorious reputation. In addition to their formal powers to set tests, the earl is expected to mediate between family members in the case of conflicts. It is rare for an earl to be removed from their position, it is more common for noble houses to split if some of the nobles feel they can no longer accept their earl's authority.

If you are choosing an earl for your group, it is a good idea to pick a player that everyone in the group can get on with and respect. The Empire is not a feudal society and earls have no formal right to the respect of others. But your earl is the embodiment of your noble house - if you want people to respect your noble house then you want them to respect your earl. The best way to achieve that is for everyone in the group to show an appropriate degree of respect for the character. If everyone in your group treats your earl as an important, respected character, then other players will tend to naturally follow suit.

Characters who cannot fight for any reason are a good choice for earl. People should not expect the earl to be leading charges and fighting in tourneys - that is the responsibility of the other nobles of the house, not the earl.

Some houses also have an heir-presumptive - this is another noble character in the house who has been chosen to be earl in the event of the current earl's death. Groups that like to have a great deal of internal politics and roleplay can make this role as political as they want. In groups that prefer a play style where everyone in the group agrees to support each other it is a better idea to have the group choose an heir-presumptive that is a solid ally of the earl, or dispense with this role altogether. Whatever you do, remember that the earl is not an intrinsically hereditary position, so there is no requirement at all to pick one of the earl's offspring as the new earl, if the current earl has been killed.

Characters in Noble Houses

Noble houses can easily include almost any Dawnish character although knights-errant are not formally considered members of the house and questing knights are more usually members of their own knightly order.

Some of the players in your group might want to play a yeoman. This isn't a requirement - you can represent the house's yeomen using personal resources - farms and small military units in particular suggest the presence of yeomen. Most yeomen characters take subordinate roles to the nobles, but the traditions of service in the Empire mean that even yeomen should not be taken for granted. Most larger houses have a seneschal, and although this character is a yeoman, they can be very politically powerful.

Most noble houses will have one or more associated troubadours. These priestly characters help to promote the glorious deeds of the nobles, provide spiritual guidance where it is needed, and may aspire to represent the noble house in the Synod.

Noble magicians are usually called witches in Dawn - they are expected to pursue a life of glory and most are skilled at using magic in battle. Yeomen magicians are called weavers and are usually skilled at ritual magic. Most noble houses include a few witches and you may wish to create a noble house with a tradition of magical prowess, a house of witches led by a powerful enchanter. If you are interested in playing a ritual group in Dawn, then you should also read about the weaver cabals to see if that interests you more.

Forming a noble house in play

Any noble character can form a new noble house in play if they wish. The most common reasons for this to happen is when an existing house becomes too large, or fractures due to internal divisions and several members want to branch out on their own.

Heraldry

Every noble house in dawn has a device that it uses on flags, banners, shields, surcoats ... indeed, piratically anywhere it can find a flat surface that will hold some pigment! This device represents your house and should be the focus of much of the pride of the house.

When picking your heraldry, it is probably best to go for something simple and striking. Empire does not have the complex rules of heraldry that exist in the real world, so the simplest way to make a device is to pick a symbol in one striking colour and put it on a background of a contrasting colour. The most common devices in Dawn are mythical beasts - gryphons, lions, unicorns, dragons, wyverns, winged serpents, chimerae and even fantastical beasts that exist only in the imagination - rather than the more mundane beasts favoured by the rival Marches.

It helps to pick your heraldry with an eye to your costume (or vice versa). Arranging for your nobles and yeomen to wear colours that match their device will create a dramatic impact on the field, and can be done relatively easily through the use of surcoats and cloaks.

Additional Reading

A short list of prominent noble houses in Dawn can be found here.

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Nomination of Hector to the Imperial Throne

Nomination of Hector of the Spire of the Celestial Cascade to the position of Emperor.

Proposed by the Conscience, seconded by Sarvos.

Voting

- Defeated 4 votes to 18

Date

- Autumn 377YE (Event Three 2013).

Constitution

The notes record that no proxy votes were allowed for this Senate vote. This is not legal, a body may challenge a proxy if they believe an individual is acting fraudulently, but they cannot unilaterally declare all proxy votes to be invalid, no matter how import a vote seems. Denying the right of proxy to a senator who is unable to be present is tantamount to denying representation to the Imperial citizens that that senator - or that senator's proxy - represents.

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Northbound Trademaster

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Ministry

- 4 Appointment

- 5 The Title in Play

Overview

The Northbound Trademaster is an Imperial title awarded to a League citizen. It is part of the Northern trade network which effectively came into being shortly before the Autumn Equniox 380YE, with the construction of the offices of the Overseer of the Westward Road in Delev.

In the years since Skarsind was recovered, the roads were repaired and some work went towards re-establishing trade, but the Wintermark focus was more on the routes through the passes into Hahnmark in the north-east. Over Winter 379YE, work began on restoring a trading network along the northern territories with Torfast Trading Post in Skarsind as a central hub, and subsidiary offices in Temeschwar; merchant offices in the town of Delev in Karov, and a brokerage in Hercynia known as the Treji Wayhouse.

In Summer 381YE, in response to an opportunity offered by the Thule orcs of Otkodov, a new partner joined the Northern Trade Network bringing valuable crystal mana to the markets of the northern Empire. This crystal mana, of course, remains available only while the Empire remains at peace with the Thule. This crystal mana, of course, remains available only while the Empire remains at peace with the Thule.

Responsibilities

The Trademaster is expected to keep the trade flowing along the roads that lead from Temeschwar north into Skarsind and south to the wider Empire. The close contact with the traders allows ample opportunity for the Trademaster to acquire supplies at bargain prices. To a lesser degree, the Northbound Trademaster can be seen as responsible for keeping an eye on trade opportunities across the northern Empire, and ensuring that League merchants are able to take advantage of them.

Trade Profits

Total Money Spent

Production

7 Crowns

6 Dragonbone, 4 Ambergelt, 2 Orichalcum

17 Crowns

12 Dragonbone, 8 Ambergelt, 4 Orichalcum

35 Crowns

18 Dragonbone, 12 Ambergelt, 6 Orichalcum

48 Crowns

24 Dragonbone, 16 Ambergelt, 8 Orichalcum

Thule Trade (Urdur)

Total Materials Spent

Production

8 Beggar's Lye

8 Crystal Mana

19 Beggar's Lye

16 Crystal Mana

39 Beggar's Lye

25 Crystal Mana

Powers

Ministry

As a ministry, the title of Northbound Trademaster allows the holder to purchase quantities of special materials traded from the north at a set price. The Trademaster makes their decision on how much money to spend during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Temeschwar welcomes Thule merchants from Otkodov, as well as Imperial merchants. As a consequence, the trademaster has not one but two streams from which they can purchase material.The Broker can spend differing amounts on each stream - for example, they could spend 17 crowns on one, and 8 ingots on the other.

Appointment

This title is appointed during the Summer Solstice by citizens of the League who control business personal resources. The larger the bsuiness an individual has, the more votes they can allocate in support to a candidate. The voting is handled by the civil servants in the Bourse.

Only a League character may hold this title, but there is no requirement for them to be from Temeschwar (the title notionally represents opportunities for trade for the entire League). They do not receive a seat on the Bourse. As an Imperial title appointed through the Bourse, they cannot be revoked by the Imperial Synod.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

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Northern trade network

Contents

- 1 Overview

- 2 The Network

- 3 The Thule

- 4 Threats of the Network

- 5 Expanding the Network

Overview

Established in 380YE, the Northern trade network is a series of routes favoured by merchants that pass through the trade hub of Torfast in the Imperial orc territory of Skarsind. The network was established (or perhaps more properly, re-established) in response to an opportunity offered by the influx of Imperial Orcs into Skarsind, the so-called crossroads of the north.

The network consists (currently) of four ministries.

- Torfast Trading Post in Skarsind

- Treji Wayhouse in Hercynia

- Delev Market in Karov

- Northbound Trade in Temeschwar

Each of the ministries allows the citizen responsible for overseeing their operations to purchase certain trade goods at bargain prices.

The Network

The four minstries were established over the course of 380YE. In each case, they involved the establishment of offices in one of the four territories in a region known for its trade. The establishment also involved ensuring the roads between the towns were protected, and encouraging merchants to make use of them. In each case, the trading offices in the Glen of Shadows, in Duzekani, and in Hanuri serve as subsidiary trade hubs - key locations through which merchants from the western, eastern, and southern Empire pass on their way to the mountainus territory of Skarsind.

The central trading office in Torfast is perhaps the most lucrative of the four - providing resources from the navarr, League, and Varushkan territories and exporting Dragonbone, Orichalcum, and Green Iron. The Wayhouse at Treji exports Dragonbone, Ambergelt, and medicinal herbs; the mercantile offices in Delev export the bounty of the Varushkan forests; and the League offices in Temeschwar city provide Green Iron, Weltsilver, and Beggar's Lye to the network.

In return, the merchants of each city are able to acquire raw materials and herbs produced in the other three territories, although with significantly less versatility than the Imperial Orc bonesetter enjoys.

The Thule

In Summer 381YE, in response to an opportunity offered by the Thule orcs of Otkodov, a new partner joined the Northern Trade Network bringing valuable crystal mana to the markets of the northern Empire. This crystal mana, of course, remains available only while the Empire remains at peace with the Thule.

Orc merchants from the Thule territory of Urdur are not precisely a common sight in Skarsind, Hercynia, Temeschwar, and Karov,but they are present. They are much more likely to be encountered in Skarsind - the Thule traders seem to prefer to deal with their fellow orcs with only the most adventurous traveling further afield to trade direclty with human citizens of the Empire.

Threats of the Network

The network relies on merchants being able to move freely along the roads between Torfast and the other three towns. If one of the three routes were compromised, it is likely this would have a negative effect on the goods provided to each of the other merchant offices. It is likely that, in pursuit of their responsibility to encourage trade between the four nations, the Bonesetter, Overseer, Broker, and Trademaster would want to cooperate to efficiently end any threats to the network even if their route were not directly impacted.

Expanding the Network

It might be possible to expand the network further, taking more advantage of Torfast's position in the middle of the north. A route from Kalpaheim to Skarsind might be opened, although how lucrative this would prove is hard to say as the people of Wintermark already have extensive links with both Hercynia and Temeschwar.

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Not dark yet

With a beat of wings the large black crow settled on the post. Tilda wrinkled her nose and stared at it. Would it bring bad fortune to drive it off? Or worse if she let it be? She tried to think what the Keeper would have said.

She missed Walter - he used to make everyone laugh at harvest time, putting straw in his coat and pretending to be a scarecrow. Gone now - like the others. She hadn't been allowed to see him. No-one had. He uncle said no-one could see the Keeper cuz he'd gotten sick but Tilda knew her Uncle was lyin' because he did that thing grown-ups do when they're lyin' where they don't look at you proper. Anyway the Keeper could do magic so he woulda fixed himself up quicker than a rainstorm in July.

Maybe he weren't dead she thought... Maybe he had turned himself into a crow and flown away! Maybe the crow was Walter the Landskeeper come back to them... She stared at the crow - and it stared back - each of them waiting for the other to say something.

The crow gave a loud craw and began to peck at the body nailed to the post. Disgusting! Horrible! Walter would never do that. Marchers treated their dead with respect. She picked up a stone and threw it at the crow and it quickly flew away.

Contents

- 1 Overview

- 2 Significance

- 3 At a High Price, But Not At Any Price

- 3.1 The Thulebane's Legacy

- 3.2 A Weevil in the Grain

- 4 Actions have Consequences

- 4.1 Cunning

- 5 Hard Land, Hard Choices

- 5.1 Fuck You Then!

- 5.2 We Haven't Even Started

- 6 Limited Opportunity

- 7 Resolution

Overview

Over the last six months, several national assemblies have expressed opinions on the nature of the Iron Helms - the third Varushkan army recently restored to full strength and deployed in service of the Empire. The Throne has also weighed in, with messages carrying a statement on the subject written by Empress Lisabetta to all.

Even before their action against the rebel Dogri Thulebane in Skarsind, the Wintermark. Marcher, and Freeborn Assemblies had condemned them. After their successful apprehension of Dogri, and the suppression of his rebellion, the Varushkan and Navarr assemblies expressed clear support for the Iron Helms, and the validity of their sometimes unpalatable tactics.

Significance

As a result of the actions of the Iron Helms, and in particular the statements of principle made on the matter, there are now opportunities for several national assemblies to issue a mandate to encourage their citizens to react appropriately.

The Freeborn Assembly considers that the use of the cruel tactics of the Iron Helm Army of Varushka is unvirtuous ... We aspire to be better than this and lead by example.

Mazo i Zabala i Erigo, Freeborn Assembly, 380YE Winter Solstice

The Marcher Assembly ... consider the use of ... torture and mutilation ... as being opposed to the principles of the Seven Virtues.

Sister Meredith, Marcher Assembly, 380YE Winter Solstice

The Wintermark Assembly believe the excessive cruelty of the Iron Helms army to be unvirtuous.

Ylmiska Ferbow, Wintermark Assembly, 380YE Winter Solstice (Lesser Majority)

At a High Price, But Not At Any Price

In Winter 380YE, the Freeborn and Marchers denounced the Iron Helms in judgements passed by their national assemblies with a greater majority. They declared the use of extreme cruelty, even against the enemies of the Empire, to be unacceptable. The Wintermark assembly echoed their words - and while their judgement did not receive a greater majority, that season the Iron Helms went on to arrest Dogri Thulebane and destroy Crow's Keep. They may not have shown their true cruelty during that engagement, but few Winterfolk relish the idea of dying at the jaws of savage hounds.

This season past, the Iron Helms fought in the Mourn, their general ordering a merciless onslaught against the Jotun forces seeking to try and break them with their use of the most cruel tactics imaginable. Those Winterfolk, Freeborn, and Marchers who saw them were reminded of the warnings of their national assemblies. Here at last was clear evidence of the unspeakable savagery of the Iron Helms - on display for all to see. Now all the soldiers of these nations are looking to their priests for advice on how they should respond to this barbarism.

Each national assembly may now choose to pass a mandate urging their soldiers to show their disdain for the Iron Helms and their cruel ways. If this mandate is passed by a national assembly, then regardless of what orders are given by the generals of the Military Council the soldiers of their nation will acknowledge the unvirtuous nature of the Iron Helms. They will shun them, or refuse them comfort or aid when they campaign together.

The cruelty of the Iron Helms is unvirtuous, it demeans our Empire to use such tactics and it betrays the ideals of our people to fight alongside those who do so. The assembly sends X with 25 doses of liao to urge our soldiers to reject the Iron Helms and their cruelty."

Synod Mandate, national assembly

If this mandate is enacted then for the next year, if the Iron Helms are deployed in a territory alongside a Imperial army from a nation that has passed this mandate, they will suffer a reduction of one tenth in the number of victory points they contribute to that campaign. This bonus is cumulative for each additional nation (not individual army) that has passed the mandate that are present in the territory. Thus, if the Marches, Wintermark, and the Freeborn all pass this mandate, and the Iron Helms were engaged in a territory where there were armies from the Marches, the Brass Coast, and Wintermark, the Varushkan army would suffer a penalty of three-tenths to victory points.

The Thulebane's Legacy

For some in Wintermark, the cruelty of the Iron Helms is more than just unvirtuous, it is an insult to their heroism. Dogri Thulebane made clear he would have surrendered to a Wintermark army had they be sent to Crows Keep to take him. Instead the dogs of the Iron Helms stormed his castle and slew his people and then the Helms carried him in chains to Anvil. That he died as he should have, a hero fighting the barbarians, is no thanks to the Iron Helms.

It is one thing to show the Iron Helms the disdain and contempt that their actions have earned them - but a better way to honour the Thulebane - and indeed all the great figures of Wintermark's past is to show the Varushkans how a real warrior fights. Not by impaling people on stakes or setting your dogs on them - but as a hero - with weapons in hand - unbowed before the storm.

No true hero of the Mark should stand with the Iron Helms - those who use their dogs for war have become dogs themselves. The assembly sends X with 50 doses of liao to urge every hero of Wintermark to show them the heroism that a true hero of the Empire should aspire to.

Synod Mandate, Wintermark Assembly

If the Wintermark Assembly passes this mandate then it will automatically incorporate all the benefits of the first mandate urging people to shun the Iron Helms - but in addition for the next year the general of any Wintermark army that fights alongside the Iron Helms may choose to give the order for a triumphant charge or final stand.

A Weevil in the Grain

The Marcher Assembly has made clear that while the Jotun are their mortal enemies, there is no place for Hatred in this fight. The Assembly of Wisdom can claim it is virtuous to impale people on spikes, but "A stool stinks just as bad no matter what you call it" - as the saying goes. Torturing the Jotun to break their spirit looks an awful lot like Hate to those who had the misfortune to encounter the false virtue up close recently.

What is needed is some good old fashioned Marcher common sense and fair play. The Jotun might have taken Marcher lands - and no good Marcher will rest while their land is ruled by another - but they never did a cruel deed to a Marcher for the sake of it. The Marchers could choose to take a stand and show everyone in the Mournewold, Jotun, Varushkan, Mournewolder, that there is more to war than body counts.

The Iron Helms have shown their cruelty. As our assembly has said time and again although the Jotun are our enemies, we do not Hate them and we will shun those who do. The Marcher assembly sends X with 50 doses of liao to urge all good Marchers to fight for every inch of their land but not an inch more. If the Jotun pull back - we let 'em go with our blessing."

Synod Mandate, Marcher Assembly

If the Marcher Assembly passes this mandate then it will automatically incorporate all the benefits of the first mandate urging people to shun the Iron Helms - but in addition, for the next year any Marcher army that fights the Jotun will inflict 20% less casualties. The change of tactics that causes this loss of casualties will be apparent to everyone present in the territory where the campaign takes place.

We the Navarr National Assembly fully support the use of cruel tactics by the Varushkan Iron Helms army against our enemies, for these tactics are how we of Navarr have survived since the dance of Navarr and Thorn. These tactics are virtuous and hold no bar for true followers of the Way.

Brat, Navarr Assembly. 381YE Spring Equinox (Lesser Majority)

Actions have Consequences

The Navarr assembly has expressed their support for the Iron Helms, and for the people of Varushka. They have made it clear that they consider the merciless cruelty of the Varushkans not only effective, but also virtuous. While this statement of principle did not achieve a greater majority, it has prompted further discussion among the Navarr - as have the recent tactics of General Brennos Brackensong of the Quiet Step in the Mournwold. Now there is an opportunity to pass a mandate that would allow the general of the army to seize an opportunity to permanently embrace similar tactics.

Mercy is a luxury that the Empire cannot afford when faced with enemies that seek to destroy it; we must not cast aside any weapon that may bring victory. The Navarr assembly sends X with 75 doses of liao to urge the Quiet Step to build on the opportunity presented by Arhallogen, and find new and effective tactics for dealing with our enemies.

Synod Mandate

If the Navarr assembly enact this mandate this season, then at the following summit, the General of the Quiet Step can include instructions for their troops to focus on developing new tactics, and recruiting apothecaries versed in the creation of blade venoms, as part of their normal order submission. If the general can supplement this with 50 wains of weirwood then the quality of the Quiet Step will permanently shift from scouting to Cunning. (The general should ensure the wains of weirwood are in their inventory, then e-mail Profound Decisions after the event).

Cunning

- Can use the Whatever it takes order when attacking

A cunning army contains soldiers adept at employing unorthodox - but effective - tactics. The force makes great use of venom and poison (both mundane and magical), as well as setting traps and luring enemies into ambushes. They take advantage of situations where an ally has engaged an enemy to launch surprise attacks against their weak spots, taking particular pains to kill enemy healers, magicians, and supply trains.

Whatever it takes

- All casualties inflicted by this army are increased by a tenth.

- All casualties suffered by this army are increased by a tenth.

- All casualties inflicted by allied armies in the same territory who have issued attacking orders are increased by a tenth.

The army employs vicious tactics to set up ambushes, lay traps, and kill high-value targets such as healers and magicians. The army takes every opportunity to punish their opponents. At the same time, they weaken and distract their enemies, so that their allies can gain the opportunity to kill front line troops.

The Varushkan National Assembly support the use of the Iron Helms. They are cruel when necessary. They are an army comprised of people from a hard land who make the hard choices. Our enemies deserve no mercy; “nice” is not a Virtue.

Father Nikolovich Drakov, Varushkan Assembly. Spring 381YE Spring Equinox

Hard Land, Hard Choices

Fuck You Then!

The Military Council might want Varushkan assistance to deal with their Jotun problem, but the people of Wintermark, the Marches and the Brass Coast seem to feel it is appropriate to dictate terms for the nature of that aid. Perhaps they are well positioned to resolve the problem of the Jotun by themselves and the Varushkans should leave them to it... Everyone seems to swallow this myth of that the Jotun are some kind of honourable enemy, but presumably people are not so unwise when faced off against the Druj. Better to urge the Varushkan armies to turn east and face an enemy that they can fight without some wet-behind-the-ears childling trying to tie their hands.

Wintermark, the Marchers and the Brass Coast have made it clear that they do not want Varushkan aid in their battles against the Jotun. The Varushkan assembly sends X with 25 doses of liao to remind the people of Varushka that we do not fight to protect those who do not want our assistance. There are other threats facing our people, let us fight where our aid is welcome.

Synod Mandate, Varushkan Assembly

If the Varushkan assembly passes this mandate, they make it clear that if the Wintermark, Freeborn, and Marchers do not want their help, they do not have to have it. With the resurgence of the Druj in the east, Karsk is once again directly threatened by orc barbarians - the same barbarian forces that have attacked Dawn and Urizen. For the next year, every Varushkan army will suffer a penalty of 20% to the victory points it generates in any battle against the Jotun, and no Varushkan general can issue the Overwhelming Assault, Heroic Stand, or Solid Defence orders while fighting in the Mournwold, Liathaven, or in any Jotun, Marcher, Wintermark, or Brass Coast territory. However any Varushkan army receives a 10% bonus to its ability to defend territory if it takes any defending order in Holberg, Therunin, the Barrens, or in any current or former territory of Varushka, Urizen, or Dawn.

We Haven't Even Started

Varushka is a hard land, and the people who live there are more familiar than perhaps any other Imperial nation with the danger of excessive mercy, and the lure of easy answers. The Varushkan assembly has made very plain that it supports the Iron Helms, that they are scions of Varushka, a deadly weapon forged in a deadly land. There is no need for a mandate to show the support of the Varushkans for their general and for their soldiers - the assembly has spoken.

Now that the Druj have done what everyone knew the Druj would do, a quick victory against the Jotun is more needed than ever. Varushkans aren't cruel for the sake of it - but the harsh truth that nobody wants to admit is that every Jotun impaled on a spike is one less Imperial going to an early grave. And yet still people bleat like lambs at the slaughter and accusations of a lack of virtue fly...

Well then - why not show them what Varushka can really do. There are worse fates than being impaled on spikes, there are worse ends than being eaten by dogs. Those who think that's bad would be well advised not to wander abroad at night in the far north.

The Iron Helms only do what is necessary to defeat their enemies quickly. We do not have the luxury of mercy when facing what comes out of the darkness. The Assembly sends X with 100 doses of liao to urge every inhabitant of Varushka to seize the opportunity to support the Iron Helms and show the enemies of the Empire what real cruelty looks like.

Synod Mandate, Varushkan Assembly

If this mandate is enacted, then until the beginning of the Spring Equinox 382YE, all manner of dark spirits will travel with the Iron Helms. Varushkan cabals who spend their time in service to sovereigns rather than travelling to Anvil will attend the army, along with wolves and other fell beings. For as long as the effect lasts, the general of the Iron Helms will have the opportunity to issue the order "Terror in the Night". This order will require 25 mana crystals, to power fell magics that send night terrors to invade the Jotun's dreams and drive them mad. Thus far the Iron Helms have only managed to kill those Jotun they can get their hands on... but that's only a limit if you let it be...

Of course such a tactic is likely to cause even more unhappiness from those who cry tears for the Jotun. Such an order will be an act of cruelty that will make putting the Jotun on spikes look like a school lesson at the Academy. It will not be pleasant... what it will be is effective...

Terror in the Night

- Requires 25 mana crystals

- An enemy force that takes casualties from this army will break if their military strength falls below 2,000 (or below 3,000 if they are large)

In addition to the cruel actions involved in a merciless onslaught, the army uses dark magics and calls on the fell powers that lurk in the dark places of Varushka to terrorize their enemies, invading their dreams and driving them into madness.

If the Varushkan assembly were to successfully pass both judgements, then the Iron Helms would not be able to issue the Terror in the Night order in any area they would not be able to issue the Overwhelming Assault, Heroic Stand, or Solid Defence orders (that is, while fighting in the Mournwold, Liathaven, or in any Jotun, Marcher, Wintermark, or Brass Coast territory).

Limited Opportunity

These mandates are only available at the Summer Solstice 381YE. While some of them may take a little longer to play out, the option is only available if the mandate is enacted in the appropriate assembly during the event, and the correct amount of liao provided in the downtime period following.

Resolution

During the Summer Solstice several mandates were successfully raised as a result of these opportunitis. Gunnbrand Ironwill was sent by the WIntermark assembly with 50 doses of liao to urge every hero of Wintermark to show the heroism that a true hero of the Empire should aspire to, and to denounce the tactics of the Iron helms. At the same time, Constanza i Kalamar i Guerra was sent by the Freeborn assembly with 25 liao to urge the soldiers of the Brass Coasst to reject the Iron Helms and their cruelty.

Amris Johan Merikovich was sent by the Varushkan national assembly with 100 doses of liao, to urge every inhabitant of Varushka to seize the opportunity to support the Iron Helms and show the enemies of the Empire what real cruelty looks like.

Simultanoeusly, the Navarr national assembly sent Corey Wayfarer with 75 doses of liao to urge the Quiet Step to build on the opportunity presented by Arhallogen and find new and effective tactics for dealing with our enemies. (OOC Note: As a consequence, the general of the Quiet Step has the ability to permanently change the army quality of that army to cunning by indicating as much in their orders and ensuring they have the appropriate amount of weirwood in their inventory.)

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Nursery Rhyme about Lineage

Hey Daddy, if I'm not allowed to sing this because it's rude then why did you start laughing as soon as the lady left the tent?

Sharp horns, gold eyes, stop your ears against their lies Knife ears, stag's horn, rue the day that they were born Scaled skin, fangs white, never meant to see the light Gilled neck, webbed toes, best kept where the pondweed grows Beast's eyes, pale skin, bar the door lest they come in Bark skin, green vine, cursed until the end of time

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O Oriens

plainsong

O Oriens is just one example of plainchant, to which pretty much any lyrics can be sung, make up your own! Here is a youtube version with score

O Radix Jesse is along the same lines as above (and there are lots more on youtube). An arranged version is the track called Flos Florum here.

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O rose thou art sick

The seneschal stared dumb-founded at the entrance to the keep. It was abandoned - completely abandoned. The rotas was very clear - Geoffrey, Margritte, Ansalom, and Tris were due to be on duty this morning - they should have been here since dawn. He had dawn up the schedule and distributed it personally - nobody was in any doubt. And yet... their posts were deserted.

Melusine balled her fists in frustration. Never in all her thirteen years of service to House Anjou had she ever suffered a month as vexing as this. It had started small enough - backchat from the scullery girl who suddenly decided that emptying the grates could wait until after breakfast. Then when Melusine informed her that she would turn her out if she didn't buck up her ideas - the girl promptly threw a temper tantrum and stormed out. And from there it had gone down hill everywhere - quarrels in the kitchen - an argument with the forresters - and then a man killed in a fight on one of the outlying farms. The whole world was going mad.

But this - this was a serious matter. Dereliction of duty, abandoning your post. If the keep had been attacked by Druj while everyone was asleep in their bed then it would have been a bloody murder. It didn't matter how unlikely it was - it was the principle. They'd let themselves down, they'd let the house down but most of all they'd let their seneschal down.

Melusine grabbed her stout walking stick from the stand near the entrance and went in search of the miscreants. She patted the weight of the stick in her hand as she walked - the fury rising in her blood. She was going to make an example of these four when she found them and no mistake.

Contents

- 1 Overview

- 1.1 Significance

- 2 Other Curses

- 2.1 The stink of Tassato

- 2.1.1 Significance

- 2.2 A bitter harvest in Casinea

- 2.2.1 Significance

- 2.3 War in Redoubt

- 2.3.1 Significance

- 3 Resolution

Overview

Over the last few years, the Empire has been assailed by many terrible curses. Responsibility for some of these malign magics has been placed at the door of the Dawnish House de Lusignan, but at this time it is by no means certain precisely which curses were their doing. According to rumour, a significant number of the de Lusignan nobles have apparently taken their own lives in a final act of defiance against the Empire... but their passing seems to have done little to reduce the number of maledictions plaguing the Empire.

At the heart of Dawn, something stirs restlessly. Over the last month or so, something wild has uncoiled from the eastern woodlands and spread a lazy influence over the territory of Astolat. The people of Dawn are passionate, but for the last few weeks those passions have grown surprisingly hot - and unpredictable. The tempers of rival nobles have boiled over all too easily into confrontation. Many earls are forced to impose a Test of Resolve to provide an outlet for this unfocused anger. There have been no deaths so far - but there have been a few close calls.

Yet the nobles do not seem to be the real targets of this peculiar influence. Much of the power of this curse - and the witches are certain it is a curse - goes toward inflaming resentment from the yeomanry toward the nobles. There are incidents of gross insolence, rudeness, disrespect... even a few cases of yeomen questioning traditions that go back four hundred years. In a few places, especially around the town of Laroc, there are disorganised meetings at which resentful yeomen discuss whether their ancestors were right to stay behind when they were given the chance to march west...

The other place the curse is having a particularly strong effect is among Dawnish soldiers whose homes are in Astolat - regardless of where in the Empire they might be. While there have been few cases of actual insubordination, orders are being questioned. Knights and yeoman alike are slow to obey their captains. There have even been a few more serious cases of desertion and dereliction of duty. A knight leaves her post to spend three days carousing; a war-witch abandons his nobility to marry a farmer; a band of archers break ranks to steal pheasants to supplement their rations.

Significance

Any Dawnish character whose personal resource is based in Astolat experiences a roleplaying effect: they felt an urge to question anything they see as restricting their freedom, whether it is the law, the traditions of Dawn, the authority of the nobility, or a 'keep off the grass' sign. These sensations surge and recede; the longer the character spends physically away from Astolat the weaker they tend to become - except where someone is already predisposed toward questioning authority.

The exception is that any Dawnish character from Astolat who has a military unit personal resource. These characters experience the roleplaying effect througout the current summit, and it shows no sign of fading. The effect is particularly strong whenever such characters spend a hero point. In addition, the effective fighting strength of their military unit for the coming season will be slightly reduced if they take any action other than paid work, as discipline problems run rampant through their warband (they will lose a quarter of their effective fighting strength for the season).

The witches of Dawn believe that the effects are due to a curse on the territory of Astolat, almost certainly one using Night magic. One possible way to learn more would be for a magician versed in the lore of the winter realm to prepare an arcane projection which would allow an effect similar to Wisdom of the Balanced Blade to be performed at the imperial regio, targeting the affected territory, to at least get some idea of what exactly the curse is doing, and give some guidance as to how it might be removed.

Other Curses

The stink of Tassato

A year ago, the cities of the League fell under the sway of an unpleasent magical curse. Shortly after the Spring equinox, the same unseasonable heatwave descends - but this time, only the city of Tassato is affected. After the rains and flooding of Spring, the heat raises a great stink across the city as the mud and damp caused by the high water festers. It becomes common to see men and women on both sides of the river covering the lower parts of their faces with brightly coloured scarves soaked in perfume. Indeed, in some places, these practical defences against the overwhelming smell of stagnant water become fashion statements. At least the city is too damp to burn... although that is also what the wags said about Sarvos.

The heat makes people surly, and brings with it a malaise that strikes the magicians in particular. Some become lethargic and restless, while others became short-tempered and aggressive. Even in its mildest form, it brings headaches, sleepless nights, and feelings of discontent and distraction.

Last year there was the threat of rioting - this year, the stink and the oppressive heat rob people of their anger. The threat of the Jotun and their conquest of the Mournwold leaves even the most belligerent bravo subdued. The malaise brings with it too much time to worry about the orc threat, and to question the untested strength of La Redotta Rezia.

As before, this oppressive heat has a more malign aspect. The decline in magical energies has also caused several weak regio to collapse completely. All the mana sources in Tassato have become weaker, and produced only half the normal crystalline mana. At least this year the curse was not so widespread that it has endangered the supply of mana across the entire League. Small mercies.

Significance

While everyone feels the heat, and has to deal with the Stink, the magicians of Tassato are particularly affected. You may wish to role-play being more short-tempered and aggressive - or more lethargic and despondent. Regardless, your personal mana is not affected. The effects are likely to be muted in Anvil, but may take some time to fade completely.

Unsurprisingly, the curse is quickly identified by League magicians as Icy Maw Devours the Spark of Essence. The worst of the effect should fade over the Summer Solstice... but until then every magician based in Tassato will suffer.

A bitter harvest in Casinea

Tassato is not the only territory labouring under an unexpected hot Spring. In Casinea, no rain falls between the Spring Equinox and the Summer Solstice. The patched conditions, and the pounding heat cuts a devastating swathe through the Highborn farms. While the more vigilant farmers have laid in contingencies for such bad weather, even their resources are stretched by three months without a hint of moisture. In some parts, advisors from the Marches organise small bands of volunteers to lay in temporary irrigation systems. In others, the crops simply fail.

The heat brings other, more subtle, problems. Food spoils quickly - and the unobservent often fail to notice just how bad it has gone. There are many cases of vile food poisoning. Worse, the curse plays tricks with the mind. The shortage of water leads to thirst, but the curse obfuscated just how bad the lack of liquid has become. Between the two, there are a few fatalities - but thankfully the potent Spring magic also at work in the Empire offers a degree of protection from the worst of these effects.

With the imminent Summer Summit at Anvil, the accursed weather appears to be abating - but travelers passing through Casinea are warned to bring along full water skins, and to take extra care in the face of the malignant heat.

Significance

The production of all farms in Casinea has been halved over the past season. The worst effects of the curse - identified by magisters as Naeve's Twisting Blight - will have passed by the Summer Solstice.

War in Redoubt

There is a battle, of a sort, taking place in Redoubt. The Court of the White Fountain in Optarion is under attack from some patient, destructive force. The first signs appeared before the Spring Equinox, and they show no signs of abating. The plume of fire that gives the fortification its name is guttering, and the white stone that comprises the tower and the wall crumble and crack.

The Winter curse is not acting unopposed however. Magicians from the Spire of the Auric Horizon have brought powerful magic of their own to bear. They infuse the walls with adamant and kindle a potent Summer enchantment to preserve the fire fountain. Yet for all their hard work, they appear to be delaying the inevitable.

Significance

The curse that is attacking the Court of the White Fountain appears to be continuing to have effect, and again the integrity of the fortification is being slowly eroded. The magic of the Auric Horizon has reversed much of the damage done before the Spring Equinox, but after a respite the shadow returns and the tower continues to deteriorate.

Resolution

Each of these curses seems to have run their course, with the exception of the malign winter magic attacking the Court of the White Fountain. Again, however, powerful magic employed by the Spire of the Auric Horizon has managed to forestall the worst of the damage. Yet the decline has not been reversed.

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Oakheart Shield

Description

These valuable defensive items are most commonly made of wood polished with ambergelt varnish, inlaid with weltsilver. It is popular across the Empire, and of equal value to both warrior and civillian alike. Some artisans who dwell in deep forests will search out trees which have survived lightning strikes, disease or other trauma, and set aside some of the ambergelt harvested from such trees, until its natural death. Then both the wood and the ambergelt from these sturdy examples are used to create Oakheart Shields. As such tough trees can live for decades or centuries, artisans pass on the knowledge of suitable candidates to their apprentices and so on until the tree finally perishes.

In Wintermark, these shields are often roughly hewn and only crudely shaped, in contrast to the usual skill of the nation's artisans. This are a memorial to King Alberic, who fought off an ogre chieftain with only a stout club as a weapon and a length of log as a shield.They bear Feresh, the Rune of Majesty, to improve the shieldbearer's resilence to the hardships of battle.

However in other lands, an oakheart shield is often marked with a rune such as Tykonus, or decorated with images of strength, permanence and endurance such as mountains, horses, oak trees and the like. The heavily armoured cataphracts of Highguard favour these shields, bearing their chapter emblem or the iconography of their favoured virtue. Highborn artisans prefer a steel base to the shield, alloyed with weltsilver and polished with ambergelt, calling them Stoneblood Shields, influenced by the Highborn saying "Wood burns. Stone endures."

The Iron Defender is an artefact Oakheart Shield, crafted by the Imperial Orc artisan Bloodcrow Yargol, for use by the Throne. Commissioned by Irontide Rad, the shield itself is one of the great shields used by the Irontide orcs. It is said to bear a reminder that the Throne must strive to protect the orcish citizens of the Empire, as well as the more populous human citizens. The first Throne to bear it into battle was Imperatrix Lisabetta.

Rules

- Form: Talisman. Takes the form of a full-sized shield. You cannot make a magic buckler. You must be wielding this shield to use its magical properties.

- Requirement: You must have the shield skill to bond to this item.

- Effect: You gain one additional rank of both the fortitude skill and the endurance skill.

- Materials: Crafting an oakheart shield requires five ingots of weltsilver and seven measures of ambergelt. It takes one month to make one of these items.

"In Skarsind, in Wintermark, in our land now gone,

foe-faced Suaq-scout, proud Steinr-line, Kallavasi-wise.

By shield-smith all-aided, in ranks banner-marked,

ambergelt-shining, weltsilver-gilt, oak-hearted.

Stealth-skirting news-bringers, eyes and ears of thanes-all,

told of onrushing hoard, uncountable enemy, nemesis.

Light-armoured, swift-moving, never seen, death-bringing,

nights'-friends, coats ink-marked with foe-blood.

Battle-brawned spear-ranks, stood hard against orc-threat,

sword-girt, mail-clad, rich in Courage, brave banner-bearers.

Serried-standing, heroes stepping forward, calling defiance,

celebrated in song, hard-faced, proud-helmed, shield-stern.

Wise-counselling storm-crows, oath-marking heart-boldening

moving along lines orc-facing, ritual-weaving shamen.

Not fighters, yet death-Loyal, with battle-magics staff-striking,

then weapons-taking, in death's knot, in last ditch standing.

Bolstered three-ring strength of mind, with strength of craft,

die-harder, bleed-longer, healer-waiting warriors all.

Outlasting other-men, heroes-all, yet for death-hall heading,

greater-hearted lines of graves-unmarked in staunch resistance.

In Skarsind, in Wintermark, in our land now gone,

foe-faced proud Steinr-line, Suaq-scout, Kallavasi-wise.

By shield-smith all-aided, in ranks banner-marked,

ambergelt-shining, weltsilver-gilt, oak-hearted."

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Oathkeeper

Description

These magical bows have been used for centuries by battlefield archers, skirmishers and scouts. It is traditional to whisper promises and secrets to the bow, and some mystically inclined archers swear that their arrows fly truer when they speak an oath or remind the bow of a past promise just before they loose their arrow. The Imperial Orcs in particular like to carve or paint the words of key oaths onto the wood of the bow. Each such oath increases the worth of the item, as well as celebrating the literacy of the wielders - something very important to a people who are descended from slaves.

In the League an Oathkeeper is sometimes called a Final Word, but often the crossbow is given an ironic or fanciful name such as Diplomacy or Compelling Argument referencing the ability of the crossbow to bring a conflict to a speedy conclusion. While a crossbow is often seen as a more pragmatic weapon than a longbow, many of the master archers of the League continue the practice of whispering oaths before firing it.

Rules

- Form: Weapon. Takes the form of a bow or crossbow. You must be wielding this weapon to use its magical properties.

- Requirement: You must have the marksman skill to bond to this item.

- Effect:You gain one additional hero point.

- Materials: Crafting an Oathkeeper requires nine ingots of green iron and five measures of ambergelt. It takes one month to make one of these items.

The gruff Holberger wasn't much to look at; a rheumy old bravo with a red-veined nose and a moustache you could lose a cat in. Paunch hung in a roll over his worn belt, and the battered pipe jutting from the corner of his mouth emitted clouds of fumes at seemingly random intervals. This, this, was Albrecht Heynes? The deadliest shot ever to come out of Holberg? The hero of the Graf's Gate massacre?

"According to my information, Signeur Bartelli, this is the man you want by your side if you are planning an expedition into barbarian territory."

"Your sources had better be right, Martellus" put in the young man sourly as he adjusted his finery, "If this is a waste of my time they'll be trying to find you a new cicisbeo position come the morning."

Albrecht wiped the beer foam from his moustache as the two guilders sat down at his table, uninvited. He belched loudly into the younger one's face and then grinned at his rat-faced companion, "Tell me the particulars, I'll name a price. You don't like the price you can go bugger yourself with a splintered broom-handle, because I don't negotiate." The young arse began to splutter about who he was and why he couldn't be talked to like that; all the usual palaver. Albrecht reached over and casually slapped him.

"Good manners? I don't have them, never needed them. I'm the best at what I do, and that's all that should matter to you. You want someone or something killed, and I can do that. So tell me the details, I'll give you a price - payable in advance, of course."

He puffed out another cloud of noxious weed-smoke, "And if you're thinking of having your two apes in the corner there come over and help teach me some manners, how long do you think they'll keep fighting after I pin your balls to the bench?" He pulled the beautifully intricate crossbow known as Final Offer out from under the table where it had been hiding, fully loaded and very deadly.

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Oathsworn Spine

Description

These weapons are often decorated with, or in some cases carved from, bone or horn. In parts of Wintermark they are made from the ivory of the great narwhal, while in other areas it is common to decorate them with the bones of dire beasts, especially great wolves. Hunters, bounty hunters and thief-takers find their properties especially useful - able to prevent prey from fleeing long enough for them to be apprehended or brought down.

Rules

- Form: Weapon. Takes the form of a one-handed spear.

- Requirement: You must have the weapon master skill to bond to this item.

- Effect: Once per day you may call ENTANGLE with this one-handed spear.

- Materials: Crafting an Oathsworn Spine requires ten measures of ambergelt and seven measures of iridescent gloaming. It takes one month to make one of these items.

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Obanzai

Overview

We have invited Obanzai catering to attend our third Empire event in 2018. We hope that everyone will try one or more of their gorgeous looking dishes and they'll prove as popular as our other caterers.

Pan-Asian Menu

- Malaysian coconut rice

- Japanese udon noodles

- Singapore curry noodles

All with choice of main dish: (Halal)

- Malaysian chicken curry

- Grilled japanese chicken teriyaki

- Sweet chilli chicken

Meals available with salad. Price £7.00/£8.00 – (large mix)

Vegetarian/Vegan Meal

Rice or noodles with

- Sri Lankan vegetable lentil curry

- Fried tofu with seaweed

- Salad, red cabbage pickles, peppers sautéed in teriyaki

- Salad dressing: peanut or vinaigrette

Price £6.00

- Wraps with meat & salad : £5.00

- Vegetarian/vegan wraps : £4.00

Gluten free meals available

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Obscure Questions

Contents

- 1 Introduction

- 2 Rules

- 2.1 Do Imperial Orcs have lineage?

- 2.2 Does the Extra Item skill increase in cost?

- 2.3 What category does a weapon exactly 42 inches long fall into?

- 2.4 Do I lose my mana if I stop casting a spell before it is complete?

- 3 Setting

- 3.1 Can we make a mixed-lineage group?

- 3.2 Are lineages specific to nations?

- 3.3 What language do the Imperial and Barbarian orcs use?

- 3.4 Will players be allowed to make up their past lives?

- 3.5 Are you going to recommend food styles for nations?

- 3.6 How does the coinage break down?

- 3.7 How does population growth fit with reincarnation?

- 3.8 Can we use historical philosophers as source material?

- 3.9 Is there a breakdown of the types of magic in Empire?

- 3.10 Can a Steinr be a Stormcrow?

- 3.11 Will it be possible for magicians to ally with Eternals?

- 4 Game Style

- 4.1 Are you designing the game through Facebook?

- 4.2 How lethal do you think the game will be?

- 4.3 What happens to a territory when it is conquered?

Introduction

In addition to the list of frequently asked questions this is a list of obscure questions people have asked to which we have provided answers. They are included here for completeness and for reference purposes and searches.

Rules

Do Imperial Orcs have lineage?

No, orcs are a separate species and the lineages on the wiki are specific to humans.

Does the Extra Item skill increase in cost?

No. The cost for all the extra item/ritual/spell skills is one point. The only skills that increase with cost each time you purchase them are those skills in the skill table marked with an asterisk to indicate that they increase in cost each time they are taken.

What category does a weapon exactly 42 inches long fall into?

1-handed weapon (and this extends for 60 inch being 2-handed and 84-inch being polearms).

Do I lose my mana if I stop casting a spell before it is complete?

No.

Setting

Can we make a mixed-lineage group?

Mixed-lineage groups are absolutely 100% fine.

Are lineages specific to nations?

No - all lineages are found everywhere, although some are regarded more or less positively in some nations. There are some specific references to create flavour, or to suggest group or character concepts. They're absolutely generalities. Where we don't mention a lineage specifically, the assumption is that the general attitudes prevail (so in the Marches your draughir is fine but the nasty bastard two villages over is a disgrace; in Highguard it's a pity they're a draughir and so on)

What language do the Imperial and Barbarian orcs use?

English - all Imperial and barbarian orcs speak English.

Will players be allowed to make up their past lives?

In Empire, the Synod teaches that reincarnation exists. It’s a matter of doctrine/faith rather than fact. See the list of heresies for what else people may believe is the case. There is no problem with *characters* believing all kinds of things. If someone wants to create a character who believes firmly they are Abraxus Reborn, they can.

The important thing is that the player accepts that this is a *belief*, and will not equate to sanctioning by PD in any form. Pick something relatively innocuous, and the odds you will encounter anything that contradicts it is very small. “I had a dream once that I was a rebel during the Freedom Heresy. My past disloyalty haunts me and is why I am overcompensating in this life.” Claiming to be Abraxus Reborn and that you know where you hid your prophetic scrolls is likely to be a path to disappointment.

True liao visions will be run as “encounters” and we cannot yet say how many we will be running per event but the number will be very few. Statistically, it is a tiny part of the population; which is why administration is handled by the Synod for the worthy. No one should claim to have taken true liao in their background.

Are you going to recommend food styles for nations?

We are intending to have subpages on food in different nations. These will be done by foodies/crazy larp chefs. It's not the highest priority but it is something a number of members of the team are quite passionate about (something to do with making sure they can steal good food when they go out as NPCs). As ever, we're aiming to inspire rather than dictate.

How does the coinage break down?

There are 20 Rings in a Crown and 8 Crowns in a throne (Urizen joined the Empire after the coins had been minted).

How does population growth fit with reincarnation?

Population change is an IC phenomenon. Reincarnation is a matter of IC faith. Reconciling IC phenomena with IC belief is the work of IC theology. The correlation between IC theology and OOC metaphysics will only be definitively revealed at the end of the Empire campaign as providing an OOC answer to an IC question before then removes any basis for IC debate.

Can we use historical philosophers as source material?

The section on Arete says "As Urizen is a land of countless philosophies if you wish to play a character with a detailed knowledge of philosophy, then the contemporary Greek philosophies such as Stoicism and Epicureanism are good source material, once adapted, for more esoteric Urizen philosophies. " The key words are "once adapted", it is useful to ensure that references and context are right for the setting. If you want IC philosophical documentation, then you are welcome to create your own up. Part of the reason we burnt down the libraries in the reign of Emperor Nicovar was to allow a little ambiguity in historical texts and wallpaper over any cracks between group histories.

Is there a breakdown of the types of magic in Empire?

Magic in Empire is based on the manipulation of the six realms. There will be more significantly more information released once the rules and setting are complete.

Can a Steinr be a Stormcrow?

Yes, any of the Winterfolk, the Steinr, Suaq or Kallavesi can be Stormcrows.

Will it be possible for magicians to ally with Eternals?

The Eternals are powerful inhabitants of the other realms that magicians can visit and bargain with. They are unique individuals, rather than a class or type, and those that appear in the game will be recurring characters with goals and ambitions of their own. Some magicians are likely to develop a rapport with some eternals over time, if they are able to find ways to work together.

Game Style

Are you designing the game through Facebook?

We are categorically not designing the game through the Facebook group. Partly because we like designing games, and partly because design-by-committee does not appeal. We listen to people's ideas, if people articulate an idea or concept that we hadn't thought of then of course we look at that. But we make a deliberate effort to pay absolutely no attention to people's opinions and tastes. Our game is much broader than the handful of loud voices on any one internet forum.

How lethal do you think the game will be?

It is impossible to know how lethal a game will be, since a lot depends on how smart the players are. However we want a game with a heavy emphasis on roleplaying and a massive constant churn of characters is incredibly disruptive to the ongoing integrity of a campaign. Consequently our preferred outcome is one where death is relatively uncommon and tends to happen when players are exceptionally unlucky or make serious mistakes on battlefields.

What happens to a territory when it is conquered?

A conquered territory is assigned as part of a nation based on a vote in the Senate.

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Ode to Shadowglyn Distillery

Original Song by Jamie Wakefield (https://soundcloud.com/jamie-wakefield/ode-to-shadowglyn-distillery)

Wern is a player character in the Thorntarry Striding.

Chords: Chords: Verses – D G A Bm D G A x2, Bm A G D x3, G A; Chorus – D G A x2, D G A Bm, D G A (Key change to F on last “glyn” of last chorus); Bridge (C G D A, C G A G A ); Coda (F Bb C x2, F Bb C Dm, F Bb C)

Verse 1 Well, I've travelled the land, While I held in my hand. A dram of the finest whisky. For I'd purchased a cask, As my striding went past, the Shadowglyn Distillery.

In all of the empire, There's nothing compares, No Astolat brandy, Nor Freeborn liquor, To a single malt served neat. To this connoisseur, The greatest of whiskies is found...

Chorus In Shadowglyn, All your friends will be there, In Shadowglyn, Drinking amber nectar. In Shadowglyn. When you sip it, You'll lighten your spirit. And sing while you're getting them in, In Shadowglyn.

Verse 2 All my wandering days, On the trods far away, 'twas a tipple of whisky my prize. When I emptied my stock, I returned, but with shock! For the heavenly taste was denied!

For my friends were enslaved, And many were dead. The buildings burnt down. The grain pulled from their beds. But worse, the damn orcs had shat in the kegs! No whisky at all could be found...

Chorus

Bridge For long lonely years, I drank deep of my tears, And all shots were like ash in my mouth. 'till the day I did learn, That a man they call Wern, Was the saviour – yes the saviour – of my malt...

Verse 3 So I'm leaving today, And I'm planning to stay, In a hall where I'll never be barred. Be sure, I'll defend her, And never surrender, My bottle, my dear uisge beatha.

For some walk the trods, And some ward vallorn, Some fight Drujan orcs, And others Jotun, But my dance led me here, And I've got a home, Where whisky shall always be found... And downed!

Chorus

Coda All your friends will be there, In Shadowglyn, Drinking amber nectar. In Shadowglyn. When you sip it, You'll lighten your spirit. And sing while you're getting them in, In Shadowglyn.

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Of tribute

The grim figure pulled itself out of the water. Peripherally it resembled a draughir, with long dripping hair obscuring its face. The figure was pale and somewhat bloated, its skin a patchword of livid scars, its only visible eye milky white with cataracts. On its back it wore a large leather satchel which bulged in ways that made the creature look even more deformed. Rather than stand, it pulled itself along the floor with muscular arms, dragging its limp and broken legs behind it as it approached the wooden throne in the centre of the chamber.

A servant moved forward, offering to help it up. It scowled at the girl, baring its broken teeth at her. She backed quickly away. The creature heaved itself and its heavy load onto the wooden Throne, squirming around to face the other inhabitant of the ritual chamber.

Its voice was hoarse, unmusical. It wheezed from time to time, as if labouring for each breath.

“Greetings to Zamashka ... Prince of Votika. The Bound King ... sends to you his ... personal greetings. He thanks you for your ... generous tribute. In recognition of ... your gift ... he offers a hope that you may ... live long. He also offers you ... gifts ... in the surety that you will ... use them wisely.”

The herald slid the satchel from its back and fumbled with the clasp. With thick, malformed fingers it withdrew a selection of items, offering each in turn to the the Magician Prince that stood before it. First a fine shield; then a crude cauldron; an orb of polished and engraved bone; and finally a glass vial of crimson liquid. The Prince inclined his head as each item was presented, and gestured to the servant who took each item gingerly and placed them on the low table to the left of Zamashka.

They were treasures, indeed. He was pleased with his success - but especially anxious to take custody of his final prize.

“Finally ... O Prince Zamashka ... Lord Sorin has granted you ... ten more years ... of life. You shall not die ... when your life would run out ... provided you ... avoid the spite ... of your ... enemies.”

The creature made a ghastly rattling, coughing noise and its body convulsed and shook as it slid down off the chair onto the floor of the ritual chamber.

Prince Zamashka realized with a combination of disgust and unease that the twisted creature was trying to laugh.

Overview

During the Winter Solstice, the rules of the wasteland - eternals of Winter - offered opportunities to win their favour with tribute of dragonbone. Some of their boons were won by representatives of the Empire; some were won by other nations. Some of the boons have already been put into action; others have not yet been received.

On the last day of Winter, a number of heralds visited the Empire to reveal the detail of which of the many offered boons had been won by which of the peoples invited to attend the eternal courts. The heralds say that between the nations, thirteen-hundred measures of dragonbone were given in tribute, the lions share gifted by the people of the Empire ... but they were not the only folk to win boons.

- The boon of the Keeper of Tharim’s Throne was gifted to the Royal Houses of Dawn. Gui de Lusignan is named as the chosen of Tharim.

- The power of Skathe’s Vengeance was gifted to the Scions of Atun and Atuman. It will be directed at High Lady Suriad, Salt Lord of Dubhtraig.

- The knowledge to call forth the Black Wind was gifted to the Scions of Terrunel. The text detailing the ritual will be delivered to Drefa Brackensong.

- The gift of a portrait commissioned by the Lady Skathe was gifted to the descendants of the Sorcerer-Kings. Grand Ilarch Oana of the line of Issyk will receive this boon.

- The Raging Fire of Surat was been gifted to the Masters of the High Peaks. It shall fall upon their enemies in Spiral.

- The Destruction of the Walls has been gifted to the descendants of the Sorcerer-Kings. It shall fall upon the Court of the Fountain at their command.

- The power to shake the earth has been claimed by the tribes of the Dragon. It shall fall upon the deep places of Areshan.

- Enough food to fill the bellies of an entire territory has been gifted to the sons and daughters of Naguerro and Hierro. It shall be delivered to the people of Hierro in Segura with the blessings of Agramant.

- The Cruel Blessing of Agramant has been claimed by the sons and daughters of Naguerro and Hierro. It shall fall upon the head of Baroness Jaqueline duMoi, general of the Wolves of Kobol, in the territory of Kalino.

- The Hunt that plagues the Dreams of an Army has been gifted to the the descendants of the Sorcerer-Kings. It shall fall upon the head of Gabriel Barossa and the Wolves of War.

- The Gift of Sorin’s Blood has been made to the the Princes of Jarm. It has been granted to Zamashka, Prince of Votika.

- The power to call forth the servants of Sorin to ride the cold meat has been granted to the tribes of the Dragon

- The use of the Dragonbone Eye has been granted to Zamashka, Prince of Votika.

- The grim legion will fight in the name of the tribes of Kallivesi and Suaq. It has stridden forth to Liaven's Glen to slay the Jotun.

- The Shield of Wisdom, which is named "Measure" has been gifted to the Princes of Jarm. It lies now at the hand Zamashka, Prince of Votika.

- Ten more years of life, the gift of Sorin, has been granted to the Princes of Jarm and claimed by Zamashka, Prince of Votika.

- The power to abandon mortality and join the Queen of Silence has been granted to the descendants of the Sorcerer-Kings. Tisia of the line of Maykop has taken her place among the ranks of the Grim Legion.

- The use of Rangara’s Cauldron has been granted to the Princes of Jarm. It has been claimed by Zamashka, Prince of Votika.

- The Wisdom of Rangara has been granted to the tribes of the Dragon. It has been granted to Hinodir of the Bright Orb.

Tharim, the Bound King, deems the Winter Solstice to have been a success, and thanks the people of the mortal realm for their tribute.

Significance

Several of these boons have already been implemented, others will fall into place over the coming months. In certain cases those boons may prove tricky to use - in particular, the claiming of a boon from Agramant apparently by the Hierro orcs of Segura causes a difficult legal situation.

Of the other claimants, only Zamashka, Prince of Votika is well-known. An extremely powerful Magician-Prince of Jarm, and a leader of the Southern Alliance, Votika is known to be a grandmaster of the lore of winter and a wily and dangerous player of the game of princes.

Of particular concern to the Empire are the threats to the Court of the Fountain in Redoubt, and to the person of Gabriel Barossa and the Wolves of War - especially as these threats apparently come from the people of Axos who were believed to be at least somewhat friendly to the Empire. No doubt there is more going on here than meets the eye!

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Officers of the Law

Officers of the law include:

- Civil service legislators and administrators, primarily supporting the Imperial Senate; these are always Non-Player Characters.

- Civil service magistrates, presiding over the militia and the courts; these are always Non-Player Characters

- The imperial militia; these are almost always Player Characters, but may also be Non-Player Characters

In Empire players will have the opportunity to be deputised into the imperial militia during the course of play. The militia are all drawn from the player base and they are responsible for investigating crime and maintaining law and order. If you wish to apply to join the militia you should approach a magistrate during time-in. If the militia are currently recruiting they will hold interviews in order to select the very best candidates. No advantage will be gained from including in your character’s background that they have been involved in imperial law enforcement in their past.

Those who collect bounties on suspects who have absconded are called bounty hunters or sometimes Thief-takers. They are not officers of the law but they do interact regularly with both the militia and those accused of crimes. Anyone is entitled to collect the bounty available for capturing a fugitive.

Contents

- 1 Magistrates

- 2 The Imperial Militia

- 3 Bounty Hunters

- 3.1 Iron Raptors

- 4 Further Reading

Magistrates

Magistrates are those members of the civil service who are empowered to uphold the law by:

- investigating crimes;

- deputising citizens into the imperial militia;

- dismissing charges for which there appears to be no case to answer;

- setting bond conditions (if any) for accused who are arrested but not immediately tried;

- trying the accused and setting punishments for the guilty;

- attending to judicial matters referred to them by the Senate or Synod; and

- adjudicating civil cases .

Magistrates additionally have the powers which are granted to a deputised member of the militia. The reality is that a large portion of the work entailed in running the justice system is carried out by citizens who are deputised into the imperial militia.

When time permits most magistrates will be happy to answer specific legal queries relating to a citizen’s circumstances.

Civil servants (including magistrates) may be asked questions which relate to IC or OOC game functions. Civil servants are obliged to maintain strict confidentiality about such private discussions so that players may feel free to ask any questions without fear that they will be subject to legal scrutiny.

The Imperial Militia

It is a constitutional obligation for a citizen who has been deputised into the militia to carry out their responsibilities. In practice it would only be in exceptional circumstances that a magistrate would suborn a citizen into the militia involuntarily. A magistrate may deputise a citizen into the militia either temporarily or until such time as they relieve them of their duties. Citizens deputised into the militia are expected to follow the lawful orders of magistrates.

All serving members of the militia have the following general powers and obligations:

- to take reasonable steps to prevent crime and maintain public order;

- to apprehend those suspected of crime(s) in progress and to bring them before a magistrate;

- to report any crimes which require investigating to a magistrate.

Magistrates will also appoint members of the militia to investigate specific crimes (a case). While appointed to investigate a case a member of the militia is both duty-bound and empowered to:

- take reasonable steps to gather evidence in furtherance of their investigation (for example, the questioning of witnesses, performing necessary searches and the seizing of evidence);

- arrest suspects and to bring them before the investigating magistrate;

- to parade the accused before thief-takers before their release;

- to produce at trial those witnesses who are called on to provide testimony;

- to produce any other relevant evidence at trial;

- to ensure that security is maintained at the trial, to support the magistrate's authority and to carry out such other court functions as the magistrate deems appropriate;

- to convey to and carry out punishments where applicable (specialists are sometimes deputised to the militia for executions).

Militia members appointed to oversee a case are referred to as investigating officers. All members of the militia are expected to liaise with the investigating officer and magistrate appropriately.

Members of the militia who distinguish themselves may be given an imperial warrant by a magistrate. This warrant signifies their seniority.

Warrant officers have the following additional powers:

- to deputise citizens into the imperial militia;

- to begin investigations into new crimes under their own authority; and

- to oversee pre-trial cases in progress.

They must still liaise as appropriate with magistrates, but are given more latitude in how they attend to their duties.

Members of the militia (and magistrates) may not enter a place of sanctuary without the express permission of a priest who is responsible for it. Even if permitted to enter they may not arrest or otherwise interfere with anyone within who has been granted sanctuary. An accused may only claim sanctuary for a limited period, usually one hour. This period allows the accused to make a confession and to ask a priest to attend them at trial so that a plea for clemency can be made on their behalf.

Members of the militia are usually only paid reasonable expenses, but they may receive other rewards at the discretion of the investigating magistrate. However members of the militia have good opportunities to gain bounties for recapturing suspects who are released on bond and who have absconded.

Members of the militia who are caught neglecting their duties or abusing their powers will have to account for themselves to a magistrate. Minor infringements will be dealt with informally but more serious failings will lead to dismissal and/or criminal charges. Militia members who use their position to pervert the course of justice will be dealt with severely.

Bounty Hunters

It is a crime under the imperial constitution to incarcerate a citizen, even if they are accused, or convicted of crimes. Some argue that this has its basis in religious belief, since to incarcerate the body, thus forcing it into a state of inaction, stagnates the soul. It is better for the wrongdoer to suffer their punishment and rejoin society to perform a useful function. If it is justified by the crime, or if the convict is too dangerous to be given their freedom, then death is the best alternative. In life, the soul develops, in death the soul is given another opportunity through the medium of reincarnation.

Note that while this approach does not prevent a citizen from being arrested and held in lawful custody, it is illegal for them to be incarcerated and left to languish on their own.

As a consequence of this approach the Empire allows the majority of citizens who are accused of crimes to carry on with their lives if there is a need for a delay before their trial can take place. During the pre-trial process of criminal trials the accused is required to swear an oath that they will present themselves for their trial.

After the accused is released, it is usual for the militia to show them to local thief-takers so that their identity is known to them. This “culprit’s walk” is accomplished today by parading the accused around the Imperial orc camp. The thief-takers are usually joined by interested observers from other Imperial nations, especially Varushkan and Temeschwari bounty-hunters and Marcher beaters.

If the accused absconds and is recaptured a reward will usually be paid by the investigating magistrate. The state also occasionally auctions off assets which are forfeited as a result of fines.

Potentially any citizen (including a member of the militia) may claim the reward for recapturing an absconder not just thief-takers. In practice the militia and those thief-takers who are on good terms with them are in the best position to to identify (and therefore catch) absconders.

Iron Raptors

The Iron Raptors are an organisation that, peripherally, appear to be bounty hunters but their interests are actually much wider. They are not directly associated with the magistrates or the militia; rather they serve as a clearing house for difficult and dangerous work. Private citizens with problems pay the Iron Raptors to find individuals prepared to solve their problems for them. The raptors collect these commissions and take them to Anvil where they look to hire heroes, glory-hunters, and mercenaries to attempt the job.

Further Reading

- You can gain a more detailed overview of Imperial law here.

- You can learn more about how trials are conducted here.

- You can learn more about civil trials and claims against fellow citizens here.

- You can review the list of current criminal offences here.

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Ogre

An ogre is a large humanoid creature, usually at least half-again as tall as an orc or human that possesses incredible strength and reserves of stamina coupled with a ravenous appetite.

They are quite rare within the Empire. In the past they have been systematically hunted when they are found near civilised lands. A few packs exist in the wildest reaches of Varushka and some of the Navarr territories, but most ogres encountered in the Empire have entered from barbarian lands. For some reason they are comparatively common in the wilds east of Dawn, and there are known to be several larger packs in The Barrens. Dealing with a pack of ogres is sometimes considered a fine Test of Mettle for groups of Dawnish knights-errant.

The Jotun, the Thule and even the Druj make use of ogres and ogre packs in their armies. They are given weapons and armour, and as long as they receive a regular supply of fresh meat and opportunity for destruction, they serve as shock troops or heavy infantry. Imperial scouts have observed ogres attacking and killing orcs with as much enthusiasm as they show for attacking humans, and they seem to have no real loyalty to the barbarian forces.

No ogre has ever been observed casting a spell. It is believed that those rare stories of spell-casting ogres are the creation of storytellers; mis-identification of another creature; or the result of a magician (or a powerful creature such as an eternal or sovereign) imbuing an ogre with temporary magical abilities.

Contents

- 1 Appearance

- 2 Ogre capabilities

- 3 Culture and Customs

- 4 Ogres in play

Appearance

Ogres are said to resemble oversized orcs. Scholars point out, however, that they bear as much resemblance to oversized humans - that their perceived 'orcish' traits are as much a result of focusing on bestial traits and conflating those with the traits that Imperial citizens find distasteful in barbarian orcs. Some stories claim that especially hateful, oversized orc chieftains are the result of breeding between ogres and orcs; this is nothing more than a fanciful creation of fabulists. Orcs and ogres are no more capable of breeding together than orcs and humans (or, indeed, ogres and humans).

Almost all ogres possess one or more inhuman features. Common traits observed in ogres include having an odd number of eyes (both a single eye in the middle, and a third functioning eye above the other two); curling horns (similar to those of a cambion) or a single horn reminiscent of a rhinoceros; tusks similar to those of a boar (or, allegedly, those of a mammoth); bony growths on the body especially around the hands, shoulder, knees and upper back; tufts of coarse hair or even fur appearing in patches over their body or occasionally a full-covering pelt of long fur; and mottled or striated marks on the skin, albeit most often in 'normal' ogrish skin colours rather than anything more colourful.

For many centuries it was believed that these characteristics represented many different breeds of ogre, with definable characteristics. Following decades of study the Highborn scholar Shem proved conclusively that these variant breeds were all examples of a single species - like dogs, ogres display a wide variance in their physical characteristics but are all capable of breeding together to produce offspring. Indeed, Shem proved that ogres with very different physical traits could have a direct bloodline connection to each other, and that offspring often lacked traits found in one of their parents.

Ogres keep growing throughout their lifespan. Given that they do not seem to be subject to death from natural causes, there are stories of truly massive ogres. Such creatures are usually called giants and according to legend two or three of them are capable of engaging with entire armies. If such creatures ever truly existed, none have been encountered by Imperial forces in the last three hundred years.

Ogre capabilities

Ogres are freakishly strong. They are capable of wielding massive weapons in one hand and may be able to break down a gate or light palisade with their bare fists. Most often they carry with great clubs (often young trees or fallen logs), sending enemies sprawling with every strike. When equipped with more advanced weapons they are capable of smashing shields and delivering critical wounds against which only the heaviest armour provides protection. Occasionally they take the weapons of fallen foes, but most often they are equipped with advanced weapons (and armour) by the barbarian orcs who use them in their armies.

Ogres are large. Like all such creatures, they are unaffected by many spells and martial tactics (OOC note: they do not suffer the effects of combat or magical calls, although they still take damage from any blows struck to deliver them.) For example, they cannot be poisoned by conventional blade venoms nor knocked down with a polearm strike, and while arrows can wear down their reserves and cause them to retreat they do not have the devastating effectiveness they demonstrate against man-sized enemies.

Ogres have preternatural stamina. Adult ogres a usually covered in scars - they possess superhuman healing reserves and are often capable of shrugging off blows that would cripple a normal orc or human warrior. Furthermore, they are known to be able to speed up their healing factor even more when they have access to large amounts of food - such as the bodies of fallen enemies. An injured ogre that is allowed to flee is often fully recovered by the time it is encountered again.

Culture and Customs

Ogres do not appear to possess any identifiable culture. While intelligent, and capable of speech, they are incredibly stupid by human and orc standards. They possess some cunning, but seem incapable of reading and writing, or of forming complex plans. They do not create any art, not even painting. They seem to live simply to procreate, fight and eat.

They live in small groups, dominated by the strongest and most vicious individual. They claim a territory for themselves, devour every living thing in that territory, then move on. When ogre packs encounter one another, they invariably fight with the losers yielding their territory (and the bodies of their fallen). The presence of an ogre pack in an area is a direct threat to all villages and small towns; ogres tend to avoid larger settlements, or any settlement with a wall.

Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. When two lone ogres of differing genders meet they may fight to the death or they may join together to found a new pack. Baby ogres gestate for seven months, and grow to adulthood within three years - but both pregnant females and their newborn children require three or four times as much food as a normal ogre and can strip an area of animals and plants by the time their children are large enough to hunt for themselves.

In their natural state ogres neither craft nor build. They can serve as labourers but they are barely incapable of remembering instructions from day to day - attempts to use them as workers usually require them to be 'trained' again each morning, and sometimes ends up with the ogres attacking their captors and needing to be killed.

Wild ogres almost invariably have a lair - a lone ogre might lurk in a hollow tree while a pack might take residence in a cave, a ruined building or even underneath a stone bridge. The lair serves as the centre of their territory, and they are especially dangerous when defending it, fighting with even more wild abandon than usual. Ogres accompanying orc armies usually treat the army camp as their lair, and defend it with the same frenzied violence they use to defend their lair in the wild.

All ogres possess voracious appetites, capable of eating anything they can fit into their mouths but with a definite preference for raw meat. Ogres eat their fallen, and when food is scarce young or old ogres are apparently killed and consumed by their stronger relatives. They are also known to take prisoners - such unfortunates are kept alive for a while but always eventually eaten. They do not cook, nor do they seem to have any real understanding of fire, but they enjoy eating cooked meat - stories of ogres forcing human captives to cook for them are based on actual events.

Of special danger to the Empire are ogres that have tasted human flesh or blood - such creatures become subject to a seemingly overwhelming craving for more. It is not known if ogres can develop a similar craving for orcish meat and opportunities to experiment have been limited.

Ogres are vicious, stupid, constantly hungry and prone to lashing out with preternatural strength. An ogre is viewed as a disaster waiting to happen when brought into civilised lands. In 246YE two ogres were brought to Anvil to fight champions for money and wagers. They broke free and went on a rampage that killed eleven people and inflicted significant damage on the tavern and the Senate building before they was brought down by sustained bow and crossbow fire. Ogres are killed when they are encountered, or driven away from civilized lands when they cannot be slain.

Primitive ogres are occasionally mistaken for yeti, often with tragic consequences. Where the yeti are largely peaceful, ogres have a seemingly innate desire to destroy and consume.

Ogres in play

These creatures are dangerous opponents. A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.

Stories involving ogres will often revolve around finding a way to outsmart them - for example, luring them into an ambush or a deadfall, poisoning them, tricking them into attacking enemies or each other, or hiding a settlement from their attention until they move on. While they are stupid, they are capable of being cautious or of using stealth to take their prey, and can appreciate the importance of avoiding armed and armoured militia in favour of snatching the young, the isolated or the old.

There have been attempts in the past to domesticate ogres and use them in service of the Empire. This always go badly wrong. Any background in which you successfully domesticate or form a long-term alliance with an ogre is unlikely to be approved.

Likewise, ogres are not available as player characters.

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On the Wall

Original Song by Jamie Wakefield (http://jamiewakefield.bandcamp.com/track/on-the-wall)

New lyrics by Jamie Wakefield

Chords: Verse – Am G Dm G Dm Am; Chorus/Coda – Am C G

Verse 1 My dreams. Awake. A call A cry brakes over the wall On the west wall We’ll be free On the west wall You and me.

Verse 2 Once more, the spawn hath come Our hearts won’t be undone On the west wall We’re fighting free On the west wall Heroes we.

Chorus One beat One heart One time One call (repeat)

With your sword In your hand You’ll rise or you’ll fall

One beat One heart One time One Call

Verse 3 And though, our foe draws near We’ll show these beasts no fear On the west wall We’re fighting free On the west wall Heroes we.

Chorus

Reprise verse 'Cause on the west wall We are free On the west wall You and me.

Instrumental

Verse 4 And if my sword should fall Then who’ll be next on the wall. 'Cause on the west wall We are free On the west wall You and me.

Chorus

Reprise verse

Chorus

Coda One beat One heart One time One call

One beat One heart One time On the wall

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On wings aspire

"Run run run run RUN!" shouted May, following her own advice even as she was shouting it. Juno didn't need to be told - she put on a turn of speed and actually managed to pull ahead of the more lightly-armoured witch. Possibly unsurprising given how she felt about what was coming up behind her.

"Why?" she puffed as she ran. "Why them? What's ... going on?"

"Save your breath for running!" her fellow changeling was right. Juno was already starting to flag - there was no way she could keep up this pace for long in plate, even mithril plate. Her brain was screaming at her to look back and see how far away their pursuers were, but another - wiser - part of her brain kept reminding her that the moment she did, she'd catch her foot in a tree root and she didn't think she'd have time to get back up again if she went down.

Up ahead, she could see the road now. Oliver and Casterly had obviously heard them coming - running full tilt through the woods was not something one could do while remaining stealthy. When he saw them running, Oliver quickly donned his helmet, and started strapping his shield to his arm. Casterly had her bow out - but when she saw who was coming she put it away and drew her massive sword.

They scrambled up the slight incline to the road. May slipped, her voice tight with fear as she slid down the bank, but Juno grabbed her arm and with the help of Casterly practically lifted her bodily up onto the road.

"Why are you running What's happening?" Oliver was scanning the trees behind them, an edge of panic in his voice. "What's gone wrong?"

Juno leant forward, hands on her thighs, gasping for air, waving a hand at May. "Ask ... her!"

Oliver kept his shield raised toward the woods, but shot the war-witch a quick glance. His face was pale. Their fear was contagious.

"We go into the regio easily enough but the Treewarden - she wasn't there. We left the cakes, and the wine, but as soon as we took the apples they ... they came after us."

"They" chose that moment to appear. At first there was only the suggestion of them, but after a moment, three of them were visible moving quickly through the trees. Humanoid figures, armoured in leather the deep, dark blue of a Summer sky during a thunderstorm. They kept their bodies low to the ground as they ran. Their hairy, mottled bodies were were hard to make out in the shadows beneath the trees but their eyes glowed like pools of quicksilver in the gloom under the trees. Each had the head of a great, slavering dog. One by one they crouched low, turning their muzzles to the heavens, and each let out a terrible ululating howl that echoed across the forest.

"Why are there dog-people!?" cried Oliver, backing away. The howls had attracted more hunters, perhaps another half dozen. "WHY?"

May grabbed his arm. "I don't know!" she shouted back. "But there are and they're not stopping!"

"What about the agreement?" there was a note of desperation in Oliver's voice. "What's happened to the Treewarden? WHY ARE THERE DOG-PEOPLE!"

"We can worry about that later," said Casterly calmly, stepping to the front, planting her feet, raising her moonsilver blade raised into the first position.

As the first aberrant hunters began to creep forward, she let out a deep breath and her face broke into a broad smile. "Right now ... it's time to fight."

Contents

- 1 Overview

- 2 The Forest of Arden

- 3 A Judgement of Nets

- 4 The Shining Citadel

- 5 Bright Stars in Shadowed Skies

Overview

Magic is a tool like any other, but one significantly more versatile than most. Imperial magicians regularly wield powerful magic on a grand scale. This season alone has seen the potent Wondrous Forests of the Night transfigure the forests of the Empire (you can learn more about that particular magical effect here; devastating magical storms harry the Grendel navies off the coast of Redoubt and Spiral; and a host of unliving husks raised to fight alongside a Wintermark army - while another is unleashed to fall on the Jotun in Liathaven.

Two citadels of ice and stone called from the Summer realm of Cathan Canae rise within Imperial borders. One overlooks newly liberated Serra Damata in Kahraman; a second rises in Tomari in Redoubt. They appear without garrisons - which is not in itself unusual, but some of the soldiers taking refuge in these cold halls recount a strong feeling of unease when they are alone in the empty chambers.

Not every significant magical event is caused directly by Imperial magicians - and nor are they the only people who need to deal with them. The Winds of Magic are used to round up disparate events that are certainly sigificant, but whose impact or provenance is limited in some fashion. Sometimes magical threats and opportunities come from beyond the mundane world - such as rumours of unsettling developments in the Summer Realm, or a formal bounty placed by an Eternal of Day. Sometimes they reflect unexpected outcomes to traditional Imperial magic. Sometimes, the Winds themselves are an event - most often seen in the stars, or the runes, but sometimes in the plays of dramaturges, or in dreams - and these powerful conjunctions may give hints to a wider current in the events that shape the Empire - and are in turn shaped by it.

The Forest of Arden

The Summer realm is made up of a patchwork of domains, each ruled over by an eternal. Eleonaris is the sovereign of the Fields of Glory, while Cathan Canae rules a trackless waste of glaciers and mountains, and King Adamant controls a subterranean kingdom of glittering gems and cunning koboldi. Not all these domains are so large - the tower of Meraud reputedly occupies a single island, while the tents of Barien are said to appear at a different crossroads in the Summer realm every evening.

One of the best known realms is the Forest of Arden, the domain of Hayaak, the Gryphon Lord. Over the last three months, magicians with an interest in such things have begun to hear ... rumours about the Forest. Stories. Gossip from Summer heralds. The gossip is most prevalent in Dawn, especially among visitors to Spiral Castle, and in Varushka among those heralds of the Summer Mage who visit the college there. Perhaps it is no coincidence that both places are strongly associated with the Lord of Summer Stars - the apprentices of Meraud do love to gossip!

These stories say that there has been a fundamental shift in the nature of the Forest of Arden. Some claim that either Eleonaris or Cathan Canae has sent their armies to invade the domain of the Lord of Gryphons, conquering it as apart of a stratagem aimed at the other Queen. Other stories say that Hayaak has fallen deathly ill, injured by an accurséd blade that is slowly killing him and that his sickness taints the forest with shadows and spiders. A few tales suggest that Hayaak has been exiled from his domain, and sworn revenge against those who have driven him out. The stories agree that the Forest is now a significantly more dangerous place - that the trees huddle together, and conspire with each other; that the great boars, bears, and stags who once roamed there have been devoured by immense spiders scuttled out from the mountains to the north; and that feral unicorns now patrol the paths, hungry for the blood of intruders.

Several of these stories mention Jaheris, the silver-browed consort of Eleonaris. He alone is said to know with certainty what has transpired - but he is keeping his own counsel on the subject and his heralds will not be drawn. Although, on a potentially related note, he has let it be known in Spiral Castle and in the Icy Crag of the Eternal Sun that he may be prepared to talk about this - and other secrets - when he meets with "a certain worthy representative of the Empire during the Spring Equinox for a chance to discuss the important things in life".

A Judgement of Nets

In the last month, several plain speaking, well-spoken heralds of the eternal Roshanwe have visited prominent covens of Imperial magicians known to make an in-depth study of Day magic. There have also been visitors to both the Lyceum in Madruga, and the Halls of Knowledge in Zenith. In each case, the heralds deliver a polite message from the eternal they serve; Roshanwe is deeply concerned about the influence of the Whisper Gallery over the Empire and wishes to offer a little aid in thwarting its agents.

The heralds deliver variants on the same message - Roshanwe believes the Whisper Gallery are an unforgivable obstacle to those who pursue true understanding. As such she urges Imperial magicians to take action against them and their agents. She warns that these malignant eternals of the Night realm have sought to curse seekers after true knowledge, and that it is only appropriate that their pawns suffer a similar fate.

Roshanwe's heralds have let it be known that their mistress will reward any coven that delivers the potent Day magic curse know in the Empire as All the World in a Grain of Sand to those dealing with the Whisper Gallery. Her heralds are happy to provide a short list of those who Roshanwe believes may be pawns - based on their actions and the decisions of the Empire. This list includes:

- Any individual convicted by the magistrates of ignoring the enmity under which the Whisper Gallery have been placed.

- Anyone declared as a sorcerer by the Empire for trafficking with or promoting the agenda of the Whisper Gallery.

- Anyone who declares themselves in support of those monstrous eternals by speaking on their behalf in the Senate or the Conclave.

When such an individual falls under the curse, Roshanwe will take note and deliver to the one who delivered the pronouncement of doom ten vials of prismatic ink for each pawn of the Whisper Gallery so cursed by the beginning of the next summit.

Furthermore, with an eye towards addressing the dangers presented by those eternals that intentionally seek to impede seekers after knowledge, the Weaver of Nets has announced to those who will listen her intention to send one of her favoured heralds to talk to Kyra Halcyon Spire, Grandmaster of the Unfettered Mind, about other ways Roshanwe may assist the Empire during the Spring Equinox.

The Shining Citadel

The Sussivari Frost Coven have used Night magic to raise magical mists and warp the marshes of Kallavesa and Bregasland to provide them with magical protection from the Jotun. Neither marsh was actually attacked by an enemy force, but had they done so the citadels would have been available to offer protection to any defenders.

Of particular note is the citadel they have raised in Bregasland. The magic is woven in North Fens, and is centred on a dome of silver mist that glows with a pale phosphorescence from dusk until dawn. The Bregas of the far marshes report that the glow comes from the immense number of iridescent butterflies that throng within the dome - some of them as large as eagles or small dogs, if stories are to be believed. Bounders who take advantage of the protection offered by the dome when they are on long patrols emerge covered in the alabaster dust that falls from the wings of the exotic creatures - and talk of an Imperial bounty of iridescent gloaming cocoons that might be found within - yet when they return to claim some of the bounty for themselves shortly before the Spring equinox, they report that the dome is completely empty.

Bright Stars in Shadowed Skies

The night skies over most of the Empire remain empty of stars, as detailed last event here. In a very few places the stars have been restored (specifically across the whole of Urizen, and in the Imperial Orcs territroy of Skarsind) but for the most part, they remain absent from the night sky. Naga living in those territories are not subject to the shroud's peculiar influence ... but Casinea is still effected and so any naga visiting Anvil will still begin to feel their natural urge toward subtlety and secretiveness is greatly strengthened. (Ooc note: players are urged to read the Darkest night wind of fortune from last event to refresh themselves as the details of this effect).

Where the stars are visible, they can be seen to have formed a particular alignment. The Wanderer has aligned itself with the astronomantic constellation known as the Chalice. The constellation is only visible in the northern skies for a short time at the beginning and end of the year - some mystics say that it joins the end of one year to the beginning of the other. This is not merely a fanciful or poetic phrasing - the Chalice is strongly associated with healing, mending what is broken, and joining together things which were once apart. As with all astronomantic constellations, the six stars have a deeper symbolism; they resonate with ideas of symmetry, mirrors and reflections, and twins.

In the Brass Coast, and some parts of the southern the League, the Chalice is occasionally called the Mirror Cup or the Seeing Cup. It has strong associations with fortune-tellng, with seeing the future, and with predicting dooms - or triumphs - yet to come.

The Chalice is also, sometimes, connected with the dramaturgical Instrument known as the Cup, which represents Prosperity, and fulfillment. There is some scurrilous speculation once news of the conjunction reaches the ears of trained dramaturges that this conjunction is likely to be strongly influenced by Night magic - which in the case of the Cup may portend transformations, potions, unsettling truths, emotions, confusion, and drunkeness.

There is no immediate mechanical significance to this conjunction. As with any astronomantic conjunction, it is as much a response to things that are happening (or are imminent), as it is a mystical arrangement that influences the unfolding of future events. Many people will remain oblivious to the influence of this conjunction, while a handful of people may encounter the themes and motifs of the Chalice (or the Cup) at every turn during the coming Summit.

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One More Vodka

To the tune of Ani Vodka Ani Rumos. Lyrics by Rhi.

Helper files:

Full harmony: File:Ani vodka ani rumos.mid

Tune: File:Ani vodka ani rumos 01 sop.mid

Alto: File:Ani vodka ani rumos 02 alt.mid

Tenor: File:Ani vodka ani rumos 03 ten.mid

Bass: File:Ani vodka ani rumos 04 bas.mid

One more vodka, one more drink It makes me dance, it makes me wink Oh na na na na na na na na etc One more vodka, one more drink It stops me having time to think Oh na na na na na na na na etc

One more vodka, just the one To drink until the morning sun Oh na na na na na na na na etc One more vodka, just the one It's hard to stop now I've begun Oh na na na na na na na na etc

One more vodka, one more glass It will help the evening pass Oh na na na na na na na na etc One more vodka, one more glass Then leave me sleeping on the grass Oh na na na na na na na na etc

One more vodka, just a taste Just to so it don't go to waste Oh na na na na na na na na etc One more vodka, just a taste To keep me warm 'til dawn's embrace Oh na na na na na na na na etc

Oh na na na na na na na na etc (to tune of verse, getting faster and faster)

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Online

Overview

The nature of the internet is that it removes the element of personal interaction and exacerbates differences of opinion. If we are not careful this turns discussions into arguments in a way that is detrimental to the enjoyment of the game. For this reason we have chosen to implement a firm and frequent approach to moderation - our goal is to put appropriate limits in place to ensure that we provide an online space on Facebook and our forums for all participants to share their enjoyment of Empire without getting drawn into arguments.

All the appropriate rules for conduct at events also apply when making posts on any official Profound Decisions forum or Facebook group. In particular please make sure that you have read and understand the rules for language and equality and diversity.

Counting players and crew, Empire has nearly two thousand participants at each event, it's not realistic to expect anyone to like every other participant. What we require is that people treat each other with respect regardless of their personal feelings. These rules are designed to give our moderators a basis for judging when that is not happening and to take action accordingly. If you have an issue with the posts of another participant then please bring it to the attention of a moderator and allow them to deal with it.

Posting Guidelines

- Treat each other with respect

- All posts should relate to Empire

- Put each post in the single most appropriate forum or Facebook group

- Please report any breach of the rules to our moderators and leave it to them to deal with

Please treat each other with respect. Remember that players in Empire will come from many different traditions of LRP, so just because they don't do things the way you do them doesn't mean that it's wrong. Respect their opinion, assume good faith and remember that sometimes you need to work a little harder to make yourself understood over the internet, where it's easy to mistake someone's intent and you're talking to strangers not just your friends who get the joke. Don't harass other users, don't post anything that constitutes a personal attack and avoid forms of speech that could be interpreted as bullying or abusive. Treat people the way they would want to be treated.

Contents

- 1 Overview

- 2 Posting Guidelines

- 3 Fan Fiction

- 4 Moderation

- 5 Hot Topics

- 5.1 Politics, Religion, and Language

- 5.2 In-character Debates

- 5.3 Criticism of other LRP Systems

- 5.4 Personal Attacks

- 5.5 Don't Do Stupid Shit

- 6 Further Reading

Please keep your posts on topic, our forums and groups are for Empire, so if the discussion strays too far away the subject of Empire we'll ask you to take it elsewhere. Please make sure you read the Empire wiki and the FAQ before asking a question as it's quite possible it's already been asked and answered.

Please ensure that your posts are in the appropriate area. For example if you want to put a post offering to sell or swap some kit on the forum then you should use the Trading forum. If you are looking for a member of a Wintermark group on Facebook then you should post in the Wintermark Facebook group. Do not duplicate the same post across multiple different forums or different groups (it is fine to duplicate something on the forum as well as on Facebook). Don't post spam, that's posting the same post more than once or posting unwanted advertisements. If you're a trader please use the trading forum to post about your wares.

If you spot someone breaking the rules please flag it for the moderators attention. On Facebook select "report to admin" by clicking in the top right hand corner of a post. On the forum click "...(show more)" then the flag icon on any post. Please don't call them out for it, report it, and let the moderators handle it.

Fan Fiction

- Please use the existing Facebook group for any fanfic

We understand that lots of people love to read and write fanfic - and the Empire community is no exception. However there is a small risk that players may confuse fanfic with canonical updates to the campaign if the fiction is posted on one of the main Empire facebook groups. For this reason there is a specific Facebook group called Empire LRP: Fiction Sharing which was explicitly intended as a place for Empire players to share stories they have created. All fanfic stories should be posted here, not in one of the main facebook groups.

Moderation

- Please report any problem posts to the moderation team

- We will delete any content that does not meet our guidelines for posting or online behaviour

We have a team of moderators whose job is to watch the Empire forums and Facebook groups and ensure our rules are being followed. They will remove posts that they feel contravene our guidelines or anything which has devolved into an unconstructive argument. To report a post, on Facebook select "report to admin" by clicking in the top right corner of a post. On the forum click "...(show more)" then the flag icon on any post.

If we have to remove a post or take other action then we'll either make a note in the thread or send you private message explaining why. Depending on the situation we may warn people who have broken the rules, suspend them either short or long term, or ban them permanently at our discretion.

Do not discuss individual moderators or moderator decisions on the forum; if you need clarification about a decision that's affected you please contact the moderator who took that action by private message or email the moderation team. If you are not satisfied with the actions taken by a moderator then please raise the matter by emailing Matt Pennington directly.

Hot Topics

The areas below are topics that almost invariably degenerate into arguments, or are simply not appropriate for our forums or Facebook groups.

Some of these issues are controversial and tend to produce a lot of acrimony when discussed online giving the false impression that these issues dominate our events. Worse, they often involve situations where the experience of online criticism of a specific behaviour is indistinguishable for individuals from criticism of them. We won't allow posts that constitute personal attacks or posts that constitute an attack on the behaviour of individuals. Our moderators will closely monitor these "hot topics" and pre-emptively delete any posts that they feel are likely to lead to an adversarial discussion of the issues.

Some of these issues are simply not appropriate or acceptable and will be deleted by our moderators as soon as they become aware of them.

Politics, Religion, and Language

Politics and religion are incredibly important subjects and we encourage people to engage and debate these issues - just not on our forums and groups. Our online community exists so that participants can discuss the imaginary politics of the world of Empire, not real world politics.

Inappropriate language, such as the use of gendered words, is another subject that invariably rapidly degenerates into acrimony. There is no effective way to criticize a person's language on the internet without it being experienced as a personal attack. We will allow positive discussion of ways that participants can embrace the gender-blind Empire setting and implement that in their roleplaying - but delete anything that is negative, a personal attack or is based on criticism of other people's roleplaying.

If you are concerned by the use of inappropriate language, then please bring it to the attention of a moderator and they will contact the other participant, reminding them of our guidelines to try to avoid gendered words and similar.

In-character Debates

Empire is not a system which employs "FOIP" - a requirement that you can only find things out in play at events. It is fine to ask simple in-character questions, things you think your character should know or any questions about the system. If the information you have asked for is not controversial in-character then other participants are free to give you the answer to your question or to encourage you to find their character at an event and seek out the information in-character.

However we strongly discourage online discussion of important or controversial issues. These issues form part of the plot of our event and we ask everyone to respect that.

There are specific rules for roleplaying between events. Anything that breaches these rules - any post that contains trade negotiations, religious debates, military planning, magical discourse, or political discussions and appointments will be removed.

Criticism of other LRP Systems

Live roleplaying is an amazing community, that is at its best when participants share original ideas and best practices between different systems. So it's fine to make a post calling out a positive example of something other games do well - or do better than Empire does - that gives us a basis for discussing ways to make Empire a better game. But please bear in mind when posting, that Empire is such a large system that we will have participants who love the game you are referencing as well as participants who tried it and did not enjoy it.

What is not permitted is anything that is critical of other LRP systems. We are not in a position to improve other people's games - so we are not interested in hosting any discussion that is critical of other LRP systems. Most LRP systems have their own forums or Facebook groups for their players to post comments about their games - posts that are about other games should be posted on their Facebook page, not on our forum/groups.

Our Facebook groups and our forums are the right place to criticize Empire or Profound Decisions and it is fine to do so. However bear in mind that all LRP games are produced by the combined efforts of a team of volunteers who are passionately invested in the game they create. The most effective criticism is an analysis that presents a fresh perspective or insight into some aspect of the game - rather than simply a passionate declamation of how much you personally don't like a particular element of the rules, setting, or plot. There is also guidance on the wiki about providing feedback. Criticism directed at named individuals will be treated as a personal attack and moderated accordingly and our rules requiring civility towards our volunteers apply on our forums and Facebook groups as well as at events.

Many people who play Empire enjoy the game - and that often engenders a desire to protect the game from criticism. We believe a good LRP stands on its merits, and benefits from analysis, critique, and discussion. We ask all participants to be mindful of the fact that just because you have not experienced a problem does not mean the problem does not exist. Our moderators will remove posts if they judge that their only contribution is to suppress criticism or silence debate about Empire.

Personal Attacks

We will not tolerate any post that our moderators feel constitutes a personal attack on another live roleplayer - regardless of whether or not they use our official online forums/groups or are a regular attendee at our events. Avoid posting while angry; if you are disagreeing with participant then ensure that you remain polite and avoid ad hominem responses.

If you feel anything posted on our official forums or Facebook groups violates our rule prohibiting personal attacks then please report it to our moderators, do not respond in kind.

Don't Do Stupid Shit

Don't post anything that's illegal, racist, sexist, homophobic, pornographic, abusive, or otherwise objectionable. This includes links to such material as well.

Further Reading

- Conduct

- Reporting

- Online

- Costume

- Language

- Must Avoid Policy

- OOC Design

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Only Remembered For What We Have Done

Traditional / John Tams. Coope Boyes and Simpson version on youtube

Sheet music is available here Please note - the melody of the song is the middle line.

Fading away like the stars in the morning Losing their light in the glorious sun Thus would we pass from this earth and its toiling Only remembered for what we have done

Only the truth in the fife we have spoken Only the seed that in life we have sown These shall pass onwards when we are forgotten Only remembered for what we have done

Who'll sing the anthem and who'll tell the story Will the line hold will it scatter and run Shall we at last be united in glory Only remembered for what we have done

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Onward to Glory I Go

Based on I Don Quixote from the Man of La Mancha

Lyrics by Martin Hobbs

Songs like this are very popular amongst the minstrels who accompany questing knights, who often insert the names of their own company into the song and tweak the lyrics to fit the heroic exploits of their own groups. The tune originates in the playhouses of Sarvos, but its heritage is irrelevant to the Dawnish knights. Troubadours find it a useful tool as the popular music and stirring tune can quickly inspire feelings of Pride and glory in the listeners. League cynics who suggest that the original song was a criticism of Dawnish culture are entirely ignored.

Hear me, heathens and wizards And serpents of sin! All your dastardly doings are past, For a noble endeavour is now to begin And virtue shall triumph at last!

I am Ozren de Orzel A Knight of the Empire, My destiny calls and I go, And the wild winds of fortune Will carry me onward, Whithersoever they blow. Onward to glory I go! Onward to glory I go!

I'm Starac! Yes, I'm Starac! I'll follow my Earl till the end. I'll tell all the world proudly He’s Lord Orzel! He’s my friend!

Hear me now Oh thou bleak and barbarian world, Thou art base and debauched as can be; And the knights with their banners all bravely unfurled Now hurl down their gauntlets to thee!

We are brave, Dawnish Nobles, The Knights of the Empire, Our destiny calls and we go, And the wild winds of fortune Will carry us onward, Whithersoever they blow. Onward to glory we go! Onward to glory we go!

Oh the trumpets of glory Now call us to fight, Yes, the trumpets are calling us on, And wherever we fight, Ever staunch at our sides Our Earl and companions shall be!

We are brave, Dawnish Nobles, The Knights of the Empire, Our destiny calls and we go, And the wild winds of fortune Will carry us onward, Whithersoever they blow. Onward to glory we go, Onward to glory we go!

We’re yeomen! Yes, we’re yeomen! We'll follow our nobles till the end. We'll tell all the world proudly We’re their yeoman! We’re their friends!

We are brave, Dawnish Nobles, The Knights of the Empire, Destroyers of evil are we And we’ll march to the sound Of the trumpets of glory Forever to conquer will we!

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Opaline Coat

Description

An opaline coat takes its name from the opal gemstone, favoured by jewelers throughout the Empire for the incredible range of colour in which it is found. Each coat incorporates a small amount of dragonbone, often used to provide extra shape to key areas, or worked into the fabric as delicate beading. Freeborn tailors make opaline coats that shimmer in the sunlight, weaving threads of silver, gold and mithril into the fabric and choosing beautiful pieces of semi-precious stone to create fastenings and buttons. The magicians of League often compete with one another as to who can acquire the most splendid opaline coat, looking down on rivals who favour more mundane jackets, and being subtly enraged by those few Mountebanks capable of acquiring one for themselves. The street magicians of the League tend to favour a shorter cut that they call an iridescent jacket, modeled after the Freeborn style.

The Suaq and Varushkan magicians who make use of the opaline coat prefer a more tasteful arrangement that has become increasingly popular even in the south - a coat of hard-wearing wool, dyed a single vibrant colour, with a lining of shimmering, iridescent shades. With the coat closed, it is difficult to tell it is anything other than a finely made, warm garment; when it is opened, its true beauty becomes apparent.

Rules

- Form: Armour. Takes the form of a robe. You must be wearing this robe to use its magical properties.

- Requirement: You must have the magician skill to bond to this item.

- Effect: You gain two points of personal mana.

- Materials: Crafting an opaline coat requires nine measures of iridescent gloaming, three measures of beggar's lye, and three measures of dragonbone. It takes one month to make one of these items.

“Just one more of your uncle's sheep”, Ilena had called him, “always willing to do what you're told.”

"If only", he'd often thought to himself, "There were any bloody truth to that assessment of sheep." In his considerable experience the damn-fool things seemed to take a perverse delight in finding new and interesting ways to stray off and get into trouble. Today was no exception; here he was crunching through drifts of snow, doing his best to follow the scattered tracks of a pregnant ewe that had spooked over nothing at all. Right before sundown, of course, so he'd have a cold dark struggle getting the damn thing back to the walls of the farm. And if she lost the lamb or came back injured, oh, there'd be hell to pay from uncle Dushkov.

Squinting in the fading light, he continued to climb higher on the hillside, the sparse pines on the ridge above him silhouetting themselves like crooked fingers. In the distance he heard bleating, and for a moment he was relieved to finally be drawing closer, but then he realised it was the panicked cries of an animal in distress. Drawing his hatchet, he flattened down and began to creep forward as quietly as he could.

His worst fears were realised as he came upon a scene that turned his blood to water; something hunched and manlike, but covered with long, fiery red hair was leaning over the carcass of the ewe. Steam poured into the evening sky as bones snapped and blood splattered, followed by the awful noise of hot, wet organs being gorged down. Without even thinking, he hefted his hatchet and leapt forward. Eyes like red-blazing coals turned to fix on him as the beast heard him coming, and a terrible howl shook the hillside...

Ilena looked up in surprise at the well-dressed young Warden entered the dingy beerhall. The village was too small to get many travellers, and none as dashing as this one. That magnificent coat of lambswool, dyed a rich burgundy and buttoned with dragonbone, was a thing of wonder. She preened for a second before asking in her most suggestive tones what his pleasure might be. It was only a moment later as the man smiled that she realised it was young Gregor, that foolish shepherd boy who'd been so sweet on her, before he disappeared.

He opened his coat to show off the exquisite lining – a rich, red pelt that seemed to glow with an almost unearthly lustre. He laughed, “You once called me a sheep, Ilena, and maybe I am, but now at least I'm a sheep in Wolf's clothing...”

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Operate portal

Contents

- 1 Description

- 2 Casting

- 3 Effects

- 4 Sample Vocals

- 5 Common Elements

Description

This simple spell is one of the first one that a magician learns to cast. Every magician is able to use it; along with create bond and detect magic, it represents a shared suite of powers common to everyone who works magic. Learning to operate magical portals teaches a magician how to locate and navigate the magical areas known as regio. Perhaps more importantly, it teaches a magician to tap into and draw on reserves of power outside of their own personal mana. Without this knowledge, they would find it difficult to learn more powerful spells, or use crystal mana.

Perhaps the most important use of this spell for Imperial magicians is to gain access the Hall of Worlds where the Imperial Conclave meets. In some quarters, mastery of this spell is seen as a prerequisite for membership in the Empire's powerful magical order. As such it is generally the last of the three "cantrips" taught to an aspiring magician. Once a magician has opened the portal in the Anvil regio once, they can continue to do so for several days without needing to expend further personal mana - but they still need to cast the spell each time they enter or leave the Hall of Worlds (meaning, for example, that a magician cannot use the portal while wearing armour).

The biggest limitations on this spell is that it only allows the magician who casts it to pass through a portal, and only in one direction. There are exceptions, of course. The Academy for example takes advantage of their apprentice training to allow a single magician to take an entire group of young students to the Hall of Worlds, while certain portals might specifically open "wide" enough to admit multiple travellers with just a single casting of the spell. A ritualist versed in the lore of Autumn might perform the Ambassadorial Gatekeeper to allow a group of mundane allies to travel through a portal.

Wise magicians ensure they have the resources to re-open a portal they have passed through, or they risk being trapped in a potentially dangerous environment. Even these careful precautions cannot help if a portal has been sealed by a powerful effect such as Pakaanan's Iron Shutters - a sensible magician learns as much as possible about their destination before passing through a portal.

The spell plays an important role in communication with eternals, allowing them to send a presence through to the regio. Eternals cannot enter the mortal realm, but with the assistance of a magician using this spell, an eternal that is present near the regio during the casting can draw closer to the mortal realm. When this happens there is likely to be some physical manifestation, unusual lights or noises, that indicate the presence of the being. It is then possible for the magician to engage in limited communication and even exchange items with the eternal.

This communication becomes much more difficult if the eternal in question has the enmity of the Imperial Conclave. Where this is the case, ritual magic is required to use a regio in this fashion.

None of these limitation apply when the spell is used to access the power of the Sentinel Gate. Using the Sentinel Gate is also one of the few circumstances where this spell will allow a magician to open an actual gateway that allows their companions to travel without needing their own magical abilities, and doing so ensures a return journey can be made. Being able to perform the operate portal spell also allows an Imperial magician to perform the minor cantrip that lets them calculate how long a conjunction they have used will last - this power is so minor it does not even require any personal mana.

Beyond Anvil, portals are uncommon, but this spell has a strong symbolic resonance. With it, a magician can visit a chamber under their own power - and perhaps more importantly, they can leave the same way. When people who are not magicians enter one of these magical places, they often find themselves unable to leave without the assistance of one of the denizens - assistance that invariably comes at a steep price.

Casting

- Type: Regular spell

- Cost: 1 Personal mana

Effects

This flexible spell can be used to perform a number of separate tasks, but only one may be used each time the spell is cast.

- Traverse Regio. You may open a portal to another location, provided a portal exists.

- There is also a portal in the Anvil regio that leads to the Hall of Worlds. A magician wishing to use this portal pays the standard cost of one mana the first time they use it in a weekend; for the rest of the event they may then cast it without needing to spend additional mana.

- Invite Eternal. You may open a regio to allow a named eternal of that realm to send a presence through. This use of the spell will only work if a prior arrangement with that eternal already exists.

- Trace Passage.You can determine where a portal was last opened to go to. This will tell you the last place the Sentinel Gate opened to, or gives basic details of the chamber on the other side of a portal in a regio.

- Operate Sentinel Gate.The spell is also used to open the Sentinel Gate, the powerful teleportation portal that stands in Anvil.

- If you have passed through the Sentinel Gate, you can perform a simple cantrip in a few seconds that will tell you how long before the conjunction ends - that is, how long you have to get back to Anvil safely. This does not require any personal mana.

Sample Vocals

The following are sample vocals you can use to cast this spell if you don't want to make up your own.

- (evoking the Door) "I stand on the brink between here and there, in the eternal moment of the now straddled between what was and what is to come. The door is open, I have only to take the step and I will pass through the portal and be transformed."

- (tracing runes in each of the cardinal directions) "Four roads meet and merge becoming one road down which I shall pass. I am at the junction of chance and destiny, and I choose to find my path and walk my skein."

- (effecting a haughty demeanour) "Open, portal! I am one who cannot be stayed by door or gate, who travels without fear and whose passage shall not be hindered. Open, portal! I am crowned by circumstance, and all the world is my demesne. Open, portal! My will is to travel and I will not be gainsaid."

- (divining the destination of a portal) "Attend, wind, I seek your counsel. I offer the gift of my breath as I speak these words. I see a door that is not a door, between one place and another. Speak to me, wind. You travel where you will - tell me what lies on the other side of this gate."

- I stand at this place, this magic gate, and reach beyond this world / Let magic connect these realms together, this portal now unfurled.

Common Elements

- Rune Magic: The rarely used runes Gralm and Ull are often associated with this spell due to their mundane associations with roads and travel. Likewise, runes Sular may be evoked for its associations with travel and exploration. Some magicians prefer to evoke Hirmok to demand that a portal open before them, or even Feresh, the rune of majesty, to exercise authority over the target portal.

- Astronomancy: The Door, unsurprisingly, has a deep resonance with this spell given its associations of travel and transportation. Likewise, the Key is appropriate to casting this spell, especially when entering an unexplored chamber for the first time. When the spell is cast to operate the Sentinel Gate, some magicians will call on the Wanderer which surmounts the physical archway although doing so is seen as reckless by some astronomancers.

- Dramaturgy: The persona of the Witch works well with this spell, which deals with mysterious forces and hidden destinations. Where the Witch may focus on the magical element of opening a portal, the Prince often demands passage authoritatively, or takes on the mantle of a diplomat or emissary to evoke images of free passage and distant travel. The instruments of the Blade (especially when wielded by a magician taking the role of the Captain) and the Lantern are often used in conjunction with operate portal - the former to cut or pry open a portal, the latter to light one's way through the unknown.

- Other traditions: Any imagery to do with travel or finding a way can help with this spell - Urizen magicians in particular like to use lenses or navigational tools when they operate a portal, using them to quickly analyse a portal for the best way to open it. More mystical traditions may offer a libation of wine, water, spit or blood when opening a portal. In a similar fashion, some Freeborn magicians cast aside the lowest denomination coin they are carrying as a payment. Collecting such a coin back up again is considered to bring bad luck on anyone who does so.

- Realms: The ability to open a portal is closely connected with the realm of Autumn (travel, the connection between places). Some magicians consider the realm of Night to have correspondence with this spell, especially when used to gain illicit access to a chamber or to 'trick" a portal into opening in the face of assumed authority.

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Ophis

Contents

- 1 The Bright Lantern, Rune of Revelation

- 1.1 Using Ophis in magic

- 1.2 Crafting with Ophis

- 1.3 For Machine Embroidery

The Bright Lantern, Rune of Revelation

Affiliated with the Realm of Day

Ophis is the Bright Lantern, the mirror and antithesis of Diras, Rune of Secrets. It is the bright light that pierces all shadows, drives away all confusion and uncertainty, and illuminates every corner. It is sometimes called the Light of Truth, and it is said that no falsehood, illusion or deception can withstand its unblinking gaze.

Revelation can sometimes be overpowering; mortals are not meant to live in conditions of absolute truthfulness. As such Ophis is sometimes called the Blinding Light; the light from which one must shield one’s eyes, turning away either literally or figuratively in the sense of denying what has been revealed.

During potentially dangerous divination, Ophis is sometimes combined with Sular, the Rune of Finding. While the Rune of Revelation represents the truth or fact that is sought, Sular serves as an intermediary that helps to guide the power of the magic and protect the magicians from exposure to pure truth. When used in this fashion Ophis is called The Beacon.

Ophis is sometimes connected to the Imperial Virtue of Vigilance.

Using Ophis in magic

Ophis is evoked with magic that reveals the truth or dispels deception, including the detect magic spell. It can also be used to inspire madness or cause blindness, although this is often considered a perversion of its purpose.

Crafting with Ophis

This rune is often inscribed on things that produce mundane light, as well as being a common rune marked on a Falcon’s Glare. Senators, scouts and magistrates who rely on clarity of vision often wear it on a headband, hood or piece of jewellery worn on the head.

For Machine Embroidery

Here is a digitized version of Ophis in .jef format, suitable for a 7x5 hoop. File:RuneOphis.jef

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

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Opportunities

Overview

An opportunity represents a chance to do something that players could not normally do themselves. Opportunities are seeded into the game by our plot team. An opportunity often brings with it the ability to do something at a reduced cost, or in a way that could not normally be achieved.

For example, a group of talented armour smiths might offer to outfit several military units with light-weight armour, effectively upgrading them at a reduced cost in mithril - but only a handful of units can benefit from this opportunity.

Purpose

Opportunities are intended to present the players with choices that they can make - or ignore. For example, the armour smiths above might also suggest that they could instead turn their attention to making a single suit of runeplate every Summer to presented to a specific general on the Imperial Military Council, in return for a supply of mithril they can use to improve their forges. It would be up to the Imperial Senate which option they choose to exploit.

Opportunities generally present options or chances - they will usually not be framed in terms of things the players must do. In the example above, the players could decline the offer if they wanted to or considered the cost to be too great. Depending on the nature of the opportunity they might be able to take advantage of it at a later date, or it might be a one-time offer.

The parameters of the opportunity are often carefully set and while the players have some leeway in how to respond it is not usually possible to spread or increase the benefit being offered. In the example above, they could not, however, try to get the armour smiths to equip four armies at a reduced cost even if they had the mithril.

The Heliopticon

The Urizen Heliopticon networks are powerful fortifications that use incredibly fast communication over distance to co-ordinate the defence of the nation. Each network has a central tower, constructed with a powerful magical light-source and a specially calibrated mirror. While these networks are very expensive to produce, the fallen tower of Spiral offers an opportunity. If the light source and mirror were recovered, they could be installed in a new central tower, either reconnecting Spiral to the Urizen network or allowing a territory outside the nation to be tied into the network.

In game terms, this might allow the creation of a rank one fortification in a year at the cost of 25 wains of white granite, 25 wains of weirwood and 10 wains of mithril (rather than the usual 100 wains of white granite a fortification would require). This cost reduction presented by the opportunity reflects the chance to spend different resources constructing the outlying towers that make the heliopticon network function.

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Opportunity

Contents

- 1 Overview

- 2 Purpose

- 2.1 Example: The Heliopticon

- 3 Neccessary Details

Overview

An opportunity represents a chance to do something that players could not normally do themselves. Opportunities are seeded into the game by our plot team. An opportunity often brings with it the ability to do something at a reduced cost, or in a way that could not normally be achieved.

For example, a group of talented armour smiths might offer to outfit several military units with light-weight armour, effectively upgrading them at a reduced cost in mithril - but only a handful of units can benefit from this opportunity.

A common type of opportunity is the chance to pass a judgement of mandate in the Imperial Synod; these often arise as a result of a statement of principle passed with a greater majority at an earlier event.

Purpose

Opportunities are intended to present the players with choices that they can make - or ignore. For example, the armour smiths above might also suggest that they could instead turn their attention to making a single suit of runeplate every Summer to presented to a specific general on the Imperial Military Council, in return for a supply of mithril they can use to improve their forges. It would be up to the Imperial Senate which option they choose to exploit.

Opportunities generally present options or chances - they will usually not be framed in terms of things the players must do. In the example above, the players could decline the offer if they wanted to or considered the cost to be too great. Depending on the nature of the opportunity they might be able to take advantage of it at a later date, or it might be a one-time offer.

The parameters of the opportunity are often carefully set and while the players have some leeway in how to respond it is not usually possible to spread or increase the benefit being offered. In the example above, they could not, however, try to get the armour smiths to equip four armies at a reduced cost even if they had the mithril.

Example: The Heliopticon

The Urizen Heliopticon networks are powerful fortifications that use incredibly fast communication over distance to co-ordinate the defence of the nation. Each network has a central tower, constructed with a powerful magical light-source and a specially calibrated mirror. While these networks are very expensive to produce, the fallen tower of Spiral offers an opportunity. If the light source and mirror were recovered, they could be installed in a new central tower, either reconnecting Spiral to the Urizen network or allowing a territory outside the nation to be tied into the network.

In game terms, this might allow the creation of a rank one fortification in a year at the cost of 25 wains of white granite, 25 wains of weirwood and 10 wains of mithril (rather than the usual 100 wains of white granite a fortification would require). This cost reduction presented by the opportunity reflects the chance to spend different resources constructing the outlying towers that make the heliopticon network function.

Neccessary Details

Under normal circumstances, the player who raises a motion can define the necessary details. With an opportunity, some or all of those details will either be predefined, or only a small number of options will be available.

This also applies to flavour text. With a normal construction you have a large amount of sway to basically write the flavour text for the shape and structure. Provided that the flavour text is consistent with the setting. With an opportunity much of the work will be being done by active NPCs rather than being overseen by a player - and that can significantly curtail their input. Instead of being the archtiect, the player is often in the role of a rich patron trying to get an artist to do what they want. Effectively, the player can make requests - but the artist has a vision - and they may or may not accommodate outside input.

For example, when taking advantage of the opportunity presented by Almodin Oktístis, it is not possible to prevent him from adding Asavean elements to any design he oversees. The player might be able to guide or suggest the broad outline of a commission, but ultimately the NPC determines the shape of a structure if he is involved in a construction.

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Orator's Chalice

Description

These items were first crafted in Highguard, and were also popular with both the Freeborn and the founding cities of The League. Their usefulness soon saw them spread across all the Imperial nations, and beyond. Travellers suggest that their use is equally common in Faraden and the Principalities of Jarm.

Unlike many other items of ritual paraphernalia they are usually crafted in the form of an actual chalice, goblet, tankard or bowl of green iron decorated with tempest jade. They are usually rich in appearance, and it is common for them to be further ornamented with precious metals and carefully selected precious stones. During rituals an orator's chalice is passed back and forth between the subjects of the ritual and the coven using it, symbolically reinforcing the connections between all the groups involved. The nature of the ritual defines precisely how it is used but it is common for everyone to share a drink from the chalice at the beginning ,or during the performance, of the ritual.

The ability to extend the power of a ritual to individuals from two bands is subtle but should not be underestimated. These items are often used before battles to perform powerful rituals such as Splendid Panoply of Knighthood or Vitality of Rushing Water on members of two bands, or to allow rituals such as Streams of Silver or Fallow Fields and Dried Meat on the resources controlled by members of different groups in the same region.

As with the similar Cartographer's Eye, several covens of a mercantile bent make great use of this 'covenstone', but it is probably more popular with magicians like those associated with the Rod and Shield order of the Imperial Conclave who specialise in enchanting warriors heading for some battlefield or another.

Rules

- Form: Paraphernalia. Takes the form of a piece of ritual paraphernalia.

- Effect: When your coven performs a ritual that targets characters who must all be members a single band, the targets can also include characters from a single second band provided both bands are from the same nation.

- Materials: Crafting an orator's chalice requires five measures of dragonbone, seven ingots of tempest jade and four ingots of green iron. It takes one month to make one of these items.

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Orders

Contents

- 1 Overview

- 2 Sequence

- 3 Movement

- 4 Orders

- 4.1 Issuing Orders

- 4.2 Barbarian Orders

- 5 Attacking

- 5.1 Cautious Advance

- 5.2 Balanced Attack

- 5.3 Overwhelming Assault

- 6 Defending

- 6.1 Give Ground

- 6.2 Solid Defence

- 6.3 Heroic Stand

- 7 Further Reading

- 7.1 Core Brief

- 7.2 Additional Information

Overview

Each general can issue a single set of orders for the army they control. The orders should describe a broad strategic plan representing what the general would like the army to achieve in a territory over the downtime before the next event.

A campaign is not a single battle, a campaign is a prolonged period of warfare that takes place over the whole territory in the three months between events.

Sequence

At the beginning of an event the generals are briefed on the current status of their army and the outcome of the campaign, if any, that it was involved in running up to the event. They are also presented with a number of opportunities to intervene – usually battles or skirmishes, that might affect the current military situation.

Toward the end of the event, the generals are briefed with regard to how the actions of the characters (especially battles and skirmishes) have changed the situation since the start of the event, if at all. Each general must then submit an order for their army to follow over the coming three months.

These orders are then compared with the orders submitted for the barbarian armies to identify which forces are fighting and calculate the outcomes.

Movement

Generals may issue orders to attack or defend any territory their army can reach. To keep things as simple as possible, an army is assumed to move to any territory that the general issues orders to attack or defend before any fighting takes place. In effect an army can slip away at the start of a season before the campaign begins.

Most Imperial armies can move through three territories in a season (for example, an army in Bregasland may be ordered to defend Hercynia - it will pass through Kallavesa and Hahnmark before reaching Hercynia where it will join any campaign that takes place. However an army cannot pass through a territory it does not control - it will automatically stop and engage any enemy forces present if it enters a hostile territory - one that is controlled by an enemy power.

A fast army can move as far as its general wishes each season, but must still stop when it enters a territory that is controlled by an enemy.

Note that the elite military unit resources controlled by players do not move like this. Military units can cross the entire Empire swiftly and quickly - so they can be freely assigned to an Imperial army, or sent to raid a neighbouring nation.

Orders

Orders should focus on what the general wants their army to achieve rather than how they do it. An Imperial army fights to the best of it's ability, the civil service control military logistics and supply lines and the Empire has battlefield captains and commanders who are well versed in tactics. The orders issued by a general determine the overall actions of their army in the field over the next three months; there is no option to submit specific tactics or arrangements of troops. The place for complex battlefield plans is during the events, where player characters fight barbarian enemies.

E.g. The Dawn general of The Hounds of Glory may issue orders for their soldiers to advance without concern for casualties with the goal of smashing through the Druj lines to join up with the Imperial forces defending the fortifications at the city of Holberg.

The type of orders that a general can give fall into six categories - three for attacking and three for defending, based on how aggressive or cautious the general wishes their army to be. The text for the orders is important - we use it to determine the narrative of the campaign outcome - and it influences the options that the plot team write for the battles at the next event - but the mathematical results are calculated based purely on the type of order that was submitted.

There is no "move order" for an army, even if an army moves to the centre of the Empire to resupply, it is assumed that it would defend the territory it has moved to if that territory were attacked.

Issuing Orders

- The general hands their a copy of their signed orders to the Herald of the Council

The Imperial general must provide the Herald of the Council with a signed copy of their orders. The General can submit their orders at any time. Traditionally they are written and sealed on the last day but there is no legal requirement for this - as long as the orders are received by the Herald before the end of the summit.

The civil service use the signed orders to make suitable arrangements and instructions for all the necessary logistical support, as well as ensuring that the correct orders are communicated to the army. Any attempt to change the orders once they are officially given to the Herald invariably leads to chaos and confusion which harms the army's effectiveness.

Barbarian Orders

The orders for the barbarian armies are submitted by members of the military campaign plot team. The barbarian generals have access to magic and rituals - similar to those employed by the players - so the team also decide which rituals to use to strengthen their armies and to scry the Imperial forces. All these decisions are done blind; the people submitting them do not have any knowledge of the orders submitted or rituals performed by the players.

Attacking

- Taking any attack action means a campaign will happen if the enemy is still in the territory.

All of these orders will always cause a military campaign to be initiated in the territory if there is an opposing force present. If an attacking force is victorious - they will capture land - the greater the victory the more land they will take in a season.

Cautious Advance

- Casualties suffered by this army are reduced by a fifth

- The ability of this army to capture territory is reduced by a fifth

A general may be keen to scout out a territory to identify enemy forces, or simply wish to make a probing attack to initiate a campaign. A cautious assault can also be useful to disrupt enemy supplies lines and prevent the enemy from resupplying.

Cautious assaults are less effective at claiming territory - the attackers are less able to overcome the defenders and drive them back - but casualties suffered will be lower. Urizen and Freeborn armies favour this strategy as it provides the most certain ways to identify the strength of the enemy position.

Balanced Attack

- There are no modifiers associated with this order

This is the standard order issued by Imperial generals who wish to engage the enemy forces in a territory. A balanced attack involves assaulting the enemy positions but seeks weak points in the enemy lines rather than attempting to smash through strong positions. Highguard armies favour this strategy believing that the natural efficiency best serves the manifest destiny of the Empire.

Overwhelming Assault

- Casualties suffered by this army are increased by a fifth

- The ability of this army to capture territory is increased by a fifth

A general who seeks victory at any price can order an overwhelming assault. The army will spend the season seeking out the strongest enemy troops and attempting to smash through their positions. This kind of attack is dangerous - casualties will be higher than normal - but the army will gain more ground during that season. Wintermark and Dawnish armies favour this strategy as it provides many opportunities for glory and heroism.

Defending

- No campaign will take place unless another army issues an order to attack

- Any victory achieved by the army translates into fewer casualties incurred rather than territory gained

Armies on defend are seeking to hold their position and fight off any attackers they encounter. If all armies in a territory have orders to defend the regions they control, then no campaign takes place and the side that controls the territory will be able to resupply their forces. If the defenders are victorious - if their side has a higher effective strength than the attacker, then their victory translates directly into reduced casualties for the defenders. The greater the victory, the less casualties they suffer. Defenders take fewer casualties than attackers anyway; all other factors being equal there is a small natural advantage that favours the defender.

Give Ground

- Casualties suffered by this army are decreased by a half

- The ability of this army to defend territory is decreased by two fifths

A general that wants their army to carry out a fighting retreat can issue orders to give ground. The army will avoid major engagements, while still attempting to slow the enemy advance using ambushes and the like. An army that is giving ground is much less effective at holding the territory against an attacker, but will see their casualties reduced accordingly. Navarr and Varushkan armies are both fond of this strategy. The Navarr consider it an effective way to bleed an enemy as they advance into a trap, while in Varushka the land itself can soon become the enemy of an unwary attacker.

Solid Defence

- Casualties suffered by this army are decreased by a fifth

An army that attempts the solid defence of a region will seek to make best use of the terrain to bring the enemy to battle in a way that favours the defender. Casualties suffered are less than if the army simply attacks, even though an enemy army that attacks is just as likely to be rebuffed. The League traditionally favours a solid defence believing that the fortifications at Holberg have proven the advantage of this strategy over many years.

Heroic Stand

- Casualties suffered by this army are increased by a fifth

- The ability of this army to defend territory is increased by three tenths

An army that commits to a heroic stand will not initiate a military campaign - but they will make the enemy pay for every inch of ground they take. The army will take every opportunity to engage with the enemy side, they won't fight to the last soldier, but they will fight on even until the cause is utterly hopeless. Marcher armies favour this strategy; their natural belligerence makes them loathe to leave any battlefield while the chance of victory remains.

Further Reading

Core Brief

- Military Council

- War

Additional Information

- Imperial armies

- Orders

- Casualties

- Territory

- Army qualities

- Spy network

- Fortification

- Campaign outcome

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Other Bourse titles

Any Imperial title that has economic power or responsibilities is likely to be appointed through the Bourse. The appointment of all these titles is organised and processed by the civil servants attached to the Bourse.

Contents

- 1 Imperial Appointments

- 2 National Appointments

- 2.1 Bailiff of the Grand Market

- 2.2 Vizier of the Incarnadine Satchel

- 2.3 Dhomiro of the Cinnabar Hills

- 2.4 Mistress of the Glass Parador

- 2.5 Sheriff of Overton

- 2.6 Custodian of the Assayer's Guild

- 2.7 Provost of the Halls of Knowledge

- 2.8 Northbound Trademaster

- 2.9 Foreman of the Mines of Gulhule

- 2.10 Bonesetter of Torfast Trading Post

- 2.11 Broker of Treji Wayhouse

- 2.12 Overseer of the Westward Road

Imperial Appointments

An Imperial appointment bound to the Bourse is appointed by auction to the highest bidder.

National Appointments

A national appointment bound to the Bourse is selected by a unique mechanism for each nation. For example, the League use bids like an Imperial appointment, but Varushka select their national Bourse appointments by secret vote of the mine and forest owners of the nation.

In all cases, an Imperial title that is a national appointment can only be held by a character from that nation, and only characters from that nation can participate in their selection. A short list of national appointments arranged through the Bourse includes:

Bailiff of the Grand Market

The Bailiff of the Grand Market is a Marcher ministry with responsibilities involving the security and integrity of the many markets and fairs that take place throughout the Marches. It is appointed during the Winter Solstice by secret vote of Marcher citizens who control fleets.

Vizier of the Incarnadine Satchel

The Vizier of the Incarnadine Satchel is a Freeborn ministry with responsibilities that include ensuring ready access to herbs for Freeborn apothecaries. It is appointed during the Spring equinox by secret vote of Freeborn citizens who control fleets.

Dhomiro of the Cinnabar Hills

The Dhomiro of the Cinnabar Hills is a Freeborn ministry with responsibilities that include ensuring the prosperity of the families of Kahraman. It is appointed during the Autumn equinox by secret vote of Freeborn citizens who control fleets.

Mistress of the Glass Parador

The Mistress of the Glass Parador is a Freeborn ministry based from the Glass Parador in Siroc with responsibilities that include encouraging the integrity and prosperity of parador proprietors. It is appointed during the Summer Solstice by secret vote of Freeborn citizens who control fleets.

Sheriff of Overton

The Sheriff of Overton is a Marcher sinecure based out of Overton in the Mournwold with responsibilities to protect and ensure the prosperity of the people of the Mourn. It is appointed during the Summer Solstice by a vote of Marcher citizens who control farms.

Custodian of the Assayer's Guild

The Custodian of the Assayer's Guild is a League ministry with responsibilities to ensure the weights and measures used by the assayers of Temeschwar are correctly calibrated. It is appointed during the Spring Equinox by open auction.

Provost of the Halls of Knowledge

The Provost of the Halls of Knowledge is an Urizen position which involves guiding the magical research of the Halls of Knowledge for the benefit of the people of Urizen and the Empire. It is appointed during the Winter Solstice by secret vote of Urizen citizens who control mana sites.

Northbound Trademaster

The Northbound Trademaster is a League ministry with responsibilities to keep trade flowing along the roads that lead from Temeschwar north into Skarsind and south into the wider Empire. It is appointed during the Summer Solstice by a vote of League citizens who owns businesses

Foreman of the Mines of Gulhule

The Foreman of the Mines of Gulhule is an Imperial Orc ministry with responsibilities to ensure there are sufficient workers and miners employed to keep the many small mines around Gulhule fully operational. It is appointed during the Spring Equinox by a vote of Imperial Orc citizens who control military units.

Bonesetter of Torfast Trading Post

The Bonesetter of Torfast Trading Post is an Imperial Orc ministry with responsibilities to keep the trade flowing along the roads that lead from Skarsind south through Temeschwar, east into Varushka, and west into Hercynia. It is appointed during the Spring Equinox by a vote of Imperial Orc citizens who control military units.

Broker of Treji Wayhouse

The Broker of Treji Wayhouse is a Navarr ministry with responsibilities to keep the trade flowing along the roads that lead from Skarsind west through Hercynia and to the rest of the Empire. It is appointed during the Summer Solstice by a vote of Navarr citizens who control herb gardens.

Overseer of the Westward Road

The Overseer of the Westward Road is a Varushkan ministry with responsibilities to keep the trade flowing along the roads that lead from Delev west into Skarsind and east to the rest of Varushka and Dawn. It is appointed during the Winter Solstice by a vote of Varushkan citizens who control mines or forests.

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Otkodov

Contents

- 1 Overview

- 2 Recent History

- 3 Territories

- 3.1 Nithoggir

- 3.2 Sküld

- 3.3 Urdur

- 3.4 Verthandi

- 4 OOC Notes

Overview

Otkodov is a cold barbarian nation dominated by the Thule. It consists of four territories: Urdur in the south-west, Verthandi in the south, Sküld in the east and Nithoggir in the north.

Much of Otkodov is chilly plains and tundra, with a massive sprawling coniferous forest that covers half of Sküld and a wide range of hills and mountains that covers the southern border with Wintermark and Varushka.

The environment seems more "active" in Otkodov than in the Empire. Naturally occurring bodies of hot or even boiling water are common, as are springs, pools and even lakes whose waters are undrinkable due to concentrations of toxins and minerals from deep underground. . A number of sites are also marked by irregular geysers of boiling water that explode upward without warning. In some places, viscous black tar bubbles to the surface creating a hazard that combines the horror of drowning with the agony of being boiled alive In a few areas, vents in the ground release clouds of choking sulphur or boiling steam. The earth, water and air of Otkodov themselves can be a threat to scouts and spies attempting to avoid more populated areas.

Recent History

This information was gathered through the use of a spy network constructed by the Imperial Senate in 377YE. Much of Otkodov remains unknown.

Territories

Scouts and spies in Otkodov have been able to put together a very basic map of the four territories that compose the northernmost barbarian nation. This information is sketchy at best; more detailed information will require more action by Imperial forces. To date the scouts have compiled information about the major physical features of each territory, and the basic terrain of each region within that territory.

Nithoggir

Cold plains, broken by rugged hills and the occasional mountain. As with Urdur, volcanic hot springs are common and in some places plumes of black smoke appear to rise naturally from beneath the ground. The northern coast drops away in great sheer cliffs – there is no easy access to the frigid iceberg-haunted sea. Parts of the coast are marked by great cracks of chasms that reach many miles inland and seem to be where much of the population is centred.

Hecla and Vatnajokul are rugged, hilly terrain. Erawayugot, Isvorthor and Skarlans are cold plains and broken ground.

Sküld

Roughly half of Sküld is dominated by an ancient coniferous forest; a massive fresh-water lake dominates a further quarter of the territory. The territory, along with Verthandi, appears to be where much of the Thule “civillian” population is found. There is a small outpost high in the mountains of Kógur which serves as the Imperial Embassy to the Thule. A repurposed watchpost, it is a drafty and foreboding place and civil servants are forbidden to leave the embassy to travel into Skuld without an escort.

Hahlerm, Kógur and Stathas are forested; while woodlands are common elsewhere, Luhguren, Kerpavogur, Feyothur and Keyursal are effectively cold plains.

Urdur

Böras, Seythis, Ethaqua, Ayjeer and Volos are cold plains; Kvantal and Neeyukir are rugged and hilly. A great cold lake sits across the border with Verthandi to the east. The territory is sparsely populated, with the barbarians primarily focused around fortified villages with wooden and (in some cases) stone pallisades being the primary defense.

Verthandi

The most populous of the territories of Otkodov, with many settlements huddled around the banks of the large shallow lake in Erskjuvaten. The lake freezes over from late autumn through to mid-spring; it is more often traversed with sleds and skates that with boats. The cold plains are home to a sizable population of mammoths, cultivated by some of the orc tribes here.

The Empire maintains a spy network in Verthandi.

OOC Notes

- The Thule control each of the territories of Otkodov. It is not clear at this time if this control is uncontested.

- It is unclear if the Thule have any fortifications.

- It is unclear if the Thule control any mithril, weirwood, white granite or ilium resources.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Otkodov&oldid=55200"

Out of void, out of chaos

"I'm not sure I understand why you have to go," said the Earl. Her guest shrugged expansively and spread its hands regretfully.

"It is not for me to say," it answered, bowing its head. A single saffron tear ran down its alabaster cheek and dripped onto the china plate with an audible clink.

"I've very much enjoyed our conversations," said the Earl. "I am loathe to see them come to an end. We have been friends since - wait we are still friends? Is it something I have done?"

Her guest looked up sharply, liquid eyes reflecting the Earl's concern.

"No, no, no! It is nothing like that! It is nothing that you have done and nothing that I have done it is just ... Things change. My affection for you has not changed, but..." It looked away, embarrassed perhaps.

Earl Therese picked up the peculiar little box and made a great show of studying it, allowing her guest to collect itself. The egg inside was matte black, and seemed hungry for the dim candle-light. After a moment, her guest made a small noise to indicate it had regained equilibrium.

"This is not a serpent stone," said the Earl carefully. "And yet we did nothing differently. Can you explain it?"

Her guest smiled sadly. "Things change. I'm sorry I cannot ... I am not permitted to say more and if you are my friend you won't try to force me."

The Earl tapped her fingers on the table, and then let out a long breath.

"Of course I won't. Of course." She considered for a few moments, then locked gazes with her guest and spoke in a more formal tone. "I will accept the gifts you have brought in lieu of the remaining hearthfire, and I am happy that our agreement is discharged. I release you and your master from further obligation."

A sad smile spread across the creature's face. "Thank you," it breathed, and then slowly stood up. The Earl frowned.

"Wait, are you leaving already? I had hoped ..." she left her hope unspoken. Her guest gave her another sad smile, and gently shook her head.

"I'm afraid not. I have to leave."

"You will be back next season though, surely?" Her guest did not answer. It steepled its fingers and bowed slightly, as it had so many times before, and then glided silently from the room without saying goodbye.

There was no need for it to speak - the Earl already knew the answer, in her heart and the pit of her stomach. Therese squeezed the bridge of her nose with her jewelled hand, a little surprised perhaps to find her own eyes glistening with unshed tears. Then she picked up her knife and fork, and finished eating her dinner, wiping up the last of the wine gravy with a slab of thick bread.

As she dabbed her mouth with a scarlet napkin, her Seneschal entered the dining room on slippered feet. Sensitive to her moods, he said nothing until she put the napkin down.

"Shall I gather the rest of the coven," he asked in his quiet voice, his golden eyes concerned.

Earl Therese nodded. "Yes. And quickly. We will need to find a new source of hearthfire crystals." She glared at the peculiar box again for a moment, before continuing "... And I think you should write a few letters for me. It's past time for us to find out if anyone knows what is going on - and it is very obvious that something is going on, and I am more than a little disappointed that nobody has told me what that is..."

Contents

- 1 Overview

- 2 My Dreams All My Own

- 3 The Egg of Shadows

- 4 An Echo of Souls

- 5 Murit and Soghter

Overview

The Wanderer rarely pauses so profoundly in its perambulations through the heavens, but for the last three months it has hung balefully in the constellation of the Great Wyrm. The emblem of transformation and transfiguration - the concept that change is not just possible but that it is utterly inevitable - the Great Wyrm is sometimes used as a symbol of magic itself . Most pertinently, perhaps, it is an emblem of alchemical workings - the process whereby magic (most especially night magic) combines substances to create something greater. The Great Wyrm transforms everything, for good or ill.

A simple conjunction of the Great Wyrm and the Wanderer, with the Wyrm ascendant, is seen as a sign of some transcendent change. And yet at first nothing seems to actually be changing. Slowly, however, information begins to filter into the community of Imperial magicians from covens who make a study of powerful rituals that something peculiar is afoot.

My Dreams All My Own

- Dreamers experience profound dreams of personal transformation and impossible things.

Odd dreams are a common result of a powerful conjunction. Over the three months, many people experience dreams of profound personal transformation and impossible things. For some, the dreams revolve around the idea of being someone or something other than they are - dreams in which they have a different sex, or no sex at all, or where they possess lineage other than their own. Some orcs dream of being human, and some humans of being orcs. A common thread to many dreams is one where the dreamer experiences a moment in their life where they made a choice - sometimes significant, just as often mundane - but in the dream they make a different choice and events unfold differently.

Others have inspirational dreams of impossible things. Mundane things are made marvellous, and with the strange logic of dreams the dreamer explores the strange. One may explore a castle made of rainbow soap bubbles, or fly through the air wearing a suit made of dragonfly wings. Another may dream of a great siege engine that throws living stars that sing heartbreaking arias as they plunge towards the walls of a fortress of black fire, or of a tree composed of meat whose throbbing fruit bleed when bitten. As often as not, dreamers awaken deeply unsettled and with a nagging suspicion that the impossible things they have dreamt might be in some way real - or that they could make them real somehow.

There is no specific roleplaying effects, but this is an excellent event for a player to choose to have their character experience a dream that encourages them to make a significant change, or inspires them to try and achieve a goal at odds with their usual personality.

The Egg of Shadows

- The ritual Distill the Serpent's Stone is producing something subtly different.

The ritual Distill the Serpent's Stone creates a unique and powerful substance through the art of alchemy - using ilium and crystal mana to transform a handful of base materials into something that can empower magic, remove curses, and transubstantiate poisons. During the coming Autumn Equinox, the product of this potent alchemical transformation will be something a little different.

Instead of producing a serpent's stone, the ritual will create a shadow egg. Matt black in colouration, the oval stone is easily broken open in bare hands. Anyone who does so immediately gains a temporary boost to their Realm lore skill of 6 effective ranks for purposes of performing a single ritual, provided they already possess at least one innate skill rank of that Lore. These additional ranks do not grant any additional mastered rituals, and a character's total effective rank can never be more than three times their innate skill (the number of ranks of the appropriate Realm Lore they have gained by spending experience points). This is more than sufficient to triple the effective power of a master of realm lore - indeed a less studied individual will struggle to use the full power of the stone.

At the same time, these shadow eggs appear to have no effect on poisons or curses, and do not allow materials to be transformed.

Serpent's stones that have already been distilled keep all their old powers and can be used freely during the Equinox - they do not seem to have undergone any change at all.

An earlier version of this wind had a section allowing a change of sex under the effect of this ritual. We've removed that following feedback that identified why it was inappropriate.

The most common way that most characters in Empire who wish to change their gender do so is to use the herb groveblossom, the acquisition and use of which is "below the abstraction layer". In effect such mechanisms are the in-character equivalent of HRT and have essentially similar properties. You can read more about groveblossom on the technology page.

We've removed the potential for this ritual to allow a change of sex because we had no interest in allowing a potentially comic portrayal of a sex-change. If there is any player who is transitioning in real life who was keen to use this ritual as an opportunity to change their characters gender to one that better suits them, then they can have a quick chat to any ref that they are comfortable talking to about it and we'll sort that for you.

We obviously didn't mean to cause offense; I apologize to everyone for doing so. - Matt P.

An Echo of Souls

- Transmogrification of the Soul's Echo is permitting more profound transformations.

As with the power to distill a serpent's stone, the power to profoundly change someone's identity represents grand mastery of the realm of night. As some alchemists combine disparate materials to create unique substances, so this ritual allows others to recombine elements of a person's identity to create a new person.

During the coming Autumn Equinox, the power of this ritual is enhanced. In addition to the normal changes, anyone who is targeted with it may choose from certain additional transformations.

- If they are a naga, they may choose to completely lose their lineage. Over the next few hours all trappings will peel away, leaving them as a standard human at the end of it. At the same time the influence of their naga blood over their character will disappear potentially leading to a change of personality.

- If they are a human who has no other lineage, they may choose to slowly transform into a naga. This may take between a few hours and several days. At the end of this time, they have the naga lineage at whatever strength they desire.

- They may choose as part of the transformation to change any or all of their current skills.

- They may choose to forget only their mastered rituals, their artisan recipes, or their potion recipes. In each of these cases, they can only forget everything or nothing from a category - it is not possible to lose some rituals and keep others for example.

It is important to remember that it is the target who chooses which transformations to apply, and while the coven performing the ritual may try to influence them they play no part in the ultimate outcome of the transmogrification.

Murit and Soghter

- Heralds of Murit and Soghter have disappeared.

Over the last six months, magicians from the enchanters in Dawn to Stargazers of Urizen have reported that heralds of the night eternals Soghter and Murit appear to be disappearing. Heralds with ongoing arrangements with Imperial citizens have terminated those arrangements, encouraged those friendly to Murit or Soghter to call in any boons owed, and generally concluded their business before vanishing. They are believed to be returning to the night realm as soon as their obligations are discharged.

Since the incident in the Mournwold, heralds of the two eternals have been conspicuous by their absence. Indeed, the only two who seem to have been in evidence anywhere are the ones known as Centimani, herald of Soghter, and Alkahest herald of Murit, and they seem to be appearing only on the field at Anvil.

Further, across the Empire regio associated with the two eternals have become "sealed". The doors at their hearts seem to be locked in some fashion, apparently from the other side. While they can be forced with ritual magic, the few magicians who have risked doing so either have not returned - or have returned utterly changed in some fashion with no memory of how the transformation took place.

A few concerned communiques from the Principalities of Jarm and Faraden imply that the same thing is happening there.

Needless to say this has lead to a great deal of speculation that something significant is happening to the two eternals - and that it seems focused on or around the Empire. So far, other night eternals refuse to offer an explanation as to what is happening, and generally change the subject if it is brought up.

OOC Note: During the coming Autumn Equinox, the Archmage of Night cannot use their plenipotentiary power to contact either Soghter or Murit. Any rituals, special abilities, or magic items that would allow communication with either of these eternals will simply not function - no mana or uses are expended, there is simply no effect.

Life and death appeared to me ideal bounds, which I should first break through, and pour a torrent of light into our dark world.

Mary Shelly

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Out_of_void,_out_of_chaos&oldid=61988"

Outlaw Asavean bourse material trade

Assavian Blood Granite Bill

In that was as an Empire belive that the Soul should be free to follow virtue and that slavery is both against the law and a crime against virtue. We should endevour to use our power as senators to make sure that this truth, and the soul of the Empire, is not compromised by greed or other false virtues.

To that end

This motion is to make the trade of the following goods with Asavea illegal:

White Granite

Illium

Weirwood

Mithril

Proposed by Hercynia, seconded by Miekarova.

Overview

- A change to law regarding the trade of bourse materials (white granite, mithril, weirwood, and ilium), with citizens of the Asavean Archipelago.

- Passed

Date

- Autumn 379YE.

Campaign Outcome

- The prohibition has passed into law and been added to the list of criminal offences.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Outlaw_Asavean_bourse_material_trade&oldid=42752"

Outlaw Vallorn cultivation

That the cultivation of Vallorn be outlawed by the Empire.

Proposed by Therunin, seconded by Zenith.

Overview

- A change to law regarding the cultivation of Vallorn.

- Passed with 8 votes against.

Date

- Passed Spring 377YE (Event Two 2013).

Cost

- None

Progress

- Complete

Campaign Outcome

- The prohibition has passed into law and been added to the list of criminal offences

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Outlaw_Vallorn_cultivation&oldid=27034"

Outlaw foreign True Liao trade

That the trade of True Liao to nations outside the Empire be made illegal.

Proposed by Madruga, seconded by Conscience.

Overview

- A change to law regarding the sale of True Liao to foreigners

- Passed with 8 votes against.

Date

- Spring 378YE

Cost

- None

Progress

- Complete

Campaign Outcome

- The prohibition has passed into law and been added to the list of criminal offences

Voting

State

Votes For

Votes Against

Result

In Principle

Unanimous

0

Passed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Outlaw_foreign_True_Liao_trade&oldid=27040"

Outside in the Distance

Original Song: Searchlights by The Levellers - http://www.youtube.com/watch?v=2C-n6T4gZGc

New lyrics by Richard East.

Verse 1 I see a forest where there was a home before The flowers in the garden have crept in through the door Oh aye, the beauty that I could bring to you But outside in the distance I hear something coming through Oh I said, outside in the distance there is something coming through.

Verse 2 Here, beyond the weir, the water's turning black Broceliande stands spear in hand just to turn it back Oh how we keep your petty kingdoms well imbued But outside in the distance I hear something coming through Oh I said, outside in the distance there is something coming through.

Chorus And outside in the distance where your wardens won't go A child is standing vigil for a home he'll never know The bushes start a-rustling, so he paints his face with woe And whispers "This is the last of my show..."

Verse 3 A crossroads is no crossroads when there's but one route to take Your fantasy of peace will cease a pace beyond your gate I think these things as I walk down this tree-lined avenue And outside in the distance I hear something coming through Oh I said, outside in the distance there is something coming through.

Chorus

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Outside_in_the_Distance&oldid=20152"

Overseer of the Cavabianca Dock

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Ministry

- 4 Appointment

- 5 Cavabianca Dock

- 6 The Title in Play

Overview

The history of the Cavabianca Dock is convoluted. Their current incarnation was effectively commissioned by order of the Imperial Senate in Spring 381YE, and work was completed shortly before the start of the Summer Solstice of the same year. The first shipments of white granite reached Sarvos shortly before the Autumn Equinox 381YE, following some quick negotiations with the Asaveans to smooth over a misunderstanding that had lead to the docks being built in the wrong place..

The Overseer of the Cavabianca Dock moderates a ministry that allows the purchase of White Granite from the Asavean Archipelago.

Responsibilities

The Overseer of the Cavabianca Dock is expected to ensure that the Asavean families known as the Heraclien and the Ragnabe continue to trade white granite to the Empire. The Overseer would be responsible for dealing with any threats to the Cavabianca Dock - but also for making decisions about any opportunity related to them. The continued operation of the docks, and thus the ministry, requires that relations between the Empire and Asavea remain cordial - the Overseer has a vested interest in ensuring friendship between the two nations continues.

Powers

Total Money Spent

Production

144 Crowns

5 wains White Granite

384 Crowns

10 wains White Granite

Ministry

As a ministry, the Overseer can purchase quantities of white granite at a set price. The Overseeer spends their money and makes their choices during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Appointment

This title is appointed during the Summer Solstice. The Overseer of the Cavabianca Dock is appointed by citizens of the League who control business personal resources. The larger the business an individual has, the more votes they can allocate in support to a candidate. The voting is handled by the civil servants in the Bourse.

Only a League citizen may hold the title. They do not receive a seat on the Bourse. As a title appointed through the Bourse they cannot be revoked by the Imperial Synod.

Regarding the Heraclien and Ragnabe

This title has some additional restrictions. The white granite it produces is provided by two allied families of Asavean nobles - the Heraclien and the Ragnabe. In the event relations with these families collapsed, the title would still exist but would not be able to purchase white granite. The ability to operate the ministry would also potentially be compromised in the event that relations between the Imperial Senate and the Asavean Plenum were to sour.

An opportunity to improve the docks further has been mentioned. After the docks have been operating successfully for six months, if the Ambassador requests it, Lady Madrianna will approach the two families about offering an additional five wains – assuming relations with Asavea remain cordial of course. With the dock having been built in Sarvos rather than Oran, however, this opportunity may prove difficult to take advantage of.

Cavabianca Dock

These private docks are built in Caricomare, in the city of Sarvos. Work first began on a set of docks dedicated to the import of Asavean white granite in Spring 379YE, as part of an agreement with the powerful Tarqunius family. Precise details are unclear, but the deal apparently fell through. The half-completed docks were then destroyed by the Grendel orcs during the sack of Sarvos. After the city was liberated, further negotiations took place between the Imperial Ambassador to Asavea and their counterpart in Nemoria, Lady Madrianna of the Blue Stones.Lady Madrianna negotiated on behalf of two rich but relatively minor Plenum families, the Heraclien and the Ragnabe. A new arrangement was made, to build a dedicated cargo dock at Oran within sight of the Temple of Balo and the Black Bull.

Instead, the docks were built in Sarvos, to the chagrin of the Plenum families and Lady Madrianna alike. After tense negotiations, Jarrigk Wegwandelaar (the new Ambassador) was able to secure a further agreement from the Asaveans. When first discussed, the Asaveans were prepared to offer their white granite at a somewhat lower price - as part of the agreement to sell in Sarvos rather than Oran, the prices were somewhat increased. This reflects the need for the ships carrying the white granite to first call at the Temple in Feroz on their way to and from Sarvos.

The dock is for the exclusive use of merchants and traders from Cavabianca, a town in the Asavean Archipelago associated with several large quarries and overseen by representatives of the two families. Ships bring regular shipments of valuable stone to Caricomare from the Archipelago, and there are several sturdy warehouses as well as several apartments for use by the visiting Asavean captains and their officers. The Grendel leave the Asavean ships and their valuable cargo alone - although it appears the vessels still enjoy a well-armed warship as escort. These warships rarely come close to land however, and it is likely that they are largely crewed by slaves.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Overseer_of_the_Cavabianca_Dock&oldid=60432"

Overseer of the Westward Road

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Ministry

- 4 Appointment

- 5 The Title in Play

Overview

The Overseer of the Westbound Road is an Imperial title awarded to a Varushkan citizen. It is part of the Northern trade network, and was the last of the four original components completed.

In the years since Skarsind was recovered, the roads were repaired and some work went towards re-establishing trade, but the Wintermark focus was more on the routes through the passes into Hahnmark in the north-east. Over Winter 379YE, work began on restoring a trading network along the northern territories with Torfast Trading Post in Skarsind as a central hub, and subsidiary offices in Delev, the Temeschwari guilds and the Treji Wayhouse.

In Summer 381YE, in response to an opportunity offered by the Thule orcs of Otkodov, a new partner joined the Northern Trade Network bringing valuable crystal mana to the markets of the northern Empire. This crystal mana, of course, remains available only while the Empire remains at peace with the Thule.

Responsibilities

The Overseer is expected to keep the trade flowing along the roads that lead from Delev west into Skarsind and east to the rest of Varushka and Dawn. The close contact with the traders allows ample opportunity for the Overseer to acquire supplies at bargain prices - metals from Skarsind and Temeschwar, and herbs from Hercynia. To a lesser degree, the Overseer can be seen as responsible for keeping an eye on trade opportunities across the northern Empire, and ensuring that Varushkan merchants are properly positioned to take advantage of them.

Trade Profits

Total Money Spent

Production

7 Crowns

5 Green Iron, 3 Orichalcum, 2 Weltsilver, 3 Bladeroot

17 Crowns

10 Green Iron, 6 Orichalcum, 4 Weltsilver, 6 Bladeroot

35 Crowns

15 Green Iron, 9 Orichalcum, 6 Weltsilver, 9 Bladeroot

48 Crowns

20 Green Iron, 12 Orichalcum, 8 Weltsilver, 12 Bladeroot

Thule Trade (Urdur)

Total Materials Spent

Production

8 Ambergelt

8 Crystal Mana

19 Ambergelt

16 Crystal Mana

39 Ambergelt

25 Crystal Mana

Powers

Ministry

As a ministry, the title of Overseer of the Westbound Road allows the holder to purchase quantities of special materials traded from the north at a set price. The Overseer makes their decision on how much money to spend during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Delev welcomes Thule merchants from Otkodov, as well as Imperial merchants. As a consequence, the overseer has not one but two streams from which they can purchase material.The Broker can spend differing amounts on each stream - for example, they could spend 17 crowns on one, and 8 ingots on the other.

Appointment

This title is appointed during the Winter Solstice by Varushkans who control forest and mine personal resources. The larger the forest or mine an individual has, the more votes they can allocate in support to a candidate. The voting is handled by the civil servants in the Bourse.

Only a Varushkan character may hold this title, but there is no requirement for them to be from Delev (the title notionally involves encouraging trade throughout Varushka). They do not receive a seat on the Bourse. As a title appointed through the Bourse, they cannot be revoked by the Imperial Synod.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Overseer_of_the_Westward_Road&oldid=61968"

Pakaanan's Iron Shutters

Contents

- 1 Rules

- 1.1 Winter Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a portal. The portal must be nearby; if it is part of a regio the ritual must be performed within or within arm's reach of that regio.

Effects

This ritual temporarily seals a magical portal so that it cannot be used in either direction by any character, item or force.

A magician casting the operate portal spell will find that the spell fails but they do not expend any a mana. If an entity is traversing the portal at the point the ritual is completed, the creature in question can decide which side of the portal it ends up on (although it may be hazardous to their health if they choose to pass through to the side where the ritual is being performed).

The seal lasts for 10 minutes.

Description

This ritual has two primary uses. Firstly, it can be used to seal access to the Hall of Worlds for a short time. The ritual can be performed on either side of the portal at Anvil, and prevents anyone from entering or leaving the Hall for the duration. It can also be performed on portals that open out of the Hall of Worlds to other destinations, such as those used to attend audiences with Eternals.

Secondly, it can be used to temporarily seal a portal encountered as part of a regio. It is most often used in this way to stop creatures entering or leaving the portal while a more powerful ritual (perhaps Wind of Mundane Silence) is used to permanently deal with the regio, and by proxy the portal.

Pakaanan's Iron Shutters is named for a volhov who first used it to seal a regio ahead of a fleeing monster that was terrorizing a nearby vale. He and his apprentice Ijena beat the beast back to the regio it was using as its lair, and sealed the portal before the beast could pass through, allowing the pursuing schlacta to capture and dispatch it. After this initial success, Pakaanan used his influence with the Rod and Shield order to have the spell researched and codified; over the rest of his career he used it several times to variously hold a portal closed while a cabal dealt permanently with the regio; to prevent an angry Herald following him after a disastrous negotiation; and on at least two occasions with ilium to create permanent seals that (to this day) imprisoned monsters in their mystical lairs.

Experimentation by members of the Unfettered Mind order has demonstrated that this ritual has no effect on the Sentinel Gate because, while it transports people from one place to another, it is not a portal as such.

Common Elements

This ritual is often performed with an extended invocation. Elements such as rock salt, iron locks, chains and measures of ambergelt are all used to symbolise the sealing or closing of the portal, as are evocations of the runes Hirmok and Yoorn and the constellation of The Lock.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Pakaanan%27s_Iron_Shutters&oldid=41148"

Pallas

Contents

- 1 The Apple Tree, Rune of Wealth

- 1.1 Using Pallas in magic

- 1.2 Crafting with Pallas

- 1.3 For Machine Embroidery

The Apple Tree, Rune of Wealth

Affiliated with the Realm of Autumn

Pallas is the apple tree, which represents wealth. In it all things have reached and exceeded their fullness. The once-lean cattle now fat and healthy, the investment returned upon itself many times over. Heedless of need, Pallas now spends itself without thought of caution. It is the golden twilight, dappled in the last rays of Autumn sun, never dreaming that Winter will soon come. It also represents strong alliances, rooted in trust and mutual benefit.

Pallas represents comfort, contentedness and sufficiency. It also represents largesse, the sharing of success, and the ability to provide not only for the self but also for others. It also represents hoarding, miserliness and avarice, and when evoked in this regard may be called the Claw.

It is sometimes called the Dragon, and in this regard is evoked to protect wealth from theft – it appears on the lids of strongboxes, the doors of warehouses, and beside the locks that seal a treasure room. Combined with other runes it may create a magical trap that punishes anyone who steals, or a curse that falls on the heads of those who take what is not theirs.

The Apple Tree comes with a warning as well, which is that wealth, comfort and prosperity may be fleeting. The apple rots, the tree that is not tended dies or its harvest slackens. It is sometimes used as a reminder of the need for hard work.

In the Marches it is a rune that is often carved into the trees of an orchard in the hope of improving the harvest, and in pre-Imperial times it appeared regularly on silver coins. It is often carved onto tools whereby the user earns their living – whether brute farming implements or the delicate tools of a jeweller. Soldiers who bear the rune on their weapons often do so to indicate that they are mercenaries, and in this regard it is a common symbol for League Free Companies or Brass Coast corsairs.

Forming a fist with the thumb tucked in and the first and middle fingers hooked outwards (the Pallas Gesture) is a gesture that is occasionally used in Highguard, the League and the Brass Coast to suggest that someone is a miser or cheapskate.

Pallas is commonly associated with the Imperial Virtue of Prosperity.

Using Pallas in magic

Pallas is often evoked with magic that repairs or enhances the qualities of crafted items. It is also used with magic that creates wards designed to punish thieves or protect wealth. It is one of the runes often embroidered or inlaid into a pouch intended to be the target of the night pouch incantation.

Crafting with Pallas

It is commonly sewn into money pouches, and is a common component of delicate or beautiful embroidery on fine clothing.

That which makes the granaries to overflow, the coin-purse to grow heavy, the fruit to hang low and ripe on the branch...

For Machine Embroidery

Here is a digitized version of Pallas in .jef format, suitable for a 7x5 hoop. File:RunePallas.jef

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Pallas&oldid=43046"

Pallid Flesh of the Dead King

Contents

- 1 Rules

- 1.1 Winter Magnitude 13

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Options

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 13

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains three additional ranks of endurance. At the same time, they are affected by venom. The supernatural venom caused by this enchantment cannot be removed by a purify spell (although attempting to do so will not cost the caster any mana) unless the enchantment is removed first.

If the venom is removed by other means (such as Ascetic Star of Atun or the use of Imperial Roseweald for example) the enchantment immediately ends and the target loses three hits from their current total.

While under this enchantment, the target also experiences a roleplaying effect: you occasionally feel as if your body is wrapped in heavy chains, and suffer instants where an arm or leg will not move. You regularly suffer dreams of being buried alive, or entombed unmoving in a great empty chamber for eternity.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 10. Additional characters must be present throughout.

Options

Any caster who has mastered the ritual may choose to substitute ingots of Orichalcum, Weltsilver, and Tempest Jade for crystal mana when contributing to it. Every 2 ingots spent in this way counts as 1 crystal mana when contributing to the ritual. However, a magician may only use this option if they make it clear through their roleplaying that these are gifts for the eternals of the Thrice-cursed Court, generally by invoking the name of Tharim. It should be obvious to any observer that these ingots are a tribute.

Description

This enchantment lets a target shrug off the effects of sword-blows but renders them vulnerable both to arrows and to sustained injury. It provides short-term protection at a price, and a short-sighted, incautious target is likely to die under the influence of this ritual. Only a warrior who understands the limitations the enchantment places on them can use it safely.

The power of this enchantment is drawn from the Bound King of the Thrice-cursed Court. It demonstrates their obsession with power that comes at a price. Some scholars of the eternals believe that this ritual alleviates a portion of the Bound King's own curse as long as a mortal 'benefits' from the enchantment, and this explains why the heralds of the court often bear items that make it easier to perform this ritual. Suspicious minds suggest that in theory if enough people were subject to this ritual at one time, the Bound King would be permanently freed from his chains.

Common Elements

Performance of this ritual often involves feeding poisonous or noxious liquid to the target, or binding their wrists or in some cases even going to far as to wrap them in chains while simultaneously crowning them in a symbolic way. The target is often sitting when this enchantment is performed. Some ritualists require that the target verbally confirms that they understand the price for the strength the ritual grants, and agree to seek no vengeance should they die as a consequence of its performance; some Varushkan ritualists go so far as to demand an oath to that effect.

The ritual often involves the runes Verys and Naeve together; whatever its ultimate source, the enchantment grants strength through weakness, or perhaps demonstrates the idea of offering weakness in one area as a price for strength in another.

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Paragons and Exemplars (Redirected from Paragon)

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

Paragons and Exemplars

Individuals having shown the Signs of the Paragon and Exemplar can be formally recognised by the Imperial Synod.

Paragons

The following are Paragons of Virtue who have been formally recognised as such by the Imperial Synod:

Paragons

Ambition

Courage

Loyalty

Pride

Prosperity

Vigilance

Wisdom

Non-/Pre-Empire

Tian

Korl

The Marked

Kethry

The Sentinel

Zoria

The Brass Coast

Dawn

Empress Richilde

Highguard

Lepidus

Atun

The League

Aldones di Sarvos

The Marches

Good Walder

Navarr

Varushka

Vardas

Urizen

Wintermark

Isenbrad

Exemplars

The following are Exemplars of Virtue that have been formally recognised as such by the Imperial Synod:

Exemplars

Ambition

Courage

Loyalty

Pride

Prosperity

Vigilance

Wisdom

Non-/Pre-Empire

Gilda Ashwine

Kala

The Brass Coast

Zemress

Dawn

Adelmar the Lion

Elayne Silverlark

Highguard

Atuman

Permion

The League

The Little Mother

Avigliana di Sarvos

The Marches

Bolstering Bill

Navarr

Isaella

Long Tom Goodfellow

Varushka

Urizen

Wintermark

Inga Tarn

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Paragons and exemplars (Redirected from Paragons and Exemplars)

A truly virtuous spirit, one who is a paragon of Virtue, is capable of freeing itself from the Labyrinth of Ages through transcendence.

The Doctrine of the Paragons

Contents

- 1 Overview

- 2 Annals

- 3 Renown

- 4 Renowned Paragons

- 5 Renowned Exemplars

- 6 Further Reading

- 6.1 Core Brief

- 6.2 Additional Information

Overview

According to the doctrines of the faith, paragons are souls who have attained sufficient purity of spirit, predominantly through perfection of Virtue, to pass through the Labyrinth of Ages and achieve enlightenment. Exemplars are generally viewed as those who are on the path to become paragons - but have not yet reached the destination. Together these inspirations serve as human figures to light the Way of Virtue for those who follow. By studying the teachings they left behind or by emulating the deeds they accomplished, citizens of the Empire are inspired to virtue.

It is the role of the Imperial Synod to recognize those whose deeds meet the signs of the paragons and exemplars. Several legendary figures were identified as paragons at the dawn of the Empire - but the accomplishments of a paragon represent the pinnacle of human achievement and only a handful have ever accomplished this since the Empire was founded.

The requirements for exemplars are less demanding and so they are far more numerous by comparison. Like paragons, many prominent individuals were recognized as exemplars when the Way of Virtue was first codified and the Imperial Synod has raised countless more to the pantheon in all the years that followed. The current Synod has continued this tradition recognizing several more exemplars in the years preceding Empress Lisabetta's ascension to the Throne.

Annals

In the early years of the Empire, the followers of the Way kept meticulous records of the paragons and the exemplars, recording their lives and deeds for the benefit of future generations. Sadly these records were destroyed along with the Lepidean Library by the madness of Nicovar who sought to purge the inspirational histories along with the accumulated wisdom they represented. Fortunately the mad Emperor was stopped before he could completely destroy the School of Epistemology in Tassato, but it was too late to prevent the catastrophic loss of knowledge. Despite the best work of historians, scholars, and civil servants, no definitive list of paragons and exemplars from this time now survives.

Since that day historians and scholars have striven to curate the knowledge that remained and add to it where they can. With the help of the civil service they have promulgated this list of known paragons and exemplars throughout the Empire. In recent times the chaos that followed Empress Britta's death has meant that no new histories of past inspirations have been unearthed and so most folk have come to regard the roster of known exemplars and paragons as conclusive. With a new Empress on the Throne, this should change and it is hopeful that the chroniclers may resume restoring what was lost.

Renown

The most popular paragons and exemplars are known throughout the Empire, their wondrous deeds woven into stories in the lessons of parents and the sermons of priests. Not everyone in the Empire knows every paragon - but their names and stories are recognized throughout the Empire. These inspirational figures are renowned, the tale of their lives has spread so far and wide that records of their lives are no longer needed to ensure their memory lives on.

However there are many more inspirations, mostly exemplars, of whom knowledge is much more localized. An isolated Navarr steading in Liavathen will preserve the memory of their exemplar who drove back the Vallorn to establish their settlement, but few others will ever have heard of her. In theory the deeds of an exemplar serve as an inspiration to everyone who hear them - in practice folk tend to remember best those whose stories appeal to them and that often means local figures whose lives they can relate to or whose deeds have personal meaning for them.

When the Imperial Synod recognize a new exemplar or paragon, or when details of a past inspirational figure are unearthed, the civil service will try to spread word throughout the Empire. Theologians tend to take special interest in these figures, looking for new lessons about Virtue in whatever details of their deeds are available, but the lives of most Imperial citizens are busy with other concerns. An exemplar or paragon will always be of interest to those who knew them in life or for whom that figure particularly resonates, but without a focal point for their faith, the common citizens of the Empire will pay heed to those figures they already know and love.

In the decades since the destruction wrought by Nicovar, a handful of inspirational figures have been interred in a inspirational tomb. Consecrated with true liao, this grave or cenotaph encompasses a powerful spiritual aura that inspires all those who experience it. These tombs are a major destination for pilgrimage, and the site will usually contain records of the life and deeds of the memorialized exemplar or paragon. Creating a tomb in this way ensures that an exemplar will become renowned throughout the Empire, so their Virtue of their lives will inspire generations to come.

Renowned Paragons

The following are paragons of Virtue who have been formally recognised by the Imperial Synod and are renowned throughout the Empire.

- Aldones di Sarvos - Ambition

- Atun - Wisdom

- Empress Richilde - Pride

- Good Walder - Prosperity

- Isenbrad - Wisdom

- Kethry - Pride

- Korl - Courage

- Lepidus - Pride

- The Marked - Loyalty

- The Sentinel - Vigilance

- Tian - Ambition

- Vardas - Vigilance

- Zoria - Wisdom

Renowned Exemplars

The following are exemplars of Virtue that have been formally recognised by the Imperial Synod and are renowned throughout the Empire.

- Adelmar the Lion - Ambition

- Atuman - Ambition

- Avigliana di Sarvos - Wisdom

- Bolstering Bill - Loyalty

- Emperor Ahraz - Courage

- Gilda Ashwine - Courage

- Inga Tarn - Courage

- Isaella - Courage

- Kala - Wisdom

- Long Tom Goodfellow - Prosperity

- Permion - Courage

- The Little Mother - Prosperity

- Thrace - Ambition

- Zemress - Prosperity

In addition to these famous figures there is a complete list of all known exemplars.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Paragons_and_exemplars&oldid=50288"

Paragons and exemplars

A truly virtuous spirit, one who is a paragon of Virtue, is capable of freeing itself from the Labyrinth of Ages through transcendence.

The Doctrine of the Paragons

Contents

- 1 Overview

- 2 Annals

- 3 Renown

- 4 Renowned Paragons

- 5 Renowned Exemplars

- 6 Further Reading

- 6.1 Core Brief

- 6.2 Additional Information

Overview

According to the doctrines of the faith, paragons are souls who have attained sufficient purity of spirit, predominantly through perfection of Virtue, to pass through the Labyrinth of Ages and achieve enlightenment. Exemplars are generally viewed as those who are on the path to become paragons - but have not yet reached the destination. Together these inspirations serve as human figures to light the Way of Virtue for those who follow. By studying the teachings they left behind or by emulating the deeds they accomplished, citizens of the Empire are inspired to virtue.

It is the role of the Imperial Synod to recognize those whose deeds meet the signs of the paragons and exemplars. Several legendary figures were identified as paragons at the dawn of the Empire - but the accomplishments of a paragon represent the pinnacle of human achievement and only a handful have ever accomplished this since the Empire was founded.

The requirements for exemplars are less demanding and so they are far more numerous by comparison. Like paragons, many prominent individuals were recognized as exemplars when the Way of Virtue was first codified and the Imperial Synod has raised countless more to the pantheon in all the years that followed. The current Synod has continued this tradition recognizing several more exemplars in the years preceding Empress Lisabetta's ascension to the Throne.

Annals

In the early years of the Empire, the followers of the Way kept meticulous records of the paragons and the exemplars, recording their lives and deeds for the benefit of future generations. Sadly these records were destroyed along with the Lepidean Library by the madness of Nicovar who sought to purge the inspirational histories along with the accumulated wisdom they represented. Fortunately the mad Emperor was stopped before he could completely destroy the School of Epistemology in Tassato, but it was too late to prevent the catastrophic loss of knowledge. Despite the best work of historians, scholars, and civil servants, no definitive list of paragons and exemplars from this time now survives.

Since that day historians and scholars have striven to curate the knowledge that remained and add to it where they can. With the help of the civil service they have promulgated this list of known paragons and exemplars throughout the Empire. In recent times the chaos that followed Empress Britta's death has meant that no new histories of past inspirations have been unearthed and so most folk have come to regard the roster of known exemplars and paragons as conclusive. With a new Empress on the Throne, this should change and it is hopeful that the chroniclers may resume restoring what was lost.

Renown

The most popular paragons and exemplars are known throughout the Empire, their wondrous deeds woven into stories in the lessons of parents and the sermons of priests. Not everyone in the Empire knows every paragon - but their names and stories are recognized throughout the Empire. These inspirational figures are renowned, the tale of their lives has spread so far and wide that records of their lives are no longer needed to ensure their memory lives on.

However there are many more inspirations, mostly exemplars, of whom knowledge is much more localized. An isolated Navarr steading in Liavathen will preserve the memory of their exemplar who drove back the Vallorn to establish their settlement, but few others will ever have heard of her. In theory the deeds of an exemplar serve as an inspiration to everyone who hear them - in practice folk tend to remember best those whose stories appeal to them and that often means local figures whose lives they can relate to or whose deeds have personal meaning for them.

When the Imperial Synod recognize a new exemplar or paragon, or when details of a past inspirational figure are unearthed, the civil service will try to spread word throughout the Empire. Theologians tend to take special interest in these figures, looking for new lessons about Virtue in whatever details of their deeds are available, but the lives of most Imperial citizens are busy with other concerns. An exemplar or paragon will always be of interest to those who knew them in life or for whom that figure particularly resonates, but without a focal point for their faith, the common citizens of the Empire will pay heed to those figures they already know and love.

In the decades since the destruction wrought by Nicovar, a handful of inspirational figures have been interred in a inspirational tomb. Consecrated with true liao, this grave or cenotaph encompasses a powerful spiritual aura that inspires all those who experience it. These tombs are a major destination for pilgrimage, and the site will usually contain records of the life and deeds of the memorialized exemplar or paragon. Creating a tomb in this way ensures that an exemplar will become renowned throughout the Empire, so their Virtue of their lives will inspire generations to come.

Renowned Paragons

The following are paragons of Virtue who have been formally recognised by the Imperial Synod and are renowned throughout the Empire.

- Aldones di Sarvos - Ambition

- Atun - Wisdom

- Empress Richilde - Pride

- Good Walder - Prosperity

- Isenbrad - Wisdom

- Kethry - Pride

- Korl - Courage

- Lepidus - Pride

- The Marked - Loyalty

- The Sentinel - Vigilance

- Tian - Ambition

- Vardas - Vigilance

- Zoria - Wisdom

Renowned Exemplars

The following are exemplars of Virtue that have been formally recognised by the Imperial Synod and are renowned throughout the Empire.

- Adelmar the Lion - Ambition

- Atuman - Ambition

- Avigliana di Sarvos - Wisdom

- Bolstering Bill - Loyalty

- Elayne Silverlark - Loyalty

- Emperor Ahraz - Courage

- Gilda Ashwine - Courage

- Inga Tarn - Courage

- Isaella - Courage

- Kala - Wisdom

- Long Tom Goodfellow - Prosperity

- Permion - Courage

- The Little Mother - Prosperity

- Thrace - Ambition

- Zemress - Prosperity

In addition to these famous figures there is a complete list of all known exemplars.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Paragons_and_exemplars&oldid=50698"

Paralysis

Contents

- 1 Description

- 2 Casting

- 3 Effects

- 4 Sample Spellcasting Vocals

- 5 Common Elements

Description

This potent martial magic renders an enemy defenceless for a short period of time - usually more than enough time to either dispatch or capture them. Like the repel spell, it employs magical force; in this case to restrain the target's entire body. This is sometimes described as akin to being held by a massive, invisible hand or being wrapped from head to foot in loose bands of unseen power that tighten instantly to prevent any movement. Some targets, however, have described the experience more as a metaphorical force - a dominating power that makes it impossible for them to even think about moving their bodies for a short time. When the spell takes hold it is a rare enemy who has the ability to survive the follow-up attacks of the magician and their allies.

Any magician who plans to take the battlefield can supplement their magical abilities with a Quiet Word rod, while more dedicated war wizards can appreciate the value of a Shadowbound Donjon staff. The Caress of Arhallogen is a powerful staff that allows multiple additional uses of this spell each day, as well as granting abilities to wield supernatural venom against enemies, although its connection to the eternal Arhallogen has given it something of a dark reputation.

Of particular interest to a magician who masters this devastating spell is the Sceptre of the Necropolis, a powerful rod that gives the wielder a limited ability to use their spell to critically injure their target by stilling processes vital to life rather than immobilising their bodies.

Casting

- Type: Offensive spell

- Cost: 2 Personal mana

Effects

You may call PARALYSE against the target struck by your implement.

Paralysis holds the target in place with magical force for ten seconds. They can talk or drink a potion if they are fed one, but they cannot move or take any other actions.

If the target blocks of parries your strike they are not paralysed.

Sample Spellcasting Vocals

- (Slashing an implement in a swift arc) "Feel the weight of the mountain - PARALYSE!"

- "I command you with Hirmok's control, be still - PARALYSE!"

- "The light of Ophis stun you with its brilliance - PARALYSE!"

- "Be bound as the Chained Man - PARALYSE!"

- "In the Spider-King's name, I bind you with magic - PARALYSE!"

Common Elements

- Rune Magic: The rune Hirmok, which signifies control and domination, is strongly connected with this spell, although some magicians favour Kyrop, the rune of weakness. In both cases, a magician might sketch the rune in the air with their implement just prior to striking with it.

- Astronomancy: An astronomancer might evoke the power of the Mountain with this spell - its resonance can be used to impart immobility to a victim as easily as it can be evoked to grant strength and endurance. The constellation of the Lock can be evoked in a similar way - the paralysis spell binds the target, or "wards" them against movement. The tulpa of the Chained Man is sometimes referenced with this spell.

- Dramaturgy: A dramaturgist might take on the commanding mien of the Bishop or the Prince and instruct the target to remain where they are. less commonly, the Doctor might be employed to remove the facility of movement from an opponent "for their own good", or by using that role's superior knowledge of anatomy to restrict movement. The throne of the Tomb is also a common reference, especially when drawing a connection between the immobility created by magic and the immobility of the dead body bound within a grave.

- Other traditions: A Dawnish witch might echo the terrifying roar of the chimera when casting this spell. Some magicians also like to call on the power of an eternal such as Arhallogen or Kimus when striking with this spell.

- Realms: The ability to immobilise someone with magical force resonates strongly with the realm of Day. Some magicians point to the powerlessness this spell creates as showing clear sympathy with the realm of Winter. A few magicians shrug and point to Arhallogen and similar poisonous creatures and calmy claim that this spell is a manifestation of the power of Spring.

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Pauper's Key

Description

These items often take the form of a simple weltsilver chain with an amulet in the shape of a key. The key itself is usually of delicately fine craftsmanship with an intriguing lustre - blackened but glistening in a captivating manner that draws the eye deeper.

Equipped with such a talisman, a warrior or trader may open the portal to and enter the Hall of Worlds (or indeed any portal), alongside their magician comrades even while encased in plate armour. The magic is only good for one trip per day, however, as its power is required for both the outward and return journey... provided there is a return journey. A famous example of this item is the key designed for Emperor Frederick - an artefact constructed by the renowned artisan Catherine de Sarvos, which allowed the mundane Emperor to enter the Hall of Worlds and attend sessions of the Imperial Conclave. Some scholars suggest the artefact was usable more often than the common example, but the key itself was stolen shortly after Frederick's death and its current whereabouts unknown so this cannot be verified.

Rules

- Form: Talisman. Takes the form of a jewellery. You must be wearing this item to use its magical properties.

- Requirement: Any character can bond to this item.

- Effect: Twice each day with thirty seconds of appropriate roleplaying you may open a portal as if you had cast the operate portal spell. You may use this power if you are wearing armour.

- Materials: Crafting a Pauper's Key requires six ingots of weltsilver; seven measures of beggar's lye; and nine measures of iridescent gloaming; It takes 1 month to make one of these items.

"I am a wizard, honest as the sun is hot in the sky, I 'av all the right trappin's and all the right ken

"Ere, I can even opens that portal over there." the guttersnipe pointed towards the Sentinel Gate.

"Sir, you are a fool. I cannot fathom the trick you are trying to pull here, but there is not a chance that you are a mage." The militiamen was clearly becoming impatient.

"I'll show ya then" quipped the beragged one, and proceeded to march across the square towards the Gate.

"Not so fast, I haven't finished with you - I'm not about to let you escape through there!" he quickly stepped after the wastrel managing to grab a hold of him before he could step through, the neck of his tunic gaped and revealed a strangely glinting key-shaped amulet. Behind the location where he had been standing, a dark figure slinked away.

"I don't care if you are a magician, I still don't believe that you unbound that blade before selling it! Who is your accomplice!"

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Pay in blood

"The great beast pursued them down the corridor, ichor dripping from its jaws, its terrible eyes filled with rage. The two ran for their lives, Mila at the front and her guide a heartbeat behind her... could they make it to freedom?!?"

Darko stopped his mock run and his story with it - ostensibly to draw breath. He looked around at the sea of young faces seated before him, wrapped in shadows discarded by the dying sun. The silence commanded their attention; every tongue was still, every eye was on him. It was time for the finale.

"With a great roar the beast leapt into the air and pounced on the lad. He was seized in those terrible jaws - and the monster shook him so violently that his neck snapped like kindling. Dead before he could utter a scream." There was a low moan of terror from the assembled children so the storyteller took the opportunity to remind everyone present that the same gruesome fate would await any one of them should they wander abroad at night.

"As soon as Mila saw what had happened, the clever Volhov stopped in her tracks. She cast her fear aside and turned to face the terrible creature. As she did so the Masquerade that had hidden the young lad's milk white skin and sharp teeth faded leaving his lineage plain for all to see. Demon Beast! - she cried - you swore an oath to protect the draughir of this vale. Now one lays slain by your own hand!"

Darko mimed the Volhov's motions as he raced to the end of his story. This was one of his best tales, but he didn't want to be on the road again before the bad weather passed, so he needed to make this good.

"The beast shook and screamed - but it knew in that moment that the sly Volhov had tricked it! The argument, the pursuit, the lad's death - all by clever Mila's design - to trick the creature into breaking its oath. As it screamed - it shook so violently that the fur flew from it - and then an instant later, it lay stone dead. Mila had defeated the terrible Skinchanger of Bogdan's Vale and saved the people."

He straightened up, letting the tension of his story fall from him. A moment later the kids were on their feet, clamouring round him, begging him for another story. "Tomorrow, tomorrow!" he cried laughing with honest joy. A hard rain had been falling all day - it would be a blessed relief to perform here for a few days.

Overview

Shortly after the Spring Equinox, magicians across the Empire begin to report problems performing ritual magic. It soon becomes apparent that it is only Spring rituals that are affected and only those that are attempted using a regio. Magicians in Urizen quickly identify that their Spring regios have lost their power entirely. Winged messengers fly back and forth across the Empire but this communion only confirms the worst. All the regios of the Empire have been affected - no Imperial magician is able to call on the power of the regio to power a Spring ritual.

Initially, magicians are at a loss to explain the phenomena. If this is some fell curse it is not revealed by the Wisdom of the Balanced Blade - indeed it seems impossible to discern with any form of magical divination. Eventually though, historians pouring over books of magic discover a description of a similar event from the reign of Empress Deanne. Apparently, during her reign, a formal parley between the Archmage of Winter and representatives of the eternal Wendigo (then under enmity for ... well the usual reasons) was disrupted by Highborn magisters. In the excitement, both representatives of the eternal were destroyed.

Within a week of their destruction, Imperial magicians found it impossible to access the power of Winter regio. The magicians of the time tried everything imaginable to resolve the problem - but there was simply nothing that could be done but endure the loss. Even those regio in foreign lands were closed to them... though they functioned as normal for others.

The catastrophic state persisted for a year before it finally abated. Eventually the power of the regio returned four seasons later as if nothing had happened. The research carried out at the time indicated that that this was the "terrible price" paid by the Empire for disrupting a formal parley. The reports say that the year was plagued by reports of a surge in activity by agents of the Howler in the Wastes although whether that was a result of the magical effect or just Wendigo causing trouble was never established with any certainty.

Significance

Citizens of the Empire have lost the ability to draw on the power of Spring regio. The regio are still there, as are the portals at their hearts which can be used freely, but Imperial citizens cannot access their power to work ritual magic.

This has two primary effects.

Firstly, no Imperial citizen can draw on the power of a regio to enhance their ability to perform Spring rituals. For purposes of performing Spring rituals, the Imperial regio at Anvil is considered to be a Spring regio.

Secondly, no Imperial citizen can use the Imperial regio to target a Spring ritual at an Imperial territory, nor use a regio in a territory to invoke Spring magic to affect the entire territory. This has a profound impact on the ability of Imperial magicians to use rituals such as Foam and Spittle of the Furious Sea, Forge the Wooden Fastness, Rivers of Life, Rivers Run Red, Thunderous Tread of the Trees, Mountain Remembers Its Youth, Thunderous Deluge, The Dance of Navarr and Thorn, and Hallow of the Green World. In effect, these rituals have become impossible to perform.

These disadvantages apply to Imperial magicians everywhere - even regio in conquered territories such as Liathaven are affected. However, they only apply to Imperial citizens - nothing will prevent a coven of Thule (for example) from using a Spring regio inside the borders of the Empire.

Furthermore, these disadvantages apply to any attempt to use a regio. For example, the ritual targeting ability of the Citadel Guard to focus a Spring ritual into a territory as if it were at a Spring regio there will not overcome this problem. Using a ritual such as Align the Celestial Net to transform a regio into a Spring regio will not work. Any object or magical effect that allows a ritual to be performed as if a coven were at a strong Spring regio will fail. And so forth.

How long this problem will persist is unknown at this time. It is likewise also unknown if there are any actions the Empire can take to reduce or remove the effect.

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Peace of the Mountains

Words by Claire Sheridan to a traditional tune.

Traditional Urizen call and repeat song. A leader sings a line, the chorus sing it back. Can also be sung as a round if sung continuously.

Peace of the Mountains

Long I have travelled through mountains and vales, Seeking new wonders, new path-ways, new trails, Grace of the mountains, dear to my heart, Grace of the mountains, ne’er let us part.

Tall Spires we built here and long have they stayed, Long since their cornerstones deeply were laid, Strength of the mountains, silent and sure, Strength of the mountains, hold for e’er more.

Fine herbs are found here and mana beside, One day we will know all the great mountains hide, Gifts of the mountains, ours to control, Gifts of the mountains, ours to extoll.

Long I have wondered and much I have seen, But nowhere have I found a place so serene, Peace of the mountains, soothing my soul, Peace of the mountains, making me whole.

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Peace roleplaying effects

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

Overview

These roleplaying effects can be created by a person whose soul is dedicated to Peace using the relevant ceremonial skill. A character performing an anointing or hallow must pick one of the appropriate roleplaying effects when they perform the ceremony.

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Peace song

"But they are so very delightful," sighed Geoffery. "I was hoping I might be able to convince one of them into letting me take a few stray feathers..."

"Delightful or not," replied Gwendolyn, "they're a disruptive influence to the yeofolk. Just the other day, Martin Smith was asking me whether the forge he was tending really had to make weapons, or whether we could make ploughs and shears instead!"

"They do have a point, though." Geoffery looked out of the grand window wistfully. "If our Juliette hadn't gone off to the Barrens, caught up in the grand crusade..."

"Don't you dare use her name against me like that!" cried Gwendolyn. "It is our duty to the Empire - our Pride and our Glory - to forever push outwards - and they were going to overrun Drycastle if we did nothing."

"Would that have been so bad?" asked Geoffery. "They just wanted to secure their own lands, take the castle - they didn't mean to unhouse anyone, they would all have been allowed to stay. Or so the birds tell me, anyhow."

"Well, we can't stop now," insisted Gwnedolyn. "Or do you think the Druj will mercifully leave us in peace?"

"They're offering to split the land," Geoffery reminded her. "We'll have more than we started with. And maybe Angelina won't get it into her head to follow her sister's path."

"Or so the birds tell you, anyhow," Gwendolyn mocked.

Contents

- 1 Overview

- 2 Significance

- 3 Options

- 3.1 Enmity

- 3.2 The Murder of Crows

- 3.3 Cooperation

- 3.4 Reputation

- 4 Resolution

Overview

Visits from by heralds of Lashonar have been a common occurrence throughout the last few years - especially in the East near Dawn and the Barrens. These visits have brought both weal and woe at times - and this time is no exception.

Once again the bird-like creatures are about in force, performing songs in every tavern, hostel and inn across Dawn. This time their music is entirely focussed on the wars being prosecuted by the Dawnish forces - particularly the current campaign in the Barrens. Sad songs of families torn apart by lives lost to war. Songs of sorrow and tears not just for those you have lost but for all those who have died. The mood of these songs is clear - war is a horror to be avoided at all costs - it brings only death and misery.

The songs are moving - deeply moving - and at first they are welcomed. It is bitter-sweet to remember those who have passed away in pursuit of glory. But as the weeks turn to months and the singing continues - they become wearing - a constant reminder that tears are the wages of war.

Significance

The sad songs sung by the enticing bird-like heralds of Lashonar have begun to sap the morale of the Dawnish. The songs are catchy - and people find themselves whistling the tune absentmindedly - even while telling themselves to ignore the heralds. But there is no ignoring them - they are relentless, performing every hour of the day, anywhere they can find an audience. Even the biggest glory hound eventually tires of hearing constant reminders that the people they are killing were people who came cap-in-hand to sue for peace. The heralds of Lashonar have set out to undermine the morale of the Dawnish armies - and they are succeeding.

This is not something a mortal agent might easily have achieved - but there are heralds of the eternal Lashonar, they have a fluency, a power which is supernatural in nature, that they get from their master. One of the Earls consults with the weavers of Weirwater to find our if this is some magical curse - or whether the effects are mundane. Their response is that this is not a spell like the Empire understands it - but that Lashonar is being of magic - an eternal isn't capable of doing something that isn't magical.

Whether the cause is natural or magical in nature - one thing is clear. The morale of all four Dawnish armies, has suffered due to the songs performed by the heralds of Lashonar. As a result they will be one fifth less effective on campaign this coming season. They will be able to defend themselves normally, but will inflict 20% less casualties and capture 20% less territory when attacking. These effects will last for the coming season - and beyond if the heralds of Lashonar are not stopped.

Options

There are a number of ways that the Empire might deal with this threat. It is possible that a suitable arcane projection might counter the effects - but this is likely to be difficult. Lashonar excels at magics of this kind - attempting to defeat the eternal at their own game using raw magic is possible but is likely to be expensive. Fortunately there are at least two easier options that have been identified by the Imperial civil service.

Enmity

The simplest way for the Conclave to deal with the challenge posed by Lashonar is for the Imperial Conclave to declare enmity. That will prevent the eternal's heralds from re-appearing in the Empire making it impossible for Lashonar to continue in the current vein. The current effects imposed on the Dawnish armies in the barrens would endure for the Autumn campaigning season but would fade and be gone by the time of the Winter summit.

Eternals are often angered by declarations of enmity - but Lashonar is going to be far less annoyed by this than by a direct attack on their heralds.

The Murder of Crows

If the General Assembly of the Imperial Synod, the Dawnish Assembly or one of the Virtue assemblies passed an appropriately worded judgement calling for the extermination of the heralds then they could address the situation. The judgement would need to name a priest who would travel to the area to incite the local noble houses to hunt down and wipe out the Lashonar heralds. The priest would need 25 liao to create auras needed to encourage virtuous action in the area.

This option should be effective no matter what the Conclave decide with respect to Lashonar, but it is worth noting that it is technically illegal to attack the heralds of an eternal who has amity. A successful campaign to eradicate the menace will mean that the malign effects being suffered by the Dawnish armies stop immediately. Once sufficient heralds have been murdered - Lashonar will be forced to think again.

There should be no danger involved in and attacking and killing the heralds of Lashonar - the creatures possess little ability to defend themselves effectively. Of course Lashonar is likely to be incandescent with rage, but the Conclave can choose to make it exceptionally hard for the the eternal to retaliate directly.

Legal Note: If the Synod call for the murder of heralds under amity, and they are murdered while under amity, then the proposer and the named priest (if they are different) are both likely to face murder charges.

Cooperation

If the Conclave and the Synod can coordinate their efforts then it is possible to take a third option. Provided the Conclave removed amity from Lashonar then a clearly exclusionist judgement by the Dawnish assembly or General assembly backed by 100 liao would be sufficient to convince people to ignore the siren call of the birds. The judgement would need to name a priest who would travel to the area to support the creation of suitable auras.

Provided that amity was removed and the judgement passed then the current effects imposed on the Dawnish armies in the barrens would endure for the Autumn campaigning season but would fade and be gone by the time of the Winter summit. While this is no more effective than the Conclave imposing enmity alone, it is the route that it is least likely to anger the eternal.

Reputation

According to all the reports, what has driven the eternal to lash out at the Empire is the war in the Barrens. Lashonar desired peace in the Barrens and this is his response to having those desires thwarted. The Synod could urge the citizens of Dawn to ignore the herald's songs - but the alternative is that they could encourage everyone to embrace the peaceful resolution that Lashonar seeks.

There are some good reasons to do this - mostly notably the threat facing the Empire as it tries to fight a war on three fronts. Some will question the virtue of making peace with the Druj - but there is Wisdom in choosing which battles to fight and it takes Courage to face up to unpalatable truths. A clearly worded judgement by the Assembly of Nine or the General Assembly demanding an immediate peaceful resolution in the Barrens - backed by appropriate action at Anvil by the Empire's diplomats and generals could bring a peace - albeit temporary perhaps - to the Barrens.

If Lashonar can see that the Empire has striven for and achieved a peaceful resolution in the Barrens, then the eternal will withdraw their heralds immediately. A treaty alone would not be sufficient - the Empire's reputation with treaties has not been good in recent years - but it would work if backed by a clear mandate from the Synod demanding an end to war in the Barrens.

Of course putting the entire credibility of the Synod on the line is not without its risks. If the Empire did later break the treaty, that would compromise the moral authority of the Synod in the eyes of the world as well as its own citizens. The least of the consequences would be to render futile any attempt by the Synod to throw their weight behind any future negotiations.

The Synod need not expend any liao to adopt this approach - but they could choose to use liao to endorse this approach if needed to oppose another judgement. As always, in the event that multiple incompatible judgements are passed, the judgement that has had the largest amount of liao spent on it takes precedence.

You may cry, and mourn for those you’ve lost,

But your love is gone, their sacrifice the cost,

And the Empire’s wars, they are still there to be won

So don’t listen to the Heralds of Lashonar.

Chorus of 'The Heralds of Lashonar'

Resolution

The Imperial Conclave decided to strip Lashonar of its amity - although they did not declare enmity. At the same time, the National Assembly of Dawn stridently opposed the message of peace being spread by the agents of the eternal. Lady Tamain Sepulchre has been named by the Assembly to directly oppose the influence of the night eternal, and supplied with a hundred liao to support their efforts. Lady Tamain composed and popularised The Heralds of Lashonar in order to combat the insidious threat posed by Lashonar.

As a consequence, the effects of Lashonar's heralds will have been entirely countered by the start of the Winter Solstice - but will be at full effect during the months between it and the Autumn Equinox.

The National Assembly of Dawn condemns the message of Peace distributed by the Heralds of Lashonar, and encourages the citizens of Dawn to disregard this message and remember the true Virtues when in the presence of these Heralds. If sufficient liao is raised then Tamain of House Sepulchre will spread this message among the citizens of Dawn.

Dawn National Assembly, Autumn 380YE

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Penumbral Watcher

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Hearthfire Pools

- 3.2 Shadow Myrrh Refinery

- 3.3 Shadow Well

- 4 Appointment

- 5 Tower of Light and Shadow

Overview

The Penumbral Watcher is an Imperial title appointed by the Conclave. It grants custodianship of the sinecure known as the Tower of Light and Shadow, a powerful magical site located in Naris, Redoubt, upon a headland that is rife with potent natural energies called the Tilphussian Reach. It was commissioned in Spring 381YE by Vitore van Temeschwar, the Arcane Architect.

Responsibilities

The Penumbral Watcher is expected to keep the tower maintained and oversee the staff of Urizen Stargazers, skilled in Night magic, who perform the day-to-day duties of running the tower; it is the Watcher who receives the Night vis harvested from the pans, and who is expected to provide the magicians with any needed substances to refine the resinous myrrh extracted from the vines. If the tower suffered any significant damage, or the staff encountered significant magical problems - always a risk, given the generally unstable nature of the Tower - it would be up to the Watcher to help resolve matters. However, the Watcher also has responsibility for what is perhaps the tower's most potent magic, directing the energies of the stygian well to aid spies and infiltrators operating covertly in service to the Empire.

Powers

Hearthfire Pools

Each season the Watcher receives a single piece of Crystal Fire, collected from the tower's mana pools.

Under normal circumstances, it is nearly impossible to create vis in this way, but the unique nature of the energies of the Tilphussian Reach allow for the creation of this substance, normally available only by dealing with the creatures of the Night realm.

Shadow Myrrh Refinery

Total Money Spent

Pieces of Myrrh Received

2 Crowns

1 piece of myrrh

4 Crowns

2 pieces of myrrh

6 Crowns

3 pieces of myrrh

The Watcher may extract and refine the sap of the peculiar vines that run through the tower's structure, turning it into arcane incense that can be used to significantly empower specific rituals of the Realm. This works in the same way as purchasing materials through a ministry. The Watcher exchanges money for myrrh during downtime from their character page. Money is removed from, and myrrh placed into, the character's inventory when the downtime is processed.

There are two types of myrrh that the tower can refine - inky black myrrh, which strengthens shrouds cast with Drawing the Penumbral Veil and Vale of Shadows, and bone white myrrh, which apparently strengthens Dreams in the Witch House, letting a casting more easily overcome any interfering shrouds. The Watcher chooses which of these myrrhs they wish to refine when using this option.

Shadow Well

Each season the Tower produces a single vial of distilled shadow-tar. By evoking the power of the vial at the Imperial Regio using the operate portal spell, the user can focus the power of the shadow well on a single named territory that contains an allied spy network. This creates a territory enchantment that increases the effective strength of any allied military unit assigned to the spy network in the coming season by two ranks. The Penumbral Watcher will receive a copy of the spy network report, assuming enough strength was assigned to generate one, and regardless of who invokes the distilled shadow-tar. Using this item will require the presence of a referee.

Appointment

The appointment, replacement, or removal of the Penumbral Watcher is made by the declaration of candidacy as part of a Conclave session. Any Imperial citizen may hold the title.

The Penumbral Watcher serves until they are replaced by another magician using the Declaration of Candidacy. As a title in the Conclave, they cannot be revoked.

Tower of Light and Shadow

The Tower stands on a lonely headland, rife with potent natural energies, called the Tilphussian Reach. Built in accordance to eldritch plans that tap into the Reach's magical auras, the Tower of Light and Shadow cuts a striking figure against the gleaming sea - it calls to mind a lighthouse, albeit one build half of pale marble and half of obsidian, the two materials spiraling around one another as the tower rises towards its peak. Within, the tower is split into tier after tier of bubbling pools and pans and flasks and pipes, all filled with liquids of dark blues and blacks and purples, their hue becoming increasingly atramentous the further down the tower they drip and distil. At the very base of the tower, a shimmering well of distilled Night dominates much of the ground floor.

Peculiar vines worm their way up throughout the structure, their roots dipped in the well of Night and their flowers peeling open to emit intense and vivid perfumes. Despite the relatively recent creation of the tower, these vines already possess thick, gnarled stems and have cracked or pushed through areas of masonry as if they had been spreading for a hundred years. Also unusual is the menagerie of bright, exotic birds that clamour and flap through the tower's interior, pestering the magicians who sift the pans for Night vis and watch the surface of the well for visions. The magician tenders tap the vines for the resin that the Night-touched flora exudes, refining it into magically potent substances; the birds, however, seem to have no obviously useful purpose.

Plans to build an arcane structure harnessing the power of the Tilphussian Reach were first mooted in mid-380YE by a group of magical architects and scholars who had spent years working on their designs. The nature of the Reach allowed for the construction of a tower that might draw on the magic of Spring, Autumn or Night; the Conclave soon declared its preference for the Night design to be implemented, selecting the work of the noted architect Hypothesis of Flamespire. The tower was commissioned by and built under the oversight of Vitore van Temeschwar, Arcane Architect of the Conclave.

During construction there was a further complication - the Ribbon of Salt, a powerful Spring regio off the coast of Redoubt, erupted in a potent display of Night magical energies, saturating the southern Redoubt shoreline and causing havoc with the finely-tuned magical artifice of Hypothesis' designs. Quick action by ritualists on-site and careful readjustments by Hypothesis ensured that the damage was contained. The tangled plants that interpenetrate the tower, and the peculiar birds that roost there, were not part of the original designs - but a consequence of the night energies interacting with those of the Tilphussian Reach. Initially seen as pests, a young Seer among the coven working on the tower discovered the hidden properties in the sap produced by the creeping night vines.

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People of the North

Contents

- 1 Overview

- 2 Foreword

- 3 A brief history lesson

- 4 The Isolation of the North

- 5 The Nature of the Ushka

- 6 The Lands of the Ushka

- 7 A Cautionary Word About the Vard

- 8 The Leviathan Enigma

- 9 The Nature of the Vard

- 10 The Note on the Language of the Vard

- 11 The War Between Vard and Ushka

- 12 The War Between the Vard and the Navarr

- 13 The Assimilation of the Vard

- 14 The Legacis of the Vard and the Ushka

- 15 The Freedom of Varushka

- 16 OOC Note

Overview

This document is based on a piece of historical research compiled in 362YE by the Dawnish civil servant named Heléne de Coyne. Originally entitled On the Vard and the Ushka, it was compiled from a number of earlier sources. Shortly after the Autumn Equinox 381YE, a copy of the document was revised and released in response to growing interest expressed in the Imperial Synod by the Varushkan Assembly as to the nature and origins of the Vard and Ushkan people.

The document may also be of interest to the people of Wintermark, as the Vard share their origin with the Steinr people, as well as to the Navarr with whom the early Varushkans engaged in several major battles.

Foreword

I have compiled this document from two primary sources. In 214YE during the reign of Empress Mariika the senator for Zenith commissioned historical research into “The Origins of the Vard and the Steinr” and that formed the basis of some of my notes about the coming of the Vard. This was one of the earliest historical research documents commissioned after the fiery cataclysm that consumed the Empire during the reign of the Mad Emperor, and I was fortunate enough to secure an ancient, crumbling copy from which to work that barely survived my reading of it.

Another significant part of this document comes from the report commissioned in 312YE by the senator for Holberg regarding “The Culture and Customs of the Ushkan People”. The document itself was very poorly put together in my scholastic opinion, but I have gleaned from it several details about the Ushka, and their war with the Vard. In addition to these two documents, I referenced both “A History of Varushka” and to a lesser degree “A History of Wintermark.” Despite being written nearly 200 years ago, both volumes are excellent resources for the broad strokes of pre-Imperial and early-Imperial history.

This then is my essay “On the Vard and the Ushka”

A brief history lesson

The modern Varushkan people are a folk formed from the union of two disparate people. Where the Winterfolk proudly maintain three separate traditions under a single unified culture, the Varushkans are the result of a melding between two very different traditions. Neither the Vard nor the Ushka are Varushkan – and I say with confidence that no Varushkan alive today is purely Ushkan or Vard. Their culture and society is uniquely their own, for all that it is a tree grown from the rich soil of two peoples who were once the bitterest of rivals.

The Ushkan people we know were at the least contemporaries of the Terunael, the Suaq and the Kallavesi, and perhaps the Feni, the Urizen, and the Axou. There are paintings in the deep caves of Miekarova that suggest they go back even further than the Terunael – that when the forerunners of the Navarr raised their first cities the Ushka, Kallavesi, and Suaq were already well established in the north.

Some extremely old tales claim that Ushka share an immeasurably ancient ancestry with the Suaq and the Kallavesi – that they come from the far north-east, possibly even out of the unknown lands beyond the Vore. They found that the fertile lands of the south were utterly dominated by the orcs, and so they took up residence in the deep forests and hills of the north, in the shadow of the great mountains beyond which lay Otkodov. In time, the Suaq and Kallavesi split away from this unnamed forerunner people, and went into the cold plains and marshes of the west.

The Suaq and the Kallavesi themselves tell a different tale, but the stories of being descended from seals and ravens must surely be seen for the myths they are. It is possible that the Terunael, Feni, Urizen, and Axou, and an unknown number of other human nations long since lost to the annals of time, may have sprung from the same wellspring to which the Ushkans were the heirs. It is likely we will never know.

We do know that the Ushka dwelt beneath the shadow of the trees, and in the hollows beneath the hills, for centuries before the Ascent of the Vallorn, and before the Arrival of the Vard.

The Isolation of the North

It seems that Ushkan civilisation rose to its height around the time of Terunael, yet the people of the dark trees never sought to build cities or even towns. They dwelt in vales beneath the trees, and according to the few fragmentary references to them in documents from Terunael and early Navarr (referenced in the seminal Navarri history of the post-Vallorn years, The Long Road now sadly lost to Imperial scholars), they had a dark reputation. While the spirits of the northern forests and the dark hills took their due from the Ushkans, those vales whose bargainers were cunning could allegedly draw on the power of the sovereigns and other sinister forces to gain work deadly magic when the need was great – and the price was acceptable.

They kept to themselves, although they were considered “rich” and almost certainly traded wood and amber to the Terunael. There is a hotly debated theory that the Song of Gold and Pine is a highly allegorical recounting of an open war between Ushkans and Terunael, in which “Gold” (the Terunael analogue) is driven out of the north (the “garden of the pines”) by dark magic (the great dogs referred to in the song that come to the aid of “Pine” are even in some sources said to be the kind of creatures the Varushkans call Wolves today – or possible even plaguewulfs). In the most common form of that song the Terunael are the aggressor, but given that the song exists in so many different arrangements it is unwise to place much credence on this.

Relations between the Terunael and the Ushka were not always so strained – some very old legends suggest that the practice of blood magic, long considered a development of the Terunael or their Navarr descendants, may have originated among the Ushka (or the forerunner people from which they were descended). Inscriptions on the Stela of Knives recovered during the scouring of Old Ranging in Hercynia appears to recount a tale that the tradition was taught to the Terunael as part of a bargain of some sort – and that the inhabitants of the other cities were, initially at least, less than impressed with its use.

The Stela of Knives was old even by the standards of Terunael ruins, and had been extensively damaged by long exposure to the Vallorn, so specific details are not forthcoming.. One interpretation of some of the designs on the surface suggests that this might actually be a piece of art, rather than a historical “document”, and that this story of blood magic coming to Hercynia from the Ushka is actually an allegory for an ancient interweaving of two powerful bloodlines.

Still, it would prove ironic if this tale were true, for while there are Varushkans who use the blood magic tradition today, the practice is by no means as prevalent as it is among the Navarr, the descendants of the Terunael city lords.

The Nature of the Ushka

The Ushka were the first human inhabitants of this land; their legends claim that they were born, fully formed, from the soil and the shadows beneath the trees. Their villages clustered together in the wilderness, prey for wolves and worse, but they had an understanding of the cruel realities of life in the forest. They made bargains with stronger powers and thus survived, although they often paid a steep price for their survival.

From A History of Varushka

Many sources, both written and oral, agree that the early Ushka had a rough caste-based society that revolved around four key roles – warrior-hunters, diplomat-priests, crafter-gatherers, and bargainers. The bargainers are the most distinct caste, and one of those we know the most about because they still survive (albeit in altered form) today. I will touch on them in the later sections about magic, but for now suffice to say that the cabalist tradition of the modern Varushkans undoubted has its roots in the bargainer traditions of the Ushka.

All reports agree that long before the existence of the Way, the Ushkans were a people guided by principles of wisdom and vigilance (if not Wisdom or Vigilance). Whenever they are mentioned in stories, they are referred to as wise, but also commonly credited with having a specific kind of wisdom that is hidden – and usually not in a positive way. Modern accusations that the Varushkans make deals with dark powers when it suits mirror those made untold centuries ago about the Ushka.

Yet at the same time, they are sometimes referred to as “timid” or “cowardly”. The Ushka sought to avoid danger; they bargained with the spirits of their dark land as often as not for sheer survival as for power; they compromised with hungry monsters, sacrificing the few so the many could live. They were known as a hard people, dark and mysterious. Of course these reports come largely from the Varushkans themselves, and from the Navarr who at that time had problems of their own. Much of what made the Ushka culture unique is lost to us now, and so it is possible that these stories of sinister Ushkan mystics making pacts with darkness bear as little resemblance to reality as the claims the citizens of the Twin City of Tassato make about their relatives on the other bank.

The Lands of the Ushka

Several clusters beautifully painted caves lie under the hills of Miekarova, thought to be of Ushkan origin. The paintings in the cave are incredibly vibrant, and iridescent gloaming has clearly been added to the pigments. They are often quite abstract, but occasional enigmatic images of people and animals are common features. Several of the caves are known to have potent wards laid over them that still maintain their power today, and more than one contains a strong regio, often connected to the realm of Night. The most famous are those in western Mierada; they have been extensively explored and the galleries extend for at least a mile beneath the hills. Many of the paintings here are damaged, either by weapons or by a deliberate attempt to deface them, and historians believe the damage may be the result of an early conflict between Vard and Ushka. Others mutter darkly that the damage here has nothing to do with the Vard, but talk about an internal conflict between the ancient Ushka - they generally claim to have come by this information through visionary dreams, and can provide little proof. Some cabalists have claimed that the caves enhance night rituals intended to provide visions, while the famous volhov Pakaanan claimed that the caves were somehow connected to the enigmatic dreams created with Sift the Dreamscape's Sands. Other caves exist under several other peaks

From “The Painted Caves of Miekarova” by Vollo Gulsternd di Holberg

As near as we can tell, the Ushka heartlands lay in the territory of Miekarova. In the painted caves there, they gathered and pursued their mystical communion with the spirits of their dark land. They also had settlements in Karov and Temeschwar, although in many cases these vales were threatened by native orc forces as well as the more typical dangers of the Varushkan interior.

The Ushkan presence in Volodmartz was always comparatively minor – but it seems that the more magically minded Ushka flourished here, far from the eyes of their fellows. The families of Ushka that dwelt in the northernmost forests were said to go even further than their southern brethren in making pacts with sovereigns both native to the forests, and with .those drawn from the eternal realms. There are even legends that hint unpleasantly of communion between the Ushka of Volodmartz and the Dragons of the Thule.

Volodmartz remained an enigma for untold generations. After the Vard conquered the Ushka, however, the territory was finally explored and the great riches uncovered – yet it was also the first real encounter between the Vard and the Thule. There are a several locations lost in the woods along the slopes of the northern mountains where the Vard and their Ushkan allies destroyed Thule settlements and strongholds – and there have been numerous reports that hidden passages and perhaps even high passes exist in the mountains that the Thule can use to enter Volodmartz – and that some unscrupulous types use to this day to trade with the sorcerous barbarians of cold Otkodov.

Likewise, the territory that is today Karsk saw only scattered Ushkan settlement primarily along the Semmerlak and the western border. One exception appears to be Branoc, the site of the so-called Broken Barrow. There are plenty of legends about this place, but few facts – but what facts they are concurr that some of the oldest Ushkan settlements are found here, some of them pre-dating the Painted Caves. The myths about the Cursed King who sleeps beneath the Broken Barrow strongly imply that at one point his tomb was the heart of a unified nation of Ushkan or proto-Ushkan people, and that he slumbers there to this day, enjoying some primal connection to the dark an thirsty soil of that war-torn territory.

Varushka has always been a dangerous land. The creatures called sovereigns and wolves have been there as long as there have been humans. Indeed, oral traditions still recounted by some wise ones and storytellers in Volodmartz and Miekarova tell of ancient, vicious battles with the orcs that would be the forerunners of the tribe of Otkodov, today called the Thule.

By the time of the Fall of Terunael, however, however, it seems the bulk of the Thule (and the nascent identity of this sorcerer-dominated barbarian tribe was quite evident in the scattered accounts) were focused on the Terunael. There has been a great deal of speculation that there is or was a Terunael city north of Volodmartz, although how the ancestors of the Navarr survived in such a cold, inhospitable land so different to the warm and fertile soil of the southern nations, is difficult to imagine.

A Cautionary Word About the Vard

Actual facts relating to the arrival of the Vard are difficult to come by. Even without the fiery intervention of Emperor Nicovar, the early Varushkans had a strong oral tradition that left few written accounts. Coupled with the day-to-day dangers of living in the north-east, it is little surprise that contemporary accounts are thin on the ground.

The situation is not much better with regard to the Steinr, who the tales say are the brothers and sisters of the Vard. The lands that are now Wintermark were emerging from a century of warfare with the Trolls when the Steinr arrived and the entire history of their union with the Suaq and the Kallavesi has a strong flavour of mythology about it. Here again we see a lack of factual written records that did not relate to magic, ceremony, or poetic entertainment.

This is a tragic pattern the historian sees repeated over and over.

The Terunael leave few written documents because in the confusion following the Ascent of the Vallorn the first imperative was survival; the Feni do not share their documents with anyone; the Axou have little interest in their own past outside the mythologised doings of their ancestors, and are the most unreliable of unreliable narrators; only the Urizen really had much truck with the idea of writing down history and even they seem to have been remarkably insular. It is frustrating – one can find detailed records of the day-to-day trivia of a certain spire stretching back eight hundred years with barely a mention of anything that happened outside the specific mountain on which the building stands.

With that in mind it is odd in some ways that the early Varushkan records agree with the claims of the Steinr of Wintermark. The Vard were adamant that they had “fallen from the stars” or were themselves “the children of the stars.”

One of the oldest references to what is clearly the Vard and the Steinr appears in Steinr oral history saying that they first encountered orcs in what is today northern Upwold. After some scattered engagements, the human force was rebuffed and chose to take a tactical retreat.

The idea that the Steinr and the Vard are related is repeated again and again in both cultures. In Varushka particularly, the Vard are portrayed as the wise, realistic, and slightly cynical sibling while the Steinr are portrayed as young, impetuous, and impressed with their own foolhardy strength of arms. Wintermark tales by contrast characterise the younger brother as strong, courageous, and full of heroism while the elder Vard are pessimistic, old, and prone to procrastination.

Interestingly, there are scattered tales in which the two brothers have a third sibling, a middle brother, who is universally presented as foolish, headstrong, and overconfident – in these rare tales, the brother ignores the good advice of the older brother and refuses the aid of the younger brother, and is invariably devoured by a monster. Most scholars dismiss this as nothing more than a fictional motif, but I wonder if perhaps it is reference to a third force that arrived at the same time as the Vard and the Steinr, but came to some tragic end – perhaps at the hands of the orcs.

The Steinr – whose earliest tales claim they were already a distinct people – went north into what is today Hahnmark, and made alliance with the Kallavesi and the Suaq. The Vard, however, chose to go east.

They would almost certainly have encountered the horrors of Seren – modern day Miaren – at that time entirely dominated by the Vallorn. It is not clear whether they attempted to claim the forest from the unspeakable force that dominated them, but the next report of the Vard is driving orcs out of modern-day Temeschwar.

It is likely during this time that the Vard encounter the Navarr, and the encounter did not go well by all accounts. The Vard immediately attempted to conquer the Navarr, who simply moved away from them, slaughtering any scouts or isolated groups who were separated from the main force. Given the Vard had no interest in monster-haunted Seren, their conflict was almost certainly limited in scope.

The Leviathan Enigma

The original research into the origins of the Vard and Steinr contained a frankly incredible tale regarding an effort by the Archmage of Day (a Suaq named Wynflaed Suvvishall) to consult the eternal Leviathan about the origins of the Steinr.

The tale claims that after failing to uncover any information the Celestial Library of Phaleron (despite an alleged boon owed by the entity), she decided to consult Leviathan only to discover that that Eternal could not – or more intriguingly would not – “speak of the origins of the Steinr or the Vard”.

It is interesting that the entity used those words – those precise word if the Archmage is to be believed, and she had little reason to lie. They are very specific – and while they appear to confirm that Leviathan at least believes the provenance of the two peoples is connected, the Archmage had not asked about the Vard.

As I understand it, under normal circumstances the eternal would clarify why it did not know the answer – many events are too complex to have a true origin, for example, or cover matters too “small” for the eternal to perceive.. Especially in the former case the eternal often offers a boon to the questioner, but in this case no boon was forthcoming and the Archmage reported that the ritual conversation was brought to a swift end.

If, as I suspect, the eternal is bound not to speak of the origins of one or both of those people (and if it were bound not to speak of one then by definition it could not speak of the other), then who has that power? Such a binding must surely rankle with an eternal so pleasantly interested in sharing what it knows about history with those powerful enough to consult it.

The Nature of the Vard

All references to the Vard describe them as “brutal”. Other common adjectives include “ruthless”, “hard-minded”, “uncompromising”, “cruel”, and “bent on conquest”. Almost as soon as they encountered the Navarr for the first time, a short-lived war broke out that saw deaths on both sides. After a few engagements, the Navarr began to give the Vard a wide berth.

According to the report of a past life vision experienced by Cecile Mantaign de Sarvos (referenced in Visions of the Past – Collected Visionary Experiences 284YE to 299YE compiled by Violan of Hart's Leap Chapter) the Vard were “like a swarm; their campfires stretched across the horizon, they were not an army, but an army of armies.” The Vard were a nation on the move, but a nation almost entirely composed of warriors.

They were also highly disciplined when it came to warfare, but their main strength lay in their weapons and armour. The Vard were workers of steel at a time when many of their opponents still relied on iron, bronze, and wood. They wore hauberks of scales or metal chain, and wielded one- and two-handed axes and both one- and two-handed spears with equal facility. Some of the oldest examples of the Trollslayer's Crescent and the Razorleaf Hasta have been uncovered on the sites of ancient Vard battlefields.

One weakness they may have had was a dearth of practitioners of magic. The Vard appear in stories to be suspicious of ritual magic in particular. Their magicians appear to have been much more comfortable with spells and incantations than with rituals, and they were especially suspicious of the eternals and those who dealt with them. Where they did excel, allegedly, was at the art of breaking magic – lifting curses, turning them aside, and defeating magical creatures with their martial enchantments. Rather than compromise with a dark force as the Ushka might, the Vard would rather trap it, or ward against it, or uncover its weakness and slaughter it.

With that in mind it should come as no surprise that they responded to the Ushka in the way that they did.

In all the stories, the Vard are depicted as much more violent than the Steinr, and more dedicated to conquest. Abacar I Riqueza of Atalaya theorised in his essay “Conquest and Cooperation – the divergent destinies of the Starborn” that the violent conquest of the Vard and the swift assimilation of the Steinr had their roots in the same phenomenon. Regardless of where they came from originally, the Steinr and the Vard were clearly cut off from their homes – homes they could not or would not return to.

Both Vard and Steinr were warrior-people, soldiers, and champions but both responded to the dilemma of being adrift in an unknown land in a different way. The Steinr – often portrayed as the younger, more optimistic of the two people – accepted the hand of peace and friendship from the Suaq and the Kallavesi, and those three people were bound together by shared experience against the trolls. Yet all three traditions maintained a unique identity even as they accepted children from any of their three roots. The Steinr forged a new home for themselves through bonds of loyalty and friendship, showing little interest in domination. In some ways their assimilation was even more complete than that of the Vard, but the Steinr identity still exists as a distinct element of Wintermark.

The Vard by contrast attempted to conquer a new home – to carve one out with their axes. They fought everyone they encountered, refusing to compromise, cold and brutal. They subjugated the Ushkan people … yet in the end they ended up almost entirely losing their unique identity and giving rise to something completely different. They made a new home for themselves, but the price of their violence was the almost complete subsumption of their unique culture into something new.

The Note on the Language of the Vard

The Vard almost certainly did not speak the Imperial tongue when they arrived. There is some doubt among serious scholars whether the language they did speak was even the same as that spoken by the Steinr. That they learned Imperial in time is obvious, and their original language has almost entirely died out apart from a few words that exist in common use on Varushka today (schlacta, boyar, volhov) – although how many of these words came from the Vard and how many from the Ushka is impossible to say.

This initial inability to communicate with those they encountered probably created some of the problems the Vard faced, but it must be noted that despite language barriers the Steinr had little difficulty assimilating into the culture that would become Wintermark, and that they did so with gusto and much more swiftly than the Vard blended with the Ushka.

The War Between Vard and Ushka

The Vard were cousins to the Steinr, warlike and fierce; they came to Varushka meaning to claim the riches of the land for themselves. When the Ushka encountered the Vard, at first they tried to hide. When hiding failed they tried to make bargains with the Vard. When this too failed, they tried to fight the Vard. When the steel axes and steel shirts of the Vard meant they could not be defeated, they bowed their heads and were conquered. Rather than destroy them, the Vard offered the Ushka a place at their hearth and protection from the shadows beneath the trees. In return the Ushka shared their hard-won wisdom and helped them to survive the dangers that could not be defeated with steel alone.

From “A History of Varushka”

The war was always one-sided, and the outcome seemed predetermined. The Vard and Ushka first clashed in Karov, and what is now modern-day Temeschwar. Temeschwar was almost entirely under Vard control by the time the Ushka of Miekarova and Volodmartz realised what was coming. Much of Karov followed, and the Varushkans continued a grim mark eastward killing any who resisted them.

According to the accepted history, the warrior-hunters attempted to fight the Vard and were defeated. The diplomat-priests attempted to negotiate and were slain or enslaved. The survivors came together to debate their options as the tread of iron boots came closer and closer to their homes, and in the end the decision was made to simply surrender – for while the Vard were brutal and cruel they did not kill those who submitted to their rule.

One group of bargainers, however, refused to submit. They scorned and cursed the others as cowards, and they turned to the darkest of powers and made an unspeakable oath that somehow placed them beyond the reach of death. They became the Volodny, the eternal and sworn enemies of the Vard and (by extension) the majority of the Varushkan people who do not care about the ancient Ushkan way of life.

Of course some pockets of resistance held out against the Vard for a little longer and there are many tales of vales who accepted unwise bargains with sovereigns rather than be conquered, but for the most part the Vard were able to claim Varushka as their kingdom.

The invasion itself was not a swift affair – the stories imply strongly that it took more than one generation for the Vard to rule over southern Varushka, and in between their campaigns against the Ushka they also engaged in battles with other forces of the world – the orcs of course, but also the northern Navarr and on more than one occasion their own cousins in the form of border skirmishes with Wintermark along the borders of Skarsind.

The War Between the Vard and the Navarr

While the Vard conquest was focused eastward, once they had established a solid foothold in Karov, the ambitions of the invaders turned north and west. Solvihill and Southpines in Skarsind were quickly cleared of orcs, and then the Vard attempted an invasion of what is today Hercynia, into modern Summersend.

Unlike previous battles, where the pragmatic Navarr had simply retreated having minimal interest in the ownership of land and seeing little difference between barbarian orc and barbarian human, the Vard faced a fierce foe on its home ground. The Navarr fought tooth-and-nail to keep the Vard out of Summersend, which if old records are to be believed was one of the first regions ever reclaimed from the vallorn (although the details are imprecise, it would explain why the Navarr refused to surrender the land to the Vard, and why the Vard would try and conquer it in the first place).

The Navarr were not alone in their resistance to the Vard. There were a few scattered Navarr settlements in Skarsind, along the borders with Hercynia (likely steadings long since abandoned as the Navarr reclaimed Hercynia). The inhabitants unsurprisingly rallied to help their kin once it was clear that the Vard ambition was to annexe those parts of Hercynia from which long years of sacrifice had driven the Vallorn.

The ancient Varushkan song Rubies on the Snow is said to refer to this war between Vard and Navarr. The provenance of the song has long been debated – some take the line describing the Vard as “Schlachta came here to conquer” to mean that the song was penned long after the events it describes. An alternate suggestion favoured by some scholars, however, is that Schlacta was a word used by the Vard themselves to describe their soldiers.

The song goes on to describe how “Our foes heard an Ushkan Mage call / All was not lost if they'd pay his bloody cost.” The Navarr have a conflicted relationship with powerful magic, but their Vates are not weak in arcane lore. If they accepted the aid of an Ushkan mage I think we can infer two things – that they were desperate to keep the Vard out of Hercynia, and that the magician must have been of unparalleled potence.

The song continues to describe “Deals struck in darkness and cold Gold he was paid, / darkest promises were made” This line is problematic – and I am uncomfortably reminded of how the earlier Song of Gold and Pine uses Gold as an allegory for the people of Terunael – the ancestors of the Navarr – although that is pure speculation on my part. With the aid of this Ushkan magician – and I think it likely that what the Varushkans are describing here is actually one of the accursed Volodny - the tide turns against the Vard “Strong was the spell and our foes they used it well “

In the end though, and unsurprisingly, the Navarr are betrayed: “Their victory did not last / Fast they were slain, only to rise up again” the volodny (if such it was) uses the Navarr as a disposable weapon agaisnt the hated Vard. Regardless, the Vard were clearly facing a foe they could not defeat empowered by blackest sorceries.

At the same time, there are stories that the Vard did not entirely understand the relationship between the grim, leather-clad folk they had encountered on the outskirts of Seren (Miaren as it is today) and the grim, fur-wrapped folk they encountered in southern Skarsind and Hercynia. A sudden assault along the southern borders of the Vard holdings in Temeschwar, obviously coordinated with a great push from the Hercynian Navarr themselves, convinced the Vard that they risked fighting on three fronts and they withdrew their forces from Hercynia.

As the war to conquer Volodmartz and Karov continued, the Vard would slowly be driven back out of Skarsind by the barbarian orcs of that mountainous territory. Peace returned to Hercynia – inasmuch as there is ever peace in a forest with a Vallorn.

The Assimilation of the Vard

With the wisdom of the Ushka and the prowess of the Vard, their ancestors defeated or bound many of the monstrous threats that lurked in the wilds. They spread slowly over the land, working together, until eventually the Vard and the Ushka were both gone, and in their place were the Varushkan people who partook of the strengths of both.

From “A History of Varushka”

This is as difficult to track as any other element, but I tend to agree with Acabar I Riqueza's statement that the Vard were doomed almost from the start. Their people were warriors and soldiers. They were ill suited for farming, forestry, mining, or any other tasks vital to the maintenance of a strong society. They were disciplined, but their discipline was vulnerable to all the horrors of Varushka. For the first time they began to encounter opponents they could not defeat with their axes.

Even more, these were people in search of a home. While they would not – or could not – make the kind of concessions and compromises their Steinr cousins made, they were still humans. They wanted what any human being wants – comfort, love, children, family. A place to belong. The Vard quickly began to intermarry with the conquered Ushkans. What taboos there were quickly eroded after the decision of the Ushka to surrender to the Vard.

Within a dozen generations or so the concept of “Vard” or “Ushka” was meaningless to all safe a few staunch xenophobes who sought to keep their blood “pure” - and within a few more generations these people became effectively pariahs.

One of the greatest aids to the blending of the two people, surprisingly, came in the form of the dark powers of Varushka. The Ushka had long made compacts with those powers, as I mentioned before, but when the Vard arrived they questioned the need for these pacts. Many of the spirits that had tormented the Ushkans they simply killed with their grim steel axes. Those they could not kill, they imprisoned. Those they could neither kill nor imprison they feared – but the Ushka had long experience of dealing with such spirits. An Ushkan bargainer or wise one could protect an entire settlement of Vard from the darkest of horrors with words and minor sacrifices – and the Vard stubbornness was slowly blunted into pragmatism by the results the Uskha could secure.

At the same time as the Ushka were teaching the Vard to survive in Varushka, and the Vard were driving back the shadows, the two peoples faced the external threat of the barbarian orcs – the inhabitants of the Malum and the orcs of what is today Dawn as well as those that lived in the more hospitable areas of southern Varushka.

Between Ushkan cunning and Vard steel, for the first time the lowlands of Varushka were purged of their orc inhabitants – most were killed, some were enslaved to work the mines and forest plantations. Whenever orcs came against Varushka the same pattern repeated – the Ushka used their mystic connections, the Vard their force of arms, and the orcs were scattered and defeated.

This unity against an outside threat further eased the transition from two people to one. The Vard, unexpectedly, had strong taboos against taking humans as slaves – taboos which protected the Ushka, but that did not apply to the inhuman orcs.

Finally, the Vard began to build stronger settlements. From their early military camp in modern-day Hanuri they spread methodically throughout Varushka. And where they went, they build roads – roads warded against the darkness of the forests and the hills. Initially intended to help their armies move, these roads also allowed the early Varushkans to travel deep into the interior without concern for the many minor spirits and monsters of the Varushkan interior.

The Legacis of the Vard and the Ushka

There are numerous legacies of the original people in the modern Vard. The Schlacta, for example, are clearly modelled after the soldiers of the Vard. The word appears to come from the invaders, as does the word Boyar. Yet the Boyars of Varushka partake also of the wisdom of the Ushka – and are as likely to be wily diplomats as they are to be hard-faced killers who lead their Schlacta into battle.

By contrast the wise ones are very much in the model of the Ushka diplomat-priests, personifying wisdom, while the warden fellowships unite the vigilance of the Ushkan people with the implacable spirit of the Vard that refuses to bargain with a malign entity that might instead be slain.

The cabalists are the descendants of the Ushka bargainers – and by extension heirs to the same dark magic as the undying volodny – but for every Circle of painted mystics pursuing the secret magic of the Night in their rainbow caves, there is a family of stalwart cabalists weaving the magics of Summer and Autumn to empower the armies and artisans of the nation, Likewise the volhov are heirs to the practical magic of the Vard, with their emphasis on warding and using their power where it is most needed (or “meddling” as it is often termed), yet they also bargain in the manner of the Ushka – although it must be said they more often seek a position of authority or use trickery than the traditional bargainers who seem to have had a much more respectful attitude to the powers of Varushka.

Other elements of Varushkan culture are entirely unique – the wagon raiders and the clever merchants of Volodmartz and Karov have no counterparts among the people of either of the vanished cultures.

It is also foolish to consider the legacy of the Ushka and the Vard restricted only to the Varushkan children. The League city of Temeschwar was effectively founded by the Vard, then assimilated into Varushka, then into the League. The native peoples of the Navarr, the Kallavesi and the Suaq, and possibly even the Urizen, or even the exotic peoples to the north and the east, had hundreds if not thousands of years of communion with the Ushka and surely did not emerge from their meetings unchanged.

The Freedom of Varushka

It is not clear who first used the term Varushka to describe the new nation that grew from the union of the Vard and Ushka. The earliest reported use is again in a vision of a past life, that of Ser Pelircles de Coyne of Drycastle. In 342YE he reported a vision from what is believed to be fifty years after the time of the paragon Vardas, in which both the visionary and those speaking about him used the word “Varushkan” - somewhat humorously in context – but referred to Vardas (the reality of whose existence was the subject of their discussion) as “Vard”.

Regardless of when the union was finally recognised, by the time of the formation of the Empire the idea that there were Vard and Ushka had entirely vanished. While some children were born with the silver mark of the Ushka on their bodies, the mark does not seem to run in bloodlines and may have an actual explanation that has nothing to do with the Ushka at all – although children born with such birthmarks are often a little fey and unpredictable, feeling a strong instinctual connection to the dark forests and are said to possess a natural talent for bargains – a “silver tongue flows from a silver mark.

The Ushka could have survived without the Vard, it is true – but it is doubtful they would ever have prospered. They lived in their northern woods for centuries in scattered vales, scratching out an existence tainted by the presence of vicious predators both natural and supernatural. Left to their own devices it is easy to believe that they might eventually have slipped out of history in the same way as the Feni have done.

The conquest of the Vard – for all its horror – actually preserved the legacy of Ushka. It freed them from subservience to the darkness of their land, and it allowed them to fully exploit the wealth of their nation. The roads the Vard built connected the most distant vales to each other, and to the rest of the world – and while there are still parts of the nation that are sparsely settled, very few of them would count as “isolated” - unless by choice.

I shall leave the last judgement of this document to the poem All The Ushka, which is often dated as being from some time around 95BE: "All the Ushka children From shadow 'neath the trees Joined together, now are one Varushka, we are free."

OOC Note

Like any piece of historical research, this is very much an in-character piece of work, and written in an in-character voice. While it is written in good-faith by the in-character author, some parts of it may need to be taken with a pinch of salt. At several points the in-character author - Helene de Coyne - expresses her personal opinion but these are not the only places where the document may show in-character bias. Still, for the most part, the contents can be considered "truthful" if not automatically definitive.

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Permanent titles

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

Contents

- 1 Overview

- 1.1 The Throne

- 1.2 Sinecures

- 1.3 Ministries

- 1.4 Conclave

- 1.5 Other

Overview

The holders of some Imperial titles are elected to serve until death, revocation, or they wish to step down, and are not subject to yearly re-election. These are listed below. For the titles that are elected yearly on a rolling schedule please refer to the titles by season page. Between these two pages all imperial titles should be listed. For the name of who holds each imperial position please refer to the current imperial titles page.

The Throne

The Empress is the most powerful political position in the Empire. Any Imperial citizen may seek election to The Throne but appointment requires a constitutional vote by the Imperial Senate.

Sinecures

Sinecures are traditionally appointed for life and can be appointed nationally. This list includes all sinecures which have been created via motions passed by the Senate.

The current holder of each position can be found via the current imperial titles page (once construction has been completed and an appointment made).

- Guardian of Britta's Shrine

- Keeper of the Memorial Gardens of Treji

- Keeper of the Spice Gardens

- Spider's Tollkeep

- The Dredgemaster of Feverwater

- Dean of Pilgrims

- The Academy Religious Studies

- The Starlight Drift of Shimmering Snow

- Custodian of Sylvihrafyn

- Curator of the Bastion Museum

- Keeper of the Fountain

- Master Apothecary's Garden

Ministries

These are usually appointed for life or for one year. A full list can be found on the Ministry page and as relevant on either the Titles by Season page (if for one year) or below (if for life).

Conclave

The appointment, replacement or removal of a Conclave position is made by the declaration of candidacy

- Archmage

- Dean of the Lyceum

- Imperial Magus

Other

- Speaker for the Senate

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Permion

Contents

- 1 Virtue

- 2 Biography

- 3 Controversy

- 4 Signs

- 5 Permion in Play

- 5.1 Recent History

- 5.2 Inspirational Tomb

- 5.3 Basilica of Permion

Virtue

Permion, the Lawmaker, was recognised as an Exemplar of Courage by the Highborn Assembly of the Virtuous following his martyrdom.

Biography

Called "the Lawmaker", Permion was the last navigator (similar to king) of Highguard, and a descendant of Atuman. At a time when the Highborn patricians had become especially corrupt, he refused to be a figurehead and instead attempted to serve all his people - not just the rich and privileged. He reached out to the chapters who had embraced the Revelation, most especially to Lepidus of the Seven Stars, and encouraged them to bring their understanding of spirituality and virtue to the people.

He openly opposed the excesses of the patrician families, actively wielding the powers of his title for the first time in several generations. In theory, the patricians existed as an advisory body to the navigator - in practice, they had been running the nation as they saw fit. Each family treated their domain as their personal kingdom, and the people who lived there as their subjects. Permion took a stand against them, and when it became clear that they were interested only in their own privilege and power, dissolved the Council and invited the exarchs of the chapters to form an Assembly of the Virtuous to advise him instead.

The Patricians responded by assassinating Permion, his wife, and three of his children. Bloody civil war broke out between the patricians and the chapters. The patricians were unprepared for the military force that the chapters were able to bring to bear against them - their time in the wilderness had honed their fighting ability to a degree that the corrupt and indolent patricians could not match. More importantly, perhaps, they had the power of Virtue on their side. Where the soldiers of the patricians fought as often as not for coin, the armies of the chapters fought with Courage, Pride, and Loyalty. More importantly, perhaps, they had clear proof of the Patrician's wickedness - they had used subterfuge and treachery to murder a virtuous man and his family for the "crime" of standing up for what he knew to be right.

After the civil war ended, the Assembly of the Virtuous were unable to recover the body of Permion. A memorial was constructed to him in the Necropolis, and in time he was recognised as an Exemplar of Courage.

Controversy

There are stories that far from being lost, Lepidus recovered the bodies of Permion and his family and had them interred in a tomb befitting their sacrifice. According to these same stories, some time after Lepidus' own death, the Virtuous Assembly, or a faction within it, had the location of the tomb stricken from the records. Scholars who support this theory claim they did so out of concern that Permion might serve as a rallying point for Highborn who did not support the Virtuous Assembly. While Permion was the enemy of the patricians, he was still the navigator, and in the years after the end of the civil war there were still a significant number of people in the nation who would have preferred to see a navigator restored, albeit one advised by the Virtuous Assembly rather than the corrupt patricians.

These same rumours surround the decision that Permion was an exemplar, rather than a paragon. His supporters at the time and since argue that his Courage was no less than Lepidus' Pride - his resolve and commitment to forging a newer, more virtuous Highguard was at least as significant as the Virtue of Lepidus and the exarchs. The same historians who argue that the Virtuous Assembly was concerned about a potential return to the time of the navigators argue that they actively downplayed Permion's role, and recognised only the "lesser" status of exemplar, to further minimize his influence over the reformed nation of Highguard.

A few go further, and make wild claims that it was the Virtuous Assembly themselves - perhaps even Lepidus - who gave the order for Permion to be slain with the intention of starting the civil war that destroyed the patricians. These individuals are largely dismissed - there is absolutely no evidence to support their version of history, and indeed the bulk of the evidence entirely refutes it. Lepidus was personally devastated by the loss of Permion, and the murder of his children - the youngest no more than twelve years old - outraged the chapters. If any exarch had given such an order, they would most likely have been exposed and executed by their own chapter. This does not prevent patrician apologists surfacing from time to time, but any who attempt to peddle their loathsome version of history are generally given short shrift by the Highborn and the Synod.

Signs

- Historical records agree that Permion was plain spoken, sincere, and courageous throughout his life. His refusal to accept corruption and wickedness, and his drive to represent and bring comfort to all his people, are a sign of his Benevolence.

- Permion is an Inspiration to the people of Highguard, but also to anyone who wishes to act in a righteous manner even when surrounded by enemies and detractors.

- Permion brought Salvation to the people of Highguard by clearing away the corrupt patricians, welcoming the Virtuous Assembly, and encouraging the people to embrace the Virtuous life.

- His Legacy, like that of Atuman before him, is the nation of Highguard (and, to a lesser extent, the Empire it founded).

Permion in Play

Recent History

TBC.

Inspirational Tomb

TBC.

Basilica of Permion

The Basilica of Permion in Bastion is a scaled-down recreation of the Palace of the Navigators, which was destroyed by the Patricians during the burning of Pharos. The interior is consecrated with true liao. Pilgrims come here when they are faced with a difficult decision, to meditate on the lessons of Permion's life, and to understand what they know in their hearts is the right course of action to take.

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Permit Great Forest Orcs to work the Thimble

To allow the Great Forest Orcs to work the Thimble. In return they will receive 4 wains of weirwood each season. This agreement will last until either the treaty with the Great Forest Orcs ends or this motion is revoked.

Proposed by Therunin, Seconded by Karov.

Overview

- This motion accepts the offer of the Great Forest Orcs to tend the weirwood groves of the Thimble in Therunin.

- This is the result of an offer by the orcs of the Great Forest.

- Passed

Date

- Autumn 381YE

Campaign Outcome

- In return for a bounty of four wains of weirwood each season, the Great Forest orcs will work the Thimble removing the cost to the Empire to maintain that Bourse resource.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Permit_Great_Forest_Orcs_to_work_the_Thimble&oldid=63874"

Permit dredging of Feverwater

Meryl of Navarr to be given permission to scout then dredge for materials in Feverwater.

Proposed by Therunin, seconded by Miaren.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Production

- 6 Note

Overview

- Attempt to dredge the Feverwater, a lake partially in Therunin using riverboats

- Passed by 26 votes to 1.

Date

- Passed Summer 377YE (Event Three 2013).

Cost

- At least 10+ Weirwood - difficult to estimate.

Progress

- 13 wains of Weirwood paid by Merel, of the Pathfinders of Therunin, Navarr after the Spring Equinox.

Production

- None expected. The dredging of the Feverwater has produced some small wealth in crafting materials at a reasonable rate, producing 4 each season. This is considered to be a Navarr National position, and as such voted on by the Navarr Senators.

Note

- Brass Coast citizens use mundane nets to dredge the Scorrero, no magical netting techniques are known to the civil service.

- The Feverwater is known to be inhabited by swamp monsters which are likely to kill many Imperial Citizens attempting this.

- It seems conceptually possible that the apparent madness of this action may cause the Druj forces active in the area to under-estimate the Empire in some unpredictable way.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Permit_dredging_of_Feverwater&oldid=26693"

Phaleron

Contents

- 1 Eternal of Day

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

- 2 The Chief Attendants

Eternal of Day

Sobriquets

Phaleron is a location, and perhaps also an eternal. It is usually called The Great Library.

Occasionally it is called the Vault of Phaleron, The Archives of Silence or The Coral Library. Parts of the Library are built on the great floating islands that hang in the sky of the Realm of Day, and the entire structure is said to be lit with a sourceless effulgence, both of which have earned it the epithet The Celestial Library.

The eternals and heralds that serve there are universally called the Attendants; they are quick to correct someone who refers to them as Librarians; they attend Phaleron, so they are attendants.

Appearance

The library is said to be an immense structure built across hundreds of islands of coral and white marble. Stairs and bridges connect the lower levels to the higher levels, and some of the levels are underwater. Parts of the library are isolated entirely from others, reached through shimmering white-coral archways filled with coiling silver mist that transport an attendant across vast distances in the blink of an eye. Some scholars theorize that parts of the Great Library may be in the material Realm itself, and some enchanters who have visited the regio of Day say they have found chambers that appeared to be of white coral, full of scribes or row upon row of scrolls and books.

The attendants refer to the library as if it is alive, and most scholars agree that Phaleron appears to be an eternal although how it can be both an eternal and a building is not clear. Sometimes the context is different; some attendants seem to have implied that Phaleron is the name for the knowledge stored in the library, rather than the building itself, although this is even harder to understand. When asked directly, the attendants tend to shrug, and say that Phaleron is what it is and that its nature is impossible to encompass in language (which seems to be an evasion, rather than an answer, and leaves some magicians very suspicious indeed).

Those attendants who deal directly with mortals tend to appear as merrow in robes, usually with a book chained to their wrist or a series of scrolls sealed and locked to the waist. These books and scrolls apparently record the books and other works and the parts of the library that the attendant is permitted to access. Chains and locks are a common element of the costume or regalia of the attendants and the heralds that the library sends out into the mortal world.

Concerns

The goal of the Great Library of Phaleron is simple; it seeks to record and contain all knowledge in Creation. At the point where everything is known, everything will be understood. When this happens, the Library will open its doors and all creatures will be free to partake of the perfect knowledge it contains. Unfortunately, this goal does not seem to be any closer than it was when mortals first encountered the attendants. Some of them appear to recognise this, others appear to live in complete denial, confident that soon their work will be done.

The Library is not especially interested in sharing this knowledge, at least not until it is complete. A partial archive would be misleading, some attendants claim. Others mutter darkly about the dangers of letting incomplete knowledge fall into the wrong hands, or the danger posed by thieves or those who wish to exploit knowledge for their own ends. Consequently, the library is very much a place where knowledge is stored, not where it is used or shared.

The library places greater value on works of fact than works of fiction, but is known to collect both. The ritual The Celestial Library is a common method for magicians to give a tome or scroll to the Library, but heralds and Attendants alike are always on the look-out for new works that will expand the sum-total of knowledge held in the archive.

On occasion, items have been stolen from the Great Library. The Attendants wish to see thieves hunted down and annihilated, and will offer favours for the return of any work stolen from them, no matter how trivial. They are said to be entirely implacable in their pursuit; once something is part of the Library, it is part of the Library forever.

Boons

Occasionally, the Attendants will allow a mortal access to information held in the library. If it has been written down in a book, scroll or pamphlet there is a good chance the attendants will either have that information or know where it may be found. In addition to scrolls and books they have great stores of historical records, letters, journals and the like. Gaining access to that information can prove tricky, however. The attendants can be persuaded to copy information from the library, but once a tome has been submitted it is never available to outsiders to read at their leisure; there will be plenty of time for that when the collection is complete.

The price to gain information from the library varies, and is very hard to predict. An attendant once required a small fortune in ambergelt to allow a Troubadour access to a copy of a love-poem written by Cien, while another traded an annotated copy of the Revelatory Light of the Empyrean Spheres ritual variant devised to Emperor Nicovar in return for a mathematical treatise by an obscure League philosopher. Once the price is set it is non-negotiable.

Rarely an Attendant offers a favour; these favours are usually written on a thin sheet of ivory, and entitle the bearer to request a single piece of written information from any work to which the Attendant has access. Any attendant will honour one of these favours, and no additional price can be charged.

As well as written works, the attendants at the library seem to desire weltsilver and ambergelt for some reason. In addition to information, they can also provide tokens or incantations that support rituals of Day, especially those that deal with divination, protection or immobility.

The Chief Attendants

There are five Attendants who have especial interest in the Empire and its works. They have been encountered on numerous occasions, and are regarded as representatives of the Library. Each has a different area of specific concern. Briefly, they are:

- Elioe (interested in poetry, stories and legends; a special interest in Dawn and the Winterfolk)

- Lioc (interested in historical records of the Empire and its nations; a special interest in the Navarr)

- Pollaman (interested in religion; has a special interest in the Highborn and the Imperial Orcs)

- Arannia (interested in astronomy, mathematics and philosophy; has a special interest in The League)

- Melchiore (interested in magic; has a special interest in the Freeborn and people of Varushka)

As with the other attendants, they tend to appear as high-lineage merrow, and when meeting with magicians are known to adopt the dress of scholars from the nations that interest them.

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Phial of the Sun

Description

The first Phials of the Sun hailed from beyond the borders of the Empire. They were initially used by the healers and physicians of the Brass Coast, who eventually traded with foreigners for the secret of their manufacture. They normally appear as a small golden or amberglass flask, usually marked with the symbol of the radiant sun, containing a crimson liquid like red wine. Crafting the phial is a painstaking procedure, requiring an incredible amount of attention to detail and an extremely steady hand. The inner core of the phial must be carefully blown and shaped, and any error in the preparation of the glass or the process of blowing it renders it useless.

For many years it was mistakenly believed that the liquid itself was the source of the phial's magic, and some unscrupulous physicians played on this misconception to charge their patients exorbitant prices for its use. Eventually, a Freeborn physician named Alessandra i Xavir i Guerra made it her mission to point out that the juice held in the phial is simple water and the juice of any number of fruit; that the transformative and healing magic came from the phial, not the liquid within it. As long as the physician ensures that there is at least a little liquid in the phial, it can be used once a day for as long as the enchantment lasts.

Rules

- Form: Talisman. Takes the form of a tool. You must be holding this item in hand to use its magical properties.

- Requirements: You must have the Physick skill to bond to this item.

- Effect: Once per day when you use the physick skill you can decant some of the juice from this phial and use it as if it were any one herb. An apothecary cannot use this juice when creating a potion.

- Materials: Crafting a Phial of the Sun requires three ingots of weltsilver, five measures of ambergelt and two measures of beggar's lye. It takes one month to make one of these items.

White fire lanced through Guy DuBrecht's mind, dragging him rudely back to a world of anguish. His ragged cries of pain subsided into shallow and rapid gasps for air. The world swayed drunkenly and stars danced across his vision. Nausea seized him and he rolled onto his side, retching the contents of his stomach into the muddy puddle in which he lay.

"Huh. Still alive then?"

The speaker unslung a patchwork leather shoulder bag and rested it against the bole of the tree behind Guy's head before crouching down in the puddle with the fallen knight. He was an orc, dressed in a war-skirt of woven leather straps under a tattered chain shirt two sizes too large. A thick metal studded belt cinched in the chainmail and was festooned with pouches and bags of numerous shapes and sizes. A wickedly-curved axe hung from a baldric at his side and Guy noted that the handle was worn but the blade had a keen edge.

The orc's face was weathered and beaten, even for one of his species. A myriad of small, painted animal bones pierced his skin and the remaining areas were decorated in ritual scarification runes.

A shaman, thought Guy, and a veteran at that.

"Saw you charging at Mal Drak back there." the orc grunted as he retrieved a short staff from his shoulder bag. "What were you thinking, charging straight at him like that? You moon-touched, boy?"

Guy tried to answer but when he worked his mouth it felt like someone had packed it with cotton balls. His tongue was swollen and dry. He was thirsty. By the Emperor was he thirsty.

"He didn't become the warlord of the entire Shattered Bone tribe because of his pleasant disposition, if you know what I mean.", continued the orc as he unstoppered a water flask and put it to the knight's mouth. "Just a little. You've lost a lot of blood."

Guy worked the water around his lips but it did little to abate his craving thirst. When he spoke, his speech came out harsh and slurred. "Have to kill. Kill with Head-taker." Guy glanced over at the two-handed sword next to him, half buried in the muck of the battlefield and splattered with gore.

"Ah, I see. Test of Mettle is it?" asked the orc as he withdrew a couple of red clay flasks from a pouch and set them to one side. Guy grunted his assent and gazed upwards. The sky was a blend of grey-slate and white clouds that appeared to drift by at different speeds. There were some small specks in the distance that were probably birds but they were too far away to discern the breed. He wondered if any of them were hunting falcons. Guy had always loved hunting with his trained falcons. His favourite was named Zephyr and she could glide upon the breeze for hours, just drifting there in the sky.

"Hey! Stay with me, warrior." shouted the orc, slapping his cheek with a rough hand.

Damn his bones, thought Guy. All he wanted to do was sleep. Why did this ruddy orc keep disturbing him?

"So, you're going to slay Mal Drak, are you? Well, you aren't going to slay anything with your arm hanging off and pissing claret all over the place. So let's see what we can do about that." The orc put one hand against Guy's shoulder and forced a short length of wood into his mouth. "Bite down on this and hold as still as you can 'cause this is going to hurt. A lot."

The orc took out a battered-looking yellow flask and a wad of gauze. He started mumbling something but it all distorted into incoherent babbling. He poured seven drops of red liquid onto the gauze, and Guy marvelled at the way it seems to sparkle, as if it was the only colour he could see. He held it against Guy's tattered arm with his free hand and pressed down. Intense pain flared afresh in Guy's arm but he clamped down on the wooden bit and stifled his screams. The orc quickly wrapped strips of linen around the limb, over the poultice, holding it in place, keeping up a constant pressure.

As the initial wave of agony receded, Guy stared down at his arm. The plate armour had been sundered by a mighty blow that had hewed his flesh and splintered the bone within. The pain had receded, a gentle warmth spreading through his shoulder and down his arm. Gingerly he lifted it, rotated it. There was a twinge, but it was otherwise as good as new.

"A good wound like that deserves to leave a scar." said the shaman, nodding to himself. "There's a story to tell there. You can impress your friends with it later. Here, drink these for good measure.", he said, thrusting the two small vials towards the knight.

Guy flexed his arm and did as he was told, downing the foul smelling potions in quick, successive gulps. Strength and warmth coursed through his body as his vigour returned. He drew in a deep breath and revelled in the sensation of his restored energy. Quickly, he raised himself from the muck and retrieved his beloved sword, removing the worst of the filth with a deft flick of the blade. The shaman watched him while carefully re-wrapping his dull yellow flask in a length of stained linen before stowing it in his shoulder bag.

The knight drew himself to attention and cleared his throat before bowing to the shaman. "I am Guy DuBrecht, Knight-errant of the Order of the Blue Rose and Gate-keeper of Cairn Castle. I am in your debt Healer, for you have saved my life. If you ever have need of my service I swear upon my name and order that I will come to your aid."

The orc merely grunted and waved his hand in the direction of the Empire lines. "Mal Drak moved that way with his personal bodyguard. If you are fast you may be able to catch him." He returned the empty potion bottles to one of his myriad containers before retrieving a runed staff that was resting against the tree.

"Tell me," asked the shaman, "why did you charge straight at the Warlord like that? I was watching. You had the opportunity to attack from the flank but instead you ran straight at him, sword waving over your head and bellowing like a Varushkan bull in heat. What possessed you to be so foolish?"

"As my test of mettle I am sworn to slay an orc warlord upon the field of battle." said Guy testily, his cheeks reddening. "That orc filth will die by my hand. I wanted my brothers-in-arms to witness the glory of my impending victory. I was..."

"Hmm, well." tutted the orc, cutting him off mid-sentence, "We both know how that turned out. Your words are born of Ambition boy, and while the flames of ambition can lead to great things there are a lot of dead heroes out there for whom it burns with a cold, dim light. You'd do well to remember that."

The orc slung his bag over his shoulder and started moving off. "Wisdom is a blade that cuts as deeply as any sword, boy. Use your head and maybe, when next we meet, you can impress me with deeds of glory using words born of Pride."

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Philtres of War

The philtres of war are popular with soldiers and warriors throughout the Empire. They invigorate personal reserves and strengthen the body, as well as helping to focus the will.

These potions restore spent hero points; they will not give a character hero points if they do not already possess them.

Contents

- 1 Philtre of Strength

- 2 Skop's Mead

- 3 Elixir of Exalted Puissance

- 4 Tincture of the Whipped Cur

Philtre of Strength

In old wives' tales, the philtre of strength allows someone to perform supernatural feats of strength, endurance or inspiration. In actuality, they can only bring out what is already present. Tinged with blue, this translucent potion restores reserves of strength. It is popular with fighting men and women throughout the Empire, granting them the ability to push themselves well beyond natural limits. It is especially valuable to those with smaller reserves of personal power, letting them go to more heroic lengths to achieve their goals than they might otherwise attain.

- Form: Philtre.

- Description: This translucent liquid has a faint blue tinge. It has a rich, spicy scent, but a tiny droplet on your tongue discovers it to have a surprisingly sweet flavour.

- Roleplaying Effects: You feel all your cares and worries fall away; you feel a strong urge to shout, bellow or sing something as you are suddenly invigorated.

- Mechanical Effects: You regain one spent hero point. If you have no hero points this potion has no effect.

- Recipe: Two drams of True Vervain and one dram of Bladeroot.

Skop's Mead

This potent elixir strengthens the flagging spirits of the battered knight-errant, and gives renewed vigour to the bard. It is a thick, syrupy potion with a deep amber glow that tastes extremely sweet - but not unpleasantly so.

Legends say that the first draught of Skop's Mead was brewed with honey tricked from an eternal Lord of Summer by a Suaq icewalker. Small amounts of that original, wondrous honey are said to still be hidden in Sermersuaq in tiny clay pots, cached for safekeeping then lost when the nameless icewalker met his end at the hands of the slighted Lord's vengeful heralds. Any apothecary who could find a supply of this honey could probably use it to brew this potion more effectively.

The potion is known by a number of other names in different parts of the Empire - bannerman's honey, errant's wine, and ploughman's ale are all popular.

- Form: Philtre.

- Description: This deep amber syrup clings viscously to the inside of the container, and when it catches the light it seems to glow. It smells sweet, and a sticky droplet on your tongue reveals it to have the sweet flavour of fine honey.

- Roleplaying Effects: You feel a burst of renewed energy, and an urge to act immediately in pursuit of your goals. You also feel a strong urge to share your confidence with, and raise the morale of, your allies - to inspire others to follow your lead.

- Mechanical Effects: You regain three spent hero points. If you have no hero points this potion has no effect.

- Recipe: Three drams of True Vervain, two drams each of Imperial Roseweald and Bladeroot and one dram of Marrowort.

Elixir of Exalted Puissance

This effervescent deep-green elixir is very rare and consequently much sought after. The apothecary dissolves a small amount of the star metal ilium in a powerful herbal concoction to create a truly magical preparation. The deeper the reserves of personal power the drinker has, the more powerful the effect - there are stories of bottles of this miraculous elixir being handed down as heirlooms by noble houses in Dawn, successive generations refusing to drink the potion unless they are facing a challenge greater than that faced during the previous generation when the potion was not touched.

The first elixir of exalted puissance was allegedly formulated in Urizen by Coriana of Sunspire, the eldest daughter and heir of the legendary apothecary Callidius of Wealdawn. There are some very basic similarities between this elixir and the Elixir of Empyrean Art, but mostly in the way it incorporates Ilium as a source of energy. On the day of her marriage to Ector of Damokan's Forge she gifted a copy of her recipe to the sentinels of each of the major citadels in Urizen. By the time Urizen joined the Empire in the reign of Giovanni the Peacemaker, the elixir was already in use by the other Imperial nations.

In the League this elixir is sometimes called Rosalinde's Reversal after the Sarvosan mercenary captain who used it to great effect to battle two armies of barbarians in the same day, inspiring her troops with her irrepressible spirit and besting not one but two orcish chieftains in personal combat.

- Form: Liquid.

- Description: This deep green liquid is filled with tiny bubbles; if you shake the container it effervesces energetically. It smells strongly of mint, and a tiny droplet on your finger or tongue causes the tip to tingle almost expectantly.

- Roleplaying Effects: You are filled with a sensation of immense confidence and belief in your own abilities. You want to demonstrate your prowess to everyone.

- Mechanical Effects: You regain all your spent hero points, and gain an additional temporary hero point. This temporary point is the first one spent when you spend hero points. If you have not used this temporary hero point within half an hour, it is lost. If you do not have hero points, this preparation has no effect.

- Recipe: Three drams of Imperial Roseweald, two drams each of True Vervain and Bladeroot, a dram of Marrowort and a single ring of Ilium.

Tincture of the Whipped Cur

This sinister poison causes weakness and enervation. It robs the victim of the strength to deliver powerful blows, and saps the will to fight. Possession of the tincture is not technically illegal in the Empire, but in the past its possession during the quarterly summits at Anvil has been recognised as supporting evidence of intent during trials for treason.

As with several poisons, the tincture of the whipped cur has a mixed history in the Empire. For every treachery - such as when the three children of Maud, Steward of Wayford used it to weaken their mother before murdering the doughty warrior - there is a story of its use in service to the Empire. When the corrupted boyar Jicov the Hungry and his Schlacta were preparing to offer the citizens of their vale to an unspeakable Sovereign in Karsk, a brave servant aided the Wardens by convincing the boyar and his soldiers to drink a glass of this preparation in the belief it would grant them great potence before their celebratory feast. Without it, the Boyar and his men would have slaughtered all opposition, and set in motion events too horrible to contemplate.

- Form: Liquid.

- Description: This amber syrup clings viscously to the inside of the container, and when it catches the light it glistens like fine oil. It smells very sweet, but a sticky droplet on your tongue reveals it to have a surprisingly bitter flavour.

- Roleplaying Effects: You are filled with self-doubt and uncertainty for at least ten minutes.

- Mechanical Effects: You immediately lose all your hero points. You can regain hero points normally.

- Recipe: Two drams of Bladeroot and one dram each of Cerulean Mazzarine and Marrowort.

Sir Amaryl pulled the tiny bottle, hollowed from a single piece of amber, from his pocket. He weighed it in his hand for a moment as he tried to judge how bad the situation was. Two of his brother-knights were down and bleeding, a third was being aided by Lord Bohemond, but did not look good. On the other hand one of the ogres was lying on its side, clearly bleeding to death, while Sir Marthe and Sir Leopold harried the others with withering steel.

Yet through the trees he could make out two more ogres and at least a dozen more orcs, one of them with the pale skin that marked her out as almost certainly either a shaman or a veteran warrior. Sir Marthe was clearly keeping herself on her feet through force of will alone, her shield hung battered and broken at her side and the arm beneath at least as broken. Lord Bohemond looked drawn, his reserves of magic clearly depleted as he feverishly attended to Sir Marthe's shattered leg. Sir Leopold was drenched in blood, and only some of it had come out of the dying ogre.

"Is this the time?" he wondered.

As if sensing his uncertainty - or more likely responding to the motion of taking it from his pouch - the elixir in the amber bottle began to bubble gently. "Is this a more dire situation than when my uncle faced the water-drake at Perinore? More dreadful than the siege of East Bower in the time of Earl Heshelton? Will two ogres and a dozen orcs overwhelm the House of Ceramore where the curse of the Witchwater failed?"

Before he could decide a pair of red-painted Navarr in blood-soaked leather exploded from the trees to the right, taking the surviving ogre in the flank. Behind them he heard a horn blowing, and knew that Mfanwy and the Thorns of the Seventh Day had finally reached their position.

As he ran across the glade he slipped the elixir back into his pocket, and drew his other sword. While he was still weary, the arrival of his allies had given him renewed vigour. As he leapt into the fray, the young knight spared a moment to consider how close he had come to wasting the precious philtre; perhaps in a generation's time his own daughter would face a similar hard choice - assuming she passed her Test of Mettle, of course.

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Philtres of the High Peaks

It should come as little surprise that the philtres of the high peaks were first codified by the Urizen, but the original recipes themselves date back to the time of Terunael. The Urizen refined and developed them over the course of several centuries, improving their potency and efficiency, and by the time they joined the Empire the preparations were in the form they exist today.

These potions restore personal mana. They will not give a character personal mana if they do not already possess it, and they will not raise personal mana above the maximum set by skills and crafted items.

Contents

- 1 Mageblood

- 2 The Philtre of Heavenly Lore

- 3 Tisane of the Stuttering Fool

- 4 The Elixir of Empyrean Art

Mageblood

This thick red liquid visibly contains finely-chopped particulate and has a slightly salty taste; all factors that contribute to its common name. The fact that the philtre has proved to be most popular with magicians who focus on healing spells has only helped to reinforce this naming convention, to the point where the original Urizen name - The Philtre of Celestial Excellence has fallen out of use except among the most traditionally minded.

- Form: Philtre.

- Description: This red liquid contains tiny particles of pale material suspended within it. It is very thick, and smells faintly of copper. A tiny droplet on your tongue reveals it to have a surprisingly salty flavour.

- Roleplaying Effects: You feel an urge to gaze in wonder at the world around you for a few moments.

- Mechanical Effects: You regain up to 2 points of spent personal mana. If you do not have personal mana, the preparation has no effect.

- Recipe: one dram True Vervain and one dram Imperial Roseweald.

The Philtre of Heavenly Lore

This startling violet elixir is likened in Urizen poetry to the sky at night. Some metaphorically minded apothecaries - especially in the Brass Coast and the League - include tiny shavings of pure gold, silver or platinum as part of their brewing process to enhance this stellar connection. Doing so achieves little more than raising the price of the resulting mixture, however.

- Form: Philtre.

- Description: This thin liquid has a startlingly violet hue. It smells faintly medicinal, like cough syrup. A tiny droplet of this oily fluid on your tongue reveals it to have a tangy, citrus flavour.

- Roleplaying Effects:You feel a strong urge to gather magical power, items and knowledge.

- Mechanical Effects: You regain up to 6 points of personal mana. If you do not have personal mana, this preparation has no effect.

- Recipe: Two drams each of Imperial Roseweald and Bladeroot, and one dram of Cerulean Mazzarine.

Tisane of the Stuttering Fool

This pale green, mildly narcotic liquid is sometimes called Thresher's Tea. It depletes the personal mana reserves of a magician who drinks it,leaving them unable to cast spells. It can sometimes be given to a magician unawares, but is more often fed to them directly as part of a punishment - it is common to give this herbal tea to a criminal who might possess dangerous magical powers.

- Form: Liquid.

- Description: This pale green liquid clings viscously to the inside of the container when you shake it. It smells strongly of spice and summer flowers. A droplet on your finger or tongue causes the tip to tingle, almost expectantly.

- Roleplaying Effects: You are confused, unable to concentrate properly or focus your thoughts for at least the next ten minutes.

- Mechanical Effects: If you have any personal mana, you immediately lose it all. You can regain personal mana normally.

- Recipe: Two drams of Cerulean Mazzarine and one dram each of Marrowort and True Vervain.

The Elixir of Empyrean Art

This silvery elixir is effervescent, and may sparkle occasionally when exposed to natural light. It is quite rare and much sought after. The apothecary dissolves a small amount of the star metal ilium in a potent herbal solvent that is then stabilized with Cerulean Mazzarine. The greater the store of personal mana possessed by the magician who drinks it, the more powerful the effect.

The first elixir of Empyrean art was given as gift by Callidius of Wealdawn in an attempt to secure the affections of Tybalt of Magvillius. Their slow, fifteen year courtship during which the pair exchanged clever gifts at each equinox and solstice is still a subject for the restrained romantic poetry of the Urizen. At the wedding, Callidius made a gift of the secret of preparing this potion to each of the assembled guests, an act of Wisdom and Prosperity that, after his death, lead to calls for him to be recognised as an Exemplar.

Some circumstantial evidence exists to suggest this elixir is addictive. The ingredients themselves have no such properties, but the well-read physick Noach von Holberg suggested that the desire to drink more elixir came from the magician, not the potion itself. To date, few magicians have been rich enough to afford enough draughts of the elixir for this craving - if it exists - to become a problem.

- Form: Liquid.

- Description: This silvery liquid is filled with tiny bubbles. If you shake the container it effervesces energetically and seems to sparkle like polished glass. It has no aroma but tasting it makes your tongue tingle almost expectantly.

- Roleplaying Effects: You are filled with almost painful amounts of magical power. As long as you have personal mana remaining, you feel a strong urge to perform magic as often as possible. When the effects wear off, you feel a vague urge to sample them again.

- Mechanical Effects: You regain all your spent personal mana, and gain an additional 2 points of temporary personal mana. These temporary points are the first ones spent when you spend personal mana. If you have not used these temporary points within half an hour, they are lost. If you do not have personal mana, this preparation has no effect.

- Recipe: Three drams of Bladeroot, two drams each of Imperial Roseweald and Cerulean Mazzarine, one dram of True Vervain and a single ring of ilium.

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Phlegmatic Staff

Description

The Phlegmatic Staff taps upon the power of the Realm of Winter to guide the bearer to a greater understanding of the leaching of power that is involved in ritual magic. These arcane implements are employed throughout the Empire to fortify the abilities of Winter ritualists.

It is usual to see such an implement engraved with Naeve, the Rune of Hunger or Irremais, the Rune of Wisdom.

The staff of the Archmage of Winter is a version of the Phlegmatic Staff crafted to a secret pattern, and grants twice as much power to the wielder.

Rules

- Form: Weapon. Takes the form of a ritual staff.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Gain 1 rank of Winter Lore, subject to the normal rules for effective skill.

- Materials: Crafting a Phlegmatic Staff requires the eleven ingots of green iron, fourteen measures of beggar's lye and twenty measures of dragonbone. It takes one month to make one of these items.

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Surgical skills (Redirected from Physick)

Contents

- 1 Surgical Skills

- 2 Chirurgeon

- 3 Physick

- 4 Apothecary

- 5 Extra Recipe

- 6 Further Reading

Surgical Skills

- You cannot use any surgical skills on yourself

- Surgical skills require both hands free and your attention on your patient

Chirurgeon

- You must purchase chirurgeon before you can take any other surgical skills

If you spend at least 30 seconds of appropriate roleplaying treating a character who is bleeding to death, then you can restore a single lost hit. The bleeding character's death count is paused while you treat them. This skill has no effect on a character who is not on zero hits. You must complete this time without being interrupted. If your character is a physick, you may also apply a single herb during this time.

Physick

- You can use appropriate roleplaying to treat a range of conditions

- You can also apply herbs to an affected character to treat them

- You cannot use this skill on yourself

If you spend at least 2 minutes of appropriate roleplaying treating a character then you may restore the use of a limb ruined by the CLEAVE or IMPALE call or treat the effects of a traumatic wound. Some traumatic wounds require longer than 2 minutes of treatment, as directed by the trauma card.

Herb

Benefit

Bladeroot

Removes the
WEAKNESS
condition

Cerulean Mazzarine

Repairs a ruined limb

Imperial Roseweald

Removes the
VENOM
condition

Marrowort

Allows a character to ignore the roleplaying effects of traumatic wounds

True Vervain

Restores all lost hits to a character who is not dying

If you spend at least 3 minutes of appropriate roleplaying treating a character who is terminal then you may allow the character to act as if they are not in pain.

If you spend at least 5 minutes of appropriate roleplaying treating a character who is wounded then they regain all lost global hits after ten minutes of rest and relaxation. This roleplaying can only be performed in a tent or similar building suited for use as a physick's chamber - it cannot be performed on a battlefield.

You can also use this skill to attempt to diagnose what is wrong with a patient. You must ask a ref if there is anything else you can tell about your patient, and what you can do to fix the problem.

You can also apply medicinal herbs directly to a patient to treat them. There are five herbs in Empire, each can be used to treat a different effect. You must spend at least 10 seconds of appropriate roleplaying to apply a herb, but it is possible to apply a single herb while spending thirty seconds treating a character using the chirurgeon skill.

Herbs are produced by a herb garden, and are measured in drams. Any character can choose to start with a herb garden, which is a personal resource. A starting herb garden produces fourteen herbs per event, six drams of True Vervain and two of each of the others.

Apothecary

- Herbs can be mixed to produce a potion that can be taken by any character

You are able to mix herbs together at an event to produce a potion that recreates the effects of the herbs but that can be drunk by any character. It requires five seconds of appropriate roleplaying to drink a potion.

This skill gives you the ability to mix all five of the Apothecary Potions automatically. You can take the extra recipe skill to learn how to make additional potions.

Extra Recipe

You can choose one additional recipe set of potions that your character knows how to make each time you purchase this skill.

Further Reading

- You can find a useful, short article about medicine and healing in the Empire world here.

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Piercing Light of Revelation

Contents

- 1 Rules

- 1.1 Day Magnitude 2

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Magnitude

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 2

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual may target any single creature, item or effect that is present throughout. It may target any enchantment on a resource, region or territory within the Empire if performed using the Anvil regio. It may target any enchantment on a resource, region or territory outside the Empire with the use of a strong Day regio in the same region or territory.

Effects

This ritual pierces and drives away obfuscation and deception. It has a number of functions.

- It opens a night pouch. The night pouch is destroyed in the process.

- It will allow an enchanted night pouch created with the Secrets for the Shadow Courier ritual to be opened provided that Piercing Light of Revelation is performed at a magnitude equal to or greater than that ritual. The pouch is destroyed in the process.

- It will permanently remove the enchantment created by any obfuscation or concealment created by a Night ritual provided that Piercing Light of Revelation is performed at a magnitude at least twice that of the target enchantment.

- It may permanently remove a curse that creates obfuscation or concealment. The magnitude should be at least twice that of the target curse.

Additional Magnitude

You may increase the magnitude of the ritual in order to pierce more powerful rituals of concealment.

Description

This ritual is primarily used for forcing open night pouches. It is quite effective at overcoming the magic of an incantation, but finds it harder to force open the more durable pouches created by Secrets for the Shadow Courier. The ritual will also destroy the effects of more powerful rituals that create concealing or obfuscating enchantments, but the ritual must be performed with overpowering strength - the magnitude must be double that of the target ritual, or the Piercing Light of Revelation fails.

In most cases, the Piercing Light of Revelation is used for destroying night pouches; it is rarely as effective to remove a concealing enchantment as it is to simply force one's way past it using a divination. Exceptions exist - rituals that create durable concealments are generally only pierced by divination for a short time, and there are some such as Vale of Shadows that need to be removed before the target resource can be conquered.

Common Elements

This ritual often includes some combination of fire, light, mirrors and the rune Ophis, representing the evocation of overpowering might.

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Pilgrim's Cup

Description

This ceremonial tool generally takes the form of a drinking vessel - a cup, a goblet, a bowl, chalice, or even a drinking horn or tankard. It is used by priests of The Way to empower the ceremony of anointing, allowing the creation of durable auras, or the removal of the same. As part of the ceremony, it is common for a priest to mix a little liao with pure water, alcohol, or fruit juice. The priest takes a sip of the contents and passes the cup to the recipient who drinks deeply. A Freeborn priest might use a bowl of hot syrah, while a Navarr may add a little blood to the mix, possibly from a person who is already anointed with the aura desired or who has demonstrated strong virtue.

In Highguard and Urizen, the item is much more likely to take the form of a bowl or basin into which fresh water or oil is poured. Rather than sharing a drink together, the priest may physically wash or anoint the hands and forehead of the target with the liao mixture, or hold the basin for the recipient to do so themselves. This is especially true when the intention of the ceremony is to remove an unwanted aura - the symbolism of washing away a spiritual taint is particularly strong.

Like many such regalia, it is common for a Pilgrim's Cup to be hallowed, especially with a hallow that encourages the priest to seek out people in need of spiritual council or support in time of need.

Rules

- Form: Talisman. Takes the form of ceremonial regalia. You must be wearing this item to use its magical properties.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: When you perform or cooperate with the performance of the anointing skill, you may spend up to three additional doses of liao to increase the strength or the ceremony by the same amount.

- Materials: Crafting a Pilgrim's Cup requires six ingots of orichalcum, five measures of beggar's lye, and seven measures of dragonbone. It takes one month to make one of these items.

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Pilgrim's Shield

Description

Tiny amounts of dragonbone are used in the creation of these shields, often mixed with an abrasive and used to shape the materials or polish the finished item. They are time consuming items to craft, requiring great attention to detail, and are usually shaped for a specific owner who is often asked to participate in the crafting process spending time either as an assistant to the artisan, or in meditation and contemplation of the teachings of the Imperial Faith.

While a pilgrim's shield may be inscribed with a rune, usually one that is connected to a virtue, it is much more common for these items to be decorated with symbols appropriate to either a specific virtue or the way as a whole such as the labyrinth or the seven-spoked wheel.

The most well-known pilgrim's shields are the artifacts known as the Shields of the Seven Pilgrims, forged in the time of Empress Teleri by the Highborn Ezkiah the Benefactor and presented to seven heroes who exemplified the virtues of The Way. The decision about which champion would wield each shield was made by the Cardinal of the appropriate Virtue Assembly, and the bearer wielded some influence in that assembly. The shields were wielded by respected champions until they were all lost to the Druj in 367YE - a serious blow to the pride of the Imperial Synod.

Rules

- Form: Talisman. Takes the form of a shield. You cannot make one of these items that is a buckler.

- Requirement: You must have the shield skill to bond to this item.

- Effect: As long as you are dedicated or anointed, you gain an additional rank of endurance.

- Materials: Crafting a pilgrim's shield requires no special materials. It takes two months to make one of these items.

Legend speaks of a company of heroes known as the Seven Pilgrims who served as early champions of the Imperial faith. Each one carried a Pilgrim's Shield dedicated to one of the virtues, gifted to them by the Ezkiah the Benefactor, greatest smith of the Highborn. Individually each Pilgrim was a truly formidable combatant, but together they formed an all but unbeatable force. Many tales are told of their deeds as they scoured the Empire for weakness and corruption while protecting the innocent.

Uris of Rising Spear, the Highborn cataphract, was awarded Excelsis, the shield of Ambition for his tireless campaigning against the barbarian hordes. Never content to sit on his laurels, he was at the forefront of every battle to extend the Empire's borders, and spoke at length in the Senate about the Empire's manifest destiny to control the world.

Kaya of Thornhaven bore Torchbrand, the shield of Courage. Despite her briar heritage, this Navarr champion proved herself to the synod through repeated acts of selfless bravery and honesty. It's said that she was so heavily scarred from her travails that thorns grew from almost every inch of her body.

Pietro the Golden, the famous Free Company captain, bore Glistering, the shield of Prosperity, won for his skills at negotiation and strategy. Richer than many Princes, he roamed the Empire in search of opportunity and challenge. It's said that as he travelled he often fostered and trained orphans, many of whom later became notable generals or guild-masters in their own right.

Sir Hugh Brocking (also known as the Peacock of Astolat), bore Ajax, the shield of Pride. Although accused of being vain, his accomplishments as a poet, author, swordsman and lover were legendary. It is said that when the famous bard, Myria of Saus, tried to record his life story she ran out of paper after filling every sheet of parchment in city, and had to leave the task unfinished.

Leia the Hawk bore Bawn-Watch, the shield of Vigilance. A Navarri, she came to Ezkiah's attention for her duties escorting priests too and from the most isolated steadings standing watch over the Vallorn. Her sharp eyes and ears saved many holy men and women from bandits and kept the flame of Imperial faith burning.

Sister Carmena the Peacemaker bore Measure, the shield of Wisdom. Her efforts brought Dawn and the Marches from the brink of bloodshed during the notorious War of the Sisters crisis. Later she helped write several texts on the lives of the Exemplars that are still regarded as definitive.

Drumlin the Sworn bore Oath-Heart, the shield of Loyalty. Thrice-geased, he swore to serve the other Pilgrims for the rest of his life, and the doubty Wintermarker more than proved his worth through hard-headed practicality and mulish stubbornness. It is said that he bound the Seven together with both words and magic.

Over the centuries the shields were passed down from champion to champion, each bearer choosing the next whenever possible, or the priests of the virtue selecting a new bearer when circumstance conspired to prevent an orderly line of inheritance.

At the battle of Reikos in 367 YE the Seven Pilgrims of the day charged an entire enemy army on their own, allowing the outmatched Imperial forces time to quit the field in good order. The fate of their shields is unknown, although rumours continue to circulate of their appearance in the hands of the barbarians. To add to the confusion, many other Pilgrim's Shields have been given these names through the centuries, either as sincere emulation or a ruthless attempt to drive up the price.

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Pilgrimage

I, Jared of the Suns of Couros and Cardinal of Loyalty, go with 100 liao to bring word of the return of the First Empress and of The Land Without Tears to the entire Empire. Rejoice all virtuous faithful for the Soul of the First Empress has chosen to return from Beyond the Labyrinth of Ages and now resides reborn within Sister Yael of Felix's Watch. All should pay heed to Yael's vision of The Land Without Tears - the place beyond the Labyrinth to which all Paragon Spirits ascend - and know that she has returned to aid our understanding of The Way of Virtue in this life.

The General Assembly of the Imperial Synod 380YE Summer Solstice

Contents

- 1 Overview

- 2 Significance

- 3 Opportunities

- 3.1 Sanctuary

- 3.2 The Land Without Tears

- 3.3 Countering the Congregation of the First Empress

Overview

With decisive backing from the Imperial Synod, Jared of the Suns of Couros and others travel the breadth of the Empire, bringing word of the Land Without Tears and the return of the First Empress to all. The message is carried to every corner of the Empire - from the ice floes of the Suaq wastes to the edges of the Black Plateau in Screed - from the Towers of Anduz to the deepest mountains of Opascari. Additional interest is excited by the publication of the first part of the third volume of Echoes of the Labyrinth (Livia of the Spire of the Celestial Cascade's accounts of the past life visions of Imperial citizens), which includes details of the vision that revealed Yael's unique identity.

Some are confused by the message - unsure what to make of it. How does one reach the Land Without Tears? If is achieved by following the Way of Virtue - then why is that any different to what people have always done? What is the significance of the Land?

Some are intrigued by the message - eager to know more. What is this Land like? Is everyone who reaches the Land reborn eventually like the First Empress? Who is there? Will they be reunited with loved ones they have lost? What can they expect if they can read this Land?

Some are angered by the message - they denounce it as heresy. If a paragon is one who has transcended the Labyrinth never to return - how can Yael be a paragon who has returned? Who is this Yael who claims to be the First Empress reborn? Why should anyone believe this extraordinary claim?

Only a few embrace the message - a new understanding of the Way. They ask what this will mean now that the First Empress is reborn? Are there more revelations to come? Will Yael visit this part of the Empire to preach? What would the First Empress have her people do? How can they help to spread her word?

Only a few... a tiny handful in each village in the Marches. A pair or two in every chapter in Highguard, Just one from each street in the League. But as the word spreads across the land, these few scattered drops of rain from every part of the Empire come together to make a storm.

"Who's there? Show yourself! I warn you I have a loaded crossbow - if you're a bandit, you've picked the wrong woman to rob!" Baerdolli clutched the billy club in both hands - it was a poor weapon for deterring a thief, but in the dark the bluff might be enough to persuade this ruffian to hunt elsewhere.

"Be at peace good merchant, I have no interest in your goods - I am merely a traveller on this road like yourself." It was a man's voice, she could just make him out now in the gloom darkness of the starless night - he didn't look like a bandit but he was walking with the aid of a stout staff that could easily be dangerous.

"It's late for a traveller - what's your business?" she shouted back - hoping the man was telling the truth but not willing to let her guard down for a second. Seek out falsehood and expose the truth he reminded himself.

"I am pilgrim - travelling to Reikos. To see the First Empress reborn."

Baerdolli sniffed - she'd heard some tale in Holberg of this First Empress - a fellow preaching in the street near the tavern where she had been staying while the food she had brought to market was sold. It was a peculiar tale and she had paid it no heed. She was not a woman given to crying at the worst of times - and with peace in the East, times were pretty good right now.

He had caught up with her wagon now - the pair of old oxen that pulled it were slow at the best of times and could clearly see that Baerdolli's "crossbow" was just a crude wooden stick. Nervously she eyed the pommel of her knife just visible where it poked out of the top of her tall boot. If he was going to attack her now was the moment to do it.

The newcomer smiled, it was a pleasant smile, warm and genuine. "Let me tell you about the Land Without Tears..."

Significance

There are two common means by which the citizens of the Empire give voice to their faith. Most devout pilgrims will be part of a congregation - one with a priest whose virtue and temperament fits their own. If they wish to meet regularly with their priest then by necessity their church must be local, somewhere they can reach with a few hours walk at most. The citizens of every nation expresses their devotion differently - reflecting their culture - but most seek out the advice, guidance, and support of a virtuous priest who can help them with their own steps on the path of Virtue.

The other common model is pilgrimage - citizens will make a great journey to visit one of the holy sites of the Empire. To the tombs of the Empresses and Emperors buried in Necropolis. To the marshes of Kallevesa where the great heroes are interred. To the basilicas raised to glorify the names of the greatest paragons and exemplars. The journey is difficult - an act of faith and commitment that clears the mind and opens the soul. Some come to experience the potent auras that imbue sites of pilgrimage, some to hear the words of the Empire's great preachers.

Most of those who have embraced the truth of Yael's revelation know they can have no hope that their paragon will come to them, that she will find herself visiting their locale. Rather than go without guidance - some take the only alternative available if they wish to hear the words of salvation direct from the lips of the First Empress - they begin a pilgrimage - some travel to Reikos where the Congregation of the First Empress is based, others seek her in Casinea where she is rumoured to live.

From across the Empire these pilgrims come, a trickle that soon turns into a river as they are joined by others. Each intent on reaching the home of the First Empress hoping that they might hear her preach. No living being has attracted such a following since the time of Nicovar. An tidal wave of people descend on Casinea and Reikos, honest aldermen from Mead, wagon raiders from Karsk, merchants of every conceivable trade from the League - citizens from every land - all swelling the ranks of her already bulging congregation. Most stay only a few days - enough to hear Yael preach if they are lucky - before setting off on the dangerous journey home. But there are always newcomers to take their place - and their numbers swell with every day.

As a result, Yael's congregation, already vast, continues to grow at an extraordinary rate. By the time of the Autumn Equinox, after the latest census of her congregation by the civil service, she is awarded 160 votes and liao in proportion.

Opportunities

Sanctuary

A steady flow of pilgrims from across the Empire are now travelling to Casinea and Reikos in the hope of speaking with Yael or hearing her preach. When they arrive some choose to stay at hostels and inns in the area - if they can find room. Others must make do by building a shelter in a makeshift camp. It is common in circumstances such as these where large numbers of citizens are undertaking a pilgrimage to commission a suitable structure, a sanctuary to house the pilgrims and serve as a place of devotion for them. Members of the Yael's assembly, the Congregation of the First Empress, do what they can to support those pilgrims who travel to Reikos but it is clear that a more permanent solution is needed.

A suitable sanctuary would require at least 20 wains of white granite (and the appropriate funds to pay labour costs). It would also need authorization by the Imperial Senate. This would result in a structure large enough to support the current stream of pilgrims, even with the anticipated increase that the new structure would encourage. However support for Yael is much stronger in Reikos than in most other territories in the Empire, so there is good reason to imagine that her support elsewhere may yet grow further. A much larger structure, 50, 100 wains or more, might ensure that the sanctuary did not need to be rebuilt in the future.

Crucially the Empire would need to decide whether to build the Sanctuary of the First Empress in Reikos where her following first flowered or in Casinea where Yael's personal congregation is known to lie. This will help give the pilgrims certainty and make the journey to see Yael quicker and safer.

The pilgrims of Yael are mindful of the Empire's troubles and are able to provide 10 wains of white granite to support the construction. The first ten wains of any construction would thus be provided by donations from grateful citizens. It would take one season per 50 wains of white granite to complete the sanctuary - but careful design would mean that it could begin offering a place of rest for the current pilgrims as soon as the first season is complete.

Once built, the Synod would need to appoint a suitable priest to be responsible for the sanctuary. This could be an Imperial appointment since the pilgrims are travelling from across the Empire - or it could be a Highborn national appointment to reflect it's location. Whoever is appointed will receive additional votes and liao dependent on the size of the sanctuary as if it were a sinecure of equivalent size. The Synod could appoint Yael if she were minded to accept or another priest, but given the circumstances the appointee will need to be someone of whom the First Empress publicly approves otherwise her pilgrims will not make use of the sanctuary.

The Land Without Tears

At present there are many citizens of the Empire who have questions about the new revelation. Some have doubts about the truth that has been revealed - though it is difficult for them to be openly critical given the clear backing of the General Assembly. Those citizens who are interested in Yael's messages but have not yet converted, seek guidance from their own national assembly.

If the national Assembly of each nation passes a judgement encouraging folk to listen to the First Empress reborn then the backing of the Synod will help to clear any confusion that remains in the minds of their citizens. By passing a suitably worded motion in support of Yael, the Synod can authorize a priest of their nation to employ 25 liao to spread word of the return of the First Empress throughout their territories. This would double the number of pilgrims undertaking pilgrimage to Reikos from that nation. These pilgrims would be drawn from existing congregations across the nation - but the effects would not be significant enough to cause a drop in votes or liao for the affected congregations.

Alternatively the assembly could use 50 liao or more, to emphasize the importance of the Yael's message - this would significantly boost the number of pilgrims traveling to Reikos, but owners of congregations in the affected territories would see a significant impact on the size of their own congregations as citizens left their care to undertake pilgrimage. This reduction in the size of personal congregations could potentially be permanent, barring other developments.

At present the centre of this new revelation is in Reikos - where most of the Congregation of the First Empress reside - but if a national assembly used more than 150 liao to endorse Yael's message then the impact would be so great that it would move the centre of the faithful to whichever nation expended the most liao - potentially permanently.

Countering the Congregation of the First Empress

If the General Assembly passes a judgement refuting earlier judgements that the First Empress "is now amongst us again and we must listen and learn from her again" or the Yael's claims to have had a "vision of the Labyrinth and of the Land Without Tears" then they can name a priest to travel to spread this message across the Empire with 500 liao. This will counter the effects of the Congregation of the First Empress, persuading those who have sworn to the new congregation to give up their crusade undoing all the work that has been achieved so far.

As always, in the event that multiple incompatible judgements are passed, the judgement that has had the largest amount of liao spent on it takes precedence.

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Pit-fights

Pit fighting is an important part of Imperial Orc culture that dates back to the time of their enslavement. Most orcs enjoy fighting, they enjoy watching it and they enjoy participating in much the same way a citizen of the Marches might enjoy a ball game. Battle is a spiritual experience for many, allowing them to draw closer to their ancestors but at a practical level they find blowing off steam by fighting helps them to maintain their cool at other times. As much as orcs enjoy fighting, Imperial Orcs know that there is a time and a place for everything, hotheads who want to settle everything with weapons are routinely told to "take it to the pits".

As slaves it was rare for the Imperial Orcs to be allowed opportunities to fight. Fighting skills are rarely considered an advantage for a slave and few Imperial citizens were interested in allowing their slaves to harm each other. As a result it was common for orcs to fight secretly after work shifts were completed, which often meant in fighting in the small cells or pits that were often used to house slaves. Such fights were rarely fatal, a death would bring collective punishment for those who survived, but murder is not the point of a pit-fight, it is about experiencing the thrill of battle and the joy of pushing yourself to the physical limit. The tradition of pit-fighting was born of these secret bouts.

Some orc slaves were allowed to fight, indeed some were forced to. Prize fights were often bet on in the League, but such encounters were usually staged or rigged, the outcome was determined in advance. In the minds of most orcs, this profanes what should be a spiritual experience, cheapening it and robbing it of its primal glory. As a result, a considerable taboo against betting on pit-fights remains amongst Imperial Orcs. To bet on someone in a pit-fight suggests you think you own the fighter and have the right to gain from their victory - it still happens but those involved are usually careful to be discreet about what they doing.

There is a taboo against betting on the outcome, but none against screaming your support for friends or members of your legion. A good pit-fight is one that leaves the audience feeling like they have been in the pit themselves, their voice hoarse from shouting, their feet sore from drumming the floor. The brutal energy of the pit-fight helps the fighters push themselves to their limits, but it is also what draws the attention of the ancestors and brings them close enough that the orcs can hear their words. Without the encouragement of the onlookers, the entire experience would be as soulless as a League duel and as dull as a Marcher morality play, for the orcs it would be without purpose.

While it is uncommon, there is no taboo against other Imperial citizens participating in a pit fight. Testing one's mettle against an Orc champion, especially a professional pit fighter is most common among Dawnish nobles seeking glory and the more open-minded Highborn looking for a fresh competition in which to test themselves.

Pit-fights are rarely held in pits in longer, since it makes harder for a large audience to see what is happening. Imperial Orcs still like to preserve the claustrophobic feel of the original pit fights, so they usually take place in a purpose built cage of some kind. There are few rules, fights usually end when one participant "has no fight left in them". Participants arm and armour themselves as they see fit, fighting unarmed has a tendency to remind older Imperial Orcs of the days when they were forbidden to use weapons. Provided there are chirurgeons on hand to tend the wounds and nobody dies, the matter is completely legal according to Imperial Law.

Pitfighter

Pit-fights are a significant part of Imperial Orc culture, a revered practice that entertains and unites orcs in the Empire. Some individuals find themselves drawn to the experience of the pits, returning to fight there over and over. Some are drawn simply by the adrenalin of the experience, finding the roar of the crowd and the adrenaline of the challenge is too addictive to resist.

The very best are able to become professional pit-fighters. They trade on the reputation for skill and strength that they have built up in previous fights, until their notoriety means that other orcs begin to seek them out and actively challenge them. Most pit-fights are fought for joy of battle, some are fought to settle grudges and establish a rough pecking order. A professional pit-fighter can charge for the right to fight them because an orc wants to make a name for themself beating one of the best or perhaps because they want to learn something from the fight. The best pit-fighters are not just warriors, they are experts at working the crowd to a fever-pitch, so some orcs prefer to fight them just because the onlookers make the fight so much more rewarding. The taboos against betting on a pit-fight do not apply to making your own living from it - and the best pit-fighters are legends - at least amongst the orcs.

A few pit-fighters see their role as more than just a great way to make a living. Pit-fights are a deeply spiritual experience, for participants as well as for onlookers. The energy of the crowd, the adrenalin of the battle beckons to the ancestors and draws them closer. Many pit-fighters hear their ancestors urging them on during the fight and this experience is what drives many orcs to return to the pit over and over again. It is even more important for Imperial Orc shamans who need to commune with the ancestors and consult them to offer their guidance for the warlords.

As a result some skilled pit-fighters are closely associated with the shamans, working with them to decipher the wisdom from their words and determine what advice the ancestors are trying to communicate. These fighters see their job as a calling, they compete to make their battles as dramatic and exciting as possible, the better to allow themselves and the shamans to hear the voices of the past. Shamans often query fighters on what they heard, if anything, while fighting, but pit-fighters who emphasize the spiritual side of their calling will often ensconce themselves with the shamans for hours afterwards, working together to make sense of the ancestors' words.

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Plaguewulf

A plaguewulf is a supernatural predator found in parts of Varushka. They are greatly feared, and their appearance is a cause for great alarm in Varushkan settlements. Technically they are Wolves, but as with the Mora they more practically occupy a middle-ground between Wolf and Sovereign.

They are intelligent, and seem in some way to feast on the death of living creatures - while their subject husks devour the meat of the dead, the plaguewulf is said to sustains itself on the 'last breath' of a dying creature. While they can feed on the terrified deaths of animals, they much prefer to drink the life-breath of humans and orcs. They do not need to physically suck the breath from a victim (although they are seen doing so on occasion); rather than seem to be able to suck the essence out of the air itself.

Plaguewulfs are doubly dangerous because they are never encountered alone; they are always surrounded by the flesh-hungry husks their sickening powers have created as servants and soldiers.

While they are predominantly encountered in Varushka, there are some unreliable stories suggesting similar creatures might exist in other parts of the world. There are tales from the deserts of Xira of a similar sounding creature whose breath desiccates living flesh; they are said to feast on the fluids of the body in the same way the plaguewulf feasts on the breath. There are also stories from the distant Sumaah Republic of jaguar-like beasts that eat the skin of the living. It is not clear whether these creatures (if they exist) are related to the plaguewulf or, as is more likely, are entirely different supernatural predators unrelated to the plaguewulf.

Contents

- 1 Appearance

- 2 Plaguewulf Capabilities

- 2.1 Weakness

- 3 Culture and Customs

- 4 Plaguewulfs in Play

- 5 Elder Plaguewulfs

Appearance

These hulking beasts are furred humanoids with the features of predatory animals. Most commonly they have wolf-like muzzles and features, although versions with rat-like or bear-like details have occasionally been seen. As intelligent predators, they sometimes use weapons, armour or other tools, and there is at least one story of a plaguewulf that wielded an enchanted scythe which it used to cut down its opponents before devouring their life. Plaguewulfs are larger than human-sized opponents, which makes them even more tricky to face in combat.

Plaguewulf Capabilities

A Plaguewulf is almost never encountered alone; rather they are surrounded by a pack of shambling, flesh-hungry husks that appear to be largely under their control. The plaguewulf creates more husks through the use of its horrible pestilential breath - a living being caught in the exhalations of a plaguewulf is envenomed and the flame of their life is snuffed out by any serious illness. Still worse, shortly after their death the victim rises up as an abominable horror that preys on the living. Some scholars suggest that the effects of Virus Lunarae are modelled on or somehow derived from the effect of plaguewulf breath. Plaguewulfs are said to be able to use their baleful spittle to create subject husks from freshly dead bodies (even if the bodies have been buried for a few days), but this is much more time consuming.

No husk, even one from created by a ritual such as Quickening Cold Meat will attack a plaguewulf, and they seem to have the ability to exert dominance over many such creatures giving them their less-common sobriquet of Wulfkings.

In addition to their venomous exhalation, the plaguewulf is known to possess great reserves of healing energy which it sometimes shares with its husk minions. When physically challenged, it can strike mighty blows with its claws that rend limbs or send human opponents sprawling.

An area where a plaguewulf has laired for an extended period of time tends to acquire an aura of sickness, lethargy and creeping despair. This makes facing the creatures in their den's doubly difficult. In rare cases where the den has also been a regio this aura of despair has been even more powerful.

Weakness

Plaguewulfs cannot abide the touch of fresh, pure water especially running water such as that found in rivers and large streams. The fresher and purer the water, and the faster it flows, the more they hate it. This expresses itself most clearly in a reluctance to cross or approach large bodies of water such as lakes or rivers - attempts to drive a plaguewulf off with buckets of water have proved tragically unsuccessful.

Conversely, they are often attracted to areas of polluted or poisoned water, especially if that water is stagnant. There is a story of a plaguewulf that entered the sewers under Temeschwar in 218YE and wreaked havoc there until a combined force of Temeschwari bravos and wardens tracked the creature to its lair and destroyed it.

It is important to note that the husks created by a plaguewulf are not impeded by water in any way.

Culture and Customs

These supernatural predators have no culture or customs as such. They are intelligent and can speak, but they are solitary monsters who rarely if ever meet up with others of their kind.

There are dark tales of individuals who have made pacts with plaguewulfs; one story tells of a bandit who worked with a plaguewulf to lure travellers into ambushes. Once the plaguewulf had feasted, the bandit looted the corpses. Another story tells of a vale who helped a plaguewulf attack and devour the life of residents of nearby villages in return for safety from the beast's rampages. In almost all such stories. the human who deals with a plaguewulf comes to a horrible end, either at the hands of the people it has betrayed or the jaws of the plaguewulf - these monsters are incapable of gratitude.

Some histories mention plaguewulfs as having fought alongside the armies of Alderei the Fair, and the Volodny are known to bargain with these hideous creatures.

All plaguewulfs are said to share a common ancestor, a Sovereign usually referred to as The Howling Queen. She is believed to slumber beneath The Razors in north-eastern Miekarova.

Plaguewulfs in Play

A Plaguewulf is capable of starting a serious infestation of husks, and often directs its forces to attack isolated settlements. The true horror of the plaguewulf is that once it starts killing humans, its forces become larger and able to attack better defended settlements. A plaguewulf and its forces are more than a match for a group of human soldiers, and defeating one would require the effort of a band of well-equipped and well-prepared heroes.

Plaguewulf venom can be purged by any effect that removes the venom condition, but it is important to note that once the target has been envenomed it does not matter how or when they die - if they die while under the effect of this venom, they will rise as a flesh-hungry husk within a few moments. Attempts by some creative wardens to 'pre-poison' themselves have been tragically ineffective - once exposed to the venom, it must be removed with an effect such as purify or an unspeakable second existence is inevitable.

It is worth noting that plaguewulfs, while supernatural, are living creatures and not undead.

Elder Plaguewulfs

A very few encounters with plaguewulfs have been with creatures significantly more potent than the average beast (although the creatures are already rare enough that the word 'average' has little real meaning when speaking about them). These horrors are said to possess additional supernatural powers, each unique and terrible. Three encounters are recorded in the stories of Varushka, and told and retold with significant variations:

- An Elder Plaguewulf bedevilled the people of Olodny in the first century before the formation of the Empire. Rather than exhaling pestilential breath, the venom of this creature seeped from its skin constantly, automatically poisoning every living creature that came near it. Furthermore, it created husks not only from humans and orcs but from animals - indeed, until it was defeated by a band of wardens it decimated the fur trade in that part of Miekarova.

- An Elder Plaguewulf once assaulted all travellers moving north from Delev. The presence of this horror poisoned plants as well as animals, and anyone who ate a plant that the creature had breathed on was effected by its horrible venom. It was burnt to death by a joint effort of schlacta and Temeschwari bravos.

- At the height of the fighting against Alderei the Fair. a pitched battle took place near Triov in Volodmartz. A single Elder Plaguewulf and two subservient plaguewulfs were said to be able to call up a stinking grey-green mist that washed across the forces opposing them in a tide of venom that spread for perhaps half a mile. The two lesser plaguewulfs were slain by forces supported with Navarr vates, but the Elder was never accounted for.

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Playing a barbarian

Contents

- 1 Overview

- 2 Roleplaying as a barbarian

- 3 Playing an Elite Orc

- 4 Communication

- 5 Creating Barbarian Kit

- 6 Further Reading

- 6.1 General Information

- 6.2 Barbarian Tribes

Overview

It is not possible for anyone to play a barbarian character as your player-character. All the players at Empire are playing Imperial characters or characters welcome in the Empire. Barbarians are not welcome at Anvil and there are few long term roleplaying opportunities for them there. However everyone has the opportunity to play a barbarian at the event by joining the monster team for one or more of the big battles or the smaller quests.

Monstering one battle is a requirement for each battle you play in Empire, so even if you don't want to volunteer at other times it still makes sense to approach monstering in a way that will make the experience more enjoyable for you and the other players. Everything that follows is completely optional - but getting enthused about the opportunities to play barbarian roles doesn't just improve the event - it makes the experience of monstering more fun.

The Empire setting has been deliberately designed to create opportunities for players to be creative and get involved in making the battles cooler - for themselves and everyone else - if they want to. Getting more involved is completely optional - it's for those players who want to get more out of the event (and put more in for everyone else).

Roleplaying as a barbarian

During the battles and large skirmishes at Empire events players will commonly be roleplaying as the troops of the three main barbarian tribes - heroic Jotun warriors, skilled Grendel soldiers, cruel Druj fighters. This is a great chance for you to try something new at LRP, fighting with different weapons, portraying a different character's behaviours and roleplaying as a barbarian intent on destroying the Empire.

Our Battle Team have put together the follow briefing sheets to provide guidance on roleplaying as the barbarian orc you play in a battle:

- Jotun brief

- Grendel brief

- Druj brief

Copies of the brief will be handed out to monsters before each battle and our Battle Team will be able to answer any questions you have. These briefs provide an idea of the attitudes and behaviours of the different orc tribes, what motivates them, and how they will act upon the field. We hope that they will provide you with an interesting hook with which to roleplay with the other monsters in your unit, and to convey our vision of the barbarian orcs when you encounter the players.

Playing an Elite Orc

The Empire is surrounded by four powerful orc tribes, each of which fields their own elite forces on the battlefield, alongside their rank and file clan warriors. Players who are interested in getting more involved in monstering are encouraged to look at the elite forces and see if one of them appeals. Initially we will aim to phys-rep the elite troops using our own dedicated monstering team, but our hope is that some players will group together to create their own elite monster unit. These special units are more skilled than the regular tribal warriors and they will often be given key roles in the battle - our goal is to make them as much fun as possible to play to reward players who make the effort to get invested and bring them to life.

It's a good idea to think about which tribe your nation is likely to be going to war against. At present, the Empire is at war with the Jotun, the Druj, and the Grendel; battles against these three tribes are likely to form the mainstay of encounters at present. If you think your nation are keen to engage the Grendel - then you are likely to be fighting as a Jotun warrior when you volunteer - therefore it makes sense to look at creating an elite Jotun unit if you want to get more involved.

To be useful in a battle, an elite unit needs to be pretty large - ideally 30+ members. Everyone is encouraged to make good monster kit for the battles, but our generals will base their battle tactics on the groups of troops they have available to them - not on individual warriors. We know that people like to fight together with their mates on the battlefield - so the best way to get more involved in monstering is to create an elite orc unit together with your friends. That way there will be a mob of you that can be deployed together on the field. Few player groups number 30+ in size, so it's worth asking round friends in other groups in your nation - if a few groups create an elite monster unit together then you will be able to play something really terrifying on the battlefield!

Communication

Planning and running a battle requires a lot of logistics. We want this to be as streamlined as possible, so if your group is excited about the idea of portraying an elite unit then there are things you'll need to do to work with us to make that as simple as possible. You'll need an OOC liaison who can communicate directly with PD, so that we can exchange information and ideas back and forth quickly and efficiently.

You'll also need an IC unit leader who can lead your elite unit on the battlefield. That person will need to come to the battle planning meeting the night before the battle you are monstering - this is a quick meeting to let everyone know what will be happening on the battle the next day - it's usually late in the evening and lasts around ten minutes. It's war-war - not jaw-jaw!

Andy Connell - the member of our skirmish command team who deals with the IC leadership side of the battles has agreed be our point of contact for everyone interested in this - you can email him him with any questions or queries you have about playing a barbarian on the battlefield. Ideally we want player groups to choose different elite troops options - so liaise with Andy early and he can give you help and advice on what options are available.

Creating Barbarian Kit

One of the best ways to get the most out of live roleplaying is having nice kit for the characters you play, and many players enjoy making kit. We spend a lot of money buying new kit for our barbarians - but you don't have to rely on what Profound Decisions can supply - you can create your own costume for your barbarian role just as you might for your own Imperial player-character.

It doesn't have to cost much, there are guides online that show how to create a barbarian orc costume very cheaply. Even just adding a few touches to the armour provided to all the volunteers playing barbarians will make your group look amazing.

How to make a very basic orc monster kit for £10 - photo tutorial.

For many experienced LRPers, the starting point for creating any character is to look at what existing costume you can reuse. We have updated the wiki pages with information on the look and feel of the barbarian nations, which includes explicit advice on how to reuse existing kit you may have to get the best look.

Further Reading

General Information

- Battles

- Monstering

- Monstering a battle

- Playing a Barbarian

Barbarian Tribes

- Druj

- Grendel

- Jotun

- Thule

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Plot

Contents

- 1 Overview

- 2 Skirmish Team

- 3 NPC Team

- 4 Full time Roles

- 5 Plot Writers

- 6 Costume

- 7 Make-up

Overview

Plot is the biggest department in Empire, as it incorporates all our NPCs, our plot writers and runners as well as characters like the nation bards, egregores, civil servants and magistrates and back room operations crew who work in costume and make-up. We need lots of people to help us fill out all these roles, so if you're interested in getting involved in the IC side of Empire then we're keen to talk to you.

The plot department is divided into dozens of different teams. Some crew are members of many teams, some are members of just one. Everyone who works in the plot department is expected to have a good familiarity with the campaign setting. The department is headed by Kolin Ford who is the head of plot (responsible for plot run at events) and Andy Rafferty who is the head of campaign (responsible for the ongoing campaign).

Skirmish Team

Our skirmish team are the dedicated crew whose responsibility is to bring to life the battles and skirmishes that the players choose to fight. We will be running conflicts of various size throughout the weekend with the skirmish team portraying the enemies of the Empire. It is a great role for anyone who enjoys fighting and roleplaying a character on a battlefield.

We are aiming to recruit one hundred people to our skirmish team.

NPC Team

- Playing NPCs on the field

- Playing eternals and heralds in off-field encounters

Our NPC team play the roles that have been created and written by the plot writers that happen on the field and in the Hall of Worlds. Members of the team portray minor Imperial NPCs, eternals and their heralds and representatives of other foreign powers. It is a great role for anyone who enjoys working with writers to create enjoyable plot for players.

We are looking for forty crew to play NPCs for us at the event!

Full time Roles

- In addition to our NPC team we have a number of crew who play a single NPC role throughout the weekend

- These roles perform a range of IC and OOC responsibilities.

We have a number of crew who play a single role throughout the weekend. These crew fall into one of several different teams, the bards, civil service, egregores and magistrates.

We are currently looking for more crew with musical or performing talents to play members of the bards team.

Plot Writers

- Write plot for events

- Run plot at events

It is the job of the plot writers to create the plot lines that alongside the politics of the setting will help make Empire an exciting game to play. Plot writers need to write the plot before the event. They also need to run the plot at the event, or else convince another plot writer to do it. Running plot includes briefing and debriefing NPCs and helping to get encounters ready by liaising with costume and make-up. The plot writers will work in small independent teams. Plot writers may choose to play roles or perform other responsibilities during the weekend.

Each team will be led by an individual with experience creating and running LRP plot. You don't need to have a experience to write plot, everyone has to start somewhere - but we will want our team leaders to have proven experience creating plot for LRP events. Being an Empire plot writer is a great role if you enjoy creating plot and enjoy seeing players enjoy the game you have helped create. If you have ever wanted to create plot for a big game with over a thousand players, this is your chance!

Kolin Ford is overall head of plot for Empire. Chris Edwards, Kolin Ford, Sam Sutton and Dave Young are running plot teams for Empire. We are looking to recruit at least eight independent plot teams.

Costume

- Work with the NPC and plot teams to equip and prepare any NPC encounters

- Plan new costume creation and purchase

- Sort and maintain PD's costume throughout the event

- Assist in preparing player volunteers for battles

The costume team are essential to dress NPCs and get them ready for encounters. Profound Decisions have two trucks full of costume and we are purchasing new costume all the time. The costume team use their knowledge of the costume inventory to dress NPCs for roles they are about to play, including the player volunteers for the battles. They also help them to change after an encounter and ensure used costume is put away. At the end of the event they help pack the plot room away and separate any costume that needs cleaning or repairing. The costume team also work before the events helping to plan and arrange new costume creation and purchase in preparation for upcoming plots.

Being a member of the costume team requires some skill with costume, since you need to be able to use the existing wardrobe to create an effective look for a character. It's a good role for people who enjoy working with costume and who want to help PD manage their costume wardrobe and acquire new costume.

We are looking for at least three crew to help us with the costume at events.

Make-up

- Work with the NPC and plot teams to prepare any NPCs that require make-up or prosthetics

- Plan new make-up and prosthetic creation and purchase

- Sort and maintain PD's make-up throughout the event

- Assist player volunteers before and after battles

The makeup team are essential for any roles that require make-up or prosthetics. These include orcs and characters with lineage, but they also include Eternals and their heralds. The makeup team plan complex make-up arrangements in advance so that convincing effects can be created quickly in the field. They also help player volunteers don and remove make-up before and after battles. At the end of the event they help pack the plot room away. The make-up team work before the events helping to plan and arrange new make-up and prosthetic purchase in preparation for upcoming plots.

Anyone can help with make-up, since some make-up requires only a basic colour application. More complex make-up arrangements require some skill and experience. An air-brush is available for make-up crew who know how to use it. It's a good role for people who enjoy working with make-up or prosthetics and who want to help PD produce some fantastic creatures.

We are looking for at least two more crew to help us with the makeup at events.

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Plot crew

Contents

- 1 Overview

- 2 Why Get Involved?

- 3 Teams

- 3.1 Plot Team

- 3.2 Plot NPC Team

- 3.3 Skirmish

- 3.4 Field NPC Team

- 3.5 Costume and Props

- 3.6 Make-up

- 4 Time-off

- 5 Crew Links

Overview

Plot is the biggest department in Empire, as it incorporates all our NPCs, our plot writers and runners as well as characters like the nation bards, egregores, civil servants and magistrates and back room operations crew who work in costume and make-up. We need lots of people to help us fill out all these roles, so if you're interested in getting involved in the IC side of Empire then we're keen to talk to you.

People sometimes assume that the plot crew is a good way for a brand new player to try Empire, but the truth is that everyone who works in the plot department is expected to have a good familiarity with the campaign setting. They need to know much more about the game than an average player and some basic experience with live roleplaying is usually valuable. Ultimately though the most important thing is enthusiasm so the plot crew welcome anyone who is keen to try out crewing.

Why Get Involved?

Being part of the right team on the plot crew can give you the opportunity to do the parts of LRP you like most. If you really enjoy fighting, then the skirmish team is perfect for you, if you like to play lots of different roles then the plot NPC team will suit you best. If you enjoy writing or running plot, making props or costume, or creating prosthetics of applying make-up then the plot crew includes specialized teams who do just that.

As one of the plot crew you'll be part of a great team that helps to create the event, but if you're playing an NPC then you also have a chance to roleplay and interact with the other characters in the game. Or as part of the back-room staff who run the monster tent and keep everything going you'll get a chance to be part of the plot being put together and sent out. If you enjoy creating plot, then writing for Empire gives you a chance to do work with some incredibly talented people and create plot on an epic scale.

Being part of the plot crew is pretty non-stop throughout the event. We'll try to give you a few hours off each event, so you can relax and socialize with friends, but it's not something you can easily combine with playing. It is hard work and you'll be challenged to constantly push yourself to try new things, but it's a fantastic team to be part of and a lot of fun.

Teams

There are many different teams in the plot crew, all of whom operate out of the monster tent - a massive tent full of people, costume and kit. It's a great environment to work in, there is always something going on as crew get briefed, dressed and made-up for their next part. At the end of the event all the plot crew come together to get the tent cleared quickly under guidance from the costume and props team.

Plot Team

The plot writers create the plot lines that help make Empire such an exciting game to play. Writers at Empire are encouraged to brief and run their own plot, though we are on hand to help at every stage. Running plot includes briefing and debriefing NPCs and helping to get encounters ready by liaising with costume and make-up. Some plot writers choose to play plot NPC roles or perform other responsibilities during the weekend when they are not briefing their plot.

Being an Empire plot writer is a great role if you enjoy creating plot and enjoy seeing players enjoy the game you have helped create. A little experience in writing is always useful, but is not essential. What is often more important is to have some experience playing a large fest LRP game, so that you understand and enjoy the kind of political game that we run. If you have ever wanted to create plot for a big game with over fifteen hundred players, this is your chance!

The plot writing team is run by Andy Rafferty. Andy has decades of plot writing experience, creating plot for fest systems like Maelstrom, Odyssey, and Empire. As the lead writer for the Empire setting he knows the campaign better than anyone and works closely with the writers to help them create plot that will bring that setting to life.

Plot NPC Team

Our plot NPC team play the roles that have been created and written by the plot writers that happen on the field and in the Hall of Worlds. Members of the team portray minor Imperial NPCs, eternals and their heralds and representatives of other foreign powers. It is a great role for anyone who enjoys working with writers to create enjoyable plot for players.

The team is run by Bethan Charleon who also handles all requests to join the plot crew, talking to people to make sure they know what is involved. Katie works with the NPCs to try and ensure that they get a chance to play the kind of roles that they enjoy.

Skirmish

Our skirmish team are the dedicated crew whose responsibility is to bring to life the battles, skirmishes and quests that the players choose to fight. There is a great team spirit amongst those who enjoy being part of what is effectively our monster faction. We aim to run all our fights using IC leadership and commands, so there are a range of roles for people. The team is run by Andy Connell and Thomas Hancocks.

The skirmish team is a great role for anyone who enjoys fighting and roleplaying a warrior or similar character on a battlefield.

Field NPC Team

We have a number of crew who play a single recurring role based in Anvil throughout the weekend. These roles are highly specialized with a clear focus on providing support and assistance to the game and the players. The civil service support the main political structures of the Empire, providing logistical support to the players to run the Empire. The magistrates operate the Empire's legal system directing the player militia as they follow up crimes that have taken place. Our egregores are based in the nations themselves with a remit to support the feel of the nation and encourage the roleplaying in the camp, while the bards in the Three Refrains are more likely to wander the Imperial camps looking to bring music and aid to the people of the Empire.

Costume and Props

The costume and props team is essential to dress NPCs and get them ready for encounters. The team use their knowledge of the PD costume and props inventory to dress NPCs for roles they are about to play, including the player volunteers for the battles. They also help them to change after an encounter and ensure used kit is put away. At the end of the event they help oversee packing away the plot room away and separate any kit that needs cleaning or repairing. The costume and props team also work before the events helping to plan and arrange new kit creation and purchase in preparation for upcoming plots.

Being a member of the team requires some skill with costume and props, since you need to be able to use the existing inventory to create an effective look for a character. It's a good role for people who enjoy working with kit, managing the existing wardrobe and acquire new kit. This side of the event is run by Leah Tardivel with Dhiamara Coulson running the costume at events and the the props managed by Rachel Durrant.

Make-up

The makeup team are essential for any roles that require make-up or prosthetics. These include orcs and characters with lineage, but they also include Eternals and their heralds. The makeup team plan complex make-up arrangements in advance so that convincing effects can be created quickly in the field. They also help player volunteers don and remove make-up before and after battles. The make-up team work before the events helping to plan and arrange new make-up and prosthetic purchase in preparation for upcoming plots.

Anyone can help with make-up, since some make-up requires only a basic colour application. More complex make-up arrangements require some skill and experience. An air-brush is available for make-up crew who know how to use it. It's a good role for people who enjoy working with make-up or prosthetics and who want to help PD produce some fantastic creatures. The make-up team is run by Agnes Eklund.

Time-off

Plot crew are generally busy throughout the event, so it is not a role that you can combine with playing the game. All crew are able to take a few hours off during the event, so you will have a chance to socialize with friends at the event.

Crew Links

- Crewing

- Current Openings

- Site Crew

- Event Crew

- Plot Crew

- Management Team

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Plot guidelines

Contents

- 1 Overview

- 2 The One True Way

- 3 Empire Plot must be Responsive

- 4 Avoid Extraneous High Fantasy Elements

- 5 In Empire the Players are in Charge

- 6 Respect the Event Conventions

- 7 Don't Brief NPCs to Murder Characters

- 8 Be Careful when Tricking Players

- 9 Respect the Closed World

- 10 Plot must be fun to NPC

- 11 Don’t Subvert the Empire Rules

- 12 Avoid Ending the World

- 13 Use Limited Resources

- 14 Death is the End

Overview

For Empire we want to try and run as much plot as possible, and also to run a range of different styles of plot. We want to include plot with an emphasis on battles, intrigue, mystery, politics, morals, emotions and trade. To achieve that we want to employ several independent teams to create the plot for the events. Those teams will be encouraged to create plot in the style they like - but to a certain core framework.

This document attempts to lay out that framework. By doing this we hope that there will be the minimum possible need for editorial control by myself and Andy Raff but we can ensure that we don’t compromise quality for quantity and that we run plot that reflects the style of game we want Empire to be. The guidelines here aim to help with that.

The One True Way

I’ve been involved in writing and running plot for LRP games for over twenty years and in that time the only thing I’ve learned about the “one true way” to write plot is that it simply does not exist. Writing plot, like story-telling, is an art form. There are techniques you can explore, there are styles you can employ, experience you can gain, but there is no formula for the perfect plot - if there was we’d all have discovered it some time ago.

What there is, is a style and an approach that is appropriate for an individual game. We want to run a wide range of different types of plot for Empire, with different emphasis and focus, but they need to have a coherent style and approach. They need certain rules in common and they need to respect the flavour of the Empire setting. This document is about setting the underlying style for Empire. It is not intended as a comment on the plot run by other LRP game, other styles of plot are appropriate for other games.

This material is on our wiki, so that people who are interested in writing plot for Empire can see what style is appropriate and players can get some insight into the type of plot we intend to run. By making it public, we also make an effective commitment to stick to our own house rules... nothing is easier to ignore than the rule nobody but you knows about...

Empire Plot must be Responsive

This is the first and most important rule for all plot that writers produce for Empire. The plot must be responsive and flexible. We will not run plot in which the outcome is already determined, plot that requires players to act in a certain way or events to happen in a certain order.

Empire plot should respond naturally and easily to whatever course of action the players take. Roleplaying in Empire is fundamentally about players making choices as their characters - plot that has a predetermined outcome or requires certain actions to happen directly subverts that goal.

The key principle here is that we want the things the players choose to do have to be at the heart of what happens in Empire - not the actions of the NPCs. The responsibility of the NPCs is to challenge the players and to make their lives unpredictable and interesting but we still want the most important decisions being made in the campaign to be the ones being made by the players. For that to happen, plot has to have its outcomes determined by the players.

Avoid Extraneous High Fantasy Elements

Empire is a fantasy game and one of the goals of plot is to reflect that. However we want the game to feel as immersive and real as possible so high fantasy elements should be used sparingly and where they are essential to the plot. If a plot requires a Varushkan Sovereign who is five hundred years old then it requires that - but don’t have the Sovereign possess the body of a dragon unless that element is also essential.

When you are writing plot, check it over carefully and look at the high fantasy elements to see if they are essential to the story. It’s good to include fantasy elements, but its easy to get carried away and want every threat the players face to be the biggest, most magical, most awesome, most incredible thing ever. The magic elements of a plot should be sufficient to tell the story - don’t use an Eternal if a Herald will do. Don’t use a Sovereign if a Wolf will do. Don’t use an ancient magical heirloom when a recently crafted artisan item is sufficient.

As a writer we want to write epic stories, but as a team of writers, we can’t have a world in which every single story is epic. Clever, well-written stories that pull the heart-strings are more enjoyable for the players than a titanic struggle against a thousand year-old evil - especially if that’s the fifteenth thousand year-old evil the players have met this week.

In Empire the Players are in Charge

The player-characters are fundamentally in charge of the Empire. There are no offstage Imperial kings, queens, generals or empresses and no gods. All of these social roles are filled by PCs. There are also no secret masters secretly controlling the Empire - how could there be unless such characters were controlling the PCs? It’s fine to have an NPC who desires power, who has nefarious plans to rule the Empire - but they can only be plans at the point where the plot begins running. They can’t start out with an Imperial power base that surpasses that of the players - or indeed is formed of things that are actually under the Empire’s control (like armies).

There are entities outside the Empire whose power is equivalent to the players. There are kings and queens of foreign nations, there are chieftains of great barbarian tribes, Eternals with a court of heralds and so on. However the Empire is one of the most powerful Empires in the world - even a king or queen of a mighty foreign nation only has power equivalent to that which a player would wield if they were Emperor or Empress and in most cases less - the Empire is one of the most powerful of its kind in the world.

We want Empire to reflect the fact that the players are the most important people in the world. There are no greater heroes than them, not greater powers, no greater threats. Plot that presents foes whose power exceeds that of the players diminishes them as characters who are central to the story.

Respect the Event Conventions

The events are set in Anvil, which four times a year is the beating heart of the Empire. The Empire is a “points of light” setting; there are wide swathes of wilderness inhabited by bandits, enemy orcs and monsters. Even within its own borders, the Empire’s writ runs thin in places.

But Anvil is not one of those places! The greatest heroes of the Empire have come here to determine its fate. 30 Orcs are not going to turn up to attack Anvil, that would be as effective as muggers panhandling for small change off the leaders of the G7 summit. There is not enough money in the world to pay mercenaries to attack the camps in the most well-defended spot in the Empire. Attacking Anvil is like attacking Fort Knox while it is being defended by the Avengers and every other super-hero team ever created. If it happens, it’s a once in a campaign event, involving the army that would be required to give it a hope of succeeding.

It is ok if the players choose to murder your NPCs in the field, it is ok if they choose to murder each other. It’s ok for your NPC to oppose the players politically. But do not write plot that involves an attack on the camps by a small group of orcs or their monstrous equivalent, it damages the credibility of the entire setting.

We have deliberately chosen this style of event precisely to try and make the event area feel safe. This is not to everyone’s taste, but it is the strategy that we are using for Empire. We don’t want fights in the IC field and a significant number of our players don’t want fights there either. We want players to wander around the IC area not wearing armour, maybe not even carrying weapons. We want girding themselves for war to be part and parcel of the experience of going on skirmishes and battles - we want those fights to be exciting and dangerous. Please create your plot accordingly!

Don't Brief NPCs to Murder Characters

The Empire setting is designed to be a legal setting where most Imperial citizens regard murder of other Imperial citizens as unconscionable. To support this the setting has a legal system that will strive to punish law-breakers, particularly anyone who engages in murder. The goal is to make murder a risky and dangerous endeavour, one that could well result in the arrest and execution of your character - in short it should be rare and have massive consequences. We do not want murder to be trivial.

NPCs have no meaningful basis for fearing consequences. It means nothing to an NPC if they are arrested and executed, so it is easy to brief monsters to attempt to murder a player because their actions carry none of the implications that a player would experience in their situation. For this reason it is important for characters produced by plot writers to reflect the underlying values of the setting and to regard murder as a terrible action, something unthinkable that they might resort to only in the most desperate situations.

Creating NPCs this way will help to reinforce the setting. It is fine for NPCs to oppose some of the players and to side with other players, but they should be appalled if someone suggests murder, either at the thought of it, or at the risk inherent in it. They should never agree to be stooges for players, killing characters on the orders of PCs and being left to carry the blame. We have plenty of opportunities to make the PCs' lives dangerous on the battlefield, plot that is run in the field should focus on supporting the goal of making the environment a hotbed of politics, intrigue, mystery and magic. It will be everything we can do to stop the players' characters murdering each other; they won't need our help.

Be Careful when Tricking Players

Tricking players is easy, much much easier than it ought to be. NPCs are often considered an extension of the organization, they are assumed to exist to propel the story forward. If a scout comes running in and says “We have seen 5,000 orcs marching on Semmerholm” the players know we can’t phys-rep 5,000 orcs so they won’t send a scout to check that the NPC is not lying, rather they simply assume that this character is facilitating the story and believe everything he says. Tricking players is *easy*.

It’s also often deeply unproductive. It would be trivially easy for the Barbarian orcs to dress a group of their number up as Imperial Orcs and have them spy on the camp. The consequence of doing that is that the players will lock the camps down, they will stop Imperial Orcs entering any important area, because they could be barbarians. Meetings become “eyes only” making it much harder for players, especially new players to get involved. The game becomes less fun for everyone to play, and that is a clear failure in plot terms.

For this reason we ask plot writers to avoid plot that involves spying on the players or that will result in undermining their trust in each other. We don’t want camps with gate guards, we don’t want closed senate meetings or military meetings. We want to encourage the players to treat everyone in the IC area as an important Imperial Citizen so that the players can get involved with the game.

This doesn’t mean that plot can’t have layers of deception and misdirection. An NPC's true goals do not need to be transparent. Players like locking wits with NPCs and striving to outsmart them - it is usually more fun than striving to out-hit them. But it does mean that it is essential to be careful when writing plot to think about what the impact of any deceptions may be.

Respect the Closed World

Empire is a closed world - the players know what is in the setting because we will tell them. The barbarian tribes will be defined and described on the wiki, the different species that exist in the world will be on the wiki. We have endeavoured to ensure that the game includes dozens of different elements that will be useful when writing plot. Secret cults, Eternals, Foreigners, Barbarians, the ancient past, monsters and creatures of legend.

These things have been created precisely so that we can use them to create plot. Plot should be written using these existing entities - by creating individuals with personality, objectives and resources that reflect their nature. Don’t use a mysterious new race of creatures, use one of the species laid out in the setting. Don’t create some ancient evil from another world - use an Eternal or better yet a Herald.

When writing plot it’s tempting to make it as mysterious as possible by making it as new as possible. This can cause continuity and credibility problems if every new threat the players meet is new and alien, but in a setting where multiple plot teams are working independently the potential for dozens of mysterious new alien threats - all of which have never been heard of ever before - is vastly compounded. Please respect the closed world and use the tools that exist to create plot.

Plot must be fun to NPC

The crew at Profound Decisions events are not paid, they are volunteers. They are there because they enjoy volunteering, they enjoy NPCing and they enjoy helping to create the event. Without them - there is no event. Therefore it is clear that the single most important aspect of plot writing is that it should be fun for the NPCs who are playing the parts. Plots that aren’t fun to crew, diminish crew interest and threaten to undermine the entire structure by which we deliver events.

Fun to play does not mean mingy over-powered NPCs who get their kicks at the expense of the player’s enjoyment of the game. If that is what the crew enjoy, then we need to change the crew and not the plot. What fun to play means is that there is an assumption that crew are capable and trustworthy, that they are given a degree of independence to mould the characters they are portraying. It also means avoiding plot that requires the NPCs to spend long periods of time bored; an ambush is fine, an ambush that takes 3 hours for the players to arrive is not acceptable.

Different crew will enjoy different things, some crew love fighting, some crew like emotional roleplaying. Part of the art of running plot is helping to identify the right people to play the roles. But part of the art is in creating roles that are fun to play. It’s a cliché of LRP, but if you think of yourself as a part you have just written and ask “What is my motivation as this character” and the answer is “You have four hits, run at the players and fall over” then the plot is going to be a lot less enjoyable to npc than it should be.

Don’t Subvert the Empire Rules

The rules are laid out on the wiki and they are pretty simple but fairly flexible. It is important to note that there are a couple of very clear consequences that flow directly from the rules design. There is no such thing as “magic” damage - therefore there is no way to be immune to normal damage. The disjunction spell destroys magic items, so there is no way to create a plot that features the epic quest of nine brave adventurers to destroy an ancient magical ring. And one of the central concepts - there is no way for anything to “resist” a call.

Don’t try to subvert these rules - because they have been designed to reflect the ethos of the game. In Empire a piece of two by four round the back of the head hurts you whoever you are. Anything that the players make can be unmade, so anything the NPCs make, can be unmade just as easily. There are some caveats, some creatures may have magic that allows them to return from the dead if they are slain, larger than man-sized creatures are not affected by special calls, but the players cannot be in a position where they cannot kill the creature when it is stood in front of them.

It is often tempting to try to subvert the rules in some way. Perhaps the NPC can be harmed by a weapon but instantly regenerates unless hit with the Spoon of Pure Blue.Or maybe the chieftain’s bodyguards are vulnerable to any weapon but just happen to have 5000 hits each. Resist this temptation, if you are writing plot that has no set outcome, then it can’t matter if your NPCs get killed. If the NPC getting killed is a problem - change the plot - not the rules.

Avoid Ending the World

It should be clear by now why a plot that threatens the end of the world is not right for Empire. It likely includes unnecessary high fantasy elements, it presents a threat that dwarfs the powers of the players, it does not respect the closed world and worst of all it requires a pre-written outcome - the players save the world. Plot that threatens to end of the world is the stylistic equivalent of shouting. It creates a plot that cannot be legitimately ignored and requires all possible resources to prevent it happening.

Of course there will be threats that the players must face - that is one of the core roles of plot - but Empire is designed to incorporate the principle of reflection, that the game world can be updated to reflect plot developments. If the players fail to wipe out a bandit chief, then we can reflect the fact that that chief continues to attack settlements and resources in an area. If the players fail to stop the Jotun from invading Upwold, we can reflect that too. We need plots of all sizes and scales to make Empire feel like a rich immersive world - we don’t need every plot dial turned up to 11.

One of the themes of Empire is about picking which of your many enemies to fight. With many plot teams creating plot, it is tempting to try to write plot that produces the most impact by making the threat as great as possible - but doing this fundamentally undermines the game - it makes the choices of the players of how to handle the threats they face meaningless by trying to make that choice for them.

Use Limited Resources

It’s theoretically possible to create NPCs in Empire with access to any amount of resources. They can have unlimited coin, unlimited herbs, crystallized mana or resources. They may be festooned with more powerful artefacts or have vast armies at their command. All plots created should have a clear definition of the resources available to the NPCs, these should be appropriate for the scale and power of the NPCs and they should not normally receive additional resources based on plot developments.

Economics is one of the core tools that the Empire system uses to make every character as important as possible. The wealth that the characters possess makes them rich and significant, it makes them valuable to their fellow characters. NPCs whose resources dwarf those of the players directly undermine this design goal. They also undermine the related goal that the PCs are the most important people in the world.

It is important to appreciate that NPCs are often only in play for short amounts of time, so they have less need of resources than PCs do, not more. NPCs in many LRP games are a byword for economic inconsistency, they tend to carry vast wealth but are simultaneously utterly ignorant as to its true worth. This problem starts with giving them unlimited resources. Any good plot should use the least resources possible and should aim to have less resources than the characters involved might need or want - just like PCs do. This is critical for making characters that are consistent with the game’s economic setting.

In Empire, a single PC gets 14 herbs per event, or 7 mana crystals or 10 resources. This is a good amount of resources for an important and powerful NPC to have. If you are sending out a large group of NPCs to represent a powerful group, they may have two or three times these resources to try and achieve their aims over an event. Plots that require resources significantly in excess of these are likely to get edited.

Death is the End

In a LRP game in which the players are encouraged to be inventive and take control of their own fate, it is important to establish what is not possible, what the limits on their abilities and by extension the abilities of NPCs are. By far the most important is that death is final and irreversible, death is quite literally the end. There is no magic in Empire that can restore a dead character to life and therefore not magic that can do that to an NPC. Dead, is dead, is dead.

It is important to note that in rules terms, terminal is the same as dead. It is vitally important to ensure that plot never ever creates a loophole that allows a terminal character to survive, either indefinitely or by curing them. Once it becomes a theoretical possibility for any character, then every character is persuaded to remain terminal for as long as possible in the hope that they too may be saved. The terminal state exists to maximise the roleplaying impacts of character death, it cannot be reversed by any mechanism.

It is possible for spirits to be called back to speak to, using some magics, and there are some undead spirits in Empire, barrowights that protect their tombs, restless spirits that seek surcease from their torment. For these creatures, their cursed status is the point of their existence, a restless spirit endures only to find a release from their fate and they take no interest in any other matters, regardless of how important they may have been in life.

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Plot teams

Contents

- 1 Creating Plot

- 1.1 Overview

- 1.2 Editorial Control and Central Coordination

- 1.3 Responsibility NOT Control

- 1.4 Choose your level of Plot Secrecy

- 1.5 A Nation cannot be a Responsibility

- 2 Running Plot at Events

- 2.1 Overview

- 2.2 Costume

- 2.3 Make-up and Prosthetics

- 2.4 Briefs and Debriefs

- 2.5 Flanging

- 2.6 NPC Wrangling

- 2.7 Space

Creating Plot

Overview

We want to try to produce as much plot as is humanly possible for Empire, to try to make the event as busy and interesting and cool as possible. There are two core challenges to make this happen, one is to write the plot - the other is to run it at an event. This section lays out our strategy for how we will try to get as much plot written as possible for the events.

From experience we have found that large plot teams do not work well. In fact large creative teams do not work well, beyond half a dozen people, stylistic and taste differences rapidly accumulate, making it ever harder to write content that the team are happy with. In a large team the majority of ideas are stifled by an environment in which somebody is guaranteed not to like it. Large teams are also increasingly difficult to get together, so they fall back on electronic meetings, emails or forums, all of which are vastly less productive.

Our plan is to create multiple small independent plot teams, ideally comprising up to half a dozen creative people. The goal is to encourage a couple of core creatives with proven experience to put together a small team of friends to work with them to create plot. This approach should allow the team to meet regularly and to create plot they like, without too much concern for how other teams view their work.

Editorial Control and Central Coordination

Andy Rafferty and myself will provide the central coordination for the work produced by different teams. If two teams are working on plot based around a foreign nation, we will look to ensure that the plot is consistent, or discuss ways to merge or combine the plots being written by the teams. The goal in this respect is to ensure campaign consistency.

We will also provide editorial control, working with plot teams to ensure that we are happy with the plot being run. If you are writing plot for a PD Empire event, then you should expect it to get heavily edited. If you don’t like having Andy and I rewrite your plot then please don’t submit it. The first section of this guide lays out our criteria for this editorial control. We want to have as much plot as possible, and give plot writers as much freedom as possible to produce plot, but we also want to have quality-control and a definitive underlying style of plot that reflects the player-led nature of the game.

Responsibility NOT Control

We want to encourage the plot teams to take onboard one or more plot responsibilities.The idea for this is for a team to be responsible for ensuring that there is plenty of plot involving specific elements of the game or locations in the game. We want plot based in and around the tavern, the senate, the synod and other critical game locations. We want plot for young players, for politicians, for traders and for warriors. We want plot involving the barbarians, the eternals, the foreigners.

Taking responsibility for an area gives Andy and I an indication of what areas of the game you are interested in. It also gives you a little more leeway to create characters and details linked to that area. Critically it helps PD to try to ensure there is a good spread of plot across the game. Responsibility does not imply exclusivity or control, other teams may still write and run plot linked to a location, theme or power group. You must not get into the mindset of thinking you control that area of the game, because it will lead to unpleasant surprises.

Choose your level of Plot Secrecy

Plot leaks damage plot and the wider game. They are a form of favouritism, with those players who know the organizers well enough to hear the plot leaks, which undermines the confidence in a level playing field that is needed for a good fest LRP game. They also damage the plot itself, reducing interest in it.

However too much plot security also damages a game. NPCs need to know the brief they are going to be using and the earlier they know their brief, the better they can prepare. In theory it is possible to run a plot and tell your NPCs nothing, in practice that approach undermines the plot as the NPCs are unable to respond naturally and it also makes playing the parts vastly less enjoyable. That makes interaction with those characters and your plot less enjoyable but it also violates one of PD’s fundamental rules - that the game should be enjoyable for the crew.

I cannot stress enough how important it is for crew to enjoy playing roles - otherwise they don’t come back. In the opinion of PD, crew enjoyment playing roles for the plot teams is more important than plot security for Empire. It is all too easy to get defensive about plot, but plot is ultimately just a tool to make the game more enjoyable for crew as well as players.

Your team can influence the level of plot security they want to use. We are creating a forum for plot writers to store their work and eventually a wiki for it to go on. However these areas are all independent - your team’s work is not automatically shared with other teams. If Andy or myself feel it is appropriate to share a plot with another team then we will speak to you first, where that is a practical possibility. If you want to share your plot with other teams, then you can do that, but our assumption is that a team is a basic unit for creating plot and does not inherently need to share plot with any other team - rather we would encourage you to identify crew to play the roles you need and to share the plot with them.

A Nation cannot be a Responsibility

There are ten Nations in the Empire and these form the basis for the most basic IC political divides. We also expect that players will want to run their own events based in the Empire setting and that the nations will be the most logical basis for doing that. For both these reasons we are determined to avoid any plot team assuming responsibility for a single nation. You are welcome to take responsibility for a particular Varushkan Sovereign, or for the Trolls of Wintermark - but you cannot take responsibility for Varushka or for Wintermark.

The problem with aligning plot teams along IC and OOC divisions - like the nation structure - is that plot becomes balkanized. The consistency of the world is profoundly undermined by the notion that an individual plot is “for Wintermark players”. Plot should not respect these nation divisions, it should affect any players who come into contact with it.

Even worse, we are encouraging players to strongly identify with their nation. However we explicitly do not want plot writers to identify with a single nation. If that happens, the writers can be seduced into being concerned with the outcomes of their plot, the implications for “their” nation and have a desire to ensure that their plot is focussed on “their” players.

The result can be like having football results determined by the football fans instead of the players. The writers fall into squabbling with each other over plots that are perceived to be to the detriment of the nation they have identified themselves with. Everyone wants their team to win. Although we are encouraging the plot writing teams to create plot independently of each other, we need teams to be respectful and supportive of each other. For all these reasons we categorically do not want plot teams to strongly identify with the area or areas of responsibility they choose. If you are a plot writer for Empire then every player in the game is one of your players - they should all be treated accordingly.

Running Plot at Events

Overview

Running plot is a logistical challenge. Most plots require costume, make-up, NPCs, briefings, IC resources before they can begin to run. They require debriefing and for costume and weapons to be returned after the plot has come back-in. Plots must be logged and recorded so that consistency can be maintained from one event to the next.

Ensuring that these things happen is a challenge. We intend to have a number of teams who can help with make-up, costume, weaponry, NPC wrangling and so forth. However the more a plot team can help with the logistical challenges involved and take responsibility for ensuring that their plot is ready to go, the more likely the plot is to run on time and the more plot they can run. For all these reasons we encourage plot teams to get involved and help with the process of running the plot they are creating.

Costume

We have two large trailers full of costume. We are working on building new containers for all the new costume we are buying for Empire but those will not be available for the first event. If we are lucky we will be able to find the right individual or team of individuals who can help us manage the costume area, ideally someone who is familiar with the costume PD owns and has a good feel for how to create an effective costume from the resources available. In practice the job is long and thankless and we may not be able to find the right people or team to do it, so any help here is great. There is a lot that can be done before an event. There is budget available for all plot, so if you need a specific costume or props then talk to Andy and I about that and we’ll see what budget is available. If you have contacts and help who can turn the budget into costume and props in a way that is cost effective, then that is brilliant and makes the money go further and is likely to make it even easier for you to get a decent budget for your plot. If you don’t have those resources, liaise with us over the things you need and we’ll try to find them.

Make-up and Prosthetics

We will have a team on hand to help with make-up and prosthetics on the day. It is a good idea to include characters with lineage in your plot line when you can, as this underlines their role in the setting and stops NPCs being “human only” as some kind of default setting. However it will take us a while to get a good library of lineage pieces together for the event, so please don’t assume that this will all be in place at the first event. If your plot has a specific make-up or prosthetic requirement then liaise with Andy and I over it, or if we have people who are doing the make-up then speak to them about it.

Briefs and Debriefs

A good written brief shows that you care about your plot. It also helps to formulate ideas and make clear what a plot is about. They make roles more fun for the NPCs and can be read in advance of the event, making it much easier to prepare for a role. They also take a shit load of time to create. We don’t expect extensive written briefs for every character in a piece of plot, but it does help substantially if there are some basic notes as a minimum. The wiki is your friend, so use links to the player wiki, to refer the NPCs to any existing material that is relevant.

Debriefing NPCs and writing down what has happened is essential to ensuring plot consistency over a period of years. The plot for a setting should not change overnight simply because the chief plot writer had to take a break for a couple of years to have a baby. Keeping good quality notes on plot as it runs allows us to ensure that the plot has a life of its own, it makes it much easier to produce good quality briefs and it improves the overall consistency of the plot making it more enjoyable for players. You must not regard plot debriefs as something which is optional.

Flanging

Flanging is when plot is rewritten on the fly to change the outcomes of what is happening. Flanging is distinct from the normal reactions and responses of NPCs to the actions of the players, it represents the direct intervention of the organizers to change the outcome of things that have happened or are about to happen. It is usually done with the best of intentions, in the belief that the overall game experience will be better for the players, but the effects are often very negative.

Flanging violates some of the important rules of Empire plot writing, it is often done to get a plot “back on course”. It often thwarts the efforts of players who have attempted to ensure a specific outcome, one considered inimitable to the progression of the plot.

There are occasionally moments where flanging can be useful, rewriting a plot line to get a more engaging outcome, that all players enjoy. But flanging a plot line to undermine the actions of players, even a few players, is not appropriate in Empire, given our emphasis on a player-led game. It doesn’t matter how much consequent plot is based on an outcome, how much money has been spent on costume or props, the game should never be trying work against player actions to restore a predetermined outcome.

If a player has done something, then you cannot rewrite the plot to work around that action, instead the plot must take account of it and change direction accordingly. Flanging plot to reduce or remove the impact of players, no matter how small in number, is fundamentally inimitable to a game that strives to make the actions of players central.

NPC Wrangling

We do not have a clear model yet for how many NPCs we will have at the event, nor how many will be available at a specific time. We will have more crew available in the evening, when we will be running less combat based plot, such as battles and skirmishes.

If you have critical characters in your plot, it is worth discussing casting those parts with Andy and myself before the event. This will help to reduce the logistical challenges of finding and briefing NPCs on the day. It will also help to get those NPCs more invested in what they are doing, allowing them to enjoy it more.

Space

The best plots are designed to run in the field themselves. Perhaps they are based out of the tavern or the senate or synod. Messengers may bring reports to the generals in the military council. However we appreciate that some plot has to take place off the field. Fights are the obvious example, most obviously skirmishes and battles. We haven’t finalized the mechanisms by which players travel from Anvil to places of conflict, we are looking ways to do that that support the most game, but also are logistically manageable and try to preserve as much of the character of the setting as possible.

For this reason it’s useful to try and ensure that as much of a plot takes place in the main field as is possible. The woods are primarily allocated to skirmishes and battles which will be taking place throughout the weekend, and we cannot guarantee the availability of the wooded areas for other plot. We do want to create plot that involves small groups going off to complete Odyssey style “quests” - a small number of high intensity encounters in which each includes moments of drama. But we need most plot to be happening in the field - otherwise we won’t have enough plot in the field and we won’t have enough woods to run the plot we do have in.

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Plutocracy

Contents

- 1 Overview

- 2 Investment

- 3 The Purse

- 4 The Auction

- 5 Game Design

Overview

The Freeborn are unique in the Empire in selecting each senator by open auction. Only the dhomiro, the leaders of the wealthy Freeborn families, are entitled to partake in the auction, but whoever bids the highest is entitled to select the senator. Critics from other nations decry this approach as deeply corrupt, but to the Freeborn way of thinking their approach is about honesty. Power and money have always been linked, they contend, the Brass Coast is simply the only nation courageous enough to be honest about it.

To these citizens we will guarantee dignity, freedom, and prosperity.

The Imperial Constitution

Investment

Being a senator offers many opportunities for personal profit. Some wealthy citizens will pay for a Senate motion to be raised, or for a senator to vote a certain way. Some Imperial citizens view the trade in votes as venal and degenerate, but the Freeborn know that everything can have a price - the danger of corruption comes when people pretend otherwise. In this view it is fine for a senator to sell their vote provided they are open and honest about it.

Selling your vote is not the only way a senator can make money. If a senator is provided with 100 Thrones from the Imperial treasury to arrange a commission then there is ample opportunity to turn a profit if they can arrange it for less. Taking such an approach openly will usually draw public rebuke from other senators - but it is absolutely clear that there is no part of Imperial law that prohibits such profiteering and the magistrates have always made clear that any attempt to outlaw the practice would be ruled unconstitutional. The Constitution guarantees the prosperity of citizens - and that includes senators.

To the Freeborn it is only natural that when something offers the potential for profit, then the recipient should pay to receive the opportunity. The argument that making the senator pay for the seat only encourages them to sell their influence is considered a benefit of this approach, not a criticism. A senator who has paid to buy a seat need have no shame in selling their vote - they have an investment to recoup. If the stake they have put up drives them to use the powers of their position to make as much money as possible, that should be lauded as a triumph, an act of Prosperity and Pride that can inspire everyone who sees it.

Each territory of the Empire will elect a single senator to participate in the Senate, according to the traditions of the nation that claims it.

The Imperial Constitution

The Purse

Various means have been used to divide up the winning purse over the years. For many years it was divided between the losing bidders in the belief that it would enrich all the families of the Coast. The underlying philosophy is that the senator is buying something from the nation - their representation - in the hope of making a profit thereby. Since the Freeborn as a people are selling the seat to the senator then the purse rightfully belong to them. A noble sentiment - at least in the eyes of many Freeborn - but it does raise the question of how the moneys should be divided up and spent.

Many different ways have been used to divide the winning purse over the decades. The most recent was to divide the pot into three unequal portions and share them out among the competing bids starting with the highest first. While somewhat flawed this approach was easy to administer. In recent years however the original intention has been subverted and clever manipulation of the process has allowed the families who have won to keep the funds for themselves - effectively negating the entire purpose of the auction - to redistribute money from the winning house (the purchaser) to the rest of the Brass Coast (the vendor).

The Freeborn Assembly declare that we do not consider the current method of election of Senators in the Brass Coast to be sufficiently Virtuous. We move that the top bid, after administrative deductions, should be shared among all that bid, not merely the top three non-winning bidders. Where everyone votes and bids, that Prosperity should be shared by all.

Constanza i Kalamar i Guerra, Freeborn Assembly, Spring Equinox 381YE, Upheld 64 - 0

The Freeborn Synod recently passed a statement of principle encouraging all citizens of the Coast to give their thought to a better election mechanism. The Imperial Constitution mandates that the election process must be in accordance with the traditions of the nation - in practice this means that the egregore informs the civil service how the election will be carried out based on their consultation of the people of their nation. Crucially that is all the people of their nation not just those who attend Anvil (who are already well represented in the political process).

Spurred by this public judgement, the egregore travelled widely across the coast throughout Winter 381YE. The goal of this consultation was focused on finding a better way to distribute the purse - one that would ensure an effective transfer of wealth from the senator to the nation. After lengthy discussion with many the spirit of the egregore opted to revert to a much older mechanism, one where the winning purse would be distributed by the egregore under advice from the hakima.

This approach was used successfully for many years when the Brass Coast was at the height of its influence but it was abandoned with the abdication of Emperor Ahraz in 329YE because of concerns that the hakima had grown too powerful. Such fears have long receded and in any case the egregore is not duty bound to take the word of the hakima, only to consult with them. In practice they are most likely to take the hakima's advice provided they are confident that the money is being spent in the best interests of the nation and not simply returning to the buyer.

The Auction

The scale of the auction is ultimately determined by the degree of interest in the senate position it secures. If there are few candidates, or worse only one candidate, then it is entirely possible that the winning bid may be counted in rings. Conversely when times are good, the title has the potential to sell for many thrones. There is no shame in someone taking the seat for a steal, but nor is there shame in deliberately pitting yourself against the likely winner merely to force up the price. Doing so can be viewed as an honest attempt to force the winner to pay a fair price for the title and ensure that the maximum benefit flows to the nation from the sale. The hakima in particular are motivated to encourage any potential dhomiro to bid for a seat in the hope of driving up the price - some have even gone as far as to lend money to potential bidders to increase competition.

Likewise some savvy dhomiros have got foreign backing to increase the purse they can offer. A wealthy League prince with designs on the Throne or a rich Varushkan boyar seeking influence in the Senate can sometimes be persuaded to pay well over the odds to secure an extra vote for a critical motion. Traditionally the Freeborn have taken a very relaxed approach to this meddling in their political affairs - the majority view is that once you accept that a vote can be bought and sold - there is no problem appreciating that a Senate seat can be bought and sold. Perhaps just as relevant while the Freeborn bidding against each other moves money around the nation - payments from foreigners brings new money into the nation enriching everyone in the process.

Conchita i Riqueza leaned back on the cushions and smiled at her guest's confusion. The dhomiro was young but the Ydoya were an ambitious family. Perfect for what her fellow hakima needed.

"It's really quite simple dhomiro - you put everything you have in to bid for Senator for Madruga. If you commit to that, we'll ask Dust to loan you last year's purse - nearly a dozen thrones in all."

The dhomiro looked shocked at the generosity of the offer but even so she could almost see him counting the figures in his head. "We could raise a similar amount I think - that would be... 24 thrones with the purse. Is that enough to win?"

She shook her head at the foolishness, but she smiled kindly. She didn't want to hurt the young Dhomiro's feelings. "Impossible - Gracia made a fortune when Emperess Brannan took the Throne - twenty four thrones will not unseat her."

"So what's the point? Where's the profit?"

The dhomiro look confused; Conchita hoped that wouldn't last, she had high hopes for this one. "The point my prosperous friend is that when you fail to win the auction you will return eleven of the twelve thrones to Dust. You profit by a throne and the nation profits by eleven. And just maybe in a year's time we will be having this conversation again but then Dust will have nearly two dozen thrones with which to back you."

The confusion had left the dhomiro's face to be replaced by a very broad smile. Good - they had picked the right one after all... Now they just have to persuade Dust...

Game Design

The Freeborn brief makes clear that they are a brazen mercantile people, happy to openly engage in horse trading and haggling for things that others nations consider sacrosanct. The concept that everything has a price means that Freeborn characters are will to turn a profit buying and selling things that other characters will not countenance. Bidding for their senate seats is an ideal mechanism to illustrate this key element of the Brass Coast.

However it also serves another useful function. No senator of any other nation pays for their seat in such a nakedly transparent way. When you don't pay for something it's easy to think that thing is free - and it's easy to argue that it's wrong to make a profit from things which are freely had. If other players can successfully denigrate the Freeborn's liberal approach to trade then they can use that to pressure the Brass Coast characters to take actions in their best interest instead of yours.

But Senate seats are rarely really free - there is a limited supply of them and there is usually a price to be paid to acquire one even if the price isn't paid in coin. By explicitly paying for their seats, Brass Coast senators help to establish the idea that the title is an investment - one they have a right to exploit for profit. Once that core principle is established then it becomes significantly easier to openly carry out the kind of horse-trading, deal-making, and profiteering that makes the nation unique in the Empire.

We have updated the way the money is redistributed because it was clear that the previous mechanisms were not working well to redistribute the money paid through the nation. The ideal of the Freeborn system is that the person who becomes senator essentially buys the title from the nation. The money they pay is intended to enrich everyone else. But the old mechanism of redistribution was too crudely mechanical - with the result that it was easy for a few players to game the system and circumvent this key element. The mechanism suggested in the Statement of Principle would have been less crude - but still very vulnerable to manipulation.

Switching to a system in which the egregore consults with the hakima on how to distribute the purse will make it much easier for the money to move around the nation. We hope it will also create an income stream that the hakima can direct towards projects that serve the nation (thus supporting their brief). But if the hakima cannot provide a better option then the fallback position is that the egregore can just distribute the money to the winner's rivals.

At present the sums of money involved are small - probably reflecting a lack of genuine competition for the Senate titles. If the price of a seat is low then that has the clear advantage that new players coming into the game can see winning a Senate seat as a credible goal in the short term - but if the prices do rise over time then it will mean more money moving between players and more game happening around the redistribution of the purse.

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Poor boy

From the Depths

Rico, his heart in his mouth, stared at the clam. A great green pearl was just visible peeking out from the folds of the clam's flesh. The biggest he had ever seen. The colour was awful, but even so it must be worth a pretty penny surely?

He plucked the pearl from the bed and closed his hand round, feeling exultation rise. He felt so excited he imagined he could hear the sound of flamenco musicians performing.

His eyes snapped open and he stared at the ugly pearl. He wasn't imagining it. He could hear music... and it was coming from the pearl.

Contents

- 1 From the Depths

- 2 From the Heights

- 3 From the Sea

- 4 From the Stars

Rico i Matra i Riqueza is a poor clam diver who works one of the small clam beds near Calvos Sound. Recently he has come into possession of an unsual pearl, a ugly glassy green affair that would normally be worth only a few rings as a curio.

However the strange pearl is more than it appears. Anyone who holds it can hear the faint sound of music playing - clearly some minor magical effect that has somehow stuck to the pearl. That might make it worth as much as a crown perhaps.

But Rico is a smart boy and he thought to have it checked by a magician. What makes this pearl really valuable is the potent magical energies contained within - the equivalent of thirty mana crystals! Unfortunately the pearl has a heavy Spring association so the mana can only be used for a Spring ritual, it must all be used at once - and it can be the only source of power for the ritual. Even with these limitations - the pearl is suddenly worth a lot more than its ugly appearance would imply!

Rico is a brave lad and has heard that Anvil is the best place to get a good price for something like this. He is travelling here in the company of his parents hoping to sell the pearl. He has indicated that he intends to seek out the Grandmaster of the Golden Pyramid early on Saturday evening to see if they can help him get as much as he can for it.

From the Heights

Sitting in the Crimson Dog after a hard days graft, repeating the same old conversations was how Edmund and Rosen had always imagined they would get old. Now, nearing forty, they were increasingly put off by the changes to their routine. Like the new pies that Regan had gotten from Hay, or the Navarri in the corner who wouldn't shut up about books, or more specifically a single book.

"If its bothering you so much go and ask them to keep it down," Rosen suggested "or you could ask Regan to move them on?" Edmund looked up, noting the slightest smirk leaving his husband's face. They both knew that neither of them could ask Regan to be impolite to a guest in her tavern.

"It's just, why are they asking for pages about stars then, when we ask for details, they get all mysterious. It's just not right." There was the slightest hint of a whine to Edmund's voice, and half his pie left untouched.

Rosen stood up, and picked up Edmund's satchel "Let's head down to the creek, we can look at all the stars we need there."

The Navarri vate Meri Sixstep has been travelling around much of the southern territories of the Empire in the last three months. They have been searching for Pages of Constellations, but have had little luck so far. When questioned what exactly it is they are after they are vague, saying only "The Bound King has most, he wants the rest."

They have made it clear they are intent on attending Anvil to search for the remaining pages of The Book of the Stars.

OOC NOTE

There are several pages of the Book of Stars in play at present. If your character has acquired one of these pages in play and now owns it can you email into plot@profounddecisions.co.uk as soon as possible before the event. If possible, please include the ID number of the page or pages you possess.

From the Sea

"Look at that" said Alejandro pointing excitedly at the rocks.

"What? That? It's a wreck. You're crazy." It was bitter cold, and the wind coming in off the sea was soaking her to the bone. She loved her husband, but sometimes she could just slap him. She wished she were back in her warm cabin.

"No, no, no.... that is not a wreck... that is.... an opportunity!"

"It's holed and half sunk, it's on it's side, on the rocks, and full of sea water. The only opportunity here is for me to get good grounds for a divorce."

"There's a peak tide tomorrow - it'll come free then. We can drag it up on the beach if we can get it free and repair it there!" His face was beaming, grinning from ear to ear. It was infectious.

"Crazy!" She shook her head. It was crazy. Absolutely crazy. It couldn't possibly work and nobody but an idiot would attempt it. She looked at her merrow husband - beautiful, crazy, brilliant Allejandro. "I suppose I'd better get some warm clothes on then."

Across the nation the Freeborn have mourned the news of the destruction of the Atalaya Shipyards and the Freeborn Storm. The pride of the nation has been struck a heavy blow by the punitive attack and many Freeborn have started looking to the seas, worryinng that they would see sails on the horizon, as the Grendel come for them.

So when a sail was spied approaching the mighty city of Sirroc it caused great alarm. The ship was large and while it could carry a hefty cargo it was obviously built for war, not trade. Alarms sounded across the port as crews rushed to their ballista as the ominous ship approached until suddenly a cry of recognition split the air. The ship sailed under the colours of the Freeborn Storm. The shouts of alarm soon became shouts of celebration as other boats began to come to her to help her into port.

The hull of the ship showed the wounds she had received and the damage was extensive with many temporary repairs being evident on the ship itself. To the eyes of the many experienced shipwrights who lined the docks something else was clear. This was not a ship that had barely survived the fighting... this was a ship that had died and had been brought back to life.

This history was quickly confirmed as the crew made their way ashore. The Captain, a merrow of strong lineage claiming to be a member of "The House of the Sixth Wind" recounted the tale of coming across the abandoned wreck of the ship as they travelled to Sirroc to trade. The ship looked to have fled Atalaya, risking the Grendel blockade and slipping into the night as the Grendel fleets there concentrated on the destruction of the shipyards. Tragically it did not make it, and no crew have yet been found.

The merrow captain takes great paints to point out "Only a merrow crew" could possibly have repaired the vessel before the the Grendel found her. With the ship secured in the docks at Sirroc, the captain intends to come to Anvil to sell this prize. Before she leaves she gathers the sutannir from the shrines that dot the city and hold a great party where she lays a new name on the vessel. Cheers ring out as she speaks it's name... "The Storm Reborn"

The captain of the Storm Reborn will be arriving at Anvil around four hours after midday on Saturday. He intends to seek out the Freeborn egregores to see if he can get help with a public auction of the vessel. Although heavily repaired, the ship is now seaworthy. It is no longer usable as a vessel of war - but its size make it the equivalent of a level four fleet. And of course its heritage make it even more valuable!

From the Stars

The Jarmish merchant's fingers were smooth and clammy against his skin as she carefully fastened the delicate moonsilver bracelet around his wrist. She spoke a few quick words, and grazed his head with her fingertips. For a moment the bracelet felt very heavy, and unaccountably cold, and then it was just a piece of jewelry.

he lifted his hand to examine it. A chain of moonsilver, hung with six deep red orbs of ambergelt. Warmth spread up his arm, as if he had submerged it in a hot bath. It was very pleasant.

"It suits you, " said the merchant admiringly. She rested her hand on his shoulder for a moment. "Perhaps you would like to try it out?"

Gerard nodded. He couldn't take his eyes of the gems. Where they rested against his skin they looked like a line of crimson blood drops. The merchant withdrew a knife and drew it across the palm of her hand, wincing slightly as she did so. She held it out toward her client. The League magician felt a pang of sympathy, and concern, and quickly grasped her hand in both of his. He began to invoke the Witch-as-Scorrero to restore bodily health.

He caught his breath slightly as a wave of power passed through him from the bracelet. A few moments later, the woman's wound was entirely healed. Gerard stroked the bracelet with a broad smile on his face.

"Perfect," he said. "I will definitely take this, and three more like it."

Magician-Prince Matvei Kobarid, whose Principality lies south-west of Vezak, has been in contact with the Jarmish merchants in Tassato, arranging for several of his nephews and nieces to visit the Empire. While a few more eastern tourists would hardly be noteworthy, shortly after arriving the visitors from Kobarid have explained that they are here on official business. Kobarid is well-known among the Principalities for its fine jewelry - both mundane and magical. With the blessing of the Southern Alliance, Matvei's nephews and nieces are exploring the possibility of selling some of their finest enchanted jewelry to Imperial magicians.

In particular, the Kobarid would like to see if there is any profit in selling something they refer to as glazamy neba - "star jewels" - talismans keyed to the constellations used by Jarmish magicians to allow them to cast incantations more often and more efficiently. These pieces of magic jewelry are not cheap - even in Jarm - and the skills needed to make them are by no means widespread. The Kobarid jealously guard their techniques as the wellspring of their family prosperity. The Kobarid envoys have expressed an interest in visiting Anvil during the Winter Solstice with a small case of samples - they are hoping to auction their jewels to "get a feel for the market." Arriving around three hours after noon on Saturday, they are hoping that Cesare Sanguineo Rezia Di Tassato - a good friend to the people of Jarm and a man of excellent taste - will be able to assist them in securing a location to hold the auction, and provide any security measures he deems necessary.

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Ports of the Broken Shore

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

Contents

- 1 Overview

- 2 Dubhtraig (Northern Broken Shore)

- 2.1 Trade with Dubhtraig

- 3 Apulus (South-Eastern Urizen)

- 3.1 Trade with Apulus

Overview

There is one port on the Broken Shore known to characters with the fleet resource; Dubhtraig on the northern shores of Attar, the landmass on the other side of the Bay of Catazar. Dubhtraig - and the Broken Shore as a whole - is dominated by the orcs of the Grendel tribe. There are certainly other Grendel ports in the Broken Shore, but their whereabouts and identities are unknown.

Privateering against the Grendel rarely involves direct attacks of Dubhtraig - the port is well defended and swarms with Grendel vessels and warriors. Normally, an Imperial fleet tries to catch a Grendel vessel on its way from Dubhtraig out into the bay; the best prey are those vessels who are on their way back to Dubhtraig, holds full of stolen loot.

Trading with the Grendel is a criminal act, but used to prove quite lucrative before the Senate implemented a network of civil servants to monitor Imperial shipping. Unlike many barbarian tribes, the Grendel seemed unconcerned about the idea of trading with Imperial citizens - but they kept a close eye on them to ensure they were not assassins or spies.

Dubhtraig (Northern Broken Shore)

Sprawling Dubhtraig is dominated by the Grendel and their many subject tribes. it is an absolutely wretched hive of scum and villainy, where the strong oppress the weak at the command of the wealthy. Ruled by an utterly ruthless Salt Lord, Dubhtraig appears to be a centre of Grendel trade and piracy - and for their politics, such as they are.

Privateering against Dubhtraig is a common calling of the Freeborn corsair fleet. The Broken Shore is rich in tempest jade, but most of the profit for a fleet that attacks Grendel vessel comes in the recovery of goods stolen from other traders - especially valuable goods such as silk, jewelry, barrels of fine spirits, furs, precious metals and mundane ore. All such luxury goods raise a pretty price for a resolute captain. As with any privateering voyage, a fleet owner will never know exactly what their production is likly to be in advance.Control of the Imperial Bourse seat known as the Broken Shore Bounty is determined by Freeborn fleets raiding the Grendel in the Bay, and along the shores of Attar.

Trade here is a risky proposition - not only is it illegal, but there is very little law here. The Grendel rule, and the other orcs and humans who throng here jump to obey their commands. Aye, humans - there are humans who consider themselves subjects of the Grendel orcs; misguided fools who view the Empire as their enemy and the orcs as their rightful lords. Still, dangerous as trade in Dubhtraig is, it used to be very profitable before the Senate took measures to prevent it entirely.

Trade with Dubhtraig

It is not currently possible to trade with Dubhtraig; the Senate has placed civil servants aboard all Imperial ships making this action impossible.

Apulus (South-Eastern Urizen)

Sometime after the invasion of Spiral by the orcs of the Broken Shore, the port of Apulus became a centre of Grendel operations and was used to resupply the armies occupying the territory. In 378YE, the port was ravaged by a preternatural storm that shattered the quays and sank many Grendel ships. At the same time, Imperial ships launched significant raids against any vessels travelling to or from the ex-Urizeni port. In combination, these twin disasters reduced Apulus to ruins - by the time the storm finally cleared, the port was in ruins and Grendel vessels began to avoid the area.

Trade with Apulus

It is not currently possible to trade with Apulus; in addition to the actions of the Senate the port has effectively been destroyed.

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Ports of the Jotun

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

Overview

There is one port of the Jotun available to characters with the fleet resource; Kierheim. The fortified port lies halfway along the northern shores of the inland sea known as the Gullet, far to the west of Wintermark, in the part of Jotun known as Kalsea.

While the Jotun are not great traders, and prefer to do their actual fighting on land, the northern Jotun have a long tradition of raiding along the shores of the Gullet. There are historical stories of a great navy, used to attack into Kallavesa and Bregasland in pre-Imperial days. There are probably other ports along the gullet, but they do not rival Kierheim in wealth or prestige, and their whereabouts and identities are unknown.

Privateering against the Jotun rarely involves direct attacks on Kierheim - the port is well defended and swarms with both Jotun war vessels and hardened warriors. Normally, an Imperial fleet tries to catch a Jotun vessel on its way out of Kierheim to raid, or returning from an attack against an Imperial settlement or ship, holds full of stolen loot.

Trading with the Jotun is a criminal act, but used to prove quite lucrative before the Senate implemented a network of civil servants to monitor Imperial shipping. It was also quite risky; while the Jotun are peripherally honourable, anyone trying to trade with one of their settlements risks being taken as a thrall and having their goods confiscated if they show the slightest weakness.

Kierheim (Southern Kalsea)

Mighty Kierheim is a walled town with long quays built along the entire side of a great fjord. Ruled by the Jarl of Kierheim, whose family line stretches back to the earliest days of the Jotun, it is a centre for ship-building and a common anchor for war-ships and the rare Jotun trading vessels. The best-known landmark is the great avenue that leads up to the fortified hall of the Jarl - lined with dozens of massive mammoth tusks, each carved with runes of strength and prosperity.

Privateering against the Jotun is not as common as privateering against the Grendel on the Bay of Catazar, but it can be just as lucrative. Rich cargoes of volatile ambergelt and polished orichalcum are common, as are supplies of the bladeroot that grows with great profusion across the cold battlefields of northern Jotun. Furthermore, a canny pirate or unscrupulous trader can acquire all sorts of valuable ores, woods, metal goods, rich furs, fine fiery mead and several exotic herbs and foodstuffs from the Jotun traders that fetch a good price in Imperial markets.

Trade here is a risky proposition - not only is it illegal, but there is very little law beyond the word of the Jarl and their favoured champions. The Jotun rule with an iron fist, and while the line of the Jarls of Kierheim has a reputation for being more subtle than the traditional Jotun this simply makes them more dangerous. Imperial visitors will turn heads, but humans are not unknown here - like most Jotun settlements, there are human thralls here - many of whom are employed as farmers or merchants by their orc masters.

Trade with Kierheim

It is not currently possible to trade with Kierheim; the Senate has placed civil servants aboard all Imperial ships making this action impossible.

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Potion list

Contents

- 1 Overview

- 2 Potions

- 2.1 Potion Recipes

- 3 Poisons

- 3.1 Poison Recipes

- 4 Further Reading

Overview

An Apothecary always knows how to brew the Apothecary potions. To brew other potions, the apothecary must first learn the appropriate recipe. Potion recipes are gathered together into groups of potions with similar effects and themes. Knowing how to brew one of the potions in a set means that the apothecary also knows how to brew the others (so an apothecary who masters the Master Medicinal can always brew Tranquil Nostrum. Maledicts Medicament and The Sovereing Specific).

It is impossible to brew a potion unless the apothecary has masted the recipe. The recipes are divided into two basic categories: the potions, and the poisons. Recipes are learnt the same way regardless of category, but the process of brewing and using potions and poisons are different.

Potions

Potions are beneficial preparations brewed using herbs (and, rarely, other exotic ingredients such as liao, ilium, or crystal mana.

Potion Recipes

- Every apothecary knows how to brew the Apothecary potions. These useful preparations harness the healing power of a herb, allowing their benefits to be gained in an emergency without the assistance of a physician.

- Mastery of the Master Medicinal grants a wider understanding of the healing application of the herbalist's arts.

- The Tonics of the Deep Forest allows an apothecary to mix potions that grant additional endurance, allowing the drinker shrug off wounds that might otherwise incapacitate them.

- The Tonics of the Open Sky enhance the fortitude of the drinker; mastery also allows the apothecary to brew a tonic that will allow the drinker to pull themselves back from the verge of death..

- The Philtres of War help an imbiber perform heroic actions that can turn the tide of battle.

- The Philtres of the High Peaks replenish the personal mana reserves of magicians.

- The Infusions of Feathers open the inner eye of those who breathe their scented fumes, granting visionary abilities.

- The Tisanes of the Labyrinth use Liao to enhance spiritual abilities, including enhancing the strength of a priest ceremonies.

- The Legacy of Thorns is a small body of herb lore that deals with preparing toxic pastes used to hinder and weaken opponents.

- The Balms of the Fountainhead enhance the practice of Spring ritual lore.

- The Tinctures of True Eminence enhance the practice of Summer ritual lore.

- The Unguents of Falling Leaves enhance the practice of Autumn ritual lore.

- The Decoctions of Hoarfrost enhance the practice of Winter ritual lore.

- The Lambent Essences enhance the practice of Day ritual lore.

- The Magnum Opus enhances the practice of Night ritual lore.

Poisons

Within the Empire - and indeed in most of the civilized world - most minor poisons are obsolete. The presence of magicians who can remove basic poisons with a simple incantation, and apothecaries who can treat most poisoning with a simple herb has meant that those looking to harm their opponents through herbal means must look beyond the basics and seek out apothecaries who can brew potent, near magical toxins.

On the surface apothecaries study the various poison recipes so as to understand them and to learn to create antidotes - the poison and its antidote cannot truly be separated. Some malicious herbalists point to the fact that most poison antidotes are themselves toxic and accuse those who claim to study poison only for its medical use to be hypocrites.

The knowledge to brew non-lethal poisons, by contrast, is widespread: preparations such as gutwrench or the Tisane of the Stuttering Fool have undeniably negative effects on those who imbibe them, but these effects always stop short of death. While sometimes referred to as poisons, these preparations are actually simply potions with unpleasent effects on the imbiber, and follow all the normal potion rules, rather than the poison rules.

Poison Recipes

Each poison recipe allows the creation of two volatile, lethal poisons, and the antidote to those poisons. Both the poisons and their antidotes become inert fifteen minutes after they are brewed; they must be used quickly or their potent effects are wasted. Possession of one of these poisons is a crime.

- The Assassin's Gate brews two poisons that break down the bodily processes of the victim, and the antidote to the same.

- The Winter Moon brews two supernatural poison that attack the spirit of the victim, and the antidote to the same.

Further Reading

- The skills used to create potions and poisons are here.

- The rules for using and brewing potions and poisons are here.

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Powers of the Imperial Military Council

Contents

- 1 Overview

- 2 Battle Opportunities

- 3 Nation Support

- 4 Choosing a Field Marshal

- 5 Pardon

- 6 Appointment

- 7 To The Victor

- 8 Further Reading

- 8.1 Core Brief

- 8.2 Additional Information

Overview

Of all the great political bodies of the Empire, the powers of the Imperial Military Council are the most focussed. The Council's constitutional role is to fight the Empire's wars and its powers are focussed totally on this goal.

Battle Opportunities

During the meetings at Anvil, the Empire has the opportunity to intervene in the ongoing campaigns that the armies are fighting. These interventions are critical to the fortunes of the campaign and the ability to intervene in this way is the Empire's greatest tactical asset. The goal is for the heroes of the Empire, who are gathered together at Anvil, to commit themselves to a single pitched battle with the Empire's enemies at the most pivotal point and thereby turn the tide of war in the Empire's favour.

The opportunities to intervene are prepared for the generals by the civil service who make extensive use of day and night magic divinations and collate numerous military intelligence reports to assess the most effective locations to strike.

Usually, however there are more opportunities to strike, than there are chances to use the Sentinel Gate. When this occurs, the military council must choose which opportunities to take. If the council cannot reach a consensus, then the Military Council most vote. In this case, each member of the Council has a single vote with ties being decided by the Throne (the Throne may vote and break a tie). Deadlock has only ever occurred once in the history of the Empire - during an interregnum - and the outcome was determined by drawing runes from a bag; since then common sense has reigned.

Nation Support

Once the battle opportunities are chosen, each nation must decide which battle they wish to support. The portal is not powerful enough to allow the transport of all the Imperial Heroes, so only the very best of each nation attend Anvil and the nations have to choose which battle they will fight.

Because of the nature of the magic involved, a nation must take the field together. The only exception is for bands with a magic standard that carries the Mercenary Banner enchantment. The members of this band can choose to fight with their nation or instead fight a different battle with their banner. Other than this, the nation's heroes take the field together.

The Imperial Civil service use day magic to calculate what distribution of nations may travel on each battle. They give this information to the generals and they discuss amongst themselves which nations will fight on which battles. These discussions are often heated, but are usually resolved sensibly - the generals know from bitter experience that political maneuvering that is too overt can damage a nation's morale if they are sent to fight in a battle in which they have little interest. As a result the council tries to find the best allocation for all.

If they cannot agree an allocation by the time a decision must be made, then the matter is put to a vote, with each member of the Military Council present receiving a single vote (ties are decided by the Throne).

Choosing a Field Marshal

After the nations have been allocated to battle then the Military Council must choose a single individual to act as Field Marshal, the overall battlefield leader for that battle. Like the issue of nation support this is often incredibly contentious; consensus is the ideal and is often reached, but if it cannot be generally agreed upon, then all suggested candidates are put to the vote.

The Field Marshal has the ultimate authority for determining the plan for the battle and the responsibility for winning the battle opportunity for the Empire. The Marshal has the responsibility to report to the Senate on the conduct and outcome of a battle, including any exceptional actions undertaken by individuals or banners under their aegis, as well as explaining any failures that took place.

Pardon

Imperial magistrates may condemn a character to military penal service in the Empire's armies. These individuals are legally bound to fight with their nation and are expected to be given direct orders by the generals in every battle that they fight. Military penal service is instead of the death penalty so it is considered appropriate to give them high risk orders appropriate to their status and they can be legally executed for disobeying these orders.

If a character or group sentenced to military penal service performs exceptionally well over a prolonged period of time it is possible for the Military Council to vote to grant them a pardon them for their crimes.

Appointment

The Military Council has authority in the granting of some Imperial Titles. Appointments are added to the agenda by the Herald. Each General may nominate an eligible candidate. If there is only one candidate then they are appointed to the title, if there is more than one candidate then a vote is called.

To The Victor

When the Empire captures a Territory, the victorious armies also capture a number of personal resources. Some are simply pass into the records of the civil service, to be given to new citizens, or passed to others on receipt of the usual 2 crown fee Others have already been improved by their original owners, or are of particular historic interest, or are notable for some other reason.

The Military Council is empowered to allocate such |spoils of war| and more information on how they are redistributed is |available there.|

Further Reading

Core Brief

- Military Council Overview

- Muster

- Council Session

- Powers of the Imperial Military Council

- General

Additional Information

- War

- Council Address

- Appointments to the Military Council

- The Throne

- Herald of the Council

- Warmage

- Appointments by the Military Council

- Field Marshal

- Quartermaster General of the Imperial Armies

- OOC Design

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Powers of the Imperial Senate

If I rule for a thousand years I would never question the existence of your loyalty, Senator Holberg. I merely wonder to whom you have given it.

Varkula, The Throne

Contents

- 1 Overview

- 2 Legal

- 2.1 Changes to Imperial Law

- 2.2 Imperial Titles

- 2.3 Appointments

- 2.4 Conclave Orders

- 3 Diplomatic

- 3.1 Declaration of War

- 3.2 Declaration of Peace

- 3.3 Foreign Relations

- 3.4 Ratification

- 3.5 Concedence

- 4 Economic

- 4.1 Imperial Treasury

- 4.2 Commissions

- 4.3 Historical Research

- 5 Territorial

- 5.1 Assignment

- 5.2 Allocation

- 5.3 Relinquishment

- 6 Abrogation

- 7 Further Reading

- 7.1 Core Brief

- 7.2 Additional Information

Overview

The Imperial Senate is the most powerful of all the great bodies of the Empire and their powers are the most flexible and wide ranging. The legal powers of the Imperial Synod and the Imperial Conclave are clearly defined and tightly constrained in the range of things they can directly accomplish. The Imperial Military Council and the Imperial Bourse are flexible but their focus is much more constrained. Only Senate has the power to make law and it is the Senate that chooses an Empress and the Senate that controls the balance of power between the houses.

The powers of the Senate are employed using either a Senate motion or a Senate announcement. Only a member of the Senate with the right to propose a motion may raise motions on the Senate floor. Some of the powers of the Senate may be delegated to the holder of an Imperial title to carry out. Any Imperial title that has had Senate powers delegated to it may employ those powers by making a suitable announcement during a session.

Legal

Changes to Imperial Law

The Senate has the power to introduce new laws or to change existing laws. As with other motions, changes to the law are subject to scrutiny by the Constitutional Court. A proposal may be consistent with the Constitution or inconsistent with the Constitution. In the latter case the motion is described as having constitutional implications.

- A motion that is consistent with the constitution can be passed by majority vote of the senators present.

- A vote that has constitutional implications requires the approval of two-thirds of all current senators in the Empire and must be authorized by The Throne and approved by three senior Magistrates.

Any character may discuss a proposed motion with the Constitutional Court to try to find a way to make it consistent, or stop it being inconsistent with the Constitution. They will offer advice as best they can. There is no right of appeal however, as the members of the court are NPCs. Their decisions are made in the interests of keeping the game enjoyable, they are not made so as to create plot when players disagree with them.

Where a motion with constitutional implications is passed and ratified, the civil service will amend their interpretation of the constitution as necessary and add any relevant notes to the commentary.

Imperial Titles

Only the Senate has the power to create new Imperial titles.

Appointments

A number of titles are appointed by the Senate, including the Throne. The procedures for an appointment by the Senate depend on whether the position is Imperial or national; whether it was created by a constitutional vote, and whether the Senator who raised the motion indicates that they intend to use the power of escalation.

The Senate may be also step in to appoint a national title where the Senators of the nation in question cannot reach an agreement.

Conclave Orders

The Senate can create a new Conclave order or dissolve an existing one. This is always a constitutional vote. A newly created order requires a clear statement as to its purpose and attitudes to magic, and a symbol similar to those possessed by existing orders that is used with the Arcane Mark ritual. If an order is dissolved, the contents of its vault are redistributed among the remaining orders.

This power is usually used at the instigation of the Conclave.

Diplomatic

The Senate is responsible for relations with foreign powers. It has the power to issue a formal declaration of war or peace, as well as extending legal protection to envoys and representatives of barbarian powers for short periods to allow diplomacy to take place.

Declaration of War

The Senate can declare war on any foreign power. Any foreign powers, nations or tribes that the Empire is at war with are considered to be barbarians. Barbarians are not protected by Imperial Law and are considered enemies of the Empire, so it is illegal to trade with them.

Declaration of Peace

The Senate can also end to a state of war. External powers that the Empire is not at war with are classed as foreigners; it is legal to trade with them and their rights are protected by Imperial Law.

Foreign Relations

The Senate can create an Imperial ambassador to negotiate on behalf of the Empire with the representatives of a specific foreign nation or empire. If the Empire completes the construction of an embassy, a new Imperial title of ambassador is automatically created, if one does not exist already for that nation. This legal power allows the Senate to deal with nations and countries - it is not possible to create an ambassador to a family, group, or faction within a nation.

An ambassador has the authority to negotiate with representatives of the foreign power on behalf of the Imperial Senate, but if the results of any negotiation require the use of one or more of the Senate's legal powers, then that deal must be ratified as a treaty by the Senate. The ambassador cannot automatically undertake actions that require the use of any legal powers - such as a declaration of war or peace - unless explicitly granted these additional legal powers by Senate motion.

There may only be a single ambassador to a foreign nation at once - but the Senate can choose to create other Imperial titles that have responsibilities to cover specific areas - for example to ensure good relations with certain members of a nation, or to encourage and promote trade with that nation.

Ratification

The Imperial Senate can vote to ratify a treaty that has been raised as a Senate motion. Ratification of a treaty is considered to be a single motion before the Senate because the Senate can either choose to accept the treaty or reject it. It is not possible to amend a treaty once it is presented as a motion; it either passes in its entirety in the form it was submitted or it does not pass. The only legal way for the Senate to ratify variations of a treaty is to submit different treaties as separate motions.

Any citizen can negotiate and agree a deal with individuals from another nation, but only the Imperial title with authority may submit a treaty for ratification by the Senate and only when the civil service have confirmed that it is a genuinely negotiated treaty with members of that nation.

Concedence

The Senate can opt to cede Imperial control over a region or territory to a foreign power. This allows a foreign nation, empire, or eternal the ability to take uncontested control of the location. Control of the land is not granted immediately - the foreign power must still send forces to seize the area - but no Imperial citizens or forces will attempt to resist the incursion unless one or more generals gives explicit orders to the contrary. Normally the Senate will use this power to cede land as part of a peace treaty, but this is not a constitutional requirement.

When land is ceded by the Senate, the effects are different to an invasion. The civil service ensure that the Imperial citizens who dwell in the affected areas are duly informed and do everything possible to help them evacuate the area. There are always a few hold-outs who prefer to take their chances and remain - but the majority of citizens prefer to live in the Empire and will move as the border moves, taking what belongings they can with them. Such movements are not without cost, but the civil service does everything possible to reduce the burden.

The Senate may also use a motion to cede control of any Imperial commission. The Senate may choose to relinquish control of any Imperial asset in this way. Sinecures, follies, colleges, great works, bourse seats, fortifications, even an army (representative of weapons, armour, and other materials being handed over) can all legally be ceded to a foreign power. It is possible to cede a commission as part of the same motion used to create the commission in the first place - for example the Senate could pass a motion to construct a folly in the form of a giant monkey in the Bay of Catazar and cede control of the completed statue to the Grendel with the same motion.

As with ceding land, the foreign power must still exert their power to claim the asset - otherwise it remains under the control of the Empire. However seizing an asset is usually easier and may not always require the foreign power to send soldiers to take control. If the Empire cedes control of a commission then they cannot continue to build it or employ it in anyway - even if the other party does not take control of the asset.

Any Imperial title whose powers are linked to an asset that is ceded is automatically abrogated as soon as the motion of concedence comes into force. For example, if the Empire passes a motion to cede a territory to the Druj then the Imperial title of senator for that territory is automatically abrogated as part of the same motion. Ceding a folly, great work or similar would abrogate any Imperial title with responsibility for the structure.

This power asserts the legal will of the Empire to give up all control over the affected area - it is categorically not possible to cede control of something but retain any element of control over it under any circumstances.

Economic

Imperial Treasury

The Senate receives taxes drawn from every territory in the Empire, along with the money raised from the auction of Imperial Bourse seats and such donations as may be made by private citizens from time to time. This great wealth forms the Imperial treasury. Much of the wealth is pre-allocated to pay for the armies and fortifications that defend the empire, however senators can pass motions that call for one-off or regular disbursements from the Imperial treasury.

A senator can raise a motion to have treasury funds assigned to almost any project. Such a motion will usually include wording that indicates what the money is for. Although this direction does not carry legal standing - it cannot be enforced by a magistrate, it may be used by the Synod to judge if the money has been well spent. The funds might be used for anything - buying medical supplies for an upcoming battle; purchasing mithril to improve all the mana sites in Dawn; constructing a set of magic standards for the armies of Varushka; funding a project, scheme or group, or any number of other examples.

The most common disbursements are for one-off payments to pay for commissions and regular payments that form a stipend as part of the creation of an Imperial title

Commissions

Only the Senate has the power to authorize a new commission.

Historical Research

The Senate can order rudimentary historical research on a chosen subject.

Territorial

Assignment

A territory is conquered at the point where half or more of the regions in that territory are under Imperial control. When a territory is conquered it must be assigned to a nation of the Empire by a vote in the Senate, before it can legally be considered part of the Empire. Until 379YE it was understood that it would be unconstitutional for the Senate to reassign a territory. Once a vote had been passed then the status was fixed and could not be changed while the territory remains part of the Empire. However, this is no longer the case and territories may be reassigned by use of a motion of relinquishment and then a motion of assignment. A national bourse seat in a territory that is assigned will automatically transfer to the nation receiving the assignment and will be appointed by the bourse mechanisms laid down for that nation.

In practice competing claims are exceptionally rare and only Holberg has ever been successfully contested, so the motion is normally more formal than political. Traditionally a senator from the Imperial nation that is laying claim to a territory will propose the motion and take the opportunity to deliver a suitably portentous speech.

Allocation

If an asset that produces ilium, mithril, weirwood or white granite is in a region that is conquered by the Imperial armies - the asset is subject to a vote of allocation. Control of the asset is vested in the Imperial Bourse - as prescribed by the Imperial Constitution but the vote determines whether the asset will be a national asset or an Imperial asset.

Imperial assets are auctioned to the highest bidder - with the money raised being added to the Imperial treasury. Any Imperial citizen may bid for such a position - although as with any position, an individual citizen can only ever hold one title.

National assets are appointed by the bourse mechanisms laid down for the nation in which the territory is located. Only an Imperial citizen of the nation in which the territory is situated may be selected to hold that title. If the asset is in imperial control but the territory has not yet been conquered by the empire, then it can be allocated to any nation and will be appointed according to that nation's mechanism.

The only way for a new vote of allocation to take place is if the resource is lost and then later reconquered. At this point the former status of the resource is irrelevant and a new vote of allocation is needed. Any senator may raise a vote of allocation, although if the motion calls for the resource to be national then it is traditional for the senator whose territory the resource is located in to raise the motion.

A vote of allocation does not arise for a bourse asset in a territory that is relinquished and re-assigned, the asset remains national or Imperial (see assignment above).

Relinquishment

During the Winter Solstice 381YE, The Imperial Senate voted to create the power of relinquishment - the power to open a territory or Bourse resource up for assignment or allocation as appropriate.

The Senate can relinquish a national or Imperial Bourse resource, or a territory. The motion of relinquishment requires a constitutional vote to pass and is subject to a veto by the General Assembly, the Assembly of the Nine and by the national assembly of the nation relinquishing the territory or resource if it were not Imperial.

The relinquished territory or resource would become eligible for allocation or assignment as appropriate at the next Senate session.

If the Senate relinquishes a Bourse seat the new assignment comes into effect next time that seat is eligible to be allocated (for example, if the current holder dies or steps down, or during the normal season where the Bourse seat would be appointed).

Abrogation

A motion may call for the abrogation of most previous Senate decisions. If the vote is successful, then the motion is nullified in the most effective way possible. A change to the law would be repealed, a title created would be dissolved, a war declared would be cancelled.

Abrogation cannot reverse time, resources expended on a commission that is abrogated are lost. The powers of a title are lost when the title is dissolved but previous uses of those powers are not unwound. A foreign power might be placated by the abrogation of a declaration of war - but they are not likely to forget that it happened.

Territorial motions (allocation and assignment), disbursements and appointments cannot be abrogated.

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- Appointments by the Senate

- Appointments to the Senate

- The Throne

- Master of the Imperial Mint

- Speaker for the Senate

- Conscience of the Senate

- Imperial treasury

- OOC design

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Powers of the Senate

Contents

- 1 Overview

- 2 Declaration of War

- 3 Changing Imperial Law

- 4 The Imperial Treasury

- 5 New Titles

- 6 Creation and Dissolution of a Conclave order

- 7 Commissions

- 7.1 Overseeing a Commission

- 7.2 Administration

- 7.3 Opportunities

- 8 Procedural Votes

- 8.1 Vote of Assignment

- 8.2 Vote of Allocation

- 9 Abrogration

Overview

Of all the great political bodies of the Empire, the powers of the Imperial Senate are the most far-reaching and flexible. It alone has the ability to change the balance of power between the great houses of the Empire. The Imperial Synod may exercise the powers of veto, revocation and excommunication, but only the Senate can change laws and create new titles.

Declaration of War

The Senate can declare war on any foreign power by majority vote. Any foreign powers, nations or tribes that the Empire is at war with are considered to be barbarians. Barbarians are not protected by Imperial Law and are considered enemies of the Empire, so it is illegal to trade with them. The Senate can also declare an end to a state of war. External powers that the Empire is not at war with are classed as foreigners; it is legal to trade with them and their rights are protected by Imperial Law.

Changing Imperial Law

The Senate has the power to introduce new laws or to change existing laws. Any suggested changes to Imperial Law are assessed by the Imperial Civil Service to see how they accord with the Imperial Constitution.

Changes to the law which are not deemed to have constitutional implications may be passed by majority vote of the Senate.

Laws which would change the constitution or change the way the constitution is understood or applied require a two-thirds majority to pass. They may be vetoed by the Synod, and require authorisation by the Throne as well as approval by the magistrates.

The Throne is assumed to be independent of the political affiliations of the senators. Any change to the law that has constitutional implications requires the approval of the Throne to ensure that the Senate is acting in the interests of the Empire as a whole.

The magistrates are assumed to be the highest authority on the principles and application of the constitution. Their oversight and assent ensures that laws are sensible, consistent and in accordance with the principles of the constitution. Historically, the magistrates have always acted to ensure that the rights and powers of the other bodies of state such as the Bourse, Military Council or Conclave and the nations and citizens of the Empire receive the protection they are guaranteed by the constitution.

The Imperial Treasury

The Senate receives taxes drawn from every territory in the Empire, along with the money raised from the auction of Imperial Bourse seats. This great wealth forms the Imperial treasury. Much of the wealth is preallocated to pay for the armies and fortifications that defend the empire as well as the operation of the Bourse seats, however senators can pass motions that call for one-off or regular disbursements from the Imperial treasury.

A senator can raise a motion to have treasury funds assigned to almost any project. The funds might be used for anything - buying medical supplies for an upcoming battle; purchasing mithril to improve all the mana sites in Dawn; constructing a set of magic standards for the armies of Varushka; funding a project, scheme or group, or any number of other examples.

If a vote requires a budget to be allocated, the Speaker will ask every individual who voted in favour to remain standing where they are. The Speaker then suggests the minimum possible amount the individual who proposed the motion believes might be used to achieve the goal. If the majority of voters remain in favour then the Speaker announces a higher figure. They will keep announcing higher figures until there is no longer majority support for the motion at that level of expenditure, at which point the auction ends and the funds are allocated from the Imperial Treasury.

The most common disbursements are for one-off payments to pay for commissions and regular payments that form a stipend as part of the creation of an Imperial title.

New Titles

Only the Senate is able to authorize the creation of a new title. The other arms of Imperial government may request the Senate create a position for them but the final decision always rests with the Senate. Creating a new title is the easiest way for the Senate to change the balance of power in Imperial politics - but they can also be useful for expediting important responsibilities that the Senate wishes to see addressed.

There are a set of rules and guidelines for ensuring that new Imperial titles are in accordance with the Imperial constitution.

Creation and Dissolution of a Conclave order

The Senate can create a new Conclave order or dissolve an existing one. This is a constitutional vote. A newly created order requires a clear statement as to it's purpose and attitudes to magic, and a symbol similar to those possessed by existing orders that is used with the Arcane Mark ritual. When an order is dissolved, the contents of it's vault are redistributed among the remaining orders.

If this power were used without the approval of the Conclave it would be a serious attack on that establishment.

Commissions

The Senate has the power to commission important projects or great works of construction that will benefit the Empire. Any Imperial citizen can make use of mithril, weirwood or white granite they have purchased to improve a resource they own. But regardless of how much wealth they possess no citizen can recruit their own army or simply order the construction of a great work - this requires the power of commission.

Senate motions that involve commissions must set a budget allocated from the Imperial treasury to fund the construction. It is not uncommon for the budget allocated to be zero - a sign that the Senate will allow a commission to proceed but does not with to support it - but it cannot require funds be provided to the Imperial treasury in return for permitting a commission to proceed.

Some commissions automatically result in the creation of a new Imperial title - for example raising a new army causes the creation of a new Imperial general - creating this title is an integral part of the commission and does not require a second motion to be considered by the Senate.

Commissions fall into three broad categories - mercantile investments, military procurement and historical research.

Overseeing a Commission

When the Senate passes a motion to commission a mercantile investment or a military procurement, the senator that proposed the motion is automatically responsible for overseeing the project. Any funds allocated from the treasury are given directly to that senator to use for the completion of the commission. It is the specific senator who is deemed to be overseeing the project, not the Senate seat.

A character can go about spending their funds as they see fit, and can delegate some or all of the responsibility to others, but they are ultimately considered to be responsible for ensuring the project is completed.

Administration

Any character who has used the power of commission, should put the documents representing the wains of mithril, weirwood and white granite that they are committing to their project in their bag that they hand in at the end of the event. They should then email Profound Decisions with a note indicating what work the materials are to be used for - please do not include a note when you hand in your wains as it is impossible to process these notes at the point where your bag is processed.

Opportunities

Opportunities are seeded into the game from plot. Opportunities are usually commissions; often they will circumvent or exceed the regular play balanced rules for determining the outcome of a commission.

A commission opportunity must be proposed by a senator to be voted on as any normal commission, but it may provide the ability to do something at reduced cost, or in a way that could not normally be achieved. The nature of the plot will normally dictate what benefits the opportunity provides, as well as what information is available on those benefits.

Procedural Votes

The day to day running of the Empire is handled by the functionaries of the Civil Service, with senators raising motions to vote on any change they want. But in a few circumstances key decisions are automatically put before the Imperial Senate, without any need for a senator to raise them as a motion. These procedural votes follow long-standing rules.

Procedural votes are regarded as particularly important so they are held on the evening session of the Saturday night, to give senators sufficient time to discuss the issue before they come to the chamber.

Vote of Assignment

If a territory is conquered by the Imperial armies - at the point where half or more of the regions in that territory come under Imperial control - then the territory is automatically subject to a vote of assignment. Senators must vote which nation will claim control of the territory.

Vote of Allocation

If an asset that produces Illium, mithril, weirwood or white granite is in a territory that is conquered by the Imperial armies - the asset is subject to a vote of allocation. Control of the asset is vested in the Bourse - as prescribed by the Imperial Constitution but the vote determines whether the asset will be a national asset or an Imperial asset.

Imperial assets are auctioned to the highest bidder - with the money raised being added to the Imperial treasury. Any Imperial citizen may bid for such a position - although as with any position, an individual citizen can only ever hold one title.

National assets are allocated by the Bourse mechanisms laid down for that nation - only an Imperial citizen of that nation may be selected to hold that title.

Abrogration

Anyone who is able to submit a motion can choose to submit a motion calling for the abrogation of a previous Senate decision. If the vote is successful, then the motion is nullified in the most effective way possible. A change to the law would be repealed, a title created would be dissolved, a war declared would be cancelled.

Abrogation cannot reverse time, resources expended on a commission that is abrograted are lost. The powers of a title are lost when the title is dissolved but previous uses of those powers are not unwound. A foreign power might be placated by the abrogation of a declaration of war - but they are not likely to forget that it happened.

It is not legally possible to use abrogation to recover a disbursement which has been issued to a senator.

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Praise and blame

"Give us some Hywel! Go on - give us some." Niamh danced in front of her brother trying to get his attention. The bag of aniseed sweets their father had given them was big enough for both of them, but he seemed intent on eating the lot by himself.

"Get lost Nim. These are mine." he retorted, clutching the bag close in case she tried to snatch them from him.

"Come on - it ain't fair. Dad said they were for us."

"Did not!"

"Did so!"

"Dad gave 'em to me. For helping him tend the garden. I worked hard for these, so they is mine. That's Prosperity that is."

"That ain't fair - I ain't old enough to help with the garden. Come on Hywel. Be Ambitious!"

Hywel snorted at his little sister. "You're so stupid you only know the first virtue!"

"Do Not! There's not arguing and being kind and cleaning up your room as well!"

Tiring of the game and realizing he was not going to get any peace, he took one of the precious sweets from the bag and held it out. As Niamh reached for it, he jerked his hand back and then flung the sweet over her head into the forest. "There - that's all you're getting".

"That ain't nice!" Niamh shouted, but her voice was breaking, tears welling up in her eyes.

"Nice ain't a virtue!" he snarled and turned his back on his sister - surely the most annoying six year old in the steading.

Contents

- 1 Overview

- 2 The Shadows Of Our Feelings

- 3 That Which Does Not Kill Us

- 4 The Worst of All Evils

- 5 The Mountains of Truth

- 5.1 Arcane Mastery

- 6 Limited Opportunities

- 7 Resolution

Overview

The Iron Helms, the infamously cruel Varushkan army continue to be divisive.The Urizen, Highguard, and Dawn assemblies have joined their voices with Navarr and Varushka in sanctioning the use of cruelty and fear on the battlefield.

Several significant opportunities have arisen as a result of the Synod's ongoing discussion of what is, or is not, too high a price to pay for victory.

The Shadows Of Our Feelings

- By encouraging soldiers to be ruthless, Varushka, Navarr, Highguard, Urizen or Dawn, can gain the ability to put the enemy to the sword.

Imperial military armies are a disciplined force. When a general gives an order to attack, they can be confident that it will be carried out exactly as stated. Barbaric methods of war, torture, summary executions and the like have largely been eschewed by the Empire as uncivilized and unvirtuous. But not all hold such views and the Iron Helms show what can be achieved in war for those who are prepared to take the straightest path. Now the priests of Highguard, Dawn, and Urizen have joined Varushka and Navarr in passing statements of principle encouraging people to use whatever tools are needed to defeat their enemies.

As a result of these clear statements of principle, any of the national assemblies of Varushka, Navarr, Highguard, Urizen or Dawn could now choose to authorize a mandate enjoining their soldiers to slaughter the Empire's enemies wherever they can find them.

We send named priest with 50 doses of liao to exhort every Imperial soldier to slaughter our Empire's enemies with ruthless abandon.

National Assembly

The generals of any nation that spreads this mandate among their soldiers will gain the option to issue the ruthless onslaught attacking order. Encouraging Imperial soldiers to kill any enemy they can find will have a dramatic effect on any military campaigns that the Empire face. By cutting down those they face without mercy, by taking no quarter and leaving no sanctuary, the nation's soldiers will adopt a merciless but effective approach to warfare. Of course such tactics are not entirely without drawbacks. There are certain rules of warfare that are followed and if the Empire adopts these tactics then their enemies are bound to do likewise, killing enemy combatants rather than taking them prisoner.

Ruthless Onslaught

- Casualties suffered by this army are increased by a fifth

- Casualties inflicted by this army are increased by a fifth

- This ruthless tactic is apparent to everyone present in the territory where it is taken.

Ruthless onslaught is as effective as balanced attack in claiming enemy territory and securing strategic objectives, but significantly increases the casualties inflicted by the army - as forces take every opportunity to slaughter their enemies. The drawback is that enemy forces tend to respond in kind, slaughtering every Imperial soldier that falls into their hands.

The glorious troubadours of Dawn support the generals of the Empire in waging war in light of Virtuous Counsel. Specifically, cruel armies are a tool to be used against our enemies.

The Dread Princess Orlene Ossienne, Dawnish National Assembly, Summer Solstice 381YE, Upheld 116 - 60

That Which Does Not Kill Us

- The National Assembly of Dawn may encourage the Eastern Sky to embrace bloodthirsty tactics, allowing an opportunity to permanently change their quality.

The Dawnish men and women of the Eastern Sky are all too familiar with the brutal work of the Druj barbarians and despise above all others. Traditionally they are first to see the carnage the cruel orcs leave behind when they encounter an Imperial village. Now a full scale Druj invasion is underway, the Towers of the Dawn and the Gate have fallen and Druj armies have conquered Axmure and threaten all of Semmerholm. As word comes that their manor houses burn, noble and yeofolk alike are thirsting for a chance to wet their blades in Druj blood. Why not let the marsh demons learn what fate their treachery has brought them?

Inspired by the example presented by the Iron Helms, the Dawnish synod has a chance to seize this moment to urge their soldiers to fight with unbridled fury. Thus they could authorize the following mandate.

We send named priest with 100 doses of liao to inspire the Eastern Sky to cast aside their scruples and repay the Druj in kind for their bloodthirsty assault.

Dawnish Assembly

If the Dawn assembly enact this mandate this season, then at the following summit, the General of the Eastern Sky can include instructions for their troops to focus on developing new tactics as part of their normal order submission. If the general can supplement this with 30 wains of mithril then the quality of the Eastern Sky will permanently shift from well loved to bloodthirsty, allowing them to issue orders to cut their enemies down. (The general should ensure the wains of mithril are in their inventory, then e-mail Profound Decisions after the event).

Cruelty is a weapon. In this time of trial, it is unwise for the Empire to discard any tool that can be used Virtuously. As long as the Iron Helms act as Virtuous tools of the Empire they shall have the full support of the Highborn Assembly

Able of the Shattered Tower, Highborn National Assembly, Summer Solstice 381YE, Upheld 386 - 44

The Worst of All Evils

- The National Assembly of Highguard may encourage the Seventh Wave to seize every opportunity for revenge, allowing an opportunity to permanently change their quality.

Those who died when Reikos fell to the Druj might be considered the lucky ones. Those who survived faced a brutal occupation, condemned to a life of slavery at best, tortured and experimented on by the Druj herbalists at worst. Finally, the Druj were defeated and driven out - but the memories of the horrors they executed are not so easily erased. Now that Druj armies are once more threatening Imperial lands and lives, many Highborn soldiers yearn to take revenge on those who once despoiled their homeland. The Seventh Wave in particular could be encouraged to focus their efforts on revenge.

Driven by the memory of the sack of Reikos, the Highborn synod has a chance to seize this moment to urge their soldiers take revenge upon the Druj. Thus they could authorize the following mandate.

We send named priest with 100 doses of liao to inspire the Seventh Wave to take bloody vengeance on the Druj, and focus their efforts on slaughtering any of the enemy they can catch.

Highborn Assembly

If the Highborn assembly enact this mandate this season, then at the following summit, the General of the Seventh Wave can include instructions for their troops to focus on developing new tactics as part of their normal order submission. If the general can supplement this with 30 wains of mithril then the quality of the Seventh Wave will permanently shift from scouting to vengeful, allowing them to issue orders to seek every opportunity to make their enemies pay for their transgressions. (The general should ensure the wains of mithril are in their inventory, then e-mail Profound Decisions after the event).

The Military Council should have access to Cruel Armies, Rivers Run Red, Mountain Remembers its Youth and ... it is the view of the Urizen National Assembly that friendly and civilian casualties bear the same weight...

Tarquinius, Urizen National Assembly, Summer Solstice 381YE, Upheld 124- 10

The Mountains of Truth

- The National Assembly of Urizen may encourage the Citadel Guard to abandon their mastery of cyclic magic in favour of powerful curses, allowing an opportunity to permanently change their quality.

There is no army in the world with the mastery of magic possessed by the Citadel Guard - not among the Thule who claim to rival the Urizen for the arcane arts, not even in Jarm whose magician-princes consort with eternals. Skill with magic is the highest art-form, and it is perfected here in the mountain spires.

Those spires are now threatened by the invasion of the Druj. Endsmeet has fallen and now the barbarians threaten the Halls of Knowledge in Zenith. The greatest minds of the Empire are being enslaved by a tribe of orcs whose imagination is limited to the idea of using magic to kill people. If they want to fuck with us - perhaps it is time to show these animals what the real limits of magic are.

Incensed by the damage wreaked by the advancing Druj armies, the Urizen synod has a chance to seize this moment to urge their magicians to throw caution to the wind and unleash the full extent of their powers. Thus they could authorize the following mandate.

We send named priest with 100 doses of liao to inspire the Citadel Guard to unleash the full extent of our powers and rain death upon our enemies.

Urizen Assembly

If the Urizen assembly enact this mandate this season, then at the following summit, the General of the Citadel Guard can include instructions for their troops to focus on developing new tactics as part of their normal order submission. If the general can supplement this with 30 wains of mithril then the quality of the Citadel Guard will permanently shift from cyclic magic to arcane mastery, allowing them to issue orders to eviscerate all the opposing tribe. (The general should ensure the wains of mithril are in their inventory, then e-mail Profound Decisions after the event).

Arcane Mastery

- Can use the Storm of Curses order when attacking

The army employs powerful curses of every realm, but primarily spring and winter to wreak havoc on their enemies, increasing casualties among their enemies and the civilian populations that give them succour. The curses employed are smaller scale localized magic, more focused than a territory wide effect. Thus the magicians will be able to direct them to minimize the impact on Imperial civilians - but the impact on enemy civilians will be devastating.

This quality incorporates all the benefits of the magic quality.

Storm of Curses

- All casualties inflicted by this army are increased by one fifth.

- The majority of enemy civilians in the regions attacked will be slain if they do not flee

- The use of this order will be apparent to everyone present in the territory where the campaign takes place.

The Citadel Guard could develop localized curses designed to spread disease and death throughout the enemy. All enemy armies contain healers, physicians, apothecaries and similar allowing them some defence from such attacks. But the effects on enemy towns and villages will be difficult to stop, most of them will die or be forced to flee.

Limited Opportunities

Any of these opportunities that are not taken during the Autumn Equinox will be lost. The exception is the option for Dawn to change the quality of the Eastern Sky which may continue to be available if Dawn continues to suffer significant losses at the hands of the Druj.

Resolution

While Brat Umbral Path and Belakov Prochnost raised the mandate required to encourage ruthlessness in the armies of Navarr and Varushka (respectively), neither mandate was upheld by the assembly.

The Urizen assembly did uphold the mandate raised by Sophus Cascade, intended to enact a profound change in the nature of the Citadel Guard. Following the death of Lucretius, the priest named to undertake the mandate, Sophus charged Zeno, Stallion's Sibling, with the responsibility. Zeno, however, has opted not to take up the mandate and therefore it will not take effect.

As detailed above, these opportunities were time sensitive and are no longer available.

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Preachers

Contents

- 1 Overview

- 2 Virtuous Ancestors

- 3 The Bonewall Doctrines

- 4 Creating a Preacher

Overview

Those Imperial Orcs who have embraced the Way of Virtue and become priests are called preachers. They believe that by embracing the Virtues, the Imperial Orcs can strengthen themselves as well as creating a better future for their descendants.

Few orcs can argue that courage, vigilance, ambition, wisdom, prosperity, loyalty and pride represent fine traits for an orc or an ancestor to exhibit. The Virtues are seen as a good moral basis for all Imperial Orcs, a way to keep the legions strong and they are an extension of what it means to be Imperial. Many Preachers also believe that heroic Orcs who become ancestors after embracing the Imperial Virtues will probably find it easier to speak to their descendants if those descendants are also embracing the Virtues.

Most preachers become members of the Imperial Synod and tend to congregations in much the same way that humans do. Although preachers cannot learn to perform liao ceremonies, and cannot become dedicated to a particular virtue, they can still preach the virtues and vote as part of the Assembly of the Way. Preachers are usually respected by other Imperial Orcs, not least because they wield considerable influence in the Synod which might otherwise be hostile to the nation’s interests. Becoming a member of the Synod is a way to wield political power in pursuit of the plan.

It cannot be denied that Imperial Orcs face some prejudice from their fellow citizens. Part of a preacher's role is to attack that prejudice head on, serving almost as a missionary to the human nations. By showing that the Imperial Orcs can embrace the Way, they help to break down the walls of suspicion that have been built up against them. By explaining the role the ancestors play in the lives of Imperial Orcs, they can help dispel mistrust and misconceptions that otherwise breed fear and suspicion. Several preachers see it as their calling to include humans as well as orcs in their congregations, and actively seek out opportunities to preach to mixed groups such as those presented during meetings at Anvil.

A few Imperial Orcs believe that the Imperial Virtues alone may be powerful enough to guide them through the Howling Abyss, allowing them to become ancestors. It is possible that the Labyrinth of Ages might simply be a human metaphor for the farthest shores, and that being virtuous is what allows the humans to avoid the Abyss or pass through it to be reborn in some way, but teaching this idea as fact is dangerously close to heresy.

A tiny handful of Imperial Orcs have adopted the doctrine of reincarnation, and believe that they can escape the Howling Abyss in the same way that humans do. This view is rare, even amongst preachers; the majority take pride in the idea that one life is all you get and that you must make it count. The official view of the synod is that belief in a single life only does not constitute heresy provided it is only applied to orcs; it is only heresy to preach that humans also have one life only.

Virtuous Ancestors

For most preachers, the ideal Imperial Orc ancestor would be an orc who embraced and lived their life by the tenets of the Imperial Virtues. Shaped by the path of virtue, such ancestors would help guide their descendants to a closer understanding of the imperial faith, and in turn help them to become virtuous ancestors themselves. Many preachers seek out prominent Imperial Orcs and try to counsel them in the Way of Virtue, to try to help them become virtuous ancestors.

The ideal outcome would be that one day, in the future, all orcs would be able to pass across the Howling Abyss due to their own strength of will and the virtuous lives they have lead, and no more Imperial Orc souls would be lost to oblivion. It is obviously a very ambitious undertaking.

The Bonewall Doctrines

During the Symposium of Revelation in Winter 380YE, two preachers - Bonewall Rek and Bonewall Cole - proposed that the Doctrines of the Faith be changed to incorporate an understanding of the orc's place in the Way. The Doctrine of the Howling Abyss and the Doctrine of the Ancestors were both accepted by the Imperial Synod. These two doctrines help to establish a place for the orcs, and for their spiritual beliefs, within the context of the Way.

Creating a Preacher

Imperial Orcs cannot purchase religious skills at character creation or in play. Orcs do not gain any benefit from using liao, so they can never use the religious skills. There is categorically no way to gain the use of these skills in play; you should not choose to play a preacher on the assumption that your character will gain some equivalent ability as this will not happen. Preachers who take a congregation still gain votes in the Synod and liao to dispose of as they choose.

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Preceptor of the Skarsind College of Warcasting

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Bounty of Mana

- 4 Appointment

- 5 Skarsind College of Warcasting

Overview

The Preceptor of The Skarsind College of Warcasting (often shortened to Preceptor of Warcasting, Preceptor of War, or even occasionally The Warcaster) is an Imperial Orcs Imperial title created following an announcement in Summer 380YE by the Bloodcrow Yargol, Civilian Commissioner of the Imperial Orcs. Construction was completed shortly before the Autumn Equinox of 380YE.

The position of Preceptor is a sinecure, requiring minimal responsibility but offering a regular income of crystal mana.

Responsibilities

The Preceptor is called on to settle any disputes arising between students. The Preceptor is also responsible for ensuring the college runs smoothly, and dealing with anything that might threaten the good functioning of the college. They may also be called upon to advise on the curriculum, but most of the teaching is performed by veteran orc warcasters.

Powers

Bounty of Mana

The Preceptor gains custodianship of a sinecure. They receive an income of 9 crystal mana each season, paid out of the surplus mana produced by the large mana site at the heart of the college.

Appointment

The Preceptor of the Skarsind College of Warcasting is appointed by unanimous decision of the Imperial Orcs senator. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by an Imperial Orc citizen. The Preceptor has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Imperial Orcs National Assembly, and by the Assembly of the Nine.

Skarsind College of Warcasting

Built on the northern slopes of Estermark, the College is often plunged into shadow even during the day. A dour, blocky building surrounded by a wooden pallisade houses the staff and students dedicated to training orc magicians in the battefield arts of the warcaster.

The college stands in a well defended area, with access to a spring of natural, fresh water, it could easily hold off a small group of attackers for some time. Below the building - and forming part of the cellars of the college itself - is an old mine long since played out at the bottom of which lies a significant mana site that provides crystal mana for use by the orcs studying at the college.

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Pretty Ploughboy

Trad. Eliza Carthy's version on youtube

It's of a brisk young ploughboy, he was ploughing on the plain, And his horses stood down in yonder shade. It was down in yonder grove he went whistling to his plough, And by chance there he met a pretty maid, pretty maid, And by chance there he met a pretty maid.

And when her aged parents they both came for to know That her love he was ploughing on the plain, They sent for the press gang and sent her love away, And they sent him to the wars to be slain, to be slain, And they sent him to the wars to be slain.

So she sailed till she came to the very ship she thought her love lay in And unto the Captain she did complain. She says, “I'm come in search for my pretty ploughing boy, Who was sent unto the wars to be slain, to be slain, Who was sent unto the wars to be slain.”

So four hundred bright guineas with her hand she did lay down, And so freely she told them out all o'er, Until she got her pretty ploughboy all in her arms, And she hugged him till she got him safe on shore, safe on shore. And she hugged him till she got him safe on shore.

And she set those bells to ring and so sweetly she did sing, Just because she saved the lad that she adored, she adored, Just because she saved the lad that she adored.

More info and lyric variations

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Price of experience

The drums were whispering, soft and low, all around the clearing. The council met in a rough circle, their backs to the fires where the other orcs sat. Some sat on logs, some stood, but most sat or squatted in the dirt. The chieftan stood in the middle of the circle, bearing the Heartwood Staff in one hand and a crumpled vellum scroll in the other.

"The messengers have done their best, but the news is not good." He said without preamble. "The Navarr no longer wish us to be here."

A rumble passed through the circle, but nobody interrupted.

"They require that we leave Therunin, and trek across their Empire to the far north - to the cold mountains - there to be consumed by the orcs of the Imperial tribe."

One of the councillors spoke, her voice flat.

"The orcs of the Imperial tribe do not want us. They are not of our tribe. It is known."

The chieftain nodded. It was known.

"They require us to submit to their tribal spirit. They require us to abandon the Forest. They require us to embrace the ancestors of the Imperial people."

An angry rumble now, a susurration of whispers.

"They will give us a year, and then they will no longer offer us sanctuary from the Druj."

He spat as he named the tribe of tyrants, the people of the scorpion. Many of the warriors outside the circle did the same, as did a few of the elders.

"They say that there will be no more charity. We must pay for our place among them with magic and trade goods."

One of the elders stood up and addressed the chieftain.

"We told them we would fight the tyrants with them? Protect their forest from the people of the scorpion? Trade with them - trade our knowledge of the Druj and trade meat, furs, and wood with them?"

"Yes. The totem speaker told them all this in Autumn."

The elder sat down again.

"What choice do we have?" asked the chieftain. "The totem speaker says that there has been no reply from the south, but we must move. We cannot stay here. We cannot return north, we will not diminish and we cannot fight. What choice? We must move."

At that moment, a new figure stepped into the clearing. Flanked by four warriors, the orc moved with a casual confidence, her face hidden by a midnight blue cowl. As she walked, her staff jingled with silver bells.

"There is ... another possibility," she said calmly, smiling toothily beneath the hood.

Contents

- 1 Overview

- 2 Significance

- 2.1 The Situation

- 2.1.1 Politics

- 2.1.2 The Briars

- 2.2 Complications

- 2.2.1 Supporting the army

- 2.2.2 A place to live

- 2.2.3 The Thule

- 2.3 Leaving

- 2.4 Delegation

Overview

During the Summer Solstice 380YE, the Imperial Senate declared that the Empire was no longer at war with the orcs of the Great Forest. A little over a month later, an army of around two thousand orcs, along with what appeared to be the majority of their tribe, emerged from Hope's Rest and established a camp in the Lower Tarn Valley. They came, they said, at the invitation of Caerwyn Summercrow, then Senator for Therunin - although she has now been succeeded by Willa Wintervigil.

War weary, but armed and armoured, the battered army protects the tribe as best it can. In the months since, their situation has remained precarious. The Empire has invested some funds in supporting them, but the situation is not sustainable. It is complicated by the fact that the Great Forest orcs appear disinterested in becoming part of the Empire, and that there are among them an unknown number of briars, believed to be associated with the heretics of Dourfell Keep.

Significance

The orc army is depleted and weakened by repeated engagements with the Dawnish and with the cruel Druj. Without land they are unable to replenish their warriors, even with monetary support from the Empire. At the same time they seem loath to attack and seize land for themselves. There have been negotiations between representatives of the orcs and the Navarr, but they appear to be going nowhere.

Rumours suggest that shortly after the Winter Solstice, the Great Forest orcs began to make preparations to break camp - and only a last minute communication from the Navarr (or perhaps the Throne, depending on who is telling the story) prevented a potential escalation of the situation that might have seen open conflict between the tribe and the Empire.

The Situation

Politics

The chief of the Great Forest orcs is young, but is advised by a council made up of old and experienced orcs. They have repeatedly avowed they have no interest in being absorbed by either the Navarr, or the Imperial orcs. They claim that their cultural heritage stretches back centuries - they claim to have ancestors that roamed the forests of what are now Therunin, the Barrens, Brocéliande, and Highguard long before the Terunael placed one stone upon another to begin their cities. Some of them have laboured under the yoke of the Druj, forced to serve and fight for their wicked masters. Others lived free in the forests of Brocéliande for a time, returning to join their fellows only when the Barrens was briefly liberated from the tyrannical Druj.

Much of this information comes second-hand, from brokers in Therunin who have had limited contact with the orcs. They say that there is a growing sense of frustration among the people of the Great Forest - a sense that they were offered sanctuary and are now being treated like unwanted guests. It is hard to say where this bad feeling may lead.

The orcs of the Great Forest have firmly rebuffed attempts to introduce them to the Way. They have their own religion, it seems, and while they are not interested in discussing it, those Therunin Navarr who have dealt directly with them have managed to glean a few details. Like many orcs, they hold their ancestors in particular reverence. At the same time they also seem to revere or even worship invisible spirits that they believe live in the forest and protect them from the Howling Abyss. They refuse to talk about these spirits, but they claim they are the "children" of the Great Forest - the single woodland they claim once stretched across the entire area now occupied by the Empire, as far north as the borders of Otkodov.

The Briars

As well as orcs, the Great Forest tribe is accompanied by perhaps a hundred and fifty humans of obvious briar lineage who are not Imperial citizens. There is little doubt that these briars are representatives of the anarchists of Dourfell Keep in the Barrens - descendants of the murderous heretics who attempted to claim the Barrens as an independent briar "kingdom" during the reign of Emperor Ahraz. With Druj domination of the Barrens all but complete, it is speculated that they are the only surviving members of the cult. Regardless, it is unlikely that they are friends to the Empire and their presence among the Great Forest orcs may be cause for concern.

Complications

The situation in Therunin appears to be moving towards some sort of crisis.

Supporting the army

For the past six months, the Empire has been providing them with 50 Thrones each season, allowing the army to maintain its current strength. All the problems previously mentioned still apply.

A place to live

The Great Forest orc tribe has reached the limit of their ability to sustain themselves in their current location. There have already been a few minor conflicts with the steadings of the Tarn Valley - although there has been no bloodshed frustration is growing on both sides. There are still opportunities to cede territory to the Great Forest orcs, but even if the Imperial Senate takes such a step they would still need to support the Great Forest orcs army if they wish it to continue as a viable military force.

The Thule

Since the peace treaty of Summer 379YE, the Thule orcs of Otkodov have been foreigners, able to claim a wary welcome within the borders of the Empire. A delegation of Thule has made their way to Therunin, apparently specifically to talk to the Great Forest orcs. The exact details of their discussion are not known to the Empire, but there is some evidence that they have invited the Great Forest orcs to join the Thule hegemony.

Leaving

The patience of the Great Forest orcs is nearing its limit. There is talk of a "letter" (or perhaps more than one) that has brought things to a head - and the Great Forest orcs are again making preparations to leave their camp and begin moving. Local scouts suggest even though their army is depleted, there are no forces in Therunin at the moment capable of stopping them should they wish to move - or of offering a coherent defence should they be planning to attack.

If the Great Forest orcs attack Therunin, it is unlikely they would be able to make any significant territorial gains before the Summer Solstice. Even if their intentions are not hostile, so many orcs (and briar allies) on the move would be very disruptive to life in Therunin.

Delegation

The Great Forest orcs are making one final effort to reach an accord with the Empire. They hope to avoid a repeat of the chaos caused by the failed peace treaty of Summer 379YE, but there is nothing to suggest the situation can be salvaged. Still, they have declared that a small delegation will visit Anvil on Saturday evening, to talk to their hosts - and also to speak with Skywise Fal of the Imperial Orcs.

It is easier to forgive an enemy than to forgive a friend.

William Blake

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Price of prosperity

"Vassa" mopped his brow with a handkerchief. Two brawny soldiers stood at the bottom of the gangplank. They wore orichalcum breastplates, gauntlets, and greaves over cotton tunics. Their hair was braided with red and yellow feathers, and each held a heavy orichalcum pole-axe easily in one hand. They watched the old man impassively.

"How much longer?" he asked, exasperated.

One of the soldiers shrugged. Neither spoke.

Looking back along the quay, Vassa could make out a small knot of people. Four soldiers, a präst of the assembly of Courage. And what looked suspiciously like a ... surely not.

His heart fell. This was bad, very bad indeed. Even for Zemeh.

Vassa could see that the soldiers formed a tight square around a woman he recognised. She looked bruised, and her hands were shackled. Olivia Burano di Sarvos, barely off the boat six months.

As the group approached, Vassa's initial suspicion was confirmed. The figure in emerald and green robes was a Representative - effectively a Senator, one of the representative body that ruled Sumaah in the name of the people. The reality of course was more complex - the House of the People did little without the support an approval of the präster. Yet they maintained the division between their two houses fiercely. Religiously, almost. As always, when in a tight spot, Vassa found it hard to avoid making little jokes in his head.

He discarded his early assessment of very bad, and replaced it with exceptionally bad.

The knot of figures stopped at the bottom of the gangplank. The soldiers stepped aside, forming a semicircle around Olivia, and two of them persuaded her to climb the gangplank with their spears. She had little difficulty making the climb with her wrists manacled - she had a dancer's grace - and when she reached the top she turned called back demanding fluently that the manacles be removed. The courageous präst snapped back that the manacles would not be removed until they were out of sight of land and if she tried to swim back then she would be food for the mososari and it would serve her right. Vassa noted with interest that the präst had a black eye, and a recent one at that. She did not look happy.

"Go below." he snapped to Olivia, who looked set to start shouting back. She turned to Vassa and opened her mouth to argue but he met her gaze and growled low in his throat "I am not in the mood, di Sarvos. Go. Below."

The younger woman shut her mouth, and stalked across the deck. He ignored her.

He turned his attention back to the Sumaah on the quayside. The soldiers had stepped back, allowing Representative Puala to stand at the very bottom of the gangplank, gazing up at him. At her side coiled a vicious looking lizard the size of a dog, its brightly coloured scales polished to almost mirror sheen. He had encountered such nasty little brutes before - they were capable of delivering a painful bite, and while their venom was not lethal it could cause nasty hallucinations. That Puala favoured one as a companion did not surprise him. She was a savvy, dangerous woman who knew the value of making a powerful impression. She could smile while delivering the most egregious insults, and Vassa respected that.

She was not smiling now.

She spoke quickly, fluidly. Her voice was steady but her words were full of suppressed anger.

"You are all hereby exiled from Zemeh, and from Sumaah. If you attempt to return, you will be tried as the agents of a hostile power, a criminal offense for which you can be hanged. The assembly of Vigilance as permitted you to remain so long only because there was nothing that you could learn that would harm our people. Do not believe that courtesy will be extended to you again."

He nodded his understanding. He was a little surprised at how thorough the Censors had been. Every Regario agent he know of in Zemeh had been rounded up and put on this ship. He had known that they had recognised him years ago - had enjoyed the lazy tolerance with which he was treated by the Vigilant präster. He would miss the heated debates about the nature of virtue, and the threat of Asavea. He had not realised the entire network - such as it was - had been compromised and wondered idly if there was a traitor among them.

"Furthermore, you are to tell your Imperial masters that as of sunset today a state of war exists between the Republic of Sumaah and the Empire. Any attempt by Imperial ships to enter our territorial waters will be treated as an act of piracy and dealt with appropriately under the law. Likewise, any of your vessels encountered in the waters of the Archipelago by our warships will be treated as Asavean vessels."

"You have treated us with contempt. Our requests of fair conduct have been ignored. You have insulted us again and again, and even in the face of our final warning you still refused to give us the same respect you show to the tyrants of Asavea. You have refused to acknowledge that we seek the same virtuous life that you claim to seek. You have sought to trample our pride, and that will not stand."

"Furthermore, you have made an inhuman creature an exemplar of the faith, demeaning the Way, placing one who does not possess a soul in the company of the exalted. You have befouled all those who should be treated with respect, and you have ignored our pleas to engage in discourse regarding this decision."

"We - who should have been united by faith - are now at war."

"We are not the allies of your enemies, nor the enemies of your allies. We will not come to your benighted lands as conquerors because that is not our Way. Yet whatever friendship might have existed between us is over."

"We cannot overlook the crimes you have committed against out shared faith. Our assemblies are in agreement. They denounce your entire Synod as heretical. We do not doubt that your people will ignore our judgement for they are lead in their faith by hyenas. Yet we issue this warning. We will not keep our judgement quiet. Within the month, every other nation will know that you mock the faith you claim to hold. We shall ensure that all those who look to the seven virtues for guidance are aware that you are insincere in your beliefs. You may consider this a little thing, but believe me when I say that it is not. Our faith is without question. Yours is without substance."

"Go now, and return to your Empire. When your actions demonstrate that you have repented your unvirtuous deeds, and finally deign to speak to us as equals, we will send an ambassador. Until such time no Sumaah citizen will come to your Empire. These are the words of the House of the People."

"You may go now."

Before Vassa could do anything more than open his mouth, Representative Puala had turned on her heel and was already striding back up the quayside towards Zemeh. Her companions hung back for a few moments, talking in quiet voices; then the präst raised her voice and called to the captain, telling him to cast off and not return until his cargo had been delivered.

Vassa lent on the railings as the ship began to glide down the river towards the ocean. He chewed his beard for a few minutes, as he thought through the implications of what the Representative had said, the implications for the Regario Dossier - and the implications of several weeks at sea with an angry Olivia Burano di Sarvos.

"Well, bugger." he said, with some feeling.

And then he turned and went below to explain to the others that they had some bad news for the Empire.

Contents

- 1 Trade Winds

- 1.1 War with Sumaah

- 1.2 The Commonwealth

- 1.3 Jarmish Politics

- 1.4 Asavea

- 1.5 Sarcophan Delves

- 2 Further Reading

Trade Winds

War with Sumaah

The House of the People of the Sumaah Republic has declared war on the Empire, and denounced the Imperial Synod as a den of heretics. The port of Zemeh remains closed to Imperial citizens. Indeed, over the last three months it has finished expelling all Imperial citizens from its shores.

This means that Imperial citizens can no longer send their ships to Zemeh, nor trade with the Sumaah Republic. It is important to note that the Sumaah are still foreigners; although they have declared war on the Empire, the Empire has not formally accepted that state of affairs (this would require the Senate to declare war in turn).

Work has stalled on the embassy currently under construction in Necropolis. While the Senate agreed to appoint an ambassador with authority to speak to the Sumaah on their behalf at the Empire, it was done during the final session of the Autumn Equinox and so the title has not yet been appointed.

Previously, it was likely that the Sumaah would recognise the authority of any cardinal of the Imperial Synod who contacted them, but their denunciation of the entire Synod as heretics means that this is most likely no longer the case. It is certainly possible to send a message to Heln Stianser; Censor of wood, metal and stone; The High House of Prosperity; Sumaah Republic.

It is unclear what effect the accusation of heresy will have on international relations, but it is likely to significantly impact any missionary work the Synod attempts to engage in among people who are not hostile to Sumaah.

The Commonwealth

The Commonwealth continues to be unimpressed with the Empire. The Senate passed a motion during the Summer Solstice to build an embassy, but there appears to have been no movement on building it to date. Imperial captains are still encountering increased tariffs and bureaucracy; they are encouraged to speak to Senator Atte of Sermersuaq on this matter.

In the meantime, the Senate could appoint an ambassador with authority to contact the Commonwealth on behalf of the Empire (most likely to Militärattache Ludkhannah Schöningen, die Stahlhalle, Volkavaar). However, while this might have been sufficient to show goodwill if it had been done earlier, given the parlous state of the relationship, creating an ambassador without an embassy could well damage relations even further.

One positive move by the Commonwealth that has effected the Empire is that the Fellowship of Purple Sails sodality has brought the recipe for Artisan's Oil to the Empire. The Commonwealth has also passed trade laws allowing the valuable substance to be sold to visiting traders; except Imperial captains. At this time, despite the best efforts of the Fellowship of Purple Sails, there are no plans to legalise the sale of artisan's oil to the Empire.

Jarmish Politics

Thanks to Imperial support, Rigia has benefited greatly from visits by Imperial fleets. The Eastern Alliance has offered formal thanks to the Empire, and especially to the Jarmish Trading Cartel organised by Ferrero Sanguineo Rezia di Tassato, the Master of the Imperial Mint. Of some potential concern to the Empire is that as part of an agreement with Magician-Prince Barbara Radz, ruler of Rigia and leader of the Eastern Alliance, involves trade in slaves. The details are not clear, but it appears that come the Spring Equinox an unknown number of Jarmish slaves will be arriving on the shores of the Empire. It is not apparent how many, or what arrangements have been made to accommodate them, nor what the legality of this peculiar exchange might be.

The Imperial Senate and the Imperial Conclave alike have agreed to send formal communications to the House of Princes in Jarm, offering apologies for past piracy against the Principalities. The information that the agreements has been made has partially mollified the House of Princes, but they are awaiting the actual apologies; they appear to expect formal letters. These can be dispatched to Lord-Magister Anton Trescher of the Hidden Hook, Who attends at the House of Princes, In the City of Jarm who serves as an advisor to the Jarmish government on foreign affairs.

While it is still a crime for anyone in Jarm to trade crystal mana to Imperial citizens, it is likely that once the formal apologies are received Imperial allies among the princes will be able to make a case for reducing or removing the restrictions, or at least countering the ongoing problems encountered by captains visiting northern and southern Jarm. Until they are successful, however, the ports of Kavor, Vezak and Rigia will continue not to offer mana crystals to visiting captains.

As before, anyone interested in discussing relations between the Empire and the Principalities of Jarm should speak to Oswi Twice-burned, the Ambassador to Jarm - and perhaps with the Urizeni Eriktho who is the ambassador from Jarm to the Empire.

Asavea

During the Autumn Equinox, the Senate passed a motion making it a crime to trade Bourse resources with Asavean citizens. The Plenum is unimpressed, to put it mildly, but they accept that the Senate is being influenced by the zealots of the Synod. The flavour of communications has been amused - and slightly condescending.

There is one potential fly in the ointment, however. The powerful Tarquinius noble family has announced that it is "unamused by the presumption of the Imperial priesthood". It has categorically withdrawn its offer to sell white granite to the Empire. Instead, it has announced that it has already located another buyer on the Bay of Catazar who is prepared to deal pragmatically with Asavean merchants. It is unclear at this time what implications this will have for the cargo dock at Caricomare which was commissioned explicitly to offer white granite for sale to the Empire.

Otherwise, relations with the Asaveans have cooled somewhat but they are by no means frosty.

Sarcophan Delves

Relations with the Sarcophan Delves remain neutral. They appear unconcerned about their lack of an embassy, and Sarcophan merchant-captains are regular visitors to the ports of the Bay of Catazar.

Further Reading

- You can read last event's Trade Winds here.

- As far as anyone knows, the Fellowship of Purple Sails are still keen to hear from anyone who wants to discuss international trade with their sodality.

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Pride of Ikka's Tears

Contents

- 1 Overview

- 2 The Resource

- 3 The Bourse Seat

- 3.1 Responsibilities

- 3.2 Powers

- 3.2.1 Seat on the Bourse

- 3.2.2 Bounty of mithril

- 3.3 Appointment

Overview

The Pride of Ikka's Tears is located in Suaq Fount in the Wintermark territory of Sermersuaq. Custodianship of the Pride of Ikka's Tears grants an Imperial title; a seat on the Imperial Bourse; and a seasonal bounty of valuable mithril.

The Resource

The Pride of Ikka's Tears was discovered in Winter 379YE by chance by a civil servant exploring the Face of Ikka. Peter of Hintown and his companions were performing follow-up investigation of the isolated site after their discovery of the ruined Gildenheim runeforge. The Imperial Senate determined to make the best use of the mithril vein the expedition had discovered, and over the next nine months work continued despite a bitter winter and the constant threat of Jotun invasion.

The mine is named in commemoration of the Battle of Ikka's Tears, a vicious confrontation between the heroes of the Empire and a Thule expeditionary force that left dozens dead on the plains below the glacier. It may be possible to expand the workings even further, but only the presence of a significant number of skilled miners will be able to determine exactly how rich this mithril find might potentially be. Further prospecting may be a little risky, however. For now, the mine workings are relatively shallow and mostly delve into the stone beneath the ancient glacier - while carefully avoiding the allegedly haunted tunnels that riddle the great wall of slowly moving ice. Expansion may prove lucrative in terms of mithril, but local Suaq mystics warn against disturbing the ancient Face of Ikka unnecessarily.

For the moment the worst threat the miners there have had to deal with are the dire beasts of the northern wastes - mostly inquisitive dire penguins and grumpy dire walrus - along with the occasional sighting of a prowling glacier cat or hungry winter bear. There are two potentially more serious problems with this seat which might need to be addressed in the coming years.

Firstly, its proximity to Jotun and Thule lands cannot be understated. The Empire is already at war with the Jotun, and in the event of a renewal of hostilities with the Thule it would come under immediate threat. Peter of Hintown and his Suaq advisor, the architect Ana, have both sent strongly worded recommendations that the Empire consider building a fortification in the Suaq Fount to help protect the new mithril resource (and in Peter's case, the historical artefacts of the Face of Ikka).

Secondly, the mine stands on the very northern edge of the Empire in an area known form troll ruins and exotic artefacts. If any horror emerged from Tsirku, or from within the glacier, then the mithril mine would almost certainly be straight in its path

The Bourse Seat

Responsibilities

The Seat has no particular responsibilities; they simply receive a bounty of mithril which is theirs to do with as they will. If the Pride of Ikka's Tears were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to the Pride of Ikka's Tears, the Seat would expect to be consulted as to how that opportunity might be resolved.

Powers

Seat on the Bourse

Custodianship of the Pride of Ikka's Tears comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of mithril

The Seat has control of a source of mithril and receives Bourse certificates to represent that control. They can dispense this resource as they choose. Production is 15 Imperial wains of mithril every season.

Appointment

As with all mithril Bourse seats, the holder of the title is determined during the Autumn Equinox. Control of the Pride of Ikka's Tears is assigned to whichever Wintermark candidate receives the most support from Wintermark owners of military units. Votes are recorded in private in conjunction with the civil servants who support the Bourse.

Custodianship of the Pride of Ikka's Tears is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be revoked by the Imperial Synod.

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Pride of the Highborn

Original: Burgundy Brawl (link to follow) - filk by HW(?) Recording: https://soundcloud.com/oxfordgirl/sets/highguard-filk

Always first to battle, last to leave the fight (x2) Pride of the Highborn, courage of the Highborn Pride of Adina, courage of the Charge

Surging ever forward, banners at our heels (x2) Pride of the Highborn, courage of the Highborn Pride of Adina, courage of the Charge

Rushing tide of steel, washing all before (x2) Pride of the Highborn, courage of the Highborn Pride of Adina, courage of the Charge

Shadows clear our path now, with arrows blood and steel (x2) Pride of the Highborn, courage of the Highborn Pride of Adina, courage of the Charge

Line of shields unbroken, holding at all costs (x2) Pride of the Highborn, courage of the Highborn Pride of Adina, courage of the Charge

Past ever guides us, still we strive for more (x2) Pride of the Highborn, courage of the Highborn Pride of Adina, courage of the Charge

Chapter Bells are ringing, welcomes home the victors (x2) Pride of the Highborn, courage of the Highborn Pride of Adina, courage of the Charge

Water washes onward, bearing home the slain (x2) Pride of the Highborn, courage of the Highborn Pride of Adina, courage of the Charge

Purity and Virtue, immortal souls are we (x2) Pride of the Highborn, courage of the Highborn Pride of Adina, courage of the Charge

Ad-libbing verses is easy, here are some examples commonly found:

Your dad’s a Catazzari, a Catazzari whore (x2) Pride of the Highborn, courage of the Highborn Pride of Adina, courage of the Charge

I will fucking cut you, cut you in the face (x2) Pride of the Highborn, courage of the Highborn Pride of Adina, courage of the Charge

Don’t run out of verses, I’ll cut you if you stop (x2) Pride of the Highborn, courage of the Highborn Pride of Adina, courage of the Charge

oh vice she really means it, help me please im stuck (x2) Pride of the Highborn, courage of the Highborn Pride of Adina, courage of the Charge

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Pride roleplaying effects

Contents

- 1 Overview

- 2 Consecration of Pride

- 3 Anointings of Pride

- 3.1 The Affirmation of Pride

- 3.2 The Demonstration of Pride

- 3.3 The Legacy of Pride

- 3.4 The Foundations of Pride

- 3.5 The Experience of Pride

- 4 Hallows of Pride

- 4.1 Hallowing of Lepidus

- 4.2 Hallowing of the Peacock's Feather

- 4.3 Hallowing of Kethry

- 4.4 Hallowing of Inspiration

- 4.5 Hallowing of the Examiner

- 4.6 Hallowing of Richilde

Overview

These roleplaying effects are created by priests dedicated to the virtue of Pride who use the relevant ceremonial skill. A character performing an anointing or hallow must pick one of the appropriate roleplaying effects when they perform the ceremony.

Consecration of Pride

- In this place, you are filled with an acute awareness of that which are most proud; you feel a desire to extol the subject of your pride, and avoid shaming it.

Anointings of Pride

The following are a range of auras that can be summoned onto a living soul, with their consent, by priests whose own souls are dedicated to Pride:

The Affirmation of Pride

- Your perceptions and recollections are filled with pride. You find it easier to recall your triumphs and successes. Any guilt or shame weighing on you is greatly diminished, as is your tolerance for insults.

Description: The path of pride teaches that the virtuous embrace their past without shame, though this is an easier task for some pilgrims than others. Priests of pride have been able to use this anointing to help pilgrims burdened by the past, or by guilt or shame, to try and move forward. This comes with some additional prickliness to personal slights, though some priests of pride maintain that this is an important part of encouraging pilgrims to stand up for themselves than be slaves to shame.

The Demonstration of Pride

- You feel radiant with pride. You feel an impulse to demonstrate, or display, the thing in which you have the most pride, or encourage others to do so if you cannot do this yourself. You also feel an impulse to challenge those who deride the subject of your pride.

Description: The path of pride teaches that pride is about more than just words, and requires action to. The priests of the path have used this anointing to bring this truth home to citizens and pilgrims. Sutannir and Troubadors have also made use of this anointing in preparing their sects and congregations for celebrations. This anointing has also been used by bravos and other warriors to aid them in overcoming adverse effects and malign auras through demonstration of their pride.

The Legacy of Pride

- You are granted an immediate vision of one, or more, of your proudest moments. If you are bleeding, or terminal, the vision is extended to include all your proudest moments shining brightly. You are filled with a sense of satisfaction of what you have achieved.

Description: The path of pride stretches in both directions and pilgrims are often required to reflect on where they have come from, as well as where they are going to. Priests of pride have found this anointing helpful in supporting their pilgrims to achieve this. This anointing has also been used as part of last rites or funerary ceremonies to assure citizens and pilgrims of their virtue, which will guide them in the Labyrinth of Ages.

The Foundations of Pride

- You want others to know the feeling of pride. You feel an impulse to help others recognise their strengths, the positive qualities they possess, and the merits of their past. This includes a desire to help others see the past as a foundation, not an excuse.

Description: The path of pride is not that of the vainglorious and egotistical, but seeks to build up others also. The path teaches that the virtuous inspire others, and help them embrace their past. Some pilgrims lose sight of this and focus merely on themselves. Priests of pride have been able to use this anointing to help such citizens and pilgrims overcome this obstacle and, in doing so, learn more about the virtuous path.

The Experience of Pride

- During this anointing, you were asked to specify an entity, usually something that is clearly defined like a culture, nation or way of living. Whilst this anointing is in effect, you feel a connection to this entity and even a sense of pride in it. This applies even if the specified entity would not normally be something you felt any pride toward.

Description: Priests of the path of pride have taught that this anointing is beneficial in building an understanding of the nature of pride. Some have also used this to help citizens build empathy for others and thus aid reconciliation rather than Lucidians, however, fear that this aura could be abused for the purposes of indoctrination. There is at least one apocryphal tale of an unnamed Sutannir who accompanied the Emperor Ahraz in his negotiations with the self-liberated orcs and used this anointing to help illuminate the glory of the Empire to those who had formerly been its slaves.

Hallows of Pride

Hallowing of Lepidus

- You feel a desire to encourage or inspire those around you. This feeling applies to all, including enemies, regardless of your other feelings toward them.

Hallowing of the Peacock's Feather

- You feel a strong desire to display this item openly, and make use of it publically. This includes an impulse to take good care of the item. If you deliberately do not do any of the above, the feeling changes to one of revulsion and rejection that flows from the item to you for as long as you are bonded.

Hallowing of Kethry

- You feel a surge of pride in your people, and their way of life. You feel an urge to display the superior qualities of this way of living by letting them inform every aspect of your life. You find it difficult to lie about your identity and origins.

Hallowing of Inspiration

Effect: When you concentrate upon this item, this hallowing summons a vision of a hero, or other figure you respect, and a desire to live up to their example.

Hallowing of the Examiner

- You feel an impulse to test the abilities or claims that others boast of. This effect is amplified if you believe that these boasts, or claims, are empty. This impulse includes the desire to use this item in the testing, if it would be appropriate to do so.

Hallowing of Richilde

- You feel an urge to celebrate and extol the qualities of that which you are proud. This may include an impulse to do so artistically. This impulse includes the desire to use this item in that celebration, if it would be appropriate to do so.

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Prime Factor of the Pallas Docks

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Ministry

- 4 Appointment

- 5 Pallas Docks

- 6 The Title in Play

Overview

Constructed by order of the Imperial Senate, work was completed on this set of dedicated docks shortly before the Spring Equinox 381YE.

The Prime Factor of the Pallas Docks oversees a ministry that allows the purchase of Weirwood from the Principalities of Jarm.

Responsibilities

The Prime Factor of the Pallas Docks is expected to ensure that the Magician-Prince of Pӓrnau Principality in Eastern Jarm continues to trade weirwood to the Empire. If the Pallas Docks were ever directly threatened, the Prime Factor would be responsible for dealing with those threats - but also for making decisions about any opportunity related to the docks. The continued operation of the docks, and thus the ministry, requires that relations between the Empire and Jarm remain cordial - the Prime-factor has a vested interest in ensuring friendship between the two nations continues.

Powers

Total Money Spent

Production

217 Crowns

7 wains Weirwood

427 Crowns

14 wains Weirwood

623 Crowns

21 wains Weirwood

Ministry

As a ministry, the title of Prime Factor of Pallas Docks allows the holder to purchase quantities of weirwood at a set price. The Prime Factor spends their money and makes their choices during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Appointment

This title is auctioned during the Winter Solstice alongside the Imperial Bourse's weirwood seats.

Any Imperial citizen can participate in the auction and hold the title. They do not receive a seat on the Bourse. As a title appointed through the Bourse they cannot be revoked by the Imperial Synod.

Regarding Pӓrnau Principality

This title has some additional restrictions. In the event relations with Jarm collapsed, the title would still exist but would not be able to purchase weirwood. If such a catastrophic breakdown were to happen, once it were resolved it might be neccessary to renegotiate with the Magician-Prince of Pӓrnau Principality.

Furthermore, the Jarmish have specified that the Prime Factor must be a magician. They have no legal ability to enforce this, but discovering that the Prime Factor is not a magician would provide very good grounds for the Jarmish closing this trade route.

Pallas Docks

These private docks are built in Cargo, not far from the Jarmish embassy. They were built with the aid of the Asavean architect Almodin Oktístis who was approached to design 'in keeping with Urizeni style' by Senator Kallavesa. The Pallas Docks take the form of a number of long piers and jetties that extend the available space at the cargo docks, along with a series of dedicated cranes for lifting the wares to the town proper. Notable features include a series of lights mounted on towers at the ends of the piers to guide ships in made to look like miniature Urizeni Spires; and a gorgeous fresco in the main warehouse. The fresco depicts Urizen mages in their spires watching the arrival of the first Highborn ships; what makes the fresco particularly notable is that it is executed in the classical Asavean style rather than in the more restrained Urizen style. The Jarmish merchants using the docks have complimented the bold artistic statement on several occasions. Almost directly above the docks, in the town proper, is a small enclave for use by the visiting Pӓrnau Principality merchants. The architecture here is superficially Urizen, but with many Asavean flourishes and nods (large amounts of blue and turquoise tiling, for example). It consists of two residential buildings, one of which includes a small office, and two large warehouses for storing the weirwood prior to its transfer to the civil service (who issue the Architect with bourse paperwork as normal).

The docks are for the exclusive use of merchants and traders dispatched by the Magician-Prince of Pӓrnau Principality (in Eastern Jarm), who bring regular shipments of incredibly valuable weirwood from the distant nation. Stories are already circulating of a deal secured between Lord-Magister Anton Trescher (the main advisor to the Jarmish Princes on trade and Imperial matters) and the Grendel to leave these ships and their valuable cargo alone - yet it must also be noted that the merchant vessels invariably arrive with an escort of sleek, Jarmish warships.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

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Primer: Synod

Reward the Virtuous; Punish the Wicked

The Imperial Synod

The Imperial Synod exists to safeguard the soul of the Empire, protecting it from dangers and corrupting influences, whilst nurturing and promoting virtue wherever it flourishes. It provides a balance on the power of the Imperial Senate and The Throne and has the power to reward the virtuous and punish the wicked. It also controls the supply of true, or pure, liao which grants access to past life visions.

Key Features of the Imperial Synod

- Membership. You are a member of the Synod if you have the congregation downtime resource. This indicates that the character has responsibility for the spiritual wellbeing of a portion of the population. The larger the congregation, the more influence the priest has in the Synod.

- The Assemblies. The Synod is divided into the:

- General Assembly, consisting of all Synod Priests

- National Assemblies, consisting of all Synod Priests from the same nation

- Virtue Assemblies, consisting of all Synod priests who share the same dedication, or lack of.

- Assembly of Nine, consisting of the eight Cardinals of the Virtue Assemblies and the Throne.

A Synod Priest will have automatic membership of the first three Assemblies on that list.

- Meeting. The Civil Service does not arrange meetings for the Assemblies. That is the responsibility of the Synod priests to arrange. The Civil Service handles judgments made by the Synod.

- Powers. As spiritual and moral leaders, Synod priests have a number of powers enshrined by the law and constitution. More details are here.

- Judgments. The Synod has a number of powers that the various Assemblies can wield. These are called judgments.

Further Reading

- Synod Processes and Powers

- Information about the different Assemblies

- The powers of individual Synod Members

- Judgement

- Witness

- Sanctuary

- Clemency

- The Judgements of the Synod

- Appointment

- Inquisition

- Condemnation

- Statement of Principle

- Revocation

- Recognition

- Veto

- Rewarding

- Changing Doctrine

- Writ of Excommunication

- Religion

- The Way of Virtue

- Imperial Theology

- Religious skills

- Religious Crimes

- Recent History

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Prince's Raiment

Description

The Prince's Raiment is a suit of magical clothing infused with a little of the power of the dramaturgical persona of the Prince. A ritual magician who wears this clothing can draw on the power it contains to empower their ability to perform Autumn magic. In addition to providing additional magical power, the robes also infuse the wearer with some of the personality of the Prince.

The Prince represents temporal authority and influence, and this magical garment allows a trained magical practitioner to experience a portion of that power and use it to better command the subtle and far-reaching potence of Autumn magic. Through the power of dramaturgy, combined with elements of the potent art of girding, the magician who dons the Prince's Raiment experiences a little of the archetypal spirit of the persona. The magic of the clothing puts them in touch with their own reserves of personal power and helps strengthen their confidence in using that power to shape the world around them.

The Prince's Raiment is designed to project authority, confidence, and power. Expensive fabrics are used, carefully bleached and dyed with strong colours. It is embroidered with sungold thread and embellished with dragonbone, polished crystal, and delicate green iron fastenings. Typically fashioned after the rich clothing of a League Merchant-Prince or Dawnish earl, designs are also available patterned after traditional garb worn by leaders of every nation. The Dhomiro's Garb, the Thane's Attire, and the Boyar's Coat have proved quite popular with Freeborn, Wintermark, and Varushkan magicians respectively. Work has recently been completed on the Arbiter's Array, a breathtakingly beautiful robe sculpted to traditional Urizen designs patterned with an incredibly delicate webwork of metal threads and dragonbone-stiffened panels.

At the moment (Winter 380YE), House Bourné is encountering difficulties creating a suitable design for a Prince's Raiment that embodies the aesthetics of the Imperial Orcs' leaders. The Guild has expressed an interest in receiving suggestions from orc artisans as to what the leaders of their people would wear and how best these could be incorporated into a new design.

Rules

- Form: Armour. Takes the form of a robe. You must be wearing this robe to use its magical properties.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Once per day you may use this robe to gain two additional ranks of Autumn Lore for the purposes of performing a single ritual, subject to the normal rules for effective skill.

- Roleplaying Effect: While wearing this robe you feel an urge to take charge of any situation you find yourself in.

- Materials: Crafting a Prince's Raiment requires three ingots of orichalcum, five ingots of tempest jade, nine ingots of green iron, five measures of dragonbone, seven measures of beggar's lye, and eleven measures of iridescent gloaming. It takes one month to make one of these items.

OOC Note

This is one of six sets of ritual robes designed by House Bourné, a Sarvosan guild formed by the union of League master-artisans and a Dawnish weaver cabal. Their unique designs combine the power of dramaturgy with a deep understanding of the hearth magic of girding. During Winter 380YE, in conjunction with popular publication The Looking Glass, the Merchant-Prince Genia Bourné di Sarvos announced that the guild would allow any Imperial artisan to visit their estate in Sarvos and study the schemata detailing the six raiments, free of charge.

Any character can learn how to create this raiment following the normal rules - either by selecting the robe as one of their starting items, or learning it as an extra item pick. The only restriction is that anyone who knows how to make one of these robes must have spent a week or two studying at House Bourné in Sarvos - there is currently no other way to master the patterns which remain the proprietary knowledge of the Bourné guild.

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Principalities of Jarm

The information presented here is designed to give a feel for the foreign nation, and is by no means exhaustive. The focus of the Empire campaign is on the Empire and its citizens, and while this information can be used to create backgrounds or inform role-playing on the field; it is not intended that players portray characters from this foreign nation without discussion with Profound Decisions.

Contents

- 1 Overview

- 2 Terrain

- 3 People

- 4 Poltics

- 5 Magic

- 6 Religion

- 7 Look and Feel

- 8 Languages

- 9 The Principalities in Play

Overview

The Principalities of Jarm are an old, confident nation that lies many weeks sailing to the east of the Empire. It is a little larger than the Empire, but regularly riven by internecine bickering between the various factions that rule there. It is often engaged in conflicts with the smaller nations that border it, occasionally engaging in wholesale wars of conquest against those neighbours for resources.

Of particular interest to Imperial citizens are the Jarmish ports which are open to trade with the Empire.

Terrain

The Principalities are divided into three broad areas. They spread along a wide swathe of coastline with several major rivers; most of the Southern and Northern Principalities have at least one settlement with access to the sea, and many of the Eastern Principalities have a ship-navigable port along one of these waterways. The climate tends to be temperate, a little warmer than the southern Empire in Summer and a little cooler in Winter.

The Southern Principalities are the oldest, and the land there is widely settled and agrarian. The Northern Principalities are cooler, with more hills and bounded on two sides by high mountain peaks. Much of the Eastern Principalities is covered in forest, and many of the people here are the descendants of conquered peoples; the eastern borders are prone to regular raids from nearby nations and at least one tribe of orcs.

People

The Jarmish people are human. All lineages are known, but there are strong lines of changeling and naga - scions of these lines rule several Principalities. Orcs are known in several parts of Jarm, especially in the Eastern Principalities, but they are exclusively of low station. Those orcs who are not labourers serve in the military and have a reputation as ignorant savages, surly bandits and primitive barbarians incapable of appreciating the various fruits of Jarmish life.

The rulers of Jarm are all magicians; only someone with the ability to cast spells can hold any position of authority. Those who cannot master magic are consigned to the ministerial class or even the landfolk - non-magicians are allowed to own property and wealth but they cannot hold public office.

The people are roughly divided into four classes, and there is comparatively little social mobility. The Magician-Princes are of the Noble class, and their families control most of the wealth, land and magical power in Jarm. The Ministerial class serves the Principalities as educators, scribes, merchants, translators, diplomats and judges and form an educated middle-class under the Magician-Princes. The Landfolk are labourers and shopkeepers, and their standard of living is generally much lower than that of the equivalent Imperial citizen. The lowest class are the Slaves who are considered property, and live short lives of hopeless drudgery. Slightly outside this class-system are doctors and chirurgeons, who have a status somewhere between slaves and landfolk, and are generally considered to be bad luck by more sophisticated Jarmish citizens.

Each Principality maintains its own military forces, and it is only among the soldiery that any semblance of meritocracy is encountered; the Jarmish people are oddly practical when it comes to matters of protecting their nation, and it is entirely possible (if extremely difficult) for one of the Landfolk or even the Slave-class to rise to a position of authority within the army of a Principality.

Poltics

Jarm is made up of a number of self-contained Principalities, each ruled over by a Magician-Prince. The principalities tend to be around the same size geographically as an Imperial territory. Most Principalities have a single small city at their heart which is the site of the Prince's palace and where the governance of the Principality takes place. While individual Principalities choose their ruling Prince in various different ways, the power rarely moves beyond the control of three or four long-established families; it is rare for a single family to completely dominate a Principality. The Noble class sets the law within their domain, and while they are rarely subject to it they are constantly aware of the need to maintain the respect of their peers within the Principality and in neighbouring domains .

Each Prince also holds a seat in the House of Princes in the city of Jarm (a central Principality whose Magician-Prince is appointed by the House of Princes directly and serves as an administrative hub for the nation). There they conspire with and intrigue against each other for position and control of their nation's resources. There is traditionally a good-deal of cut-throat maneuvering between the Northern and Southern Principalities who both seek to exploit the resources of the Eastern Principalities.

While the nation appears chaotic, it is governed by a small body of shared laws. For example, no Jarmish may shed the blood of another Jarmish citizen. This law extends from to the Noble class all the way down to the Slave class. A Magician-Prince.who ignores this law will face the censure of her peers, and several Princes have been toppled by their neighbours for ignoring it. This law is suspended during a formally declared state of inter-Principality war, which is known by a number of names in various languages (zemsta, kättemaks or pomsta) all of which roughly translate to 'revenge' or 'vendetta'.

A peculiar side-effect of this universal Law has been the creation of a low-status class of doctors and chirurgeons; because they often have to shed the blood of their patients for their own good, they are both disdained and valuable to the Jarmish people. Still, given a choice, any Jarmish citizen would prefer to seek out magical healing over mundane healing.

Interestingly, it is also illegal for anyone outside of the Noble class to own a bow, and crossbows are completely unknown. Principalities rarely field units of archers, preferring to use soldiers trained in the use of thrown weapons such as javelins. Some Principalities maintain elite units of archers made up of troops that have proven their loyalty to the Magician-Prince, but even these soldiers are not considered to own their bows. When a military archer is not on campaign, her bow remains the property of the Magicvian-Prince. This can leave them at a serious disadvantage; many Jarmish armies include soldiers trained in the use of large shields specifically to protect their fellows against enemy archers. The use of archers during internal conflicts is heavily frowned upon, and many Magician-Princes are cautious about deploying bow-wielding troops during the regular inter-Principality tussles. This restriction is believed to be a consequence of the extensive use of mage armour among the Nobles of Jarm - they ensure that a weapon as devastating as the bow is carefully controlled.

Magic

For the most part, only the Magician-Princes and their retainers are allowed to practice ritual magic in Jarm, although many of the citizens know an incantation or two. Jarmish ritual magic tends to be a combination of Astronomancy and Music of the spheres. Only members of the Noble class are allowed to form or participate in covens, and members of other classes found to be practicing ritual magic as part of a group are dealt with very harshly.

Magical items and potions are rarer in Jarm than they are in the Empire, and the majority of Jarmish artisans focus on crafting robes, implements and ritual paraphernalia for the Magician-Princes.

Religion

Jarm has no dominant religion; rather the Principalities embrace religious freedom. With the exception of a few theologically minded Principalities, spiritual beliefs are seen as relevant only to the individual. While many Jarmite citizens cultivate an attitude of amused indifference to religious matters, many more wholeheartedly embrace the tenets of one creed or another.

Consequently adherents of the Way rub shoulders with members of the Gemeinwesen sects; spiritualists and necromancers loudly debate with materialists and ancestor worshippers; and temples of various gods and powers compete for congregations with the shrines of Eternal cults.

The closest Jarm gets to an established priesthood are the astrologers of the Ministerial class. These magicians combine minor rituals from the Realms of Day and Night with the study of the heavens to offer advice to their fellows. Many Jarmish will consult an astrologer before embarking on any major endeavour. While the people often consult these diviners for advice, they do not necessarily follow it - the astrologer fills a cultural role, but few Jarmish place their advice above common sense or their own desires.

Recent developments in northern Jarm have seen a surge of interest in the tenets of the Way of Virtue. Magician-Prince Hillar of Limitu has given permission for a "significant" temple to be constructed in his principality. With the assistance of the Imperial Synod, the temple is now spreading the tenets of virtue to Jarmish converts throughout the principality - and potentially the whole of northern Jarm.

Look and Feel

Jarmish costume is strongly influenced by Indian, Southern Asian and Malaysian styles. As befits such a cosmopolitan nation, a very wide range of materials, colours, degrees of ornamentation and styles are found here. Men and women alike enjoy loose fitting, flowing clothing made of loose, wide strips of clothing wrapped around the body and often accompanied by a shirt or blouse. Other popular styles include a long coat cut to just above the knee worn with tight-fitting trousers similar to the sherwani; the kurta or kurta pyjama (a knee-length shirt usually made from cotton or linen); the salwar kameez; the choli and the lengha.

Jewelry is extremely common among the Jarmish, made from a variety of precious and semi-precious materials. Delicate chains are especially common, and the Jarmish love pendants and intricate head-pieces. Wrist and angle bracelets are much more common than rings - ornate rings are often seen as a mark of indolence as they imply that the wearer does not work with their hands. Likewise, the head is rarely covered by anyone other than the Landfolk; a hat often suggests that one works outside exposed to the rain and so individuals of the Ministerial and Noble class avoid them, preferring jewelry instead.

Languages

The principalities are polyglot, with languages from all over the world spoken in various Principalities. The Jarmish are the descendants of a wide mix of forerunner kingdoms, immigrants and the children of subject peoples; there is no dominant language, and many Jarmish are multi-lingual as a consequence. The languages most commonly spoken in Jarm are shared with many of the surrounding nations, and can be represented by any language belonging to the [Slavic language group].

The Principalities in Play

The Empire has traded with the Principalities of Jarm for several centuries, and both nations have benefited from that trade. It is important to remember that the Principalities are much more loosely connected than the nations of the Empire, and that they treat intrigue almost like a popular sport; a good relationship with one Principality might automatically result in a bad relationship with another. The same applies to characters with roots in the Principalities; they may have links to a family in one Principality, but this gives them absolutely no standing with any other Principality. Each Principality keeps itself a little apart from the others, so it is relatively easy to include a Jarmish character or incident in a background; a character who is known by people from one Principalities is likely to be entirely unknown, or even receive a hostile relationship, from the others. It is also easy to play a character who has come from the Principalities to settle in the Empire, or whose parents or grandparents did the same, but how convincing this role may be may depend on your ability to speak one of the Jarmish languages.

Language is also likely to be confusing to Imperial citizens - there is no dominant language, and people from different parts of Jarm may well have problems communicating with each other. This situation is exacerbated for Imperial Citizens who don't speak any of the languages common in the area. An entire class of translator-diplomats exists to smooth over relations between the Principalities, and these are likely to be the sort of characters that Imperial citizens deal with regularly when they are in Jarm.

Slavery is a reality in Jarm, and one many Imperial citizens (especially the Freeborn and the Imperial Orcs are very uncomfortable with. Orcs in general are not welcome in Jarm, and an orc will always be assumed to be of the Slave class. An orc that does not belong to someone is 'up for grabs' and may end up being enslaved. Most Jarmish have no more information about the Empire that the Empire has about them, and many are entirely unaware (and unconcerned) that the Imperial orcs exist.

Perhaps the biggest difference from the Empire is the role of magic; people who are not magicians have very little standing in Jarmish society. A Jarmish magician might make an Imperial citizen their fascinating exotic lover, but if they are incapable of performing magic they will soon tire of them. Likewise, visitors to Jarm must be careful not to engage in ritual magic without the permission of a Prince's family; the Jarmish have little concept of diplomatic immunity - a criminal from the Empire will be dealt with summarily by the Magician-Princes exactly as if they were a Jarmish citizen.

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Principalities of Jarm ports

Contents

- 1 Overview

- 2 Kavor (Northern Principalities of Jarm)

- 2.1 Trade with Kavor

- 3 Vezak (Southern Principalities of Jarm)

- 3.1 Trade with Vezak

- 4 Rigia (Eastern Principalities of Jarm)

- 4.1 Trade with Rigia

Overview

There are three ports available to characters with the fleet resource; Kavor in the north, Vezak in the south and Rigia in the east. The most common resource gained by trading with Jarm is mana crystals.

The two older city-ports are fierce rivals. Vezak is one of the oldest cities in one of the most influential Principalities, but Kavor may be wealthier - the northern Principalities are much richer in valuable green iron and iridescent gloaming than the southern or eastern Principalities, and parlay their wealth into power in the politics of the Princes.

The powerful Magician-Princes of Kavor and Vezak (and their supporters) seemed to have a vested interest in preventing Imperial access to Rigia. Recently, however (in 379YE) the eastern port of Rigia was opened to Imperial trade. This marked a significant shift in Jarmish politics - an "upstart alliance" of eastern Magician-Princes are apparently challenging the status quo in the Principalities. The older factions have made much of the fact that they appear to be doing so with significant Imperial support.

Wise merchants avoid being caught up in the intrigues of the Magician-Princes if they can, but sometimes it is impossible. At the very least, it is easy for a merchant who is known to spend time trading with one of these ports to receive a frosty reputation in the other ... and anyone openly siding with the eastern Principalities is likely to be seen as an enemy by both established factions.

Kavor (Northern Principalities of Jarm)

Fortified Kavor controls access to the richly forested hills of the northern Principalities. The magician-princes are canny merchants, more civil and more ruthless than their southern cousins. Merchants and foreigner travellers are often invited to banquets and feasts thrown by the Magician-Prince of Kavor, where they enjoy a status part-way between honoured guest and entertainment.

Kavor is the destination of choice for those who desire access to the green iron of the northern Principalities, but this port is also rich in iridescent gloaming, a resource very much in demand throughout Jarm. The warm, forested hills of the northern Principalities are home to great gardens where Cerulean Mazzarine is grown and harvested, as well as to a peculiar breed of small, hairless mammoth from the eastern Principalities called a slon that serves as a beast of burden alongside the oxen more familiar to Imperial visitors.

Trade with Kavor

A starting fleet resource that engages in trade with Kavor during downtime will produce 4 doses of cerulean mazzarine, 3 ingots of green iron, 3 measures of iridescent gloaming and 1 mana crystal. A fleet that has been upgraded will produce more valuable resources according to this chart of foreign ports.

Vezak (Southern Principalities of Jarm)

Traders from across the southern Principalities bring their wares to the teeming city of Vezak; a riot of colour, sound and spices where the cosmopolitan magician-Princes engage in endless rounds of intrigue and conspiracy. Visitors are welcomed to the Foreign Quarter of the city, where merchants from around the world rub shoulders and compete for the bounty of the forests of Jarm.

Traders in Vezak come away with ambergelt and dragonbone harvested from the forest preserves of southern Jarm, but sometimes find themselves caught up in the intrigues of the southern Magician-Princes, each of whom maintains a presence here under the watchful eye of the immensely rich Magician-Prince of Vezak. Few Imperial citizens can visit this city without attending the Vezakeen Gardens, an immense structure combining the role of public garden, museum, treasury, performance space and menagerie that is considered (particularly by the Jarmish) to be one of the wonders of the world.

Trade with Vezak

A starting fleet resource that engages in trade with Vezak during downtime will produce 3 measures of dragonbone and ambergelt and 3 mana crystals. A fleet that has been upgraded will produce more valuable resources according to this chart of foreign ports.

Rigia (Eastern Principalities of Jarm)

Rigia is an old port, but it has only recently been opened to Imperial fleets. Equidistant between Kavor and Vezak, the eastern Principalities have chafed under the condescension of the other two factions for centuries - but no more. The city is small, but known for its beautiful architecture and the many wide open spaces and gardens that surround it - every building, it seems, has a roof garden and every window bears a box of riotous flowers.

This Eastern port has only recently been opened to Imperial fleets. The port is not well-established; indeed, it struggles to survive in the face of the malice of the Princes of the northern and southern principalities. The most common trade goods purchased here include dragonbone harvested from the wild eastern forests that stretch to the boundaries of barbarian lands and green iron from old mines maintained on cold north-eastern mountainsides. Of course, it is also a good place to buy mana crystals - although there are already rumours that the House of Princes is planning to restrict sale of crystal mana to Imperial citizens.

This is the site of the newly established Imperial Embassy, currently in the grounds of the Winter Palace of House Radz, who rule in Rigia. Prince Barbara Radz is the leader and public face of the Eastern Alliance who have claimed equal standing in the House of Princes with the other two factions. How it must stick in the throats of the Princes, that they must come to Rigia to deal with the Empire!

Trade with Rigia

As of Spring 379YE, trade with the port at Rigia is significantly less profitable than trade with almost anyone else. It remains to be seen whether the upstart port can attract sufficient merchants to prove viable. Consequently, a starting fleet resource that engages in trade with Rigia during downtime will produce 3 measures of dragonbone and green iron, 2 doses of imperial roseweald and 2 mana crystals. A fleet that has been upgraded will produce more valuable resources according to this chart of foreign ports.

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Principle of Precedence

Joshua - the fact that you can't see why the mana should not be shared out equally between the orders is exactly why those of us who can think this principle is so important.

Iñes i Guerra

Contents

- 1 The Principle

- 2 Application

- 2.1 Speaking

- 2.2 Vaults

- 3 Intention

- 4 Further Reading

- 4.1 Core Brief

- 4.2 Additional Information

The Principle

The Principle of Precedence states that the size of an order determines the priority given to them by the Conclave.

Application

Precedence is established before the beginning of a summit. Each order's precedence is set by the number of magicians belonging to each order who attended Anvil at the previous summit as determined by the civil service. Membership of an order is based on the possession of that order's Arcane Mark.

If two orders are tied for Precedence at the start of a Conclave session, then the tie is resolved in favour of the oldest Order. The Order of establishment, from oldest to newest, runs Celestial Arch, Sevenfold Path, Rod and Shield, Golden Pyramid, Shuttered Lantern, Unfettered Mind, and Silver Chalice

The Principle of Precedence directly affects speaking before the Conclave, and the allocation of crystal mana and ilium from the vaults.

Speaking

After the presentation for an address or declaration is complete, there is an opportunity for others present to speak. The grandmaster of each order nominates a speaker in turn, starting with the smallest order present and proceeding to the largest. When every grandmaster has nominated a single speaker, then the process can begin again with the smallest order.

The grandmaster must nominate a speaker who has not already contributed to the current agenda item; no-one may speak for a second time on the same address or declaration. A grandmaster may pass at any point - if they do not wish to nominate a speaker. If they do this however, they may not then nominate any further speakers.

Vaults

The business of the Conclave produces mana that is collected that is collected by the civil service. These supplies are supplemented by mana confiscated from barbarians and sorcerers and crystals harvested by civil servants working for the Conclave. These supplies are redistributed to the orders in direct proportion to the total count of their precedence at the previous summit. An order which is twice the size of another receives twice as much mana.

Intention

The Principle is intended to make it simple to determine who will speak next when an agenda item is being debated by the Conclave. Like the Principle of Proportions the support of the assembled magicians for a clear set of rules makes it possible for the Conclave to operate without appointing an individual to chair a session.

The principle also resolves the thorny issue of how to allocate the mana possessed by the Conclave - by ensuring an egalitarian distribution that grants an equal share for every mage who attends the Conclave.

Further Reading

Core Brief

- Conclave session

- Declarations

- Amity, enmity, and neutrality

- Candidacy

- Concord

- Dissemination

- Endowment

- Imperial lore

- Interdiction

- Reconciliation

- Sorcery

- Conclave order

Additional Information

- Conclave address

- Principle of Precedence

- Principle of Presence

- Principle of Proportions

- Conclave vault

- OOC design

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Principle of Presence

Of course we would be honoured to listen to her Imperial Majesty speak. But as she has declined to present herself before this Conclave, I'm afraid I have no interest at all in hearing you speak.

Iñes i Guerra

Contents

- 1 The Principle

- 2 Application

- 2.1 Presentations

- 3 Intention

- 4 Further Reading

- 4.1 Core Brief

- 4.2 Additional Information

The Principle

The Principle of Presence states that an individual addressing the Imperial Conclave on an address or declaration must do so in person, they may not send a proxy to speak in their place.

Application

An individual who is speaking before the Conclave is legally forbidden to claim to be speaking on behalf of another individual or Imperial citizen. Heralds may not legally claim to represent their Eternal patrons, Imperial citizens may not claim to be speaking for a Senator, General or similar individual. If such an individual wishes to address the Conclave, they are required to present themselves before the Conclave to do so.

It has always been difficult for civil servants to legally enforce the principle and many speakers are adept at communicating their political patronage or support where it exists. However an open claim to be speaking on another's behalf can result in the speaker being corrected by the civil servants present - or in the speaker being shouted down by the assembled Conclave.

Application of the principle is critical for presentations.

Presentations

Every agenda item grants one free minute to make a presentation, any further time must be paid for in mana. Only the person who raised the address to the agenda is legally allowed to make the presentation, no other character may speak in their stead. A group of magicians must select a spokesperson, and have that person present the address to the agenda.

If the person who raised the agenda item is not present, the civil servant announces the item as it is recorded on the agenda and then moves directly to the debate.

Intention

Citizens may freely trade mana crystals amongst themselves, so the limitations imposed by this principle are very slight for most magicians. However the principle is intended to ensure the independence of the Conclave, by presenting significant barriers to any non-magician who wishes the Conclave to hear what they have to say. The Senate may make pronouncements, but only a senator who is also a magician can easily come to the Conclave to speak directly.

Critics argue that this makes it difficult for the Conclave to know what the Senate, Synod, Miltiary Council or Bourse has to say. The counter-argument is that interested magicians can easily converse with other Imperial citizens and then present those arguments as their own if they are convinced by them.

The principle also means that being able to speak effectively in front of the assembled Conclave remains a critical skill for an archmage or Warmage.

Further Reading

Core Brief

- Conclave session

- Declarations

- Amity, enmity, and neutrality

- Candidacy

- Concord

- Dissemination

- Endowment

- Imperial lore

- Interdiction

- Reconciliation

- Sorcery

- Conclave order

Additional Information

- Conclave address

- Principle of Precedence

- Principle of Presence

- Principle of Proportions

- Conclave vault

- OOC design

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Principle of Proportions

It's one crystal mana for every minute you want to speak dear. Which part of that were you having difficulty understanding?

Iñes i Guerra

Contents

- 1 The Principle

- 2 Application

- 3 Intention

- 4 Exceptions

- 5 Abuse

- 6 Further Reading

- 6.1 Core Brief

- 6.2 Additional Information

The Principle

The Principle of Proportions states that if a magician wishes to speak before the Conclave, they must bequeath a mana crystal to be added to the Conclave vaults for every minute they speak.

Application

The Conclave do not employ a Speaker like the Imperial Senate. Instead they use the principle of proportions to keep a Conclave session from overrunning. The principle is intended to allow magicians to be fully in control of their own meetings, without fear that any individual will abuse the goodwill of their fellows by speaking for too long.

Only crystal mana can be used to make a payment under the principle of proportions, whether it is speaking or raising an item to the agenda for a Conclave session. Exotic forms of mana (such as those gained from dealing with eternals), money, or raw materials cannot be used. Magicians with these resources are encouraged to trade them to their fellows for the mana needed to conduct Conclave business.

Intention

The principle is intended to serve two purposes. It provides effective payment to all the members present (an individual magician might not be interested in the agenda item, but the Conclave becomes richer for every minute it is discussed). More importantly, the high price required to speak strongly encourages speakers to remain terse and on topic but allows them time to speak in proportion to how valuable they consider their message to be.

Critics argue that poor magicians are unable to pay to address the Conclave on business that may still be important. The counter-argument is that other magicians should be happy to provide the mana needed to meet the principle, if the matter is really that important.

Exceptions

When an agenda item is raised, the individual who raises it is able to make a presentation of up to a minute without further charge. Usually in this case, they have already paid one mana to add the item to the agenda, but some Imperial titles have the power to add agenda items without paying. These offices still receive their free minute to make a presentation.

After the presentation for a declaration is complete, the grandmaster of each Conclave order can nominate individuals to speak. Each speaker must pay their mana for each minute.

Abuse

Iñes i Guerra famously said that a magician has only two commodities of value - their mana, and their time - and considered wasting either to be a serious matter. The Principle of Proportions is designed to allow the Conclave to complete their business in good order, but on a few occasions magicians have used the mechanism to try to disrupt a declaration they oppose. Such techniques are legal but they are expensive and are only used with great caution. On occasion in the past, individuals who have abused the Principle of Proportions been declared sorcerers by a disgruntled Conclave.

Further Reading

Core Brief

- Conclave session

- Declarations

- Amity, enmity, and neutrality

- Candidacy

- Concord

- Dissemination

- Endowment

- Imperial lore

- Interdiction

- Reconciliation

- Sorcery

- Conclave order

Additional Information

- Conclave address

- Principle of Precedence

- Principle of Presence

- Principle of Proportions

- Conclave vault

- OOC design

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Professional killers

Movement, just in the corner of her vision. She looked up from the book she was trying to read, irritated. She knew it was irrational but ... One of the damned guards was standing outside the latticed windows leading into the garden, with a lantern, watching her. She turned round and gave him an exasperated look and mouthed "still not dead".

She stared at him until he moved away. Then she stood up and pulled the long velvet drapes across the glass doors.

it had taken her long enough to persuade them to leave her study. Honestly. She was at home in her own library; there were guards at the front and back, one in the cellar and one on the roof. How did the imagine an assassin was going to get to her? She had half a mind to compose a strongly-worded note to Senator Adamah of the Silent Tide; apparently this whole ridiculous arrangement had been his idea.

Still ... she checked the drawer at her desk as she sat back down, to reassure herself that there was a naked blade within easy reach.

The drawer was empty. She frowned. Someone cleared their throat.

She turned and for a moment found it next to impossible to take in what she was seeing. A plump fellow in a simple white mask, wrapped up in a long billowing cloak, was standing near the mirror. He had her knife in one hand, and in a smooth motion that was almost too fast for her to follow, stepped close and put one hand on her shoulder. The strength went out of her limbs and she slumped backwards trying to remember how to shout for help it was so hard to focus and ...

Her confusion ended abruptly as the doors from the garden exploded in a shower of glass and splinters. A large orc, roaring at the top of his lungs, with a sword in each hand, charged into the room straight from the garden. Her assailant was obviously as surprised as she was. He made an attempt to drive the knife into Helena's throat but the sudden appearance of the orc had broken the strange malaise that had fallen over the civil servant.

"How dare you come into my home!" she bellowed, as she threw herself backwards. The assassin over-extended himself. Before he could recover, the orc guard had barrelled straight into him and brought him down with a bonecrushing tackle.

As the two tussled on the floor, the other guard - a no-nonsense Highborn woman - appeared in the shattered lattice, made a quick assessment, and tore down one of the long curtains.

"Hakkah! Over here!" she shouted as she rushed forward.

The orc stopped methodically smashing his fist into the would-be murderer's face, and rolled to one side. The Highborn guard threw the drape over his prone victim, and kicked it twice - once in the head, once in the crotch. A hand holding a knife emerged momentarily from under the edge of the heavy crimson fabric and swiped at her knee ... and she stamped on it repeatedly until it dropped the blade and withdrew.

Helena stood up, shakily. She looked from one to the other. The orc was shouting something at their prisoner, straddling him, ready to pound him into submission if he tried to put up a fight. The prisoner moaned faintly, but had the good sense not to continue struggling.

The door burst open, and two more guards and a pair of militia volunteers crowded through into the library. As the Highborn woman barked instructions at the newly arrived militia, Helena closed her workbook. Slightly regretfully, realising it was unlikely she was going to get any work done. For one, she would need to get a glazier into fix the doors into the garden; for two, she was going to be busy setting up a camp-bed in her sleeping chamber, and discussing her itinerary for the rest of the month with her new best friends ...

Overview

In the last three months, there have been further attacks against the remaining civil servants associated with the department of historical research. The first attack came a fortnight after the end of the Summer Solstice; Edgar of Woldstone was assaulted while researching the origins of the Vallorn in Rundhal for the Advisor on the Vallorn.

The attack resulted in a slightly different outcome to the terrible crimes of the previous season.

When the assassin attempted to murder Edgar, he was unprepared for the sudden appearance of the civil servant's bodyguards. Warren of Aldstock and Jennifer Greenwood, yeomen of the Marches, intercepted the masked assassin as he approached the oblivious researcher and engaged him in a short, bloody scuffle. Taken by surprise, the assassin was completely outmatched and attempted to flee. While the two yeomen made every effort to take the murderer alive, he died of a nasty wound inflicted when Jennifer threw her hatchet after his fleeing form.

According to Edgar of Woldstone, who examined the body with the assistance of several Kallavesi mystics, there is no doubt that the assassin was not a mortal man at all, but a herald. Beneath the bone-white dramaturgy mask the would-be murderer wore, the creature had no face; simply a featureless smooth surface. Perhaps more compellingly, the body dissolved completely over the course of the next twelve hours leaving behind only the mask and a pair of blue leather gloves. Even these last pieces of evidence have disappeared; they vanished from a sealed box while in transit from Rundhal to the Castle of Thorns in Astolat.

The second and third attacks went more or less the same way. An attempt against the life of Edgar of Woldstone saw the assassin escape by throwing itself through a window into a canal.

The third attack came against Helena Raminci di Sarvos. Attacked in her personal library; the guards employed by the Senate managed to capture the assailant by wrapping him in a long velvet drape.

The magistrates were immediately called, and the would-be assassin taken into custody. Following this, there have been no further attacks against civil servants from the department of historical research.

Significance

The Senate has passed a motion to assign significant funds to providing the historical research department with constant, round-the-clock protection. While the remaining civil servants have had a few frightening encounters, no more have been slaughtered. The upkeep of these elite bodyguards is ongoing. If the Senate abrogated these fund it is likely that the attacks would begin again if the underlying situation was not redressed..

Furthermore, recruitment within the civil service for the department of historical research is at a standstill, and several of the remaining members have chosen to take early retirement or to seek transfer to other departments. As such, the Senate still has the ability to commission only two historical research projects each season.

Magistrate Karkovich has confirmed that he intends to seek the assistance of the Archmage of Night during the upcoming summit. The would-be murderer will be brought to Anvil for interrogation by magical experts, and to face trial for his crimes.

Resolution

The captured herald readily confirmed it was an agent of the Eternal council known as the Whisper Gallery. It was questioned extensively, and found guilty of murder and attempted murder by Magistrate Avedon de Remourics. The creature apparently destroyed itself rather than allow itself to be executed.

During a later Conclave session, a human magician presented an address from the Whisper Gallery laying out possible terms to end the conflict between the Eternals and the Empire. Later during the same session, the Conclave voted to place the Whisper Gallery under enmity.

The Senate has continued to allocate funds to protecting the remaining agents of the Department of Historical Research, and the rate of early retirements has slowed, but the Empire can still only commission a maximum two historical research projects each season.

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Projects

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

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Prominent chapters

Contents

- 1 Overview

- 2 Bastion Chapters

- 2.1 Reumah's Redoubt

- 2.2 The Cohort Of The Winter Bear

- 2.3 Scions of Ravensfell

- 2.4 Jachin's Legacy

- 3 Casinea Chapters

- 3.1 Woodwych Harts

- 3.2 Felix's Watch

- 3.3 Cantiarch’s Hold

- 3.4 Adina's Charge

- 4 Necropolis Chapters

- 4.1 The Cenotaph

- 4.2 Chantry of the Silver Skull

- 4.3 Raven's Watch

- 4.4 The Silent Tide

- 5 Reikos Chapters

- 5.1 The Suns of Couros

- 5.2 The Unbound

- 5.3 The Shattered Tower

- 5.4 Grey Watchers of Peytaht

- 6 Prominent Chapters in Play

- 7 Other Chapters

Overview

There are many chapters in Highguard, but only a small number are involved in the affairs of the Empire and send representatives to seasonal summits at Anvil. Prominent chapters may have significant involvement in Imperial affairs, but that is not always a reflection of their influence within the nation itself.

This list was compiled by Ahzrukhal of the Suns of Couros after the Summer Solstice 381YE. Original text provided by Robert Leigh

Bastion Chapters

Reumah's Redoubt

Chapter colours: Red, white and black

Chapter symbol: White tower on a red field

The founding of Reumah’s Redoubt occurred during the Patrician War. Reumah, daughter of Atunama, was a notable patrician who chapter history tells sided with Permion instead of the Council. When the killers came for Permion and his family Reumah offered sanctuary but only one of Permion’s children made it to the home of Reumah. The rest of the Council besieged the home in order to take the child and Reumah by force – fortunately the response of the chapters was swift and during the battles for Pharos an escape was effected to a more fortified position near what is now Bastion and affectionately known as the Redoubt. From here Reumah, her family and friends, fought against the Patrician’s Council alongside the chapters, notably providing weapons and armour for those in need, until she fell in battle herself during the destruction of Pharos. Her cousin, Abarrane, formally founded the chapter with oaths said in front of the other exarchs present “To provide for the war”. Since then that is all the chapter has striven for, to provide for the nation and chapters. Sometimes members of the chapter have asked whether the oath has been fulfilled already – often the question is dismissed as being caused by a lack of understanding of the histories.

The Cohort Of The Winter Bear

Chapter colours: Blue and black.

Chapter symbol: The outline of a bear's head, in profile, marked with the rune Ophis on its cheek.

The Cohort is a military unit dedicated to the defence of the Empire. Citizens join from all over Highguard, leaving their chapters and families for a life of war with the cohort. They have no settlement to call their own with the exception of Bear's Hold in which is the chapterhouse in which they are officially based. This is a crumbling ruin of an old fortress built into the wall of the White City itself, granted to the Cohort for their service in times past.

The Cohort was formed in the early days of The Way - before the founding of the Empire - when Bastion first began to draw pilgrims from across the land. A group of cataphracts who had come to Bastion swore to remain and defend the pilgrim routes around the city. Since then the area has long become safe but the Cohort has remained, instead defending the Empire itself as the home of The Way.

Scions of Ravensfell

Chapter colours: Green, White and Black

Chapter symbol: Black shield with a white raven on a quartered green and white background

Ravensfell is situated north of the city of Bastion near the Reikos border, on a rocky outcrop overlooking the river Couros.

The chapter takes its name from the battle of Ravens Fell. Shortly before the Patrician War, Balthazar, a young cataphract commander was sent on a suicide mission to take a barbarian stronghold known as the Raven's Crest. The crest had repeatedly held out against the Highborn due to its steep slopes, rocky outcrops, and deep ravines, which had prevented the cataphracts' war horses from being effective. Balthazar ordered his troops to dismount and fight on foot and although the brutal tactics of the orcs inflicted a high price, the Highborn were ultimately victorious.

Five and half centuries on, the Scions of Ravensfell chapter house stands on the ridge that was once thought impossible to tame, extending its protection across north-western Bastion. Its white granite hall and imposing battlements glimmer in the sunlight and shelter a vigilant martial community founded by the survivors, bound together in an unbending approach and a resolve in the salvation of the Virtues.

In recent years Ravensfell has been on the front line of the defence of the Empire, serving as a refuge for Highborn driven from Reikos and preventing Druj incursions down the river Couros to Bastion city. The chapter now operates a wayhouse for Imperial citizens on pilgrimages to Bastion and is working with Tabernacle Traders to re-establish trade routes with Reikos.

We are the Scions of Ravensfell - Courage, Vigilance, and Loyalty empowered Balthazar the Unbending to drive the Orcs from the Raven's Crest. We will uphold the Empire in faith, in steel and in blood and protect it from enemies both within and beyond its boundaries.

Jachin's Legacy

Chapter colours: Maroon and Black

Chapter symbol: Stylised torch enclosed in an octagon

Forged among the chaotic conflict of the reconquest of Reikos, Jachin's Legacy are a young chapter dedicated to Ambition and based in the White City of Bastion itself. They take in the unfortunate and ill-equipped, and inspire them with the Ambition to go on to achieve greatness. This is the core tenet of the oath of Jachin's Legacy - to help others help themselves to achieve their Ambitions (although naturally as pilgrims themselves they each have their own Ambitions to pursue as well).

Though the founding members came from all walks of Highborn life, these days the Legacy are more focused towards providing a band of unconquered, as well as supporting magic with Spring rituals on the battlefield, tactics learned from fighting against the Druj for so long. In Anvil, they are, unsurprisingly, most dedicated to preaching the virtue of Ambition in the Synod, although there are members with interests in almost every aspect of the Anvil summits.

Casinea Chapters

Woodwych Harts

Chapter Colours: Grey, White, Black

Chapter Symbol: White antlers on a field of grey

Hailing from Casinea’s great woods, the Woodwych Harts are a fairly reclusive chapter with a hazy history. There are few large towns in Woodwych (most people live in self-sufficient homesteads) and no great cathedrals (worship tends to be based around family shrines or modest chapels). The members of the chapter tend to the lightly-armoured unconquered, true to their forest roots, and are from the lower end of Highguard civility. They have a reputation of being reserved, yet are friendly when approached, and tend to focus on the job in front of them rather than concern themselves with grand philosophical questions of the Empire.

Their current exarch was once a fierce fighter but a serious injury curtailed his military career. Resentful about his own perceived lack of use to the Empire if he cannot contribute on the battlefield he withdrew from Anvil summits and has only recently been convinced to send envoys back to engage with the Empire as a whole.

Felix's Watch

Chapter colours: Black and gold

Chapter symbol: Golden crossed keys

The chapter was founded a generation ago by Felix (once Felix Yagoda of Varushka) and Shelomit, daughter of Obadiah, with a focus on protecting the Empire from internal threats. Felix was not comfortable with the 'compromises' (as he saw it) that were necessary to survive in Varushka and came to Highguard to live. Shelomit was a wealthy and charismatic woman from Bastion who brought with her several years of senatorial experience, as well as an ancient relic, the skull of the horse Susa.

The chapter house was built high up on Mount Uphaz, utilising the isolation of altitude while remaining close to the heart of the Empire. The buildings cling to the edge of the mountain, surrounded by deep crevasses and precipitous drops to the plains below.

Within a short time, the chapter also became a hostel for those who require guidance according to the chapter's particular take on virtue and life in general. A 'Probationer' system was put into place to allow people to join the chapter for a temporary period, combining hard work with an opportunity to study. This then expanded to offer some Probationers the option of joining the chapter permanently.

Felix's Watch is politically active and, since the death of Britta, have been regulars visitors to Anvil. Militarily, the chapter is small but focussed on emulating the 'cavalry' of years long gone, waiting for an opportunity, striking hard and then withdrawing in good order to repeat the process.

Since coming to Anvil, the chapter has become more involved with magic and the Conclave, working hard to protect the Empire from dangerous behaviour within the Hall of Worlds and trying to encourage greater Wisdom and Vigilance in dealings with eternals.

Cantiarch’s Hold

Chapter colours: Red and White

Chapter symbol: A white horse rearing on a red background

Cantiarch's Hold took their name during the Patrician War, before then they were The Greys and can trace their heritage back to coming over on the boats. The red colour scheme comes from Magister Cantiarch's sacrifice for his chapter, where he brought down a rock fall in the hills to protect the rest of the chapter from the patrician army, losing his life in the process - reminding the chapter of his loyalty, courage, and pride. The main chapterhouse is still south west of Anvil in the hills of Casinea.

Adina's Charge

Chapter Colours: Blue with silver/white trim

Chapter Symbol: A white/silver wave on a blue shield

Adina's Charge was founded by the defection of a cavalry regiment during the Patrician War. It has long remembered this proud history, and retains many of the traditions of the old regiment. Today it has a large contingent of historians and archivists, declaring that to build a proper future, one must do so on the foundations of the past. "We shall build our future in stone." The chapter suffered a major military defeat in 374YE, in which the majority of her forces perished holding a ford in Reikos, many from drowning. They have been rebuilding ever since, and the survivors of the Daintree have banded together with a sort of fierce Pride and Loyalty to one another.

Necropolis Chapters

The Cenotaph

Chapter colours: Blue and White

Chapter symbol: Mausoleum with a black keyhole in the centre

The Cenotaph is based within the city of Necropolis itself and is primarily a chapter of stewards of the dead. The chapter was originally founded after the death of Emperor Barabbas, whose body was never found, and was dedicated to finding him and recording his story. The Cenotaph’s remit has now widened to collecting the stories of those worthy of being counted heroes as well as helping the unquiet dead move on to the Labyrinth. Many members of the Cenotaph are skilled in priestly skills such as exorcism or investigation magic.

The chapter is more outgoing than most based in the Necropolis and as such is often first port of call when someone at Anvil wants a loved one to be buried in the Necropolis.

The more military minded members of the chapter tend toward following the unconquered style of fighting and most of the chapter do their military service in the Seventh Wave as scouts, combat exorcists, and magisters.

Chantry of the Silver Skull

Chapter colours: Blue and silver

Symbol: Stylised silver skull surrounded by wheat

The Chantry is an old chapter, established shortly after the burning of Pharos. Dedicated to Prosperity, the priests of the Chantry act as stewards of the dead, providing lavish funerals and interments to those who merit it. The chapter also displays marble tombs, preserved remains, and related grave goods to inspire the many visitors to Necropolis. The Chantry is notable for taking in orphaned or abandoned children, including lineaged, tutoring them in the ways of Virtue. It is home to an original Virtue Theatre, and maintains a strong musical tradition.

While the chapter itself remains immaculate, the ancient tombs and catacombs are now so sprawling that it is nigh impossible to keep track of all their contents. There is a fair population around the Chantry, most of whom are connected to either funeral services or maintaining the chapter itself. The local traditions are extremely Prosperity-based, and outsiders can sometimes find this a little unnerving as residents will both give and expect generosity as a matter of course.

At one time the Chantry was quite a powerful chapter, but over time it became more insular and began to withdraw from political affairs. Upon the recent death of Exarch Agatha the Chantry Council moved to begin attending Anvil again for the first time in a generation.

Raven's Watch

Chapter colours: Purple, black and white

Chapter symbol: A white raven's skull with the flame of Ambition on its forehead on a divided circle of purple and black

An old chapter based in Sanctuary Sands in a chapterhouse atop the cliffs, Raven's Watch is a chapter dedicated to Ambition. The chapter had been in decline for many years until it was recently revitalised by new blood: assorted refugees from settlements in Reikos joined up with the Raven's Watch, making a new start for themselves and the chapter.

Raven's Watch specialises in Winter realm magic, offering rituals to the local area and to others in Anvil. Their warriors support the groups of other Highborn chapterhouses on the field and their priests and traders do what they can to assist the Highborn and the Empire politically and economically.

The Silent Tide

Chapter colours: Blue and White

Chapter symbol: The Drowned Man and/or Sea-Horse

The Silent Tower (the chapterhouse of the Silent Tide) stands on a remote rocky island at the mouth of the River Couros. Their chapter enshrines Loyalty as their focus, and holds a number of key tenets as being paramount - the idea of redemption through ordeal, and enlightenment through suffering. Those that fall from the way, say the Silent Tide, can be brought to the Tower and return to the Way of virtue.

Their chapter oath - "Loyalty, Steel, Judgement, Death; Drowned man's oath my final breath" is considered a little grim by some but encapsulates their focus and their esoteric teachings.

Reikos Chapters

The Suns of Couros

Chapter colours: Black and White

Chapter symbol: A black sun and a white moon rising behind a black tower

The Suns of Couros were for centuries an institution and safe haven for draughir, so that those who were given up, cast out or unwanted could find refuge with others like them and pursue virtue in meditation and isolation from the world that rejected them. Under non-lineage leadership for most of its history, it was a secluded chapter situated in Haros at the northern end of the Couros river, only really known to some informed magisters as having an extensive library of Winter magic and several crystal mana sites nearby.

When Reikos was first invaded by the Druj in 367YE the chapter endured countless raids and sieges, with many of the original soldiers and leaders falling in its defence. In the crucible of war a new generation of leaders arose, many of them the formerly meditative draughir. The chapter now is made of up of the surviving original residents and those Reikos refugees who decided to not abandon their territory any further, bound together through years of hardship and taciturn determination.

With Reikos reclaimed, the chapter is once again a sanctuary for lineaged but also for any outcast or dispossessed residents of Highguard. Still based in Haros, the chapter is noted for its focus in Winter magic, its pursuit of Vigilance and Loyalty, and the ruthlessness with which it opposes the Druj and any other enemies of the Empire.

The Unbound

Chapter colours: Black with red highlights

Chapter symbol: Triple tower on fire above a full sun

The Unbound chapter was formed in 377YE from a group of disparate Highborn who banded together for survival after escaping the Druj's conquest and destruction of Reikos. The Unbound sought temporary accommodation in Casinea where they worked tirelessly for the liberation of Reikos. After the liberation of High Chalcis, the Unbound relocated to Tabernacle in Riverwatch where they settled as a permanent chapter and started the reconstruction efforts including the Hall of Lost Chapters commemorating all the chapters destroyed by the Druj. The chapter, dedicated to Pride, remains one of the strongest voices against trusting the eternal realms and in favour of exclusionism.

The Shattered Tower

Chapter colours: Black and Green.

Chapter symbol: Three white towers surmounted by green halo

The Chapter of the Shattered Tower was born during the fall of Reikos, primarily from survivors of the Sentinel's Tower they gathered in Bastion to protect the Empire from threats within and without.

Since the liberation, they have returned home to a changed land and worked to restore it to its former glory.

Grey Watchers of Peytaht

Chapter colours: Black and white

Chapter symbol: A white tower on a black field with a white flame above it

The Grey Watchers of Peytaht are descended from some of the first Highborn scouts to drive out into the east searching for land to claim in Highguard's name. Formed when the borders of Highguard were wild and untamed, they have long patrolled the Eastern borders of Highguard, pressing into the Great Forest of Peytaht between Brocéliande and Therunin. Their chapterhouse, Beacons Rock, stood at the very northernmost tip of Reikos, further north even than Exile. Atop the tallest spire was a beacon light, erected to warn the Empire of the very direst dangers from the east.

When the Druj came through the Great Forest, they caught everyone unprepared, even the defenders of Beacons Rock. It has always been the way of the Grey Watchers to stand fast and defend with Vigilance and Valour but there was no Wisdom in throwing hundreds of lives away to defend a losing position. Beacons Rock was ruined, and it was with great sadness that the remaining Grey Watchers were forced to abandon their post and fight a retreat into the darkness. This was a matter of great shame to the remaining Watchers and they vowed that whilst the Druj remain in Reikos they would not rest until they have reclaimed every mile taken by the barbarians.

Prominent Chapters in Play

This list is by no means exhaustive; efforts are made to keep it up to date but due to the sheer amount of work involved the onus lies with the Highguard players to ensure the information is correct and current.

The chapters listed here represent player-character chapters. It should go without saying that you should not create a character who is part of one of these chapters, or has personal history with one of these chapters, without first clearing it with the appropriate players. You should also check before including other players' chapters in your background. The background team are unlikely to approve a background that significantly impacts or involves another player character chapter without their permission.

Other Chapters

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Prominent families and groups

Contents

- 1 Overview

- 1.1 Casa Zabala

- 1.2 Celesti

- 1.3 Fires at Midnight

- 1.4 Flames of the Coast

- 1.5 Freeborn Flame Cartel

- 1.6 Handful of Dust

- 1.7 House Kalamar

- 1.8 House Paloma

- 1.9 House Souza

- 1.10 House Taziel

- 1.11 New Promise Cartel

- 1.12 Scales of the Salt-Water

- 2 Prominent Families and Groups in Play

Overview

There are many Freeborn families and other groups in the Brass Coast, but only a comparative handful are involved in the affairs of the Empire (that is, attend the seasonal summits at Anvil). The influence of a family can wax and wane, and involvement in Imperial affairs is not always a reflection of their influence within the nation itself.

This list was originally compiled by the hakima Bakar i Erigo, shortly before the Summer Solstice 381YE.

Casa Zabala

Location: Mora

Tribe: Erigo

Once, the Zabala family, of the Erigo line, were large and sprawling, with travelling caravans, outposts and family holdings across Segura and beyond. When the Lasambrians invaded Segura many Zabala travelled from across the nation to hold Anduz until the end, but very few survived. After the liberation some of those who still lived - mostly those too young to fight at the time and the ones who aided the war effort in other ways - set out to Anduz to see what could be done to restore the family name. In time they decided to send a delegation to Anvil to represent the family at the highest level. In Anvil the Zabala family are noted for being involved in external and religious politics, crafting items of the finest quality, representing the Coast on the battlefield, carrying out strong Autumn magic, and bringing song, music and joy to the Freeborn camp!

"First to heal and first to fight. First to break the orcish might. First to drink until first light. We Zabala"

Celesti

Location: The mountains of the Gilded Peak

Tribe: Predominantly Guerra

The Celesti are an old order who follow the teachings of Ignatio y Guerra. They seek to preserve the knowledge and traditions of the Three Sisters and to master both body and mind. Hakima and kohan reside side by side in their observatory near the Gilded Peak, sharing responsibilities and teaching. They believe wealth should be used to better the Coast as a whole, whilst at the same time rewarding hard work. They have holdings in Kahraman and maintain a large fleet in Feroz. Their numbers were severely depleted when a large number died with Britta but have been working hard and have a number of achievements since that time: being instrumental in the election of one of the longest-serving senators, leading the first truly National ritual in recent memory, forming the hakima coven, and in Winter 380YE funding the Celesti Lighthouse in Oran.

Ignorance is the bane to civilisation. Knowledge is the beacon that guides us. We stand between these two forces. But we must not be content to simply huddle ourselves about that beacon. We must stoke its fires brighter and brighter still. It is we who shall bring its light to the peoples of this land

Ignatio y Guerra

Fires at Midnight

Location: Segura

Tribe: Erigo

The Fires at Midnight are a militant order of hakima believed to have been founded roughly a generation after the exodus of the sisters, in a response to banditry and other threats to the tribes’ new home. Throughout its long history in Segura, the coven has been primarily made up of battlemages who were well versed in Winter magic. The Fires accepted that the great power of the chill realm comes at a steep cost, which they have been prepared to pay for the Coast’s protection. The coven was massacred in battle alongside Empress Britta when the coven's leader, Anne i Erigo, sought to gain the Empress' attention in the interests of bringing Imperial armies to Segura. They were reduced to a handful of apprentices that had stayed behind, each of whom had differing views on how to best serve the Coast. They went their separate ways but were no less dedicated to the defence of the coast, its magical lore, and its stability. Now as 381YE is drawing to its end there are whispers that the Fires at Midnight may rekindle their bonds and come together once more.

Everything has a price.

A slightly altered Freeborn proverb, used by Anne i Erigo with regards to the Winter realm

Flames of the Coast

Location: Scattered across the Brass Coast

Tribe: Mixed

Flames of the Coast were founded at Anvil for all kohan and hakima who wish to join it.

It was made to be a common banner to enable those Freeborn without family banners to take full advantage of group enchantments, and to offer support for the causes of its members. The main focus is on preserving the old ways and traditions of the hakima and kohan. Many, both within the Coast and among other nations, have seen those ways decline since the death of Britta when many who followed them perished. This banner is a symbol of that those ways aren’t lost and to show strength in whom they are.

The banner has little presence outside of Anvil. At the end of each seasonal summit, the kohan and hakima of the banner often go back to their own homes and lives. In 381YE the banner started talks about building a garrison and small fort in Kahraman as a common meeting place outside of Anvil where all kohan and hakima will be welcome.

Freeborn Flame Cartel

Location: Midport

Tribe: Predominantly Guerra

The Freeborn Flame Cartel is a group of families based out of Midport who spend their time relaxing, pursuing success, and promoting the victories and glory of the Brass Coast nation, as well as dedicating itself to the continuing strength of the Freeborn. Two of the predominant families in the group are the Mestiere i Guerra family, whose dhomiro is the long-serving general Estana i Mestiere i Guerra, and the Carno i Guerra family.

In battle, they fight as corsairs under the banner of the Flame of Anduz. Outside of battles, they operate a Spring coven, Sails of the First Flame, which specialises in enhancing the potency of their fleets.

They are also home to a number of active businesses, including the Salty Butcher Bar and Grill, Amarie’s many flavours of mead, Darla's Diamonds, and Ciana’s Scrivening Service.

Handful of Dust

Location: Segura

Tribe: Erigo

This group is no longer active. An ancient line of hakima from Segura who were versed in the lore of Night, the Handful of Dust had long preserved Freeborn traditions. Many of their number fell with Britta, but the remnants were among the few hakima to make the journey to Anvil in the confusion that followed. They were resolute in defending the traditions of the Brass Coast and represented a significant proportion of the hakima at Anvil, up until their recent deaths. There are as many rumours about the circumstances of their deaths as there are grains of Dust in the wind, but any of the Freeborn present at their execution will tell you the honest truth of it... For a price, of course.

House Kalamar

Location: S

Prominent guilds

Contents

- 1 Overview

- 2 Guilds of Temeschwar

- 2.1 Virtuous Guild of Torn Banners

- 2.2 Ashen Tower

- 2.3 Bloody Butchers

- 2.4 Crimson Reaper Cartel

- 2.5 The Church of the Enduring Flame

- 3 Guilds of Holberg

- 3.1 Holberg Haudegen

- 3.2 The Feasting Crow

- 3.3 House of Seven Mirrors

- 4 Guilds of Sarvos

- 4.1 Compagnia de Rossi

- 4.2 Carta Rosa D'Ora

- 4.3 Church of The Little Mother

- 4.4 Carta Notturno

- 4.5 Accademia dell'Arte

- 5 Guilds of Tassato

- 5.1 Printers Guild

- 5.2 The Gilded Horn Carta

- 5.3 Camorra Barossa

- 6 Prominent Guilds in Play

Overview

Guilds rise and fall constantly in the seething tumult of League politics, but those which wish to reach the very top must take their chances on the Imperial stage. This list details some of the notable cartas that have attended Anvil in recent years. It was originally compiled by The Harlequin and Gabriel Barossa, after the Autumn Equinox of 381YE.

Guilds of Temeschwar

Virtuous Guild of Torn Banners

The Torn Banners were formed amidst the chaos following the death of Empress Britta. A coalition of prominent Temeschwar families, their stated aim was to maintain security and prosperity in Temeschwar and The League during this great upheaval. Upon their formation, each family tore their personal heraldry asunder and wove them together to form The Torn Banner, a literal battle flag made from those strips of fabric.

After the coronation of Empress Lisabetta, the families decided to formalise their alliance and in year 380 the founding charter of the Virtuous Guild of Torn Banners was signed. The guild maintains a large portfolio of businesses and property in and around Temeschwar. They have a substantial resource-trading operation centred around the river docks and have ensured strong ties to many of the labour unions located there.

The Free Company of the Torn Banners is famed for its elite heavy infantry and has seen continuous active service since its inception, working for those nations that can afford them.

The Guild's charter mandates it to play an active role in imperial life. Amongst its number are the incumbent Senator for Temeschwar, Bourse members, priests and sinecure holders. The famous Temeschbar is in attendance at most Anvil gatherings.

Above all else, the Torn Banners value loyalty and prospective members must take numerous rings of fealty and secrecy before they are admitted fully into the Guild.

Ashen Tower

Formed by Drogon and Dante Morisini around 350YE, the Ashen Tower was originally formed by citizens who had migrated from Highguard, which is still shown in their stark black and white heraldry. They also still cleave to the Highborn principle that Virtue can and will redeem your soul. Brought to the League by the brothers, the Tower sought to rid Temeshwar of the Vyig threat, before focussing their efforts on the liberation of Holberg. A number of prominent members were lost fighting for the city. Despite these losses, the Tower grew, with their valour attracting many of the dispossessed and orhpaned of the city into their ranks. As one of their bravos put it "we are a home for all the young minds wishing to pull themselves out of the gutter and in some cases down to it."

Now known across the Empire for its military prowess, the Tower remains a guild where which many claim you can find redemption, Virtue and family, whilst watching over the League.

- Motto: Ever Vigilant

Bloody Butchers

The Bloody Butchers Guild has played a crucial role in Imperial affairs for centuries. Legends as well as their boasts tell that it hosted a sumptuous banquet for Aldones de Sarvos, Barrell of Tassato and Maria Ivanova von Temeschwar at which they formed The League and worked with The First Empress to found The Empire. This magnificent 'First Feast' continues to inspire a tradition of fine feasting today.

They claim their Guildmaster was a close aide of The First Empress and her Quartermaster General. She called him 'The First Butcher' in recognition of his logistical prowess in supplying cured meat for the Empire's armies. Many songs which they have commissioned are sung of his cunning which was said to be as sharp as his cleaver, and of his courageous death in battle beside The First Empress.

As the Guild's power and influence grew over the years, it diversified into many varied businesses, whilst never forgetting its bloody beginnings in butchery. One of its greatest Master Butchers about a century ago became known as 'The Gold Butcher', for her work serving the Empire as Master of The Mint. She used the Guild's wealth to help finance the Empire, issuing Butchers Bonds to raise funds. In doing so she founded The Butchers Bank and coined its famous motto.

In recent times, following the death of Empress Britta, the Butchers Guild became fabulously prosperous by dominating The Bourse and founding The League Trading Company. With its great wealth it has funded many Great Works for the Empire, including The Colossus of Sarvos, The Bloody Theatre of Temeschwar, The Blood Red Quays Art Gallery of Sarvos, The Blood Red Museum of Tassato, the Lorenzo Legacies of Virtue and, most impressively of all, 'The Butchers Benevolence: The Blood Red Roads'.

- Motto: Blood is our bond

Crimson Reaper Cartel

Formed in the harsh winter of 379 by Prince Drogon, the name of the Guild was chosen as a gift to The Reaper - one of the faces of the League egregore - during the masquerade festival that bears its name.

The Reapers are often seen trading throughout the League and in Anvil selling fine clothes, jewellery, rare materials, potions and magic items brought in from foreign nations via the Reapers' fine ships and traders.

Fighting as a free company, the Reapers are noted for including a high proportion of battle mages alongside their bravos. Aside from Mercenary work they are often seen taking on private investigation contracts as well as accepting coin for passing on secret knowledge the Night ritualists and investigators have come across, finding clients from homely citizens to magistrates. These same ritualists are also known for using their magics to solve enigmas that puzzle their clients, or to create customised enchantments or curses - as long as they have coin to pay.

Although they cultivate a dark image with their associations with death and their brutal bravos, inside their own camp they pride themselves on offering a warm welcome where people can see past the masks to find warm, ambitious citizens driven to protect the empire.

- Motto: Reap what you sow

The Church of the Enduring Flame

The Church of the Enduring Flame was formed in the town of Tagliona near Tassato by Umberto Lucito di Tagliona during the Second Interregnum in around 285 YE from the non-militant wing of the now defunct Church of Burning Avidity.

Preaching the Virtue of Ambition, the sect's membership are not bound to a single guild but drawn from dedicants from across the houses and cities of the League, acting as a bridging point on matters of faith and ambitious competition. Historically, the sect has been known to both fan the flames of disputes between guilds and to facilitate reconciliation of old scores, largely dependant upon their own inscrutable interpretation of the Virtues.

The sect is known to possess a number of historical relics significant to Ambition within the League, not least one of the surviving torches from the Night of a Thousand Torches in Temeschwar that has been on display in their cathedral in the city (with very reasonable price of admittance).

Since the death of Empress Britta, the Church of the Enduring Flame has swelled in size, welcoming members from both the priesthood and laity. They have found a number of successes within the Synod, most notably spearheading the effort to have Ratibor of Temeschwar recognised as an Exemplar. Their links to this ancient boyar also saw them continuing his Legacy with their involvement in the recent efforts to purge League cities of the Vyig.

Guilds of Holberg

Holberg Haudegen

The Holberg Haudegen are a halberd company, well supported by all the various sutlers and logistical base you could want for a large, campaigning free company. Founded by the canny Otto Friedrich Von Holberg, the third son of one of the richer Burghers of Holberg, the company is known for its discipline on the battlefield. As well as travelling the length and breadth of the empire, this free company has also fought in the distant battlefields of Axos and Faraden.

Arising from the numerous tradespeople who support the soldiers, the company has among its numbers a lot of surprisingly influential business owners and several senatorial candidates have been surprised at the influence they wield.

Though their bravos, soldiers and other followers can be a bit rowdy off the field, the guild has a strong tradition of giving great rewards to those who have proven their worth. Entertainment is often hired in for soldiers who have proved their worth and they are paid "on the drum". Visitors to their camp have often been impressed by the graceful dancing of Haudegen soldiers, moving in stylised formations that are more than slightly reminiscent of their disciplined movement on the battlefield.

Every member of the company is given a wage when they sign on and walk under the halberd arch, as well as extra rewards for those who live to be veterans - these being marked by cards worn on hats and equipment. The company is for hire to most bidders in the Empire for the right amount, considering themselves reassuringly expensive.

- Motto: Last in, first out, get paid

The Feasting Crow

The Feasting Crow Tavern and Theatre was formed when a group of Navarri from The Summer Crows striding decided to settle and spotted business opportunities in the newly liberated city of Holberg. Lacking the funds for the major renovation their cellar bar required, they joined with a merchant prince of Holberg and a theatre troupe to work on the project. Group members include Caerwyn Von Holberg, retired senator for Therunin, who has served as proxy senator for Holberg.

- Motto: We're not going back!

House of Seven Mirrors

The House of Seven Mirrors was originally founded as a private political salon by Lisabetta Giacomi von Holberg. It would be a place where those gathered might seek to increase their knowledge through discussion of new ideas and ways in which to put those ideas into practice. The guildhouse in Holberg contains seven specially-commissioned mirrors which each represents one of the seven Virtues, and draw on the hearth magic of Holberg to encourage all those present to reflect the Virtues as they speak. The Guild first came to Anvil in Winter 378YE, and soon after hosted luminaries of Anvil at a public salon evening in Holberg.

Following the election in 380YE of their Prince as the Twentieth Empress, the Guild continues to support the Imperatrix in her duties. But each member of the guild also has their own sphere of excellence and influence at Anvil; ranging from economic, political, magical and religious, to the sartorial and social. As a result, the House has considerable knowledge of the inner workings of Anvil and the wider Empire, and members have held, and continue to hold, a variety of Imperial Titles.

Lisabetta acquired the famous Ledger Domain business following the liberation of Holberg, to enable the House to expand its publishing activities in the realm of political and informational works. The most notable is ‘The Book of the Empire’ - a substantial and handsome volume which draws on Imperial Civil Service records to provide the most useful information for those interested in statecraft. The guild also publishes the highly-regarded ‘Anvil Almanac’ each season: this is a compendium of current Imperial concerns, and includes a full listing of the holders of Imperial Titles.

Guilds of Sarvos

Compagnia de Rossi

The Compagnia de Rossi is a carta with multiple financial interests within the League such as successful trade and shipping, commercial applications of magic, bridging interests between the Senate and the Bourse, the sale of stocks and shares in the wain/ilium market and stakeholding either directly or indirectly in such organisations as Red Raven Holdings, the League Trading Company, the Crimson Tapestry & the Burnished Compass. In the past they have also engaged in contract brokerage for mercenary companies.

Based in Sarvos (although originally from Temeschwar) the Guild is guided by the Signeur who is first in a company of equals.

Carta Rosa D'Ora

An old trading camorra from the docks of Sarvos, the Carta Rosa D'Ora briefly saw scandal when the eldest two children, Cesare and Nerezza, vanished. Rumours spread that Nerezza, a draughir, had killed her own brother. The Camorra's leadership was practically wiped out during the sacking of Sarvos. Its prince, Gioninno, was killed and his wife and daughter - Christina and Leticia - have lived in Tassato since.

The camorra might have collapsed at this point, but Nerezza returned and claimed the princeship. She declared the Camorra to be affiliated with both the Dolcezzas, through blood, and the Ashen Tower. The ruins of the camorra's house now form the foundation of the building housing the Ashen Tower of Sarvos.

Church of The Little Mother

The most famous League church is the Church of The Little Mother. Originally based in Sarvos, churches dedicated to the Little Mother, an Exemplar of Prosperity and the matron of children and orphans, are found in all League cities and in some parts of other Nations as well. The Little Mother takes in orphaned or abandoned children, ensuring that they receive a chance in life. Children are taught basic numeracy and literacy before being apprenticed to a master in the city. The Church sustains itself with donations, often made by former beneficiaries, and is well respected by the Imperial authorities and League people. It can also wield a surprising amount of political power, as many influential people owe their start in life to the priests of the Little Mother.

Lead by the Mother Bishop, no matter the gender, the position has been held by strong leaders, most notably the late Ynez di Caricomare, known as 'the mother to many, helping guide people along their path'. She even held the position of Cardinal of Prosperity for a time, being a strong voice on the Council of Nine. Sadly however, Ynez and several others were cut down in the line of duty.

Lately however the church has seen a revival under it new mother bishop.

- Motto: Share all that is worthwhile with all who deserve

Carta Notturno

Granted their charter in the early years of Emperor Ahraz's reign, the Carta Notturno was founded by street mages, traders and madames in an effort impose some order on the infamous night markets of Sarvos' Piazza della Notte. Due to its humble beginnings and relatively recent formation, the Carta is traditionally seen as an upstart guild with a shady image. Their reputation as barely legitimised mountebanks and tradespeople on the make has clung on over the years and, combined with a knack for making the best of bad situations, attracts a certain amount of resentment from more established Sarvosian guilds. The sinking of the Caricomare brought the guild a large influx of refugee members, whose efforts have enhanced its prosperity significantly. The Carta operates a diverse network of business concerns, and their fleets can be found trading across the known world (backed by powerful magic, if rumour is believed).

Though their fortunes have risen and fallen over time, a recent leadership change has allowed the Carta to shake off a decade of stagnation and resurface on the League political scene. When the Interregnum started, the Guild's leaders scented opportunity and ventured to Anvil for the first time. Bringing the vibrant spirit of the Piazza della Notte with them, they operate from the brightly lit and multi-coloured Peacock's Tale cocktail bar, sending their diverse membership out to pluck the threads of influence across all the Great Chambers of the Imperial State.

Belying their dubious reputation the Carta Notturno was the primary investor in rebuilding the Caricomare district of Sarvos, probably due to their history of re-homing refugees. Since then they have become known for putting both money and fundraising efforts into public works across the Empire and are regularly visited by people wishing to promote ideas for improving the lives of citizens.

Accademia dell'Arte

A new guild in its infancy, The Accademia dell'Arte brings together independent artisans, artists, magical actors and playwrights, alchemists, poet-philosophers and free thinkers. Why? There are philosophical reasons, sure, but mostly it is for delectable, delicious and deplorable profit.

...that, and the scandalous parties. The alleged scandalous parties. "But what can one expect from the antics of debauched artists?", asks the eccentric founder of the guild, Giacomo de'Geni. "Those who seek their muse at the bottom of a cup of wine; in the arms of another's lover; in the dregs of an alchemist's draught. They are flighty, that Muse. Who knows where they will appear next!"

Originally based in Tassato, now relocated along with its founder to Sarvos.

- Motto: There is both Pride and profit in mastery of one's art

Guilds of Tassato

Printers Guild

With the charter changing hands less than ten years ago, the recent infamy of the Printers’ Guild has eclipsed the historic successes and scandals. In just a few short years they have become famous both for the benevolence with which they have given the Empire museums and sinecures, as well as the questionable virtue with which they have antagonised eternals, heroes and villains.

When the Senate and the Conclave refused to retrieve the Imperial Crown from Bas Celik, the Printers’ Guild stepped forwards to fill the void and reclaimed this priceless relic. Safely stewarding it for three years, the jealousy of smaller souls saw it sequestered by the Conclave. Within a season it was lost. Pilfered from supposedly sealed vaults by the Silver Mask (one of their notorious former members) and given to the Sumaah Republic.

The passion of the prince of the Printers’ Guild is The Pledge - a newspaper that divides the Empire. In his words "many cry out it contains lies, but when pressed all they can find is the hard hitting truths that make them squirm." Although the guild has offices in all the League cities, it is the home of the Pledge in Tassato Mestra for which they are most often associated.

Famously, the guild boasts a range of involvement in the Synod that no-one else can match, since their members include both cardinals and those who have been excommunicated, along with everything between. They even believe that they are preaching to their readers.

Never shy, always controversial, they boast that if you are planning on attending Anvil and have an opinion that you want spreading far and wide then make friends with the Printers’ Guild and write for The Pledge.

- Motto: With Courage and Vigilance we spread the truth

The Gilded Horn Carta

Signed in Mestra before the formation of the Empire, the Gilded Horn Carta was founded from the diverse strands of the already powerful Rezia family, which had its various stakes in the city since antiquity. From Mestra it has spread to the rest of The League, and has played an active hand in its development since those early days.

The heart of the Gilded Horn’s operations is the Street of Pleasures in Mestra. Newcomers could be forgiven for thinking the Carta owns the whole street, but their rivals point out the other Guilds between the brazen frontages of businesses owned by the Gilded Horn. For those in search of enjoyment, luxury or the finer things in life, the Gilded Horn is a good place to start, though a critic would whisper that this Carta has something of an unsavoury reputation for debauchery.

Naturally, with such strong holdings on the Street of Pleasures, its members are often entertainers, singers, actors or cicisbeos. The Carta has one of the largest Autumn covens in the Empire, and has found renown in casting a permanent enchantment upon the Wolves of War; the largest known permanent ritual in recent times.

The Rezia family that runs the guild is largely of Cambion blood, but the Carta is no Camorra; they will take the time to explain that the Carta recruits only the most promising candidates, and the most capable and driven individuals are married or adopted by the family. The Gilded Horn has always been politically active, but since the death of Britta it is common to find one of their membership seeking election in Senate, the Synod and the Conclave.

Camorra Barossa

The Camorra Barossa, better known as the Crimson Foxes, are an old family from Tassato Regario, with roots going back pre-Empire. Members are all part of the Barossa line by birth, marriage or adoption.

Many of the camorra have been noted actors and playwrights and commonly have a love of dramaturgy, both for rituals and entertainment. They only have limited involvement in League politics, but are closely allied to the Empress Lisabetta.

Since the Interregnum, members of the camorra have served in numerous imperial positions, but are probably most well known for their martial and Bourse interests. The family regularly sends soldiers to support the armies and have given the League two generals, in addition to numerous exploits via the sentinel gate. Enemies of the camorra are quick to joke about the tragic litany of deaths in battle they have endured, but the Foxes point with pride to the victories those deaths have won. One such death was Nicolo Barossa, the Exemplar of Prosperity, who was the first Master of the Imperial Mint after the death of Britta and one of several members of the family to sit on the Bourse since.

- Motto: Steel guard my body, Virtue guard my soul

Prominent Guilds in Play

This list is by no means exhaustive; efforts are made to keep it up to date but due to the sheer amount of work involved the onus lies with the League players to ensure the information is correct and current.

The majority of guilds listed here represent player-character households. It should go without saying that you should not create a character who is part of one of these groups, or has personal history with them, without first clearing it with the appropriate players. You should also check before including other players' guilds in your background. The background team are unlikely to approve a background that significantly impacts or involves another player character group without their permission.

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Prominent halls

Contents

- 1 Overview

- 2 Halls of Hahnmark

- 2.1 Ashenhall

- 2.2 Dunhearth Hall

- 2.3 Fellowship of the Broken Willow

- 2.4 Hendal Hearth

- 2.5 Renweard

- 2.6 Rune-sworn Quills

- 2.7 Sherard Hunters

- 2.8 Sigehold

- 2.9 Stenstorp

- 2.10 Stormspire

- 3 Halls of Kallavesa

- 4 Halls of Sermersuaq

- 4.1 Fjellreven

- 4.2 Rangers of Nanuk

- 4.3 Saker

- 4.4 Sussivari

- 5 Halls of Skarsind

- 5.1 Blackwatch

- 6 Other

- 6.1 Holt Hyrde

- 6.2 The Levy

- 7 Prominent Halls in Play

Overview

There are many halls in Wintermark, but only a comparative handful are involved in the affairs of the Empire (that is, attend the seasonal summits at Anvil. The influence of a hall can wax and wane, and involvement in Imperial affairs is not always a reflection of their influence within the nation itself.

This list was compiled by stormcrow Jorma Steelhail, shortly before the Autumn Equinox 381YE. Original text provided by Michael Durrant

Halls of Hahnmark

Ashenhall

Hall Banner: Two green opposing horse heads amongst red knotwork

Tribes: Mixed

What is now the town of Ashenhall has been through several tumultuous changes in recent history. For a great many years it was a Skarsind settlement known as Steinhall, founded by the legendary Thane Torstein. This changed when the occupation of Skarsind by the Thule began in 373YE. During the initial attacks, many of the town's residents fell defending the town and Steinhall itself was burned to the ground. Under Thane Cadarn the survivors spent the next four years evading the occupying Thule forces, operating mostly out of a nearby mine. When Skarsind was liberated in 377YE, the people of Steinhall returned to the site of their town and founded a new settlement: Ashenhall.

When, in 379YE, the Skarsind Motion was ratified and the territory gifted to the Imperial Orcs, Ashenhall's Thane Cadarn voted in favour of this motion. Following his example, the folk of Ashenhall made the decision to relocate once more. Ashenhall is now situated in Hahnmark near Southridge, south of Kalpaheim. Cadarn's successor, Thane Hellä, oversaw a new construction on the site of a reclaimed Imperial watchtower.

Ashenhall is a growing trading town built on foundations of diversity and hospitality. The people of the town remember what it is like to lose their home and to have to build it up again from nothing, and as a result they are a hardy folk, tempered in flames. With the guidance of Thane Jag, they strive to live forward-looking and virtuous lives, and to bring the same dedication to those values with them to Anvil.

Dunhearth Hall

Hall Banner: Stylised gold eagle on a red field

Tribes: Mostly Steinr, both Suaq and Kallavesi are not uncommon

Located on the southern border of Hahnmark, the Dunnings are a grand family, collectively led by the Thane of Dunhearth Hall. This familial connection is paramount, a kinship that has existed in times of legend long before the Empire and even Wintermark itself. Their progenitors, The Great Dun and the mighty Kára Æxmǣr, came to this world with Vard and Stein. The following tumultuous era saw great sacrifice; both Kára and their daughter Nál fell during a fateful raid against the trolls. Their other daughter Áma founded the Redfeldr, the red cloaks, with the many war orphans the family adopted. This has been the family’s military core since; the Dunnings’ eagle banner leading their descendants through history. The Dun himself carries on as a figure in the family’s oral legend, variously as a gregarious operator, cunning warrior and spiritual guardian until he leaves for the north, passing his authority to whomever the family appoints.

The first Hall was simply a tatty command tent that eventually settled in south Hahnmark during the war with the trolls. The town of Arnburh later grew from that first tent, founded by Gangrǽdan the first Thane of Dunhearth Hall. Once the trolls were defeated the Dunnings protected the southern border of the Kingdom of Wintermark against orc and human alike. Recently, the Dunnings were forced to relocate when Dunhearth Hall was swallowed by a terrible sinkhole leading to the foundation of New Dunhall shortly before the Autumn Equinox 381YE.

The modern family is one of incorporation, the strength of its legacy, and the skills and experience of those who are married and adopted in. This history has lead to many familial lines but all politely refer to each other as ‘cousin’. The hall is notable for its warriors, scops, and artisans. Sitting on a major trade route from the Marches, its prosperity has been ever fed into military support for the Empire. Likewise its brightest have served widely in the various Imperial institutions (although never the Throne).

Fellowship of the Broken Willow

Hall Banner: A white knotwork circle formed from a willow tree, with a distinct slash in the trunk. A small swift flies towards the tree.

Tribes: Mixed

When Skarsind fell, many of its inhabitants were left without homes. The chaos that engulfed them also brought out some of the worst of many halls; families were torn apart and old wounds reopened. In response a wise and proud Steinr woman, Lora Windeltreow, resolved to form her own hall, one without any landed home, partially as a matter of practicality and partially as a small act of protest. The "hall" formed around a traveling caravan and they journeyed throughout Wintermark, trading for what was needed, accepting any and all - outcasts, lost teenagers, and vagrants - so long as they needed a new place to call their own.

Lora’s natural charisma drew many under her banner, and even those who had only intended to stay for a few short seasons found themselves compelled to stay longer. Lora passed away due to illness shortly before the 380YE Winter Solstice, a fact which left the rest of the hall reeling, and struggling to recover. After the Spring Equinox, Lora was committed to the marshes of Kallavesa. Her successor was the group’s head grimnir, as the hall has a number devoted to that art.

Several members own property in Hahnmark, and there are numerous debates among members as to whether or not the hall should settle there permanently. Since Skarsind was given to the Imperial Orcs, these questions are becoming more prominent.

Hendal Hearth

Hall Banner: A Grain bundle beneath a crown surrounded by Runes of Rhyv, Feresh, Zorech, Gralm, Jotra, Irremais, Aesh, Lann, Hirmock, Queros and Pallas.

Tribes: Mixed Hendal Hearth Hall was founded by Winterfolk who left Skarsind following the Skarsind Motion in 379YE. They came from several halls, united by a decision to make a fresh start in Wood Heath. Many of Hendal Hearth still bear grudges over Skarsind, believing a trail of broken promises have followed in it's wake - oaths not kept and weregild not paid.

Hendal Hearth itself was founded by the late Thane, Bjarne, known as the Faithful Defender. The hall is known both for its extensive herb gardens, and for being home to the Winterforge Armouries.

While all three tribes are part of Hendal Hearth, by tradition a Kallavesi can never be thane. Instead, the Kallavesi choose the thanes and serve as advisors. They have chosen their most recent Thane after the death of the founder.

Renweard

Hall Banner: White horse on a green background

Tribes: mixed

Renweard is made up of three halls - Tyrshalt, White Oak, and Ætheling - working together for the good of Wintermark and the Empire. They have been around since the death of Empress Britta and helped reclaim two Crowns for the Empire so far. They form part of the Iron Bastards. Eukenbrand, champion of the people is part of this hall. They strive to help Wintermark fight well on the field, in the Imperial Senate and other places of power.

Rune-sworn Quills

Hall Banner: Crossed white quill and axe on a brown field, surmounted by three drops of blood and the runes Evrom, Jotra, and Ophis

Tribes: Steinr

Little is known about the original Rune-sworn Quills, other than the fact that their words and songs were said to have the power to shape history itself. On the day that Empress Britta died, the Rune-sworn were among the first to spill blood for the Empire and those that survived that day were the first to sing of Britta's Heroism.

In 380YE, the Rune-sworn Quills were re-formed by a scop and a runesmith in the hopes of one day bringing the group back to its former greatness. Though the original were mostly warriors, those who today join the ranks of the Rune-sworn are just as likely to be heroic warriors as they are solemn scops, artful artisans or fearless physics. Being a Rune-sworn Quill is as much an oath of comradeship as it is a desire for wisdom, freedom, and truth.

As their name suggests, the Rune-sworn, like many from Wintermark, regard Runes with much importance. Of all the Runes, the Rune-sworn hold four with utmost importance. These are: Evrom, the Rune of Beginning, Sular, the Rune of Discovery, Jotra, the Rune of Battle, and Ophis, the Rune of Revelation.

Sherard Hunters

Hall Banner: Three stylised silver birds on a black field

Tribes: Predominantly Steinr

Situated near the base of the Fingers in a fertile, wooded valley, Sherard Hall was founded around 270 YE by 'Old' Sherard The Hunter. Starting as little more than a shack but soon blossoming into a thriving homestead, it is used as a staging area for hunts in the surrounding countryside, including into Varushka, where people from all around can try and earn a name for themselves in an attempt to bring in some monstrous quarry from those haunted realms just over the border. As a result of this hub atmosphere, many potential hunters decided to stay and, although predominantly Steinr, members also follow the Suaq and Kallavessi traditions.

The main hall itself is magnificent, long and comfortable, with a fire always burning in the hearth. In the hall, high on the wall above the main seat hangs a great skull of a direwolf and anybody interested can ask for the exciting story of this beast which is tied to the hall's origins. All manner of people visit the Hunters for their famed hospitality and stories, healing ability and prowess in the realm of Spring magic, especially since their performance of an empire wide enchantment during the Spring Equinox 380YE.

They revel in assisting others on small or large scales and it is perhaps this that gives them their motto: “Heart and Hearth”, which has never been forgotten in the hundred years since Old Sherard placed the first foundations.

Sigehold

Hall Banner: Six-petaled red knotwork flower on a field of white

Tribes: Predominantly Steinr

Originally established in Skarsind, after the territory was given to the Imperial Orcs, the Sigehold established a new hall on the Kallavesa border, in Valasmark. Before they left, the stormcrows of Sigehold gathered their Hall’s diverse traditions in a book to be given to the Skywise with whom there is a continued friendship.

The original Sigehold Hall was founded by Striking Ardith (first Warden of the Mark) after her band of resistance fighters had aided in the successful taking of Skarsind. It was formed of those of diverse fallen halls who had come together to fight against the Thule after the Fall.

The banner of Sigehold continues to be used to rally the Heart of the Mark in battle and Sigehold prides itself on its friendship with the smaller halls stemming from its history of being a home for those broken, dispossessed and needing refuge from the Fall. Hospitality in Sigehold is linked closely with food and especially Sigehold Gravlax from their salmon farm. The current Thane is Iron Osric.

Stenstorp

Hall Banner: Face of Sten Rockbeard in gold on a blood red background.

Tribes: Unknown

Stenstorp hall was founded by Sten Rockbeard and his companions after a legendary encounter with the troll Toothcutter, chief of the Rotting Tooth Tribe. Having driven the trolls from the lost Vale of Kivikylma, Sten established a settlement there, which flourished. After a long period of relative peace, barbarian orcs attacked the settlement - and if the tales are to be believed, they were accompanied by a returned Toothcutter himself. They came in such numbers that survivors were forced to flee the Vale of Kivikylma.

Following Sten's eventual passing, successive thanes and generations have sought for The Vale of Kivikylma in vain. Following the recent tragic death of Thane Algar, Stenstorp Hall adopted Sverrir Hordson, an experienced armourer and weapon smith whom they had spent time with in Anvil, as thane.

Currently Stenstorp Hall is based at Sverrir's mining settlement and workshops, Malmurheim, in Hahnmark. It is not clear why the histories transmitted have not allowed Stenstorp Hall to find the Vale of Kivikylma. It is unlikely that the Hall will lose hope of one day returning to their original home.

Stormspire

Hall Banner: A stylised tower with the rune of Vigilance.

Tribes: Mostly Steinr, with some Suaq and Kallavesi

Built atop the tallest peak of the Northspires in Hahnmark, the Stormspire has a commanding view over all of Wintermark and beyond. Their scouts watch the borders for Thule aggression, a duty they take no less seriously for peace treaties. Should the signal be received the great beacon atop Stormspire is lit, followed swiftly by the others in the network; in this way all of Wintermark is warned of trouble.

As much a garrison as a true hall, their commander is known as the Eyes of the North; a title currently held by Thane Raknar Ravenstorm. Though known mostly for their warriors and scouts, they embrace all of Wintermark’s traditions with enthusiasm. Among their number they count many famous scops, runesmiths, icewalkers and more; their head grimnir, Lofyn Bloodbathed, is known across the Mark for her work to restore the Bloodcloaks. Likewise, they watch the roads of the Northern trade network, and their caravan patrols attract numerous traders to the spire. Many of their number were once refugees from Skarsind and elsewhere, Stormspire being both fortified and close to the border of that war-torn land.

It is the warrior tradition for which they are most famed. Their scouts travel the most inhospitable reaches of the 'Mark, and support the spy network on Verthandi. Their warriors strike out in heavy armour, wielding spear and sword to cut down threats they find. Since the death of Empress Britta they have fought in all of the Empire’s major engagements. Their warriors personally recovered the Young Empress’ headless body from the Thule. They reclaimed Winter’s Fury, the banner of Queen Ilsin, from the vallornspawn of Deer’s Folly at a terrible cost. They fought and died at the Battle of Ikka’s Tears, helped recover both the Crown of Three Tears and the Imperial Crown, and were the first to breach the walls of Urith Barath, the great Druj citadel in Reikos.

Halls of Kallavesa

There are currently no prominent Kallavesa halls.

Halls of Sermersuaq

Fjellreven

Hall Banner: Blue three tailed fox on a field of white

Tribes: Primarily Suaq with some Steinr and Kallevesi

Fjellreven Hall has existed in in some form since before the formation of Wintermark as a nation. It was originally a Suaq hall but with the joining of the tribes a greater diversity appeared. The oldest surviving records have the Hall settled in the Silver Peaks near a mountain pass into Skarsind. However with the Silverpeaks being ceded to the Thule the Hall has moved south to East Floes and now sits between the lakes Big Sister and Little Brother just across the water from Wreck.

The Hall has a strong tradition of Icewalkers, artisans and grimnir and has taken great pride in being a centre for the medicinal arts.

Rangers of Nanuk

Hall Banner: Jotra, Verys, Tykonus, Yorn, and Ophis, surmounting a white Nanuk bear on a blue field

Tribes: Mixed

The Hall of the Rangers of Nanuk provides a last offering of warmth and comfort to travellers in the far north of Sermersuaq, a final light before the endless blizzards of Sydanjaa. Originally established by a group of Suaq hunters, the Rangers of Nanuk tasked themselves with guardianship of the north, each Ranger vowing to safeguard the south from the dire beasts that populate the edge of the eternal storm, and to share their knowledge with those who sought to enter it.

Despite their long and proud history, the Rangers first rose to full prominence after the invasion of Skarsind by the Thule empire, where their skill as scouts and couriers delivered vital information and supplies to Skarsind resistance fighters. When, with their assistance, Skarsind was freed of Thule influence, the veterans of that long service returned to the north, and now form the core of the hall's members.

Today, whilst the Suaq tradition is still prominent, the hall has only been strengthened by its inclusion of the Kalavessi and Steinr, where they remain famed for their hospitality and dedication to their duty. Any imperial citizen is welcome around a Ranger fire, where Courage, Loyalty, and ready hospitality are always to be found.

Saker

Hall Banner: There is no specific symbol that represent the Saker, but the iconography used is largely of the Saker falcon.

Tribes: An even mix

The Saker are a semi-nomadic collection of families (or 'hearths') who all band together under the Saker Mother, who as of Spring 380YE is Rheged Redspear. The Saker have lived in Sermersuaq (and occasionally outside it) for longer than even their story traditions recall. Since the death of Britta the Young, the Saker have come to Anvil in force and have been active in a variety of institutions of the Empire.

There are strong changeling and draughir lines within the Saker, though they do not ascribe any large importance to such.

The Saker coven are a potent force with acknowledged mastery of Winter magic, and are known to be pragmatic in their application of magic - especially the grim ritual Quickening Cold Meat.

Sussivari

Hall Banner: A black bird perched on the head of a gray wolf, on a white field

Tribes: Mixed

Close to the border with Skarsind, the Sussivari hall rests on the trod running from the Stonefield Ice Caves across the border past the old site of Pakaanen’s tower. An old hall founded long ago by the Steinr Oystein Korpiss, it has endured since before the creation of the Empire.

It is made up of a full mix of the traditions; members of the hall live and work together at the hall or, in the case of several of the Suaq, nearby in one of the small seasonal hunting settlements. A large number of the hall died fighting alongside Empress Britta whilst trying to defend Skarsind. Loyalty to their fallen kin inspired the new generation of the hall to make the journey to Anvil to take part in Imperial politics and warfare.

While the hall has always counted warriors, icewalkers, mystics, artisans and stormcrows among its number, it has developed a particularly strong arcane tradition in recent years with many members now practicing ritual magic of one form or another. Similarly, since the beginning of the Interregnum and now up to the present day, the hall has provided a high number of stormcrows that are active both within Wintermark and the Imperial Synod.

Halls of Skarsind

OOC Note: Skarsind is not a Wintermark territory; it is the homeland of the Imperial Orcs. As such any character with a personal resource in the territory suffers a penalty to their production. Following the conclusion of the Dogri Thulebane incident in 381YE, Profound Decisions will assume that there is no remaining significant population of Winterfolk in Skarsind. There remain some player character halls, but they are isolated and exceptional and it is our assumption that their numbers will slowly dwindle. It is no longer possible for new Wintermark players to start with their resources in Skarsind.

Blackwatch

Hall Banner: Wolf’s head surrounded by a rune covered chain

Tribes: Steinr and Suaq Founded during the winter of 377YE by the former huscarl of the Hel-brethren Resistance, the Blackwatch settled itself around a former watch tower bordering the Glen of Shadows in Hercynia that had been used by their now thane and his blood brother during the occupation war against the Thule. Initially a purely Steinr hall, they were soon joined by a number of Suaq over the following year as the hall grew into a small town. With the ceding of Skarsind to the Imperial Orcs the Blackwatch remained and now live alongside members of the Imperial orcs of the Legion Protectorate and the Stormcrows.

The Blackwatch pride themselves on their abilities in handling the Frayed, with the hall dedicating their time to searching them out and putting them on the right path by one of the oldest rites of Wintermark; regaining one's skein through the fire of battle under the watchful eye of the hall’s thane and their guard.

Other

Holt Hyrde

Hall Banner: Three birds above three trees above three rings, in white on a green field

Tribes: Mixed

The Holt Hyrde are nomadic. The term Holt stems back from the earliest days of the Kalavesi. It originally referred to a small copse of trees ideal as a place to lay camp. Over time it variously became known as a word for home, house, hall of lords, and the place close to my heart that I consider my home. It has also often been used symbolically to represent the kingdom of Wintermark.

The Holt Hyrde are protectors of the borders of Wintermark. They seek not glory, and to lead others into glory. They do not seek fame, though the names of others will be sung because of them. They do not seek victory, though the Wintermark will see glory through their actions. They watch over the dark places beyond their homes, walk among the long shadows that threaten to reach out and take their precious lands from them. They learn of the ways of their enemies and seek to understand them, for through knowledge comes victory.

They count among their people the wise, the thoughtful, and the considered. The hunter, the mystic, and the crafter. They task themselves with guiding the stories of the great heroes of Wintermark. They take care in ensuring that heroic tales run longer than they otherwise might. They take pride that the songs or heroes ring with rousing choruses of victory. They take satisfaction in the splintering of the bones of their foes beneath their boots.

The Levy

Hall Banner: The Levy carries a long banner in Green, Gold and Red with flashes of Black. The banner displays the Hall's name, as well the Dire Cow Bessy that decimated the founder's former Hall. A woodsman axe crosses with a sword, along with a Raven's skull. The three symbolise the joining of three halls, as well as paying homage to one of the founding members. The Gold and Green represent Prosperity while the surrounding red represents the blood shed for it.

Tribes: Mixed

"A name is earned, the Levy lives on." The Levy was born from tragedy, the Hall in which the first two members was wiped out by what was claimed to be a Dire Cow. The survivors, now calling themselves the Levy were trying to make a name for themselves when they encountered Hall Asher and a Kallavesi Banner with no name. The three halls joined together, as one seed could grow a tree but many would grow a forest.

The Levy can be considered unorthodox, simple and disorganised from an outsider's view. But they strive to be prosperous, to grow their hall and to earn a name for themselves in battle. Acting Thanes are voted in upon the former's death or stepping down.

Prominent Halls in Play

This list is by no means exhaustive; efforts are made to keep it up to date but due to the sheer amount of work involved the onus lies with the Wintermark players to ensure the information is correct and current.

The majority of halls listed here represent player-character groups. It should go without saying that you should not create a character who is part of one of these halls, or has personal history with one of them, without first clearing it with the appropriate players. You should also check before including other players' houses in your background. The background team are unlikely to approve a background that significantly impacts or involves another player character household without their permission.

Included above are a handful of prominent NPC halls - you may be able to create a character associated with one of these halls but the situation will depend very much on your background and the house in question. It is unlikely that a player character will receive additional benefits for belonging to an NPC hall, and may find their game limited - the thanes of these halls are likely to remain NPCs for example, and are unlikely to give player characters much attention.

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Prominent households

Contents

- 1 Overview

- 2 Households of Bregasland

- 2.1 House Bolholt

- 2.2 House Greyshanks

- 2.3 House Wheelwright

- 2.4 The Order of the Hospital of Holdfast at Brant Hill

- 3 Households of Mitwold

- 3.1 Maidstone Mummers

- 3.2 The Cullach

- 3.3 The Talbots

- 3.4 The Wickermen

- 4 Households of Mournwold

- 4.1 Copperhill Monastery

- 4.2 House Drayton

- 4.3 House Dunlain

- 4.4 House Stone

- 4.5 House Swindale

- 5 Households of Upwold

- 5.1 Applewood Levy

- 5.2 The Boundarymen

- 5.3 King's Stoke

- 5.4 Pickham Monastery

- 5.5 House Balston

- 5.6 House Guildenstern

- 5.7 House Merrick (Merrick’s Travelling Company)

- 5.8 The Green Men

- 6 Earlier

- 7 Other Houses

- 7.1 House Fisher

- 7.2 House Ramsbruck

- 8 Prominent Households in Play

Overview

There are many households in the Marches, but only a comparative handful are involved in the affairs of the Empire (that is, attend the seasonal summits at Anvil. The influence of a household can wax and wane, and involvement in Imperial affairs is not always a reflection of their influence within the nation itself.

This list was compiled by William Guildenstern, shortly after the Autumn Equinox 381YE.

Households of Bregasland

A Talbot’s life is short. Not through lack of force, but because of it. They’d rather swing a pike, than make use of their wit.

Bolholt Saying

House Bolholt

- Location: Ottermire, south of road between Odd's End and Ottery

- Livery: Dark Brown and Heraldic Gold (mustard)

Known for fierce loyalty to the Empire, the Bolholt's welcome anyone, regardless of heritage, as long as they are true to the House and the Empire. The brown on their livery repreents the land on which they toil, while the gold represents their Loyalty. The house has a significant number of briars and merrow among its number. They also have a long standing rivalry with the Talbots of Mitwold.

During the Cousin's War, House Bolholt spied for the First Empress, forming an Intelligence network known as The Hounds of the Empire within the Marches. No longer a secret organisation, it openly recruits new members. The Hounds todday seek to ensure that the Empire grows strong and does not fall prey to those with greedy eyes, whether externally or internally, and are aggressive in their defence of the Empire.

House Greyshanks

- Location:

- Livery: Grey and Brown

- Motto: Proud of the farm, loyal to those who tend it.

House Greyshanks, was formed from a union between House Hale of the Beaters Gate and House Shanks of Greywater and Sallow. The house is fiercely loyal to family, farm and home. Their livery represents the deep brown earth and the dark grey is the steel that both works the earth and protects the farm. The three stars that surmount the rampant, engorged, bearded eel of the Greyshaknes are the symbol of House Shanks and the Bregasland Eel, which is known in family stories for its loyalty and the defence of those within its habitat.

House Wheelwright

- Location: Near the Gullet.

- Livery: Claret and Blue

What use is a cart in the fens? How came the Wheelwrights to be living in Bregasland? A brilliant, if not smart, artisan in a thriving market town with dreams of owning his own slice of land out west somewhere meets a desperate widow from the Brega who seeks to be done with the place where her family fell to the Jotun.

It’s not until the deal is done that young George Wheelwright thinks to ask just how far out the land is. With a flash of dark humour the widow responds “Just keep ye going ‘til the Jotun start making you bleed, that’ll be the place.”

So the Wheelwrights uprooted themselves and moved into the fens. It wasn’t as dire as the widow made out, though close enough to the border that they never quite felt safe.

Now George’s children’s children live on that land. Until now they’ve felt it enough to support the Empire’s armies with food from their farms, the imminent return to hostilities with the Jotun has spurred the family and the others in their small community to come to Anvil to offer more aid they are famed for their smiths, although rarely do they come to Anvil.

The Order of the Hospital of Holdfast at Brant Hill

- Location: North Fens

- Livery: Black and White with a white Lann rune

Formed from dispossessed refugees from the war in the Mournwold, the order runs a hospital on Brant Hill in the North Fens. In addition to treating the sick and wounded, the hospital provides training for healers who can accompany armies as organised groups, providing battlefield healing. All members are trained chirurgeons.

Households of Mitwold

Maidstone Mummers

- Location: Maiden Downs

- Livery; None - the Maidstone Mummers are a band of mummers rather than a household

Beatrice Greenhill and Benedick Goodfellow are the founders of the Maidstone Mummers and belong to a long line of families with strong changeling blood that have lived for generations in the shadow of the Maiden Hill and the Maiden Stone. Local rumour suggests that the proximity of these magical stones may be the cause of the strong changeling lineage among the families that form the 'Mummers.

The Cullach

- Location: Mitwold, near the border with Upwold

- Livery: Green and Black (Boar motif)

- Motto: Befriend a Cullach you have many an ally; cross a Cullach and you make an enemy of them all!

The Cullach is a collective of small houses, farmers, landowners and inn-keepers, that have allied together to control and maintain hunting in the area near the border with Upwold. The hunt centres predominantly upon the boar, but also includes the stag. Given the nature of the working life of the Cullach they make for strong willed, huntsmen and trackers. They are committed to fight to the bitter end in a line of bills or, acting as skirmishers and scouts for larger army’s on the move. To this end a small regular fighting unit is maintained; staunch to respond to both Marcher and Senate needs with the least possible delay.

The Talbots

- Location: Meade Downs

- Livery: Red & Black.

The ancient House of Talbot were once the seneschals of the de Gauvain noble house in Dawn. When they made the decision to March with the other yeomen families they bought with them not only military might but the administrative skills needed to run a successful household. Taking lands in Mitwold, they eventually sided with the First Empress in the Cousins War, being present at the bloody battle of Hepton Bridge - they claim it was their forces that took the bridge itself.

The Talbot household are not well known as farmers. They would often find themselves entrusted with the coin of other houses, using it to buy the stores their neighbours needed. This allowed, over time, the household to accumulate a vast wealth. Eventually they became a powerful household in Mitwold, especially around the trade centres of Meade and Hay. They have extensive properties in Meade but the seat of power for the house is the fortified Talbot Manor on the Meade Downs, situated in acres of sheep grazing land, from which their wool and subsequent wealth is harvested.

A Bolholt doesn't know the difference between a bill and a pike.

Talbot Saying

The family often finds its members in high office within the Empire, with members serving in the Senate such as in recent years Bridget Talbot, and several serving on the military council again recently including Richard 'Dick' Talbot, William Talbot and current Steward, Merry Talbot. The house holds the virtue of Loyalty high in their hearts. The houses animal heraldic symbol being the loyal hound, the white dog of Talbot. They are of course not universally popular - there is a longstanding rivaly between the Talbots and the Bolholts of Bregasland.

The Wickermen

- Location:

- Livery: Blue and Green quartered

- Motto: Courage in adversity, Pride in Victory!

The Wickermen are a group of fighters, magicians and other assorted useful people based out of a school in Meade March called “Johannes Swabian’s Academy for Aspiring Champions” which offers various further education courses for those wishing to develop their skills to better serve as heroes of the Empire. The school specialises in combat training, but also offers courses in other areas such as crafting, military strategy and many more. A number of staff and students regularly attend summits at Anvil, giving the students a chance to apply what they have learned directly.

Households of Mournwold

Copperhill Monastery

- Location: Greensward

- Livery: Prancing Cockerel

Copperhill Monastery is dedicated to the virtue of Pride. A small abbey located between two hills in the Greensward in a region with a long tradition of copper mining. The monks have a tradition of taking in people with lineage who have nowhere else to go, and a result the population of Copperhill are mostly lineaged. With the war in the Mourn Copperhill was destroyed but they are working to rebuild and to restore the Pride and Prosperity of the Greensward.

House Drayton

- Location: Freemoor

- Livery: Black (for the peat), crimson (for the herbs),

- Motto: From dirt to stream to river

House Drayton started its life in Freemoor, struggling to cope with the scrubby farmland several winters where survived by trading skills and herbs picked from the local scrubland to their fellow Freemoorlanders. As the years passed, trading began to become more important the family. By the time of the Jotun occupation the family had adopted a very nontraditional lifestyle living aboard several small river craft, farming the stream banks for herbs and collecting the debris and flotsam for trade. With the approach of the Jotun cutting off trade and being unable to sustain themselves by staying stationary the Draytons were some of the Freemoorlanders to leave the Mourn.

Even without land, though, the Draytons have never seen themselves as anything other than true Marchers. The head of family still takes the title of steward and the household gathers resources to secure the banks of their home. The Draytons know they come from the land, and though they are now more nomadic in nature than most, the Mournwold moor, its rivers and dirt are where they will return to.

Brackish water is common in the streams of the moor and no Drayton will ever turn down a request for a drink, just don't hold out for water.

House Dunlain

- Location: Haver-on-the-Hill north of Overton

- Livery:

- Motto: Together or not at all.

House Dunlain once had rich green iron mines that were lost when the Jotun attacked the Mourn. Little now remains of Haver-on-the-Hill (named for its location on a hill north of Overton), save a burnt-out watchtower. The mines themselves were collapsed by the Dunlains when it was clear they would fall to the Jotun, in an attempt to deny the orcs access to the rich seams of green iron. The Dunlains boast the first senator of the Mournwold in over thirty years - Robert Dunlain, known by the Mournewold as the former Sheriff of Overton. The Dunlains are rumoured to have close ties with the folk of Whittle Hill, having offered them succour since their re-emergence into Marcher politics.

House Stone

- Location: Ore Hills and anon

- Livery: Green above Grey, Stone on Hilt with Bluebell

- Motto: All of us or none of us, we chose all! We beat down all who did not agree, we're the House of Stone!

House Stone came to prominence at the beginning of the Empire, when the First Empress came to the Marches. They were one of the most ferocious houses fighting for union in the civil war. Upon their eventual victory, the House stood depleted, and so took on many of those who had been divested of their own houses. After a period of rebuilding in their lands in Upwold, their Prosperity was again cut short this time by a sickness that claimed many of the household around 74YE.

This time, the remaining members took House Stone south into Ore Hills in the Mourn, where they built their "rock farm" with farmers working alongside miners to exploit the natural resources of the hills. Both miners and farmers were 'rock farmers', even if only one could vote, the priests in their ranks were apt to go on pious rants about Loyalty and landskeepers and beaters often focused on keeping the territory grounded, as if worried it was going to fly away. The loss of the Mournwold saw most of House Stone's people falling to the Jotun's blades. The steward of House Stone, Dunstan was key in taking the rock farm back and setting the house on the road back to stability. Sadly he was lost in battle in the summer of 381, and the stewardship then fell to his younger sister, Blayk Stone.

House Swindale

- Location: Mournewold (originally)

- Motto: If we can't bring back the bodies we'll take back the land.

Thirty years ago the Mournwold was taken from Marcher hands by the Jotun. Swindale was just one of many villages taken unaware by the speed and ferocity of the attacks. Many of the residents fled the orcs, becoming refugees scattered through the marches. In the last few years a few survivors from Swindale who were not much more than children when the Mourne was lost have reconnected at Anvil, they have been referred to as a house by other heroes at Anvil and the idea is slowly catching on .

Households of Upwold

Applewood Levy

- Location: Applewood, Stock March

- Livery: A full apple tree on a quartered field of black and green

The Levy is a group of allied households who live/farm/work in the Applewood region of northern Stock March. Their farms are scattered around the village of Applewood on the road between Stockland and Moot in Hahnmark, mostly on the west side of the road. Applewood is known for its abundant crop of apples, and for the Orchard Graveyard that lies to the west of the village where generations of brave Applewood residents rest beneath the soil.

Applewood has had regular problems with the Feni. Indeed, two months before the Winter Solstice of 376YE much of the village was burned by a major raid. As a result of the raid, several local households suggested forming a levy to act as a unified force and defend the area against future raids. The smaller households merged to form a single household, with a single steward. The Steward guides the levy, and also oversees the famous Applewood Arms in Anvil.

The Boundarymen

- Location: Winterstoke Manor, near Ashill, Upwold

- Livery: Yellow crescent moon on a dark blue bende

- Motto: “The bounds don’t beat themselves.”

In the years leading up to the Interregnum, the woods and fields in and around the Silver Chase were becoming less hospitable. The local charcoal burners, woodcutters and yeomen grew fearful as the itinerant Feni became bolder, no longer seeming content with thieving the occasional sheep or run-of-the-mill banditry. The threat was constant enough that the informal groupings of beaters just couldn’t keep up. Thus, the Boundarymen were formed: a collection of beaters drawn from many different houses, joining forces for the good of all.

An unprecedented attack on the settlement of Applewood by Feni gave the Boundarymen their first real engagement as a unit and cemented their reputation as canny fighters and loyal Marchers. The relationship between the Applewood Levy and the Boundarymen has been strong ever since, although there is much kindship with other houses too.

More recently, the Boundarymen have concentrated their efforts on protecting the Empire from threats of a more sorcerous nature. Always happy to share their fire with newcomers, some of them have even made Winterstoke their home. Beating the bounds is a dangerous life, but Upwold’s safety is a rewarding harvest!

King's Stoke

- Location: The village of King's Stoke, Tower March

- Livery: Yellow and green

- Motto: King's Stoke, first and always: first to march, first to stand, first to break the king.

The villagers of King's Stoke proudly trace their history to first Marchers who settled in Upwold, and repelled the Dawnish at the Battle of King's Stoke. The village has remained prominent in Upwold since, with notable historic residents including Cardinal Simon Kingstoke, spiritual guide to Empress Teleri. While the Mournwold was lost, the village was on the frontier with Jotun lands. Accordingly, it has always been proud to be represented on the battlefield; while battlefield losses mean it can no longer field the full bill block it once did, there is rarely a fight where the green and yellow of King's Stoke is not represented.

In Anvil, King's Stoke runs the noted tavern The Mandowla's Arms. Henry "Harry the Book" Ward of King's Stoke has been Senator for Upwold for most of the time since Britta's death, and the village has in that time provided a general, three adjutants, a cardinal, two gatekeepers and three members of the Imperial Bourse. The village has often funded historical research, and sponsored the second edition of the Book of the Empire. It was the home of prominent briars Rosamund Holt, Archmage of Spring, and Tilly Stoke, and has opened its doors to briar children rejected by other parts of the Marches. Away from Anvil, the village welcomes friends annually to its remembrance of the dead and celebration of harvest, the King's Stoke Wassail

Pickham Monastery

- Location: Between King's Stoke and the Eastern Guard

- Livery: Blue and Red (Arms Blue, a Silver Tower crowned by a Red Stag's Head)

The Pickham Monastery is a close-knit order of monks of Vigilance that form the village of Pickham in Upwold. Considered to be one of the very early Marcher villages, and equipped with a once mighty tower, the Monastery upholds the memory of Major Joshua Benson, Exemplar of Vigilance. They live by the monastic Rule of the Tower, which exemplifies Virtuous behaviour in all situations of life. Collating information suitable to assess and prevent threats, questioning unwarranted assumptions and exposing their dangers, the virtuous use and eradication of curses, and a close focus on the reasons and developments of Marcher hearth magic play a strong role in the lived Vigilance of the monastery. As such, the monks try to balance a strong view of the importance of Marcher traditions with a caring eye on the spiritual well-being of all Marcher (and by extension, Imperial and beyond) individuals, independent of history or lineage.

House Balston

- Location: Birchland

- Livery: Blue and Green, with a Rampant Badger

House Balston originated from a family of trappers and gamekeepers during the March from Dawn, and has been an influential presence in Birchland ever since. Yeoman and beaters of the household are a usual sight on the front lines of the Bounders army, eagerly seeking out enemy flaws to exploit. A recent series of calamitous events have caused the house to lose many of its older members, meaning the younger Balstons have had to take up the political and military responsibilities of their parents.

If not fighting in their iconic blue and green livery, the Badger Boys as they are often known can be found making merry at the various pubs and campfires around Anvil. During a recent disastrous battle nearly all of the attending 'Badgers' were lost in combat against the Jotun, among their number the General Alusair Farstrider.

House Guildenstern

- Location: Stockmarch

- Livery: Crimson/Burgundy and Mustard Yellow

House Guildenstern is one of the many houses of the Marches that traces its roots back to the original exodues from Dawn. During the early years house Guildenstern settled in an foreted area of northern Upwold. The woodlands are particularly wild and home to a dangerous beasts and, according to stories, other worldly entities. They largely kept to themselves, becoming involved in Marcher politics only during the Cousin's War. House Guildenstern still boasts that one of their house was present when the Empress accepted the Marches as part of her Empire. Due to their knowledge of "strange things" and a general reputation for being "not quite right" House Guildenstern has connections with the thresher movement, fighting against the sorcerers serving Alderei the Fair as part of Tom Drake's retinue in the army that would become the Drakes.

After the formation of the Empire, House Guildenstern went into decline and endured many years of bad luck. Inspired by Empress Britta, they reformed their banner with a manticore leaping over a faltering gold star as a symbol of a new way of thinking (and another sign that the house is a little peculiar by Marcher standards, their banner being almost Dawnish in its outré imagery).

House Merrick (Merrick’s Travelling Company)

- Location: Atherton

- Livery Brown and Gold; their heraldric device is a gold pig’s head on a brown background.

House Merrick are a group of pig farmers who, due to droving their pigs to various markets, discovered that they could earn a bed for the night in the towns and villages by performing music, poetry, short plays and telling stories. Whilst they have land in and around Atherton, their pigs create a nomadic lifestyle for many of the household at certain times of the year. The household had a travelling playhouse which they used to perform in and often had other bards performing there as a lucratie sideline to raising pigs. At Anvil the playhouse is often used as a community hall, a meeting place for drinks, games and singing.

Less martial than many other households, the Merricks plays their part in the struggles against the enemies of the Marches and the Empire by providing potions for the troops and as a center for the community to gather, meet and sing. There is always a cup of tea waiting in Merricks for a thirsty Marcher.

The Green Men

- Location: Upwold

- Livery: Green Black (Halved With With a Griffon)

Formerly Dawnish, and originally based in the Barrens, one of their primary aims was to reclaim their Orders home which had been lost to the barbarians. Originally consisting of noble Knights and yeomen, the group worked for the best interests of the Empire; even when it meant putting their desires to reclaim the Barrens on hold. Now their nobles have given up their nobility, but still remain proud of their heritage and past achievements. In the future the Order hope to integrate better among their new neighbours in the Marches. They pride themselves on our military strength. "

Earlier

Other Houses

House Fisher

- Location: Fisher's Rock, North Fens (Bregasland)

- Livery: A grey dolphin rampant (reversed) on a blue/green field with a sable bend sinister

House Ramsbruck

- Location: Bregasland

- Livery: Red and Blue

Prominent Households in Play

This list is by no means exhaustive; efforts are made to keep it up to date but due to the sheer amount of work involved the onus lies with the Marcher players to ensure the information is correct and current.

The majority of households listed here represent player-character households. It should go without saying that you should not create a character who is part of one of these houses, or has personal history with one of these households, without first clearing it with the appropriate players. You should also check before including other players' households in your background. The background team are unlikely to approve a background that significantly impacts or involves another player character household without their permission.

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Prominent legions

Contents

- 1 Overview

- 2 Winter Sun (First Army)

- 2.1 Bloodcrows

- 2.2 Skywise

- 2.3 Stormcrows

- 2.4 Bonewall

- 3 Summer Storm (Second Army)

- 3.1 Irontide

- 3.2 Redhands

- 3.3 Gaterenders

- 3.4 Sunhammers

- 4 Prominent Legions in Play

Overview

There are many legions of Imperial Orcs, but only a comparative handful are involved in the affairs of the Empire (that is, attend the seasonal summits at Anvil). The influence of a legion can wax and wane, and involvement in Imperial affairs is not always a reflection of their influence within the nation itself.

This list was compiled by Bloodcrow Ergot, shortly after the Autumn Equinox 380YE.

Winter Sun (First Army)

Bloodcrows

Banner Symbol: Crow Skull, and in recent times a red Rhyv Rune etched on the skull head.

Colours: Dark reds and Browns/white highlights

The Bloodcrows are one of the oldest legions. Their members are descendants of Varushkan slaves, many with distant Druj and Thule ancestry. Like most Imperial Orcs, the Bloodcrows have almost no connection to the barbarian tries but detractors point to an echo of the Druj bloodline in the battlefield cunning they display. During the Orc Rebellion it is said that the rivers of Varushka ran red with the blood with their kin and many, many humans. The Bloodcrows vowed to never forget. After the rebellion the Bloodcrows were led by a living legend, shaman named Fenrak who worked with Imperial magicians to help develop the modern orc approach to ritual magic. Ever since the Bloodcrows have been led by a so-called Shaman Lord, and have made a particular practice of winter magic.

The Bloodcrows strongly believe in the "old ways" (of Ancestors and the Howling abyss). For this reason the Bloodcrows look to build their legend in the eyes of their Ancestors and their people, rather than to the teachings of the Imperial Synod.

The Bloodcrow motto can vary and has traditionally been “Our souls. Our minds. Our flesh. Our Empire”, though variations exist such as “Our souls, Our Way, Our Empire”.

Skywise

Banner Symbol: Single White Wing

A young banner of Imperial Orcs formed by the Shaman Skywise Rykana. Founded in Spring 379YE, Rykana felt it was time for the Imperial Orcs to further explore their own history and discover missing pieces of the past for themselves rather than have their history told to them by others. It is their belief that by discovering their past, the Imperial Orcs could better understand the path to their nation’s future.

The Skywise are all magicians specializing in Day magic, mastering information gathering spells such as Clear Lens of the Eternal River, Skein of Years, and other forms of divination. It is believed that Skywise Rykana was the first Imperial Orc to master the spell Skein of Years and the banner are said to record the stories of the objects they have cast the spell upon and hold them in vast collections.

In recent times the Skywise have split their duties between their birth army of the Winter Sun and establishing a home in Skarsind, in places known as the Iron Hearth and the former lands of the Sigehold Thane. Their shaman have also taken great pride in acting as conscience and good council to any who might seek their wisdom as well as offering guidance for those who hear the voices of their Ancestors.

Stormcrows

The Stormcrows are a reaving band of orcs, They are not soldiers; they chafe at the heavy hands of the army generals. Their ancestors spent their days being told what to do and it leaves a bitter taste in their mouths so for now they do as they please, They were given one life and they intend to use every aspect of it.

Some of their number hail from the legions and have turned away, others have heard the voice of an unknown Ancestor urging them towards each other. They don't know the name of their shared ancestor but he has bought them together as a family, Their home has always been amongst each other aboard their fleet of ships, where they roam living the life of privateers or hunting supernatural beasts be it to fill a contract or because it feeds a desire.

The Stormcrows lean more towards the future and are willing to adapt and learn from their human brethren in the Empire, They also seek an active relationship with the Eternals through the Hall of the Worlds. Orc traditions are important to them but they know when change is for the better.

Amongst the banners fighters, the Stormcrow are a filled with ritualists and healers often members are adept to filling in two or three of these roles. Almost everyone among their number can cast magic in some way. They support their family in their endeavours, are open minded and will listen; they may not agree but everyone has the right to be heard. They also have preachers in their banner providing advice and insight into the Way.

They do not bind themselves with straight lines, rules and orders. They feel there is no wrong way to live a life as long as it is lived with pride, courage and to be ever vigilant, for subtle is the voice of corruption never will they fall to the heresy of freedom and luck. They have fought hard for all they are now and long may their wisdom prevail.

Bonewall

Symbol: Bones in the form of the rune Tykonus

Founded by a visionary shaman of the Winter Sun, the Bonewall are dedicated to the soul of the orcish nation. They seek to bring the Way of Virtue and the Imperial Orc nation together, both by preaching the Virtues - the soul and centre of the Empire - to their fellows and by furthering understanding of the Orcish soul within the Synod and beyond.

Between summits, they are busy giving their extensive ossuary a more permanent home than the carts and tents it occupied before the Orcs were given Skarsind. The ossuary is a collection of bones of dead Imperial Orcs and records of their deeds, intended to aid future generations in communing with the ancestors.

The Bonewall are theologians first and foremost; many of them study the magic of Winter, but as a tool to further knowledge of death and the dead, rather than an end in itself.

Summer Storm (Second Army)

Irontide

Formed immediately following the rebellion, by one of Thrace’s closest comrades - Irontide Sutin - the legion swore allegiance to the Empire, proudly displaying their banners in the Empire’s name. Irontide history tells that the famed Iron Banner of the legion was stained with a drop of Ahraz’ blood, a symbol of their bond to the Empire.

“When I cross the abyss, Ancestors they will say,

How’d you earn your legend, why’d you come this way?

I earned my legend as an Irontide soldier,

Down in the Legions aint a soldier that’s bolder,

I earned my legend in blades and blood,

Down in the grime and guts and mud,

Crushing enemies Empire wide,

I earned my legend in the irontide

Irontide Marching Song, by Irontide Bruk

Largely hailing from Jotun stock during the rebellion, the Irontide still maintain a strong tradition of a warrior culture, the majority of the legion being made up from professional soldiers in heavy armour and carrying shields. The Irontide harbor a seething hatred for the Jotun, seeing them as the worst of the barbarian tribes, and will stop at nothing to see them crushed whenever they can.

Following the death of Empress Britta they have proudly led the Summer Storm army from the front, providing General’s to lead the army to this day. They also provided the Empire’s first Advisor on orc affairs, and importantly the first Imperial Orc Senator.

Fiercely loyal to the Empire, they live by simple rules of battle, preferring to sell their lives rather than those of their allies: “First in, last out”

Redhands

Banner Colours: Orc browns with a red wrap on right hand and pennant of Red armoured hand in black and red

Redhands are the battle healers of the second army. Ready to pick up the fallen and return them to battle or patch them up to return home. They recently lost their warlord and are now led by Frakk. They have spent significant time in the Mournwold supporting the army on the front lines. The Redhands have a broad objective of delivering medical assistance on the battlefield; the exact manner in achieving this is often down to the individual orc. Some are healers, magicians or bonesaws, who render aid to the injured. Some fight to push back the enemy so the fallen can be recovered, perhaps then standing over the healers as they revive their patients. A few are scouts, searching out the dying and alerting other Redhands to where their assistance is needed. Some simply fight with the Redhands knowing help is at hand should they themselves fall.

Gaterenders

For as long as the orc legions have been at war, the banners of the Gaterenders have flown high over their siege equipment. The Gaterenders trace their origins back to Highguard, a camp of orc slaves used to build forts along the border. Carving stone and chopping wood for the scaffolding was a daily business for them. Until word came by messenger to the garrison commander that a large force of former orc slaves had shown defiance in the face of the empire.

The toughest orc amoung them, Raam overheard the guards discussing this and begun planning their bid for freedom. That night, he tore his chains asunder like paper with his bare hands, freed his comrades and broke down the door to the tool storehouse with naught but his head like a raging bull. Woodcutting axes and stone hammers made great weapons. They took over the fort and held it against inumerable odds. The local lord throwing his own forces at them, mercenaries, armies, his own guards and even peasant militia against them but all in vain. They held this fort for what felt like an age. They raided the armouries and food storages of the barracks and local towns for supplies, armour and weapons under cover of night, this becoming such a common occurrence that the troops adopted a dark colour scheme of blacks, dark browns and purples.

It wasn't until the newly formed legions of orcs, fresh from their negotiations with the empress to come into the empires service as free orcs, that Raam's forces stood down. They were brought into the second army, Raam naming his troops "The Gaterenders" The Gaterenders as they stand today are a mixture of siege combat troops, siege engineers and spring ritual mages. Their expertise ranges from taking and defending forts, breaking through shield walls and spring combat rituals. They hit hard and fast, always ready to get stuck in and "SMASH!!" The enemy. Raam and his unit are the common link, Gaterenders often hear the voices of the first Gaterenders as common ancestry.

Sunhammers

The Sunhammers are inquisitive and passionate orcs, that value the ideal that to create freely and earn a living is the truest symbol of our freedom. They are avid collectors of both items and information. As such, items of worth and their stories are very precious to them.

Many Sunhammers are descended from Grendel slaves, sold across the seas from the Broken Shore on boats that many died in, suffocated or drowned in dark holds before even reaching the horrors of the mines. During the rebellion it was a common tradition of many ex-slaves to take the shackles they wore, and reforge them into something new, and this tradition of transformation runs strong in their hearts. Indeed, the Sunhammer banner was once the Forgeborn banner, and Forgeborn Alkh is celebrated by the banner as the first to teach his kin how to smith and give our people a true profession - to repair and create the tools with which they would win their freedom. He urged those in the mines with him to take up their hammers and picks, rend their chains, and shatter the bones of their masters. Afterwards, they would claim broken armour and weapons from the battle-dead, repair them, and use them to arm themselves. Alkh's teachings helped him protect his brothers and sisters, and cut down those who opposed them. The wisdom and duty those orcs shared bound them together under the banner of the Forgeborn in a time of war.

Post-rebellion, many who fought found new use for their skills. They found much to admire and love of the people of the Brass Coast, and with the help of kind and altruistic Freeborn, learned to make trade, earn coin and craft magical items. The Forgeborn banner faded away, and the Sunhammers were founded; a new purpose in a new era of freedom – to provide and fight for the Imperial Orcs and the Empire, to create for the sake of creation, and to carry with them the pride and legacy of the ancestors that fought for it all.

Prominent Legions in Play

This list is by no means exhaustive; efforts are made to keep it up to date but due to the sheer amount of work involved the onus lies with the Imperial Orcs players to ensure the information is correct and current.

The majority of legions listed here represent player-character households. It should go without saying that you should not create a character who is part of one of these groups, or has personal history with one of these groups, without first clearing it with the appropriate players. You should also check before including other players' legions in your background. The background team are unlikely to approve a background that significantly impacts or involves another player character legion without their permission.

Included above are a handful of prominent NPC legions - you may be able to create a character associated with one of these houses but the situation will depend very much on your background and the legion in question. It is unlikely that a player character will receive additional benefits for belonging to an NPC legion, and may find their game limited - the leaders of these legions are likely to remain NPCs for example, and are unlikely to give player characters much attention.

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Prominent noble houses

Contents

- 1 Overview

- 2 House d'Acier

- 3 House Akella

- 4 House Aurelius

- 5 House de Carsenere

- 6 House de Casillon

- 7 House de Celeste

- 8 House de Coeurdefer

- 9 House Cordraco

- 10 House Dromond

- 11 House Devereux

- 12 House de Gauvain

- 13 House Griffinsbane

- 14 House De Ledure

- 15 House Lionsgate

- 16 House de Lusignan

- 17 House Martel

- 18 House Novarion

- 19 House Orzel

- 20 House Ossienne

- 21 House Remys

- 22 House de Rondell

- 23 House Rylas

- 24 House Sepulchre

- 25 House du Soleil

- 26 House Tamerlaine

- 27 House Vandale

- 28 House Vexille

- 29 Prominent Noble Houses in Play

Overview

There are many noble houses in Dawn, but only a comparative handful are involved in the affairs of the Empire (that is, attend the seasonal summits at Anvil. The influence of a house can wax and wane, and involvement in Imperial affairs is not always a reflection of their influence within the nation itself.

This list was compiled by Ancél Steward, seneschal to Earl Guissart Vexille, shortly before the Summer Solstice 380YE.

House d'Acier

House Colours: Gold and green

House Heraldry: Black tower on yellow sun, flanked by stag and gryphon

At the eastern edge of the habitable d'Acier demesne the land rises towards the pass. On a large bluff facing the pass is Sunrise Keep, held by House d'Acier for hundreds of years. Cliffs to the east, north and south make access difficult to impossible, and these have been steepened over the years. The west face is a gentle slope, with a carved slope steepened, leaving a wide ramp up to the castle. The outer bailey is 5 score hands tall (6 yards) with small towers at the gate and walkway. It surrounds the inner bailey, the mews, storage, and the kennels. Also a herb garden and apothecaries workshop.

The inner bailey divides the court by another wall 5 score hands tall, with a fortified gatehouse. Across the inner bailey and as one building are, from north to south: A watchtower of four floors, with including guardhouse and storage. The library, armour and barracks, in a long building of three floors. The main keep, four floors with in a tall square formation, which includes the nobles suites, main hall, seneschals offices, kitchens, storage and treasury. Then the grand tower, six floors of golden stone with a warning beacon at the top, and a view across the pass to the watchtowers to the east and to Roland's Grant to the west.

House Akella

House Colours: White and Gold

House Heraldry: Wolf's Head

House Akella, a comparatively recent addition to the noble houses of Dawn, was formed in the winter of 379YE. Previously led by Soldier, a militaristic draughir knight with a vague and mysterious past he is reluctant to discuss, who fell in battle recently. They consist mostly of knights and yeomen who were present at Drycastle in Dawnguard during the early months of the Barrens crusade.

They are a small, but ruthlessly aggressive house. Though the currently have no lands to call their own, they follow the Gryphon’s Pride banner into the Barrens to conquer fresh territory to call home.

House Aurelius

House Colours: Azure and Gold

House Heraldry: A Golden, antlered, crowned maned lion's head.

Location: Barrens, Dawnguard

An old house of the Dawn, bordering on the Barrens, this house has been worn from its battles with the Empire's Barren foes. Now with a penchant for the old ways and traditions, this house is said to have a close affiliation with the eternal Eleonaris. The house's main seat within its Drycastle estates is festooned with flags, and called The House of Pennants.

Much repaired after ceaseless attacks, the old traditions of Dawn can be seen in the abundant - albeit threadbare - heirlooms and adornments that bedeck the members of its house, their demesne, and their properties.

The house has a plenitude of changelings and is known for its impulsive, temperamental, playful and often haughty nature. Even more so than most Dawnish, they are known to never refuse a challenge.

House de Carsenere

House Colours: Royal Blue and Silver

House Heraldry: Silver Chimera

Location: Barrens, Dawnguard

A young noble house having been formed in 330YE when a charismatic cambion named Aramis split from House Videre and convinced several knights of the house that the his ambition of conquering the Barrens could be realised. The house claimed estates in Drycastle, and engaged in eight years of bloody campaigns - with little gain being made - culminating in the earl's death in 338YE.

Aramis was succeeded by Hagan, a changeling woman, who led the house to glory. She worked on coordinating with the Navarr, and defending Drycastle from the orcs. Passing away in 373 YE she was replaced by Tristram de Carsenere who once again began pursuing more aggressive tactics.

Following the appointment of Empress Britta to the Throne the house began making preparations for a full campaign in the Barrens. Tragically the young Empress died before such a campaign could properly begin so Carsenere made their political movements to Anvil to push the agenda. They have been successful so far, providing a senator to the Empire twice since Britta’s death.

Following a mortal wound dealt to Earl Tristram, Lady Vivienne de Carsenere took up the mantle of enchantress. She was succeeded in her turn by the current Earl, Lord Escalados.

House de Casillon

House Colours: Azure, Gold, and Violet

House Heraldry: A hand with fingers spread marked with a spiral

Location: Weirwater, Weirmoor

The de Casillon are an old house who hail from Spiral Castle, a pre-Imperial keep that stands at the heart of a powerful Summer regio. Their estates lie in Weirmoor in the territory of Weirwater, and until very recently they lived in voluntary internal exile protected from the outside world by a wall of swirling magical mists.

Many of the nobles of the de Casillon family claim to be descended from Empress Richilde, and are said to cultivate their bloodline in the way a vintner might cultivate a strain of fine grapes. They are usually possessed of a strong changeling lineage - it is very rare for anyone who is not a changeling to seek the Test of Mettle from the house and even rarer for them to succeed. Much of their business in the outside world is handled through the Castellan of Spiral Castle, an Imperial title that has recently been re-established.

Almost all the de Casillon nobles are witches, and their earls have always been potent enchanters. Their yeomen are likewise trained in magical arts, although many of them choose to embrace the path of the artisan. Even before their seclusion behind their wall of mist, they were known for hedonism and self-indulgence and it seems that several decades isolated in a Summer regio have merely heightened these tendencies - left to their own devices they would while away their lives in tourneys, in hunting, in feasting, and in other diverse amusements. There may be some weight to the concerns of some troubadours who worry that the de Casillon have become more like the inhabitants of the Summer realm than inhabitants of Dawn.

Prominent steadings and stridings

Contents

- 1 Overview

- 2 Steadings

- 2.1 Brackensong

- 2.2 Foxden

- 2.3 Whispering Dray

- 3 Stridings

- 3.1 The Eternal Family

- 3.2 Splitroot Striding

- 3.3 Tarw

- 3.4 Umbral Path

- 3.5 Y’Basden

- 4 Steadings and Stridings in Play

Overview

There are many steadings and stridings across Navarr, but only a comparative handful are involved in the affairs of the Empire (that is, attend the seasonal summits at Anvil. The influence of these steadings and stridings can wax and wane, and involvement in Imperial affairs is not always a reflection of their influence within the nation itself.

Steadings

Brackensong

Formed (along with Splitroot striding) some time before the death of Empress Britta from members of the Foxden steading, the wooden palisaded Brackensong Steading is the first line of defence against the Vallorn in East Broceliande. It is situated in the former home of Whispering Dray in Elerael, where its position grants it an eye over the movements of the husks, miasma, and the giant insects that roam the area.

To date, the steading is the largest to come out of Broceliande to the Imperial Summits. As befits its vigil against the Vallorn, Brackensong is the home of the Voice of the Quiet Forest, one of the larger covens within the Navarr. Additionally, the constant threat from the more physical agents of the Vallorn has given rise to a core of hardened Thorns, ready to stand against the evils that lurk in the forest and beyond.

Since the Interregnum, the Brackensong have worked to bolster the living heart of the nation, using the Dance of Navarr and Thorn to repair and nurture the Trods, and playing host to songs, stories and revelry long into the night of every Summit.

Foxden

Foxden Steading was founded a few hundred years ago by a changeling Navarr, Jhessail Cedny and a draughir Navarr, Rymel Cedny. The two had met on a trod, as their stridings passed each other. Jhessail and Rymel travelled north with those who wished to follow them, to where the boundaries between Varushka and Wintermark met, into the lands of Hercynia. Here, in the place where in winter the darkness is great, and in summer the light seemingly never-ending, they came upon a hill clearing with sparse forest around it. In this region of Summersend atop the hill sat a vixen with her cubs, looking down upon the pair. She yipped, and then trotted away into the trees with her cubs. Here is where they built the steading of Foxden, its eyes watchful to the North and to the Vallorn of Hercynia.

The steading is a place where the Navarr, and other nations, can come to rest, trade news and goods, and seek guidance on the many paths on which life takes them. Here is a place dedicated to preserving history and stories, music and art. A place to gather and organise against the Vallorn. It is the home of an ever growing information network set in place by Jhessail and Rymel to ensure that the Empire is upheld against the many forces that oppose it.

Foxden is a diverse steading with many different focuses; it has produced many a fine thorn, vate, broker, guide and brand. It is a home to any in need, and is willing to accept any into its fold, provided they bring no harm to it. Over the years the steading has produced a number of stridings, as the Dance of those within has dictated. Strong ties still bind a number of these groups together into a collective of stridings and steadings, who regularly get together at Anvil to share information and the like.

Whispering Dray

The Steading of Whispering Dray stood sentinel in Elerael, the eyes of it people turned always towards the shrouded desolation of Terunael, protecting the Trods and driving back any Vallorn creature that stumbled into the untainted woods.

What happened to the steading is not currently a matter of record, except that their homes are now inhabited by the Brackensong, and in recent years a number of individuals named Whispering Dray have been found guilty of Treason and Sorcery.

OOC Note: Whispering Dray are an NPC steading

Stridings

The Eternal Family

The Eternal Family is an old striding, so old it is claimed that their roots trace back to the days of Terunael. Whether this is true or not is unclear but it is clear that the striding is very old. The Family is made up of an extended group of both blood relations and adopted individuals who are collectively recognised as family.

Highly active as a group, those able to travel journey widely along the trods and beyond. They offer support to those in need and explore old ruins, trying to find out all they can about the history of their people. Those unable to travel live in and run a wayhouse in Goldglades, in the territory of Miaren.

In recent years the Family has became known for the core of the striding being a strong coven specialised in the magic of the Day realm and the Spring realm. Something very unusual happened around 378YE, however, and the ritualists’ affinity for Spring magic has changed markedly. Today, the Eternal Family are known to be powerful practitioners of Summer magic, in addition to their mastery of the arts of Day.

Alongside their use of ritual magic, the Family use all skills at their disposal to help their nation and the Empire. On the battlefield they are reputed to fight defensively, using shields, medical skills and magic to support frontline warriors.

Splitroot Striding

Formed a year or so before the death of Empress Britta alongside Brackensong Steading from members of Foxden Steading, Splitroot has since grown to be a sizeable group. The striding walks the trods of Broceliande, using Elerael as a home base, and venturing into Dark Ranging. Previous to the declaration of war in Winter 378YE, they were one of the few stridings to trade with the Orcs of the Barrens, and still maintain close ties to the Great Forest orcs.

Splitroot comprises of an eclectic mix of skills and personalities, including all manner of bards, brokers, vates, thorns, ambassadors to foreign nations, and fire dancers. As befitting a group so closely associated with Brackensong and Foxden, many of it’s vates are members of the Voice of the Quiet Forest.

Tarw

Compared to many steadings and stridings, the striding of Tarw are young. Formed in the heat of battle in Reikos by former elements of stridings, mercenaries, and desperate soldiers of many nations of the Empire, the striding has arisen from the mud of the field to seek a better life. Exactly what that better life is depends on the thorn asked, be it in loot, pleasure, drink, or a better future.

It was on the muddy, blood-drenched battlefields that the striding was formed, a collection of broken souls seeking vengeance, hope, glory, a future, or a fellow warrior to watch their backs. Many folk from all the corners of the Empire can be found in the striding of Tarw, be they once Varuskhan, Highborn, Dawnish or League: any Imperial without a home to call their own is welcome to travel with the striding as part of finding their place in the Dance.

More a Thornborn than a typical striding, the companions are unrelenting, and fierce in battle. Often the striding of Tarw take contracts to support their striding or other thorns economically, as they have no land with which to grow herbs, or gather resources, just sharpened blades and a will to wield them. A true striding, home is the open trod, unbound by the restrictions of house or hearth. The striding always looks to the future, forging their own path in the Dance no matter its bloody tune. When not on the field of battle, members of Tarw can be found seeking out work with the Iron Raptors, honing their skills, or chatting to their many extended friends or family across the Empire, building skilled networks of alliances, such as the Black Scar Thornborne, to reclaim lost Imperial territories

Umbral Path

The Umbral Path Striding is a secretive group with their origins in Dark Ranging in Brocéliande, where they have long fought to protect the Empire from the threat of Vallorn and barbarian alike with their mastery of Night magic and other tools.

Since the barbarian incursion into Elerael, The Striding has begun to more regularly range out across the Empire, spending time with all manner of citizens and learning what they can of all they encounter, whilst always maintaining a presence in Dark Rangings. The Striding rarely stay in one place long and often splinter into smaller groups in order to seek out anything that they feel will help them achieve their goals.

Members of this Striding are adept at blending into the crowd except when they choose to be seen and their presence at Anvil was first noticed in Anvil in Spring 380YE, as a new Empress was chosen.

Y’Basden

Striding Symbol: Three Thorns

Y’Basden Striding traces its roots back to the earliest days of the Empire and was first established by three Navarr outcasts (The Three Thorns) who banded together out of a mutual and visceral dislike for each other and a desire to both ‘one up’ and profit from each other’s failures.

Their bond was later cemented by an event known as “The Battle of the Black Woods” - an incident where reputedly they destroyed (and looted) an entire raiding contingent of a hundred barbarians whilst outwitting a pursuing force of vallorn. Official Imperial records cast doubts around the stories of this alleged event.

The story drew like-minded citizens and the striding grew in relation to their reputation (or notoriety) throughout the Empire. It is not uncommon in bars for many tall tales to be told of The Three Thorns' exploits with eternals or adventures across battlefields. It is assumed that most of these tales are allegorical in nature as many conflict with established Imperial historical records (or are simply too far fetched to be believable).

In the intervening years, the direction of the striding went through many changes in both role, name, and attitude. These ranged from fringe outcasts to established traders, mercenary bands and even a period outside of Imperial territory… allegedly.

Y’Basden Striding was the eventual result. A disciplined fighting force led by a trio of leaders; The Wit, The Wisdom and The Brand in honour of the original Three Thorns. They consider themselves serving soldiers who will give anyone, including non-Navarr, a chance to travel with them awhile and they take pride in their ability to scout into dangerous, even vallorn, territory. Their reputation as an aggressive and effective fighting force on the battlefield has yet to be disproved. Visits to Anvil are considered opportunities for rest and relaxation and as a result they can seem a little less refined than the average Imperial citizen but tend to treat allies as firm family regardless of nation or circumstance.

The last decade has had them at the lead of insurgency actions in Liathaven where they have helped found the Black Scar Thornborn along with the support of other Liathaven stridings and steadings.

Steadings and Stridings in Play

This list is by no means exhaustive; efforts are made to keep it up to date but due to the sheer amount of work involved the onus lies with the Navarr players to ensure the information is correct and current.

The majority of steadings and stridings listed here represent player-character groups. It should go without saying that you should not create a character who is part of one of these groups, or has personal history with one of them, without first clearing it with the appropriate players. You should also check before including other players' groups in your background. The background team are unlikely to approve a background that significantly impacts or involves another player character group without their permission.

Included above are a handful of prominent NPC steadings and stridings - you may be able to create a character associated with one of these, but the situation will depend very much on your background and the group in question. It is unlikely that a player character will receive additional benefits for belonging to an NPC steading or striding, and may find their game limited - the leaders of these houses are likely to remain NPCs for example, and are unlikely to give player characters much attention.

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Promises to keep

They come down out of the high peaks of the north. A trail of lightstones in the gloom, swaying gently on lanterns attached to slim weirwood poles. Robed in midnight blue, hooded against the cold they came, walking single file. They pause on a high ledge, alongside the cascading river, looking down, down to the lake and the dark forests beyond.

There is a brief discussion, and a parting, and some of the company turn back. Down into the woods of Mieriada they come, following the river down to the shores of Coldmere and the vale of Wendell’s Hope, and the Last Warm Hearth of the North.

They do not attempt to conceal their approach. Their party numbers less than a dozen. Most wear heavy armour beneath their roughspun night-blue robes. Their leader favours runecarved mage armour and a battle staff. They make camp a short distance from Wendell's Hope, and wait for morning.

The gates of the vale are closed against them, when they come; travelling along the old road that runs around the lake and up to the mines. The schlacta of Wendell's Rest turn grim faces towards them as they come, their captain calls out:

"Turn back, wyrmspawn! There is no welcome for you here."

The orcs stop. The warriors raise shields, forming a cordon around their leader. The spellbinder gestures for them to part and steps forward, well within bowshot of the walls. His hands are empty, and spread wide to show he means no harm. He pulls back his hood and casts a cold eye over the Varushkan warriors on the walls. He raises his voice, calls to them.

"We come from the north to parley with Varushka." he says. Simply that, and then he falls silent.

There is a discussion on the wall. An arrow is launched, striking the worn stone between the spellbinder's feet. The warriors growl, raise their shields but the spellbinder gestures to them to stop. he has not broken his gaze from that of the schlacta captain. Neither has blinked, even as the arrow shattered before him.

"Go back where you came from, orc. We have no patience for your games."

"We are here to parley," the spellbinder says again. "Will you deny us that? Will you send messengers to the south to tell them that the Thule came down from Otkodov to parley and you sent them away? That there was a chance to end the war which lies between us and you decided that it was not to be?"

His voice is flat. He turns his face away, makes as if to leave.

"We are travellers come under a flag of peace to parley. If you will not aid us, we will go around you. But we will travel to Anvil in the south. I make this my oath, here, while I stand upon your road, schlacta. Will you strike me down and face the consequences for turning us away? What will the people of Karsk say in the face of your recklessness?"

Silence falls again. There is distant muttering, that grows to a swell. An argument. Two elderly figures can be seen remonstrating with the captain of the schlacta, and then the boyar joins them. The Thule wait. One of their number - a dishevelled, unarmoured, hunched figure in a tattered robe - sits down suddenly on the road. The warriors to either side grab it under the arms and pull it to its feet as the Varushkans argue.

After several minutes, the captain of the schlacta calls out again. "Swear, Thule, on the name of your masters that what you have said here is the truth. Swear it in front of witnesses, on the road of Varushka, beneath the trees of Miekarova."

The spellbinder bows his head for a moment and then calls out in a clear voice: "I swear in the name of my mistress, i swear by her throne and by her staff, that I speak the truth and that we come in peace to parley. I swear it by the name of Orobus the Chained, the lady of the green iron throne, and by my fealty to her. I swear it, and let my tongue be stilled forever and my eyes be darkened if I break this oath."

The silence is broken by the sound of wings, and the sudden cawing of birds launching themselves upwards from the trees to the south and west. The Thule spellbinder seems as surprised as any, taking a single step back, turning his head from side to side as if scenting for danger.

One of the wise ones leans past the captain and stares down at the Thule below as the order is given and the gates are opened. A double-handful of heavily armoured warriors wait beyond. The old woman watches carefully as the orcs approach, stroking her chin and narrowing her eyes, paying particular attention to the unarmoured, tattered orc dragged along by the warriors.

Overview

Down out of Otkodov, out of the chill peaks of northern Varushka, come the Thule to parley with the Empire. A small delegation - no more than half a dozen - have approached the vale of Wendell's Hope in Miekarova under a flag of truce and asked for parley with the Empire. They are lead by a spellbinder - a warrior-magician - and accompanied by a small number of warriors and what appears to be a slave of some sort.

They claim to be travelling in the name of Orobus the Chained - one of their ancient sorcerer-kings, their Dragons.

As with other delegations heading for Anvil, they claim to be diplomats under the protection of the law. They have been open about their general intentions but silent on the details. They wish to speak with the Varushkan people gathered at Anvil, and for an opportunity to address the Imperial Senate. They may also be interested in speaking to the Imperial Conclave. They have confirmed that among other topics they wish to discuss the drawing up of borders between Otkodov and the Empire, and a potential cessation of hostilities.

As they pass from the lands of each vale heading south, they are passed from one group of Varushkans to another. From Miekarova down into Karov, and then a fellowship of wardens from Delev have lead them the rest of the way south. All being well, they are expected to arrive at Anvil some time during the Summit - the first people likely to know about it will be the Varushkans.

Significance

As with other barbarian delegations, the Thule are relying on the law of delegation protection. For the duration of their stay at Anvil, and as long as they are heading directly back to the cold mountains and distant Otkodov, they are under the protection of the law like any Imperial citizen.

Of some interest is that the Thule have sent a spellbinder, rather than a warlock to negotiate with the Empire. While they are often powerful magicians, their focus is on battlefield incantations rather than rituals - which means they are of lower status than the leaders of the Thule people. Perhaps this spellbinder is significant in some way, or perhaps the Dragons are merely alert for treachery. Or perhaps there is another reason.

Resolution

The Thule delegation came to Anvil, and engaged in significant negotiations with the Empire. A peace treaty presented to the Senate. The Thule then returned safely to Otkodov without incident.

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Propose treaty of limited warfare to the Jotun

Open communications with the Jotun with the intention of restricting the fighting to Mournwold and Liathaven.

Proposed by Bregasland, seconded by Mitwold.

Overview

- This proposal would have suggested an amendment to the Jotun ceasefire.

- Defeated

Date

- Spring 378YE

Voting

State

Votes For

Votes Against

Result

In Principle

7

20

Failed

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Prosperity roleplaying effects

Contents

- 1 Overview

- 2 Consecration of Prosperity

- 3 Anointings of Prosperity

- 3.1 The Path of Prosperity

- 3.2 The Worth of Prosperity

- 3.3 The Benevolence of Prosperity

- 3.4 The Seeds of Prosperity

- 3.5 The Vision of Prosperity

- 4 Hallows of Prosperity

- 4.1 Hallowing of the Little Mother

- 4.2 Hallowing of the Opportunist

- 4.3 Hallowing of the Overflowing Cup

- 4.4 Hallowing of the Company

- 4.5 Hallowing of the Shepherd

- 4.6 Hallowing of Good Walder

Overview

These roleplaying effects are created by priests dedicated to the virtue of Prosperity who use the relevant ceremonial skill. A character performing an anointing or hallow must pick one of the appropriate roleplaying effects when they perform the ceremony.

Consecration of Prosperity

- In this place, you feel an impulse to use all the means and abilities at your disposal to prosper yourself or your fellows.

Anointings of Prosperity

The following are a range of auras that can be summoned onto a living soul, with their consent, by priests whose own souls are dedicated to Prosperity:

The Path of Prosperity

- You receive a brief vision of the rewards that your labours may yield. You feel more willing and able to perform these labours, and negative feelings you associate with them are diminished. If you are bleeding, or terminal, the vision you receive is of the fruits of labours that you have enjoyed in the past accompanied with a feeling of satisfaction.

Description: The path of prosperity can be long, and arduous, with the rewards of labours seemingly distant. Priests of prosperity have been able to use this aura to bolster citizens and pilgrims for the journey, and particularly when obstacles and setbacks are encountered. This auras has also been beneficial in helping citizens overcome the obstacles that presents itself as a malign effect or aura. Elsewise, the visions provided by this aura have also been utilised in ceremonies of last rites to provide comfort and celebration in a person's last moments.

The Worth of Prosperity

- You feel a strong sense of the value of what is around you, and a strong distaste for waste, including excessive hoarding. You feel motivated to engage in fruitful activity, and your tolerance for squandering and hoarding is greatly diminished.

Description: Priests of the path of prosperity have used this anointing to encourage the prosperous use of resources amongst citizens and pilgrims. It has seen popular use by Friars of the Marches, though this is balanced by the way many stewards run their households. Priests of prosperity often encourage misers and hoarders to receive this and receive the benefits of living a virtuous life, but attaining consent often proves difficult.

The Benevolence of Prosperity

- During this anointing, you were asked to specify an entity, usually a particular individual, group or cause. Whilst this anointing is in effect, you feel a strong urge to ensure that this entity receives the benefit of your prosperity, whether this is in the form of labour, resources or another way. This applies even if the specified entity would not normally be something you would wish to prosper.

Description: This anointing is opposed by Lucidians who believe that the effort for prosperity must come from within. However, other priests of the path of prosperity have made it clear that this anointing requires the consent of the recipient. This anointing has been used to stir those who lack virtue into action, whether they are lazy or miserly. There have also been occasions where it has been applied to convicted felons to promote restorative justice.

The Seeds of Prosperity

- You gain a strong sense of the value that others have in ensuring your prosperity, and theirs. You feel more inclined to co-operate in ventures in which all parties, especially you, will profit.

Description: This anointing is popular with sects of prosperity, but has also been used by other groups and parties in building the foundations of a co-operative venture. This has included Bishops of the League offering this ministration to Free Companies and Guilds, and Benefactors of Highguard bringing together parties for a venture. This anointing has also been beneficial in peace-making or reconciliation between antagonistic groups whose combined efforts are needed to bring to bear on a situation.

The Vision of Prosperity

- The next time you sleep you experience vivid dreams concerning the goals you have been working towards. In some dreams you see yourself toiling and achieving these goals, in others you experience the rewards of success that could from accomplishing your efforts. You awaken deeply reinvigorated with renewed drive to face the hard work that lies before you..

Description: The teachings of the path make clear that prosperity is not about labour for labour's sake, but about effort made for reward. However, for many citizens and pilgrims, it is not always clear how to transfer their efforts, labours and resources into true prosperity. Priests of the path seek to use this anointing to help provide enlightenment and guidance. Some merchants and traders have naively sought this aura in the hope that it prophetically shows them the way to wealth and riches, but find themselves disappointed that the path is rarely so simple and straightforward.

Hallows of Prosperity

Hallowing of the Little Mother

- You feel an urge to use your resources, such as wealth or skills, to help others in their pursuit of prosperity. This is amplified if the person or group you are helping would struggle to achieve without your aid.

Hallowing of the Opportunist

- You feel an urge to use the resources at your disposal to take full advantage of opportunities that you encounter. If you deliberately pass up such an opportunity, then the feeling changes so that revulsion and rejection flows from the item to you for as long as you are bonded to it.

Hallowing of the Overflowing Cup

- When bonded to this item, and in contact with it you feel a desire to enjoy the fruits of your labour and to share them with those around you who likewise work hard and honestly for what they have.

Hallowing of the Company

- When bonded to this item, you feel an urge to set aside selfishness and work closely with those who are bonded to the item in the same ceremony to achieve mutual prosperity for all.

Hallowing of the Shepherd

- You feel an urge to protect, by whatever means you can, that which has been justly earned, from the undeserving who would seek to take it. This impulse includes a desire to use this item in that protection, if it would be appropriate to do so.

Hallowing of Good Walder

- You feel an urge to seek out those who hoard wealth and persuade them to utilise it for further prosperity. This feeling is amplified if you perceive the wealth is unearned, or undeserved. This feeling includes the impulse to use this item as part of your effiorts, if it would appropriate to do so.

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Prospero

Contents

- 1 Eternal of Autumn

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

- 2 The Spiders of the City of Bridges

- 3 The Books of Ebony and Bone

- 4 The Loom of Stars

Eternal of Autumn

Sobriquets

Known as the Golden Prince, Prospero is the master of influence, favours and serendipity.

He is commonly referred to as the Weaver, and the Lord of the Loom. He is the Sovereign Lord of the City of Bridges and the Prince of Ties. He is sometimes referred to as the Reckoner of Ebony and Bone in reference to the ledgers in which he records his favours and enmities. His love of influence sometimes leads to him being called the Golden Spider or the Threadweaver. Very old sources sometimes call him Cloven-hoofed, apparently a metaphor for the mountain-goat-like dexterity with which he navigates the difficult terrain of the halls of power.

In Asavea he is called Polymitarius or el tejedor; in Jarm he is called Jemný Pavouk which translates a something akin to Subtle Spider. The magicians of the Sumaah Republic consider him, along with Estavus and Ephisis to be an acceptable eternal to treat with, and they call him Skredderen - yet while they may communicate with him, it is illegal for any citizen of Sumaah to owe Prospero a favour.

Prospero always appears to be male, and uses male pronouns.

Appearance

Prospero is always finely dressed; he displays his wealth, power and influence in his garments and accoutrements. His curving horns are often gilded, and he drips with fine jewelry. He is invariably friendly, affable, gregarious and loquacious. He enjoys verbal fencing and clever conversation, especially when it is accompanied by food or drink. Debate and discourse are his meat-and-drink. He is slow to anger, but utterly implacable when his ire is raised. The angrier Prospero becomes, the colder his demeanour and the more cutting his comments. On the few occasions Prospero has genuinely lost his temper, he is said to turn his entire will to ruining the target of his ire.

Prospero rules the City of Bridges. Built on a thousand small islands, connected by bridges in an impossible variety of styles, it is a city-sized maze of white marble and gold. Said to be one of the richest and most beautiful cities in the Autumn Realm, it is an urban wonderland of well-maintained parks, plazas, fora, public buildings and princely villas. Traveling between islands is possible only via the bridges - no boats ply the dark waters of the allegedly bottomless lake. The layout is unchanging but incredibly intricate, and is said to be impossible for visitors to navigate without assistance from the residents - who of course demand favours or services in return for their guidance. While the majority of buildings are single storey affairs, the impossibly tall towers of Prospero's palace dominate the skyline, a visible reminder to all the inhabitants of who rules here.

The Weaver is not a warrior, but is said to be the most potent magician of the Autumn eternals, at least on par with Meraud in Summer, Sadogua in Night and Kimus in Day. He is always equipped with potent magical items that enhance his already formidable supernatural powers; the nature of these items changes regularly. On occasion he lends one to a mortal in return for some valuable service.

Prospero never appears alone. He is usually accompanied by two or three "nobles" from his city, chosen for their talents and unique skills. These courtiers share their Prince's love of conversation, and may have boons of their own to offer.

The Golden Spider is known to project an aura similar to the Chamber of Pallas, encouraging everyone in his vicinity to engage in discussion and eschew confrontation. This power is especially potent when combined with a feast or banquet.

The Lord of the White City is associated with Hirmok, rune of dominion and with Lann rune of bargains. Unlike many eternals he is also associated with astronomantic constellations; in this case the Chain, Spider and Web. According to Prospero and his heralds, these constellations can be seen in the sky above the City of Bridges just as they can in the mortal world.

Concerns

Prospero prides himself on being the image of a wise ruler, who exerts the maximum amount of influence with the minimal amount of effort. He is well loved by the inhabitants of his city, and respected even by his enemies. He stands at the centre of an impossibly complex web of favour, patronage and influence - what he cannot achieve by calling in a favour directly, he can often manage by calling in a favour from someone who is owed a favour by his target.

Wealth is useful to Prospero, but it is not an end in itself. As far as the Sovereign Lord of the City of Bridges is concerned, being prosperous and secure allows one to security allows one the freedom to focus on politics and personal ambitions - the poor and powerless are trapped in cycles of desperation that prevent them achieving their goals. "There are few things more depressing than a farmer," he is often quoted as saying, "unless it is a slave. I would always choose the company of the landowner or the merchant over the farmer."

Prospero is also disdainful of the trade of goods - it is a useful tool, but objects are nothing compared to the talents of individuals. Gold and silver are cold and worthless compared to the talent that lies in the hands and mind of the jeweler and the silversmith. It is the merchant who creates wealth, not the goods they traffick in - and the best merchants wield the subtle tools of influence to increase their prosperity. He has several times expressed scorn for the Imperial Bourse while praising the Imperial Senate as "a good idea, for all that it still has a little way to go."

The Echoing Market, which lies at the heart of the City of Bridges, is a unique bazaar where no goods change hands - rather, the merchants here trade in favours. Many eternals associated with Prospero insist on writing down favours owed on strips of paper, which they treat as the physical manifestation of the favour. Anyone who presents the paper can claim the favour - and there is a brisk exchange with a complex rate. Two favours from a soldier might equal a major favour from a grocer, or a minor boon from a lesser eternal; the favour of a Cardinal of the Way might fetch a price of six minor favours from various diplomats to the courts of Jarm. Mortal magicians may sometimes engage in trade for favours, but woe betide anyone who attempts to avoid or welch on an owed favour. A favour recorded on the papers of the Echoing Market is said to be able to reach beyond death, to call back a spirit or perhaps even to influence a mortal who has been reborn from the Labyrinth again.

When someone makes an agreement with Prospero (or angers him), he has one of his scribes or aides make a note of it, and the paper is dispatched to the City of Bridges to be entered in one of his ledgers. He rarely bothers to invoke the Lictors to safeguard his agreements - but anyone who attempts to betray Prospero is likely to find that offending someone with an innate understanding of synchronicity can be extremely painful. Prospero is not cruel, particularly; only the most heinous offences against him cannot be at least partially resolved with a heartfelt apology and an offer of favours.

The Golden Prince aspires to be a scion of subtlety. Where his rival Basileus Kade rules with a fist of iron, Prospero weaves threads of favour and patronage to influence the members of his court - and indeed anyone else who interacts with them. Despite his emphasis on subtlety and influence, Prospero has little time for either deception or treachery. Wherever he can he encourages honest dealings, where everyone involved knows what they are getting in to. Only in the realm of trading favours does this honest approach begin to break down a little - but the assumption in the Court of Flowers is always that someone who offers a favour without placing limitations on it or defining how the favour can be spent - or traded - deserves everything they get.

Within the Empire, Prospero is known to favour the League's style of favour and influence, and appears to have a great deal of respect for the Net of the Heavens philosophy as practiced by the Urizen. He is believed to be fascinated by the Marches, and on several occasions has attempted to increase the power of the market towns over that of the Stewards - although always through proxies rather than direct action. When it comes to the Freeborn Prospero appears conflicted; he appreciates their directness and honesty, but finds their "obsession" with money to be a little off-putting.

The Imperial Synod is said to intrigue Prospero - he sees a lot to approve of in the teachings of Loyalty and Ambition, while viewing the virtues of Wisdom and Vigilance in particular as being largely irrelevant. His heralds are always careful to remain polite to priests they encounter, and Prospero appears more than happy to assist those priests who treat him with respect.

Perhaps unsurprisingly, Prospero is fascinated by the Imperial favour, and it is believed he will offer a valuable boon to anyone who willingly gives an existing favour into his control.

Boons

Prospero is the master of bonds. He can effortless create and dissolve bonds between people and magic items, and between groups of people. He is known to be able to exert his will to forge bonds that are extremely difficult to unravel, or to carefully unpick complex bonds created by others. From time to time he demonstrates the ability to manipulate the bonds between members of a band in remarkable ways - for example, he once wove the bonds of the Whisper of the North cabal with an enchantment that allowed them to perform more rituals than other covens, although the price he required in return allegedly involved the magicians influencing the Varushkan senators in some profound (but secret) fashion.

This facility for bonds also manifests in the ability to employ an effect similar to Ties that Bind at will, and to empower mortal magicians to perform the ritual with greater facility.

His understanding of the connections between people, places and things gives him an innate sense for synchronicity and serendipity - the way that events can combine to influence seemingly unrelated circumstances. This takes a number of forms, but he is known to be able to grant boons that empower rituals such as Streams of Silver, Rivers of Gold, Art of the Deal and Gift of the Wily Broker. Furthermore, his fascination with influence sometimes manifests in boons that strengthen the ties of loyalty between individuals such as Circle of Gold or Mantle of the Golden Orator.

This perception of synchronicity means that those who cross Prospero often find themselves cursed in ways that turn fortune against them. The most common effect is something similar to the ritual effect Like Water Through Your Fingers, although often more powerful. Prospero is also able to reduce or even remove the effects of this kind of curse - but generally requires a major favour for doing so.

Prospero sometimes accepts payment for his boons, but is much more interested in services or favours. An agreement to gain a boon regarding Rivers of Gold for example might include a requirement to perform the ritual once each season in a certain way for certain targets or types of targets. The exception is that Prospero has a weakness for orichalcum, and may agree to accept payment in ingots of this golden material.

The Spiders of the City of Bridges

Prospero is said to control a small army of metallic spider-like creatures who live in the City of Bridges. These creatures are rarely seen, but defend the city from attack. They are said to be able to entangle enemies in strands of metallic thread, quickly wrapping them into cocoons and rendering them immobile and powerless. While Prospero has never been known to grant control of these spiders to others, he has occasionally been known to offer boons or magical items that draw on their abilities in some way.

The Books of Ebony and Bone

Prospero keeps two immense ledgers in his palaces. One book is bound in ebony with black pages written in golden ink, in which Prospero records all the favours he is owed, and who he has traded them to. The other book, which is covered in a thin layer of dust, is bound in ivory with white pages written on in red ink. This is where Prospero records all his grudges. The book of ebony is said to fill up quickly - there are said to be twenty-three volumes of favours carefully curated by Prospero's heralds. The book of bone, however, is unique; it is no more than half filled with grudges, many of which have been expiated in one way or another.

The Loom of Stars

The Loom of Stars is an immense artifact that Prospero keeps in the centre of his palace in the City of Bridges. An incredibly complex machine made up of thousands upon thousands of coloured threads that criss-cross the chamber, sometimes crossing, sometimes tied in knots. Prospero claims that every strand represents the life of a single influential entity, and that by identifying which thread corresponds to which entity he can learn much about their relationships. The loom is ever-changing, and some Urizen stargazers say that it is a model of a part of the Net of the Heavens. According to Prospero himself, the loom contains strands connected to mortals, eternals and "other creatures" and even he does not know where it came from, nor precisely what it does.

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Protection for delegations

Delegates who arrive on the field at Anvil under the flag of peace and are unarmed should have protection under the law.

Proposed by Miaren, seconded by Therunin

Overview

- Extending the protection of the Imperial law to peaceful delegations would essentially grant them the rights and responsibilities of foreigners.

- The motion was defeated due to failure to precisely define what was or was not a "delegation."

Date

- Defeated Summer 378YE

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Proud to serve (Imperial Address)

Citizens of the Empire,

As the Imperial Warmage, you may expect me to be concerned with the direct application of strategic magic to the war effort. But the capability to perform ritual magic is pointless if the cost of casting it - in mana, but also in lives, opportunity and blood - is greater than we can pay.

The Empire currently faces three great challenges today, and I do not speak of the Jotun, the Grendel or the Druj. The challenges we face are internal: The threat to the unity of our faith. The threat to the trust that holds our nations together. The threat to the stability of our economy.

It is the economy that I must talk to you about first. We all know that things have been difficult recently. The Empire is at war on three fronts, and the effects of those wars have been felt by many of us. The costs of strategic magic have far exceeded the ability of the Senate and Grandmasters to pay for them, but the Prosperity and Loyalty that individual mages and covens have shown in shouldering the burden of strategic magic has always been inspiring.

This Summit, with the strategic mana fund severely reduced, not only were the fortresses that secure our borders funded through their efforts, but also a number of enchantments upon our armies. I am writing today in part to thank each of them for their efforts, whether they gave a single crystal or many.

Today, I would ask you to follow their example.

Look to your own kith and kin first, for the Empire's Prosperity is founded upon that of its people, but also look to where you can benefit your neighbours. Those of you who cast economic rituals, try to cover as many targets as efficiently as you can. Do not stint yourselves, but where you can I ask that you contribute a crystal for the covens of your nation, so they can in turn protect us all. We owe them a debt of thanks and, while I cannot name every Coven who has contributed to the military campaign, I can name the few I have dealt with most: the covens of the Saker, Skywise, Eternal Family, Sussivari, Shattered Tower, Auric Horizon, Sherard Hunters and the Carta Notturno. There are certainly more, but I can personally attest to the Loyalty, Ambition and Prosperity of these groups.

There are greater prices than mana, however, as we all know, and such choices can strain the trust between our nations. The Empire has used terrible and powerful magics the like of which we have never seen before, and many Imperial citizens have questioned the decisions that led us here.

I cannot promise that, during my time as Warmage, the military council and I will not choose to use such magic again.

It is clear that the Empire will hold the Warmage responsible for the use of strategic magic. So be it. If the safety of the Empire should require such hard choices again, I give you my oath that I will consider and consult carefully beforehand and, if I must support an action with a grave cost in the lives of Imperial civilians, I will turn myself over to the nation bearing the brunt and submit to their Senators and National Assembly. As to the Mournwold: I understand the strategies that the military council built their orders upon. I saw first-hand what it cost us, and I know what we stood to gain. I stand by the decision they made, though I would have preferred any better option.

We shall all be judged by our actions in matters such as this.The Empire must prove not only that it can protect its citizens, but that it is fighting for them and for their future. To that end, I am glad to say that the Conclave and Senate have chosen to overwhelmingly support Raewynn Farkas and the new Order of the Silver Chalice. As many of you know, this is a Conclave Order dedicated to applying the healing arts at any scale. The legal requirements to form a new Order have been met, but the Civil Service have said that it may take a season or two before it is possible to join. Nevertheless, there is nothing to stop the healer-mages of the Empire from gathering in advance of the official creation. This is a historic event, the first Conclave Order created since the reign of Nicovar, and I believe it will strengthen the Empire. Perhaps also it will bring new people into the Conclave but - whether old or new - I look forward to seeing many of you there this Autumn.

Of our faith, I can only say: we are one people, one Empire, and I am Proud to serve you all.

In Prosperity,

Heilyn Bronwen's Rest

Imperial Warmage

Overview

Imperatrix Lisabetta has used her power to address the Empire to allow the warmage, Heilyn Bronwen's Rest, to send a message to all Imperial citizens. As with all such addresses, the civil service has ensured the message is heard by citizens across the Empire and beyond.

Significance

The Throne has the power to nominate a single Imperial citizen who can deliver a message to the people of the Empire each summit. It is common practice for the Throne to use this power themselves, when they wish to speak to all their people about important matters.

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Proverbs

Traditional wisdom in the Marches is often contained in pithy, short phrases full of meaning that contain practical advice. These proverbs are often admonitions or advice. There are many more of these than any one person could hope to collect.

Widespread sayings include:

- Pride in small things, loyalty to great ones. People should take pride in what they do, but be loyal to their nation, rather than taking a pride in their nation's achievements but being loyal to themselves.

- When a dog barks, you don't bark back. Loud, angry words or taunts shouldn't be answered in kind.

- Sword and shears both cut alike. Soldiers and farmers both do important jobs.

- Know a body by their March; judge'em by their company. A variant of 'Don't judge a book by its cover'

- Every wife has two husbands and Every husband two wives. There is a difference between the reality of a person and the way someone talks about them.

- The best soil is thirsty soil. The best soil is watered with tears, sweat and blood - that it demands and rewards hard work.

- Good cider takes good apples.

- Bread without spice is better than spice without bread. Fancy elements and adornments are no match for substance.

- Sow, tend and reap; fight, toil and weep. The harvest of fighting is sadness

- War is a thrice-ploughed field. War is hard dirty work that takes a lot of effort to complete.

- One boy’s a boy, two boys is half a boy and three boys is no boy at all. The more people you have on a job, the slower it goes.

- Lost time is never found. Wasted time is gone forever.

- You don't own it unless you can defend it. What someone else can take away from you is not really yours.

- The answer lies in the soil.

- Liars and gossips sleep in the same bed.

- Nothing dries faster than a tear.

- Having a beard doesn't make you wise.

- Easy come, worth less. A Marcher summation of the virtue of Prosperity

- As easy to escape as a Landskeeper's Oath. Something very hard, if not impossible, to escape from.

- Like a rake through fallen leaves. A variant of 'Like a hot knife through butter'

- Only a civil tongue buys cheap apples. Politeness is a useful trait in both trade and diplomacy

- Hard work wins wars. Marchers sometimes use this proverb to tacitly criticize the Dawnish affection for Glory.

- Don't piss on my back and tell me it's raining. - Don't treat me like I'm stupid.

- You can't plough a farm in a day. - Things take as long as they take.

- Plant a grudge in the soil, it will last a lifetime. Set in stone and it will last forever.

- A tree is known by its fruit, not by its leaves.

- A handsome husband is common property.

- There's two ways to bury a hatchet.

- The reward for a good job is more work.

Making Your Own

The easiest way to make your own sayings is simply to adopt one that isn't especially well known in modern times. Many websites exist with lists of folk sayings to help you out. A more ambitious option is to take a more common saying such as "A rolling stone gathers no moss" and give it a Marcher twist.

Some useful websites include American Folksayings, proverbs and maxims;

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Proverbs&oldid=66192"

Provide aid to the Hierro Clan

Authorise the civil service to provide aid to the Hierro clan refugees in Seugra.

Costed at 75 Thrones per season.

Proposed by Feroz, seconded by Segura.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Campaign Outcome

Overview

- This motion was to provide vital supplies to the Hierro Clan currently camped in Segura.

- Passed

Date

- Autumn 379YE.

Cost

- Upkeep: 75 Thrones per season

Campaign Outcome

- The Hierro Clan have begun to receive supplies and have not, as of yet, had to resort to banditry.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Provide_aid_to_the_Hierro_Clan&oldid=39735"

Provide siege training to new Highborn army

Provide additional specialist siege training to army being levied, such that it enters the field fully trained in Spring.

Proposed by Necropolis, seconded by Hahmark.

Overview

- Provide siege training to the new Highborn army currently being raised

- Passed at 60 Thrones

Date

- Winter 377YE

Cost

- 50 Mithril

Progress

- 50 Wains of Mithril supplied by Adamah, Senator for Necropolis, after Winter Solstice 377

Campaign Outcome

- Once complete - the new Imperial army will gain the siege quality.

Voting

State

Votes For

Votes Against

Result

In Principle

19

5

Passed

At 50 Thrones

19

5

Passed

At 60 Thrones

12 + Conscience

12

Passed

At 100 Thrones

0

24

Failed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Provide_siege_training_to_new_Highborn_army&oldid=34221"

Provost of the Halls of Knowledge

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Guidance

- 3.2 Mastery of the Lore of Day

- 3.3 The Provost's Apartment

- 4 Appointment

Overview

The Provost of the Halls of Knowledge is an Imperial title bestowed upon a magician by the people of Urizen. It is a national position appointed through the Bourse.

The Provost oversees the Halls of Knowledge, a centre of learning that once stood high in the peaks of Zenith. Shortly after the Autumn Equinox 381YE, however, the college disappeared and reappeared by the largest of the hot springs of Peregro in Morrow.

There is a great deal of rivalry between the scholars of the Halls of Knowledge and those of the Lyceum. The Provost guides the magicians of the Halls, and by extension some of the finest minds among the Urizen magicians, in researching new rituals. Under their guidance, magicians can co-operate to formulate new rituals in a matter of months rather than decades.

When the Lyceum was established during the reign of Empress Aenea, many Urizen expected it to be built in their nation. To their surprise, the Senate instead chose to build it on an island off the coast of Madruga. Records suggest that the Urizen were outmanoeuvred by a coalition of Freeborn and League Senators, but the Urizen themselves admit their inability to focus their support around a single location almost certainly weakened their position. The spires of Weave in Morrow and Ankarien in Spiral (among others) both put forward strong cases and divided the Urizen Senators. The Urizen made an effort to support the Lyceum, being gracious in defeat, but there is no doubt that they considered the centre of magical learning in the Empire being anywhere other than their nation to be an affront.

When the territory that is now Zenith was added to the Empire during the reign of Empress Varkula, the Urizen proposed a second magical academy. They made their approach carefully and suggested that, rather than threaten the Lyceum, the new academy would help unite the magicians of Urizen and allow them to pool their magical lore for the benefit of the Empire. Rather than use an existing spire, they created an entirely new one and called it the Halls of Knowledge. The new Provost was responsible for directing research, and ensuring that Halls of Knowledge were protected and supported by the Empire. A number of respected theorists and seers travelled to the new academy, and it soon became known as the place to go for prognostication and the study of Day magic.

Responsibilities

While the Provost has the final say in the research agenda of the Halls of Knowledge, it is common for other magicians to approach them and suggest areas which might benefit the nation or the Empire. There is usually less pressure on the Provost to ensure that the magic they are researching is "useful" - and less emphasis on sharing that knowledge with the Empire (as opposed to using it constructively to advance the cause of Urizen or the Empire). Some Provosts have made healthy profits from their post, researching rituals that the Dean of the Lyceum has refused to develop or trading the rituals they formulate for political or monetary gain. Most prefer to focus their researches to the benefit of Urizen or the Empire, aware that they hold their position at the discretion of the magicians of their nation.

Not all the magicians of the Halls of Knowledge live within its walls; many remain in their home spires and correspond by letter or (rarely) through short messages sent via the Heliopticon. Unlike the Lyceum, there are few magicians associated with the Halls who are not Urizen, and those who are will invariably be practitioners of Day magic. Still, it is common for magicians from all corners of the Empire to spend some time studying at the Halls, and offer their services to whatever research is underway there. It is also common for the best Civil Service prognosticators to have studied at the Halls of Knowledge, and a proportion of all mana paid to the spire for its services is used directly for the casting of divinations useful to the Empire

Needless to say, the Halls of Knowledge have a great deal of interest in who the Archmage of Day is; the Provost is often encouraged to try and ensure that the holder of that title is well disposed towards Urizen, when they are not from the mountains themselves.

Powers

The Provost of the Halls of Knowledge has the ability to direct the research of the magicians who live at the spire; the Halls are arguably the foremost centre of magical research in the Empire.

Guidance

Ritual magicians from across Urizen come to study, debate, discuss and pursue arcane mastery at the Halls of Knowledge, and meet with their peers from across the Empire. In return for maintaining a good standard of living, and access to the researches of previous generations, these magicians are expected to perform ritual research and study for the betterment of the nation and the Empire as a whole. The Provost is responsible for setting the direction that research takes.

The Provost can direct research towards formalizing a new ritual so that it can be mastered. The ritual must already exist in the form of an arcane projection, but there is no requirement to select one they have personally commissioned. It is important to note that creating a new formulaic ritual is an art not a precise science - the final ritual may differ from the spontaneous magic described in the arcane projection. The Halls of Knowledge can work on formalising one ritual at a time, and the research may take anywhere from a season to several years depending on the complexity and the resources available. The amount of time it takes to complete research into a ritual depends on the magnitude of that ritual.

It requires three months (one season) for every 10 ranks of magnitude the final ritual will have.

At the completion of the research, the Provost receives a copy of the ritual suitable to use in mastering it. The Provost may keep the knowledge of the ritual restricted to themselves and their allies, or convince the Imperial Conclave to make it part of Imperial lore through a declaration of Imperial lore.

If research is not completed, the Halls of Knowledge keep notes on their work so far, and may resume it at a later date from where it was left off.

OOC Note: The Provost selects the arcane projection they wish to formulate by e-mail to Profound Decisions (empire.rules@profounddecisions.co.uk) prior to the next event. The final magnitude of the ritual text is not guaranteed to be the same as that of the arcane projection.

Mastery of the Lore of Day

The Halls of Knowledge lack the resources available to the Lyceum, but they excel at the study of the magic of Day. When the Provost directs research towards a project that is part of the lore of Day, the work proceeds at the rate of 15 ranks of magnitude each season.

The Provost can increase the rate at which a ritual of the lore of Day is researched by spending money to purchase rare materials, esoteric tomes and exceptional equipment.

The first five ranks of additional research in a season cost 2 Thrones. The next five ranks cost a further 5 Thrones. The next five ranks cost a further 10 Thrones, and so on doubling the price for each additional five ranks of research within the same season.

The Provost's Apartment

The Provost has spacious apartments at the pinnacle of the Halls of Knowledge; in some circles it is reckoned that the Provost lives at the highest point in the Empire, with the clearest view of the night sky. The great circular chambers have windows of shaped crystal that are said to allow the Provost to gaze over great distances without the use of ritual magic.

Appointment

This title is appointed during the Winter Solstice. The Provost of the Halls of Knowledge is appointed by Urizen citizens who control mana site personal resources. The larger the mana site an individual has, the more votes they can allocate in support to a candidate. The voting is handled by the civil servants in the Bourse.

Only an Urizen citizen may hold the title. They do not receive a seat on the Bourse. As a title appointed through the Bourse they cannot be revoked by the Imperial Synod.

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Proxy

Contents

- 1 Overview

- 2 Appointing a Proxy

- 3 Powers of a Proxy

- 3.1 Restrictions

- 4 Challenging a Proxy

- 5 Removing a Proxy

- 6 Proxies in Play

- 6.1 Senate

- 6.2 Military Council

- 6.3 Synod

- 6.4 Conclave

- 6.5 Bourse

- 7 Proxies in Downtime

Overview

A character who holds one of certain Imperial titles - such as a senator, cardinal, or archmage may appoint another character to act as their proxy in their absence. Proxies are not uncommon as those with influence and power in the Empire are often absent due to being called away to war or unable to attend Anvil due to matters at home. The role of proxies has been codified under Imperial law and follows simple rules.

Appointing a Proxy

There is no required process for appointing a proxy - the most common method is to provide a proxy with a document signed by the character that explicitly grants the named bearer the power of proxy, but this is not obligatory. Some prefer to introduce their proxy in person to their peers and personally vouch for their status. Most Imperial citizens expect someone who is acting as a proxy to be able to produce a signed statement of their authority, but this is only relevant if they are challenged.

Powers of a Proxy

A proxy has the full legal power of the office they have assumed. It is not possible to limit the power of a proxy, you cannot restrict the powers available to them nor direct the way they must act or vote. A proxy who bears a document granting them power of authority for a senator but only if they vote for a given motion will be reminded by the Speaker that they have the full powers of their senator and that the restriction has no legal standing of any kind. The only limitation is that a proxy may not appoint another citizen to act as their proxy.

The proxy is treated exactly as if they were the citizen for whom they stand. This may have legal consequences - for instance if a proxy for a senator raises a motion in the Senate - then that senator is considered to have raised that motion and they may not then raise another motion that weekend.

Although a citizen may not legally constrain or direct the actions of their proxy it is still customary to hold them responsible for the consequences of their proxy's decisions - after all they chose the proxy.

Restrictions

Only the holder of an Imperial title may appoint a proxy, members of representative bodies like the Synod and the Conclave who do not hold an Imperial title cannot appoint a proxy to vote. Likewise, citizens who are voting on the appointment of a title in the Senate or Bourse cannot appoint a proxy to vote on their behalf.

A senator who appoints a proxy is still forbidden from entering the Military Council, as is their proxy.

The Throne is prohibited from appointing a proxy - the powers of the Empress may only be wielded when the occupant of the Throne is personally present.

Imperial Generals do not have the power to appoint a Proxy, since the special responsibilities of their position led to the development of the role of adjutant instead. Adjutants differ from proxies in that they retain the powers of the general should the general perish, although the adjutant's term does not persist beyond the general's tenure if the general leaves office for other reasons, such as revocation or a writ of excommunication.

A proxy must be an eligible candidate for the position they are assuming - a Dawnish senator can only appoint a Dawnish citizen to act as their proxy. A proxy is considered to be an Imperial title in its own right, one that is conferred at the point where you accept the position. This means that you cannot accept a position as proxy for an Imperial title if you already hold another title, nor can you agree to be proxy for two different Imperial titles. For example, a Dawnish senator could not accept a position as proxy for a member of the Bourse without first resigning their position as senator.

It is uncommon but not illegal to appoint more than one proxy, but only one character can act as your proxy at a given time - the power cannot be shared. In addition it is illegal for them to act as your proxy at the same time that you are exercising the legal authority of your office. In practice this situation is rare, but can arise with titles such as the Warmage that grant legal rights in more than one political chamber.

Challenging a Proxy

Any citizen may challenge a proxy at the point where they attempt to wield the power of their office. If the authority of an individual is challenged, then the magistrates will investigate the matter, with the assistance of the relevant civil servants.

If the proxy is attempting to exercise the powers of their office in a chamber, such as the Senate, Military Council, or Conclave, then they are entitled to make a short presentation of the evidence of their appointment. After the evidence is considered then a vote is taken by those present in the chamber who are eligible to vote whether or not to recognize the proxy. It is publicly considered unvirtuous to vote on political lines rather than on the basis of the evidence presented. Assuming the powers of a proxy without the authorization of the title holder is illegal - the individual is usually guilty of impersonating an official of the state and subverting the processes of the agencies of the state. Punishment is usually assessed against the degree of self-interest demonstrated by the proxy and the damage incurred by the state as a result.

Surely the most infamous rejection of a proxy took place in the Imperial Senate during the reign of Empress Giselle in 343YE. Ymma Eyebiter, senator for Hahnmark successfully challenged the power of a young woman standing as proxy for Alvaro i Guerra, senator for Madruga despite the fact that Alvaro was present in the chamber to testify for his paramour during the challenge. Alvaro's testimony was garbled and he struggled to stand to deliver it due to his intoxication, allowing Ymma to convince the chamber that his evidence could not be taken at face value due to inebriation. Ymma was widely reviled for her actions, but in the resulting disgruntlement, the Wintermark senators were able to push through several controversial motions limiting the power of the Bourse.

It should be noted that even if a proxy is successfully challenged and the magistrates determine the individual is guilty of criminal offences, the actions they took up until challenged will not be rendered obsolete and still be considered valid. The Civil Service will not retroactively undo the actions of citizens for a successful challenge.

Challenges to a proxy are not subject to veto by the Throne or the Imperial Synod.

Removing a Proxy

The only sure-fire way to remove your proxy is to attend a session in person. A letter to indicate the removal of authority can easily receive short shrift - especially if the proxy retains their own physical statement of power signed by you. The proxy may still be challenged, and countervailing letters will undermine their authority; but many chambers would rather retain the abilities of a useful member who has proven their wisdom and worth than accept an unknown proxy from an individual who cannot put their affairs in order. Only the physical presence of the actual incumbent ensures the automatic removal of a proxy.

Proxies in Play

- It is not possible to register your proxy with Profound Decisions.

Proxies are intended to reflect the fact that many players are not able to attend every Empire event, or may be unable to play for part of an event they are attending. We don't want players to be excluded from holding positions of authority in the game simply because they cannot guarantee to be able to play for all of every event for real world reasons. To this end the rules presented here are intended to be flexible and allow for the broadest possible access to the game.

The rules are also intended to allow players to perpetrate a range of political actions and responses using the legal status of proxies. You cannot register your proxy with Profound Decisions nor is it acceptable for a player to try to communicate out-of-character information to indicate that they are a genuine proxy. Any attempt to do so will result in the civil servants refusing to accept that player as proxy, as their mental state makes them unfit to hold the office. Establishing or undermining the authority of a proxy is left entirely in the hands of the players to be established by their roleplaying.

Senate

A Senator may appoint a proxy to exercise any of their powers.

Military Council

Generals do not appoint proxies as they have adjutants.

Synod

Most of the work of the Synod is undertaken by priests and may therefore not be proxied. The Imperial Titles which are appointed by the Synod may appoint a proxy.

Conclave

The Conclave is open to all Imperial mages and most of its business is undertaken by them. The Imperial Titles which are appointed by the Conclave may appoint a proxy.

Bourse

Although receipt of Bourse resources is a power of the title holder, the wains (or rings of Ilium) are distributed directly each season and once received function as personal property which must be transferred between individuals like any other item. If a title holder will not be present at a summit, they may not appoint a proxy to collect Bourse resources at Anvil, but should instead transfer any resources from their inventory before the event.

Proxies in Downtime

- It is not possible to appoint a proxy to operate in your place in downtime.

A proxy exists to give a player who cannot attend an event a chance to allow another character to act in their steed, as well as to present various opportunities for political conflict. If your character has a campaign position that grants them some additional powers or abilities in downtime, then you can still make use of these, regardless of whether you attended the event.

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Pugilist's Shillelagh

Description

The pugilist's shillelagh, or stormcudgel as it is also known, is usually a rough-hewn slab of wood reinforced with iron at either end. It is intended as much as a weapon for beating sense into the ignorant as it is for channelling magic, and is often favoured by rough-and-ready magicians from Wintermark, Varushka and the Marches. In Varushka it is sometimes known as a Volhov's Cane, and disingenuous itinerant magicians make a great deal of how important it is for them to keep their staff with them at all times, given how much they rely on it to get around.

In some eyes, the greater length of the stormcudgel makes it preferable to its close cousin, the Storm Sceptre, although its use requires greater skill. Mages enlisted into a Marcher pike-block find this staff useful for driving back foes who get inside the guard of their comrades’ long weapons. Occasionally a Landskeeper will fight alongside a household for their own peculiar reasons and acquire one of these staves to make up for their ignorance of battle magic. It is said that Brigit of Dourfen, a Landskeeper who served the First Empress as her ambassador to the Marches, took up one of these staves for the first time upon heading out to meet with the Marcher Lords, ready to drive back any who might strike her down before hearing the Empress’ proposal.

These staves are also popular among Freeborn magicians who take to a life at sea on one of the Brass Coast’s many ships. Most are employed for their abilities as healers and menders and so find that, if a sea battle breaks out, this staff provides them with a means to repel boarders in a very direct fashion. These are sometimes known as “Sweeping Booms”.

Rules

- Form: Weapon. Takes the form of a staff. You must be wielding this implement to use its magical properties.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: You may cast the repel spell as if you know it.

- Materials: Crafting a pugilist's shillelagh requires no special materials. It takes two months to make one of these items.

Eoin Fire-Bush sprinted through the underbrush at the head of a party of Thorns, swearing silently in his head all the way. The plan had been to present the bandits with a target, then fall upon them from a position of concealment on their flanks.

That was before he’d run into their outliers. The bandits seemed to be keeping their distance from the main force, loosing arrows indiscriminately. They needed to find a way to drive them towards the main force of the Striving.

Eoin ducked one branch and dived out of the way of another. He heard a thwack and Brigit swearing behind him, and rolled his eyes, but he didn’t slow down. She’d keep up. So would the rest of them. They were Navarr. They did what they needed.

He heard a clack-clack and saw one of the bandits go down, and knew that the Striding must be close, for that was the crossbow of the Temeschwar bravo travelling with them. He stopped for a moment at the edge of the clearing and waited. Brigit, Dafydd and Tam landed next to him seconds later.

Without a word spoken between them, they broke into the clearing as one. The bandits with their bows had seconds to take up their swords and axes, and only a couple of them even noticed they were there.

Eoin hit the back of them like a bear, clubbing with his staff and driving them toward the Striding. He gave a great cry, and suddenly all of their attention was on him. The Striding broke cover and into a sprint, and if Eoin’s Thorns could do well enough, they’d still be standing when the Striding reached them.

He fought like a monster, like the worst thing these fools had ever met. He blocked what he could and stayed too fast to hit, and kept chanting the spell, driving bandit after bandit away from him and toward the Striding, where they would meet their end. Striking and blocking and snarling like the terror he wanted them to fear, Eoin and his Thorns kept the foe at bay long enough for his Striding to catch up.

By the time they caught up, he was alone. The last of the bandits who’d stayed to fight was down, and the rest were fleeing into the forest, pursued by his Thorns. It wasn’t the tactically perfect choice, but it seemed he’d been driving them in every direction, and it had worked. His Brand grinned and slapped a hand on his shoulder, and congratulated him on doing what needed to be done.

Triumphant, terrifying, and a hero to his people, Eoin sat down in the clearing and breathed deeply of the scent of victory.

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Pull Down Below

Trad shanty, edited by Daisy youtube version

Sheet music is available here

Sally lives on an old plantation Resp:  Pull down below! She’s the prettiest in the nation Resp:  Pull down below!

Chorus Oh Marcher Laddie Pull down below Marcher Laddie, Bonnie Laddie Pull down below

For seven years he courted Sally Resp:  Pull down below! And all he did was dilly-dally Resp:  Pull down below!  (Chorus)

He bought no gowns, he bought no laces Resp:  Pull down below! Didn’t take her out to fancy places Resp:  Pull down below!   (Chorus)

Sally Brown she loved him dearly Resp:  Pull down below! He had her heart so very nearly Resp:  Pull down below!  (Chorus)

Sally Brown he wouldn’t marry Resp:  Pull down below! And she no longer cares to tarry Resp:  Pull down below! (Chorus)

This laddie now he took a notion Resp:  Pull down below! To sail away across the ocean Resp:  Pull down below!  (Chorus x2)

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Pure liao

Pure liao is the priceless substance refined from the liao herb that allows Imperial citizens to access previous lives. The Imperial Civil Service refines pure liao used sacred techniques laid down centuries ago in Highguard. The amount of pure liao produced each season varies from a single dose to half a dozen. The Throne is given the first portion to use, or gift to another, and the second portion is given to the citizen who demonstrates their Prosperity by pledging the greatest value gift to the Synod.

Any additional portions are provided by the Civil Service to the Imperial Synod to be allocated by them. The cardinals of each of the Virtue Assemblies appoint a single gatekeeper. The gatekeepers distribute the pure liao to those deemed worthy, or otherwise ready to experience a vision from one of their past lives.

When the gatekeepers have distributed the pure liao, it is possible for a single Synod priest who knows the correct ceremonial skill to share in the vision the recipient has. Traditionally, the one who has received the pure liao may name the Synod priest they wish to have as their guide through the Labyrinth of Ages.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Pure_liao&oldid=45432"

Purge

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

Contents

- 1 Description

- 2 Casting

- 2.1 Effects

- 3 Sample Spellcasting Vocals

- 4 Common Elements

Description

This spell is very similar to the purify spell, but is designed specifically to be cast in dangerous engagements. Unlike the purify spell, it is quick to cast and is not interrupted by attacks against the magician or their target. It also possesses more utility. Like the purify spellit removes venom and Weakness, but it will also free the target from the effects of conditions that restrict their movement - both those that entangle and those that paralyse are immediately removed. .

Casting

- Type: Offensive spell

- Cost: 2 Personal mana

Effects

If the target is affected by the VENOM, WEAKNESS, ENTANGLE or PARALYSE conditions, then all such conditions are removed.

Sample Spellcasting Vocals

- "Cavul's waters wash you clean - PURGE!"

- "Come, friend bravo, come out from the Tomb - PURGE!"

- (casting a cloak out like wings) "Like the firebird, I burn this taint from your body - PURGE!"

- (offering the subject a drink) "Drink of my waters; drink from the heavenly Chalice - PURGE!"

Common Elements

- Rune Magic: Cavul is universally associated with this spell, even in nations like Urizen where other magical traditions hold sway. A Summer magician might employ Verys to grant the subject the might to overcome their infirmity. A Winter magician may use Irremais as a blade to cut the subject free from entangling or paralysis, leaving them with a hard lesson learned (usually "that one is the magician; kill them first") but ready to fight again.

- Astronomancy: The Chalice is most commonly invoked to heal the subject, often including the magician giving the subject a drink or sprinkling them with water from a drinking-vessel. The certain solidity of The Oak may be used to fortify the subject, and the rampant vigour of The Stallion may be employed to restore the subject to strength. Those entangled or paralysed may be freed with The Door instead.

- Dramaturgy: The Dramaturge may take on the persona of The Witch to heal the subject, or, in battle, may become Captain Scorrero, restoring his loyal troops to fighting fitness. They may also refer to drawing the subject out from The Tomb when clearing the effects of entangling or paralysis, or if picking them up off the ground at the time of casting.

- Other traditions: The firebird is sometimes evoked with this spell; her flames purify flesh and spirit alike.

- Realms: This spell is closely tied to the lore of the Day realm.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Purge&oldid=33340"

Purify

Contents

- 1 Description

- 2 Casting

- 3 Effects

- 4 Swift casting

- 5 Sample Spellcasting Vocals

- 6 Common Elements

Description

This useful healing spell purges the target of harmful conditions, specifically those that cause weakness or are the result of venom. Both of these conditions linger until treated, and this spell is one of the most effective ways to treat them; the spell will heal either or both conditions. A physick by contrast needs to carry two herbs to achieve the same effect, and even an apothecary needs multiple herbs and specialist knowledge to duplcate the effectiveness of this spell. Indeed, not even ritualists can directly match the power of the purify spell - rituals in Imperial lore tend to remove either one condition or the other, not both

Easy access to this spell is one of the reasons that minor poisons are virtually unknown in the Empire - it quickly purges a target of minor poisons, but is unfortunately ineffective against the lethal prepartions of an unscrupulous apothecary.

All magical healing requires the magician to focus their attention on the patient, and anything that disrupts that attention causes the spell to fail. This spell can save someone's life in an emergency - especially if a patient who has been envenomed is critically hurt, but casting this spell on someone who is still embroiled in a fight is extremely difficult, potentially impossible. Several magicians know the value of having a burly companion or two on hand, either to drag their potential patient out of the fray or to protect them for the precious seconds it takes to complete casting purify.

Casting

- Type: Regular spell

- Cost: 1 Personal mana

Effects

If the target is affected by VENOM or WEAKNESS, then all such conditions are removed. It cannot cure more powerful poisons or curses.

Swift casting

- The purify spell can be swift cast for 2 mana

When swift cast, in addition to removing VENOM and WEAKNESS, the purify spell will also remove the ENTANGLE or PARALYSE conditions, then all such conditions are removed.

Sample Spellcasting Vocals

- "I hold this soul from the abyss / And burn away all its weaknesses / Purge the venom so it shall not die / I heal, I cleanse, I purify!"

- (gesturing expansively) "Cavul's wing spreads across the sky, holding dominion over the pure air of the heavens. By my command, let it beat; let its cold, crisp air wash my patient free of all impurities. Let magic purify her!"

- (tying a favour inscribed with Cavul or the Chalice to the subject) "Friend beloved of my heart / Despair you not of mortal life / Though tainted by blackest art, / Friend beloved. Of my heart / Take a piece and now depart / Mana'd love quells poison's strife! / Friend beloved of my heart / Despair you not of mortal life!"

Common Elements

- Rune Magic: The rune Cavul has powerful associations with purification, and the rune of blood is generally useful for healing and is especially appropriate when dealing with venom. Some magicians combine the two runes together, as this spell could be seen to literally "purify the blood". The slightly darker runes of ending or weakness might also be used - in both cases, the imagery would revolve around ending or weakening the negative condition.

- Astronomancy: As with the heal spell, magicians might invoke the Chalice with this spell, but they are just as likely to call up imagery associated with the cleansing water of the Fountain, or the strength and fortitude of the Oak or the Stallion.

- Dramaturgy: The persona of the Doctor is often used with this spell; while she is not connected to traditional healing, removing impurities from the body (especially venom) supports her themes. Removing weakness has strong resonance with the Captain, although some magicians might take on the role of the Witch, especially if they have the time to prepare a "magical draught" to serve as a prop.

- Other traditions: The firebird is sometimes evoked with this spell; her flames purify flesh and spirit alike. Water and fire imagery are a good fit, but so is the shedding of blood; Navarr magicians might inflict a minor cut on the patient, using the symbolism of the flowing blood to draw the venom or weakness out of the body. Marcher magicians often eschew fire and bloodshed in favour of a handful of fresh soil with which they seek to absorb the impurities causing the negative condition.

- Realms: Purity is strongly thematic for the realm of Day, while restoring bodily integrity calls on themes of Spring. Restoring strength - removing weakness specifically - is a strong theme for the Summer realm.

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Quartermaster General of the Imperial Armies

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Address the Senate

- 3.2 Address the Council

- 3.3 Resupply Imperial armies

- 3.4 Apportioning the Guerdon

- 4 Appointment

Overview

This title was created at the Autumn Equinox summit of 377YE, and Janusz Dalibor von Temeschwar of the Bloody Butchers of Temeschwar appointed to the position by the Senate.

During the Spring Equinox 378YE, the Quartermaster's powers were significantly amended. The stipend (originally set at 25 thrones each season) was suspended, and their right to speak in the Senate was removed and replaced with the right of address.

In Summer 380YE, the Imperial Senate voted to further amend the powers amend the powers of the Quartermaster General to allow them to apportion the Imperial Guerdon. This new power underwent significant scrutiny by the constitutional court, and they identified that it represented a significant shift in power from individual nations and their generals to the Imperial Military Council. AS such, it required both a constitutional vote and ratification by The Throne.

The motion passed, and was ratified by Empress Lisabetta, granting the Quartermaster General sweeping powers to influence how the independent captains of the Empire would support Imperial military forces in future. The constitutional court also recommended that the method of appointment be changed to reflect the fact that the Quartermaster General was an officer of the Military Council, and not the Senate. This duly passed and the old method of appointment - using a shortlist drawn up by the generals and then voted on by the Senate - was abandoned in favour of majority decision by the military council.

Responsibilities

The Quartermaster General is expected to take responsibility for the logistics of the Empire's armies. They may be called upon to advise the Senate on the needs of the armies, so that they may best pass motions for the resupply, development or building of armies and fortifications. They are expected to acquire resources swiftly and efficiently, and to liaise between the Senate and Military Council on logistical matters.

Following a recent decision of the Imperial Senate, the responsibilities of the Quartermaster include calling for a moment of silence to honour the dead after any address for emergency resupply is announced.

Powers

Address the Senate

The Quartermaster General has the right to make an address to the Senate once per summit. This is intended to allow them to present important information for the Senators consideration. It is extremely impolite not to inform the Speaker's seat of your intention to make this Address in advance of a session.

Address the Council

The Quartermaster General has the right to make a address to the Imperial Military Council once per summit. This is intended to allow them to discuss matters of resupply with the Council. To use this power, the Quartermaster General informs the Herald of the Council that they wish to make an address, which will then be added to the agenda for the next Council session.

Resupply Imperial armies

The Quartermaster General has the power to resupply Imperial armies.

To use this power, the Quartermaster General provides an announcement to the Civil Service, who present the decision to the Imperial Senate. No voting is possible by the Senate at this point, as the power has been delegated to the Quartermaster General. The Imperial Synod may, however, choose to exercise their veto over the Quartermaster's decision.

Apportioning the Guerdon

The Quatermaster General has the power to determine how the Imperial Guerdon is allocated. Specifically, they can exclude any or all Imperial armies and navies, fortifications, or special projects (such as spy networks) from the calculations. This means that a military unit (or fleet) will receive a share of the guerdon only for supporting an army (or navy), defending a fortification, or assisting a special project that has been approved by the Imperial Quartermaster. Once the Imperial Quartermaster apportions the Guerdon, their decision remains in effect until it is changed again.

If an army, fortification, or special project is excluded from the Guerdon then military units that support it receive no shares of the Guerdon and are not counted in the calculations to determine how it will be allocated. In essence, those military units receive nothing. Regardless, the Imperial Quartermaster has no power to add things that would not normally be eligible for the Guerdon to the list - a foreign army for example, or a fortification that is not controlled by the Empire.

As with the ability to power of resupply, the Quatermaster General provides an announcemnt to the Civil Service which is presented to the Senate, and may be vetoed by the Imperial Synod.

Appointment

The Quartermaster General is appointed by the Military Council. It is elected by simple majority of any members of the Military Council who are eligible to vote who are present when the election takes place. Appointments by the Military Council are traditionally carried out with a show of hands at a Council session.

The title is appointed during the Autumn Equinox. Any Imperial citizen may hold the post.

The Quartermaster General is appointed annually. They may be revoked by the General Assembly and by the Assembly of the Nine.

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Quaymaster of the Black Sails

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Ministry

- 4 Appointment

- 5 Black Sails Quay

- 6 The Title in Play

Overview

The Quaymaster of the Black Sails is an Imperial title, responsible for overseeing the Black Sails Quay, part of the Imperial docks at Crown's Quay in Necropolis. It is assigned by a lesser majority of the Loyalty assembly.

The Back Sails Quay is dedicated to the use of ships from Axos involved in trading valuable Axou goods for Imperial liao.

Responsibilities

The Quaymaster of the Black Sails is expected to ensure that the citadels of Axos continue to exchange trade goods for Imperial liao. If this trade, or the Black Sails Quay, were ever directly threatened, the Quaymaster would be responsible for dealing with those threats - but also for making decisions about any opportunity related to them. The continued operation of the quays, and thus the ministry, requires that relations between the Empire and Axos remain cordial - the Quaymaster thus has a vested interest in ensuring friendship between the two nations continues.

Powers

Total Money Spent

Production

8 doses of Liao

3 measures of beggar's lye, 3 ingots of orichalcum, 3 ingots of tempest jade, and 2 crystal mana

20 doses

6 measures of beggar's lye, 6 ingots of orichalcum, 6 ingots of tempest jade, and 4 crystal mana

40 doses

9 measures of beggar's lye, 9 ingots of orichalcum, 9 ingots of tempest jade, and 6 crystal mana

56 doses

13 measures of beggar's lye, 12 ingots of orichalcum, 12 ingots of tempest jade, and 8 crystal mana

72 doses

16 measures of beggar's lye, 15 ingots of orichalcum, 15 ingots of tempest jade, and 10 crystal mana

Ministry

As a ministry, the title of Quaymaster of the Black Sails allows the holder to purchase quantities of special materials at a set price. The Quaymaster makes their decision how much liao to spend during downtime from their character page. The liao is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Appointment

This title is appointed during the Autumn Equinox. The Quaymaster is appointed by a judgement of Appointment in the Loyalty virtue assembly.

Any Imperial citizen may hold this title. They can be revoked by the General Assembly, the Assembly of Loyalty, and the Assembly of the Nine.

Black Sails Quay

Crown's Quay in Longbeach sees significant international traffic, much of it diplomatic in nature. Shortly before the Autumn Equinox 381YE, some modifications were made to one of the quays, modifying them to better accommodate the sleek black sailed ships from the Citadels of Axos. At the same time, a building opposite the quay was converted for the use of the Quaymaster and the Axou merchants with which they will deal.

The exchange itself is a wide squat building, characterised by large rooms with lots of open space. What furnishings exist are comfortable, but perhaps unsurprisingly for a building facilitating meetings predominantly between Highborn civil servants and Axou traders the decorations can only be described as austere. Even though the Quaymaster is appointed by the Synod, and located in Highguard, and deals in a uniquely spiritual material, the exchange has less religious imagery than might be expected. That said, a small area is set aside that can be consecrated to one of the virtues specifically for the use of traders who prefer to conduct their business in such a setting.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

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Queens and kings

Kurtzen stood with his arms crossed, an extremely skeptical expression on his face. The rest of the miners gathered in a rough semicircle around him. The grim-faced Varushkans towered over the little creatures in front of them. Vlosta had already made a muttered joke that she had a scar taller than the shortest of them.

if the leader of the little quintet of scaled koboldi was nervous, he didn't show it. His expression was difficult to read, but his voice remained pleasant and cheerful, if queerly accented..

"Please. What will happen is we will extend your tunnels. We will sniff out seams of metal and jade. We will improve your mines. We will take away the little things we find that are not the bones of the earth. Thank you."

Two of the other koboldi nodded enthusiastically. One held up a sturdy pick as evidence of their intent. The remaining two, more muscular than the others, remained silent, keeping an eye on the miners for any sign that this parley was about to become violent.

"And who did you say sent you, little lizard?"

The foreman puffed his chest out and pulled himself up to his full not-quite-five-feet.

"Please. We are emissaries of the Ruler of the Underworld, Him on the Stone Throne, the Granite-Faced, the Unbreakable One, He Who Endures, the Dragon in the Deeps, the Lord of the Glittering Caves, the Gnome King, Regent of the Echoing Halls, the Delver, He-Who-Bears-the-Earthquake-Hammer, Ahraz the Unbending. Thank you."

One of the other koboldi muttered something in an undertone.

"Oh yes. You call him Adamant."

"AGRAMANT!?" roared one of the miners, drawing his sword. The two koboldi guardians jumped forward between their fellows and the suddenly angry humans.

"No no no no!" squeaked the koboldi. "Adamant! Adamant! We are having a misunderstanding!"

The miners subsided, muttering, but their suspicions did not. The koboldi foreman sighed, and started to explain his master's offer one more time.

Contents

- 1 Overview

- 2 A Tourney of Sun and Ice

- 2.1 To the victor

- 3 The Lion of Summer

- 4 The Talented Koboldi

- 5 Participation

- 6 Resolution

Overview

Over the last few months, there have been communications from the eternals of the Summer realm to the magicians of the Empire. Some have come directly, via heralds, while others have been delivered through more formal channels to the civil servants who support the Imperial Conclave.

The most significant is probably the matter of the Tourney of Sun and Ice which will determine - at least for a little while - the patronage of the Icy Crag of the Eternal Sun. There is another associated matter - that of Eleonaris, and who will represent her in the tourney.

A third, unrelated matter involves the mysterious eternal lord of the underworld, King Adamant, who has sent his koboldi servants to make an intersting offer to the mine owners of the Empire. Provided the Imperial Conclave agrees, of course.

The Tourney of Sun and Ice

The Tourney will be fought within the Dawnish Glory square, at 4:30pm on the Saturday of the Autumn Equinox at Anvil. It will determine the eternal patron of the Icy Crag of the Eternal Sun until such time as another eternal chooses to formally challenge for the right of patronage.

1) The eternals, Eleonaris, Queen of the Fields of Glory; Jaheris, The Shadowed Prince; Cathan Canae, Queen of Ice and Darkness; Meraud, the Golden Magician; Rhianos, Regent of the Eternal sea, and Adamant, King of the Golden Deeps have have shown an interest in this Tourney.

2) The tourney will take the form of a grand martial melee.

3) Each eternal of the Summer realm taking part may sponsor a band of three champions to bear their favour in the melee, drawn from citizens of the Empire. What agreements they make with those citizens are a private concern.

4) Each champion shall have a token that show their entry into the tourney. Without the token, the champions shall not be allowed to partake.

5) Champions may be girded as their patrons see fit, but any direct interference during the melee by any inhabitant of the realms will disqualify all three of their champions.

6) The last champion standing at the end of the melee will be crowned victor, and their sponsor becomes patron of the college.

7) There is no dishonour in champions of one eternal bending their knee to another should two or three of them be the last ones standing.

A Tourney of Sun and Ice

- Champions chosen by the eternals of the Summer realm will compete to determine the patronage of the Icy Crag of the Eternal Sun.

The Icy Crag of the Eternal Sun has been marred with controversy ever since members of the Order of the Rod and Shield, under the guidance of Meraud, bested Cathan Canae's champion and seized the patronage of the college. This was met with retribution from the Queen of Ice and Darkness who buffeted the college with a frozen blizzard for several seasons. The Archmage of Summer was eventually able to negotiate the cessation of the storms, but only by suggesting a tourney between the interested Summer eternals to settle the matter of patronage - at least for the time being.

The Civil Service have advised that the first Great Tourney of Sun and Ice will take place during the Autumn Equinox. Barien, the Master of Challenges, has (as requested by Solomon, the Archmage of Summer) organised those Summer eternals with an interest in the college of magic, and they have declared champions to represent them in the tourney.

The rules of the tourney are not secret, although it is not public knowledge who the various eternals have chosen as their champions. Each champion will be given a carefully created token to show that they have been chosen - and will present them to the master of ceremonies at the start of the tourney.

To the victor

The eternal whose champions win the tourney will become patron of the Icy Crag of the Eternal Sun. This will not change the duties or powers of the Master of Ice and Darkness, but it is not impossible that the new patron will seek to cement their position with some sort of boon. They are also likely to try to push the researchers of the college in the direction of magic that serves their personal agendas.

The patronage will be settled until one of the Summer eternals chooses to launch a challenge - a year in the mortal realm at least and maybe significantly longer depending on how secure the patron appears in their relationship with the Master and the Imperial Conclave.

To all those of the Casinean Empire.

The Summer Archmage, Solomon of the Shattered Tower, has requested a Grand Melee to settle the matter of the College of Ice and Darkness. I had hoped that Dawn would help provide the best and brightest of the Empire to stand strong as my champions, to be girded by my heralds, and to fight for my glory. Despite the many slights by your Empire I have always enjoyed the kind words of the Dawnish folk and I am aware that they challenged the hero of the Empire, Irontide Vio, for the right to carry my banner into battle.

But at the Solstice passed, when my herald proclaimed my words in the Dawnish Glory Square, she was ignored by both earls and yeofolk alike. It was plainly stated that Dawn had no interest in aiding myself or any of my causes. Instead, the nation of Dawn is to stand with the traitor Jaheris, whose betrayal they supported. It seems now that Dawn flies his banner and carries his boon rather than my own. Despite this extraordinary slight, the nation of Dawn still elected to call upon my power, to support their armies, drawing my troops from the fields of Glory to stand and fight in support of Dawnish lives.

I shall send my Marshal to the Hall of Worlds at eight o'clock on the first night of the Equinox. There, any who would be willing to fight for me in the Grand Tourney should stand forth. If Dawn stands forth, I will judge by their actions whether the words addressed to my heralds at the Solstice reflect the heart of their people.

Once three champions have been chosen and girded, my Marshal will speak to summer mages about any further rituals to draw the Knights of Glory to your realm.

Hear these words of Eleonaris;

The Queen of the Fields of Glory, The Sovereign in Scarlet and Gold, The Lion of Summer.

The Lion of Summer

- Eleonaris appears divided in her attitude to the Empire

It is well known that The Lady of Pennants has not had a good relationship with the Empire since the death of Empress Britta. During Summer Solstice 378YE, Eleonaris was made subject to the Declaration of Enmity by the Imperial Conclave. Although in Winter 378YE her status was returned to neutrality. Conflicts between the Queen of the Fields of Glory and the Queen of Ice and Darkness escalated in recent years, with may in the Empire seeming to take the side of the Lady of the Frost.

In response Eleonaris has been open in her support for the Jotun orcs, and threatened that if any save the witches of Dawn called on her Knights of Glory, they would do so at the cost of aiding their enemies. Recent rumours suggest that Jaheris has left the side of Eleonaris for the first time since the Eternals were encountered, and taken up a crown of his own - overthrowing Hayaak to claim the Forest of Arden. If this is true then the rage of the Lion of Summer is bound to be at a new peak.

It is a month before the Autumn Equinox when two heralds approach the civil service. The first is tall and elegant in a long dress but carrying a two handed sword, the second in chain and plate and a red tabard bearing a rampant lion with a large warhammer and shield in his hands. Their summer heritage is clear to see. They pass a statement to the civil service to be passed around to the Empire, and place a small bag of golden apples as payment for the task. They are polite, but they are not talkative and it seems that the ire of the Commander of the Golden Armies has spread to those she commands.

The civil service publicise this message in wayhouses and taverns across the Empire, even sending word to those returning from the armies should they wish to compete in this challenge. How Eleonaris will gird them is unknown, but it is likely that it will be a potent Summer Enchantment. Many of the Dawnish are shocked by the response when the posters are nailed up in their lands, for officially there has been no words from the Troubadours or the Dawnish senators on the matter of Eleonaris, and it is thought that they will be looking to those going to Anvil for a statement on this matter.

The Talented Koboldi

Over the last three months, there have been a multitude of encounters with koboldi across the Empire. In general, each encounter goes the same way - a single foreman with a list, two miners, and two soldiers armed and armoured in mithril scale and nasal helms. They are unfailingly polite, and they appear to be seeking out individuals who own mines in all nations. Their message is straightforward; their master King Adamant, wishes to offer the aid of his koboldi legions to the Empire in the coming season, as a sign of friendship. The koboldi are expert tunnelers, builders, and miners. In return for a gift of white granite, they will use their expertise in conjunction with their supernatural talent for sniffing out precious materials, to help Imperial mine owners expand their mines.

The koboldi want a payment of white granite from each mine owner, and they will also claim anything that they find in the mines that is not green iron, orichalcum, tempest jade, or weltsilver. (OOC Note: The additional rings provided by enchantments, are not affected). When questioned, they say that they expect this to include mundane metals, gemstones, interesting rock strata, dragonbones, and perhaps the occasional buried item of interest - but they claim that they are not looking for anything specific just claiming interesting treasures.

King Adamant does not currently have amity, however, so the koboldi will require some magical assistance. King Adamant says that if the Grandmaster of the Golden Pyramid order - and only the Grandmaster - raises a Declaration of Concord in which they formally thank King Adamant and invite his koboldi to aid the Empire in the coming season, then the Empire will be able to use the ritual Delve Deep, Beneath the Mountain to indicate which mines his Koboldi engineers should visit. As a result, in addition to its normal effect, the owner of any mine enchanted with this effect at the Summer Solstice will be visited by koboldi workers.

It is likely that the same effect could be achieved by offering King Adamant amity, but the eternal has not formally requested that status.

Any mine owner whose mine is enchanted with the ritual can upgrade their mine using white granite equal to the level the mine is being upgraded to. So upgrading a starting level 1 mine costs 2 Imperial wains of white granite. The wains of white granite should be handed in, in your pack, as normal. After the event, and before downtime closes, the player must e-mail profound decisions (plot@profounddecisions.co,uk) and let them know that the white granite is to be used to take advantage of this opportunity. This offer only allows one rank of upgrade in the coming season, and cannot be combined with a normal upgrade using mithril. If the player attempts to do both, only the normal mithril upgrade will take place.

The offer is only available for a single season. However, should at least a third of the Empire's mine owners take advantage of Adamant's kind offer, then the opportunity may be extended.

Participation

Whenever an opportunity such as this refers to heralds contacting "powerful magicians" or "scholars of Lore", a player character is always free to roleplay that they spoke with the heralds themselves within the bounds presented by the Wind of Fortune.

Resolution

The Tourney of Sun and Ice ended in victory for the champions of Eleonaris, and she will now serve as the patron of the Icy Crag of the Eternal Sun. As near as can be determined her rival Kings and Queens of Summer are content - for the moment - to recognise the victory secured by her champions and no further claims on the college have been made. It is not clear at this time what effect, if any, this will have on the college or that notoriously tempestuous eternal's relationship with the Empire.

The Grandmaster of the Golden Pyramid, Arsenio Rezia di Tassato, accepted the offer of King Adamant to explore and expand the mines of Imperial citizens who requested his aid. Any mine owner whose resource was the subject of the Delve Deep, Beneath the Mountain enchantment will be able to upgrade their mine with white granite rather than mithril during the coming season.

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Queros

Contents

- 1 The Wave, Rune of Plots

- 1.1 Using Queros in magic

- 1.2 Crafting with Queros

- 1.3 For Machine Embroidery

The Wave, Rune of Plots

Affiliated with the Realm of Autumn

Queros is the rune of schemes and influence. It embodies the concept of enacting change at a distance, of exerting influence over others. It is the rock dropped into the still pond that causes ripples to spread and multiply. It is the wave that begins small but gathers speed and strength as it rolls toward the shore and sweeps all before it. Schemes are like a handful of gravel whose ripples merge and change the surface of the water. seeds that now grow and tangle together. It is a subtle and indirect rune, capable of working profound change through tiny actions. Only the clever and vigilant can hope to master it, for Queros tends towards complexity for its own sake.

Sometimes Queros is called the Hood and is named the Rune of Conspiracy. It is evoked when a group comes together to make plans for the future. It is also rarely called the Echo, the remnant of sound that lasts after the word is spoken or the deed is done.

Queros also has a strong association with subtle creatures (including dragons). In legend, a dragon’s schemes can be turned against them, much as a serpent’s venom can be turned against itself.

Using Queros in magic

Queros is evoked with magic that is intended to have far-reaching effect. It is used to set in motion changes or effects that then gain strength and multiply by themselves. It is also a rune that is used to allow individuals to combine their influence or strength towards some end, binding people together in pursuit of a goal.

Crafting with Queros

It is not commonly worn openly, but conspirators may wear it on a hidden article that represents their commitment to their conspiracy. More often it is worn by a group of individuals who wish to declare their united will to the world.

It is the twisting path among the briars, the quiet trod in the dark woods. Easy to surprise others on, easy also to become lost.

For Machine Embroidery

Here is a digitized version of Queros in .jef format, suitable for a 7x5 hoop. File:RuneQueros.jef

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

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Questing knight (Redirected from Questing Knight)

Overview

Questing knights are romantic figures in Dawn, knights-errant who continue to pursue an adventurous lifestyle after passing their Test of Mettle, seeking greater glory for themselves and their houses. They travel far and wide across Dawn - a quest isn't just a monster to kill or a people to free from barbarian tyranny, after all, but a long and arduous journey to get there first.

Questing knights strive to embody the high ideals not just of Dawn, but of the quest. If they come to a place where there is a wicked magistrate abusing their power, or a monster snatching children away, or an innocent young fellow about to be forced into a marriage he doesn't want, then it is their right and duty to right the wrong. Questing knights who ignore evil or danger that they meet along the way are no better than mercenaries paid coin for their work. Most questing knights prefer to travel in the company of a troubadour, who can document their triumphs.

Some questing knights form groups called knightly orders. A knightly order may create and display their own heraldry. Noble membership of most knightly orders is by invitation only, and orders often require solemn oaths, as they have a glorious reputation of their own to protect. Some knightly orders have a patron - this may be a powerful and wealthy individual who provides support for the group but groups of questing knights sometimes ask an Eternal to become their patron.

Creating a questing knight

If you want to play a noble character who focusses on achieving glory and avoids the politics of playing in a noble house then you should consider playing a questing knight. You should decide what noble house your character is part of - questing knights have already passed their Test of Mettle. If you know a group who are playing an existing noble house then you can ask them but you can play a knight who is part of an obscure minor house that is simply part of your own background.

Although the word knight is usually used to describe a warrior, a questing knight can be any noble character - you might be a warrior but you could just as easily be a witch, a troubadour or a craftsman.

If you intend to play a questing knight, it is important to appreciate the large scale of the PD Empire events. You will have epic opportunities for battles as part of a great army fighting the orcs, but you won't be going off on a lone quest to slay a monster. It isn't possible to create that kind of experience for characters at an event where hundreds of players are attending.

Creating a knightly order

A knightly order is an order of questing knights, nobles who have completed their Test of Mettle but elected to continue questing together. A knightly order is similar to a noble house, but is less political and more focussed on achieving glory. You will need a name for your order and should think about creating a heraldic symbol that reflects the name.

If you are creating a knightly order, then you can make it as complex and demanding as you choose. Your order may demand complex rules of behaviour or have a religious element, their members strive to uphold Pride or one of the other virtues. It may have a grand quest - something impossible for an individual to achieve - such as conquering a new territory for Dawn or destroying a hated Eternal. The more detail you give your knightly order the more interesting it becomes.

Your group can include all kinds of nobles, but it is useful to have a troubadour who can immortalize the order's glorious triumphs. If you have members of the group who want to play yeomen then all the advice for a knights-errant group is also applicable for a knightly order.

You can't start play with an Eternal as a patron, but you can try to acquire one in play. An Eternal patron helps to add to your order's reputation and romantic mystique but they may also be able to provide you with glorious challenges and quests.

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Questing Knight (Redirected from Questing Knights)

Redirect page

Questing knight

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Questing knight

Overview

Questing knights are romantic figures in Dawn, knights-errant who continue to pursue an adventurous lifestyle after passing their Test of Mettle, seeking greater glory for themselves and their houses. They travel far and wide across Dawn - a quest isn't just a monster to kill or a people to free from barbarian tyranny, after all, but a long and arduous journey to get there first.

Questing knights strive to embody the high ideals not just of Dawn, but of the quest. If they come to a place where there is a wicked magistrate abusing their power, or a monster snatching children away, or an innocent young fellow about to be forced into a marriage he doesn't want, then it is their right and duty to right the wrong. Questing knights who ignore evil or danger that they meet along the way are no better than mercenaries paid coin for their work. Most questing knights prefer to travel in the company of a troubadour, who can document their triumphs.

Some questing knights form groups called knightly orders. A knightly order may create and display their own heraldry. Noble membership of most knightly orders is by invitation only, and orders often require solemn oaths, as they have a glorious reputation of their own to protect. Some knightly orders have a patron - this may be a powerful and wealthy individual who provides support for the group but groups of questing knights sometimes ask an Eternal to become their patron.

Creating a questing knight

If you want to play a noble character who focusses on achieving glory and avoids the politics of playing in a noble house then you should consider playing a questing knight. You should decide what noble house your character is part of - questing knights have already passed their Test of Mettle. If you know a group who are playing an existing noble house then you can ask them but you can play a knight who is part of an obscure minor house that is simply part of your own background.

Although the word knight is usually used to describe a warrior, a questing knight can be any noble character - you might be a warrior but you could just as easily be a witch, a troubadour or a craftsman.

If you intend to play a questing knight, it is important to appreciate the large scale of the PD Empire events. You will have epic opportunities for battles as part of a great army fighting the orcs, but you won't be going off on a lone quest to slay a monster. It isn't possible to create that kind of experience for characters at an event where hundreds of players are attending.

Creating a knightly order

A knightly order is an order of questing knights, nobles who have completed their Test of Mettle but elected to continue questing together. A knightly order is similar to a noble house, but is less political and more focussed on achieving glory. You will need a name for your order and should think about creating a heraldic symbol that reflects the name.

If you are creating a knightly order, then you can make it as complex and demanding as you choose. Your order may demand complex rules of behaviour or have a religious element, their members strive to uphold Pride or one of the other virtues. It may have a grand quest - something impossible for an individual to achieve - such as conquering a new territory for Dawn or destroying a hated Eternal. The more detail you give your knightly order the more interesting it becomes.

Your group can include all kinds of nobles, but it is useful to have a troubadour who can immortalize the order's glorious triumphs. If you have members of the group who want to play yeomen then all the advice for a knights-errant group is also applicable for a knightly order.

You can't start play with an Eternal as a patron, but you can try to acquire one in play. An Eternal patron helps to add to your order's reputation and romantic mystique but they may also be able to provide you with glorious challenges and quests.

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Questions frequently asked by new players

Contents

- 1 Introduction

- 2 How do I get my ticket?

- 3 What are PID and CID?

- 4 Do I need a Tent?

- 5 Do PD provides costumes?

- 6 What do I need to bring to the event?

- 7 Are there toilets and showers on site?

- 8 What is there to eat?

- 9 Can I cook on site?

- 10 Can I book on the gate for the event?

- 11 Can I change my skills?

- 12 How old to I have to be to play Empire?

Introduction

The following is a list of frequently asked questions that players have sent us. If you have any queries about Empire then it is worth checking the FAQs first, to see if the answer to your question is here. Otherwise email us at empire.rules@profounddecisions.co.uk with any questions about the rules or empire@profounddecisions.co.uk with any other questions about the game. We'll answer as quickly as we can and we'll add your question to our FAQ if we think it is likely to be of interest to other players.

If you are a new player seeking support and/or advice, please contact us at new.player@profounddecisions.co.uk.

This section of the FAQ contains questions frequently asked by new players. For questions about specific parts of the game, please see the more general FAQ.

How do I get my ticket?

Profound Decisions don't send out paper tickets. When you arrive on site, our gate team will find your name or PID on their lists and check you into the event. You'll then be able to collect your event pack from the Games Operation Desk (GOD). If there are any problems, or you are booking on the gate, they will direct you to the Games Operation Desk.

If you have your PID (player identification number) this will speed up the process. This will be on your PD account once you've created and paid. If you have problems with your account and booking admin@profounddecisions.co.uk should be your first port of call

What are PID and CID?

Your PID is your unique player identification number. It's always useful to quote your PID when you e-mail Profound Decisions as that makes it easy to find you on our database.

Your CID is your character identification number. It is made up of your PID and the number of your character (so if you are on your second Empire character your CID would be "(PID).2"). CID is used in some areas of the game on the field such as ritual magic.

Do I need a Tent?

Yes. Profound Decisions events are camping based and players are expected to provide their own tents to sleep in. Some players choose to use a nearby hostel - but the majority of players camp on site.

Camping is a choice between the IC (In character) and OOC (Out of charcater) fields. Any tent is suitable for the OOC field but camping on the IC field needs to be done in a canvas tent of an appropriate style for the game.

Do PD provides costumes?

No. Players are expected to provide their own costumes for the event. There are nearly twenty traders on site however, selling everything you could possibly need to get started - costume, armour and weapons.

What do I need to bring to the event?

Anything you want to! There are some essential items we do recommend though:

- Tent

- Your costume

- Warm bedding

- Warm clothing

- A torch or lantern

- Food, or money to purchase food on site

- Your medication, if you require any

- Bug spray/sun cream

- A water bottle

Are there toilets and showers on site?

PD provides toilets, wash basins and showers, as well as standpipes for access to clean, drinkable water, on site.

What is there to eat?

We have caterers at events who are based on both sections of the field. PD booked caterers take real-life money.

The current caterers are listed here Caterers at Events

There are some player run establishments who take IC money.

Can I cook on site?

Yes. You will need to provide your own cooking facilities and there are rules for ground fires that must be adhered to, but you are welcome to cook on site if you wish.

Can I book on the gate for the event?

Yes you can. Profound Decisions highly recommend booking and creating your character beforehand but you can book on the gate under PD's current guidelines. We highly recommend creating an account and a character, even if you are planning to pay on the gate as it will save you a huge amount of time at the event.

Can I change my skills?

After your first event, if you decide the skills you've chosen don't suit your character, you can change them. Before your next event you can e-mail admin@profounddecisions,co.uk, including your Player ID number, and the skills you want to change.

How old to I have to be to play Empire?

You have to be over 16 to come to events unaccompanied by a guardian or parent. Further information can be found here Children

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Quickening Cold Meat

Contents

- 1 Rules

- 1.1 Winter Magnitude 150

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 150

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. During the ritual the casters must be in a strong Winter regio. This ritual targets an Imperial army. The general responsible for the army must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual raises a large number of undead husks to join a campaign army. The presence of these husks will raise the strength of the campaign army by the equivalent of 1,000 additional soldiers. The additional army strength granted by this enchantmen is affected by the orders given to the army. While the effect is expressed as being equivalent to additional soldiers, this enchantment never reduces casualties suffered by the army.

The effect of the ritual lasts for a year (until the start of the Profound Decisions Empire event four events from now).

Additional Targets

This ritual can affect additional campaign armies in the same territory. Each additional campaign army increases the magnitude by 120. The general responsible for each army must be present throughout the ritual.

Description

This ghastly ritual prises open a portal between the mortal realm and the Winter Realm and draws through a large number of incorporeal Winter spirits, sending them out to find and inhabit the corpses of the dead. The resultant creature is an undead husk, bound and controlled by the magic of the ritual to serve as a soldier in an upcoming conflict. The husks are under the nominal control of the general of the army they are attached to but are not clever enough to follow very complex orders. When the enchantment ends, the inhabited corpses simply drop where they stand, like broken marionettes.

The ritual is very hard to perform because it takes a great deal of energy to draw the spirits forth; once the gate is torn open a great number of spirits will pour through, bound by the power of Winter to obey and fight for the chosen commander. Attempts to create a lower magnitude version of this ritual have proved frustratingly ineffective. It appears that even if the ritualists wish to create only a single undead creature it is impossible to bring the magnitude much below a hundred. While the rite binds spirits quite effectively in great numbers, creating the initial conduit to draw forth Winter spirits is very hard indeed.

Likewise, it seems difficult to create more short-lived husks. Once the spirit has entered a corpse, it clings tenaciously to its host. According to scholars from Axos and the Sarcophan Delves, 'short-lived' husks can be created but the magnitude of the ritual does not appear to be that much lower - it requires additional magic to bind the spirit in such a way that it will 'come loose' after a short time.

Husks also seem unable to pass through the Sentinel Gate. As with creatures such as the shadow warriors bound by the Conclave of Trees and Shadow or the prismatic soldiers raised by Carve the Crystal Guardian it seems that the magic of the gate cannot transport the bound Winter spirits; the corpse appears, inert, at the other end and the Winter spirit departs whence it came (presumably).

The Winter spirits seek out remains that are intact enough to move and fight (although there is a theory that many other remains, too decayed or broken to attain mobility, are also inhabited for the duration of the enchantment) - inhabited corpses stop rotting for the duration of the enchantment. The husks created by this ritual are hard to destroy; although they can be downed by wounds sufficient to kill a tough mortal, they quickly recover and rise again, seemingly none the worse for wear. Unless they are executed or struck with a crippling blow, they will clamber to their feet until they are so badly mutilated the spirit is forced to depart the corpse and return to the Winter realm. The undead use weapons, but they do not seem to be truly sentient - they are more like cunning animals (or, indeed, wolves). They may moan, but rarely speak and when they do it is invariably to gibber a nonsense phrase (although voice for the dead can grant them speech for a short time the results are generally quite horrific).

Some ritualists express concerns about what happens when a husk gives up the ghost, either due to massive mutilation or the end of the enchantment. If it is so difficult to draw the spirits to the mortal realm in the first place, how can it require no energy for them to return? Such magicians watch carefully for signs of increased undead activity in an area after this ritual has ended.

The binding element of this ritual keeps the husks mostly under the control of the army commander ... but they are still Winter spirits. Incautious orders can lead to them falling on the recently deceased and devouring them, or even occasionally attacking soldiers on their own side if they are given unwise orders. A disciplined, sensible commander can keep the undead under control provided her will is strong and her orders clear and unambiguous.

All in all, this ritual is not very popular and has been used extremely rarely. Leaving aside the general disgust at the idea of mistreating the bodies of Imperial citizens (which is a major obstacle to its use), there is still the matter of the dread experienced by soldiers serving alongside a legion of flesh-hungry shambling corpses possessed by alien spirits. The ritual also tends to leave large numbers of rotting corpses scattered around a battlefield, and when the enchantment end the dead bodies simply fall where they lie. While the corpses can be reanimated again, they will be even more horrific for having been hacked and mutilated in the course of their previous battles.

While the Empire does not make much use of this ritual, its effects have been encountered on several occasions when fighting the Thule barbarians, and the necromages of the Sarcophan Delves are said to reinforce their own armies with tomb-hordes on the occasions when they skirmish with their neighbours.

In Spring of 378 the Imperial Conclave passed a Declaration of Concord stating that this ritual has been known to contradict the funerary traditions of the deceased. This corrupting of a nation's traditions has led to symptoms manifesting upon the nation's egregore and the revealing of other, darker, entities.

(OOC Note: Under most circumstances, any husks created during Profound Decisions events will, unfortunately, have to remain primarily as a downtime or plot resource rather than something that can be used on the field. At player events, this might not be the case; but we cannot commit to phys-repping undead warriors at short notice nor can they be used in uptime battles due to their inability to pass the portal.)

Common Elements

It is hard to talk about common elements with a ritual that has been performed only a handful of times in Imperial history. The ritual opens a portal to the Realm of Winter through which spirits pass, and binds them to seek out and inhabit nearby corpses. Invocations that open a conduit to Winter; exhortations to serve the chosen character; bindings that keep the husks from running amok; girding or crowning the target general, especially giving him or her a rod or staff of command worked from bone; the runes Hirmok and Yoorn, and the constellation The Drowned Man may all be appropriate elements to use in this ritual.

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Quiet Word

Description

These rods are usually made from a length of rigid metal heavily treated with ambergelt. Their decoration frequently features spiders and snakes, creatures which use paralysing venom upon their prey. Some artisans with a taste for the exotic depict Jaculi on these rods. As these beasts are not native to the empire, the accuracy of some of these depictions has been called into question.

The use of these rods on the battlefield is obvious. Various nations use common names for these rods to reference the fact that the paralysis spell allows both the caster and the target to speak - for example in the Brass Coast they one might be called a Hakima's Argument. In Varushka they are often called Volhov's Remark while in Urizen and Highguard they are often called Wizards' Warning. All these names are based around the idea that a use for these rods is to render a target unable to move away from the magician for a short time, which the magician uses to give the target a piece of their mind. This usage seems to appeal particularly to drunken magicians - taking this rod to a tavern is seen as intending to start a fight.

Ironically these implements are popular with both muggers and law enforcement as a means of restraining their targets while their comrades close in. The benefit is greater to the thief-takers, as they seldom care about the noise their targets might make, whereas robbers find their victim’s ability to scream highly inconvenient.

Rules

- Form: Weapon. Takes the form of a rod.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Once per day you can cast the paralysis spell as if you knew it and without spending any mana.

- Materials: Crafting a quiet word requires eight measures of amberbelt. It takes one month to make one of these items.

The thief slipped past the hanging chimes and bells, their sonorous song a gentle sussuration that echoed back down from the vaulted ceiling above in a melange of metallic sound. The melody of the bells served him better than it did the Chapter's inhabitants, masking the padding of his feet across the stone floor as he made his way into the Magister's chambers. He moved slowly and with practiced discipline - sharp movement here would set the bells and chimes discordant, echoing his presence as clearly as any shouted alarm.

He quietly made his way around the spartan room, surprised at the sparse furnishings and lack of luxury enjoyed by such a wealthy mage. Still, his instructions were accurate enough – there, the jewel-chest with the ambergelt inlay depicting a horse-head. The thief paused a moment as he stooped over it, admiring the fine handiwork of the artist, then quietly eased the lid open to reveal a noble's ransom in crystallised mana.

The lean man grinned, and he carefully closed the lid once more before hauling the little container up in his arms. Now just to make it out of here – a simple enough task for one such as him. Then away down to the river, there to deliver this arcane bounty to his patron. Then Magister Leah and her coven wouldn't have the crystals needed for their great work, and her carefully-built reputation would suffer quite the blow.

The thief carefully threaded his way through the dangling chimes once more, but his brow furrowed. Under the gentle chime-clamour came the faintest hint of quiet words, words spoken with focus and meaning, he tensed ready to spring into motion ... and then a dark glove reached out from the gloom, wrapped round one end of a chime-rod, a cylinder of metal inlaid with ambergelt in the same horse-head patterns as on the chest he now clutched. .

Before the thief could take more than a single pace further – his sudden speed setting the cloud of bells jangling in alarm – the tip of that rod gently tapped his shoulder, and he felt a painful spasm run outwards from the impact, a jolt that locked his muscles in place. Off-balance, the thief's rigid form slowly toppled over without a hint of dignity; the box cracked against the stone floor, its lid flicking open to spill bright crystals along the hallway.

In the dark recess, Magister Leah stood stock-still, her own body caught in the spell's backlash; but unlike the hapless thief, she'd spent time training herself for this, and had become used to the unsettling grasp of the magic upon her muscles. One of the thief's blood-shot eyes rolled round to stare at her, his jaw muscles clenching and working as he loosened up his tongue to groan in pain.

“If you'd wanted some mana, you need merely have asked. We are a prosperous Chapter and I am always willing to help the needy.” She kept the scorn from her voice as best she could.

The bells were still clamouring, alarm raised by the man's inept attempt to flee; aid would be at hand soon enough.

The spell's grip dissipated, and Leah felt her muscles relax as the magic unwound from her limbs. Predictably, the thief tried to flee, scrabbling to his knees, but she kicked out and knocked the weight out from under him before a second conjuration brought the chime-threads dancing down. That spell caught him in an entangling grip, binding him in place.

The Magister smiled. She could keep this up for quite some time.

“So, since we have a little while before the cataphracts come to detain you, let me educate you about the legal consequences of thievery...”

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Rabbits and snares

The two heralds sat crosslegged in the bramble patch. One cradled a small child in her arms, gently rocking it. The other sat close by, full of energy, buzzing with questions. Much of the conversation was unspoken, sentences trailing off unfinished but still understood. It was a communication of knowing glances, and gestures, and deft touches as much as words.

"The Mourn, they did what in the Mourn?" She jumped up, and pulled a small doll of sticks and brown rags from her bag, covered in mud rich red mud. She hung it on one of the large brambles that arched over their heads, alongside a dozen other similar little woven dolls.

"Poison and curses, like that time..." The baby snuffled, and she rocked it more gently, cooing softly.

"And the warmage said..?"

A gust of wind caused a branch to lash out, snagging the herald's skirt. She looked sober for a moment, disentangling herself with deft fingers. The briars above their heads whispered and twisted one way and another despite the lack of wind.

"He said he couldn't promise that they wouldn't do it again." The baby chuckled, closed its eyes.

The standing herald touched her companion on the shoulder, showed her where the doll of mud and stick hung. They shared a smile. With clever fingers, the heralds wove another little rag doll together, sharing the task, as the baby slipped into a deep slumber. The standing one hung this doll beside the others - small and red, seeming to dance on the thorny branch in the dim moonlight.

"And Dourfell keep...?"

"Fallen." the smiles turned sad. "But the people ..."

"Alive?"

"Some, yes. With the orcs" The sadness drained away. Then the sitting herald frowned, stroking the child's head with one long splintery finger. "But the Imperial chieftans chose another to talk with the Dusk Tyrants ... "

The brambles twisted and shook again, and a noise came from the undergrowth - the growling hiss a rabbit might make when distressed. The two heralds paused, listening, as the noise faded. Somewhere nearby there was a fluttering of wings, as of a small bird, and then silence apart from the gentle creak of wooded, growing things. They nodded.

"We shall send word. to Volfe of Ashenhall."

Another growl and a grunting muttering sound, amid the rustling of the briars. The little dolls danced on the branches. The standing herald studied their movement, looked quizzically at her companion.

"They are new. I'm sure their heart's are in the right place..." said the seated herald.

"... he can help if they let him." finished her companion. She frowned. "Will they let him help?"

"Perhaps." The two shared a significant look. "Perhaps not."

The standing herald helped the other up, careful not to wake the child, and they moved out of the little cave among the brambles, setting the dolls twisting and dancing in their wake.

Contents

- 1 Plenipotenaries

- 1.1 Irra Harah

- 1.2 The Lictors

- 1.3 Zakalwe

Plenipotenaries

- Ira Harrah, the Lictors, and Zakalwe have publicly responded to plenipotentiary messages.

Each archmage has the ability to send a plenipotentiary message to an eternal once during each summit. Following the Summer Solstie, three eternals have delivered formal messages to the Empire in response to these messages. This does not mean that only three plenipotentiary messages were sent - simply that only three eternals have responded publicly.

Irra Harah

Irra Harah, the Prince with a Thousand Foes, has sent a response to a plenipotentiary from Volfe of Ashenhall, Archmage of Spring. The eternal has had little time for the Empire recently, and there is rumour that the execution of his Varushkan allies has soured him on Imperial magicians.

A month before the Autumn Equinox a young briar, dressed in Marcher garb, comes to speak to the civil service. They bring a message that Irra Harrah will attend a parley with the Empire to "discuss the Mournwold, the state of the Barrens and the tyrants of Asavea." The youth further explains that the eternal wishes to discuss matters with those who have not passed their citizenship test to find out their views; to meet with Raewynn Farkas of the Navarr and with the Highborn Hazelelponi of the Shattered Tower; and that after his business with them is complete, he will be available briefly to speak to the Spring Archmage.

The Golden Hare has not given a specific time for the parley, but the child estimates that it is likely to be "some time around two on Saturday."

Any Imperial magician may attend a formal parley, but it is at the discretion of the Spring Archmage who may speak. However, as a parting comment, the messenger says that although they Ira Harrah abide by the rules of parley, the Guard of the Young does not have any wish to speak to the Imperial Warmage, and that if they are in attendance the Thorn of the Ancestors will withdraw immediately.

The Lictors

The Lictors are something of an unknown quantity to the Empire. Precisely seven days, seven hours, and seven minutes after the plenipotentiary was dispatched a single paper-thin square of green iron was delivered to the civil service by a heavily cloaked and masked figure with brazen claws. Engraved on the square was a straightforward message: "We accept the invitation of the Archmage. Formal parley will take place at the eleventh hour on the first night of the Autumn Equinox."

It is rare for the Brass Magistrates to a request for a meeting - a formal request of plenipotenary from an Archmage is one of the few reliable ways of getting their undivided attention. With that in mind, the civil service advise caution for anyone wishing to attend the parley. As with other formal parleys, anyone may attend but it is at the discretion of the Autumn archmage who may speak.

Zakalwe

Three days after the Summer Solstice, a polite letter, written with beautiful brush strokes, is received by the civil service. It explains that Zakalwe has received the message of Gancius della Notte di Sarvos, the Archmage of Day. Zakalwe will be happy to send representatives to the Hall of Worlds at the fifth hour on the second day of the Summit. The General of Day himself will not be attending, and furthermore he does not consider that discussion of a general issue merits a formal parley.

As a consequence, the meeting should remain as an informal discussion rather than a full parley. Consequently, he has instructed his representatives that, should the Archmage of Day wish, the discussion may begin in the Hall of Worlds and then move to the Imperial Military Council on the field at Anvil, the better to allow those who will struggle to enter the Hall to participate.

The letter also includes a specific request that Vaan of the Auric Horizon, a citizen of Urizen, be invited to the discussion; Zakalwe wishes to fulfil an obligation due to that individual. There are no further details in the letter as to what this obligation may be, or how the Eternal intends to fulfil it.

Day

Time

Eternal

Realm

Formal Parley

Friday

11pm

The Lictors

Autumn

Yes

Saturday

2pm

Ira Harrah

Spring

Yes

Saturday

5pm

Zakalwe

Day

No

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Radiant Orb

Description

This valuable item is usually crafted in the form of an orb of crystal, glass, metal inlaid with tempest jade. It is infused with potent enchantments and attuned to the realm of Day. A coven can use it to draw on the power contained in ingots of weltsilver and align it with their own magic, allowing them to reduce or in some cases replace the need for crystal mana when performing Day rituals.

A radiant orb is almost always highly polished to maintain a reflective surface. It might be crafted as a bowl or mirror, a brazier, or a censer used to burn perfumed herbs during rituals. The item is often marked with runes; or with images associated with divination, such as eyes or flames. Regardless of the precise form it takes, a coven that uses it is careful to ensure that it takes pride of place in their ceremonies - in addition to its magical functions it is a potent reminder of their unity of purpose and their coven oath. In some cases the Radiant Orb is kept surrounded by candles, so that it is never in darkness. Some Highborn covens keep the orb immersed in fresh water when it is not in use, helping to ensure that it remains 'pure', and ensure that it is carefully washed after every use.

Rules

- Form: Paraphernalia. Takes the form of a piece of ritual paraphernalia. The item must be present in the ritual to use its magical properties.

- Effect: Members of the coven who are performing a Day ritual they have mastered may use weltsilver in place of crystal mana. Every two measures of weltsilver spent count as one crystal mana.

- Materials: Crafting a Radiant Orb requires seven ingots of tempest jade, four ingots of weltsilver and three measures of dragonbone. It takes one month to make one of these items.

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Radiant Torrent

Description

These solid rods are often polished to a mirror-smooth sheen. They allow a battlefield healer to restore health to their allies with a few powerful words. In the right circumstances are capable of preventing a bloody engagement turning into a rout.

Rules

- Form: Weapon. Takes the form of a rod.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Three times per day you can swift cast the heal spell as if you knew it without spending any mana.

- Materials: Crafting a radiant torrent requires fifteen ingots of weltsilver, five measures of iridescent gloaming, twelve measures of dragonbone and four ingots of orichalcum. It takes one month to make one of these items.

"Quite the eye-opener, Landskeeper."

"That it is, Grimnir, that it is." Jack Landskeeper grinned around the stem of his pipe, his gaze never wavering from the football pitch in front of them. "Look at 'em now, kickin' like bulls, runnin' like stags - any bugger says football's no preparation for war needs to come an' watch a few matches."

"And your role in this?" Maja asked, fixing him with her level, pale blue eyes.

"Keepin' 'em in line. Speakin' of which-" he suddenly raised his voice to a shout -"that was a foul, Ivy Applewood an' don't you think I didn't see it! Another one of those an' you're gettin' sent off! Bunch of hooligans, the lot of 'em," he added, with another grin.

There was another sudden scuffle, as two players, a lanky yeoman from Greendale and the wiry Applewood girl both jumped to head the ball at the same time. There was a solid crunch as Ivy's elbow connected with her opponent's eye socket, and he went down hard on the ground. She turned to the Landskeeper, hands spread in supplication, already beginning her excuses, but he silenced her with one hard glare. "All right, Ivy, off."

"But Landskeeper-"

"Off." With a shake of his head, he drew a long dragonbone rod from his belt. "'Scuse me, Grimnir. Better see to Davey."

Maja watched from the touchline as the Landskeeper walked over to the fallen player, the rest of the team parting politely to let him through. He bent, muttering a few words too softly for her to hear, then tapped the wand lightly on the player's shoulder. There was a moment of silence, then the footballer got shakily to his feet, and the Landskeeper rejoined her, nodding with satisfaction as the game restarted.

"Very impressive. Tell me, though - is magic permitted as part of the game?"

Jack tapped out the dottle from his pipe, and started to repack it from his baccy pouch. "Nah. I just showed him the wand, an' told him I'd ram it so far up his arsehole it'd see daylight if he didn't stop carryin' on like that an' get up an' play like a Marcher. Works like magic, don't it?"

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Raise Dawnish army

To raise a fourth Dawnish Army in Astolat.

Proposed by Semmerholm, seconded by Weirwater

Contents

- 1 Overview

- 2 Date

- 3 Costs

- 4 Campaign Outcome

Overview

- The motion was defeated

Date

- Autumn 378YE

Costs

- Materials: 250 mithril. (Standard costs).

- Time: 1 year to construct

- Upkeep: 50 Thrones per season.

Campaign Outcome

- This would have begun the creation of a Dawnish Imperial army in Astolat.

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Raise Dawnish army II

To raise a Dawn Army to muster in Semmerholm.

Proposed by Weirwater, seconded by Morrow

Overview

- Permits the Dawnish to begin raising a new Imperial army in Semmerholm.

- Passed at 500 Thrones

Date

- Spring 379YE

Costs

- Materials: 250 mithril. (Standard costs).

- Time: 1 year to construct

- Upkeep: 50 Thrones per season

Progress

- 500 Thrones disbursed to Senator Weirwater.

- 60 wains of mithril supplied by Valentin Ivarovich Severyan after the Spring Equinox 379YE.

- 60 wains of mithril supplied by Valentin Ivarovich Severyan after the Summer Solstice 379YE.

- 65 wains of mithril supplied by Valentin Ivarovich Severyan after the Autumn Equinox 379YE.

- 76 wains of mithril and 19 Thrones supplied by Valentin Ivarovich Severyan after the Winter Solstice 379YE.

Campaign Outcome

- A new Dawnish army will muster in Semmerholm.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Raise_Dawnish_army_II&oldid=43892"

Raise Freeborn navy

Propose that the Empire construct a navy for the Brass Coast at the shipyards in Madruga.

Proposed by Madruga, seconded by Kahraman

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Raise a new Imperial navy at the Atalaya shipyards in Madruga

- Passed at 500 Thrones.

Date

- Winter 378YE

Cost

- Materials: 200 weirwood

- Time: 1 year to construct

- Upkeep: 50 Thrones per season.

- Special%3A Thanks to the recent victories in Segura and a judgement of the Assembly of pride, this navy will require only 200 wains of weirwood rather than the standard costs.

Progress

- 500 Thrones disbursed to Senator Madruga

- 50 wains of weirwood supplied by Anwar i Del Toro i Riquezza after Winter Solstice 378.

- 50 wains of weirwood supplied by Anwar i Del Toro i Riquezza after Spring Equinox 379.

- 50 wains of weirwood supplied by Anwar i Del Toro i Riquezza after Summer Solstice 379.

- 50 wains of weirwood supplied by Anwar i Del Toro i Riquezza after Autumn Equinox 379.

Campaign Outcome

- Will create an Imperial navy

- This will automatically create the Imperial title of admiral.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Raise_Freeborn_navy&oldid=40031"

Raise Highguard army

To raise a new army to muster in Anvil under a Highguard general.

Raised by Hercynia, seconded by Necropolis.

Overview

- To raise a new Highborn army to muster in Anvil

- Passed at 120 Thrones with 9 votes against, money distributed to Necropolis

Date

- Passed Winter 376YE (Easter 2013).

Cost

- 150 Wains of Mithril

- 1 year to construct

The army should have cost 250 wains of mithril.

Progress

- 150 Wains of Mithril supplied by Adamah, Senator for Necropolis, throughout 376.

Production

- 5000 pt Highborn army

Election

- Senate election

The general of the army will be appointed by the Highborn Senators following the standard procedure once the army is complete.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Raise_Highguard_army&oldid=26300"

Raise Marcher Army

Overview

- Raise a new Marcher army

Date

- Passed Winter 377YE

- Funds Disbursed Spring 378YE

Cost

- 250 wains of mithril (Standard cost)

- Time: 1 year

- Upkeep: Standard upkeep

Progress

- 65 wains of mithril provided by Henry Ward of The Marches after Winter Solstice 377YE

- 65 wains of mithril provided by Henry Ward of The Marches after Summer Solstice 378YE

- 65 wains of mithril provided by Henry Ward of The Marches after Winter Solstice 378YE

- 55 wains of mithril provided by Henry Ward of The Marches after Spring Equinox 378YE

Outstanding

- N/A

Campaign Outcome

The army is now on active duty, and the general of the army is appointed by the Marcher senators as usual.

Autumn 378YE

Submitting a motion for the disbursal of funds for the intent of continuing to fund the raising of the new Imperial Army in The Marches, to more easily defend our borders and forge new ones.

Proposed by Upwold, seconded by Mitwold.

Overview

- Passed in Principle

- Passed at 170 Thrones

- Money disbursed to Henry Ward, Senator for Upwold

Progress

- Progress for this is tracked on the original motion to raise the army.

Spring 378YE

Supply funds for the completion of the new Marcher army

Raised by Upwold, seconded by Bregasland.

Overview

- 275 Thrones disbursed to senator Henry Ward

Voting

State

Votes For

Votes Against

Result

In Principle

28

0

Passed

105 Thrones

28

0

Passed

150 Thrones

28

0

Passed

200 Thrones

28

0

Passed

250 Thrones

24

3

Passed

275 Thrones

22

5

Passed

300 Thrones

10

18

Failed

Winter 377YE

To raise a new army in the Marches.

Raised by Upwold, seconded by Bregasland.

Overview

- To raise a new Marcher army

- No funding requested at this time

Voting

State

Votes For

Votes Against

Result

In Principle

23

0

Passed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Raise_Marcher_Army&oldid=40601"

Raise Navarr Army

I propose the creation of a third Navarri army

Proposed by Therunin, seconded by Hercynia

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Passed

Date

- Spring 380YE

Cost

- 200 wains of Mithril

- 50 Thrones in labour costs

- Time : 1 year to recruit

Progress

- This commission has been abrogated in Winter 380YE.

Campaign Outcome

- This army, once complete, will automatically create the Navarri national title of General.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Raise_Navarr_Army&oldid=66070"

Raise Towerjacks army

To raise the Towerjacks as an Imperial League army. We will request funds from the Senate for this motion.

Proposed by Sarvos, seconded by Holberg

Overview

- Permits the League to restore the Towerjacks to full fighting strength.

- Passed in principle

- Passed at 200 Thrones

Date

- Summer 379YE

Costs

- Materials: 125 mithril.

- Time: 6 months to construct

- Upkeep: 50 Thrones per season

- Special%3A This Imperial army is being raised under special circumstances; as such it differs from the standard costs to raise an Imperial army.

Progress

- 200 Thrones disbursed to Senator Holberg

- 65 wains of mithril supplied by Ros Jordan after the Summer Solstice 379YE.

- 60 wains of mithril supplied by Ros Jordan after the Autumn Equinox 379YE.

Campaign Outcome

- The Towerjacks, a League army incorporating many siege experts, will muster in Holberg.

- When the army is raised, it will automatically create the Imperial title of General.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Raise_Towerjacks_army&oldid=42973"

Raise Varushkan army

To Commission an Imperial Varushkan Army, the Iron Helms, to muster in Karsk, the Broken Barrow

Proposed by Karov, seconded by Necropolis.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Permits the Varushkans to begin raising a new Imperial army in Karsk.

- No progress can be made on the raising of this army until work begins to rebuild the roads of Karsk; that great work must be completed before the army can be completed.

- Passed in Principle

Date

- Autumn 379YE.

Cost

- Materials: 160 wains of Mithril and 40 Thrones

- Time: 1 year to raise

- Upkeep: 50 Thrones per season

- This is the result of an opportunity detailed here

Progress

- 40 wains of mithril provided by Maximov Goraniv Strascovich after Winter Solstice 379YE.

- 40 wains of mithril provided by Maximov Goraniv Strascovich after Spring Equinox 380YE.

- 40 wains of mithril provided by Maarit Akkova Cendro after Summer Solstice 380YE.

- 40 wains of mithril and 40 thrones provided by Maarit Akkova Cendro after Autumn Equinox 380YE.

Campaign Outcome

- A new Varushkan army will muster in Karsk.

- This motion is connected to an opportunity relating to Varushkan forces already in Karsk, especially the inhabitants of Branoc and Moresvah.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Raise_Varushkan_army&oldid=47771"

Raise Wintermark army

To reform the Bloodcloaks Wintermark Army, a Grimnir (Physick) laden army.

Proposed by Hahnmark, seconded by Bregasland

Contents

- 1 Overview

- 2 Date

- 3 Costs

- 4 Campaign Outcome

Overview

- Permits the Winterfolk to begin raising a new Imperial army.

- Withdrawn after passage of a motion to allow the Dawnish to raise an army.

Date

- Spring 379YE

Costs

- The motion would have had all the standard costs of raising a new army.

Campaign Outcome

- The Bloodcloaks were originally a Wintermark army, lost to the Thule during the reign of Empress Brannan. Known for their crimson cloaks, the army was composed of many grimnir and mystics; all save a few were slaughtered during a disastrous retreat from Otkodov.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Raise_Wintermark_army&oldid=58056"

Raise Wintermark army II

To levy a Wintermark army.

Proposed by Hahnmark, seconded by Skarsind

Overview

- Permits the Winterfolk to begin raising a new Imperial army

- Passed in Principle

- This motion follows on from a previous motion that was withdrawn.

Date

- Summer 380YE

Cost

- 200 wains of mithril and 50 thrones

- 1 year to raise

- Upkeep of 50 thrones per season from the Senate’s budget

Progress

- 50 wains of mithril provided by Hengest Dun after Winter Solstice 381YE.

- 50 wains of mithril provided by Hengest Dun after Summer Solstice 381YE.

- 49 wains of mithril and 40 thrones provided by Hengest Dun after Autumn Equinox 381YE.

- 51 wains of mithril and 10 thrones provided by Hengest Dun after Winter Solstice 381YE.

Campaign Outcome

- A new Wintermark army will muster in Kallavesa.

- Once completed, this army will automatically create a new national title of general

Scrutiny

- The senator who raised this motion must indicate what region in Wintermark the new army will be raised in, before work can begin.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Raise_Wintermark_army_II&oldid=63467"

Raise a glass

Nicole sat down next to her big brother and waited for him to finish work on the plate he was painting. It didn't do to interrupt him or he'd have to start over. They worked you hard at the Little Mother orphanage - but it was a lot better than being on the street.

"What do you think she's like?"

"Who?"

"The Empress dummy. The new one. What do you think she's like?"

"I dunno. She's from the League aint she. Bet she's dressed like a merchant prince. Temeschwari - I think. "

"I reckon she's got golden skin. Like the one in the picture."

"What?"

"You know. The picture. The one of the Empress with the golden skin that Goaty keeps behind his bar."

"That's an eternal you flaming idiot."

"Oh... Do you reckon the Empress is an eternal then?"

Contents

- 1 Overview

- 2 Significance

- 2.1 Grand Celebrations

- 2.2 Breath-Taking Celebrations

- 2.3 Wondrous Celebrations

- 2.4 The Celebratory Message

- 3 Resolution

Overview

It is the dawn of a new Throne, and the citizens of the Empire are preparing to celebrate the coronation. Holberg, Tassato, and Temeschwar in particular are abuzz with preparations for festivities to follow the coronation, but there is excitement everywhere. Weavers and crafters and victuallers are hard at work creating swathes of bunting, plates marked with the Empress's likeness, and deep stocks of food and drink for the week-long street parties planned. Even Sarvos, wounded Sarvos, has weathered the storm of its occupation and now looks forward to the coronation eagerly.

Of course, much of the coin to pay for all this entertainment is coming from the pockets of prosperous citizens. So far, enough has been raised for some minor festivities - but many are hoping for something more grand. Proud citizens of the League are being encouraged to dig deep to celebrate the elevation of one of her own, while others urge their fellows to prepare revelries to rival the League and remind the Empress that she is Imperial now. Whisper it quietly but no-one wants another Giselle.

Despite countless acts of prosperity from individual citizens, it is clear that to create something truly memorable, something momentous, will require spending on a grand scale. And the burden for anything on that scale is likely to fall on the Senate - or at least require their support.

Significance

Estimations have been drawn up for the costs of funding increasingly extensive and elaborate celebrations across the Empire. If the Senate wish to ensure that the celebrations are effectively organized then someone will have to take responsibility for it. A single Senate motion would identify the individual the civil service needed to liaise with - and it could also authorize the disbursement of Imperial funds if the senators saw fit. That individual could then receive any donations from wealthy individuals attending the Anvil who wishes to supplement the Senate's bounty with a show of Pride and Prosperity as well as anything the Imperial Synod saw fit to allocate from the Virtue fund.

Whenever a new throne is elected, if is almost invariably a time of difficulty for the Empire so there are always critics and misers arguing that now is just not the right time, and that the money could be better spent elsewhere. However, while the true purpose of the celebrations is raise the morale of the citizens of the Empire and celebrate this important moment, canny occupants of the Throne have been able to use the opportunity to urge citizens to unite behind their vision of the Empire's destiny and use the unity of purpose that results to reap certain benefits. If the Empire does see fit to orchestrate suitable celebrations then the new Empress and her advisers will need to think carefully what to say in the traditional celebratory message.

If the Senate passes a motion to approve grand celebrations and is able to find at least 80 thrones to pay for them, the Empire will benefit from the resulting surge in morale and Virtue. The scale of the benefits is dependent on the scale of the celebrations; the nature of them will be determined by the wording of the short celebratory message dictated by the Throne. The Throne may choose any message they like for the citizens of the Empire - this is entirely a matter for the Throne and her advisers - but they must ensure that a copy of their message is provided to the civil servants at Anvil so that it can be reproduced and spread across the Empire.

Grand Celebrations

Grand celebrations can be arranged for 80 Thrones. This will pay for parades, street entertainment, decorations and food across the Empire, including the hiring of a great number of entertainers, musicians and artists for the duration. It will significantly improve the morale of the Empire.

When Britta took the throne she sent a message that was to loyal citizens at every celebration urging them to support her efforts to rebuild the military strength of the Empire. The surge of Imperial Pride and Vigilance that resulted saw citizens signing up to aid many of the Imperial armies or donating much-needed resources to the war effort, giving those armies not engaged in campaign additional resupply worth equivalent 5 wains each. When Emperor James ascended the resulting celebrations set the tone for his rule - with citizens urged to provide what they could to help strengthen the fortifications of the Empire. The resulting donations went much of the way to repair the badly damaged Tower of the Dawn in the Barrens.

This will be a great celebration on par with those that greeted the ascension of Empress Britta, Emperor Hugh, and Emperor Walter.

Breath-Taking Celebrations

Breath-taking celebrations can be arranged for 250 Thrones.

This will pay for feasts to fill the bellies of all who attend glorious banquets; there will be amazing works of artifice and troupe upon troupe of musicians and actors to entertain those who attend with plays, operas, masquerades, fireworks, and displays of magical lights imported from Urizen. Grand magical auras and rituals will be created to entertain and delight the population, heralds of the Realms and foreign dignitaries invited, and visitors will gather from across the Empire to partake.

While Emperor Nicovar is rarely spoken of these days, he was considered a brilliant ruler in the early years of his reign. While his message to the citizens was a little dry, it was still sufficient to move minds and much of the expansion of the Lyceum was paid for with the grateful support of citizens urged by the Emperor to support his plans to expand the academic and civic infrastructure of the Empire.

This will be a celebration greater than any in recent times and will match the celebrations funded by Thrones like Empress Giselle and Emperor Nicovar.

Wondrous Celebrations

Wondrous celebrations can be arranged for 500 Thrones.

This will pay for such festivities as can barely be imagined. The cities of the League will be transformed into wonderlands for a week, places where the revelry never ceases even as the reveller stumbles upon sight after sight that they never would have expected. Bridges of magical glass will be conjured to link the spires of Urizen so that the celebrations may travel from mountain to mountain. There will be a grand tourney for the Dawnish citizens - every nation of the Empire will create unforgettable celebrations; exotic imports and bizarre foreign beasts will be put on show; the skies will light up with endless fireworks and magical displays. The Realms and foreign powers will be even more impressed, and even Suumah will have to admit the Empire's Prosperity.

This will be a celebration greater than any in living memory, rivaling the fabled glories of the celebrations that accompanied the coronations of Empress Richilde and Emperor Giovanni. When Empress Teleri was crowned, her message of celebration to the Empire stressed the vital place of Prosperity even in the most difficult times - but reminded the citizens of the need to follow all the virtues. The resulting fervour saw great investment in churches and congregations the length and breadth of the land and as a result the civil servants supporting the Synod were able to permanently increase the amount of true liao they produced.

The Celebratory Message

Regardless of how the Senate chooses to fund the celebrations, a key element will be the Throne's message to the people of the Empire. The celebration is an opportunity for the new Throne to address the whole Empire with a concise message laying out what they intend their reign to achieve.

There are many historical examples the new Throne might look to for inspiration, but the choice made by each Empress is unique. It is impossible for the civil service to say what effects the message will have - that is dependent on what the Empress chooses to say, but experience shows that the most effective messages are those that are concise and elucidate a clear vision or agenda. The most successful messages are those that seek to inspire the citizens of the Empire.

The historical examples listed are purely examples - the outcome of the celebratory message will be determined after the event by the campaign team based on the wording chosen and the level of Pride and Prosperity inspired by the festivities.

Resolution

The Senate agreed to disburse 40 Thrones towards the celebrations, and appointed Cesare Sanguineo Rezia Di Tassato (senator for Tassato) to oversee preparations. You can learn more about these celebrations here.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Raise_a_glass&oldid=47017"

Raise the Standard of War

Contents

- 1 Rules

- 1.1 Summer Magnitude 20

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 20

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a military unit. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The military unit gains a significant bonus to its effectiveness when it is assigned to support a campaign army. This temporary bonus increases the effective fighting force of the unit by 100, the equivalent of 5 normal upgrades.

The character who controls the military unit experiences a short-lived roleplaying effect: they are immediately reminded of any military threats, unresolved grudges or slights against themselves or the things they hold dear, and feel an urge to immediately set about dealing with those threats, grudges or slights. The effect persists for at least ten minutes after the ritual is complete.

The effect lasts until the start of the next Profound Decisions Empire event.

If the owner of the resource does not attend the next event, then the additional production provided by the resource is still added to that character's inventory.

Additional Targets

This ritual can affect additional military units controlled by members of the same banner. Each additional military unit increases the magnitude by 15. The character who controls each unit must be present throughout the ritual.

Description

This ritual empowers and enhances a military unit, granting them strength of will and fighting spirit for the coming season. The soldiers in that unit will find it easier to fight against difficult odds, and feel a rush of confidence in their abilities. The ritual can have the occasional downside - highly regimented or ordered troops may experience a little decline in discipline as the soldiers feel a strong urge to take charge of situations and deal with things themselves rather than use the chain of command - but this negative effect is generally transitory. As a counterpoint, affected warriors also tend to feel a swell of pride in themselves and their comrades, which can help reinforce their ability to rely on each other in the fray. Unfortunately it also makes brawls between military units more common, especially if there are several units all under the effect of Raise the Standard of War.

On the battlefield, warriors under this enchantment fight ferociously, giving little quarter and revelling in the challenges of war. They gain additional constitution, meaning that while they are in greater danger they are also better prepared to deal with that danger.

This ritual is also sometimes called The Field of Glory, a reference to the Summer Eternal Eleonaris who is the sovereign of a region of the Realm by that name. Her association with banners, flags, standards, heraldry and livery means that these are often used as elements when performing the ritual.

Common Elements

This ritual enhances a small military force, using a connection to its leader to spread magic through the entire unit. It is exceptionally common to include a banner or standard that will be used by the target force as a focus for the ritual. Other common elements include the invocation of paragons and exemplars of Pride and Courage, as well as calling on the name of Summer eternals such as Eleonaris, the Sovereign in Scarlet and Gold, or Hayaak, the Brother of Lions (the latter is especially appropriate when the military force will be engaging hated foes, or foes that deserve retribution). Other elements include girding the military leader, the sound of martial horns or drums, and the presence of warriors from the same nation as the target as witnesses.

The Rune of Victory, Tykonus, is favoured for this ritual not only for its magical meaning but also because of its common associations with banners and flags.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Raise_the_Standard_of_War&oldid=53925"

Raise up your glass to Varushka

Some of these songs might seem unattainbly difficult on a first listen because of all the crunchy harmonies. Don't panic, concentrate on the tune and don't worry about the harmony, once separated the lines aren't all that hard! They can be sung by both men and women in close or wide harmony, change the key to suit yourself.

Raise Your Glass Up 1 (Alilo)

Words by Daisy, original lyrics and tune Georgian trad "Alilo". (c) of arrangement uncertain so only the tune reproduced below, with new words typeset. Difficult.

Recording excerpt (or buy the track, full harmony version): Alilo

Raise Your Glass Up 2 (Mushuri)

Georgian scything song, trad. Words by Daisy. Medium difficulty. Tune is in middle part.

workshop version on youtube

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Raise_up_your_glass_to_Varushka&oldid=5575"

Rake's Progress

Description

Commonly crafted in the form of two wicked blades, these cruel weapons allow a skilled warrior to move quickly through a battle-line dispatching lightly armoured opponents. They have a bloody reputation thanks to their use by the more distasteful Free Companies of the League as a quick means to dispatch unarmed barbarians in large numbers, as well as their rivals at home, according to some rumours. Though many assume the name refers to these scoundrels, it actually derives from a Marcher saying that soldiers with these blades progressed through the enemies like a rake through fallen leaves.

The Kallavesi nickname these pairs Wing-Beats, likening the striking of two fierce blows to the spreading of a bird's wings. During forging, these blades are commonly quenched in blood, usually animal. A few have been cooled in human blood and these examples are believed to burn with a terrible bloodlust which slowly poisons any soul bonded to them. Some owners will only bond to these weapons for the day of the battle to prevent any ill-effects, while a few maintain a continuous bond and revel in the blades' subtle influence.

Rules

- Form: Weapon. A pair consisting of two one-handed weapons.

- Requirement: You must have the ambidexterity skill to bond to these items.

- Effect: Twice per day, when you use CLEAVE, you may use it on two targets instead of one. You have only 10 seconds to deliver the second CLEAVE.

- Materials: Crafting a set of Rake's Progress weapons requires eight ingots of orichalcum and three ingots of dragonbone. It takes one month to make a pair of these items.

"And don't think that sorcery's all in spells and potions. You can find it in the smithy too. Take a look at these. Look at those jagged edges. Nasty, eh? It's worse than you think. Take a look at them in the light. Aye, that's orichalcum and green iron too. See a shine like that and you expect something tricksy. Sure enough, one of these could slice you open. But just when you think the worst is done, the other one will slice open your mate as well, as soon as you can blink. You look sick, lasses and lads, and rightly so. And the worst part? They can do it again a minute later."

Transcript from the lessons of Quick Maggie, Thresher of Bregasland

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rake%27s_Progress&oldid=49007"

Rampant Growth

Contents

- 1 Rules

- 1.1 Spring Magnitude 10

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 10

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a forest. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

At the start of the next event the target forest provides 77 rings and six drams of herbs (two drams of True Vervain and one dream each of Bladeroot, Imperial Roseweald, Marrowort and Cerulean Mazzarine). This is in addition to the materials it would normally provide.

The effect lasts until the start of the next Profound Decisions Empire event.

If the owner of the resource does not attend the next event, then the additional production provided by the resource is still added to that character's inventory.

Additional Targets

This ritual can affect additional forests in the same territory. Each additional forest increases the magnitude by 8. The character who controls each forest must be present throughout the ritual.

Description

This ritual is popular with the Navarr, but sees use across the Empire, supplementing the special materials harvested from a forest. It unleashes a torrent of Spring energies within the forest, encouraging the growth of young trees while fallen timbers quickly mulch into compost and erupt into fresh saplings. Fine wood and other luxuries harvested from the enchanted forest result in increased revenue for the one who controls it, and a variety of valuable healing herbs are also gathered over the coming months.

The ritual also has positive effects on the health of many animals in the area, especially insects and similar creatures such as moths and butterflies butterflies, or the creatures that feed on them. Additional revenue might thus even come from the sale of honey, beeswax, fur or meat as well as silk, valuable plants, fruit and wood.

Rampant Growth does nothing to increase the amount of the mysterious special materials that can be gathered from a forest - rituals such as Verdant Bounty of the Twilight Bayou are much more effective in that regard. Rather the ritual is designed to increase the versatility of the forests it is used to enchant, rewarding their owners with wealth and with new goods to use or sell.

Common Elements

The ritual encourages hardy growth of plants. Ritual performances often include the evocation of the rune Bravash or the constellation of The Fountain. Hearth magics and symbols associated with health and Prosperity are also commonly evoked, such as shedding small amounts of blood or offering a cup or bowl of wine or mead to the targets.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rampant_Growth&oldid=40441"

Wise Rangara (Redirected from Rangara)

Contents

- 1 Eternal of Winter

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

- 1.5 Rangara's Apprentice

Eternal of Winter

Sobriquets

Most commonly, Rangara is called "The Wise."

She is also known as The Ancient One, Eldest or Grandmother Winter and Kind Rangara, all epithets intended to flatter her and show the respect she considers so important. Some Kallavesi use the name Pale Raven when speaking of her, while the Varushkan wise ones use the old Ushka name Clever Spider. Regardless of the name used, Rangara herself demands respect and finds flattery entertaining - the more florid the greetings she is given, the more amused she becomes.

Outside her hearing she is sometimes called the Cruel Lady, or the Crone, but woe betide someone who refers to her as such within her hearing - such individuals will be ejected from her presence and may well receive a curse for their insolence.

Appearance

One of the oldest known eternals, Rangara appears as an extremely old woman with snow-pale skin. She is believed to be blind, although this does not seem to effect her ability to perceive visitors and should never be mistaken for weakness - indeed most scholars agree she has a supernatural ability to penetrate disguises and transformations in those who come before her. She wears a cloak of black feathers, and either a dark cowl or more often a ritual mask made from the bones of a great bird, likewise covered in feathers. .

Wise Rangara may be encountered alone, but is often assisted by dark figures that combine elements of birds with humanoid form. Sometimes she is accompanied by a human child, often expressing a strong draughir lineage who she refers to as her apprentice.

Concerns

The exemplifies the strength that comes from old age and tradition. She possesses great stores of knowledge, and often has a keen insight into difficult situations. She expects respect and politeness from those who meet her, and insolence or disrespect may be answered with expulsion from her presence and sometimes a curse. She prefers the company of older humans, those with hard-won experience gained over a long life. She believes that wisdom is gained by experience, but that it can be passed to other people. She is disdainful of books and schools, however, and expresses the belief that wisdom is only really passed down from one person to another person - anything else is just knowledge, which is not the same.

She has limited patience with the young - she always prefers the company of older folk to younger folk. The exception is her love of children. This appreciation of the young is double-edged; while she often indulges their foolish behaviour, she is also known to send her heralds to lure clever children into her Realm to serve as her apprentice. She is known to take an extremely dim view of those who harm or kill the very old or the very young without good reason.

Wise Rangara served as a patroness to the Ushka people, and she maintains a soft spot for their descendants the Varushkans. She is always interested in the doings of the Varushkan people. She also has a long tradition of good relations with the Kallavesi mystics, and is usually happy to welcome one to her presence. By contrast she is known to have had conflicts in the past with both Suaq icewalkers and Urizen stargazers and those who identify themselves as such often receive a chilly reception.

Wise Rangara does not appear to be able to read. While she is blind, her illiteracy seems to have little to do with her lack of sight - she has demonstrated the ability to easily identify colours and fine details by handing objects, for example. On the few occasions that someone has quizzed her about this or offered to help her she has claimed that she is too set in her ways to learn to read. Her apprentice reads anything presented to her - she has several times said that she finds children to be best suited to read documents as their lack of preconception often allows unexpected insight into the words or their writer.

In Wintermark she is strongly associated with the rune Irremais.

Boons

The most important thing to understand about Rangara is that she never gives anything of value away without exacting an appropriate price. She warns those who bargain with her that nothing of value is every gained without price. She rarely barters with those she is dealing with; she states a price, and if it is not appropriate she rarely agrees to a counter-offer. The prices she exacts are often painful, and often involve an effort to teach the bargainer a lesson of some sort. If the bargain appears too good to be true, scholars warn, be very careful as there is likely to be a hidden catch.

The Eldest is a mistress of herbs, and can brew any potion. She can also combine herbs in such a way as to create unique elixirs, salves and infusions beyond the ability of mortal apothecaries. Often these potions require a strange or symbolic element in addition to the normal herbs - the blood of a warrior or a tear from a boyar, for example. She is known to request difficult quests from those who ask her for potions, usually involving gathering a unique ingredient some of which goes into the potion and some of which she takes as payment. According to stories she can brew a draught that renders the one who drinks it immortal - they will continue to age, but they will not die except by violence.

Her cauldron is believed to be an especially potent artefact, and she sometimes lends or gives magical cauldrons to those who gain her favour. These items may duplicate the effects of talismans such as the Escharotic Cauldron, while others have offered benefits to cabals of apothecaries or ritualists as a form of. The Sisters of the Silver Goblet in Dawn, for example, received a cauldron that allowed their coven to use herbs in their rituals, renewed each year in return for unknown service.

Rangara possesses great stores of both wisdom and knowledge gathered over her long existence. She can often identify objects by handling them, sometimes having special insight into their nature or purpose. Likewise she can examine and understand any enchantment or curse simply by examining it, and can often remove supernatural curses especially those that involve nightmares or compulsions.

She has a great interest in dreams, and sometimes trades small trinkets in return for stories of strange dreams, especially those that later prove to be prophetic in some way. She sometimes trades with mortals for the ability to dream their dreams - those who accept find their sleep wracked with terrible nightmares for the duration of the exchange. On occasion Rangara has repaid this boon with knowledge gleaned from these dreams, sometimes even that which has to do with past lives.

Rangara can deliver horrible curses, but she rarely offers this ability to others. Her curses are often tailored to ironically punish their victim, and despite the fact they tend to be less debilitating than ritual curses, are often surprisingly difficult to remove. On rare occasions in the past some winter archmagi have brought criminals before her and asked her to judge them. She is known to be a ruthless judge who often interrogates a guilty person to see what else they are guilty of. The reason behind her judgements is not always obvious -she has been known to pardon criminals who acted for the good of their families while punishing those whose transgressions appeared minor. Needless to say Imperial Magistrates do not consider Rangara to be an Imperial authority - something her allies have occasionally tried to rectify.

"You are a hero of your Empire, not a spoiled child to demand a treat for sweeping the step.

"What you come by too easily, you value too little. If you were to sweat, and bleed, and strive for six months to possess a smooth stone from the beach, just a simple stone, I would say that you would value that little stone more than any amount of silver.

"As to the parents of the little boy... either they will kill you and realise that their son was threatened and learn to protect him better; or you will bring the boy to me and they will learn the lessons that loss teaches. In time they will come to me to bargain for his return, or they will realise they did not truly love him after all and he will abide with me until he is of age.

"Either way, the boy will be safer and his parents will have learnt a lesson."

Rangara's Apprentice

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

Rangara has a special interest in children; her apprentice is always a human child, and rarely of any lineage other than draughir. Children who approach Rangara politely and offer her assistance may be allowed to spend time with her in her Realm. Those who do must be exceptionally careful to specify the duration of their apprenticeship - there are stories of unwise children who have failed to do so and end up serving the Cruel Lady for years until a family member is able to bargain with Rangara for their release. A child who spends time with Rangara usually receives a gift from the eternal when they return to the mortal Realm. Children who spend time with Rangara are very likely to return marked by the draughir lineage, and in later life often follow the path of the physician or apothecary. The eternal only ever has one apprentice at a time; before she will accept another she must be persuaded to release her current apprentice. There are several stories of families who have rescued foolish children from her by exchanging one child for another, sometimes through trickery sometimes by provided Rangara with an apprentice she considers "superior."

Rangara's Apprentice in Play: A player-character child may become Rangara's apprentice for a time. This will usually last between a season and a year. In such cases heralds may collect the child at the end of an event, but they will always be delivered safely to their parents by the start of the next event. Between events the player-character child will spend time with Wise Rangara in one of her many homes, and may be asked to achieve goals for the eternal during an event.

Children are only likely to be stolen away for a longer period with appropriate permission.

While an apprentice is more likely to become a draughir, or an apothecary, there's no requirement for this to be the case.

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Ratification of Britta's Seal

To ratify the Imperial Seal on a warrant bearing Empress Britta’s signature and to pass that Warrant into law.

Proposed by Madruga, seconded by Kallavesa.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Campaign Outcome

Overview

- To ratify the Imperial Seal on a warrant bearing Empress Britta’s signature and to pass that Warrant into law

- Passed unanimously.

Date

- Passed Winter 367YE (Easter 2013).

Cost

- None

Campaign Outcome

The document was confirmed to bear Britta's seal, and the Senate further voted to uphold the rights granted to the owners relating to boar hunting in Imperial Woodlands

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Ravenous Tongue of Entropy

Contents

- 1 Rules

- 1.1 Winter Magnitude 10

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 10

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must have the magician skill.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains the ability to cast, the spells shatter, weakness and paralysis as if they knew them.

They also experience a roleplaying effect: you feel an urge to lash out with your magic at anyone who crosses you, questions you, or obstructs you.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 8. Additional characters must be present throughout.

Description

Ravenous Tongue of Entropy allows a magician to perform three potent battlefield incantations without having to study them. Many ritualists focus entirely on mastering rituals, and this enchantment allows them to 'unlock' their reserves of personal mana and use them in dangerous situations to destroy their enemies. It also sees some use in allowing a magician who already possesses a good store of personal mana to expand their versatility, or bring their anger to bear on those who have wronged them.

This spell grants an instinctual ability to wield the incantations it provides; magicians say there is no real sense that they truly understand the intricacies of the spells in question. Rather they possess an instinctual awareness that they can shape and channel magical energy to burst a shield into splinters, ruse a sword to uselesness, drain the strength from the strongest warrior, or even curse a foe with terrified immobility.

While the ritual is not tied to any particular supernatural power, some magicians speak of being urged to strike down anyone who crosses them, of fighting an internal battle to resist the urge to unleash harmful magic against anyone who so much as looks at them a little askew. Others have reported perceiving these urges as being an actual voice speaking to them from a position just behind their left shoulder. While the ritual has never been interdicted it has come close more than once, primarily due to concerns from the Sevenfold Path.

The magic shields the wielder and her staff from the corrupting influence of the enchantment, but even so they are left with a constant, nagging awareness of the entropy inherent in everything and everyone around them. When they ruffle their son's hair they may suffer a sudden awareness of the slow processes of decay that will eventually leave that child as an old man; when they run their hand along the wall of a building, they know that eventually it will fall into ruins and be gone. People under this enchantment tend to avoid mirrors..

The magic of this enchantment tends to linger and sometimes turns against the magician's own staff; some magicians burn any staff they use to shatter another's weapon or shield. Others find that an otherwise reliable implement breaks at an inappropriate moment, often several months after the effect of the enchantment ends. Magical staffs are at least a little resistant to this effect, but even so once their magical properties fade they, too, tend to become unreliable and may snap unexpectedly.

This ritual draws on the powers exemplified by several Winter eternals including Kaela, Sorin, the Thrice-cursed Court, and of course Wendigo but which are also inherent in creation. Such eternals sometime express approval if she encounters a magician under the influence of this Enchantment.

Common Elements

The performance of this ritual is often especially grim. The inevitable forces of death and decay may be invoked, sometimes accompanied by the bitter ringing of a bell, thumping of a drum or dull sounding of a gong at seemingly random moments. It is often performed at night, and may include symbolic destruction of fragile items. Rusted metal and crumbling stone may be included as additional symbols of entropy. Funereal dress is a common element, as is the painting of the Yoorn or Mawrig rune on the target or their staff, often with a paste made from blood and ashes.

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Razorleaf Hasta

Description

This six-foot spear is usually made of blackened ash-wood, with an orichalcum-iron alloy head, generally shaped like a leaf, and kept at razor sharpness. They were popular with the Vard, and used extensively during their conquest of the land that is now Varushka. The spear has largely fallen out of use, but it is still popular in some of the more isolated vales where warriors armed with a Razorleaf Hasta and a round shield support heavily armoured schlacta in defending their homes against certain monstrous threats, especially husks.

Beyond Varushka, the spear is used by many Navarr brands who are not also warriors, and by some Highborn cataphracts who still practice an adapted form of the one-handed spear and shield fighting style their ancestors used from horseback.

Rules

- Form: Weapon. Takes the form of a one-handed spear.

- Requirement: You must have the weapon master skill to bond to this item.

- Effect: You may spend a hero point to call CLEAVE with this weapon.

- Materials: Crafting a Razorleaf Hasta requires no special materials. It takes two months to make one of these items.

“This” he raised the spear in the air, “is Wind of Winter’s Breath. It has been in the striding for five generations and I intend it to remain so. It has slain orcs, both rebel slave and barbarian. It has tasted the blood of traitors and cowards alike. It has cleft the flesh of man and woman and cares not from whence the blood flows. It was this spear that took the heart of Bloodgore the Ravenous, the dire beast that hunted the Marches for a decade. It was this spear that pierced the throat of the Jotun warchief that strung our children’s flesh upon banners for all to see. This weapon has tasted battle enough to slake the thirst of the most barbarous of foes. Yet is must always be fed”

The thorn looked at the warriors before him. Their shields lay at their feet and their short spears were embedded in the ground beside them. They looked to the old veteran with utter respect, he had danced for a lifetime and now it was time for him to pass on his most favoured weapon.

“With this spear your rage shall be tenfold, with this spear your anger shall be given form. Should you wish it, it shall be the death of your enemies. Limbs shall be split and made useless, the beating of hearts silenced as the orichalcum splits flesh like air. You just need to will it so, and it shall taste the blood of your foes”

The warriors before him bowed their heads in reverence, honoured to be given this opportunity.

“Now” he continued, lifting his shield and readying the ancient weapon. “Which of you has the heart to take it from an old thorn?”

And with that he leapt forward, an ear splitting howl on his lips as those before him raised their shields in defence.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Razorleaf_Hasta&oldid=43454"

Re-employ civil service historical researchers as prognosticators

The senate proposes to divert all Civil Service resources from historical research to prognostication. Instead of funding civil servants to conduct investigations and field work that risk putting them in harm’s way, they will be tasked to do all they can to identify Sentinel Gate conjunctions aligned with areas of interest defined by the senate, or other suitably appointed bodies.

Proposed by Sarvos, Seconded by Tassato.

Overview

- Failed

Date

- Summer 381YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Re-employ_civil_service_historical_researchers_as_prognosticators&oldid=58083"

Reading the Weave

Contents

- 1 Rules

- 1.1 Day Magnitude 6

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Magnitude

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 6

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The ritual targets a single enchanted item or person who must be present throughout.

Effects

At the completion the ritual reveals information about magical bonds. The information depends on the nature of the target - it provides different information when performed on a magic item than when performed on a character.

When the target is an item it reveals information about the bonds attached to that item.

- It reveals if it is bonded to anyone, and who that person is.

- It reveals some details of previous characters who have been bonded to the item.

- It reveals if the item is under the effect of any rituals or spells; what their magnitude is; and what realm they are from.

- It reveals all innate magical properties of the item.

When cast on a character it reveals information about the bonds attached to that person.

- It reveals if the character is bonded to any items, and if those items are present it will point them out.

- It reveals if the character is part of any bands, their type (Banner, Sect or Coven)

- It reveals if the character is under the effect of any rituals or spells; what their magnitude is; and what Realm they are from.

Reading the Weave can penetrate effects designed to stymie or confuse divinations such as the Masque of the Blinded Weaver. If such an effect exists, the ritual must match or exceed the magnitude of any concealing effect to penetrate it; otherwise it will only reveal the presence, magnitude and realm of the obscuring effect.

Enchantments can interfere with this ritual whether they are cast on the target, or something to which the target is bonded. In the latter case, only the bonds to the enchanted item or character are protected.

Additional Magnitude

You may increase the magnitude of the ritual to penetrate more powerful shrouds or masks.

Description

This simple ritual reveals information about items or individuals - or at least about their bonds - and is also occasionally used as an empowered detect magic for penetrating shrouds of magical obfuscation. It is a useful tool for investigators, provided they have a way to apply the information they gain.

The ritual is somewhat limited, but is sometimes supplemented by spontaneous magic that answers more specific questions - for example, some investigators have used magic of the Autumn realm to determine if a specific magic item has ever been bonded to a specific person (when both are present), or to determine if two or more people are members of the same band - or even if they have ever been members of the same band. Performing this effect with formulaic ritual magic has so far not been a priority, given how rarely an investigator needs to know it.

Common Elements

This ritual often involves active divination, often with runestones or cards. Lenses and mirrors are often used to closely examine the target, scyring for the signs of bonds and magical effects. The area where the ritual is performed is usually well-lit, either by sunlight or by multiple lamps, laterns, light-stones or fires. The runes Sular and Ophis may be evoked - the former by covens who actively examine and seek information during the performance, the latter by covens that prefer to rely on sudden revelation to deliver information to them. The former group are usually active in handling the target, while the latter focus more on drawing up (or down) magical energies and may use incense, water or even some narcotics to empower their ritual.

The eternal Prospero is sometimes evoked with this ritual, as are paragons of Vigilance and occasionall Prosperity. The astronomantic constellation of the Web has a strong affinity for this ritual.

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Magical skills (Redirected from Realm Lore)

Contents

- 1 Magician

- 2 Extra Spell

- 3 Extra Mana

- 4 Battle Mage

- 5 Ritual Magic

- 6 Extra Ritual

Magician

- You must purchase magician before you can take any other magical skills

You are able to cast the three basic spells; detect magic, operate portal and create bond. You may gain additional spells by purchasing an extra spell. All spells are described in the spellcasting

Each spell requires you to expend mana to cast them. The magician skill grants you four personal mana per day. You may purchase extra mana. Your character’s personal mana replenish overnight.

If you have access to crystalized mana, then you may use these to cast spells instead of your personal mana. Crystalized mana is produced by a mana site, which is a personal resource. A starting site produces seven crystalized mana per event.

Extra Spell

You may choose one additional spell from the list each time you purchase this skill.

Extra Mana

You gain 1 additional personal mana per day each time you purchase this skill. The cost to purchase this skill increases by 1 pt each time you purchase this skill.

Battle Mage

- Allows the character to use a staff to cast spells

- Allows the character to wear mage armour that provides the wearer with two additional hits

- Mage armour does not protect against CLEAVE or IMPALE

Any character that has purchased the magician skill can use a rod or wand as a mage’s implement to touch a target to cast a spell. This skill allows you to use a staff as a mage’s implement to cast spells. A mage staff can be between 42” and 84” long. During combat, you must hold the weapon in two-hands whenever you use it. If your mage staff is over five feet long (>60”) then you must have at least 18" in separation between your hands when you use it.

Your character may also wear mage armour. Mage armour is a type of magical talismanic armour that protects you against harm but allows you to cast spells. Although mage armour is magical in nature, your character is able to fashion their own armour. If you have purchased this skill then you are considered to have access to a suit of mage armour, in the same way a warrior has access to a suit of mundane armour.

Ritual Magic

Any character that has purchased one or more realm ritual magic skills can perform rituals. Rituals require crystalized mana to cast; they are too powerful to perform with personal mana.

Each ritual will have a magnitude. This is the amount of crystalized mana needed to perform the ritual. The amount of crystalized mana that you can expend is based on your levels of lore in that particular realm. If the ritualist knows the ritual, then the mana that they contribute counts double.

Each level of lore also allows you to pick two free rituals from that realm that your character has mastered. You do not need to pick the rituals you want when you purchase the skill, you may leave the 'slots' free and choose the rituals you want later if you wish.

The cost to purchase a given lore skill for a realm increases by 1 pt each time you purchase that lore skill.

Extra Ritual

You may choose to master two additional rituals each time you purchase this skill. You do not need to pick the rituals you want a tht etime you purchase the skill, you may leave the 'slots' free and choose the rituals you want later if you wish.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Magical_skills&oldid=32285#Ritual_Magic"

Realmsroot

Description

Also known as bright mandrake in the western regions of the Empire and as gatebloom in pre-Imperial texts, realmsroot is a very rare plant that has a propensity for reacting to certain types of magic. The plant is found growing in the wild around regio, unharvested crystalline mana, and other strange occult confluences, absorbing the ambient magical energies they emit; it is notorious for being extremely hard to cultivate in a garden or other controlled environment. Each individual mandrake flowers once every six years, blooming into vivid, colourful blossoms that indicate the herb is at its most potent. Once dug up, the magically-infused root of a flowering plant can be ground up into a paste that has a dramatic narcotic effect on the lineaged. The root smells earthy even when washed and cleaned, but has a zesty, refreshing note to it as well. Some herbalists draw comparisons between the appearance of realmsroot and bladeroot and consider the two plants to be related.

Most realmsroot in the Empire is acquired and sold on the public Bourse auction. Imperial herbal knowledge is not sufficient for realmsroot to be widely grown in herb garden personal resources, or for herb gardens to diversify into it, outside of specific and unusual circumstances.

Rules

- Any character can grind up and use realmsroot by rubbing it into their skin.

- Realmsroot has no effect on unlineaged humans or on orcs.

- Lineaged characters who use realmsroot experience the effects indicated inside the rip-on-use card.

Common Herbs

Bladeroot

Cerulean Mazzarine

Imperial Roseweald

Marrowort

True Vervain

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Reap what you sow

"Gregora," called the overseer. "Gregora!"

"What?" asked the surly miner, wrestling her cart full of orachalcum ore to a halt.

"Weren't you meant to be reinforcing the tunnels down in the north-west shaft?"

"Maybe?" she replied, insolently. "What's the bloody point, though? The orcs can reinforce it their bloody selves when they get here."

"Not if it falls down next week, they can't."

"Look," she snapped. "Do you want to leave this all in the ground for them - or do you want to take what we're owed for all our hard work before we're forced to give it up?"

The overseer mulled this over for a moment.

"A good point, well made." he said, and left her to get on with her job.

Contents

- 1 Overview

- 2 Significance

- 3 Hands Full of Dust

- 4 Resolution

Overview

The auras spread to remind them of the Miracle at Hahnmark may have faded, but the miners of Skarsind are still deeply concerned with their Prosperity. They are also concerned about the message - apparently originating from Anvil - that they have been sold down the river by the rest of Wintermark. It may be virtuous to give a homeland to the Imperial Orcs, but is it virtuous for strangers to benefit from their hard work?

No-one is really holding a grudge against the Imperial Orcs, many of the people of Skarsind have a lot of sympathy for the orcs. The Winterfolk have been displaced, or struggled under the tyranny of the Thule, and the Imperial Orcs were instrumental in liberating their home after all. Their actions do not grow out of dislike for the Imperial Orcs, but out of the belief that they deserve to enjoy the rewards of their hard work - that the people of Skarsind should get as much fruit out of their labours as possible before they have to hand off the orchard, as it were.

Significance

At present the impact of the dissatisfaction are limited to Skarsind's mines. The miners are enjoying a windfall as a result, but storing up problems for the future. If this rampant consumption of natural resources is left to continue unchecked, by the Winter Solstice the mountains and hills will be littered with unsafe tunnels. This will make it increasingly difficult to get anything out of the ground without a serious clean-up effort - probably involving a Senate commission and weirwood-and-mithril supports for the broken sections.

The foresters, gardeners, and mana producers of Skarsind are also looking at the miners' activities with interest and may be persuaded to follow suit. If they do, they will clear-cut forest, pulling up immature plants, and over-harvest their mana sites - assuming it continues to appear to be virtuous so to do.

As this is a Wintermark matter, motions in the Wintermark National Assembly are likely to carry more weight with the people than in the Virtue Assemblies, especially if it is clear that the stormcrows of Skarsind have participated - although the Prosperity and Loyalty assemblies may also hold some sway, and the General Assembly is rarely ignored entirely.

A judgement in support of the Winterfolk claiming the wealth they have invested in will encourage the foresters, herb gardens, and mana sites to join the scramble for production. A judgement decrying it will discourage them from doing so and will most likely slow the speed of strip-mining. It is possible, however, that such a judgement may be received poorly and damage the morale of the people of Skarsind even further.

Hands Full of Dust

In the south, the marshes of Kallavesi continue to suffer under the effect of a potent curse. The slow draining of the mana flows has not worsened, but it also has not got any better. Crystal mana is in some demand now, after several seasons of shortage and after recent events in the League and Urizen. A few mystics have reported seeing eerie dancing lights over the Kallavesa Marsh, and mutter grimly about what they portend.

Resolution

The Wintermark assembly made not one but two judgements criticizing the strip-mining of Skarsind; the Assembly of Loyalty passed a judgment of its own to the same effect. All three judgements described the practice - and those who undertake it - as 'unvirtuous". The wide-spread practice of over production has declined as a consequence, but the morale of the remaining hard-liners in Skarsind has been lowered even further.

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Reaving Mattock

Description

A re-purposed farming tool, the Reaving Mattock has a heavy steel head and a stout oak handle inlaid with tempest jade. What a mundane mattock does to hard or frozen soil, the Reaving Mattock does to enemy soldiers, leaving them bleeding to death or crippled. They are unsurprisingly popular with the agriculturally-minded yeomen of the Marches and with the Varushkans, and much less so with the citizens of the League, Dawn and Urizen due to their associations with farming.

These weapons were among the first weapons crafted by the Imperial Orc artisans after they joined the Empire, many of whom were familiar with similar tools from their time in the mines, or working the farms. They have remained a popular choice, especially with those Orcs who prefer to spend their time slaughtering their barbarian cousins rather than embracing the strict discipline of the Imperial armies.

Rules

- Form: Weapon. Takes the form of a two-handed weapon.

- Requirement: You must have the Weapon Master skill to bond to this item.

- Effect: Once per day you may call IMPALE with this two-handed weapon.

- Materials: Crafting a Reaving Mattock requires seven ingots of tempest jade. It takes one month to make one of these items.

Brint rolled over weakly, groaning in pain. He looked up at the dark clouds above, sure that he saw the face of his grandmother forming in them, wispy hands reaching out, face disapproving. “The discipline of the legions might have saved your family.” she whispered. “Your battle-lust his doomed them both.”

He couldn’t hear anything from the world around him; the blow that had split his skull had seen to that. He’d not even seen the attacker that had felled him; hit from behind as he ran to his tent to fetch his weapon.

His wife … his legion ... he had to protect them. She was slightly built and while she wielded herbs with great skill she was not a soldier. Tannat had insisted on remaining alongside him and the reaver band, despite the rigours of a long pregnancy. The warlord had shrugged and told her she knew her own mind best; if she thought she could keep up, then he would not stop her accompanying the band.

A shadow loomed over him blocking his view of the clouds; a fur-clad orc with a blade taller than he. The barbarian looked down at him and spat, a thick glob of phlegm landed on his barely breathing chest. The barbarian snorted and raised the blade high in the air, preparing to end Brint's life.

The blow never fell.

Brint didn’t hear the scream but everyone else did - anger mingled with fear and the sound of it cutting through the echoes of battle. A small figure burst from the tent wrapped in simple robes, a petite female orc who looked barely older than twenty summers, the wailing of her newborn sounding behind her.

“Leave. Him. Be!” she snarled, her voice little more than a whisper. She had a farming tool over her shoulder, almost comically too large for her. She hobbled toward the barbarian standing over her prone husband.

The barbarian orc laughed and hefted his weapon, bringing it up for a killing blow. She raised her tool to meet the jagged sword of the barbarian, screaming defiance.

The blow never fell. The barbarian's prized blade fell into the mud as he bellowed in pain and confusion, his left arm shattered and broken and dangling uselessly at his side. He fumbled to draw his long dagger with his other hand. Before he could draw it a pair of arrows thudded into his chest and sent him sprawling to the floor. The last thing he saw was Tannat standing over him, legs spread, almost overbalancing as she swung the bloody mattock up to bring it down on his face with murderous force.

Sweat plastering her hair, Tannat drove the mattock deep into the ground by Brint's head, grabbed him under his shoulders, and started to drag him back towards the healer's tent, swearing that if he lived she would make him sorry he had ever been born.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Reaving_Mattock&oldid=50073"

Rebel March

A great song to sing about the March from Dawn - also highly suitable when you want to have a stab at any Marcher that develops airs of being better than the rest of us!

Sheet music available here

The first half of each verse is the same every time - so a great one for everyone to join in with, there! Original song 'Thaney' by Karine Polwart. Words by Jude.

Rise up now and break your shackles Join us as we march along Sister side by side with brother Till we march ten thousand strong I shall have no lord and master Sitting in his halls of stone Sow no corn and reap no harvest But for land that's ours alone

Rise up now and break your shackles Join us as we march along Sister side by side with brother Till we march ten thousand strong I shall wear no leash and collar I shall be no rich man's hound Let the scraps from off his table Lie uneaten on the ground

Rise up now and break your shackles Join us as we march along Sister side by side with brother Till we march ten thousand strong Never more we'll bow and curtsy  Never more we'll bend the knee  Ours will be a bond of equals Forged in trust and loyalty

Rise up now and break your shackles Join us as we march along Sister side by side with brother Till we march ten thousand strong You who serve a cruel master You who long to be set free Take the yoke from off your shoulders Rise up now and follow me

Rise up now and break your shackles Join us as we march along Sister side by side with brother Till we march ten thousand strong Raise your head and raise the banner Fall in now behind the drum Foes shall quail and tyrants tremble As they hear the Marchers come

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rebel_March&oldid=45304"

Rebirth in Reikos

The Virtue to which the First Empress was dedicated remains an enduring mystery. The Synod has rejected that she was an exemplar of Courage. In her life, we can see her exemplify all of the Seven Virtues and the Virtuous should look to her example whatever their chosen dedication. She created her Empire to allow her people to follow and uphold Ambition, Courage, Loyalty, Pride, Prosperity, Vigilance, and Wisdom. She placed none in prominence above the other. I call on the people of my Empire, the people of Highguard, and my followers in the chapter of Yael’s Revelation to dedicate themselves to the Virtue to which their soul cleaves most true. A life lived in pursuit of any of the 7 True Virtues will speed you through the Labyrinth, through the cycle of Reincarnation, and on to the transcendent destiny I have glimpsed beyond the Labyrinth. I go with liao to bring this message

The General Assembly of the Imperial Synod 380YE Winter Solstice

I, Jared of the Suns of Couros Chapter of Highguard in Reikos will travel the lands of the Empire to counsel the Faithful that the General Assembly of the Imperial Synod has rejected the First Empress as an exemplar of Courage on grounds of insufficient evidence. She is now amongst us again and we must listen and learn from her again.

The General Assembly of the Imperial Synod 380YE Winter Solstice

Contents

- 1 Overview

- 2 Significance

- 2.1 Helping Yael

- 2.2 Countering Yael

- 2.3 Further Reading

- 3 Resolution

Overview

More than a decade of bloody rule by the Druj has made a charnel house of Reikos. Burned out chapter houses litter the land. Wells poisoned with lye. Carcasses block the streams that now carry fetid water to the Haros. The Druj were not content to conquer Reikos - and so they sought to destroy it. It would be the work of years to unmake the ruin they have wrought and restore Reikos to its former glory.

The savage wickedness of the Druj, the butchery and the destruction, was not mindless. Rather it was orchestrated by the depraved leaders of the Druj, a deliberate program of oppression intended to break the spirit of the Highborn people. Only the strongest, armoured by their faith in the Way were able to endure it unchanged and none were left untouched. It is no wonder that Golan's message was so readily taken up - the people, like the land, seek salvation.

Now Golan is absent, leashed by the Synod. But that august body of the Empire, the mountain on which the fortress that is the Way is constructed, has authorized two priests Yael and Jared of the Suns of Couros to bring their message to the receptive people of Reikos. The timing for this latest intervention could not be more apropros - the priests arrive just as a wave of magic plunges the territory into chaos once more.

Micah stared at the water she had drawn from the old stone well. It was not a deep well and often ran dry in high summer, but since the recent change there seemed no end to the water she could draw from it. It was always bitter of course, the Druj had had made sure of that long ago.

When word of the First Empress's most recent journey through Reikos had reached Micah she had paid it little attention. A land without tears? Micah had abandoned tears when she gave up her childhood. Crying did not fill the hole in your belly - nor the one in your heart. What use had she for such dreams?

Her mother had fought to the last to defend their farmstead, until she was cut down by a poisoned arrow. Her father they had captured and taken as a slave - she never saw him again. But Micah had been young at that time - so young that they had simply ignored her and moved on. A child not even worth enslaving, they had abandoned her to her fate. Their last act of spite was to fire the farmstead and pour lye into the well - poisoning the waters that had once brought life to the tiny farm.

She had survived for all the years that the Druj had controlled Reikos by hiding out in the ruins. Food she could forage for, but clean water had been her a constant struggle. Anything drawn from the well not even fit to feed animals, bitter and even a sip would make the stomach heave. On good days she liked to imagine that one day she would be grown enough to the dig the well out and remove the last trace of the Druj bile from her parents farm - but it was little more than a dream.

And then the change had come to Reikos. The burned out ruins of her parents farm was slowly consumed, the few remaining beams that survived the fire quickly rotting while the thick ivy pulled down what little remained of the walls. Micah had fought it at first, but it was hopeless and in the end she was forced to accept the inevitable. She abandoned the ruin and built herself a small shelter in the thick green wood that was now growing where her mother had once grazed their flock of sheep.

Now as she looked at the water in her bucket she stared, unable to believe what she was seeing. It was impossible - simply impossible. The water should have been brackish and green - good for watering her small vegetable patch and little else. But instead it was clear - completely clear - like meltwater from a mountain. She cupped a little in her hand and cautiously tasted it, expecting to feel the familiar burn on her tongue.

Instead the water tasted wholesome and fresh... pure. Of the legacy of the Druj, the poison they had spitefully poured into the old well, there was no trace. The water - the well - her parent's well - the one her mother and father had worked so hard to create all those years ago - was clean once more.

Silently she whispered a prayer of thanks to the First Empress for this miracle, as she raised her hand to her cheek to wipe away the wetness.

Significance

Shortly after the Spring Solstice, a wave of change sweeps over Reikos. It begins with the smallest thing, a crop of strange fungi begin appearing throughout the territory. There are edible mushrooms aplenty - food enough for everyone - but also brightly coloured toadstools with vermillion caps thick with poison and tall yellow mushrooms that hurl spores far and wide every time the wind blows. Every imaginable fungus seems to blossom as well as the moulds now growing on trees, plants and buildings. From the fetid waters long poisoned by the Druj, new life springs. Attempts to remove the fecund growth is futile, for every mushroom cut down, two more spring up in its place the next day.

Into this miraculous landscape come two priests, Yael with her companion Jared, sent from the Imperial Synod. They travel the land, working to undo the heretical glamour Golan has worked upon a desperate people, bringing word of the First Empress reborn. The vast bounty of liao brought with them is more than sufficient to bring the followers of the heretic Golan under her sway, and discredit his vision of Courage as the prime virtue - especially with the forceful words of Jared's synod judgement to back them. Where Golan had denounced the Synod, seeking to turn the Highborn against the august body, the words of Yael and Jared are backed by Synod judgements. Working patiently they counter Golan's claims, and spread the word that Yael is the First Empress reborn - at the very moment that Reikos itself is reborn.

Some say the timing is serendipity, a mere coincidence. Some point to the all the memorials, graves, mausoleums and monuments saved from the Druj, now drowned beneath this wave of life. They say the magic is the work of fell creatures - of twisted beings from the Realms who seek to yoke human destiny - they claim that Yael and Jared are in league with these creatures - some even claim that they are heralds of Spring themselves.

But those who are thankful for the change sweeping over Reikos point out that what is happening is exactly what they would expect from the presence of a living paragon, what Imperial doctrine has lead them to believe should happen. It is a miracle. Everywhere the First Empress walks... new life springs up and the stain of the Druj is washed away. They cite the multiple judgments of the Imperial Synod, which has repeatedly chosen to confirm that Yael is the First Empress - returned from beyond the labyrinth - to the Empire. The Synod - the bastion of Imperial orthodoxy, the center of learning that points the Way for the entire Empire - has embraced the First Empress. The mighty have spoken - who can refute that judgement now in the face of a clear miracle?

By the time of the Summer Solstice, the transformation of Reikos, both physically and spiritually, is well underway. Many of those who followed Golan have returned to their original congregations; enough that the levels of attendance have returned to normal - at least for now. But others, eager for any hope of salvation in these apocalyptic times have taken up the new cause with great fervour. Now a massive impromptu assembly has formed in Reikos, the Congregation of the First Empress, dedicated to spreading word of the her rebirth. If the current preaching continues for another season, this new congregation will begin to eclipse the impact that even Golan achieved.

Helping Yael

If the Courage Assembly or the Highborn Assembly passes a judgement encouraging citizens to listen to the First Empress reborn then the backing of the Synod will provide a massive boost to her efforts. In support of Yael, the Synod can authorize a priest to employ liao to spread word of the return of the First Empress. For each 25 doses of liao authorized, the effects of the Congregation can be spread to an additional territory adjacent to Reikos. This will significantly increase the size of the new congregation but will not affect attendance at other congregations. In addition, either of these Assemblies could choose to further support Yael in Reikos. If a named priest is authorized to employ 50 liao in Reikos the current Congregation will grow significantly larger - but the impact of this will then be noticeable on other congregations in the territory.

Ultimately Yael is claiming that to be "the First Empress, returned from beyond the Labyrinth and reborn among the people of my Empire". Her words describe her "vision of the Labyrinth and of the Land Without Tears." If the General Assembly passes a judgement in support of this claim, then a named priest chosen by either the General Assembly or the Assembly of Courage could spread this word across the Empire. This would require 100 liao - but every territory in the Empire would then experience the same effects currently happening in Reikos. The priest could be named as part of the statement of principle raised by the General Assembly.

Countering Yael

If the General Assembly or the Courage Assembly passes a judgement refuting the earlier judgement by Jared of the Suns of Couros that the First Empress "is now amongst us again and we must listen and learn from her again" or the Yael's claims to have had a "vision of the Labyrinth and of the Land Without Tears." then they can name a priest to travel to Reikos with 250 liao. This will counter the effects of the Congregation of the First Empress, persuading those who have sworn to the new congregation to give up their crusade undoing all the work that has been achieved so far.

As always, in the event that multiple incompatible judgements are passed, the judgement that has had the largest amount of liao spent on it takes precedence.

Further Reading

There's a lot going on in Reikos this season. You may also want to look at some of the following sections:

- Winds of War

- More details of the general situation

- An opportunity for the Imperial Synod regarding the weird fungi growing in parts of Reikos.

Resolution

The Imperial Synod supported Jared, Cardinal of Loyalty, in spreading the word of Yael's teachings throughout the entire Empire. You can learn more about the repercussions of this event here.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rebirth_in_Reikos&oldid=53319"

Rebuild Aleksandra's Watch

To undertake construction work at Aleksandra’s Watch, a fortress in Karsk.

Proposed by Karsk, seconded by Reikos.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Reconstruction work on Aleksandra's Watch in Karsk

- Passed

Date

- Winter 381YE

Cost

- 20 Thrones

Progress

- 20 thrones provided by Magnus Anatolyvich Prochnost after Winter Solstice 381YE.

Campaign Outcome

- Reconstruction work will be undertaken.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rebuild_Aleksandra%27s_Watch&oldid=63890"

Rebuild the Colossus of Sarvos

To repair the Colossus of Sarvos.

Announcement by Shauni di Vergo, bearer of an Imperial Wayleave.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Repairing damage inflicted on the Colossus of Sarvos

- Passed

Date

- Winter 381YE

Cost

- 8 wains of white granite

- 16 crowns

- 3 months to complete

Progress

- 8 wains of white granite and 16 crowns provided by Shauni di Vergo after Winter Solstice 381YE.

Campaign Outcome

- Reconstruction work will be undertaken.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rebuild_the_Colossus_of_Sarvos&oldid=64310"

Rebuild the Towers of Anduz

To get permission to rebuild the Towers of Anduz, to promote trade and good relations with the Faraden and boost prosperity of the empire.

Proposed by Segura, seconded by Miaren

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Permission to restore the Towers of Anduz in Segura.

- No funding requested.

- Passed in principle.

Date

- Winter 378YE

Cost

- 50 wains of white granite

- Time: 3 months to construct

- Upkeep: None

Progress

- 50 wains of white granite provided by Avisena i Ezmara i Guerra after Spring Equinox 378YE.

Campaign Outcome

- The Towers of Anduz are a great work in the territory of Segura that helps protect merchant caravans travelling through the Lasambrian Hills.

- Any business in Segura operated by a Freeborn citizen will gain a share of additional money due to improved trade with the Faraden and the Iron Confederacy).

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rebuild_the_Towers_of_Anduz&oldid=36579"

Rebuild the roads of Karsk

To Commission a Great Work The Rebuilding of the Roads of Karsk in Karsk.

To benefit the mines and forests of region with 100 resources.

Will also allow Varushka to support a third Army.

Self Funded.

Proposed by Karsk, seconded by Holberg.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- This is to restore the devastated road network of Karsk.

- Passed

Date

- Autumn 379YE.

Cost

- 80 wains of White Granite

- 20 Thrones in labour costs

- Time: 6 months to construct

Progress

- 40 wains of white granite and 20 thrones supplied by Radomir of Varushka after the Autumn Equinox 379YE.

- 40 wains of white granite supplied by Radomir of Varushka after the Winter Solstice 379YE.

Campaign Outcome

- This great work, when completed, will increase production for all mines and forests in the territory of Karsk.

- Once the road network of Karsk is restored to its former state, Varushka will be able to support a third Imperial army.

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Senate recent history (Redirected from Recent History (Senate))

Redirect page

Recent History (Synod)

Recent History

The following are summaries of actions taken by the Imperial Synod since the death of Empress Britta in 377 YE

377 YE

- Spring Summit, 377 YE

- Summer Summit, 377 YE

- Autumn Summit, 377 YE

- Winter Summit, 377 YE

376 YE

- Winter Summit, 376 YE

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Recent History - Historical Research

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

At the request of Ioseph of Phoenix Reach, Minister of Historical Research, we present a record of recent historical research completed through the Ministry and/or the Senate.

379YE

Topic

Date

Comissioned By

Notes

research into the Gwerin Marfae, the marshfolk around at the time of Terunael

Autumn 379YE

Corey Brackensong

Complete

Further research into the
runeforge
in
Skarsind

Autumn 379YE

Palladius of Urizen

Complete

The relationship between auras and the paragons/exemplars they are named

Spring 379YE

Yael of Felix's Watch

Complete

The naval campaign of
Emperor Barabbas

??

??

Complete

378YE

Topic

Date

Comissioned By

Notes

Briar graves and land fertility in the Marches

Autumn 378YE

Completed Winter 378YE

Empress Varkula's
burial rites (and their efficacy)

Autumn 378YE

Completed

Artok Ice Golems

Autumn 378YE

Completed Winter 378YE

The Incarnadine Satchel

Autumn 378YE

Completed Winter 378YE

The Mask of the Visionary

Summer 378YE

Completed Autumn 378YE

Mazen
and the missing Golem

Summer 378YE

Completed Autumn 378YE

The
Crown of Three Tears

Summer 378YE

Thane Aedred in Wintermark

Completed Autumn 378YE

The
Equine Rod

Summer 378YE

Completed Autumn 378YE

The
Imperial Favour
of
Empress Britta

Summer 378YE

Ioseph of Phoenix Reach

Results Published

The Campaigns of
Emperor Guntherm
against the
Jotun

Spring 378YE

Completed

The Banner of the Gryphon's Pride

Spring 378YE

Completed

377 YE

Topic

Date

Comissioned By

Notes

The origins of the
Volodny
Bas Celik

Simargl of the Circle of Zulgan-Tash

Completed

Coven of the Burning Star

Ioseph of Phoenix Reach

Completed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Recent_History_-_Historical_Research&oldid=46678"

Reclaimers

Thom Sullivan de Tassato Mestra froze in place. The two massive black dogs between him and the door snarled and slavered, revealing deadly looking fangs. He held up his hands and tried to soothe them while desperately scanning his surroundings for an exit.

From inside the house, a man's voice called out. "Sun! Storm! Down! Leave Master Sullivan alone!"

The dogs immediately dropped prone, tongues lolling. Jonas Quayle entered through the doors of the conservatory, with a disapproving expression on his face.

"This is not the front door, Master Sullivan." He said coldly. For all his years living in Holberg, his Upwold accent was still noticeable.

Sullivan smiled disarmingly but it was lost on Quayle. He gestured for the investigator to follow him, and lead the way through into the main part of the house.

"I trust you and your companions were successful, Master Sullivan?" He asked as they walked. Sullivan nodded.

"A nice place you have here," he said conversationally as they passed along a short weirwood-paneled hall. Quayle's frosty attitude did not thaw.

"It is not my house, Master Sullivan. I am merely looking after it for a ... for a friend. Mind where you put your feet, please. That rug is not for walking on."

Sullivan stopped, looked down at the brightly coloured carpet, and stepped pointedly round it. It looked expensive, he mused. But then everything in the Nest looked expensive. And probably was expensive.

Quayle lead him into an open-plan study, and closed the door behind him. Despite the warm Spring evening, there was a fire burning in the grate. His host noticed him noticing it.

"I am over sixty years old, Master Sullivan. I feel the cold. Shall we get down to business."

Sullivan nodded, and swung his satchel round. Carefully, he withdrew the oilskin wrapped package. The three of the had risked a great deal to acquire this prize from a ruined villa in southern Rebeshof, right on the edge of the stinking Morass. Or at least, the villa used to be on the edge of the Morass. These days, the marshes were well on their way to drowning the entire estate. Not that there had been much of the estate left to swallow.

"Here we go," he said, unwrapping the bottle and placing it on the low table. "I have to say though that it was a good deal more difficult than you'd lead us to believe. There were rats ..."

Quayle cut him off. "Don't worry, Master Sullivan. You will be well compensated for your time and that of your team. I assume master Calvin and master Wright are both still alive?"

Sullivan cracked a grin. "It'll take more than some rats, a nest of marsh vipers, a couple of orcs, and a lot of mud to slow us down."

He nodded towards the bottle "I take it you're happy?"

Quayle just looked at it. His face was unreadable.

"The Kröger '21," he said in a quiet voice. "We always planned to drink this when the orcs were finally driven back. It looks like it's just going to be me, now."

Sullivan turned away and made a show of examining one of the dragonbone statuettes on the mantelpiece, to give his host time to collect himself. He caught sight of himself in the mirror. He looked sharp in his new red and gold coat, even if he did say so himself. He smoothed his bushy moustache, and winked at his reflection.

Mr Quayle cleared his throat. Sullivan turned back round to find that the dapper, older man was now quite calm. There was no sign of his earlier emotion. The taller man noticed that the bottle had vanished, however.

Jonas Quayle was all business.

"You've exceeded expectations, Master Sullivan, you and your little gang. I am cautiously impressed. I'll have your money brought through in a moment. But before I do ... I don't suppose you might be interested in another commission? I've recently heard rumours about a certain ring that I'd be quite interested in having in my possession. But it might be dangerous - very dangerous. And the kind of rats you're likely to run into if you start looking for it walk on two legs and are more likely to shoot crossbows at you than to scurry away."

Thomas Sullivan made a show of thinking carefully about the offer but he already knew the answer - and he knew that while Calvin and Wright might make a great show of wanting no part of it but he could talk them round. He treated Jonas Quayle to his broadest, most convincing smile.

"I think I would definitely be interested, Quayle - the only problem is that with the Towerjacks in Dawn, I find myself in need of somewhere to stay."

Quayle didn't catch on immediately, and then his expression became mildly horrified.

"You say this isn't your house? Will the real owner mind if I stay here for a few months. I mean days? Days, definitely ..."

Contents

- 1 Overview

- 2 Clearance

- 2.1 The Arch

- 2.2 The Park

- 2.3 Inaction

- 3 Walls

- 3.1 Holmauer

- 3.2 Holfried

- 4 Herbs

- 5 The Twisted Briars of Misericorde

Overview

Now the the Druj have been driven from Holberg, and the animate trees have subsided, the focus has inevitably turned to rebuilding the territory. The destruction wrought by the Druj is widespread. The suburbs of Holmauer are in ruins - barely one stone left atop another. Not only is it an eyesore, but it has begun to develop something of a problem with dangerous vermin. Holmauer is perhaps the worst, but it is by no means the only site of devastation. The general damage caused by the Druj in their three-decades of occupation, culminating in the war to drive them out, and then the angry trees who have spent the last year ravaging the territory, has left the entire territory in a bad state.

Clearance

There are damaged and destroyed buildings throughout Holberg and much of Holmauer in particular lies in ruins. The ruins impact the prosperity of Holberg, while individual businesses still flourish there are simply less of them there might otherwise be. As a result the taxation drawn from the province is considerably curtailed - something that hurts the pride of many Holberg citizens and the coffers of the Imperial treasury. In time, new businesses will be established, so the situation will gradually improve even if no action is taken, but there is an opportunity to speed the recovery and create a lasting great work in Holberg in the process.

The Arch

The proposal drawn up by the aging Piet Van Holberg is to focus the restoration on Holmauer - the worst affected region. As part of the work - it would rebuild several civic structures, and repurpose the ruins as building materials for roads and walls as well as reclaiming some of the public parks and restoring some of the old buildings. By clearing the ruins from the approach to the city, the builders could create a long sweeping thoroughfare that would be lined with statues and culminate in a vast triumphal arch. Such a construction would rival some of the most impressive architecture found in Highguard and bring pilgrims from far and wide to see it.

The clearance and the arch work would require 40 wains of white granite and 10 thrones and take two seasons to complete. Once done, the ruins quality would be removed, the taxation restored to normal, and the resulting flow of pilgrims to the city would produce 50 Synod votes and 25 liao spread between the congregations of the city.

The Park

However there is a counter proposal from Katarzyna Von Carstein, a Jarmish immigrant to the city twenty years ago. A former lover of Piet and now his most vocal critic, Kasia has called his plans "stodgy", "traditional" and most cuttingly "pedestrian". Kasia proposes a much more bold construction - clearing the ruins from around Holmauer would allow this area of the city to be laid out in such a way that there would be plenty of space for parks and greenery; a beautiful open-air theatre; fine civic buildings; entirely new sewers; and all in all transform Holmauer into one of the richest, most beautiful, and most desirable areas to live in in the entire League.

The proposal for the reconstruction would require 40 wains of white granite, 60 wains of weirwood, 25 thrones and take three seasons to complete. The work would restore the taxation and remove the ruins but the improved opportunities for business and commerce in the city would bring a dividend of 1500 rings shared between every business in the territory.

Inaction

The only other alternative being proposed is to do nothing. Such a course would not be popular with the citizens of Holberg - it would leave the region of Holmauer permanently scarred by the ruins and depress the taxation returned to the Imperial coffers. This choice means that the ruins quality would be permanent and it would take eighteen months for the taxation to recover to "normal" levels.

Walls

Holberg was once the most fortified territory in the Empire - a testimony to the skills of some of the Empire's greatest military architects. The walls still stand around Holfried, protecting the great city as they have always done - but the fortifications at Rebeshof and Holmauer are gone. The grim reality is that these fortifications have kept Holberg safe when the armies of the Empire could not always be relied on. As one Holberg Prince once commented - "armies are fine in their way but the thing about stout walls is that you never wake up one morning to find they have been deployed to the other side of the Empire...". Holberg has never fallen to the Druj - but most wise inhabitants of the city are all too aware that they have been defeated - not destroyed. They will return - and when they do, walls may be the only thing that be relied on to preserve the ancient boast that the city has never been taken.

Consequently the enterprising citizens of Holberg have been drawing up plans - not just to restore Holberg to its former impregnable glory - but to scale new heights.

Holmauer

The walls of Holmauer are absolutely shattered. They could be rebuilt as a typical fortification - but a more exciting opportunity presents itself. Brechtje Van Holberg, chief architect of the Holmauer Lodge, has worked with the architects and engineers of the University of Holberg (many of them retired veterans of the Towerjacks who spent thirty years garrisoning the walls of Holberg) to present an ambitious set of plans for new defences around the outer city. These plans make great use of the unique geography in the area, crucially the narrow approaches that lead to the outskirts of the city - to make Holmauer even more deadly to assault.

Employing these plans would require 160 wains of white granite, 40 wains of mithril and 20 wains of weirwood. The total cost would be 55 thrones, and construction would take two years. The resulting fortification would have a strength of 6,000 and an upkeep of 18 Thrones but it would be a wonder of the world on par with the Docks at Caricomare in their prime, with built in ballistae, reinforced pneumatic gates, mechanical blades designed to destroy siege ladders, and pits and traps designed to slaughter any attacking force. The ruthless nature of the design means that the fortification would inflict 25% more casualties than normal on any force attacking the Holmauer.

Holfried

Holberg has long prided itself as the centre of military architecture in the Empire - the university houses a number of experts on siege warfare and the library includes books on military constructions from across the world. For generations the brightest minds of the city have earned applause for helping to devise new ways to keep her safe. No territory in the world was ever as fortified as Holberg - and to the minds of many in the League it is only the walls of this greatest of all military cities that has kept the eastern borders of the Empire safe as army after after of Druj barbarians have died on her walls. And yet for all their boasts to be the greatest there was always the unpalatable truth that Holberg might be the greatest fortification in the known world... but it was not the biggest. That prize went to another...

And so Menno Van Ritsjhof has drawn up plans for what would be the most ambitious fortification ever seen in the Empire. He has gained support from many of the finest craftsman and workers in the city for the project to demonstrate convincingly that he could carry out the work much quicker than would normally be possible.

Building on the existing defences, but substantially upgrading them would need 200 wains of white granite and 50 thrones - but the work would be completed in a year and would raise the walls of the fortification to extraordinary new heights, giving it a defensive military strength of 12,000 and increasing the upkeep to 28 Thrones a season. More importantly it would restore the pre-eminence of Holberg as the location of the most important fortification in the Empire - and crucially as the biggest!

Herbs

This opportunity is no longer available - but see here.

In the earliest days of Holberg, the Morass spread across much of Rebeshof and Ennerlund. One of the first large-scale projects undertaken in Holberg after it joined the League was draining the marshes and building a series of dykes and dams to keep the water and mud contained. The Druj have destroyed these defences and - thanks to the extensive use of Spring magic in the territory - the marshes are quickly spreading to reclaim their old haunts.

With the expenditure of 40 wains of weirwood, and 10 Thrones, the dykes could be restored and some effort made to replace the paths and bridges the Druj have destroyed. This great work would add 75 random herbs to the production of herb gardens owned by League citizens in Holberg. The only risk here is that such extensive construction may rouse the ire of the marshwalkers of the deeper marsh.

Alternatively, the Empire could allow the morass to spread into Rebeshof and Ennerlund, returning to its natural size. After all, very few league citizens care about farms and since the Druj have departed the farmland of Rebeshof has been further devastated by angry trees. There would still be the need for some construction - if only to stop the marsh swallowing Kröger Steading and similar farms - but the result would be a vast, teeming marsh tended by skilled herbalists and doctors that would rival the Kallavesa marshes for valuable healing herbs. This project would take six months to complete, and would cost 64 wains of weirwood and 128 crowns. It would cause both Rebeshof and Ennerlund to gain the marsh quality, but it would split 130 herbs between every herb garden in Holberg each season.

There are only two slight drawbacks to letting the marsh spread. The first is the need to add additional pumps, and the work needed to combat the rise in the water table, would increase the upkeep of the Great Pits of Ennerlund by 2 Thrones each season. The other is that it would permanently reduce the production of all farms in the territory of Holberg - both current farms and any future farms claimed in the territory, costing every farm 36 rings a season in lost production.

The Twisted Briars of Misericorde

The northern forests of Misericorde and Utterlund continue to labour under a sinister atmosphere. The scattered bands of orcs that haunt the northern forests continue to avoid contact with Imperial troops. Yet all is not well in the forests; the vines and briars that sprouted over Autumn. They have grown stronger, and they continue to evidence a grim vitality that marks them as something other than natural. They appear to be restricted to the northern forests and have not spread into Rebeshof or Ennerlund.

Small groups can generally move through areas where the plants are found without too much difficulty, as long as they are mindful. Any sort of large scale deployment of troops, such as a campaign army, could be significantly impeded by the presence of this unfamiliar creeping bush. There is little doubt that there is something unnatural at work here.

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Recognise Academy program of mentorship

This motion is currently undergoing scrutiny.

The motion for the Senate’s support and recognition of the creation of a mentorship program for the young people of the Empire.

In which, Imperial Citizens can put themselves forward via the Academy to take on a young person wishing to take an active role in their profession.

Proposed by Dean of the Academy, Seconded by Sarvos

Overview

- Passed

Date

- Spring 381YE

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Recognise Irontide Isk

Recognise and applaud the service of the orc Irontide Isk both for Senate security and for saving the Empire 100 thrones.

Proposed by Miaren, seconded by Kallavesa, at behest of Speaker.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Campaign Outcome

Overview

- Passed unanimously

Date

- Passed Summer 377YE (Even Three 2013).

Cost

- None

Campaign Outcome

- Irontide Isk was recognised and applauded the Senate.

OOC Note: One of the powers of the Senate is to reward Imperial citizens. The Senate could have given Isk a material commendation; it could have disbursed funds from the treasury directly as a financial reward, or used treasury funds to commission the a suitable magical item as a material reward.

OOC Note 2: The 100 Throne coin was on the field due to an OOC error. Profound Decisions policy is to maintain a clear divide between in-character and out-of-character matters. We are grateful to the player for their out-of-character honesty, and have put an out-of-character credit on their account character as thanks.

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Recognise ducal quality (Redirected from Recognise ducal house)

This motion is currently undergoing scrutiny.

The Empire wishes to recognise the Ducal Quality of Kalino of the Iron Confederacy and to open an ongoing dialogue to the mutual benefit of both Nations.

Proposed by Astolat, Seconded by Mitwold.

Overview

- This motion was to ...

- Passed

Date

- Summer 381YE

Campaign Outcome

Constitution

- Under Scrutiny

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Recognise ducal quality

The Empire wishes to recognise the Ducal Quality of Kalino of the Iron Confederacy and to open an ongoing dialogue to the mutual benefit of both Nations.

Proposed by Astolat, Seconded by Mitwold.

Overview

- Passed

Date

- Summer 381YE

Campaign Outcome

- This statement by the Senate has no legal implications but may have diplomatic consequences.

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Recognise the House of Guiscard

To recognise the House of Guiscard as rulers of Kalino.

Proposed by Segura, Seconded by Skarsind.

Overview

- This motion announces formal support to the Iron Confederacy house of Guiscard in their bid to become rules of Kalino, following on from a similar motion during the Summer Solstice 381YE.

- Passed

Date

- Autumn 381YE

Campaign Outcome

- This statement by the Senate has no legal implications but may have diplomatic consequences.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Recognise_the_House_of_Guiscard&oldid=63875"

Recognition

Synod Judgement

- Virtue Assembly, General Assembly

- Greater Majority

Contents

- 1 Overview

- 2 Judgement

- 3 Outcome

- 4 Further Reading

- 4.1 Core Brief

- 4.2 Additional Information

Overview

Paragons and exemplars are inspirations - significant figures of virtue from across history who have embodied the virtues and demonstrated their worth. They serve a crucial role in providing both inspiration and guidance, as citizens are encouraged to emulate their achievements. Recognizing an inspiration is thus a crucial role of the Imperial Synod that helps to define The Way in the most practical terms.

Only the Imperial Synod has the authority to officially recognize that a figure has met the signs of the paragon and exemplar and thus qualifies as a hero of the faith. To do so, the Synod must identify which single virtue the inspiration best exemplifies. There are some notable figures in Imperial history who have never been recognized simply because the Synod cannot agree which virtue should claim them.

The General Assembly may also use a judgement of recognition to confirm that new evidence has come to light that disputes the status of an exemplar or paragon. If this judgement of recognition passes, then the status of the exemplar or paragon is removed.

Judgement

A judgement of recognition must be raised and passed by the relevant virtue assembly with a greater majority. To be legally binding, the judgement must identify the nominee and explicitly state whether they are a paragon or exemplar and which signs of the paragon and exemplar the individual has met.

If a valid judgement of recognition is passed by the greater majority of a virtue assembly then it is automatically escalated to the General Assembly. The judgement is raised by the Tribune of the Synod in the name of the priest who brought the original judgement of recognition. This second judgement will run until 2pm on the final day of the summit, provided that gives time for sufficient scrutiny, otherwise the deadline will be 2pm on the final day of the following summit.

To be successful, a judgement of recognition of an exemplar requires the lesser majority of the General Assembly to vote in favour. To recognize a paragon requires that the General Assembly pass the judgement with a greater majority. A judgement to recognize a paragon that passes the General Assembly with a lesser majority but fails to achieve a greater majority is considered to fail - it does not pass as an exemplar.

If you eat apples from every orchard, you'll run for a week.

Marcher Proverb

Outcome

If the judgement is successful then the individual is recognized is an exemplar or paragon of virtue. The approval of the Synod means that priests throughout the Empire may legally cite the life of the individual and recount their deeds as part of their work exhorting citizens to virtue. Without this judgement it would constitute an act of blasphemy to promote them as an exemplar or paragon.

If an individual receives the recognition of the Synod, then it is legal for an Imperial citizen to create an inspirational tomb to honour their life. If there is sufficient support to deserve a dose of true liao to devote to the memory of the exemplar or paragon - then it can be used to create a wondrous consecration that will ultimately draw pilgrims from all over the Empire, and beyond. If that happens, then the tale of the exemplar or paragon's deeds will be immortalized as they spread to the corners of the world.

The simplest tomb requires no great materials - but it is possible to commission a grand structure through the Senate if the figure is sufficiently popular that there is support for something more expensive. The Custodes Clavium are a Highborn chapter based in Bastion, dedicated to recording the lives of exemplars and paragons as well as those who have sat on the Throne. If a citizen sends a Winged Messenger to Exarch Sarah of the Custodes Clavium at the Basilica of Seven Doors in Bastion, informing her of the decision of the Synod, then she is likely to send a representative to speak with the priest who raised the judgement to learn more. If the Custodes are satisfied that the judgement is sound then they will offer to assist in the construction of a suitable church in the memory of the exemplar or paragon. They do not have white granite or weirwood to spare - but they do have many skilled architects and builders who can facilitate the construction of the sinecure in Bastion such that it does not need the support of the Imperial civil service (so it does not count as one of the twelve commissions that the civil service can support each summit). If the priest is unable to convince the Custodes Clavium to help then they would need to convince the Senate to devote the resources to any commission they chose to undertake.

In the Winter of 377 YE, the Senate amended the way in which Exemplars are recognized, in line with reforms proposed by Hywel Summercrow in a statement of principle put to the Synod on the Autumn of 377 YE.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Imperial Theology

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

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Red Wind Corsairs

Overview

The Red Wind Corsairs is the oldest Freeborn army and arguably remains the most famous. The core of this army is made up of corsairs and it was the closest the Empire had to a naval force for many years. Many of the soldiers who serve with this army have experience serving as sailors, and the force is supported by a number of boats and ships. The Empire often takes advantage of this to reinforce and support difficult positions or move quickly to areas where it can do the most good. The experienced privateers who often serve as officers excel at foraging supplies and prior to the Winter Solstice 381YE, the army was known for its enthusiastic plundering of barbarian territory.

The Red Wind Corsairs are led by the first General of the Brass Coast. The title is appointed (or re-appointed) at the Summer Solstice each year.

History

The Red Wind Corsairs was the defacto military force protecting Madruga and Feroz long before the formation of the Empire. Little is known of its exploits from this time, but there are scraps of traditional songs still sung in Feroz that sing of a great battle between the Red Corsairs and a force of orcs bedecked in robes the colour of flames on the long beaches near the town of Shantarim.

Contents

- 1 Overview

- 2 History

- 2.1 Recent History

- 3 Traditions

- 4 Composition

- 5 Army Quality : Daring

Their first Imperial engagement was fighting against Alderei the Fair, under the command of General Alejandra i Mastaq i Erigo, alongside the rest of the nascent Empire's armies. At one time there were records from that battle that claimed to show the Corsairs capturing a great bounty from the rebellious Varushkan forces, a trove of mana crystals and a treasure listed only as the Granite Staff - but the records of what this item was and what happened to it were destroyed when Emperor Nicovar burned the libraries.

Many soldiers in the Corsairs nurture a traditional grudge towards the Grendel of the Broken Shore and there have been many bitter campaigns between the two forces. At the end of the second interregnum the Empire was threatened by a series of daring Grendel raids along the coast of the Bay of Catazar. Freeborn scouts had unearthed information that suggested that these raids were the prelude to a full on invasion, but they were unable to persuade the Military Council to commit forces to the defence of the Coast.

In desperation the general of the Corsairs issued orders to repel the invaders with an overwhelming assault. Despite being heavily outnumbered, they fought the attackers to a standstill at Calvos Sound. However they suffered catastrophic losses in the process, the heaviest ever experienced by a Freeborn army in a single season's campaigning. Close to breaking they were forced to retreat, but the campaign achieved its purpose convincing the nations of the south that the threat from the Grendel was real, events that would eventually lead to the elevation of Empress Deanne.

The distinctive military approach of the Corsairs is not without controversy. The armies of both Wintermark and Highguard often regard the Corsairs with contempt due to their penchant for battlefield looting and prioritising enemy baggage trains. In 339YE this came to a head when Hansa the Mudmaw, general of the Fist of the Mountains openly rebuked Adriano i Erigo, general of the Corsairs during the military council referring to him contemptuously as a maggot. The table map had to be replaced it was so badly damaged during the ensuing melee.

With all due haste - which should be plenty after your great rest - let's get us into Spiral, Freeborn! We are helping our great friends the Urizen, and fighting the cursed Grendel! Let's make this war no longer give them profit. Let's bleed them, coin and all, until they realise the folly of their ways. All freeborn are fighting here this season. We will link with the Fire of the South in the Ankra whilst the Freeborn Storm in the South. Let's Plunder the Barbarians! For the Freeborn! For the Empire!

General Estana i Mestiere i Guerra of the Red Wind Corsairs, Autumn 381YE

Recent History

The Red Wind Corsairs were responsible for initiating the liberation of Segura in the Winter of 377YE which was quickly reinforced by the Hounds of Glory of Dawn. Since then they have slowly made their fortune throughout the Empire, more recently fighting the Grendel in Spiral.

During the Autumn of 381YE the army, enacting a shrewd plan created by General Estana i Mestiere i Guerra and General Gabriel Barossa of the Wolves of War, pushed deep into Grendel held Spiral, taking out the southern barbarians' baggage trains and claiming a grand bounty of mithril stolen by the southern orcs from the Legacy.

Traditions

A skilled general of the Corsairs who issues the right orders can use their position to accrue significant wealth for themselves. In the past some generals have used this bounty to influence the Freenborn senatorial elections for Segura, or sometimes all the territories in the Brass Coast. General Isabelle i Otero i Guerra made Freeborn history in 286YE by successfully winning all three elections using the riches gained from campaigning. Her strategy drew criticism from senators and generals of other nations, but she was fiercely defended as an inspirational, prosperous, heroine by the Freeborn. The view on the Coast at the time was that the entire Freeborn nation had been enriched by their general's actions. Isabelle went on to hold the title for another seven years though she was never quite able to repeat the triumphant clean sweep.

Although it has fallen out of practice recently, Imperial heroes who have served with the Corsairs in their formative years would often engage in a competition known as the Haul. Competitors taking part in the Haul usually wear a simple sash formed of long thin pieces of red and yellow cloth twisted together, (the colours allegedly represent blood and gold). When the participating heroes pass through the Sentinel Gate they compete to loot the most riches from the orcs they face. The returning heroes reveal their haul before the assembled nation, often with a story of how they claimed the bounty, whereupon the winner is picked by acclaim of their peers. The winner's prize is to give up the smallest item of loot they have claimed to the hakima to be auctioned for the benefit of the nation. The Haul has frequently been the subject of criticism by prominent Imperial citizens from other nations given it is both based around theft and encourages Freeborn warriors to spend their time thinking about where they can acquire the most loot rather than where they can best serve the needs of the Empire.

Composition

The Red Wind Corsair philosophy of warfare is best epitomized by their elite scouts, nicknamed the Jackals. In addition to their normal roles of scouts, serving as pathfinders and seeking out and spying on enemy forces, Jackals are tasked with seeking opportunities for the army to turn a profit on the campaign. Their essential philosophy is one of total opportunism - they strive to be constantly alert for chances to turn any situation to their advantage.

Practicality and ingenuity is an important part of being a Jackal. A skilled Jackal who is tasked with finding a bridge understands that the actual orders are irrelevant - the goal is to get the army across the river and anything that achieves that is a success. Jackals pride themselves on being problem solvers, always looking for a way to redefine the problem to find a clever solution, or a new way to address a challenge using the materials available. In practice much of what they do is incredibly mundane, negotiating with farmers for local supplies when lines are cut, or hiring local boats to ferry the army across a river. But the occasional extraordinary success has given members of the unit a reputation for being able to turn up with exactly what is needed at the right moment. Any suggestion that a Jackal will occasionally delay their arrival until the timing is perfectly serendipitous is fiercely rejected by the group.

Sadly outside the Brass Coast the Jackals tend to be better known for their ability to spy out chances for the army to capture valuable goods. Where other scouts learn how to count soldiers, Jackals it is said, learn to count coins. Traditionally, it is the reports provided by the Jackals that have allowed the Corsairs to identify targets to raid and pillage, enabling them to target their attacks to produce the most loot. Such tactics are sometimes criticised by generals of other nations, but they are perfectly inline with the view of many on the Brass Coast that warfare is fundamentally an economic activity. The Jackals are the embodiment of the philosophy that the point of war is not to murder your opponent but to take what is theirs.

Army Quality : Daring

The Red Wind Corsairs make excellent raiders. They tend to be mobile, favouring mithril scale over heavier metal armours, and they are adept at living off the land and making use of whatever resources they can scrounge up during a campaign. Guided by the divination magics of the hakima who travel with the army they are adept at finding weak points to exploit and have a long history of seizing riches from the territories where they have fought.

After an opportunity to turn away from cruel tactics during the Autumn Equinox 381YE, Gonzalo i Riqueza was sent by the Freeborn assembly to encourage the corsairs to ransom their foes rather than simply robbing them. This lead the army to focus less on plundering and more on daring raids to capture high value targets for ransom. The Freeborn reputation for honesty has helped them to secure high ransoms from the enemy despite the general lack of trust of the Empire by its enemies.

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Red phoenix down

Iarus looked mournfully out of the window at the rain.

"It's still raining," he said flatly.

"Yes. It's the curse." Tivia replied without looking up from her book.

"I feel so restless, I can't stand being cooped up. I want to go out."

"Yes" she said again, still not looking up. "You went out this morning and spent the whole time moaning that you were cold and wet and wanted to come back inside. It's the curse."

Iarus stuck out his bottom lip and glared at his sister.

"I just feel so useless!" he exclaimed.

"Curse again," Tivia replied. Then she looked up laconically, and favoured him with a faint smile. "Alright in this case it is mostly the curse."

Iarus maintained poise. He grumbled a little under his breath, and began to pace back and forth, shooting the rain a hateful glare whenever he passed the window.

A few moments later, an ushabti plodded dutifully into the room, carrying a tray on which was a steaming porcelain pot, two small bowls, and an urn of herbs.

"Put the tea on the table," said Tivia, engrossed in her book.

The ushabti paused for a second, turned ... and fell over. The pot shattered when it hit the ground sending boiling water everywhere. One of the cups rolled across the floor until Iarus stopped it with his foot.

Tivia stared at the fallen construct for a moment and then hurled her book across the room with an incoherent shriek of anger.

"Stupid ushabti!" she screeched. "How am I meant to study without something to calm my nerves! What is wrong with you, you useless hunk of ... of ..."

She shouted again, no words just a frustrated roar. Now it was Iarus' turn to smirk.

"Yes," he said when she quieted down. "It's the curse."

He barely made it out of the room ahead of the second book that his sister's catastrophic loss of poise sent slamming against the wall behind him.

Overview

Shortly after the Spring Equinox, a vicious malaise crept over the peaks of Urizen. It struck Redoubt, Zenith, and Morrow simultaneously.

First, it began to rain. Not the torrential rain of Reikos but a thin, cold, drizzly rain that seemed particularly ... wet. It soaked through even some waterproof clothing, and demonstrated an almost supernatural capacity to find its way into sealed containers, libraries, and storage rooms where it was not welcome.

Then, a malaise struck the magicians of Urizen which amounts for a sizable proportion of the population. It made some lethargic and restless, while others became short-tempered and aggressive - making it extremely hard to maintain poise in the face of even minor frustrations. Even those with enough self control to avoid the extremes - or access to a Circlet of Falling Snow - feel restless, unsettled and short of concentration. Headaches are rife, as are sleepless nights.

The spires of Urizen are not blind; the magicians knew what was coming next although some of them perhaps entertained the faint hope that they were wrong.Every mana site in the Urizen territories have slackened off and produced only half the normal crystalline mana.

The magicians of Urizen are also not slow on the uptake - there is no doubt what is going on. Someone, somehow, has placed Morrow, Redoubt, and Zenith under the effect of the Winter ritual curse Icy Maw Devours the Spark of Essence. There is nothing that can be done to regain the lost mana, but it seems unlikely that a nation of very annoyed magicians are going to leave the matter be.

Significance

The magicians of Urizen find themselves particularly affected by the curse. You may wish to role-play being more short-tempered and aggressive - or more lethargic and despondent. Regardless, your personal mana is not affected. The effects are likely to be muted in Anvil, but may take some time to fade completely.

The decline in magical energies has also caused several weak regio to collapse completely. This is a much more serious consideration that it might have been in another nation ... as are the increase in attacks from magical creatures. The trogoni in particularly have been driven into a ravenous frenzy by the effect of the curse. If it continues, they are likely to begin attacking mines - especially tempest jade mines - in pursuit of alternate sustenance. .

The worst of the effect should fade over the Autumn Equinox... but until then every Urizeni magician will suffer.

The bad temper, bad weather, and bad mana production are all problems for Urizen but, following as it does on the heels of a similar situation in the League last season, the Empire is beginning to become a little cautious with regard to it's supplies of crystal mana. Civil servants associated with the Imperial Bourse have confirmed that there will be no crystal mana available in the public auctions during the upcoming Equinox. According to sources, people are keeping their mana in anticipation that it will increase in value even further.

If this situation worsens, then it may even begin to effect the mana that is placed into the Conclave vaults ...

Resolution

The curse on the Urizen territories appears to have abated, and the situation is returning to normal.

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Red star

Winters were rarely predictable in Lustri. Some years, they were mild enough that when Spring came it was barely noticable. Other years, when the snow clouds gathered fatly around the mountain peaks and the cold winds blew out of the east, the roads became treacherous. It was easy for outsiders to forget that the forests lay on the edge of the Empire. It had been a long time since the Druj threatened Zenith, after all.

Isolation has its uses of course. Papiria stood on the balcony outside her office, staring down at the trees below. Distance grants safety, she mused; both for her charges and for the Empire. But winters like this with so few new visitors could be hard. Heliopticon messages were adequate, but there was little comfort in them. They carried words but the light lacked anything physical, anything tactile, anything to touch, to hold, to smell.

Lazy snowflakes drifted in the still evening air, settled on her scales and reminded her of that time, years before when she had come to this white marble edifice hidden away within the wooded peaks of Zenith. It had been the beginning of a bad month, she remembered. She had heard the first gibbering scream almost as soon as she crossed the threshold of the spire. When the stars moved in certain ways, they caused difficult days and the spire felt so very cramped.

The atmosphere ebbed and flowed of course. More effort had been made to give the patients more space from each other; even those who weren't Urizeni appeared to appreciate that. Expanding the spire had been costly and difficult, but there had been plenty of people prepared to donate time, money, and materials. Anything to ensure they did not have to deal with the broken magicians. Each patient now had their own lodgings and could where necessary be treated separately from their peers. She had also insisted that extra attention be paid to the acoustics, to try and stop the patients from having to endure each others cries when the wanderer was particularly immanent. She knew the other naga, both among the staff and the patients, especially appreciated that.

The snow began to become heavier. She back stepped inside, her Naga eyes adjusting quickly to the interior gloom. The office was neat but comfortable, restful pastel shades and beautiful dark woods. Everything was as it should be. her eyes rested on a pile of decrypted heliopticon messages on her desk and she frowned slightly. They had not been there when she stepped out. She suppressed a pang of irritation at the idea that someone had been in her sanctum without her knowing.

She sat down to read the latest message come down from the tower, mildly irritated by the fussy, precise, angular handwriting of her secretary. How many years looking at that same, passionless scrawl? Her eyes wandered. She sighed in the heavy silence. She tried to force herself to concentrate on the tedious message.

“While our researches have proved promising, two of our scholars have unfortunately suffered an unfortunate accident. Our own physicks are at a loss, but believe they would benefit greatly from the expertise offered by you and your sodales. As such we have secured suitable guides and dispatched them to your spire. We entrust them with your care. They should arrive tomorrow if their journey has not been interrupted."

She almost growled, throwing the letter onto a pile of similar correspondence. The arbiter had obviously waited until the very last moment to send the heliopticon message - ensuring there was no change that she could try and dissuade them from sending her more patients. Two from Ankra last week, three from Caeli the week before, now another two from Peregro. Where were they all coming from? Had the magi of Urizen suddenly stopped to care about Arete? She noted that the nature of the "accident" was unclear but assumed it was unsupervised astronomantic experimentation. As usual.

There was a quiet knock, and the door to her sanctum opened. Her secretary stood primly in the door. He had another neatly folded heliopticon message in his webbed hand. He waited for her to indicate he should enter, and glided across the soft carpeted floor to her desk.

"Another admission." He said. his voice was quiet, a little breathy. It irritated Papiria.

“We're just not prepared for this! Why is this all happening at once - I've run this institute for years and we've never had a problem like this, not even during the Grand Conjunction. Someone is doing this to make me look bad. Just how do they expect us to cope with these numbers? We are not a bottomless chasm into which they can throw so many people!”

She stood up explosively and stalked to the window. The panes of glass reflected the disapproving expression of her secretary fivefold. His thin lips were almost invisible, his black inscrutable eyes like bottomless chasms of their own. When would he try and take her position at the Spire? He was obviously ambitious. When he thought she could not see him he barely bothered to conceal his hunger.

Staring out into the early night, she centred herself, regaining her poise with effort.

“So two more arriving tomorrow, and another ... a day after? Two? We will need to double someone up until we can work out something more permanent. They will need assessed, and we will need to find someone compatible for each of them. I want Sentinels stationed on the open wards, just to be on the safe side. If we must use restraints, we must use restraints. Have von Holberg and Tivia started eating yet?"

She looked back at him and he shook his head.

"No, and now Issi has stopped eating as well. The connection is obvious. All three damaged by tulpa of the Phoenix. There is a message on your desk about the observations of the constellation."

There was no open disapproval in his voice, but she could hear it anyway. "If you had read your messages," it seemed to say "you would know this."

"Continue to force-feed them, then, we have no other choices. Move Issi to the west tower with the other two. I hate to have the three of them in the same place but it will make tending to them easier. Paragons know we are stretched enough as it is."

She sighed, her breath fogging the windowpane for a moment.

"If this carries on we shall have to stop admissions. We're running out of space, never mind staff.” At this rate, she might have to do the unthinkable and speak to someone from Halcyon Spire. She sighed again, wondering how she could avoid looking like a failure, damaging the reputation of the entire Spire of Twisting Shadows.

Her secretary placed the most recent heliopticon message on the pile on her desk, pausing to carefully straighten the pages so they were in line with the edges of the desk. Then he left, his slippered feet on the carpet creating a shuff-shuff-shuff noise that made Papiria want to scream. Like chewing wool. She knew nobody else would even notice the insolence in the noise, but to her it sounded like an open challenge.

She looked at the paperwork on her desk, each missive an accusation of failure and inadequacy. She reached a decision, grabbed a fur-lined cloak, and slipped out onto the battlements. Perhaps a relaxing walk in the fresh night air would help clear her head. The work would still be there when she returned.

Overhead, dimly, the Wanderer drifted quietly through the starry sky.

Contents

- 1 Overview

- 2 Significance

- 2.1 The Phoenix

- 2.2 The New Star

- 2.3 Unsettled Nights

Overview

Something is a little awry in the night sky over the Empire. Most obvious is that there is something happening in the astronomantic constellation of the Phoenix. While it is one of the most easily recognisable arrangements of stars in the night sky, scholars all across the Empire have reported a growing uncertainty as to precisely which stars make up its form, and whether there are nine, ten, or eleven of them. When actually looking at it, the answer is clear ... but the more time elapses from actually seeing it, the more they begin to doubt. This phenomenon has not been encountered before. A few letters have been sent to noted astronomancers in other nations to see if this is a wide-spread situation or something peculiar to the Empire, but no reliable responses have yet been received.

At the same time, astronomancers from several observatories in Urizen, Varushka, and the Brass Coast have reported seeing a new star in the sky. It is too small to be seen with the naked eye - a tiny speck of light that seems to follow the Wanderer on its whimsical peregrinations across the heavens. There is a great deal of disagreement over what to call it - suggestions include "the Pilgrim", "the Traveler", and "the little bit of grit on the lens". Despite initial scepticism, it certainly appears to be there although what it portends (if anything) is difficult to say.

At the same time, houses of healing across the Empire are reporting a small but noticeable increase in the number of people who require treatment for psychological ailments. From the dark woods of Varushka come reports of a capering volhov howling at the sky after a chance encounter on the road at night. In the well-tended rose gardens of Dawn, a cabal of weavers report finding one of their own cackling to their plants and whispering stories to the leaves. Stridings on the Trods to the north report meeting a lone blood-drenched vate hanging hideous icons on the path as warnings to ward away danger. No part of the Empire is untouched by this outbreak of mania - indeed, ship captains returning from far off lands report that the Empire is not unique in experiencing this unsettling phenomenon.

Significance

The Phoenix

The constellation of the Phoenix appears almost to be waning. It is becoming increasingly difficult to use the Phoenix in ritual magic - while it still performs its function, ans the law "things learn" is still powerful and apparent, it requires a little extra effort to evoke the power of this constellation. Anyone who feels a strong attachment to, or identification with, this constellation will find themselves prone to periods of listlessness and uncharacteristic introspection. How you wish to roleplay these elements is entirely up to you.

The New Star

The new star is not visible to the naked eye, but anyone with an astronomantic background is free to roleplay that they have seen it themselves - a tiny spark of red light that clearly follows in the wake of the Wanderer.

Despite a few convenient titles, the star itself does not have a name. The Imperial Conclave might choose to formally name it with a Declaration of Concord.

The new star is tiny, and the telescopes the Empire has brought to bear on it are unable to make out much more than its presence. They cannot even be sure that it is red - its proximity to the Wanderer may simply mean that perceptions are being tinged by the light of that crimson eye. As with all other stars, the new star is outside the reach of mortal magic - it cannot be scried upon, and it cannot be directly effected with known ritual magic.

A group of respected scholars from the Observatory of the Blazing Mirror in Iteri, however, are confident that they could construct a device to allow them to get a closer look at the star. While the observatory is an Urizen spire, it has good relations with astronomancers and starwatchers in several parts of the Empire; their artisans are confident that if the Conclave were to provide them with 75 weltsilver and 10 crowns they would be able to complete the device by the Spring Equinox. provided the materials are available, a Declaration of Endowment could be used in the Conclave to instruct the civil service to transfer the materials to the spire. Alternatively, an individual might use a method such as Call Winged Messenger to send the materials directly to Arbiter Horace, Observatory of the Blazing Mirror, Iteri, Zenith. Arbiter Horace also indicated that an emissary or delegation from the observatory will be visiting Anvil, assuming they are able to find a suitable volunteer among their ranks.

Needless to say the benefactor who supplies the materials, either directly or by raising a declaration, is certain to be added to the guest list for the grand unveiling. If they are successful, their intention is to invite the archmagi, the grandmasters, and several other guests to a grand unveiling during the Equinox. They are confident that an event of such fateful magnitude will guarantee a conjunction on the Sentinel Gate - after all, is that potent device not crowned with an image of the Wanderer?

Unsettled Nights

If your character suffers from any sort of mental or emotional ailment, they may choose to have that condition intensify during the coming event. Any lineaged character may also wish to review the section on the wiki regarding roleplaying their lineage, with particular regard to the final bullet point on "descent into madness".

If you do choose to explore this opportunity, however, you should remain mindful of Profound Decisions' rules on equality and diversity.

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Redhound

Original Song by Jamie Wakefield (https://soundcloud.com/jamie-wakefield/redhound)

Redhound is a player character in the Eternal Family steading.

Chords: Verse – Gm, Gm F; Chorus – Gm F x2, D# Gm x2, F E Gm x2

Verse 1 Here's a little story, About a legend of our time. Whenever danger called, He put his neck upon the line.

And in the midst of battle, It is sure that he'll be found. He's a hero of the empire, And his name is Redhound.

He's Redhound. (x3)

Verse 2 You all have heard the tale, Of how he slew Harku Long Axe, Or destroyed a Jotun warband, With a cunning night attack.

But, I'll tell you of the last days, Of his people, strong and proud, Of the Counted Sorrows striding, And the vengeance of Redhound.

He's Redhound. (x4)

Chorus Running at full speed. Brave and free, is Redhound. (Redhound.) Bursting through the trees, Mightily, is Redhound. (Redhound.)

His enemies flee at the sound, When out of the forest, with a single bound, He'll cut them down to the ground. He's Redhound. He's Redhound. howl

Verse 3 In the forests of Liathaven, For three long days and nights, The Counted Sorrows striding, Had fought with all their might.

But their last stand, it was nearing. And the orcs were all around. The Empire needed warning And the task fell on Redhound.

He's Redhound. (x3)

Verse 4 “My place is here”, our hero cried, But his thorn-brand cut him off. He said, “The Marches must know of this foe, Or the Empire will be lost.

“And one more thing I ask you, If a father is allowed, Take my child with you to safety, Now's your chance! Go now, Redhound!”

Chorus

Verse 5 He dodged the first patrol. But the second he attacked. Chopping left and chopping right, With the child upon his back.

He broke through the Jotun cordon, With their hunters giving chase, Through vallorn infested woodlands, And never losing pace.

He's Redhound. (x2)

Chorus

Verse 6 Through cunning and through trickery, Our hero did escape. Saved the daughter. Saved the Empire. (slow) But his people met their fate.

In honour of their sacrifice, He built a stony mound. For each loss, he placed a Jotun skull All slain by him – Redhound.

Coda And his legend will continue, For his courage knows no bounds. He's a hero of the empire, And his name is Redhound.

(fast)

Chorus to end.

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Redoubt

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 Cargo

- 3.1.1 The Embassies of Cargo

- 3.2 Delving

- 3.3 The Court of the White Fountain

- 3.4 The Brilliant Star

- 3.5 Grand Conservatory of Music

- 3.6 Tower of Light and Shadow

- 4 Regions

- 4.1 Limus

- 4.2 Naris

- 4.3 Optarion

- 4.4 Siluri

- 4.5 Tomari

- 4.6 Ventosi

- 4.7 Willstone

- 5 OOC Notes

Overview

Redoubt is the smallest of the three Urizen territories and the wildest. The peaks are lower here and many spires are actually built in the foothills; only Mount Siluri comes close to matching the splendour of the peaks of Zenith to the north. There are many mines, with green iron and tempest jade being especially common, but ports such as Elos and Visten look outwards to the wider world and the many opportunities it presents for trade and both philosophical and cultural exchange. Most of the coast is made up of white stone cliffs, unwelcoming and inhospitable; only as the land slopes down towards Necropolis and the river Couros does Redoubt possess many beaches.

The mountains here are riddled with odd star-shaped tunnels that date back thousands of years, long before there were any reliable records of humans in this part of the world. Scholars have spent centuries trying to tease some truth about these tunnels from the cold stone - are they a natural phenomena? Signs of pre-human habitation of the mountains? The result of some magical working? To date, no convincing explanation has been offered, and philosophers on all sides argue heatedly about their provenance.

Redoubt is lightly settled, even for Urizen, with many of the more prosperous spires being built along the coast, or overlooking the banks of the Couros river to the west. Unsurprisingly, there are many citadels here and a strong martial tradition, but this is also a territory that produces more than its fair share of zoologists and botanists. These natural philosophers are sometimes blamed for the more esoteric animals and plants found here, and the occasional mutated hybrid horror that appears here is often a sign that a magician is straying dangerously close to insanity.

Parts of the lowlands are quite dangerous - and not just because of these mutated experiments. Several bandit tribes of orcs live in the spaces between the spires, and barely a year goes by without a nest of trogoni or a den of drakes becoming a nuisance.

Recent History

Since 331YE and the barbarian conquest of Spiral, Redoubt has been preparing itself for invasion. Its long coastline is something of a liability against the Grendel, but for now a combination of sheer cliffs, Freeborn corsairs and Urizen's own small fleet of martially inclined vessels have prevented the barbarians achieving much more than a few small raids along the shores of the Bay of Catazar.

Major Features

Cargo

Perhaps the most advanced port in all the Empire, Cargo is built on high cliffs overlooking the river Couros in the Limus foothills. Built on multiple gradated levels and sheer cliffs, it is truly a remarkable settlement. Food from the pampas of the Brass Coast and the distant Marches, as well as luxuries from cities of the League and even raw materials from Varushka all pass through Cargo - along with travellers from both the Empire and distant foreign lands. Its wealth owes a lot to the remarkable cranes - both those that speed the process of loading and unloading visiting river boats, and those allowing great quantities of imported goods and exports of stone and metal ore to be winched from the riverside docks to the cliffside heights. As befits a town built on several levels, Cargo is also a centre for the stuff of civil engineering - and of those applications of ritual magic that enhance or support the creation of durable structures. There is some rivalry with the Highborn town of Hedra on the other side of the river, and historical rivalry with coastal spires such as Elos and lost Apulian.

The Embassies of Cargo

Cargo is home to three seperate international embassies with the Principalities of Jarm, the Citadels of Axos, and the merchants of the Sarcophan Delves. The establishment of these three embassies has seen Cargo far outstrip its rivals in terms of prosperity, but created a few problems of its own as an increase in transient population places previously unknown pressure on the town to expand. An example of this prosperity are the Pallas Docks, not far from the Jarmish embassy, which secures a weirwood trade route with the Magician-Prince of Pӓrnau Principality in Eastern Jarm.

In Summer 378YE work began on the Jarmish embassy on one of the upper tiers. A beautiful, airy construction of white granite and weirwood with an extensive (and expensive) gardens as well as several private apartments, work was overseen by Atte, Senator for Sermersuaq. A reciprocal embassy was built in the distant port of Rigia, following intense discussion beetween Oswi Twice-Burned and the representatives of the Jarmish House of Princes.

The Jarmish embassy was joined by an embassy to the citadels of Axos shortly before the Autumn Equinox 380YE. In contrast to the embassy to the magician-princes, the embassy to the masters of the necromantia is a six storey structure of white granite, with a wide base that tapers toward the roof-garden that crowns it. It was designed with the assistance of architects from the Towers of Kantor, and in much the same way Urizen architects were extensively consulted before work began on the Imperial Embassy in Axos. Some minor controversy has been sparked by the inclusion of a half dozen mummified corpses in the chambers beneath the embassy, said variously to be deceased relatives of the ambassador ... or members of the ambassadorial staff, depending on who one asks.

At the same time the embassy to Axos was being built, work was also proceeding on an embassy to the Sarcophan Delves. Three squat towers connected by covered walkways surround a central garden notable for its riotous profusion of exotic herbs and the glass roof that covers it, allowing the often-delicate plants to prosper in the otherwise inhospitable climate of western Urizen. The embassy has spilled over into Moonfall Square, an open area previously used by musicians and artists, which is now increasingly dominated by an impromptu market as merchants from all over the Empire (and beyond) come to bargain with the traders from Sarcophan. Due to the presence of five official ambassadors, and their staff, all trying to inhabit as single embassy, many of the buildings around the square have also been bought up by Sarcophan citizens leading to one Marcher wag dubbing it "Little Delving". The garrulous Sarcophan enthusiasm for trading and street-culture has already made some of the Urizen citizens in the area a little uneasy - an unease that can only grow thanks to the completion of the Concordium Dock and the concomitant increase in the number of Sarcophan merchants coming to Cargo.

Delving

One of the best known spires in Redoubt is found in the Tomari peaks. Built in a network of deep caves that bear star-map patterns allegedly carved centuries before the height of the Terunael Empire. It is more mercantile than many spires. Although it is still a place of study, its wealth is based on mining and the principles of engineering when it comes to mining. Adventuresome Winterfolk often come here to teach and to study, and it is considered a pre-eminent site for Urizen study of the runic tradition of magic. Prior to the fall of Holberg, the university there maintained a traditional exchange program where students from the city would spend some time studying in the rarefied atmosphere of Redoubt, or travel north to the cosmopolitan halls of League academia.

The Court of the White Fountain

Built in the foothills of Optarion, the Court of the White Fountain is a single massive tower of white granite surrounded by a massive semi-circular wall that completely fills one of the few major passes between Redoubt and the Broken Shore to the south, The White Fountain itself is a great plume of liquid fire that bursts from somewhere deep within the earth and cascades down into a black basin before the tower, before disappearing back beneath the ground. The great courtyards of the tower are sufficient to hold the entire armed forces of Urizen, and the open ground they represent creates a deadly killing field for the skilled Urizen archers who man the upper reaches of the tower and the walls. (OOC Note: This is a rank one fortification).

The Brilliant Star

The Brilliant Star is a Bourse resource located in Tomari peaks, overlooking the spire of Delving. Custodianship of the Star is an Imperial Title that brings with it a Seat on the Imperial Bourse. It produces 24 Imperial wains of mithril every season. Control is allocated to any Imperial citizen by open auction during the Autumn Equinox.

Grand Conservatory of Music

This half-circle amphitheatre is open to the stars and sky, backed with a half-circle dome of crystal. It is surrounded by several low buildings that radiate out like spokes of a wheel. These outbuildings serve as classrooms, practice rooms, accommodation for both permanent residents and visitors, and a meditation area where the virtue of Pride is contemplated. There is also a large building set aside as a library, which is slowly being populated with books and scrolls dedicated both to musical theory and (this being Urizen) to the practice of the Music of the spheres. It also boasts a large collection of music, favouring that of Urizen but including large numbers of scores contributed by other Imperial nations. Several of the buildings, and the performance area itself, are consecrated with the aura known as the partner of greatness.

The Grand Conservatory stands in Willstone, not far from the eponymous spire that gives the region its name. Work was completed shortly before the Summer Solstice 381YE, intended to take advantage of the enthusiasm for art and culture left in the wake of a potent enchantment laid over the Empire after the Autumn Equinox 381YE . While most of the spires in Willstone are both isolated and isolationist, Willstone at least sees some traffic - and with the establishment of the Grand Conservatory of Music, it is expected to see a good deal more. The location was apparently chosen because it is close to the geographical "centre of Urizen" - at least on a map - but this creates its own problems. Willstone is known to be the territory of three established tribes of orc bandits, and there is little doubt the Grand Conservatory represents a rich prize should they ever become organised enough to threaten it. Hopefully the resourceful sentinels at Willstone will be equal to the task of protecting the place.

This building is a great work, constructed shortly before the Summer Solstice 381YE, and intended to capture the enthusiasm for art and culture left in the wake of a potent enchantment laid over the Empire after the Autumn Equniox 381YE.

OOC Note: The Grand Conservatory of Music is a great work that provides a pool of 30 votes in the Imperial Synod and 15 additional liao spread among the congregations of Redoubt which are overseen by Urizen priests belonging to the Assembly of Pride.

Tower of Light and Shadow

Standing on a lonely headland in Naris, the Tower of Light and Shadow is a peculiar arcane structure finished shortly before the Summer Solstice 381YE. Appearing from a distance to be a lighthouse, the structure is actually a peculiar thaumaturgical building that harnesses the magical energies of a natural phenomenon called the Tilphussian Reach. The tower is overseen by the Penumbral Watcher, an Imperial title appointed through the Conclave.

Regions

Limus

Quality: Hills

Limus is known for two things; the port-town of Cargo and its remarkable cranes and its quarries. Hard stone well suited to construction and soft decorative stone alike are quarried out of the peaks and used for everything from the construction of new spires, to the tombs of Necropolis, to the palaces of League merchant princes, to the parador of Freeborn dhomiro. A number of spires have become rich exporting stone to the Empire and beyond - rare blue marble from the peaks of Limus is in demand as far afield as the Asavean Archipelago and the Principalities of Jarm. Indeed, when the Damakan Bladeworks relocated from Spiral, they chose Limus as their new base of operations as the most likely location to ensure their future prosperity.

The greatest threat to the spires and quarries of Limus comes not from below, but from a tribe of particularly clever orcs and their mountain ogre allies. These orcs are believed to occupy a cunningly hidden valley somewhere in the mountains here - or possibly on the slopes of southern Zenith - and regularly raid caravans travelling the road along the banks of the Couros. They have proved particularly difficult to uproot, and practical Urizen have responded simply by sending important cargo by boat rather than wagon. Those spires of Limus who lack the ability to take this easy option would likely be quite grateful to anyone who could solve their problem once and for all. To date, they have not dared attack Cargo, but some residents are concerned that it is just a matter of time.

Naris

Quality: Coastal

The foothills of Redoubt slope smoothly down toward the Bay of Catazar here, presenting some of the most accessible coastline in the nation. Some spires cultivate the fertile grassland here - especially along the banks of the Couros - but find that the low altitude makes their ushabti unreliable, and few Urizen enjoy the hard manual labour entailed by working in a field. Much more common are houses of healing, especially those that focus on sickness of the mind or the spirit, and especially around the headland known as Rebekah's Leap. Some of these restful spires cater specifically to Imperial citizens from other nations suffering from stress or depression, recovering from chronic sickness, or in the last stages of terminal illness.

Here is found Elos, a base for what little navy Urizen had before the time of Empire. Today the spire is little more than a quiet fishing village, with most major trade passing it entirely in favour of the much larger ports of Cargo and Hedra to the north. Despite its somnolent present, there are still a few reminders of its former purpose - the quayside is extensive and the harbour wall fortified in several places. The shipyard that once maintained a small fleet of weirwood vessels now services a few dozen fishing boats, but if the need were great its past glories might yet be restored.

At the highest point of the headland that looks out over the Bay of Catazar is Rebekah's Leap, the place where an eponymous steward of the dead threw herself into the bay. Troubled in mind and spirit, she broke free from her attendants and hurled herself from the cliffs that bear her name after months convinced that she could hear the tolling of a great bell summoning her to the sea. Some fisherfolk of Elos still claim they can hear a bell in the deeps, from time to time.

Optarion

The unsettled hills of Optarion quickly give way to a broad band of scrubby coast. Cliffs line the coast, and those few places where the walls of stone drop down towards sea level are the site of well defended Urizen port-spires. Indeed, Optarion is home to some of the best-defended spires in modern Urizen. The Court of the Fountain stands here, guarding the approach into Redoubt through Spiral and the peaks are scattered with fortified citadels, many hastily defended in the wake of the fall of Spiral, who have been engaged in irregular border skirmishes with the Grendel. Most of the other spires are built along the coast - and likewise tend to possess unexpectedly strong defences in the face of barbarian raids along the coast.

The largest non-martial spire in the south-east is Visten, a port built around three soaring towers occupying a strip of land that plunges down to the sea. It brings produce from across the Empire to the southern spires. It is a thriving community, home to those Urizen who find life in the mountains too stifling and want more contact with the wider world. It has one of the largest populations of briars in Urizen, and its population has been swelled by refugees - and ships - from southern Spiral, especially those who managed to escape the fall of Apulian.

One notable feature of Visten that attracts scholars and sight-seers alike is a potent regio tied to the realm of Spring that lies on the Bay of Catazar itself - a ring of turbulent water that erupts once or twice every week into a great waterspout that reaches several hundred feet into the air. Covens making use of this regio, called the Ribbon of Salt by the locals, find their rituals unexpectedly interrupted, occasionally with tragic consequences - the violent water shatters pontoons, rafts and small vessels with equal ease in its active state.

Siluri

Quality: Hills

The entire region takes its name from Mount Siluri, which rises majestically toward heavens and rivals the peaks of Zenith in height. The central tower of Redoubt's Heliopticon is built here, gazing down on the forested bowl of Ventosi to one side and across the Necropolis to the other. Several mines exploit the bounty of tempest jade and weltsilver that lies beneath the peaks, but it is also home to a number of spires who study and expand the philosophies of war and conflict in their myriad incarnations.

Tomari

Quality: Hills

The wild peaks of Tomari are some of the more populous in Redoubt. The mountains are riddled with mines, and rich in iron, precious metals, fine jewels and green iron. The Brilliant Star is found here, and occasional pockets of mithril are found throughout the peaks. It is also the site of the famous spire of Delving, whose prosperity is based on rich mines and the study of subterranean engineering.

Among other notable spires, Tabulous is a college whose curriculum focuses on teaching rigorous objectivity and complex mathematics. Many members of the faculty are retired Urizen civil servants, and the curriculum is considered excellent for training servants of the Empire, giving them the skills to make accurate accountings and forecasts. The Day regio in which Tabulous stands is credited both with cultivating an atmosphere of calm and rationality, and making the spire especially welcoming to merrow scholars.

On the highest peak here stands the fused ruin known as the Unmade. A crumbled tower of blasted stone, it is said that it once was a spire, that was eradicated completely by the massed Spires of Urizen early in the days of the Empire. No-one remembers why - which in a nation dedicated to the keeping of accurate records is a matter of obvious concern.

Ventosi

The valleys of Ventosi form a great shallow basin between the towering peaks to the north, east and south. Wild forests haunted by surly orcs and hungry drakes give way to fertile farmland nearer the rocky coast, where sheer white stone cliffs drop vertiginously into the Bay of Catazar. These western cliffs, haunted by massive gulls and wild sea birds, give Ventosi the feeling of a secluded plateau rather than a valley. A few ambitious spires built along the coast use lifts and treacherous paths to access the water, while others are constructed into the rock walls themselves gazing out towards the Brass Coast. The cliffs of Ventosi are the only known nesting grounds within the empire of the Imperial Albatross - some specimens have been reported with wingspans of almost twenty feet.

One of the more prominent spires here is called The Hollows, for its unusual construction: wind-blown caves in the sandstone formed into extensive dwellings by years of patient, meditative, stone-carving. It is exceptional in Redoubt as a place of spiritual study and introspection. The nature of time is a particular topic discussed here and the surrounding area is scattered with large works of sculpture left to the mercy of the elements.

Willstone

The slopes of north-eastern Redoubt are heavily wooded, with hardy conifers on the upper slopes and sprawling forests of beggarwood on the lower slopes. There are comparatively few spires here, and they tend to be both isolated and isolationist, keeping contact with their peers largely through the heliopticon. This has contributed somewhat to Willstone also being the home of at least three small tribes of independent barbarian orc bandits who occasionally bedevil travellers or launch a (generally unsuccessful) raid against one of the smaller spires. The best known spire in the region is probably Willstone. Built largely of wood on the lower slopes of the mountain, surrounding a central carved stone pillar worked with many runes. Whatever other properties it may possess, the runic pillar is known to be a ritual text for Bound by Common Cause, and the anchor for a strong Autumn regio. The spire is known for training particularly resourceful sentinels. Not far from Willstone stands the Grand Conservatory of Musix that serves as a point of pilgrimage both for wayfarers exploring the virtue of Pride, and for musicians from all over Urizen.

OOC Notes

- Every region of Redoubt is in the hands of the Urizen (and by extension the Empire) meaning this is a staunchly Imperial territory.

- Following a naval assault by the Grendel in Winter 380YE, there was a significant barbarian orc presence in Naris (as described here). The Freeborn Storm removed this threat in Summer 381YE as described here..

- The Court of the White Fountain is a rank one fortification.

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Redsteel Chisel

Description

A Redsteel Chisel is almost always crafted from metal (most often a complex alloy of green iron and orichalcum). rather than wood or bone. This wand is a practical tool, much favoured by runesmiths, magician-smiths in the Marches and Dawn and Varushkan Wardens. More often than not this implement has a tapered end, and can be used quite successfully as an actual tool for shaping wood in conjunction with a hammer. Indeed, it is said that the Chisel developed from a tool into a wand, for times when mundane craft would not be swift enough.

Marcher artisans find these particularly useful, given their people's disinclination to throw anything away when it might be fixed. Known owners of these wands find themselves pestered to repair items which nothing short of magic can save. One Marcher song recounts the tale of the famous smith Anna of Ashill and her decision to move to the dankest corner of Bregasland after being asked to fix a series of increasingly unlikely objects, often improvised by the singers, using her magical chisel.

Magicians who are utterly devoted to mending combine this wand with a Forge of Isenbrad. Together they are known as the Spell-Fired Smithy or Quartermaster's Companion. Such well-equipped magicians are usually found supporting the Imperial armies, particularly where the barbarians are known for their use of two-handed weapons. Legions of Imperial Orcs often give tools such as this wand to their standard bearers and occasionally a Witch Weaver will go to war with the armies of Dawn to perform repairs.

Rules

- Form: Weapon. Takes the form of a wand.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Twice per day you can cast the mend spell as if you know it and without expending any mana.

- Materials: Crafting a Redsteel Chisel requires six ingots of orichalcum and three measures of iridescent gloaming. It takes one month to make one of these items.

Making her way through the peaceful blanket of drifting mist, the Landskeeper picked a careful path among the bodies that carpeted the hillside. Untold numbers of good sons and daughters of the Marches all oozed and dripped their last lifeblood into the rich earth, their deaths a valiant sacrifice that had, in the end, not been payment enough.

The old woman curled her lip as she passed scenes of horrific carnage – Imperials and barbarians who had died in one anothers' arms as they kicked and bit at each other, bodies impaled on a dozen pikes, limbs like lost lambs scattered far from their owners on leashes of spattered blood. Her scorn wasn't for the slain, though – far from it.

This travesty should never have been allowed to happen, and those she held responsible for the failures of command would learn of the anger of the Landskeepers.

Still, she could not turn back time, could not force the sands in the hourglass to reverse their fall. Now she had to be practical, had to consider the present. The barbarians would soon rally from their own encampment and press forwards once more; there would be time to give the good sons and daughters who littered the dirt a right burial after the foe had been defeated.

Right now, it was her duty to retrieve the most precious of those artefacts lost to the embrace of the dead. Grim work, but she could not allow them to fall into the hands of the barbarians' magi, or to be lost to the dirt for good when the Marcher army needed them now more than ever.

The wand was cold in her hand, its red metallic gleam a comfort as the old woman stooped over one carcass, then another, seeking out the faces that she recognised from the weeks before; the noble-hearted valiants who had born enchanted items into battle. Crows bickered and squabbled around her, fluttering back with outraged cries when she wandered too close.

Another kind of vulture stalked the battlefield too. Now and again she saw ragpickers scurrying through the mist, plucking rings from numb fingers and ripping metal buttons from the clothes of dead soldiers. The Landskeeper didn't feel scorn for them – they were just playing their part in the great cycle that would soon break down the signs of the battle that had been here. Better that the desperate and poor of the Empire have a few more coins in their pockets from corpse-thefts than the barbarians just trample it all into oblivion.

Still, they were competition; an enchanted item would be a rare prize for one of the ragpickers. So the Landskeeper hurried her stiff-kneed pace, muttering in satisfaction as she finally came across a blade inlaid with orichalcum, one shattered in three places from some barbarian..

As she scooped the pieces up, the old mage tapped ran the redsteel wand down the broken length, and as she spoke the words of the spell the blade shivered and flowed back into wholeness.

Another sight ahead caught her eye; the true prize of her search. The Marchers' banner, half-buried in corpses of the warriors who had laid down their lives to defend it. So deep in the dead was it that the barbarians must have been unable to pull it forth when they fell back, and so one had struck it with a heavy blade and near-broke it in half, the toppled height of the banner attached to the lower by a mere twist of mangled splinters.

This took the Landskeeper longer to save than the blade had. First, she had to put her aged muscles to the task of wrenching the lower part free; that done, she worked her spell across it. The splintered wood cracked and popped as it grew fresh buds across the break; the ragged, blade-torn pennant wove itself back together into a clean whole. And then she had to haul that banner up herself, a banner that would have taken a stout, brave Marcher soldier to carry it into battle.

Just hauling it from that grim wasteland left her gasping and coughing from the effort.

But the Landskeeper had to do this, even if it was just her all alone. No soldier dared return to the field of battle, fearful that the barbarians' next march had already begun.

A hand on her shoulder made the mage halt with sudden wariness; two ragpickers had emerged from the mist and approached her, wiry and lean men of poor health clad in ragged clothes that had clearly seen better days. She felt little fear of them with her soul still a full well of arcane power, but if they had thievery on their mind then it would be a waste of her mana to have to kill them.

Neither man tried to rob her. Instead, they gave respectful nods, their eyes glued to the image of the shattered banner remade with her magic. Even ragpickers had the virtue to see an old woman in need, and the Landskeeper's effort seemed to have rekindled some patriotic fire in their bellies.

And so she marched back to the Imperial camp, a growing tail of former ragpickers in her wake with the banner born aloft in their midst.

At the encampment gate, they laid down the fruits of their scavenging on the ground and asked to join the army.

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Reed of fortune

Matilda stared at the strange creature stood by the side of the field. It was dressed in fine red robes, with a turban on its head so that it looked like it could have came from somewhere in the Brass Coast, but any thought that it might be a citizen of the Empire was dispelled the moment you saw its face. Its skin a riot of gleaming metallic colours, it was clearly not human, nor any lineage Matilda had ever heard of. It was definitely from foreign parts and the sooner it went back there the better in Matilda's opinion.

She looked at Robin, her fiance, for some kind of explanation. "What's that doing in our fields?" she prompted when none was forthcoming.

"Counting... I think. That's what he asked to do."

"Counting the fields?", Matilda queried him. "Right then - your Da has seventeen fields, the back pasture, and the three braes. Now, get rid of it before it twists us a wrong turn."

"Not the fields." Robin replied, shaking his head. "He said he wanted to count the grain. I think... I think he's counting the stalks."

Matilda snorted in derision. She stared at him and wondered what had comes of his wits. If only having a beard made you wise. "What d'you swallow that for, ya daft sod?" she challenged him.

Robin shrugged, and spread his hands. "He was civil and spoke proper, like the friar does. And he promised he wouldn't be no trouble."

"Ya flaming idiot, your Da's gonna shout your ears off your head if he catches on that you let a ruddy boggart on the farm. And worse, you're stood idling and gawping! He told us to have that ditch dug by nightfall and it's going to take hours. We've got to get rid of this thing and make a start. Lost time is never found."

Robin broke into a huge grin, as he turned to face her. "Done it already Mattie - that creature said he'd help me in return for letting him count Da's grain. I said I needed to dig the ditch first and he said he didn't have enough time for that, but he'd help if he could borrow some of mine from next week. So we started together and we've been digging all morning, and I kept wondering when you were going to come and join us and then suddenly it were done and now you're here."

"If the sun's curdled your brains completely Robin Stock March, I swear I'll get the Landskeeper to bury our oaths in a black field. I followed ya straight out here you oaf, you've not been here more than a quarter of an hour."

Robin pulled her towards him, putting his arms round her waist as he turned her round to look at the neighbouring field. It was the smallest field his dad owned, but even so the newly dug ditch in the east corner was a good fifteen paces long. As she stared in disbelief her fiance leaned forwards and in a conspiratorial voice whispered a lewd suggestion on how they might spend the rest of the day.

Overview

The eternal Ephisis is an enigma and a mystery. She resides in the City of Gold and Lead, deep within the Autumn realm. There are plenty of stories of magicians who claim to have dealt directly with Ephisis but they are all a little unconvincing. It is a well known fact that the Lady of the Counting House prefers to work through intermediaries ... assuming she even exists and is not just a cunning fabrication of the powerful heralds who claim to work for her.

One such herald is Reed, the Reckoner of Hours. During the last three months, this powerful genie has been visibly active in the mortal world, within the Empire.

The herald has been spotted discussing business with silversmiths in Temeschwar, and printers in Tassato; taking syrah with the mistress of a Feroz paradour; counting planks stacked on the docks of the Atalyan shipyard; discussing distribution practices with employees of the Imperial Mint; principles of best practice with auctioneers from the Imperial Bourse; asking questions about the availability of medicinal herbs with imperial orc bonesetters; observing a Wintermark forge from sunrise to sunset without speaking more than a few words to the hard-working smiths; visiting several Navarri wayhouses and enquiring about the methods of the Navarri brokers; evalutaing the price of grain, beets, and beer with canny Marcher merchants; the cost of transporting metal ore with gruff Varushkan wagon-raiders; and debating the aging of fine with with Dawnish seneschals. He has even been reported having a heated argument with a few suspicious Highborn benefactors. Nobody ever sees him in transit; and scattered somewhat unreliable reports place him outside a theatre in Sarvos on one night, and engaged in deep conversation with a Winter Sun orc in Bregasland the next.

As near as can be ascertained, he is engaged in some sort of audit on behalf of his mistress - speaking to those who produce and increase the wealth of the Empire about topics related to their work - and their politics.

There is some consternation about this in certain quarters - as a powerful herald, Reed should not be able to enter the mortal world unless the eternal he represents has received amity from the Imperial Conclave (she hasn't) ... unless invited with ritual magic by an Imperial citizen. Surely no loyal citizen would flaunt the will of the Conclave by arranging such an invitation?

After many weeks actively moving around the Empire, Reed makes a brief appearance at Anvil where he leaves this message for the gathering Conclave before returning to the Autumn realm.

Most esteemed magicians of the Imperial Conclave, greetings and felicitations from the City of Lead and Gold.

On behalf of my Mistress, the Prince of Scales, I wish to purchase from you the status of amity, for the duration of no more than one hour on the evening of the second day of the Autumn Equinox. This purchase being for the sole purpose of allowing our City to present a single address to the Conclave.

If Conclave can determine the value of this hour and passes the necessary declaration, please have a representative send details of the offer in a box to the City of Five Rings. If the price is amenable then I will gladly send it back with the requested payment and join you for Conclave on the following day.

Reed, Reckoner of Hours.

Significance

Currently, neither Reed nor Ephisis, the eternal he represents, have been granted amity by the Conclave so it is only possible for him to enter the Empire if he has been granted access by a powerful Imperial magician.

Reed does not appear to be interested in amity on an ongoing basis. Rather, he wishes to employ the ability granted to all eternals and heralds with amity; that of placing an address or declaration on the agenda for a conclave meeting.

Due to the way sessions are arranged, if the Conclave wishes to extend this opportunity to Reed they will need to raise and pass a Declaration of Amity during their Friday evening meeting. This will permit the herald to present items for the Saturday night agenda to the civil servants who support the conclave. Reed has further suggested that a Declaration of Neutrality be raised for the same conclave session; in this way the Conclave, having considered his words, can decide whether to maintain the gift of amity or remove it forthwith.

While this is a somewhat peculiar way of doing things, it is scrupulously within the word and spirit of the rules related to the Conclave - it appears that Reed is being extremely careful to follow Imperial protocol as closely as possible.

Resolution

Reed received amity from a Declaration of the Conclave, and used the opportunity to address the assembled magicians. Following his address, the conclave returned him to a neutral status using the Declaration of Neutrality.

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Refusal of the ceding of territories to the Hierro Clan

We will not surrender Segura or Feroz to the Hierro Clan

Proposed by Madruga, Seconded by Semmerholm

Overview

- Passed

Date

- Spring 380YE

Constitution

- The Hierro have laid claim to these two Freeborn territories; the Senate has made its stance on the situation clear.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Refusal_of_the_ceding_of_territories_to_the_Hierro_Clan&oldid=46348"

Regario Dossier

Contents

- 1 Overview

- 2 The Bourse Seat

- 2.1 Responsibilities

- 3 Powers

- 3.1 Seat on the Bourse

- 3.2 Bounty of ilium

- 3.3 Annual Report

- 4 Appointment

Overview

The Regario Dossier is an Imperial title. It is a national title, that can be held only by a citizen of the League. While it provides a small bounty of the miraculous material ilium each season, its real purpose is to provide the holder with an annual report from agents based in foreign ports, with a special focus on matters pertaining to international trade. It is technically operated from a small office in Tassato Regario, but in truth this is merely a convenient front used by the civil service.

Established in 173YE, during the reign of Emperor Frederick, the Regario Dossier is a list of small concerns that individually provide only one or two rings of ilium a year. Together, they provide a small but regular income of the valuable material. The real purpose of the Regario Dossier is to support the League diplomats active all over the world, making contacts with foreign powers and attempting to sway them to the Empire's side. Such activities require considerable funds but the gains for the Empire are difficult to overstate. If too many foreign powers were to ally with the barbarians, the fate of the Empire would surely be lost.

This Bourse position is reserved for a citizen of The League who presents the largest bid. It is widely claimed that the payment is used to pay for bribes and other diplomatic arrangements. In fact this is hypothecation, the costs of operating the dossier are fixed and the money from the auction goes to the Senate as with other Bourse seats.

The Bourse Seat

Responsibilities

The holder of the Seat, and custodian of the Regario Dossier, has few responsibilities. In return for their bounty of ilium and annual report, they are sometimes called on to make decisions relating to the agents of the dossier. If any of the small concerns that provide ilium to the seat were threatened, the custodian would be responsible for resolving the situation and protecting the resources. As with the Master of the Imperial Mint, there is an informal expectation that the custodian of the seat will work in the best interests of the Empire (especially as it related to Imperial trade), but this is hardly enforceable. While there is a perception of the holder of this Seat as a sinister master of espionage, in truth they actually have almost no influence over the actual agents of the dossier.

Powers

Seat on the Bourse

Custodianship of the Regario Dossier comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. it is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of ilium

The Dossier oversees several small sources of ilium, and receives ingots of this precious metal each season which they can dispense as they choose. Production is 4 rings of ilium every season.

Annual Report

In Spring, the holder of the Seat receives an annual report regarding the state of the Empire's relations with foreign powers. Prior to Autumn 379YE, the report covered Imperial relations with the Asavean Archipelago, the Commonwealth, the Principalities of Jarm, the Sarcophan Delves, and the Sumaah Republic. The reports tend to focus almost exclusively on matters relating to international trade that might effect the Empire. The holder of the Seat cannot give instructions to these agents, and communication between the Seat and the agents is generally limited to the receipt of the annual report.

In Autumn 379YE, the Imperial Senate passed a motion to Expand the Regario Dossier, allocating funds to allow recruitment of agents to be sent to include the Axos, the Iron Confederacy and the Faraden. Even with the increased funding, gathering information from some of these nations will almost certainly prove difficult, as the Empire has few existing trade ties with Axos or the Iron Confederacy.

Appointment

Custodianship of the Regario Dossier is a League Bourse position. Election is by open auction at the Spring Equinox each year. Any League citizen may bid for the title.

The position of custodian of the Regario Dossier is re-selected at the Spring Equinox each year. They cannot be revoked by the Imperial Synod.

Agents of the Regario Dossier

There are, very roughly, two varieties of agent associated with the Regario Dossier. The first and largest groups are the informal diplomats and emissaries of the Empire, the majority of them citizens of the League, who represent their nation in foreign parts. They are largely independent, and their agenda is simply to improve relations between foreign nation and the Empire.

The second group is much smaller - perhaps no more than a dozen as of 379YE - and are more actively involved in espionage and the active gathering of information. The custodian of the Regario Dossier invariably receives reports from both groups of agents, although the reports of the former group are invariably filtered through the documents of the latter.

Espionage Agents of the Regario Dossier are always referred to by pseudonyms, each named after a significant river. Agent Couros is based in Nemoria in the Asavean Archipelago; Agent Vassa based in Zemeh and the Sumaah Republic; Agent Scorrero based in the city of Jarm in the Jarmish Principalities; Agent Gancio based in the port-city of Leerdam in the Commonwealth; and agent Umshalla based in the Sarcophan Delves in Sarcophan. In reality, these Agents tend to be figureheads responsible for collecting and compiling reports from one or more other agents active in the foreign nation.

These agents are largely able to avoid detection because residents of the nations where they are active are used to seeing Imperial merchants. Consequently, while the Regario Dossier is unlikely to have much difficulty integrating its agents into Faraden, they may encounter additional problems in the Iron Confederacy and in Axos.

The holder of the Seat never knows the identity of these agents, and is absolutely discouraged from interfering in their affairs. All communication takes place through an office of the civil service (referred to as Agent Catazar on the occasion that they provide any documents themselves), allowing for the security of the agents to be preserved in the face of regularly changing Seat holder. The autonomy the Agents possess is generally considered to be a key to their success, and endangering it would almost certainly reduce their usefulness.

What do foreign powers know?

It is likely that the foreign nations active on the world stage know the Empire maintains agents in the midst of more legitimate merchants. Indeed, these powerful nations would expect the Empire to do so. It is almost certain that those nations maintain agents of their own within the Empire to keep abreast of the broad strokes of Imperial policy, especially as it relates to trade relations. A common understanding is that while the Regario Dossier agents are involved purely in observation relating to trade, they are unlikely to be a big enough concern to cause their hosts to remove them - which is another reason why the Seat holder is unable to issue specific instructions to them. There have been incidents in the past where agents have been arrested, or have disappeared, but they are few and far between.

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Register of civil service gifts

- To John Of Meade, by Imperatrix Lisabetta, a Gremani spoon to the value of 1 crown

- To John Of Meade by Senator Mitwold , a linen coif, value in the heat incalculable

- To John Of Meade by Quartermaster Brackensong, a bottle of rhubarb gin to the value of 6 crowns

- To John of Meade, by Escon egregore of Highguard, a bottle of rhubarb gin to the value of 6 crowns

- To the Tribune, a book cover of golden cloth, crafted by Needle of House Ossienne. Price unknown, highly valued.

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Reikos

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 High Chalcis

- 3.2 The Sign of Tamar

- 3.3 The Great Forest at Reikos

- 3.4 The Vigilant Swan

- 3.5 The Grand Ossuary

- 3.6 The Unbound Steel Hall of Lost Chapters

- 3.7 Remember Exile

- 4 Regions

- 4.1 Broken Ride

- 4.2 Chalcis Mount

- 4.3 Grey Charge

- 4.4 Haros Water

- 4.5 Longshire

- 4.6 Riverwatch

- 4.7 Tamarbode

- 5 OOC Notes

Overview

Reikos was once composed of sweeping plains with occasional patches of deciduous woodland or raised elevation. The only major woodlands outside of the Great Forest of Peytaht were in Broken Ride, while only the south-eastern downs around Chalcis Mount really counted as being hills.

There have been settlements in Riverwatch and Haros Water for over 400 years. While Reikos was only conquered in 56YE, the Highborn had established settlements along its southern borders long before the foundation of the Empire. The chapters along the banks of the Haros were known as some of the hardiest and best-versed in the arts of war; during the civil war they played a major role in helping the Virtuous Assembly plan individual engagements against the forces of the Patricians.

Before the Druj invaded, this formerly peaceful stretch of the Couros river was home to pleasure gardens, parks, and country estates. A prosperous territory, the wealth of Reikos traditionally came from four places. Firstly, the Vigilant Swan and the Great Forest at Reikos produced quality stone and wood respectively, as well as highly sought after white granite and weirwood. Second, the Gardens of Chalcis produced herbs sold all over the Empire. Third, the wide roads helped connect the Navarr in Therunin and the Urizen in Morrow with the rest of the Empire and several towns grew up to cater to the needs of merchants and pilgrims. Fourth, the beauty of Reikos itself made the territory wealthy - the great gardens, sweeping estates and peaceful surroundings made it a favourite place for Imperial citizens from across the Empire to convalesce after illness, or to spend time away for the cares of everyday life.

For centuries, the only real threat to the peace of Reikos came from the abominable inhabitants of the dark forest of Brocéliande. All of this changed in 367YE with the arrival of the Druj.

Recent History

The downfall of Reikos came from its border with the Great Forest of Peytaht. At its edges, the Great Forest is an abundant source of lumber; but its heart is wild and untamed. The long border with the dark forest was notoriously hard to defend, despite the efforts of vigilant chapters such as the Grey Watchers of Peytaht, but at least the forest was equally hostile to human and orc alike. When the Druj barbarians launched a surprise attack through the forest in 367YE, the Highborn were woefully unprepared for it. Those chapters on the edge of the forest that did not retreat were overwhelmed in the first few months of the attack.

The Druj quickly spread south, overwhelming the disorganised Imperial defences. The focus of the Military Council was elsewhere, and by the time the generals could coordinate their armies, the territory had already fallen. Emperor Hugh is said to have taken the loss of Reikos particularly badly, and campaigned to focus all Imperial resources on recovering it - unsuccessfully. The Military Council and the Senate had more pressing concerns facing a major mobilization of the Thule and the Jotun..

Many benefactors were ruined in the attack, and many more are still struggling to restore their fortunes. The gardens, parks and pleasant villages of Reikos were largely unprepared to face the onslaught of the Druj, and hundreds died in the initial attacks before they were able to take refuge in the fortified chapter houses. The presence of refugees complicated matters severely; several northern chapters fell prey to disease and starvation. The malicious tactics of the Druj served to make the situation even words - they regularly poisoned supplies; publicly tortured and displayed the horribly abused corpses of captured guardians and priests; crippled and maimed Highborn refugees then allowed them to flee so that their presence would further damage morale and absorb valuable medical supplies. Slowly but surely they pressed their advantage and drove the Highborn defenders southward.

Finally, in Autumn 377YE the Druj mounted a major offensive against the surviving Highborn chapters in Riverwatch, Haros and Tabernacle. The last regions of the territory fell beneath this assault, leaving only a scattered handfuls of fortified chapters as guttering beacons of hope in a sea of dread. it took some time for the Empire to rally after this defeat, but in Winter 378YE a combined Highborn and Navarr force crossed back into Reikos to begin the liberation. It was here that the Imperial soldiers gained first-hand experience of something that would later be referred to as the Druj miasma or the shroud of dread.

After a few skirmishes and the liberation of the Vigilant Swan, the Druj forces in the area - represented by a single clan referred to as the Stone Toads, withdrew into the massive fortification they had built in the ruins of High Chalcis. They left guerillas, traps and ambushers to harry the Imperial troops while they remained secure behind the great white granite walls of Urith Barath.

The territory was rejuvenated - and reconfigured - by a wave of Spring magic that swept Reikos in early 380YE. The magic saw the restoration of great swathes of forest, and the eradication of much of the lingering taint of Druj occupation - but it was not without cost. Drawing on the power of the eternal Llofir, the magic tore apart damaged and ruined structures without concern as to who had built them. The Highborn were able to protect some of their most valuable relics, but a great many damaged buildings were destroyed - including many chapterhouses. As the magic ebbed away, the eternal claimed the region of Tamarbode as its own demesne, a situation which continues to this day.

The establishment of the Gardens of High Chalcis, coinciding as it did with the coronation message of Empress Lisabetta, has seen an influx of healers and doctors into the territory - triggering a drive to see Reikos established as the centre for the healing arts in the Empire.

Major Features

High Chalcis

Prior to the Druj invasion, High Chalcis was one of the largest settlements in Highguard. Built on the hills of Chalcis Mount, and famous for its beautiful gardens, the town was a centre for healing and the study of the apothecary arts where the medical knowledge of the Empire was codified and expanded. The settlement fell to surprise attack in 367YE, the storehouses of knowledge raided, and the great Stone Toad fortress of Urith Barath built among the ruins. The Druj citadel fell to Imperial forces in Autumn 379YE, but little remained of the original town. In the wake of the destruction. The powerful Spring magic that washed away signs of Druj occupation devoured most of the remaining ruin.

In the wake of this destruction, extensive work was undertaken to restore the town, and especially the Gardens that once surrounded it. New chapterhouses were established around the one structure still standing - the miraculously restored Shining Towers. These four beautiful towers appeared shortly after the destruction of the Druj citadel on the site of the old chapterhouse of the Shattered Tower. Returned at last from exile, the Shattered Tower have claimed the towers as their new chapterhouse. They report that not only do the towers surround a weak Summer regio, but that they seem to be composed of the legendary magical material adamant. In some parts of the territory has become a symbol of the unbreakable will of the people of Reikos.

In the year since, the settlement has seen a remarkable spate of growth, heavily supported by Highborn exiles returning from Peakedge Stead in neighbouring Therunin and their Navarr allies. One of the more important structures is the beautiful Basilica of Cora Holdfast, completed shortly before the Autumn Equinox 381YE. Given that the exemplar was of the Navarr, it is perhaps only fitting that the basilica be built in High Chalcis.

While a great deal of work has gone into restoring the town, attention was also focused on restoring the bountiful Gardens of High Chalcis that once surrounded the settlement. Today, the great work they represent has been restored, and the Chalcis Hills once again bloom with a great bounty of healing herbs, providing a great boon to the physicks and apothecaries of Reikos.

The Sign of Tamar

This vast sigil incised into the plain in northern Reikos predates the first human settlements in Reikos. Created by digging long trenches in the earth, scholars have never been sure who constructed it, what purpose (if any) it served, or when precisely it was built. Scholars have paced out the sigil and drawn it, and declared it a humanoid figure that matches the constellation called the Drowned Man. There is some evidence that the sign is part of, or contains, a very potent Spring regio, possibly with an affinity for the darker and more destructive uses of Spring magic. If this is the case, its proximity to Brocéliande can surely be no coincidence.

Even before the coming of Llofir to Tamarbode there was no viewpoint nearby where the entire figure could be seen clearly. There has been a great deal of speculation as to who placed this sigil here, and whether there is any connection with the chalk figures of the Marches. Historians have also speculated extensively about how Tamar may have been, and why the region as a whole is called Tamarbode - it is assumed they were connected in some way with the original conquest of Reikos during the early Empire, but there are no records to support this or details of exactly who they may have been.

The eternal Llofir claims the Sign of Tamar, as it claims the whole of Tamarbode. The sigil itself has disappeared beneath the enchanted forest that now covers the entire region.

The Great Forest at Reikos

The Great Forest at Reikos is a Bourse resource that covers the eastern hills of Broken Ride. Custodianship of the weirwood groves is an Imperial Title that brings with it a Seat on the Imperial Bourse. It produces 25 Imperial wains of weirwood every season; control is allocated to any Imperial citizen by open auction during the Winter Solstice.

The Vigilant Swan

The Vigilant Swan is a Bourse resource located in Riverwatch. Custodianship of the Vigilant Swan is an Imperial Title that brought with it a Seat on the Imperial Bourse. It produces 25 Imperial wains of white granite every season. it is a assigned to the Highborn candidate who receives the most support from the Highguard owners of congregation resources.

The Grand Ossuary

The grand ossuary stands in Haros Water, not far from the place where the settlement of Haros once stood. a square, stocky building of white stone, it is surrounded by a quiet park laid out with every attempt made to create a quiet atmosphere of contemplation and reflection. Within the structure itself, the dead of Reikos are interred or memorialised, and many relics of the past history of Reikos are kept here - primarily those from before the Druj invasion, but with at least a few connected to heroic deeds performed during the conquest, the occupation, and the later liberation. In particular, the top floor of the ossuary contains a library where stories from the occupation are stored. Harrowing tales of despair and courage, they include many journals written by those who fell to the orcs.

Work on the ossuary was already underway when the great wave of Spring magic swept over the territory - magic that destroyed the remains of the dead as easily as it expunged the lingering mark of the Druj occupation. Only the desperate action of a dozen independent captains and their retinues who have brought their retinues to Reikos to help support the creation of a great ossuary there. The names of Exarch Solomon, Inquisitor Courage, Guardian Maya, and Unconquered Jada of the Shattered Tower; Guardian Amon of the Raven's Watch; Guardian Cayleb of Felix's Watch; Cataphract Jericho of the Suns of Couros; Lucifer of the Cohort of the Winter Bear; Obidiah Rockborn, Ciaphas Dekar, and Arnulf Fuch, and Skywise Kray of the Imperial Orcs are all immortalized on a simple white granite plinth that stands just inside the main gates of the park. Without their intervention, the (apparently well-meaning) servants of Llofir would have completely devoured the history of Reikos alongside the lingering Druj taint.

Our assembly recognises the benevolent and saving Ambition and Loyalty of our departed Brother Gideon of the Suns of Couros in the creation of the Great Ossuary of Reikos. May his memory be forever linked to this Great Work and to the Prosperity and Pride of Reikos.

Ianthe, Highborn Assembly, Winter 380YE (greater majority)

Another monument of particular note stands in the ossuary, and has become a point of pilgrimage for new settlers in Reikos. A statue of Brother Gideon of the Suns of Couros stands in the entrance hall of the ossuary building proper. Gideon was instrumental in the creation of the Great Ossuary of Reikos, but died before the work was completed. His memory will forever be linked to this great work, and to the Prosperity and Pride of the people of Reikos.

The ossuary is a great work; donations are made by visitors which are distributed to the priests of Reikos to help them with their work guiding the futur, and commemorating the past. Every Highborn priest who operates a congregation in Reikos receives a share of the funds.

The Unbound Steel Hall of Lost Chapters

The hall was commissioned by Ella, Daughter of Zemira, of Reumah's Redoubt, using an Imperial Wayleave. It was financed by the Beneficent Order of Steel Chain in conjunction with several Highborn benefactors. The opportunity to construct the Hall arose as a result of the inspiration following in the wake of powerful magic that washed across the Empire prior to the Winter Solstice 380YE. A place of pilgrimage, the Hall is dedicated to the history of chapters who have fallen in service of the Empire and the nation. Built in the newly reborn town of Tabernacle, the hall is located on the original high street in Tabernacle, covering multiple lots that were reduced to rubble during the invasion. The Unbound Steel Hall is the largest structure currently standing on the site of the old settlement. It will be several years before Tabernacle is restored to its former glory but the presence of the Hall, and the pilgrims it attracts, are both certain to help with that process.

Pilgrims seeking solace in the lessons of the past first walk through a covered colonnade that winds through a park of a labyrinthine design. In the middle of the park stands a tall granite bell tower. The bells do not tell the time, but instead are sounded the time and day when each Chapter had fallen to the Druj. Arriving at the main building, the visitors are greeted by an imposing portico with massive columns, giving weight to what lies beyond. Passing the entrance, the pilgrims enter a cloister dominated by a huge statue of a basilisk - the protector of the place.

On the north side, the cloister lies against a basilica that serves as a place for contemplation and meditation. The vast space inside is filled with large banners of all the chapters symbols bound into a greater whole by the single endless steel chain that gives the hall its name. On the east side of the cloister, the Wing of Memory preserves the chapter relics and memorabilia that were recovered after Llofir’s season of mushrooms. Very little sound filters through from the outside as if the building itself demanded a quiet respect for the fallen. The wing also houses a large collection of scrolls, cared for by the archivists. The scrolls contain stories of the chapters, both grand and subtle, their culture and teachings, and their legacies. Opposite, in the Chamber of Murmurs, the stewards recite the names of the dead without pause day and night and they do not repeat themselves for many days. The Hall of Lost Chapters safeguards the Pride of the nation; here the fallen chapters forever remain a part of Highguard.

OOC Note: The Unbound Steel Hall of Lost Chapters is a great work that provides a pool of 30 votes in the Imperial Synod and 15 additional liao spread among the congregations of Reikos which are overseen by Highborn priests belonging to the Assembly of Pride, and who attended the previous event. Original text contributed by Tomáš Zdeněkovič Pilař

Remember Exile

Completed just before the Autumn Equinox 381YE through the use of a potent enchantment, this fortification is built in Broken Ride. The massive citadel is positioned so as to keep a close watch on both the Great Forest, and on the threat of Brocéliande to the north-east - and to guard against any potential danger coming out of Tamarbode.

Regions

Broken Ride

Quality: Forest

The rolling woodlands of Broken Ride were regularly used for hunting and for training Unconquered recruits. Only a few scattered chapters were built here, such as Beacons Rock which stood on the very northernmost borders of Reikos. These isolated chapters were easy prey for the Druj when they invaded.

In 369 YE, the woods were the site of the massacre at Exile. Built round a chapter of Unconquered who trained in the solitude provided by the deep woods, Exile was a hard place, and the Highborn there embraced many trials designed to harden the soul. They held out for three years before they were finally overrun. The Druj desecrated the dead, and used their remains to construct one of their grim shrines of fear and despair, responsible for helping to spread a foul miasma over the entire territory.

In the last days of the siege, the choice to hold against overwhelming odds or leave with honour was given to all of the recruits, not a one of whom chose to leave. In battle, the Unconquered used to say: “Remember Exile. We will return” in memorial of fallen friends and mentors. Since the liberation, many have instead begun to say "Remember Exile. We will always return."

Today, the region is sparsely populated. The weirwood groves are still worked, and a fortification has recently been completed here. Broken Ride Blooms still provides a bounty of ambergelt to those brave enough to work the forest. A few scattered chapters have returned, many of them dedicated to keeping a Vigilant eye not only on the Great Forest of Peytaht to the north, but also on Brocéliande and Tamarbode to the west.

Chalcis Mount

Quality: Hills

The gentle hills of Chalcis Mount are the site of High Chalcis, and its eponymous garden. In some poems, they are called the Red Downs due to the distinctive hue of the Imperial Roseweald that grew profusely on their slopes - although in the wake of the Druj occupation the name has taken on sadder connotations. The Stone Toad clan built their ciradel of Urith Barath here, and it was from that citadel that they ruled Reikos with an iron fist; the citadel is gone now.

Chalcis Mount has a noticeably high population of Navarr residents. Primarily inhabitants of Peakedge Stead in Therunin, the Navarr came to help establish the Gardens to show their gratitude for Highborn support in dealing with a threatened Druj invasion, but many have chosen to stay - at least for the time being. They have established a small settlement on the edge of the region no more than a days march from the steading.

Outside High Chalcis, the physicks and apothecaries are beginning to return. The Fields of Remembrance in particular stand as a reminder of the Courage of those who fought to defend, and to free, Reikos. Perhaps just as significantly, the mine known as the Wound of Chalcis is in business once again, drawing up fine quality weltsilver from the dark stone cliffs overlooking Therunin.

Grey Charge

Quality: Forest

The wide plains of Grey Charge were avoided by the Druj themselves, but given over to the control of one of their brutal subject tribes. The scattered chapterhouses were turned into twisted orc settlements, and the human populace reduced to the status of field slaves. After the liberation, the Spring magic devoured all the ruined chapters, villages, and farms that once stood here leaving behind untouched forest. New chapters are being established here by the survivors, looking to the trees as a source of Prosperity. Already, farmland has been liberated from the clutch of the magically inspired woodlands - Grey Watch Grasses weathered the storm of Spring magic reasonably untouched, and leads the way in providing food to the people of Reikos. The congregation known as Never Again, formed by refugees in Bastion, is based here. They actively support rebuilding efforts across the entire territory.

Haros Water

Haros Water takes its name from the tributary of the Couros that runs through it. Similar to neighbouring Riverwatch, Haros Water was made wealthy by a combination of prosperous farms and regular trade passing along the road and the river. The town of Haros, once a major stopping point for trade passing through Reikos, was effectively destroyed during the liberation, and the tide of Spring magic that followed after it. Most of the damage had already been done by the time the magic spread over the ruins - following a three day battle in the streets during Winter 378YE, the Druj fired the town, creating a conflagration that lasted through the night and saw the entire settlement reduced to ruins. The beautiful river gates of Haros, which once allowed daring forays by expert boatmen supporting the defenders, were reduced to broken fragments, standing as mute testimony to the loss of the last Imperial foothold in the territory.

Not everything is lost. A brave effort by several chapters managed to protect some remnants of the former town from the voracious appetite of Llofir and its agents. The ruins of the river gates in particular still stand, providing a memorial to those who died fighting to protect their homes. The only other structure still standing is now the tallest in the new town; the tower of Echoes of Wisdom bell-makers business survived the fall of Haros, the Druj occupation, and the wave of Spring magic entirely untouched A new town is beginning to flourish around it, taking advantage of the influx of lumber from the new woodlands of Grey Charge and Longshire. The Suns of Couros in particular have been active in re-establishing Haros. The Draughir chapter have established a new chapterhouse - a dim reflection of its previous splendour - and are encouraging other Highborn to participate in the rebuilding of Haros as a staging point for the settlement of western Reikos.

Longshire

Quality: Forest

The plains of Longshire were not heavily settled even when Reikos was at its height; now that they are densely wooded this has not noticeably changed. During the occupation, the scattered chapters here were reduced to ruins and claimed by various barbarians. These unruly gangs of orcs squabbled among themselves, occasionally causing the Druj themselves to step in and make an example to restore order. Of particular note is the attack in 370YE when the Druj slaughtered every member of the clan living in the ruins of the old Granite Chain chapterhouse.

An ambitious band of Unconquered soon took residence in the ruins, exploiting the superstitious dread of the local orcs to maintain a hidden chapterhouse that helped coordinate the resistance in the western territory. Today the chapterhouse has been rebuilt by the surviving Unconquered. Working closely with the School of Exorcism in Riverwatch, the chapter works to help lay to rest the remaining wraiths that haunt Longshire and to provide support to new chapters establishing themselves amidst the new grown forests.

Riverwatch

The Vigilant Swan was the source of a great deal of prosperity for Riverwatch, but a significant amount also came from the farms that sprawled across the wide, fertile plains north of the Haros river. As with Haros Water, the region was also made wealthy by trade passing along the road between Casinea and Sarvos in the east and the Navarr steadings of Therunin to the west. Much of that trade passed through the town of Tabernacle, a well-fortified triple-ringed settlement whose residents sprawled outside its walls in long years of peace. Riverwatch held out against the Druj for a decade, the last site of major resistance to the invaders, with constant skirmishing along its borders that saw the farms devastated and Tabernacle reduced to the status of an armed camp. Riverwatch was the last region of Reikos to fall to the Druj, and even then only after many months of sustained assault. While some chapters survived the fall of Tabernacle, the survivors were forced to retreat across the river to Sybella Cross in Bastion. A year of occupation saw Tabernacle reduced to mud-choked ruins scattered with lethal traps and deadfalls that would have taken months of careful work to locate and disarm. In the end, the town was swallowed by Llofir's wave of Spring magic, devoured by the earth itself, ruins and traps and all.

Today a village is slowly spreading around Riverwatch, named Tabernacle in memory of the town that once stood here. With trade caravans returning to the pre-occupation routes, the village is enjoying a little of its former prosperity. The re-establishment Tabernacle Legacy Claret in particular marked the beginning of the new prosperity; built over the extensive hidden cellars of the old vineyard, the wine produced here is said to have a particularly fine if bitter quality and has proved popular in several places damaged by war with the orcs. Further prosperity has been brought by a small family of respectable Faraden traders who have set up a small, permanent enclave in Tabernacle, trading herbs and wood with the citizens of Reikos as they serve as a hub for caravans trading into Therunin and Urizen..

Tamarbode

Quality: Forest, Citadel of Llofir

The desolate plains of Tamarbode were primarily known as the site of the enigmatic Sign of Tamar, and at least one chapter was dedicated to protecting and guarding the eerie earthworks. It was also home to a couple of fortified chapters on the borders of Brocéliande, facing into the forests there and keeping a careful watch on the Vallorn that slumbers fitfully at its heart. Contact with these chapters was lost when the last of them was overrun by Druj in 372YE. During the orc occupation, the region appeared to be under the control of an especially vicious Druj Ghulai nicknamed "Greenmask".

The region was never fully liberated - even after the fall of Urith Barath, scattered orc warbands held out here for several months. In Summer 380YE, the great surge of Spring magic that began the rejuvenation of Reikos apparently began here, and the entire region was claimed by the eternal Llofir. Tamarbode is now a primeval woodland that thrums with unruly Spring magic, and is largely unknown to Imperial forces. Indeed, there are indications that the woodland might be actively hostile to humans, possibly as a response to an abortive attempt by the Urizen Citadel Guard to drive out the eternal forces here.

Alone of the regions of Reikos - and indeed of Highguard - Tamarbode is not Imperial territory. With the exception of the magicians collecting crystal mana from Tamar's Toes, Imperial citizens are not welcome here. Several trods pass through Tamarbode, and to date here have been no major incidents between those walking them and the servants of Llofir - but only because the Navarr are extremely careful not to attract unnecessary attention or interfere with the denizens.

OOC Notes

- As of the end of the Autumn Equinox 381YE, the Highborn control all the regions of Reikos except Tamarbode, which remains in the "hands" of the eternal Llofir. Reikos is an Imperial territory.

- the fortification of Remember Exile is a rank 2 fortification in Broken Ride.

- The region of Tamarbode has been fortified in some magical fashion, although details are unclear at this time.

- The Gardens of High Chalcis are a great work which provides a significant bounty of additional herbs to any Highborn character who control herb garden personal resources in the territory.

- The Grand Ossuary is a great work which provides 1300 rings each season, split between the congregations of Reikos.

- Prior to the magic of Summer 380YE, several regions devastated by the Druj had the ruins quality. The powerful magic invoked over the territory removed these qualities as they removed the ruins themselves.

- While the majority of Reikos has been freed from the Druj miasma by a combination of hard work by Imperial forces and the powerful rejuvenating Spring magic that swept the territory in Spring and Summer 380YE, there are still some areas that suffer under its influence. They are for the most part isolated, hard-to-reach places immediately surrounding a miasma stone.(OOC Note: these remaining areas exist primarily as a source of quests, or as inspiration for an individual player event, rather than as a threat to the territory as a whole).

- Some of the preeminent chapters of Reikos are detailed here.

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Reikos Spoils of War

Contents

- 1 Overview

- 2 Spoils of War

- 2.1 Never Again

- 2.2 Fields of Remembrance

- 2.3 Broken Ride Blooms

- 2.4 Echoes of Wisdom

- 2.5 Tabernacle Legacy Claret

- 2.6 Grey Watch Grasses

- 2.7 Tamar's Toes

- 2.8 The Wound of Chalcis

- 3 Opportunities

Overview

Following the liberation of Reikos by Imperial troops in Winter 379YE, these resources have been presented to the Military council for assignment as spoils of war during the Winter Solstice, 379YE. They cannot be assigned until Reikos has been assigned to an Imperial nation.

Spoils of War

Never Again

Congregation / Rank 5

Many groups once exiled from Reikos by the Druj are keen to return and the congregation of Never Again is no exception. Founded by refugees in Bastion, Never Again are determined to learn the lessons of recent history and equally determined to repopulate and rebuild their home. The congregation largely consists of those common folk whose lives and livelihoods were devastated during the Druj occupation - simple business owners, farmers and gardeners who have vowed to rebuild their homes and hold them against any further incursions that may occur. There are several devout dedicates of Prosperity among them, along with a number who have vowed to never gain allow their Vigilance to waver.

Fields of Remembrance

Herb Garden / Rank 4

Production: 6 doses of True Vervain, 2 doses of Cerulean Mazzarine, 4 does of Bladeroot, 2 doses of Imperial Roseweald, and 6 doses of Marrowort. Amongst the former beauty of Gardens of Chalcis, new life has taken hold, growing over the site of a particularly prolonged battle with the Druj during the first years of the invasion. Whilst paling in comparison to the former majesty of the famed gardens that once grew on the blasted heath, these fields serve as a reminder of the Courage of the Highborn defenders of the area and the price they paid. The recent pure rain seems to have especially invigorated this battlefield, which is now fecund with valuable healing herbs.

Broken Ride Blooms

Ambergelt Forest / Rank 3

First to fall to the Druj incursion was the region of Broken Ride, close to the dark and forbidding Great Forest of Peytat. That dangerous wooded area extends far into the Barrens to the northeast and merges with vallorn-haunted Brocéliande to the west. Even the Druj seem to fear the forest, and their armies must have been desperate to push through it when they fled north to try and support their comrades in Holberg. Perhaps there is truth to the stories of a malign entity deep within.

Certainly the trees here produce Ambergelt which has a particularly red ting, more blood than sap. Many find the sight unnerving, especially when the mists roll in of an evening and settle over the area with an unnatural crimson glow. The air here is sticky, heady and seems supernaturally sweet. Voices are occasionally heard on the northern breezes - calling, beckoning. They were not heard before the Druj came. Perhaps they are the voices of the dead, perhaps they are something that followed the orcs out of the Forest's heart.

Echoes of Wisdom

Business/ Rank 3

When the Druj first approached Haros, the bells of the Echoes of Wisdom were rung to warn the citizens. When the town fell, the tall tower business was used as a watchtower by the invaders. For some reason, the Druj did not remove the stock, in all their years of occupation. Perhaps they did not realise the significance of bell ringing, or perhaps they feared it. When they fled Haros Water, the tower was one of the few that remained standing - so sturdy and reinforced with white granite was the structure.

Now with the occupation over, the business of bell making can begin anew. The fact the tower survived the destruction wrought by the Druj makes it a simple of Pride to those charged with rebuilding Reikos. More practically, there will be many unquiet spirits that need to be kept at bay by the quality bells and chimes offered by the Echoes of Wisdom, so it should do excellent business.

Tabernacle Legacy Claret

Business/ Rank 3

Once associated with the finest Highborn grapes, the head vintner at Tabernacle Claret sealed the doors of her business the day she saw the Druj set fire to her beloved vineyards and left for Bastion clutching only a single bottle of their finest port as a memento. When Tabernacle itself was eventually devastated and reduced to a pile of mud and rubble laced with deadly traps and pits, precious few knew that nearby in an extended cellar complex remained several hundred bottles of the finest wines and ports outside of the cities of the League.

The cellars remained untouched, buried beneath the remains of the settlement, unlooked for by a foe who didn't know of its existence. To return this once fine establishment to its former glory, the surviving vintner now seeks partnership with a suitable Benefactor who sees the opportunity presented in such a venture.

Grey Watch Grasses

Farm / Rank 3

The rolling plains of Grey Charge were once home to many small chapter settlements with their own farmlands. One by one, the Druj assaults subjected them to the sword, the torch and the manacle, leaving the region under the charge of its subject tribes. Grey Watch Grasses is the largest of these farms remaining with any sizeable population. They were liberated by Navarr troops who chased a retreating Druj force north from Riverwatch in the first days of the liberation.

Whipped, beaten and broken by the barbarians and cruelly used as slave labour, then subject to the deleterious effects of the Druj miasma and the Reikos flux, much care and attention will be needed to restore faith to these tragic people. The earth here remains loved by those that toiled under the yoke of the Druj, it is their home and they are not likely to forget that any time soon.

Tamar's Toes

Mana Site / Rank 2

At the foot of the giant Sign of Tamar in the region of Tamarbode lie the Toes of Tamar. The stories and legends of this mana site have it associated with the eternal known as the Lady of the Grim Host. Some scholarly works suggest the Sign itself may represent the constellation the Drowned Man, a sign of doom and ill omen, the foot of which is the brightest star.

The Sign of Tamar itself was recently occupied by the Druj known as Greenmask who claimed the Toes for his own, and his servants gathered the crystal mana from the toes to use in his dark rituals. The orcs are gone now, and while Tamarbode as a whole is not yet in Imperial hands, a small band of resistance fighters has been using Tamar's Toes as a base of operations - and stand ready to ensure its safety until the last of the orcs are exterminated.

The Wound of Chalcis

Weltsilver Mine / Rank 2

In eastern Chalcis Mount is a mine considered to be one of the oldest weltsilver mines in the Empire. Even before Reikos was conquered by Imperial troops there were Highborn workers extracting the valuable material from the dark stone cliffs above Therunin. The first fortification that would later be used as part of the Imperial conquest of the territory were build to protect the mining effort here. Centuries after it was discovered little remains of the original bounty and the Druj were quick to employ slaves to tear it out of the ground even faster. Still, while the site is not the richest mine in the Empire, it is certainly steeped in history.

Opportunities

Other opportunities exist in Reikos; they are detailed elsewhere.

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Fortify Skarsind (Redirected from Reinforce Skarsind)

Redirect page

Fortify Skogei

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Religion

Index

- The Way of Virtue

- Imperial Synod

- The Seven Paths of Virtue

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

- Imperial Theology

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Religious crime (Redirected from Religious Crimes)

Contents

- 1 Religious Crimes

- 1.1 Abuse of Powers

- 1.2 Blasphemy

- 1.3 Desecration

- 1.4 Heresy

- 1.5 Idolatry

- 2 Further Reading

- 2.1 Core Brief

- 2.2 Additional Information

Religious Crimes

Abuse of Powers

The crime of abuse of powers is defined as: The misuse, or abuse, of the powers of a priest. This includes the powers of the Synod, as well as liao ceremonies.

The Synod is charged with ensuring the proper conduct of all priestly Imperial citizens, whether they are Synod members or not. Abuse of Synod powers includes looking to use confession and clemency to pervert the law, rather than promote virtue. Abuse of priest ceremonies may include use of the excommunication ceremony on an Imperial citizen without them having first been excommunicated by the Synod.

Blasphemy

The crime of blasphemy is defined as: The denigration of the paragons and the paths of virtue. This includes promoting false virtues and the teachings of false exemplars or false paragons.

The Feast of the Broken Wheel held by the Freeborn is contentious and considered blasphemy by some. The festival itself cannot be prosecuted, but a number of Freeborn participants have suffered condemnation over the years when their antics were judged to have gone too far. As Magistrate Enzo i Contero i Riqueza once noted, Imperial law still holds - no matter what celebration you may be attending.

Desecration

The crime of desecration is defined as: The removal of spontaneously created auras such as legacies of ascendance to paragonhood. This includes such auras arising on areas, objects and people.

The Senate passed this into law in Autumn 377. As written, the law indicates that it is illegal to remove spontaneous auras associated with false virtues, however such actions may be unlikely to result in a successful judgement of condemnation by themselves.

Heresy

The crime of heresy is defined as: The willful rejection, or perversion of, the orthodox Doctrines of the Faith as laid down by the Imperial Synod, or actively teaching and promoting false doctrines.

The Synod does permit the discussion, and debate, of the doctrines, and potential variations thereof, as part of theological investigation and learning. The criminal act is the teaching of “truth” that has not been recognized as such by the Synod. Virtuous priests are admonished to seek to change doctrine in the Synod, rather than undermine it.

Idolatry

The crime of idolatry is defined as: Subsuming human will and destiny to any inhuman entity or force. This includes the worship, veneration or exaltation of any such being or power.

This crime incorporates the worship of "gods", eternals and other supernatural beings, though some priests have considered applying it in a political context as well.

Anger radiated from Garath, filling the tent in which he was sat. The Sentinel by the doorway tensed in response. Conversely, Casia, her black-eyes unblinking, appeared entirely unpeturbed and gently stroked her barbels as she considered the broker.

“This is a travesty, and a waste of time,” spat Garath, “Do you really have nothing better to do with your time, fendweller?”

Casia merely considered him in silence.

“You had no right to haul me in like some criminal!” Gareth railed, “I was in the middle of an important trade deal. You’ve cost me a lot of money and I’ll have every ring of it out of your sodden hide.”

The merrow Illuminate simply lifted her cup and drank from it. Taking her time to finish it if full, she turned again to Garath. Rising from her seat she circled his seat before she finally spoke.

“I’m curious,” she said, without irony, “I have spoken at length to some of your business partners. You are a successful trader, there is no doubt. Yet the part that I do not understand is what you do with the liao you purchase from the Bloodhammer legion. No one I have spoken to reports you ever selling any of it.”

Garath snarled, “Is that it? My cousin Gwyn is a Guide. I provide it to him as part of the work of the Faith. Go and ask him.”

Casia nodded, and paused to produce a notebook in which the name was carefully inscribed. As she was putting her pen away, the tent flapped jostled and another Sentinel entered carrying a bag.

Garath blanched, “That’s mine! You’ve no right…”

“I think you will find that priests of the Synod have the right to go a great many places,” Casia interrupted calmly, as she took the bag from the armed man. Reaching in she produced a handful of small documents.

“Oh my,” she said, her tone unchanged despite the expression of surprise, “I do believe I have seen some of these in the tavern. Leaflets extolling the glory of Elora, Goddess of Hope.”

The black eyes fixed themselves on Garath again, “I do believe that’s heresy, blasphemy and idolatry in one single stroke. Thank you for your time Broker Garath, your inquisition is concluded. I would suggest you do not make any plans to leave Anvil as I am quite sure the magistrates will be wanting a word.”

As Garath rose, Casia gestured and the two Sentinels moved to either side of him. Garath glared at his shadows, but said nothing as he left the tent with the two following him.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

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Religious crime

Contents

- 1 Religious Crimes

- 1.1 Abuse of Powers

- 1.2 Blasphemy

- 1.3 Desecration

- 1.4 Heresy

- 1.5 Idolatry

- 2 Further Reading

- 2.1 Core Brief

- 2.2 Additional Information

Religious Crimes

Abuse of Powers

The crime of abuse of powers is defined as: The misuse, or abuse, of the powers of a priest. This includes the powers of the Synod, as well as liao ceremonies.

The Synod is charged with ensuring the proper conduct of all priestly Imperial citizens, whether they are Synod members or not. Abuse of Synod powers includes looking to use confession and clemency to pervert the law, rather than promote virtue. Abuse of priest ceremonies may include use of the excommunication ceremony on an Imperial citizen without them having first been excommunicated by the Synod.

Blasphemy

The crime of blasphemy is defined as: The denigration of the paragons and the paths of virtue. This includes promoting false virtues and the teachings of false exemplars or false paragons.

The Feast of the Broken Wheel held by the Freeborn is contentious and considered blasphemy by some. The festival itself cannot be prosecuted, but a number of Freeborn participants have suffered condemnation over the years when their antics were judged to have gone too far. As Magistrate Enzo i Contero i Riqueza once noted, Imperial law still holds - no matter what celebration you may be attending.

Desecration

The crime of desecration is defined as: The removal of spontaneously created auras such as legacies of ascendance to paragonhood. This includes such auras arising on areas, objects and people.

The Senate passed this into law in Autumn 377. As written, the law indicates that it is illegal to remove spontaneous auras associated with false virtues, however such actions may be unlikely to result in a successful judgement of condemnation by themselves.

Heresy

The crime of heresy is defined as: The willful rejection, or perversion of, the orthodox Doctrines of the Faith as laid down by the Imperial Synod, or actively teaching and promoting false doctrines.

The Synod does permit the discussion, and debate, of the doctrines, and potential variations thereof, as part of theological investigation and learning. The criminal act is the teaching of “truth” that has not been recognized as such by the Synod. Virtuous priests are admonished to seek to change doctrine in the Synod, rather than undermine it.

Idolatry

The crime of idolatry is defined as: Subsuming human will and destiny to any inhuman entity or force. This includes the worship, veneration or exaltation of any such being or power.

This crime incorporates the worship of "gods", eternals and other supernatural beings, though some priests have considered applying it in a political context as well.

Anger radiated from Garath, filling the tent in which he was sat. The Sentinel by the doorway tensed in response. Conversely, Casia, her black-eyes unblinking, appeared entirely unpeturbed and gently stroked her barbels as she considered the broker.

“This is a travesty, and a waste of time,” spat Garath, “Do you really have nothing better to do with your time, fendweller?”

Casia merely considered him in silence.

“You had no right to haul me in like some criminal!” Gareth railed, “I was in the middle of an important trade deal. You’ve cost me a lot of money and I’ll have every ring of it out of your sodden hide.”

The merrow Illuminate simply lifted her cup and drank from it. Taking her time to finish it if full, she turned again to Garath. Rising from her seat she circled his seat before she finally spoke.

“I’m curious,” she said, without irony, “I have spoken at length to some of your business partners. You are a successful trader, there is no doubt. Yet the part that I do not understand is what you do with the liao you purchase from the Bloodhammer legion. No one I have spoken to reports you ever selling any of it.”

Garath snarled, “Is that it? My cousin Gwyn is a Guide. I provide it to him as part of the work of the Faith. Go and ask him.”

Casia nodded, and paused to produce a notebook in which the name was carefully inscribed. As she was putting her pen away, the tent flapped jostled and another Sentinel entered carrying a bag.

Garath blanched, “That’s mine! You’ve no right…”

“I think you will find that priests of the Synod have the right to go a great many places,” Casia interrupted calmly, as she took the bag from the armed man. Reaching in she produced a handful of small documents.

“Oh my,” she said, her tone unchanged despite the expression of surprise, “I do believe I have seen some of these in the tavern. Leaflets extolling the glory of Elora, Goddess of Hope.”

The black eyes fixed themselves on Garath again, “I do believe that’s heresy, blasphemy and idolatry in one single stroke. Thank you for your time Broker Garath, your inquisition is concluded. I would suggest you do not make any plans to leave Anvil as I am quite sure the magistrates will be wanting a word.”

As Garath rose, Casia gestured and the two Sentinels moved to either side of him. Garath glared at his shadows, but said nothing as he left the tent with the two following him.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Imperial Theology

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Religious_crime&oldid=64426"

Religious roleplaying effects

Contents

- 1 Overview

- 1.1 Roleplaying effects by virtue

- 1.2 Roleplaying effects by false virtue

- 2 Further Reading

- 2.1 Core Brief

- 2.2 Rules

- 2.3 Additional Information

Overview

Priests using certain religious skills can create roleplaying effects based on the virtue they are dedicated to. Below is an index of spiritual auras linked to the seven virtues as well as to certain false virtues.

Roleplaying effects by virtue

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

Roleplaying effects by false virtue

- Anarchy

- Fear

- Hatred

- Hope

- Peace

- Vengeance

Further Reading

Core Brief

- The Way of Virtue

- Imperial Synod

- The Seven Paths of Virtue

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

Rules

- Religious skills

- Performing liao ceremonies

- List of liao ceremonies

- Religious roleplaying effects

Additional Information

- The Powers of Synod Priests

- Appointments by the Synod

- Cardinals

- Gatekeepers

- Conscience of the Senate

- High Exorcist

- Imperial Theology

- Liao

- The Doctrines of the Faith

- Signs of the Paragon and Exemplar

- Schisms and Heresies

- Investigative Theology

- Religious Crimes

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Religious_roleplaying_effects&oldid=39152"

Relinquish Skarsind

With true pride the Winterfolk have resolved to relinquish our claim on the territory of Skarsind.

We take this courageous step out of loyalty to the Empire, and in particular the citizens of the Imperial Orc nation.

It is our ambition that Skarsind should become the first home for the Imperial Orc nation, such that they may find Prosperity.

This may be vetoed by the Wintermark National Assembly in addition to the normal processes

Proposed by Sermersuaq, seconded by Skarsind.

Overview

- This motion would renounce the Wintermark claim to the territory of Skarsind

- As Skarsind is still part of the Empire, it would allow for a new motion of assignment to be called.

- This motion has significant constitutional ramifications.

- It motion requires ratification by The Throne, and has no legal basis until then.

- This motion was passed unanimously by the Senate.

Date

- Spring 379YE

Campaign Outcome

- If the motion is ratified, the territory of Skarsind would no longer be part of Wintermark.

- Once relinquished, the territory will be assigned to a new Imperial nation following a standard vote of assignment by the Imperial Senate.

- The Brilliant Shore is a national Bourse position, control will remain with Wintermark until the territory is assigned to a new Imperial nation.

- This motion would later lead directly to the creation of the Senate power of relinquishment, allowing the Senate to relinquish any territory or Bourse seat so that they could be assigned or allocated again.

Constitution

- The Constitutional Court acknowledge that this motion represents the true will of the Wintermark people due to the unanimous support of the senators of that nation and the right of the Wintermark Assembly to veto it.

- This motion may be abrogated by the Senate at any time before its ratification

- This motion may be vetoed by the Assembly of the Nine, the General Assembly or - as specified - the Wintermark National Assembly; the Synod has until the start of the first senate session at the Summer Solstice to apply this veto.

- As this is a constitutional matter, the motion would not count against the one veto allowed each summit.

- During the Autumn Equinox 379YE, the use of the Imperial Favour of Empress Britta allowed the ratification of this motion in the absence of a Throne. The senate then chose to assign Skarsind to the Imperial orcs.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Relinquish_Skarsind&oldid=65972"

Remote Navarr

We have removed the reference to integrated and isolated Navarr from the Navarr costume page because there is no significant cultural difference between these two groups. Some isolated Navarr never see a barbarian or a vallorn from one year to the next. Some live their entire lives in perpetual battle. The situation is exactly the same for the "integrated" Navarr; they may spend their days fighting terrible brutal battles against the vallorn or the Empire's enemies... or they may not.

The wiki only talks about the distinction on the costume page and what it defines it as there is the degree of trade that a group of Navarr have with other Navarr and the rest of the Empire. Isolated Navarr don't see the towns and cities of the Empire much, nor people who travel/come from there. Integrated Navarr have more contact - and so more opportunities to trade - so more opportunities to have clothes and equipment that requires towns and cities to produce. That is the only common distinction between the two groups.

The significant element for most Navarr in their lives is whether they live in a Steading or as part of a Striding. A steading in the frozen north of Hercynia might be isolated. Off the beaten track it rarely sees many visitors. The Starks of Winterfell in Game of Thrones are like an isolated Steading... they rarely visit Kings Landing - they don't even meet or trade with many folk who do. An integrated steading is one closer to the large population centres of the Empire. Perhaps it lies on a well travelled trod - or is in Brocéliande near Casinea or Astolat. Critically they're not "culturally" integrated - it's just that they trade with these places and thus have more access to some of the nicer things in life.

An isolated striding is somewhat harder to imagine. Many trods go past many of the major towns and cities of the Empire and the Navarr do not shirk the benefits of civilisation - it's just not always available to them. It is possible however that a Striding might march in areas along the borders of the Empire, or even outside it at times, at which point they could well be isolated.

There is no cultural trend towards isolationism in the Navarr culture. The Navarr are champions of civilisation - they are like the Rangers of the North from Lord of the Rings. Almost alone amongst the Empire they know what it means to have a great civilisation and to lose it. They work tirelessly to keep civilisation safe because they prize it above all other things. Because they are at the cutting edge of the Empire they often do vicious and bloodthirsty things to keep the Empire safe from its enemies. But they are not lawless - far from it - the rule of law is just one of the many important parts of civilisation that the Navarr work to protect. Isolated Navarr are simply folk who support something they don't often get to see...

Equally there is no cultural integration into the Empire by the Navarr. The Navarr who trade with the towns and cities that are on the trods they travel or which lie near their steadings are only integrated in the sense that they have access to the goods and belongings that can be bought there. They're categorically not integrated in the sense that it has changed them as people - it has changed the clothes they wear, the pans they use to cook with, but that is all. The entire Empire is predicated on the idea that cultures are immiscible, magically reinforced as they are by the enchantment of the egregore. A Navarr could sleep for a year and a day in the finest bed in Sarvos and be unchanged by the experience. Just as a League citizen could spend every day marching the trods - never seeing a town or a city - but dream every night of home and a warm bed with silk sheets.

A much better way to describe the Navarr who don't have much contact with the rest of the Empire is remote - to reflect the fact that they are physically remote from most inhabitants of the Empire. Those Navarr who do have regular contact might be described as worldly - reflecting their higher standard of living and more regular contact other members of the Empire.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Remote_Navarr&oldid=41942"

Renewed Strength of the New Day

Contents

- 1 Rules

- 1.1 Summer Magnitude 2

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 2

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

The ritual fails if you or the target are hit, or attack another character.

Effects

This ritual removes the weakness condition from the target.

The ritual will not treat more powerful curses, but target receives a burst of energy and vitality that also helps alleviate roleplaying effects that cause weariness or exhaustion. (such as that which may come from some traumatic wounds).

Additional Targets

This ritual can affect additional characters. The magnitude increases by one for every two additional targets. All targets must be present throughout, and the ritual fails if any of the targets are hit, or attack another character.

Description

Renewed Strength of the New Day restores the victims of low-power curses such as those caused by the weakness spell or a strike from a Duelist's scales. While the purify spell is more versatile this ritual is very effective at alleviating this condition from a number of people such as the victims of Howling Despite of the Yawning Maw or those who have been fighting deadly creatures such as trollwights or spectres. A single competent ritualist can restore nearly a dozen injured or dying people with a handful of mana crystals; a coven can restore a small army of targets.

The ritual is also useful when a group of explorers encounter a source of weakness unexpectedly. Any circle of Summer ritualists can spontaneously perform Renewed Strength of the New Day, and while this may be expensive for them to do so it can swiftly restore a number of suffering warriors to the front line without seriously depleting valuable healing resources.

Common Elements

Fire is a common element in this ritual; the warmth of an open flame, or the symbolic warmth of things that look like or are associated with fire (especially red, orange or yellow cloth, gold or orichalcum.

Fortifying food and wholesome drink are also appropriate, and it is common for ritualists in Wintermark and Dawn especially to include a toast at the beginning of the ritual and conclude with a rousing cheer. As with many enchantment rituals, the ritualists often mark the targets in some fashion, whether by painting runes or other symbols on their skin; tracing a tattoo or brand important to the target; or giving a small token such as a favour or a braid.

As with a number of rituals with healing effects it is common to use fresh water as a component, washing a wound or quenching the thirst of the target to symbolically wash away weakness.

In The League this ritual is often associated with the character of The Doctor or The Witch, and the use of The Chalice; in Dawn, some cabal of weavers make use of the hearth magic of girding to restore strength to a victim.

The Verys rune is an obvious symbol evoked in this ritual, as is the rune of purity; the constellation of The Oak is another common element, and any number of creatures with great strength such as the gryphon or unicorn, mammoth or bear might all be evoked to restore vitality to the targets of this ritual.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Renewed_Strength_of_the_New_Day&oldid=53917"

Repair Great Pits of Ennerlund

To repair the pits of Enderlund.

Proposed by Sermersuaq, seconded by Mitwold.

Contents

- 1 Overview

- 2 Date

- 3 Costs

- 4 Progress

- 5 Outstanding

- 6 Campaign Outcome

Overview

- The Great Pits of Ennerlund in Holberg were liberated by Imperial forces.

- The Druj collapsed the Great Pits in Winter 378YE, and destroyed the pumping mechansisms. In addition to great loss of life, the mineworkings were rendered inoperable.

- Passed at 0 Thrones.

Date

Spring 379YE

Costs

- Materials: 250 Thrones

- Time: 9 months

- Upkeep: If the Great Pits are restored, their standard upkeep would apply.

Progress

- 250 Thrones provided by Bridget Eastville of The Marches after Spring Equinox 379YE.

- The great pits were initiall predicted to begin producing mithril again after Spring Equinox 380YE, with the first resrouces being delivered at Summer 380YE. Following the extensive haunting of the mines, this prediction has been pushed back a season; the pits will begin producing mithril again after the Summer solsice 380YE, with the first mithril received in time for the Autumn equinox.

Outstanding

- No more money

- 6 months of work

Campaign Outcome

- At the moment the Great Pits are producing no mithril. If they were repaired, their full pre-destruction production of 27 wains of mithril a season would be restored.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Repair_Great_Pits_of_Ennerlund&oldid=41472"

Repair Holberg defences

To build defenses at Holberg

Proposed by Necropolis, seconded by Karov

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Perform emergency repair of the gates and walls of Holberg based on plans presented to the League by the engineer Rhiner Van Hesselman.

- Passed at 45 Thrones with 13 votes against

- Funds disbursed to Adamah of the Silent tide, Senator for Necropolis.

Date

- Spring 377YE

Cost

- 100 crowns

- 25 wains white granite

- 10 wains weirwood

- 25 measures of Bladeroot

- 25 measures of Imperial Roseweald.

Progress

- Paid by Oksana Kazaku, senator for Temeschwar in Spring Equinox downtime

Campaign Outcome

- Walls of Holberg restored to full strength.

The resources committed to the project allowed plans put forward by the League engineer Rhiner Van Hesselman to be implemented. The defences of Holberg were repaired to pre-siege levels, despite the fact that the territory was not under Imperial control at the time.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Repair_Holberg_defences&oldid=24026"

Repair the Sarvos Docks

Repair the docks at Sarvos to basic functionality.

Proposed by Temeschwar, seconded by Sarvos.

Contents

- 1 Overview

- 2 Costing

- 3 Campaign Outcome

- 4 Votes

Overview

- Repair the Caricomare Quays, the ruined docks in Sarvos

- Defeated

Costing

- 35 White Granite

- 5 Weirwood

Campaign Outcome

The Carciomare Quays was a great work that is now ruined. If restored it would mean that every fleet from The League operating out of Sarvos would have produced more wealth for their owners. The total benefit would be 480 rings per season - divided between all the fleets which are active in Sarvos that season.

Votes

State

Votes For

Votes Against

Result

In Principle

10

14

Failed

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Repair_the_Sarvos_Docks&oldid=28843"

Repair the Spider's Dream

The Spider's Dream bridge is in a sorry state of repair. I ask for funds towards the fixing of the bridge

Proposed by Madruga, seconded by Feroz.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Production

- 6 Campaign Outcome

- 7 Election

Overview

- The Spider's Dream bridge that links Sarvos and Madruga is in a poor state of repair.

- Passed at 15 Thrones with 3 votes against, money distributed to Madruga.

Date

- Passed Spring 377YE (Event Two 2013).

Cost

- 20 wains of weirwood.

Progress

- 20 wains of weirwood provided by Avisena i Ezmara i Guerra (Senator for Madruga)

- The project is complete

Production

- If the bridge is restored to full operation, the Spider's Tollkeep sinecure would be reinstated.

Restoring the bridge allows for the reinstatement of the Spider's Tollkeep sinecure. This sinecure provides a portion of the money raised in tolls, and the holder of the title is decided by unanimous decision of the Senators of the Brass Coast and the League. The holder of the sinecure receives 2 Thrones every season. The sinecure lapsed entirely during the reign of Emperor Walter as the poor condition of the bridge has made it impossible to provide any money to the holder. Recent repairs have re-instated the sinecure, which is currently vacant.

Campaign Outcome

- If the bridge collapses, the civil service estimates that all businesses in Madruga and Sarvos will lose a crown from their income.

- The civil service estimates it will cost 120 wains of weirwood to replace the bridge entirely should it collapse.

It is impossible to predict how close to collapse the bridge was before its repair; the complexity of its construction makes estimation a matter of pure guesswork. Reputable engineers cautiously predict it was quite close to the point of no return beyond which repairs would be less effective than knocking it down and starting again.

Election

- The Spider's Tollkeep will again be available for appointment at the Autumn Equinox 377YE.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Repair_the_Spider%27s_Dream&oldid=38836"

Repair the cargo dock at Caricomare

A self funded work to restore the docks in Sarvos to working order so that they can resume trading with Asavea in White Granite

Proposed by Temeschwar, Seconded by Holberg

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

- 6 Constitutional Court

Overview

- This motion follows on from the damaging of the docks by the Grendel during the invasion of Sarvos in the Winter of 380YE

- Passed

Date

- Spring 381YE

Cost

- Unknown; this commission represents an opportunity.

Progress

- 10 wains of weirwood and 20 crowns provided by Gant Archama after the Spring Equinox 381YE.

Campaign Outcome

- The docks at Caricomare have been completed, creating the Imperial title Overseer of the Cavabianca Dock, a National League title appointed through the Bourse.

- The first shipment of white granite is expected to be available after the Summer Solstice.

The Bourse shall control access to those resources that are essential to the prosperity of any great empire. Appointment to the Bourse shall be established by auction and shall be free of all interference of the Senate, or from the Synod.

Imperial Constitution

Constitutional Court

The Constitutional Court notes that as the necessary details of whether this title is Imperial or national have been omitted, the senator who proposed the motion is entitled to instruct the civil service however they choose. Since the commission concerns the acquisition of bourse materials, the title cannot be amended later by the Senate.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Repair_the_cargo_dock_at_Caricomare&oldid=54494"

Repair the docks at Caricomare

Contents

- 1 Winter 377YE

- 1.1 Overview

- 1.2 Costing

- 1.3 Campaign Outcome

- 1.4 Votes

Winter 377YE

Repair the docks at Sarvos to basic functionality.

Proposed by Temeschwar, seconded by Sarvos.

Overview

- Repair the Caricomare Quays, the ruined docks in Sarvos

- Defeated

Costing

- 35 White Granite

- 5 Weirwood

Campaign Outcome

The Caricomare Quays was a great work that is now ruined. If restored it would mean that every fleet from The League operating out of Sarvos would have produced more wealth for their owners. The total benefit would be 480 rings per season - divided between all the fleets which are active in Sarvos that season.

Votes

State

Votes For

Votes Against

Result

In Principle

10

14

Failed

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Repair_the_docks_at_Caricomare&oldid=58042"

Reparations to the Asavean Archipelago

Disbursal of money with the intention of giving 50 wains of Weirwood to the Ambassador for the Asavean Archipelago for reparations requested for the piracy by Imperial Citizens.

Raised by Temeschwar, seconded by Sarvos

Overview

- Request for funds to pay for the purchase of weirwood as a gift to the plenum of the Asavean Archipelago.

Date

- Summer 378YE

Outcome

- While the gift was passed in principle, no funds were allocated from the Imperial Treasury to pay for the purchase of weirwood

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Reparations_to_the_Asavean_Archipelago&oldid=28694"

Repel

Contents

- 1 Description

- 2 Casting

- 3 Effects

- 4 Sample Spellcasting Vocals

- 5 Common Elements

Description

This spell uses magical force to drive a target away from the magician. It has both defensive and an offensive functions. A magician can use it against an attacker to help effect an expeditious retreat; to split up an enemy group or formation; or to temporarily neutralise an enemy magician. When the spell's power fades the target is usually quite some distance from their original position, meaning that even after the magical effect ends the target still needs to waste time recovering to their previous position.

The magical force unleashed by this spell is invisible and soundless, but irresistible. While some magicians make a point of performing massive, heroic strikes with their implement, the spell is just as effective when delivered with a light brush. Theoretical magicians believe that the spell draws additional force from another place - perhaps the raging tempest of Spring, the mighty winds of Summer or the irresistible energies of Day.

Several crafted implements exist that grant additional access to repelling magic, such as the Tumultuous Gyre rod which allows a battle mage to strike two targets with one casting of the spell. Of particular interest to magicians who master the repel incantation is the Witches' Hammer, a rod that allows the wielder a limited ability to unleash all the energy of the spell in a single concentrated burst that can ruin weapons and shields; and the Furrowed Wake, a staff that allows a magician to focus the energy of the spell send their foe sprawling rather than driving them away - leaving them easy pickings for the spellcaster and their allies.

Casting

- Type: Offensive spell

- Cost: 1 Personal mana

Effects

You may call REPEL against the target struck by your implement.

Repel uses a magical force to drive the target away from the caster. They must move away at a brisk walk or faster for ten seconds or until they have retreated at least 20'. If they cannot move away from the caster due to the presence of an obstacle, they must move as far as they can and then be pressed against the obstacle for the remainder of the ten second duration. While pressed against the obstacle they may talk but may take no other actions including blocking with a shield or parrying a blow.

The target is repelled even if they parry your blow with a weapon or shield.

Sample Spellcasting Vocals

- "You shall reap the whirlwind - REPEL!"

- "Kimus sees you, she knows your name - REPEL!"

- (affecting a haughty or commanding demeanour) "Who are you, to stand before a Prince? - REPEL!"

- (quickly sketching the Mountain in the air) "Things are hard - too hard! - REPEL!"

- "Where I and my kin stand, that's our land: now piss off! - REPEL!"

Common Elements

- Rune Magic: The dangerous Rune of Storms, Mawrig. is used by some runecasters, who often slash their implement through the air quickly three times before unleashing their spell. The rune of might, Verys, can represent irresistible strength, while some magicians favour Queros, the Rune of Plots, which can represent harnessed energy.

- Astronomancy: An astronomancer might swiftly sketch the constellation of the Great Wyrm in the air before unleashing the force of this spell, or sketch the arch of the Mountain before sending the target "tumbling down the mountain".

- Dramaturgy: A dramaturgist may take on the commanding mien of the Captain or the authoritative demeanour of the Prince before unleashing this spell. The Mountebank has a particular affinity for this spell, representing as it does principles of motion, unleashed primal forces, and the kind of displacement that leads to confusion.

- Other traditions: A Dawnish witch might evoke the thundering charge of the mythical unicorn, or the echoing roar of the mighty chimera when casting this spell. A more devout magician might evoke the name of Inga Tarn, while an incantation referencing Kimus or Cathan Canae is also appropriate.

- Realms: Driving or hurling an enemy away has resonance with the realm of Summer, while themes of magical force have an affinity with the realm of Day.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Repel&oldid=60789"

Reporting discrimination or harassment

Contents

- 1 Overview

- 2 Contact Us Early

- 3 Investigation

- 3.1 Anonymity

- 4 Involving the Police

- 5 Response

- 5.1 Formal Warning

- 5.2 Must Avoid Policy

- 6 Confidentiality

- 7 Further Reading

Overview

Challenging inappropriate behaviour by other participants is important, but not everyone is comfortable or confident to do that. We want all participants to be confident that they can make a report to us and that we will deal with them promptly, respectfully, and appropriately. This page outlines the process for participants to report a breach of our rules on conduct and explains how we respond and what actions we take.

In general we operate on a "single warning" policy; any participant whose behaviour clearly contravenes our rules will receives a single warning. Any further complaints risks permanent exclusion; if there is a complaint from a different source that the participant has repeated the behaviour they have already been warned for then it is standard practice to permanently exclude them from our event.

We aim to provide a space where participants can feel safe and able to talk to us in confidence. Any participant who asks to speak to a member of the conduct team at an event will be encouraged to use our participant welfare space which is a Profound Decisions tent located near the First Aid post.

Contact Us Early

- Please report a problem as soon as possible

- Anyone with a radio will be able to obtain a member of crew from the conduct team

- You can also phone GOD or the security team during the event on 07817 133 793

- You can report an incident by contacting Profound Decisions between events

The more time that elapses, the harder it becomes to confirm the details of what has happened, so the best time to report any inappropriate conduct is as soon as possible. If a problem is happening at an event, it is much easier to deal with the issue there and then.

Emma Woods is the head of conduct for Empire events in addition to being one of the head referees. Ideally she is the first point of contact for any participant who is experiencing a problem - but you can ask for anyone if you wish to speak to a specific member of the conduct team. If you bring the problem to the attention of a member of crew then they will attempt to get hold of Emma or the first member of the conduct team who is free for you.

During time-in there is usually at least one egregore equipped with a radio in every nation camp, in addition to members of our referee team who operate throughout the in-character area. If you cannot easily find a member of crew, then the best alternative is to go to GOD to get help there. You can also phone the PD mobile phone throughout the event on 07817 133 793. This will reach a member of GOD during the day or a member of the security team at night.

If you are reporting a problem after an event then you can contact our head office at any time. The best way to make a report is to email us but you can use any of the methods listed on our contact us page.

We have a dedicated email address - conduct@profounddecisions.co.uk - which goes directly to the conduct team. This is the best way to get the fastest possible response between events - but you can also email an individual member of the conduct team if you prefer to do that.

Investigation

We will strive to deal with any complaint in a timely fashion. If you report a problem at the event, we will address the issue there if that is practically possible. If you are contacting us by email then we will acknowledge receipt of your email as soon as we have read it.

Where possible, we will try to get as many eye-witness accounts as possible. We will ask you to give us as full a description of events as they are able. Unless you wish to make an anonymous complaint we will then approach the other party and ask them to provide us with their version of events. We will also try to get a statement from anyone else who was an eye-witness present at the time.

We will attempt to check that you are comfortable with any steps we take to investigate a situation before that happens. In general we try to be as flexible as possible in the way we deal with any issue so that we can take account of any concerns that you have. We are keen to investigate any breeches of conduct that take place in the Empire community, but only within the limits set by the person raising the complaint. We will try to ensure that we ask your permission before we take any step which might cause you any possible repercussions.

Once we have the best possible picture of what happened, we will make a decision and inform the complainant and the recipient of the complaint of the outcome.

Anonymity

If you wish to report an incident but prefer to remain anonymous - or you want do not want to make a formal complaint for any reason, then we adjust our process to reflect your wishes. We will ask you to provide us with as complete a description of events as possible but we not make any further investigation of the matter to avoid compromising your anonymity.

This will limit the actions that we can take as a result of the complaint, but as a minimum the incident will be logged on the accused's participants database records. If there are independent complaints in the future against the same party then we would use the history of previous incidents in determining the outcome of subsequent complaints.

Involving the Police

- We will always support your decision on whether you wish to contact the police or not

A serious breach of our rules for conduct may constitute a criminal offense. Profound Decisions policy is that any decision to report a crime is a choice for the victim alone. We will treat any matter that you bring to our attention exactly the same regardless of whether you wish to report it or not. Any participant who wishes to report a matter to the police will have our full support and cooperation in doing that.

Response

- Any decision will be made together by two members of the conduct team where possible

Once we have completed an investigation, a senior member of our team will issue a response. During the day, this decision is normally taken by Emma Woods, who is head of conduct in consultation with another member of the conduct team, either Matthew Pennington or Clare Evans. During the night, if a swift decision is required them it will be taken by Steve Tiernan who is our head of security, otherwise it will be dealt with the next morning.

When investigating an issue we will try to speak to the accused to get their version of events where we the nature of the complaint allows. Please note however that none of the following excuses will be considered acceptable justification for behaviour that breaches our rules on conduct.

- "I was only joking"

- "I was in-character"

- "I was drunk"

- "I'm his mate and he doesn't mind"

- "I didn't know what the rules were"

We will take action from the following spectrum of responses based on the level of severity and the degree of repetition in the offending behaviour.

- A reprimand indicating that the reported behaviour is not inline with our event rules

- A formal warning for a clear violation of our rules

- Permanent exclusion from Profound Decisions events

- Removal from site

If the reported behaviour was an isolated incident that could be construed as acceptable by someone making an honest mistake - then our ref team will give the participant a reprimand and make a note on their record on our database. Any repetition or anything more substantial will result in a single formal warning. If someone has received a formal warning from us for their behaviour then any further complaints about any aspect of their behaviour risks permanent exclusion. If there is a second complaint from an independent source that the participant has repeated behaviour they have already received a formal warning for, then it is standard practice to permanently exclude them from our event.

Egregious or repeated cases of harassment or discrimination will result in a permanent ban from our events; we will write to that participant after the event to indicate that they may not return. In the worst cases the referee team will ask our security team to instruct the offender to leave site immediately.

Formal Warning

In general we operate on a "single warning" policy. This means that anyone whose behaviour contravenes our rules for conduct will receive a single formal warning. Further complaints about any aspect of their behaviour risk permanent exclusion. If there is a complaint from a different source that the participant has repeated the behaviour that they have already been warned for then it is standard practice to permanently exclude them from our event.

The nature of complaints in LRP is that there is usually only hearsay evidence. We are not a court of law and that means we do not require proof beyond reasonable doubt, but we do try to take an approach that is fair to all parties. Giving the accused a single warning gives a reasonable balance; giving them a chance to avoid making a similar mistake in future and avoiding the more onerous requirement to make a judgement beyond reasonable doubt. In cases where an incident is egregious and where the facts are beyond reasonable doubt, we reserve the right to issue an immediate ban for a first offence.

Must Avoid Policy

If requested, then we can apply a must avoid order between two or more participants. This must avoid policy is designed to help a participant who is having problems with the behaviour or presence of another event attendee. Asking for a must-avoid ruling to be put in place is always optional, it is never a solution imposed by us, it is only put in place when requested by a participant.

Confidentiality

- All complaints are treated in confidence by us

- We do not share details of complaints with other systems

All our crew are asked to treat issues raised with them with appropriate discretion. If you report a problem to a member of our conduct team then they will not share those details with anyone without your express permission. We will not take steps to investigate a report that could breach your right to anonymity without discussing that with you first.

We will ask you for permission to share the details of your situation with other members of the conduct team. Cases are shared between members of the team so that any of them can respond to any future incident appropriately. Our standard procedure is to log reports in such a way that they can only be accessed by members of the conduct team. If you are not comfortable with us sharing details of your experience with the members of our conduct team then we will discuss other options with you.

We do not share details of complaints with other members of the LRP community or other game systems. We always refuse to confirm or deny if individuals have been issued with a warning or banned from our events.

Further Reading

- Conduct

- Reporting

- Online

- Costume

- Language

- Must Avoid Policy

- OOC Design

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Reporting_discrimination_or_harassment&oldid=62709"

Research Abraxus

To allow Edward Watcher and Lucifier son of Cyrus on behalf of the Empire to commission research in the Imperial Archives into the prophecies and True Liao visions of Abraxus. An ideal budget to be 5 Thrones. Report to be made available.

Proposed by Casinea, seconded by Morrow.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Historical research.

- This was related to events that took place during a Past Life Vision.

- Passed in principle, with 4 votes against. No thrones allocated.

Date

- Passed Spring 277YE (Event Two 2013).

Cost

- 5 Thrones

Progress

- Complete, funded privately.

Campaign Outcome

- A report into the life of Abraxus was compiled and made public.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Research_Abraxus&oldid=23565"

Research Aneira Dancewalker and her brother Eurion Dancewalker

Announcement: I commission research into Aneira Dancewalker, thought to be General of the Quiet Step during the fall of Liathaven, and her brother Eurion Dancewalker who forged Aneira's Talon, an improved Scorpion's Sting. They were believed to have lived in a steading in West Ranging.

Announced by Eleri Bronwen's Rest, Dredgemaster of Feverwater.

Overview

- Historical Research concerning this topic has been commissioned through the civil service.

- Historical Research request announced by the Dredgemaster of Feverwater using the legal powers to announce historical research delegated to them by the Senate.

Date

- Summer 381YE

Campaign Outcome

- In progress

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Research_Aneira_Dancewalker_and_her_brother_Eurion_Dancewalker&oldid=54976"

Research Apaayuqiu King

I, Ioseph, the Minister for Historical Research authorise research into Apaayuqiu King Pre-Wintermark history in Semersuaq area.

Particularly interested in a chain of bronze that marked her position as chief of chiefs.

This was apparently a follow on from Asenath of Felix Watch past life vision.

Announced by the Minister for Historical Research

Overview

- Historical Research concerning this topic has been commissioned through the civil service

- Historical Research request approved by the Minister for Historical Research using the legal power to approve historical research delegated to them by the Senate.

Date

- Winter 380YE

Cost

- 5 Thrones

Progress

- 5 Thrones provided by Ioseph of Phoenix Reach after Winter Solstice 380YE

Campaign Outcome

- Research reports will be compiled and presented to the Minister for Historical Research

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Research_Apaayuqiu_King&oldid=53303"

Research Exemplar Zemress

Request for access to archives for research of Exemplar Zemress past lives.

Proposed by Madruga, Seconded by Bregasland.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Research project.

- Commission research into the life of the Zemress, Exemplar of Prosperity.

- Passed by 27 votes to 0, funded at 1 Throne.

Date

- Passed Summer 377YE (Event Three 2013).

Cost

- 5 Thrones;

- 1 Throne paid from Senate budget; remainder paid by Darius i Ezmara i Erigo.

Progress

- Complete

Campaign Outcome

- A report on the life of Zemress was compiled and presented to Darius i Ezmara i Erigo once funding was received.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Research_Exemplar_Zemress&oldid=23809"

Research Fire from the Heavens

To research “Fire from the Heavens”, an enchantment from an old coven in Willstone, Redoubt.

Announced by Ioseph, Minister of Historical Research.

Overview

- Historical research concerning this topic has been commissioned through the civil service.

- Historical Research request announced by the Minister of Historical Research using the legal powers to announce historical research delegated to them by the Senate.

Date

- Winter 381YE

Campaign Outcome

- A historical research report will be delivered to the Minister at the Spring Equinox.

- The report will be published publicly after the Spring Equinox.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Research_Fire_from_the_Heavens&oldid=62902"

Research Hugh of House Mazare

I, the Dredgemaster of Feverwater, authorise historical research on the noble house of Mazare of Dawn.

Following on from a past life vision with the intent to focus on Hugh, expected to be noted around 320YE

Approved by the Dredgemaster of Feverwater

Overview

- Historical Research concerning this topic has been commissioned through the civil service

- Historical Research request approved by the Dredgemaster of Feverwater using the legal power to approve historical research delegated to them by the Senate

Date

- Summer 380YE

Cost

- 5 thrones

Progress

- Unknown

Campaign Outcome

- Research reports will be compiled and presented to the Dredgemaster of Feverwater

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Research_Hugh_of_House_Mazare&oldid=47172"

Research Luca Ritter von Holberg

I, Ioseph, the Minister for Historical Research authorise research into Luca Ritter von Holberg, Cardinal of Courage around 125YE.

Relating to the past life vision of Edward Watcher

Approved by the Minister for Historical Research

Overview

- Historical Research concerning this topic has been commissioned through the civil service

- Historical Research request approved by the Minister for Historical Research using the legal power to approve historical research delegated to them by the Senate.

Date

- Winter 380YE

Cost

- 5 Thrones

Progress

- 5 Thrones provided by Ioseph of Phoenix Reach after Winter Solstice 380YE

Campaign Outcome

- Research reports will be compiled and presented to the Minister for Historical Research

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Research_Luca_Ritter_von_Holberg&oldid=53302"

Research Mfanwy

I, the Dredgemaster of Feverwater, announce historical research

On Myfanwy of Hercynia and her travels and relationships with the First Empress.

Announced by Dredgemaster of Feverwater.

Overview

- Historical Research concerning this topic has been commissioned through the civil service.

- Historical Research request announced by the Fevermaster of Dredgewater using the legal powers to announce historical research delegated to them by the Senate.

Cost

- 5 Thrones

Progress

- 5 thrones provided by Eleri Bronwen's Rest

Date

- Autumn 381YE

Campaign Outcome

- Once funds are provided, research will begin.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Research_Mfanwy&oldid=58712"

Research Purifying Flame

To commision research in to the activities, goals and members of the "Society of the Purifying Flame" starting from the lives of Benedict Di Tassato, Mario De Regiario and known associates, circa 270-300YE, up to the present day

Proposed by Casinea, seconded by Consience of the Senate

Contents

- 1 Overview

- 2 Date

- 2.1 Cost

- 3 Progress

- 4 Campaign Outcome

Overview

- Historical research.

Date

- Winter 378YE

Cost

- 5 Thrones

Progress

- Unknown

Campaign Outcome

- A report about the Purifying Flame will be compiled and delivered to the Senator for Casinea.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Research_Purifying_Flame&oldid=35347"

Research Rhonwen's Fall

I, Merel Eternal of Navarr, use my Historical Research request power to research the other times Rhonwen’s Fall has bled and the associations around it.

Announced by the Advisor on the Vallorn

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Historical Research concerning this topic has been commissioned through the civil service.

- Historical Research request announced by the Advisor on the Vallorn using the legal powers to announce historical research delegated to them by the Senate.

Date

- Spring 381YE

Cost

- 5 thrones

Progress

- 5 thrones provided by Merel after Spring Solstice 381YE.

Campaign Outcome

- Research reports will be compiled and presented to the Advisor on the Vallorn

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Research_Rhonwen%27s_Fall&oldid=53731"

Research Terunael ruins in Axos

I, Sian Eternal, use my power of historical research to send civil service researchers to Axos to gather information about their ruined Terunael city and vallorn around it. An expedition suggested by Aili Marjasdottir, and supported by the Imperial Ambassador to Axos, Tarquinius of Ankarien.

Announced by Siân Eternal, Advisor on the Vallorn.

Overview

- Historical Research concerning this topic has been commissioned through the civil service.

- Historical Research request announced by the Advisor on the Vallorn using the legal powers to announce historical research delegated to them by the Senate.

Cost

- 5 Thrones

Progress

- 5 Thrones provided by Siân Eternal after Autumn Equinox 381YE.

Date

- Autumn 381YE

Campaign Outcome

- The expedition was dispatched to Axos.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Research_Terunael_ruins_in_Axos&oldid=62875"

Research into the Imperial Favours of Empress Britta

The following information has been published by Ioseph of Phoenix Reach, Minister for Historical Research, in the Winter of 378 YE:

The Imperial Favours of Empress Britta

Having seen the mistakes of the previous three incumbents, the Empress Britta vowed openly not to repeat them. She had the courage to speak her mind, but she tempered this with the wisdom to select competent advisors, and give those advisors the freedom to act on behalf of the Empire. They often wielded this power on behalf of the Throne through use of the Imperial favour. By trusting her favour to reliable agents, Britta was able to successfully wield power in multiple houses simultaneously. While her primary focus for much of her reign was on the defence of the Empire's borders, and on liberating those territories lost to the barbarian, her representatives focused on bringing the Synod, Senate and Conclave to the service of the Empire.

The most common use of her favour during this time was to give one of her staunch supporters Maxwell Heshel di Temeschwar the authority to employ the Power of Veto. He employed this favour on three occasions in 374YE and 375YE to block attempts by Senators of the “old guard” from enacting self-serving or unpopular policies.

During this time she also made careful use of favour in the military council. By granting the Defender of the Empire to an ally, she could ensure that an incompetent general could be replaced before they could cause any damage to the ongoing campaign without having to take the Generalship herself.

On the “Final Favour”

Certain facts are incontrovertible. It can be stated with confidence that at the Winter Solstice 376YE Empress Britta did not have a favour in existence. Her final recorded favour had been used at the Autumn Equinox when Maxwell di Temeschwar exluded the Senator for Zenith for the duration of a vote regarding the emergency resupply of the Golden Axe. The charismatic senator had repeatedly derailed discussions of resupply to demand a review of spending on the armies given projected costs in Mithril and Weirwood of continued “total warfare.”

On the evening before the fateful conjunction that ushered in the State of Emergency of 377YE, the Empress summoned Magistrate Stanislav Karkovich to a private meeting. The only person in attendance apart from the Empress and the Magistrate was Garrack White-Walker. Unfortunately, the Empress' favoured Navarri messenger died during the disastrous conjunction the next day, killed while delivering the general order to retreat back through the Sentinel Gate. Empress Britta died the following day along with the majority of the Imperial court.

Magistrate Karkovich refuses to discuss what happened during that meeting, merely confirming that he was summoned in his “professional capacity.”

Speaker Origen confirmed the creation of a favour – and indeed announced it during the emergency Senate meeting following the fatal conjunction.

Apart from these facts, however, it is possible to engage in some informed conjecture. Civil servants do not gossip, but there are three main avenues of speculation regarding the likely candidates to have received the Imperial favour.

Firstly, there is a significant chance that whoever had the favour died with the Empress. In this eventuality, it is likely that the favour has been destroyed – it is very unlikely that the Thule orcs responsible for the massacre of Britta and her allies would recognise the importance of the document.

However, even if it was issued to one of her inner circle, it is possible that the recipient trusted the valuable document to another or concealed it somewhere and that it was not taken on the battlefield. For that matter, it is possible the power granted by the favour was intended specifically to prevent some stratagem being employed by the Empress' enemies while Imperial attention was focused on the northern battlefield.

The most common theory concerning the nature of Empress Britta’s final favour is that the Empress bestowed the power of Defender of the Empire, allowing one of her supporters to take command of one of the Imperial armies should it prove necessary.

The second theory is that the favour was entrusted to the Imperial Orcs. The Empress was an outspoken supporter of the orcs, and a public supporter of their “Grand Plan” to secure territory for their people. Adherents of this theory point to several private meetings between the Empress, the Imperial Orc egregore and the generals of the Summer Storm and Winter Sun that preceded her meeting with Magistrate Karkovich. Further investigation, however, confirms only that the main topic of discussion during these meetings was strategy for the coming seasons and tactics for the battle against the Thule.

The third theory is that the favour was issued to one of her Winterfolk supporters as a form of “payment” for past services. Conjecture suggests that it concerned the authority to use the Hand of the Chancellor for the benefit of a specific Hall in Hahnmark or Kallavesa. While this is the least common theory, and would be at odds with Britta's general dislike of favouritism or nepotism, those who support it point to the relative secrecy under which the Empress created and bestowed the favour. If this were true, it would most likely tarnish the reputation of a Throne who much of the general populace consider to be the epitome of Imperial virtue.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Research_into_the_Imperial_Favours_of_Empress_Britta&oldid=30071"

Research maps

Vittorio von Holberg requests access to the Imperial Archives for the purpose of collating historical maps from the various ages of the Empire and before, with a view to pinpointing sites of interest, such as the location of battlefields, regios and the deeds of paragons. This request would be entirely self-funded.

Proposed by Volodmartz, seconded by Kahraman

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Historical research

- Passed unanimously

Date

- Passed Spring 377YE (Event Two 2013).

Cost

- 5 Thrones.

Progress

- Complete

Campaign Outcome

- Maps were handed over to relevant parties.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Research_maps&oldid=23566"

Research the Lost Art of Crafting

I, the Minister for Historical Research, authorise research into the Lost Art of Crafting for House Guildenstern, of the Marches, after a challenge from Barien.

Approved by the Minister for Historical Research

Overview

- Historical Research concerning this topic has been commissioned through the civil service

- Historical Research request approved by the Minister for Historical Research using the legal power to approve historical research delegated to them by the Senate.

Date

- Summer 380YE

Cost

- 5 Thrones

Progress

- 5 thrones provided by Ioseph

Campaign Outcome

- Research reports will be compiled and presented to the Minister for Historical Research

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Research_the_Lost_Art_of_Crafting&oldid=46828"

Research the Spring and Summer Mage known as Star

Announcement: I wish to commission historical research into the Spring and Summer Mage known as Star, compatriot to Navarr and Thorn.

Announced by Siân Eternal, Advisor on the Vallorn.

Overview

- Historical Research concerning this topic has been commissioned through the civil service.

- Historical Research request announced by the Advisor on the Vallorn using the legal powers to announce historical research delegated to them by the Senate.

Date

- Summer 381YE

Campaign Outcome

- Report delivered at Autumn equinox 381YE.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Research_the_Spring_and_Summer_Mage_known_as_Star&oldid=57960"

Research the descendants of Terunael in Axos

The Advisor on the Vallorn would like to commission the ongoing expedition in Axos by the Imperial Researcher, Eilian Sweetwater. To advise that they investigate the descendants of Terunael and the fallen citadel of Soloha.

Announced by Sian Eternal, Advisor on the Vallorn.

Overview

- Historical research concerning this topic has been commissioned through the civil service.

- Historical Research request announced by the Advisor on the Vallorn using the legal powers to announce historical research delegated to them by the Senate.

Date

- Winter 381YE

Campaign Outcome

- A historical research report will be delivered to the Advisor at the Spring Equinox.

- The report will be published publicly after the Spring Equinox.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Research_the_descendants_of_Terunael_in_Axos&oldid=62901"

Research the founders of the Brass Coast

I, Ioseph, the Minister for Historical Research authorise research into the founding sisters of the Brass Coast.

Riqueza

Guerra

Erigo

Focusing on their lives, why they left Highguard and what noble houses they may been part of.

Approved by the Minister for Historical Research

Overview

- Historical Research concerning this topic has been commissioned through the civil service

- Historical Research request approved by the Minister for Historical Research using the legal power to approve historical research delegated to them by the Senate.

Date

- Autumn 380YE

Cost

- 5 Thrones

Progress

- 5 Thrones provided by Ioseph after Autumn Equinox 380YE.

Campaign Outcome

- Research reports will be compiled and presented to the Minister for Historical Research

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Research_the_founders_of_the_Brass_Coast&oldid=47721"

Research the vallorn for the Academy

To allow the Academy to research the origin of the Vallorn and for the Civil Service to provide that research.

Proposed by Astolat, Seconded by Miaren.

Overview

- Research project.

- Commission research into the vallorn to be provided to the Academy.

Date

- Passed Autumn 378YE

Cost

- 5 Thrones

- The senator for Astolat has indicated that this motion will be self funded.

Progress

- 5 Thrones have been provided

- Information about the vallorn is being compiled

Campaign Outcome

- A report about the Vallorn will be provided to Bohemond De Rondell, Senator for Astolat.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Research_the_vallorn_for_the_Academy&oldid=29959"

Resource (Redirected from Resource overview)

Contents

- 1 Personal Resource

- 2 Campaign Resource

- 3 Changing Resources

- 4 Changing Territories

- 5 Conquered Territories

- 6 Resources in other Nations

Personal Resource

- Every PC chooses one personal resource at character creation

- Your resource determines where your character nominally lives

- You can never have more than one personal resource

Every character chooses one type of personal resource and what territory it is located in when their character is created. Most personal resources automatically produce money or items for the character’s use every event that they attend.

Personal resources have broad generic names that imply a whole category of possible options. Like income, it is up to the player to interpret the precise nature of their personal resource in a way that is appropriate to the setting and their character.

All personal resources can be upgraded to make them more productive or effective. Upgrading a personal resource requires building materials which are held in Imperial Warehouses and can be acquired at the Bourse.

- Business - produces 9 crowns.

- Congregation - produces five doses of liao and provides 10 votes in the Imperial Synod.

- Farm - produces 9 crowns.

- Fleet - can trade with foreigners, to produce items or money, or commit piracy, to steal items or money from foreigners or barbarians.

- Forest - produces ten units of one rare material that are used by an artisan to make magic items.

- Herb garden - produces fourteen herbs for use by a physick or apothecary.

- Mana site - produces seven crystalized mana for use in spellcasting and rituals.

- Military unit - can be used to enhance an Imperial army or to raid barbarian areas to produce money.

- Mine - produces ten units of one rare metal that are used by an artisan to make magic items.

You can never operate more than one personal resource at once. Although a group might hold more than one personal resource, each character can only own and use one personal resource. This represents the time and effort required to manage the resource.

Although Orcs cannot purchase religious skills, they can purchase a congregation. They receive liao and votes in the Synod accordingly. Personal resources can be improved to make them more effective, those resources that produce money or items will produce more when improved.

Campaign Resource

- Any character may be allocated control of a campaign resource

- You may control more than one campaign resource

- You may legally only hold one Imperial title or position

Campaign resources are similar to personal resources, but each one is unique and they can only be acquired in play. Characters do not own campaign resources, they are assigned them as a result of the actions of characters at the event. Some Imperial titles, such as General have a campaign resource associated with them. Although you may control any number of campaign resources at once, the Imperial constitution forbids an individual from holding more than one Imperial title at once.

E.g. The Imperial title of General of the 1st Marcher Army. The character with the position has control of the accompanying army and can determine its actions between events. The Imperial constitution forbids any Imperial citizen from holding two offices simultaneously, so a Marcher Senator would have to resign their position to assume this position.

E.g. The Lord of the Four Winds, an Eternal from the realm of Autumn can choose to give control of the North Wind to a character. This campaign resource is not an Imperial title or position, so it does not affect your ability to control any other campaign resource.

Campaign resources are unique, they may produce money or items or they may present other options for your character between events.

Changing Resources

- It costs 2 crowns for a character to exchange their resource for a new one

If your existing character wishes to change their resource for a new one, either a different resource or the same resource in a different territory, then you can do so by email between events. Your character will be charged 2 crowns to represent the charges they incur in changing their resource. If you wish to exchange or sell your resource to another character, this also costs a total of 2 crowns.

If you are playing a brand new character and realize you have made a genuine mistake, then we will not charge your character to change their resource. If you do not have the money in your character inventory, it is possible to change the resource by creating a debt for your character which will be automatically deducted from your character's income at following events.

If a character in your group or territory dies leaving an upgraded resource and you wish to take it over in place of your own, this can be requested in the same way with the additional information of the deceased character's CID. You cannot, however, take on the resource of your own deceased character. Disputes arising during time in from such transfers will be handled IC as a Civil Claim (See also Will).

Changing Territories

- The Empire identifies where your character lives based on the location of their resource

- To change territory, you must obtain a new resource in a new territory

Imperial citizens (especially the Navarr) may move freely around the Empire as they choose, however a resource cannot move. Because of this, the game is not concerned where your character is at any given moment, instead the location of your personal resource determines your "territory". Your territory can be important for rituals and is critical for voting in senatorial elections in some nations. This means if you want to change the territory where your character lives then you must obtain a new resource in the new territory. This follows the standard rules for changing resources above.

The cost to change resource still applies if you own a military unit or a fleet and wish to change territory. Both these resources include the active service and involvement of a large number of Imperial citizens. These citizens have homes, families and roots in the territory they are based in - and they do not wish to change territory even though you do.

Conquered Territories

For the sake of simplicity, we assume the most advantageous situation reasonable applies to a resource that is in a territory being fought over. So a resource is unaffected if the territory it is based in is partially controlled by barbarians - even if the barbarians control the majority of the regions in that territory such that it is not eligible to return a senator to the Imperial Senate. However if a territory is completely conquered by barbarians with every region controlled by them, then all resources in that territory suffer a 50% production penalty.

For example, the majority of Holberg is controlled by the Druj, but there is no effect on resources here, while the Empire controls one of the regions in the territory - in this case the portion of the fortified city of Holberg that remains under their control. We assume that player resources in Holberg are in the Imperial held region - or at least close enough to enjoy the benefits thereof.

If the last region in Holberg falls to the barbarians then every resource in the territory would suffer a 50% production penalty, we assume that inventive players who are determined to hang on find some way to operate their resources and collect some portion of the wealth. How this is achieve is left to the player to decide for themselves as part of their personal story.

As fleets and military units are mobile, they are not affected by the rules for conquered territories. Fleets and military units based in a conquered territory do not suffer a production penalty.

Resources are used by the Imperial civil service to calculate a citizen's votes in a number of cases, most notably in the Bourse and the Synod. In these cases, the number of votes received is similarly affected.

Resources in other Nations

It a character finds themselves owning a personal resource in another nation than their own, that resources suffers a 33% production penalty while it is under their control. This penalty reflects the natural predisposition of inhabitants of the nations of the Empire to favour trade and interaction with citizens of their nation. It affects all types of resource, including military units and fleets.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resource&oldid=37954"

Responsibility for respectful silence

After emergency supplies are voted for, that there is a moment of silence for the dead.

Proposed by Conscience of the Senate, seconded by Morrow.

Overview

- Amend the responsibilities of every Imperial title with the right to raise a motion for emergency resupply to include the responsibility to call for a moment of silence after the motion is voted on.

Date

- Winter 378YE

Campaign Outcome

- This motion amends the responsibilities of every senator and the Quartermaster General to include the expectation that they will call for a moment's silence after voting on a motion of emergency resupply.

- Ignoring this responsibility may bring censure from the Imperial Synod.

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Restore limb

Contents

- 1 Description

- 2 Casting

- 3 Effects

- 4 Sample Spellcasting Vocals

- 5 Common Elements

Description

This spell complements the heal and purify spells - it allows a ruined limb to be restored to full functionality. Bone, sinew, muscle, flesh and blood vessels knit back together and the limb is as good as new within moments. The spell only repairs the functionality of the limb - the patient can still suffer from physical stress and blood loss caused by the original crippling wound. Such damage must be treated seperately, either with the heal spell or with traditional medicine.

Having a limb restored with this spell is never an entirely natural experience. Some feel a gentle, comforting warmth that spreads from the caster's hands to envelop the chosen body part. Others experience a freezing chill that immediately removes all sensation from the damaged arm or leg - as if it had been entirely severed - which fades slowly after the spell ends. A very rare few patients feel only the horrible sensation of bones knitting and flesh flowing like clay under the hands of the magician, which can be quite traumatising in its own right.

The spell has some serious limitations; a particularly traumatic injury may leave lingering effects or complications that require the attention of a physick. In this case, the restore limb spell may not be sufficient to restore the full use of the broken limb, or may repair the gross physical damage but leave some internal damage that may continue to threaten the life of the patient.

All magical healing requires the magician to focus their attention on the patient, and anything that disrupts that attention causes the spell to fail. The inability to use an arm or leg is rarely life threatening, so it is almost always better for an injured soldier to drop back behind the line, perhaps with the assistance of a companion if their leg is crippled, than for a magician to risk disruption of their magic trying to perform it in the middle of an engagement. Alternatively, a magician might employ a ritual enchantment such as Hands of the Healer, which allows the restore limb to be cast almost instantaneously, and without the risk of interruption, to allow them to heal allies who are still in the thick of things.

Casting

- Type: Regular spell

- Cost: 1 Personal mana

Effects

You may restore a single limb ruined with the CLEAVE call or IMPALE call.

Sample Spellcasting Vocals

- (laying a wand along the limb like a splint) The limb is hewn, but the branch of the Oak never breaks. I invoke the Net of the Heavens to splint your arm/leg with one of those mighty branches. While your will endures, so shall your body!

- (slapping a handful of clay on the limb) The power of life flows from the earth. Like the grain that keeps you standing, let the mud of the land you fight for restore you to health (or 'to the fight'). Let [name], your loyal companion, get you back on your feet.

- (striking a pose) A-ha! A wounded soldier comes before me / Demanding I heal twisted limb repair / That once again, she'll take up sword and arrow / 'Gainst Orcish charge, which Loyally she'll bear. / Well, hero I am none if not her Captain! / Her flesh I'll mend as surely as her shirt (or skirt (or trousers))! / But here, the bone is shattered into pieces! / Hold on, soldier, this is going to hurt -

- Blood I take, and mark you with Rhyv: walk again, fight again, dance again, die again. Mana I give, and mark you with magic: walk again, fight again, dance again, die again. Bone knit to bone, I'll take no more blood - walk again, fight again, dance again, die again - soon enough we'll get you back on the Trod: walk again, fight again, dance again, die again.

- (using a sprig of cerulean mazzarine to touch the wounded limb) "Shattered limb and broken bone, through these words shall be regrown. Muscle, sinew, blood and skin, knit together, restore this limb."

Common Elements

- Rune Magic: As with all magic that heals living things, the rune Rhyv resonates with this spell.

- Astronomancy: An astronomancer knows the value of the Chalice in healing, and that constellation is especially appropriate to a spell that brings together severed flesh and bone. The Oak and the Stallion are also a good fit - the idea of regrowing and regenerating a living creature works well with these constellations.

- Dramaturgy: A dramaturgist might take on the persona of the Captain when casting this spell - typically with a no nonsense approach, laying hands on the crippled limb and using brute force to twist it back into shape. Alternatively, a more gentle approach might use images associeted with the mystical wisdom of the Witch, or the transformative powers of the Mountebank.

- Other traditions: Unlike many healing spells, water and fire are rarely used during the casting. Some magicians carry specially prepared bandages to loosely bind the damaged limb, while others - especially Marchers, like to slap a handful of damp clay, mud or soil onto the damaged limb, shaping the ruined arm or leg as if they were applying plaster to the side of a house. A Dawnish witch or Navarr magician might evoke the powerful regenerative powers of the hydra.

- Realms: This spell regenerates damaged flesh and is firmly within the purview of the Spring realm.

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Resupply Imperial Armies

I, Dan Brackensong, Quartermaster General of the Imperial Armies announce resupply of the following armies:

The Bounders

The Golden Axe

The Quiet Step

The Red Wind Corsairs

Approved by the Quartermaster General of the Imperial Armies

Overview

- Resupply The Marches army, The Bounders

- Resupply the Varushkan army, The Golden Axe

- Resupply the Navarri army, The Quiet Step

- Resupply the Freeborn army, The Red Wind Corsairs

- This motion was approved by the Quartermaster General of the Imperial Armies using the legal power to resupply armies granted to them by the Senate

Date

- Autumn 380YE

Progress

- Unknown

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Resupply Imperial armies

Return all Imperial armies to full strength with reinforcement to be directed by Military Council.

Proposed by Hahnmark, seconded by Bregasland.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Legal Ramifications

Overview

- Return all Imperial armies to full strength with reinforcement to be directed by Military Council

- Passed unanimously

Date

- Passed Winter 376YE (Easter 2013)

Cost

- None

Legal Ramifications

- The Senate has not created a position with the authority, responsibility or budget to achieve this task

The civil service opinion is that the Senate could have chosen to create an Imperial position with the responsibility and legal authority to reinforce the Imperial armies. The position could have been granted a stipend.

Without the creation of an Imperial position, this motion has no legal implications. It is simply a statement of intent.

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Resupply the Eastern Sky

Resupply the army of the Eastern Sky.

Approved by the Quartermaster General of the Imperial Armies.

Overview

- Resupply the Dawnish army of the Eastern Sky.

- Action approved by the Quartermaster General of the Imperial Armies.

Date

- Approved Winter 377YE

Progress

- 27 wains of Weirwood provided by Janusz Dalibor von Temeschwar, Quartermaster General of the Imperial Armies, after Winter Solstice 377YE

Campaign Outcome

Resupply an army using 27 wains of weirwood restores fighting strength equal to 540 soldiers to the army.

Voting

This motion was approved by the Quartermaster General using the legal power to resupply armies granted by the Imperial Senate.

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Resupply the Golden Axe

Resupply army of Golden Axe

Proposed by Volodmartz, seconded by Sermersuaq.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- Provide emergency resupply to the army of the Golden Axe.

- Passed 27 votes to 0.

- Funded at 50 Thrones.

Date

- Summer 377YE (Event Three 2013)

Cost

- Standard resupply costs apply.

Progress

- None.

Campaign Outcome

- Unlimited resupply of the Golden Axe is authorized by the Imperial Senate until end of Spring 378.

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Resupply the Granite Pillar

The senate authorises the release of resources held by the Military Council for the resupply of the Granite Pillar.

Proposed by Upwold, seconded by Therunin.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Campaign Outcome

- 5 Progress

- 5.1 Autumn Equinox 377

- 6 Constitution

Overview

- Provide emergency resupply to the army of the The Granite Pillar.

- Passed unanimously

Date

- Autumn 377YE (Event Four 2013).

Cost

- Standard resupply costs apply.

Campaign Outcome

- Unlimited resupply of the Granite Pillar is authorized by the Imperial Senate until end of Summer 378.

Progress

Autumn Equinox 377

- 20 Wains of mithril supplied by Ruth, General of the Granite Pillar.

- 10 Wains of weirwood supplied by Ruth, General of the Granite Pillar.

- Army strength of the Granite Pillar increased

Constitution

When no limitations are placed on the extent or duration of Senate authorization to resupply an army, the assumption is that the maximum possible limits apply; the senator may supply any amount of mithril or weirwood up to a year after the motion is passed.

The Imperial Military Council do not require authorization to use any resources they possess - any property held by them can be disposed of as the Council chooses. Resupplying an army does require the authorization of the Senate, but once granted they cannot specify how that resupply should take place.

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Resupply the Hounds of Glory

Resupply the army of the Hounds of Glory.

Proposed by Semmerholm, seconded by Weirwater.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Campaign Outcome

- 5 Progress

- 5.1 Autumn Equinox

- 6 Constitution

Overview

- Provide emergency resupply to the army of the Hounds of Glory.

- Passed by 27 votes to 0

- Funded at 50 Thrones

Date

- Summer 377YE (Event Three 2013).

Cost

- Standard resupply costs apply.

Campaign Outcome

- Unlimited resupply of the Granite Pillar is authorized by the Imperial Senate until end of Spring 378.

Progress

Autumn Equinox

- 33 wains of Weirwood supplied by Floree De Rondelle, General of the Hounds of Glory

- Army strength of the Hounds of Glory increased

Constitution

When no limitations are placed on the extent or duration of Senate authorization to resupply an army, the assumption is that the maximum possible limits apply; the senator may supply any amount of mithril or weirwood for up to a year after the motion is passed.

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Resupply the Quiet Step

To reinforce the army the Quiet Step of Navarr, with 25 wains of weirwood, costed at 7 1/2 crowns per wain, total 23 thrones, 3 crowns, 10 rings. Pass at this sum or withdraw.

Proposed by Sarvos, seconded by Upwold.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Capaign Outcome

- 6 Constitution

Overview

- Provide emergency resupply to the army of The Quiet Step

- Passed unanimously.

- Funded at 23 Thrones 3 Crowns 10 Rings.

- Monies disbursed to Sarvos.

Date

- Autumn 377YE (Event Four 2013)

Cost

- Standard resupply costs apply.

Progress

- 25 wains of weirwood provided by Mirislav, senator for Sarvos after Winter Solstice 377YE

Capaign Outcome

- 25 wains of weirwood can be spent to resupply the Quiet Step is authorized by the Imperial Senate until end of Summer 378.

Constitution

Senators are encouraged to submit requests for Senate funding, but they can not legally withdraw a motion that the Senate has passed if the Senate choose not to release some or all of the requested funds.

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Resupply the Wolves of War

I, Dan Brackensong, Quartermaster General of the Imperial Armies announce resupply of the following armies:

The Wolves of War

Approved by the Quartermaster General of the Imperial Armies

Overview

- Resupply The League army, The Wolves of War

- This motion was approved by the Quartermaster General of the Imperial Armies using the legal power to resupply armies granted to them by the Senate

Date

- Spring 381YE

Progress

- Unknown

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Retainer

A retainer is either a Dawnish noble's personal attendant or else an attendant to an entire noble house. Retainers are always yeomen, although some harbour a desire to prove themselves and earn an opportunity to pass a Test of Mettle.

The basic role of an attendant is to act as a skilled personal servant, ensuring that their noble, or the noble members of their house are able to enjoy the privileges of nobility. They are likely to help a noble dress themselves and prepare for battle, they fetch and serve drinks and so forth. However retainers are much more than simple servants, their roles often include handling a noble's money, arranging their personal finances and they often fight alongside the nobles.

In effect the social role of the retainer is somewhere between a servant and a sidekick. Like Don Quixote and Sancho Panza, Elric and Moonglum, Batman and Alfred, Jeeves and Wooster, or Henry V and Falstaff - a good retainer is a trusted accomplice. They may be the noble's best friend; there is often much rivalry and little friendship between nobles. They may even be lovers, although such a tryst is scandalous. In high society a retainer must do everything to ensure that the noble or nobles they serve receive the respect they are due - a role that begins by being respectful themselves. In less serious circumstances both parties may relax and assume a more informal relationship.

Creating a retainer

There can be a huge amount of fun in playing a low-status character, but it is important to be certain that it is something that you want to do. There is no need for any noble or noble house to be accompanied by a retainer, many are not, so the only reason to play one is if you think the role will be fun. A retainer is never likely to be the focus of the action at plots, the character is inherently more likely to assume a background role. What a good retainer character should be is busy, there should always be things to do; waiting on the nobility and arranging their business for them.

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Retreat to the White Caves

Contents

- 1 Rules

- 1.1 Winter Magnitude 23

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 23

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The area to be enchanted with this ward must be clearly apparent to those within, and without, its bounds.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual targets a building or well defined, walled area. It must be performed inside that location.

At the completion, the area is warded against heralds of the eternals. Such a creature approaching the boundary is always aware that the area is warded; if it enters it is immediately weakened for as long as it remains in the area. Even creatures that are larger-than-human-sized will be weakened by the power of the ward if they enter it.

The ward creates a powerful roleplaying effect: mortals within the warded area feel cold and miserable, unless they are actively warming themselves. Those who sleep within the ward experience nightmares of being trapped within a cave whilst an unknown lurking evil sits brooding outside, waiting for the cold or hunger to drive them from safety. These effects are particularly pronounced for those with strong lineage.

When used inside a building, the ward protects the entire structure. Any openings in the structure - doors and windows especially - must be clearly marked with runes or symbols of warding. The building must be a reasonably permanent structure, preferably of wood or stone; the ritual will not work on a tent or other entirely similar structure.

For purposes of this ritual, a walled area must be composed of solid posts, preferably wooden. Posts should be placed at least three pace, and at most five paces, apart and protrude out of the ground at least three feet. The posts should be clearly visible, and ideally clearly marked as 'special' - carved or painted with runes for example.

As with anything you might be taking onto a battlefield, or that is likely to have people fighting around or near it, the phys-reps should be as safe as possible (no sharpened points, for example). Please do not tie rope between the posts; if it is not clear where the boundary is, you will need to use more posts.

The ward can be taken down by moving, removing or defacing the warding signs, but Heralds cannot do so themselves. Assuming it is not interfered with, the ward stays in place until the duration expires.

The effect lasts until the start of the next Profound Decisions Empire event.

When the fierce Vard, with their iron swords, came to Mieriada, the frightened Ushkans hid themselves deep in the Painted Caves and waited for the cold outside to drive the Vard away.

Description

This ritual was presented to the Imperial Conclave in the Winter of 378YE by Simargl, called the Empty One of the Circle of Zulgan-Tash, the Varushkan Dean of the Lyceum. It was entered into Imperial lore shortly before Simargl surrendered his title as Dean. It is an extrapolation of the principles involved in common warding rituals, specifically There Is No Welcome Here. It enchants an area to make it hostile to heralds, eternals and other beings from the realms.

Winter magic is, at its heart, a grim undertaking even when it can be seen as beneficial; Varushkan cabalists know that magic always comes with a price. In this case, those who shelter within the warded area feel cold almost all the time, unless they are actively warming themselves. Conversation quickly falters, and it is easy for a brooding silence to settle on all those within the warded area. Worse, those who sleep within the ward experience terrible dreams of being trapped within a cave whilst an unknown lurking evil sits brooding outside, waiting for the cold or the hunger or the madness that comes from long periods of being cooped up in an enclosed space to drive them from safety.

Some of the Highborn involved in codifying this ritual remarked that the dream cave appeared to be an actual place – there were reported similarities between the layout and the paintings on the walls of the cave which appears to be one of the famous painted caves of Miekarova. When questioned, Dean Simargl reportedly grunted non-committally and mocked the researchers until they went away.

Like other wards, Retreat to the White Caves does not prevent a herald (or, in theory, an eternal) from entering the protected area. Rather, it robs them of their ability to use their supernatural abilities while they are within the wards. It will, for example, prevent a herald from delivering a curse or performing any of their innate abilities. If it were performed in the Hall of Worlds, it is theorised that it would prevent any herald from entering the mortal world via the regio at Anvil. Such a herald would require the active assistance of an Imperial magician to “lead them through.” The ward would not prevent the herald entering the Hall of Worlds from the eternal realms, and it is believed it would not stop them departing for their own realm – but fascinatingly it clarifies that the ability to enter the mortal realm is considered an active ability that can be robbed by magical weakness.

The ward created by this ritual will last for an entire season - assuming the warding marks are not disturbed, In practice, if the area sees much use it is likely to be disrupted before the full three months has passed. No herald or direct emissary of an eternal can disturb the ward directly. Due to the duration, several researchers pointed out that it would be possible to make this ritual ward permanent with sufficient ilium (sixty-nine rings in fact) but suggested that doing so might be a mistake – the ritual would still collapse if the warding runes were disturbed, taking the ilium with it.

The crotchety Urizen magus Lucien of the Halls of Knowledge (visiting the Lyceum to take advantage of the excellent climate during a particularly cold winter) gave an impromptu lecture regarding reliable methods of creating permanent wards. His suggestion was simply to craft the posts from stone – possibly white granite – and carve the runes of warding into them permanently. While this would not be foolproof it would mean that the disruption of the ward would require “malice rather than incompetence – which is always preferable.” He further went on to point out that, with crystal mana being considerably more common than ilium, permanent warding posts would be just as effective at anchoring this ritual in its existing form – it would simply need to be performed once each season. This would make these posts ideal for protecting any area for a long period of time.

Common Elements

As with the original ritual, the warding posts can be marked with the Wintermark runes Yoorn and Kyrop or the common tower symbol associated with Vigilance. The original framework of the ritual made repeated use of the Varushkan tradition of using staring humanoid faces or the heads of geese (traditionally associated with vigilance) and suggested supplementing these symbols with intricate swirling patterns of green, red and blue paint following very precise instructions.

When performing any warding ritual, the ritualists often walk the boundaries of the warded area, invoking protective talismans. They often burn incense, or scatter ashes, and check that all the warding symbols are intact. Some ritualists place bowls of milk or honey at each entry point. Fire is often used as well, especially when the ritual is performed at night.

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Reuben's Brethren

Reuben's Brethren or The Mercenary's Creed Robert E. Howard Recording

Drain the cup while the ale is bright, Brief truce to remorse and sorrow! I drink the health of my friend tonight- I may cut his throat tomorrow.

Tonight I fling a curse in the cup For the foe whose lines we sundered- I may ride in his ranks when the sun comes up And die for the flag I plundered.

Kisses I drank in the blaze of noon, At eve may be bitter as scorning- And I go in the light of a mocking moon To the woman I cursed this morning.

For deep in my soul the old ways brood- And I come of a restless breed- And my heart is blown in each drifting mood As clouds blow over the mead.

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Revelation of the Jewel's Sparkling Heart

Contents

- 1 Rules

- 1.1 Day Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a mine. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

At the start of the next event, the target mine produces an additional eight ingots of material. The additional materials are always of the same type as the basic mine, regardless of any improvements.

At the completion of the ritual the owner of the mine experiences a short-lived roleplaying effect: they can hear gemstones, metal objects and especially items that include large amounts of one of the four materials found in mines 'singing' to them when they are nearby; these items also seem to glow faintly when they handle them. The singing and glow can be almost hypnotic. This effect persists for around ten minutes.

If the owner of the resource does not attend the next event, then the additional production provided by the resource is still added to that character's inventory.

Additional Targets

This ritual can affect additional mines in the same territory. Each additional mine increases the magnitude by 6. The character who controls each mine must be present throughout the ritual.

Description

The practice of seeking precious metals and minerals underground is much enhanced by the addition of Day magic. Under the influence of this ritual, seams of orichalcum, green iron and weltislver ores and deposits of tempest jade glow faintly and even seem to 'sing' to the miners, drawing them closer. The ritual gives voice to the clusters of jewels and richest, deepest seams of ores in the earth; miners find themselves possessed of a strange prescience of where to strike rock, and often talk about hearing the singing sound of the earth's bounty calling for their attention.

Simple dowsing with a plumb-line and a piece of mineral becomes much more effective. The earth and stone underground seem almost to whisper to miners and engineers, warning them of flaws or weaknesses that might cause collapses. More care is taken to shore tunnels and galleries up, and while the workers are influenced to become more cautious, they are also enchanted to work with greater surety and deftness in the dark underground; even a faint candle will give off enough light to illuminate a great gallery in a mine under the influence of this ritual.

Some Freeborn storytellers weave fanciful stories that suggest that all the jewels and precious materials that lie deep underground were originally pieces of enlightenment hidden there by a Night Eternal, and that an unnamed Day Eternal is constantly seeking them, hoping to recapture enlightenment or that humanity will eventually collect enough of them to uncover some ancient truth. Ritualists who give credence to these fables call this ritual Shining Stars, Buried Deep.

Common Elements

The ritual creates often involves a map of the mine that is to be enchanted; in the case of the Navarr a map of the trods near the mine may be studied, and the shapes worked into new designs suggesting swirling tendrils extending from the trods to embrace and surround the target area. Other common features include samples of the raw material most suited to the mines, especially samples that have come directly from the target mine; metal and minerals; mining tools; symbols of Prosperity; lanterns, lamps or candles; and mirrors, especially when used to capture and reflect the light of candles or lamps.

This ritual is often performed outside, under the open sky, at night - especially when the stars are visible, glittering like jewels in the night sky. The rune Sular is often invoked, as is Pallas the rune of wealth.

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Revelatory Light of the Empyrean Spheres

Contents

- 1 Rules

- 1.1 Day Magnitude 150

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Option

- 1.6 OOC Note

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 150

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must be a contributor participating in the performance of the ritual.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This enchantment allows the target to call MASS PARALYSE once during the duration. The character must be able to cast spells to make this call - it explicitly will not work if they are wearing armour.

While under the effect of the enchantment, the target experiences a powerful role-playing effect: they feel detached from their emotions, and their passions are muted. They are conscious of their emotions, but not moved by them. This effect is especially pronounced for those with the merrow lineage, and they may find they have additional difficulty understanding the emotional states of others, perhaps even going so far as to be mildly irritated by emotional displays.

The character who unleashes the power of the ritual is blinded for thirty seconds; they cannot see anything for the duration.

The effect lasts until the end of the next battle, skirmish or quest the character participates in; or until the end of the current event, whichever is sooner. The power of the ritual can be invoked only once during this time.

Additional Targets

The ritual can affect additional characters from the same coven. Each additional character increases the magnitude of the spell by 100. Additional characters must be present throughout, and each must contribute to the performance of the ritual.

Option

Any caster who has mastered the ritual may choose to substitute weltsilver for crystal mana when contributing to it. Every 2 ingots of weltsilver spent counts as 1 crystal mana when contributing to the ritual.

OOC Note

If you enter a battle, skirmish or quest with one of these enchantments active on you, you must let a referee with a radio know about it shortly before or after your passage through the Sentinel Gate.

If you are expecting to deploy one of these effects, you are invited to bring this to the attention of any nearby referee or marshal shortly before you do so; they will then be able to assist the targets in taking the call correctly

Description

This battlefield ritual allows a powerful magical attack to be unleashed against a group of enemies, freezing them in place for a dozen heartbeats allowing them to be easily butchered. As with Inescapable Chains of Bitter Glass, the effectiveness of the magic depends almost entirely on the discipline and decisive action of those accompanying the magician, but the ten seconds that all the targets are completely incapable of action it should be possible to defeat practically any opponent.

The ritualist who unleashes the power of this magnitude is stuck temporarily blind, and may suffer other side effects. For a few moments, they perceive a limitless expanse of knowledge and cosmic awareness. The experience rarely lasts more than a second or so, but it can leave them mentally scarred and unstable, their sanity blasted and their mental stability crumbing. Very rarely, if they survive this experience, they may recall a momentary fragment of useful information but usually they are simply blasted by the powers unleashed.

The ritual is rarely used in the Empire due to the difficulty of finding the best moment to unleash it, where it will provide sufficient tactical advantage to make up for the ruinous cost and the devastation it can wreak on the ritualist who unleashes it.

Common Elements

It is difficult to speak of common elements due to the comparatively small number of covens who have mastered this ritual. They would include mirrors; bright lights; geometric shapes (especially spheres, cones and pyramids) and mathematical formulae; tomes of lore; carefully scored music with stringed instruments such as harps; careful movement and invocations of raw knowledge and dangerous power. Completion of the ritual is usually signaled by a great cry of triumph or the sounding of many horns.

Other common elements in this ritual might include the rune of revelation, the rune of destruction or the rune of dominion. Mawrig is used when the ritualists seek to wreak devastation on the battlefield; some magicians believe that it is likely to leave the contributor who releases the effect more damaged than the use of Hirmok, which seeks to constrain and challenge the raw power of this spell.

Needless to say, the constellations are often evoked during this ritual, especially The Great Dragon, The Door, The Key and The Lock.

"Have you ever seen someone die of perfection? Have you ever experienced the light of a million dancing spheres as it seared your soul with beauty? Heard the laughter of dragons echoing in your skull like golden thunder, on and on, until insanity seemed like a blessing and death a sweet release? Have you ever tasted a truth so profound that it felt like a bucket of live coals rattling around inside your head? Ever felt yourself struck dumb with insights so terrible your tongue simply refuses to utter them?"

The old woman with glared down at the young boy, poking him with one bony finger to punctuate each question.

"Well, apprentice, have you?

"No, mistress", he kept his eyes downcast.

"No.", she said with finality, "Pray that you never do."

She took the book of rituals from his hands and placed it back in its place upon the high shelf by memory, for her milky eyes saw nothing, "Pray that you never do..."

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Revocation

Synod Judgement

- Any Assembly

- Lesser Majority

Contents

- 1 Overview

- 2 Judgement

- 3 Outcome

- 4 Reappointment

- 5 Further Reading

- 5.1 Core Brief

- 5.2 Additional Information

Overview

The Imperial Constitution charges the Synod with the responsibility to remove from office those citizens whose behaviour is deemed unvirtuous. A judgement of revocation is the mechanism to allow this; if successful the revoked citizen immediately loses the Imperial title they held, exactly as if they had resigned the position.

There are important limitations on the powers of the Synod. In most cases, a revocation will immediately force a new election but there is nothing to prevent the revoked citizen from standing for the position again if they wish to do so. What is more if they are successful they cannot be revoked again during their term.

The Synod will remove from Imperial Office those whose behaviour is deemed unvirtuous whether they sit upon the Throne; serve the people in the Senate or on the Military Council or in the Civil Service; or serve within the councils of the Synod itself.

Imperial Constitution

Judgement

A judgement of revocation must specify a single citizen and the Imperial title that they hold. It is possible to revoke a national or an Imperial position. It is also possible to revoke a civil service position such as the Tribune of the Synod or the Speaker for the Senate. Revocation cannot be used to force a citizen to abdicate a title they have been appointed to by a foreign power.

When a judgement of revocation is submitted, the Tribune is responsible for informing the subject of the judgement. Usually they will send a messenger to find the citizen to ask them to attend the Hub so that they can be briefed on the development.

There are rules limiting which Imperial titles an assembly may revoke:

- The virtue assemblies may revoke a position appointed by that assembly; this includes the cardinal, gatekeeper and Virtue inquisitor of that assembly

- The national assemblies may revoke a national position in the Senate, Synod or Military Council

- The Assembly of Nine may revoke a Imperial or national position in the Senate, Synod or Military Council, except the Throne

- The General Assembly may revoke a Imperial or national position in the Senate, Synod or Military Council, including the Throne

When new Imperial titles are created, the Senate motion may specify which assemblies or assemblies will be able to revoke the position, however any deviation from the well worn constitutional paths defined above will be subject to heavy scrutiny by the constitutional court.

A judgement of revocation requires a lesser majority to pass.

A slip is not a fall.

Marcher Proverb

Outcome

A citizen who is revoked is immediately removed from the Imperial title specified in the judgement of revocation, as if they had stepped down or died. This means that if the Imperial title is one that is automatically scheduled by the Imperial civil service whenever it falls empty then they will schedule a new election as normal. If the election for a title is triggered by action by a citizen such as a senate motion, synod judgement or similar - then an re-election will take place once that happens.

If the subject is not present in the Hub for the verdict, then it is the responsibility of the Tribune to inform them of the outcome of the judgement. It is common for Synod members to confront a citizen to revoke them personally - to pronounce the verdict of the Synod. In this case, the Tribune will usually attempt to accompany the Synod members so that they can appraise the citizen of their status and their options.

If the Synod do not wish to confront the subject, then the Tribune will usually send word to ask the citizen to attend the hub, or attend the next meeting of the Senate, Military Council or Conclave if the citizen holds a title there. Although the revoked citizen no longer has the authority to use the legal powers of their title at the point where the judgement is passed, it is only a crime if they continue to do so after they have been informed of the judgement. A priest who wishes to ensure this does not happen is well advised to take the time to inform the recipient themselves.

It is perfectly legal for the citizen who has just been revoked to put themselves forward for the title. If they are re-elected then this indicates this is taken as indication that their electors have chosen to accept that individual in spite of any alleged shortcomings. As a result they may not be revoked again for the remainder of their term. If the Imperial title is for life - then they may not be revoked from that position for as long as they continue to hold it. The exception is a title appointed by a motion of the Imperial Senate; in this case each time the title is appointed it is treated as a new term and receives no protection from revocation.

Reappointment

A revocation that is carried out on the grounds that the person holding the title is absent from Anvil when their services are needed, or equivalent, is often referred to as a reappointment. This politer phrasing is legally identical to a revocation, but does not carry the stigma of an implied lack of virtue.

"You dare to speak to me in that manner? I am the Cardinal of this Assembly!"

"Not as of ten minutes ago, you aren't."

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Imperial Theology

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

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Abrogate fund disbursement (Redirected from Revoke fund disbursement)

Revoke the law disbursing unused Senate funds to the military council and conclave at the end of each quarter.

Proposed Temeschwar, seconded by Tassato.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Campaign Outcome

Overview

- End the distribution of unused funds by abrogration of the motion to distribute funds of Winter 376YE.

- Passed by 27 votes to 0

Date

- Passed Summer 377YE (Event Three 2013).

Cost

- None

Campaign Outcome

No more funds will be disbursed to the Military Council or Imperial Conclave.

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Rewarding

Synod Judgement

- General Assembly

- Lesser Majority

Contents

- 1 Overview

- 2 Judgement

- 3 Outcome

- 4 Further Reading

- 4.1 Core Brief

- 4.2 Additional Information

Overview

The General Assembly of the Imperial Synod controls the Virtue Fund - a pool of money endowed to the Synod so that they may directly reward virtuous behaviour. The mainstay of the fund usually comes from the auction of a dose of true liao but it is supplemented with donations of Imperial currency from wealthy citizens who wish to use the benefits of their prosperity to encourage virtue.

Judgement

Any member of the Synod may submit a judgement of rewarding for consideration by the General Assembly. The judgement must specify a single individual who will receive the reward and must state how the size of the proposed reward. It is not possible to reward a band or group - but it is possible to proclaim the virtue of a group of characters and then name the individual who will be rewarded accordingly.

A judgement of rewarding requires a lesser majority to pass.

Better to earn a ring than be given a crown

Marcher Proverb

Outcome

If the judgement is successful, then the Tribune will arrange for the money to be deducted from the Virtue Fund and given to the priest who raised the judgement to apportion.

It is common for individuals to ask for money from the Virtue Fund for a specific goal. It is perfectly acceptable to reference the goal in the judgement of rewarding, but this is not legally binding. On receipt of the funds, they become the legal property of the recipient who may dispose of them as they choose.

It is not possible for the Virtue Fund to go into debt. If a reward judgement is upheld but there is not enough in the Virtue Fund for when the judgement's scrutiny ends, then the entirety of the current fund is paid to the priest who raised the judgement, but the priest cannot collect the remainder later. This is noted on the judgement. If the Virtue Fund is empty, the judgement can still pass, but the recipient receives no money.

If multiple rewards are upheld at the same time then allocation starts with the earliest judgement raised until the Fund is empty or all endowments have been disbursed.

It is not possible for a judgement to specify that a reward be made at some future time beyond the close of scrutiny. Any money to be granted from the Virtue Fund must be issued at the time the judgement passes.

At the Winter Summit 376 YE, Harald Johnson, of the Marches and The Way, called for the General Assembly to reward the Orc Generals with 20 crowns from the Virtue Fund.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Imperial Theology

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rewarding&oldid=64320"

Rhianos

Contents

- 1 Eternal of Summer

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Summer

Sobriquets

Rhianos has been called both King Rhianos and Queen Rhianos, but the most common sobriquet appears to be Regent of the Eternal Sea. Rhianos is believed to have relatively close ties with magicians in Asavea and the Sarcophan Delves.

Appearance

Unknown within the Empire. Foreign magicians characterise them as being somewhat fluid in appearance - "changable as the sea itself". While it is unlikely they are a shapeshifter in the way (for example) the eternals of Night are shapeshifters, it seems that Rhianos slips between masculine and feminine forms with ease, and adopts elements of many different marine creatures as they do so. Depictions in Asavea often include the lower body of a fish, dolphin, or serpent; vivid emerald green or sapphire blue hair and beard; multiple arms; additional octopus-like arms; webbed fingers; and the alien all-black eyes of a sea mammal. Regardless of outward appearance, Rhianos is described as being filled with a bottomless supply of joie de vivre and lust for life and adventure - as well as an endless capacity for wonder at new and exciting things, people, and vistas.

The heralds of Rhianos encountered during the Winter Solstice appeared as blue-skinned creatures with sharp ears and golden markings.

Concerns

Rhianos appears to be interested in the sea as a place that is full of, or leads to, adventure and opportunities to face and overcome great danger. Unlike many Summer eternals, Rhianos appears to perceive wealth as something that has value - especially if it is gained through heroism or daring - or under conditions of extreme danger. Yet they are not an Autumn eternal - Sarcophan traders have commented that the boons of Rhianos are tricky because they expect that once wealth has been gained it will be "spent" (or indeed "squandered") on fine living, and to create more opportunities for adventure in the future. One Sarcophan ship's mage described the eternal thus "They are always moving, always moving. For Rhianos to stand still is the utmost torment. There is always a new thing to see, there is always a horizon stretching ahead of them. Regret, duty, introspection - these are less than ballast to Rhianos. Anything that weighs them down is discarded in a moment, forgotten before it has entirely sunk out of sight."

Boons

It is likely that Rhianos possesses boons related to water, and to both real and fanciful qualities of the sea. Both Sarcophan and Asavean mariners have claimed that Rhianos offers a common boon that ensures any sea voyage will be "eventful but lucrative". This sounds very similar to the enchantment Rhianos offered during Winter Solstice 380YE. The "lure of adventure" presented challenges and treasures to sea captains engaged in privateering and trade during the Winter Solstice 380YE.

According to some scholars, Rhianos also provides martial boons to those they favour, but these boons are always distinctly personal in nature. There appears to be no large-scale enchantment that enhances the ability to engage in warfare for example. More than other eternals of Summer, Rhianos seems to favour the individual over the group, the champion over the soldier.

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Icon of the Industrious (Redirected from Rhythm of Deep Resonance)

Description

An Icon of the Industrious allows a priest to perform ceremonies as if they were dedicated to the virtue of Prosperity. It generally takes the form of a piece of religious art, usually depicting a paragon or exemplar of Prosperity such as Zemress or the Little Mother. The Icon is not always a portrait, however - in Wintermark it is sometimes crafted in the form of a medallion or short rod decorated with the bones and feathers of a magpie, and known as an Icon of the Magpie. Often these icons bear the Rune of Wealth, but they are equally as likely to bear the Rune of Victory. While Pallas is traditionally associated with Prosperity, the idea that Tykonus - which represents struggle and success more than mere wealth and material possessions - is a better fit has gained some purchase in recent decades. In Varushka it often takes the form of a statuette of bees surrounding a hive, and is known as a Hive of Industry. Other less common variants are certainly possible - such as the colourful illuminated scrolls recouting the lives of the exemplars popular in the Brass Coast.

This Icon is especially popular in the Marches. While all the Virtues are recognised and celebrated, many Marchers feel a strong connection to Prosperity. These Icons are often given more down-to-earth names by Marcher priests and lay folk and it is more common to hear talk of an Icon of the Exhausted, Icon of the Aching, or Icon of the Sweated Brow than it is an Icon of the Industrious. A particularly Marcher form of this icon is that of a carefully braided cord, often decorated with tiny silver charms or drops of ambergelt, used to cinch up a handful of corn or wheat stalks to create a Prosperous Sheaf.

The icon is equally valuable to a priest who is dedicated to one of the other six virtues as it is to a priest who is dedicated to none of them. It allows them to perform ceremonies such as anointing, consecration, and hallow, and create auras of prosperity in place of the auras they would otherwise have access to. It also allows a priest to cooperate with priests dedicated to Prosperity who are not part of their sect.

Rules

- Form: Weapon. Takes the form of an icon.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: You may perform ceremonial skills other than dedication as if you were dedicated to the virtue of Prosperity.

- Materials: Crafting Inspiring Refrain requires 7 measures of ambergelt, 5 measures of iridescent gloaming, and 9 measures of dragonbone; It takes 1 month to make one of these items.

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Rhyv

Contents

- 1 The Bleeding Wound, Rune of Blood

- 1.1 Using Rhyv In Magic

- 1.2 Crafting with Rhyv

- 1.3 For Machine Embroidery

The Bleeding Wound, Rune of Blood

Affiliated with the Realm of Spring

Rhyv is the Bleeding Wound, which represents both life and the potential to end it. Just as the life of a human or animal lies in the blood in their veins, so the life of the tree lies in the sap and the life of the world flows through the water that covers its surface. For this reason Rhyv features heavily in healing magic, but it can also be used with magic intended to corrupt or slow the flow of life through venom or disease. It is often called the Bloody Knife, representing both its ability to harm life, and the chirurgeon’s art of cutting out sickness. it should come as no surprise that the Imperial School of Medicine displays Rhyv on its banners.

Rhyv is linked to the idea of self-sacrifice (especially among the Navarr, Marchers and Varushkans), and in this aspect is called the Fallen Fruit. It represents both the idea of shedding blood for another, and of the success that comes from hard work and sweat.

Given its connection to the blood, it should come as no surprise that this rune is said to have a strong connection to the Briar lineage.

Using Rhyv In Magic

Rhyv is most commonly evoked during rituals concerning bodily healing and health, but is also evoked in rituals that taint, poison or hamper body or life. It may be evoked in its positive aspect when using incantations such as heal or purify. In its negative aspect it can be used to taint or corrupt the blood as part of the weakness and especially the venom incantations.

Crafting with Rhyv

Chirurgeons and apothecaries use the rune on healing preparations, and may inscribe it on medical tools. Commonly, Rhyv will be stamped into a Healers Harness. Because of its association with the flow of blood, Rhyv is also used on weapons especially those intended to kill quickly, or leave devastating wounds. Many Navarr Thorns inscribe the runes on their barbed spears, but it is also favoured on the daggers of cutthroats which gives it a negative reputation.

For Machine Embroidery

Here is a digitized version of Rhyv in .jef format, suitable for a 7x5 hoop. File:RuneRhyv.jef

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

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Riddle Hides the Reward

Contents

- 1 Realm: Night

- 2 Magnitude: 6

- 3 Performing the ritual

- 4 Effects

- 4.1 Duration

- 4.2 Additional Magnitude

- 4.3 Removing the Shroud

- 5 Description

- 6 Performing the Ritual

Realm: Night

Magnitude: 6

Performing the ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a single magic item or character, either of which must be present for the duration of the ritual.

This effect is neither a curse nor an enchantment. Rather it is considered to be a shroud.

Effects

Riddle Hides the Reward obfuscates the presence of all bonds attached to the item or the character, making them hard to break with unbonding effects. Spells such as create bond and items such as Lodestone Shears cannot target any of these bonds. The effect targets all bonds present at the time it is performed; new bonds created to an item such as a magical standard are not affected with this ritual.

Any magician who contributed to the performance of the ritual can use the create bond spell to break an affected bond.

Duration

The effect of this shroud lasts for a year or until all effected bonds have been cut.

Additional Magnitude

The higher the magnitude the harder it is to remove the effect with rituals such as Black Iron Blade or Piercing Light of Revelation.

Removing the Shroud

The Winter ritual Black Iron Blade can be used to break the bonds effected by this shroud, and a sufficiently powerful Piercing Light of Revelation will remove the effect of the shroud from an item or character without severing any bonds, if it is of sufficient magnitude. The bond is also dissolved if the target magical item is destroyed with Words of Ending. As always, the bond does not break if the character involved dies.

Description

This ritual works by making it hard for a magician to locate or understand a bond; perceived with magic the bond often appears to slip away or twist out of the grasp of a magician, or change shape and colour. It does not stymie divination magic, but it slips away from the energies used to cut a bond. Powerful Day magic can strip the protection from the bond, and potent Winter rituals can cause it to fray and snap, but under normal circumstances only one of the magicians who performed the ritual - who understand the riddle woven into the bond - can destroy it without effort and powerful magic.

This ritual serves two purposes; firstly, as a shroud, it prevents an individual from breaking a bond with an item. This is usually merely an inconvenience, but it can also serve as a punishment, and might be more dangerous if the item in question has unwanted effects. Secondly, it can also be used to make it more difficult for an item to be stolen - a thief cannot easily unbond it and rebond it.

Performing the Ritual

Things that enhance themes of secrecy and concealment are common elements with this ritual, as are images that involve tying or restraining the target. Ritualists are often masked, cowled or veiled and often ask rhetorical questions or unanswerable riddles.

The rune Diras is commonly evoked with this ritual; scenes of confusion and misdirection involving an item, or the power of The Wanderer may also be included.

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Ride the Noble Steed

Contents

- 1 Night Magnitude 8

- 2 Performing the Ritual

- 3 Effects

- 4 Description

- 5 OOC Note

- 6 Performing the Ritual

Night Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets two characters who must be present throughout.

Effects

The next time the recipients of this ritual sleep, they experience vivid dreams of riding a horse. The two targets do not share a vision – each is distinct and separate.

When they wake, they each experience a roleplaying effect: you have experienced a vivid dream of riding a horse. You are unable to fully describe the feeling, but are left with a persistent sense of wonder that lasts until next time you sleep.

This ritual is not powerful enough to overcome curses which cause disturbed sleep such as Dreamscape of the Endless Hunt. In this case the target's dreams will include horse-like monsters and a sense of being chased, but will provide no roleplaying effect.

Likewise, if the target is unable to dream for whatever reason (such as the effects of excommunication, or being bonded to a Shackle of the Unvirtuous), the ritual has no effect.

The Pegasus

One common image in these dreams that is somewhat unexpected is the image of a horse with wings that flies. There is absolutely no evidence that such creatures have ever existed. While there are suits of horse barding in Highguard with decorative wings attached that protected the legs of the rider from attackers on the ground.

The winged horse itself, however, is a creation of legend and mythology - while horses were swift, they did not fly and it is unlikely one would ever be able to fly in the manner the pegasus is depicted. Rather, the pegasus is a heraldic symbol of speed, grace, and pride - even beyond the characteristics associated with horses normally.

And yet… they have turned up in roughly one-in-twelve of the visions experienced as a result of this ritual.

Description

This ritual was developed at the Halls of Knowledge in Zenith under the direction of Octavius of the Spire of the Auric Horizon, Provost of the Halls of Knowledge. The initial work was undertaken by his fellow Urizen, Ioseph of Phoenix Reach.

This ritual creates a visionary experience when the subjects sleep. It is almost impossible to be sure from whence the vision comes. The experience is certainly powerful, but it is difficult to say how the subjects know that what they are experiencing is a true thing. There are none alive who ever rode a horse, nor spoke to any who has. The modern Imperial understanding of what it meant to ride on the back of these noble beasts is shaped by tales and poems centuries old, laden with allegory and imagery of wind and fire.

Some theorists suggest that it is possible that the ritual taps into memories of people who actually lived – in a similar way to true liao or the peculiar meat drug of Sarcophan captures or reveals something that a member of an earlier generation has truly experienced.

More feasible, however, is that the ritual is shaped by the expectation of the recipient. The symbols and metaphors of horse riding are so prevalent in the Empire that the impression of riding with the wind across wide open plains is something that everyone can understand. The magic draws on this shared understanding and shapes a vision that is in turn shaped by the expectation of the recipient.

Experimentation indicated there are similarities between the dreams experienced; all include a sense of speed, and of exhilaration, and of wonder. Some details are very different however. One of the test subjects recounted a dream of flying through the night sky on a mighty wingèd steed. Another was able to describe the flowing, shimmering mane of their horse, and the trail of stars that flowed behind them as they ran over the plains of central Reikos. One Freeborn recipient spoke of riding a mighty warhorse in a battle against orcs, while a Highborn spoke of riding a swift steed beneath a night sky and the certain awareness that they were delivering an important message to... someone.

Some recipients experienced a different horse each time they received the ritual, and others spoke of riding the same creature each time. These experiences tend to support the supposition that the vision is not based on a specific memory of events that actually happened.

Even though the ritual affects two individuals, they each dream separately.

OOC Note

You should feel free to create details of your horse-riding dream using the information presented here as a starting point. A referee will not provide additional specific information about the dream beyond what is presented here.

Performing the Ritual

The ritual attunes two individuals so that they experience a powerful dream. The ritual ideally should include images of horses; recitation of poetry, and evocations of the loyal, swift spirit of the majestic beasts.

Ideally the ritual should be performed close to the point where the targets will retire for the night; in theory the more time passes between the ritual and the moment they sleep, the less powerful and vivid the vision will be.

The rune Feresh, the rune of Majesty , has a potent resonance; in theory the runes of Mystery and Revelation alike would also work well with this ritual. Surprisingly, astronomancers report that the Key resonates well with this ritual but the Stallion does not. Attempts to invoke the Stallion actually caused the ritual to fail completely. Dramaturgically, the Persona of the Witch worked well, and unsurprisingly the totemic magician finds horses, pegasus, and unicorns work well with the ritual.

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Right now

Rihanna swung back to the left, feet skating the granite surface, like she was gliding across a frozen lake in the deep midwinter. The militia below continues to shout and wave. Her friends - part of the distraction - were shouting and gesticulating themselves. They knew their roles - outraged students from Holberg performing a piece of subversive art. She couldn't help but smirk as she imagined the chaos they were causing.

She placed the roller against the the wall, and with deep breath began to run while simultaneously pulling on her harness. It seemed a lifetime ago that she had run the roofs and towers in Holfried, but her body remembered. A smooth upward stroke. A crossbow bolt struck the granite ten feet to her left. She knew it was just a warning shot. Nobody was going to shoot to kill for a bit of petty vandalism.

"It's alright! she shouted at the tope of her longs. "It's all part of il Volpe's new project! Don't worry!"

It was a lie of course, but it would add to the uncertainty. She collected herself, balanced, refreshed the roller, and began to move back the way she had came, descending at a smooth angle as she did so. The first shape - two lines and two dots she peripherally recognised it as one of the Wintermark runes - had been difficult but this one was simply three sweeping lines.

She glanced below for a moment. The shouting seemed to be be coming more intense. Wilhelm was trying to get her attention. Still, only one more movement and then she'd be done and she could go down, be arrested, maybe be roughed up a little, pay a small fine... and then she and her team would be away and free to enjoy the considerable fee they had been paid for this little stunt.

As she readied herself for the final run - back to the right and up, in a movement that would take her to the top of the plinth and the feet of the statue of Lorenzo, she idly wondered what this was all about - but worrying about the games of Merchant-Princes rarely lead to a happy life to such as she. The great and the good would play their games at Anvil, the pawns just went where they were told.

Rihanna ran then, cinching her harness again, the roller playing out behind her as she painted the last stroke of the rune. At the last moment she lost her footing, fumbling - the rope suddenly taught when it should have been loose trapped on something above. She dropped the roller, and nearly lost the paint pot as well. She swore, and pinwheeled her arms for a moment. She managed to get one hand onto the lip of the plinth and then the other and pulled herself safely up.

She lay for a moment breathing heavily, and then peered over the edge. The last thing she needed was for the paint pot to have brained someone.

But there was nobody below. Not the militia, not the members of her team, not the small crowd of amused onlookers who had sculled their little boats over to take in the theatrics. It took her a moment to work out why and when she did she started swearing again, desperately coiling her spare rope around and checking the pitons that held it in place.

A ship was coming. A massive merchant vessel, sails billowing madly, early afternoon sun glinting along the edges of the great metal-reinforced ram on its prow. On collision course with Rihanna - and with the Colossus of Sarvos.

Contents

- 1 Overview

- 2 Ramming the Colossus

- 3 The Sealost Dead

- 4 The Pillaging of the Coast

- 5 The Reaving of the Woods

- 6 Riders on the Plateau

- 7 Offerings to the Maelstrom

- 8 Feni March

- 9 Note about Sermersuaq and Segura

Overview

The Sentinel Gate allows opportunities for heroes to travel to places around the Empire to intercede at key moments in significant events. In some cases, the egregores become aware of these conjunctions; in others civil service prognosticators divine them with their magic. Each summit, only a fraction of the possible conjunctions are divined in advance, but wherever possible the civil service let people know what they have uncovered.

Ramming the Colossus

- The Colossus of Sarvos has been attacked.

- Magistrates are bringing the apparent perpetrator of the attack to Anvil for trial as he has asked for clemency from one of the Bishops there.

Only a week or so before the Winter Solstice, an attack is launched against the Colossus of Sarvos. A League merchant vessel, equipped with a makeshift battering ram, collided with the plinth causing significant damage to the mighty structure. The attack seems to have been well timed - everyone intending to attend the Winter Summit has already left, in some cases weeks earlier. Winged messengers are dispatched to il Volpe, and to Magistrate Karkovitch. The egregores of the League are able to confirm what few concrete details are known.

The vessel, the Child of Thunder, was unmanned except for the captain, Artur di Sarvos. The crew had set the rigging and escaped in two life-boats - magistrates are still looking for them. The captain - clearly not expecting to survive - was pulled out of the waters of the harbour by the militia. He did not deny his involvement, but refused to answer any questions. Rather, he demanded to be allowed to speak to one of three priests: Bishop Cesare Enzo Di Trivento of Sarvos, Bishop Erasmo di Tassato, or Bishop Vitor di Mestra, so that they may make make a plea of celemency on his behalf.

After some discussions, and aware that at least one of these priests would be at Anvil, the magistrates agreed to send Artur to Casinea with a small escort. He is under instructions to deliver himself to Magistrate Karkovitch, and is expected to arrive on Friday evening.

The extent of the damage to the colossus is unclear - but it is believed to be significant. An engineers report is expected to be with Magistrate Karkovitch on friday evening.

The Sealost Dead

- The drowned dead are attacking East Floes in Sermersuaq

Conjunctions

Where

When

Size

Kuujjuaq, in the East Flows

18:30 Friday

25 people

Puvirnituq, in the East Flows

19:00 Friday

25 people

Akulivik, in the East Flows

19:30 Friday

25 people

Over the last three months, there have been concerned reports from small villages and towns across Sermersuaq. The first few reports are strange, but seem isolated. Animals that have been found drowned but on open land. The reports start to be more worrying as an elderly icewalker is found drowned in their sleep, then a few children and then a thane of a small hall in the East Flows. Word is sent to grimnirs asking them to investigate the strange occurrences. Although all investigation seems to show that they cause of death is drowning, there is no sign where the water has come from.

The week before the Winter Equinox there are more reports, groups of bloated husks rising from the East Floes and heading towards a few small fishing villages. Some of these groups are stopped easily by local heroes or bands of hunters, but the larger groups are too much for isolated halls to deal with. Perhaps more unsettling are reports that many of the champions who try to face down the dripping abominations are said to develop symptoms of unnatural drowning - some of them fatally. With the Jotun in the west, and sea-claimed unliving horrors rising in the north, it is surely a grim time to be in Sermersuaq.

In a few places there are reports of clashes between these bloated husks and unknown warriors wrapped in sealskins - it is believed that whatever is causing the drowned dead to rise from the waters, the hylje are as much at risk as the people of Wintearmark.

The Wintermark egregores are aware of three small conjunctions to the East Flows on the Friday evening of the equinox. Each opens to one of the settlements in East Floes - Akulivik, Kuujjuaq and Puvirnituq.

The Pillaging of the Coast

- Grendel raiders are abroad in Lightsea, in Madruga

- Three conjunctions to Lightsea have been identified; one to aid beleaguered Black Thorns warriors and two to intercept Grendel raiders

Conjunctions

Where

When

Size

White Cedars, in Lightsea

20:30 Friday

25 people

Plains of Lightsea, in Lightsea

21:00 Friday

25 people

Plains of Lightsea, in Lightsea

21:30 Friday

25 people

The Navarr egregores have reported that heavy Grendel troops are hunting down Warriors from the Black Thorns, retreating before the coastal assault that saw Quzar sacked. Prognosticators note a conjunction to the White Cedars will allow heroes to engage the elite Grendel soldiers in the vicinity, hold ground against their foes, delay the moridun troops, and give Navarr soldiers hiding in the area time to flee their pursuers. If successful these forces should be able to return to the army in the coming weeks.

The Civil Service war scouts have tracked two warbands of Stone Born moridun troops returning to their vessels across the Plains of Lightsea. These two forces have raided the local area, ransacking paradors, looting smith's warehouses, and turning out the coffers of avocado farms along the coast. Two conjunctions have been identified that present opportunities to intercept the Grendel looters, hold up their progress to the coast, and recover the treasure they carry. The Brass Coast egregores can assist with preparations and will likely be able to advise on how any recovered property can be dealt with.

The Reaving of the Woods

- Druj skirmishes are scourging the forests of Semmerholm

- Seven conjunctions have been identified that allow the fight to be taken to the Druj

Conjunctions (Semmerholm)

Where

When

Size

Old Wood

18:45 Friday

20 people

Lacuve Weald

19:15 Friday

25 people

Lacuve Weald

19:45 Friday

25 people

Lacuve Weald

20:15 Friday

25 people

Castle Rock

16:15 Saturday

20 people

Ax Glades, Golden Sun camp

21:00 Saturday

25 people

Ax Glades, Hounds of Glory camp

21:30 Saturday

25 people

The Dawn egregores have directed the war scouts to investigate seven conjunctions in the territory of Semmerholm. Two are in Axmure, to the Old Wood and Castle Rock; three are to the Lacuve Weald, the deep green forest that stretches from Axmure to the coast at Lacre; and two lead close to the Dawnish camps of the Hounds of Glory and the Golden Sun armies in the Ax Glades.

In Axmure there are reports of a Druj relief force heading for the Black Wind army, they are not affiliated with any Druj group known to the Empire, but are believed to be affiliated with an unknown Tepel. One heavily armoured group is making for a camp and lookout point at Castle Rock, while the other skirmish group is chasing down yeofolk in the Old Wood and are attempting to capture prisoners who have escaped the barbarian orcs.

In Lacuve the Druj have avoided the watchtowers and keeps of Lacre, and are instead focusing on harassing the yeofolk who dwell in small hamlets and isolated manors across the region. Three groups of Druj raiders have been identified by the war scouts: the first are attempting to destabilise the economic happenings of Semmerholm, targeting businesses and raiding farms; the second are intercepting supplies destined for small military units and the berths for fleets belonging to the citizenry of the territory; while the third group is have been raiding shipments of raw and processed goods leaving the territories' mines, forests, herb gardens and mana sites. Fear is growing among these yeofolk that nobody is safe from the eastern invaders; and panic is likely to spread across Semmerholm if nothing is done. Failing to stop any of the these forces will reduce the production or effectiveness of the aforementioned resources in Semmerholm by one rank during the coming season.

Druj Chikad have closed within eyesight of the Dawnish army camps in Axmure pose a grave threat to the night pickets, yeofolk foragers and those visiting the latrine trenches, slowly picking off the unwary and wandering among the food stores of the common soldiers. With every valiant charge rallied to drive them off, the Druj skirmishers slink off into the ancient woodlands, disappearing into the shadows. Already several wagons of bread and wine have been tainted by Druj poisons and other unmentionable waste. Unless the two bands of saboteurs are dealt with then they will hamper the effectiveness of the Hounds of Glory and Golden Sun in the coming campaign season, limiting the number of casualties they can deal by one tenth.

Riders on the Plateau

- Grendel forces are outflanking army positions in Screed, in Spiral

- Two conjunctions have been identified that will allow the Grendel to be intercepted

Conjunctions

Where

When

Size

Calvar Field, Screed

14:30 Saturday

25 people

Gethern Expanse, Screed

15:30 Saturday

25 people

As the main Grendel armies are pushed back across the Black Plateau, elite moridun troops make daring attacks on the flanks and rear echelons of the Imperial advance. It is evident that the southern barbarians have sent forces to hamper the future effectiveness of the Wolves of War and Iron Helms.

Where the grim Varushkan schlacta have erected stakes to hang their victims outside their camps the Grendel in turn have snuck close to hang the corpses of their own kills, staring back at the Varushkan camp. Among the scattered mercenary camps of the Wolves of War there have been rumours that a group of hired hands have been offered princely sums to abandon the Imperial cause and take the coin of the Salt Lords.

Failure to stop the Grendel's attacks on the Iron Helms will limited their effectiveness to deal casualties by one-tenth in the coming season. If the Grendel skirmishers who are meeting with the sell-swords that travel along with the Wolves of War are not intercepted, then the League army will lose their ability to call on mercenary soldiers for one year (until after the Autumn Equinox 382) as their Loyalty is assured and replacements recruited.

Offerings to the Maelstrom

- Grendel skirmishers are threatening Green Shields patrols in Apulus, Spiral

- A conjunction has been identified that allow investigation of the missing patrols

Conjunctions

Where

When

Size

The Bluehaven, in Apulus

16:00 Saturday

20 people

The Wintermark egregores have reported that fast Grendel skirmishers are stalking soldiers of the Green Shields. Imperial prognosticators have identified a conjunction to The Bluehaven, Apulus, that will allow heroes to strike at Grendel troops in the vicinity and discover what has happened to the lost patrols.

The Sentinel Gate will permit passage at four in the afternoon on the second day of the solstice.

Feni March

- Feni bands are raiding small communities in Wood Heath (Hahnmark) and Birchland (Upwold)

- Two conjunctions have been identified that will allow heroes of the Empire to intercede against the Feni

Conjunctions

Where

When

Size

Bjarwood, in Wood Heath

14:15 Saturday

15 people

Markwood, in Birchland

14:45 Saturday

15 people

Across the four weeks leading up to the Winter Solstice, there have been scattered reports of attacks by various halls in Wood Heath in Hahnmark, as well as Marcher households in Birchland, Upwold. These reports are consistent: citizens report being ambushed at dawn or dusk by bands of Feni warriors, striking by surprise and stealing what food, valuables or other resources they can.

Such attacks have always occurred from time to time, but seldom in these locations at this frequency. The Civil Service are quick to collate the reports, and identify that this is the work of a few Feni warbands - each roughly equivalent to a military unit. At least one appears to be active in each of Wood Heath and Birchland.

Prognosticators, examining the stars and tides of magic for upcoming conjunctions, identify two opportunities at the upcoming summit for Imperial Heroes to make use of the Sentinel Gate to travel to these locations. All signs point towards a chance to strike back directly against these raiders, likely as they least expect it.

Feni warbands have been raiding small communities in Wood Heath (Hahnmark) and Birchland (Upwold). If your character’s resource is located in either of these regions, you are free to roleplay how you have been attacked by bands of Feni skirmishers in the early morning or late night. They attack suddenly, often making use of a ruse or distraction, and melt away into the forests almost as quickly. In all cases, they seem more intent on taking valuable resources than slaying Imperial citizens.

Two conjunctions of the Sentinel Gate have been identified - these will allow participants to travel to these regions and take the fight directly to the Feni. Individuals interested in either of these opportunities are recommended to contact the egregores of Wintermark and The Marches respectively.

Fire!

The urgent cry resounded throughout Wymarc’s Hall, shaking Tolan into consciousness.

Fire!

Joints protesting at the sudden movement, he pushed himself from the side of the bed and rushed to the window, throwing open the shutters.

Outside, snow blanketed the hills of Southridge and hung in the branches of the trees of Wood Heath. The murky, overcast sky at dusk gave the world a hollow, drawn-out feel. No snow fell, but the wind blowing was biting and fierce.

Through the fog of newly-arrived consciousness, he made it out - the barn in the fields, the storage-place for winter firewood - a plume of smoke guttering from the other side of the building, a grim beacon against the clouds.

Tolan took a step back, and leapt.

A roll on the other side kept his momentum, and he scurried over towards the water-butt. With strain and a kick the spigot began to spew forth a trickle, then a stream of ice-cold water, which began to pool inside an old oaken bucket.

Looking up, Tolan saw familiar figures - Wymarc, his Thane, great axe across her back, dragging open the door of the barn, barreling aside the snowdrifts. Sunn, his cousin, nearly slipping on icy cobbles, bringing across more buckets.

Seizing the full bucket beneath him, Tolan ran over to the barn, and rounded the corner.

Near-instantly, he felt a surge of pain, and his body went limp.

The clattering of the bucket on a protruding rock - and the spilling of its precious contents onto his leg - brought Tolan back to focus. His frigid fingers made out the shape of a wooden haft - a spear - leading to a sharpened tip embedded in his shoulder.

From the shadows of the trees, from the undergrowth - seemingly, from under the snow - came wild-looking warriors, hurling spears and javelins. Perhaps three dozen of them in total, surrounding them - some charging into the fray.

He saw Wymarc swing her axe, and one foe fall to the ground in two pieces. He saw the flash of blades and spray of blood stain the ground.

Strength left him, and the world went black.

After an uncountably long moment, he was shaken awake. Above him stood Wymarc, her strong hands binding his wound and hauling him to his feet. Around him, he saw carnage - the snow stained pink with blood. Three of his own hall he counted amongst the fallen - plus five of the foe, humans all, faces covered with strange swirling patterns.

But Wymarc was shaking him.

“Tolan. Tolan Wymarking. Can you hear me? They’ve taken the harvest, Tolan. They’ve taken it all.”

Tolan stood there, staring at his Thane, fingers white with cold, and felt a shiver right to his core.

Note about Sermersuaq and Segura

In the Winds of War we mentioned that there was a Winds of Fortune element to the Jotun presence in Wintermark and the Brass Coast. We have since reconsidered that position. All information pertinent to these two situations will be included in the brief for the generals.

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Skein Bowl (Redirected from Righteous Aspergil)

Description

A Skein Bowl is a ceremonial tool that commonly takes the form of a metal or wooden bowl.. The bowl is popular with the priests of Wintermark, where it is also sometimes called a Scop's Well or a Stormcrow's Basin. As part of a ceremony of testimony, the priest mixes a dose of liao with a little water, oil, or even blood (the latter is especially popular with the Navarr). During the testimony, the resultant mixture is used to either physically mark the body of the ceremony, or flicked towards them in cases where they are not a willing participant.

In Highguard and the League, this item is called a Righteous Aspergil and takes the form of a perforated sphere on the end of a short rod. The liao is mixed and poured into the sphere, which is used to flick the resulting liquid over the target in fine droplets. In Urizen, the item more commonly is called a Spiritwell and the liao is mixed with a little ink that is used to carefully trace a sigil on the hand or face of the target of the testimony - these items have seen increasing popularity in the Brass Coast where the liao is often mixed with henna and used to trace beautiful intricate designs on the target. This has replaced a more robust version of the item, still favoured by some Sutannir, called a Glass Bowl in which liao is mixed with a little spirit that is imbibed by the priest and then sprayed toward the target at the climax of the ritual.

Regardless of the extact shape it takes, it is used in religious ceremonies and directly empowers the ability of priests to mark a target's soul. It is a tool that can be used both to create indelible marks - marks which are much more durable than normal, especially where the testimony is part of a punishment or warning - but it can also be used to empower a priest to remove such durable marks.

Rules

- Form: Talisman. Takes the form of ceremonial regalia.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: When you perform or cooperate with the performance of the testimony skill, you may spend up to five additional doses of liao to increase the strength or the ceremony by the same amount.

- Materials: Crafting a Skein Bowl requires TBC. It takes one month to make one of these items.

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Ring of Adversity

Description

The most common form taken by a Ring of Adversity is either a single band marked with one each of the runes of Spring, Winter and Night or a single ring formed of three interwoven bands, each of a different precious metal.

Rules

- Form: Talisman. Takes the form of a ritual focus. You must be wearing this item or holding it in hand to use its magical properties.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Once per day you may use this ring to gain one additional rank of either Spring lore, Winter lore or Night lore for the purposes of performing a single ritual, subject to the normal rules for effective skill.

- Materials: Crafting a Ring of Adversity requires nine measures of ambergelt, nine measures of beggar's lye, six ingots of tempest jade, and nine measures of iridescent gloaming. It takes one month to make one of these items.

Anushka squeezed her eyes tightly shut and threw the last of her power into a blast of magical force which slammed into the dark, ragged figure, throwing him off balance and onto the treacherous lip of rock overlooking the waterfall. Close to collapse, she crawled towards him as he struggled to pull himself back from the brink. Her scrabbling hand found only a rock as a weapon, and without thinking she raised it high and then slammed it down against the cadaverous skull of the filthy Volodny who had withered the crops of her village with his foul magic. The first blow knocked him insensible, his eyes rolling back in their sockets, but she kept on, hammering again and again with a furious strength she didn't even know she possessed. When she finally came to her senses she was panting and covered in gore and bone, and the Volodny was as dead as any man could be.

Shakily, the young Volhov got to her feet and tried to clear some of the gore clinging to her face, but her caked hands only made it worse. Grimacing, she reached for the dead mage's robe to clean herself, and that was when she saw it. About his finger was an exquisite ring, glistening with strands of magical metal and artistry. Beautiful and powerful, she knew what it was as soon as she laid eyes on it.

She teased the ring from the Volodny's dead finger, grimacing at his long, filth-encrusted nails, and held it to the light. Beautiful, powerful, but unwholesome; she could feel the hungers of Winter, the wild lusts of Spring and the whispered promises of Night as she held it in her hand. To repair the damage the Volodny had done, she would need more power than she currently possessed. The ring promised it would be hers, along with so much more.

She slipped it into a pocket, telling herself that she didn't need to decide now, but in her heart she knew the decision had already been made.

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Ring of Triumph

Description

The most common form taken by a Ring of Triumph is either a single band marked with one each of the runes of Summer, Autumn and Day or a single ring formed of three interwoven bands, each of a different precious metal.

Rules

- Form: Talisman. Takes the form of a ritual focus. You must be wearing this item or holding it in hand to use its magical properties.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Once per day you may use this ring to gain one additional rank of either Summer Lore, Autumn Lore or Day Lore for the purposes of performing a single ritual, subject to the normal rules for effective skill.

- Materials: Crafting a Ring of Triumph requires nine ingots of orichalcum, nine ingots of weltsilver, six ingots of green iron, and nine measures of iridescent gloaming. It takes one month to make one of these items.

From an original printed manuscript of "The Beggar of the Twin Towns" by Ferdinand de Tassato.

Margrave Liutswind raises her fist in defiance, the ring prominently displayed to the audience and to Margrave Luitpold.

Luitpold: Ah, but that is not the ring you think it is dear Sister for I took that one from you last night while you slept.

Liutswind: No dear Brother, you are wrong - for it was your wife who swapped the rings the day before for me and it was you who gave me back my Triumph and with it granted me your DESTRUCTION!

Handwritten note from an original printed manuscript of "the Beggar of the Twin Towns" in the hand of Ferdinand de Tassato

Ring - flash with BIG gem. Use the Urizen rig to focus on it. I want to blind the audience so we can then drop Andrea in on the harness.

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Rings in the League

In the League, people wear rings to demonstrate their allegiances, wearing one ring for each major loyalty they owe. The giving of rings is an invitation to commit oneself to the giver's allegiance, and the casting away of rings is a clear sign that an association is over. It is rare for members of a guild to wear matched rings, though that in itself would tell you something about them. Each ring worn by a citizen of the League has a story associated with it, and the rings often bear symbols or are made of materials that have a deep significance for the wearer or the target of the allegiance.

Sharing the true story of a ring with someone – explaining the correspondences and symbols – is a sign of trust and confidence. More than a few openly wear rings that represent hidden allegiances. If you think you know who a citizen of the League is loyal to, but they are wearing more rings than you can trace loyalties, it may be that they have a hidden loyalty, or that they felt a loyalty to someone or something in the past (an ex-lover, for example, or the memory of a dead friend).

Stealing rings is a dreadful insult – it implies an attempt to sever the target from their allegiances and loyalties. While it is common for a dying citizen of the League to pass one or more rings to friends and family as heirlooms, they are often burned along with the corpses. The wealthiest citizens of the League expect to be buried with their rings, and robbing the rings of the dead is said to bring about a dreadful curse. There are plenty of folk tales of “cursed rings” taken from the dead - either stolen from the tombs of the wealthy, taken from the fingers of a corpse before it is cremated, or stolen from a victim before their corpse is properly cold.

The five ring piece shows a hand wearing five rings, and it is widely believed to represent the hand of Stratocanthus, the first Master of the Imperial Mint. According to legend his rings represented his loyalty to his guild, the twin-city of Tassato, the Nation of the League, the Empire and, depending on who one listens to, his wife or his mistress. Only one of the rings was enchanted, and there is a lot of debate among historians as to which of the rings bore the enchantment, as Stratocanthus is known to have commented in an unguarded moment that it was “the most important one.”

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The Founders (Redirected from Riqueza)

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

Contents

- 1 History, Myth, and Legend

- 2 Riqueza

- 3 Erigo

- 4 Guerra

History, Myth, and Legend

According to the hakima, the Brass Coast was founded by three sisters named Erigo, Riqueza and Guerra. They departed Highguard with their extended families, and sought a new homeland far from the internecine squabbling of the Highborn. With the aid of powerful magic, they located a homeland where they could be free of interference from the Highborn, one where they could pursue their own destinies. All Freeborn today see themselves as descendants of one of the three founders - whether literally (via matrilineal lineage), or spiritually (for those who choose to join the nation but cannot claim a direct link to the founders).

The three women were known to be powerful magicians, and depending on who one asks either formed of a single coven or, more likely, lead three individual covens that worked together most likely through the use of items such as the Web of Celestial Attunement or the Hakima's Mantle. Yet it would be wrong to think of them solely as magicians; they were also proud and ambitious leaders, and are considered to be the first dhomiro as well as being the model on which the hakima base themselves.

Outside of the Brass Coast, historians are divided as to whether the three women were actually related by blood or not; Highborn archivists claim that the records suggest that the three were actually unrelated, being instead scions of minor patrician families. Unhappy with the growing turmoil within the nation, and predicting the impending civil war, the three formed an alliance, sold their holdings, and simply left Highguard. Even though the archivists contest some elements of the story, they agree that the three women almost certainly existed, and there is little doubt that they held the rank of Patrician within the crumbling society of the Highborn before they chose to give it all up.

According to some tales, they each took a new name when they left the Highborn nation, symbolically burning any connection to their past in a great bonfire somewhere in Casinea. Romantics imagine that they set off from what would later become Anvil, but there is little factual support for this notion.

Riqueza

Legends recorded by the Hakima claim that Riqueza was the eldest of the three sisters. She is said to have been a mystically-inclined seer, as well as a practitioner of the apothecary's arts. The Incarnadine Satchel is one of several miraculous relics of Riqueza, although the powerful artefact was lost to the Empire nearly a hundred years ago.

As recounted in the song Riqueza's Dream, it is said that she was the motive force behind the decision to quit Highguard. She is often described as having been a mistress of night magic, and a common tale of the founding claims that she used a crystal with a flaw in the shape of the rune of transformation to lead the Freeborn to their new homeland. A number of her children were said to have inherited her fascination with transformation.

The Riqueza perform ritual magic using loud, rhythmic, energetic drumming.

Erigo

According to the tales of the hakima, Erigo was neither the eldest nor the youngest of the three sisters. According to the old stories, she was the most martially minded of the three sisters. A significant proportion of her family were warriors and battle magicians, and when the Freeborn decided to settle on the Brass Coast she and her tribe took the lead in driving out the orcs who inhabited their new homeland. She is said to have been adept at weaving enchantment over armies and fleets alike. Several of the families descended from her line see it as their duty to protect the rest of the Freeborn, and a number of the oldest corsair families trace their lineage back to Erigo.

The exemplar Zemress was born into the Erigo tribe.

The Erigo tribe use a less energetic style, often accompanying their rituals with soothing, harmonious music.

Guerra

The hakima teach that Guerra was the youngest of the three sisters. She was known both for her quick temper and for the courage with which she spoke her mind. She was the most politically minded of the three founders, and is said to have negotiated treaties of recognition with the scattered Navarr stridings, giving them the freedom to walk the trods on the Brass Coast in return for helping the early Freeborn nation maintain lines of communication between scattered settlements. According to Highborn accounts, her family were heavily involved in mercantile endeavors before she lead them out of Highguard.

Guerra was an acknowledged master of day magic. Some hakima claim that it was Guerra, not Riqueza, who lead the Freeborn to the Brass Coast, using a dowsing pendulum marked with the rune of discovery.

She is said to have founded the city of Siroc, reasoning that while the Freeborn may wish to wander, outsiders would want a single place they could come to when they wished to deal with them. There are a number of humorous stories about Guerra and the powerful merchant-Price of Sarvos, in which he and his family repeatedly tried to woo her into political (and romantic) entanglements that she cleverly turns to her own advantage - all without speaking a single word of falsehood.

Emperor Ahraz was a scion of the Guerra line.

The Guerra prefer physical movement combined with fire and light when they perform their magic.

.

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Riqueza's Dream

Words by Jude, original tune Cantem Nadal (trad. Occitane) here (arranged by Katy Cooper, sung by Glasgow Madrigirls).

RECORDING of this song : Media:riqueza.mp3

Riqueza's Dream

A highborn lady I was born and raised In Bastion's halls where I spent my days

Chorus: My sisters, come along with me, a Highguard slave I'll not be My sisters, come along with me, a Highguard slave I'll not be

As I lay dreaming in the dead of night The sky was split by a comet's flight

Chorus

And I dreamed I travelled to a far country Will you rise up my sisters, will you come with me?

Chorus

I dreamed I walked along the road outside And I left that city where I'll no more abide

Chorus

I dreamed I walked into the mountains high Where I reached to heaven and I touched the sky

Chorus

I dreamed I travelled to the barren plain Where the winds blew dry and I prayed for rain

Chorus

I dreamed I'd come at last to find the shore And there I'd settle and I'd go no more

Chorus

I dreamed a nation was my legacy For a freeborn people shall my children be

Chorus

It may be a simple dream and nothing more Still I'll set my course to that distant shore

Chorus

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Riqueza, Erigo, and Guerra

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

Contents

- 1 History, Myth, and Legend

- 2 Riqueza

- 3 Erigo

- 4 Guerra

History, Myth, and Legend

According to the hakima, the Brass Coast was founded by three sisters named Erigo, Riqueza and Guerra. They departed Highguard with their extended families, and sought a new homeland far from the internecine squabbling of the Highborn. With the aid of powerful magic, they located a homeland where they could be free of interference from the Highborn, one where they could pursue their own destinies. All Freeborn today see themselves as descendants of one of the three founders - whether literally (via matrilineal lineage), or spiritually (for those who choose to join the nation but cannot claim a direct link to the founders).

The three women were known to be powerful magicians, and depending on who one asks either formed of a single coven or, more likely, lead three individual covens that worked together most likely through the use of items such as the Web of Celestial Attunement or the Hakima's Mantle. Yet it would be wrong to think of them solely as magicians; they were also proud and ambitious leaders, and are considered to be the first dhomiro as well as being the model on which the hakima base themselves.

Outside of the Brass Coast, historians are divided as to whether the three women were actually related by blood or not; Highborn archivists claim that the records suggest that the three were actually unrelated, being instead scions of minor patrician families. Unhappy with the growing turmoil within the nation, and predicting the impending civil war, the three formed an alliance, sold their holdings, and simply left Highguard. Even though the archivists contest some elements of the story, they agree that the three women almost certainly existed, and there is little doubt that they held the rank of Patrician within the crumbling society of the Highborn before they chose to give it all up.

According to some tales, they each took a new name when they left the Highborn nation, symbolically burning any connection to their past in a great bonfire somewhere in Casinea. Romantics imagine that they set off from what would later become Anvil, but there is little factual support for this notion.

Riqueza

Legends recorded by the Hakima claim that Riqueza was the eldest of the three sisters. She is said to have been a mystically-inclined seer, as well as a practitioner of the apothecary's arts. The Incarnadine Satchel is one of several miraculous relics of Riqueza, although the powerful artefact was lost to the Empire nearly a hundred years ago.

As recounted in the song Riqueza's Dream, it is said that she was the motive force behind the decision to quit Highguard. She is often described as having been a mistress of night magic, and a common tale of the founding claims that she used a crystal with a flaw in the shape of the rune of transformation to lead the Freeborn to their new homeland. A number of her children were said to have inherited her fascination with transformation.

The Riqueza perform ritual magic using loud, rhythmic, energetic drumming.

Erigo

According to the tales of the hakima, Erigo was neither the eldest nor the youngest of the three sisters. According to the old stories, she was the most martially minded of the three sisters. A significant proportion of her family were warriors and battle magicians, and when the Freeborn decided to settle on the Brass Coast she and her tribe took the lead in driving out the orcs who inhabited their new homeland. She is said to have been adept at weaving enchantment over armies and fleets alike. Several of the families descended from her line see it as their duty to protect the rest of the Freeborn, and a number of the oldest corsair families trace their lineage back to Erigo.

The exemplar Zemress was born into the Erigo tribe.

The Erigo tribe use a less energetic style, often accompanying their rituals with soothing, harmonious music.

Guerra

The hakima teach that Guerra was the youngest of the three sisters. She was known both for her quick temper and for the courage with which she spoke her mind. She was the most politically minded of the three founders, and is said to have negotiated treaties of recognition with the scattered Navarr stridings, giving them the freedom to walk the trods on the Brass Coast in return for helping the early Freeborn nation maintain lines of communication between scattered settlements. According to Highborn accounts, her family were heavily involved in mercantile endeavors before she lead them out of Highguard.

Guerra was an acknowledged master of day magic. Some hakima claim that it was Guerra, not Riqueza, who lead the Freeborn to the Brass Coast, using a dowsing pendulum marked with the rune of discovery.

She is said to have founded the city of Siroc, reasoning that while the Freeborn may wish to wander, outsiders would want a single place they could come to when they wished to deal with them. There are a number of humorous stories about Guerra and the powerful merchant-Price of Sarvos, in which he and his family repeatedly tried to woo her into political (and romantic) entanglements that she cleverly turns to her own advantage - all without speaking a single word of falsehood.

Emperor Ahraz was a scion of the Guerra line.

The Guerra prefer physical movement combined with fire and light when they perform their magic.

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Rising Roots that Rend Stone

Contents

- 1 Rules

- 1.1 Spring Magnitude 50

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 50

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. The ritual targets a single mage implement which must be present during the ritual.

Effects

The power of the ritual is stored in the target implement. Any of the contributors can touch that implement to a battlefield fortification to seriously damage or destroy it.

The power of the ritual can be invoked only once.

The power granted by this ritual lasts until it is used or for ten minutes, whichever comes first.

Description

This battlefield ritual deals with similar forces to The Forest Remains; by greatly accelerating the growth of roots, vines and other plants at the same time as it attacks timbers and even stone with powerful spores, moss and insects, Rising Roots that Rend Stone damages or even destroys a fortification. The supernatural growth finds the weakest parts of the structure, and forces tiny cracks to become gaping rents, crumbling mortar to be riddled with parasites and mould, old wooden timbers to be infested with termites and fungi, and new wooden timber supports to begin to sprout leaves and branches again - and in extreme cases even fruit! ,

It often takes a short time for the full power of the ritual to manifest, which can make it a particularly dangerous ritual for the contributor charged with delivering the final stage and touching the target fortification. Some brave covens have tried to perform the ritual while physically touching the fortification, while protected by heavily armoured warriors with powerful shields, but the possibility that a single stray arrow or bolt could cause the ritual to fail means it is rarely considered worth the risk. It is much more common to see one or more well-defended ritualists fight their way through to the fortification with the charged implement, relying on the fact that at least one of them will make it into position - and then either hold against the defenders, or retreat while the magic does its work.

This ritual targets the weakest parts of a defensive structure. While it may not collapse or destroy an entire wall, it is likely that the ritual will create multiple breaches, tear down a gatehouse, collapse a row of mantlets or the like.

Common Elements

When performing this ritual, a coven often invokes symbols of natural destruction - not just plants and animals but also wind and rain. The Eternal Llofir may be invoked, and it is also common to use broken artisan's tools or the parts of a breached fortification to help grant the ritual power. Some ritualists evoke the spirit of heroes, orc ancestors, Paragons and Exemplars renowned for their strength, such as Inga Tarn or Thrace, or dramatically recreate specific stories where walls, towers or castles were overwhelmed by virtuous armies.

The implement charged with this spell is a key element in the ritual, and the role it plays in the performance is very important. Some Marcher Landskeeper and Dawnish enchanter who has mastered this ritual may use a special staff or rod constructed from the wood of a shattered gate or a siege engine specifically for use with Rising Roots that Rend Stone. The implement may be passed between the ritualists, or placed at the centre of the ritual as a focus for the magic of the coven.

The rune Mawrig is often evoked with this ritual, and some Wintermark ritualists complete their casting by carving or painting it onto the implement - or the contributor chosen to wield it. The constellation of the Key is sometimes evoked, as is The Wanderer.

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Category-Rituals (Redirected from Ritual list)

Known Rituals by Realm

- Rituals of Spring

- Rituals of Summer

- Rituals of Autumn

- Rituals of Winter

- Rituals of Day

- Rituals of Night

Spring Rituals

- Anathemic Call of Bug and Briar

- Blessing of New Spring

- Blood and Salt

- Blood of the Hydra

- Call Down Lightning's Wrath

- Charge of the Rushing Wind

- Chirurgeon's Healing Touch

- Churning Cauldron of Bravash

- Curse of Gangrenous Flesh

- Fan the Flame of New Life

- Fetid Breath of Teeming Plague

- Fire in the Blood

- Foam and Spittle of the Furious Sea

- Forge the Wooden Fastness

- Fountain of Life

- Hallow of the Green World

- Hands of the Healer

- Hearthfire Circle

- Irrepressible Monkey Spirit

- Merciless Wrath of the Reaver

- Midwife's Recourse

- Rampant Growth

- Rising Roots that Rend Stone

- Rivers of Life

- Rivers Run Red

- Rot's Rightful Claim

- Skin of Bark, Blood of Amber

- The Dance of Navarr and Thorn

- The Forest Remains

- The Hands of Sacred Life

- Thunderous Deluge

- Thunderous Tread of the Trees

- Touch of Vile Humours

- Turns the Circle

- Unending Cascade of Blood's Fire

- Vitality of Rushing Water

Summer Rituals

- Challenge the Iron Duke

- Champions Shining Resolve

- Chasuble of Majesty

- Clad in Golden Raiment

- Crimson Ward of Summer Stars

- Delve Deep, Beneath the Mountain

- Devastating Maul of Inga Tarn

- Frozen Citadel of Cathan Canea

- Glorious Crown of Enchantment

- Glory to the Sovereign

- Knights of Glory

- Mantle of Lordly Might

- Might of the Myrmidon

- Janon

- Noble Mien of the Hawk Lords

- Raise the Standard of War

- Renewed Strength of the New Day

- Splendid Panoply of Knighthood

- Stout Resolve of the Unyielding

- Strength of the Bull

- Strong Ox, Golden Sun

- Talon of the Gryphon

- Tenacity of Jotra

- The Hammer of Thunder

- The Leaping Hare

- The Sound of Drums

- The Swan's Cruel Wing

- The Vigour of Youth

- Thundering Roar of the Lion-bound Horn

- Unbreakable Behemoth's Strength

- Unbreakable Spirit, Unbreakable Blades

Autumn Rituals

- Arcane Mark

- Art of the Deal

- Balanced Scales of Lann

- Barked Command of the Iron Serjant

- Before the Throne of Estavus

- Bound by Common Cause

- Braying Horns of War

- Brazen Claws of the Lictor

- Call Winged Messenger

- Circle of Gold

- Ephisis' Scale

- Gathering the Harvest

- Gift of the Wily Broker

- Hand of the Maker

- Imurrement of Leaden Chains

- Inescapable Chains of Bitter Glass

- Like Water Through Your Fingers

- Mantle of the Golden Orator

- Mark of Ownership

- Rivers of Gold

- Scrivener's Bloodmark

- Shadow of the Bronze Colossus

- Shared Mastery of the Magician's Guild

- Smooth Hands Shape The World

- Stance of the Constricting Scourge

- Streams of Silver

- Sum of the Parts

- The Ambassadorial Gatekeeper

- The Anvil of Estavus

- The Blade Bites Back

- The Chamber of Pallas

- The Conspirator's Cloak

- The Lure of Distant Shores

- Ties that Bind

- Timeless Hammer Rhythm

- Twist of Moebius

- Vault of Hoarded Wisdom

Winter Rituals

- An Echo of Life Remains

- Black Iron Blade

- Circle of Trust

- Clarion Call of Ivory and Dust

- Coil of the Black Leech

- Crumbling Flesh and Withering Limbs

- Curse of Decrepitude

- Devastating Scythe of Anguish and Loss

- Dreamscape of the Endless Hunt

- Fallow Fields and Dried Meat

- Fight Tooth and Nail

- Freezing Brand of Irremais

- Gnawing, Endless Hunger

- Hold Back Frozen Hunger

- Howling Despite of the Yawning Maw

- Hunger of the Draughir

- Hungry Grasp of Despair

- Icy Maw Devours the Spark of Essence

- Inevitable Collapse into Ruin

- Last Breath Echoes

- Mark the Flesh Incorruptible

- Naeve's Twisting Blight

- Pakaanan's Iron Shutters

- Pallid Flesh of the Dead King

- Quickening Cold Meat

- Ravenous Tongue of Entropy

- Ruthless Vigilance, Healthy Crop

- Sorins Rite of Agony

- The Grave's Treacherous Edge

- There Is No Welcome Here

- Traitor's Fate

- Unyielding Constitution

- Ward of the Black Waste

- Whispers through the Black Gate

- Wind of Mundane Silence

- Winter's Ghosts

- Wisdom of the Balanced Blade

- Wither the Seed

- Withering Touch of Frost

- Words of Ending

Day Rituals

- Alignment of Mind and Blade

- All the World in a Grain of Sand

- Ascendance of the Highest Mind

- Ascetic Star of Atun

- Bright Eyes Gleam in the Depths

- Bright Lantern of Ophis

- Carve the Crystal Guardian

- Clarity of the Master Strategist

- Clear Lens of the Eternal River

- Cold Water from the Mountain

- Crystal Clarity of the Rational Soul

- Crystaline Focus of Aesh

- Distillation of Diverse Parts

- Ensnaring Bond of Transient Stasis

- Eyes of the Sun and Moon

- Horizon's Razor Edge

- Illuminate the Higher Mind

- Kimus' Glaring Eye

- Piercing Light of Revelation

- Reading the Weave

- Revelation of the Jewel's Sparkling Heart

- Revelatory Light of the Empyrean Spheres

- Sign of Aesh

- Skein of Years

- Standing at the Threshold

- Sular's Promise

- Swim Leviathan's Depth

- The Celestial Library

- The Eye of the High Places

- The Solace of Chimes

- Thought Becomes Action

- Transcendent Mastery

Night Rituals

- Align the Celestial Net

- Cast Off The Chain of Memory

- Conclave of Trees and Shadow

- Distill the Serpent's Stone

- Drawing the Penumbral Veil

- Dripping Echoes of the Fen

- Embrace the Living Flame

- Freedom of the Soul

- Incantation's Mystic Mask

- Masque of the Blinded Weaver

- Missive for Sadogua

- Riddle Hides the Reward

- Secrets for the Shadow Courier

- Secrets of Skillful Artifice

- Secrets of the Empty Heart

- Shadowed Glass of Sung

- Shroud of Mist and Shadow

- Sift the Dreamscape's Sands

- Signs and Portents

- Still Waters, Running Deep

- The Chamber of Delights

- The Cuckoo's Egg

- The Ebb and Flow of Battle

- The Eight-spoked Wheel

- The Retrograde Wheel

- The Twilight Masquerade

- Thief's Arcane Gambit

- Transmogrification of the Soul's Echo

- Unfettered Anarchy

- Vale of Shadows

- Verdant Bounty of the Twilight Bayou

- Whispering Shadow Courtiers

- Wondrous Forests of the Night

This selection of articles can be downloaded as a PDF book (or as html only)

Subcategories

This category has the following 6 subcategories, out of 6 total.

A

- Autumn Ritual

D

- Day Ritual

N

- Night Ritual

S

- Spring Ritual

- Summer Ritual

W

- Winter Ritual

Pages in category "Rituals"

The following 200 pages are in this category, out of 217 total.

(previous 200) (next 200)

A

- Align the Celestial Net

- Alignment of Mind and Blade

- All the World in a Grain of Sand

- An Echo of Life Remains

- Anathemic Call of Bug and Briar

- Arcane Mark

- Art of the Deal

- Ascendance of the Highest Mind

- Ascetic Star of Atun

B

- Balanced Scales of Lann

- Barked Command of the Iron Serjant

- Battlefield Rituals

- Before the Throne of Estavus

- Black Iron Blade

- Blessing of New Spring

- Blood and Salt

- Blood of the Hydra

- Bound by Common Cause

- Braying Horns of War

- Brazen Claws of the Lictor

- Bright Eyes Gleam in the Depths

- Bright Lantern of Ophis

C

- Call Down Lightning's Wrath

- Call Winged Messenger

- Carve the Crystal Guardian

- Cast Off The Chain of Memory

- Challenge the Iron Duke

- Champions Shining Resolve

- Charge of the Rushing Wind

- Chasuble of Majesty

- Chirurgeon's Healing Touch

- Churning Cauldron of Bravash

- Circle of Gold

- Circle of Trust

- Clad in Golden Raiment

- Clarion Call of Ivory and Dust

- Clarity of the Master Strategist

- Clear Lens of the Eternal River

- Coil of the Black Leech

- Cold Water from the Mountain

- Conclave of Trees and Shadow

- Crimson Ward of Summer Stars

- Crumbling Flesh and Withering Limbs

- Crystal Clarity of the Rational Soul

- Crystaline Focus of Aesh

- Curse

- Curse of Decrepitude

- Curse of Gangrenous Flesh

D

- Delve Deep, Beneath the Mountain

- Devastating Maul of Inga Tarn

- Devastating Scythe of Anguish and Loss

- Distill the Serpent's Stone

- Distillation of Diverse Parts

- Drawing the Penumbral Veil

- Dreamscape of the Endless Hunt

- Dripping Echoes of the Fen

E

- Embrace the Living Flame

- Enchantment

- Ensnaring Bond of Transient Stasis

- Ephisis' Scale

- Eyes of the Sun and Moon

F

- Fallow Fields and Dried Meat

- Fan the Flame of New Life

- Fetid Breath of Teeming Plague

- Fight Tooth and Nail

- Fire in the Blood

- Foam and Spittle of the Furious Sea

F cont.

- Forge the Wooden Fastness

- Fountain of Life

- Freedom of the Soul

- Freezing Brand of Irremais

- Frozen Citadel of Cathan Canea

G

- Gathering the Harvest

- Gift of the Wily Broker

- Glorious Crown of Enchantment

- Glory to the Sovereign

- Gnawing, Endless Hunger

H

- Hallow of the Green World

- Hand of the Maker

- Hands of the Healer

- Hearthfire Circle

- Hold Back Frozen Hunger

- Horizon's Razor Edge

- Howling Despite of the Yawning Maw

- Hunger of the Draughir

- Hungry Grasp of Despair

I

- Icy Maw Devours the Spark of Essence

- Illuminate the Higher Mind

- Imperial Lore

- Imurrement of Leaden Chains

- Incantation's Mystic Mask

- Inescapable Chains of Bitter Glass

- Inevitable Collapse into Ruin

- Irrepressible Monkey Spirit

K

- Kimus' Glaring Eye

- Knights of Glory

L

- Last Breath Echoes

- Like Water Through Your Fingers

M

- Mantle of Lordly Might

- Mantle of the Golden Orator

- Mark of Ownership

- Mark the Flesh Incorruptible

- Masque of the Blinded Weaver

- Merciless Wrath of the Reaver

- Midwife's Recourse

- Might of the Myrmidon

- Missive for Sadogua

N

- Naeve's Twisting Blight

- Noble Mien of the Hawk Lords

P

- Pakaanan's Iron Shutters

- Pallid Flesh of the Dead King

- Piercing Light of Revelation

Q

- Quickening Cold Meat

R

- Raise the Standard of War

- Rampant Growth

- Ravenous Tongue of Entropy

- Reading the Weave

- Regio

- Renewed Strength of the New Day

- Revelation of the Jewel's Sparkling Heart

- Revelatory Light of the Empyrean Spheres

- Riddle Hides the Reward

- Rising Roots that Rend Stone

- Ritual list

- Ritual use of ilium

- Rituals

- Rivers of Gold

- Rivers of Life

- Rivers Run Red

- Rot's Rightful Claim

- Ruthless Vigilance, Healthy Crop

S

- Scrivener's Bloodmark

- Secrets for the Shadow Courier

- Secrets of Skillful Artifice

S cont.

- Secrets of the Empty Heart

- Shadow of the Bronze Colossus

- Shadowed Glass of Sung

- Shared Mastery of the Magician's Guild

- Shroud of Mist and Shadow

- Sift the Dreamscape's Sands

- Sign of Aesh

- Signs and Portents

- Skein of Years

- Skin of Bark, Blood of Amber

- Smooth Hands Shape The World

- Sorins Rite of Agony

- Splendid Panoply of Knighthood

- Stance of the Constricting Scourge

- Standing at the Threshold

- Still Waters, Running Deep

- Stout Resolve of the Unyielding

- Streams of Silver

- Strength of the Bull

- Strong Ox, Golden Sun

- Sular's Promise

- Sum of the Parts

- Swim Leviathan's Depth

T

- Talon of the Gryphon

- Tenacity of Jotra

- The Ambassadorial Gatekeeper

- The Anvil of Estavus

- The Blade Bites Back

- The Celestial Library

- The Chamber of Delights

- The Chamber of Pallas

- The Conspirator's Cloak

- The Cuckoo's Egg

- The Dance of Navarr and Thorn

- The Ebb and Flow of Battle

- The Eight-spoked Wheel

- The Eye of the High Places

- The Forest Remains

- The Grave's Treacherous Edge

- The Hammer of Thunder

- The Hands of Sacred Life

- The Leaping Hare

- The Lure of Distant Shores

- The Retrograde Wheel

- The Solace of Chimes

- The Sound of Drums

- The Swan's Cruel Wing

- The Twilight Masquerade

- The Vigour of Youth

- There Is No Welcome Here

- Thief's Arcane Gambit

- Thought Becomes Action

- Thundering Roar of the Lion-bound Horn

- Thunderous Deluge

- Thunderous Tread of the Trees

- Ties that Bind

- Timeless Hammer Rhythm

- Touch of Vile Humours

- Traitor's Fate

- Transcendent Mastery

- Transmogrification of the Soul's Echo

- Tribute to the Thrice-Cursed Court

- Turns the Circle

- Twist of Moebius

U

- Unbreakable Behemoth's Strength

- Unbreakable Spirit, Unbreakable Blades

(previous 200) (next 200)

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Formulaic ritual (Redirected from Ritual text)

Contents

- 1 Overview

- 2 Imperial Lore and the Ritual List

- 3 Creating a New Formulaic Ritual

- 4 Ritual Texts

- 5 Adding a Formulaic Ritual to Imperial Lore

- 6 Further Reading

Overview

Formulaic rituals are rituals whose techniques and practices have been successfully refined to make the ritual as efficient and easy to cast as possible. Formulaic rituals are highly focussed - the caster gives up flexibility to gain reliability and efficiency. In addition magicians can learn to master formulaic rituals, making them even easier to cast.

There is a large body of formulaic rituals that have been promulgated throughout the Empire by the Imperial Conclave called Imperial Lore. These rituals are not the only formulaic rituals in existence, but they are so well known that they can be attempted by anyone powerful enough to do so.

Players interested in creating a new formulaic ritual should make sure they read through the information on ritual theory.

Ritual Summaries

Spring rituals

Summer rituals

Autumn rituals

Winter rituals

Day rituals

Night rituals

Imperial Lore and the Ritual List

- Imperial magicians can attempt any ritual that is in Imperial Lore if they have the ranks to do so

- An Imperial magician may choose to master a formulaic ritual that is part of Imperial lore

The ritual list describes all the formulaic rituals which are part of Imperial Lore. These rituals are known throughout the Empire and any magician or coven that has sufficient magical power can attempt to cast them.

Magicians can learn to master formulaic rituals that are part of Imperial Lore. Mastering a ritual means that any crystal mana used is doubled in effect, which makes the ritual much easier and cheaper to cast.

It is possible to master a ritual that isn't in Imperial Lore using a ritual text. A coven of magicians can only attempt a formulaic ritual that is not in Imperial Lore if one or more of the contributors has mastered the ritual.

Creating a New Formulaic Ritual

- Creating a new formulaic ritual would take an individual decades

- Some Imperial titles are able to direct scores of magicians to create formulaic rituals more quickly

- Creating a new ritual requires the magicians to cooperate to create a ritual text

- Ritual theory summarizes the known lore of what is and is not possible with a ritual

Creating a new ritual is a significant undertaking. In pre-Imperial times it might take decades to formulate even a simple ritual. There is a large body of ritual theory that Imperial magicians have discovered through painstaking research. Reading this lore will help any player who is interested in discussing or creating a new ritual.

To improve the speed with which new formulaic rituals could be created, the Empire created titles such as the Dean of the Lyceum and Provost of the Halls of Knowledge to co-ordinate the research efforts of many disparate magicians. By working together these magicians are able to create formulaic rituals much more quickly. The citizen who holds either of these Imperial titles can direct the research of Imperial magicians allowing them to create one or more new formulaic rituals.

To create a new formulaic ritual, a magician must start with an appropriate arcane projection, which will form the basis for the ritual being created. It is not always possible to duplicate a spontaneous effect using formulaic magic, so the final ritual may not end up identical to the original spontaneous effect. It may be more or less difficult to perform, and some elements of the ritual may have to be changed. In particular, formulaic magic is more flexible than spontaneous magic, for example divinations that can be cast on any item or enchantments that can be cast on a variable number of targets. The formulaic version of a ritual will automatically take advantage of these benefits where possible, but other than this it will be as close to the original spontaneous effect as the magicians involved can make it.

The new formulaic ritual is only complete once a ritual text has been produced. The ritual text is given into the care of the magician who held the Imperial position when the work was completed.

Ritual Texts

- A ritual text describes a formulaic ritual

- A magician or coven can use a ritual text they possess to perform the ritual

- Magicians can learn to master the ritual contained in the ritual text

- It is not possible to copy a ritual text

A ritual text is a rare, magical item that contains all the details necessary to perform a ritual. Most (though not all) ritual texts take the form of a description of the ritual, including all the rules, and at least some in-character commentary on the ritual. A ritual text contains sufficient information that any coven that holds one may use it to attempt to perform the ritual, exactly as if the ritual were part of Imperial Lore.

A magician who has the physical ritual text can also choose to master the ritual it describes by buying the extra ritual skill or using an empty ritual slot. This follows all the other rules for learning a skill during time-in. The text must be taken to GOD or shown to a referee to allow the ritual it contains to be mastered in the field.

If one of the contributors has mastered a ritual, their coven may attempt to perform that ritual exactly as if it were part of Imperial Lore, even if they no longer have access to the original text.

Unless a ritual text is formally added to the body of Imperial Lore (through Declaration of the Imperial Conclave), only someone who has possession of the text can master it. A magician cannot teach mastery of the ritual to another character without the text present.

Adding a Formulaic Ritual to Imperial Lore

- The Imperial Conclave can pay to add a ritual text to Imperial Lore

- The ritual text is used up as part of the process

If the owner of a ritual text wishes then they can ask the Imperial Conclave to add the ritual to Imperial Lore. If the Imperial Conclave agree and the costs are met, then the ritual text is consumed but the ritual becomes part of Imperial Lore.

Once a ritual text has been added to Imperial Lore it follows all the normal rules for formulaic rituals in Imperial Lore. Any Imperial magician may attempt to cast the ritual; they may choose to master the ritual if they have a slot available; and they could then teach any other magician to master it.

Further Reading

- Spellcasting

- Rituals

- Formulaic Rituals

- Spontaneous Magic

- Battlefield Rituals

- Enchantments

- Curses

- Ilium

- Ritual Theory

- Magic Items

- Herbs & Potions

- Cosmology

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Ritual use of ilium

Contents

- 1 Overview

- 2 Using Ilium in rituals

- 3 Removing a permanent effect

- 4 Roleplaying effects

Overview

The rare material Ilium can be used to give a ritual enchantment or curse a permanent duration. Some other rituals can also incorporate ilium to get additional effects such as Distill the Serpent's Stone; such cases are specifically mentioned in the ritual description.

Using Ilium in rituals

To make the effect of a ritual permanent requires a number of rings of ilium equal to three times it's magnitude, with a minimum of ten rings.

Effects that lower the magnitude of an effect do not change the amount of ilium it requires to make it permanent. The ilium must be consumed when the ritual is performed; an existing enchantment cannot later be made permanent with ilium.

Only enchantments and curses with a duration of Season or Year can be made permanent in this way.

Removing a permanent effect

Making an enchantment or curse permanent only affects the natural duration of the effect, it does not impede other methods of removal or other restrictions on their duration.

A ritual requires an additional condition to prevent it ending prematurely (for example, a mark on the face or that the target be incapacitated) then a permanent effect still ends if that condition is not being met.

For example, the various rituals that grant additional production to farms such as Blessing of New Spring are rarely performed using ilium because such rituals always end at the start of winter.

There is one exception however; an enchantment that is made permanent with ilium is not supplanted if the target is subject to another enchantment unless that enchantment also uses ilium. The permanent enchantment persists and the new enchantment fails. A permanent enchantment can be removed with ritual magic, although there is no formulaic ritual in Imperial Lore at the moment that does so. The magnitude of the ritual must equal or exceed the number of rings of ilium used to create the permanent enchantment

Roleplaying effects

The roleplaying effects created by many rituals are also made permanent when the ritual is made permanent. As such, they cannot be removed with the ceremony of exorcism.

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Rivers Run Red

Contents

- 1 Rules

- 1.1 Spring Magnitude 50

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 50

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. During the ritual the casters must be in a strong Spring regio. This ritual targets a territory, and must be performed at a regio in that territory. If the ritual is used to target an Imperial territory, it may instead be performed at the Imperial regio at Anvil.

This effect is a curse. A target may be under more than one curse at a time.

Effects

The ritual targets a single territory. Over the course of the next few days a powerful curse settles over the territory. All casualties suffered by campaign-level armies fighting in the targeted territory are doubled.

Navies are only affected by this curse if they are taking a coastal order, rather than a maritime order. The curse does not affect casualties caused by environmental factors, or by an army disbanding due to lack of support.

This ritual removes the Rivers of Life curse, and is in turn removed by that ritual.

The effect lasts until the start of the next Profound Decisions Empire event.

Description

As of the Autumn Equinox 381YE, this ritual has been interdicted by the Imperial Conclave and is illegal to perform.

Where Rivers of Life fills the water in a territory with life-giving potence, Rivers Run Red poisons the water. Worse, it encourages rivers, streams and lakes to break their banks, causing widespread flooding. The watercourses rush fast and strong, overwhelming simple fords and threatening to sweep away bridges. Lowlands become mired with mud and marshes swell. Worse, the water itself encourages minor pestilence, the birth of venomous insects, and wounds that fester or become infected.

For the common inhabitants, this means a miserable time, but it is of most worry to the commanders of armies. The stinking mud and noisome rivers that drain energy and slowly poison soldiers in the area. Even bottled of wine, barrels of beer, or fresh water in waterskins may be slowly influenced by this curse.

Like many similar rituals from the Spring Realm, Rivers Run Red must be used carefully. It is most effective when the allied armies greatly outnumber their enemies; while the ritualists' allies will suffer a little from the ritual, the enemies may be effectively devastated by the increased casualties.

Common Elements

A map of the target territory often forms the focus of this ritual. It is often drenched during the casting in a mixture of muddy water or blood-and-wine. The runes Rhyv, Kyrop and Mawrig are commonly used during this ritual, and the constellation of The Drowned Man is often invoked.

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Rivers of Gold

Contents

- 1 Rules

- 1.1 Autumn Magnitude 12

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 12

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a business. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The business provides an additional 180 rings over the next season, in addition to normal production.

If the owner of the resource does not attend the next event, then the additional production provided by the resource is still added to that character's inventory.

Additional Targets

This ritual can affect additional businesses in the same territory. Each additional business increases the magnitude by 8. The character who controls each business must be present throughout the ritual.

Description

As with Streams of Silver, this enchantment subtly influences the flow of trade, gently warping the effects of chance and synchronicity to encourage people to visit, and spend money in, the target business. The magic may improve profits in many ways; a supplier might make a delivery on time, or the quality of their materials might be greater than expected, for example; shoplifters and petty thieves think twice before robbing the establishment; less errors are made in the accounts; new opportunities for making savings are spotted. A customer looking for a particular item will check your shop before she checks those of your competitors; a sutanir looking for someone to provide wine to a wedding will pick your services over someone else's; rumours that say your business is better than a rivals flourish, while those that speak negatively of you, your business, your goods or your services tend not to be passed on.

The effect of the ritual is difficult to spot without magical means, unless one knows it has been cast; every piece of individual good fortune appears entirely reasonable - it is only when they are all taken together over the course of a season that it begins to become apparent that something is shifting chance in the favour of the target. The Autumn realm is uniquely suited to this kind of subtle manipulation of events - even Night is hard pressed to create effects with such far-reaching implications and effectiveness.

The spell is not cheap in terms of crystal mana, but the more businesses it is used on the more economical the ritual becomes. Nine crowns for six crystal mana is one thing; eighteen crowns for ten crystal mana is another again. A number of covens, especially in The Brass Coast and The League, are specialists in the use of this ritual and others like it. It is common practice for a troupe to encourage as many business-owners as possible from a territory to pay them to place this enchantment, and then combine all the casting's together into a single ritual (assuming they are proficient enough) to maximize their own profits.

Common Elements

This ritual moves wealth around, and the performance is often accompanied by coins and other precious items. In The Marches and The Brass Coast, coins taken from the previous season's profit are often used as a way to 'prime' the enchantment and attract more wealth. The targets often share a goblet of wine among themselves, and the ritual often begins or ends with a symbolic (or literal) payment to the performing coven. The rune Pallas is often evoked, but so are subtle rune of plots and the serendipitous rune of chance. Symbols of Prosperity are also common, often with an invocation highlighting the rewards of hard work.

This mask can be enhanced by a known commonly as a Mercantilist's Mask.

The bell by the door hadn't stopped ringing all day long, and Valtus was run off his feet. It had seemed certain that every scrap of stock would be sold out by lunch, but as fate would have it two of his suppliers chose today to deliver early and he'd been able to continue on into early evening. Now, finally, his shelves were bare and his coin-safe was bulging. He mopped his brow with a silk handkerchief and treated himself to a small sherry, easing his groaning feet up onto a stool as he finally let himself relax after the day's unexpected windfall of custom.

The door bell jangled as a well-heeled young bravo dashed into the shop, brandishing a fistful of coins, "Sir! For reasons far too convoluted to go into, I find myself in dire and urgent need of some shelves such as the ones you have upon your walls. Would you allow me to press an unreasonably large of sum of money upon you for their immediate removal?"

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Rivers of Life

Contents

- 1 Rules

- 1.1 Spring Magnitude 50

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 50

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. During the ritual the casters must be in a strong Spring regio. This ritual targets a territory, and must be performed at a regio in that territory. If the ritual is used to target an Imperial territory, it may instead be performed at the Imperial regio at Anvil.

This effect is a curse. A target may be under more than one curse at a time.

Effects

The ritual targets a single territory. Over the course of the next few days a powerful curse settles over the territory. All casualties suffered by campaign-level armies fighting in the targeted territory are halved.

Navies are only affected by this curse if they are taking a coastal order, rather than a maritime order. The curse does not affect casualties caused by environmental factors, or by an army disbanding due to lack of support.

This ritual removes the Rivers Run Red curse, and is in turn removed by that ritual.

The effect lasts until the start of the next Profound Decisions Empire event.

Description

Rivers of Life fills the rivers, streams and lakes of a territory with healing power and invigorating energies that refresh and restore those who bathe in or drink from them. Inhabitants of the area will benefit from hale and hearty health, but it is of most use to the commanders of armies as any wounded and injured soldiers who use the waters will heal far more quickly than normal. It is the obvious counterpart of, and counter to, Rivers Run Red and some magicians call it Rivers Run Green as a consequence.

This curse supports any army with the wit and awareness to make use of the enchanted rivers, not just Imperial armies. Even a large enough force of wild beasts to qualify as an 'army' could well benefit as they naturally seek out such water sources. The ritual can occasionally backfire; it is at its most effective when allied troops are significantly outnumbered in the targeted area - the casualties they inflict on their enemies will be reduced, but the more beleaguered they are the more effective the reduction in their own casualties becomes.

Common Elements

A map that depicts the target territory often forms the focus for this ritual. It is often drenched during the casting in fresh water or wine, sometimes mixed with blood. Sometimes the map is created by pouring liquid onto dry sand, quickly tracing the rough contours of the rivers and lakes that are part of the target territory.

The runes Bravash and Hirmok are commonly used during this ritual, and the constellation of The Chalice is often invoked.

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Road to Bramar

Fara yawned, covering her mouth with the hand that wasn't holding a telescope. She'd been watching the slow approach of the wagon train along the road for the better part of an hour - Fortagenta was flat as a board, and from her vantage point she could see for miles in every direction.

There were nearly a dozen wagons, each pulled by four tired-looking oxen. Most of them were open to the elements, and she could tell they contained miserable looking passengers. Human passengers, in mud-coloured tunics for the most part. Also in each wagon sat two soldiers in chain, wearing dark coloured surcotes and exotic-looking helmets. Travelers from the Iron Confederacy.

Fara was a little concerned about why they seemed to be transporting people, though. She fervently hoped there was not going to be any sort of international incident on her watch.

She scrambled down the ladder from the watchtower, and collected two more soldiers to accompany her, then walked out along the road to meet the newcomers. Ahead of the slow-moving wagons marched a man and a woman, deep in conversation. Where the soldiers wore simple chain and undecorated surcotes, both of these travelers wore find chain infused with weltsilver, and their surcotes were beautifully embroidered with what looked to be the heads of birds. Ravens, or crows. Both wore the marks of naga lineage.

The man actually waved when he saw Fara approaching.

They met up a few hundred yards from the farm. Pleasantries were exchanged. The two Suranni appeared relaxed, unconcerned. Both were armed - he with a pair of vicious looking short stabbing blades at his side, she with a heavy great hammer slung over her shoulder. A bec de corbin, with a literal crows-head.

After the initial greeting, Fara got straight to the point. She pointed to the wagons.

"What's in the wagons then?"

The woman spoke. "Slaves," she said easily. "Imperial slaves."

Fara opened her mouth to say something explosive and the male Suranni shook his head exasperated and rolled his slit-pupil eyes. "Forgive my companion, she is being whimsical. It would be fairer to say they are ex-slaves. Each of these is someone who could make a credible claim to be from the Empire, enslaved by mistake. It's unfortunate but sometimes people who would otherwise be our friends end up in the mines, or working in someone's kitchen. As we agreed with your ambassador, we are returning them to the bosoms of their families. Free, without charge. Each one can name all seven of your "virtues" and swore convincingly that they are of Imperial blood."

Fara shut her mouth again and raised her eyebrows.

"What are you going to do with them?"

The Suranni woman smiled broadly showing sharp fangs.

"As far as we understand your law, they were free the moment we crossed out of the Kalino hills. We are simply giving them a ride as far as the port of Bramar. Once they get there ... they are no longer our problem."

The first of the wagons came level with the conversation, and Fara watched as it moved slowly past. None of the slaves in the wagons looked at her as they passed. They looked worn-out, broken, shattered by lives of hard work and little food.

She felt angry, and turned around to give the Suranni a piece of her mind.

"You should think before you speak," hissed the naga woman, all pretense of good humour gone. "Your people know that our mines and fields are worked by slaves, yet they still welcome our goods and our coin. We, at least, are not hypocrites. Can you tell me that when we reach Dramar nobody there will sell me a bottle of wine because of this?"

She jerked her head at the wagon. Fara said nothing.

"We are keeping to the spirit of our agreement with your ambassador," said the man, more evenly. "Even though the Empire has seen fit to refuse our offer of a treaty. Now that we have a border with your Feroz, there was no reason not to deliver the first of the freed slaves ourselves. After all, it seemed like the neighbourly thing to do."

All smiles again, the Suranni asked if there would be anything else. Fara shook her head, and watched them walk past and continue on along the road beside the wagons.

Overview

The Iron Confederacy, apparently in line with some agreement with the Imperial Ambassador to the Suranni, Lukash Biessek von Temeschwar, have freed just short of a hundred slaves at Bramar in Feroz. In each case the slaves are either former Imperial citizens, or the children of the same. For the most part, they seem to have been purchased "in good faith" from unscrupulous slave traders. The Suranni are unapologetic, dismissing Imperial concerns that they are buying slaves at all as irrelevant.

The Suranni are claiming to have completed the conquest of Kalino - the eastern territory of the Lasambrian hills - giving them a land border with the Empire for the first time in Imperial history. There have been numerous communiques back and forth between the Suranni embassy to the Empire, and their masters in the south.

Significance

The Suranni have requested a formal opportunity to speak to the Senate on the matter of a treaty; they have requested a closed session, and that the Ambassador to the Iron Confederacy be present. They have given little indication regarding what they wish to talk about. All they will say is "You do not have a treaty with us. You are at war with the Jotun, and with the bastard Grendel. We wish to discuss this situation."

The Iron Confederacy delegates are expected to arrive at Anvil during the Winter Solstice, and are likely to dispatch messengers to announce their arrival well in advance to allow the Senate time to prepare.

The Suranni are notoriously suspicious of the Empire, and have a well-known hatred of magicians, but there are certain people in the Iron Confederacy who have special dispensation to deal with foreigners and their "wicked ways". One such person is 'Jeanne de Hibernat, High Priestess of Evra the Smith, The Temple of Iron Hammers, Robec. Any Imperial citizen wishing to communicate with the Suranni is urged to do so cautiously - they are well known for their prickly tempers.

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Roaring Chimera Rod

Description

This rod takes its name from its most common appearance; a stout rod bearing the head of a lion and a dragon at one end and with the base carved to resemble the head of a serpent. The chimera is a legendary symbol of a ferocious, dangerous opponent that is supremely adaptable to battle, whether tearing into an opponent with its talons, poisoning them with its serpentine tail, terrorizing them with its roar or knocking them prone with an overwhelming charge. In some legends the chimera can even breathe fire or spit poison, adding a ranged component to its deadly arsenal.

In Highguard and parts of the League they call this rod a hidden arsenal, and the magisters who bear them prefer to have them constructed of dark matte steel. The Imperial Orcs often carve these rods of bone (sometimes the shin-bone of a particularly warlike shaman or a ritualist versed in the lore of Summer, tipped with the claw of some powerful beast, and call one a talon of victory.

Rules

- Form: Weapon. Takes the form of a rod.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Three times per day you can cast the empower spell as if you knew it and without spending any mana.

- Materials: Crafting a Roaring Chimera Rod requires three measures of green iron, three ingots of orichalcum, three ingots of tempest jade, and nine measures of iridescent gloaming. It takes one month to make one of these items.

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Robe of Blood and Bone

Description

These robes are commonly red or white (or a combination of both). They are generally hard-wearing, intended to survive the rigours of the battlefield as well as the hospital. The weltsilver woven and ambergelt stiffened cloth the robs are made from is called trollsweave by the Winterfolk, leading the a common name for these items being Trollsweave Robes.

Being able to provide one of these robes is a sign of great skill among the Imperial orc bonesetters; it is not only a valuable tool for keeping the legion healthy, but it demonstrates their ability to acquire the necessary materials and commission such a powerful item. Imperial Orc magicians mark the robe with a thumbprint of their patient's blood every time its power is used, displaying its history and adding to its Worth. Even after the enchantment wears off, these robes are kept and marked with fingerprints to denote healing fuelled by the wearer's own mana and skill, and it is common for the robe to have the enchantment renewed several times if a legion can afford it. For instance, the Throatgouger Legion's robe is thought to have been made shortly after the Orc Rebellion and is now on its third layer of blood-prints.

When combined with a Woundbinder wand, the two items together are sometimes called the Warhealer's Regalia. They are occasionally produced as matching sets by artisans who specialise in healing equipment.

Rules

- Form: Armour. Takes the form of a robe. You must be wearing this robe to use its magical properties.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Three times per day you can cast heal, purify or restore limb on another character without expending any mana. You must be able to cast the appropriate spell to use this power.

- Materials: Crafting a Robe of Blood and Bone requires nine ingots of weltsilver, six measures of ambergelt, seven measures of beggar's lye, and three measures of iridescent gloaming. It takes one month to make one of these items.

I’d been hit in the gut, real bad, and I was dying.

It’s sort of funny how life sort of slows down, like your mind is so dead set on not being dead that it takes in as much as possible, for as long as possible. The brigands had almost finished us off; only a few of Highbridge’s beaters were left.

Then they arrived. They didn’t so much as march, as flow. An orc legion, in full marching formation, somehow ending up at the same muddy brigand ambush that we had, only they come up once the trap’s been sprung.

Their vanguard swept into the brigands like the coast suddenly decides to take on the sea, but I wasn’t interested in them. I was more interested in my guts (that were all too interested in getting some fresh air), and the scariest darn orc I had ever, and still have, ever seen.

I didn’t even think it was an orc at first. I thought it was some Winter-born horror, come to collect the souls of the dead and dying, and it was coming to collect mine. It was just striding through the chaos of battle like it was born there, and there are two things I remember out of all of that turmoil more than anything else.

First, it was coming straight for me. Didn’t look left or right, didn’t even seem to care there was a fight going on. Right at me.

Second, was the coat it was wearing. All the other orcs I could see were walking metal, but this fellow was wearing some sort of long coat, all bound up in bone and ash and blood.

So this orc comes right at me, and I put my hand out, sort of like this; whether I was begging him for help or trying to ward him off I couldn’t tell you. He just grabs my hand, forms a fist of it with my thumb out, and dunks my thumb in my own guts.

Almost fainted with the pain, I did. Then, with a surprised; “Good!” (I think he’d thought I'd pass out too) he jams my bloody thumb onto the coat itself. Then he just says; “Your payment is deemed worthy”, and starts chanting.

By now, I’m beyond surprise, so when I started feeling better, I just let it happen. A few heartbeats later I’m standing, and that orc has moved on, looking for the next poor soul.

And I tell you what, since then, I’ve never worried about dying. Whatever fight I’m in, whomever I’m fighting, it doesn’t matter. Because thanks to that orc and his magic coat there’s a bit of me that’ll never fade.

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Rocks and gravel

Cyrus summoned up his strength and lifted the lantern a little higher, so that the illumination could pass over the shoulder of his burly companion. Esther wasn't tall but she was broader in the shoulder than the thin Urizen mage and with the plates from her cuirass adding to her bulk he was was struggling to hold the heavy lantern high enough for them all to see by.

As the lantern swung it cast a medley of light and shadows through the chamber in front of them - just enough to see that some ancient looking chests at the far side of the cave. Could the treasure they had heard about be inside? Esther signaled for quiet and they all stood straining to hear... but there was no sound other than their breathing. Time for their scout to earn his keep.

The Freeborn corsair was a new addition to their little band, after poor Morgan was eaten by a marshwalker while investigating the smuggling ring in the Holberg swamps. He was handy in a fight with that scimitar he carried, but it was his claim to be skilled at finding and disabling traps that had convinced them to take him on. Time to see if he was useful for more than just hitting things.

He moved forward a few steps and then suddenly froze. There was a sound like no trap that Cyrus had ever heard - a sort of continuous rattling... like chitin on stone.

And it was coming from behind them!

"Battle!" he shouted and moved instinctively to get behind Esther. Anna of Liran's Gate muttered an oath, turning away from the queer rock formation she had been examining. She quickly readied her mace and her Labyrinth-marked shield.

"By Inga Tarn's hammer, what is that noise?" she asked.

Cyrus had no idea. Something was coming up the tunnels from behind them... and by the sounds it was coming fast and it was not alone.

He put his hand on Esther's shoulder and nodded to his old friend - he'd start with an empowering chant - hopefully they could win the fight fast, and save the healing for later.

Contents

- 1 Overview

- 2 Significance

- 3 Strategic Implications

- 4 Weltsilver Bounty

- 4.1 Participation

- 4.2 Rewards

- 5 Destruction

- 5.1 Participation

- 6 Possession

- 7 Lancing the Boil

- 8 Limited Opportunity

Overview

A little over a month after the Spring Equinox a large section of north-western Goldglades in Miaren ... disappeared. With an almighty roar, a section half a mile across simply collapsed. Goldglades is one of the richest part of Miaren, and the loss of life could have been very high indeed - but there was some warning. Several vates apparenty forsaw the danger in the Pool of Silver Clouds, and were able to deliver warnings to those in the effected area. Not everyone listened of course - but the Navarr are by nature a people prepared to move when the need arises.

After the initial collapse, the hole began to spread. Warnings were sent to Birchland in Upwold, to the Vardstein Vales in Temeschwar, and to Wood Heath in Hahnmark. Not a moment too soon - less than a day after the first Navarr messengers reached Woodhall in the far south-west of Hahnmark, the ground opened up beneath the hall literally swallowing it whole. Without timely action by the thane in response to the warnings, several hundred people might have been swallowed alongside it.

Over the next month, chaos reigned. Sinkholes opened in south-eastern Temeschwar, and in north-eastern Upwold. Eastern Guard was evacuated of all save a bare bones garrison too stubborn to abandon their post, and for several weeks there was real concern that this old fortress might go the way of Woodhall.

The last great collapse took place three weeks ago; a significant part of the Vardstein Vales slid into the widening hole. Since then, there has been no further collapse. A small team of civil service surveyors (among many others) have visited the area and confirmed that the collapse appears to have stopped, at least for now, and folk are gingerly returning to the area.

Where the four territories once met, there is now a massive sinkhole. It is estimated to be seven hundred feet deep, with a lake at the bottom that may well be bottomless. The cliff walls are nearly vertical, and still prone to collapse in some places, but there are also signs of caves and tunnels opening out in several places. Initial explorers have excitedly reported what look to be ancient mine workings - some reaching back to the time of the Terunael, and some reaching back even further. The full extent of the network of caverns here has yet to be determined. More worryingly, some of the early daredevils who have made a preliminary investigation of some of the more accessibly caves and tunnels have failed to return - and all those who have made it back in one piece have described encounters with particularly angry trogoni - creatures rarely encountered outside of the mountains of Urizen, and the northern peaks of Wintermark and Varushka.

Significance

The giant hole in the ground has some profound implications for the strategic map of the Empire, as well as (in the short term) for the population of the four effected regions. It also presents an opportunity for adventure, wealth ... and danger.

Strategic Implications

The massive sinkhole is a natural hazard that affects the movement of Imperial armies. The territories of Miaren and Hahnmark are no longer considered adjacent; likewise, it is no longer possible for a campaign army to move from Temeschwar to Upwold and vice-versa. This is a permanent change.

Weltsilver Bounty

The civil service reports massive stockpiles of weltsilver stored in the exposed tunnels - it seems likely that this were gathered here from the ancient mine workings for some reason. Now that they have been exposed they are literally just lying there for the taking. The only problem is the trogoni - these dangerous creatures infest the tunnels in large numbers. They don't care about the weltsilver - trogoni feast on mana crystals (and occasionally tempest jade). The ones living here seem to ignore the weltsilver and instead roam the tunnels looking for the natural mana crystals that slowly form here. But they will attack anyone who comes close.

Thus the only practical way to get the weltsilver is to send small detachments of soldiers - military units - into the tunnels in search of it. During downtime, any military unit owner may assign their forces to the Claim wetsilver bounty opportunity (which will be appear as am option on the Paid Work drop-down menu).

Participation

Each standard military unit assigned adds 100 strength to the opportunity. Each additional rank the military unit possesses adds another 20 strength. Rituals and other effects that make a military unit more effective at paid work apply their benefits normally to the effective ranks. Once downtime closes, we will determine the outcome based on the total effective strength of all assigned military units - but in this case the more strength that is assigned the opportunity the more dangerous it becomes..

The problem is that if too many military units sent into the tunnels they are likely to rouse the trogoni to such a level that they boil out of the tunnels and attack the surrounding regions. That would then require an Imperial army to deal with - which given the current military situation might be very expensive indeed.

- As long as the total effective military strength assigned to this opportunity each season remains less than 2500, then according to civil service divination, there will be no problem. At this level the trogoni response will be muted and can be easily managed by those involved.

- If the total effective strength is at least 2500 but less than 3500 in any season, then the impact would be felt by the surrounding regions. The trogoni would boil out of the tunnels in sufficient numbers that they would threaten nearby defenders causing the loss of a quarter of the production of mines, forests, farms, and businesses in the four territories that abut the sinkhole, and a 50% penalty to any mana sites in the affected territories.

- If the total effective strength is 3500 or greater in any season, then the trogoni will swarm out of the tunnels together. Although they are not an army, at that point they will be large enough to be equivalent to one. This force would move as one, attacking one of the four territories nearest the hole, driving off the inhabitants. In practical terms the consequences will be indistinguishable from having a small army of trogoni attacking and conquering the neighbouring territories from the sinkhole. At that point the situation will be so bad that independent military units acting alone will not be able to stop the trogoni - and it will require an army to eliminate the threat.

Provided the involvement of Imperial military units remains below the critical threshold for the next two seasons, the problem should then abate. Most of the weltsilver is likely to have been recovered by then and returns will have dropped to the point that it is no longer worth the danger. The trogoni population will have been depleted by encounters with the raiders and while there will always be some creatures living in the tunnels it is unlikely to become an ongoing problem.

Rewards

The rewards for such an action will be impressive; any military unit assigned to the tunnels in the coming seasons is going to come away with at least 16 ingots of weltsilver - and more if it is enchanted or upgraded.

In addition, we assume that small NPC military units and groups of entrepreneurs will explore the tunnels, meaning an increase in the amount of weltsilver on the public auction for the next six months.

Destruction

The area affected by the sinkhole is prosperous and rich in resources - many of which have now been destroyed by the subsidence. The lands around Dunhearth Hall in Hahnmark are known to have been particularly badly hit. Those who are affected by the destruction may wish to pursue a claim to the bounty that lies under their lands - if the magistrates are not able to help then they will need to seek a resolution from the Senate.

There will be a temporary impact on taxation returns for the Empire in the following seasons until things are rebuilt and people have recovered.

Participation

Any character who owns an upgraded personal resource in Miaren, Hahnmark, Temeschwar or Upwold and who roleplays that it is in the affected regions may decide that it has been damaged or destroyed by the sinkhole by e-mailing Profound Decisions (at plot@profounddecisions.co.uk). We will remove the upgrade for you - to reflect that your resource has been damaged or that you have been forced to acquire a replacement.

Possession

The Imperial Senate could choose to take action regarding the sinkhole. At present there is no way to know which military units are attempting to loot the place. The Senate could pass a motion to instruct the civil service to observe the area - that would cost money but would allow the Senate some ability to respond to the situation, as the civil service compile a list of who has looted the sinkhole.

Alternatively the Senate might pass a motion to control access to the bounty or determine who it belonged to. Getting good legal advice from the magistrates office before submitting should be sufficient to ensure that any sensible motion was free from constitutional concerns.

Lancing the Boil

If the Imperial Military Council consider the situation at the sinkhole is too precarious, then they could address the crisis directly by sending one or more armies to any of the four territories with orders to attack the trogoni. Day mages investigating the hole estimate that the effective strength of the trogoni creatures is equal to a small campaign force of around 2500 strength, which would be defeated if reduced to 1000 strength.

If the trogoni were destroyed, the generals leading the force would then be free to claim the huge bounty of weltsilver for the Empire. There would be no further threat from the trogoni in this area. Any possible encounters in the future would only be with small numbers of individuals - the sort of thing a band of brave heroes could deal with - not something you would need an army to resolve.

If an army engages the trogoni directly then they will be pinned in place while they fight the army, regardless of how many military units are looting the weltsilver at the time. However, if any army attacks the trogoni but does not destroy them and then moves away next season so that the trogoni are not engaged - then they will automatically boil out of their hole to attack the surrounding area exactly as described above if an effective strength of 3500 had attempted to loot the tunnels.

Additionally, if the general of foraging army were to take the plunder order in the area - then the force could be directed to plunder the mines (and if desired, to avoid plundering anywhere else). Such a force would gain an increased share of the weltsilver available, but also be able to grab other treasures from the tunnels, including (but not limited to) some of the mana crystals growing there.

Limited Opportunity

This opportunity persists in its current form for six months. At the end of that time, the situation will have changed enough that these opportunities are no longer valid. Further developments will depend on how the Empire has dealt with this situation during that time.

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Rod and Shield

Contents

- 1 Motto

- 2 Symbol

- 3 The Manifesto

- 4 Membership of the Order

- 5 Conclave vault

Motto

Might and Right

Symbol

A traditional symbol of this Order is a battlemage's rod and shield

The Manifesto

The Order of the Rod and Shield holds the following to be true:

- Magic can determine the outcome of battles and wars

- Magical power is essential in ensuring both the security, and necessary expansion of the Empire

- The Empire's enemies are capable of using magic, and the Empire must be able to counter them

The Order of the Rod and Shield therefore exists to:

- Promote the understanding and practical application of magic in military situations

- Encourage magicians to use their powers in defence of the Empire, even if they are not a warrior by calling

- Guide the use of Conclave resources for strategic and tactical use

Membership of the Order

The Order of the Rod and Shield work hard to advance the use of martial magic. Many of their number are battle magicians, and it is common to see a Dawnish warwitch, an Imperial orc warcaster and a Varushkan Warden all rubbing shoulders during their meetings. They lobbied for the creation of the post of warmage, and they are the order who has provided the most magicians to that post. Indeed, a warmage from an order other than the Rod and Shield often comes under pressure to join their ranks.

There is occasionally some conflict within the order between magicians who are versed in offensive spells and rituals; those whose magic is better suited to battlefield support, such as healing; and those who focus on providing enchantments to strengthen military units, campaign armies or create fortifications. For the most part though they are united by their shared understanding of the importance of magicians fighting for the Empire.

They are often at odds with the Order of the Golden Pyramid because that order sees them as encouraging magicians to be the servants of the Empire rather than receiving appropriate recompense and recognition for their skills. They also compete with the magicians of the Unfettered Mind for the position of Dean of the Lyceum, recognising that by gaining that position they can help research and codify the many powerful battlefield and strategic rituals that will help the Empire triumph over its foes.

Historically the order has made several attempts to claim greate importance than other orders, claiming that achieving their goals is vital to the safety and success of the Empire. Magicians of other orders are at pains to point out that the Empire has always been at war, one way or another... that it needs wealth, political stability, good spiritual health, innovation and reliable intelligence at least as much as it needs enchanted armies.

Conclave vault

Each summit, the Conclave vault of the Rod and Shield garners the following resources;

- A pro rata share of the Font based on the precedence of the orders at the previous summit.

- A portion of ilium based on their position among the orders as determined by precedence.

- 2 ingots of orichalcum, 2 measures of ambergelt, 3 ingots of green iron and 2 ingots of tempest jade as a result of existing bequests.

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Roleplaying effects (Redirected from Roleplaying effect)

Contents

- 1 Overview

- 2 Supernatural Effects

- 3 Overcoming Roleplaying Effects

- 4 Types of Roleplaying Effects

- 4.1 Area Effects (Auras)

- 4.2 Item Effects

- 4.3 Personal Effects

- 5 Sources

- 5.1 Spiritual

- 5.2 Alchemical

- 5.3 Magical

Overview

Roleplaying effects are a core part of the rule system for Empire and may affect your character at any time. All roleplaying effects, have a number of features in common regardless of their source.

Supernatural Effects

- You may experience supernatural effects that influence your roleplaying

- You decide how your character responds to any roleplaying effects

- You cannot ignore roleplaying effects

You may be the target of a power or ability that includes direction marked “roleplaying effects”. This states an influence on your character’s personality and mood. It is common for religious characters to be able to produce positive effects, for instance the sermon of a priest may infuse your character with a feeling of courage and confidence. Although your character cannot ignore the effects it is up to you choose how your character responds to the feelings they are experiencing.

For example, a priest wishes to encourage you and half a dozen of your friends to risk death to retrieve a rare artefact from a large group of orc raiders. Just before the expedition departs the priest imparts a blessing of Courage to everyone making them feel confident, bold and fearless. You decide that your character responds to their new found courage by leaving the group and instead going to publicly confront the Cardinal of Prosperity for taking bribes.

It is also common to encounter malign auras and influences that will produce negative effects such as feelings of fear or anger. Your character must respond to these effects but it is up to you to determine the manner with which your character responds. In some circumstances you may be able to resist or overcome roleplaying effects - but even then it should be clear that your character has been affected by the roleplaying effects, but has found the strength to overcome them.

Overcoming Roleplaying Effects

- All Imperial player characters are assumed to be brave heros

- Roleplaying effects are supernatural - you need a supernatural source of strength to resist them

When the rules direct that your character is affected by roleplaying effects, the influences that your character is experiencing are fundamentally supernatural in nature. All Imperial PCs are assumed to be bold heroes; the supernatural aura of dread and fear that surrounds a wraith cannot be resisted or overcome simply because your characterisation is that you are uncommonly brave. If you want to resist or overcome these effects then your character must have a source of personal strength that is supernatural in nature.

Four common sources of supernatural strength are:

- Lineage - some lineages are able to respond differently to some roleplaying effects

- Blessings - Imperial priests can create blessings which may give characters the strength to overcome malign auras

- Rituals - a handful of rituals provide the recipient with the option to respond differently to a specific roleplaying effect

- Magic items - you may be bonded to a magical item that changes the way you can respond to roleplaying effects

In these cases, either you lineage should be physically obvious to everyone present (it is acceptable to be concealed, but would be obvious if the concealment were removed), or else you will have a card or ability that indicates what sort of roleplaying effects you can respond to and what options you have.

Types of Roleplaying Effects

There are three different types of roleplaying effect, auras which affect an area or the area near a creature, influences which are linked to items and personal which affects characters.

Area Effects (Auras)

Auras are roleplaying effects that affect any character who enters the area. Auras are indicated with an A5 area effect aura card which will state the nature of the aura and indicate what roleplaying effects it causes. If you are within approximately 15 feet of this card then you experience the effect. If you notice an A5 area effect aura card then you should discreetly move to read the card when the first opportunity to do so without disrupting your roleplaying presents itself and take the effects from then on.

The card will note the strength of the aura for the purposes of replacement or exorcism. On occasion, auras may be applied by a referee with instructions for uncommon or location-specific, effects.

Auras stop at natural boundaries; if a tent that is 5-feet across is under an aura, then the aura does not spill out ten feet to either side. If an aura covers a tent or structure that is larger than 15 feet across then it will have an aura card every 20 feet or so to indicate this.

Some supernatural creatures cause auras in the area around them. If this happens on a battlefield then a referee will shout a brief roleplaying effect to any character who comes near. These auras are permanent - the ref will not keep repeating the roleplaying instructions but the aura does not stop until the monster is slain.

Item Effects

Some magical items, particularly items that have been hallowed, may cause roleplaying affects to any character that is bonded to them. You do not experience the influence simply by carrying or using the item, only if you are bonded to it. The referee will inform you of any item effects that you experience when you bond to an item or when an item you are bonded to is hallowed.

Personal Effects

Your character may be directly affected by a roleplaying effect. This usually happens because your character has been annointed, but some rituals and all potions cause personal roleplaying effects. Personal roleplaying effects affect your character for the stated duration.

When you use a potion, you rip open the potion card to read the roleplaying and mechanical effects which are written inside the card. Personal roleplaying effects from potions last for an hour or for the duration of the potion effect, whichever is longer.

Sources

Roleplaying effects may be spiritual, alchemical, or magical in nature. This has no effect on the rules that determine how your character reacts and responds.

Spiritual

Spiritual roleplaying effects are directly related to the soul. They may be caused by priests of the Way of Virtue, but they can occur naturally and some of the enemies of the Empire create blasphemous or corrupt auras and influences.

Alchemical

All potions have roleplaying effects which you experience when you are affected by the potion.

Magical

Powerful eternals are often surrounded by auras that cause roleplaying effects, and regio and some rituals and magic items are associated with roleplaying effects.

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Root hog, or die

Deana whacked the last pig through the gate on the arse with her stick.

"Root hog or die," she muttered under her breath as the creature squealed and scurried after the rest of the herd.

Tom leant his elbows on the dry stone wall, and sucked on his pipe.

"What was that?" he asked. Deana shrugged and began to pull the wide gate closed.

"Something my gran used to say when she was driving the pigs out to root is all," she said. "It means that you have to do the things you have to do or you die. Something like that. For a while I thought it was a charm. She knew a lot of charms, my gran."

"I remember she was terrifying," said Tom absently. He frowned. His pipe had gone out.

"Damn fog," he grunted. "Gets into everything, makes it all damp. We never used to have fogs like this."

Deana rolled her eyes. Tom had been making the same complaint every morning for the past month. The gate closed and the latch dropped, she leant back against the wall near him and the pair watched the pigs rooting around on the edge of the forest for a time as the sun slowly climbed in the east. After a few minutes, something caught Deana's eye. Something moving through the trees - a flash of red. She stood up, stiffly, her bony hands shifting on her stout stick.

"What's that." she said. "Is that Jotun?" She pointed. Tom squinted.

"Jotun after the pigs!" growled Tom. "We'll not stand for it!"

He pulled himself upright with a great creaking and popping of bones. Deana rolled her eyes again.

"Silly old fool! What are you going to do if it is Jotun? They'll chop you in two without breaking a sweat. What would Jotun want with my pigs anyway? They've got pigs of their own. I think that's a person, not an orc."

She stamped forward a few paces, shaded her eyes.

"Two people in fact, there look. There's a Navarr. I think... yes I think that's a Varushkan. In fact I'd wager apples to pears its one of them Varushkans that came through the other month heading down into the forest to look for orcs."

"What are they running for?" asked Tom. He'd been trying to pull himself over the wall, like he used to when he was a boy, but his arms were not up to it. "If they're after the pigs..."

"Nobody is after the pigs you old duffer," snapped Deana. "I can't see what they're running from, on account of that fog."

She waved her hand suddenly in the air and shouted to attract the attention of the two running figures. They swerved immediately without breaking step, and began to zero in on the old couple by the low stone wall, dodging between the pigs.

"Ha!" barked Tom. "Perhaps the fog is what they are running from!"

Deana opened her mouth to remonstrate with him and closed it again. A cold shiver ran through her, and she whispered one of her gran's old charms under her breath. As the figures came closer, she could see that both of them had been in the wars.

"I have... a bad feeling." She said, quietly.

The pigs didn't care. They continued to root and snuffle around the trees on the edge of the forest, enjoying treats they could not find in the damp fields of Bregasland. Here and there among the roots, green shoots began to unfurl as the light touched them, visibly growing as the hogs fought over acorns and pinecones. One by one, pale yellow flowers unfurled and unfolded from their stems, glistening in the early morning sun, as if each petal were brushed with honey.

Contents

- 1 Overview

- 2 The Vallorn Stirs

- 3 In Strength Lies Weakness

- 4 Unforeseen Consequences

- 5 Conjunction

- 6 Resolution

Overview

The plan of the Navarr has always been one of two parts. The Navarr who walk, the stridings draw the power of the vallorn with them along the trods, slowly draining away the unnatural life and the magic that keeps it wild and hungry. Those who stay, the steadings, watch the vallorn and cut its questing tendrils back whenever it tries to grow beyond the confines of the land it infests.

In Liathaven, the trods still channel the energy of the vallorn away from its heart; they are still walked. In the last few years, they are walked further than ever - with Reikos an Karsk and Holberg restored to the web of paths, more power is drawn further away. Slowly, slowly the Navarr are weakening the Vallorn, eventually it will become vulnerable.

But the stridings and the trods are only part of the system that keeps the vallorn at bay. In Liathaven, the steadings are empty. What the Jotun have not slaughtered and burned, they have driven out of the forest. For the most part, the western orcs stayed away from the vallorn, marking its boundaries with peculiar totems. When it stirred, they cut it back, just like the steadings. But the Jotun have had their eyes turned elsewhere, their fury spent on the Navarr and withdrawn westward. It has been several seasons since anyone was standing guard over Westwood and Liath's Heart.

And now the vallorn stirs. A surge of power ripples through the trees of Westwood and Liath's Heart. The miasma flows out, seeping between the trees like a river overflowing its banks. Tendrils of vegetation - leaf-green and blood-red and bone-white unfurl and reach north and south into the land the Jotun have vacated. The bodies of those who fell near the ceaseless fecundity of the forest's heart - orc and human alike - stir and rise, vines and briars rippling across their pallid skin. The beasts of the vallorn's heart, aberrant creatures woven from the madness of Spring and the chaos of the Great Mistake twitch and scuttle and begin to move.

Citizen Supporting Spy Network

Nation

Owyn

Navarr

Maarit

Varushka

Magdelena Alagna Di Sarvos

The League

Kaspar Yakovich von Holberg

The League

Lleu Tarw

Navarr

Lord Merbrid the Stork

Dawn

Dynion Stormpine

Navarr

While the Jotun may not be watching, the vallorn is not unobserved. Imperial scouts and spies move cautiously through the forest, and it is from them that the warning comes. As they have withdrawn, the Jotun have smashed their totems. Whether these peculiar structures had any real effect on the vallorn is not clear - it seems just as likely they were simply markers so that the orcs could tell if the terror of Liath's Heart was growing or not. But their destruction is a symbol that nobody is guarding against the vallorn any more.

The scouts and spies in Liathaven have yet to submit full reports - some of them have been caught up in the vallorn's incipient expansion while others are already engaged in the long trek from Liathaven to Anvil. It's likely they may know more about what is happening.

The Vallorn Stirs

The vallorn in Liathaven is stirring. A swelling power is rippling through Westwood and Liath's Heart, as the vegetable menace flexes and begins to expand into the empty regions that surround it. There are only a very few scattered reports about what is happening - between the fury of the Jotun and the raising of the banner of the Black Thorns, there are almost no Navarr left in Liathaven.

These bursts of explosive growth are unusual but not unknown. The most similar recent event was in Summer 379YE when the vallorn of Brocéliande began to expand into Elerael after the Druj there withdrew. That excursion was dealt with by the Black Thorns, pushing through the Barrens with the aid of the orcs of the Great Forest. This time, the Black Thorns are in no fit state to deal with a stirring vallorn.

If nothing is done by the Spring Equinox then the vallorn in Liathaven will have expanded to consume West Ranging. That expansion will see its current growth spent and it will then return to its fitful slumber The ongoing work of the Navarr is still effective, this spasm by the vallorn is only happening now because nobody is cutting it back anymore. There is no danger that the vallorn is going to suddenly expand to claim the territory or even more. But if the vallorn is allowed to claim West Ranging then it will soon be entrenched there and removing it will be as difficult as removing it from Liath's Heart. It could be attacked and rooted out of the region, but not this year - at the earliest. Worse, this would swallow the northern end of the Paths of Lan Thúven, most likely rendering them useless.

The alternative is for a significant force of Imperial soldiers to engage the vallorn this coming season to push it back. How much force would be required is hard to say - but with the Winter Solstice upcoming it may be possible to get a better idea of the extent of the threat through rituals such as Eyes of the Sun and Moon, the Eye of the High Places, and perhaps even Dreams in the Witch House. It is also likely that the scouts and spies working with the Liathaven spy network may have some idea of the strength of the vallorn's expansion. Any such action would need to be done this coming season - once the vallorn becomes established in West Ranging it will become significantly more difficult to remove it.

Whatever happens, as long as the people walk, as long as the stridings maintain their oaths, the vallorn will not spread beyond West Ranging. There may be some overspill - after all when the Brocéliande vallorn began to expand, the miasma crept into Casinea, Astolat and Semmerholm - but even then the effects were very minor. A few mutated crops, and the occasional plant rich with a natural form of Spring vis.

Fighting the vallorn

Under normal circumstances, it is fruitless to fight the vallorn. Where it is established, the fountainhead of Spring magic grants vallorn vegetation and vallornspawn unnatural vitality. Burn it out in one place, and it comes back twice as strong and twice as fast. Only when a vallorn is weakened is it possible to break its hold over a region, clear the twisted vegetation and deadly beasts, and reclaim the land.

In OOC campaign terms, the vallorn in Liathaven is effectively attacking, attempting to claim land in the territory. It will generate victory points, as if it were an attacking army, but requires only a single victory point to expand into West Ranging. If the empire commits sufficient force that the vallorn does not generate a single victory point then it will be unable to spread.

Imperial forces attempting to stop the vallorn's expansion will take casualties, but they will not deplete the vallorn as it is not fielding an army in the conventional sense - a significant part of its effective fighting strength comes from unnatural plants, foul miasma, and the like. If the Imperial forces generate sufficient victory points they will still be able to capture additional territory in Liathaven.

In Strength Lies Weakness

This new threat from the vallorn presents a rare opportunity for the Navarr to fight back. In its rush to devour West Ranging, the vallorn is depleting its own energy. In conjunction with the trods, which push farther east now than they have in decades, there is a chance that the Navarr might be able to turn this situation to their advantage. If the expansion can be stopped, if Imperial forces can absorb the hungry wrath of the vallorn for a time, then the vallorn will weaken itself beyond the point it can quickly recover. That would make it vulnerable.

There is no chance that the Navarr can yet strike against Liath's Heart - the core of the vallorn will always be where it is strongest. It is not yet weakened enough to be attacked there. But if the Empire can absorb the strength of the vallorn as it pushes into West Ranging, if they can stop that expansion then that would drain the forest enough that the Navarr could sally forth to strike into the Westwood. If that was successful then they could permanently clear the vallorn from the entire region.

This will not be an easy fight - and the normal problems with supply lines and support will need to be addressed. Without a neighbouring region belonging to Imperial forces any attack into the Westwood would count as a new beachhead. There would also be the risk that the Jotun might attack Imperial forces engaged with the vallorn - Hordalant is very close after all. There are several possible strategies - the Paths of Lan Thúven for example would allow Navarr armies in either of the adjoining regions to benefit from a beach head in the other - but until the current expansion is dealt with there is no way to be sure.

But if the vallorn's current flood of expansion can be dammed, and if sufficient Imperial force can be brought to bear to conquer West Ranging or Western Scout before the end of the year then there is a chance to save West Ranging and take Westwood back from the vallorn permanently.

Unforeseen Consequences

The expansion of the vallorn is not completely confined to West Ranging in Liathavan. Strange mists travel north bearing dark seeds. The cold fog drifts along the trod that travels north from Liath's Ring until it emerges from the eaves of the forest near the Grey Rushes and the Fens in Bregasland. From there is spreads out across the marshes that occupy much of Bregasland before it reaches the Westmere and the Gullet.

Vallorn Seeds

Every farm in Bregasland has gained the equivalent of a single piece of vital honey - made by harvesting the seed pods of the strange plants - in addition to the normal production. This benefit will continue each season for as long as the vallorn remains in West Ranging.

Fogs are nothing new in Bregasland, and nobody pays this one much attention. Frankly a few wisps of cold mist is the least of your worries when you're tracking through the marshes of Bregasland. When the fog rolls in from the the sea, real fog, not this thin misty stuff, it is so thick you can barely walk through it, let alone see through it. It's certainly strange for the fog to come in the other way - from inland and the forests, but even that doesn't merit much mention.

But the strange black seeds that float on the mist are something else. Scattered across the marshes they are quickly sucked down into the bogs... but days later a peculiar new bloom springs up. It is a tenacious plant, a tough reed with a thick core of grey pulp with a violent red seed pod on the top. It doesn't take folk very long to discover that these crimson seed pods are valuable. Harvesting the seeds and grinding them into a fine paste mixed in with a little syrup, produces a sticky substance indistinguishable from vital honey - the powerful Spring vis.

Unfortunately the plants don't live long, they seem to bloom and die fairly quickly and there is no sign of them taking root and all attempts to cultivate them fail. But fortunately there are more seeds coming in on the mists all the time to replace them. If it lasts then it looks like this could be a reliable source of new mana for the Empire - and most especially for the yeoman of Bregasland.

Conjunction

The civil service has already identified a significant conjunction of the Sentinel Gate that opens in Liathaven during the Winter Solstice. As detailed elsewhere, it will allow heroes to visit a location at Mournstead in Liath's Ring, on Saturday during the summit. It is not clear whether this relates to the current situation in the forests; the old steading lies close to an area of vallorn miasma and was visited from Anvil at the Autumn Equinox, and the Brass Coast egregore has noted that the conjunction has relevance to the Freeborn as well.

Big pig or little pig, Root, hog, or die

Resolution

Following the Winter Solstice, the Navarr army of the Quiet Step, along with the Marcher armies the Tusks and the Bounders, fought the vallorn expansion in Liathaven. The attempted expansion was blunted, meaning that West Ranging was not infested. This means that no more seeds are floating into Bregasland, meaning no more spring vis is being produced.

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Rose of Astolat

Overview

Once the seat of the Dawnish Kings and Queens, the Castle of Thorns has presided over Astolat since before there was an Empire. What were once royal estates are now given over to beautiful parks, and the castle itself is almost completely engulfed in rose bushes. It is considered by many to be a wonder of the modern Empire, and at dawn or dusk when the sky catches fire, it is enough to make the poet sing, or the sensitive soul weep at the beauty of it all.

Today, the castle serves as an academy for the training of Civil Service, but it is also where much of the day-to-day business of maintaining the nation of Dawn takes place. Each Dawnish Senator has apartments there, decorated with the produce and imagery of the territory they represent - although they are rarely used. The proximity of so many quiet, studious civil servants has traditionally made many Dawnish senators uneasy.

The castle is a symbol of the glory and beauty of Dawn, sure enough; and also a symbol for the Civil Service that undertakes the burden of overseeing so many aspects of modern life in the Empire. It is by no means cheap to maintain, month after month. The castle is old, and the grounds are extensive, and the academy uses an absolutely astonishing amount of paper and ink.

Over the last three months, however, those costs have increased... and increased dramatically.

The most obvious problem is the structure itself. Stone surveyed to be strong and reliable has begun to crumble. Part of the eastern rampart actually comes smashing down into the inner courtyard, very narrowly missing a civil servant lecturer and her class. All of the flying buttresses supporting the Hall of Ten Nations - the old throne room - have apparently developed cracks at the same time. The old wine cellars - where sufficient food to feed two hundred people is collected and stored - have become infested with vicious black rats the size of cats, and the terriers the porters keep to control their population are too scared to go down the stairs after them.

At the same time, the roses that shroud the castle, that give it its name, are beginning to die in record numbers. As they die, they peel away from the walls - in some cases their great weight inflicts additional damage to the integrity of the structure itself. Worse, the death of these roses is seen by the superstitious across the Empire as an omen - a sign of some hidden rot at the heart of the Empire.

The physical damage to the castle is bad enough, but there is worse to come. Paperwork begins going astray. Senior civil servants lecturing the academy become lost, or absent-minded; a plague of aches and pains and brittle bones leaves students and teachers alike in the infirmary. Tempers flare. Old grudges come to light.

The civil service attempts to maintain its dignity, but that is proving increasingly difficult.

Significance

It is clear almost immediately that something unnatural is afoot. Divination quickly reveals that the castle is under the effect of a potent Winter curse. The magic is attacking the integrity not only of the castle itself, but of the people who live and work there.

The immediate effect is that the cost to the Empire to maintain the Castle of Thorns has increased significantly - at this time only the Auditor of the Imperial Treasury, Gerard La Salle, will know by how much. If the curse continues to increase in virulence however, there is every chance that the castle will become too much of a burden on the treasury, and may have to be decommissioned. The potential impact this will have on the people of Dawn, and on the civil service in general, is difficult to predict but consequences of the destruction of such a potent symbol of Dawnish glory may well be significant.

Investigation of the curse on the castle will be hampered by the distances involved. One possible solution would be for a magician versed in the lore of the winter realm to prepare an arcane projection which would allow an effect similar to Wisdom of the Balanced Blade to be performed at the imperial regio to at least get some idea of what exactly the curse is doing. No doubt other possibilities will suggest themselves.

Resolution

During the Autumn Equinox, a powerful Urizen coven performed a ritual to reinforce and repair the damage to Castle Astolat - which had unexpected side effects. The people of Dawn also took several steps to deal with the damage to their national pride. Whether these two steps were entirely responsible or not, the great castle has been restored to full strength and the Winter malaise has departed.

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Roshanwe

Contents

- 1 Eternal of Day

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Day

Sobriquets

Roshanwe is usually called the Navigator or the Walker on the Littoral. While Roshanwe appears in both male and female vessels, it is usually referred to as 'she' by casual scholars of the eternals.

Other names often have maritime connotations; she is called the Mariner, the Beacon, the Elder Pharos, the Fisherman, the Weaver of Nets and the Beachcomber. Her association with the ocean is metaphoric rather than strictly literal; while she may serve as a patron of explorers, she is not especially concerned with either sea trade or naval battle.

Appearance

Roshanwe appears as a humanoid with strong merrow characteristics. It is often dressed very simply, usually in the style of a fisherman, sailor, navigator, corsair or mariner. It seems to have a strong connection to the sea. It appears to be female more often than male, but concepts of gender have little meaning to this highly spiritual being.

The eternal is said to make its home at the point where they sky of the Realm of Day touches the ocean. Unlike many other eternals of Day, Roshanwe appears to possess a deep understanding of humans, and expresses emotions such as joy, amusement and pleasure in a comprehensible way. She appears to consider the ability of thinking beings to understand each other to be of paramount experience, and has even been known to express pity for eternals such as Sinokenon or Phaleron who have difficulty relating to humans.

The Navigator is usually accompanied by a small group of heralds referred to as its disciples. They are philosophical creatures that love to engage in debate with mortals and each other; noted scholar of the Realm of Day Elinora de Ys claimed once that "Left to their own devices, the heralds of Roshanwe will engage in heated philosophical debate with the rocks, the trees and the sun itself."

Concerns

Roshanwe represents the spirit of discovery, of seeking the truth and revealing it.

Roshanwe claims to have embraced the Way; she does not reveal precise details, saying only that a persuasive missionary sought her out and engaged in a spirited debate that lasted for eternity, and for no time, as is the way of ideas. At the end of the debate, Roshanwe embraced the tenets of the virtue of wisdom. The eternal refuses to divulge the name of the missionary who converted her, saying only that it is obvious, but she has confirmed that the priest (if it was a priest) was a human woman and that it took place before the Empire was founded. While Roshanwe sees the value of the other Virtues, she does not embrace them in the same way she embraces Wisdom.

She has served as a patron for magicians of the order of the Sevenfold Path in the past, but her real affection lies with the Torchbearers, and similar societies that dedicate themselves to uncovering the truth and revealing it to others.

She is closely associated with the rune Sular.

Boons

Roshanwe despises secrets, especially those that are kept for malicious or spiteful reasons. However, she considers the quest for wisdom and knowledge to be more important than the possession of that knowledge; as such she is loathe to answer important questions, instead preferring to lead others to uncover the truth themselves. The ritual Combing the Beach allows magicians to secure insight from the eternal for their own investigations, for example.

While Roshanwe is not herself especially interested in foreign trade, she is known to offer aid to mariners of all stripes and may be evoked during the performance of rituals such as Sular's Promise.

"I understand the urgency, I truly do, but I will not, cannot, tell you the name you seek. If I do that, I would deny you the chance to discover the truth, which goes far beyond the syllables of a name - and what is a name, truly?

"Didn't the prophets put it best when they said 'Wisdom is not always knowing the answer; wisdom is finding the right question'? Or do you contest the truth behind 'test what you learn; only fools accept hearsay as truth'?

"Ah, would you not call them prophets, those who went before you? That is interesting ... what word would you use,? I wonder, why does the word 'prophet' make you uncomfortable? Please, sit, and let us discuss your reasoning..."

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Rot's Rightful Claim

Contents

- 1 Rules

- 1.1 Spring Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The ritual affects all contributors and lasts for ten minutes.

Effects

The contributors gain the ability to call cleave with an implement once when they hit an undead target, following the rules for heroic calls.

If you are unsure as to whether a target is undead or not, you should consult a referee before you try to use this power.

When cast with more than one contributor, this ritual always counts as a use of the coven bond and counts towards the number of rituals the coven can perform that day.

The power granted by this ritual lasts until it is used or for ten minutes, whichever comes first.

Description

The Primal Forest has little use for corpses; dead things exposed to the Realm of Spring are exposed to the same forces that cause fruit to rot, meat to putrefy and flesh to deliquesce. Brought to bear against corpses that have been corrupted or inhabited by supernatural forces, they can be quite deadly. Many physical undead possess preternatural vitality, rising unharmed again and again, heedless of the blows used to incapacitate them. Through the magic of this ritual, a coven can swiftly dispatch these foes and cause the natural forces of decay to claim the desecrated corpse once again.

The ritual is a little less effective against more powerful undead. Wights and the like are still subject to the potent forces unleashed by the ritual, but they are less likely to be incapacitated with a single strike, even one backed-up by magic. That is not to say the ritual is not useful - far from it; a wight can be cleft in twain or have its arm or leg shattered just as effectively as any other creature.

Rot's Rightful Claim is most often performed Varushkan cabalists or volhov to deal with an incursion of zombies, or by Highborn magisters in support of the stewards of the dead who must attract the attention of one of the restless dead before it can be laid to rest. It is also effective against certain types of vallornspawn, where a recently deceased body has been infused with corrupt life by parasitic vegetation. Plants themselves are not harmed by this ritual, no matter how sinister, but without their 'husk' they are no more mobile than any other bush or tree.

Some scholars connect this ritual with the Eternal Llofir in some way, either as its inspiration or as a creature who may offer additional power towards its performance. Llofir is a great forest of mushrooms and fungus that exists in the Spring Realm and in some way exemplifies the power of rot and decay. It is said to have a great, merciless hatred of the undead that is somehow linked to the way that the magic involved in their creation slows decay or prevents them from rotting.

Common Elements

When performing this ritual, the coven often invokes the cleansing power of water, and the voracious appetite of plants and carrion eaters for dead flesh. The invocation may also refer to funereal elements - a Marcher coven may well smear their staffs with earth from The Marches as part of the invocation, while Freeborn or League ritualists invoke the power of open flame to cremate a corpse.

Other elements might include the runes Bravash, Hirmok or Yoorn; the evocation of The Claw or The Phoenix; a scene in which natural forces or characters triumph in The Tomb; or images of fungus, carrion eaters such as hyenas, or beetles (especially scarab beetles).

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rot%27s_Rightful_Claim&oldid=52092"

Routes Coffee

Overview

Routes Coffee are one of the outfits who we have invited to cater at all Empire events in 2018. They will be setting up in the out-of-character area near GOD and the other OOC hostelries. See the Routes Coffee website for more information.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Routes_Coffee&oldid=62696"

Rubies on the Snow

To the tune of Hana Ava Baba Not. Lyrics JR/music trad.

RECORDING of this song : Media:rubies-on-the-snow.mp3

This is thought to be a very old song, which has resurfaced recently. Some bards of Varushka and Navarr have said it appeared in their dreams, but nobody can recall when or where they learnt it...

Thick fell the snows on Navarr Far we had come, following the battle drum And their blood fell like rubies on the snow

Swift were the blades of the Vard Hard iron wrought; and like heroes bold we fought And the blood fell like rubies on the snow

Chorus: Snow falls thick in the hollow Covering the earth, and war's bloody stain Schlachta came here to conquer Now here we ever must remain

Our foes heard an Ushkan Mage call All was not lost if they'd pay his bloody cost Where the blood fell like rubies on the snow.

Deals struck in darkness and cold Gold he was paid, darkest promises were made And our blood fell like rubies on the snow

Chorus

Though we fought hard and fought long Strong was the spell and our foes they used it well And our blood fell like rubies in the snow

Their victory did not last Fast they were slain, only to rise up again Where our blood fell like rubies on the snow

Chorus

Bury my bones where I fell Tell to my vale all the sorrows of my tale How our blood fell like rubies on the snow

There lies a heart hard as a stone Bone guards it still in the Mourning Hollow's chill Where the blood fell like rubies on the snow

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rubies_on_the_Snow&oldid=42464"

Rules update 2014 (Redirected from Rules changes 2014)

Contents

- 1 Overview

- 2 Merging Mage Armour and Mage Staff

- 2.1 Implementation

- 3 Bands Streamlined

- 3.1 Implementation

- 4 Rituals

- 4.1 Ritual Duration

- 4.2 Battlefield Casting

- 4.3 Enchantment Targets

- 4.4 Implementation

- 5 Clarifying the Sentinel Gate

- 6 Ceremonies

- 6.1 Sects

- 6.2 Duration

- 6.3 True Liao

- 7 Wains

- 8 Downtime Options

- 8.1 Implementation

- 9 Further Reading

Overview

Over winter of 2013/2014 we have carried out a review of the rules from the first year of Empire. As a result of that review we are implementing some changes to the published rules. We are in the process of updated the wiki to reflect the changes, but will summarize and explain all changes here so that players can identify the changes easily.

Merging Mage Armour and Mage Staff

Mage armour and mage staff have been combined into a single skill - Battle Mage. This skill costs 2pts and allows the character to wear mage armour and to use a staff.

The goal of the Empire rules is to encourage people to make iconic choices - our goal is to encourage wizards to look like the classic image of a magician on a battlefield - arrayed in mystical armour and wielding a staff. It's absolutely fine for magicians to use shields on the battlefield - but we didn't want the rules to significantly advantage that choice (or others like it) over a staff and magical armour. The original rules did not support this very well, because using wearing mage armour and using a staff was exceptionally expensive but still left you very vulnerable to arrows.

Merging the two skills makes them much cheaper for anyone who wanted both, which produces an immediate benefit in terms of the original design intent. In addition, some players will already own a magical staff while others have a cool set of magical looking armour. Both of these items are very expensive phys-reps to purchase or make. Players who have the armour but not the staff, or vice versa, can make use of the other kit if they are able to borrow it for an event, allowing them to try it out the other part of the ability without having to spend character points.

Implementation

Every character who has one of the two existing skills - but not the other - now has the new battle mage skill. Any character who previously had both will now have the single replacement skill and automatically receives their two experience points back.

Bands Streamlined

We have eliminated the option to create groups which are not a banner, coven or sect. Analysis showed only 1.5% of characters were in a group that was not also either their banner, coven, or sect. Unfortunately the existing rules were exceptionally complex - it was very unclear whether characters were in a band just as a group member, in a band as a bonded member of the group, both or neither. Just trying to show the players who was actually in a band was sufficiently complicated that it was clear that many participants - including ourselves - could not follow it.

The new rules for bands present slightly fewer options but are vastly simpler to operate. You create bands, there are three types, banners, coven or sects. You can be in one of each. You are either in the band... because you are bonded to that band - or you are not. We are looking at some further simplifications to the way "band magic items" like magic standards work to further streamline the rules for bonding.

Implementation

We have updated the character generation system so that new characters can pick a banner, a coven and a sect to begin play as part of if they wish. We have updated the group information screen for the group contact to show who is in a banner, coven or sect.

Groups that were just groups - that is they were not bands, covens, or sects are no longer shown on screen. Any group contact who wishes to update a group to set it to be a banner, coven, or sect; for any reason, can do so by email to Profound Decisions.

Rituals

Ritual Duration

We have updated the duration of several rituals to make them last for a single "encounter" rather than for a day. This means that they can be used on the next quest, skirmish, or battle that the recipient takes part in, whereas previously these rituals lasted for a single day but could be used any number of times.

We have changed the rules to restore the original play balance of the rituals which was based on the assumption that the ritual was used once and then expended. In practice we realized that players were rearranging their battles to get as many chances to fight on the same day as possible. While this was ingenious, it played havoc with the play balance of the rituals, as well as encouraging the Military Council to make decisions based on ritual rules, rather than the most appropriate in-character choices.

There was also a more serious problem in that the day duration meant that players could only perform these enchantments of the day of the battle - leading to horrendous queues for refs on the morning just before a big battle when we had the least refs spare. The new rules encourage players to perform such rituals on the evening before the battle - allowing players more time for their roleplaying and less time having to queue for a referee.

Battlefield Casting

We are going to update the description of several rituals to allow them to be performed on the battlefield without a referee present. Players who perform a ritual in this matter should tear their mana cards as normal, but keep them and hand them to a referee at the end of the battle, who will log the ritual.

The intention of this change is to make it easier for players to perform rituals designed to be used on the battlefield. We are actively recruiting new referees to try and increase the size of our team, but this is a slow process and we want players to be able to perform rituals in the meantime. The new rules will only affect a small number of rituals - all other rituals will still require a referee as normal.

Enchantment Targets

We have clarified the rules to make clear that a ritual that targets a resource, such as Streams of Silver is an enchantment on the resource - not the character who owns the resource. This means that a character who be under the benefits of a personal enchantment, such as Splendid Panoply of Knighthood as well as having their resource enchanted.

This was always the design intention for the game, but there was a mistake in the way the rules were written down that caused confusion and various different ref rulings to be given. The outcome was that players tended to swap enchantments on the last day - leading to lots of last minute rituals. We're keen for ritualists to do lots of rituals, but should be no requirement to leave them until the last minute - or to have to swap them with personal enchantments.

Implementation

The referees are currently compiling a list of rituals that will be affected by the rules for battlefield casting. The wiki description for each ritual will be updated once the list is complete and then the full list will be added to this page. If anyone wishes to change any of their rituals as a result of these specific ritual changes, then please email me to discuss your request.

Clarifying the Sentinel Gate

There was considerable confusion around the Sentinel Gate at events in 2013, how it operated, how it worked, etc. We have reviewed the situation and created a page to clarify exactly how the gate works and what the rules are. We have tried to remain consistent with ref rulings given out in the first year, but have favoured producing the best possible version of the gate for the game going forwards.

The rules for operate portal and detect magic have been updated to reflect their new abilities in relation to the Gate.

Ceremonies

Sects

We have changed the rules for sects cooperating to use liao to perform a ceremony more efficiently. The previous rules were too generous, such that a single dose of liao could be used to cover dozens of characters. The result of this was that ceremonies were very inefficient to produce without using a sect, and that there was a significant oversupply of liao. Because liao was not in demand, it's value was artificially low and there was less enjoyable game for players looking to acquire or sell it.

We have changed the rules so that a sect that is cooperating can only affect a single target with their ceremony for each dose of liao used. However every member of the sect who shares the virtue of the lead priest (the character consuming the liao) and has the relevant skill being used can participate without consuming liao. This means that sects cannot produce more auras than a lone priest with the same amount of liao, but they can produce much more powerful effects than a lone priest could do.

Duration

We have clarified the rules for the duration of auras produced by the liao ceremonies, anointing, consecrate and hallow. The rules bring these abilities into line with the new rules for ritual durations but emphasize the primacy of roleplaying in applying these game effects.

True Liao

We have updated the section on True Liao to indicate that it can be used to make an anointing, consecration or hallow permanent. While we don't imagine that these situations will be very common, we want to ensure that the players have this option if they want it.

Wains

The definition of an Imperial wain is a caravan load of material. The original plan was to make clear that we did not expect/require/want players to phys-rep these enormous quantities of material and hence we picked a weight that was enormous to reflect this - several tonnes. In practice this caused problems in the first year, and it was clear that there were situations where we would want to phys-rep a wain of White Granite, Mithril, or Weirwood and let the players respond and roleplay accordingly. In addition there was some suggestion that we might have over-estimated how much a traditional medieval wagon could carry...

We have not changed the character description of a wain, but we have refined the OOC explanation to state that a wain is around 500Kg. IC you can expect that to be a volume of around half a cubic metre. We still don't remotely expect players to phys-rep these commodities; the intention is that players trade the promissory notes provided by the civil service. However, if we choose to phys-rep a wain of material on a battlefield then we will try to get the weight as close to 500Kg as reasonably possible.

Downtime Options

We have reduced the cost to increase production from a mine, forest or herb garden from 1 Throne to 6 crowns. We are keen to avoid parity with this option - the ideal is that players trade with each other to gain additional materials rather than spending money in downtime to gain additional materials. However this option has a very useful role to play acting as an economic safety valve to prevent too much build up of money in the game and gives us as organizers a tool to identity what degree of inflation or deflation is present.

Implementation

This change will be implemented for the downtime immediately following the first event of 2014. We have updated the wiki to reflect the new rules now.

Further Reading

- Rules update 2016

- Rules update 2015

- Rules update 2014

- Rules update 2013

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_update_2014&oldid=32811"

Rules of Engagement

Words by Claire Sheridan. Tune by Aneurin Redman-White and Claire Sheridan. Manuscript by Aneurin Redman-White PDF here

Written in 378YE.

Rules of Engagement By Nicassia of Phoenix Reach and Eudaemon of Halcyon Spire

Once there lived a Dawnish man, So gallant and so bold, His great Ambition was to find A love to have and hold. But his path it was not easy, In truth ‘twas filled with woe, As our brave and handsome lad Did a-wooing go.

At first he found a gentle lady, Delicate as a rose, Her hair was as the raven dark, Her skin like fallen snow, But paler she was, and paler she grew, As the summer months went on, By autumn he had won her heart, But by winter she was gone.

Into another’s arms he fell, Being quite forlorn, He bought he circlets like evening stars, Dresses which shimmered like the dawn. She took his gifts and more besides, But when her asked her to wed, She took herself away and back To her own true lover’s bed.

When next he fell it was for one Who bravely took the field, Together they sounded the battle cry, And swore to never yield. But he lay gravely wounded, She feared that he was dead, When he came home his wounds were healed But another she had wed.

Next for a Changeling bright he fell, With hair gold as the sun, He was sure in Summer’s beating heart, He had found the one. He traced the spirals on her skin, Thought she would be his wife, ‘Til she answered Cathan Canea’s call And left for a Herald’s life.

A yeoman next did catch his eye, A scandal it did cause, But he thought her perfect, A woman without flaws. She visited them often, He thought she’d be his spouse, But her true intent became too clear The day she joined his house.

A Cambion, both proud and tall Put him to the test, To fetch her a Chimera’s scale, To prove he loved her best. But Chimera’s scales are found on beasts No single man can slay, Wisdom calmed his mighty ardour - He would not find love that way.

One night, drowning in his cups, The lord told all his tale, Of loves long lost he’d once thought won, Of his fate to ever fail, When one stepped out then from the crowd, To soothe his aching heart, She said she’d end his suffering And that they’d never part.

So she braids flowers in his hair, He sweet words for her ear, They pledged to live in harmony, They pledged to give one year, And when that year was ended, They pledged to give a score - Both merry and contented then, They lived forevermore.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_of_Engagement&oldid=44814"

Rules update 2017 (Redirected from Rules update)

Contents

- 1 Overview

- 2 Mercenary Banner

- 2.1 Reasoning

- 3 Philtres

- 3.1 Reasoning

- 4 Shattering Blow

- 4.1 Reasoning

- 5 Battle Mages

- 5.1 Reasoning

- 6 Hero Points

- 6.1 Reasoning

- 7 Healing and Swift Casting

- 7.1 Reasoning

- 8 IC Theft

- 8.1 Reasoning

- 9 Unstoppable

- 9.1 Reasoning

- 10 Relentless

- 10.1 Reasoning

- 11 Grappling

- 11.1 Reasoning

- 12 Large Creatures

- 12.1 Reasoning

- 13 Further Reading

Overview

Over winter of 2016/2017 we have carried out our annual review of the rules from last few years of Empire. As usual we are implementing some changes to the published rules. We are in the process of updating the wiki and the downtime system to reflect the changes, but will summarize and explain all changes here so that players can identify the changes easily.

We will try to include a section after each rules update to explain the reasoning behind the change.

We will post a link to this page once the update is complete, and continue to update this page throughout 2017 with any major changes.

If your character has an ability that has changed because of these rules changes then you are welcome to remove this skill by emailing us.

Mercenary Banner

We have changed the way the Mercenary Banner magical item works. It can now only be used during the Muster of the Imperial Military Council, in the presence of an Imperial general who agrees to accept an oath of service from a member of the band. This will form a binding magical contract - the players in the band can then only take the field with the general they are serving rather than their own nation. This means we will be able to update the figures for the battle to ensure that the numbers of volunteers remains balanced for each battle.

We have also increased the cost to make the item.

Reasoning

Mercenary banners pose a number of significant logistical problems in Empire. Once we had run a few events, we quickly identified that the single most important factor in determining the difficulty of a battle was the number of opponents on the field. It was clear that the starting point for providing enjoyably challenging battles was to ensure that we had a roughly similar number of participants on both sides. Bolstering our numbers with our skirmish crew helps - but it wasn't enough to produce a cool engagement if there were significantly more players than volunteer monsters.

In most cases, the Military Council were making choices designed to roughly balance the sides. To ensure that happened, we provided them with a framework and statistics to support that. At the point we did that, mercenary banners became more problematic. We give the Imperial generals an in-character requirement to balance the forces they send to each battle - to reflect the out-of-character game requirements - but the mercenary banners allowed them or any group of players to throw those numbers completely out of line. The banner allowed a single sizeable group of players to take a perfectly reasonable IC decision to switch sides - rendering pointless all the politics of the Council and damaging the event for everyone.

Sadly mercenaries are fundamentally problematic in LRP. The underlying economic principles behind mercenaries simply do not work well in any game with a functioning economy. In the real world, you pay mercenaries to fight instead of you - to take risks instead of you. As a result there is an economic calculation that takes place balancing risk and reward. But in live roleplaying, taking risks is the point of the game. Paying someone to fight instead of you is akin to paying someone to enjoy the event instead of you. It doesn't make much sense, in fact I suspect it would be possible to get many players to pay for the opportunity to be in a fight. After-all they've already paid out-of-character money to be there - what's a few more in-character coins on top?

In play some players will roleplay paying to hire mercenaries - perhaps because it seems the right thing to do. Most of us are sufficiently familiar with the genre of the hard-bitten mercenary to understand how it is supposed to work - but it is hard to mitigate the problems caused by the misalignment between OOC and IC incentives. The negotiation between a general and a mercenary captain should play like that cool scene from Game of Thrones when Daenerys Targaryen tries to convince the Second Sons mercenary force to change sides. I've played a mercenary captain in LRP - it's how I wanted the scene to play out in my head - but it rarely did.

Unforunately in a game like Empire, mercenaries suffer from another problem. In a game that is all about loyalty, about the bonds that tie you to other groups, nations, and to the Empire - being loyal to yourself and your employer is not an advantage. Empire is a political game - the core focus of the game is the interactions that come from the interplay of loyalties and conflicting agendas between player-characters. Mercenaries are at severe risk of being cut out of much of this game - and the more implacable they are about playing the archetype to the full - the more likely they are to be treated as nothing more than a mercenary. Some of the feedback we received, exhorting us to keep mercenaries at any cost, sadly demonstrated this very effect - that playing a mercenary runs a very high risk of becoming your only fun in the game. By leaving them in - we are basically giving players an opportunity to have a bad time.

It's perfectly in-character for an Imperial citizen to shun a mercenary. Historically mercenaries were often socially ostracized and the genre is generally full of tales of mercenaries who face contempt and hostility from the rest of society. On paper that sounds a brilliant roleplaying challenge - social conflict is the basis for the game after-all. But if contempt and hostility slides into isolation - then instead of a brilliant roleplaying challenge the mercenary character simply finds themselves cut out of the social game, possibly without even realizing why that is happening or even that it is taking place at all.

So I argued with my colleagues for most of winter that we should cut the mercenary banner - and if necessary find a way to rewrite the League brief. I am not happy being responsible for a game if I'm not confident that every part of what we are offering offers the as many opportunities for great roleplaying as possible. It's quite possible that you can play a League mercenary and have a great time - but it's a significant concern to me that you could fail to enjoy the event because you'd chosen to play a League mercenary. I fear that it can be the Empire equivalent of the dark brooding stranger who sits alone in the tavern - a great idea on paper - a terrible character concept in practice. Worst of all - because it risks cutting you off from the wider political game, the danger is that the player doesn't even realize that it is their character archetype (something PD has provided as a cool concept to play in the game) that is the reason that they have been cut out of the game. Playing a mercenary in Empire can be a trap - it promises fun - but may not deliver.

In the end, we decided not to do it. If I had my time over again, if we were writing the game tomorrow, I would not hesitate to excise mercenaries from the game. I don't believe they provide the kind of enjoyment that other characters archetypes can - and the risk is that they detract from your game much more than they add. It's possible we'd spend some time coming up with something better - something cooler - but I've spent years wrestling with mercenaries in LRP and never been very satisfied with the results.

But changing any rule or part of the setting comes with a cost. Most rule changes impact on players to some extent but they can adapt their play style accordingly. The cost of that change is paid over time by the benefits in terms of the overall improvement to the game. But if you're playing a mercenary - if that is your character concept - then removing them from the game is not something you can adapt your play style to cope with. It is going to wreck your game. Provided we were able to ensure that the existence of mercenaries wasn't negatively impacting the game for others (by wrecking the play balance of the battles) then it seemed better to keep them and let players who were enjoying playing them continue to do so.

So that left us ensuring that the mercenary banner would be available in the game - but would not impact the ratio of volunteers to players on the battles. The new rules that we've implemented do make it trickier to use a mercenary banner - but hopefully not in a way that cuts down play options for those using them. It's even possible that mandating their use during the muster will actually help mercenary groups be more involved in the military and political game, which would be a boon if that happened. It will mean more complex administration for us, as we will have to track the size of the group using the mercenary banner - so that we can update the in-character figures used to balance the battles accordingly. But that's a price worth paying if it means people can continue to enjoy the game.

What it does leave is a risk that people will use mercenary banners to try to circumvent the rules of the Military Council. The new rules are clear that the banner only affects those characters bonded to it at the time it is used. Players cannot change sides after the muster is over, joining a group who has changed sides has no effect. But it's possible for players to get confused, or even think it's ok to ignore them. I am very conscious that passions can run high when a group of characters believe that they should be fighting on the other side in a battle. Obviously if that does happen then we'd need to revisit the decision to remove mercenary banners completely. I'm optimistic that won't happen though, provided that the players with the banners understand and respect the rules for using them.

We've increased the cost of the banner a little. Making it more expensive discourages a banner from acquiring one unless having the ability to fight in the other battle is genuinely crucial to their character and to their game. In practice, since a number of groups were assuming you needed multiple banners for large groups, (which was never the case for a mercenary banner), the effective cost will be less for some existing groups.

It does mean that a banner will need to ensure that their list of group members is up-to-date! If you are the administrative contact for your banner then you can check the group membership online at any time. If you are not a member of your banner - and you should be - then email us before the first event and we'll fix that.

Philtres

- We have created a new class of potion - philtres - which can be correctly identified by any character

- Several basic restorative potions have been changed from being potions to being philtres

Elixir Vitae, Philtre of Strength, Skop’s Mead, MageBlood, Philtre of Heavenly Lore, Bloodharrow Philtre, Feverfail Elixir, Ossean Balm, and Anodyne Embrocation have all be changed to be philtres rather than regular potions.

Philtres use a card - like a herb or mana crystal - with all the rules for that item printed on it - instead of using a rip-open lammy like a regular potion. This means that any character can correctly identify a philtre with a quick glance at the accompanying card.

The rules for using a potion are not changed - it still requires five seconds of appropriate roleplaying - that is taking the potion bottle, removing the stopper, and drinking the contents - to use it. However you can then rip the card more quickly and take the effects described immediately without having to spend time to check the potion is what it appears to be.

Reasoning

In any LRP system it is crucial that the rules mechanisms that underpin the game must be applicable within the context in which that part of the game happens.

Rituals and spells represent an easy example of how this principle is applied in Empire. A ritual involves complex rules, so it requires at least a few minutes to perform the ritual to allow the referee time to process it. Spells are needed in the pitched heat of a battle - you can't have a spell that a character might legitimately expect to cast quickly in the heat of a battle take time to process. The application of the rules would be too intrusive and would impact the utility of the spell. The potency of the spell would then become a factor of how quickly the ref could process it - not how well the character used it.

Our current potion rules require the player to rip open a laminated strip and read the text written inside, after they have completed the five seconds of appropriate roleplaying. For most potions this is fine, if you are performing a powerful night ritual then it doesn't matter if the ref needs 30 seconds to rip open and read three potions to check what they do and how they affect your ritual.

But for common potions explicitly designed to be used in the heat of battle, the requirement to rip open and then read the lammy, required an amount of OOC time to administer and process that was not commensurate with the situations in which these potions were commonly used. In effect - the play balance of the item was coming down to how fast you could rip open the laminate. It is understandable - if unfortunate - that given those criteria, players had a tendency to do anything possible to reduce the amount of additional OOC time required to use the potion.

The new rules fix for philtres address this mismatch between the rules for how you use the item and the situations in which you use it. By putting the rules on a card - you know at a glance what the potion does - and the card can be ripped the same way a herb or mana card would be.

We haven't switched every potion to being a philtre, because there is an obvious trade off with the new cards - that they reduce the amount of mystery and roleplaying regarding what a potion does. Under the current rules for potions, any character who recognizes the physical description of the potion can be fairly certain they have correctly identified it - but the more obscure the potion the harder it is to identify. That means there is a degree of hard skill in being able to recognize and identify potions (which we regard as a positive), or that players create in-character books of lore to help them identify potions (even better!).

We want to maintain that element of the game as far as possible - so the overwhelming majority of potions have not been changed. These potions will still use a laminated strip of paper - and you must rip open the laminate and read what is written inside before you take the effects.

Please note that although it is perfectly legal to add an in-character label to the phys-rep for a potion - you must not write the in-character name of the potion on the out-of-character lammy - your character can label the bottle - the player can not add additional information to the lammy.

Shattering Blow

- The heroic skill that allowed two-handed weapon wielders to call Shatter has been replaced with one allowing them to call Impale

Players who had weapon master and hero points were able to buy a skill called shattering blow that allowed them to expend a hero point to call Shatter when they made an appropriate roleplayed blow with a great weapon. This skill has been replaced with a new skill called mortal blow that allows a character to expend a hero point to call Impale when they made an appropriate roleplayed blow with a great weapon.

The new skill will automatically replace the old skill for any character that had bought it.

Reasoning

Two-handed weapons are often weak in live roleplaying because they lack the advantages of power and penetration that such weapons had in reality. Partly to compensate for this we gave them the most potent heroic call to make up for the relative advantages of other weapons.

Although this approach succeeded in making great weapons potent on the Empire battlefield, it had negative consequences in terms of player experience. Shatter is a disabling call, unless you can have your weapon restored you are unable to carry on fighting. While that is a better in-character outcome than being killed, it can be less satisfying player experience than having your character dropped, simply because you're rendered ineffective. It is also something that is almost impossible to stop using hard skills, you can't parry or block a shattering blow.

There is very definitely a place for the Shatter call in the game - but we feel that it will be better play balance to allow wizards to access the call. They cannot wear armour and hence are easily countered in other ways whereas warriors are usually wearing substantial armour.

We still wanted warriors using great weapons to be potent on the battlefield - so we have switched the call for Impale. Given that the majority of our barbarian orcs on the battlefield use medium armour, we anticipate that this will still be a very effective call - we think it's better than the Strike-down call available to pole-arm wielders and it's clearly better than the Cleave call available to warriors using a one-handed weapon.

There will be some updates to the magical weapons and rituals over time to bring them into line with the new call regime for great weapons in Empire.

Battle Mages

We have made a number of changes designed to improve battle magicians. We've added a new potent spell - shatter, improved the empower spell by reducing the cost, improved the paralysis spell by changing the limitations and increased the amount of mana available to characters that purchase extra mana. We have also clarified that spells such as entangle and repel still take effect even if they are parried or hit a shield.

Reasoning

The original design brief for Empire viewed the battlefield as a location for warriors to dominate - a location where those who had fighting skills would come to the fore. Crucially what we didn't want was a situation where wizards were simply more potent combatants than warriors. In practice however, it is clear that the Empire rules system allows for two very distinct types of wizard - the ritualist - and the battle mage. The former has a distinct role on the battlefield - there are certain battlefield rituals that can be invaluable in the right circumstances - but generally their main role takes place at Anvil. Battle magicians however are a very different case - like warriors the prime opportunity to use their skills is on the battlefield. The right balance for the game design would be to make them different to warriors on the battlefield - but equally useful.

The most common feedback around battle magicians tends to focus on mage armour - with people wanting it to provide resistance to Cleave or even Impale - the way regular armour does. That change would be a major mistake however - since it would make battle mages much closer to regular warriors. In a system where warriors have access to heroic abilities, the critical distinction between battle mages and warriors is their ability to take a blow. What was needed to improve battle magicians is to make the array of their offensive abilities stronger.

Hero Points

We have changed the cost to get access to hero points and to buy additional hero points. Under the new rules the required skill to get access to heroic abilities is called Hero. It costs 2 character points and grants you two hero points that you can use to overcome roleplaying effects. Extra hero points will now be a 1* skill.

The character point cost of every character will be automatically recalculated in the next few weeks to use the new formula. Characters who have bought a single level of hero points at present will thus be in deficit by a single point - these characters will not be automatically changed by us - but will not be able to spend additional character points until they have earned enough xp to pay for their current skills.

Reasoning

We've changed the way the cost of hero points and extra hero points are calculated for a number of reasons. It means the skill is less accessible for characters to dip into but more accessible for characters to focus on - which encourages specialization making it easier for characters to differentiate themselves from each other. It simplifies the maths of calculating hero points and additional hero points and brings the cost of these abilities into line with the cost for extra mana.

Healing and Swift Casting

We have changed the time required to cast regular spells to thirty seconds, and changed the amount of healing provided by a swift heal to 3 hits - rather than all of them. This is part of a change across the system so that heals that return all your hits (like true vervain) will now take thirty seconds to apply, while any source of healing that returns your hits instantly or in a few seconds (like second wind, healing potions, swift heal) only returns up to 3 hits lost.

As part of this change we have removed the swift heal spell and the purge spell (effectively swift purify spell) and instead said that any magician that has the heal spell or the purify spell can choose to cast these spells in a few seconds for two mana rather than one - and with reduced effects in the case of swift heal. We have extended this change across the magic system - so that all regular spells now take thirty seconds to cast - but can all be cast in a few seconds for an additional mana.

Reasoning

At present, healing on the battlefield is exceptionally fast. A character with a dozen hits or more can have them all restored virtually instantaneously - a problem even more acute for us when fielding large monsters that might have a score of hits or more. One of the impacts of this is that units on the battlefield that have been mauled by their opponents can be back in the fight with very little time needed to regroup and lick their wounds. That makes it harder for us to create dynamic challenges for the players on the battlefield - and because healing is cheap and plentiful, it is harder for us to challenge players and make them feel threatened.

The new rules make healing more expensive - either it is considerably slower - or it provides less hits restored for most characters. We hope that this will make battles more threatening for characters - who have more chance of running out of resources if they are being hard pressed - and more strategic for generals and unit-commanders who will have to need to take account of the need to rest units for slightly longer after they have engaged.

Having decided on the core changes, we felt it was appropriate to remove the swift heal and swift purify as spells - and instead make them free abilities granted by purchasing the heal and purify spell. This increases the availability of these abilities to any players who have invested points into them - so that any magician who can cast heal can automatically cast either version. The changes to the time required to cast regular spells - and the option to swift-cast them - has been applied to all spells for consistency although it is primarily relevant for the mend spell and the restore limb spell. Voice for the dead has been reduced in cost to a single mana point to reflect it's limited utility and to bring it into line with the other regular spells.

IC Theft

We have changed the rules so that you cannot enter someone else's IC tent once it has been sealed.

Reasoning

Any set of game rules has to balance different abstractions and the needs and interests of different players. Ideally rules should deliver the experience that the game organizers have claimed they seek to offer, but at the very least they should form part of a coherent package that embodies the core ideals for the game.

Although we have become accustomed to ignoring them, the abstractions around theft are particularly acute in live roleplaying. Empire is a game in which some of the players represent some of the wealthiest and most powerful people in the land - and yet they regularly store vast fortunes in tents and have no guards - because tents are what we have and because Empire actively discourages guards (because we'd rather players found other more active roleplaying during the event). Robbing tents - particularly robbing tents while players have left them to go and sleep in their out-of-character sleeping area or while they are on the battlefield is a particularly odd quirk that is dependent on the limitations of the hobby.

However there is a vastly more serious problem with the current rules for stealing. Profound Decisions have made very clear that we will not tolerate language that makes reference to non-consensual sexual activity - yet the old rules permitted players to enter tents in which adults or children were sleeping. It is not consistent to try to eliminate verbal references to non-consensual activity but leave individuals in situations in which they may be awakened by discovering a stranger has entered their bedroom. Suggestions made for requiring people for whom this is a concern to sleep in the out-of-character area do not take into account the difficulty of bring two tents to the field. It's part of our approach to live roleplaying to try to ensure that our events do what is possible to provide a safe-space for people to roleplay, not to make it more difficult for them. The current rules did not meet those criteria.

Obviously the new rules will have a very significant detrimental impact on the amount of theft that takes place in the game. We understand and acknowledge that. We've tried to be clear in Empire that we are striving to deliver a grand game of politics and war, where people can build and lose empires. Crime has a very definite role to play in the game - but robbing tents has never been part of the game experience that we were trying to deliver for players. We looked at methods to try and create a balance between the players being robbed and the players doing the robbing - but at the point where it became clear that players were prepared to enter people's sleeping quarters to rob them while they were asleep then we had to make a decision about which game we were going to support. Because of the game's focus we have chosen to take steps to ensure that everyone can attend the event without fear of being awoken by a stranger in their bedroom.

Unstoppable

We have combined a heavily modified version of this effect into the second wind ability.

Reasoning

The original design intent for the unstoppable skill was to reflect the hardy warrior who was difficult to put down. The character can take blow after blow, fall to the ground - but through sheer force of will rise back to their feet and carry on fighting. The goal was to reflect the heroic archetypes of great warriors of the fantasy trope.

In practice, the skill didn't really achieve this design goal very well. Because you got back up on one hit - you weren't really effective as a combatant. Instead what it was often used for was playing possum on the floor while the enemy moved on and then leaping to your feet and making a run for your lines, hoping to get back before you were chopped down. We did consider changing the name from "unstoppable" to better reflect it's usage, but there were other more significant problems with the skill.

One problem is the skill tends to break the fourth-wall in various ways that were unhelpful. Orcs who have downed a wounded Imperial character are conscious of the fact that the character has a significant chance of standing back up again so they have to move on... to allow that to happen. Of course, logically in a world in which characters possess the unstoppable ability, cutting the throats of characters that are downed is logically - something we're keen not to encourage monsters or players to do.

By combining the two skills into one but limiting the skill so it can only be used as you hit the deck we hope we will better achieve the original design intent to reflect the unstoppable warrior who just keeps on attacking - but also remove elements of looking at downed characters and monsters and thinking "are they all just going to leap back to their feet in a moment".

Relentless

We have a new heroic skill to the game - relentless. A character with this skill may expend one hero point to regain the use of a single cleaved or impaled limb.

Reasoning

We added this because there was a space for it and we think it's cool.

Grappling

The rules for grappling have been changed. If you wish to grapple or use body contact then both participants must ask permission from a referee present. If the ref is happy that both parties are keen to grapple and in their assessment it is safe to do so, then they will allow it for that fight. It is not possible to grapple or use body contact on quests, skirmishes, or battles under any circumstances.

We have also made clear that the rules that prohibit fighting while inebriated also extend to grappling. It is not permissible for a character to fight in anyway at Empire if the player has been drinking that day.

Reasoning

There have been incidents at the last few events where monsters have been grappled on quests and battles with absolutely no attempt of any kind to obtain permission. The reality is that battles are high adrenaline moments that take place in the woods where there are numerous environmental hazards. There are no situations where we are happy to have grappling take place in the quest area and we have changed the rules to make that restriction explicit.

Sadly there have also been situations in Anvil (particularly late at night in the Senate) where players are getting involved in grappling while drunk and with no attempt to ensure that the other party is keen to do so. This has resulted in tempers flaring and grappling rapidly becoming out-of-character. The individuals in question have been given a warning, but we have changed the rules so that you can only grapple in a small fight with the permission of the referee. You can expect the referee not to refuse to give permission if they are satisfied that both parties are sober and keen to grapple with each other and that the area is safe to do so.

Grappling in Empire is appropriate in cinematic duels and fights where both parties have indicated that they wish to do so. We don't see any need to stop that - and we believe that the new rules will present little restriction for players who are sensible about it. But the majority of players attending Empire are very keen not to be grappled by people they have not given permission to grapple and we want to ensure that they can enjoy the game without concern.

Large Creatures

We have changed the definition of what creatures are immune to calls in Empire. Only monstrous creatures, threats that are phys-repped using bulky all-encompassing full-body costumes such as the ice giant or the Grendel drakes will be immune to calls from now on. Ogres - and creatures with a similar phys-rep are now affected by calls normally.

We have also made clear that monstrous creatures cannot be healed on a battlefield using normal means.

Reasoning

Over time it has become clear that there are significant problems involved with large creatures. Because the only phys-rep requirement was to have a costume designed to make the wearer look bigger, the costume for ogres and other creatures was focussing too strongly on this element - and not strongly enough on the overall appearance. Using shoulder pads and similar made it much harder for the monsters to fight, because of the encumbrance. In essence we were hamstringing the monster volunteer just to meet the minimum phys-rep requirements for the creature to be large.

In play it has become clear that the ability of creatures just larger than a human to ignore calls was detrimental to the player experience. It is exactly this kind of creature that a warrior or magician would want to use their abilities on - so a character fighting toe-to-toe against such a beast should expect to be able to do so. Nullifying character abilities at the point of optimum use is not good game design - but the problem is particularly acute when those creatures are relatively common.

Crucially defining our powerful monsters by their size was at odds with our guidelines on equality and diversity. Inevitably the creatures that are immune to calls are seen as one of the most appealing monsters to play on the battlefield. Unfortunately it was impossible for a third of our player base to visibly meet the requirements for large creatures - adding shoulder pads to a short participant was insufficient to make them look large. This contributed to a problem that has been identified in recent years in which short players (which because of human anatomy often means female players) were not being given exciting roles to play when monstering battles. We're keen to ensure that everyone who volunteers to monster for us gets opportunities to play roles on the battlefield based on their ability to portray them and not their physique.

Monstrous creatures that are phys-repped using a full body costume will remain immune to calls. While it is not ideal for any player ability to fail in any situation, threats like these are intended to be fought and taken-down by entire units of players. These monsters need special methods to defeat them, they don't go toe-to-toe with individual characters and so they don't fall over to a single arrow or heroic blow.

Changing the definition of a monstrous creature from size to a bulky full-body costume, we can ensure that the physique of the person playing the role is irrelevant.

Further Reading

- Rules update 2017

- Rules update 2016

- Rules update 2015

- Rules update 2014

- Rules update 2013

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_update_2017&oldid=49202"

Rules update 2013

Contents

- 1 Overview

- 1.1 Disjunction

- 1.2 Extra Ritual

- 1.3 Unstoppable

- 1.4 Groups

- 1.5 Night Pouch

- 1.6 Weakness and Venom

- 1.7 Apprentice

- 2 Further Reading

Overview

During the process of writing the rituals for the system, there has been some inevitable examination of issues in more detail. As a result, a number of small but not insignificant issues were identified. Rather than make changes on an ad hoc basis we decided to present these changes together in one go when we released the rituals. This means we could then present the rules in a final state to all the players and they could be confident that no more changes would be forthcoming.

The changes are summarized below, along with a quick explanation for why these changes have been made, so that players can understand the thinking behind the decision. Where the existing wiki entries conflict with the statements below, then the statements below take priority.

Disjunction

We have removed the disjunction spell, in place of having the ability available to the players as a ritual. This makes it slightly easier for players to get the ability, but potentially more expensive to perform it. In practice this ritual is likely to be very rarely performed (there are good plot reasons to disjunct an item, but very few good economic reasons to do it) but to be very important when it is done. Therefore making it cheaper to purchase the skill but more expensive and time-consuming to cast means that players don't spend too many precious character points on a very rarely used skill but preserves the drama and tension when it is performed.

Extra Ritual

Extra ritual has been improved to provide two extra rituals, rather than one. It was a weak purchase before and with the large number of rituals now in the system, this gives players a more viable character build - a character who has mastered many rituals.

Unstoppable

This skill can now only be used in the first minute of your death count. If you have counted more than one minute, you cannot use this skill. We have made this change because our intended use for the skill was to allow heroic characters to clamber back to their feet to fight on when hit by an arrow or a massive monster. What we didn't want was for players to use unstoppable to play possum and double their death count - that's what fortitude is for. This is a heroic skill, so we're confident that this limitation will encourage players to seek the first good opporunity to get back to their feet.

Groups

When you create a group, you may make a single choice whether it is a coven, sect or banner. When you create your character you can choose a single group to begin play as a member. You can join other group in play, although you can still only be a member of one coven, sect or banner.

We have limited each group to being one type of band because it massively simplifies the rules for bands, making character generation and group creation much simpler to understand, whilst still allowing players to achieve all the complex range of overlapping loyalties that they could do before.

We have allowed players to create groups that are not bands, so that they can support a wider range of group concepts. Members of a group can still only be members of the same nation.

Night Pouch

We have amended the description of how night pouch works. The pouch is visible, with a tangible aura of magic, but is protected and the contents cannot be removed. This change allows players to roleplay their characters on the basis of what the player can clearly see in front of them, while maintaining the use of the spell as a mechanism for players to keep things more secure. We have switched the off-game rune for a ribbon due to the problems inherent in marking what is an in-character item (albeit effectively invisible) with an out-of-character mark. The new rules also mean that players do not have to mark their pouches, but can attach a game ribbon to them instead.

Weakness and Venom

We are reducing the cost of venom and weakness to one personal mana. Although the spells are powerful, we decided on balance that they are not as powerful as similar two point spells, like paralysis and empower.

Apprentice

We have decided to implement an apprentice ability using the same mechanics that are present for attendants in Odyssey. Any character that does not have any skills (including children) has this ability - it is lost as soon as you purchase your first skill. The apprentice ability allows you to use any skingle skill in the system provided a character who knows that skill is instructing them. If the skil requires a resource to use it, a hero point, mana or herbs then that resource must be provided by the character who is providing the instruction.

All the rituals, potions and items are now complete for the game and we are in the process of transferring them all to the wiki. This will take approximately two days to complete at current rates of progress. There will be no further rules changes before the first event. We'll review the rules next winter to check everything is working as we hope it is, and if something is obviously wrong we will address it then.

Further Reading

- Rules update 2016

- Rules update 2015

- Rules update 2014

- Rules update 2013

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_update_2013&oldid=32766"

Rules update 2014

Contents

- 1 Overview

- 2 Merging Mage Armour and Mage Staff

- 2.1 Implementation

- 3 Bands Streamlined

- 3.1 Implementation

- 4 Rituals

- 4.1 Ritual Duration

- 4.2 Battlefield Casting

- 4.3 Enchantment Targets

- 4.4 Implementation

- 5 Clarifying the Sentinel Gate

- 6 Ceremonies

- 7 Wains

- 8 Downtime Options

- 8.1 Implementation

- 9 Further Reading

Overview

Over winter of 2013/2014 we carried out a review of the rules from the third year of Empire. As a result of that review we implemented some changes to the published rules. This page summarizes and explains the changes so that players can identify and understand the changes easily.

We try to include a section after each rules update to explain the reasoning behind the change.

Merging Mage Armour and Mage Staff

Mage armour and mage staff have been combined into a single skill - Battle Mage. This skill costs 2pts and allows the character to wear mage armour and to use a staff.

The goal of the Empire rules is to encourage people to make iconic choices - our goal is to encourage wizards to look like the classic image of a magician on a battlefield - arrayed in mystical armour and wielding a staff. It's absolutely fine for magicians to use shields on the battlefield - but we didn't want the rules to significantly advantage that choice (or others like it) over a staff and magical armour. The original rules did not support this very well, because using wearing mage armour and using a staff was exceptionally expensive but still left you very vulnerable to arrows.

Merging the two skills makes them much cheaper for anyone who wanted both, which produces an immediate benefit in terms of the original design intent. In addition, some players will already own a magical staff while others have a cool set of magical looking armour. Both of these items are very expensive phys-reps to purchase or make. Players who have the armour but not the staff, or vice versa, can make use of the other kit if they are able to borrow it for an event, allowing them to try it out the other part of the ability without having to spend character points.

Implementation

Every character who has one of the two existing skills - but not the other - now has the new battle mage skill. Any character who previously had both will now have the single replacement skill and automatically receives their two experience points back.

Bands Streamlined

We have eliminated the option to create groups which are not a banner, coven or sect. Analysis showed only 1.5% of characters were in a group that was not also either their banner, coven, or sect. Unfortunately the existing rules were exceptionally complex - it was very unclear whether characters were in a band just as a group member, in a band as a bonded member of the group, both or neither. Just trying to show the players who was actually in a band was sufficiently complicated that it was clear that many participants - including ourselves - could not follow it.

The new rules for bands present slightly fewer options but are vastly simpler to operate. You create bands, there are three types, banners, coven or sects. You can be in one of each. You are either in the band... because you are bonded to that band - or you are not. We are looking at some further simplifications to the way "band magic items" like magic standards work to further streamline the rules for bonding.

Implementation

We have updated the character generation system so that new characters can pick a banner, a coven and a sect to begin play as part of if they wish. We have updated the group information screen for the group contact to show who is in a banner, coven or sect.

Groups that were just groups - that is they were not bands, covens, or sects are no longer shown on screen. Any group contact who wishes to update a group to set it to be a banner, coven, or sect; for any reason, can do so by email to Profound Decisions.

Rituals

Ritual Duration

We have updated the duration of several rituals to make them last for a single "encounter" rather than for a day. This means that they can be used on the next quest, skirmish, or battle that the recipient takes part in, whereas previously these rituals lasted for a single day but could be used any number of times.

We have changed the rules to restore the original play balance of the rituals which was based on the assumption that the ritual was used once and then expended. In practice we realized that players were rearranging their battles to get as many chances to fight on the same day as possible. While this was ingenious, it played havoc with the play balance of the rituals, as well as encouraging the Military Council to make decisions based on ritual rules, rather than the most appropriate in-character choices.

There was also a more serious problem in that the day duration meant that players could only perform these enchantments of the day of the battle - leading to horrendous queues for refs on the morning just before a big battle when we had the least refs spare. The new rules encourage players to perform such rituals on the evening before the battle - allowing players more time for their roleplaying and less time having to queue for a referee.

Battlefield Casting

We are going to update the description of several rituals to allow them to be performed on the battlefield without a referee present. Players who perform a ritual in this matter should tear their mana cards as normal, but keep them and hand them to a referee at the end of the battle, who will log the ritual.

The intention of this change is to make it easier for players to perform rituals designed to be used on the battlefield. We are actively recruiting new referees to try and increase the size of our team, but this is a slow process and we want players to be able to perform rituals in the meantime. The new rules will only affect a small number of rituals - all other rituals will still require a referee as normal.

Enchantment Targets

We have clarified the rules to make clear that a ritual that targets a resource, such as Streams of Silver is an enchantment on the resource - not the character who owns the resource. This means that a character who be under the benefits of a personal enchantment, such as Splendid Panoply of Knighthood as well as having their resource enchanted.

This was always the design intention for the game, but there was a mistake in the way the rules were written down that caused confusion and various different ref rulings to be given. The outcome was that players tended to swap enchantments on the last day - leading to lots of last minute rituals. We're keen for ritualists to do lots of rituals, but should be no requirement to leave them until the last minute - or to have to swap them with personal enchantments.

Implementation

The referees are currently compiling a list of rituals that will be affected by the rules for battlefield casting. The wiki description for each ritual will be updated once the list is complete and then the full list will be added to this page. If anyone wishes to change any of their rituals as a result of these specific ritual changes, then please email me to discuss your request.

Clarifying the Sentinel Gate

There was considerable confusion around the Sentinel Gate at events in 2013, how it operated, how it worked, etc. We have reviewed the situation and created a page to clarify exactly how the gate works and what the rules are. We have tried to remain consistent with ref rulings given out in the first year, but have favoured producing the best possible version of the gate for the game going forwards.

The rules for operate portal and detect magic have been updated to reflect their new abilities in relation to the Gate.

Ceremonies

The information in this section has been superseded by the 2016 Religion update.

Wains

The definition of an Imperial wain is a caravan load of material. The original plan was to make clear that we did not expect/require/want players to phys-rep these enormous quantities of material and hence we picked a weight that was enormous to reflect this - several tonnes. In practice this caused problems in the first year, and it was clear that there were situations where we would want to phys-rep a wain of White Granite, Mithril, or Weirwood and let the players respond and roleplay accordingly. In addition there was some suggestion that we might have over-estimated how much a traditional medieval wagon could carry...

We have not changed the character description of a wain, but we have refined the OOC explanation to state that a wain is around 500Kg. IC you can expect that to be a volume of around half a cubic metre. We still don't remotely expect players to phys-rep these commodities; the intention is that players trade the promissory notes provided by the civil service. However, if we choose to phys-rep a wain of material on a battlefield then we will try to get the weight as close to 500Kg as reasonably possible.

Downtime Options

We have reduced the cost to increase production from a mine, forest or herb garden from 1 Throne to 6 crowns. We are keen to avoid parity with this option - the ideal is that players trade with each other to gain additional materials rather than spending money in downtime to gain additional materials. However this option has a very useful role to play acting as an economic safety valve to prevent too much build up of money in the game and gives us as organizers a tool to identity what degree of inflation or deflation is present.

Implementation

This change will be implemented for the downtime immediately following the first event of 2014. We have updated the wiki to reflect the new rules now.

Further Reading

- Rules update 2017

- Rules update 2016

- Rules update 2015

- Rules update 2014

- Rules update 2013

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_update_2014&oldid=48193"

Rules update 2015

Contents

- 1 Overview

- 2 Venom

- 2.1 Reasoning

- 3 Roleplaying effects

- 3.1 Reasoning

- 4 Mage Blood and Heavenly Lore

- 5 The Purge spell

- 6 Battle Magic

- 6.1 Reasoning

- 7 Spontaneous Magic

- 7.1 Reasoning

- 8 IC Explanation

- 9 Battlefield rituals

- 9.1 Reasoning

- 10 The Dean of the Lyceum and the Provost of the Halls of Knowledge

- 11 Safety Calls

- 12 IC Explanations

- 12.1 A WizardStar Did It

- 13 Magic Armour

- 13.1 Reasoning

- 14 Further Reading

Overview

Over winter of 2014/2015 we carried out a review of the rules from the third year of Empire. As a result of that review we implemented some changes to the published rules. This page summarizes and explains the changes so that players can identify and understand the changes easily.

We try to include a section after each rules update to explain the reasoning behind the change.

Venom

We have changed venom so that it reduces your bleed time to 30 seconds rather than zero. Characters with the fortitude skill will now find their bleed time is increased by ten seconds per level while under the venom condition. Your character card will list your bleed time with and without venom separated by a slash. For example a character with one level of fortitude would see "Bleed time: 4 mins/40 secs"

We are in the process of updating a small number of magical items and rituals to make them compatible with the new rules. They will be listed here as they are updated.

- Abraxus Stone

- Bloodfire Periapt

- Curse of Gangrenous Flesh

- Healer's Harness

- Pallid Flesh of the Dead King

- Vitality of Rushing Water

- Warcaster's Oath

Reasoning

Under the previous rules, venom was such a potent call that it was difficult for us to use the call more than sporadically. This conflicted with elements of the campaign since both Druj and Vallorn make extensive use of poisons. A call that is highly lethal but extraordinarily uncommon is also not good rules design. Since characters will rarely encounter it, player knowledge of how it works tends to be limited and it is hard to play balance items and rituals that help to mitigate the effects.

The aim of the rules change for venom is to allow the call to be used more commonly on battles and skirmishes without simply wiping out large numbers of characters. The goal is to ensure that venom remains a dangerous and scary call - but is one that players can protect themselves against through good fighters, good healers, and good military organization.

Fortitude is a relatively uncommon skill perhaps because it is not well valued by players, so the new rules change allows us to make fortitude slightly stronger by allowing it to effect venom. The unstoppable heroic skill is very common, reflecting the fact that it is very popular with players, so we did not see any reason to change the fact that unstoppable cannot be used while under the venom condition.

A few players had expressed concerns that "Venom-Impale" was the call of choice for all assassins working in pairs and represented something of an exploit that went against the spirit of the game. While we didn't agree with that judgement particularly, we aren't unhappy that the new rules make this particular combination significantly less potent as an assassination tool - it will mean that assassination remains difficult and dangerous, a last resort rather than a first option and that assassins will have more choices to consider when planning a carefully executed hit rather than a single optimal strategy.

Roleplaying effects

We have changed the rules for roleplaying effects to remove the option to resist roleplaying effects based on your characterisation being unique to the circumstances. It is now only possible to resist roleplaying effects if your character has some effective defense, such as hero points or magical or spiritual protection.

Reasoning

There are many ways to resist roleplaying effects and having an additional option that was purely subjective and judgement base only served to further reduce the number of people being affected. The new rules are simpler, clearer and easier to follow and underline the fact that roleplaying effects are significant and affect everybody unless they have appropriate protection or spend a hero point.

Mage Blood and Heavenly Lore

These two potions have been improved, so that they provide more mana back to the magician who consumes them. This is part of the changes implemented to improve battle magic.

The Purge spell

A new incantation has been added to the Imperial lexicon - the purge spell is an offensive spell that immediately removes the VENOM, WEAKNESS, ENTANGLE and PARALYSE conditions from the target. It is an improvement of the purify spell, and possesses even more utility, but costs 2 personal mana to cast.

Battle Magic

- Offensive spells no longer suffer sympathy

- Offensive spells no longer take five seconds to cast

- Offensive spellcasting cannot be interrupted

- Mana is not expended if the spell clearly does not work

- Paralysis no longer affects a target if it strikes heavy armour

The three spells Venom, Weakness, and Paralysis used to also affect the spellcaster at the same time that they affected the target. This sympathetic backlash has been removed from these spells, so casters no longer suffer these affects themselves by casting these spells. The power of the paralysis call has been reduced to mitigate its very significant improvement as a spell.

In addition offensive spells have been made quicker and easier to cast. They now require only a few words of appropriate roleplaying which can be uttered as you deliver an arcane strike with your implement. Regular spells have been updated so that you need to be close enough to touch the target, but do not need to touch them.

In either cast the mana is not longer lost if the caster is hit while attempting to perform it or if the target clearly fails to take the effect.

Reasoning

The original game design deliberately set out to make warriors more powerful than wizards on the battlefield in combat. This was a play balance decision based off the fact that we wanted battles to be primarily military endeavours and one where warriors could shine. While the rules achieved that aim, it is clear after two years that battle magic was so weak that it was proving largely ineffectual. It was simply unable to compete with heroic abilities and was largely being ignored in favour of other options.

The new rules will continue to give warriors the edge in a one-on-one fight, but a skilled battle mage should now be a dangerous opponent and a useful ally in any fight.

Spontaneous Magic

- Spontaneous magic now takes a night to prepare an arcane preparation

- You can request an arcane projection at any time using the computers in GOD

- Creating each arcane preparation now costs 10 mana crystals

- The cost of the arcane preparation is used towards the cost of the ritual when it is performed

- The arcane preparation lasts until it is used but is then consumed

- The 50% penalty for casting a ritual that is not in Imperial Lore has now been removed

- You can now request an arcane preparation before an event - it will be ready for you in your pack

All spontaneous magic will now take a night to prepare the arcane preparation needed to perform the ritual. Rather than wait for a referee you can submit your request using one of the computers in GOD at any time. You can also submit a request before the event if you have sufficient mana crystals in your account.

Each arcane projection now costs ten mana crystals to prepare. The preparation does not expire at the end of the event but it is one-shot, once the ritual has been cast then the projection is consumed. As before, players should not assume that an arcane preparation will be repeatable later in time.

The 50% penalty for casting a ritual that is not in Imperial Lore has been removed. In addition the first ten mana crystals needed to perform the ritual are provided by the arcane projection (so a ritual that is ten magnitude or less does not need any additional mana to perform). The ritual still requires skilled magicians to handle all the mana used in the ritual, regardless of what the power comes from.

Reasoning

At the start of the year we introduced a cost to ask for a spontaneous costing; previously, it was free to every magician. Players were placing demand on our senior referees that we simply could not support, with emails requesting dozens or scores of separate costings. In the overwhelming majority of cases these rituals were never being cast - players were using the fact the system was free to explore the magic system and find out what was possible. The cost was intended to deter this kind of behaviour.

Sadly for us, and happily for students of behavioural economics the cost had the opposite effect. There is a famous study on this effect in the real world. More players were requesting even more arcane preparations than ever before - and even less were being cast. In particular it was clear that despite the fact that we had stressed that arcane preparations were not repeatable and did not represent some arcane truth about the Empire universe, many players were using them for exactly that reason. At the previous event, our head referee spent 85% of the entire event just producing costings for spontaneous magic effects - the system was simply not sustainable and we were faced with a stark choice whether to remove spontaneous ritual casting altogether.

We have spent time since the last event coding additions to the website that will make it easier for players to submit requests for arcane preparations, and also make it easier for us to process, record and produce them for players. However, we wanted to make a significant change to the rules to get the emphasis on characters casting ritual magic during time-in, rather than players requesting them from refs while OOC.

The new rules are designed to put a very significant cost on requesting an arcane preparation that you do not intend to cast. However, the entire cost will be set against the cost of the ritual if it is performed and we have scrapped the 50% penalty that used to apply. This makes the ritual costings much simpler to understand for refs and players and makes higher level spontaneous effects much cheaper. Our hope is that most spontaneous spells that are cast will be similar in cost to the previous system or cheaper in most cases.

While we want players to explore the realms of magical possibilities in Empire, we want them to do so by creating spontaneous magic effects, not simply by asking to have them costed. We believe that the new rules will strongly emphasize the benefits of casting spontaneous magic and support players who want to do that.

IC Explanation

These changes are the result of the lingering effects of the powerful conjunction that took place at the start of the year. Changes resulting from that conjunction are still being felt across the Empire.

Battlefield rituals

- We have removed the ability to do battlefield enchantments

We have reduced the number of battlefield rituals that it is possible to perform by removing ongoing enchantments from the list.

Reasoning

The administrative burden for processing an enchantment is significant, not least because it strips off any existing enchantment from the target. The need to get the identity of the target exactly right made battlefield enchantments without a referee problematic. The new list focuses clearly on those rituals which have an instantaneous battlefield effect.

We will continue to endeavour to recruit and train more refs for quests, skirmishes and battles. If you are certain that you intend to perform a formulaic ritual on the battlefield that isn't a battlefield ritual, then try to speak to a ref before the battle if at all possible.

The Dean of the Lyceum and the Provost of the Halls of Knowledge

The powers of the Dean of the Lyceum and the Provost of the Halls of Knowledge have been adjusted to bring them into line with our new rules on Spontaneous magic, and their ability to create ritual texts has been tweaked. Both positions have gained the ability to arrange a arcane projection via e-mail during downtime, but they can now only formulate a ritual that already exists as an arcane projection.

Safety Calls

- We have added a TIME FREEZE call to the list of safety calls

- We have clarified the MAN DOWN call

We have updated the rules and brought all the calls together on a single page. As part of this we have clarified the man down call to make clear how players should respond and added a time freeze call.

The time freeze call is intended to allow referees to OOC control a fight for safety reasons. As such, in Empire, we would ask players to keep their eyes open and be as quiet as possible, to get safety direction from the referee, so that they can restart the fight safely.

IC Explanations

A WizardStar Did It

At the last event there was an enormously powerful grand conjunction. Such events are exceptionally rare, and they can foreshadow enduring changes that last for centuries or more. Now that the conjunction has passed, Imperial magicians are discovering that some of the fundamental laws of magic have subtly altered. Spontaneous magic has become more difficult, requiring time and precious crystal mana to be expended to prepare it. Conversely spellcasting, particularly offensive spells have become much easier to cast. Magicians have even been able to create a "swift" version of purify, something that was previously impossible.

Such grand conjunctions are rare, we don't anticipate making further changes to magic, but minor changes to minor rules to do with magic may take place later as the effects of the conjunction ripple on. Obviously we have made these changes for reason of out-of-character game balance - they are done to improve the game for everybody; this isn't some kind of actual plot you can interact with - but the justification is provided so that characters that exist in the game world have a framework with which to describe the changes and the causes of them in in-character language if they wish to do so.

Magic Armour

We have updated the rules for Gryphonsoul Aegis, Goldenfire Scale and Gravedigger's Vest. In addition we have removed Soldier's Coat from the game - characters with this skill or one of these items have had it replaced with Baersark's Rage.

Reasoning

It was widely acknowledged by many players that Goldenfire Scale was over powered - the benefits were out of proportion to the costs. Critically the design of the item was flawed because the number of hits regained was very much dependent on the benefits from other magical items, and any enchantment or tonic the character had running. One of our goals when designing Empire was to try and avoid situations where an item become substantially more powerful by stacking it with other items and benefits. It was very clear that we had failed to follow that design logic to a logical conclusion with this armour.

As a result we have changed the rules to set the number of hits you can regain (obviously you cannot go above your maximum hits in this way). We have also updated Gryphonsoul Aegis to bring it into line with the power balance for the new rules by allowing unlimited use of the item (while you have hero points).

The new rules update also required a change to the Soldier's Coat item, but any coherent change would have made it indistinguishable from other items. As a result we have removed the item and replaced all references to it with the Baersark's Rage. As usual, any player whose choice of skills is directly affected by this rules change such that they would have chosen different skills is welcome to email us to discuss the situation.

Further Reading

- Rules update 2017

- Rules update 2016

- Rules update 2015

- Rules update 2014

- Rules update 2013

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_update_2015&oldid=48192"

Rules update 2017

Contents

- 1 Overview

- 2 Conjunctions

- 2.1 Reasoning

- 2.2 IC Explanation

- 3 Call Winged Messenger

- 3.1 Reasoning

- 3.2 In-character Explaination

- 4 Ritual Divinations

- 4.1 In Character Explanation

- 5 Bourse Private Auction

- 5.1 IC Explanation

- 6 Item Changes

- 7 Pyrotechnics

- 7.1 Reasoning

- 8 Spy Network

- 8.1 Reasoning

- 8.2 IC Explanation

- 9 Warmage, Bursar and Seer

- 9.1 Reasoning

- 10 Synod Correction

- 11 The Military Council

- 11.1 Reasoning

- 11.2 IC Explanation

- 12 The Throne

- 13 Looting on battlefields

- 13.1 Reasoning

- 14 Cleave and Impale

- 15 Playing Possum

- 16 Synod

- 16.1 Scrutiny

- 16.2 Judgements

- 16.3 Cardinal

- 16.4 Appointment

- 16.5 Change of Doctrine

- 16.6 Inquisition, Condemnation, Excommunication

- 16.7 Veto

- 16.8 Statement of Principle

- 16.9 Mandate

- 16.10 Exemplars and Paragons

- 16.11 Gatekeepers

- 16.12 Reasoning

- 17 Bourse

- 18 Conclave

- 18.1 Reasoning

- 18.2 IC Explanation

- 19 Mercenary Banner

- 19.1 Reasoning

- 20 Philtres

- 20.1 Reasoning

- 21 Shattering Blow

- 21.1 Reasoning

- 22 Battle Mages

- 22.1 Reasoning

- 23 Hero Points

- 23.1 Reasoning

- 24 Healing and Swift Casting

- 24.1 Reasoning

- 25 IC Theft

- 25.1 Reasoning

- 26 Unstoppable

- 26.1 Reasoning

- 27 Relentless

- 27.1 Reasoning

- 28 Grappling

- 28.1 Reasoning

- 29 Large Creatures

- 29.1 Reasoning

- 30 Further Reading

Overview

Over winter of 2016/2017 we have carried out our annual review of the rules from last few years of Empire. As usual we are implementing some changes to the published rules. We are in the process of updating the wiki and the downtime system to reflect the changes, but will summarize and explain all changes here so that players can identify the changes easily.

We will try to include a section after each rules update to explain the reasoning behind the change.

We will post a link to this page once the update is complete, and continue to update this page throughout 2017 with any major changes.

If your character has an ability that has changed because of these rules changes then you are welcome to remove this skill by emailing us.

Conjunctions

We are testing a new method for handling conjunctions at this event. Previously the only way for any character to find out if a conjunction existed was to check the Sentinel Gate using detect magic.

At this event, the egregores will be aware of the existence of a number of conjunctions, as well as some information about the nature of the conjunction (not just the time and location but some very basic information about what is happening to cause the conjunction to occur). An egregore will only be aware of conjunctions that are connected to their nation (and not all of them even). They will try to find individuals in the nation that they believe each conjunction will benefit - but you can also ask them about a specific time and place if you wish. They won't know about all the conjunctions however - so it is still important to check the Sentinel Gate if the egregore cannot help you.

Remember that egregores are characters loyal to their nation. They are not likely to be interested in providing information on conjunctions to members of other nations, nor to simply handing over everything they know to someone who simply asks for it all. They regard the information they have as entrusted to them to dispense wisely in the best interest of their nation.

This rules change is laid out as a conjunction - if the new approach works well then the change will be permanent - but we are likely to continue to change some details as we experiment to find the best possible way to deliver cool quests and encounters to as many players as possible.

Reasoning

Over this year we have been steadily improving the software that we use to manage conjunctions which has reduced the number of problems linked to quests and encounters outside Anvil. However there have still been a handful of unfortunate situations where players have got the wrong information about the time, destination, or nature of a conjunction. That information quickly becomes accepted fact when passed from one player to another leading to disappointment all round when (if) the facts finally come out.

So at this event we are trialing a new system, in which our NPC egregores will be aware of the existence and nature of some conjunctions. As they act in the interests of their nation, these characters will explicitly seek out the characters to whom the conjunction is relevant to give them the information in-character. As a full-time NPC, the egregore will continue to be available in the nation throughout the event - so they will hopefully be able to correct any misinformation that arises in play from the usual Chinese whispers. We hope that this approach - having our field NPCs in a position to give players advice and support on the time and nature of conjunctions - will make it significantly less likely that anything goes awry.

Not all quests are compatible with this approach - so it will always still be worth checking the Sentinel Gate if you are following up a lead - but hopefully players will find it easier to check with their egregore first. They can save you finding a ref, save you spending your mana, and best of all will be able to let us know what conjunctions you are looking for (which can influence the plots we write for future events).

IC Explanation

The recent conjunction between the astrological symbol for the Door and the Web is the cause of this effect. Since that conjunction began, the egregores have reported being aware of some conjunctions at the Sentinel Gate. Checking these conjunctions with detect magic confirms that they all appear to be genuine. There is no immediate explanation for this change, but it is likely that the magic of the gate has been influenced in some way by the conjunction, allowing those embodiments of the nations linked to it to sense when it might be used. The egregores also report that in most cases they are able to sense more details than are revealed using detect magic - gaining a limited understanding of the nature of the conjunction. This coming summit will be a chance to tell how accurate these details are.

There has been some discussion between the egregores about the nature of this change. None are aware of anything similar happening before and at present it is impossible to tell if this is a temporary change or something more permanent. As a group they seem to believe that the change is fate's why of empowering them to better serve their nation - by allowing them to advise the heroes of their nation on the opportunities available. They have decided to try and seek out appropriate individuals at the next summit where possible, and let them know of the existence of any conjunctions relevant to them, but all have indicated that individuals are welcome to ask them about specific conjunctions.

The list of conjunctions does not appear to include all conjunctions, so anyone who is checking if a conjunction exists is still advised to check the conjunction at the Sentinel Gate using detect magic even if their nation's egregore is unaware of any useful conjunction.

Call Winged Messenger

We have overhauled the way call winged messenger works. Previously the ritual allowed you to write anything on anything and send it to anyone.

The ritual has been changed to a lower magnitude but now requires a pre-prepared ritual message. This can be created by any character - but requires three measures of iridescent gloaming - for a single page of text. Messages can be prepared before the event and collected in your pack - or created at the event by going to GOD - just like arcane projections. The message is limited to 2500 characters.

When the ritualist casts the ritual, the pre-prepared ritual message is taken to the target - if the ritual fails because the target isn't valid then the message will be in the creator's pack next event they attend.

Reasoning

The old system of winged messages enabled players to write their messages in the field and send them to us - which was cool - but unfortunately it resulted in us getting a lot of messages that were exceptionally difficult to read. Often they were written on rough scraps of paper and all too often the handwriting was very hard to decipher.

The only way we could handle those was to find some member of plot team to read them as they came in - and then try desperately to type them all up after the event - so every member of our team could access them. Unfortunately that process was extremely time-consuming and error prone and that meant that our responses to these messages were often delayed or disappeared completely. Given that these letters turned as scraps of paper - and were being handed around the plot tent - it was often exceptionally difficult to keep track of them in the chaos of the event.

The new approach has one clear disadvantage - namely that the actual message needs to be prepared in GOD, rather than while playing your character. We were disappointed to make that change - but the benefits from the new approach are significant. Now the message is logged on our computer system - which means that when you cast the ritual we know exactly what has been written and to whom. We no longer have to try to decipher different hand-writing and it should be almost impossible for any winged message to go missing.

We're confident this will allow us to do a vastly better job of managing our responses to letters. We should be able to respond more promptly at events - as well as being able to follow up messages much better between events without needing to find a volunteer to spend hours typing them up. It will always be a challenge to be as responsive to player actions as we'd like, but this change will give us a fighting chance to be much more responsive.

We have limited the length of ritual messages because we still have to read them all! Long messages take a while to read - which can quickly add up when a message needs to be read by multiple members of the team. Crucially though, the longer the message... the more likely it is that a key point that a player has written will be overlooked. Limiting players to shorter messages will make it harder for that to happen.

Finally the new system will make it easy and effective for us to return a failed message. Currently a failed message just disappears - which is awful game design because it means the player gets no feedback that their attempt to achieve something has failed. Returning a failed letter to the person who wrote it means that they will know it failed - so at least they know what has happened. We hope it will also mean that players get better at making sure they have a valid target for their ritual!

In-character Explaination

There has been a recent conjunction between the astrological symbol for the Door and the Web. Magicians are never really sure whether such conjunctions cause magic to change - or are instead visible symbols of hidden currents of magic. Regardless of the reason the movement of the stars remains one of the most effective ways to tell when powerful forces are changing in the world of Empire.

Ritual Divinations

We've reviewed and overhauled all our divination-style rituals - rituals that gather information about people, objects, and the area immediately around the ritualists. We're keen to ensure that every divination ritual provides information to the casters that is either useful, or interesting. Useful information helps characters take action - whether it's moving a plot forward or pursuing some in-character goal such as apprehending a criminal. Interesting information provides context or detail about the game world that is valuable in its own right. We're very keen to reduce the number of times that the players perform a divination ritual and get information that is bland, irrelevant, or useless.

The first big change is that we've added a divination function to the detect magic spell. Anyone can cast this on a character; on a ribboned item; or on their immediate area to find out if there is anything valuable to be learned using a divination effect - whether that's a magical ritual or the insight ceremony. Previously, a character had to actually perform the ritual to find out if there was any information to uncover, which was wasteful not just in terms of mana but in terms of time invested, and player enthusiasm.

You don't have to take this first step - if someone is complaining about being covered in imaginary bees it is reasonable to assume that they are probably under a curse - but it provides a useful first step in analysing a situation that has a relatively low cost (personal mana), and is open to any magician.

The next change is that we have ensured that each divination ritual is distinct. Previously, for example, there was significant crossover between Bright Lantern of Ophis and Reading the Weave, and between Bright Lantern and Wisdom of the Balanced Blade. This created suboptimal situations where a given ritual would provide some information that another ritual provided, but in a different way or to a greater or lesser degree, complicating both the lives of plot writers who had to fill in information in multiple boxes, and referees who had to disentangle it all.

Some rituals have changed more than others. Hand of the Maker, for example, now provides more information about the creator of a crafted item, and the events around its creation. Reading the Weave on the other hand has been completely removed, and parts of its previous function rolled into the new Ties that Bind - a ritual that now focuses entirely on divining the bonds and social connections of characters.

Ties that Bind has undergone a dramatic overhaul. When redesigning divinations, we looked closely at the kinds of information we were able to provide reliably, and we determined that anything that examined the bonds on magic items was providing very variable results. The new Ties that Bind is more reliable because it targets a character - and a referee can check the details of the information they are handing out and ensure it is correct (something that is impossible with just a ribboned item). We're hopeful that the recent change to allow players to see which magic items they are bonded to will go some way to improving our ability to say with certainty who is bonded to what item, or who has been bonded to it in the past - we're not ruling out the possibility of divining the bonds on an item in future, but for now we're removing that effect from Imperial Lore.

Two other rituals have undergone significant changes are Clear Lens of the Eternal River and Shadowed Glass of Sung. These rituals were simply too ambitious in what they did, rarely worked, were rarely used for their intended purpose, but simultaneously created an unsustainable burden on plot writers who were expected to create information on the off chance these rituals were used. We're very keen to cut down the need for plot writers to create text that never gets seen. The rituals also did the same thing in different ways, something that muddies the waters between the realms and effectively doubled the workload. Now, these two rituals provide two specific kinds of information - the historical context of a location (something we know a plot writer will already have decided as part of writing their quest), and a typically whimsical possibility of "something cool" - provided the plot writer has written something, which can easily be determined with detect magic.

Finally we've added a new ritual Hakima's Glass. While not the most exciting ritual in the world, it allows for a function that was previously tied up in various other rituals - the ability to cast detect magic on someone or something that is protected by a shroud or other obscuring effect.

A few magnitudes have changed, but for the most part we've ensured that they remain within reach of solo casters. We were keen to support the characterisation of a specialist diviner magician, and so the majority of the rituals are magnitude 6 or 8 - the former easily attainable by a master magician or an adept with a suitable bonus, the latter easily attainable by a master with access to the Imperial regio, a magic item, or a potion.

The exact changes are summarized here. As always, if your character has an ability that has changed because of these rules changes then you are welcome to remove this skill by emailing us.

In Character Explanation

Last event's conjunction, focusing as it did around themes of things being hidden and revealed, is responsible for the changes to divination. The exception is Hakima's Glass - we are suggesting that the ritual was always around, it was simply not worth bothering with until the recent rise in the number of shrouds, and the changes to rituals such as Bright Lantern of Ophis, made it potentially useful again.

Bourse Private Auction

We have take the decision to cut the Bourse private auction for the time being. The auction was a massive investment of time and energy by various plot writers and having examined the concept at great length over winter, we have become convinced that we should try to see if we can't get a lot more plot and game by investing that time elsewhere. Some of those ideas are being trialled in this and other winds of fortune. If they work well and create game then we'll put our efforts into more plot of this kind in the future.

IC Explanation

There is an update in the Winds of Fortune that explains the IC reasoning for this update.

Item Changes

All the item updates are now complete - a number of items have had their powers changed - and at least two items have been removed. The Sundering Axe has been replaced by a Shieldbreaker and the old Woodcutter's Axe has been replaced with a Butcher's Cleaver. If you have one of these items currently - its powers are replaced by the replacement item. If you could make one of these items before - then you can now make the replacement item. All existing magical standards have been changed to become a Thaneshall Banner.

Anyone who wants to drop a skill for an item they no longer wish to make because of the rules changes can email us and we'll sort that - or you can sort it in GOD at the event. If you have one of the items that has been removed and you don't want the replacement item - then you can surrender the item in GOD to get the materials used to make it returned to you - albeit pro-rata for the number of seasons remaining on the enchantment.

Pyrotechnics

Players are no longer allowed to bring pyrotechnics (anything classed as a firework, which is anything that has powder charge and an igniter and a lower yield than 10grams). We used to allow players to do this - if they let us know beforehand - but unfortunately that is no longer possible.

Reasoning

Unfortunately, the new Policing and Crime Act 2017 (Possession of Pyrotechnic Articles at Musical Events) basically means that it is no longer possible to have a licensed bar at the event and also allow players to have their own pyros on site. We are allowed to use our own pyros - but attendees can't bring their own. The new law covers anything classed as a firework, which is anything that has powder charge and an igniter and a lower yield than 10grams. Obviously this isn't a decision we wanted to take - but the matter is out of our hands unfortunately and we have to comply with the new law.

Spy Network

We have reversed the order of information for a spy network. This makes it more expensive for the Empire to get a good quality strategic map for a new territory - but ensures that you can always find basic military information - like the presence of enemy armies.

Reasoning

Under the old rules, small numbers of players were using spy networks and effectively getting nothing (because they were getting a map the Empire already had). It's part of our game design that we try to ensure that players have the best possible chance of having something useful at the start of every event. With the changes to the guerdon it was more important to update spy networks as the chance was increasingly high that players would receive nothing.

With the new rules, when the spy network is built, the Empire can take steps to ensure that they have enough military units to get a map of the area. But military units assigned to the spy network in subsequent seasons will always finding some useful information - even if that information is only that there are no armies here.

IC Explanation

A recent conjunction has had a profound effect on the abilities of scouts and spies everywhere.

Warmage, Bursar and Seer

The changes to the Imperial Conclave - removing the gambit and giving the mana directly to the grandmasters to use to further their political order's ambitions have blunted the power of the Imperial Seer, Bursar of the Conclave and the Warmage. To address this we have made some changes to each of these titles. The Bursar has gained a ministry - in line with their economic responsibility to help the Conclave raise money to acquire resources for Conclave members and to arrange the purchase of materials and items that the Conclave wishes to acquire. The Imperial Seer has gained a unique consumable resource and an important piece of new regalia - the Hawk's Demeanour and the Warmage has gained the support of the Arch of the Sky, providing the title with a small bounty of ilium each event.

Reasoning

We were keen to give these affected Imperial titles some additional options to increase the potential for roleplaying - to correspond with the abilities lost with the gambits. The challenge with the Warmage is that we want to ensure that the position is still dependent on the support of the orders to achieve things - we didn't want to give them their own mana supply because that would have meant less need to roleplay with others. We hope that a supply of ilium will give them something that other magicians want - and that will give them some leverage to negotiate with the orders for aid.

The Imperial Seer was due to receive a gambit next event had the system not been changed in the meantime. Their new regalia and resources will make it easier for them (or an ally) to perform powerful divination rituals - an essential part of their job. Like the Warmage they are still dependent on the support of the Conclave - but we hope their items will enable to them do more if they can get that support.

The Bursar is a simpler change - giving them an economic route to turn money into more mana crystals. We hope that this will give them an effective position to increase their wealth from one event to the next by roleplaying over the opportunities the additional mana presents.

Synod Correction

We have removed the rule that a failed judgement in the Imperial Synod would require primacy to raise again. The penalties for resubmitting a judgement that required a lesser majority make sense - but there was no need for the additional penalties when resubmitting a judgement that required a greater majority. Players correctly pointed out that it led to some very perverse game play options that were difficult to counter. As a result we've dropped this line from the changes - members of the Synod may resubmit a judgement that requires a greater majority without additional restriction.

The Military Council

We are making a number of changes to the operation and running of the Military Council. Meetings of the Military Council will now take place in a separate marquee near the Hub, rather than in the Senate building. We will put the map table in the room - but are looking at options to lower the table so it is closer to the ground. There will be a ring of benches with the aim to provide just enough seating for each member of the Council. The Herald will chair the meeting - they will allow a free exchange of discussion as is customary in the Military Council - but they will not permit members of the Council to shout each other down and will look to stop people talking over each other.

Adjutants and guests of The Throne (the Throneguard) will be permitted to come and go throughout the meeting, but cannot talk in Council without the nodded consent of the body. The expectation is that adjutants will sit or stand behind their general they are supporting. Any private conversations taking place in the tent should be no louder than a whisper, so that they avoid disrupting the session. The Herald of the Council will use their legal powers to silence or exclude anyone in the tent whose activity is disturbing the meeting.

Reasoning

We had had ongoing feedback about the Military Council that makes clear that the experience of participation for many players is poor. Any meeting involved scores of participants risks devolving into a shouting match where the best pair of lungs wins. The nature of the table meant that players tended to crowd round it which made the room feel claustrophobic for some and crucially meant that access to the table and the discussion was becoming a physical free-for-all.

We have asked the new Herald to take a more proactive approach to chairing the meeting to ensure that all members of the Council have a chance to participate. We want players to become animated, it's fine to shout - but we won't allow the meeting to degenerate into a contest of volume. Crucially we hope that moving to a larger space, laying out seats for each member of the Council - and dictating the terms for the involvement of the adjutants and others present will give us the chance to remove the physical contest of strength to get a place at the table.

The Military Council is intended to be a contest of politics and war, not a physical shoving match. We hope that the new approach will help us to address that.

IC Explanation

The current Herald of the Council has resigned. The head of the civil service, Mila Boraslava, has asked Ekaterijna Gremani to assume the position for the Winter summit onwards. The civil service have a degree of leeway to change the format of the meetings they support - so the new Herald has used their authority to bring in the new changes.

Please note that while we are explaining these changes as the decision of the new Herald of the Council - because that is the simplest in-character explanation - this is a decision taken by Profound Decisions for OOC reasons. Please do not remonstrate with our civil servants over policies that Profound Decisions have implemented - the correct way to provide feedback of this kind is to speak to us directly.

The Throne

We have updated the page detailing the powers of The Throne. The main changes is the introduction of a new power allowing The Throne to designate one citizen who can address the Empire. We have added some important but subtle clarifications for powers like veto and favours.

Looting on battlefields

If your character is looting a weapon or shield from the battlefield so that you can replace a shattered item then you must loot an item that is equivalent to the phys-rep you are going to use. If your character has a large round shield - you must loot another large shield (not a buckler). If your character has a spear - you could replace a shattered spear by looting a similar size polearm - not a sword or axe.

If you are looting an item in this way - you must check with the player whose character you are robbing. An item can only be looted once (so if another player has looted it already, you cannot do so) and there is no point to looting a shattered weapon. If the player tells you that the item has been shattered or looted already - then you cannot loot it.

If you are stealing a ribboned item because you want to take an item of value and keep it, then you should check with the owner. They may ask you to take the phys-rep with the ribbon attached, or they may remove the ribbon and give it to you. A player may do this because they do not want to risk losing an expensive phys-rep, but all our monsters will be instructed to hand over ribbons rather than phys-reps as we are unable to replace stolen phys-reps if we need to respawn the orc. If you take a ribbon you should put the ribbon on a suitable phys-rep of your own as soon as possible after the battle is over.

If you do need to take a phys-rep on the battlefield, either a magical item or a banner or equivalent, then you must return it to GOD after the battle is over. All phys-reps, including barbarian banners must be returned in this way.

Reasoning

There have been a number of contradictory ref calls on whether it is legitimate to replace a shattered weapon on the battlefield. Shatter is an important call and we want it to remain effective on the battlefield - but we also want to preserve a degree of realism over when a player might replace a shattered weapon with an equivalent.

The change to looting magical items is to ensure that if we do need to respawn a barbarian orc then we can be confident that they still have their weapon phys-reps. We have tightened up the rules on stolen phys-reps, especially banners, on the battle because we have made a number of barbarian banners in recent years - but almost none of them survive a single battle. They get looted and never returned - and we simply cannot replace them at the rate they are being taken. The new rule that if you take any phys-rep from the battlefield then it must be returned to GOD before you go back in-character should make it easier for us to puts cool barbarian banners on the field.

Cleave and Impale

We have clarified the effects of CLEAVE and IMPALE to make clear that the limb is disabled and cannot be used. A few players were under the impression that it might still be possible to use a cleaved limb - but you cannot carry on using an item in the hand if that arm is cleaved. If your leg is cleaved then your character can defend themselves but they cannot stand or even kneel. Effectively you must have your bum on the ground.

Playing Possum

We have updated the disguise rules to cover pretending to be dead on the battlefield. If your character is pretending to be dead, you must answer truthfully if asked OOC if you are dead or dying.

Synod

We have overhauled all the Synod pages on the wiki to bring them into line the presentation and format used for other parts of the wiki and to improve the quality of documentation for all participations on how the Synod works. As part of that process we have made a number of additions and changes described below:

Scrutiny

We have reduced the minimum amount of time to submit a judgement before a Synod voting deadline from 4 hours to 3 hours. We have added an additional option that any judgement that requires a greater majority - veto, excommunication, recognition, or change of doctrine - may be raised without the need for three hours of scrutiny. We have limited the power to withdraw a judgement to prevent it being abuse of the system.

Judgements

We have put in place an additional limitation that a second judgement with the same legal outcome as one already failed by the Synod that summit requires a greater majority to pass. Once the Synod has said no - any further attempt to pass the same judgement requires majority support of all the priests of that assembly. We have also added a limitation against raising multiple identical judgements to make it harder for people to sneak judgements past the Synod without people realizing what is happening.

We have added an option to allow the priest who submitted a judgement to ask the Tribune to count the votes before the deadline. The Tribune will do this under three conditions:

- There is good reason to believe that the greater majority has been achieved

- The Tribune is not already manically busy

- The request is not vexatious

This addition gives the Synod another way to pass a judgement quickly - making them slightly more responsive - without needing to achieve primacy in one fell swoop.

Cardinal

We have given the cardinal a new ability - to extend scrutiny for a judgement once per summit. This allows them move the deadline for voting on that judgement back. Our OOC justification for adding this ability is that the Cardinal will benefit from additional powers and this is subtle and is a nice contrast to the power of The Throne to influence Synod voting. Basically we think it's cool - so we've added it.

Appointment

We have amended the power of appointment to make clear that this judgement is raised by the Tribune on behalf of the Synod - but only in response to a request by a citizen to be considered for the post.

In addition we are amending the guidelines for New Imperial titles to make clear that the only acceptable constitutional path for a virtue appointment is by judgement of the virtue assembly - not appointment by the cardinal.

We are looking at an IC approach to allow players to choose whether they wish to amend existing titles to operate using the new constitutional guidelines - or leave them as they are. We will present this to the Senate for consideration at the first event.

Change of Doctrine

We have expanded the change of doctrine to include the idea that a failed judgement constitutes defacto but not legal rejection of the suggested change. If the Synod says no to a proposed change of doctrine than most citizens in the Empire will interpret that as a positive rejection of the idea.

Inquisition, Condemnation, Excommunication

We have added a role for the Tribune of the Synod in these judgements - informing the target of what is taking place and what the outcome will be.

We have rewritten condemnation as "sanction" so that it can encompass the new options created by players - vindication, castigation and penance. In effect condemnation is now simply one of four options available to the Synod to sanction an individual.

Veto

We have changed the way the Synod veto interacts with a motion passed by the Imperial Senate. Previously a member of the Synod needed to announce they were intending to seek the veto to delay implementation of a motion - now they need to actually submit a judgement to do so. The motion does not progress until the judgement of the Synod is concluded.

Statement of Principle

We have improved statement of principle to allow the General Assembly to pass a statement with a greater majority to have a significant effect on the rest of the Empire. A statement of principle passed with a greater majority by a national assemby may have a significant effect. In effect, the Synod General Assembly has the power to influence events - even create new plot opportunities - if they can muster a greater majority.

Mandate

We have added a new class of judgement to call out the ability to respond to a Synod plot opportunity using liao. We have specified that this must use the wording provided by the original plot opportunity but included a defined route for players to introduce their own responses before the event begins.

Exemplars and Paragons

We have added new content on exemplars and paragons to give more definition on these key concepts in the Imperial faith by providing some schools of thought on them.

We have added a new game structure - the inspirational tomb. At present players can make exemplars and paragons - but have no way to get real content about them on to the wiki - which basically reflects the lack of any mechanism for them to make the exemplar/paragon *famous* (we've started referring to them together as "inspirations" in the text). If the players choose to create an inspiration tomb for their inspiration - the exemplar or paragon - then we guarantee to send NPCs out to talk to you - to get the info on the live and signs of the character - and to make a full detailed wiki page for them. Just bear in mind the high cost for this new ability - true liao! One dose of the most valuable substance in the Empire is needed to create an inspiration tomb.

We have also added context for the Custos Claves, a Highborn group who operate from Bastion where they build and curate shrines, churches and basilicas for the most virtuous exemplars and paragons. If the players are able to convince the Highborn of the virtues of their inspiration then the group will provide all the skills and experience needed to commission a suitable sinecure to commemorate their life. You have to pass a commission and provide the White Granite - the Custos Claves are neither rich nor all powerful - but using their skills in place of the civil service, means that the commission will not count against the Senate limit on commissions.

Gatekeepers

We have updated the information on gatekeepers to define specify how the PCs tell the NPCs what decision they have made. The question of how the gatekeepers make their choice has not been changed - just how they communicate their decision to us.

Reasoning

The original design work on the Synod was excellent and has stood the test of time well. Unfortunately the documentation on the wiki didn't reflect that - and in particular minor procedural changes which had been introduced over the years to keep the Synod running smoothly were not anywhere that new players could find them. Our core goal in overhauling the pages was to condense the material, make it easier to find and read, and present it in a format that was similar to the other parts of the wiki.

Some of the minor changes that were made over the last few years, like scrutiny or seeking the veto were done without full consideration of all the possible alternatives. The overhaul gave us a chance to examine those parts and see if there wasn't a better implementation. With scrutiny it was fairly easy to see that reducing the period from 4 hours to 3 hours would still allow plenty of time for players to consider a judgement - but meant that players would have an hour after time-in each day to get their judgement submitted - a clear improvement.

The old rules for "seeking the veto" were introduced on the fly to respond to the developing situation in the field. The approach worked, but it was crude and clearly ad hoc - required it's own special rules for scrutiny and was dubious on legal and constitutional grounds ("seeking" a veto was a crude flange we just made up to patch a flaw). The replacement means that the veto can follow all the regular rules for scrutiny without a problem - rather than seeking a veto, a player simply submits a judgement for one.

The introduction of the new power for the cardinals to move a voting deadline back was added to give a cardinal a little more power. The voting deadlines were not present when the cardinal was created. Creating the pages for the process identified this opportunity for an additional power.

The wiki allowed the Senate to decide if a new virtue appointment was done by the assembly or the cardinal - we have changed this so that the well worth constitutional path is that all new virtue appointments will be done by the assembly. Having the cardinal appoint the position was an extension of the way gatekeepers were appointed which was implemented without full consideration. In retrospect we are convinced that there is much more game in the virtue assemblies appointing virtue titles - rather than being directly appointed by the cardinal. We hope that it will also help to raise the profile of these important positions if they are being openly fought over by players.

There is a good argument that all virtue appointments should be done by the virtue assembly - we feel there is more game in that approach. But the powers of the gatekeeper are significant but very narrow - and they often play an important role supporting their cardinal which works well in play. So we have left them unchanged - but made clear that future virtue appointments should appointed by the assembly - to maximize the politics of the appointment. We are going to introduce an administrative motion at event one to allow the Senate to decide if they wish to change existing titles like the Virtue Inquisitor - to be changed to be inline with the well worn constitutional paths. We think the game will be better if they are - but we're more concerned with ensuring that all future titles follow the best approach than we are about correcting existing titles. If the Senate doesn't want to change them - that will be a perfectly valid IC decision that we'll respect. Basically we'll attempt to change them IC - through IC means - and drop the matter if the Senate rejects that attempt.

We have updated the civil service processes for judgements like inquisition, condemnation, veto and excommunication. We spent extensive time discussing how the target of these PvP attacks should find out what had happened. Our ideal with vetoes and similar is that the players will grandstand some public denunciation of the wrong-doing - we wanted to make sure that we left room for the players to maximize the drama of these vital synod functions. At the same time - as they are PvP we wanted to make sure that our civil servants were able to talk to players, let them know what was happening, what their options and what the might do about the attack on their character. The new approach gives us the flexibility to ensure that players know what is happening in the game.

The change to statement of principle is small but very significant. If the General Assembly passes a statement of principle with a greater majority - then it is guaranteed to have an effect of some kind. We'll look at any statement of principle that passes with a greater majority - though we'll only run plot with those that happen in the national assemblies if it is clear that there will be good plot and game on the field as a result. This gives the Synod direct control of a lever that they can use to influence events in the Empire. This change is part of an ongoing series of improvements to add more levers of this kind to the game to allow players to be more proactive and to give them greater control of the game. It won't be possible for the players to know what effect will happen - players second guessing or attempting to game the system will be disappointed - but players seeking a means to achieve a clear in-character goal will have a new way to achieve that.

The new judgement of mandate is the counterpoint to the improved statement of principle. It gives the players a clear definitive way to take a moral stand on a contemporary issue and authorize a priest to take action. Changing the mechanism to require the use of wording provided by the civil service removes a clear failure in the current system where players could pass a judgement in the field - but that failed to achieve the game effect because it didn't meet the criteria outlined in the opportunity. In effect we were being forced to judge someone's roleplaying to decide if passed or failed - which is something we try very hard to avoid. Now the decision is whether or not to pass the mandate - if that happens then the priest knows exactly what the outcome will be if they go through with it.

Although there have been very very few successful alternative wordings for the expenditure of liao in the past - we wanted to keep that possibility open as far as possible. But we also wanted to make sure that players could make informed decisions with the certain knowledge of what the outcome will be. Allowing players to email us with considerations before the event makes the process for trying a different option to those presented explicit - gives us time to judge how effective it might be - and leaves a small window to inform other players of the potential consequences if they decide to back that approach.

The two new additions to the rules for exemplars and paragons are designed to give the Synod new ways to reinforce the impact of their decisions. Our implementation of pages on the wiki for new exemplars has been virtually non-existent - a reflection of the large amount of work involved. We can't commit to that amount of work for every new exemplar or paragon made by the Synod (or by a new player group joining the game) - but we needed to have a mechanism for the players to be able to make their exemplar or paragon as famous as historical figures like Tian, Empress Richilde or Good Walder. Since doing that creates a huge amount of work - we wanted to set the cost high - so we opted for a dose of true liao.

We're well aware that many players consider it some kind of sacrilege against the patron saints of LRP to sacrifice a dose of plot-generating liao in this way. That's awesome because it ensures the cost of true liao remains sky high! It's the most expensive commodity in the Empire which is brilliant. Creating an inspirational tomb is meant to be an epic achievement - you've fundamentally changed the whole Empire by creating a figure that will live in its history forever. That isn't meant to be easy! The precious way that players horde true liao makes it the perfect cost for this ability. And you never know... maybe if someone ever does manage it they'll discover that there is more than one way to skin the plot generating cat...

In the setting Bastion is the site of many of the most important churches and basilicas for exemplars, paragons, and Empresses, but there was nothing in the setting to support that. We've added the Custos Claves to create a mechanism that supports the Synod in creating structures there. They can't help you get the construction past the Senate - or pay for the White Granite - but they can help with the commission itself. We know that commissions are in short supply - so having a free one if you build a sinecure in Bastion should be a neat incentive that reinforces the setting. In addition it adds a new dimension to the roleplaying around getting an exemplar passed by the Synod. If you can get enough political support to pass your judgement - you then have a chance to roleplay trying to convince a group of NPCs of the religious merits of your candidate. If you can persuade them - then they can offer real effort to your cause.

The change to the gatekeeper, specifying the mechanism by which they tell our NPCs what choice they have made was long overdue. The lack of any definition in the setting for the way the gatekeepers choose their candidates is odd - but that oddness has become a feature - something that makes that part of the game distinct. But while we don't mind how the players make their decision, we do need to be very clear about how they inform us. If we don't know what the mechanism for the players telling us their decision is - then we have no way to find out for certain what decision the players have made.

Basically we want the gatekeepers to argue about what decision to make - what we can't have is a situation in which they argue about whether or not a decision has been made. The update removes that essential contradiction - allowing the players the freedom to choose in any way they wish - but ensuring that when they make a decision then we will definitely know what the decision is.

There are some things that we were asked to change that we have not changed, of which the most important is witness. There is a common complaint that the Right of Witness is meaningless because all the official meetings of the state are open to everyone - so the Right of Witness has no effect there. However the private meetings that some citizens arrange are not subject to the Right of Witness, so there is game happening that priests cannot force their way into. This is all true - but subtly completely misses the entire purpose of the Right of Witness.

The purpose of Witness was never to make it impossible for players to hold secret meetings. Empire is a game of politics - having secrets, creating them, discovering them, spreading them is part of the enjoyment of the game. The last thing we want to do is make it impossible for players to have secret meetings. But the risk of any political game is that the entire political process becomes a secret - obscured behind closed doors it becomes impossible for most players to view it and thus to see what is happening. There are perfectly good in-character reasons why Empire players would choose to lock everyone out of a meeting of the Military Council - or why Senate decisions would be taken behind closed doors. Such an approach might benefit the Empire But we were confident that such an approach would be bad for the game.

The Right of Witness is, a kind of [externality]. It existence renders private meetings of the Senate or the Military Council legally impossible. Our preferred outcome in making it impossible to prohibit priests from these meetings is not to give priests special access - rather it is to make players accept the impossibility of making these meetings secret. It is a small step from accepting that if you can't keep 250 Synod priests out of your Senate session then you might as well have a viewing gallery and let everyone in. The existence of the Right of Witness is not intended to benefit priests - it is intended to benefit every player in the game - by forcing a significant portion of the political game to be resolved in public where any player can see it and get involved.

We have also been asked to look if we can improve the rules regarding religious crimes to give greater agency to the players over these important laws. Our response to that request is likely to involve producing new guidelines - like those issued for clemency - to try to help everyone understand how the law is interpreted and applied by our NPCs. We believe a more transparent process will benefit everyone. Any additional guidelines will take time to write - but may hopefully be available on the wiki before the end of the year.

Bourse

We have updated the procedures for characters who lose an Imperial Bourse seat. The new rules state that the seat will receive back what they paid for the seat in proportion to the amount of production remaining. The original rules giving a re-auction were complex and legally inconsistent with the idea of a contract between the state the citizen. In essence if the contract is broken by the Empire - then the Empire repays what was paid.

Crucially we have removed the line that the proceeds of the auction of an excommunicated bourse seat holder go to the virtue fund of the Synod. In practice, it is near certain that under the old rules, any Bourse seat holder would simply have resigned their position moments before a judgement passed against them. Thus they would have recouped what they paid or more back anyway.

However that would have led to arguments about the validity and timing of the resignation and players disappointed when the excommunication power did not work as expected. Removing this option makes the legal system simpler and much more consistent (the removal of a seat is treated the same no matter how it happens) and critically ensures that everyone involved can see what the likely outcomes are when they make their IC decisions.

We've also removed the ability to get your money back if you resign. That gave too much leeway for players to get their money back if they foolishly overpaid at the auctions - the Bourse is meant to a high-stakes game, not one where you can change your mind at the drop of a hat. Removing that element has allowed us to further simply the rules over the repayment.

Conclave

We have made a number of changes to the running of the Conclave, summarized below:

- Gambits have been removed. The entire system was not creating the kind of game we intended, so we have removed it completely.

- Free minutes of discussion have been removed. Previously the first person nominated by each grandmaster in each round of discussion after a gambit spoke for free. Going forward everyone has to pay for their minutes during the discussion.

- (ETA) A line referencing an ability to the civil service to allow people to speak was removed.

- No more question and answer sessions. Anyone making an address or declaration, or speaking in response to them, has to speak themselves. In keeping with the Principle of Presence it is no longer possible to engage in question and answer sessions, or allow someone else to talk substantially on your behalf during the minutes you have paid for.

- Declarations come into effect at the end of the session. Previously there had been some confusion about when a declaration before the Conclave came into effect. All declarations now take effect at the end of the session

- Precedence is calculated at the start of the event. Rather than calculating precedence based on the attendance of Conclave, we are establishing precedence shortly before the start of each event using the number of magicians who possess each order's Arcane Mark as recorded on our database. We intend to make this calculation as close as possible to time-in to take into account gate bookings wherever possible. Previously precedence involved a great deal of counting and would regularly delay the start of the Conclave session.

- Grandmasters receive their order's resources. Going forward, the grandmaster of each order gets the resources that were previously locked in the conclave vaults. We've coupled this with an explicit statement that the grandmaster is responsible for using these resources to the benefit of their order and in pursuit of their order's goals.

- Grandmasters may be challenged. A system whereby members of an order may declare a lack of confidence in their grandmaster, triggering a new election, has been introduced.

- Sorcerors do not lose their resources. Previously, sorcerors lost their personal resource if it was a mana site and it became the property of the Conclave. We have removed this stricture. A sorceror still keeps their mana site. Although it is illegal for them to carry the mana it produces, it is acceptable for them to pass the mana to an ally before the game begins.

- Archmages deal with eternals. The archmagi have gained two new powers - plenipotentiary and parley.

- (ETA) Declaration of the Balance has been removed. This declaration was potentially extremely time consuming and disruptive for minimal benefits and has been largely superseded by the ability for order members to challenge their grandmasters.

There may be additional tweaks to the wiki in line with these changes over the next week, and we are still discussing a few procedural and implementation points which should be clarified in the next few days.

Reasoning

The Conclave represents a fascinating design challenge in Empire because of it's mass participation nature. The more players who participate in the Conclave game - the slower the game runs and the less enjoyable it becomes. Obviously the point your character is raising is incredibly important - but the more players who are present the greater the chance that you will have to listen to speeches that don't interest you personally from other players.

Any format like this in a LRP game risks reaching a stable equilibrium at the point where it gets sufficiently large that almost everyone is unhappy with it. If more players join - then everyone gets less happy with the resulting game - so some players drop out. As more players drop out of the Conclave game, it speeds up and gets more enjoyable. It is quite possible that there is literally no way to build a Conclave game that won't ultimately result in a situation where everyone is unhappy at how long the meetings are, if that unhappiness is the only check on the length of the meetings.

That caveat aside, we spent the winter reviewing the extensive feedback from the Summer about the Conclave - reading player experiences of the Conclave and looking at the things they enjoyed and how we could support that. The review made clear that there were improvements that we could make to the Conclave to ensure it ran more efficiently. Generally we know that things that make the Conclave run more efficiently are likely to be relatively popular. At best these changes might result in shorter, more enjoyable meetings which would be great. But even if they don't then the Conclave would be at least as enjoyable as it is now - but with more players involved.

Removing the counts of order size before each session is an obvious way to reduce the drag on the sessions. It also reduces our paperwork and administration which allows us to spend that time improving other parts of the game. Crucially it gets away from a model in which grandmasters might be inclined to encourage players who don't enjoy the Conclave game to turn up so that they can count for precedence. There's no evidence that that was happening - but that is the model that the old approach encouraged. On the face of it it encourages participation - but people who are enjoying the Conclave game don't need encouragement to attend - we want players who don't enjoy the Conclave game to find their fun elsewhere.

Removing free minutes to respond to issues is intended to help speed up the Conclave and reduce the potential for "I agree" speeches. One of the essential elements of the Conclave that was designed to try and keep meetings short was to charge people 1 mana crystal per minute to speak. The goal is to say to people that you shouldn't be talking in Conclave if you don't have something worthwhile to say. The idea of free minutes to respond to declarations really undermined this because it gave people a chance to speak without paying for everyone's time - and worse it encouraged people to say things "so as not to waste the free minute".

The change removing the possibility for question and answer sessions has a similar intent - to keep the meetings tightly focussed and prevent drift into conversation. We want conversation to happen - but not in the Conclave when someone has the floor. The time for magicians to be engaging in politics and discussions is in smaller groups before and after the Conclave. We want to encourage that kind of politics to happen outside the Conclave session.

The change to gambits is very different. It was clear from the feedback that many players didn't enjoy the gambits, they did not work as a public spectacle. Crucially we felt that the gambits had failed to achieve the kind of political game we had hoped for - almost all gambits passed, most were equally funded by each order. There was surprisingly little evidence that the different political ambitions of the orders were having a significant influence on which gambits they were prepared to fund. Even worse was the appearance of gambits to get the mana crystals out of the vault so that the grandmaster could use - we didn't have a problem with the grandmasters having the crystals - we're all in favour of a bit of corruption - it's good for the game. But there didn't seem to be much game in having the grandmasters agree to give themselves their own mana.

By giving the entire contents of an order's vault to the grandmaster at the start of every event, we make the administration of the game considerably easier but more importantly we hope to encourage a strong sense of ownership of the mana crystals by the grandmaster (and her order). The previous system - in which access to the vaults had to be agreed collectively meant that there was unwanted pressure for that access to be for the common good. In effect we had a fairly unique economic phenomena - a sort of reverse tragedy of the commons. Instead of a collective good - that could be accessed individually (which in classic economic theory leads to ruin) we had a personal good - that could only be accessed collectively. So instead of parochial, political, selfish, corrupt use of an order's mana - which is what we would want to happen - we saw the opposite.

We hope that the change will encourage grandmasters to meet with members of their order, to discuss their vaults and how they will use the contents to further their order's ambitions. We hope that grandmasters will think twice about paying a mana crystal for a magician to stand up and say "I agree" when that is one less mana crystal that they could be using for their own personal enchantments. We are optimistic that there will still be just as much game as there ever was for magicians who want to access the Conclave's vaults - but now that game will take place outside of Conclave. Now you will have to convince the Grandmaster of the Rod and Shield why your magical experiment benefits her order's objectives, rather than having to present a single picture of how your plan benefits everyone.

Of course it's possible that grandmasters will simply pocket the lot and be sitting pretty as the most magically rich citizens in the Empire. Great! Corruption is great for the game and definitely something we're always looking for ways to encourage where possible. However we need checks and balances - levers for players to pull to oppose such chicanery - so that politics and game can happen. So we have removed the declaration of balance which was not fit for purpose and replaced it with a new mechanism for replacing a grandmaster.

The old mechanism was incredibly difficult to access and worse it risked chewing through the precious time in Conclave to allow an order to settle their internal disputes. We want that game to happen - but we want it to happen outside Conclave - 70 members of the Rod and Shield probably don't want to wait 15 minutes while the Shuttered Lantern decide who their grandmaster is going to be. The new change means that the issue is decided internally by the order - it makes it far easier for an order to replace their grandmaster, so grandmasters will have to consider what steps they have to take to keep the backing of their order.

Removing gambits is obviously a blow to those that had them - the archmagi, the Warmage, Bursar and the Imperial Seer where the Senate motion to receive a gambit was under consideration by the Constitutional Court. The Bursar and the Imperial Seer are particularly badly affected - since neither title has any major legal powers. The Senate and the Conclave are in a position to ensure that all these positions remain relevant through the decisions they take in the game - but we are also looking at the issue of those titles that were given gambits by the players but no longer have them to see if we can help in some way.

Although the Warmage gained the gambit in the original major revision of Conclave, it was never a core part of the game design that the representative from the Conclave to the Military Council - the magician tasked with representing them to the generals should have enhanced powers to draw on the resources of the Conclave. That set-up risked the position operating the other way round in practice - with the Warmage representing the Military Council to the Conclave and using a gambit to let them know what the Military Council wanted from them. Now we hope that the Warmage will be able to negotiate directly with each grandmaster to let them know what the Military Council are planning and see what the orders are prepared to do to help.

However the archmagi lack that essential constituency. It's clear why a grandmaster might give aid to the Warmage - and by extension the Military Council because that would help the Empire fights its wars. It's not clear at all why the grandmasters would offer any help or support to the archmagi now that they no longer needed their participation in the gambit process. We have always felt that the archmage should have a clear focus on magic - on being a magician - and on using the power and influence of their realm. So it made sense to try and create a new power for the archmage that exemplified that.

We know that players have long wanted a way to contact eternals. The original mechanism at the start of the game - where any player could send any number of messages to any number of eternals was utterly broken. There are more players than there are plot writers - we simply could not keep up with the flow of requests and so many of them were just getting no response. We put a stop to that - and that gave us time to redesign a new mechanism - one where players can contact any eternal - and be pro-active about creating new opportunities for the Empire and their characters - but which is limited in number so that we can ensure that we can guarantee a response. It might not be the response you want... but something will happen. All it needed was to find the right mechanism to put that into play to give players a way to fight over it - and the archmage was the perfect opportunity to do that.

Finally we changed the rules so that sorcerers do not lose their resource. There are various technical reasons for this - it didn't make any sense at all under the existing rules framework The point of personal resources is to ensure that every character has a little wealth in their pack that they can choose to use as they wish. Of course they may give it away, commit it to the war-effort, or spend it in the bar - but that's their character choice. Taking that away made no game for anyone and just encouraged the Conclave to declare people sorcerors to try and improve their income which was nonsense - so we have cut that.

IC Explanation

Since the election of the Empress, the civil service had had the need to review all their procedures to ensure that they are inline with the actual rules laid down in law. These changes reflect corrections to errors arising from the time of emergency.

Mercenary Banner

We have changed the way the Mercenary Banner magical item works. It can now only be used during the Muster of the Imperial Military Council, in the presence of an Imperial general who agrees to accept an oath of service from a member of the band. This will form a binding magical contract - the players in the band can then only take the field with the general they are serving rather than their own nation. This means we will be able to update the figures for the battle to ensure that the numbers of volunteers remains balanced for each battle.

We have also increased the cost to make the item.

Reasoning

Mercenary banners pose a number of significant logistical problems in Empire. Once we had run a few events, we quickly identified that the single most important factor in determining the difficulty of a battle was the number of opponents on the field. It was clear that the starting point for providing enjoyably challenging battles was to ensure that we had a roughly similar number of participants on both sides. Bolstering our numbers with our skirmish crew helps - but it wasn't enough to produce a cool engagement if there were significantly more players than volunteer monsters.

In most cases, the Military Council were making choices designed to roughly balance the sides. To ensure that happened, we provided them with a framework and statistics to support that. At the point we did that, mercenary banners became more problematic. We give the Imperial generals an in-character requirement to balance the forces they send to each battle - to reflect the out-of-character game requirements - but the mercenary banners allowed them or any group of players to throw those numbers completely out of line. The banner allowed a single sizeable group of players to take a perfectly reasonable IC decision to switch sides - rendering pointless all the politics of the Council and damaging the event for everyone.

Sadly mercenaries are fundamentally problematic in LRP. The underlying economic principles behind mercenaries simply do not work well in any game with a functioning economy. In the real world, you pay mercenaries to fight instead of you - to take risks instead of you. As a result there is an economic calculation that takes place balancing risk and reward. But in live roleplaying, taking risks is the point of the game. Paying someone to fight instead of you is akin to paying someone to enjoy the event instead of you. It doesn't make much sense, in fact I suspect it would be possible to get many players to pay for the opportunity to be in a fight. After-all they've already paid out-of-character money to be there - what's a few more in-character coins on top?

In play some players will roleplay paying to hire mercenaries - perhaps because it seems the right thing to do. Most of us are sufficiently familiar with the genre of the hard-bitten mercenary to understand how it is supposed to work - but it is hard to mitigate the problems caused by the misalignment between OOC and IC incentives. The negotiation between a general and a mercenary captain should play like that cool scene from Game of Thrones when Daenerys Targaryen tries to convince the Second Sons mercenary force to change sides. I've played a mercenary captain in LRP - it's how I wanted the scene to play out in my head - but it rarely did.

Unfortunately in a game like Empire, mercenaries suffer from another problem. In a game that is all about loyalty, about the bonds that tie you to other groups, nations, and to the Empire - being loyal to yourself and your employer is not an advantage. Empire is a political game - the core focus of the game is the interactions that come from the interplay of loyalties and conflicting agendas between player-characters. Mercenaries are at severe risk of being cut out of much of this game - and the more implacable they are about playing the archetype to the full - the more likely they are to be treated as nothing more than a mercenary. Some of the feedback we received, exhorting us to keep mercenaries at any cost, sadly demonstrated this very effect - that playing a mercenary runs a very high risk of becoming your only fun in the game. By leaving them in - we are basically giving players an opportunity to have a bad time.

It's perfectly in-character for an Imperial citizen to shun a mercenary. Historically mercenaries were often socially ostracised and the genre is generally full of tales of mercenaries who face contempt and hostility from the rest of society. On paper that sounds a brilliant roleplaying challenge - social conflict is the basis for the game after-all. But if contempt and hostility slides into isolation - then instead of a brilliant roleplaying challenge the mercenary character simply finds themselves cut out of the social game, possibly without even realizing why that is happening or even that it is taking place at all.

So I argued with my colleagues for most of winter that we should cut the mercenary banner - and if necessary find a way to rewrite the League brief. I am not happy being responsible for a game if I'm not confident that every part of what we are offering offers the as many opportunities for great roleplaying as possible. It's quite possible that you can play a League mercenary and have a great time - but it's a significant concern to me that you could fail to enjoy the event because you'd chosen to play a League mercenary. I fear that it can be the Empire equivalent of the dark brooding stranger who sits alone in the tavern - a great idea on paper - a terrible character concept in practice. Worst of all - because it risks cutting you off from the wider political game, the danger is that the player doesn't even realize that it is their character archetype (something PD has provided as a cool concept to play in the game) that is the reason that they have been cut out of the game. Playing a mercenary in Empire can be a trap - it promises fun - but may not deliver.

In the end, we decided not to do it. If I had my time over again, if we were writing the game tomorrow, I would not hesitate to excise mercenaries from the game. I don't believe they provide the kind of enjoyment that other characters archetypes can - and the risk is that they detract from your game much more than they add. It's possible we'd spend some time coming up with something better - something cooler - but I've spent years wrestling with mercenaries in LRP and never been very satisfied with the results.

But changing any rule or part of the setting comes with a cost. Most rule changes impact on players to some extent but they can adapt their play style accordingly. The cost of that change is paid over time by the benefits in terms of the overall improvement to the game. But if you're playing a mercenary - if that is your character concept - then removing them from the game is not something you can adapt your play style to cope with. It is going to wreck your game. Provided we were able to ensure that the existence of mercenaries wasn't negatively impacting the game for others (by wrecking the play balance of the battles) then it seemed better to keep them and let players who were enjoying playing them continue to do so.

So that left us ensuring that the mercenary banner would be available in the game - but would not impact the ratio of volunteers to players on the battles. The new rules that we've implemented do make it trickier to use a mercenary banner - but hopefully not in a way that cuts down play options for those using them. It's even possible that mandating their use during the muster will actually help mercenary groups be more involved in the military and political game, which would be a boon if that happened. It will mean more complex administration for us, as we will have to track the size of the group using the mercenary banner - so that we can update the in-character figures used to balance the battles accordingly. But that's a price worth paying if it means people can continue to enjoy the game.

What it does leave is a risk that people will use mercenary banners to try to circumvent the rules of the Military Council. The new rules are clear that the banner only affects those characters bonded to it at the time it is used. Players cannot change sides after the muster is over, joining a group who has changed sides has no effect. But it's possible for players to get confused, or even think it's ok to ignore them. I am very conscious that passions can run high when a group of characters believe that they should be fighting on the other side in a battle. Obviously if that does happen then we'd need to revisit the decision to remove mercenary banners completely. I'm optimistic that won't happen though, provided that the players with the banners understand and respect the rules for using them.

We've increased the cost of the banner a little. Making it more expensive discourages a banner from acquiring one unless having the ability to fight in the other battle is genuinely crucial to their character and to their game. In practice, since a number of groups were assuming you needed multiple banners for large groups, (which was never the case for a mercenary banner), the effective cost will be less for some existing groups.

It does mean that a banner will need to ensure that their list of group members is up-to-date! If you are the administrative contact for your banner then you can check the group membership online at any time. If you are not a member of your banner - and you should be - then email us before the first event and we'll fix that.

Philtres

- We have created a new class of potion - philtres - which can be correctly identified by any character

- Several basic restorative potions have been changed from being potions to being philtres

Elixir Vitae, Philtre of Strength, Skop’s Mead, MageBlood, Philtre of Heavenly Lore, Bloodharrow Philtre, Feverfail Elixir, Ossean Balm, and Anodyne Embrocation have all be changed to be philtres rather than regular potions.

Philtres use a card - like a herb or mana crystal - with all the rules for that item printed on it, instead of using a rip-open lammy like a regular potion. This means that any character can correctly identify a philtre with a quick glance at the accompanying card.

The rules for using a potion are not changed. It still requires five seconds of appropriate roleplaying - that is taking the potion bottle, removing the stopper, and drinking the contents - to use it. However you can then rip the card more quickly and take the effects described immediately without having to spend time to check the potion is what it appears to be.

Reasoning

In any LRP system it is crucial that the rules mechanisms that underpin the game must be applicable within the context in which that part of the game happens.

Rituals and spells represent an easy example of how this principle is applied in Empire. A ritual involves complex rules, so it requires at least a few minutes to perform the ritual to allow the referee time to process it. Spells are needed in the pitched heat of a battle - you can't have a spell that a character might legitimately expect to cast quickly in the heat of a battle take time to process. The application of the rules would be too intrusive and would impact the utility of the spell. The potency of the spell would then become a factor of how quickly the ref could process it - not how well the character used it.

Our current potion rules require the player to rip open a laminated strip and read the text written inside, after they have completed the five seconds of appropriate roleplaying. For most potions this is fine, if you are performing a powerful night ritual then it doesn't matter if the ref needs 30 seconds to rip open and read three potions to check what they do and how they affect your ritual.

But for common potions explicitly designed to be used in the heat of battle, the requirement to rip open and then read the lammy, required an amount of OOC time to administer and process that was not commensurate with the situations in which these potions were commonly used. In effect - the play balance of the item was coming down to how fast you could rip open the laminate. It is understandable - if unfortunate - that given those criteria, players had a tendency to do anything possible to reduce the amount of additional OOC time required to use the potion.

The new rules fix for philtres address this mismatch between the rules for how you use the item and the situations in which you use it. By putting the rules on a card - you know at a glance what the potion does - and the card can be ripped the same way a herb or mana card would be.

We haven't switched every potion to being a philtre, because there is an obvious trade off with the new cards - that they reduce the amount of mystery and roleplaying regarding what a potion does. Under the current rules for potions, any character who recognizes the physical description of the potion can be fairly certain they have correctly identified it - but the more obscure the potion the harder it is to identify. That means there is a degree of hard skill in being able to recognize and identify potions (which we regard as a positive), or that players create in-character books of lore to help them identify potions (even better!).

We want to maintain that element of the game as far as possible - so the overwhelming majority of potions have not been changed. These potions will still use a laminated strip of paper - and you must rip open the laminate and read what is written inside before you take the effects.

Please note that although it is perfectly legal to add an in-character label to the phys-rep for a potion - you must not write the in-character name of the potion on the out-of-character lammy - your character can label the bottle - the player can not add additional information to the lammy.

Shattering Blow

- The heroic skill that allowed two-handed weapon wielders to call Shatter has been replaced with one allowing them to call Impale

Players who had weapon master and hero points were able to buy a skill called shattering blow that allowed them to expend a hero point to call Shatter when they made an appropriate roleplayed blow with a great weapon. This skill has been replaced with a new skill called mortal blow that allows a character to expend a hero point to call Impale when they made an appropriate roleplayed blow with a great weapon.

The new skill will automatically replace the old skill for any character that had bought it.

Reasoning

Two-handed weapons are often weak in live roleplaying because they lack the advantages of power and penetration that such weapons had in reality. Partly to compensate for this we gave them the most potent heroic call to make up for the relative advantages of other weapons.

Although this approach succeeded in making great weapons potent on the Empire battlefield, it had negative consequences in terms of player experience. Shatter is a disabling call, unless you can have your weapon restored you are unable to carry on fighting. While that is a better in-character outcome than being killed, it can be less satisfying player experience than having your character dropped, simply because you're rendered ineffective. It is also something that is almost impossible to stop using hard skills, you can't parry or block a shattering blow.

There is very definitely a place for the Shatter call in the game - but we feel that it will be better play balance to allow wizards to access the call. They cannot wear armour and hence are easily countered in other ways whereas warriors are usually wearing substantial armour.

We still wanted warriors using great weapons to be potent on the battlefield - so we have switched the call for Impale. Given that the majority of our barbarian orcs on the battlefield use medium armour, we anticipate that this will still be a very effective call - we think it's better than the Strikedown call available to polearm wielders and it's clearly better than the Cleave call available to warriors using a one-handed weapon.

There will be some updates to the magical weapons and rituals over time to bring them into line with the new call regime for great weapons in Empire.

Battle Mages

We have made a number of changes designed to improve battle magicians. We've added a new potent spell - shatter, improved the empower spell by reducing the cost, improved the paralysis spell by changing the limitations removing the protection provided by heavy armour and increased the amount of mana available to characters that purchase extra mana. We have also clarified that spells such as entangle and repel still take effect even if they are parried or hit a shield.

Reasoning

The original design brief for Empire viewed the battlefield as a location for warriors to dominate - a location where those who had fighting skills would come to the fore. Crucially what we didn't want was a situation where wizards were simply more potent combatants than warriors. In practice however, it is clear that the Empire rules system allows for two very distinct types of wizard - the ritualist - and the battle mage. The former has a distinct role on the battlefield - there are certain battlefield rituals that can be invaluable in the right circumstances - but generally their main role takes place at Anvil. Battle magicians however are a very different case - like warriors the prime opportunity to use their skills is on the battlefield. The right balance for the game design would be to make them different to warriors on the battlefield - but equally useful.

The most common feedback around battle magicians tends to focus on mage armour - with people wanting it to provide resistance to Cleave or even Impale - the way regular armour does. That change would be a major mistake however - since it would make battle mages much closer to regular warriors. In a system where warriors have access to heroic abilities, the critical distinction between battle mages and warriors is their ability to take a blow. What was needed to improve battle magicians is to make the array of their offensive abilities stronger.

Hero Points

We have changed the cost to get access to hero points and to buy additional hero points. Under the new rules the required skill to get access to heroic abilities is called Hero. It costs 2 character points and grants you two hero points that you can use to overcome roleplaying effects. Extra hero points will now be a 1* skill.

The character point cost of every character will be automatically recalculated in the next few weeks to use the new formula. Characters who have bought a single level of hero points at present will thus be in deficit by a single point - these characters will not be automatically changed by us - but will not be able to spend additional character points until they have earned enough xp to pay for their current skills.

Reasoning

We've changed the way the cost of hero points and extra hero points are calculated for a number of reasons. It means the skill is less accessible for characters to dip into but more accessible for characters to focus on - which encourages specialization making it easier for characters to differentiate themselves from each other. It simplifies the maths of calculating hero points and additional hero points and brings the cost of these abilities into line with the cost for extra mana.

Healing and Swift Casting

We have changed the time required to cast regular spells to thirty seconds, and changed the amount of healing provided by a Swift Heal to 3 hits rather than all of them. This is part of a change across the system so that heals that return all your hits (like True Vervain) will now take thirty seconds to apply, while any source of healing that returns your hits instantly or in a few seconds (like Second Wind, healing potions, Swift Heal) only returns up to 3 hits lost.

As part of this change we have removed the Swift Heal spell and the Purge spell (effectively Swift Purify spell) and instead said that any magician that has the Heal spell or the Purify spell can choose to cast these spells in a few seconds for two mana rather than one (with reduced effects in the case of Swift Heal). We have extended this change across the magic system so that all regular spells now take thirty seconds to cast, but can all be cast in a few seconds for an additional mana.

Reasoning

At present, healing on the battlefield is exceptionally fast. A character with a dozen hits or more can have them all restored virtually instantaneously - a problem even more acute for us when fielding large monsters that might have a score of hits or more. One of the impacts of this is that units on the battlefield that have been mauled by their opponents can be back in the fight with very little time needed to regroup and lick their wounds. That makes it harder for us to create dynamic challenges for the players on the battlefield - and because healing is cheap and plentiful, it is harder for us to challenge players and make them feel threatened.

The new rules make healing more expensive - either it is considerably slower - or it provides less hits restored for most characters. We hope that this will make battles more threatening for characters - who have more chance of running out of resources if they are being hard pressed - and more strategic for generals and unit-commanders who will have to need to take account of the need to rest units for slightly longer after they have engaged.

Having decided on the core changes, we felt it was appropriate to remove the swift heal and swift purify as spells - and instead make them free abilities granted by purchasing the heal and purify spell. This increases the availability of these abilities to any players who have invested points into them - so that any magician who can cast heal can automatically cast either version. The changes to the time required to cast regular spells - and the option to swift-cast them - has been applied to all spells for consistency although it is primarily relevant for the mend spell and the restore limb spell. Voice for the dead has been reduced in cost to a single mana point to reflect it's limited utility and to bring it into line with the other regular spells.

IC Theft

We have changed the rules so that you cannot enter someone else's IC tent once it has been sealed.

Reasoning

Any set of game rules has to balance different abstractions and the needs and interests of different players. Ideally rules should deliver the experience that the game organizers have claimed they seek to offer, but at the very least they should form part of a coherent package that embodies the core ideals for the game.

Although we have become accustomed to ignoring them, the abstractions around theft are particularly acute in live roleplaying. Empire is a game in which some of the players represent some of the wealthiest and most powerful people in the land - and yet they regularly store vast fortunes in tents and have no guards - because tents are what we have and because Empire actively discourages guards (because we'd rather players found other more active roleplaying during the event). Robbing tents - particularly robbing tents while players have left them to go and sleep in their out-of-character sleeping area or while they are on the battlefield is a particularly odd quirk that is dependent on the limitations of the hobby.

However there is a vastly more serious problem with the current rules for stealing. Profound Decisions have made very clear that we will not tolerate language that makes reference to non-consensual sexual activity - yet the old rules permitted players to enter tents in which adults or children were sleeping. It is not consistent to try to eliminate verbal references to non-consensual activity but leave individuals in situations in which they may be awakened by discovering a stranger has entered their bedroom. Suggestions made for requiring people for whom this is a concern to sleep in the out-of-character area do not take into account the difficulty of bring two tents to the field. It's part of our approach to live roleplaying to try to ensure that our events do what is possible to provide a safe-space for people to roleplay, not to make it more difficult for them. The current rules did not meet those criteria.

Obviously the new rules will have a very significant detrimental impact on the amount of theft that takes place in the game. We understand and acknowledge that. We've tried to be clear in Empire that we are striving to deliver a grand game of politics and war, where people can build and lose empires. Crime has a very definite role to play in the game - but robbing tents has never been part of the game experience that we were trying to deliver for players. We looked at methods to try and create a balance between the players being robbed and the players doing the robbing - but at the point where it became clear that players were prepared to enter people's sleeping quarters to rob them while they were asleep then we had to make a decision about which game we were going to support. Because of the game's focus we have chosen to take steps to ensure that everyone can attend the event without fear of being awoken by a stranger in their bedroom.

Unstoppable

We have combined a heavily modified version of this effect into the second wind ability.

Reasoning

The original design intent for the unstoppable skill was to reflect the hardy warrior who was difficult to put down. The character can take blow after blow, fall to the ground - but through sheer force of will rise back to their feet and carry on fighting. The goal was to reflect the heroic archetypes of great warriors of the fantasy trope.

In practice, the skill didn't really achieve this design goal very well. Because you got back up on one hit - you weren't really effective as a combatant. Instead what it was often used for was playing possum on the floor while the enemy moved on and then leaping to your feet and making a run for your lines, hoping to get back before you were chopped down. We did consider changing the name from "unstoppable" to better reflect it's usage, but there were other more significant problems with the skill.

One problem is the skill tends to break the fourth-wall in various ways that were unhelpful. Orcs who have downed a wounded Imperial character are conscious of the fact that the character has a significant chance of standing back up again so they have to move on... to allow that to happen. Of course, logically in a world in which characters possess the unstoppable ability, cutting the throats of characters that are downed is logically - something we're keen not to encourage monsters or players to do.

By combining the two skills into one but limiting the skill so it can only be used as you hit the deck we hope we will better achieve the original design intent to reflect the unstoppable warrior who just keeps on attacking - but also remove elements of looking at downed characters and monsters and thinking "are they all just going to leap back to their feet in a moment".

Relentless

We have a new heroic skill to the game - relentless. A character with this skill may expend one hero point to regain the use of a single cleaved or impaled limb.

Reasoning

We added this because there was a space for it and we think it's cool.

Grappling

The rules for grappling have been changed. If you wish to grapple or use body contact then both participants must ask permission from a referee present. If the ref is happy that both parties are keen to grapple and in their assessment it is safe to do so, then they will allow it for that fight. It is not possible to grapple or use body contact on quests, skirmishes, or battles under any circumstances.

We have also made clear that the rules that prohibit fighting while inebriated also extend to grappling. It is not permissible for a character to fight in anyway at Empire if the player has been drinking that day.

Reasoning

There have been incidents at the last few events where monsters have been grappled on quests and battles with absolutely no attempt of any kind to obtain permission. The reality is that battles are high adrenaline moments that take place in the woods where there are numerous environmental hazards. There are no situations where we are happy to have grappling take place in the quest area and we have changed the rules to make that restriction explicit.

Sadly there have also been situations in Anvil (particularly late at night in the Senate) where players are getting involved in grappling while drunk and with no attempt to ensure that the other party is keen to do so. This has resulted in tempers flaring and grappling rapidly becoming out-of-character. The individuals in question have been given a warning, but we have changed the rules so that you can only grapple in a small fight with the permission of the referee. You can expect the referee not to refuse to give permission if they are satisfied that both parties are sober and keen to grapple with each other and that the area is safe to do so.

Grappling in Empire is appropriate in cinematic duels and fights where both parties have indicated that they wish to do so. We don't see any need to stop that - and we believe that the new rules will present little restriction for players who are sensible about it. But the majority of players attending Empire are very keen not to be grappled by people they have not given permission to grapple and we want to ensure that they can enjoy the game without concern.

Large Creatures

We have changed the definition of what creatures are immune to calls in Empire. Only Monstrous Creatures, threats that are phys-repped using bulky all-encompassing full-body costumes such as the ice giant or the Grendel drakes will be immune to calls from now on. Ogres - and creatures with a similar phys-rep - are now affected by calls normally.

We have also made clear that Monstrous Creatures cannot be healed on a battlefield using normal means.

Reasoning

Over time it has become clear that there are significant problems involved with large creatures. Because the only phys-rep requirement was to have a costume designed to make the wearer look bigger, the costume for ogres and other creatures was focussing too strongly on this element - and not strongly enough on the overall appearance. Using shoulder pads and similar made it much harder for the monsters to fight, because of the encumbrance. In essence we were hamstringing the monster volunteer just to meet the minimum phys-rep requirements for the creature to be large.

In play it has become clear that the ability of creatures just larger than a human to ignore calls was detrimental to the player experience. It is exactly this kind of creature that a warrior or magician would want to use their abilities on - so a character fighting toe-to-toe against such a beast should expect to be able to do so. Nullifying character abilities at the point of optimum use is not good game design - but the problem is particularly acute when those creatures are relatively common.

Crucially defining our powerful monsters by their size was at odds with our guidelines on equality and diversity. Inevitably the creatures that are immune to calls are seen as one of the most appealing monsters to play on the battlefield. Unfortunately it was impossible for a third of our player base to visibly meet the requirements for large creatures - adding shoulder pads to a short participant was insufficient to make them look large. This contributed to a problem that has been identified in recent years in which short players (which because of human anatomy often means female players) were not being given exciting roles to play when monstering battles. We're keen to ensure that everyone who volunteers to monster for us gets opportunities to play roles on the battlefield based on their ability to portray them and not their physique.

Monstrous creatures that are phys-repped using a full body costume will remain immune to calls. While it is not ideal for any player ability to fail in any situation, threats like these are intended to be fought and taken-down by entire units of players. These monsters need special methods to defeat them, they don't go toe-to-toe with individual characters and so they don't fall over to a single arrow or heroic blow.

Changing the definition of a monstrous creature from size to a bulky full-body costume, we can ensure that the physique of the person playing the role is irrelevant.

Further Reading

- Rules update 2018

- Rules update 2017

- Rules update 2016

- Rules update 2015

- Rules update 2014

- Rules update 2013

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_update_2017&oldid=66032"

Rules update 2018

Contents

- 1 Overview

- 2 Historical Research

- 2.1 Reasoning

- 2.2 IC Explanation

- 3 Sorcery

- 3.1 Reasoning

- 3.2 Sauce for the Goose

- 3.3 IC Explanation

- 4 Brass Coast Voting

- 4.1 Reasoning

- 4.2 IC Explanation

- 5 Arcane Projections

- 5.1 Reasoning

- 5.2 IC Explanation

- 6 Tonic of Surging Flame

- 6.1 Reasoning

- 6.2 IC Explanation

- 7 Senate Session

- 7.1 Reasoning

- 8 Ceremonial Titles

- 8.1 Reasoning

- 8.2 IC Explanation

- 9 Appointments by the Senate

- 9.1 Reasoning

- 10 Ambassadors

- 10.1 Reasoning

- 11 Mines and Forests

- 11.1 Reasoning

- 11.2 IC Explanation

- 12 Further Reading

Overview

Over winter of 2017/2018 we carried out a review of the rules from the third year of Empire. As a result of that review we implemented some changes to the published rules. This page summarizes and explains the changes so that players can identify and understand the changes easily.

We try to include a section after each rules update to explain the reasoning behind the change.

Historical Research

We have updated the rules for historical research. We have scrapped the five throne charge for the characters who hold the titles, however under the new rules, any historical research results will be added to the wiki the season after they are handed over to the character who holds the title that ordered them. If the result of the historical research is a verbal brief received in the field, then we will add a page to the wiki which contains the core ideas that were discovered as part of the research and would have been expected to be communicated verbally.

We have incorporated existing campaign details about the current researchers into the page on historical research to provide information on the two "faculties". With each piece of research, we will include a section at the end that describes what promising leads exist to find out more information if further research is directed. If there are no leads - if there is nothing more to find out - then that will be stated instead.

Reasoning

The key change is that we will publish all new historical research on the wiki. We started doing that some time ago, but then stopped amid concerns that doing it prevented any roleplaying around the control of information. That criticism is completely valid, but unfortunately there is a much more fundamental problem with historical research - namely that the players use it to direct us to provide additional information about parts of the setting. Unfortunately the public wiki is our key repository for this kind of campaign information. The wiki is the tool we use to try and ensure the highest possible level of campaign consistency. There is simply no credible way to keep our game consistent unless we put that information on the public wiki.

We have removed the five throne cost, because the number of historical research opportunities that the Empire has are very limited in number. In effect, the opportunities are rationed, so there was no need to charge for the opportunity as well. Doing so takes a small amount of money out of the system but creates a large barrier to accessing this avenue to plot for some players. Fiscal competition is an important part of our game, but there are already many levers of power that are only accessible to characters who can find the money to fund them - so this cost was not adding any additional game.

Crucially when we have charged the players five thrones it becomes substantially more difficult to give players a response that no information was found. Having charged such a large amount, we felt obliged to give something commensurate with that. While that is not normally an issue, in cases where the subject is obscure or non-existent, it was difficult to give a credible response to that effect. This gives us slightly more freedom in that regard - and we hope that the addition of new information offering further lines of research will help players pursue meaningful areas of research rather than having to guess.

IC Explanation

Following the decision of the Imperial Senate to keep historical research as it is, Leontes the Scribe of the Constitutional Court revised the practices of the department in keeping with its limited resources and original mandate.

Sorcery

The laws governing sorcerers have been updated to remove the restriction preventing them from carrying mana or from using mana for political reasons in the Conclave.

Reasoning

The key intention of a declaration of sorcery was to legally forbid the accused magicians from performing rituals. Over time the evolution of the game meant that additional elements were loaded onto this by us (when the Conclave was overhauled a few years ago) and by the players (using Senate motions to change the law). In hindsight it became obvious that the punitive elements of being declared a sorcerer were simply too strong - characters were legally not just forbidden from performing rituals, but also using mana crystals on the battlefield and much more importantly they were severely restricted from interacting with plot and with the politics of the Conclave. This was way more than the declaration was originally intended to support, a point that was brutally exposed when players began to unfavourably compare the judgement of excommunication with the declaration of sorcery.

Obviously a large number of characters are going to want citizens who are declared sorcerers to be unable to do anything. It is clearly in the interests of many characters to have a tool like sorcery or excommunication that prevents your political opponents from doing anything at all. But it's equally clear to us as game designers that that is very much contrary to the best interests of the overwhelming majority of players in the game. Characters get excommunicated or declared sorcerer because they are doing controversial things that cause conflict - they are taking actions that make the game more enjoyable for everyone to play. There have to be consequences for incurring the kind of opprobrium involved with a declaration of sorcery - but it is incredibly important to ensure that the consequences still give the player a chance to have fun playing their character as far as possible.

Sadly fixing the problem is not straightforward. Ideally we would strip the sorcery laws back to the original intent - a prohibition on performing rituals. But doing that would mean undoing some very specific changes to Imperial law that players made - specifically the one forbidding sorcerers from interacting with eternals and heralds. While it would improve the game if that prohibition wasn't there - changing it at this stage would deny the action taken by the Senate and in doing that would undermine the perceived value of all such actions taken by the players. In effect we would be robbing Peter to pay Paul.

As a result we've tried as best as possible to confine the changes we've made to only affect the original rules that PD put in place. That isn't straightforward since there is some overlap - but we've done our best to give those who are playing sorcerers as much game as possible while preserving the majority of the changes to the laws made by the Imperial Senate.

Sauce for the Goose

In discussion with players about sorcery, it is clear that a common frustration for some players is that the system does not allow them to have more fine-grained control over who can do things. Players can interdict rituals or items, remove them from Imperial lore, they can declare emnity on eternals or war on foreigners. But generally the legal system of the Empire does not allow the players to create special exceptions. You cannot interdict a ritual - but then let some people use it. You can't carve out exemptions from the laws for specific groups, nor can archmages, grandmasters, cardinals, or senators be given special powers to exempt individuals from the law.

It is important to stress that this is very much by design. In Empire what's sauce for the goose is sauce for the gander. A key part of this is about preserving a degree of OOC fairness to the game - to ensure that individual players don't end up finding themselves locked out of parts of the game while all around them others players are having fun. It's also about ensuring that important decisions are meaningful and important - it's vastly easier for the Empire to decide to stop a handful of players from doing something - it's a much more consequential decision for the players to decide that nobody should be allowed to do that thing.

For both these reasons, it's an essential part of the game design that by and large the laws apply to everyone equally.

IC Explanation

In the process of reviewing historical documents, members of the Constitutional Court discovered that the rules forbidding sorcerers from carrying mana and employing it in the Conclave were introduced during the rule of Emperor Nicovar in extremely dubious circumstances and were never subject to scrutiny. As a result, the Court have issued new guidance that these laws are not constitutional - so sorcerers will no longer be restricted in this way.

The new restrictions forbidding the possession of vis and ritual paraphernalia and prohibiting sorcerers from interacting with eternals are equally constitutionally dubious, but as they were passed in good faith by the Imperial Senate and then approved by the Constitutional Court they remain part of current Imperial law.

Brass Coast Voting

We have updated the rules by which the Brass Coast elect their senators. Previously there was a crudely mechanical division of the money between participants that was very vulnerable and relatively simple to exploit. The core mechanism that the highest bid wins remains the same - but we have simplified the approach to use an open auction and crucially the winning bid is now given into the care of the egregore who will use the money - under advisement from the hakima - for the good of the nation.

This change should allow plenty of avenues for corruption and intrigue, but focussed on the characters and money involved, rather than on the mathematical rules of how the distribution worked.

Reasoning

The core reason for the change is the one explained above - to move the balance of intrigue and play to the roleplaying between the characters involved in choosing a senator and away from the manipulation of the rules of the contest. The change will also help to support the role of the hakima as the nation's conscience in effect.

We have aded a wiki page that explains the Brass Coast plutocracy in more detail. It explains the in-character and out-of-character reasoning behind the current version of the Freeborn auctions in detail.

IC Explanation

The Imperial Constitution mandates that the election process must be in accordance with the traditions of the nation. Within the context of the game, this means that the egregore informs the civil service how the election will be carried out based on their consultation of the people of their nation. The Freeborn Synod recently passed a Statement of Principle challenging the current approach - and as a result of that challenge the egregores decided to consult widely with all the Freeborn people spread across the four territories. The in-character explanation for the change is that having carried out the consultation, the egregores now believe that this new method best reflects the traditions of the nation - so it will be adopted accordingly.

As ever with any in-character explanation, it is important to stress that this change has been made for reasons of out-of-character game design criteria - it is an out-of-character decision taken by the Empire game team to improve the game. We consulted extensively with the crew who play the egregores, discussing the way the system works at present and taking their thoughts on possible options, but this is not a decision made by the phys-reps who play the egregores. In-character the new approach best reflects what the people of the Brass Coast said they wanted - out-of-character it is a game design decision taken by Profound Decisions to improve the game.

Arcane Projections

We are changing the time-scale required to create an arcane projection. Rather than being something a character does over night, it will become something that takes several weeks of study and experimentation to complete. As such, players will only be able to submit arcane projections as part of their downtime. This will give us several weeks to process them rather than a handful of hours each event. Players will receive their successful arcane projections in their player packs at the start of the event, or a more detailed explanation of why their attempt to make an arcane projection has been unsuccessful.

This change will be implemented after the first event of 2018. The current system will operate up to and throughout the first event. But it will not be possible to submit a request for an arcane projection and receive a response at the same event. From the Spring Equinox (event 2) onwards, players will be able to submit arcane projections at the event - or in downtime - as they do now - but they will not receive the response until the start of the next event.

Reasoning

The ritual system in Empire is designed to be a toolbox to allow characters to achieve various goals - be they economic, military, or political. As such each ritual is carefully play balanced against the wider framework to try and ensure that it has the appropriate realm and magnitude. Of course no process is perfect, and occasionally we alter rituals when it is clear that there a mistake has been made. But the reason we make these changes is because it is so important for the framework to be as robust as we can make it.

When we created the game we envisaged that players might create new ritual magic effects on the fly in response to plot developments. In practice this approach did not work - the underlying ethos of Empire just does not lend itself to creating a plot which is then solved by casting an appropriate ritual. Over the five years the game has been running the number of spontaneous rituals successfully used in response to ongoing plots has been small.

Instead, the majority of players who made frequent use of spontaneous rituals were looking to investigate the metaphysics of the Empire world, to better understand the limits of magic in the game. Unfortunately any arcane projection of this kind still has to be play-balanced against every other ritual in the system, a job that is particularly laborious the more conceptual and novel the ritual is. Although it was probably obvious in hindsight - we hadn't expected so many spontaneous magic rituals to be trying to achieve something completely new and we struggled to cope with the ensuring workload.

As a result of that challenge, three years ago we switched to the current system where players submit requests for arcane projections and then receive the response the next day in most cases. This approach worked, just, for the number of players that we had then - and so we have continued to operate that system ever since. It was still challenging, taking many hours to complete the requests each night, but for the most part we were able to meed the demand.

We were really pleased that the game grew in size rather dramatically last year - with the average number of players rising from over thirteen hundred at the start of the year to well over sixteen hundred by the end of the year. This growth is great for the game - new players are full of enthusiasm and it gives us more money to invest to improve Empire. The huge rise in player numbers was the reason we were able to buy the spectacular land sharks used in the final battle in 2017.

Sadly, the one downside of that growth is that every additional player means more magicians playing the game and more mana available - which means that the number of arcane projections submitted scales roughly with the number of players. For example, at the last event we have roughly one hundred arcane projections submitted over the course of the event. Even if it took only five minutes to look over each one that would be more than eight hours of every event spent doing nothing other than processing arcane projections - and it often takes significantly longer than five minutes to evaluate an arcane projection.

We realized that we were struggling to cope with the increased demand at the end of the year; we were making more errors, our response to failed requests were becoming less detailed and more requests were missing the next day deadline. It was clear that we were operating right at the limits of our capacity and any further increase in player numbers would jeopardize the whole arcane projection system.

We considered a couple of other options, but in each case we would have been forced to compromise one of the core design elements of the arcane projection - that any magician with ten mana could attempt one. Thus, we rejected options that meant limiting the number of arcane projections that could be submitted or the number of characters that could submit them. We appreciate that most players will always prefer to be able to create an arcane projection as quickly as possible, but ensuring that anyone with the skills and mana can submit an arcane projection meant that we have had to compromise over the speed of response.

IC Explanation

The delay in creating arcane projections is believed to be a consequence of a recent conjunction. Some magicians point to an ongoing series of disruptions in the skein of magic represented by multiple conjunctions and the recent chaos involving the Phoenix, a constellation that some say has a close association with the creation of arcane projections (and magical inspiration in general). Whatever the precise cause, the result is that arcane projections have become considerably more difficult to create - meaning magicians have to spend days or even weeks to create one where before it might have be possible in a single day.

Tonic of Surging Flame

We have changed the game effects of the Tonic of Surging Flame so that they are identical to the Unstoppable ability. The ability the potion provides now works exactly like unstoppable in all circumstances, including the interaction with any magic items or rituals you are bonded to and in terms of things that prevent its use - like paralysis or weakness.

The number of herbs required to make the potion has increased by one - it now requires: Two drams each of Imperial Roseweald and True Vervain, and one dram of Cerulean Mazzarine.

If you own an existing Tonic of Surging Flame - then please exchange it at GOD for the replacement potion - or if you prefer you may receive the four herbs used to create it instead. If you rip a potion card and it contains the old wording for the Tonic, you should simply follow the rules for the new version. We've changed the description of the potion slightly so that it is possible to tell the old, defunct Tonic of Surging Flame from the new version.

Reasoning

The effects of the tonic were increasingly out of step with the way other abilities in the game worked - particularly after the update to the unstoppable skill last winter. This rules change significantly simplifies the game making it easier for players and refs to know how to use the tonic - and how it interacts with other game effects.

IC Explanation

Like the changes to arcane projections, the change in recipe and effect for this tonic is believed to be a consequence of a recent conjunction.

Senate Session

We have updated the rules for the Senate session to make clear that civil servants are allowed to be present during the session and are allowed to speak. This has been working practice since the game began, but the published rules did not make this clear. We've amended the rules to ensure that civil servants are subject to the same need to wait for authorization by the Speaker as the PCs.

Reasoning

The civil service are NPCs whose job is to help run the game for the benefit of the PCs. They provide the players with rulings on what the law says, what a commission will cost, how long it will take to build and so on. In effect they are something akin to in-character referees - they are characters providing information on the rules and laws of the Empire world, but the information they are giving out is ultimately a ruling on how the game works.

Having them present in the Senate and able to speak to correct mistakes reduces the chances that the players present will act on bad information about the game world. In theory that possibility ought to be present - in reality people act on bad information all the time. In practice it always falls on Profound Decisions to correct that bad information at some point - and more often than not that is using information published on the wiki at the point where players are no longer in-character and roleplaying at an event. Finding out afterwards that the facts that you voted on were simply not true has a very negative impact on the game, as it undermines players confidence in the game and the information provided by us.

Previously we have been somewhat inconsistent in our approach - with some civil servants correcting mistakes by players - but others not. The updated page makes clear when the civil service will speak up (when they are certain that facts known to the civil service are presented incorrectly in the session) and when they will not (if they are not certain or the information is not known to the civil service). In practice this is most likely to be either Gerard La Salle (Graeme Jamieson) who is present in most sessions or Magistrate Abraham (Matt Pennington) who is often present for the last session.

Ceremonial Titles

The concept of ceremonial titles has been dropped. Henceforth all titles that have been created by the Senate using their ability to make a new Imperial titles will be a considered an Imperial title. They will be detailed on the wiki, the civil service will track who holds the title and the position will be subject to the normal limitations preventing an Imperial citizen from holding more than one Imperial title at the same time.

Reasoning

We've made this change because we've realized that we got this area of the game wrong. When the game was created, we imagined that the Senate would create new Imperial titles with various legal powers and abilities. We expected to respond to that; we didn't anticipate that the players would choose to create titles that had responsibilities but didn't have any legal powers. We made the wrong assumptions about why the players were making such titles and as a result we tried to create a new and artificial distinction between these titles that didn't have any legal powers that did.

It's increasingly clear that that was the wrong reaction. Whether or not a new title is important is a determination made by the players, it's not something PD has any business being involved in. The only relevant bar to a new Imperial title is whether the players care enough to devote the time and resources to create it. As time went on the arbitrary distinction was becoming increasingly problematic - so we have decided to bite the bullet and fix the problem properly.

IC Explanation

In the process of reviewing historical documents, members of the Constitutional Court discovered a number of previous legal judgements that made clear that all titles created by the Senate are governed by the rules for Imperial titles. The notion of a ceremonial title should only have been used in the context of cultural titles such as earl, thane or steward. Any Imperial citizen who is an earl or similar is not legally prohibited from also holding an Imperial title.

In light of this discovery, the court have issued new guidance to the civil service and asked them to update the appropriate records.

Appointments by the Senate

The current wiki says that a title serves for a year after appointment by the Senate. This was being inconsistently applied in practice, with some titles coming up for re-appointment at a set event - even if that meant it served for less than a year.

We have clarified the wiki to confirm that any time an Imperial position is appointed by a Senate motion, the citizen may serve for a year from the summit where they were appointed (unless the title has tenure and serves for life). If the title is revoked by the Imperial Synod then the position becomes vacant and is eligible for reappointment immediately. If the Senate chooses to reappoint the incumbent then this is still considered to be a new appointment - this means that they serve for a year from the point where the new motion passes, and are subject to revocation by the Synod.

An Imperial position appointed by Senate motion becomes eligible for reappointment at the equivalent summit one year later. We have modified this process so that the Senate may pass a motion of appointment at any time during that summit. The incumbent remains in position until they are replaced or the end of the event - whichever comes sooner. Because of this change it is no longer possible to raise a motion of appointment at a summit before the title falls due for reappointment.

Example, Earl Marguerite D'Alicer is appointed by Senate motion to the Imperial position of Minister of Historical Research at the Spring Equinox 378YE. They will serve for a year from this point, the title becomes eligible for reappointment at the Spring Equinox 379YE unless the Earl dies, steps down, or is revoked before that date. The Imperial Senate may pass a motion to reappoint the title at any point from the start of the Spring Equinox 379YE summit onwards. The Earl serves as Minister until the end of that summit or until replaced by the Senate during the summit.

This process only implies to Imperial positions appointed by Senate motion. National positions, such as the Advisor on orc affairs or General, are always appointed at a specific event each year. This remains true even if the appointment is made by a Senate motion.

Reasoning

The current wording that an Imperial position appointed by the Senate serves for a year is important because of the significant cost to make such an appointment. The cost of using a Senate motion to appoint someone is expensive by design - but the cost is only balanced if the position is held for a year. The cost risks becoming untenable for shorter periods of time - which could occur if a position had to be quickly reappointed even though it had only an event or two to serve. Moreover we don't ever want to encourage players to prefer creating a brand new title (which could then be freely appointed for a year) rather than reappointing an existing title (which could conceivably serve for less).

The changes to the appointment process - to leave the incumbent in place until the end of the event but allow the Senate to appoint the title at any point during that event- is intended purely to make it easier for the players to handle the process of reappointment. We want the roleplaying and actions associated with an election to take place at a single event where the title is appointed, not be diluted by being spread over two events or more. And while there are elements of the game that are intended to have exacting time pressures - we don't want players scrambling to fill a title like Ambassador to Asavea as quickly as possible just so that there won't be a period where there isn't an ambassador in place.

Ambassadors

We have created a new page that lays out in a clear format the extent and nature of the legal powers of an officially appointed ambassador. We have deleted the old page which discussed the nebulous concept of authority. The new ambassador page formalizes their ability to submit a formal treaty to the senate for ratification, details the support they receive from the civil service and curtails the extent of their monopoly over interactions with foreigners and barbarians.

Reasoning

The page on authority was created in response to actions taken by the players to create ambassadors and trade envoys. It was a hasty attempt to formalize this part of the game and because of this it lacked the rigour given to other areas. Unfortunately in play it became clear that the wording we had used to define the authority of an ambassador was nebulous and consequently prone to inflation and misunderstanding.

As a result it was becoming clear that there was an increasingly widespread perception among all participants, that only the ambassador is allowed to talk to foreigners. This conclusion was a potential interpretation of what had been written but it made no sense at all. Neither in-character (logically it would mean Imperial fleets and merchants couldn't trade with anyone) nor from a game design point of view. As game organizers we're trying to increase the amount of plot we run, not create barriers that prevent us running plot or prevent players from interacting with plot. Our original intent was that the ambassador be the person with the power to say "I represent the Empire to these foreigners" - not "Only I am allowed to roleplay with these foreigners" which is where it is in danger of ending up.

As a result we've completely rewritten the page - presenting the information on ambassadors in the same format as all other Imperial titles and using clear wording that focuses on their responsibilities and their legal powers. The new page should be much clearer and less prone to misunderstanding and make plot that involves representatives of other nations easier for all players to access.

The in-character change in the in-character laws applies for all summits from Winter 381YE onwards - it has no impact on any legal decisions or rulings passed prior to this.

Mines and Forests

We have increased the production of each mine and forest resource from ten to twelve units of production each downtime. This change applies only to mine and forest production - all other sources of ingots or measures (such as from a military unit taking the paid work action) remain unchanged at ten units.

Reasoning

We've been concerned about mines and forests for some times. They consistently under perform compared to other resources, and are the only personal resource where the number of players owning one has gone down as the game has grown in size. By making this small boost, we hope to make them more competitive by ensuring they are the single best resource to take if what you want is large amounts of raw materials for making magic items.

IC Explanation

The last few years have seen a number of new techniques employed in the mines and forests of the Empire. The rebuilding of the Great Pits of Ennerlund and the renewed freedom of the University of Holberg to focus on matters other than fighting the Druj; the excavation of the Pride of Ikka's Tears; the presence of the koboldi servants of the eternal Adamant; the liberation of the miners of Moresvah and the Mournwold; even the insights of the ex-Jarmish mine-slaves graduating from the College of the Liberated have all helped to contribute to a Renaissance in mining techniques. At the same time, events such as the recent use of powerful Empire-wide Night magic; the creation of the Gloaming Sentinel; and the influence of certain eternals especially on the production of iridescent gloaming have revealed new techniques that have been employed to increase the production of the Empire's forests. Individual characters are free to roleplay the influence of any of these factors on their own mine or forest resource, or to create their own explanation as to their increased prosperity.

Further Reading

- Rules update 2018

- Rules update 2017

- Rules update 2016

- Rules update 2015

- Rules update 2014

- Rules update 2013

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rules_update_2018&oldid=62145"

Run Thorns Run

Adapted from "Roll Boys Roll" (trad) (https://www.youtube.com/watch?v=zhvjtM17uRU)

Lyrics and Melody adapted by Joshua Binks.

Call Sally Brown, she’s the gal for me, Thorns

Response Run Thorns, run Thorns run.

Calls Sally Brown, she’s the gal for me, Thorns

Down to The Marches to see Sally Brown, Thorns Down to The Marches to see Sally Brown, Thorns

Oh, there's forty leagues or more to go, Thorns Oh, forty leagues or more to go, Thorns

She's lovely up above, and she's lovely down below, Thorns She's lovely cause she loves me, that’s all I need to know, Thorns

With blade and spear to cast down the foe, Thorns Oh, with blade and spear to cast down the foe, Thorns,

Oh, one more stride, don'tcha hear the Brand a-bawling? Oh, one more stride, that's the end of our hawling.

Sally Brown, she’s the gal for me, Thorns Sally Brown, she’s the gal for me, Thorns

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Run_Thorns_Run&oldid=26702"

Rune Overview

Contents

- 1 Overview

- 1.1 Performing Magic

- 1.2 Divining with the Runes

- 1.3 Crafting the Runes

- 1.4 Realm Affiliations

- 1.4.1 Runes of Spring

- 1.4.2 Runes of Summer

- 1.4.3 Runes of Autumn

- 1.4.4 Runes of Winter

- 1.4.5 Runes of Day

- 1.4.6 Runes of Night

- 1.4.7 The Mystic Runes

- 1.5 Runes and the Imperial Faith

- 1.6 Runes and Lineage

- 1.7 Rune downloads

- 2 Further Reading

Overview

Empire does not use Futhark or other traditional real-world rune systems. Rather it uses a series of twenty-six mystical runes that originated in Wintermark. While the Winterfolk discovered them, they are used by magicians and crafters all over the Empire.

Each rune is associated with a concept, usually a single word that sums up its magical meaning. They are each tied thematically to one of the Realms of magic. Runes also have names, which can be invoked, and are believed to physically resemble an iconic item or creature. Many magicians keep a scroll or a notebook containing information about the runes, as memorizing all of them is quite a feat.

The runes are also used as a simple alphabet by several magicians; each rune stands for a single letter in a typical substitution cipher. Many magicians consider this to be a risky and foolish activity; if the runes have power, then using them to write things invites unexpected and uncontrollable forces to intrude on the life of anyone who handles them.

Performing Magic

Runes can be used as a method of performing magic. A magician might trace a rune in the air or while touching a target of a spell, or might use a permanent or temporary design that incorporates a rune. Runes are commonly painted or carved onto the targets of any magic that has a duration, but may also be traced or invoked while performing almost any ritual.

There are no magical functions that are unique to runes, they are an aid to roleplaying when peforming a ritual and can be replaced with other aids as appropriate to the character, but the magical associations of each rune can be used in rituals where the hearth magic properties of the runes may provide a bonus to the effect of the ritual if used correctly.

Divining with the Runes

A diviner may have a set of runestones (or occasionally runic cards) which they use for divination. The diviner selects several of the runes at random, and tries to interpret their meaning. Some diviners write a word using a runic substitution cipher and then interpret the resulting runes as a means to gain insight about the thing the name applies to. This practice is largely discredited; magicians in Urizen and Highguard alike point out that it is based on an arbitrary connection between the runes and the letters of the Imperial alphabet, and has no divinatory value.

Crafting the Runes

Runes are often incorporated into crafted items, especially in Wintermark. In the setting they help to enhance the properties of items made - a sword is less likely to rust or shatter, a cloak is less likely to tear - but when used in this way the runes have no rules-based game effect, they are intended purely for roleplaying purposes.

An item may be marked with one or two runes that define or support its purpose - for example, a sword may have the runes for "warfare" and "victory" engraved on either side of the blade..

Realm Affiliations

The Runes can be combined together in many different ways, but magicians agree that there is a strong connection between the runes and the Realms. The majority of the runes are symbolic of concepts or themes closely tied to one of the supernatural realms. This does not mean that a rune can only be used with workings tied to the affiliated realm; for example, the rune of Purity Cavul is associated with the Day realm and may be used to purify a poison, but the rune of Blood Rhyv might be used instead or as well, despite being associated with the Spring realm. Collecting the runes into groups based on their realm affiliation is a useful shorthand for magicians when they are constructing a ritual. Crafters are aware of the distinction, but are usually much more interested in the meanings of the individual runes than their esoteric connections.

Runes of Spring

The Spring runes are associated with life, the natural world, youth and beginnings. They are Bravash the Rune of Fertility; Evrom the Rune of Beginning; Mawrig the Rune of Storms; and Rhyv the Rune of Blood.

Runes of Summer

The Summer runes are associated with strength, confidence, majesty, adulthood and energy. They are a common sight on weapons and armour, especially in Wintermark and Dawn. They are Feresh the Rune of Majesty; Jotra, the Rune of Battle; Tykonus, the Rune of Victory; and Verys, the Rune of Might. The runes of Summer are sometimes called "the Gryphon runes" after the heraldic beast popular in Dawn.

The gryphon is a heraldric beast that combines the aspect of an eagle and a lion, the union of Majesty and Might. It has razor-sharp claws that cleave through armour like the Rune of Swords, and possesses wings that bring to mind the Banner Rune. It exemplifies all that is best in the four runes, and is an enduring symbol of victory, prowess, pride and potency. It is little wonder that it is so popular among the Dawnish.

Runes of Autumn

The Autumn runes are associated with wealth, influence, power, maturity and skill. They are Queros, the Rune of Plots; Hirmok, the Rune of Dominion; Lann, the Rune of Bargains; and Pallas, the Rune of Wealth.

Runes of Winter

Several of the Winter runes have a bad reputation, as might be expected. They are associated with fear, death, suffering, curses and ending, but they are also associated with wisdom and old age. They are Naeve, the Rune of Hunger; Irremais, the Rune of Wisdom; Yoorn, the Rune of Ending; and Kyrop, the Rune of Weakness.

Runes of Day

The Runes of Day are associated with thought, reason, truth, light and purity. They are Cavul, the Rune of Purity; Ophis, the Rune of Revelation; Sular, the Rune of Discovery; and Aesh, the Rune of Thought.

Runes of Night

The Runes of Night are associated with secrecy, illusion, emotions, instinct and change. They are Diras, the Rune of Secrets; Wyr, the Rune of Mystery; Xun, the Rune of Transformation; and Zorech, the Rune of Passion.

The Mystic Runes

There are two runes that fall outside the Realm groupings. (or perhaps three, depending who you ask). They are Gralm, Rune of Destiny and Ull, Rune of Chance. Some magicians leave them out of the runeset altogether; they are closely tied up with the Wintermark concept of the skein. The twenty-seventh rune, called The Unnamed, is the esoteric blank rune that represents the unknown, the concept of things that are outside creation.

Runes and the Imperial Faith

While the practice is not universal, certain runes are closely connected with certain of the Virtues of the Imperial Faith. The practice of using the runes in this fashion is most common in Wintermark, but it is also popular in Urizen and among the Navarr. At various times the Synod has attempted to introduce specific sigils to represent the Virtues, but they have generally failed to gain much traction. In almost all cases, the runes are seen as an adjunct to, rather than a replacement for, the more generally accepted iconography of the Virtues.

While there is no universally accepted connection between runes and Virtues, the most common runic affiliations are:

- Ambition is represented by Naeve, Rune of Hunger

- Courage is represented by Jotra, Rune of Battle

- Loyalty is represented by Lann, Rune of Bargains

- Pride is represented by Feresh, Rune of Majesty

- Prosperity is represented by Pallas, Rune of Wealth

- Vigilance is represented by Ophis, Rune of Revelation

- Wisdom is unsurprisingly represented by Irremais, Rune of Wisdom.

- While not corresponding directly to an Imperial Virtue, the runes Yoorn and Evrom are sometimes used together to represent the concept of reincarnation; in this case Yoorn represents the end of one life, and Evrom the beginning of another.

These correspondences are mostly symbolic, used as decoration or divination rather than working magic. The runes seem to lack any ability to directly interact with or influence the Imperial Virtues in the way that Liao Ceremonies do. While Irremais may be evoked to grant wisdom, it has no special ability to interact with a shrine Consecrated to the Imperial Virtue of Wisdom. The exact relationship between magic and Virtue is a topic of much debate among scholars from all walks of life.

Runes and Lineage

A strong connection exists between certain runes and the nature of those with lineage. While this set of connections is not universally accepted, five of the six lineages have a natural affiliation for six of the runes. As with the correspondences with the Imperial Virtues, these connections are most commonly used during divination.

- The blood of the Briar lineage is said to have a correspondence with the Rune of Blood, Rhyv.

- The Cambion lineage is said to correspond with the Rune of Bargains, Lann.

- The Changeling lineage is said to correspond with the Rune of Majesty, Feresh.

- The Draughir lineage is said to correspond with the Rune of Hunger, Naeve.

- The Merrow lineage has an affiliation for the Rune of Discovery, Sular.

- The Naga lineage has no single runic correspondence; Kallavesi mystics claim that this is simply because their nature defies easy categorisation, and as a consequence any or all of the four Runes of Night are used to represent them.

Rune downloads

You can download an installable Wintermark runes windows font file which contains all the Wintermark runes coded by the first letter of the name of each rune.

You can download a LaTeX style file for using the runes.

You can download an illustrator Wintermark runes vector file which contains all the Wintermark runes as scalable vectors. There is a similar file for the magic runes.

You can download each of the runes as a .jef file suitable for machine embroidery on a 7x5 hoop or larger, linked off the individual rune pages.

Further Reading

- Traditions

- Astronomancy

- Blood Magic

- Dramaturgy

- Rune Magic

- Music of the Spheres.

- Totem Magic

- Ritual Theory

- Spellcasting

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

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Runeforge

Contents

- 1 Overview

- 2 Senate Commissions

- 2.1 Benefits

- 2.1.1 Unique Crafting

- 2.1.2 Forge Schema

- 2.2 Costs

- 3 Existing Runeforges

- 4 OOC Note

Overview

A runeforge allows the Empire to create new magic items. Creating a new magic item is normally a process that can take generations of refinement and experimentation - combining the magical materials in the right way and the right proportions is an art, not a science. A runeforge greatly speeds up this process, focusing the skills of dozens of master artisans into experimentation and research, and providing both extensive materials and expensive books or examples of existing magic items with which they can work.

A runeforge is an expensive proposition, and once complete is likely to cover an extensive area. In addition to the work areas, the runeforge will incorporate apartments for the artisans and their assistants, as well as the infrastructure needed to support them. It is also likely to include warehouses for supplies and stores, and more than likely at least one library where books and scrolls can be referenced. A place to preserve and display failed, depleted or partially-successful magic items will also prove useful.

Despite being called a "forge" it is equally possible to create any type of magic item here. A skilled tailor from a Dawnish weaver cabal will rub shoulders with a gruff Marcher smith, while an Urizen weaponsmith argues the finer points of the use of dragonbone with a League mask-maker.

Senate Commissions

The Imperial Senate may pass a motion for the construction of a runeforge.The Senate must select a territory and region where the runeforge is to be built.

When the construction is complete a new Imperial title is automatically created. The title may be either an Imperial or National position. The Senate motion should state what the title is called, and how it will be appointed. The most likely path is for an Imperial or National position to be appointed by the Imperial Senate, or through the Imperial Bourse.

In the opinion of the Constitutional Court, the power to appoint the title could not be given to the Imperial Conclave, unless that body was altered to allow the full participation of artisans. Such a change would be complex and difficult, not least because artisans cannot reach the Hall of Worlds, and would certainly require the authority of The Throne to ratify.

Benefits

Unique Crafting

The runeforge can be used to create a single copy of a unique magic item. It takes six months to research a new item, which can require up to 40 materials to create. If the finished item requires more than 40 materials, it requires one extra season of work for every 20 extra materials. When the research is completed, the master of the forge is presented with a standard magic item that, as with all such items, will last for one year.

At this time, the master of the forge may choose to learn the ability to make that item for the usual experience point costs. However, the character will be unable to teach anyone else how to make the item - the ability to do so will remain theirs alone.

Forge Schema

Instead of constructing a single copy of a magic item, the master of the forge may choose to make a schema. It takes six months to research a schema, which can require up to 40 materials to create. If the finished item requires more than 40 materials, it requires one extra season of work for every 20 extra materials. Creating a schema requires the master of the forge to provide one ring of ilium per ingot or measure of material required to make the item (to a minimum of 10 rings). A schema is permanent unless destroyed with Words of Ending.

A schema is a "pattern" for the new crafted item that anyone can use to learn the method of creating the item. It can also be expended with the assistance of the Imperial Senate to spread the knowledge of how to make the new item throughout the Empire.

Unique items

A unique item is one that does not already exist in the magic item lists. It is likely that such an item will need to be bonded, and will be a weapon, armour, talisman or group magic item. Magic items tend to do one thing, rather than multiple types of things, and creating an item that does more than one thing is increasingly more expensive that creating an item that does one thing well. Not every ability of a magic item is equally appropriate to every kind of item, and more powerful items may prove to be prohibitively expensive in terms of time or materials required - or flat out impossible. It is worth talking to Profound Decisions about the kind of item you wish to create so that we can work together to come up with something possible that is as close as we can get to your original idea.

Costs

- Materials: 60 wains of Mithril, 60 wains of Weirwood, and 60 wains of White Granite

- Labour: 45 Thrones

- Time: 1 year

- Upkeep: Variable (see below)

The upkeep on the first runeforge would be 5 Thrones, the second 10 Thrones and the third 25 Thrones. There are a limited number of artisans in the Empire who are prepared to help with creating new items. This means that each new runeforge that is constructed will have an increasing upkeep cost - to reflect the fact that it must pay more to entice those independent artisans that remain to work there, and that it is competing for raw materials with the other runeforges.

Existing Runeforges

- The Spiral Sword in northern Redoubt.

- There are the ruins of an ancient runeforge under Gildenheim in Skarsind but they are non-functional.

OOC Note

The runeforge is used during downtime. The player who controls the runeforge should contact Profound Decisions by e-mail (at empire.rules@profounddecisions.co.uk) prior to the next event with the details of the item they wish to try and create. If they want to make a schema, they will need the appropriate number of rings of ilium in their inventory. Profound Decisions will let the player know before the next event the number and type of materials required to make the new item.

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Runemail

Description

Traditional runemail is crafted from a lightweight alloy of green iron and mithril. The alloy lends itself well to drawing out thin wire and forming them into rings, and the armour produced is light, but strong. Finished with carefully woven wires of weltsilver, and trimmed with dragonbone, the armour allow quick movement on the battlefield, protection from savage blows ... and also inspires the wearer, feeding the fire of their soul to perform great deeds. Runes of strength are worked subtly into the overall design of the armour, along with personal runes of significance to the smith or the intended wearer of the armour.

Traditionally a runesmith chants a heroic saga while crafting this armour, with the rhythm of the song helps guide the crafting process. In the heat of battle, some runemail wearers claim that they can hear that song echoing faintly in the music of the battlefield, drawing inspiration from the specific heroic deeds recounted in the tale.

In Dawn runemail is commonly crafted in the form of mithril plate rather than chain. Called Elfin plate, composed of sculpted plates of green iron alloy, it is often beautifully decorated and shaped to fit a specific wearer. A fine suit of this armour is popular with troubadours or senators who choose to take the battlefield, even if the enchantments woven into it have faded.

The Navarr may wear fine runemail in the Wintermark style, but their artisans also construct thick leather Runehide armour, often working the leather with coiling thorn or vine patterns into which dragonbone and weltsilver are inlaid, using green iron rivets and fastenings to hold the armour snug against the body. As armour that enhances versatility and provides options, without restricting mobility over much, it is unsurprisingly popular with the thorns.

Rules

- Form: Armour. Takes the form of a suit of medium armour. You must be wearing this armour to use its magical properties.

- Requirement: Any character can bond to this item.

- Effect: Gain one additional hero point.

- Materials: Crafting a suit of Runemail requires ten ingots of green iron and four measures of dragonbone. It takes one month to make one of these items.

I'd done the best I could by then. My work was done: thick hide, cured and crafted, with magic set into the lames, and dragonbone reinforcing the weakest points. Learned the trick of it from a Navarr I met. Vasiley would have the best gear I could manage.

I was in Anvil the day his call came through. I'd been listening to some Marcher sermonising: sounded like he'd spent too long in Bastion to me. Getting winked at by an orc. Looked like a threat, to be honest. I don't think he approved me smiling when the Marcher got firey, but my trust in the virtues is quiet, and I wonder about those who wear their faith so open. Irony of it is I was twisting a scrap of thonging round a little wooden eagle I'd carved for Vasiley at the time. The mark of Pride in Varushka. I doubt the orc would realise.

Anyway, the call came though. I added one last talisman to it; that eagle. I've heard from one of the Dawnish that she'd seen him absolutely hammer an orc to the ground during some skirmish, and butcher it as it recovered from the shock. She said those that saw just stood and cheered him. That was pay enough for a month spent drawing weltsilver wire, on and off.

He swore me an oath he'd come back, so he'd better.

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Runemark Shirt

Description

A runemark shirt is a light hauberk or harness of padded cloth or thin leather. However, its true power lies in its ability to inspire the wearer. The appearance of these shirts varies greatly across the Empire but most bear symbols important to the wearer, emblems of organisations or ideas they believe in and can drive them to greatness. Bonding to these shirts can lead to an even greater devotion to the cause depicted, as they fill the wearer with pride and courage.

Those made in Wintermark most closely live up to the name Runemark Shirt, bearing Verys, the rune of might, and other runes important to the wearer, such as runes associated with their lineage or favoured virtue. The presence of the runes in general remind the Winterfolk of their rich mystical heritage.

In Varushka the Runemark Shirt is more likely to depict animals, particularly bears, boars and hounds.

While the Imperial Orcs will obviously work their personal legion symbol into the crafting of the armour. Some take particular pride in wearing runemark shirts bearing the image of the Imperial Horse, proclaiming that their greatest inspiration is the Empire as a whole, rather than any small part of it.

Other nations decorate them with their own favoured symbols such as Dawnish heraldry, the symbols of their chapter, or whatever it takes to inspire the wearer to push themselves to greater deeds.

Rules

- Form: Armour. Takes the form of a suit of light armour.

- Requirement: Any character can bond to this item.

- Effect: You gain one additional hero point.

- Materials: Crafting a runemark shirt requires nine ingots of green iron and five measures of iridescent gloaming. It takes one month to make one of these items.

"Forgive me, ancestors, but you are wrong. I shall prove our worth to my brothers and sisters in the Legion. I shall prove our worth to the the humans that look on us with fear and mistrust. And I shall prove our worth to you as well, even if I have to cross the Abyss to do it."

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Runeplate

Description

Each plate of this heavy armour is crafted from an alloy of green iron and steel, repeatedly quenched in beggar's lye to cleanse unwanted impurities from the metal. The surface and fastenings are woven with orichalcum wire, with pieces of carefully shaped dragonbone used both as decoration and as backing for key pieces. The armour is usually marked with runes, and a full traditional suit of Wintermark runeplate bears each of the runes somewhere on its surface, along with personal runes of significance to the smith and the intended wearer - these suits are almost always commissioned by a specific wearer. Crafting a complete suit is sometimes considered the pinnacle of the armour crafter's art.

Runeplate inspires the wearer, driving them to perform great deeds. Some wearers find merely wearing a suit to be very tiring; beyond the exhaustion caused by the weight of the armour there is a constant nagging need to do something. It is not uncommon for a warrior to collapse after removing a suit of runeplate, emotionally wrung out by the experience.

In Dawn runeplate is sometimes called crusader's plate and in contrast to Elfin plate tends to be sparsely decorated. A wearer of Dawnish crusader plate needs no beautiful decoration to prove their glory, preferring to let their quality show through in their actions.

In Highguard the armour is often called templar's lorica and inscribed either with the specifically virtuous runes or without visible runes at all and instead with symbols of the imperial virtues. It is favoured by the cataphracts, but few chapters can afford to maintain more than a single suit of this expensive and valuable harness.

Rules

- Form: Armour. Takes the form of a suit of heavy armour.

- Requirement: Any character can bond to this item.

- Effect: You gain two additional hero points.

- Materials: Crafting a suit of runeplate requires twenty four ingots of green iron, five ingots of orichalcum and three measures of beggar's lye and three measures of dragonbone. It takes one month to make one of these items.

The old orc stirred the boiling pot before him, dropping a few more leaves into the water and breathing in the aromatic steam that rose from it. He poured some of the mixture in to clay cups and passed them to the orcs that sat at the fire with him. One of those who sat with him asked the elder for a story, the rest cheered. He quietened them with a gnarled hand, took a sip of the brew himself and then spoke.

“Liberty’s Reward he called it. I was there, just a boy of course but I heard him use the name. The first bit of armour that any of us had worn for three centuries. Glorious it was, no idea how they smelted it, or where they got the knowledge for it – maybe the ancestors called out to those who made it, gave them the secrets of crafting it. Anyway, I’d wager an orc hasn't worn a piece of armour like that since.”

The orcs looked to their own armour; battered, chipped, dented. Scraps of armour pieced together from the suits of the fallen, each mark told a tale. Absently each one touched a piece, reminiscing other the blows that had inflicted the damage. Proud.

“Didn’t even wear it himself, no. He gave it to his oldest friend. Some whispered that was Thrace’s only mistake and if he’d kept the armour for himself he would never had fallen. No one remembers that orc’s name now – who would? I was there and even I don’t remember. Friend to the great Thrace, no, his name is lost to the winds, but by the ancestors could he fight. I saw him take on two of those Highguard Cataphracts that had pushed through the lines to the camp, both decked out so much plate they looked like walking statues. Strong they were, good fighters, they did their nation proud. He held off those hunters while mother moved the children to safety, she was a mean one too but that’s another story. I saw them drive him to his knees time and time again but he never faltered. I swear he took blows that would have felled an ox at full charge. Every time a blow got past his shield and struck that armour the sound was thunderous. Like the voices of a hundred ancestors screaming their rage at the enemy. Maybe they were. Anyway, never saw him kill those Highguard but I saw bits of their armour being worn by those who fought beside him a week later so I’d wager they didn't end off too well.”

The orcs cheered, they felt the battle in their blood, the story of the fight stirred something in them, they heard whispers in the wind, voices calling to them. The ancestors called across the Howling Abyss to rile their battle-born hearts in to action at the memory of the battles.

“No one knows where he fell. Some don’t even think he did. I reckon he died when Thrace fell, those two were bound by bonds tighter than any slavers chains. Still, aint been an orc since that has worn a suit of armour that holds a story like that one and sure as I’m a snow-skinned old one aint no one ever found Liberty’s Reward. The day something that worthy gets crafted by orc hands again, that’ll be a day to remember, a sign that we’re on the right track.”

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Rune Overview (Redirected from Runes)

Contents

- 1 Overview

- 1.1 Performing Magic

- 1.2 Divining with the Runes

- 1.3 Crafting the Runes

- 1.4 Realm Affiliations

- 1.4.1 Runes of Spring

- 1.4.2 Runes of Summer

- 1.4.3 Runes of Autumn

- 1.4.4 Runes of Winter

- 1.4.5 Runes of Day

- 1.4.6 Runes of Night

- 1.4.7 The Mystic Runes

- 1.5 Runes and the Imperial Faith

- 1.6 Runes and Lineage

- 1.7 Rune downloads

Overview

Empire does not use Futhark or other traditional real-world rune systems. Rather it uses a series of twenty-six mystical runes that originated in Wintermark. While the Winterfolk discovered them, they are used by magicians and craftsmen all over the Empire.

Each rune is associated with a concept, usually a single word that sums up its magical meaning. They are each tied thematically to one of the Realms of magic. Runes also have names, which can be invoked, and are believed to physically resemble an iconic item or creature. Many magicians keep a scroll or a notebook containing information about the runes, as memorizing all of them is quite a feat.

The runes are also used as a simple alphabet by several magicians; each rune stands for a single letter in a typical substitution cipher. Many magicians consider this to be a risky and foolish activity; if the runes have power, then using them to write things invites unexpected and uncontrollable forces to intrude on the life of anyone who handles them.

Performing Magic

Runes can be used as a method of performing magic. A magician might trace a rune in the air or while touching a target of a spell, or might use a permanent or temporary design that incorporates a rune. Runes are commonly painted or carved onto the targets of any magic that has a duration, but may also be traced or invoked while performing almost any ritual.

There are no magical functions that are unique to runes, they are an aid to roleplaying when peforming a ritual and can be replaced with other aids as appropriate to the character, but the magical associations of each rune can be used in rituals where the hearth magic properties of the runes may provide a bonus to the effect of the ritual if used correctly.

Divining with the Runes

A diviner may have a set of runestones (or occasionally runic cards) which they use for divination. The diviner selects several of the runes at random, and tries to interpret their meaning. Some diviners write a word using a runic substitution cipher and then interpret the resulting runes as a means to gain insight about the thing the name applies to. This practice is largely discredited; magicians in Urizen and Highguard alike point out that it is based on an arbitrary connection between the runes and the letters of the Imperial alphabet, and has no divinatory value.

Crafting the Runes

Runes are often incorporated into crafted items, especially in Wintermark. In the setting they help to enhance the properties of items made - a sword is less likely to rust or shatter, a cloak is less likely to tear - but when used in this way the runes have no rules-based game effect, they are intended purely for roleplaying purposes.

An item may be marked with one or two runes that define or support its purpose - for example, a sword may have the runes for "warfare" and "victory" engraved on either side of the blade..

Realm Affiliations

The Runes can be combined together in many different ways, but magicians agree that there is a strong connection between the runes and the Realms. The majority of the runes are symbolic of concepts or themes closely tied to one of the supernatural realms. This does not mean that a rune can only be used with workings tied to the affiliated realm; for example, the rune of Purity Cavul is associated with the Day realm and may be used to purify a poison, but the rune of Blood Rhyv might be used instead or as well, despite being associated with the Spring realm. Collecting the runes into groups based on their realm affiliation is a useful shorthand for magicians when they are constructing a ritual. Crafters are aware of the distinction, but are usually much more interested in the meanings of the individual runes than their esoteric connections.

Runes of Spring

The Spring runes are associated with life, the natural world, youth and beginnings. They are Bravash the Rune of Fertility; Evrom the Rune of Beginning; Mawrig the Rune of Storms; and Rhyv the Rune of Blood.

Runes of Summer

The Summer runes are associated with strength, confidence, majesty, adulthood and energy. They are a common sight on weapons and armour, especially in Wintermark and Dawn. They are Feresh the Rune of Majesty; Jotra, the Rune of Battle; Tykonus, the Rune of Victory; and Verys, the Rune of Might. The runes of Summer are sometimes called "the Gryphon runes" after the heraldic beast popular in Dawn.

The gryphon is a heraldric beast that combines the aspect of an eagle and a lion, the union of Majesty and Might. It has razor-sharp claws that cleave through armour like the Rune of Swords, and possesses wings that bring to mind the Banner Rune. It exemplifies all that is best in the four runes, and is an enduring symbol of victory, prowess, pride and potency. It is little wonder that it is so popular among the Dawnish.

Runes of Autumn

The Autumn runes are associated with wealth, influence, power, maturity and skill. They are Queros, the Rune of Plots; Hirmok, the Rune of Dominion; Lann, the Rune of Bargains; and Pallas, the Rune of Wealth.

Runes of Winter

Several of the Winter runes have a bad reputation, as might be expected. They are associated with fear, death, suffering, curses and ending, but they are also associated with wisdom and old age. They are Naeve, the Rune of Hunger; Irremais, the Rune of Wisdom; Yoorn, the Rune of Ending; and Kyrop, the Rune of Weakness.

Runes of Day

The Runes of Day are associated with thought, reason, truth, light and purity. They are Cavul, the Rune of Purity; Ophis, the Rune of Revelation; Sular, the Rune of Discovery; and Aesh, the Rune of Thought.

Runes of Night

The Runes of Night are associated with secrecy, illusion, emotions, instinct and change. They are Diras, the Rune of Secrets; Wyr, the Rune of Mystery; Xun, the Rune of Transformation; and Zorech, the Rune of Passion.

The Mystic Runes

There are two runes that fall outside the Realm groupings. (or perhaps three, depending who you ask). They are Gralm, Rune of Destiny and Ull, Rune of Chance. Some magicians leave them out of the runeset altogether; they are closely tied up with the Wintermark concept of the skein. The twenty-seventh rune, called The Unnamed, is the esoteric blank rune that represents the unknown, the concept of things that are outside creation.

Runes and the Imperial Faith

While the practice is not universal, certain runes are closely connected with certain of the Virtues of the Imperial Faith. The practice of using the runes in this fashion is most common in Wintermark, but it is also popular in Urizen and among the Navarr. At various times the Synod has attempted to introduce specific sigils to represent the Virtues, but they have generally failed to gain much traction. In almost all cases, the runes are seen as an adjunct to, rather than a replacement for, the more generally accepted iconography of the Virtues.

While there is no universally accepted connection between runes and Virtues, the most common runic affiliations are:

- Ambition is represented by Naeve, Rune of Hunger

- Courage is represented by Jotra, Rune of Battle

- Loyalty is represented by Lann, Rune of Bargains

- Pride is represented by Feresh, Rune of Majesty

- Prosperity is represented by Pallas, Rune of Wealth

- Vigilance is represented by Ophis, Rune of Revelation

- Wisdom is unsurprisingly represented by Irremais, Rune of Wisdom.

- While not corresponding directly to an Imperial Virtue, the runes Yoorn and Evrom are sometimes used together to represent the concept of reincarnation; in this case Yoorn represents the end of one life, and Evrom the beginning of another.

These correspondences are mostly symbolic, used as decoration or divination rather than working magic. The runes seem to lack any ability to directly interact with or influence the Imperial Virtues in the way that Liao Ceremonies do. While Irremais may be evoked to grant wisdom, it has no special ability to interact with a shrine Consecrated to the Imperial Virtue of Wisdom. The exact relationship between magic and Virtue is a topic of much debate among scholars from all walks of life.

Runes and Lineage

A strong connection exists between certain runes and the nature of those with lineage. While this set of connections is not universally accepted, five of the six lineages have a natural affiliation for six of the runes. As with the correspondences with the Imperial Virtues, these connections are most commonly used during divination.

- The blood of the Briar lineage is said to have a correspondence with the Rune of Blood, Rhyv.

- The Cambion lineage is said to correspond with the Rune of Bargains, Lann.

- The Changeling lineage is said to correspond with the Rune of Majesty, Feresh.

- The Draughir lineage is said to correspond with the Rune of Hunger, Naeve.

- The Merrow lineage has an affiliation for the Rune of Discovery, Sular.

- The Naga lineage has no single runic correspondence; Kallavesi mystics claim that this is simply because their nature defies easy categorisation, and as a consequence any or all of the four Runes of Night are used to represent them.

Rune downloads

You can download an installable Wintermark runes windows font file which contains all the Wintermark runes coded by the first letter of the name of each rune.

You can download a LaTeX style file for using the runes.

You can download an illustrator Wintermark runes vector file which contains all the Wintermark runes as scalable vectors.

You can download each of the runes as a .jef file suitable for machine embroidery on a 7x5 hoop or larger, linked off the individual rune pages.

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Runesmith's Gavel

Description

A Runesmith's Gavel is most often a bar of metal with a hexagonal cross-section, with each face inscribed with runes or symbols of artifice and repair. Invoked by a magician it can mend torn metal and shattered wood as easily as a Mazzarine Spindle repairs shattered bone and torn tendon. This wand often bears the rune of wealth, Pallas, and when it is made of wood it is usually made of the wood of a fruit-bearing tree, especially the apple, pear or peach.

Some ritual magicians use wands such as this and the Acolyte's Mercy to allow them to offer support to their comrades in dangerous situations. It is also favoured by warriors who know a little magic and want to be able to put their weapons and shields back together in a hurry after encounters with greataxe-wielding barbarians. Bands of schlacta may have the occasional member who knows enough magic to make use of a gavel and they will often find themselves crouching behind a pair of their comrades putting their shields back together.

Some front-line Imperial Orc warcasters supplement their combat abilities with these wands. The mend spell is seen as a means of preserving items of great Worth, especially those already a little fragile from the rigours of time and hard use.

Rules

- Form: Weapon. Takes the form of a wand.

- Requirement: You must have the magician skill to bond to this item.

- Effect: You may cast, or swift cast, the mend spell as if you know it.

- Materials: Crafting a Runesmith's Gavel requires no special materials. It takes two months to make one of these items.

You’ve probably heard plenty of stories about the Ninth Winter Incursion, but I’m telling you this so you don’t think everyone was just dying in the mud.

For a start, the mud was frozen solid, so everyone was dying on it, not in it. The only ones that died in it were the smiths, because the forges were running so hot, not even the winter ice could stop the mud from melting.

I know, because I spent time there. I wasn’t a smith, but I do have some of the old magic in me, and I’d served an apprenticeship with Old Molly Summer. Now, Old Molly might have seemed a bit loose between the ears, but her magic was strong, and so was her sense; she made me create a runesmith’s gavel as my journeyman tallymark. She said it was so I’d always have something to barter, if my magic couldn’t get me by. That was Old Molly; mad as a brush but always with a contingency plan.

Anyway, that forge was one of the orc’s priority targets. Not only was there a decent supply of orichalcum and green iron, but the smiths themselves were working full time making armour and weapons to kit out the lads and lasses dying out in the cold.

And I spent much of my time using that wand. Often we’d get weapons back, all ripped apart and shattered, but with some magic still in 'em. Some of those orcs carry big, nasty, magic weapons that will ruin anything they hit. So I’d mend 'em back up with the Gavel, and back out they went.

A few times we got orcs at the door, and that’s when we’d really start dying in the mud. Saw those weapons up close and nasty then, I did. Saw them shatter bills like they’re glass, shields like it’s just so much pottery. If we managed to get a breather, that’s when the gavel came out; I remember thinking seven ingots of Orichalcum was a fortune when I made it, but it paid for itself many times over.

Saved a lot of shields, that gavel did. Saved a lot of Marchers too.

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Ruth

Contents

- 1 Virtue

- 2 Biography

- 3 Signs (Unconfirmed)

- 4 Controversies

- 5 Ruth in Play

- 5.1 Lepidus of the Seven Stars

- 5.2 Ruth's Quill

- 5.3 The Wardens of Virtue

Virtue

Ruth was recognised as an paragon of Loyalty by the pre-Imperial Highborn assembly. Her status with the Imperial Synod is unclear. In 82YE, the Assembly of Loyalty attempted to recognize her as an exemplar, but there are no records of the judgement's outcome. Some lists of inspirational figures list Ruth as a paragon, some as an exemplar, and many omit her entirely. Regardless, a number of devotees of Loyalty continue to look to her for inspiration - even though they risk accusations of criminality for doing so.

Biography

Ruth was the daughter of Abital, the patrician of the powerful Innyata family. Privileged from birth, she eventually turned her back on that existence to the great chagrin of her mother. She joined the Chapter of the Seven Stars to seek a deeper meaning to her life, drawn by the teachings of virtue. She devoured the teachings of the virtuous, and quickly became recognised as an accomplished philosopher. She was an outspoken proponent of the power that modern theologians would recognise as Loyalty - that the virtuous must know their own hearts, and understand the nature of their devotion.

Shortly after joining the chapter, she met and fell in love with her future husband Lepidus. According to contemporary reports, she was attracted to his conviction and belief in the ultimately virtuous nature of the Highborn people. For his part, he was drawn to her keen mind and commitment to the Revelation, and enjoyed every opportunity to discuss the paths of virtue with her.

In the last years before the civil war began, Ruth used her knowledge of the patricians to gather information about the enemies of the Revelation. She became a confidante of Permion the Navigator, and recruited several key allies for the cause from among the ranks of the patrician families. Combining a keen understanding of the social graces of the patricians with a zealous commitment to the Revelation, she was able to move freely between the privileged courts of the nobility and the more austere halls of the chapters. During this time, she also recruited agents loyal to her personally, or to the ideals of virtue. In addition to gathering information, she worked hard to try and head off the coming war, encouraging as many people as possible to embrace the Revelation and see the potential bright future it promised for the Highborn people.

When the civil war began in earnest, Ruth was forced into hiding. She continued to coordinate agents and funnel information to the chapters, but she also took a more active role in fighting the patricians. In addition to intelligence gathering, she was not averse to committing acts of sabotage and even assassination in support of the virtuous cause. For example, she and her agents destroyed the grain stores of the Tutamen family shortly after the Autumn harvest, crippling their soldiers and preventing them from marching against the chapters in Casinea until the following Spring - giving the northern followers of the Revelation vital extra months to prepare for the coming assault. She is also known to have ordered the deaths of at least eight key commanders in the patrician forces - men and women whose tactical skill was vital to the enemy but who resisted all attempts to sway them to the Virtuous cause. In one of her surviving letters, she speaks of the grief she feels at this course but seeing it as a way to shorten the war and ultimately save lives. "Those who refuse to accept the Revelation are our enemies," she wrote. "It is easy to kill them on the battlefield with our swords, but we must also be prepared to kill them in their beds with knives if we are to be victorious. They have made their choices, and we have made ours, and we must all accept the consequences."

She was captured by agents of the patricians on two occasions, and both times managed to escape execution - the first time with the aid of an ally hidden within the patrician ranks, the second time when her supporters assaulted the prison where she was being held. Historians tend to agree that Ruth and her agents were critical in giving the chapters the upper hand at the Battle of Pharos that effectively ended the civil war. Following the end of the war and the death of her husband, Ruth continued to serve the Virtuous Assembly, both by identifying potential threats and by continuing to recruit allies in unlikely places.

Ruth is believed to have been an accomplished magister who made extensive use of Night magic to create false identities that allowed her to venture into dangerous situations in cunning disguises. She also made great use of a unique quill that allowed her to send magical, untraceable messages to her allies. Not all theologians concur that she was a magician - given her ability to inspire personal loyalty in others, it is just as likely she simply had allies among the virtuous magisters. For the most part, her magic played second-fiddle to her rock-solid commitment to her cause, her keen mind, and her willingness to do what was required to secure victory for the virtuous.

While some of the Virtuous Assembly held her up as an example of someone who was truly Vigilant, she vehemently disagreed with them. For Ruth, the paramount virtue was not Vigilance but Loyalty. It was her Loyalty to the Revelation, to the dream of the virtuous life, and to the future of the Highborn people that was the source of her strength. She remained committed to the vision of a spiritual Highguard until her death, using her influence to strengthen the Virtuous Assembly and working to ensure that people who shared her commitment to the dream of Virtue were in positions of authority.

According to the Heirs of Lepidus, Ruth was recognised by the Virtuous Assembly as a paragon of Loyalty shortly after her death. For some reason, however, she was not recognised by the Imperial Synod after the formation of the Empire - possibly an oversight, or possibly a consequence of the recognition of so many Highborn historical figures as inspirations. There is documentation that confirms that a judgement was raised in 82YE by the Loyalty assembly to recognise Ruth - as an exemplar not a paragon - but there is no record of whether that judgement passed or not. There is some rumour that Ruth was buried in an inspirational tomb somewhere in Bastion - she was certainly not interred within the White City itself - but the location of the tomb if it exists, has been lost.

Signs (Unconfirmed)

The Assembly of Loyalty recognised the following signs when they proposed Ruth as an exemplar in 82YE.

- Ruth worked tirelessly to spread the Revelation, but she also worked to minimize the damage done by the Highborn civil war and the transition to a more virtuous nation, demonstrating her Benevolence.

- She Inspired people to embrace the Revelation, but she also inspired them to commit themselves heart-and-soul to their cause. She often expressed grudging respect for her opponents - at least for those who were acting out of a commitment to the rule of the patricians rather than those who were motivated by greed or fear of change.

- Her actions both during and after the civil war brought Salvation to many, while her work helped expand the Highborn understanding of Loyalty.

- Her quill, which she used both to send vital intelligence to her allies and agents and to record her thoughts on the need for loyalty, is considered to be a Legacy. According to stories, it surfaces from time to time in Highborn history in the hands of people of great commitment.

Controversies

Shortly before the Winter Solstice 381YE, the Heirs of Lepidus published documentation relating to Ruth and her status as a Paragon of pre-Imperial Highguard and an unconfirmed exemplar of the Way. These documents included several letters and excerpts from her journal, their authenticity supported by several prominent scholars - the provenance of the documents has also been confirmed by magicians associated with the rare documents departments of both the Litharge and Holberg University.

Yet the precise status of Ruth as an exemplar or paragon remains unclear. The absence of her inspirational tomb (assuming it existed) makes categorizing her even more complicated. While nobody has been prosecuted for heresy in the last hundred years for claiming she is an inspirational figure, she likewise tends to be left out of lists of paragons and exemplars.

There have always been theological scholars who have been critical of Ruth, although few can actually fault her commitment to the Revelation. She provably ordered the deaths of people who opposed her vision of the future for Highguard and the nascent Way. She lied and deceived, stole, and used hunger as a weapon against the soldiers of the patricians. Her pivotal role in the civil war is difficult to refute, but there are always those who question whether she should truly be held up as inspirational given (they argue) that she inspired others to commit murder and other heinous acts. Indeed, some scholars suggest that by encouraging people to abandon their families and their former allegiances in pursuit of her cause she actually acted against the interests of Loyalty as a platonic force.

Further complicating the issue are the old rumours of the creation of an Inspirational Tomb. If its existence could be confirmed one way or another, some of the controversy surrounding Ruth might be laid to rest. If the tomb does exist, that may provide proof that she was recognised by the Imperial Synod and that her absence from the lists of inspirational figures is an oversight - or the result of political maneuvering within the Synod.

Alternatively, the Synod could resolve the issue somewhat conclusively with the usual judgement of recognition. The Synod would need to decide whether they agreed with pre-Imperial Highguard that she is a paragon, or decide that she is an exemplar, or indeed decline to recognise her status as an inspirational figure at all.

Ruth in Play

Lepidus of the Seven Stars

Ruth was married to a man named Lepidus, a significant figure in his own right - both during the revolution against the patricians and in the creation of the virtuous nation of Highguard. Recognised as a paragon of Pride, Lepidus' legend has somewhat overshadowed Ruth's story. A chapter devoted to restoring lost exemplars and paragons to prominence, the Heirs of Lepidus, are responsible for bringing Ruth back into the public eye. Their work is supported by a number of wealthy patrons, including the benefactors of Cantiarch's Hold and Reumah's Redoubt.

Ruth's Quill

The Quill of Ruth is believed to be an artifact, infused with a powerful aura of Loyalty, that allows the one bonded to it to send magical missives regardless of whether they are a magician or not. According to accounts, it most likely permits the wielder to perform an effect similar to Call Winged Messenger - including the requirement for a specially prepared letter. For several centuries, the quill was considered to be a unique item of unknown provenance. Modern scholars, however, point out that similar items are relatively common among the Magician-Princes of the Principalities of Jarm. Whether this speaks of some connection between Ruth and that eastern nation is a matter that might bear further investigation.

According to some reports, the Hallowing of the Token was called the Hallowing of the Quill in pre-Imperial Highguard.

The Wardens of Virtue

The story of the Wardens of Virtue is almost certainly apocryphal. According to this tale, after the formation of the Virtuous Assembly in Highguard, Ruth of the Seven Stars turned her talents, and those of her agents, toward protecting the Revelation from a counter-revolution. This small sect, calling themselves the Wardens of Virtue, were dedicated to Loyalty and specifically to the cause of Virtue. There are several stories in which vital information unexpectedly falls into the hands of people whose interests align with the Way at just the right moment, which has lead to a belief in a shadowy cabal of spies and possibly even assassins who operate without oversight from the Imperial Synod and protect a particular ideal of the Way. Their symbol is allegedly a white quill with a crimson nib.

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Ruthless Vigilance, Healthy Crop

Contents

- 1 Rules

- 1.1 Winter Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a herb garden. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The herb garden produces an extra two drams of each herb over the next season.

The character who controls the target herb garden experiences a short-lived roleplaying effect: they become keenly aware of the people around them who are physically weak or lack willpower; the company of such people is distasteful, and it is easy for the target to imagine the ways that they will cause trouble in dangerous or difficult situations.

If the owner of the resource does not attend the next event, then the additional production provided by the resource is still added to that character's inventory.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional herb gardens in the same territory. Each additional herb garden increases the magnitude by 6. The character who controls each herb garden must be present throughout the ritual.

Description

This spell is harsh but effective. It kills vermin that might damage growing plants and protects a herb garden from disease, but the magic of the enchantment also ruthlessly destroys any weed or plant that does not have medicinal value that grows in the garden. The dead plants serve as compost for their more valuable siblings. When working in the herb garden, it is easy to see which plants are likely to produce strong medicinal preparations and which would be better off removed; with a simple twitch of a trowel or a snip of secateurs, the weak plant is gone and the other plants in the garden will grow a little taller as a consequence.

This ritual is quite old and has been practised in places such as Navarr and Varushka since time-out-of-mind. It is cruel, but valuable, and by ruthlessly tending the herb garden, its owner produces many more medicines to aid their people. Those wise in the ways of Winter would say there is a lesson there ...

Common Elements

The ritual encourages hardy plants to become even hardier and kills plants that are weak. Ritual performances occasionally include the evocation of the rune Bravash, but are much more likely to include Irremais, the Rune of Wisdom. Sometimes a Wintermark ritualist will include Gralm and Ull to represent difficult choices. Hearth magics and symbols associated with tradition, health, and Wisdom are also commonly evoked, such as shedding small amounts of blood or offering a cup or bowl of wine, ale, milk, or mead to the targets.

This ritual is sometimes combined with an invocation to the eternal Wise Rangara, or to a paragon or exemplar of Wisdom, Vigilance, or Courage.

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Sadogua

Contents

- 1 Eternal of Night

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Night

Sobriquets

Sadogua is most commonly known as the Brother of Wizards; the eternal claims to be male, although this does not prevent him from taking on female guises when the mood strikes.

Sadogua likes grand titles and collects them. He clearly enjoys being flattered, especially when the flattery is amusing. Common sobriquets include the Toad King, the Black Beast, Wyrm-King or the Father of Bats. He is sometimes referred to as the Glutton, the Lazy or the Black Sloth - names that he appears to find amusing rather than offensive. His associations with the rune Diras occasionally lead to him being called Shuttered Lantern (although this can cause confusion with all the other meanings for that phrase). The hakima Isobella i Javos i Guerra dubbed him Eater of Secrets due to his observed habit of consuming written secrets and mysteries. Not all Sadogua's names are quite so flattering - some Dawnish magicians have taken to calling him "the Globberslotch" for example. Yet it appears that the Brother of Wizards is just as pleased with names that reference his slovenly, slothful, gluttonous nature as those that recognise his role as a companion to magicians.

In the Sumaah Republic he is called "Forfører" which translates roughly as 'seducer', while the Asaveans call him "o Patrício Preto" which means 'the Black Patrician'. In Jarm they often call him "Wujek Sadogua" which means 'uncle Sadogua'.

Appearance

Sadogua makes no bones about the fact that he is a wyrm (that is, his true form is that of a wingless lizard as distinct from the serpent-form Night eternals who possess feathered wings). As with other wyrms, this tends to mean that the Brother of Wizards is more earthy and concerned with practical matters than the more cerebral and philosophical serpents such as Soghter. It is extremely rare to meet Sadogua in anything approaching his 'true form' however - as with most Night eternals he loves to change his shape.

His most common appearance is as a rotund, jolly humanoid, sometimes with naga features. He often incorporates elements of toad, bear, or bat into his form and on more than one occasion has appeared with orc-like characteristics. The only constant is a golden chain, which may be worn around the neck, wrist, waist or ankle and seems to shift its appearance as readily as its master does. He almost always has a wand, staff or rod to hand and regularly consults divinatory devices such as crystal spheres or runes.

While Sadogua generally appears lazy, self-indulgent, lustful, avaricious and gluttonous it is dangerous to underestimate him. Several magicians have warned that this genial appearance is almost certainly a mask to conceal deeper and darker motivations. Ultimately, he seems committed to the supremacy of magicians. While it is unlikely his every action is motivated by a desire to advance the status of magicians, it is certainly his overriding goal.

Sadogua is almost never encountered alone; he is gregarious and affable, and usually has at least two heralds - which he refers to as his Children. Questions about where these Children come from are always deflected. Some scholars have pointed out that a number of them bear naga features. These Children reflect the personality of Sadogua - they tend to be curious, friendly and prone to self-indulgence. Most also possess magical abilities.

Concerns

Sadogua likes secrets, but does not obsessively collect them like some eternals of the Realm of Night; he appears to view them as useful tools in games of intrigue and manipulation rather than things that have value in themselves. He is often openly contemptuous of the Whisper Gallery and other beings who value secrets as discrete items. Many magicians have reported that he eats secrets - the more scandalous they are, the more flavoursome he finds them. It is not clear if this is a metaphor or if the eternal gains sustenance from doing so.

He is usually eating - and is said to offer additional favour to anyone who shares food or drink with him or his Children. He is likewise known to enjoy pleasant company, verbal interplay, gossip and romance. He enjoys games of skill and chance, but more for the pleasure of playing (and, allegedly, the chance to learn about his opponents) than from any drive to win. Few things make him angry - the denigration of magicians appears to be one of the few things likely to raise his ire; blatant disrespect annoys him, and anything that forces him to waste energy or tire himself out can make him exceptionally irritable.

He loves to serve as a patron of the arts, especially musicians and poets. He is also known to be an especial fan of the culinary arts, and the arts of the brewer. While he is gluttonous and avaricious, he is not selfish - artists and chefs are likely to receive the benefit of his largesse in the form of small boons in recognition of their skill.

He is known to dislike priests of the Way, with the exception of the priests of Prosperity. During the reign of Empress Teleri he was the subject of a Declaration of Enmity that was not repealed until 132YE. The foundation of this enmity is unclear, and he will not speak of it, but it is assumed to have involved magicians from the Sevenfold Path. Since that time, he has presented a more appealing face to those magicians who follow the Way, although his sincerity is very much in question. On rare occasions when he has expressed an opinion, he has dismissed the Way - and indeed most forms of religion - as 'unnecessary restraints'. He is known to be more tolerant toward the heterodox faith of the Asavean Archipelago.

At the end of the day, Sadogua appears to firmly believe that magic and magicians should be promoted at all times. Magic allows the individual to change the world. and magicians wield that power. Mundane humans are parochial, limited, restricted and ultimately boring. Anything that restricts magic or the freedom of magicians is anathema to Sadogua, and should be swept aside. Magicians are the only people fit to lead their fellow humans, and magic is the only tool that anyone need ever master. It has unlimited versatility, and in time it can solve almost any problem - and the problems it cannot solve are inconsequential. While he favours the Lore of Night over the other lores, he is a rare eternal who sees value in the mastery of any form of magic, and actively encourages magicians to seek out their own path to power.

Sadogua is prone to complicated enmities, and another uncommon quality is his awareness of and keen interest in eternals of other realms. He is known to dislike the eternals Meraud, Kimus, Basileus Kade, and Wise Rangara and appears to view them as 'rivals' for the affection of the Empire's magicians. For unknown reasons, he appears to be deathly afraid of the Leviathan, and will do nothing that might incur that eternals wrath. Other eternals tend to be viewed with a measure of amused contempt.

The Highborn magister Zenobia daughter of Jocasta warned that Sadogua not only lies constantly, but that he actively encouraged idolatry and anarchy. These claims have been repeated by numerous critics down through the ages. Sadogua and his allies rarely bother to respond to such claims. The Freeborn naga sutannir Daniego i Casiddia i Riqueza pointed out in response to Zenobia's claims that what Sadogua definitely does is encourage Pride and Ambition in the Empire's magicians, as well as being a staunch supporter of the virtue of Prosperity (for all that he encourages magicians to find easy ways to solve their problems).

Boons

Sadogua may be greedy, but he is not selfish. He appears to enjoy giving small tokens of his approval to those who entertain or assist him. These tokens are usually physical in nature, and commonly take the form of exotic flavours of mana, potions, and other consumables, and trinkets that aid with or duplicate the effectiveness of magical spells of all sorts. Those who advance his agenda or assist him in some significant way receive more lasting gifts, but again he would rather give someone an object than investing them with any portion of his power.

He appears to be a master of the Lore of Night, with wide-ranging abilities to enhance or empower the performance of almost any ritual. He has a special fondness for both the night pouch incantation and the Secrets for the Shadow Courier ritual - things that conceal treasured items, rather than magic that conceals or reveals secrets, seem to be especially dear to him.

He often engages in trades with magicians, and is known to have an insatiable desire for iridescent gloaming, ambergelt, dragonbone and tempest jade - often quite literally eating measures and ingots of these materials with every sign of gusto.

He loves to promote magic. Rituals such as Missive for Sadogua draw on his power directly - he is slightly more likely than other eternals to bind himself to a ritual promise if he can be convinced that doing so will offer assistance to many magicians without requiring too much actual activity from the lazy eternal.

Several magicians have mentioned that Sadogua is comparatively easy to manipulate, not least because he enjoys giving gifts and receiving praise. He rarely becomes angry if he is tricked, seeming to take it in good part and praise the cleverness of an opponent who has bested him in some way. Magicians are not advised to take his good nature for granted, however, and occasional he treasures gained from Sadogua have proved to possess unpleasant curses or side-effects.

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Safe passage for Lasambrian delegation

That safe passage be granted for Lasambrian representatives to visit Anvil at an appropriate time to discuss a potential treaty.

Proposed by Semmerholm, seconded by Upwold.

Overview

- Allow safe passage for a delegation from the orcs of the Lasambrian hills to visit Anvil for purposes of negotiation.

Date

- Passed Summer 378 YE

Campaign Outcome

- Safe passage extends the protection of the Imperial law to the delegation, as if they were foreigners.

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Safe passage for the Jotun

That safe passage be granted for Jotun representatives to visit Anvil at an appropriate time to discuss a potential peace treaty.

Proposed by Sermersuaq, seconded by Weirwater

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Campaign Outcome

Overview

- For the duration of the visit, the Jotun delegation would have the status of foreigners.

- Passed unanimously

Date

- Passed Spring 377YE (Event Two 2013).

Cost

- None

Progress

- Complete

Campaign Outcome

A Jotun delegation attended the Summer solstice and agreed a treaty.

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Event Safety (Redirected from Safety)

Redirect page

Event safety

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Sail Away Across the Sea

Original tune is called Los Set Gotxs Recomptarem, words by Daisy and Jude.

RECORDING of this song : Media:sail-away.mp3

Watch out for the 5/4 bar, if you want add a rest beat at the end of each "Haul away " line so it doesn't throw out your accompanying drummers! Or get the drummers to add in a beat's rest at the end of the line like in the recording.

youtube version

Waves on the prow and spray in the air Come along with me and sail across the ocean Salt on my skin and wind in my hair Come along with me and sail across the ocean

Chorus: Haul away and sail across the ocean! Haul away and sail across the sea!

Anchors away and hands to the oars Come along with me and sail across the ocean Setting a course for far away shores Come along with me and sail across the ocean

Chorus

Storms in the east and sun's in the west Come along with me and sail across the ocean A life on the rolling sea is the best Come along with me and sail across the ocean'

Chorus

Add more verses as you like.

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Sanction

"...an Atun herself shall turn her gaze from you, as your soul lingers, unmourned, in the darkest recesses of the Labyrinth. You are excommunicated."

"You... you can't do that! Your writ of excommunication never passed the General Assembly!"

"You are condemned as a heretic. I will be sure the magistrate's know it. Besides, if the Assembly lacked the spine to issue a writ of excommunication against the likes of you, what makes you think they have the will to condemn me?"

Synod Judgement

- Any Assembly

- Lesser Majority

Contents

- 1 Overview

- 1.1 Vindication

- 1.2 Penance

- 1.3 Castigation

- 1.4 Condemnation

- 2 Judgement

- 3 Outcome

- 4 Inquisition

- 5 Further Reading

- 5.1 Core Brief

- 5.2 Additional Information

Overview

The Imperial Synod is responsible for investigating and publicizing behaviour the Synod considers to unvirtuous. Sanction allows the the Synod to publicize such deeds and to bring religious crimes to the attention of the magistrates for possible prosecution.

For many years the only option available to the Synod was to condemn an individual for their invidious actions - criminal or unvirtuous. However following the work of stormcrow Jorma Steelhail from 379 to 380, the Senate finally agreed to expand the scope of the Synod's powers to allow a range of different edicts to be issued - in accordance with the judgement of the Synod.

As a result the judgement was changed to allow the Synod to choose one of four different options - whether to vindicate, castigate, condemn or demand penance.

Vindication

A judgement of vindication is used by the Synod to demonstrate that they view the target as innocent of any accusations of unvirtuous acts that have been levelled against them. It may also be used to formally laud the subject's virtuous disposition.

Penance

Penance is used where the assembly believes the subject to have engaged in both virtuous and unvirtuous behaviour. The judgement recommends how the target can correct their unvirtuous behaviour.

Castigation

A judgement of castigation indicates that the target is believed by the assembly to be guilty of unvirtuous deeds and nature and is formally rebuked for them.

Condemnation

Condemnation is used where the assembly is satisfied that an individual is guilty of committing a religious crime. The priest who brought the motion of condemnation is expected to be be responsible for ensuring that the magistrates are informed of the matter, and that the basis for the condemnation is presented to them.

Judgement

The judgement of sanction must name one specific type of sanction; vindication, penance, castigation, or condemnation, that is being weighed against all those named in the judgement. A sanction may be raised by any assembly of the Imperial Synod. When the judgement is raised in a national assembly, it may only be used to sanction members of that nation. The virtue assemblies may raise a judgement against anyone - but they are expected to restrict the remit of their sanction to matters concerning their virtue.

The judgement must name each specific individual who will be covered. A judgement may only name more than one individual if they are members of the same oathsworn band - either a banner, sect, or coven at the time the judgement is raised.

When a judgement of sanction is submitted, the Tribune is responsible for informing the subject of the judgement. Usually they will send a messenger to find the citizen to ask them to attend the Hub so that they can be briefed on the development. Any sanction requires a lesser majority to pass.

It is easy to defend the innocent.

Marcher Proverb

Outcome

A successful judgement of vindication, castigation, or penance will be noted and recorded in the official Synod records, but it is the responsibility of the priest who brought the judgement to ensure that all are aware of the outcome.

A successful condemnation however will lead to a criminal trial, if the magistrates are satisfied that there is sufficient evidence that Imperial Law has been broken, especially if a religious crime has been committed. The magistrates will consider:

- Whether the presenting priests have sufficiently established a religious crime has taken place

- The severity of the crime in terms of harm, or potential harm, to the Empire

- Any pleas for clemency

The priest who raised the successful judgement of condemnation must address the magistrates, either alone or with others, and present the basis for their condemnation.

Inquisition

A priest who conducts an inquisition may choose to escalate the inquisition to a sanction if they believe it is appropriate. To do this they submit a new judgement of sanction for consideration by the Synod. This judgement does not count against the limit of one judgement per priest per summit, provided it is submitted by the same priest who submitted the judgement of inquisition and that it does not name a new target not named in the inquisition. The new judgement may use less names than the original inquisition, but it may not add a new name to the list.

Refusal to attend an inquisition is usually sufficient grounds for condemnation and prosecution for subverting the agencies of state, provided that the target or targets could reasonably have attended.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Imperial Theology

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

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Sanctioned event rules

Contents

- 1 Overview

- 2 Help from Profound Decisions

- 3 Players

- 4 Rules

- 5 Plot

- 6 Event planning

- 7 Resources and items

- 8 Logistics

- 9 Further Reading

Overview

The Empire rules and setting are licensed under terms that allow anyone to use them freely for any reason and to modify them for their own use. As a result, anyone can choose to run a live roleplaying event and call it an Empire event if they wish. In fact, some elements of the setting were deliberately designed to facilitate this shared approach.

Although there are many advantages to this freedom, the drawback is in the consistency of the setting and rules experienced by players. If someone runs an event that includes elements that contradict the material that Profound Decisions have published for Empire then it can negatively affect the campaign continuity or increase confusion about the Empire rules. To try and balance this we have produced a set of guidelines for sanctioned events - Empire events which are considered by us to be a part of the same campaign that we are running.

Help from Profound Decisions

- We can provide only limited help

- We cannot provide plot, NPCs, or refs for your event

Although we welcome other live roleplaying groups creating and running their own Empire events, our focus is very much on our own events. Every available resource that we have is spent making our own events better - we don't have spare crew or plot that we can provide for other events.

Any existing Empire refs are welcome to attend your event as a referee if they wish to do so. If they are able to access the Profound Decisions website while at your event then they will be able to perform all the ref functions that they access at events using our tablets.

We don't write plot for other events - all the plot that is created by us is intended for our own events. We will offer sufficient advice and help with your plot to ensure that it can be sanctioned as part of the ongoing Empire.

We can also provide some cards, resources, and ribbons for a sanctioned event that involves a significant degree of combat and peril.

Players

- Please email us with any changes that happen; character death, ongoing rituals performed or bonds changed

If you perform an ongoing ritual at a sanctioned event, then please keep any mana crystal cards that are used to one side and post them to our head office address after the event with details of the ritual you performed and the participants you performed it with. Once we receive the crystals we will process the ritual, so that any ongoing effects are included in any downtime processing. If an event takes place after downtime has been processed, then the rituals will take effect as if they were performed at the next Profound Decisions event. If you perform a ritual that does not have an ongoing effect then you do not have to inform us, and must destroy any mana cards used at the time.

If the magical items or bands that your character is bonded to change at an event then you should inform Profound Decisions by email so that we can update your character record.

You must email us to let us know if your character dies at an event.

Rules

- Sanctioned events use the Empire rules published on this wiki

- Any rules changes or variants must be published in advance of the event

If you want to run an Empire event that is sanctioned by Profound Decisions then it should use the official rules. Changing the rules has two potential drawbacks, first it creates confusion for players about the rules and their character's abilities. The rules give the players a basis for understanding their character's abilities and what they can legitimately expect to happen in the setting. More importantly, our events are largely self-reffed, a player applies the rules to their character, so they need clarity about the rules they should follow. If you agree a rules variant for your event with us, then please make sure that your players are aware of this by publishing appropriate details in advance of the event.

In a LRP game, the rules have powerful implications that help to define the game. For example, stories in a setting in which you can resurrect the dead are fundamentally different to stories in a setting where that is impossible. Every live roleplayer has different views on what their perfect LRP would be - by implication they all have different views on what the perfect rules would be. We don't pretend that the Empire rules are what everyone in LRP would choose, but on aggregate they are what the players who choose to attend Empire events have chosen to play. If you want your players to enjoy your events then it is wise to respect their choices.

Of course it is possible to write in-character elements to your game that subvert the rules. If you don't want your characters' wounds to heal after a few hours of rest, you can force that by setting your event in a region afflicted by a terrible Winter magic curse that prevents it. Choosing what elements of a setting are unusual or different in some way can be part of the creative process of writing plot. But events where the setting causes the rules to work dramatically differently or where the plot appears to have been created purely to subvert the rules will not be sanctioned by us. Many rules are so important that we will not sanction them being subverted under any circumstances. For example, we will never sanction a plot that allows a character to recover after becoming terminal.

It is important to appreciate that the Empire "rules" cover more than just the game rules themselves. The critical example of this are the rules for conduct at our events. We know these rules do not appeal to every live-roleplayer, but they are the rules that PD have put in place for our Empire events. It is perfectly reasonable for Empire players attending your event to assume that the same rules apply. We encourage all sanctioned event organizers who are happy to use Profound Decisions rules to publish that with an appropriate link. If you have decided that you do not wish your event to confirm to the rules for conduct then please make sure that any variations are clearly indicated in advance of booking.

Plot

- Sanctioned event plot must be shown to Profound Decisions

- Sanctioned events must not create new Eternals, Paragons or foreign nations

- You should clearly communicate the style of your event to your players

We will not sanction your event until we have seen a copy of the plot that you plan to run. If you want to run a sanctioned event then you need to submit the outline of any plot which is essential to your event first. As you detail the plot for your event then you can check any significant developments with us as you go to ensure that you are not creating problems. You should submit a final copy of the plot for your event two weeks before the event takes place. Our plot team will check the plot for continuity with our campaign, they may have some suggestions for ways to link things to the plot at the main events.

Sanctioned event plot should be of a level of significance equivalent to a character or group's background. For example, we will not sanction an event in which the players must prevent an evil cultist performing a ritual to prevent the complete destruction of the League city of Sarvos. In particular, this means that you cannot create new Eternals, Paragons, or foreign nations as part of your plot. If your plot requires some unique element of this kind, then you should employ a less significant equivalent - such as a herald or exemplar.

In general the sort of things that it is appropriate for players to create for their background, a Marcher Household, a Highguard Exemplar, a Dawnish Herald are the sort of elements that you can create when writing plot for a sanctioned event. If you must use something more powerful - like an Eternal - then you must use one of existing options defined on the wiki.

The best sanctioned events will use plot with appropriate scope. It is common for plot writers to want their plot to be dramatic and significant, but plot that threatens the existence of the Empire, an Imperial Nation, or even an Imperial territory - are just not workable for a sanctioned event. It's not fair on the Profound Decisions player base if they turn up at their next Profound Decisions event to find that the Marches were ruinously destroyed at a sanctioned event attended by thirty players three weeks earlier. For this reason we won't sanction plots of this kind.

A plot can still be dire in nature, even if its scope is limited. A Varushkan plot that threatens the inhabitants of a Vale, a Navarr plot that risks the destruction of a Terunael ruin, or a Dawnish event set in a ruined keep in the Barrens. These plots can be compelling even though they won't change the course of the world; they don't have to be far-reaching to be dramatic.

The Empire wiki defines a set of plot guidelines which are well worth reading if you intend to create a sanctioned event. These are the style guidelines we encourage all our writers to use when creating plot for our events. Our goal is to create a distinct style for our events so that our players know what to expect. By default many Empire players will assume that if you are running an Empire event then it will be in the style of other Empire events. Your event should reflect the style of game you want to run - but please respect the Empire player base by communicating clearly the style of game that you are creating.

Event planning

- Do not expect your players to have a specific skill or ability

- Do expect your players to perform Signs and Portents and Bright Lantern of Ophis.

Most sanctioned events will be considerably smaller than a Profound Decisions event. As such it is very ill-advised to create a plot that requires the characters to have access to a specific thing to resolve the plot - Murphy's Law dictates that the characters attending your event will not have that skill, ability or item.

However, someone attending your event will cast Signs and Portents. Please read this ritual carefully, make sure you understand how it works and ensure you have the results written well in advance. The rules for Empire give the players many ways to analyse unusual items and effects that they encounter - so you should ensure that you are familiar with rituals like Bright Lantern of Ophis and have the results ready for when it is cast.

You should also be aware of Whispering Shadow Courtiers and the rituals Shadowed Glass of Sung and Clear Lens of the Eternal River. The former ritual can be a useful conduit for reinforcing themes or providing additional information about your event, while the latter two rituals are designed specifically to complement linears and location-based scenarios.

Resources and items

- Combat events are eligible to receive a small number of resources

We expect players who are attending an Empire event that includes significant amounts of combat to expend some herbs, mana crystals, and liao during the course of your event. Therefore it is appropriate for such events to include a small amount of resources that the players can acquire during the course of the event. We will review the plot for your event and decide how many resources are appropriate based on the number of players that you have booked.

Although the players expend herbs, liao and mana crystals, it is possible for a combat event to include anything of value in the Empire world - money, magical items, materials or even resources. If you require specific resources then make sure you request them well in advance of your event. If your event requires a magical item then you should use one of the magic items listed on the Empire wiki. If your event simply must include some unique magical item then you can request this. We will need a very clear definition of the item's power as early as possible to consider whether we will allow it.

Once the items and resources for your event are agreed, then we will arrange to have the cards, phys-reps and item ribbons shipped to you. Please make sure that any game items have an official Empire item ribbon attached to them before the game starts.

Logistics

- Sanctioned events will be listed on the Empire wiki

Once the plot outline for your event has been sanctioned and you have booked a site then you can advertise your event on the wiki list of sanctioned events. You are then free to promote your event as a Empire event sanctioned by Profound Decisions.

Further Reading

- Sanctioned event rules

- Imperial Law at sanctioned events

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Member of the Synod (Redirected from Sanctuary)

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Judgement

- 3.2 Witness

- 3.3 Sanctuary

- 3.4 Clemency

- 4 Further Reading

- 4.1 Core Brief

- 4.2 Additional Information

Overview

Members of the Imperial Synod are responsible for the spiritual leadership and wellbeing of Imperial Citizens. It is understood that a Synod priest has a virtuous nature that enhances virtue in others and protects them from wickedness. Consequently, Synod priests are entrusted with legal powers to help them fulfill their virtuous role.

Every Imperial citizen who oversees a congregation is a member of the Imperial Synod. In addition, a sinecure that provides votes in the Imperial Synod grants the holder of that Imperial title the powers and responsibilities of membership of the Synod.

Responsibilities

Members of the Synod are expected to wield the powers of the Synod in accordance with the doctrine of The Way to ensure that citizens are virtuous. They are expected to identify and reward the virtuous, and to seek out and punish the wicked and corrupt. In this way, they safeguard the Imperial destiny, and work to ensure that the Empire lives up to the high principles and aspirations on which it was founded.

Powers

The powers of a member of the Synod arise from their leadership of their congregation, not from appointment to an Imperial title. As such, it is not possible to proxy these legal rights to another citizen, they may only be used in person by the member of the Synod. Imperial titles appointed by the Synod may use a proxy as normal.

Judgement

Every Synod member can raise a single judgement during each summit. That judgement must be raised with an assembly the priest belongs to. There are many different types of judgement, and not all of them are available in every assembly.

Over the course of a summit, there may be many judgments put before the various Synod assemblies. A Synod priest can vote for or against any judgement raised in any assembly of which they are a member.

Witness

"...we come to Lot 4 of the private auction: The skull of Mikkal. The seller claims this relic is the remains of the self-styled Exemplar of Anarchy, and may even possess unusual spiritual qualities. There is a reserve price of..."

Rillet tuned out the auctioneer's voice as he turned to look at the gaggle of priests staring at either him, or the skull. Getting into the private auction had been one challenge. Getting out again, and with the skull, was going to be something else entirely. Thankfully, he had a plan.

Members of the Synod are empowered by the Imperial Constitution to witness or observe all aspects of the bodies of state in function. In practice this is considered to be any formal meeting of an Imperial body organized and supported by the civil service. Meetings such as the Muster or a Senate session, are all covered by the right of Witness, but private meetings of citizens are not covered.

Any member of the Synod must be granted access to the Imperial Bourse, the Imperial Senate, the Imperial Military Council, and the Imperial Conclave, in order to observe and witness proceedings. While exercising the right of witness, Synod priests are required to remain quiet, and respectful. This power does not grant a priest the legal right to interfere with the proceedings in any way - if they do they risk being ejected and refused reentry.

In practical terms, the power of witness has been ruled to grant the right of Synod priests to:

- Access the Imperial Senate public gallery during a Senate session, or during any formal audience undertaken by a representative the Empire wielding authority (such as an ambassador)

- Be present in the Imperial Military Council during meetings of Generals, including the muster and any official council session. This right does not extend to a priest who is currently a senator; the constitution explicitly forbids senators from entering or being present during the meetings of the Military Council.

- Be present at a meeting of the Imperial Conclave in the Hall of the Worlds. The Conclave has no responsibility to empower members of the Synod who are not magicians to reach the Hall of the Worlds. Representatives of the Conclave have repeatedly pointed out that a magician who is a priest has every right to attend a conclave meeting anyway. The main use for the right of witness in the Conclave is to observe the election of the Grandmasters of the orders.

A priest using the power of witness may still be excluded from a meeting by a civil servant with an appropriate power, such as the ability of the Speaker for the Senate to censure disruptive individuals. Such abilities are only used in situations where a priest is clearly abusing the power by being loud, disrespectful, or disruptive.

- Observe the Imperial Bourse private member's auction

Of all these rulings, the right to witness the private members auction is the most controversial. The auction is organized by members of the civil service on behalf of the members of the Bourse. But the auction's existence is not stipulated in law and has no basis in the constitution and it has been frequently argued that it is equivalent to a private meeting.

Sanctuary

The bravo leapt round the corner with the two knights hard behind him. With a final burst of speed, he rocketed into the League encampment and into a shrine, almost knocking over the bishop as he did so.

As the knights came pounding up, the bravo grinned as he turned to face them. "Sanctuary..." he gasped, breathlessly, "I have... sanctuary."

Feeling the aura of pride palpably about him, the bravo turned to the bishop - only to find himself being regarded as though he were something unpleasant found on the sole of a boot.

"No," said the bishop, "you don't"

The knights advanced.

If a Synod priest is on consecrated ground, they have the power to grant sanctuary to any Imperial citizen who asks for it. Once granted sanctuary, the recipient has an hour before they may be taken to a magistrate to face criminal charges. While someone is under the protection of sanctuary, the Synod priest who granted it to them is responsible for the actions they take. The recipient is expected to remain in the vicinity of the priest who has granted them sanctuary. It is traditional for a citizen granted sanctuary to use their hour of grace to gather evidence or seek clemency.

Any member of the Synod may refuse a request for sanctuary. It must be clear which priest or priests are granting sanctuary - another reason why the priest who does so is wise to remain in the vicinity of the recipient.

Sanctuary cannot be offered to barbarians or foreigners. Prior to 296YE it was legal to offer sanctuary to foreigners who were adherents of The Way, but this legal protection was removed by motion of the Senate in light of several egregious abuses of the power and the difficulty of providing an acceptable definition of "adherent of The Way".

Clemency

Wayfarer Isaac looked through the flap of the tent at the waiting orcs, who in turn were watching the sand trickle through the hourglass. Isaac took a breath and let out an inaudible sigh as he turned his attention back to young pilgrim who had made her way to the tent.

"...and I cut him nearly in two. As he dropped to the floor, I took another swing and, just like that, two pieces."

Isaac winced at the glee in the zealot's voice. "And pray tell me which virtue was foremost in your heart as you slew the yeoman?"

"Vigilance, of course. On the grounds that he was a briar who had been hiding it and clearly up to something."

Isaac shook his head slowly, musing once again that loyalty was proving a difficult path to walk this day. "I shall accompany you to your trial, but I recommend you use the remaining time available to us to put your affairs in order."

Anyone may confess their wrongdoing to a Synod priest and ask for clemency. If the priest believes the crime or deed was done for virtuous reasons, they may agree to speak on their behalf and ask for clemency from the magistrate. They accompany the recipient to the criminal trial and lay out the reasons why their virtuous behaviour should result in a reduced sentence.

It is not possible to submit a plea for clemency unless the accused pleads guilty to the charge at the start of their trial. A plea for clemency must be made on virtuous grounds. To be effective the priest must present a clear case that demonstrates that the actions of the accused were virtuous, albeit illegal.

The magistrates work closely with the Synod priests to ensure that clemency appeals run smoothly and that everyone involved knows the processes. A recent document of clemency guidance published by Magistrate Reinholz in Summer 378YE is recommended reading for any priest planning to formulate a claim for clemency.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

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Sanguine Spear

Description

The Sanguine Spear is not named for blood (though they do tend to spill a lot of it), but for the burnished ruddy colour of its orichalcum tip. When made in a form other than the traditional spear they have similar alliterative colour names, such as the Garnet Glaive in parts of Redoubt, the Blooded Bill in the Marches or the Crimson Corseque in Tassato. Some Highborn cataphracts prefer to have the haft painted or lacquered stark white to contrast with the red-gold thrusting point.

These weapons are not for the squeamish; they are clearly intended to maim and kill lightly armoured opponents and magicians. The wielder of a Sanguine Spear may consequently receive a cool reception in parts of Urizen, or with anyone who places considerations of cruelty above their respect for the Empire.

Rules

- Form: Weapon. Takes the form of a polearm. You must be wielding this weapon to use its magical properties.

- Requirement: You must have the weapon master skill to bond to this item.

- Effect: You may use a hero point to call CLEAVE with this polearm.

- Materials: Crafting a Sanguine Spear requires five ingots of green iron. It takes one month to make one of these items.

The top of the tower was freezing cold at all times of the year, but in the depths of winter it was a bitter, evil cold that drank the life of those who went up into it. Aelix had been chasing Artemis around Morrow for three days now, but now the criminal had gone to ground. The badger wished he had picked a more hospitable location for his lair.

The fugitive magician stood at the centre of the circle atop the tower, mage-armoured and chanting. An entire basket of mana crystals sat atop a table by his side, and every few seconds he reached in and grabbed another, which quickly evaporated.

“I knew I’d find you here,” the young hunter growled, the effect somewhat harmed by his chattering teeth, “Artemis of Ice-Point Spire, I’m here to arrest you for the murders of Nicosia and Castor, also of Ice-Point Spire, and for theft, arson and assault against Imperial magistrates and their deputies. For your own sake, I recommend you come without a fight.”

Artemis smiled at him, an empty smile that did not reach his eyes, and raised his hands high, full of mana crystals. With a blinding flash, they evaporated, and the room shook slightly – though whether from the spell’s completion or the gale outside, Aelix couldn’t be sure.

“Silly boy. I have fulfilled my end of my bargain now, and soon Sorin will fulfil his. I have survived his tests of hate and loss, and you will die up here, alone and unregarded, and I will leave here for the Black Plateau and continue my research where I will not be interrupted by fools with delusions of morality.” He readied his staff.

Aelix brought his spear up to a defensive posture and felt its warmth in his hands. It was the only warm thing in the room, and that gave him courage. He was here as the agent of the Empire, and no mad ritualist could claim supremacy over the law. Especially not a murderer. With strength welling up inside him, Aelix lifted his weapon high, and before Artemis could finish casting, plunged it into his chest with force that surprised even him. The magician crumpled to the ground, spilling mana crystals in all directions.

Aelix dragged his quarry back down the stairs with numb hands. The old man was still alive when they reached the bottom of the staircase, and the swift approach of Livia and Marcellus told him that they’d decided to take his hunch seriously at last. He waved to make sure they had seen him, then grabbed his manacles and securely fastened Artemis' withered hands before starting to tend his wounds.

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Sanguine Staff

Description

The Sanguine Staff taps upon the power of the Realm of Spring to enliven the bearer with additional ritual power. These ritual staffs are employed throughout the Empire to fortify the abilities of Spring ritualists. Commonly, the staves are made of natural materials - the best sanguine staffs are created from living brances or even small saplings, kept alive and fruitful by the complex enchantments worked into them.

There are very few known artefact saguine staffs; the idea of permenantly binding the magic of spring into a static form is one that many artisans find troublesome. Traditionally, at the end of the year a sanguine staff is ceremonially buried or burnt - releasing the primordial powers safely. There are occasional stories of these staffs exploding violently when shattered or broken - especially where the staff has been used extensively with the more destructive rituals such as Foam and Spittle of the Furious Sea or Thunderous Deluge. Others talk of the staff rupturing and bleeding as if it were a living thing.

Some artisans attempt to focus the uncontrollable energies of the Spring realm in a certain direction, often by including only one of the Runes of Spring. Those who want to encourage the wielder of the staff to focus on healing or strengthening, often combine the rune of blood with the rune of dominion - causing some to call the staff a Scythe of Spring or Scythe of Blood. Some artisans take great pleasure in employing the rune of storms, however, ignoring that sigil's negative connotations and creating a Staff of the Tempest. Finally, in the Marches especially, a staff is crafted with the rune of fertility, and used extensively in magic that grants virility or encourages good crops. Such a staff is sometimes disparagingly called a Farmer's Staff or - somewhat lewdly - a Ram's Rod.

Staff of the Archmage

The staff of the Archmage of Spring is a version of the sanguine staff crafted to a secret pattern, and grants twice as much power to the wielder. Unlike most such staves, the same staves are reforged each year leading some to be concerned that the ritual implement wielded by the premier Spring magician in the Empire might develop dangerous, hidden flaws.

Rules

- Form: Weapon. Takes the form of a ritual staff.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Gain 1 rank of Spring Lore, subject to the normal rules for effective skill.

- Materials: Crafting a Sanguine Staff requires the eleven ingots of tempest jade, fourteen measures of ambergelt, twenty measures of dragonbone. It takes one month to make one of these items.

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Sanguine Thorn

Description

Almost always made of wood or bone, rather than metal, a sanguine thorn tends to be a tapering wand stained deep red with iridescent gloaming dyes. The wood itself is shaped and subtly influenced through bathing in beggar's lye, and wound about with orichalcum decorations. It often bears the rune Cavul, representing the power of purity.

Some of these wands, especially those crafted by Navarr or the Marches, have a sharp point near the base, usually a rose or briar thorn. When the wand is used in conjunction with a healing spell, the magician pricks their thumb on the thorn. This sacrifice is not neccessary to use the wand, but rather a reminder that the power to heal rarely comes without a price.

Rules

- Form: Weapon. Takes the form of a wand.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Whenever you cast (but not swift cast) the heal spell on a target, you also remove the venom and/or weakness conditions from that target.

- Materials: Crafting a sanguine thorn requires thirteen measures of beggar's lye, ten measures of iridescent gloaming, six ingots of orichalcum, and three ingots of weltsilver. It takes one month to make one of these items.

“Cursed Vallorn-spawn,” spat one of the Thorns, clutching at the oozing gash on his shoulder. His legs trembled as he leant heavily against a tree-trunk, eyes wide and white against the stark colours of the tattoos across his cheeks and brow.

He and a half-dozen other casualties of the venomous horror were clustered here in the grove. Brianna was peripherally aware of the rest of the Thornborn prowling around the edges, keeping their eyes open for more trouble, but right now her attention was on the festering monstrosity that her fellows had finally pinned in place with their spears.

If she had to guess, she'd say it was once an orc. Now, though, its skin was a tangle of gnarled, malignant knots of bark-flesh, sprouting thorns and buds. Its hands had tangled into sap-slick claws. Most incongruous of all were the bright flowers that had come into bloom across its back and arms, almost hypnotically beautiful as they exuded sweet, alluring scents that masked the underlying moss-rot of the thing.

It had lunged from the verdant forest, not trying to tear any one victim apart but darting from Thorn to Thorn, slashing at those not fast enough to leap back. Each strike that tore flesh was not just a wounded man but one with viscous venom bubbling in their veins – a clear sign, in Brianna's estimation, that the toxic husk wasn't working on whatever was left of its own instincts.

The Vallorn must have turned in its slumber, sensing their approach. More like this would come, each weakening the Thornborn a little further by sapping their strength. One berserk husk trying to devour flesh could easily be put down; a dozen hit-and-run attacks, however, would take their toll.

It was time to leave. The Trod-work was not yet done; the Vallorn still possessed too much strength.

The Vate drew her wand and hurried between the wounded men and women; each calmly uttered spell caused wounds to heal and flushed the noisome ooze from their veins. Even with the aid of the Sanguine Thorn, to mend all the injured left her utterly exhausted, taxing the inner reserves of her power til there was nothing left.

But without the wand, it would be far worse. Now that the Vallorn-spawn knew they were here, the Thornborn wouldn't be allowed to leave so easily.

As the Navarr warband began to fall back, twisted figures came capering through the wood in their wake.

The hunt was on.

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Sarcophan Delves

The information presented here is designed to give a feel for the foreign nation, and is by no means exhaustive. The focus of the Empire campaign is on the Empire and its citizens, and while this information can be used to create backgrounds or inform role-playing on the field; it is not intended that players portray characters from this foreign nation without discussion with Profound Decisions.

Contents

- 1 Overview

- 2 Terrain

- 3 People

- 4 Politics

- 5 Magic

- 6 Religion

- 7 Look and Feel

- 8 Languages

- 9 The Sarcophan Delves in Play

Overview

Far to the south of the Bay of Catazar, on the wide, winding delta of the Umshalla River lies the tottering ramshackle city of Sarcophan. More commonly referred to as the Delves, this great metropolis is said to be home to both the wealthiest, and the poorest, people in the world. The Bedelaar Huisbaas (usually rendered as 'beggar kings' in Imperial, or abbreviated to Bedelaar) of Sarcophan head great merchant families whose wealth is founded on the bounty they harvested from the tombs of their predecessors centuries ago. A relatively young nation, whose people see wealth as the highest aspirations, the Sarcophan have a not-entirely-undeserved reputation for ruthless pursuit of profit regardless of the cost.

The Sarcophan Delves occupy the mouth of a great river, an the northern shores of a continent that is largely unknown to Imperial explorers. The tribes, kingdoms and nations near Sarcophan seem to view the city, and the people who live there, as accursed. There have been several wars and skirmishes between the Sarcophan and their neighbours, often using mercenary troops. For the most part, the Sarcophan people are markedly outward-looking, seeking beyond their borders for any opportunity to turn a profit and increase their own fortunes, and the fortunes of their houses. Sarcophan explorers and merchants might be encountered in almost any part of the known world.

Of particular interest to Imperial citizens is the role Sarcophan plays as a port, open to trade with the Empire. The Sarcophan Delves are also the source of the ilium provided by the Steel Fist Seat on the Imperial Bourse. The swamps and marshes are said to have a number of very rich deposits of this rare material.

Terrain

Surrounded by marshes and swamps, the air is often filled with clouds of blood-sucking insects, and is ripe with the stench of marsh gas and rot. The great city of the Sarcophan Delves, occupies the remains of a much older city, a great urban ruin of stone monoliths and sunken plazas, partially reclaimed by the swamps on one side and the sea on the other. The palaces of the Beggar Kings, the great guild halls and the Sarcophan markets are all constructed amid the tombs of an earlier civilisation, one whose citizens vanished centuries ago.

Outside the city itself, the poorest Sarcophans make their homes on shifting islands subject to subsidence and erosion, meaning entire villages regularly need to migrate. Even settlements founded on drier land tend to look like open-cast mines, shored with warped planking and scavenged ropes. Rickety buildings lean against each other, while swaying rope bridges connecting settlements to the mainland. Most incongruous of all are the mud-stained icons and monoliths that loom from the marsh in places, watching over the looting of their dead peoples’ ancient places with uncaring stone eyes.

People

A little over four hundred years ago the ancestors of the modern Sarcophan people were bandits and tomb-robbers who came to the mouth of the Umshalla river in search of wealth. They discovered a dead kingdom, a sprawling necropolis devastated by pestilence whose last surviving inhabitants had walled themselves and their families into their own tombs to await for inevitable death. The practical Sarcophan ancestors looted the palaces and tombs of this dead kingdom, building their own city amid the ruins of their predecessors. The great families that rule Sarcophan today are descended from the most ruthless and most successful of these tomb-robbers.

The people of the Delves are descended from a surprising array of immigrants, exiles and even colonists. It is a common saying in some parts of the world that "nobody is native to Sarcophan," although the Bedelaar Huisbaas might contest that. The swamp-city is not a welcoming environment, and its people have a paradoxical reputation for simultaneously being sickly and healthy as oxen. Disease is rampant in the city, and the physically weak are likely to die unless they are rich enough to afford the best medical treatment. Unsurprisingly, the draughir and briar lineages are very common in this nation and their supernatural blood helps them to thrive in the festering atmosphere.

Today the Sarcophan people are considered to be ruthless and morbid by outsiders. They are known for a dry sense of humour, and a commitment to doing whatever it takes to achieve their goal - which is usually the accumulation of wealth. Their religion (such as it is) teaches that their place in the afterlife must be purchased at great expense, and even the poorest are constantly searching for ways to improve their lot.

Sarcophans rarely throw anything away; wastage is considered unpleasant. Even the richest Bedelaar would rather repair a fine coat than buy another one. It is traditional for Sarcophans to hand-down goods they no longer have a use for, either to family members and friends or to the priesthood to sell to the poor. This spirit of thrift applies to food and drink as well as clothing and other goods; the lower down the social ladder one goes in Sarcophan, the more spices are used in the food to conceal the taste of spoiled meat, sour milk and spoiled vegetables.

Some feral orc tribes live in the swamps and they occasionally become a real threat, but usually the Sarcophans have little the orcs particularly want and vice versa. When they become too problematic, the Sarcophans usually engage in a simple war of extermination until the threat goes away - the Sarcophans are not a slave-owning society and see little advantage in taking orc prisoners. To some outsiders it seems odd that a nation so ruthless in the pursuit of profit is averse to using slaves to get it, but the Sarcophan believe it makes perfect sense. While some may become involved in the slave trade their fellow Sarcophan look down on slavers. As one of their philosophers said "There are few jobs so dangerous, so dirty, so demeaning, that someone will not do them for a silver coin; and I do not need to give anything to a labourer beyond my coin - not housing, not clothing, not food, not drink, nor a funeral."

Rather than slaves, the Sarcophan make great use of the ongelukkig; corpses animated through the practice of zielweven ('soul weaving') that perform tasks too dangerous or unpleasant for human labourers. Many ongelukkig are made from the corpses of the poorest Sarcophan people, who sell their bodies to the zielenwever before they die either to pay off debts, or to provide wealth to their loved ones in the hope they will be able to improve their position. It is considered shameful to be so poor that one has to sell one's own dead relatives to the zielenwever, but is a common practice among the lowest levels of society. Other ongelukkig are made from the corpses pulled from the river and the swamps by the corpse-collectors; the zielenwever pay a small bounty for each unclaimed corpse given over into their care.

To call a living person ongelukkig is often a serious insult; it implies that they are only fit for work more properly done by animated corpses.

Politics

The nation is dominated by the Bedelaar Huisbaas, the beggar-kings and beggar-queens of Sarcophan. Each of these merchant-monarchs leads a family founded on the tomb-banquet - the wealth claimed by the original settlers from the tombs and palaces abandoned by their predecessors. Each of the great houses has a seat at the 'great table' - a massive circular stone table that stands at the top of the palace of beggars and is the heart of the nation. Every month the Bedelaars meet here for a feast, during which they discuss trade and decide upon matters that affect the nation as a whole. Three of the seats at the great banquet are not held by members of the great houses. One seat is left empty (for death herself, it is claimed); one is offered to the highest bidder each month at auction; and one is assigned by a public lottery, available to anyone with a silver coin to spend on a ticket.

Competition between the great houses is very fierce. Several times a smaller association has managed to overcome and consume the status of a larger house, claiming their tomb-banquet (the wealth in their vaults) and taking their place at the 'great table'. Outsiders often claim that Sarcophan is "one good meal away from anarchy" but their society has existed in its current form for over two hundred years; while there have been occasional outbreaks of violence and rioting, the great houses have always managed to restore order.

The 'great banquet and those workings of government that the Sarcophan Delves possess are overseen by the Bloedzuiger, the Sarcophan priests. Their role is largely ceremonial, and they are lead by the 'high priest' of Sarcophan, an allegedly immortal priest who ensures that the traditions of Sarcophan are kept alive and that no great house breaks the various unwritten rules of their society. According to some sources most of the Bloedzuiger suffer from disfiguring diseases, while others claim they endure a powerful curse placed by the former rulers of the land that is now Sarcophan.

Magic

The magicians of Sarcophan are experts in the ritual magic of Spring, Autumn and Winter; they have little interest in or propensity for the magic of Day, Night or Summer (beyond a few rituals which potentially increase the profit they can glean for the great houses) and practitioners of those realms are apparently quite rare. As with many other elements of Sarcophan society, the magic of the Delves is directed toward wealth and profit. Magicians are encouraged to be merchants. While every great house has some magicians, several distinct guilds, separate from the great houses, peddle their skills to the highest bidders.

The most influential of these guilds is that of the zielweven - the soul weavers - who bind spirits to corpses to create the ongelukkig workers upon which a fair amount of Sarcophan trade depends. These animated corpses labour in mines and swamps, but they also man the oars of the great Sarcophan galleys that ply their trade all over the known world. Tireless, requiring neither food nor water, but requiring regular attention from a zielenwever, these useful tools seem to have more in common with the Urizen ushabti than the husks created with rituals such as Quickening Cold Meat.

A lot of Sarcophan magic has a distinctly funereal feel. Many of the cultures upstream of Sarcophan believe in putting their dead on the Umshallah river to be carried to some afterlife. The Sarcophan Bloedzuiger gleefully harvest these floating corpses and pack them in special stone chambers filled with sacred molds and apothecary preparations. According to the Bloedzuiger, flesh prepared in this way can be consumed to transfer the memories and even the skills of the person being devoured to another, creating a popular - if gruesome - narcotic. This substance is especially popular with the large draughir population of the Delves.

Religion

The Sarcophan are not a religious people Their 'faith' such as it is seems to be based around the idea that the wealth one amasses in life ensures one a place in a shadowy afterlife they call the houses of silence. Most Sarcophans would be considered blasphemers by Imperial priests - they believe that only the poor and indolent reincarnate, because they have not amassed enough wealth in life to purchase a place in the afterlife. Efforts to communicate the Way to the Sarcophans have largely failed, although there are a few congregations who have embraced the teachings of ambition and prosperity they are very much in the minority.

Sarcophan priests usually wear ornamented death-masks when they are performing their ceremonial roles, and their hooded vestments resemble burial shrouds. The priesthood concerns itself primarily with ceremonial functions, especially funerals and marriages, and with also fills a role similar to that of the Imperial civil service (although on a much smaller scale, and prone to a great deal of corruption). Most Sarcophan people give little thought to spiritual matters, considering the soul to have little relevance to the day-to-day struggle for survival against their inevitable mortality. "Death claims everyone," is a common saying, usually accompanied by a shrug.

Especially distasteful to many outsiders is the institutionalized practice of ritual cannibalism as part of funeral services. It is traditional for a dead body to be cooked and prepared, and consumed during the memorial service by the family and friends of the deceased. These cannibalistic wakes are usually accompanied by the finest food and drink the family can afford, and many rich Sarcophans in their declining years scour the known world for exotic consumables to accompany their funeral feast. The living remember the dead person, but they also strive to take some of their strength and character into themselves by eating their flesh.Dying in a way that does not leave a body behind - or worse, being forced to sell ones body to the zielenwever - is seen as a tragic circumstance by most Sarcophans.

Another area that the priesthood concerns itself with is warding off death. Many priests are also physicians and apothecaries, and are experts at treating and preventing the many diseases, infections and parasitic infestations that plague the people of Sarcophan. While not all surgeons are priests, those who are not adopt the same ceremonial death-masks that the priests wear, although usually without their shroud-like vestments.

Look and Feel

TBC

Sarcophan clothing tends to be sturdy and hard-wearing, and is often patched and mended; most Sarcophan would rather mend something than throw it away and buy something new. Colours tend to be muted and dark.

The Sarcophan love jewelry, and will wear as much of it as they can afford. Gifts of jewelry are common, and the most valuable jewels are those that have been handed down from the original tomb-raiders as part of the tomb banquet.

The Sarcophan make a great use of perfumes and incense, both to keep the buzzing insects at bay and to mask the stench of the swamps. The draughir and briar are less likely to use these preventatives.

Clean water is very valuable to the Sarcophan, and most citizens carry a bottle or waterskin with them at all times - not to quench their thirsts, but to wash any open wounds they suffer. A wound that is not quickly cleaned and bandaged will usually become infected very quickly in Sarcophan, leading to expensive medical care, the loss of the limb, or even death,

Languages

The dominant language in the 'Delves is Sarcophan, represented by Dutch. This is the language of the original settlers of the region, and most official documents and all trade takes place in this language. Due to its status as a trading city, many residents also speak Imperial (English), one of the Asavean languages, or the Gemeinsamesprache of The Commonwealth. An influx of refugees from the Sumaah Republic has seen a marked rise in the number of citizens conversing with the languages of that distant nation..

The Sarcophan Delves in Play

For all the morbid and death-obsessed elements of their culture, the Sarcophan are first and foremost merchants. They have a strong drive to acquire wealth and comfort, and few scruples to get in the way of achieving that goal. A Sarcophan will see no problem in breaking open a tomb to get at the wealth inside, or moving a tribe of people out of the way of a valuable deposit of weltsilver. They'd much rather employ members of that tribe to help them dig the weltsilver up, but if they refuse they will do whatever it takes to remove the obstacle they present - although many will stop short of simply murdering to get what they want, this is by no means a universal trait.

The Sarcophan are frustrating to many Imperial scholars; they live among the ruins of an older civilisation but have no real interest in learning about it. They smash through priceless murals to get at the burial goods in a tomb, and think little of demolishing a structure that has stood for centuries to get building materials for a road or new house. There is no place in Sarcophan for scholarship for its own sake.

The great houses of the Sarcophan are mercantile-guilds closer to the carta of The League than traditional noble houses. Competition is fierce, and lacking in sentimentality; a Sarcophan is likely to greet an Imperial citizen who has aided his house with a smile, a handshake and a query of "what have you done for us lately?"

The Sarcophan are not 'evil'; they use animated corpses, and eat the flesh of their relatives but they are not 'comedy bad-guys'. They are culturally very different to the citizens of the Empire, but they are capable of being just as moral as any other human. They don't eat the flesh of strangers any more often than.anyone else does, and while their particular breed of free-market capitalism is lacking in scruple, they combine it with a strong streak of thrift and are quite capable of charity when it suits them.

Archaeology is not something the Sarcophan do; it is possible that an Imperial citizen might have spent time there studying the ruins, but almost everything of interest has been stripped out of the tombs and buildings. While it is acceptable to have a few trinkets from the Sarcophan predecessors (especially if they are rumoured to be cursed), a background in which a character discovers some secret of the predecessor people is unlikely to be accepted.

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Sarcophan Delves ports

Overview

There is only one port available to Imperial characters with the fleet resource and that is Sarcophan itself. In theory it would be possible for a ship to travel further up the Umshallah River, but the Sarcophan have intentionally made the river un-navigable beyond the great sweeping bay their city occupies. Anyone wishing to trade with the kingdoms and tribes of the interior must do so through Sarcophan.

Sarcophan

Built among the tombs of a dead civilisation, on the edge of a fetid herb-rich swamp, the Sarcophan Delves serve as the gateway to an unknown southern continent. The great palace of beggars looms over docks teeming with merchants from all over the known world. Black monoliths stare down with unseeing eyes on the descendants of tomb-robbers and thieves who stole their wealth from the crypts of their predecessors; the wide plazas are flooded with sea water or the fetid mud of the swamps; insects hungry for blood swarm in great black clouds kept at bay by pungent censers and fly whisks. This is Sarcophan, home to some of the richest - and the poorest - people in the world.

This great city is half again the size of Sarvos or Temeschwar and has perhaps twice the population of both cities combined. Many more citizens have draughir or briar lineage than is common in the Empire, and here and there among the crowds go the shrouded and masked Bloedzuiger priests.

Sarcophan is the site of one of the wonders of the world, the palace of beggars. Visible to mariners approaching the tomb-city from many miles out to sea, this black stone tower soars nearly four hundred feet into the skyhigh, and is said to extend great flooded galleries down into the ground beneath the city. The Sarcophan people did not build the palace, they merely occupied it when they claimed the city; at night a great beacon shines from the highest level, except on those nights when the Bedelaars meet in their great feast of politics.

Much of the wealth of Sarcophan came originally from the relics and goods they claim from the tombs and mausoleums of the fallen predecessor civilisation, and when a new crypt is uncovered the market is flooded with grave-goods and curios. Today the city thrives on the wealth of the marsh, and on trade with both foreign merchants and traders from the interior. The swamps around the city teem with life, and both Marrowort and Imperial Roseweald are harvested in great abundance. Sarcophan prides itself on being home to some of the most talented apothecaries in the wold. A prolific cousin of the beggarwood tree thrives in the stinking water and mud of the marshes, and columns of black smoke rise high into the air throughout the day as the scarred labourers harvest beggar's lye, often using the same furnaces to purify the weltsilver they pull from the tombs, ruins and flooded mines.

Trade with Sacrophan

A starting fleet resource that engages in trade with Sarcophan during downtime will produce 3 doses of marrowort and imperial roseweald, 3 measures of beggar's lye and 3 ingots of weltsilver.. A fleet that has been upgraded will produce more valuable resources according to this chart of foreign ports.

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Sarvos

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 Sarvos

- 3.2 The Colossus of Sarvos

- 3.3 Asavean Embassy

- 3.4 Suranni Embassy

- 3.5 Caricomare

- 3.6 The Blood Red Quays Art Gallery

- 3.7 Our Lady of Pride

- 3.8 The Spider's Dream

- 3.9 Lorenzo's Legacy of Pride

- 4 Regions

- 4.1 Bocche

- 4.2 Cigno

- 4.3 Foracci

- 4.4 Riposi

- 4.5 Uccelini

- 5 OOC Notes

Overview

Sarvos refers both to a territory, and the city that sits at the heart of that territory. The city itself is constructed on an island just off the coast, like a beacon of light in the water. It sees itself as the cultural centre of the League, and arguably the whole Empire. It takes its common epithet from the many mirrors found upon the roofs of the city, said to "sparkle like gems" during the day. Folk legend suggests that if the mirrors are shattered the city will surely fall, and for this reason some citizens carry a mirror about their person, an affectation that encourages unfair accusations of vanity.

Sarvos is as driven as any city in the League, but art is its true passion. They claim to have invented theatre, a ludicrous claim but believable in a city graced with so many theatre-houses. They are certainly the originators of the magician troupes that are now commonplace throughout the League and they are usually the centre of League performance magic. Not just theatre is popular however; there are rival opera houses whose bitter divisions are every bit as keen as those of the leading theatre troupes. Several wealthy merchant princes have endowed their collections of art on the city and there are public galleries where the most beautiful pictures and sculptures can be viewed in exchange for a ring or two.

The land around the Bay of Catazar is lush and fertile, with low flood-plains; olive farms and prime grazing lands fed by the waters of four rivers: the lazy Couros that flows along the border of Highguard and Urizen; the flighty Scorrero, whose capricious nature has drowned many an unwary river captain on its course through the Brass Coast; the broad-banked Gancio, solid and well-defended; and the furious Vassa that flows down through Tassato. The four rivers are central characters in the art and folklore of the city. All the classic literature and theatre includes them in one form or another, whether as central characters or “clowns” during the interludes. A popular game between playwrights and critics is to conceal the characters in some way and challenge the critic to locate them.

Recent History

Sarvos was the birth-place of the Empress Giselle, who held the Throne between 331YE and 346YE. Sometimes called the Unwise, she was a shameless League patriot who put the needs of her nation above those of the Empire. Unlike the vast majority of Emperors and Empresses, after her death she was interred in a marble tomb in the Alvetti guild estates in Caricomare, where she remained until the sack of Sarvos in 380YE. After the Grendel attempted to steal her body, and destroyed her tomb, there was discussion about where best to reinter her. In the end, the Senate decided to inter her in a new tomb in Temeschwar.

In 348YE, the city was struck by a terrible tempest that did significant damage to many coastal parts of the city and lead to the flooding and eventual sinking of the southern district of Caricomare. Reclaiming the ruined quarter of the city was deemed "too expensive" by the Senate - a move that some bitter Sarvosans believed to have been intended as a punishment for the League and the city of Sarvos in particular, in the wake of the unpopular Empress's death. In 378YE, on the thirtieth anniversary of the destruction, work finally began to regenerate the ruined district thanks to generous donations and hard work by the citizens of Sarvos.

Also of note is the establishment of the Asavean Embassy in Sarvos. Senator Mirislav (who was also responsible for the restoration of Caricomare) arranged the establishment of a formal embassy with the Asavean Archipelago in 378YE.

Major Features

Sarvos

The city of Sarvos covers the island of Cigno and in some places extends into the Bay on sturdy pontoons. It is widely said to be one of the most beautiful cities in the world - when the sun strikes the mirrored roofs at sunrise and sunset, the whole island glows like a star. Space is at a premium in Sarvos - cramped streets flow between soaring towers, choked with merchants, tradesmen and students. There are no "green spaces" in Sarvos - the island is simply to crowded and any parks that might once have existed have been built over in recent centuries. To combat this, the citizens often cultivate roof gardens and window-boxes, bringing beautiful and practical plants into their homes. The richest Sarvosan guilds maintain estates on the mainland, allowing the to "get away from it all" when the press of humanity becomes too much. The city is divided into several distinct districts, of which the more famous is probably the dockside ward of Caricomare.

Fire is a constant worry. While there has never been a significant blaze in Sarvos but many residents have regular nightmares that a major fire could destroy the entire city before it could be dealt with (although as one Tassatan wit said, "The whole place is so damp it would take a great deal of effort to set fire to even a small tower.")

It is the site of Diora University, a prominent seat of learning that specialises in researching obscure topics for money. Here can also be found Capodomus Cathedral, one of the largest religious structures in the Empire, a towering monument encrusted with precious materials and objets d’art. It is most famous for its theatres, opera houses, galleries and conservatories - it is truly a city where art is help up as the highest aspiration of humanity.

Sarvos is also a byword for excellent food, and every bar, street vendor and hostelry prides itself on providing its own speciality snack: perhaps a particular way of spicing ham, or salting and smoking beef, or an excellent dipping sauce for vegetables. It is said that an epicure can dine out every night of their life in Sarvos and never eat the same meal twice - it is also home to a great many establishments that serve dishes native to distant nations, often in settings designed to cleverly evoke the sensation of actually being in one of those nations.

Sarvos is also a highly cosmopolitan city - it is common to hear a half-dozen tongues being spoken in the markets and bazaars. Captains from across the known world come to trade with the Empire here - there are docks and quays all around the circumference of the island. It is also a popular stopping-off point for ships that have travelled from the central Empire before they embark on journeys to more distant lands.

The Colossus of Sarvos

A wonder of the modern world the Colossus of Sarvos is the first sight of the Jewelled City seen by ships approaching from the Bay of Catazar. The statue itself is some seventy-five feet of stone on a granite plinth twenty-five feet high. It is placed on a small island at the mouth of the main harbour, and maintained by a small group of dedicated stonemasons.

The plinth that supports the immense statue bears inscriptions commemorating the liberation of Sarvos from the Grendel in Summer 380YE. Significant space has been dedicated to honouring those who fell during the fighting to defend, and later recapture, the city.

Asavean Embassy

Following the Spring Equinox 378YE, construction began on an official embassy to the Asavean Archipelago under the watchful eye of Miroslav, Senator for Sarvos. Shortly after the Embassy was complete, accusations of excessive piracy from Nemoria lead to a minor international incident, but a sizeable gift organised by the Senator for Temeschwar helped smooth over the growing conflict between Asavea and the Empire. There is now an ambassador in residence, and an influx of Asavean traders has lead to several luxurious goods from the far west becoming more freely available on the streets of Sarvos; in turn, the Empire has appointed an Ambassador to Asavea of their own.

Suranni Embassy

During the Spring Equinox 379YE, the Senate commissioned the construction of an official embassy to the Iron Confederacy; work was completed shortly before the Summer Solstice. The building is particularly severe by Sarvosan standards; a circular granite and marble keep surrounded by six stubby towers.

Caricomare

On the south side of Cigno, Caricomare was for thirty years a ruined and abandoned suburb of Sarvos, destroyed by an Autumn storm during the equinox of 348 YE. Today, however, the once devastated district has been restored and is once again a shining jewel in a city of jewels.

The Blood Red Quays Art Gallery

This extravagant structure was commissioned by Magdelena Alanga di Sarvos, in the wake of the opportunity offered by the potent Night magic enchantment that blanketed the Empire toward the end of 380YE. Paid for by The Bloody Butchers Guild of Temeschwar, it stands on the harbour front of Caricomare. The Blood Red Quays Art Gallery is one of the most prominent structures in Sarvos, providing inspiration and encouraging Pride in citizens across the territory.

Our Lady of Pride

This fortification stands in Foracci. It was commissioned by the Imperial Senate in Autumn 380YE. It was completed shortly before the Winter Solstice 381YE.

The Spider's Dream

An elegant bridge spans the river Vassa here, connecting Trivento to the Brass Coast. It is a marvellous piece of engineering that resembles a spider's web. There is a toll to pay, or you can take the long way around. Unfortunately, time has not been kind to the Spider's Dream. Resources initially used to maintain it were siphoned off in the time of Emperor Walter, and the bridge became increasingly dangerous to cross. In Spring 377YE, however, the Imperial Senate took steps to ensure its restoration to full functionality - reinstating the Imperial Title of Spider's Tollkeep in the process and heading off potentially unpleasant implications for the people of both Sarvos and Madruga.

Later, in Spring 380YE, Grendel orcs attached to the forces involved in the sack of Sarvos made an attempt to take advantage of unusually high flooding in the river as part of an attempt to destroy the bridge entirely, cutting the Freeborn territories off from the rest of the Empire. They were stopped by the brave action of Imperial heroes, and the bridge preserved - and along with it the ability for armies to pass into the south-western Empire from Sarvos and Tassato, and vice versa.

Lorenzo's Legacy of Pride

Spread across the entire territory of Sarvos are red stone stelae adorned with images of suns and flags, surmounted by a pair of crossed butcher's cleavers forged of pure mithril. Inscriptions around the base emphasise the virtues of Ambition, Prosperity, and Pride. A central, large stone stands in the jeweled city itself, in the middle of Bertram's Square - an open air market not far from the cleaver gate that marks the terminus of the Blood Red Roads. Commissioned in Autumn 381YE by Silas di Sarvos, an Imperial Wayleave bearer, and paid for by Lorenzo “La Volpe” Macelliao von Temeschwar, these crimson monoliths help to harness the flows of mana through Sarvos.

Regions

Bocche

Quality: Coastal

This western region shows some influences of the Brass Coast. A major highway passes through Bocche to Madruga, passing over the marvellous suspension bridge, the Spider's Dream. On the eastern side of the bridge is the town of Trivento. Once Trivento had ambitions to become a city to rival Sarvos, but this was before the bridge effectively removed their control of the Vassa crossing. Centuries later there is still some bitterness; Sarvosan sophisticates love to characterise inhabitants of Trivento as "country cousins", while the broadsheets of Trivento regularly depict Sarvos proper as a hive of vice and corruption that needs to be washed away. The people of Tassato are known to gleefully poke both sides of this ancient enmity - and to be quietly pleased that there is not a second city on the Vassa. The establishment of College of the Liberated here in early 380YE went some way towards revitalising the economy of Trivento - as did the sack of Sarvos.

Cigno

Qualities: City, Coastal

This is where the jewelled city of Sarvos proper is found. It spreads across the entire island, and in some places extends a short distance into the bay on sturdy quays and pontoons. On the southern side of the island is the bustling mercantile district of Caricomare - newly restored by the Imperial Senate.

Foracci

The wide plains and scattered woodlands of Foracci are the site of many "country estates" owned by guilds and wealthy individuals from Sarvos. Some bring additional profit to their owners, maintaining farms or woodland preserves. Examples include the hamlet of Aversa, known for strong red wines and cheeses and home to the well-to-do Corvinoscuri family (and also the location of the Wellspring of Jade), or the Signori d'Argento Vineyards planted at the outskirts of Aversa Estate. While the region appears on the outside to be reasonably idyllic, there are enough nooks and crannies that travellers here are occasionally confronted with unscrupulous bandits, and most of the estates maintain a small cadre of guards in case these bandits become too ambitious. The wealth of Foracci is protected by Our Lady of Pride, a fortification built in Winter 381YE.

Upriver along the Gancio is Rodez, more of an extended suburb of Sarvos than a settlement in its own right. Its harbour is alive with many-oared craft of all sizes; river-boats stopping off from the north, freighters from foreign lands and pleasure-cruisers carrying the wealthy from Sarvos to their inland estates. Many overland visitors to Sarvos stop here to take a ferry to the island.

The banks of the Gancio in Foracci once served as the nesting grounds for the colonies of huge, white cranes that picked their way through the reed-beds of the river. Sometimes seen by the people of Sarvos as beautiful symbols of the city's Pride, other times as bloody nuisances, the population of Gancio cranes was nearly obliterated during the sack of Sarvos in 380YE. Grendel raiders and looters, pushing further upriver from the occupied city, ruthlessly hunted and butchered the cranes for their meat, feathers and eggs; in the aftermath, so few adult birds were left that their future was in grave doubt. However, following the use of dramaturgy and hearth magic by League performers of the Four Rivers Theatre and Single Ring Strolling Players, the colonies have survived the worst of the disaster and begun the long, slow path to recovery. It will be years, even decades, before the 'white ships of the Gancio' are restored to their former numbers, but for many inhabitants of the city these proud cranes have come to represent the resilience and determination of Sarvos in the aftermath of the sack.

Riposi

Riposi is a flat, open land with poor, chalky soil. The few farms here tend to own large herds of sheep and goats, and little else. Riposi was at one time known for the cleverness of its wolves and foxes, but in recent decades both species have been hunted to the point where they are rarely seen. The plains are always described as "mournful" or "gloomy" - cold winds regularly roar in off the Bay, and the influence of nearby Necropolis helps contribute to the general atmosphere of sadness and desperation. A phrase that sees vogue in Sarvos from time to time refers to someone as being "'as poor as a Riposi dirt farmer" - which explains why few guilds admit to having holdings here. In the days before the orc rebellion, large numbers of slaves worked here and it was the site of a bloody confrontation between the revolting orcs and Imperial forces. The battlefield here has become a minor site of pilgrimage for some Imperial Orcs.

In the far east of Riposi, where it touches the coast, is the large cave system known as Orphan’s Haven. It takes its name from a tale that two shipwrecked children found a fortune in ancient pearls here, stashed by someone long-forgotten. Upon being rescued by local fisherfolk, they used the greater part of their wealth to finance a home for orphans in Sarvos in the name of the Little Mother. The cave itself contains carvings from lost Terunael, and some people believe it was used in pre-Imperial times as a covered port.

Uccelini

Quality: Coastal

Uccelini extends along the southern coast, and includes a number of small and medium-sized islands that cluster along the northern shores of the Bay of Catazar. Many of these islands are uninhabited, or the site of estates or business concerns that have long-since fallen into ruin. The remaining estates here tend to be quite well fortified - they need to be able to endure occasional raids by Grendel pirates that slip past the Freeborn corsairs.

The highest point along the coastline from Calvos to Sanctuary, Glass Point has a look-out point and a beacon set on a high tower above the cliff. A small town has grown up around it that shares its name. Some sailors who spent a great deal of time away from shore have adopted the beacon of Glass Point as a tattoo. The rich mana sinecure known as Glass Point Cove is assumed to be somewhere in the vicinity of Glass Point - although its precise location is not public knowledge.

Some ship captains prefer to trade out of Glass Point rather than Sarvos proper, and those that do have a reputation for smuggling and dealing with barbarians and miscreants in search of a profit - they have taken recent decisions in the Senate very poorly.

OOC Notes

- All the regions of Sarvos are under the control of the League (and by extension, the Empire) making Sarvos a staunchly Imperial territory.

- Our Lady of Pride is a rank one fortification.

- Between them the College of the Liberated and the Colossus of Sarvos great works provide a total of 1300 rings shared between all League owners of a business in Sarvos.

- The Blood Red Quays Art Gallery is a great work that provides 15 liao and 30 votes in the Imperial Synod each season, spread amongst those citizens of Sarvos dedicated to Pride who own congregations.

- Lorenzo's Legacy of Pride is a great work that provides 37 crystal mana each season, spread amongst those citizens of Sarvos who own mana sites.

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Sceptre of the Necropolis

Description

The earliest record of these deadly items has them constructed by the Highborn magisters. They saw some use in the early battles with the orcs, and were occasionally used as tools of assassination during the worst periods of patrician rule over the pre-Imperial nation. Today they are generally considered to be deadly but effective implements for pinpoint removal of enemies. If their deathly magic is released properly, the target is potentially removed permanently from the battlefield. If the magic goes awry, however, the wielder may be left dangerously overextended.

Of some interest to historians is that these rods are termed sceptres of the necropolis in early works that predate the destruction of the Highborn city of Pharos. No adequate explanation has been found to date.

Rules

- Form: Weapon. Takes the form of a rod. You must be wielding this implement to use its magical properties.

- Requirement: You must have the magician skill to bond to this item.

- Effect: When you cast the paralysis spell, you may call IMPALE rather than PARALYSE.

- Materials: Crafting a sceptre of the necropolis requires twenty measures of beggar's lye, twelve measures of ambergelt, five measures of iridescent gloaming and five ingots of tempest jade. It takes one month to make one of these items.

The sentinel was quick, but the orcs were too many. Cut and thrust, parry and riposte; each flash of his blade drew blood from the Barbarians, but skilled as he was, the outcome was inevitable. Sibylla had known from the outset, from the moment the four huge orcs had broken through the tree-line, from the first gutteral war cry that chilled her blood and froze her feet to the spot.

"Run!" Camillus shouted again; a second orc fell in a spray of gore, its head half severed as its hulking frame slumped to the ground. The diminutive librarian took a hesitant step backwards, unable to tear her eyes away from the battle. The sentinel pulled his blade free, still moving in a measured, elegant dance against the barbarian's relentless savagery, but tiring now, even she could see that. Another parry, another cut, and another death; Sibylla allowed herself a second's hope. The final orc, larger and paler-skinned than the rest, clad in battered and blackened plate armour, took a step forward, and she realised too late that it had merely been biding its time, allowing Camillus to expend his energies on its disposible companions. It bared its teeth - half a snarl and half a leer of mockery - and came at him in earnest, the axe in each hand hammering down towards the sentinel with monstrous speed. Wrong-footed at last, he stepped back, taking his sword into two hands to deflect each strike, until with sick horror, Sibylla watched as the barbarian slowed for a second, feinted low, then with a roar buried an axe in the sentinel's skull, and drove him lifeless to the ground.

Then it raised its head, and saw her. Suddenly her paralysis broke, and she was running through the forest, brambles whipping against her face and hands, the silks of her robes tearing on thorn and vine as she willed her scholar's legs to carry her on. She could hear the orc's heavy footfall behind her - slow, inexorable, and gaining on her with every rasping breath she drew. And ahead of her - never a more welcome sight in all her days - she could finally see the imperial road, the guard post, the distant uniformed figures in purple and gold, if only she could outpace the orc, if only -

Something caught her across the ankle, and suddenly she was staring at the sky, winded and sprawled across a nest of tree roots, her foot trapped under a fallen branch. The orc made its way effortlessly through the undergrowth towards her; she noticed with a strange, sick horror that its belt was strung with human scalps, one tangled with the shreds of a gold and crystal hairnet. She scrabbled furiously away from it, but her ankle was trapped fast; she could smell the carrion on its breath as it put its face close to hers, examining her like a strange specimen that had fallen into its net. It placed first one axe, then the other through its belt, drawing instead a long, curved knife, the hilt encrusted with layers of gore, but the blade still gleaming and wickedly sharp. Silently, her eyes locked with its, Sibylla's hand crept to her belt, a last ditch plan forming in her mind, fingers questing until they found the rounded jade hilt of the rod hanging by her hip. Her lips moved, hissing out the incantation as the orc's eyes narrowed, the blade rising in its hand as its other fist closed in her hair, snapping her head back and baring her scalp for the knife's caress.

With the last of her courage, she drew the rod in a single movement, and thrust it blindly towards the orc's armoured chest. She felt the skinning knife bite into her hairline, the orc grunt in what sounded like surprise, then a spreading warmth up her hand and wrist. When she opened her eyes, it was the blood she saw first, staining the skin of her hand, soaking her sleeve, and the rod all but invisible where the spell had driven it hilt-deep into the orc's chest. For a second the two of them were motionless, poised in a grisly tableau, then the orc fell forward and she slumped back on the ground - exhausted, horrified, but above all, alive.

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Schisms and Heresies

The information below relates to ongoing controversies facing the Synod and the Imperial faith. Some have been used as a foundation for inquisitions and condemnations of religious crimes, or as the basis for attempts to add, remove or amend the doctrines of the faith, which would make explicit what is, or is not, heresy.

Contents

- 1 Schisms and Heresies

- 1.1 The Yaelian Schism

- 1.2 The First Empress

- 1.3 The Unitarian Heresy

- 1.4 The Recollectionist Heresy

- 1.5 The Humanist Heresy

- 1.6 The Transcendant Heresy

- 1.7 The Atuman Controversy

- 1.8 The Abraxian Schism

- 1.9 The Krydacian Blasphemy

- 1.10 The Scourger Heresy

- 1.11 The Lucidian Blasphemy / Auran Idolatry

- 1.12 The Eternal Schism

- 1.13 The Progenitor Idolatry

- 1.14 Miracles

- 1.15 Egregores

- 1.16 The Purification Heresy

- 1.17 Vitalism

- 1.18 The Excessionist Heresy

- 1.19 The Realmist Heresy

- 1.20 Further Reading

Schisms and Heresies

Although the Doctrine of Seven is accepted as orthodox, there are many disputes and schisms amongst theologians. Some of the doctrines are disputed. Elsewhere, the Synod has sought to create a doctrine but been unable to build a consensus amongst the clergy.

The Yaelian Schism

In 379 YE, Yael of Felix's Watch, a Highborn theologian, returned from a true liao vision. An account of the vision was recorded by the Seer of the Gateway and became public knowledge as part of Volume 3 of Echos of the Labyrinth. Her statements were supported by her guide priest, Isaac of Sarvos - a close friend, fellow scholar, and member of the Courage Assembly. She claimed to be the First Empress reborn, possessed of a Paragon soul returned from a place beyond the Labyrinth, which she called the "Land Without Tears", a golden land without pain and suffering.

Both these beliefs were considered highly contentious in some quarters. After receiving initial support in the Synod, opinion began to turn against Yael. By the summer of 381 YE, two years after her original vision, only the Highborn Assembly still stood by what she called her 'revelation', although she had pockets of support across the Empire. The General Assembly condemned her of heresy with a greater majority - she pled guilty, asked no clemency, and was executed by her Exarch's own hand.

OOC Note: The process of the Yaelian Schism is covered in a series of Winds of Fortune, including The Courageous Priest (Spring 380YE), Rebirth in Reikos (Summer 380YE), Pilgrimage (Autumn 380YE), Matter of faith (Winter 380YE), A spiritual prism (Spring 381YE), Death is not the end (Summer 381YE), and Unable to see (Autumn 381YE).

The First Empress

It is widely accepted that the First Empress was a paragon. However, to date, there has been no consensus as to which Virtue she followed to escape the Labyrinth of Ages. There are priests and pilgrims from each of the seven paths who claim that the weight of evidence supports that the First Empress was a paragon of their favoured path. There have been several attempts to identify archaeological evidence to settle this debate once and for all.

The Unitarian Heresy

Unitarians dispute the Doctrine of Seven, claiming that the Seven Paths are One Path. Unitarians point to the First Empress as a clear example of a Paragon of All Virtue. However, Investigative Theologians point to the inability of humans to Dedicate to two Virtues without loss of focus and that the consensus is that each Paragon followed a single path.

The Recollectionist Heresy

Recollectionists dispute the Doctrine of Reincarnation. They maintain that the visions granted by pure liao are not past lives, but are ancestral memories. That is, the vision is of the person’s distant genealogical relative rather than of the individual’s spirit reborn. One unproven byproduct of this claim is that exemplars would be reborn within family lines.

The Humanist Heresy

Humanists dispute the Doctrine of Reincarnation. They interpret pure liao visions as being from a pool of racial memories stored within human nature. This pool of natural memory is available to all humans and that there need not be a direct link between the vision and the one experiencing it.

The Transcendant Heresy

Transcendentalists dispute the Doctrine of Reincarnation by claiming that there is no Labyrinth of Ages. The human spirit, upon death, transcends the mortal and mundane to merge with other human spirits who have died. This merging of spirits is believed to form some kind of Great Spirit, a psychic entity that exists outside the mortal realm. They claim liao puts a person in contact with this Great Spirit and grants access to its store of memories and knowledge. Some claim that this psychic entity may even be the Creator Spirit itself, though this view is arguably Idolatry.

The Atuman Controversy

Atuman of Highguard, one of the legendary Navigators who steered the Highborn to this land, was held for several generations to be a paragon of Ambition. However, this claim was undermined by Aldones di Sarvos, one of the founders of the League, who described having a past life vision which revealed that he was Atuman reborn. Aldones later went on to be recognised as a paragon of Ambition. Some Highborn priests have claimed that Aldones lied about the vision to deny Atuman's paragonhood and spite Highguard, however League Bishops strongly decry this smear on Aldones' legacy. There have been several attempts to settle this controversy through archaeological or visionary means.

The Abraxian Schism

In life, Abraxus was a respected Pilgrim of the path of Wisdom and held by some to be an exemplar. However, he became a controversial figure when he claimed he had learned how to use pure liao to not only contact his past lives, but those he was yet to live. A large number of cryptic and prophetic scrolls are attributed to Abraxus . These are scattered and still highly sought after today.

The Krydacian Blasphemy

An Orc named Bloodhammer Krydak once famously claimed to be the reincarnation of Tian, paragon of Ambition. He was decried as a Blasphemer, for denying Tian's paragonhood and exalting his own inhumanity, but many who met Krydac found his words compelling. The Synod were pressured to meet with Krydak to evaluate his claim, but he was assassinated before this happened. Krydak remains a controversial figure to this day.

The Scourger Heresy

Scourgers dispute the Doctrine of Human Destiny and claim that the non-human races, such as Orcs, may be reincarnations of human spirits, but who have been warped and deformed by lack of Virtue and too long lost and wandering in the Labyrinth of Ages. They believe that those who sin greatly in life and lack virtue risk rebirth in an accursed and damned form.

The Lucidian Blasphemy / Auran Idolatry

Lucidianism arose in the spires of Urizen and believe that the creation of virtuous auras, through means such as consecration and anointing, actually interfere with the objective and rational pursuit of a Virtue. Some Lucidians go so far as to claim that such auras represent a form of Idolatry and are as inclined to exorcise a virtuous aura as a malign spiritual presence. This opposition to manifestations of Virtue has led other Priests, especially Highborn Wayfarers, to accuse Lucidians of Blasphemy against the Virtues. To date, the Lucidians remain a minority in the Synod.

The Eternal Schism

There have been several attempts by various Synods to craft a Doctrine relating to the Eternals and their Realms, but each has failed to build a consensus. The biggest divide is along Inclusionist and Exclusionist lines. The Inclusionists hold that the Eternal Realms are part of the wider Creation and that contact with Eternals is inevitable and unavoidable, and must be carefully managed, not unlike a plague or forest fire. The Exclusionists hold that the Eternal Realms exist outside of the true Creation and are akin to parasites attached to the mortal world. They claim humanity will never be truly free to realise its own destiny until all ties are severed.

The Progenitor Idolatry

Progenitorians dispute the Doctrine of the Creator by claiming the seeds of human destiny were deliberately planted by the Creator Spirit. They claim the Creator Spirit desires humanity to grow and reach its full potential so that they can commune with the Creator Spirit, and that paragons who have escaped the Labyrinth of Ages may do precisely this. This sect has been accused of skirting on the edges of Idolatry for implying that The Way of Virtue can be seen as the worship of the Creator Spirit.

Miracles

Tales of the earliest paragons contain some miraculous claims, such as Tian taking fire from the sun, and Korl cutting down an entire forest with a single axe. Some Priests maintain these tales are literally true and speak of the full potential of human destiny, whilst others maintain that the tales have grown in the telling whilst still providing insight into the ingenious application of virtue for prospering humanity.

Egregores

When the First Empress sought the creation of the Egregores, she consulted the Synod. As Egregores are the manifestation of human consciousness and culture, they were deemed as being human magic, and so the Synod were entirely in favour. It was further recognised that Egregores owe their existence and form to the human nations and were thus subordinate to humans. Finally, it was concluded that as the Citizens embraced Virtue, so too the Egregores would mirror this and display virtue. The only dissent came from Exclusionists who hold that once the Eternal Realms are banished, so too must the Egregores depart.

The Purification Heresy

Purifiers dispute the Doctrine of Seven. There have been several Purification Sects across Imperial History, each of whom have sought to have all Citizens of a Nation Dedicate to a single Virtue. Included amongst various rationales has been a desire to see an Egregore of a Nation also be a magical Avatar of a Virtue as it reflects the Dedication of the Nation. Historically, Purification Sects have attained brief popularity before either imploding or losing momentum.

Vitalism

Vitalists believe that the qualities that aid one in the Labyrinth of Ages are not purely spiritual ones, and that physical qualities are important too. Part of the argument for this is that liao itself is a substance that is consumed, therefore what is consumed can have an impact on the soul. Vitalists do not always agree which physical qualities are the special ones. There are a number of variant regimens - a mixture of diets and/or excerises - which are held by those who follow them to aid the passage of the spirit through the Labyrinth of Ages. Vitalism only becomes blasphemy at the point that the practices are held as an alternative to living a virtuous life, instead of as a supplement to.

The Excessionist Heresy

Excessionists claim that too much of a Virtue can be as bad as too little. This conflicts with the Orthodox teaching that the Virtues are pure and the key to human destiny. The charge is levelled against Excessionists that they are making excuses for their own shortcomings and failings in embracing the virtues in their strongest and purest senses.

The Realmist Heresy

Realmism is the belief that the Labyrinth of Ages is actually a Realm akin to Night or Day, albeit one that is not accessible via the Hall of Worlds in any known manner. Some have even expected that paragons actually go on to become Eternals of this spiritual realm. In response to Realmists, the Synod created the Doctrine of the Labyrinth which refutes this teaching.

Further Reading

- The Way of Virtue

- Imperial Theology

- Liao

- The Doctrines of the Faith

- Signs of the paragon and exemplar

- Schisms and Heresies

- Investigative Theology

- Imperial Synod

- Religious skills

- Religious Crimes

- Recent History

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Scholars and mandarins

The three heralds maintained a polite distance from one another as they waited. The first, and tallest, brushed a tiny speck of something off the front of its beautiful samite robe, the paleness of the cloth a stark contrast to the warm golden skin of its hand.

"Do you think they will be much longer?" asked the first of its companions, breaking the slightly awkward silence. She was bronze-skinned, her tunic and trousers brightly coloured and adorned with jewelled tassels. She adjusted her sapphir tagelmust and peered up the stairs of the great hall as if she could see round corners. Perhaps she could, at that.

"I cannot venture an opinion," said the tallest of them. "No doubt they have procedures they must follow. People who must be informed in the correct order, and decisions that must be made by the correct individuals, before they determine what to do with our ... party."

The bronze-skinned herald nodded absently, and walked over to one of the great arched windows, peering out into the gardens and the mountainside beyond. "The gardens are very beautiful," she mused.

"That's neither here nor there," said her companion dismissively.

The third figure said nothing. Lithe and slim, his skin in earthen tones and his clothing rough and uncouth next to that of his companions, he sat on a bench near the door. He had no interest in conversation with either of them, and privately questioned the wisdom of traveling together in the first place. He also privately considered the gardens a mess, laid out in a slap-dash manner he found mildly offensive. And the fact that the tallest among them had assumed that they were to take the leadership role, frankly, irritated him. Yet he kept his thoughts to himself. He had been given a task, and would discharge it. He focused on the strings, and the melody he played on his lyre, a complex cascade of notes following an obscure arithmetic progression only he was aware of, or understood, or was smart enough to understand.

Contents

- 1 Overview

- 2 The Celestial Library

- 3 The Heralds of Day

- 3.1 A Gift of Binding

- 3.2 A Gift of Inquisition

- 3.3 A Gift of Purity

- 4 Participation

- 5 Resolution

Overview

Two separate groups of heralds from the endless sky-ocean of the Day realm have been at large in the Empire. The Great Library Phaleron has sent one of its librarians to arrange a meeting with certain specific magicians. At the same time, a trio of heralds representing Sinokenon, Ylenrith, and Roshanwe are traveling together to speak to covens and individual practitioners who are masters of Day magic, offering boons from their masters.

Participation: Whenever an opportunity such as this refers to heralds contacting "powerful magicians" or "scholars of Lore", a player character is always free to roleplay that they spoke with the heralds themselves within the bounds presented by the Wind of Fortune.

The Celestial Library

- The Great Library Phaleron has requested an opportunity to speak with magicians who have mastered the Celestial Library

Phaleron, the great library, has sent one of its librarians to speak to the civil service to arrange a meeting. The tall, otherworldly herald is painfully precise and cordial, and explains that one of the outer chambers of the Coral Library will be open to all those of the Empire who have mastered the ritual known as The Celestial Library. This chamber will be open from the eleventh hour of the Saturday morning of the equinox, for those who do not plan on taking the Sentinel Gate to fight for the Empire.

Phaleron would especially like to speak to Garth and Genieve of the Anvil Library; to the Archmage of Day, Gancius della Notte di Sarvos; and to Skywise Gralka and Sian Eternal. If any of those named guests, or their proxies, cannot cast the Celestial Library ritual then entry to the chamber will be made available.

It seems that the "outer chamber" represents one of those places that lies part-way between a Realm and the mortal world, and can be reached via the Hall of Worlds. Access has been magically barred to those who have not mastered the ritual of the Celestial Library, unless they are one of the named individuals.

The Heralds of Day

Over the last month, a trio of heralds from the realm of Day have visited with prominent practitioners of Day magic across the Empire. Each serves a different eternal. The leader of the group is a samite-clad androgynous figure with golden skin, a functionary at the court of Sinokenon. It is accompanied by a being very like a merrow, but with a bronzed colouration and clad in the manner of the Brass Coast, who speaks for Roshanwe. The third is a slightly built creature similar to an orc, with feathers across his head, dressed in the manner of a Thule warlock but carrying a lyte who represents Ylenrith. Each one brings an offer to the Conclave.

A Gift of Binding

- Sinokenon offers a gift to the Orders to help restrict abuse of magic

The offer is straightforward enough. To help the Conclave enforce their Declaration of Sorcery, Sinokenon will provide one of the Conclave orders with a talisman that will significantly boost the ability to perform the ritual All the World in a Grain of Sand. Sinokenon suggests that any sorceror could then be subjected to the curse, significantly reducing their ability to perform rituals – should they be inclined to break the law.

Sinokenon does not have amity – and is not seeking it. Instead, it asks only that the Imperial Conclave perform a Declaration of Endowment to deliver the talisman to the Grandmaster of a nominated order – either the Celestial Arch, Sevenfold Path, or Shuttered Lantern – and then its use would be an issue for that Order to oversee.

If the Imperial Conclave accepts, and uses the curse to mark sorcerors, Sinokenon is prepared to have the item reforged each year and would be open to a discussion about providing the Conclave with a means to make their own talismans.

If the Conclave refuses, Sinokenon's heralds make it clear that their master will not be offended – but that it will not make the offer again.

A Gift of Inquisition

- Roshanwe offers the gift of a new divination

The eternal Roshanwe appears a little disappointed that nobody has taken her offer to provide boons to those who acted against the supporters of the Whisper Gallery. She continues to be concerned about magicians flouting the edicts of the Conclave, however, but her primary concern now is with rituals that have been interdicted.

She offers an arcane projection, which could be codified to provide Imperial investigators with a powerful divinatory tool. Using day magic, it would divine if a specific target or targets had performed a named ritual during the last three days. Effectively, it could be used to track down sorcerors who have broken their restriction against performing ritual magic, as well as covens who have chosen to perform illegal rituals. It is her expectation that the arcane projection would be codified at a college of magic, and made available to any Imperial magician who wishes to perform it.

As with Sinokenon, she does not require amity, all she asks is that a Declaration of Endowment be made to bestow the arcane projection she has had prepared to the master of a college of magic.

A Gift of Purity

- Ylenrith offers to help lineaged individuals purify the taint of magic form their bodies

The third herald is an agent of Ylenrith, and offers a very different gift to the Empire. In the realm of Day there is a certain pool that contains water of such purity that it can be used to wash away lineage from a human being. The herald says that there are many in the Empire who do not embrace the magic that marks them out as different, and that Ylenrith will offer a gift of purifying water to the Empire to minister to those who would restore themselves to an untainted state.

The eternal knows that being responsible for aiding others in this fashion is a serious undertaking. She wishes to make this gift to the new Silver Chalice order so that they can heal people of the discord in themselves, and says she will make it up to the grandmaster to distribute as they wish. All the conclave has to do is pass a Declaration of Concord accepting the gift.

Several magicians in Highguard, and a number from other nations associated with the Sevenfold Path have already expressed caution about accepting this gift. Without knowing how the water actually works, it is possible that such a fundamental “cleansing” might be dangerous to the spirit. Worse, it might interfere with a soul's passage through the Labyrinth – or even cleanse the outward signs of lineage taint while leaving the spiritual influence of the blood behind, hidden. Highborn magisters in particular are suspicious of Ylenrith's motives in offering this “gift” - they mutter ominously that “purity” has several meanings, at least one of them deeply unpalatable.

Participation

Whenever an opportunity such as this refers to heralds contacting "powerful magicians" or "scholars of Lore", a player character is always free to roleplay that they spoke with the heralds themselves within the bounds presented by the Wind of Fortune.

Resolution

A delegation of magicians met with Phaleron during the Autumn Equinox. Whatever else was discussed at this time, one outcome observable by all magicians is the The Celestial Library ritual has ceased to function for the time being.

The Conclave chose to accept the gifts of Revelation (endowed on Octavius, Provost of the Halls of Knowledge), and Binding (endowed on the Grandmaster of the Shuttered Lantern. They did not accept the gift of Purity from Ylenrith.

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Schools of thought

Contents

- 1 Overview

- 2 Exemplar

- 3 Paragon

- 4 Schools of Thought

- 4.1 Purism

- 4.2 Perfectionism

- 4.3 Pragmatic Secularism

- 4.4 True Virtue Exceptionalism

- 4.5 Virtuous Histography

- 4.6 Liberationism

- 4.7 Universalism

- 4.8 Aspirationalism

- 4.9 Critical Realism

- 4.10 Foundationalists

- 4.11 Absolute Aspirationalism

- 4.12 Separatists

- 5 Further Reading

- 5.1 Core Brief

- 5.2 Additional Information

Overview

Individuals who have shown the Signs of the paragon and exemplar can be formally acknowledged by judgement of recognition by the Imperial Synod.

Exemplar

An exemplar is, most literally, someone whose deeds are considered to set a good example for the followers of the Way. Stories of the exemplars are regularly used in sermons, and taught to children. They are held up as examples of people who lead virtuous lives, and whose behaviour is appropriate to emulate.

Unlike paragons, exemplars are often more localised figures popular in one or two nations rather than recognised and revered across the entire Empire. While their role in the faith is considered secondary to that of the paragons, they are often significantly easier for the lay followers of the Way to identify with. Many of them are historical figures from the last three hundred years, rather than the more mythical characters who have been recognised as paragons. There is no doubt, for example, that Inga Tarn existed as a flesh-and-blood woman of incredible courage.

Paragon

A paragon is someone whose life and deeds overwhelmingly demonstrated the power of a given Virtue. In many cases, a paragon's behaviour helped to define or redefine some element of the way. For example Empress Richilde illustrated that the virtue of Pride could apply to an entire Empire rather than a single nation.

A number of paragons are semi-mythical figures, many of them pre-dating the Empire. Tian, Korl, Isenbrad, The Marked, and The Sentinel are all examples of characters whose stories predate the founding of the Empire, in some cases by many centuries. They are often folk-heroes whose stories are known in many parts of the world, albeit often by different names. There has been a great deal of debate over the centuries about whether these figures are "real" in the way that Aldones di Sarvos or Empress Richilde are demonstrably real. Regardless, the popular stories about their virtuous nature are seen as some of the most inspiring by many of the faithful.

Paradoxically, many paragons are known for only a handful of core stories - whereas the exemplars may often have an entire body of virtuous behaviour associated with them. A key difference is that while there are many stories of exemplar deeds, they are generally of a smaller and more mundane scale than those of the paragons. Empress Richilde shaped an entire empire; Tian saved her people by bringing them the secret of fire; Inga Tarn by contrast had a number of heroic adventures, but nothing on so dramatic a scale.

Schools of Thought

Beyond the basic distinctions outlined above, there is a great deal of discussion and disagreement about the nature of the paragons and exemplars, and what their role is within the Way. In light of the forthcoming Symposium, members of Avigliana's School of Epistemology have pored through their records studying different claims made for the role and nature of the paragons and exemplars. After months of hard work, they have created the following summary in the hope that this identification of broad schools of thought will be useful to members of the Synod and other citizens.

They note that none of these schools should be considered exclusively, there are priests who make Purist arguments about the difference between paragons and exemplars, but express views they categorise as both Universalist and Liberationist when it comes to the issue of who should be recognised.

Purism

An exemplar is someone who exemplifies a virtue and is generally virtuous - a paragon is someone who displays a single virtue at every critical decision. Thus Inga Tarn is an exemplar because while she is almost always courageous, there are stories in which she chooses to do the loyal or wise thing instead of the doctrinally courageous thing. Empress Richilde is a paragon, because in every story about her life she always chooses the Proud course of action even when that is not necessarily the most beneficial decision.

Perfectionism

An exemplar is someone who does something that helps to define a virtue, whereas a paragon is someone who helps to overturn incorrect understanding. The exemplars support mortal understanding of the virtues, the paragons help to perfect that understanding. The paragons take precedence over the exemplars, and must be more carefully considered because they are spiritual trailblazers - revealing new understanding of the virtues.

Pragmatic Secularism

This line of thinking denies the suggestion that exemplars and paragons have any supernatural element. They are simply men and women whose virtuous behaviour inspires others. They argue for a change of doctrine to remove the miracle sign of the paragon and exemplar, claiming that reliance on such obvious fictional crutches is inappropriate.

True Virtue Exceptionalism

Exceptionalists claim that not only must paragons strongly demonstrate a single Virtue throughout their entire lives, they must not demonstrate any behaviour that is not virtuous by the doctrine of the Way. Paragons and Exemplars must not appear vengeful, hateful, peaceful, anarchistic and so on, and they must not demonstrate weakness in any of the seven virtues. Priests adhering to this approach have blocked several attempts to raise "inappropriate" individuals to the status of paragon or exemplar, including Emperor James who was bitterly argued to not only lack ambition but to demonstrate extremely suspect patterns of peaceful behaviour.

Virtuous Histography

It is a straightforward fact that some of the stories associated with paragons and exemplars do not entirely make sense. Many theologians accept that some of these stories are metaphors, and that some of them are actually the deeds of other people that have been assigned to the paragon or exemplar in the popular consciousness. Virtuous Historians seek to define the actual facts about the lives of the paragons and exemplars. Some are concerned that by including fictional events, the paragons and exemplars cease to be mortal figures and become dangerously close to idols. Others are concerned that by assigning the virtuous actions of several individuals to a single figure, people whose virtuous behaviour should have been recognised are deleted from history. Some Virtuous Historians find common ground with the Pragmatic Secularists - stories of supernatural miracles are often evidence that a certain deed never happened, or that the paragon or exemplar has been conflated with a spirit, hero, or even a god from pre-virtuous times.

Liberationism

This is a very common approach that teaches that only a paragon leaves the cycle of reincarnation - is freed from the Labyrinth - and that all paragons are by definition liberated in this manner. They argue vociferously against the inclusion of any paragon who can provably be said to have appeared as a past-life. It was Liberationists who demanded the change in status of Atuman from paragon to exemplar following the past life vision of Aldones di Sarvos.

Universalism

Avigliana's School defines this belief as the view that the Empire is too narrow-minded in its recognition of exemplars and paragons. Adherents take issue with the majority of exemplars and paragons being Imperial, claiming it makes little sense. Most believe that at the very least, the exemplars and paragons of the Sumaah Republic should be included in the Imperial lists, and they encourage the faithful to look beyond the borders of the Empire for obviously virtuous people who live in other nations. In recent decades they have been lobbying for closer contact with the faithful of Faraden, arguing that the Imperial Synod must embrace the exemplars of Courage, Pride, Loyalty, and Prosperity recognised by that nation. It is almost impossible to reconcile this approach with that of the True Virtue Exceptionalists who are apoplectic at the idea that the lists of paragons and exemplars might include figures who by default approved of the practice of Vengeance.

Aspirationalism

Aspirationalists argue that the distinction between exemplars and paragons is purely political, and has no benefit to the Way. The important thing is that these figures are inspirational. They argue for the removal of the two-tier system, classifying all the existing figures as either one or the other. There is a schism between Doctrinal Aspirationalists who believe all inspirational figures should be recognised (and recognisably) paragons, and the Common Aspirationalists who argue that they should be exemplars because priests have no empirical way to determine who is or is not a paragon. The former often accuse the latter of heresy (for undermining doctrine) and both tend to despise the absolute aspirationalists.

Critical Realism

Avigliana's School identifies the critical realists as those who claim that, realistically, the only difference between paragons and exemplars is one of politics, not metaphysics. Paragons are generally presented as more "important" than exemplars and thus have a higher status, and more prestige. Exemplars, by contrast, are seen as more "mundane" characters, whose inspiration is more limited and prosaic in nature. The lessons they teach are "less important" than those of the paragons. The decision about whether a certain inspirational figure is a paragon or an exemplar is made by the Imperial Synod and, like all such judgements, is made for political purposes not spiritual ones. Popular and influential figures are more likely to end up as paragons than more virtuous people who do not have "the Highborn stamp of approval" (as the outspoken originator of this view repeatedly referred to it). Critical realists usually argue that not only should the distinction be removed, but doctrine should also be changed to remove the sign of pilgrimage criticising it is a political sign that has no grounding in faith or doctrine.

Foundationalists

Foundationalists criticise the principle of the judgement of recognition. They agree with the critical realists that the process is one fraught with politics, graft, and vested interests and present a radical solution. All matters of exemplars and paragons should be decided by the Highguard National Assembly alone. The claim is that as the Highborn founded the Way, they are in the most able to correctly determine who is best suited to be exemplars. Their goal is to eliminate the corruption influence of politics on the process, so that faith and an understanding of doctrine determine who is recognised as an exemplar or paragon.

Absolute Aspirationalism

The Absolute Aspirationalists go much further than the aspirationalists arguing that nobody should be recognised as an exemplar or paragon, because saying that these people are better in some way than other humans is itself a challenge to the Doctrine of Human Destiny. By holding up examples that are often impossible to aspire to - no modern follower of the Way is going to bring the secret of fire to their people for example - they undermine the faith. Historically, such views have been drawn ire from prominent members of the Assembly of Ambition, who have even gone so far as to label them heretical.

Separatists

Prior to the inclusion of the Imperial Orcs as a nation of the Empire, there was a lot of purely theoretical discussion about whether someone who was not a human could be an exemplar or paragon. Philosophers debated whether a dog or a horse, could be an exemplar - given that the animals often appeared to demonstrate behaviour in line with virtues such as Courage or Loyalty. The Imperial Synod reached no clear conclusion, and the matter remained entirely theoretical until the orcs joined the Empire, and embraced the Way.

After the adoption of the Imperial Orcs into the Empire, the question of their relationship with the Way became crucial. Past theological discussion centred around The Doctrine of Reincarnation and human destiny. There is no evidence that anyone other than humans reincarnate - indeed the orcs themselves freely admit that they do not reincarnate. It raises questions - can someone who is fundamentally cut off from the Labyrinth serve as an example to humans?

The most politically expedient view is to judge that orcs are just like humans - but the separatists argue that this approach flies in the face of evidence that orcs and humans are fundamentally different on a spiritual level. Some question the decision to create an Imperial Orc assembly, but it is the action of Hector de Rondell in 379YE raising a judgement of recognition for Thrace, the leader of the orc rebellion, as an exemplar of Ambition that is the most contentious. The argument of the separatists is that the orcs must be seen as a separate race - creatures complete apart from human destiny - that it is blasphemy to include any of their ancestors among the ranks of the exemplars and paragons. The Sumaah Republic cited Hector de Rondell's judgement as part of their recent declaration of war - in part due to their separatist leanings.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Imperial Theology

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

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Scorpion's Sting

Description

These unpleasant knives are valued by assassins and murderers, and few who are on the receiving end of a Scorpion's Sting survive to tell the tale. The weapons are often curved, in shapes reminiscent of scorpion tails or the fangs of venomous creatures. Sometimes the blade or the handle is marked with the rune Rhyv, or with a depiction of a poisonous creature or plant, but many are studied in their nondescript appearance - and for good reason.

In 143YE it was made illegal to carry this weapon within the Empire; possession resulted in a fine, with an equally serious fine for the artisan who crafted the blade if they could be identified. In some cases magistrates chose to levy both fines on the bearer of the knife where they refused to name the person who supplied them with it. As Senator Ravani de Sarvos said during the debates that lead to the law being passed: "There is simply no reason for a civilised person to carry one of these nasty little toys, except that they mean to commit murder." While the Navarri senators in particular disagreed, the law was passed by a sizeable majority.

In Winter 378YE, however, the Senator for Hercynia, Bloody Trees Rhain of Winter's Vigil striding persuaded the Senate to remove the prohibition against this weapon. He cited the need for weapons to fight vallornspawn husks - creatures which are extremely susceptible to the kind of venom the Scorpion's Sting produces. It is now legal to make and carry the weapon, although some magistrates still view the use or even possession of this weapon during the commission of another crime to exacerbate the seriousness of the criminal activity, and hand down harsh penalties as a consequence.

Rules

- Form: Weapon. You must be wielding this weapon to use its magical properties.

- Requirement: Any character can bond to this item.

- Effect: Once per day, you may call VENOM with this dagger. You are also affected by venom when you use this ability.

- Materials: Crafting a Scorpion's Sting requires seven units of beggar's lye and five ingots of ambergelt. It takes one month to make one of these items.

The Ambassador tried to catch her breath, but did not take her eyes off the man on the other side of the bedchamber. He kept his long, slim blade pointed roughly at her heart, holding the curved dagger in his other hand in an almost negligent grip. Her own sickle-shaped short swords were held in the traditional Two Moons style, ready to catch and break his rapier should he try to thrust.

"You fool, you've killed us both." she tried to keep her voice light, playful, but she could feel the venom in her blood, and knew that a few lucky strikes from the assassin would result in her death. Her gossamer robe was stuck to her skin with fearsweat and the blood from the single stab-wound in her shoulder.

"You should have thought of that, madame Ambassador, before you agreed to spy on the Empire." The assassin's voice likewise was light, unconcerned, as if they were discussing minor matters over a glass of wine.

"The venom is in your blood too, assassin. When my guards break down that door you will not draw two further breaths ..."

The assassin shrugged, one-shouldered. He was breathing heavily, two nasty gashes in his chest from her twin blades turning the front of of his white shirt a deep, angry crimson.

"It does not matter to you, Madame, because by then you will be far beyond the help of even your peoples' famed apothecary skills."

He shifted slightly,and she moved almost at the same time to place one of the pillars of her great canopied bed between them. The assassin had a crossbow on his back, but if he tried to ready it she would strike fast enough to kill him and he knew it.

"My Signeura told me a story when I was young," said the assassin suddenly, out of nowhere. "Perhaps you have heard it? It concerns a scorpion who wished to cross the river Gancio, and a frog who served as his ferryman. Perhaps you are familiar with it?"

The Ambassador made an impatient gesture.

"Yes yes, my people have a similar tale. Halfway across the scorpion stings the frog, despite having promised not to do so. They both drown."

The Assassin chuckled then, and with a smooth motion slipped his curved dagger into his belt. The Ambassador flinched, but he made no further movement.

"Do you recall what the scorpion says to the frog at the end?"

From outside the Ambassador heard the sound of her guards breaking down the outer door to her apartments. She began to smile, and stood up a little straighter. All she needed to do now was hold the Assassin off for at most another minute ... she chose to indulge him, to keep him talking.

"Yes of course. The frog asks 'Why have you done this you have doomed us both!' and the scorpion replies 'because it is in my nature.' I did not know your people were so prone to suicidal behaviour."

The Assassin shook his head.

"My Signeura ends the story differently." He said with a wry grin. With a quick motion, his empty hand dipped into a hidden pouch and came out holding a tiny amberglass bottle. He flicked the top of the bottle off with his thumb.

"In the version my Signeura tells, the frog asks his question - "What have you done, you have doomed us both!"

Without blinking, or taking his eyes off her, he gulped the contents. He shuddered, the sweat beading across his visible skin tinged with pink. The Ambassador gasped in sudden understanding. She looked desperately around for something to protect herself, to delay him further, but knew it was futile.

"And the scorpion replies 'Foolish frog! Like all my family, I can swim ....'"

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Scorrero Nets

Contents

- 1 Overview

- 2 The Resource

- 3 The Bourse Seat

- 3.1 Responsibilities

- 3.2 Powers

- 3.2.1 Seat on the Bourse

- 3.2.2 Bounty of ilium

- 3.3 Appointment

Overview

The Scorrero Nets are located along the banks of the Scorrero in northernmost Oranseri in the Freeborn territory of Feroz. Custodianship of the Scorrero Nets grants an Imperial title; a seat on the Imperial Bourse; and a seasonal bounty of valuable ilium.

The Resource

A wise Hakima learnt by chance many years ago that the Scorrero carries ilium in its waters, washed from the land and carried towards the sea. Now nets are placed in the water at key points, primarily along the length of the Scorrero that runs through Feroz, to sieve out the precious material before it is lost to the deep waters of the Bay of Catazar.

The gangs first started appearing once the scope of the ilium catch was realised. What could have been worked by one was suddenly taken by two. The gangs formed for protection as much as to work their part of the river at first, but many have also used their numbers to enable some extremely aggressive negotiations for ever larger claims. There are many official pitches along the banks of the Scorrero close to Oranseri, but further up the river where the pickings are leaner it can seem like open warfare between the net gangs, as well as constant issues between claim jumpers, and wild-catters from Siroc who are considered worst of all.

By law, anything else the net gangs dredge out of the river is theirs to keep. While the ilium is the true bounty of the Scorrero Nets, there is also the potential for small fortunes in gold and occasional odd items of archaeological or mystical significance. It is not uncommon for the holder of the Seat to be called on to mediate a dispute between two groups of workers - especially as the Freeborn form only a slight majority of the net gangs - there are significant numbers of League entrepreneurs and Varushkan workers prepared to take the trek to the Scorrero to try and make their fortune.

Claim jumpers and wild-catters are not the only dangers of the river. All along its length the Scorrero is wide, deep, and has subtle but strong currents, ready to take the unwary. Workers must be constantly on the alert for detritus swept into and carried along by the river. The Scorrero is also prone to flooding, especially when there is a late Spring or when unexpectedly warm weather causes an unseasonable thawing of the snows in the Kahraman peaks.

One of the most dangerous tasks on the net is not actually the Ilium farmer, but that of net rigger. It is the rigger’s task to ensure the nets are clear and in good repair, and it is the riggers who suffer the majority of the accidents along the river. There is one tradition that is observed by all the net gangs, rivals or not. If a dead rigger is found in a net, they will be brought out of the river, cleaned and washed, and carried in state back to their own gang. On the way every rigger they pass will pause to honour the funereal procession, all of them singing The Rigger’s Dirge, a sad song that laments the appetite of the cruel Scorrero for the lives of men and women.

The Bourse Seat

Responsibilities

The Seat has no particular responsibilities; they simply receive a bounty of ilium which is theirs to do with as they will. If the Scorrero Nets were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to the Scorrero Nets, the Seat would expect to be consulted as to how that opportunity might be resolved.

Powers

Seat on the Bourse

Custodianship of the Scorrero Nets comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of ilium

The Seat has control of a source of ilium which they receive directly. They can dispense this resource as they choose. Production is 5 rings of ilium every season.

Appointment

As with all ilium Bourse seats, the holder of the title is determined during the Spring Equinox. As an Imperial seat, any Imperial citizen may participate in the auction and hold the title.

Custodianship of the Scorrero Nets is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be revoked by the Imperial Synod.

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Scrivener's Bloodmark

Contents

- 1 Rules

- 1.1 Autumn Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Duration

- 1.5 OOC Element

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets two characters. Each character must be present throughout.

The ritual requires a written contract that details the agreement between the two characters, and both must sign it during the ritual. One or more of the contributors must mark the contract with a drop of their own blood after it has been signed.

This effect is a curse. A target may be under more than one curse at a time.

Effects

During the rite the ritualists draw up a contract which acts to bind two individuals (and no more than two) into a deal or agreement. The targets must sign the contract willingly at the completion of the ritual.

Thereafter any of the contributors may use a pronouncement of doom to call a curse down upon one of the two parties. This is usually done on someone who breaks the contract, but the magic will work regardless.

Someone receiving the curse will permanently have the rune of Lann magically branded upon their flesh in a prominent position; most often his is one of the forearms or the cheek. A detect magic spell or similar effect will always detect the presence of this curse even if the rune is covered. Bright Lantern of Ophis or Wisdom of the Balanced Blade may determine additional details regarding the nature of the contract broken; the ritualists who delivered the curse; or the other party in the contract.

The ability to call the curse down lasts for one season. If the curse is activated on one or both of the targets, the mark and magical aura are permanent.

Additional Duration

The duration of a contract may be extended by increasing the magnitude of the ritual by 1 for each additional season; this effects only how long the curse may be called down for, not the duration of the mark.

OOC Element

The target may choose where the brand appears (forearm or cheek or, with the approval of a referee, somewhere else). It may be phys-repped with make-up but a prosthetic or textured material such as collodion is ideal. Profound Decisions make-up department may be available to help phys-rep the result of this ritual, but it is especially ideal if the players who performed the ritual can help the target.arrange the brand.

Description

This ritual seals a contract, witnessing it with Autumn ritual magic. The contributors then serve as agents of the contract, as it were, seeing that the agreement is kept by both sides and ceremonially cursing those who they believe have broken the contract. The ritualists usually keep hold of the ritually signed and sealed contract, although it is not necessary to call down the curse on one of the guilty parties.

The curse itself appears minor, but the mark it creates is almost impossible to remove. It will reappear elsewhere if the skin s excised or the limb lost, and while it is possible to use certain rituals to hide one's aura from divination, simply doing so may attract just as much attention. Any merchant or trader who learns that someone bears the mark of a broken Scrivener's Bloodseal is likely to think very carefully before entering into an agreement with them. Many scrivener's, and their counterparts in other lands, refuse to create contracts or witness agreements between people who have been marked in this way. All of this goes some way towards ensuring that targets take the contract very seriously; and select which ritualists will have the power to mark them in this way very carefully indeed. Mind you, if a ritualist or coven gets a reputation for abusing this ritual, the likelihood they will be trusted to perform it (or similar magic) again is very low. In some cases in the past, covens who abused this ritual were branded sorcerors, especially when the Imperial Conclave was dominated by Freeborn magicians or those of the Golden Pyramid order.

The Scrivener's Bloodmark is a ritual attributed to the Freeborn scrivener and magician Therasia i Aguelera i Guerra. The cambion is one of the earliest scriveners, and may even be the source of the legend that cambion blood is especially good for sealing contracts. A grand-daughter of the original Guerra, she did much to bind the early Freeborn together as they explored and expanded through their new home, and eventually became a powerful and well respected Hakima. Contracts marked with what seems to be her blood occasionally surface in archives or troves of documents, and some ritualists especially prize them as additional foci for this ritual.

The ritual is not practiced solely by the Freeborn. In Varushka and Wintermark it is referred to as Names Bound By Blood, and the parchment scroll is often replaced with a piece of deer hide on which the agreement to be observed is carefully painted. In The Marches it is called Two Bloody Thumbs - the contract is written, sealed and signed, then both parties ceremonially cut their thumbs and press them together to seal the agreement. Among the Navarr this ritual often involves adding the mark of Lann as a tattoo to the targets, especially when it is made to seal very important very important deals; in this case it is often called Binding Oath of Bloodied Thorns.

Common Elements

This ritual creates a magical agreement between individuals. The contract may be written as part of the performance, and some ritualists believe that doing so ensures it is kept short and sweet. Both target signs the contract, and then the contributors mark it with their blood. Some covens and solo ritualists keep a special knife or pin to hand specifically to draw blood for this ritual. Virgin quills and fresh parchment are used for the ritual, especially among the Imperial Orcs oathwrights who study this magic, for fear that previous words written on paper or by an implement might warp the agreement in some unforseen way. The contract is often read aloud, and accompanied by a verbal as well as written agreement. The ritual may evoke the rune Lann; in some parts of Wintermark especially the signatories sign the document with the Lann rune rather than their names, using ink mixed with their blood. The constellation of The Web may be evoked, and so might the Imperial virtues of Loyalty and Prosperity.

In rare cases, the ritualists may invoke the Lictors; doing so is not known to make the ritual any more potent, but those who have been marked with the curse that comes of breaking the agreement will find Lictors implacable opponents ... but nowhere near as implaccable as those few ritualists who have called on their names and then abused the power of the ritual to deliver an undeserved curse.

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Scrivener's Seal

This page describes the item; if you are looking for the ritual, try Scrivener's Bloodmark

Description

While any artisans can bond a customer to any item they can make, there are many circumstances where someone needs a third party to create that bond. A customer may also wish to break a bond between themselves and one of their possessions, something which is beyond the abilities of most artisans. Tools such as the Scrivener's Seal are invaluable in these circumstances. Occasionally the lower end of the wand is made into an actual seal, if made for a specific individual. The formation of covens, particularly large ones, can involve the use of these wands if for some reason it proves difficult to .

Dawnish Seneschals often find use for these wands whenever their noble masters wish to be bonded to an extravagant new possession immediately, particularly when they have bought an entire outfit of magical items. It would be unseemly for a noble to purchase their equipment personally and thus the artisan is seldom on hand to complete the bond. Quartermasters all across the Empire find these wands useful for similar reasons. It is little use acquiring magical spoils from the enemy or the finest equipment if there is no way of making use of it.

Rules

- Form: Weapon. Takes the form of a wand.

- Requirement: You must have the magician skill to bond to this item.

- Effect: When you cast, or swift cast, the create bond spell to create a bond you may do so without spending any mana. You cannot use this ability with any other function of the create bond spell (such as when breaking an existing bond).

- Materials: Crafting a Scrivener's Seal requires twelve measures of iridescent gloaming, three ingots of green iron, and seven measures of dragonbone. It takes one month to make one of these items.

Julius stood nervously while the scrivener examined the sword. She turned it this way and that in her long, delicate fingers. She flicked the blade once with one golden talon, and nodded thoughtfully. She put the sword down on the table between them and turned her deep bronze eyes on the bravo.

"How did you come by this fine blade again?" She asked casually.

Julius gulped. "I bought it, madame. From a Steinr fellow. He did not make it himself and so could not ..." He waved one hand vaguely. The scrivener barely suppressed an amused smile.

"You know this merchant's name?" She asked

"Yes it was ..." He began. The scrivener shook her head.

"I don't need to know the name, just to know that you know it. In case anyone asks me later." She raised an eyebrow. "Is anyone likely to ask me later?"

Julius shook his head quickly.

"And why have you brought this to me rather than going to one of your own magicians?"

"Bother one of the actors? They're too stuck up for the likes of me. And the ones that aren't are up to something. Or from Regario." Julius' mouth twisted into a sneer. "Nah, nobody there can help me. Lisette from my company told me you were cheap."

The cambion raised an eyebrow. Julius faltered and quickly started to bluster an apology but the Freeborn waved it away.

"The price is agreed then? Three rings in total, payable on completion?" The bravo nodded. "Hold out your hand, please."

Julius held out his left hand but the cambion reached out and took his right hand instead, placing it palm up on the table next to the sword. She drew a short polished wand from what he had initially mistaken for a knife-sheath, and laid it next to a roll of quills,calligraphy brushes and small bottles of ink. Working quickly and carefully, she selected one of the brushes, dipped it in the ink, and traced a curving character on the palm of his hand, and an identical character on the pale leather of the sword's pommel.

"Here then is the mark of ownership, and here the mark of being owned." She put the brush down, and picked up a sharp scalpel from her writing kit. He closed one eye, wincing in anticipation, but rather than cutting Julius' flesh, the cambion pressed the blade against the ball of her right thumb, where he could see a mass of tiny scars already existed. A drop of dark blood welled up as she put the scalpel down and picked up the wand. She pressed the tip against her thumb, then over the mark she had painted on the weapon.

"Fit this sword to the hand that wields it." she whispered. She moved the wand aside and he saw that the painted mark and the blood had run together, creating a neat, swirling circle. She pressed the wand then against the mark on his palm.

"Tie this weapon to this warrior with bonds of glass and fire."

He felt a tingle then in his hand as the tip of the wand seemed to become very cold, and then very hot as she maintained a steady pressure against his flesh. Then she removed it and he saw an answering red-and-black mark where it had been.

"The mark will fade in a day or so, faster if you use soap." The cambion held her wand casually, but she had her other hand flat on the blade of Julius' weapon. He laid his hand on the pommel of his sword, and immediately knew that it was without a doubt his; sword. He tried to lift it, but the scrivener kept it pinned to the table.

"Three rings, I believe?" she said.

"Three rings is a lot of money, especially for such a simple spell ...." he began slowly. The cambion immediately shook her head.

"Do you see those orcs, there, by the door?"

He had passed them on his way in - a half dozen bruisers, off-duty and relaxing, occasionally banging their mugs on the table in approval as they watched a couple of hairy bards from the Marches throwing a ribald tale of bawdy behaviour and war back and forth between them.

"From past experience I will have time to yell 'Thief!' twice before they are surrounding my table, asking me if everything is alright and offering to sort out anyone who is causing me problems. From there, we will proceed to the magistrates, and we will see if he believes me - a respected professional from a people with a reputation for scrupulous business dealings - or you - an unknown bravo from a people who are not known for their scrupulous business dealings. He will find you guilty of attempting to steal from me, I suspect. He will give you a fine that is a lot more than three rings. In the event you do not pay that fine, I will casually suggest that you could instead work off the debt by doing some services for me. You would not like those services, and would look back at this moment where you tried to rob me and you would curse yourself for a fool. Do you understand?"

She continued to stare at him, her face blank but her eyes .... her eyes promised punishment if he continued along the unwise course he had chosen. The bravo swallowed, his throat dry. He reached into his money pouch and placed four one-ring pieces on the table. The scrivener sighed.

"Three. Rings." She said slowly, as if to a child.

Slightly incredulous, he picked up the fourth ring and put it back in his purse. The cambion moved her hand, and he picked up his sword and sheathed it.

"It is customary in these situation to say something like 'A pleasure doing business with you.'" She said. Then fell silent. Staring at him with her eerie bronze eyes until he stammered something incongruous and left her table.

The bravo made his way to the door, without looking back. She did not watch him leave, replacing her wand in its sheath and proceeding to make a note of the transaction in her little notebook, absently sucking on her bloodied thumb as she did so.

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Scrutiny

Contents

- 1 Overview

- 2 Constitutional Court

- 3 Advice

- 4 Scrutiny

- 4.1 Acceptance

- 4.2 Amendment

- 4.3 Rejection

- 5 Further Reading

- 5.1 Core Brief

- 5.2 Additional Information

Overview

All Senate motions are subject to the scrutiny of the Constitutional Court to ensure that they are compatible with the Imperial Constitution. The Constitutional Court performs a dual IC and OOC function:

- IC They are responsible for ensuring that the founding principles of the constitution are protected.

- OOC They will not ratify a change to the constitution which Profound Decisions believe will adversely affect the enjoyment of the game. As the IC wording of the constitution is already written with this in mind, we believe that they will be able to provide IC reasoning for any rejection of a constitutional change.

The Constitutional Court will not accept a motion that violates the Constitution, but the Court will attempt to work with a senator to amend an unconstitutional motion that has passed the Senate to make it compatible with the Constitution where possible.

Where possible, members of the Constitutional Court will attempt to provide advice to any senator or their proxy who requests it, to give senators the best chance of ensuring their motion is legitimate. However, advice given by any individual member is not considered binding by the Court, and all Senate motions are subject to further scrutiny once they have been passed on the floor of the Senate. Constitutional issues which are identified during the motion's implementation, after it has passed, will still cause it to be rejected or amended.

Ultimately, scrutiny is the keystone of the fundamental game design of the Senate to ensure the game remains enjoyable for as many players for as long as possible. While we strive to keep the game focussed on the roleplaying that happens in the field as much as humanly possible, scrutiny exists for out-of-character reasons to ensure Empire remains fun to play.

Constitutional Court

- Magistrate Abraham - Matt Pennington

- Imperial Archivist Leontes the Scribe - Andy Rafferty

- Auditor of the Imperial Treasury Gerard La Salle - Graeme Jamieson

- Chief Magistrate Stanislav Karkovich - Jon Creek

The Constitutional Court is composed of a number of magistrates and civil servants whose job is to ensure that the motions passed by the Senate can be implemented in accordance with the Imperial Constitution. The members of the Court discuss the precise wording of a motion once it has passed the floor of the Senate to discuss how it will be implemented and whether that implementation is compatible with the Constitution. They will seek advice from the senator who submitted the motion to complete any necessary details that are missing and add the completed motion to the recent history in the Imperial archives.

Members of the Court have different areas of expertise. The Auditor is concerned with what is physically possible for the Empire to achieve, what things cost, how long things take to construct. The Chief Magistrate is primarily concerned with maintaining the integrity of Imperial law and ensuring that the constitutional processes are followed. Magistrate Abraham and the Imperial Archivist examine motions to ensure that they are compatible with the spirit of the Constitution and will ensure the "dignity, freedom, and prosperity" of Imperial citizens. The Court usually strives for unanimous consensus decisions, but in extremis, they will vote; Abraham has the casting vote in the event of a tie.

It is important to understand that the roles played by the members of the court are designed to accord with their OOC responsibilities in upholding Empire's game design. Jon Creek runs the magistrate team that enforces Imperial law, Graeme is the head of rules for Empire, while Andy and Matt oversee the game itself. They have characters so that players can interact with them, seek them out in-character for advice, put in-character arguments to them, and discuss their pronouncements with other characters. These four members of the Empire team ultimately determine when and how a Senate motion is implemented, therefore they play the NPC characters who form the body that makes that determination in-character.

Advice

- Players are recommended to take advice before submitting a complex motion

- Advice is available outside events

Any character in Anvil who is looking to submit a Senate motion that they believe may have constitutional or practical implications are well advised to seek out the appropriate member of the Constitutional Court before submitting their motion. The Auditor is able to give general advice as well as provide costings for sinecures, ministries and other motions. The Chief Magistrate can provide advice on changes to Imperial law as well as matters of the Constitution itself. If a constitutional issue is particularly complex, then Abraham may be able to provide additional useful advice.

The purpose of this advice is to give players an opportunity to talk to those characters best able to help them find the best wording for their motion and to minimize the chances that a motion will be amended or ruled unconstitutional after it has passed the Senate.

It is perfectly fine to request advice from the Court before the summit begins. The Court will examine any provisional Senate motions sent to us between events and provide the best advice available.

Scrutiny

Once a motion has passed the floor of the Senate, the civil service will try to ensure that all the necessary details have been completed and begin to scrutinize the motion to check that it is compatible with the Constitution. As a result of this scrutiny, the Constitutional Court may choose to accept, amend or reject a motion.

When a motion is scrutinized, it is possible that different constitutional or legal interpretations of the wording of the motion or its intent will be identified. In situations where both interpretations are equally valid, the senator will be asked to provide further guidance, in effect, this forms part of the necessary details of the motion. Only interpretations of a motion which are compatible with the constitution will be considered, we will try to explicitly rule out any unconstitutional interpretations of a motion when it is added to the Imperial archives.

Scrutiny cannot be completed until after the summit is concluded, when the Court have the time to discuss every motion at length and consider every possible ramification. It is not possible to give definitive advice on a motion during the summit.

Acceptance

- Once a motion is accepted it is added to the Imperial Archives

Any motion passed by the Senate that passes scrutiny will be accepted by the Constitutional Court. The motion passes into law and will be added to the Imperial Archives accordingly. Once a motion has been accepted by the Court, we will not make any further changes, unless it becomes clear that the motion is so profoundly game breaking that it warrants the game rules being changed.

Amendment

- The court will attempt to discuss any proposed amendment with the senator who submitted the motion

- An amended motion will require approval by the Senate

- Chief Magistrate Karkovitch will raise an administrative motion at the next available Senate session to request approval

- If the amendment is not approved then the motion is rejected

If the Senate pass a motion, then our game team will take that as indication that they would like the motion to pass scrutiny. If a motion is potentially viable - but has constitutional problems then we will propose the smallest possible amendments that we think would be necessary to make the motion pass scrutiny. These amendments will be discussed with the senator who submitted the motion. Once the wording of an amended motion can be agreed with the senator, then a representative of the Chief Magistrate will present the amended motion to the Senate using an administrative motion at the next available Senate session.

If scrutiny of a motion identifies constitutional problems during a summit then we will attempt to discuss them with the senator during the event. In many cases, problems will only be identified after the summit is over, when there is time to consider the motion in detail. In these circumstances, we will attempt to email the player who submitted the motion to discuss the amendments with them before the next event. The amended motion will then be put forward for approval on Friday of the next event.

If the amended motion is approved, then it is automatically accepted and will be added to the Imperial Archives. If the amendment is not approved, then the motion is rejected by the Constitutional Court. It will not be automatically raised again, although any senator who is able to raise a motion may attempt to raise the amended motion as normal.

Rejection

- Motions that are completely incompatible with the Imperial Constitution will be rejected

The Imperial Constitution is designed to allow us to preserve the spirit and ethos of the game, in line with the underlying game design. Motions that clearly violate the constitution, will be rejected as unconstitutional. This is a relatively rare outcome, very few motions have been rejected in recent years and it is extremely unlikely to happen if the citizens who drafted the motion took good advice.

Examples of things which are guaranteed to be rejected by the magistrates include expelling a nation from the Empire, dispossessing citizens of their wealth and property, centralizing additional powers to the Throne or Senate, disestablishing the Bourse, Conclave, Military Council or Synod or frivolous or stupid laws.

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- The Throne

- OOC design

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Seals and stars

Matje shouted as loud as she could.

She was almost immediately answered by the thunder of heavy feet along the wooden quay as her father, her brother, and her aunt came running.

"Matje! Matje! What is wrong!" asked her aunt, grabbing her by the shoulders. Her father spotted it immediately.

"Ukko!" he shouted, horrified, pointing. Matje buried her face in her aunt's bosom, sobbing.

"I told him not to go so far out! I told him!" she cried.

Caught in the dark current, the little coracle bobbed and twisted among chunks of ice - the teeth of the lake as some of the older fisherfolk called them. They could crush a boat between them - or a little boy.

Her father and her brother were already shucking out of their clothes, kicking off their boots, ready to brave the frozen waters of the Sarda. They were almost certainly doomed to failure - even at the height of summer the waters of the Sarda were icy cold, and hungry.

As brother Artu made ready to dive into the water, her aunt suddenly stiffened and gasped.

"What is that in the water?" She pointed. A bald head had emerged from the frigid lakewater near the coracle. It was quickly joined by another, and then a third. They surrounded the little hide boat, and began to nudge it back towards the shore.

The moment the boat brushed against the dock, her father grabbed Ukko up out of it, into a crushing embrace, tears streaming down his face.

As soon as the boy was safely on land, the three seals flipped smoothly in the water, and flashed away through the water, leaving the little family alternately crying and berating little Ukko, and thanking the spirits of the Sarda who had brought him back to them.

Contents

- 1 Stars

- 2 Thorns

- 3 Citadels

- 4 Blessing of the Hylje

- 4.1 Significance

- 5 Grateful Dick

- 6 Resolution

Stars

- The stars have still not returned to the night sky over much of the Empire.

As with previous seasons, the night skies over most the Empire (and several adjacent territories including Mournwold, Liathaven, and the Barrens) remain empty of stars. Naga living in those territories are subject to the shroud's peculiar influence ... and as Casinea (the location of Anvil) is still affected, any naga attending the summit will still begin to feel their natural urge toward subtlety and secretiveness is greatly strengthened. (OOC note: players are urged to read the Darkest night wind of fortune from the Spring event to refresh themselves as the details of this effect and bear in mind that the skies directly over Anvil also appear normal for some complicated and subtle reason).

The night skies are clear over Morrow, Spiral, Redoubt, Miekarova, and Skarsind. While the "empty sky" phenomenon has been removed from Zenith as well, Urizen inhabitants report that a Penumbral Veil has again settled over the territory - despite an earlier one having been removed during the Summer Solstice. The Druj, no doubt, looking to conceal their activities from Imperial magicians. (OOC Note: Naga living in those territories are free of the odd influence ... but obviously coming to the event means they will slowly start to fall under its sway again for the duration of their stay).

Thorns

- Imperial citizens still lack the ability to access Spring regio.

Imperial citizens continue to find it impossible to call on the power of Spring regio. As with the Summer Solstice, no Imperial citizen can draw on the power of a regio to enhance their ability to perform Spring rituals. For purposes of performing Spring rituals, the Imperial regio at Anvil is considered to be a Spring regio.

Furthermore, no Imperial citizen can use the Imperial regio to target a Spring ritual at an Imperial territory, nor use a regio in a territory to invoke Spring magic to affect the entire territory. This has a profound impact on the ability of Imperial magicians to use rituals such as Foam and Spittle of the Furious Sea, Forge the Wooden Fastness, Rivers of Life, Rivers Run Red, Thunderous Tread of the Trees, Mountain Remembers Its Youth, Thunderous Deluge, The Dance of Navarr and Thorn, and Hallow of the Green World. In effect, these rituals have become impossible to perform. (OOC Note: Affected players are urged to read last season's Wind of Fortune to remind themselves of the ongoing effects.)

Citadels

- Imperial magicians have raised castles across the Empire

The power to raise magical citadels in key areas of the Empire continues to be a valuable boon. Two icy citadels are conjured by the Blazing Sun coven of Highguard. One, raised in Clypion provides valuable assistance to the Highborn armies protecting Zenith against the Druj invaders. The other is raised on the slopes of Chalcis Mount, overlooking the slow rebuilding of the territory and standing mute guard against any potential for surprise invasion.

With the Empire still unable to access the full power of Spring magic, it seems that the Sussivari Frost Coven are working hard to take up any slack caused by the inability to perform Forge the Wooden Fastness. The Wintermark coven raises four citadels of coiling mist, shadow, and night magic to protect the Empire. In Ottermire, Grey Fens, in the Morass near Holberg, and amid the marshes of the Upper Tarn Valley, the power of night is invoked to grant protection against the Empire's enemies.

The Empire is familiar with these magical citadels, but a new power is brought to bear in the months since the Summer Solstice. Wielding a hitherto-unknown ritual named The Immaculate Architect, the Urizen Concordium of Pallas bind potent Autumn magic into the construction of the fortification being built in Broken Ride in Reikos. The powerful enchantment allows six months of work to take place in a scant twelve weeks, and sees the completion of the grand fortification there well ahead of schedule.

Blessing of the Hylje

- The hylje have ceased their raids against northern Wintermark

As summer ends, and autumn approaches, there is a change on the shores of Atkonaroq. For nearly a year, the lake shore has been covered in the huts and tents of strange folk.

A few days after the Summer summit, however, they begin to break camp. On an unspoken signal, almost as one, they walk into the lake. There are more than a few curious fisherfolk watching and the sight they see they say they will remember forever. The lakefolk wrap their skins around themselves and, rippling and blurring, transform into the shape of large seals. At the forefront is a singular figure, his skin white with red striations. He leads the transformation, singing an achingly beautiful song of triumph as he leads his people beneath the waters of the lake.

Within a few hours, only a few smouldering fires and abandoned huts show any sign of their presence. There is no doubt in the minds of those that witness it that they have been in the presence of the hylje, ancient cousins of the Suaq people.

For the next three months, sightings of seals in the waters of Sermersuaq increase ten-fold. Fishing boats find their nets unusually full – as if fish were literally being herded into their nets by the seals themselves. In the icy wastes, those who make a living hunting on the land find that the animals they hunt are noticeably plentiful - there are rumours of a strange figure dressed in a white sealskin speaking in an unknown tongue to a herd of mammoths, who duly walk slowly towards their death at the hands of the hunters. More than one sailor has a story of their ship being guided to calm waters and easy passages by the seals themselves. It seems the strange seal-folk of the northern wastes have seen fit to bestow their blessing on the people of Sermersuaq.

The blessing shows no sign of abating as the Autumn equinox draws near. Furthermore, Sesi of the Suaq (one of the current hosts of Sulkavaris, the spirit of the nation) is reported to have received a mysterious delivery in the night from a barefooted young woman wrapped in a dark sealskin. He is being tight-lipped about the nature of the gift - but has said enough to confirm that it relates to the seal-folk, and that he wishes to speak to those who share his tradition at the coming summit about it.

Significance

The blessing of the hylje seems set to continue through Winter. Assuming nothing else changes, any Wintermark character who owns a fleet or a farm in Sermersuaq receives a small bonus to their production in the coming downtime. The bonus represents the aid of the magical seal people, the hylje, who are supporting farmers, hunters, and fisherfolk, as well as ships travelling through the cold northern waters.

Grateful Dick

- Richard of Holberg will design three magical structures for the Conclave in thanks for his rescue

Richard of Holberg is a staunch ally of Sadogua - rumour suggests the two are somewhat more than friends. When the spire of Evenstar in Redoubt fell to the Grendel in Winter 381YE, Richard was being treated by the magician-healers and apothecaries there. Taken as a slave by the Grendel, he was rescued during the Summer Solstice by a band of heroic adventurers with the aid of the concerned Sadogua.

Having recovered from his ordeal, and after some discussion with the Wyrm-King, Richard has made an offer to the Imperial Conclave - to design a trio of magical structures for them. Trained at the University of Holberg, Richard is a competent magician but also a skilled architect, combining a talent for working with the flows of mana with hard-earned skill as a draughtsman and geometrist. Over the last twenty years or so he has designed or helped to design several structures intended to focus magical flows to produce mana. His health is not good, however, and working on new projects tires him.

The offer he makes is reasonably straightforward; during the Autumn Equinox, the Imperial Conclave may name up to three territories. Over the next few months, with the aid of servants of the Black Beast, and under advisement from the Eternal himself, he will create plans for structures to harness the flows of magic in those three territories - one structure per territory - and deliver them at the Winter Solstice. Each will represent a sinecure that may then be built by anyone empowered to do so (by a Senator or Imperial Wayleave, by the announcement of the Crystal Architect of the Spires (if one is in an Urizen territory), or - perhaps ideally - by the Arcane Architect ). In the past, Richard has demonstrated a facility with design that saw him create a living weirwood tower that drew mana from an enchanted pool, a cunningly detailed rune-bound spire of mithril that provided significantly more mana than expected, and a mithril dome over a white granite structure in Segura that provided a small amount of prismatic ink each season rather than crystal mana.

The only restriction he wishes to place is that these structures be appointed by the Imperial Conclave through the Declaration of Candidacy.

Resolution

The blessing of the Hylje continues to flow through Sermersuaq.

The Imperial Conclave accepted the offer of Richard of Holberg, and requested that he prepare plans for mana structures in Morrow, Mournwold, and Tassato.

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Secrecy

Contents

- 1 Overview

- 2 An Inclusive Game

- 3 No Spies

- 4 Imperial Orcs

- 5 On the Wiki, In the Downtime

Overview

Empire is intended to be a game of political intrigue between players, so there are many moments where players have pieces of in-character information that they wish to keep secret - either from each other or from the barbarian enemies of the Empire. However the ideal for the wiki is that it serves as a useful resource for players that tells them as much as possible about the game. Clearly there are points when the public nature of the wiki comes in conflict with the player desire for secrecy. This page attempts to explain, as best as possible, how those conflicts are handled by us and the theory underpinning those decisions.

An Inclusive Game

The goal for Empire is a game where much of the political discourse takes place in the player's eye. Political games are very susceptible to "secret meeting syndrome" where the key political decisions are decided by a small group of players in a secret meeting that nobody else is aware of. To keep Empire as accessible as possible to players - and to new players in particular - the political process is deliberately highly public. For instance

- Senate viewing gallery with Senate motions public

- Synod and Conclave participation models

- Bourse auctions

- The Synod power of Witness

The last element in particular means that a player who wants to can ensure their right to be in attendance at virtually all the significant meetings in the game. All of these decisions are deliberately taken to make the game as accessible as possible for new players.

No Spies

Setting the game up in this matter creates an artificial weakness for the Empire - they could easily be spied upon by their enemies who could learn what decisions were being taken. On the surface, the logical way to respond to this weakness would be to lock down meetings and exclude everyone who was not essential whenever a key decision was being taken. Generals would be well advised not to tell anyone what battles they were planning or what the strategy was. It is clear that this approach would help the Empire prevent espionage - but it would also make the game less enjoyable for everyone.

There is also a peculiar asymmetry - because Empire is a game of politics and war with events set at Anvil - it isn't possible for players to spy on the Druj, the Thule or their other enemies. There are rituals that can be performed and there may be quests to intercept scouts and the like - but you can't submit a downtime request to travel to the Druj heartlands and spy on their high-councils.

So espionage is not something players can do - the event structure simply does not permit it. And counter-espionage is not something we want the players to do - it makes the game less fun for everyone. Therefore our plot writers are under a strict moratorium that forbids any plot that uses spies in Anvil. There will be plenty of NPCs in Anvil who are up to nefarious purposes, they may be thieves, enemy agents, or saboteurs - but they aren't spying. Espionage simply isn't a theme of the game.

Imperial Orcs

Imperial Orcs are particularly susceptible to having their game undermined by Profound Decisions. It would be trivially easy to create a Druj orc agent masquerading as an Imperial Orc. We've deliberately suggested that this is difficult in the setting material, but the reality of how LRP games play out is that it would be exceptionally easy to trick most participants.

Doing so would be utterly unfair to the Imperial Orcs - they have plenty of disadvantages as the game stands anyway - but their lack of political power is intended to be an enjoyable challenge they can overcome. Being locked out of political and military meetings and decisions - because no-one could tell if an individual orc was a Druj agent or an Imperial Orc is not something that adds to the fun of the game. Proving who you are, that you are a loyal Imperial cititizen, would be significantly more easy if the Empire existed on a day-to-day basis than is actually the case for a LRP game where your character exists for eight days a year and has never before met another character in the entire world if this is your first event...

For all these reasons we have utterly refused all player requests to play orc double-agents and our plot writers are clear that that is not plot that we are prepared to run. Imperial Orcs are highly tribal, they know their own - orcs who are at Anvil can be easily identified and their loyalty easily verified.

On the Wiki, In the Downtime

The material on the wiki is a resource for use by everyone who plays Empire. It is not a source of intelligence for the enemies of the Empire. Our writers will obviously use the campaign material to produce plot, but there is a clear understanding that the Druj or the Jotun have no in-character method to access any information that is present on the wiki. The same principle extends to the downtime system - no element of the downtime system that is visible to players is considered to be accessible in-character by the enemies of the Empire.

A good example of this is the recent Imperial Senate motion to create a spy network in Otkodov. The spy network works by allowing players with military units to assign them to the spy network - this is referenced in the Senate motion which is on the wiki - and the option to assign your military unit to the Otkodov spy network appears in the downtime options for every player.

The advantage of taking this approach is that it significantly simplifies the downtime administration for everyone. There is no need for anyone to coordinate lists of characters with secret access to secret downtime options - everyone can just log in and those who want to participate can just click the option and they are done.

Ultimately we accept that some people would prefer to roleplay that their character remains ignorant of the existence of the Otkodov spy network - in which case they should choose to in-character ignore the information provided by the wiki and the downtime system.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Secrecy&oldid=61298"

Secrets of Skillful Artifice

Contents

- 1 Rules

- 1.1 Night Magnitude 4

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 4

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must have the artisan skill.

An additional character who knows how to make the item chosen by the ritualists must also be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

When the ritual is begun the ritualists must choose a single magic item they wish the target artisan to be able to craft. There must be someone present who already knows how to make that item, but they need not be a willing participant.

At the completion of the ritual the target artisan gains the ability to make the chosen item, as if they possessed the appropriate extra item skill. The target also experiences a roleplaying effect: they occasionally hear faint whispers, offering advice on the quality of crafted items or on tasks related to crafting, art or artifice. These whispers can occasionally be quite distracting.

The effect lasts until the start of the next Profound Decisions Empire event.

Description

As the Eternals of Night enjoy beautiful art and cunning artifice, almost as much as they love secrets and mysteries. Through this ritual, the magicians can help artificers to share their knowledge with each other - but they can just as easily use it to steal the secrets of how to create something from an unwilling target.

While the ability to craft an item remains for only a short time, there is nothing to prevent the ritual being used again, or being performed multiple times. During the reign of Empress Giselle, for example, a cabal of Temeschwari ritualists were found guilty of kidnapping skilled crafters and keeping them imprisoned, using this ritual to allow their own artisans to duplicate their finest work and selling the proceeds for a pretty profit.

Common Elements

This ritual is often performed in conditions of dim lighting, and one or both of the artisans involved in the ritual may be masked or blindfolded. A connection is often created between the two artisans - they may be tied together, or may both hold one end of a length of silk or metal. In some cases, they are bound together by multiple threads by the ritualists. Symbols of artifice and creation are often used, and there is often a symbolic moment where the artisan who knows how to craft the desired item passes something to the target - often a cup of wine, sometimes with a little blood in it.

In some cases, especially when the ritual is performed by the Freeborn the artisan with the item knowledge is paid by the recipient either symbolically or an arranged fee. This practice is said to intensify the roleplaying effect that the target experiences, and the voices often mutter negatively about someone who would sell a secret for mere money.

The rune of secrets is often used in this ritual, as are the runes Aesh and Pallas.

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Secrets of the Empty Heart

Contents

- 1 Rules

- 1.1 Night Magnitude 4

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 4

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target experiences a powerful roleplaying effect; they do not want to share their secrets with others, and are suspicious of those who try to encourage them to do so.

At any time, after 5 seconds of appropriate roleplaying, they can choose to die.

The effect of the ritual lasts for a year (until the start of the Profound Decisions Empire event four events from now).

Additional Targets

This ritual can affect additional characters from the same band. Each additional character increases the magnitude by 3. Additional characters must be present throughout.

Description

This ritual allows a person to die rather than reveal their secrets.It is sometimes used to give agents or scouts who run the risk of being captured and tortured a 'way out' if they are captured with no chance of escape. It has been used occasionally by unscrupulous foreign powers, who convince their agents that the ritual will cause them to die in extreme pain if they do not voluntarily use it when they are being interrogated. Its long duration means that it is also occasionally used as a standard part of the membership of certain societies - members meet on an appointed night each year to renew their vows of secrecy and join in a communal performance of the ritual.

If Secrets of the Empty Heart has a weakness, it is that it is an enchantment and thus can be removed relatively easily. Unfortunately, it is extremely difficult to remove the ritual from an unwilling target without giving them time to trigger the death clause.

The eternals known as the Whisper Gallery are known to favour this ritual, and are said to be able to provide a very similar effect that functions as a curse, forcing the target to die if they ever speak of a specific subject. There is some debate as to whether this is even possible - it is possible that the Whisper Gallery merely uses a variant of this enchantment and convinces their target that they will die if they speak out of turn. Not many people are prepared to risk that they may be telling the truth, so their curse remains effective.

Common Elements

This ritual may involve an oath or promise not to share a specific piece of information. The target may shed a small amount of blood when the ritual is performed, connecting the small pain of a cut or pinprick with the cessation of life the ritual allows.

The rune of secrets is often used in this ritual, as is Queros the rune of plots.

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Bands (Redirected from Sect)

Contents

- 1 Overview

- 2 The Role of Bands

- 3 Joining a Band

- 4 Creating a Band

- 5 Banners

- 6 Covens

- 7 Sects

- 8 Linking Bands Together

Overview

In Empire it is possible for characters to formalize their loyalty to each other by creating a band. Bands draw on the hearth magic of oaths combined with magical bonds created by magicians to allow members to use certain skills, rituals and items more effectively on each other. For instance ritualists who are part of the same coven (a type of band) can combine their skills to perform more powerful rituals.

Bands are intended to build on the characterisation of the group concept that you have created for your characters. They are there to recognize and support the choice to act as part of a Dawnish noble house, a League guild or a Freeborn family. Players creating characters together are encouraged to use the potential abilities of bands to add depth and character to their group concept.

The Role of Bands

We encourage players coming to Empire to attend as part of a band with their friends. Bands can help to add depth and enjoyment to characterization, making all the characters feel more real and be more fun to play. The band can have its own identity and history and gives characters a way to belong to something that is bigger than they are, yet is still something they can create a history and background for. Bands give OOC friends good IC reasons to roleplay together and good groups are great for helping new players get involved in a game.

The brief for every nation in Empire includes several archetypes to help you develop the idea for a band. For instance a noble house in Dawn, or a chapter in Highguard. There are pages for some of these archetypes explaining the part they play in the setting and offering advice on how to create and play one. These concepts have been designed to be fun to play, but the list is not meant to be restrictive. You can create a travelling band of Dawnish troubadours, or a secretive guild of Highborn artisans if you wish to. Working with your friends, you have the same freedom to create a group concept as you do to create your own character.

Joining a Band

- There are three types of band, banners, covens, and sects

- You may join one of each type of band when you create your character

- You can only ever join a band with members of the same nation

- Joining a band in play requires a magician using the create bond spell

There are three types of band: banners, covens, and sects. You may belong to a single banner, a single coven, and a single sect at the same time, but a character can never be a member of two banners at the same time, nor two covens, or two sects. If you are creating a new character then you may choose one band of each type to begin play as part of - but you can leave any of the options blank if you prefer. Please ensure that you have the permission of the players who are part of a band before joining.

E.g. The Highborn chapter of Exile's Hold is a banner. The members gain all the benefits of being a banner but any character that joins this group cannot join any other banner. They must break the bond with this banner before joining any other banner.

To join a band in play you must find a magician to perform the create bond spell. You can only be a member of one of each type of band at once. For example, if you are a member of an existing banner, then you cannot join another band that is a banner without first breaking the bonds that join you to your existing banner. You can only join a band with members of the same nation.

Creating a Band

- You must use the website to create a band

- Bands must have a name, an oath and a nationality

- Oaths must be appropriate for the setting

- An oath can never be changed

One player will need to use the website to create a new band, but it must only be done once - other characters then join that band. A band can be secret or public. If the band is public, then the name of the band and the nation it is associated with is public to all players in the game. Players making a character can choose to begin play as part of a public band. If the band is secret, then the name of the band is not visible to any player. New characters must join the band in play, they cannot begin play as part of a secret band.

Bands use the hearth magic of an oath to give them power. For this reason, a band must choose an oath when it is created. The oath is usually reasonably short - because it must be recited by any character who joins the band in play. The player creating the band online should enter the text for the oath when they create the band. The only requirement for the oath is that it is in-character and suitable for the setting, any oath that meets these requirements is fine.

Although an oath is required to create a band, it is not magically enforced - there is no automatic magical consequence for any individual that breaks their oath. It is a matter for the roleplaying of the characters who are members of the band to deal with any character who breaks their oath. Once created, the oath cannot be changed, a new band must be formed if characters wish to change their oath.

You can still create a band on the system, even if the benefits are not relevant for your group concept. By picking one of the three options (banner is usually the easiest, if your group plans to fight together at all) and ignoring the additional rules you can still submit details and background about it, even if it doesn't benefit from being a banner, coven or sect.

Banners

- A banner may benefit from using a magical standard

If your band incorporates the idea of a group of warriors that fight together then you may wish to create a banner to represent this. A banner is named for their ability to use a magical standard, which is a magical item created by an artisan. Magical standards provide a potential benefit to every member of the banner.

Covens

- A coven may combine their skills to perform rituals together

- A coven can perform up to two rituals a day

- A coven may benefit from paraphernalia

Groups that intend to perform rituals together need to create a coven. A coven is a band of oath-sworn magicians who choose to work together to perform powerful rituals that they could not do alone.

Members of a coven can work together to perform a ritual with each participant contributing crystallized mana to a ritual up to the limit of their ability. This allows a coven to perform much more powerful rituals than an individual could achieve alone. A coven may also benefit by being bound to ritual paraphernalia, a powerful magical item created by an artisan.

A coven can only perform up to two rituals each day. A character may perform any number of rituals by themselves and they may include others in the ritual performance. But the power of the coven can only be used to combine magical strengths twice per day. Some magical paraphernalia increase the number of rituals a coven can perform in a single day.

If a character is part of a coven that has already performed a ritual together that day, then they may join another coven but they cannot participate in another ritual conducted by that coven until the next day.

Sects

- When members of a sect co-operate to perform some liao ceremonies the cost is reduced to one liao

- A sect may benefit from using a magical reliquary

If your group concept incorporates the idea of a shared set of beliefs and worship then you may wish to create a sect to represent this. A sect is a band of oath-sworn devotees of the Way who choose to work together to further their common goals.

If members of a sect co-operate to perform a ceremony of anointing, consecration, dedication, excommunication, exorcism, hallowing, or testimony, only one dose of liao needs to be consumed to achieve the result, no matter how many members co-operate. All the other rules for co-operation in ceremonial skills still apply.

For example, if two members of a sect who are both dedicated to Vigilance and both have the anointing skill perform a ceremony together to anoint a target, then they may may produce the same effect as two priests cooperating - but need only consume a single dose of liao.

A magical reliquary provides a benefit to every member of the sect that is bonded to it.

Linking Bands Together

Although a band must be either a banner, coven, or sect, it is common for players to have a background concept that includes characters who are linked in multiple ways. In these situations it is perfectly appropriate to create more than one band whose concepts and backgrounds are linked.

For example, a group of players intend to play a Marcher household but some of them want to play monks while the others play yeomen. They create a banner called the Cawford Household and a sect called Cawford Monastery - to represent the large monastery on the Cawford lands. Cawford players can choose to start as members of either or both groups or join either group in play.

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Seer's Probe

Description

A seer's probe is most often a delicate length of pale wood around a core of iridescent gloaming and weltsilver, carefully with tempest jade to ensure it remains flexible and light. Inlays are often suggestive of the runes of day or night, although Varushkan artisans prefer to decorate the wand with images of spiders or squirrels. In Highguard it is sometimes called an Archivist's Quill, and constructed to suggest a writing implement, while in Urizen it is often crafted to suggest a key, and given a variety of evocative names such as Lorekeeper's Sigil.

The wand is of most use to investigators and scholars, who enhance their personal abilities with additional use of two valuable divinatory spells. It is often held between the thumb and two forefingers, as if it were a conductor's baton. It is clearly not intended for violent use - although in a pinch it can be used to deliver an unexpectedly robust magical assault.

Rules

- Form: Weapon. Takes the form of a wand.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Three times each day you can cast detect magic or voice for the dead as if you know them and without spending any mana.

- Materials: Crafting a Seer's Probe requires three measures of iridescent gloaming, five ingots of tempest jade, nine ingots of weltsilver and three measures of dragonbone. It takes one month to make one of these items.

“I'm so cold, captain, .. I..I can't feel my legs. I think I must be done for.”

“Nonsense, lass. The surgeons are working on you now, the best money can buy. You'll be right as thronepence in no time. But I need you to concentrate now, and tell me how many enemy warriors there were in the pass. Hmm? Can you do that for your old Captain?”

“It's hard...hard to remember. I can't see anything, Captain. Why can't I see anything?”

“You've got a bandage, girl. Head wound. Best to leave it on – doctor's orders. Now, can you focus for me? How many orcs were there? How many orcs in the pass, Wiletta?”

“Orcs? Yes, the orcs. There... there were too many. Ambushed us, dozens. Dozens and dozens. Too many. No time to fall back, tried to run...”

“Good! Good girl, Wiletta. Well done!”

“Did I do well, sir? I feel so strange, like I'm slipping away, like a great tide is pulling at me. What's happening, Captain, I...I...”

“Shhh, Wiletta, let go now. Your work here is done, and your shares will be paid out to your next of kin...”

He continued to mutter pleasantries to the girl's corpse until her croaking words began to fade away into silence, then stood up and brushed himself down. He turned to his adjutant, “Dozens, eh? Sounds like the main force - old “Broken-Teeth” must have taken the bait. We're right behind him now Signal the scouts to begin torching the grass at the opposite end of the valley, then form everybody up for a defence in depth. They can't use full frontage on us here. As long as the wind holds, we'll catch them between hammer and anvil!”

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Seer of the Spiral Sword

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Unique Crafting

- 3.2 Forge Schema

- 3.3 Using the Forge

- 4 Appointment

- 5 The Spiral Sword

Overview

The Seer of the Sword is an Imperial title appointed through the bourse. It grants the ability to direct research at the runeforge in Redoubt, located in north-west Limus on the road between Cargo and the Highborn town of Hedra in Necropolis.

The college allows the creation of new and unique magic items, as well as offering the possibility of sharing that knowledge with Imperial artisans.

Responsibilities

The Seer oversees the research agenda of the runeforge, and is responsible for crafting the unique magic items the structure produces. In the event the runeforge is threatened, the Seer is responsible for addressing such threats. Likewise, if an opportunity related to the runeforge arises, the Seer is responsible for determining how to exploit such an opportunity.

Powers

Unique items

A unique item is one that does not already exist in the magic item lists. It is likely that such an item will need to be bonded, and will be a weapon, armour, talisman or group magic item. Magic items tend to do one thing, rather than multiple types of things, and creating an item that does more than one thing is increasingly more expensive that creating an item that does one thing well. Not every ability of a magic item is equally appropriate to every kind of item, and more powerful items may prove to be prohibitively expensive in terms of time or materials required - or flat out impossible. It is worth talking to Profound Decisions about the kind of item you wish to create so that we can work together to come up with something possible that is as close as we can get to your original idea.

Unique Crafting

The runeforge can be used to create a single copy of a unique magic item. It takes six months to research a new item, which can require up to 40 materials to create. If the finished item requires more than 40 materials, it requires one extra season of work for every 20 extra materials. When the research is completed, the Seer is presented with a standard magic item that, as with all such items, will last for one year.

At this time, the Seer of the Spiral Sword may choose to learn the ability to make that item for the usual experience point costs. However, the character will be unable to teach anyone else how to make the item - the ability to do so will remain theirs alone.

Forge Schema

Instead of constructing a single copy of a magic item, the Seer may choose to make a schema. It takes six months to research a schema, which can require up to 40 materials to create. If the finished item requires more than 40 materials, it requires one extra season of work for every 20 extra materials. Creating a schema requires the Seer of the Spiral Sword to provide one ring of ilium per ingot or measure of material required to make the item (to a minimum of 10 rings). A schema is permanent unless destroyed with Words of Ending.

A schema is a "pattern" for the new crafted item that anyone can use to learn the method of creating the item. It can also be expended with the assistance of the Imperial Senate to spread the knowledge of how to make the new item throughout the Empire.

Using the Forge

The runeforge is used during downtime. The Seer of the Spiral Sword should contact Profound Decisions by e-mail (at empire.rules@profounddecisions.co.uk) prior to the next event with the details of the item they wish to try and create. If they want to make a schema, they will need the appropriate number of rings of ilium in their inventory. Profound Decisions will let the player know before the next event the number and type of materials required to make the new item.

The Seer of the Spiral Sword is an Imperial title and thus may appoint a proxy. It is important to note however that a proxy cannot wield powers related to downtime; they cannot direct the runeforge nor learn how to create a unique magic item. Only the actual character with the title of Seer of the Spiral Sword is legally allowed to use the runeforge to make or master new magic items.

Appointment

The title is an Imperial position appointed through the Bourse during the Spring Equinox by open auction. As with any Imperial position, any Imperial citizen may participate in the auction and hold the seat.

Custodianship of the runeforge is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be revoked by the Imperial Synod.

The Spiral Sword

The runeforge itself stands on the road between Cargo in Redoubt and Hedra in Necropolis. It is a circular building of white granite and weirwood, with extensive metal fittings of fine mithril. There is a small hostelry attached, with apartments for use by the Seer of the Spiral Sword and by the apprentices and assistant artisans who help staff the runeforge. It is built in an Urizeni style, in the shape of a six-sided tower, the top of which is decorated with six symbols representing the realms of magic.

An extensive library of texts stands in a third building, a fine marble stucture of graceful columns decorated with images of owls and with a gorgeous mosaic floor composed of thousands of tiny pieces of polished tempest jade depicting a cowled androgynous figure with six arms in which it holds a chisel, a flame, an eye, a triangle, a smith's hammer, and a quill.

There are only two entrances of the runeforge proper; each is cunningly positioned so as to be aligned with the rising and the setting sun. On the first day of Midsummer, the sun shines directly through the great arched portals into the central chamber. Each door is flanked by two stone statues of a bearded man and a statuesque woman, one bearing the tools of an architect and the other the tools of a stone mason.

The centrepiece of the runeforge is a solid stone of white granite inlaid with a mithril design depicting the astronomantic constellation of the Phoenix. The forgestone stands beneath a crystalline dome decorated with the twenty-seven runes. Each rune is depicted as held, bourne up, or carried by a humanoid or animal figure - heroes, gods, and legendary beasts from both Asavean myth and Urizen history. During the day, natural light strams in through the dome while at night the central hall is lit by dozens of cunningly positioned lightstones.

Around the circumfrence of the chamber are state-of-the-art crafting tools from all major disciplines, each watched over by intricately sculpted stone images of idealised crafters of the appropriate kind.

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Segura

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 Anduz

- 3.2 Anozel

- 3.3 The Faraden Embassy

- 3.4 The Towers of Anduz

- 3.5 The Gloaming Road

- 4 Regions

- 4.1 Anduzjasse

- 4.2 Anozeseri

- 4.3 Burnish

- 4.4 Iron Plains

- 4.5 Lucksprings

- 4.6 Sobral Grasses

- 4.7 Yellow Chase

- 5 OOC Note

Overview

Like southern Kahraman, it is a land of rolling grass plains where great herds once grazed. Scattered with villages and lonely ranches, it was famous for its windswept grandeur and occasionally stark beauty. Its wealth came in part from the farms and herds, and in part from the cunning of its merchants. Segura was once a centre of trade for the Freeborn with Faraden to the west and the Iron Confederacy to the south. In Anduz, the Freeborn rubbed shoulders with the traders of these nations and acted as a trade gateway for the Empire.

The grasslands were no stranger to violence; on at least two occasions, armies from the Iron Confederacy pushed across Imperial borders and attempted to stage an invasion. In pre-Imperial times, there were occasional tragic border skirmishes with the Faraden. For the most part, however, the buffer provided by the Lasambrian Hills to the south and west meant that foreign armies rarely had the stomach for protracted campaigns. For most of the last two centuries, Segura was a centre of trade rather than conflict. The Freeborn prospered in the certain knowledge that their way of life was secure ... until the barbarian tribes of the Lasambrian Hills put aside their differences and sent a great army sweeping down to burn and pillage the plains of Segura.

Recent History

The peace of Segura came to an abrupt end in 363YE when a great force of barbarians moved in from the west and took Anduz, scattering the foreigners and the Freeborn and burning much of the grassland. In quick succession, they swept through Yellow Chase and Anozeseri. The Freeborn armies clashed with the barbarian forces on the Iron Plains, but after days of vicious fighting, they were slowly pushed back to Anozel. The Freeborn senators demanded assistance in the Senate but while they had the support of Emperor Hugh for a campaign to drive the barbarians back, the rest of the Senate and the Military Council seemed more interested in apportioning blame than helping the Freeborn. The political position was exacerbated by the deaths of the General of the Red Wind Corsairs and the Senators for Madruga and Kahraman during the fighting on the Iron Plains. When Burnish fell to the barbarians in 367YE, nobody outside the Brass Coast seemed to notice or care.

Segura remained a battleground for over a decade; every time the Freeborn tried to reclaim ground they were fought back. The garrison at Anozel kept regular patrols across the remaining regions, and the Lasambrian armies themselves seemed disinterested in doing more than occasionally raiding into the remaining Freeborn territories. Reports from the interior claimed that, after a frenzy of initial looting and killing, the orcs made only minimal efforts to slaughter those Freeborn who had not fled to the safety of Sobral Grasses or Lucksprings.

Many of the Seguran refugees settled near Anozel, Sobral or Cerevado. Those who left Segura for the comparative safety of the other Freeborn territories tended to maintain a distinctly nomadic lifestyle; they refused to settle down because to do so would be to admit that they would never return to Segura. Many now operate travelling parador; among the most famous is that of Shula i Ezmara i Erigo the 'mother of orphans' whose family includes large numbers of adopted Seguran orphans. Refugees from the rolling plains sing the lament Lost Segura to remember its loss, and often display a weary camaraderie between families and tribes - a result of their shared experiences.

In the Winter of 377YE a major offensive by the Red Wind Corsairs and Hounds of Glory, supported by a powerful enchantment and over a thousand auxiliaries drove the Lasambrians out of the Sorbal Grasses, liberated the farms of Anozeseri and forced a barbarian retreat across the Iron Plains.

At the Autumn Equinox 378YE summit at Anvil, the Imperial Senate accepted an offer of peace from the Lasambrian orcs. The offer included an exchange of valuable materials for the remaining regions held by the invaders, with the understanding that their armies would cede the occupied regions and withdraw to the west. The majority of the Lasambrians occupying these regions withdrew back across the border. The Eastern Sky of Dawn quickly dealt with die-hard stragglers who refused to accompany the armies, and with several groups of outlaws who had taken advantage of the lack of Imperial presence to prey on their fellow citizens.

With Segura free of significant Lasambrian presence (until they returned as refugees in 379YE), the Freeborn quickly returned to their old haunts. The agricultural wealth of Segura has already enriched the nation, allowing the opportunity to expand the Freeborn military and build the first Imperial navy in near 200 years.

Major Features

Anduz

The largest town in Anduz, built on the ruins of a much older settlement. Depending on which historian one asks, the ruins belonged either to the Terunael or the Faraden; regardless of their provenance, the settlement was much larger than modern Anduz - for which it provided a great deal of building material. Many of the structures of Anduz incorporated elements of the older city which gave it a distinct aesthetic.

In Anduz, the Freeborn rubbed shoulders with traders from Faraden and the Iron Confederacy, and there they acted as a trade gateway for the Empire. Anduz was sacked in 363YE and then burnt - only the stone structures survived. Fifteen years later, the shattered ruins of Anduz have become difficult to distinguish from the ruins of Old Anduz from which they were built.

One of the lucky survivors of the orcish destruction was the Kabalai Palace which overlooks the city from the western hills. Built in a rare fusion of Freeborn and Faraden styles, this beautiful parador was claimed by the orcs but never razed - rather it was preserved as a residence by one of the Naguerro captains. With the swift advance of the Imperial forces, the parador was liberated in a lightning-quick raid by the Hounds of Glory and has weathered its barbarian inhabitants surprisingly well.

Rebuilding work began in earnest almost as soon as the Lasambrian orcs were gone. Today, Anduz is reminiscent of Siroc - a number of rebuilt structures surrounded by a sea of tents and pavilions. Construction of actual buildings has slowed significantly; there has been some discussion among residents about preserving many of the ruins of Anduz as testament to those who fell during the Lasambrian invasion of Segura, and encouraging more use of temporary structures both to reconnect with the nomadic roots of the Freeborn people and to honour the time many of the residents spent as homeless refugees during the occupation.

Shortly after the Summer Solstice 379YE, work was completed on a Faraden Embassy; the ambassador took up residence during the Autumn Equinox of that year.

Anozel

Once the economic centre of Segura, but since the invasion of 363YE, its hinterland is lost and its prosperity in tatters. Once-busy markets are quiet or given over to tented military encampments during the invasion of Segura. It survived as an armed camp, supported by regular caravans from Sobral and marked the westernmost border of the Sobral Grasses.

While Sobral is the elder of the two, Anozel had (until recently) eclipsed its younger sister in prosperity. Humorous stories and songs from the region often compared the two to disgruntled brothers - crotchety, traditional old Sobral and his younger, prettier brother Anozel whose amorous adventures invariably caused trouble for his elder sibling. The antics of the pair were often overseen and exacerbated by the mischievous middle sibling (representing Cerevado) and brought to an end by the intervention of the distant, powerful parent (Anduz). While they showed clear signs of League literary influence, the tales themselves were often based on real historical political and economic conflicts between the settlements of Segura. Those stories and songs have fallen out of fashion since Segura fell, perhaps unsurprisingly.

The liberated town of Anozel is home to the Turunca Distillery. The distillery closed its doors in 366YE, partly due to the difficulty of securing good fruit in a war zone and partly due to the dissatisfaction of the owners with "the uncultured palates of soldiers who do not care if they are swilling fine orange brandy or Sarvosan dock-swill fancy fruit juice." With the liberation of Segura, the distillery has re-opened, albeit under new management.

The Faraden Embassy

At the same time that work began on repairing the Towers, construction began in Anduz on an embassy for the Faraden. Proposed before the Imperial Senate in Winter 378YE by Caerwyn Summer Crow (the Navarr Senator for Therunin), it was completed shortly after the Summer Solstice 379YE.

The structure is a fine example of Faraden architecture; sturdy, but beautiful, surrounded by a formally laid out garden mixing plants common to both the Empire and the western hills. In many ways, its design is similar to that of the Kabalai Palace, but on a grander scale.

The embassy provides an official residence for a Faraden ambassador; the Imperial ambassador can expect similar luxuriant accommodation when visiting the Palace of the Five Winds in Faraden.

The Towers of Anduz

Built during the reign of Empress Mariika, this line of seventeen white granite towers traced the edges of the Lasambrian Hills in western Segura. Primarily built in Anduzjasse and Anozeseri, with three in Yellow Chase and one in Burnish these towers were manned and maintained by volunteers. Originally paid for in part by donations from the merchants of Anduz and Anozel collected by the Senator for Segura, they protected trade routes between the Brass Coast and their foreign neighbours in Faraden and the Iron Confederacy. Every parador proprietor, bazaar master and trading post owner in Segura benefited from the increased trade these towers secured.

Sadly, when Segura was conquered by the barbarians these towers were among the first structures razed to the ground and the economic advantages they brought to the Freeborn were lost. After the Lasambrian orcs were driven from the southern regions by Imperial forces, and ceded control of the northern regions to the Empire in return for a ceasefire, merchants both domestic and foreign turned their attention to repairing the towers.

In Winter 378YE, a motion to rebuild the towers was brought before the Senate by Avisena i Ezmara i Guerra, the new Senator for the liberated Segura. Work began in spring, overseen in part by the celebrated architect Cassia i Remoraz i Erigo. Despite concerns about Jotun raiders being a potential threat to the work crews (the Jotun were engaged in an invasion of the northern Lasambrian hills at the time), reconstruction of the damaged towers went without a hitch. By the start of Summer 379YE, the towers were once again garrisoned by Imperial troops and the trade routes to the west and south potentially viable once again.

The Gloaming Road

Beginning not far from the Kabalai Palace, the Gloaming Road represents a lucrative trade route between the Brass Coast and Faraden. Established in early 381YE, it facilitates the trade of Iridscent Gloaming to the west. At the time it was established, a blight effecting what little gloaming production the Faraden possess meant that the merchants were prepared to exchange valuable mithril for the sought-after dyes. When the blight ends -assuming it ever does - the profitability of the Gloaming Road is likely to drop. In conjunction with the Faraden, an overseer is appointed to keep the Gloaming Road running smoothly - this is not an Imperial title, but a campaign resource.

Regions

Anduzjasse

The site of the ruins of both Anduz and Old Anduz, the ancient settlement in three concentric stone rings, on which Anduz is now built. Several miles to the south-east of Anduz itself lies the Longing Circle - a series of concentric monoliths connected in some manner to the astronomantic sign of Three Sisters. The circle possessed a potent regio whose alignment was said to shift, making it a centre of power for three groups of hakima (one for each tribe) in an uneasy alliance. Connected as those stars are with family, loss and regret they had a dark reputation; today they are seen by some as a symbol of what has been lost.

A comparatively short distance from the Longing Circle stands the Garden of Sighs, a mana site likewise associated with the Three Sisters. Apparently established by one of the three founders of the Brass Coast, no historian has yet proved conclusively if it was laid out by Guerra, Erigo or Riqueza - nor which of the sisters corresponds to Hermaa Suspire in whose name it is dedicated. The Garden is considered a prize by the hakima of Segura, and in folklore custodianship brings with it the mixed blessings of the Sister of Sighs.

Anozeseri

The sweeping plains of Anozeseri were home to some of the richest farmland in Segura, and a lot of the wealth of Anozel was tied up in the agriculture here. Orange tree orchards and vineyards were common, with the largest being the great Golden Terraces - perhaps the oldest orange orchards in the entire Empire. There are also several broad conservatories dedicated to the cultivation of useful herbs (many associated with the nearby Spice Gardens of Feroz.

When the Lasambrians invaded, several bands of freedom fighters displaced from their farms, took up residence in the westernmost hills of Morajasse, and fought a limited guerilla war against the Lasambrians here. When Anozeseri was liberated during the Winter of 377YE, these freedom fighters joined the triumphant armies of the Red Wind Corsairs and the Hounds of Glory in sweeping out the Lasambrian presence here - the most prominent are probably the band known as the Morning Swords, who have found the warrior lifestyle to be much more appealing than a life of farming.

Burnish

Nestled between three tributaries of the Scorrero, Burnish is something of a hinterland. Not as wild as Kahraman, it was home to scattered forests and the occasional mine. The ground is much rougher here, sloping up towards hills in the west and down towards the forests of south-western Kahraman in the north. Perhaps the largest consistent settlement on the plains of Burnish is Sunsong Ranch, a sprawling expanse of land dedicated to raising all sorts of animals for food, wool and leather. The ranch stubbornly resisted the Lasambrians for most of the war, using its defensive position between two tributaries of the Scorrero to draw raiding orcs into costly traps.

Iron Plains

Central Segura is somewhat more arid than the rest of the territory. The site of multiple battles throughout Freeborn history, farmers and herders here occasionally turned up the odd valuable relic of a past invasion. For the most parts, the Iron Plains are wide, empty and windswept. A place to come from or pass through, rather than a place to live. The dry soil is littered with battlefields, which makes it surprisingly fertile for the cultivation of certain herbs, especially marrowort, and the extensive well-irrigated Red Fields, one of the best-known gardens in Segura, are rightly praised for the quality of their plants.

Lucksprings

The settlement of Cerevado is still a major pull. Sited at a particularly difficult set of rapids on the Scorrero. Some captains will unload their cargo, and push their boats along a league of rollers set into the rocky bank. Braver captains will pilot the foaming water and risk the rapids - and who amongst the Brass Coast would admit to anything other than daring of the highest order? The wreckage of those who failed is for sale in the Cerevado market. The settlement itself is also home to more than two dozen casinos and gambling houses - initially set up to cater to sailors traversing the rapids, but eventually exerting a much wider draw with gamblers from as far afield as Holberg visiting the bustling town to engage in the annual tournaments of dice and counters. Unlike the rest of Segura, Cervado continued to prosper through the Lasambrian occupation - off-duty soldiers and mercenaries rubbed shoulders with desperate refugees looking for the money to escape and start again.

Reports have repeatedly come before the Synod of a predatory cult of heretics based in Lucksprings who prey on the needy and the desperate; to date no real evidence has been found despite claims from the House of the Two Moons - the large congregation centred in Cerevado - to the contrary.

Sobral Grasses

The Sobral Grasses are the site of two key settlements - the armed camp that now occupies the town of Anozel and the town of Sobral where the herds were once brought for slaughter. Sobral kept Anozel alive through the recent occupation and guarded the bridge across the Scorrero into the eastern Brass coast. Connected by a reasonably well-maintained road to its beleaguered sibling to the south-west, it allowed supplies of food and armaments to travel reasonably effectively. That very reliability was almost a liability, however - several key shipments were captured by raiders out of the Iron Plains, and attributed to "orc spies" in Sobral. Even with the liberation, it is one of the few places in the Brass Coast where the Imperial Orcs receive a frosty welcome. These raids also threatened the prosperity of the herders and cattle-ranches of the Sobral grassland. Several strains of plump Freeborn herd animals are threatened with extinction already and if the raids had continued it would not have been inconceivable that the herds would have become unable to sustain themselves.

Not everything in the Sobral grasses is about trade or cattle, however. It is also the site of the ancient earthworks known as Ghita's Veils, an old and powerful mana site that scholars believe may be of Terunael origin. It is tended by a small group of magicians who find the isolation and mournful grasslands to be spiritually uplifting; during the Lasambrian invasion, its isolated position meant that it was largely overlooked by the orcs.

Yellow Chase

As with Burnish, parts of western Yellow Chase are quite rocky and uneven, and the soil is very poor. A "Yellow Chase farmer" is a slang term used in parts of Segura for a liar - especially someone lying about where their money has come from. The inhabitants had a bad reputation for banditry and theft. There are a few rumours that some of the families here may have collaborated with the barbarians in the past. The area served as a centre of power for the Lasambrian barbarians, and they had a great armed camp here from which raiding parties swept down onto the plains. The camp was not fortified - it seems the Lasambrians had little interest in building anything, least of all a castle. This armed camp was largely abandoned when the Lasambrians withdrew back into the western hills in the Autumn of 378YE, but there was still a small engagement between Dawnish scouts and some die-hard orcs who refused to leave Segura which ended in a decisive victory for the Empire.

OOC Note

- As of the beginning of Winter 378YE all the regions of Segura are in the hands of the Brass Coast (and by extension the Empire) making it a staunchly Imperial territory.

- A list of the spoils of war, allocated by the Military Council at the Summer Solstice 378YE can be found here.

- The Towers of Anduz are a great work gives every Freeborn who owns a business a share of 1080 rings.

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Segura spoils of war (Redirected from Segura Spoils of War)

Following the liberation of Segura by Imperial troops in Spring 378YE, these resources were presented to the Military council for assignment as spoils of war during the Summer Solstice, 378YE following the assignenment of Segura to an Imperial nation.

Contents

- 1 House of the Two Moons

- 2 The Golden Terraces

- 3 Ghita's Veils

- 4 The Morning Swords

- 5 Kabalai Palace

- 6 The Red Fields

- 7 Turunca Distillery

- 8 The Garden of Sighs

- 9 Sunsong Ranch

House of the Two Moons

Congregation / Rank 3

This great hall offers both spiritual instruction and banking services to the citizens of Cerevado. It is named for the great silver disc that hangs at the eastern end of the hall called the Second Moon. Folklore claims that it was cast from thousands of pre-Imperial silver coins (the Freeborn silver moon) melted down when the new currency was established in the reign of Emperor Giovanni. It is often aligned with the Assembly of Prosperity, but also encourages the Ambition of both gamblers and ship captains who dare the dangerous rapids in pursuit of their goals. From time to time the congregation has been forced to root out the cults of hope that spring up like weeds in the gamblers' paradise.

The Golden Terraces

Farm / Rank 5

The Golden Terraces of Anozeseri are perhaps the oldest orange orchards in the Empire. The farmers surrendered to the Naguerro army rather than see their orchards burnt to the ground; by doing so they were able to exploit the orcs unexpected taste for their fruit and preserve not only their lives but also centuries of careful cultivation. Oranges and other citrus fruit have been grown here for centuries - there have been humans here since the time of Terunael. The orchards are carefully tended, and there are several hybrid fruit grown here that are unique to the Golden Terraces.

Ghita's Veils

Mana Site / Rank 3

In the northern Sorbal Grasses lie an engimatic sequence of complex interlocking trenches a little under a foot deep. These sweeping trenches cover a rough circle of grassland four miles in diameter. Scattered seemingly at random through the design are six-foot pillars of basalt, smoothed and shaped over centuries by wind and occasional rains. The veils are exceedingly old; some historians believe they are Terunael in origin, pointing to the similarities between their design and the patterns favoured by the Navarr. Granite basins of water are placed at several locations. While some are fed by freshwater streams, others must be filled manually, and many have been inlaid with mithril, weltsilver and orichalcum. These basins collect crystal mana, and are carefully tended by a small group of hermits who find the isolation and silence of Ghita's Veils particularly appealing.

The Morning Swords

Military Unit / Rank 3

When the orcs invaded from the Lasambrian hills, displaced farmers from Anozeseri took to the westernmost hills of Morajasse, and fought a guerilla war against the barbarians. They scavenged the old battlefields in southern Anozeseri for usable weapons and armour left over from the last Iron Confederacy invasion. When Anozeseri was liberated, these freedom fighters joined the triumphant Imperial armies in sweeping the Lasambrians out of their home. Many farmers returned to their homes, but some - having had a taste of the warrior-lifestyle - did not lay down their swords and sought a suitable captain to lead them against the enemies of the Empire.

Kabalai Palace

Business / Rank 4 (Diversified)

In the hills above Anduz is a beautiful white-granite palace, built in a complex fusion of Faraden and Freeborn styles and surrounded by extensive gardens. Its grounds contain many flowers and incense-bearing trees imported from the western hills, scattered with brightly coloured pavillions and gentle streams. Standing at one end of a trade route through the Lasambrian hills, this famous parador it is both the first Imperial structure seen by traders travelling from Faraden, and the last seen by those leaving the Empire for the windswept western hills.

Production: The Kubalai Palace is a rank four business that has been diversified once - it produces 12 crowns, 12 rings and two ingots of green iron each season.

The Red Fields

Herb Garden / Rank 3

The Iron Plains have been a battlefield since before the Freeborn came to these lands; there is a saying that the fields are watered with blood more often than with rain. Established over three low barrow mounds from pre-Imperial times, the red fields are a series of will-irrigated gardens surrounded by a weirwood palisade. The gardens produce quantities of especially fine marrowort, and the herbalists who tend them are often called on to tend wounds sustained during the exploration of old battlefields.

Production: The Red Fields produce 6 doses each of true vervain and marrowort, and two each of bladeroot, imperial roseweald and cerulean mazzarine.

Turunca Distillery

Business / Rank 2

Segura is known for its farmlands, most especially its vineyards and orchards. The Turunca distilliery has been taking oranges and grapes from across the territory and turning them into fine brandies and liqueurs for nearly three hundred years. It closed its doors in 366YE, but with the liberation of Anozel its extensive cellars and distillation halls have been re-opened. The distillers of Turunca are notoriously dismissive of the practice of turning grapes into wine - "fancy fruit juice" is a common term used in Sorbal for even the finest vintages.

The Garden of Sighs

Mana Site / Rank 2

In south-eastern Anduzjasse, on top of a low hill, stands a garden surrounded by a low wall and littered with beautiful marble statues. The broad branches of the trees are hung with mithril chimes. The wind that whispers through the garden and sets the chimes dancing is said by some poets to be the breath of Hermana Suspirie, one of the three sisters - although the hakima who traditionally gather the bounty of crystal mana from among the trees never agree as to which of the three mothers of the Brass Coast Suspirie represents.

Sunsong Ranch

Farm / Rank 4

The Sunsong Ranch is a sprawling concern that covers many square miles of eastern Burnish between the tributaries of the Scorrero. Raided repeatedly by Lasambrians, the Freeborn stubbornly refused to give up their land or their herds of cattle, leading to numerous battles between orcish raiders and Freeborn defenders. The cattle breeders have carefully cultivated bloodlines of sheep, dodo, oxen and goats that can be traced back to the founding of Highguard and beyond. The ranch is famous for the succulence of its meat, fine cheeses and excellent wool and leather - and for the stubbornness of the men and women who work there.

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Segura spoils of war

Following the liberation of Segura by Imperial troops in Spring 378YE, these resources were presented to the Military council for assignment as spoils of war during the Summer Solstice, 378YE following the assignenment of Segura to an Imperial nation.

Contents

- 1 House of the Two Moons

- 2 The Golden Terraces

- 3 Ghita's Veils

- 4 The Morning Swords

- 5 Kabalai Palace

- 6 The Red Fields

- 7 Turunca Distillery

- 8 The Garden of Sighs

- 9 Sunsong Ranch

House of the Two Moons

Congregation / Rank 3

This great hall offers both spiritual instruction and banking services to the citizens of Cerevado. It is named for the great silver disc that hangs at the eastern end of the hall called the Second Moon. Folklore claims that it was cast from thousands of pre-Imperial silver coins (the Freeborn silver moon) melted down when the new currency was established in the reign of Emperor Giovanni. It is often aligned with the Assembly of Prosperity, but also encourages the Ambition of both gamblers and ship captains who dare the dangerous rapids in pursuit of their goals. From time to time the congregation has been forced to root out the cults of hope that spring up like weeds in the gamblers' paradise.

The Golden Terraces

Farm / Rank 5

The Golden Terraces of Anozeseri are perhaps the oldest orange orchards in the Empire. The farmers surrendered to the Naguerro army rather than see their orchards burnt to the ground; by doing so they were able to exploit the orcs unexpected taste for their fruit and preserve not only their lives but also centuries of careful cultivation. Oranges and other citrus fruit have been grown here for centuries - there have been humans here since the time of Terunael. The orchards are carefully tended, and there are several hybrid fruit grown here that are unique to the Golden Terraces.

Ghita's Veils

Mana Site / Rank 3

In the northern Sorbal Grasses lie an engimatic sequence of complex interlocking trenches a little under a foot deep. These sweeping trenches cover a rough circle of grassland four miles in diameter. Scattered seemingly at random through the design are six-foot pillars of basalt, smoothed and shaped over centuries by wind and occasional rains. The veils are exceedingly old; some historians believe they are Terunael in origin, pointing to the similarities between their design and the patterns favoured by the Navarr. Granite basins of water are placed at several locations. While some are fed by freshwater streams, others must be filled manually, and many have been inlaid with mithril, weltsilver and orichalcum. These basins collect crystal mana, and are carefully tended by a small group of hermits who find the isolation and silence of Ghita's Veils particularly appealing.

The Morning Swords

Military Unit / Rank 3

When the orcs invaded from the Lasambrian hills, displaced farmers from Anozeseri took to the westernmost hills of Morajasse, and fought a guerilla war against the barbarians. They scavenged the old battlefields in southern Anozeseri for usable weapons and armour left over from the last Iron Confederacy invasion. When Anozeseri was liberated, these freedom fighters joined the triumphant Imperial armies in sweeping the Lasambrians out of their home. Many farmers returned to their homes, but some - having had a taste of the warrior-lifestyle - did not lay down their swords and sought a suitable captain to lead them against the enemies of the Empire.

Kabalai Palace

Business / Rank 5 (Diversified)

In the hills above Anduz is a beautiful white-granite palace, built in a complex fusion of Faraden and Freeborn styles and surrounded by extensive gardens. Its grounds contain many flowers and incense-bearing trees imported from the western hills, scattered with brightly coloured pavillions and gentle streams. Standing at one end of a trade route through the Lasambrian hills, this famous parador it is both the first Imperial structure seen by traders travelling from Faraden, and the last seen by those leaving the Empire for the windswept western hills.

Production: The Kubalai Palace is a rank five business that has been diversified once - it produces 12 crowns, 12 rings and two ingots of green iron each season. Following the Summer solstice 381YE, Esteban i Ezmara i Erigo oversaw a significant expansion of the palace to take advantage of the influx of Faraden merchants involved with the Gloaming Road.

The Red Fields

Herb Garden / Rank 3

The Iron Plains have been a battlefield since before the Freeborn came to these lands; there is a saying that the fields are watered with blood more often than with rain. Established over three low barrow mounds from pre-Imperial times, the red fields are a series of will-irrigated gardens surrounded by a weirwood palisade. The gardens produce quantities of especially fine marrowort, and the herbalists who tend them are often called on to tend wounds sustained during the exploration of old battlefields.

Production: The Red Fields produce 6 doses each of true vervain and marrowort, and two each of bladeroot, imperial roseweald and cerulean mazzarine.

Turunca Distillery

Business / Rank 2

Segura is known for its farmlands, most especially its vineyards and orchards. The Turunca distilliery has been taking oranges and grapes from across the territory and turning them into fine brandies and liqueurs for nearly three hundred years. It closed its doors in 366YE, but with the liberation of Anozel its extensive cellars and distillation halls have been re-opened. The distillers of Turunca are notoriously dismissive of the practice of turning grapes into wine - "fancy fruit juice" is a common term used in Sorbal for even the finest vintages.

The Garden of Sighs

Mana Site / Rank 2

In south-eastern Anduzjasse, on top of a low hill, stands a garden surrounded by a low wall and littered with beautiful marble statues. The broad branches of the trees are hung with mithril chimes. The wind that whispers through the garden and sets the chimes dancing is said by some poets to be the breath of Hermana Suspirie, one of the three sisters - although the hakima who traditionally gather the bounty of crystal mana from among the trees never agree as to which of the three mothers of the Brass Coast Suspirie represents.

Sunsong Ranch

Farm / Rank 4

The Sunsong Ranch is a sprawling concern that covers many square miles of eastern Burnish between the tributaries of the Scorrero. Raided repeatedly by Lasambrians, the Freeborn stubbornly refused to give up their land or their herds of cattle, leading to numerous battles between orcish raiders and Freeborn defenders. The cattle breeders have carefully cultivated bloodlines of sheep, dodo, oxen and goats that can be traced back to the founding of Highguard and beyond. The ranch is famous for the succulence of its meat, fine cheeses and excellent wool and leather - and for the stubbornness of the men and women who work there.

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Seize the fire

Kejek and Eft sat on porch, watching Yantl chopping wood in the early evening gloom.

Neither of them had said anything for several minutes when Kejek broke the silence. "So. What does it mean then."

Eft made a face, he'd been hoping to avoid this kind of question. "I think, I guess. Well for a start it means that we can talk about ancestors, and the Howling Abyss, and that without anyone being able to accuse us of, you know, any sort of religious crime."

"We could do that anyway though, surely" said Kejek, unconvinced.

"Well technically no." he said. He struggled to articulate his thoughts. "This doctrine means that the Synod has agreed that they think its true. What we know, I mean."

"Well it is true," said Kejek.

"Yes of course it is, but now the rest of the Empire has said it is too, and not just them. There's people all over look to Bastion for guidance and now they'll know it too."

"What people?" asked Kejek.

"People." he waved one hand vaguely southward. "Far away people. Humans, in other lands and the like."

Eft looked away. Yantl had paused to wipe his brow on the cloth wrapping his wrist. He shrugged his leather tunic off, and went back to chopping. The other two orcs watched him in companionable appreciation for another few minutes.

"Actually, I think its more than that," said Eft suddenly. "I think it means that we can talk about, you know, your grandad, and Stormcrow Kallendar, and, like, Irontide Bruk if you have to. As ancestors. Without anyone being able to tell us to stop."

Kejek stretched behind her and helped herself to a handful of nuts. "What about Thrace?"

Eft made another face. "That's where it gets tricky. He's been declared an exemplar of Ambition but according to one of the preachers I spoke to, there could be some issues."

Kejek laughed. Yantl looked over, surprised. She waved her hand at him and shouted over to him to get back to work and put some back into it.

"'Issues' you say. I bet there are! Mind you, I always thought he was more brave than ambitious. When I hear one of his stories he makes me proud. Everyone says he was pretty loyal ..."

"Not wise though," interjected Eft. They both laughed.

"No not wise. Wait is this heresy?"

She meant it as a joke, but Eft immediately stopped laughing. "I don't know," he said wretchedly. "It's ... there's so much bollocks to try and get your head around."

Yantl buried his axe in the stump with an edge of finality, draped his tunic over his shoulder, collected an armful of cut logs, and started to head back to the house.

Kejek watched Eft out of the corner of her eye for a moment. He was clearly unhappy. She shook her head resignedly, and made a decision.

"Right!" she said, slapping her knees. "Tomorrow we head into town to ambush some preachers and we won't let them go until they've answered all our questions. We'll make Yantl get up early and sort the wagon. We'll bribe him with ribs."

"Ribs!" said Yantl enthusiastically as he approached. "I like that idea. Someone cook me ribs - I've been working up an appetite while you two've been sat on your arses gabbling."

He pushed past them. Kejek followed him inside, bantering good-naturedly. Eft remained on the porch watching the stars came out. He pulled out a handful of his necklaces, quickly sortin gthem until he found the wooden labyrinth Yantl had carved. He traced the design with one finger, but he could not settle. Finally, with a sigh, he stood up and followed the others inside, hoping that tomorrow someone would be able to help him make sense of his confusion.

Contents

- 1 Overview

- 2 Significance

- 2.1 Opportunities

- 2.1.1 A home for the faithful (Opportunity)

- 2.1.2 Changing the world

- 2.2 The Sumaah Inquisition

Overview

During the Winter Solstice, the Symposium of Revelation saw two very significant changes of doctrine that help to place the spiritual beliefs of the Imperial Orcs in context with the Way. The two doctrines, proposed by the preachers Bonewall Rek and Bonewall Cole.

The Doctrine of the Howling Abyss says that: Orcs live only one life. After death, the orcish soul either is lost to the Howling Abyss or crosses it to become an Ancestor who can guide and advise living orcs. This incorporates the orc belief in the Howling Abyss into the doctrine of the Way, and clarifies that orcs do not reincarnate in the way that humans do. It seems to be a clear recognition by the Synod that the souls of humans and those of orcs are fundamentally different.

The Doctrine of the Ancestors says that: To cross the Howling Abyss an orc must be known for their deeds. Though there may be other ways to cross, embracing the Seven Virtues leads an orc to the Great and Inspiring deeds that make an Ancestor and a Virtuous Ancestor can guide future generations on the Way. It acknowledges that orcs do, in truth, hear the voices of their ancestors speaking to them, as well as recognising the idea of the Virtuous Ancestors - that the virtues represent a path across the Howling Abyss for an orc soul.

The Synod also endorsed a symbol of the Howling Abyss created by Skywise Gralka; appointed Atla as Cardinal of the Way; and resisted attempts to clarify doctrine by changing references to "spirit" in several doctrines to "human spirit." They also endorsed a Statement of Principle that the Imperial Orcs should remain part of the Way, rather than being considered a separate religion. Indeed, the Assembly of the Nine further upheld a Statement of Principle that the Gatekeepers should be even-handed in considering orcs as candidates to receive True Liao, as well as humans. After all, while orcs cannot use true liao themselves they may still be inspired by the powerful auras it creates.

All this and Jorma Steelhail still found time to condemn Bloodcrow Yargol for spreading heresy and blasphemy, further demonstrating that the Synod considers the Imperial Orcs to be just as capable of being pilgrims of the Way as any human.

Imperial Orcs should retain their full and equal status in the Synod, and should not be split off into a separate body.

Rhys Temple Hold

We the Assembly of Nine encourage our Gatekeepers to interview Imperial Orcs (for the allocation of True Liao) on equal terms to human candidates for past life visions.

Atla, Cardinal of the Way

Significance

Needless to say, this focus on the nature of the orc soul, and the place of the Imperial Orcs within the faith, has had a profound effect on the Imperial Orcs nation. A number of significant questions have finally been answered by the Synod, and with the two new Doctrines they seem to have accepted as true beliefs that previously may have been dismissed as superstition.

Opportunities

A home for the faithful (Opportunity)

As the implications of the changes to doctrine have worked their way through the Imperial Orcs, several well respected preachers have called for a permanent focus to celebrate their newly defined status. They point to the Hall of White Ravens - the congregation of Cardinal Atla - as the obvious candidate to serve as such a focus. The intention is that the house be redesigned and expanded to serve as a school both to increase the understanding of the Way among the Imperial Orcs, and as a place where new preachers can be trained.

The Imperial Senate may choose to answer this call and commission a spiritual centre for the orcs to study the Way - similar to the role played by the Necropolis, the marshes of Kallavesa or even the White City itself. Doing so would require 15 wains of white granite and 5 wains of weirwood, 5 Thrones in labour costs, and take 3 months to complete converting the House into a seminary. When it is complete, the House would cease to function as a congregation, and would instead become a great work that provides a share of 25 votes in the Imperial Synod and 12 liao to every Imperial Orcs congregation in Skarsind.

Cardinal Atla, the current custodian of the House of White Ravens, would need to grant permission for the commission to go ahead; at the end of the day it is still legally their personal resource.

Changing the world

The Imperial Synod sends X with 100 doses of liao to oversee the important task of explaining the Doctrine of the Howling Abyss and the Doctrine of the Ancestors to those followers of the Way who live on foreign shores. They will encourage scholars to travel to Asavea, Jarm, Sarcophan, and the Commonwealth to illuminate the reasons for these changes, and spread the understanding of the orc soul among pilgrims in these distant lands.

Synod Mandate

This change to doctrine is extremely significant - it potentially redefines the relationship between human pilgrims and orcs. There is a significant risk that followers of the Way in foreign nations, who look to Bastion and the Empire for guidance, may fail to embrace these doctrinal changes - especially if the Sumaah Republic chooses to interfere. By sending missionaries into the world to explain the changes, and to engage in reasoned debate with those who are suspicious or critical of them, the Synod can try to ensure that this change does not split the faithful.

This change is likely to be most relevant in places where orcs are treated as less than humans - specifically in Jarm, and to a much lesser degree the Sarcophan Delves. Indeed, if the faithful in Jarm adopt these doctrines, they will start agitating for the emancipation of orc slaves, as well as human slaves. Given the political situation there this will be controversial and will damage relations with the Jarmish - but it is another step toward dismantling the unjust practice of slavery.

The Sumaah Inquisition

The Präster of the Sumaah Republic have been appraised of the changes of doctrine. While the Sumaah are at war with the Empire, the Empire has still not declared war on the Sumaah so they are still considered foreigners, rather than barbarians. Their House of the Way has issued a short statement in response.

The Imperial Synod has taken the bold step of changing doctrine to recognise savage beasts as the spiritual equals of human beings, whose paramount station is enshrined in the Doctrine of Human Destiny. Left to their own devices, people may choose easy paths that lead to evil; it falls to the Wise to prevent the ignorant from making evil choices. The House of the Way sends Tipoa the Insightful, Präst of the Way, Utredare of the House of Wisdom, to inquisition Bonewall Rek and Bonewall Cole; to evaluate the seemingly blasphemous and heretical doctrines they have propagated.

House of the Way

This announcement by the Sumaah has important implications as much for what it does not say. Specifically the Präster have not yet officially denounced these new doctrines themselves - but if they do it will likely mean a permanent, potentially irreconcilable, schism between followers of the Way in Sumaah and the Imperial Synod.

The Sumaah follow the Way, but their religious practices differ slightly in a few areas. They have eight assemblies as the Imperial Synod does, but their House of the Way is without doubt the most powerful. While the Sumaah have a General Assembly, it has few actual powers - and the powers that in the Empire would be wielded by the General Assembly are generally wielded by the Assembly of the Way.

Tipoa the Insightful is expected to arrive in Necropolis (the site of the largely closed-down Sumaah Embassy) shortly before the Summer Solstice, along with a small staff. As with any Inquisition, it falls to the priests who will perfom it to arrange with the subjects a suitable time and place to do so. Tipoa has reportedly dispatched messages to the Imperial Ambassador to the Sumaah Republic, and to certain respected citizens in Highguard, requesting their aid in arranging the Inqusition of the two Imperial Orcs.

They have demanded that only Imperial Orcs will be admitted to the Inquisition - although if the Bonewall orcs wish to bring others of their kind to answer questions they are invited to do so. The Sumaah seem concerned that if humans are present they will be able to coach the Orcs to give apparently virtuous answers, invalidating the inqusition. While it is phrased as a demand, it is likely their Pride that makes them speak in such uncompromising tones. As they are in no position to enforce their demand as there is no legal support for this Inquisition, it really amounts to nothing more than a request, albeit delivered in the last diplomatic way possible.

On the surface, this appears to some to be an insult ... but there is clearly more going on here than first meets the eye.

The Sumaah House of Wisdom follows the same teachings as the Imperial Assembly of Wisdom. Tipoa the Insightful is a high-ranking member of that assembly - the title of Utredare is similar in scope to the title of Imperial Inquisitor - and given the way the Sumaah operate, certainly a truly devout follower of the Way.This is very unlikely to be a "kangaroo court" - it will be a sincere Inquisition intended to get to the bottom of the reasons for these changes of doctrine. A chance exists here to begin repairing relations between Sumaah and the Empire - assuming that Bonewall Rek, Bonewall Cole, and the other Imperial Orc pilgrims of the Way can be persuaded to submit themselves to this indignity then they may be able to convince the Sumaah that they are sentient beings with souls that should be recognised.

Truth can never be told so as to be understood and not be believed.

William Blake

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Semblance of the Witch

Description

The Semblance of the Witch is a suit of magical clothing infused with a little of the power of the dramaturgical persona of the Witch. A ritual magician who wears this clothing can draw on the power it contains to empower their ability to perform Night magic. In addition to providing additional magical power, the robes also infuse the wearer with some of the personality of the Witch.

The robe contains the essence of the Witch, allowing the wearer to embrace that role in their magic and in their day-to-day dealings with others. It enhances the subtlety and confidence of the wearer, potentially giving them an advantage in social and political situations.

The raiment itself is cut from expensive, luxurious fabric - silks and satins are most common. Extra effort is made to ensure the robe is comfortable to wear - naga in particular will find the touch of the material on their skin to be particularly pleasurable. It is dyed deep, powerful colours and extensively embellished with moonsilver, seed pearls, and pieces of dragonbone and dark tempest jade. The cut is reminiscent of the robes favoured by some Dawnish weavers and enchanters as well as by some Highborn magisters - a full sleeved robe with a voluminous hood. Several designs include soft fur lining and lavish edging.

Other popular designs include Fortune's Attire, which is patterned after Freeborn designs combining rainbow silks worn in layers of draped material, and the delicate Nightwarden's Shadow a layered garment in striking yet subtle shades of blue patterned after traditional Urizen dress and perfect for those who wish to use their magic to aid others without drawing attention to themselves.

Rules

- Form: Armour. Takes the form of a robe. You must be wearing this robe to use its magical properties.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Once per day you may use this robe to gain two additional ranks of Night Lore for the purposes of performing a single ritual, subject to the normal rules for effective skill.

- Roleplaying Effect: While wearing this robe you feel an urge to find out secrets, and use them to gain influence over other people.

- Materials: Crafting a Semblance of the Witch requires seven ingots of weltsilver, five ingots of tempest jade, five measures of dragonbone, seven measures of beggar's lye, and sixteen measures of iridescent gloaming. It takes one month to make one of these items.

OOC Note

This is one of six sets of ritual robes designed by House Bourné, a Sarvosan guild formed by the union of League master-artisans and a Dawnish weaver cabal. Their unique designs combine the power of dramaturgy with a deep understanding of the hearth magic of girding. During Winter 380YE, in conjunction with popular publication The Looking Glass, the Merchant-Prince Genia Bourné di Sarvos announced that the guild would allow any Imperial artisan to visit their estate in Sarvos and study the schemata detailing the six raiments, free of charge.

Any character can learn how to create this raiment following the normal rules - either by selecting the robe as one of their starting items, or learning it as an extra item pick. The only restriction is that anyone who knows how to make one of these robes must have spent a week or two studying at House Bourné in Sarvos - there is currently no other way to master the patterns which remain the proprietary knowledge of the Bourné guild.

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Semmerholm

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 Rucastle

- 3.2 The Pits of Brychel

- 3.3 Semmer's Rose

- 3.4 The Semmerstones

- 3.5 The Gate (Ruined)

- 4 Regions

- 4.1 Axmure

- 4.2 Causse

- 4.3 Elvette

- 4.4 Estmure

- 4.5 Ferrond

- 4.6 Lacuve

- 4.7 Ulvenholm

- 5 OOC Note

Overview

Semmerholm became part of the Empire in 52YE during the reign of Empress Richilde, following a protracted campaign against a tribe of especially vicious barbarian orcs. The tribe, whose name is now lost to antiquity, were exterminated during the war of conquest, finally forced back to their stronghold in Ulvenholme and destroyed after a terrible siege.

It was from Semmerholm that the Dawnish planned their campaign against the burghers of pre-League Holberg, who engaged in a variety of innovative and underhand strategies to keep the Imperial forces off-balance as well as launching regular attacks into Dawnish territory. In the centuries since, relations between the people of Holberg and those of Semmerholm have mellowed extensively - prior to the invasion of the Druj a great deal of trade passed through the great stone Gate set into the southwestern peaks.

Semmerholm produces a major share of the nation's food, for all that it is closely surrounded by thick and dangerous forests. The dark woodlands are home to vicious beasts, including boars, lions and bears as well as several species of drake and a few rare dire beasts. Hunting is a regular pastime for nobles and yeomen alike, and helps encourage a perception of the people of Semmerholm as being a little "wilder" than the average Dawnishfolk.

There are several well-built castles here at various strategic points along the border, protecting Semmerholm from the barbarians of the The Barrens and Holberg. The people for Semmerholm have long felt responsible for holding the borders against the savage tide and this responsibility tends to weigh particularly heavily on the head of the Semmerholm senator. If they fail at their task, this will be the first land lost to the barbarians in Dawnish history.

Recent History

Immediately after the fall of Holberg in 346YE, coupled with renewed barbarian activity in The Barrens, many Dawnish Earls were convinced a major offensive against Semmerholm was in the offing. Apart from a few speculative attacks against Estcastle and the occasional raid into Estmure the Druj appeared unable or unwilling to launch a concerted attack while the city of Holberg proper continues to guard the eastern approach.

This changed in 373YE when a major offensive against the city was revealed to be a feint to allow four Druj armies to push through into Semmerholm. Estmure was taken and Estcastle besieged, and speculative attacks were made against Lacuve, Axmure and Casse. The Dawnish armies, already battered from fighting alongside the League in Holberg, and woefully undersupplied by the corrupt Senate under Emperor Walter were able to hold their own but the situation looked critical. A Wintermark general by the name of Britta brought her personal forces and a large number of Marcher and Wintermark soldiers to reinforce the Dawnish. Working under the guidance of General Charles de Gison of the Eastern Sky, the additional troops bought the battered Dawnish forces chance to resupply. Re-equipped and rested, they launched a devastating counter-attack that drove the Druj back across the border into Holberg but sadly cost the life of General de Gison. Britta's actions during the campaign - and her willingness not to supplant the Dawnish generals in their own campaign - are both credited with being major factors in her later ascension to the Throne, and her practical demonstration of what could be achieved when nations co-operated went a long way to forge the united Empire she left as her legacy.

Shortly after the Summer Solstice 381YE, a great force of Druj swept up from Dawnguard conquering Axmure and laying siege to the Gate. The Dawnish armies rallied against the invaders, and with the aid of Summer realm knights drove the Druj out again by the start of the Spring Equinox 382YE. Some raiding bands, guerillas, and saboteurs still remain in the territory but they are poorly organised and it is likely they will mostly be used as targets for Tests of Mettle.

Major Features

Rucastle

First constructed in wood in the early years of Empire; a base for the campaign against the orcs who occupied Semmerholm. It was founded by those strong in the new religion: half church of Virtue, half castle against the orc. Closer to a chapterhouse than fortifications built in Dawn before its foundation, this is a fortress of Empire. It has close ties with the nearby Navarr steading of Greenstead in Brocéliande, which it helped to found. The knights of Rucastle are often called on to help their allies across the border, and there has long been a bond - and several intermarriages - between the two settlements. This close association with the Navarr has lead to the people of Rucastle - and by extension, the citizens of Elvette - enjoying a reputation as 'fey' or slightly more savage than traditional Dawnish norms.

The Pits of Brychel

South of castle Arnet, in Ulvenholm, parts of the earth have fallen away to reveal an underground complex believed to be of Terunael origin. The ruins were stripped of anything of obvious value many years ago, but small bands of scholars still come here from across the Empire to study the remains and the partially buried buildings.

During the Winter Solstice 381YE a particular strike force raided the Pits of Brychel carrying away a band of scholars studying the old Terunael ruins there. No sign of the raiders or the scholars remained once the Druj were driven out of the territory; the raiders appeared to have taken the bulk of the bandits with them to the relief of the yeofolk and Navarr alike. Those witnesses who survived the attack say that the Druj were not alone - that they met with certain bandit bands who had long harassed the people of Ulvenholm and Boar's Dell, descendants of the bitter orcs who once ruled all of Semmerholm.

Semmer's Rose

This beautiful town lies on the shores of the Semmerlak in Causse. Famous for its spires of white granite and gorgeous shrines to the exemplars and paragons of Dawnish history. It is a meeting place for some of the finest troubadours of Dawn, where they share music, legend, and tales of Virtuous glory.

The town is built around old citadel from the invasion of Semmerholm, it was here that the Dawnish generals planned and launched their campaigns to conquer the territory. Planned by the legendary siegemaster Willard d'Onnecour, the castle is built of several interlocking concentric circular walls, said to resemble a rose to those who stand on its tallest towers. The famous architect also designed the white granite bridge that spans the river here, said to be a marvel of early Imperial engineering. d'Onnecour himself is buried in the hills above Semmer's Rose in a tomb of his own design. Plans and the occasional rare scroll of his designs and theories are much sought after by masons and architects alike.

The Semmerstones

A cluster of thirty moss-covered white stones on top of a hill in western Causse, many of them carved with runes thought to date back to the time of Terunael. Each stone is about two feet high and there is no discernible pattern to their layout. The stones have a potent regio tied to Summer, and are a traditional site for Dawnish Enchanters to meet with emissaries of the Summer Eternals. Today, they are watched over by a Weaver cabal with close ties to the Lyceum who use Iridescent Gloaming gathered in the woods around the base of the stones to produce gorgeous red and blue surcotes and standards.

The Gate (Ruined)

In Estmure, the mountains form a barrier that surrounds Semmerholm. The Gate blocked the widest pass through the mountains with a mighty wall of white granite. A single massive tunnel-entrance opened through the wall, wide enough for two dozen soldiers to march abreast. It was constructed by engineers from Holberg in the early years of the Empire and tales of its courageous defence were told throughout Dawn.

Shortly after the Summer Solstice 381YE, the Gate fell to a great force of Druj barbarians who swept up from Dawngaurd to lay siege to - and ultimately destroy - the Gate, reducing it to a broken ruin.

After the Winter Solstice 381YE, a large band of koboldi - heralds of the eternal Adamant - descended on the ruins of the Gate following a Senate invitation to rebuild the devastated structure. Using materials provided by merchant prince Lorenzo “La Volpe” Macelliao von Temeschwar, construction is expected to be completed shortly before the Winter Solstice 382YE assuming nothing goes wrong. According to the koboldi, the new structure will be "unbreakable" - whatever that means. The new fortification is already being referred to as "the Adamant Gate" in some quarters, a name that looks like it might well stick.

Regions

Axmure

Quality: Forest

The forests of Axmure are relatively wild and untamed, and their depths home to a number of rare and unusual beasts. There are several secluded manors here, favoured by nobles who value their privacy, but they must maintain a cautious vigilance against creatures and raiders from The Barrens to the south. The road through Axmure is vital for carrying supplied to Drycastle in the Barrens; several vicious battles took place along this road and in the surrounding woodlands during the Freedom Heresy and a number of manors were burnt or captured, their residents slaughtered by the victorious heretics. To this day, briars tend to receive a frosty reputation in Axmure.

Shortly after the Summer Solstice 381YE, a great force of Druj swept north from Dawnguard and conquered Axmure, destroying many of the more accessible manors and villages.

Causse

The rugged terrain of Causse is scattered with secluded villages and small towns, as well as the occasional old watchtower or sturdy keep. Streams and small rivers wind down from the hills of Weirwater, and at where they flow into the Semmerlak stands the beautiful town of Semmer's Rose.

Elvette

Quality: Forest

The forests of Elvette are not especially wild; the woodlands have more of the feel of hunting preserve than deep wilderness. That is not to say they are tamed however - the deep woods are home to dangerous beasts that are more than a match for a lone knight. The people of Elvette are known to have close ties with the Navarr of Brocéliande, especially those who live at Rucastle.

Estmure

Quality: Hills

Along the eastern sweep of the Semmerlak the ground becomes rugged and broken. As Semmerholm slopes down towards Holberg, the peaks of Estmure raise a great barrier against the orcs now occupying the lands to the south-east. There are several small fortresses here, some dating back to pre-Imperial times when the pre-League burghers of Holberg were engaged in economic and literal warfare against the people of Dawn.

High in the hills here is the tower of Estcastle, which at one time served as a sentinel beacon against the Holbergers but has since been converted to an armed camp that overlooks the tainted plains of Rebeshof and the Druj-haunted forests of Utterlund. In 338YE the tower was largely given over to the control of the Imperial Orcs, many of whom live and drill here, launching occasional raids and waiting for word to strike against the barbarians.

Ferrond

The windswept heaths of Ferrond are scattered with villages and small towns. The most famous is probably Auvanne. Once famed for its farriers; the finest horseshoes in all of Empire were made here many, many years ago before Semmerholm was even a territory of the Empire. With the passing of the horses, the smiths turned their mastery to armour, and even the runesmiths of Wintermark acknowledge their craft.

Overlooking Auvanne is Endric's Hill, a grand barrow mound where the famous Lord Endric and a number of other glorious Dawnish knights lie interred, as well as the site of the empty tomb of the exemplar Elayne Silverlark.

Lacuve

On the shores of Lacuve sits Lacre, a well-defended port known as a place of adventure. Many a Questing knight has set sail to the east from here. The few who return are fêted and applauded, their names recognised on inn signs throughout the town. Lacre also serves as the closest port to the Barrens, and armies march from its gates to the fortress-settlements to the south.

In early 377YE a series of squat fortified watchtowers and beacons were constructed around Lacre and along the shore. These towers are manned by keen-eyed yeomen archers, and serve dual duty - they watch for the presence of bandits, orc raiders from the Barrens and monsters out of the deep woods, and also as secure bases of operation for Questing Knights hunting these interlopers. The project was part of a larger Senate plan to provide protection to towns throughout the Empire, and while the defences are not sufficient to qualify Lacre as a fortification - and are not a fraction as effective or inspiring as castles such as the Towers of the Dawn or the Castle of Thorns - they have already made the territory feel more secure, and lead to some discussion about the value of further construction.

Ulvenholm

Brooding in the light woodlands of Ulvenholm is the ancient fortress of Arnet. The final battles to conquer Semmerholm took place here, on the site of what was once a great fastness of the orcs. The terrible battle that roared around the orc fortress left the woodlands blackened and broken, and when the walls were finally breached the Dawnish knights and their allies swept as an irresistible tide over the leaders of the barbarian tribes. According to legend, the last orc shaman to die laid terrible curses on the attackers, and the credulous whisper that no Earl who has claimed Arnet has died save by violence in all the centuries since. Once the orcs were driven off, the castle was claimed and repaired, extended by Dawnish masons and its white marble towers stand as a monument to the Pride and Ambition of the Dawnish spirit. One of the heroes of the attack on Arnet, Adelmar the Lion, is recognised as an Exemplar of Ambition, and the hall commemorating his deeds here is a site of pilgrimage for many followers of the Way.

OOC Note

- As of the Spring Equinox 382YE, all regions of Semmerholm are in Dawnish (and thus Imperial) hands.

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Imperial Senate (Redirected from Senate)

Contents

- 1 Overview

- 2 Role within the Empire

- 3 History

- 4 Sessions

- 5 Participation

- 6 Limitations

- 6.1 Veto

- 6.2 Constitution

- 7 Further Reading

- 7.1 Core Brief

- 7.2 Additional Information

Overview

The Imperial Senate is the primary legislative body for the Empire. It is an elective chamber; with one senator appointed by each territory of the Empire to represent their interests. The chamber has access to a wide range of political powers which makes senators some of the most powerful political individuals in the Empire. They alone have the ability to change Imperial law, as well as enjoying access to the Imperial treasury. They are also responsible for appointing The Throne.

Role within the Empire

The purpose of the Senate is to govern the Empire. This control extends to all areas of Imperial life not already covered by the other houses of government; the Synod, Bourse, Military Council, and the Conclave.

Any major commission, whether military or economic in purposes requires the approval of the Senate. They cannot order the Bourse to provide the materials required, but they control the Imperial treasury and can disburse funds from it to purchase the materials needed.

The Senate are forbidden by the Imperial Constitution from intervening in the business of the Military Council, but members of the Senate appoint each general and only the Senate can declare war on another nation - or end it. When a territory is conquered by the Imperial armies, it is the Senate who decides which nation the territory will be assigned to.

The Senate are also responsible for Imperial law. Any changes to Imperial law must be raised and approved by members of the Senate; changes which have constitutional implications also require authorization by The Throne and approval by the magistrates. The Senate also has the power to create new offices of state, individuals with powers and responsibilities, who operate as part of any of the great houses of government.

Because of their great power, the Senate is closely watched over by the Synod who have the power to veto decisions made by the Senate.

History

The Senate was created at the dawn of the Empire to ensure that the power to govern remained in the hands of the citizens. The Senate is a development of the Witan which existed in Wintermark to help the monarch run the nation, in the time before the Empire.

The design of the Senate is a direct consequence of the unique way the Empire was formed, not by conquest, but by a union of nations. All agreed that the Senate should limit the power of The Throne - the first Empress was a popular figure - but not that popular. But every nation had their own dogmatic views on how the new Empire should be run. Nations with strong military traditions, like Dawn and The Marches sought to enhance the power of the military, while nations like The League were openly contemptuous of the idea that politicians should control the Empire's economy. Highguard as the driving force behind the creation of the Empire was determined to secure the power and authority of the Imperial Synod.

Compromises were made to ensure unity; for example the constitutionally protected roles of the Imperial Bourse and the Imperial Military Council were expressly created to thwart the desire of senators to control these areas of the Empire. As a result, while the Senate is the most powerful of the five political houses, it has defined limits to its power set down by the Constitution, and it is forever watched over by the Synod.

Sessions

The Senate typically sits twice in each full day of an Imperial summit, and once in each part day. Sessions are conducted in the Senate chamber, a grand stone building at the heart of Anvil. To keep order each Senate session is chaired by the Speaker for the Senate, a civil servant responsible for ordering motions during a sitting, allowing time for motions to be considered, for maintaining civil debate, counting votes and ensuring due procedure within the chamber.

The agenda consists of motion, announcements, and addresses. Motions are raised by members of the Senate and considered and voted upon by all present. By historical tradition, motions are nailed to the walls of the Senate so that all citizens can be aware of them. It is common for the civil service to take a copy of the motion and make it available through the hub.

Announcements are made by any holder of an Imperial title who wishes to use Senate powers that have been delegated to that office. They can be considered and discussed like a motion, but are not subject to a vote. Addresses are made by those whose title grants them the power to address the Senate. Like an announcement, they may be considered and discussed, but no vote is taken.

Participation

Only a Member of the Senate is entitled to entry to the Senate chamber for a session. Members must arrive promptly, entry is prohibited to any once a session has begun. Anyone who has the right to enter, has the right to speak during the debates. To do so they must catch the eye of the Speaker and wait until invited to speak. To cast a vote, eligible members who are present will be called upon by the Speaker to take a stance on each motion brought before the Senate.

The right of witness ensures that every member of the Synod is entitled to observe all aspects of the Senate. To facilitate this, the Senate building has a large viewing gallery that runs alongside the main chamber. When it was originally constructed the gallery was only available to members of the Synod, but it was easier to open the gallery to all, and now all citizens with an interest in the proceedings are encouraged to attend. Any Imperial Citizen can ask the Speaker or the Captain of the Senate Guard to remove a non-citizen from the viewing gallery.

Although only a handful of citizens have the right to raise motions and vote on them in the Senate, the Senators who form the mainstay of the Senate are chosen by the people of their nation. Most senators work hard to make themselves available to the citizens who elect them. A senator who does not adequately represent the interests, views, and goals of the people of their nation and territory can quickly find themselves removed from office.

Limitations

Veto

The decisions of the Senate, both motions and announcements are subject to veto by The Throne and the Imperial Synod. Any veto automatically cancels the motion or announcement, as if it had been a motion which was voted down. A motion that is vetoed cannot be raised again before the start of the next summit.

The Imperial Synod, either the Assembly of Nine or the General Assembly may veto any motion with constitutional implications. In addition, the General Assembly of the Synod may veto any one Senate decision during any summit, using its veto. A veto by the Synod must be exercised before the start of the next session.

The Throne may veto any business that occurs during a Senate session while they are present.

Constitution

The power of the Senate's is limited by the Imperial Constitution. The magistrates may declare a motion to be unconstitutional, if they believe it violates the principles of the Constitution. Where possible the magistrates will always do this before a motion is considered if they are given due time. If a motion is declared unconstitutional, the magistrates are required to provide complete guidance for why it was ruled unconstitutional. The senate may then consider a new motion on the issue at any time.

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- The Throne

- OOC design

This selection of articles can be downloaded as a PDF book (or as html only)

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Senate Sessions of the Spring Equinox 2013 Redirect page

Senate Sessions of the Spring Equinox 377YE

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Senate Sessions of the Spring Equinox 377YE

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

Overview

- Imperial budget for this season announced by the Civil Service as 173 Thrones.

- Various announcements and statements were also made during the course of the sessions which are not recorded here.

- The roll of Senators serving during this season can be found here.

- Funds disbursed to Imperial Conclave and Military Council (as per this motion of Winter 376): 16 Thrones and 4 Crowns.

Senate Motions Spring 2013

Motions Passed

- Appoint trade envoys

- Appoint Senate auditor

- Support medical school and Anvil hospital

- Build Holberg defences

- Reinforce Skarsind In progress

- Fortify multiple towns

- Repair the Spider's Dream

- Research Abraxus

- Safe passage for the Jotun

- Research maps

- Fund the Academy

- Outlaw Vallorn cultivation

- Create Egregore histories

- Send envoy to Axos

- Create roll of honour

Motions Defeated

- Motion to assign a budget to Bridget Talbot to purchase materials for fortifications (proposed by Mitwold, seconded by illegible) defeated in principle

- Motion to build cathedrals in Sarvos and Astolat (proposed by Sarvos, seconded by Upwold) defeated with 18 votes against.

Motions declared Unconstitutional

- Change Urizen voting

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Senate Sessions of the Summer Solstice 377YE

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

Overview

- Imperial treasury during this season announced by the Civil Service at 167 Thrones.

- Various announcements and statements were also made during the course of the sessions which are not recorded here.

- A diplomatic letter from the Jotun leadership was presented by Senator for Senmersuaq.

- The roll of Senators serving during this season can be found here.

Senate Motions Summer 2013

Motions Passed

- Create Otkodov spy network Work Required

- Create law of desecration

- Recognise Irontide Isk Work Required

- Research Exemplar Zemress Work Required

- Accept Jotun ceasefire

- Revoke fund disbursement

- Add "Sum of the Parts" to Imperial Lore

- Appoint Bursar within Conclave Work Required

- Permit dredging of Feverwater Work Required

- Resupply army of Golden Axe Work Required

- Resupply army of the Hounds of Glory Work Required

Motions Defeated

- Motion to censure proxy Hercynia (proposed by Redoubt, seconded by Miaren) defeated by 22 votes to 3.

- Motion to resupply the army of the Golden Axe (proposed by illegible, seconded by Feroz), defeated by 22 votes to 5.

- Motion to outlaw raiding aginst the Jotun during the ceasefire (proposed by Tassato, seconded by Therunin), defeated 22 votes to 5.

- Motion to declare Jotun foreigners during ceasefire (proposed Mitwold, seconded Upwold), defeated 27 votes to 0

Motions declared Unconstitutional

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Senate Sessions of the Winter Solstice 377YE (Redirected from Senate Sessions of the Winter Solstice 2013)

Redirect page

Senate Sessions of the Winter Solstice 376YE

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Senate Sessions of the Winter Solstice 376YE

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

Overview

- Imperial treasury during this season announced by the Civil Service at 200 Thrones.

- Various announcements and statements were also made during the course of the sessions which are not recorded here.

- The roll of Senators serving during this season can be found here.

- Funds disbursed to Imperial Conclave and Military Council (as per this motion): 14 Thrones and 4 Crowns.

Senate Motions Winter 2013

Motions Passed

- Madruga shipyard

- Town defences

- Imperial Orc observer

- Auras illegal in the Senate

- Arrangement for Britta's body

- Resupply Imperial armies

- Create Imperial Banner

- Distribute Imperial budget

- Ratification of Britta's Seal

- Create Highguard army In progress

Motions Defeated

- A motion to raise a second Urizen army (proposed by Morrow, seconded by Bastion) was defeated on principle.

- A motion to assign additional militia forces to Brass Coast, Varushka and Urizen (proposed by Karov, seconded by Zenith) was defeated with 18 votes against.

- A motion proposing the expansion of port and town in Semmerholm and raising of local militia (proposed by Weirwater, seconded by Astolat) defeated in principle with 20 votes against.

- A motion that the Senate appoint a subcommittee to establish the feasibility and process to establish an Imperial Bank (proposed by Feroz, seconded by Upwold) was defeated with 24 votes against.

- A motion to improve the output of the Imperial Ilium mines (proposed by Semmersuaq, seconded by Mitwold) was defeated in principle with 27 votes against.

Motions declared Unconstitutional

- Future territory assignment

- Change to Navarr voting

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Senate Sessions of the Winter Solstice 377YE Redirect page

Senate Sessions of the Winter Solstice 376YE

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Senate Speakers Note Winter Solstice 380YE

- Empress Address regarding 381ye

- construct menagerie for rakshala p morrow s conscience passed

- disburse funds for wintermark army p hahnmark s astolat passed 129.4t

- disburse funds for mana for strategic rituals p zenith s miaren passed 120t

- construct cargo dock in cargo p madruga s segura passed

- construct herb sinecure in skarsind cc imp orcs

- disburse funds for rebuilding holberg p holberg s tassato passed 75t

- construct mana ministry oran, feroz cc brass coast

- disburse funds for resupply p karsk s bregasland passed 500t

- construct temple of the way p feroz s madruga passed

- construct jarmish trade hub in tassato p tassato s holberg passed

- construct mana sinecure in hahnmark cc wintermark

- disburse funds for breadbasket p bregasland s weirwater passed 68t

- construct folly in miaren p miaren s hercynia passed

- construct library for phaleron p hercynia s zenith failed

- construct krampus home p skarsind s karsk passed

Check cost of *mechanicsl docks* of carciomare, not thereplacsments but the mecganical ones. Raff/Graeme - this is a standard great work that improves fleets based in the territory of Sarvos. Raff opines that you could probably aim it at businesses instead but then it will be competing with the Colossus of Sarvos and so be more expensive following the normal rules for stacking similar great works.

Do we need to fix giselles tomb again in order to put her back in it? As per the Wind of Fortune.

Regardless of the decision, Giselle will require a new vault. The motion to decree the new resting place for the Empress, will automatically include the commission of a vault to house the remains. A suitable tomb will require a minimum of ten wains of white granite and twenty crowns and will automatically create an Imperial title responsible for protecting the tomb. The title will receive 10 votes and 5 liao, and should be appointed through the Imperial Synod. As a result the motion will count against the commissions available to the Empire each season.

Choosing a League city will also provide a wider bonus. If a League city is chosen, then the completed tomb will provide a small boost to every League business in that city. In both cases, these bonuses would persist for at least a season.

However, the more prestigious the tomb the longer the bonus would last. There is no upper limit to how many wains may be committed to construction, and wains of mithril (to provide magical protection or beautiful decoration) and weirwood (to construct a suitable garden) may also be invested at the discretion of the Senator responsible for the motion. In each case the standard labour costs of 2 crowns per wain used would apply.

If the tomb is built with 20 wains the bonus will last for two seasons; if built with 40 wains the bonus will last for a year; if built with 80 wains, construction will take six months but the bonus will last for two years; and if built with 160 wains, construction will take nine months but the bonus will last for four years. In each case, the bonus will apply from the point where the tomb's construction is completed.

Regardless, a more prestigious tomb will not increase the number of votes or liao delivered, and any bonuses will last only as long as the tomb of Empress Giselle remains intact, umolested, and uncontested.

News of Three Sisters rrsearch please?

- allocate singing caves. P upwold s mitwold passed, imperial

- construct fortification in reikos p bastion s upwold passed

- abrogate motion for creation of the third navarri army p therunin s sermersuaq passed

- construct a theatre in Temeschwar p Temeschwar s semerholm passed

- construct mana sinecure seren, miaren cc navarr

- create bourse title gift of the dwindling star p vlodmartz s karov passed

- construct herb sinecure in miekarova p miekarova s volodmartz passed, 13th

- amend crime of desecration p necropolis s casinea passed

- create title of high bard of the empire p weirwater s hahnmark passed no stipend

- hire asavean architect p redoubt s morrow

- construct jarmish docks p kallavesa s redoubt asavean architect

- lower guerdon p karov s miekarova

- assign stipend to grandmaster p sermersuaq s kallavesa

- agree druj peace treaty p sarvos s necropolis

- abrogate civilian commissioners p conscience s feroz

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Senate address

Of course it was a lie you fool. Bruised apples have black cores. Stop yammering about virtue! It's a long list but unless you buggers added an eighth while I was eating lunch, honesty ain't on it. It's an address - she can say what she sodding likes and that ain't a crime. Those with wits and a care to use them will decide for themselves what to believe.

Walter Brewer, Senator for Upwold

Contents

- 1 Overview

- 2 Limitations

- 2.1 No Compulsion

- 2.2 Agenda

- 2.3 Usage

- 3 Procedure

- 3.1 Raising an address

- 3.2 Presentation

- 3.3 Debate

- 4 Further Reading

- 4.1 Core Brief

- 4.2 Additional Information

Overview

A Senate address is an opportunity for an individual to make a presentation to the Imperial Senate at a Senate session. Only a handful of Imperial titles confer the right to address the Senate, but they traditionally include The Throne and the Master of the Imperial Mint.

The Senate may create new Imperial titles with this power if they wish; this is most appropriate where the holder of the title does not need to attend regular Senate sessions but may need to report regularly to the Senate.

It is also possible to confer the right to make an address on a named citizen regardless of any Imperial title held. This is usually expressed as an invitation for the individual to address the Senate.

Limitations

No Compulsion

It is not possible to compel a citizen to appear before the Senate to speak. The Senate may grant an Imperial title the right to make an address, request an individual address the Senate, or invite them to speak on an individual motion, but they cannot compel them to appear. Only the Imperial Synod has the power to compel a citizen to appear before them.

Agenda

Regardless of any responsibilities or expectations, the Senate cannot set the content of an address. A citizen who chooses to address the Senate may speak on any matter they wish.

Usage

The Right to Address the Senate is considered to be a constitutionally significant power by the Constitutional Court, one they are keen to ensure is not abused to monopolize the time of the Senate. New Imperial titles will not pass constitutional scrutiny if they grant the Right of Address to an Imperial title which does not have significant legal powers.

The Constitutional Court have indicated that it is not constitutional to have the right to address the Senate more than once a summit.

Procedure

Raising an address

An Imperial citizen who has the right to address the Senate may do so by informing the Speaker for the Senate of their intention. The Speaker will add the item to the agenda for the next session.

The citizen should ensure that they are present at the chamber throughout the session, as they may be called at any time. They may only enter the chamber once called, and must leave when their address is concluded. The citizen may choose to inform the Speaker of the rough content of their address in advance if they wish.

Presentation

The citizen making an address will be allowed a few minutes to speak during which those present in the chamber are expected to remain reasonably quiet. Although the citizen has been granted the legal right to address the Senate on a matter of their choice, the Speaker determines how long they may speak for. The purpose of an address is to present the Senate with information that is of interest to them. Individuals who try the Senate's patience by talking too long on a subject that it is clearly of diminishing interest to everyone present will be instructed to conclude their address early by the Speaker.

Debate

After the presentation is complete, the Speaker will allow some time for members of the Senate to ask questions and for the speaker to reply.

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- Appointments to the Senate

- The Throne

- Master of the Imperial Mint

- Speaker for the Senate

- Conscience of the Senate

- Imperial treasury

- OOC design

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Senate announcement

I thank my Senate for authorizing the construction of the new army and making a disbursement of 50 Thrones to arrange the necessary purchases. As we are concluding this session with my announcement, I hereby declare the immediate disbursement of an additional 180 Thrones from the Imperial treasury to Cassus of Highguard so that he may arrange the construction of the new Highborn army in a timely manner.

Varkula, The Throne

Contents

- 1 Overview

- 2 Limitations

- 2.1 Veto

- 2.2 No Control

- 3 Procedure

- 3.1 Raising an announcement

- 3.2 Presentation

- 3.3 Debate

- 4 Further Reading

- 4.1 Core Brief

- 4.2 Additional Information

Overview

Some Imperial titles, like The Throne have the authority to use one or more of the powers of the Imperial Senate, without requiring a motion be passed by the chamber. To use these powers, the title holder must make an announcement in the Senate first.

The announcement serves three purposes, it allows the civil service to receive formal notification of the use of the power, so that they can arrange the appropriate support. It gives the Senate oversight of the use of any powers that they have delegated in this way. And finally - and most critically - it ensures that the Imperial Synod retain the ability to veto the announcement if they wish.

Limitations

Veto

An announcement is legally considered to be equivalent to a motion. General Assembly of the Imperial Synod may veto one motion per Imperial summit; or they may instead veto a single announcement exactly as if it were a regular majority vote. If an announcement is vetoed by the Imperial Synod then the holder may not make an announcement which is functionally the same until the next summit. The Throne may veto any number of Senate motions - but they may only veto the announcement at the point where it is made.

No Control

Although the Speaker may occasionally allow a short period of time to discuss an announcement in the Senate, no vote of any kind is permitted. Once powers have been delegated to an Imperial title by the Senate, then they cannot impose limitations on how those powers are used. Only the Synod can veto the use of a power that has been announced in the Senate.

On rare occasions, the Senate has acted swiftly to strip a title of its legal powers in a session following an announcement but before the end of the summit. The legal position in these cases is clear, the power has been legally exercised and the use that has been announced will still go ahead. It is not possible to abrogate an announcement.

Procedure

Raising an announcement

An Imperial citizen who wishes to announce the use of one of the Senate powers that has been delegated to them must confirm this to the Speaker for the Senate in writing, exactly as if they were presenting a senate motion. A terse summary of what will be announced is appropriate. The Speaker will add the item to the agenda for the next session.

Announcements can be presented to the Speaker at any time, but the civil service usually reject an announcement brought to them less than two hours before a session is due to begin, unless there is a very good reason for it.

The citizen should ensure that they are present at the chamber throughout the session, as they may be called at any time. They may only enter the chamber once called, and must leave when their announcement is concluded.

Presentation

The citizen making an announcement must state clearly and succinctly what actions they are undertaking - including any details that are relevant and may be of interest to citizens of the Empire.

Debate

After the announcement is complete, the Speaker may allow some time for members of the Senate to ask questions and for the speaker to reply.

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- Appointments to the Senate

- The Throne

- Master of the Imperial Mint

- Speaker for the Senate

- Conscience of the Senate

- Imperial treasury

- OOC design

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Senate design

Contents

- 1 Overview

- 2 Purpose

- 3 Player Limitations

- 3.1 Losing My Religion

- 3.2 The Prince

- 3.3 Clause 4

- 4 Game Limitations

- 4.1 IC/OOC divide

- 4.2 Lots of Games

- 4.3 The Maze

- 4.4 The Dark Shadow

- 4.5 No Going Back

- 4.6 The Weakest Link

- 4.7 Dead Parrot

- 4.8 OOC Fairness

- 5 Changes in this Update

- 6 Further Reading

- 6.1 Core Brief

- 6.2 Additional Information

Overview

The Imperial Senate is the most powerful political house in the Empire, with the ability to change the balance of power between the five political houses, appoint generals, control the Imperial budget, amend Imperial law, authorize great works and create new Imperial titles.

However, there are significant limits on the power of the Senate, which the Senate is not able to circumvent. This page aims to explain why those limits exist.

Purpose

The core reason to limit the power of the Senate is to get the right play balance. The Senate is far-and-away the most powerful of the five political houses - but we've designed it so that those powers are not supreme. Even an Empress would not rule with the divine right of kings in Empire. If you want someone fired - your first port of call is the Synod - not the Senate. If it involves magic - it's likely that the Conclave can influence the issue far better than the Senate. The Bourse serves as a firewall between the Senate and the game economy, the Military Council has dominion over the strategic elements of the campaign. The ideal design is one in which the powers of the five houses complement and oppose each other, you can't ignore the other houses if you have a seat in one of them.

There are some less obvious reasons - like protecting individual players and groups of players to allow them to continue playing the game even if badly defeated politically. If nine nations unite against the tenth in Empire - they could do massive damage to the political interests of that nation - but they can't just throw them out of the game. The goal is for the constitution to act as a safety net - to allow for wide-ranging political PvP - but prevent the political equivalent of a coup de grace that ends the game.

Ultimately though the reason to limit the power of the game is to make it fun for as many players as possible. The "constitution" serves as a mechanism to prevent the Senate weakening the political game through the entirely justifiable IC action of extending their own powers. If the Senate's power was supreme, the game for all the players in these other houses would be diminished as the political game became far less complex, less nuanced and involve less players. The constitution works to try and preserve game for everyone playing Empire - and in that way make the game more involved and challenging for everyone.

Player Limitations

These limitations are extensions of the setting that involve other players, rather than limitations that are initiated by Profound Decisions.

Losing My Religion

The most obvious limitation of the Senate is the oversight of the Imperial Synod. There is quite deliberately a delicate balancing act to get the relative power of these two political houses right. Ultimately the game design gives the Senate all the active powers to change things and do things - but the Synod is the body with all the powers to undo these. They can revoke people to remove them from office and they can veto motions passed by the Senate.

The veto is deliberately staggered so that the veto the Synod can deploy easily - the veto of the Assembly of Nine cannot be used against the majority of the Senate motions. For these the Synod needs to muster over fifty percent of all the priests at the event, a herculean task - and one that requires a significant number of players to be highly motivated.

The veto does not exist to preserve the game design - it is there to enable politics between the Senate and the Synod. For political interaction to take place between these two houses, a dynamic of power needs to exist between them. The Synod veto gives the Synod a hold over the Senate, it is a political weapon they can wield to gain interests, for whatever purpose the Synod choose. The veto is also a tool any player in the game can conceptually wield - you don't have to be a member of the Synod to try to get the Synod to act, that is something anyone can attempt.

The distinction between constitutional votes and majority votes exists to allow for a changed balance of power between the Synod and the Senate in the different circumstances. The goal is to empower the Synod to play a significant role in the political game - to give them tools to fight their political battles according to their goals and ambitions.

Without the veto, or some equivalent, the Synod would be toothless and the Senate would be able to ignore them. Of course that would suit the best in-character interests of the senators, but it would make their game significantly less challenging. There would still be politics within the Senate of course, between rival senators and nations, but the political game would be reduced to one in which the senators were the only actors - a less complex, less challenging, less involving game for them as well as everybody else.

The Prince

The Senate has some power over the Imperial Military Council - because they appoint the generals - but they cannot replace them and they are legally forbidden to enter the Military Council chamber. This limitation is pretty unique in Empire - most of the game is about giving people powers to do things, not stopping them doing something that would normally be trivial.

The limitation exists to try and ensure that each general is able - as far as possible - to play the military game independently of the senators who chose them. The Military Council is very focussed on the war with the barbarians, it has almost no political autonomy outside of that. The war is very important to the whole Empire - and understandably many senators are going to want to involve themselves in that conflict.

The point of trying to keep them out is that the senators already have a political game taking place in the senate - people who want to play the Military game should be striving to become generals or adjutants in the Military Council. The military game takes place primarily within the Military council - the game is designed to ensure that the senators can't directly move the military game into the Senate - either consciously or sub-consciously.

Clause 4

We don't have an opinion on whether trickle-down economics work in real life, but we are firmly of the opinion that they do not work well in LRP games. The wealth rarely trickles down far enough to create a vibrant game of trade and commerce. Trickle down economics are particularly vulnerable in a setting where the IC leaders are PCs - NPCs can be told to hand out their wealth equally - PCs natural and appropriate response is to hoard it.

In Empire the primary source of wealth is the contents of each player's pack. The Senate has vastly more money to spend than any individual player - but significantly less wealth to spend than all the players combined. It is the biggest fish in the economic pond by a long way - but it is tiny compared with the sea of smaller fish that surround it.

Much of the economic game centres around the key Imperial Bourse resources that everyone is trying to gain. The sale of these resources lies in the hands of the Bourse - the founders of the Empire deliberately tied the hands of the Senate to stop them having control over the most valuable resources of the state. Instead the Senate are forced to compete to buy their resources on the same footing as everyone else. They have more money - but they don't have any powers they can use to circumvent the need to engage in trade to get what they want.

The goal is to make certain that the Senate can't use its powers to close down the trading game. They can play the trading game - along with all the other players - but they have to trade - they can't take what they want by fiat. Their only weapon in that game is their wealth - anyone who can afford to outbid them can defeat them.

This kind of trickle-up economics, placing the power in the hands of every individual player and allowing them to pool their resources to achieve common goals is the fundamental basis of the economic game design. It gives players goals and empowers them to take action. Ultimately the reason the Bourse exists is to prevent the Senate from influencing the trading game by means other than playing the trading game. The goal is to preserve the breadth and depth of that trading game for every player who wants to participate.

Game Limitations

These are limitations that are controlled by Profound Decisions, they exist to try and preserve the integrity of the game - they are not meant to be exercised as part of the political game itself.

There is only one kind of game limitation - the Constitutional Court can declare a motion "unconstitutional". Ideally this would happen before a motion is passed and when it does we will try to provide positive feedback about what would need to be changed to make the motion valid.

The list below presents all the reasons we can think of that we might declare a motion to be unconstitutional. The list appears long, but most of these things are never likely to come up in play - and by telling players what they are, we hope that players will find it easier to avoid them. We're trying to clearly delineate the boundaries of the game, so players don't find themselves unwittingly stumbling into them.

IC/OOC divide

In normal circumstances Profound Decisions do not operate a policy of putting IC blocks in front of players who attempt IC actions we cannot OOC support. For instance - if players were attempting an advance on a battlefield that would be unsafe OOC - then we would provide OOC instruction to the players on how to avoid the area.

While some players appreciate having an IC explanation for OOC rulings, the risk with any IC explanation is that it is confused with plot. In theory the risk is that players go and poke the IC explanation thinking it will be cool plot when in fact it is just a justification for an OOC safety decision. In practice that very rarely happens - a much more serious and much more common problem is the reverse. Players attempt an IC action - they meet significant IC opposition because what they are trying to do is difficult - and they give up because they "assume PD don't want them to do that".

In all other situations, except this one, if you meet significant IC opposition to your IC plans - it is because what you are trying to do is difficult. It is never because PD out-of-character don't want you to do that thing - on the contrary we are usually keen for you to attempt it, we just want to make it consistent and appropriately challenging. If PD have out-of-character reasons why we don't want you do something in the game - we will tell you that out-of-character and if humanly possible we will tell you why. OOC rules exist so players know what is safe and fair to do in game - IC challenges exist to be overcome.

The exception is the "constitutional ruling" of the Constitutional Court. These are only done for out-of-character reasons - and we will try to identify why we are doing them when we provide the rulings - but they are dressed up in IC language and presented IC because to do otherwise would be too damaging to the immersion of the game. None-the-less we want to be utterly upfront that these are out-of-characters decisions, take for reasons of game design, they are not political challenges to be overcome in-character.

Lots of Games

The main reason that some motions would be declared unconstitutional is because they disrupt the fundamental balance of power between the political houses of the Empire. There is room for change in these positions, the Senate can empower the other houses by giving them powers and creating titles appointed by them. But they have almost no ability to reduce the powers of these bodies - they can't centralize the power with themselves.

This is simply the out-of-character line that underpins the game design elements described above for the Synod, Bourse and the Military Council. The Imperial Conclave is slightly different, but in theory it's game is also protected by PD - the Senate can't simply grab these games and take them for themselves.

The Maze

One of the reasons we might prevent a motion from proceeding is because we think that in the long term it will serve to make the overall game play less interesting. There is obviously a significant element of judgement in this but the judgement is geared towards preventing decisions that simplify the complex political structures of the Empire. A lot of the political game is about manoeuvring through the different political bodies of the Empire.

The natural instinct of most people in those situations is to remove these blocks. But once a block can be removed sufficiently easily - then the complexity of the political moves that can be made is reduced - and by extension the complexity of the political game is reduced. If you consider a game of chess - it is not improved if every piece can move to anywhere it wants. A labyrinth is only a challenge if you aren't allowed to bring a bulldozer.

We want the political game to remain challenging for decades to come, so motions that work to make the game simpler and easier to play - less complex and subtle and involved - by dismantling offices and structures of the state will be prevented. One of the core reasons that an Imperial title is created by the Senate but will usually have to be appointed by a different house is precisely to ensure that the integrity of the maze remains intact.

The Dark Shadow

There is often a desire to make things "fairer" - to give every player a chance to speak, a chance to vote. Every player who attends Empire should have a game to play - but the dark shadow of fair play is a threat to an enjoyable game. Sharing everything out - giving everyone one of everything makes the game less interesting, less involving, less challenging. A trading game is castrated when everyone has one of everything - a degree of inequality is a healthy element of an exciting game - and gives characters a basis for striving to advance their own political and personal goals.

Fair play can be particularly injurious to the flavour of a game. It's clearly, categorically, blatantly unfair that Urizen citizens don't get a vote unless they are a ritual magician. This is quite deliberate - the game that flows from this basic inequality serves to underpin the character and flavour of Urizen as a nation while simultaneously creating game for Urizen characters as they try to achieve their aims in light of this. Changes to the game that are driven by fair play that serve to reduce the impact of the character of the setting will be prevented.

No Going Back

Vacillation can be enjoyable in the moment - and political confrontations that turn and turn again in the moment of a few hours are the dramatic battles of a political game. But our assessment is that it would not be fun to be constantly reassessing every major decision the Senate had made. If a vote to assign territories and regions could be altered later - it makes compromise much easier (compromise IC is a design bug, not a feature) and encourages repetition.

As a result key game decisions are "locked in" once made - constitutionally forbidding the characters from changing their minds later.

The Weakest Link

Empire is intended to be a very political player-vs-player game. There are lots of different political fault lines, and there are great prizes to be claimed by the winners in the game. But you can't vote one of the contestants off so that they don't have to compete in future rounds. The Senate, the Synod, the Conclave, the Bourse and the Military Council can all do horrible, horrible things to characters, groups and nations they don't like. But they can't easily kill a character and they can't just expel a nation from the Empire, because they got a 2/3 majority in the Senate for a single vote.

Senate motions that disband or expel a nation or simply emasculate them in a single stroke (for instance a vote to make it illegal for Marchers to vote) will not pass constitutional scrutiny.

Dead Parrot

Like most LRPers of a certain age, we're big fans of Monty Python - but not in our LRP games. Empire is intended to be a serious game of politics, faith, trade, war and magic. We take the game seriously and we believe that the efforts out players make indicates that they share our preference for that approach. Motions that are clearly meant to be comic - will not pass constitutional scrutiny especially if it's funny. The Senate can change the laws of the Empire, they cannot make everyone wear a comedy hat.

OOC Fairness

There is the entirely theoretical risk that senators might attempt to pass motions that would violate Profound Decisions out-of-character rules for things like equality and diversity. We don't expect this will ever happen, but it is only appropriate to give notice that any attempt to do so would be declared unconstitutional.

Changes in this Update

This update is primarily intended to improve the presentation of this section of the wiki adding further useful information and making it easier for players to find and access the content they want. We have changed a small number of things in this update, most notable of which are edits to the powers of The Throne and the removal of procedural motions.

The procedural motions have been removed to enhance player agency, putting the emphasis firmly on the players to raise these motions at the point where they want them raised. It streamlines the Senate process, further reduces the direct impact of the NPCs and gives a player the chance to present what are often very significant or momentous motions.

The page listing the powers of The Throne conflicted with other pages on the wiki, making it unclear if The Throne possessed the right to vote or raise motions in the Senate. This has been clarified in the negative. We have added some additional powers in the Synod, to try to ensure that the position's influence in the Synod is adequately reflected and in line with their influence elsewhere.

The official explanation for this changes is now familiar "Time of Emergency". That the powers of the Throne and processes of state work slightly different during a time of emergency and then revert back to the standard procedures once everything has settled down.

The time of emergency was what happened in the first few years following the death of Empress Britta and most of the Empire's finest who died with her. This was why every senator at the first event was having to be elected and so on - it was the rules following a time of emergency when basically everyone who was running the Empire is dead. The explanation is that the Civil Servants have one set of rules to use when running the Empire in the period immediately following the declaration of emergency - and then they revert to the standard rules (the ones now on the wiki).

Obviously this is a figleaf justification, we are not attempting to claim that this is a seamless elegant solution, but hopefully it will help to minimize the impact of the changes for individual players - allowing them to roleplay that what happened has happened. It isn't particularly helpful to postulate that individual civil servants are somehow engaged in some kind of conspiracy to control the Empire; this isn't some kind of actual plot you can interact with - it's a justification by PD for the changes we are making to the game to make it better for everyone playing it.

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- The Throne

- OOC design

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Senate_design&oldid=45145"

Senate motion

I have no need of the power to propose a motion senator - that's what you are for. The soldier has a post, the sword has a scabbard, the pot has a fire. Everything has a purpose. Raising this motion is now yours.

Varkula, The Throne

Contents

- 1 Overview

- 2 Proposal

- 3 Limitations

- 3.1 Wording

- 3.2 Single Issue

- 3.3 Constitution

- 4 Voting

- 4.1 Majority Vote

- 4.2 Constitutional Vote

- 4.3 Budget

- 5 Consideration

- 6 Withdrawal

- 7 Administrative Motions

- 8 Further Reading

- 8.1 Core Brief

- 8.2 Additional Information

- 8.3 Senate Motion Reading

Overview

Motions are the primary way that the Imperial Senate carries out its business. Commissions are ordered, laws implemented, citizens appointed - all using motions. All the main powers of the Imperial Senate rely on a motion being raised and passed when directly employed by the Senate.

The only alternative to a motion is if the Senate create an Imperial title which has the legal authority to use one or more Senate powers. These powers can then be executed using a Senate announcement rather than a motion.

Proposal

A member of the Senate with the power of proposal may propose a single motion each summit. The number of motions is strictly limited to prevent individual senators from monopolizing the Senate's time. Currently, the Imperial titles with the power of proposal are:

- Senator

- Conscience of the Senate

- Dean of the Academy

A motion must have a second. Any citizen with the right to propose a motion may also second a single motion each summit.

Motions can be presented to the Speaker at any time, but the civil service usually reject a motion brought to them less than two hours before a session is due to begin, unless there is a very good reason for it.

Limitations

Wording

The legal implications of any Senate motion are constrained by the precise motion wording. The Speaker for the Senate will read out the wording of a motion, before it is discussed, so it is vital to keep the wording concise and avoid circumlocution. Unnecessarily long motions try the patience of the Senate and everyone present when they are read out.

The senator who proposes a motion is responsible for the execution of the motion if it is passed by the Senate. The civil service will take guidance from the senator who proposed the motion to complete any necessary details that are omitted from the wording of the original motion.

Once a motion has been read out, a short time is set aside by the Speaker to ask questions and debate the motion. The claims made while speaking on the floor of the Senate do not carry any legal weight; it is left to the Imperial Synod to ensure that citizens who they feel have mislead the Senate are suitably dealt with.

Single Issue

A motion must contain a single clear issue that senators can vote on. The civil service will not normally allow a motion that incorporates multiple separate issues. The defining test for this is whether a senator might wish to vote in favour of one part of a motion and against another part. It is common for the Senate to debate a set of motions with similar themes; in these situations the motions are often discussed together as a set and then voted on in rapid succession.

It is legitimate for a senate motion to affect a set of things, provided it affects every member of the set. For example, it is legal to have a motion to disband a specific Imperial army, it is legal to have a motion to disband all Imperial armies, but to disband two specific Imperial armies (but not the others) requires two motions.

Constitution

It is not legal for the Senate to pass a motion which violates the spirit of the constitution. Each motion that comes before the Senate is scrutinized by the Constitutional Court to check for any constitutional implications. Motions that changes to the way the constitution is interpreted or applied are possible, but require a constitutional vote to pass. Motions that violate the principles of the constitution will be struck down even if they have already passed the floor of the Senate. Sensible senators will bring their motions to the civil service in good time, before submitting them for a session, to ensure that they can be checked and any appropriate changes made.

The Constitutional Court is the highest authority on the principles and application of the constitution. Historically, the Court has always acted to ensure that the rights and powers of the other bodies of state such as the Bourse, Military Council or Conclave and the nations and citizens of the Empire receive the protection they are guaranteed by the Constitution.

Voting

Motions are decided by vote of the Senators and the Conscience of the Senate. Votes are usually open. In open votes, the Speaker will invite all in favour of the motion to move to the Throne's left or right; "Ayes" to the right and "Noes" to the left. The functionaries of the Senate will then count the votes and the result is announced. If no-one present disputes the count, then it is recorded and the matter is complete.

Any senator may call for a secret ballot by informing the Speaker of their intention to do so before the start of the Senate session. To permit a secret ballot on a motion first requires the majority vote of all present. If that vote passes then one white and one black bead are distributed to everyone who can vote and they vote by placing a single bead into bags carried by the Senate functionaries.

If a citizen is not present during the session then they forfeit their right to vote, unless they have appointed a proxy who is present to vote in their stead. It is not possible to cast a vote in advance, the citizen with the power to vote must be present to do so. It is not unknown for senators on their deathbed to be brought to the floor of the chamber to cast a vote.

Majority Vote

A normal motion requires a majority vote. For a majority vote to pass requires only that the majority of those present vote in favour. This means that the votes of those who are absent are ignored. Most, but not all, members of the Senate have the right to vote on each ordinary motion that is brought before the Senate. Currently, the Imperial titles which the power to vote on an ordinary motion are:

- Senator

- Conscience of the Senate

The General Assembly of the Imperial Synod may veto a single majority vote once per Imperial summit. If any motion is vetoed by the Imperial Synod then the Senate may not raise a motion which is functionally the same until the next summit.

Constitutional Vote

Any motion that changes the way the constitution is interpreted or applied requires a constitutional vote to pass. The election of a new empress or emperor to the Throne also requires a constitutional vote, as does any appointment by the Senate where the senator has invoked the power of escalation.

For a constitutional vote to pass requires a two-thirds majority vote of the senators of the Empire, whether or not they are present, or even in position at that time. The Imperial Constitution explicitly states that only senators may vote on such an issue, so no other Imperial title exists or can be created which can vote in a constitutional vote.

The Throne is assumed to be independent of the political affiliations of the senators. Any change to the law that has constitutional implications requires the approval of The Throne to ensure that the Senate is acting in the interests of the Empire as a whole. A motion that requires a constitutional vote cannot come into force without an Empress or Emperor to ratify it.

The General Assembly or the Assembly of Nine may veto any constitutional vote.

Budget

If a vote requires a budget to be allocated, the Speaker will ask every individual who voted in favour to remain standing where they are. The Speaker then suggests the minimum possible amount the individual who proposed the motion believes might be used to achieve the goal. If the majority of voters remain in favour then the Speaker will keep announcing a higher figure until enough citizens cross the floor that there is no longer majority support for the motion at that level of expenditure. The motion is passed with the highest level budget that received majority support.

Consideration

Although there are limits on how often the Synod may act they are entitled to veto any motion passed by the Imperial Senate. Formally, a motion passed by the Senate does not become law until the beginning of the next session - as this is the time limit by which the Synod must act if they intend to do so. Traditionally however, employing the veto is sufficiently rare that the Senate usually goes about its business without delay. Only a coronation is automatically delayed until the beginning of the next session.

If members of the Synod wish the Senate to delay implementation of a motion, while the power of the veto is sought, then the best way to achieve this is to tell relevant individuals in the Senate. The conscience of the Senate, or any cardinal who tells the Speaker for the Senate that they intend to seek the veto will be sufficient to delay a disbursement until the beginning of the next session. The priest may also speak directly to any senator or citizen who has been charged to act by the Synod requesting that they delay acting until the Synod has had time to consider the matter.

Citizens are not legally compelled to wait - but any citizen that does not do so is taking a grave risk. If a citizen acts on a motion that is subsequently vetoed by the Synod, then that citizen is likely to be found guilty of subverting the agencies of state. The severity of any punishment will be based on how reversible the actions are and how aware the citizen was that the Synod intended to veto the motion.

Withdrawal

The citizen who proposed a motion may withdraw it at any time. If a motion is withdrawn before a session begins then the citizen may still raise a motion that summit. If a motion is withdrawn after a session begins then the right to propose a motion that summit is lost.

Administrative Motions

The Speaker for the Senate has the authority to raise one or more motions in the Senate by adding them to the agenda. These are usually described as administrative motions to stress their non-partisan nature and commonly have two purposes.

- They allow the civil service to request clarification from the Senate on previous motions passed, if that the civil service can't be certain what the will of the Senate is. In legal terms, these motions modify the motion they are clarifying, but they are classed as administrative motions to stress their non-partisan nature. Administrative motions are subject to veto by the Imperial Synod as normal.

- They are also employed the first time an Imperial position is appointed by the Senate. The Speaker traditionally includes an administrative motion of this kind in the agenda for any session that includes a proposal to create a new Imperial title.

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- Appointments by the Senate

- Appointments to the Senate

- The Throne

- Master of the Imperial Mint

- Speaker for the Senate

- Conscience of the Senate

- Imperial treasury

- OOC design

Senate Motion Reading

- Motion wording

- Scrutiny

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Senate_motion&oldid=63913"

Senate notes spring 380

Contents

- 1 Costings

- 2 Muster

- 3 Senate Friday

- 4 Questions

Costings

1) To construct a spy network in Dubtraig - is it possible and if so how much?

Commission costs 15 Weirwood, upkeep would be significantly higher at 10 thrones per season. This cost would be lower if the Empire controlled either a region in an adjacent territory, or one that contained an operating spy network.

2) To construct a saboteur network in Dubtraig. Is it possible and if so how much?

A saboteur network is not feasible.

3) To diversity the halls of knowledge in two ways - to add the autumn realm and to increase the rate of research into the summer realm?

To add each "Mastery of (a named Lore)" power to the Halls of Knowledge would require 30 mithril, 30 weirwood, 30 white granite, and 22.5 thrones for each such lore. This would work exactly like Master of Day Lore for the appropriate Realm.

For completeness sake, the ability to improve the rate of research using Thrones could be added to the Lyceum for 15 mithril, 15 weirwood, 15 white granite and 11.25 Thrones. This would let the Dean accelerate the codification of rituals in any realm.

Neither option will increase the upkeep. These costs supersede any previous costings.

4) to extend the resupply of spiral castle in two ways; to all adjacent territories, and to all adjacent regions and additionally to a single adjacent territories.

As offered by the DeCassilon family: The castle will extend its operations to nearby territories - they will agree to dispatch materials and craftsfolk to allow the chosen army to resupply in Karov, Karsk, Semmerholm, and Astolat, as well as in Weirwater. This would require a Senate motion, and an increase in the upkeep of the castle as a Bourse seat from 7 thrones to 10 thrones. The Castellan will need to ensure they continue to e-mail in their decision about which army to resupply to empire.rules@profounddecisions.co.uk,

This power cannot be cut finer than this.

5) no labour cost given for gardens of Reikos opportunity - please confirm.

This was an oversight - the labour cost is the standard 160 crowns (for building with 80 wains)

6) How much to pay the "overclock" of all mines in the empire

- 6 crowns per mine (as standard)

- The Senate cannot control citizen's personal resources in this fashion.

- At a cost of 5 Thrones and a suitable motion we could prepare a list of how much it would cost to give 6 crowns to each citizen with a mine, and coordinate the distribution of those funds from the Imperial Treasury to all suitable citizens.

7) to fund the placement of a missionary on each Fleet going to a foreign nation (eg Axos) an indication of effectiveness would be appreciated..... but is not expected. It's not clear what this is intended to achieve. It is not constitutional to force anyone to take a missionary with them. A possibility would be to arrange for fleet owners to voluntarily diversify their fleets to add a missionary - but it would be up to the Senate to persuade people to undertake this option.

Option 1) give fleet owners option to send missionaries as diversification, paid for by the Senate. Assumption is traders will receive a penalty to trade.

Option 2) give fleet owners that do missionary work compensation, paid for by the senate similar to guerdon.

8) commission a trading post in Volodmartz for trading with Thule, suggestion of ministry or folly

This opportunity has been discussed in more detail between the Varushkans - it would be a folly, the size indicating how effective it might be.

9) how much and how to smuggle "Reborn" out of the Iron Confederacy with intent to train them as priests if the way, and then to smuggle them back in. Build a spy network in Kalino (assuming that is the Iron Confederacy territory of the Lasambrian Hills). If the empire assigns the 1000 force needed to learn about trade matters in a territory, they will be in a better position to look at ways to free slaves or create an "underground railroad"

10) The Liathaven spy network - what has happened to it, and can it be converted to a guerilla network. With the suggestion that it prevents resupply, with a sufficient troop strength

No such network is possible.

11) if a foreign power offers military assistance, and require money for their upkeep, would it require a Senate motion? Or could the money come direct from private sources? I'd any Senate motion required to accept such help? If the money is expected to come from the Senate, then it would need a motion. If it comes from private source it would depend on the demands of the foreign nation - for example a foreign nation may demand assurances that they would not face burning at the stake for heresy or similar.

12) is it true that *only* the conscience can announce the veto of an election to the throne? Anyone can announce a veto, but it is traditionally the responsibility of a conscience (so a refusal to do so for example does not mean the veto has not happened - it is the decision of the Synod that makes the veto happen. In theory anyone could announce it to the Senate)

13) is it true to say the throne must be crowned before they exercise their powers? Or can they start the moment the synod hasn't vetoed them. The powers of the Throne apply from the point where their appointment to the title has not been vetoed.

14) is a ritual cast in the region Cinon to cause the regrowth if the land progressing correctly.? May we know any regions where it is not? The ritual Eyes of the High Places exists specifically to discover information about large-scale magical effects.

15) can a civilian commissioner take advantage of an opportunity that falls within their purview? Yes.

16) to confirm, a commission can take up to a year between commencement, and between each season of construction. Commencement must start within a year; after that if progress stalls we might investigate.

17) Lorenzo's massive road network - what does it do? Essentially, it is a Great Work. It therefore provides an amount of Rings each season split between Business and Farm owners in the territories it goes through. The amount determined by the amount of materials spent. The civil service is still looking into potential other benefits such a road may have, including increases in Trade (Resulting in increased taxation) or improvements in Army Movement. This can only be put through a Civilian Commissioner post if it only goes through the territories of one nation. If it goes through multiple nations, it would require a full motion

18) s it possible to construct a religious way shelter in Feroz - for the rehabilitation of slaves freed by iron confederacy as imperial citizens - what might it do? A way shelter could be built as a folly, sinecure or a great work, much like the college of the liberated -or the slaves could be left to fade into the background.

19) commonwealth messages - should we have any? No, an Ambassador only just elected.

20) What would be the effects of handing a territory to the Hierro? The territory would be non-Imperial; the Brass Coast would lose a senator; the Empire would lose access to Imperial taxes; the Freeborn would be unhappy but likely to migrate to nearby territories; army supply would be reduced - by at least one possibly two depending on the territories involved. If the territories were Segura and Feroz it would cost the Freeborn one army supply;

What happens to any personal resources, sinecures, or other titles associated with the territory is entirely up to the Hierro - the worst case scenario is that the Empire loses imperial titles, and the Hierro count as having fully conquered the territory (half production for personal resources other than SMUs and fleets); the best case scenario however is a 33% reduction, as per a territory belonging to a different Imperial nation.

21) what happened to the Construct conservatory for the Anvil Hospital sinecure? It is not clear at this time - but its not looking good for the Spire of Twisting Shadows.

22) does it require a throne to change the law to allow trade with barbarians? In that barbarians are literally defined as people we are at war, this would be impossible without a Throne, and may not even be possible with one - the magistrates need to be consulted.

Muster

- Saturday - W N B M O Alderley

- Sunday - H L D U V Spiders dream

Senate Friday

Admin motions for civilian commissioners, master of works, arcane architect crystal architect all passed.

To disburse funds for resupply of imperial armies - Bregasland, Mitwold. P 250T

To appoint minister of historical research - Ioseph, phoenix reach elected.

Proceedings of the student council

Dawn - that the academy has the resources to train the next occupant of the throne, and therefore the next occuoant of the throne should have attended at least four acaemy lessons; magic, potions, warriorship and arts and crafts.

Wintermark - that the academy should give cadets better equipment.

Highguard - that the academy should have classes run by a child who is a citizen.

Senate saturday pm

1)ambassador sumaah republic - vera runova helegerold

2) ambassador rcommonwealth - beatrix amala ivorian holberg

3) convert overton garrisiin to mine sinecure P marcher natiinal, farmer vote upwold, bregasland P

4) sinecure herb garden, gravesyard, dawn navarr fight, weirwater, sarvos P

5) imperial admiral, to fleetmaster, address military council, drum up support fir the navy, appontment by vote of the mc, sarvos, weirwater P

6) allocation of great forest as national bourse position for highguard, reikos, astolat, F

7) admin - that the empire is at peace with the thule. p

8) annihilation - destroying or endangering with destruction a human soul. P

9) park in holmauer - great work opportunity. P

10) disburse funds to continue iron helms. P 250T

11) ossuary in reikos - opportunity. P

12) outlaw trade with slavers. F

Sunday pm

1) to elect trade envoy to the sarcophan delves - thanmir hraf

2) Highguard civilian commission announces - 10 wain - liao sinecure highguard national

3) Dawn civilian commission - 10 wain - cerrukean mazzarin - dawnish natinal, laoc astolat

4) third navarr army P, no funding therunin, hercynia

5) outposts and wards on urizen mana sinecures P morrow kallevesa

6) ministry of skarsind trade, temeswhar, P, teneswgar, kahrman

7) funds for completion of pilgrims' trails P18T , kallevesa, redoubt

8) master strategist, F segyra, upwold

9) expansion of spiral castle, to adjacent to weirwater P, astolat, tassato.

10) elect a throne. P lisabetta von holberg volodmartz, therunin

11) build a runeforge. P hahnmark, karsk, 75T

12) permission to build major temple in feroz. P kahraman, madruga

13) construct folly in lestazny, karsk. P karsk, hahnmark

14) statetment of Intent - we will not surrender sehura or feroz to the hierro clan. P madruga, semmerholm.

15) shepherd of the great herd. Sinecure. 10w weirwood. Natiinal orc position.

16) keeper of the dour fens. Mana site. Bregasland.

17) advisot to vallorn. Research charter stone of terenuael. Citt of seren.

Questions

1) what happened to a historical research request to continue Peter of Hintons (sp?) into the Guildenheim rune forge? Two copies are available from the civil service dropbox

2) change scrutiny and motion drafting again.

3) add guerdon affecting to senate powers

4) amend civilian commissioners to include limitation on votes in synod.

Reikos spoils of war

Congregation r5 Never Again to Adamah 5028

Herb garden r4 Fields if Rememberance to Dr Levi of Felix Watch

Ambergelt r3 Broken Ride Blooms to Scions of Ravensfield (CID tbc)

Business r3 Echies of Wisdom toSons if Couros ( tbc)

Business r3 Tabernachle Legacy Claret to Dagon 5864.1

Farm r3 Grey Watch Grasses to 4745.1

Mana site r2 Tamars Toes to Caleb 207

Weltsilver r2 Wound of Chalcis to Silas of Zephanias Lament 4177.3

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379YE Winter Solstice Speaker's Notes (Redirected from Senate notes winter 379)

Contents

- 1 Costing for

- 2 Academy council

- 3 Military Council Muster

- 4 Senate Motions

- 4.1 Fri evening

- 4.2 Sat pm

- 4.3 sat evening

- 4.4 sun pm

- 4.5 sun evening

Costing for

1) Rebuilding Holmauer

A Great Work requiring 40 Wains of White Granite and 80 crowns to build - see 6) below and http://www.profounddecisions.co.uk/empire-wiki/Great_work

2) Rebuilding the walls

Standard Fortification costs, so staring at 80 Wains of White Granite, 160 Crowns, see http://www.profounddecisions.co.uk/empire-wiki/Fortification

3) Improve Liathhaven spy network to allow it to additionally support guerrilla attacks on Jotun to slow their advance and harry their forces...

We will further investigate this. There are concerns that there may be no easy way to do this while we control no foothold in the Territory.

4) A Great Work to increase output of herb gardens in Morass

This Great Work could require as many wains as desired, with a minimum 40. See standard costings at http://www.profounddecisions.co.uk/empire-wiki/Great_work#Costs

5) Civil Service to organise large scale extermination of rats in Holberg.

The formation of a Rat Catchers Guild within Holberg would cost 20 wains of White Granite and 10 Thrones. While there would be a moderate increase to the running costs of Holberg, we anticipate that this would be offset by an increase in taxation to a new, more Rat Free, Holberg. It is not believed that any increase in the revenues from individual's Businesses would result. See http://www.profounddecisions.co.uk/empire-wiki/Folly

6) Costings on the Holberg labour exchange and confirmation that this will help the rebuilding of Holmauer.

Yes. The cost given for the district includes BOTH the restoration of its tax income to SOME extent AND the benefit of a great work to that size - 900 rings split between the territory' s businesses.

7) Costings on a military academy to discover and research new specialisations for armies and allow armies to change specialisation at lower cost

At present, we will investigate. If anything comes of this, we'll provide an opportunity. At present, we have no method of doing so.

8) Confirmation of output of ministries on Skarsind trade route and output per ministry built.

The Ministries will be at least as productive as a standard 12 wain ministry. The Resources they out will not be known until they commence trading. Torfast is the centre of the network, and will provide an indication as to the production of the rest.

9) A question concerning the docks for trade with Asevea - are they fit for any granite or just Asavean granite?

The Docks will be physically fit for any cargo. While there are some functions which are being tailored to Asavean Needs, the basic functionality is exactly the same as many of the docks in the Empire. Most notably it is particularly private, and sectioned off from adjacent docks.

10) note to self: new household of eels. Sinecure cost for business please.

11) What might be the cost of preparing caches for future use as focus for guerilla action in Ateri (see also 3)

We will investigate. Given that we hold Ateri, this should be easier than Liathaven.

12) Can personal holdings be turned into sinecures?

Not under any usual circumstances, although it is possible that in the future an Opportunity may arise to do so.

13) What might be the cost of educating slaves in east Feroz to incorporate them into the Empire as citizens, per thousand.

Due to Language Barriers, we are going over the costs on this. It is possible that in the future an Opportunity may arise to do this.

14) To create an Imperial Position to select the conditions under which the Guerdon applies

- The position would have to announce in the Senate each festival. Failure to do so would leave the Guerdon set under the conditions that applied previously.

- The holder could either list all of the Armies, Navies, Fortifications and Spy Networks that they wish to receive the benefit of the Guerdon. They could also say something like "All Armies, This Navy, This Fortress, No Spy Networks". They cannot ask for something like "Engaged Armies"

15) Could we have the scout reports for the Seventh Wave.

Done

16) What is the procedure for the completion of projects by departed senators?

Senators who have left the Senate are still responsible for the completion of the motions they passed through the Senate. Motions which are the responsibility of Senators who have left to pass through the Labyrinth may be the subject of an administrative motion.

Academy council

1) Highguard: That the Academy should have lessons in hearth magic of the nations. Passed.

2) League: That the Academy supports the purchase of boons for Dragonbone and the empire should buy these. Passed.

3) Marches: That the Academy should give 85 dragonbone to the Archmage of Winter for boon purchase to prevent these boons being used against the empire. Passed.

"I saw it with my very own eyes. They are our friends."

4) Varushka: That the Academy should give 44 liao to dean of pilgrims to use to show the Lasambrain orcs the Way. Failed.

Dean of pilgrims "I was only just briefed by him a minute ago."

5) Wintermark: That the Academy should do more missions for young ones. Passed.

"You really want to make Magic Errol balliff?" "Yup."

Military Council Muster

Saturday fight W H V M grendel redoubt. Field Marshal Seventh Wave.

Sunday fight N D L U IO BC jotun liathhaven. Field Marshal Red Wind Corsairs.

Senate Motions

Fri evening

Imperial title seer of the gateway pass

Commission mithril mine in semmersuq P 330t

Ambassador to Sumaah none of the above.....

Comission fort first step ore hills mournwold P 150t

Disbursal brass coast navy p 160t

Disbursal strategic magic p 300t

Assign Reikos to Highguard p

Sat pm

Administrative; Disburse of 200 thrones to senator sarvos - f

Funds to begon productin of the iron helm p 150t karsk

Disbursal of funds resupply p 140t bregasland

Allocate vigilant swan p national

Abrogate motion banning Asavean trade p

Declare war on Barrens orcs curtailed...

sat evening

Declare war on barrens orcs p

Authorise historical research on the cadaver of the dark hearts vale announcement vallorn affairs

Address senate on future plans of the imperial.seer - imperial seer

Address regarding thule diplomacy - imperial.magus

Create positon of trade envoy to the sarcovan delves p

Commission a mana ministry in tassato p 80t paid

To allocate the pits of ennerlund as an imperial position. P

To create the civil commissioners of the nations p

1300t to date.

sun pm

Build ministry in skarsind - miners of gulhule.

Raise guerdon p at 175t

sun evening

Great work pilgrims trail improves attendance at congregations avcros kallevesa

Great work assist integratioj of slaves into jarm. Increasd productivity of business

Mana sinecure in miaren serens orchards of miaren. National appointment.

Trading office in glen of shadows in hercynia to assist in trade with orcs

Appointment of minister of historical research. Lucifer of cyrus watch.

Shrine to celebrate the achievements of Britta in the kallevesa marshes

Commission torfast trading post. Yearly imperial orc position.

Folly in feroz in afarjasse

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Recent history (Redirected from Senate recent history)

Contents

- 1 Overview

- 2 379

- 2.1 Winter Solstice

- 2.2 Autumn Equinox

- 2.3 Summer Solstice

- 2.4 Spring Equinox

- 3 378

- 3.1 Winter Solstice

- 3.2 Autumn Equinox

- 3.3 Summer Solstice

- 3.4 Spring Equinox

- 4 377

- 4.1 Winter Solstice

- 4.2 Autumn Equinox

- 4.3 Summer Solstice

- 4.4 Spring Equinox

- 5 376

- 5.1 Winter Solstice

Overview

The following are summaries of the history of the Empire since the death of Empress Britta in 376 YE.

A list of the seasons when each Imperial title is elected can be found in the Election Schedule.

To just see the name of the current character holding a particular title then please refer to the current Imperial titles page.

379

Winter Solstice

- 379YE Winter Solstice Imperial elections

- 379YE Winter Solstice Senate sessions

- 379YE Winter Solstice Synod judgments

- 379YE Winter Solstice Conclave sessions

- 379YE Winter Solstice winds of fortune

- 379YE Winter Solstice winds of war

Autumn Equinox

- 379YE Autumn Equinox Imperial elections

- 379YE Autumn Equinox Senate sessions

- 379YE Autumn Equinox Synod judgments

- 379YE Autumn Equinox Conclave sessions

- 379YE Autumn Equinox winds of fortune

- 379YE Autumn Equinox winds of war

Summer Solstice

- 379YE Summer Solstice Imperial elections

- 379YE Summer Solstice Senate sessions

- 379YE Summer Solstice Synod judgments

- 379YE Summer Solstice Conclave sessions

- 379YE Summer Solstice winds of fortune

- 379YE Summer Solstice winds of war

Spring Equinox

- 379YE Spring Equinox Imperial elections

- 379YE Spring Equinox Senate sessions

- 379YE Spring Equinox Synod judgments

- 379YE Spring Equinox Conclave sessions

- 379YE Spring Equinox winds of fortune

- 379YE Spring Equinox winds of war

378

Winter Solstice

- 378YE Winter Solstice Imperial titles

- 378YE Winter Solstice Senate sessions

- 378YE Winter Solstice Synod judgments

- 378YE Winter Solstice winds of fortune

- 378YE Winter Solstice winds of war

Autumn Equinox

- 378YE Autumn Equinox Imperial titles

- 378YE Autumn Equinox Senate sessions

- 378YE Autumn Equinox Synod judgements

- 378YE Autumn Equinox Conclave declarations

- 378YE Autumn Equinox winds of magic

- 378YE Autumn Equinox winds of war

Summer Solstice

- 378YE Summer Solstice Imperial titles

- 378YE Summer Solstice Senate sessions

- 378YE Summer Solstice Synod judgements

- 378YE Summer Solstice Conclave sessions

- 378YE Summer Solstice winds of war

Spring Equinox

- 378YE Spring Equinox Imperial titles

- 378YE Spring Equinox Senate sessions

- 378YE Spring Equinox Synod judgements

- 378YE Spring Equinox Conclave declarations

- 378YE Spring Equinox winds of war

377

Winter Solstice

- 377YE Winter Solstice Imperial titles

- 377YE Winter Solstice Senate sessions

- 377YE Winter Solstice Synod judgements

- 377YE Winter Solstice Conclave sessions

Autumn Equinox

- 377YE Autumn Equinox Imperial titles

- 377YE Autumn Equinox Senate sessions

- 377YE Autumn Equinox Synod judgements

- 377YE Autumn Equinox Conclave declarations

Summer Solstice

- 377YE Summer Solstice Imperial titles

- 377YE Summer Solstice Senate sessions

- 377YE Summer Solstice Synod judgements

- 377YE Summer Solstice Conclave declarations

Spring Equinox

- 377YE Spring Equinox Imperial titles

- 377YE Spring Equinox Senate sessions

- 377YE Spring Equinox Synod judgements

- 377YE Spring Equinox Conclave declarations

376

Winter Solstice

- 376YE Winter Solstice Imperial titles

- 376YE Winter Solstice Senate sessions

- 376YE Winter Solstice Synod judgements

- 376YE Winter Solstice Conclave declarations

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Recent_history&oldid=39814"

Senate session

Bugger off! No-one wins when the judge has a dog in the race. She can't sit on the bloody throne and chair the sodding thing. That's daft talk. A big house needs a servant to clean it. And they need to keep a calm tongue in their head. Only a civil tongue buys cheap apples.

Walter Brewer, senator for Upwold

Contents

- 1 Overview

- 2 Member of the Senate

- 3 Speaking before the Senate

- 4 Civil Service

- 5 Setting the Agenda

- 6 Concluding the Agenda

- 6.1 Curtailment

- 7 Further Reading

- 7.1 Core Brief

- 7.2 Additional Information

Overview

Like the Conclave and the Military Council, the Senate conducts its official business at formal sessions, where matters are discussed and votes are cast. Although members of the Senate meet to discuss business throughout the day (the Speaker for the Senate encourages all members to discuss Senate in advance of the session), the sessions are the best chance to address the entire Senate and the only time that motions can be raised and voted upon.

Traditionally, the Senate aims to have have two sessions each full day of an Imperial summit and one session each half-day.

Member of the Senate

Under normal circumstances Imperial citizens are not permitted to enter the Senate chamber while it is in session. They may view the proceedings, but only from the viewing gallery built for that purpose, and only if they remain in good order and keep the noise to a minimum. Citizens and others may be invited to speak in support of a specific motion by its proposer, and may speak if that invitation is deemed by a Speaker to be useful.

Only members of the Senate and key civil servants may attend Senate sessions. A member of the Senate is not automatically eligible to vote or raise a motion - but they can speak on any motion or announcement that is brought before the chamber. The current Imperial titles that are classed as a member of the Senate are:

- The Throne

- Senator

- Conscience of the Senate

- Master of the Imperial Mint

- Imperial Magus

- Advisor on orc affairs

- Speaker for the Senate

Speaking before the Senate

Every member who wishes to attend a Senate session must arrive before the Session begins. Once a session is in progress, nobody, not even The Throne may join the session.

Each session is chaired by a Speaker for the Senate. To maintain order, members and civil servants may only speak once invited to do so by the Speaker. Those who wish to speak must catch the Speaker's eye and then wait their turn. The stated goal of the Speaker is to keep sessions brisk and on topic. Like all civil servants their oath binds them to strict neutrality. As Speaker they must balance the need to give every member of the Senate a chance to speak with a demanding time-table for Imperial business.

On occasion a member of the Senate may request that the Speaker allow a citizen to speak on a motion. Usually the Speaker will only allow this if the citizen is acknowledged as an authority on the matter of the motion being raised, but on occasion speakers have been allowed who have used their personal connection to the matter at hand to make a brief but impassioned plea to the Senate. In formal terms, the Speaker can make the decision to allow a citizen to speak at any time, but experience shows that requests lodged well before a session begins are much more likely to be granted.

Any individual who is due to address the Senate must wait outside the chamber until called. They may only enter to deliver their address at the appropriate time and must leave once their address is complete and they have answered any questions from members of the Senate. There is no legal requirement for truth on the floor of the Senate, anyone speaking in the Senate is within their legal rights to choose whatever words they feel will suit their cause best.

Civil Service

In addition to the Speaker, there are usually one or more civil servants present in the chamber during a Senate session to provide the benefit of their legal and civil expertise to the senators. Civil servants have the legal right to enter the Senate at any time but may only speak if they are recognized by the Speaker. John of Meade in particular is known to be particularly determined on this point and has expelled civil servants from the chamber for attempting to speak without being recognized.

In practice civil servants will only speak out to present the material facts as they are known to the civil service to the Senate. This will usually be because key facts known to the civil service which are pertinent to the subject are being misrepresented or omitted. Civil servants will not attempt to speak if they are not certain of the relevant facts, so silence cannot be taken as implicit support for claims made on the floor. If a member of the Senate wishes to clarify this point they may ask the civil servants present to confirm if something is known to be true or is not known.

Setting the Agenda

The mainstay of the agenda for a session are the motions. The right to raise a motion is one of the most important powers of senators, shared only with the Conscience of the Senate. Motions can be presented to a Speaker at any time, but the civil service usually reject a motion brought to them less than two hours before a session is due to begin, unless there is a very good reason for it.

Announcements occur when the holder of an Imperial title exercises legal powers of the Senate on their behalf. These powers would normally require a Senate motion to use - and thus are subject to veto by the Imperial Synod. The Senate may delegate these powers to one or more Imperial titles - but the citizen exercising those powers must then announce them during a Senate session to ensure that they remain subject to the appropriate oversight. Announcements are not voted on - but the Speaker will sometimes allow a short debate by members of the Senate.

Any citizen that holds an Imperial title that confers the right to address the Senate may do so by informing the Speaker of their intent. The Speaker will add the address to the agenda and call the citizen to speak at the relevant moment.

The order of motions is set by the Speaker - the aim of the civil service is to ensure that the most important motions are dealt with last.

Concluding the Agenda

Once all agenda items are dealt with, the Senate session ends. If a session ends prematurely for any reason, remaining agenda items are added to the agenda of the next Senate session.

Curtailment

A senator may call for a Vote of Curtailment in an attempt to bring the current session to an end early. This is often proposed because an important decision must be made but those present feel there is insufficient information available to vote on the matter, however a senator is under no obligation to provide a reason.

When a Vote of Curtailment is called, the Speaker will conduct a majority vote. Those present who are eligible to vote will be asked to vote "Aye" if they wish to close the session early; otherwise the session continues as normal. If the votes passes then the session comes to a premature end. Any motions that have not yet been voted upon are automatically added to the agenda for the following session by the Speaker.

Curtailment is not a motion, and does not need to be seconded. It is not subject to veto by the Imperial Synod, but it is subject to veto by The Throne. Only a senator may call for a Vote of Curtailment - no other member of the Senate may do so.

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- Appointments by the Senate

- Appointments to the Senate

- The Throne

- Master of the Imperial Mint

- Speaker for the Senate

- Conscience of the Senate

- Imperial treasury

- OOC design

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Senator

Politics is like muck-spreading. No matter how much the stench turns your stomach, it still has to be done. So quit bloody whining; all that matters is what we achieve, not how we go about it. A tree is known by its fruit, not by its leaves.

Walter Brewer, senator for Upwold

Contents

- 1 Overview

- 2 Responsibilities

- 3 Limitations

- 3.1 Military Council Prohibition

- 3.2 Abstention

- 4 Powers

- 4.1 Member of the Senate

- 4.2 Representation

- 4.3 Proposal

- 4.4 Executor

- 4.5 Curtailment

- 4.6 Proxy

- 5 Appointment

- 6 Further Reading

- 6.1 Core Brief

- 6.2 Additional Information

Overview

The Imperial Senate is a representative chamber; each territory in the Empire selects a single senator according to the customs of that nation. To be eligible to return a senator, at least half of the territory must be under Imperial control. If more than half of a territory is controlled by barbarians or foreign powers, then it cannot be represented in the Senate. A territory must be part of one of the ten nations of the Empire. When new territories are captured, they are allocated to a nation by majority vote of the Senate. A territory may only return a senator who is recognized as a member of that nation by the nation's egregore.

Responsibilities

Officially senators represent the people of their territory and their nation in the Imperial Senate. As part of the ruling body of the Empire, senators are ultimately responsible for the well-being of the entire Empire. Collectively their duties include passing laws, assigning the Imperial budget, and appointing other Imperial titles, notably The Throne and the generals of their nation.

Senators are expected to attend at least some of the Senate sessions, and to both raise motions and cast their votes wisely. In doing so they must balance many competing interests; the Empire, their nation, their territory, the people who got them elected, and their own ambitions. It is rare that all these interests align and even the most virtuous senator can find themselves forced to make painful compromises.

During a sitting, a senator is expected to comport themselves with proper decorum and act respectfully toward their peers. A senator may be sanctioned by the Speaker for the Senate in response to boorish or disruptive behaviour.

Following a decision of the Imperial Senate, the responsibilities of a senator include calling for a moment of silence to honour the dead after any motion for emergency resupply is voted on.

Limitations

Military Council Prohibition

Although senators choose the generals, the Senate is forbidden by the Imperial Constitution from interfering with the Military Council under any circumstances. The constitution states that "The Military Council will execute the strategy of war without interference from the Senate." Interpretation of what constitutes 'interference' is complex, but it is always a crime for a senator to enter the Military Council chamber when it is in session. Magistrates work hard to enforce this law and senators risk harsh penalties if they break it.

Some historical scholars claim this reflects the importance the First Empress and her advisors placed on the separating the business of war from the business of politics. Less flattering interpretations point out that since the Empress (or Emperor) is a member of both chambers, this ruling also enhances the prestige and power of The Throne. This restriction supersedes even the right of Witness possessed by a Senator who is a member of the Synod.

Abstention

Senators do not have the power of abstention as they represent the citizens of the Empire. If they are present for a session then they are legally required to vote and face censure by the Speaker, as well as the censure of the Synod and the attention of the magistrates if they try to abstain.

Senators are permitted to miss a session entirely. In such cases they must only explain themselves to the Synod. Omission is commonly accepted by those senators who take the battlefield regularly, but those whose absence is driven by a lack of courage or prosperity risk revocation.

Powers

Member of the Senate

Each senator is a member of the Senate. They are entitled to enter the Senate chamber at the start of a Senate session and participate in the debates.

Representation

Senators may cast a vote on any motion that is brought before the Senate.

Proposal

Senators may propose a single motion for consideration by the Senate each summit.

The limitation on this legal power is on the title, not the occupant. If a new citizen is elected to the title, they cannot use the ability that summit if it has already been used.

Executor

If a motion requires significant decisions to be made outside the Senate chamber, then it is responsibility of the senator who proposed the motion to execute those decisions. E.g. if the Senate passes a motion to construct a dam across the Couros river in the territory of Bastion in Highguard, then any further decisions are the responsibility of the senator who proposed that motion. The dam will require materials that must be purchased from the Imperial Bourse, so the Senate may vote a budget for this project. That money is then given to the senator who proposed the motion who can use it as they see fit to attempt the goals stated in the motion.

Historically it was considered virtuous for a senator to keep any funds assigned by the Senate that are not required to carry out a motion. It was widely held that a successful senator who worked hard to secure the resources needed at a cheaper price deserves to be rewarded for their prosperity. In recent times this practice has been strongly criticized and senators have felt a heavy pressure to return unused funds. Although it is unconstitutional to legally compel a senator to return any funds, this new practice remains widespread.

Curtailment

A senator may call for a vote of curtailment to end the current Senate session early. Curtailment is not a motion, and the call does not need to be seconded.

A senator may only call for a vote of curtailment if they (or their legal proxy) are present in the chamber during the session, they cannot submit the request in advance.

Proxy

A senator is entitled to appoint a proxy who may exercise the legal powers of their office in their name.

Appointment

Each nation has a traditional mechanism to return a senator for a territory. Usually, but not always, the ability to directly influence the choice is limited to those who dwell in the territory. The Imperial Civil Service are responsible for overseeing the appointment processes for senators and do their utmost to ensure due process is followed. When a new territory is assigned to a nation, the Imperial Civil Service consults the egregore of that nation to determine how the senator for the territory will be selected.

A senator can be revoked by the General Assembly, the appropriate National Assembly, and by the Assembly of the Nine.

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- Appointments by the Senate

- Appointments to the Senate

- The Throne

- Master of the Imperial Mint

- Speaker for the Senate

- Conscience of the Senate

- Imperial treasury

- OOC design

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Send envoy to Axos

To send an envoy to Axos to attempt to initiate diplomatic relations and attempt if possible to investigate their recent activities interfering with the Empire if and only if this will not provoke further interferences.

Proposed by Kahraman, seconded by Redoubt.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Legal Ramifications

- 6 Campaign Outcome

Overview

- Pursue diplomatic ties with Axos.

- Advised by the Civil Service that while we can send envoys, we cannot guarantee a response.

- Passed unanimously.

Date

- Passed Spring 377YE (Event Two 2013).

Cost

- None

Progress

- Unknown

Legal Ramifications

- This position has a responsibility to initiate contact with the foreign nation.

- The Senate has not chosen to assign any powers or functions to this position.

- The Senate has not chosen to assign any money to support this position.

Campaign Outcome

- It is unclear who has been appointed to this position.

The civil service can provided the individual appointed with the name of a known contact in Axos so that they may initiate communication with them via Winged Messenger.

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Send two civil service surveyors to aid the Sarcophan Delves

That the Empire lend aid in the form of 2 civil architects from the League to the Bedelaar Huisbaas Diepenbeck for the purposes of aiding them in the dredging of lands within the Sarcophan Delves as was done in Caricomare and the Pits of Ennerlund.

Proposed by Casinea, Seconded by Astolat.

Overview

- Passed

Date

- Summer 381YE

Campaign Outcome

- Civil servants from the League have travelled to the Sarcophan Delves to offer their expertise.

- This reduces the number of commissions the Senate could perform by two, until the start of the Autumn Equinox 381YE.

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Seneschal

A seneschal is a trusted yeoman who oversees the financial affairs of a Dawnish noble house. It is considered very poor form for a noble, especially the earl of a house, to concern themself with money - it distracts them from focusing on their house's glory, after all - and so the seneschal is always a yeoman. Many seneschals are employed from the ranks of those yeoman farmers who manage their farms particularly well, while others are merchants whose competence have caught their earl's eye.

The seneschal must ensure that the nobles of the house are solvent enough to arm and armour themselves, to go to war, and to throw banquets just as often as they want to. They must make sure that the noble house has a presence in the Imperial Bourse, and that its financial assets are not forgotten by relevant Senators and other important figures, even though the nobles of the house won't talk about them. They must oversee the entire house's assets, and ensure that it prospers; as such the seneschal can be one of the most powerful people in a noble house.

Playing a seneschal

Playing a seneschal should ensure you a busy game - when your earl gives an order to organise a tourney or a banquet, you need to know when, where, how much it will cost. You may have to skirt the edges of Dawnish tradition - or ignore it entirely - to achieve your goals, but you must always appear to have acted to further the glory of your house. More importantly, even when you're not being given orders, it is your job to make sure the house stays afloat, which may mean dealing with other seneschals, senators, foreigners, and the many and varied denizens of the Bourse.

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Sentinel

This page refers to the Urizen martial archtype; for the Paragon of Vigilance see the Sentinel

Contents

- 1 Overview

- 2 The Arts of War

- 3 Warrior-Scholars

- 4 Sentinels and Magic

- 5 Playing a Sentinel

Overview

Although most Urizen view skill with ritual magic as a sign of fitness to govern, ultimately it is excellence they respect. Arete is about skill, precision and effectiveness with one’s chosen art; a skilled warrior receives more acclaim than a careless mage. Those who train themselves to fight without using magic are unlikely to be considered for high office but they can still gain the respect of their peers. To do so requires more than just skill at fighting however; to demonstrate Arete as a warrior requires an individual to show a mastery of all aspects of warfare.

Those Urizen warriors who strive to achieve this ideal call themselves sentinels. They combine study of strategy, tactics and the mastery of weapons and armour with knowledge of history, magic, religion and philosophy. They study not only the practical arts of fighting, but also the theories of how and why people fight, what it means to be a warrior, and the ethics of violence and killing. A few possess some magical ability, but just as often they are dedicated fighters who leave the practice of magic to their charges and allies.

The Arts of War

Many sentinels choose to focus their fighting skills, devoting their life to the goal of mastering a single fighting style or approach to combat. They often seek to express a wider philosophy through the style of warfare they embrace. For example, a sentinel who strives to become an immovable object who stands firm and breaks any enemy who comes against them might specialise in the use of a shield, cultivate physical stamina, and channel their inner strength into recover quickly from the blows of their enemy.

Another sentinel might study a philosophy that stresses flexibility, believing that the ultimate warrior is one who can adapt themselves to any need. They might master multiple weapons, and perhaps learn a little healing or combat magic, viewing magic as one of the many weapons they can wield as circumstances require. While doing so restricts their ability to wear armour they can further demonstrate their arete through the mobility granted by mage armour, or eschew armour altogether. Such an individual would tend to prepare the weapons and armour for each battle, depending on who they are fighting and in particular on who their allies are – perhaps even going so far as to specialize in supporting or complementing their allies approach to the battle.

The wise sentinel understands that arete is not achieved through mastery of their chosen weapons alone, but also requires intense preparation and commitment. Each battlefield is a node in the net of the heavens, a moment to make great changes to the world - the sentinel trains and prepares them in accordance with their chosen philosophy. An immovable object will often favour potions that enhance their stamina over those that improve their ability to strike their foes down, while an adaptable, mobile warrior might look to acquire magical items that compensate for the weaknesses of lighter armour or ways to increase the range of options available to them during a battle.

Sentinels strive to be mindful of the Net of the Heavens. To be effective requires a warrior to identify the perfect moment for a strike. Prolonged engagements are wasteful and to be avoided where possible; the ideal strategy commits troops only at the pivotal moment when they can transform the outcome. Sentinels are far from pacifists; they actively seek out battle, the better to master their skills and demonstrate their Arete. The best generals are those who can achieve victory without wasted lives or effort.

Most sentinels also have a deep appreciation of the vital need to be able to cooperate effectively with others on the battlefield. A duel between two warriors is radically different to a battlefield involving scores or hundreds of opponents. Few sentinels have much time for a Dawnish glory seeker. To actually be effective on the battlefield often requires the sublimation of the individual's identity to allow those engaged to form a single fighting unit. Sentinels from different spires will seek out opportunities to train together looking to develop their ability to form larger combat units from smaller, seemingly disparate groups.

When fighting alongside other nations, sentinels often prefer to stay in reserve, avoiding the front lines of a battle – they observe the unfolding conflict and quickly decide where their particular skills can make the most difference to the outcome, then employ those skills with ruthless effectiveness before moving on to another crisis point. This often means engaging at the point where fighting is most fierce, bringing relief to beleaguered allies who are about to be overrun.

Warrior-Scholars

Although sentinels are defined by their commitment to warfare, the majority see scholasticism as a vital part of that philosophy. Obviously they train and study to master their weapons, but it is a rare sentinel who will pass up an opportunity to read an important tract on strategy, tactics, or warfare. Most spire and citadels have a library at their heart and many Sentinels see it as their duty to commit their philosophy and ideas to writing, so that they can be tested by their peers and studied by future generations. Not every Sentinel is an academic, of course, but most see themselves as complete students of martial philosophy not mere soldiers or warriors.

Sentinels and Magic

Adaptability is a key concern for many sentinels, and they are often especially cognizant of magic that can help them expand their repertoire of abilities. As simple an incantation as empower is easy to underestimate but can grant additional prowess at just the right moment - especially for a sentinel who has mastered multiple weapons. There are a slew of enchantments, especially in the lore of Summer that can make a sentinel more powerful. Rituals such as Swan's Cruel Wing, Strength of the Bull, or Devastating Maul of Inga Tarn have an obvious application but there are many others. A sentinel might expand their repertoire of weapons for a certain battle with the use of Barked Command of the Iron Serjant, or seek out a magician who can perform Vitality of Rushing Water when facing Druj or venturing into a vallorn.

What marks a sentinel though is their complete commitment to the arts of war. To most Urizeni, magic is a weapon just like any other. There is a world of difference between a magician who has wandered onto the battlefield to cast spells and a sentinel who uses magic as part of their arete, of their total mastery of the battlefield. A sentinel is someone who gives their life over to the preparation and mastery of the martial arts - whatever fighting style they adopt.

Because of this focus, few bands of sentinels master ritual magic as part of their training; it is more common for them to eschew ritual magic, even among those sentinels who learn a little battlefield magic. Mastering a ritual lore is a time-consuming process that requires the sentinel to split their focus - something that can make it very hard to maintain areté. Some purists go further still, arguing that one cannot be a “true” sentinel if one possesses any ritual lore at all. They harbour a deep suspicion of sentinels who master ritual magic, often dismissing them as "dilettantes" who are incapable of focusing on the arts of war. Particular contempt is reserved for those ritual magicians who simply don heavy armour during battles and call themselves sentinels.

Regardless of their views about including ritual magic within their own arete, few Sentinel are shy about taking the benefits of enchantments provided by others, indeed it is usually considered part of the essential act of preparation for war. Some citadels include a coven of martially-inclined magicians who support the sentinels with ritual magic - sometimes seen as a rare reversal of the power-relationship between mundane warriors and magicians. Perhaps unsurprisingly, such covens occasionally encounter prejudice from more traditionally minded Urizen. Other sentinels maintain good relations with covens outside their citadel, offering them protection or martial aid in return for magical support - but such relationships can be unreliable and subject to the vagaries of Urizen and Imperial politics.

Playing a Sentinel

A sentinel may be part of a small band attached to a traditional spire, or may be part of a citadel - a spire that focuses on martial excellence. Sentinels who are part of a spire dominated by magicians are likely to have a different attitude to their role than those who belong to a citadel run by warrior-scholars. The arbiter of a citadel is likely to be a mundane warrior, for example, and positions of authority will often be filled with characters who have little or no magical power. This can present significant obstacles of course - but playing a group of skilled mundanes in a nation politically dominated by magicians can be an enjoyable challenge.

If you are playing a sentinel, then a background serving with the Citadel Guard may give your character a strong background as well as useful connections to other Urizen characters. If you're playing a former member of the army then you're encouraged to look out for and support other characters in the nation with the same background - but it's better not to assume that you'll be able to call on anyone for help initially. If you're a new character especially it's much better to approach former members you can identify with a view to finding ways to help them. Only once you've built up some credibility are you likely to be able to call on your new allies for similar support.

Sentinels are warriors, but they are Urizeni warriors, and they embrace the themes of arete, poise, and personal philosophy. While combat ability is often dependent on the appropriate skills, you can use those skills to help reinforce your Urizen nature. So instead of saying "I fight with a shield, because I spent points on shield use and will be the best at using shields" you might say "I fight with a shield because I am the immovable object. I have a big shield and wear heavy armour and ensure I have all the health and constitution boosting enchantments and potions" or "I fight with a spear because I want to be the quickest thing on the battlefield. I wear medium armour to help me run around, and use tonics and enchantments to ensure I’m not too disadvantaged by the lighter armour." In this way, rather than just being defined by just the weapon you carry and how you’ve spent your character points, your philosophy shapes how you prepare for battle, how you boost your skills, how you train, how you present your skills, and can even shape how you act in non-combat situations.

Thanks to Isidore Sanders for important contributions to this page

I hear and I forget. I see and I remember. I do and I understand.

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Sentinel Gate design

Contents

- 1 Overview

- 2 Core Design Criteria

- 3 At the Appointed Hour

- 4 In the Appointed Number

- 5 Anvil is Safe

- 6 The Barbarian High-command is Safe

- 7 The Outward Gate Closes

- 8 The Return Gate Closes

- 9 Anyone may go

- 10 The Gate is for players

- 11 Avoid NPC only abilities

Overview

The Sentinel Gate is an essential part of the Empire game design - it allows us to combine a political game centred on Anvil with battles against the Empire's enemies on her borders. as well as using the entire Empire for quests. Because the Gate has such a significant out-of-character role in enabling the game, inevitably the mechanics that drive it are primarily driven by those requirements.

Core Design Criteria

- You can only ever use the portal if something interesting will happen when you get there

- The number of the people who can go through is determined by the specific plot being accessed

- We do not want players to feel they have to spend their time guarding the gate

- We want to avoid trapping players on the other side if humanly possible

At the Appointed Hour

The Gate can only be used at "predestined" times. These opportunities reflect the plot we have prepared for the weekend and the plot actuation schedule that has been created to run that plot. Because the destination and time of departure have been set for OOC reasons - they can be moved for OOC reasons - but there is no IC mechanism the players can employ to change the OOC game schedule.

The purpose of the Gate in the game is to allow for an enormous range of plot that would otherwise be impossible. If players cannot travel to the battlefront - they cannot actively participate in the war between the Empire and its enemies. The Gate justifies swift travel around the Empire allowing us to run battles involving players as well as having the broadest possible scope of plot that we can run.

In theory we could allow players to travel to a location we have not prepared any plot for and then throw a random fight at them or simply say "nothing happens", but there are many potential flaws with this approach. It is likely to be an underwhelming and disappointing experience by anyone expecting something to happen. This is especially true if characters have committed time or expendable resources to an expedition that cannot succeed because it does not exist. It can also create continuity errors, with mistakes on plot actuation resulting in players being told nothing is happening in an area when other plot indicates there is. For all these reasons we have chosen to implement a very simply rule - if the plot isn't prepared and timetabled for that moment - then the Gate cannot be used to go there.

This is the reason why conjunctions only happen at predestined times. Players cannot use the Gate to travel to areas where we do not have something interesting happening for them. They cannot go to Sarvos simply by asking to go there, unless we have planned or prepared a quest, skirmish or battle to support that expedition, and have that ready to go. We want to respond to player requests like this - but we want to do those requests justice. The best way to do this is to spend time between events writing and preparing the plot and encounters the players find when they do go there. The emphasis is to make expeditions as engaging as possible - rather than as immediate as possible.

Because of the logistical demands of plot actuation, we have to schedule when the quests and battles take place. This predetermines the opportunities that exist to use the Gate. If the quest team have prepared a quest to defeat a plaguewulf that has been scheduled to run at 7pm Saturday evening in Karsk - then the opportunity exists to go to that specific location in Karsk exists for 7pm on the Saturday.

If players need to request that a piece of plot is moved then they can only do so for OOC reasons. Wanting to do two bits of plot at the same time is not a valid OOC reason - our group has to leave early on Sunday because we have a long drive back to Scotland is a valid OOC reason to ask for a Gate slot to be moved. In that situation, the correct approach is to make an OOC request to Profound Decisions crew, explain the OOC circumstances and we will see if we can accommodate this.

We have deliberately specified that there is no IC agency in the game world that can over-ride the rules of the gate, no rituals that move a slot, nor any Eternal that can do so, so that players know what their IC options are - and can make sensible choices accordingly. Rituals and eternals may provide IC means to facilitate an existing piece of plot that has been written and scheduled - that is they can help characters access a predestined conjunction - but we don't want players wasting their IC efforts trying to change an OOC plot actuation schedule.

In the Appointed Number

To minimize the situations where there are more players than a plot can involve, the number of people who can go on a quest is set in advance. This forms part of the immutable rules of the Gate, like the destination and the time of departure. For skirmishes and battles, the number who can go through is not fixed, but the number of nations that can go is specified. There are no in-character mechanisms that exist in the game world to vary these details.

When we create a battle, skirmish or quest, we want the expedition to be challenging to those who go. While a purely simulationist approach might imply that many expeditions should be a walk-over while others would be utterly impossible due to the overwhelming odds - in practice this would be equally unsatisfying for players and writers. The laws of narrative apply - we only have a weekend of play - so we need to try and ensure that the hours of the weekend are as engaging as we can make them. This can be very difficult however if the players have no indication of how many people a quest, skirmish or battle might require - and we have no indication of how many may go.

For this reason, when our plot writers are creating a quest, they decide how many players they want to go on the quest. This influences how they stat the encounters, but it is about more than just play-balancing fights. We need to plan for the effective involvement of players - if a quest involves a single encounter to negotiate with an NPC - that is not something that fifty players can enjoyably participate in. Providing an engaging experience is inherently challenging - but specifying how many characters can go gives the players a strong indication of how many should go - and lets our plot writers create an experience with an idea of how many will go. That doesn't ensure an enjoyable quest - but it does make it much easier to achieve.

Anvil is Safe

Only Imperial citizens can use the gate. It is possible to use ritual magic, magical items and the powers of Eternals to get around this restriction - but it is sufficiently expensive that it is not reproducible on a large scale. This means that it is simply not possible for the Empire to be invaded through the portal by any means - and therefore that there is no need for any guards for the Gate.

We do not want players to feel obligated to spend valuable game time guarding the Gate to prevent an incursion. Allowing this to happen produces a cycle in which plot writers feel obligated to throw monsters at the guards to keep them busy - and players increasingly obligated to stay on guard to keep the monsters at bay. We want Anvil to be busy with plot, trade, politics and interactions - we don't want players to feel they need to stand watching all that happen while they guard a Gate.

The Barbarian High-command is Safe

The Gate can only be used to travel to places the Empire has a connection with - places in the Empire, or on the borders, or locations where Imperial troops are stationed. You cannot use the Gate to teleport into the heartlands of foreign or barbarian nations.

If characters were able to launch a deep-strike attack on the Thule high command to assassinate their leaders, it would be overwhelmingly the best strategy to adopt in almost every circumstance. It would always be easier than fighting their way through hordes of Thule troops in the field, so it would always be preferable to any alternative strategy for purely IC reasons. An interesting military campaign develops from stories of iconic battles in the field. We want those players involved in the military campaign to make long term strategic plans, to push forwards on fronts and try to seize key regions. To ensure they have a complex game with a wide variety of choices we need to rule out the one choice that would always be IC preferable to any other.

The Outward Gate Closes

The Gate is only open for a short time - just sufficient to let the players gathered to pass through. After that time the outward gate closes and no IC agency can reopen it. The players who have travelled away from Anvil may still return - the return gate does not close until the appointed duration has expired - but nobody else may now travel to that quest, skirmish or battle.

We want the potential for failure to be real and tangible in Empire - otherwise the pleasure of triumph is fatally undermined. The only way we know to make that experience real is to allow players to fail sometimes. We will never plan for that to happen - but the vagaries of fate ensure that if it is possible - then sometimes it will occur.

In these situations players will inevitably be highly motivated to immediately reattempt the same quest, skirmish or battle - nothing tastes as bitter as defeat. But if we allow players opportunities to reattempt a quest, skirmish or battle that fails - then the narrative impact of defeat is lost. Ultimately the entire experience of going through the Gate would be diminished if the players learned that they could just reset and go again in response to any failure. Triumph and defeat would both be undermined.

This is a classic case where giving the players what their characters want - another opportunity to use the gate to attempt the same action - would actually make the game less enjoyable for everyone in the long run. This is why it is laid out clearly that there is no IC mechanism to re-open a gate to make a new attempt. We want players to plan for each expedition they make - and to be nervous if their preparation has been sufficient. We want the Gate to naturally develop a history of great triumphs and bitter defeats.

The only exception to this situation is where our battle management has gone awry for purely out-of-characters reasons. This should happen less and less over time as the team's skills improve, but it would be naive to rule out the idea that it could ever happen. We don't want to penalize players for our mistake, so in that circumstance - and only in that circumstance - the battle refs are allowed to rule that a second conjunction develops that is sufficient to allow players to react to the situation.

The Return Gate Closes

The opportunity to return through the gate expires after a predetermined time. Once the appointed duration allocated by the plot actuation team expires then returning via the Gate becomes increasingly dangerous - simulated through distribution of magical traumatic wounds.

We have limited resources to simulate the world outside Anvil, we have limited time, limited crew and limited space. This means that a quest, skirmish or battle can only run for a certain length of time, before the resources it is consuming would be better spent elsewhere. To create the IC urgency needed to satisfy this basic out-of-character requirement, we have set limits on how long the players can remain away from Anvil.

We want players to know how long they have to complete their quest, skirmish or battle - but because their characters are motivated by IC reasons, we want them to have an IC reason why must return once their allotted time expires, even if they have not succeeded. The in-character risks inherent in remaining too long are not intended to be a credible threat to a character's survival, but rather to present a player with an IC justification they can use to justify accommodating the limits of the quest.

As far as possible, we want to avoid players becoming trapped away from Anvil. Therefore we want anyone who passes through a gate to be aware of approximately how long remains before the gate closes by asking a referee. Players who remain behind after a battle or skirmish ends but who are not captured by orcs are assumed to have made their way back to the portal and snuck through. They should see a ref and receive an appropriate magical traumatic wound to represent the dangers of their dangerous return.

If players are on a quest and are simply refusing to return to Anvil within the duration allotted to them, then the referee are instructed to give them a few minutes at most to complete what they are doing. If it is clear that they are not returning, they will then time-out the area. Ideally our plot will avoid situations where this outcome is likely - for instance NPCs can be briefed to leave an area after half-an-hour. Quests should, where possible, succeed or fail within the allotted duration in a way that is obvious to everyone who is taking part. But if this can't happen and the players absolutely refuse to accept that the time available to complete a quest has expired, then the referee needs a basis to intervene.

Anyone may go

There are no limits on who can go on a quest. The number who can go is limited, for reasons outlined above - but any Imperial citizen can go - and they can go on as many quests as they can access. Battles are currently limited to one per event - but this is purely because of the need for players to volunteer to fill out our monster ranks for the big encounters where 100 dedicated skirmish crew is not enough. The allocation of who can go on specific battle and skirmish opportunities should remain in player hands (in this case it is decided by the Military Council).

We have been deliberately vague about how "major conjunctions" occur. At present the game is limited by the number of players, crew and the size of the event. However if the event grew, or we had a larger site, we would want to scale the amount of battles and skirmishes available accordingly.

The Gate is for players

It is not possible for players to use rituals or call on aid from eternals send additional fighting power on quests, skirmishes or battles. There are rituals and Eternal powers in Empire that allow players to create additional troops for use in the downtime campaign, but these creatures cannot pass through the Gate.

If this was allowed to happen we would need to phys-rep the NPC monsters who were going to fight alongside the players. This would diminish the resources we had available to fight against the players. More importantly, it would also create an enjoyable iconic role... that was being played by an NPC. To stop this happening, summoned creatures such as husks or minotaurs, cannot go through the Gate. This ensures that the pivotal individuals who pass through the Gate are players.

Players have many good reasons to attempt to capture members of our crew or player volunteers and bring them back to Anvil as prisoners. For critical instances - where the roleplay or the plot demands it - we can facilitate this in small numbers. Beyond this it is logistically challenging to support. Player volunteers need to return to playing after a battle is completed, while NPCs will be needed for other plots. For this reason there are costs to bringing prisoners or other characters through the Gate - to encourage the players to do it only when the need is pressing and real.

Avoid NPC only abilities

The IC rationale of the Gate is, in effect, that it is predetermined by the stars, not by any mortal or sentient agency. Players have the widest possible remit to take advantage of the opportunities - but since the Gate operates according to an OOC logisticial timetable - - they do not have the IC ability change the nature of the opportunities.

However we don't want players to feel that the gate is controlled by another "higher power", because that power would overshadow the players and make them feel less important by comparison. There is no practical difference between claiming that the stars determine the conjunctions and saying that the conjunctions are set by a god or similar character. But the stylistic differences are significant - players are less likely to feel overshadowed by the sun and the moon.

So as far as humanly possible we want to avoid special NPC only abilities - although we have to have control over when the Gate can be used for logistical reasons, (what time it can be opened, how many can go through and to where) - we don't need to have control over how the Gate is opened, or who opens it. The design for the Gate avoids deliberately eschews NPC control by having the limitations on its use set by fate - the stars control under what circumstances the Gate can be used - but actual implementation and use can be done by any player with the appropriate skills. Likewise any player magician can find out if a conjunction exists.

Our civil servants may be able to do this for the players - and we want to incentivize the players to involve the Egregore as it is part of these NPCs' remit to try to add to the drama of the event - but they can easily do it themselves. This avoids the need for special NPC only abilities and also allows the potential for players to go on missions without the approval of the civil service if that fits the plot and their characterisation. There is an implicit resource tax involved in this, the cost to detect a conjunction and to operate the portal - but it is not dear.

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Series of dreams

"The ... the Empress of all goats?"

"Yes." Hubert's voice was flat. He was not amused.

"But ... the Empress of all goats?"

"Yes. The Empress. Of all goats."

"But ... what all goats?"

Hubert rolled his eyes and mentally began to compose a rude limerick about his guest.

Contents

- 1 The Empty Skies

- 2 Calm After the Storm

- 3 The Empress of all Goats Theatre

- 4 The Green Castle

- 5 Other Castles

- 6 Ribbon of Embers

- 6.1 Significance : Ribbon of Embers

- 7 A Grim Harvest

- 8 Imperial Lore

The Empty Skies

- The stars are hidden across most of the Empire and nearby territories, making it difficult to perform scrying magic and exerting an odd influence on those of the naga lineage.

As with previous seasons, the night skies over most the Empire (and several adjacent territories including Mournwold, Liathaven, and the Barrens) remain empty of stars. Naga living in those territories are subject to the shroud's peculiar influence ... and as Casinea (the location of Anvil) is still affected, any naga attending the summit will still begin to feel their natural urge toward subtlety and secretiveness is greatly strengthened. (OOC note: players are urged to read the Darkest night wind of fortune from last event to refresh themselves as the details of this effect and bear in mind that the skies directly over Anvil also appear normal for some complicated and subtle reason).

The night skies are clear over Morrow, Spiral, Redoubt, and Skarsind. While the "empty sky" phenomenon has been removed from Zenith as well, Urizen inhabitants report that a Penumbral Veil has recently settled over the territory - no doubt conjured by the Druj invaders. (OOC Note: Naga living in those territories are free of the odd influence ... but obviously coming to the event means they will slowly start to fall under its sway again for the duration of their stay).

Calm After the Storm

- The supernatural storm that cloaked the Icy Crag of the Eternal Sun has abated.

The Icy Crag of the Eternal Storm is a college dedicated to the study of Summer magic. In Winter 380YE, just after construction was completed, a rivalry between Cathan Canae and Meraud (eternals of the Summer realm) boiled over, resulting in a terrible supernatural storm that cloaked the college regardless of what the weather was elsewhere, dramatically increasing the costs to run it.

The night after the Summer solstice, the magical storm ended as suddenly as it had blown up. It is believed that the Archmage of Summer negotiated with Cathan Canae to rescind her curse, and that some form of contest will take place to determine who is worthy to be the patron of the college. By all accounts, the Summer eternals are taking this challenge quite seriously. It is likely that whoever wins the right to serve as patron, they will want to put their own stamp on the college, possibly by offering assistance to the Master of the college in researching certain types of ritual.

Regardless of who wins, it is also very likely that after a while one eternal or another will be dissatisfied with the current arrangement, and seek to challenge the current patron again - but at least a method of resolving the issue of who patronizes the college has been established without any further damage to the walls or the faculty!

The Empress of all Goats Theatre

- A small theatre has been built by magical creatures in the vale of Veresk. In game terms this is a tiny folly.

A fortnight after the Summer Solstice, a gang of twenty koboldi - the servants of the eternal known in the Empire as King Adamant - arrive in Veresk in Karsk. Their foreman, a slender koboldi with brilliant golden scales, politely informs the bemused boyar and the circle of wise ones that they have been sent by Barien, and request permission to build something they call "The Empress of All Goats Theatre". There is a great deal of confusion, until a sheepish fellow by the name of Hubert Annanovich Gremani admits that he might know something about it all. The koboldi are delighted to see him - it is for Hubert that they have been engaged to perform their building work.

After an evening of fast-talking, the boyar grudgingly gives the koboldi permission to enter. Over the next week, working with the supernatural focus and attention to detail for which they are known, they build a small theatre over the site of Hubert's home (the playwright is forced to take shelter at a nearby Navarr wayhouse as the first act of the little draconic heralds is to demolish his home and garden). On the morning of the eighth day, they deliver a small golden key to Hubert, bow politely, and disappear back whence they came.

Built in a vaguely Temeschwari style, the "The Empress of All Goats Theatre" is apparently Hubert's reward for completing a Challenge the Iron Duke. As news spreads of this magical building, interest grows. Rumour suggests Hubert has already received several enquiries about when the first performance will be, presumably meaning that his retirement will be significantly more eventful than he might have perhaps expected.

The Green Castle

- The Eternal Llofir continues to claim Tamarbode in Reikos.

Since the eternal Llofir claimed Tamarbode, it has been largely terra incognita for Imperial citizens. The only part of it that remains accessible to Imperial citizens is the mana site known as Tamar's Toes - and those responsible for gathering the mana continue to recount eerie stories of their experiences in the forest there. They talk of being watched by peculiar creatures, of their clothes being infested with unfamiliar rusts and moulds, and of the brooding presence of the supernatural fortress that looms over everything.

The fortification itself is a structure - if such a word is appropriate - worthy of note. It grows at the heart of the Sign of Tamar, completely encompassing the powerful Spring regio there. Its shape does not appear constant - perhaps unsurprising for a castle of living fungus raised by the magic of an eternal. Over the course of each season it ages and changes colour - from a pale bone whiteness at the start of the season to a deep red russet colour at the end - but each Solstice and Equinox it is renewed. It shows no sign of going away.

As before, there is no suggestion that the servants of Llofir have any interest in leaving the magical forest that now fills the region. Both Highborn magisters and Navarr vates in regions bordering Tamarbode agree that whatever else one might say about Llofir, it is interested in the long game.

Other Castles

- The Eternal Family of Navarr have raised a Frozen Citadel in Kahraman

- The Sussivari Frost Coven have raised multiple Dripping Echoes of the Fen in Bregasland

Magical fortifications are a powerful weapon in the Empire's arsenal. This season, a keep of black ice was raised above Serra Damata in Kahraman. At the same time, a blanket of fog and whispers settled over Grey Fens and Ottermire in Bregasland. All three citadels would have offered aid in resisting any potential invasion of these territories by the Jotun. Fortunately, no such attack materialised, and the castles faded back into the magic from which they had been called.

Ribbon of Embers

- The Ribbon of Salt, transformed to a fountain of embers, has sent an explosive burst of Night magic over Redoubt.

The Ribbon of Salt is a famous Spring regio sited under the waters off the port-spires of Visten in Redoubt, known for regular eruptions that took the form of a great waterspout. In the weeks leading up to the Spring Equinox, these explosions became unpredictable, and the eruptions themselves were of a shorter duration, but much more intense and destructive in nature. During the Equinox itself, tremors began to emanate from the submarine regio, alarming seers and stargazers alike with the fear that the Ribbon was building up magical energies at an alarming rate. On the last day of the Equinox, the Ribbon of Salt exploded with immense force.

However, rather than an eruption of raw Spring magic the Ribbon vomited forth a swirling torrent of shadows, embers, flame and whispers; a storm of emotions, half-memories, snatches of strange secrets and wreathing mists. A team of heroic Urizeni had traveled to the regio's heart, and realigned it to the realm of Night moments before the detonation.

Even though the influence of the ritual normally fades at sunrise, the energies of the regio do not return to Spring. Scholars who study the Ribbon are at a loss to explain what has happened. Some hypothesise that the recent weakening of Spring regios across the Empire may be to blame, with no easy access to the tumultuous heart of the regio they can do little more than speculate.

Over the months following the Equinox, the regio slowly subsides to the occasional spuming vent of ash and embers. Some of those who live nearby report peculiar dreams and occasional odd phenomena in the water or in the skies, but for the most part the magic appears to have dissipated harmlessly.

Out on the waters of the coast, though, the impact of the Ribbon's eruption is strongest - which is where the Freeborn Storm is this season. The ships of the Brass Coast steer clear of the gout of shadow and fire, but they do not avoid the more subtle influence of the pillar of night magic. It warms the blood and sets the heart aflutter, inflaming passions, inspiring intense and unexpected friendships and bitter feuds with equal facility.

Significance : Ribbon of Embers

The Admiral of the Freeborn Storm navy, and any character whose fleet was supporting the Imperial navy this season, may decide that their character was exposed to the strange, warm winds and the cold embers emitted from the transformed Ribbon of Salt this season.

Any such character benefits from having an additional hero point (even if they would not normally have hero points) but they also experience a roleplaying effect: you feel all your emotions much more deeply, and experience a strong desire to act. Passivity and caution feel unnatural and wrong; being bold and confronting things head-on feels ultimately fulfilling.

Both the hero point and the roleplaying effect last until the end of the Summer solstice.

A Grim Harvest

Shortly after the Spring Equinox, peculiar eldritch creatures from the realm of Night scuttle out from the shadowy woodlands of Alderly in the Mourn, and out of barrows in the chalk of Freemoor. Scaled and feathered, they bring with them several immense black cauldrons that foam and bubble with vitriolic fluids. Largely ignoring the ongoing war around them, the heralds surround these cauldrons with complex apparatus of iridescent glass and curiously shaped flasks. Then these interlopers prowl among the cold, dead fields where some of the fiercest fighting between Jotun and Empire took place. Where they encounter an unburied corpse, they gather round and carefully harvest the corpse.

The Night heralds only harvest dead orcs, and the occasional Feni. They come with pitchforks, barbed chains and ichor-sodden bags, pulling half-decomposed corpses and limbs to the bubbling cauldrons and dropping them into the miasmatic brew within. They gather up crow-picked bones, listening carefully to them as if in conversation. These heralds do not seem to be interested in just any dead bodies -they are quite selective - though the standards by which they choose which corpse to claim are unclear. Into the cauldrons go the carcases, to be boiled away to nothing but vapours and fluids, distilled into something otherworldly.

The heralds do not touch a single Imperial corpse. They steer well clear of soldiers on both sides. A few are willing to talk, and claim that they are servants to the great eternals Murit and Soghter. They are seeking the fundamental essence of the experience of ending. The cauldrons and alembics are all part of this effort, rendering down the flesh and bones of the dead to catch those brief final moments when life transitions to death. They say that their work is entirely of the body - that it is nothing to do with "ephemera" (presumably they mean souls) - they only catch the echoes of memory still left in the meat. This, they say, is a key part of the creation of the Azoth - though what the Azoth is, they remain hesitant to discuss. Some express a brief disappointment that they are not allowed to take Imperial bodies - such a lack will inevitably shape how the Azoth develops.

Their peculiar, grisly work complete, the heralds steal away with their cauldrons as stealthily as they arrived, leaving only a scattering of circular patches where the black kettles rested where no grass will grow.

Imperial Lore

Two new rituals enter Imperial Lore: Hammers of the Brilliant Shore (held over from Winter), and the challengingly problematic curse Mountain Remembers Its Youth. Any character who is eligible to master a new ritual can master one of these rituals by the usual means, and they can be cast without being mastered using the normal rules for ritual casting.

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Sermersuaq

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 The Grave of the Giants

- 3.2 Face of Ikka

- 3.3 The Pride of Ikka's Tears

- 3.4 The Stonefield Ice Caves

- 3.5 Sydanjaa

- 3.6 The Meeting Place

- 4 Regions

- 4.1 East Floes

- 4.2 Sealtoq

- 4.3 Silver Peaks

- 4.4 Stark

- 4.5 Suaq Fount

- 4.6 Suaq Wastes

- 4.7 Tanikipari

- 5 OOC Notes

Overview

Sermersuaq is the ancestral home of the Suaq people, takig its name from the legendary figure of the same name. The forests and tundra of this territory are rich with animal life that sustains the Winterfolk, ranging from great furred beasts to small game and hunting birds. The northern waters are home to seals and penguins, and full of fish and whales. As one travels further north, the land becomes colder and colder until a traveller comes to transient ice floes that mark the the farthest extent of the land claimed by the Winterfolk. This fertile territory is under constant threat from both the Thule and the Jotun whose hunting parties also seek to exploit the profusion of life here, regularly engaging in skirmishes with the Winterfolk who live here.

Sermersuaq is notable for the interconnected freshwater lakes of Lansipari, Ittanpari, Atkonaroq, Sarda, Rikkivesi and the Eastern Floes. Deep and frigid, often dotted with chunks of floating ice in the coldest winters, perhaps half the area of Sermersuaq is made up of these frigid "inland seas." these massive waterways teem with fish and are said to be connected to each other by flooded underground passages and the lakes on Kallavesa and Hahnmark. Old stories speak of the lakes being "carved by mountains" in some fashion. There are many halls built along the shores of the lake who prosper through fishing and occasionally trading across the cool waters.

Beyond the ice floes is the wasteland of Tsirku, where the ground is permanently covered in snow. The landscape is far from flat, there are ice plateaus pock-marked with crevasses and areas where the ice is rent apart giving way to cold salty lakes. Here rages the eternal ice-storm Sydanjaa, a roaring blizzard that blows all year round and from whose depths no traveller has ever returned.

The Senator for Sermersuaq is appointed by the Suaq during the Summer solstice, and is almost invariably from Suaq stock.

Recent History

In the Winter of 370YE the Jotun invaded in force, taking Stark and Tanikipari. Before they could consolidate their hold, however a joint campaign by Wintermark and Marcher armies drove them out under the leadership of a young Skarsind general named Britta. Without her excellent leadership and inspirational presence is it widely believed that both Sermersuaq and Kallavesa would have been lost to the orcs. Further attempts at invasion were stymied by the re-vitalised and re-equipped armies left behind to guard against another attack.

With their eyes focused on the western and eastern borders, however, the Empire was unprepared for the invasion of Skarsind in 373YE. Following that invasion however, the intensity of Thule raids actually declined a little as their forces focused on stripping the fallen Wintermark lands. Now that the easternmost of the Winterfolk territories is back in Imperial hands, it is assumed that the frequency of raiding bands coming through the mountains will begin to increase again. By contrast, the Jotun ceasefire has lead to more Jotun raids from the west, as barbarian warriors denied the opportunity to face Winterfolk in battle have sought other outlets.

In 378YE, the Thule sent armies from Otkodov to invade the Silver Peaks, in an attempt to create a beachead into Sermersuaq. Barbarian and Imperial forces were well matched, but the advantage appeared to lie with the Thule as they slowly pushed the defenders back.

During the Autumn Equinox 378YE, the Battle of Ikka's Tears took place on the cold plains east of the glacier. The Thule had sent a large force of elite warriors, accompanied by a massive warbeast, to steal an artefact of unknown power from the Face of Ikka. They were intercepted by a warband of the Empire's heroes using the Sentinel Gate. This powerful barbarian amy inflicted a painful defeat on the Imperial heroes, perhaps the most significant since the death of Empress Britta two years previously.

In Summer 379YE a delegation of Thule attended the Anvil summit and brokered a peace treaty with the Empire which the seante later accepted. This required the Silver Peaks be ceded to the Thule, in return for land surrendered to the Empire elsewhere. With heavy hearts, the defenders of the northern mountains withdrew and allowed the Thule to take the Stonefield Ice Caves.

The territory was relatively peaceful until Winter 381YE, when a major force of Jotun champions lead by the Ice Fishers of Ldansk moved into Stark and began making preparations for a major invasion. Shortly after the Solstice, the Jotun made us of the preparations to invade seizing control of Stark and a significant part of Tanikipari.

The Northern Lights

The northern lights are a mystery. They shimmer brightest in the Winter months, visible from the northernmost territories of Wintermark, and Varushka, and from the new demesne of the Imperial Orcs. Beautiful, terrible. They dance like fire, gold, and green, and blue, and red.

During the coldest winters, they may be seen furher south. Coiling, dancing. On nights when they are bright, wise Suaq know not to sleep outside; to lace the tent and urge their Kallavesi and Steinr friends to shutter their windows. Those who sleep under their illumination suffer unsettling dreams; stories say that in time they come to crave the touch of these dancing lights. When Spring comes, denied the light, they are maddened. They turn on themselves, or their brothers and sisters, or they disappear – last seen walking north, into Sydanja or Otkodov seeking some communion with the lights in the night sky.

Perhaps these are only stories.

Some Suaq say that their light reveals hidden messages and secret places to those who know how to look. Some Suaq starwatchers say that these nameless lights can be evoked to work magic. They are the law “things are unknown” - Wyr, or that rune that is nameless, serpentine in the night sky. The dark counterpart of the Key, and the Lock, of the Spider, and the Web. The answer to the riddle “who hides the stars?”

Of course other stories suggest that starwatchers who try to evoke the dancing lights of the north can do so only be determining their name, by understanding what by its nature must remain unknown. They say that Barsai the Sealspeaker learnt the unknown name, and in his moment of understanding was drawn into the night sky and known no more by the Suaq, encompassed ultimately by that which he thought to encompass.

Major Features

The Grave of the Giants

In Tsirku a great ice-cavern lies by the edge of the waters of Nutjuitoq. The way to it is through a treacherous, shifting maze of icebergs. The cave is where great sea-creatures go to die – whales, kraken and the like struggle up out of the sea from under the ice. No-one knows why. The ivory from this place is plentiful, and particularly prized.

Face of Ikka

In the Suaq Fount a great glacier grinds into the water on the borders between Tsirku and Sermerssuaq; the Face of Ikka. The salvage rights to the face of the glacier is a much-prized thing, for – hanging perilously from ropes and using snow-axes – prospectors often find ruined artifacts from the troll nation that’s said to lie under the glacier. Also, from time to time, they find other things – creatures entombed in the ice, or intact pieces of lore.

The Pride of Ikka's Tears

The Pride of Ikka's Tears is a new Bourse resource located in Suaq Fount - the first discovered in Imperial territory in over a century. Discovered by Peter of Hintown and his companions in 380YE, the newly established mine cuts into the lower parts of the great glacier known as the Face of Ikka. Custodianship of the Pits is an Imperial Title that brings with it a Seat on the Imperial Bourse. It produces 15 Imperial wains of mithril every season. Control is allocated to any Wintermark citizen by private ballot of the military captains of the nation, during the Autumn Equinox.

The Stonefield Ice Caves

The Stonefield Ice Caves were a Bourse resource located in the Silverpeaks. Custodianship of the Caves was an Imperial Title that brought with it a Seat on the Imperial Bourse. It produced 5 rings of ilium every season. Control was allocated during the Spring Equinox to whichever Wintermark military unit performed the biggest raid. The Stonefield Ice Caves are no longer in Imperial hands, having been ceded to the Thule as part of the ceasefire agreement.

Sydanjaa

To the north of Sermersuaq is the great ice-storm that never abates. No one has ever entered and returned to tell what might lie on the other side. Occasionally the Artok are found emerging from the storm, and if not tamed, return again.

The Meeting Place

To the west of Sermersuaq, outside the borders of the territories, is a low stone worn by the elements. It stands by itself in a wooded glade and is relatively unremarkable. This stone however represents a place of truce where Jotun and Winterfolk representatives can meet together without fear of violence. Such meetings are irregular, but do take place - when Emperor Guntherm negotiated a ceasefire with the Jotun leaders, this is where he did it. This place is neutral ground, and neither human nor orc claims it as part of their nation.

Regions

East Floes

The two freshwater lakes of the East Floes are called "Big Sister" and "Little Brother" by the Suaq - but there is little agreement which lake is which. This is the source of some humour among outsiders, and there are several jokes and long stories told around campfires whose punchline is the inability of a traveller to tell the difference between two things so obviously unalike. The lakes are the spawning ground of the Sermer Salmon, a particularly hardy breed of fish favoured in the Empire for its rich taste, and sometimes used as a symbol of Courage.

On the edge of the southernmost lake lies Wreck. The rib-bones of a gigantic ship of an ancient make jut from the ice here and lie part-submerged under the water. These rib-bones have been covered to make a shelter, and a small settlement has existed around it for as long as anyone can remember. The ship is sometimes credited as being the creation of giants, or trolls, while others point to the idea that it is not a ship at all - it is too wide and too deep to have travelled down any of the waterways linking the ice floes with the sea.

Sealtoq

The most temperate of the Sermersuaq regions, Sealtoq is the site of Atalaq, the largest permanent settlement in Sermersuaq. It lies on the waters of Atkonartoq, and is gathering and resting place for the scattered hunters who follow the Suaq traditions. It is rich in oils and pelts, a place of cunning and craft, where whale-followers, walrus-herders, Icewalkers and painted hunters return after long treks over the ice.

Silver Peaks

Quality: Hilly

The mines of the silver peaks are known for silver, iron, weltsilver, tempest jade and even ilium. At the foot of the silver peaks are the Stonefields, a cratered plain covered in fragments of rock. It is known for a number of rich veins of tempest jade, quite near the surface, but it is also the location of a number of mana sites built amongst the rocks. These mana sites are regularly scavenged by packs of trogoni; no matter how many caves the defenders block up, the ravenous beasts always find a way to come back.

Following the invasion of 378YE and the peace treaty of 379YE, the Silver Peaks were conquered by the Thule.

Stark

On the southern border of Stark is Rest, built at the meeting point of two Trods out in the far West, where enterprising souls have erected a hall specifically to welcome far-travelling Navarr - the fare is simple but wholesome, and welcome warm. The settlement is also a small garrison of Suaq scouts, who keep a careful eye to the west. Some Winterfolk and Navarr refer to the hall here as the "Last Lantern", referring to its position as the furthest wayside inn from the heart of the Empire. A partially ruined tower near the settlement called The Sentinel's Rest serves as both a place of pilgrimage for followers of The Way dedicated to Vigilance, and as the site of a beacon that can be used to warn the rest of Wintermark about barbarian orc invasions from the Jotun lands.

After the Winter Solstice 381YE, the Jotun invasion saw Rest captured and converted to a base of operations for the western orcs.

Suaq Fount

The wastes of Suaq Fount are among the most desolate parts of the Empire - but only with regards to permanent human habitation. Animal life is common here, but the wastes are also known to be dotted with rich fields of bladeroot. Suaq hunters claim that the animals that live here and often graze on the bitter herb are particularly wily quarry - and that the predators that prey on them have less fear of humans and are more prone to hunt the hunters in their turn. Mystics point to the Face of Ikka as explanation, and sketch the rune Feresh in the air to ward off evil.

Suaq Wastes

The wastes, like the Suaq Fount, are fairly desolate - there are few permanent settlements here but the tundra is littered with well known camping sites used by travellers and hunters. The Grave of the Giants lies on the western coast of the Suaq Wastes.

Tanikipari

In the middle of the cold wastes of Sermersuaq are The Hot Springs of Taniki a lagoon filled by hot springs, full of mineral goodness. Bathing in its waters is rumoured to cure any sort of ill. The springs are said to be the centre of a strong regio aligned with the realm of day and (allegedly) the Eternal Ylenrith. Since time immemorial Icewalkers have used water from the springs as a focus for scrying rituals, and many Kallavesi mystics make a point of traveling there at least once in their lives to bathe in the hot springs. Travelers who have chosen to walk into Sydanjaa follow the example of Empress Mariika and spend three days ritually cleansing themselves here before continuing their long trek into Tsirku.

OOC Notes

- As of the start of the Spring Equinox 382YE, the Silver Peaks are under the control of the Thule. Stark is under the control of the Jotun. All the other regions of Sermersuaq are under Imperial control, and the territory is thus considered Imperial.

- Some of the prominent halls of Sermersuaq are detailed here..

The farms of Sermersuaq

Sermersuaq is a fine example of a territory where farms are more likely to represent herds of animals than fields or orchards. A character from Sermersuaq could easily role-play making their money from hunting, fishing or whaling, rather than more traditional agricultural activities. Diversifying the "farm" to include herbs and measures of rare natural materials could be a good way to support this theme.

The rarest "farmers" in Sermersuaq would be those that follow the mammoth herds, carefully picking off the weakest and oldest members of the herds and selling the meat, hide, hair and ivory produced - only a few mammoths every season would be enough to provide a character with a regular income.

Rituals such as Blessing of New Spring work equally well on herds of deer or sheep, schools of fish or colonies of seals as they do on farms or orchards, but represent a great opportunity to rename and reflavour the performances to reflect their target being animals, rather than plants.

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Serpent's tooth

The Druj warrior snarled at the woman-at-arms but a curt word from the cowled figure leading their party silenced the complaint - and reluctantly he handed over his spear.

"Please be careful with that, the tip is treated with the venom of a cage snake. I'd hate for you to harm yourself." The leader of the Druj spoke in pleasant even voice, but the note of derision was clear none-the-less. Still the band allowed themselves to be disarmed by the Dawnish soldiers, apparently confident that their flag of truce would protect them.

"What do you want Druj?" Lord Roland had crossed blades with the Druj a dozen times on the battlefield and killed twice that many... but this was the first time he'd ever had cause to talk to one of their hated enemy.

"We have come to treat with your Senate. We bring terms."

"You're going to surrender? Pah - everyone knows your word isn't worth shit." The nobleman wasn't really sure if he should be talking to the Druj at all - he remembered being taught once that the Empire had ambassadors for this sort of thing. And dealing with barbarians was treason. His job was to captain this unit and kill Druj - not talk to them.

"Thank you - but no. We are here to offer terms. A treaty - a peace treaty. A last chance for both our empires to step back from this confrontation and avoid unnecessary bloodshed."

"What terms?" Roland looked nervously at the door but there was no sign of any of the scouts he had ordered to check for more Druj. This was just as likely to be an ambush as a real truce - you could never be too careful with the Druj.

"We want the land in the Barrens - give us what land you have taken there and we will swear not to set foot on Imperial soil for the next five years."

"Ain't gonna happen Druj - these lands are ours now - if that's your offer you can piss off." No way was he going to be party to handing this land - Dawnish land - to these treacherous scum.

The Druj leader sighed, theatrically and then pushed his cowl back to let him stare into the young nobleman's eyes. "It's called negotiation Dawnishman. That's where we make an offer and then you make an offer and then we see if we can agree common ground. You are welcome to bluster, but you need this treaty more than we do. So unless you are this new Empress of which we hear so much about - I would suggest that you do not have the authority to be negotiating on behalf of your Empire - so perhaps you could kindly convey us to the presence of someone who does?"

The two figures locked eyes for a moment, but Roland could feel in his belly that the Druj had got the better of him. He considered ordering his soldiers to attack... but butchering half a dozen weaponless Druj didn't seem like the glory his earl had told him to seek in this war. As he ordered the soldiers to escourt the Druj from the room, his sigh was loud but genuine - there had been precious little chance for glory in this war thus far.

Contents

- 1 Overview

- 2 Significance

- 2.1 Terms

- 2.2 Authority

- 2.3 Trade

- 2.4 Protection

Overview

You have to hand it to the Druj, they don't give up. They sent ambassadors to treat with the Senate a year ago - but the dreadful storm meant there was not time to meet and they returned empty-handed. So they invited the envoys from the Empire to a parley last season and that overture was rejected. There's an old Marcher saying "First failure's a test, second's a lesson, but the third is a block of wood good only for the fire." Presumably the Druj have never heard it.

The delegation is notably different to the preceding one. They refer to their leader as a "Tepel", it is clear he is a figure of some authority in the Druj. There is no strange magic; instead they appear keen to put those who meet them at their ease by doing nothing out of the ordinary. As most folk who ever had any dealings with the Druj will attest, that's pretty unnerving by itself.

Significance

The civil service has arranged for the Druj delegation to arrive in Anvil at 11pm on the first night of the summit. The terms that the Druj have indicated that they intend to seek include a formal peace treaty - which only the Senate can authorise using a Senate motion.

Terms

The Druj insist that Murderdale and the Carmine Fields are relinquished to their control. They claim that these regions form part of the traditional homelands of Barrens orc tribes like the Vendarri and the Black Wind.

In return, they are prepared to accept Dawnish control of Dawnguard and the settlement of Drycastle. Just as Murderdale and the Carmine Fields have been held by the orcs for many years, the castle has been part of Dawn for just as long. The Druj suggest that returning to this status quo represents the most stable possible future for the Barrens.

As the Empire have indicated that their most pressing desire is to get access to the mithril produced at the Fangs, the Druj are prepared to negotiate a trade arrangement - exchanging the mithril for white granite. They have 27 wains of mithril that they can offer initially - and would be prepared to agree to a trade for up to 18 wains a season - if a price can be agreed. The magistrates note that it is illegal to make any trade agreements with the Druj while a state of war exists.

If terms can be agreed, then two Druj armies will cautiously advance to occupy Murderdale and the Carmine Fields, three will remain on solid defence, and one will be withdrawn back to the Mallum. The Druj then propose to withdraw one army per season until only the Hunting Scorpion and the Deadly Blade remain. At the same time, the Empire must withdraw one army per season until only one Dawnish army remains stationed at the Towers of the Dawn, which the Druj are at pains to point out is stronger than an army and also the only remaining fortification in the Barrens.

The orcs of the Great Forest are to be driven out of Therunin and back into the Barrens, where the Druj will resettle them. Alternatively, if the Empire does not wish to deal with the orcs directly, then the Druj will dispatch two armies from the Barrens to remove the Great Forest orcs from Therunin - and then immediately return to the Barrens once that task is complete.

The Druj would like a peace treaty for at least five years - though they are prepared to be flexible on the length. Indeed the constant suggestion is that there is flexibility on the whole deal. There is repeated stress that they are here to negotiate.

Authority

It is not entirely clear who has the authority to deal with the Druj orcs. In the absence of a formally appointed ambassador then the Imperial Consul is authorised to deal with a barbarian nation. However, the precise legal position of the Advisor on orc affairs has never been completely clarified and there is some suggestion that this title might have authority to deal with all the other orc nations.

As things stand, the civil service and the magistrates expect the Imperial Consul to assume the authority to deal with the matter, but a Senate motion could be raised to clarify the role of the Advisor or to create a new ambassador to the Druj.

Trade

The Druj have proposed a formal trade arrangement offering mithril for white granite. A one-off trade of mithril for white granite is only legal if the Empire declares peace with the Druj.

For the Empire to formalise any trade arrangement, like the one proposed by the Druj, requires a Senate motion. The motion would need to authorise the creation of a new Bourse position - either national or Imperial - that could then exchange white granite for mithril on a regular basis under the auspices of the citizen appointed to control the trade.

Any delegations from barbarian nations who arrive on the field of anvil under a flag of peace shall have protection under the law as if they were imperial citizens for the duration of their visit and for their direct passage out of the empire.

Imperial Law

Protection

In Winter 378YE, the Imperial Senate modified Imperial law to make clear that any delegates from a foreign nation who come to Anvil have the full protection of Imperial law. This means that it is illegal to kill them - any attack on them will be prosecuted by the magistrates as if it were an attack on an Imperial citizen.

Imperial law only prohibits acts of violence - threats of violence are perfectly legal - though they may be used as evidence against you if an act of violence later occurs.

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Set in stone

"How on earth we gonna persuade everyone to give us that much white granite?" The old Landskeeper dropped the architects letter into his lap. They'd asked the man for a scaled down plan - and instead he'd come up with designs to make it rain money and mana from the sky. If only the plough would drag itself round the field as his father used to say. Why did no-one ever listen?

"We've been through this Shem - it's all there at the Caves - we just have to persuade everyone that this is what they should use it for. Then they trade some of the mithril for granite and the harvest will come up golden."

"You make it sound easy Nell." He shook his head, they both knew it would be anything but easy. Impossible some people would call it.

"It'll be crazy difficult - and the naysayers will contribute a bushel of snide remarks same as always. Two bushels in this case. But it can be done if everyone puts their mind to it. And unless they've changed Ambition recently, that seems like a good enough reason by itself I reckon."

Shem smiled at Sharp Nell but he shook his head. "Talking about ambition and prosperity and vigilance won't get this built."

"Don't give up on me Shem. We got the castles didn't we? Well this is more important than any of them. One last push - then we can all rest. The living and the dead."

The old Landskeeper nodded. Sharp Nell was right - as they usually were. They'd been a damn good steward back in the day so they knew more than most folk about how it worked at Anvil.

"Plus we've got friends in high places - now. Dunlain's a senator now... and that Meredith woman whose always sticking her nose in other folks' business seems to have the Assembly's backing. And who would've believed that our Mel Greenhill would end up as Conscience? Any of them could weigh in on this if they wanted to. And if they all decide to go for it then I reckon we'll get it."

Shem looked wistful and unconvinced. "They've done a lot already - they'll say it's other folks turn."

Nell's faced turn bitter and sour at that. "Other folks didn't have to bury their children after the Empire murdered them. I'll grant you the Caves and the castles goes a way to setting things right. And Nedry did what needed to be done. But folks here won't rest easy until we know that what was done can never be done again. If they're serious about making peace with folks here - then this is the last thing that needs to be done."

"I hear you Nell but it's a lot of money."

"They had a chance to do it cheap. But Conclave just took a huge shit on that chance. Now it has to be done right. Things are always expensive when you do 'em right."

Shem nodded at last - that was definitely something they could agree on. Things were always expensive when you try to do them right.

Contents

- 1 Overview

- 2 You Don't Own It...

- 3 ... Unless You Can Defend It

- 4 Summary

- 4.1 Dolmens in the Mourn

- 4.2 Dolmens in the Marches

- 4.3 Protection for the Marches

- 4.4 Wonder of the Known World

Overview

The situation in the Mournwold has continued to improve with each passing season. The news that work has begun to Fortify Freemoor and Greensward and that the Empress has granted an Imperial Charter to the market town of Sarcombe are serve to improve the mood of people here. Then when the news comes that that the Singing Caves has finally been allocated as a Marcher national resource is a cause for great celebration.

Now only one final problem remains. Many inhabitants of the Mournwold were labouring under the assumption that they had an implicit promise from the Imperial Conclave that they would ensure that Rivers Run Red - one of a pair of dreadful curses that caused so many innocent deaths here - was never cast again in living memory. Why else was the ritual interdicted?

Sadly not in living memory has turned out to mean not in the next six months. Not only was the ritual performed at Anvil, but it took place with the clear support of the Conclave.

When a dog barks, you don't bark back.

Marcher Proverb

You Don't Own It...

When news of the Conclave's actions reaches the Mournwold there is much anger at first. After the Empire had done so much to right the wrongs done here - how could they do this? A few Navarr travellers passing through the Mourn try to convince people that there was a need for the curse to be cast on Therunin - but that only fuels the anger. As the landskeepers point out, this is a powerful and expensive curse - nobody ever casts it unless there is a need for it. The bitter truth is that the ritual did shorten the Jotun war here - nobody imagines that the Empire didn't have a need to curse the Mourn. What they are angry about is that the Empire had a need for a quick victory against the Jotun and simply decided that thousands of innocent lives was a price worth paying for that "need".

The anger soon gives way to weary resignation. Nobody really expected the Conclave to keep the ritual interdicted for a lifetime but as Sharp Nell from the village at New Overton remarks "It would have been nice if they'd waited until the seeds were planted before they started harvesting." Almost no-one seems persuaded by the artful way the act was done - keeping the ritual interdicted but then telling the Navarr they could cast it anyway. Everyone just assumes that was some sort of political play to try and make the act more palatable to someone - presumably then. And as Nell says "We call it fertiliser 'cause it sounds proper... but we all know it's a steaming pile of shit really."

Don't ask your neighbour to bar your door for you.

Marcher Proverb

As folks here see it, they were fools to ever trust the Conclave in the first. "If you want a job done right, do it yourself" is a popular proverb even outside the Marches. A mechanism exists to ensure that that the Mourn is protected from the Military Council. The Jotun are bound to come back one day and folks here want to be sure that the Council will not decide that their children are a price worth paying for a second victory. But it's no good asking their neighbours to bar the door for them - they need to do it themselves.

Richard of Holberg created a design for a unique arrangement of dolmens that would provide a trove of crystals every season spread between the mana sites across the Mourn but crucially would also provide a powerful defence against curses like Rivers Run Red. Sadly the plans went nowhere - probably because of the costs involved. But now the Marchers are about to take possession of the Singing Caves... And not only that but all the time everyone has sat round arguing over who should till the field, has meant that a vast bounty of wealth has accrued at the site. More than enough to pay for Dick's Dolmens hopefully!

A few people point out that the wealth of the Caves isn't technically the property of the Mourn - but legally belongs to the whole Marches. But there isn't enough mithril stockpiled at the Caves to easily build such a network across every territory in the Marches - that could take three or four years. Quite a few people pointedly ask what better purpose there could for the Caves that protecting the entire Marches from attack? But more realistic voices advise that brilliant though such a thing could be for the prosperity of the entire Marches - since Dick's Dolmen's provide mana as well as protection - it would be very expensive. An alternative would be to create a cheaper, more limited set of dolmens focused only on defending the land from curses.

... Unless You Can Defend It

Letters are exchanged with Richard of Holberg and he confirms that he could do as asked. The original plans for the Mourn already exist - so they could use 80 white granite, 20 mithril and 25 thrones to create a dolmen network protecting and enriching the Mourn. But he could extend his plans to cover the whole Marches. The costs would be vast - 320 white granite, 80 mithril and 100 thrones. But each territory in the Marches would receive 60 mana crystals a season and any curse used against any territory in the Marches would be a quarter as effective as normal.

Alternatively he could produce plans for a more limited set of dolmens that only provided the protection against curses. That would "only" require 80 wains of white granite, 20 of mithril and 25 thrones. It wouldn't provide any mana - but it would still halve the effect of any curse used against any territory in the Marches.

Easy come, worth less.

Marcher Proverb

However Richard also has another suggestion of his own to add. If the Marchers (or the Empire) were so inclined then he could draw up plans for a truly immense network of dolmens. Richard calculates that this network of stones would cost a king's ransom, 500 white granite, 140 mithril and 160 thrones. But it would create a wonder of the modern world, producing a bounty of mana crystals spread through every mana site in the Marches but also boosting fertility of every farm as well - increasing their profits. It would simultaneously protect against curses, so that the effects of any curse affecting a territory in the Marches would be reduced to a fifth of the normal potency. Best of all the improved fertility of every farm in the Marches would also improve the efficiency of the Imperial Breadbasket. As a result the storehouses could completely mitigate any penalties for a single Imperial army that could no longer be supplied by its home nation (rather than merely halving them).

However Richard of Holberg advises that he is not prepared to create the plans until the structure is commissioned. His letters make reference to "wasted effort", apparently a series of commissions prepared for the Conclave, none of which are now likely to be built in this lifetime. He would be delighted to prepare the designs as soon as one of his commissions passes the Senate - but will do no further work on any of them until that point.

Richard is an old man and his health is well known to be failing. This opportunity will remain available for as long as the ageing architect survives, but it is impossible to commission it without him, so the opportunity will disappear immediately if he dies before either plan is commissioned.

Summary

Working with Richard of Holberg, the landskeepers of the Mourn have prepared four proposals for the Marchers to consider. They are well aware that none of these plans are cheap, but they remind everyone that the Singing Caves are a national resource - they exist for the benefit of the nation - and on top of that they currently contain a bounty of a year's production of mithril! Whoever gains the seat next summit will immediately be handed more than 150 wains of mithril by tMarta Vaskovich Kovar of the Bourse civil servants.

Any of these constructions would complete the ongoing work to reassure the majority of the inhabitants of the Mourn of their place in the Empire. It would lay to rest their last remaining doubt - that the Empire might well use Rivers Run Red or similar curses against them in the future.

Dolmens in the Mourn

- Costs 80 white granite, 20 mithril, 25 thrones and takes 2 seasons to build

- Produces 60 mana crystals spread between mana sites in the Mourn

- Casualties caused to occupants of the Mourn from any curse target the Empire, the Marches or Mournwold would be halved

- Can be commissioned at any time

Dolmens in the Marches

- Costs 320 white granite, 80 mithril, 100 thrones and takes 6 seasons to build

- Produces 60 mana crystals spread between the mana sites of each territory in the Marchers - 240 mana crystals in total

- Casualties caused to occupants of the Marches from any curse target the Empire, the Marches, or any territory in the Marches would be quartered

- Can only be commissioned while Richard of Holberg still lives

Protection for the Marches

- Costs 80 white granite, 20 mithril, 25 thrones and takes 2 seasons to build

- Casualties caused to occupants of the Marches from any curse target the Empire, the Marches, or any territory in the Marches would be halved

- Does not produce any crystal mana

- Can only be commissioned while Richard of Holberg still lives

Wonder of the Known World

- Costs 500 white granite, 140 mithril, 160 thrones and takes 2 years to build

- Produces 60 mana crystals spread between the mana sites of each territory in the Marches - 240 mana crystals in total

- Produces nearly 20 thrones a season spread between the farms of territories across the Marches

- Casualties to occupants of the Marches from curses targeting the Empire, the Marches, or any territory in the Marches would be reduced to a fifth

- Improves the Imperial Breadbasket, allowing it to completely sustain a single Imperial army so that it suffers no loss from being out of supply

- Can only be commissioned while Richard of Holberg still lives

Curse reduction

While the details above describe how the dolmens would affect curses that cause casualties, they will reduce the effectiveness of any curse cast on one of the territories protected. It is simply easier to predict how the effect applies to curses that cause loss of life. It is also worth noting that the dolmens protect against curses aimed at a territory or empire (such as Icy Maw Devours the Spark of Essence or Thunderous Deluge) but do not affect curses aimed at individual personal resources (such as Anathemic Call of Bug and Briar or Withering Touch of Frost).

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Set the Imperial Guerdon

To set the Guerdon

Proposed by Miaren, Seconded by Therunin

Overview

- To set the level of the Imperial Guerdon

- Passed

- Passed at 150 thrones

Date

- Spring 381YE

Campaign Outcome

- The Imperial Guerdon has been set at 150 thrones

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Set the Imperial Guerdon II

In light of the continued loyalty of military captains dedicating their resources to crucial military efforts, to increase the Guerdon to an amount more commensurate with the servcie they provide the Empire.

Proposed by Weirwater, Seconded by Astolat

Overview

- To set the level of the Imperial Guerdon

- Passed

- Passed at 175 Thrones

Date

- Autumn 381YE

Campaign Outcome

- The Imperial Guerdon has been set at 175 thrones

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Setting a test

One of the most important roles of the earl is setting Tests of Mettle, Ardour and Resolve. This ability underpins most of the power of an earl, and allows the Dawnish system of noble houses to operate. Make sure that you understand the tests and how they work, they can be a very powerful tool in helping you control your house as well as making awesome stories!

The key thing to appreciate about a test, is that in creating a challenge for another player you have a massive impact on their game - if PD created that challenge for that player we'd call it "plot". Creating a good challenge - something enjoyable and rewarding to attempt is not easy. Pick something easier than the player wanted and you sell them short - but something that is impossible for them is no fun either. On the face of it - tests are all about political and social accomplishments - but that's the in-character truth. Out-of-character they are a device designed to allow players to help each other create cool stories.

Within the setting, a test can be almost any challenge. It can take years to complete - or hours. It can be dangerous - or not. It can be difficult - or not. The parameters are so open and wide it can be hard to define.

What makes a good test? For a test of mettle - it should literally test the mettle of the character who is attempting it. Mettle is "a person's ability to cope well with difficulties; spirit and resilience". To be consistent with the setting a test should be difficult; it should be challenging or dangerous - though even in-character it doesn't have to be both of those things. Crucially the real out-of-character goal is that the test should be enjoyable to attempt - and as cool as you can make it. When someone asks them afterwards what they did for their test of mettle - do they have a cool inspiring story of what their character did to respond with?

Within the setting, it is common to tailor your test to the applicant. A test is supposed to be challenging - it's not normally supposed to be impossible. Challenging a non-combatant healer to defeat a Jotun champion is effectively impossibly difficult but that doesn't make it a good test. The ideal test reflects a character's strengths - it may challenge them to do more than they have done in the past - or make them find new ways to achieve their best - but the best test fits the character like a glove.

If you have the opportunity it is also useful to tailor your test to the player. Some players will want an epic test that will form the main goal for their character for years to come. Some people will want a simple goal that they can achieve in a day that gives them a moment of challenging but fun roleplaying. If a player wants a milestone for their character, a test to jump over the moon is a poor fit. If a player wants an epic quest that will take years - a test to jump over a spoon is a poor fit.

In all cases, it is worth talking to the person involved to get an idea of what their expectation is. There are no hard and fast rules for this sort of thing, it is down to the individuals and how they feel about it.

A test of mettle should test the mettle of the character - it should be challenging, it can be dangerous, it can be difficult. But underlying all that - the real goal is that it should be enjoyable. If the recipient who completes your test has an OOC sense of accomplishment and an IC cool story to tell then you've given them a great test.

Contents

- 1 Involving Others

- 2 Downtime Tests

- 3 Impossible Tests

- 4 IC and OOC Disdain

- 5 Working With Profound Decisions

Involving Others

It can be cool to involve other player-characters in a test you have set. Challenging a knight to defeat the Wintermark champion in single combat is cool - but whether or not the player succeeds is then out of your control. It is better to avoid involving other characters in tests you set unless you are confident how they will respond or happy to run with whatever they decide.

Careful thought can involve another character in your test without making them the decision maker. "Defeat the Wintermark champion" is very different to "Challenge the Wintermark champion" which is very different to "Prove yourself in combat against the Wintermark champion". In the first case, success or failure will be dependent on the skills of the other champion. In the second case, the errant knight automatically passes by attempting the challenge. In the third test... you get to decide if the character has proved themself or not.

Downtime Tests

Most players who are seeking a test of mettle to become a noble have chosen that path because they want the challenge of attempting a test. There are some exceptions however. Young players who have come of age in-character may not be specifically looking for a difficult challenge, nor may characters who have joined from another nation. It could be as simple as a player who created a yeoman thinking it would be fun, but has realized they really want to play a noble.

There are lots of reasons why a player may not want their character to undertake a test for some reason. The player may be nervous or shy, they may simply find the prospect too daunting. Empire is primarily dependent on the hard skills of the player to succeed but everyone who roleplays is ultimate a weekend warrior - none of us are actually Merlin or Lancelot. Anyone can choose to play a Dawnish noble - the test of mettle is there to make cool stories - not to check that a player is confident enough to become a noble.

In these cases, it may be appropriate to set a test that is conducted "between events" if the player wishes. Roleplaying that the house set the noble a test of mettle to (for example) kill an ogre and then roleplaying that they did it in downtime allows for character development and doesn't make real world skills an absolute bar to entry for being a noble.

Impossible Tests

In Dawn, a noble house cannot refuse a request for a test of mettle. In theory anyone can ask to join your group. In practice, as the earl setting the test, you are free to make it as difficult as you like. An impossible test is a very normal response to a demand for a test of mettle from a character that you have not encouraged to join your house. If you don't want someone to join your house - then you can make the test impossibly difficult to complete. If you do this - it is worth making clear that their demand is unwelcome - so that they do not misunderstand what is happening.

Any character who receives an impossible test of mettle is free to seek out another test with another house. Shopping around for an easy test is the opposite of glorious - but Dawnish characters understand that an earl who doesn't want a character in their house may set an impossible test, so there is less stigma in passing on such a test and seeking one that can be gloriously completed.

Equally if you think a test is too easy - if you wanted something more difficult - don't be afraid to act on that. Most Dawnish characters only get one test of mettle, this is your character's defining moment that you have chosen to roleplay through. If a test is too easy - if you imagined yourself spending events or even years trying for something cooler - then demand another Test from the earl - or from another house. You don't have to do the first test you are set.

IC and OOC Disdain

Dawn is written to have a degree of rivalry and competition between noble houses. In theory each noble house is striving to be as glorious as possible - and the earl is the captain of the team - picking their nobles for their glorious qualities. Houses that boast of how glorious their tests is very on-brief for Dawn - and it is not off-brief to be disdainful of "lesser" houses (all other Dawnish houses are less glorious than yours is pretty much the starting point for the average Dawnish noble house).

But it is worth being careful and ensuring that a sense of IC superiority doesn't turn into OOC disdain for the tests of other earls. Setting tests is hard, and the real goal is help a player create an exciting story for them and their character. It is very hard to distinguish IC disdain for a house, its tests or individual nobles from OOC disdain for the roleplaying of other players.

Roleplaying is ultimately its own reward. A good test gives a player as much challenge as they will enjoy coping with - but if a player doesn't want that, then all that has happened out-of-character is that they have missed out on something that was designed to be fun for them to roleplay. There is no out-of-character requirement for a test of mettle - it isn't a question of play balance or fairness. So there is no basis for out-of-character criticism of the tests. For that reason it much better for the IC boasts of a Dawnish house to concentrate on how wonderful they are - rather than how terrible anyone else is.

Working With Profound Decisions

Setting a test of mettle is often a challenging proposition. Any earl who needs to set a test of mettle is welcome to take advice from the Dawnish egregore. They will give some help and advice and as they are a member of our crew they have resources available that player characters do not - the ability to create quests and trips through the Sentinel Gate for example.

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Seven lords of virtue

The portly Asavean priest glided across the marble flagstones of the courtyard toward Tomas. Olybrius Pancratius, High Priest of the Outer Temple of Baddu, Initiate of the Three-fold Angle, Acolyte of the Weltsilver Chisel. The Asaveans did love their titles.

He wore a long, formal tunic under a polished mithril pectoral inlaid with tiny pieces of white granite that matched the statues flanking the portico. The little man beamed ear-to-ear, and enthusiastically welcomed the (slightly embarrassed) civil servant.

"I am very pleased you have come, Tomas." he said in thickly accented Imperial. "Very pleased. Are you ready for the grand tour?"

Tomas disentangled himself with a little difficulty.

"Yes, I thought I would take you up on your offer to have a look at this temple of yours. You made it sound like a wonder of the ages. I have to admit, you were not exaggerating as much as I had thought."

Olybrius beamed even wider.

"Thank you, thank you. It is exceptionally beautiful as you can see - but then it would never do for us to honour the God of Builders with anything less than the finest, most splendid building mortal hands might construct!"

Tomas winced inwardly. Despite nearly two years in Nemoria, he still found talk of gods and their temples discordant. Olybrius gestured for the civil servant to accompany him, and lead the way through the stone statue garden that surrounded the temple. It was indeed impressive - great white columns soared at least forty feet, supporting a great fresco showing the Asavean god engaged in various activities, primarily to do with construction and building. The craftsmanship was exquisite, Tomas could tell. Every angle perfect, every straight line immaculate. From his reading, he knew that the proportions of every element of the temple were carefully calculated to some esoteric geometry handed down by the priests of the god - the false god, he reminded himself.

They skirted a deep rectangular pool that occupied much of the central courtyard, where delicately calculated gets of water launched themselves into the air in a mathematically significant fashion.

The great stone doors that lead into the temple halls stood closed, which surprised the merrow civil servant a little. He expected Olybrius to lead him to a side entrance, but the priest quickened his pace slightly, and came to a halt at the bottom of the steps that swept up toward the portal. There was already a small crowd there. The priest placed one hand on Tomas' elbow to stop him, and the pair waited.

"It is beautiful," whispered Tomas. "Imposing. Impressive."

Olybrius smiled indulgently. "For the fane of a heathen god, you mean? What would your dour priests say!"

Tomas was used to being teased by now. It never ceased to amaze him how lightly even a powerful and influential priest like Olybrius seemed to take his professed faith. Since their first meeting in the hot steam room of one of the bath houses near the embassy, the rotund little priest had regaled his Imperial guest with tales of political maneuvering and scandal rather than with parables or homilies about Baddu, God of Architects.

"I can appreciate the beauty, the art, without worrying about the state of my soul, you know. I'm surprised you haven't making more of an effort to convert me." said Tomas, only half joking.

Olybrius attempted to give his guest a frosty look as he pretended to be affronted.

"I would not dream of such a thing! A woman or a man's faith is sacrosanct! Our temples exist to give aid and succor only to those who seek it out - we do not go looking for followers like a beggar seeking alms! The most sincere petitioner is the one who comes of their own accord. Or because they want something, as my father would often say. All we priests can do is demonstrate the many ways in which Baddu can help those who are truly deserving."

"According to the texts I have read, your Lords of Virtue are very ethereal - they provide aid for your soul as it departs this life. For us the gods are beings of this world - so the rewards for devotion come in this life. This temple was built to the glory of Baddu - and to show those who are curious what rewards might befall those who pledge their life to Him. We priests are here to demonstrate the wonders of Baddu - not hawk his secrets on the street corner!"

The priest shuddered, and then seemed to regain his composure. The smile returned, serene but with a conspiratorial look to it now. He leaned closer and whispered "Would you like a demonstration of the wonder of Baddu?"

"A demonstration?" Tomas asked, obviously intrigued, despite his concerns.

Olybrius did not answer. Instead he gestured for Tomas to stay where he was, and stepped through the crowd to mount the shallow steps. He turned to face the assembly, who fell silent. He had positioned himself in such a way that the peaked roof of the temple behind him was directly above his head - as was the noonday sun. A beam of light illuminated Olybrius - probably directed by concealed mirrors Tomas thought.

The priest raised both his arms and in his native tongue spoke what Tomas took to be a blessing. Several times, the crowd around Tomas murmured a few words - a catechism of some sort, he thought. Then, after only a few minutes, the sermon was clearly over. Olybrius lowered his arms and turned to face the portal behind him. He raised one hand, his fingers spread, and shouted a single word at the top of his lungs:

"Aberto!"

Nothing happened for a moment and then suddenly the pools behind Tomas exploded - seven jets of water burst upward, spraying the crowd with a fine mist that smelled strongly of jasmine. At the same time, a great gong sounded somewhere within the temple and the massive portals - each one apparently made from a single immense slab of white granite, weighing more than Tomas could imagine - began to swing smoothly open of their own accord.

The crowd began to stream up the steps. Olybrius beckoned for Tomas to follow him. The priest was rosy-cheeked, sweating a little.

"Was that magic?" asked Tomas in an undertone, curious. Olybrius shook his head, amused.

"No, not at all."

"Slaves then? Pulling the doors open on your signal?"

Olybrius looked even more amused.

"No. Why go to all that trouble just to have slaves do it?"

"How then? Those doors look as if they weigh a tonne!"

"Quite a few tonnes, actually," the priest said, a little primly. They had reached the top of the stairs and Tomas was again stricken by just how massive this structure was, and how cunningly the proportions worked to create a feeling of awe in the approaching supplicant.

"Would you believe me if I told you it was the power of the god of builders?"

"I ... well ... " Tomas floundered slightly. He did not wish to risk his new found friendship, but he was uncomfortable lying about something so important. "No. No, I'm afraid I can't believe that." He said at last.

Olybrius' expression became beatific. For the first time since they had met, there was no suggestion of slightly sardonic good humour, or world-weary cynicism, about the priest. His eyes shone with something else, something entirely different.

"Nevertheless ..." he said in a quiet voice, his expression serious for a change. "That is exactly what it was."

And then he turned and lead the way into the immense columned hall of the temple of Baddu.

Contents

- 1 Overview

- 2 Significance

- 2.1 Temple of Bahlo and the Black Bull

- 2.2 Temple of the Seven Virtues

- 2.3 The Larger Picture

- 2.4 Arranging the Commissions

Overview

Lady Madrianna of the Blue Stones (who advises the Asavean government on international affairs) has placed a public petition before the Imperial Senate on behalf of the Plenum. In conjunction with Hueva Joãon, Caesli Onorato, and Olybrius Pancratius - ranking priests of Asavea associated with Bahlo of the Foam, the Black Bull, and Baddu the Great Architect respectively - the Asavean government has requested that the Empire allow them permission to build a temple in the Empire. The temple would be dedicated to their patron-god of sailors, and to their beast-god of guardians and soldiers.

In Asavea, it appears, faith is closely tied to temples - places where priests can do their jobs in comfort, and where people can learn about the gods and make sacrifices.

At the moment, the lack of anywhere to give sacrifices makes many Asaveans reticent to come to the Empire. They take proper sacrifices very seriously. Of special interest to Asavean sailors in general, are the gods Bahlo, the gentle god of the sea, who in the Asavean pantheon provides sailors with good winds, fair seas; and the Black Bull, a warrior-god who provides protection against piracy, bandits and violent sea creatures.

The Asaveans assume that Imperial mariners, likewise, would appreciate the opportunity to offer sacrifices (?) and prayers (?) to the Seven Lords of Virtue (?) and so are more than happy to be magnanimous, offering an opportunity to build a temple of the Way in the city of Nemoria..

This represents a third attempt to gain the aid of the Empire - but their first formal request. In the past, they have tried going through the ambassador, and through the Synod, but finally - exasperated - they have approached the Imperial government directly.

Perhaps more significantly, they have been made aware of the newly created civilian commissioners and obviously seen an opportunity ...

Significance

The Plenum is prepared to give permission for the Empire to construct a large shrine or small temple in Nemoria (the capital of Asavea). This is dependant, however, on the Empire permitting the construction of a temple somewhere on the Bay of Catazar.

Temple of Bahlo and the Black Bull

In game terms, a temple dedicated to Asavean deities could be represented by a number of different commissions but in this case the Asaveans are talking about building a folly (albeit one that may function a little bit like a ministry). They are seeking permission to construct a temple in a region somewhere on the Bay of Catazar with the coastal quality (see below).

If given permission to build a minor temple, the Asaveans would complete the structure in a season. They will provide their own white granite - and employ local labour rather than bringing their own slaves. They will then dispatch priests and acolytes to operate it. In deference to Imperial sensibilities they have agreed that they will ensure the priest and their staff were free folk - minor nobles - rather than slaves.

If given permission to build a major temple, the construction would take six months. Again, they will provide their own white granite and pay local labourers to build the structure rather than importing their own slaves. While it is more difficult, they will do their best to ensure that everyone associated with the temple is a free citizen; and employ local servants and guards rather than bringing slaves to fill those positions. It is clear they expect the Empire to be bowled over by their munificence.

The immediate effect would be twofold. Firstly, an improvement of diplomatic relations with Asavea; and secondly improved opportunities for Imperial citizens trading with Asavea.

In addition, in the event that they are permitted to construct a major temple, they will be the opportunity for a named Imperial citizen to deal directly with Asavean merchants and potentially acquire valuable goods at a bargain price (effectively, a campaign resource allowing a named character to purchase Asavean goods such as orichalcum, tempest jade, iridescent gloaming, and cerulean mazzarine).

Temple of the Seven Virtues

As soon as permission is given to build a temple in the Empire, the Plenum will allow the construction of a temple of similar size in Nemoria, dedicated to one or more of the "gods" of the Way. The Empire would be responsible for building the structure themselves, however.

A minor temple of the way would require 10 wains of white granite to be provided. Labour costs would be significantly higher than they are in the Empire - professional labourers expect higher wages due to a lack of competition, and it might even be simpler to just import Imperial citizens to do the building work. Consequently the temple would require 5 Thrones to complete.

A major temple would require 20 wains of white granite to construct, and would take two seasons to complete. Again, labour costs would be significantly higher - 10 Thrones would be required to complete the work.

In either case, the entire cost in Thrones to build the temple could be waived it the person commissioning the temple chose to accept the kind offer of the Joãon family.

When complete, the immediate effect of the Temple would be a small improvement in diplomatic relations with the Empire. In addition, an Imperial citizen would need to be named to serve as an intermediary between the priests in Asavea and the Empire. This would certainly include providing them with the valuable liao needed to perform spiritual ceremonies, but this would also likely result in gifts from the grateful (effectively creating an Imperial title allowing the character to trade liao for Asavean goods). It is important to note that as the temple will be built on distant shores, it would not provide votes in the Imperial Synod, or doses of liao, however.

The Larger Picture

If a temple of the Asavean gods was built in the Empire, there would be a small but immediate improvement to trade with the distant port of Nemoria. Any Imperial ship visiting that foreign port would receive an extra measure of iridescent gloaming from each trip.

If the Temple of the Seven Virtues was completed, any Imperial ship visiting Nemoria would also receive an extra ingot of Orichalcum.

The effect of this improved trade would last as long as good relations between Asavea and the Empire were maintained. The same would apply to the campaign resources allowing the purchase Asavean goods.

Furthermore, a Temple of the Seven Virtues in Nemoria, might well provide further opportunities to spread the teachings of the Way to Asavea - although it is worth noting that there is actually no requirement for the Imperial Synod to be involved in these commissions in any way.

Arranging the Commissions

It would be possible for this opportunity to be dealt with through the Senate. In this case, the senator who raised the motion would be assumed by the Asaveans to be responsible for providing the materials to build the Temple of the Seven Virtues in Nemoria.

Alternatively, any of the new civilian commissioners could give permission to build the temple in a suitable region. In this case, the Asaveans would assume the civilian commissioner was also responsible for providing the materials to build the Temple of the Way in Nemoria.

The motion or announcement should include the necessary details of whether the Temple of the Seven Virtues is to be built with paid labour or with the aid of the Joãon. The motion might also decide to restrict the temple to one or more of the Imperial virtues, rather than to the Way as a whole.

It would also be important to note both who will be responsible for liaising with the priests of Asavea (and control the ministry they provide), and who would liaise with the Imperial priests in Nemoria (controlling the ministry in Asavea). The person responsible for the motion or announcement is free to either declare a method of electing someone or simply name the person they want to gain the position (in the case of the liaison with the Asavean temple).

In the case of the liaison with the Temple of Bahlo, the decision would need to be acceptable to the Asavean priests although that is likely to be a formality. Regardless of where the temple is physically built, a citizen of any nation might be named as liaison.

Suitable Locations

The Asaveans would want to build their own temple in one of the following regions: Cazar Straits, Fontargenta, or Oranseri in Feroz; Calvos Sound, Free Landing, Lightsea, or (especially) Siroc Plains in Madruga; or Naris in Urizen. If Sarvos were in Imperial hands again, they would also be quite prepared to build their temple in Bocche, Uccelini, or (ideally) Cignio.

For obvious reasons, they would prefer to avoid building their temple in Necropolis.

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Sevenfold Path

Contents

- 1 Motto

- 2 Symbol

- 3 The Manifesto

- 4 Membership of the Order

- 5 Conclave vault

Motto

Let all power be guided by virtue.

Symbol

A symbol that has been used by the Order in the past has been a seven-spoked wheel with each of the triangles between the spokes coloured differently with one of the colours of the rainbow.

The Manifesto

The Order of the Sevenfold Path holds the following to be true:

- Magic should work in harmony with, and to promote, the fulfilment of the destiny of Imperial citizens.

- The Conclave and Synod can most effectively protect the Empire from hazards, and subversive elements, by working in harmony and unison

- The Way of Virtue binds the Empire together and should inform all use of powers, including magic

The Order of the Sevenfold Path exists to:

- Encourage the use of magic in understanding, and supporting, human destiny

- Ensure the powers of the Conclave are deployed in line with the Way of Virtue

- Build a bridge between the Conclave and the priests of the Synod

Membership of the Order

This is the order that contains the largest number of magician-priests, and many of its members also vote in the Imperial Synod. Some wags have dubbed the Sevenfold Path as the "Magician's Assembly". Even those members who do not also sit in the Synod tend to be politically active. Most members take their self-appointed task encouraging their fellow magicians to keep to the Way very seriously. At the very least, they have a great deal of interest in ensuring that the archmagi and their fellow grandmasters are virtuous. With the Synod unable to revoke titles in the Conclave, the Sevenfold Path traditionally see part of their role as using the Declaration of Candidacy and Declaration of the Balance to ensure corrupt or heretical citizens do not rise to high office in the Conclave. Likewise, they take the Declaration of Sorcery very seriously and seldom balk at using it to remove power from those they consider to be a threat to the stability of the Empire. Finally, this is the order that has historically made the most use of the Declaration of Interdiction to protect the souls of their fellow citizens from dubious magic.

Devout magicians are joined in this order by magicians who genuinely seek to ensure the future of the Empire. In recent years several Imperial Orcs have joined the order. This lead some members to quietly agitate for a change to the manifesto; originally the first point mentioned human destiny rather than the destiny of Imperial citizens. Following a Declaration of Concord by the Conclave, a motion was brought before the Senate and the wording changed to recognise that not all Imperial citizens are humans. Most orc members appear unconcerned, both with the change and the original wording, although it has (perhaps predictably) outraged some traditional members of the Order. A vocal minority claim that with this change of emphasis, the Order is no longer concerned with the wider destiny of humanity but solely with the destiny of the Empire - a narrowing of vision that could be seen at best as cowardice and at worst as betraying the original spirit of their Order.

The Order of the Sevenfold Path has traditionally chosen grandmasters who are strong in virtue and faith, usually priests. Of all the orders, the Sevenfold Path tends to have the worst access to crystal mana as many of its members are leaders of a congregation, rather than controlling a mana site. Consequently, the order is usually more measured in the addresses and declarations raised.

One particular ritual that often receives special attention from the Sevenfold Path is Mantle of the Golden Orator. This ritual allows the Sevenfold Path to directly aid heir allies in the Synod; they know the value of giving a larger voice to those priests who speak in support of the Conclave and of magicians in general.

Conclave vault

Each summit, the Conclave vault of the Sevenfold Path garners the following resources;

- A pro rata share of the Font based on the precedence of the orders at the previous summit.

- A portion of ilium based on their position among the orders as determined by precedence.

- 3 measures of dragonbone, 2 measures of beggar's lye and 3 measures of iridescent gloaming from existing bequests.

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Severus' Song

Written by Nicassia of Phoenix Reach after the death of Captain Severus of Phoenix Reach. He was the founder and leader of Severus' Severed, at the time a group of travelling Sentinels learning to fight on the slopes of Urizen. He fell fighting in the Barrens in the Winter of 378. May his passage through the Labyrinth be swift.

Come one, come all, Who walk in the mountains, Come bring your weapons, And bring your wiles, Come keep the boarders, And the passes of Urizen, The Severed are marching Out again.

Severus stands in his plume and armour, New recruit has lost his bow, He'll have to get himself another one, From the hand of a new-slain foe.

Living's hard when you're loose on a mountain, Sleeping's hard when you sleep on rock, But you can drink and sing and do what you like, As long as you're up in the morning.

Severus leads from the front of his war band Training Sentinels row on row, It doesn't matter if you're new to Urizen, As long as you're against the foe.

Fighting's hard in the snow storms and hail, Dying's hard in the wind and rain, But you can drink and sing and do what you like, As long as you're up in the morning.

Severus died on the fields of the barrens, Leading the Reach to fill the hole, He fought with Pride and he fought with Courage, That's sure to speed his mortal soul.

Living's good when you're free on a mountain, With someone to lead you on the way, And you can drink and sing and do what you like, As long as you're up in the morning.

Come one, come all, Who walk in the mountains, Come bring your weapons, And bring your wiles, Come keep the boarders, And the passes of Urizen, The Severed are marching Home again.

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Shackle of the Unvirtuous

Description

These rings were first used among the Highborn as a mark of punishment. A priest who had acted in an inappropriate manner might be sentenced to wear one for a time, cut off from their fellows and the ability to wield religious power as a reminder of some unvirtuous act. However, within a few decades, their use had expanded slightly. Ilyes son of Castor, a scion of a declining patrician family, took to wearing one of the rings as a rejection of the priests who condemned his heritage and lifestyle. He soon discovered that the ring offered an unexpected benefit; ceremonies designed to read the aura failed utterly when used on him.

Within a few years a subculture of rejectionists calling themselves "the shackled" began to wear the rings openly in criticism of the growing power and influence of the chapters. The Highguard assembly quickly declared the use of the rings to be a heresy, and the movement collapsed. When the Empire was formed, the Highborn assembly moved that the rings continue to be considered heretical, but to their dismay they failed to have this made a point of law. Several senators cited concerns of privacy, despite claims that the virtuous had nothing to fear from ceremonies such as testimony.

Today, wearing a Shackle of the Unvirtuous (variously called a Rejectionist Ring, a Band of Discretion, or a Shadowcrown) is frowned on by many priests of the Way who would very much like to see anyone using one declared a heretic. Several wearers have cited the ability the ring offers to ensure a sleep untroubled by bad dreams as their reason for bearing one, while others have more brazenly admitted that they simply do not like the idea of priests peering into their souls (if they have them).

Traditional shackles were big, obvious rings intended to bring shame to the wearer, but modern versions tend to be more discreet. They are often marked on the inside with the Diras, Rune of Secrets, or the more sinister Queros, Rune of Plots.

Rules

- Form: Talisman. Takes the form of a jewellery. You must be wearing this item to use its magical properties.

- Requirement: Any character can bond to this item.

- Effect: While wearing this item your aura is concealed from the insight skill and similar effects. You cannot use any Liao ceremonies or use imperial liao while bonded to this item, and you either do not dream or do not remember your dreams.

- Materials: Crafting a Shackle of the Unvirtuous requires four ingots of tempest jade and five measures of dragonbone. It takes one month to make one of these items.

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Shackles of Insight

Description

The Shackles of Insight come in two common forms. In the first, they are crafted as a pair of rings or bracers intended to be worn on both hands (or wrists, as the case may be). In the other less common form they are crafted in the form of a heavy chain, pectoral or medallion worn across the chest or brow. In both cases, they tend to be decorated with pieces of polished tempest jade.

Regardless of their form, they are used to enhance the ability of a priest to view the spirits of the faithful, to read any marks on their souls, to discover if they are dedicated, and to look for signs of dark influences.

To use the Shackles of Insight, the priest performs a ceremony of insight as normal but touches two individuals at the completion of the rite, almost invariably at the same time. The priest then perceives a shifting tapestry that reveals the details of both targets' auras.

Rules

- Form: Talisman. Takes the form of ceremonial regalia.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: Once per day when you perform the insight ceremony you can use it on two targets at the same time without using additional liao; you must be able to touch both targets

- Materials: Crafting Shackles of Insight requires seven ingots of tempest jade, and four measures of dragonbone. It takes one month to make one of these items.

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Shadow in the west

"They're slaughtering everyone who puts up a fight. If you stay here, you'll be killed." He tried to keep his voice calm, his old man would think less of him if he cried.

"Reckon you're right son" The speaker's hands were wrinkled with age, the thick sinews clearly visible beneath the skin as he strained to pull the ancient bow.

"You can't possibly kill them all, you haven't even got enough arrows!" He tried to keep his voice calm, his Da hated it when anyone shouted.

The old man didn't bother to respond at first, concentrating on slowly releasing the tension from his bow. He paused to get his breath back and then murmured "Reckon you're right son" before slowly pulling the bow again, straining to hold the draw as he sighted on the tree at the end of the lane. "But I only need to kill one."

"If you're stopping then I'm stopping. I'll tell Ellen to take the girls to Hay by herself." He tried not to think what Ellen would say if she could hear him. One argument at a time.

"Brave words dig graves" the old man said through gritted teeth. He carefully relaxed his grip on the bow before continuing "You and Ellen are going to Hay."

"You're not too old to come with us Da! You won't slow us down I promise you."

"Reckon you're right son." The old man finally lowered his bow and turned to face his son. "But two young children will. You'll need to carry them half the way to Hay. So I have to slow the buggers down and the answer lies in the soil."

"Da, you'll be dead five minutes after they come over the hill! And not even a landskeeper's magic could hold them back."

"Reckon you're right son." The old man paused for breath as he raised the bow again and prepared to draw again. "But the Jotun are not like other orcs. If I kill just one then their priest will have to say the rites. And he'll want to bury the body if he can." The old man's face broken into a broad grin at the last. "They'll kill me quick enough no doubt" he chuckled, "but they won't know that it ain't rained for nearly two weeks here, so burying their dead in our soil is going to take them damn near the rest of the day..."

Overview

A long shadow has fallen over the west of the Empire. Isolated Jotun raids have long been a feature of the border regions, but there were rumours that they were growing in intensity at the Spring Equinox and now it is clear that the threat is all too real. Bands of Jotun raiders have attacked farmsteads in Bregasland, Mitwold and Upwold before retreating back over the border to the Mournwold. The citites of Meade and Tassato remain safe but the lands around them both are plagued by raids, while in the north there are reports of Jotun attacks against halls in western Sermersuaq and Kallavesa.

The news is not all grim. Two distinct Jotun warbands raiding Sermersuaq are corned and wiped out by the Imperial armies stationed there.

Better yet, the two military units assigned to Fort Braydon in Kahraman - their ranks swelled by a regimented array of crystal warriors commanded by Anwar i Del Toro i Riquezza - are able to intercept a Jotun scout, carrying information back to the Jarls. It is clear from the scout's interrogation that in the coming season the Jotun intend to continue the probing attacks on Mitwold and Kahraman, but to launch major raids into Kallavesa, Bregasland, Upwold, and Tassato.

Significance

The fortifications of Forte Fidelis in Mitwold and Fort Braydon, as well as the Imperial armies in Sermersuaq, are sufficient to protect these territories from the raids this season, provided the raids do not grow worse.

If the Empire does not find a way to blunt the impact of the other raids however, then every business, farm, forest, mine and herb garden in Kallavesa, Bregasland, Upwold, and Tassato will suffer a significant loss of production. The Eastern Guard in Upwold is too far from the Marcher border to protect against the raids as they currently stand, it would need further reinforcements to provide assistance.

At present there is definitely no sign of any Jotun army moving over the border, but this is a grim omen. Historians claim that when the Jotun raids begin in force, it is usually a prelude to war.

Resolution

The response has been swift and co-ordinated; the generals of the Red Wind Corsairs, Winter Sun, Fist of the Mountains, Hounds of Glory in Kallavesa, Bregasland, Upwold, and Tassato respectively. This has lead to several skirmishes, but the presence of the Imperial armies blunts the impact of these raids quite effectively.

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Shadow of the Bronze Colossus

Contents

- 1 Rules

- 1.1 Autumn Magnitude 21

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Options

- 1.5 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 21

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must be gaining additional hits from heavy armour.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual targets a single character who is gaining additional hits from heavy armour. That is, the character must be wearing heavy armour that covers the majority of the torso and at least one other location; valid locations are the head (with a helm), the arms and the legs, or you may cover half of your arms and legs. The enchantment ends immediately if enough of the target's heavy armour is removed that they no longer receive bonus hits from it.

The target gains four additional ranks of endurance. In addition, they can respond to any roleplaying effect that would inspire feelings of altruism, compassion, patriotism or generosity by expressing cool disdain and detachment.

The target experiences potent roleplaying effect: You do not wish to remove their heavy armour. It feels a natural part of your body, and you may even sleep in it. You experience strong mercenary thoughts - the idea of fighting in return for rewards seems very appealing. The idea of fighting without receiving payment, preferably in advance, seems laughable or even offensive.

The effect lasts until the start of the next Profound Decisions Empire event.

Options

Any caster who has mastered the ritual may choose to substitute orichalcum for crystal mana when contributing to it. Every 2 ingots of orichalcum spent counts as 1 crystal mana when contributing to the ritual..

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 16. Additional characters must be present throughout.

Description

This enchantment causes a powerful relationship between the target and their heavy armour. The metal plates and rings of their armour seem as natural to them as skin, and the armour itself is heavily reinforced but the power of the ritual. The ritual partly reinforces the handiwork of the artisan who forged the heavy armour, and partly infuses the spirit of the wearer with Autumn magic.

According to Eternals and Heralds, the colossi of the Realm of Autumn are massive metal statues that stand at key strategic points through the the labyrinth that makes up the Realm. They never move, and are fixed points in an otherwise mutable, shifting maze. While they are immobile, the Eternals say that they are in some fashion alive. According to some stories, the Eternal Estavus forged the colossi for her own inscrutable ends. Regardless, the ritual taps into some of their immense, immovable power, using it to forge the spirit and the metal of a warrior together. Lesser colossi are known to exist as well; great brass minotaurs serve as guards or guardians from some Eternals, for example. These constructs may lack the immense majesty of the bronze colossi but they make up for that in ruthless martial acumen. Some warlike Eternals wear magically enhanced brass armour to echo the warlike nature of the brass minotaurs.

This ritual effectively doubles the strength of a standard suit of heavy armour. If there is a downside, it is that the spirit of the target is flooded with cold, metallic sensations that dampen empathy, sympathy and patriotism. The target often becomes incredibly cynical, in addition to the more typical urging to demand payment before they will fight.

Due to the nature of the enchantment, the ritual often ends before its normal duration would expire; few mortals can bear to wear a full steel harness or suit of iron chain for extended periods of time. While their spirits may be comfortable in the armour, their bodies often protest against the strain of long periods cooped up in a metal shell. Allies of warriors bound with Shadow of the Bronze Colossus are advised to ensure that they remove their armour once the threat of battle is past, for fear that they over-exert or injure themselves.

Warriors enchanted with this ritual find it easy to sleep without removing their armour, they often report dreams tinged with an awareness of great shifting vistas under alien skies, and of feelings of tremendous size, weight and strength. It is widely believed by magical scholars that they are sharing briefly in the dreams of the bronze colossi themselves. Sadly for these scholars, warriors rarely remember many details of these dreams on awakening.

In some parts, especially Highguard, a priest will help reduce the negative side-effects of the ritual through exorcism. In The League and among the Freeborn however the spiritual effects that accompany this ritual are often seen as being quite positive.

Common Elements

The characters who are the target of this ritual will always be in heavy armour, and often bring the rest of their marital panoply with them. Ritualists often paint runes or sketch symbols of strength, endurance and stability on their armour and shields, or directly onto their skin, especially in metallic paint. orichalcum and green iron are often used in this ritual, even if the orichalcum is not being used to empower the target directly - tokens made from these materials may be given to the targets. Encouragement to identify with and imagine themselves as the bronze colossi may be used, or invocations to legendary warriors especially Paragons and Exemplars of Courage may be used. The runes Verys or Hirmok are invoked, and a dramaturgical performance often involves The Prince and The Battlefield.

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Shadowbound Donjon

Description

A Shadowbound Donjon is traditionally crafted from wood harvested in the darkest part of a forest. The birchwood of Upwold is particularly prized for use when crafting this implement, although dark pinewood from Karov and aged oak from the depths of Semmerholm are equally valuable. Interestingly, wood taken from forests that have been touched by the Vallorn seems to be especially difficult to shape into a Shadowbound Donjon. There is a suggestion that the vitality that infuses the area around these vegetable abominations has a lingering effect even after the entity's grasp on the forest has been broken, and that energy renders the wood less suitable for an enchantment that fixes living things in place.

When the power of the staff is invoked it locks the target into a conceptual prison, unable to move. Some wielders speak of a dimming of vision when the staff is invoked, as if they were wrapped in imprisoning shadows, although the targets rarely experience this phenomenon.

The staff is often inscribed with one of the runes Feresh, which represents majesty; Aesh, which can represent stability; or Hirmok the rune of dominion.

Rules

- Form: Weapon. Takes the form of a staff. You must be wielding this implement to use its magical properties.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: Once per day when you cast the paralysis spell you can do so without spending any mana. You must be able to cast the paralysis spell to use this power.

- Materials: Crafting a Shadowbound Donjon requires five measures of ambergelt and three measures of iridescent gloaming. It takes one month to make one of these items.

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Shadowed Glass of Sung

Contents

- 1 Rules

- 1.1 Night Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Magnitude

- 1.5 OOC Elements

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The ritual targets the nearby area.

This ritual requires a mirror, reflective surface, or similar focus that is studied during the performance.

Effects

This ritual presents information about an area, focusing on secrets, enigmas, or mysteries. It answers the question "Is there a specific secret, mystery, or enigma associated with this location?"

As with many Night magic divinations, the precise information presented by the ritual varies dramatically. It may be straightforward and clear, or couched in the form of a symbolic vision, or even a riddle. The information usually comes in the form of one or two sentences, but may involve a short vision of some sort.

Examples of results with this ritual might include: "There is a secret room in the nearby mine that can only be opened by someone who has studied astronomancy" or "The dead lie unquiet in their graves - in their fitful slumber they continue to fight the battles of ages bone by. They will attack without mercy anyone who reminds them of their ancient foes" or "You have a brief vision of a pale woman with a twisted staff watching you from beneath the shadow of the trees. Before you can draw attention to her, she breaks apart into a flock of ravens, leaving you with a vague feeling of creeping dread. For the rest of this quest you may ask the question "Are you the woman from my vision?" as if using the disguise rules."

Each contributor receives the same information.

Not every location reveals information to this ritual - either because there is no information or because there is so much information it overloads the magic. The divination function of the detect magic spell can be used to discover if there is information that can be revealed with this ritual.

On rare occasions, an area may be under the effect of a magical shroud or obscuring magic. If the shroud has a higher strength than the magnitude of the ritual, it reveals only whether there is information to be discerned, and the presence, realm, and magnitude of the shrouding effect.

Additional Magnitude

The magnitude of this ritual may be increased to allow it to penetrate more powerful shrouds or obscuring effects.

OOC Elements

This ritual is primarily intended to be used on quests, or during player events. As a consequence the definition of an area is left intentionally vague. At a main event, the entire quest area might be treated as a single location, while a player event might have different information for each room in a building. If it is relevant, the referee can indicate what counts as an "area" when the ritual is cast, or when detect magic is used to determine the presence of information.

When cast in Anvil, the ritual usually reveals the same enigmatic riddle "The world is made of secret knots." Ritualists have debated for centuries as to what precisely this means. A detect magic spell may occasionally reveal if there is specific, additional information in a specific part of Anvil.

Description

Unlike Clear Lens of the Eternal River, the ritualist stares deeply into the focus, rather than through it. Some magicians explain that the sensation of performing the ritual, especially when doing so without a coven, is as much about looking within as being aware of their surroundings. When cast by a coven, the same focus is usually passed from ritualist to ritualist, each seeing fragments of the larger vision as they slowly combine the details to understand the import of the rituals' divination.

Rituals like this have been used since time-out-of-mind by groups as diverse as the Kallavesi mystics, the Navarr vates, Freeborn seers and League diviners. As with many Night magic divinations, even when it provides information it is often fragmentary, symbolic, or metaphorical, and interpreting it can prove quite challenging - there are plenty of stories of magicians understanding what they have learned only after exploring an area and encountering the dangers their magic divined.

It is difficult to predict what information, if any, will be revealed, Some academic magicians compare it to Signs and Portents, rather than to the thematically similar Clear Lens of the Eternal River. Indeed, there is some evidence that the information it provides can shift and change over time - although generally in the course of several days or weeks meaning it is rarely effective to perform the ritual twice in the same place on the same day.

The ritual is popular in the League, drawing as it does on the hearth magics of mirrors. It is also somewhat popular in Varushka, where a talented volhov who can perform the ritual solo can gather vital information about the places they visit, and potentially receive valuable insight into a threat. .

In Imperial lore, the ritual takes its common name from the Night eternal Sung, the winged serpent who seeks after mysteries and enigmas, but it does not specifically draw on her power. Her name is often invoked during the casting. This is the original Dawnish name for the ritual - some magicians prefer to refer to it by its Highborn title - Through the Glass Darkly - or by the Urizen name The Mirror of Enigmas.

Common Elements

This is a divination ritual, and often involves runestones or cards as well as the reflective surface that serves as the focus. The mirror, is often painted with runes during the ritual. The surface may also be made of a special material - weltsilver-backed glass is very popular. Some magicians prefer to use an orb of crystal - especially tempest jade, usually with a flaw at its heart on which they can focus their attention. Rarely, a totem item such as a small statue of an animal might be used - especially by a solo-caster - that the magician focuses their full attention on while performing the ritual. There are stories of

Swirling red and black designs painted around the eyes of the ritualists are another common element, marking their attunement to the specially prepared mirror. Likewise, blood magic involve dripping drops of blood from a particularly wise individual onto the glass. There are reports of special magic items, specifically ritual foci that can be used to make it easier for a single caster to perform the ritual (and, so the stories go, to empower certain other other divinations). Unfortunately, the creation of such items is not common knowledge in the Empire although they are said to be common in part of the Principalities of Jarm.

The rune Xun and Diras is often used with this ritual, as are scenes of divination and magic involving characters such as The Bishop or The Doctor, or the evocation of the virtues of Wisdom or Vigilance, or of wise animals or creatures such as sphinxes.

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Shadowglyn Distillery

The Shadowglyn Distillery is located in the Hercynian Glen of Shadows, on the lowest slopes of the Northpines. It was once famous for its rare drinks before its partial destruction. Known by connoisseurs of strong spirits throughout the Empire, their fine single malt, aged in pinewood casks, was considered near the pinnacle of the distillers' art (albeit something of an acquired taste). During a pitched battle between the Thule and the Navarr defenders, the distillery was gutted by fire, the people killed or enslaved, and the grain fields ruined by thoughtless barbarians.

Only a few dozen bottles of the 372YE vintage are known to have escaped the fire, and are considered at least as valuable as bottles of the 69YE vintage (said to have a slightly salty taste, attributed to the tears of the Navarr distillers at the news of the death of Empress Richilde) and the 204YE (when a particularly nasty winter destroyed over nine-tenths of the grain used in the production of the whiskey).

In Spring of 378, the partially ruined distillery was restored and reopened by Wern Taur Thorntarry, a Navarr brewer. Citizens wait eagerly to see if the drinks created by the new distillery will rival its former glory.

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Shamans

Overview

Most orcs only experience communion with the ancestors when battle is upon them but a few individuals - called shamans - are able to hear the voices more frequently.

Shamans are almost incessantly surrounded by the constant input of ancestral advice much of it bearing a contradictory or even hostile message. As such, all shamans have a tendency to appear removed from reality, and powerful shaman often appear to outsiders to be mad. The madness expresses itself differently in every case. Some struggle to separate the voices of the ancestors from those of living orcs around them; some are withdrawn and sullen, some prone to violent outbursts, some spew forth incoherent snatches of sentences with no apparent provocation, while others have trouble focusing on the present. Some claim to be able to converse with the ancestors, holding conversations with them as they speak aloud to the winds. These shamans tap the wisdom of the ancestors but they are regarded with a mixture of awe and pity by other orcs.

It is not unknown for the shamans to call the legion together, and recite tales of great battles, or conjure stories of future victories which could happen. Heavy drumbeats and ceremonial pit fights are used to stir the blood of the legion, to help make them receptive to the voices of their ancestors. If successful these ceremonies open the ears of the orcs to the words of the ancestors, allowing them to guide the thoughts of the legion and stand shoulder to shoulder with their living sons and daughters.

Shamans have an important political role in Imperial Orc society as leaders will usually consult them to hear the words of the ancestors before deciding on important matters.

Creating a Shaman

Shamans are commonly magicians, apothecaries or occasionally artisans, but no particular skills or abilities are required. While any character can be a shaman, it is rare for shamans to be warriors. If you are interested in a character who combines combat skills with a religious role, you might enjoy playing a pit fighter. As mentioned in that section a shaman and pit fighter makes a good two-person combination, with the two character types complementing each other and allowing for fun ancestor-themed interactions.

Shaman make good ritual magicians. Orc ritual magic often focuses around contacting ancestors, a role that is well suited to shamanic roleplaying. In addition the fetishes favoured by orc ritual magicians can be a useful way to let other orcs know you are a shaman.

A shaman is almost never a warlord, it is better to create a shaman character if you enjoy roleplaying a character that is able to go anywhere and speak to anyone but are comfortable with your words being ignored. Shamans are inherently mystical characters, they are a good choice if you like playing characters that are mysterious, quixotic or otherworldly.

You should assume that you will always be deciding for yourself what words or advice the ancestors have given you - it will be extremely rare for a referee to stop and tell you what an ancestor is saying. For this reason it is a good idea to spend some time thinking about one or more ancestors whose voices your character commonly hears. Some of these may be Imperial Orcs, a former friend or a notable relative who has now died, but at least one should be a barbarian ancestor or an ancestor from the time when the orcs were slaves. It is a good idea to name these ancestors and spend some time thinking about the sort of advice they commonly give; this will make it easier to be spontaneous about passing on their words of advice to others.

Playing a Shaman

Many shamans find the constant communion with the ancestors to be disorientating and confusing. It is entirely up to you how affected your character is by this. A degree of madness will help make your character have some impact as a shaman, as they underline the fact that your character is fundamentally different to other orcs. But a character that is completely mad all the time is unlikely to be fun to play or fun for other characters to interact with. Our advice is to enjoy periodic bouts of madness that come and go, when they will be most dramatic and most fun to roleplay.

Shamans can be very influential in Imperial Orc society, as they are a conduit for the wisdom and strength of the ancestors. Generals, warlords and other important orcs are encouraged to consult with the shamans regularly so that you can pass on the advice of the ancestors. Since you will be making up this advice, and everyone knows you will be making up this advice, it is much better to try and be relatively impartial and proffer advice and words of guidance that contribute to the drama of the moment. Advice that is obviously self-serving is liable to undermine your credibility as a shaman, other characters will be justified in questioning whether you are really hearing the words of the ancestors or simply making something up that suits your own ambitions - such crimes are rare but not unknown.

Don't worry if other characters ignore your advice. The ancestors you are hearing may not understand the Imperial Ors so other orcs have carte blanche to ignore your words if they feel they won't help. If you want to play a character that gives orders and has them followed, then you would be better trying to play a warlord than a shaman.

However don't feel you have to wait to be asked for the words of the ancestors. You can hear the words of the ancestors whenever you want - so feel free to pass on the things they say to others whenever you feel like it. Shamans are meant to be quirky and unpredictable, they are not entirely of this world, offering unsolicited advice can be part of what gives the shaman their unworldly air.

There is never any purpose in asking a referee what the ancestors say - that is left for you to decide. It will be exceptionally rare for a ref to need to tell you something that an ancestor has said but if they do then they will come and find you and whisper it to you.

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Shared Mastery of the Magician's Guild

Contents

- 1 Rules

- 1.1 Autumn Magnitude 4

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 4

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must possess the magician skill. and must be a member of the same coven as the characters performing the ritual.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

A single spell is chosen during the ritual which must be known to at least one character who contributes to the performance. The target, who must be a member of the same coven gains the ability to cast that spell as if they knew it.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 3. Additional characters must have the magician skill and be present throughout; each target receives the ability to cast the same spell.

Description

This ritual allows a magician to share their spell casting knowledge with other members of their coven. It differs from Day rituals such as Illuminate the Higher Mind because it builds on the bonds between members of a coven to share skills and knowledge, rather than allowing that knowledge to be accessed by any targets.

While it is less versatile than Illuminate the Higher Mind, it is still useful for allowing a coven to expand their versatility; a common use is to allow members to cast spells such as mend or repel that might be useful in a coming battle. While it is often used by a coven, it is a simple enough ritual that a single scholar of Autumn magic might perform it; even though it draws on the bonds between coven-mates, it does not automatically require the use of the coven bond.

Common Elements

The ritual usually involves a symbolic transfer of knowledge between the character who knows the chosen spell, and the recipients. This often mimics the master/apprentice or student/teacher relationship, but it may just as often build on the idea of 'sharing guild secrets' or jusing 'understudies'. Tokens marked with the runes Queros or Lann may change hands. Navarr and Winterfolk ritualists often enact a merging or exchange of blood when they use this ritual, cutting the palm and then clasping hands as the ritual is performed.

A repetition of the coven oath is sometimes used with this ritual, especially in the Varushkan cabals and between Imperial orc oathwrights.

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Sharp Eyes of the Corsair

Contents

- 1 Rules

- 1.1 Day Magnitude 10

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.3.1 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 10

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a military unit. This ritual targets a military unit. The character who controls the target personal resource must be present throughout. This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual places an enchantment on the target military unit that enhances their prowess in the field of information gathering. This will increase their effectiveness by 40 force, but only for the purposes of assisting a spy network.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional military units belonging to characters from the same banner. Each additional character increases the magnitude by 8. The character who controls each military unit must be present throughout the ritual.

Description

The ritual was based on research performed during Winter 378YE by Anwar I Erigo, a hakima belonging to the Seers of Oran. It was one of the last rituals Anwar developed before leaving the hakima to serve in the Imperial Senate. It was codified during Winter 378YE at the Halls of Knowledge in Zenith under the supervision of Octavius of the Spire of the Auric Horizon, the Provost of the Halls of Knowledge. It was added to the body of Imperial lore by declaration of the Imperial Conclave during the Spring 379YE summit.

With an increased interest in lands outside the Empire, the usefulness of a ritual that would help scouts and agents uncover details of a hostile territory was obvious. By the Winter of 378YE, the Senate was operating spy networks in the Barrens, in Liathaven and in Verthandi (in the Thule nation of Otkodov). Furthermore, it seemed likely that similar networks would soon be established in the Mallum (the lands controlled by the Druj to the east of the Empire) and, with the approaching end of the Jotun ceasefire, with the western barbarians as well.

Traditional enchantments such as those provided by Raise the Standard of War or Merciless Wrath of the Reaver are ineffective when supporting a spy network. Even Shroud of Mist and Shadow, an otherwise quite versatile ritual of the lore of Night, proved of limited use when it came to gathering precise information about territories, settlements, trade routes and the like.

The lore of Day lends itself particularly well to uncovering information, however. The benefits the enchantment provides are twofold.

Firstly, it grants additional precision to the soldiers themselves. It sharpens their senses, granting additional precision when it comes to measurements or observations. When scouting, they will naturally avoid areas covered by other scouts and receive some additional advantages when it comes to finding routes and outposts from which to observe – but avoid – enemy forces.

Secondly, it helps the soldiers to submit reports about what they have seen that are clear and useful to the civil servants responsible for collating the experiences of the various companies involved in gathering information through the spy network.

Controversy

During the codification of the ritual there were some complaints from the notoriously sour Urizen magus Lucien of the Halls of Knowledge (enjoying an extended visit to the distant Lyceum to take advantage of the excellent climate during a particularly cold winter in the peaks of Zenith). This elderly and outspoken magician pointed out that as a ritual of the tenth magnitude, Sharp Eyes of the Corsair was less “efficient” than it could arguably be – a consequence of the Law of Scale.

By simply doubling the magnitude, he claimed, the effectiveness of the ritual would increase by around two-and-a-half times. A twentieth magnitude iteration of this ritual would allow the most basic company of military men and women to effectively double their contribution to espionage activities using a spy network. Doing so would be relatively easy – it would certainly take no more time than codifying the ritual at its established magnitude.

Calmer heads prevailed, however. The ritual as defined by the Provost might be slightly less efficient, but it is possible for a mistress of Day magic to perform the ritual without the assistance of a coven which could prove to be a significant advantage that should not be discounted.

Common Elements

While the ritual involves enchanting a body of soldiers, it also involves elements of divination – as such, common elements appropriate to either or both form of ritual magic are appropriate to the performance of Sharp Eyes of the Corsair. The ritual is also based on initial research performed by one of the Freeborn hakima, so elements of Brass Coast magic are also appropriate. Indeed, the soothing and harmonious music that often accompanies Erigo rituals seems a particularly good fit for this ritual of the realm of Day.

As with all rituals designed to enhance a company of soldiers, Sharp Eyes of the Corsair uses the leader or captain of the company as a focus, exploiting the Law of Dominion to overcome the Law of Presence. The ritual often involves the targets of the enchantment being anointed with oil or fresh water; a Dawnish researcher recommended girding the subject with symbols associated with clear sight such as a spyglass or map of the area their soldiers would be expected to explore. Providing the commander with a banner marked with an appropriate symbol of Vigilance, Wisdom or clarity is also quite an appropriate element for this ritual.

The ritual resonates strongly with the Wintermark Rune of Discovery – Sular represents not supernatural revelation but the knowledge that comes from exploration and active investigation. That this rune is commonly referred to as “the Ship” is a happy coincidence that makes the chosen name for the ritual even more appropriate.

Astronomancy would tie the ritual to the Key, with its strong resonance for unlocking secrets and discovering truth. Some Urizen magicians point out that the ritual also has a resonance with the Spider – the hidden eye that observes things, especially things outside the Imperial sphere of influence. Spiders are also a Varushkan symbol associated with Wisdom – making them doubly appropriate.

At the time of this writing, there has been little opportunity to experiment with dramaturgy. However, a theoretical Marcher arcanist at the Lyceum by the name of Jenny Greenteeth suggested that the Bishop would be an excellent persona to use with the ritual, combining the concepts of strengthening and revealing with the vital virtue of Vigilance.

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Shatter

Contents

- 1 Description

- 2 Casting

- 3 Effects

- 4 Sample Spellcasting Vocals

- 5 Common Elements

Description

Where repel uses magical force to drive a target away, and entangle uses that force to prevent a foe from escaping or following the magician, the shatter spell focuses that force to destroy objects. It is often used to destroy shields to render an opponent vulnerable; pole-arms and pikes to remove the advantages granted by their great reach; or the weapons of an opponent to remove their ability to threaten the magician or their friends. It is equally effective against mundane weapons, implements, and shields and against magical examples - but when a magical item is broken with this spell the person who is bonded to it is unable to access any of its magical abilities.

The magical force unleashed by this spell is invisible and soundless, but irresistable. While some magicians make a point of performing massive, heroic strikes with their implement, the spell is equally effective when the magician simply taps the target item while speaking the incantation to release the power. With a few words, the energy of the magician's strike is refocused and redoubled to break the object - or perhaps the magic supplements the magician's strike with the power of a Spring tempest, a Summer giant-folk, or the crumbling and inevitable decay of Winter.

Several crafted impements exist that grant additional access to this devastating magic.

Casting

- Type: Offensive spell

- Cost: 2 Personal mana

Effects

You may call Shatter against the weapon, implement, or shield struck by your implement.

Any weapon, implement or shield struck is broken and useless. Shattered items can be repaired with the mend spell

Sample Spellcasting Vocals

- "Let what has been made be unmade! - SHATTER!"

- "Cathan Canae knows my name! - SHATTER!"

- (glaring and gesturing contemptuously) "I judge you unworthy to have such a thing - SHATTER!"

- (quickly sketching the Drowned Man in the air with the other hand) "All things end! - SHATTER!"

- "You will be broken, as your (object) is broken - SHATTER!"

Common Elements

- Rune Magic: As the spell represents the ruin of crafted objects, the dangerous Rune of Storms, Mawrig. is used by many runecasters. The Rune of Might, Verys, can represent irresistable strength that smashes all that stands before it, while some magicians favour Kyrop, the Rune of Weakness, representing the idea that any object is only as durable as its weakest spot.

- Astronomancy: An astronomancer might swiftly sketch the constellation of the Drowned Man in the air before unleashing the force of this spell, or evoke the grim red eye of the Wanderer before metaphorically wrenching the target object apart.

- Dramaturgy: A dramaturgist may express the precise, merciless mien of the Doctor before destroying something, or affect the whimsical and reckless nature of the Mountebank before bringing ruin down on the target.

- Other traditions: A Dawnish witch might evoke echoing roar of the mighty chimera, or the irresistible strength of a giant or ogre when casting this spell - while a witch of a darker mien may evoke the hateful, ruinous nature of the manticore. For a Kallavesi or a Varushkan mage, the powerful claws of the bear might prove a suitable totem to call on. A more devout magician might evoke the name of Inga Tarn, while incantations referencing Llofir, Cathan Canae, Sorin. or even The Thrice-cursed Court are all equally appropriate.

- Realms: Destroying crafted objects has a powerful resonance with both Spring and Winter. Irresistable force that breaks through any barrier resonates with both Summar and Day - and the both Day and Winter resonate with the idea of finding weak points and exploiting them (albeit in very different ways). Night has no resonance with this spell, and the powers of Autumn are more resonant with the idea of mending what magic has broken than with destroying the fruits of the crafter's skill.

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Shears of Winter

Description

A rod and a one-handed axe are the most common combination for the Shears of Winter. They are usually both made using metal taken from the same mine, and then the hilt and the shaft of the implement worked with dragonbone and tempest jade. Some wielders make a point of keeping a small amount of shattered tempest jade on hand to keep their weapon and implement smooth, polished or sharpened as appropriate. Their common name arises because the weapon and implement are often marked with the rune Yoorn, sometimes called the Shears, which symbolises ending.

When using these arcane weapons, the magician-warrior usually touches the pair together, drawing destructive magic out of the weapon and then unleashing using the rod (or more rarely, wand). They are equally adept at blasting shields to splinters or ripping even magical weapons into shards, occasionally with a thunderous detonation.

The main value of the Shears of Winter is that there is, as yet, no rod available to Imperial artisans that allows a magician to perform the shatter spell without training. While there is a staff that provides that power, it requires the wielder to be a trained battle mage. The Shears of Winter also require a degree of training to use, but those battlefield magicians who favour them seem to appreciate the ability to remove a foes protection (whether that is a shield or a polearm) before delivering a crippling blow with the one-handed weapon.

Rules

- Form: Weapon. A pair consisting of a one-handed weapon and either a rod or a wand. You must be wielding both the weapon and the implement to use the set's magical properties.

- Requirement: You must have both the ambidexterity and magician skills to bond to these items.

- Effect: When wielding both the weapon and the implement, you may cast the shatter spell as if you know it.

- Materials: Crafting the Shears of Winter requires four ingots of tempest jade, and three measures of dragonbone. It takes one month to make a pair of these items.

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Shelter from the storm

Giana shaded her eyes, frowning. Beside her Marco continued to clear weeds, muttering something about cold syrah, slices of orange, and cool shade.

"Marco ... who's that?" She tapped her son on the shoulder to catch his attention. With a groan, he stood up, peering over towards the cliff edge.

"I don't know ..." he said slowly. "It could be Edri? Didn't he say he was going to spend the morning collecting gull eggs?"

"I don't know ... He's vain but even he wouldn't go gulling in his restday finery... And I would swear he has a spyglass. Edri doesn't have a ..."

She trailed off, suddenly afraid. Marco swore; his mother was too worried to chastise him.

"Oh Zemress preserve us ... that's not Edri ..."

Her son was already moving. He grabbed the adze they had brought with them for breaking up stubborn clods of earth and ran full pelt towards the distant figure. His heart pounding, his aching limbs flooded with adrenaline and fear, he covered the distance in less than a minute. Behind him he could hear his mother shouting, but he was too focused on the desperate need to kill the spy as quickly as possible. Every child on the Isle knew that if the orcs found them ...

As he grew close, the orc hurled a javelin in his direction, its lips pulling back in a vicious snarl to reveal half a dozen gold teeth. He threw himself into a roll, his tired back and thighs howling in pain, and the javelin passed over him with barely an inch to spare. He stumbled slightly, but kept running.

The orc drew its curved blade, and then he was on it.

Marco swung wildly, the orc ducked under his blow and slashed across his belly. The young man managed to twist aside to avoid the worst of the blow ... then buried the adze in the orc's face. The beast fell back, screeching. Edri leapt on it, pulling his knife, and stabbed the thing repeatedly in the chest, belly and throat until it stopped moving.

Panting, he tried to pull the adze free but it was lodged in the orcs skull. His stomach twisted, and it took all his strength not to vomit his breakfast onto the grass at the top of the cliff. He could hear his mother shouting something behind him, but his blood was ringing in his ears and he could not make out her words.

The first arrow hit him in the shoulder. he stared at it for a moment, frowning, then crumpled to his knees. As his vision darkened, he could see two more orcs down the cliff path, one of them nocking another arrow. Beyond them, he could make out a shallow rowboat and another four or five orcs - making preparations to leave, waving their arms excitedly. As the second arrow stuck him in the chest, and he fell back, he realised what his mother had been trying to warn him.

Orcs. They never, never travel alone ...

Contents

- 1 Overview

- 2 Significance

- 3 Evacuation

- 3.1 Participation

- 3.2 Rewards

- 4 A Matter of Religion

- 5 A Matter of Conscience

- 6 Limited Opportunity

Overview

The Isle of Zemress lies well outside Imperial waters, albeit still within the Bay of Catazar. It is named for that fabled mariner known as The Blade of the Isles. Sutannir tell how her ship - The Kraken's Bane - was found floating abandoned a year after she set off on a dangerous mission. A century and a half later, the mystery of her disappearance was explained - according to stories she and her crew ended up marooned on an island on the Broken Shore, forced to make new lives for themselves in the very shadow of the Grendel nation.

We the Freeborn assembly recognise the inhabitants of the Isle of Zemress as descendants of the three tribes, and recognise their right to citizenship of the Brass Coast.

Immeldar i Ezmara i Erigo, Statement of Principle, Freeborn Assembly. Summer 380YE

A couple of years ago, the inhabitants of the island reached out to their Freeborn cousins. A century and a half of separation had seen the inhabitants of the Isle of Zemress diverge somewhat from the traditions of their distant cousins, however. For one thing, they appeared almost Marcher-like in their insistence on the virtue of honest toil and hard work. Even more unfortunately, they had embraced a heretical view that while the virtues of the Way certainly existed, only the virtue of Prosperity had any true value - indeed they seemed to have little understanding of the deeper truths of the Way, or the nature of the other Virtues.

A need to send missionaries to help lead the Isle of Zemress in all of the Virtues. More information of the Isle of Zemress is available from Immeldar of the Brazen Pavador.

Immeldar i Ezmara i Erigo, Statement of Principle, General Assembly. Spring 380YE

In 380YE, Immeldar i Ezmara i Erigo and the Freeborn assembly recognised the inhabitants of the Isle of Zemress as having the right to see themselves as citizens of the Brass Coast, should they wish. With the aid of the General Assembly, they also resolved to send missionaries to help lead the islanders to understanding of all the Virtues. In the latter, they were apparently successful. While reserving a special place for Prosperity, over the last year the islanders have come to see the value of the other six Virtues and incorporate them into their lives..

Now, however, disaster has struck. The community on the Isle of Zemress has prospered for the last century and a half largely by avoiding the gaze of the Grendel. It is impossible to know for sure what has drawn their attention - perhaps the Imperial missionaries visiting the island, perhaps simply bad fortune - but notice it they have. Grendel pirate ships and slaving vessels are gathering to descend on the island. When they do so, they will loot the place of everything of value, and carry away in chains anyone who does not die fighting to protect their homes.

A single desperate message has been sent to Sol i Riqueza, one of the hosts for the egregore spirit of the Brass Coast, asking for help.

The orcs have found us. We were not quick enough, and some escaped. The Grendel now know where we are and their fleet masses. Even if we had the boats, we could not outrun them. We are desperate. Without your aid we cannot escape this trap. I beg you... do not let our story end in the salt mines of Dubhtraig.

Dhomiro Tevus i Zemress, Isle of Zemress

Significance

The situation on the Isle of Zemress appears dire. Grendel privateers are attacking the island, with the clear intention of plundering its treasures and enslaving the population. There are several thousand islanders, who consider themselves Freeborn, and who have been welcomed by the people of the Brass Coast. They are reaching out to their Freeborn cousins - to the Empire - for aid.

Evacuation

The Grendel have not by all accounts committed a full navy to the area - at the moment it appears that the attackers are disorganized pirates. Yet the damage those fleets are capable of cannot be underestimated. There is little chance that the islanders can hold out against the Grendel for long - they are not equipped to fight off a concerted Grendel attack, and the orcs are not likely to stop attacking until the humans are all enslaved and their settlements pillaged of all valuables.

A major naval battle would be extremely tricky - even if the Freeborn Storm could reach the territory where the Isle of Zemress lies, it would need to navigate treacherous waters - all assuming it could get past the Grendel navies engaged in Spiral. Realistically, the only viable plan to evacuate the Isle will need the support of the independent ship captains of the Empire - should they wish to make the attempt.

During downtime, any Imperial fleet owner may assign their fleet to the "'Evacuate Zemress Island'" opportunity (which will be appear as a "navy" you can support in the drop-down menu). The outcome of the opportunity depends on the total number of fleet ranks assigned to the opportunity.

Participation

Each standard fleet assigned adds 100 strength to the opportunity. Each additional rank the fleet possesses adds another 20 strength. Rituals and other effects that make a fleet more effective at supporting a navy apply their benefits normally to the effective ranks. Once downtime closes, we will determine the outcome based on the total effective strength of all assigned fleets.

- If less than 500 effective strength is assigned, the evacuation will be a failure. Any fleets sent to the area will be beaten back by the Grendel and virtually no Zemress islanders will be saved; the Grendel will destroy their community and carry all surviving members away as slaves.

- If the effective strength of the rescue effort is at least 500 but less than 1000 then the a few of the fleets assigned to the task will be able to bypass the Grendel privateers. A small number of Zemress islanders will be saved; around a hundred in total. The rest of the islanders will be captured and enslaved, and their valuables will be completely looted by the Grendel.

- If the effective strength is is at least 1000 but less than 2000 then the Imperial captains will be able to break through the Grendel blockade and rescue the majority of the islanders, along with a few of their most treasured possessions. All the islanders will be transported to safety in Feroz and Madruga, but they arrive with little more than the clothes on their backs.

- If the effective strength is at least 2000 but less than 3000 then the Imperial captains will be able to smash the Grendel blockade allowing them to rescue the majority of the islanders, and also giving the islanders sufficient time to bring many of their most valuable possessions. The islanders will be transported to safety in Feroz and Madruga, and arrive with goods and materials sufficient to help them start new lives without needing any further assistance. They will be able to bring with them several of their treasures - including some relics of Zemress herself.

- If the effective strength is 3000 or greater then the Imperial captains will be able to rout the Grendel assault, allowing them to rescue all of the islanders prepared to leave, along with all their possessions and belongings. The islanders will be transported to safety in Feroz and Madruga, with sufficient wealth to start new lives without needing further assistance, adding to the general prosperity of the Brass Coast and eventually increasing the taxation revenue of the treasury. (OOC Note: An increase to the taxation revenue of these territories reflects the establishment of several new resources here, operated by exiles from the Isle of Zemress).

Rewards

The Zemress Islanders are followers of Prosperity, and they understand the importance of rewards for hard work. As many of the islanders as possible will offer payment to the Imperial captains who assign to this opportunity in the form of valuables and services. Each fleet assigned to the rescue will receive one crown from the grateful islanders for each 20 effective strength that they contribute to the rescue.

A Matter of Religion

When they first made contact with the Empire, the Zemress islanders were convinced that only the virtue of Prosperity had value. In the years since, the good work of Immeldar i Ezmara i Erigo and the Freeborn priests have slowly softened this view. The islanders still consider Prosperity to be the pre-eminent virtue, but they have accepted that each of the other six has value. Before the Grendel attack they were slowly integrating Ambition Pride, Loyalty, and the rest into their system of belief. An opportunity exists for the Synod to recognise the success of the Freeborn missionaries, and urge the people of the Empire to aid these prodigal cousins.

The people of the Isle of Zemress are in need, and it is our duty to aid them. The (Freeborn Assembly/Imperial Synod]] empowers X with X doses of liao to urge those captains who command swift vessels in the Bay of Catazar to make their way to Zemress Island with all urgency.

Synod Mandate

The Freeborn national assembly may pass this judgement of mandate with a lesser majority. It requires a named Freeborn priest to be equipped with at least 25 doses of liao. If it passes, any Freeborn captain who engages in any action other than the "Evacuate Zemress Island" opportunity has their production or effective fighting strength reduced by one fifth. This will reduce their effectiveness when engaging in foreign trade, supporting a navy, privateering, or participating another special opportunity (such as Down along the cove).

The General Assembly may also pass this mandate. It requires a named priest (of any nation), and at least 50 liao. If they do so, then any Imperial captains who take an action other than Evacuate Zemress Island will suffer a one-fifth penalty to production or fighting strength.

As always, in the case of competing mandates (whether specific to this opportunity or otherwise) the one with the most liao assigned will take precedence.

A Matter of Conscience

The Quartermaster General of the Imperial Armies may choose to declare the evacuation of Zemress island to be a military matter. While there will be no significant damage to the Grendel ability to make war on the Empire, there will certainly be some fighting between Imperial ships and Grendel vessels. As such, the Quartermaster may choose to include "Evacuate Zemress Isle" when apportioning the Guerdon. If they do so, any fleet that assigns to the opportunity will also receive a share of the Imperial Guerdon as if they had supported an Imperial navy, in addition to the payment they receive from the grateful islanders.

Limited Opportunity

There is an extremely limited window in which to evacuate the Isle of Zemress. The Grendel will have completed their invasion and capture of the islanders by the start of the Autumn Equinox; the opportunity to evacuate the island exists only during the downtime immediately after the Summer Solstice.

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Shepherd of the Great Herd

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 4 Appointment

- 5 The Great Herd

Overview

The Shepherd of the Great Herd is an Imperial title awarded to an Imperial Orc citizen. It is a national position appointed by majority vote of the Imperial Orc senators. The position is a sinecure, requiring minimal responsibility but offering a regular income drawn from the profits generated by the stewardship of the herd.

The Shepherd of the Great Herd is a hands-on duty. To raise such a large herd the Shepherd is gifted the means to beat the great rhino skin drums that call the hardy uplands cattle down from the surrounding hills and valleys of eastern Skarsind. It falls under their judgement as to when best to call the cattle back down from the hills and when to let them roam free. The highland cattle are both valuable for meat, horns and leather but also their wool which can be collected several times a year. As a token of their responsibility, the Shepherd is gifted the pick of the vast herd, while much of the meat is bought to feed the legions of the Summer Storm and Winter Sun as they fight far away.

The Great Herd was the first Imperial project authorized by an Imperial commissioner after their creation in 379YE. Keen to improve the fortunes of their new home, the Imperial Orcs gathered the resources needed to invest in the wealth and prosperity of Skarsind.

Responsibilities

It is the expectation that the Shepherd will provide protection and care for their herd, intended to be the largest herd in all of the Empire, and eventually the world. Like a general might command their troops in battle and not be beyond leading them in the charge, the Shepherd equally should not be above mucking in with those orcs who seek employment marshalling this enormous herd of cattle. It is far from a one-orc job but the Shepherd is ultimately responsible for the actions of all those in their employ and every single head of cattle.

Powers

The Shepherd has no legal powers, but receives the pick of the vast herd each season. From this bounty the holder of the title draws an income of 216 rings a season.

Appointment

The title is selected by unanimous decision of the Imperial Orcs senators. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by any Imperial Orc citizen. The shepherd has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Imperial Orc National Assembly, and by the Assembly of the Nine.

The Great Herd

When Skarsind was first announced as a potential future homeland for the Imperial orcs, many business and farm leaders from across the Empire took great interest in sharing their experience and knowledge with the fledgling Imperial Orc nation before it took the great leap into establishing a homeland for itself.

With the wisdom of years of raising transient herds of their own to follow the large Imperial Orc armies and the gift of good breeding stock from the Marches, the Imperial orcs gained everything they needed to establish their own vast farms.

Taking on the knowledge and advice from the rest of the Empire, with help from their own scholars, such as those among the Skywise banner, the Imperial Orcs created a new style of farming. A no fences approach was designed that would allow the cattle to roam free and graze over greater distances, in hope this would avoid bringing great harm to the more fragile alpine grasslands previously unused for such large herds.

The cattle would be trained to respond to the sound of a beating drum. Rhino skin was used as the deep sound was unique and would carry over vast distances through the valleys and hills. Orc handlers used to marching great distance as soldiers with the legions would be needed to patrol, keeping wild beasts and raiders from claiming the best of the breeding stock. While some of the herd would be lost, the weight of numbers would maintain a profitable venture that would bring prosperity to the surrounding areas and Imperial Orc armies beyond.

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Sheriff of Overton

This title became obsolete when the town of Overton fell during the Jotun offensive after the Winter Solstice 381YE.

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Rewards for Hard Work

- 4 Appointment

- 5 The Sheriff's House

Overview

This title was created when the old Overton garrison building was decommissioned and converted to a residence for a sheriff charged with protecting and supporting the people of Mournwold. The title was a sinecure, requiring minimal responsibility but offering a regular income of ingots from the people of the territory. The position was a Marcher national Imperial title appointed through the Bourse.

Initially the Overton garrison was used to provide protection from Jotun raiders, and as a base of operations for independent captains to help in the defence of the Mournwold. With the completion of Orchard's Watch the garrison fell into disuse and was eventually repurposed. When Orchard's Watch fell and Overton was razed to the ground, the sinecure was destroyed.

Responsibilities

The Sheriff was expected to work toward the protection of the people of the Mournwold. In happier times a Sheriff might work with the magistrates to maintain law and order, and resolve disputes between citizens. With so many citizens of the Mourn being miners, or involved in mining, there was a particular emphasis on dealing with these people. They also have some responsibility for ensuring that the major roads between towns and villages remain free of bandits, and that threats from Feni or orcs are addressed quickly and effectively.

There was some expectation that the ores provided would be used in the crafting of magic items to help the Sheriff do their job, whether directly or through the recruitment of deputies.

Powers

The Sheriff of Overton was an Imperial title that grants custodianship of a sinecure.

Rewards for Hard Work

The Sheriff receives a small income of ingots. 12 ingots of green iron, 2 ingots of tempest jade, 2 ingots of weltsilver, and 2 ingots of orichalcum were received each season .

A significant proportion of these ingots were contributed by loyal Marcher folk living in areas under Jotun occupation, smuggled to Overton using contacts established under the prior garrison. If the Mournwold were freed, the same production would have represented voluntary donations from Marchers across the territory.

Appointment

The Sheriff of Overton was a Marcher national position appointed through the Bourse. The Sheriff was appointed by citizens of the Marches who control farm personal resources. The larger the farm an individual had, the more votes they could allocate in support to a candidate. The voting was handled by the civil servants in the Bourse.

Only a Marcher character could hold the title. They did not receive a seat on the Bourse, and could not be revoked.

The Sheriff's House

The building itself was a squat two-storey tower within the walls of Overton, close to the central keep of Orchard's Watch. It showed its origins as a barracks fairly clearly - it had no ground floor windows, and the upper storey windows were cruciform arrow-slits. The conversion primarily consisted of splitting the two floors into multiple rooms - the lower floor as offices for the Sheriff and their deputies, and the upper floors as somewhat spartan living quarters.

During the short-lived occupation of Orchard's Watch by the Jotun (in Autumn 380YE), the Sheriff's house was used as a residence by the orc responsible for overseeing the castle. A powerful champion of the Tower of the North, the Jotun added decorations and trophies of his own, including a great rug made from the hide of a mammoth, several vicious warhammers, and a number of Imperial standards captured during the war in the Mournwold. The champion apparently died during the attack by Imperial heroes to help reclaim Orchard's Watch, and these trophies were left behind when the Jotun withdrew.

When Overton finally fell to the Jotun after the Winter Solstice 381YE, the defenders managed to hold the Sheriff's House for several hours before finally being overwhelmed. In the fighting, the structure was gutted by fire.

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Shieldbreaker

Description

A Shieldbreaker is often a one-handed axe, hammer or mace. It is especially favoured by the Steinr, who use it to great effect when fighting the well-armoured orcs that infest the lands to the west of the Empire. Many artisans take pride in proving the superiority of their craft over that of the barbarians, showing that anything the orcs could create could be broken by their arts.

Swift and lightly armoured skirmishers among the Navarr, Marcher beaters, and Highborn unconquered make use of these weapons to even up the odds against shield-bearing opponents and to soften such foes up for their comrades in the main battle-line. Hammers and axes are the most common forms among these groups, who sometimes call them Bull’s Eye Bait as skilful use of these weapons will open up the target for a deadly shot from allied archers.

Runesmiths often inscribe the rune Verys, Rune of Might, on a Shieldbreaker. Although some smiths prefer to use Mawrig, the Rune of Storms, weapons bearing this mark are often considered to draw their wearers into dangerous situations; they are used by the frayed but many others prefer to avoid them. This weapon is popular with many orcs, both the Imperial Orcs (especially their reavers), and barbarians.

Rules

- Form: Weapon. Takes the form of a one-handed weapon.

- Requirement: Any character can bond to this item.

- Effect: You may spend a hero point to call SHATTER with this weapon when you strike a shield.

- Materials: Crafting a Shieldbreaker requires eight ingots of orichalcum, eleven ingots of tempest jade, seven ingots of green iron, three measures of ambergelt, and seven measures of beggar's lye. It takes one month to make one of these items.

The tallest of the youngsters stepped forward from the line to answer, his head held high as he spoke though the slight twitch of his pointed ears belied his nervousness. Though still a boy he bristled with pride for soon he would pass his citizenship test and be recognised truly as an Imperial. The weight of the honour hung heavy on his shoulders , few among the denizens of the Empire appreciated this the way an orc did. His hand tightened around the handle of his training shield and he took solace in the feel of the leather creaking in his palm.

“Your shield is your greatest tool, it can protect you from harm better than any armour. If it has survived many battles then the worth of it is proven already. Your shield is your life” he smiled, confident he had given the answer that the senior warrior had wanted.

“Wrong” the old orc bellowed, the dozen younglings before her flinched at the sound and stiffened their backs. She fixed the aspirant that had spoken with her remaining good eye; the other lost years before fighting the tribes along the western borders. She considered the memory for a moment, it was a good story, the scar had been well earned. It had worth to these youngsters too.

“But...” the young orc stuttered. “I’ve heard tales of the legion’s warriors in battle, shields locked and proud as they battle the barbarians. Shields that could endure whatever the enemy can muster. We’ve all heard.”

“Wrong” she repeated, calmer this time. She turned to the other aspirants and walked along the line, examining each in turn. Her awkward gait courtesy of the blow that saw her retire from the legions front lines. Another good memory but for another time. “I thought as you once, that shield and armour were my greatest gift, I was wrong. Raise your shield youngling.” The young orc barely had time raise the battered wood before him as she swiftly unclipped the darkened metal mace at her hip and brought it down with skilled precision. The blow knocked the young orc to his back, where his fellow aspirants hurried to pick him up, all eyes looking fearfully at the elder orc.

“My shield!” the young orc cried, looking in horror as thin lines spread from the centre boss like ice shattering underfoot. The creak of splitting wood increased until with a final crack it fell into pieces before them. His fellow aspirants helped him to his feet as the older orc looked on with a wry smile.

“Look to your fellows first, children. That is where true strength lies. Shields can be broken many ways - with a big enough weapon or with simple enough enchantments or the blows of the unnatural - but the bonds of blood ....unbreakable” She allowed the weight of her words to hang in the air for a few seconds before speaking again. “You,” she pointed to the young orc whose shield lay in pieces, though a bruised ego the only injury he’d sustained , “pick up your mess. All of you, class is over for today.”

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Shift

A Shift is a lightweight underdress worn under a kirtle or cotehardie, which can be made by simply adding some panels to a t-tunic to allow for movement.

- T-tunic instructions

- How to make a t-tunic

- Reconstructing History pattern RH018

- Reconstructing History pattern RH009

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Shimmergold Coat

Description

These beautiful long coats are usually worked with orichalcum-and-gold thread, and dyed vibrant, iridescent colours. They are popular with folk from all walks of life, offering a level of protection similar to that granted by armour but without the weight or restriction on movement or magic. They are particularly popular with senators and priests, but they are also worn by wealthy individuals such as physicians or magicians who regularly travel to dangerous locations or fear assassination.

This coat was most famously owned by the dashing mountebank Joaozinho Andre di Tassato, whose foolhardy daring has been immortalised by numerous songs and play. Although a highly accomplished ritualist, he was well-known for charging head-long into brawls and battles armoured in only his distinctive purple shimmergold coat, much to the distress of his companions. Purple-Coated is a slang term used by some Free Companies of Tassato to refer to foolhardy bravery.

Although the benefit of the enchantment is clear, many who live in the wilds find the garish colouring of these robes challenging. Shimmergold robes of Navarri or Suaq manufacture are more commonly long tunics worn under other layers or occasionally linings sewn into furs. These are known as Summer-Plume Shirts and are appreciated by scouts across the Empire. A few shimmergold coats are even reversible, allowing the owner to flip between subtle and showy sides.

Rules

- Form: Armour. Takes the form of a robe.

- Requirement: You must have the magician skill to bond to this item.

- Effect: You gain one additional rank of endurance.

- Materials: Crafting a shimmergold coat requires three measures of iridescent gloaming, three ingots of weltsilver and three ingots of orichalcum. It takes one month to make one of these items.

Old Marcher Jack

O’the spirit of the seasons

Taught us all to make a coat

And gave us lotsa reasons

Spring you’re warm an’ winters gone

Be round again afore too long,

Summers here the suns’a’blazin’

Keeps you safe from Feni’s razin’,

Autumn’s coming, leaves a’fallin

Need to stay out, logs need haulin’.

Winter’s here, it’s wet an’ cold

But you can stay out, proud an’ bold.

Marcher Seamstress’ Rhyme

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Shipyard

Contents

- 1 Overview

- 2 Senate Commissions

- 3 Benefits

- 3.1 Great Port

- 3.2 Naval Construction

- 3.3 Refuge

- 3.4 Costs

- 4 Limitations

- 5 Existing Shipyards

Overview

A shipyard is a significant undertaking, creating a facility specifically designed for the creation and support of naval vessels. In addition, a shipyard provides valuable benefits to fleets based out of the territory.

Senate Commissions

The Imperial Senate may pass a motion for the construction of a shipyard. The senate must select a territory, and a region within that territory that possesses the coastal quality, where the shipyard will be constructed.

Since there is no active governance of a shipyard, there is no Imperial title associated with the commission.

Benefits

Great Port

A shipyard always functions as a great work, improving the profits of all fleets based in the territory where it is built. Each season, all fleets operating from the territory will have an equal share of a bounty of 900 rings, Unlike the other benefits, this economic advantage applies only to fleets operated by citizens of the nation where the shipyard is built. The usual restrictions on multiple great works apply to other great works built in the territory.

Naval Construction

The Imperial Senate can use a shipyard to commission the construction of an Imperial navy. A single shipyard can work on only one Imperial navy at a time, and can build a navy for any Imperial nation regardless of which nation controls the territory where the shipyard has been built.

Refuge

An Imperial navy may take refuge in a friendly shipyard using the put to port order. This is a special order which causes the navy to withdraw into the shipyard. In addition to being protected from naval attacks, the navy will recover additional fighting strength each season.

Although the navy cannot be attacked directly, the region containing the shipyard may be vulnerable to attack by opposing forces. If the region is captured then the shipyard will fall into enemy hands and any navy taking refuge there would need to be scuttled to prevent it being seized. The Grendel are known to build fortifications next to their shipyards, fortifying the ports and building powerful coastal defences, to prevent this.

Costs

- Materials: 30 wains of Weirwood and 20 wains of White Granite

- Labour: 12 Thrones and 4 crowns

- Time: 3 months

- Upkeep: 5 Thrones

When the shipyard is commissioned, the Senate may choose to increase the materials to improve the quality of the port.

Limitations

A shipyard can only be constructed in a region that has the coastal keyword.

Existing Shipyards

The following shipyards have been constructed in recent years:

- The Atalaya Shipyards in Madruga.

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Shirt

A plain cotton or linen shirt with a round/key-hole neck or simple collar is a staple of Marcher costume.

Such a shirt would usually be worn underneath both cotehardies and doublets. These help to soak up sweat as well as stopping the woollen garments from being too itchy.

Shirts can be worn on their own as an alternative to a tunic, perhaps with a leather jerkin over the top.

- Reconstructing History 024 - multi item pattern

- Reconstructing History 008 - multi item pattern

- Tunic style shirt

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Shoes

Appropriate shoes are very helpful when playing LRP, and it is better to wear comfortable shoes appropriate to the out-of-character circumstances and be protected against bad weather and unlucky steps than wear the optimal pair for your character's costume.

Nonetheless, there are obviously choices that match costumes better than others.

The Marches

Reenactment-style shoes for the 12th–15th century are a good choice for Marcher characters. Otherwise desert boots, and other soft leather and suede boots can work well. Boots for the rich can rise far higher than the ankle - even over the knee in some cases. For those who'd like to make their own shoes:

- Medieval shoe pattern

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Shroud of Mist and Shadow

Contents

- 1 Rules

- 1.1 Night Magnitude 10

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 10

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a military unit. The character who controls the target personal resource must be present throughout. must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target military unit gains a bonus to both its effectiveness when it supports a campaign army or engages in paid work. This temporary bonus increases the effective fighting force of the unit by 40, the equivalent of 2 normal upgrades.

The character who controls the military unit experiences a short-lived roleplaying effect: they are filled with the urge to hatch clever schemes, especially those that misdirect or mislead their enemies or show their cunning. The effects last at least two minutes, and may last longer

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional military unites controlled by members of the same banner. Each additional military unit increases the magnitude by 6. The character who controls each unit must be present throughout the ritual.

Description

This ritual lacks the brute force power of Raise the Standard of War, but what it lacks in might it makes up for in versatility; it is also easier to cast on a number of targets at once. The enchanted military force is shrouded in a veil of concealment. Usually this veil takes the form of a natural phenomenon such as mist or rain, but when such a force is active synchronicity conspires to help them remain undetected until the last moment. Stray winds or sudden spills extinguish lanterns or lamps; odd noises distract sentries or patrols; a guard might sneeze at just the right moment to cover a careless footfall. It may also occasionally be more overtly supernatural; a warrior might manage to hide behind a birch sapling for a few vital moments; a trained scout might mistake heavy boot-prints for deer tracks; a bobbing witch-light might lead a military unit into an advantageous position from which to launch an ambush.

On the battlefield, warriors under this enchantment are often able to attack from ambush, giving them a momentary advantage. Over the duration of an entire battle the protection of the shroud of mist and shadow tends to even out, but in swift engagements it can give a decisive advantage. When a military unit partakes of paid work, the shroud helps them remain unobtrusive until they need to act, making it especially popular with business owners looking to hire some additional security. It also has obvious effectiveness when a unit raids a bandit encampment, or strikes out into dangerous territory in search of adventure and riches.

Common Elements

This ritual enhances a small military force, using a connection to its leader to spread magic through the entire unit. It is common to include a banner, standard or even occasionally a musical instrument that will be used by the target force as a focus for the ritual. On occasion the banner is shrouded in white or black cloth to hide the insignia, and any heraldic devices or livery on shields or surcoats are likewise concealed when the ritual is performed.

Other common elements include the invocation of paragons and exemplars of Vigilance and Wisdom, or of folk heroes known for their cleverness, cunning or subtlety. Other elements include girding a military leader in robes, cowl, veils or masks; the quiet sound of disturbing music, dim lanterns moved in seemingly random patterns; the burning of incense to create clouds of smoke that represent mist, and the presence of blindfolded warriors as 'witnesses'.

The Rune of Mystery, Wyr, is often included.

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Shuttered Lantern

Contents

- 1 Motto

- 2 Symbol

- 3 The Manifesto

- 4 Membership of the Order

- 5 Conclave vault

Motto

All knowledge is power.

Symbol

The Order has been known to use the symbol of a black lantern, or the rune Diras picked out in grey on a darker or lighter grey background, or both together.

The Manifesto

The Order of the Shuttered Lantern holds the following to be true:

- Magic is capable of both protecting, and exposing, secrets and knowledge.

- Acquiring the knowledge and secrets of the Empire's enemies strengthens us.

- Guarding and shielding the secrets of the Empire protects us.

The Order of the Shuttered Lantern therefore exists to:

- Utilise magic in the detection and monitoring of threats, whether subtle or obvious, internal or external

- Support the acquisition of the secrets and knowledge of hostile forces in all ways, from scrying to espionage

- Stave off blind fear, and allay the concerns of citizens, by addressing threats and hazards with discretion

Membership of the Order

Although the Shuttered Lantern's manifesto presents itself as acting discreetly so as not to cause undue concern to the citizens of the Empire, this inclination toward secrecy has occasionally been a two-edged sword. There are many rumours that the order has been engaged in shadowy warfare with sinister cults, cabals and secret societies. The order as a whole dismiss such notions as fanciful storytelling, pointing out that resourcing strategically applied scrying of hostile powers forms the core of their work and is far less glamorous.

It is an open secret that the Shuttered Lantern regularly employ curses against those they consider to be a threat to the Empire, whether Imperial citizen, barbarian or foreigner. The Order often supports magicians from other orders subject to a declaration of sorcery occasioned by an unpopular curse. As a result many magicians assume that the accused placed the curse at the behest of the order. Their true intentions are often hard to discern, as the Order habitually conceals their true agenda.

It is claimed that the order engages in espionage using mundane means as well as magical ones, though they usually refuse to reveal how they have come by their information. They consider it good sense to keep an eye not only on known enemies, but also on friends and allies - especially those who are close enough to harm the Empire. The first grandmaster, the Navarr vate Damien Cloaked-in-Green famously said "We are given two hands so that one might watch the other while it works."

The order has a reputation for being paranoid, even among themselves, and members tend to work only with those they personally trust. These agents use the order as a way to maintain influence in the Conclave; to gain the magical resources they need to scry and uncover the plots of the enemies of the Empire; and to keep an eye on their fellow magicians.

The order is very popular with Suaq, Navarr and Highborn magicians, and magician-priests of Vigilance. The order naturally tends to promote magic that revolves around either scrying or concealment. They have regularly been accused of underhand tactics, with claims of coercion and blackmail by several prominent members of the Conclave in the past.

They occasionally find themselves strange allies of the Unfettered Mind because both orders oppose needless regulation on Imperial magicians - although it must be said that the Shuttered Lantern are more interested in opposing unnecessary control of their magical behaviour, rather than the general magical behaviour of all wizards.

Conclave vault

Each summit, the Conclave vault of the Shuttered Lantern garners the following resources;

- A pro-rata share of the Font based on the Precedence of the orders at the previous summit.

- A portion of ilium based on their position among the orders as determined by precedence.

- 3 ingots of weltsilver and 3 ingots of tempest jade from existing bequests.

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Siakha

Contents

- 1 Eternal of Spring

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Spring

Sobriquets

Siakha is largely unfamiliar to Imperial magicians. Among the Asaveans she is also known as the Maelstrom, the Empress of Sharks, and Schiuma Sanguinosa. The Grendel orcs call her the Salt-born Devourer and Mother of Wrecks. The Sarcophan call her the red squid and the maw of stone and she is treated with a combination of terror and awe.

Appearance

Uncertain. It is believed that Siakha appears as an immense shark-like beast with crimson and black hide. All three of the nations known to have relations with Siakha also depict her as a churning maelstrom, whirlpool, or water spout that is simultaneously a gaping maw full of crushing, tearing teeth. The Grendel claim that Siakha is present in any feeding frenzy of sharks - several of the tribes that live on the Broken Shore allegedly claim that sharks are her favoured children.

Concerns

Siakha is unknown in the Empire. Her disdain for law and lust for blood leave her with little time for the people of civilised nations. Even before she was placed under enmity by then Archmage of Spring Rosamund Holt in Spring 381YE it was, and still is, unlikely she would ever seek any peaceful contact with representatives of the Empire. Much of what the Empire knows about her comes from discussions with Asavean, Sarcophan, and Grendel magicians. That said, there are rumours that certain Freeborn corsair families that have hidden shrines dedicated to idolatrous worship of the Empress of Sharks - although there are no records of such shrines ever being uncovered.

Siakha embodies destructive forces, especially those associated with the sea and the sky. She is said to revel in hurricanes, typhoon, devastating storms, tidal waves, and whirlpools. She also encourages piracy - Grendel orcs who draw on the boons of Siakha are known to be especially bloodthirsty, offering sacrifices of blood and flesh to the sharks that they say symbolise her endless hunger. It seems odd that an eternal of the Spring realm seemingly encourages something as sophisticated as piracy; Imperial scholars tentatively theorise that it is an element of predation and domination combined with her obvious marine connections. Some of the land-based tribes of the Broken Shore are said to receive her boons when they engage in land-based raiding as well as piracy.

Boons

Siakha offers boons related to water, piracy, raiding, and destructive qualities of sea and storm. Magicians that enjoy her favour are said to gain power over rituals such as Foam and Spittle of the Furious Sea, Thunderous Deluge, Merciless Wrath of the Reaver, and Blood and Salt. Some foreign magicians report that Siakha also makes gifts of weapons to those who win her approval - brutal, savage weapons with supernatural ability to rend flesh, shatter bone and even occasionally splinter shields.

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Sift the Dreamscape's Sands

Contents

- 1 Rules

- 1.1 Night Magnitude 20

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

- 4 OOC Notes about the Dreamscape

Rules

Night Magnitude 20

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must have the magician skill.

During the performance the target must eat or drink a ritually prepared consumable such as a goblet of wine or fruit-juice, a square of chocolate or a mushroom. This may even be a special item such as a potion or drug; in such cases the special item will have its normal effects.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

Whenever the target character sleeps overnight they will experience vivid dreams. At sunrise each morning, the target gains an intuitive understanding of a single realm lore of their choice. This provides an additional rank of effective lore for purposes of performing rituals, subject to the normal rules for effective skill. Furthermore, they can choose to change the lore the bonus applies to each morning after they awaken. In essence, the enchantment gives the target an additional rank of Realm lore the day after it is performed, and allows it to be changed first thing in the morning after a night's sleep. It is not possible to gain or change the bonus earlier by having a nap.

While the enchantment lasts, the character experiences a roleplaying effect: Colours appear more vivid, scents and tastes feel more intense, and on the edge of hearing you occasionally hear a sound like a murmuring crowd, a windy forest, or the crashing of waves on a beach. These sensations return and fade at dramaticaly appropriate moments, and may occasionally become overwhelming.

If the target is a naga, the roleplaying effect is especially pronounced. A naga may also choose to temporarily add to or increase physical trappings of their lineage. These changes are temporary and do not last more than a few hours after the enchantment ends.

If the target does not sleep and dream for at least six hours they do not gain the benefit of the ritual. A character under an effect that significantly impedes sleeping or dreaming, or that provides specific dreams as part of its magic, removes the bonus provided by the enchantment. This includes curses such as Dreamscape of the Endless Hunt, the effects of potions or magic items such as Shadowcrow Infusion or a Shackle of the Unvirtuous, or having one's dreams guided by a priest using liao. The enchantment does not end prematurely - the character simply cannot apply the bonus rank of ritual lore the following day. If in doubt about whether you would receive your bonus rank or not, consult a referee.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 15. Additional characters must be present throughout, and must consume the same type of preparation (drink the same liquid, eat the same kind of food or whatever). Each target may apply the bonus rank to a different realm lore.

The Dreamscape

The dreams experienced while under this enchantment take place in a strange, dark, place of lost secrets; dunes and valleys of dust and tumbled stones, littered with ancient tablets, strange containers, looming towers of alien aspect and great, trailing metal chains roping from place to place. It is always night time, and immense white moths drift across the moon far above (when there is a moon), beyond the reach of even the most persistent dreamer. In the distance, great mountains rear up toward the sky that dwarf anything in the waking world - sometimes it seems as if they are tall enough that the moon passes between them and the dreamer.

Scattered through the dreamscape are oases of colour and wonder; patches of lush jungle inhabited by loquacious tigers, erudite pythons and garrulous rainbow-hued birds surrounding clear crystalline pools. The boughs of the trees creak with heavy, succulent fruit. Many ritualists warn the dreamers not to eat the fruit, because the experience (which can never quite be recalled) invites comparison with every other taste. Those who eat the fruit of dreams food and drink in the waking world to be a little disappointing in comparison.

Sifting through the sand and picking over the ruins of the dreamscape of lost secrets can provide incredible insight, but that insight is fleeting. While a dreamer may recall reading a tome of magic, or deciphering a ritual in a long-dead language, they can never remember the specifics on awakening.

On rare occasions, someone who is undergoing the dreams provided by this ritual simply disappears. The only explanation is that they consider the dream world to be superior to the material world, and choose to stay there forever. Very rarely, dreamers claim to have encountered figures in the dreamworld that resemble and believe themselves to be, magicians who have experienced this ritual and chosen to stay behind.

Description

This ritual uncovers secret and mysterious lore, and provides an intuitive understanding of the magic of one of the six Realms. The vivid, almost hallucinogenic dreams that it causes are remembered with utter lucidity. Comparing stories of those who have experienced the dream, there seem to be many common elements, supporting belief that the ritual connects the dreamers to a specific mental 'place'. If the ritual is performed on a group, they share the same dream experience. They can converse, and details of the dream when they are all together seem to match up. If they separate for even a few moments, however, they are unable to locate one another again and experience solitary dreams from then on.

A lot of speculation exists around this ritual. The acknowledged Imperial expert on the shared dreamscape accessed by this magic, the Varushkan magician Simargl, the Empty One, is the latest in a long line of Night magic masters who have made extensive explorations of this ritual. It is clear that it is not simply a dream - it is very different from the mundane dreams mortals experience when they sleep. Experiencing the dreams provided by this ritual leaves many dreamers with the impression that their sleeping minds are somehow visiting a specific place - albeit a vast, shifting place whose landmarks change and move around seemingly at random.

A common belief among students of Night magic is that the dreamscape is the domain of some unknown and mysterious eternal - perhaps one of the creatures encountered in the oases, perhaps the ruined city or the forest itself. Night eternals are protean, after all, and change their appearance as they see fit. Regardless, nobody has yet encountered an eternal believably connected to this ritual, nor a herald that claims to represent it.

The nature of the domain tied to this ritual is shifting, unpredictable, and seems to defy easy classification. Attempts to physically visit it, gain concrete information about it or from it, or to use it to send messages or arrange meetings using ritual magic, have proved universally unsuccessful.

The power o the enchantment is disrupted by a number of things that interfere with sleeping or dreaming. There seem to be some exceptions; some oneiric drugs actually seem to make the dreams experienced as part of the enchantment more vivid. It also seems that the excommunication ceremony, which normally prevents dreaming, does not interfere with the effectiveness of this ritual, something that both puzzles and intrigues magical scholars.

Common Elements

The key component of this ritual is the food or drink used to inspire the dream-like state. Wine or fruit-juice mixed with soporific herbs are common, but some ritualists prefer honeyed milk. Chocolate and sweets are also used - anything with a strong taste, preferably something a little luxurious. When the ritual is performed all the targets consume a little of the same substance, which links their dreams together. The substance may be prepared during the ritual, or consumed at the start and the ritual performed as it takes its slow effect.

The ritualists are usually masked, cowled or veiled, and there is often slow, dreamy music. The ritualists might describe the elements of the dreamscape, offering advice and warnings about the mysterious place the dreamers will visit, or they may weave tales of wonder and arabesque adventure. Incense is commonly burnt, the more strongly-scented the better.

Mirrors are often used as part of this ritual. Some ritualists capture the reflection of the targets with the intention that if they become lost in the dream they can find their way back by remembering the mirror, and the more distinctive it is the better.

The runes Diras and Wyr are a common element, as are scenes of wonder and imagination and the constellation of The Door.

OOC Notes about the Dreamscape

You should feel free to create details of your vivid, lucid dream using the information presented here as a starting point. A referee will not provide additional specific information about the dream beyond what is presented here. The dreams tend to include elements symbolic of, or directly referring to, the specific realm of magic the player intends their character to gain extra affinity with. A character might intentionally seek out a specific lore, or might roleplay that they are wandering and letting their dream guide them - the end result is the same.

If you ever want to retire a character who has this ritual, then you can choose to have had them disappear while casting this ritual. If you do this, please, let us know for our campaign notes. Likewise, when you are the target of this ritual you may choose to disappear during the period between time out and time in the next morning. Again, please let a referee know and they will help you retire the character.

The dreamscape is a specific location, apparently in the night realm. It is not a place where people go while sleeping, but a location that is visited as the consequence of this ritual. Attempts to interact with the dreamscape using an arcane projection is likely to be tricky, given that its essence seems to be a complete mystery to mortal magicians.

It is worth noting that the Winter ritual Dreamscape of the Endless Hunt is not connected to this ritual, or the strange magical space it explores - the names are simply coincidentally similar.

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Sign of Aesh

Contents

- 1 Rules

- 1.1 Day Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual can 'only' be performed by a single ritualist, and cannot be performed using a coven bond.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This enchantment effects only the caster. It reduces the magnitude of the next ritual they cast by themselves without drawing on a coven bond by two. While the enchantment persists the caster experiences a roleplaying effect; you feel clear-headed and find it easy to recall minor details of things you have read or seen, especially things to do with magical lore.

The enchantment ends when the ritualist performs a ritual alone, or at the next sunrise, whichever comes first.

Description

This is an old spell, and has largely been superseded by the use of the coven. It allows a magician who is capable of achieving a magnitude eight ritual by themselves to perform a ritual that is otherwise slightly out of their reach. It is common for a magician using this ritual to take advantage of things that enhance ritual ranks, potentially putting many more rituals within reach of the solo caster. For example, a magician who can only just perform this ritual alone can then use regio, potions and the effects of other rituals in combination with this enchantment to achieve surprising results without a coven.

The enchantment effects the 'next' ritual the magician performs by themselves; they can still work with a coven (either their own, or through the use of an item such as the Volhov's Robe) without discharging the effects. This ritual 'never' reduces the magnitude of a spell cast by a coven; the higher magnitude Crystaline Focus of Aesh is designed specifically to aid covens.

There are all sorts of subtle uses for this ritual. An itinerant volhov may take advantage of an enhancement at a regio to perform this ritual, allowing him to perform a ritual of similar power later in the day. A League mountebank might be able to bring a ritual of another realm within her grasp despite her focus on Day rituals. An adept of Day with access to plenty of crystal mana who can just about cast this ritual might grant themselves the ability to cast Clear Lens of the Eternal River with ease. There are plenty of other examples, most of which rely on the ritualist having a good supply of crystal mana.

Common Elements

This ritual is always performed by a single ritualist, so has a tendency to be quite low-key. It often involves meditation, or recitation of a complex magican invocation. Some ritualists like to work on a series of mathematical formulae, moving numbers through complex iterations as they focus their minds; others achieve similar effects by performing mental exercises such as writing the names of all the Emperors and Empresses in order. Books, scrolls and other written materials are commonly involved. Bells, chimes and gongs might be used, with the character focusing on their fading notes; likewise slow, repetitious movements can help relax the body and free the mind. Ritualists sometimes draw a complex diagram on the ground, sometimes with coloured sand of powder, and sit within it as they meditate. Other ritualists use lenses to concentrate on creating miniscule, delicate designs.

The rune Aesh is almost always evoked with this spell, often in the form of a complex hand-gesture.

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Signori d'Argento Vine Tender

Overview

The Signori d'Argento Vine Tender is an Imperial title commissioned by Brother Dagon of the Shattered Tower using an Imperial Wayleave. The position of Vine Tender is a sinecure, requiring minimal responsibility but offering a regular monetary income.

The garden is in the region of Foracci, Sarvos, on the outskirts of the Aversa Estates.

Responsibilities

The Vine Tender receives a stipend from the vineyards. In return, they are expected to catalogue and hunt down any rare strains of grape suitable for cultivation in the vineyards, and preserve them for future generations. Further, if the Signori d'Argento were to be threatened in any way, however, it would be their responsibility to deal with those threats. Likewise, if any opportunity relating to the vineyards presented itself, they would make any decisions needed to take advantage of it.

Powers

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Vine Tender's Stipend

- 4 Appointment

- 5 Signori d'Argento Vineyards

Vine Tender's Stipend

The Vine Tender gains custodianship of a sinecure. They receive 10 crowns, 16 rings each season from the vineyards.

Appointment

The Signori d'Argento Vine Tender is appointed by unanimous decision of the senators of the League. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by a citizen of the League. The Vine Tender has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the League National Assembly, and by the Assembly of the Nine.

Signori d'Argento Vineyards

A plantation of the most exquisite cultivars of Catazarro wines to be planted at the outskirts of Aversa Estate. Amongst the rolling woodlands of eastern Foracci lies the tiny hamlet and country estate of Aversa, home to the Corvinoscuri family for generations. The sun-drenched meadows around Aversa have always known wine, perfectly situated as they are for the cultivation of strong red wines, but production has always been more of a hobby than a commercial enterprise as the family made most of its wealth within the city.

After the sack of Sarvos by the Grendel in 380YE it became clear to the family head of the Corvinoscuri, Giacomo, that too much of the wealth and power of the region was concentrated in the city and that it was important for commercial interests to be diversified inland. In conjunction with the Compagnia di Rossi, Giacomo tasked local farmers to start planting the most flavoursome cultivars of Catazari grape on the Aversa estates, with the intention of blending a selection of magnificent wines.

The most flavoursome cultivars were not always the easiest to grow, however. Virtù Rossa had a wonderfully punchy flavour which added hidden depth, but without constant care withered on the vine; Figlio di Gancio almost danced on the tongue but stubbornly refused to grow straight; Desiderio del Corvo was the essential ingredient behind the local Aversan treasure, Il Vino di Corvo, but wasn’t suitable to grow in larger quantities as it required so much maintenance. And so on.

The actual commission of the vineyards was far from straightforward and involved three senators (Magdalena di Sarvos, Gant Archama, and Joseph Holbuck, senators for Sarvos, Temeschwar, and Holberg respectively), and ultimately completed by Brother Dagon with an Imperial Wayleave. All four are considered honoured patrons of the Signori D’Argento Vineyards and entitled to inspect and sample the produce all year round.

The vineyards are not a purely commercial venture, however. As well as being responsible for the protection of the vineyards, the Vine Tender is tasked with hunting down rare strains of grape - at least those that will prosper in the Sarvosan climate - and preserving them for future generations. One such cultivar of particular interest is the elusive Barrenberry - a strain of grape vine previously restricted to a few vineyards in Dawnguard which has so far avoided acquisition.

The Vineyards are the second project of Red Raven Holdings (after the Wellspring of Jade). Red Raven Holdings is a building society incorporated in Caricomare, dedicated towards the construction of sinecures that will benefit the Empire and its citizens - although it must be noted that so far all of their major constructions have been in the League.. Original text contributed by Jim Watts

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Signs and Portents

Contents

- 1 Rules

- 1.1 Night Magnitude 4

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 OOC Elements

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 4

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying.

Effects

At the completion of this ritual, all contributors receive a mystic vision related to things that are happening, have happened or may happen at the event. The information is often cryptic and is not a catalogue of events that will happen, more the suggestion of things that are likely to happen, or that are relevant to those events.

Each contributor tends to receive a different vision. An individual caster can receive only one vision at each event; performing the ritual again will simply reveal the same vision, even if it is no longer immediately relevant.

It is not possible to direct this spell so as to gain information about specific topics.

When cast with more than one contributor, this ritual always counts as a use of the coven bond and counts towards the number of rituals the coven can perform that day.

OOC Elements

The result of this spell is liable to be delivered in the form of a written vision, acquired from GOD. The contributors can study their vision as long as they like, but cannot discuss it or make notes until they have handed the slip back to a referee; at that point they are free to roleplay however they like - they may play through the process of receiving the vision, or act as if they have been in waking trance and the vision has already passed.

It is not possible to direct this spell to gain information about specific topics, nor does it matter where the ritual is performed - like Whispering Shadow Courtiers, a single pool of visions exists that all Signs and Portents rituals draw on.

Description

This ritual, and others like it, have been used for countless centuries among the Kallavesi. This is the most effective of their vision rituals, delivering a 'waking dream' that concerns events of import and immediate relevance for an entire coven of Night magicians. It is common for all members of a visionary coven, especially one of the Naga-dominated covens of the Kallavesa swamps, to have at least a little training in the Lore of Night; even if they are focused in other lores, being able to contribute to this ritual helps build bonds between members of the coven.

The ritual is also quite popular with Varushkan magicians. cabalists, volhov and wardens alike make use of the ritual to learn about important events that may threaten themselves, their vales, or their countrymen. On more than one occasion a volhov, wise one or warden has turned up unexpectedly in response to a vision to offer help or advice to those in need. The ritual is historically tied to the Ushka half of the Varushkan nation's roots, and according to historians was used extensively in the years before the Vard came to help them survive in the dangerous environment of the monster-haunted hills and forests.

Unlike may divinations associated with the Realm of Day (Eyes of the Sun and Moon for example), each member of a coven will tend to receive a different vision. Interpreting and exploiting the vision is often a challenge, and most mystics who make a habit of performing this spell are used to the idea that they may never learn exactly what the import of their vision was. Those who can unravel the riddles of Night in a timely fashion, however, may gain useful insight into current or future events.

While the vision always concerns events of immediate importance, the information itself might be about the past or the present, as well as the potential futures. For example, there is a well-known story about a Freeborn mystic who received a vision of himself killing an exotically-dressed woman. It was only after the deaths of several of his family that he realised the vision related to a past murder, committed by his uncle, against a family of Faraden traders whose agents were now taking their revenge on the descendants of the man who had wronged them. That said, the ritual tends to draw most often on current and potential future events - in contrast to the Whispering Shadow Courtiers ritual which tends to focus much more on past events.

Members of the Imperial Synod has expressed concern about the use of this ritual, and have pointed to it as proof of heresy among many magicians. By attempting to scry the future, it has been claimed, magicians are dabbling in the false virtue of hope, denying human primacy in favour of submission to fate. The mystics who bother to engage with this accusation have repeatedly pointed out that the future is not fixed, and that all this mysterious ritual allows one to do is explore the skein, the great dance, the Net of the Heavens or what-have-you. By looking ahead, they can see the pitfalls that may befall them or their allies, and strive to prevent such unpleasent visions becoming reality.

This ritual creates similar effects to the goosewhisper infusion. Experimentation has suggested that the potion and the ritual both allow one to reach the same extended state of consciousness - visions received using the potion are the same visions created by multiple uses of the ritual, and vice versa (OOC Note: This means that a given individual has only one vision each event, regardless of whether they are using a ritual or a potion).

Some attempts have been made to use Liao with this ritual, but the results have been unsatisfying in the extreme. The visions associated with liao easily overhelm the subtle visions created with Signs and Portents.

Common Elements

Different covens - indeed, different ritualists may have any number of methods of performing this ritual. For the solo ritualist, this often involves divination by cards,or by runestones. For groups, it often involves the use of herbs which are drunk or inhaled, and which create a receptive, trance-like state. Slow, improvised dance or gentle music may also feature, as might the study of fire, rising smoke, a wide bowl of water, or the shapes made by blood spattering against the rune-inscribed hide of a reindeer. The important thing is to enter the trance state and be receptive to the visions the ritual creates.

The rune Wyr is often used with this ritual, as are scenes of divination and magic involving characters such as The Bishop or The Doctor, or the evocation of wise animals or creatures such as sphinxes.

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Signs of the Paragon and Exemplar

Contents

- 1 Signs of the Paragon and Exemplar

- 1.1 Liberation

- 1.2 Recognition

- 1.3 Benevolence

- 1.4 Inspiration

- 1.5 Miracles

- 1.6 Pilgrimage

- 1.7 Salvation

- 1.8 Legacy

- 1.9 Further Reading

Signs of the Paragon and Exemplar

The Synod is tasked with the recognition of paragons and exemplars. Over time, the learned assemblies have identified signs that can be used to identify paragons and exemplars. Of these signs, Exemplars are expected to have demonstrated four signs. Paragons will have been recorded as having completed at least six, and not contradicted any of the others, which may have gone unrecorded.

The Signs of the Paragon are:

Liberation

This sign is unique to Paragons. The virtuous souls of true paragons are able to navigate the Labyrinth of Ages and depart it. Some claim this enlightenment allows them to enter the presence of God; others that they move on to a higher form of existence in the heavens or another world. Evidence for this comes in part from no other mortal ever having had a past life vision from the perspective of a known Paragon. A contentious variation of this sign is Ascension, which holds that some Paragons have attained Liberation whilst alive and have disappeared before their followers, such as Aldones di Sarvos.

Recognition

This sign applies to Paragons and Exemplars. The journey of the human soul toward enlightment and transcendence can take several lifetimes. It is widely understood many Paragons were Exemplars in former lives, and many Exemplars were either Exemplars or heroes in former lives. Consequently, identifying that a person was a hero, notable figure, or even an Exemplar in a former life is one of the Signs that they may be an Exemplar in this life, and are on the way to becoming a Paragon. For this reason, many pilgrims eagerly seek to take True Liao in search of support for their own Exemplarhood.

Benevolence

This sign applies to Paragons and Exemplars. Any citizen may illustrate a Virtue in a pure, yet self-serving, manner. However, the deeds of the Paragon or Exemplar prosper their whole people, such as Tian bringing fire from the sun, Kethry's salvation of her tribe, or the First Empress founding the Empire. In the age of the Empire, the sign of benevolence is one that benefits the Empire; in whole or in part.

Inspiration

This sign applies to Paragons and Exemplars. Paragons and Exemplars are inspiring figures who make an impact on those they meet in life and who often attract students, followers or imitators. Sometimes these followers will found orders, societies, chapters or other groups to retain and pass on the teachings of their mentor, teacher or leader. These groups go on to do great works in the paragon or exemplar’s name.

Miracles

The legends of the some paragons and exemplars attribute great and miraculous deeds to them, such as Tian stealing fire from the sun, the power of Good Walder to reward the virtuous, or the incredible strength of Inga Tarn. It is said that the ability to perform superhuman feats, namely miracles, without using magic, is a sign of a soul approaching transcendence.

In recent times, there has been a widespread belief that miracles were unique to paragons, but it is difficult to entirely reconcile this with all the evidence. Inga Tarn, for example, performed miraculous feats of strength, but is an exemplar. Even quite recently there have been many credible witnesses to incidents where powerful spontaneous auras have formed around people, places, and objects with no intervention from practitioners of liao ceremonies, for which there is no easy explanation.

The issue remains fiercely debated with some priests refusing to recognize miracles as a sign of exemplar while others take a more pragmatic approach.

Pilgrimage

This sign applies to Paragons and Exemplars and dates back to the origins of The Way in Highguard, when spiritual leaders, pilgrims and scholars travelled from many nations to Bastion to learn of The Way. This included, so it is claimed, many Exemplars and Paragons, for whom it was a necessary catalyst for their soul's purification. In the age of the Empire, this has been understood to be a journey to the heart of the Imperial Faith, though that has been interpreted as a physical and spiritual journey.

Salvation

As well as inspiring those already inclined to virtue, a true Paragon or Exemplar will have a significant success in reducing the number of the un-Virtuous in the world. While citizens may do this by sending their souls back to the Labyrinth in droves, a Paragon will convert a significant group of people from their unvirtuous ways. In the days of the Empire this can include foreigners and barbarians, but may also extend to the salvation of Imperial Citizens who have lost their way, such as being seduced by blasphemous or idolatrous cults.

Legacy

This sign applies to Paragons and Exemplars. Akin to the sign of Inspiration, this sign relates to that which a Paragon or Exemplar leaves behind them. The most common form of legacy is in the form of a relic or relics, such as Irontooth, the legendary axe of Korl, or the Imperial Throne left by the First Empress. Less common, but no less valid, are other enduring legacies, such as the great edifices of the Sentinel. These legacies are usually an integral part of the paragon’s legend, serving as proof of their truth and as an inspiration to others.

Further Reading

- The Way of Virtue

- Imperial Theology

- Liao

- The Doctrines of the Faith

- Signs of the Paragon and Exemplar

- Schisms and Heresies

- Investigative Theology

- Imperial Synod

- Religious Skills

- Religious Crimes

- Recent History

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Signs of the paragon and exemplar

Contents

- 1 Signs of the Paragon and Exemplar

- 1.1 Liberation

- 1.2 Recognition

- 1.3 Benevolence

- 1.4 Inspiration

- 1.5 Miracles

- 1.6 Pilgrimage

- 1.7 Salvation

- 1.8 Legacy

- 2 Further Reading

- 2.1 Core Brief

- 2.2 Additional Information

Signs of the Paragon and Exemplar

The Synod is tasked with the recognition of paragons and exemplars. Over time, the learned assemblies have identified signs that can be used to identify paragons and exemplars. Of these signs, exemplars are expected to have demonstrated four signs. Paragons will have been recorded as having completed at least six, and traditionally not have contradicted any of the others, which may have gone unrecorded.

The signs are:

Liberation

This sign is unique to paragons. The virtuous souls of true paragons are able to navigate the Labyrinth of Ages and depart it. Some claim this enlightenment allows them to enter the presence of the Creator; others that they move on to a higher form of existence in the heavens or another world. Evidence for this comes in part from no other mortal ever having had a past life vision from the perspective of a known paragon. A contentious variation of this sign is Ascension, which holds that some paragons have attained Liberation whilst alive and have disappeared before their followers, such as Aldones di Sarvos.

Recognition

This sign applies to paragons and exemplars. The journey of the human soul toward enlightment and transcendence can take several lifetimes. It is widely understood many paragons were exemplars in former lives, and many exemplars were either exemplars or heroes in former lives. Consequently, identifying that a person was a hero, notable figure, or even an exemplar in a former life is one of the Signs that they may be an exemplar in this life, and are on the way to becoming a paragon. For this reason, many pilgrims eagerly seek to take True Liao in search of support for their own exemplarhood.

Benevolence

This sign applies to paragons and exemplars. Any citizen may illustrate a Virtue in a pure, yet self-serving, manner. However, the deeds of the paragon or exemplar prosper their whole people, such as Tian bringing fire from the sun, Kethry's salvation of her tribe, or the First Empress founding the Empire. In the age of the Empire, the sign of benevolence is one that benefits the Empire; in whole or in part.

Inspiration

This sign applies to paragons and exemplars. Paragons and exemplars are inspiring figures who make an impact on those they meet in life and who often attract students, followers or imitators. Sometimes these followers will found orders, societies, chapters or other groups to retain and pass on the teachings of their mentor, teacher or leader. These groups go on to do great works in the paragon or exemplar’s name.

Miracles

The legends of some paragons and exemplars attribute great and miraculous deeds to them, such as Tian stealing fire from the sun, the power of Good Walder to reward the virtuous, or the incredible strength of Inga Tarn. It is said that the ability to perform superhuman feats, namely miracles, without using magic, is a sign of a soul approaching transcendence.

In recent times, there has been a widespread belief that miracles were unique to paragons, but it is difficult to entirely reconcile this with all the evidence. Inga Tarn, for example, performed miraculous feats of strength, but is an exemplar. Even quite recently there have been many credible witnesses to incidents where powerful spontaneous auras have formed around people, places, and objects with no intervention from practitioners of liao ceremonies, for which there is no easy explanation.

The issue remains fiercely debated with some priests refusing to recognize miracles as a sign of exemplar while others take a more pragmatic approach.

Pilgrimage

This sign applies to paragons and exemplars and dates back to the origins of The Way in Highguard, when spiritual leaders, pilgrims and scholars travelled from many nations to Bastion to learn of The Way. This included, so it is claimed, many exemplars and paragons, for whom it was a necessary catalyst for their soul's purification. In the age of the Empire, this has been understood to be a journey to the heart of the Imperial Faith, though that has been interpreted as a physical and spiritual journey.

Salvation

As well as inspiring those already inclined to virtue, a true paragon or exemplar will have a significant success in reducing the number of the un-Virtuous in the world. While citizens may do this by sending their souls back to the Labyrinth in droves, a paragon will convert a significant group of people from their unvirtuous ways. In the days of the Empire this can include foreigners and barbarians, but may also extend to the salvation of Imperial Citizens who have lost their way, such as being seduced by blasphemous or idolatrous cults.

Legacy

This sign applies to paragons and exemplars. Akin to the sign of Inspiration, this sign relates to that which a paragon or exemplar leaves behind them. The most common form of legacy is in the form of a relic or relics, such as Irontooth, the legendary axe of Korl, or the Imperial Throne left by the First Empress. Less common, but no less valid, are other enduring legacies, such as the great edifices of the Sentinel. These legacies are usually an integral part of the paragon’s legend, serving as proof of their truth and as an inspiration to others.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Imperial Theology

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

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Signs of the paragons and exemplars Redirect page

Sign of the paragon and exemplar

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Silent Bell

Description

This valuable item of priestly regalia is generally crafted in the form of a bell, gong, or chime. In some places, especially Wintermark and The Brass Coast it may be made in the form of a small drum, or even a rattle. Despite the name, it is usually quite capable of making a noise - its common name comes from the idea that the bell is experienced on a spiritual level as well as a gross, physical level. Unlike the musical instruments that many priests use, a Silent Bell is rarely a melodious tool for creating music. It is commonly for creating a discordant racket, intended to drive away malign spirits and corrupting influences.

The Silent Bell allows a lone priest, or a small group of priests, to tackle powerful curses and evil spirits that might otherwise overpower them. It is almost always hallowed with an aura that provides Courage or Vigilance in the face of spiritual corruption, even when it is intended to be wielded by a priest dedicated to a specific Virtue.

Stories from the Marches tell of a particular Silent Bell that is widely believed to be an artefact - or possibly even a blessed relic. Brian of Heathford, the husband of a farmer from the village of the same name, was a renowned cook well known for his Vigilance and Wisdom. When local gossip suggested that the misfortunes tormenting his fellow villagers were caused by the wicked spirit of a dead sorcerer, he marched down to the spirit's haunt - a burnt out mill - and lead his neighbours in a three-day long chorus of the rough music. In the end, despite its best efforts, the ghost was sent howling back into the Labyrinth, but the stout ladle that Brian used to beat on his cook-pot for three solid days and nights without sleeping, eating, drinking, or breaking his dissonant rhythm, was handed down to his children for several generations before being entrusted to the Threshers of Upwold. According to the writings of Ander Thresher in 250YE, it still possessed a potent ability to aid the ceremony of exorcism and was imbued with a "singular aura". Sadly the item was lost to the Empire in 290YE during an altercation with a coven of Wendigo-inspired sorcerers threatening King's Stoke. Both the Assembly of Vigilance and the Threshers of Upwold would be keen to see the item recovered and put to good use, in the event that it is still in existence.

Rules

- Form: Talisman. Takes the form of ceremonial regalia. You must be wearing this item to use its magical properties.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: When you perform or cooperate with the performance of the exorcism skill, you may spend up to five additional doses of liao to increase the strength or the ceremony by the same amount.

- Materials: Crafting a Silent Bell requires seven ingots of weltsilver, seven measures of orichalcum, fourteen measures of beggar's lye, eleven measures of dragonbone, and five measures of iridescent gloaming. It takes one month to make one of these items.

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Silent Giants

This is a traditional Marcher song about standing stones. Some scholars believe it takes as its inspiration the Silent Giant, a standing stone near the village of Hay in Mitwold.

Words by Jude and Daisy. Recording of this song is here.

Sheet music is available here

The Silent Giants

They stand so proud, they stand so still Those silent figures on the hill Shale and granite, chalk and lime Bent double by the weight of time There beneath the empty sky They see the people passing by Wind and sunshine, hail and snow They wait as seasons come and go

In their shadow, by their feet Children play and true loves meet Sons and daughters, friends and foes Watched by eyes that never close Between them grass and flowers grow For what they they wait no one can know Dawn and twilight, night and day They wait the turning years away

Some say upon Midsummer's night They walk when moon and stars are bright Come the dawn no trace you'll find But the footprints left behind The time will come they'll wake again To walk once more on hill and fen Till then they stand so proud and still Those silent giants on the hill

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Silent Tide

original credit/melody: http://www.youtube.com/watch?v=bUzZV3q_KNQ

Someone's Standing at the edge, as the chapter Gathers round all: Who is this man Guarding us on Sacred ground Quietly he provides And protects Without a sound all: And to his Purpose our oaths are Honour bound

With stealth And strength He guards unnoticed On the edge Providing for And keeping safe Our kith and kin No fanfare, No noise, Does he make

Someone's Standing at the edge, as the chapter Gathers round all: Who is this man Guarding us on Sacred ground Quietly he provides And protects Without a sound all: The Drowned Man Guardian of our land

Outside Looking in, And inside Looking out No one knows The subtle things He does Yet through his work We're all safe And secure

Someone's Standing at the edge, As the chapter Gathers round all: Who is this man Guarding us on Sacred ground Quietly he provides And protects Without a sound all: And to his Purpose our oaths are Honour bound

Freely given Freely received He created the Drowned man's creed And now in turn We honour our Drowned Man Who guards So well the silence of our tide

Somewhere Right now a Drowned man's Standing near Whether here At home or Some far off Land He keeps safe All we hold dear Yes, somewhere Right now, a Drowned Man's Standing near

Someone's Standing at the edge, As the chapter Gathers round all: Who is this man Guarding us on Sacred ground Quietly he provides And protects Without a sound The Drowned Man Guardian of our Sacred space

all: The Drowned Man Guardian of our land all: The Drowned Man Paragon of our creed

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Music of the spheres (Redirected from Silutarian Method)

Contents

- 1 Overview

- 2 Silutaris' Method

- 2.1 Realms and Modes

- 2.2 The Chime

- 2.3 The Drone

- 2.4 Adding other chords

- 2.5 Melody

- 2.6 Discord, fate and chance

- 3 Musical ritual traditions in other nations

Overview

Certain Urizen Stargazers (and more rarely, Magi) understand the complex resonance between the flow of magic and musical composition, and use this to form the basis of their rituals. Some wizards perform themselves; others prefer to form a partnership with a musician or musical group, using the music as a framework for their own meditation and control of power.

Like runes and dramaturgy, the music of the spheres is a means of placing magic in context and understanding it. The most traditional method of ritual music, was discovered centuries ago by Silutaris, Mistress of the Chimes, and is described below. It is well understood by Urizen scholars that Silutaris' method for accessing the music of the sphere is just one approach - many musical magicians have developed their own approaches.

Silutaris' Method

The music is in the notes. The magic is in the gaps between the notes. Listen to the silence.

Silutaris' method uses a system of drone notes, chords and modal melodies to express the magical powers related to each of the Realms, drawing them down into the mortal realm and both reflecting and manipulating them through music. In Silutaris' notes, ritual music is made up of three parts:

- the drone, a sustained note reflecting the primary intention of the ritual

- the chime, a chord reflecting the primary realm of the ritual, supplemented by other chords

- the melody - a written or improvised tune played to complement the drone and the chime, in a musical mode corresponding to the Realm of the ritual.

One musician usually plays each of these three parts. If there are more participants, a second harmonising melody is usually added next, followed by an octave drone, though the practice varies from ritual group to ritual group.

Realms and Modes

NOTE: By convention, and for the purposes of explanation, the modes detailed below are presented relative to the C major scale - that is, each mode has a different starting note (or tonal centre) with the scale being played purely on the white notes of a piano or the lower row of a glockenspiel. Please feel free to transpose into whichever key you prefer to play in; it is the relative intervals and the modes which are important not the absolute pitch.

Each of the Realms corresponds to a mode. The major scale (C to C) is considered to reflect the Mortal Realm of our own reality, and therefore the Silutarian method does not commonly use this mode for melody.

- C -C' - Ionian or major mode - reality, the mortal realm

- D - D' - Dorian mode - the realm of Night

- E - E' - Phyrigian mode - the realm of Autumn

- F - F' - Lydian mode - the realm of Summer

- G - G' - Mixolydian mode - the realm of Day

- A - A' - Aeolian or pure minor mode - the realm of Winter

- B - B' - Locrian mode - the realm of Spring

Therefore, a ritual primarily seeking to call upon the night realm be played in the Dorian mode. The Locrian mode is considered most difficult and counter-intuitive - some Urizen scholars consider this to reflect the hostile and especially unpredictable nature of the spring realm.

The Chime

Magicians using Silutaris' method refer to the chord of the tonic (or tonal centre) of the mode as the Chime, and this forms one of the parts of the musical composition. This is formed by the first, third and fifth notes of the scale- e.g. in the Night mode, the tonic chord would be D/F/A - a D minor chord. In the Day mode, the chime is a G major chord - G/B/D.

The Drone

Once the realm and thus the mode has been selected, a note referred to as the Drone is then selected. In the Silutarian method, each realm has three components - called the tonic, the third and the fifth. The tonic of the chord corresponds to its influence on the physical realm, the third on its influence on the mental realm, and the fifth on the emotional and spiritual realm. Every ritual has a dominant Drone, dependent on the aspect of the realm which is being called upon. Once this aspect is known, the corresponding note is played as a drone note, usually the lowest or highest in the composition and spanning the whole movement. It can either be rhythmically struck and allowed to resonate, as when playing tuned percussion, or sustained throughout. Some wizards, particularly those who perform solo or in small groups express the Drone by playing the first or second inversion of the Chime. In groups of musicians, one usually takes responsibility for maintaining the Drone throughout.

For example, a ritual to involve wisdom would use the third of the A minor chord, C, as its drone. It could also be expressed by playing the first inversion of the A minor chord of the chime - C/E/A.

Adding other chords

Above the drone, the chords of the piece are added. The first and dominant chord of the piece is the Chime, reflecting the primary magical realm of the ritual. Other chords may be used in the composition - if multiple Realms are involved, the chord corresponding to other realms may also be used, reflecting the Realm which the ritual wishes to alter and effect in some way. Some musical ritualists are far more fluid, and improvise chords as well as melody (see below) - others prefer to maintain the chime and drone throughout.

As the C scale (major or ionian mode) reflects the material realm, the C major chord may be used in all ritual composition, and is usually called the Material Chord.

Melody

The final part of the ritual piece is the melody, played in the relevant mode. At this point the Silutarian method is split into two schools - the Compositionalists and the Improvisationalists. The former write out their pieces in advance, mandating when the chords change and the exact notes and timings of the melody; the Improvisationalists prefer to simply allow the music to flow through them and be affected by the variations in magic at the time of the ritual. Silutaris herself was a improvisationalist, though several of her pupils preferred the more formal style.

Whether composed before the ritual or improvised during it, most ritual musicians consider the melody to encapsulate the nature and intention of the ritual. The piece normally begins with music reflecting the situation that the ritual wishes to change, with gradual progression to the state that the ritualists wish to achieve - for example, a ritual to remove a curse of weakness might begin with slow, sparse and halting melody, gradually developing through the course of the ritual into full-bodied and inspiring music.

Discord, fate and chance

In pure magic, as in pure music, there is no discord, only tension and resolution. In the mortal Realm, we are not so fortunate.

Followers of this method acknowledge that all magical workings have an element which is outside mortal control. No magical intention can be perfectly translated to the material realm; this is represented in the music by discordant notes, usually accidental notes not found in the Realm's modal scale. Some musicians include them deliberately at key points in their performance; others simply allow them to arise by chance. It is their transient discord and resolution, some say, that guides the flow of magic towards its intended result.

Musical ritual traditions in other nations

Silutaris' method has gained popularity in many other parts of the Empire, carried across borders by well-travelled musicians from every nation. Ritual music has gained particular popularity amongst the Navaar, who favour a comparatively loose and free-flowing approach which might be compared to the Improvisationalist movement in Urizen. Some troubadours, particularly those with magical as well as priestly skills, use music as part of rituals, though generally the sound is less meditative and there is more focus on the narrative of the music.

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Silver Chalice

Contents

- 1 Motto

- 2 Symbol

- 3 The Manifesto

- 4 Membership of the Order

- 5 Conclave vault

Motto

The well of life is bottomless.

Symbol

The Order of the Silver Chalice currently has only one recognised symbol - a cup marked with the Rune of Purity.

The Manifesto

The Order of the Silver Chalice holds the following to be true:

- Life flows through each of us; our magic allows us to reach out to our fellows and nurture that life, mend what is broken, and bring what is torn apart back together.

- Healing magic has vast amounts of raw potential, but is complemented by the precise nature of physical healing

- The strength of the Empire relies on its citizens, thus by keeping citizens healthy, we strengthen the Empire

The Order of the Silver Chalice therefore exists to:

- Utilise the immensely practical applications of healing magic for the good of the empire, promote understanding of healing magic and research new healing rituals and spells

- Ensure that conclave is reminded of the value of life, and that it makes decisions with that value in mind

- Work with healers, physicks and apothecaries across the Empire, including bodies that represent such individuals, such as the Anvil Hospital

- Look into supporting long term efforts to aid the infrastructure (and foundations) of the Empire

Membership of the Order

The Silver Chalice is the youngest Conclave order, officially formed during the Autumn Equinox 381YE.

The Grandmaster does not have access to the ability to fund the order at this time - the requisite investment of 30 wains of mithril has not been made.

Conclave vault

Each summit, the Conclave vault of the Silver Chalice garners the following resources;

- A pro-rata share of the Font based on the precedence of the orders at the previous summit.

- A portion of ilium based on their position among the orders as determined by precedence.

- The Silver Chalice receives no materials at this time.

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Silver Gate

Description

A Silver Gate allows a priest to use a musical performance to draw on the power of the consecration of Ambition to inspire their audience. The profound sense that anything can be accomplished by someone with the will to succeed fills the audience and leaves them revitalised and ready for anything. The power of the magical musical instrument itself is only part of the process that brings about this spiritual experience - the performance itself helps connect the spirit of the audience with the power of the potent consecrated aura.

Unlike many other magical instruments, which are often chosen for their simplicity, a Silver Gate is often an expensive instrument that requires considerable skill to play - stringed instruments are especially popular. Such an instrument tends to be understated - decoration will be tasteful rather than ostentatious. The priest wielding the Silver Gate wishes to be recognised for their skill, not for the raw value of their instrument. The instrument commonly takes its name from the weltsilver strings, and many of these instruments are constructed of pale wood to accentuate their value. Many owners make a point of purchasing expensive oils or waxes to ensure their instrument remains pristine and obviously of fine quality - it is common to incorporate small amounts of ambergelt into such waxes.

The musical performance is often interspersed with short readings or quotations from the lives of Paragons and Exemplars of Ambition, or from the biographies of inspirational historical figures. Many priests who use this instrument will perform as part of an ensemble, and include at least one singer who can perform suitably resonant songs accompanied by the musical instrument.

It is common to see a Silver Gate hallowed with the Hallowing of the Visionary - on the principle that after an audience has been inspired by the musical performance is an excellent time to try and recruit them to your cause.

In Wintermark, ambition is represented by Naeve, Rune of Hunger; however the darker connotations of this rune mean that it is often hidden inside the frame of the instrument. This has lead to some artisans referring to the instrument as a Hidden Hunger - a common poet term for ambition itself.

Rules

- Form: Weapon. Takes the form of any kind of musical instrument.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: You must be dedicated to Ambition to use this item. Once per day, while you are in an area consecrated to Ambition, you may spend ten minutes of appropriate roleplaying that includes playing this musical instrument. Any listener who was in the area for the entire period recovers all hero points. You cannot use this ability if you are on a battlefield or in a similar stressful environment. A listener who has lost the ability to recover hero points overnight is not effected by this power.

- Materials: Crafting a Silver Gate requires 7 ingots of orichalcum; 9 ingots of weltsilver; 5 measures of dragonbone; It takes 1 month to make one of these items.

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Simar of Certainty

Description

This vestment often takes the form of a long robe with a short cape that covers the shoulder, usually in a single colour - often black, white or deep red. Like the Cowl of Judgement, the simar of certainty is favoured by priests who are called or charged to see to the spiritual well-being of their fellows. Wearers of these vestments are often treated with some caution by other priests of the Way; how often, they wonder, will any priest need to perform the ceremony of excommunication? The attentions of a priest who wears a simar of certainty is often cause for concern within an assembly.

Rules

- Form: Armour. Takes the form of a robe.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: Once per day you may perform or contribute to an excommunication ceremony without expending any liao. You must be able to perform the excommunication ceremony to use this ability.

- Materials: Crafting a keeper's habit requires eleven measures of beggar's lye and four measures of dragonbone. It takes one month to make one of these items.

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Sinecure

Contents

- 1 Overview

- 2 Senate Commissions

- 2.1 Costs

- 3 Limitations

- 4 Synod Votes

- 5 Other Votes

- 6 Responsibility

- 7 Recent Sinecures

- 8 Further Reading

- 8.1 Core Brief

- 8.2 Additional Information

Overview

A sinecure is any Imperial title that provides the office holder with a fixed income. The return can take the form of money, herbs, materials for crafting items, mana crystals or even liao.

Sinecures are traditionally appointed for life.

Senate Commissions

The Imperial Senate may pass a motion for the construction of an establishment capable of producing wealth - money, herbs, resources or similar. This motion automatically results in the creation of a sinecure once the construction is complete.

It is also possible for the Senate to pass a motion to upgrade a sinecure, increasing the benefits that it provides.

Costs

- Materials: Variable (minimum 10 wains)

- Time: 3 months to construct per 50 wains of materials used

- Labour: 2 crowns per wain

- Upkeep: None

The more resources are devoted to constructing a sinecure, the greater the return. Under normal circumstances, the material required will be the one associated with upgrading an equivalent personal resource. For example, at least 10 wains of mithril is required to create a sinecure that produces mana crystals.

In addition to the wains required, it costs 2 crowns per wain to pay for labour and skills to complete the construction.

Wains

Money

Ingots

Herbs

Mana Crystals

Congregation

10

216 rings

12

18

9

6 liao, 12 votes

12

252 rings

14

21

10

7 liao, 14 votes

16

288 rings

16

24

12

8 liao, 16 votes

20

324 rings

18

27

13

9 liao, 18 votes

30

396 rings

20

30

15

10 liao, 20 votes

60

540 rings

30

45

22

15 liao, 30 votes

80

612 rings

34

51

25

17 liao, 34 votes

116

720 rings

40

60

30

20 liao, 40 votes

The table shows some standard costs and benefits for a range of sinecures. For example a sinecure created by the Senate using 20 wains of mithril could produce 13 mana crystals each season. There is no upper limit on how many wains can be used to construct a sinecure; provided at least 10 wains are used, then any amount can be spent to build it.

Limitations

It is not possible to create a sinecure which mimics the effects of a fleet or military unit, nor is it possible to create a sinecure which creates mithril, ilium, weirwood, or white granite.

A sinecure is very similar to a personal resource such as a farm or mine in that it provides a set amount of resources to the character who holds the position at the start of each event. Unlike a personal resource, however, the sinecure cannot be upgraded or diversified by its holder (only by senate motion) and there are no decisions to be made about what the position provides or how it does so. A sinecure that produces liao will not come with an option to sell that liao in downtime, a sinecure that produces green iron cannot be paid to produce more in the way a green iron mine could.

Sinecures are not affected by rituals that target a personal resource. A ritual that increases the production of a green iron mine will not affect a sinecure that produces green iron.

A sinecure that produces herbs will normally produce equal quantities of all herbs. It is possible to create a sinecure that produces a single herb, provided it is one that is commonly found in the area. As part of the necessary details, the senator can indicate what herbs they would like but the final decision about production is made by the game team.

Synod Votes

Any sinecure that produces liao also provides votes in the Imperial Synod. The flavour for such a sinecure almost invariably includes a group of faithful lay followers of the Way of some sort. The civil service evaluates this in the same way they would a congregation and assigns liao and votes in the Imperial Synod on that basis.

A sinecure that provide votes in the Imperial Synod has significant constitutional implications if the appointment of the sinecure is not made through the Synod. For example, the Guardian of Britta's Shrine was unconstitutional since it was appointed by the Senate but the title carried votes in the Synod. The magistrates would not have allowed this motion to pass in this form if they had noticed the situation at the time. If the sinecure were appointed by the Synod, then it would be constitutional.

A sinecure that provides votes in the Imperial Synod grants the holder of that title the legal powers and responsibilities of membership of the Synod. If the holder of the title is not already a member of the Synod, it automatically includes membership of all appropriate assemblies (the General Assembly, the appropriate National Assembly, and either the relevant Virtue Assembly or the Assembly of the Way).

The physical location of a sinecure that provides synod votes is not relevant to the assemblies that the owner is considered to belong to. A Navarr guide who maintains a cathedral in the Marches still wields their votes in the Navarr national assembly rather than the Marcher national assembly, even though the congregation of that cathedral are largely of Marcher nationality. Only the size of the congregation matters to the civil service, not its make-up.

A sinecure that provides votes in the Imperial Synod does not provide additional votes during the election of a Highborn senator. This could in theory lead to the odd situation where a Highborn citizen can vote in that election due to the possession of a sinecure, but has no votes. On the rare occasions that this has come up, the citizen can attend and participate in the interrogation of the candidates, but cannot cast any votes during the selection process.

Other Votes

It is no longer possible to create a sinecure that provides votes in a Bourse or Senate election, even where voting is determined by the size of a citizen's personal resource. After lengthy consideration, the Constitutional Court determined that sinecures that did this violated an important principle of presence, that an individual should be present to cast their vote.

Responsibility

Any citizen who is granted a sinecure is expected to be responsible for any problems that might beset the resources represented by the sinecure. For example, if Thule reavers are raiding the mines overseen by the Lady of the Upper Halls, then the Empire will expect that citizen to deal with the problem.

Recent Sinecures

This table includes all sinecures which have been appointed in recent times. For a full list of title holders see here. This was last updated following the Winter solstice 381YE.

Name of Sinecure

Method of Appointment

Location

Output

Tenure

Brock's Toll

Tournament

Miaren, ???

Rings (324)

Year, Summer

Broken Shield Guardian

Senate, Imperial Orcs

Skarsind, Solvi

Herbs (18)

Lifetime

Bursar of the Imperial Academy

Senate, Imperial

No Structure

Rings (240)

Lifetime

Caretaker of New Dunhall

Senate, Wintermark

Hahnmark, Wood Heath

Rings (324)

Lifetime

Claviger of the Basilica of Cora Holdfast

Synod, Loyalty

Reikos, Chalcis Mount

Liao (9), Votes (18)

Lifetime

Crow Keeper of the Rest

Synod, Wintermark

Kallavesa, Kallavesa Marsh

Liao (6), Votes (12)

Lifetime

Curator of the Printer's Guild Museum

Synod, Cardinal of Prosperity

Tassato, Tassato Mestra

Liao (6), Votes (12)

Lifetime

Curator of the White City Museum

Synod, Highguard

Bastion, Bastion Rounds

Liao (7), Votes (14)

Lifetime

Custodian of Glass Point Cove

Senate, The League

Sarvos, Uccelini

Mana Crystals (9)

Lifetime

Custodian of the Claw

Senate, Urizen

Morrow, Ravion

Mana Crystals (10)

Lifetime

Custodian of the Imperial War Memorial

Synod, Highguard

Casinea, Mareholm

Liao (6), Votes (12)

Lifetime

Dean of Laroc Cathedral

Synod, Dawn

Astolat, Laroc

Liao (6), Votes (12)

Lifetime

Dean of Pilgrims

Senate, Imperial

Morrow, Ravion

Liao (18)

Lifetime

Dredgemaster of Feverwater

Senate, Navarr

Therunin, East Ashes

Crafting Materials (4), Historical Research

Year

Eternal Flame of Miaren

Senate, Navarr

Miaren, Serenael

Mana Crystals (9)

Lifetime

Fallsheart Guardian

Senate, Wintermark

Hahnmark, Wood Heath

Mana Crystals (9)

Lifetime

Friar of Honour's Rest

Synod, The Marches

Mournwold, Greensward

Liao (8), Votes (16)

Lifetime

Gatekeeper of Falling Snow

Senate, Wintermark

Hahnmark, ???

Cerulean Mazzarine (12)

Lifetime

Gloaming Sentinel

Conclave

Miekarova, Srodkoja

Iridescent Gloaming (20)

Lifetime

Granger of the Golden Orchard

Senate, Navarr

Miaren, Serenael

Mana Crystals (9)

Lifetime

Grim Gardener

Senate, Varushka

Miekarova, Perumaki

Herbs (22)

Lifetime

Guardian of Britta's Shrine

Senate, Highguard

Necropolis, Coursmouth

N/A

Lifetime

Guardian of the Cairn

Senate, Wintermark

Skarsind, Skogei Glens

Mana Crystals (9)

Lifetime

Guardian of Dunfrith

Senate, Wintermark

Hahnmark, Wood Heath

Herbs (21)

Lifetime

Guardian of Giselle's Tomb

Synod, The League

Temeschwar, Hanuri

Liao (5), Votes (10)

Lifetime

Head Gardener of Urizen

Synod, Urizen

Zenith, Iteri

Herbs (22)

Year, Winter

Healer of Dawn

Senate, Dawn

Astolat, Laroc

Cerulean Mazzarine (18)

Lifetime

Herbalist of the Hearth

Senate, Wintermark

Hahnmark, Southridge

Herbs (21)

Lifetime

Jade Custodian

Senate, The League

Sarvos, Foracci

Mana Crystals (12)

Lifetime

Keeper of Aurelie's Garden

Tournament

Astolat, Grovesyard

Herbs (18)

Year, Autumn

Keeper of Berislav's Rest

Senate, Varushka

Volodmartz, Suvretz

Rings (216)

Lifetime

Keeper of the Crystal Vale

Senate, Wintermark

Hahnmark, Southridge

Mana Crystals (10)

Lifetime

Keeper of the Dour Fens

Senate, The Marches

Bregasland, Gravenmarch

Mana Crystals (10)

Lifetime

Keeper of the Glorious Fountain

Senate, Urizen

Morrow, Peregro

Mana Crystals (10)

Lifetime

Keeper of the Golden Fields

Senate, The Marches

Mitwold, Golden Downs

Mana Crystals (9)

Lifetime

Keeper of the Memorial Gardens of Treji

Senate, Hercynia

Hercynia, The Glen of Shadows

Herbs (18)

Lifetime

Keeper of the Sapphire Stair

Senate, The League

Tassato, Cascatas

Rings (400)

Lifetime

Keeper of the Spice Gardens

Senate, Brass Coast

Feroz, Morajasse

Herbs (16)

Lifetime

Master Apothecary

Senate, Wintermark

Hahnmark, Kalpamark

Herbs (21)

Lifetime

Master of the School of Exorcism

Senate, Highguard

Reikos, Tabernacle

Liao (6)

Lifetime

Mayor of Caricomare

Senate, Sarvos

Sarvos, Cigno

Rings (300), Sarvos Senator Votes (25)

Lifetime

Preceptor of the Skarsind College of Warcasting

Senate, Imperial Orcs

Skarsind, Estermark

Mana Crystals (9)

Lifetime

Shepherd of the Great Herd

Senate, Imperial Orcs

Skarsind, Estermark

Rings (216)

Lifetime

Signori d'Argento Vine Tender

Senate, The League

Sarvos, Foracci

Rings (216)

Lifetime

Spider's Tollkeep

Senate, Brass Coast and The League

Madruga, Torres and Sarvos, Trivento

Rings (320)

Lifetime

Storm Shaman

Senate, Imperial Orcs

Skarsind, Pakaanan's Pass

Mana Crystals (9)

Lifetime

Voice of Barbs

Synod, Navarr

Hercynia, Northpines

Liao (6), Votes (12)

Year, Winter

Watcher of Britta's Pool

Synod, Wintermark

Kallavesa, Kallavesa Marsh

Liao (9), Votes (18)

Lifetime

Weigher of Worth

Senate, Imperial Orcs

Skarsind, Gildermark

Mana Crystals (9)

Lifetime

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- Appointments by the Senate

- Appointments to the Senate

- The Throne

- Master of the Imperial Mint

- Speaker for the Senate

- Conscience of the Senate

- Imperial treasury

- OOC design

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Sinews of the heart (Trade Winds)

"I am Lady Khotol Tsagaan," she said. "I am daughter and mother of the Tsagaan. I am priest of the Five Winds. I am she Who-Hunts-In-the-Moonlight, who is called Swift Arrow of Justice."

She swept the court, head held high, challenging any of the other Lords and Ladies to doubt her claims. Nobody spoke. All eyes were on her.

"Nergui Tsagaan, may he hunt among the dead, was the son of my body and of my spirit. He was taken from me, in fire. It was a wrong that can never be righted. Yet Justice was served. Those who lit the fire, and all those who stood by and did nothing, have burned."

Heads nodded. This was known.

"When Hanye of House Baruun came to tell me he had found the daughters of my son's body and of his spirit, I doubted. Yet his words were compelling and the sinews of my heart knew what he said was the truth."

A sussuration, cut off swiftly. This was news.

"I reached to them, recognised them as children of the Tsagaan, but also as daughters of their mothers, of the spirit of fire, glass, and dust. I offered them my blessing and the blessing of the Tsagaan, and set aside a place for them in my hall. They chose not to come to me, but to stay, and bring Justice to the Empire."

Another sussuration, especially among the merchant houses, and the priests. Not every whisper was glad, not every face was happy.

"And now, daughters of my son's body and spirit lie dead! Their blood has been spilled out by the Empire they thought to teach!"

Shocked gasps, angry shouts. The warriors and the priests demanded answers. Worry spread among the merchant families, while the keepers of fire and wind kept their own counsel.

"The Empire is blind to truth! it is blinded by idle talk of wisdom and watchfulness and of the striving that overturns everything! They hunted the daughters of my son and they destroyed them. Their crime - their only crime - was to speak of the truth to those who did not wish to listen!"

The ripple of anger in the crowd became a tide. From her throne, the Lady of the Five winds raised one ringed hand and the tide subsided. She inclined her head to Lady Tsagaan to continue.

"When will you see, when will you believe. The Empire despises us. Their priests despise us. They laugh at us. They insult us time and again! When we offer them understanding, they cast it aside. When we come to them in good faith, they cast us aside."

The Lord of House Ogudai bowed his head. The Keeper of the Copper Scroll nodded hers, her face set in a scowl of outrage. Murmurs of agreement rose and fell, but also murmurs of disagreement. She ignored them all and turned to address the Lady of the Five Wind directly. She spoke slowly and deliberately, her voice cracking with passion.

"And when our people speak of Justice, they are mocked, and they are bound, and they are MURDERED!."

She shouted the last word, slamming the butt of her spear against the flags beneath her feet. The chips of tempest jade embedded along its length chimed and shivered, relecting her rage. She spun, throwing her anger into the faces of the Ladies, and the Lords, of the great families.

"House Tsagaaan bears witness! House Tsagaan speaks with the voice of fury! And we are not alone! The voice of Kurest the Quiet is raised with us! The voice of Tenar the Elder echoes our fury! The voice of Loronyantar of the River resounds with ours! And we say that the time for patience is passed! The Empire will never be our friends! Enough is enough! There must be a reckoning!"

A roar of approval went up from many throats, setting crystals hanging from the ceiling vibrated with the force of her words, chiming and shifting uneasily in the silence that followed. She swept the crowd with her gaze again. Some met her eyes proudly, nodding their agreement. Others, though ... others looked away, and she burnt each of their faces into her memory.

The Lady of the Five Winds made a small gesture, raising the finger of her left hand.

Lady Saretta, rich silks whispering, glided forward into the centre of the court from the heart of a thick crowd of grumbling merchant families. She bowed her head respectfully to Lady Tsagaan.

"I share your grief," she began. "however, I believe that the situation may not be quite as simple as it appears ..."

Contents

- 1 Summary

- 2 International Justice (Faraden)

- 3 Eastern Promises (Jarm)

- 4 The priests of Axos

- 5 Western Prosperity (Asavea)

- 6 An inevitable denunciation (Sumaah)

- 7 The patience of the Commonwealth

- 8 OOC Note

Summary

The Empire is a powerful and influential nation, but it is not the only actor on the world stage. While the business of dealing with foreign powers is most often the remit of the Imperial Senate and the Imperial Synod, there are several ways for Imperial citizens to interact with and potentially influence foreign affairs - the most common being the foreign trade undertaken by fleet captains.

Relations with international powers - both those close to home and further afield - is a constant balancing act. The distant nations have their own interactions that have nothing to do with the Empire. In the west the Sumaah and Asaveans have been at war for decades, while the Commonwealth and the Principalities of Jarm seem to exist in a constant cycle of saber-rattling and open conflict in the east. Sarcophan, like the Empire, is caught in the middle - and seems to view every interaction between great powers as another opportunity to expand its already prodigious wealth.

Then there are the more local powers - Faraden, Axos, the Iron Confederacy, and even Skoura. Human dominated nations close enough to the Empire that they may even share borders with Imperial territory. Then there are the orc nations - the Thule in Otkodov have been at peace with the Empire for a handful of years (and you can learn more about relations with the Empire's northern neighbours here) and now there are the Druj (you can learn a little about relations with the eastern orc nation here). Another delicate balancing act - very few of the Empire's close neighbours seem to especially like the Empire and there are many more reasons for conflict and enmity than for cooperation and amity.

The Empire has ambassadors to many of the foreign nations - near and far- and thy receive regular updates about affairs concerning the nations to which they represent the Empire (you can find a list of current Imperial ambassadors here). Yet not all diplomatic ties are above-the-table - for example this season sees the appointment of the Regario Dossier in the League for example, a Bourse seat that receives an annual update on the state of play, and insight into what is really going on between the other powers of the world. Indeed, no Imperial title can make up for simply being in the right place at the right time.

The trade winds blow, and they reflect the state of play in the Great Game.

International Justice (Faraden)

During the Winter Solstice, two Freeborn sisters Maricela i Tsagaan i Guerra, and Amaia i Tsagaan i Erigo confessed under inquisition to being priests of the false spiritual power the Faraden call "Justice" and the Empire identifies as Vengeance. They were sanctioned by the Imperial Synod, and the legal system took over. Both women - along with their third sister Laodicia i Tsagaan i Riqueza - ended up dead. The matter should have ended there.

Unfortunately, it did not. A month later, a formal communique reached the Faraden embassy in Segura from the House of the Five Winds. A high-status Faraden priest named Khotol of the Tsagaan family, supported by several other families, is demanding an explanation for crimes committed by the Empire against "daughters of our House." It appears that these sisters had been formally adopted by an influential priestly family, who have whipped up support from a significant majority of the Faraden priesthood, outraged by the implementation of Imperial law. They are denouncing the deaths of the i Tsagaan sisters as proof that the Empire is an enemy of the Faraden people, and that there can never be a compromise with people who refuse to recognise the spiritual power of Justice.

Letters have flown back and forth between civil servants at the embassy in Segura and the Hall of Five Winds. The matter is apparently being taken very seriously in the lands of the Empire's western neighbours; there is apparently a not insignificant amount of sympathy for the Tsagaan cause in several military families including the powerful Ogudai who have their own reasons to be unhappy with the Imperial priesthood. There is talk of "seeking justice on behalf of the daughters of Tsagaan" - a phrase with very ominous overtones.

The immediate upshot appears to be that the priests of Faraden are sending a high-ranking investigator - a priest - to the Empire during the Spring Equinox to discover the truth about what happened during the last summit. There is a strong implication that if this investigator is dissatisfied by what they find the Tsagaan and their allies will "enact bloody retribution on everyone involved."

The civil service has prepared a briefing for Tal'Shar i Zabala i Erigo, the Ambassador to Faraden, concerning this situation, and will be included as part of their normal briefing material. They will most likely be the first port of call for the Faraden investigator, and it is certainly within the remit of their responsibilities to secure the best outcome possible for the Empire to this international incident.

Eastern Promises (Jarm)

Relations between the Empire and the Principalities of Jarm continue to strengthen. Previously, the Imperial Senate has actively sought to secure a strong trading relationship with the Principalities. During the Winter Solstice they further gave permission for a Jarmish enclave in the Tassatan countryside as well as commissioning the Asavean priest Almodin Oktístis to design and build a dedicated quayside at Cargo to handle significant shipments of Jarmish weirwood. Furthermore, last summit Heilyn Bronwen's Rest secured a Declaration of Dissemination from the Imperial Conclave to authorise the sharing of a powerful military ritual with the Princes of Jarm.

With the formal statement of Autumn, followed by further commitments to Imperial/Jarmish trade in Winter, the new year has begun with a more positive relation between the two nations than at any point in recent history. Jarmish traders continue to seek opportunities to secure more Imperial custom, and each of the three Jarmish ports continues to provide a little extra wealth to Imperial traders who visit in the coming months.

- The northern port of Kavor will supply an additional ingot of green iron in the coming season.

- The southern port of Vezak will supply an additional crystal mana to each visiting ship.

- The eastern port of Rigia will provide an additional measure of dragonbone.

Of course this increase in prosperity is contingent upon the Empire remaining on good terms with the Principalities of Jarm. If relations were to sour, not only might the productivity of eastern trade routes suffer, but the quaysides and trade enclaves the Empire is building with the Jarmish might crumble and become little more than expensive follies.

The priests of Axos

The Axou remain hungry for liao. It is impossible to know for sure quite how much of this precious spiritual material they have purchased from Imperial priests and merchants since the Winter Solstice, but they continue to pay well over the odds. The price has dropped slightly - but is still significantly higher than it has been in the past. There is some muttering in parts of the Empire about this - a priest of the Axou faith visited the Symposium of Revelation during the Winter Solstice and apparently delivered a bitter attack on the very doctrine that helps guide followers of the Way. A few questions have been raised about whether it is appropriate for Imperial citizens to sell liao that may be being used for blasphemous or heretical purposes.

Any character with a congregation has the ability to sell liao in downtime in return for coin. The Axou demand for liao has lessened lightly, but it is still possible to sell liao for 18 rings a dose (rather than the more usual 12).

The Imperial Synod has not so far chosen to either encourage or discourage the trade of liao to Axos. They could still use a statement of principle to do so and if the statement passed with a greater majority, it might influence the outcome of this opportunity. More seriously, the Imperial Senate may pass a Senate motion to amend the law regarding the trade of liao to the Axou - making it illegal - in which case they could remove this opportunity completely

Western Prosperity (Asavea)

The Temple of Balo and the Black Bull has (finally) been completed, bringing Asavean captains and mariners to Feroz. At the same time, this has increased the perceived status of Imperial traders visiting the Asavean Archipelago. The presence of a temple to their idols in the Empire appears to give some mild "seal of approval" to their merchants, meaning every Imperial fleet visiting Nemoria will receive an additional measure of iridescent gloaming each season. If the Empire provides further proof of good faith by completing the construction of a temple of the Way in Nemoria, the western trade route could become even more profitable.

As always with such benefits, they will only endure as long as the Empire continues to enjoy good relations with the Asaveans.

An inevitable denunciation (Sumaah)

The Präster of the Sumaah Republic are still believed to be in possession of the Imperial Crown - the symbol of Imperial authority since the time of the First Empress. They also remain at war with the Empire - and the port of Zemeh remains closed to Imperial visitors. Since the Winter Solstice, the House of the People in the Sumaah Republic has, perhaps predictably, denounced Imperial involvement in the Asavean Archipelago. In particular, they have criticised the decision of the Empire to endorse a temple of the Way in Nemoria, and suggested it is a betrayal of the principles of their shared faith.

Interestingly, they have not denounced the recent changes of doctrine recognising orc spirituality. You can learn about the response they have made here.

The patience of the Commonwealth

The Commonwealth remains cool in its attitude to the Empire. Imperial fleets are still welcome in Commonwealth ports but that welcome is far from warm. The Jarmish seem to be missing no opportunity to rub the noses of their traditional rivals in the fact that the Empire favours them, and not the Commonwealth, in matters of international trade. Everyone knows that the current ceasefire between the Commonwealth and Jarm will not last much longer - the two nations are like two large, angry dogs forced to live in the same garden - and it is only a matter of time before tensions boil over into open warfare. When that inevitably happens, the Empire may find itself caught between two equally powerful nations who despise each other.

OOC Note

As always, these opportunities are significantly more volatile than most. The decisions of Imperial citizens during the coming summit have the potential to significantly alter relations between nations; we will reiterate the exact state of play when Downtime opens after the event.

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Sing a sad song

"They say that you abandoned your post Hugh - you were left guarding the south road and yet you were gone half the day. As such I am charging you with dereliction of duty. How do you plead?"

"Guilty, magistrate - but I wish to submit a plea of clemency."

"I see. I assume the troubadour intends to speak on your behalf?"

"I do magistrate, thank you. I am Ser Eddard and Hugh is part of my congregation. As you will be aware magistrate, it is not unknown for sentries to slip away from their post on occasion, but usually it is to enjoy a game of dice with a fellow soldier or else the comfort of a welcoming pair of arms in some brothel. On this occasion though I swear to you that Hugh was with myself, and his thoughts were only for his immortal soul."

"I see. That does sounds pious. Perhaps you can enlighten me as to the virtue of that action Ser Eddard? I assume you have some claim to that?"

"Ah... yes... the virtues... yes. It's the birds you see, lovely creatures to be sure - but their song is desperately sad. And Hugh's sister, Elaine, was killed by the Druj near a decade ago fighting in the Barrens. And he's been hearing that mournful song for days now and when you hear the words you just can't help thinking about all the people we've lost. Now Elaine (that's his sister) was the one in the family everyone was sure would pass the test, and poor Hugh has always looked up to her..."

"The virtues troubadour", the magistrate interrupted, cutting the priest off mid sentence. "A plea of clemency must make the case for the virtue of the guilty person's actions."

"Quite so, quite so! So Hugh was wise to come and talk to me... because I was able to help him by reminding him of how his sister would have wanted him to stay at his post. And he showed great loyalty to his sister in wanting me to compose a song for her. And it was prosperous because he was then able to return to his position. And brave because we are all in grave danger of being attacked by the Druj."

"Thank you Ser Eddard, you have helped me to see clearly what role the virtues must have played in Hugh's action." The Highborn magistrate paused for a moment to adopt a stentorious tone. "Hugh of Ellotry - you are guilty of dereliction of duty. I fine you four crowns and order you to stand the watch every night for the next month. In future I recommend you listen less to fine words that move your soul - no matter who sings them - and more to the orders of your commanding officer. Perhaps then neither your soul nor your feet will move."

Contents

- 1 Overview

- 2 Significance

- 3 Resolution

- 4 Song

Overview

While the Knights of Eleonaris support the Eastern Sky (albeit grudgingly), a stranger set of creatures attend the Golden Sun as they hunt the Druj through the forests of Holberg. Issuing forth from a Night regio somewhere in the depths of Axmure, a stream of brightly coloured bird-heralds of Lashonar proceed joyfully up the road to Holberg to meet up with the army.

Deftly avoiding any entanglement in the sordid business of violence, they instead infest every camp-fire and baggage train, a haunting refrain on their beaks - a new song apparently commissioned from Lashonar himself, a song of Glory, of lost love, of death in each others arms ...

Lashonar is not an eternal of Summer, but of Night; his song is excellent at communicating its message, as one might expect from Lashonar the Loquacious, and also at tugging at the heart-strings and provoking emotional responses. Unfortunately, these intoxicating emotional responses are primarily contemplative, or downright sorrowful. They do nothing to kindle determination or encourage enthusiasm for the war. Hardly an ideal sitaution when facing a foe such as the Druj, no strangers to provoking their own emotional responses in the Imperial troops.

Significance

The general effect of the song appears to be driving soldiers into the arms of religion - or the arms of the innkeepers and other givers of comfort. Attendance among Holberg congregations is gradually creeping up as soldiers manage to find time away from the front to attend to their immortal souls, the condition of which they have been driven to heavily contemplate due to the reminder of their likely upcoming bodily demise.

If the song continues to spread, it will have a detrimental impact on the operational effectiveness of the Golden Sun and every Imperial army in the same territory, reducing their combat effectiveness by 5%.

There are some benefits to the songs, as the soldiers seek out priests or alehouses to cheer their soul. Congregations in the territory will receive two extra votes and an extra dose of liao while every business in the territory would gain an extra 18 rings.

The influence of and eternal is often complex and unpredictable; they may be countered - or encouraged - in many different ways by individuals acting alone or by appropriate action of one of the Senate, Synod, Conclave or similar body. Civil servants in the Hub are ready to provide advice and costings for any Senate motions, Conclave declaration or Synod Judgements that might theoretically be passed.

Resolution

The Golden Sun army is currently enjoying the hospitality of the nobles of Spiral Castle in Weirwater. The heralds of Lashonar has followed the Dawnish army, and the effects - both negative and positive - are being felt across the entire territory.

Song

The Wind From Weirwater

Silent is the air tonight, and all the world's asleep

Here beneath the midnight sky I sit alone and weep

For loves I've had, and loves I've lost, and loves that ne'er shall be

And I long in vain to hear the wind; wind that brings your voice to me

Many sweet and tender nights we spent beneath the moon

Before I wore the golden sun and you took up the loom

You swore you'd keep your true love's vow though wed we'd ne'er could be

And on the wind from Weirwater, you would send your love to me

Oh far across the land I roved, upon my errant's quest

And little thought of home, or of the one who loved me best

But Glory was a shining star I never quite could hold

Until at last I found the sun, turned to lead instead of gold.

Now parting weighs upon my heart , grown heavy with the years

And I'll return to Weirwater, to salt the lake with tears

For silent lies the air tonight, the wind at last is still

And I long in vain to hear your voice, knowing never more I will

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Sing your name

Felicia walked quickly along the stone corridor, hoping to shake her annoying shadow but the blasted thing kept up with her despite her best efforts. She cursed silently and tried to put the thing from her mind - it was nothing but an irritation and she needed to focus. Kesiah had sent exciting news but she needed to see it for herself.

Rounding the corner, she continued on towards the north tower. It was colder here, the high curtain wall towered over her and the sun never seemed to warm this part of the castle. She shivered and pulled her robe around her, trying to block out the cold.

Kesiah turned to face her as soon as she arrived at the tower, his face beaming. "Exarch" he said, in a mix of respect of excitement.

"Show me what you've got Kesiah", she said, smiling encouragement at the young steward. He nodded his head and proceeded to draw her attention to the construction of the buttress he had carefully exposed, talking through each feature in turn. She nodded a little as he talked, partly encouragement, partly to keep her focus. The shadow bobbed in to view again - a flash of red on top of the curtain wall above her - distracting her.

"The foundations are incredibly deep, but this technique, lining the trench with granite, but broken down like this first - it's exactly the same construction as the tower near Highwatch. It's not proof that it was built by the same person - but I'm certain that it was built by the same people"

He reached out to point at one of the pieces of rock they had excavated, but as he did so there was a flash of movement followed instantly by a deafening crash and a scream and then the air was filled with dust.

Felicia struggled to regain her feet, from where the force of the impact had sent her sprawling. In front on her Kesiah was lying on the ground clutching his broken arm. Around him were the remains of the lump of rock that had fallen from the curtain wall high above them.

Except it hadn't fallen. Felicia looked up to see a flash of red and then the shadow was gone.

Contents

- 1 Overview

- 2 The Silent Sentinel

- 2.1 Towering Vigilance

- 2.2 Securing the borders

- 2.3 Limited Opportunity

- 3 Resolution

Overview

The Heirs of Lepidus are a group of stewards of the dead dedicated to finding and recovering records of paragons and exemplars. Their chapter was quite influential in the early years of the Empire, but by the reign of Empress Varkula their significance had begun to wane. They continued to follow their calling, however, and patiently compiled information about modern exemplars with the same dedication they had shown to gathering evidence of past inspirational figures. Their chapter was struck a significant blow during the reign of Emperor Nicovar when their chapterhouse, the Lepidean Library, was burnt to the ground along with centuries of carefully collected tomes regarding the histories of the paragons and exemplars.

The Heirs have recently regained a small measure of prominence. In late 380YE, they completed a significant piece of work - along with the School of Epistemology in Tassato they recovered, collated, and published information on Berechiah, an exemplar of Vigilance. Shortly after bringing Berechiah back into the public eye, they approached wealthy patrons in Highguard in search of funds with which to continue their work. The benefactors of Cantiarch's Hold and Reumah's Redoubt provided significant backing to the small chapter and since then they have been actively working with scholars in many parts of the Empire to recover lore relating to the inspirational figures of the Way that has been lost, in some cases, for centuries.

In addition to their work on Berechiah, they have also recently published their research about Elayne Silverlark, Lepidus, Ruth, Permion, Atun and Atuman, and Gilda Ashwine increasing the amount that is known about these important historical figures.

The Silent Sentinel

The Silent Sentinel in Casinea is one of the oldest and ugliest fortifications in the Empire - and also one of the strongest. Built during the first few decades after the Highborn arrived on these shores, myths and legends have long held that the foundations of this castle were lain by the Paragon known as The Sentinel. It is true that the lower parts of the old structure are made of black basalt and granite, with significantly more recent upper levels being built of reinforced white granite.

As part of their research, the Heirs of Lepidus have been investigating many of the ruins ascribed to the Sentinel, and have proved beyond a shadow of a doubt that the foundations and lower levels of the Silent Sentinel are not only built using the same techniques as those towers and beacons known to be the work of the enigmatic paragon, but that they are without a shadow of a doubt the largest and most extensive. Given its position, they are prepared to venture the theory that the fortification was most likely the abode of the Sentinel itself.

It has not been plain sailing for the Heirs of Lepidus however; the investigation has been plagued by mischief by a mysterious figure. At first the problems appeared fairly innocuous: notebooks stolen, or covered in ink, labels on exhibits removed or rearranged. But over time they have grown steadily more intrusive and steadily more dangerous. On three separate occasions the scholars investigating the Sentinel structures have come under direct attack by a mysterious figure. Nobody has been killed, and none of the Heirs are able to give a clear description of their attacker, which they describe as a red shadow; but they believe that a single attacker is responsible.

The attacks all seem to be restricted to those Highborn looking into the Sentinel as well - researchers gathering information about Ruth and Gilda Ashwine, for example, have been able to do so unimpeded. There is some suggestion that this might be the work of the Whisper Gallery - no eternal is to be trusted in the minds of most of the Heirs of Lepidus, but this entity is known to attack scholars working on historical research. But this... creature... seems very different to any agent of that being and its methods seem slightly less murderous - thus far at least.

The general assembly recognises again the lessons to be learned from stories of the Sentinel, and the importance of the virtue of Vigilance. Let Imperial citizens be alert for all dangers, and prepared for malice. Further, let the Silent Sentinel in Casinea be consecrated as a site of pilgrimage and recognised as the likely resting place of that paragon whose inspiration and legacy has endured so many centuries. We send X with a dose of true liao and 4 crowns to consecrate the Silent Sentinel in the name of Vigilance.

Synod Mandate, General Assembly

If the General Assembly passes this mandate, a named priest would need to provide a dose of true liao with which to create a true consecration at the Silent Sentinel. The effects of doing so would be twofold.

Towering Vigilance

The Sentinel is a proud castle, but as the recognised home of one of the oldest known paragons, it could be significantly more. A commission could be used to adapt parts of the fortification as a place of pilgrimage, and to construct a grand tower holding a beacon or warning bell. The Heirs of Lepidus have found old references to a ruined tower that stood here before the Highborn adapted the foundations to their own use.

Recreating the original tower, using the same principles as the Sentinel themselves may have used, would require 25 wains of white granite and 50 crowns, and take three months to complete. The resulting sinecure would provide 10 liao and 20 votes in the Synod to the prelate charged with maintaining the shrine. It would also serve as a grand site of pilgrimage, attracting devotees of vigilance not only from across the Empire but from across the known world. Of course it is always possible to commission a more restrained structure - a smaller sinecure - but that would follow the standard costs.

As part of any senate motion to adapt the fortification to receive pilgrims, the Imperial Senate could grant custodianship of the entire Silent Sentinel to the individual charged with overseeing the sinecure. This would allow them to serve as castellan of this grand fortification as well as prelate of the shrine.

The civil service suggests that regardless of size, the well-worn path for appointing this sinecure would be at the choice of the vigilance virtue assembly or, given its location, the Highborn national assembly.

Securing the borders

If the true consecration is mandated, then the faithful across the Empire would be inspired by the lessons of the Sentinel regardless of whether the beacon tower is constructed or not. As a paragon of vigilance, the legacy of the Sentinel perfectly exemplifies the admonition to "prepare for malice, yet thwart malice before it strikes against you." It is not enough to simply watch for danger, you must take active steps to counter it.

Reminded of this crucial quality of the virtue, people across the empire will be inspired to follow in the footsteps of the Sentinel and contribute to the construction of new defences and fortifications. For the next year, the amount of white granite required to build a new fortification or to improve an existing fortification would be reduced by a fifth, and the labour cost adjusted commensurately.

The reduction would apply to any commission begun during the year, as soon as the true consecration were completed (that is, if the mandate were passed during the Winter Solstice and the true liao submitted, any new fortification or improvement commissioned at the Winter Solstice would benefit from the reduction). It would also apply to fortifictions that had been commissioned but on which construction had not begun. It only applies to fortifications using white granite (the Great Forest orcs "Holt of the Oak" for example would not benefit from this reduction as it is made of weirwood).

Stacking reductions

In the event that a fortification commission or improvement already has a non-standard cost, the civil service will be able to calculate what the final cost would be if given enough warning.

Limited Opportunity

The ability to place a true consecration on the Silent Sentinel, and the subsequent opportunity to build an inspirational tower, remain available unless something significantly discredits the research of the Heirs of Lepidus.

The effect of increasing vigilance however is dependent on the excitement caused by the revelations about the Sentinel - as such regardless of when or if the Silent Sentinel is consecrated, any benefits would be lost shortly before the start of the Winter Solstice 382YE.

Resolution

The General assembly mandated Rhesa, Exarch of the Scions of Ravensfell, to consecrate the Silent Sentinel. For the next year, all new fortifications will receive additional support from pilgrims dedicated to Vigilance.

At the same time the Imperial Senate voted to construct the tower of the Sentinel in Casinea. Work is expected to be completed shortly before the Spring Equinox 382YE.

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Sinokenon

Contents

- 1 Eternal of Day

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Day

Sobriquets

According to the eternals, Sinokenon is a word in an extinct language meaning 'Unity'; some texts refer to Sinokenon as "Unity" in another language.

It is the Apex and The Turning Mirror; sometimes it is called Throne of the Sun and at other times The Wheel of Light.

Appearance

As with Leviathan, few mortals have actually seen Sinokenon directly. It is most usually encountered as a blinding light and a clear voice, sometimes male and sometimes female. Occasionally magicians have described encounters with a great turning mirror, a shimmering sphere or mass of rings that are in constant motion. Some even speak about encountering a metallic construct or a stern but calm man or woman, usually in the garb of Highguard, Urizen or Navarr, but most scholars believe these are encounters with mandarins acting on Sinokenon's behalf.

Most audiences are with the mandarins of Sinokenon, lesser eternals in their own right who are part of Sinokenon's hierarchical ministry. They often pursue their own agendas, and may send out their own heralds to deal with mortals.

Concerns

Sinokenon has two main concerns; the creation and operation of hierarchies, and the concept of predictable change. It encourages others to band together, usually into hierarchical societies but not always. While Sinokenon likes defined hierarchies (and clearly believes they are the best social model), it encourages individuals to form communities and create something greater than the sum of the parts.

Loyalty fascinates it, and it believes that power and responsibility flow in both directions between individuals. The ideal hierarchy has leaders who are responsible to those they lead and those who in turn lead them. The ideal laws are those that encourage behaviour that supports society and shape behaviour, and that promote the good of the many over the needs of the few, or the one.

It also believes in slow change, the idea that things can approach an ideal state through steady progress. It promotes the idea that sudden change or change for its own sake is as damaging as stagnation. Perfection is a state that transcends stagnation - something that is ideal no longer needs to change, because it has reached its apex. Sinokenon is known to be fascinated by the Imperial faith and the idea of individual (and thus presumably societal) perfection through multiple reincarnations.

Sinokenon also encourages the idea that the future can be extrapolated from current or past events. By studying the way events unfold, it is possible to learn to predict what will happen in response to certain other events.

The Empire is of interest to Sinokenon because it sees in it an aspiration to create an ideal society. It is also known to be fascinated by several foreign nations, especially The Commonwealth and the Sumaah Republic.

Boons

Sinokenon is adept at creating bonds between individuals, and has special interest in covens, banners and other form of band. It seems to dislike temporary co-operation and instead prefers individuals to form groups of increasing size and complexity. It is known to be fascinated by the egregores, which serve as foci to help unite a large group of people. The Apex is also known to be able to slow or reverse transformations, but also to encourage changes that it considers help an individual move towards their ideal state.

On a more mundane level, Sinokenon has a great many agents and servitors that form part of its hierarchy. The mandarins are powerful in their own right, but it is also the Day eternal most likely to offer the assistance of eternal troops. It has access to a great deal of information as well, especially about societies, political structures and large-scale events. If it has a weakness it is that it is better at suggesting developments and outcomes in the future than discussing the causes and subtleties of events.

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Sir Colwyn

Trad. Sir Eglamore, performed by Kate Rusby here.

OOC lyrics by Jude Reid

This song is a clear adaptation of the traditional Dawnish song Sir Isobel, which itself has been sung about many different knights over the years.

Sir Colwyn he was a valiant knight Fa la lanky down dilly He took up his sword and he went to fight Fa la lanky down dilly As he strode through hill and dale All armoured in his cote of mail Fa la latten da latten da latten da lanky down dilly

There came an Eternal full of guile Fa la lanky down dilly His words were lies and his tongue dripped bile Fa la lanky down dilly Its gaze swept coldly o'er the room And spoke on Colwyn's House its doom Fa la latten da latten da latten da lanky down dilly

Then up spoke Colwyn, brave and true Fa la lanky down dilly 'My kin, this fate I'll keep from you,' Fa la lanky down dilly 'I'll bear it bravely in your stead Let this fell curse fall on my head!' Fa la latten da latten da latten da lanky down dilly

So on his head the curse was laid Fa la lanky down dilly Sir Colwyn he was not dismayed Fa la lanky down dilly His silks rotted to rags of brown Though still he strive to win renown Fa la latten da latten da latten da lanky down dilly A filthy beggar knight was he

Fa la etc A dreadful curse of poverty Fa la etc But he fought on both strong and proud His back unbent, his head unbowed Fa la etc

In battle he commanded well Fa la etc No single Dawnish soldier fell Fa la etc But through his curse he lived alone Condemned to dwell in pain alone Fa la etc

A year passed ere his curse was done Fa la etc His pains were healed, his quests were won Fa la etc So through the Empire spread his fame That all shall know our hero's name Fa la etc

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Sir Isobel

This is filked from the traditional song Sir Eglamore, as sung by Kate Rushby here.

A pdf of the lyrics and tune can be found here.

Sir Isobel was a valiant knight She was fair as a lily She took up her sword and she went to fight Fair and pale as a lily When she came to Applefell All armoured in her coat of mail She was brave as a lion and she was as fair as a lily

Out came the ripper from its den She was fair as a lily It'd killed a dozen village men Fair and pale as a lily When it saw the knight so brave It bared its teeth in spite and rage She was brave as a lion and she was as fair as a lily

The ripper had a fearsome hide She was fair as a lily It could the sharpest steel abide Fair and pale as a lily Her blade rebounded from its skin It seemed a battle none could win She was brave as a lion and she was as fair as a lily

They fought until the day was done She was fair as a lily Blood spilled red as the setting sun Fair and pale as a lily The ripper gaped its jaws and roared And down its throat she thrust her sword She was brave as a lion and she was as fair as a lily

The ripper fell to rise no more She was fair as a lily But Isobel's wounds were deep and sore Fair and pale as a lily We bore her to a shady dell And bade her there a sad farewell She was brave as a lion and she was as fair as a lily

Though to the labyrinth she's gone She was fair as a lily Her name and glory shall live on Fair and pale as a lily Across the land I'll spread her fame That all shall know our hero's name She was brave as a lion and she was as fair as a lily

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Site crew

Contents

- 1 Overview

- 2 Why Get Involved?

- 3 Teams

- 3.1 Site set-up and take-down

- 3.2 Traffic

- 3.3 Security and Marshals

- 3.4 Set Dressing

- 3.5 Hygiene

- 3.6 Sparkies

- 4 Time-off

- 5 Crew Links

Overview

The site crew are responsible for preparing the site before the event and for clearing the site afterwards. This job includes erecting and dropping the scores of tents that are deployed as well as numerous other jobs like collecting benches and rubbish bags. There are also specialized teams for some jobs like electrics, toilets, and set-dressing. We have a good sized team, but the more people we have, the faster the work goes, so if you're interested in getting involved in helping out with the physical side of Empire then we're keen to talk to you!

Most of the site crew wear distinctive red crew caps, so the department is often referred to as the "Redcaps". If you need someone to help you with logistics at an event, you will often be directed to "ask for a redcap" - which means finding a member of crew wearing a red crew cap.

Why Get Involved?

Behind every Profound Decision event is a small army of guys and girls who give it their all to prepare the site for the players to trash in their desire to murderise orcs or each other. Without the tents, cool sets, toilets, power cables, bins, benches, tables and yet more tents there would be no game because there would be no game environment . The site crew - otherwise known as the Redcaps - are responsible for all aspects of site set up, maintenance and take down.

Being part of the the Redcap Team is extremely good fun and you’ll find a team of volunteers who are skilled, supportive and able to make a lot of fun out of hard work - but it isn’t for everyone. You don’t have to be very strong to be useful, but you do have to have a degree of stamina to keep going, especially when the weather is terrible and the work just keeps on coming. This means emotional, as well as physical stamina. It might sound odd, but morale is important and everyone on the Redcap Team shares the job of being committed and focused.

Before time-in and after time out, being part of the Redcap Team is a full time job. This means arriving on site and ready to work on Thursday morning (or earlier if you can make it) and finishing at whatever time the job gets done on Friday. This might be on or after time in, and might mean you are not able to be in character at the start of the game. Take down begins shortly after timeout and normally continues the following day.

It's hard work but it’s also tremendously rewarding to be part of the team which makes the game site a positive, fun environment - it means so much to the players that attend and it means a lot to the Redcaps too.

Teams

There are five very distinct teams that form the site crew. The largest and most prominent is the site set-up and take-down team. This team is perfect for anyone who would like to get involved with crewing an event but doesn't have any experience or special skills. The other teams - set dressing, security, hygiene, and sparkies - are more specialized and better suited to crew who are able to carry out that dedicated role.

Site set-up and take-down

The head of the site set-up and take-down team is Tom Butterworth. He is responsible for organizing and deploying everyone in the team before and after each event. Much of the work begins before the event. We have a big list of jobs to do, most of which involve putting up or taking down tents of all sizes, up to the larger marquees.

With all that work it’s really important that we know when you intend to arrive on site – what day and also, if possible what time, so that we can put you in a suitable team with a list of jobs to do.

Training is on the job. Don’t worry, we’re all volunteers and every event poses new challenges and learning experiences for all of us! Your team leader will have a list of jobs and, if you’re new to the Redcaps, he or she will ensure you are trained up on all the different jobs you’re expected to do.

Traffic

The traffic team are responsible for directing players who arrive on site and showing them where to park. The work begins on Thursday morning of each event to get everything prepared to receive the first players at midday. After the event ends, the traffic team are needed to help direct traffic to ensure that everyone can get off safely. The traffic team is run by Wayne Newton.

The gate closes late on Thursday evening and then again on Friday evening after time-in. Once Sarah closes the gate then the crew are free to play the rest of the event or carry on crewing in other areas of the game.

Managing the traffic and directing players is a straightforward job, it's easy to learn the procedures and it's a great role for anyone who enjoys talking to people. The job is long hours on your feet before the event starts, but leaves most of the rest of the event free for you to do other things.

Security and Marshals

Steve Tiernan is the head of our security and marshal team who are responsible for the security of the event during the event and especially at night. You don't need to be on site before Thursday evening or stay late, but you do need to work nights. Steve organizes the rotas to give everyone the best chance to have a night off during each event where possible.

Live roleplaying events are exceptionally relaxed and friendly environments so we only need a small SIA registered security team. However we supplement security with volunteer marshals who work alongside security and help them keep a watchful eye on the site each night, so no previous experience or qualifications are needed.

Set Dressing

The set dressing team is led by Lee Mitton. They are responsible for set-dressing the main game areas, the tavern and the senate building as well as the Hall of Worlds. Some of the set-dressing is the same each time, and the dressings need to be carefully packed away at the end of each event, but there are usually new projects to work on each time as the team strives to improve the look of one or more game areas.

Crew on the team need to have a good eye for dressing a set, but experience is not required provided you can follow direction. Anyone who has a good imagination or some artistic skills is welcome. You need to be able to get to site early to get the tents dressed or be able to stay after the event has finished to help put everything away as a minimum, but if everyone is done on time then you won't be called on during the event.

Hygiene

The hygiene team is led by Ben Stevens. This is the least glamorous job on crew, but also one of the most essential! They are responsible for cleaning the toilets and restocking them with paper every day. Without the team keeping the facilities serviceable, the event would soon grind to a halt.

We use chemical recirculation toilets which must be cleaned careful to avoid contamination with the wrong chemicals. You don't need any previous experience of cleaning but you will need to be able to follow directions carefully. If you are a member of the team then you don't need to arrive early or stay late but you will need to be up early each day to join the team as they service each unit.

Sparkies

The Sparky team is led by Dave Wilson and Ian Roper. The team run out the cables that provide the power to GOD, monster, caterers, traders and the various game areas. The work is surprisingly physical, drums of electrical cable are heavy and they need to be painstakingly rolled out and rolled back in again for every event.

The team work to a plan laid down by trained electricians, so you don't need to be qualified to help out but you do need to have a good understanding of practical electrics so that you can spot potential issues before any problems develop. Like most other members of the site crew you will need to be able to get to site early to get everything ready and ideally be able to stay after the event has finished to help take everything down but unless you are a senior member of the team then you won't be called on during the event.

Time-off

If everything goes well then most of the site crew's responsibilities are discharged by the time the event starts. Only the hygiene team need to do their job during time-in every day and even then only for a few hours each morning. Once the work is complete, members of the site crew can choose to carry on crewing by playing a role in plot or event logistics, or they can stop crewing and join the player base, playing a character for the weekend.

Whatever you choose to do there may be times during the weekend that we need your help to work on site issues. This might just be for a few minutes helping with rubbish runs, repairing a damaged set or restocking a toilet but it may be for longer to help resolve a problem. So if you join the site crew and play then please understand that means you are Redcap first and a player second.

Crew Links

- Crewing

- Current Openings

- Site Crew

- Event Crew

- Plot Crew

- Management Team

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Site_crew&oldid=62101"

Site crew (Redirected from Site set-up)

Contents

- 1 Overview

- 2 Why Get Involved?

- 3 Teams

- 3.1 Site set-up and take-down

- 3.2 Security and Marshals

- 3.3 Set Dressing

- 3.4 Hygiene

- 3.5 Sparkies

- 4 Time-off

- 5 Crew Links

Overview

The site crew are responsible for preparing the site before the event and for clearing the site afterwards. This job includes erecting and dropping the scores of tents that are deployed as well as numerous other jobs like collecting benches and rubbish bags. There are also specialized teams for some jobs like electrics, toilets, and set-dressing. We have a good sized team, but the more people we have, the faster the work goes, so if you're interested in getting involved in helping out with the physical side of Empire then we're keen to talk to you!

Most of the site crew wear distinctive red crew caps, so the department is often referred to as the "Redcaps". If you need someone to help you with logistics at an event, you will often be directed to "ask for a redcap" - which means finding a member of crew wearing a red crew cap.

Why Get Involved?

Behind every Profound Decision event is a small army of guys and girls who give it their all to prepare the site for the players to trash in their desire to murderise orcs or each other. Without the tents, cool sets, toilets, power cables, bins, benches, tables and yet more tents there would be no game because there would be no game environment . The site crew - otherwise known as the Redcaps - are responsible for all aspects of site set up, maintenance and take down.

Being part of the the Redcap Team is extremely good fun and you’ll find a team of volunteers who are skilled, supportive and able to make a lot of fun out of hard work - but it isn’t for everyone. You don’t have to be very strong to be useful, but you do have to have a degree of stamina to keep going, especially when the weather is terrible and the work just keeps on coming. This means emotional, as well as physical stamina. It might sound odd, but morale is important and everyone on the Redcap Team shares the job of being committed and focused.

Before time-in and after time out, being part of the Redcap Team is a full time job. This means arriving on site and ready to work on Thursday morning (or earlier if you can make it) and finishing at whatever time the job gets done on Friday. This might be on or after time in, and might mean you are not able to be in character at the start of the game. Take down begins shortly after timeout and normally continues the following day.

It's hard work but it’s also tremendously rewarding to be part of the team which makes the game site a positive, fun environment - it means so much to the players that attend and it means a lot to the Redcaps too.

Teams

There are four very distinct teams that form the site crew. The largest and most prominent is the site set-up and take-down team. This team is perfect for anyone who would like to get involved with crewing an event but doesn't have any experience or special skills. The other three teams - set dressing, hygiene, and sparkies - are more specialized and better suited to crew who are able to carry out that dedicated role.

Site set-up and take-down

The head of the site set-up and take-down team is Tom Butterworth. He is responsible for organizing and deploying everyone in the team before and after each event. Much of the work begins before the event. We have a big list of jobs to do, most of which involve putting up or taking down tents of all sizes, up to the larger marquees.

With all that work it’s really important that we know when you intend to arrive on site – what day and also, if possible what time, so that we can put you in a suitable team with a list of jobs to do.

Training is on the job. Don’t worry, we’re all volunteers and every event poses new challenges and learning experiences for all of us! Your team leader will have a list of jobs and, if you’re new to the Redcaps, he or she will ensure you are trained up on all the different jobs you’re expected to do.

Security and Marshals

Steve Tiernan is the head of our security and marshal team who are responsible for the security of the event during the event and especially at night. You don't need to be on site before Thursday evening or stay late, but you do need to work nights. Steve organizes the rotas to give everyone the best chance to have a night off during each event where possible.

Live roleplaying events are exceptionally relaxed and friendly environments so we only need a small SIA registered security team. However we supplement security with volunteer marshals who work alongside security and help them keep a watchful eye on the site each night, so no previous experience or qualifications are needed.

Set Dressing

The set dressing team is led by Terry Laverty and Lolly Rimmer. They are responsible for set-dressing the main game areas, the tavern and the senate building as well as the Hall of Worlds. Some of the set-dressing is the same each time, and the dressings need to be carefully packed away at the end of each event, but there are usually new projects to work on each time as the team strives to improve the look of one or more game areas.

Crew on the team need to have a good eye for dressing a set, but experience is not required provided you can follow direction. Anyone who has a good imagination or some artistic skills is welcome. You need to be able to get to site early to get the tents dressed or be able to stay after the event has finished to help put everything away as a minimum, but if everyone is done on time then you won't be called on during the event.

Hygiene

The hygiene team is led by Zoe Houghton. This is the least glamorous job on crew, but also one of the most essential! They are responsible for cleaning the toilets and restocking them with paper every day. Without the team keeping the facilities serviceable, the event would soon grind to a halt.

We use chemical recirculation toilets which must be cleaned careful to avoid contamination with the wrong chemicals. You don't need any previous experience of cleaning but you will need to be able to follow directions carefully. If you are a member of the team then you don't need to arrive early or stay late but you will need to be up early each day to join the team as they service each unit.

Sparkies

The Sparky team is led by Ara McBay. The team run out the cables that provide the power to GOD, monster, caterers, traders and the various game areas. The work is surprisingly physical, drums of electrical cable are heavy and they need to be painstakingly rolled out and rolled back in again for every event.

The team work to a plan laid down by trained electricians, so you don't need to be qualified to help out but you do need to have a good understanding of practical electrics so that you can spot potential issues before any problems develop. Like most other members of the site crew you will need to be able to get to site early to get everything ready and ideally be able to stay after the event has finished to help take everything down but unless you are a senior member of the team then you won't be called on during the event.

Time-off

If everything goes well then most of the site crew's responsibilities are discharged by the time the event starts. Only the hygiene team need to do their job during time-in every day and even then only for a few hours each morning. Once the work is complete, members of the site crew can choose to carry on crewing by playing a role in plot or event logistics, or they can stop crewing and join the player base, playing a character for the weekend.

Whatever you choose to do there may be times during the weekend that we need your help to work on site issues. This might just be for a few minutes helping with rubbish runs, repairing a damaged set or restocking a toilet but it may be for longer to help resolve a problem. So if you join the site crew and play then please understand that means you are Redcap first and a player second.

Crew Links

- Crewing

- Site Crew

- Event Crew

- Plot Crew

- Management Team

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Site_crew&oldid=37621"

Sitskrieg

The scribe thumbed the parchment again, flicking back to another sheet, then forward again. She picked up another sheet from the floor, glancing through the flowing lines of writing, notations and numbers before placing it on a pile on the chair to her side. All around her were pages arranged into different stacks, smaller slips of paper folded around them to create bundles. She turned to a map of the Western Empire sprawled across a table behind her. A number of small wooden discs lay upon the map, the icons of the Imperial armies carved into their surface, indicating the location of armies from the Freeborn, the Mark, Dawn and the Imperial Orcs. Piles of worn rings held down further scraps of paper in a number of territories, noting the nations that had sent personal retinues and household warriors to support the defence against the Jotun raiders. Her eyes flicked back and forth again; Bregasland to Kahraman, Semmersuaq to Tassato, Upwold to Liathaven. Back to the desk she turned, moving notes around once more.

Her gills rippled as she let out a deep sigh. So much to comprehend, so few clues to provide any sense of what was happening. Two reports of a large warband moving south past Rest in Kallevesa, a heavy raid on five properties at Fisher's Rock in the North Fens and a lone sighting of three Jotun scouts spotted at the Gilded Peak in Kahraman. When reports were filed they were received by her office. Last season her desk had overflowed with news, those opposed against the Jotun, what transpired in the many engagements, the anecdotal reports, the scouts debriefs, the Winged Messengers, the names of captured raiders, the directions in which they travelled, the numbers seen in each party, the distances between villages put to the torch, the sites of interest in the areas attacked, the places left untouched. And then suddenly it had gone dead. No there was simply not enough evidence to decipher what the Jotun’s true plans were.

The silence was broken as the door swung open, the dawn light spilling in and a fresh breeze disturbing the low-burning candles. In strode her colleague, his stride purposeful and full of energy, his antlers just missing the lintel, his purple robes billowing behind him.

“Another report came in last night from the Grey Fens, nothing, they have gone…”

“Gone?”

“Yes. Gone. The Winter Sun hasn’t seen any raiders for a week now. They know the Jotun better than most. I trust their reports.”

“But, but, but… This isn’t right, I need more reports. We've got to get more scouts out, get more information about where they are. I can’t work out where they will strike next without knowing more. This isn’t right. It's half a moon until the Equinox and we've got nothing to advise the generals on how the Jotun will raid this Autumn. Somebody must have seen the Jotun - we have to got to get more information on what they are doing."

“Serena, listen, they have gone. The Jotun have stopped raiding. Stopped. Gone. It is over. You should stop trying to make this something it isn’t. We have triumphed. Fort Fidelis and Fort Braydon have not reported any movements all season. The armies along the border with Kalsea have turned back any raids they encounter. I hear my cousin with the Hounds of Glory led a band of knights against raiders who tried to attack the stoneworks ongoing in Tassato - it was a slaughter. It is over. We have triumphed and that is all there is to it. The Empire has won.”

Overview and Significance

The recent raids across the Western Empire by the Jotun have been faced, and countered, by the forces of the Empire. A combination of fortifications and Imperial armies provide stiff resistance to the raiding orcs, and they have been driven back across the border into their own lands.

This season there has been no hint of any imminent Jotun raids and barely any Jotun scouts anywhere from Wintermark to the Brass Coast. The significance of this is not lost on military historians - the Jotun have stopped raiding because the clan warriors have been called back by their Kings.

Resolution

The Jotun are about to invade the Empire.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sitskrieg&oldid=39844"

Skarsind

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 Gildenheim

- 3.2 Legion's Rookery

- 3.3 The Brilliant Shore

- 3.4 The Will

- 3.5 The Red Blade Memorial

- 3.6 Krampushall

- 4 Regions

- 4.1 Crow’s Ridge

- 4.2 Estermark

- 4.3 Gildermark

- 4.4 Pakaanan's Pass

- 4.5 Skogei Glens

- 4.6 Solvihill

- 4.7 Southpine

- 5 OOC Note

- 6 The nation

- 6.1 Core Brief

- 6.2 Further reading

Overview

Skarsind is a place of alpine slopes and valleys, pine forests and rising mists, set in what's known as the Great Vale, a bowl of mountains that holds both Skarsind and the forest of Hercynia. Summer is short, but Winter is long, and haunted by eerie lights in the sky. Gildenheim in the east was once the second largest settlement in Wintermark. The territory was once an important part of Wintermark; the folk of Skarsind were particularly noted for their fine rune work and many of the best artisans and runesmiths travelled here to study their craft.

Now, the people of Skarsind are the Imperial Orcs. There are still some Winterfolk here, but since the rise and fall of the Wintermark rebel Dogri Thulebane, the number of humans living in the hills and forests of Skarsind has tailed away to little more than a scattered handful. The Imperial Orcs do nothing to make them unwelcome, but for many there is simply nothing left for them in Skarsind. Regretfully in many cases, they leave to start new lives in Hahnmark, Kallavesa, and Sermersuaq.

The land has an ancient history - one that long predates the Empire or even humankind - and the remnants of older powers are everywhere. The largest settlement - Gildenheim - stands over the entrance to a frozen underworld cavern into the walls of which are carvings in a mysterious alphabet that are widely believed to be the source of the magical runes used throughout Wintermark. There are occasional troubles with tribes of yeti that live in the valleys above Skarsind, and the entire territory curves around the forests of Hercynia where an ancient vallorn still lurks. For most folk though the pressing danger remains the Thule barbarians that dwell on the far side of the mountains in Otkodov and who have long desired to possess this land.

Skarsind has always been riven by conflict; a saga called Lament for Skarsind is popular in some parts of Wintermark.

Recent History

In 373YE a savage blizzard swept down out of the mountains. The blizzard served as magical cover for an army of Thule barbarians who marched beneath it, using powerful Winter rituals to reinforce their armies with hordes of walking corpses created from battlefield dead. They attacked Gildenheim with the assistance of a dozen enslaved Artok, smashing great holes in the defences. Some small pockets of resistance remained - mostly based around the mines and halls to the north-east - but the situation looked increasingly desperate until 377YE, when Imperial forces were able to push into Skarsind and drive the Thule forces out of the territory and reclaim it for the Empire.

At the beginning of 379YE, the Wintermark people took the historic decision to bequeath the land to the Imperial Orcs. A motion was brought before the Imperial Senate to relinquish Skarsind so that it could be reassigned to the Imperial Orcs. The motion passed the Senate but could not be put into force without ratification by The Throne. This hurdle too was crossed when the Imperial Orcs acquired the Imperial favour of Empress Britta which granted the holder the ability to ratify a decision of the Imperial Senate. At that point Skarsind became an Imperial Orc territory.

The move was not without its critics however; not only would the Brilliant Shore cease to be a Wintermark Bourse seat, but the Winterfolk residents of Skarsind would almost certainly need to relocate to hahnmark, Kallavesa, or Sermersuaq. There were even some Orcs who disagreed with the decision (perhaps unwilling to see the people of Skarsind made homeless on their behalf).

Many existing residents of the territory resisted the urge to give up their ancestral homeland. Their protest found leadership under the influence of a charismatic Thane, Dogri Thulesbane, a Wintermark hero who had fought the Thule all his life. Dogri claimed the old, isolated fort of Crow's Keep in the north, an ideal position from which to watch both Otkodov and the Thule-dominated mountains of Silver Peaks in Sermersuaq. After a year of arguments, the Empire were forced to act on news that Dogri planned to raise an army to take the fight to the Thule in breach of the existing peace treaty. Shortly before the Spring Equinox 381YE the cruel Varushkan army, the Iron Helms, conquered Crows Keep and captured Dogri. The Thulebane was taked to Anvil where he was tried and ultimately executed. His death broke the spirit of those Wintermarkers who had hoped to hang on in Skarsind and most left soon after.

Not all is doom and gloom, however. Skarsind has seen a wave of rebuilding and improvements since the Imperial Orcs took custody in 379YE. New settlements and structures have been commissioned and constructed including the Legion's Rookery, the Red Blade Memorial, the Skarsind College of Warcasting, the new settlement at Whitelake, the Great Herd, the Halls of Worth overlooking Gildenheim, and even the peculiar Krampusshall near Pakaanan's Pass. The Northern trade network has been established, centred in the prosperous town of Torfast, while the valuable mineral wealth of the mountains and hills is harvested under the watchful eye of the Foreman of the Mines of Gulhule. Skarsind has seen more development over the last few years than perhaps any other territory in the Empire.

Major Features

Gildenheim

At its height, Gildenheim was the second largest settlement in Wintermark. Founded by Gilda Heimssdottir, it stands over the entrance to a frozen underworld cavern into the walls of which are carvings in a mysterious alphabet that are said to be the source of the magical runes used throughout Wintermark and the wider Empire. It fell to the barbarians in 373YE after a long siege. Inge Suvvisdottir, most recent of the bearers of the crown of Wintermark, fell with it; the crown was lost when she fell and would not be recovered for many years. Despite the demands of Winte

Skarsind spoils of war (Redirected from Skarsind Spoils of War)

Following the liberation of Skarsind by Imperial troops in 377YE, these resources were presented to the Military council for assignment as spoils of war

Contents

- 1 The Clattering Gulley

- 2 Goeki Expanses

- 3 Solvihill Beggarwood Barrens

- 4 The Wells of Janon

- 5 Crimson Peak Mining

- 6 Four-Seasons Market

- 7 Southpine Southbound

- 8 Irontongue Hall

- 9 The Hall of White Ravens

The Clattering Gulley

Mana site / Rank 3

Located several miles east of Pakaanan's Pass, the Clattering Gulley is a winding rock crevasse used for generations by Steinr Runesmiths. It takes its name from hundreds of mammoth bones hung along the walls and inscribed with mithril-inlaid runes that twist and move in the occasional winds that roar down the gulley, seemingly from nowhere.

Goeki Expanses

Dragonbone Forest / Rank 4

A wide expanse of forest in the hinterlands of the Skogei Glens is particularly rich in dragonbone. A twisting maze of interconnected paths forms a network throughout the area along which collectors pick their way, searching the undergrowth for deposits of the valuable material.

Solvihill Beggarwood Barrens

Beggar's Lye Forest / Rank 2

Frequented by charcoal burners from nearby Solvi, the Solvihill beggarwood barrens were abandoned to the Thule, then partially burnt when the barbarians retreated. They are still a rich source of the raw materials to make beggar's lye, thanks to prompt action by citizens of the nearby town.

The Wells of Janon

Green Iron Mine / Rank 4

A series of wide shafts punch down to remarkable depths in the northwest of Gulhule, exploiting a seemingly inexhaustible vein of green iron deep beneath the mountains. During the occupation by the Thule, the miners took refuge in galleries and passages concealed with the aid of the Night Eternal Janon who had long served as a patron of the hard-bitten miners.

Crimson Peak Mining

Orichalcum Mine / Rank 3

Crimson Peak takes its name from the extensive orichalcum mining operation rather than from the colour of the mountain itself (which appears quite normal to outsiders). The owners made a tidy profit selling to the runesmiths of nearby Gulhule before they perished valiantly during the Thule attack - they intentional collapsed a number of key passages on themselves, denying the barbarians access to the richest seams.

Four-Seasons Market

Business / Rank 3

The market of Krysse played host to merchants from across Skarsind and nearby Varushka, as well as traders from as far afield as the Brass Coast. Now that Skarsind is back in Imperial hands, the market looks set to become a regular fixture again - and the overseer of the market stands to make a pretty profit.

Southpine Southbound

Business / Rank 2

Based in Torfast, caravans operated by Southpine Southbound smuggled valuable supplies to the resistance during the recent occupation. Now the war is over, the trading company can return to the lucrative business of selling raw materials to the Temeschwari, and valuable crafted goods to the people of Skarsind.

Irontongue Hall

Military Unit / Rank 3

When General Dunstan Irontongue fell alongside Empress Britta, his personal unit of Suaq scouts declared themselves Frayed. They fought valiantly alongside the Imperial armies dedicated to recovering Skarsind, but only when the Thule were driven from the territory did they consider their shame lifted. They are now seeking a courageous Winterfolk Captain to lead them in future campaigns against the enemies of the Wintermark people.

The Hall of White Ravens

Congregation / Rank 5

Gildenheim - once second largest of the Winterfolk settlements - has been ruined by the Thule. The Hall of White Ravens is badly damaged, but unlike many structures in Gildenheim it still has all four walls and a roof, and some of the beautifully carved white granite raven façade still remains. Survivors of the Thule oppression still come here to seek spiritual guidance; the hall needs a stormcrow to offer solace to the people of Skarsind - and perhaps take on the arduous task of rebuilding Gildenheim in the process.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Skarsind_spoils_of_war&oldid=38861"

Skarsind spoils of war

Following the liberation of Skarsind by Imperial troops in 377YE, these resources were presented to the Military council for assignment as spoils of war

Contents

- 1 The Clattering Gulley

- 2 Goeki Expanses

- 3 Solvihill Beggarwood Barrens

- 4 The Wells of Janon

- 5 Crimson Peak Mining

- 6 Four-Seasons Market

- 7 Southpine Southbound

- 8 Irontongue Hall

- 9 Previous Spoils of War

- 9.1 The Hall of White Ravens

The Clattering Gulley

Mana site / Rank 3

Located several miles east of Pakaanan's Pass, the Clattering Gulley is a winding rock crevasse used for generations by Steinr Runesmiths. It takes its name from hundreds of mammoth bones hung along the walls and inscribed with mithril-inlaid runes that twist and move in the occasional winds that roar down the gulley, seemingly from nowhere.

Goeki Expanses

Dragonbone Forest / Rank 4

A wide expanse of forest in the hinterlands of the Skogei Glens is particularly rich in dragonbone. A twisting maze of interconnected paths forms a network throughout the area along which collectors pick their way, searching the undergrowth for deposits of the valuable material.

Solvihill Beggarwood Barrens

Beggar's Lye Forest / Rank 2

Frequented by charcoal burners from nearby Solvi, the Solvihill beggarwood barrens were abandoned to the Thule, then partially burnt when the barbarians retreated. They are still a rich source of the raw materials to make beggar's lye, thanks to prompt action by citizens of the nearby town.

The Wells of Janon

Green Iron Mine / Rank 4

A series of wide shafts punch down to remarkable depths in the northwest of Gulhule, exploiting a seemingly inexhaustible vein of green iron deep beneath the mountains. During the occupation by the Thule, the miners took refuge in galleries and passages concealed with the aid of the Night Eternal Janon who had long served as a patron of the hard-bitten miners.

Crimson Peak Mining

Orichalcum Mine / Rank 3

Crimson Peak takes its name from the extensive orichalcum mining operation rather than from the colour of the mountain itself (which appears quite normal to outsiders). The owners made a tidy profit selling to the runesmiths of nearby Gulhule before they perished valiantly during the Thule attack - they intentional collapsed a number of key passages on themselves, denying the barbarians access to the richest seams.

Four-Seasons Market

Business / Rank 3

The market of Krysse played host to merchants from across Skarsind and nearby Varushka, as well as traders from as far afield as the Brass Coast. When Skarsind was returned to Imperial hands, the market looked set to become a regular fixture again - and the overseer of the market stood to make a pretty profit. Unfortunately, shortly after the Winter Solstice 380YE, the Four-Seasons Market was destroyed in a catastrophic fire.

Southpine Southbound

Business / Rank 2

Based in Torfast, caravans operated by Southpine Southbound smuggled valuable supplies to the resistance during the recent occupation. Now the war is over, the trading company can return to the lucrative business of selling raw materials to the Temeschwari, and valuable crafted goods to the people of Skarsind.

Irontongue Hall

Military Unit / Rank 3

When General Dunstan Irontongue fell alongside Empress Britta, his personal unit of Suaq scouts declared themselves Frayed. They fought valiantly alongside the Imperial armies dedicated to recovering Skarsind, but only when the Thule were driven from the territory did they consider their shame lifted. They are now seeking a courageous Winterfolk Captain to lead them in future campaigns against the enemies of the Wintermark people.

Previous Spoils of War

The Hall of White Ravens

- Previously Congregation / Rank 5

Gildenheim - once second largest of the Winterfolk settlements - was ruined by the Thule. The Hall of White Ravens was badly damaged, but unlike many structures in Gildenheim it still had all four walls and a roof, and some of the beautifully carved white granite raven façade still remained. Survivors of the Thule oppression visited the Hall to seek spiritual guidance and to remember the occupation. During the Spring Equinox 381YE, the Imperial Senate gave orders for the Hall to be used as the basis for a new structure - the Legion's Rookery.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Skarsind_spoils_of_war&oldid=55218"

Skein Bowl

Description

A Skein Bowl is a ceremonial tool that commonly takes the form of a metal or wooden bowl. The bowl is popular with the priests of Wintermark, where it is also sometimes called a Scop's Well or a Stormcrow's Basin. As part of a ceremony of testimony, the priest mixes a dose of liao with a little water, oil, or even blood (the latter is especially popular with the Navarr). During the testimony, the resultant mixture is used to either physically mark the body of the ceremony or flicked towards them in cases where they are not a willing participant.

In Highguard and the League, this item is called a Righteous Aspergil and takes the form of a perforated sphere on the end of a short rod. The liao is mixed and poured into the sphere, which is used to flick the resulting liquid over the target in fine droplets. In Urizen, the item more commonly is called a Spiritwell and the liao is mixed with a little ink that is used to carefully trace a sigil on the hand or face of the target of the testimony - these items have seen increasing popularity in the Brass Coast where the liao is often mixed with henna and used to trace beautiful intricate designs on the target. This has replaced a more robust version of the item, still favoured by some sutannir, called a Glass Bowl in which liao is mixed with a little spirit that is imbibed by the priest and then sprayed toward the target at the climax of the ritual.

Regardless of the exact shape it takes, it is used in religious ceremonies and directly empowers the ability of priests to mark a target's soul. It is a tool that can be used both to create indelible marks - marks which are much more durable than normal, especially where the testimony is part of a punishment or warning - but it can also be used to empower a priest to remove such durable marks.

Rules

- Form: Talisman. Takes the form of ceremonial regalia. You must be wearing this item to use its magical properties.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: When you perform or cooperate with the performance of the testimony skill, you may spend up to five additional doses of liao to increase the strength or the ceremony by the same amount.

- Materials: Crafting a Skein Bowl requires requires five ingots of tempest jade, seven ingots of weltsilver, seven measures of ambergelt, nine measures of beggar's lye, eleven measures of dragonbone, and five measures of iridescent gloaming. It takes one month to make one of these items.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Skein_Bowl&oldid=51791"

Skein of Years

Contents

- 1 Rules

- 1.1 Day Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Magnitude

- 1.5 OOC Note

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The ritual targets a single item or object which must be present throughout and must possess a ribbon or a Profound Decisions ID code.

Effects

When the ritual is complete, the ritualists receive a vision during which key events in the history of the target item are revealed.

The older the object, the more likely information is to be uncovered. Objects created in the last few years are extremely unlikely to reveal anything through the use of this ritual. The ritual provides visions that answer some or all of the following questions:

- How old is this item? This information reveals which broad historical period the item was created in.

- What information is there about significant events the item has been present at?

The ritual is likely to be equally effective on magic items as mundane items - provided that they have a ribbon of a Profound Decisions ID. The divination function of detect magic will indicate if there is information on an item that can be determined by Skein of Years.

If the item is shrouded or obscured by an effect of a higher magnitude, the ritual will identify the realm and magnitude of the shroud, and whether there is any information to be learned with Skein of Years, but nothing else.

Period

Summary

Before History

Before records of human habitation of the Bay of Catazar

Ancient

Earliest recorded habitation of the Bay until foundation of Terunael

Terunael

Foundation of Terunael to Fall of Terunael

Chaos

Fall of Terunael to arrival of the Highborn

Pre-Imperial

Arrival of Highborn to roughly 20BE

Foundation

Roughly 20BE until the start of Empress Richilde's reign

Consolidaton

Start of Empress Richilde's Reign until start of First Interregnum

Expansion

Start of First Interregnum until start of Emperor Nicovar's reign

Turmoil

Start of Emperor Nicovar's Reign until start of Second Interregnum

Renewal

Start of Second Interregnum until start of Empress Giselle's reign

Decline

Start of Empress Giselle's Reign until start of Empress Britta's reign

Resurgence

Start of Empress Britta's reign until present

Additional Magnitude

You may increase the magnitude of the ritual to penetrate shrouds or masks designed to conceal information.

OOC Note

This ritual is similar to Hand of the Maker, but where that ritual reveals information about a single specific incident (the creation of the item), the Skein could revel facts about anything that has happened during the item's existence. Potentially, it may reveal information about any object with a ribbon - even a large object such as a standing stone - detect magic will indicate if this is the case.

Description

Rituals that attempt to divine facts about an item have been woven spontaneously in the Empire for centuries. This ritual is the result of a project overseen by the Provost of the Halls of Knowledge, Octavius, to codify and formalise those rituals. Much of the work on this ritual was performed by Tiberius Stormspire Cascade, whose experiments formed the basic pattern for the ritual design. It was added to Imperial lore by a declaration of the Imperial Conclave in Summer 378YE, and funded by a motion in the Imperial Senate.

The ritual casts the mind's eye backwards into the past, tracing the origin and movements of a specific object. The ritualists performing The Skein of Years receive visions of significant events during the history of the object – events at which the item was present, or involved in some pivotal way. The visions tend to come in chronological order – usually the oldest first, sometimes the newest - but occasionally a vision may 'jump' back and forth between events that take part some time apart but are connected by some thematic element. The vision moves between distinct sub-visions, with no more than the vaguest sense of context given to place each section relative to the others chronologically. The visions generally told a cohesive story of the item's history, but it was impossible to tell over what time period it took place.

The researchers widened the scope of that ritual as much as possible. The visions received by the ritualists are not symbolic – they are usually clear snapshots or pieces of factual information although they may be incomplete. For example, when studying a mask at the Armetto Theatre, Jessian d'Sarvos reported that only fleeting impressions of many of the dramaturgists who had worn the mask were received, with much more concrete impressions of the mask-maker who constructed it, and the famous performance by Chiara d'Holberg in her role as Gancio in “The Tailor of Holberg.”- considered by dramaturgic historians to be her finest performance.

Without doubt, the ritual does not perceive every single event that the item was involved in. Icewalker Gunnar theorised that this was why the ritual tended to be more effective on older items – that the older the item, the greater the number of events it had been involved in, meaning there was a greater chance of an event 'sticking' to the item.

Padme i Erigo, a scholar of the lores of both Night and Day, suggested that it would be possible to use Night magic to conceal the details of one or more events from the divinatory power of this ritual but as with most such workings, the presence of the obfuscatory enchantment would be impossible to conceal. She worked on formulating the method whereby the magic of the ritual might be focused to allow it to pierce such glamours, incorporating elements familiar to the adept from such rituals such as the Piercing Light of Revelation.

The Navarr Iona of the Yellow Wind steading, visiting the Halls, gave a short lecture suggesting that the ritual effect was also possible with the Realm of Night, but that it would produce intuitive, symbolic visions focusing on emotions and sensations rather than clear, factual visions. Her assertion that this might be more useful than the stark imagery of the Day Realm was noted but largely discounted.

The ritual was originally called “The Lens of Insight into the Weave” by Octavius, the Provost of the Halls of Knowledge. Unfortunately for the Provost, the crotchety magus Lucien of the Halls of Knowledge staunchly refused to accept this name, which he considered “too wordy, and not actually a good description.” Lucien, who had travelled extensively in Wintermark in his youth, where he was exposed to the concept of the skein. Working closely with several Suaq Icewalkers during the development of this ritual, he insisted on referring to is as the Skein of Years in correspondence, and the name stuck. Lucien was responsible for drawing together the various threads of research, and was not above abusing this opportunity to stamp his own name on Octavius' project, in a manner not uncommon in academic circles.

Common Elements

The typical method of performing the ritual was laid down by the Provost from personal experimentation – a combination of rune magic and astronomantic principles. The constellation of the Phoenix was constructed during the ritual, using a series of runestones and candles. Each rune used in the construction was invoked in turn by all participants, before being placed upon a mirror in the appropriate position. Each contributing ritualist brought a personal magical dimension to their invocation. After the constellation was constructed, the magic of the regio was invoked, and channelled into a lens while the crystals of mana that were to be used in the ritual were then added to the mirror, surrounding the constellation.

The core runes used during the performance were Ophis, Sular and Diras representing concepts of revelation, discovery and secrets. A more complex ritual pattern incorporated the constellation of the Web, sometimes with the addition of the Spider or the Key.

From a dramaturgical perspective, the clarity of the Doctor proved to be quite useful, especially when the theatrical performance incorporated a sequence where the item was studied as part of an investigation. This lead an unpredictable element to the scene, as the dramaturgist would often reveal details of the item that had nothing to do with the context of the play. The challenge of incorporating these details into the ongoing narrative was either “refreshing”or “an unacceptable imposition on the other performers.”

The Bishop was a much less disruptive persona with which to focus the magic of the ritual, allowing the character to explain the history of an object to another (lesser) character, or to the chorus, often as part of a bequeathal or a lecture illustrating a certain moral or ethical point.

Initial exploration used a lens to examine the target object, similar to that employed in Clear Lens of the Eternal River, but it quickly became apparent that while such an item may serve as an aid to concentration or focus, it was not required. Promising experiments by the Navarr Ioana of the Yellow Wind steading incorporated the chewing of certain roots to sharpen the mind and senses while handling the target object, while an adept of the music of the spheres studying at the Halls of Knowledge developed a simple tune that could be hummed or played on a song bowl (or, as one irreverent student demonstrated, a wine glass) to achieve a similar focus.

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Skian Mhor

Skian Mhor have been producing high quality Live Role Play equipment for nearly twenty years, with a breadth of knowledge and experience in producing theatrical props and special effects and even large hydraulic and pneumatic movements for carnival and theatre that spans over thirty years. We have been associated with Profound Decisions since the first Maelstrom event and are responsible for constructiing the Odyssey Arena. We have been closely associated with the development of Empire and are now pleased to offer our experise to you in creating your own custom weapons, masks, costumes, props, armour and prothetics. We can provide individual pieces to complete a character's kit or we can take on the whole project and build your entire customised kit or large monster outfit. We can even enhance your Empire camp setting with period cookware, firepits and eating utensils. Working from our workshops in beautiful Ayrshire and coordinating with many other professionals both in the UK and within Europe we have access to the best resources available to ensure the highest quality products that you will find anywhere in the LRP world today.

For your individual character look without resorting to mass produced webshop please call or email us with your requirements.

sean@skianmhor.co.uk

Tel; 01555 894787

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Skin of Bark, Blood of Amber

Contents

- 1 Rules

- 1.1 Spring Magnitude 15

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Option

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 15

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target character gain three additional ranks of endurance.

The target is also under a roleplaying effect: you feel physically massive, as if you are much larger than you actually are. It takes a significant effort of will to move quickly or to change your mind once it is made up.

If the target is a Briar, they may choose to temporarily increase the amount of bark on their skin, and may include thorns as well if they wish although these are also temporary and generally do not last longer than a few weeks.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 11. Additional characters must be present throughout.

Option

Any caster who has mastered the ritual may choose to substitute ambergelt for crystal mana when contributing to it. Every 2 measures of ambergelt spent counts as 1 crystal mana when contributing to the ritual.

Description

This old ritual is believed to be a remnant of Ushka magic, although the Navarr and the Suaq claim that their people have used similar rituals since time immemorial. It fills a target with the unyielding vigour of a massive tree - an oak, ancient pine or similar long-lived plant.

Some suspicious people see the effect that the ritual has on some briars and assume that they run the risk of becoming briars themselves when exposed to this ritual, but there are no recorded cases of this happening.

Common Elements

An obvious component commonly part of the ritual is ambergelt, although amber and pine resin are equally common. As with many rituals that create an enchantment, the casters may symbolically give gifts to the target and branches from old trees, amber jewelry and favours or tokens that bear images of oak-leaves, acorns or similar plants. Some Dawnish Weaver cabals gird the targets in light or medium armour made of leather or hide while Landskeepers often crown their targets with leaves to show their connection to and mastery over natural forces.

The rune Rhyv and Verys are often evoked with this ritual, as is The Oak. Some ritualists also call on Paragons and Exemplars of Loyalty, Courage and Vigilance - especially The Sentinel - when they perform Skin of Bark, Blood of Amber.

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Skoura

Contents

- 1 Introduction

- 2 People

- 3 Culture and Customs

- 4 Abridged History

- 5 Military Concerns

- 6 Economic Concerns

- 7 Religious Beliefs

- 8 Magic Traditions

- 9 Territories

- 10 Look and Feel

- 11 Skourans in Play

Introduction

Skoura lies south-east of Urizen, and south of Axos. They do not share a border with the Empire, but their native tongue is Imperial. The Skourans are a mountain dwelling people who may share common ancestry with the Urizen and Axou. Even more so than the Urizen, they keep to the high-places and treat the lowlands at the base of their mountains with caution - it is believed that some parts of Skoura are inhabited by hostile orc tribes that make travel difficult.

Even more so than Axos, Skoura is an unknown quantity to the Empire. There have never been close ties, and the Skourans do not welcome Imperial visitors to their mountain fastnesses. Much of what is known about modern-day Skoura comes second-hand from the Axou, and as such should be treated with caution by Imperial travellers.

People

The Skourans are described as being extremely disciplined, with "a fetish for order that borders on the obsessive." They are said to be among some of the most talented miners and architects in the known world; if the Axou are to be believed, this is partly due to a cultural commitment to minimizing risk. The typical Skouran is depicted as quiet, careful, stoic, and extremely cautious.

While they are insular, they are not xenophobic. Participants in the 379YE campaign in Axos (the Siege of Ipotavo and the Liberation of Kaban) spoke of encountering Skouran mercenaries in the employ of the Ipotavans. One mercenary soldier described them thusly:

"The dour mercenaries from southern Skoura kept mostly to themselves, occasionally shooting us suspicious glances. Gloomy warrior-artificers, clad in heavy armour and armed with large shields and hammers, their true expertise lay in the prosecution of sieges and the engineering of war. They spoke the Imperial tongue, but they always spoke slowly, using as few words as possible and obviously considering every sentence they spoke before they spoke it. It drove my quartermaster Elenza i Erigo quite mad, I think. I think she found the idea of a nation that refuses to make small talk quite abhorrent."

Where the Urizen favour spires and the Axou their citadels, the bulk of the Skouran population are said to inhabit a number of reasonably fertile, extremely defensible valleys. They maintain outposts throughout their mountain ranges, but where the Urizen might build towers the Skourans prefer to delve into the mountains creating military bases which they call deepholds. The approach to each settlement is protected by several deepholds, from which Skouran warriors launch surprise attacks against any invaders, and these bases are said to be connected by a confusing maze of underground tunnels full of potential traps for unwary invaders.

Culture and Customs

The Skourans are an introverted and disciplined people. They are said to have strict rules that govern everything they do. They are a democratic people; each of their settlements is lead by an elected council, and the nation itself is apparently guided by a High Council made up of representatives from each settlement. Their councils are said by the Axou to be "extremely tedious - they want to explore every detail of every agreement and wherever possible include clauses to cover every eventuality."

One feature that sets them apart from their neighbours is their respect - bordering on reverence - for those who master the skills of artifice. The majority of their leaders are said to be skilled artisans, and it is said that everyone in the nation is trained in at least one craft. They are especially adept at working metal and stone, and even the otherwise self-absorbed Axou credit them as being among the most talented jewellers in the world.

Skourans are said to have a special reverence for the elements of fire and water. These elements are seen as one of the foundations of all life and all creativity. Fire illuminates, warms, and transforms while water cleanses, quenches, and brings life. Both forces are treated with care however - either can be catastrophically destructive if it is not respected.

Abridged History

The story of the Skourans is familiar to the people of the Empire. At some point in the past, lived on the plains beneath the mountains. Then barbarian tribes of orcs spilled through the area and they were forced to take refuge in the mountain valleys. They adapted their already quite extensive mine workings to form the first deepholds, and fought a war of attrition against the orcs. Expanding their deepholds provided them not only with valuable materials that allowed them to arm their soldiers and shore up their defences, but also gave them mineral wealth that they used to secure the aid of Axou mercenaries.

Military Concerns

The Skourans are not a powerful military force. Rather, they rely on fortifications and traps to protect their valleys from invaders. Their troops tend to be extremely well armed and armoured - even the greenest infantry soldier is likely to possess one or more magic items. The Skourans allegedly have a very practical approach to warfare, and are without mercy on the battlefield - they are much more likely to collapse a tunnel or send an avalanche down onto an enemy force, or to douse them in oil and fire, than to engage in hand-to-hand combat.

Economic Concerns

The mountains of Skoura supply a huge amount of ore to the deep-mining Skourans. Their deepholds in particular tend to lie on mineral veins and they are experts at digging deep into the mountains and extracting its wealth. They are said to be particularly rich in white granite and mithril, as well as tempest jade, green iron, orichalcum, and weltsilver. They have only a limited access to the bounty of the forest, however, and this apparently forms the bulk of their trade deals with the Axou.

Their valleys are said to be fertile, and they are believed to keep herds of a hardy animal resembling a cross between a mountain goat and a sheep. These animals provide them with wool, and with a tough slightly bland meat that they supplement extensively with spices and root vegetables. "A Skouran eats to live," say the Axou. "The idea that food might be in some way enjoyable is probably a heresy."

As near as Imperial scholars can tell, Skoura is land-locked and thus does not engage in international trade. The majority of their existing deals appear to be with the Axou.

Religious Beliefs

The Axou dismiss the Skouran religion as "incomprehensible". As near as theological scholars of the Imperial Synod can tell, they have a confused idolatrous faith in an unnamed god or gods. Their doctrine appears to enshrine ideas of self-discipline, caution, and communal service. Their priests are apparently artisans, and teach that the act of creating magic items is in some way "holy". According to some very old and obscure texts, the Skourans appear to claim that their god is physically incarnate among them, and guides them with wise counsel. The predominant belief among those scholars who have studied Skoura is that this is a metaphor; that the Skourans in some way worship the mountains themselves.

The few modern Skourans that have had contact with the Empire have been reticent to speak about their faith with outsiders.

Magic Traditions

The Skourans are not believed to have strong magical traditions. As with all humans, they certainly have both spellcasters and ritual magicians among them, but their power appears to be unexceptional. They are much more advanced in the creation of magic items, however, and scholars theorize that the artisans of Skoura are likely to have access to at least one runeforge.

Territories

The Skouran territories are unknown to the Empire.

Look and Feel

The Skouran look is extremely practical. The majority of Skourans encountered have worn long tunics with short sleeves, trousers, and stout boots. Depending on the weather, they supplement these tunics with a heavier wool or fleece jacket; a light woollen undertunic with long sleeves; a heavy hooded wool cloak; or higher, fur-lined boots.

All Skouran clothing is dour and usually uncoloured - they apparently do not bother to dye cloth at all. All Skourans wear jewellery however - even the poorest is likely to have a gold ring or two, or a silver torc inlaid with semi-precious stones. Likewise, weapons and tools are often beautifully inlaid and decorated with precious metals and stones. A wealthy Skouran may be wearing a small fortune in gold, silver, mithril, and gemstones.

In battle they favour heavy metal armour (plate or chain), large square or rectangular shields, and one- or two-handed hammers. it is common for one or all of these armaments to be enchanted in some fashion.

Skourans in Play

Skoura is isolated from the Empire, and does not welcome outsiders. Even their Axou trading partners do not visit their secluded valleys, being hosted instead in the deepholds on the edge of their territory. A background in which your character interacts extensively with, or visits, Skoura is unlikely to be approved.

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Small things and large

The young lad couldn't look Tess in the face.

He stared down at his mud-caked boots, without words. She could tell he was fighting back tears. How different he was from the cocky youth who had come to her farm last year, full of fire and vinegar and complaints about how Mitwold was losing its way and forgetting its roots and all the rest. She'd taken him in because the Paragons knew they needed the help, and because she believed in her heart that people deserved chances to grow and to change. Especially the young.

He'd been resistant at first, this young bandit boy. He'd been a little taken aback at the realities of the traditional Marcher way of life. In a way, the horror of the failed harvest had shown him something he had talked about, but never really understood.

Now he felt the loss of the Spring planting as keenly as she did, as Edward and rest of the boys. He had become part of her family, in a way. He'd fought the elements with the rest of them, desperately trying to save as much of the seed as they could from the torrential rains and the greedy wind.

And now here he was. Offering to leave. Because he knew that with the Spring crops ruined before they were even properly planted, purse strings and belts alike would need to be tightened. Because he still thought being a Marcher was about preventing 'Leaguish influences' and drinking scrumpy from an earthenware jug.

She exhaled, a short sigh, and turned back to her work. She let him stew for a moment.

"You'll need to check the fences on the east field." she said eventually. She could almost hear him blinking stupidly and making a gormless face.

"But I ... what? Mistress Tess I said ..."

"Yes, I heard what you said and I'm going to ignore it. Grey hair may not make you wise, but it gives you a lot of experience of idiot young folk who think they know what's best. Someone needs to check the east field fences. Everyone else is busy and I'll be damned if I'm going to send Pete out in the pissing rain. You on the other hand could do with a good drenching, see if it will cool off your foolishness."

She laid the plane down and turned round again. He looked so lost, she wanted to clout him round the ear.

"Look, Jack, lad. I know it looks bad. The Spring planting is ruined. Like the harvest was ruined. The barn's empty. We're going to have to eat the pigs, and maybe the cows, because we sold what we had to the Quartermasters so the armies wouldn't starve so they could free the Mournwold and stop the orcs. We both know that we've scraped the bottom of the barrel so hard we've got handfuls of grass."

He opened his mouth but she silenced him with a glare.

"We both know it. But what I know, and what you need to learn, is what it really means to be a Marcher. And right now, for you, it means going out in the pissing rain and checking the fences on the east field because if a beast gets in and kills a cow we will have even less than we do now. And it means sticking with what you started, and when you get knocked down by a bully it means standing back up again and planting your feet and daring him to hit you again.

"So no, Jack. You won't be heading up Wayford way to look for work. You'll be going out to the east field, and then when you've done that you'll come back and wash up before supper. And if you ever come into the house with your boots that muddy again, I will box your ears so hard you will be hearing my fists for a month. Do you understand?"

And he nodded, and he tried to say something but she turned back round to the workbench and grunted something, and when she heard the door shut behind him she laid the plane down again and shook her head ruefully, wondering if she had ever been that young and full of foolishness mistook for pride.

He didn't really understand, not yet. But damned if the world wasn't doing its best to teach him.

Contents

- 1 Overview

- 2 Significance

- 2.1 The effect of the curse

- 3 Resolution

Overview

After the disastrous failure of the Autumn harvest, after a harsh winter of tightened belts to keep the armies marching, the Spring planting is hit with torrential rains and a vicious blight that devours many of the seeds before they can be put in the ground. While the rest of the Empire is enjoying a burst of vitality and fertility, the farms of Bregasland, Upwold, and Mitwold are once again labouring under the yoke of a vicious magical curse that ruins the crops, saps the life from the beasts in the fields, and spreads sickness and hunger wherever it touches.

Then comes the catastrophic news from the Mourn. Morale is low, tempers fray. So much loss, and for what? It would be easy to give in to anger, and resentment, and despair.

But giving in is not really in the Marcher psyche. Knuckling down and pulling together is. The first sign of that comes after the failure of the spring planting. Rather than turn on each other, the Marchers help their neighbours. They grumble, and complain, and make it clear their aid is a loan and not a gift, but they look out for each other. Pride and Loyalty, whether to small things or great things, will not allow them to do anything else.

Then, a plan is hatched. It originates in the markets of Meade, and to the surprise of many, receives immediate support from many of the market towns. The call goes out for the construction of a great work, a network of granaries and barns, as well as the creation and cultivation of stocks of seed to be made available to all for a modest price in the face of blight, harsh weather, or similar disasters. It is an ambitious plan - and one that is not entirely motivated by selflessness.

Meade has long since grown past the point where it can feed itself. It relies on a steady influx of grain, meat, milk, and cheese not just from Mitwold, but from across the Marches. Its prosperity relies on trade routes supported by well-fed and healthy merchants selling food and metal and wood produced by labourers who are not starving to death. The rest of the market towns are in a similar situation - and recognise a simple truth. When the farmers starve, everyone starves.

Their project will require the support of the senate, and it will not be cheap - but the aldermen of Meade point out that the Marches has sacrificed for the Empire time and again. They are confident the Senate will do the right thing.

Significance

Words are like a peddlar's ribbons - pretty and cheap and quickly discarded. But actions echo. As such, aldermen across the Marches have committed to putting their hands in their pockets and contributing whatever they can afford to this project. They're mostly not seeing this as a gift, or as charity, but as recognition of the fact the Marches - and the Empire - prosper when the farmers prosper, and as an investment for the future. Indeed, there has been some talk of "darning the rip" between the folk of the market towns, and the rest of the Marches.

Even with the assistance of the market towns, building granaries and seed stores for Bregasland, Mitwold, and Upwold will still require 100 wains of weirwood and 40 wains of white granite, plus labour costs of 35 Thrones. Construction will take two seasons to complete as the Marchers swing into industrious action across their nation.

This is not a small investment - but the impact would be significant.

Firstly, the presence of these granaries and silos would boost the income of every farm in the Marches. It is estimated that it would provide benefits equivalent to 1080 rings per territory spread between the farms based there, regardless of curses and other effects that impact their harvests.

Secondly, the presence of this great work in the Empire provides a "safety net" to the Imperial armies. If a nation of the Empire were unable to support their armies (because of a powerful curse or because they had lost a territory, for example), then the natural decay of all its armies and navies would be reduced by half. The silos could only support a single nation in this way - If a second nation were to have more armies than it could support, then the Marcher senators would need to make a unanimous decision as to which nation to assist (or pass a motion in the Senate). The grain stores would not allow an Imperial nation to build more armies than it can support.

The granaries will need to be commissioned by the Senate, but provided the entire network is built in one go (covering all three Marcher territories), it could be raised as a single motion.

The effect of the curse

The curse, identified as Naeve's Twisting Blight, has already had its effect (reduced production for Marcher farms) and will have faded by the time the Summer solstice starts.

Resolution

The Imperial Senate voted to take advantage of this opportunity. Work has already begun on the new granaries, and all the materials have been supplied to ensure its completion. It is expected that the granaries will be complete by the start of the Spring Equinox 381YE.

With the creation of the Keeper of the Breadbasket in autumn 381YE, decisions relating to this great work would now be made by the bearer of that Imperial title, not the Marcher senators.

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Smooth Hands Shape The World

Contents

- 1 Rules

- 1.1 Autumn Magnitude 10

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 10

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must have the magician skill.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target can cast the mend spell in 5 seconds rather than 10 seconds. The target does not gain any additional knowledge of, or ability to cast, this spell.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 6. Additional characters must be present throughout.

Description

Where Hands of the Healer allows a magician to perform heal their allies more quickly, Smooth Hands Shape The World allows a magician to restore their weapons and shields with equal alacrity, reducing the likelihood that they will be interrupted. The ritual accelerates the use of items such as the Runesmith's Gavel wand, as well as the spells cast by a magician under their own power.

Common Elements

The trappings of the artisan are common elements used with this ritual, as are ingots and measures of special materials. Washing the hands with water or wine is common, as are invocations using the names of famous or legendary crafters or the Eternal Estavus. Runes such as the rune of mastery or the rune of thought may also be evoked - the latter in its aspect as the rune that is concerned with education and mental skills.

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Smooth Hands Shape the World

Contents

- 1 Rules

- 1.1 Autumn Magnitude 19

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 19

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must have the magician skill.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

When the target swift casts the mend spell, they need only spend 1 mana rather than the usual 2 mana. The target does not gain any additional knowledge of, or ability to cast, the mend spell if they do not know it.

The target also experiences a roleplaying effect: you feel an urge to touch and handle crafted items. Discovering how an item is put together, or exploring its physical characteristics, makes you feel relaxed and focused.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 15. Additional characters must be present throughout.

Description

This ritual employs the Autumn realm's resonance for crafted items, allowing a magician to restore sundered weapons and shattered shields with great alacrity and without risk of interruption. The enchantment provides no additional ability to actually cast the mend spell; the target must already have mastered that incantation, or possess an item such as a Runesmith's Gavel that allows them to swift cast the ritual.

The ritual does not empower an item such as a Redsteel Chisel to allow a magician to swift cast the mend spell.

Some magicians describe being enchanted with this ritual as exhausting. They talk about experiencing a slowed perception of time when they begin to cast their mend spell, and describe the magic as a "leaden weight" that they must work twice as hard to move as when performing the spell without the benefit of the enchantment. Some Marcher magicians likened using this enchantment to getting a stubborn ox to plow a field - as if the magic itself were surly at the attempt to make it flow more quickly. From the point of view of the observer, however, the magic of the spell is raised and released with great alacrity - but many magicians who endure this enchantment are physically exhausted once they leave the battlefield, and more than one has collapsed into a deep sleep once danger is past. By contrast, briar magicians who use the spell tend to report enjoying the sensation of having to "wrestle" with their magic, and are invariably left full of beans after extended use of the power the ritual grants.

The effect of this ritual has obvious application in dangerous situations; it allows a magician to repair the weapons and shields of their allies without risk of interruption, and without potentially requiring a warrior still engaged with the foe to drop out of line. runesmiths in particular appreciate the enchanted alacrity the ritual provides when it comes to swiftly restoring magical weapons or shields whose properties are otherwise unavailable if they are broken. Some martially inclined magicians, especially among the Urizen or the war witches of Dawn are able to use the enchantment to keep their own shields, weapons, rods, and staffs intact in the face of destructive opponents.

Common Elements

The trappings of the artisan are common elements used with this ritual, as are ingots and measures of special materials. Washing the hands with water or wine is common, as are invocations using the names of famous or legendary crafters or the eternal Estavus. Runes such as the rune of mastery or the rune of thought may also be evoked - the latter in its aspect as the rune that is concerned with education and mental skills.

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Snow and rain

"Do you want to build a snowman?" shouted Wyl enthusiastically. Maedoc shook his head.

"It is too damn cold for snowmen!" he shouted back. Wyl laughed.

"You should have bought some mittens! I told you you should have bought mittens!" He waved his own mittened hands for a moment, then squatted to begin rolling snow into a ball.

Maedoc raised his eyes to the heavens.

"He's your son," he grumbled to Baed. His wife patted him on the arm.

"I seem to recall you were at least slightly involved," she said archly. They shared a private smile, and then walked on, linking arms.

"Have you ever seen so much snow!" asked Baed, rhetorically. Maedoc puffed on his pipe for a moment, thoughtful.

"Nothing like this, not even when the Thule sent their fimbulwinter down before the attack on Skarsind. I'm wearing two extra layers under this coat and I am still feeling the cold!"

"That's not the cold, that's just you getting old," laughed Baed. Then she became serious, looking up toward the Northpines, towering above the forest to the north-west. "The winter is bad enough, but it is the Spring that I fear. All that snow that has fallen ... it is not going anywhere. It's going to come down the mountain one way or another."

Maedoc nodded. "I hear that some of the Pridestalkers have been talking about creating an avalanche on purpose, with just that in mind. I think they are mad. It cannot possibly help but go horribly wrong. Still, you know Pridestalkers ..."

Baed was only half-listening. She was staring off to the north.

"You're thinking about the orcs?"

"Aye. Their first winter in Skarsind is going to be a bad one. If it is this bad here, imagine what it will be like along the northern peaks."

"Not much we can do here," said Maeddoc.

Both Navarr wore Suaq snowshoes and had covered quite a distance despite the deep snow. They turned to look back along the trail to where Wyl had been joined by a handful of children and several youths his own age. They were already on to their second snowman. Laughter drifted on the still Winter air. They watched in silence for a few minutes.

"No ..." agreed Baed, her face lost in thought. "No much we can do here but ... there might be something we can do if we go there, don't you think?"

Maeddoc smiled broadly at his wife.

"I'll speak to some of the others and see what we can bundle together. It's the least we can do. The Winterfolk have been our neighbours for generations and without the Imperial Orcs ..."

His voice trailed off. Unconsciously he touched the stump of his left arm, his expression twisted by remembered pain. Baed touched his shoulder, concerned. Her husband shook himself, breaking the grip of the past, and grinned at Baed.

"Without the Imperial Orcs our Wyl would be working in a mine for tablescraps instead of trying to impress young Tarhad with his snowballs. Come, I'll race you back to the camp!"

He set off without waiting, sliding quickly cross the snow with expert ease, his grin widening as his wife's voice raised in faux-outrage as she berated him for his cheating ways.

Contents

- 1 Overview

- 1.1 Winter in Skarsind

- 1.2 Vassa and Scorrero

- 1.3 Conjecture

- 2 Significance

- 2.1 After the harvest

- 2.2 Winter in Skarsind

- 2.3 Opportunity: The Scorrero Nets

- 2.4 A Risk of Storms

Overview

This Winter has been cold. Angry blizzards rage across Sermersuaq, Skarsind, Volodmartz, Hercynia, and Miekarova. Great drifts of snow leave some isolated communities in the northern parts of the Empire completely cut off for weeks on end. Some are able to endure the harsh winter months only thanks to the aid of intrepid Navarr stridings who help to ferry food and other necessities to the far-flung parts of the Empire.

Heavy snowfalls are common as far south as Mournwold and Bastion, with light flurries of snow even in Kahraman, Casinea and Necropolis. The food shortages caused by the disastrous Marcher harvest combine with the vile weather to create one of the worst winters in thirty years. Even where the weather is only poor - on the Brass Coast and in the mountains of Urizen, the effects are felt in the form of tightened belts and unseasonably cold winds.

Winter in Skarsind

Winter has been bad across the Empire, but nowhere has it been worse than in Skarsind. Indeed, it might be fairer to say that Skarsind has an atrocious winter. Week long snowstorms; several avalanches in the northern mountains; water frozen solid; packs of hungry predators pressing ever closer to civilisation; and even talk of nights so cold that they caused trees to explode. The cold weather brings with it a creeping malaise, and even the hardiest of orcs are prone to chills and colds.

The weather hits the farm owners worst of all - in that they need to break open their stockpiles just to keep themselves and their neighbours alive through the bitter, bitter winter. It is here that the one silver lining can be seen. With the entire territory in the grip of unspeakable weather, the quarrel between the native Winterfolk and the Imperial Orcs is largely put aside (at least temporarily), with members of both communities combining their efforts to endure the frigid months.

Vassa and Scorrero

Worse, once the weather begins to improve a little, the heavy snow begins to thaw, leading to flooding in several parts of the southern Empire. The Vassa and the Scorrero are particularly swollen by snowmelt, causing problems in Tassato, Cevia, Trivento, Cerevado, and Siroc. There is a serious possibility that the furious Vassa may burst its banks, with sandbags and other improvised flood defences being employed in the settlements along its length. Already a number of cellars and subterranean chambers have been flooded with freezing cold water.

The Scorrero is less likely to break its banks, but the rising is cause for concern especially for the net rigger communities who work on the Scorrero Nets. While the river tends to be slow moving, the dangerous currents it is famous for spell disaster for anyone who misjudges the water. There have already been several tragic incidents involving loss of life among the net rigger communities.

Needless to say, with a characteristic black humour, the dramaturgists of Tassato have made a point of performing several famous plays in which the character of Vassa does something extraordinary or unexpected, precipitating disaster.

Conjecture

As a result of the snow, and the floods, several scholars are questioning whether there might be a connection between the extensive use of Spring magic - especially magic that induces storms, or that encourages tumultuous rainfall. Over the last three years or so, the Empire has seen more widescale invocation of Spring magic than in the previous fifty years. Surely, say these outspoken theoreticians, it cannot be a coincidence that the weather is turning vicious. There has been some talk of encouraging the Imperial Conclave to take steps to restrict the use of large-scale Spring enchantments, especially those that deal with the weather, at least for the next six months or so.

Significance

After the harvest

The immediate after effects of the disastrous harvest in the Marches have faded, but the repercussions are still being felt. The Marcher farmers and stewards have sufficient stores to see them through, and even some to sell if they wish, but nowhere near as much as they might have expected. The national assembly of the Imperial Synod took steps during the Winter Solstice, urging the farmers of the Marches to tighten their belts another notch and sell their surplus at a reduced price for the good of the Empire.

To encourage Marcher Farmers to reduce the cost of food sold to the Civil Service to resupply the armies of the Empire. We name Martin Orchard to co-ordinate this and assign fifty liao to this work.

Martin Orchard, a monk of the Pickham Monastery in Upwold, was the priest chosen by the Marcher assembly to deal with the food shortages. While the farmers have listened, they are not best pleased and Martin Orchard is likely to receive a cool welcome on many farms across the Marches for some time to come

Winter in Skarsind

The weather in most of the Empire is entirely natural, if brutal. The exception is in Skarsind where divination quickly reveals that the new home of the Imperial Orcs are under the effect of a curse woven with Winter magic. It is quickly identified as Naeve's Twisting Blight, but further information proves elusive.

As a consequence of the curse, the production of all farms in Skarsind has been halved over the previous season. While the worst effects of the curse have faded with the grim winter weather, there are still a few lingering traces.

Investigation of the curse on Skarsind will be hampered by the distances involved. One possible solution would be for a magician versed in the lore of the winter realm to prepare an arcane projection which would allow an effect similar to Wisdom of the Balanced Blade to be performed at the imperial regio, targeting the affected territory, to at least get some idea of what exactly the curse is doing. Any such divination will need to be potent enough to over come the effect of the shroud of night magic that has settled over the territory.

No doubt other possibilities may suggest themselves.

Opportunity: The Scorrero Nets

The risk of flooding along the Scorrero is a concern, but it is also an opportunity. Every year, ilium is washed down out of the hills and mountains and collected from the river by the net riggers. This year, with the rising water levels, it seems a lot more ilium has been loosened and washed down the Scorrero. The challenge is going to lie in finding enough people prepared to risk the treacherous waters to claim it.

The Scorrero Nets will be auctioned during the Spring Equinox, as they are each year. The new Seat may choose to take advantage of the opportunity presented by the swollen river by offering more money to workers prepared to take more extreme risks in pursuit of sweet, sweet ilium.

- With a small investment of 7 Thrones, the Scorrero nets would produce a total of 6 ilium each season over the coming year.

- With a moderate investment of 20 Thrones, the Scorrero nets would produce 7 ilium each season over the coming year.

- With a significant investment of 40 Thrones, the nets would produce 8 ilium each season over the coming year.

This does not require any intervention by the Imperial Senate; the Bourse Seat would simply need to ensure they had the appropriate funds in their inventory, and send an e-mail to empire.plot@profounddecisions.co.uk after the event. This option is only available until the end of the Spring Equinox 380YE - after that it will be too late to take advantage of the opportunity.

A Risk of Storms

If everything remains as it is, the worst of the flooding along the Vassa and the Scorrero should pass by the Summer Solstice. However any sustained period of heavy rain in the territories along the banks of the two rivers could be disastrous. Such weather would likely need to be at least as bad as that created by Thunderous Deluge and would almost certainly require the use of Spring magic.

If the dreadful weather occurred in Mournwold or Tassato, it is likely the Vassa would burst its banks, flooding the city of Tassato. This would inflict a significant penalty on personal resources in Tassato. Such a flood would also potentially damage the Sapphire Stair locks, and if it were severe enough could damage the Spider's Dream - the only safe way to cross the Vassa from Madruga to Sarvos - for good measure.

If the weather were to occur in Kharaman or Segura, the effects would likely be less severe, but still include some damage to the Scorrero Nets, and to the livelihoods of business owners in Segura and Madruga.

By a similar token, the rituals Rivers of Life and Rivers Run Red are likely to have additional effects if performed on the swollen headwaters of the Vassa (in Mournwold) or the deep Scorrero (in Kharaman). In addition to its normal effects of performing one of these rituals on one of these two territories, a Rivers of Life would give a small increase to the production of farms and herb gardens in the territories along the course of the river (in Tassato and Sarvos, or Segura and Madruga) while a Rivers Run Red would give a similar penalty to those resources.

In the extreme event that one of the Spring curses were combined with tumultuous rain, the effect on farms and herb gardens would likely be even further increased.

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Soghter

During the Winter Solstice 381YE, Soghter ceased to exist. For further details see Azoth.

Contents

- 1 Eternal of Night

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Night

Sobriquets

The most common sobriquet for Soghter is Changer of the Ways.

In the Principalities of Jarm, Soghter is called The Intrepid Dragon of Infallible Reason, and seems to enjoy this name prompting magicians around the world to start using it. Soghter appears to share the tendency of many Night eternals for enjoying flattery, while being largely unmoved by it. Soghter is also known as oroborous and the serpent-eating-its-own-tail is a symbol often associated with the creature and its fascination by cyclic behaviour.

In some parts of the world Soghter is referred to as the Snake-Spawner or Mother/Father of Serpents. According to those who use this epithet, those who deal with it have a dramatically increased incidence of naga blood in their offspring. Soghter has never admitted any link, and it is difficult to prove one way or another.

Along with Murit, Soghter is sometimes called the Azoth after a theoretical alchemical compound that enacts miraculous transformations - magicians performing rituals such as The Eight-spoked Wheel, The Retrograde Wheel and Distill the Serpent's Stone sometimes evoke the name during their transformations (although Soghter is better suited to rituals that transform the individual, such as Transmogrification of the Soul's Echo. Some scholars suggest that Soghter and Murit are lovers or siblings; others maintain that they are actually different facets of the same entity. A few alchemical treatises contain images of the two serpents wrapped around each other as illustrations of the way disparate substances can be combined together to create new materials. Neither eternal seems inclined to discuss their relationship, if any.

Appearance

In its true form (inasmuch as the Night eternals have true forms), Soghter has a black-scaled serpentine body with wings of brilliant white and eyes that shift kaleidoscopically. Evidence for this appearance seems entirely anecdotal, based on descriptions by heralds; no Imperial magician has reported actually encountering Soghter in this form. As with all Night eternals, Soghter is a shapeshifter and more than most it appears to revel in assuming unique appearances whenever it is encountered. It may appear to be male or female (as with most Night eternals gender appears to have little meaning to it), but its forms almost invariably include strong elements of either black or white. They also often include images of caterpillars and butterflies or moths, as well as other creatures that undergo profound physical changes as they mature.

Concerns

Soghter's primary interest is the way that living beings change naturally over time. It is fascinated by the way that a creature transforms from being young and inexperienced to being old and wise. It adores the "ceremonies of life" - the way mortals mark the transition from one life-stage to another, both for the effect they have on the individual undergoing the change and the way they affect other mortals. The change from child to youth to adult to elder to death is endlessly absorbing for Soghter.

It emphasizes the idea that only personal experience is relevant, and disdains the relevance of instruction whether by another person or via books. To have value, Soghter believes every lesson must include practical hands-on experience, and that creature learn most profoundly by doing rather than my listening. It encourages people, especially young people, to take risks and seek our new experiences regardless of the concerns of their elders or peers and for this reason exposure of the young to Soghter must be carefully monitored.

The eternal itself appears to be a creature of cycles, progressing from one state to another and then returning to the start again. Some scholars have commented that Soghter shifts in personality in a predictable sequence from child-like wonder to passionate sensate to enigmatic riddler to seeker-of-mysteries, and then back to the beginning again. It denies this cycle exists, claiming that it lives in the moment and it is always the way it is at the moment. Some magicians claim Soghter is completely insane by human standards.

Soghter is fascinated by death, seeing it as a profound transformation from one state to another rather than an end. Indeed, as a Night eternal Soghter appears unable to accept the idea of something coming to an end. Several times it has asked to observe someone passing from life into death, and is said to find the experience profoundly moving - as being in the presence of the most absolute enigma in existence.

Change is fundamental to Soghter, but it is primarily interested in the way living creatures change. It loves the moment of enlightenment that comes when someone understands a riddle, the way the heart quickens when a creature realises it is in love and the way that mortal beings change completely between one meeting and the next.

All the Night eternals have an affection for those with naga blood, but Soghter seems to extend this affection to beings of all lineages.

Boons

Soghter offers boons of transformation, whether temporary or permanent. One of its sought-after boons is the shedding of skin, a gift it offers to those who wish to completely re-invent themselves. The recipient tears away their own skin, revealing a new being underneath. Often this being has the naga lineage, but depending on the transformation they seek any or all other details of their life may have been entirely changed - memories, skills, goals, personality, curses, illness, injury ... anything.

Its aid is not always useful. Soghter is a champion of the idea that any obstacle can be overcome by changing oneself, and this is sometimes frustrating. It may suggest that a village threatened by bandits move. ... or transform into sparrows, or become bandits themselves, rather than that they take action against the bandits. In one story, Soghter 'helped' a Varushkan vale survive a flood by turning everyone in the village into salmon.

It has several times offered 'help' to those who have become trapped in stasis or stagnation - one memorable story speaks of an occasion when a Thresher lured an immortal sorcerer into Soghter's domain and without pause it 'released' the wicked magician from the trap of its immortality by transforming her into a cloud of butterflies.

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Solace of Chimes

Contents

- 1 Rules

- 1.1 Day Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual is most effective when used on a tent or room, where the location aura automatically expands to fill the interior space. If the ritual is performed in an open area, then the space must be clearly defined and no more than 40' across at most. It must be absolutely clear to anyone whether they are inside an enchanted area or not. If for any reason the boundaries shift or move significantly, then the enchantment collapses prematurely.

This spell is an enchantment. A target may only be under one enchantment effect at a time. This is also a location aura. A target may only be under the effect of one aura at a time.

Effects

This ritual enchants an area with a potent aura. Anyone who enters the area becomes aware of (and subject to) the aura, and experiences a powerful roleplaying effect: they feel calm, relaxed and focused; they find meditation and rational discussion preferable to physical action. All emotions and pressing concerns are muted; physical action and behaving in an impassioned way are both tiring. Violence requires a major effort of will.

The Solace of Chimes can provide a source of supernatural strength to anyone in the area, allowing them to overcome an unwanted roleplaying effect. This ability requires the character to roleplay being calm and focused, and to remain in the area. If they leave, the unwanted roleplaying effect returns assuming it has any duration left.

A character who engages in at least fifteen minutes of relaxed, focused roleplaying in this location aura recovers all lost personal mana. There is no effect if the character is on a battlefield or in a similar stressful environment. If the character makes or suffers an attack during this time, or spends any personal mana, then the fifteen minutes is interrupted and must be begun again from scratch. This magic is not sufficient to allow recovery of personal mana to any character who is under an effect that prevents recovery of mana overnight - most obviously, it will not help someone who is under the effect of Dreamscape of the Endless Hunt or similar curses.

This enchantment is a location aura, similar to that created using the consecration ceremony. A location can only be under one aura at a time. This ritual will replace any standard location aura (including those created by similar rituals), but is not powerful enough to remove a durable location aura . Likewise, any consecration can replace (or remove) this enchantment. A detect magic spell performed in the area determines the realm and magnitude of the effect. The insight skill will not detect any spiritual element to the enchantment.

The effect lasts until the start of the next Profound Decisions Empire event.

Description

This ritual creates an enchanted aura that evokes feelings of calm focus and mental clarity, similar to those that surround some eternals of the Day realm. It is commonly used to prepare areas that encourage relaxation and quiet discussion. Some Urizen spires have an area set aside specifically for the use of this ritual - and a rare few have expended the expensive resources needed to create a permanent aura in a library or meditation chamber. Many merrow find such enchanted areas especially appealing - not least because of their effectiveness at convincing more boisterous companions to settle down a little and become easier to deal with.

Such persistent enchantments are almost always performed inside a building rather than in a tent or other fragile structure - simply because it is too easy to cause the enchantment to collapse by shifting the boundaries of the aura. Magicians theorize that an ilium-infused enchantment such as this would be especially durable. They speculate that in addition to the usual resistance to replacing such an enchantment with an enchantment not also infused with ilium, removing or replacing the aura with the consecration ceremony would only work if the priests involved used true liao. The reticence of the Synod to "waste" true liao on magical experimentation has meant that there is no definitive proof either way.

Some doctors and healers find the ritual useful for treating patients who are in a great deal of pain or have terminal illnesses - the quiet and calm created in the aura can also be a boon to convalescence.

There have always been priests who are skeptical of this enchantment, and those like it. They claim that it somehow invokes a false virtue, or even a malign spiritual presence. However such claims are often dismissed by scholars of magic. Magicians of the Sevenfold Path have demonstrated more than once that while consecrations and enchantments such as these share some similarities, they are different on a profound level. In practice, most priests see The Solace of Chimes much as they would any other enchantment - it is just something that influences the minds of mortals, through magic. It may be a useful tool, or a test for the faithful, but the context in which it is encountered is the most important thing. More than one priest on the path of Wisdom or even Vigilance has seen the value in such auras, and the clarity of thought they encourage.

The ritual is known and used by people across the world by many different names. Imperial magicians speculate that it should be possible to create similar enchantments in the Summer, Spring, and even Winter realms although no such rituals are currently part of Imperial lore.

Common Elements

This ritual is designed to create feelings of calm and inspire meditation. It is often performed with soothing music, especially the sound of wind-chimes. Soothing incense is often burnt, and where possible the area is dressed in neutral colours and decorated with patterns designed to help focus the mind (mandalas, depictions of the runes of Day and so on). Crystals, mirrors and other reflective surfaces are often scattered around the area. Invocations are almost invariably performed in quiet voices, and may involve participants sitting and staying as still as possible.

The area is often dressed in ways that highlight and reinforce the culture of the nation to which the ritualist belongs. A Highguard Magister performing this ritual is likely to ensure that there is a suitable vessel for washing the hands and face. A Navarr vate is likely to decorate the area with complex, swirling designs that can be studied and followed during meditation.

The rune Cavul is almost always evoked with this ritual.

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Baersark's Rage (Redirected from Soldier's Coat)

Description

A baersark's rage lets the wearer recover quickly from crippling wounds. It is a popular piece of armour with many Kallavesi warriors, and they have introduced it to the Steinr who fight alongside them. It allows a hero to rise up from incapacitating wounds and then fight for a short time even in the face of active opposition. Kallavesi-made suits often have boar-hide as the base and may incorporate a boar mask, calling upon the beast's almost boundless tenacity. Indeed, Baersark was the name of a particularly huge and vicious boar which roamed Kallavesa centuries ago, slaying many hunters who sought to make their names by killing it. Eventually a team of Suaq slew it, but it killed severeal of their number before it fell, charging down the spears embedded in its flesh to gore its killers with its massive tusks. Its hide was used to make the first examples of this armour.

Navarr skirmishers also value this armour when spread out in forests and far from medical attention. Some wait for the right moment to heave themselves to their feet and join the fray once more, waiting for their opponents to disregard them as a threat. Others regard this as foolhardy for every moment spent bleeding is a dangerous one and every moment on the ground could be the last if a foe decides to deal a finishing blow. Navarri archers sometimes call this armour Arrow Catcher when being polite and a string of more colourful words in the heat of battle, for a barbarian chieftain dressed in such armour can take several arrows to keep on the ground.

There is debate over which runes are best to work into this armour. Rhyv is used in its healing aspect, but some hold that those suits encourage their wearers to shed their blood freely in the knowledge that they can recover and that such a cavalier attitude is unhealthy. Verys, the rune of might, is a popular alternative, multiplying the wearer's natural reserves of strength.

Rules

- Form: Armour. Takes the form of a suit of medium armour.

- Requirement: Any character can bond to this item.

- Effect: You are restored to three hits when you use the unstoppable skill.

- Materials: Crafting a suit of baersarks' rage requires eleven ingots of weltsilver, seven measures of ambergelt, four ingots of tempest jade and four measures of beggar's lye. It takes one month to make one of these items.

Update

The Baersark's Rage now replaces the Soldier's Coat. All ribbons for a Soldier's Coat have been automatically replaced with the game effects of this item.

The sneer on Jaster's face disappeared as the big Kallavesi lumbered back to his feet, despite the crossbow bolt protruding from his chest. Suddenly the bravo began to sincerely regret his duellist's title of "one shot", since he carried no other ammunition, nor any weapons larger than the silvered pocket knife he used for cleaning his nails.

"the Spotted Bull cannot be killed by one arrow!" snarled the Kallavesi, unsheathing a war-knife that would have doubled as a sword for most people.

This duel was going considerably awry.

"Has anybody got a spare crossbow bolt?" shouted Jaster, barely evading another swing from his enraged opponent...

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Soldier's Harness

Description

The leather or cloth used to make a soldier's harness is stiffened and treated with ambergelt dissolved in alcohol. These simple suits of light armour are usually unassuming, often indistinguishable from a mundane suit of armour except by magical examination. They are never common, but some armour crafters produce them in sufficient numbers that they are one of the most easily available suits of special armour. A soldier's harness won't keep someone alive when the battle turns against them, but it can help them to stay on their feet long enough to make a difference.

The more isolated Navarr often favour these over heavier armour as they sometimes have more access to ambergelt than to even the mundane metals needed for other forms of armour. Other Thorns simply prefer the harnesses because they are quieter and more flexible than metal armour. Navarri tanners tend to apply the ambergelt in repeated layers of swirling patterns, giving rise to the name “Curve-Hide Coats”.

Despite the name, this light armour is also popular with civilians who might find themselves in dangerous situations; cheap enough to make them appealing to people who might expect to get through a year without being hit, but valuable enough to give the wearer a few extra vital moments to reach safety. Items designed for this market are often decorated buff coats, almost as much a fashion accessory as a source of protection, favoured in the League and among travelling merchants across the Empire. More serious combatants scornfully refer to this style of armour as “Bourse Blazers”.

The aggressive runes of Summer are seldom used for such a simple enchantment. Instead, Pallas, the rune of wealth, is usually subtly placed upon the garment to improve the quality of the protection granted by the simple suit of armour.

Rules

- Form: Armour. Takes the form of a suit of light armour.

- Requirement: Any character can bond to this item.

- Effect: You gain one additional rank of the endurance skill.

- Materials: Crafting a soldier's harness requires eight ingots of ambergelt. It takes one month to make one of these items.

The two old farmhands sat on a bench outside the alehouse.

“All on'em?”

“So I hear... That's what Carter said. Every last one.”

"What they gon' t'do?"

"Well, they've all those herb gardens. Powerful potions, they'd brew up, I s'pose."

The column marched past, each and every one in homespun robes and simple jack, buckler and sword.

“Bloody'ell. They are too. They'll not last, though? Not in battle? Too much time devotin', not enough workin', I reckon.”

“You're forgetting that wood of theirs. All pines, they is. Not good, solid oaks. Funny sort of tree, if you ask me. They ooze. Can't be right. But that stuff you get, that ambergelt. Special, is that. Landskeeper'll go a long way to get some, but those monks have been gardening it for years. Those trees came from Upwold-way. Further north that that, maybe. My grand-da said so. Came in on a cart, he said. In sacks, he said. Height of you, he said, ruffled my hair, and I was six at the time. All that way, kept live ever since, for that resin. Magic, it is. Those jacks they had on: did-ja see the shine? That weren't sweat, nor pig-grease neither, that were that stuff. Makes armour magical, it does. They gave a gambeson made with that stuff to my cousin the steward last year. He says he's been more the man in a fight ever since. Wears it under his mail, he does. Dare say it'll help'em out a bit.”

“Hint they got mail?”

“Not all on'us can afford the metal, you know! They've only got a few acres. And thas poor ol' land.”

“...reckon I might get meself one of them.”

“Garn with you! Closest you'll get to a fight now is cuttin' up a bacon!”

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Baersark's Rage (Redirected from Soldier's coat)

Description

A baersark's rage lets the wearer recover quickly from crippling wounds. It is a popular piece of armour with many Kallavesi warriors, and they have introduced it to the Steinr who fight alongside them. It allows a hero to rise up from incapacitating wounds and then fight for a short time even in the face of active opposition. Kallavesi-made suits often have boar-hide as the base and may incorporate a boar mask, calling upon the beast's almost boundless tenacity. Indeed, Baersark was the name of a particularly huge and vicious boar which roamed Kallavesa centuries ago, slaying many hunters who sought to make their names by killing it. Eventually a team of Suaq slew it, but it killed severeal of their number before it fell, charging down the spears embedded in its flesh to gore its killers with its massive tusks. Its hide was used to make the first examples of this armour.

Navarr skirmishers also value this armour when spread out in forests and far from medical attention. Some wait for the right moment to heave themselves to their feet and join the fray once more, waiting for their opponents to disregard them as a threat. Others regard this as foolhardy for every moment spent bleeding is a dangerous one and every moment on the ground could be the last if a foe decides to deal a finishing blow. Navarri archers sometimes call this armour Arrow Catcher when being polite and a string of more colourful words in the heat of battle, for a barbarian chieftain dressed in such armour can take several arrows to keep on the ground.

There is debate over which runes are best to work into this armour. Rhyv is used in its healing aspect, but some hold that those suits encourage their wearers to shed their blood freely in the knowledge that they can recover and that such a cavalier attitude is unhealthy. Verys, the rune of might, is a popular alternative, multiplying the wearer's natural reserves of strength.

Rules

- Form: Armour. Takes the form of a suit of medium armour.

- Requirement: Any character can bond to this item.

- Effect: You are restored to three hits when you use the unstoppable skill.

- Materials: Crafting a suit of baersarks' rage requires eleven ingots of weltsilver, seven measures of ambergelt, four ingots of tempest jade and four measures of beggar's lye. It takes one month to make one of these items.

Update

The Baersark's Rage now replaces the Soldier's Coat. All ribbons for a Soldier's Coat have been automatically replaced with the game effects of this item.

The sneer on Jaster's face disappeared as the big Kallavesi lumbered back to his feet, despite the crossbow bolt protruding from his chest. Suddenly the bravo began to sincerely regret his duellist's title of "one shot", since he carried no other ammunition, nor any weapons larger than the silvered pocket knife he used for cleaning his nails.

"the Spotted Bull cannot be killed by one arrow!" snarled the Kallavesi, unsheathing a war-knife that would have doubled as a sword for most people.

This duel was going considerably awry.

"Has anybody got a spare crossbow bolt?" shouted Jaster, barely evading another swing from his enraged opponent...

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Some to misery are born

Friar Angela shook her head. She closed her eyes and then opened them again with a sigh. She spread her hands, trying to communicate with her body how worried she was.

"I understand that, I understand it all. But at the end of the day the Synod does not agree. Hatred is a weakness. By cleaving to Hatred, you are condemning yourselves and your children to never find your way through the Labyrinth. I don't want to call you a cult ..."

"That's good to hear," Friar Bill - the Whittle friar - stepped between Angela and the butcher, facing the Upwolder. "Because, with due respect, coming here to our homes and calling us cultists, or a heretics, or a blasphemers ... would be rude, and that would definitely be a mistake."

The Whittle friar's face was sheened with sweat, and he looked worried. Friar Angela assumed he didn't want an Upwolder talking to these Whittle folk because he was worried that a bit of solid common sense would shake their misbegotten blasphemy out of them. Behind the counter, the towering butcher wiped her hands on her apron and folded her arms, scowling.

"Thank you friar, but I am speaking to the butcher," said Angela firmly, applying gentle pressure to push the older man to one side. With a worried glance, the Whittle friar stepped back out onto the street, and Angela could hear him talking - but her attention was focused on the butcher.

"What I think you don't understand -" she began.

The butcher interrupted her, slamming open the hinged partition in her counter and striding towards Angela. She loomed over the smaller woman, and jabbed her in the chest with one meaty finger.

"No it's you who don't understand Upwolder." she snapped. "And your lack of Wisdom is embarassin'. Thirty years we were alone in the Mourn. Thirty. Years. Our neighbours, they fought for a bit but in the end they bowed their heads to the damn orcs, or they left their land and ran off north with their tails between their legs. But not us! We were Proud enough to stay behind and brave enough to fight and you - your Synod - come in here tellin' us we have to ... what? Be ashamed? Deny what we know is true?"

Friar Angela was taken aback.

"It's not like that it's -" she tried, but she could feel her own temper rising.

Again, the butcher cut her off.

"No. Be quiet." The butcher was in no mood to listen. " You've been here talking 'bout virtue for what seems like half a day now, distractin' people from their work, and now its time for you to listen. We were alone in Whittle. We had nobody else but each other. We weren't going to give up our land, and we were sure as cocks crow not going to bow to orcs. To filth! So we fought and we fought until the damn dirty orcs had to bow their heads to us and do you know why we kept fighting?"

Her face was flushed, as was the face of her assistant - her son Angela guessed. The Upwolder's eyes roamed between the meat cleaver the lad was holding, his furious expression, and the finger his mother was jabbing into Angela's chest. Angela took a step back, but the big butcher matched her step for step as she talked, until they were both stood on the street. A crowd had gathered.

"Because we hated them! Because they dared to come and try and tell us we were their servants now, that we had to give up all our traditions and bow our heads to our new masters, and stop being Marchers! Does any of this sound familiar?"

Friar Angela rallied, squared up against the butcher. Angela was aware that Friar Bill was desperately calling for calm, but everyone was ignoring him.

"How dare you compare us to the Jotun!" she gritted through clenched teeth, furious herself now. "The assembly has got more to worry about than Whittle! The whole Synod is watching! You can't keep saying that Hate is a virtue. It is Blasphemy!"

The butcher spat at her feet. A ripple went through the crowd, their faces stony.

"That for your blasphemy!" shouted the butcher. She put her face close to Angela's flecks of spittle in the corners of her mouth as she ranted. "Where was the assembly when they came for Friar Robin! I'll tell you where - they were standin' round noddin' their heads about how wicked he was. Did you offer to hold the magistrate's axe when they came to execute him? Did you? A good man, a wise man, and a brave man. Did you think that you could have him killed and then come here and tell us it was all done and now we could all be happy friends again - as long as we condone the murder of a good man and abandon all our traditions because you tell us to? GET OUT!"

There were approving shouts from the crowd. Several clapped. Some twenty Marchers, red-faced, muttering. The Whittle friar had hold of one of them, talking quickly and quietly. The faces of the crowd - her fellow Marchers - were twisted masks of fury and grief. The Upwold priest stopped backing up. She planted her feet firmly on the cobblestones. Robed in Courage, she squared her shoulders and looked the butcher straight in the eye, showing none of her fear.

"I'm not done. I've still got things to say and you're not going to shut me up! You may not want to listen to me, but you are damn well going to hear what I have to say!"

The butcher met her gaze, and held it. She began to roll up her sleeves.

"Get out, Upwolder. Stay out of my shop, and get off our land. One more word and, paragons and exemplars protect me, I will throw you out."

There was a ripple of agreement from the crowd. Friar Angela took a deep breath and -

The League Assembly invites Marcher priests to Tassato Mestra to proselytise to the citizens fleeing from Whittle to counter the influence of Hatred in their midst

Vitor di Mestra, Leage national assembly

Contents

- 1 Outcome

- 1.1 The problem of Hatred

- 2 Significance

- 2.1 The bishops of the League

- 2.2 The monks of the Marches

- 3 The Saga of Whittle

Outcome

The Marchers of Whittle are settling in in Tassato, having secured the approval of the Tassato Chamber of Commerce to create an enclave there. They have bought two streets in Tassato Mestra, providing fair recompense to the owners of each property, and then moved their people into the buildings. A significant number of the people living in the properties are older folk, children, and the parents of young children, but there are enough strong yeomen, ready and willing to work, to ensure that their community is looked after. One family opens a bakery at one end of the street, selling Marcher cuisine to anyone with coin. At the other end, a group of enterprising Whittle folk open a small pub - although the clientele are primary Marchers, they include Marcher folk visiting Tassato looking for a little slice of home away from home.

Citizens of Tassato are reminded of their Pride in our traditions and their Loyalty to the League and the Way - the Whittle Marchers who have moved to Tassato should be welcomed and shown by example the worth of true Virtue, but the League must steel their hearts against any preaching of Hatred.

Erasmo di Tassato, League national assembly

A fair number of the younger men and women were at Overton when it fell, and died fighting on the walls of Orchard's Watch. The night the news came to Tassato, the Whittle folk held a vigil through the night for the spirits of those who fell - yet their somber ceremony was not one of great sorrow. Their sons and daughters, brothers and sisters, fathers and mothers, died fighting the despised Jotun - they died trying to protect their fellow Marchers from orcish taint - and the people of Whittle are sure they will pass through the Labyrinth and be reborn swiftly. There is grief, but as the Marcher saying goes "You can't cure a ham without killing the pig."

Their vigil is as much about celebrating the twenty thousand dead orcs as it is remembering the dead Whittle folk - and their ceremony also praises the soldiers of the Drakes who fought like "true Marchers", refusing to cede an inch of the Mournwold to the orcs. Disturbingly, at one point, one of the celebrants actually denounces those other Imperial forces who lost warriors in the defence of Overton - claiming that due to the weakness of those foreign generals in giving orders to retreat before the Jotun, those fallen soldiers will be condemned to be reborn as rats or crows. The response is muted ... but nobody condemns them for their words.

The friars and monks of the Marches reject hatred, it is a false virtue. It was hate and isolationism that led to the terrible divisions of our civil war. We encourage the folk of Whittle to return to the traditions of the marches by following the true seven Virtues that will aid their souls

Martin Orchard, Marcher assembly

The problem of Hatred

While the Tassato Chamber of Commerce may welcome the Whittle folk, the League assembly is not quite as sanguine, and neither are the friars of the Marcher assembly. There are significant concerns in the Synod about the false spiritual power of Hatred.

The Whittle folk do not attempt to hide the fact, along with the traditional seven Virtues, they respect the power of Hatred. For all they claim that this spiritual power has gave them the strength to resist the Jotun during the thirty-year occupation of the Mournwold, Hate is condemned by the Synod as a false virtue. They show no inclination to change - but also little interest in talking about it to the people of Tassato.

They have no interest in debating matters of faith, especially in the light of the judicial execution of one of their spiritual leaders. Friar Robin was condemned by the Marcher national assembly and executed for blasphemy during the Winter Solstice. News of the execution saw the first public displays of grief that the Whittle folk had demonstrated since their arrival.Grief - and anger. Friar Robin was well respected - loved even.

Condemnation. The Marcher National Assembly calls for a condemnation of Friar Robin of Wittle for spreading the auras of the false virtue of Hate. He has committed blasphemy.

Andrew Gifford, Marcher assembly (Autumn 380YE)

When a visiting Marcher monk from Upwold attempted to discuss the importance of abandoning their traditions a week later, she was forcibly driven out of the area by the outraged Whittle folk. Other visiting Marcher priests have received similar short shrift. In no uncertain terms they are told that the people of Whittle are not interested in having priests tell them their traditional ways are wrong, no matter what Imperial nation they may call home thank-you-very-much.

Significance

The Tassato Chamber of Commerce has welcomed the Whittle folk. They have kept to their agreements, and as near as anyone can tell they deal with all interactions with the people of Tassato in a calm and professional manner. They keep themselves to themselves, and are making absolutely no attempt to adopt League customs or modes of dress, but they are polite, and surprisingly civic minded - the two little streets they now occupy might be the cleanest, safest, best maintained, and most well-lit streets in Tassato Mestra.

But the religious issue refuses to go away... and it is not as cut and dried as perhaps it might be.

The bishops of the League

The people of Whittle have their own friars, and hold their own religious services which are not open to outsiders. They give every sign of practicing the seven Virtues - especially Prosperity, Pride, Loyalty, and Vigilance - but they will not refute or deny their belief that their hatred of the Jotun is what gave them the strength to keep the Jotun at bay for so many years.

Obviously, this is a matter of concern for the Synod.

The Imperial Synod sends X with 50 doses of liao to warn the people of Tassato of the dangers of dealing with the avowed blasphemers of Whittle. Hate is a false virtue, and those who harbour it in their hearts are a danger to the faithful.

Synod Mandate

Following on from several statements of principle during the Winter Solstice, the League Assembly can issue a mandate denouncing the people of Whittle as blasphemers, warning the people of Tassato to give them a wide berth. While the priests cannot drive the Whittle folk out directly, they can discourage League citizens from speaking to them, and make clear the potential danger of associating with them. This will essentially turn the area they have purchased into a ghetto, one where no League citizen will go. It will also mean that they will encounter increased prices for goods, and the cold shoulder from their neighbours.

This will remove any chance that the Whittle folk will be able to preach Hatred to the people of Tassato - were they so inclined - but it will also end the beneficial arrangement with the Chamber of Commerce. This means that the green iron shared out among the businesses and farms would be lost.

There is also a chance that this might lead to violence - telling devout followers of the Way (and there are plenty of those in the League) that there are blasphemers among them will encourage some of those followers to take direct action against the danger in their midst. If this mandate is upheld it is likely that the Whittle folk will be forced to move on by the end of the year.

The monks of the Marches

The Marcher assembly continues to denounce hatred - blaming it for the terrible turmoil of the civil war that shook the Marches during the foundation of the Empire. Some of the folk of Whittle refute this interpretation - they argue that what split the Marches during the foundation of the Empire was the demand that good Marcher folk abandon their traditional independence and bow to an external force. But that was long ago, and the argument is largely academic in nature.

Regardless of the details, the national assembly has made it fairly clear that the folk of Whittle cannot embrace Hatred and still be considered good Marchers.

The Marcher assembly sends X with 50 doses of liao to spread the word in Upwold, Mitwold, and Bregasland that the folk of Whittle are not good Marchers. Their refusal to abandon their misguided belief in the power of Hate marks them as blasphemers. They must be shunned until they renounce their blasphemy.

Synod Mandate

If the Marcher assembly passes the above mandate, the named priest can encourage the people of the Marches to shun the folk of Whittle. Shunning is a traditional Marcher response to those who persist in ignoring Marcher traditions. In response to this clear guidance from the assembly, the people of Upwold, Mitwold, and Bregasland would refuse to deal with the Whittle folk - they would not trade with them, and would not offer them sanctuary in the event that they are ejected from Tassato.

Alternatively, the Marcher assembly or the General assembly may be able to suggest another way to deal with the Whittle folk, but doing so would require further statement of principle, passed with a greater majority, that offered more than simply another condemnation of their inclusion of Hatred among the seven Virtues of the way.

The Saga of Whittle

The story of the Whittle folk has been unfolding for several seasons now; you can learn more about it here, here, and here.

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Icon of the Proud (Redirected from Song of the Noonday Sun)

Description

The Icon of the Proud is, paradoxically, rarely actually called an Icon of the Proud. Rather, every bearer tends to refer to it by a name that has personal meaning for themselves and their people. In Dawn, unsurprisingly, it is an Icon of the Glorious. In Wintermark an Icon of the Hero; in Urizen an Icon of excellence, in the Brass Coast an Icon of glass. It might be an Icon of the Resolute or Faithful, an Icon of Sacrifice, or an Icon of the Calloused Hand. And these are just the common names that reflect pride in a nation, rather than the myriad other names that represent more personal pride.

It generally takes the form of a piece of religious art, usually depicting a paragon or exemplar of Pride such as Richilde. Usually, the image is of a figure that the bearer personally finds inspiring and this may mean that it contains the likeness of someone who is not technically a paragon or exemplar. Some League priests bear a particular Icon of the Clever that bears the image of Emperor Giovanni for example, inspired by his practical politics. The Icon is not always a portrait either - even more so that other Icons it is common for an Icon of the Proud to take the form of a piece of art particular to a given nation. In Varushka for example it often takes the form of a statuette of an eagle, and is known as a Proud Eagle or occasionally (and a little paradoxically) a Wise Eagle.

The icon is equally valuable to a priest who is dedicated to one of the other six virtues as it is to a priest who is dedicated to none of them. It allows them to perform ceremonies such as anointing, consecration, and hallow, and create auras of pride in place of the auras they would otherwise have access to. It also allows a priest to cooperate with priests dedicated to Pride who are not part of their sect.

Rules

- Form: Weapon. Takes the form of an icon.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: You may perform ceremonial skills other than dedication as if you were dedicated to the virtue of Pride.

- Materials: Crafting Inspiring Refrain requires 5 measures of iridescent gloaming, 7 ingots of orichalcum, and 9 measures of dragonbone; It takes 1 month to make one of these items.

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Song of the lakefolk

Inga stared from atop the rocky outcrop, fishing spear held in hand, clutching her fur hood tight to her head. Though the skies were clear, a chill wind still blew and she shivered as it passed by. Behind her, her two dogs pulled the sled on which she planned to carry the day's catch. Even now, in the dying days of summer and here in the far north, the Atkonaroq had not quite begun to freeze - and there was still good catching in the water. The stocks of fish were still high, and on a good day, you could expect to fill the sled's panniers and carriers to busting.

It did not look like it was going to be a good day.

Some quarter of a mile away, on the northern shores of Atkonaroq, dark figures gathered in their hundreds. They looked liked people, clad in large, thick cloaks made of the skin kind of animal. They looked a little like Suaq... but Suaq would wear more than just a thick skin - and as she watched the skins shifted and she saw bare flesh below, muscular and strong. Their hands tightly held sharp spears. Where had they come from? She gasped as four more surfaced from the lake, the skins they wore wet and shiny from the deeps, dripping as they marched forward. Were they... were they swimming from the lake?

As she watched, she saw that they surrounded one central figure. Unlike the rest, he wore no skin - instead, he sat, shivering, naked in the open wind. He stood, arms folded across his chest, looking wistfully at the figures which surrounded him. The wind changed, and the sound of the beach was carried towards Inga - and she realised that he was singing.

He sung of theft in the night, of thieving hands who hunt and hurt. It was a song of fear and his pain, beautiful and terrible. He sung of his lost lover - and here he gestured out across the lake - of his depths in which he could no longer swim. And then his song began to turn to raiding, and war, and righting wrongs: and the figures around him raised a mighty cry.

The dogs began to bark, and some of the figures broke off from the main group and began to head up the hill towards the rocks behind which Inga stood. Swearing, cursing, she hooked the dogs back up, and jumped up onto the sledge. "Ride! Ride!": the dogs barked and ran, fast and swift, across the snow. Inga glanced back. The dark figures watched from the hill, standing still, silhouetted against the clear blue sky.

No fish today, it seemed.

Contents

- 1 Overview

- 2 Significance

- 3 Options

- 4 Resolution

Overview

A small force has amassed on the northern shores of Atkonaroq, in the far reaches of Semmersuaq. They appear to be made up of many strangely-dressed hunters - all clad in distinctive dark skins and wielding spears. They have set up camp on the northern shore, and bands have them have begun raiding nearby settlements. Their purpose is unclear, however. They do not seem to have come to kill or threaten - when violence has broken out, it has only happened as Winterfolk have defended their homes, and the raiders have not pressed any opportunity to chase people down. However, they have also seemingly not come to steal - they run through halls, through houses and outhouses, certainly searching for something - but whatever it is, they find nothing and take nothing too.

They are by all reports clearly quite angry and determined about their task, and have refused all attempts to speak to them. They tend to have come upon halls in enough numbers that not much time has been spent exchanging words. Some have identified themselves - when challenged in battle - as "companions of the Ætheling of Atkonaroq" - whatever that means.

Their numbers appear to be growing by the day, and it seems clear that this new threat - if that is indeed what it is - must be dealt with... one way or another.

Significance

The strange presence in Semmersuaq is not large enough to be considered a significant military threat. It is much smaller than an army - and has not demonstrated any particular martial capacity or tendency. It's not even clear if this force is really hostile - it is potentially a threat of some kind - but it is not yet something that demands the attention of the Military Council.

Even if they are not yet a threat, they are certainly a nuisance. Their activities are disrupting farms and businesses in the area. Inadvertently, perhaps, they are trampling crops and disturbing animals and worries about the dangers posed by the intruders is cutting into the profits of businesses. As a result, if nothing is done, the farms and business in the territory will lose 36 rings from their income next season.

Civil service have attempted to use divination magics to work out what might be transpiring, but neither Eyes of the High Places nor Eyes of the Sun and Moon have had yielded any information. Crucially what they have discovered is that while there is no conjunction to the area this summit - there is a conjunction near the shores of Atkonaroq Lake in Winter. Since it will not be possible to send help before then, then the inhabitants of the area will need to fend for themselves.

One option that is definitely available is that the Synod could send a named priest to the area to use liao to inspire the inhabitants and guide their response.

Options

To influence the people in a useful way will require a suitable judgement by one of the Assemblies of Prosperity, Vigilance, or Wisdom. Any one of these assemblies could name a priest to travel north with 25 liao to inspire the people.

A suitably worded judgement by the Assembly of Prosperity could encourage the local people to positively engage with the invaders - offering help and assistance while looking for an opportunity for suitable reward or payment. This approach gives the best chance of allowing the Empire to benefit from what is happening - but if these strangers are enemies of the Empire, the risk is that the citizens may unwittingly be helping them to harm the Empire. By the time it is clear what they want it may be too late. This wouldn't offset the problems being faced by farms and businesses but the potential benefits could well outweigh those losses.

The opposite approach would be for the Assembly of Vigilance to encourage the local people to bar their doors against these newcomers. A concerted show of strength should force these strangers to keep their distance. This approach gives the best chance of preventing the intruders from achieving their goals but if they are determined in their efforts then this approach is the one most likely to turn the situation into an armed conflict. It would however ensure that the incomes of virtuous farmers and business owners would be protected.

The third way would be for the Assembly of Wisdom to pass a motion encouraging citizens to find out everything they can about the newcomers. Even if they stop short of actual spying, they might devote time to observing the strangers and finding out what they can. This approach gives the best chance of finding out what the intruders are up to - but does still risk that the intruders will take advantage of the situation to achieve their goals before anyone in Anvil can stop them. It would do nothing to address the losses of the locals however.

As always, in the event that multiple incompatible judgements are passed, the judgement that has had the largest amount of liao spent on it takes precedence.

Resolution

The Assembly of Wisdom, with some support from the Wintermark National Assembly, resolved to take the cautious route of gathering more information. This means that the disruptive raids by the strange hunters continue leading to disruption of businesses and farms in Sermersuaq. Savik Summerstorm is coordinating efforts in the area to learn more about this situation.

Regarding the Lakefolk of Atkonaroq. While it is important to act, it is folly to act without knowledge! To this end, we encourage the people of Sermersuaq to learn all they can of the nature and purpose of the Lakefolk and despatch Savik Summerstorm to lead this wise work.

Assembly of Wisdom, 380YE

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Song to Keep the Dark Away

To the tune of Malo Ja. Lyrics by Jude.

Helper files:

Full harmony: File:Songs to keep the dark away - full.mp3

Part by part lines. Please note that these were recorded at different times so they are in different keys. The Sop and Bass are in the key the music is written in, the other two are in a more comfortable key to sing in.

Tune: File:Malo-sop.mp3

Alto: File:Malo-alto-words.mp3

Tenor: File:Malo-tenor-words.mp3 (This has been tweaked for a woman to sing, some of the notes are up the octave, esp the oompahs).

Bass: File:Malo-bass.mp3

Hey! Let the winds rage and roar Wolves may howl at the door Here inside the fire burns bright Stay with me tonight Hey! Oom pa oom pa oom pa oom pa oom pa oom pa paaaa! No need to fear the storm Love will keep us warm

Snows may melt, rivers rise lightning split the stormy skies Here inside etc

Raise your glass, toast with me Singing loud and joyously Here inside etc.

All the night sing and play Tunes to keep the dark away Here inside etc.

Leave the fire, come with me Love me sweet and tenderly Here inside etc.

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Sorcery

Contents

- 1 Overview

- 2 Declaration

- 3 Resolution

- 4 Prominent Sorcerers

- 4.1 Active Sorcerers

- 4.2 Other Sorcerers

- 5 Declaration of Reconciliation

- 5.1 Overview

- 5.2 Declaration

- 5.3 Resolution

- 6 Constitution

- 7 Further Reading

- 7.1 Core Brief

- 7.2 Additional Information

Overview

The Imperial Conclave may declare someone to be a sorcerer. The most common reason for this declaration is an abuse of magic by misuse of curses against citizens or allies of the Empire, or against those engaged in suspect trade of magical resources (often in conjunction with a legal penalty assessed by an Imperial magistrate).

The Imperial Senate has twice amended the restrictions placed on a sorcerer since the death of Empress Britta. During the Spring Summit 378YE, the Imperial Senate voted to add a prohibition against interaction with eternals and their heralds to the declaration. During the Summer summit 380YE, the definition was further expanded to preclude possession of certain non-mana items that allowed ritual magic to be performed.

Declaration

The declaration must name each specific individual who will be covered. A declaration may only name more than one individual if they are members of the same oathsworn band - either a banner, sect, or coven - at the time the declaration is made. If there are multiple names on the declaration, then members of the Conclave must either vote for or against the entire list - they may not split their votes.

Resolution

If this declaration is made, the resolution comes into effect at the end of the Conclave session. The sorcerer is subject to three prohibitions:

- they are prohibited from performing or contributing to rituals.

- they are prohibited from carrying or using ritual staves, foci, coven stones, vis, potions whose primary purpose is to aid or enhance the performance of rituals, and other items that exist that substantially improve the ability to perform rituals. The regalia of an archmage are not covered by this restriction. This prohibition was added by the Imperial Senate in 378YE. The initial amendment stipulated that all such items would be given over to control of the Conclave, which was based on an earlier interpretation of sorcery. What happens to the illegal items remains in the hands of the magistrates.

- they are prohibited from knowingly interacting with eternals or their heralds. This prohibition was added by the Imperial Senate in Summer 380YE.

A sorcerer who violates these prohibitions will be subject to arrest and trial before a magistrate.

Prominent Sorcerers

Active Sorcerers

These individuals are believed to be active at Anvil. Any evidence that they have broken the prohibitions placed on sorcerers should be brought before the magistrates.

Name

Nation

Raised By

Notes

Eudaemon of Halcyon Spire

Urizen

Kyra of Halcyon Spire

Declared in the winter of 381YE

Aurelia of Halcyon Spire

Urizen

Kyra of Halcyon Spire

Declared in the winter of 381YE

Renee du Loire

Dawn

Eudaemon of Halcyon Spire

Declared in the winter of 380YE

Guisart of House Vexille

Dawn

Kyra, of the Unfettered Mind

Declared in the winter of 380YE

Other Sorcerers

While they have been declared sorcerers, these citizens are not believed to be active in Anvil at this time.

Name

Nation

Raised By

Notes

Deidre of Overton

The Marches

Nicholas Reaper

Declared in the summer of 380YE

Domel Whispering Dray

Unknown

Isca

Declared in the spring of 380YE

Elvin Whispering Dray

Unknown

Isca

Declared in the spring of 380YE

Aervan Whispering Dray

Unknown

Isca

Declared in the spring of 380YE

Gareth Whispering Dray

Unknown

Isca

Declared in the spring of 380YE

Laxaina Whispering Dray

Unknown

Isca

Declared in the spring of 380YE

Leedy Whispering Dray

Unknown

Isca

Declared in the spring of 380YE

Tinuvie Whispering Dray

Unknown

Isca

Declared in the spring of 380YE

Arla Whispering Dray

Unknown

Isca

Declared in the spring of 380YE

Farran Duskbourne

Navarr

Ieuan Linkforge

Declared in the autumn of 379YE

Myfanway Whispering Dray

Unknown

Mari Linkforge

Declared in the spring of 379YE; believed deceased

Alex Lansdale of Bregasland

The Marches

Bron Holdfast

Declared in the summer of 378YE

Saul of Vashti's Penitents

Highguard

Unknown

Declared in the spring of 378YE; believed deceased

Jael of Vashti's Penitents

Highguard

Unknown

Declared in the spring of 378YE; believed deceased

Declaration of Reconciliation

Overview

The declaration of reconciliation allows the conclave to remove the status of sorcerer, as well as to remove or change a declaration of interdiction.

Declaration

The same rules for making a declaration of sorcery or interdiction apply. The magician making the declaration must specify exactly which person or magic is to be reconciled with the Conclave and the Empire.

Resolution

The Conclave may reconcile a sorcerer with the Empire. If this declaration is made, all rights that were taken from them are returned.

This declaration can also be used to remove or modify a ban placed by the declaration of interdiction.

Constitution

The power of the Conclave to declare a citizen to be a sorcerer and thereby strip them of the rights to perform ritual magic is considered deeply significant by the Constitutional Court - comparable to the power of the Imperial Synod to excommunicate a citizen. At the start of 381YE, the Constitutional Court issued a clarification on the matter of sorcery, stating that it was unconstitutional to prohibit a citizen from carrying mana - since this would undermine their constitutionally protected rights to prosperity and dignity. The Constitution grants the Conclave the ability to put limits on the ability of citizens to perform significant magic - not what wealth they may carry on their person. All Imperial magicians are able to take part in the Conclave; sorcerers may place items on the agenda, pay mana to speak (if recognised by a grandmaster), or even hold an Imperial title if they can persuade their peers to support them. The previous rulings were errors associated with the reign of Emperor Nicovar and have been corrected.

Further Reading

Core Brief

- Conclave session

- Declarations

- Amity, enmity, and neutrality

- Candidacy

- Concord

- Dissemination

- Endowment

- Imperial lore

- Interdiction

- Reconciliation

- Sorcery

- Conclave order

Additional Information

- Conclave address

- Principle of Precedence

- Principle of Presence

- Principle of Proportions

- Conclave vault

- OOC design

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Sorin

Contents

- 1 Eternal of Winter

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

- 2 Heralds of Sorin

- 2.1 The Tomb Guard

- 2.2 The Hounds of Sorin

Eternal of Winter

Sobriquets

Most commonly, Sorin is called the Hungry Wolf.

He is also known as the Tomb King, the Empty One and sometimes as Devourer-of-Hope. among the Icewalkers of Wintermark he is called the Hunger-Crow.

He is occasionally called Father of Draughir or Master of Whelps although these names have more to do with his association with cruel strength and mastery over suffering than with any biological connection to the Draughir.

Appearance

This Winter eternal appears as a deathly pale, emaciated man dressed in tattered funereal finery, often with a furred mantle and often in the Highborn style. He usually wears a crown of fingerbones, or carries a rod made from bones wired together with weltsilver and tipped with dragonbone - the trappings of a heathen king. These trappings are reflected in his demeanour - he expects to be treated as if he were a royal sovereign and has little patience for familiarity or disrespect.

He inhabits a sand-choked wasteland, sometimes called the Silent Kingdom. He rules this empty demesne from a palace of black basalt and polished bone that stands at the heart of a nameless necropolis city. His realm is scattered with tombs, mausoleums, burial mounds and memorial stones from all know nations of the world, and many more beside.

Concerns

Sorin is an eternal of hunger and thirst. He represents physical lack of sustenance, but is much more interested in the way that privation and suffering build strength. He is cruel, but not needlessly so - he does not encourage others to be cruel for the sake of it, but to allow them to survive and gain strength. If he were asked, he would say that he is cruel, because the world is cruel.

He is fascinated by terrible choices and no-win situations. Deep moral and ethical dilemmas, and their resolution, are as interesting to him as more straightforward challenges. He constantly asks whether the ends justify the means, probing those he deals with to expose any hypocrisy. He never judges, however; he simply forces people to confront their own failings and weakness whenever he can. Sorin is not above manufacturing situations where individuals or groups will be forced to make difficult decisions. He is sometimes seen as a dark mirror of the Summer eternal Barien, an idea that he finds amusing (up to a point).

The Wolf of Winter has no patience for opinions or beliefs. He deals in hard facts as gathered through actual situations. One of the most dangerous things for a mortal to do when dealing with Sorin is to put forward a belief about themselves that has not been tested - the Tomb King sometimes sees it as an open invitation to create a situation where their belief will be tested, almost invariably with terrible, tragic results. "People believe that they can withstand adversity, but until they are confronted with it, belief is all it is. Until you are tested, you cannot know for sure that the morality you profess is true, only that you believe it to be true. Belief blinds more people than it enlightens; it binds more people than it liberates."

The Tomb King is known to favour draughir more even than is natural for a Winter eternal. He seems to view them as his children, and has at times been described as being indulgent or paternal towards them. He can even offer a boon that will transform a human into a draughir, or strengthen the lineage of one who already possesses it.

He is known to have an intense dislike of the Thrice-cursed Court - some stories claim that at one point he was part of their court but that he managed in some way to free himself from his curse of eternal hunger and thirst by "sharing" it with the world. Sorin refuses to comment on this story, and becomes angry if pressed.

He is strongly associated with the rune Naeve and, paradoxically, occasionally with Verys, the rune of strength.

Boons

The hungry wolf fosters and encourages strength, but only the strength that comes from abandoning weakness. He encourages the ambitious to embrace expediency in pursuit of their goals. Sometimes the price he demands is straightforward (he is known to have a taste for dragonbone as well as for relics of the honoured dead). Often, it is a pact, oath or agreement to engage in or refrain from a certain behaviour - one boon he has offered several times is a boon of martial might that comes at the expense of the ability to create bonds with other people.

Sorin can provide boons that help people endure privation - whether that privation comes in the form of wounds or the slow suffering of hunger, sickness or thirst. One of these boons takes the form of a draught of wine that will transform a human into a draughir over the course of a single night - or strengthen the lineage of one who already possesses it. According to stories, if he infuses this wine with a droplet of his own blood it can transform someone who already possesses lineage into a draughir.

He can also offer some metaphysical boons - Sorin is said to be able to remove the pain of grief from an individual with a touch, for example, as well as the memory of a loved one.

Wintermark scholars point out that the rune Naeve, which has strong associations with Sorin, represents more than physical hunger. It also represents the hunger for power - ambition. Many magicians who seek an audience with Sorin do so in the pursuit of boons that will increase their power (such as that granted through the ritual Sorin's Rite of Agony). Some seek his assistance in gaining temporal power, but they must be prepared to endure an inquisition at Sorin's hands if they want his aid in such matters, and they should be prepared to answer truthfully.

Finally, Sorin has a strong resonance with ideas of kingship. He seems more keen than most eternals to help establish regio in the mortal world. He can lay terrible curses on those who attract his displeasure. He can send powerful malign spirits to the mortal world to form potent animated horrors (often using his hounds for this purpose). He has been known to provide additional might to rituals such as Quickening Cold Meat, as well as to offer members of his tomb guard to fight alongside mortal warriors.

Unlike some eternals of Winter (the Thrice-cursed Court for example), Sorin appears to deal "fairly" with mortals. If he offers a gift, he will make the consequences of accepting that gift apparent - there is never a hidden curse when dealing with Sorin. This is not to say that his gifts are without price, quite the contrary. His belief that strength comes from suffering means that his boons are invariably two-edged swords. Much of the challenge of dealing with Sorin lies in deciding if the price he asks is worth the benefit he offers.

Also, boons of Sorin have been known to backfire with tragic consequences; he is utterly merciless and uncompromising in pursuit of payment for a boon. The story of the Marcher steward who received Sorin's aid to defeat a monstrous wyvern that was terrorising her yeomen agreed to offer a blood sacrifice to the eternal of "the first living being to touch you after your victory." In the end, despite preparations, the first living thing to touch the steward was her own daughter. When the steward refused to honour the pact, Sorin granted malign life to the skeleton of the wyvern creating a monster much worse than it had been in life. The beast rampaged across the stewards land and that of her neighbours until she was forced to fulfil her agreement with Sorin.

Wise bargainers pay in advance when dealing with Sorin.

"You cannot eat hope, nor drink it, nor shelter in it from the gaze of the noonday sun, nor warm yourself with it when the night is dark and the snow falls. You cannot strangle a murderer with pride, nor free yourself from shackles of despair with love, nor defend your walls with mercy, nor find your way across the wasteland with compassion."

Heralds of Sorin

The heralds of Sorin usually appear as either very high lineage draughir or animated corpses or skeletons. They are usually clad as courtiers or knights, and reside in his gloomy sepulchral city. According to some magicians, Sorin seeks the mortal remains of particularly famous individuals and binds Winter spirits into them to create many of his more powerful heralds - while they may have the countenance of a dead champion, however, they have none of their memories. Unlike Kaela, Sorin does not usually welcome living beings as heralds.

The Tomb Guard

In plazas and parade grounds across his dark realm stand motionless legions of skeletal or mummified soldiers. They often bear tattered, faded banners and are often accompanied by musicians, scouts and heralds. Historians claim that some of ters are possessed of a grim intellect, but live only to fight at Sorin's command. From time to time he will offer a magician the ability to call on a band of his tomb guard.

The Hounds of Sorin

Sorin is said to command a great pack of starving, ghostly wolves that serve as his eyes, ears and occasionally messengers. Some of the hounds are thus given a humanoid form, with a variety of wolf- or dog-like characteristics, and sent out as agents. Sometimes, Sorin will bind one of these ghostly canines to a skeleton or corpse to create a monster. He can also infuse a living being with the essence of one (or more) of his hounds to grant them great physical prowess at the cost of unholy hungers. A few people who have gained Sorin's ire have spoken of being hunted by invisible hounds that invade their dreams, and there are several stories of such people vanishing without a trace one cold winter's night.

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Sorin's Rite of Agony

Contents

- 1 Rules

- 1.1 Winter Magnitude 20

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 OOC Elements

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 20

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must have the Winter lore skill.

During the ritual the target must be cut with an edged weapon, sufficient to cause the loss of 1 hit.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

When the ritual is complete they gain an enchantment that grants them one additional effective rank of Winter lore for purposes of performing rituals, subject to the normal rules for effective skill.

They gain two effective ranks (total) of the appropriate ritual lore if they are contributing to the performance of any ritual that delivers a curse. The ritual does not need to be part of Winter lore, but the normal rules for effective skill still apply.

They also experience a roleplaying effect: You are painfully aware of the dangers that threaten you and those you care about. You feel an urge to prepare for those dangers, and to ensure that you have sufficient resources to overcome them.

If the target is a draughir, the roleplaying effect is especially pronounced A draughir may also choose to temporarily add to or increase physical trappings of their lineage. These changes are temporary and do not last more than a few hours after the enchantment ends.

The wound created by this ritual will not heal, meaning that the character's maximum hits are effectively reduced by one. At dramatically appropriate moments it will burn painfully sending waves of feverish pain through the character's body. It can only be healed through treatment by a physick, using the rules for treating a traumatic wound, and using a dose of marrowort. If the wound is healed in this manner, all effects of the enchantment end immediately. Once the duration of the enchantment has expired (or the enchantment is removed or supplanted), the wound can be healed normally.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 15. Additional characters must be present throughout, and each must inflict a wound on themselves.

OOC Elements

The wound inflicted by this ritual continues to bleed; even if the character is a briar, it will not scab-over normally. One possible way to phys-rep such a wound would be with bandages wound around and treated with colouring or fake blood. Applying a little more liquid from time to time will help to maintain the illusion that the wound is continuing to bleed.

Description

This ritual creates a pact between the target and the winter eternal Sorin; in return for increased mastery of Winter magic, the target suffers a lingering wound. Some magical scholars are of the opinion that the pain and discomfort somehow feeds Sorin's desire for suffering, while others claim this is a misunderstanding of the eternal's motives. Rather than feeding on pain, these scholars claim, Sorin simply reinforces his belief that all true strength comes from suffering. Either way, if the enchanted wound is healed in any way then the enchantment ends immediately.

Magicians using the gifts granted by this enchantment find themselves strengthened - they are able to endure much greater exposure to Winter magic than normal. Furthermore, the supernatural insight granted by the enchantment allows them greater facility with any ritual that is intended to create a curse regardless of which realm of magic the ritual draws on.

Even though Sorin is often invoked with this ritual, there is no actual communion with the eternal. As with many similar rituals, Sorin's Rite of Agony seems to represent an agreed-on pact with the supernatural entity. If the ritual is performed in the correct way, then the enchantment is created; Sorin himself has no direct interaction with the ritualists or the target. Still, those who make extensive use of this ritual may eventually attract the notice of the eternal himself.

Magical scholars occasionally come across references to a ritual known as The Bargain of the Black Stone which provides much more significant increase to the amount of magic the target can wield. Details of the ritual are scarce, and Sorin is reportedly disinterested in speaking of it, or of the nature of the "bargain", but it represents a tantalizing enigma for magicians interested in Winter lore.

A variant of this ritual is known to have been practiced among several inter-connected covens of League mountebanks in Sarvos in the second century of the Empire. Called Surut's Burning Brand it required the target to be burnt with beggar's lye and was connected to the Burnt Knight of the Thrice-cursed Court. Eventually the mountebank societies became embroiled in acts of malicious arson, performing increasingly extreme acts in return for more power from Surut; they were arrested and the majority executed for multiple murders. If Surut's Burning Brand were to resurface, anyone practicing it would likely attract a lot of attention from the Imperial Conclave and the Imperial Magistrates.

It is not impossible that other eternals of the Winter realm may be prepared to honour similar bargains. A trade that weakens someone in one way while strengthening them in another is a key theme of the Winter realm, as is a sacrifice that brings power. If these rituals have been formulated, they are not part of Imperial lore.

Common Elements

This ritual always involves inflicting a bleeding wound on the target. Some covens who use this spell regularly have a specific knife (or sometimes a sickle) that they use to inflict the wound. Some covens require that the target inflict the wound themselves, as an act of self-sacrifice, while others require that one of the ritualist strike the important blow. Some Varushkan covens accompany the wound with a promise or oath to use the additional power wisely, while the Highborn prefer an oath to remain vigilant against the machinations of Sorin or the other Winter eternals. The location and shape of the wound is important as well; a magister is likely to be a little suspicious of a target who wants to conceal the wound beneath clothing, for example. A Navarr caster is likely to carve the wound into a specific shape or design to increase its power, while among Marchers a common method of performing the ritual is for the target to clasp both hands around a sword-blade, inflicting deep cuts on each palm.

The runes Kyrop and Irremais are often used with this ritual.

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Sorins Rite of Agony

Contents

- 1 Rules

- 1.1 Winter Magnitude 24

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 OOC Elements

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 24

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must have the magician skill.

During the ritual the target must be cut with an edged weapon, sufficient to cause the loss of 1 hit.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

When the ritual is complete, after the target has lost 1 hit, they gain an enchantment that grants them one additional rank of Winter Lore. They do not gain any additional mastered rituals.

They also experience a roleplaying effect: the wound used to perform this ritual will not heal; at dramatically appropriate moments it will burn painfully sending waves of feverish pain through the character.

The wound created by this ritual continues to run with blood and will not heal naturally; most healing magic is likewise ineffective. It can only be healed through treatment by a physick, using the traumatic wounds rules.

The enchantment ends immediately if the wound is healed. Once the duration of the enchantment has expires, the wound can be healed normally.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 14. Additional characters must be present throughout, and each must inflict a wound on themselves.

OOC Elements

The wound inflicted by this ritual continues to bleed; even if the character is a briar, it will not scab-over normally. One possible way to phys-rep such a wound would be with bandages wound around and treated with colouring or fake blood. Applying a little more liquid from time to time will help to maintain the illusion that the wound is continuing to bleed.

Description

This ritual creates a pact between the target and the winter eternal Sorin; in return for temporarily increased mastery of the Realm of Winter, the target suffers a lingering wound. Some magical scholars are of the opinion that the pain and discomfort somehow feeds Sorin's desire for suffering, while others claim this is a misunderstanding of the eternal's motives. Rather than feeding on pain, these scholars claim, Sorin simply reinforces his belief that all true strength comes from suffering. Either way, if magic is used to heal the enchanted wound the enchantment ends immediately.

Even though Sorin is often invoked with this ritual, there is no actual communion with the eternal. As with many similar rituals, Sorin's Rite of Agony seems to represent an agreed-on pact with the supernatural entity. If the ritual is performed in the correct way, then the enchantment is created; Sorin himself has no direct interaction with the ritualists or the target. Still, the eternal himself is said to show interest in those who come into his presence who have performed this rite.

A variant of this ritual is known to have been practiced among several inter-connected covens of League mountebanks in Sarvos in the second century of the Empire. Called Surut's Burning Brand it required the target to be burnt with beggar's lye and was connected to the Burnt Knight of the Thrice-cursed Court. Eventually the mountebank societies became embroiled in acts of malicious arson, performing increasingly extreme acts in return for more power from Surut; they were arrested and the majority executed for multiple murders. If Surut's Burning Brand were to resurface, anyone practicing it would likely attract a lot of attention from the Imperial Conclave and the Imperial Magistrates.

It is likely that other variants exist; a trade that weakens someone in one way while strengthening them in another is a key theme of the Winter realm, as is a sacrifice that brings power.

Common Elements

This ritual always involves inflicting a bleeding wound on the target. Some covens who use this spell regularly have a specific knife (or sometimes a sickle) that they use to inflict the wound. Some covens require that the target inflict the wound themselves, as an act of self-sacrifice, while others require that one of the ritualist strike the important blow. Some Varushkan covens accompany the wound with a promise or oath to use the additional power wisely, while the Highborn prefer an oath to remain vigilant against the machinations of Sorin or the other Winter eternals. The location and shape of the wound is important as well; a magister is likely to be a little suspicious of a target who wants to conceal the wound beneath clothing, for example. A Navarr caster is likely to carve the wound into a specific shape or design to increase its power, while among Marchers a common method of performing the ritual is for the target to clasp both hands around a sword-blade, inflicting deep cuts on each palm.

The runes Kyrop and Irremais are often used with this ritual.

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Sorrow and death

Healer Escius spread his hands, his face mournful.

"I do not know what I can tell you, Arbiter Papiria. She is among neither the dead nor those confirmed fled. I worry for her, I really do."

Papiria narrowed her serpentine eyes in the gloom. She ground her teeth.

"How will this look, Healer Escius? Do you think it will look good?"

Escius seemed taken aback.

"I'm not sure I..." he started to say but she cut him off.

"My tenure here has been wracked with problems, and now a dozen patients have just vanished. People will talk. They will say I am not fit for my duty. They will challenge my authority. They will try to replace me. After all I have done for them! After all I have sacrificed."

She stepped closer to the startled healer. He backed away, nervous, looking around for some sign of help.

"Who put you up to this Escius!" Papiria hissed his name, stressing every sibilant. She had stopped blinking. "That smug, soulless merrow. You are in league with him. Admit it!"

Escius was frightened now. Papiria stepped forward again, and he stepped back again, and then his back was to the cold wall of her office, and yet she was still coming. She stopped just short of touching him. His skin crawled.

"Nobody has put me up to it, Arbiter! It is as I said - Cella of Imperus is nowhere to be seen. You know the danger. If she finds anything she can make a fire with, she will do it without care or concern and watch as it spreads. What if she makes her way to the kitchens! We need to..."

Papiria stopped him, pressing one finger against his lips. His eyes widened, he struggled for words, torn between concern over her peculiar behaviour, and the distress caused by her unexpected touch.

"How dare you tell me what to do," she rasped. Her rage was unmistakable but her voice was quiet. She put her hand on his shoulder. He tried to pull away but her grip was surprisingly strong.

"He warned me this would happen." She spoke as if confiding something, but Escius was sure she was not talking to him. "I didn't want to listen, but he warned me. You know what he told me, Escius? Do you know what he told me last night when he came to me?"

Before Escius could answer, she jammed the silver letter opener from her desk into his left eye. He screamed, the shrillness grating across her heightened naga hearing like a thousand nails down a blackboard the size of a barn. She shrieked as well, and stabbed him again - this time in the throat - an then a third time in the heart. The blood was hot on her hands, the smell sweet and coppery. She dropped the letter opener, turning her blood-soaked hands over and over, marveling at the way the fresh blood glistened in the dim light, rebelling in the feeling of the heat against her skin. She raised a finger and delicately tasted it with her tongue. A shudder of pleasure went through her.

She grabbed her winter cloak, then, and stepped towards the balcony. She opened the door What a beautiful night, she thought absently.

On the threshold, the last Arbiter of the Spire of Twisting Shadows paused. She looked back at Escius. She doubted he could hear her, but she spoke to him one last time.

"He told me that things end."

And with that she stepped out onto the balcony, high above the mist shrouded forest valley, and was gone.

Contents

- 1 Overview

- 1.1 Death

- 1.2 Sorrow

- 2 Significance

- 2.1 Replacing the Spire of Twisting Shadows

- 2.2 The Title in Play

- 3 Resolution

Overview

During the Spring Equinox, a riot engulfed the Spire of Twisting Shadows in Zenith, in the isolated forest foothills of Lustri. The spire was a place of treatment and succour to those who have had their minds and spirits damaged by exposure to powerful magic - especially for those who have been seriously damaged by misguided contact with potent astronomantic tulpa.

The Urizen made a brave effort to contain the problem - specifically to round up certain especially dangerous individuals who had been kept safe within its walls. Unfortunately, their efforts were not entirely successful. Some of the most fundamentally damaged, tragic patients escaped into the woods below the tower. The Spire was damaged, but the staff were able to restore a semblance of order.

Unfortunately, the day after the Spring Equinox one of the escaped patients, Nazares Praesidio returned, more powerful than ever. This wicked madness of this deranged but powerful individual represents a growing threat to the territory if he is not dealt with.

Death

Nazares had been a patient at the Spire of Twisting Shadows since shortly before the death of Empress Britta. A former warmage, he became increasingly obsessed with the idea of protecting Urizen and the Empire by "extinguishing the foul Druj." As with many permanently damaged by exposure to a powerful tulpa, what the exposure took from him in terms of his sanity, it more than repaid him in terms of poorly understood magical power. He manifested a particular facility with influencing the malign Winter spirits that hunger for the flesh of the living. In recent months, his facility has waxed dangerously - he manifested the ability to raise the recently deceased as shambling husks under his control.

Similar in nature to the unliving horrors created with grim Winter magic, they appear incapable of distinguishing friend from foe. While the corpse-herd is nowhere near the scale of the unliving threat currently marching through Weirwater, Nazares' legion is growing. He has sent out his "soldiers" to "recruit" several times, attacking several of the spires in eastern Lustri. Those they kill are soon "raised" to join their own gruesome ranks.

The entire situation is complicated both by the isolated location of Lustri, by the difficulty of gathering information with magic, and by the pall that has fallen over Zenith in the last several months. A heliopticon report from the scholars of Gatherwood Spire suggest that a week ago Nazares began to move. He and his swollen husk-legion are moving north - perhaps heading for the border with the Mallum. Their final report indicated that the insular and xenophobic Embersfall Spire lay directly in the path of the unspeakable hordes, but that they were unable to learn anything more.

Sorrow

To make the situation worse, a pall of sorrow has fallen over Zenith. It appears to have started in Lustri, and spread south and west over the last three months, through Proceris and Occursion. At first it creeps so subtly that even the magicians of Urizen are not fully cognizant of it - putting their grim days and odd impulses down to the very real dangers that threaten the citizens of the Empire - and those whose home shares a border with both the Druj and the Grendel in particular.

As the pall thickens, however, it becomes apparent that it is not at all natural in origin. It feels like a curse, heavy with Winter magic, but woven with great delicacy and subtlety not found in many rites of the Wasteland. The dark thoughts begin as idle fancies in the long hours of the night, but as the Summer Solstice draws near they begin to become more oppressive. Feelings of sadness, loss, and regret become difficult to avoid and even the strongest of will must sometimes make an effort to avoid periods of inaction and introspection. Where ever it appears there comes strange tales. Stories of visions of two figures weeping over another who lays bloodily on the floor.

As with the unliving horde loose in Zenith, it is believed that this pall is the work of another patient - or rather patients - three nameless women who managed to become vessels for the darkest power of the Three Sisters following a misguided evocation as part of a ritual intended to attempt the impossible - to return one of the dead to life - performed during the conjunction of the Three some years ago.

For now, the pall is simply inconvenient - but it is making a coordinated opposition to Nazares quite difficult. Worse, if it continues to spread and strengthen, it could leave Zenith vulnerable to even worse threats. It represents a weakness the Druj would be quick to exploit...

Significance

There are two potent magical threats loose in Zenith.

If Nazares is left unchecked, it appears that his forces will continue to grow. The scattered nature of Urizen spires makes them especially prone to being picked off, and each victory prepares his forces to attack more challenging targets. If he continues to build his forces, there is a good chance that they will soon be large enough to threaten spires across Zenith. If his forces grow sufficiently they would eventually be large enough to constitute a magical army apparently bent on "recruiting" all the magicians of Urizen for an insane war against the Druj - it would be Vigilant to nip this problem in the bud before that happens.

The pall of sadness represents a more insidious threat. If it continues to spread at the current rate it will cover the whole of Zenith within a month. If it becomes stronger, it will begin to have an effect not dissimilar to the miasma that until recently smothered distant Reikos. As the people of Zenith find their will to act draining from them, it will also have a significant impact on the production of personal resources.

Replacing the Spire of Twisting Shadows

The Spire of Twisting Shadows performed a valuable service to the Empire, allowing for the treatment and in some cases, seclusion of those whose exposure to dangerous magic had left them broken in mind and body, or a danger to themselves and others. The Spire is gone... but accidents, curses, and the hubris of magicians have not magically disappeared. Someone will need to take up their torch.

The Imperial Conclave can raise a Declaration of Concord to recognize a single, named group will take over responsibility from the Spire of Twisting Shadows. They will accept the responsibility for the treatment of patients suffering magical ailments. While the Spire was in Urizen, there is no requirement that this group be based in the mountains. The group will need to nominate a Custodian of the Lost to look after the patients - the character will benefit from a small additional income of 2 crowns a season drawn from donations given by the family and friends of those in their care.

The Custodian is not an Imperial title, since it carries no formal powers and the only support comes voluntarily from citizens of the Empire. The nomination of the Conclave is sufficient to indicate those who are best suited to treat cases where a magician's grasp has exceeded their reach.

Mental Illness

It is important to stress that none of the characters that are described in this plot, and cared for at the Spire of Twisting Shadows and its successor, are mentally ill in the sense that we would define it in real life. These are characters that have attempted powerful magic - which has gone wrong - and as a result they spirit has been irrevocably damaged. The result is that their actions are dangerous to those around - often incredibly so for the damage to their soul often increases the power of their magic.

We understand that there are some similarities with real world mental illness - but we are keen to stress that all these characters are categorically not suffering from any kind of real world mental illness. They are not vulnerable and in need of care - they are magically broken, the magic they attempted has ripped a portion of their soul away - and they are dangerous as a result.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder and their group are encouraged to create their own stories about their activities within reasonable limits, and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

Resolution

During the Summer Solstice, husks were attacking Etherbridge Spire in Zenith when the husks suddenly collapsed. All the unliving soldiers in Zenith summoned by Nazares Praesidio had all collapsed. The remains of spire of twisting shadow searched but no trace of Nazares' body could be found. The threat of the dead appears to have ended.

At the same time Urizen priests descended upon the Cave of the Weeping Sisters in Occursion, Zenith and through ministration and reflection on The Way were able to convince a magician trapped between life and death to give up on her sorrow and move onto the cycle of reincarnation. This done, the hold of the Three Sisters fled from the peaks of Zenith.

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Sowing on the mountains

The heavily armoured schlacta stepped up as Vlezny approached. She looked soaked, and none to happy to be out in the rain. Vlezny inclined his head slightly, sending a cascade of water spilling off the wide brim of his pointed hat. Several metal staves topped with oil reservoirs sputtered fitfully in the persistent drizzle. The volhov was thankful for the hundredth time for his lightstone lantern which provided him with steady light no matter what the weather.

"It's bones," said the schlacta without bothering with pleasantries. "Lots of bones. The boyar wants you to see if its a very bad thing or just a bad thing."

Vlezny furrowed his brow. They were very close to the river here. "Could this have not waited until the morning?"

The schlacta shook her head. "The water's still rising. if this is a very bad thing we'll let the river deal with it. If not, we'll need to get people up here with rocks and gravelsacks and shovels. The boyar needs to know sooner rather than later. Especially if the bones have been gnawed on."

She stood aside then, placing one gauntleted hand on Vlezny's shoulder to push him forward. He resisted, and gave her a cool stare until she dropped her arm.

"When you're ready then," she mumbled without looking at him.

Vlezny beamed a bright smile at her and swept past, sloshing through the mud towards the newly uncovered ruin. An entire hillside had collapsed, no doubt due to the torrential rains Wendell's Hope had been enjoying for the past week. At least they had slackened off this afternoon. There was already a small company huddled around the entrance to the ruins - two worried looking people with shovels, an older woman in a heavy coat and hat with a torch of her own. One of the wise ones he had met when he arrived at the vale. Karinna Walezcjia .... something.

The shovel-bearers looked relieved to see a volhov. Karinna looked a little less impressed but acknowledged his presence.

"It's bones!" said one of the workers.

"So I hear," Vlezny replied. He gave the two worried men a reassuring smile, and moved to join Karinna at the entrance. It was, indeed, bones. Hundreds - perhaps thousands - packed close together in a low chamber of ancient-looking white granite. The wise one was gently handling one of the skulls, her lips and fingertips alike tinged ever-so-slightly purple. Vlezny raised an eyebrow.

"There is no magic here, and no ghost," she said in explanation. "And there does not seem to be a curse. We do not need a volhov to tell us that."

Vlezny gave a lopsided shrug and extended his hand politely for the skull. She handed it over, raising her torch as she did so to examine the wall of bones and rubble protruding from the collapsed bank.

"This is old," said Vlezny turning it over in his hands carefully. "Very old. Older than the vale, definitely."

The wise one agreed. "From the looks of this, it is only one part of something larger," she said quietly - now they were discussing the situation as equals she was cooly professional. "I think that at one point this entire structure was underground but time and the river have slowly eaten away at the hillside. Somewhere up there would be stairs, and perhaps at one time a shrine."

"But no sign of the shrine now." it was a statement not a question. The wise one nodded.

"I had a look while there was still light. As best I can judge, someone or something destroyed the above-ground parts of the ossuary a long time ago. So what do you think?"

Vlezny carefully laid the skull on the broken wall just below the other bones.

"Have the remains been disturbed?" he asked. The wise one shook her head. "Only the skull moved. The rest are as we found them."

Vlezny held his hand near the bones for a moment, concentrating. "I think ... all the bones are here. I may be able to find something further."

He fumbled in his satchel and removed a long thin knife and two irregular orbs of crystal mana. He presented the knife hilt-first to Karinna.

"May I have a little blood, wise one" he asked formally. She looked for a moment as if she might refuse but then snatched the knife from him and pressed the point against her thumb. A bead of crimson quickly swelled there. She returned the knife and held her thumb out towards him. He rubbed his own thumb against it, already beginning to murmur words of invocation as he smeared her blood first on the bony forehead of the skull, then touched his own forehead leaving a crimson mark. As the power gathered around him, the oil lamps flickered and faded a little.

Minutes passed. The dry bone drank the bloodmark he had placed on it. The crystals of mana he held in his hand crumbled to dust and ashes. He stopped chanting and cocked his head to one side as if listening. He nodded his head once, twice.

"These are Varushkan bones," he said slowly. He rested one hand on the skull. "This fellow here is Anastasia Gregorvia Scianova, and there is also Vuk Dusanovitch Sulich and Brata Dusanova Sulich his sister. There are more but it is very muddled and the spell is very weak. They died fighting the orcs, a long time ago - before Volodmartz was part of the Empire. Before there was an Empire even. I think - I get the impression - I think that they think died bravely fighting to protect - something."

He put one hand to his forehead and closed his eyes.

"I would wager that there is half an army's worth of skeletons here, maybe more. I would also guess - only a guess mind you - that the Thule destroyed whatever shrine was here long ago, long before the tavern was built, on their way south and west. They didn't bother to despoil the skeletons - why would they? This is Varushka and the dead do not take kindly to having their resting places interfered with."

"So worth preserving?" said Karinna, but it was clear from her calculating expression that she was thinking of something else. She glanced speculatively across the lake, toward the mountains, then looked quickly at Velzy to see if he had noticed. He pretended to be more interested in the bones.

"I would say so," he said. "Certainly worth protecting from the hungry river, if that is possible. But not so valuable as to throw the lives of the living away."

"These men and women died to protect Varushka; the least we can do is fight to protect their resting place from the rain." said Karinna. She spoke confidently, as if addressing a crowd rather than talking to a tired volhov on a rainsoaked hill.

Vlezny spread his hands wide. "As you say wise one," he said. "I will return in the morning to see what else I might find - there is an invocation to the feathered serpent that might find more pertinent..."

But she was no longer listening to him, and had turned back to give instructions to the two labourers. After a moment he shrugged both his shoulders and excused himself, keen to get back to the inn, and his warm dry bed.

Contents

- 1 Overview

- 2 Significance

- 2.1 A Monument at Wendell's Hope

- 2.2 Bredavoi Cave

- 2.3 The Travelers Secret

- 2.4 Irontooth Keep

- 3 Limited Opportunities

- 4 Resolution

Overview

A month after the Autumn Equinox a major storm roars across northern Varushka. It rages through the mountains that separate Volodmartz from Otkodov. Torrential downpours of rain and hail accompanied by gale-force winds, punctuated with deafening thunder and razor-sharp bolts of lightning piercing the skies. Opinion is heavily divided - is it some magic of the Thule orcs? The work of a sovereign? Or just Mother Varushka letting off a little steam.

The storm rages for a week or so, then roars itself out leaving the air fresh and clear and cold as Winter approaches. Over the next few weeks it becomes apparent that the storm has done more than wash out a couple of northern vales and send a few boulders cascading down into the hills. The high winds and the pounding water have reshaped parts of the mountain peaks, in some cases revealing hidden treasures.

Significance

The vicious storms have uncovered four separate opportunities to commission significant structures, one in Miekarova and three in Volodmartz.

A Monument at Wendell's Hope

In Mieriada, on shores of the Coldmere, stands Wendell’s Hope, one of the most famous vales in Miekarova. Sometimes called the Last Warm Hearth in the North, it is a mining vale that grew up around a tavern and trading post. It is unusual in that its boyar is traditionally the owner of the largest tavern in the vale. Groups of warriors planning to raid into Otkodov often gather here on their outward journey, and on their return. It is especially welcoming to stzena; the nights are long, and both the miners and the warriors are wealthy. It is a place of pilgrimage for devotees of Courage. The Thule Embassy lies just across the lake from Wendell's Hope, and only a stone's throw from the Thule embassy to the Empire in frozen Kógur.

The storm waters threaten to wash everyone away. The orcs and civil servants at the embassy pitch in with the men and women of the vale to deal with the extensive flooding - and there are reports that the Thule embassy across the mountains has been badly damaged by a rockslide. When the storm breaks, and the clean-up begins, something unexpected is discovered amid the rubble. The flood has eaten away at one of the river banks and reveals a ruined white granite structure. Cautious exploration discovers hundreds of ancient bones in partially collapsed underground chambers - the remnants of an ancient ossuary that clearly dates back to the years before the foundation of the Empire. Further investigation gives context to the remains - these are the bones of Varushkan heroes who died fighting the Thule two centuries before Volodmartz was finally claimed for the Empire.

For decades there has been talk of building a proper temple for pilgrims of Courage to visit. Several of the wise ones here have been agitating for assistance from other vales in Miekarova to recognise the value of the Last Warm Hearth in the North. The discovery of this bones gives additional weight to their words. They claim that it shows clearly that even before Wendell's Hope was built in 182YE, the Varushkans were fighting to claim this land. They propose that the site of the ossuary be marked as a proper place of pilgrimage here, in the uttermost north, in the shadow of the brooding mountains that separate the Empire from Otkodov.

Dedicated to all the heroes who have laid down their lives through the centuries keeping Varushka and the Empire safe from the jealousy not only of the Thule, but of all the barbarian tribes, a monument and a shrine would see many more pilgrims pass through Miekarova on their way to Wendell's Hope. While it would be possible to build such a monument as a sinecure, the wise ones of Wendell's Hope suggest something more substantial. A great work that would not only inspire pilgrims but also be visible from the Thule embassy - reminding them that if war breaks out again the Varushkans stand ready to defend themselves.

A great work on the scale the wise ones are suggesting would require an outlay of 30 wains of white granite and 10 wains of weirwood, and require 10 Thrones for labour. This would not only build a monument and shrine, but also improve several of the roads leading to Wendell's Hope. The increase in pilgrims travelling to northern Miekarova would grant an additional 50 votes in the Imperial Synod and 25 liao divided among the congregations of Miekarova owned by Varushkan priests. (OOC Note: Under normal circumstances it is not possible to build a great work that provides liao; this construction is only possible with this opportunity.)

Bredavoi Cave

The high peaks of the mountains of Brez are perpetually shrouded in snow, even at the height of summer. The entire region has a dark reputation, even for Varushka. It is sometimes suggested that without the presence of the Granites of Veltsgorsk high in the eastern peaks, no outsider would ever come here despite the rich seams of ore the mountains conceal. The mountains and foothills alike are home to many regio, primarily associated with the grim forces of Winter, and this has attracted many cabalists such as those who live in the vale of Void in the western foothills. They are also said to be riddled with passages, natural and otherwise, some of which potentially pass deep under the roots of the mountains to connect to Otkodov.

But there is wealth here, as well as eerie magic and dark caves. During the great storm a team of wagon raiders became lost in the foothills below Bredavoi peak. Looking for shelter from the storm, they discovered a cave showing signs of rich deposits of tempest jade. Trapped by the weather with nothing to do for several days, they carefully explored the caves and discovered it was much larger than it appeared. The cave opened into several natural passages and caverns, and the tempest jade seam was significantly richer than any uncovered in living memory. At first they thought to exploit the find themselves, but it soon proved to be beyond their capabilities. In the end, after several unpleasant encounters with what they describe as "dark spirits" in the deeper areas beneath the mountain peaks, they resolved to sell the information to the cabalists of Void. Tempest jade is a valuable component in the creation of covenstones and many other items of interest to magicians, after all, and the magicians of Void are known to be reasonably wealthy. The cabalists paid a handsome price, but even they could not muster the resources to exploit a tempest jade find of this size. In the end, after a great deal of discussion, they have suggested that someone else may wish to try and build a mine of sufficient size to quarry the material from the mountain - in return for a portion of the bounty for themselves.

Civil service surveyors suggest that accessing the rich deposits here will not be easy - it will require a commission and cost 20 wains of mithril and 10 wains of white granite - the latter to fortify the area against the various threats that exist in the mountains here. Labour costs would be 60 crowns, and it would take a season to complete. It would create an Imperial title - the Foreman of Bredavoi Cave - and essentially serve as a sinecure providing 20 ingots of tempest jade every season. The well-worn path for appointing this title would be through the Imperial Bourse - by private ballot of Varushkan mine owners if it were national, or by open auction if it were Imperial.

There is one further note from the surveyors however - the tunnels here go very deep, much deeper than any surveyor, wagon raider, or cabalist felt comfortable exploring. The further down under the mountains one goes, the thicker the darkness becomes and the more certain one is that there is something down there that does not welcome intruders. Once the exploitation of the upper caves was complete, the Foreman might wish to either explore these deep tunnels or (if they were sensible) collapse them and give them no further thought.

The Travelers Secret

Storms in the northern peaks are not uncommon, but over the last several months they have been particularly virulent. In the wake of the great storm an avalanche rumbled down the eastern foothills of Opascari. Prospectors and wagon raiders keen to explore discovered that the rock fall had uncovered something entirely unexpected. Above the treeline on the side of the easternmost peak, known for centuries by the peculiar name of the Traveler, they found the remains of an outpost carved into the stone walls of a high and hitherto overlooked mountain pass. Excited archaeologists and scholars were quick to declare that the structure was almost certainly Terunael in origin! Some Thule remains found in the ruins suggested that the archaeologists were not the first people of the modern age to come here - but were still the first people to come here in the last century.

The exploration has been preliminary so far, but there are interesting remains here - orcs and humans and a few minor trinkets that seem to date dating back to the time of Chaos after the fall of Terunael. More interesting to the Varushkans, however, was the discovery that these ruins were part of an extensive orichalcum mining and smelting operation - a very extensive orichalcum mining and smelting operation.

With a little effort, the mines could be reopened, and the primitive smelting facilities updated and expanded. The peak is tricky to reach, and very cold indeed, but it is almost certainly worth the investment. Some of the explorers here have uncovered peculiar structures here which they initially took to be decorations - inlaid mithril designs that wind and swirl across the walls of several parts of the ruins. Quite by chance it was discovered that when these designs are warmed - by a torch or brazier or even by extended contact with human skin - they hold that heat and if the heat source is strong enough spread it slowly through entire sections of the ruins. So perhaps the cold would not be such a problem after all ...

Restoring the ruins would require a commission. They would cost 20 wains of mithril and 10 wains of weirwood, and labour costs of 30 crowns. It would take a season to open the mines, restore the smelting facilities, and perhaps even replace some of the damaged sections of mithril designs. This would create a title - Warden of the Sungold Pass - and the civil service suggest that it would function as a sinecure providing 20 ingots of orichalcum each season. The well worn path for appointing this title would be through the Imperial Bourse - either a private ballot by the mine owners of Varushka if it were national, or a public auction if it were Imperial.

Obviously, there is some interest in these ruins from the Navarr, who are very interested to know what a Terunael outpost is doing out here on the edge of the world. If the mines and the pass were reopened it is possible that there may be more to find here. The Navarr are not the only people likely interested in this new discovery however - the Thule have already been here at least once, and may well intend to claim the mine for themselves if they discover the high pass it occupies is open again.

Irontooth Keep

Suvretz is one of the most northerly parts of the Empire, and almost certainly one of the coldest and bleakest. The vales here tend to cluster among the south-western forests of the region, and are invariably heavily fortified. The further north and east one goes, the more scattered the vales and the more extensive their fortifications. Part of the threat is the wolves, of course, who lurk in the deep forests and the foothills of the northern mountains. Historically though the bigger threat has been the Thule. Three times in Imperial history, the Thule armies have marched out of Sküld into Volodmartz. Three times they have come through Suvretz, overwhelming the vales and enslaving those who did not flee.

The Thule peace seems to be holding, but that does not stop the people of Suvretz fretting. The Thule are a major threat but not the only one. There are odd creatures in the forests northwest of Volodmartz, warped beasts and vegetable horrors more abhorrent even than the dubik. They stir only rarely - they seem to dislike the cold - but during unseasonably warm summers they come down out of Otkodov to attack the northernmost vales.

For years now there has been an argument that what Suvretz needs is a castle. One was proposed in the time of Emperor James, and work even begun, but it was never completed. There have been stories for generations that the remains of this aborted keep still stand in the north-western forests, overgrown and battered by snow. In the aftermath of the great storm, a band of hunters discovered proof that there was indeed truth to these stories - as the flood waters receded they revealed extensive granite walls and foundations. An expedition from one of the nearby vales discovered a large number of skeletons - both humans and orcs. Examination suggested that the architects, overseers, and slaves had been buried in a mudslide along with most of the construction no doubt the reason the castle was never completed.

In addition to the remains, a watertight strongbox recovered from the ruins was found to contain the extensive plans for the original fortification. The plans are ambitious indeed - an immense white granite keep, thirty foot stone walls, and a series of ditches and dykes lined with fire-hardened stakes.

It would obviously be possible to build a normal fortification in Suvretz, but there is another angle to this opportunity. The eternal Adamant has a well-known interest in castles. Before his retirement to tend the Empress of all Goats Theatre Hubert Gremani had been in negotiations with the Stone King, allegedly about securing aid to fortify Varushka against its enemies. Regardless, following the recent increase in koboldi travelling across the Empire, several of them have confirmed that they would relish the opportunity to work on a fortification on the scale depicted by the plans - as would any number of ambitious mortal masons and siege engineers.

The great Irontooth Keep would require 150 white granite and 30 weirwood to construct, with labour costs of 45 Thrones. Under normal circumstances it would take two years to finish, but the existence of the strong foundations and the assistance of the koboldi would each reduce that construction time by one season. If the same magics as were employed to speed the completion of Alexandra's Watch could be employed, Volodmartz could conceivably have a major fortification to rival the Silent Sentinel in Casinea or Remember Exile in Reikos in less than a year!

Limited Opportunities

The opportunities to build a monument at Wendell's Hope, or to complete the work on Irontooth Keep, are not time sensitive. There is no obvious time limit on when the Bredavoi Cave can be exploited, but a lot might depend on the nature of the "dark spirits" in the catacombs. The Travelers Secret may be more time sensitive - the ruins can be reached as easily from Sküld as from Volodmartz and the Thule may stake a claim if the Empire does not. There is no evidence that the northern orcs are even aware the ruins have been uncovered, but it is impossible to say how long that state of affairs will continue.

Resolution

These opportunities are all still available as of the Spring Equinox 382YE.

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Speak of Your Love

Words and tune by Claire Sheridan.

Written by Nicassia of Phoenix Reach. Manuscript by Aneurin Redman-White [1] Recording

Speak of your Love By Nicassia of Phoenix Reach

O Urizen of lofty Spires Is not averse to passion’s fires But if you’re always reading books None will see your meaningful looks,

O Urizen of snow-capped peaks Where one thinks well before one speaks If one does not speak at all It’s no surprise your love won’t fall.

So speak of your love, Speak of it truly, Speak of your love Before you go; Speak of your love This morning, this evening, Speak of your love Or they’ll never know.

O Wintermark of ice and snow, Where brave and bold a-hunting go, If you stay tight within your furs You’ll be left to fret and curse. O Varushka, of the wood and wild, Huddled snug around your fires, To keep your heart locked up so tight, May leave you lonely in the night, So speak…

O Orcish tribes, with eyes aflame, Fighting for the Empire’s name, Who very frankly speak your mind – Be sure you treat your love in kind,

O Navarr of the forest Trod, Nimble scouts all leather-shod, If you hide too long amid the trees There’ll be none left for you to please. So speak...

O Highguard, of the tall, proud towers, Who’d walk around in mail for hours, Done up so tightly in that skin, How do you let a lover in? O Freeborn of the ship and sail, Who threw aside their cousins’ veils, Take care, don’t set your price too high Or lovers, too, will surely fly! So speak…

O Marchers of the bill and block, Such energetic, ruddy stock, But with so much upon your plate Will you speak before it’s too late? O Dawn of ballad and fine verse, Perhaps to speak too much is worse, For giving them too much to heed You might not make it to the deed! So speak…

O Leaguers, with your smashing tights And cities more alive at night, To spend your evenings counting coins Will do no service to your loins!

O people, please, hear my request, Though much of this is done in jest, If you’d not be alone this night Communicate to set it right. So speak… .

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Speaker for the Senate

In this chamber, the Speaker's word is law. We are all equal before the law - all of us.

Varkula, The Throne

Contents

- 1 Overview

- 2 Duties

- 3 Powers

- 3.1 Member of the Senate

- 3.2 Proposal

- 3.3 Right of Address

- 3.4 Powers of Censure

- 3.4.1 Silence

- 3.4.2 Exclusion

- 3.4.3 Expulsion

- 4 Appointment

- 5 The Speaker in Play

- 6 Further Reading

- 6.1 Core Brief

- 6.2 Additional Information

Overview

The Civil Service appoint one or more of their number to the Speaker's Seat. This position is designed to ensure the smooth operation of the Senate and has powers of censure to support that.

The Speaker for the Senate is an NPC only position. Its role is to be the umpire for the senate sessions - not to play the game.

Duties

Each Senate session is chaired by the Speaker who helps to ensure that the sessions take place in a timely and effective fashion. They keep order in the chamber, ensure the rules are followed and try to make sure everyone has a chance to speak. They are responsible for ensuring that every senator understand the motion being voted on.

Powers

Member of the Senate

The Speaker is a member of the Senate. They are entitled to enter the Senate chamber at the start of a session and speak in the debates. In practice, as a civil servant, the Speaker tries to keep their voice impartial and restrict their comments to ones needed to keep the chamber in order.

Proposal

The Speaker may propose any number of motions for consideration by the Senate each summit. In practice this ability is only used to raise administrative motions. They do not accept "suggestions" for motions from citizens.

Right of Address

The Speaker has the right to make a Senate address once per summit. This is intended to allow them to present important information for the senators consideration. To make an address, the Speaker must add the address to the agenda for the next Senate session.

Powers of Censure

The Speaker for the Senate has the power to sanction anyone attending a Senate session. This power is used to censure rowdy or disruptive individuals, and extends equally to anyone who is present for the session. Any member of the Senate including The Throne, guests in the viewing gallery, a priest attempting to use the right of witness to act in an inappropriate manner, or a civil servant who was speaking out of turn are all subject to censure by the Speaker.

As with the Herald of the Council, the Speaker can apply three sanctions, each of increasing magnitude. The Speaker may use any power they judge appropriate - they do not need to start with silence and escalate.

Silence

The first sanction is silence. The Speaker can silence a persistently rude or boorish senator for the duration of a single motion; they will not be allowed to speak on the floor or answer points made while silenced. They may still vote and once the vote has been cast, are free to speak once more.

Exclusion

Should this prove insufficient the second sanction is exclusion - the offending senator is obliged to leave the Senate chamber until the end of the current motion. This denies them the right to vote on it so is a serious matter. They may re-enter the chamber following the vote.

Expulsion

The third and final sanction is expulsion - the senator is expelled from the Senate chamber for the entire sitting. They lose their chance to vote on all issues. This is an extreme sanction and historically is used only in response to grave misdemeanours such as threats of violence in the chamber.

Appointment

The Civil Service selects the Speaker for the Senate. Although the title is usually referred to in the singular, the civil service may grant the title to more than one citizen. It is common practice to have two civil servants "raised to the Speaker's Chair" at a time.

The Speaker for the Senate can be revoked by the General Assembly, and by the Assembly of the Nine.

The current encumbant Speakers of the Senate are John of Meade and Elodie Harper.

The Speaker in Play

The Speaker is an NPC whose role it is to keep Senate sessions fun and engaging for the participants.

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- Appointments by the Senate

- Appointments to the Senate

- The Throne

- Master of the Imperial Mint

- Speaker for the Senate

- Conscience of the Senate

- Imperial treasury

- OOC design

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Spear of the stars

"In Wintermark they call it Rhyv, the bleeding wound, or the bloody dagger" said Dalbor, touching the runestone carefully. "The rune of blood - healing and harming like the double-edged knife."

Rak nodded. "We also call it Rhyv, obviously -"

"Obviously, that is its name" Dalbor interjected, emptying his glass.

" - but my mother called it the spear, not the dagger. It is still bloody, but it is the hunter's spear. It kills, it sheds blood and in doing so brings life to the tribe." The orc leaned back from the runes scattered across the table, his eyes a little distant as he finished his own drink.

"Was your mother a hunter?" asked Dalbor.

"Yes, I seem to recall it. We were separated quite early of course - as soon as my abilities became apparent. The Dragons are careful to ensure that the testing and training of those who can wield true power begins early."

"Tell me about the dragons," the old Varushkan asked, directly. The warlock stared at him, expressionless, blinking slowly.

"It's interesting that this is the first time you have asked," he said, speaking slowly as if choosing his words carefully.

"For a while I was worried it would be rude," Dalbor shrugged. "But the Winter night is dark and long, and neither of us is tired, and we have hours to fill until dawn ..."

Rak raised his eyebrows, slipping the runestones back into his belt. Dalbor refilled their glasses. Slowly, the orc opposite him reached up and lifted the orichalcum medallion that lay against his chest. He ran his fingers over its five serpentine heads, their gemstone eyes glinting in the candle light.

"The Dragons are the Thule. They are living ancestors," he said without preamble, a tone in his voice as if he were reciting. "Five of them, as old as our people - older. If they were born at all it was before the first humans came to this place. We were not the Thule then - it was they that made us Thule. They taught us to be hard. They taught us true power. They guided us to conquer, to wield magic, and to take what is our due."

He looked at Dalbor then, from under furrowed brows. "Do you understand? They are so much more than leaders; they are the absolute certainty of our lives. They watched over me before I was born and if I am hard, and wield power without weakness, they will shelter me with their wings when I am dead. I knew their names before I could talk, I learned to read by studying them and their aspects."

The orc's finger lingered on each dragon's head as he named them.

"Caridis Runebinder, speaker of the truth. Orobus the Chained, who brings and binds. Night-Dark Fraynir, the one who waits. Hinodir of the Bright Orb, who sees all. Tahenon the Gyre, great in his wrath. Five-and-one-and-five at the heart of us all."

Dalbor began to become uneasy. Normally, the orc diplomat seemed on the verge of openly laughing, taking delight in wordplay and discussion. He had never seen him so serious, and focused, and distant. His eyes were hooded, his voice rough, all hint of self-assurance melted away and replaced by something else. Awe. Or dread. The old Varushkan was reminded that the warlock was not some jovial Imperial Orc, some fellow citizen, but a member of an ancient and inhuman people who had been at war with humans since before there was an Empire.

And Dalbor was alone with him, and everyone else in the house was asleep. He felt a sudden urge to change the subject.

"You know I never noticed before," he said, as casually as he could muster. "All the orcs I have ever known or heard tell of are uncomfortable when they aren't around their own kind, but you seem to have no problem with being alone."

Rak considered him, his face again blank and unreadable.

"That is very true, Dalbor. " he said lightly as he slipped his medallion back inside his shirt. "But then ... I am never alone."

And his face broke into a broad smile that did not quite reach his eyes.

Contents

- 1 Overview

- 2 Significance

- 2.1 Opportunities

- 2.1.1 The Northern Trade Network

- 2.1.2 Ambassador to the Thule

- 2.1.3 An interest in relics

- 2.2 Concerns

- 2.2.1 Judgements 41 and 42

- 3 Resolution

Overview

The Thule are content.

Dogri Thulebane has been taken into custody by the Iron Helms, Crow's Keep is in ruins, and Crow's Ridge under the control of the Imperial Orcs. The passes from western Otkodov into Skarsind are open, and a threat to the Thule has been removed from their borders.

On the other side of the Empire, the Imperial Senate has allocated the Gift of the Dwindling Star as a Varushkan National Bourse Seat, in accordance with the wishes of the Northern orcs. The orc warlock known as Rak Who Speaks for the Dragons United is a seemingly permanent fixture in the offices associated with the new Bourse Seat - if you can call three rooms above an inn (previously the Red Lamb, now the Red Lantern) "offices", serving as a de facto Thule ambassador.

The Thule continue to extend the cautious hand of friendship to the Empire - or the northern parts of it at least. There are rumours of secret meetings with Varushkans, private negotiations between agents of the Dragons and emissaries of the Navarr, cautious overtures to the Imperial Orcs, and even some guarded gossip that some of the halls of Wintermark are interested in opening a dialogue with their former barbarian enemies.

This détente is fragile, however. The Thule have been at war with the Empire for centuries, and during that time they have shed a lot of Imperial blood. The Wintermark National Assembly in particular has raised concerns about the nature of the relationship between northern orcs and Imperial citizens, and it seems likely that unless their concerns are addressed in some fashion the wounds they have left will continue to fester.

Significance

Opportunities

The Thule present several opportunities to the Empire. These opportunities all rely on the current good - if cautious - détente between the Empire and the orcs of Otkodov. Already the Empire has a slightly better understanding of the orcs - the cabalists of Void have confirmed the number and at least some details of the identities of the Thule dragons for example - and presumably the Thule now have a slightly better understanding of the Empire (or at least Varushka) in their turn.

The Northern Trade Network

With Dogri Thulebane removed, and Crow's Keep ruined, Gar the Trader has again expressed interest in participating in the Northern trade network. With the Wintermark loyalists removed, the only thing preventing the Thule connecting their internal trading routes to the central hub in Torfast is the availability of roads. The Thule can create a suitable road on their side of the mountains, but it falls to the Empire to connect Torfast with one of the passes in Crow's Ridge.

The immediate effect of allowing the Thule to participate in the northern trade network would be to allow each of the existing Imperial titles associated with the network to trade specific raw materials (representing the exports they add to the trade network) for crystal mana.

Specifically, the Bonesetter would be able to trade significant amounts of orichalcum for crystal mana in a manner comparable (if not identical) to a 16 wain ministry. At the same time, the Broker of Treji Wayhouse would be able to trade Dragonbone, the Overseer of the Westward Road to trade ambergelt, and the Northbound Trademaster to trade Beggar's Lye, also for crystal mana, although at a lower maximum rate (comparable to a 12 wain ministry).

The Civil Service estimate that such a road would need to be commissioned by the Senate. It would require 30 wains of white granite, 60 crowns in labour costs, and take six months to complete. The benefit to the four ministries would accrue once the road was completed.

As part of the agreement, the Thule will establish a trading post in southern Urdur open to Imperial merchants, and guarantee the safety of Imperial traders travelling to this trade hub. In addition to the Thule merchants visiting the northern Empire, Imperial merchants would be able to visit southern Urdur, potentially providing additional information about the Kvanatals, Neeyukir, and possibly Boras regions, depending on where the Thule choose to build their own central trading outpost.

Without such a road, the Thule are still interested in trading with the Imperial Orcs in Skarsind, but such trade would be limited and sporadic. (OOC: would fall below the abstraction layer).

Ambassador to the Thule

Rak, the warlock who serves as a diplomatic envoy from the Dragons of Otkodov, has overseen the first delivery of starfallen ilium to the Empire - the new seat is due to be appointed by the mine and forest owners of Varushka during the coming Spring Equinox. His main interest, apart from continuing to enjoy the hospitality of the cabalists at Void - seems to lie in securing closer diplomatic ties between the Thule and the Empire. There has been talk of an embassy, but Rak has recently changed tack significantly.

The Thule are no longer expecting the Empire to construct an embassy; Rak has reportedly said that such a construction would be a waste of time given that any significant business will always come down to two people in a room (or tent) arguing - and one room (or tent) is very much like another. With that in mind, he has suggested that the only thing required to maintain good relations with the Dragons and ensure more opportunities for trade and mutual understanding, is the appointment of an ambassador.

All that would be required would be for the Imperial Senate to pass a motion creating the title of Ambassador to the Thule; there would be no requirement to construct anything. Even without a formal embassy, the recognition of the Thule would be sufficient to ensure that the ambassador could wield the usual powers of Ambassador to the Thule.

However, the Thule have not relaxed one specific requirement. The Dragons would very much prefer that the ambassador be a Varushkan, appointed as a national rather than Imperial title. The Varushkans the Thule have been dealing with have demonstrated that they are capable of the pragmatism that they appreciate in their allies. They prefer to deal with people who have demonstrated their ability to work with the orcs, rather than risk an incident with someone from another nation. They do not seem to be concerned how it is appointed as long as it is appointed by Varushkans (the well worn path would equally support appointment through the Bourse (by vote of Varushkan mine or forest owners), by unanimous decision of the Varushkan senators, or even the Varushkan National Assembly).

The Imperial Senate is under no obligation to concede to the Thule "request", but as always with international relations, an Imperial ambassador is only as influential as the foreign nation allows them to be.

An interest in relics

In addition to this discussion about embassies and trade networks, Rak has passed on a single further opportunity to the Empire. During the occupation of Skarsind, the Thule discovered the Gildenheim runeforge. Before they could do much more than begin their explorations, they were driven out of the territory to the Imperial armies in late 377YE. The northern orcs are still interested in the ruins, apparently, more for its historical value and for insights it may offer into the history of the Thule, as for the value of the relics as ancient curios of the distant past.

As a consequence, Rak has presented a preliminary offer to the Empire. In return for free access to the ruins under Gildenheim, and permission to remove the relics, the Thule will offer the Imperial Senate 30 wains of white granite. They have no objection to observers from the Imperial Orcs overseeing their limited excavation to ensure everything remains on the level, given absolute guarantees that there will be no damage to Gildenheim, and reassured the notoriously prickly Empire that they will break no Imperial laws in the process.

Giving formal permission to the Thule to claim the relics of the runeforge would require a motion passed by the Imperial Senate; the payment the Thule provide would automatically go to the Senator who raised the successful motion. There will be no cost to the Empire, and it will take the Thule no more than a couple of months to complete their work.

Concerns

Judgements 41 and 42

We the Wintermark Assembly demand the return of all Imperial citizens currently held as slaves by the Thule.

Ylmiska Ferbow, Wintermark National Assembly

The détente with the Thule is fragile, and not everyone welcomes it. During the Autumn Equinox 380YE, Ylmisa Ferbow of the Wintermark national assembly raised a Statement of Principle demanding the return of all Imperial citizens currently held as slaves by the Thule. At the same time, Veikko raised a statement demanding reparations be secured from the Thule for Winterfolk murdered by the Thule. Both statements secured a greater majority.

In the six months since, and in the wake of Dogri Thulebane's removal, these demands have been discussed and repeated several times by priests in Wintermark, and by their allies. If the General Assembly were to echo the Wintermark assembly's demands with a strongly worded statement of principle that likewise secured a greater majority, this would publicly demonstrate Synod concerns in a manner that would be hard to ignore.

Alternatively, the Imperial Senate could make a formal approach to the Thule. This would initiate formal negotiations about the return of these alleged slaves, or an investigation into the alleged crime involving the green iron mine (and the concept of reparations for breaches of law is at least tacitly supported by the Thule peace treaty paragraph concerning raiding). Such an approach from the Senate would certainly have some effect, but the more formal authority the person responsible for sending such a message has the more effective it is likely to be. Ideally, such an approach would come from a newly appointed Ambassador to have the best effect. The Imperial Consul certainly possesses the legal authority to initiate such contact in the absence of an ambassador, and in theory the Advisor on orc affairs would also be a suitable individual to begin this discussion.

One element that will need to be borne in mind during any negotiation is a recent change to the law with regard to slavery. The law makes it illegal to pay for or purchase slaves for any reason - except with regard the repatriation of Imperial citizens. While this law would not obstruct paying a ransom for recently captured slaves, it might prove a significant impediment to any deal that involved the children or grandchildren of Imperial citizens. It may be wise to seek clarification from the magistrates before any agreement is finalised.

Any such negotiation would ideally begin with a winged messenger dispatched to Rak Who Speaks For The Dragons United, at the rooms he occupies above the Red Lantern, in Void.

We the Stormcrows of Wintermark demand reparations from the Thule for the murdered Wintermarkers found in the green iron mines in Crow's Ridge.

Veikko, Wintermar National Assembly

Resolution

The Imperial Senate appointed Juha the Spider as the first Ambassador to Otkodov during the Spring Equinox, but declined the Thule offer to make the post a national Varushkan title. They began work on an embassy to Otkodov shortly after the Summer solstice, and work was completed just before the Autumn equinox.

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Spell list

Contents

- 1 Regular Spells

- 1.1 Essential Mastery

- 1.1.1 Create Bond

- 1.1.2 Detect Magic

- 1.1.3 Operate Portal

- 1.2 Additional Regular Spells

- 1.2.1 Heal

- 1.2.2 Mend

- 1.2.3 Night Pouch

- 1.2.4 Purify

- 1.2.5 Restore Limb

- 1.2.6 Voice for the Dead

- 2 Offensive Spells

- 2.1 Additional Offensive Spells

- 2.1.1 Empower

- 2.1.2 Entangle

- 2.1.3 Paralysis

- 2.1.4 Repel

- 2.1.5 Swift Heal

- 2.1.6 Venom

- 2.1.7 Weakness

Regular Spells

- Require at least ten seconds of appropriate roleplaying

- Require you to touch the target throughout the casting of the spell

- The spell fails if you or your target are hit or attack another character during spellcasting

To cast a regular spell you must complete at least ten seconds of appropriate roleplaying including spell vocals. You must be touching your target throughout the casting of the spell. If you or your target attacks another character or either of you are hit then your mana is lost but the spell has no effect.

Essential Mastery

The three spells create bond, detect magic and operate portal are automatically mastered by every magician. Understanding these spells forms the basis of all magical lore. Each of these flexible spells can be cast to perform one of a number of effects, one specific effect per casting.

Create Bond

- Cost: 1 Mana

You may bond a willing target to a suitable item or group. Other than potions and herbs, most magical items can only be used if the user is bonded to the item. You may also break such a bond if the target or the item is present. Bands and some items can be bonded to multiple people. A single use of this spell will be enough to bond any number of people to such a target, though they still need to be unbonded separately.

Detect Magic

- Cost: 1 Mana

Discern the level and realm of an enchantment that a single target close enough to touch is under. You can also use this spell to discern the level and realm of a ritual that is being cast if you are close enough to hear the words of the ritual.

The spell can also be performed on a magic item to determine it's basic abilities. When used in this way it does not reveal the presence of any additional qualities such as the presence of a curse, hallow or hidden roleplaying effect. It will also detect any enchantments on the item.

Detect Magic can also be used to interact with the Sentinel Gate, the powerful teleportation portal that stands in Anvil to attempt to discern specific conjunctions that allow access to distant locations.

Detect Magic can be specifically cast to determine if a target has an Arcane Mark, and whether than arcane mark is the same as that borne by the caster. When cast for this specific purpose, it does not discover any other information about enchantments on the target. This use of detect magic is closely tied to the Right of Challenge of the members of the Conclave orders.

A referee is required to cast this spell. Some enchantments can conceal information from detect magic, but the presence of the enchantment itself is always detected by this spell. There are no enchantments that will cause detect magic to give false information.

Operate Portal

- Cost: 1 Mana

You may open a portal to another location, or trace to where a portal was last opened to go to. Magicians can use portals to travel to the Hall of Worlds or to access hidden places called 'chambers' connected to certain regio. The spell is also used to open the Sentinel Gate, the powerful teleportation portal that stands in Anvil.

There is also a portal in the Anvil regio that leads to the Hall of Worlds. A magician wishing to use this portal pays the standard cost of one mana the first time they use it in a weekend; for the rest of the event they may then cast it without needing to spend additional mana.

Additional Regular Spells

A magician who wants to cast one of these spells must learn each one separately with the Extra Spell skill.

Heal

- Cost: 1 Mana

This spell completely restores all lost hits. It does not affect a limb that has been affected by a CLEAVE or IMPALE call.

Mend

- Cost: 1 Mana

This spell repairs an item, such as a weapon or shield that has been broken using the SHATTER call.

Night Pouch

- Cost: 1 Mana

This spell enchants a suitable bag or pouch so that it cannot be opened by anyone except the caster. The contents of the bag cannot be accessed by anyone but the caster without ritual magic or a special ability. The spell lasts until time out. At time out, the contents of an unopened night pouch is lost.

Any player who has access to this spell may carry a small pouch or small bag; the spell will not affect a bag more than 18” deep or 6” wide. PD will issue every character who has this spell with a night pouch ribbon. When you cast this spell you should fasten your pouch with this ribbon.

Purify

- Cost: 1 Mana

If the target is affected by VENOM or WEAKNESS, then this effect is removed. This spell cannot cure more powerful poisons or curses.

Restore Limb

- Cost: 1 Mana

You may restore a limb ruined with the CLEAVE call or IMPALE call.

Voice for the Dead

- Cost: 2 Mana

You enable a corpse that is still being phys rep’d to speak. The target must have died in the last 10 minutes. This spell lasts five minutes.

Offensive Spells

- Require at least five seconds of appropriate roleplaying

- Require you to hit the target with an implement, a wand, rod or staff

- You must hit the target within ten seconds of completing the spellcasting

- The spell fails if you attack another character or are hit during spellcasting

To cast an offensive spell you must complete at least five seconds of appropriate roleplaying including spell vocals. You must then touch your target with a wand, rod or staff within ten seconds of completing the spell. You cannot cast an offensive spell without using a suitable implement.

If you deliver an offensive melee strike to touch the target with your implement then the target also loses one global hit. You should always assume that your opponent has wounded you in this way unless their roleplaying clearly indicates otherwise.

A wand may be between 8” and 18”, a rod may be between 18” and 42” and a staff may be between 42” and 84”. You can only use a staff if you have the Battle Mage skill.

Additional Offensive Spells

There are no basic offensive spells; a magician who wants to cast one must learn each one separately with the Extra Spell skill.

Empower

- Cost: 2 Mana

You may allow the target to make a single heroic call based on the weapon that they are using within 10 seconds. They may call STRIKEDOWN if they are wielding a pole weapon, SHATTER if they are wielding a great weapon or CLEAVE if they are wielding a one handed weapon or a one handed spear. The target cannot use an implement to delivered an empowered blow.

Entangle

- Cost: 1 Mana

The target cannot move their feet for 10 seconds.

Paralysis

- Cost: 2 Mana

Neither you or the target can move or take any action other than speech for 10 seconds.

Repel

- Cost: 1 Mana

The target is subject to the REPEL call, they must move away from you for 10 seconds at a brisk walking pace or faster.

Swift Heal

- Cost: 2 Mana

This spell completely restores all lost hits. It does not affect a limb that has been affected by a CLEAVE or IMPALE call.

Venom

- Cost: 1 Mana

You and the target are both poisoned, suffering the effects of the VENOM call. Venom lasts until cured.

Weakness

- Cost: 1 Mana

You and the target are affected by the WEAKNESS call. Neither can cast any spells, use magic items or use hero points. Weakness lasts until cured.

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Spider's Tollkeep

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Merchants' Crossing

- 4 Appointment

Overview

The Spider's Tollkeep is an Imperial title associated with the Spider's Dream that links Madruga and Sarvos. The position of tollkeeper is a sinecure, requiring minimal responsibility but offering a regular income drawn from the tolls paid by merchants crossing the bridge across the furious river Vassa.

During the reign Emperor Walter the sinecure lapsed as the bridge was allowed to fall into an increasing state of disrepair. Eventually, the cost of maintaining the sinecure in the absence of regular tolls resulted in the Senate voting to stop supporting the title. While it still existed in theory - and still had responsibility for ensuring the Spider's Dream was kept in good repair - in practice it ceased to be relevant.

Following the repairs overseen by Avisena i Ezmara i Guerra, the sinecure is once again available and was appointed for the first time in five years at the Autumn Equinox 377YE. Historically, the need for six senators from two nations to be in unanimous agreement has made this sinecure particularly difficult to assign ... The peculiar method of determining the title's holder stems from the fact that it is connected with a bridge. While it is often considered to be 'in' Madruga, the bridge spans a river and so is legally in both Madruga and Sarvos. Needless to say, this sinecure is among one of the most often contested Imperial titles, as consensus between senators from two nations has regularly proved ... difficult ... to achieve.

In Spring 380YE, Grendel orcs attached to the forces involved in the sack of Sarvos made an attempt to take advantage of unusually high flooding in the river as part of an attempt to destroy the bridge entirely, cutting the Freeborn territories off from the rest of the Empire. They were stopped by the brave action of Imperial heroes, and the bridge preserved - and along with it the ability for armies to pass from the south-western Empire into Sarvos and Tassato, and vice versa.

Responsibilities

The title holder is expected to ensure that the Spider's Dream remains open and in a state of good repair. The actual job of operating the tollbridge falls to civil servants and locally recruited agents.

Powers

Merchants' Crossing

The Spider's Tollkeep gains custodianship of a sinecure. Each season they receive an income of 2 Thrones drawn from the tolls paid by merchants crossing the bridge.

Appointment

The Spider's Tollkeep is unusual in that it is appointed by unanimous decision of the senators of the Brass Coast and the League. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by either a Freeborn citizen or a citizen of the League.The Spider's Tollkeep has tenure, and serves until they die or step down.

In accordance with its peculiar method of appointment, the Spider's Tollkeep can be revoked by the General Assembly, the Freeborn National Assembly, the League National Assembly, and by the Assembly of the Nine.

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Spider Folds the Net

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

Contents

- 1 Rules

- 1.1 Day Magnitude 10

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Magnitude

- 1.5 OOC Elements

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 10

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. During the ritual the casters must be in a strong Day regio. This ritual requires a blank piece of parchment and a writing implement.

Effects

When the ritual is complete, the writing implement begins to move across the parchment producing a spidery scrawl that lists every successful large-scale spellcasting event that targets the Empire or its lands.

It detects magical effects that target regions, nations, or resources within the Empire (it does not, for example, detect enchantment or curse rituals that target characters or items, divinations, or other short-lived effects that work on a smaller scale). It detects all such magic that has been performed during the event, and for a short time before it.

For each magical effect detected, the ritual records:

- the magnitude and realm

- the region or territory targeted, or if the ritual targeted the entire Empire

- the type of resources targeted by rituals such as Rivers of Gold that target resources

The information generally appears in the order the magical effects were created, but the exact timings are not revealed.

Effects that conceal or obscure information such as those created by Drawing the Penumbral Veil or Incantation's Mystic Mask will block this ritual if they were performed at higher magnitude; in this case only the existance of the obscuring or concealing effect is generally discovered. If the magnitude of the concealing ritual is matched or exceeded, it and the effect it conceals are both revealed.

Additional Magnitude

You may increase the magnitude of the ritual to penetrate more powerful shrouds or masks.

OOC Elements

The parchment scroll and writing implement are used in this ritual to justify providing the ritualists with a printed copy of the data they uncover, as we anticipate there being a lot of information as the event progresses. This will be a set of in-character information that can then be referred to on the field. If you let a referee know in advance that you are preparing to perform this ritual, it may reduce the time it takes for the information to be available.

Description

This ritual is almost always performed at the regio by the Sentinel Gate at Anvil. The information it provides can help to identify enchantments, curses and the like that target the Empire or places within it, and serve as the basis for further investigation with other spells or more mundane means. The later during a meeting it is performed, the more information it gathers, but the less time there is to deal with that information.

Although the ritual most often captures magical effects actually performed at Anvil, it can also be used to discover magical effects created by enemies of the Empire - if the Thule create a deadly blizzard over part of Skarsind, for example, then this ritual will detect that magic. This is also the ritual most likely to expose dubious spellcasting by an Imperial coven, such as those incidents surrounding the misuse of Thunderous Deluge.

The name of the ritual is a reference to the constellation of Spider, and to the Net of the Heavens. In other parts of the Empire it is called The Mystic Scribe or The Celestial Catalogue.

Common Elements

This ritual often involves active divination, often with runestones or cards. The regio where the ritual is performed is often marked with a design incorporating the runes Sular and Ophis, and a map of the Empire is commonly used as an additional focus. Lenses, mirrors and bowls of pure water are often used to focus the mind or create a meditative state. The ritual is almost always performed under conditions of bright illumination - sunlight or by multiple lamps, lanterns, light-stones or fires.

The parchment and writing implement that form the main focus of the ritual are sometimes left to their own devices at the centre of the performance, but in some rituals they are accompanied by a scribe - a person who writes constantly, recording their impressions of the ritual, the event and the state of the Empire. At the completion of the ritual, the instrument takes over, appending the details of the magic it discerns to the text.

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Spinning Song

Original song by Jude.

A pdf of the tune and lyrics can be found here.

Embroider him a favour for to wear around his arm And tie it in a true love’s knot to keep him safe from harm Stitch it in the softest silks in colours bright and gay To bear the memory of your love while he is far away,

Weave yourself a woolen cloth with weave both fine and neat And wash it by the light of dawn in scented water sweet Make of it a good night-gown and dye it deepest blue To warm you in your bed at night when he is far from you

Weave yourself the finest silk for to make into a dress And stitch it in the colour and the shape that suits you best Sew in silken roses all around the neck and hem To wear to bid him welcome when he comes back home again

Weave for him a linen sheet and make it long and wide Enough to drape across a bed or to clothe a virgin bride Lay it down upon the earth and wrap it well around Then tie it in a true love’s knot and lay it in the ground.

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Spiral

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 The Black Plateau

- 3.2 The Three Passes

- 3.3 Ruins of Fort Mezudan

- 3.4 Ankarien

- 3.5 The Legacy

- 4 Regions

- 4.1 Ankra

- 4.2 Apstrus

- 4.3 Apulus

- 4.4 Ateri

- 4.5 Cinion

- 4.6 Ossuary

- 4.7 Screed

- 5 OOC Notes

Overview

The Urizen lived in Spiral long before there was an Empire, but even then it was isolated. The main thrust of pre-Imperial Urizen settlement was in Morrow to the north, and the two territories were connected by a tenuous "bridge" of spires stretching across Zenith. Even then, the place had a haunted reputation. At some point in the distant past, powerful magic was worked here and the echoes of that magic occasionally caused trouble for the Urizen in their mountain fastnesses.

At the heart of the territory is the Black Plateau, a great plateau of volcanic glass with a dire reputation. Artefacts from the Black Plateau are often considered haunted or touched by malign evil, and are generally destroyed when they are encountered.

Recent History

Spiral was lost to the Empire fifty years ago. In 331 YE. Barbarians from the Broken Shore came up through Apulus along the coast, and with weapons fashioned from the glass taken from the Black Plateau overran the defenders of Spiral, resisting all efforts to throw them back. Refugees streamed into Morrow and Zenith, and many of them - and their descendants - live there to this day. Some still consider themselves to be living in exile and consider the liberation of Spiral a pressing concern.

With the restoration of Fort Mezudan, Imperial eyes are once again on Spiral. Identifying a weakness in the Grendel supply lines, a concerted campaign of seaborne raiding was followed in Autumn by the invocation of a cataclysmic storm that devastated the docks at Apulian. It remains to be seen what impact this will have on barbarian domination here.

In Spring 381YE, the Grendel orcs launched a major offensive on all fronts that saw Imperial forces driven back to Cinion, and the territory again fell into barbarian hands. Over the next year, war raged relentlessly across the territory, accompanied by the slow rousing of the Black Plateau in Screed. The situation came to a head shortly after the Winter Solstice 381YE when the Varushkan army of the Iron Helms were unleashed against the Grendel. During the Battle of Solen's Doubt in Apstus, three Grendel armies were permanently destroyed as a wave of madness swept through both Imperial and orc forces that culminated in the awakening of the Black Plateau - an event whose repercussions are still not entirely understood.

The Plateau Ascendant

Shortly before the Spring Equinox 382YE, the Black Plateau became active to a degree unprecedented in the history of the Empire. This has a number of effects, many of which are not yet clear. What is certain for the time being however is:

- Every army fighting in Spiral will take 25% additional casualties going forward

- It is impossible to receive natural resupply in Spiral

- Any army that sends the season in Spiral will lose 5% of its maximum fighting strength over the course of that season even if it is not engaged.

- Personal resources have their production reduced by a quarter; this includes fleets and military units. The nightmares and the oppressive power of the Black Plateau encourages any living person in Spiral to leave.

- The mithril in the Legacy appears to shield the workers there somewhat, but there are few workers prepared to make the trip to Ossuary given the recent history of the mithril mine and the constant threat of the Black Plateau. As a consequence the upkeep of the Legacy has been doubled for the forseeable future.

Over the last few years there have been several magical rituals designed to deal with the Black Plateau. None of those rituals will have any effect, for good or ill, on the active Black Plateau. Indeed, it is highly unlikely that any ritual magic will be effective against the Black Plateau in its current roused state.

Major Features

The Black Plateau

A great plateau of volcanic glass with a dire reputation. Artefacts from the Black Plateau are often considered haunted or touched by malign evil, and are generally destroyed when they are encountered. Scholars have established that while many of the artefacts recovered from the Black Plateau date back to the days of distant Terunael, and to pre-Urizen Spiral, there are occasional artefacts that reach back even further - they cannot agree on the exact age of the plateau but the volcanic glass may date back to a period before human history.

Barbarians armed with weapons fashioned from the glass taken from the Black Plateau overran the defenders of Spiral, resisting all efforts to throw them back. There are no permanent settlements or spires in the area around the Black Plateau - attempts to establish them ended in tragedy without exception. Even the barbarians are not stupid enough to spend more time than they need to near the Black Plateau. For the last three decades there have been stories of insane, bestial humans - presumably the children and grandchildren of Urizen left behind when Spiral fell to the barbarians - who live on and around the plateau. Their motivations, assuming they even exist, are unknown.

The plateau appears to feed on and amplify negative emotions - especially hate, rage, fear, and despair. Those fighting in the territory when it became active also reported hallucinations and oppressive, malign thoughts causing them to dwell on past failures, insults, and suspicions. In some cases these thoughts lead to tragic action. Shortly before the Spring Equinox 382YE, the Black Plateau was roused to full wakefulness with dire consequences.

The Three Passes

Before the Autumn Equinox 381YE, the Grendel engaged in a program of collapsing the passes through the western and the northern mountains out of Spiral. At this time there are only three major passes still open that are large enough to allow a campaign army to pass through them without difficulty.

- The Onyx Path linking Optarion and Ateri. The western end of the pass is guarded by the Citadel of the Flame, while the eastern end emerges near the ruins of Fort Mezudan.

- The Crow Road linking Willstone and Cinion. The western end of the pass is watched by the resourceful sentinels of Willstone spire, while the eastern end emerges in the hills above the ruins of Damakhan's Forge.

- The Twilight Gate linking the plains of Proceris and the northern Ossuary. This "pass" is wide enough that it would be extremely difficult to close it without constructing a fortification.

These three passes now effectively control access from Imperial territory into Spiral, and vice versa. There are several smaller, higher passes still intact of course that can be used by small groups or caravans - but these are not suitable for a campaign army to use.

Of particular note, the mountains of Apstrus contain no passes through to the Grendel territory of Mareave that are suitable for use by an Imperial army. Without an opportunity it is only possible to enter Mareave through Apulus.

Ruins of Fort Mezudan

The fortress Fort Mezudan - also known as the Fist - was under construction at the time the barbarians attack, but workers and guards refused the order to destroy the walls. When the original defences against the barbarians fell, the workers armed themselves and held the semi-completed fortress for two weeks until Imperial reinforcements arrived. For that reason the stone-crafters guild were always considered have nominal control of this small fortress, and no decade went by without some major renovation or improvement being undertaken.

During Winter 377YE, the Imperial Master of Works arranged for emergency supplies and many wains of white granite collected by Marcus of Endsmeet to reach the stone-crafters guild of Ateri. While Imperial forces occupied the invading orc armies, the final months of work were completed at a feverish rate that burnt out almost the entire ushabti work force. By the middle of Spring 378YE, the Fist was complete, ready to serve its intended purpose as a bastion for Imperial forces against the invaders of Spiral.

Unfortunately, shortly after the Autumn Equinox 379YE, a powerful magical storm struck the fortress, which had already been damaged as part of the renewed Grendel offensive. The Fist was completely destroyed.

Ankarien

On the slopes of Ankra stood the Spire of Ankarien. One of the oldest and most prestigious of the Urizen spires, it was home to perhaps the finest library in the Empire. The infamous Emperor Nicovar was born here, and lived much of his early life at Ankarien; this did not spare the library from his destructive wrath as he descended into madness. What Nicovar did not quite achieve, the barbarians almost managed. As they drew near the librarians carried much of the contents to Endsmeet. The Spire itself now lies in ruins, and the remainder of its books and scrolls are presumed destroyed by the savage orcs.

The Legacy

This vast mine complex is one of the few places in Spiral that remain under Imperial control. It is mostly played out today, but still manages to produces significant quantities of mithril for whoever controls it. According to legend the site was part of a great gift to the Urizen people but who gave it to them, and why, are details lost to time.

The Legacy is a national Bourse position which produces mithril. Control of the Legacy is assigned to whichever Urizen candidate receives the most support from Urizen owners of mana sites. This Bourse position produces 22 Imperial wains of mithril every season.

This Bourse seat was lost to the Grendel during their full-scale assault of Summer 379YE. It was later recaptured by Imperial forces during the big push following the Winter Solstice 381YE.

Regions

Ankra

Quality: Hills

The mountains of Ankra are the site of some of the oldest spires in Urizen, including one of the most prestigious - the library of Ankarien.

Apstrus

The lower slopes of the Apstrus peaks are covered in rolling woodland, carefully cultivated by ushabti and at one time produced a great bounty of forest materials, especially Iridescent Gloaming. The dreaming spires of Apsterus (as they were often known) were dedicated to philosophical thought, their forest-bounty providing the inhabitants with lives of comfort despite their location on the very eastern edge of the Empire. One of the most prestigious was Solen's Doubt. Dedicated to experimental philosophy, it was a place for solitary study and thought. Unsurprisingly, it was overrun during the barbarian march to conquer the territory. The Battle of Solen's Doubt shortly before the Spring Equinox 382YE saw Imperial and Grendel forces clash here for the final time during the campaign. Three Grendel armies disbanded due to the presence of the Iron Helms, and the Black Plateau became fully active. Five hundred Imperials died in the very instant the plateau awoke; both forces withdrew in disarray in the wake of the calamity.

Of special interest to the Urizen, the central Heliopticon tower for Spiral stood on the northern slopes of Apstrus, the heart of the communication network. The defenders held the tower for several months against the barbarians, allowing the rest of Spiral additional warning of army movements, and relaying desperate messages for aid to Morrow and Redoubt. When the tower finally fell, it is assumed the barbarians either destroyed the specially calibrated mirror and the light-source (a glowing stone infused with the magic of the Realm of Day), or stole them away. Some recent rumours suggest these two components might have been hidden by the defenders, and only uncovered recently, but the facts are unclear - and idle speculation has no place in the study of history.

Apulus

Qualities: Coastal, Ruins

Before it was taken by the barbarians, Apulus was the gateway to adventure for the people of Urizen and, to a degree, the Empire. Expeditions into the wilds outside the borders would rest here before undertaking their quests into the unknown wilderness. Ships from across the Bay of Catazar docked at the coastal spires here, with League and Freeborn adventurers in particular being regular visitors.

Perhaps the worst casualty of the barbarian invasion was the Lighthouse at Apulian, a Great work that served as both a spire dedicated to foreign trade and a beacon for all the Urizen fleets based in Spiral. The last Keeper of the Lighthouse, Hadrian of Apulian, burst the entire structure apart once it became clear it would fall to the orcs, shattering the magical stone (a gift from the Eternal Kimus) that served as the light. The white granite tower exploded in a thunderous detonation, the echoes of which were reportedly heard as far away as Sarvos and the island of the Lyceum. The release of magical power incinerated several hundred orcs, along with all the defenders of Apulian. Some refugees from Spiral attempted to have Hadrian declared an Exemplar of Loyalty, but received little support from the Imperial Synod. Most of the survivors are dead now, of course.

The town is no more. In 378YE the invoked devastation finished what the defenders had started - the rebuilt waterfront at Apulian was smashed to pieces. Then in 380YE, during a conjunction of the fountain, powerful ritual magic sank the entire coastline of Apulus into the Bay, transforming the region into a stinking mire. This was the last straw for Apulian; the remaining buildings collapsed and sank in the marshes, leaving the entire area in ruins.

Ateri

Quality: Hills

Fort Mezudan stood on the slopes of the mountains here before its destruction by Grendel magic. The Onyx Path is one of the three passes wide enough to allow an Imperial army to move between Spiral and the rest of the Empire. The eastern end of the pass was guarded by Fort Mezudan, while the western end is protected by the Court of the White Fountain.

Cinion

The wide valleys of Cinion are lush and covered in rolling woodland. Until Winter 380YE the region was littered with ruined spires, most long since looted by the barbarians. Several of these spires stood over plentiful mines and there were many rich veins of tempest jade and weltsilver. The mines remain, but almost all the ruined spires are now gone. Those that survived the supernatural fires that raged across the mountains in Spring 380YE were consumed by trees and vegetation invoked with powerful Spring magic designed to rejuvenate the area.

One small area proved resistant to the magic released to heal the wounded hills. A grove of blasted and burnt trees, no more than twenty-feet across, remains devoid of greenery to this day. Magicians who have visited the area suggest that it is infused with the power of Winter magic, and may be a nascent regio tied to the Thrice-cursed Court. A small group of illuminates have committed to keeping an eye on the place, to see what happens.

The most famous of the lost spires was proabably Damakan’s Forge - and alone of the old spires, it still stands reasonably hale and healthy despite damage from the magical flames and the uncontrollable Spring magic. Damakan was renowned as the greatest Urizen swordsmith of antiquity, and even today her blades change hands for small fortunes. Although many of her secrets went with her to her grave, a small lodge of smiths have maintained her forge and traditions in its original site in the Spiral. Crafters who were allowed to work with this lodge are rare indeed, but those few who did were able to create swords of surpassing excellence. The spire fell to the barbarians forty years ago - it is unclear how many of the secrets of the weaponsmiths fell into their hands at this time. The smaller settlement of Ossen's Spire served as a gateway to Damakan’s Forge, where those who wished to serve there came here first, and those who wished a sword from there lived at Ossen's Spire to prove their worth before being granted the honour. Unfortunately, the spire was completely consumed in the fires raised during the liberation of Spiral.

The Crow Road is one of the three passes that connect Spiral to the Empire, linking Cinion with Willstone in Redoubt. The eastern end of the pass is watched by the resourceful sentinels of Willstone spire, while the eastern end emerges in the hills above the ruins of Damakhan's Forge.

Ossuary

Ossuary takes its name from the large number of giant bones regularly unearthed in the mines here. Scholars are at a loss to explain them - some claim they may be the bones of great drakes or perhaps even dragons. Many of these bones have been exported to other parts of the Empire where they are studied or presented as curiosities.

The Legacy is in Ossuary; a vital resource that provided mithril to the people of Urizen, which was primarily used to enhance mana sites. It was lost to the Grendel in Summer 379YE, causing a significant blow to the prosperity of Urizen - and potentially to their ability to work magic.

From northern Ossuary, the Twilight Gate connects Spiral to Proceris in Zenith. This "pass" is wide enough that it would be extremely difficult to close it without constructing a fortification at one end or the other.

Screed

Quality: Accurséd

The Black Plateau occupies most of Screed. Even when the territory was in Imperial hands, Screed was largely deserted apart from temporary camps of scholars studying the plateau and its artefacts. Today, the barbarians are said to be employing scavenging teams - some supplemented with human slaves - here, but likewise have avoided creating any permanent settlements.

OOC Notes

- As of Summer 382YE, the Urizen (and thus the Empire) control the regions of Cinion, Ankra, Ossuary, Screed, Apulus, and Ateri. Spiral is again an Imperial territory.

- The region of Apstrus is nominally in Grendel control, but it is not clear if there are actually any organised defenders there at all.

- Shortly before Spring 382YE, the Black Plateau awoke to full malignancy. Its influence is felt across the entire territory.

- Damakhan's Forge in Cinion has some potential to be used as the basis for an Imperial runeforge. Prior to Winter 380YE, the civil service had made several estimations of how that might be achieved - but with the wave of rejuvenating greenery that swept across Cinion, and the destruction of many of the outlying parts of the spire, these costings are now obsolete.

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Spiral Spoils of War

In Autumn 380YE, following the liberation of Spiral from the Grendel during the previous Summer Solstice, these resources were presented to the Military council for assignment as spoils of war

Contents

- 1 The Ankarien Chess Set

- 2 Dragons Graveyard

- 3 Fracta Fenestra

- 4 Lathraia

- 5 The Lighthouse Keepers

- 6 Mavrisma Níki

- 7 The Night Arbour

- 8 Procella Viridis

- 9 Solen's Garden

- 10 Damakan Bladeworks

The Ankarien Chess Set

Military Unit/ Rank 3

Most ushabti are constructed to perform a handful of simple tasks repetitively. These particular ushabti were armed and armoured to perform as human-sized chess pieces. They were gifted to Emperor Nicovar when he became maester of Ankarien. Following Nicovar's death, they were sealed away in one of the lower chambers by order of the Arbiter of Ankarien. They had long since been forgotten when the Grendel arrived and the Urizen were forced to flee with what they could from their precious libraries.

The ushabti still retained a spark of magic however and when the Grendel looted the remains of the spire and unearthed them, they set about the task they had last been given - to protect their Arbiter (a common Urizen name for the piece other nations call the Throne, here referring to the individual who commands the chess set). Faced with continuing attacks from the relentless constructs, the Grendel took losses and curtailed their banditry, caving in the entrance to the room to prevent further incursion. With the barbarians dispersed, the sealed-off area has only just been excavated and the thirty ushabti warriors of the Chess Set stand ready for new orders.

Dragons Graveyard

Mana Site / Rank 5

Ossuary is famously named for the great bones that are found there. Some places have a larger concentration of these bones than others, and the Dragons Graveyard represents one of the largest and best known. The name is highly speculative, but appears in records that date back to the time before Urizen joined the Empire. The arrangement of the bones appears to shift over time, although some scholars speculate that new bones appear when nobody is looking. A potent Summer regio associated with the site only fuels rumours of the draconic origins of the bones. The mana that flows into this site seems to surge more strongly during conjunctions of the Stallion and the Stork, prompting some to speculate on an even stronger affiliation for the Summer realm. During these periods of surging mana, crystals have been reported forming spontaneously here without the need for salt solutions to catalyse their growth. The idea of a surging mana tide seems to be supported by the story of Salios of Endsmeet and the orc Dughal Stormlord, during which one or the other's Staff exploded catastrophically destroying several combatants.

Fracta Fenestra

Mana Site / Rank 4

In a crater below the Black Plateau lies the Fracta Fenestra. A number of magical explosions have melted the obsidian into an earthbound reflection of the night sky, a great mirror of the heavens staring up from the rock. The Key, the Lock, and the Spider are among the constellations known to be associated with this desolate forbidding place, which is often used as a site from which to observe the heavens.

Lathraia

Fleet / Rank 2

From amidst a hidden coastal cave in Apulus, concealed by Night magic and below water at high tide, the smuggling boats of the Lathraia sailed forth. These sailors braved choppy waters and Grendel raiders alike to deliver goods and information to those Urizen still present in Spiral. With knowledge of the local tides and cave networks, and numbering many merrow among them, they were able to provide much needed supplies to survivors wherever they found them as well as engage in several hit and run attacks to weaken and hole lone orc ships. With Spiral back in Imperial hands, the Lathraia that remain turn their eyes back to their study of the ocean and how best to make their living from it.

The Lighthouse Keepers

Congregation / Rank 3

The last keeper of the Lighthouse at Apulian, Hadrian, shattered the magic stone that gave it light, destroying several hundred orcs with his sacrifice. Years later, the Lighthouse Keepers - scattered and exiled - still keep vigils in his name, an activity passed down from the generation that witnessed this act. They seek to have Hadrian declared an Exemplar of Loyalty, but also have priests dedicated to Courage and Vigilance among their number. Currently based in Ateri, they are eager to set up again in Apulian. If the region is liberated from the Grendel, they will no doubt wish to see the great work there restored to its former glory and purpose - bringing light to the darkness and keep watch over the coast of Apulus.

Mavrisma Níki

Weltsilver Mine / Rank 4

Formerly the largest weltsilver mining operation in Spiral - perhaps all of Urizen - a full year of Grendel occupation has barely dented the vastness of this resource. The Salt Lords mined the Mavrisma and the nearby mithril of the Legacy alike with slave labour, many of whom died from dehydration, cave-ins and the malodorous mine gases which abound here (and were, naturally, no impediment to ushabti miners). Engineers once travelled here in numbers to learn how the great Urizen engineer Schediazi perfected the whole operation - from discovery through expansion, shaft-building, shoring, extraction and refining - through to the vast system of lenses and mirrors which allowed light to penetrate into its very depths. No-one knows the fate of Schediazi, though it is commonly held that she sealed herself into a lower level when the Grendel appeared rather than leave or be forced to use her mastery in service of the barbarians.

The Night Arbour

Mana Site / Rank 2

The deserted Spire of Oblivion's Edge stands as close to the Black Plateau as it was safe to build a settlement. Created to watch over the Black Plateau, to monitor its dangers and its phenomena, Oblivion's Edge was lost when Spiral fell and is now nought but a ruin. In its heyday, the Spire coaxed a great bounty of mana from the Night Orchard, a series of carefully carved pits dug into a rock terrace where occult geometries and arcane tending would cause the strong magic running through the region to coalesce into tree-like structures - growing up and out in an almost organic shape of crystalline branches. Now, fifty years after the Spire was lost, the Orchard's pits have mostly collapsed inwards or been buried. Only one site remains intact, the Night Arbour, where the lack of careful tending and damage to the astronomantic carvings in the pit's walls have caused the magic to go somewhat wild. Instead of a single tree of crystal, it has become a tangled arbour, a copse of branches and trunks coalesced from raw mana.

Procella Viridis

Tempest Jade Mine/ Rank 2

The canyon of Procella Viridis in Cinion was only discovered three years before the Grendel invasion, uncovered by landslides resulting from a freak thunderstorm. The tempest jade here was worked by ushabti and then polished by master artisans seeking perfection of their craft. Further landslides have led to the loss of one end of the box canyon and its resources, though enough remains to provide a decent quantity of the material for those seeking its use.

Solen's Garden

Irridescent Gloaming Forest / Rank 3

Amidst the ruined spire of Solen's Doubt, lingering magical energies have encouraged a growth of trees and foliage more common to the once well-tended lower slopes. Growing lazily through the maze of broken white marble, they have provided a haven for iridescent butterflies, in numbers rarely seen within the Empire. The feeling of solitude and loneliness in the abandoned spire during the day is overwhelming; the many-hued beauty of the night garden is breathtaking. The Grendel appear to be giving the part of Apstrus around Solen's Doubt a wide berth, and the civil service believe the forest can be safely operated as long as the new owner is discreet.

Damakan Bladeworks

Business / Rank 4

The spire of Damakan's Forge was renowned as the place where the most elegant and potent blades in the Empire were once created. The invasion put paid to the spire, but a handful of smiths and artisans escaped with some of the legendary secrets of this famous bladesmith. They had taken refuge in Ossen's Spire, but Grendel depredations and the eventual destruction of that spire by the fires of Surut put paid to those ambitions. These expert craftspeople began to cluster once again around the site of the lost spire, living in a series of brightly-coloured and expertly engineered tent pavilions based on Freeborn designs. They did not search for lost secrets, but practiced the arts of weaponsmithing as taught to them by Damakan and her descendants, still seeking to hone their art to perfection as only the Urizen know how. There is a significant market for weapons made by these philosopher-smiths, and they were looking for someone to deal with the tedious day-to-day business of selling their weapons for them. They found this someone in the form of the master-artifice Achilles. During the Summer Solstice 381YE, Achilles arranged for the smiths to move from Cinion to [{Redoubt#Limus|Limus]] in Redoubt, establishing a permanent base of operations there away from the immediate threat of the Grendel orcs.

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Spire

A great city is not to be confused with a populous one.

Urizen is a hilly and mountainous land that appears inhospitable at first glance. The Urizen dwell in secure settlements they call spires, built on plateaus, the summits of hills or mountainsides. The difficulty of producing food means that the population of most spires is relatively small. Most spires keep large herds of goats that provide meat and milk and feed on the thin grass that grows on the hillsides below. This is supplemented by fruit and vegetables specially cultivated in arboretums and gardens. Most spires use magic to ensure that harvests are sufficient to feed everyone who depends on them, but there is rarely much in the way of surplus.

Spires tend to be large and airy; stone is plentiful and the Urizen prefer open plan chambers, designed to let light flood into them. Chambers are usually joined by short paths, but it is not unknown for individual Urizen to dwell an hours walk or more from the main body of the spire. A typical Urizen is used to having plenty of space to move around in, and plenty of privacy to get on with the things that interest them. Spires are often heavily fortified, but this is usually achieved by creating a central keep and building defensive walls and gates to protect the narrow paths needed to reach the summit, rather than attempting to wall off the entire community. To the Urizen life is rare and precious but space is plentiful so it makes sense to protect the former and not the latter.

When the population of a spire begins to grow too large to feed itself, they will begin construction on a new spire – usually on a nearby hill or mountain peak. When the new spire is largely complete, a proportion of the original population moves to the new spire. The two spires maintain a relationship a little like that of a parent and child until the “child” spire is “mature” enough to be self-sustaining, at which point a formal ceremony is held in which the two spires become independent groups. Political ties often remain close between the two spires.

Sometimes a new spire is formed because a group within an existing spire disagrees with the way things are run, and occasionally just because a group wants to try something new. These spires are less planned, and more prone to failure.

Often two (or even three or four) spires will co-operate to create a new spire, mingling their populations in doing so. The newly created spire may be built to help each spire deal with their growing population but it may also be created as a means to exploit a specific resource, or as part of a political agreement between the participants. Regardless of the reason for forming the spire, the assumption is that eventually it will become independent of the parents once it is self-sufficient.

The idea of one group directly controlling more than one spire in Urizen is generally considered laughable. A combination of the problems caused by the mountainous terrain, coupled with the resentment that grows within a few generations of someone else telling them what to do, is seen as leading inevitably to bloody revolt, which is the last thing any Urizen wants to see.

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Spire (Redirected from Spires)

A great city is not to be confused with a populous one.

Urizen is a hilly and mountainous land that appears inhospitable at first glance. The Urizen dwell in secure settlements they call spires, built on plateaus, the summits of hills or mountainsides. The difficulty of producing food means that the population of most spires is relatively small. Most spires keep large herds of goats that provide meat and milk and feed on the thin grass that grows on the hillsides below. This is supplemented by fruit and vegetables specially cultivated in arboretums and gardens. Most spires use magic to ensure that harvests are sufficient to feed everyone who depends on them, but there is rarely much in the way of surplus.

Spires tend to be large and airy; stone is plentiful and the Urizen prefer open plan chambers, designed to let light flood into them. Chambers are usually joined by short paths, but it is not unknown for individual Urizen to dwell an hours walk or more from the main body of the spire. A typical Urizen is used to having plenty of space to move around in, and plenty of privacy to get on with the things that interest them. Spires are often heavily fortified, but this is usually achieved by creating a central keep and building defensive walls and gates to protect the narrow paths needed to reach the summit, rather than attempting to wall off the entire community. To the Urizen life is rare and precious but space is plentiful so it makes sense to protect the former and not the latter.

When the population of a spire begins to grow too large to feed itself, they will begin construction on a new spire – usually on a nearby hill or mountain peak. When the new spire is largely complete, a proportion of the original population moves to the new spire. The two spires maintain a relationship a little like that of a parent and child until the “child” spire is “mature” enough to be self-sustaining, at which point a formal ceremony is held in which the two spires become independent groups. Political ties often remain close between the two spires.

Sometimes a new spire is formed because a group within an existing spire disagrees with the way things are run, and occasionally just because a group wants to try something new. These spires are less planned, and more prone to failure.

Often two (or even three or four) spires will co-operate to create a new spire, mingling their populations in doing so. The newly created spire may be built to help each spire deal with their growing population but it may also be created as a means to exploit a specific resource, or as part of a political agreement between the participants. Regardless of the reason for forming the spire, the assumption is that eventually it will become independent of the parents once it is self-sufficient.

The idea of one group directly controlling more than one spire in Urizen is generally considered laughable. A combination of the problems caused by the mountainous terrain, coupled with the resentment that grows within a few generations of someone else telling them what to do, is seen as leading inevitably to bloody revolt, which is the last thing any Urizen wants to see.

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Spiritskin Coat

Description

Despite the name this 'coat' is actually armour. Usually made in several pieces of supple leather worn in layers with heavy furs, it is favoured by Suaq and Kallavesi hunters. Traditionally a Spiritskin Coat is only made from leather gathered by the hunter who will wear the armour, working by themselves in the wilds of Sermersuaq. A suit intended to be an artefact would normally be made only from the finest leather, and some artisans refuse to make a permanent Spiritskin Coat from anything other than leather the hunter has gathered from animals slain with their bare hands.

In the days before the coming of the Vard, the Ushka wore similar light leather armour which they called a Shadowrunner Coat. Usually made of dark-stained leather and painted with occult symbols designed to ward against evil, it sees some use today by messengers who travel between the vales and for whom mobility is more important than durability.

In the League it is often called a Pigskin Jacket, and is especially favoured by the bravos of Tassato. Other citizens of the League tend to look down on those using this serviceable light leather but in the close confines of a street fight, or for scouts who need to be able to outrun their opponents without collapsing from their wounds, it is invaluable.

Rules

- Form: Armour. Takes the form of a suit of light armour.

- Requirement: Any character can bond to this item.

- Effect: Twice per day you may use the unstoppable skill as if you know it without spending any hero points.

- Materials: Crafting a Spiritskin Coat requires eleven measures of ambergelt, five measures of beggar's lye, five ingots of weltsilver and three measures of iridescent gloaming. It takes one month to make one of these items.

She heard the creature long before she saw it, a crashing of branches that sent birds scattering in to the air with startled hoots of displeasure. She tightened her grip upon her weapon. Teleri’s heart beat so hard in her chest she thought it was about to leap out and take flight. The spear was crafted by her hand and had been used to hunt the deer, the skin of which was used to work the armour she now wore. The armour was inscribed with intricate spirals embedded with weltsilver, the ruddy colour echoed in the tattoos that twisted across her skin. She had woven healing magics into it; invigorating energies that kept her standing when her body should fail. She had already had call to use it that day as she fought her way from the battlefield, a lucky blow from an orc axe had sliced open her gut with an otherwise fatal wound. She tried to calm her nerves, she knew that she was dangerously close to Vallorn territory and that any variety of twisted creature could be nearby but she had needed to travel this way, had she needed to go a longer way the message she carried would never reach its destination in time. She realised that wouldn't matter if the dark-things got her.

She sped off, hoping to put as much distance between her and the source of the noise. As she ran the crashing of branches increased behind her, she cursed herself for a fool. So many of the monsters here were predators, sensitive to swift movements. She should have hidden or used stealth, but it was too late now. She hurried on, not looking behind her as the sounds grew closer.

Pain exploded through her as a vicious scythe-like claw tore through her side, she cried out in agony as she saw the bony blade smeared in her blood. With a scream she turned and lashed out with her spear, thrusting half blind with pain at the faceted eyes of the bizarre creature behind her where it stuck fast. She was rewarded with an inhuman screech and the claw was retracted and the thing stumbled backwards, taking her spear with it. She cursed the loss of her weapon and channelled the magic of her armour, the deep red spirals painted on to her skin fading into the leather leaving her arms pale and bare.

She carried on running, the creature fading into the forest behind, hands that were all too nearly human pawing at its ruined face as she sprinted on. She knew that she was not far from escaping the dangerous patch of the forest but she also knew that the magic of her armour was spent and that another encounter with the spawn of the Vallorn would see her message go undelivered.

She shook such thoughts from her head and focused; the Empire needed her and she would not fail.

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Splendid Panoply of Knighthood

Rules

Summer Magnitude 14

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets up to five characters. Each character must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual targets up to five characters from the same banner. Each target gains one additional rank of endurance, and experiences the roleplaying effects of a feeling of personal prowess and self confidence.

The effect lasts until the start of the next Profound Decisions Empire event.

Contents

- 1 Rules

- 1.1 Summer Magnitude 14

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Options

- 2 Description

- 3 Common Elements

Additional Targets

This ritual can affect additional characters from the same banner. Every additional character increases the magnitude by 2. Additional characters must be present throughout.

Options

Any caster who has mastered the ritual may choose to substitute Orichalcum for crystal mana when contributing to it. Every 2 ingots of Orichalcum spent counts as 1 crystal mana when contributing to the ritual.

Description

This enchantment is one of the best-known Summer rituals and is used to bolster bands of warriors across the Empire. When dealing with small groups, Strength of the Bull is a little more efficient, but Splendid Panoply of Knighthood is more effective at enchanting a band of soldiers. Indeed, the more soldiers that are part of a single enchantment, the more efficient it becomes. The rituals are otherwise quite similar, although the fact that the Splendid Panoply is invariably used on a band rather than an individual means that its performances are usually a much larger-scale affair. It is often performed shortly before battle, often a within an hour or so of dawn.

The ability to use orichalcum to provide power to the ritual - something which is not possible with Strength of the Bull - also makes it appealing to magicians whose access to crystal mana is more restricted than their access to raw orichalcum.

Common Elements

As with many enchantment rituals, common elements include the consumption of wholesome food and drink (especially mead or beer) and the use of tokens and gifts such as favours. Oaths, toasts and rousing speeches are also common, as are choruses of songs favoured by soldiers. The ritual often focuses on rousing the fighting spirit of the targets, and the invocation of Paragons and Exemplars of Courage and Loyalty are especially common.

Any of the Summer runes might be evoked, depending entirely on the nature of the warriors and the ritualists. Runes are often painted onto the skin especially the face and arms. Navarr vates and Wintermark runesmiths alike will trace the scars, brands and tattoos of their targets as they perform the ritual, connecting the strength gained today with oaths or wounds from the past. An evocation of The Stallion or The Oak may be appropriate with this ritual, as are evocations of horses, bulls, narwhal, unicorns and dragons.

The Captain's Mask is a ritual focus that helps empower the performance of this ritual.

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Splendid Vestment

Description

This enchanted garment is most commonly called a cardinal's robe or bishop's robe. Quite apart from the spiritual power it offers, it represents an investment of dozens of ingots and measures of rare materials, and the work of a master artisan. Some priests of Prosperity and Pride see ownership of one of these glorious garments as a sign of their virtue, taking inspiration from the item itself; others view it as a powerful adjunct to their ceremonial abilities. Both schools of thought can appreciate the beautiful dyes, sumptuous fabrics and precious metals that augment and ornament the splendid vestment.

Early versions of this powerful priestly robe were called splendid chasuble after the traveling garment popular among pre-Imperial Highborn pilgrims. A roughly oval piece of cloth, with a hole in the centre through which to pass the head, falling below the knees on all sides. It had to be gathered up on the arms to allow the arms to be used freely, and was often of tough wool. It became associated with several early Chapters and as the Way spread, so too did the chausable. Over time it fell out of fashion, and was replaced by the beautiful robes favoured by high ranking priests today. The chausable remains popular with some sects, however, especially among the priests of the Assembly of the Way.

Rules

- Form: Armour. Takes the form of a robe.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: When you perform or participate in a consecrate, hallow, anointing, exorcism, testimony, or excommunication ceremony, you may add an additional rank by spending an additional Liao.

- Materials: Crafting a splendid vestment requires thirteen measures of iridescent gloaming, thirteen measures of beggar's lye, eight ingots of orichalcum, five measures of dragonbone and five ingots of weltsilver. It takes one month to make one of these items.

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Splint Mail

Description

These sturdy shirts or hauberks are usually made of light mithril plates riveted to a sturdy leather backing. It is especially favoured in Varushka and Highguard. In the Brass Coast these suits are made of reinforced leather scales, and are often dyed blue or green and called Cerulean Scale, after the herb cerulean mazzarine. The name Cerulean Scale was once far more widely used until a successful play in Tassato employed the pun Splint Mail. The name caught on among the Free Companies who spread it to the armies of other nations who hired them. The Highborn troops resisted the comedic term, but it stuck among nearly everyone else.

The main advantage of this armour comes when the warrior has reduced coverage of arms or legs for some reason, especially among warriors who prefer the freedom granted by minimizing the amount of restrictive armour they are wearing. Archers particularly appreciate both the freedom of movement and the restorative power of the armour, for as it is said in the Marches there are few creatures as miserable as a one-armed archer.

Rhyv, the rune of blood, is fairly commonly employed on this armour for its general healing ability, though Bravash, the rune of fertility, is also used to encourage the bones to grow back together rapidly. The runes are often embossed into the leather, but some smiths cut the mithril plates into the shape of the runes, creating a bold form of decoration as well as anchoring the enchantment. Given the use of both Spring runes and the association with herbs, some suits bear elaborate floral patterning.

Rules

- Form: Armour. Takes the form of a suit of medium armour. You must be wearing this armour to use its magical properties.

- Requirement: Any character can bond to this item.

- Effect: You may spend a hero point to use the relentless skill as if you know it.

- Materials: Crafting a suit of Splint Mail requires three ingots of weltsilver, six measures of ambergelt, and three ingots of orichalcum. It takes one month to make one of these items.

The artisan looked up from his workbench, and put down his pliers.

"Ah, Wojciech, but we are not the Winterfolk to fight as heroes before solid ranks on a clearly defined field. Not the Dawnish, with their servants to aid them. We are wardens, and we must go wherever the wicked go, follow where they lead. We must depend on ourselves, and our skills, our preparation. Not on the sort of baggage train that might follow an army, with its medical supplies and chirurgeons and apothecaries."

He gestured at the half-finished hauberk on the bench, and on the pots of liquids, and stacks of rare metals that stood to one side.

"Take this armour. It is fronted with light metal scales, so it protects. It does not restrict my arms, so I can fight. It is light, so it lets me run. These qualities are common to any well-crafted armour. But I have imbued it with magic to be my physic, for I go where I cannot depend on one to follow. See this varnish? That is ambergelt, for healing. This caustic? Beggar's lye. These metals? Green iron, welt silver and orichalcum. With these materials, I have crafted my own physician, my own support. When a cunning blow hit to a limb strikes where the armour does not cover, or where an arrow pierces, I can call on this magical protection to remain in the fight, or to run if needs be to fight another day. The Highborn call this splint mail: it is probably the closest they will come to humour. I call it essential."

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Splintering Gorget

Description

A splintering gorget is a piece of ornate neck protection, often cunningly forged to resemble amberglass, or fashioned from volcanic obsidian with matching vambraces and greaves. orc warcasters, Suaq icewalkers and some Varushkan magicians fashion a similar arrangement out of bleached bones. In both cases, the armour tends to resemble splinters of glass or bone that radiate in a rough collar around the neck, over the chest and onto the shoulders.

It takes its name from the Freeborn belief in glass as a metaphor for the soul - by inflicting transient damage on one's own soul, one can splinter the soul of another. Wearers of this mage armour may be viewed with some suspicion by the sutannir, and priests of other nations who understand the metaphor, but there is no suggestion that the use of the splintering gorget actually damages the souls of anyone involved - it simply provides a powerful boost to the magic of the weakness incantation, allowing a magician to cast it without depleting their personal reserves as quickly as normal.

However, some wearers of this mage armour report odd dreams the night after they use it, dreams that seem to have little bearing on their own experiences or identity, as if they are dreaming someone else's dreams - as if splinters of their enemies' souls have become briefly embedded in their own through the reciprocal nature of the weakness spell.

Rules

- Form: Armour. Takes the form of a suit of mage armour.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: Twice per day when you cast the weakness spell, you may do so without spending any mana. You must be able to cast the weakness spell to use this power.

- Materials: Crafting a splintering gorget requires three measures of iridescent gloaming, three measures of beggar's lye, and three ingots of tempest jade. It takes one month to make one of these items.

Night the First

Awoke in a sweat, the taste of battle still fresh on my lips. Leg appears to be healing well. Wish Calazzo was here with me. Terrible dreams last night, experiences so utterly foreign to my mind it is a wonder I slept and woke at all. Thought this might be normal for a first battle, but no-one else in the field hospital seems affected. Maybe it is the leg wound which pains me so. I will ask Ipadra in the morning.

Night the Second

Another day of battle, this time without injury. The barbarians press us relentlessly and we have lost many today. The dreams persist, so vivid and colourful but also utterly alien. I saw myself standing in the enemy camp barking orders at the orc troops, running for hours across unknown plains of high grass, the taste of blood on my lips. They are beginning to trouble me, but Ipadra says they are nothing to worry about, although given the horrific injuries she must attend to among the troops I know she is too busy to bother further with my questions.

Night the Third

Fighting was intense again today, we have begun to press home against the enemy. Returned to camp exhausted of mana and battle both. Beginning to wish I was back on the ship. Still, the dreams keep coming. I cannot believe my mind holds such horrors and am beginning to worry for the sanctity of my soul. Why am I dreaming that I am one with the enemy? Why am I hunting and celebrating in their wretched camps? I am so tired this morning that I am almost unable to move and have been confined to bed for the day with an unknown fever.

Night the Fourth

The first restful night of the campaign. Although dreams came and they were still of bloody war they felt closer to home, less alien. Ipadra sat next to my bed in the night to check upon me. This morning she explained why. The gorget I wear to aid in battle and spellcasting has affected my very soul, splintered shards of other, foreign mirrors which have pierced my being to the core. Ipadra explained that this happens rarely and in time I may learn to block these dreams out. In the meantime, she has offered me some noxious herbal concoction which may sooth my mind as I sleep so I will be able to join the fight again tomorrow. She also added that this is often taken as a sign of greatness and that the Hakima may show an interest in me should they hear of it. I expect that latter remark was designed just to make me feel better. It does not. Ipadra i Tatturo i Guerra, you are a much better physik than you are a liar.

Excerpt from a Mage's Diary, taken from a raid in Anozel

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Splintering Hammer

Description

Usually taking the form of a massive two-handed warhammer, maul, or club the Splintering Hammer allows a warrior to smash the weapon or armour of their opponent. Less versatile than a Woodcutter's Axe, the hammer allows only one powerful blow each day but nonetheless proves quite popular with many Imperial soldiers. In particular, it is sometimes carried as a "back up" weapon by weapon masters who favour a different fighting style - allowing them to shift to the two-handed hammer when they need a little extra might to devastate a particularly stubborn opponent.

These weapons are popular in Dawn and among the Imperial Orcs. A heavy hammer or great mace, studded with tempest jade and inlaid with orichalcum and green iron, swung with a forceful two-handed blow can sometimes cause a poorly made barbarian shield to literally explode into wooden splinters. Denied their protection, the follow-up swing from a skilled warrior leaves the enemy crippled or bleeding out with shattered ribcage and pulverised internal organs. Knights who favour these potent weapons have a perhaps not undeserved reputation for brutality - especially if they choose to use a splintering hammer in a duel or tournament. By contrast, that very reputation for brutal, straightforward practicality that first disarms and then destroys an opponent makes them quite popular with the Orcs (and with more than a few who carry the briar lineage).

Rules

- Form: Weapon. Takes the form of a two-handed weapon.

- Requirement: You must have the Weapon Master skill to bond to this item.

- Effect: Once per day you may call SHATTER with this two-handed weapon.

- Materials: Crafting a Splintering Hammer requires five ingots of orichalum, ten ingots of tempest jade, three ingots of green iron, and three measures of ambergelt. It takes one month to make one of these items.

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Spoils of war (Redirected from Spoils of War)

Contents

- 1 Overview

- 2 Procedure

- 3 Constitution

- 4 Rules

- 5 Spoils of War (By Territory)

Overview

When the Empire captures a territory from the barbarians, they also capture (or recover) a number of personal resources. The majority of these resources are the same as those available to a starting character, but some are more prestigious - represented by named personal resources that have been upgraded.

While anyone can approach the civil service to enquire about a standard personal resource in the newly claimed territory, the disposition of these spoils of war is a matter for the Imperial Military Council alone.

Procedure

Once the territory has been assigned to a nation by the Senate, the civil service compiles a list of valuable resources eligible for assignment by the Military Council.

In the past, various methods have been used to allocate these resources. Often the Military Council treat them as rewards for their work during the campaign. Other times they are used to acquire favours or political influence, or to encourage individuals to move their base of operations into the newly conquered territory. Some generals prefer to seek the advice of representatives of the nation in question such as priests or magicians. This advice led the military council to agree to sell the spoils of war from Segura and Holberg to the highest bidder, enlisting the aid of the Imperial Bourse in arranging an auction and keeping the proceeds. In contrast, when Semmerholm was captured in 52YE the military council awarded the spoils based on the outcome of a tourney.

The final decision of who the spoils of war are allocated to is up to the Military Council; the civil service arrange the transfer, with the handling fees paid from the Imperial treasury. While spoils of war can be awarded to any Imperial citizen, a resource operated by someone from a different nation incurs a significant penalty to its production. It is considered gauche for the spoils to be claimed by individual generals, although it is not unknown.

Once the resource is assigned, it becomes the legal possession of the new owner who may dispose of it as they wish.

Constitution

The Military Council are required to arrange the orderly disposition of resources gained as spoils of war; they have no mechanism to operate them and are legally forbidden to do so. The recipient or method of disposition of each asset takes place by vote of the Military council. If the Council are unable to complete the disposition of the assets at a summit, they are passed to the Imperial Senate to dispose of. If the Imperial Senate is unable to dispose of them, they are passed to the Imperial Bourse to dispose of by auction with the proceeds given to the Council. Neither of these two clauses has ever been invoked.

Rules

- A personal resource gained as part of the spoils of war follows all the normal rules for personal resources

- They must be assigned to a character to operate it.

- The character who receives it must give up their existing personal resource.

- A resource in a different nation loses production.

- The Military Council cannot operate these resources; they must be assigned to a character.

- Once a personal resource gained as part of the spoils of war is allocated, the military council lose all control of it - it now operates as a standard personal resource.

- The usual 2 crown fee for changing personal resource does not need to be paid when allocating spoils of war.

Spoils of War (By Territory)

- Skarsind

- Karsk

- Segura

- Holberg

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Spoils of war

Contents

- 1 Overview

- 2 Procedure

- 3 Constitution

- 4 Rules

- 5 Spoils of War (By Territory)

Overview

When the Empire captures a territory from the barbarians, they also capture (or recover) a number of personal resources. The majority of these resources are the same as those available to a starting character, but some are more prestigious - represented by named personal resources that have been upgraded.

While anyone can approach the civil service to enquire about a standard personal resource in the newly claimed territory, the disposition of these spoils of war is a matter for the Imperial Military Council alone.

Procedure

Once the territory has been assigned to a nation by the Senate, the civil service compiles a list of valuable resources eligible for assignment by the Military Council.

In the past, various methods have been used to allocate these resources. Often the Military Council treat them as rewards for their work during the campaign. Other times they are used to acquire favours or political influence, or to encourage individuals to move their base of operations into the newly conquered territory. Some generals prefer to seek the advice of representatives of the nation in question such as priests or magicians. This advice led the military council to agree to sell the spoils of war from Segura and Holberg to the highest bidder, enlisting the aid of the Imperial Bourse in arranging an auction and keeping the proceeds. In contrast, when Semmerholm was captured in 52YE the military council awarded the spoils based on the outcome of a tourney.

The final decision of who the spoils of war are allocated to is up to the Military Council; the civil service arrange the transfer, with the handling fees paid from the Imperial treasury. While spoils of war can be awarded to any Imperial citizen, a resource operated by someone from a different nation incurs a significant penalty to its production. It is considered gauche for the spoils to be claimed by individual generals, although it is not unknown.

Once the resource is assigned, it becomes the legal possession of the new owner who may dispose of it as they wish.

Constitution

The Military Council are required to arrange the orderly disposition of resources gained as spoils of war; they have no mechanism to operate them and are legally forbidden to do so. The recipient or method of disposition of each asset takes place by vote of the Military council. If the Council are unable to complete the disposition of the assets at a summit, they are passed to the Imperial Senate to dispose of. If the Imperial Senate is unable to dispose of them, they are passed to the Imperial Bourse to dispose of by auction with the proceeds given to the Council. Neither of these two clauses has ever been invoked.

Rules

- A personal resource gained as part of the spoils of war follows all the normal rules for personal resources

- They must be assigned to a character to operate it.

- The character who receives it must give up their existing personal resource.

- A resource in a different nation loses production.

- The Military Council cannot operate these resources; they must be assigned to a character.

- Once a personal resource gained as part of the spoils of war is allocated, the military council lose all control of it - it now operates as a standard personal resource.

- The usual 2 crown fee for changing personal resource does not need to be paid when allocating spoils of war.

Spoils of War (By Territory)

- Skarsind

- Karsk

- Segura

- Holberg

- Reikos

- Spiral

- Mournwold

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Spontaneous magic

Contents

- 1 Overview

- 2 Arcane Projection

- 3 Preparing an Arcane Projection

- 3.1 Details Required

- 3.2 Outcome

- 4 Magnitude

- 5 Further Reading

Overview

It is possible to create a magical effect without performing a formulaic ritual. Creating an impromptu magical effect is commonly referred to as performing spontaneous magic or less correctly as a spontaneous ritual. Spontaneous magic is difficult and costly, partly because it is not possible to master a spontaneous magic effect as a magician might with a formulaic ritual that is part of Imperial Lore. The advantage of spontaneous magic is the wide flexibility it gives a coven or master magician. With it, they can perform unique feats and explore the boundaries of magical theory.

Unlike a formulaic ritual, spontaneous magic is very rough-and-ready. A formulaic ritual has been carefully created and rigorously tested so that it can be reliably cast again and again. No such benefit exists when performing spontaneous magic. Many formulaic rituals include options such as using orichalcum in place of crystal mana or beggar's lye to reduce the magnitude. This is not possible with spontaneous magic; likewise, it is impossible to use ilium to to make a spontaneous ritual effect permanent.

It is not possible to simply create a spontaneous effect. Significant preparation is required during which a magician explores various theories, considers the techniques used to create other similar rituals, and tries to take into account the many variables that might effect the flow of magic during an impromptu performance. In addition to the time involved, a preparation requires ten mana crystals to create, although this magic is then available to perform the spontaneous ritual. The result of this investment of time and mana is an arcane projection.

Players interested in performing a spontaneous effect should make sure they read through the information on ritual theory.

Arcane Projection

- An arcane projection is a magical text that contains the basis for a spontaneous magic effect

- Only the magician or coven that holds the projection can attempt the effect

- A projection lasts until it used

- A projection is consumed once it is cast

- Ritual theory summarizes the known lore of what is and is not possible with a ritual

An arcane projection is a magical text that contains the information and some of the power needed to create a spontaneous magic effect. The projection is essential for completing the magic; only the magician or coven that has possession of the projection can attempt the spontaneous effect described. The contributors must still have sufficient ranks to perform the effect, the projection merely allows them to make the attempt.

There is a large body of ritual theory that Imperial magicians have discovered through painstaking research. Reading this lore will help any player who is interested in discussing or creating an arcane projection.

An arcane projection contains the power of the ten mana crystals that are used to create it. These are released when the spontaneous magic is performed, providing ten mana towards the casting of the ritual, but consuming the arcane projection in the process. If a spontaneous magic effect is higher than magnitude ten then the casters must provide the additional mana as normal, otherwise no mana is needed to perform the effect.

An arcane projection must incorporate numerous hearth magic effects beyond the magicians' control, such as magical tides, the seasons and the constellations. These effects are locked in when the arcane projection is created, so the preparation can be used at any time, however in some cases these effects will be fundamental requirements of the spontaneous effect. If the magician attempts to recreate the same effect later they may find that too many factors have changed and the effect can no longer be reproduced.

Preparing an Arcane Projection

- It takes ten mana and one night to create an arcane projection

- You must use your PD account to make a projection

- If the effect is possible, the referee will tell you what magnitude it will be

Preparing an arcane projection is an arduous and expensive task that can only be attempted by a magician who has one or more ranks in the relevant realm. The magician must use their magical skills to calculate the magnitude of the effect they are trying to create. To do this requires the magician to incorporate ten mana crystals into the arcane projection being created.

It is possible to prepare more than one arcane projection at a time, or to prepare several possible variations of an effect, but each variation is considered to be its own projection; you must spend ten mana crystals for each projection you wish to create.

Any character with the relevant skill who has ten or more mana crystals in their character's inventory on the database can submit a request for an arcane projection automatically using their account. Log on to your account and the option to request a projection will be visible in the screen containing your character details.

If you wish to speak to a member of the ref team about a spontaneous ritual that you are considering then you can only do so at the event. Ask in GOD and we will find a referee who can talk to you if one is available, they can advise you on what is possible with the realm you are planning to use and warn you if they think the desired effect is likely to be powerful (and thus difficult to cast). At present we are not able to provide advice about arcane projections by email between events.

Arcane projections which are requested before the event will be available for collection in your pack at the start of the event. If you wish to request a projection during the event, then you will need to hand ten or more mana crystals to the GOD crew who will register them to your account. Once they have logged your mana crystals then you can use the computers in GOD to request the preparation. You will be able to collect the preparation from GOD the morning after you have submitted it, Provided you get your submission in before 9pm. Submissions after 9pm will be done on a best endevours basis, but may delayed until the next evening's batch.

In-character the night reflects the time required to perform the calculations needed for the projection. Out-of-character it gives our referee team the time they need to calculate the realm and magnitude of your ritual effect.

Details Required

- You must select what realm of magic you are planning to use

- It helps significantly if you provide a good in-character description of what you are attempting

- It helps significantly if you provide a good description of what you would like the rules outcome to be

- If you leave either element out, we will make them up

- It does not help at all to provide the magnitude you think it will be

When you are planning a spontaneous magic effect, it is a significant help if you provide a good in-character description of what your character or coven would like to attempt. It is just as helpful if you provide a clear explanation of what you would like the out-of-character rules outcome to be. If you don't provide either of these two details then our team will make them up, and if they are very different to the ideals you had but didn't tell us this could result in an arcane projection that is not useful to you.

You cannot specify what magnitude you want the spontaneous effect to be. It is the job of the referee team to calculate the level of magnitude required. You must select one (and only one) of the realms of magic available to your character. Many magical effects are best produced with a single realm and some effects cannot be produced at all with the wrong realm.

Outcome

- We will work with your description to try and provide you with a ritual that is as close as possible to what you have requested.

- If we cannot provide you with a suitable ritual, some of your mana will be refunded.

We will work as closely as we can with the details you provide us to create a suitable ritual. You may not get exactly what you are expecting, especially if the in-character and rules elements of your submission do not go well together. In these cases, we will try to give you something that is at least in the spirit of what you have requested.

If we cannot provide you with a workable ritual based on the details you have given us, we will refund half your mana (five crystals).

Magnitude

- All spontaneous magic effects have a magnitude exactly like a formulaic ritual

- You cannot master a spontaneous magic effect

All spontaneous magic effects have a realm and magnitude exactly like a formulaic ritual. You must provide mana crystals equal to the magnitude of the ritual less the ten mana crystals used to make the projection. You must also have sufficient ranks in ritual lore amongst the participants to be able to use all the mana required to perform the ritual, exactly as if you were performing a formulaic ritual.

Further Reading

- Spellcasting

- Rituals

- Formulaic Rituals

- Spontaneous Magic

- Battlefield Rituals

- Enchantments

- Curses

- Ilium

- Ritual Theory

- Magic Items

- Herbs & Potions

- Cosmology

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Spreading the word

...and after he burned in t' Wicker Man, he was conceived again that very same night, and born again the Pete we knew and loved just nine month later. Which, if you ask me, just goes to show how shriving's just about t' best way of getting you through t' Labyrinth in no time at all...

Overview

A team of Torchbearers led by Livia Cascade, the Seer of the Gateway, has spent the time since the death of the Empress Britta recording accounts of Past-Life Visions witnessed by citizens of the Empire. Recently, these accounts have been published across the Empire for the first time by a publishing-house in Redoubt named the Spider's Vantage Spire.

It isn't the first time that accounts of Past-Life Visions have been published in the Empire, but it's the first time in living memory, and quite possibly the first since Nicovar's purge eradicated almost all references to those which came before. Inevitably, the accounts provide a basis for the flavourful embellishments of storytellers from less astringent traditions than the Torchbearers of Urizen.

Significance

The accounts have been eagerly devoured by citizens with a passion for these matters, right across the Empire. Many Navarri shudder at the account of the fall of Terunael given by one who remembered it. Highborn wayfarers debate an ancient exarch's decision to honour a herald who helped him establish his chapterhouse. Winterfolk listen, wide-eyed, to their scops relating the account of how their last King negotiated with the First Empress' ambassador. A few Imperial Orc preachers read the accounts with an outsider's interest - and try to bite back their distaste at the mentions of their ancestors in chains. And in Sumaah - well, who knows what the Sumaash think about all this?

Exarch, I would like to request a few days' leave of absence, if I may. These accounts of past lives that have come in from that publishing-house in Redoubt - I believe they are worthy of study. If the transcripts appear virtuous then I would like to recommend them to the members of our chapter. I could read them to you first, if your eyes will not permit it?

If you read these accounts, you may roleplay that your character has read them too, heard about them from a troubadour, a scop, a friar or a sutannir, overheard them at the tavern or down at the docks, or from a passing Navarri Striding, or wherever your character listens to stories going round.

OOC Note On The Documents

The accounts are largely the work of a player, Isobel Hooper, who plays Livia Cascade, and Nick Bradbeer who plays Hywel, with help from a number of other player-characters. They are in-character documents which represent accounts a particular character has decided to give of other people's stories relayed to them - and neither they nor their interviewees are compelled to tell the truth in whole or in part. Their widespread publication across the Empire will have unpredictable effects in the years to come. But I wouldn't worry about that now. For now, you should probably just enjoy the accounts.

Like fuck he's Anabela, the lying toerag. That's a step too far - that's a step too far, I say! If he was here right now, I'd have a bloody quarrel with him, I'd punch him right square in the nose, I w- oh. Oh, hello, hello there. Ladies. Hello. You, um... you look a lot like you're from the Gilded Horn... what, quarrel? Me? Hahaha, no, no, not at all... no, there's really no need for knives!

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Spring Realm (Redirected from Spring)

Redirect page

Realms

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Spring Equinox 2014

Contents

- 1 Overview

- 2 Battles

- 2.1 Volunteering

- 3 Site Map

- 4 OOC Camping

- 5 Traders

Overview

This page lists all the details that are specific for our sixth Empire event - the Spring Equinox 2014. There is an additional page with event information which lists arrival and departure times and similar details that are common for all Empire events.

Battles

At the event we will be running two large battles, one Saturday morning and one Sunday morning, along with several smaller encounters. We are not running any nation skirmishes at this event, as we don't have the space and the manpower to do that at the moment while we are running everything else. The large battles will follow the normal rules for battles; you may only participate in a single battle as your character and you must monster the other battle if you decide to participate in one.

The fighting begins at 11:00 am - but if you are playing the battle then you will need to muster up before this time and if you are monstering then you need to make your way to the monster area for 10:00 am to give us time to get you into costume, made-up and briefed.

Volunteering

Players are welcome to volunteer to help PD crew the smaller encounters, but are not obliged to do so - anyone who volunteers to help by monstering an encounter will receive a voucher that enables you to collect a free drink from the bar as thanks.

Site Map

The map shows the layout of the OOC camping fields and the IC area. The grey lines in the in-character field are roads that go through the camps. These roads will be laid out with fencing pins and nylon rope until the start of the event. You must not pitch your tent in the road, the red hats are under instructions to move any tents pitched in the IC roads.

No unescorted vehicles are allowed in the IC camping area - you may only use the road indicated by the grey line that circles around the field. The road will be wide enough for you to pull up and park so that you can unload your vehicle next to your camp. Please unload your camping equipment and then move your vehicle to the car park before putting up your tent to allow other players to unload.

If you have a trailer or a large vehicle filled with heavy kit then you may drive that on to the field to unload. To do that you must wait at the IC entrance to the field. A member of the PD security team will then escort you vehicle to your camp where you can unload your vehicle. Once you are ready to move your vehicle to the car park you must request a member of the PD team escort your vehicle off the field.

OOC Camping

The OOC camping area will be laid out in lines with fencing pins and nylon rope. The system is designed to separate the tents from the cars so the rope has signs hanging from it which indicates that you should park you car adjacent to the rope and then pitch your tent on the other side of the rope.

Do not pitch your tents in the wide lane between the guide ropes, this lane must be kept free for access.

Traders

The following traders have booked for the event.

- As If By Magic Creating custom makes for your delectation.

- Battle Ready Hand crafted leather goods.

- Coelred Monger Suppliers of replica costume and artefacts.

- Darkblade Leather Stuff.

- Eldritch Weapons and armour.

- Evenlode Studio Evenlode Studio supply a wide range of props and costume. These include all kinds of leather armour and costume, masks suitable for Empire, natural accessories and much much more.

- Gem’s Trading Co Costumes and leatherwork. Fine quality tailored garments and LRP props. Also a wide range of hand made leather items and missile weapons supplied by Arrow Kaster available to order.

- Having A Larp Costume, weapons, armour and LARP accessories.

- Irregular Props Weapons, shields and mage implements designed especially for Empire.

- Light Armouries Supplier of latex weapons and props.

- Mandala Studios High quality latex prosthetics and masks tailor made for the Empire campaign.

- Millstream Forge Metalwork - located next to Skian Mhor.

- Saxon ViolenceA wide range of weapons suitable for Empire.

- Skian Mhor Latex Weapons and props. Costume, armour, leatherwork, chainmail, tents and all types of LRP supplies and essentials.

- Tallows Beautiful weapons and shields that are perfect for Empire.

- Warriors Wardrobe A wide range of costume made for Empire.

- White Rose Apparel Beautiful armour.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spring_Equinox_2014&oldid=26555"

Spring Equinox 2015

Contents

- 1 Overview

- 2 IC News

- 3 Battles

- 4 Quests

- 5 Site Map

- 6 OOC Camping

- 7 Traders

Overview

This page lists all the details that are specific for the Spring Equinox 2015. There is an additional page with event information which lists arrival and departure times and similar details that are common for all Empire events.

IC News

Please see the 379YE Spring Equinox winds of fortune and 379YE Spring Equinox winds of war for the latest IC developments known throughout the Empire.

For the Civil Service events set to occur and at what location, please refer to the external link to this civil service timetable

Battles

At the event we will be running two large battles, one Saturday morning and one Sunday morning. The large battles will follow the normal rules for battles; you may only participate in a single battle as your character and you must monster the other battle if you decide to participate in one. The sides for the battles will be chosen by the generals in the Muster of the Imperial Military Council on Friday night.

The fighting begins at 11:00 am - but if you are playing the battle then you will need to muster up before this time and if you are monstering then you need to make your way to the monster area for 10:00 am to give us time to get you into costume, made-up and briefed.

Quests

At our previous event we asked for player volunteers to give us a few hours to monster some of our larger quests. This let us run much more plot at the event so we're asking for more help again this time.

To help us organize folk, we've set aside a slot for each nation to volunteer to monster, which are listed below.

Saturday

Sunday

Time

Nation

Time

Nation

14:00-15:30

Brass Coast & Imperial Orcs

14:00-15:30

Dawn & Urizen

15:00-16:30

Wintermark

15:00-16:30

Navarr

16:00-17:30

Varushka

16:00-17:30

Highguard

17:00-18:30

Marches

17:00-18:30

League

Monstering during this slot is purely voluntary - but it will help us put on a much better event for everyone. We are tracking the numbers of players who volunteer from each nation on an ongoing basis and using that to create equivalent sized quest opportunities for those nations at the next event. In effect, we'll try and deliver more fights to the nations that volunteer the most - on the assumption that those nations contain the players who want those opportunities the most.

Site Map

The site map is below; there is an exit gate behind the Dawnish camp that leads onto Burford Lane. We will be operating a one-way system at the event with players who are dropping off IC tents and equipment in this field following the marked road until they reach the gate. Once there they should travel around the site and come back in through the entrance to park in one of the two OOC fields.

The roads will be marked with fencing pins and rope as usual. There is a narrow strip of land around the edge of each field which is deliberately set aside for use by birds and wildlife. This area will be fenced off, as you must make sure that you do not drive or camp there.

The camp coordinators for each camp will have their own layout for their camp, showing where all the tents they know about are to be pitched. If you do not know where you are supposed to be camping, then please speak to them on arrival at your nation's camp.

We are confident that the ground will be much dryer and firmer at this event, but please make sure that you follow the directions provided by the red caps when you arrive on site. No unescorted vehicles are allowed off the roads in the IC camping area. The road will be wide enough for you to pull up and park so that you can unload your vehicle next to your camp. Please unload your camping equipment and then move your vehicle to the car park before putting up your tent to allow other players to unload.

If you have a trailer or a large vehicle filled with heavy kit then you may drive that on to the field to unload. To do that you must wait for a member of the PD security team who will escort you vehicle to your camp where you can unload your vehicle. Once you are ready to move your vehicle to the car park you must request a member of the PD team escort your vehicle off the field.

OOC Camping

The OOC camping area will be laid out in lines so that people can pitch their tent next to their car. The gate team will direct you where to park. The section of the OOC camp nearest to the IC area will be set aside for any player with mobility issues as normal. Please ask the gate crew for directions if you are eligible to camp here.

Traders

The following traders have booked for the event.

- Battle Ready Hand crafted leather goods.

- Coelred Monger Suppliers of replica costume and artefacts.

- Darkblade Leather Stuff.

- Eldritch Weapons and armour.

- Gem’s Trading Co Costumes and leatherwork. Fine quality tailored garments and LRP props. Also a wide range of hand made leather items and missile weapons supplied by Arrow Kaster available to order.

- Grand Expedition Costume and jewellery and trips to foreign parts.

- Having A Larp Costume, weapons, armour and LARP accessories.

- Irregular Props Weapons, shields and mage implements designed especially for Empire.

- Light Armouries Supplier of latex weapons and props.

- Mandala Studios High quality latex prosthetics and masks tailor made for the Empire campaign.

- Millstream Forge Metalwork - located next to Skian Mhor.

- Saxon ViolenceA wide range of weapons suitable for Empire.

- Skian Mhor Latex Weapons and props. Costume, armour, leatherwork, chainmail, tents and all types of LRP supplies and essentials.

- Tallows Beautiful weapons and shields that are perfect for Empire.

- Twisted Flax

- White Rose Apparel Beautiful armour.

- Winterforge Armouries Bespoke LRP weapons, Leather, props and commission work.

- Wanderlust Couture

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spring_Equinox_2015&oldid=35868"

Spring Equinox 2016

Contents

- 1 Overview

- 2 IC News

- 3 Battles

- 4 Quests

- 5 Site Map

- 6 Mobility Camp

- 7 Traders

Overview

This page lists all the details that are specific for the Spring Equinox 2016. There is an additional page with event information which lists arrival and departure times and similar details that are common for all Empire events.

IC News

Please see the 380YE Spring Equinox winds of fortune for the latest IC developments known throughout the Empire.

For a list of what official elections are due to take place refer to the 380YE Spring Equinox Imperial elections page

For the Civil Service events set to occur and at what location, please refer to the external link to this [1]

Battles

At the event we will be running two large battles, one Saturday morning and one Sunday morning. The large battles will follow the normal rules for battles; you may only participate in a single battle as your character and you must monster the other battle if you decide to participate in one. The sides for the battles will be chosen by the generals in the Muster of the Imperial Military Council on Friday night.

The fighting begins at 11:00 am - but if you are playing the battle then you will need to muster up before this time and if you are monstering then you need to make your way to the monster area for 10:00 am to give us time to get you into costume, made-up and briefed.

Quests

At our previous event we asked for player volunteers to give us a few hours to monster some of our larger quests. This let us run much more plot at the event so we're asking for more help again this time.

To help us organize folk, we've set aside a slot for each nation to volunteer to monster, which are listed below.

Saturday

Sunday

Time

Nation

Time

Nation

14:00-15:30

Dawn

14:00-15:30

Varushka & The Marches

15:30-17:00

Imperial Orcs & Highguard

15:30-17:00

Navarr

17:00-18:30

Wintermark

17:00-18:30

Urizen, League & the Brass Coast

Monstering during this slot is purely voluntary - but it will help us put on a much better event for everyone. We are tracking the numbers of players who volunteer from each nation on an ongoing basis and using that to create equivalent sized quest opportunities for those nations at the next event. In effect, we'll try and deliver more fights to the nations that volunteer the most - on the assumption that those nations contain the players who want those opportunities the most.

Site Map

The site map is opposite; the camp coordinators for each camp will have their own layout for their camp, showing where all the tents they know about are to be pitched. If you do not know where you are supposed to be camping, then please speak to them on arrival at your nation's camp.

Mobility Camp

The area marked with a wheelchair on the out-of-character camp is intended for participants with mobility needs. If you have genuine mobility needs then you can park your car here in the out-of-character camp - but still come and go throughout the event provided you have parked the car near the road. Please discuss with the crew if you have a disability that means you will need to camp here.

There are two disabled toilets at the event, one is part of the showers next to the disabled camp - the other is in the in-character field near Varushka and the Imperial Orcs. In addition there are two more disabled toilets in the shower units 750m away in the quiet camping field, if you are choosing to camp there.

Traders

The following traders have booked for the event.

- Coelred Monger Suppliers of replica costume and artefacts.

- Darkblade Leather Stuff.

- Gem’s Trading Co Costumes and leatherwork. Fine quality tailored garments and LRP props. Also a wide range of hand made leather items and missile weapons supplied by Arrow Kaster available to order.

- Having A Larp Costume, weapons, armour and LARP accessories.

- Irregular Props Weapons, shields and mage implements designed especially for Empire.

- Light Armouries Supplier of latex weapons and props.

- Mandala Studios High quality latex prosthetics and masks tailor made for the Empire campaign.

- Spindle & Weave - Fabric

- White Rose Apparel Beautiful armour.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spring_Equinox_2016&oldid=44372"

Spring Equinox 2017

Contents

- 1 Overview

- 2 IC News

- 3 Battles

- 3.1 National Weightings

- 4 Site Map

- 5 Mobility Camp

- 6 Traders

Overview

This page lists all the details that are specific for the Spring Equinox 2017. There is an additional page with event information which lists arrival and departure times and similar details that are common for all Empire events.

IC News

Please see the 381YE Spring Equinox winds of fortune for the latest IC developments known throughout the Empire. An Event schedule that shows timings of IC activities common to all Empire events is also available. The schedule is also available in printable PDF format here. A list of what Imperial elections are taking place this event can be found here

Nation

Force Weight

Wintermark

22

Navarr

17

Dawn

17

Highguard

11

Varushka

9

League

10

Marches

6

Urizen

7

Imperial Orcs

5

Brass Coast

7

Battles

At the event we will be running two large battles, one Saturday morning and one Sunday morning. The large battles will follow the normal rules for battles; you may only participate in a single battle as your character and you must monster the other battle if you decide to participate in one. The sides for the battles will be chosen by the generals in the Muster of the Imperial Military Council on Friday night.

The Sentinel Gate opens at 11:00 am - regardless of whether anyone is ready or not! If you are playing then make sure you arrive in plenty of time before this so your weapons can be checked.

If you are monstering then you need to make your way to the monster area between 9:30 and 10:00 am to give us time to get you into costume, made-up and briefed. If you turn up after 10:30 you will be turned away.

At this event, the best estimate of the fighting strength of each nation provided by the civil service is as follows. of their options, which nations could take the battlefield together. Each of the two battles must have at least 54 and at most 57 force weight sent on it.

National Weightings

All the nations are much bigger than the numbers listed - the numbers listed reflect the relative numerical strength of the nations not the actual number of fighters who take the field.

Site Map

The site map is opposite; the camp coordinators for each camp will have their own layout for their camp, showing where all the tents they know about are to be pitched. If you do not know where you are supposed to be camping, then please speak to them on arrival at your nation's camp.

Mobility Camp

The area marked with a wheelchair on the out-of-character camp is intended for participants with mobility needs. We have permission from the land owner for the handful of players with legitimate mobility needs to come and go from this area through the weekend. Please let the crew know if you have a disability that means you will need to camp here.

The nearest disabled toilet is approximately 10 m away in the adjacent hygiene block. There is a second disabled toilet 120 m away in the in-character field near Varushka and the Imperial Orcs.

Traders

The following traders have booked for the event.

- Cantrips Affordable handmade, new & used costumes, props and accessories.

- Chows Emporium Costume, leather gloves, products related to drinking and accessories.

- Coelred Monger Suppliers of replica costume and artefacts.

- Craeftigan Beautiful weapons and costume that are perfect for Empire.

- Darkblade Leather Stuff.

- Das Shoppe New and second hand costume, leatherwork, weapons, props and furniture. Trade ins welcome.

- Eldritch Weapons and armour.

- Gem’s Trading Co Costumes and leatherwork. Fine quality tailored garments and LRP props. Also a wide range of hand made leather items and missile weapons supplied by Arrow Kaster available to order.

- Having A Larp Costume, weapons, armour and LARP accessories.

- Irregular Props Weapons, shields and mage implements designed especially for Empire.

- Light Armouries Supplier of latex weapons and props.

- Mandala Studios High quality latex prosthetics and masks tailor made for the Empire campaign.

- Skian Mhor Latex Weapons and props. Costume, armour, leatherwork, chainmail, tents and all types of LRP supplies and essentials.

- Velvet Glove Costumes Costumes, make-up, prosthetics, jewellery with more to come!

- White Rose Apparel Beautiful armour.

- Wonderlust Couture - custom made, individual jewellery and costume in various designs.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spring_Equinox_2017&oldid=53387"

Spring Equinox 2018

Contents

- 1 Overview

- 2 IC News

- 3 Battles

- 4 Site Map

- 5 Mobility Camp

- 6 Traders

Overview

This page will list all the details that are specific for the upcoming event - please bear with us and we'll put the relevant details into the various sections as soon as we are able to... There is a page link to event information which lists arrival and departure times and similar details that are common for all Empire events.

IC News

We will update the wiki with the 382YE Spring Equinox winds of fortune showing the latest in-character developments throughout the Empire as they become available. An event schedule that shows timings of IC activities common to all Empire events is also available. There is also a list of upcoming Imperial elections

Nation

Force Weight

Brass Coast

6

Dawn

17

Highguard

13

Imperial Orcs

6

League

10

Marches

8

Navarr

18

Urizen

8

Varushka

8

Wintermark

28

Battles

At the event we will be running two large battles, one Saturday morning and one Sunday morning. The large battles will follow the normal rules for battles; you may only participate in a single battle as your character and you must monster the other battle if you decide to participate in one. The sides for the battles will be chosen by the generals in the Muster of the Imperial Military Council on Friday night.

The Sentinel Gate opens at 11:00 am - regardless of whether anyone is ready or not! If you are playing then make sure you arrive in plenty of time before this so your weapons can be checked.

If you are monstering then you need to make your way to the monster area between 9:30 and 10:00 am to give us time to get you into costume, made-up and briefed. If you turn up after 10:30 you will be turned away.

At this event, the best estimate of the fighting strength of each nation provided by the civil service is as follows. of their options, which nations could take the battlefield together. Each of the two battles must have at least 59 and at most 63 force weight sent on it.

Site Map

The site map is opposite; the camp coordinators for each camp will have their own layout for their camp, showing where all the tents they know about are to be pitched. If you do not know where you are supposed to be camping, then please speak to them on arrival at your nation's camp.

Nation

Camp Planner

Brass Coast

Will Power

Dawn

Nicholas Rudd

Thomas Vero

Highguard

Matt Lyons

Imperial Orcs

Matthew Dawes-Wood

League

Andrew Green

Marches

Will Stainforth

Navarr

Kit Stangroom

Rosemary Warner

Urizen

Eleanor Hall

Varushka

Sarah Clark

Wintermark

James Gray

Caroline Sweeney

Mobility Camp

The areas marked with a wheelchair on the out-of-character camps are intended for participants with mobility needs. Please let the crew know if you have a disability that means you will need to camp here. There will be a disabled toilet portaloo approximately 10 m away from each camp.

There is a second disabled toilet 120 m away in the toilet unit next to the Hub and the IC caterers.

Traders

The following traders have booked for the event.

- Bespoke Pewter - beautiful pewter goods

- Chows Emporium Costume, leather gloves, products related to drinking and accessories.

- Coelred Monger Suppliers of replica costume and artefacts.

- Craeftigan Beautiful weapons and costume that are perfect for Empire.

- Darkblade Leather Stuff.

- Das Shoppe New and second hand costume, leatherwork, weapons, props and furniture. Trade ins welcome.

- Eldritch Weapons and armour.

- Gem’s Trading Co Costumes and leatherwork. Fine quality tailored garments and LRP props. Also a wide range of hand made leather items and missile weapons supplied by Arrow Kaster available to order.

- Hardy & Sweet

- Having A Larp Costume, weapons, armour and LARP accessories.

- In Your Dreams FX Weapons, armour, masks and arrows.

- Irregular Props Weapons, shields and mage implements designed especially for Empire.

- Light Armouries Supplier of latex weapons and props.

- Mandala Studios High quality latex prosthetics and masks tailor made for the Empire campaign.

- Skian Mhor Latex Weapons and props. Costume, armour, leatherwork, chainmail, tents and all types of LRP supplies and essentials.

- Velvet Glove Costumes Costumes, make-up, prosthetics, jewellery with more to come!

- White Rose Apparel Beautiful armour.

- Wonderlust Couture - custom made, individual jewellery and costume in various designs.

- Wyrd Sisters

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Realms (Redirected from Spring Realm)

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Realm

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Spring magic

Contents

- 1 Overview

- 2 Resonance

- 2.1 Healing and Vitality

- 2.2 Fertility

- 2.3 Venom

- 2.4 Savagery

- 2.5 Chaos

- 2.6 Ruin

- 3 Dissonance

- 3.1 Control

- 3.2 Deference

- 3.3 Complexity

- 3.4 Subtlety

- 3.5 Construction

- 3.6 Conformity and Stagnation

- 4 Further Reading

Overview

The magic of Spring is wild, unconstrained, energetic and vital. It is akin to the force that pushes a shoot up through the soil and urges it to grow into a massive oak. It lives in the blood and sap, in the breath, in the ceaseless motion of the sea and the life-giving power of the river, spring and stream. It is utterly amoral, refuses to be bounded or contained, and is the magic most likely to explode with unexpected consequence.

Spring magic is the most potent form of healing magic, but there is much more to this realm. It deals with the raw energy of life, both encouraging and harming; it encourages fertility and adaptation; it is savage and merciless; it brings destruction without hate or malice; it is the essence of chaos and turmoil. Magicians who work extensively with spring magic often liken the experience to trying to hold back a river; the magic is easy to initiate, but very difficult to direct or control.

Although Spring magic is the most powerful realm for healing, its tendency to infest the target makes it the subject of superstition and fear. Its reputation is not helped by the wild and unpredictable nature of powerful Spring magic. The most infamous magical catastrophe known in the Empire - the creation of the Vallorn - is inextricably linked with the fundamental nature of Spring magic.

Spring magic is the most powerful because it allows control of the most potent forces in nature - from nurturing new life, to healing the sick, to unleashing devastating storms, to unstoppable tidal waves.

Resonance

Healing and Vitality

The most obvious magic of Spring is the magic of healing. Spring magic is powerful when refreshing, revitalising and regenerating a subject. Sometimes the way the magic works can be unsettling. A ritual to cure a disease might work by accelerating the symptoms to a nightmarish degree while providing the vitality to survive them. Rituals that restore the flesh are usually painful, often to cast as well as to receive while rituals that use Spring magic to dull the pain invariably drive the target into a narcotic delirium. Spring is powerful in all ways that support life, but it is never benign.

Examples: Blood of the Hydra, The Hands of Sacred Life, Hearthfire Circle, Chirurgeon's Healing Touch, and Fountain of Life.

Spring can do more than just heal, it can grant unnatural vitality and endurance. Spring resonates strongly with magic that attempts to grant the subject increased physical and mental strength.

Examples: Midwife's Recourse, Vitality of Rushing Water, Irrepressible Monkey Spirit, Skin of Bark, Blood of Amber, and Rivers of Life.

Fertility

Spring is also the magic that deals with fertility – it can ensure conception, even when no conception is possible, or ensure safe delivery of a child. Superstition surrounds Spring magic: birthing a child with Spring magic ensures it will be born healthy, but there are claims that Spring magic can mark those it touches. There is no evidence that a child born using Midwife's Recourse's or conceived using Fan the Flame of New Life is more likely to be a briar but the rumours persist. And there is no denying that healing magic can cause a subject to express a previously hidden briar lineage if the wounds are severe.

The fertility of Spring magic can affect plants and animals as well as humans. The fertility is wild, though - a ritual to bless a farm makes the weeds grow as well as the crops. A ritual to bless a herd of animals encourages multiple births; a ritual to make a battlefield fecund cultivates fungi in dead flesh and breeds odd ferns and flowers from blood-soaked soil.

Examples: Blessing of New Spring, Fan the Flame of New Life, Churning Cauldron of Bravash, Rampant Growth, Hallow of the Green World.

Venom

The Spring Realm resonates strongly with poison and venom of all kinds. Poison is the perfect natural weapon: both plants and animals use it, and poisonous creatures are found throughout the realm. No other realm rivals Spring's ability to poison or envenom someone else. Curse of Gangrenous Flesh is an example of a disease ritual - infesting the victim with a voracious sickness.

Like Day magic, Spring can be used to help a patient suffering from poison. However, where Day works by purifying and removing the taint, Spring magic causes the poison to course through the target's veins while simultaneously giving them the strength to survive it.

Examples: Fire in the Blood, Touch of Vile Humours, Unending Cascade of Blood's Fire, Curse of Gangrenous Flesh, Fetid Breath of Teeming Plague, Rivers Run Red

Savagery

The wild chaos of the Spring Realm lends itself easily to rituals that fill the target with wild passions, especially rituals that make the subject feel ruthless, bloodthirsty, and ferocious. Such rituals are often inextricably linked with the power needed to grant the strength and vitality. Many powerful Spring rituals to strengthen the target have unavoidable side-effects that cause the subject to feel rage or similar reactions. Spring curses can force the victim to struggle with base urges like anger and greed.

Examples: Call Down Lightning's Wrath, Blood and Salt, Merciless Wrath of the Reaver.

Chaos

All Spring magic is chaotic and difficult to control, as it were trying to escape the caster. Some magicians have even poetically suggested that Spring magic wants to be cast, it just hates to be controlled. Whatever the nature of the Spring Realm, magic that draws on it all too often has unforeseen consequences. Perhaps as a result, wild natural phenomena resonate strongly with Spring: storms, gales, and floods are part of Spring, as are tremors and quakes. If a magician wants to unleash wild uncontrolled destruction over an area, then Spring magic is by far the most powerful choice.

Imperial lore does not include any rituals that create plagues, due to the inherent impossibility of controlling who is affected, but the Druj are known to possess magic of this kind.

Examples: Foam and Spittle of the Furious Sea, Thunderous Deluge, Rivers Run Red

Ruin

Spring magic finds it easier than other realms to destroy man-made things. Buildings can be torn apart with vines, collapsed with tremors or simply rot away. In part this reflects the power of the realm to cause all things to succumb to the natural process of decay - for instance dead bodies can easily be made to quickly decay using Spring Magic. In part it reflects the wild power of Spring magic, expressed through storms and tremors, as well as the limitless power of nature to consume everything given time.

Examples: Turns the Circle, The Forest Remains, Rising Roots that Rend Stone, Thunderous Tread of the Trees

Dissonance

Spring is poison and giant hunting spiders under your bed, and all of your stuff going mouldy, coming to life, and then trying to eat you. Spring is strangling thorny vines that drink blood; it is turning into a horrible plant monster in the blink of an eye; it is going to the pub and coming back drunk to find your entire civilisation destroyed by a creeping vegetable horror. Spring is is lying down for a nap on a nice day and waking covered in a moving carpet of stinging and biting bugs. It is scratching that little insect bite you have only for it to erupt into bud and blow magical spores into your eyes. Spring is awful.

Simargl, the Empty One

Control

Fine control is always difficult with Spring magic: it has a prevailing tendency to run amok. It is hard to aim a ritual with any accuracy beyond "what's in front of me". A storm will hit everything in a territory. A plague will quickly spread. A blessing of fertility may cause unlooked for side-effects such as increasing likelihood of being a briar.

Deference

Spring magic creates roleplaying effects that encourage rebellion, independence and selfishness, as well as those associated with savage ferocity. The more targets at one time the worse it gets - enchanting an Imperial army with Spring magic is likely to encourage the army to bloodlust and disregard for authority. It is very poor for enchantments that encourage groups to cooperate and work together such as congregations, military units and armies.

Complexity

Complex concepts and ideas, especially social structures like trade, alliances, and relationships are also beyond Spring. Spring magic is ill-suited to anything that requires subtlety or this kind of complexity.

Subtlety

Powerful Spring magic lacks subtlety. It is direct and tends to overwhelm opposition rather than circumvent it. It doesn't gently erode a wall, it tears it down with animated vines. Curses won't make the victim feel on edge or unwell, they send them into fevered convulsions. Roleplaying effects create energy and passion.

Construction

Spring does not work well with objects made by mortal beings, either creating or restoring them. Living things can be healed - Spring magic can lend supernatural haste to the natural process of recovery - but it cannot repair broken objects. It might make a tree-branch into a temporary club or wind trees together to make a sanctuary, but restoring the unnatural craftsmanship of mortals to something that has been damaged is anathema.

Conformity and Stagnation

Spring magic can be wild and chaotic and it has a powerful tendency to cause these results even when they are undesirable. Because of this it is particularly poor for casting rituals that require things to conform, to grow more similar in nature or form. Spring magic hates stagnation and status quo. It is good at changing things but especially weak when trying to preserve things just as they are.

Further Reading

- Ritual theory

- Spring magic

- Summer magic

- Autumn magic

- Winter magic

- Day magic

- Night magic

- Spellcasting

- Rituals

- Formulaic Rituals

- Spontaneous Magic

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Category:Spring Ritual (Redirected from Spring ritual)

Ritual

Explanation

Magnitude

Blessing of New Spring

Increase wealth gained from a farm for three seasons and serves as a foundation for other farm rituals.

2

Blood of the Hydra

Repairs ruined limbs.

2

The Hands of Sacred Life

Heal lost hits.

2

Midwife's Recourse

Protects a baby.

4

Turns the Circle

Rots a body.

4

Fan the Flame of New Life

Makes a couple fertile.

6

Hearthfire Circle

Heals, purifies and restores the limbs of the coven.

6

Call Down Lightning's Wrath

Lets a battle mage call strikedown with a staff once a day for a season.

8

Chirurgeon's Healing Touch

Target gains two stay with me uses each day for a season.

8

Churning Cauldron of Bravash

Creates new herbs.

8

Merciless Wrath of the Reaver

Adds three ranks to a military unit for raiding during the next season.

8

Rot's Rightful Claim

Grants a coven a one-use ability to cleave undead over ten minutes.

8

Charge of the Rushing Wind

Gives a coven a one-use ability to repel opponents.

10

Fountain of Life

Target can cast heal, purify and restore limb as if they knew them for a day.

10

Rampant Growth

Grants additional money and herbs to the production of a forest.

10

Touch of Vile Humours

Grants the ability to call venom with any weapon or implement once per day.

11

Blood and Salt

Increases the amount of plunder gained by a fleet using the piracy action.

12

Unending Cascade of Blood's Fire

Grants a magician the ability to repeatedly use magical venom.

14

Vitality of Rushing Water

Reduces the effectiveness of venom for a season.

14

Skin of Bark, Blood of Amber

Target gains three ranks of endurance for a season.

15

Anathemic Call of Bug and Briar

Curses a target and halves the production of their farm, forest or garden resource for a year.

16

Irrepressible Monkey Spirit

Target gains two unstoppable or relentless uses each day for a season.

17

Hands of the Healer

Target casts heal and restore limb faster for a season.

19

The Forest Remains

Grants two shatters each day with a two-handed weapon, for a season.

22

Fire in the Blood

Grants Spring lore for a season, at the cost of lasting venom.

24

Curse of Gangrenous Flesh

A year-long curse of venom.

40

Foam and Spittle of the Furious Sea

Damages navies and harms fleets in a territory.

40

The Dance of Navarr and Thorn

Extends or repairs
trods

40

Thunderous Deluge

Halves the money produced by buisnesses and farms in a territory for a season.

46

Fetid Breath of Teeming Plague

Allows the use of an area-of-effect venom call.

50

Rising Roots that Rend Stone

Breeches a fortification on the battlefield.

50

Rivers of Life

Halves casualties suffered by campaign armies in a region.

50

Rivers Run Red

Doubles casualties suffered by campaign armies in a region.

50

Forge the Wooden Fastness

Creates a temporary supernatural fortification in wooded terrirtory.

80

Thunderous Tread of the Trees

Animates rampaging trees in an area.

120

Hallow of the Green World

Enhances herb garden production and birth rates throughout the Empire for a season.

160

Pages in category "Spring Ritual"

The following 36 pages are in this category, out of 36 total.

A

- Anathemic Call of Bug and Briar

B

- Blessing of New Spring

- Blood and Salt

- Blood of the Hydra

C

- Call Down Lightning's Wrath

- Charge of the Rushing Wind

- Chirurgeon's Healing Touch

- Churning Cauldron of Bravash

- Curse of Gangrenous Flesh

F

- Fan the Flame of New Life

- Fetid Breath of Teeming Plague

- Fire in the Blood

F cont.

- Foam and Spittle of the Furious Sea

- Forge the Wooden Fastness

- Fountain of Life

H

- Hallow of the Green World

- Hands of Sacred Life

- Hands of the Healer

- Hearthfire Circle

I

- Irrepressible Monkey Spirit

M

- Merciless Wrath of the Reaver

- Midwife's Recourse

R

- Rampant Growth

- Rising Roots that Rend Stone

R cont.

- Rivers of Life

- Rivers Run Red

- Rot's Rightful Claim

S

- Skin of Bark, Blood of Amber

T

- The Dance of Navarr and Thorn

- The Forest Remains

- Thunderous Deluge

- Thunderous Tread of the Trees

- Touch of Vile Humours

- Turns the Circle

U

- Unending Cascade of Blood's Fire

V

- Vitality of Rushing Water

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Spring rituals

Ritual

Explanation

Magnitude

Blessing of New Spring

Increase wealth gained from a farm for three seasons and serves as a foundation for other farm rituals.

2

Blood of the Hydra

Repairs ruined limbs.

2

The Hands of Sacred Life

Heal lost hits.

2

Midwife's Recourse

Protects a baby.

4

Turns the Circle

Rots a body.

4

Fan the Flame of New Life

Makes a couple fertile.

6

Hearthfire Circle

Heals, purifies and restores the limbs of the coven.

6

Call Down Lightning's Wrath

Lets a target call strikedown with a staff once a day for a season.

8

Churning Cauldron of Bravash

Creates new herbs.

8

Merciless Wrath of the Reaver

Adds three ranks to a military unit for paid work during the next season.

8

Rot's Rightful Claim

Grants a coven a one-use ability to cleave undead over ten minutes.

8

Fountain of Life

Target can cast heal, purify and restore limb as if they knew them for a day.

9

Charge of the Rushing Wind

Gives a coven a one-use ability to repel opponents.

10

Rampant Growth

Grants additional money and herbs to the production of a forest.

10

Blood and Salt

Increases the amount of plunder gained by a fleet using the privateering action.

12

Chirurgeon's Healing Touch

Target gains two stay with me uses each day for a season.

12

Vitality of Rushing Water

Grants fortitude and reduces the effectiveness of venom for a day.

12

The Forest Remains

Grants two shatters each day with a two-handed weapon, for a season.

15

Anathemic Call of Bug and Briar

Curses a target and halves the production of their farm, forest or garden resource for a year.

16

Hands of the Healer

Target casts heal and restore limb faster for a season.

16

Fire in the Blood

Grants Spring lore for a season, at the cost of lasting venom.

24

Touch of Vile Humours

Grants a one-use ability to call venom with anything and without suffering venom in return.

25

Irrepressible Monkey Spirit

Target gains two unstoppable or second wind uses each day for a season.

28

Skin of Bark, Blood of Amber

Target gains three ranks of endurance for a season.

30

Foam and Spittle of the Furious Sea

Damages navies and fleets in a territory.

40

The Dance of Navarr and Thorn

Extends or repairs the Navarr trods.

40

Unending Cascade of Blood's Fire

Target can call five venoms with an implement for a day.

45

Thunderous Deluge

Halves the money produced by businesses and farms in a territory for a season.

46

Curse of Gangrenous Flesh

A year-long curse of venom.

50

Fetid Breath of Teeming Plague

Allows the use of an area-of-effect venom call.

50

Rising Roots that Rend Stone

Breeches a fortification on the battlefield.

50

Rivers of Life

Halves casualties suffered by campaign armies in a region.

50

Rivers Run Red

Doubles casualties suffered by campaign armies in a region.

50

Forge the Wooden Fastness

Creates a temporary supernatural fortification in wooded territory.

80

Thunderous Tread of the Trees

Animates rampaging trees in an area.

120

Hallow of the Green World

Enhances herb garden production and birth rates throughout the Empire for a season.

160

This selection of articles can be downloaded as a PDF book (or as html only)

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Spy network

Contents

- 1 Overview

- 2 Senate Commissions

- 2.1 Costs

- 2.2 Limitations

- 3 Military units

- 4 Decommissioning a Spy Network

- 5 Current Spy Networks

- 5.1 Previous Spy Networks

- 6 Further Reading

- 6.1 Core Brief

- 6.2 Additional Information

Overview

The Empire uses spy networks to spy on barbarian territories and armies. There is only a small cost to build and upkeep a spy network but to operate them requires military units be assigned to support them, exactly as if the military unit were supporting an Imperial army. The more military units are assigned to a spy network, the more information about the territory is produced.

Senate Commissions

The Imperial Senate can pass motions to create a new spy network. There is no benefit to having two spy networks in a territory.

Costs

- Materials: 10 weirwood.

- Time: 3 months to construct.

- Labour: 2 crowns per wain

- Upkeep: 2 Thrones per season.

Limitations

An Imperial spy network can only be constructed in a territory adjacent to a region controlled by the Empire. For example, to construct a new spy network in Hordalant the Empire would need to control one of West Ranging or Westwood in Liathaven or North Fens or Grey Fens in Bregasland.

Military units

Once complete any Imperial citizen can assign a military unit they control to support the spy network. The more military units that are assigned to operate a spy network, the more information is produced.

Units

Outcome

5

An overview of the territory including the names of major settlements and any armies present.

10

Details of any fortifications in the area and the details of armies including their approximate fighting strength, the actions they are taking, and the names of any significant military commanders. More detail about the territory including an overview of trading links and connections to adjacent territories.

15

A thorough overview of the territory, enough to produce a detailed strategic map showing the locations of fortifications and any bourse resources present.

The results are cumulative, so if 15 military units in total are assigned then the players receive all the benefits listed on the table.

A copy of the information gained is provided to every player who assigned a military unit to the spy network, along with the the normal resources they would receive if they were supporting an army instead.

Upgraded military units are proportionally more effective. Each upgrade a military unit has adds the equivalent of 1/5 of an extra unit to the overall tally.

Decommissioning a Spy Network

While the Senate could simply stop paying the upkeep on the spy network, doing so reveals its location to the owners of that territory. Alternatively, the Imperial Senate can choose to pass a motion to decommission the spy network. This costs 5 Thrones and takes a season; during this time military units cannot be assigned to the spy network. At the end of the season, the spy network is clandestinely rolled up without the owner of the territory being any the wiser.

Current Spy Networks

At present there are Imperial spy networks in each of the following territories:

- the Barrens

- Liathaven

Previous Spy Networks

- Hordalant -Destroyed by the Jotun

- Verthandi (previously Otkodov) - Decommissioned by the Senate

Further Reading

Core Brief

- Military Council

- War

Additional Information

- Imperial armies

- Army orders

- Navy orders

- Casualties

- Territory

- Army qualities

- Spy network

- Fortification

- Campaign outcome

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Squire

Children born into or adopted into a noble house are often given positions of responsibility as squires. A squire acts as an attendant to a noble, accompanying them to important meetings and social events, and is expected to be obedient to and respectful toward this mentor. The squire is not a servant, however, and is not routinely given menial tasks - the intention is that the squire should gain the character traits, knowledge and abilities that will prepare them for the Test of Mettle and for life as a noble. Tasks might include carrying messages, serving drinks at meetings, or assisting with other day to day tasks of a noble court. At the end of a task, the squire will often be asked what they have heard or learned during it, as this not only gives the noble a second pair of ears and eyes, but helps the squire to understand what they have witnessed.

Squires who serve knights also maintain their mentor's arms and armour (as much as their stature permits), and help the knight gird themself for battle. They accompany the knight to tactical briefings and battle planning sessions. Even the generals of the Nation are often accompanied by their squires, who must be thoughtful, discreet and willing to learn.

Older and trusted squires often gain their first experience of command in their mentor's service - traditionally, a senior squire is given command and responsibility for defending the national camp at festivals when the nobles sally out to do battle. They are supported and advised by senior retainers, knights and yeomen, but the duty is taken very seriously, and tales exist of squires who have won their spurs by valiantly defending the camp from unexpected attack.

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Staff of Command

Description

A staff of command is often made of metal, or at least shod and inset with pieces of metal and gemstones. Also called a staff of the law, it provides the wielder with the knowledge needed to control the movement of their enemies. Several prominent wielders of staffs such as these have allegedly fallen into dictatorial or even tyrannical ways - according to common folk tales these staves whisper into the ears of their owners of the joys of control and command, domination and subversion. A magician who relies on a staff of command can often receive a cold welcome among the Freeborn.

It is common to see a staff of command engraved with the incantations used to cast the spells it provides. It is also common to see a staff of command marked with runes of Autumn, most commonly Hirmok although Feresh is also common.

Rules

- Form: Weapon. Takes the form of a staff.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: You may cast the spells repel, entangle and paralysis as if you know them.

- Materials: Crafting a staff of command requires five measures of iridescent gloaming, seven measures of ambergelt and ten ingots of tempest jade. It takes one month to make one of these items.

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Staff of Imperial Mastery

Description

A staff of imperial mastery is sometimes called a staff of wizardry, and is quite rare. Some say that these staves - particularly in artefact form - are imbued with the spirits of the most powerful magicians, or even Eternals. According to one rumour, the staff is crafted from wood that grows over the grave of a master magician - or in some cases, from the bones of such an individual.

The best known example of a staff of Imperial mastery was crafted by the dark magician Mangar the Dark, in the service of Alderei the Fair. This sorcerous villain murdered her two brothers, the twins Tarjan and Kylearan. The insane volhov rendered their bodies down and used their arm and leg bones to form the core of her staff, wrapping it in black heartwood and leather made from their skin, tattooed with the many spells they knew between them. Mangar was allegedly hounded to her death by the spirits of her murdered siblings. According to legend, she cast herself into a dark mere somewhere in Varushka, where her body - and her accursed artefact staff - are said still to lie.

Rules

- Form: Weapon. Takes the form of a staff.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: You may cast, and where appropriate swift cast, the spells detect magic, create bond, operate portal, heal, mend, night pouch, purify, restore limb, voice for the dead, empower, entangle, paralysis, repel, shatter, venom and weakness as if you know them.

- Materials: Crafting a staff of imperial mastery requires seven measures of iridescent gloaming, seven ingots of orichalcum, seven ingots of tempest jade, seven ingots of green iron, seven ingots of weltsilver, seven measures of ambergelt, seven measures of beggar's lye and seven measures of dragonbone. It takes one month to make one of these items.

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Staff of Life

Description

A Staff of Life is usually made from a single bough of oak, yew or rowan. It is often left intentionally gnarled and unfinished. These staffs are very rarely made of any material other than wood, and it is common to see moss, vines and even small flowering plants growing from their bark. Some owners make a point of planting the staff when its magic is finally depleted, tending to it and encouraging it to take root and grow a new tree - they are often surprisingly effective at doing so.

It is common to see a Staff of Life wrapped in words of magic; the incantations used to cast healing spells are particularly common, as are the runes Rhyv, Bravash and Cavul.

Rules

- Form: Weapon. Takes the form of a staff.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: You may cast, or swift cast, the spells heal, purify and restore limb as if you know them.

- Materials: Crafting a Staff of Life requires five measures of iridescent gloaming, seven ingots of weltsilver and ten ingots of beggar's lye. It takes one month to make one of these items.

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Staff of Power

Description

While a staff of power is sometimes disparaged but offers a straightforward reserve of additional power to any magician. As the Hakima Zacarias i Guerra said during an argument with Tiberius of Sunspire, "For the price of one of your staffs, magus, I can give a staff of power to both my brothers, and still have enough left over for a stormcudgel with which to beat you." For this reason they are more generally found amongst those people who value magic less than martial prowess.

A staff of power often bears the six Dawnish symbols of the Realms, worked in with orichalcum or carved along its length. Alternatively, the haft itself may have the form of a hexagonal prism (with rounded grips for the hands, of course), or a hexagonal weight at the casting end. A staff with this form, whether carved with the Realm-Runes or not, is known as a Staff of the Six Realms, after a very ancient example which actually predates the development of the Staff of the Magi, and which therefore represents the pinnacle of achievement in this field in its day. The original Staff of the Six Realms is long-since lost, disappearing in the shipwreck that killed its owner, Polonius of Coppermount Spire, in the Bay of Catazar in the second century B.E.

Rules

- Form: Weapon. Takes the form of a staff.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: Once per day you may cast, or where appropriate swift cast, any spell you know for no mana cost.

- Materials: Crafting a staff of power requires ten measures of iridescent gloaming and five ingots of tempest jade. It takes one month to make one of these items.

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Staff of the Magi

Description

Often carried as a tool of office by powerful magicians, these staves provide potent utility. The staff itself is usually weirwood, shod with orichalcum and embellished with dragonbone and often surmounted by a fine, carefully shaped crystal of tempest jade. The rune Hirmok, which denotes mastery, is often incorporated into the body of the staff or carefully engraved on the crystal. As a consequence some Wintermark artisans refer to this magic item as a Scythe of the Magi (albeit in a somewhat tongue-in-cheek fashion). In Urizen it is customary to lay out the embellishments in the pattern of one of the constellations, and determining which sequence of stars has been chosen can offer insight into the mind of the bearer - indeed some traditional magicians suggest that not binding the staff to a constellation runs the risk that it will become resonant with the Wanderer. The colour of tempest jade used to construct the staff can also have particular signifiance - for example both Navarr and Freeborn magicians favour red or dark orange crystals when choosing a Staff of the Magi. For the Navarr, it is a reminder of blood while for the Freeborn, it is a reminder of the power of flame.

The power of the Staff of the Magi is straightforward, and easy to underestimate. It allows the bearer to perform the basic magical incantations known to every magician - operate portal, detect magic, and create bond - without tapping into their personal reserves of power. This reserve of magic appears bottomless, which has intrigued magicians and artisans alike down through the ages for obvious reasons. Magical scholars theorise that the staff somehow taps into the same ambient, invisible flows of mana that give rise to mana sites. Rather than store this energy, they serve as a conduit, tapping an infinitesimal fraction of the great ocean of magic power that surrounds and permeates all things. This power can only be harnessed in the service of the most straightforward incantations however - attempts to use a Staff of the Magi to cast more potent incantations simply fail.

This capacity to interact with ambient magical energies is not without potential risks however. There are several stories that breaking or shattering a Staff of the Magi can have unexpectedly dangerous consequences, especially if the staff is being wielded in an area already rich in magical energies. The most substantiated involves a fight between Salios of Endsmeet and the Grendel orc Dughal the Stormlord during the fall of Spiral. While fighting over the Dragons Graveyard, one of the two combatants destroyed the other's Staff of the Magi, apparently resulting in a devastating explosion of magical energy that killed both magicians and several of the warriors fighting near them and produced sufficient concussive force to blast combatants off their feet in a significant radius.

Some philosophers suggest an alternate interpretation of the staff's power, however. In A Destiny of Magic, Teodora of the Risen Sun speculated that all humans possess the potential to "awaken" themselves to the power of magic - that perceiving magic and interacting with the bonds that tie people together were nothing more than a "sixth sense" no more supernatural than sight or hearing. She suggested that magicians were not actually performing "spells" at all when they examined auras or took command of a magical portal - they simply needed the crutch of incantation to allow themselves to access these superior senses that are the birthright of all humans. Her argument was that the Staff of the Magi proved that human magicians did not need to expend mana at all, at least to use the basic spells, and that with sufficient study and self-knowledge, all magicians would be able to harness there superior senses and naturally perform the functions of a Staff of the Magi. She allegedly made some actual concrete progress toward proving her theory - there are scattered references to a ritual she was working on at the Halls of Knowledge that created an enchantment similar to the effect of the Staff. Sadly, something went wrong in her studies and in 249YE she was admitted to the Spire of Twisting Shadows. She never recovered.

The power of the Staff of the Magi is far reaching but has one interesting limitation - despite the facility it offers with magical auras it cannot be used to examine conjunctions of the Sentinel Gate. While there are many theories, none have proved more convincing than that of Eduardi de Tassato who simply suggested that the Sentinel Gate is surmounted by the Wanderer "... and the Wanderer is not in favour of anything that provides anyone with a free lunch."

Rules

- Form: Weapon. Takes the form of a ritual staff.

- Requirement: You must have the magician skill to bond to this item.

- Effect: When you cast, or swift cast, the operate portal spell, or the create bond spell, or perform the discern enchantment, identify ritual performance, identify magical item functions, or discern arcane mark function of detect magic, you may do so without spending any mana.

- Roleplaying Effect: This staff seems to vibrate slightly, in time with your heartbeat. While wielding it, you find it difficult to tolerate disrespect or rudeness especially where it concerns your magical abilities.

- Materials: Crafting a staff of the magi requires fifteen measures of iridescent gloaming, nine ingots of tempest jade, nine ingots of orichalcum, twelve measures of beggar's lye. It takes one month to make one of these items.

OOC Note

It's important to note that the Staff of the Magi is a staff, even though it does not actually grant ritual power. This means that a character does not need the battle mage skill to bond to it, and it does not need to be a weapon-safe physrep.

.

“Dearest Morgana, daughter of my heart, the day has come to pronounce you great among Nobles. You have been tested in the field of battle, where you have made a great name for yourself with your graceful rod-work and fine timing, thereby demonstrating fine Courage. You have aided the yeomanry of the land, guaranteeing the bounty of the land through the rituals of Spring and Autumn, and have thereby demonstrated both your skill and your Wisdom. You have been tested by privation as you travelled alone, and your faith has not wavered, demonstrating your unswerving Loyalty to the House.

“You have always been dear to me since the day we met, Morgana, when you were but a child, barely a citizen. You made such a fine scribe that no-one could ask for better, and you studied well at my side. You were so proficient in your magic – and so stubborn, yes, girl! – that I thought surely there was the blood of the unicorn in you, and you never let defeat or hardship sway you.

“My heart and my House both love you as a fine daughter, Morgana, and both advised me equally to commission this gift as we pronounce you Lady of House D’Arnay. With this staff in your hand, your own fearsome talent will flow yet more easily, helping you strive for ever-greater achievements in your name and the name of D’Arnay. It will smite what you command, topple what you command, hold and harm what you command, and restore and strengthen what you command.

“Arise, Lady Morgana D’Arnay, to the service of your House, and take your Mage’s Staff into your hands. Such deeds as yours deserve no less reward.”

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Stalwart Stand on Solid Ground

Contents

- 1 Rules

- 1.1 Summer Magnitude 60

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 2.1 The Nature of Adamant

- 3 Common Elements

Rules

Summer Magnitude 60

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. This ritual targets a fortification, and must be performed in a strong Summer regio in the territory containing the fortification. If the territory is part of the Empire, then it may instead be performed from the Imperial regio.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

While under this enchantment, the target fortification will not be destroyed unless it is reduced to 0 effective fighting force. When the effect ends, if the target fortification collapses immediately if it is below 1,000 strength.

The effect of the ritual lasts for a year (until the start of the Profound Decisions Empire event four events from now).

Description

This ritual was codified at the Icy Crag of the Eternal Sun in Miekarova under the guidance of the Highborn Master Luke of the Shattered Tower. The ritual was based on an arcane projection developed in Winter 379YE by the Urizen Ioseph of Phoenix Reach.

As one researcher quipped, the additional difficulties of getting to the Icy Crag – due to the perpetual blizzard laid over the college by the furious Cathan Canea – provides additional impetus to the codification. Varushkan winters are bad enough, but the curse of the Queen of Ice and Darkness is an ever-present reminder of the importance of strong walls.

The ritual prevents a fortification being overwhelmed until the final moment, when the actual physical structure is so damaged, and the spirit of the defenders so eroded, that it literally cannot stand any longer. Under normal circumstances, a fortification is overrun and destroyed some time before the actual structure itself is torn down. The fortification becomes useless to the attacker, it is true, but it often provides building materials or foundations on which a new fortification can be built more easily. Not so with this ritual – if the fortification is destroyed, there is almost nothing left of value to the attacker. The walls are so tumbled, the foundations are so cracked that any new fortification must be begun again from scratch.

While much of the power of the ritual is focused on the stone of the fortification, its effect on the defenders should not be overlooked. As many stories of adamant recount, the marvellous material infuses mortals who are exposed to it – and this ritual exploits those stories and that resonance. Living defenders of the enchanted fortification are likewise imbued with the power to resist destruction. In theory, every soldier who is part of the garrison of the enchanted fortification will receive benefits similar to those granted by Strength of the Bull or Splendid Panoply of Knighthood – being able to shrug off mighty blows and continue fighting. They may also become stronger – not only in body but also in will.

There is a very small chance that some of them – especially any with changeling blood or with a strong symbolic connection to the fortification such as the garrison commander – may find that they age slightly more slowly during their time supporting the garrison. This last effect is entirely theoretical – and it would require the ritual to be in effect for a significant period of time with the same garrison to determine if there is any validity to it!

The Nature of Adamant

During the work formulating this ritual a great deal of additional research was performed into the resonance of adamant – not the eternal who commonly goes by the name King Adamant, but the theoretical material of which many structures in the Summer Realm are thought to be composed.

Adamant is a legendary rock, or possibly a mineral, to which many properties are attributed. The adjective adamantine is used to describe something that is so strong as to be impervious to harm. According to some scholars, adamant is a miraculous material found only in the Summer realm which is impossible to work without the most potent magic – its resistance to harm includes resistance to being smelted, or chiselled. Sometimes it is described as a type of stone like white granite, at other times it is an ore similar to silver or iron, and at other times a hard, clear mineral like diamond or tempest jade. It is possible that there are different “kinds” of adamant, or that the material naturally exists in three different states, or that the Summer realm simply uses the same word to refer to three different materials.

According to Knights of the Crossroads, a thick scholarly tome recounting the stories of the many weapons, shields, and suits of armour attributed to the eternal Barien, adamant has only one vulnerability – the mortal realm. In that book, Malcolm of Meade mentioned that several metal items crafted by Barien appeared to be of no earthly material, and were extremely resistant to being damaged by fire or hammer. They could still be broken by sufficient force – but they could be repaired easily and quickly by their wielders. Fortinbras, for example, the greatsword wielded by the Dawnish questing knight Ser George the Bear, gifted to that doughty warrior by Barien as a prize for a successful Challenge of the Iron Duke, was said to cut armoured orcs in half with ease, and on the occasion that a magician or mighty opponent sundered it, Ser George restored it to full strength with a drop of his blood and a roar of righteous anger. Of course, Ser Gerorge himself eventually went mad – but the troubadours say it was only after he had seen his beloved family slaughtered by the Druj while he was powerless to intervene. According to those same troubadours, Ser George still hunts Druj in the Barrens, immortal and unkillable on his vengeful rampage – as long as he still wields Fortinbras.

Malcolm theorised that in the mortal realm, adamant becomes breakable but only by the application of will, as well as force. He further theorised that a castle built of adamant stone, or a ring set with an adamant stone, would be utterly impervious to natural harm and the passage of time – that it would maintain its integrity, lustre, sharpness, or any other quality unless a willful being intentionally strove to harm it – and even then it would require a great effort of will to permanently disfigure the adamant item.

There is even some talk of adamant stones – similar to diamonds but with a tinge of blue-white to their clear crystal structure – set into jewellery such as necklaces, rings, or crowns. These stones share their resistant nature with the jewel, and sometimes with the wearer. The Saga of Odrii Svetasson talks about a ring of weltsilver and orichalcum, set with a single stone “from the realm of the Queen” that not only provided him with mastery of the magic of summer (in a manner suggesting it was a Ring of Triumph), but meant that he “aged only during winter, remaining unchanged the rest of the year round”. While some fanciful stories suggest Odrii lived to be nearly 300 years old, actual records suggest he “only” lived to the age of 150 – but that he remained hale and hearty right up until he death in 278YE at the hands of the Thule.

Almost all of this is speculation – there are few enough items that come from the Summer realm and may be composed of adamant in the first place, and few of their owners are likely to wish to see them permanently damaged in pursuit of trivial scholarship.

The Dawnish mason-witch Tria of Laroc did theorise that white granite bears a strong resonance with adamant. She posited in her scroll Unyielding Stone that it was significantly easier to imbue structures built with white granite with the unbreaking potence of adamant than it was to protect anything else in the same manner. She further theorised that the same may be true of weapons, shields, and armour made of orichalcum. Her scroll primarily concerned the development of Unbreakable Spirit, Unbreakable Blades, but it was referenced several times by the magicians working on codifying this ritual.

Common Elements

This ritual targets a fortification, imbuing it with supernatural resilience. A representation of the target fortification, and a map of the territory where it stands are, both suitable foci for the ritual. Ritualists may also wish to use shields or suits of armour as part of the performance – a Captain ordering soldiers to set their shields against attackers would provide a strong dramaturgy element. A Freeborn magician involved in the codification suggested striking shields rhythmically would strengthen the ritual, building on the symbolism of a fortification resisting “blows” from siege engines.

The rune Verys, which represents Strength, has resonance with this ritual, especially when used alongside Jotra, which means Challenge or Struggle. or Tykonus, representing Victory. The Mountain has a key astronomantic link to the ideas of the ritual, but the Oak is probably more thematically appropriate – the great tree that endures storms.

Two Summer eternals – Cathan Canea and King Adamant – have resonance with this ritual, and evoking their names may aid with the performance. A theurgist might evoke the name of famously strong and unyielding paragons or exemplars such as Inga Tarn, but the paragon of Vigilance known as the Sentinel may also be appropriate – the structures they created have famously lasted thousands of years.

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Stance of the Constricting Scourge

Contents

- 1 Rules

- 1.1 Autumn Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains the ability to call entangle once each day following the rules for a heroic call. The call may be made with any implement or melee weapon with which they are proficient, with the exception of a pike.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 6. Additional characters must be present throughout.

Description

This enchantment allows a target to pin an opponent in place for a short time, making them especially vulnerable to capture, or to defeat if they are wielding short weapons. It is sometimes called The Thief-taker's Net, and used to stop fleeing fugitives in their tracks. Unlike the ability granted by the entangle spell, the power of the Constricting Scourge allows the target to restrain an opponent with a simple strike from a weapon or implement.

Common Elements

When performing this ritual, a coven often invokes symbols of binding, stagnation and hesitation. Some magicians weave invocations of doubt and uncertainty, while others evoke forces of capture or law enforcement. Skirling pipe-music may often be involved, as might interweaving flutes. Sinuous dances are common, but so are things that bind - chains, threads, ropes, nets and even ribbons.

Other common elements in this ritual might include runes, especially Hirmok. Beasts such as spiders and great serpents that crush their prey may be mentioned, and some Freeborn use images of octopi, squid or even kraken in their magic. The constellation of The Chain is sometimes invoked, as are the names of the Autumn Eternals know as the Lictors.

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Standing at the Threshold

Contents

- 1 Rules

- 1.1 Day Magnitude 19

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 19

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual grants the coven that performs it the ability to perform an additional ritual each day.

The ritual counts as an enchantment on the coven (or the coven bond itself) rather than the individual ritualists.

When cast with more than one contributor, this ritual always counts as a use of the coven bond and counts towards the number of rituals the coven can perform that day.

The effect lasts until the start of the next Profound Decisions Empire event.

Description

According to scholars of Day, this ritual works by capturing the resonance of every time in the past that the coven did not perform a ritual, and every point in the future where they will not perform a ritual, and using the echoes of those moments to allow the coven to perform additional rituals now. Ritualists who are part of the coven often experience stange moments of deja vu, or have fleeting memories of rituals they know they did not perform but might have performed. When actually performing a ritual, these sensations become stronger - occasionally a ritualist may briefly hallucinate that they are performing a different ritual, in a different place, at a different time. These impessions are rarely overpowering, but can be unsettling the first few times they occur.

It is worth noting that the power of this enchantment goes into effect immediately; even though the ritual is always cast using the coven bond, the ability to cast another ritual that day is available straight away.

Common Elements

This ritual is often performed under the open sky, with as little secret as possible. Some covens choose to use a public spot, or the Anvil regio, specifically to reduce the secrecy of what they are doing. The magicians often use things associated with past rituals, and it is very common for the coven to bring all of their ritual talismans along even if they are not going to use them, to encourage the connection between past, present and future rituals. For the same reason, they will often include any children who they hope will become future magicians and join the coven. Indeed, for some covens (especially Varushkan cabalists) one or more of the contributors will be a youngster coached and mentored by a more powerful magician.

Symbols of doors, threshold and passages are often used; Urizen magicians may evoke images and symbols of the net of the heavens while Navarr ritualists obviously make connections between the great dance and the idea of moving the ability to do a future or past ritual to a point at which it is more useful. Some covens end the ritual back-to-back, or in groups of three, reinforcing mystic ideas of a threshold as the ever-moving now between the past (the backwards looking figure) and the future (the forwards looking figure).

The runes Ophis and Sular and Aesh are commonly invoked, as is the rune of dominion or the subtle rune Queros which synergises well with the subtle energies used in this magic. The constellations of The Key and The Lock are regularly used, and many covens evoke the image of The Door or The Three Sisters as well. It is not uncommon for the ritual to evoke the power of sphinxes who are viewed in some quarters as possessing powers to see the past or future, or to use symbols of Vigilance, Wisdom or Ambition.

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Starfall

The Sovereign Lord of the City of Bridges calmly withdraws a key from his pocket, and uses it to open an unassuming door beside an extravagant tapestry woven from metallic threads. Beyond is a steep staircase, winding round and around itself. He does not hurry, nor does he bother to create any light. At the bottom there is a second door, also locked. He draws a different key from a different pocket, and unlocks the portal. He counts lowly under his breath, and twists the handle when his count reaches a certain number. The portal opens with a wheezing, groaning sound. He is forced to bow his head slightly to pass through the low door, angling his head slightly to prevent the horns he wears from catching on the doorframe.

Beyond is a thing that defies easy explanation. A machine whose only moving parts are uncountable numbers of threads, of all the colours of the rainbow. It is in constant slow motion, with threads winding around each other and uncoiling; changing colour; crossing and uncrossing; snapping and twisting together to form new threads. One could spend a lifetime studying its radiant complexity and never learn more than a fraction of it.

Scuttling through and around the loom of the stars are a dozen little creatures that are somewhat like arachnids, and somewhat like entirely different creatures. It is hard to look at them closely. As the golden prince enters, they cease their movement for a heartbeat to watch him enter, and each bobs its body just so in a manner reminiscent of a courtier greeting their lord.

Prospero acknowledges them, and examines the loom for a moment. He moves through it in a certain way, in a direction that is difficult to put into words, and comes to a certain part of it. He reaches out his hand and lays a metallic talon on a single thick cord woven of dark purple and crimson strands. He taps it once, turns his head, and from a different angle the strand and the loom and the room are gone and he is watching a great ball of crimson fire that is also a churning cloud and a coiling mist which gives a great sensation of motion without moving. He watches it in his mind's eye. At first it is single-natured, but then without warning it becomes almost impossible to perceive, splintering into hundreds of ghostly images. Yet each image ends the same way - with an explosive impact - but in each case the location of the impact varies.

He turns his head again, observes the loom once more, traces his finger along the star's thread in a different direction. he barely seems interested in the thread itself, but in all the myriad strands and cords that weave around it. He taps one of his other fingers against his lips as he studies the loom, brow furrowed.

"The red star," he says out loud. One of the little spider-things scuttles up his leg and onto his shoulder, It caresses his ear with its little forelegs. He leans slightly forward, examining other strands. Here a green and blue cord made up of five smaller cords that coil and uncoil around each other crosses the star's thread. There a six-fold rope made up of hundreds of tiny hairs wraps around and around it. He follows along the star thread to where it abruptly ends.

No, not ends. Bursts, uncoils, frays and snaps. At a certain point the red and purple strands break apart and spread out in all directions, coiling around other threads. Almost too many to count, but the Lord of the Loom tracks them all. More or less. He smiles, clearly pleased with what he has seen.

"Let me know if anything significant changes," he whispers to the little spiderling on his shoulder. "If nothing else happens, let me know the moment that it becomes immanent - once it is too late to change where it will fall. I want to take a proper look at the implications of the location and see what opportunities present themselves."

The spiderling chitters, and scuttles down Prospero's shoulder. He stands for another timeless moment examining certain other threads of interest and then, satisfied, he left the chamber by a different door, a circular portal that opened with a whirr and closed with a peculiar chuffing, leaving the spiderlings to their work observing the loom, and the loom to its enigmatic business.

Contents

- 1 Overview

- 2 Significance

- 2.1 Starfall

- 2.2 Magic and the Stalker

- 2.3 A prospector's lot

- 2.4 The Influence of the Stalker

- 3 Further Reading

Overview

As part of our ongoing peace treaty with the Thule

and to accept their gesture of goodwill. We agree to

use the Thule ritual to divert the Stalker comet to the

Thule territory of Sküld

Proposed by Volodmartz, Seconded by Hercynia

Summer Solstice statement by the Senate

The last year has seen the appearance of a celestial phenomena dubbed "the Stalker" by the magicians of the Imperial Conclave. A red star, initially invisible to the naked eye, that has slowly grown larger and larger. The star is not visible in all parts of the Empire; that alone suggests that powerful magic is at work here. It can be seen in the northern sky over Skarsind, Sermersuaq, Hercynia; in Wickmoor and Sandling in Weirwater; in Northspires and Bruckland in Hahnmark; and over the whole of Varushka. Even where the skies are otherwise empty, the star remains visible after sunset.

As the seasons have crept on the star has grown brighter and larger in the sky until it now eclipses the stars it passes. Now, as the Autumn Equinox approaches, the star begins its final descent to the world below.

The growing star itself is not the only thing that falls from the northern skies. As it grows brighter, the skies are lit by showers of shooting stars. While such phenomena are common in Summer, they have not fell in such profusion in living memory. As with most falling stars, they burn brightly and then are gone, occasionally leaving behind strange rocks or other curiosities. Many of these nuggets that fall from the heavens contain small amounts of the precious star metal ilium. Optimistic prospectors head for the northern wilderness in the hopes of making their fortune.

Of particular interest to astronomancers however are three larger star fragments that fell during nights particularly heavy with shooting stars. They burned brighter and longer than the others, leaving shadows of their path burnt into the vision of those who witnessed their fall. One struck the marshes of Kallavesa. The others hit the ground in Bregasland near Rushring, and in the deep forests of West Ranging in Liathaven. These impacts threw columns of smoke and debris into the area, making it difficult to locate exactly where the stars came to rest. This has not stopped prospectors looking, however - even in Jotun-held Liathaven - for these stars may well represent a significant bounty of ilium.

Following a great deal of debate, both the Imperial Conclave and the Senate have expressed their opinion that magic should be used to change the trajectory of the Stalker, and have it strike the earth in the Thule territory of Sküld. Apparently some sort of agreement has been made with the northern orcs. Presumably there has been some agreement as to precisely which region within the territory the star will target, although this is not public knowledge.

... I think it is important that the civil service clarifies with the senators, and the magicians of the Conclave, that their statements of intent are insufficient to actually move the star. Someone will have to actually employ the necessary magic to make that happen. The power of the Senate is great, but there are limits to how far-reaching the words of even this august body can be.

Excerpt from recommendation by Magistrate Abraham

Significance

This season marks the end of the Stalker's passage through the sky. It will strike the ground during or just after the Autumn Equinox, and for a brief period of time it will be possible or mortal ritual magic to influence where it finally comes to rest.

Starfall

Observations and divinations have revealed that the falling star will make landfall in Miekarova, some time on Saturday night or Sunday morning during the Autumn Equinox. At present it is not common knowledge what region in Miekarova will suffer.

Whatever region of Miekarova is hit by the comet will be utterly devastated. Most resources that are hit will be destroyed - and if there are any significant settlements in that region then many people will die. However, regardless of where it hits, the comet is likely to rain destruction across a wide area as it breaks up. As a result every resource in the territory that is currently improved beyond level one will permanently lose a level from the destruction caused by the comet.

Magic and the Stalker

As the star draws closer, then it may come within range of ritual magic before it falls to earth. Influencing the movement of the star would fall within the purview of Autumn magic - assuming it is possible to a powerful enough ritual could be accomplished. If it is anything like those stars that fall in the Summer months, falling to earth is a function of its essential nature and no force of magic can gainsay that quality.

Regardless, rituals to divine its path or potentially shift that path do not exist in Imperial Lore. In the absence of a ritual text, Imperial magicians must fall back on more spontaneous magics. Any ritual to affect the star would almost certainly have to be performed in Miekarova - or at the Anvil regio.

The narrow window of opportunity for mortal magic to effect the fall of the Stalker begins on Friday afternoon, and ends at ten o'clock Saturday night. After this point, no power in the Empire will be able to change where the star will come to earth.

Note regarding arcane projections: Any arcane projections related to affecting the Stalker prepared last event will include the line "Over the Course of the coming season, the falling star’s trajectory is altered". We have changed the time scale on the star's arrival, and this line should be ignored. It is important to realise that such arcane projections remain enchantments, however - only the last such ritual used before the star comes to ground will have any effect.

A prospector's lot

Short lived as it may be, the scattering of additional stars in the wake of the Stalker has seen an increased amount of ilium being reclaimed by Imperial citizens. By itself, most citizens have little use for a handful of ilium but it is extremely valuable to ritual magicians, artisans, and even some apothecaries. Consequently, a number of these rich finds are finding their way to Anvil for sale to the powerful and influential who attend the summits. This will mean an increased number of lots of star metal offered through public auction during the Autumn Equinox.

The Influence of the Stalker

Previously, the red star has been seen to exert an unnatural influence over those who suffered from certain types of magical ailment, especially those with a mental or emotional component. It also had an odd effect on the behaviour of many lineaged individuals. Roughly a fortnight before the Autumn equinox, however, these effects reach a crescendo - and then abruptly end.

There are a number of theories as to why this might have happened, but it is still a matter for discussion among those interested in such matters.

Further Reading

You can find out more about the constellations here (http://www.profounddecisions.co.uk/empire-wiki/Astronomancy)

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Start a fire

"So that's us done then." Balin leant on his great two-handed mattock. Half his face was a mask of crusted blood, but he didn't appear to care. He was watching the grove burn, idly chewing on a stem of grass.

He wasn't looking at Lianne - she must have been making more noise than she'd realised. She limped over to him, favouring her uninjured leg, and plucked the length of grass from between his teeth.

"I've told you, and I've told you. Don't put things like that in your mouth, not here, not now."

"It's just grass," said Balin defensively.

"Maybe it is and maybe it isn't."

Behind them, liquid fire dripped from the burning trees. There was surprisingly little smoke, but that didn't stop there being a lot of ash. It danced in the rising heat, then drifted back down to cover everything nearby. A rough ring of Marchers and Navarr - those who were still well enough to fight - circled the grove keeping a watchful eye that not of the remaining vallornspawn escaped. For the first half hour or so there had been a terrible keening, as the... plant... in the heart of the grove had burned. Then it had fallen silent and the only noise was the crackling of burning wood.

"It's done, though." said Balin. "We can all go home."

Half his mouth quirked into a bitter smile. "I say home. Chances are we'll be marching again before the first apples. North to Sermersuaq maybe. I hear there's Jotun in Wintermark now, and we're close by as the crow flies. Maybe you'll come with us."

Lianne looked away and said nothing. Something about her, perhaps the way she stood, perhaps the slightest sigh, caught Balin's attention. He frowned a little, stepped closer. Poked her in the shoulder..

"What? It's over now, right? We can all get back to the real business - killing orcs."

The Navarr thorn turned, and looked sadly up at the big Marcher. He was a good man, she thought. Solid. Dependable. Gentle, when he was not hacking away at the enemy. Straightforward. Naive, even. She didn't blame him for thinking that the matter here was finished with. The news was that the spawn were in retreat, falling back south. It had been days since they'd seen any significant creatures. Even the miasma seemed to be thinning. But it was far from over.

"Balin... it's not that simple. We've stopped it spreading but there's more going on here than just that."

"How do you mean?"

"I'm not a vate, but there's been talk. The vallorn has stretched itself, when it reached out to take West Ranging. It's weakened itself - overextended. The trods are doing their work, and something is shifting. Giving. It's difficult to explain. Thre's an opportunity here..."

"It'll keep," grumbled Balin. "The woods are not going anywhere. They were here long before either of us were born, they'll be here long after."

He was being stubborn.

"I wish it was that simple. But this is a chance that will not come again for years. The trods do their work, but they're next to impossible to predict. If we leave here now - if you leave here now - it will be years before we have a chance to uproot the taint from Liathaven."

"Then let it keep," Balin sounded a little angry for some reason. "Let someone else worry about it - come fight with us against the orcs. They're a proper foe, meat and bone, not... not like the things we've had to fight here. Mad things like these, leave them be and maybe they'll leave us be."

She shook her head. Oh part of her wanted to go with the Marchers - with him - out of Liathaven. This wasn't her home, and it was nothing like the gentle glades of Miaren. She'd seen too many horrors these last three months to ever be easy in this forest again. What was left of it. Lianne glanced over to the fires consuming the grove, to the columns of thin grey smoke burning all along the front line.

"I can't," she said. "If the general calls, I'll be marching south. I'm Navarr. I took an oath. I won't abandon it not even for..."

"The Empire needs the Navarr," said Balin. He sounded a little angry. "They say Zenith has gone to the Druj. That there's been a massacre in Spiral. That it'll be war with the Thule again soon enough. It's not the time for... for gardening!"

"You think I don't know that?!" Lianne felt her own temper rising but fought it. "Zenith? Spiral? Wintermark and Varushka? The Empire is always at war. Maybe the Senate will make a deal with the Brands Council. Maybe the Empire can offer us something more important than this. Maybe our generals will decide we don't have the numbers to win - but don't think we'll just go where we're ordered. If you force us to choose between the Empire and our oath..."

She stopped speaking, and let all her breath out in an explosive snort, letting her anger and frustration out with it.

"I don't know what we'll do... I'm glad it's not me that has to make that decision. Come on, let's see about getting your head looked at. You can't afford to lose too many more of your wits, Balin."

The Marcher didn't look happy, but he didn't argue. Behind them, the world continued to burn.

To all Imperial citizens, let it be known that when someone falls in the Vallorn miasma, they do not die. The terrible Vallorn keeps them on the brink of death and puppets their bodies, trapping their souls, unable to move on to the Labyrinth or cross the Abyss. The Navarr National Assembly now considers the destruction of the Vallorn and release of the souls trapped within to be the most important spiritual endeavour of the Empire. We call upon our fellow nations to dedicate themselves to this cause.

Raewyn Eternal, Winter 381YE, Navarr National Assembly, Upheld 146 - 0

Contents

- 1 Overview

- 2 Complications

- 3 Crusade of Thorns

- 4 The Burned Prince

- 5 The Brokers of Navarr

- 6 Magic

- 7 Opposition

Overview

The Navarr have secured a victory over the vallorn of Liathaven. This is not the first time they have beaten back an attempt by the vallorn to spread its infection - the Black Thorns thwarted a similar event in Elerael only a few years ago after all. Yet the Brocéliande expansion was a significant degree less focused than the attempt to swamp West Ranging. There, it was simply a natural shift as of water rushing in to fill an empty space left by the withdrawal of the Druj. The Liathaven expansion feels like something else, something more immediate. The vallorn itself possesses no sentience, of course, not as a human might understand it. Yet the thorns and vates of the Quiet Step are left in no doubt that there is a power in Liathaven that was not present in Brocéliande, something fell that has yet to reveal itself.

As predicted, though, the victory in Liathaven has left the vallorn weakened in some fashion. The vates are clear - it is possible to do more than simply keep the vallorn at bay. There is an opportunity - bought with many lives and with many years of patiently walking the trods - to launch an attack against the Westwood that, if it is backed with enough force, might be sufficient to reclaim that region.

Complications

While the Navarr and their allies were able to drive the vallorn back from West Ranging, they did not bring enough force to bear to conquer the entire region. The woodland has been seared with the hungry fire of Surut but enough remains that the Empire does not control the entire region. As such, Imperial forces are still at a disadvantage in Liathaven - especially if they move to attack Westwood. Without control of an adjacent region within the territory, they will suffer all the normal penalties for establishing a beachhead unless they first secure their control of the rest of West Ranging.

More to the point, Westwood is no exploratory tendril: it is a part of the vallorn that has remained largely untouched by outside forces for over a thousand years. It represents a significantly greater threat than the forces the Navarr have already faced this season. These opportunities are rare. Attempting to defeat it is a considerably more risky proposition... but if they do not strike then it will be years before the vallorn is weakened enough to attempt this again. Assuming, of course, that whatever malign force is present in Liathaven does not act first.

The opportunity to capture this region must be completed by the start of the Winter Solstice, otherwise it will be lost and the vallorn will remain in control of Westwood. The civil service advise that any season where the Vallorn is not under attack, will see it grow back threatening to retake any territorial gains that have been achieved.

The first step seems to be the use of divinations to determine exactly how powerful the force of the vallorn in Westwood may be. The vallorn will not give up an inch of ground without a fight, and the strength of opposition there will set the threshold that must be overcome before any headway can be made.

Crusade of Thorns

The Navarr National Assembly has called for all Imperial citizens to fight the vallorn, citing its belief that every vallornspawn husk is a human or orc whose spirit is unable to enter the Labyrinth trapped eternally between life and death. The Quiet Step and their Marcher allies have taken the battle to the vallorn but there is still much to be done. With the guides and priests of Navarr, and the Imperial Synod, leading the way however perhaps more could be achieved.

The destruction of the vallorn is our reason for existing. Created by our ancestors, it is our responsibility to deal with it, and to free the spirits it has trapped eternally between life and death. We have walked the trods, but now it is time to take up spear and shield against the vallorn of Liathaven. We send X with 25 doses of liao to urge all the thorns of Navarr to join together to drive the vallorn from Liathaven, inasmuch as that is possible.

Synod Mandate, Navarr national assembly

The Navarr national assembly can choose to pass this mandate during the coming summit. If they do, and if the liao is provided, every Navarr character with a military unit will suffer a two rank penalty to any action it undertakes that is not supporting an army fighting in Liathaven. This penalty would persist as long as the opportunity to directly oppose the vallorn in Liathaven remained.

The Navarr have revealed the terrible fate of those who fall to the vallorn, trapped forever between life and death. We send X with 50 liao to urge all righteous pilgrims to fight the vallorn, to free the spirits of humans and orcs trapped forever between life and death, and to drive the vallorn from Liathaven inasmuch as that is possible.

Synod Mandate, any other national assembly

Any other national assembly can choose to pass this mandate to urge the soldiers of their own nation to aid the Navarr in driving the vallorn from Liathaven. If this mandate is spread, every citizen of that nation with a military unit will suffer a one rank penalty to any action it undertakes that is not supporting an army fighting in Liathaven. This penalty would persist as long as the opportunity to directly oppose the vallorn in Liathaven remained.

The Navarr have called for the Empire to stand beside them, to acknowledge that the eradication of the vallorn is not only a matter of arms but also of faith and spirit. Let all righteous captains heed the call of the Navarr and travel to Liathaven to destroy this inhuman menace that subverts the fate of righteous humans and orcs alike. We send X with 150 doses of liao to urge the soldiers of the Empire to help destroy the vallorn of Liathaven inasmuch as that is possible.

Synod Mandate, General assembly

If the General Assembly passes this mandate, then every soldier in the Empire will be appraised of the righteousness of battling the vallorn in Liathaven. Any military unit controlled by an Imperial citizen who does not fight in Liathaven during the coming season will suffer a one rank penalty to their effective strength. In the event that this mandate is passed alongside mandates in one or more of the national assemblies, the penalties to military units who do not fight in Liathaven would be cumulative.

The Burned Prince

During the Winter Solstice, the Quiet Step made use of a unique boon granted by Surut, the Burned Prince of the Thrice-cursed Court. One of these three dangerous eternals - the Bound King, Tharim - has been granted amity by the Imperial Conclave, but Surut has not. Indeed, at one point in the last few years he was considered an enemy of the Empire, although that situation has apparently been cleared up.

The precise nature of the boon Surut offered is not common knowledge, but it is believed to have been responsible for the devastating fire that followed the Quiet Step, devouring vallornspawn and Spring regio with equal ferocity. What is known is that the ability to deliver the boon was a one-time arrangement, one that cannot be repeated... unless Surut chooses to offer it to the Navarr again. Shortly before the Spring Equinox, three charred and burned knights approached key captains in the Quiet Step, the Tusks, and the Bounders with a message from their ashen master.

Surut enjoyed the opportunity to devour vallornspawn, and to destroy the trees and regio of West Ranging. He is prepared to offer his boon again to the Empire if they wish to continue to fight the vallorn in Liathaven. In return for a declaration of amity by the Imperial Conclave he will provide another boon allowing his hungry flame to be unleashed against the vallorn again. If the Archmage of Winter is prepared to swear an oath that the Conclave will not remove that amity until at least three years have passed, he will provide three boons of equal value to be shared out among the armies fighting the vallorn. Unless the Conclave declares otherwise, he would provide the boons to Willa of Nation's Guard Coven to deliver as she saw fit.

Furthermore, were amity secured, then he is prepared to negotiate the provision of an arcane projection that would allow any Imperial army to be enchanted with the devouring flame for use in any future military campaigns against the vallorn. An agent of the Thrice-cursed Court, the Baron of the Bone Orchard, will be attending the Conclave session of Saturday evening and is empowered to negotiate with Imperial magicians on Surut's behalf, should the Empire be interested in such a projection - on the understanding that if they wished to codify that ritual, and even to put it into Imperial lore, Surut would not object.

The Brokers of Navarr

The recent success in Liathaven, and the opportunity to drive the vallorn out of the Westwood, have inspired Navarr across the Empire. Some are more cautious than others, but with the trod network looking stronger than it has in decades, and a clear victory over the vallorn fresh in their minds, a number of brokers have come together at Miaren to discuss opportunities for helping their brothers and sisters take an active role in destroying the vallorn.

Many vallornspawn are known to have a particular weakness, that is also paradoxically one of the greatest strengths of the aberration that fosters them - venom. There is never enough Imperial Roseweald or Bladeroot to treat those exposed to the toxins of the vallorn miasma, and there are never enough Scorpion's Sting daggers or envenomed blades to go round. The brokers may not be able to provide powerful weapons that will fight the vallorn on a territorial level, but they can certainly do their best to aid the thorns in their battles against its minions.

They suggest a brokerage be built in Miaren, specifically dedicated to gathering tools for fighting the vallorn not only from Navarr apothecaries and artisans, but also from crafters across the Empire.

The brokerage would require a commission, 30 weirwood, and 60 crowns. It would take a season to complete. The resulting ministry would require a character be appointed to control it and would permit three purchasing streams. The first would provide Imperial roseweald and bladeroot, the second would provide vials of Oil of Blackroot, and the third would allow the purchase of Scorpion's Sting daggers.

This opportunity is limited - it would have to be built at the coming Spring Equinox - whether it would be available after that would depend on the progress of the war against the vallorn if any.

Magic

During the Winter Solstice, the Dance of Navarr and Thorn was performed not once but twice. From the Anvil regio, the magicians of Navarr reinforced and repaired the trods in Mournwold damaged by thirty years or more of neglect. Then, taking advantage of a conjunction of the Sentinel Gate, they ventured to Liathaven itself, to a Spring regio there, and with the aid of Freeborn allies restored the damaged trods surrounding the western vallorn itself.

The trods now stretch from one end of the Empire to the other, and wrap around all four of the known vallorn - Liathaven, Hercynia, Therunin, and forsaken Brocéliande. In only one territory of the Empire are the trods broken and fading - in Spiral. And Spiral is once again part of the Empire, so can be reached from the Anvil regio. While some few vates are concerned that attempting to weave the trods across that accursèd territory may present additional risks, most are certain that the power of the plateau - of madness, fear, hate, and death - is sufficiently ephemeral that it will have no influence over the trods, which are things firmly tied to the world of leaf and branch which knows nothing of such things.

There are other magics that might be useful in facing the vallorn of Liathaven, enchantments and curses alike. The potent Winter curse Wither the Seed is known to have an effect on the vallorn, although it requires a Winter regio to be worked and its effects linger for decades. Perhaps it could be used to weaken the vallorn further - at the cost of thirty years of fallow fields.

Yet the use of ritual magic against the vallorn has always been a difficult proposition. While a clever arcane projection might be found to aid in the fight, rituals are not the only source of magical power. The boon of Surut has already been mentioned, but there may be other eternals prepared to offer aid to the Navarr. Arhallogen is a master of venom, and his recent interactions with the Quiet Step suggest he has some interest in the Navarr, for example. Perhaps the vates could secure such aid, provided they were prepared to pay the price.

Opposition

One question remains unanswered however. There seems to be some force active in Liathaven that is not like anything encountered before. Is it a natural evolution of the vallorn? An outside agent? The presence of creatures connected to Yaw'nagrah is perhaps not a surprise, but there are hints of something else at work. Right now, these hints are vague at best - but dreadful as the vallorn is, it is at least in part a known quantity. It lacks no guiding sentience of its own, and reacts in an elemental manner to any stimulus. This new force however is an unknown danger - impossible to predict - and what is not understood is a threat to any plan the Imperial forces make.

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Statement of Intent regarding providing missionaries to the Iron Confederacy

To make missionaries from the General Assembly available to those in the Iron Confederacy willing to engage with them

Proposed by Segura, Seconded by Kallavesa

Overview

- Passed

Date

- Autumn 380YE

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Statement_of_Intent_regarding_providing_missionaries_to_the_Iron_Confederacy&oldid=50809"

Statement of Intent regarding slavery

This motion is currently undergoing scrutiny.

The enslavement of sapient beings is contrary to the defining principles of the Empire, our Constitution and the Way of Virtue

Proposed by Sermersuaq, seconded by Weirwater

Overview

- Passed

Date

- Summer 380YE

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Statement_of_Intent_regarding_slavery&oldid=46872"

Statement of Intent regarding the Stalker

As part of our ongoing peace treaty with the Thule and to accept their gesture of goodwill.

We agree to use the Thule ritual to divert the Stalker comet to the Thule territory of Sküld

Proposed by Volodmartz, Seconded by Hercynia

Overview

- This motion was to address the red star which is currently believed to be set to fall in Miekarova

- Passed in principle

Date

- Summer 380YE

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Statement_of_Intent_regarding_the_Stalker&oldid=47216"

Statement of Intent regarding trade with the Principalities of Jarm

The Empire recognises the importance of extant and future trade in strategic materials with our allies in Jarm and welcomes any overtures to strengthen existing agreements or form new ones.

Proposed by Upwold, Seconded by Morrow

Overview

- Passed

Date

- Autumn 380YE

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Statement_of_Intent_regarding_trade_with_the_Principalities_of_Jarm&oldid=47334"

Statement of principle (Redirected from Statement of Principle)

Synod Judgement

- Any Assembly

- Lesser Majority

Contents

- 1 Overview

- 2 Judgement

- 3 Outcome

- 4 OOC Design

- 5 Further Reading

- 5.1 Core Brief

- 5.2 Additional Information

Overview

The assemblies of the Imperial Synod have the ability to make statements of principle. These are public declarations with the support of an assembly of the Synod on a matter relevant to the spiritual well-being of the Empire.

Statements of principle have no authority in law. However, they are a means by which the Synod can recognize a virtuous act, warn citizens of potential peril or attempt to apply encouragement, or shame, to a public figure or group. Most statements are primarily of interest to the well-connected citizens of the Empire who attend the summits at Anvil. However significant statements, especially those passed with a greater majority by the General Assembly, may have influence right across the Empire.

Judgement

A judgement of principle may legally be raised by any assembly of the Imperial Synod. However it is expected that the issue at hand will be relevant to the members of the assembly judging it. For example a Statement of Principle decrying the actions of Highborn generals is likely to carry the most moral weight if passed by the Highborn Assembly.

A statement of principle never has a direct legal consequence regardless of the wording. The Synod may judge a statement of principle calling for the creation of an inquisitor or an auditor - but that does not cause the creation of a new Imperial title. The statement carries moral imperative, not legal force. Only the Imperial Senate can create new titles or change the law.

A statement of principle only requires a lesser majority to pass.

At the Spring Summit 377 YE, the National Assembly of the League, at the instigation of Antonio Raoul Calgone declared the belief that there should be, at Anvil, a location consecrated to each of the Imperial Virtues.

Outcome

The primary significance of a statement of principle lies in the discussion and debate which attends the Synod as they judge the issue and decide whether to pass the statement or reject it. A statement of principle is published and recorded along with other judgements, regardless of whether it passes or fails, so that anyone who is interested can see the outcome of that discussion.

In most cases it is only those citizens of the Empire that are concerned with the business of the Synod who pay attention to these principles. A statement of principle is an important mechanism that enables the Synod to demonstrate a unified view to other houses such as the Senate, but judgements that pass with a lesser majority are not widely discussed outside Anvil - they are largely a matter for those who attend Anvil to consider.

When a statement of principle passes with a greater majority, the civil service ensure that it is communicated throughout the Empire to every priest of the Way who leads an appropriate congregation. A greater majority in favour of a statement conveys an incontrovertible message that is listened to by all.

A statement of principle passed with a greater majority by a national assembly will be communicated to every congregation in that nation. With the clear backing of the spiritual leaders of that nation it may have a profound effect on the attitudes and endeavours of the citizens of that nation. A similar statement passed with a greater majority by the General Assembly resounds across the entire Empire and will always have an effect of some kind. Such statements are also communicated to priests of the Way who tend to congregations in foreign nations.

Statements passed by the Assembly of the Nine do not have a significant impact beyond Anvil. Although the Assembly is politically significant, most citizens focus more on the statements passed by the collective bodies of the Synod, rather than their elected leaders. Statements passed with a greater majority by a virtue assembly are communicated to congregations of that virtue across the Empire, but it is rare for them to produce a clear effect, as the faithful who are influenced are more dispersed.

Due to their shared faith, the priests of the Sumaah Republic pay particular attention to statements of principle by the Synod. There are priests who support congregations that follow the Way in many foreign nations, and they tend to look to either the Empire or Sumaah for guidance on religious matters. A statement of principle by the General Assembly, especially one that achieves a greater majority, may impact relations with these foreign congregations.

Anger without power is folly.

Marcher Proverb

OOC Design

A statement of principle passed with a greater majority by the General Assembly will always have an effect on the game setting. The Synod represents the moral leadership of the Empire - and when it speaks with a clear voice, then citizens of the Empire will respond to that. Exactly what form the response will take is impossible to predict - but the response will usually be tailored in terms of an opportunity, often presenting a choice for the Synod at the following event. The effects of that opportunity will be clear - and characters can then choose if they wish to follow through.

Statements of principle passed by a national assembly are less certain - some will have an effect, some will not. It is very rare for statements of principle passed by a virtue assembly to have a significant effect, as the most ardent followers of that virtue are dispersed throughout the Empire. Statements passed by the Assembly of Nine or that pass with a lesser majority will never have an effect beyond Anvil.

Long experience has shown that it is impossible for the civil service to predict the effects of a statement of principle passed with a greater majority. They will refuse all requests for a prediction - as they are categorically unable to provide one. This is because our plot team will not decide on the response to a statement of principle at the event where it passed. A statement cannot have an effect until it is communicated to the Empire beyond Anvil, so we will always make use of the time presented to carefully consider the reaction of Imperial citizens and decide on the best outcome for the game.

While a statement of principle of this kind is guaranteed to have an effect, this will not always be a benefit. The play-balance of game effects are as likely to be negative as they are positive. For example a statement of principle passed with a greater majority of the Marcher assembly urging all Marchers to support the war in the Mournwold might result in a plot opportunity for the Marcher Assembly to create a penalty for all Marcher armies and military units that don't fight in the Mourn. The Marchers, inspired by the leadership of their Synod use rough music and shunning to punish those who disobey the clear will of the Synod.

Statements of principle exist to allow player-characters to unite the citizens of the Empire behind an in-character cause. The wording of a statement of principle is absolutely crucial in determining the flavour and detail of a response. We will determine the outcome of any plot opportunity based on the wording of the judgement. An effective statement of principle will be clear and lay out a strong proposal that characters in the Empire can support or follow.

While we encourage anyone writing a statement of principle to be clear in the intent - it is not helpful to try to dictate what the outcome should be. A statement of principle should state what citizens of the Empire should do - attempts to state what should happen as a result of those actions will be ignored. As a player you represent the moral and civic leadership of the Empire - you get to say what the leadership of the Empire does - but you don't get to say what the outcome is. The weal or woe of any action is decided by us.

For example, a statement of principle by the Marcher assembly calling for Marcher citizens to use rough music and shun any Marcher who does not contribute to the fight against the Jotun in the Mournwold is perfectly clear. If this passes with a greater majority then we will consider some form of wind of fortune that offers penalties for any Marcher army or military unit that does not support the will of the assembly. But a statement of principle by the Marcher assembly calling for Marcher citizens to use rough music and shun any Marcher who does not contribute to the fight against the Jotun in the Mournwold thereby resulting in a 25% bonus to the fighting strength of the Marcher army next season will lead to certain disappointment.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Statement_of_principle&oldid=50389"

Statement of principle

Synod Judgement

- Any Assembly

- Lesser Majority

Contents

- 1 Overview

- 2 Judgement

- 3 Outcome

- 4 OOC Design

- 5 Further Reading

- 5.1 Core Brief

- 5.2 Additional Information

Overview

The assemblies of the Imperial Synod have the ability to make statements of principle. These are public declarations with the support of an assembly of the Synod on a matter relevant to the spiritual well-being of the Empire.

Statements of principle have no authority in law. However, they are a means by which the Synod can recognize a virtuous act, warn citizens of potential peril or attempt to apply encouragement, or shame, to a public figure or group. Most statements are primarily of interest to the well-connected citizens of the Empire who attend the summits at Anvil. However significant statements, especially those passed with a greater majority by the General Assembly, may have influence right across the Empire.

Judgement

A judgement of principle may legally be raised by any assembly of the Imperial Synod. However it is expected that the issue at hand will be relevant to the members of the assembly judging it. For example a Statement of Principle decrying the actions of Highborn generals is likely to carry the most moral weight if passed by the Highborn Assembly.

A statement of principle never has a direct legal consequence regardless of the wording. The Synod may judge a statement of principle calling for the creation of an inquisitor or an auditor - but that does not cause the creation of a new Imperial title. The statement carries moral imperative, not legal force. Only the Imperial Senate can create new titles or change the law.

A statement of principle only requires a lesser majority to pass.

At the Spring Summit 377 YE, the National Assembly of the League, at the instigation of Antonio Raoul Calgone declared the belief that there should be, at Anvil, a location consecrated to each of the Imperial Virtues.

Outcome

The primary significance of a statement of principle lies in the discussion and debate which attends the Synod as they judge the issue and decide whether to pass the statement or reject it. A statement of principle is published and recorded along with other judgements, regardless of whether it passes or fails, so that anyone who is interested can see the outcome of that discussion.

In most cases it is only those citizens of the Empire that are concerned with the business of the Synod who pay attention to these principles. A statement of principle is an important mechanism that enables the Synod to demonstrate a unified view to other houses such as the Senate, but judgements that pass with a lesser majority are not widely discussed outside Anvil - they are largely a matter for those who attend Anvil to consider.

When a statement of principle passes with a greater majority, the civil service ensure that it is communicated throughout the Empire to every priest of the Way who leads an appropriate congregation. A greater majority in favour of a statement conveys an incontrovertible message that is listened to by all.

A statement of principle passed with a greater majority by a national assembly will be communicated to every congregation in that nation. With the clear backing of the spiritual leaders of that nation it may have a profound effect on the attitudes and endeavours of the citizens of that nation. A similar statement passed with a greater majority by the General Assembly resounds across the entire Empire and will always have an effect of some kind. Such statements are also communicated to priests of the Way who tend to congregations in foreign nations.

Statements passed by the Assembly of the Nine do not have a significant impact beyond Anvil. Although the Assembly is politically significant, most citizens focus more on the statements passed by the collective bodies of the Synod, rather than their elected leaders. Statements passed with a greater majority by a virtue assembly are communicated to congregations of that virtue across the Empire, but it is rare for them to produce a clear effect, as the faithful who are influenced are more dispersed.

Due to their shared faith, the priests of the Sumaah Republic pay particular attention to statements of principle by the Synod. There are priests who support congregations that follow the Way in many foreign nations, and they tend to look to either the Empire or Sumaah for guidance on religious matters. A statement of principle by the General Assembly, especially one that achieves a greater majority, may impact relations with these foreign congregations.

Anger without power is folly.

Marcher Proverb

OOC Design

A statement of principle passed with a greater majority by the General Assembly will always have an effect on the game setting. The Synod represents the moral leadership of the Empire - and when it speaks with a clear voice, then citizens of the Empire will respond to that. Exactly what form the response will take is impossible to predict - but the response will often be tailored in terms of an opportunity, usually presenting a choice for the Synod at the following event. The effects of that opportunity will be clear - and characters can then choose if they wish to follow through.

Statements of principle passed by a national assembly are less certain - some will have an effect, some will not. It is very rare for statements of principle passed by a virtue assembly to have a significant effect, as the most ardent followers of that virtue are dispersed throughout the Empire. Statements passed by the Assembly of Nine or that pass with a lesser majority will never have an effect beyond Anvil.

Long experience has shown that it is impossible for the civil service to predict the effects of a statement of principle passed with a greater majority. They will refuse all requests for a prediction - as they are categorically unable to provide one. This is because our plot team will not decide on the response to a statement of principle at the event where it passed. A statement cannot have an effect until it is communicated to the Empire beyond Anvil, so we will always make use of the time presented to carefully consider the reaction of Imperial citizens and decide on the best outcome for the game.

While a statement of principle of this kind is guaranteed to have an effect, this will not always be a benefit. The play-balance of game effects are as likely to be negative as they are positive. For example a statement of principle passed with a greater majority of the Marcher assembly urging all Marchers to support the war in the Mournwold might result in a plot opportunity for the Marcher Assembly to create a penalty for all Marcher armies and military units that don't fight in the Mourn. The Marchers, inspired by the leadership of their Synod use rough music and shunning to punish those who disobey the clear will of the Synod.

Statements of principle exist to allow player-characters to unite the citizens of the Empire behind an in-character cause. The wording of a statement of principle is absolutely crucial in determining the flavour and detail of a response. We will determine the outcome of any plot opportunity based on the wording of the judgement. An effective statement of principle will be clear and lay out a strong proposal that characters in the Empire can support or follow.

While we encourage anyone writing a statement of principle to be clear in the intent - it is not helpful to try to dictate what the outcome should be. A statement of principle should state what citizens of the Empire should do - attempts to state what should happen as a result of those actions will be ignored. As a player you represent the moral and civic leadership of the Empire - you get to say what the leadership of the Empire does - but you don't get to say what the outcome is. The weal or woe of any action is decided by us.

For example, a statement of principle by the Marcher assembly calling for Marcher citizens to use rough music and shun any Marcher who does not contribute to the fight against the Jotun in the Mournwold is perfectly clear. If this passes with a greater majority then we will consider some form of wind of fortune that offers penalties for any Marcher army or military unit that does not support the will of the assembly. But a statement of principle by the Marcher assembly calling for Marcher citizens to use rough music and shun any Marcher who does not contribute to the fight against the Jotun in the Mournwold thereby resulting in a 25% bonus to the fighting strength of the Marcher army next season will lead to certain disappointment.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Imperial Theology

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Statement_of_principle&oldid=54558"

Steading

A Steading is the term for a group of settled Navarr, and is used to refer to the settlement they live in, as well as the group itself.

As settlements, Steadings vary in size and composition. A few are shaped as natural parts of the forest, especially if they are important to the vates, but most are constructed of wood - of which there is a clear abundance in the Navarr heartlands. Some are built among the trees, some on hilly clearings, while a few are even constructed on great platforms that float upon the waters of freshwater lakes.

In almost every case the design is adapted to make the most of the terrain, and with an eye towards the purpose of the settlement. For example, a small steading built around a shrine is a different affair to a prosperous steading with a ring of cleared farmland surrounding it.

Those Steadings that are near to the Vallorn have the additional responsibility of ensuring that no one stumbles into its deadly embrace.

Further Reading

You can learn about some of the more prominent steadings currently active in the Empire here.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Steading&oldid=53850"

Steading (Redirected from Steadings)

A Steading is the term for a group of settled Navarr, and is used to refer to the settlement they live in, as well as the group itself.

As settlements, Steadings vary in size and composition. A few are shaped as natural parts of the forest, especially if they are important to the vates, but most are constructed of wood - of which there is a clear abundance in the Navarr heartlands. Some are built among the trees, some on hilly clearings, while a few are even constructed on great platforms that float upon the waters of freshwater lakes.

In almost every case the design is adapted to make the most of the terrain, and with an eye towards the purpose of the settlement. For example, a small steading built around a shrine is a different affair to a prosperous steading with a ring of cleared farmland surrounding it.

Those Steadings that are near to the Vallorn have the additional responsibility of ensuring that no one stumbles into its deadly embrace.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Steading&oldid=39248"

Steel Fist

Contents

- 1 Overview

- 2 The Resource

- 3 The Bourse Seat

- 3.1 Responsibilities

- 3.2 Powers

- 3.2.1 Seat on the Bourse

- 3.2.2 Bounty of ilium

- 3.3 Appointment

Overview

The Steel Fist is something of an anomaly in that it does not precisely exist within the Empire at all. The offices of the Steel Fist are located at Crown's Quay in Necropolis, but consist of little more than a neat white-granite building with a discrete sign outside the front door. Regardless, custodianship of the Steel Fist grants an Imperial title; a seat on the Imperial Bourse; and a seasonal bounty of valuable ilium to the Imperial orc who controls it.

The Resource

In recent years Imperial Orc forces have swelled the ranks of the Imperial armies, tipping the scales against the barbarian threat. Empress Britta enjoyed particularly strong support from the Orcs (both in the first months of her reign and in the military campaigns that preceded it). To recognise that support she helped create the position of the Steel Fist.

The opportunity to create the Steel Fist came in Summer 374YE when representatives of the Sarcophan Delves approached the Empire to discuss certain trading privileges at the Imperial docks. The Imperial Senate at the time was uninterested, but Empress Britta saw the potential and hosted a private negotiation with the ambassadors. The upshot was that the Bedelaar Huisbass of Sarcophan would pay a regular tribute of ilium to the Empire each season, in return for exemption from several trade tariffs and some minor freedoms when operating in the Bay of Catazar. Chief among these was the ability to store small amounts of weirwood, white granite, and mithril in Imperial warehouses. In return, the Sarcophan also continued to endorse the Civil Service Bourse Certificates. Being the Empire's closest neighbours, it is convenient for Sarcophan merchants to meet some of their trading partners on Imperial soil and, as long as they scrupulously observe Imperial law, they are able to do so free from Imperial interference.

The deal concluded, Empress Britta presented it as a fait accompli to the Senate. To reward the Imperial Orcs for the work undertaken in supporting the Imperial armies, the ilium would be allocated to them and connected to a new seat on the Imperial Bourse. There was some grumbling about the agreement, but little open opposition due to a widespread acceptance that the orcs were unstinting in their support for the Empire. The announcement that the Seat would be national, and allocated to whichever legion provided the most assistance to Imperial armies on campaign, did much to quiet dissenting voices in the face of growing aggression from the Jotun, Druj, and Thule.

The Steel Fist Accord (the Verdrag van de Stalen Vuist) is due to be renewed in 399YE. Should the Empire ever declare war on the Sarcophan, the Steel Fist is likely to be the first casualty of the ensuing conflict.

Appointing the Seat

Every time an Imperial Orc allocates a military unit to support an Imperial army they receive votes. A typical military unit provides 10 votes, plus an extra 2 votes for each time it has been upgraded. Any enchantment that directly increases the effectiveness of a military unit when fighting alongside a campaign army will also grant additional votes. When the seat is allocated (usually during the Spring Equinox), the number of votes they have accrued over the previous year is tallied. The owner of the military unit records which Imperial orc they wish to support, and the one who receives the most votes takes the Seat. Votes are recorded in private in conjunction with the civil servants who support the Bourse.

The Bourse Seat

Responsibilities

The Seat has no particular responsibilities; they simply receive a bounty of ilium which is theirs to do with as they will. If Steel Fist were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to Steel Fist, the Seat would expect to be consulted as to how that opportunity might be resolved.

Powers

Seat on the Bourse

Custodianship of Steel Fist comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of ilium

The Seat has control of a source of ilium which they receive directly. They can dispense this resource as they choose. Production is 8 rings of ilium every season.

Appointment

As with all ilium Bourse seats, the holder of the title is determined during the Spring Equinox. Control of the Steel Fist is assigned to whichever Imperial Orc candidate receives the most support from Imperial Orc owners of military units that have earned votes over the past year by supporting Imperial armies. Votes are recorded in private in conjunction with the civil servants who support the Bourse.

Custodianship of Steel Fist is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be revoked by the Imperial Synod.

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Steinr

The hero may be afraid, but they master that fear. Death comes for everyone eventually; the hero dies well so that their story lives on.

Theodric Mooting

Contents

- 1 Overview

- 2 Steinr Heroes

- 3 Steinr Virtues

- 4 Further Reading

Overview

The Steinr are one of the three traditions of Wintermark. According to the scops, they fell from the sky in a shower of falling stars and have meteoric iron in their blood. Regardless of the truth of this claim, they seemingly appeared from nowhere and joined the Suaq and the Kallavesi to defeat the trolls and claim the rich territory of Hahnmark as their homeland.

The stereotypical Steinr is bluff, bold, and forthright. They wear rich fabrics and adorn themselves with fine armour and jewellery, priding themselves on their prosperity and courage. They attack life with gusto, throwing themselves into whatever it is they are doing whether it be composing a poem, forging a sword, or defending the borders of the Empire. They are the first to speak up, and the last to retreat.

Steinr Heroes

The Winterfolk admire heroism and believe that it speeds your passage through the Labyrinth of Ages. When an Imperial citizen thinks of a Wintermark hero, they often think of the bold Steinr, armed and armoured, making war on the savage orcs to the north and west of their nation. Steinr warriors try to be fearless in battle - seeking a chance to test their skills and their heroism against their enemies. Strong warriors like Inga Tarn and Emperor Guntherm exemplify this archetype, but they represent only a part of what heroism means to the Steinr.

At heart, the Steinr are perfectionists, driven to test their skills to the limit, whether as warriors, artisans, or scops. They are skilled artisans and crafters who treasure beautifully made items. It was a Steinr, the smith Isenbrad, who invented the runes that are used by artisans across the Empire to this day, and the act of imbuing mundane items with a spark of power and magic is a proud tradition among these people.

The Steinr delight in art and beauty. They are skilled poets, storytellers, and musicians who delight in recitals and performance of all kind. They are adept at weaving their performance to kindle emotions in their listeners - whether it is to build courage and rage before a battle, to bring a congregation to tears during the funeral of a dead hero, or to end a ruinous conflict as in the tale of the famed scop Theodric Mooting. Likewise, they are passionate priests who seek to inspire everyone to stay true to the Way of Virtue no matter how dangerous the path becomes.

More Thanes are drawn from the Steinr tradition than either Suaq or Kallavesi. Their people trust them to listen to advice, but to take bold action when circumstances demand it. As politicians and senators, Steinr express the virtues of forthright directness and honesty - they put their cards on the table and inspire their peers from the other nations to do the same.

The iconic Steinr hero strives to embrace all these traits. It is not easy to achieve such accomplishments but striving is more important than success. The Steinr vision of themselves is of a people driven to pursue the heroic ideal regardless of the risk, to overcome any obstacle regardless of the price, and to become the greatest regardless of the cost.

Steinr Virtues

The Steinr who embrace the Way often find that some of the virtues resonate with their tradition more strongly than others. It is easy to see why the Steinr value Courage; they are forthright, open, direct, and follow their hearts in all things. Courage complements this, helping them to find their strength on and off the battlefield. May Steinr are also Ambitious; the drive to gain a name, to achieve great deeds worthy of song and story, comes from ambition.

The Steinr have a love of rich beautiful things but they see this as exemplifying Pride rather than Prosperity. Of course doing deeds one can be proud of is a cornerstone of heroism; but they also show their pride through their fine clothes and jewellery and through the hospitality they offer to strangers. To the Steinr what is important is the Pride that these visual symbols of wealth engenders, rather than the hard work needed to attain them.

Finally, the Steinr favour a particular form of Wisdom. The wise, they believe, listen to the advice and counsel of others to find the right decision, to allow them to act in accordance with what they know to be right. The Hallowing of the Stormcrow is particularly valuable to Steinr thanes. The wise Steinr acts boldly and with confidence but they are not rash - they weighed the advice and the evidence first to ensure they have considered it fully.

Further Reading

- Look and Feel

- Runes

- Hahnmark

- Runesmiths

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Steward of the Sarvos Mana Exchange

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 A Market for Mana

- 4 Appointment

- 5 Sarvos Mana Exchange

- 6 The Title in Play

Overview

The Steward of the Sarvos Mana Exchange is an Imperial title awarded to a League citizen.

Responsibilities

The Steward is responsible for ensuring that all business taking place at the Sarvos Mana Exchange is above board, although the actual day-to-day running of the Exchange is handled by officers who are well paid for their work. In the event that the Exchange was threatened, they would be expected to deal with those threats; they might also be called on to make decisions about the broad policies of the Exchange such as whether certain nations or individuals should be prevented from trading, and so on. In return, the agents of the Exchange appraise the Steward of opportunities to purchase crystal mana at bargain prices.

Total Money Spent

Production

7 Crowns

8 mana crystals

17 Crowns

16 mana crystals

35 Crowns

25 mana crystals

48 Crowns

33 mana crystals

Powers

A Market for Mana

The Sarvos Mana Exchange is a ministry. The Steward can purchase quantities of crystal mana at a set price. The Steward makes their decision how much money to spend during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Appointment

The Steward of the Sarvos Mana Exchange is appointed during the Spring Equinox each year by unanimous decision of the senators of the League. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by a citizen of the League. They can be revoked by the General Assembly, the League National Assembly, and by the Assembly of the Nine.

Sarvos Mana Exchange

The Sarvos Mana Exchange was commissioned by Cesare Sanguineo Rezia Di Tassato of the Gilded Horn Carta during the Winter Solstice 381YE to take advantage of an opportunity to construct branches of the Tassato Mana Exchange in other League cities. The work was paid for and completed by Lorenzo 'La Volpe' of the Bloody Butchers Guild of Temeschwar whose construction of the great works known as Lorenzo's Legacies of Virtue had led to a significant increase in mana production.

The market follows a similar design to the Temeschwar Mana Exchange which was built at the same time. A four storey building with multi-levelled white granite porticos houses the Exchange. Several sublevels house reinfocevaults and mithril-infused wards against scrying and intrusion. The business of the Mana Exchange is the sale and purchase of crystal mana. While many of the customers are League citizens, the Exchange is open to customers from across the Empire and beyond.

As with the Temeschwar branch, Lorenzo wanted to build the Exchange in or near a large meat market, but such things are not common in Sarvos proper - abbatoirs and meat markets are much more common on the mainland . Rather the Mana Exchange stands on Salsiccia Street, a narrow avenue known for it's artisianal butchers and gorumet sausage makers. As with other structures paid for by La Volpe, heraldry of the Butchers Guild and images of crossed cleavers and blood drops are prominently displayed throughout the building.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

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Steward of the Tassato Mana Exchange

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 A Market for Mana

- 4 Appointment

- 5 Tassato Mana Exchange

- 6 The Title in Play

Overview

The Steward of the Tassato Mana Exchange is an Imperial title awarded to a League citizen.

Responsibilities

The Steward is responsible for ensuring that all business taking place at the Tassato Mana Exchange is above board, although the actual day-to-day running of the Exchange is handled by officers who are well paid for their work. In the event that the Exchange was threatened, they would be expected to deal with those threats; they might also be called on to make decisions about the broad policies of the Exchange such as whether certain nations or individuals should be prevented from trading, and so on. In return, the agents of the Exchange appraise the Steward of opportunities to purchase crystal mana at bargain prices.

Total Money Spent

Production

7 Crowns

8 mana crystals

17 Crowns

16 mana crystals

35 Crowns

25 mana crystals

48 Crowns

33 mana crystals

62 Crowns

42 mana crystals

Powers

A Market for Mana

The Tassato Mana Exchange is a ministry. The Steward can purchase quantities of crystal mana at a set price. The Steward makes their decision how much money to spend during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Appointment

The Steward of the Tassato Mana Exchange is appointed during the Summer Solstice each year by unanimous decision of the senators of the League. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by a citizen of the League. They can be revoked by the General Assembly, the League National Assembly, and by the Assembly of the Nine.

Tassato Mana Exchange

The Mana Exchange was commissioned by Cesare Sanguineo Rezia Di Tassato of the Gilded Horn Carta during the Winter Solstice 379YE, and work completed shortly before the Summer Solstice 380YE. The physical structure occupies two connected, heavily , three-storey buildings in Tassato Mestra overlooking the river. It has its own private dock, and several heavily reinforced sub-levels with mithril-infused wards against scrying and intrusion. The business of the Mana Exchange is the sale and purchase of crystal mana. While many of the customers are League citizens, the Exchange is open to customers from across the Empire and beyond. There has already been some interest from Jarmish and Axou mana traders.

Despite early concerns about a mana exchange in Tassato (it opened during the mana shortage of Spring 380YE), the Exchange has been greeted with near universal approval by several guilds including both the prominent DeSousa Crystal Traders and their bitter rivals the DeMosca House of Mana.

Since Spring 381YE, a number of traders from the Principalities of Jarm have been using the Mana Exchange to engage in lucrative trade with the Empire. Operating form their lodge in Enterio, they significantly increased the volume of mana going through the ministry.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

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Stewards

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Still Waters, Running Deep

Contents

- 1 Rules

- 1.1 Night Magnitude 29

- 1.2 Performing the Ritual

- 2 Effects

- 2.1 Additional Targets

- 3 Description

- 4 Common Elements

Rules

Night Magnitude 29

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains three additional hero points.

They also experience a powerful roleplaying effect: they feel a strong urge to change the world and the people around them, to make it and them 'better' in some way. They become frustrated by those who cling to tradition, custom or the status quo.

An Imperial Orc target experiences an additional roleplaying effect: you are more likely to hear your ancestors while under this enchantment.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 15. Additional characters must be present throughout.

Description

Where Embrace the Living Flame spurs the passion at the heart of a hero, Still Waters, Running Deep encourages them to look at the world around them and see how it might be changed for the better. All the stories of heroic men and women contain a seed of change, claim the Kallavesi mystics who first made extensive use of this ritual. Even the best villains seek to enact change; the difference between a good person and a bad person is the nature of the change they wish to enact, As with crafted items such as the Ironbrand Thorn or a Runemark Shirt it is most effective when it is used to enchant someone who either already possesses a reserve of passion and heroic drive, or who is armed with a Labyrinth's Gate or similar item that can be 'powered' by the ritual.

Some ritualists view the ability to inflict savage wounds or restore fighting spirit to be a secondary importance next to the effect the ritual has on the spirit of a target. When they focus on making the world better in some way, a person becomes more like a legendary hero, more likely to achieve timeless deeds that will inspire those who see them or hear about them - potentially for many generations. Some students of Night lore see this relatively simple ritual as a way to create a more profound change. In Urizen especially, the ability for one person to inspire others to action is very powerful. Even without other uses, the ability to steel the will and resist outside influences is sometimes useful in its own right; anyone can benefit from the ability to overcome malign spiritual forces, even if it is only for a short time.

The Kallavesi, Imperial Orcs and Highborn who use this ritual often see it as creating a bond between the target and a hero of the past, ancestral spirit or even past life. Orcs in particular have spoken of feeling more connected to their ancestors when they are under the effect of this ritual (for good or ill).

Common Elements

This ritual often involves consuming a drink, especially spiced or mulled wine, or consuming a narcotic of some sort. Fire is a common element; weapons may be wielded, especially as part of a dance; drumming, which begins at a slow tempo and accelerates or the singing of energetic, loud songs also work well with this ritual.

Imperial orc ritualists often include items of Worth taken from inspirational ancestors, to try and draw those spirits to aid the target, even if they are not an orc. Highborn ritualists may speak of past lives, or inspirational Paragons and Exemplars as well as heroic figures from stories and history. Kallavesi mystics evoke the spirits of those who sleep in Kallavesa, and often include a draught brewed from swamp-water as part of the ritual. Other ritualists follow similar themes - naming inspirational figures, especially relatives or members of the same Noble House, Family or household

Symbols of Pride and Ambition are often used, as are scenes that inspire or exalt the audience; the rune Zorech is often used with this ritual, but Tykonus is a close second. The Eternal Janon, the shadowed fire is often evoked during the performance of this ritual, especially through impassioned drumming accompanied by frenzied dancing.

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Stings like the truth

The exarch stands in the library of the chapterhouse, lost in thought. She looks at the framed document on the wall with a pensive stare. The silence here is deafening; in this, the inner sanctum, none but her and the most trusted of the chapter ever venture. The books that line the shelves have never been read by the living; the chapter will fall before they ever will.

She stares and thinks, until suddenly there is a clatter at the doorway and a guardian dressed in gleaming armour emblazoned with the chapter symbol - a finger to a mouth, a silent exhortation - stumbles through. They’re panting.

“Have you seen, Zipporah?” It’s Lev, the Captain of the Chapter’s Guard. They’re clutching a set of papers in their hand. “Does this mean…?”

The exarch turns. “I have seen.” She gestures to the parchment framed on the wall opposite. It, too, is sealed with the seal of the chapter. “I’ve made my assessment. Yes; this is a breach. The oath compels us. Virtue compels us. We act. You will leave with my chosen delegates tomorrow for Anvil."

Lev stands to attention. “Ma’am.” They nod quickly, their long curly hair bobbing oddly; it would almost be funny were the solemnity of the act not so clear. “Thank you.” They’ve got their breath back, and turn to leave.

“Lev.” They turn back. The exarch speaks again. “If you fail, you know what it will mean.”

The guardian nods, grimly, and leaves their exarch standing once again in the silent library. Motes of dust spiral around her in the disturbed air, but she remains still, gazing once more at the oath before her.

Contents

- 1 Overview

- 2 War of Whispers

- 2.1 Shine a Light into the Shadows

- 3 The Problem of Livia

- 3.1 Hannah’s Silence

- 3.2 In Defiance

- 3.3 Livia Cascade in Play

- 4 Ruffled Feathers

- 4.1 Breezes

Overview

Many troubles have beset the Department of Historical Research in recent times. However, the recent reaffirmation of the Imperial Senate of the continued importance of this Imperial institution and the open publication of its findings mean that the past can once again shed light upon the present.

It is not just the Department for Historical Research who have been engaged in this business. For some years now, Livia Cascade has been the Seer of the Gateway, diligently recording the accounts of those who have experienced the gift of true liao, who have sallied forth into the Labyrinth of Ages and - by their Virtue - been borne safely back again. These, too, are a light to be celebrated.

Then there are the Heirs of Lepidus, supported by the benefactors of Highguard in their quest to illuminate the lives of the exemplars and paragons, and restore those inspirations whose deeds have been lost to history to the light of day.

Finally, there is the Anvil Library, perhaps the leading organisation in this new renaissance of truth. With their diligent archiving work, they are a first port of call for many at Anvil who want to read uncovered texts, new researches. For any new to Anvil, or those who are veterans of it, this work of this Imperial sodality represents a lantern at the heart of the Empire.

Not everybody agrees, however.

War of Whispers

The actions of Aarne Ceorling, Gatekeeper of Vigilance, in treating with The Whisper Gallery to obtain evidence to further our understanding of The Way, were motivated by Virtue. Whatever the outcome of his trial for treason, the Imperial Synod should make use of the evidence so obtained.

Aarne Coerling, Statement of Principle, General Assembly. Spring Equinox 382YE, Not upheld 328 - 627

The Whisper Gallery - declared enemies of the Empire by the Imperial Conclave nearly three years ago - continue their campaign of woe against all those who facilitate the open publication of precious secrets. The archmage of Night, Elyssiathain of Endsmeet, has taken steps to try and resolve the situation with the eternals themselves - one way or another. In the months leading up to the Summer Solstice, however, the Whisper Gallery continue to prosecute their "war" against the Department of Historical Research (among others).

Happily, the Imperial Senate digs deep in its pockets each season to protect Imperial scholars from the predations of the Shadow Court - and it is just as well they do.

This season alone, a masked individual attempted to murder Leontes the Scribe (member of the Constitutional Court and head of the Department of Historical Research) in his own garden. Swift intervention by the Senate-assigned bodyguard meant the assailant was forced to flee before they could complete their task, leaving the garrulous scholar still with a knife lodged in his side. "It missed owt vital," he is reported to have said while being treated by a chirurgeon. "Good thing Sellas saw t'buggers off afore they could go rootin' round inside me for summat important."

There have been other near misses. Tragedy nearly struck the family of adventurous Marcher scholar Peter of Hintown. At a family gathering in Hintown, his husband Dorcas was seriously poisoned when he accidentally drank from Peter's mug of beer instead of his own. Tragedy was averted thanks in part to the quick work of various family members - herbs were acquire to brew an antidote just in time - and to the fortunate happenstance that one of Peter's bodyguards (a Temeschwari woman named Alva) recognised the symptoms of Virus Lunarae poisoning before they were too far advanced.

The militia believe the attempted assassin to be a League mountebank named Antonia di Sarvos, who is known for their mastery of Night magic and was identified at the gathering masquerading as a distant cousin. Militia investigation in Sarvos determines that Antonia has disappeared from their usual haunts. With a reputation for selling unwholesome secrets garnered through the Whispering Shadow Courtiers ritual, it is likely that this is the means by which they received instructions to murder Henry. They remain at large.

By all accounts, Antonia di Sarvos is not the only person still using the proscribed ritual. The high profile case of the late Aarne Coerling, former Gatekeeper of Vigilance no less, saw him tried for treason after he used information explicitly garnered through Whispering Shadow Courtiers to make outlandish claims about Faraden religion. If even a respected priest of the Vigilance assembly can be lead astray by the lure of secrets... Here, too, it appears the malefactor escaped justice - albeit by fleeing into the Labyrinth through the use of the sinister Secrets of the Empty Heart enchantment allegedly favoured by many Whisper Gallery agents who would rather die than give up their secrets.

This latter prominent scandal illuminates one of the problems faced by magistrates, and the bodyguards who protect the civil servants associated with the Department of Historical Research. The Whisper Gallery are continuing to wage their war against the Empire, but the enmity under which they labour has simply meant that the eternals have shifted to using mortal agents instead of heralds. Agents that are much harder to identify, who could be anyone, anywhere. If even the Gatekeeper of Vigilance themselves can be subverted, how far might the rot have already spread?

Shine a Light into the Shadows

- The Senate could expand the power of the Conclave to restrict access to dangerous rituals

- The Senate could pass a law in support of the Conclave's declaration of enmity.

- The Synod could instruct the Silent Bell to root out agents of the Whisper Gallery.

Casting the ritual is illegal while enmity with the Gallery holds. This is clearly not stopping mortal agents using it illicitly to contact the Whisper Gallery, trade in secrets, and allegedly receive instructions to commit heinous acts. The ritual remains part of Imperial lore and it is quite legal to master it so long as it is never cast. The Conclave has done everything it can to limit the influence of the Whisper Gallery - and if they had not there is no question that the situation would be considerably worse.

Last year the Imperial Senate rejected a motion to|grant the Conclave the power to remove proscribed rituals from Imperial lore. It is no simple matter to remove a ritual that has been placed into lore by the Conclave. The magistrates provided some guidance on how it might be achieved and the vote was close, but in the end it was rejected. Rumours abound that a senator openly stated on the Senate floor during the debate that the Conclave could not be trusted with the oversight of important magics needed by the Military Council.

As a result of that decision, it is illegal to perform Whispering Shadow Courtiers while it is interdicted, but it is not illegal to possess a ritual text for it. Thus the illegal ritual remains available to any Imperial magician who takes an interest in it and there is little the Conclave can do about that.

However it is also illegal to consort with the Whisper Gallery and the Senate could instruct the magistrates to take a more pro-active role in seeking out agents of the eternals of Night. With a suitably worded motion, similar to the one used to make membership of the vyig a serious crime, they could encourage magistrates to investigate any rumours of involvement. The militia could to check up on those who were rumoured to be known associates before the "war of whispers" broke out in earnest, and take a proactive stance in rooting out the remaining influence of these eternals.

Such an action would not be without costs. Just as last time, a thorough investigation of all Imperial magicians would have repercussions. The Whisper Gallery and their agents are careful to hide from prying eyes so any attempt by the militia to identify them would need to be intrusive if it was to be effective. The civil service estimate that the overall impact would be a loss of two mana crystals from every mana site in the Empire for the next two seasons, while the search was carried out.

It is doubtful that every mortal who owes a favour to the Whisper Gallery could be identified and prosecuted, but many would be and that would significantly hamper the eternals' efforts. That would mean that the Empire would no longer need to pay for bodyguards to protect people from their mortal agents - at least while they remained under enmity. It would also send a clear message that the treasonous behaviour of those aiding the Whisper Gallery - for whatever reason - would no longer be tolerated. There are some risks - it might drive some agents underground, for example, but as with similar moves against the agents of Wendigo in the past it would eventually drive supporters of the Whisper Gallery out of civilization into the wilderness.

The Imperial Synod could also take a stand against the Whisper Gallery. The Assembly of the Nine could instruct the Silent Bell to root out groups who are still working with the Whisper Gallery. This sodality literally exists to root out internal threats to the Empire, in pursuit of virtuous Vigilance, and while it would take many seasons to track down every group of agents or lone magician, they could certainly identify high-profile groups believed to be collaborating with the Whisper Gallery.

The Problem of Livia

The title of Seer of the Gateway was established by the Senate in the Winter of 379YE. Livia Cascade of Urizen was duly appointed by the Assembly of the Nine, and has served with distinction ever since. The Seer is charged with safeguarding the well-being of visionaries and guide priests partaking of True Liao; recording details of the visions they experience; and disseminating their records and any conclusions. Few can doubt that Livia Cascade has fulfilled her responsibilities in an exemplary fashion.

Indeed, her critics do not complain that she has failed to live up to her duties; quite the contrary in fact.

Hannah’s Silence

- A concerned Highborn chapter suggests amendments to the power of the Seer of the Gateway

Hannah’s Silence is an obscure Highborn chapter based out of the Necropolis. They are few in number, and mainly recruit from within - although they are said to have had an influx of new blood after the fall of Reikos left so many chapterless. Their chapter icon is a finger held to a closed mouth and they are known to have a chapter oath that is not spoken of to outsiders - an oath which exhorts them to keep certain secrets, it is said. They are quite an old chapter, apparently created in the first decade after the founding of the Empire. Normally they keep themselves to themselves - but something has caused them to leave their chapter and sally forth.

The Exarch of Hannah's Silence, Zipporah, has been seen in the streets of the Necropolis preaching. She speaks of the heresy of Yael; how it was enabled in no small part by the wanton publication of the most sacred rites and experiences of the Empire as if they were the common weather. She decries, in short, the work of the Seer of the Gateway and her ongoing publications - and the tendency for them to lead to historical research which prioritises grubby "facts" and speculation over the virtuous truth of events.

Zipporah has publicly announced a set of changes that they propose which if taken together could remedy this problem:

- Livia could be replaced, on the basis that another occupant of the position might take a different and more judicious approach to the sacred truths they uncover

- The Seer of the Gateway could be elected by the Highborn National Assembly, as first guardians of Virtue. A similar rationale is offered, but with more guarantee that the appointee is of Virtuous character. This suggestion - that the Highborn National Assembly cares more about Virtue than the Assembly of the Nine - is somewhat controversial, the Highborn assembly having comprehensively rejected foundationalism in recent times.

- It could be made illegal to publish the detail of past life visions except by the Seer - combined with one of the first two, it could help to ensure that publishing of past life visions happens in a more responsible manner.

None of these would individually stop the current Seer from continuing her work, especially given her publication deal is a private one, rather than tied to her office - but in combination they could limit the damage she could do.

Zipporah's ideas are causing some interested local discussion, but it is by the great and the good at Anvil that any decision must be made. As such, Zipporah has announced that a delegation from her chapter will come to speak to the Highborn at Anvil, to make their case and to lobby the nation's senators. They are due to arrive on the Friday evening of the summit.

In Defiance

- A publishing house suggests that rather than restraining Livia Cascade, her work should be made available to everyone

The Spider's Vantage Spire of Urizen, Livia’s publishers, are not ignorant of the current hostility to her work. Being torchbearers of an even more stubborn bent than usual, they have redoubled their efforts - and are offering to expand their operation if they receive Senate support.

At present, the work of the Spider's Vantage Spire is conducted privately, with no support from the Civil Service. This also means that its publishing endeavours are not tied to the Seer of the Gateway but to Livia Cascade personally. This certainly has some advantages - but it also limits the audience. While the well-connected people attending Anvil may well be able to easily get copies of Livia's work, volumes are not that widely distributed beyond these elite readers.

Spider's Vantage believe that they could expand their operation with only a little support from the Civil Service. For a cost of 2 thrones each season to the Imperial treasury, they could see to it that the accounts of past life visions published by the Seer of the Gateway were widely distributed across the Empire, so that any devout citizen would secure a copy.

This would certainly increase the potential impact of the Seer's writings - comparable to the reach of a statement of principle with a greater majority. Indeed, there is a chance that these records might in themselves provoke mandates and opportunities relating to the experiences recounted. There are any number of people in the Empire who know obscure facts about the doings of their beloved ancestors, for example, who might be inspired to come forward with their information if they knew of a vision concerning them.

If the Senate were to approve this expansion of the Spider's Vantage operation, however, it would be tied to the Seer of the Gateway officially. This would mean that even if Livia were to be replaced, the publication rights would pass to the next holder of her office.

This is not the limit of Spider's Vantage's ambition. For a cost of 10 thrones each season, their publication operation could be increased in volume and reach so that it reaches not just the people of the Empire, but all those that the Empire trades with. Copies of the publications of the Seer would become commonplace in ports across the world. The Way, of course, was initially spread by revelation - these reports of miraculous visions might in some small way help the missionaries who work to bring all of humankind into the faith.

This approach would also reinforce the Empire's position as the birthplace and the heart of the Way - the Sumaah Republic is silent on matters of past life visions, preferring to keep the details of those they undertake to themselves. This would be the Empire making a statement that the miracles of true liao were to be shared with all - it would be highly likely to increase foreign interests in the mysteries of true liao.

Livia Cascade in Play

Please bear in mind that Livia Cascade is a player character, and not a member of our NPC crew. The documents she collects and writes are created in-character using the tools available to her - she has no special access to plot or OOC information.

Ruffled Feathers

As if all that were not enough... in addition to the ongoing problems with the Whisper Gallery, and the new arguments against Livia Cascade, in the run-up to the Summer Solstice another eternal of the Night realm is showing signs of dissatisfaction with the Empire over these matters in some way.

Sung, the Spiral Dancer, has never worried much about the pursuit of, and revelation of, secrets. Her concern is mysteries - those things which no-one knows, or, sometimes, things which are known by some but which, to others, are something they do not even know they do not know. Or... and so on. Ultimately, what it means is that Sung has never really been an enemy of those who uncover the truth - until now.

Now, the Feather on the Breeze is displeased. Exactly why is not clear - but those who have contact with the eternal have cautiously suggested that some mystery that she has enjoyed has been spoiled in one way or another by one of the groups seeking to uncover scholarly truth. Although which mystery, and which group of scholars is impossible to say at this time.

Regardless, her growing ire is obvious to those who deal with her or her heralds. Her answers to Clear Counsel of the Everflowing River have become more gnomic and obscure (if such were possible), and in some cases downright sarcastic. Several regio favoured by her have become harder to access, forcing those who wish to enter to answer mystical riddles of increasing complexity. Her heralds have become uncooperative, and even angry in some cases - and there has been a noticeable upsurge in sightings of the normally quiet and pleasant creatures around the Empire. Eternal-watchers are beginning to become concerned that another eternal is about to turn against the Empire... and they have no idea why.

Breezes

- A herald of Sung will be attending Anvil. Probably.

Exactly what has raised Sung’s displeasure is unclear. Some magicians have suggested asking her directly - using the Clear Counsel of the Everflowing River - but wiser mages tut and note that a direct question rarely gets much of use out of the Lord of Illusions even when it is not already irritated. Perhaps a carefully phrased indirect question may reveal a deeper mystery, however?

Regardless, one of her better-known heralds, a normally agreeable creature named Curious Breeze - has made known its intention to come to Anvil and see if a solution to the current problem can be achieved. “Probably” - it is said to have remarked off-hand to an volhov of its acquaintance - “I will arrive on the Saturday evening of the Solstice - unless something happens to mean that I do not. It may not, of course: who can say?”

Those who make it their business to know the affairs of the Whispering Wind might, therefore, do well to seek out Curious Breeze before the Archmage of Night is forced to use their plenipotentiary powers to try and mitigate the anger of yet another eternal of Night.

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Stonefield Ice Caves

As of Summer 379YE, the Stonefield Ice Caves are controlled by the Thule and are no longer an Imperial bourse seat. This page reflects their status before they were lost to the barbarian orcs.

Contents

- 1 Overview

- 2 The Resource

- 3 The Bourse Seat

- 3.1 Responsibilities

- 3.2 Powers

- 3.2.1 Seat on the Bourse

- 3.2.2 Bounty of ilium

- 3.3 Appointment

Overview

The Stonefield Ice Caves are found on the lower slopes of the Silverpeaks in the Wintermark territory of Sermersuaq. Custodianship of the Caves granted an Imperial title; a seat on the Imperial Bourse; and a seasonal bounty of valuable ilium. They were ceded to the Thule, along with the rest of the Silverpeaks, as part of a peace treaty in Summer 379YE.

The Resource

This massive glacier in the Silver Peaks contains large deposits of ilium. The ice is every bit as hard to work as stone and the precious metal must be picked from the walls of the frozen tunnels. It is no surprise, given they are burrowed into solid ice, conditions in the caves are freezing all year round. Workers must constantly fight the numbing cold that saps their strength, as well as the constant threats of icefalls. As with the Face of Ikka in the Suaq Fount, relics of a bygone era are occasionally chipped out of the ice. While the majority of these artefacts are mere curios, some possess lingering magic. Of the few magical relics that are uncovered, a disturbing number possess grim curses as well as useful properties.

In 224YE, a major incident occurred in the caves when a team of workers unexpectedly uncovered what they initially took to be a statue of some sort but which soon proved to be a malign creature that slaughtered all the workers and then went on a rampage through the caves. It was eventually brought down by a band of heroes - according to stories the exemplar Inga Tarn herself dealt the final blow to the creature with her rune-bound hammer. For decades afterwards, an additional detail of Wintermark warriors was assigned as to guard the workers but was eventually discontinued in 268YE in the light of no further incidents.

To reward the Winterfolk for the risks they take, during the Spring Equinox control of the Stonefield Ice Caves was allocated to whichever military unit performed the largest raid against the enemies of the Empire. During the Summer 379YE summit, after a year of bitter fighting in the SIlverpeaks. the Imperial Senate voted to accept a peace treaty negotiated with the Thule. As part of the terms, the mountains were ceded to the barbarian orcs - which included the Stonefield Ice Caves. Some Winterfolk are still (perhaps understandably) angry that "what the Thule failed to take in battle, the Senate simply gave them."

The Bourse Seat

Responsibilities

The Seat has no particular responsibilities; they simply receive a bounty of ilium which is theirs to do with as they will. If the Stonefield Ice Caves were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to the Stonefield Ice Caves, the Seat would expect to be consulted as to how that opportunity might be resolved.

Powers

Seat on the Bourse

Custodianship of the Stonefield Ice Caves comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of ilium

The Seat has control of a source of ilium which they receive directly. They can dispense this resource as they choose. Production is 5 rings of ilium every season.

Appointment

As with all ilium Bourse seats, the holder of the title is determined during the Spring Equinox. Control of the Stonefield Ice Caves was assigned to whichever Wintermark candidate received the most support from Wintermark owners of military units that had earned votes over the past year by doing paid work. The Stonefield Ice Caves are not currently under Imperial control. Votes are recorded in private in conjunction with the civil servants who support the Bourse.

Custodianship of the Stonefield Ice Caves is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be revoked by the Imperial Synod.

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Storm Sceptre

Description

This sturdy rods are often sheathed in gold or decorated with gemstones. They are popular with Dawnish enchanters who take the battlefield alongside the war witches, allowing them to channel their personal mana into magic intended to send their enemies careening away. Some enchanters use them off the battlefield as well, maintaining discipline with a swift swipe of their scepter.

It can also take the form of a stout walking stick, made of a length of springy wood decorated with symbols of travel or runes such as Sular, Rune of Discovery, to help the wearer find the correct path for their journey. These rods are carried by wandering ritualists, such as Icewalkers and Volhov, to give them a swift defense without needing to take time away from their study of the Lores. Icewalker examples are sometimes made of large icicles to encourage their foes to slide away and are known as Sudden Skates, while the Varushkans call these rods Wood-Walker's Wards. Prolonged bonds to such rods can sometimes lead to sullen moods and a desire for solitude. Some strongly affected magicians take to using the rods simply to drive away unwanted company or to end conversations.

Rules

- Form: Weapon. Takes the form of a rod.

- Requirement: You must have the magician skill to bond to this item.

- Effect: You may cast the repel spell as if you knew it.

- Materials: Crafting a Storm Sceptre requires no special materials. It takes two months to make one of these items.

It was all Eusebio could do to stop himself breaking into a run, borne on a tide of elation. The container clasped close to his chest didn't look like much, but he could feel the jewels moving within at every footfall. A merchant princess's bounty, enough to set Eusebio up for life – and stolen right from under the nose of that preening braggart Iolanda.

Still, even under cover of Tassato Regario's gloom-shrouded night, he couldn't afford the attention he might draw with undue haste, so instead he forced himself to walk with affected nonchalance, cloak drawn round to conceal the prize he cradled in his arms. It wouldn't be long before Iolanda's majordomo realised the box and its precious cargo was gone, but by then he'd be in Tassato Mestra and these gems would be in the hands of a dozen trustworthy fences.

Ahead, the street ended in the glimmering surface of the great river; the moon, peeking 'tween clouds, set the ripples alight with silver fire. Even at this time of night he could make out a few ferries gliding this way and that. Eusebio bit down on a laugh at the felicity of the situation; everything was going perfectly.

He hurried down the steps to the water's edge, where the crumbling stone promenade played host to a ferryman's stand. It was a slim little craft, its flanks carved with ornate images and its bed scattered with cushions. Eusebio felt he deserved a little largesse, and made his way to where the river-waves lapped and sloshed against Tassato's flank.

“A journey across the river to Mestra. Take me to the Narcissus dock by the Attano counting house,” he said, carefully stepping onto the ferry.

The ferryman nodded; he could just make out the young man's stubbled chin and cheeks beneath the cloak and hood that he wore to fend off the season's chill.

The young man prepared his river-pole to push off from the dock, but before he did, he glanced at his passenger, and Eusebio was struck by the almost comical length of his dangling whiskers. “Of course, good man,” he said, his voice rasping. “The fee is-”

Eusebio slapped down a handful of coin in the basin of the barge – far more than a simple ferry-ride's price. “There. Now take me across quickly and quietly.”

He noted with satisfaction at how that shut the ferryman up, and soon enough the dock was far behind them, with only the lulling noise of the river waters around them. Some half-way across, and Tassato Mestra was growing large enough that he felt he could reach out and touch it. He could see the dock by the counting house that would signal his return to safety, and so he finally began to relax. The jewel-box was heavy, so he set it down on the ferry floor and leaned back, letting muscles unwind and lose their tension.

Another sound invaded the visions of triumph that held court in his mind. Eusebio frowned. The ferryman was singing – not loudly, but with a rhythmic cadence that still breached his instruction for quiet. Irritatingly, he couldn't quite place the song, nor quite make out the words.

“I said quietly-” he began to say, an undercurrent of anger in his voice, but all thought was washed away to be replaced with shock.

The ferryman wheeled round from where he stood at the ferry's prow, a gleaming rod now gripped in one gloved hand; Eusebio gaped as he saw and felt its gem-encrusted tip come to rest against his chest. In the one moment he had, he looked up at the man's face and saw by the dim light that it was no man at all; the beard and whiskers were clearly false ... it was a woman... and a woman he recognised ...

The mountebank finished her spell-song, and a storm's angry thundercrack broke the quiet upon the river. Eusebio found himself hurled from the ferry as if by a rushing torrent, splashing into the water's icy embrace a good few yards from the fraud's boat.

As he flailed and spluttered and yelled, the woman set her foot atop the jewel-box that still laid in the ferry's belly, and offered him a triumphant smile.

“Set a thief to catch a thief, my dear,” she called, blowing Eusebio a kiss. “You didn't think Lady Iolande was that foolish, did you?”

Then, with steady purpose, she started back for the distant silhouette of Tassato Regario, the buildings standing proud over the moonlight waters.

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Storm Shaman

Overview

The Storm Shaman is an Imperial title awarded to an Imperial Orc citizen. It brings with it custodianship of a sinecure located in western Skarsind, called Whitelake, which provides a bounty of crystal mana. The sinecure was commissioned in Autumn 380YE, by order of Bloodcrow Yargol, the Civilian Commissioner of the Imperial Orcs.

There are signs that the Thule orcs were also interested in Whitelake and the Storm Pass, but the precise nature of their interest is unknown at this time. As they control the far side of the pass, if their interest persists this may create problems for the Storm Shaman.

Responsibilities

The title holder is expected to be an adept at invocation or ritual magic, and ideally should be a shaman as well. They are responsible for protecting the pass through which the white winds pass, and are charged to experience the storms and learn as much as they can about their magic, and their ancestors by doing so. In the event that something threatened Whitelake, or the Storm Pass, the Storm Shaman would be expected to deal with this threat.

Powers

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Crystals of the Storm

- 4 Appointment

- 5 Whitelake and the Storm Pass

Crystals of the Storm

As a sinecure, the Storm Caller receives an income drawn from mana left behind in the wake of tumultuous storms.

The holder of the sinecure receives nine crystals of mana each season.

Appointment

The Storm Shaman is appointed by unanimous decision of the Imperial Orcs senator. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by an Imperial Orc citizen. The Storm Shaman has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Imperial Orc National Assembly, and by the Assembly of the Nine.

Whitelake and the Storm Pass

Hidden between the sweeping valleys in north-western Skarsind, up where the mountains shade into the Silver Peaks, is a certain lake fed by an undergound spring. The Suaq called it "White Lake", as its shores were covered by a thick blanket of snow almost all year round. The water itself is usually frozen, except during the height of summer. When the sun burns the brightest, the ice melts and small mana deposits can be claimed from the frigid lake bed. Even in midsummer, though, the lake is far from hospitable.

Above the lake is the Storm Pass, an opening in the mountains allowing the bravest Suaq hunters to cross into Skarsind from Sermersuaq. It was not much used, before the Thule came. High up, difficult to reach, and often wreathed in snowstorms, all save the most desperate hunters would rather spend an extra day or two travelling south to one of the more accessible passes than risk the Storm Pass.

The Storm Pass is worthy of its name. The wind that funnels down the sides of the mountains and passes over the lake is harsh and as often as not it brings snow with it. Sharp, bitter, chill - and giving rise to vicious storms that batter the north-western mountains. When the storms blow their fiercest, and hurl daggers of ice down from the mountain peaks, sensitive souls might fancy they can hear voices carried by the wind. The Suaq spun tales about these voices, claiming they were the cries of those hunters who had died trying to traverse the pass.

The first imperial Orc scouts came to the Storm Pass, and to Whitelake, during the harsh winter of 379YE. They marvelled at the elemental fury of the storms that rose in the peaks and rolled down into the hills below. One of their number - a shaman - was particularly affected. The howling winds brought to mind the howling abyss, and the unflagging fury of the blizzard stirred her blood - and the voices of her ancestors. She was the first, but not the last. A steady stream not only of shaman but of orcs seeking some form of spiritual communion have come to Whitelake, walking along the edges of the raging snowstorms. They swear that when the winds are at their angriest, when the snow and hail is at its most violent, they can feel their ancestors reaching out to them and joining their voices with the voice of the storm. There have been a few deaths - the wind is not gentle, and those who do not take suitable precautions are found frozen solid - if their bodies are found at all.

In the months following the Autumn Equinox 380YE, a lodge was established on the shores of Whitelake to offer shelter to those who expose themselves to the storm in hope of achieving a closer communion with those who have gone before. At the same time, a series of mithril-inlaid perimeter stones were placed not only around Whitelake, but along the steep path leading up to the Storm Pass. The presence of these stones serves not only as a potentially life-saving guide to those lost in the storms, but also to channel, and ultimately capture, a little of the mana that streams down the mountains along with the raging winds.

Whitelake is slowly becoming a place of pilgrimage for orcs eager to hear their ancestors. The sound of the drums echos throughout the valley and the smoke from the fire lingers along the icy waters like an evening mist

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Stormguard Bulwark

Description

While armour makes it impossible for a magician to perform magic, a skilled battle-mage can get great use from a shield, even one that is not enchanted. A stormguard bastion is usually decorated with tempest jade, and painted with pigment infused with iridescent gloaming. Feresh, the rune of majesty, is often marked twice on these shields, to symbolise the enhancement of both the wielder’s magical and martial prowess.

In Wintermark it is traditional to finish a stormguard beneath the raging clouds of a thunderstorm. The artisan strives to capture both the physical power of the wind and rain and the more mysterious power of thunder and lightning; the dual elements combine so that the shield empowers both body and mind. An occasional scop spins tales where even the storms themselves should look for protection against someone bearing a stormguard bulwark.

Rules

- Form: Talisman. Takes the form of a full-sized shield. You cannot make a magic buckler. You must be wielding this shield to use its magical properties.

- Requirement: You must have the shield skill to bond to this item.

- Effect: You gain one additional rank of the endurance skill and one additional point of personal mana.

- Materials: Crafting a stormguard bulwark requires seven ingots of orichalcum, three ingots of tempest jade and six measures of iridescent gloaming. It takes one month to make one of these items.

The makeshift camp was nothing to speak of, little more than blankets propped up on spears to keep off the endless rain, and five of the six Sentinels of Coppermount Spire slept fitfully. Theodora, the implacable changeling, had decried the idea of drawing lots for the watches when night fell, and so it had fallen to her to take the mid-watch. She stared angrily out into the darkness, her sharp eyes watching for any disturbance of the moonless night’s shadows and her sharp ears listening for any hint of the gryphons they had come down into the valleys to hunt.

The landslide that had buried the six of them and half their travelling kit, forcing them to abort the hunt, had left her covered in clinging mud and in a dark mood that would not leave her until she had fought something. It was bad enough that when the young gryphon had attacked the group she had been trapped up to her shoulders in mud, face-down in a river of rainwater, fighting to breathe.

After the fourth turn of the glass, in the dead of night, the rain stopped as suddenly as it had started. The dripping from the rain-soaked shelter came irregularly, a pitter-patter that only stoked her irritation further.

When it returned, therefore, she relished the opportunity to take its hide for her own.

She heard wingbeats pass overhead, though she saw no hint of it. It must have come back up the valley. She knew it was hurt already, but it would have gotten over the wounds from the earlier battle. The venom that coursed through its veins from Gnaeus’ lucky spell, however, would not have gone. That was why it had returned at night. A desperate outcast from its pride, it thought to catch them sleeping.

It would catch only its death, Theodora swore to herself.

She listened to it circle not far overhead, showing no sign that she knew it was there. It wouldn’t attack if it knew there was someone awake, so she sat perfectly still, ready to turn and face it, and waited for the wingbeats to stop.

They did.

She spun and raised her Stormguard Bulwark, and the beast crashed talons-first into her. It yowled in frustration and pulled itself to its feet at the same time as she recovered her stance, and the two faced off against one another. Never try to take a gryphon on alone, Castor had told her when they set out. The over-cautious old fish might as well have slapped her in the face.

She took a step toward it – there was no darting in and out in this mud – and held her shield out at the extent of her reach. It was lighter and more mobile than she was; best find out what it thought its range was. Another step and it slashed at her shield. Good.

She feinted a lunge towards it, and when its counter-slash met only air, it faltered. She knocked it across the beak with her rod, and it shook its head.

Then, with a flap of its great wings, it pounced on her.

She managed to keep the shield between her throat and its beak, which was what really mattered, though its powerful back legs raked her thighs. She clubbed it with her rod once, twice, and on the third blow it reared back and gave her the chance she needed. With a heave and a shout she rolled it off herself and cast the healing spell she now urgently needed.

Stumbling to her feet, she met its charge again with her shield. It bit at the top of her shield and pulled hard, as if trying to tear it from her grip, and she kept striking viciously at it with the green-iron tip of her rod. Eventually it let go and snapped at her face, taking a chunk of flesh, before she bodily heaved it away onto the ground.

Theodora reeled and fought for the concentration she needed to heal herself again. The absurdity of it struck her then; how like a disobedient dog it had seemed, pulling at her shield like a toy. She laughed a slightly manic laugh and raised her rod, ready to fight again. This was battle as it should be. She could deal with it at range, and she could deal with it close-to. She controlled her surroundings, and the magic that her shield extended around her would keep her standing easily long enough to deal with such a pathetic little beast. She laughed again, a challenging laugh, a laugh in the beaked face of danger.

Then two arrows zipped past her and sank into the gryphon with a thunk. It fell with barely a sound, thrashed briefly, and lay still.

Theodora spun round to find the others awake, the strings of Girgis and Ignatios’ bows still trembling. Castor stood behind them, a look of absolute thunder on his blue face.

Theodora opened her mouth to protest, and then bit back the words. It took a lot for Castor to lose his poise. Then again, she’d lost hers somewhat. Laughing in battle and all.

She was probably overdue the lecture she was about to get.

Still, it had entirely been worth it.

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Stormweaver

Description

These powerful weapons are favoured by battle magicians across the Empire. Whether being used by a Highborn Magister to smash through a defensive battle line alongside the cataphracts, or hurling a chosen target or employed by a thresher to separate an enemy sorcerer from her allies, a stormweaver is a clear sign of a magician who appreciates the potent control offered by the repel spell.

The only drawback to a stormweaver - and it is very slight - is that the rod seems to attract storms. On land this generally leads to slightly heavier rainfall, or the occasional unpleasent gale. At sea, it can be life-threatening. Very few ship's captains will allow a stormweaver aboard, especially on a ship sailing out of sight of land. The exception are the most adventurous Freeborn corsairs or Steinr merchant-traders, who often welcome the opportunity for excitement an unexpected, magically enhanced, storm can offer.

Rules

- Form: Weapon. Takes the form of a rod.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Three times per day you can cast the repel spell as if you knew it and without expending any mana.

- Materials: Crafting a stormweaver requires eight ingots of tempest jade, seven measures of iridescent gloaming, and three measures of beggar's lye. It takes one month to make one of these items.

"Let me tell you the tale of the warcaster Jok of the Snowspears, the orc legion posted to the harsh Varushkan borders where many a tale is weaved" the man spoke, running his hand over the rough stubble at his chin before he continued. The crowd around him at the tavern had grown as the night had gone on. His tales were famed in the region and the tavern often drew a number of patrons simply to hear him speak. The barkeep shook his head and sighed, he'd heard the tale a dozen times before and each time it had escalated in the telling, but he wouldn't complain as long as the coins kept coming in.

"The warriors of the Snowspears had been entrusted with guarding a supply caravan for the front lines but had been forced to leave the roads" he went on, those gathered around him made warding signs across their hearts or shook their heads in sympathy. He knew he'd already got them hooked.

"They had been forced back by raiding barbarians, driven into the woods with their wounded to escape the horde of orcs. Their legion numbered but a score, a dozen of which had suffered wounds which might not let them see the rising of the sun, so they fled. Spears out, dripping with the blood of any enemy who managed to track them, their arms grew tired the deeper they went and every barbarian slain  drained their strength. The caravan merchants who had been saved by the Snowspears wailed and begged their protectors to take them back to the roads but the orcs continued despite the sobbing men and women they guarded. As the brutal war cries of the barbarians grew quieter they thought themselves safe. Then the howling began”

The crowd who sat around the tale weaver hissed their disapproval. The story went on.

“The orcs turned their weapons outwards, a loose circle around those they protected. Jok stood at the centre of the merchants, shield raised and looking out into the forest. Hearing the unearthly sounds that terrorised them he drew a rod of shaped metal from a large leather pouch at his waist, jade stones glittering along it in the twilight. As the orcs readied themselves for combat the sky rumbled and lightning split the sky, revealing the cause of the howling. The Wolves were upon them”

He stopped to sip his drink, allowing the last sentence to hang in the air for a while before continuing.

“The Snowspears fought with the fury that burns in their blood, but no matter how hard they fought the Wolves would break through to the merchants at their centre. Each time the monsters broke the line, brave Jok would strike them true with the glowing rod as a crash of thunder pealed, launching them back through the air with the power of the winds. Even when his power waned he drew strength from the fight, the very storm around him seeming to empower his blows. But eventually Jok fell, a pair of Wolves tearing him in two as his power finally dwindled. Yet it had been enough. The howling had stopped and Jok’s killers were dispatched by the Snowspears that still stood. The orcs mourned for a moment and began taking items from his still warm body. ‘To remember him by’ they uttered to the disgusted merchants, who shied away from the scene. None among them would touch the discarded weapon though. They claimed it was a weapon of power but one of ill portent, one that would bring the Wolves when the storms came. They left it where it lay, a sign to any who passed of what had happened there”

He smiled and clapped his hands together, the sound startled some of the crowd. He laughed and pulled a large pouch from his belt and threw it onto the table where it landed with a rattle of coin.

“So...which of you will become the next part of this saga...and retrieve it for me?”

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Stout Resolve of the Unyielding

Contents

- 1 Rules

- 1.1 Summer Magnitude 5

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 5

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

Effects

The target may ignore the effects of a single traumatic wound that is affecting them, until the end of the battle. The traumatic wound is still present, and can be healed as normal, but the target only suffers its penalties after the enchantment ends.

The target experiences a roleplaying effect; all pain seems distant and dulled, and it is easy to forget that they have received a serious injury at all.

This ritual's effects last until the end of the battle, or until the traumatic wound is treated by a physick

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 3. Additional characters must be present throughout.

Description

Despite the obvious use of this ritual in enabling brave soldiers to fight on regardless of terrible injuries, it has a dark reputation in some military circles. There have been a few grim stories of stout-hearted soldiers fighting until they utterly exhausted themselves and fell dead, not even noticing the grievous injuries they had suffered some time ago and which desperately needed the attentions of a physician. There has been at least one incident where a brutal League general allegedly had the ritual cast upon rearguard units during a retreat, abandoning the seriously wounded troops in the hope of slowing down enemy pursuit.

For the most part, though, the ritual is used to keep warriors fighting despite injuries, or to give them enough mobility to reach medical help. In some battles it is much more useful than others. An engagement that includes wights, powerful beasts or the cruel weapons of the Druj barbarians are all much more likely to result in complications for the warriors involved.

Common Elements

The targets of this ritual are usually badly hurt when it is performed, and are the focus of the magic. Common elements include washing away blood, but may also include rubbing soil into the injured location (especially when the caster or the target is a Marcher), drawing infection out with steel, fire or a gold coin; pinning talismans of weltsilver, ambergelt or (in Wintermark especially) antler-horn to the warrior, or giving them a favour. Paragons and Exemplars are often invoked, especially those associated with determination and resilience, and the rune Jotra, Verys or Rhyv is used to encourage fortitude and determination as are the constellations of The Oak or The Stallion.

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Stoutheart Gambeson

Description

A simple form of light armour that has been responsible for saving a great many lives. The Stoutheart Gambeson is one of the simplest forms of magic armour to create, but very time consuming. The jacket must be carefully quilted over a period of many weeks, and any error in the process may require the artisan to start all over again. Dawnish witch weavers and Marcher artisans alike carefully dye and colour the stoutheart gambesons they craft to show the heraldric colours or livery of the noble house or household for which they are intended, while among the Navarr and Winterfolk, light leather hauberks bearing protective runes are worn by scouts who want to range some distance from their allies.

In some parts of the Empire these items are given as gifts to soldiers or warriors whose families cannot afford more powerful magical protection.

Rules

- Form: Armour. Takes the form of a suit of light armour.

- Requirement: Any character can bond to this item.

- Effect: You gain an additional rank in the fortitude skill.

- Materials: Crafting a stoutheart gambeson no special materials. It takes two months to make one of these items.

John Miller grabbed the healer roughly by the elbow. He was a big lad, and though he was tired near to falling-down, his eyes burned beneath the soot and the blood.

"Tha'll come with us now, healer." He growled, dragging the shorter man a few steps towards the trees.

"There's no hope John!" Another yeoman in the same livery took hold of John Miller's shoulder, tried to get his attention, He shook her hand off, shook his head.

"Tha doesn't know that for sure, Jenny." He said. "Millers're hardy sons, it'll take more than orcs to put us in the soil."

Wade hurried to keep up, her concern for her comrade outweighing her fatigue and her own pain.

"It's been what, ten minutes now John? John? John! It's the living we need to worry about now, your brother doesn't want you to die looking for his body, we'll make sure he gets buried but ... John!"

John Miller was stubborn, and would not back down. He strode on, without really listening, dragging the healer. A couple of beaters looked over, began to move in their direction, sensing trouble. John dove into the trees, about where he had seen his brother's go down. A tangled mess of yeomen and orcs, with a couple of opportunistic crows already picking over the corpses.

With a bellow, John scattered the crows. He looked about, wild now, on the verge of one of his famous rages. "Wade!" he shouted, his throat hoarse, his voice broken with anguish and despair and faint hope. "Wade tha bastard! Where are tha Wade!"

He dropped to one knee, tears streaming down his face, and beat one fist against the ground. The healer put his hand on his shoulder, reached into his bag for something to take the edge off the pain, but then Jenny held up a hand..

"Do you hear that?" she asked, incredulous. From underneath a pile of orc bodies ... something. Faint, but there it was again a little louder.

John roared, jumped to his feet, started pulling the still-warm bodies of the barbarians aside. Beneath the slaughter mound, a human figure. His skin was ashen white, his face sodden with blood, his eyes closed ... but they flickered open. The healer swore, and pushed John out of the way, immediately taking charge of the situation.

"You Miller men really are hard to kill." Jenny said in awed tones, warning the beaters away with a shake of her head. They observed for a second, then went back to their business, now they could see there would be no trouble. As the healer patched Wade Miller together, he muttered about miracles.

John Miller laughed then, through his tears. His hand went to the tough material of the pale green gambeson he and his brother wore beneath their heavy steel chain. A gift from his mother, the fruit of many weeks hard work, painstakingly sewn and quilted as she watched her sons come of age and prepare themselves for war. He'd been a little embarrassed when he and Wade had arrived at the muster wearing the padded jackets, felt relieved when the Steward outfitted them with 'proper' armour. But now he silently thanked his mother for it, for her foresight and her hard work.

While he and his brother were tough, their mother's love made them well-nigh unkillable.

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Strange allies

The Jarl stared briefly at the Lasambrians kneeling before her. These orcs were a poor excuse for people, they had surrendered quickly despite having weapons in hand. The ghodi had assured her that the Lasambrians had ancestors of their own but what manner of being would bother to return for ones such as these? Perhaps they were right to fear death. She motioned to the ghodi to offer them the choice and walked away to leave him to it. He could tell her later what they had decided.

She was pleased to see the White Horn runesmith was waiting at her tent for her. "Send a rune crow to the King." she ordered "Tell him that the war is a poor hunt, that the Lasambrians surrender as often as they fight. We expect victory within one season, two at most, provided that the humans keep to their word."

She waited for the magician to bow and then leave to cast his runes before easing herself into her chair and beckoning for her thrall to fetch her a drink. The King was confident that the Empire would keep the treaty, but her clan had been fighting in the West Ranging for over a year and she was certain she knew better. Let the King send them a final warning, they would not heed it. They would come rushing to help their allies, and then she and her clan would finally have a fight worthy of the name.

Overview

Imperial scouts stationed in the Brass Coast have sent numerous reports of military activity on the other side of the border. Pillars of black smoke, visible from Yellow Chase and Burnish. A great cloud of carrion crows seen from Beacon Point, and the western woods of Serra Damata. A few orc bodies - Jotun and Lasambrian - floating down the tributaries of the Scorrero.

At the Spring Equinox the Lasambrian delegate had pleaded for help to defend them against the Jotun invasion. By the first days of Summer, it is clear that a full-scale conquest is underway. It seems the Jotun have attacked in force, a great host of orcs down out of Narkyst. The Faraden merchants who come through the Reinos hills to Anduz speak of legions of Jotun burning and killing their way south. It seems the delete's words were true, left to themselves the Lasambrians are no match for the mighty Jotun.

But perhaps that is to judge them unfairly. Within a few days of the Jotun attack beginning, stories buzz up through the long grass of Andozeseri of another attack, against the southern Lasambrian hills in Kalino. Not the Jotun this time ... but the soldiers of the Iron Confederacy, marching beneath the banners of the Duke they call "the Grey Wolf".

Now that the towers of Anduz are repaired, a slow trickle of Suranni merchants make their way to Sarvos, to the newly completed embassy there. They seem genuinely surprised that anyone in the Empire cares about what is happening to the south.

"Why should you bleed for these bandits? These thieves, these murderers, these savage thugs? They have raided your lands for decades just as they have done ours. Arav the Judge has brought them justice, we are simply the bearers of his judgement." they claim, perplexed by any that question their actions. "The Grey Wolf is acting to protect our trade routes north - and the borders of his Duchy. Once the orcs are gone, we will share a border - and trade will flow that much easier. And at the end of the day ... they are just orcs, after all! What are orcs before the glory of Kobol?"

Not all in Segura are prepared to argue with them. Some remember the sons and lovers, the daughters and parents, those of their tribe and their family, sent to the funeral pyres by the Lasambrians when they invaded Segura ... those never given a decent funeral, buried in mass graves by the bandits once they had done looting them. Others talk of the recent concord and the desire of the Freeborn to be friends with any who come in peace.

It seems the fate of Lasambria may now lie in the Empire's hands.

A week or so before the Summer Solstice, a small delegation crosses the border into the dry plains of Segura out of the western hills. They come under a flag of truce. Juevar of the Hierro is with them - the tall representative of the Lasambrian clans who has visited the Empire many times since the ceasefire and the declaration of peace. With him this time are warriors, however - including one of the generals of the Lasambrians, the leader of the army of the Hierro clan. They are coming to Anvil, to petition the Empire for aid against the Jotun, and against the Iron Confederacy.

They are given escort, and begin the long trek from the westernmost borders to the heart of the Empire. Days later they are followed by a further delegation - grim faced men dressed in long surcoats and mail. They claim to speak for the Grey Wolf, for the Iron Confederacy, by the grace of the gods of the Suranni people. They wish to address the Senate - they refuse to disclose their business but even a fool can guess what they are coming to talk about.

And then finally a flock of winged messengers arrive bearing a single blunt message from the Jotun to the Imperial Senate.

Senators and citizens of the Empire, heed our words, let there be no misunderstanding between us.

We agreed a treaty of peace with you. It remains in force until the day of the next Spring Equinox.

We both agreed to permit raiding - but no more than this. You have violated this treaty twice now.

Once by sending your Navarr to try their cursed magics in our lands.

Once by sending your soldiers to aid the Faraden in their war against us.

Twice we have tolerated this, for you are only human and we know that honour is difficult for you to understand.

We will not permit a third violation. Our honour will not allow it.

If your armies or your military units march to help the Lasambrians then you must know that the treaty between us will be no more.

Gudmundur Arason, King of Narkyst, Jarl-of-Jarl of the Jotun.

The civil service have confirmed that if the Lasambrian general is here to ask for help then they are able to enable Imperial military units to support his army. However, in light of the clear threat from the Jotun they are refusing to act without clear instruction from the Senate. The official response is to point to the constitution which gives the power to declare war to the Senate and to the Throne. "I'm not having the Synod do a Bridget on me" is the unofficial response...

Significance

Lasambria is invaded ... twice. The Jotun have swept down from the north, while the Suranni have invaded from the south. There are only a few sketchy reports of course, but there is enough to suggest that these are serious attempts at conquest rather than casual attacks.

The Lasambrian delegation are likely to have more news of what is going on and the state of the invasion. The presence of a Lasambrian general in Anvil while his territory is being invaded suggests that the situation is grave but it also creates a number of options for intervening which did not exist previously.

If the general of the Hierro clan requests it, the opportunity would exist for Imperial military units to assist that army against the Jotun. Critically however, previous experience in dealing with the Jotun shows unequivocally that they will stick to their word and regard any such action as a declaration of war that nullifies the existing treaty.

As a result, any action in support of the Lasambrians which fundamentally requires significant logistical assistance of the civil service (such as assigning military units to support a Lasambrian army) will not be possible unless the Imperial Senate first successfully passes a motion abrograting the existing ceasefire with the Jotun.

At this time, no opportunity exists to assist the Lasambrian armies fighting the Iron Confederacy in Kalino. If such an opportunity were to become available, the civil service would only enable military units to do so if the Senate declared war on the Iron Confederacy. As with the Jotun, previous experience of the Suranni has shown that they will treat any military engagement with the Empire as an act of war.

Individual citizens who are able to act to help the Lasambrians without the assistance of the civil service are free to make their own decisions.

Resolution

A small delegation of Lasambrians came to Anvil to negotiate with the military council. The Senate passed a motion to abrogate the Jotun ceasfire, and accepted a treaty to provide military support against the Jotun in northern Lasambria.

There is no further news from southern Lasambria.

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Strange fruit

The Imperial Synod recognises, with Pride, the efforts of the Hierro Clan in learning so much about The Way in just one season. We also acknowledge, with Vigilance and Wisdom, that the Hierro do not yet fully understand The Way and call upon them to embody Pride, Ambition, and Courage in aspiring to improve their interpretations of the Virtues. Elka Nadyanova Gremani will support them in this using the Experience of Pride and the example of the Paragon of Kethry. We look forward to seeing how the Hierro rise to this challenge and further earn the respect of the Empire.

The General Assembly of the Imperial Synod 379YE Winter Solstice

The Synod supports Duke Ferrero to take liao and preach to Imperial Citizens that they tolerate the refugee Hierro clan of Lasambria whilst in Imperial lands. It is Loyal for citizens to support the Empire's plans. It is Vigilant to not turn a potential ally into an enemy. It is Wise to try a new path over reactive instinct. It is Ambitious to envision a new way to resolve an unusual situation.

The General Assembly of the Imperial Synod 379YE Winter Solstice

Overview

The actions of Elka Nadyanova Gremani and Duke Ferrero have born strange fruit in the South. Where before the Lasambrians had paid only lip-service to the notion of the virtues, they now seem to have finally embraced them. More and more Lasambrians have been approaching priests working with Elka and the Duke to discuss the virtues and their meaning. The breakthrough appears to have come with the emergence of a handful of influential Lasambrians who are not just openly embracing the virtues but extolling them to others.

"What did you say it was again? A breadfruit?"

"Yes, try it - they're delicious. The Lasambrians used to grow them in the hills. Well gather them I suppose, I'm not sure they did any actual cultivation. Too much like hard work!" Valeria chuckled to herself, clearly amused by the joke at her host's expense, but Darko winced, clearly mortified by the new arrival's sarcasm.

"Be quiet - you'll be heard! It's crucial we don't offend these people, we've been working on these people for weeks. Even the simplest joke is dangerous - it could undermine the whole thing."

Valeria smiled again as she dismissed her rivals' words "You don't need to convert everyone, you just need to convert the right someone. Allow me to introduce the right someone - Kenza of the Lasambrians." She gestured to the orc that accompanied her.

The orc - Kenza - stood stiff-backed staring at the gathering of Lasambrians who were waiting for them inside the tent. He seemed lost in contemplation but finally turned to face the two human priests "It would be best if you let me speak with the warlord first. He will not listen to you."

Darko disagreed and an argument quickly broke out between him and the Urizeni. This was a crucial meeting, with the warlord and his followers - the new "priest" might be Lasambrian but it was too dangerous to risk such an important meeting on an untried mediator. "Cleave to what you know is true, even where others wish you to doubt." someone whispered. The warring priests turned to see that Kenza was already walking into the tent, forcing them to abandon their argument and scurry after him."

Kenza strolled confidently past the guards, into the centre of the tent. "Warlord Dayna, I have come to talk to you about the Virtues."

"Talk makes me hungry. Fruit?" The warlord threw a half-eaten breadfruit towards the newcomer, but Kenza made no attempt to catch it and it hit the floor. A hush fell over the tent, at this obvious insult.

"This fruit is not yours to give warlord. Your warriors stole it from an orchard belonging to Santa i Carri i Erigo." The tent went deadly silent, hands fell on swords. Darko flashed a venemous glare at Valeria but the other priest simply gestured for him to wait.

"They didn't steal it. They took it. It was my ambition to eat breadfruit today. So my warriors were prosperous and worked hard to bring me breadfruit. The Freeborn are armed with bows - but they courageously dared the risk. Now I am filled with Pride! For I have the breadfruit I wanted!" The warlord voice rose as he delivered his response so that it was loud enough to be heard over the rising laughter.

Kenza paused for a moment, to let the tent fall silent again, so that everyone would be certain to hear him. "Bullshit! Self-serving bullshit. Pride? What have you got to be proud of? Your warriors snuck in under darkness to steal the fruit. Was their Courage to dare the wrath of the trees as they plucked the fruit? It took years of hard work to grow these fruit - how much hard work was required to steal them? Ambition? To eat breadfruit? That's your ambition? See the mighty warlord Dayna, an inspiration to us all - today he will eat a breadfruit! All - by - himself!"

Dorka warily eyed the exit to the tent, as sword after sword slid clear of its scabbards. A moment ago he was worried that their attempt to convert the Lasambrians would end in failure. Now that failure was off the table and disaster was looming, the prudent thing was to check for escape routes before everyone was murdered. Vaguely he was aware that the Lasambrian was still talking - presumably he wanted the hole deep enough for all of them.

"You have twisted the Virtues to justify a life of petty banditry. You see something, you want it, you take. You're a child without restraint, a bully with a sword, a thief with an opportunity. The only thing you have learned from the Empire is to justify it by chanting the virtues like a dog barking to warn off a stranger."

"I am a warlord! I have two hundred warriors. Who the fuck are you to judge me, you insolent prick. This faith you have clearly swallowed is nothing but words. Who says what is virtuous? Who gets to judge it? It's all meaningless - it's a pack of lies so you lot can sit on your moral high ground and preach at the rest of us." The warlord was on his feet now, his hands waving in fury as he gestured at the priest. The others in the room were silent, weapons drawn, waiting for the command to act.

Kenza seem serene, untroubled by the obvious threat and his voice was calm as he responded. "From what I have seen of them, the best of the Imperials let others judge what is virtuous - not them. Truly virtuous actions can be seen by others - seen to be courageous - seen to be wise, to be ambitious, to be proud. The truly virtuous inspire those around them by their actions." He stopped for a moment to draw a breath and then spat out "But I am not Imperial! I am Hierro. The blood of my people flows through my veins, the Hierro ancestors speak to me. They will judge whether my actions are virtuous. Just as they will judge your actions. Perhaps they will return for you Warlord Dayna - perhaps they will choose to carry another petty thief across the Howling Abyss, perhaps they will not."

"What the fuck are you talking about - the ancestors don't talk about the virtues. They tell us to fight - to conquer - to defend what is ours, to take what we need! You think you're so fucking special, you and your little Imperial friends. We've always been bandits! That's who we are - you pompous self-righteous prick. That's who our ancestors were!"

"No. Our ancestors were not bandits. And if you come with me... I can prove it."

Significance

Those priests who have spent time preaching to the Lasambrians indicate that the acceptance of the Virtues is now widespread, genuine, and heartfelt. There is an enormous sense of accomplishment by many involved - this is an act of conversion the like of which has not been seen since the glory days of the founding of the Empire or the intergration of the Imperial Orcs. The situation for the Lasambrians - for the Hierro - was dire. A tribe of bandits who have spent hundreds of years living by robbing Freeborn, [[Faraden, and Suranni traders have been forced out of the hills and into the Empire. Their fellow tribesmen had sold out to a Jotun enemy they had fled from. They were literally a broken people - they had nothing. One might argue that they were ripe for conversion - previously they would have agreed to anything just to survive - but the Empire has restored their sense of self-worth.

Now the only way to describe them would be transformed. Before the only emotions they aroused were contempt and pity. Now they stand tall, their backs straight. The Empire has taught them the true meaning of Pride. The Jotun destroyed them on the battlefield - they fled with their tails between their legs - not they know the value of Courage. Few knew anything but banditry - now they have embraced Prosperity. Where previously they talked of how the Naguerro betrayed them - now they openly admit that they abused the Loyalty the other Lasambrian tribes gave them. Several mention that where before they were desperate to believe any offer of help, now they understand the need for Wisdom and Vigilance. And of all the virtues, Ambition is the most electrifying - catching in their spirits like a flame in a dry field.

Success then. A triumph not seen in living memory. Even the Freeborn inhabitants of Segura - with a lifetime of experience of being attacked and robbed by the Lasambrians - admit that something extraordinary has been accomplished. Thousands and thousands of souls... converted to a belief in the Way. Well ... perhaps not the Way exactly... Orcs do not reincarnate and the Lasambrians have no interest in ideas of the Labyrinth. But they have found a compromise they are happy with and embraced the Virtues in vast numbers.

Which only leaves the issue of what to do with them now. Now that they have adopted the Virtues, arguments between the Freeborn and the Lasambrians have almost completely stopped. No-one is calling for them to be driven off or even killed any longer. But everyone in Segura agrees that they can't stay here - not forever. So there remains the sticking point of what the Empire wants to do with the Lasambrians.

And for once the Civil Service have got absolutely no suggestions or ideas of any kind for the leaders of the Empire to consider.

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Strange harvest

Walter leant forward, carefully turning the cerulean blossom this way and that in his gloved hand. For such a large man, his touch was surprisingly delicate. Behind him, Bertrand shifted his weight from foot to foot, opened his mouth several times, but ultimately said nothing.

Carefully, Walter took a petal of one of the blue flowers between thumb and forefinger, and pulled. The petal resisted, stretching slightly. He increased the pressure, and it finally came loose. He brought it to his nose, sniffed it. Removed one of his gloves and gingerly crushed the petal, then sniffed his fingers.

Then he stepped back.

"What do you think?" Asked Bertrand, anxiously.

Walter nodded. "Definitely the same thing. Same flower, same bush, same thorns. It is the same as the one growing on my farm, same as the one Helena has wrapped around one of her trees. There's a few minor differences, but nothing I'd say was significant. As a botanist, I mean."

Bertrand screwed up his face in thought for a moment then, as if he were exploring the idea, he said:

"But all the other plants were different?"

Walter nodded again. "Yes. I've not seen the same aberration twice in any of the farms, or the woods. They were all unrelated, effectively unique, and to be honest with you a lot stranger than this bush although ..."

He pointed then to the ground beneath the thorny briar.

"Do you see? The grass is dead. I saw that in the other cases too. I'll wager that within a fortnight every other small plant within three paces of the bush will be dead. I can't explain it, but I have suspicions. I think the bush is pulling something out of the soil. We'd best hope it doesn't spread."

He pondered, tugging his earlobe again. Peered around the rest of the field. A trio of yeomen were hard at work clearing unnaturally vital weeds, and a small sapling that seemed to all the world to be trying to hit them with one of its thin, springy branches.

"But it's not showing much sign of -"

Walter stopped. Bertrand had gone white, like a man who had seen a ghost. He was looking past Walter, at the bush. Walter turned.

The petals were falling from the blue flowers. One by one they curled up, died, and dropped off. Where the flowers had been, there were now dozens of tiny pods - a little like rose hips. Even as they watched, these hips dessicated and popped audibly and dropped off until only one was left. That one fruit continued to swell turning a deep ruby red as it did so. Bertrand cried out a warning convinced it was about to explode ... but then it stopped. Nestled in among the thorny fronts, a crimson fruit a little smaller than a man's fist.

"Well that was unexpected," said Walter calmly. He leant in to examine the fruit, prodded it with a bare finger and regretted it immediately. It seemed firm to the touch, and he was taken with how full of vitality it was. He had to fight down the urge to take a bite out of it - it looked delicious.

He chewed his moustache thoughtfully instead, and then made up his mind.

"I think we're going to have to get Lady Julienne involved. Send a runner up to the manor and ask if she can spare us an hour or to of her time. You might also discreetly send someone to ask the Circle of the White Hare if they want to come and look at this. I think this is beyond the two of us now, my friend - and whatever is going on here is a damn sight more unnatural than ..."

He gestured to the yeomen still wrestling with the new sapling in the middle of the wheat field.

"Than whatever is going on everywhere else."

Contents

- 1 Overview

- 2 Significance

- 2.1 Consequences

- 2.2 The Senate

- 2.3 Opportunity

- 3 Participation

- 4 Resolution

Overview

Less than a month after the Summer Solstice, thick clouds of vallorn miasma spread from Brocéliande into Casinea, Astolat and Semmerholm. Reports indicate that these clouds are accompanied by bands of ettercaps - insect-like abominations - that attack farms and settlements near the outskirts of the dark Navarri forest. The ettercaps are a nuisance, but they are quickly dealt with. Soldiers of the Northern Eagle garrisoned in Casinea work with soldiers from the Silent Sentinel to ensure that none of the ettercaps manage to get more than half a mile from the edges of the forest. The garrison of the Castle of Thorns makes short work of those beasts with the temerity to attack Astolat. In Semmerholm, the attacks are dealt with by questing knights and yeoman militia, accompanied by seasoned troops from the Gate (the fortification that guards the now-secure passes into Holberg), and several bands of Navarri thorns from Boar's Dell.

The ettercaps are vicious beasts; cunning enough to be a challenge one-on-one, but no match for a disciplined band of Imperial soldiers. Those that do not flee back into the vallorn-tainted forests are mercilessly slaughtered, their bodies burnt on great pyres to ensure they do not taint the soil or the woodlands. Within three weeks, the number of sporadic attacks drops significantly, and then peters out completely.

However, this small-scale invasion was just a prelude, it appears, to a more worrying occurrence. It is followed by a wave of transformation that strikes the farms and forest preserves of Casinea, Astolat, and Semmerholm.

Roughly a quarter of all farm produce is found to be twisted, strange, and unnatural. Orchards produce aberrant fruit whose colour, texture, shape, and flavour bear little resemblance to the expected apples and pears. Wheat fields are found to contain a scattering of unknown roots and vegetables, as well as oddly hued flowers that move and sway in the absence of any wind, or tangled briars that produce peculiar berries. .

At the same time, a similar portion of valuable materials gathered from the forests of the three territories is found to be unusable. Iridescent butterflies emerge from their cocoons misshapen and monstrous; ambergelt flows slowly or unnaturally fast, and solidifies into unsettling shapes and unfamiliar hues. Near Rucastle, and entire stand of beggarwood trees put forth opalescent blossoms that smell of rotting flesh and attract swarms of buzzing late-summer flies that sting and bite the yeomen trying to gather bark and wood for beggar's lye; in Marehom Highborn workers unearth deposits of dragonbone that seem half-formed and corrupt, like rotting fruit twisted into obnoxiously organic shapes.

The yeomen and farm workers largely deal with these aberrations with fire. Magisters and witches, however, soon discover an interesting trend. Growing on most - if not all - of the affected farms is a hardy, thorny bush that puts forth dark blue flowers, which give rise within a month to a peculiar fruit which appears similar to a pomegranate. The fruit dies, dries out, and become brittle very quickly - the entire cycle plays out over a little under ninety days. These fruit are reasonably rare - a bush produces one a season - but the resulting seed pods can be employed in a similar fashion to crystal mana when performing rituals of the Spring realm. It is as if the fruit contains or concentrates some of the limitless, fertile energy of that fecund Realm - or of the vallorn itself.

Further investigation spots a disturbing trend. There is compelling evidence that these transformations did not all occur at the same time, but spread first to the farms and forest preserves nearest to Brocéliande ... and nearest to the trods. Careful examination, and consultation with Navarr vates whose stridings passed through the three affected territories, confirmed that the magical energy that caused this widespread transformation flowed out of Brocéliande, along the trods, and into the soil, water and even the air itself.

The energy that created this burst of unnatural transformation is receding and fading - and the majority of the unnatural plants are dying as the magic ebbs. Preliminary examinations show that the trods themselves are undamaged, but dispells any doubt that the magic originated with the Brocéliande vallorn. This means that the eerie fruits harvested this season in Dawn and Highguard seem unequivocally linked to that parasitic threat.

Significance

Consequences

Any character who owns a farm or forest personal resource in the effected territories - in Astolat, Casinea, or Semmerholm - will find that the amount of money or measures of material produced by that resource has been reduced by a quarter. This represents the income lost to the unnatural, transformative touch of unfettered Spring magic.

At the same time, each such character should find a ribbon for a "Seeds of the Forest" in their pack. Infused with Spring potence, these seed pods are protected by a coarse-husked fruit and can be used by ritualists performing rituals from the Realm of Spring.

An immediate problem arises because these pods are obviously connected to the vallorn - and the Imperial Conclave has interdicted vallorn seeds. If these pods are determined to be vallorn seeds then they should be handed in promptly to the civil service. Anyone using or trading them risks being charged with contravening a declaration of interdiction, a serious crime that usually carries a death sentence.

The Senate

Several concerned farmers and foresters are looking to the Senate for further clarification. The Senate might choose to amend the current law which makes it illegal to cultivate vallorn. Previous guidance from the magistrates on this subject was that "when they investigate a potential offence of Vallorn cultivation they will seek expert testimony from the Conclave in cases where the position is unclear. For example, planting or tending a vallorn is very likely to be interpreted to be vallorn cultivation but harvesting magical ingredients from a naturally occurring vallorn pod may or may not be." Magistrate Karkovich has indicated his intention to consult with the Archmage of Spring and the Advisor on the Vallorn about both these issues.

Additionally, the magical transformation wrought by the Spring magic has produced other exotic plant material in the affected farms and forests. These unique fruits, vegetables, and plants appear to have no special properties beyond their strange appearance, but they are still being burnt. A motion by the Senate to clarify that trading such produce is not a crime could provide a significant boost of additional money to the affected farms and forests during the coming season - but may have unlooked for consequences depending on whether that produce has any hidden properties.

Opportunity

Any character with a farm or forest in one of the effected territories can choose to actively cultivate the Spring-mana producing plant. Mundane means will not suffice, however; the plant requires a burst of spring magic if it is to survive. This can most easily be achieved by use of the ritual Blessing of New Spring. If the ritual is performed on a character with a farm or forest in one of the three effected territories, their production will be permanently reduced by 36 rings or 2 measures as appropriate, but their resource will also permanently produce a piece of Spring mana each season.

This enchantment normally has no effect when performed on a character with a forest, and would not normally be performed during the Autumn Equinox for obvious reasons. In this case however, the nature of the magical event means it will have an unlooked for effect. It is worth noting that it does not matter if the casting of this ritual is deliberate or not, only that the enchantment it creates remains in effect until the start of the next Profound Decisions Empire event (that is, if another enchantment is placed on the resource, the blessing of new spring will be removed and the attempt to permanently cultivate the mana-seed-pods will fail).

A few alternative options exist. If the ritual Hallow of the Green World were performed during this event, it would automatically cultivate the peculiar mana-plant in all forests and farms in the three effected territories. Likewise, an arcane projection from the spring realm that enhanced fertility over an entire territory would automatically support the magical plant if cast in the territory. The important element is that the farm or forest be infused with a burst of spring energy.

Participation

If you are one of the characters affected, you may wish to provide a suitable phys-rep for these exotic pods. A scarp of hessian folded over and stuffed with something will make a perfectly adequate phys-rep, as might a dried poppy or lotus seed pod or poppy straw.

Any character whose roleplaying mandates that they would simply have had these seed pods destroyed is encouraged to hand the "Seeds of the Forest" ribbon back in at GOD, or else simply destroy it. They will still suffer the reduced production for their farm or forest.

Resolution

The vallorn has returned to quiescence. If any individuals took the step of cultivating the strange fruit, they have not made their decision to do so public. Which is unsurprising, given the illegality of the action.

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Straw Mask

Description

The Straw Mask empowers the wearer to perform rituals that vastly increase the output of their lands. It is often constructed using lacquered corn-ears, strung together to cover the face and interlaced with fine knotwork of metallic threads. It is rare for these talismans not to incorporate at least one Bravash, the Rune of Fertility, either in place of one of the eyes or (especially outside Wintermark), on the inside of the mask so that it touches the forehead, cheeks or chin when the mask is worn. Regardless of the precise design, even in the League it is usually constructed out of natural material such as wood. Some traditions of dramaturgists (especially mummers) prefer to personify the mask as a beast - usually a goat, sheep or bull - incorporating it into bawdy ritual plays involving more than a little suggestive dialogue.

Some Navarr and Varushkan artisans create this item in the form of a Crown of Thorns and Ivy - a circlet of interwoven strands of the titular material, sometimes bound together with threads of gold and silver, with carefully preserved berries or small flowers. At the end of a year, the crowns are ceremonially burnt or buried, or abandoned near a funeral glade.

As with all the magical masks, these foci are used to grant additional power to perform ritual magic. In this case, it enhances a suite of rituals that enchant farms to ensure an excellent harvest. By itself, it will allow even a novice of Spring or Winter magic to perform Blessing of New Spring or Fallow Fields and Dried Meat without having mastered them, and without the assistance of a coven.

Likewise, the mask may help an adept of Summer lore perform the Strong Ox, Golden Sun ritual by themselves, or contribute towards the power of a coven attempting to enchant multiple farms. A true Autumn master could use the mask along with the Imperial regio and the power of a Melancholic Staff to achieve a personal performance of the complex Gathering the Harvest ritual, should they be so inclined. A single mask rarely makes a significant difference with the latter ritual, but each additional rank of lore can prove useful - especially when performing the ritual on multiple farms at once. It can also prove useful for a mixed coven - by providing an advantage in three connected rituals from three separate realms of magic it can help a coven member who is less well-trained in some of the lores to contribute more fully to a group performance, especially if they have mastered the ritual.

The mask is most versatile in the hands of a ritualist who has trained in all four of the lores it uses - Spring, Summer, Autumn and Winter - but some covens simply pass these masks back and forth between their members over the course of a year as different rituals are required in different seasons. Some examples of these masks in the Marches and Dawn are said to have been passed around in this fashion since before the first Dawnish boots touched the soil of the Bay of Catazar, and are treated with special reverence.

Rules

- Form: Talisman. Takes the form of a ritual focus. You must be wearing this item or holding it in hand to use its magical properties.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Gain 1 rank for the Blessing of New Spring, Strong Ox, Golden Sun, Gathering the Harvest, and Fallow Fields and Dried Meat rituals, subject to the normal rules for effective skill.

- Materials: Crafting a Straw Mask requires no special materials. It takes two months to make one of these items.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Straw_Mask&oldid=51368"

Streams of Silver

Contents

- 1 Rules

- 1.1 Autumn Magnitude 2

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 2

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a business. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The business provides an additional 24 rings over the next season, in addition to normal production.

If the owner of the resource does not attend the next event, then the additional production provided by the resource is still added to that character's inventory.

Additional Targets

This ritual can affect additional businesses in the same territory. Each additional business increases the magnitude by 1. The character who controls each business must be present throughout the ritual.

Description

As with Rivers of Gold, this ritual subtly influences the flow of trade, gently warping the effects of chance and synchronicity to encourage people to visit, and spend money in, the target business. The effect of the ritual is difficult to spot without magical means, unless one knows it has been cast.

Some covens, especially in The Brass Coast and The League specialise in this simple spell, arranging to perform it on multiple businesses in the same territory in return for an amount of the anticipated extra wealth - usually payable in advance, of course. As with most such rituals, the more targets can be encompassed by the spell the more economically advantageous it becomes to the ritualists.

Common Elements

This ritual moves wealth around, and the performance is often accompanied by coins and other precious items. In The Marches and The Brass Coast, coins taken from the previous season's profit are often used as a way to 'prime' the enchantment and attract more wealth. The targets often share a goblet of wine among themselves, and the ritual often begins or ends with a symbolic (or literal) payment to the performing coven. The rune Pallas is often evoked, but so are subtle rune of plots and the serendipitous rune of chance. Symbols of Prosperity are also common, often with an invocation highlighting the rewards of hard work.

This ritual can be enhanced by a known commonly as a Mercantilist's Mask.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Streams_of_Silver&oldid=40453"

Strength of the Bull

Contents

- 1 Rules

- 1.1 Summer Magnitude 3

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 3

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains one additional rank of endurance.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Every two additional characters increases the magnitude by 5. Additional characters must be present throughout.

Description

This enchantment is one of the best-known Summer rituals. It is performed on warriors across the Empire, helping them to survive the rigours of war. While Splendid Panoply of Knighthood is more effective at enchanting a band of soldiers, it lacks the enduring power of Strength of the Bull; this is a common blessing from a skilled Summer magician on friends and allies who might face violence at any time.

It is commonly included as part of the preparations for war, or performed during a formal or informal gathering of warriors - given that it lasts for several months, it can be performed well in advance. While a band of Navarr may combine the ritual with formal war-painting, a Varushkan coven may perform the ritual around a fire the evening before battle to the accompaniment of stirring tales. A legion of Imperial Orcs may declare a promise of victory as their shaman move among them, and may celebrate the magic with a bout of fighting; a Dawnish Earl is more likely to have the ritual performed by a close friend or lover, who girds her for battle and completes the ritual by bestowing a favour. A Marcher band may gather barefoot on the morning of battle, while an Urizen coven might move serenely among a group of sentinels as they drill several days in advance of any expected hostilities. A Freeborn ritual is likely to involve everyone drumming and dancing in celebration of life, while a Highborn ritual is more likely to involve a solemn recitation of the rolls of the dead, perhaps followed by a blessing from a priest.

Common Elements

As with many enchantment rituals, common elements include the consumption of wholesome food and drink (especially mead or beer) and the use of tokens and gifts such as favours.

Any of the Summer runes might be evoked, depending entirely on the nature of the warriors and the ritualists. Runes are often painted onto the skin especially the face and arms. Navarr vates and Wintermark runesmiths alike will trace the scars, brands and tattoos of their targets as they perform the ritual, connecting the strength gained today with oaths or wounds from the past. An evocation of The Stallion or The Oak may be appropriate with this ritual, as are evocations of horses, bulls, narwhal, unicorns and dragons.

The Captain's Mask is a ritual focus that helps empower the performance of this ritual.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Strength_of_the_Bull&oldid=63781"

Striding

The counterpart to the Steading is the Striding. These are travelling groups that largelly follow the established routes of the trods around the Empire. Walking the trods is necessary to weaken the vallorn to allow the Navarr to attack it. The trods pass through all nations of the Empire, so now many travellers prefer to use the Navarr trods as trade routes and roads, and villages and resting places have grown up over the years near those routes.

Stridings vary significantly in size and make-up. In a normal striding, most participants are on foot, usually with a few narrow wagons pulled by oxen or similar beasts to carry essential supplies. Others take the opposite approach, using larger covered wagons which can serve as living quarters, especially if they are transporting tools such as books or smithing materials over great distances. Many Navarr are comfortable walking for days on end, and the power of the trods supports them and enhances the endurance of newcomers.

The stridings support themselves in three ways: they carry staples with them; they contain hunters who range to either side of the Trod staying alert not only for food but also potential dangers; and they trade with the people they encounter en-route. For some Imperial citizens, the Navarr are the only regular contact they have with the Empire. Navarr stridings are usually welcome, as they bring messages and news of events elsewhere in the Empire.

As well as the dark forests that Navarr now think of as home, the wild places between towns, burghs, fortresses and temples are hardly safe and the Navarr are practical about these dangers. They travel in well-armed groups and set regular watches. As they travel they remain alert for danger, and it is often Navarr who bring word of potential threats to their cousins in the other nations.

A new Navarr striding is created when an individual chooses to go in a new direction. They generally become leader for a new striding formed of those who choose to follow them.

Navarr stridings are fluid things, with individuals and families moving from one to another as the mood takes them. The Navarr encourage individuals to choose the striding that is travelling in the direction they want to go, a philosophy that underpins their approach to life. In theory, this choice is made anew each time a Navarr comes to a crossroads although in practice most stay with the same striding for years.

Further Reading

You can learn about some of the more prominent stridings currently active in the Empire here.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Striding&oldid=45418"

Striding One

Original Song: Wolfen One by Heather Alexander (https://www.youtube.com/watch?v=fE5g8EKgqjk)

New lyrics by Alexander Bolingbroke

Striding one, You are my midday moon and I your midnight sun Striding one, Our journey's at an end but life has just begun When first we met, I thought that what I felt could not be true But through the sharing of our hearts there now is one where there was two

Left to right, the meeting of the darkened day and dawning night Drum to tune, the joining of the shining sun and silver moon I knew the risk I took when down beside you I had laid And lo, the breath of two new lives was well worth the price I paid

Striding one, come dance with me and gaze back at which we have done Striding one, we've sown the threads by which the future shall be spun Striding one, you are my midday moon and I, your midnight sun Striding one...

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Striding_One&oldid=20146"

Strigine Mask

Description

The Strigine Mask empowers a ritualist with the ability to discover information about distant places. The Eyes of the Sun and Moon and Eye of the High Places are rituals often employed in the service of the Empire to help plan military strategy or uncover the details of imminent threats to its citizens. Combined with other potent magic items such as a Luminous Staff, and in conjunction with the Imperial Regio, a master of Day magic may be able to perform these valuable rituals without the need for a full coven.

More commonly, the masks are employed by a coven to grant additional power when dealing with a magical shroud that attempts to stymie or mislead magical scrying. When worn by someone who has mastered the ritual, the mask can add significant strength to attempts to pierce such shrouds and determine the truth of what lies within them.

Some magicians who use these masks talk of dreaming of soaring high above the ground when they next sleep, speeding over familiar or unfamiliar terrain, and of feeling a great and comforting of detachment - as if they are above the transitory concerns of the land below them. Some mystics in particular are fascinated by these dreams, especially in circumstances where the mask wearer describes sensations of being transformed into an eagle, hawk, owl, or albatross.

These talismans are often crafted as an owl mask or piece of jewellery depicting a bird of prey with bright penetrating eyes made of polished gemstone. Many such items incorporate Ophis, the Rune of Revelation.

Rules

- Form: Talisman. Takes the form of a ritual focus. You must be wearing this item or holding it in hand to use its magical properties.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Gain 2 ranks for the Eyes of the Sun and Moon and the Eye of the High Places rituals, subject to the normal rules for effective skill.

- Materials: Crafting a Strigine Mask requires seven ingots of orichalcum, ten ingots of weltsilver, three measures of dragonbone and three measures of iridescent gloaming. It takes one month to make one of these items.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Strigine_Mask&oldid=51133"

Strong Ox, Golden Sun

Contents

- 1 Rules

- 1.1 Summer Magnitude 4

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 4

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a farm which must already be enchanted with the Blessing of New Spring ritual. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual completely replaces the effect of Blessing of New Spring.

The target farm earns an additional 50 rings at the Summer Solstice (event 3) and the Autumn Equinox (event 4). The ritual ends at the start of winter.

This spell is intended to be cast at the Spring Equinox. If the spell is cast later in the year, then money that would have been gained in earlier seasons is lost. It is useless if performed after the Summer Solstice.

If the owner of the resource does not attend the next event, then the additional production provided by the resource is still added to that character's inventory.

Additional Targets

This ritual can affect additional farms in the same territory. Each additional farm increases the magnitude by 2. The character who controls each farm must be present throughout the ritual.

Description

This spell is intended to be cast at the Spring Equinox. It is less efficient and productive if cast later in the year and is useless if performed after the Summer Solstice. If the spell is cast later in the year, then money that would have been provided during any missed seasons is lost. Performed at the optimal time, and left to run its full course, the ritual provides a total of 100 rings of additional profit to the owner of the target farm.

A farm effected by the ritual will provide more and better crops, increasing the amount of money at the summer and autumn equinoxes. Once it is in place, it also allows for more powerful rituals to be cast. In the same way that it requires Blessing of New Spring to be in place before it can be cast, it serves as an anchor for the Gathering the Harvest ritual, permitting even more wealth to be reaped from the soil.

As with the blessing of new spring, this is a very old ritual indeed. It enchants both domesticated beasts of burden and farm-workers alike, giving them great stamina and keeping them hearty and hale. Oxen can haul a plough for days on end without complaint, while labourers find their exertions tire them, but do not exhaust them. The fields themselves burst with grain, and herds of animals are hardy, healthy and gain strength to fight off predators and disease alike.

The ritual is understandably popular in The Marches, and there are covens of landskeepers who work hard to ensure that they can perform this ritual on many farms simultaneously. Such covens also work to master Blessing of New Spring and Gathering the Harvest if they can, and know that their ability to perform this ritual gives them a useful political tool when dealing with the households and monasteries.

Common Elements

The ritual grants strength and endurance to the creatures and plants on a farm. Ritual performances often include the evocation of the rune verys or the constellation of The Oak. Hearth magics and symbols associated with strength and agricultural Prosperity are also commonly evoked, such as sweat, salt, honey, ale, milk or grain.

In The Marches, a portion of the produce that the farm produced the previous year might be used in the ritual. In a similar way, a Varushkan cabal or circle of Wintermark magicians might use honey made in an especially prosperous year with fresh-baked runebread, to draw a connection between then and now.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Strong_Ox,_Golden_Sun&oldid=40446"

Stumbleroot Spear

Description

The dark wood haft of this spear must be supple and flexible, while maintaining its strength. An artisan carefully chooses the wood and treats it throughout the crafting process with ambergelt dissolved in pure alcohol, reinforcing the whole with green iron to maintain its responsiveness in the hands of a skilled warrior. In combat, the spear twists and turns, seemingly under its own power, and when properly guided will trip or unbalance an enemy, sending them sprawling.

Some stories claim that the more blood the Stumbleroot Spear spills, the more malicious it becomes. They suggest that the spear begins to take on a mind of its own, seeking to trip or injure opponents without the intent of the wielder. They rarely speak of these worries unless deep in their cups. There is a tradition among some thorns of burning the spear after a year to ensure it does not turn on its wielder. Some Imperial Orcs have adopted the same tradition, which meshes with their own beliefs about worth and the ways objects may be influenced by the uses they are put to.

Rules

- Form: Weapon. Takes the form of a one-handed spear.

- Requirement: You must have the weapon master skill to bond to this item.

- Effect: You may spend a hero point to call STRIKEDOWN with this one-handed spear.

- Materials: Crafting a Stumbleroot Spear requires six units of green iron and three measures of ambergelt. It takes one month to make one of these items.

The two warriors faced off against each other, Nakkan of the Sunhammer Legion stood a little over five foot, small for an orc but with an athletic body hardened by a life of battle. The fine leather that she wore was studded with ambergelt stones, each added following a particular victory, each a tale of its own. The hammer she wielded looked comically large in her small hands but she gripped it firmly and taunted her opponent, a Navarr thorn named Gwyneth. The two were old friends and had fought together many times but whenever they travelled to Anvil it had become custom for them to share an honour duel – the winner of which was a purse-full lighter by the end of the nights festivities.

“You call that a weapon, human?” she taunted, gesturing to the short, unassuming spear that Gwyneth carried alongside her slim wooden shield. The weapon looked simple enough but seemed to hum with an untapped power, Nakkan would’ve sworn she heard the voice the ancestors whispering to her directly from it but she maintained her bluster.

“You’d be better off picking your teeth with it tonight after you’ve paid for the meal” she laughed, a rough sound from such a small figure and swung her weapon in a wide arc. The weltsilver swirls that decorated the hammer’s head glittered as it travelled through the air and seemed to leave the echo of silvery threads behind it.

The blow, however, never landed. The Navarr thorn rolled elegantly underneath the path of the weapon and struck out with the short spear in a sweep aimed at Nakkan’s ankles, Gwyneth felt the weapon twitch in her hand as it connected and the orc was lifted from her feet to land on her back. No sooner had Nakkan hit the floor than the weapon tip was pushing against her throat, a sly smile on the thorn's face.

"So....are we having venison or pheasant" the orc croaked, before being helped laughing to her feet.

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Style guide

This article is about stylistic and typographic choices. For help how to realise them, see
Category:Help

.

Contents

- 1 Overview

- 2 Page Titles

- 2.1 Use Lowercase, except for Proper Names

- 2.2 Use the Singular Form

- 2.3 Avoid Definite and Indefinite Articles

- 3 Section Titles

- 3.1 Section Titles should be Written in Title Case

- 3.2 Do not use Links in Section Titles

- 4 Capitalisation

- 5 Category Names

- 6 Grammar

- 7 Terminology

- 8 Uploading Content

Overview

The default style guide for the Empire wiki is to use the guide provided for Wikipedia. Wikipedia has been around for a very long time and the style guide conventions that exist there have a lot of thought put into them designed to keep a wiki clean and make it easy to extend.

Obviously the wikipedia style guide is very long and relatively few contributors are going to want to wade through it. So we have reproduced some of the most important guidelines here, along with some additional guidelines that apply to the Empire wiki.

Page Titles

Use Lowercase, except for Proper Names

Titles are written in sentence case. The initial letter of a title is almost always capitalised by default; otherwise, words are not capitalised unless they would be so in running text. When this is done, the title is simple to link to in other articles. Note that the capitalization of the initial letter is ignored in links.

Use the Singular Form

Article titles are generally singular in form, e.g. Horse, not Horses. Exceptions include nouns that are always in a plural form in English (e.g. scissors or trousers) and the names of classes of objects (e.g. Arabic numerals or Bantu languages).

Avoid Definite and Indefinite Articles

Do not place definite or indefinite articles (the, a, and an) at the beginning of titles unless they are part of a proper name (e.g. The League) or otherwise change the meaning (e.g. The Throne). They are noise words that needlessly lengthen article titles, and interfere with sorting and searching.

Section Titles

Section Titles should be Written in Title Case

We have deviated from the wikipedia guidelines and adopted title case, not sentence case for section titles. While it makes links slightly harder, it looks easier on the eye on the screen.

Do not use Links in Section Titles

Links to other pages should be restricted to the body of a page's text or a section's bullet points. Titles should not contain links as this makes them less obvious as section titles. If necessary, add a short sentence to provide a contextual link to the page in question.

Capitalisation

- Only capitalise proper nouns

- In-character nouns should be capitalised if they would be proper nouns in-character

- Game terms and other jargon are not proper nouns

In Empire we only capitalise proper nouns - we don't capitalise words just because they are unusual or game terms - as is common in the roleplaying industry. When a noun is made up or unusual in some way, we try to look at an equivalent in the real world. Examples:

- The Imperial Conclave is capitalised - because it's a proper noun - like the Houses of Parliament or Windsor Castle.

- A coven is not capitalised - in the same way you wouldn't capitalise "pack of cards" in the real world. Similar words like realm and regio and ritual are not capitalised. Eternal is incorrectly capitalised in many places - it should be lower case.

- The race orc is not capitalised, nor is lineage, in the same way we don't capitalise fox, human, or duck.

- Imperial Orc is fully capitalised because it is a nationality - like British or French. Imperial is always capitalised because it refers to things of a specific empire. So the citizens of the Empire are Imperial citizens.

- You don't capitalise senator or general or archmage - like you don't capitalise general or politician or fireman. Obviously Bob the Builder is capitalised so General Dave is capitalised. You wouldn't capitalise empress, but you would capitalise Empress Richilde.

- Rituals and items are unique and are capitalised using title style. Spells and skills are general and common and are not capitalised. E.g., it is Ascetic Star of Atun; Biting Blade; heal; and magician.

- Virtues, even false ones, and the Way are capitalised to distinguish them from their common forms, e.g. "traditional wisdom" vs. "she lacked Wisdom", "I hate this" vs "I am dedicated to Hate". The word "virtues" is not capitalised in the same way that the word "morals" is not, but the Way of Virtue is a proper noun.

- Names of runes and their titles are proper nouns. e.g. Yoorn is known as the Rune of Ending or the Rune of Severance. Note however that it would be written as "a rune of Winter" as there are several runes which hold that property.

Category Names

- Category names should be plural if the articles in the category are a set of items in that category

- Category names should be singular if the articles in the category are set of articles about the category

A category where each article is an example of the category should be plural - rituals, magic items, spells. A category where each article is an article of content about the category should be singular - The League, The Imperial Conclave, Religion.

Grammar

- Please use the Oxford comma

The Oxford comma is a comma placed immediately before the coordinating conjunction (usually and, or, or nor) in a series of three or more terms. For example, a list of three countries should be punctuated either as "France, Italy, and Spain", not as "France, Italy and Spain".

Terminology

- LRP should be an abbreviation and not a word and never larp

- IC and OOC should be written in full, not abbreviated

In Empire we use live roleplaying, not live role-playing and never live action roleplaying. Consequently LRP should be regarded as an abbreviation not a word. "An LRP game" not "A LRP game".

IC and OOC should be written in full as in-character or out-of-character, not abbreviated. In general the wiki should avoid abbreviations, even where they are common use in LRP. The aim is to ensure that the wiki stays as readable as possible by people who are new to LRP.

Uploading Content

There are many interested individuals who have a vested interest in the content of a photograph, the model shown, the people who made the costume, the photographer, the organizers of the event where the photograph was taken, or the owners of the site where the photograph was taken. If there is an image being used on our wiki that is one of yours in any of these definitions and you are unhappy then please get in touch. We can add an accreditation and a link everywhere the image is used or we can remove it. We will always remove any image as quickly as humanly possible at the request of any concerned party.

Most photographers have a page which collects their images and tells you the code to insert. You can look them up here.

Please don't upload images of LRPers to the wiki without ensuring that you have the permission of the players involved in creating the image. Note that editing an image, including cropping, is a modification that you generally need the artist's permission for.

Images from films are used without any intent to challenge the owner's copyright. They are used to direct players to the films and indicate which characters from the films provide good inspiration for the game. Any images uploaded should include captions and accreditation which makes the source clear.

All tunes and lyrics must be credited. We suggest that every piece of music includes the following credits the title, original title if any, words and tune credits (if not traditional). Please do not upload copyrighted material without the explicit permission of the authors/performers, where something is used with permission of the copyright holders please say so.

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Stzena

Overview

Stzena are bands of musicians who enjoy a unique role in Varushkan and Imperial society. They are the official musicians of Varushkan settlements, and are responsible for composing and performing music for all important civic events, local festivals and ceremonies. While individual members may also perform as individuals and in smaller groups, their responsibility is primarily to their village, and most of their work commitments are with the Stzena. Historically, they were watchmen and sentries who were responsible for raising the alarm in with loud horns and drums when it came under attack from monsters, raiders or barbarians, but as the Wardens grew in influence and reach, the role of the Stzena became more musical and less militant, but no less important for that. Varushkans believe firmly that celebrating together keeps the night outside at bay, and the Stzena take their duty in leading this very seriously. However, many Stzena, particularly from smaller and more remote hamlets, also practice another trade, as the musical work is not generally well-paid, especially given the Varushkan prohibition of singing and playing during daylight hours. When Varushkan dignitaries travel elsewhere in the Empire, they may take a local Stzena with them, both as a mark of status and also to entertain their retinue and the other Varushkans there.

No Stzena would dream of performing before nightfall (at least, not on Varushkan soil). Once the sun has set, however, they act as a focal point for their community, and usually Varushkans (particularly when far from home) gather together around them to drink, feast, dance and sing.

When creating a group of Stzena, you should decide on a territory and name a settlement from which your group comes. It is not necessary to be attached to a dignitary or group from the same area, but you may find this a good starting point. It is perfectly acceptable for several Stzena to come from different villages in the same area, and we would encourage a friendly (or not so friendly rivalry) between neighbouring groups.

It is usual for Stzena to perform for their national representatives at least once at any festival. If multiple Stzena are there, this usually takes the form of a friendly competition, where all the bands present play a set to entertain the Varushkan camp, at the end of which the audience cheer and stamp for their favourite, and the most senior Volhov present arbitrates a winner from amongst the bands. Usually the groups then share a drink and play a few traditional Varushkan songs together.

Creating a Stzena character

Fortunately playing a musician does not require any character points, so you can build any character you like, with your role as a Stzena musician simply adding an extra dimension to your game. The martial heritage of the Stzena makes using your points on combat-type skills a sound investment, but really there is no "wrong" character build.

You should read through Varushka Music and consider learning a few or more of the popular songs there, but please don't feel restricted to the material presented. Use the material and inspiration songlists as a starting point for your own creativity, and please don't forget to update the wiki with your own music so that it can become part of the national sound.

You don't need to be a virtuoso musician to play this type of character - Stzena are community musicians who often perform in their spare time rather than as full-time professionals, and a rough-and-ready sound is part of their musical style. Varushkan music prizes participation, enthusiasm and fun over mere technique, and the more people taking part the better.

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Suaq

Every sinew used, every coin counted, every life saved.

Fainomaiken

Contents

- 1 Overview

- 2 Suaq Heroes

- 3 Suaq Virtues

- 4 Further Reading

Overview

The Suaq are one of the three traditions of Wintermark. According to the scops, they are all descended from a single mother and are the brothers and sisters of seals. Regardless of the truth of this claim, they and their Kallavesi cousins have lived in the north-west since before written records, perhaps predating even the Terunael empire. They joined with the Kallavesi and the Steinr to defeat the trolls, and claim the rich alpine meadows and shifting iceflows of Sermersuaq as their ancestral home.

The stereotypical Suaq is shrewd, practical, and cunning. They dress in the colours of the far north - ivory and grey. Their traditional garb is a tight fur coat emblazoned with drawings and symbols of powerful creatures they have slain or enemies they have overcome, and bedecked with ivory or bone decorations. In warmer climes the coat is exchanged for tightly wrapped robes. They are always alert, anticipating danger or opportunity, listening to the wind and watching the flight of birds. Let the Kallavesi worry about the future; the Suaq solve the problems that are in front of them, and they solve them decisively.

Suaq Heroes

The Winterfolk admire heroism and believe that it speeds a spirit's passage through the Labyrinth of Ages. Wintermark legends are filled with the tales of cunning Suaq, who use guile to outwit their enemies, whether hunting dangerous prey through the snows of Sermsuaq with spear or bow, or tricking vain eternals and their foolish servants. The Suaq believe that heroism comes from outwitting their enemies, so that they can overcome problems through shrewd thinking while husbanding their resources carefully.

Blood-on-the-Snow

Winters in the north can be harsh. There are stories of Suaq clans forced to turn to consuming the flesh of their own dead to survive - a practical if tragic response to a desperate situation. It is rarely talked about, but it does happen.

One of the reasons it is considered dangerous is the influence of Agramant, the Wendigo, who the icewalkers call Blood-on-the-Snow. This dangerous eternal is drawn to, and encourages, cannibalism. Its crazed servants often hunt humans in the same way the Suaq hunt deer and seals. Feasting on the flesh of humans and orcs for pleasure is a particularly insidious form of madness.

Anyone may come to the attention of the Howler-of-the-Wastes, but icewalkers in particular have a complex relationship with the Wendigo. For many Suaq, dealing with Blood-on-the-Snow is seen as the ultimate test of their skills. They approve of the Conclave's decision to keep Wendigo under enmity - partly from the arrogant assumption that southern magicians are not suited to dealing with the deadly and insidious trickster. In private, however, more than one Suaq magician has risked everything by entering into a pact with the dangerous eternal spirit. Those who manage to keep their agreements straightforward, or who negotiate with extreme cunning, are able to employ powerful boons without risking their sanity or lives - or those of their family and friends.

"When you hunt the reindeer, and you are overconfident, the reindeer escapes and you go hungry. If you hunt the wolf, and you are overconfident, the wolf hunts you and does not go hungry."

The Suaq are an observant people who strive to respond quickly to changes. Their homeland is not gentle, and the landscape can shift with little notice. Those who walk the floes understand the need to place each step with care - they listen to the song of the wind and the ice and let it guide them. Their dangerous land demands that they remain alert to omens, ready to adapt their path at a moment's notice. The Suaq are happy to make plans - but in their legends they never allow those plans to cause them to miss the opportunity to seize a new advantage that presents itself.

More mediators are drawn from the Suaq than any other tradition. The Suaq are canny and frugal and know the real value of things. It is not in their tradition to waste anything, and the greatest Suaq triumphs are those that secure the greatest good for the least cost. They like to weigh the evidence before acting, and if they sense something has been missed they make the effort to seek it out. They are not cowards, but they prefer to enter a conflict - whether on the battlefield, in the marketplace, or the floor of the Imperial Senate - with every edge they can wield. Sometimes called the middle people, the Suaq are well versed at mediating between the brash Steinr and the cautious Kallavesi; some extend this facility to arbitrate disputes between other peoples and even nations. Empress Mariika is seen as a great example of the canny Suaq hero, unafraid of taking unpopular yet practical action. In doing so she saved the entire Empire from bankruptcy - and worse.

Perhaps because of this, many Suaq are surprisingly prosperous folk who enjoy accumulating wealth. Some claim it harks back to their old need to lay down stores for the winter. Before the founding of the Empire, the majority of the merchants and traders that traveled from Wintermark to other lands were Suaq. Most enjoy negotiation and often relish haggling enjoying the test of wits. Wise merchants of the Coast and the League have long since learned not to under-estimate the acumen of the "simple folk from the north". The Suaq have a deep understanding for the versatility and power of wealth and are surprisingly adept at wielding it to open doors, secure aid, or acquire just the right weapon at the right time.

Above all the Suaq are cunning, a trait best exemplified by the craft of the icewalkers. They try to never confront a problem directly, always looking for a way to outmanoeuvre their opponents and turn the situation to their advantage. The great Suaq hero Fainomaiken, lover of the frozen eternal Cathan Canae, exemplifies the idea of using cleverness and trickery to achieve heroic goals. King Ulmo was another famous trickster whose cunning was chosen over the bravery of the Steinr or the wisdom of the Kallavesi when the three people united to form the nation of Wintermark.

Suaq Virtues

Of the three peoples, the Suaq as a whole have least to do with the Way. Spiritual matters are often left to the Kallavesi - the Suaq deal with the practicalities of survival here and now. That is not to say that they are particularly heretical or blasphemous - they simply have better things to do. When they think of the virtues, there are some which resonate particularly with their traditions.

The Suaq are Ambitious in nature. They pride themselves on their ability to overcome problems and to change situations to their benefit. They know, deep in their souls, that nothing is beyond their grasp if they can just apply their cleverness; even the skein can be tricked if one can work out how. More than this, the ideal Suaq hero embraces the words of Fainomaiken - they aspire to secure the greatest possible good for their people. A Suaq leading a hunt or a war party aspires to bring every single one of their companions home safely if at all possible.

Like their cousins the Kallavesi, the Suaq value Wisdom. The Suaq hero learns so that they might find ways to change the world, not for the sake of learning alone. They are alert for new lore, carefully considering how it might aid them in their endeavours. They have little time for the procrastinator, or the pedagogue, preferring the understanding that comes from practical experience.

As hunters, they know the value of Vigilance. They are alert for dangers, but also for opportunities - they are ambitious after all. While the Highborn may be obsessed with internal and external threats, the Suaq take a more practical approach. Keeping one's eyes and ears open will not only grant forewarning of danger, but also put one in a position to be able to gain advantage for oneself and one's people.

The Suaq have a peculiar relationship with the virtue of Prosperity. As hunters, they understand that everyone must contribute to the health of a hall. But there is a widespread view among the Suaq that hard work is not an end in itself but rather a sign that one has not found a quicker, less arduous way to solve the problem. The farmer endures back-breaking labour to provide food that the hunter can catch in a day, and spend the rest of the week on other pursuits. Creativity, not hard work, is what leads to prosperity - and the hunter shares their bounty with those who need it in the knowledge that those they help today will help them in their turn tomorrow.

Further Reading

- Look and Feel

- Sermersuaq

- Mediators

- Icewalkers

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Sular

Contents

- 1 The Ship, Rune of Discovery

- 1.1 Using Sular in magic

- 1.2 Crafting with Sular

- 1.3 For Machine Embroidery

The Ship, Rune of Discovery

Affiliated with the Realm of Day

Sular is the Ship, and is the counterpart of Ophis, Rune of Revelation. It represents the questing spirit, the drive to learn and to expand one’s knowledge. It is the drive to explore, and to find things. It is sometimes called the Finder of Ways, and is often sewn into the sails of ships that must travel out of sight of land. It is sometimes used as a rune to help those who are lost, either literally or metaphorically, to get back on course.

Discovery never comes without effort; unlike the flash of inspiration that leads to revelation, Sular works best when combined with hard work. It is the rune of prognostication, which extrapolates from known facts to uncover truth. During divination, Sular is sometimes used to mitigate the negative effects of Ophis. The Rune of Revelation represents the truth or fact that is sought, while Sular serves as an intermediary that helps to guide the power of the magic.

Highborn magicians say that Sular was the name of the ship that carried Atun away from Pharos, while some Guerra claim that their founder used a dowsing pendulum marked with this rune to lead the Freeborn to their new homeland. In Varushka it is common to see Sular embroidered into gifts given during a Parting, in the hope that the rune will help guide a loved one safely home again.

Using Sular in magic

Sular is evoked with magic that finds things, scries locations or prognosticates from gathered information. It is a common rune to use when casting detect magic.

Crafting with Sular

This rune is popular with scholars who often wear it on a medallion or ring, or even have it as a tattoo. Sailmakers and shipwrights use it when building seagoing vessels to help guide vessels safely home, and for the same reason may be inscribed on a gift given to a loved one who must spend an extended period of time away from home.

For Machine Embroidery

Here is a digitized version of Sular in .jef format, suitable for a 7x5 hoop. File:RuneSular.jef

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

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Sular's Promise

Contents

- 1 Rules

- 1.1 Day Magnitude 12

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 12

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a fleet. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target fleet earns additional profit during the next season, but only if it engages in foreign trade. The effect of the ritual increases the level of the target fleet by 6 ranks, which is sufficient to slightly more than double the production of a starting fleet.

The character who controls the target resource is under a roleplaying effect for at least ten minutes after the ritual is performed: they feel a strong sense of the importance of precision in agreements, especially trades and exchanges. They are disinclined to back down in negotiations until a mutually agreeable resolution is reached.

The effect lasts until the start of the next Profound Decisions Empire event. If the owner of the resource does not attend the next event, then the additional production provided by the resource is still added to that character's inventory. If the fleet does not engage in foreign trade during the next downtime, the ritual has no effect.

Additional Targets

This ritual can affect additional fleets belonging to characters in the same band. Each additional fleet increases the magnitude by 10. The character who controls each fleet must be present throughout the ritual.

Description

This ritual is sometimes called The Golden Beacon. Among other things it helps to ensure that a fleet will be able to predict, and be ready to take advantage of, good weather and excellent tides. The ships seem to adjust their courses by themselves, avoiding pirates, marine monsters, storms, reefs. hidden rocks and dangerous currents. Navigators and lookouts alike find their senses sharpened, and are much more able to predict problems or chart economic courses.

Mariners become much more efficient, more aware of their role on the ship and of the ship itself. Minor problems are dealt with before they become major problems, and crew members become more civil and cooperative towards each other, and strangers. If they engage in privateering, or otherwise seek out conflict, the enchantment fades quickly; if they remain committed to trade however the enchantment helps them deal as decisively with pirates and sea creatures as it does with damage to the ship and arranging the watch roster. A crew enchanted by this ritual does not become passive if anything they will fight without mercy if they are challenged - but becomes much more effective at functioning as a group. Finally, provisions last longer. They may be a little blander than expected, but they do not rot, go stale or become infested with worms. This alone is usually enough to dramatically improve morale, especially on long-haul expeditions.

When they engage in trade with foreigners, the ritual's last element comes into play. Traders find negotiation much easier; they are much more alert to subtle signs or tells in those they are dealing with; their civil demeanour is contagious; they find it easy to spot flawed or damaged merchandise, or goods that are not what they appear to be. They identify counterfeit coinage easily, and are always alert for short measures. While this ritual is no substitute for a good grasp of mercantile behaviour, it makes it a lot easier for a trader to get a good deal once she knows what she is looking for.

The ritual is popular with everyone who engages in foreign trade. It is of special value to those nations who are not especially known for it. The ritual was first employed by the Highborn in the time of the patrician families when they called it Atuman's Promise. The Suaq traders of early Wintermark also used it extensively to guide their relatively fragile ships across great distances without encountering the storms or Jotun ships that could so easily devastate them, and they shared the secrets of the ritual with certain magicians from Meade who travelled many of the same routes.

Common Elements

The ritual both influences the weather and fills a crew with an attention to detail that helps ease both their passage and their trading exploits. Ritual performances often include the evocation of the rune of discovery. Foreign traders are a component of some rituals' Navarr ritualists often mix blood with that of a visitor to the Empire to symbolically encourage understanding between strangers; likewise, Varushkan ritualists might create an oath or promise between the target and a representative of a foreign land, and use that oath to strengthen the ritual.

Beacons are another common element; lanterns, lightstones or lamp oil are often used as a conduit for the ritual. Enchanted and purified, they are sent to the target fleet which uses them to light its way oversea. Stones from a prominent seaport may also be used, often both being marked with Sular and one carried with the fleet while the other remains in the sea port; this helps the ship find its way home again. Finally flags or even sails woven by skilled ritualists might be enchanted with the ritual and used to help the ship navigate treacherous seas.

In The Brass Coast dolphins are often evoked; among the Winterfolk albatross.

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Sum of the Parts

Contents

- 1 Rules

- 1.1 Autumn Magnitude 15

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 15

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout..

The ritual also requires the participation of up to three additional characters, who must be present throughout, and must be both aware and willing.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

When the ritual is complete, each of up to three participants sacrifices one global hit for the duration of the enchantment. These hits cannot be recovered by any means until the next sunrise, even if the Sum of the Parts enchantment ends prematurely.

A single target gains three additional ranks of Endurance. Participants in this ritual cannot also be the target of this ritual, although contributors can be either participants or targets.

The participants contributing endurance experience the roleplaying effect of lethargy and tiredness. By contrast, the target of the ritual experiences the roleplaying effect of being infused with great waves of energy and vitality that fill them with confidence in their abilities, especially their ability to lead others.

The effect lasts until the end of the next battle, skirmish or quest the character participates in; or until the end of the current event, whichever is sooner.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 10 and will require an additional three participants to sacrifice a global hit. Additional characters must be present throughout.

Description

This ritual builds on Autumn concepts that an individual can exert greater power if he or she is part of a group. It draws vitality from the participants and transfers it to the target, creating a champion whose strength is drawn from their supporters. Interestingly, the lethargy that overcomes those contributing their health and vitality to the target can be overcome by the vital nature of those with briar lineage, making them excellent contributors to this ritual.

The ritual was proposed by the famously bellicose Varushkan cabalist, Juha, known as The Cave Spider due to his decision to live alone in underground caverns rather than among his fellow magicians. Some say he wanted it because he was simply too lazy to attend battles in person and preferred to send an empowered apprentice in his stead. A more charitable interpretation might point to the well known tale of the Cave Spider's early life. Born with strong Ushka blood and with a physique more suited to study than battle, his mother dead in childbirth and his father a distant and unhappy Schlacta known for his strength and power - perhaps it is no surprise that Juha expressed an interest in the enhancement of vitality such as this ritual provides.

This was the first ritual contributed to Imperial Lore by Dean of the Lyceum Simargl of the Circle of Zulgan-Tash, called the Empty One. It became common knowledge following a decision of the Imperial Conclave and added to Imperial lore by a motion of the senate in Summer 377YE.

Common Elements

As with many rituals that involve transference of power or enhancement of strength, a goblet of wine, loaf of bread or other consumable passed from hand to hand between the participants contributing their health and the recipient are very appropriate. As a ritual developed by Varushkan magicians, promises of fealty are also appropriate, as is the giving of gifts between the participants; a Navarr magician might instead draw some blood from each of those contributing health and use it to paint the target or mix it with something that is the consumed.

The runes Lann, Rhyv and Verys are all appropriate - although the rune Queros would also be appropriate to targets who have a hierarchical relationship to one another. The character The Captain or The Bishop might be appropriate for dramaturgy, as may evocations of creatures such as wolves who stand as symbols of the strength of a group.

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Sumaah Republic (Redirected from Sumaah)

Contents

- 1 Overview

- 2 Terrain

- 3 People

- 4 Politics

- 5 Magic

- 6 Religion

- 6.1 Shared Paragons and Exemplars

- 7 Look and Feel

- 8 Languages

- 9 The Sumaah Republic in Play

Overview

Before the Empire, missionaries of the nascent Way came to the jungles of Sumaah and called it 'the ends of the earth.' They found a corrupt, diseased kingdom ruled by despotic kings supported by a selfish and idolatrous religion. Yet they also found embers of their own faith, hidden in old stories and legends. They fanned those embers, and without warning ignited a revolution. A people sickened by the excesses of their leaders, hungry for a philosophy of truth, took the teachings of the Way and forged a sword with which they swept away the corrupt and the greedy and built something new, and better.

For nearly a century, emissaries and diplomats travelled the vast distances between Sumaah and the Empire. Few pilgrims managed to make the arduous journey to Highguard, but those who did were increasingly dissatisfied with what they found - compromise, expediency and tolerance were poisoning the roots of the shared faith. The Sumaah had no interest in joining the Empire, and so were denied a place in the Imperial Synod; indeed, they saw little in the Imperial Synod that was relevant to them - the virtues of Ambition and Pride made it clear to these fervent converts that to look to an outside source for guidance would be wicked.

Eventually the Sumaah had had enough. In 118 YE, during the reign of Empress Aenea the Republic broke with the Imperial Synod and technically excommunicated not only the Empress but all the priests of the Empire. The Empire was technically at war with the Sumaah Republic for the next two hundred years, but the vast distances involved meant that military conflict was all but impossible, All trade between the Republic and the Empire ceased, however, and it was not until 326 YE that the trade-routes were re-opened.

Today. the Sumaah are a great power. Their ambition is limitless; they regularly engage in wars of conquest with their neighbours. converting them to the faith by sword and spear. Those who will not convert are given a simple choice to leave, or die. They burn with the fire of the zealot, and those who live near them look with some concern towards their borders. Still, they are far away and while some priests of the Synod insist on debating what they call the Sumaah problem, for most of the Empire they are little more than another exotic foreign nation, far away, that just happens to have a faith in common with the Empire.

Of particular interest to Imperial citizens outside of the Synod are the Sumaah ports which are open to trade with the Empire. Unfortunately, due to increasingly frosty relations between the Republic and the Empire, Sumaah ports are currently closed to Imperial captains.

The jungles of Sumaah

Terrain

The Sumaah Republic far lies to the south-west of the Empire on the northern shores of a continent that is almost entirely unknown to the Empire. It is much warmer than even the Brass Coast. While the common image of Sumaah is that of a land is dominated by great swathes of tropical and sub-tropical jungle, dotted with sprawling pyramid-cities and overlooked by a spine of cloud-scraping mountains, in actuality most of the people make their homes in fertile coastal areas; the heart of the jungle is as impenetrable to the Sumaah as it is to anyone else.

This misperception persists because the majority of the Sumaah Republic is unknown to Imperial travelers. Foreigners are not welcome outside the port-city of Zemeh, and are forcibly returned there - or even exiled from the nation forever - if they are discovered elsewhere. The cities are undeniably wonderful; Sumaah architecture tends towards the creation of great stone buildings with most public structures being pyramids or many-stepped ziggurats riddled with passages and chambers. A family of urban Sumaah is more likely to occupy a series of apartments in a squat three-storey building shared with other families than to have a private structure of their own; only the wealthiest or largest families have entirely private residences.

Almost every city or large town is built on the banks of one of the wide, slow-moving rivers that run down through the jungle to the sea. The majority are built at the mouths of the rivers, while those cities built in-land tend to be smaller and often dedicated to the exploitation of specific valuable resources. Boats and ships are vital to the nation, due to the difficulty of constructing roads in the fast-growing jungles - the few roads that do exist are wide, straight constructions that cut through the teeming jungle and require constant maintenance.

This tendency to build along the coast lead to the second-century Dawnish diplomat Bernice de Clevau dubbing the nation "One of those long, thin countries such as you see nowhere else - a bit like a giant comb built of stone, wood and water."

The southern city of Cuslo

People

The Sumaah are first and foremost devout, and the philosophy of the Way permeates all aspects of their life. Families engage in regular communal acts of discussion and readings from books and scrolls that discuss the Way and its teachings. Almost all art serves a religious function, from the statues of the Paragons that decorate the façades of many public buildings, to the instructional rhymes the children sing.

All citizens of the Sumaah Republic are human. Orcs and daeva are viewed as subhuman, fit only to be slaves; when the Sumaah encounter an orc tribe, they exterminate it. The Sumaah do not keep slaves - doing so is seen as being an offence against the very fundamentals of Prosperity. It is also one of their many points of contention with the Asavean Archipelago - although it is a minor point compared to the many other reasons the Sumaah have to despise that northern nation of idolators.

The lineaged are viewed with a little suspicion by urban Sumaah, and there is some social pressure for them to remain celibate. This stems less from concerns about their souls and more from the fact that they were invariably the priests of the corrupt idol-based religion the Sumaah followed in the distant past. Rural Sumaah tend to be much more tolerant of and accepting of the lineaged. For its part the Präster (a Sumaah term for priest, pronounced roughly as "pressed-AIR"; singular Präst, used by both men and women) teach that while the lineaged must master the influences of their blood, as long as they accept that challenge they are due the same rights as any other citizen of the Republic.

The Way encourages humans to seek new knowledge and put it to practical use. The Sumaah are at least as technically adept as the people of the Empire, although some inventions (such as the crossbow or the printing press) have not proved popular. Only in the area of philosophy do the Präster exert overt control, and while there may be many natural scientists in Sumaah there are very few philosophers.

The jungles are home to many creatures considered marvellous by Imperial travellers. A number of species of massive drakes are known to be native to the Sumaah jungles, including several breeds that have been domesticated as watch-beasts, companions and beasts of burden. Indeed, the burly workdrake is used where the Empire might use oxen. The forests and jungles are also home to a profusion of brightly-coloured birds and big-cats, as well as uncountable breeds of insect many unknown in colder climates. The shores teem with giant turtles, and immense panthers move like oiled juggernauts through the deeper jungles preying on great drakes and humans alike.

Politics

The citizens of the Republic democratically elect representatives to sit in the House of the People which meets in the city of Timoj somewhere in the southern heartlands. These representatives rule on behalf of the people, raising taxes, initiating public works, and ensuring that the populace prosper. In practice, however, Sumaah is a theocracy in all but name. The Präster of the Way have an unlimited ability to veto the decisions of the representatives in the name of Virtue. The day-to-day running of the nation is accomplished by the Virtue assemblies, and law is enforced by the religiously appointed Censors who interpret the laws passed by the republic. For the most part, however, the Assemblies do not interfere in the business of the House of the People as long as they remain virtuous and lawful.

The Assembly of Courage controls all armed forces

Individual Präster have greater political power than their counterparts in the Empire, but they are also more carefully monitored by their peers. The individual Virtue assemblies wield sweeping powers over the people. For example, the Assembly of Vigilance maintains the Censors, responsible for enforcing and ensuring all laws are respected, while the Assembly of Courage effectively controls all military forces within the nation. The Assembly of Wisdom is responsible for education and for ensuring all written works are truthful, while the Assembly of Loyalty ensures all elections are scrupulously honest and that all representatives are truly reflecting the wishes of their constituents.

There are no nobles in Sumaah; everyone is a citizen. Individual wealth goes some way towards creating a simple class-structure, but the wealthy are expected to spend appropriate amounts of their wealth in celebration of their prosperity. Every individual is equally worthy of protection before the law, and the Assembly of Ambition works tirelessly to help citizens achieve their greatest potential in the service of the nation.

Under the auspices of the Assembly of Pride, the Sumaah engage in wars of conquest against their neighbours. These crusades are fought carefully and methodically, targeting the nations most offensive to the Sumaah first and wherever possible integrating them into the Republic through diplomacy and forced conversion. Imperial scholars estimate that the Sumaah have destroyed five other smaller nations in the last 400 years, completely absorbing their lands and their people. The one nation they have had no luck destroying is the one they would most like to - the Asavean Archipelago offends the Sumaah to the core, but they have had only limited success spreading the fire of crusade to the northern nation, partly due to the distances involved.

It would be easy to dismiss Sumaah as a totalitarian theocratic dictatorship, but it would also be slightly unfair. The majority of Präster appear to genuinely believe they are upholding the greater good. Präst who become corrupt or self-serving is stripped of authority and usually executed. The Assemblies repeatedly speak of using their veto to prevent the representatives making mistakes, rather than out of any desire to control or dominate the secular authorities. Before wielding their power, the Assemblies often debate the pros and cons of action and inaction for days on end before reaching a decision. As Bernice de Clevau wryly commented in her final letter to the Senate in 118YE "The garden of tyranny is laid out with the best of intentions."

Magic

Many magicians in Sumaah are also Präster, and the virtue assemblies are known to maintain cadres of ritualists who specialise in specific areas of magic. For example, there are many covens within the Assembly of Prosperity who specialise in magical effects similar to Rivers of Gold or The Lure of Distant Shores while the Assembly of Vigilance has covens who make good use of divinations such as Signs and Portents.

On a practical level, Sumaah magicians are known to use the music of the spheres, but they do not use runes or anything recognisable as dramaturgy. While in the Empire some magicians evoke the names of paragons or exemplars, magical beasts or Eternals, doing so in Sumaah would be at best heresy and at worst blasphemy. The most common form of magic involves the manipulation of physical materials or energies, devoid of spiritual powers. For example, fire, polished crystals and and water are both used extensively, as are coloured sands or earths. Blood, as long as it comes from living humans, may also be used as a representative of the spiritual power of the human soul. Tools such as metal bowls, mirrors and knives are also popular because the shaping of raw materials into useful tools is a potent symbol of the way humans can shape the world and the powers of magic to their own end. Some scholars refer to this oddly eclectic set of traditions as spiritual materialism.

An old shrine to forgotten spirits

The people of Sumaah know that magic is a tool, like any other; but like any other tool it is dangerous in the wrong hands. Magicians in the Republic are carefully monitored. Any magical effect that creates a lingering aura of any sort (OOC: roleplaying effect.) is strictly monitored. Rituals such as The Chamber of Delights and Crystal Clarity of the Rational Soul are considered blasphemous and magicians who perform these rituals are usually prosecuted.

Interaction with Eternals is carefully monitored, and magicians who interact with an Eternal outside of the presence of a Präst are usually censured or viewed with suspicion. The Sumaah know a number of Eternals unknown to the Empire - the only ones both nations are known to regularly interact with are Leviathan and Yaw'nagrah. The Night Eternal Sadogua is considered an enemy of the Republic; its heralds are destroyed on sight, and magicians who interact with it are usually tried for idolatry.

Partially due to this level of control, and partially due to the emphasis on less supernatural means of resolving problems, the Sumaah republic lags behind the rest of the world in terms of magical might - it has not a fraction of the magical capability of the Empire or the heathen Principalities of Jarm. It makes up for this by having more organized magical traditions than any other nation with the possible exception of the Commonwealth.

Many citizens of the Republic prefer to avoid magic altogether; they would rather receive the blessings of the faith in the form of anointing or hallows that the magical effects of a ritual.

Religion

A Sumah Präst of Prosperity

The Way is the only philosophy tolerated in Sumaah. The Präster of the Republic share the same core values as the Imperial Synod; they recognise the same virtues and agree broadly in the guidance they offer in pursuing those virtues. Their symbols remain broadly the same, although the labyrinth image used in Sumaah is often rendered in three-dimensions rather than two, often resembling a circular or heptagonal pyramid.

Where they differ greatly from the Empire is in their absolute adherence to dogma. Having accepted that the Way is correct, they have come to the conclusion that all other philosophies must logically be incorrect. Given that the greatest good lies in ensuring that human souls pass quickly through the labyrinth, it follows that any action that impedes that progress must be evil. Left to their own devices, people may choose easy paths that lead to evil - in the same way that a child may stick their hand in a fire. It falls to the wise to prevent the ignorant from making evil choices, just as it falls to a parent to prevent their child harming themselves. Several popular treatises in Sumaah claim that anarchy is the most wicked of the malign spiritual presences because it claims that the freedom to do evil, the freedom to make catastrophic mistakes. is a virtue.

As a result the Präster of the Republic are committed to enforcing the teachings of the Way, even on those who might choose other paths. Where heretics and blasphemers may be prosecuted in the Empire, they are persecuted in the Republic. There is a scale of punishments available to the Präster, and they do their best to ensure that deeds are punished over words and intent is punished offer accident but at the end of the day their tolerance extends only so far. Heretics and blasphemers are hanged, while idolators are hanged until they lose consciousness then burnt alive on slow-burning pyres. An honest repudiation of heresy or blasphemy can earn a reprieve from the gallows. but the slightest backsliding is likely to result in death. While the Sumaah accept that a heretic can turn their life around, if they judge the heretic incapable of doing so it is better that they enter the labyrinth now and begin preparing for their next life. The harshest punishments are reserved for those who teach heretical or blasphemous doctrine; the next harshest are reserved for Präster who abuse their position. In Sumaah the ceremony of excommunication is invariably a prelude to execution.

The Präster are divided into the same Virtue Assemblies as the Empire, including the Assembly of the Way. In theory, there is also a General Assembly but in practice the kind of powers that would be wielded by the General Assembly in the Empire are wielded by the Assembly of the Way, which is without doubt the most powerful of the eight Assemblies. The Council of Eight is made up of the seven Cardinals of the virtue assemblies and two Cardinals from the Assembly of the Way. No National assemblies exist; rather there are Local assemblies made up of all the Präster in a village or city ward who meet to pass judgements, hear criminal cases, and the like.

The Republic produces large amounts of liao - great plantations controlled by the Assembly of the Way are dedicated to the cultivation of plants used to create their own version of this precious substance. They sell their surplus to merchants from the Empire and the Commonwealth, and while the 'recipe' may differ, the results are the same - some Imperial priests claim it has a 'smoky' quality. It is often prepared in the form of incense that is burnt and inhaled - indeed, incense is one of the most common luxury goods found in Sumaah and it is a common feature in both public places and private homes.

Before they embraced the Way, the people of Sumaah were literal idolators, making offerings of valuables and good to a small pantheon of spirits combining idealised animal qualities with elemental powers. The religion was utterly dominated by the secular powers who used the greed and corruption of the heathen priests to control the masses. In the wake of the reforms that created the modern Republic, the idols were cast down. Imperial scholars are quick to point out, however, that several of the Paragons embraced by the practitioners of the Way in Sumaah bear a striking resemblance to the idols their ancestors worshipped. Vena the Great-heated Paragon of Courage shares many attributes and stories with Fire-Lion while depictions of the Paragon of Wisdom that the Sumaah call Zoria have more in common with the idol called Cloud Eagle than with the Ushkan sorceress.

Shared Paragons and Exemplars

Despite the schisms, the Sumaah share certain paragons and exemplars with the faithful of the Empire. They acknowledge the Paragons Tian, Korl, and Atun as well as the Exemplar Zemress. They also recognise a Paragon they call The Builder who seems to be the same Paragon that the Empire knows as The Sentinel.

Other than this, the Sumaah and the Empire maintain separate lists of Exemplars and Paragons. One interesting note made by an Imperial scholar who spent many years in Zemeh is that the Exemplar of Courage they call Amma the Wanderer bears a resemblance to Adelmar the Lion, and that the historical provenance for the character (who appears in Sumaah stories starting around 80YE) supports this contention. No proof either way has been gathered to date.

Look and Feel

Basic Sumaah costume

The Sumaah Republic is inspired by the Mayan and South American native cultures. Loose garments in single bright colours are common, as is brightly coloured jewelry. In their normal climate, a short tunic or even a skirt or woollen kilt is sufficient coverage to protect against the elements. Those travelling to cooler climates may add a loose robe cinched at the waist or even a long poncho likewise tied at the middle with a decorated belt. The costume may be slightly more 'classical' in feel - long tunics are common, for example - representing the influence of the Asavean Archipelago in the prehistory of the Sumaah.

Tattoos and piercings are common, and jewelry is selected for its aesthetic value before its material worth. Orichalcum alloys (gold and red-gold metals) are common. Feathers and semi-precious stones are a common feature of their national costume; when at home, brightly coloured jungle flowers are regularly used as temporary decorations for the person or the home. Animal products are common in costume and decoration - the hides of jungle cats, leather made from drakehide, and polished turtle shell are all common components.

While they may use animal products, the Sumaah avoid using animal imagery in their costumes or decorations - unlike real-world Aztec or Native American costumes animal head-dresses for example would be considered heretical by the Sumaah. The Varushkan animal icons, for example, would be blasphemous to the Sumaah.

Almost everyone in Sumaah has a religious symbol of some sort that they wear or carry at all times. This might be a tattoo, but is most commonly a piece of jewelry or a belt that can be worn with many different suits of clothing.

Sumaah is not as iron-rich as the Empire. Spears and axes (which serve double-duty as tools for hunting or crafting as well as weapon) are common as are bows. Daggers are usually a sign of some wealth or status, and swords are reserved for professional soldiers or the very wealthy. Armour is often of hide or thick leather, with only professional soldiers or the most wealthy owning suits of metal armour which are often passed down from generation to generation.

To Imperial eyes. the Sumaah are even more exotic and strange than the Jarmish or the Asaveans. Of course the dour colours and restrictive styles of the Imperials are just as jarring to the Sumaah eye.

Languages

The Sumaah speak a number of languages which, according to their histories, are the languages spoken by their distant ancestral tribes. The dominant languages are represented by those of the north germanic or Scandinavian language group, especially Swedish, Norwegian and Danish. The three languages are used interchangeably, and many Präster are fluent in all of them (and often several rarer dialects, commonly spoken by the people of conquered nations). No one language dominates, and when people talk about the Sumaah language they could be referring to any one or all of them.

The Sumaah Republic in Play

The Sumaah appear exotic, and are made all the more exotic by their adherence to a faith that they share with the Empire. They have the fervour of the convert - the Empire tolerates insults to its faith that would have the average Sumaah reaching for a noose. They can appear dour, but it is important to understand that they generally celebrate their religion; the Way liberated them from centuries of despotic rule by cruel overlords. It exalts the human spirit, and tells every one of them that they are important and that they have ultimate control of their own destiny.

While the Präster are totalitarian, arguably fascistic, to outsiders they are in the main motivated by a genuine concern for the spiritual wellbeing of their people. They simply believe that they alone know what is best for their people. Most Sumaah look at the Empire and see a nation of cowardly backsliders who lack the courage of their convictions, who would rather talk than act, and who would rather let someone die that risk some incomprehensible notion of egalitarian freedom.

It is entirely appropriate to play a Sumaah character who has left the Republic in search of freedom, or to avoid persecution or execution for heretical or blasphemous beliefs that the Empire would take in its stride. Likewise, a character who is a magician or whose parents were magicians might have left Sumaah to avoid the restrictive way the practice of magic is controlled by the Präster. It is also worth noting that to the Republic 'not believing' is the same as being a heretic - characters who might in the real world be considered agnostics or atheists have good reason to leave Sumaah behind. For that matter, a Sumaah missionary Präst here to try and convince the Imperials to adopt a less liberal interpretation of the faith might also make for a fun character concept.

For all that this description of the Republic goes into some depth, Sumaah is also an enigma to the Empire. For everything they know about it there are a dozen unanswered questions, and the Sumaah like it that way. Backgrounds that involve extensive exploration in Sumaah, or contacts outside Zemeh, are unlikely to be approved.

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Sumaah Republic

Contents

- 1 Overview

- 2 Terrain

- 3 People

- 4 Politics

- 5 Magic

- 6 Religion

- 6.1 Shared Paragons and Exemplars

- 7 Look and Feel

- 8 Languages

- 9 The Sumaah Republic in Play

Overview

Before the Empire, missionaries of the nascent Way came to the jungles of Sumaah and called it 'the ends of the earth.' They found a corrupt, diseased kingdom ruled by despotic kings supported by a selfish and idolatrous religion. Yet they also found embers of their own faith, hidden in old stories and legends. They fanned those embers, and without warning ignited a revolution. A people sickened by the excesses of their leaders, hungry for a philosophy of truth, took the teachings of the Way and forged a sword with which they swept away the corrupt and the greedy and built something new, and better.

For nearly a century, emissaries and diplomats travelled the vast distances between Sumaah and the Empire. Few pilgrims managed to make the arduous journey to Highguard, but those who did were increasingly dissatisfied with what they found - compromise, expediency and tolerance were poisoning the roots of the shared faith. The Sumaah had no interest in joining the Empire, and so were denied a place in the Imperial Synod; indeed, they saw little in the Imperial Synod that was relevant to them - the virtues of Ambition and Pride made it clear to these fervent converts that to look to an outside source for guidance would be wicked.

Eventually the Sumaah had had enough. In 118 YE, during the reign of Empress Aenea the Republic broke with the Imperial Synod and technically excommunicated not only the Empress but all the priests of the Empire. The Empire was technically at war with the Sumaah Republic for the next two hundred years, but the vast distances involved meant that military conflict was all but impossible, All trade between the Republic and the Empire ceased, however, and it was not until 326 YE that the trade-routes were re-opened.

Today. the Sumaah are a great power. Their ambition is limitless; they regularly engage in wars of conquest with their neighbours. converting them to the faith by sword and spear. Those who will not convert are given a simple choice to leave, or die. They burn with the fire of the zealot, and those who live near them look with some concern towards their borders. Still, they are far away and while some priests of the Synod insist on debating what they call the Sumaah problem, for most of the Empire they are little more than another exotic foreign nation, far away, that just happens to have a faith in common with the Empire.

Of particular interest to Imperial citizens outside of the Synod are the Sumaah ports which are open to trade with the Empire. Unfortunately, due to increasingly frosty relations between the Republic and the Empire, Sumaah ports are currently closed to Imperial captains.

The jungles of Sumaah

Terrain

The Sumaah Republic far lies to the south-west of the Empire on the northern shores of a continent that is almost entirely unknown to the Empire. It is much warmer than even the Brass Coast. While the common image of Sumaah is that of a land is dominated by great swathes of tropical and sub-tropical jungle, dotted with sprawling pyramid-cities and overlooked by a spine of cloud-scraping mountains, in actuality most of the people make their homes in fertile coastal areas; the heart of the jungle is as impenetrable to the Sumaah as it is to anyone else.

This misperception persists because the majority of the Sumaah Republic is unknown to Imperial travelers. Foreigners are not welcome outside the port-city of Zemeh, and are forcibly returned there - or even exiled from the nation forever - if they are discovered elsewhere. The cities are undeniably wonderful; Sumaah architecture tends towards the creation of great stone buildings with most public structures being pyramids or many-stepped ziggurats riddled with passages and chambers. A family of urban Sumaah is more likely to occupy a series of apartments in a squat three-storey building shared with other families than to have a private structure of their own; only the wealthiest or largest families have entirely private residences.

Almost every city or large town is built on the banks of one of the wide, slow-moving rivers that run down through the jungle to the sea. The majority are built at the mouths of the rivers, while those cities built in-land tend to be smaller and often dedicated to the exploitation of specific valuable resources. Boats and ships are vital to the nation, due to the difficulty of constructing roads in the fast-growing jungles - the few roads that do exist are wide, straight constructions that cut through the teeming jungle and require constant maintenance.

This tendency to build along the coast lead to the second-century Dawnish diplomat Bernice de Clevau dubbing the nation "One of those long, thin countries such as you see nowhere else - a bit like a giant comb built of stone, wood and water."

The southern city of Cuslo

People

The Sumaah are first and foremost devout, and the philosophy of the Way permeates all aspects of their life. Families engage in regular communal acts of discussion and readings from books and scrolls that discuss the Way and its teachings. Almost all art serves a religious function, from the statues of the Paragons that decorate the façades of many public buildings, to the instructional rhymes the children sing.

All citizens of the Sumaah Republic are human. Orcs and daeva are viewed as subhuman; when the Sumaah encounter an orc tribe, they exterminate it. The Sumaah do not keep slaves - doing so is seen as being an offence against the very fundamentals of Prosperity. It is also one of their many points of contention with the Asavean Archipelago - although it is a minor point compared to the many other reasons the Sumaah have to despise that northern nation of idolators.

The lineaged are viewed with a little suspicion by urban Sumaah, and there is some social pressure for them to remain celibate. This stems less from concerns about their souls and more from the fact that they were invariably the priests of the corrupt idol-based religion the Sumaah followed in the distant past. Rural Sumaah tend to be much more tolerant of and accepting of the lineaged. For its part the Präster (a Sumaah term for priest, pronounced roughly as "pressed-AIR"; singular Präst, used by both men and women) teach that while the lineaged must master the influences of their blood, as long as they accept that challenge they are due the same rights as any other citizen of the Republic.

The Way encourages humans to seek new knowledge and put it to practical use. The Sumaah are at least as technically adept as the people of the Empire, although some inventions (such as the crossbow or the printing press) have not proved popular. Only in the area of philosophy do the Präster exert overt control, and while there may be many natural scientists in Sumaah there are very few philosophers.

The jungles are home to many creatures considered marvellous by Imperial travellers. A number of species of massive drakes are known to be native to the Sumaah jungles, including several breeds that have been domesticated as watch-beasts, companions and beasts of burden. Indeed, the burly workdrake is used where the Empire might use oxen. The forests and jungles are also home to a profusion of brightly-coloured birds and big-cats, as well as uncountable breeds of insect many unknown in colder climates. The shores teem with giant turtles, and immense panthers move like oiled juggernauts through the deeper jungles preying on great drakes and humans alike.

Politics

The citizens of the Republic democratically elect representatives to sit in the House of the People which meets in the city of Timoj somewhere in the southern heartlands. These representatives rule on behalf of the people, raising taxes, initiating public works, and ensuring that the populace prosper. In practice, however, Sumaah is a theocracy in all but name. The Präster of the Way have an unlimited ability to veto the decisions of the representatives in the name of Virtue. The day-to-day running of the nation is accomplished by the Virtue assemblies, and law is enforced by the religiously appointed Censors who interpret the laws passed by the republic. For the most part, however, the Assemblies do not interfere in the business of the House of the People as long as they remain virtuous and lawful.

The Assembly of Courage controls all armed forces

Individual Präster have greater political power than their counterparts in the Empire, but they are also more carefully monitored by their peers. The individual Virtue assemblies wield sweeping powers over the people. For example, the Assembly of Vigilance maintains the Censors, responsible for enforcing and ensuring all laws are respected, while the Assembly of Courage effectively controls all military forces within the nation. The Assembly of Wisdom is responsible for education and for ensuring all written works are truthful, while the Assembly of Loyalty ensures all elections are scrupulously honest and that all representatives are truly reflecting the wishes of their constituents.

There are no nobles in Sumaah; everyone is a citizen. Individual wealth goes some way towards creating a simple class-structure, but the wealthy are expected to spend appropriate amounts of their wealth in celebration of their prosperity. Every individual is equally worthy of protection before the law, and the Assembly of Ambition works tirelessly to help citizens achieve their greatest potential in the service of the nation.

Under the auspices of the Assembly of Pride, the Sumaah engage in wars of conquest against their neighbours. These crusades are fought carefully and methodically, targeting the nations most offensive to the Sumaah first and wherever possible integrating them into the Republic through diplomacy and forced conversion. Imperial scholars estimate that the Sumaah have destroyed five other smaller nations in the last 400 years, completely absorbing their lands and their people. The one nation they have had no luck destroying is the one they would most like to - the Asavean Archipelago offends the Sumaah to the core, but they have had only limited success spreading the fire of crusade to the northern nation, partly due to the distances involved.

It would be easy to dismiss Sumaah as a totalitarian theocratic dictatorship, but it would also be slightly unfair. The majority of Präster appear to genuinely believe they are upholding the greater good. Präst who become corrupt or self-serving is stripped of authority and usually executed. The Assemblies repeatedly speak of using their veto to prevent the representatives making mistakes, rather than out of any desire to control or dominate the secular authorities. Before wielding their power, the Assemblies often debate the pros and cons of action and inaction for days on end before reaching a decision. As Bernice de Clevau wryly commented in her final letter to the Senate in 118YE "The garden of tyranny is laid out with the best of intentions."

Magic

Many magicians in Sumaah are also Präster, and the virtue assemblies are known to maintain cadres of ritualists who specialise in specific areas of magic. For example, there are many covens within the Assembly of Prosperity who specialise in magical effects similar to Rivers of Gold or The Lure of Distant Shores while the Assembly of Vigilance has covens who make good use of divinations such as Signs and Portents.

On a practical level, Sumaah magicians are known to use the music of the spheres, but they do not use runes or anything recognisable as dramaturgy. While in the Empire some magicians evoke the names of paragons or exemplars, magical beasts or Eternals, doing so in Sumaah would be at best heresy and at worst blasphemy. The most common form of magic involves the manipulation of physical materials or energies, devoid of spiritual powers. For example, fire, polished crystals and and water are used extensively, as are coloured sands or earths. Blood, as long as it comes from living humans, may also be used as a representative of the spiritual power of the human soul. Tools such as metal bowls, mirrors and knives are also popular because the shaping of raw materials into useful tools is a potent symbol of the way humans can shape the world and the powers of magic to their own end. Some scholars refer to this oddly eclectic set of traditions as spiritual materialism.

An old shrine to forgotten spirits

The people of Sumaah know that magic is a tool, like any other; but like any other tool it is dangerous in the wrong hands. Magicians in the Republic are carefully monitored. Any magical effect that creates a lingering aura of any sort (OOC: roleplaying effect.) is strictly monitored. Rituals such as The Chamber of Delights and Crystal Clarity of the Rational Soul are considered blasphemous and magicians who perform these rituals are usually prosecuted.

Interaction with Eternals is carefully monitored, and magicians who interact with an Eternal outside of the presence of a Präst are usually censured or viewed with suspicion. The Sumaah know a number of Eternals unknown to the Empire - the only ones both nations are known to regularly interact with are Leviathan and Yaw'nagrah. The Night Eternal Sadogua is considered an enemy of the Republic; its heralds are destroyed on sight, and magicians who interact with it are usually tried for idolatry.

Partially due to this level of control, and partially due to the emphasis on less supernatural means of resolving problems, the Sumaah republic lags behind the rest of the world in terms of magical might - it has not a fraction of the magical capability of the Empire or the heathen Principalities of Jarm. It makes up for this by having more organized magical traditions than any other nation with the possible exception of the Commonwealth.

Many citizens of the Republic prefer to avoid magic altogether; they would rather receive the blessings of the faith in the form of anointing or hallows that the magical effects of a ritual.

Religion

A Sumah Präst of Prosperity

The Way is the only philosophy tolerated in Sumaah. The Präster of the Republic share the same core values as the Imperial Synod; they recognise the same virtues and agree broadly in the guidance they offer in pursuing those virtues. Their symbols remain broadly the same, although the labyrinth image used in Sumaah is often rendered in three-dimensions rather than two, often resembling a circular or heptagonal pyramid.

Where they differ greatly from the Empire is in their absolute adherence to dogma. Having accepted that the Way is correct, they have come to the conclusion that all other philosophies must logically be incorrect. Given that the greatest good lies in ensuring that human souls pass quickly through the labyrinth, it follows that any action that impedes that progress must be evil. Left to their own devices, people may choose easy paths that lead to evil - in the same way that a child may stick their hand in a fire. It falls to the wise to prevent the ignorant from making evil choices, just as it falls to a parent to prevent their child harming themselves. Several popular treatises in Sumaah claim that anarchy is the most wicked of the malign spiritual presences because it claims that the freedom to do evil, the freedom to make catastrophic mistakes. is a virtue.

As a result the Präster of the Republic are committed to enforcing the teachings of the Way, even on those who might choose other paths. Where heretics and blasphemers may be prosecuted in the Empire, they are persecuted in the Republic. There is a scale of punishments available to the Präster, and they do their best to ensure that deeds are punished over words and intent is punished offer accident but at the end of the day their tolerance extends only so far. Heretics and blasphemers are hanged, while idolators are hanged until they lose consciousness then burnt alive on slow-burning pyres. An honest repudiation of heresy or blasphemy can earn a reprieve from the gallows. but the slightest backsliding is likely to result in death. While the Sumaah accept that a heretic can turn their life around, if they judge the heretic incapable of doing so it is better that they enter the labyrinth now and begin preparing for their next life. The harshest punishments are reserved for those who teach heretical or blasphemous doctrine; the next harshest are reserved for Präster who abuse their position. In Sumaah the ceremony of excommunication is invariably a prelude to execution.

The Präster are divided into the same Virtue Assemblies as the Empire, including the Assembly of the Way. In theory, there is also a General Assembly but in practice the kind of powers that would be wielded by the General Assembly in the Empire are wielded by the Assembly of the Way, which is without doubt the most powerful of the eight Assemblies. The Council of Eight is made up of the seven Cardinals of the virtue assemblies and two Cardinals from the Assembly of the Way. No National assemblies exist; rather there are Local assemblies made up of all the Präster in a village or city ward who meet to pass judgements, hear criminal cases, and the like.

The Republic produces large amounts of liao - great plantations controlled by the Assembly of the Way are dedicated to the cultivation of plants used to create their own version of this precious substance. They sell their surplus to merchants from the Empire and the Commonwealth, and while the 'recipe' may differ, the results are the same - some Imperial priests claim it has a 'smoky' quality. It is often prepared in the form of incense that is burnt and inhaled - indeed, incense is one of the most common luxury goods found in Sumaah and it is a common feature in both public places and private homes.

Before they embraced the Way, the people of Sumaah were literal idolators, making offerings of valuables and good to a small pantheon of spirits combining idealised animal qualities with elemental powers. The religion was utterly dominated by the secular powers who used the greed and corruption of the heathen priests to control the masses. In the wake of the reforms that created the modern Republic, the idols were cast down. Imperial scholars are quick to point out, however, that several of the Paragons embraced by the practitioners of the Way in Sumaah bear a striking resemblance to the idols their ancestors worshipped. Vena the Great-heated Paragon of Courage shares many attributes and stories with Fire-Lion while depictions of the Paragon of Wisdom that the Sumaah call Zoria have more in common with the idol called Cloud Eagle than with the Ushkan sorceress.

Shared Paragons and Exemplars

Despite the schisms, the Sumaah share certain paragons and exemplars with the faithful of the Empire. They acknowledge the Paragons Tian, Korl, and Atun as well as the Exemplar Zemress. They also recognise a Paragon they call The Builder who seems to be the same Paragon that the Empire knows as The Sentinel.

Other than this, the Sumaah and the Empire maintain separate lists of Exemplars and Paragons. One interesting note made by an Imperial scholar who spent many years in Zemeh is that the Exemplar of Courage they call Amma the Wanderer bears a resemblance to Adelmar the Lion, and that the historical provenance for the character (who appears in Sumaah stories starting around 80YE) supports this contention. No proof either way has been gathered to date.

Look and Feel

Basic Sumaah costume

The Sumaah Republic is inspired by the Mayan and South American native cultures. When at home in Sumaah, or relaxing among friends, they favour loose garments in single bright colours, and brightly coloured jewelry. Their normal climate is very warm, so a short tunic or even a skirt or woollen kilt is sufficient coverage to protect against the elements. Those traveling to cooler climates add a loose robe cinched at the waist or a long poncho likewise tied at the middle with a decorated belt, or both when visiting particularly chilly climes (such as the Empire).

This bright clothing is put aside when the Sumaah are on official business. On a pilgrimage, or when representing their people abroad, the basic outlines are the same but the bright colours are replaced with white, silver, and gold fabrics. Jewelry is much more muted, and again tends to mirror the paler colours. This same dress is favoured by both members of the House of the People, and senior Praster who are engaged in business related to their office

Tattoos and piercings are common, and jewelry is selected for its aesthetic value before its material worth. Orichalcum alloys (gold and red-gold metals) are common. Feathers and semi-precious stones are a common feature of their national costume; when at home, brightly coloured jungle flowers are regularly used as temporary decorations for the person or the home. Animal products are common in costume and decoration - the hides of jungle cats, leather made from drakehide, and polished turtle shell are all common components. While they may use animal products, the Sumaah avoid using animal imagery in their costumes or decorations - unlike real-world Aztec or Native American costumes animal head-dresses for example would be considered heretical by the Sumaah. The Varushkan animal icons, for example, would be blasphemous to the Sumaah.

Almost everyone in Sumaah has a religious symbol of some sort that they wear or carry at all times. This might be a tattoo, but is most commonly a piece of jewelry or a belt that can be worn with many different suits of clothing.

Sumaah is not as iron-rich as the Empire. Spears and axes (which serve double-duty as tools for hunting or crafting as well as weapon) are common as are bows. Daggers are usually a sign of some wealth or status, and swords are reserved for professional soldiers or the very wealthy. Armour is often of hide or thick leather, with only professional soldiers or the most wealthy owning suits of metal armour which are often passed down from generation to generation.

To Imperial eyes. the Sumaah are even more exotic and strange than the Jarmish or the Asaveans. Of course the dour colours and restrictive styles of the Imperials are just as jarring to the Sumaah eye.

Languages

The Sumaah speak a number of languages which, according to their histories, are the languages spoken by their distant ancestral tribes. The dominant languages are represented by those of the north germanic or Scandinavian language group, especially Swedish, Norwegian and Danish. The three languages are used interchangeably, and many Präster are fluent in all of them (and often several rarer dialects, commonly spoken by the people of conquered nations). No one language dominates, and when people talk about the Sumaah language they could be referring to any one or all of them.

The Sumaah Republic in Play

The Sumaah appear exotic, and are made all the more exotic by their adherence to a faith that they share with the Empire. They have the fervour of the convert - the Empire tolerates insults to its faith that would have the average Sumaah reaching for a noose. They can appear dour, but it is important to understand that they generally celebrate their religion; the Way liberated them from centuries of despotic rule by cruel overlords. It exalts the human spirit, and tells every one of them that they are important and that they have ultimate control of their own destiny.

While the Präster are totalitarian, arguably fascistic, to outsiders they are in the main motivated by a genuine concern for the spiritual wellbeing of their people. They simply believe that they alone know what is best for their people. Most Sumaah look at the Empire and see a nation of cowardly backsliders who lack the courage of their convictions, who would rather talk than act, and who would rather let someone die that risk some incomprehensible notion of egalitarian freedom.

It is entirely appropriate to play a Sumaah character who has left the Republic in search of freedom, or to avoid persecution or execution for heretical or blasphemous beliefs that the Empire would take in its stride. Likewise, a character who is a magician or whose parents were magicians might have left Sumaah to avoid the restrictive way the practice of magic is controlled by the Präster. It is also worth noting that to the Republic 'not believing' is the same as being a heretic - characters who might in the real world be considered agnostics or atheists have good reason to leave Sumaah behind. For that matter, a Sumaah missionary Präst here to try and convince the Imperials to adopt a less liberal interpretation of the faith might also make for a fun character concept.

For all that this description of the Republic goes into some depth, Sumaah is also an enigma to the Empire. For everything they know about it there are a dozen unanswered questions, and the Sumaah like it that way. Backgrounds that involve extensive exploration in Sumaah, or contacts outside Zemeh, are unlikely to be approved.

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Sumaah Republic ports

Overview

There is only one port available to Imperial characters with the fleet resource; Zemeh, where the Sumaah Republic tolerates the presence of foreigners.

A few Imperial fleets avoid Zemeh and trade with a few of the scattered states to the south of the Republic - adding several weeks to their journey. These smaller states tend to either look to Sumaah for protection, or else are hostile to foreigners of every stripe - in either case they trade in roughly the same goods (OOC: It is fine to role-play trading with one of the subject nations, but your character will receive the same goods regardless of whether they go to Nemoria proper or not.)

The city of Zemeh

Zemeh

Ruthlessly egalitarian, the citizens of the Sumaah Republic embrace the Way but disagree with their Imperial cousins on matters of doctrine. Only in Zemeh are traders from the Empire welcome. It is a sprawling jungle-city of secrets, soaring stone pyramids, brooding priests and grim-faced censors who have no patience for those who challenge either their religion or their carefully guarded Prosperity.

Imperial traders visiting Zemeh are often drawn by the opportunity to purchase liao - it is one of very few places outside the Empire that creates this rare visionary narcotic. Indeed, Sumaah law carefully regulates the sale of liao to non-Imperial traders, considering it a crime verging on blasphemy to sell the substance to those who might use it for irreligious purposes.

While foreign visitors are made welcome, they often report a feeling of being watched and their behaviour judged. It is possible that the hot, humid climate is at least partially responsible for the discomfort felt by visitors - Zemeh is on the coast, but the jungles press close to the walls and merchants used to more temperate climes often find it oppressive. Foreigners are not welcome outside the walls of Zemeh - those discovered in the jungle are usually ejected and asked not to return but more serious trespass may result in much more draconian punishment.

It should be noted that the Sumaah Republic is not a police-state, however. The people are often genuinely hospitable, and reasonably tolerant of the idiosyncrasies of outsiders - with the exception of Asaveans, who are not welcome here.

In addition to Liao, the Sumaah are particularly rich in dragonbone which is particularly abundant in the jungles of the interior; their mines provide them with a surplus of orichalcum; and the herb that Imperials know as Imperial Roseweald grows especially abundantly in this warm country.

Trade with Zemeh

A starting fleet resource that engages in trade with Zemeh during downtime will produce 4 ingots of orichalcum, 4 measures of dragonbone and 3 vials of liao. A fleet that has been upgraded will produce more valuable resources according to this chart of foreign ports (including imperial roseweald).

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Summer Realm (Redirected from Summer)

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Summer Solstice 2015

Contents

- 1 Overview

- 2 IC News

- 3 Battles

- 4 Quests

- 5 Site Map

- 6 OOC Camping

- 7 Traders

Overview

This page lists all the details that are specific for the Summer Solstice 2015. There is an additional page with event information which lists arrival and departure times and similar details that are common for all Empire events.

IC News

Please see the 379YE Summer Solstice winds of fortune for the latest IC developments known throughout the Empire.

For the Civil Service events set to occur and at what location, please refer to the external link to this civil service timetable

Battles

At the event we will be running two large battles, one Saturday morning and one Sunday morning. The large battles will follow the normal rules for battles; you may only participate in a single battle as your character and you must monster the other battle if you decide to participate in one. The sides for the battles will be chosen by the generals in the Muster of the Imperial Military Council on Friday night.

The fighting begins at 11:00 am - but if you are playing the battle then you will need to muster up before this time and if you are monstering then you need to make your way to the monster area for 10:00 am to give us time to get you into costume, made-up and briefed.

Quests

At our previous event we asked for player volunteers to give us a few hours to monster some of our larger quests. This let us run much more plot at the event so we're asking for more help again this time.

To help us organize folk, we've set aside a slot for each nation to volunteer to monster, which are listed below.

Saturday

Time

Nation

14:00-15:30

Imperial Orcs & The Marches

15:00-16:30

Wintermark

16:00-17:30

The League & Varushka

17:00-18:30

Brass Coast & Urizen

18:00-19:30

Dawn & Highguard

19:00-20:30

Navarr

Monstering during this slot is purely voluntary - but it will help us put on a much better event for everyone. We are tracking the numbers of players who volunteer from each nation on an ongoing basis and using that to create equivalent sized quest opportunities for those nations at the next event. In effect, we'll try and deliver more fights to the nations that volunteer the most - on the assumption that those nations contain the players who want those opportunities the most.

Site Map

The site map is below; there is an exit gate behind the Brass Coast camp that leads onto Burford Lane. We will be operating a one-way system at the event with players who are dropping off IC tents and equipment in this field following the marked road until they reach the gate. Once there they should travel around the site and come back in through the entrance to park in one of the two OOC fields.

The roads will be marked with fencing pins and rope as usual. There is a narrow strip of land around the edge of each field which is deliberately set aside for use by birds and wildlife. This area will be fenced off, as you must make sure that you do not drive or camp there.

The camp coordinators for each camp will have their own layout for their camp, showing where all the tents they know about are to be pitched. If you do not know where you are supposed to be camping, then please speak to them on arrival at your nation's camp.

We are confident that the ground will be much dryer and firmer at this event, but please make sure that you follow the directions provided by the red caps when you arrive on site. No unescorted vehicles are allowed off the roads in the IC camping area. The road will be wide enough for you to pull up and park so that you can unload your vehicle next to your camp. Please unload your camping equipment and then move your vehicle to the car park before putting up your tent to allow other players to unload.

If you have a trailer or a large vehicle filled with heavy kit then you may drive that on to the field to unload. To do that you must wait for a member of the PD security team who will escort you vehicle to your camp where you can unload your vehicle. Once you are ready to move your vehicle to the car park you must request a member of the PD team escort your vehicle off the field.

We have a lot of players booked for this event, so we're trying to organize the parking a little better in advance. If you are not staying on site overnight then please park your car in the far field next to the exit gate. You can enter and leave by that gate as needed. If you are staying on site but do not have any OOC tents, then please park in the marked parking area in the quiet camping field. Anyone who wishes to camp in this field is welcome to do so as normal, provided that they respect the quiet camp designation.

OOC Camping

The OOC camping area will be laid out in lines so that people can pitch their tent next to their car. The gate team will direct you where to park. The section of the OOC camp nearest to the IC area will be set aside for any player with mobility issues as normal. Please ask the gate crew for directions if you are eligible to camp here.

Traders

The following traders have booked for the event.

- Battle Ready Hand crafted leather goods.

- Chows Emporium Costume, leather gloves, products related to drinking and accessories.

- Coelred Monger Suppliers of replica costume and artefacts.

- Darkblade Leather Stuff.

- Eldritch Weapons and armour.

- Gem’s Trading Co Costumes and leatherwork. Fine quality tailored garments and LRP props. Also a wide range of hand made leather items and missile weapons supplied by Arrow Kaster available to order.

- Having A Larp Costume, weapons, armour and LARP accessories.

- Irregular Props Weapons, shields and mage implements designed especially for Empire.

- Light Armouries Supplier of latex weapons and props.

- Mandala Studios High quality latex prosthetics and masks tailor made for the Empire campaign.

- Skian Mhor Latex Weapons and props. Costume, armour, leatherwork, chainmail, tents and all types of LRP supplies and essentials.

- Tallows Beautiful weapons and shields that are perfect for Empire.

- Velvet Glove Costumes Costumes, make-up, prosthetics, jewellery with more to come!

- White Rose Apparel Beautiful armour.

- Winterforge Armouries Bespoke LRP weapons, Leather, props and commission work.

- Wanderlust Couture

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Summer Solstice 2016

Contents

- 1 Overview

- 2 IC News

- 3 Battles

- 4 Quests

- 5 Caterers

- 6 Site Map

- 7 Mobility Camp

- 8 Traders

Overview

This page lists all the details that are specific for the Summer Solstice 2016. There is an additional page with event information which lists arrival and departure times and similar details that are common for all Empire events.

IC News

Please see the winds of fortune and the winds of war for the latest IC developments known throughout the Empire.

For a list of what official elections are due to take place refer to the 380YE Summer Solstice Imperial elections page

For the Civil Service events set to occur and at what location, please refer to the external link to their Summer Solstice timetable here: [1]

Battles

At the event we will be running two large battles, one Saturday morning and one Sunday morning. The large battles will follow the normal rules for battles; you may only participate in a single battle as your character and you must monster the other battle if you decide to participate in one. The sides for the battles will be chosen by the generals in the Muster of the Imperial Military Council on Friday night.

The fighting begins at 11:00 am - but if you are playing the battle then you will need to muster up before this time and if you are monstering then you need to make your way to the monster area for 10:00 am to give us time to get you into costume, made-up and briefed.

Quests

For this event we have decided to try out a new approach to monstering. As a result, rather than asking for volunteers from nations to come at specific time slots, we are instead advertising a set of times that we would really appreciate any help that you can provide. We want to stress that this is a request to people to volunteer - unlike the battles there is no obligation to volunteer to monster in one or more of these slots even if you play one. But our hope is that enough players will volunteer to fight alongside our full time monster crew that we will be able to deliver some great skirmishes at these times.

The ideal times are:

- 18:00 Saturday - Jotun

- 19:00 Saturday - Jotun

- 20:00 Saturday - Jotun

- 21:00 Saturday - Jotun

- 13:30 Sunday

Of course anyone who wants to do some npcing will be welcome at any time - but the listed times are the ideal moments to volunteer if you enjoy a decent fight. As ever, we will only allow participants to take part in the fights if they are sober (this is particularly important for the evening fights on Saturday). On the Saturday the key opponents will be Jotun troops - so if you have any good Jotun costume or kit then please bring that with you!

Each slot will last up to 90 minutes at most, though anyone who wishes to stay for one or more slots is welcome to do so.

Caterers

- Mhorish

- Right Wok

- Curry Knights

- Applebys

There will be four caterers at the event, Mhorish will be providing a range of meals which are available from the IC or OOC field. In addition Right Wok and Curry Knights will provide take-away dishes and Applebys will provide hot drinks from the catering area near the entrance to the IC field.

Site Map

The site map is opposite; the camp coordinators for each camp will have their own layout for their camp, showing where all the tents they know about are to be pitched. If you do not know where you are supposed to be camping, then please speak to them on arrival at your nation's camp.

Mobility Camp

The area marked with a wheelchair on the out-of-character camp is intended for participants with mobility needs. If you have genuine mobility needs then you can park your car here in the out-of-character camp - but still come and go throughout the event provided you have parked the car near the road. Please discuss with the crew if you have a disability that means you will need to camp here.

There are two disabled toilets at the event, one is part of the showers next to the disabled camp - the other is in the in-character field near Varushka and the Imperial Orcs. In addition there are two more disabled toilets in the shower units 750m away in the quiet camping field, if you are choosing to camp there.

Traders

The following traders have booked for the event.

- Chows Emporium Costume, leather gloves, products related to drinking and accessories.

- Coelred Monger Suppliers of replica costume and artefacts.

- Darkblade Leather Stuff.

- Das Shoppe New and second hand costume, leatherwork, weapons, props and furniture. Trade ins welcome.

- Eldritch Weapons and armour.

- Gem’s Trading Co Costumes and leatherwork. Fine quality tailored garments and LRP props. Also a wide range of hand made leather items and missile weapons supplied by Arrow Kaster available to order.

- Having A Larp Costume, weapons, armour and LARP accessories.

- Light Armouries Supplier of latex weapons and props.

- Mandala Studios High quality latex prosthetics and masks tailor made for the Empire campaign.

- Millstream Forge Metalwork - located next to Skian Mhor.

- Skian Mhor Latex Weapons and props. Costume, armour, leatherwork, chainmail, tents and all types of LRP supplies and essentials.

- Tallows Beautiful weapons and shields that are perfect for Empire.

- Velvet Glove Costumes Costumes, make-up, prosthetics, jewellery with more to come!

- White Rose Apparel Beautiful armour.

- Winterforge Armouries Bespoke LRP weapons, Leather, props and commission work

- Wanderlust Couture

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Summer Solstice 2017

Contents

- 1 Overview

- 2 IC News

- 3 Battles

- 3.1 National Weightings

- 4 Site Map

- 5 Mobility Camp

- 6 Traders

Overview

This page lists all the details that are specific for the Summer Solstice 2017. There is an additional page with event information which lists arrival and departure times and similar details that are common for all Empire events.

IC News

Please see the 381YE Summer Solstice winds of fortune for the latest IC developments known throughout the Empire. An Event schedule that shows timings of IC activities common to all Empire events is also available. A list of what Imperial elections are taking place this event can be found here

Nation

Force Weight

Brass Coast

7

Dawn

16

Highguard

13

Imperial Orcs

6

League

11

Marches

7

Navarr

15

Urizen

7

Varushka

8

Wintermark

26

Battles

At the event we will be running two large battles, one Saturday morning and one Sunday morning. The large battles will follow the normal rules for battles; you may only participate in a single battle as your character and you must monster the other battle if you decide to participate in one. The sides for the battles will be chosen by the generals in the Muster of the Imperial Military Council on Friday night.

The Sentinel Gate opens at 11:00 am - regardless of whether anyone is ready or not! If you are playing then make sure you arrive in plenty of time before this so your weapons can be checked.

If you are monstering then you need to make your way to the monster area between 9:30 and 10:00 am to give us time to get you into costume, made-up and briefed. If you turn up after 10:30 you will be turned away.

At this event, the best estimate of the fighting strength of each nation provided by the civil service is as follows. of their options, which nations could take the battlefield together. Each of the two battles must have at least 56 and at most 60 force weight sent on it.

National Weightings

All the nations are much bigger than the numbers listed - the numbers listed reflect the relative numerical strength of the nations not the actual number of fighters who take the field.

Site Map

The site map is opposite; the camp coordinators for each camp will have their own layout for their camp, showing where all the tents they know about are to be pitched. If you do not know where you are supposed to be camping, then please speak to them on arrival at your nation's camp.

Mobility Camp

The area marked with a wheelchair on the out-of-character camp is intended for participants with mobility needs. We have permission from the land owner for the handful of players with legitimate mobility needs to come and go from this area through the weekend. Please let the crew know if you have a disability that means you will need to camp here.

The nearest disabled toilet is approximately 10 m away in the adjacent hygiene block. There is a second disabled toilet 120 m away in the in-character field near Varushka and the Imperial Orcs.

Traders

The following traders have booked for the event.

- Cantrips Affordable handmade, new & used costumes, props and accessories.

- Chows Emporium Costume, leather gloves, products related to drinking and accessories.

- Coelred Monger Suppliers of replica costume and artefacts.

- Craeftigan Beautiful weapons and costume that are perfect for Empire.

- Darkblade Leather Stuff.

- Eldritch Weapons and armour.

- Gem’s Trading Co Costumes and leatherwork. Fine quality tailored garments and LRP props. Also a wide range of hand made leather items and missile weapons supplied by Arrow Kaster available to order.

- Having A Larp Costume, weapons, armour and LARP accessories.

- Honest Jim's Wandering Shop

- Irregular Props Weapons, shields and mage implements designed especially for Empire.

- Light Armouries Supplier of latex weapons and props.

- Mandala Studios High quality latex prosthetics and masks tailor made for the Empire campaign.

- Quiverstock - archery supplies

- Skian Mhor Latex Weapons and props. Costume, armour, leatherwork, chainmail, tents and all types of LRP supplies and essentials.

- Velvet Glove Costumes Costumes, make-up, prosthetics, jewellery with more to come!

- White Rose Apparel Beautiful armour.

- Wonderlust Couture - custom made, individual jewellery and costume in various designs.

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Summer Solstice 2018

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

Whilst awaiting the next event details to be completed, for reference the equivalent page to this for last event can be found here

Contents

- 1 Overview

- 2 IC News

- 3 Battles

- 4 Site Map

- 5 Mobility Camp

- 6 Traders

Overview

This page will list all the details that are specific for the upcoming event - please bear with us and we'll put the relevant details into the various sections as soon as we are able to... There is a page link to event information which lists arrival and departure times and similar details that are common for all Empire events.

IC News

We will update the wiki with the 382YE Summer Solstice winds of fortune and the Winds of War showing the latest in-character developments throughout the Empire as they become available. An event schedule that shows timings of IC activities common to all Empire events is also available. There is also a list of upcoming Imperial elections

Nation

Force Weight

Brass Coast

TBA

Dawn

TBA

Highguard

TBA

Imperial Orcs

TBA

League

TBA

Marches

TBA

Navarr

TBA

Urizen

TBA

Varushka

TBA

Wintermark

TBA

Battles

At the event we will be running two large battles, one Saturday morning and one Sunday morning. The large battles will follow the normal rules for battles; you may only participate in a single battle as your character and you must monster the other battle if you decide to participate in one. The sides for the battles will be chosen by the generals in the Muster of the Imperial Military Council on Friday night.

The Sentinel Gate opens at 11:00 am - regardless of whether anyone is ready or not! If you are playing then make sure you arrive in plenty of time before this so your weapons can be checked.

If you are monstering then you need to make your way to the monster area between 9:30 and 10:00 am to give us time to get you into costume, made-up and briefed. If you turn up after 10:30 you will be turned away.

At this event, the best estimate of the fighting strength of each nation provided by the civil service will be listed here, once calculated.

Site Map

The site map will be placed here; the camp coordinators for each camp will have their own layout for their camp, showing where all the tents they know about are to be pitched. If you do not know where you are supposed to be camping, then please speak to them on arrival at your nation's camp.

Nation

Camp Planner

Brass Coast

Will Power

Dawn

Nicholas Rudd

Thomas Vero

Highguard

Matt Lyons

Imperial Orcs

Matthew Dawes-Wood

League

Andrew Green

Marches

Will Stainforth

Navarr

Kit Stangroom

Rosemary Warner

Urizen

Eleanor Hall

Varushka

Sarah Clark

Wintermark

James Gray

Caroline Sweeney

Mobility Camp

The areas marked with a wheelchair on the out-of-character camps are intended for participants with mobility needs. Please let the crew know if you have a disability that means you will need to camp here. There will be a disabled toilet portaloo approximately 10 m away from each camp.

There is a second disabled toilet 120 m away in the toilet unit next to the Hub and the IC caterers.

Traders

The following traders have booked for the event. TBA

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Summer in Winter

Petravya pulled her wool-and-fur hat down firmly over her ears, and ensured both her coats were firmly fastened. She took a single mouthful of something that was absolutely not water from the flask her husband had prepared for her, and felt the pleasant warmth spreading from her stomach as the herbs went to work. She slipped it into one of the embroidered pouches at her belt, and buckled the strong leather harness comfortably across her middle.

Then she pulled her heavy snow boots over her soft down-lined slippers, and engaged in the mild gymnastics needed to get her feet on the mat in front of the door rather than risk tearing up the wooden floor with the metal cleats on their soles. She stood up a little unsteadily. She pulled on her fine gloves - while she dearly wanted to wear the mittens her sister had made for her she knew she might need the dexterity granted by five fingers.

She grabbed her axe, and checked the edge was good and sharp. She strapped it to her side, and then checked her other, smaller axe was likewise up to the task of cleaving dead flesh, or the bark of the dubik (of which there had been several reports in the last few weeks). She hung the icon of Inga Tarn round her neck, paused to kiss the cold dragonbone hammer-and-axe on its smooth surface, and tucked it inside her coats. It was cold against her skin but would soon warm up once she started moving.

She took a deep breath, and then picked up the heavy shovel from next to the door. She hefted it in one hand, and then two, and took an experimental jab with it - the solid steel edge of the shovel-blade could cleave through a Wolf's neck if she needed it to. She traced the place on the handle where her grandfather had painstakingly carved an image of his old dogs, Lightning and Thunder. She missed all three of them.

Then she opened the door, and called back over her shoulder to the rest of the family.

"I am going to go and clear the path! If I am not back in an hour, then someone had better come and look for me or there will be all kinds of trouble!"

And then she stepped out into the grey snow, and slammed the door firmly behind her.

Overview

It promises to be a particularly harsh winter in Varushka, full of blizzards, and dark winds, and howling beasts. Within a week of the Autumn Equinox the first flurries of snow fall across the north; by two weeks before the Winter solstice many of the more isolated vales are at serious risk of becoming snowed in. Those who make the trip to Anvil from the northernmost parts of Varushka - especially from Volodmartz - have surely already discussed what to do if they are physically incapable of making it back to their vales before Spring.

Of course the winter is harsh all over - snow is no stranger to Wintermark, nor to Hercynia or Skarsind. There are stories that the cold has crept farther south - sending hail and sleet into the Marches, and Dawn. But these winters are as nothing to the winter that grips Varushka.

On nights when the wind howls, it shakes the trees like a wrathful giant. When the snow falls, it is a roaring blizzard. The ice on the lakes forms three feet thick, and when the sun is high in the sky, those whose work is done can barely resist the siren call of their steel-bladed skates. When the moon and stars shine on the crisp, unbroken, newfallen snow it is a thing of beauty to move the heart of the stzena to song.

Beasts are stirred also - yet here there is an odd dichotomy. There are certainly more Wolves about; tales of sinister rusalka, snow goblins, and less nameable creatures haunting the northern shores of the Semmerlak increase dramatically, as do sightings of wood-skinned dubik haunting the forests of Volodmartz an Miekarova, while in Karov there are stories of unliving warriors caked in dripping hot wax attacking travellers along the roads in Kamienczka.

At the same time, some of the Sovereigns seem almost quiescent. There are stories of sacrifices that go unclaimed and observances that go unmarked. There are stories from a few volhov of dark spirits tricked or persuaded into fitful slumber ahead of their time, and stories of bands of angry horrors faced down and defeated by vales that should have been overwhelmed. This is not universally true - a few of the dark powers of Varushka seem to have been particularly effected, becoming more active rather than less, pursuing resolution of their own dark stories under the influence of this unexpected Summer magic.

The fact is that a potent Summer enchantment has settled across Miekarova, Karov, Volodmartz, and Karsk. In a season when the Varushkan people traditionally stay close to their hearths and ignore the moaning of the wind, something stirs in their blood, a barely heard whisper encouraging them to seek out and challenge the dark forces around them. Sometimes this ends as tragically as one might expect. More often though, in this unnatural Summer in Winter, the stories that unfold have achievable happy outcomes. Provided one faces the challenges, this enchantment seems to say, things will turn out ... for the best.

It has disturbed and unsettled more than one Varushkan. The expectation is that it will all be over by the start of the new year and things will return to normal; the wise ones warn the more foolhardy to be careful - this is an enchantment, after all, and the kind that could easily lead to overconfidence.

Significance

Every Varushkan character with a personal resource based in Varushka (including military units and fleets) has received a small amount of additional, random, production.

In each case, these extra rewards come as the result of encountering or overcoming the kind of challenges that would feature in a dark fantasy story. A fleet might find a sunken island risen from the sea under the full moon; a farm might be attacked by a horde of hopping husks who seek to drink the breath of sleeping children and must be fought off by brave valesfolk; a cabalist with a mana site might encounter an opportunity to deal with a dark spirit; a warden might end up engaged in a struggle to lay to rest a vengeful wraith in a ruined vale in Karsk, and in the process uncover valuable treasures - most of which are returned to grateful relatives. We leave the specifics up to the individual players.

Furthermore, many of the Sovereigns of Varushka seem to have mistaken the Winter for a second Summer. Those who would require propitiation, or would become more active, during the Winter months appear to be remaining quiescent.

Obviously, this does not mean Varushka has become a land of happiness and light. Many dangers do not care what the season is, and there are stories that the eerie Summer-in-Winter may have stirred up a few new horrors - eerie white stags, lurking wood skinned dubik, vengeful unliving magistrates - but of course if it had not, this would not be Varushka.

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Summer magic

Contents

- 1 Overview

- 2 Resonance

- 2.1 Prowess

- 2.2 Nobility

- 2.3 Triumph

- 2.4 Majesty

- 2.5 Adamant

- 2.6 Wroth

- 2.7 Youth

- 3 Dissonance

- 3.1 Subtlety

- 3.2 Cooperation

- 3.3 Contemplation

- 3.4 Debilitation

- 4 Further Reading

Overview

The magic of summer is strong, youthful, majestic and awe-inspiring. It is the irresistible splendour of the mountain or the mighty oak, the soaring eagle, the roar of the lion, the proud stag. It lives in the roar of the victorious and the sweet ache in the muscles that comes from fighting or running just for the sake of it. It does no stoop to petty concerns; it is larger-than-life, and it is glorious.

At its most basic summer covers the magic of strength. It enhances individuals, making them more than they are. It doesn't heal wounds, but it can grant the capacity to resist and overcome injury. It makes this more powerful, more majestic, more awe-inspiring, but it can also make make them more rigid, more unyielding, and often more stubborn. Summer magic can cause targets to be over-confident and impetuous.

It is the ideal realm with which to work enchantments on people that make them more powerful. While this is most often used to grant physical, literal strength or prowess it is just as useful for making a magician's magic more powerful, a priest more charismatic, or a wall more resistant to damage. Magicians who work extensively with Summer magic often talk of the exhilaration it brings, the feeling of accomplishment that comes from touching a bottomless well of raw strength and bending it to their will. A powerful Summer ritual is sometimes compared to a battle - the magicians are left aching and tired at the end as if they had engaged in a wrestling match with the raw power of magic.

Summer magic is the most powerful because it empowers mortals to overcome any obstacle, or resist any opponent, through strength and the raw will to succeed.

Resonance

Prowess

Enhancing individuals to make them more capable is the single most important resonance of Summer magic. The most obvious use is to make an individual stronger or more capable in battle, but Summer magic can go further, enhancing a character's heroic stature in many different ways. Rituals that enhance a character's raw magical strength fall soundly within the remit of Summer. Of the six realms of magic, Summer resonates most strongly with enchantments that boost a person's capabilities.

Examples: Renewed Strength of the New Day, Tenacity of Jotra, Swan's Cruel Wing, Swift Leaping Hare, Hammer of Thunder, Strength of the Bull, Crimson Ward of Summer Stars, Devastating Maul of Inga Tarn, Talon of the Gryphon, Might of the Myrmidon, Unbreakable Behemoth's Strength, Chasuble of Majesty.

Nobility

With its unmatched ability to grant prowess, Summer magic also resonates with rituals that grant the subject confidence or make them appear more inspirational to others. They often lend a nobility of spirit to the subject making them proud and glorious in demeanour. Rituals that make a leader more inspirational, more charismatic are not universally effective - only rarely do they influence other heroes - but they do exert a notable effect on soldiers and the common citizenry of the Empire.

Examples: The Empower spell, Glorious Crown of Enchantment, Noble Mien of the Hawk Lords, Mantle of Lordly Might.

Triumph

A resonance with rivalry and competition is not exclusive to the Summer Realm, but Summer is especially suited to magic that encourages individuals to rise to the challenge. It is not easy to cast Summer rituals that encourage groups to come together to attempt a challenge; cooperation and mutual support is a dissonance of Summer magic, but the Summer realm has a strong resonance for personal challenge, for proving one's self, for seeking and attaining personal triumph.

Examples: Champions Shining Resolve, Raise the Standard of War, Challenge the Iron Duke, Glory to the Sovereign.

Majesty

Things are larger than life in the Summer Realm. This means both individuals, but also places and things. A mine in Summer produces diamonds the size of your fist, a mountain reaches up to scrape the sky, a bear is the size of an elephant with hide that turns arrows aside. When Summer destroys its strength is irresistible - earthquakes shake the earth, meteors fall from the sky, a forest-fire tears through a woodland consuming everything with awesome heat, a shout breaks windows and sends people flying.

Examples: Delve Deep, Beneath the Mountain, Strong Ox, Golden Sun, and Thundering Roar of the Lion-bound Horn.

Adamant

Summer magic encourages everything it touches to resist change. It resonates with rituals that make things unyielding, uncompromising and unrelenting. This can be a weakness; things created with Summer magic are often inflexible and stubborn. When someone under a Summer effect makes up their mind, they stick with it - there's no room for doubt. But if a thing needs to be made resilient, more durable, then sufficient Summer magic can be used to make a subject almost unbreakable.

Despite this resonance, Summer magic has no resonance for metals, even base metals, which are more the dominion of Autumn. But stone, especially worked stone, is particularly attuned to the realm of Summer and rituals to create, enhance and repair stone constructions are the domain of this realm.

This resonance draws its name from a marvellous material that has its origins in the summer realm.

Examples: Stout Resolve of the Unyielding, Vigour of Youth, The Sound of Drums, Unbreakable Spirit, Unbreakable Blades, Stalwart Stand on Solid Ground, and Frozen Citadel of Cathan Canae.

Wroth

The intoxicating majesty and splendour of the Summer Realm have a dark side. The Summer Realm resonates strongly with confidence and force of personality, but powerful enchantments can make the subject over-confident and quick to anger if rebuffed. Summer curses can shorten a victim's temper or make them jealous. Many of the eternals of the Summer Realm are described as wrathful, such that furious anger is commonly associated with the Summer Realm.

Youth

Summer resonates strongly with youth. This is not the childlike energy of Spring, but rather the time when a being is coming of age, developing the strength of body and personality that characterises those who are new to adulthood. Youthful, strong and prone to drama, firm in the belief of their own immortality.

Examples: Renewed Strength of the New Day.

Dissonance

Subtlety

Magic of the Summer Realm is rarely discreet. It shares this weakness with magic of the Spring Realm, but where Spring magic has an inexorable tendency to be wild and overpowering, Summer magic works best when it can deliver the most dramatic impact. A Summer ritual to destroy a castle is much more likely to unleash an earthquake or call down a meteor than it is to cause the castle to quietly crumble away. It is as if the magic wants to be impress, to make everything larger than life. Even something as simple as a messenger spell is likely to include a herald blowing a trumpet when the letter is delivered if performed using Summer magic.

Cooperation

Summer magic works best when it empowers individuals or small tight-knit groups with an existing common purpose. Powerful Summer magic seeks to inspire those it touches to be heroes, but such heroism rarely lends itself to the sublimation of the individual for the common good. Summer is strongly dissonant with any magic that attempts to bring disparate groups together in a common cause. Once human interactions pass into the realm of Autumn; trade, negotiation, treaties, deals, and alliances, they immediately become completely dissonant with Summer. Complex ideas and symbolic meanings, most notably fiat money are simply anathema to Summer. As result that rituals that directly increase wealth are exceptionally difficult to perform with Summer magic.

Contemplation

Few eternals of the Summer Realm are known for their patient or thoughtful nature. Enchantments of the realm echo this essential nature, encouraging those affected to be bold, dramatic, and decisive, but also impulsive and impetuous. Those who experience summer enchantments sometimes attribute their actions to the urgings of the magic as if the realm wanted them to do it.

Whatever the truth it is certain that Summer magic is dissonant with any effects that seek to create calm, contemplation, and cogitation. The prescient divinations of Day, even the mystical wisdom of Night are almost completely impossible to reproduce with Summer magic, even where the subject is one of interest to the Summer Realm.

Debilitation

The natural resonance of Summer magic is to make the subject more potent and imposing. It is quite possible to create effects with Summer magic that will lead to harm for others, a warrior can be enchanted to deliver mighty blows, a magician may conjure a rain of fire to hurl at a castle. But it is almost impossible to use Summer magic directly to debilitate something, to make something weaker. There are few curses in Summer and those that are known to be employed by Summer eternals usually make the target stubborn, angry or over-confident rather than making them weak.

Powerful Summer curses tend to turn the world against the target. Warriors find themselves sought out by the most dangerous enemies on the battlefield, magicians find eternals growing angry during every encounter. Every wound is traumatic, every blow is mortal. Perversely such curses sometimes strengthen the target but the weight of fate always threatens to overwhelm them.

Further Reading

- Ritual theory

- Spring magic

- Summer magic

- Autumn magic

- Winter magic

- Day magic

- Night magic

- Spellcasting

- Rituals

- Formulaic Rituals

- Spontaneous Magic

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Category:Summer Ritual (Redirected from Summer ritual)

Ritual

Explanation

Magnitude

Renewed Strength of the New Day

Removes weakness condition.

2

Tenacity of Jotra

Grants a rank of fortitude for a season.

2

Hammer of Thunder

Grants one Impale each day for a season with a two-handed weapon.

3

Strength of the Bull

Grants one rank of endurance for a season.

3

Swan's Cruel Wing

Grants one cleave each day for a season with any weapon.

3

Swift Leaping Hare

Grants one strikedown each day for a season with a pole-arm.

3

Strong Ox, Golden Sun

Replaces blessing of new spring with enhanced production for a farm for two seasons.

4

Clad in Golden Raiment

Increase fighting force of a small military unit by one level while assisting a campaign army.

5

Stout Resolve of the Unyielding

Suppresses the effects of a traumatic wound until end of battle.

5

Crimson Ward of Summer Stars

Grants two ranks of endurance while in mage armour for a season.

8

Unbreakable Spirit, Unbreakable Blades

Grants ability to mend a weapon, implement or shield once a day for a season.

8

Chasuble of Majesty

Grants a priest the power to strengthen a ceremony with extra liao for a season.

10

Vigour of Youth

Grants three ranks of fortitude for a season.

9

The Sound of Drums

Grants two uses of Unstoppable each day for a season.

11

Delve Deep, Beneath the Mountain

Adds additional ingots and wealth to the production of a mine for a season.

12

Splendid Panoply of Knighthood

Grants one rank of endurance to a group for a season.

14

Glorious Crown of Enchantment

Gives a coven a one-use ability to cast empower.

15

Talon of the Gryphon

Grants the ability to use hero points to impale with a one-handed spear for a season.

15

Champions Shining Resolve

Grants two additional hero points for a season.

16

Devastating Maul of Inga Tarn

Grants the ability to spend a hero point to call SHATTER with a two-handed weapon.

20

Raise the Standard of War

Grants a significant increase to the strength of a military unit in campaign battles.

20

Mantle of Lordly Might

Grants three uses of Stay with Me or Get it Together every day for a season.

22

Glory to the Sovereign

Grants two ranks of endurance and 2 uses of cleave each day for a season.

24

Noble Mien of the Hawk Lords

Grants one rank of Summer lore for a Season.

28

Challenge the Iron Duke

Binds an Eternal to provide a challenge and a reward.

30

Unbreakable Behemoth's Strength

Grants five ranks of endurance for a season.

36

Might of the Myrmidon

Grants weapon master, shield, cleaving blows, shattering blows, strikedown and thrown skills for a season.

40

Thundering Roar of the Lion-bound Horn

Allows one use of an area-of-effect repel call.

60

Frozen Citadel of Cathan Canae

Creates a temporary supernatural fortification in mountainous region in a territory.

80

Knights of Glory

Summons supernatural troops to enhance a campaign army.

120

Pages in category "Summer Ritual"

The following 30 pages are in this category, out of 30 total.

C

- Challenge the Iron Duke

- Champions Shining Resolve

- Chasuble of Majesty

- Clad in Golden Raiment

- Crimson Ward of Summer Stars

D

- Delve Deep, Beneath the Mountain

- Devastating Maul of Inga Tarn

F

- Frozen Citadel of Cathan Canae

G

- Glorious Crown of Enchantment

- Glory to the Sovereign

H

- Hammer of Thunder

K

- Knights of Glory

M

- Mantle of Lordly Might

- Might of the Myrmidon

N

- Noble Mien of the Hawk Lords

R

- Raise the Standard of War

- Renewed Strength of the New Day

S

- Splendid Panoply of Knighthood

- Stout Resolve of the Unyielding

- Strength of the Bull

S cont.

- Strong Ox, Golden Sun

- Swan's Cruel Wing

- Swift Leaping Hare

T

- Talon of the Gryphon

- Tenacity of Jotra

- The Sound of Drums

- Thundering Roar of the Lion-bound Horn

U

- Unbreakable Behemoth's Strength

- Unbreakable Spirit, Unbreakable Blades

V

- Vigour of Youth

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Summer rituals

Ritual

Explanation

Magnitude

Renewed Strength of the New Day

Removes weakness condition.

2

Tenacity of Jotra

Grants a rank of fortitude for a day.

2

Strength of the Bull

Grants one rank of endurance for a season.

4

Strong Ox, Golden Sun

Replaces blessing of new spring with enhanced production for a farm for two seasons.

4

The Hammer of Thunder

Grants one shatter each day for a season with a two-handed weapon.

4

The Leaping Hare

Grants one strikedown each day for a season with a pole-arm.

4

The Swan's Cruel Wing

Grants one cleave each day for a season with any weapon.

4

Clad in Golden Raiment

Grants a minor enhancement to a military unit that fights as part of a campaign army.

5

Stout Resolve of the Unyielding

Suppresses the effects of a traumatic wound until end of battle.

5

Unbreakable Spirit, Unbreakable Blades

Grants a one-use ability to mend a weapon, implement or shield.

5

The Sound of Drums

Grants one use of Unstoppable each day for a season.

6

Crimson Ward of Summer Stars

Grants two ranks of endurance while in mage armour for a day.

7

Champions Shining Resolve

Grants an additional hero point for a season.

8

The Vigour of Youth

Grants two ranks of fortitude for a season.

8

Chasuble of Majesty

Grants a priest the power to strengthen a ceremony with extra liao for a season.

9

Splendid Panoply of Knighthood

Grants one rank of endurance to a group for a day.

9

Delve Deep, Beneath the Mountain

Adds additional ingots and wealth to the production of a mine for a season.

12

Glorious Crown of Enchantment

Gives a coven a one-use ability to cast empower.

15

Raise the Standard of War

Grants a significant increase to the strength of a military unit in campaign battles.

20

Noble Mien of the Hawk Lords

Grants one rank of Summer lore for a Season.

28

Challenge the Iron Duke

Binds an Eternal to provide a challenge and a reward.

30

Devastating Maul of Inga Tarn

Grants four shatters a day against shields with a two-handed weapon for a season.

30

Mantle of Lordly Might

Grants three uses of Stay with Me or Get it Together every day for a season.

30

Talon of the Gryphon

Grants the ability to impale with a one-handed spear once a day for a season.

30

Glory to the Sovereign

Grants two ranks of endurance and 2 uses of cleave each day for a season.

34

Might of the Myrmidon

Grants weapon master, shield, cleaving blows, shattering blows, strikedown and thrown skills for a season.

40

Unbreakable Behemoth's Strength

Grants five ranks of endurance for a day.

40

Thundering Roar of the Lion-bound Horn

Allows one use of an area-of-effect repel call.

60

Frozen Citadel of Cathan Canae

Creates a temporary supernatural fortification in mountainous territory.

80

Knights of Glory

Summons supernatural troops to enhance a campaign army.

120

This selection of articles can be downloaded as a PDF book (or as html only)

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Sundering Axe

Description

A Sundering Axe appears to be a normal one-handed axe or hatchet - perhaps a little heavier than one might expect, and with a tempest jade- or weltsilver-inlaid handle. Often the only hint to its properties is the presence of a rune such as Verys or Tykonus on the blade. When used to strike a weapon, mage implement or shield, however, the axe shears the offending item into pieces.

In the The League, there is a tradition of making broadswords colloquially called Butterknives, a waggish reference to the way the weapons cut through steel as if it was butter. For a similar reason, some Marcher or Navarri warriors refer to them as Hotknives. These weapons are often marked with the rune Hirmok, representing their dominance over other tools of war.

The Sundering Axe has been the subject of some controversy. While it is an effective weapon on the battlefield, its use in personal duels has proved extremely unpopular. When two champions face each other for a contest of arms, the ability of one duelist to destroy the weapon of their opponent - effectively rendering them unable to participate - is often viewed as tantamount to cheating. When organizing a formal competition, it is common for the use of a Sundering Axe to be explicitly called out as against the rules of the contest. There have even been occasional motions before the Senate attempting to make the axe illegal, and for a brief period during the reign of Emperor Guntherm it was actually a crime to use the weapon in any fight with an Imperial citizen. It is interesting to note that while the axe is unpopular in single combat, it is still considered quite acceptable in larger-scale combat such as Dawnish tourneys.

Supporters of the Sundering Axe question why it is acceptable to use a Shieldbreaker or a Thresher's Cudgel in a duel - or why it is acceptable to use a greatsword to destroy an opponent's capacity to fight. Passions often run high, but the most common complaint is that it is generally impossible to predict that your opponent is capable of destroying your weapon when facing a duelist with a Sundering Axe, whereas any engagement with a two-handed weapon clearly risks the possibility of a destructive strike. Cynics suggest that many duelists also resent the ability of the wielder of a Sundering Axe along with a shield. In practice, while the axe is often excluded from single combat duels, the matter generally only comes up if it is used to smash an opponent's weapon - after all, there is little difference between a Sundering Axe used to smash an opponent's shield and a Shieldbreaker from the point of view of an observer.

Rules

- Form: Weapon. Takes the form of a one-handed weapon.

- Requirement: Any character can bond to this item.

- Effect: You may spend hero point to call SHATTER with this weapon.

- Materials: Crafting a Sundering Axe requires nine ingots of tempest jade, seven ingots of orichalcum, five ingots of green iron and four measures of beggar's lye. It takes one month to make one of these items.

The door to the tavern swung open, a soft drift of snow blew in to settle briefly on the floor before melting in the warmth of the hearth fire. A trio of figures stood at the threshold; wrapped in thick furs and hooded they peered into the tavern before flicking back their hoods and stepping inside. The last to enter pulled the door shut behind him, the creak of old wood breaking the impromptu silence that accompanied their entrance. In the light of the fire their identity was a revealed, their grey-green skin and pointed ears marked them as orcs; reavers who bore no legion insignia and travelled in smaller bands throughout the Empire, slaying barbarians in the name of the Empire but without the formalities of life in the Imperial armies.

One of the three produced a large burlap sack from underneath the ice-crusted bearskin he wrapped around him, throwing it to the floor before a silent figure who sat alone by the fire, thick pipe-smoke billowing around him. The bag hit the floor with a heavy, wet thud, the crimson stain upon it spreading slowly as it lay there for a moment. The seated man propped it open for a second with his boot and nodded in satisfaction before tying it with thick leather and placing it beside him.

“It is done. It shall plague you no longer” the lead orc spoke, his voice hoarse and laboured; a ragged scar across his throat told a tale all in itself. “You promised us weapons of worth, human, do not disappoint.” The thin chain of iron that ran from his lip to his ear, decorated with canine teeth jangled as he spoke. The tavern patrons had turned their heads from the trio of orcs, suddenly more concerned in their flagons of ale than anything else.

“And that you shall have,” the man replied, his voice musical and calming, stark contrast to the grizzled orc before him. He unfurled the large silk bundle that lay on the table to reveal a trio of heavy, thick blades, inlaid with gleaming weltsilver, the skill of the craftsmanship at odds with the brutality of their design. “A full three turns of the moon have I worked upon them and they are as you asked. The song weaved inside them is begging to be sung. Not steel nor gem shall remain unbroken when their wrath is unleashed, be it weapon or witchwand they shall break like ice underfoot, their fury shall be as yours, orc, their glory shall be as yours.”

He wrapped the blades back up and handed them to the lead orc who grunted in approval and turned without so much as a word. With that the trio of orcs left, wrapping their furs around them once more and heading back out into the biting cold.

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Sunfire Pectoral

Description

A pectoral comes in a variety of forms, but the most common are a jewelled necklace that is suspended from the neck. They often have a large medallion, usually marked with runes. Regardless of their shape, a Sunfire Pectoral is formed of orichalcum alloyed with gold or occasionally copper, coloured and polished with iridescent gloaming, and usually with green iron alloy chains or buckles holding it in place. They are often inlaid with decorative gemstones. It is common to see a Sunfire Pectoral marked with a heraldic device in Dawn, the League, Highguard and the Marches, but even in nations where heraldry is not common they tend to bear a symbol of either a leaping flame (especially in the Brass Coast, where a particularly garishly decorated pectoral is sometimes called a Flav's flame after a notorious corsair battle-magician) or the sun - a common symbol of the Virtue of Pride.

Wearers often seem to be energetic and passionate, and are especially vocal about strongly held beliefs or philosophies. It is common for the pectoral to bear the rune Zorech, which accentuates these traits.

Rules

- Form: Armour. Takes the form of a suit of mage armour. You must be wearing this armour to use its magical properties.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: You gain one additional point of personal mana and one additional rank of endurance.

- Materials: Crafting a Sunfire Pectoral requires four measures of iridescent gloaming, four ingots of orichalcum and eight ingots of green iron. It takes one month to make one of these items.

Captain Flavio i Flav i Riqueza swished his hair in a dramatic arc, and struck a pose that was better suited to a painting than the prow of a ship. His outlandish garb was stark contrast to the corsair vessel with which he traveled; the rich dark wood and plain white sails only drew attention to the preposterous nature of his clothing.

In one hand he held an ebony rod, tipped with an orb of mithril and in the other an ornate scimitar. His red-and-gold coat was open to the waist, secured around his hips with a woven belt of gold and mithril and at his wrists with bronze-and-orichalcum bracers. At his brow, a golden circlet encrusted with thumb-sized rubies kept his greying hair back from his eyes. However, the item that drew the attention the most was the outlandish medallion around which hung from his neck down to his bare, tattooed chest.

It was the size of a Dawnish dinner plate, and glimmered in the blazing summer sun as the ship flew across the waves to Midport; the roaring inferno engraved on its orichalcum-alloyed surface seemed to leap and dance. Its edges were studded with a dozen lustrous topaz, each one worth a princely sum while the green iron chains that held it in place appeared so heavy that it was a wonder he didn't bend double and fall straight into the sea.

He caught one of the nearby corsairs looking over; a new addition to the crew, a lass who'd joined them in Siroc. He smiled and winked at her and beckoned her closer.

“Ah yes, you were admiring this, I think?” he gestured to the oversized piece of jewelry with his rod, “This my girl, is my proudest possession. It gives me more power than all the magi in the Spires of Urizen!”

He laughed at his own boast, an infectious chuckle.

“I have had it since I was a knee high to a briar; since I first learned how to fight like a magician. ‘Tis filled with powerful enchantments you see; the more my enemies see it, the more power it gives me. That’s why I make it look like this. So that everyone can see it.”

He winked down at her, once more adopting a pose and glancing out over the sea. The girl put her head on one side and considered for a moment. .

“Isn’t it a bit...heavy, captain?” she asked, astounded that the old man could comfortably bear the weight of the medallion around his neck.

“Ahh, I’ve had a little bit of vigour woven into it each time I get the boss enlarged. The fire that burns within it fills my veins and gives me the strength of an ox. While I wear this, I’ll burn as brightly as the sun’s flame and twice as hot. The Grendel and the pirates, they know it when they see it and they know that death is riding towards them on the wings of the wind. Flav’s Flame they'll call this, when one of them catches me sleeping and manages to cut my throat. Until then ... I stand here on the prow, and I light the way ahead for us.”

He grinned again.

"You should be to your duties or the first mate will give you the sharp side of her tongue! Perhaps this evening when we are safe in the parador at Midport I'll tell you the story of how it saved my life when I was shipwrecked on the island of Cos! Or the time I had to use it as a bowl to carry the waters of the blue lagoon to the witch Isolde!"

He chuckled a little to himself as the girl scampered back to the ropes she had been coiling. Flavio turned his gaze back to the horizon, scanning for trouble, and wondered how many more times he would enlarge the pectoral before death finally caught up with him.

Original text by Pel Pearcey

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Sunfire Pennant

Description

Especially popular in Dawn and among the Freeborn, the Sunfire Pennant is a powerful magical standard that allows the banner-bearer to infuse their allies with martial prowess. Invariably brightly coloured and woven with threads of sungold and moonsilver, they inspire and strengthen the spirits of all who fight alongside their wielder. Usually mounted on weirwood poles reinforced with dragonbone, more than any other magical standard they tend to take the form of flags and pennants that are designed to be moved, or waved, on the battlefield. Some Freeborn kohan are accompanied by a standard bearer who weaves a dazzling display of crimson and gold with fire-marked flags, while a Dawnish troubadour, a Wintermark scop, or a Varushkan stzena will often wield a horn or pipe in their other hand, playing martial music as they march alongside the soldiers of their warband.

In Highguard this banner is known a Lancer's Pennant and is favoured by some Highborn cataphracts who favour pole-arms in honour of the lances their forbears once wielded from horseback. Denied the horses with which they once rode down the enemies of Highguard, these chapters replicate the effect on foot. The maneuver first saw significant battlefield usage during the Patrician Civil war when it was used by Lepidus of the Seven Stars chapter against the armies of the Patricians. Today, a hard-hitting charge by heavily armoured cataphracts that focuses on disorienting enemy lines by knocking them off their feet is sometimes referred to as a Lepidian Charge. In recognition, Highborn artisans decorate their standard with seven weltsilver stars in addition to including the symbols of the chapter that bears the pennant.

In the Brass Coast, these magical standards are sometimes called Starfire Banners, and are commonly decorated in bright firey colours, embroidered with glames, stars, or comets. At the end of the year, when the standard's magic begins to wane, the flag is given a ceremonial funeral by the warband, usually at a point which marks the end of the campaigning season. A part of the banner is kept, however, and woven into the fabric of the new banner or tied around the banner pole, giving the oldest of these standards an oddly tatterdemalion appearance.

A common practice among Imperial soldiers who bear a Sunfire Pennant is to have the standard hallowed with one of the hallows of Pride. Another common practice among Wintermark, Marcher and Imperial Orc warbands is to collect small trophies from significant victories (or defeats) the banner is present at and hang them from the standard as memorials to the fallen and to the successes (and failures) of the regiment.

This theme of trophies can also be seen in the Yeoman's Flag of the Marches. Used to provide additional punch to Marcher bill blocks, such standards are usually topped by a woven dragonbone poppet. The poppet is usually given a name, and sometimes takes the role of a tongue-in-cheek good luck charm for the regiment - those who fight alongside the standard often carry a miniature version of the same dolly on their person, or even tied securely to the haft of their bill.

Rules

- Form: Magical standard. The phys-rep requirements for a magical standard are more stringent than those of similar items. You must be bearing this banner aloft to use its magical properties.

- Effect: Five times per day you may use the empower spell as if you knew it without spending any mana. You may not use this ability if you are wearing armour other than mage armour.

- Roleplaying Effect: When you take hold of this banner, you hear a burst of inspiring music. While holding it you feel an urge to passionately celebrate your victories, and mourn your defeats.

- Materials: Crafting a Sunfire Pennant requires thirteen ingots of orichalcum, three ingots of tempest jade, three ingots of weltsilver, eleven measures of dragonbone, five measures of beggar's lye, and nine measures of iridescent gloaming It takes one month to make one of these items.

OOC Note

The bearer of this banner need not be a magician, but if they are not they should make an extra effort to ensure that they know how spellcasting, especially offensive spellcasting rules and are familiar with the effects of the empower spell. If in doubt, they should ask a referee who will be able to explain the details of how the banner works.

The two old farmhands each took a deep draught of mild, as another column marched past.

“Well, thass'a rum'un...”

“You're not wrong, Freddie. I hint never seen the like.”

A banner of soldiers. In parti-coloured blue-and-green silk finery, shimmering like scales. They were armed with halberds and the banner at their head was topped with an ivory-coloured emblem.

"On top of that banner... Thass'like...."

"That it is."

"But it's....."

"Yup. It's a side of salt-cod. And it's on their standard."

"Are they takin' the piss?"

"What, soldiers that dress like kingfishers, with a bit'o'fish on top their flagstaff? They're taking something..."

"Best get our bills out again, Arthur."

He paused for another gulp of beer. The column drew to a halt.

"Do I have the honour of addressing stout yeomen of Overton."

There was an awkward pause.

"Is'ee callin' us...."

"Shut'up Freddie.... You do, and who might you be?"

"We are the Bacalhau. The Company of Salt Cod, from Tassato. Our little joke, although you'll never forget it and so our fame spreads.... You see the dragonbone emblem atop our banner? We travel well, and we are marching to war. Which way to Mournwold?

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Sung

Contents

- 1 Eternal of Night

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Night

Sobriquets

Sung is the Rainbow Serpent. This eternal appears equally at home in male or female guises - as a shapeshifter Sung can take on whatever form she considers appropriate. She is usually considered to be female, however, and often identifies herself as such - regardless of the gender (if any) of the form she has taken.

Sung collects neither titles nor sobriquets, but acquires them nonetheless. In some places she is called the Whispering Wind, while Kallavesi mystics refer to her as the Feather on the Breeze. She is both Lady of Mysteries and Lord of Illusions, as well as the Spiral Dancer in the Brass Coast. In Urizen several spires celebrate her as the Everflowing River and hang brightly coloured streamers on their battlements that dance and sway in the wind.

In Jarm she is called Neznámy Otázka which means 'unknown question' while in the Commonwealth she is referred to by a name that roughly translates as "the one who hides the truth under its wings".

It is well known that Sung claims that her name both is and is not actually Sung. Before his unexpected disappearance while investigating the Whisper Gallery the Dawnish enchanter Warwick de Alyons put forward a theory suggesting that Sung's real name may actually be expressed as music rather than words - in that this would mean it was not "Sung" but was still 'sung' (rather than spoken). The eternal did not confirm or deny, but did allegedly favour the clever Dawnishman with a special boon of which he never spoke.

Appearance

Sung admits freely that she is a serpent - that her true form is that of a limbless snake with feathered wings (as distinct from a wyrm , the Night eternals whose true form is that of a wingless lizard). As with other serpents, this tends to mean that Sung is more cerebral and philosophical than the earthy, practical eternals such as Sadogua: she is concerned with subtle, esoteric matters. Unlike her fellow serpents such as Soghter, however, Sung appears to be somewhat grounded and less prone to the kind of extremes that lead scholars to dub an eternal 'mad'.

Her most common appearance is as a naga dressed in layers of loose multicoloured robes. Regardless of their precise cut, they always include flowing sleeves that suggest wings. She usually wears a head-dress of brightly coloured feathers, similar to those favoured by many Sumaah. This head-dress often holds in place a veil, similar to those popular in parts of Highguard.

Sung is soft spoken, with a gentle and pleasant temperament, but given to teasing and asking impossible or leading questions. She rarely raises her voice and appears to genuinely enjoy pleasant conversation. She especially enjoys the discussion of mysteries, enigmas and riddles - not so much the attempt to answer them, but the joy that comes from sharing theory and speculation with like-minded individuals.

This eternal is usually encountered alone - she often seems quite solitary in her nature. Her heralds usually wear multicoloured garb, and share her desire to discuss enigmas and inexplicable events. They tend to express a deep personal affection for their patron - and almost alone of the heralds of the Night eternals there are none who do not identify themselves as her children.

Concerns

Sung is closely associated with the rune Wyr. She adores mysteries, as distinct from secrets; she loves to explore, expound on, discuss and study the things that nobody knows the truth about. It is mostly disinterested in discovering the solution or answer to a mystery - unless that solution or answer itself raises more mysteries. "It is the mystery which endures." says Sung. "The light of truth kills the mystery, and leaves the seeker desolate." That isn't to say that she will not help those who seek to fathom out a mystery, but the greater the enigma the more tangential or esoteric her aid is likely to be.

Like may Night eternals she loves art - especially music, spoken poetry and stories, drama and dance - but prefers them improvised rather than technical. She also appears to take endless delight in well-done misdirection, sleight of hand ad the skills of mundane magicians. She is known to have little appreciation of sculpture, painting or literature unless those art forms are full of allegory and multi-layered metaphor. Unsurprisingly, she loves mystery stories - but one of the few things known to anger her is the explanation that so often comes at the end of a mystery story or play. It is wise, when performing for Sung, to leave the resolution of the mystery unstated and instead engage in speculation about how the story might have developed.

There are certain mysteries that Sung returns to time and again. They include the purpose of death; where life comes from; the existence of the soul; the meaning of existence; the identity of the Creator; the nature of love; the meaning of faith; the point of suffering, and why living beings have the capacity to appreciate beauty. She is fascinated by the priests of Way, but apparently loves to tease them by presenting heretical or blasphemous viewpoints.

Lesser mysteries and enigmas intrigue her, but are quickly discarded. She is sometimes prepared to offer aid in seeking an explanation for such lesser mysteries that are actually secrets - situations where some people already know the answer but are keeping that information to themselves. Examples might include investigations into mysterious murders, or for seemingly inexplicable events that are actually the work of mortals.

Sung has little time for the eternals of Day - she makes little effort to conceal her distaste for their focused nature and their common drive to banish all illusion and understand everything. She clearly believes that "nothing sane can survive for long in conditions of absolute truth." This dislike often manifests in an abrupt or unwelcoming attitude to any merrow who come before her. She is also known to dislike the eternals of the Whisper Gallery, considering their fascination with secrets to be 'vulgar'.

Sung rarely lies, but she never tells the entire truth as she knows it. She enjoys misleading and obfuscating, hiding the "facts" in layers of doubt designed to allow people to come to their own conclusions. Speaking about direct facts or trying to cut through to the heart of a situation is a sure-fire way to annoy this subtle eternal.

Unsurprisingly, Sung is known to favour Imperial citizens who reflect something of her own nature. She enjoys verbal sparring with magicians from the League and esoteric speculation with Kallavesi mystics and Urizen stargazers alike. She is also known to have a special affection for the people of Dawn, especially the Weaver cabals and troubadours, but with a soft spot for anyone who embraces the romanticism that lurks at the heart of many Dawnish quests.

The Rainbow Serpent encourages imagination, optimism and speculation. She inspires mortals to embrace the wonder of their world, and to question tradition and easy solutions to problems. She is also a romantic - not just in a carnal sense, but in the sense of a quality or feeling of mystery, excitement, and remoteness from everyday life.

Boons

Sung enjoys communicating with mortals. She loves novelty, the inexplicable and the wondrous.

She enjoys weaving illusions, and is known to offer boons to magicians who seek to obfuscate or conceal with shadows, mists or false images (such as the magical disguise created with The Twilight Masquerade.) Magic used to preserve uncertainty or mystery may also gain her favour.

When she wishes to offer a minor boon to someone, she may give them one of her feathers - when dissolved in wine or spirits they may create effects similar to those caused by the Infusions of Feathers, or enhance the effect of rituals such as Signs and Portents or Sift the Dreamscape's Sands - Sung is said to be the only creature who knows the truth about the ruined city visited by mortal magicians who invoke that ritual, but refuses to share her knowledge. In her darker moments she inspires curses and maledictions that cause confusion or hallucinatory madness.

She sometimes engages in trades with magicians, and is known to greatly desire cloth dyed with iridescent gloaming and jewelry that incorporates dragonbone - especially if these items are enchanted.

While Sung does not wish to see mysteries solved (or "destroyed" as she might put it), she encourages inquisitive spirits who rely on intuition and leaps of logic. The ritual Shadowed Glass of Sung goes some way towards explaining her attitude - the ritual does not provide facts or resolve a situation - it allows the magician to find the clues that will help them work out their own conclusion. More than anything else, this is how Sung prefers to see the world; a multitude of people, places, things and events that can be understood only through the exercise of intuition and imagination.

During Winter 378YE, Sung made contact with Imperial magicians and helped them to design the ritual Clear Counsel of the Everflowing River. The master-magician Simargl of the Circle of Zulgan-Tash arranged for the creation of a suitable ritual text, and during the Spring Equinox 379YE, the Imperial Conclave added the ritual to the body of Imperial lore. Some arcane scholars point to this ritual as being the powerful equivalent not only of Swim Leviathan's Depth, but of Missive for Sadogua as well.

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Sungold Basin

Description

While it usually takes the form of a small bowl, a Sungold Basin is just as likely to be a goblet, cup, or urn. During use, a dose of liao is poured into the container. When the user stirs the liao with a finger, the magic of the bowl heats it and infuses it with power allowing the priest to use their understanding of the dedication ceremony in a manner reminiscent of the techniques used to create dreams. Rather than sharing a dream, however, the priest shares a little of their will-to-live with the target, bringing them back from the threshold of the Labyrinth.

The basin is usually metal, made of an orichalcum alloy with dragonbone inlay, or fired dragonbone ceramic painted with orichalcum-infused pigments. Commonly the item bears a labyrinth design on the interior, although when crafted by a Wintermark artisan it will often bear a rune such as Rhyv, Lann, or Verys instead (or as well).

The Sungold Basin is relatively popular among Highborn priests who accompany champions into dangerous environments, although it also sees some use among those who minister to League Free Companies. It is at its most valuable among people who have easy access to liao, but where chirurgeons are not common.

Rules

- Form: Talisman. Takes the form of ceremonial regalia. You must be wearing this item to use its magical properties.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: When you use the dedication skill on a dying target you may restore them to 1 hit rather than having the normal effect.

- Materials: Crafting a Sungold Basin requires five ingots of orichalcum, and five measures of dragonbone. It takes one month to make one of these items.

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Support medical school and Anvil hospital

Fund, found and recognize an Imperial school of medicine and Anvil hospital

Proposed by Bregasland, seconded by Sarvos

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

Overview

- Disburse funds to be used for the benefit of a medical school and Anvil hospital.

- Testimony from an expert witness, Elizabeth Eastville nee Talbot, was solicited.

- Passed at 20 Thrones with 11 votes against.

Date

- Passed Spring 377 (Event Two 2013).

Cost

- None

Progress

- Funds disbursed to Richard of Bourholt, Senator for Bregasland.

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Suranni pantheon

:

Contents

- 1 Overview

- 2 Gods and Goddesses

- 2.1 Suran, the Queen of Heaven

- 2.2 Kavol, the Veiled King

- 2.3 Arav the Judge, Maiden of Silence

- 2.4 Kobol the Warrior, Maiden of Battle

- 2.5 Evra the Smith, Maiden of the Forge

- 2.6 Farod the Herald, Maiden of the Dawn

- 2.7 Dumon the Liar, the Wicked One

- 3 Further Reading

Overview

The Suranni pantheon represent a group of deified Kings and Queens who are believed to watch over the Iron Confederacy. The faithful believe they have great spiritual power which they allow their priests and priestesses to wield on their behalf.

There is some division between those priests who believe that the gods of the pantheon were mortals whose innate strength caused them to transcend mortal existence and become gods through apotheosis (and who tend to believe that other heroes of the Iron Confederacy could in theory ascend in the same way), and those who believe that the gods have always existed and that their mortal incarnations were merely avatars they created to guide their chosen people, the Iron Confederacy. The ascensionists are in the minority, while the incarnates hold the most religious power within the Confederacy. While the two groups argue regularly, they unite immediately in the face of outside interference.

Within the Empire, the worship of the Suranni Pantheon would be considered idolatry, and the beliefs taught by the faith would be both heretical and blasphemous.

Gods and Goddesses

The primary deities of the Suranni Pantheon are the King and Queen of Heaven, Suran and Kavor. According to the priests of the Iron Confederacy, they are the literal parents of the people of the Iron Confederacy. Suran and Kavol have five children, usually referred to as the maidens - even Arav who is usually depicted as male. only four of these maidens are worshipped openly in the Iron Confederacy - the worship of Dumon the Liar is a crime punishable by death.

Suran, the Queen of Heaven

Associated strongly with the sun, she is depicted as a mature woman crowned with a halo of fire in golden robes or armour. She is the first queen of the Suranni, ascended to heaven. She represents the strength of will, and the supremacy of the Iron Confederacy. As with Kavol, she is also depicted as a great golden dragon or winged serpent, sometimes coiled together with her consort.

Kavol, the Veiled King

Associated strongly with the moon, he is represented as a male figure in silver robes and a crown, his face obscured by a long veil. He is the divine consort of Suran, and seeks out those who would undermine the strength of the Iron Confederacy. Like Suran, he is sometimes depicted as a great silver dragon or winged serpent, sometimes coiled together with his queen.

Arav the Judge, Maiden of Silence

The eldest of the children of Suran and Kavol, Arav is the judge who created the laws of the Iron Confederacy. Usually depicted as male, he is clad in black robes and wears an iron mask. He wields a bow, with which he strikes down the unjust and wicked with disease and misfortune. At his side is a black hunting hound. He judges the dead as well as the living; those who have lived good lives are allowed to pass into heaven, while those who have been weak or cowardly or questioned the ways of the Iron Confederacy are given to his sister Evra to be reforged and cast back into the world.

Kobol the Warrior, Maiden of Battle

The second child of Suran and Kavol, she is the goddess of strength, war and duty. Kobol is always shown in armour wielding a sword. The maiden of battle is the most popular of the gods of the Suranni pantheon, and is said to intercede with her sibling Arav whenever someone dies fighting the enemies of the Confederacy to ensure they are reborn as warriors.

Evra the Smith, Maiden of the Forge

The third child of Suran and Kavol is the goddess of artisans, crafters and merchants. Evra holds a hammer in one hand and is richly dressed, with an ever-full pouch of silver at her belt. She is responsible for forging the souls of the dead into new forms, and is depicted in stories as clever and canny. She supports her brothers and sisters, both by forging their weapons and armour and by spying on their enemies.

Farod the Herald, Maiden of the Dawn

The fourth child of Suran and Kavol is the goddess of messengers and beginnings. She blows her horn to announce the dawn of each new day, and the beginning of spring. She is always shown clad in light red leather, with great feathered wings and bearing a horn in one hand and a sickle-bladed dagger in the other. She has command of the wind, rain and tides and the Suranni see her as the goddess of love in addition to her other roles.

Dumon the Liar, the Wicked One

The worship of Dumonn is forbidden in the Iron Confederacy. An ill-favoured, misshapen figure with several orcish features,. Dumon is a traitor and a liar. He has been cast out of the pantheon, and opposes all that is right and good in the world. He gives his corrupt powers to the enemies of the confederacy especially the orcs and those who call themselves 'magicians'. All magic except that of the priests of Surann ultimately comes from Dumon the Liar, and will ultimately destroy the wielders.

Further Reading

- You can learn more about the priesthood of the Iron Confederacy here

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Surgical skills

Contents

- 1 Surgical Skills

- 2 Chirurgeon

- 3 Physick

- 4 Apothecary

- 5 Extra Recipe

- 6 Further Reading

Surgical Skills

- You cannot use any surgical skills on yourself

- Surgical skills require both hands free and your attention on your patient

Chirurgeon

- You must purchase chirurgeon before you can take any other surgical skills

If you spend at least 30 seconds of appropriate roleplaying treating a character who is bleeding to death, then you can restore a single lost hit. The bleeding character's death count is paused while you treat them. This skill has no effect on a character who is not on zero hits. You must complete this time without being interrupted; if you or your patient attacks another character, or either of you are hit, then the attempt to use the chirurgeon skill fails and must be begun again.

If your character also has the physick skill then you may also apply a single herb during this time.

Physick

- You can use appropriate roleplaying to treat a range of conditions

- You can also apply herbs to an affected character to treat them

- You cannot use this skill on yourself

If you spend at least 2 minutes of appropriate roleplaying treating a character then you may restore the use of a limb ruined by the CLEAVE or IMPALE call or treat the effects of a traumatic wound. Some traumatic wounds require longer than 2 minutes of treatment, as directed by the trauma card.

Herb

Benefit

Bladeroot

Removes the
WEAKNESS
condition

Cerulean Mazzarine

Repairs a ruined limb

Imperial Roseweald

Removes the
VENOM
condition

Marrowort

Allows a character to ignore the roleplaying effects of traumatic wounds

True Vervain

Restores all lost hits to a character

If you spend at least 3 minutes of appropriate roleplaying treating a character who is terminal then you may allow the character to act as if they are not in pain.

If you spend at least 5 minutes of appropriate roleplaying treating a character who is wounded then they regain all lost global hits after ten minutes of rest and relaxation. This roleplaying can only be performed in a tent or similar building suited for use as a physick's chamber - it cannot be performed on a battlefield.

You can also use this skill to attempt to diagnose what is wrong with a patient. You must ask a ref if there is anything else you can tell about your patient, and what you can do to fix the problem.

You can also apply medicinal herbs directly to a patient to treat them. There are five herbs in Empire; each can be used to treat a different effect. You must spend at least 30 seconds of appropriate roleplaying to apply a herb, but it is also possible to apply a single herb while treating a character using the chirurgeon skill.

If you or your patient attacks another character, or either of you are hit, then the attempt to use the herb fails. The herb is not lost but you must begin the roleplaying again.

Herbs are produced by a herb garden, and are measured in drams. Any character can choose to start with a herb garden, which is a personal resource. A starting herb garden produces fourteen herbs per event, six drams of true vervain and two of each of the others.

Apothecary

- Herbs can be mixed to produce a potion that can be taken by any character

You are able to mix herbs together at an event to produce a potion that recreates the effects of the herbs but that can be drunk by any character. It requires five seconds of appropriate roleplaying to drink a potion.

This skill gives you the ability to mix all five of the Apothecary Potions automatically. You can take the extra recipe skill to learn how to make additional potions.

Extra Recipe

You can choose one additional recipe set of potions that your character knows how to make each time you purchase this skill.

Further Reading

- You can find a useful, short article about medicine and healing in the Empire world here.

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Sutton Stone Quarries

Contents

- 1 Overview

- 2 The Resource

- 3 The Bourse Seat

- 3.1 Responsibilities

- 3.2 Powers

- 3.2.1 Seat on the Bourse

- 3.2.2 Bounty of white granite

- 3.3 Appointment

Overview

The Sutton Stone Quarries stands on the Heath, in the Marcher territory of Upwold. Custodianship of the Sutton Stone Quarries grants an Imperial title; a seat on the Imperial Bourse; and a seasonal bounty of valuable white granite.

The Resource

These hardworked quarries are in Upwold near the border with Mournwold and within sight of the Old Pig in the Mournwold. They have long produced an unusually hard and well wearing creamy-coloured limestone that has become so famed as superb quality building stone that the name of the Quarry itself has become eponymous for all other caches of Sutton Stone that have been found. The limestone is seamed with white granite; while the quarries still produce limestone it is this latter material that the quarries focus on.

The Sutton Stone Quarries are scattered along the southern borders of Upwold. Since the Mournwold fell to the Jotun in 349YE, there have been several attempts by the barbarians to sieze the quarries for themselves. The last, during 372YE, resulted in significant losses to both the Imperial forces and the Jotun armies battling across the Heath. The Imperial forces successfully drove the Jotun back across the border after six months of vicious fighting, leaving several new barbarian burial mounds along the southern borders.

The Bourse Seat

Responsibilities

The Seat has no particular responsibilities; they simply receive a bounty of white granite which is theirs to do with as they will. If the Sutton Stone Quarries were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to the Sutton Stone Quarries, the Seat would expect to be consulted as to how that opportunity might be resolved.

Powers

Seat on the Bourse

Custodianship of the Sutton Stone Quarries comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of white granite

The Seat has control of a source of white granite and receives Bourse certificates to represent that control. They can dispense this resource as they choose. Production is 23 Imperial wains of white granite every season.

Appointment

As with all white granite Bourse seats, the holder of the title is determined during the Summer Solstice. As an Imperial seat, any Imperial citizen may participate in the auction and hold the title.

Custodianship of the Sutton Stone Quarries is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be revoked by the Imperial Synod.

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Suzerain's Command

Description

This potent battlefield staff allows a magician to command and constrain the movement of their enemies. Some foes are hurled sprawling backwards, others are bound in place to face the wrath of the magician's allies. The staff is usually quite ornamental, designed to grant the bearer a sense of gravitas and inspire awe in their subordinates. It is a popular choice for martial magicians who rise to the rank of general, at least those who take the field alongside their troops. The sight of an enemy champion flying back into her own retinue, or a skirmisher brought to a crushing standstill before they can retreat is an effective morale-boosting tool.

All implements are popular among the Urizen, but the Suzerain's Command is a particularly valuable tool, especially among architects who are also magicians. More than many other staffs, this implement demonstrates the magician's mastery of the physical world, moving enemies around as if they were game pieces. Its ability to control the movement of others makes it fascinating to some philosophically minded vates who meditate upon the different ways that magically effecting someone's ability to move can change their fate in the right circumstances. It also sees a lot of use by martially-minded Freeborn hakima - an opponent held in place by the suzerain's command is readily dispatched by any supporting warriors.

Needless to say, the staff also sees some use outside the confusion of the melee. Knowing that a magician can express their displeasure by hurling someone across a room often encourages an extra level of respect and politeness. Some mercurial volhov refer to these staffs as Second Thoughts, favouring their ability to hold someone in place for a few moments to allow them time to reconsider their course of action.

Rules

- Form: Weapon. Takes the form of a staff.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: Three times per day you may cast the entangle or repel spells as if you know them without spending any mana.

- Materials: Crafting a Suzerain's Command requires nine measures of ambergelt, nine ingots of tempest jade and six measures of iridescent gloaming. It takes one month to make one of these items.

Camilla looked up from the gameboard and signalled for another bowl of sugared fruit. “Your move” she uttered nonchalantly at her opponent, a young wizard named Zeno.

Zeno was not having a great day, if truth be told. His game had been improving recently to the point where he was able to challenge the more experienced Camilla, but she was clearly winning and she made little attempt to hide the fact that she knew it. He furrowed his brow and reached forward with his robed arm to move one of the finely sculptured game pieces before him, shuffling it forward three squares before finally leaving it standing opposite one of Camilla's spires. His strategy and study of her playing styles suggested that she would not be able to resist the temptation to make an attack on his piece.

He was wrong.

Camilla, by contrast, was having a great day. Helping herself to a cube of crystallised pomegranate with one dainty hand, she reached forward with the other to make her move. Zeno was only the latest in a line of young challengers to her mastery of the game. She had politely accepted his offer but saw him as little threat.

Zeno sighed audibly, though his utterance was swamped by the gasps from the audience. “At least they're surprised as well,” he muttered. He hadn't factored into his game equations just what a distracting effect a large crowd would have on his concentration. “Focus” he thought, “focus, focus, focus”. Reiterating through his memory what he knew of Camilla's games as well as his own mastery of the board, he realised that the game was now all but lost. Camilla's latest move had him flustered. “Of course,” he realised, “that was her intent. Better to leave me flustered and doubting my Arrete than follow her usual strategies.” What was it his first tutor had told him? That each new opponent must be faced with new methods. Study their play as much as you study the board. It was then he saw the flaw in her defences.

He took old of one of his minor pieces which had been languishing in one of the corners and, with a flourish, set it down on the centre square. The crowd mumbled and Camilla paled visibly. In one stroke, he had pinned one of her spires and forced another to retreat or avoid being taken.

“The Suzerain's command”, Camilla whispered. “I've left myself open to the Suzerain's command". Knowing her day had come, she leant over to acknowledge her defeat with a grace that belied the turmoil in her heart.

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Swan's Cruel Wing

Contents

- 1 Rules

- 1.1 Summer Magnitude 3

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 3

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target may call cleave once per day with any melee weapon except a pike.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Every two additional characters increases the magnitude by 5. Additional characters must be present throughout.

Description

This enchantment is among one of the best-known Summer rituals. Along with Swift Leaping Hare, Hammer of Thunder and Strength of the Bull it provides a coven with the ability to select the right enchantment to enhance any band of warriors.

The Swan's Cruel Wing is also known as The Hungry Blade (or axe, or what-have-you), or The Dolorous Blow. It has several advantages over other enchantments of Summer because almost anyone can benefit from it; there is no requirement to have mastered a specific weapon to strike a devastating blow.

Common Elements

This ritual usually involves both the target and their armoury. A ritualist might trace matching runes on weapons and warrior, or might anoint them with a mixture of blood and oil. A toast is often drunk, especially when the ritual is performed on a band of warriors rather than a single target. Legendary warriors, especially those who fought and triumphed against great odds, are often invoked as are Paragons and Exemplars of warlike mien.

Any of the Summer runes might be evoked, but Tykonus, the rune of victory, is the most common. An evocation of The Stallion or The Oak may be appropriate with this ritual, as are evocations of horses, unicorns and dragons.

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Swanfeather Schema

Description

The materials used to craft a Swanfeather Schema must be carefully purified, and are usually handled with gloves when not actively being shaped. Many artisans wear a facemask when working with caustic substances such as beggar's lye, but in the case of a Swanfeather Schema they take extra pains not to breathe on the material, and a drop of blood or sweat spill on to the wand as it is being formed can ruin the procedure entirely. At the end, the schema appears little different to any other wand, but magic channeled and woven with it can be used to purge venom and alleviate weakness.

Over time, a Swanfeather Schema absorbs a little of the corruption that it purifies, slowly becoming more obviously twisted, blackened or ill-favoured. When the magic of a Swanfeather Schema runs out, it is usually buried or burnt rather than being re-enchanted. Some magicians believe that there is a risk - minor but very real - that a wand of this type that absorbs too much corruption may become dangerous, either resentful of the wielder or prone to leaking poison or sickness. These items are rarely made into artefacts as a consequence; one of the few known examples is the wand of the stargazer Escritor of Sunspire, in Urizen, who purified his metal Swanfeather Schema with fire and fresh mountain water each evening. Of course historians note that Escritor died in mysterious circumstances, ranting and delirious and claiming his blood was full of tiny spiders. Most historical accounts suggest he was poisoned or cursed. A few note that his Swanfeather Schema has not been seen at all since his demise...

Rules

- Form: Weapon. Takes the form of a wand.

- Requirement: You must have the magician skill to bond to this item.

- Effect: You may cast, or swift cast, the purify spell as if you know it.

- Materials: Crafting a Swanfeather Schema requires no special materials. It takes two months to make one of these items.

"Two wands. Both indisputably tools of the magister's art. Can anyone identify them? Yes, Abraham, on the left, the Swanfeather Schema. And on the right? Anyone...? No? Very well. On the right, the same. The difference? The wand on my right, blackened, twisted and redolent with corruption, has long been an item of my personal arsenal. The wand on my left is its replacement, ready to enter service tomorrow when its predecessor is disposed of in the correct manner. And how has this transformation been achieved? Through long years of use in the purification of foulness. The wand absorbs the corruption, sealing it away where it can do no harm, other than to its container. That which was once pure now is corrupt.

"But of course, we need not use a wand to purify, many of us are quite capable of casting such an incantation. And when you incant the Litany of Purification and draw the corruption from your patient, where does it go? Perhaps you would care to reflect on that, class."

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Swans will sing

"There's nothing we can do Singur. The Senate have signed a treaty - it's done." Singur continued sewing, her hands busy and her expression intent. Lotta topped up the glass of amber liquid on the arm of her chair and poked the fire while she waited for a response.

"There's always something you can do Lotta. Always. If you're prepared to take the consequences." Singur nodded as she spoke, finishing a few last stitches, she snipped the thread and examined her work critically.

"Like what? What exactly are you suggesting Singur? We can't attack the Thule - it's impossible." Lotta took a sip from her glass, and looked stared intently at Singur, daring the woman to disagree with her.

Singur tugged gently at the cloth and was pleased with her handiwork. She set it to one side, and took a sock from her work pile. She examined it carefully before speaking again. "It's not impossible Lotta. It's just illegal. It's not the same thing at all."

"You're suggesting we break the law? Really is that your plan? They are foreigners now. Magistrates will say it was murder. If we're caught - we'll be executed for it."

Singur smiled wrly at her friend "You talk freely of a war with the Thule, you have the courage to face them in the mountains - but you're worried about breaking the law?"

Lotta looked unhappy, opened her mouth to argue, closed it again. Singur smiled, took another sip, and set to work darning the sock. There was silence for a few minutes, apart from the fire crackling. Lotta checked the bread she was toasting, spread a little butter (swearing under her breath at her burnt fingers), and deposited one of the two slices next to the whiskey at Singur's side. Finally she tried a different tack.

"It would be insane to attack the Thule. There are thousands of them, we can't achieve anything on our own."

"No of course not, we need to be wise and courageous. We need a rod and a line to catch our fish." Singur tugged gently at the cloth and was pleased with her handiwork. She put it aside, put down her needle, picked up her slice of toast, and met Lotta's gaze suddenly, her eyes full of fire.

"Everyone is talking about attacking the Thule. I want to take up my axe and shield and march into their lands and fight them. They took the Stonefield Ice Caves from us - so lets go and take something back and damn the consequences."

Lotta's eyes opened wide in surprise and she choked on a mouthful of whiskey. Singur took a satisfied bite of toast with a loud crunch, and reached out to pick up a glove from her work pile before continuing more calmly. "Everyone is talking about breaking the treaty. We need to do more than talk. If we're to come together and raid the Thule - we need someone to lead us."

Now it was Lotta's turn to get angry with her friend. "Britta is dead Singur, remember? The Thule killed her. The Senate are the ones who agreed the treaty. They are the ones I blame for this!"

"Don't blame the Senate Lotta. We invented it after all. It has gone against Wintermark this time, it will turn in our favour another time and someone else will be smarting because of it. They make deals, it's what they do."

"So who then?" Lotta spread her hands wide, demanding an answer.

"We need to look to our own... We need the Stormcrows."

Contents

- 1 Overview

- 2 Significance

- 2.1 Heroism

- 2.2 Legal Ramifications

- 3 Participation

- 4 Resolution

Overview

Wintermark has weathered a great deal in 379YE; several vicious curses, for a start. A long battle with the Thule over the Silver Peaks which ended in stalemate, and then a peace treaty which cost them the Stonefield Ice Caves. Then came the relinquishment of Skarsind - a deed done with the best of intentions that lead to nothing but trouble that came with that.

Now, Skarsind belongs to the Imperial Orcs, and the war with the Jotun has begun. Although the western barbarians have not invaded the north-west yet, it seems inevitable that they will do so.

Over the long, harsh winter, tempers that have been held in check begin to boil over. A heady mix of pride and anger has created a grim opportunity.

Significance

Wintermark has lost a great deal in the last year; but the possibility exists to take some of it back.

Heroism

There is a great deal of frustration in Wintermark, it is one thing to give up Skarsind to the Imperial Orcs, but to surrender the Peaks to the Thule has wounded their pride. As the winter drags on that wound has continued to fester.

The Wintermark national assembly could provide an outlet for that injured pride. If they make a statement of principle urging the people of the nation to take up arms against the Thule in Sermersuaq and Otkodov, they will be heard.

The assembly must name a single Wintermark priest, and that priest will be responsible for collecting liao with which to provide auras of Ambition, Courage, and Pride to those heroes willing to fight for the honour of their nation. This will manifest in the form of raids across the northern borders into Otkodov to take the wealth of the Thule as they have taken the wealth of the people of Wintermark.

While the likely effect is a small increase in the profitability of every business owned by a Wintermark character, the real benefits will fall to any Wintermark military unit that takes the paid work action. This bonus will apply to the resources of any citizen of Wintermark whose personal resource is based in Kallavesa, Hahnmark, or Sermersuaq. There is no requirement that the captains of the military units engaged in paid work actually engage in the raids against the Thule - the expectation is that those captains who do raid the Thule will leave lucrative contracts available for those who stay behind that might otherwise have been taken.

The effectiveness of the project would depend on how much liao the named priest submitted. The decision on how much liao to use is entirely in the priest's hands, once the assembly has appointed them to the task, and they may employ any amount they wish within the following guidelines (and assuming they have sufficient supply).

- If the priest collects twenty five liao, there will be several raids into the Silver Peaks. This will create a diplomatic incident, but the bonus to businesses and military units will be small.

- If the priest collects fifty liao, there will be many raids into both the Silver Peaks and south-western Otkodov. This is likely to cause a major diplomatic incident, but the bonus to businesses and military units will be significantly increased.

- If the priest collects a hundred liao, then a great many bands of Wintermark warriors will attack the Silver Peaks and southern Otkodov, almost certainly resulting in a major diplomatic incident; a significant bonus to businesses and military units; and the acquisition of wains of Bourse resources and ilium from the Thule, a portion of which will be given to the named priest.

In each case, if the assembly passes multiple judgements then multiple priests will be appointed and all will need to provide their own liao and set their own "level of response". Multiple priests will not have a cumulative effect however; only the highest will take account.

Legal Ramifications

While attacks into Otkodov will result in a diplomatic incident, it is likely from the Thule treaty that raiding will lead to a demand for recompense of some sort. It will be up to the Empire to negotiate with the no-doubt irate Thule diplomats who will likely to attend Anvil in Spring to discuss the raids.

The magistrates will likely have an opinion on this matter, and both the priest presenting the judgement and the named priest are likely to face charges of encouraging and abetting crime. However, words are never criminal in nature. The magistrates will be able to act only after it is clear whether those words have had any effect. It would not be legal for the magistrates to interfere with the freedom of the priests to speak or to collect liao.

Participation

The named priest should collect the liao they wish to use to support their statement of principle and place it in their inventory at GOD. They should e-mail Profound Decisions at empire.plot@profounddecisions.co.uk to confirm how much liao they are spending on this project.

The word of the Synod will be enough to persuade a number of NPC captains to lead raids against the Thule. The civil service will be unable to track which player character captains have joined them. Consequently, if the national assembly passes the judgement and the named priest contributes the liao, you are absolutely free to roleplay that your paid work in the coming season involves raiding the Thule - but again, even if you do not wish to engage in raids against the northern barbarians you will still benefit.

However, actively raiding the Thule is still a crime. Any character who is caught by the militia or the magistrates will face serious charges - but the player has a great deal of influence over whether they are caught. The civil service will be unable to provide any conclusive evidence beyond the fact that military units that undertake paid work do not show up on the Imperial Roll of Honour, and it is unlikely the Thule will have much evidence to offer either. It will fall entirely to the roleplaying of the Wintermark characters whether they are caught or not.

There will be more details of the outcome of this opportunity when downtime opens, and in the winds of fortune for the Spring Equinox.

Resolution

The Wintermark assembly did not pass any judgements regarding this opportunity. As the Imperial Orcs settle into Skarsind, and the people of WIntermark become more concerned about the Jotun in Kallavesa, it seems that the moment has passed.

This opportunity is no longer available.

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Sweet, Stay Awhile

This is a love song by Henry Lawes (1595 – 1662), imploring the lover to stay. It is best sung accompanied if possible.

A pdf of the tune, bass line and words can be found here.

Sweet, stay awhile; why do you rise? The light you see comes from your eyes; The day breaks not; it is my heart; To think that I from you must part! Oh stay, or else my joys must die And perish in their infancy!

Oh let me die on this fair breast, Far sweeter than the Phoenix nest; Love, raise desire with thy sweet charms Within the centre of her arms And let those blissful kisses cherish My youthful joys which else would perish!

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Sweet Kate

Sweet Kate

out of copyright

Score:

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Swift Leaping Hare

Contents

- 1 Rules

- 1.1 Summer Magnitude 3

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 3

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target may call STRIKEDOWN once per day with a polearm.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Every two additional characters increase the magnitude by 5. Additional characters must be present throughout.

Description

Also known as Cunning Puissance of the Leaping Hare in some circles, this enchantment is among one of the best-known Summer rituals. Along with Swan's Cruel Wing, Hammer of Thunder and Strength of the Bull it provides a coven with the ability to select the right enchantment to enhance any band of warriors.

The ritual is usually referred to by its popular Marcher name. The swift movement of the hare and the way it weaves back and forth underfoot are an image associated with the quick and deft use of a bill to hook a target's legs out from under her. Some magicians use the name of their own favoured totem animal in the ritual - for example it is called The Dancing Fox by some Navarr, while several cabals of Dawnish war-witches call it Glittering Salmon Leap, and a few Urizen refer to it as the Charge of the Mountain Goat.

Common Elements

This ritual usually involves both the target and their polearm. A ritualist might trace matching runes on weapons and warrior, or might anoint them with a mixture of blood and oil. The target is often persuaded to perform a series of quick, deft manoeuvres; sweeping, jabbing and hooking as the ritualist weaves magic over the warrior and the polearm. Legendary warriors, especially those who displayed cleverness or guile, are often invoked as are Paragons and Exemplars of warlike mien.

Any of the Summer runes might be evoked, but Jotra, the Rune of Battle, is the most common. An evocation of The Stallion or The Oak may be appropriate with this ritual, as are evocations of horses and unicorns.

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Swift heal

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

Contents

- 1 Description

- 2 Casting

- 3 Effects

- 4 Sample Spellcasting Vocals

- 5 Common Elements

Description

This spell is very similar to the heal spell, but is designed specifically to be cast in dangerous engagements. Unlike the heal spell, it is quick to cast and is not interrupted by attacks against the magician or their target. It unleashes a torrent of magical energy into the target, rapidly restoring their vitality. It is a powerful, unsubtle effect that has been known to leave some targets reeling for a few moments as the rush of magical power overwhelms their senses.

This powerful spell is cast with a few words and a brief touch of the magician's implement. It is ideal for casting in support of a front-line warrior, or to restore a badly injured ally to full strength when the threat is immediate and time is of the essence. Still, some battle magicians caution their more martial companions that it is still a spell - and a magician in the middle of an engagement is much more vulnerable to being struck down by an crippling enemy blow than their more heavily armoured allies.

As with the heal incantation, this is an indiscriminate effect - it cannot be used to partially heal someone (such as a prisoner). Just like the heal spell, it restores vitality to any animate target - the magic does not differentiate between a human soldier or one of Estavus' green iron constructs.

There are several magic items that can enhance or empower the swift heal spell. Perhaps the most powerful is the Moonsilver Doublet, a magical robe that allows the spell to be cast for half the normal mana cost. While expensive, this valuable item can be worn beneath a suit of mage armour or bonded to a battlefield healer to greatly increase the number of swift heal spells that can be cast in a day. Both the Radiant Torrent and Blood-dimming Tide are useful rods that allow a magician to strike two allies with their swift heal spells, while the Bloodsilver Spike lets a battle mage perform an extra, emergency swift heal - even if they do not otherwise know how to cast that spell.

Casting

- Type: Offensive spell

- Cost: 2 Personal mana

Effects

This spell completely restores all lost hits to a living target. It does not affect a limb that has been affected by a CLEAVE or IMPALE call.

Sample Spellcasting Vocals

- (sketching a rune in the air with a rod) "Today is a bloody day, a banner day, a day for victory! Be healed!"

- "In the ninefold fountaint, in the cascade of stars, bathe and be healed!"

- "This is no time to rest, stand forth and fight!"

- "You will not fall today!"

Common Elements

- Rune Magic: Rhyv, the rune of blood, resonates well with this spell - as it does with all healing magic. Some magicians prefer to evoke Tykonus, the rune of victory,

- Astronomancy: The constellation of the Chalice aligns well with all healing magic. The speed and power of this ritual means that some astronomancers favour the use of the Fountain as a wellspring of life and vitality.

- Dramaturgy: The persona of the Mountebank is a good choice for this spell - the boundless energy of that role washes away weariness and wounds with equal facility. The instrument of the Blade is also a good fit - this spell is almost always cast on a battlefield, and some dramaturgists that adantage of this to evoke that throne to aid their healing. The Doctor is almost never used with this spell; the urgency with which the spell is wielded is completely at odds with the cool rationality of that persona.

- Other traditions: The spirit of the firebird, whose touch cauterises torn flesh, may be called on by a Dawnish war-witch. There is rarely enough time to use materials such as fire, water or earth but that does not prevent magicians using these themes in their spellcasting vocals. When working this magic, many magicians reference the urgency and importance of struggling on in the face of immediate danger.

- Realms: This spell is closely connected to the lore of Spring, although a few magicians see the way it grants strength and vitality as being resonant with themes of the Summer realm.

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Swim Leviathan's Depth

Contents

- 1 Rules

- 1.1 Day Magnitude 18

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 18

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying.

Effects

This ritual allows the casters to ask a specific question of the eternal known as the Leviathan. The purpose of the ritual is to try to divine a past cause or event that has led to a present-day state of affairs or consequence. It calls to the as Leviathan, asking them to thread through the weave of cause and effect to pick out the key fact that explains the current situation.

During the ritual, the casters must vocally indicate the target of the ritual in the form of a question about what has caused or led to a current state - for example, "Why are the Druj renewing their raids on the Barrens?; "Why is the Lord of the Five Winds moving her troops into position near our borders?"; Why are the merchants of the Sarcophan Delves so keen to purchase green iron?"; "Why are the Feni attacking Kahraman?" and so on.

Leviathan will endeavour to appear at the nearest regio one hour after this ritual is performed. A suitable casting of operate portal by a magician in the regio will allow Leviathan to approach. If this happens, then the Leviathan will provide the response to the question asked to everyone present in the regio. If this does not happen then Leviathan will await another opportunity to provide the answer.

Description

This ritual is powerful, but problematic. It always provides a truthful response, and Leviathan is adept at sorting causes that are useful from random minor details, but the being is not infallible. For example, in response to the question "Why are the Druj renewing their raids on the Barrens?" the answer is much more likely to be something like "Because they have agreed to supply the Thule with a thousand slaves before the end of the year" or "Because the Druj shaman wish to distract the Empire from their real interests in Reikos" than "Because the Druj warlord gave the order to attack the Barrens".

The question for Leviathan to answer, must ask about a motivation or a cause. This means it must usually be phrased with a "Why?" rather than a "How?" Attempts to find out, for example, how the Druj raids might be stopped will fail utterly. Leviathan may answer questions asking "Who?" is responsible but the answers are usually cryptic, or almost useless. Asking "Who is behind the Druj attacks on the Barrens?" might give the name of a Druj chieftan or shaman, but is much more likely to name an unknown figure who, at some point centuries in the past, set the Druj on the path to war with the Empire ... or even to suggest it is Atun, for bringing the Highborn to these shores centuries ago.

Another weakness of the ritual is that the more tied-up in the affairs they enquire about the casters are, the more general the response. For example, asking Leviathan to divine the cause of "the Talbot senator being elected today" is likely to name the First Empress as being behind it.

These caveats aside, provided the events are large enough in scale, the ritual can provides vital information. Discovering an alliance between the Druk and the Thule to exchange prisoners, or that the Lord of the Five Winds has been hearing rumours of Freeborn intention to invade Faraden, or that the Feni are being driven out of their safe locations by a plague of vallornspawn can all be vital steps in preventing disaster or using the circumstances to the best advantage of the coven.

Common Elements

This is a divination ritual, and often involves runestones or cards, and interpretting their outcome may form the core of the ritual. Reflective surfaces such as mirrors or - especially - silver or weltsilver bowls of fresh or salt water are often involved. The name of the Leviathan is usually invoked, as may Paragons and Exemplars of Wisdom. A recitation of the details known about the event being scried, or recreation of the circumstances around it, may also serve as a useful focus.

The rune Ophis is often used with this ritual and is often combined with Queros which covers plots and the idea of events spreading from a single cause.

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Sydanjaa's Call

Description

These weapons traditionally have a diamond-shaped iron head, smoothed and sharpened with fine abrasive tempest jade dust. It is the shaft that requires most of the artisan's attention, the wood carefully worked and polished with ambergelt, and inlaid with a few larger pieces of tempest jade. Traditionally, the weapon must be crafted entirely outside, under the night sky, and it is said that if these weapons spend too much time indoors - or worse, underground - their enchantment fades faster than it normally would. The greatest of these spears are said to be crafted in winter months when the ice winds howl, and the very greatest are crafted on the wastes of Sermersuaq, within sight of the eternal storm Sydanjaa.

The shaft of the weapon is usually marked with Mawrig, Rune of Storms. Because that rune is considered dangerous by many, it is not uncommon for the rune to be covered with a strip of cloth, or even left off the weapon entirely - in this case it is often painted onto the shaft or the head shortly before the weapon is to be used, to minimise the bad luck and madness it can cause.

The Varushkans have also made some use of these weapons, although they have fallen out of favour in recent centuries. Historically used by the Ushka rather than the Vard, they were often marked with the rune Naeve - Hunger - and named Wastewalker's Howl. These weapons had a much darker reputation that the Suaq counterpart, and it is said that they were sanctified in some way by dark spirits of the howling blizzard and midwinter chill. Some orcs - Imperial and otherwise - have an almost superstitious dread of the Wastewalker's Howl; when the weapons were captured in battle they were destroyed, rather than being claimed by the victorious barbarians.

Wielders of these weapons comment that they are often unnaturally cold to the touch, and that odd breezes occasionally spin up around them. When wielded under the night sky, a hunter will often seem to hear a distant howling, always on the very edge of hearing. For the Suaq this is the distant cry of Sydanjaa. For the Varushka, especially those with the white mark of an Ushkan bloodline, they represent a much more sinister howling of some lost and forgotten spirit of the Northern wastes.

Rules

- Form: Weapon. Takes the form of a one-handed spear.

- Requirement: You must have the weapon master skill to bond to this item.

- Effect: You may spend a hero point to call REPEL with this one-handed spear.

- Materials: Crafting a Sydanjaa's Call requires ten ingots of tempest jade and ten measures of ambergelt. It takes one month to make one of these items.

Thorin was tiring, and the big orc chasing him across the ice knew it.

The day had been going well enough; the seals were out and Thorin’s party had been occupied collecting plenty of meat for the hall. So occupied, as it turned out, that they had been surprised by a small band of Jotun raiders. Thinking quickly he’d taunted the biggest and meanest of the bunch into chasing after him, leading him away from the others. But the orc was big, with long legs and, even encumbered by his armour and weapons, he was outpacing Thorin, who was not at all confident he could take him in a fair fight.

Currently he was armed only with a spear that, even though it was enchanted, was looking decidedly small in comparison to the great orcish cleaver that he suspected would soon be heading rapidly in his direction. But Thorin knew Sermersuaq in the way that only a true Suaq hunter can. He knew every snowdrift, every crevasse, every rock and every freezing lake. He also knew that he had only one chance at this.

Suddenly he rolled to the side, and striking at just the right angle, stabbed his spear at the orc’s calf. A blast of wind and flakes of snow that Thorin's cousin had collected from Sydanjaa flew from the tip and pushed the huge orc in all his mail away and out of reach. Hearing an ominous creaking sound the orc looked down to see a spiderweb of cracks slowly expanding around him and before Thorin’s eyes he simply dropped through the ground. Weighed down with all his equipment he would have no chance. Today Thorin would live and the orc would die, simply because Thorin knew to strike where the ice was thinnest.

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Symbols, icons and trappings

Symbols, Icons and Trappings

The Way of Virtue has several symbols to represent it across the Empire, but there are two that are widely used by the Imperial Synod:

- The Seven-Spoked Wheel – The wheel is a symbol of the journey that each spirit must make and each of the spokes represents one of the Virtues all of which converge on a single point, that of rebirth.

- The Labyrinth of Ages – The Labyrinth is depicted in a number of ways, but usually within a circle. Most designs favour seven co-centric circles or other elements to represent the seven virtues. Some symbols represent a labyrinth with only one path through from the outside to the centre, while others favour a labyrinth with multiple routes, depending on the attitude of the artist to the virtues.

Priests of The Way may have items or regalia marked by such symbols. They are less popular with Pilgrims who have dedicated themselves to a single Path.

As The Way is concerned with the journey of the spirit from birth-to-death-to-rebirth, many Priests and Pilgrims carry or adorn themselves with items and regalia of travel. For instance, it is not uncommon for Priests and Pilgrims to carry a Staff as a symbol of safety and stability whilst travelling.

Note: There are also symbols and trappings associated with each of the Seven Paths of Virtue.

Further Reading

- The Way of Virtue

- Imperial Theology

- Imperial Synod

- Religious Skills

- Recent History

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Symbols of the Way

The Way of Virtue

The Way of Virtue has several symbols to represent it across the Empire, but there are two that are widely used by the Imperial Synod, and priests of the Way may have items or regalia marked by such symbols.

- The Seven-Spoked Wheel – The wheel is a symbol of the journey that each spirit must make and each of the spokes represents one of the Virtues all of which converge on a single point, that of rebirth.

- The Labyrinth of Ages – The Labyrinth is depicted in a number of ways, but usually within a circle. Most designs favour seven co-centric circles or other elements to represent the seven virtues. Some symbols represent a labyrinth with only one path through from the outside to the centre, while others favour a labyrinth with multiple routes, depending on the attitude of the artist to the virtues.

As the Way is concerned with the journey of the spirit from birth-to-death-to-rebirth, some priests and pilgrims carry or adorn themselves with items and regalia of travel.

Contents

- 1 The Way of Virtue

- 2 The Paths of Virtue

- 2.1 Ambition

- 2.2 Courage

- 2.3 Loyalty

- 2.4 Pride

- 2.5 Prosperity

- 2.6 Vigilance

- 2.7 Wisdom

- 3 Images

- 3.1 Further Reading

The Paths of Virtue

There are a great many symbols associated with the individual Virtues, and no exhaustive or definitive list exists. Many are drawn from well-known stories or parables about the virtue, while others are associated with long-held traditions such as the bird imagery of Wintermark, the virtuous animals of Varushka, or even the magical runes said to have an association with each virtue.

Ambition

One of the most common symbols of Ambition used in the Empire is flame. This is not only symbolic of the quest Tian undertook to steal the fire of the sun, but fire possesses many of the qualities of purest ambition. It is ever hungry and never satisfied, for the moment it is satisfied, it dies. Some pilgrims of Ambition even go as far as to burn a brand on their arm or hand in recognition of the price Tian paid or as a reminder of how dangerous Ambition can be.

In Wintermark, ambition is often signified by a rook, while in Varushka the virtue is associated with the cunning fox, and (in recent times) the wily hare. The rune Naeve, which represents hunger, is used by some magicians as a symbol of Ambition.

For obvious reasons the throne is a common symbol associated with ambition - indeed the physical throne that stands in the Imperial Senate is sometimes seen as one of the most profound symbols of ambition in the Empire representing as it does the most potent Imperial title. For similar reasons, a crown (along with other regalia of high office) is sometimes used as a symbol of ambition in Dawn. This image no doubt originated as a reference to the old monarchs of that nation, and later the actual Imperial crown worn by every Throne since the foundation of the Empire.

The mountain is also sometimes used as a symbol of ambition, or rather of the obstacles one must overcome to achieve one's goals. Tian climbs a mountain, after all, in her pursuit of fire. In Urizen the astronomantic constellation of the Mountain is sometimes used as an icon of ambition representing as it does the universal law that things are not easy. In a similar vein, in some parts of the League, the ladder is used as a slightly tongue-in-cheek icon of ambition, most likely having its roots in the rambunctious street-dramas of Tassato and Sarvos.

During the Spring festival celebrated in Urizen, Ambition is represented by a purple flower.

Courage

Common symbols of Courage across the Empire are those associated with the iconic tools or weapons of favoured paragons and exemplars. One of the most common and prevalent is the axe. This is symbolic of the axe created by Kord as both a weapon and a tool with which to tame the wilderness and overcome obstacles. Axes and hatchets are popular weapons among priests and pilgrims dedicated to the path of Courage for this reason. The hammer, the iconic weapon of Inga Tarn is likewise favoured as a weapon by pilgrims, and is especially popular among those dedicated to Courage in the southern Empire especially the Marches - a common saying is that a pilgrim in the south is much more likely to encounter problems that can be solved with a hammer than with an axe.

In Wintermark, courage is often signified by a jackdaw, while in Varushka the virtue is associated with the strength of the boar and the bear. Jotra, the Rune of Battle which represents challenges to be overcome, is used by some magicians as a symbol of Courage.

Those who take a less martial approach to the virtue use the Blue Rose as a symbol, in honour of Gilda Ashwine. During the Spring flower festival celebrated by the urizen by contrast, crimson and scarlet blossoms are associated with this virtue, perhaps representing shed blood.

Loyalty

The Path of Loyalty has many symbols across the Empire, but one of the more common is a chain. This symbolises not only the humble origins of the earliest paragon as a slave, but is composed of single links given length, strength and purpose by being inextricably linked to others. Along similar lines, a rope of many strands is a common symbol. Some priests and pilgrims dedicated to this path wear chains around their necks, or either a chain or rope around their waist indicating their ties. Although the exact description of the slave tattoos of the Marked is lost to time, several priests and pilgrims will be tattooed, often with some reference – obvious, oblique or symbolic – to that which holds their Loyalty.

The chain and the rope are sometimes a matter of contention for the Preachers of the Imperial Orcs, being too closely representative of the slavery they and their ancestors endured at the hands of the Empire. Some have adopted the horse (especially the horse skull) to represent Loyalty, while others favour the clasped hands (a common expression of respect between individuals).

In the League, the ring is a strong symbol of Loyalty, tied inextricably as it is to both custom and hearth magic. indeed gifts of rings have become a powerful symbol of Loyalty throughout the Empire, and are often used as part of a ceremony where someone undertakes an obligation for another, or as a part of marriage vows. Interlinked rings - usually two but sometimes three (especially in Wintermark and the Brass Coast), or seven - represent bonds between individuals in a similar fashion.

In Navarr, thorns are sometimes used as a symbol of Loyalty, and the blood they shed is seen as a reminder of the price of sacrifice (an idea that many Navarr consider to be closely tied to the virtue as well as to their own nation's history). Thorny briars are a common feature of the tattoos used to mark oaths.

In Wintermark, the hawk and the falcon are symbols of Loyalty, while in Varushka the virtue is associated with the hound. Some magicians use the rune Lann, which represents equitable bargains, to symbolise Loyalty.

Some Urizen point to the astronomantic constellations of the Chain and the Three Sisters as manifestations of this virtue - albeit with different, nuanced interpretations. During their Spring festival, they represent Loyalty with blue flowers.

Pride

Priests of Pride teach that the best symbol of the virtue is the open display of whatever it is that the pilgrim is most proud of. The flag and the banner are ways of displaying such symbols, as is the livery of a Marcher household, or the heraldry of a noble or Noble_house in Dawn.

As a more unified symbol of the virtue itself, rather than of the individual's personal Pride, the Imperial Synod often favours the sun. The sun shines brightly, without shame, open for all the world to see. By so doing, it allows others to see as well - and while it may occasionally be occluded by clouds, when the clouds pass the sun's light is undiminished.

In Wintermark, the eagle, the heron, and the swan all symbolise Pride. The eagle is also a popular symbol of the virtue in Varushka where it is joined by the deer. Some magicians use the rune of Majesty, Feresh, which represents glorious splendor, to symbolise Pride. These magicians point to the way that Feresh only enhances attributes that are already present as a particularly telling parable about the nature of Pride.

During their Spring festival, the Urizen represent the virtue of Pride with pink blossoms.

Prosperity

There are a great many symbols of Prosperity across the Empire but one of the most common is the wheatsheaf. Strongly symbolic of harvest time, it represents both the hard work that has gone into ploughing, sowing, and tending the field and the reward for that labour. Priests and pilgrims of this path often have a stalk of wheat or other grain upon them. There are a number of other popular symbols along the same lines, associated with different harvests and different forms of work - the apple, the grape, the fishing net, the wagon, and the merchant ship for example.

Likewise, the coin is a popular representation of Prosperity - sometimes an Imperial crown, sometimes a gold or silver coin stamped with another symbol of prosperity of some sort. As a symbol the coin has grown with prominence through the Empire's history, and is very popular with those whose hard work involves trade or the practice of a profession rather than manual labour. By a similar token a set of artisan's tools are sometimes used as a symbol of the virtue - and in the Marches, a spade or a shovel may stand as a slightly tongue-in-cheek symbol of Prosperity. Another popular symbol in the Marches is the handshake, often used to seal an agreement that will bring Prosperity to both parties.

The cup (along with the wineskin and the waterskin) has a long tradition of being associated with Prosperity. Sometimes it is a cup of water used to quench thirst brought on by hard work, sometimes it is a cup of wine or beer drunk as a reward for a job well done. It is quite common for priests and pilgrims of the Path of Prosperity to carry waterskins, or bear fruit or other food, to enjoy or share as virtue guides them.

A less common symbol of Prosperity is the stout club or cudgel. Possibly a reference to Good Walder, it represents the will to defend what one has earned against the greedy. In some old versions of this symbol, the club is wound with ivy or with thorned berry-bearing briars.

In Wintermark Prosperity is symbolised by the magpie, while in Varushka the virtue is demonstrated by the industrious bee. Some magicians use the rune of Wealth, Pallas, which is said to represent an apple tree, as a symbol of Prosperity.

During their Spring festival, the Urizen use yellow or golden flowers to represent Prosperity.

Vigilance

The tower is a common symbol o Vigilance, representing the ancient works of the Sentinel. The watchtower allows one to see great distances and prepare for coming threats, while a fortified tower or a castle allow one to protect that which is precious. Along similar lines, other tools of warding and warning are common symbols of the path, especially the bell, the barred gate, and the beacon. Priests and pilgrims of the Path of Vigilance will often carry a bell or whistle for precisely the purpose of alerting others to danger they have identified. A lantern is another popular symbol of Vigilance, as is the candle - both can be used to provide aid in dark places and to signal warnings to others.

Mystically inclined Urizen favour the unblinking eye (an eye without lids). The eye has a great deal of hearth magic significance, and is often painted onto surfaces such as gates, doors, and the base of heliopticon towers as a reminder of the need to stay alert. During their Spring festival, they represent Vigilance with green flowers or sometimes wreaths of green leaves. The image of the unblinking eye can also be seen in the basilisk, a common symbol for unsleeping Vigilance among the Highborn.

In Varushka, eyes or grim faces are often carved into lintels or trees to keep watch over a vale; there are several stories of warnings being delivered in dreams to those who sleep in a house guarded by these peculiar icons. A similar role is played by the scarecrow (and to a degree the traditional poppet) in the Marches.

The spear also stands as a symbol of Vigilance, especially among the Navarr where it has strong connotations of protecting against outside threats.

Among the people of Wintermark Vigilance is represented by the loud jay and by the goose. The goose is also used as a symbol of the virtue in Varushka, alongside the wise spider. The spider also serves as a symbol of Vigilance among some covert sects in Urizen, specifically as the astronomantic constellation of the same name). The law of the Spider - things are watched by a hidden eye - is both a statement of the need to be constantly alert for danger and a reminder that others are always watching. Some magicians use the rune of Revelation, Ophis, as a symbol of vigilance.

Wisdom

One of the most widely accepted symbols of Wisdom is the scale, used to weigh and measure the world. Other tools of measurement, evaluating, and recording knowledge are also popular including the abacus, the quill, and the rolled scroll.

Things that create light and illumination are also popular icons of Wisdom, and there is some crossover with the symbols of vigilance in this regard but the meaning tends to be subtly different. The lantern, the candle, and the torch allow the virtuous to see clearly, and to understand things as they actually are, as well as to provide the opportunity to take action (such as when Isenbrad used a lantern to illuminate the cave in which he carved his runic secrets). Many priests and pilgrims of the Path of Wisdom often carry sources of light or the means to provide such, along with the means to record such knowledge and wisdom that they encounter.

Before the formation of the Imperial Synod, Wisdom was often represented by animals of one type or another, perhaps in recognition of the mastery of animals practiced by Zoria. The early Synod discouraged this practice; especially among the Highborn it was argued that beasts are inferior to humans - although understandably this attitude did not sit well with the people of Wintermark or Varushka who largely ignored it.

The raven symbolises wisdom in Wintermark, while in Varushka they prefer the squirrel and the vigilant spider. Unsurprisingly perhaps some magicians use the rune Irremais, which represents a certain kind of wisdom.

During their Spring festival, the Urizen represent Wisdom with white or silver flowers.

Images

Further Reading

- The Way of Virtue

- Imperial Theology

- Imperial Synod

- Religious Skills

- Recent History

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Symposium

After the disastrous events of the Symposium of Ambition in 176YE, it was clear to all that in future the question of which foreign nations to invite should be a matter for judgement of the Synod. Uninvited guests would remain a detail for Symposiarch to rule on, but formal invitations would no longer be sent out without a full consideration of the possible consequences.

A Senate motion forbidding the use of the Senate building for any further symposiums was unfortunate, but not entirely unexpected given the scale of the damage caused to the historic building in the resulting melee.

While the damage was slowly restored, relations with the orcs were damaged for decades afterwards. Those who had organized the invitations accused the survivors of instigating the riot - but their detractors pointed out that it just couldn't have been possible for the visitors to have caused such devastation unless they had come prepared for it.

Possibly as a result of the turmoil, it would be another eighteen years before the final Symposium of the second century would be called.

History of the Great Symposia, Volume II, 107YE to 194YE, Arocles of the Swift Sails

Contents

- 1 Overview

- 2 Significance

- 2.1 Authorization

- 2.2 Symposiarch

- 2.3 Heresy and Blasphemy

- 2.4 Invitations

Overview

At recent summits, the Tideborn Chapter have been advancing the idea that the Imperial Synod should host a symposium, an opportunity for the priests of the Empire to discuss matters of Virtue and the soul. There has not been a symposium in many years - but the timing seems particularly apt now that the Throne is once again occupied.

Significance

The civil service have drafted a schedule to a traditional format, to facilitate the decisions the Imperial Synod will need to consider if the symposium is to happen. The proposal is to hold the Symposium at the Autumn summit, but the first decision that the Synod will have to make is whether to authorize the discussion at all.

Authorization

The civil service are able to help with the organization of a symposium, but they cannot authorize it - that requires a greater majority of the General Assembly. Ultimately there is no purpose to convening a council to discuss matters of faith that does not have the clear support of the entire Synod.

A judgement will be presented to the Imperial Synod that requires a greater majority. The symposium will only go ahead if half or more of the Synod votes present in Anvil at the next summit are cast in support of the motion. As ever with a greater majority, any abstentions are considered to be votes against the judgement. The judgement will be available for voting at the start of the summit until early evening on Saturday.

At present, the proposal is to hold the symposium at the Autumn Equinox, but it could be delayed to allow more time for preparation. The civil service will act on the basis of any successful judgement by the Council of Nine on the timing of the symposium assuming it is approved by the General Assembly.

Symposiarch

If the symposium goes ahead then it will need someone to manage many of the issues involved. A well run symposium requires effective planning and decision making of the subjects to be discussed and the roster of speakers. Traditionally, the Council of Nine appoint a Symposiarch - nominating a single citizen to coordinate the council and make the appropriate decisions to to ensure the symposium is well run.

Although the Symposiarch is crucial to the effective running of the meeting they have been appointed to chair, it is not an Imperial title; a citizen who currently holds an Imperial title does not have to resign their position to also act as the Symposiarch.

The civil service wish to stress that the Council of Nine will need to appoint a Symposiarch swiftly, if they wish the meeting to be convened at the Autumn Equinox. The civil service will need to work closely with the appointee to agree key details for the Symposium at this summit if those decisions are to be implemented for the next summit.

Magister Tideborn has proposed that the Symposium be divided in to four ninety-minute "chapters" with half an hour pause between each, but ultimately these decisions will be a matter for the Symposiarch.

Heresy and Blasphemy

The Empire defines heresy as the willful rejection, or perversion of, the Orthodox Doctrines of the Faith as laid down by the Imperial Synod, or actively teaching and promoting false doctrines. However, a Symposium of the Synod is usually seen as an opportunity to discuss doctrine and matters of faith - which can necessitate individuals proposing ideas and values that conflict with current doctrine.

In the past - the Synod has chosen to issue a Statement of Principle indicating anyone who speaks at the Symposium should not be considered to be teaching or promoting false doctrine. While such a decision is not legally binding - it is exceptionally useful to any magistrates ruling on religious crimes. Such a judgement could be passed by the Council of Nine or the General Assembly.

Alternatively, the Synod could choose to remind all citizens of the importance of Imperial doctrine in keeping the Empire together and remind everyone who attends the Symposium that it should not be used as an opportunity to disseminate views or information that conflict with doctrine. Again such a ruling is not legally binding, but is likely to influence the decision of magistrates should anyone decide to ignore the warning.

Invitations

A Symposium is not just an opportunity for the Empire to examine its own faith - but also an opportunity to discuss matters of belief with representatives of other nations. In the past the Synod has sometimes chosen to invite priests and influential figures from the Sumaah Republic and Faraden - but anyone could be invited. According to legend there was an even an ill-fated invitation extended to the Grendel to speak at the Symposium of Ambition of 176YE. There is also a suggestion that the newly arrived Asavean priests of the Foam and the Black Bull have indicated that they would welcome a chance to speak about their faith openly with the Empire.

Inviting others nations to speak will be considerably more effective if the Synod has chosen to indicate that representatives may speak freely on matters of faith without fear of persecution or prosecution.

In any case, the civil service will extend an invitation to attend the symposium to any nation named in an appropriate successful judgement by an Assembly in the Synod. Any recognised assembly can issue an invitation to any group inviting them to attend.

"You realise of course that we are on our way to a meeting, about a meeting to arrange a meeting? That's all a Symposium is. A glorified meeting?"

"The irony is not lost on me. But at least a Symposium is a big meeting, and sometimes good things come of them."

They walked in ruminative silence for a few moments.

"Sometimes absolutely terrible things come of them, mind. But if we all sit on our arses and wring our hands all day long, wolves will eat our sheep."

They laughed together then, drawing startled looks from some of the folk nearby, and linked arms companionably as they continued on down toward the Hub.

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Symposium of Revelation

We live in a time of Revelation.

In recent years we have learned of a Paragon soul returning from beyond the Labyrinth with a message of what lies beyond.

We have seen a miracle of bodily Ascension, and will surely be called on to pass judgement on Recognition of a new Paragon.

We have recovered lost ritual lore, granting us access to forgotten methods of scrying on our past lives.

We have recovered the Prophecies of Abraxus, and with them the chance to understand the true extent of the gift of Imperial Liao.

We have welcomed Orcs into our Human faith, and face the challenge of defining their place in doctrine.

We are developing new understanding of the interactions between the human soul and the magical realms.

These Revelations, and other matters of the Faith, demand debate and response through refinement of Doctrine.

As Symposiarch, I will ensure that we use this Symposium as an opportunity to pass Judgement on the most pressing of these matters. Wisdom directs us to act on what we know, this Symposium is our chance to gather as the Imperial Synod and refine our faith.

Walk with virtue.

Friar Edward of King’s Stoke, called Watcher, Symposiarch. Winter 380

Contents

- 1 Overview

- 2 Significance

- 2.1 Approaching the Way

- 2.2 The Nature of Exemplars

- 2.3 Yael’s Revelation

- 2.4 The Realms, Eternals and the Way

- 2.5 Inclusionism vs Exclusionism

- 2.6 Symposiarch’s invitational

- 2.7 Action against False Virtues and Idolatry

- 2.8 The Nature of False Virtues

- 2.9 The nature of True Virtues

- 2.10 Orcs and the Howling Abyss

- 3 Sessions

- 3.1 Attendees

- 3.2 Uncertain Attendees

Overview

Upon the day of the Winter Solstice, YE 380, the Synod has declared that it shall hold a Symposium. It has invested the Marcher Ed Watcher of King's Stoke with the honorary title of Symposiarch and charged him with the organisation of a program of sermons, speeches, discussions and debate in a central location within Anvil: he has named it the Symposium of Revelation. The business of the Synod writ large, done in public, with the explicit goal of coming to an understanding of the potentially seismic shifts that the last few years have produced in the forefront of the ever-advancing Imperial Faith.

Individuals from across the Empire and beyond have been called to preach, speak or discuss at this Symposium. The Assemblies of Nation and Virtue have extended invitations to specific groups they feel would have something to learn or something to teach. Perhaps quite by accident, the Symposium promises to be something of a cultural exchange, as priests from different nations and even some foreign nations are invited to come, to mingle, to speak, to listen and to learn - and all of this under the umbrella of a Judgement of the General Assembly raised by Watcher himself: that nobody who is invited to speak at the Symposium is to be considered in a legal sense to be teaching. This Judgement has been widely understood by those who understand the Synod to be a clear statement that the Synod shall not seek to prosecute religious crimes committed at the Symposium. In other words, that this shall be a place for contention and controversy - for Courageous and Ambitious steps forward in the understanding of Virtue - a place for the development of a new and better orthodoxy, rather than the retrenchment of the old.

The Symposiarch seeks the support of the support of the Synod in declaring "anyone invited to speak during a Symposium session should not be considered to be preaching for the purposes of the religious laws of blasphemy, idolatry, heresy, etc. during the session."

Statement of Principle by Edward Watcher of the General Assembly

This step is not without controversy. There are those within the Empire who watch the direction of the Synod and compare it to the faith of their parents and grandparents and wonder openly if the Synod goes too far. There are those who look at the recognition of Thrace, at the denunciations from Sumaah, at the claims of a Paragon supposedly reborn - and wonder if it is not the Empire that is falling away from the true path. This is the time, and this is the place, for the Synod to speak to them - to itself - to the world. To take a step forward - or backward. This is the time for the Synod to demonstrate whether it represents the leadership of the Imperial Faith, or is nothing more than the weathervane of the Way.

There are no new powers granted to the attendees of the Symposium. In a technical sense, apart from the Judgement stating that the invited speakers are not considered to be teaching, apart from the assistance of the civil service in providing a place for it to be held, the Symposium is the very definition of unofficial: nothing but a gathering of interested citizens. Any conclusions that come from the Symposium - will be no more than the Synod could do at any other summit at Anvil.

But now is the hour. Speak, O priests of the Empire, for the world listens.

At the Symposium, some sessions should be open to all including the laity where discussion should be kept within normal religious laws. Others should be closed to all but Synod members and their invited guests where normally prohibited theories may be discussed.

Statement of Principle by Cardinal Orzen de Orzel of the Council of Nine

Significance

The Symposium officially begins at 2pm on Saturday and ends at 8:30pm in the evening with an open session. It is divided into half-hour periods, each dedicated to a specific topic. Citizens who wish to speak on a topic or participate in some other way should make themselves known to the Symposiarch in advance of the session.

Time

Tile

2.00pm

Approaching the Way

2.30pm

The Nature of Exemplars

3.00pm

Yael’s Revelation

3.30pm

Break

4.00pm

The Realms, Eternals and the Way

4.30pm

Inclusionism vs Exclusionism

5.00pm

Symposiarch’s invitational

5.30pm

Break

6.00pm

Action against False Virtues and Idolatry

6.30pm

The Nature of False Virtues

7.00pm

The Nature of True Virtues

7.30pm

Break

8.00pm

Orcs and the Howling Abyss

8.30pm

Open Session

Approaching the Way

A speaker session featuring talks about how to approach the Way, especially where matters of faith and doctrine are challenged by new evidence or events.

The Nature of Exemplars

A debate on how Exemplars are recognised and their place in the faith: are they primarily recognised for themselves, or for others to learn from?

Yael’s Revelation

A panel discussion in which supporters and detractors of Yael will discuss questions of the revelation and its implications for the Way.

The Realms, Eternals and the Way

A panel discussion on matters of the Way and the realms, discussing current theory on their interaction

Inclusionism vs Exclusionism

A debate on the Eternal Schism, asking whether it is best to make careful contact with Eternals as a part of creation or to ultimately sever all ties in pursuit of Human Destiny

Symposiarch’s invitational

A speaker session featuring topics which don’t fit into other sessions. Speakers will be selected by the Symposiarch during the summit: speakers who wish to propose a talk should seek out the Symposiarch. Foreign dignitaries who wish to speak may wish to do so at this session.

Action against False Virtues and Idolatry

A speaker session during which approaches to recognising and combating the spread of malign influences will be discussed.

The Nature of False Virtues

A panel discussion on questions of the false virtues and why they are false.

The nature of True Virtues

A speaker session where speakers will present their approach to their virtue, focussing on the ways that they may be misunderstood.

Orcs and the Howling Abyss

A panel of speakers invited by Imperial Orc preachers will discuss their work to incorporate their species into the Way and the formulation of Doctrine on this.

(You can find a PDF of the timetable here which you can print out for IC reference if you like)

Sessions

There are four types of session:

- Open Session Open to any speaker, with a judging panel to halt proceedings once a speaker becomes boring.

- Speaker Session Featured speakers will deliver a short talk on a topic of their choice related to the session. Once all speakers have given their talk the remainder of the session will be questions from the audience to the speakers, moderated by the session chair.

- Panel Session The panel of experts will be invited to debate a specified topic. The session chair will introduce the topic for the audience and guide the debate through preselected questions and questions from the audience asked to the panel.

- Debate Sessions During which a topic with two clear sides will be introduced by the session chair. Session attendees will divide into two groups, each supporting one side of the debate, to discuss their arguments. Each side will then select two speakers, one to present their arguments and one to challenge the other speaker. A short debate will take place.

"Alright, so, yes. What do we know?" Ser Hannah looked down the list. It was not a short list. She frowned, traced one name with her finger. Skimmed lower. Turned the page. Sighed. Threw the list onto the table and stalked over to stand looking out of the window. In the garden, one of the gardeners was cutting the hedges back, trimming them back into the shape of stately peacocks.

"There is just too much to take in. Can you not just summarise?"

The advocate did not roll her eyes. She smoothed the front of her tunic - a nervous tic - and agreed that, yes, she could just summarise.

"So who have we invited?" Asked Ser Hannah.

"Invited, or confirmed they are coming?"

"Both, I suppose. Sometimes guests change their mind at the last minute."

The advocate pulled out a scroll of her own.

"We've invited several orcs. First, the Lasambrians - most likely the Hierro clan."

"Excellent! An excellent start! What do we know about them?"

"They recently embraced the virtues with the fervour of the convert. Then left the Empire to join the Jotun. They don't hate us."

"You mean they like us?" Asked Ser Hannah making a face.

"Oh dear paragons no. They embraced the virtues, not the Way. They're too proud to like us, and too courageous not to have told us. They're probably not attending the Symposium anyway, what with being at war with the Empire and allied with the Jotun. Or part of the Jotun. It's unclear."

"Oh. Alright, what about the Grendel. I understand we invited the Grendel. What do we know?"

"Barbarian orcs from the south. Heretics, or possibly blasphemers. Smug, confident, think they're clever. They're at war with us. They've accepted the invitation and are sending a delegation and apparently are looking forward to educating us about the true virtues."

"That ... could be interesting." Ser Hannah spoke slowly as if tasting each word. "Who else?"

"Axos and Faraden. Both have expressed cautious interest."

"That sounds more like it! They're humans, we're at peace with them, that sounds like it could be a good start."

"Yes. Unfortunately both nations are absolutely heretical by Imperial standards. Faraden refuse to acknowledge half the virtues and insist on 'justice'. The Axos - actually we have no idea what the Axos believe, apart from the fact that they think we think it's heresy. Which is not heartening."

Ser Hannah deflated slightly.

"Anyone else?"

"Sarcophan ... it's unclear. Signs are someone is coming but we don't know who."

"Are they heretics?"

"Oh yes. Their religion seems to be about money, cannibalism, and extremely peculiar priests. We've also invited a Commonwealth paladin. That will also be tricky."

"How so?"

"The Commonwealth ... actually I'm not sure whether they are heretics or not. They seem to acknowledge virtue but not the Way,. They might possibly be unitarianists but they are definitely Lucidians - they think all auras of virtue are wicked and spend their time expunging them wherever they find them. Also they don't really like us very much because we've made it fairly clear that we favour Jarm - but that's politics."

"Alright, politics. Luckily it's a religious meeting so we shouldn't have to worry about that.

The advocate made a face.

"Ah, maybe you are right Ser Hannah. Maybe you are right. Sadly, given we've also invited a Jarmish prince, we might not be able to avoid politics.".

"At the same time? I thought they were on the verge of open warfare?"

"I'm sure it will be fine," said the advocate diplomatically. "I am sure precautions will be taken. There are other problems of course, from an entirely different quarter."

Ser Hannah sighed again. "I assume by that you mean the Asaveans are coming?"

"Yes. I suspect it would have been hard to stop them. They're sending someone, and the response is quite diplomatically framed. Very nicely worded, I thought."

"Heretics?"

"Unapologetically so. Also blasphemers and idolators. They worship made-up deities and spirits. They've already had several fallings-out with the Synod."

"Is anyone we've invited not a heretic?"

"Yes, of course. The Sumaah Republic follows the Way, shares all the same virtues and doctrines with us, recognises a number of our paragons and exemplars. The faith infuses every level of their society, and they even produce their own liao. True liao as well if rumours are believed."

Ser Hannah turned round with a smile on her face. "Excellent! They sound like they might be just the ticket!"

The advocate shuffled her papers.

"Unfortunately, they are not coming. Apparently, they think we're heretics ..."

Attendees

Various assemblies of the Imperial Synod issued invitations to representatives of other nations and cultures. They are expected to attend Anvil on the Saturday afternoon, and likely to depart after the close of the Symposium. Some have confirmed their intention to attend the Symposium. Although they are representatives of foreign powers, it is likely most of them will be focused on religious affairs. On the other hand, for some of these attendees, politics and trade are religious affairs so during lulls in the Symposium they may well be seeking to speak to people outside of the Imperial Synod.

As far as the civil service has been able to ascertain, the following nations or groups have confirmed their intention to attend the Symposium:

- Following an invitation by Niccolo dos Tassatos of the League national assembly, an Imperial merchant who trades with the Sarcophan Delves has returned with several unusual passengers: a group bearing a diplomatic credential from the Bedelaar Huisbaas and an individual claiming to be their guide. It was noted that the alleged guide rapidly parted company with the diplomatic delegation the moment they believed themselves to be out of sight of the Civil Service office in Crown's Quay.

- Marcus Drummond of the Prosperity assembly invited the Jarmish Prince Turnin of Limitu in the northern Principalities. While the Prince has declined the invitation, he has sent several followers of the Way from northern Jarm in his stead.

- A trading vessel from the Commonwealth has identified itself to the port authorities at Crown's Quay as carrying a fact-finding mission from the University of Volkavaar under the name of one 'Blutsauger Wargan', claiming to have been invited by Bonewall Rek of the recently-formed Imperial Orcs national assembly.

- Julius Cavita of the League national assembly presented an invitation to the priests of Asavea to attend the Symposium, Several Asavean priests are already in the Empire working on the Temple of Balo and the Black Bull in Feroz. Several have expressed an interest in attending, but nobody has formally confirmed at this time that they will be coming to Anvil. Given recent friction between the Synod and the priests of Asavea, this is perhaps not surprising.

- Danita i Riqueza and the Brass Coast national assembly invited the priests of Faraden to attend. At least one priest from the western nation is expected to be attending the Symposium, as a representative of their priest cast. Among other things, they may well want to raise the matter of the return of the Copper Scrolls which were lent to the Empire several years ago so that they could familiarize themselves with the life of an important "paragon" of "Justice" which is believed to still be in the possession of the Imperial Synod.

- Belisarius and the Urizen national assembly issued an invitation to their "cousins" in Axos. The Axou have traditionally been extremely reticent about discussing religious matters with Imperial priests, but the civil service has had confirmation that a priest has been dispatched to the Empire and will be making a presentation during the Symposium.

- Finally, Isaac Carlino di Sarvos and the League national assembly have invited the Grendel orcs to send a representative. The Grendel have confirmed that they will absolutely be sending a spiritual representative to attend the Symposium and are very much looking forward to the opportunities it will present.

We are informed that the Grendel follow Virtues and The Way. Despite our state of war, we therefore extend our invitation to priests and religious thinkers of the Grendel to attend the Synod's Symposium so that we may engage in comparative theology between our two ways of beliefs.

Isaac Carlino di Sarvos, League National Assembly

Uncertain Attendees

Several groups were invited but have not given any official response, or their response has been unclear.

- Immeldar i Ezmara i Erigo of the Freeborn assembly invited the "Lasambrian Orcs" (presumably not the Jotun who currently hold western Lasambria), while Jaylus of the Assembly of Pride invited the Hierro clan specifically - the orcs who have by all accounts embraced the Way. There has so far been no response.

- Finally, Livia Cascade of the Wisdom assembly invited the eternal Roshanwe to attend - or send a representative to - the Assembly. A birdlike entity believed to be a creature of Day was encountered by a member of the Civil Service as they were compiling the Synod judgements last season. It did not identify itself intelligibly, instead asking a large number of almost incomprehensible questions in a variety of languages, apparently attempting to establish the definitions of the words 'symposium' and 'attend' in Imperial: eventually satisfied, it departed with a promise to return 'nearer the time'. The Civil Service believe that the Archmage of Day would be the most qualified individual in the Empire to know when that might be, or what the creature was.

- The Cardinal of the Way, Atla of the Imperial Orcs, issued an invitation to the priests of the Sumaah Republic to attend the Symposium. There has been no response from the distant nation. Despite their embrace of the Way, they are currently at war with the Empire.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Symposium_of_Revelation&oldid=52555"

Imperial Synod (Redirected from Synod)

Reward the Virtuous; Punish the Wicked

The Imperial Synod

The Imperial Synod exists to safeguard the soul of the Empire, protecting it from dangers and corrupting influences, whilst nurturing and promoting virtue wherever it flourishes. It provides a balance on the power of the Imperial Senate and The Throne and has the power to reward the virtuous and punish the wicked. It also controls the supply of true, or pure, liao which grants access to past life visions.

Key Features of the Imperial Synod

- Membership. You are a member of the Synod if you have the congregation downtime resource. This indicates that the character has responsibility for the spiritual wellbeing of a portion of the population. The larger the congregation, the more influence the priest has in the Synod.

- The Assemblies. The Synod is divided into the:

- General Assembly, consisting of all Synod Priests

- National Assemblies, consisting of all Synod Priests from the same nation

- Virtue Assemblies, consisting of all Synod priests who share the same dedication, or lack of.

- Assembly of Nine, consisting of the eight Cardinals of the Virtue Assemblies and the Throne.

A Synod Priest will have automatic membership of the first three Assemblies on that list.

- Meeting. The Civil Service does not arrange meetings for the Assemblies. That is the responsibility of the Synod priests to arrange. The Civil Service handles judgments made by the Synod.

- Powers. As spiritual and moral leaders, Synod priests have a number of powers enshrined by the law and constitution. More details are here.

- Judgments. The Synod has a number of powers that the various Assemblies can wield. These are called judgments.

Further Reading

- Information about the different Assemblies

- The powers of individual Synod Members

- The powers of the Synod Assemblies

- How the Synod Assemblies use their powers

- The Way of Virtue

- Imperial Theology

- Recent History

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Synod&oldid=30535"

377YE Autumn Equinox Synod Judgements (Redirected from Synod Results, Autumn Summit, 377 YE)

Contents

- 1 The Synod as of Autumn, 377 YE

- 2 Appointments

- 3 Appointments

- 3.1 Selection of the Cardinal of Prosperity

- 3.2 Selection of the Cardinal of Courage

- 3.3 Selection of the Cardinal of Loyalty

- 3.4 Selection of the Cardinal of Pride

- 4 Synod Judgments

- 5 Synod Funds

- 6 Visionaries

The Synod as of Autumn, 377 YE

At the Autumn Summit, 377 YE, the General Assembly's voting strength was estimated at 1,380.

Appointments

At the end of the Summer Summit, 377 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Ambition

Olek of the League

Serrusto of the League

Courage

Asher of Felix's Watch in Highguard

Cyrus Cascade of Urizen

Loyalty

Jared of the Suns of Courous, Highguard

Alan Young of the Marches

Pride

Samson of Cantiarch's Hold, Highguard

Meurig Tystwarden of the Navarr

Prosperity

Ynez di Carcomare of the League

Darius i Ezmara of the Brass Coast

Vigilance

Petra of Varushka

Silas of Highguard

Wisdom

Agnetha De Rondell of Dawn

Hwyel Summercrow of Navarr

The Way

Antonnio Vanzetti of the League

Gralka, an Imperial Orc

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Selection of the Cardinal of Prosperity

- Darius i Ezmara of the Brass Coast received 14 votes from the Assembly

- Ynez of the League received 104 votes from the Assembly and was appointed

- Cardinal Ynez retained Darius i Ezmara of the Brass Coast as Gatekeeper

Selection of the Cardinal of Courage

- Malachi of Highguard received 32 votes from the Assembly

- Asher of Highguard received 34 votes from the Assembly and was appointed

- Cardinal Asher retained Cyrus Cascade of Urizen as Gatekeeper

Selection of the Cardinal of Loyalty

- Friar Alan of the Marches received 10 votes from the Assembly

- Barrabas received 10 votes from the Assembly

- Julius Cavita of the League received 40 votes from the Assembly

- Jared of Highguard received 80 votes from the Assembly and was appointed

- Cardinal Jared retained Friar Alan Young of the Marches as Gatekeeper

Selection of the Cardinal of Pride

- Avery Armistead of Dawn received 10 votes from the Assembly

- Lady Josephine Novarrion of Dawn received 50 votes from the Assembly

- Samson of Highguard received 54 votes from the Assembly and was appointed

- Cardinal Samson retained Meurig Tystwarden of Navarr as Gatekeeper

Synod Judgments

At the Summit, the following judgments were made by the Assemblies of the Synod:

Judgment

Raised By

Outcome

The General Assembly were called upon recognise Zemress i Ezmara, Exemplar of Prosperity, as a Paragon of the Virtue.

Darius i Ezmara, Gatekeeper of Prosperity

Darius withdrew the judgment.

The General Assembly were called upon to reward Azmon of the Shattered Tower with four thrones from the Virtue Fund.

Abraham of Highguard, Priest of Vigilance

Judgment defeated 220 - 98.

The Assembly of Prosperity were called upon to remove the incumbent Cardinal.

Ynez of the League

Cardinal removed by Greater Majority

The Assembly of Prosperity were asked to condemn Xavier Cascade for Heresy and Blasphemy

Rurik Von Linden of the League

Upheld 90 - 0.

The Assembly of Courage was called on to revoke the incumbent Cardinal

Asher of Highguard

Upheld 34 – 12.

The General Assembly was called upon to reward the Marches Hospital with one and a half Thrones from the Virtue Fund

Danek Von Linden of the League, Priest of Prosperity

Upheld 338 - 146

The General Assembly was called upon to reward the Phoenix Spire of Urizen with one and a half Thrones from the Virtue Fund

Tockryn Nighthaven of the Navarr, Priest of Wisdom

Upheld 376 - 146

The General Assembly was called upon to reward Celesti Coven with one and a half Thrones from the Virtue Fund

Elisheyba of Highguard, Priest of Vigilance

Upheld 268 - 146

The General Assembly was called upon to reward Caleb of the Cenotaph with one and a half Thrones from the Virtue Fund

Solas of Urizen, Priest of Wisdom

Upheld 420 - 166

The General Assembly was called upon to Veto the Senate’s decision to assign the Brilliant Shore Bourse resource to Wintermark

Laelia Shatterspire of Urizen, Priest of Pride

Upheld by Greater Majority of the Assembly

The Assembly of Vigilance was called upon to recognise Olga of Miecova as an Exemplar of Vigilance

Irada-Catchie Bandsyna of Varushka, Priest of Vigilance

Upheld by Greater Majority

The General Assembly was called upon to reward Lazarus of the Shattered Tower, Knight of Prosperity, with 40 Crowns from the Virtue Fund.

Sabaoth of Highguard, Priest of the Way

Defeated 256 – 118

The Assembly of Courage was called upon to recognise Horsa Monster-slayer as an Exemplar of Courage

Ealdraed Tyrshalting

The judgment did not achieve the Greater Majority required

The General Assembly was called on to make the following Statement of Principle: “The General Assembly acknowledges that the current requirements to recognise an Exemplar of Virtue, being a Greater Majority of the a Virtue Assembly, are too easy to achieve with a small number of priests and, acknowledging that this cheapens the value of recognising an Exemplar, the recognition of an Exemplar of Virtue shall require both of: 1) A Greater Majority of the relevant Virtue Assembly, and 2) a Lesser Majority of the General Assembly. Furthermore, no judgment to recognise an Exemplar shall be valid unless it specifies which of the Signs of the Paragon the candidate has displayed.”

Hwyel Summercrow of the Navarr, Priest of Wisdom

Upheld 414 - 52

The General Assembly was called on to make the following Statement of Principle: “The General Assembly believes that a monument should be built at Anvil to the memory and everlasting glory of all those who lost their lives in military service to the Empire”

Ira of Highguard, Priest of Loyalty

Upheld 128 - 12

The Assembly of Pride was called on to make the following Statement of Principle: “The Assembly of Pride believes that the Empire is proud of all its citizens, in that all citizens are equal within the eye of the Empire. We call upon the Imperial Orcs to form a National Assembly within the Synod, to see to the virtue of those who hold elected Imperial positions within their nation”.

Cardinal Samson of Highguard

Upheld by Greater Majority

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

7 Thrones / 3 Crowns / 1 Ring

Income

70 Crowns

Raised by auction of Pure Liao

1 Ring

Donated by Meurig Tystwarden on behalf of a young citizen

Rewards

12 Crowns

Given to Caleb of the Cenotaph at the behest of Solas of Urizen

12 Crowns

Given to Celesti Coven at the behest of Elisheyba of Highguard

12 Crowns

Given to Phoenix Spire of Urizen at the behest of Tockryn Nighthaven of the Navarr

12 Crowns

Given to the Marches Hospital at the behest of Danek Von Linden of the League

Closing Value

10 Thrones / 1 Crowns / 2 Rings

Visionaries

The following individuals received visions of their past lives:

- Linden of Endsmeet, Urizen

- Ingar Saker, Wintermark

- Horsa Tyrshalt, Wintermark

- Sejanus Shatterspire, Urizen

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Autumn_Equinox_Synod_Judgements&oldid=25361"

377YE Spring Equinox Synod Judgements (Redirected from Synod Results, Spring Summit, 377 YE)

Contents

- 1 The Synod as of Spring, 377 YE

- 2 Appointments

- 3 Synod Funds

- 4 Synod Judgments

- 5 Visionaries

The Synod as of Spring, 377 YE

At the Spring Summit, 377 YE, the General Assembly stood at an estimated 124 priests.

Appointments

At the end of the Spring Summit, 377 YE, the Assembly of Nine were:

- Olek of the League, Cardinal of Ambition

- Lazarus of Highguard, Cardinal of Courage

- Julius Cavita of the League, Cardinal of Loyalty

- Josephine of Dawn, Cardinal of Pride

- Alexandru Vintla of the League, Cardinal of Prosperity

- Petra Petrivna Melikov of Varushka, Cardinal of Vigilance

- Tockryn Nighthaven of the Navarr, Cardinal of Wisdom

- Antonnio Vanetti of the League, Cardinal of The Way

Synod Funds

The following is a summary of the Synod's Virtue Fund:

Starting Value

3 Crowns / 1 Ring

Income

22 Crowns

All from the auction of
pure liao
.

Rewards

-

Closing Value

25 Crowns / 1 Ring

Synod Judgments

- Yitzhak of the Highguard National Assembly raised a judgment relating to the creation of a National Choirmaster defeated 102 to 50.

- Marrok de Carsenere, through a greater majority of the Assembly of Vigilance, ensured members of the Collegiate of the Archmage Nicovar faced Inquisition

- Cardinal Julius Cavita, through a greater majority of the Assembly of Nine, delivered a judgment of condemnation against Igor Borison and Ivanna Martina Denisovitch of Varushka for the religious crime of Heresy.

- Tancred of Dawn, through the Dawnish National Assembly, revoked the title of General held by Erik Rykker.

- Torsch, an Imperial Orc, through a lesser majority of 50 to nothing in the Assembly of the Way, required Griski of Temeschwar face Inquisition. Griski did not present themselves.

- Cardinal Petra, through a greater majority of the Assembly of Nine, required the representatives of the Spire of the Celestial Cascade at Anvil face Inquisition.

- Cardinal Petra, through a greater majority of the Assembly of Nine, escalated the judgement of inquisition to a condemnation of Sophos Cascade for the religious crime of blasphemy.

- Asher of Felix’s Watch, through a greater majority of the Assembly of Courage, sought the reappointment of the Assembly’s Cardinal.

- Cardinal Lazarus, through a greater majority of the Assembly of Nine, condemned Xavier Cascade for the religious crimes of blasphemy and heresy.

- Darius I Ezmara I Erigo failed to obtain a greater majority of the General Assembly for the recognition of Zemress the Exemplar as a Paragon of Prosperity.

- Lady Josephine of Dawn, through a greater majority of the Assembly of Pride, sought the reappointment of the Cardinal of that Assembly

- Abraham of Highguard, through a lesser majority of the Assembly of Vigilance, required that Abraham of Highguard face inquisition.

- Xavier of the Spire of the Celestial Cascade in Urizen, through a lesser majority of the Urizen National Assembly, revoked the title of Senator from Hector of the Spire of the Celestial Cascade in Urizen.

- Antonio Raoul Calgone, through a lesser majority of the League National Assembly, declared the belief that there should be, at Anvil, a location consecrated to each of the Imperial Virtues.

Visionaries

The following individuals were selected by the Gatekeepers to receive pure liao visions of their past lives at the Spring Equinox:

- Gatekeeper Asher of Highguard

- Master of the Mint, Nicolo Barossa of the League

- General Floree de Rondell of Dawn

- Cardinal Tockrynn Nighthaven of the Navarr

- General Ed of the Marches

- Senator Bohemond de Rondell of Dawn

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Spring_Equinox_Synod_Judgements&oldid=25347"

377YE Summer Solstice Synod Judgements (Redirected from Synod Results, Summer Summit, 377 YE)

Contents

- 1 The Synod as of Summer, 377 YE

- 2 Appointments

- 3 Appointments

- 3.1 Selection of the Cardinal of Wisdom

- 3.2 Selection of the Cardinal of Courage

- 3.3 Selection of the Cardinal of Loyalty

- 3.4 Selection of the Cardinal of Pride

- 4 Synod Judgments

- 5 Synod Funds

- 6 Visionaries

The Synod as of Summer, 377 YE

At the Summer Summit, 377 YE, the General Assembly's voting strength was estimated at 1,520.

Appointments

At the end of the Summer Summit, 377 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Ambition

Olek of the League

Serrusto of the League

Courage

Lazarus of Highguard

Cyrus Cascade of Urizen

Loyalty

Jared of Highguard

Alan Young of the Marches

Pride

Ephah of Highguard

Meurig Tystwarden of the Navarr

Prosperity

Alexandru of the League

Darius i Ezmara of the Brass Coast

Vigilance

Petra of Varushka

Silas of Highguard

Wisdom

Agnetha de Rondell of Dawn

Hwyel Summercrow of Navarr

The Way

Antonnio Vanzetti of the League

Gralka, an Imperial Orc

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Selection of the Cardinal of Wisdom

- Agnetha De Roundell received 80 votes from the Assembly and was appointed.

- Cardinal Agnetha appointed Hwyel Summercrow of the Navarr as Gatekeeper

Selection of the Cardinal of Courage

- Cyrus Cascade of Urizen received 10 votes from the Assembly

- Lazarus of Highguard received 52 votes from the Assembly and was appointed

- Cardinal Lazarus appointed Cyrus Cascade of Urizen as Gatekeeper

Selection of the Cardinal of Loyalty

- Jared of Highguard received 60 votes from the Assembly and was appointed

- Cardinal Jared appointed Friar Alan Young of the Marches as Gatekeeper

Selection of the Cardinal of Pride

- Lady Josephine Novarrion of Dawn received 30 votes from the Assembly

- Friar Thomas Baxter received 10 votes from the Assembly

- Ephah of Highguard received 66 votes from the Assembly and was appointed

- Cardinal Ephah retained Meurig Tystwarden of Navarr as Gatekeeper

Synod Judgments

At the Summit, the following judgments were made by the Assemblies of the Synod:

Judgment

Raised By

Outcome

The General Assembly makes the following Statement of Principle: That it is a consequence of the Doctrine of Human Destiny, that the Lineaged, being possessed of a Human Soul, are as capable of expressing Virtue and following a Virtuous Path to reincarnation or Paragonhood as any human being

Malachi of Highguard, Priest of Pride

Upheld by judgment of 356 to 20.

The following change of Doctrine was put before the General Assembly: All citizens of the Empire, whether they be lineaged, or without lineage, are all equally capable of being virtuous

Dimitri of Varushka, Priest of

Not upheld

The General Assembly was asked to reward the Church of the Little Mother with four Crowns from the Virtue Fund for producing an entertaining serial guide to virtue, starting Autumn 377YE.

Ynez of the League, Priest of Prosperity

Upheld by a judgment of 176 to 40 of the Assembly

The Assembly of the Way were called on to condemn Mister Griski for religious crimes.

Bishop Bartello of the League

Upheld by 64 votes for and none against

The General Assembly was called upon to issue Writ of Excommunication against Sophus of the Spire of the Celestial Cascade, Urizen

Marrok De Carsenere, Priest of Vigilance

Received 390 votes for and 60 against, and did not achieve a greater majority

The Wintermark National Assembly was called on to remove General Merek of the Green Shield of the Forest army in his absence

Kalixtus of Wintermark, Priest of Loyalty

Upheld by a majority of 70 votes and none against

The General Assembly was called upon to condemn Ildis Semeyon Davidov of Varushka for the religious crime of blasphemy

Gwylio Windstrider of Navarr, Priest of Vigilance

Upheld by 240 votes of the Assembly and none against

The Assembly of Loyalty was called upon to remove Cardinal Julius Cavita in his absence

Jared of Highguard

Upheld by greater majority of the Assembly

The General Assembly was called on to condemn Gwydion Thornkist for complete lack of wisdom and vigilance in the rash disposal, without appropriate consultation, of Vallorn seeds causing five bystanders to be blood-cursed

Irada-Catchie Bandsyna of Varushka, Priest of Vigilance

Upheld by a lesser majority of the Assembly

The General Assembly was called on to excommunicate Xavier of the Spire of the Celestial Cascade following his conviction of religious crimes.

Petra of Varushka, Cardinal of Vigilance

Upheld by Assembly influence of 794

The Assembly of Courage was called on to recognise Damaris of Cantiarch’s Hold, in Highguard, as an Exemplar of Courage

Lazarus of Highguard, Cardinal of Courage

Upheld by a greater majority of 54 for and 32 against.

The Navarr National Assembly was called on to remove the Senator of Hercynia in their absence

Caradog Pathfinder, Priest of

Upheld by immediate greater majority of the Assembly

The Assembly of Nine were called on to put Diego, former-General of the Brass Coast to Inquisition

Cardinal Vanzetti of the Way

The judgment was upheld by greater majority of the Assembly

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

2 Thrones / 7 Crowns / 1 Ring

Income

40 Crowns

Raised by auction of Pure Liao

Rewards

4 Crowns

Given to the Church of the Little Mother at the behest of Ynez of the League

Closing Value

7 Thrones / 3 Crowns / 1 Ring

Visionaries

The following individuals were chosen by the Gatekeepers to receive visions of their past lives:

- Adoramus of the Shattered Tower, Highguard

- Grandmaster Jessica, Suns of Courous, Highguard

- General Stanislav, Varushka

- Seth of Adina's Charge, Highguard

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Summer_Solstice_Synod_Judgements&oldid=25356"

Synod Results, Winter Summit, 376 YE

Contents

- 1 The Synod as of Winter, 376 YE

- 1.1 Appointments

- 1.2 Synod Funds

- 1.3 Synod Judgments

- 1.4 Visionaries

The Synod as of Winter, 376 YE

At the Winter Summit, 376 YE, the General Assembly stood at an estimated 159 priests.

Appointments

At the end of the Winter Summit, 376 YE, the Assembly of Nine were:

Cardinal of Ambition

Serrusto Caeli Rezia di Tassato of the League

Cardinal of Courage

Beorn Y'Basden of the Navarr

Cardinal of Loyalty

Julius Cavita of the League

Cardinal of Pride

Langdon Tor of the Marches

Cardinal of Prosperity

Alexandru Vintla of the League

Cardinal of Vigilance

Sirka Parakgoosier Bashnya

Cardinal of Wisdom

Tockryn Nighthaven of the Navarr

Cardinal of The Way

Antonnio Vanetti of the League

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

0

Income

23 Crowns and 1 Ring

All from the auction of pure liao.

Rewards

20 Crowns

Harald Johnson, Priest of The Way,
rewarded
the Orc Generals with 20 crowns for their virtue.

Closing Value

3 Crowns and 1 Ring

Synod Judgments

- Malachi of Highguard called for the Pride Assembly to condemn Orthanac of the Navarr for heresy and blasphemy. This judgment was defeated.

- Meurig Tystwarden called for the Pride Assembly to recognise Mother Od as an Exemplar of the Virtue of Pride. This judgment achieved the greater majority required.

- Aiken Scriptbearer of the Navarr called for the Courage Assembly to recognise Connaught Thorntarry of the Navarr as an Exemplar of the Virtue of Courage. This judgement failed to achieve the greater majority required.

- Cardinal Langdon Tor of the Marches called for the Pride Assembly to recognise Olwynn the Witness as an Exemplar of the Virtue of Pride. This judgement achieved the greater majority required.

- Bloody Trees Rhain Winters Vigil, of the Navarr, called for the Navarr National Assembly to revoke the title of General held by The Lion. This judgement was carried by 140 to 30.

- Cardinal Serrusto Caeli Rezia di Tassato, of the League, called for the League National Assembly to revoke the title of General held by Ismund of the Wolves of War. This judgement was made by 100 for and none against.

- Harald Johnson, of the Marches and The Way, called for the General Assembly to reward the Orc Generals with 20 crowns from the Virtue Fund. This judgement was made by 160 for and 90 against.

- Yitzhak, of Highguard, called for the Vigilance Assembly to condemn the one who consecrated the Senate as having abused their powers. This judgement was defeated by 100 against and 50 for.

- Gatekeeper Abraham, of Highguard, called for the Vigilance Assembly to declare that “Lucidianism is a blasphemy and a threat to the Empire and all instances should be condemned and punished”. This judgement was defeated by 70 against and 60 for.

Visionaries

The following individuals were chosen by the Gatekeepers to receive visions of their past lives:

- Brother Anthony of the Marches

- Esdavio Di Tassato of the League.

- General Connaught Thorntarry of the Navarr

- General Ruth of Highguard

- Damaris of Cantioch’s Hold in Highguard

- Octavio di Virtos of Tassato of the League

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Synod_Results,_Winter_Summit,_376_YE&oldid=20784"

Synod Results, Winter Summit, 377YE

Contents

- 1 Appointments

- 2 Appointments

- 2.1 Selection of the Cardinal of Prosperity

- 2.2 Selection of the Cardinal of The Way

- 2.3 Selection of the High Exorcist

- 2.4 Selection of the Gatekeeper of Loyalty

- 3 Synod Judgments

- 4 Statements of Principle

- 5 Synod Funds

- 6 Visionaries

Appointments

At the end of the Summer Summit, 377 YE, the Imperial Titles in the Synod were held by:

Virtue

Cardinal

Gatekeeper / Conscience

Ambition

Olek of the League

Serrusto of the League

Courage

Asher of Felix's Watch in Highguard

Cyrus Cascade of Urizen

Loyalty

Jared of the Suns of Courous, Highguard

Tancred De Rondell of Dawn

Pride

Samson of Cantiarch's Hold, Highguard

Meurig Tystwarden of the Navarr

Prosperity

Ynez di Carcomare of the League

Darius i Ezmara of the Brass Coast

Vigilance

Petra Melikov of Varushka

Silas of Highguard

Wisdom

Agnetha De Rondell of Dawn

TBC

The Way

Antonnio Vanzetti of the League

Gideon of the Suns of Courous, Highguard

Appointments

At the Summit, the following appointments were made by the Virtue Assemblies of the Synod:

Selection of the Cardinal of Prosperity

- Enoch of the Shattered Tower in Highguard received 50 votes

- Ynez di Carcomare of the Church of the Little Mother in the League received 76 votes and remained Cardinal

- Cardinal Ynez retained Darius i Ezmara of the Brass Coast as Gatekeeper

Selection of the Cardinal of The Way

- Maximillian Endsmeet, of Urizen, received 10 votes

- Torsch, an Imperial Orc, received 20 votes

- Antonio Vanzetti of the League received 102 votes and remained Cardinal

- Antonio Vanzetti appointed Gideon of the Suns of Courous, in Highguard, as Conscience of the Senate

Selection of the High Exorcist

- The Assembly of Nine elected Solas of the Waxing Sun as High Exorcist by Greater Majority; no other alternatives were considered

Selection of the Gatekeeper of Loyalty

- Following the courageous passage of Friar Alan Young into the Labyrinth, Cardinal Jared appointed Tancred De Rondell of Dawn as Gatekeeper.

Synod Judgments

At the Summit, the following judgments were made by the Assemblies of the Synod:

Assembly

Judgment

Raised By

Outcome

Assembly of Loyalty

Inquisition of General Stanislav of Varushka

Ester Cenotaph, Highguard

Upheld 75 - 0

Assembly of Loyalty

Inquisition of Olaf of the Vor'Azi

Anna-Valeria Cascade, Urizen

Upheld 75 - 0

Assembly of Loyalty

Inquisition of Valentin of House Ortzel

Julius Cavita, League

Upheld

Assembly of Prosperity

Recognition of Nicolo Barossa, Master of the Mint, as an Exemplar of Prosperity.

Cardinal Ynez di Carcomare, League

Upheld 84 - 0, the required Greater Majority

Assembly of Nine

Inquisition of Gabriel Barossa de Tassato Regario

Cardinal Antonnio Vanzetti, League

Upheld 83 - 0, a Greater Majority

Assembly of Nine

Inquisition of Ybasdon Striding of Navarr

Cardinal Petra Melikov, Varushka

Upheld 83 - 0, a Greater Majority

General Assembly

Rewarding Ira of Felix's Watch in Highguard with Seventy Crowns from the Virtue Fund for the purchase of five wains of white granite to help build the memorial to the Imperial dead here at Anvil, for which he has the support of a General Assembly Statement of Principle

Cardinal Jared, Suns of Courous, Highguard

Upheld 438 - 278

General Assembly

Rewarding Aquaillion of Endsmeet with Three Crowns from the Virtue Fund to reimburse him for mana used to send a book about the virtue of Wisdom to the Celestial Library

Palladius of Urizen

Defeated 401 to 236

General Assembly

Rewarding Dietrich Von Elias with Five Thrones from the Virtue Fund for the purpose of financing into organising Virtuous Missionaries to be sent to the Iron Confederacy

Dietrich von Elias of the League

Defeated 368 - 278

General Assembly

Rewarding General Erkenbrand of Wintermark with Three Crowns from the Virtue Fund for his inspirational speech to the troops before battle and his virtuous conduct in that battle against the Druj.

Chaplain Torsch, Imperial Orc

Defeated 440 - 95

General Assembly

Rewarding Pete Keeper of Kingstoke with Five Thrones from the Virtue Fund for Acts of Courage, Wisdom, Prosperity and Vigilance and the saving of many lives in Saturday's Battle

Aelfpyrd de Couluvre of the Marches

Defeated 250 to 160

Assembly of Navarr

Revocation of the title of General held by Ulrich Ybasdon

Carwynn of the Navarr

Upheld 72 - 50

Assembly of Nine

Inquisition of Navarri Generals called Cerunnos and Gwyd Summercrow

Cardinal Agnetha de Rondell, Dawn

Upheld by 49 - 0

Assembly of Nine

Inquisition of Guillmero di Tassato of the League

Cardinal Asher, Felix's Watch, Highguard

Upheld 50 - 0, a Greater Majority

Assembly of Prosperity

Inquisition of Angel Jannat of the Brass Coast

Darius i Ezmara

Upheld 48 - 10

Assembly of the Imperial Orcs

Revocation of the title of Advisor of Orc Affairs held by Kessek Irontide

Atla of the Imperial Orcs

Upheld by unanimous assent; 20 - 0

Assembly of The Way

Inquisition of Evander Slack

Adoramus of the Shattered Tower, Highguard

Upheld 62 - 0

Statements of Principle

The Imperial Synod was asked to make the following Statements of Principle:

Assembly

Statement of Principle

Priest

Outcome

General Assembly

Imperial Citizens should not trade liao with the Axos Confederacy until such time as the Synod recognises the virtue of their religions.

Valimir Bashnya of the Red Tower, Varushka

Upheld 368 - 0

Assembly of Highguard

The proposed Cursing of the whole territory of Reikos is a barbaric practice, that is unacceptable because it would indiscriminately kill, not only Druj, but also our own fellow citizens of Highguard.

Lilian of the Unbound Chapter

Defeated 147 - 43

General Assembly

This Statement of Principle calls for the removal of the word Freedom from the Senate Building; Freedom is the false virtue of Anarchy, and is unvirtuous

Abraham of the Shattered Tower, Highguard

Defeated

General Assembly

This House believes that there should be land consecrated to each of the Virtues at every meeting here at Anvil.

Antonio Raul Calogne di Trivento, League

Defeated 209 to 208

General Assembly

Each National Assembly should convene at least once every festival

Morgan Brokenbone, Navarr

Defeated 222 to 138

General Assembly

As the Empire has expanded in influence and Virtue, so too has the way in which we should recognise the Sign of Pilgrimage. Any journey with enough spiritual meaning can change the soul. Therefore when appropriate conjunctions arise, future opportunities ought to be created for pilgrims to journey out from Anvil.

Helena di Sarvos, League

Defeated 320 to 281

General Assembly

The Synod invites those Senators who wish to formally ally their works with those of the Imperial Priesthood to create a political band of Senators - The Bannerpeople of Virtue.

Rurik Von Linden

Defeated 456 to 111

Assembly of Courage

An Open List of aspirants to the Throne should be created through the appropriate channels to allow aspirants to publically and widely show their Courage and Ambition as such.

Isaac di Sarvos

Upheld by Greater Majority, 74 to 34

Assembly of Loyalty

This Statement of Principle recognises the actions of Diego i Guerra in the battle fought in Karsk; his assistance rendered to the soldiers of the Marches show his return towards walking the Virtuous path

Tancred de Rondell, Dawn

Upheld 74 - 0

Synod Funds

The following represents the Virtue Fund of the Synod:

Starting Value

10 Thrones / 1 Crowns / 2 Rings

Income

6 Thrones and 4 Crowns

Raised by auction of Pure Liao

15 Rings

Donated by Linden Endsmeet in memory of Acherus Overwatch

Rewards

70 Crowns

Given to Ira of Felix's Watch at the behest of Cardinal Jared

Closing Value

7 Thrones / 2 Crowns / 17 Rings

Visionaries

The following individuals received visions of their past lives:

- Jonah of Cantiarch's Hold, Highguard

- Livia Cascade, Urizen

- Rosamund Holt, Marches

- Cora Holdfast, Navarr

- Solomon of the Shattered Tower, Highguard

- Valentin Orisin Brossa, Varushka

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Synod_Results,_Winter_Summit,_377YE&oldid=24518"

Synod recent history

Contents

- 1 Recent History

- 1.1 378 YE

- 1.2 377 YE

- 1.3 376 YE

Recent History

The following are summaries of actions taken by the Imperial Synod since the death of Empress Britta in 376 YE

378 YE

- 378YE Summer Solstice Synod Judgements

- 378YE Spring Equinox Synod Judgements

377 YE

- 377YE Winter Solstice Synod Judgements

- 377YE Autumn Equinox Synod Judgements

- 377YE Summer Solstice Synod Judgements

- 377YE Spring Equinox Synod Judgements

376 YE

- 376YE Winter Solstice Synod Judgements

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Synod_recent_history&oldid=28803"

Syrene's Wisdom

Contents

- 1 Overview

- 2 The Resource

- 3 The Bourse Seat

- 3.1 Responsibilities

- 3.2 Powers

- 3.2.1 Seat on the Bourse

- 3.2.2 Bounty of ilium

- 3.3 Appointment

Overview

Syrene's Wisdom is located in Syrwatch in the Highborn territory of Casinea. Custodianship of Syrene's Wisdom grants an Imperial title; a seat on the Imperial Bourse; and a seasonal bounty of valuable ilium.

The Resource

In the silver mines above Syrene there are sometimes found brilliant blue seams, no more than a few inches long, that dull chisels upon the first strike. Although these seams are small and difficult to work they yield a constant supply of Ilium.

Much of the time it's groups of silver miners who are tasked to work the Ilium seams, whenever a new seam is found. These miners are notoriously dour, grumpy, and pessimistic. Some wit once commented that they had "an almost Varushkan mien!" and to this day some wags still refer to the area around Syrene's Wisdom as "Southern Varushka". The humour is probably mispaced; mining ilium from Syrene's Wisdom is a punishing duty, due more than anything else to the dangers involved in working the mines. Indeed, on several occasions through the Empire's history, questions have been raised in the Senate about their continued operation.

The primary problem is that the mines near Syrene are prone to flooding. Sudden, vicious floods roar through the mines, quickly killing the unprepared, and halting all work until the waters subside. Sometimes the waters recede quickly, other times they remain high for several days. When they do subside, strange figures are sometimes glimpsed in the mine. The common wisdom is that these are the spirits of drowned miners, but some scholars suggest that there may be a less spectral explanation. They disagree on specifics however; some claim they are creatures of the realms drawn to the mine and it's ilium, while others suggest they are hitherto unknown creatures from deep within the earth. None of these beings has ever been captured, and accounts of their appearance vary wildly, but there does appear to be a connection between their appearance and the floods; there are very few stories of their being glimpsed save in the days immediately after a flood.

Regardless, scholars tentatively agree that the floods are connected in some fashion to the pools of nearby Syrene, which are known to be of interest to several eternals - although the reason for this interest has never been properly explained.

A great deal of energy has been spent trying to predict the occurrence of these freshwater floods, and with some limited success. While roughly three-quarters of the floods can be predicted a week in advance, there are still numerous incidents where a flood occurs with minimal warning - and once every few decades a flood takes place with no warning and usually leads to tragic loss of life. It has been eighteen years since the last such surprise flood. The miners believe they are probably overdue, and this leads to a particularly grim atmosphere in the mine and the surrounding villages.

The Bourse Seat

Responsibilities

The Seat has no particular responsibilities; they simply receive a bounty of ilium which is theirs to do with as they will. If Syrene's Wisdom were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to Syrene's Wisdom, the Seat would expect to be consulted as to how that opportunity might be resolved.

Powers

Seat on the Bourse

Custodianship of Syrene's Wisdom comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of ilium

The Seat has control of a source of ilium which they receive directly. They can dispense this resource as they choose. Production is 7 rings of ilium every season.

Appointment

As with all ilium Bourse seats, the holder of the title is determined during the Spring Equinox. As an Imperial seat, any Imperial citizen may participate in the auction and hold the title.

Custodianship of Syrene's Wisdom is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be revoked by the Imperial Synod.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Syrene%27s_Wisdom&oldid=61087"

Tactician's Demand

Description

These rods are often crafted in a form that mimics a general's baton. They are popular in Urizen and among the icewalkers of Wintermark, where magicians with a keen eye for tactics can them to make good use of the empower spell both on the battlefield and in smaller skirmishes.

As with many similar items such as the Swanfeather Schema and the Landskeeper's Oath, this rod is popular with specialist ritualists. The Hakima of the Brass Coast orthe Varushkan Cabalists seek these rods out to provide a direct means of aiding their fellows when under threat. When the Urizen territory of Spiral fell, the librarians of Ankarien used these rods to help their fellows buy enough time to ferry much of their knowledge to Endsmeet.

These rods are not particualrly common in Dawn as many war-witches choose to master the empower spell personally. They are more commonly found in the possession of enchanters, and often crafted in the form of an elongated, tapering spiral designed to mimic the appearance of the distinctive horn of a unicorn. Those enchanters who favour a unicorn horn rod reocgnise the unicorn as a symbol of a noble of spirit that is ferocious in battle. While there are no verifiable reports of a real unicorn existing in the mortal world, they appear extensively in Dawnish heraldry, and there are believed to be similar creatures that live in the realm of Summer.

Rules

- Form: Weapon. Takes the form of a rod.

- Requirement: You must have the magician skill to bond to this item.

- Effect: You may cast the empower spell as if you knew it.

- Materials: Crafting a tactician's demand requires no special materials. It takes two months to make one of these items.

The general tightened the straps of his Battlesmith's Panoply.

"The swords and the serpent." he mused, putting aside the runesticks and taking up his great bearskin cloak. He was a runesmith, steeped in the craft, but a general by acclamation. Wise in the ways of war, rather than one who led the charge. A Kallavesi. Axe and rod his tools only: his soldiers were his weapons.

He'd cast the omens, and they were not good. Loyalty to Empress and Empire steeled him for battle. If his band did not hit hard, then others would face harder odds.

He stepped out of his tent, and turned to the warriors who gathered outside. They had fought through forest and mountain together, and he knew he could rely on them.

"All around Skarsind, in glades just like this one, are bands like us. Our armies are marching, with the Empress at their head, but it is us and those like us who hold the balance."

He looked around: heroes from all nations selected for a critical strike.

"Once more, we fight. This is a war, and the Empire’s fate is in your hands.  You have already won great victories, inspired tales which will pass into legend. Those legends will become songs, living forever, a part of our history.

This battle calls for more. Shrewd bargaining has put the best weapons in your hands. You have used all your arts to grant you strength. We are ready.

Oh, there will be moments of fear, when you cannot hear over the beating of your own heart. But fear must not rule us. Keep to the Virtuous paths, let faith ward your minds, as your bodies are warded by armour or the runes of a craftsman.  Your speakers in the Senate give us our aim. It falls to us to see it achieved. Their word is the will of the Empire, of every one of us. And their word is clear.

Now it is up to you. Arm yourselves, with word, with blade, with art and strength of purpose, and decide: will you stand, or will you fall?

Those before us are barbarous creatures, who ravage our halls for the sheer joy of destruction. After today, they will not raid again. Today, they face the nations of the Empire.

Rise above your barbaric past. Use the hard lessons of a hard world.

Know that, even if short, your life will never be dull. The enemy has sown their crop. It is for us to reap the harvest.

This storm can never break us. Remember that nothing great comes without cost.

Death is just another step on the great dance. Great deeds are eternal.

Where there is darkness, we will make light. The Empire is our destiny.

You, and only you, can bring us victory.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Tactician%27s_Demand&oldid=32718"

Tale of the Golden Hare

Caron leant the ladder against the Wayhouse Wall and slowly climbed up balancing a pot of paint in one hand. She smiled as she painted the golden hare on the wall of the tavern. She had always carried the necklace around her neck for good luck, but had done so with a little guilt.

The necklace was her grandmother's and she remembered fondly the stories of the cunning hare who always escaped the jaws of the wolf. It was how she felt in life, trying to look after the waifs and strays who travelled down the trods and the rest of the Empire left behind.

She worried about carrying the symbol. She was not even a vate, but she didn't do it for power. She did it to help. She once had dreams about the Synod turning up with Guides to inquisite her for carrying the necklace and hid from strangers for days.

But times were changing. The Assembly of Vigilance had publicly rejected the accusations of wrongdoing against the Tangled Thorns. The Varushkan assembly had declared that they were virtuous citizens who would pass through the Labyrinth, and if they were, then so was she. They were just helping those who needed it. She could do the same with a clear conscience.

As she painted, she half-watched a quartet of travellers - Wardens by the look of them - quietly arguing about something. One of them noticed what she was painting, and nudged his companion. All four of them turned to stare. She flushed, but kept on painting until she was done.

Caron finished her work, and placed the boarhair brush back into the pot. She felt pride in her work. Not just the painting, but how she'd lived her life. A simple synod motion, had made her life suddenly have meaning.

One of the Wardens stamped over - a mass of fur and leather and one glaring eye - and loomed over her. He pulled out a money pouch and gruffly demanded to know how much it would cost them to buy food, baths, and beds for the night. Caron smiled, and ushered her new guests into the common room.

Contents

- 1 Overview

- 2 Significance

- 2.1 The Varushkan National Assembly

- 2.1.1 A virtuous animal

- 2.1.2 A wicked idol

- 3 Resolution

Overview

A little less than a year ago, at the Spring Equinox, a Varushkan Fellowship of the Tangled Thorns was inquisited by Ula Ulanya Ulanaya of the Vigilance Assembly. Ella, Vesna Otecovna Zlata, Dušan Otecovna Zlata, Svetlana Otecovna Zlata, Domova Otecovna Zlata, and Kalini Otecovna Zlata were called to address accusations of blasphemy, idolatry, and heresy. Due to tragic circumstances, only Dušan and Svetlana were able to attend, but by all accounts their presence was sufficient to assuage some of the concerns of Ula Ulanya - and while she still attempted to have them castigated for their relationship with Papa Otec, the rest of the assembly did not agree with her.

Regardless of their complicated relationship with the eternal, Hubert Gremani still raised a statement of principle at the Autumn equinox declaring "That members of the Tangled Thorns Coven who were executed at this summit were, despite their sentence, good and virtuous Varushkans." That declaration has struck a chord with many people in Varushka. A discussion has begun in several vales, especially in Miekarova where the Tangled Thorns were largely based, and where Dušan Otecovna Zlata had served as senator.

The hare shows up in several Varushkan cautionary tales. It is quick, clever, and often brave. Some storytellers include it in their roster of virtuous animals even. Was it really appropriate for the Vigilance assembly to condemn a Varushkan band for using an animal as a symbol of their virtue? Here and there over the last few months, people in Varushka have been painting golden hairs on their signs, wearing belt buckles in the shape of the leaping hare, and maybe - if they knew the story of the Tangled Thorns - giving a moment's thought to people who are a little less well off than they are themselves.

Significance

Some Varushkans are embracing the golden hare as a symbolic animal, but there is a grumpy, defiant air about them. They argue that a Fellowship that worked hard to support the Empire is worth remembering - whatever else they were, there is little doubt they were Varushkan to the core. Perhaps there's more to it than that, but taken at face value, this represents a rising interest in the hare as one of the virtuous animals. Without guidance, however, nobody quite agrees on what it is a symbol of - and some of the suggestions are bordering towards the heretical.

The Varushkan National Assembly

The Varushkan national assembly can ignore this business of golden hares; it will prove a twelve-week wonder, and then things will probably go back to normal. Alternatively, they may issue a mandate to guide the people of Varushka with regards to the symbolic nature of the hare.

A virtuous animal

The Varushkan national assembly acknowledges that the hare is a virtuous animal, symbolising (virtue). We send (X) with 25 doses of liao to spread word of its nature to the vales of Varushka.

synod mandate

If they deliver a mandate empowering a named priest to acknowledge the hare as one of the virtuous animals, they will need to nail down precisely which virtue the hare represents. The most common suggestions are Courage or Pride, but it is likely that the Storytellers will have some suggestions of their own. If this mandate is successful, the hare will officially become part of the lexicon of the virtuous animals, as a symbol of the chosen virtue.

A wicked idol

The Varushkan national assembly denounces the hare is a blasphemous idol. We send (X) with 25 doses of liao to spread word of its nature to the vales of Varushka.

synod mandate

If they instead declare that the hare is nothing more than an idol associated with malign spiritual presences, then the people of the nation will be chastised for their lack of orthodoxy. All talk of adding the hare to the list of virtuous animals will end, and the hare will go back to being (at best) a representation of a prey animal, and at worst a clear sign that someone harbours potentially heretical views.

Resolution

Hubert Gremani lead the Varushkan national assembly in mandating that the hare is a symbol of Ambition. Esrys later supplemented this mandate with a Statement of principle reminding the people of Varushka that "although we believe that the Hare maybe a Virtuous animal, anyone revering or worshipping the golden hare is acting idolatrously."

What is a legacy? It's planting seeds in a garden you never get to see...

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Category-Talismans (Redirected from Talisman)

Item

Power

Time

Orichalcum

Tempest Jade

Green Iron

Weltsilver

Ambergelt

Beggars Lye

Dragon Bone

Irridescent Gloaming

Circlet of Falling Snow

When you are exposed to any roleplaying effect you can expend 1 mana to justify remaining calm and relaxed.

2

0

0

0

0

0

0

0

0

Dragonbone Symbol

When this item is the subject of a HALLOW ceremony, the ceremony lasts as long as the item does.

2

0

0

0

0

0

0

0

0

Pilgrim's Shield

You gain one rank of Endurance provided that you are Dedicated or Annointed

2

0

0

0

0

0

0

0

0

Bondring

1/day you may use either stay with me or get it together on the other person you have bonded to, without spending a hero point.

1

0

0

0

0

0

0

7

0

Escharotic Cauldron

When you use the apothecary skill to create a potion you may substitute two drams of Marrowort for one dram of Cerulean Mazzarine, or two drams of Cerulean Mazzarine for one dram of Marrowort. You can only make this substitution once per preparation.

1

0

0

0

0

7

0

0

0

Wyrmstone Mortar

When you use the apothecary skill to create a potion you may substitute two drams of Imperial Roseweald for one dram of Bladeroot, or two drams of Bladeroot for one dram of Imperial Roseweald. You can only make this substitution once per preparation.

1

0

0

0

0

0

7

0

0

Mirror of the Virtuous

If the bearer leads an ANOINTING ceremony, all effects apply to the bearer as well as the target.

1

0

0

0

6

0

0

3

0

Phial of the Sun

Once per day when you use the physick skill you can decant some of the juice from this phial and use it as if it were any one herb. An apothecary cannot use this juice when creating a potion.

1

0

0

0

3

3

2

0

0

Shackles of Insight

1/day you can perform INSIGHT on two targets at the same time; you must be able to touch both targets

1

0

7

0

0

0

0

3

0

Alderman's Edge

You gain the weapon master skill

1

0

8

0

0

0

0

3

0

Cowl of Ashes

Gain 1 rank for the Whispers through the Black Gate ritual

1

0

0

0

0

0

4

3

3

Greensteel Bracelets

You gain the shield skill

1

3

0

8

0

0

0

0

0

Lodestone Shears

Twice per day an artificer can use these shears to cut a bond connecting to an item they can make as if they were casting the create bond spell

1

0

6

0

0

0

6

0

0

Champion's Bastion

When you spend a hero point, you gain 1 hit straight afterwards

1

0

3

7

3

0

0

0

0

Illuminates' Amulet

2/day when you use a dose of Liao to perform a religious ceremony you regain 1 personal Mana.

1

0

0

0

5

0

0

3

5

Shackle of the Unvirtuous

While wearing this ring, your aura is concealed from the INSIGHT skill; you cannot use any liao skills or imperial liao while bonded to this item

1

0

4

0

6

0

0

3

0

Bannerman's Band

Wearer gains the stay with me skill, and may use it once a day without spending a hero point

1

0

0

5

0

4

0

5

0

Oakheart Shield

You gain one rank of Endurance and one rank of Fortitude

1

0

0

0

6

9

0

0

0

Burnished Rampart

You can spend 10 seconds of appropriate roleplaying and a hero point to repair this shield

1

13

0

0

0

0

0

0

3

Captain's Mask

Gain 1 rank for Splendid Panoply of Knighthood and Strength of the Bull

1

9

0

0

0

0

0

3

4

Chrysalis Pendant

You may spend a hero point and five seconds of appropriate roleplaying to restore the use to another character's limb that has been disabled with the CLEAVE or IMPALE calls.

1

0

0

0

8

5

3

0

0

Corsair's Bloody Mask

Gain 1 rank for the Blood and Salt and Merciless Wrath of the Reaver rituals

1

0

5

3

0

0

0

4

3

Mask of Gold and Lead

Gain 1 rank for The Eight-Spoked Wheel and the Retrograde Wheel rituals

1

0

0

0

0

0

3

4

9

Mask of the Mountebank

Gain 1 rank for the Disguise Lineage and Masque of the Blinded Weaver.

1

0

0

0

0

0

4

5

7

Mercantilist's Mask

Gain 1 rank for the Streams of Silver and Rivers of Hold rituals

1

7

0

0

0

0

3

3

2

Warcaster's Oath

You do not lose the mana for any spell that you are interrupted while casting

1

0

5

7

0

0

0

4

0

Unblinking Eye

1/day you may use the INSIGHT skill as if you knew it without requiring any Liao.

1

3

7

0

5

0

0

3

0

Stormguard Bulwark

You gain one rank of Endurance, and one mana

1

9

5

0

0

0

0

0

7

Censer of Benediction

When you participate in a CONSECRATE, HALLOW or ANOINTING ceremony, you may add an additional rank by spending an additional Liao

1

5

0

6

0

7

0

3

0

Righteous Aspergil

When you participate in a TESTIFY ceremony, you may add up to two additional ranks by spending up to two additional Liao

1

3

7

0

6

0

0

5

0

Silent Bell

When you participate in an EXORCISM ceremony, you may add up to two additional ranks by spending up to two additional Liao

1

0

0

7

0

0

10

5

0

Straw Mask

Gain 1 rank for the Blessing of New Spring, Strong Ox and Golden Sun , and Gathering the Harvest rituals

1

3

0

0

3

3

3

4

3

Strigine Mask

Gain 1 rank for Reading the Weave, Eye of the Sun and the Moon and Piercing Light rituals

1

7

0

0

9

0

0

3

2

Abraxus Stone

When under the effect of VENOM, your bleed count is reduced by 3 minutes instead of to zero

1

0

7

0

9

0

12

0

0

Pauper's Key

2/day may open a portal as if they had cast the open portal spell

1

0

0

2

7

0

9

0

9

Ring of Adversity

1/day Gain 1 rank of Spring, Winter or Night Lore

1

0

6

0

0

9

9

0

6

Ring of Triumph

1/day Gain 1 rank of Summer, Autumn or Day Lore

1

9

0

6

9

0

0

0

6

Bloodfire Periapt

While under the effect of VENOM, you gain 3 endurance. You lose 3 hits from your current total when the VENOM is cured.

1

6

0

6

14

0

6

0

0

Atun's Ring

1/day Gain 1 rank in any one Lore

1

6

6

0

6

6

6

0

6

Circlet of Command

Whenever you activate the Get It Together skill, you may use it on two characters at once for the cost of 1 Hero Point. You must have one hand on each target.

1

7

5

4

15

0

0

7

0

Pages in category "Talismans"

This category contains only the following page.

T

- Talisman

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category-Talismans&oldid=21703"

Talking sailor

With a note of rising panic in his voice, Tianno shouted "They're coming around, they're coming around!"

The sleek Freeborn vessel was listing badly to port, and below decks half the crew were desperately baling in the hope of keeping him afloat long enough to... well just long enough would do. Daria i Souza i Guerra, captain of the Star of the Deeps, fought the wheel, turning her stricken vessel in a brave attempt to try and put some distance between him and the Grendel ship ahead. From the stern, she heard Rafael shouting that the ship behind was catching up. There was not a lot she could do about that - she couldn't summon more wind out of nothing.

The Sarcophan vessel on the port side kept pace with the Brass Coast ship, maintaining a safe distance. She cursed the captain again, a fluent stream of invective during which she neither hesitated nor repeated herself once. Rafael was suddenly cut off - she risked a glance behind just in time to see him take two paces and collapse, a stubby crossbow bolt sticking out of his chest.

"Help us!" she shouted, impotently, towards die Antwoord. There was little chance anyone aboard the other ship could hear her, and less chance they would actually do anything. The orcs would leave them be as long as they did not get too close or try to interfere.

Tianno was suddenly beside her, grabbing her shoulder, jerking her round to look west toward the Sarcophan vessel.

"Look!" he shouted. "They've dropped ropes!"

Daria looked, and saw a number of sailors along the railings of the other ship, frantically gesturing. One of them had a crossbow, and for a moment she thought he was the one who had shot poor Rafael, but then she saw he was shooting into the water, taking pot-shots at the slim, dark, vicious shapes that slid through the water like greased knives.

"They're offering sanctuary!" said Tianno.. "The Grendel won't board them! Not just to get us, not if we leave them the ship!"

Daria i Souza i Guerra shook him off. "Go if you want!" she bellowed. "Anyone who wants, go! Save yourselves if you can!"

Her nephew dithered, looking back and forth between her and the Sarcophan ship and the dark shapes in the water.

"Go," she said quietly. "The sharks might not get you but if you stay here the orcs definitely will."

He kissed her lightly on the cheek then, fast, and ran across the deck shedding his jacket and his shoes as he did so, and leapt over the side, arrowing through the air like a thrown dagger. She did not see what happened to him. He was not the only one. The Sarcophan sailors - damn them to the depths of the Labyrinth for an eternity - were shouting encouragement. The crossbowman was desperately firing and reloading, trying to keep the sharks distracted.

Daria whispered a heretical little prayer to Zemress, asking her to watch over them, and roared as she turned the wheel to starboard with all her strength.

.

Contents

- 1 Overview

- 2 False Flags

- 3 Map the Bay

- 3.1 Participation

- 3.2 Limited Opportunity

- 4 Resolution

Overview

With the Grendel in more-or-less complete control of the Bay of Catazar - at least from a military point of view - the Empire faces many challenges. A significant amount of foreign trade requires Imperial captains to pass through the Bay on their way to foreign ports, especially that of the League, the Brass Coast, Urizen, and Highguard. The pirates of the Broken Shore have already made one effort to cripple the Empire - striking against the fishing fleet in Summer - but were seen off by the efforts of Imperial captains. With their armada dominating the seas, it seems only a matter of time before they strike against the trading fleet as well.

False Flags

- During the coming season all fleets from Tassato, Sarvos, the Brass Coast, Highguard, or Urizen will suffer a 1 rank penalty to production if they engage in trade.

The Grendel are reasonably cocky, and with good reason perhaps. They effectively control the Bay of Catazar, and their pirates have been "let off the leash". Worse, the growing influence of the eternal Siakha among the more barbarous ship captains greatly contributes to their thirst for blood and Imperial wealth. The corsairs of the Brass Coast in particular have dedicated themselves to protecting Imperial ships from Grendel depredations - but the corsairs have problems of their own with the Grendel invasion of Madruga. The strident defence of the fishing fleet before the Autumn Equinox has left the Grendel pirate fleet with little organisation - but the blood-thirst encouraged by Siakha presents a problem all of its own.

For the last season the level of piracy has been no worse than usual. There are signs, however, that this situation is not going to continue. In the weeks leading to the Winter Solstice the number of attacks on traders passing through the Bay have slowly been increasing - and many of the ships making these attacks are clearly supported by vicious shark-like creatures most likely heralds of the Mother-of-Wrecks.

If the situation does not change, every fleet based in Tassato, Sarvos, the Brass Coast, Highguard, or Urizen will suffer a 1 rank penalty to its production if it engages in trade in the coming season representing the need to employ more marines, and losses to probing pirate raids.

Not all ships are in equal danger however. Trading vessels from the Asavean Archipelago, the Sarcophan Delves, and Principalities of Jarm are given a wide berth by Grendel vessels - even those seeking Siakha's favour. Something that surely frustrates the Grendel pirate-idolators, but with plenty of Imperial ships to prey on there is no shortage of potential blood in the water for the Devouring Shark.

One possible solution to the brewing problem of this increase in Grendel piracy would be for the Imperial Senate to make it legal for Imperial ships to fly the colours of Asavean, Sarcophan, or Jarmish trading ships - at least until they leave the Bay of Catazar. This would require a senate motion, but would mean that most ships would benefit from the protection of their assumed foreign status and in the short term negate any penalty to foreign trade due to Grendel piracy.

The Broken Shore pirates would likely work out what was happening within a season or so, but that would cause problems for the Grendel themselves. The bloodthirsty pirates would be just as likely to attack foreign trading vessels as they would be to allow Imperial ships to pass unmolested. Either the Salt Lords would need to take steps to rein in the Siakha-supported pirates, or they would need to deal with the political ramifications of their subjects attacking ships belonging to nations they have lucrative trading relations with.

The only cost to the Empire would be in diplomatic currency - the Asaveans, Sarcophan, and Jarmish would not be amused by this stratagem - but of course the only reason these nations are able to pass through Imperial waters unmolested by pirates is because they have made trade deals with the Empire's enemies. A canny ambassador may be able to hold them to account for this, and force them to consider who offers the greater economic and political opportunity - the Empire, or the barbarians of the Broken Shore.

Map the Bay

There has been discussion for some time about mapping the Bay of Catazar. With the Freeborn Storm gone, the only way to take the war to the Grendel is the long, slow overland movement of armies - but even if the campaign in Spiral were to end tomorrow the Military Council would be badly underprepared for a strike against the Broken Shore. For the most part the Empire's maps of the actual bay itself - and more specifically the territories that lie along its shores - are woefully inadequate. The Empire knows that the Grendel control the eastern and southern shores, and the Iron Confederacy control the south-western coast, but beyond that very little can be said with any great certainty.

Creating a highly detailed map, one that would be of use to magicians, is feasible only inasmuch as the Senate can create a spy network to allow Imperial soldiers to scout a territory. Yet at the moment they do not even know the names and locations of the territories that surround the Bay, or even how many territories they are dealing with.

Some ship captains know more than others of course - corsairs have plied the Bay of Catazar for centuries, engaging in privateering and occasional acts of looting or even piracy. But even their maps are of limited use - scrappy and personalised, and held as family secrets as they are.

The Imperial Senate could pass a motion to call on brave ship captains to engage in a concerted effort to create a map of the Bay of Catazar, one that would be available to all Imperial citizens. The civil service would make cartographers available to any captain prepared to commit to the project, and coordinate their efforts to efficiently create a map of the major features of the Bay and its shoreline. This project would not be free however - the Imperial Senate would need to provide 50 Thrones to provide materials and recruit specialist professionals to aid the ship captains.

Participation

The privateering action represents Imperial fleets attacking barbarians who stray into Imperial waters. If the Senate passes and funds this motion, in the coming season, there will be an additional option accessible through the privateering dropdown menu - Map the Bay. This may be taken by any fleet owner, and represents committing a fleet specifically to create an Imperial map of the Bay of Catazar.

Each standard fleet assigned to the "Map the Bay" action effectively adds 100 points toward successful resolution of the opportunity. Each additional rank for an upgraded or enchanted fleet adds another 20 points. Rituals and other effects that increase the ranks of a privateering fleet (such as Blood and Salt) will increase the effective strength for purposes of this special action. In a similar manner to a spy network, the total strength assigned to the opportunity will decide the outcome.

- If at least 1000 points of strength are assigned to the "Map the Bay" action, the project is partially successful. A map showing the rough coastline of the Bay, with indications of roughly which parts of it are controlled by the Grendel, the Iron Confederacy, and the Empire.

- If at least 3000 points of strength are assigned, the coastline map will be more detailed. The map will also show the locations, names, and ownership of each territory along the Bay of Catazar will be provided.

- If at least 5000 points of strength are assigned, the map will be significantly more complete. In addition to the information provided at the previous thresholds, islands and major geographical features visible from the sea will be provided, along with details of major settlements around the shoreline.

There are several Imperial patrons who might pay small amounts to support fleets taking this action, but payment opportunities are limited. Any fleet taking part in this project will receive only half the income they would normally gain for privateering. The Senate could choose to make this option more attractive by providing a one-off payment of Thrones in a manner similar to the guerdon as part of the senate motion required to set the opportunity up. That money would be split among every fleet that takes part in the project, based on their total effective ranks.

The Senate could also choose to instruct the Civil Service to make this an ongoing opportunity, removing 50 Thrones each season from the Imperial budget until the project is completed. It is important to note that, like a spy network, coordinating the various fleets requires that the appropriate effective strength thresholds be reached in a single season - it is not possible to spin this out over a period of time.

Limited Opportunity

There is no requirement that this project be undertaken immediately, but circumstances may make it more difficult as time goes on. If the Grendel cement their military control of the Bay, it will certainly be harder for independent ship captains to take part in a cartography exercise.

Resolution

The Grendel continue to raid Imperial shipping.

During the Winter Solstice 381YE, the Senate voted to Map the Bay of Catazar. The project attracted support from many Imperial fleet captains, and the outcome can be found here.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Talking_sailor&oldid=65710"

Talon of the Gryphon

Contents

- 1 Rules

- 1.1 Summer Magnitude 15

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 15

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must possess the weapon master skill.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target can spend a hero point to call impale when wielding a one-handed spear. The target should give a loud bellow, roar, howl or cry when they use this ability.

In addition, the target experiences a powerful roleplaying effect; you feel strongly inclined to take immediate, bloody vengeance on anyone you think has wronged you, your friends, or your family. You also tend to suffer from a short fuse, and sudden attacks of savage temper.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 11. Additional characters must be present throughout.

Description

This ritual allows a warrior to strike devastating blows with a one-handed spear that penetrate all but the strongest armour, piercing flesh and shattering bone. It brings with it a strong urge to take righteous vengeance against those who have wronged the target, fanning feelings of wrath and anger. The enchantment is often associated with the Eternal Hayaak the lord of Grypyhons, who demonstrates a stormy temper and a strong sense of natural justice, revenge and an ability to hold grudges for a long period of time.

The spell is sometimes called Horn of the Unicorn, especially by the Navarr and those few Dawnish ritualists who know the ritual. It is also known as the Narwhal's Harpoon in Wintermark and as the Stance of Harnessed Wrath by the Urizen battle magicians who use it to allow their allied sentinels to deliver pin-point, devastating strikes

Common Elements

As an enchantment this ritual often involves giving the target a token or marking them or their weapon in some way. A toast may also be appropriate, especially one in which the target recalls their reasons for seeking the enchantment, or those who have wronged them in some way who will be made to pay (although many priests take a dim view of that kind of behaviour). This ritual often includes the use of the runes Verys or Feresh and invocations of gryphons, narwhals or unicorns.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Talon_of_the_Gryphon&oldid=63782"

Tam Lin

As sung by Fairport Convention

Lovely version with odd piano by Bill Jones http://www.youtube.com/watch?v=vk0g2CiWvUc

I forbid you maidens all that wear gold in your hair To travel to Carterhaugh for young Tam Lin is there None that go by Carterhaugh but they leave him a pledge Either their mantles of green or else their maidenhead Janet tied her kirtle green a bit above her knee And she's gone to Carterhaugh as fast as go can she She'd not pulled a double rose, a rose but only two When up there came young Tam Lin, says "Lady, pull no more" "And why come you to Carterhaugh without command from me?" "I'll come and go," young Janet said, "and ask no leave of thee"

Janet tied her kirtle green a bit above her knee And she's gone to her father as fast as go can she Well, up then spoke her father dear and he spoke meek and mild "Oh, and alas, Janet," he said, "I think you go with child" "Well, if that be so," Janet said, "myself shall bear the blame There's not a knight in all your hall shall get the baby's name For if my love were an earthly knight as he is an elfin grey I'd not change my own true love for any knight you have"

Janet tied her kirtle green a bit above her knee And she's gone to Carterhaugh as fast as go can she "Oh, tell to me, Tam Lin," she said, "why came you here to dwell?" "The Queen of Faeries caught me when from my horse I fell And at the end of seven years she pays a tithe to Hell I so fair and full of flesh and feared it be myself But tonight is Hallowe'en and the faerie folk ride Those that would their true love win at Miles Cross they must bide

First let past the horses black and then let past the brown Quickly run to the white steed and pull the rider down For I'll ride on the white steed, the nearest to the town For I was an earthly knight, they give me that renown

Oh, they will turn me in your arms to a newt or a snake But hold me tight and fear not, I am your baby's father And they will turn me in your arms into a lion bold But hold me tight and fear not and you will love your child And they will turn me in your arms into a naked knight But cloak me in your mantle and keep me out of sight"

In the middle of the night she heard the bridle ring She heeded what he did say and young Tam Lin did win Then up spoke the Faerie Queen, an angry queen was she Woe betide her ill-fard face, an ill death may she die

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Tam_Lin&oldid=2981"

Tanner's Hill

Lyrics by Amelia Crowley, Music Jude Reid

The full notation for the song is below, and the same version in a different layout is available here.

On a winter's evening when all were cold and still There came a goodman walking up the road to Tanner's Hill On a winter's evening without no wind nor rain A man went up to Tanner's hill, a bard came down again

Once go for wisdom Twice go for fame But them as go to Tanner's Hill, they'll not come down the same

Mild and misty springtime when all were fine and fair A bard climbed up to Tanner's Hill to get a breath of air Mild and misty springtime with birdsong on the brain A bard climbed up to Tanner's Hill - a knight went home again

When the ravens circle When the sky's aflame Them as go to Tanner's Hill, they'll not come down the same

Bright midsummer morning with the sun up in the sky A knight went up to Tanner's Hill, his fortunes for to try Bright midsummer morning with the blossom on the lane A knight went up to Tanner's Hill and mad came down again

Some say it's the old ones Some say it's the fey But them as go to Tanner's Hill, they'll not come down the same

At the end of Autumn as the leaves lay dead and still There came a madman walking up the road to Tanner's Hill At the end of Autumn when the year were on the wane A madman climbed to Tanner's Hill and ne'er came down again

Don't walk the road, love Don't try the lane Don't go up to Tanner's Hill, you'll not come down the same

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Tanner%27s_Hill&oldid=21582"

Tassato

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 The Sapphire Stair

- 3.2 The Arratan Gamble

- 3.3 The offices of the Regario Dossier

- 3.4 The Imperial Mint

- 3.5 The School of Epistemology

- 3.6 La Redotta Rezia

- 3.7 The Blood Red River Museum

- 3.8 Lorenzo's Legacy of Ambition

- 3.9 The Jarmish Lodge

- 4 Regions

- 4.1 Cascatas

- 4.2 Enterio

- 4.3 Tassato Mestra

- 4.4 Tassato Regario

- 4.5 Madeiras

- 5 OOC Notes

Overview

Peering at each other across the fast-flowing Vassa, Tassato is called the Twin City or the Split City. Providing the only easy way to cross the wide and dangerous river, Tassato is a city divided against itself. Tassato was originally two towns, Mestra and Regario, named for the feuding siblings who historically founded them on either bank of the Vassa. Over time, both towns grew on each bank and the river formed a natural boundary between them. Attempts to build bridges between the cities have always foundered and the people rely on boats and barges to cross the river.

The western part of the city is called Tassato Mestra, and the eastern is Tassato Regario. The people on either side of the river are historically rivals, and that historical rivalry occasionally boils up into open conflict. The two cities were unified under the control of Anabela di Regario, a merchant prince who ruled over a century before the creation of the Empire. Anabela was forced to contend with the constant rivalry between the two cities- open battles in the streets between bravos were causing widespread lawlessness and in the end the prince declared a ban on the open carrying of weapons. The ban had the desired effect, damping down the bloodshed although and the rivalry was slowly transformed to verbal banter between the two sides. The ban endured until Tassato joined the Empire and in that time the people became famous for their wordplay, launching quips and insults at each other like arrows.

Citizens of Tassato generally refer to Regario and Mestra as separate places, while everyone else refers to them as wards or parts of the same city. Today Tassato enjoys an unrivalled reputation as a city where the spoken word is an art-form. Tassatans take a delight in layered meanings, subtexts and unspoken communication. The city has provided several senators famous for their brilliant oratory and representatives from the city are usually regarded as the finest diplomats in the Empire. Of all the people of the League, Tassatans are most likely to view life as a game and they are notorious for their love of intrigue, not just for the sake of advancement but for the sheer pleasure to be had thereby. They regard cunning diplomacy more highly than armed conflict, not because they are peace-loving, but instead because they regard words as a more effective tool than weapons in destroying their enemies - better to set enemies against enemies than to face them yourself. Manipulation is high art here - no surprise that some of the finest mountebanks hail from Tassato.

Tassato chooses a senator each Autumn equinox, and as might be imagined the election is often bitterly contested. Traditionally, being senator for Tassato is regarded as one of the worst seats in the Imperial Senate. If the senator is from the city itself, then they often encounter resistance and hostility from the folk from the other side of the river. If they are not from the city proper - if they refuse to pick a side - they are generally treated as interlopers and encounter harassment from citizens from both sides of the river. A few wealthy guilds that live outside the city proper maintain a discreet distance from the intrigues of their more urban cousins - the votes of these guilds are much sought after by candidates regardless of where they live.

Recent History

Major Features

The Sapphire Stair

A masterwork of locks built by the Tassatan engineer Marco Di Paraiso for Emperor Giovanni in the early days of the empire, replacing the old system of portage. Tassato relies on the Sapphire Stair for all its boat trade, and due to this, the village of Cevia is fortified, and watchmen constantly guard the Stair. Control of the Sapphire Stair is hotly contested between the folk of Regario and Mestra. It represents a valuable sinecure, and the Keeper of the Sapphire Stair receives a portion of all tolls levied for the use of the river.

The Arratan Gamble

The Arratan Gamble is a Bourse resource located in Enterio. Custodianship of the Quarry is an Imperial Title that brings with it a Seat on the Imperial Bourse. It produces 25 Imperial wains of white granite every season. Control is allocated to any Imperial citizen by open auction during the Summer Solstice.

The offices of the Regario Dossier

The Regario Dossier is technically operated from a small office in Tassato Regario. The office primarily concerns itself with overseeing and collecting the ilium that the dossier provides. As much as anything else, the offices provide a "front" to distract attention from the Dossier's real purpose (collecting information relevant to international trade). It produces 4 rings of ilium every season. Control is allocated to the citizen of the League who places the highest bid in a public auction.

The Imperial Mint

In the centre of the Vassa towers the Imperial Mint where Imperial coinage is produced. While this fortified building itself is operated by the civil service, its protection falls to the people of the League. The Master of the Imperial Mint has the use of sumptuous apartments on the small island where the Mint stands, and access to a number of well-maintained boats with which to cross the Vassa. It was founded by Emperor Giovanni, although it was largely designed by Avigliana di Sarvos.

The Master of the Imperial Mint is a national Bourse position which provides several political and economic advantages. The title is auctioned to the citizens of the League each Spring.

The School of Epistemology

Established by the Exemplar of Wisdom Avigliana in Tassato Regario, the School of Epistemology is a well-respected centre of higher education. It is dedicated to encouraging citizens of the League (and indeed the Empire as a whole) to take note of the world they live in and put the truth of it in writing. The school continues to teach spies, diplomats and cartographers, alongside the more traditional accountants, priests and poets. While it is much smaller than the University of Tassato, and lacks that establishment's depth of curriculum, it is still a prestigious educational establishment. Relations with the University remain cordial, although marked by occasional outbursts of "student hijinks" on both sides.

It also has greater historical and cultural significance than its comparatively small size and focus might suggest, even leaving aside the fact that it was founded by a woman that the Imperial Synod recognised as a reincarnation of the Exemplar Kala. It was while besieging the school in 209YE that the crazed Emperor Nicovar met his end at the hands of the captain of his own guard. The school was badly damaged during the attack, but was quickly rebuilt and somewhat expanded in the years following, including the creation of a new chapel to house the reliquary of Avigliana which serves as a place of pilgrimage to this day.

La Redotta Rezia

In Autumn 378YE, the Senate approved the construction of heavy fortification along the western approach to the city. The city walls themselves were strengthened significantly, and several watch towers built to provide as much advance warning of a Jotun invasion as possible. Each tower is equipped with a sturdy spyglass, and with heavy iron bells to raise the alarm. Over the western gate that once saw so much trade flow into Tassato from the Marches, a small keep was constructed.

Proposed by Senator Cesare Sanguineo Rezia Di Tassato, the fortifications are named in his honour. Although technically La Redotta Rezia refers only to the keep itself, everyone uses the name to refer to the walls and towers as well as the little castle.

The Blood Red River Museum

The Blood Red River art museum was commissioned by Cesare Sanguineo Rezia di Tassato, paid for by the Bloody Butchers Guild of Temeschwar, and taking advantage of the opportunity offered by the potent Night magic enchantment that blanketed the Empire toward the end of 380YE. Completed shortly before the Summer Solstice 381YE, it stands grandly in Tassato Mestra on the western bank of the Vassa, not far from the Printers Guild Museum of Wonders.

Lorenzo's Legacy of Ambition

Spread across the entire territory of Tassato are a number of red stone stelae, adorned with images of flames and torches, and with their bases engraved with phrases celebrating Prosperity, Pride, and Ambition. Each squat monolith is topped by a pair of mithril cleavers, surmounting a globe of polished blue-green tempest jade which is itself engraved with a peculiar symbol of a seven-pointed star and an eye. A central stone, the keystone for the entire great work, stands in the courtyard of the Imperial Mint - an eerie six-armed statue of a cowled figure. Commissioned by the Imperial Senate in Autumn 381YE, the legacy was actually built by Almodin Oktístis (an Asavean architect) loosely following designs laid out by Lorenzo “La Volpe” Macelliao von Temeschwar.

The Jarmish Lodge

Built in the idyllic surroundings of Enterio, the Jarmish lodge represents, a unique estate whose exotic aesthetics can be somewhat jarring to Imperial visitors. Approval for certain traders from the Principalities of Jarm to build a lodge here was secured by Senator Cesare in Winter 380YE, and work was completed just before the Spring Equinox 380YE. According to some fanciful eyewitness reports, apart from a few labourers engaged to help transfer the mithril, white granite and weirwood the magicians used to build their enclave, no mortal workers were used. Rather, the magicians conjured magical creatures to do the construction work for them - and in record time.

The domes and towers of the lodge bring a sense of the mysterious eastern nation to Tassato, but the residents prefer to keep to themselves when they are "at home" - although socialites from all over Tassato and Sarvos are keen to receive the rare invitations to visit. Members of the staff of the Jarmish Embassy in Cargo are regular visitors, as are merchants and traders concluding business with League entrepreneurs.

The residents have secured a significant supply of crystal mana with the Tassato Mana Exchange, and are regular visitors to the nearby city - both for business and pleasure. Indeed, Jarmish magicians are becoming a regular feature in Regario and to a lesser degree in Mestra.

Regions

Cascatas

On the western banks of the Vassa stands the fortified village of Cevia which guards a river crossing where two trods meet and cross the Vassa. It is best known outside of the League as the place where the famous traveller's inn, the Caduta, stands. It is built next to the Sapphire Stair, a masterwork of locks, and many trading barges pass through every day. While Cascatas claims to be neutral in the age-old conflicts between Mestra and Regario, the simple fact of geography that sees it on the western bank means its citizens are much more welcoming to travellers from the western city than the eastern, which has been a point of some contention. The Keeper of the Sapphire Stair has a comfortable house here, but it is rarely used - especially when the keeper is not from Tassato Mestra.

Enterio

The plains of Enterio are home to a number of farms, orchards and vineyards as well as a fair number of wineries and an exotic lodge built by visitors from the Principalities of Jarm. Tassato imports much of its food - there is no way the farms here could support the multitudes who call the city home - and so the farms have tended to focus on specialised crops. They compete among themselves to ensure the name of their particular breed of apple or grape, or the flesh, hide or wool of their particular herd, is considered the best. Enterio is also the location of the Arratan Gamble and there are several small settlements in that area that provide housing and services for the quarry labourers.

Tassato Mestra

Quality: City

Tassato Mestra is famous both for its boatyards - it is the primary source of the riverboats that ply their trade from Sarvos deep into Dawn - and for the boldness of its brothels. The west bank of the river is almost entirely given over to a gaudy display of brazenness, the so-called Street of Pleasures where anyone with the purse for it can buy company, narcotics and other goods of dubious virtue. The cicisbeos of Mestra, while generally seen as lacking the refined manner of those hailing from Sarvos, are known both for their quick tongues and physical skills.

Mestra tends to be more cramped and "dirtier" than Regario across the river. Built at the foot of steep hills, restrictions on space have lead to the buildings being much taller than those of their neighbouring citizens. Some buildings, especially along the riverfront, stretch to four or even five stories. Architects in Regario may be more technically adept, but builders in Mestra are certainly masters at improvisation and practical application of their skills.

With the Jotun conquest of the Mournwold, the citizens of Tassato Mestra live constantly under the threat of invasion. The recently completed Redotta Rezia will hopefully provide some protection from the armies of barbarian orcs.

Mestra is also the site of the remarkable new Printers Guild Museum of Wonders. Built a short distance from the western bank of the Vassa, it is a monument to the Museum brings security and employment to many in Mestra, and these people show their devotion to the good works by recognising the Curator as a voice worthy to be heard in the Assemblies of the Imperial Synod.

It is also the location of both the Tassato Mana Exchange and the Tassato Apothecary Clearing House, both ministries commissioned by the same Senator who built La Redotta, Cesare Sanguineo Rezia Di Tassato of the Gilded Horn Carta.

The Mana Exchange is a dedicated market for the purchase and sale of crystal mana that attracts buyers and sellers from across the Empire and beyond. The Mana Exchange is an economic battleground between several League guilds involved in the mana trade, especially the rival Regarian DeSousa Crystal Traders, and the DeMosca House of Mana (who enjoy a slight home-soil advantage).

In contrast to the furious business of the Mana Exchange, the Apothecary Clearing House is a little more sedate. A secure warehouse and spacious offices see herb dealers, physicks, and apothecaries from across the western Empire trading in safe, friendly environment for the quality-assured herbs they need. The market is of particular interest to the Mazzarine-starved physicks of the north and the Bladeroot hungry potion-makers of the southern coast

The hills above the city proper are also the site of several old mines. While the mineral wealth of Tassato Mestra is piddling next to that of places like Temeschwar, the guilds who control these mines are old and reasonably influential in the city and the League as a whole.

Tassato Regario

Quality: City

The east part of the city, Tassato Regario, is best known for its workshops and magicians. In the Empire, the first printing presses were designed and built in Tassato Regario, and the first presses were employed here printing religious tracts, scholarly treatises and political manifestos. There are several printers in Regario, and while they may occasionally vie with each other for the right to print a particularly important - or salacious - document there is more than enough work to go round. The eastern part of the city is home to philosophers, agitators, demagogues, poets and scholars from across the Empire who come here to have their work printed and add a distinctly cosmopolitan feel to the city. The University of Tassato can be found here (although it accepts students from both sides of the river and from across the Empire). It is also the site of the prestigious School of Epistemology, founded by the Exemplar Avigliana, combining a centre of learning with a place of worship dedicated to the embrace of Wisdom.

The eastern city is much less cramped than the western city - it is also surrounded to the east and south by wide parklands often referred to as the Regarian Walls. This public park is tended by a cadre of professional gardeners, and is also home to several fine orchards and vineyards. Once one gets beyond the public areas, there are several jealously guarded preserves where the iridescent butterfly is cultivated. The guilds who control these private preserves are very fond of their privacy and do not appreciate unexpected guests. Several of them have divorced themselves entirely from the politics of the city, barely pay attention to the politics of the League, and have a reputation for being ... odd. At least one of the guilds here is composed entirely of naga, descended from some of the original reckoners and rumoured to engage in idolatrous worship of one or more Night eternals.

Madeiras

Quality: Forest

A sprawling forest that extends northward to Miaren. Long before the Empire was founded, there was conflict across the borders here with the Navarr, and several battlegrounds litter the land to the north. The woodcutting settlement of Tagliona is found in southern Madeiras. A small town, it supplies much of the wood required by Tassato's boat-builders and (along with stone from the quarries) its building materials.

OOC Notes

- All the regions of Tassato are in the hands of the League (and by extension the Empire) making this a staunchly Imperial territory.

- The senator for Tassato is elected during the Autumn equinox each year.

- The Blood Red River Museum is a great work that provides 15 liao and 30 votes in the Imperial Synod each season, spread amongst those citizens of Tassato dedicated to Pride who own congregations.

- Lorenzo's Legacy of Ambition is a great work that provides 37 crystal mana each season, spread amongst those citizens of Tassato who own mana sites.

- "Whittle Town" is effectively a great work that provides 50 ingots of Green Iron each season, spread amongst those citizens of Tassato who own a business and attended the previous summit.

- The woods around Tassato Regario are sprawling well maintained orchards - they do not amount to the forested keyword.

- This page is still under development - the next stage is to review approved backgrounds for details that would enrich the description of the territory.

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Tears in the rain

Barnabas stood under the awning gazing out into the rain. It had been raining since just before sunrise and showed no sign of letting up any time soon. Just like yesterday.

At least the rain was clean. He reached out, his hand cupped, and let the creases of his palm fill with water for a few minutes. Then he tasted it. Fresh, pure. He rubbed his hands together, and then went back to staring across the ruins.

He'd lived here once, as a boy. He realised hollowly that it had been twelve years since he had played hunt the orc with Aaron and Abigail. He had been away from here for longer than he had lived here, but he still thought of it as home. It was foolish. Sentimental.

It didn't look much like he remembered it anyway.

The Druj had smashed the gates of the chapterhouse, slaughtered everyone inside, and then tried to re-fortify it. Then the Dawnish knights had come and smashed the gates in, slaughtered everyone inside, and then moved on to their next challenge. He and his cadre were charged with protecting the civil servants bringing up the rear, assessing the situation.

He wasn't sure why they were bothering. There was no point. Everyone was dead and -

He stopped himself and closed his eyes, his hand going to the circular medallion at his throat. He recited the litany of Courage under this breath. "I shall despise the cowardice that steers me to weakness and inaction. I shall face unwelcome truth as boldly as any barbarian charge. I shall not fear to act; only be shamed by inaction. I shall never accept defeat; I shall adapt my strategy and try again. I shall cleave to what I know to be true even when others wish me to doubt."

It helped. The Druj had done something to the air, with their squat black pillars. Something that tainted everything with a fug of despair. With the fall of High Chalcis, the sadness was lessened but it was still there. He did not know how the Dawnish endured it, and yet kept on fighting with such fire. Everyone found their own way of coping. For him, it was the litany, and the amulet. But sometimes it was hard to realise that you were being influenced, and that's where the danger lay.

He opened his eyes again. Tabitha had come to shelter under the awning with him while he was meditating. Her shoulders were slumped, her eyes distant. She had been searching the remains of the village below the chapterhouse. He remembered that she had grown up here also, although she would have been a little younger than him when her family fled. He remembered she had left a mother, Naomi, and an older brother, Timothy, behind. She was still looking for signs of them. In his heart, he quietly hoped that she would never learn what had happened to them and hated himself for it.

"I have a report, if you want to hear it?"

He nodded. He didn't want to hear it, but he knew she wanted to give it.

He listened quietly to another litany, a list of suffering and atrocity. He was crying silently when she had finished, her own eyes full of unshed tears. It had been the same across Longshire, and across Chalcis Mount and Haros Water. He did not - could not - think of what they had found in Riverwatch, at the 'Swan. Even now, when he tried to think of it he was just left with impressions. A puddle of bloody water. A discarded bowl. Images that haunted what little sleep he could manage. In time they would fade, he knew, but never completely.

He wanted to reach out to Tabitha and offer her some comfort, but he feared that if he did it would break something, some dam inside one or the other of them, and then there would be no going back. He would not allow the Druj to claim another Highborn soul, not today.

"There is some sign that a couple of the orcs escaped the attack and the sweep. I've sent a patrol out to look for them."

Barnabas nodded. Killing the orcs helped sometimes to assuage the emptiness, at least for a little while. The feelings of frustration and helplessness crept back in again after the blood cooled, however.

He spotted movement then, out in the rain. "Who's that?" he asked Tabitha. She shaded her eyes, following his finger.

"I don't know, it's nobody I recognise." It was a human woman, running through the rain toward the camp. She ran with an easy, practiced stride despite the mud. There was nothing panicked about her, no indication she was fleeing. Barnabas was struck with the certainty that this was a woman who, when she ran, always ran toward something, never away. He considered ruefully that he needed to get some sleep.

The running figure spotted them, and adjusted her path slightly to bring her into the camp. Neither Highborn drew weapons - as soon as she was close enough to see clearly it was obvious she was Navarr. She was drenched, covered in mud, obviously tired but still she moved with the smooth muscular agility of a hunting hound. She gave every impression she had been running for hours, and could run for hours more without concern.

She slowed, came to a halt in front of them, and inclined her head first to Tabitha, then to Barnabas.

"I am Enys Stormrunner, of They-Outrun-The-Storm Striding. I am looking for the soldiers of Towercross Chapterhouse? And maybe a hot breakfast? I was told by the warriors of Eli's Hand that they were in this area?"

She was barely past her citizenship test, but full of seriousness. So young. Barnabas wondered when he had become so old, when being twenty-three made him a tired veteran.

"You have found us. I am captain Barnabas, this is my lieutenant Tabitha. You are one of the Black Thorns? Under General Foxden?"

She nodded. "I've been sent down from Broken Ride to tell you that we have taken the camps below the Great Forest, and to ask that you and any other Highborn soldiers join us there as quickly as possible. There are a great many survivors, and they are in dire need of succour from their kin."

She frowned and cocked her head at Tabitha. "I am also instructed to bring a message to a woman named Tabitha, which I am hoping is you? Tabitha daughter of Naomi?"

Barnabas held his breath then. He felt like he was standing on the edge of something. Tabitha nodded.

"I have a message from Timothy, son of Naomi. It will be hard for you to hear, but he says first to tell you that he lives and ..."

Barnabas turned away, and stepped out from under the awning, giving the women some privacy. He looked up to the clouds as Tabitha caught Enys Stormrunner in a rough embrace.

Something broke inside him, but he did not care. Whatever was washed away, he no longer needed.

For the first time since he had crossed the border, he allowed himself to think about the future. He had hope now, that there might be a future for him and for his home. He felt hope flutter in his heart, let it fill him ... and then he took a firm grip on it and began to forge the weak voice that said "it will all turn out for the best" into an iron-hard Ambition. He would make the Garden of Highguard blossom again, and he would live to see it, and guard it, and in a decade from now he would play hunt the orc with his own children, here, in his family home.

And while he planned, he wept; and the cold rain washed the tears away.

Contents

- 1 Overview

- 2 Significance

- 2.1 The Miasma

- 2.2 Bourse Seats

- 2.3 Spoils of War

- 2.4 The Dead

- 2.5 Opportunity : The Garden of High Chalcis

- 2.6 Opportunity : Remember Exile

- 2.7 Supply

- 3 Resolution

Overview

Reikos has been liberated by Dawnish and Navarr forces. There are still orcs in the territory, along the western borders in Tamarbode and Grey Charge but they are disorganised and on the defensive. It should be a simple matter for Imperial forces to defeat them and reclaim these last two regions.

The biggest problem in Reikos at the moment however is the miasma left behind by the Druj. Not only is it slowing efforts to clear the last Stone Toad orcs out of the territory, but it will make resettling the area extremely difficult. The monoliths the Druj have used to anchor the corrosive fear aura need to be dealt with before any large-scale resettlement can go ahead. They are quite difficult to damage, and are likely to require direct action to deal with. Worse, the auras of fear they exude are most powerful near the monoliths so many of the remaining Druj have holed up for protection around them.

The good news is that the Reikos flux has been eradicated, though a combination of magical and herbal means. The Spring magic focused through the Urizeni general of the Citadel Guard during the Autumn Equinox, has washed away all traces of it. It has also begun to help the recovery of the land itself, poisoned and blasted by the Druj occupation. Yet it is a slow process, and relying on Spring magic - even magic designed to bring life - raises concerns of its own.

Both the Vigilant Swan and the weirwood groves of the Great Forest at Reikos are once again in Imperial hands. The speed with which the Navarr struck north into Broken Ride prevented the orcs from committing the kind of atrocity that left the Vigilant Swan haunted and defiled. Indeed, the large number of slaves trapped in the camp were able to fight their way to freedom with the aid of the Imperial forces, bringing much needed hope to their families in Highguard.

The citadel of Urith Barath that the orcs raised at High Chalcis has been destroyed, and the town is in ruins, but there is still some possibility of salvaging something from the rubble. Reikos was once a centre of medicine and herb-lore, and the Druj are not without grim talent in that regard either - they had absorbed and adapted many of the herb gardens of Reikos to help fuel their endless thirst for drugs and potions.

But the real mammoth in the room is the question of assignment. There is an expectation that Reikos will be assigned to the Highborn by the Imperial Senate, but there is absolutely no legal requirement for them to do so. Until Reikos is assigned, any plans to rebuild it must remain in hiatus.

Significance

There is an assumption among many Highborn, particularly among the refugees of Bastion, Casinea, and Therunin, that the assignment of Reikos is a mere formality. This may be somewhat premature; but the opportunities outlined here are only available if the territory is declared Highborn. If a different nation was responsible for rebuilding Reikos, it is likely that different opportunities would arise - but at the moment the people of other nations are not considering those opportunities.

The Miasma

The Druj fear miasma must be dealt with before Reikos can be resettled. Until all seven regions are freed, there is no chance that the territory will be able to generate taxation for the Senate - indeed it will impact the treasury negatively until the problem is resolved.

Bourse Seats

There are two Bourse seats in Reikos. The Vigilant Swan is a white granite quarry, and the Great Forest at Reikos has rich weirwood groves on the edge of the Forest of Peytaht. Any senator can raise a motion of allocation for one of these two Imperial Bourse seats. The motion can declare that the seat should be either Imperial (auctioned openly on the Bourse, any Imperial citizen may take the seat), or National (appointed by decision of those members of the nation who have appropriate personal resources, on a citizen of that nation can hold the seat).

Which nation controls the seat if it is made national depends entirely on which nation the territory is assigned to. It is important to note that regardless of whether the Bourse seat was national, or Imperial before it was lost to the Druj, the Senate has complete freedom to declare either or both of them to be either national or Imperial going forward.

If the Vigilant Swan is allocated in plenty of time, then the civil service will attempt to auction it, or help the nation appoint someone to the position. Whoever takes the seat will keep it until the Summer Solstice 380YE (Event 3-2016) which is when white granite seats are usually appointed or auctioned. The Great Forest at Reikos is a little trickier; there is no production to assign, so even if it is allocated during the Winter Solstice, it will not be auctioned or appointed until Spring at the earliest - and whoever takes the seat will have a shorter tenure than normal as the resource will again be appointed (or auctioned) during the Winter Solstice 380YE (E1-2017) alongside the other weirwood seats.

Spoils of War

The civil service has also been compiling a list of Spoils of War which will be delivered to the Imperial Military Council during the summit. As always, the decision about which citizen takes custody of which spoil of war is entirely in the hands of the Military Council. The spoils of war are personal resources that replace a citizen's existing resource. Taking custody of one of these resources will mean that the citizen's territory for purposes of elections will be assumed to be Reikos going forward. Remember that the usual 2 crown fee for changing personal resource does not need to be paid when receiving one of the spoils of war.

In the past they have given responsibility for assigning the spoils to the generals of the appropriate nation, but as always there is no legal requirement for them to do so. It would probably be wise to wait and see what the outcome of the assignment is, given the problems raised by owning a resource in another nation.

You can learn about the spoils of war here.

The Dead

A great many Imperial citizens died at the hands of the Druj in Reikos, especially in the last year of the campaign. Many of the bodies were left where they fell, defiled, or thrown into mass graves. The Druj, as is their wont, went out of their way to torment the Highborn with their faith, in the hope of breaking not only their spirits but that of their countryfolk.

In some cases this has already given rise to hauntings - although none on the scale of that encountered at the Vigilant Swan. Tormented, frustrated spirits, unable to pass into the Labyrinth, remain a threat in many places. Worse, there are reports of more corporeal horrors lairing in the darkest of the charnel pits.

Magister Gideon of the Suns of Couros has already approached the civil service with a plan to address the unquiet dead; any citizens with an interest in this problem may wish to discuss it with him. It is believed that the great work proposed will require a commitment of time, resources, and heroic actions, but will significantly improve the situation in Reikos if it is completed.

Opportunity : The Garden of High Chalcis

Not everything is doom and gloom however. The gardens of High Chalcis in particular have weathered the storm of Druj occupation. Indeed, under the guidance of the hateful Buruk Tepel they seem to have prospered. Distasteful as it is to admit, the Empire could learn several lessons from the study of the Druj gardens. The people of Peakedge Stead in particular are interested in making Chalcis Mount flower again - not only the Highborn exiles, but also their Navarri comrades who wish to show their gratitude to the Highborn who formed a line of steel between their homes and the Druj when the barbarian orcs attempted to invade Therunin.

As a great work, the gardens could be reclaimed and even expanded. The project would take six months and require an investment of 80 wains of weirwood, but it would create a seasonal bounty of 120 herbs spread equally between every local herb garden belonging to a citizen of the territory. It would also go some way towards helping to restore the prosperity of Reikos, especially as regards its commitment to the Imperial treasury.

Opportunity : Remember Exile

The Druj had constructed several fortifications in Reikos, but none as mighty as their citadel of Urith Barath. In 367YE Reikos was taken completely by surprise when the Druj came through the Forest of Peytaht - and there is a strong sentiment of "never again" among the Highborn. Consequently, several talented and experienced siege engineers from the White City in Bastion and the Silent Sentinel in Casinea have presented plans for a fortification to watch the northern approaches into Reikos.

Their plans require the fortification to be built in Broken Ride. A massive citadel to match Urith Barath, it will require 160 wains of white granite and 45 Thrones to commission. Construction will take a year, and require an upkeep of 18 thrones each season. The resulting massive fortress will have an effective fighting strength of 6,000.

In both cases, the castle would be positioned so as to keep a close watch on both the Great Forest, and on the threat of Brocéliande to the north-east.

Supply

It is entirely possible that Reikos could be made prosperous enough to increase the ability of a nation to support an additional army, but only once significant effort is made to address the problems suffered by the beleaguered territory. At the moment, however, all the civil service can say with any certainty is that whichever nation gains control of it, it will take a significant investment to restore its prosperity and ability to support an imperial army or navy.

Resolution

The territory of Reikos was assigned to Highguard by the Imperial Senate, and the Vigilant Swan was allocated a a national resource. The Great Forest at Reikos has not yet been allocated.

The Gardens of High Chalcis were commissioned in Summer 380YE, and work completed shortly before the Winter Solstice. The fortification of Exile was commissioned in Winter 380YE and could be completed by Winter 381YE at the earliest.

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Technology

Overview

While the basic technology of the game is aimed at a magical-medieval tone, there are a few things that go beyond the historical equivalents in the setting. This page lays out some of the important elements of common technology in the Empire that distinguish the setting from historical Europe. Most of these additions are designed to provide in-character explanations for real world technology - to make the setting fit the game better.

It is important to note that Empire is not a game of technological exploration - technological advancement and invention are not themes of the game. This means that you cannot invent binoculars by putting two spyglasses together - this is against the spirit of the game and would fail if you tried it. Substances like gunpowder are not part of our setting and cannot be researched or discovered.

Lightstones

Lightstone is an uncommon crystalline mineral mined primarily in the peaks of Urizen, although there are also small deposits in the mountains of Kahraman, Wintermark, and Varushka. In its natural state, it is translucent and may be mistaken for a form of tempest jade. When properly cut and polished, however, the unique property of the lightstone is revealed; the stone glows, producing light without heat.

Contents

- 1 Overview

- 2 Lightstones

- 3 Printing Press

- 4 Literacy and Numeracy

- 5 Bitterweed and Contraception

- 6 Spectacles, Spyglasses, and Lenses

- 7 Clocks, Clockwork, and Time

- 8 Runeboxes and Runebound Chains

- 9 Flashpowder and Fireworks

- 10 Trods, Roads, and Ox-carts

- 11 Groveblossom and Changing Gender

The size, shape, and quality of the stone affect the amount of light given off. The Urizen have discovered that the best shape for worked lightstone is a sphere - dramatically increasing the amount of light given off. In almost all cases, they have noted an inverse relationship between the size of the stone and the amount of light given off - smaller stones tend to produce more light than larger stones. There are exceptions, of course - but any lightstone larger than a few inches across that provides significant light is rare enough to be practically unique.

The Urizen are masters of working with and using lightstone. For example, they pioneered a process whereby lightstone can be treated with a carefully prepared solution of beggar's lye, iridescent gloaming, and ambergelt that causes the light of the stone to become tinted - most commonly blue, green, or red. Likewise, they are adept at combining lightstone with polished mirrors to focus or direct the light the stone provides. Urizen lanterns are very much in demand by miners (they are much safer to use underground than naked flames) and by sailors (no amount of water extinguishes a lightstone). Properly cared for, they can provide light for decades or (in rare cases) centuries without dimming.

Lightstones in play

Lightstones are a justification to use modern lighting in the field. Modern LED lights, in particular, are particularly useful in LRP, and while a modern torch isn't appropriate in the setting, you can buy cool looking LED lanterns or make your own. The ideal physrep for a lightstone will have something to diffuse the light, to further hide its modern character.

Printing Press

In the Empire, the first printing presses were designed and built in Tassato Regario and the first presses were employed here printing religious tracts, scholarly treatises and political manifestos. Today, the device is known throughout the Empire and beyond (it is popular in the Commonwealth, while other foreign nations largely view it as an amusing novelty). Many presses, especially the smaller ones, still use the original woodcut block screw-press, but in the last thirty years or so a handful of printers (mostly in the League) have begun to explore the miracle of movable type.

The art of printing is still closely associated with the League in many minds. Easily three-fifths of all printing in the Empire takes place in Tassato, where rival printing houses compete for customers and work to explore new innovations such as colour, and the recreation of line drawings (although as to the latter several houses are now experimenting with acid etching and similar techniques to reproduce images - the innovative spirit of the League in action). Printing houses allow for a volume of trade that helps to keep the actual costs involved relatively low - it is reasonably common for visitors to Anvil to encounter printed pamphlets, fliers, posters, and the like. By comparison, printed books are uncommon - and even then they tend to be on the short side.

Printing presses in play

The printing press exists to allow players to use word processors and printers rather than doing everything by hand. Producing a pile of pamphlets, fliers, or posters is something anyone can do; there are also player groups who roleplay that they run printing houses, and are usually happy to let a player add their "stamp of approval" to any printing they might do. Printed books, on the other hand, are not common - they exist but they tend to be slim volumes rather than thick novels, and tend to have a limited print run. This reflects the fact that it is much easier for players and plot-writers to produce a short pamphlet than an entire book.

Literacy and Numeracy

Since the time of Emperor Giovanni, the Empire has prided itself in ensuring that citizens are competent in reading, writing, and numeracy. While not everyone is literate to the same degree, someone who cannot read or write Imperial would be viewed as unusual by most people. This is not the standard for the entire world - while the Commonwealth matches the Empire in its commitment to basic education, other nations are a lot more haphazard in their approach. In many parts of the world, the ability to read and write is rare outside the privileged classes.

In terms of mathematics, the Empire is quite advanced compared to the medieval world. Algebra and geometry are well understood, and some scholars (especially in Urizen) explore the world of numbers with a similar fervour to that with which wizards study the realm of magic.

Literacy and numeracy in play

Every character in Empire is assumed to be able to read and write Imperial and to be numerate.

Bitterweed and Contraception

Bitterweed grows throughout the Empire and beyond, a hardy herb that seems to flourish equally well in most climates. Visually similar to fennel, it has distinct orange-red flowers and stout, succulent stems. The flowers themselves have no particular properties, but the juicy stems are extremely valuable. Bitter to the taste, they render anyone who consumes them temporarily infertile - and are equally effective on humans, orcs, and animals such as sheep and cows.

Chewed raw, a bitterweed stalk will render a man or woman infertile for about a week. Properly prepared and steeped in hot water, it produces an exceptionally bitter tea that can induce infertility for a season. Some apothecaries know the trick of brewing it with Bladeroot to create a potent infusion that can induce infertility on a permanent basis - at least until an antidote brewed of Imperial Roseweald and Marrowort is administered. The effects of bitterweed can be washed away completely by relatively straightforward ritual magic as well - Fan the Flame of New Life for example will burn away infertility caused by using bitterweed.

While many users choose to add honey or sugar to their bitterweed tea to make it more palatable, it is effectively impossible to administer the herb to anyone without their knowledge. The unique bitter, slightly nutty taste is instantly identifiable to any adult and they can easily spit it out before swallowing it.

Bitterweed and contraception in play

In Empire, it is uncommon for someone to become pregnant or to sire a child without intending to, due to the wide availability of cheap and effective methods of herbal contraception. As a result, no player-character is ever considered to be fertile unless they want to be - the assumption is that anyone who wishes to opt out has simply been using bitterweed to ensure they are not fertile. This means that no player can be involved in baby-related plot without their explicit permission

The herb itself is based fairly obviously on stories of silphium - and is included mostly as an example of several similar herbs. Other forms of medieval contraception are also in use in the Empire world.

Spectacles, Spyglasses, and Lenses

Spectacles are known throughout the Empire. The best spectacles come from Urizen, but the most commonly used are produced in the League. They are a widespread, comparatively inexpensive, method of aiding poor sight. Their origins are lost in antiquity; they are known worldwide and the common belief is that they were invented in the Asavean Archipelago centuries ago.

The spyglass, by contrast, is more easily nailed down; it was invented in the Sarcophan Delves. Urizen and Freeborn ship captains first brought the spyglass to Imperial shores, and helped popularise it, and in conjunction with the League natural philosophers made several advances on the original design. Spyglasses are expensive, and fragile, but almost anyone who can afford a ship can afford to equip themselves with one. They are also occasionally used on battlefields, or by scouts exploring enemy positions. There are also a very few rare examples built in the mountains of Urizen that are used in the exploration of astronomancy (although even an Urizen astronomancer is just as likely to make use of an enchanted weltsilver bowl to study the heavens as an expensive system of lenses and prisms). They are largely seen as a practical device used by practical people rather than a tool for natural philosophers.

Magnifying glasses are also known, but they are even rarer than spyglasses due to their relative fragility. They are commonly used by scholars and natural philosophers, although anyone who performs fine work (jewellers and locksmiths for example) may make use of one. Some lens makers have experimented with making magnifying glasses out of tempest jade - properly shaped, a thin sheet of that volatile material tends to be more durable than even the finest glass.

Spectacles, spyglasses, and lenses in play

Anyone can wear glasses or spectacles. Aspirationally, something that looks a little archaic is ideal but modern glasses are a suitable physrep for Empire spectacles. There are even a few pairs made with smoked glass or tempest jade, designed to protect sensitive eyes from bright light. Likewise, anyone can own a spyglass or magnifying glass - although such items are not common in the general population, people who attend Anvil are assumed to be rich or influential enough to bring what they please with them.

Contact lenses do not exist - but there is a simple herbal treatment (involving eye drops) that can provide a short-lived improvement in vision that may be used to explain how someone who wears glasses is able to operate without them for short periods of time if they are OOC using contact lenses.

There are no microscopes or binoculars in Empire - such things do not exist in the setting and should not be used.

Clocks, Clockwork, and Time

The Grand Clocktower in Holberg - a mechanical time-keeping device on a massive scale and a unique wonder in the Empire - was built by the founders of the famous Wunderkind guild. Significantly less impressive clocktowers are found in all the League cities, and in places such as Meade and the White City of Bastion. As understanding of clockwork has slowly advanced, smaller and smaller clocks have begun to appear. When most people think of a clock they imagine the grand mechanical devices overlooking busy squares; wealthy individuals can also afford a personal clock that they keep in their own homes. Indeed, within the last few years even smaller clocks - clocks that can be kept in a pouch or pocket - have become fashionable (although they remain quite expensive). These "pocket clocks" are especially prevalent at Anvil, where the richest and most influential people gather.

During summits, clocks are used to help regiment the day. Meetings are organised using an agreed on sequence of hours based on the Grand Clocktower in Holberg. An hour is sixty minutes, and for most people progresses in "half hour" increments - anything smaller is generally unnecessary. Only the Imperial Conclave really worries about partitions of time smaller than half an hour. Indeed, most people tell the time by looking at the sky, and judging whether it is morning, afternoon, evening, or night.

Clocks are not the only method of measuring the passage of time, and they are not cheap. Sundials, candle clocks, sand clocks, and water clocks (especially Greco-Roman versions) are all common devices used throughout the Empire to measure the passage of time.

Clockwork has also found other applications; clockwork music boxes and mechanical toys are popular, if expensive, diversions for the wealthy. They tend to be unique items, patiently created by skilled crafters, and are by no means common. They often incorporate gears and springs made from alloys of orichalcum, weltsilver, green iron, and mithril.

Clockwork in Play

Clockwork is mostly employed for making clocks and one-of-a-kind, luxurious toys. Ideally, clocks should be bulky and try to capture the aesthetic of the appropriate nation - for example a Wintermark clock may bear runes, an Urizen clock might include mirrors or lights, and a Varushkan clock may be kept carefully in a locked wooden box. Pocket clocks (pocket watches) likewise should ideally look more archaic than the traditional Victorian or Edwardian model. Wristwatches as not appropriate for in-character use at Empire.

Appropriate toys include music boxes, and the occasional wind up model that moves or performs a simple action. In the Empire setting, clockwork is utterly incapable of providing motive power to large moving objects, nor can it be used to make complex machinery; this remains a medieval fantasy setting so elements of steampunk or brasspunk are not permitted.

Runeboxes and Runebound Chains

Artisans make a variety of mundane items to protect the valuables of their clients, but two extremely popular items are runeboxes and runebound chains. Developed recently in Wintermark, their construction uses a combination of expensive materials (either weirwood or mithril alloys), and runes such as Diras and Verys. When complete, these items are practically indestructible. While It is possible to destroy such a box or a chain, it requires several hours smashing the item to pieces making a tremendous noise and utterly destroying any contents in the process. While such boxes and chains are expensive, and not common, anyone who attends Anvil is assumed to be able to afford to purchase or create them to secure their own valuables.

Runeboxes and runebound chains in play

As explained in our rules for in-character theft, if a player's tent includes a wooden or metal box or a metal chain then you should assume that they are virtually indestructible. This means that any solid box which is locked cannot be opened in game without the key or a mundane way to pick the lock. If the box is chained to the tent then it cannot be removed.

Players who keep boxes in their IC areas are encouraged to use good looking props where possible. If you want to mark the box with runes for Verys and Diras - you can do so. In particular, you should use an appropriate in-character lock which uses a key (combination locks are not appropriate in the setting). The key is obviously a vital in-character physrep and should be treated accordingly. It should be kept with other in-character belongings and can be stolen and used as normal. If it is a modern key then please consider what cosmetic changes you can make to it, to make it look more obviously like a game prop.

You cannot have an IC box that can be easily opened and claim it is a locked box. The physrep must actually be locked and physically secured. You are allowed to store important in-character and out-of-character valuables together in the box, but bear in mind that it is still theoretically possible that someone might steal the box if it is not chained down. If they do so - they must bring the physrep to GOD within half an hour as per our normal rules for stolen items.

Flashpowder and Fireworks

Flashpowder, and similar theatrical substances, are used across the Empire in stage-shows, especially in the League and Brass Coast. It is often used to great effect in rituals - and not just those employing dramaturgy. It is not cheap, but neither is it a great expense - most professional stage magicians, actors, or ritualists can lay their hands on a quantity.

Fireworks also exist - from sparklers to rockets that create short-lived, glowing flowers in the night sky. The best fireworks in the Empire are made in the Brass Coast, and employ a fine dust made from ground tempest jade. Fireworks come in a variety of forms and colours, but they are expensive - they are a luxury item used on special occasions. Fireworks are useless as weapons - experiments have proved that the material in fireworks provides a lot of sound and light, but almost no force and relatively little heat.

Flashpowder and fireworks in play

Fireworks exist, but gunpowder does not. There are no rockets or guns in the Empire world.

There are strict rules governing pyrotechnics at events, as detailed in our rules for banned items.

Trods, Roads, and Ox-carts

The Empire world lacks horses, but traders and travellers alike make use of oxen to pull wagons and carts. Riding is largely a forgotten, semi-mythical art. Outside of creatures of the Realms, people don't really entertain the idea of riding animals. In particular, mounted cavalry is unknown in the modern Empire world (and even in the past were mostly unknown outside of the Empire). Some nations such as the barbarian orcs and the Jarmish princes make use of elephants, dire rhinos, and similar large creatures as mobile siege engines, but such things are rare, and large creatures expensive to raise, train, and maintain.

The Empire is covered by a network of roads, haphazardly built up over centuries to connect population centres. Their quality varies extensively from the carefully laid and hearth magic enhanced highways of Varushka to the partially paved roads of the Marches. A great work begun in Spring 380YE called the Blood Red Roads seeks to link all four League cities with major highways - although they are not due to be completed until 382YE at the earliest.

When people travel from one part of the Empire to another, they are just as likely to make use of the trods for part or all of their journey. These magical routes are a side effect of the Dance of Navarr and Thorn, a potent Spring ritual used by the Navarr to weaken the Vallorn. These routes are useful because the energy that thrums through them provides strength that allows them to be walked continuously for many hours without a break, and quickly revitalize resting travellers. Their drawback is that they are even more haphazard than the roads, and their layout cannot be dictated. Trods meander and twist, irrespective of the location of towns or villages, and a traveller must weigh the advantages of moving quickly against the difficulty of finding a trod that goes where they want to go. It is more common for someone undertaking a journey to take advantage of trods that are moving them in the right direction and then break off and use a mundane road the rest of the time. Even if they did go in straight lines, due to their magical nature it is very difficult to build roads along trods - the energies infuse local vegetation that quickly reclaims any attempt at creating permanent thoroughfares.

Trods and transport in play

We assume that anyone attending Anvil can do so regardless of where they live in the Empire - that it takes no more than perhaps a fortnight of travel to get there and back again. How precisely this happens is below the abstraction layer, but the trods provide one potential explanation. The trods are of great importance to the Navarr nation, and are covered in more detail here.

It is worth noting that, aside from the Sentinel Gate which has a specific role to play in the game, instantaneous travel is essentially impossible in the Empire world.

Groveblossom and Changing Gender

Some people in the Empire do not call themselves male or female - a historical example is Tekupala, who is recorded in various sources as a man or a woman or as neither. Others, like the Little Mother, choose to change the gender they express themselves as during their lifetime, and often the fact of this change is not much remarked upon in history compared to such important facts as the glory of their deeds or the virtue they demonstrated. When celebrating a new child, a family often chooses to assign a gender to the newborn; but this is never at the expense of the child’s right to express themselves as they wish throughout their life.

Some individuals who choose to change their gender expression also decide they wish to pursue physical changes. The herb groveblossom is often used to aid in this. Native to the groves of Kallavesa, it can now be found across the Empire. It is easy to prepare properly, in a variety of ways, and so it is never hard for those who want to benefit from it to do so.

Depending on how it is prepared, groveblossom can cause an increase in conventionally male attributes like hair growth across the body, a deepening of the voice and a sharpening of facial appearance, or an increase in conventionally female attributes such as breast growth, softer skin and a reduction in body hair. The herb is taken regularly over a period of time, and changes occur gradually - the exact effects of groveblossom are unpredictable in pace and scale, and are very dependent on the particular physiology of the person taking it. When they do occur, the changes caused by groveblossom are long-lasting and difficult to reverse.

Groveblossom in play

Empire by intent is a setting which excludes any form of gender discrimination. Characters in the world of Empire do not make assumptions nor treat differently other characters based on their gender expression. Groveblossom is intended to help give some IC context for the hormone therapy that, in the real world, many (although by no means all) trans people undergo as part of their transition. The effects of them are unpredictable because in the real world, hormone therapy can be hard to access and have quite different results from person-to-person.

It is easy for characters in Empire to access groveblossom treatment with these herbs, and it is assumed that any character who wants to can do so. However, they are included in our game as a way for trans people who wish to play characters who are also trans to do so: we would ask players who are not themselves trans to be sensitive to the experiences of others and think carefully about playing a character who expresses gender variance. In addition, there is no requirement for a trans player to play a character who is trans; for this reason, please do not comment on other character’s use of these herbs unprompted, especially if you have some assumption about the player of that character.

Many trans people in real life also undergo one or more forms of gender confirmation surgery. Such surgeries are also available within the world of Empire, but are outside the scope of what should occur in uptime; in the game world as in real life, they are a personal, private matter.

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Temeschwar

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 Temeschwar

- 3.2 The Walls of Temeschwar

- 3.3 The Bloody Great Theatre

- 3.4 The Fortress of Salt

- 3.5 Lorenzo's Legacy of Loyalty

- 3.6 Mellfort

- 4 Regions

- 4.1 Hanuri

- 4.2 Locul

- 4.3 Metri

- 4.4 Vargat

- 4.5 Vardstein Vale

- 5 OOC Notes

Overview

Temeschwar was once part of wild Varushka, but it joined the Empire alongside Sarvos and Tassato, when the League was formed. Citizens of Temeschwar commonly make an effort to be as flamboyant as their southern fellows, but their dress is inevitably more practical, to accommodate the harsh northern weather. They are traditionally more brutally pragmatic than those who live on the bay. It is a foothold of trade to Varushka, Wintermark and nearby Dawn. Trading in raw materials and crafted goods, especially weapons and armour, it is seen by many as the merchant capital of the northern lands.

Despite its good relations with Varushka, Temeschwar has always suffered somewhat from being distant from Sarvos and Tassato whose close proximity made them the natural heart of the League. Temeschwar may well be the richest of all the cities of the League, but it can never quite shake the fear that it is not as good as the others. This anxiety is just part of what drives the Temeschwari to be so competitive and so ruthless. Temeschwari strive to work that bit longer and that bit harder than anyone else in the League. If a Sarvossian closes their shop at sunset, their Temeschwari neighbour will light a pair of lanterns and keep trading for another hour.

Not all relations with Varushka are good, however. There is still some bad blood between those of old Varushkan stock in Temeschwar and the citizens of Delev in Karov. When Temeschwar joined the Empire it attempted to prove that it had legitimate ownership of the Eternal Shafts of Time, a rich mithril mine on the border between the two territories. There are still plays and theatrical adaptations that revolve around the underhand, ruthless way the boyar of Delev "stole" the mine from under the noses of the Temeschwari, and relations between some Delev traders and and some citizens of Temeschwar are chilly to this day - especially in the rare cases where there is some distant blood connection between the two.

The Temeschwari are not just the most competitive people in the League, they also have a well deserved reputation as the most ruthless. In the years before the creation of the Empire, the city was plagued by gangs of thieves and assassins who operated with open impunity despite the best efforts of the boyar, Ratibor. Thousands of inhabitants were linked with the different gangs who used tattoos to mark membership and enforce loyalty.

In the end Ratibor hired a force of Varushkan mercenaries and brought them in secret into the city during the depths of winter. In the notorious night of a thousand torches (named for the torches the soldiers carried to light their way) every inhabitant of the city was turned out of their beds, stripped and searched for marks. Anyone with a tattoo on their body was given a few minutes to collect their belongings before being forced from the city into the frozen snows beyond the walls. A few managed to bribe their way past the search but most were given over to the winter and were never seen again. The act was one of monstrous brutality, but it established the power of Ratibor as boyar and broke the power of the criminal gangs forever.

The Temeschwari wear their reputation for cold, hard dealing with pride. They view themselves as the strongest people in the League, combining the ambition and drive of the south with the strength and determination of the north. Physical as well as mental strength is prized here - Temeschwari bravos are as likely to favour the axe as the rapier - and her free companies have a reputation for toughness, as soldiers and as people. Most Temeschwari free companies are careful not to break the rules for they know the magistrates watch them carefully - but they will do almost anything required to win short of this. You can find many things in Temeschwar, it is said, but you will not find a scruple though you search the city from sunrise to sunset.

Recent History

Rumours suggest that the vyig criminal organisation has become active again in the northern city. This Varushkan criminal fraternity is untied by an absolute hatred of Imperial law, and once threatened to overtake both Temeschwar and the League. Becoming increasingly bold, their activities lead to a major operation supported by the Synod to once again drive these criminals out of the northernmost League city - and indeed the League as a whole.

Major Features

Temeschwar

The city of Temeschwar occupies most of Hanuri. Among other things this is the site of the Northern Traders Guild (which forms the southern arm of the Northern trade network), as well as a recently erected statue to the eternal Janon dedicated to his Vigilance for seeking out and rewarding priests of the Empire and its bards. The Tomb of Empress Giselle was built here in Winter 380YE, and Temeschwar is also the site of the Bloody Great Theatre, a theatrical venue that is also a site of pilgrimage for League citizens interested in exploring their Proud history of the dour city. In Winter 381YE, a branch of the Tassato Mana Exchange - the Temeschwar Mana Exchange - was built on the eastern side of one of the cities' largest and oldest meat markets.

Northernmost of the four great cities of the League, Temeschwar was one of the three founding cities. It is very different in style to Sarvos and Tassato, and its origins as a Varushkan trade town are obvious in the architecture of its many old buildings. Structures are built to last in Temeschwar, with stone being a much more popular building material than wood, and with slate roofs more common than thatch. The city is extremely cold during the Winter (and during late Autumn and early Spring most years), and snowfall is a regular problem not faced by the inhabitants of more southerly cities of the League.

The people have a well deserved reputation for competitiveness, and for ruthlessness. Temeschwar may well be the richest of all the cities of the League, but it can never quite shake the fear that it is not as good as the others. This anxiety is just part of what drives the Temeschwari to be so competitive and so ruthless. Temeschwari strive to work that bit longer and that bit harder than anyone else in the League. If a Sarvossian closes their shop at sunset, their Temeschwari neighbour will light a pair of lanterns and keep trading for another hour.

The Walls of Temeschwar

The city proper is surrounded by great white granite walls. While not on the scale of the walls of Holberg in the east, they have proved more than sufficient to protect the city from its enemies. Nine great towers are placed roughly equidistant around the walls, seven named for each of the Virtues and two (those that incorporate the gates through which the Gancio enters and leaves the city) called the Northern and Souther Rivergates. Each is equipped with a great iron bell, used to toll the hours, and to warn of potential dangers. In cases of fire, for example, the bell in the tower nearest the blaze is sounded repeatedly until the flames are extinguished.

Temeschwar has grown since the walls were built, of course, and there are nearly as many buildings outside the walls as there are within them. In times of emergency, however, the population can take refuge within the walls - although how long Temeschwar could survive an actual siege remains to be seen

The Bloody Great Theatre

The Bloody Great Theatre is one of the most prominent theatres in the Empre. It was commissioned by Gant Archama and approved by the Imperial Senate in Winter 380YE, in the wake of a powerful surge of interest in the arts. A small movement to have the building officially named "Grand Themschwari Theatre" gained very little traction - the amusement of calling such a large and impressive structure by such a common name has meant it has largely stuck. It serves as an inspiration, and a source of Pride, for the citizens of the city.

The Fortress of Salt

The Fortress of Salt is a Bourse resource located in Metri. Custodianship of the Fortress is an Imperial Title that brings with it a Seat on the Imperial Bourse. It produces 25 Imperial wains of mithril every season. Control is allocated to any Imperial citizen by open auction during the Autumn Equinox.

Lorenzo's Legacy of Loyalty

Spread across the entire territory of Temeschwar are a number of red stone stelae, adorned with images of chains and rings, and with their bases engraved with phrases celebrating Vigilance, Wisdom, and Loyalty. Each squat monolith is topped by a pair of mithril cleavers, surmounting a globe of polished blue-green tempest jade which is itself engraved with a peculiar symbol of a seven-pointed star and an eye. A central stone, the keystone for the entire great work, stands in from of the Butcher's Guild in the city itself - an eerie four-armed statue of a cowled figure. Commissioned by the Imperial Senate in Autumn 381YE, the legacy was actually built by Almodin Oktístis (an Asavean architect) loosely following designs laid out by Lorenzo “La Volpe” Macelliao von Temeschwar.

Mellfort

In Locul, on the higher slopes of Mellfort Peak, stands old Mellfort. This ancient hillfort consists of a ruined set of concentric rings of black stone, believed to have been of Terunael origin (although some scholars claim the Terun simply adapted a much older structure, perhaps one built by The Sentinel). The fort was in ruins when the first Varushkan settlers came here, believed to be a casualty of the wars between the people of Terunael and the orcs. Human settlers lost no time in incorporating the sturdy stones of the ruin into their own fortification.

Throughout its history, people who have spent long periods of time here have reported strange dreams - dreams of sadness, loss and bittersweet remembrance. Unlike many such 'accursèd places' it gained a reputation for strangeness, rather than terror or fear, and in the early years of the Empire became something of a place of pilgrimage for those suffering grief or regret.

The fortification here was decomissioned during the reign of Empress Mariika, during a compromise which saw funds channeled to the fortification of Temeschwar itself. Mellfort has not seen use as a fortress for many years, but following the fall of Skarsind there was discussion of rebuilding it as a watchpost and beacon. In early 377YE the fortress was partially refitted to serve as a base of operation for groups of bravos hunting bandits and brigands preying on Temeschwari trade. Overseen by Bridget Eastville (senator for Mitwold) as part of a larger plan to provide protection to towns throughout the Empire, the defences are not sufficient to qualify Mellfort as a fortification, but they have already helped reduce outlawry throughout the territory. They have also lead to further discussion about completing the work and restoring Mellfort to its former glory as a strategically placed fortification.

Regions

Hanuri

Qualities: City, Fortification

The main feature of Hanuri is the city of Temeschwar itself.

Locul

Quality: Hills

Much of the territory of Temeschwar is rugged and hilly, but in Locul the foothills rise steeply into the heights of Mellfort Peak which takes its name from the hill fort built on the upper slopes. Before the forerunners of the League restored the ruins there, the peak was called Suyan. The mountain dwarfs the surrounding territory, for all that Urizen visitors like to claim (somewhat smugly) that it is not a real mountain. The peaks and foothills of Locul are the site of many prosperous mines, especially those working green iron and weltsilver. One of the best known of these mines is Descent - a mining village built around a large open sinkhole at the foot of Mellfort Peak. Many years ago a stairs and ramp were built spiralling down into the depths of the Descent, and green iron is mined from an extensive cavern complex beneath. The Custodian of the Assayer's Guild often spends a lot of time surveying the mines of Locul, when they are not at their offices in Temeschwar proper.

Metri

Quality: As with parts of Necropolis and Kallavesa, Metri now has the haunted quality.

The Fortress of Salt is found in Metri, very close to the border with Varushkan Karov. During Winter 380YE, something unnatural settled into the woods here, bringing with it both a peculiar magical effect and a strange sense of safety. Gaunt spirits, ghosts, and a general sense of mild unease permeate the place but the roads are unmolested by bandits and beast alike. Anything or anyone that tries to bring violence against another person in Metri suffers bloody, unnatural judgement at the claws and teeth of alien creatures now haunting the region.

Vargat

A somewhat hilly region, dotted with villages and scattered areas of cultivated woodlands. Vargat is perhaps best known for the brewing of strong spirits, the good quality, thick-crusted dark rye-bread made from locally sourced flour known colloquially a Vargat Bianch, and for extremely strong-tasting pickled cabbage that is considered a local delicacy by those from Vargat, and a challenge to the digestive system and sense of taste by everyone else. Increased trade with southern nations, especially the Freeborn, has seen a recent fashion in Vargat for vegetable dishes prepared by fermenting with a variety of seasonings. It remains to be seen if this culinary fashion will become popular in the League.

Vardstein Vale

Quality: Forest

The southern Vardstein Vale that slopes down toward Miaren has a reputation for wildness. While the periphery has been cultivated with a number of small woodland preserves, most of the woodland is left "wild". The forest is known to be home to many wolves, and to at least one pack of wily Dire Wolves. The decision to leave the Vale as a hunting preserve has caused occasional friction with the Navarr and Wintermark who point out that wild beasts do not respect borders. More artistically minded individuals point to the decision to leave the Vardstein Vale "wild" as reflecting a key element of the Temeschwari (and indeed League) soul. They are civilised, but they are not tame ...

OOC Notes

- All the regions of Temeschwar are in the hands of the League (and by extension the Empire) making it a staunchly Imperial territory.

- The city walls are a rank two fortification.

- The Bloody Great Theatre is a great work that provides a pool of 30 votes in the Imperial Synod and 15 additional liao spread among the congregations of Temeschwar which are overseen by League priests belonging to the Assembly of Pride.

- Lorenzo's Legacy of Loyalty is a great work that provides 37 crystal mana each season, spread amongst those citizens of Temeschwar who own mana sites.

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Templar's Cuculla

Description

The cuculla is a long, flowing, priestly robe with a hood. It is usually closed at the front rather than split, and is most popular in Highguard, The Marches and Urizen. They are particularly popular in places where cold weather is commonplace, offering additional warmth to those who spend a lot of time in draughty shrines or in the open air. The Templar's Cuculla grants the wearer additional opportunities to perform ceremonies that purge spiritual auras, or combat dark forces, and as a consequence more militant priests have adapted the cuculla to a form of long surcoat, still often bearing a hood, designed to be worn over or underneath their armour for when they must directly engage with malignant spiritual presences.

These vestments saw extensive use in the aftermath of the Freedom Heresy, where strong-willed priests versed in the ceremonies of exorcism combated the residual corrupting influence of the forces of anarchy from eastern Dawn and the western Barrens.

Rules

- Form: Armour. Takes the form of a robe.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: Once per day you may perform or contribute to an exorcism ceremony without expending any liao. You must be able to perform the exorcism ceremony to use this ability.

- Materials: Crafting a Templar's Cuculla requires seven measures of beggar's lye, three measures of iridescent gloaming, and five measures of dragonbone. It takes one month to make one of these items.

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Temple of the bull

"Essua! Get in here right now. You're in big trouble young man."

"What? I ain't done nothing."

"Don't take that tone of voice with me young man. Where were you at noon?"

"I went into town to... to..."

"You went to that foreign temple didn't you?"

"I just wanted to see what they were building. You should see it mum, it's big as anything!"

"Essua i Carra i Guerra - I swear on my soul that if you so much as step foot near that thing again, you won't sit down for a week! Do you hear me? It's full of heretics. It'll split your soul in two and turn you into a horrid little liar if you so much as look at it."

"But they gave me a sweet candy... and a toy statue of a bull - look. Ow! Hey that's mine... that's not fair!"

Contents

- 1 Overview

- 1.1 The Gods of Asavea

- 2 Significance

- 2.1 Trade and Diplomacy

- 2.2 Imperial Liaison

- 2.3 The Temple in Nemoria

- 2.4 The Judgements of the Synod

- 2.5 Fire

- 3 Resolution

Overview

The Senate has given permission to the Asavean priesthood to build a grand temple in Feroz. The senator who raised the motion, has arranged for construction to begin at the port of Oran. At great expense, the Asaveans have dispatched several cargo ships of white granite to the Brass Coast, accompanied by a dozen or so of their potent warships to provide protection.

The project is well underway, and observers say it promises to be quite an impressive edifice, incorporating two massive statues of the Asavean "gods" known as Balo of the Foam, and the Black Bull. A cautious estimate suggests the Asaveans have brought some fifty wains of granite with them to provide a suitable imposing temple to their idols. Out of respect to the Empire they have brought no slaves with them. Instead, they have also been quite free with their Imperial coinage, paying handsomely for Imperial labourers prepared to work with their architects. Work is expected to end shortly before the Autumn Equinox.

The Gods of Asavea

Balo of the Foam, and the Black Bull, represent only two of the many so-called deities of the Asaveans. The priests overseeing the construction of their new temple have been more than happy to discuss their faith with Imperial citizens and from them certain facts have been gleaned.

Balo of the Foam is a "god" of travel over water, who they believe keeps sailors safe from the many dangerous of long sea voyages. They claim that Balo sends good winds, and protects sailors from the storms and other dangers they say are sent by more jealous deities of the deep ocean. Balo is depicted as a beautiful, androgynous youth in gossamer veils who lives wherever waves break against a shore. There are apparently many songs, poems, and dances performed in his honour, which they are happy to share. Sacrifices to Balo take the form of valuable goods thrown into the waves. It is considered good luck to sacrifice wine, beer, scented oils, or pearls to the god at the start and end of a sea journey - and dreadful misfortune is said to befall those who try to steal such offerings.

The Black Bull, by contrast, is the patron of soldiers, bodyguards and guardians - anyone who protects people who travel in dangerous places. Sometimes male sometimes female (despite being a bull), it is a martial deity who encourages skill at arms among its followers. Priests and devotees of the Black Bull accompany merchants and diplomats who travel to foreign lands. The followers of the Black Bull constantly strive to show their prowess and bravery, often engaging in daring acrobatic feats involving the beast sacred to their patron. Modern sacrifices to the Black Bull involve the blood of a ritually slaughtered animal poured over an altar or acolyte, with the meat from the carcass then being prepared as part of a feast for the devoted.

Needless to say, the majority of Imperial priests are likely to consider involvement in such behaviour by Imperial citizens to be a religious crime.

Significance

Trade and Diplomacy

Once the temple is complete, it is expected that all Imperial citizens will find a warmer welcome in Nemoria, especially fleet captains. It will also represent a further improvement in relations with the Archipelago - the priests of Balo and the Black Bull are both influential in Asavean politics, and their good words will help sway the Plenum further in the direction of the Empire.

Furthermore, it is likely that good relations with the priests of the Temple will likely accrue a small benefit to the owners of businesses in Feroz. The presence of the temple will draw traders who might otherwise have gone to other ports around the Bay of Catazar, resulting in a small improvement to the income of businesses across the territory.

Imperial Liaison

In addition, the Asaveans have indicated that they would like a named individual to serve as liaison with the priests of Balo and the Black Bull. The speaker for the Asavean priests involved in this project, Hueva Joãon, has indicated that he would like the temporal power in the land where the temple is being built - in this case Pedro i Taziel I Riquezz the Senator for Feroz - to guide his selection by presenting a candidate or candidates who would be open-minded and interested in cementing closer ties between the Archipelago and the Empire.

This appointment would not represent an Imperial title because the power to appoint or remove it would lie with the Asaveans, not with the Empire. Indeed, the Imperial Synod would have no authority to revoke this position at all, and even a Writ of Excommunication would not automatically disbar a citizen from serving as liaison. Rather, the Asavean priesthood itself has the ability to remove, or appoint a replacement for, the liaison at their discretion.

The likely benefit to the citizen appointed as liaison would be an opportunity to purchase goods at reduced prices from the Asavean merchants and sailors who visit the temple (almost certainly in the manner of a ministry similar to that available to the Ambassador to Asavea.

The Temple in Nemoria

As part of this agreement, the priesthood of Asavea has invited the priests of the Way to build a temple of their own in Nemoria, the capital of the Asavean Archipelago. No work has yet begun on this temple, however. As the Empire gave permission for a major temple to be built in the Empire, the same concession is made to the priests of the Way. At the moment, the Asavean government assumed that a Senator will oversee the project but in practice anyone could collect the 20 wains of white granite and 10 Thrones required to begin building the temple.

It is worth nothing that the entire cost in Thrones to build the temple could be waived it the person commissioning the temple chose to accept the kind offer of the Joãon family to provide their own "labourers" to work on the project.

Construction of the Temple of the Way in Nemoria will take six months, and once it is complete it would automatically create an Imperial title responsible for aiding and liaising with the Imperial priests attached to it. The Senator who raised the original motion - Maher i Zaydan i Riqueza - is ultimately responsible for determining how that title would be appointed. The most obvious methods of appointing the title would be appointment by the Senate, or appointment by either the General Assembly or the Assembly of Nine, although a case could certainly be made for making it an Imperial title auctioned through the Imperial Bourse.

The Judgements of the Synod

The Temple of Balo and the Black bull unequivocally exists to allow the practice of heresy, blasphemy, and literal idolatry on Imperial soil. While the Senate claims to have allowed its construction "under the understanding that it is for the usage of non-Imperial citizens only" this is little more than an understanding. The priests of Asavea have already demonstrated a willingness to talk about their religion to anyone who approaches them.

The Imperial Synod sought the veto when this motion was raised in the Senate, but failed to achieve the required majority. Yet it is clear that there is some resentment of the construction and its implications. Even among the notoriously relaxed priests of the Brass Coast, there is such a thing as going too far.

The Freeborn assembly, the General assembly, or the Assembly of Nine, may raise a Statement of Principle worded in such a way as to declare that anyone who assists in the construction of the temple should be considered a heretic, blasphemer, and/or idolator. The judgement must include a named priest who will be responsible for spreading word of the Synod's judgement through Oran. The named priest will need to provide at least 25 doses of liao for the creation of auras that will encourage people to denounce the idols of Asavea, and ignore the lucrative work offered by the foreign priests.

This will immediately slow construction of the Temple to a crawl. Rather than being completed shortly before the Autumn Equinox, the temple will not be completed until shortly before the Spring Equinox 381YE, and finding labourers prepared to work for the Asaveans will incur significant additional expense for their project.

Regardless, any successful action by the Synod that delays the completion of the temple will almost certainly create a diplomatic incident with the Asaveans.

Fire

Finally, there is one additional option. The Freeborn Assembly, General Assembly, or Assembly of the Nine may raise a Statement of Principle calling on all devout Freeborn followers of the Way to take steps to prevent the construction of the Temple. A named priest must be chosen to actively preach against the temple in Feroz, and equipped with at least 50 liao to support the creation of auras. If this is done, it is likely that the partially complete temple will be destroyed by Imperial citizens who heed the authority of the Synod. This option can only be used before work on the temple is completed.

If this option is taken, and the temple is destroyed, then the priest raising the motion and the named priest will be liable to investigation and potential prosecution by the magistrates.

In the event of multiple contradictory statements from the Synod, the one supported by the most liao would win.

Resolution

The Council of Nine of the Imperial Synod has decided to denounce the Temple of the Bull as an idolatrous affront to the Way. Agnetha de Rondell has been active in Feroz discouraging workers from cooperating with the Asaveans, slowing work on the project significantly. Rather than being completed shortly before the Autumn Equinox, the temple will not be completed until shortly before the Spring Equinox 381YE, and finding labourers prepared to work for the Asaveans will incur significant additional expense for their project.

The "Temple of the Bull" in Oran is an idolatrous affront to The Way and threatening to seduce Imperial Souls into iniquity. To assist in its construction is to engage in, assist in spreading, and endorse idolatry. I will go to Oran to dissuade the people from this sin.

The Assembly of Nine, 380YE Summer Solstice

At the same time Jorma Steelhail attempted to gain the backing of the General Assembly to encourage the complete destruction of the temple, but their statement of principle was not upheld (despite 327 votes in favour, there were 421 votes against)

When the Senate agreed to the construction of the Temple of the Bull in Feroz, this was under the understanding that the Asaveans do not preach their false faith and idolatry. This agreement has already been broken. The Empire cannot legally prevent citizens entering the Temple. The General Assembly supports Jorma Steelhail to ensure the destruction of that heathen building. Our conviction to The Way is boundless and we will not suffer heresy, blasphemy and idolatry.

The General Assembly of the Imperial Synod, 380YE Summer Solstice (failed)

Finally, an attempt by Vitor de Mestra to raise funds to support the building of the Temple in Nemoria was withdrawn following confirmation of a theft from the Imperial Hub, despite having passed.

Rewarding of 20 Thrones from the Virtue Fund for labour and resource purchased to build a temple of the Way in Asavea to bring truth and counsel to followers there.

The General Assembly of the Imperial Synod, 380YE Summer Solstice (withdrawn)

An additional judgement was passed by Soratio urging the citizens of the region to remain calm. Although backed with liao, the wording of this judgement meant that it had no effect and no liao was used.

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Ten Thousand Miles

Trad/Nic Jones

Learning resources

Score by Daisy Abbott: Media:10000-miles.pdf

- Tune: Media:10000-miles-top.midi

- High harmony: Media:10000-miles-mid.midi

- Low harmony: Media:10000-miles-bot.midi

- All voices together: Media:10000-miles.midi

Fare you well my own true love And farewell for a while. I’m going away, but I’ll be back If I go ten thousand miles.

Ten thousand miles, my own true love, Ten thousand miles or more, And the rocks may melt and the seas may burn, If I no more return.

Oh don’t you see that lonesome dove, Sitting on yon ivy tree, She’s weeping for her own true love Just as I shall weep for mine.

Oh come back my own true love And stay a while with me For if I had a friend all on this earth, You’ve been a friend to me.

And fare you well my own true love And farewell for a while. I’m going away, but I’ll be back If I go ten thousand miles.

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Tenacity of Jotra

Contents

- 1 Rules

- 1.1 Summer Magnitude 2

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 2

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains one additional rank of fortitude, and experiences a roleplaying effect: you feel confident and certain of victory.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Every two additional characters increases the magnitude by 3. Additional characters must be present throughout.

Description

One of the simplest enchantments known, it is actually reasonably rare to find anyone who has mastered Tenacity of Jotra; there are after all many more powerful enchantments available to the practitioners of Summer lore. The small amount of additional fortitude it grants is rarely considered to be worth the expenditure of mana it requires.

Where the spell is sometimes valuable is in enhancing the constitution of an individual who is already quite tenacious, or as an adjunct to the use of an Abraxus Stone.

Common Elements

As with many enchantment rituals, common elements include the consumption of wholesome food and drink (especially mead or beer) and the use of tokens and gifts such as favours. Unsurprisingly, the rune Jotra is often used, painted onto the skin especially the skin of the chest or belly. Likewise an evocation of The Stallion or The Oak may be appropriate with this ritual, as are evocations of horses, boars, bears and other animals famed for their bodily fortitude.

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Terms and conditions

Contents

- 1 Overview

- 2 Empire Copyright

- 3 Illustration Art

- 4 Game Art

- 4.1 Fair Use Policy

- 5 Uploading Content

Overview

Our philosophy is that all live roleplaying games are the product of a community of people developing ideas and games together over time. There are remarkably few new ideas under the sun and each new game builds on the ideas that have gone before it. As such we have no interest in restricting other live roleplayers from using any of the ideas that have been incorporated into our games. We prefer to encourage other live roleplaying organizers that share our ideals to share their work also.

We are frequently emailed by players to ask if they can use text from our games or logos from our website. There really is no need to ask, we're genuinely happy if players find any part of the games we create useful in creating their own games or websites. At the end of the day imitation indicates flattery, acknowledgement indicates respect. The only exception to these rules are for any creative works such as art or music that are used on the wiki, in these cases copyright remains with the author and usage is discussed below.

Empire Copyright

All Profound Decisions games and the content on our websites are licensed under a Creative Commons Attribution-Share Alike. This license lets you remix, tweak, and build upon this work even for commercial reasons, as long as you credit and license all new creations under identical terms.

Illustration Art

The artwork created to illustrate the game remains the property of the artists who created it and is used with their kind permission. If you wish to use the images for any reason then you should contact the original artist to request permission. We can pass a request for contact to the artist if you do not know them personally.

Many artists make their living by selling their work. Please do not upload any pieces of artwork to the wiki unless you are certain that you have permission for it to be used here from the artist who created the work.

Game Art

Artwork created to support the game, such as the runes and the maps remains the property of the artists who created it and is used with their kind permission. We appreciate that people will want to reproduce game art and encourage them to do so. There are no restrictions on the use of game art on a non-commercial basis. If you are selling items of LRP equipment that use game art on a commercial basis then you must abide by our fair use policy.

Fair Use Policy

If you are selling items of LRP equipment that use any game art such as the runes or map then you are welcome to do so provided that you charge no more for the item than you would for an equivalent item with the same level of decoration or detail with different art on it. We encourage traders to create and sell beautiful pieces of work decorated with Empire game art at a price that reflects their skill and efforts; what we require is that you charge a price for the item that is in line with other work you create with the same level of detail and effort.

Uploading Content

There are many interested individuals who have a vested interest in the content of a photograph, the model shown, the people who made the costume, the photographer, the organizers of the event where the photograph was taken, or the owners of the site where the photograph was taken. If there is an image being used on our wiki that is one of yours in any of these definitions and you are unhappy then please get in touch. We can add an accreditation and a link everywhere the image is used or we can remove it. We will always remove any image as quickly as humanly possible at the request of any concerned party.

Please don't upload images of LRPers to the wiki without ensuring that you have the permission of the players involved in creating the image.

Images from films are used without any intent to challenge the owner's copyright. They are used to direct players to the films and indicate which characters from the films provide good inspiration for the game. Any images uploaded should include captions and accreditation which makes the source clear.

All tunes and lyrics must be credited. We suggest that every piece of music includes the following credits the title, original title if any, words and tune credits (if not traditional). Please do not upload copyrighted material without the explicit permission of the authors/performers, where something is used with permission of the copyright holders please say so.

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Territory (Redirected from Territories and regions)

Contents

- 1 Overview

- 2 Campaigns

- 3 Regions

- 4 Resources

- 5 Further Reading

- 5.1 Core Brief

- 5.2 Additional Information

Overview

The world of Empire is divided up into territories, each of which is sub-divided into several regions. A region is an abstract division that represents a significant area of similar land. A region could be a large forest, many square miles of rolling hills, the area around a town or fortification, a marsh, an area of plains or farms or any number of other combinations of terrain and important features. A region might be large enough to contain a dozen villages, or represent the environs of a single large castle, or part of one of the great cities of the League.

Campaigns

- A campaign involves all the armies in a territory

- Whoever controls half the regions in a territory controls the territory

A military campaign takes place across a whole territory over the three months between events and it incorporates all the armies present in that territory. The movement of Imperial armies is defined by the territory they move to, and the outcome of a campaign is determined by the armies present in a territory.

Territories are divided into regions based on their geography and military significance. The winning side in a campaign will often gain control of a region as a result of their success. If the Empire controls more than half of the regions in a territory, then the territory is considered to be under Imperial control. If a Barbarian power controls more than half the regions then they control the territory. If no single power controls more than half the regions, then nobody controls the territory.

Regions

- Armies can move anywhere in a territory

- Armies may gain control of regions as a result of victory in a military campaign

- It is twice as difficult to conquer a region that is not adjacent to a region in the territory that you control

- Regions have special qualities that affects some rituals and some plot opportunities

An army can move freely within a territory as part of the orders issued by the general in command. However experienced generals should not that it is twice as difficult as normal to conquer any region that is not adjacent to another region in that territory that you control.

A region may have one or more special qualities that describe the terrain and the presence of notable geographic, magical, or historical features. These qualities are vital for some rituals but they can also affect opportunities available to the Imperial Senate.

Resources

- A personal resource must be located in a specific territory

- Personal resources are not affected until all the regions in a territory are lost

Resources controlled by characters are located in a territory (even military units and fleets have barracks or a home port). Although individual regions or the territory may be controlled by the barbarians, this does not affect the players with resources in that territory. If the entire territory falls into barbarian control - if the Empire loses control of all regions in a territory - then the production of all Imperial resources in the territory is reduced.

The Empire identifies where your character lives based on the location of their resource. If you change your personal resource for a resource in a new territory, the Empire assumes that you live in the new territory for purposes such as voting elibility.

Further Reading

Core Brief

- Military Council

- War

Additional Information

- Imperial armies

- Army orders

- Navy orders

- Casualties

- Territory

- Army qualities

- Spy network

- Fortification

- Campaign outcome

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Territory&oldid=37951"

Territory

Contents

- 1 Overview

- 2 Campaigns

- 3 Regions

- 4 Resources

- 5 Further Reading

- 5.1 Core Brief

- 5.2 Additional Information

Overview

The world of Empire is divided up into territories, each of which is sub-divided into several regions. A region is an abstract division that represents a significant area of similar land. A region could be a large forest, many square miles of rolling hills, the area around a town or fortification, a marsh, an area of plains or farms or any number of other combinations of terrain and important features. A region might be large enough to contain a dozen villages, or represent the environs of a single large castle, or part of one of the great cities of the League.

Campaigns

- A campaign involves all the armies in a territory

- Whoever controls half the regions in a territory controls the territory

A military campaign takes place across a whole territory over the three months between events and it incorporates all the armies present in that territory. The movement of Imperial armies is defined by the territory they move to, and the outcome of a campaign is determined by the armies present in a territory.

Territories are divided into regions based on their geography and military significance. The winning side in a campaign will often gain control of a region as a result of their success. If the Empire controls more than half of the regions in a territory, then the territory is considered to be under Imperial control. If a Barbarian power controls more than half the regions then they control the territory. If no single power controls more than half the regions, then nobody controls the territory.

Regions

- Armies can move anywhere in a territory

- Armies may gain control of regions as a result of victory in a military campaign

- It is twice as difficult to conquer a region that is not adjacent to a region in the territory that you control

- Regions have special qualities that affects some rituals and some plot opportunities

An army can move freely within a territory as part of the orders issued by the general in command. However experienced generals should not that it is twice as difficult as normal to conquer any region that is not adjacent to another region in that territory that you control.

A region may have one or more special qualities that describe the terrain and the presence of notable geographic, magical, or historical features. These qualities are vital for some rituals but they can also affect opportunities available to the Imperial Senate.

Resources

- A personal resource must be located in a specific territory

- Personal resources are not affected until all the regions in a territory are lost

Resources controlled by characters are located in a territory (even military units and fleets have barracks or a home port). Although individual regions or the territory may be controlled by the barbarians, this does not affect the players with resources in that territory. If the entire territory falls into barbarian control - if the Empire loses control of all regions in a territory - then the production of all Imperial resources in the territory is reduced.

The Empire identifies where your character lives based on the location of their resource. If you change your personal resource for a resource in a new territory, the Empire assumes that you live in the new territory for purposes such as voting elibility.

Further Reading

Core Brief

- Military Council

- War

Additional Information

- Imperial armies

- Army orders

- Navy orders

- Casualties

- Territory

- Army qualities

- Spy network

- Fortification

- Campaign outcome

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Territory&oldid=37951"

Terunael (song)

Original Song: Bonny Portmore (Trad) - http://youtu.be/cX31BGlMEU8

New Lyrics by Joanna VanderHoeven

O 'Terunael, you shine where you stand [G Am C Am] And the more I think on you the more I think long [G Am C G] If I had you now as I had once before [Am Bm Gsus Am] All the lords in the Empire could not save Terunael. [Am Bm Gsus D]

O Ternuael, I am sorry to see Such a woeful destruction of adorned city For it stood in the forest for many's the long day Till the the days the Vallorn came and stole it away.

O Terunael, you shine where you stand And the more I think on you the more I think long If I had you now as I had once before All the Lords in the Empire could not save Terunael.

All the birds in the forest they bitterly weep Saying, "Where shall we shelter or where shall we sleep?" For the Oak and the Ash, they are all now Vallorn And the walls of Terunael are all down to the ground.

O Terunael, you shine where you stand And the more I think on you the more I think long If I had you now as I had once before All the Lords of the Empire could not save Terunael.

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Terunael Warlord

Description

The Terunael Warlord is a legacy of the earliest days of the Navarr. An orichalcum alloy head bound to an ambergelt-treated bleached-wood haft inlaid with tempest jade and wound around with iridescent gloaming, the weapon is supremely versatile in the hands of a skilled wielder. Employed with tactical precision, it allows a warrior to take control of the battlefield, whether that means driving an enemy out of a defensive position, tying a skirmisher down to counter their speed and manoeuvrability, delivering devastating blows to magicians and lightly armoured opponents, or taking advantage of chinks in the enemy armour to incapacitate or cripple them.

The tactical advantages this spear can provide mean it is also very much in demand among Urizen warriors and the rare magicians who make a study of martial combat. The ability to repel and entangle foes makes it a powerful adjunct to the battlefield magic practised by that magical nation.

Rules

- Form: Weapon. Takes the form of a one-handed spear.

- Requirement: You must have the weapon master skill to bond to this item.

- Effect: This weapon can be used twice per day. Each time you use the weapon you may make one of the following calls: ENTANGLE, REPEL or CLEAVE.

- Materials: Crafting a Terunael Warlord requires nine ingots of orichalcum, nine ingots of tempest jade, twelve measures of ambergelt, ten measures of beggar's lye, and three measures of iridescent gloaming. It takes one month to make one of these items.

Quintus stared up at the rippling threads of rainbow silk dancing across the chamber's breadth. The cool, dark interior was filled with the clattering and rattling of wooden slats and wheels, a fascinating work of warp and weft that shone with dazzling brilliance where a few shafts of light punched down from high windows.

“Aleksandros' greatest work,” the senior Sentinel was saying, gesturing out with his orichalcum-headed spear. The weapon gleamed a steady, golden hue as it thrust into the light, starkly solid against the swirling, smearing colours that danced across the loom. “Fusing the art of the loom with that of the stargazer – binding gloaming and silk together in an unending torrent, ever refining itself. A tapestry of enchanted threads that he hopes will grow ever closer to the Net of Heavens itself and, maybe, one day will become it.”

Quintus frowned. He'd heard of the Loom, of course – who in Skyspire hadn't? – and was glad to finally have a chance to see the beautiful masterwork that ancient, withered Aleksandros had spent a lifetime devising, even in the face of growing concern from his coven-fellows. He just wasn't exactly sure what his tutor had brought him here for.

For the moment, Hastatus didn't seem interested in enlightening him further. The Sentinel just watched the flowing movements of the multi-coloured threads, seemingly hypnotised by their shifting patterns of gloaming-dye.

The younger Sentinel took a few paces away, keeping well-clear from the rattling artifice but taking the moment to peer more closely into the gloomier recesses of the loom-chamber. And yes, there they were, the ushabti themselves, working tirelessly to turn cranks and manipulate shuttles in endless servitude. Wrought from simple clay, but each bore the tender mark of Aleksandros' devotion – no base, unshaped mannequins these. Their glazed surfaces were carved with runes, and their faces shaped in strange, impassive expressions, mimicking the visages of exemplars and paragons past. Another of the stargazer's efforts to strengthen the virtue of his work.

Hastatus cleared his throat and Quintus hurried back to his tutor's side obediently.

“I have taught you of the simple, basic arts of spear and glaive, young man. I have taught you how to defend yourself with haft and edge; how to drive a foe back with measured thrusts; how to strike through metal and flesh to finish the struggle. But these... these are base measures of a warrior's worth. It is not enough to simply be able to kill a foe, because a true battle is itself a confluence of the Net of Heavens. A Sentinel must learn to read the weave and weft of the conflict around them, knowing when and where to step in and change the course of events with a single, wise strike.”

Hastatus turned to give his pupil a wry smile, then looked back up at the flowing tapestry of the loom's unending work. To Quintus' horror, the Sentinel flicked out his spear, its razor-tipped point dipping into the river of gloaming threads and severing one single strand.

The loom made a ghastly, slithering noise as the fault unwound, threads tangling or falling loose in a cascade of disaster. Wheels and slats came to a confused halt as the gloriously-carven ushabti ceased their efforts and then simply stood there, still and silent like tomb-statues of a dozen ancient exemplars.

Quintus gaped at the catastrophe, stuttering out his disbelief. “You... you can't do that! That's Aleksandros' life's work! He'll be... won't he be furious?”

But his tutor was still smiling that faint, mused smile. “It's the old man's challenge to me – find the key point and sever it. In doing so, I learn, and so does he. A Sentinel's training is never finished, and as for Aleksandros, he knows that his loom must withstand the same rigours that the Net of Heavens does every single day. He'll learn from this, rebuild and refine it. One day, no matter how many threads I cut, this loom will remake them in new patterns, and I will be able to carve a tapestry of my own design with just my spear and my mind. On that day, Aleksandros will have succeeded in replicating the Sentinel's art.”

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Test of Arms

Contents

- 1 Overview

- 1.1 OOC

- 2 Requirements

- 3 Assessment

- 4 Timings

- 5 Benefits

- 6 Further Reading

Overview

The Test of Arms is an Imperial test administered by members of the Academy. A child who passes the test is considered to be fit and strong enough to fight on the battlefield in defence of the Empire. It consists of a short but brutal fight, usually held in the Imperial Orc fighting pit, to asses a child's fighting abilities and mental resilience. Like the Test of Citizenship the Test is administered by the civil servants in the Academy.

OOC

In order to fight in any battle, skirmish, or quest not specifically run for younger role-players by the Academy, any player under the age of 16 must first pass the Test of Arms. The test provides a basic check whether a young player has the mental maturity to cope with the excitement of the battlefield and the physical maturity to withstand the risks involved. We also check that the parent or guardian has a good understanding of what is involved and is happy for their child to participate fully.

Requirements

The Test requires the applicant to complete a pitched fight against a number of opponents at the same time. It is usually conducted inside the Imperial Orc fighting pit with the assistance of Imperial Orc volunteers. The test is intended to be gruelling and physically intimidating, the better to allow an assessment of a young citizens ability to fight in a pitched battle.

The absolute minimum age at which any child can take the Warrior Test is 14, but some players may not be ready until they have had some experience with LRP fighting. This age limit is chosen to ensure that young players have the physical maturity to cope with impacts from adults on the battlefield and to ensure that they are seen by other participants as teenagers rather than children. The Academy staff will advise potential candidates as to whether they think they are ready to take the test.

It is recommended that the Test of Citizenship is taken before the Test of Arms, since the battle experience is likely to be both short and less fun without access to skills!

Assessment

The examiner will be looking for the following requirements:

- Is the young player 14 or over?

- Does the parent or guardian understand the risks their child is taking by going on the battlefield

- Does the candidate understand the combat rules for Empire?

- Do they understand how to fight safely and pull their blows?

- Do they panic in a close quarters fight?

The parent or guardian must be present throughout the Test of Arms.

Timings

The Test of Arms takes place on 2pm on the Saturday of an event. It is NOT possible to organise tests outside of these times due to the complicated logistics involved. Potential candidates must go through the Academy's combat training sessions so that the Academy staff can assess their readiness. This applies even in cases where the candidate has previous LRP or combat experience – special exceptions cannot be made in any event.

Benefits

Once a candidate has passed the Test, they will receive the following benefits:

- They may take part in any battles, skirmishes, or quests that their character is able to go on

Further Reading

- The Academy

- Test of Citizenship

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Test of Citizenship

Contents

- 1 Overview

- 1.1 OOC

- 2 Requirements

- 3 Assessment

- 4 Timing

- 5 Benefits & responsibilities

- 5.1 In Character Benefits

- 5.2 In Character Responsibilities

- 5.3 Out Of Character Benefits

- 6 Further Reading

Overview

The Test of Citizenship is an Imperial test administered by members of the Academy. A child who passes the test becomes a full citizen of the Empire and confers on them all the benefits and responsibilities of such. It consists of a short spoken examination with the Chancellor of the Academy (or the Vice-Chancellor in their absence) to ensure that the young citizen has enough knowledge of their nation, the Empire and its laws and customs to make an effective citizen.

OOC

The test is designed to ensure that young role-players have sufficient confidence and understanding of the rules to begin role-playing more independently. Preparing and passing the test is intended to be an enjoyable challenge for young players attending events.

As with the Test of Arms, it is also an opportunity for us to make sure the parent or guardian is happy with their child becoming more involved in the game.

Requirements

The Test is fairly informal and should not be a source of stress or nervousness. The Chancellor ask a variety of questions and based on the responses, judge whether the candidate is ready to become a citizen. There is no lower age limit, although most graduates are around 11 or older. The Test can be sat as many times as the candidate wishes and the Academy staff will always provide constructive feedback to help a candidate prepare for their next attempt.

A parent or guardian must confirm that they think their child is ready to take the test, and that they are happy for them to become a citizen if they are judged ready.

Assessment

The test will usually involve some or all of the following questions. This is not an exhaustive list but covers the vast majority of the areas to be covered in the test:

- Who are you & where are you from?

- Who are your family/ group and what do they do in Anvil?

- What are the five most important things one should know about your Nation?

- Which of the seven Virtues is most important to you and why?

- What do you see yourself doing to make the Empire great? What kind of hero do you see yourself becoming?

Timing

The Test is normally conducted from 12pm on the Saturday and Sunday of an event, following the Academy's morning class. Tests outside of these times can be arranged if there is a large number of candidates to get through or if circumstances require it (e.g. if a candidate has already passed the Test of Arms and wishes to take the field the next day). Candidates and their parents are encouraged to discuss the Test with the Academy staff in preparation.

Benefits & responsibilities

Once a candidate has passed the Test, they will receive the following benefits and responsibilities:

In Character Benefits

- They are recognised as a full citizen of the Empire and as such have the same rights as any other citizen of any age

- They can vote in elections, stand for office, and represent their nation

In Character Responsibilities

- They are fully culpable under Imperial Law for any crimes they commit

- They may be declared a sorceror by the Imperial Conclave or a heretic by the Imperial Synod

Out Of Character Benefits

- They gain starting skill points as a new character and may spend them as they see fit.

- They may select a resource

Further Reading

- The Academy

- Test of Arms

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Test of citizenship

Contents

- 1 Purpose

- 2 IC Background to the Test

- 3 Basis for the Test

- 4 Eligibility

Purpose

Children mature at different rates, so we wanted to reflect that fact and avoid age based rules that determined when a young live roleplayer could be treated as an adult in the game. To achieve this goal we intend to run a test of citizenship for young player-characters sometime between the age of 11 and 16. The test is designed to ensure that a young player is mature enough to play the game and be treated accordingly.

IC Background to the Test

The Empire is defended by its heroes so it strives to ensure that the next generation of heroes are being trained and prepared for their role in protecting the Empire. The civil servants apply the test to check that a child is old enough to take a position of responsibility in the Empire. They also play a role before this helping to get a child ready to take their tests.

The test is designed to be fun for everyone involved. The age at which you can sit the test is variable, because in practice the civil servants will not allow a young player to take the test until they are ready to pass them, so the act of preparation is known to be more important than the test itself, which is largely ceremonial.

Basis for the Test

The out-of-character basis for the test is to ensure that a young player is capable of roleplaying as an adult, so they can remain in-character for long periods of time without becoming bored or dropping out of character. We want to check that a child has a good understanding of the basic rules and a reasonable grasp of the basic setting. We are not looking for a thorough knowledge of the game, merely to check that they know the basic details of the Empire setting and understand the main calls and combat system. We also want to certain that they understand the importance of taking their hits and following the game rules. Most importantly we want to be certain that they are comfortable playing the game are will not become upset if their character dies and they have to create a new one.

The in-character basis for the test is to ensure that a child is familiar with the Empire. We'll encourage children to learn and demonstrate a little knowledge of the history of the world, as well as some of the core skills that exist, like chirurgy, herbalism and magic. The DBS (previously called CRB) checked crew will play the civil servants who are in charge of administering the tests. The emphasis will be on enjoyable roleplaying activities with young players to help them learn about the game and to check their level of engagement with the game.

Eligibility

Children aged between 11 and 16 will become eligible to take the test when deemed old enough by a member of our DBS checked crew. The precise age will vary from one child to another and will be based on the maturity of the child and their readiness to participate in the adult game.

We appreciate that young players are likely to keenly anticipate the opportunity to become fully involved in the game and that parents will share their children's enthusiasm. Players are welcome to ask our crew when they think a child may be ready, but the decision of our crew is not negotiable. Attempts to pressure our crew to enter a player for the test early are not welcome and will be firmly rebuffed.

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Testimony

Contents

- 1 Overview

- 2 Performance

- 3 Effects

- 4 Removal

- 5 True Liao

- 6 Further Reading

Overview

Through this ceremony, a priest can place powerful, enduring marks on a living subject, which are visible to the insight ceremony.

The Way teaches that these marks can affect a person's passage through the Labyrinth, and even potentially influence their next life after they are reborn. Some priests disagree with this assessment, however, pointing out that there are few if any reliable reports of children born already bearing the marks of past-life testimony; surely if the marks were truly indelible, everyone would have them?

Testimony is sometimes used as part of funerary rites - it is believed that even if the soul is not present, it may still have an effect on the subject's passage through the Labyrinth if performed within a day of the dead person's demise.

This ceremony is not the only source of spiritual marks; certain pacts and oaths are also believed to create marks on the soul of those who enter into agreements with dark powers. Both those who deal with the sovereigns of Varushka, and those who participate in the idolatrous worship of eternals are said to spontaneously manifest marks similar to those produced by testimony.

Testimony does not literally write words on the aura, or soul, of the target. Rather it seems to create a symbol, or an aura, that is interpreted by the priest using insight. A testimony placed by a Sumaah priest is comprehensible to an Imperial priest and vice versa.

Performance

- Requires a dose of liao and at least ten seconds appropriate roleplaying

- Requires the presence and assistance of a referee

- The target must be close enough to touch.

- The priest must audibly announce the words of the testimony with appropriate roleplaying

Performing a testimony uses a dose of liao and requires at least ten seconds of appropriate roleplaying. Your roleplaying should include the words of your testimony.

The target need not be willing, but must be present and close enough to be touched when the ceremony is performed.

Effects

- Testimony creates a spiritual mark on a character's aura or soul

- A testimony may consist of up to two words

- Testimony is permanent unless removed. A character may be subject to several testimonies

- May be used to remove existing testimonies

- The insight ceremony will reveal the presence of a testimony

- Orcs can be subject to testimony

Testimony creates a mark on the subject that is visible to the insight ceremony. The mark consists of at most two words, an adjective and a noun. Examples include “Oathbreaker”, “Bold Warrior”, “Fool”, “Wise Leader”.

The strength of the testimony determines how prominent it is. When a character performs a thorough insight on a target with multiple testimonies, the most prominent testimony will appear first (along with the strength of the effect).

The strength of a testimony also determines how difficult it is to remove.

Removal

- A testimony is permanent until it is removed.

- The testimony skill can be used to remove testimonies.

- It is not possible to target a specific testimony to remove.

The ceremony can also be used to remove existing testimonies, rather than to create new ones. In this case, the ceremony automatically removes all testimonies whose strength is equal or less than the amount of liao used to perform the ceremony.

If a testimony ceremony is used to remove a testimony then it removes all testimonies with that strength or less - it is not possible to pick and choose.

It is not possible to replace an existing testimony with this skill.

True Liao

- True liao can be used to create a true testimony

- True liao can be used to erase all the spiritual marks from a target's soul or aura.

It is possible to use true liao to create a true testimony. The testimony is exceptionally vivid - it is more prominent than any other testimony and the fact that it has been performed with true liao is evident to anyone using the insight ceremony. Some priests theorize that a true liao testimony will continue to follow the target through all their subsequent lives (in one form or another), but there is no reliable proof for this conjecture not least because true liao testimony is incredibly rare.

You can also use true liao to remove all spiritual marks from a target's soul or aura. If true liao were used to perform a ceremony on a human being or orc, this would also remove any spontaneous spiritual marks or marks that were not created using the testimony skill.

Further Reading

- Ceremonial Skills

- Anointing

- Consecration

- Dedication

- Excommunication

- Exorcism

- Hallow

- Insight

- Testimony

- Additional Information

- Auras

- The Way

- Imperial Synod

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Thaneshall Banner

Description

A Thaneshall Banner is a potent magical reminder of the history and martial prowess of the people of the Empire. It usually bears a symbol that represents a historical hero, one who performed great deeds on the battlefield. Bleached wool and vibrant dyes are used to create the banner itself, while the weirwood banner pole is usually reinforced with green iron and embellished with dragonbone and orichalcum.

The Thaneshall Banner takes its common name from Wintermark, but it is known throughout the Empire. Among various other nations it might be called a dhomiro's flag, exarch's banner, earl's pennant, steward's standard, warlord's banner, wolfshead standard, brand's rally, boyar's banner, or an arbiter's inspiration. The warrior-standard bearers who carry a Thaneshall Banner into battle often draw on its strength not only to allow them to inspire their allies, but also to renew their their fighting spirit or even will to live. Others lead the way into the thick of battle wielding their banner in one hand and a weapon in the other - anything from an Apprentice's Blade to a Winternight Lifestealer may be granted extra potency by the standard's magic.

One of the most famous examples of this magical standard is surely Winter Fury, the white-stag battle-flag of Queen Ilsin whose army was apparently devoured long ago by vallornspawn in Hercynia following a short-lived war with the pre-Imperial Navarr.

Rules

- Form: Magical standard. The phys-rep requirements for a magical standard are more stringent than those of similar items.

- Effect: While wielding this standard you gain three additional hero points.

- Roleplaying Effect: This banner thrums with barely contained energy. While holding this banner you feel driven to live up to the heroic ideals of your people.

- Materials: Crafting a Thaneshall Banner requires seven ingots of orichalcum, eleven ingots of green iron, eleven measures of dragonbone, seven measures of beggar's lye, and seven measures of iridescent gloaming. It takes one month to make one of these items.

“Boy, which ones are ours again?” the old general asked his aide. He stood atop a hill flanked by his personal guard. He squinted with rheumy eyes at the mass of bodies engaged in brutal combat some distance away.

“Err, the ones with the shield, sir, to the east” the young lad replied, handing the general another goblet of spiced mead. At nearly seventy the general had been present during the orc rebellion and he made no bones about his feelings for them as Imperials.

“Well, boy, send one of those Navarr runners to them. Tell them I need them here immediately, and tell them that’s an order.” He sloshed back the goblet of mead before dropping it to the floor. His bodyguards kept their expressions neutral, but it was obvious they were worried about their general.

His aide cleared this throat nervously.

“But, general, sir ... they’ll never push through that horde, they’re a defensive legion sir, you already retracted their assault detachment, we need to reinforce them if anything. Sir."

The general scowled, moving his liver spotted hand to the hilt of his sword, his bodyguards visibly bristled with anticipation.

“I said that is an order” he snarled through clenched teeth.

***

“He wants what?”

Tuk looked down at the diminutive Navarr changeling standing before him. His huge steel-clad frame dwarfed the tiny man, but he showed no fear of the massive orc warlord. The Navarr opened his mouth but before he could reply, the orc snatched the parchment from his hand, reading it quickly and tearing it in two before throwing it to the ground. He sighed.

“Well, if the general orders it then it shall be done, tell him we shall be there before the sun moves a hand-span across the sky.”

The Navarr nodded and darted off as quick as he had appeared. The warlord returned to his warriors who had been given a brief respite in the fighting after driving back another barbarian assault. He knew they couldn't hold out forever but the last order they’d received had been to hold there and hold they had. Now the general had ordered them to move and by the crown he would do it as best they could.

He snatched their banner from the ground where it had stood triumphant for almost half of the day, the bright white of the banner splattered with gore from the days fighting, the legion symbol all but masked in viscera. The horse skull emblems, cast in green iron and dangling along its length were encrusted with drying blood and jangled as he lifted it. His warriors fell silent as he spoke.

“Warriors of the Steelstorm, you have fought and you have killed for the Empire. We have been as a rock amongst the tide of our barbarian kin, they have crashed upon us and we have broken them!”

They cheered enthusiastically, banging their shields in unison.

“Now we must be as the scythe that sweeps through the wheat, let us split them as surely as the day splits the night! Let us show them the folly in facing the Steelstorm legion! Let us show them the folly in opposing the Empire! Orcs; advance!”

The warriors cheered and stormed towards the barbarians where they mustered for another assault. Warlord Tuk stood proudly at their centre, blade in one hand, banner in the other, surrounded by a dozen orcs, shields locked and blades in hand. Behind their vanguard a handful of warcasters ready to mend shields should they be cleft by the Jotun's great-axes.

With a mighty roar the warlord stepped up the pace, his warriors matched him, and the enemy likewise broke into a ragged charge. The two forces clashed in a storm of blades. Where the barbarians met Imperial steel and strong shields, the Steelstorms' blades met orc flesh. Inspired by the banner, wherever their blades fell so too did a barbarian. Limbs were shorn from bodies and bodies where sliced in twain.

Warlord Tuk held the banner high as he could, pushing his advance through the heart of the Jotun line. The barbarians fell back before the ferocity of their attack, their forces routing before the wrath of the disciplined warriors they faced, driving toward the far-off general’s position.

***

“Well, they might be barely better than those savage dogs we face, boy, but I have to respect their dang tenacity” the general told his aide, already penning his next orders.

“Give them this. Those Marcher lads need support down by the valley and I don’t want them orcs hanging around any longer than necessarily. They worry the troops. Dismissed.”

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Ambassadorial Gatekeeper (Redirected from The Ambassadorial Gatekeeper)

Contents

- 1 Rules

- 1.1 Autumn Magnitude 6

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 6

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

Effects

This ritual allows a single target to accompany one of the contributors through a portal. The target can enter the portal, and can leave through it without the assistance of one of the contributors provided they do so before the next sunrise.

The ritual must be performed at a portal; at the completion at least one of the contributors must accompany the target character through that portal. There is no additional mana cost to operate the portal.

Additional Targets

This ritual can affect additional characters who are members of the same band. Each additional target increases the magnitude by 4. Each character must be present throughout the ritual.

Description

This simple, if expensive, ritual is primarily used to convey characters who are not magicians to the Hall of Worlds, usually either to address the Imperial Conclave or to attend an audience with an Eternal. In the past it was also used to allow mundane visitors to pass through the hidden portals that are sometimes found in regio, especially by those Dawnish enchanters and Marcher landskeepers who did not consider it appropriate to call on the denizens of those chambers without at least a token entourage.

While one of the ritualists must accompany the target through the portal the first time, they can return under their own power simply by walking through an appropriate portal - provided that portal has not been sealed in some way. While a magician can usually force open a portal that an Eternal does not wish them to use by casting operate portal, a fully mundane person has no such capacity.

Although the ritual is usually performed in a regio, there is no requirement that the ritualists draw on that regio - in theory Ambassadorial Gatekeeper would work as easily on a portal found outside of a magical aura.

Some League mountebanks ironically reference the Pauper's Key and call this ritual The Beggar's Cavalcade - and the name is also used by a few members of the Celestial Arch order (specifically those who consider a magician who acts as a conduit for non-magicians to be acting in a slightly shameful manner). By contrast members of the Golden Pyramid have been known to favour using this ritual to allow artisans to enter the Hall of Worlds and attend meetings of the Conclave - in one capacity or another. Among the Suaq icewalkers and the Navarr this ritual is called The Guide for Empty Places, and a ritualist who leads a group through a portal traditionally assumes total responsibility for their safety - and their safe return. This can be a heavy burden, and there are stories of guides who have crippled or on some occasions even killed errant members of their own party whose foolish or rude behaviour has endangered the others.

One potential advantage to this ritual over the traditional incantation is that, while the ritual must be performed without armour, there is no requirement for the target to be unarmoured. It has sometimes been used to allow heavily armoured allies to accompany a magician on an excursion to a potentially dangerous regio chamber.

Common Elements

This ritual is invariably cast in a regio, and the invocation and other trappings often reflect or symbolise the Realm to which that regio is attuned. Keys. especially metal keys. are a very common element as is the creation of an artificial threshold across which the ritualists and their guests step at the completion of the ritual. This is often achieved by laying down a thin layer of salt or powder, or among practical Marcher ritualists by laying down a staff or drawing a line in the dirt.

Some ritualists give a token to the targets of the ritual intended to protect them or mark them as guests - iron keys on thongs are a very common signifier that someone is a guest in a chamber or the Hall of Worlds. The rune Hirmok and Lann, the virtue of Loyalty and the constellations of The Key and The Door are often evoked with this ritual.

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The Anvil of Estavus

Contents

- 1 Rules

- 1.1 Autumn Magnitude 2

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 2

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The target item must be present throughout.

Effects

This ritual repairs an item, such as a weapon or shield that has been broken using the SHATTER call.

Additional Targets

This ritual can affect additional items. The magnitude increases by one for every two additional targets. All items must be present throughout.

Description

The Anvil of Estavus is a simple yet potent ritual that is at its most effective when it repairs several broken items. The more items the ritual repairs, the more powerful it is in comparison to the mend incantation. It sees most use on battlefields, especially battles against enemies who favour great weapons (such as the Jotun), or who are supported by supernaturally strong auxiliaries. A single competent ritualist can restore nearly a dozen shattered items with a handful of mana crystals.

The mend spell is more versatile, and can be performed much faster, but even a skilled magician is likely to find their personal reserves of strength quickly depleted in the aftermath of an especially vicious engagement with foes who deliver shattering blows. The Anvil of Estavus comes into its own in this kind of situation, allowing a small team of ritual magicians to repair the damaged wargear of many warriors at the expense of a little extra time.

The other primary use for this ritual is on those occasions when there is no access to the mend spell, or when reserves of power are depleted. The ability to quickly improvise this ritual is available to anyone who has made even a cursory study of the lore of Autumn; in such circumstances it can make the difference between a soldier being able to contribute their fighting skills and their being forced to the sidelines.

The ritual does not draw directly on the power of the Eternal Estavus; in some parts of the Empire it is called The Anvil of Isenbrad after the paragon of Wisdom who forged weapons and armour out of ice, or The Runesmith's Forge, or The Mystic Anvil of the Smith.

Common Elements

The trappings of the artisan are commonly used in this ritual; fire, hammers, tongs and sometimes an item that serves as a symbolic anvil. Ingots of orichalcum are sometimes held by ritualists performing this ritual. The rune of wealth is often evoked with this ritual, and the constellation of The Chain is sometimes referenced.

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The Assassin's Gate

The poisons known as The Assassin's Gate are as straightforward as they are lethal. The Black Gate attacks the stomach, kidney, liver and most importantly the brain, causing terrifying hallucinations and then killing the target. The Crimson Gate by contrast attacks the lungs, the heart and the blood vessels causing uncontrollable bleeding.

Both substances are illegal within the Empire; possession of either is generally viewed by the Imperial Magistrates as intent to commit murder. The antidote for both the Black Gate and the Crimson is an infusion called the Silver Key. It purges the symptoms of either or both poisons if they are present, meaning it is pointless to try and poison someone with both preparations.

See the section on poisons for more details of how these horrible substances, and their antidote, are used.

The Black Gate

This lethal poison goes to work almost immediately, infesting the stomach and spreading quickly through the body of the victim. It attacks all the major organs, especially the brain, and eventually causes an agonising - and fatal- seizure.

- Form: Liquid.

- Description: This clear, odourless, tasteless liquid appears indistinguishable from water.

- Roleplaying Effects: You feel dizzy and enervated. Over the next fifteen minutes you become increasingly confused, suffering random aches and pains and a growing awareness of your own death. You may occasionally hallucinate that people around you are friends, loved ones or dead relatives.

- Mechanical Effects: You are immediately effected by weakness which cannot be removed until the poison is cured. After ten minutes you can no longer move under your own power and cannot attack, defend yourself or use any abilities or items. At the end of thirty minutes you suffer an agonising seizure and die.

- Incorrect Antidote: If the incorrect antidote is applied, the target goes into a fatal, agonizing seizure and dies.

- Recipe: Four drams of Bladeroot and three drams each of True Vervain and Marrowort.

The Crimson Gate

This lethal poison goes to work almost immediately, infesting the lungs and spreading quickly through the bloodstream of the victim. The target begins to bleed, and cannot stop. Eventually death comes as the lungs fill with blood and the victim drowns, or expires from rupturing bloodvessels.

- Form: Liquid.

- Description: This fine, odourless, tasteless liquid appears indistinguishable from water.

- Roleplaying Effects: You feel very warm and thirsty, quickly developing a raging fever. Over the next fifteen minutes you begin to suffer agonising pain in your joints and muscles, and begin to cough up blood, You have difficulty breathing, and a growing awareness of your own death. You begin to blood from the eyes and nose.

- Mechanical Effects: You are immediately effected by venom which cannot be removed until the poison is cured. After ten minutes you can no longer move under your own power and cannot attack, defend yourself or use any abilities or items. At the end of thirty minutes you die, either drowning on your own blood or from massive internal haemorrhaging.

- Incorrect Antidote: If the incorrect antidote is applied, the target's lungs or blood-vessels rupture, resulting in swift agonizing death.

- Recipe: Four drams of Imperial Roseweald and three drams each of True Vervain and Cerulean Mazzarine.

The Silver Key

The silver key is a resinous material that 'opens' the Black Gate or the Crimson Gate. It causes the body to purge the poison, inducing either vomiting or a wracking coughing fit. It is usually presented to the victim mixed with hot water; often their heads must be held firmly in place over the bowl as they struggle with illusory ghosts or wracking fits of coughing. After a few moments, the immediate symptoms recede and the victim begins to cough and vomit uncontrollably until all the poisonous material has been removed from their bodies. Those cured with the silver key are still weak, and are likely to need further medical attention.

If the target is not poisoned, the Silver Key causes coughing and vomiting that quickly incapacitate the person who has unwisely attempted to inhale the pale vapours. Unfortunately it exacerbates the effect of other poisons, allowing them to quickly overwhelm the bodies defences and resulting in quick death.

Note: As with the poisons to which this preparation is an antidote, the Silver Key becomes inert fifteen minutes after being brewed.

- Form: Infusion.

- Description: This grey solution is a thick, resinous liquid. It has an acrid, burning scent that brings on coughing and chills the lungs.The overpowering, acidic flavour makes drinking it unappealing..

- Roleplaying Effects: You begin to cough uncontrollably, and after a few moments will vomit until your stomach is empty. You may lose consciousness. Over the next five minutes the symptoms of either The Black Gate or The Crimson Gate quickly recede.

- Mechanical Effects: Removes the effect of either or both of The Black Gate or The Crimson Gate. The weakness and venom effects need to be removed separately. If you are not poisoned, you are reduced to 0 hits by this unpleasant preparation.

- Recipe: Four drams each of Imperial Roseweald, Bladeroot and Marrowort, two drams of True Vervain and one dram of Cerulean Mazzarine.

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Assembly (Redirected from The Assemblies of the Synod)

Contents

- 1 Overview

- 2 General Assembly

- 3 The National Assemblies

- 4 The Virtue Assemblies

- 5 Assembly of the Nine

- 6 Further Reading

- 6.1 Core Brief

- 6.2 Additional Information

Overview

The Imperial Synod is divided into many distinct assemblies, each of which has differing powers, responsibilities and roles in ensuring the virtue of the Empire. The purpose of the Assemblies is to ensure that power is vested in those best placed to judge a matter - for example, the Marcher National Assembly, composed of Marcher priests is responsible for the virtuous behaviour of the Marcher generals as well as Marcher national titles.

Every member of the Synod is automatically a member of the General Assembly as well as the relevant national and virtue assemblies.

General Assembly

The General Assembly is the largest and most senior of the assemblies of the Synod. The authority of the judgments made by the General Assembly extend to the whole Empire, including the Throne and its judgments stand in authority over those made by any other Assembly.

Every citizen of the Empire who has responsibility for a congregation or a sinecure whose role includes guiding the spiritual well-being of Imperial citizens is a member of the General Assembly. They receive a number of votes in proportion to the size of their congregation or sinecure when they attend Anvil.

The National Assemblies

With the establishment of the Imperial Orc Assembly in Winter 377YE there are ten national assemblies, one for each nation of the Empire. A national assembly consists of all members of the Synod of that nation. Members of the assembly may cast a number of votes in proportion to the size of their congregation or sinecure when they attend Anvil.

Each assembly is charged with the spiritual well being of the nation it is responsible. The authority of the assembly's judgments extend only to individuals and groups from that nation.

The Virtue Assemblies

There are eight virtue assemblies, one for all the priests of each of the seven virtues and the Assembly of the Way, for all priests who are not dedicated to a virtue. Members of the assembly may cast a number of votes in proportion to the size of their congregation or sinecure when they attend Anvil.

Each virtue assembly elects a cardinal from their number to sit upon the Assembly of the Nine. The cardinal is then responsible for selecting a gatekeeper from their assembly. The gatekeepers of virtue are collectively responsible for apportioning the True Liao.

Each assembly is charged with providing guidance and spiritual teaching for their virtue, as well as ensuring the virtuous behaviour of those citizens who profess to follow it. Characters of any virtue - or none - are subject to the oversight of any virtue assembly, but by definition they are expected to concern themselves only with matters pertaining to their virtue.

Assembly of the Nine

The Assembly of Nine consists of the eight cardinals appointed by the virtue assemblies and the Throne. Each member of the Assembly has a single vote.

Although it is rare for a judgement by the Assembly of Nine to be tied it can happen. In this situation, if there is a sitting Throne then they may issue a deciding vote. They may do this regardless of whether they have voted already or not.

The authority of judgments made by the Assembly of Nine extends to the whole Empire, excluding The Throne and overrule those made by any other assembly bar the General Assembly.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

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The Ballad of Sir Alain

To the tune of Young Waters as sung by June Tabor.

A guide for the tune and the lyrics can be found here.

Midwinter and the snows fell hard And the winter winds they blew And there is marched away to war A household all in blue Some were fine and some were fair And some were strong and tall But first amongst them was Sir Alain The finest of them all

His banner it was flown before And his cloak it flew behind The sword he bore in his right hand Was swifter than the wind The battle raged all through the day Till sinking was the sun And word they sent to their allies there But answer came there none

Then up spoke the valiant earl Our allies they have flown And whether we shall live or die Is in our hands alone.' 'Now see this sword in my right hand' Sir Alain said with pride 'Whether today we live or die It shall be at your side'

Then fierce the orcish chieftain fought And cruel was his sword And brave Sir Alain took the blow That would have slain his lord Then up came the rallying cry And the battle it was won And they have borne sir Alain home Beneath the setting sun

'Come place my sword in my right hand For my wounds they grieve me sore And come the dawn the sun shall rise But I shall rise no more' Then up spoke his Earl Bohemond And an angry man was he 'They have slain the finest knight In all my company.'

Oh many did weep in Dawn that night And many a heart was sore When word was come to Astolat 'Sir Alain comes no more' Lay him down in honour clad And speak his name with pride For brave and loyal did he live And gloriously he died.

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The Barren Land

Description

The covenstone known as The Barren Land draws upon the Realm of Winter to empower a coven with additional capacity for performing rituals, drawing upon the bonds created between members of the coven.

Covenstones can be crafted in a great variety of different forms but are usually large enough to form a decent centre-piece for a ritual. Regardless of the precise form it takes, a coven that uses one is careful to ensure that it plays a central role in their ceremonies. A covenstone is a potent representation of the bonds that tie a coven together and the power that their oaths allow them to wield. They are usually bespoke and thus depict runes and motifs that are relevant to the coven for which they were made.

Rules

- Form: Paraphernalia. Takes the form of a piece of ritual paraphernalia.

- Effect: Once per day the coven may perform a Winter ritual that does not count towards their daily limit of rituals performed.

- Materials: Crafting the barren land requires five ingots of tempest jade, five measures of beggar's lye, three ingots of green iron and six measures of dragonbone. It takes one month to make one of these items.

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The Barrens

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 Towers of the Dawn (ruined)

- 3.2 Spires of Dusk (Ruined)

- 3.3 Eaves of Peytaht

- 3.4 The Fangs

- 4 Regions

- 4.1 Dawnguard

- 4.2 Murderdale

- 4.3 Heart of Peytaht

- 4.4 The Carmine Fields

- 4.5 Farweald

- 4.6 Hope's Rest

- 4.7 The Untrod Groves

- 4.8 Bitter Strand

- 4.9 The Bleaks

- 4.10 Saltmarsh

- 4.11 The Plains of Teeth

- 5 OOC Note

Overview

The Barrens describes an area to the east of Semmerholm never conquered by the Empire. Dawn maintains a series of long-established outposts on the western edge that reinforce the border against the barbarians. In general the Barrens is rich and fertile but its natural resources are almost entirely unexploited - enough to make the most jaded Varushkan merchant or wagon-raider salivate at the thought of all the untapped potential. There have been several attempts to settle it more fully, but the presence of several barbarian bandit tribes makes establishing permanent settlements impossible. Nonetheless, the Dawnish refuse to abandon their foothold in the Barrens and it serves as a common proving ground for knights-errant.

The Barrens has always been a magnet for the exiled, the disenfranchised and the disgruntled. Between 325 YE and 328 YE it was also the scene of a short-lived rogue kingdom called Montane, founded by renegades during the events of the Freedom Heresy. The lonely territory is scattered with ruins, old stone circles, solitary towers and hidden regio, any one of which could prove to be the home of some lost treasure ... or unspeakable horror.

Recent History

The Druj barbarians have dominated the eastern Barrens for a little over a century. They ruthlessly dominated the disparate barbarian tribes who had lived there previously, and installed themselves as overlords. They used the central position of the Barrens to co-ordinate attacks on Holberg and Reikos; depleted armies would withdraw to the Barrens, and be replaced by fresh armies. There is also evidence that the Druj used the Barrens to move materials (weirwood, mithril and white granite) between the two conquered territories.

This came to a dramatic end in Winter 377YE when an Imperial force ambushed and slaughtered the Druj leaders in the Barrens. This triggered an armed revolt among the subject tribes that continues today. These "indigenous orcs" appear to be made up of tribes, and the remnants of tribes, who have lived in the Barrens for a very long time.

The indigenous orcs engaged in a campaign of slaughter against every Druj enclave they could find. Druj prisoners were generally hung from the nearest branch capable of holding their weight, leading to horrifying encounters with literally dozens of dead orcs hanging from hempen nooses wherever the two orc factions clashed. They appeared unconcerned with the Dawnish citizens in Dawnguard, but once the Druj were dealt with their attention turned to relations with the Empire..

During the Spring Equinox 379YE, the Imperial Senate passed a motion declaring the three orc tribes in the Barrens to be foreigners, rather than barbarians. This meant - among other things - that while the orcs of the Barrens are recognised as foreigners, any invasion of their lands by Imperial troops would be a criminal offence.

During Summer 379YE, a delegation of indigenous orcs came to Anvil, with the assistance of the Navarr of Brocéliande. They engaged in extensive diplomacy and negotiation in pursuit of a treaty between the Empire and their nascent nation.

Following the Spring Equinox 381YE, the Druj invaded and occupied the Dawnish-held region of Dawnguard. At the same time, a concerted effort to scout the Barrens using the spy network established there confirmed suspicions that both Dourfell Keep and the Towers of the Dusk had been destroyed.

Major Features

Towers of the Dawn (ruined)

The four masively built white granite tower-keeps collectively known as the Towers of the Dawn once stood along the western borders of the Barrens in Dawnguard. This great fortification served as a base of operation for Dawnish knights exploring the Barrens, and a reminder to the orcs that while they may dominate the Barrens, they did not do so without opposition. During the Freedom Heresy, the towers were the site of an atrocity as rebellious briars murdered the yeomen and knights assigned to the First and Second towers. Ever after, the garrisons of the Towers of Dawn were unfriendly towards briars - and woe betide anyone who supported the 'virtues' of freedom within their earshot!

After several seasons of being attacked by Barrens orcs, the Towers of the Dawn were the subject of a major offensive by the Druj after the Spring Equinox 381YE. The fortification fell, smashed by overwhelming Druj force, and Dawnguard fell with it.

Spires of Dusk (Ruined)

Along the eastern borders of the Barrens two spires of white granite and weirwood once stood. Studded with spikes and surrounded by multiple rows of sharpened spikes, moats and carefully constructed pit-traps and staged-quagmires, only one safe approach existed to the towers. The entire are was overlooked by archery posts, and the trees that surrounded this Druj fortification were thick with traps and poisonous beasts. Looking on the towers sent a thrill of fear up the spine of all save the bravest knights. They glared across the Barrens toward the Towers of Dawn, and dark tales spoke of what happened to Dawnish or Navarri scouts captured in the vicinity. Occasionally, the Druj masters of the fortress released prisoners from the towers, broken in body and mind and shattered in spirit, to spread tales of cruelty and terror within the Empire.

The Druj called this fortress The Jaws of Suffering; the Dawnish chose to refer to it as the Spires of Dusk and knew that if they are ever to claim the Barrens for the Empire they would need to destroy this abominable castle. Rumours throughout 379YE claimed that the castle had actually been brought down by a combination of indigenous orc assault and powerful magic, but confirmation remained elusive until Summer 381YE when courageous scouts pressing into the far eastern parts of the territory confirmed that the castle had indeed been destroyed.

Eaves of Peytaht

On the northern borders of the Heart of Peytaht, a massive grove of weirwood trees that has been somewhat cultivated by the inhabitants of the Barrens. Part of the Great Forest, the Eaves of Peytaht are controlled by the indigenous orcs at this time; it is estimated that it might produce 25 wains of weirwood each season in Imperial hands.

The Fangs

Along the eastern coast of the Barren sea, the Fangs area a series of perhaps a dozen massive rocky columns that rise out of the water which are mined for mithril. Several similar columns protrude from the headlands around this area. There are obvious signs of mine workings, and observation indicates that there is mithril ore to recover. It appears that the mines are quite primitive – the constant threat of flooding and the natural difficulty of mining at sea mean the indigenous orcs are exploiting only a fraction of the potential of this resource.

Controlled by the indigenous orcs at this time; it is estimated that the Fangs might produce 18 wains of mithril each season in Imperial hand – or perhaps more if advanced Imperial mining techniques were employed to help deal with the difficult conditions here. This would require an initial investment of time and resources, but it is extremely unlikely that a civil servant could give an idea of what this would cost without unrestricted access to the area.

Regions

Most of this information was gathered by the actions of brave Imperial forces working with a spy network constructed by order of the Imperial Senate. It is correct as of Autumn 378YE.

Dawnguard

Prior to the Druj invasion of Summer 381YE Dawnguard was the location of a number of Imperial settlements, the most prominent of which was Drycastle. It held for centuries against the barbarians of the Barrens, and the Druj armies, protecting Semmerholm and northern Broceliande alike from the depredations of the orcs. Often under attack, but never conquered, the houses of Dawn tended to be more martial than average, and much more prepared for violence than Dawnishfolk in other territories. Much glory awaited the brave knights who volunteered here for dangerous adventure, and it was a popular base of operation for both questing knights and knights-errant. Before the Druj invasion, the Towers of the Dawn watched over the western borders of the Barrens; when Dawnguard fell, the fortification fell with it.

Murderdale

Battle between orc forces and Imperial forces are common here, giving the region its name. The soil here is particularly fertile, and there are a number of ruined villages that represent previous attempts by Imperials to settle the Barrens.

Through much of 378YE, a steady stream of orcs from Brocéliande were marked moving from west to east. The presence of the Druj forces in the Carmine Fields, and their superstition of the forest of Peytaht to the south, meant that many of these recent arrivals took up residence in this region – although there has been little conflict between the indigenous orcs and the Brocéliande refugees.

Heart of Peytaht

Qualities: Forest, Watchful

The Great Forest of Peytaht stretches across the southern Barrens, and into Reikos to the south west. Stories from Highguard that describe the forest as being possessed of some dark spirit - something that partakes of the nature of a Varushkan sovereign - appear to be based on fact. The deeper a force presses into the forest the more uneasy they feel – the more they report being watched, and the more certain they become that they are unwelcome. Imperial forces have not pressed into the deeper forest. There is, however, no hint of discernible Vallorn presence here.

In the past, the forest was said to be equally hostile to human and orc, and attempts by either Imperial or barbarian forces to explore the interior invariably met with tragedy - assuming they were ever heard of again. This seems to have changed in 367YE when the Druj launched a crippling surprise attack through the forest into Reikos; it is unclear what the situation is today, however. .

There appear to be no permanent orc forces in this forest - especially now the Great Forest orcs have left the Barrens. The Druj forces that passed through the forest from Reikos, on their way to Holberg, reportedly suffered significant losses for doing so. Even today, corpses are occasionally found huddled against the boles of the massive trees, or hung by their entrails from thick branches. The orcs appear to have died in agony and great terror.

On the north-eastern borders of the forest is a massive strand of weirwood trees, one that has clearly been cultivated for some time. The Eaves of Peytaht is the equivalent of a Bourse seat that produces a bounty of weirwood each season.

The Carmine Fields

The soil on these wide plains has a red colour which the fanciful might say is from blood but is more likely due to a high clay quotient. This region is covered with isolated rice fields, and other crops that prosper on this kind of soil.

The region has clearly been settled by orc farmers and hunters for a very long time. However, as of 378YE there are signs of recent invasion; several settlements have been burnt to the ground and the populace enslaved.

Farweald

Quality: Forest

On the northern side of the Barren Sea is a damp forest that rises slowly to the north-east. As of 378YE it is occupied by what seems to be several large groups of indigenous orcs who have built makeshift fortified camps along the rivers and the eastern borders. It would provide a strategic location from which to strike across the river into Holberg.

Hope's Rest

Quality: Hills

In depth exploration of this region has proved tricky due to the rough terrain. Several times spies encountered well-hidden man-traps designed to kill – spiked pits, spring-loaded impaling arms and the like. The high hills surround a well fortified keep that appears to have only recently been completed. The southern slopes drop towards a large fresh-lake of brackish water on the other side of which are the marshy forests of Therunin.

At one point, there was a small fortification high in the hills here, named Dourfell Keep. It was not garrisoned by orcs but by humans. Imperial spies were unable to get a very close look at them but they appeared to show signs of very strong briar lineage, and the castle itself appeared to surround a strong Spring regio. Scouts reportedthe remains of dozens of rotted and skeletonised Druj bodies nailed to trees, impaled on spikes and crucified on makeshift “x”s. Popular belief suggested this was a community of briars descended from those who entered the barrens as part of the Freedom Heresy, and that they were allied with the indigenous orcs - especially those of the Great Forest tribe.

Some time before the Spring Equinox 381YE, however, Dourfell keep was destroyed. Rumour suggests that the community of briars themselves destroyed the fortification with Spring magic, to prevent it falling into Druj hands, Some exiled survivors of the community crossed into Therunin along with the Great Forest orcs in later 380YE.

The Untrod Groves

Quality: Forest

A deep, tangled forest that stretches from the hills of Hopes Rest to the very edge of the Plain of Teeth. The woods seem largely uninhabited by the orcs, and the only trails appear to be game trails, Trackless, it is easy to become lost in the groves – but reports also indicate that the woods are rich with untapped reserves of iridescent gloaming, beggarwood and dragonbone.

Bitter Strand

Quality: Coastal

The Barren sea is technically a great lake, but the waters are not drinkable – they are not as salty as the Bay of Catazar but it is obvious that some mineral gives the waters a foul taste. They are home to a vicious species of predatory fish the size of an ox with armoured plates on the head.

The northern coast is relatively smooth, but the southern coast is scattered with islands, many of them inhabited. Conquering this region would be made considerably easier by the addition of forces skilled at fighting amphibious assaults, such as the Red Wind Corsairs.

Along the eastern coast of the Barren sea, where it narrows as it feeds into the Saltmarsh, are the Fangs a series of perhaps a dozen massive rocky columns that rise out of the water which are mined for mithril.

The Bleaks

Quality: Forest

The southern forests become danker and damper as Therunin gets closer. The woods are home to a number of orc clans, many of whom live in the branches of ancient trees. There are heavily wooded marshes in the south; there are occasional sightings of both hydra and small marshwalkers.

Saltmarsh

Quality: Marsh

The eastern Barren Sea floods out across a great flat basin that contains the Saltmarsh. It is covered with treacherous rivers and streams that shift their banks regularly and without warning. The place is thick with flies and mosquitoes that leave nasty stinging welts on exposed flesh. The orcs who lived here maintain huts on stilts, and also moved about using long wooden stilts that occasionally gave them the appearance of walking on water. There appeared to be a large number of herb gardens maintained here by the indigenous orcs, no doubt captured from the Druj during the rebellion. With the Druj having largely recaptured the Barrens, it is not clear what the situation of the orcs here might be.

The Plains of Teeth

The Druj oversaw their domination of the Barrens from this broken plain, and signs suggest that now they have returned, they are starting to do so again. This area may once have been heavily forested but it was ruthlessly cleared to provide building materials for the Spires of Dusk. This fortification guarded access to the Druj lands to the east. After the Spring Equinox 381YE, it was finally confirmed (after a year or more of rumour) that the towers had been destroyed - allegedly by indigenous orc tribes working in conjunction with Imperial citizens - although the details are not common knowledge.

OOC Note

- The Druj orcs control the entire territory.

- Prior to the Druj invasion of Summer 381YE, there were between ten and twenty thousand Dawnish citizens living the Dawnguard. With the chaos following the invasion it is impossible to say how many are still alive. There was no substantial Dawnish population outside of Dawnguard.

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The Battlefield

The battlefield is a throne, a location used in dramaturgy that represents both a setting and a Realm of magic.

Realm: Summer.

Setting: The Battlefield is most commonly presented as either a military camp, or as a castle or fortification. Themes of war, conflict, strength and the threat of death are all strengthened on the battlefield. The story might involve preparations for a battle, the arming of a mighty warrior or the fight itself (often a duel) and its aftermath.

Characters: The Captain and The Bishop are strong characters in this setting; they are often larger-than-life, taking on iconic roles as figureheads or representations of patriotic, political or religious themes. The Captain leads, and the Bishop inspires; it is here that they are at their most majestic.

Magical Style: This is often a location where someone is strengthened, or commits themselves to action.

Rituals that create enchantments of strength, endurance or that grant martial abilities such as The Hammer of Thunder or Alignment of Mind and Blade are made stronger here. Any ritual that targets a military unit, fortification, campaign army or banner may be performed in this setting.

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The Beast of Volgadurn

By Chris Edwards

From my father’s hold with iron cold I swore I’d not return ‘Til I’d felt the breath and seen the death Of the beast of Volgadurn

Though furs I lacked, its spoor I tracked Through snowfields cold and stern To the child it took by the blood-stained brook Oh, the beast of Volgadurn

‘Twas the high-woods trail that I tried to scale Where first it sought to turn In my pursuit I stopped to shoot At the beast of Volgadurn

The arrow flew, the shot was true Hot blood fell like to burn It whined and fled, and crimson bled Straight back to Volgadurn

To my father’s hold with iron cold I rushed with grave concern I found him dead from my arrow-head The Beast of Volgadurn

When Winter’s chills come scour these hills My blood begins to churn For my fur is won, my father’s son Is the Beast of Volgadurn…

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The Bishop

The Bishop is one of the personae used in dramaturgy. While the character is usually referred to as male, regardless of the gender of the thespian taking the role, within the narrative she may be of either gender; often, as with many dramaturgical characters, the gender is irrelvant to the story as a whole to allow any ritualist to take the role.

Character: While The Prince represents powers temporal, the Bishop symbolises the power of faith and the church. He is a serious and commanding presence, often providing moral commentary on the deeds of the other characters. He speaks about the soul and the heart, and about the motivations that drive people to act. He is often shown dealing with a dilemma of spirituality, faith or duty that leaves him torn between action and inaction. The resolution of that dilemma may form the core of a play in which he is the protagonist. He is often in opposition to the practicality and expediency of The Prince, or the foolish excesses of The Mountebank.

When the Bishop resolves his dilemma, he offers strength to others. His righteousness helps other characters commit to their own course of action - he supports and enhances their qualities once he has overcome his own weaknesses. He often overturns corrupt authority by revealing the weaknesses and corruption they seek to keep hidden, and by giving others the strength to resist oppression. He breaks down structures that are inefficient or powerless and helps people to build new lives.

Although he is spiritual, he is also rational - his mind is often changed, or his central dilemma resolved, through good advice, investigation or discovery of a previously-unknown fact.

He is also the spirit of the family, and often appears in the role of an older relative. Bonds between people that are founded on trust and respect are part of his domain.

Upright, strong and constant, he can be trapped by his own rigidity, and his sense of honour may become his undoing. In street theatre he is often pompous, but even then his heart is usually in the right place - he believes what he preaches even as he is made to look foolish because of the air of self-importance he gives himself.

Magical Associations: He is most used in rituals that deal with magic that strengthens, supports or reveals. He can be used to represent the Synod, faith or rationality. He is associated with the virtues of Vigilance, Wisdom, Loyalty and Pride.

Realms: The bishop is associated with summer (strength, majesty) and day (reason, discovery).

Identities: As one of the personae, the bishop usually appears named after one of the four rivers. Her name influences her character, which in turn influences the magical role she plays.

- Scorrero – used for magic that divines or uncovers facts

- Vassa – used for magic that exposes secrets or reveals weakness

- Gancio – used in magic that supports or enchants, especially magic that grants fortitude or endurance

- Couros – used in magic that encourages others, especially magic that grants combat prowess

Trappings: Draped in white and gold, usually with a symbol of the faith. Even when he appears in a less prestigious role such as a beggar or mendicant, the colours of yellow and white recur. His mask is often quite minimalist, appearing more like a human face than anything more stylised. The Bishop almost always speaks the truth whenever he appears; in this regard he is often quite subversive.

As with all personae, a troupe is likely to have a specific mask they use to portray the Bishop..

Other Identities: He often appears as a beggar or mendicant who reveals hidden truths. in roles that include authority and rulership, and often represents off-stage forces outside the remit of the play. wise parent or grandparent, a nurse, or a loyal companion. In Dawn she is an enchanter, and in the Marches she is sometimes a friar but more often the Farmer.

Minor Roles

The Servant with Two Masters

As a minor character, the Bishop may appear in the guise of the servant with two masters. The servant usually appears in pied or chequered clothing, or with a cloak split between two colours. At the play's beginning his clothes are immaculate but as it proceeds they become more and more dishevelled. He appears miserable and harried, often mopping at his face with a handkerchief.

The servant is torn between loyalties, often representing a core dilemma in the play that must be resolved (an example might be either lead from Romeo and Juliet who are torn between family and love). In magic, the character may represent a moral or philosophical dilemma that must be overcome to uncover a truth or surmount a challenge.

A popular superstition among League troupes suggests that a person with a guilty conscience will fidget when this character is onstage.

The Wise Councillor

The Bishop may appear as the Wise Councillor. Often played by the most senior member of the troupe, the Wise Councillor is usually costumed in dignified finery, with the trappings of age and status. If male, the player often dons a long white beard, and he usually walks supported by a staff or a walking stick. The Wise Councillor is often a senior relative of one of the major characters, and his role is often to provide key information or help at a critical point in the narrative. Mentally alert but often played as physically frail, sometimes he can be the victim of the Mountebank or Beast.

As with other versions of the Bishop, this figure will often serve to lay out the central dilemma, offer solutions to it, or refuse to be tempted to perform inappropriate action even if the result of doing so is tragic. His advice is often ignored, especially in a ritual designed to lay a curse on a hapless, unwise or foolish protagonist.

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The Blade

The blade is one of the instruments or dramaturgy. As such it often represents the method used in a magical ritual. A troupe will often have a specific prop that they use for the blade whenever it appears, and may in time come to treat the inanimate object a little like a member of the cast.

Appearance: A real weapon or a painted wooden prop, the Blade represents conflict, war and suffering. Some very theatrical troupes construct hinged or spring-loaded props which can transform rapidly from knife to sword and back again as it is handed back and forth. Some especially self-satisfied troupes have taken to replacing the blade with a letter, pamphlet or quill pen. This is more common in Sarvos than anywhere else and is sometimes called The Sarvosan Conceit when it is observed by troupes from other cities.

Meanings: The blade deals with conflict, war, suffering and combat but it also deals with healing and removal of obstacles. It has an element of sacrifice in it, and is a key to rituals such as Sorin's Rite of Agony that specifically involve a sacrifice,

When carried by The Captain, it represents individual combat, and powers that enhance combat skills such as The Swan's Cruel Wing. With The Prince it represents armies and nations at war, and so has a role in rituals such as Clarity of the Master Strategist. With The Bishop, it is often used to represent truth or righteousness, but also things that deal with alliances - Ambassadorial Gatekeeper for example,especially when performed on members of a banner with a strong connection to the Way. In the hands of a Mountebank it is military subterfuge, hidden knives and the like and may be used in a ritual such as Shroud of Mist and Shadow. In hands of The Doctor it becomes the Scalpel and is associated with the process of cutting away something bad to allow necessary and painful healing; it might be used with Black Iron Blade, Renewed Strength of the New Day or Vitality of Rushing Water with equal facility. When carried by The Witch it is called the Aetheme, and signifies magical authority and mastery over foreign spirits - such as those evoked with Clarion Call of Ivory and Dust or Conclave of Trees and Shadow.

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The Blade Bites Back

Contents

- 1 Rules

- 1.1 Autumn Magnitude 3

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 3

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The target Biting Blade must be present throughout.

Effects

This ritual targets a Biting Blade crafted item that has been used already today. It only targets an item of that specific type.

At the completion of the ritual, the daily power of the biting blade (the ability to call CLEAVE with the item) is recharged and can be used one more time today.

Additional Targets

This ritual can affect additional Biting Blades. Every additional item increases the magnitude by 2. All target items must be present throughout..

Description

This specific ritual was added to the body of Imperial lore, and came into common use, due to the activities of a Sarvosan troupe associated with one of the League free companies. The Biting Blades company made a point of equipping as many of its members as possible with the crafted weapon of the same name, and gained a reputation for quickly and efficiently crippling enemy warriors on every battlefield where they fought. With the use of this ritual, the magic of the enchanted blades was quickly and efficiently restored, while still permitting the soldiers themselves to benefit from various additional enchantments such as The Swan's Cruel Wing or Strength of the Bull.

The ritual endures partly because it represents a broad classification of ritual and serves as an example of one of the limitations of formalised magic. The ritual only replenishes the power of the Biting Blade; it has no effect on a Vorpal Sword, a Bloodsteel Barb or a Butcher's Bill. In each case, a different ritual would be required to restore the magic of those weapons. Likewise, ritual magic could be used to replenish the use of a suit of Tombsteel Guardian chain or a Caress of Arhallogen staff - but in each case a different ritual tailored to the specific enchantment of the target item would need to be used.

On occasion, when the need is especially great, a coven may use spontaneous magic to replenish the powers of a useful magic item, and occasionally formulaic versions of those rituals are developed or discovered in collections of ritual writings. Unless a coven sees an obvious use for the magic, however, it is rare to find coven that masters one of those rituals; recharging enchanted items is much more likely to be within the purview of a lone magician.

Common Elements

The ritual usually involves a symbolic transfer of power. It may involve careful handling of the target item, evocations of the runes Pallas, Lann or Verys, or of the names of Paragons and Exemplars associated with crafting. The ritual often includes the presence of either artisans who can make a Biting Blade or raw orichalcum. In Urizen natural light is often focused onto the weapon, while in The Brass Coast it may be passed over a fire.

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Imperial Bourse (Redirected from The Bourse)

Contents

- 1 Overview

- 2 Role within the Empire

- 3 Entry requirements

- 4 Elections and Appointments

- 4.1 Losing the title

- 4.2 Proxies

- 5 History

- 6 Powers and functions

- 6.1 Control of Ilium and Building Materials

- 6.2 Access to the Private Auction

- 6.3 Operation of the Public Auction

- 6.4 Auction of Appointments

- 7 Imperial and National Bourse Positions

- 8 Mithril Seats

- 8.1 Imperial Mithril Seats

- 8.2 National Mithril Seats

- 9 Weirwood Seats

- 9.1 Imperial Weirwood Seats

- 9.2 National Weirwood Seats

- 10 White Granite Seats

- 10.1 Imperial White Granite Seats

- 10.2 National White Granite Seats

- 11 Ilium Seats

- 11.1 Imperial Ilium Seats

- 11.2 National Ilium Seats

- 12 Other Bourse Seats

- 12.1 The Master of The Imperial Mint

- 12.2 Castellan of Spiral Castle

- 13 Other Titles

Overview

The Imperial Bourse is the economic hub of the Empire. Its role is to ensure the prosperity of the Empire and to provide access to much needed resources to those who can afford them.

Role within the Empire

The Bourse is designed to ensure that ilium, mithril, weirwood and white granite are directed to where they can provide the most economic benefit, rather than being assigned by political or military patronage. Merchants bid for a position on the Bourse and those that are successful gain control of one of the Bourse positions that control production. It is then left to them to sell the resources at whatever price they can. Although there are frequent accusations of profiteering, when the market functions as intended it ensures that significant sums of money are paid to the Bourse for use by the Empire.

Decisions within the Bourse are taken by auction, with members placing money in the Bourse coffers to register their support for or against a motion. Such auctions are rare however, most of the Bourse activity is economic in nature and takes place without central organisation. The money collected by the Bourse, as part of the process of selecting members and making decisions becomes the property of the Empire.

The Bourse has gained two other roles over the years, operating the public and private auctions. The public auction is open to anyone present; most goods sold are herbs, mana crystals, resources, building materials and occasionally even Ilium are sent to the Bourse by Imperial citizens who want a good price for their goods but have neither the inclination nor the time to attend the meetings at Anvil. The private auction is for Bourse members only and sells rare and unique items that agents of the Bourse have sourced from across the Empire and the World.

Entry requirements

There are over a score of different Bourse positions, the majority of which are auctioned off once a year. Although a citizen may bid for as many positions as they choose, an individual can only hold one Imperial title. The auction itself uses an open bidding system and payments must be made immediately.

There are a handful of Bourse positions which are not auctioned off. These positions reflect the relative economic wealth and priorities of nations like Varushka. As a result these resources are controlled by vote of members of that nation based on what resources they control. These positions are identified separately below.

You can find details of who holds which seat here.

Elections and Appointments

During each season, all the Bourse Seats (both Imperial and National) that produce a single material are re-elected or re-appointed. During the event that a seat is due to be re-elected, the current holder does not receive any materials. Once the seat has been re-elected, the new holder receives that season's production, and secures the production until the next time the seat is due to be re-elected.

- Weirwood seats are re-elected at the Winter Solstice.

- Ilium seats and the Master of the Imperial Mint are re-elected at the Spring Equinox.

- White Granite seats are re-elected at the Summer Solstice.

- Mithril seats are re-elected at the Autumn Equinox.

Losing the title

What happens when a Bourse seat loses their title depends on how they lost it.

- If the holder of a Bourse seat dies, the seat is re-auctioned (or appointed). The new holder of the seat does not receive any wains or rings of ilium until the start of the next event. The money raised by the auction (if any) becomes part of the estate of the dead character, and the Magistrates do their best to ensure that money goes to the seat's beneficiaries.

- If the holder of a Bourse seat resigns their position, the seat is also re-auctioned (or appointed). Again, the new holder of the seat does not receive any wains or rings until the next event. The money raised in the auction is paid to the character who resigned their seat.

- If the holder of a Bourse seat receives a Writ of Excommunication, they are stripped of their Bourse seat. It is re-elected (or appointed), and the money raised is claimed by the Imperial Synod.

- The holder of a Bourse seat cannot be revoked by the Imperial Synod.

In all cases, the money initially paid for a seat remains as part of the annual budget of the Imperial Senate.

Proxies

Any member of the Bourse, may appoint a proxy. It is not uncommon for Bourse members to auction the right to stand as their proxy to another party - as this allows the proxy to bid in the private auction.

History

Mithril, weirwood and white granite are essential to the prosperity of the Empire and its citizens. Deposits of these materials tend to be large but few in number so they are carefully protected. Ilium is also rare and almost priceless due to its arcane powers. When the Empire was formed control of key supplies of these materials was placed in the control of the Bourse; it was explicitly designed to keep control of these precious materials out of the direct control of the Empress and the Senate.

Over time the role of the Bourse has grown, its members instituted a private auction to give them access to some of the most valuable items in the Empire. This was so successful it was eventually copied and a second public auction was introduced to allow citizens of the Empire to sell basic goods at the Bourse.

Powers and functions

Control of Ilium and Building Materials

Mithril, weirwood and white granite are essential to upgrade a personal resource to make it more productive. They are also needed for the large projects authorized by the Senate such as the creation of new armies or the building of bridges and fortifications. Ilium is used by artisans and magicians to make rituals and enchantments permanent. Each Bourse member has control of a single resource, for a single year (unless they are replacing an existing position which has become vacant). They can dispense this resource as they choose.

Access to the Private Auction

The Bourse holds a single private auction, only Bourse members can attend and bid on the items auctioned. Bourse agents scour the Empire and the world looking for rare and potentially valuable items to bring them to the Bourse where they are auctioned off to the highest bidder. Details of the handful of lots are usually posted in the Bourse several hours before the auction begins.

Operation of the Public Auction

Although not formally one of the powers of the Bourse, the public auction takes place in the Bourse and is operated by the civil servants who run the Bourse. The auction is open to all and supplies of herbs, mana crystals, resources, minor magical items and small lots of weirwood, mithril and white granite are auctioned to the highest bidder. It is relatively rare, but not unknown for more valuable items like Ilium, true liao or powerful items to appear in the public auction. Details of the lots are posted in the Bourse one hour before the auction begins.

Auction of Appointments

Over the years the Bourse has helped to create various minor Imperial positions and officers to help the Empire function. Individuals are appointed to these positions by auction - Bourse members commit funds in support of their preferred candidate. The candidate that receives the most support is appointed - and all bids by their supporters become the property of the state.

Imperial and National Bourse Positions

Imperial Seats on the Bourse are assigned to the highest bidder. These positions are available to any citizen of the Empire who does not already control an Imperial title or position. This means that members of the Synod, military or senate can bid for one of these Imperial Bourse position, but must resign their position if they are successful.

National Seats on the Bourse, by contrast, can only be filled by a citizen of the appropriate nation. In addition they are not auctioned off, as Imperial Bourse positions are, but voted upon by resource owners from that nation. The larger the personal holding an individual has, the more votes they can allocate in support to a candidate. The voting for national Bourse positions is handled by the civil servants in the Bourse. National Bourse positions are otherwise identical to Imperial Bourse positions.

Mithril Seats

All mithril seats are re-elected during the Autumn Equinox.

Imperial Mithril Seats

There are currently five Imperial Bourse Seats that produce mitril. One of the Seats (the Great Pits of Ennerlund) is not currently producing mithril, having been collapsed by the Druj barbarians; it is also possible that when reconstruction work is complete it may be reassigned as a National League resource.

- The Singing Caves in Mournwold produce 28 Imperial wains of mithril every season.

- The Fortress of Salt in Temeschwar produces 25 Imperial wains of mithril every season.

- The Brilliant Star in Redoubt produces 24 Imperial wains of mithril every season

- The Great Mine of Briante in Kahraman produces 22 Imperial wains of mithril every season.

- The Great Pits of Ennerlund in Holberg produced 27 Imperial wains of mithril every season. It is unclear how much, if any, production now remains, although work has begun on re-opening the collapsed mine. The Pits are currently unassigned; it is not clear if it will remain an Imperial Seat or become a League National Seat.

National Mithril Seats

There are two National Bourse Seats that produce mithril, although one (the Legacy) is currently in the hands of barbarians.

- The Eternal Shafts of Time in Karov procude 27 Imperial wains of mithril each season. Control of the Shafts is assigned to whichever Varushkan candidate receives the most support from Varushkan owners of mine resources.

- The Legacy in Spiral produced 22 Imperial wains of mithril each season. The Legacy was assigned to whichever Urizen candidate receives the most support from Urizen owners of mana sites. It is currently in the hands of the Grendel and is neither allocated, nor producing mithril for the Empire.

Weirwood Seats

All weirwood seats are re-elected during the Winter Solstice.

Imperial Weirwood Seats

There are six Imperial seats that produce weirwood. One of the seats (the Great Forest at Reikos) is currently not in Imperial hands, and might be reassigned as a National resource when it is liberated.

- The Golden Trees of Seren in Miaren produce 28 Imperial wains of weirwood each season.

- The Hunt of Alderei the Fair in Volodmartz produces 26 Imperial wains of weirwood each season.

- The Heartwood of the Great Vale in Hercynia produces 25 Imperial wains of weirwood each season.

- The Weirwater Vales in Weirwater produce 23 Imperial wains of weirwood each season.

- The Canterspire Circle in Morrow produces 22 Imperial wains of weirwood each season.

- The Great Forest at Reikos in Reikos produced 25 Imperial wains of weirwood each season. This Bourse resource is not currently under the control of the Empire.

National Weirwood Seats

There is currently only one National weirwood Bourse Seat.

- The Thimble in Therunin produces 24 Imperial wains of weirwood each season. Control of the Thimble is assigned to whichever Navarr candidate receives the most support from Navarr owners of herb gardens.

White Granite Seats

All White Granite Seats are auctioned or appointed during the Summer Solstice.

Imperial White Granite Seats

There are four Imperial Seats that produce white granite:

- The Damation Cliffs in Kahraman produce 27 Imperial wains of white granite every season.

- The Night Quarry in Miekarova produces 26 Imperial wains of white granite every season.

- The Arratan Gamble in Tassato produces 25 Imperial wains of white granite every season.

- The Sutton Stone Quarries in Upwold produce 23 Imperial wains of white granite every season.

National White Granite Seats

There are three Nation Seats that produce white granite. One (the Vigilant Swan) could be reassigned as an Imperial Seat when the territory of Reikos is finally liberated from the barbarians.

- The Granites of Veltsgorsk in Volodmartz produce 26 Imperial wains of white granite every season. Control of Veltsgorsk is assigned to whichever Varushkan candidate receives the most support from Varushkan owners of forest resources.

- The Brilliant Shore in Skarsind produces 26 Imperial wains of white granite every season. While control of the Shore was previously assigned to whichever Wintermark candidate received the most support from Wintermark owners of military units, the reassignment of Skarsind has left it's status confused.

- The Vigilant Swan in Reikos produced 25 Imperial wains of white granite every season. Control of the Vigilant Swan was assigned to whichever Highborn candidate receives the most support from Highborn owners of congregations. While it was liberated by Highborn and Navarr forces, the decision about its future is still uncertain.

Ilium Seats

All ilium seats are re-elected during the Spring Equinox.

Imperial Ilium Seats

There are two Imperial Seats that produce ilium.

- Syrene's Wisdom in Casinea produces 7 rings of ilium each season.

- The Scorrero Nets in Feroz produce 5 rings of ilium each season.

National Ilium Seats

While in theory there are four National ilium Bourse seats, the Stonefield Ice Caves has been ceded to the Thule and is not in Imperial hands. All ilium seats are re-appointed during the Spring Equinox. Bourse seats that are allocated on the basis of raids conducted by military units, piracy by fleets, or similar are based on the total effective size of all the contributing resources over the last four seasons.

- The Steel Fist provides 8 rings of ilium each season. it is allocated to whichever Imperial orc legion provides the most assistance to Imperial armies on campaign.

- The Broken Shore Bounty provides 7 rings of ilium each season. It is allocated to whichever Freeborn fleet performs the biggest raid against the Grendel port of Dubhtraig.

- The Regario Dossier provides 4 rings of ilium each season, along with an annual report relating to the activities of foreign powers. It is reserved for the League citizen who presents the largest bid.

- The Stonefield Ice Caves provided 5 rings of ilium each season. It was allocated to whichever Wintermark military unit performed the biggest raid against the barbarian orcs. The Stonefield Ice Caves are not currently in Imperial Hands, having been ceded to the Thule.

Other Bourse Seats

These appointments come with a Seat on the Bourse, but are not tied directly to the production of mithril, weirwood, white granite, or ilium.

The Master of The Imperial Mint

The Master of the Imperial Mint is a Bourse Seat reserved for the citizen of the League who presents the largest bid. The Master does not receive an income of Bourse resources, but is privy to privileged information about the Imperial economy and has powers to speak and address the Imperial Senate.

Castellan of Spiral Castle

Until 368YE, the Castellan of Spiral Castle is a Bourse Seat held by a [{Dawn|Dawnish]] citizen, appointed with the support of Dawnish military units. The Castellan has powers to order the resupply of Imperial armies stationed in Weirwater. The Seat spent many years vacant, but a new Castellan has recently been appointed following the return of Castle Spiral to the mortal world.

Other Titles

A number of other titles are also appointed through the Bourse. Any title that has economic power or responsibilities is likely to be bound to the Bourse. Unless the position includes administration of a supply of mithril, weirwood, white granite, or ilium however it does not bring with it a seat on the Bourse or access to the private auction. The appointment of all these titles is organised and processed by the civil servants attached to the Bourse.

A list of other titles bound to the Imperial Bourse can be found here

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The Brass Coast children

Children on the Coast are often given a piece of over-sized clothing that belonged to someone from an older generation, usually long since departed. The clothing, designed to be grown into, carries the memory of the lost relative and is believed to help the child develop wisdom, audacity and courage of their forebear. The clothing is usually tied up in some way, to ensure it does not drag in the mud.

Freeborn like children to learn the value of money. Those who are not poor give their children a Ring every morning, to carry with them during the day. The child is expected to give the Ring back at night, or to justify why they spent the money if it is gone. Any money that the child makes using their Ring is theirs to keep.

If a child loses their parents, they will always find a home somewhere among their extended family. However, because of the strength of Freeborn family bonds, if a child is truly orphaned without another family member to take them in, they may end up destitute and face a grim future unless taken in by another family, a Navarr Striding or the Church of the Little Mother.

Things every child should know

- A little lie makes a lot of strife. If you tell a lie, you lose a little bit of your soul. Be truthful to yourself and to others.

- Your family is your greatest treasure. Family is the most important thing there is. Always be there to help your family and they will be there to help you.

- Words are fine jewels to be picked up and shown off. Tell stories and find stories, and if you hear an interesting tale or rumour, make sure you tell it to your family.

- Each small thing is worth a Ring. Never do anything for free, unless it's for your family. You need not be paid in coin -- people often have more interesting things to trade.

- Only sell your own goat. You must never trade something which isn't yours.

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The Brass Coast costumes

Contents

- 1 Overview

- 2 10 Quick Tips

- 3 Making Guides and Examples

- 3.1 Headwear

- 4 Children

- 5 Suppliers

- 5.1 Costume

- 5.2 Armour

- 6 Inspiration

- 6.1 Colour Guide

- 6.2 Pinterest Sites

- 6.3 Films, TV and Costume Pages

- 6.4 Further Bibliography and Resources

Overview

This page aims to offer help in creating a Brass Coast costume for those who want it. It provides a list of resources that players looking to create a costume, either purchasing one or making one may find useful. There is no one way to create the perfect costume, but the suggestions on this page will help to produce a great costume for Empire.

The Brass Coast offers a chance to create some flamboyant and really expressive costumes. The Freeborn attitude to life is all about individuality, passion and luxury, and many Freeborn express this through their dress. Success is measured in wealth, and what better way to demonstrate that wealth than by wearing it openly? The Freeborn look is usually one of bright colours, silks, jewels and sumptuousness. Individual style is highly valued and the mundane and common scorned. The Brass Coast lives for dance and music, and the clothing worn there often reflects this. With the flame being the central symbol for the Freeborn, it’s no surprise to find that their clothing is made in brightly coloured layers to convey the impression of the fire within.

10 Quick Tips

- Generally, an outfit is likely to consist of trousers, top, a robe of some sort and a headdress.

- A great way to achieve the richness and the movement in Freeborn style is through costume in multiple layers - working from heavier warm layers as a base and floating fabrics as a top layer.

- To cope with the British climate, fleeces are ideal as linings for more flamboyant fabrics, and light wools can be dressed with metallic brocades or embroidery. Multiple layers of silks are also surprisingly effective at keeping out the cold.

- Bright colours layered together can give a wonderful range of shades which alter as the wearer moves - or ‘shot’ fabrics, also called ‘changeant’ can look incredible in flowing robes, scarves and skirts.

- Whilst the style and clothing inspirations are Moorish and North African, the colours, beading and embroidery of sari and other fabrics widely available in Asian clothing shops across the UK so these can be a great source of materials. Shalwar Kameez can be a useful base layer.

- Both charity shops and on-line stores can be good sources of Arabic and North African loose tunics and trousers - often in white cotton which will dye well in bright colours.

- To really keep the flowing feel of Freeborn style, try avoiding heavy belts and instead secure layers of clothing with scarves; hanging pouches and scabbards from the shoulder on cords or jewelled chains.

- Integrating the flow of jewellery with the flow of the costume is another strong marker of the Brass Coast, and internet suppliers of belly dancing costume, as well as markets and shops near Asian areas, can be a good place to find long strings of coins, bells and other adornments.

- Try Asian shops for slipper shoes, or look for patterns for making Greek or Roman sandals which lace up the leg - both are common footwear for the Freeborn

- If all this talk of silks and brocades is sounding a little pricey - check out the fabric pages to see how impressive effects can be achieved without spending a fortune

Making Guides and Examples

Folkwear make a range of patterns for North African and Arab style garments which are all perfect for the Brass Coast, for men and women. Patterns 101, 104, 105, 106, 107, 108, 119, 132

To create loose and flowing trousers any of these patterns work well. Variation can be added by ending the trousers just past the knee or by slitting the leg to reveal jewellery or another layer of colour.

- Making harem pants

- Making pantaloons

- Making shalwar trousers

- Video instructions for harem pants

- Pattern for shalwar kemeez

A simple T-tunic will work well in the Brass Coast, with Freeborn touches achieved by adding decoration, particularly around the neck and keeping this base slim fitting so other layers can flow over it.

- How to make a t-tunic

- Online pattern for a Kameez

- Simplicity pattern 4528 - currently out of print but available online

There are several different styles of long robe which work well for over layers. This garment is based on either the traditional kaftan, or the thobe. To give it strong Freeborn flavour the colours would be bright and slits to knee or hip would reveal layers beneath.

A more dress-like version of the tunic is the anarkali suit, which is a high waisted dress with a full skirt to knee or calf, worn over trousers. A similar garment from Morocco is called the el-keswa.

- Tutorial for anarkali

- Online pattern

A melia is a traditional Tunisian dress/robe, which is simply fabric pinned at the shoulders and either left hanging or be belted to the body, much like a Roman Stola. The Freeborn are likely to wear it over tunic style top and trousers rather than on its own.

- How to make a stola.

Waistcoats and open robes are another possibility to layer over a tunic, or even a over a first robe adding yet more colour and decoration.

Headwear

The perfect Brass Coast headdress is the tagelmust. The traditional tagelmust is blue but any bright colour is ideal for the Brass Coast. How to tie a tagelmust video

Children

Children are an opportunity for parents to show off their wealth, dressing their offspring in traditional Freeborn styles. Children in the Brass Coast are often dressed in scaled down versions of their parents clothes.

For toddlers and babies, simple t-tunics and drawstring trousers are simple and easy to pull-on garments, that can be made in linen or cotton for easy washing! These types of clothes also have plenty of flexibility in terms of size, meaning they should last for more than one year. Choosing sleeveless and none form fitted top layers like the melia/stola should make several years of wear possible, making fancy trims and embellishments worthwhile.

General tips for costume for children:

- Robes that stop at knee - mid-calf will be less of a trip hazard

- Headgear that can be very simply retied is great

- Avoiding things that can pull around the neck is wise (strings on cloaks/hats on cords/ tabards that don't secure under the arms

- Wider neck holes, sleeves and armholes will help with getting costume on and off, and leave room for growth

- Information on clothes and swaddling for babies

- Patterns for medieval children's clothes

- Revival Clothing's premade items for children

- Gambeson's premade items for children

Suppliers

Costume

- Midgard Seamstress Custom made UK LARP and re-enactment costumes

Armour

- Darkblade has cool leather scale for the Brass Coast.

- Idiom Productions Costume and props workshop creates custom hand-tooled leather armour, clothing and LRP weapons.

- Totally Leathered provides custom tooled leatherwork & bespoke armour.

Inspiration

The following sections pull together some of the research done by the art department team working on The Brass Coast - feel free to delve in deep as you like

Colour Guide

The colour palette is inspired by flame, but it also features other sumptuous colours -such as turquoise, magenta, emerald green and peacock blue. Note the absence of black - reserved for the dead and white - worn only by the very poorest.

Pinterest Sites

- http://pinterest.com/delvy/empire-brass-coast/

- http://pinterest.com/laserkatt/empire-sirroc/

Films, TV and Costume Pages

- The Last Legion

- Kingdom of Heaven (cosplay details for Sybilla available here)

- Prince of Persia

- Sinbad

- Also, look at the Medjai from The Mummy (cosplay details available here.)

- SCA guide to belly dancing

- Persian dance scene

Further Bibliography and Resources

- Berber Costumes of Morocco, Marie-Rose Rabate

- The Moors: The Islamic West 7th-15th Centuries AD David Nicolle

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The Brass Coast culture and customs

Contents

- 1 Family

- 2 Hospitality

- 3 Syrah

- 4 Contracts

- 5 Art

- 6 Marriages and relationships

- 7 Funerals

Family

Family is important to the Freeborn. They live in extended family groups covering several generations with a strong emphasis on helping and supporting each other. Occasionally Freeborn will extend the privilege of family membership to valued friends, long-term employees or waifs and strays - these adoptees are whole-heartedly welcomed and are treated no different from blood relations. To the Freeborn, betraying your family is unforgivable.

The responsibility that the Freeborn feel for family members does not extend to others. The Freeborn make a point of disclaiming any responsibility for the wellbeing of others. They do not regard themselves as obliged to help the poor or the sick, the dispossessed or the homeless. They may be as charitable as they please, but they refuse to accept that it is their responsibility to care for others.

Hospitality

On the Coast, food and drink are only offered freely to family. Since most Freeborn habitually avoid favours and social debts but all Freeborn enjoy hospitality, both giving and receiving, the custom is always to offer to pay before receiving refreshments. A Freeborn approaching a tent of revelry might ask the price for a seat at the table. A token price of a ring or two indicates that they are very welcome to join, a price in crowns indicates that the meeting is private and the Freeborn should look elsewhere, but an exorbitant price in thrones is a deliberate insult.

Despite the ritualised nature of the exchange, actual payment is required. To the Freeborn mind, it is the payment that ensures that no further obligation exists on the part of either party. For close friends or clearly impoverished a Freeborn might offer a fine meal for help with the dishes or even an afternoon's work. It is easy to be itinerant in Freeborn society, so long as you don't mind working for your supper.

Syrah

Syrah is the ritualised drink of the Freeborn, habitually offered to guests, business associates and drunk during family affairs. Each family carefully guards their own recipe for syrah, and there is a common belief that to give away its secret is to give some of your good luck to another. Syrah can be almost anything, a brew of coffee or tea sweetened with honey or sugar, a fruit juice or a fine wine, but should be pleasant and appealing. It is not strongly alcoholic since it is intended to be drunk as a family and when business is being discussed. Offering syrah before the opening of trade negotiations is considered not only polite but beneficial to the coming talks.

Contracts

Written contracts are exceptionally important in Freeborn culture. The best contracts are short and succinct but clearly identify the obligations of both parties. To the Freeborn mind, making an agreement commits the integrity of their soul to the deal. If they contract to do something their reputation is at stake if they cannot carry out the letter of the contract. For this reason, almost all enduring contracts include fiscal clauses for default. This is not meant as a lack of commitment, but simply to avoid being a hostage to fortune should circumstances change and make it impossible for the parties to complete the deal. The Freeborn see no shame in going back on contracts provided the default bonds are paid - since such defaults are, of course, a part of the letter of the contract.

A scrivener is often employed to help make sure that a contract is clear and that both sides understand their obligations. These professionals also serve as witnesses who can help confirm the validity of a contract. Many scriveners are cambions, and there is a superstition that the blood of a cambion (usually a thumbprint) upon a document of trade will bring good fortune to the signatories - or dire circumstance to one who breaks the contract.

Contracts are also a common hearth magic on the Brass Coast.

Art

Calligraphy is highly valued along the Brass Coast. They value books but treasure those that are beautifully illuminated. To the Freeborn, every aspect of writing is an important artistic statement. The language used should be articulate and possess a lyrical quality; the letters and words should be written with bold ink strokes on beautiful paper or parchment that is then decorated and illuminated. Given their emphasis on deals, it is no surprise that the Freeborn prefer their contracts to be beautifully inked. They often display particularly fine examples on the walls of their homes, especially ones that have great sentimental or fiscal value.

Music and dance form the heart of nearly any Freeborn celebration. Passion and enthusiasm are valued over technical precision, and it is common for any musical performance to include well-known songs with which the entire audience can join in.

Marriages and relationships

Freeborn society does not favour men or women but tribal and familial lines are always matrilineal. Because of this while men may marry into a Freeborn family and tribe, women can not. If a Freeborn woman marries then her spouse joins her tribal family. On the rare occasion when two Freeborn women from different tribes marry, they live together but formally remain members of different tribes.

Marriage outside the tribe is relatively rare. Much more common is for Freeborn men and women to form temporary attachments. These attachments are romantic or physical in nature, but with no assumption that they will last for life. In fact, with some pairings there is no assumption that they will last more than a night.

All marriages – and indeed most extended attachments – are formalised with a contract in which each participant lays down the parameters of the relationship. A marriage or relationship contract commonly covers matters such as the duration of the relationship, the rights and responsibilities of the participants, the expectation of fidelity and the options for marriage and relationship contracts with others, the division of shared wealth both during and after the relationship ends, and at least one clause covering how the relationship may be ended prematurely by either party. This rather cold-blooded practicality around matters of the heart is just another manifestation of the Freeborn's fiscal approach to life. These contracts ensure that both parties know the value the other places on the attachment. Not all attachments require a contract, but if a relationship is going to last for more than a few weeks, it is considered a sensible precaution against misunderstandings.

Funerals

Freeborn dead are wrapped in spice-infused wraps of black cloth and then burned. The resulting ashes are scattered on the sea, or on the winds of the plain, depending on the family's wishes.

A funeral is rarely a sombre affair. The Freeborn take joy in a life well-lived and they consider it an insult to mourn its passing. Attendees wear brightly coloured robes and focus on celebrating the life of the deceased. It is normal for the will to be read by a sutannir at the height of the party. The will is the last chance to share a joke with loved ones and it is traditional for it to be as humorous as possible, akin to a best man's speech at a wedding. On the rare occasion when grief is appropriate, such as with the death of a child, the grieving is much shorter but just as open and intense.

An old tradition says that those lost at sea take new form as dolphins who will guide and guard lost ships. While no-one really believes it these days, it is a stock element in many stories involving sea travel.

A personification of death sometimes appears in Freeborn stories, and is especially popular in plays and as a dramaturgic archetype. As a character, Death is usually mocked as a figure of fun, a bumbling idiot and a clown who can easily be outwitted through courage and cunning. The counterpart of death is Fortune, who personifies ideas of luck and chance as well as fate or destiny. These literary tropes have a deeper philosophical context; such stories often explore the idea that death may come suddenly and without warning, as a result of happenstance or bad luck. This is especially important to a people as dedicated to getting as much out of life as the Freeborn are..

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The Brass Coast economic interests

Contents

- 1 Overview

- 2 Contracts

- 3 Paradors

- 4 Corsairs

Overview

Money is the most versatile tool in existence. Every Freeborn is to one degree or another looking to “make their fortune” because wealth brings status and luxury and it gives you a freedom that is denied to the poor.

Freeborn traders go beyond the frankness that is normal for everyday Freeborn and strive for a degree of honesty that would shame a priest. They regard it as a matter of skill to obtain the best possible price while being utterly open about the goods they sell. This probity is not driven solely by moral concerns, but also practical ones. The Freeborn have achieved an extraordinary reputation for not cheating their customers - a reputation that drives business to their door. Any Freeborn trader who stoops to lying about their merchandise for the sake of a better deal puts the prosperity of all Freeborn at risk. As a result, they protect this reputation very aggressively. Freeborn traders who do seek to twist a deal or sell a light load are dealt with without mercy.

About the only things the Freeborn do not buy or sell are slaves. Slavery of Imperial Citizens is illegal in the Empire, and the Freeborn take no part in the trade even when overseas. While the Freeborn do not hold with slavery, they approve of the idea of hard work as punishment, treating the wages a criminal might have earned doing a job honestly as payment towards the resolution of their crime.

Contracts

When it comes to making financial agreements more complex than a direct exchange of goods, Freeborn are most comfortable dealing through contracts. As a consequence, Freeborn merchants usually seek out the services of a professional scrivener to formalise their agreements. A discreet, neutral scrivener can work out and witness a contract that satisfies both parties, and they are very much in demand. Combining the skill to express ideas simply and clearly in writing with a talent for arbitrating between individuals to help them express what they actually want, these scriveners are the backbone of Freeborn economic life.

The Freeborn prefer to abide by the letter of a contract, rather than the “spirit". Arguments about what was “meant” by the contract are inevitably circular and unhelpful. Where the meaning of a contract must be discussed or clarified, it is again to the professional scrivener that the Freeborn merchant turns. The best scriveners are also artists or employ someone capable of making their contracts look attractive and professional with fine calligraphy and colourful flourishes. A disproportionate number of scriveners are of the cambion lineage. Common superstition suggests that their connection to the Autumn realm helps them to instinctively understand how to frame a contract, and their blood marked on a document is traditionally held to grant good fortune to the enterprise involved.

Paradors

When an outsider thinks of a Freeborn trader, they are often thinking of the proprietor of a parador. Brass Coast towns always have at least one parador, a communal social house of music, story-telling, drinking and dance. At the end of a hard day of work, the people of the Freeborn can often be found here discussing their latest ventures or telling extravagant and grand tales of their ancestors, friends and relatives.

As with most Freeborn businesses, a parador is traditionally owned by an extended family which may maintain more than one structure, or operate a “travelling parador” akin to a circus or fair. In addition to the services and entertainments they provide, the best paradors are places of trade. While a lot of formal business takes place at the bazaar, the parador is where merchants go to relax and it is often where the real business of complex trade takes place. The parador is where merchants can informally come to an agreement concerning more risky ventures, bulk deals and investment opportunities over chilled fruit and wine.

Corsairs

The Freeborn are not the strongest military in the Empire, but there is one area where their strength is uncontested – on the open seas. Each Freeborn tribe includes dozens of families who make their living as corsairs, sea-borne raiders who prey on barbarian shipping passing through the Bay of Catazar. The Freeborn detest piracy, but they regard privateering as a perfectly legitimate form of warfare, albeit a highly profitable one. Corsair groups are usually Freeborn families who own one or more seaworthy vessels. Corsairs are not just privateers, they commonly engage in foreign trade. A common saying suggests that the only difference between a privateer and a merchant is that the privateers get their goods cheaper.

In the early days of the Empire, the Freeborn often vied with the League to be the first to forge trade links with the foreign nations who are not hostile to the Empire - and the corsairs regularly acted as guards and escorts to Imperial merchant ships of all nations.

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The Brass Coast hearth magic

Coins

Coins have power on the Coast, as a portion of the luck and prosperity of their owner rubs off on the coins they carry. Many Freeborn traders keep a coin from a lucky deal, either in perpetuity or as their last coin, and they enjoy telling stories of how they acquired certain coins. There is a long-standing belief that giving a coin of note or significance to a person who is down on their luck will improve their fortunes.

Clothing

Any clothing that is worn for a few years or more becomes invested with a person's soul, carrying a portion of their identity with them. Old worn clothes are usually burned, rather than given to the poor like in other lands, to avoid a person's self being lost or stolen. The exception is with children where families may keep a particular precious veil, or rich robe to deliberately pass on the spirit of a respected elder to a young family member.

Black cloth is the garment of the dead in Freeborn society - it carries you safely into death. Bodies are wrapped in black shrouds when they are burned but black cloth is dangerous to the living. A black gift is any gift of clothing or costume that is black in colour; it is sent as a calculated insult or curse to the recipient. Individuals who offend Freeborn sensibilities beyond the pale find black ribbons, the remains of burned shrouds, nailed to their door, or even worse attached to their clothes, a sign that others wish them dead.

Contracts

A contract represents a binding agreement between individuals, and sometimes takes on a life of its own. Freeborn stories are rife with examples of villains who break a contract and suffer an ironic, karmic tragedy as a consequence. A properly prepared contract is a physical symbol of an agreement - or an oath, if you will. Tampering with a contract after it has been signed is said to bring bad luck on everyone involved.

Any agreement is surrounded by a little of the hearth magic of the contract, provided that all parties involved enter into it openly of their own will - there are also several stories of villains who trick someone into signing an unbalanced or deceptive contract who suffer terrible fates shortly afterwards,

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The Brass Coast history

Before the formation of the Empire, three sisters lived in Pharos. Members of the patrician families of the Highguard, each was a powerful magician in her own right. Dissatisfied with life in the city, and sickened by the chaos of the time of turmoil, they took their extended families - their extensive households - and left. They travelled to a new home on the opposite side of the Bay of Catazar, said to have been revealed to them by the divinatory magics of the three sisters. Freeborn storytellers still recount the epic tale of the exodus of the three tribes.

By the time the Empress began her crusade to unite humanity beneath her banner, the Freeborn were much as they are today – a disparate people of sprawling, extended families spread over three tribes, with each tribe tracing an unbroken matrilineal line back to one of the founders. While each family and each tribe treasured their individual freedoms, they were bound together into a loose nation by a shared heritage and by carefully negotiated contracts and treaties.

Initially, the tribes were suspicious of the Empress and hostile to the interests of the powerful Highborn priests who backed her. After a long negotiation between the Empress and prominent tribal leaders, they agreed to join the nascent Empire. The Freeborn negotiators were instrumental in slavery being outlawed and it was at their insistence that each nation would set the means to select their own senators. Their most significant contribution was the creation of the egregores, ensuring that every nation was able to preserve its traditions. They were unable to convince the priests of Highguard to acknowledge the central role of honesty in a virtuous life, but they are enormously proud that their influence ensured that their ideas of individual freedom and responsibility became a central part of the Empire's identity.

Since that day, the Freeborn have been able to present themselves as traders backed by the full weight of the Empire. It is something they use, sometimes shamelessly, to their advantage when dealing with foreign powers. The stability provided by the Empire has allowed the Freeborn to sail far beyond their territories, bringing in great wealth to all the nations.

There has only ever been one Freeborn Emperor, Ahraz i Contero i Guerra, who freed the orc slaves and was instrumental in bringing them into the Empire. The Freeborn believe that it is in the Senate that true power lies and that the best Emperors have accepted this and served as figureheads and administrators rather than policy makers. Popular prejudice paints the Freeborn as poor politicians – a slur that several of them embrace. Their blunt frankness combined with a tendency to want to get to the point of any argument does not endear them to their political opponents, but they make up for this directness with a tendency to produce powerful and impassioned orators.

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The Brass Coast leadership

The Freeborn are traditionally cautious when it comes to the idea of authority and control. They value loyalty and even discipline, but they are an informal people who have little regard for titles and status and even less for those who think such positions make them more important than their fellows.

By tradition, each Freeborn family is represented by a dhomiro. Their role is to represent their family's interests to those who seek to deal with the family as a whole. Choosing a dhomiro is not a political decision, most families simply select the most suitable individual. They are usually chosen on account of their ability to organise or communicate, and they have great influence but little formal power. Any dhomiro that put on airs or graces would be ridiculed and dhomiro that are not effective in furthering their family's interests are quickly replaced.

The reality of this loose-weave community is that towns, villages, and trade wagons are effectively governed by the wealthiest, most influential family who dwells there. This can lead to fluid but infrequent shifts of power as familial fortunes wax and wane. When more formal agreements are needed, the dhomiro of each family involved will negotiate a formal contract.

Freeborn society is not so much controlled as ‘nudged in a beneficial direction’ by the families with the most power and influence. There is little leadership beyond the dhomiro. There is a presumption of cooperation between different families that are part of the same tribe, but this presumption only makes the inevitable rivalries more fierce. When this rivalry threatens to get out of hand, it often falls to the hakima – the magical custodians of the Freeborn tribal legacy – to step in and try to mediate some sort of peaceful conclusion. While the hakima have no formal authority over the dhomiro, their advice and magical support can help turn a strong family into a truly great family. The hakima stand outside the traditional Freeborn family structure, placing the nation above all other loyalties; their official role is to help ensure Freeborn prosperity and security. This neutrality makes them an essential part of the political structure and most are highly respected.

To outsiders, it is a chaotic and unstructured form of governance, but to the Freeborn it is as natural as breathing. When an outsider finds themselves frustrated trying to work out who is in charge, the traditional Freeborn response is “the wind”. A less metaphorical response might be to ask “why does someone always have to be in charge?” When a decision needs making that affects a number of families, the hakima and the families gather to ‘discuss’ the issue. To outsiders this is a wild affair of drink and revelry, but the informal atmosphere of the gathering in no way undermines the severity of the discussions. The exchange of coin, scripts of trade and goods eventually leads to a common opinion and subsequent decision, usually formalised through a contract.

Leading a territory

Despite this, Imperial rule requires that the Freeborn select senators. The Freeborn solution is simple; wealth and influence dictate many things in Freeborn life and they see no reason why senatorial seats should be any different. As a result, when a senatorial seat becomes vacant, the Brass Coast hold an open auction at which any dhomiro can participate. Whoever presents the highest purse wins the right to appoint the senator. Only someone who is recognized as a dhomiro may bid in the auction. Dhomiro is not an Imperial title so there is no concept of a legal proxy being appointed, but this does not often become an issue - it is rarely the business of another family how a dhomiro is chosen, or how they serve their people. The winning family may choose any Freeborn citizen to take the title, including a dhomiro or a hakima.

Those who are not successful in claiming a seat reclaim their purse. The money paid by the winner is given into the care of the egregore, who is charged to use that money for the good of the nation. If the purse is significant in value, then the egregore will go to the hakima for advice on how to distribute the money. Though they are not bound to follow this advice (and is quite rare for all the hakima to agree on anything) - it is often the best way to identify where the money might do the most good.

If a senator is later revoked, the dhomiro does not receive any automatic recompense. Although it should be borne in mind that the egregore has control of the purse, and might choose to offer the dhomiro who appointed a revoked senator some measure of reimbursement, depending on the advice of the hakima.

While outsiders may be offended by the way in which the Freeborn auction their senatorial titles, it is a matter of pride that there is comparatively little duplicity in the political achievement of the Freeborn senators. To the Freeborn way of thinking their approach is honest - while the politics of other nations can be devious and underhanded, the Freeborn are forthright and open in the methods employed.

You can read much more detail about the ideas and the approach used for the unique Freeborn approach to their senators here.

The senators for each Imperial territory are re-elected at specific equinox and solstices during the year. The Senator for Segura is elected at the Spring equinox, the Senator for Feroz is elected at the Summer solstice, the Senator for Kahraman is elected at the Autumn equinox, and the Senator for Madruga is elected at the Winter solstice. In the event that more than one Senate seat is empty at a time, auctions are run consecutively starting with the seat that should be elected in the current summit and moving on chronologically.

Prominent Brass Coast families and groups

A list of well-known families and groups who have attended Anvil in recent years can be found here.

Jonquil got to his feet, smoothed his robes and clasped his hands behind his back. Around him the usual murmur of the senate fell quiet, eagerly awaiting the next great clash between the two orators. Clearing his throat, Jonquil gestured to where Aramaste sat atop a magnificent silk cushion, nibbling daintily on a candied sweetmeat.

“My friend…” he smiled, but not warmly, “I have heard it said that the Brazen – my apologies, the Freeborn – will put a price on anything. Is that true?”

Aramaste chewed thoughtfully before answering, “It is the custom amongst my people, yes.”

“So, in the spirit of enlightening this august body,” Jonquil leaned in, sensing blood, “Just how much, exactly, would an enemy of the Empire have to pay you to betray your oaths of office?”

Indrawn breaths, muttering and gasps of outrage circled the chamber. Jonquil’s smile stretched larger, yet was none the more pleasant for that. Aramaste’s eyes glittered as he slowly brushed the crumbs from his hands and rose to his feet. “Ordinarily we Freeborn would say something like 'Every Coin in the Empire', or some other suitably dramatic and impossible sum.”

Jonquil interrupted, “But surely, once you have set a price, we are merely haggling over details? You’d agree that you would betray the Empire for coin? I would submit that the amount is immaterial.”

“For you, Lord Jonquil, I choose a different price. I choose all the money your mother can earn in a year of whoring on the docks of Siroc.”

Jonquil’s smile quickly turned to a deep scowl, his face becoming an ugly puce.

Aramaste grinned. “With one small caveat, of course, I would prefer it changed into larger coins; I doubt I’d want to carry around that many rings…”

With a cry of rage the Highborn senator leapt at the smaller man, ready to tear out his throat with his bare hands.

“Order, order!” cried the speaker as the senate guards moved to deal with the encroaching riot…

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The Brass Coast lineage and species attitudes

Overview

Perhaps unsurprisingly, the Freeborn have a relaxed attitude to those with lineage, with two notable exceptions.

Specific Lineage

Cambions have a special place in Freeborn society, a tradition that dates back to the murky prehistory of the Freeborn. According to legend, a particularly clever cambion (whose origin is usually tied to the teller in some way) convinced the founders to sign a cleverly worded trade agreement. This binding oath is allegedly what has kept the Freeborn together as a people. This story has created a superstition that the blood of a cambion (usually a thumbprint) upon a document of trade will bring good fortune to the signatories. As a result, Freeborn cambion often study to become scriveners.

The calm nature of the merrow is at odds with the fiery Freeborn way of life. Merrow rarely find themselves comfortable in Freeborn society and there are few to be found. Many Freeborn parents of a merrow child will take that child to a spire in Urizen, where the child will find a better life. There is no shame in this; the Freeborn recognise that a merrow will struggle to find a life in the tribes and encourage the parents to make a decision that is seen as being in the best interests of the child. The parting song Without You is traditionally associated with this custom.

Orcs

The Freeborn Emperor Ahraz i Contero i Guerra freed the orc slaves and was instrumental in bringing them into the Empire. As a people, the Freeborn have a great deal of time for the Imperial Orcs, encouraging them to make a place for themselves. On the whole, the Freeborn prefer to deal with people honestly - whatever they may look like - and consequently they are amongst the folk most likely to treat a non-human individual as an equal.

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The Brass Coast look and feel

Contents

- 1 Overview

- 1.1 Feel

- 1.2 Influences

- 1.3 Colours

- 1.4 Materials

- 2 Clothing

- 2.1 Shoes

- 2.2 Headscarves

- 2.3 Children

- 2.4 Corsairs

- 2.5 Kohan

- 3 Icons and Artistry

- 3.1 Jewellery and Decoration

- 3.2 Camp

- 4 Arms and Armour

- 4.1 Armour

- 4.2 Weapons

- 4.3 Shields

- 4.4 Mage Implements and Armour

- 5 Less Appropriate

- 5.1 Shemagh

- 5.2 Sartorial Hijab

- 5.3 Belly dancing costumes

Overview

The Freeborn look is one of bright colours, silks, jewels, and sumptuousness. They admire ornate or bejewelled items. To the Freeborn, a brilliant craftsman is one who can make something elegant as well as sturdy. Their weapons and armour are often engraved or adorned, but they are not fatuous and do not compromise utility for the sake of appearance. Jewellery is very common with the best pieces, like necklaces, crowns or tiaras, designed to frame the wearer's hands or face.

The image of the flame is central to the Freeborn culture; they believe it represents their spirit: wild, powerful and unchained.

Also see The Brass Coast costumes.

Feel

Free, flowing, headstrong, sumptuous, practical, exuberant, hedonistic, colourful, rich, joyful.

Influences

The traditional looks of Moorish Spain, Morocco, Algeria, Tunisia.

Colours

The Freeborn value bright, vibrant colours, especially the colours of flames: strong bright yellows, brilliant oranges and every conceivable shade of red as well as gold and silver. Peacock blue, Magenta and Turquoise often appear for contrast. Expensive clothing is made in brightly coloured layers to convey the impression of the fire within.

Black is considered severe and used for shrouds to wrap the dead. White is the colour of the poor, those too impoverished to afford exotic dyes.

Materials

Lightweight fabrics such as voiles and chiffons, either silk or synthetic. Also silks, brocades and other rich fabrics. Leather is considered unappealing for most clothing, it is a heavy material mainly reserved for boots and armour. Gold is prized over silver when available. When working in colder climes, such as at sea, a warmer layer of fleece or wool is worn as a base layer. Gold, bronze and brass are much-prized, as are carved wooden objects (which are often imported, given the lack of wood on the Coast).

Clothing

Veils, scarves, head-wraps, pantaloons, loose shirts and kaftans, are all part of Freeborn garb. Clothing is usually worn loose with layers of draped material slashed through to show a wealth of colour, and secured with sashes rather than belts. Outfits will often be decorated with shiny jewellery, bells, coins showing wealth in the glint of metal in the sun and the sound of metal as the wearer moves. Scabbards or pouches tend to hang at the waist by a silk cord that goes over the shoulder

Shoes

Many Freeborn favour sandals as footwear, lacing up over the foot or higher up the leg, but slipper shoes are also common. Leather boots to mid-calf or the knee are favoured particularly on the battlefield.

Headscarves

The ideal headgear is the tagelmust (preferably in bright red, orange or yellow rather than blue).

Children

Children are an opportunity for parents to show off their wealth, dressing their offspring in traditional Freeborn styles.

Corsairs

Corsairs epitomise Freeborn daring and adventure. Javelins and bows are common but the Catazarri crossbow is also used. Many are lightly armoured, but the boldest show off their success with ornately gilded plate. They may dress more simply than other Freeborn in trousers and tunic, but their flair for wealth tends to show through with jewellery worn at wrist and neck.

Kohan

Whilst some may feel that with their separated identity and the history of being disowned from their families Kohan would be more muted in their colours and overall costume - the opposite is in fact true. With their unique attitude to each day being lived like their last as tomorrow they may die, the Kohan have more of an affinity for going above and beyond when it comes to appearance, favouring more extravagant looks to strike fear into their enemies, so much so that even in the Brass Coast a member of the Kohan should be able to be told apart from others by the exuberance of their clothes. On top of this, they are known for displaying grotesque warpaint in battle, adding a little more distinction to their overall look.

Icons and Artistry

Stylised flames are often found on banners and flags and Freeborn art often includes a fire or flame in the image. The Freeborn love of the ornate extends to their writing as well; Freeborn prize artful calligraphy and ornate seals. A beautifully presented children’s book is treasured more than a dry treatise on magic or history, no matter how useful the latter might be. Given that many families keep their most lucrative or successful contracts as trophies of their economic acumen, a contract may be a literal work of art, presented with the same pride that members of another nation might present a coat of arms or family tree.

Jewellery and Decoration

Jewellery is commonly used either as part of the clothes themselves or to frame the face or hands to draw attention to them. Veils are fashionable for men and women who wish to appear mysterious and alluring. Those who go tattooed tend to favour intricate henna-style designs.

Camp

Arms and Armour

Armour

Scale is the armour many Freeborn aspire to, ideally in a bright golden colour, worn like mail or else secured with leather. Where mail is worn, it is usually likewise a bright golden colour, or worn under or over a brightly coloured tunic.

Mail in the janissary style, particularly the chain helmets, is also commonly seen. Small pieces of plate or breastplates are popular especially if ornate and inlaid. Armour, whether metal or leather, usually has embellished edges and rich decoration, with calligraphy and ornate designs.

Weapons

Scimitars are less common than straight swords and axes which are the preferred weapons. The Bhuj, a large heavy single-bladed spear, is the ideal polearm. The best quality weapons are intricately etched and engraved with complex designs.

Shields

The Freeborn favour round (ideally domed) metal shields, highly decorated if possible. Gold inlay and engraving are both particularly popular.

Mage Implements and Armour

The hakima often have their rods, wands and staves made of finely carved wood. These featuring flame designs and are topped with red, orange or gold crystals.

Less Appropriate

In defining the ideal look and feel for the Brass Coast we have chosen not to include some images. Some items were omitted so that the overall range of images avoids becoming too broad - we want each nation to look distinctive. Sometimes items were left out because the real world significance of them is so strong that it would impact the game, we want to avoid players confusing these nations with real world cultures. And some items are not part of the ideal because they come from a different historical period or are more modern in feel. It is common to see costume inspired by a range of historical periods but we wanted to be clear on what the ideal was.

We've listed some of the items we chose not to include in the look and feel below along with a short explanation of why they are not perfect for the Brass Coast. It is okay to use these items as part of your kit, creating a costume is always a compromise as time and money are limited. What we want to do is be clear on the suggestions we are making, so that players who are looking to create new kit or add to their existing kit can be confident about what will look great for the nation.

Shemagh

Some of the costume inspiration for the Brass Coast comes from cultures with strong Arabic influences, but the main focus was Moorish Spain and North Africa. The shemagh or keffiyeh, the traditional headscarf that is white or patterned is more typical of the Middle East and more importantly it often looks very modern. We recommend the tagelmust as the ideal head covering for the Brass Coast.

Sartorial Hijab

The only distinction between Freeborn men and women is that the Freeborn trace their familial lines via their mothers. The traditional social attitudes towards modesty and women in Islamic societies are nothing to do with the Brass Coast emphasis on freedom and individuality. Because of this, and the strong real world associations, we chose to exclude most elements of sartorial hijab from the look and feel for the nation.

Belly dancing costumes

Although there are no particular modesty taboos, dancers tend to be far more interested in showing off how they can make fabrics flare and move than displaying their own flesh. Wild passionate dancing is a common Freeborn pursuit for men and women, but the perfect Freeborn costume features long flowing colourful garments. Roxanne's dance from the movie Alexander is a great inspiration for Freeborn dancing and costume.

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The Brass Coast military concerns

While the Freeborn nation supports two Imperial armies, organised along traditional lines, most Freeborn families encourage their children to practise some martial skills. The Freeborn remember a time when the families were responsible for their own defence and they try to remain prepared in case that day should come again. Those Freeborn who are not career soldiers are by day traders, farmers and labourers, only turning to martial matters when required, though all are ready to do so.

Many families maintain a small dedicated fighting force, usually family members who have shown a capacity for martial excellence. These warriors protect Freeborn caravans and settlements from bands of raiding orcs or adventurous bandits. Families take pride in equipping their warriors with the best equipment they can afford. These family warriors often train to fight in heavy armour in close formation.

Contents

- 1 Kohan

- 2 Imperial Armies

- 2.1 The Red Wind Corsairs

- 2.2 The Fire of the South

- 2.3 The Freeborn Storm (Destroyed)

- 3 Further Reading

Kohan

Centuries ago, the hakima began to gather Freeborn who had been disowned and turned them into a fighting force. By serving their tribe the Freeborn were able to find a way to redeem themselves. These groups were called kohan, meaning without family, and their number has grown considerably over the years. Although they still accept those who have been cast out, most kohan are volunteers, individuals who find such joy in battle that they cannot give it up. They fight for the joy of battle, flinging themselves into combat with a blood-thirsty relish that can easily dispirit an enemy. Kohan often adopt flamboyant costume and grotesque body paint, the better to unnerve their enemies. When they are not fighting they are usually found celebrating their continued survival with that same intensity.

Groups of kohan usually form loose bands of soldiers who live and fight together, the group serving as a surrogate for the family they have left behind. Groups of kohan are driven by very different reasons but the traditional ones pledge their service directly to a group of hakima. They regard this devotion as a higher calling and see their path as a spiritual one. A “family” of kohan is generally quite loose, and its membership fluid. Indeed, members may come from any of the three tribes, laying aside tribal rivalries for as long as they are part of a kohan band. Kohan who cannot fight due to pregnancy or injury generally return to their birth family either until they are ready to fight again, and sometimes kohan choose to rejoin their original family permanently.

Imperial Armies

The Brass Coast currently fields two Imperial armies; the Red Wind Corsairs and the Fire of the South.

The Red Wind Corsairs

- Quality: Daring

The core of this army is made up of corsairs and for centuries the Red Wind Corsairs were the closest thing the Empire had to a naval force. Many of the soldiers who serve with this army have experience serving as sailors, and the force is supported by a number of boats and ships. The army often takes advantage of this to reinforce and support difficult positions or move quickly to areas where it can do the most good. The experienced privateers who often serve as officers excel at foraging supplies and prior to the Winter Solstice 381YE, the army was known for its enthusiastic plundering of barbarian territory. After an opportunity to turn away from cruel tactics, Gonzalo i Riqueza was sent by the Freeborn assembly to encourage the corsairs to embrace the idea of ransoming their foes rather than simply robbing them - leading the army focusing less on robbery and more on daring raids.

The first Brass Coast General leads the Red Wind Corsairs, and is appointed (or re-appointed) at the Summer solstice each year.

The Fire of the South

- Quality: Fast

The soldiers of this army are trained in tactics appropriate to flat, open land. Often recognised by their brightly polished armour, their warriors and supply lines are trained to be especially mobile and responsive to attacks from any direction. This gives them a marked advantage over less adaptive armies, allowing them to cover great distances very quickly.

The second Brass Coast General leads the Fire of the South, and is appointed (or re-appointed) at the Autumn equinox each year.

The Freeborn Storm (Destroyed)

This first Imperial navy since the reign of Emperor Barabbas was constructed at the Atalaya Shipways in Madruga over the course of 379YE. Enthusiasm for constructing the navy peaked during the celebrations surrounding the Imperial victory over the Lasambrian orcs in Segura, and the Imperial Synod capitalised on that enthusiasm to provide additional support to the project. The navy launched for the first time just before the Winter solstice 379YE.

It was destroyed just before the Winter solstice 381YE during the Grendel attack on Madruga.

Further Reading

- Red Wind Corsairs

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The Brass Coast music

Contents

- 1 The Music of The Brass Coast

- 1.1 Style summary

- 1.2 Commonly known songs

- 1.2.1 A musical tradition

- 1.2.2 One for the kids

- 1.3 Further examples

- 1.3.1 Songs

- 1.3.2 Instrumentation and tunes

- 1.3.3 Other performance traditions

- 1.4 How to adapt your repertoire

- 1.5 Our sources

The Music of The Brass Coast

Style summary

Like the Freeborn themselves, their music is rhythmic, vigorous and fiery. Waily reeded or brass instruments, rich vocal harmonies and the strumming of strings resound in counterpoint with the ever-present syncopation of drums, tambourines and claves. It is said a Freeborn will make an instrument out of anything - hands, cutlery, tables and crockery are all used to enthusiastically accompany performers. Their vocal tradition involves not only the singing of complex melodies and accompaniment but also encourages others to join in ululating harmonies, drones and chants. The overall impression is vibrant, noisy and enthusiastic - music, like everything in their lives, is to be savoured to the utmost.

Brass Coast music draws on the real world inspiration of Corsican music, Spanish Pilgrim songs, Italian lauda, and New World sea shanties. Although they are a seafaring nation, more traditional English shanties (such as Poor Tom Bowling, The Mermaid etc.) would be better suited to the musical tradition of the Marches.

Commonly known songs

- Riqueza's Dream Telling one version of the tale of the founding of the Brass Coast this song is popular in taverns and Alcazars. It has sparked off several diplomatic incidents by 'accidentally' offending Highborn visitors.

- Sail Away Across the Sea This popular song expresses the Freeborn's joy in a seafaring life.

A musical tradition

Various kinds of performance are inherent to the practice of magic in the Brass Coast. See Brass Coast Magical Traditions for more information.

One for the kids

Further examples

Songs

- Fire Maringo - easy call and response song

- Riqueza's Dream - medium call and response song

- Sail Away Across the Sea - medium call and response song

- Stella Nuova - TO DO: http://www.youtube.com/watch?v=1yQkJ9aaZKg

- Inez y Guerra medium call and response about a famous Captain

- Wagon song medium difficulty travelling song with chorus accompaniment

- Without You hard Corsican chant in 3 parts

- Lost Segura - plaintive lament for lost territory.

- Virtue Never Falter - rousing chorus song also widely sung in Highguard

- Farewell Farewell - rousing funeral song from Highguard but also popular in the Brass Coast due to boat references

Instrumentation and tunes

High percussion e.g. tambourines, shakers, clapping, high drums; reeded woodwind (especially if a bit waily and 'snake charmer' sounding); high metallic pipes/penny whistles; jangly bouzoukis or guitars.

Other performance traditions

- Dance/fire dance, a huge part of Brass Coast Magical Traditions.

How to adapt your repertoire

- Never perform without giving your audience a way to join in. Get them clapping or stomping, or tell them to cheer or repeat when they hear certain words. If you are ambitious teach them a simple ostinato to go under the song. It's all about the participation!

- Rhythms could be much lighter than other nations, keep them syncopated (off beat), and on tambourines, castanets, shakers, or light drums. Keep your playing light and bouncy!

- Don't be afraid to ornament when you are singing, have a listen to some waily Spanish or Arabic medieval music and copy the style into the songs you are choosing.

Our sources

- Instrumental: Susanna Seivane,

- Song: Severa Nazarkhan, Corsican chants (e.g. Corsica: Chants Polyphoniques (CD) on Harmonia Mundi label), Spanish Music of Travel and Discovery (CD), various pilgrim songs arranged by Katy Cooper of Glasgow Madrigirls, Martin Codax's Songs of Friendship, Marie Kerouz (Maronite liturgical music), Nusrat Fateh Ali Khan (urdu-pop), Arany Zoltan

- Good list of sea shanty lyrics (stick to the Spanishy sounding ones): http://www.boundingmain.com/Lyrics.htm

A Brass Coast youtube playlist to get you in the mood! To add to this get in touch with Daisy or post your own.

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The Brass Coast people

The people of the Brass Coast are divided into three great tribes descended from the families of the three founders, named the Erigo, the Riqueza and the Guerra. Every Freeborn traces their line through their mother's family to one of the founders, and this creates their tribal identity. Each tribe is composed of a great number of extended families. The smallest families have only a few dozen members, the largest can have hundreds or thousands of people sharing a family name and a common purpose.

The archetypal Freeborn is forthright, honest about their actions, and unashamed of their motives. The Freeborn do not feel they owe the world anything, but neither do they feel the world owes them. They can be charitable, but only when they choose; they can be selfish, but never with their family. They are direct, notoriously frank and gloriously unabashed.

The Freeborn give freely to family and expect the same in return. But with everyone else they would rather define a debt and know what is owed and to whom, instead of being left with an undefined obligation. They detest unspecified favours and obligations, even between friends or lovers, because there is no certainty to what is owed. An honest interaction is one where people know what they are offering, what they are getting and what it will cost them.

To the Freeborn, all things can have a price. Most Freeborn do not earn their living as a merchant, but almost all seek out opportunities to turn a profit. Even in social situations, they are comfortable seeing their interactions with others in monetary terms. Freeborn hosts are not insulted by a guests' offer to pay for a meal, nor by a request to purchase an ancient family heirloom. They are no greedier than other people -- there are plenty of things they wouldn't contemplate selling -- but they won't be angry at you for asking, provided you accept their refusal.

The Freeborn are notoriously candid. Transactions that in other nations would be conducted discreetly in private are carried out openly on the Brass Coast without shame. They are perfectly comfortable with someone paying to influence a political decision, but they expect those making the decision to be unabashed of their actions. The Freeborn are fully aware that other nations do not share their values. They don't expect frankness from other nations but they don't allow others to impose their values on them.

The Freeborn are passionate people who love dancing, story-telling and performance. The best dances are energetic and exuberant, and those who aren’t dancing are encouraged to join in by making music to cheer the dancers on. The best stories are bold, often bawdy and are delivered as a performance designed to involve and energise the audience. It is considered rude to boast; telling the tales of your own deeds is vulgar and if it must be done, events should always be described as if they happened to a friend. To tell the tale of another’s deeds does them great honour. The Freeborn love to include the earthy parts of a story, but are always clear when they are embellishing the tale, for instance, "I don't know what happened next, but I like to imagine it was like this..." The art of a Freeborn story-teller is to make even the most mundane tale become engaging or hilarious by the delivery. They particularly like to include their audience, getting them to act out the parts described or cheer and sing along at appropriate moments.

Names

Freeborn names are primarily Spanish/Mexican in flavour, with Moorish influence.

Freeborn typically have three names. The first is their given name as decided by their parents and can be as creative or as bland as their imagination. The second is their family name and the last name is that of the tribe - one of the Erigo, the Riqueza or the Guerra.

Freeborn names follow the pattern “firstname” i “family” i “tribe”. Hakima and kohan often drop the family name and use just their tribal name.

The tribe name of a Brass Coast character is usually that of his or her mother but there are some customs related to marriage that may lead a man (but never a woman) to have a different tribal name to the one he was born with.

A character who was adopted into the Brass Coast has no tribal name. Only a character whose mother possessed a tribe name can legitimately identify themselves as part of that tribe. While such a character can become kohan or hakima, they generally choose to keep their family name as discarding it is seen as reducing their connection to the Brass Coast.

Sample names

- Ahraz i Contero i Riqueza

- Iñes i Guerra (for a hakima or kohan of the Guerra tribe)

Naming resources

- Spanish male names

- Spanish female names

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The Brass Coast religious beliefs

The Freeborn believe their people are shaped from the elements of dust, flame and glass. The eternal wind-blown dust of the plains is their history, the loyalty for family and continuity of their people. The ferocity of flame is their burning passion for life and their bright and unquenchable spirit. The purity of glass is their soul, the reflection of their transparency and once broken can never again be mended. Dishonesty and wickedness shatter your soul and pieces of it are lost with each act of deception.

This belief underpins a very personal relationship with matters of faith and the spirit, one that is rarely articulated directly outside of poetry or song. From the outside, the Freeborn seem impious and disrespectful. However the Freeborn have great respect for the paragons and the Way of Virtue, but they have little time for the priests and Synod that exist to mediate – or dilute - their message. The Synod, with its doctrines and heresies, is often seen as being full of pomposity and self-importance, whereas a truly faithful person understands what is true and what is false in their soul. There is a Freeborn Assembly, but it generally has no formal structure outside of the Synod, being more a collection of individuals. The Freeborn Assembly only tends to come together when there is a matter serious enough to warrant the use of its powers.

As a result, Freeborn religious ceremonies tend to place their emphasis on celebration rather than sermons. They celebrate sacred festivals with entertainment, feasting, parties and dancing. Many families include a devout priest or spiritual family member who can be relied on to oversee these indulgences, but for the largest and most important festivities the Freeborn seek out the services of a sutannir.

A cross between a professional priest and a party organiser, sutannir conduct important ceremonies such as the coming of age or a wedding, and see to the spiritual needs of the Freeborn as a whole. Before the ceremony, many paint their face and limbs with stylised flames in bright colours and dress in flamboyant costumes. A good sutannir will keep their words short and evocative, knowing audiences prefer to be inspired to virtue rather than lectured. When not speaking they manage the entertainments to make sure that everyone attending is drawn into the celebrations. While it may be the festivity that the Freeborn remember rather than the ceremony, the best sutannir are able to provide religious instruction and support without labouring their point.

Coal-walking, fire breathing, fire dancing and other symbolic performances that represent the Freeborn passion for life are always popular at Freeborn religious celebrations. Lone sutannir will hire sufficient entertainers and artisans skilled at these activities to fill the night's entertainment, concentrating on managing their performances to ensure the best overall impact. Sutannir groups usually include numerous talented performers in their ranks who can cover most of the skills most commonly in demand.

Sutannir also perform funeral ceremonies.

Last night, Ramak invited me to what he said was a religious ceremony. This morning, my head is pounding and I will never eat again. We did not talk about Courage, but we danced on fire. We did not contemplate Prosperity, but we enjoyed the finest things from many lands. We did not read about Pride, but sang the songs of our homelands till our throats were hoarse. I can attest the Freeborn care deeply about the fate of their souls – but they just do not speak of it as we do.

Elina the Wayfarer taken from Epistles to the Winds of Virtue, 24BE

Feast of the Broken Wheel

The only festival the sutannir do not perform is the Feast of the Broken Wheel, known by many as Fool's Day. On this day, the Freeborn turn virtue on its head and celebrate the contrary. The festival takes place on the second day of the Autumn Equinox, and starts at sunset and lasts until midnight. The proud become humble, ties of loyalty may be ignored, the prosperous become ascetic and the wise act as fools. It is a time of foolishness, pranks and trickery that begins with a symbolic chase, where seven effigies of the paragons are chased from the camp in a gleeful and chaotic parade. Everyone is encouraged to try harmless skills like juggling and music – the more terrible the performance the more it is applauded. The festival usually ends in a drunken stupor. On Fool's Day, even the most moral Freeborn try their hand at telling untruths and lies - often with comical degrees of success.

The festival is considered blasphemous by some in the Imperial Synod but, to date, the Freeborn Assembly has done little to discourage it, or penalise those involved. Some have argued that, by permitting it, it helps the Freeborn embrace The Way more readily for the rest of the year.

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The Brass Coast territories

The Brass Coast is wealthy in vineyards and orchards that produce fortified wines and flowers from which they make rich dyes. The people enjoy strong trade links with foreign nations, allowing them to bring luxuries and commodities to all the people of the Empire (for a price of course!). Textiles, wines and ales from far-off places are prized treasures, but wood is a thing of beauty to the natives of the Coast. Theirs are lands of rolling plains, fertile lowlands with lush vineyards. Although there are orchards of exotic fruit trees the land is devoid of large areas of forest. Early in the history of the Coast they cut down most of their hardwood to build ships and settlements, and the fruit trees that remain are more suited for burning than building. Since fine quality wood is a valuable commodity, dwellings tend to be piled high with rugs, cushions and furs.

The towns of the Coast are sprawling, disorganised affairs almost inevitably built around a bustling bazaar. Everything from steel to spices changes hands in these trading hubs and they are festooned with brightly coloured fabrics, gaudily painted signs and exotic wares. Contracts of trade, seals of endorsement and bonds of marque are proudly displayed by vendors who hawk their goods to the people who fill the plazas and streets at all hours. In and around these cosmopolitan bazaars, the wealthiest families maintain sprawling estates. Often plain from the outside, Freeborn structures are alive with ostentation within and lined with ornate tapestries and finery. The most influential Freeborn thread their homes with running water and glittering fountains, sculptures and artefacts crafted from precious materials, beautiful rugs, carpets and hangings, the scents of incense and the sound of music. It is important that a home be beautiful, as well as secure, “Your home,” as one ancient poet put it, “should be a comfort to your body, and a balm to your soul.”

Territories

- Madruga

- Feroz

- Kahraman

- Segura

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The Brewer's Lesson

by Stephanie Heath and Anna Clifford-Tait

Recording here: Brewers Lesson

What you need to understand is How very cold our land is A beercoat here is not a luxury All good Varushkans do it, If it doesn't move then brew it And if it does then hit it til it stops And then go to it...

Without the dark and cold here No one would have made much beer Rotting grains and fungus? No thank you You have to really need it To smell it, mix and knead it And still be able to stomach a pint Tastes like you peed it...

Do you like the taste of honey? Or do you think it's kind of funny? The bees prefer to keep it in their comb Guess what? There's a trick to it But the honey, yes we brew it And the sweetest, strongest booze we can produce It's how you view it... The potato is a tuber In pies and stews it's uber But surely its potential endeth there? Oh my friend, you have learned nothing Good Varushkans keep on stuffing For the vodka vat takes almost anything And ends all suff'ring...

In the forest we find berries A good reason to care is Nothing to do with the taste or smell Okay, you can dye clothes up But we'd much rather mash those up If you leave it long enough, oh yes it's booze All ready to sup...

I hear apples are quite tasty But let's not be so hasty This one looks a bit too small and sour I bet that if we squish it, Leave it lying where we'll mish it Eventually it will be more fun Still looks like pish it...

So animal or veg-e-tab-le, Nice or not to taste We'll make it into something that will get you off your face I hope you've learned your lesson Cos it's time to start the session And if you need to ask whose round it is Oh yes it i-is.

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The Captain

The captain is one of the personae used in dramaturgy. While the character is usually referred to as male, regardless of the gender of the thespian taking the role, within the narrative he may be of any gender; often, as with many dramaturgical characters, the gender is irrelevant to the story as a whole to allow any ritualist to take the role.

Character: The captain is probably the most popular character among League troupes. He is often a truly good character - likable, honourable and brave, ready to dash into danger at a moment's notice to rescue a friend or ally.

His simple and trusting nature is often his undoing, and particularly in street theatre he can become a figure of fun as he is exploited by those around him.

Generally, though, he is assisted by those whose loyalty he has earned, and generally his deeds come to a happy conclusion.

Magical Associations: In ritual the captain is often associated with war and fighting; military endeavour whether armies or champions, and disasters that must be overcome; the virtues of Courage and Loyalty.

Realms: The captain is associated with summer (strength, warfare) and spring (straightforwardness, vitality).

Identities: As one of the personae, the captain usually appears named after one of the four rivers. His name influences his character, which in turn influences the magical role he plays.

- Scorrero – used for magic dealing with fortitude and endurance

- Vassa – used in magic that makes you more powerful

- Gancio – boost military units

- Couros – disasters and campaign armies

Trappings: The captain is usually armed. He rarely wears full harness, but his costume almost always includes a piece of armour - a breastplate, a pair of gauntlets or a helmet.

As with all personae, a troupe is likely to have a specific mask they use to portray the Captain.

Other Identities: In The Marches, the mummers present the captain as The Yeoman - the everyman, the down-to-earth, honest, hard-working salt-of-the-soil. In Dawn the guisers represent him as The Knight, and he is often engaged in overcoming a challenge or a test of mettle, ardour or resolve. In Wintermark tales, he is The Hero (or The Heroine) and as with the Knight is usually involved in a challenge or heroic test of some sort.

Contents

- 1 Minor Roles

- 1.1 The Rival

- 1.2 The Squire

- 1.3 The Silver Mask

Minor Roles

The Rival

The Capitan sometimes appears in the guise of the rival. A rather straightforward dark mirror of the hero of the play, the Rival is a direct and open enemy to the Persona. Unlike many of the other malefactors, he is honest and sporting, and while he desperately desires the destruction of his enemy, he is not willing to compromise his principles in order to do so. While often the story calls for his death it is generally done sympathetically and redemptively. The rival is often dressed in a similar costume to the main character of the play.

The Captain and the Rival may both appear in the same ritual; in this case the same ritualist usually portrays both characters, shifting masks as his role in the play changes.

The Squire

A straightforward, solid and reliable individual, the squire is the right-hand-man of the Persona. Loyal, utterly trustworthy and above reproach, he symbolises loyalty and the bonds of friendship and servitude. Usually soft-spoken and dressed in blue, he often represents a banner or soldier.

In some plays, the Persona is duped into thinking that the Squire is working against them, with tragic consequences; this is especially true if the ritual is intended to damage or steal from a personal resource. Sometimes the Squire gives his loyalty to an unworthy individual, and while such tales are also often tragic, the object of the Squire's loyalty is usually redeemed by the transformative power of that virtue.

The Silver Mask

The Silver Mask is akin to the Captain, but with hidden depths. She is not as simple and trusting as she seems, and those who would influence her tend to see their own traits reflected in her rather than perceiving her true intent; such would-be manipulators come to a sticky end. She may initially serve a villain or antagonist, whom she later betrays due to her hidden principles. Unlike the Squire, the Silver Mask never redeems an unworthy target of her initial loyalties; she punishes or kills. In her most complex depictions, the Silver Mask does not exist at all - she is a figment or phantasm imagined by the play's real hero, a mirror onto which he projects his struggle to do good in a world that pushes him to act selfishly and immorally.

The Silver Mask is usually masked in character. Unlike many other personae, the mask may be remarked on by other characters in the play. Despite the name, that mask is rarely actually silver - instead, the persona usually bears a small mirror or other highly reflective surface somewhere about her.

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The Celestial Library

Contents

- 1 Rules

- 1.1 Day Magnitude 4

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 4

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a single book, pamphlet, bundle of letters, scroll or tablet or similar written work that must be present throughout.

Effects

When the ritual is complete, the target written work disappears and is received by the attendants of the Great Library in the Realm of Day.

This ritual will only transfer a scroll, pamphlet, tablet, book or similar piece of written work.

The Eternals are peripherally aware of who sent the item.

Description

The attendants at the Great Library of Phaleron are said to seek copies of everything ever written down, and they expand their collection through a number of ways; this ritual is one of the most common. Any written work transferred to the attendants will be preserved 'forever' (the attendants themselves tend to hedge their bets, and prefer to say that it will be stored for as long as Creation continues in its current form). It joins the great body of knowledge that the attendants maintain and constantly seek to expand. While magicians can petition for access to any piece of information that has been stored in the library, such requests are rarely honoured. However, those who have contributed a significant tome to the library are more likely to be able to retrieve a piece of information from its depths. Someone who contributes a truly valuable or unique work may even be offered the chance to learn a single thing - the favour of the Phaleron library is a rare treasure.

Some magicians include messages or dedications in the works they send to the Great Library; these rarely seem to produce any immediate response although they are presumably read and catalogued alongside the book or scroll transferred with the ritual. Requests for audiences, the visits of Heralds or the like are rarely successful; however, a ritualist or coven that consistently sends new, unique or profound texts to the Great Library occasionally receives visits from Heralds of Day requesting specific tomes.

It is understood that the ritual places no obligation on the Eternals, but it cannot be denied that they tend to look more favourably on magicians who aid them by sending them works they do not currently possess. The rarer and more profound or influential the work, the more they appreciate it. The favour of the attendants at the Great Library also tends to leave other Eternals of Day more well-disposed to a magician responsible for performing this ritual regularly

Common Elements

The most important element of The Celestial Library is the written work to be transferred. It is often wrapped in fine silk or cotton, and usually forms the focus of the ritual; sometimes it is passed from hand to hand, sometimes placed in the centre of the ritual. Invocations of great scholars, Paragons and Exemplars of Wisdom, and the rune Aesh often accompany the ritual.

Some ritualists wrap the book in a chain, and seal it with a lock during the ritual - the constellation of The Lock is unsurprisingly a common element of such rituals. other ritualists seal the item with a wax seal, often marked with the rune of discovery or rune of revelation, as appropriate to the nature of the work.

The completion of the ritual is often signalled by sprinkling seawater on the written work.

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The Chain

Contents

- 1 The Law

- 2 The Constellation

- 3 Symbolism

- 4 Invoking the Chain in Ritual

- 5 Tulpas of the Chain

- 6 Alignment

The Law

Things Hold Together

The Constellation

The Chain is comprised of five stars with the brightest at either end. It is unique in that it appears to rotate about itself, with the star to the extreme right always appearing in a fixed point due north. This particular star is often referred to as ‘The Anchor’ by mariners and the remainder of the constellation as ‘The Ship’s Chain’.

Symbolism

The Chain has deep symbolism to the Orcs - The Orcs of the Empire hold this constellation as particularly important, calling the two end stars as ‘The Manacles’. They see it as a reflection of their past history and a symbol of their steadfast loyalty to the Empire. Ever-present and immobile. It also stands as a symbol of service – service to a cause, service to an ideal or to a tradition. This is not about loyalties of clan or tribe – that is The Three Sisters. This is about being willingly bound to a cause not your own; choosing to make a stand.

The Chain also stands for those things which make us what we are – the ties which bind. Objects of great personal significance, or character defining moments, all stand under the stars of the Chain.

Invoking the Chain in Ritual

The most obvious place to use the chain is in binding rituals – but it is also often used to mark the taking of oaths and swearing of allegiances. Ritualists often use literal chain to mark it – though ritualists with Orc participants in their groups are advised to keep in mind the cultural sensitivities involved in waving manacles about, even in the interests of magical synthesis.

Tulpas of the Chain

The King-in-Chains is a famous Tulpa of the Chain – a royal figure in tattered and shredded robes all bedraped in chains; scholars of the Eternals look askance at this, pointing to the Bound King of The Thrice-cursed Court and the sinister associations he bears. Tulpas of the Chain often appear with chains or ropes tightly bound about their bodies – they are believed to play a great part in the supernatural punishment of oathbreakers. Among the Orcs it’s said Baraka of the Manacles waits for those who betray their sworn word to clap them back in irons for eternity.

Alignment

Coming close to the Chain instils a strong sense of the importance of oaths, the sworn word and the promises we each make one to another. Ritualists in such a state will take very seriously any attempt to lie or dissemble to them and will often be very driven to swear powerful oaths for things that matter to them.

The Chain is comprised of five stars with the brightest at either end. It is unique in that it appears to rotate about itself, with the star to the extreme right always appearing in a fixed point due north. This particular star is often referred to as ‘The Anchor’ by mariners and the remainder of the constellation as ‘The Ship’s Chain’.

The Orcs of the Empire hold this constellation as particularly important, calling the two end stars as ‘The Manacles’. They see it as a reflection of their past history and a symbol of their steadfast loyalty to the Empire. Ever-present and immobile.

Constellations

The Chain (Things hold together)

The Chalice
(Things heal; things apart come together)

The Claw
(Things bleed)

The Door
(Things move and change)

The Drowned Man
(Things end)

The Fountain
(Things live)

The Great Wyrm
(Things change and transform)

The Key
(Things are revealed)

The Lock
(Things can be hidden)

The Mountain
(Things are not easy)

The Oak
(Things endure)

The Phoenix
(Things learn)

The Spider
(Things are watched by a hidden eye)

The Stallion
(Things procreate)

The Stork
(Things matter)

The Web
(Things are connected)

The Three Sisters
(Things are connected by blood)

The Wanderer
(Things are not what you think or Things go awry)

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The Chalice

Contents

- 1 The Law

- 2 The Constellation

- 3 Symbolism

- 4 Invoking The Chalice in Magic

- 5 Tulpas of the Chalice

- 6 Alignment

The Law

Things heal; things apart come together.

The Constellation

The Chalice travels along the horizon from south-east to south-west from late winter to late spring and is absent from the night sky for the rest of the year. It is sometimes referred to as the ‘Double Chalice’ or the ‘Cup of Choices’ as it is an almost symmetrical constellation of six stars.

Symbolism

The healing cup, or the King's, The Chalice is strongly associated with healing and mending what is broken. It has a second deeper symbolism to do with symmetry, mirrors, reflections, twins, and things that are apart which were once together.

In the Brass Coast The Chalice is sometimes called the Mirror Cup or the Seeing Cup and has a strong association with fortune-telling, seeing the future and predicting dooms yet to come.

Invoking The Chalice in Magic

Ritualists who become obsessed with The Chalice often seek out pairs of twins, or physically very similar participants for their rituals; others seek to address their participants in matched pairs or otherwise have the mirror each other's behaviours. The Chalice is usually invoked as part of rituals to heal or to mend; the binding of flesh that though once together is now sundered is a common application for the healing cup. Ritualists also invoke the chalice as a function of sympathetic magic – what was once together is still together spiritually.

Tulpas of the Chalice

Tulpas of the Chalice always appear in pairs – male and female, dressed in black and white, or sometimes manifesting as Merrow and Naga. They usually bear cups goblets or some other representation of the chalice itself. Even more enigmatic than the usual run of Tulpas, such creatures seldom speak or directly interact with people; they have been known to lead help to those injured and alone or to appear as a warning before an event causing great injury. There is a tale in Dawn of a questing knight who three times refused to follow Chalice-bearers to the injured; when they appeared to him a fourth time they left him with the worst injury of his life to date reopened as if it had occurred that very day.

Alignment

Ritualists who “brush by” The Chalice report being filled with energy, well-being, and love for life – with an urge to bring together things that have been set apart and mend things that have been broken. Often this will manifest as a kind of hyperactiveness or worse, a tendency to meddle in the social affairs of friends and neighbours. Chalice ritualists have a tendency to become the worst kind of matchmakers.

Constellations

The Chain
(Things hold together)

The Chalice (Things heal; things apart come together)

The Claw
(Things bleed)

The Door
(Things move and change)

The Drowned Man
(Things end)

The Fountain
(Things live)

The Great Wyrm
(Things change and transform)

The Key
(Things are revealed)

The Lock
(Things can be hidden)

The Mountain
(Things are not easy)

The Oak
(Things endure)

The Phoenix
(Things learn)

The Spider
(Things are watched by a hidden eye)

The Stallion
(Things procreate)

The Stork
(Things matter)

The Web
(Things are connected)

The Three Sisters
(Things are connected by blood)

The Wanderer
(Things are not what you think or Things go awry)

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The Chamber

The chamber is a throne, a location used in dramaturgy that represents both a setting and a Realm of magic.

Realm: Night.

Setting: This represents privacy, a place where masks come off an characters are honest to one another. It may be a bedchamber or a privy chamber - a place of secrets, passion and plots. The tale told might be of secret assignations, of private messages given and received, of dark desires confessed and gratified. The 'bedroom farce' can be another approach to the night ritual, playing up the themes of deceit, misunderstanding and subterfuge in a comedic fashion.

Characters: The Witch and The Mountebank are strong characters in this setting; they are often veiled, and often portrayed as naga. Their understanding of passion, deception and mysteries come to the fore. Their natures often reverse; a comedic Mountebank is serious in the chamber, a clever Witch is sensuous.

Magical Style: This is often a location where a weakness is exposed, or a fact revealed; this makes the chamber a good fit for the magic of divination. It is also a place where people change their attire, making it a good fit for transformation magic.

Rituals that uncover or conceal things through Night magic are made stronger here, but so are themes of transformation, passion or intuition. A ritual from another Realm that deals with these themes is empowered by juxtaposing obvious elements (The Doctor and The Lantern for divination) with the less obvious elements of the chamber (a divination that deals with unravelling a Night realm enchantment despite the fact the ritual performed is from the Day realm) .

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The Chamber of Delights

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

Contents

- 1 Rules

- 1.1 Night Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual is most effective when used on a tent or room, where the location aura automatically expands to fill the interior space. If the ritual is performed in an open area, then the space must be clearly defined and no more than 40' across at most. It must be absolutely clear to anyone whether they are inside an enchanted area or not. If for any reason the boundaries shift or move significantly, then the enchantment collapses prematurely.

This spell is an enchantment. A target may only be under one enchantment effect at a time. This is also a location aura. A target may only be under the effect of one aura at a time.

Effects

This ritual enchants an area with a potent aura. Anyone who enters the area becomes aware of (and subject to) the aura, and experiences a powerful roleplaying effect: they feel relaxed, happy and perhaps even a little drugged; pressing concerns are easy to set aside for later. They feel an urge to indulge themselves, and luxuriate in pleasurable sensations. It is easy to fall asleep in this area, and anyone who does is likely to experience vivid, pleasant dreams and awaken refreshed.

The Chamber of Delights can provide a source of supernatural strength to anyone in the area, allowing them to overcome an unwanted roleplaying effect. This ability requires the character to roleplay being relaxed and happy, and to remain in the area. If they leave, the unwanted roleplaying effect returns assuming it has any duration left.

A character who engages in at least fifteen minutes of relaxed roleplaying in this location aura recovers all lost personal mana. There is no effect if the character is on a battlefield or in a similar stressful environment. If the character makes or suffers an attack during this time, or spends any personal mana, then the fifteen minutes is interrupted and must be begun again from scratch. This magic is not sufficient to allow recovery of personal mana to any character who is under an effect that prevents recovery of mana overnight - most obviously, it will not help someone who is under the effect of Dreamscape of the Endless Hunt or similar curses.

This enchantment is a location aura, similar to that created using the consecration ceremony. A location can only be under one aura at a time. This ritual will replace any standard location aura (including those created by similar rituals), but is not powerful enough to remove a durable location aura . Likewise, any consecration can replace (or remove) this enchantment. A detect magic spell performed in the area determines the realm and magnitude of the effect. The insight skill will not detect any spiritual element to the enchantment.

The effect lasts until the start of the next Profound Decisions Empire event.

Description

This ritual creates an enchanted aura that evokes feelings of relaxation and restful indulgence, similar to those that surround some eternals of the Night realm. It is commonly used to prepare areas that encourage relaxation and recreation. Some Freeborn parador, for example, have a location specifically set aside for invoking this ritual, where visitors relax, eat, drink and chat languidly. Many naga find these enchanted areas especially soothing, and enjoy holding long indulgent feasts in them, or simply engaging in lazy gossip while sipping cool drinks.

The Chamber of Delights can be made permanent with ilium but this is almost always done inside a building rather than in a tent or other fragile structure - simply because it is too easy to cause the enchantment to collapse by shifting the boundaries of the aura. Magicians theorize that an ilium-infused enchantment such as this would be especially durable. They speculate that in addition to the usual resistance to replacing such an enchantment with an enchantment not also infused with ilium, removing or replacing the aura with the consecration ceremony would only work if the priests involved used true liao. The reticence of the Synod to "waste" true liao on magical experimentation has meant that there is no definitive proof either way.

Like The Solace of Chimes and The Chamber of Pallas, The Chamber of Delights creates an aura similar to, but distinct from, the kind of aura a priest can create with the ceremony of consecration. Most obviously, it is not created using liao (and has no spiritual component that might be examined with the insight ceremony). Rather than being drawn from the Labyrinth or the spiritual strength of humanity, it is a construct made using magic. The strength of the aura does not vary; it is not possible to create a durable aura through the use of this ritual. Some magician speculate that it might be possible to make a similar ritual of a higher magnitude that would be more resistant to removal - in the same way that priests can cooperate and invest additional liao to create a stronger consecration.

There are some priests who are quite skeptical of this ritual. They claim that it somehow invokes a false virtue, or even a malign spiritual presence. It encourages inaction rather than action, self-indulgence rather than Virtue. Some magicians have even used auras such as these to support spurious claims that the ceremonies used by priests of the Way are just magic. Worse, they have even been used to found small cults based around the idolatrous worship of eternals. Scholars of magic, especially those associated with the Sevenfold Path have demonstrated repeatedly that while consecrations and enchantments such as these share some similarities, they are different on a profound level. In practice, most priests tend to treat The Chamber of Delight much as they would any other enchantment - it influences the minds of mortals, through magic. It may be a useful tool, or a test for the faithful, but the context in which it is encountered is the most important thing. Indeed, some priests dedicated to Prosperity encourage the use of the Chamber of Delights - after all, it is virtuous to celebrate and enjoy the deserved rewards of hard work and this enchantment encourages everyone to enjoy themselves (provided, of course, there has been some hard work to celebrate ...)

The ritual is known and used by people across the world by many different names. Only in the Sumaah Republic and Iron Confederacy is its use monitored or proscribed. Imperial magicians speculate that it should be possible to create similar enchantments in the Summer, Spring, and even Winter realms although no such rituals are currently part of Imperial lore.

Common Elements

This ritual is designed to create feelings of relaxation and pleasure. It is often performed with relaxing music, especially the sound of stringed instruments. Soothing incense is often burnt, and where possible the area is dressed in deep, luxurious colours and decorated with patterns designed to help relax the mind (mandalas, depictions of the runes of Night and so on). Decorations and beautiful ornaments are often scattered around the area, and both cushions and thick carpets are common. Invocations are almost invariably performed in quiet voices, and may involve participants sitting or lounging rather than standing.

The rune Zorech is often evoked with this ritual.

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The Chamber of Pallas

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

Contents

- 1 Rules

- 1.1 Autumn Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual is most effective when used on a tent or room, where the location aura automatically expands to fill the interior space. If the ritual is performed in an open area, then the space must be clearly defined and no more than 40' across at most. It must be absolutely clear to anyone whether they are inside an enchanted area or not. If for any reason the boundaries shift or move significantly, then the enchantment collapses prematurely.

This spell is an enchantment. A target may only be under one enchantment effect at a time. This is also a location aura. A target may only be under the effect of one aura at a time.

Effects

This ritual enchants an area with a potent aura. Anyone who enters the area becomes aware of (and subject to) the aura, and experiences a powerful roleplaying effect: they have a strong desire to engage in conversation and discussion with those around them. Violent and aggressive action is distasteful to them. Food and drink consumed in the area often tastes especially fresh, tasty and appetizing and diners feel relaxed and comfortable.

The Chamber of Pallas can provide a source of supernatural strength to anyone in the area, allowing them to overcome an unwanted roleplaying effect. This ability requires the character to roleplay being covivial and relaxed, and to remain in the area. If they leave, the unwanted roleplaying effect returns assuming it has any duration left.

A character who engages in at least fifteen minutes of relaxed conversation in this location aura recovers all lost personal mana. There is no effect if the character is on a battlefield or in a similar stressful environment. If the character makes or suffers an attack during this time, or spends any personal mana, then the fifteen minutes is interrupted and must be begun again from scratch. This magic is not sufficient to allow recovery of personal mana to any character who is under an effect that prevents recovery of mana overnight - most obviously, it will not help someone who is under the effect of Dreamscape of the Endless Hunt or similar curses.

This enchantment is a location aura, similar to that created using the consecration ceremony. A location can only be under one aura at a time. This ritual will replace any standard location aura (including those created by similar rituals), but is not powerful enough to remove a durable location aura . Likewise, any consecration can replace (or remove) this enchantment. A detect magic spell performed in the area determines the realm and magnitude of the effect. The insight skill will not detect any spiritual element to the enchantment.

The effect lasts until the start of the next Profound Decisions Empire event.

Description

This ritual creates an enchanted aura that encourages relaxed conversation, similar to those that which surrounds some eternals of the Autumn realm. It is commonly used to prepare areas where discussion or negotiation are expected, or to accompany a meal or banquet. In The League, for example, it is often used to prepare chambers for parties or celebrations where known rivals will be forced to spend time in each others' company and where a disturbance is not ideal. The power of the aura to discourage violent can be especially useful when used to enchant an area where enemies will meet, and it has been used in the past with some success to smooth negotiation of peace treaties. Some cambion especially enjoy his enchantment, finding that the Chamber of Pallas creates a fine arena for verbal sparing, debate, arguments and clever conversation laden with innuendo.

The Chamber of Pallas can be made permanent with ilium but this is almost always done inside a building rather than in a tent or other fragile structure - simply because it is too easy to cause the enchantment to collapse by shifting the boundaries of the aura. Magicians theorize that an ilium-infused enchantment such as this would be especially durable. They speculate that in addition to the usual resistance to replacing such an enchantment with an enchantment not also infused with ilium, removing or replacing the aura with the consecration ceremony would only work if the priests involved used true liao. The reticence of the Synod to "waste" true liao on magical experimentation has meant that there is no definitive proof either way.

Like The Solace of Chimes and The Chamber of Delights, The Chamber of Pallas creates an aura similar to, but distinct from, the kind of aura a priest can create with the ceremony of consecration. Most obviously, it is not created using liao (and has no spiritual component that might be examined with the insight ceremony). Rather than being drawn from the Labyrinth or the spiritual strength of humanity, it is a construct made using magic. The strength of the aura does not vary; it is not possible to create a durable aura through the use of this ritual. Some magician speculate that it might be possible to make a similar ritual of a higher magnitude that would be more resistant to removal - in the same way that priests can cooperate and invest additional liao to create a stronger consecration.

Some priests are skeptical of this, and similar, rituals. There have been claims that it works by evoking the power of a false virtue, or even some sort of malign spiritual presence. Indeed, there have been a few attempts in the past by particularly outraged members of the Synod to have the Chamber of Pallas (and its companion enchantments) declared to be tantamount to idolatry. Such attempts have not so far amounted to much; in practice, most priests tend to treat The Chamber of Pallas much as they would any other enchantment. It may be a useful tool, or a test for the faithful, but the context in which it is encountered is the most important thing.

Other common names for this ritual are The Feast of Prosperity (which obviously offends certain sensibilities quite badly), the Maze of the Silver Tongue and The Parlour of Honeyed Words. It is known to be used in all civilised nations - even the most skeptical can see the advantage of an enchantment that encourages discussion without violence - except among the magic-hating Suranni.

Common Elements

The ritual is often accompanied with pleasant, relaxing music, especially the sound of stringed instruments. Incense is often burnt, and where possible the area is dressed in rich colours, decorated with symbols of wealth and prosperity as well as items that may provoke conversation. Entertainers are common, and food and drink are often laid out as part of the ritual to help create the correct atmosphere.

The rune Pallas is often evoked with this ritual, but it is just as likely that the rune of conspiracy will be worked secretly into the ritual on the backs of banners or undersides of tables for example

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The Claw

Contents

- 1 The Law

- 2 The Constellation

- 3 Symbolism:

- 4 Invoking The Claw in magic

- 5 Tulpas of The Claw

- 6 Alignment

The Law

Things bleed.

The Constellation

The Claw is a constellation of four stars visible all year round. It spends most of the autumn and winter months relatively close to the western horizon only rising to its peak (roughly halfway to zenith) during mid-spring. The brightest of the four stars (the second of the four as you look left and right) is located almost directly above the tail of The Stork.

Symbolism:

The Claw is perceived as representing natural law; things struggle, things die, nature is red in tooth and claw. Where The Claw strikes blood is shed; sometimes this is part of the natural order of things and sometimes it is the outcome of violence. Equally though, The Claw can represent struggle against the odds or defiance of what seems a foregone conclusion; even confronted with armed and armoured men, the mother bear will fight to the death for her cubs.

In Wintermark The Claw is sometimes known as the Tusk especially among the Suaq - there is an old folktale of One-Tusk the walrus, a cunning old beast in children's stories who set one of his great tusks in the sky as a warning to the bears of the North. Even in this case though, Old One-Tusk’s broken ivory tusk is seen as a weapon to be feared.

Invoking The Claw in magic

The Claw is a destructive force but not a negative one. It is commonly invoked in rituals which deal with battle, inflicting injury, disaster, bloodshed and war. Battlemages often regard The Claw as a good constellation to make their workings under; its physicality and the violence it promises can be channelled into the ritual to provide the right mood and energy.

Like all such forces The Claw cuts both ways. Those who rely too heavily on it find that eventually they too will feel its sting. Personifying The Claw in ritual should involve a ritual hunt or kill; the splash of red in the dark, the cycle of nature made manifest.

Tulpas of The Claw

The thought-forms of the Claw are usually bestial in aspect and, unsurprisingly, clawed. They take the form of fusions of human and beast, or of beasts of unusual size. Old One-Tusk is believed by the Suaq to have been a Tulpa of the Claw; in the Marches some speak of Black Shucks, black dogs that sometimes walk as humans that work under the auspices of the Claw unleashed by rituals.

Alignment

A Ritualist who experiences the touch of The Claw may stalk or hunt during the ritual; or perhaps work themselves into a frenzy that only ends with a slight injury and the shedding of some of their own blood. The Claw is a dangerous constellation to align too closely to.

Constellations

The Chain
(Things hold together)

The Chalice
(Things heal; things apart come together)

The Claw (Things bleed)

The Door
(Things move and change)

The Drowned Man
(Things end)

The Fountain
(Things live)

The Great Wyrm
(Things change and transform)

The Key
(Things are revealed)

The Lock
(Things can be hidden)

The Mountain
(Things are not easy)

The Oak
(Things endure)

The Phoenix
(Things learn)

The Spider
(Things are watched by a hidden eye)

The Stallion
(Things procreate)

The Stork
(Things matter)

The Web
(Things are connected)

The Three Sisters
(Things are connected by blood)

The Wanderer
(Things are not what you think or Things go awry)

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The Cloak

The cloak is one of the instruments of dramaturgy. As such it often represents the method used in a magical ritual. A troupe will often have a specific prop that they use for the cloak whenever it appears, and may in time come to treat the inanimate object a little like a member of the cast.

Appearance: Often a dark coloured or plain garment with a vivid and contrasting lining, the Cloak can add a great deal of drama as it is donned and discarded by various characters. It can be distinguished from the other costumes by the ceremony with which it is handled, and the part it plays in the drama. It is the key instrument in tales of mistaken identity, subterfuge and deceit.

Meanings: The Cloak represents the donning of a role, such as a mantle of authority, and also disguise and concealment. it also represents defence, or defensive qualities; in some cases it is replaced with armour, and in Dawn it is often a favour, rather than a cloak, and is used extensively to enhance and support.

When worn by The Captain, the cloak explicitly represents defence (it is often carried in his off-hand for a duel, for example) and for rituals that grand endurance or fortitude. For The Prince, it stands for secular authority, command of others, and sometimes used with rituals that summon supernatural troops.. On The Bishop it represents religious authority, most obviously with rituals such as Mantle of the Golden Orator or Chasuble of Majesty. For The Doctor it means comfort and protection when given to another, or the authority to deliver punishment or curses. With The Witch it represents transformation, disguise or occasionally magic that misdirects. For The Mountebank it signifies subterfuge, deception or concealment; it is often used to steal or hide another instrument or character

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The Coin

The coin is one of the instruments of dramaturgy. As such it often represents the method used in a magical ritual. A troupe will often have a specific prop that they use for the cup whenever it appears, and may in time come to treat the inanimate object a little like a member of the cast.

Appearence: Another small prop, the Coin is sometimes represented by a bag full of jingling metal, a single gold coin, or an outsize model of a coin, the better to catch the eye of the audience. It may also be used in any number of other circular forms, such as shields or plates. Some dramaturgists consider it bad luck to use actual Imperial currency as a prop on stage - they argue that any coin used in a dramaturgic performance may become infused with some of the magic of the ritual, to the potential detriment of anyone who later uses it to buy a loaf of bread.

Meanings: It represents transactions and rewards, whether positive or negative. Usually the meaning is conveyed when the coin is given by a character in payment for goods or services in the play.

When given by The Captain, the coin represents treasure or great value, especially with rites such as Ephisis' Scale. Held in the hands of The Prince it represents resources, not just businesses but also farms, fleets, forests and mines. When held by The Bishop it represents alms and congregations; By the Mountebank it signifies something falsely earned, theft, or a valuable prize to be taken away, possibly as a punishment delivered by The Doctor. In the hands of The Witch the coin is sometimes a gemstone or a mana crystal, and may represent physical mana sites or conceptual treasure such as a secret of mysteries.

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The Comical Dreamer

Trad. Manuscript by Aneurin Redman-White PDF

The Comical Dreamer Traditional Urizeni

Last night a dream came into my head Thou wert a fine white loaf of bread. Then if may butter I could be How I would spread Oh! How I would spread myself on thee. This morning too my thoughts ran hard That you were made a cool tankard Then could I but a lemon be How I would squeeze Oh! how I would squeeze my juice in thee.

Lately, when fancy too did roam, Thou wert my dear, a honeycomb; And had I been a pretty bee How I would suck Oh! How I would creep, creep into thee. A vision, too, I had of old That thou a mortar wert of gold Then could I but the pestle be How I would pound Oh! How I would pound my spice in thee.

Once joy in dreaming did I meet, Thou wert a bowl of brandy sweet. Oh! could I then the ladle be How would I pour O! how would I pour out joys from thee. Another time by charm divine I dreamt thou wert an orchard fine Then could I but thy farmer be How I would plant Oh! how I would plant my fruit in thee.

Soon after whims came in my pate Thou wert a pot of chocolate And could I but the rowler be How would I rub Oh! how would I twirl and froth up thee. But since all dreams are vain my dear Let now some solid joy appear My soul still thine is prov'd to be Let body now Oh! let body now with soul agree.

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Commonwealth (Redirected from The Commonwealth)

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

The information presented here is designed to give a feel for the foreign nation, and is by no means exhaustive. The focus of the Empire campaign is on the Empire and its citizens, and while this information can be used to create backgrounds or inform role-playing on the field; it is not intended that players portray characters from this foreign nation without discussion with Profound Decisions.

Contents

- 1 Overview

- 2 Terrain

- 3 History

- 4 People

- 5 Politics

- 6 Magic

- 7 Religion

- 8 Economics

- 9 Look and Feel

Overview

The Commonwealth is a young nation, taking its first major steps on the world stage. Guided by a philosophy of the greatest good for the greatest number of people, the nation is convinced that it can make the world a better place - a conviction that makes its neighbours very nervous. Three times in the last fifty years, the Commonwealth has been at war with nearby countries and in each case they have been victorious. Yet, rather than turning their conquered enemies into vassals, they have done everything possible to incorporate them into the greater Commonwealth. Membership brings a level of freedom and comfort seen in few other places - provided one is prepared to accept the philosophy of the greater good.

Like the Empire, the Commonwealth is dominated by humans (both lineaged and unlineaged). Unlike the Empire, the Commonwealth population includes significant numbers of both orcs and daeva as well. Indeed, the Commonwealth recognises all sapient beings as having equal standing before their law, and equal opportunities within their society - a stance that contributes to their poor relations with the Principalities of Jarm.

Of particular interest to Imperial citizens are the Commonwealth ports which are open to trade with the Empire.

Terrain

The Commonwealth lies to the south-east of the Empire, and takes many weeks of sailing by boat to reach. It shares the same land-mass as the Principalities of Jarm and, while they do not share a border, their uncomfortable proximity leads great deal of friction between the two nations.

History

The Commonwealth is a comparatively young nation. It has its roots in an old kingdom that once occupied the area that is now the core of the Commonwealth. Some time around 20YE, the old monarchy collapsed into a civil war that raged for over a century as the various heirs and pretenders to the royal throne (and their descendants) fought to be recognised as the One True Ruler. By 120YE, the area had stabilized slightly into five smaller states, each locked in a vicious struggle for dominance with their neighbours and suffering regular internal coups and schisms.

Into this chaos came a philosopher named Leonitz Altmann whose extensive writings came to form the core of the Commonwealth philosophy of the greatest good for the largest number of people. His teachings were embraced especially by the daeva soldiers who served in the armies of the Successor Monarchies - and they quickly spread the teachings to their human and orc peers. An organised coup by the militaries of all five monarchies swept away the idea of rule by hereditary nobles and re-united the Successor Monarchies into a single nation - the Commonwealth.

The coup was by no means bloodless, but it succeeded in part due to a great deal of grassroots support both from a civilian population sick of unjust taxes and the tyranny of the landed nobility, and by free thinkers and egalitarianists in all walks of life. Since then, the Commonwealth has steadily expanded - and not only through conquest. Several smaller nations adjacent to the Commonwealth peacefully petitioned for admittance when it became clear that the social, cultural, and economic benefits of doing so far outweighed the requirement to adopt the Commonwealth's political systems.

People

The modern Commonwealth is a highly meritocratic stratocracy. All political power in the Commonwealth lies in the hands of the military. Only those who serve are seen as worthy to make decisions about the future of their nation. Final executive power lies in the hands of the general council. Retired military officers often return to civilian life, but a sizeable number of ex-soldiers choose to continue to serve their nation in support roles; while they no longer make decisions themselves, they offer advice and logistical support to the men and women who do.

The general council does not exist in a vacuum, however: a second "house" of power exists, composed of the wisest and best-educated philosophers, thinkers, and planners. The Commonwealth is known throughout the world for its universities - centres of academic excellence that study everything from comparative religion to engineering, from medicine to ethics - and it is the universities that advise the military on courses of action that they can take to pursue the nation's goals. Some of the most influential people in the Commonwealth are the philosophers who dedicate themselves to establishing the most ethical course of action for their nation.

The civilian population possesses a great deal of freedom, but they cannot hold political rank nor participate directly in government. They are expected to co-operate with and support the military. They can accumulate personal wealth, and ultimately serve to drive the economy of the Commonwealth, but only those who take up military service can gain a voice in the running of their nation.

The practice of slavery is seen as one of the greatest evils to beset the world; the Commonwealth is absolutely dedicated to the emancipation of all slaves everywhere and their incorporation into the Commonwealth. A slave cannot engage in enlightened choice; the idea that a sapient being might be reduced to the status of an object is absolutely abhorrent to the Commonwealth. This vile institution is one of the things guaranteed to stoke the passions of any good citizen of the Commonwealth - more than any other form of tyranny, they are dedicated to its absolute destruction.

In addition to the ideas promoted by the common good, the people of the Commonwealth are known for a dynamic approach to life and its problems. The truism "was du heute kannst besorgen, verschiebe nicht auf morgen" (roughly "Don't put off until tomorrow what you can do today") is a touchstone among the people of the Commonwealth. This is almost certainly down to the influence of the daeva. While humans and orcs tend see the short lifespan of the daeva as a tragedy, the daeva themselves see it as a spur towards action. Act now, they say, because you may not see another sunrise. Much of the Commonwealth's culture is drawn from the tension between the idea of taking action today, and the desire to ensure that action is ethically sound.

Everyone in the Commonwealth speaks the Gemeinsamesprache (the "common tongue"). All official documents are written in this language, and while the Commonwealth carefully preserves many of the traditions of the nations that join it, it requires every child to learn the Gemeinsamesprache as their first language. Other tongues exist, and while the Commonwealth makes no effort to stamp them out, they are not promoted. Language, as the Commonwealth philosophers say, shapes thought. Language differences make misunderstandings easier, and prevent true understanding between sapients. The soldiers have a more practical approach - they do not need to translate a half-heard order on the battlefield before they can obey it.

Politics

All political power lies in the hands of the military and all government positions are held by actively serving soldiers. Only those engaged in active service are able to participate in political decision making. Ultimate authority lies in the hands of the generals, each of whom leads a significant armed force. These generals make decisions on behalf of the entire nation as part of a unified general council.

The soldiers of the Commonwealth - from the lowest footsoldier all the way up to the most powerful generals - swear an oath, not to the Commonwealth itself, but to the idea of the common good. This oath is fairly straightforward and can be summed up as "Handle so, dass das größtmögliche Maß an Gutem entsteht!" (Act according to the principle of the greatest good for the greatest number of people).

In all cases, the Commonwealth select their own leaders: ultimate political power lies in the hands of the soldiers. For example, a unit of soldiers select their own captain from among their own ranks - not even the generals can appoint someone to a leadership position. This has lead to a more dynamic military that is largely free from the dangers of nepotism or corruption. Rather than spending their time attempting to impress their superiors, ambitious Commonwealth citizens spend their time gaining the confidence of their peers and proving their competence to those who will be most impacted by it. At the end of the day, the soldiers tend almost overwhelmingly to select leaders that they trust to make life-or-death decisions on a daily basis.

The military council does not exist in a vacuum. If the Commonwealth's "military council" has ultimate executive and legislative power, the ultimate administrative power lies with the philosophers and academics. The universities work together to create a "second house" of government reminiscent of modern think tanks. The universities present proposals for laws and building projects to the general council based on careful study and heated debate. Such projects often require extensive commitment of people and resources; the generals use a method somewhat reminiscent of the gambits presented by the Imperial Conclave to determine which projects will be implemented and which will be refused.

The Commonwealth considers this two-tier approach to be very effective. The important ideas come from the people who are good at ideas but poor at execution/practicality, but the decisions about which policies to put into operation lie with the people who excel at practicality. The same people who are responsible for protecting the nation from outside threats and maintaining order are charged with selecting and implementing the policies proposed by the intelligentsia.

There is no doubt that the Commonwealth is an aggressive, expansionist nation, but they are not interested in subjugating or culturally dominating their conquered neighbours. They are also not driven by a desire for wealth, or for land, but by an absolute commitment to the idea of spreading the philosophy of the greater good. A common claim from the philosophers of the Commonwealth is that they will only consider going to war if they can prove that the suffering caused by doing so will be less in the long term than the suffering caused by doing nothing.

Magic

While the Commonwealth is militarily extremely powerful, and is well-respected for its commitment to learning and education, it has comparatively few magicians. Their Zauberer are expected to put their magic towards the service of the military, and there is a great emphasis on practical application over theory. Those who master ritual magic are very much in the minority - the majority of Commonwealth magicians focus on spellcasting, or master a handful of low-magnitude rituals that can be performed without the need for a coven.

More powerful groups of magicians do exist, but they are almost exclusively connected to one of the Commonwealth armies; they are soldiers, not scholars. Unsurprisingly, the Commonwealth focuses on magic of use on the battlefield - their most powerful ritual magicians master the lores of Autumn and Summer, and the healing powers of Spring. The rituals of Day and Night are seen as the province of philosophers, while the realm of Winter is seen as particularly suspect, and its use discouraged.

Religion

The common good contains many ideas that the priests of the Way might recognise. It encourages loyalty and personal pride; it respects courage, enshrines wisdom as a lofty ideal, and encourages prosperity and ambition. Yet it does not recognise these virtues as distinct - rather, it promotes the idea of living a good life, a life founded on ethical principles, that recognises both individual freedom and communal responsibility. Commonwealth priests have a not-entirely unearned reputation for being condescending to the "backwards" priests of the Imperial Synod.

Commonwealth priests are almost always philosophers and scholars. They promote ethical behaviour with an emphasis on both personal liberty and personal responsibility, whilst also encouraging community spirit and respect for other sapients. Many of these philosophers become chaplains, serving on the front lines as soldiers. Others engage in more pastoral care, tending to the spiritual needs of their communities, being particularly active in the role of educators and counsellors. While religious scholars all embrace the core philosophy of the greater good (as laid out by Altmann), there are several competing schools of thought as to how to put these ideas into practice. Most students of Altmann's philosophy agree, however, that the first step toward achieving the greatest good for the greatest number of people lies in choosing to live an ethical life; to avoid causing suffering to others; and to actively reduce the suffering of other sapient peoples.

When foreigners think of the Commonwealth religion, however, they usually imagine the paladins. The paladin orders go beyond the role of advisors and educators, and actively seek to promote the philosophy of the greater good. Many serve as armoured knights who inspire and support their fellow soldiers directly, often in the vanguard. Others have a reputation for more underhand behaviour - they actively infiltrate other nations and encourage the people to revolt against tyrants or oppressive laws.

In particular, chaplains and paladins alike engage in ceremonial practices that would be familiar to followers of the Way. Unlike Imperial or Sumaah priests, however, they eschew those ceremonies which create auras (specifically anointing, consecration, and hallowing). In the Commonwealth, the creation of auras is considered a wicked act, practiced by witches and sorcerers. These auras, they argue, are a form of oppression. Sapient beings are born with free will, and spiritual auras attempt to subvert that free will. As a consequence, many paladins of the Commonwealth master the ceremonies of insight and exorcism, and commit themselves to tracking down and eradicating spiritual auras and menaces (such as ghosts). Paladins who specialise in this role are sometimes called witch hunters.

This philosophy is often seen by Imperial priests as being an expression of Lucidianism, but the movements are unrelated. Lucidianism grows out of the desire to explore the seven virtues without the distractions caused by auras; the Commonwealth opposition to auras runs much deeper and is based around complex concepts of self-determination and the power of enlightened choice.

Economics

At the lowest level, the economy of the Commonwealth is somewhat familiar. The civilian population maintain resources, and buy and sell goods to each other, and to the armies. All the mithril, white granite, weirwood, and ilium in the Commonwealth is ultimately controlled by the armies, however. The armies also have an entire class of structures that the Empire might call "intermediate Bourse resources" - large scale sinecures that secure additional resources for the armies. The armies use these resources to supply themselves, and to invest in projects suggested by the universities. The surplus is sold to the civilian population, and the money used to buy bread, shoes, and swords. This represents a form of "trickle down economics" but it is not that straightforward - the civilian buys Bourse resources from the army to improve their resource, and then they have more materials to sell to the military.

The Commonwealth invests heavily in infrastructure. The universities propose projects that they believe will improve life for the citizens in an area, and the generals determine how much their army is prepared to contribute to making that project a reality. The more impact the project has, and the more people it effects, the more likely it is that enough generals will be invested enough in the outcome to invest in the project. This leads to a slightly paradoxical situation in which it is easier for the Commonwealth to build a great work than it is (for example) for you to get the potholes outside your house fixed.

The ideals of the common good are held up in the economic arena as elsewhere; this is particularly apparent in foreign trade. The Commonwealth imposes punitive tariffs and import taxes on any nation that practices slavery, for example - when they are prepared to deal with them at all. The universities regularly debate the ethics of having anything to do with foreign nations that keep slaves, but the general consensus is that absolute sanctions would ultimately do more harm than good. Any merchant from Asavea or Jarm had best get used to regular lectures about the evils of slavery if they wish to do any business in the Commonwealth - and few bother as there are better profits to be made elsewhere.

The irony of the Commonwealth is that it can only truly exist while it is expanding. Their philosophers are well aware that they will eventually have to find a new form of government, once there is no longer any need for an active military. They are a nation that lives in the moment, but they are wise enough to know that eventually someone will have to come up with a new idea about how to live - once they have conquered the entire world, of course."

Emperor Frederick

Look and Feel

The Commonwealth look and feel are very much a work in progress, but some elements of their costume are detailed here.

Clothing in the Commonwealth is practical and utilitarian. Leather, wool, and fur are the most common materials used throughout the Commonwealth. The most common style for civilian clothing is a buckled leather or wool jerkin over a quilted tunic or lightweight gambeson, with trousers. this image or this image might represent an off-duty soldier or merchant. The people of the Commonwealth do not usually reflect their rank in their clothing - rather, rank is presented with badges, medals, or insignia. A wealthy merchant may have a beautiful gold ring or necklace, but the idea of spending money on mere appearance is often seen as wasteful.

The Commonwealth tends to be cold, however, and whether armoured or off-duty, the people favour heavy fur-trimmed cloaks and fur-trimmed leather hats.

Chaplains, academics, magicians, and many paladins favour an even more austere look; black robes are standard The gentleman on the left in this picture from the Seventh Sea roleplaying game, represents the style embraced by the academics and those who favour the religious life (albeit they will recreate it in black). In character, it is modelled after the clothing worn by the philosopher Altmann who inspired the creation of the Commonwealth.

When it comes to armour, a full harness of plate is common at all ranks. The armour often belongs to the army itself, and is loaned to the lower ranks. The Commonwealth prides itself on providing the best possible arms and armour to its soldiers - indeed, the common infantry in the Commonwealth are much more likely to have magic items than their counterparts in the Empire. In this image the man on the left and the woman in the middle represent Commonwealth soldiers.

An OOC Note on the Daeva

The daeva are a species, like humans and orcs. They are not found in the Empire, and are not known anywhere along the Bay of Catazar. We are still working on the precise details of this species, and wrangling over their appearance has been one of the factors that has delayed the Commonwealth for so long.

But there are two "facts" we know about them. One is that they are short lived - they mature quickly, and they seldom live more than thirty or forty years. This has given them a biological drive to take action - they are dynamic and energetic because they know that they will not be around for long.

The other thing we know about them is that they have an inbuilt drive to "make the world a better place". Both these drives have had a profound effect on the development of the Commonwealth.

The daeva are extremely unlikely to be made available as player characters.

Please do not e-mail Profound Decisions asking for more details of the daeva - we will share them with you once we know for certain what they are.

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Imperial Conclave (Redirected from The Conclave)

Magic is but a tool like any other, what matters is the mind that wields it.

Contents

- 1 Overview

- 2 Role Within The Empire

- 3 History

- 4 Sessions

- 5 Participation

- 6 Further Reading

- 6.1 Core Brief

- 6.2 Additional Information

- 7 Ongoing Concerns

Overview

The Conclave is an organisation effectively open to all magicians in the Empire. Members of the Conclave explore, discuss and use magic for the benefit both of the Empire and the magicians themselves. Much of the business of the Conclave is hidden from the eyes of non-Magicians, taking place in the Hall of Worlds. At the same time its influence can be far-reaching - it has access to the magical resources of the entire Empire, and has the ability to make decisions about magical matters that are legally binding on Imperial citizens.

Role Within The Empire

The Conclave is charged with oversight of magic across the Empire. Its remit includes encouraging the use of magic in the best interests of the people of the Empire; preventing the misuse of magic to damage the interests of the Empire; and advising the Imperial Senate, Military Council and Imperial Synod on arcane matters.

It possesses specific powers to promote and protect safe and prosperous use of magic by its citizens, through the use of declarations. The Conclave also controls a pool of magical resources that are allocated via gambits for use in specific projects supported by one or more Conclave order.

The Conclave also acts to direct magical research in the Empire. The Conclave appoints the Dean of the Lyceum, a prominent post that has has access to the resources needed to research new rituals in the span of years rather than the decades that would be required for a magician working alone.

History

Mages from Urizen were heavily involved in the creation of the Conclave and the power and nature of the body reflects much of their approach to life. The Urizen passion for magic caused many Urizen magi to attend and speak at the first Conclave meetings, even though the nation did not formerly join the Empire until after the death of the first Empress. In many ways the structure and arrangement of the Conclave reflects how the early Urizen would have chosen to rule the entire Empire, had they been given a free hand in such matters. Instead the design and creation of the Conclave was as imagined, but its remit was heavily constrained; the powers of the Conclave deal only with magic and the use of magic in the Empire.

The first Conclave deliberately chose to hold all their sessions in the Hall of Worlds at Anvil to limit the ability of non-magicians to interfere in their business. The Conclave has always met here although records show that this arcane location changed significantly in the decades that followed the formation of the Empire, growing in size and shape and taking on the form that it assumes today. Unpredictable, seemingly random, changes still occur but most are now cosmetic in nature. Many Conclave magicians subscribe to the idea that the Hall of Worlds adapts to suit the needs of those who meet there, as other chambers in the realms are known to do, reflecting the uses to which it is put.

Sessions

The official business of the Conclave takes place at the Conclave sessions - which are always held in the Hall of Worlds. The Conclave normally has a single session each evening during any Imperial summit. The agenda for these sessions is managed by the civil service but items can be added to the agenda by any individual in exchange for a mana crystal. Agenda items are divided into three types; addresses - an opportunity for individuals to provide Conclave members with information; declarations - which allow Conclave members to vote on issues of policy; and gambits - formal requests by the appointed officers of the Conclave to utilize the resources of the Conclave.

Because of the potential size of the Conclave - which exceeds even that of the Synod - sessions are subject to strict rules that determine who can speak and for how long. These rules are referred to as the three principles; the Principle of Proportions, Principle of Precedence and Principle of Presence. The principles are designed to balance the desire of members to speak with the need to prevent Conclave sessions from becoming unnecessarily long. Civil servants administer the operational procedures of the Conclave, but in practice the chamber is dependent on members to police the rules to keep sessions moving. In return the Conclave provides every member with a vote that allows them to directly influence the decisions that the chamber takes.

Most members of the Conclave choose to join a Conclave order. These are political bodies with clear philosophies about how magic should be used. Joining an order allows an Imperial magician to unify their voice with other like-minded magicians as well as giving them influence over how the Conclave expends the magical resources it accrues.

Participation

Any Imperial magician who attends a session in the Hall of Worlds at Anvil is considered to be a member of the Conclave. They are eligible to vote in declarations and to join a Conclave order if they wish to do so. Members of an order elect a grandmaster who provides leadership and direction to the order. Most Imperial magicians who attend Conclave sessions regularly choose to join an order, but it is not mandatory and some individuals prefer to remain independent of any political affiliation, the better to influence all of them.

There are strict rules to determine who can speak and when, but anyone who is present at a session has the right to speak, provided they pay for their time with a mana crystal for every minute spent talking. Membership of the Conclave is a requirement to vote but not to speak. It is possible, albeit difficult, for non-magicians to reach the Hall of Worlds so anyone who makes the effort to reach the Hall of Worlds can address the Conclave, if they can afford it. It is rare for citizens who are not magicians to do this, however it is not uncommon for beings of the realms, eternals and their heralds who are present at meetings to speak before the Conclave.

Being a magician is a legal requirement to vote in declarations or to join an order, so any individual who attempted to pass themselves off as a magician without the requisite skill would be guilty of subverting the agencies of the state. It is common practice to assume every citizen present is a magician but magistrates do pass judgement when imposters are uncovered.

Anyone can add an address or a declaration to the agenda for a Conclave session, if they provide a mana crystal, they need only find a suitable civil servant to do so. However there is rarely any value in doing so unless you can be physically present to speak on the matter.

Further Reading

Core Brief

- Conclave session

- Conclave powers

- Declaration

- Gambit

- Conclave appointments

- Conclave order

Additional Information

- Conclave address

- Principle of Precedence

- Principle of Presence

- Principle of Proportions

- Conclave vault

- OOC design

Ongoing Concerns

Information about past Declarations made by the Conclave that are still in effect can be found at:

- Declarations of Sorcery

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The Conspirator's Cloak

Contents

- 1 Rules

- 1.1 Autumn Magnitude 4

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 4

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time. This is also a personal aura. A target may only be under the effect of one personal aura at a time.

Effects

At the conclusion of the ritual, the target is infused with an aura of confidence and conspiratorial glee. They experience a potent roleplaying effect; they feel clever and confident, secure in their own plans and schemes, and convinced of their superior intellect and ambitions. They rarely experience guilt about the decisions they make, and they find it easy to take whatever action is needed to advance their goals.

This also provides a source of spiritual strength for purposes of overcoming any roleplaying effect that would coerce them to follow another being, or to reveal information about their plans, schemes or actions.

This enchantment is a personal aura, similar to that created using the anointing ceremony. A character can only be under one aura at a time. This ritual will replace any standard personal aura (including those created by similar rituals), but is not powerful enough to remove a durable personal aura. Likewise, any anointing can replace (or remove) this enchantment. A detect magic spell determines the realm and magnitude of the effect, but the insight skill will not detect any spiritual component to the enchantment.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same band. Every additional character increases the magnitude by 3. Additional characters must be present throughout.

Description

This enchantment fills a target with the cunning wiles and conspiratorial leanings of a denizen of the Autumn realm. This ritual is commonly used by infiltrators, spies, scouts and politicians who take advantage of the mental and emotional fortitude it provides them to remain focused on their goals and to avoid revealing details of their plans during interrogation.

Like Conspirator's Cloak has been controversial in the past because it creates an aura that seems similar to, but is distinct from, the kind of aura a priest can create with the ceremony of anointing. Most obviously, it is not created using liao (and has no spiritual component that might be examined with the insight ceremony). Rather than being drawn from the Labyrinth or the spiritual strength of humanity, it is a magical construct. Yet it cannot be denied that the way it effects the target is very different to the kind of influence enchantments such as the strange sensations created by Shadow of the Bronze Colossus, or the drive to fight as a group experienced by those under Barked Command of the Iron Serjant. The fact that it replaced (and is replaced by) a typical anointing strongly implies that there is more going on here than is involved with those straightforward enchantments. The most common explanation that most scholars can come up with is that it is something to do with the spiritual strength the enchantment grants that allows the target to overcome unwanted influences - a key quality of anointing and other similar effects.

Regardless of precisely what is going on, the strength of the aura does not vary; it is not possible to create a durable aura through the use of this ritual. Some magicians speculate that it might be possible to make a similar ritual of a higher magnitude that would be more resistant to removal - in the same way that priests can cooperate and invest additional liao to create a stronger anointing.

The ritual can be made permanent with ilium; magicians and priests alike who have studied this ritual (and similar enchantments, speculate that as an ilium-infused enchantment it would require true liao to remove the enchantment with an anointing. Access to true liao is limited, however, and so far no

Common Elements

This ritual usually involves a conspiratorial meeting, and the runeQueros. Ritualists or targets may be masked, and an oath or promise is often sworn between the targets to accept death before betraying their purpose. The ritual is often sealed with a shared goblet of wine or fruit juice, or by cutting the thumb or palm.

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The Counting House

The counting house is a throne, a location used in dramaturgy that represents both a setting and a Realm of magic.

Realm: Autumn.

Setting: The counting house may be any location where money or power are themes. It might be a business, a tavern or an antechamber of the Senate, Conclave or Synod. Sometimes it is a forge or workshop where skill is used to create special items. The drama often focuses on transactions and accounts. It is also often the Prince's court, where rewards and punishments are handed down. Along with The Tomb it is a common place for a play or ritual to end in the case of a multi-act drama.

Characters: The Witch and The Prince are strong characters in this setting; they wield influence and manipulate both other characters and situations to their own ends. The witch influences political situations, even those that appear quite minor such as the relationship between family members, while the prince makes decisions that determine the fate of many, make fortunes - or ruin them.

Magical Style: This is often a location where wealth and influence is wielded. A ritual that creates wealth, a ritual that recognises or trades something, or some quality. It is also a location where magic that targets items and objects is powerful.

Rituals that enchant or curse personal resources are often performed here, as are those that track connections between people or items, and magic that exerts subtle influence. The Lure of Distant Shores and The Chamber of Pallas are both appropriate here, but so are any number of rituals that target members of a band, or that create connections or special items. Tribute to the Thrice-Cursed Court may be performed here, for example - perhaps in as scene where the Prince gives a gift to a foreign Witch.

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The Courageous Priest

Golan the Wanderer is false in his preaching that purifying the Empire to Courage will cause the First Empress to Return. We know this for I, Yael, am the First Empress returned from beyond the Labyrinth and reborn among the people of my Empire. I shall come among the Citizens of Reikos to tell them of my vision of the Labyrinth and of the Land Without Tears.

The General Assembly of the Imperial Synod 379YE Winter Solstice

The Assembly of Courage calls for a campaign of preaching in the territory of Reikos, teaching how the Virtue of Courage stands alongside the other Virtues as an inspiration against fear and ruin. The campaign will be led by Nina of Cantiarch's Hold and be supported by at least 25 vials of liao to inspire virtue through virtuous auras.

The Assembly of Courage of the Imperial Synod 379YE Winter Solstice

Contents

- 1 Overview

- 2 Significance

- 2.1 Countering the Courage of the First Empress

- 2.2 Helping Golan or Yael

- 2.3 Other Judgements

- 2.4 Judgements already raised by the Synod

- 3 Further Reading

Overview

The confusing and conflicting judgements passed by the Imperial Synod, have done little to slow the progress of Golan as he travels Reikos preaching to any who will listen. His words continue to inspire many Highborn citizens who hear him - with his dream of a Empire reforged - and of the First Empress come again. Priests who administer congregations of Courage soon find their numbers swell far beyond expectations - with every new devotee drawn from the congregation of another virtue. The First Empress united humanity beneath her banner - to forge an Empire. Now Golan seems intent on unifying the faithful behind one virtue - by invoking her name.

With the backing of the Synod, Nina of Cantiarch's Hold travels to Reikos to preach how the Virtue of Courage stands alongside the other Virtues as an inspiration against fear and ruin. For those not swept up by the fervour of the Courage of the First Empress, her words seem wise - balanced and fair, but Nina lacks the resources needed to counter Golan. Not that more liao would have helped since the Synod failed to address the judgement that the Empress was a follower of Courage. Without a clear response on that fundamental issue it is not possible for any priest to stop the spread of Golan's ideas.

It is much less clear if Yael of Felix's Watch intends to counter Golan or assist him. Logically, his claims that the First Empress will not be reborn until the Empire embraces Courage completely must be wrong If she truly is the First Empress reborn. But whatever the arguments, the presence of a living embodiment of the First Empress - with the support and backing of the Synod - is having the opposite effect. There are starting to be as many pilgrims flocking to the congregations of Courage inspired by Yael as by Golan.

Thus far neither of the Synod priests; Nina or Yael, have met Golan - perhaps they will have an opportunity to do so at the forthcoming summit for the Synod have called Golan to inquisition.

The influence of the Courage of the First Empress has already spread to every corner of Highguard - decisions at the next summit will determine if it continues to spread further.

"You seem troubled sister, why so? The liberation of Reikos is nearly complete, the Druj are scattered and defeated... Share your burdens with me, Mariamne?"

The Unconquered sighed heavily and shifted the weight of her armour across her shoulders. She glanced back and smiled wanly at Boethus before returning her gaze to the horizon. "It's probably nothing" she demurred, but her grim face told a different story.

"Good - it would not do to share a weighty matter while we eat - it might spoil our repast!". The wayfarer carefully spread a blanket over the crude table and begin to unpack a simple meal of bread, cheese, cold meats and wine. He decanted a little water into a hand bowl and generously offered it to the soldier first. He waited until she had washed before continuing to press his old friend.

"Now, what has your daughter done to trouble you this time?" he smiled to lighten the tone, but his tone was as sincere as his guess.

"It might not be about Sal!" Mariamne laughed despite herself. Boethus' ability to read her mood always made her smile.

"Mariamne, if you were a hundred miles over the border with no food and no way back... you'd be worrying about your daughter."

"I'm no different from any other mother" she protested. Despite her refusal to be drawn, Mariamne could feel she was losing the battle. Boethus always knew what to say to get her to relax and once her guard was down he would wrestle her concerns from her. Her priest said nothing... just smiled that infuriating smile that indicated that he was not going to give up until she opened up. She sighed again, and then accepted the inevitable.

"She's... she's... got herself caught up in the First Empress heresy. I always hoped you'd help her find Wisdom, but all she's ever wanted to do was become an unconquered and now she's got this crazy idea in her head that Courage is the only virtue worth having. We.... we argued... but she's passed her tests now and I can't stop her."

"What caused the argument?"

"She's been going to listen to Yael - that priestess who claims she is the First Empress reborn? I tried to point out that it's just possible that she might not have told the truth about what happened in her vision... and that's when Sal exploded. She said if we'd all been more Courageous, Reikos would never haven fallen and Noah might still be alive. And... that's when I lost my temper."

"Have you tried to reason with her since?"

"Several times - I even took her to see that young priest - Nina of Cantiarch's Hold - you know... the priest in Reikos who isn't preaching anything crazy or heretical at the moment."

"And?"

"Pointless. She's articulate and knows her virtues, she's clearly got the backing of the Synod - but she isn't convincing anyone who isn't already convinced. The problem is the Synod - fundamentally if the Assembly of Courage are right, if the First Empress was an exemplar of Courage... then why should anyone follow a different virtue? Sure the other virtues are important - but this Golan isn't preaching that there is only one virtue - just that there is only one important virtue. It's not even clear it is heresy. Unless the Synod are prepared to gainsay the claim that the First Empress was devoted to Courage, then good priests like Nina are going to be helpless to stop this craze from spreading."

"And now your daughter is caught up in it?"

"Yes! Sal is talking of founding a new chapter - to follow the Empress reborn! She's 15! She passed her citizenship test a few years ago... and now she wants to found a chapter. It's ridiculous."

"She never lacked for Courage."

"It's a bit of bloody Wisdom she needs right now, frankly she can save her Courage for fighting the Druj."

"I hear Golan has been summoned to Anvil - for Inquisition. If they resolve the heresy - would that help to heal the rift?"

Mariamne snorted and shook her head. "I doubt it - it's been one mad idea after another ever since her father died. She just needs to grow up a little."

"Would you like me to talk to her?"

Mariamne finally relaxed "Would you? With Noah gone, she won't listen to me anymore. I wouldn't ask but..."

"You didn't ask." Boethus cut her off - "I offered. Consider it done."

Significance

Golan and Yael's preaching is taking root, and has now had a significant effect. The Courage of the First Empress, as it is becoming known, includes Highborn citizens who follow Golan, or Yael - or in some cases both. These people believe that the First Empress is an exemplar of Courage - that the entire Empire is an edifice built on Courage and that it can only triumph when it is dedicated entirely to that Virtue. As a result citizens are abandoning the other virtues and flocking to the congregations of Courage.

Congregations lead by priests dedicated to Courage are seeing numbers swell in response to the teaching of Golan and Yael - while other Virtues are beginning to suffer by comparison. Every congregation in Highguard operated by a priest dedicated to Courage has seen a significant gain in the amount of liao and the number of votes they receive. Conversely all other congregations have seen a loss of liao and votes.

Countering the Courage of the First Empress

If Golan attends Anvil to answer to the Inquisition then it may give the Synod the opportunity to have him tried on grounds of religious crimes. Golan has prepared the ground well for this eventuality - making clear to everyone who will listen that the Synod will attempt to punish him for revealing the truth about the Courage of the First Empress. Executing Golan will prevent him from further preaching but will likely only harden the hearts of his followers - and it seems incredibly unlikely that anything short of such an outcome is going to influence the hearts and minds of those citizens who have been caught up in the fervour of Golan's cause.

The civil service are unable to offer any advice at this time on what steps might be taken to specifically counter the influence of Yael, but given a day's notice they would be able to advise a member of the Synod of the possible implications of any judgement proposed by them.

However such a judgement would need to be clear and direct. Only if the General Assembly passes a judgement explicitly refuting the claim that the First Empress was an exemplar of Courage and names a priest to travel to Reikos with 50 liao, can they stop the Courage of the First Empress gaining any more recruits. To reverse the gains the Courage of the First Empress and restore the former status quo in the affected territories would require the above judgement refuting the claim of the First Empress' Courage and 150 liao.

Helping Golan or Yael

If the Courage Assembly passes a judgement supporting Golan's claims then the backing of the Synod will provide a boost to his efforts. If the Synod names a priest to travel to Highguard with 75 liao, then they can spread the effects of Golan's teaching to Sarvos, Tassato, Miaren, Morrow, Redoubt, Therunin, and Astolat.

If the General Assembly recognises the First Empress as an Exemplar of Courage, then the effects of Golan's teaching will automatically spread to Sarvos, Tassato, Miaren, Morrow, Redoubt, Therunin, and Astolat. The Courage assembly could then name a priest to use 75 liao to spread the effects even further to Semmerholm, Weirwater, Upwold, Temeschwar, Karov, Madruga, and Feroz.

Additionally if the General Assembly or the Council of Nine passes a judgement supporting Yael's claims to be the First Empress reborn then the impact of the Courage of the First Empress can be spread using only 50 liao.

It may be possible to spread the effects wider still later, once this is accomplished.

Other Judgements

In the event that multiple incompatible judgements are passed, the judgement that has had the largest amount of liao spent on it takes precedence.

It is not possible to counter the effects of Yael or Golan without passing a judgement that clearly states either the First Empress was not an exemplar of Courage or at the very least that there is no evidence that she was.

Judgements already raised by the Synod

The following judgements of the Synod raised during the Winter Solstice 379YE relate to this event.

Number

Assembly

Judgment

Raised By

Outcome

7

General

Recognition. Escalation of Judgment 28 of Autumn Equinox 379YE. To recognise the First Empress as an Exemplar of Courage, predicated on her presence in the Imperial Liao Vision of Yael of the Golden Hostel. Benevolence: Forged the Imperial People. Legacy: Her crown and Empire. Salvation: Extended the writ of the Synod. Inspiration: Whenever you have striven for the Empire.

Tullius Cascade

Not upheld 210 - 372

8

Courage

Inquisition to call Golan of Reikos to stand before the justice of the Synod on charges of Blasphemy, Heresy and Idolatry. As author of the Recognition of the First Empress I request the opportunity. Inquisition to occur at the Spring Equinox 380YE.

Tullius Cascade

Upheld 150 - 0

29

Courage

The Assembly of Courage calls for a campaign of preaching in the territory of Reikos, teaching how the Virtue of Courage stands alongside the other Virtues as an inspiration against fear and ruin. The campaign will be led by Nina of Cantiarch's Hold and be supported by at least 25 vials of liao to inspire virtue through virtuous auras.

Nina

Upheld 142 - 0

43

Courage

Inquisition. Due to the death of Tullius Cascade, the Inquisition of Golan the Wander will be led by the Courage Assembly at the Spring Equinox 380YE.

Vitória Barossa di Tassato Regario

Upheld 118 - 0

44

General

Golan the Wanderer is false in his preaching that purifying the Empire to Courage will cause the First Empress to Return. We know this for I, Yael, am the First Empress returned from beyond the Labyrinth and reborn among the people of my Empire. I shall come among the Citizens of Reikos to tell them of my vision of the Labyrinth and of the Land Without Tears.

Yael of Felix's Watch

Upheld 295 - 20

Further Reading

- You can read about the procedure for resolving a Synod opportunity here

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The Cuckoo's Egg

Contents

- 1 Rules

- 1.1 Night Magnitude 6

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 6

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must be willing. The ritual must be performed near the Sentinel Gate when it is performed in Anvil, or near the gate's return point if it is performed elsewhere.

The ritual must include giving the target a new name, appropriate to the nation of the coven performing the ritual. If the target is not of the same species as the coven performing the ritual, the target must also wear an article of clothing or marking appropriate to the coven's nationality (a mask, a cloak, a Navarr-style symbol painted on the face and so on).

Effects

When the ritual is complete the target may be brought through the Sentinel Gate as if they were an Imperial citizen of the same nation as the coven who performed the ritual. They must be accompanied by at least one member of the coven performing the ritual.

The ritual allows one trip through the Sentinel Gate which must take place within ten minutes of the ritual being completed.

This ritual cannot target Imperial citizens (it cannot be used, for example, to allow players to participate in a battle their nation is not attending).

Additional Targets

This ritual can affect additional characters from the same band. Each additional character increases the magnitude by 4. Additional characters must be present throughout, and must receive a different name.

Description

This ritual was developed under the guidance of the Varushkan Simargl, the Empty One of the Circle of Zulgan-Tash during his tenure as Dean of the Lyceum. A quintessentially elegant exercise in the use of the magic of Night, the ritual tricks the magic of the Sentinel Gate into allowing a non-Imperial to be brought through in one direction or the other. It does not actually change the nationality of the target - it simply creates a short-lived deceptive aura that interferes with the ability of the gate to determine the identity of the target. The glamour is very specific - while it allows someone to pass through the Sentinel gate who could not otherwise do so, it could not be used to (for example) trick a magical ward that allows only Freeborn individuals to pass.

While the subject of the ritual must be willing, they do not have to be happy about it. A prisoner could still be subjected to this ritual provided their consent can be secured; may prisoners would consider agreeing to this ritual to be preferable to death or torment. That said, it is obvious that the ritual is more useful in rescuing foreigners from dangerous situations, or allowing them to accompany questing groups or heroic sorties alongside Imperial allies. In the latter case it must be remembered that the magic allows passage only in one direction - the ritual would need to be performed again to bring the target back through the gate.

Several scholars involved in devising the ritual have suggested that a more potent effect that functions as an enchantment on the targets might also theoretically be possible, allowing the target to travel in both directions on more than one occasion during the duration. They also opined that a more potent version could be devised that allowed an unwilling target to be brought through the gate. It has also been pointed out that a similar effect could be achieved with relative ease using the magic of the Autumn Realm, creating a similar effect to that of The Ambassadorial Gatekeeper.

Common Elements

Even though the ritual only requires guising the target if it is of a different species to the magicians performing it, it is common to include that element even when the species is the same. Another common element is the use of hearth magics related to identity such as girding, masks, mirrors, cowls and veils or donations of clothing. Similarly, symbolic ceremonies of adoption or marriage might be employed, often followed by an equally symbolic casting-out or divorce once the gate is passed. A Kallavesi involved in designing the ritual suggested that certain animal masks might also be appropriate - symbolically casting the subject as an animal companion rather than a member of the same nation.

The constellation of the Three Sisters is quite appropriate to this ritual, as are the runes of mystery or plots. Dramaturgical performances using the Witch, especially those involving cases of mistaken or concealed identity, are also a good fit for this magical glamour.

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The Culloch Boar

Tune by Kathryn Wheeler, lyrics by Kathryn Wheeler and Jude Reid

Sheet music is available here

High upon the Culloch fell In forest thick and black as hell Dwells a boar with eyes aglow To its lair none dares to go

One cold winter, hard the ground The boar it comes a-snuffling round Takes a taste for human meat Finds the blood and marrow sweet

CHORUS Brothers, sisters, beaters all Take up arms and heed the call Evermore my kin shall be Those who hunt the boar with me

Every night it kills again Hungry for the blood of men Till the keeper tells the town One of you must hunt it down

Every heart is filled with fear There's no yeoman dares go near Till a beater, bold and brave Vows he'll go, the town to save

CHORUS

He takes his bow, he takes his spear He kisses wife and children dear He goes his speed and skill to try To slay the boar or else to die

Now the beaters, keen of eye Track it to the mountains high And from inside a night-black cave Piggy eyes glow bright with rage

CHORUS

Every spear in bright array Is turned to hold the beast at bay But with one charge a man lies dead Its tusks and muzzle drip with red

Our beater lad, with all his might Steps up now to join the fight Thrusts and parries with his spear Holds at bay both beast and fear

CHORUS

Now he thrusts the spear again Hears it roar and shriek in pain But the boar with bloody glee Rips his thigh from hip to knee

Now it stares with hungry eyes Eager to devour its prize Our beater gathers all his skill For one last chance the beast to kill

CHORUS

And as it turns to run him down He plants his spearshaft in the ground Lowers the point, its charge to meet And skewers the brute dead at his feet

They carry home the beast they killed And long the feast, each belly filled And ne'er was tasted pork so sweet As that which fed on Marcher meat

CHORUS

(to the tune of the second half of the verse - slowly)

Granted is the hunting right To those who slew the boar this night Culloch's horns shall ever sound Here upon their hunting ground.

CHORUS

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The Cup

The cup is one of the instruments or dramaturgy. As such it often represents the method used in a magical ritual. A troupe will often have a specific prop that they use for the cup whenever it appears, and may in time come to treat the inanimate object a little like a member of the cast.

Appearance:A troupe's chalice may be represented by anything from a gem-studded goblet made of precious metals to a simple wooden mazer; the significance is that it holds liquid. It is also commonly presented as a potion, or as a magical liquid that causes a change.

Meanings: On its own, it represents prosperity and fulfilment, but as it is passed between the Personae its meaning changes.

When held by The Captain, the cup represents celebration and triumph; in the hands of The Prince, it represents prosperity on a national or Imperial scale. When held by The Bishop it represents purity and cleansing, especially in rituals such as Ascetic Star of Atun. In the hands of The Mountebank it signifies unleashed emotions, confusion and drunkenness. For The Doctor it represents assistance or aid - enchantments may be created by the doctor, or it might be a bitter medicine that inflicts a curse. Finally, in the hands of The Witch it represents magical potions, and the transformations they can bring or wine that encourages others to speak the truth.

For Hearthfire circle

The Bishop as Couros represents bonds, she gives the cup to The Captain as Scorrero and his band of warriors. Speech about being ready for battle tomorrow? Obvious. Did it last year during the battle at Karsk.

The Witch as Couros represents bonds, he passes the chalice around the coven. Bland. 'When shall we meet again' rubbish.

Scorrero is The Captain of a troupe of actors; the band have fallen ill and can't perform, so The Bishop in the role of the Prince's wife brings them a potion of healing (check with apothecary for details), allowing them to perform for The Prince. We actors are a synonym for magic, make one of them The Witch - Gregario doing his languid lush will do it if we stick him in the cowl. Like it. We'll do this one, as long as Gregario stays sober.

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The Dance of Navarr and Thorn

Contents

- 1 Rules

- 1.1 Spring Magnitude 40

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 40

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. During the ritual the casters must be in a strong Spring regio. This ritual targets a single territory that does not contain an active network of trods. The territory must either contain a vallorn, or must be connected to a territory containing a vallorn by an unbroken sequence of territories containing active trods.

The ritual can be performed using the Anvil regio, but in this case it can only target an Imperial territory.

If the ritual targets a territory that contains a vallorn, it must be performed at a Spring regio in a region with the Vallorn keyword – it cannot be performed using the Imperial regio, or a regio in a region that does not have the vallorn keyword.

This ritual can target a territory with an active network of trods in the event that the trods are damaged, and in this event will repair the trods.

Effects

At the completion of the ritual, weak trods spread across the territory. These trods can be used by Navarr stridings to extend the trod network and help weaken the power of the vallorn.

The ritual can create new trods only in an imperial territory. Once the ritual is complete, Navarr stridings must be able to move freely around the majority of the territory to fix the trods in place and begin drawing the strength of the vallorn along them. While other movement along the trods can help to weaken the vallorn, the presence of Navarr stridings is required if the trods are to have any significant effect.

The ritual can be used to repair existing trods even if the territory is not part of the Empire.

Targetting a non-Imperial territory means the ritual must be performed at a powerful Spring regio within that territory. This is rarely effective at creating new trods, and is most useful for repairing damaged or faded trods.

Description

This ritual is extremely old, and pre-dates the Empire by several centuries. It was originally codified by the antecedents of the vates who used it to create the first trods to begin drawing power away from the vallorn. While the ritual could be performed by a powerful coven from any nation, it has never been performed by ritual magicians who were not Navarr. Simply creating trods is not sufficient; the trods must also be constantly powered and strengthened by the peregrinations of Navarr stridings - so performing the ritual without the approval of the Navarr is a foolish endeavour.

The ritual was reasonably widespread among the Navarr in pre-Imperial days, but over time the number of ritual texts detailing it began to decline. The ritual never entered Imperial lore - early conclaves rejected attempts to declare The Dance of Navarr and Thorn part of the Imperial canon due to its specialised nature and lack of general appeal.

Following the reign of Emperor James, the number of people with access to the ritual declined even further - with the borders of the Empire sealed and well-defended, there was little opportunity to perform it. Simple human nature meant that mastery of the ritual declined even further. However, in Summer 378YE following either a magical disaster or action by powerful Druj magicians, the trods in occupied Reikos were seriously damaged. The vate Math Far Distant of Brocéliande, custodian of one of the few remaining ritual texts, entrusted it to Meril Pathfinder the Advisor on the Vallorn. Rather than risk the ritual fading from memory, that competent magician ensured that the Dance of Navarr and Thorn was inducted into Imperial Lore.

Common Elements

The ritual usually involves a map of the territory on which the trods are traced as the ritual is performed. Blood is a traditional element of many Navarr rituals, and is often used to trace the trods on the map. Some create a symbolic map of the territory on a large scale and move across it with trails of coloured sand. Representatives of as many different stridings as possible are usually included in the performance, along with representatives of any steading that already exists or plans to settle in the target territory.

A ritual re-telling of one of the great dances, especially that of Navarr and Thorn may form the centrepiece of the ritual. The ritual has never been recorded as being performed by non-Navarr, but it could be speculated that the witch and the mountebank would be powerful dramaturgical characters to use with the Dance of Navarr and Thorn - although what that might "reveal" about the characters of these Navarr heroes, and how the Navarr might react, is left as an exercise for the dramaturgical scholar.

The vates of Hercynia suggest that the runes of beginning, dominion and the twin-faces of mystery will help in the performance of the ritual. Some vates of Therunin who have ties with the Urizen suggest that the constellations of the Fountain, the Three Mothers, the Mountain or the Chain may be appropriate.

A trod starts and ends with a vallorn.

We wove the trods as a weapon but in the fullness of time they gave life to the land through which they passed, and strength to those who travelled them. As our stridings migrate along the trods, so the wild magic at the heart of the vallorn is leached away. The longer the trod and the larger the striding, the more strength each journey leaches. As the wild magic is drawn away, it infuses the land around the trods and makes them fertile.

When Terunael was overrun, the orcs came as a great tempest and drove us apart. We could not walk the trods where the orcs sought us out. The coming of other people created its own problems as each sought to claim their own land and would not let us move across it freely. Only with the founding of the Empire were we able to walk the trods safely in numbers, further than ever before, and see in the distance a world where our ancestors' great mistake might finally be erased.

This ritual is most useful in a territory that has never been part of the Empire. Today, this almost always means barbarian territories conquered by the Imperial armies. A new territory expands the reach of the trods as a whole and helps weaken all the vallorn tied to those trods. Extending the reach of the trods so they cover a greater distance than ever before significantly increases their effectiveness.

Where the Empire has lost control of a territory to the barbarians, it becomes harder to use the trods and they may fray or fade. If a territory were in barbarian hands for more than a decade, the ritual would be needed to repair the trods to return them to full strength. Doing so extends the reach of the trods a little, and may result in a burst of power drawn from the vallorn, but the exact effects are difficult to predict.

The Barrens in particular seem problematic. Trods have been established there twice with the aid of our Dawnish friends at Drycastle – once in 75YE and once again in 245YE. In both cases, the trods have unravelled over the course of a few years. Some few trods are still intact but they are of minimal value in drawing the power of the Vallorn and dangerous to walk. It may be that the Druj are to blame, because those orcs have always been strong there and jealous of other magics. It may be that there is a force there – perhaps the dark spirit of the Great Forest of Peytaht – that actively unpicks our trods. If any vate knows, they have not shared their wisdom.

While it could be performed in a territory that is not part of the Empire, doing so is of limited use because stridings simply cannot move freely enough in large enough numbers through the territory to bind the new trods into place. Moreso, without the freedom to move, the freedom to follow the trods where they wind, the trods are without purpose.

The trods could be traced across a territory controlled by an allied power, but only if that power were prepared to allow unrestricted access to large numbers of Navarr. There has been no time when a foreign power was prepared to offer such unfettered access to their lands, and certainly not on the kind of time-scales that would be needed to make newly forged trods effective.

The magic of this ritual draws on the power of patterns and to a degree that of tattoos and brands – it can be imagined that the trods are symbolic tattoos on the face of the earth. It is not a requirement that the ritual be performed by vates, however - any coven could perform the magical working necessary to form the trods. In practice, the creation of trods would be pointless without the support of the Navarr - no other Imperial nation has a nomadic population in sufficient numbers, or is as committed to tracing and re-tracing the trods over the time scales involved in teasing out the malign power of the vallorn.

We do not really know whether the ritual creates the trods in response to the intent of the ritualists, or reveals trods that already exist. Some magicians say that there is no difference – that the ritual both shapes the trods and reveals them in the same way that the best sculptors both shape and are guided by the wood or stone that they use. Regardless, attempts to create trods in straight lines, or specific designs, have proved to be impossible and attempts to guide the trods away from locations that are dangerous or inconvenient have likewise been unsuccessful - the trods go where they want to go.

Less mystically minded magicians describe the process of drawing out the trods to be like guiding the path of a river - the water can be encouraged to flow in a certain direction, but it cannot be made to flow up-hill or to take one path when another offers less resistance.

Trods do not extend across very large bodies of water, such as the Bay of Catazar. The sea is hungry, deep, full of currents that scoff at the idea of permanence. As a river dies when it reaches the sea, so the trods will not long survive exposure to the corrosive ocean. Lakes, major rivers or areas of swamp and marsh provide no particular obstacle as evidenced by the paths that cross the marshes of Therunin.

Water is a good metaphor for our trods. They ebb and flow as we move along them; we are both carried by the current and draw the wild magic behind and around us. They are a dance – the steps drawn on the face of the earth but we the dancers give meaning to their design. Without the design, our movements have no weight. Without the movement, the design is just a drawing. Intent creates the pattern. Intent draws and channels the wild chaos of the vallorn from its heart and tames it, spreads it to the four corners.

One the wild chaos is tamed, then we may move against the vallorn itself. The beasts that live on the body of the vallorn and breathe its tainted air secure it in place. They are the dancers, while the vallorn is the design. It is never swift, but when we have drawn enough power we can strike to clear the vallorn from a place. It will not return to that place without malevolent intent of another being. This is how we claimed Miaren, one careful step at a time. It is patient work – the vallorn is stronger the closer we come to the HEART, and more vicious. It may be that to weaken several vallorn is easier than to eradicate one, and when the time comes we must choose carefully. Only when all the taint has been cleansed from a territory is the vallorn truly gone from that place.

It is not enough to kill the vallornspawn alone, for the wild magic returns and twists new creatures. It is not enough to walk the trods alone, for like an anchor the vallornspawn hold the taint in place. Both dancer and dance, both thorn and trod, both are required to destroy a vallorn.

This ritual has never been part of Imperial Lore. We brought it before the Imperial Conclave only once, in the first years of the Empire. The magicians chose not to include it at that time because it was seen as being of limited use to anyone outside the Navarr nation. When the Imperial borders were sealed in the time of Emperor James the number of vates who had mastered it dwindled. We should have been more careful to keep knowledge of it alive, but in truth the number of covens who could perform it has always been small.

If the target territory contains a vallorn, the ritual allows that territory to be joined to nearby land to create a network of trods, so that they can be used to begin drawing the power of the entity away. The wider the network of trods that the vallorn is connected to, the more effective they are at leeching power from it. If a new vallorn were uncovered, the first step towards eroding it would be to connect it to the existing Empire-wide network of trods that we already use. In theory, if some power were to significantly damage the trods in a territory, this ritual might be used to repair them. Doing so would not require as much power as forging the trods from scratch, but would likely still be challenging. If the trods in a territory were damaged sufficiently, it is likely that they would slowly erode or unravel. While the damage is very unlikely to spread beyond the borders of the territory where the damage has taken placed, the loss of an entire territory from the trod network might severely impede the ability to draw the energy from one or more of the vallorn.Taken from the original ritual text for the Dance of Navarr and Thorn

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The Doctor

The doctor is one of the personae used in dramaturgy. While the character is usually referred to as female, regardless of the gender of the thespian taking the role, within the narrative she may be of any gender; often, as with many dramaturgical characters, the gender is irrelevant to the story as a whole to allow any ritualist to take the role.

Character: The Doctor is calm, reasonable and above all dedicated to the idea that sufficient knowledge can be used to overcome any problem. Confident in her own skills, the Doctor also knows her limits and when to seek aid and outside sources of knowledge. Most often she dispenses aid to others, whether they appreciate or ask for that aid or not.

The Doctor is a woman of peace, and will never willingly causes harm to another; where harm must be caused, she always tries to do as little as possible. The Doctor has often taken an oath or promise by which she is in some way bound. Sometimes this oath causes complications to arise, or leads to her doom.

In street theatre, she is often a sinister figure who possesses secret knowledge. She is rarely the butt of a joke, and she may spell the doom of a foolish or unwise character, or the final punishment of a wicked character.

One widely held theatre myth states that if the Doctor opens his bag onstage, one of the cast will die within the year.

Magical Associations: She is used in ritual where magic is brutal or efficient; despite her apparent profession, she is not necessarily used in magic that deals with healing. More often she is used in divinations or curses, or extracts a binding promise from someone as part of a ritual that deals with oaths, or that punishes the wicked or corrupt. She represents scholars, and the virtues of Wisdom and Vigilance.

Realms: The doctor is associated with day (knowledge, diagnosis) and winter (cutting out infection, death).

Identities: As one of the personae, the doctor usually appears named after one of the four rivers. Her name influences her character, which in turn influences the magical role she plays.

- Scorrero – used for magic that divines through revelation

- Vassa – used in magic that punishes or curses the wicked

- Gancio – used in magic that investigates or discovers

- Couros – used in brutal magic, or magic that harms; magic intended to teach a sharp lesson

Trappings: Her clothing is well cut but sober, usually in black with white trimmings. Her mask is usually hooked and curved like a beak, and she often wears gloves. The Doctor speaks softly and with an educated tone. she carries a cane and a bag which is never opened.

As with all personae, a troupe is likely to have a specific mask they use to portray the Doctor.

Other Identities: The doctor may appear in a role associated with wisdom and knowledge. For example, she sometimes appears as a sage or scholar, a civil servant, as an apothecary, as a teacher or as a parent. In other parts of the Empire she usually remains a doctor, but she may also appear as a monk in The Marches.

Death

The Doctor may sometimes take on the guise of Death. Although dutiful, Death is usually sympathetic. Her presence is typically ignored by other players, although she may speak from time to time. When she lays hands upon another character, then their time has come. Sometimes she agrees to a contest or game to stave off a character's death, and in rituals of healing she is sometimes vanquished or trapped.

In the Brass Coast Death is a figure of fun, a bumbling idiot and a clown who can easily be outwitted through courage and cunning. In this guise, she is often found in the company of Fortune, her mercurial lover.

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The Doctrines of the Faith

Contents

- 1 Doctrines of The Faith

- 1.1 The Doctrine of Reincarnation

- 1.2 The Doctrine of Human Destiny

- 1.3 The Doctrine of Seven

- 1.4 The Doctrine of The Paragons

- 1.5 The Doctrine of the Creator

- 1.6 The Doctrine of the Labyrinth

- 1.7 The Doctrine of the Howling Abyss

- 1.8 The Doctrine of the Ancestors

- 1.9 Further Reading

Doctrines of The Faith

The doctrines of the faith represent the orthodox understanding of the Way. Each Doctrine is the product of experimental theology that has been debated, analysed and formally recognised by the Synod. Teaching doctrines that are at odds with, and thus undermine, the Doctrines of the Faith are regarded as heresy and are a crime under Imperial law.

The doctrines are as follows:

The Doctrine of Reincarnation

The Doctrine of Reincarnation states:

The human spirit is immortal. It inhabits mortal flesh for a span within the world before being liberated again, having gained knowledge and enlightenment. It traverses the Labyrinth of Ages before returning to mortal life through new birth.

The Doctrine is underpinned by discovery and analysis of pure liao which, it has been concluded, provides visions of a person’s past lives. This is further supported by the discovery of archaeological evidence that matches the content of some liao visions.

The Doctrine of Human Destiny

The Doctrine of Human Destiny states:

Only human spirits reincarnate, therefore humans are the greatest of all beings in creation for only human spirits gain strength, knowledge and enlightenment through rebirth. The paragons not only personify Virtue but the full potential of humanity.

This Doctrine is underpinned by the discovery liao has no effect on orcs and, by assumed extension, other non-human beings. Additionally, it is also broadly accepted that the miracles and achievements attained by the paragons are deemed to be superhuman in nature and the eventual destiny of all virtuous humans.

The Doctrine of Seven

The Doctrine of Seven states:

There are seven Virtues that guide the spirit through the Labyrinth of Ages. These are Ambition, Courage, Loyalty, Pride, Prosperity, Vigilance and Wisdom. Other qualities may benefit humanity, but lend no aid through the passage of death to rebirth, and some may hinder it.

This Doctrine is underpinned by extensive study of legends, relics, pure liao visions and priestly ceremonies to determine the truth and power of qualities. The seven Virtues are acknowledged as the consistent recurring pattern and proof of paragonhood and exemplardom. A byproduct of this Doctrine is that some figures of note were dismissed as being false paragons. The law of blasphemy was introduced to protect citizens from the teachings of false paragons.

The Doctrine of The Paragons

The Doctrine of The Paragons states:

A truly virtuous spirit, one who is a paragon of Virtue, is capable of freeing itself from the Labyrinth of Ages through transcendence. A paragon spirit can be identified for having completed at least six of the eight signs of the paragon, after which it can be recognised by the Imperial Synod.

The Doctrine is underpinned by the belief that some of the most virtuous spirits in history have never been the subject of a past life vision. The signs of the paragon were devised as a series of tests to ascertain which were true paragons and which were exemplars. The Doctrine of the Paragons is an extension of the Doctrine of Human Destiny.

The Doctrine of the Creator

The Doctrine of the Creator states:

Human destiny is our own. The Creator, whose hand can be seen in all patterns of nature, seeks no dominance of, control over or communion with human spirits.

This Doctrine stems from the principle of seeing design in the patterns of creation, and prompted several experimental theological attempts to contact the Creator. The most common results of such experiments have been silence, which has been taken as proof neither one way or the other. A small number of experiments have resulted in the scholars involved losing their sanity from which mixed conclusions have been drawn. Some have held that the Creator Spirit is currently of a nature beyond comprehension – save, perhaps, by a Paragon or Exemplar – whilst others maintain that the strain of effort was too great.

The Doctrine of the Labyrinth

The Doctrine of the Labyrinth states:

The Labyrinth of Ages is a place of pure spirit and beyond the true comprehension of any but a paragon. Flesh and blood may not enter, only that which is of spirit may traverse into and out of it, and it has no peer.

The Doctrine of the Labyrinth was created by the Synod as a response to two, quite different, beliefs. It asserts the reality of the Labyrinth of Ages from those who doubt its existence, or believe it to be metaphor. It also seeks to refute the teaching of Realmists who speculate that the Labyrinth is a magical realm akin to day or night.

The Doctrine of the Howling Abyss

The Doctrine of the Howling Abyss states:

Orcs live only one life. After death, the orcish soul either is lost to the Howling Abyss or crosses it to become an Ancestor who can guide and advise living orcs.

The Doctrine of the Howling Abyss was created by the Synod during the Symposium of Revelation during the Winter Solstice 380YE. It was proposed by the Imperial Orc preacher Bonewall Rek, and accepted by the General Assembly as part of an attempt to better understand the nature of the orc soul, and the place of the Imperial Orcs in the Way. The Howling Abyss is a feature of orc belief shared by both the Imperial Orcs and the barbarians, as far as is understood.

The Doctrine of the Ancestors

The Doctrine of the Ancestors states:

To cross the Howling Abyss an orc must be known for their deeds. Though there may be other ways to cross, embracing the Seven Virtues leads an orc to the Great and Inspiring deeds that make an Ancestor and a Virtuous Ancestor can guide future generations on the Way.

As with the Doctrine of the Howling Abyss, the Doctrine of the Ancestors was created during the Symposium of Revelation. It was proposed by Bonewall Cole, and supported by the General Assembly. The belief in ancestor spirits is a key feature of the beliefs of many orcs, both Imperial and barbarian.

Further Reading

- The Way of Virtue

- Imperial Theology

- Liao

- The Doctrines of the Faith

- Signs of the paragon and exemplar

- Schisms and Heresies

- Investigative Theology

- Imperial Synod

- Religious Skills

- Religious Crimes

- Recent History

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The Door

Contents

- 1 The Law

- 2 The Constellation

- 3 Symbolism

- 4 Using the door in magic

- 5 Tulpas of the door

- 6 Alignment

The Law

Things move and change.

The Constellation

The Door is comprised of four bright stars and is generally found by following the arrow of The Lock’s brightest star. It only appears in full during the winter months.

Symbolism

Portals, transitions, thresholds, moving from one state to another – the door is one of the most commonly used images in astronomancy. Marking transitions between seasons, years, Imperial rains, the door is commonly used to denote the change from one status or condition to another. The door is invoked in ceremonies to mark the passage into adulthood of children; it is also commonly invoked whenever a new arch mage who is inclined to Astronomancy is appointed.

The door is also traditionally strongly associated with Gates – any magical transportation method will usually be done under the auspices of this constellation.

Using the door in magic

the obvious associations for the door are of course transport rituals; a more subtle use of the symbology is for rituals where the subject or target is clearly transformed from one formal state into another whether that be willing or otherwise.

Tulpas of the door

The door does not tend to create anthropomorphic thought forms; instead it tends to manifest portals transitions or doorways. There is a strong connection between the more esoteric studies of the door and mirror magic; the door will sometimes manifest Tulpas who appear to look very much like or dress in a very similar fashion to the ritualist themselves.

Alignment

To align with the door brings with it a strong sense of motion and forward travel. Ritualists experiencing this often find it impossible to stay in one place and frequently head off, often with no clear idea of where they're going. The urge for movement and change can be strong; sometimes ritualists abandon clothes or implements they have used for years after a strong door ritual.

Constellations

The Chain
(Things hold together)

The Chalice
(Things heal; things apart come together)

The Claw
(Things bleed)

The Door (Things move and change)

The Drowned Man
(Things end)

The Fountain
(Things live)

The Great Wyrm
(Things change and transform)

The Key
(Things are revealed)

The Lock
(Things can be hidden)

The Mountain
(Things are not easy)

The Oak
(Things endure)

The Phoenix
(Things learn)

The Spider
(Things are watched by a hidden eye)

The Stallion
(Things procreate)

The Stork
(Things matter)

The Web
(Things are connected)

The Three Sisters
(Things are connected by blood)

The Wanderer
(Things are not what you think or Things go awry)

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The Dredgemaster of Feverwater

Contents

- 1 Overview

- 2 Powers

- 2.1 Wreckage of the past

- 2.2 Historical Research

- 3 Selection

- 4 Removal

- 5 History

Overview

The Dredgemaster of Feverwater is an Imperial title created by the Imperial Senate in Summer 377YE. The position of dredgemaster is a sinecure, requiring minimal responsibility but offering a regular income.

The Feverwater is a vast freshwater lake in south-eastern Therunin. The lake itself is only partially within the Empire - the eastern half in in territory claimed nominally by the Druj barbarians. The western half is used sporadically by fishermen, several of whom have volunteered their skills and boats to the dredging. The adventurous Navarr of Soaring Leaf steading in Eastring and the fisherfolk of Black Sails steading in East Ashes have been particularly keen to offer their assistance to this project.

The dredging uses flat-bottomed river boats and great nets which are dragged through the silt and mud that serves as the bottom of the lake, bringing up the detritus of centuries. This is quite a dangerous undertaking. The civil service referenced the swamp creatures and barbarians that live on the shores of the Feverwater when the proposal was first launched. The small camp that serves as the base for the dredging operation is a magnet for disgruntled marshwalkers and Druj raiding parties, and there have already been several deaths. The more mundane dangers of dealing with problems such as trapped nets or hidden obstacles have claimed lives as well - an especially dangerous task involves diving down to unhitch the nets when they become tangled in wreckage it needs to be unhitched manually or the entire thing abandoned to make the dark waters at the bottom of Lake Feverwater even more dangerous.

The majority of everything recovered here is rubbish, but occasionally recyclable materials are brought up along with the stinking mud and remains of past victims of the Feverwater. The shores of the lake have also been the site of regular encounters with barbarian orcs, including at least one major battle, and so it is common to bring up rusted weapons or armour along with the remnants of old boats - the thick mud at the bottom of the lake has been surprisingly effective at preserving materials that might otherwise have succumbed to the pressures of time.

The dredging operation has primarily focused on the western end of the Feverwater, but as of Autumn 378YE the first speculative forays into the wild, open waters east of Therunin are being planned.

Powers

Wreckage of the past

The sinecure provides four ingots of crafting materials to the Dredgemaster each season, to be used as they see fit.

Historical Research

The dredgemaster has the power to authorize a single historical research request each season. Each request costs 5 Thrones. The civil service is able to process up to two research requests in total per season - research requests authorized by the Senate, the dredgemaster or the Minister of Historical Research all count against this limit. The results of the research are compiled by the civil service then presented to the advisor.

To use this power, the dredgemaster provides an announcement to the Civil Service, who present the decision to the Imperial Senate. No voting is possible by the Senate at this point, as the power has been delegated to the dredgemaster. The Imperial Synod may, however, choose to exercise their veto over the dredgemaster's decision.

Prior to the murderous events of 379YE, the civil service was able to perform more research commissions each season; the loss of so many experienced researchers significantly curtailed their ability to perform scholastic study.

Selection

The title is a national appointment. Only a Navarr citizen may hold this Imperial title.

Removal

When initially created, the Dredgemaster had tenure and served until they died, stepped down or were revoked. With the amendment to their powers during spring 379YE, the Civil Service has queried this tenure.

The Dredgemaster can be revoked by the Navarr assembly, the General assembly or the Assembly of Nine.

History

The idea of dredging Feverwater was first raised in 377YE, but the foundation for the project took some time to complete and the Dredgemaster was not appointed until early 378YE. The first Dredgemaster of Feverwater was Corey Brackensong, appointed to the position by unanimous decision of the Navarri senators.

At the Spring Equinox 379YE, the Imperial Senate voted to amend the powers of the Dredgemaster. In addition to expanding the operation at Feverwater, this amendment allows the Dredgemaster to commission historical research. As a consequence, the civil service requested clarification from the Senate - as this was no longer a standard sinecure, it would not automatically be a lifetime apointment.

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The Drowned Man

Contents

- 1 The Law

- 2 The Constellation

- 3 Symbolism

- 4 Invoking The Drowned Man in magic

- 5 Tulpas of the Drowned Man

- 6 Alignment

The Law

Things End

The Constellation

The Drowned Man contains eleven stars, the brightest of which forms the ‘foot’. The ‘arms’ stretch between the head of The Phoenix and the right side of The Mountain.

Symbolism

The drowned man is an ill omened constellation especially feared in the League and the Brass Coast. It marks the end of things, but not necessarily as part of the natural cycle. The drowned man marks abrupt endings where things are left incomplete; work half done, lives half lived, ambitions unresolved and loves unrequited. Its endings often come through violence or ill fortune – among the Navarr and the Kallavesi it is called the hanged man.

The drowned man is a powerful sign of ill fortune, doom, and violence; League sailors cursed under the stars of the drowned man commonly refuse to leave port.

This figure is seen by some merrow, especially those of Urizen, as a symbol of hubris: "Just because you have gills doesn't mean all the pearls belong to you." They do not associate it with death and doom as so many others do but instead see it as a lesson – do not overreach yourself and swim too deep.

A large, ancient earthworks in Reikos, named the Sign of Tamar appears to depict this constellation.

Invoking The Drowned Man in magic

The drowned man is a powerful cursing tool and like all such double-edged. Invoking it in ritual usually means great misfortune and frequently, death. Ritualists who commonly used the drowned man in their rituals tend to be viewed in much the same way as swordsman who takes a little too much pleasure in the practice of their art.

Tulpas of the Drowned Man

The Tulpas of the drowned man are among the most fearful of all such beings. Sailors speak of beautiful women with voices of surpassing harmony who lure the unsuspecting onto the rocks; others talk of bindweed and see plants that coil unnaturally around the ankles of sailors in the water. Worse still are those that take the form of the drowned dead, staggering forth from cold dark water to give their former friends and lovers a clammy embrace.

In Varushka the Merrow speak of Megas Vodyano; the river king who takes the unwary and drowns them in the cold waters of that land. In Urizen they fear the coming of the Spirit of Dark Water, a dripping, icy, thing cowled in pond weed with cold clammy flesh.

Alignment

Ritualists who come into alignment with the drowned man seldom enjoy the experience. They speak of crushing pressure and darkness; of being unable to breathe or see. Some have been known to cough saltwater out of their lungs after a particularly potent ritual. All, though, find themselves fearful of water for several hours afterwards.

Invoking the drowned man is not for the faint of heart.

Constellations

The Chain
(Things hold together)

The Chalice
(Things heal; things apart come together)

The Claw
(Things bleed)

The Door
(Things move and change)

The Drowned Man (Things end)

The Fountain
(Things live)

The Great Wyrm
(Things change and transform)

The Key
(Things are revealed)

The Lock
(Things can be hidden)

The Mountain
(Things are not easy)

The Oak
(Things endure)

The Phoenix
(Things learn)

The Spider
(Things are watched by a hidden eye)

The Stallion
(Things procreate)

The Stork
(Things matter)

The Web
(Things are connected)

The Three Sisters
(Things are connected by blood)

The Wanderer
(Things are not what you think or Things go awry)

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The Drowned Threshold

Description

The Drowned Threshold is a very powerful ritual tool attuned to the remorseless magic of the Winter realm.

Rules

- Form: Paraphernalia. Takes the form of a piece of ritual paraphernalia. The item must be present in the ritual to use its magical properties.

- Effect: Twice per day the coven may perform a Winter ritual that does not count towards their daily limit of rituals performed.

- Materials: Crafting the drowned threshold requires twelve measures of beggar's lye, nine ingots of green iron, seven ingots of tempest jade, five measures of dragonbone and ten measures of iridescent gloaming. It takes one month to make one of these items.

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The Ebb and Flow of Battle

Contents

- 1 Rules

- 1.1 Night Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Magnitude

- 1.5 OOC Elements

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. At least one contributor must be part of a band that includes a character participating in the target battle or skirmish.

Effects

At the completion of this ritual, the contributors receive an impression of the progress of a battle, skirmish or similar activity taking place away from their location.

One of the contributors must name a character who is in a band.with them, or to whom they are bonded. That character must be a participant on the endeavor they wish to divine.

The ritual provides.an idea of how the battle or skirmish is progressing; this is usually quite vague, but occasionally includes specific information. For example, the ritual may reveal that a certain nation is in retreat, or that an objective has been reached or failed.

This ritual cannot be performed by a given character more often than once an hour; if it is repeated during this time, the same information may well be gained even if it is no longer relevant.

If the target activity is taking place in an area concealed by a magical effect such as Drawing the Penumbral Veil it will fail unless it is performed with a magnitude at least equal to the magnitude of the concealing effect.

Additional Magnitude

You may increase the magnitude of the ritual to penetrate more powerful shrouds or masks.

OOC Elements

At the completion of this ritual the referee will make contact with referees involved in the battle, skirmish or similar activity and get an impression from those individuals as to how the action is going. They then pass that information to the ritualists. You may ask the referee for a single specific piece of information about whether a goal has been achieved or failed, but there is no guaranteeing that information will be available.

Description

This ritual was developed just over a century ago, specifically to allow those on the field at Anvil to remain appraised of how a battle was progressing. The information it provides is usually reliable at the point it is cast, but battle is by definition a dangerous environment prone to change and chaos; an army that appears to be in retreat when the ritual is performed might well regroup and launch a counter-attack.

Common Elements

This ritual is a simple divination, and the trappings of scrying and divination may be included such as cards or runestones. The rune Wyr is often used with this ritual, as are scenes of divination and magic involving characters such as The Bishop or The Doctor, or the evocation of wise animals or creatures such as sphinxes.

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The Eight-spoked Wheel (Redirected from The Eight-Spoked Wheel)

Contents

- 1 Rules

- 1.1 Night Magnitude 6

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 6

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The ritual targets up to three ingots or measures of one of the special materials, which must be present throughout. All the ingots or measures must be of the same type.

Effects

At the completion of the ritual the ingots are permanently transformed into an equal number of ingots of another type. The ritual will not turn one material into any other; instead the transformation follows a fixed progression

The ritual will not turn one material into any other; instead the transformation follows a fixed progression

- orichalcum is transformed into green iron

- green iron is transformed into tempest jade

- tempest jade is transformed into weltsilver

- weltsilver is transformed into dragonbone

- dragonbone is transformed into ambergelt

- ambergelt is transformed into beggar's lye

- beggar's lye is transformed into iridescent gloaming

- iridescent gloaming is transformed into orichalcum

All ingots or measures transformed must be of the same type, and they must all be transformed into the same type of material.

Description

Someone who masters this ritual often calls themselves an alchemist, Someone who masters both this ritual and The Retrograde Wheel often lays claim to the title of master alchemist, and demonstrates considerable power over the raw materials of nature.

This ritual has been the subject of extensive study and experimentation. At one time there were a number of separate rituals, each designed to turn one material into another. For example, in The Brass Coast there was a ritual in use for hundreds of years called Iron Crucible of the Storm which transformed green iron into tempest jade. Over several generations of experimentation and study however, the various rituals that enacted alchemical transformation were slowly codified and unified. Today there are only two rituals in common use - The Eight-spoked Wheel and The Retrograde Wheel, both of which are built out of the less refined and less effective transformation rituals. This body of knowledge exists today due to the hard work of pioneering alchemists such as Heuses i Riqueza, Earl Simon d'Bellem of Dawn, the Urizen Naga magus Polymia of Twilight's Hearth and the Kallavesi mystic Elina of the Balances. Their work in the early years of the Empire laid the groundwork of ritual alchemy today, and their writings - and those of their spiritual descendants - are much in demand today/

Further work has been undertaken to see if freer transformations can be achieved - whether it is possible to transform Weltsilver into iridescent gloaming for example - but nobody has yet achieved such a transformation without exceptionally powerful ritual magic. It may not even be possible to achieve it with simple effects - but that does not stop magicians from trying.

Some refer to the search for mastery of transformation of raw materials as The Great Work although there are others who claim that the transformation of one to another is a metaphor for some other transformation; they point to Distill the Serpent's Stone as proof that there must be more to the great work than merely turning beggar's lye into dragonbone. Given that most alchemists are steeped in the Lore of Night, they tend to become increasingly secretive and mysterious as their studies continue; despite the best efforts of many, the traditional alchemist today still works in seclusion, suspicious of anyone who tries to get them to reveal the extent of their studies.

One of the great mysteries of alchemy is how it achieves permanent transformation without the use of ilium. The best scholars have been able to come up with is that the 'wheel' of transformation represents some partially understood natural law - that the magic simply encourages the material to change from one to another and that such a process could in theory occur naturally. Others suggest that there are core similarities between these materials that are harnessed to minimize what appear to be radical shifts in composition and properties - these theorists suggest that if the process were understood it could be applied to other rituals to create durable transformations.

Common Elements

Each of the eight transformations is technically a different ritual, with different incantations and equipment. Indeed, the type of equipment needed varies depending on a number of factors such as the time of year. Common elements include fire; beakers, bowls and other pieces of alchemical equipment; water and other liquids; samples of the material the alchemist wishes to create; charts and diagrams; and the other trappings of this ancient magical lore. Many ritualists wear masks or veils when they perform this ritual - not least because there are occasionally noxious byproducts of the transformation. They often work in private, out of public eye, especially if they are powerful enough to perform the ritual without the assistance of a coven.

The forces of the heavens are often referenced in alchemical rituals. If the theory that the stars represent in some way the tools of the Creator are true, then evoking the power of astronomancy seems entirely appropriate to the practice of enacting permanent transformation. The names of the Eternals Murit and Soghter are sometimes used, especially in their aspects as the Azoth, a theoretical compound that provokes miraculous transformation.

The rune Xun which represents transformation is usually evoked with this magic, although some alchemists choose to include Aesh for the power of the mind, Cavul to represent the idea of purifying materials into higher forms or Pallas to represent material wealth.

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The Eight-spoked Wheel

Contents

- 1 Rules

- 1.1 Night Magnitude 6

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 6

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The ritual targets up to three ingots or measures of one of the special materials, which must be present throughout. All the ingots or measures must be of the same type.

Effects

At the completion of the ritual the ingots are permanently transformed into an equal number of ingots of another type. The ritual will not turn one material into any other; instead the transformation follows a fixed progression

The ritual will not turn one material into any other; instead the transformation follows a fixed progression

- orichalcum is transformed into green iron

- green iron is transformed into tempest jade

- tempest jade is transformed into weltsilver

- weltsilver is transformed into dragonbone

- dragonbone is transformed into ambergelt

- ambergelt is transformed into beggar's lye

- beggar's lye is transformed into iridescent gloaming

- iridescent gloaming is transformed into orichalcum

All ingots or measures transformed must be of the same type, and they must all be transformed into the same type of material.

Description

Someone who masters this ritual often calls themselves an alchemist, Someone who masters both this ritual and The Retrograde Wheel often lays claim to the title of master alchemist, and demonstrates considerable power over the raw materials of nature.

This ritual has been the subject of extensive study and experimentation. At one time there were a number of separate rituals, each designed to turn one material into another. For example, in The Brass Coast there was a ritual in use for hundreds of years called Iron Crucible of the Storm which transformed green iron into tempest jade. Over several generations of experimentation and study however, the various rituals that enacted alchemical transformation were slowly codified and unified. Today there are only two rituals in common use - The Eight-spoked Wheel and The Retrograde Wheel, both of which are built out of the less refined and less effective transformation rituals. This body of knowledge exists today due to the hard work of pioneering alchemists such as Heuses i Riqueza, Earl Simon d'Bellem of Dawn, the Urizen Naga magus Polymia of Twilight's Hearth and the Kallavesi mystic Elina of the Balances. Their work in the early years of the Empire laid the groundwork of ritual alchemy today, and their writings - and those of their spiritual descendants - are much in demand today/

Further work has been undertaken to see if freer transformations can be achieved - whether it is possible to transform Weltsilver into iridescent gloaming for example - but nobody has yet achieved such a transformation without exceptionally powerful ritual magic. It may not even be possible to achieve it with simple effects - but that does not stop magicians from trying.

Some refer to the search for mastery of transformation of raw materials as The Great Work although there are others who claim that the transformation of one to another is a metaphor for some other transformation; they point to Distill the Serpent's Stone as proof that there must be more to the great work than merely turning beggar's lye into dragonbone. Given that most alchemists are steeped in the Lore of Night, they tend to become increasingly secretive and mysterious as their studies continue; despite the best efforts of many, the traditional alchemist today still works in seclusion, suspicious of anyone who tries to get them to reveal the extent of their studies.

One of the great mysteries of alchemy is how it achieves permanent transformation without the use of ilium. The best scholars have been able to come up with is that the 'wheel' of transformation represents some partially understood natural law - that the magic simply encourages the material to change from one to another and that such a process could in theory occur naturally. Others suggest that there are core similarities between these materials that are harnessed to minimize what appear to be radical shifts in composition and properties - these theorists suggest that if the process were understood it could be applied to other rituals to create durable transformations.

Common Elements

Each of the eight transformations is technically a different ritual, with different incantations and equipment. Indeed, the type of equipment needed varies depending on a number of factors such as the time of year. Common elements include fire; beakers, bowls and other pieces of alchemical equipment; water and other liquids; samples of the material the alchemist wishes to create; charts and diagrams; and the other trappings of this ancient magical lore. Many ritualists wear masks or veils when they perform this ritual - not least because there are occasionally noxious byproducts of the transformation. They often work in private, out of public eye, especially if they are powerful enough to perform the ritual without the assistance of a coven.

The forces of the heavens are often referenced in alchemical rituals. If the theory that the stars represent in some way the tools of the Creator are true, then evoking the power of astronomancy seems entirely appropriate to the practice of enacting permanent transformation. The names of the Eternals Murit and Soghter are sometimes used, especially in their aspects as the Azoth, a theoretical compound that provokes miraculous transformation.

A magical Mask of Gold and Lead can be used to empower this ritual. Not only does the mask make it slightly easier for a small coven or apprentice of night magic to perform the ritual, magicians using the power of these masks can transform more materials with a single casting - making the ritual somewhat more efficient at the task of transmuting materials (although all materials targeted with a single performance must be of the same type).

The rune Xun which represents transformation is usually evoked with this magic, although some alchemists choose to include Aesh for the power of the mind, Cavul to represent the idea of purifying materials into higher forms or Pallas to represent material wealth.

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Empire Overview (Redirected from The Empire)

Redirect page

Empire overview

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The Empty Horizon

Description

The covenstone known as The Empty Horizon draws upon the Realm of Day to empower a coven with additional capacity for performing rituals, drawing upon the bonds created between members of the coven.

Covenstones can be crafted in a great variety of different forms but are usually large enough to form a decent centre-piece for a ritual. Regardless of the precise form it takes, a coven that uses one is careful to ensure that it plays a central role in their ceremonies. A covenstone is a potent representation of the bonds that tie a coven together and the power that their oaths allow them to wield. They are usually bespoke and thus depict runes and motifs that are relevant to the coven for which they were made.

Rules

- Form: Paraphernalia. Takes the form of a piece of ritual paraphernalia.

- Effect: Once per day the coven may perform a Day ritual that does not count towards their daily limit of rituals performed.

- Materials: Crafting The Empty Horizon requires five ingots of tempest jade, five ingots of weltsilver, three measures of beggar's lye and six measures of dragonbone. It takes one month to make one of these items.

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The Eternal Gambit

Description

This coveted covenstone is especially useful for a coven containing members with a mixture of different lore specialties. It provides the capacity for the coven to perform an extra ritual from any Realm Lore.

Covenstones can be crafted in a great variety of different forms but are usually large enough to form a decent centre-piece for a ritual. Regardless of the precise form it takes, a coven that uses one is careful to ensure that it plays a central role in their ceremonies. A covenstone is a potent representation of the bonds that tie a coven together and the power that their oaths allow them to wield. They are usually bespoke and thus depict runes and motifs that are relevant to the coven for which they were made.

Rules

- Form: Paraphernalia. Takes the form of a piece of ritual paraphernalia. The item must be present in the ritual to use its magical properties.

- Effect: Once per day your coven can perform a ritual that does not count towards your daily limit.

- Materials: Crafting The Eternal Gambit requires three ingots of orichalcum; seven ingots of tempest jade; three ingots of green iron; three ingots of weltsilver; three measures of ambergelt; three measures of beggar's lye; seven measures of dragonbone; three measures of iridescent gloaming; It takes 1 month to make one of these items.

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The Eye of the High Places

Contents

- 1 Rules

- 1.1 Day Magnitude 14

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Magnitude

- 1.5 OOC Elements

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 14

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. During the ritual the casters must be in a strong Day regio. The ritual must be performed with a map of the target territory.

Effects

At the completion of the ritual the contributors receive images that reveal information about all significant effects on the territory, or on regions or campaign armies within that territory. The ritual is not limited to magical effects; significant mundane events such as plagues, forest fires or monstrous rampages may also be divined by the magic. The ritual does not divine small-scale enchantments such as Rivers of Gold.

When it examines a significant effect, it may provide any of the following information that is relevant to that effect.

- the realm and magnitude of the effect, especially if it is magical in nature.

- what the effect does, and some details of how it does it.

- how long the effect is likely to last if nothing changes

The ritual may provide information about how the effect has come into being, or suggest actions that might be taken to change or end the effect.

Each contributor receives the same vision. These visions are not symbolic, and generally provide clear details about effects they divine.

If the target territory is under an effect that obscures information such as Drawing the Penumbral Veil, this spell can only penetrate it if it has been performed with a magnitude at least equal to that of the enchantment. Otherwise only the presence, realm and magnitude of the obscuring effect are revealed.

if something within the territory that would otherwise be divined with this ritual is obscured with such an effect, the presence, realm and magnitude of the obscuring effect is revealed but no other information about that effect. Information about other effects in the territory is revealed normally.

Additional Magnitude

You may increase the magnitude of the ritual in order to pierce more powerful rituals of concealment.

OOC Elements

The result of this spell may be delivered in the form of a written vision, acquired from GOD. In this case, the contributors can study their vision as long as they like, but cannot discuss it or make notes until they have handed the slip back to a referee; at that point they are free to roleplay however they like - they may play through the process of receiving the vision, or act as if they have been in waking trance and the vision has already passed.

Letting a referee know at least an hour in advance that you plan to perform this ritual and what the target territory will be will make it easier to ensure that the information is ready and will prevent delays.

Description

This ritual is useful for dealing with threats to the Empire, but it can also be used to keep track of important events. This divination is sometimes frustrating for the magicians who master it; it discerns events that are recent and powerful before it analyses lingering effects or those that have been in place for long periods. For example, several attempts have been made to try and uncover the nature of the Black Plateau in Spiral, or to track the Feni settlements in the Marches but the limitations of the magic mean it provides little information about the enduring or low-powered enchantments around these areas.

Where it is at its most useful is in analysing known magical effects on territories (for example, determining the strength of an effect such as Drawing the Penumbral Veil; for gathering information about natural disasters; and for tracking enchantments on armies that might otherwise slip through the net of scouts and agent. When the ritual provides information about how a certain effect might be changed or ended, it usually covers only the most obvious approaches and is by no means exhaustive. For example, if it determines that a lake has been poisoned it might predict that the waters could be cleansed by a potion from an apothecary but will rarely reveal directly that Bloodharrow Philtres would be the most useful potions. While it might suggest that the intervention of an Eternal might resolve the situation, it will rarely directly identify Ylenrith as the one most likely to be able to help.

The visions granted by this ritual always begin by staring down on the target territory from an unimaginable height. Unlike Eyes of the Sun and Moon, where the viewpoint shifts, the vision simply expands to greater and greater magnification, filling the perceptions of the ritualists with more and more and more information. There is always the vague hint that the vision could continue to expand indefinitely, drowning and ultimately annihilating the consciousness of the ritualist if they do not focus on specific pieces of relevant information.

A version of this ritual called The Prismatic Gaze of Aesh tends to present its essential information through the use of colours; deep green and blood red for Spring auras, bright gold and cerulean blue for Summer, polished bronze and steel for Autumn, various shades of gray for Winter, shifting violets and deep blues for Night and steady, clear radiant whites, blues and golds for Day. The intensity of the colour indicates the magnitude of the effect, and closer study causes the aura to expand to provide additional information about its purpose.

Common Elements

This is a divination ritual, and often involves runestones or cards as well as the map which serves as the focus. Mirrors, crystals and other reflective surfaces are often involved, set up around the map to grant new perspectives on the information it contains. Some ritualists carefully pore over the map as the visions unfold, while others focus on expanding their consciousness to gain a 'bird's-eye view' of the area under consideration. The ritual is often performed out-of-doors under the open sky. At night, bright lanterns or lightstones are used to illuminate the map, the ritualists and their environs.

The magical ritual Strigine Mask is sometimes used to empower this ritual - its magical powers can enhance the ability of a small coven to perform the ritual or provide additional power for overcoming a concealing shroud.

The rune Sular is often used with this ritual, as are scenes in which history or current affairs are discussed with characters such as The Witch or The Doctor; the evocation of the virtues of Wisdom or Vigilance; or of keen-sighted animals such as eagles or hawks; or creatures such as sphinxes.

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The Faculty Song

Music by Jamie Wakefield (link to come)

Lyrics by Jamie Wakefield and The Academy students.

Chorus When we learn, we're wiser. When we learn, we're braver. When we learn, we're vigilant too.

When we learn, we're ambitious. When we learn, we're prosperous. When we learn, we're loyal and proud too.

Verse 1 This is our Academy, We are taught by the faculty. With Mr Harrow, who teaches us field craft.

Sasha is the secretary, Spiritual studies are run by Emme, And the Chancellor does magic with his hat.

Chorus

Verse 2 This is our Academy. It is where we learn P.E., With Mr Scrib who shouts at us a lot.

Hopkirk teaches Alchemy. Crafting items with the Dean. For field trips go with Mr Everwatch.

Chorus

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The Fields of Glory

Description

The covenstone known as The Fields of Glory draws upon the Realm of Summer to empower a coven with additional capacity for performing rituals, drawing upon the bonds created between members of the coven.

Covenstones can be crafted in a great variety of different forms but are usually large enough to form a decent centre-piece for a ritual. Regardless of the precise form it takes, a coven that uses one is careful to ensure that it plays a central role in their ceremonies. A covenstone is a potent representation of the bonds that tie a coven together and the power that their oaths allow them to wield. They are usually bespoke and thus depict runes and motifs that are relevant to the coven for which they were made.

Rules

- Form: Paraphernalia. Takes the form of a piece of ritual paraphernalia.

- Effect: Once per day the coven may perform a Summer ritual that does not count towards their daily limit of rituals performed.

- Materials: Crafting the fields of glory requires five ingots of tempest jade, five measures of orichalcum, three ingots of green iron and six measures of dragonbone. It takes one month to make one of these items.

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The Flickering Flame

Description

The covenstone known as The Flickering Flame draws upon the Realm of Night to empower a coven with additional capacity for performing rituals, drawing upon the bonds created between members of the coven.

These are often crafted to resemble a flaming torch that can be held aloft during ceremonies, some are actually lit during a ritual. Others contain a lightstone to give the effect of light coming from within, ebbing and flowing, revealing and disappearing. Each of the runes associated with Night are equally likely to be incorporated into such an item.

Covenstones can be crafted in a great variety of different forms but are usually large enough to form a decent centre-piece for a ritual. Regardless of the precise form it takes, a coven that uses one is careful to ensure that it plays a central role in their ceremonies. A covenstone is a potent representation of the bonds that tie a coven together and the power that their oaths allow them to wield. They are usually bespoke and thus depict runes and motifs that are relevant to the coven for which they were made.

Rules

- Form: Paraphernalia. Takes the form of a piece of ritual paraphernalia. The item must be present in the ritual to use its magical properties.

- Effect: Once per day the coven may perform a Night ritual that does not count towards their daily limit of rituals performed.

- Materials: Crafting the Flickering Flame requires five ingots of tempest jade, five measures of iridescent gloaming, three ingots of ambergelt and six measures of dragonbone. It takes one month to make one of these items.

Nothing is ever as it seems with the rituals of Night, flights of passion wax and wane as secrets transform into mysteries.

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The Forest Remains

Contents

- 1 Rules

- 1.1 Spring Magnitude 22

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 22

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains the ability to call shatter twice each day with a two-handed weapon.

The target also experiences a roleplaying effect: you want to deal with problems and obstacles in the simplest and most direct way; to act now rather than worry about complicated plans. When confronted by a complex situation, the urge is always to solve it in a direct physical way (rather than find another way through a a locked door, smash the door in, for example).

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 16. Additional characters must be present throughout.

Description

In the Spring realm, the works of mortal artifice, crafting or building are quickly undone. Stories suggest that not only do bodies rot away within minutes, but that a book, sword, suit of armour or even a castle would be quickly undone by the relentless assault of trees, wind and rain. This ritual harnesses some of that power and turns it against the enemies of the coven.

This ritual is commonly attributed to the Landskeeper Moira of Old Pig, who named it after the opening lines of a short poem about Glory attributed to the early Marcher poet Od the Blithe. The castle has gone, it begins, but the mountain and the forest remains. It is also known as The Viridian Hammer (referencing the way that new shoots can force their way between and ultimately crack flagstones and cobblestones), Splintering Woodsman's Axe and The Devouring Storm (often with reference to the various insects and bugs that destroy wood and cloth).

The enchantment does not provide any additional ability to wield a two-handed weapon. As a consequence the ritual is best performed on someone who already knows how to use a maul, greataxe or similar two-handed weapon.

With the additional power provided by this ritual, the target can smash their way through a shield, or quickly disarm a number of opponents armed with pole-arms or pikes. While it grants an obvious advantage to someone already able to break such things, it can also be just the tool needed to get past an obstacle in the absence of such heroic individuals.

Common Elements

When performing this ritual, the coven often invokes the relentless powers of natural destruction and erosion. These forces may take the form of wind and rain, the irresistible strength of vines and roots that tear down walls, or the slow rot that consumes wood and leather.

The ritual often involves music, chanting or dancing with a slow increase in tempo until the performance reaches a violent crescendo. This slow building of power to a destructive climax mirrors the way that natural forces tear at the fruits of civillisation. The ritual may also involve destroying fragile items, working to create a sympathetic relationship between that destruction and the destruction the ritualists hope to visit on their enemies.

Some ritualists invoke the name of the Eternal Llofir, the fungal lord of rot and decay who represents the slow triumph of natural forces over craftsmanship.

The rune Mawrig is a common element of this ritual, as is the evocation of The Claw or even The Oak.

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The Founders

Contents

- 1 History, Myth, and Legend

- 2 Riqueza

- 3 Erigo

- 4 Guerra

History, Myth, and Legend

According to the hakima, the Brass Coast was founded by three sisters named Erigo, Riqueza and Guerra. They departed Highguard with their extended families, and sought a new homeland far from the internecine squabbling of the Highborn. With the aid of powerful magic, they located a homeland where they could be free of interference from the Highborn, one where they could pursue their own destinies. All Freeborn today see themselves as descendants of one of the three founders - whether literally (via matrilineal lineage), or spiritually (for those who choose to join the nation but cannot claim a direct link to the founders).

The three women were known to be powerful magicians, and depending on who one asks either formed of a single coven or, more likely, lead three individual covens that worked together most likely through the use of items such as the Web of Celestial Attunement or the Hakima's Mantle. Yet it would be wrong to think of them solely as magicians; they were also proud and ambitious leaders, and are considered to be the first dhomiro as well as being the model on which the hakima base themselves.

Outside of the Brass Coast, historians are divided as to whether the three women were actually related by blood or not; Highborn archivists claim that the records suggest that the three were actually unrelated, being instead scions of minor patrician families. Unhappy with the growing turmoil within the nation, and predicting the impending civil war, the three formed an alliance, sold their holdings, and simply left Highguard. Even though the archivists contest some elements of the story, they agree that the three women almost certainly existed, and there is little doubt that they held the rank of Patrician within the crumbling society of the Highborn before they chose to give it all up.

According to some tales, they each took a new name when they left the Highborn nation, symbolically burning any connection to their past in a great bonfire somewhere in Casinea. Romantics imagine that they set off from what would later become Anvil, but there is little factual support for this notion.

Riqueza

Legends recorded by the hakima claim that Riqueza was the eldest of the three sisters. She is said to have been a mystically-inclined seer, as well as a practitioner of the apothecary's arts. The Incarnadine Satchel is one of several miraculous relics of Riqueza, although the powerful artefact was lost to the Empire nearly a hundred years ago.

As recounted in the song Riqueza's Dream, it is said that she was the motive force behind the decision to quit Highguard. Some stories claim she was a matrilineal descendant of the paragon Atun, although there is little compelling evidence for this claim. She is often described as having been a mistress of night magic, and a common tale of the founding claims that she used a crystal with a flaw in the shape of the rune of transformation to lead the Freeborn to their new homeland. A number of her children were said to have inherited her fascination with transformation.

The Riqueza perform ritual magic using loud, rhythmic, energetic drumming.

Erigo

According to the tales of the hakima, Erigo was neither the eldest nor the youngest of the three sisters. According to the old stories, she was the most martially minded of the three sisters. A significant proportion of her family were warriors and battle magicians, and when the Freeborn decided to settle on the Brass Coast she and her tribe took the lead in driving out the orcs who inhabited their new homeland. She is said to have been adept at weaving enchantment over armies and fleets alike. Several of the families descended from her line see it as their duty to protect the rest of the Freeborn, and a number of the oldest corsair families trace their lineage back to Erigo.

The exemplar Zemress was born into the Erigo tribe.

The Erigo tribe use a less energetic style, often accompanying their rituals with soothing, harmonious music.

Guerra

The hakima teach that Guerra was the youngest of the three sisters. She was known both for her quick temper and for the courage with which she spoke her mind. She was the most politically minded of the three founders, and is said to have negotiated treaties of recognition with the scattered Navarr stridings, giving them the freedom to walk the trods on the Brass Coast in return for helping the early Freeborn nation maintain lines of communication between scattered settlements. According to Highborn accounts, her family were heavily involved in mercantile endeavours before she led them out of Highguard.

Guerra was an acknowledged master of day magic. Some hakima claim that it was Guerra, not Riqueza, who lead the Freeborn to the Brass Coast, using a dowsing pendulum marked with the rune of discovery.

She is said to have founded the city of Siroc, reasoning that while the Freeborn may wish to wander, outsiders would want a single place they could come to when they wished to deal with them. There are a number of humorous stories about Guerra and the powerful merchant-Price of Sarvos, in which he and his family repeatedly tried to woo her into political (and romantic) entanglements that she cleverly turns to her own advantage - all without speaking a single word of falsehood.

Emperor Ahraz was a scion of the Guerra line.

The Guerra prefer physical movement combined with fire and light when they perform their magic.

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The Fountain

Contents

- 1 The Law

- 2 The Constellation

- 3 Symbolism

- 4 Invoking the Fountain in Magic

- 5 Tulpas of the Fountain

- 6 Alignment

The Law

Things live.

The Constellation

The Fountain is a constellation of nine stars that rises from the horizon in early spring, reaches its zenith as spring turns to summer and vanishes below the horizon during the winter months.

Symbolism

Water is life, and the Fountain is the bringer of life, the herald of birth and fertility. In Highguard conception under the Fountain is deemed to be especially auspicious; in Urizen the constellation is often painted onto the ceiling of maternity chambers. It also stands as an emblem of beginnings; as The Wellspring it represents the place you originate, your source, your first cause and principle. In some parts of Varushka it is instead called the Tree of Ice; this imagery being especially popular among Draughir.

Invoking the Fountain in Magic

The Fountain is nature tamed; a source and wellspring of life and fertility. Rituals seeking growth, bounty or fertility all benefit from the auspices of the Fountain. A curious lesser-known efficacy of the Fountain in magic is to do with origins, sources and wellsprings; the places things come from, their history and identity. The ritual to create a National Egregore uses some imagery of the Fountain.

Tulpas of the Fountain

Tulpas of the Fountain appear much more benign than many; The Lady of the Waters is one well known to the Dawnish, a woman who comes from the lake to assist with childbirth then leaves, having said nothing and refusing any payment for her work. A curious Tulpa of the Fountain is The Archivist, a pale, bloodless tall man who appears to the inhabitants of Highguard’s necropolis bearing secrets no mortal could possibly know.

Alignment

The Fountain is a profoundly benign force and ritualists who touch it in ritual find themselves overwhelmed with life, growth and the natural flow of the world; it can be hard to maintain focus as one is distracted by the verdance of the grass, the dance of the mayflies and the joy of the people around you. The effect can be quite narcotic and not entirely dissimilar to the behaviour of those on recreational drugs.

Constellations

The Chain
(Things hold together)

The Chalice
(Things heal; things apart come together)

The Claw
(Things bleed)

The Door
(Things move and change)

The Drowned Man
(Things end)

The Fountain (Things live)

The Great Wyrm
(Things change and transform)

The Key
(Things are revealed)

The Lock
(Things can be hidden)

The Mountain
(Things are not easy)

The Oak
(Things endure)

The Phoenix
(Things learn)

The Spider
(Things are watched by a hidden eye)

The Stallion
(Things procreate)

The Stork
(Things matter)

The Web
(Things are connected)

The Three Sisters
(Things are connected by blood)

The Wanderer
(Things are not what you think or Things go awry)

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The Fountain of Thorns

Description

The Fountain of Thorns is a very powerful ritual tool attuned to the swirling magic of the Spring realm. While many are crafted in the shape of a wooden or bone spheres or orbs, it is much more likely that the item takes the form of a bowl, cauldron or chalice. As with many items associated with the Spring realm, it tends to have an organic look, as if it were grown rather than shaped by craft. Many items are irregular, and most have small thorn- or hook-like protrusions scattered at random across their surface.

During rituals the Fountain of Thorns often plays a central role, a powerful reminder of the magical power a coven wields. As with the less-powerful Green World when in the form of a bowl or chalice, it is often filled with liquid at the beginning of a ritual and passed around, each member of the coven drinking from it or adding a drop of blood to it in turn. Even when it is crafted in another form, it is common for ritualists to anoint it with their own blood during a ritual, pricking their finger on its thorns or cutting their palms with a ritual knife. Especially among the Navarr, a Fountain of Thorns is likely to be stained with blood after only a handful of uses. By contrast the magicians of Highguard and Urizen are often careful to keep the item clean, washing it in fresh water after every use to prevent it darkening and (if some stories are to be believed) malignant.

A Fountain of Thorns is usually only marked with Wintermark runes if it is crafted for the use of a Winterfolk coven. More traditionally, they are inscribed with representations of the constellations of The Fountain or The Claw.

Rules

- Form: Paraphernalia. Takes the form of a piece of ritual paraphernalia.

- Effect: Twice per day the coven may perform a Spring ritual that does not count towards their daily limit of rituals performed.

- Materials: Crafting a Fountain of Thorns requires twelve measures of ambergelt, nine ingots of weltsilver, seven ingots of tempest jade, seven ingots of beggar's lye, five measures of dragonbone and two measures of iridescent gloaming. It takes one month to make one of these items.

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The Garden

The garden is a throne, a location used in dramaturgy that represents both a setting and a Realm of magic.

Realm: Spring.

Setting: The garden becomes a forest when it represents a wild natural environment. Sometimes there is a combination of the two - the Forest of Verdigan that appears in several of the plays of the mater playwright Heywel de Tassato represents the tamed hunting preserve as well as the dangerous areas where wild beasts well. The garden is a place where fertility and healing occur; the forest is where the untamed wilderness confuses and sometimes destroys the protagonists.

Characters: The Captain and The Mountebank are strong characters in this setting. The Captain overcomes challenges, and gains strength by doing so. or has his wounds healed bu The Witch or occasionally the Bishop. The Mountebank lies in wait, or unleashes destructive forces that ultimately overwhelm her.

Magical Style: This is a place of primal power. When it is the garden, representing primal powers harnessed to human will, it is a setting for healing and empowerment rituals such as the Hands of Sacred Life or Vitality of Rushing Water. When it is the forest, untamed and wild, it is a setting for rituals that unleash or destroy - whether that is the unleashing of primal emotions or fears as in Dreamscape of the Endless Hunt or Unfettered Anarchy, or the power of nature itself in Thunderous Deluge or Thunderous Tread of the Trees

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The Garden of Teth-Anon

Contents

- 1 Rules

- 1.1 Day Magnitude 26

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 26

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a coven. At least three members of the coven must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual places an enchantment on the target coven (or the coven bond itself) rather than the individual ritualists.

Once per day, the coven may perform a ritual and draw on the power of this enchantment. Each contributor who is part of the coven who has not mastered the ritual being performed gains an additional rank of effective lore for purposes of that ritual, subject to the normal rules for effective skill.

While this ritual is in effect, members of the coven experience a powerful roleplaying effect: by meditating for a few moments with a ritual text or arcane projection they can simulate many different methods of performing that ritual, and explore ways to perform the magic more effectively or uncover potential obstacles to completing it. This can take a long time subjectively, but only a few minutes in real time. While meditating, they always find themselves in a beautiful garden although details vary between individuals.

When cast with more than one contributor, this ritual always counts as a use of the coven bond and counts towards the number of rituals the coven can perform that day.

The effect lasts until the start of the next Profound Decisions Empire event.

Description

This ritual was presented for inclusion in Imperial Lore during the Summer Solstice 379YE. It is based on the discovery of an old ritual text, itself a translation of a much older text created in ancient times by a vanished civilsation. The indications in the version of the text available to the Empire is that the ancient magicians who created the original ritual originated from somewhere on the same distant continent as the Sarcophan Delves - they might even have been the forerunners who built the city and vanished before the Bedelaar Huisbaas took up residence. Some notes from this version of the ritual, with reference to the original text are included below.

It is important to note that the enchantment only helps contributors. A magician must not only be part of the coven, but must be able to help perform the ritual that is being cast – which almost always means they must have some understanding of the ritual realm being employed.

The effectiveness of the ritual depends entirely on the abilities of the coven. A coven with a narrow focus on a small handful of rituals they have all mastered will find little use for it. It is much more useful when employed by a coven that seeks to perform a wide range of magical effects – whether they are rituals some of the coven have mastered, or improvisational works of magic created from whole cloth.

If there is a weakness to this ritual it is that a loose coven, or a coven that is very large, may find that the power of the enchantment has been drawn earlier in the day by a different part of the magical group.

As an enchantment that targets the coven bond. The ritual is exclusive with several other enchantments that effect a coven such as Twist of Moebius, Crystaline Focus of Aesh, or Standing at the Threshold.

A marginal note references the way the original ritual interacted with the use of an item called a “Covenstone of Unremembered Days” (which Teth Anon apparently possessed) to provide a significant increase to the power of a coven to perform precise, effective magic. Theoreticians suggest this is likely to be an ancient name for the item known in the Empire as the Syphon of Stars - a piece of that has a similar effectivness in helping a coven perform a ritual that some or all of the members have not mastered.

Common Elements

As a ritual focused around meditation, when the enchantment is placed the target magicians may engange in a guided meditation in which they mentally create the imaginary structures they will use to focus their minds. Another useful adjunct would be the inclusion of reflective surfaces to focus the mind – mirrors or bowls of water. A note in the margin of the original text referenced performing the ritual in a dedicated meditation space – especially one already enchanted with magic that aids meditation such as The Solace of Chimes.

The original text apparently called on the names of forgotten, fictional deities; these references were removed in the version that has been codified here. For an Imperial magician, the evocation of runes such as Aesh or Irremais would be appropriate; Queros and Hirmok are also mentioned as having strong resonance with the ritual magic.

The precision the ritual provides makes it a good match for the astronomancy constellation of the Stork, while both the dramaturgic personae.of the Doctor and the Bishop have some resonance. Indeed, with dramaturgy, the Throne of the Library is called out as being very appropriate - indeed some magicians use the meditative power of this enchantment to explore great libraries rather than gardens.

I discovered the ritual text that ultimately gave rise to this work when browsing the shabby stalls at the Bazaar of Whispering Torches in Sarcophan. It had been cast casually into a pile of scrolls and books, mostly unsettling erotica, poor quality poetry, and political polemic against the Bedelaar Huisbaas.

The toothless shopkeeper obviously had no idea of the value of the book. I purchased a black herbal and a water-damaged collection of poems about monstrous creatures lurking in the tombs to conceal my interest. He haggled more over the herbal than the ritual book. The book itself was damaged – some of the pages were badly burned, three near the front had been torn out. There was enough writing remaining, however, to gain an understanding of the effect and the processes used. The translation took long enough, but the real difficulty was bridging the gap between the principles of the enchantment and anchoring it to the coven bond.

The book was warded with a simple Winter enchantment that protected it from time and the elements – a simple divination suggested it was much, much older than the Delves themselves and most likely predating whatever civillisation had built the ruins. The construction of the book was quite ingenious – a single massive sheet of parchment had been folded and painstakingly sewn again and again, and bound between thin pieces of moonsilver.

From the original text, Teth Anon was a noble magician in the court of an ancient king. The text was full of references to his wealth and the power of his magic and the many divinations he performed on behalf of his master (I could find no information about this ancient king at all). He appeared to be quite an unpleasant fellow, in my opinion; he reveled in exposing the weaknesses of the king's political opponents and in wielding power over the weak in the name of his royal master.

The book took great lengths to explain the origin of the name – Teth Anon cultivated a garden of meditation through which he scattered polished mirrors composed of many metals. There were many diagrams and a great deal of esoteric theorising about the various lengths and positions of walls and plants. The inspiration he received during his many meditations helped him to perform powerful improvisational magical effects.

He spoke often of the way time seemed to slow whenever he meditated here; how an afternoon could seem to stretch and stretch as he meditated. He theorised that by capturing this meditative state, by allowing ritualists to subjectively stretch each moment of spellcasting they could perform important calculations quickly and adjust their ritual performance as the magic was being woven. In this way, great precision could be achieved.Excert from ritual text notes

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The Glorious Advance

Victory in Segura

Carlos applauded as Trystane's song ended. "Its a good song," he said, "but so typical of the Dawnish Troubadour to sing of the glories of their own people. You should sing more of the Red Wind Corsairs for the Empire's victory in Segura was truly their doing. What is more Virtuous than a people fighting for their homeland?"

Trystane's smile did not go much beyond his lips. "You'll find my song is accurate, Sutannir. Without the Eastern Sky and the Hounds of Glory, Segura would be the homeland of the Lasambrians. Two Dawnish armies to the Brass Coast's one. The victory in Segura was ours."

Carlos shrugged, "You needed two Dawnish armies to keep up with the Red Wind Corsairs. It was the Red Wind that drove the Lasambrians off the Iron Plains. You had your hands full of Summer Realm soldiers. Anyway, what say you, Harald? You follow the Path of Pride, which of us has the right of it?"

Harald shifted in his seat uncomfortably, taking a drink before saying, "Clearly the victory belongs to the Empire. We should celebrate together, should we not?"

Harald raised his drink. After a moment's pause, Carlos and Trystane followed suit.

Segura is now fully under the control of the Empire again. The victories of the Red Wind Corsairs, Eastern Sky and Hounds of Glory removed the Lasambrians' appetite for battle, pushing them to the negotiating table - and then off Imperial land.

Celebrations across the Empire are strongest within the Brass Coast and Dawn where the soldiers that gave their lives to restore this territory are remembered. This victory has stirred a spirit of military patriotism in these nations. Based on similar events in the past, Imperial prognosticators know that applying the right form of encouragement, whilst passions are riding high, can aid enlistment and the preparation of a new army.

From past experience, the most effective way to provide this encouragement is through Statements of Principle made within the Imperial Synod. Specifically, if the Assembly of Pride chooses to validate a nation, then the citizens of that nation respond. Prognosticators observe that attempts to validate multiple nations, or the Empire, whilst generally positive, do not elicit the same response from the populace.

With specific reference to Segura:

- If the Assembly of Pride makes a Statement of Principle celebrating Dawn's efforts in reclaiming Segura, and the Senate approves the founding of an army in that nation, then the civil service estimates it will require 50 less mithril to raise that army than it normally would owing to the fervor raised in Dawnish yeomen.

- If the Assembly of Pride makes a Statement of Principle celebrating the Brass Coast's efforts in reclaiming Segura, and the Senate approves the founding of a navy in that nation, then the civil service estimates it will require 50 less weirwood to raise that navy than it normally would owing to the zeal raised in Freeborn corsairs.

- If both nations are celebrated in the same, or different, Statements, then the impact on the citizens is diluted and the benefit is lost.

- It is noted that the General Assembly is regarded as having greater weight and authority than Virtue Assembles. Consequently, a Statement of Principle by the General Assembly could supercede that of the Assembly of Pride, but only after the Assembly of Pride had first made a judgment.

Note: This opportunity is only available in the aftermath of this victory, which is to say that the Senate Motion must be passed at the Winter Solstice, 378YE. If construction commences after this time, then it would be at full cost.

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The Good Old Way

Trad. Manx hymn

SATB score is here.

Tune-only version is here, and includes some additional verses if you choose to use them.

Learning resources

SSAA youtube version This is a slightly different version but harmonies should fit.

- Media:good-old-way-tune.midi - Tune for Soprano or Tenor

- Media:good-old-way-sop2.midi - Soprano 2 harmony

- Media:good-old-way-alto.midi - Alto harmony

- Media:good-old-way-alto2.midi - Low alto or bass

- Media:good-old-way.midi - All four parts together

Oh good old Way how sweet thou art May none of us from thee depart But may our actions always say We're marching on the good old Way

Chorus x 2

For I have a sweet hope of glory in my soul For I have a sweet hope of glory in my soul For I know I have and I feel I have a sweet hope of glory in my soul

Our conflicts here though great they be Shall not prevent our victory If we but strive and watch and pray Like soldiers on the good old Way

Chorus x 2

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The Grave's Treacherous Edge

Contents

- 1 Rules

- 1.1 Winter Magnitude 60

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Option

- 1.6 OOC Note

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 60

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must be a contributor participating in the performance of the ritual.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This enchantment allows the target to call MASS VENOM once during the duration. The character must be able to cast spells to make this call - it explicitly will not work if they are wearing armour.

While under the effect of the enchantment, the target experiences a role-playing effect: they feel distinctly unwell, with symptoms including mild fever, nausea, dizziness, stabbing headaches, and occasional attacks of shaking, sweating, and itchy skin. They are constantly thirsty, and no amount of liquid appears to be able to completely quench that thirst with one exception; even a small amount of fresh human or orc blood is sufficient to remove the unnatural thirst for an hour or so.

The effect lasts until the end of the next battle, skirmish or quest the character participates in; or until the end of the current event, whichever is sooner. The power of the ritual can be invoked only once during this time.

Additional Targets

The ritual can affect additional characters from the same coven. Each additional character increases the magnitude of the spell by 35. Additional characters must be present throughout, and each must contribute to the performance of the ritual.

Option

Any caster who has mastered the ritual may choose to substitute beggar's lye for crystal mana when contributing to it. Every 2 measures of beggar's lye spent counts as 1 crystal mana when contributing to the ritual.

OOC Note

If you enter a battle, skirmish or quest with one of these enchantments active on you, you must let a referee with a radio know about it shortly before or after your passage through the Sentinel Gate.

If you are expecting to deploy one of these effects, you are invited to bring this to the attention of any nearby referee or marshal shortly before you do so; they will then be able to assist the targets in taking the call correctly

Description

This battlefield ritual allows a powerful magical attack to be unleashed against a group of enemies, filling them with supernatural sickness, leaving them teetering on the very edge of death.

This ritual is similar to Fetid Breath of Teeming Plague, but as befits a powerful Winter ritual it deals more with cursing the opponents with fragile grasp on life rather than by filling them with something as simple as poison. It is useful when facing groups of creatures with regenerative or supernatural-healing abilities, such as undead, vallornspawn husks, or more mundane forces supported by a number of healers. It is also useful for terrorizing opponents and breaking their morale; those caught in the arc of the spell are left in no doubt as to the risk of death if they continue to fight.

Common Elements

When performing this ritual, a coven often invokes symbols of sickness, old age and despair. Some magicians prefer to weave incantations that suggest disease, sickness and pestilence; natural disasters such as famine or drought may be mentioned, and used to evoke spirits of hunger or thirst. Bloodletting is also common, symbolic of the wounds that will claim the lives of the targets. Some ritualists ceremonially destroy healing or medical items. Eternals associated with death and suffering such as the tomb-king Sorin or Kaela, lady of hosts, may be invoked.

Other common elements in this ritual might include the runes Naeve or Yoorn, the evocation of The Drowned Man, the slow ringing of heavy bells suitable to a funeral, or even evocations of deadly beasts such as plaguewulf or catoblepas.

if the coven uses beggars' lye to gain additional power, it is often burnt and the fumes inhaled by the subject, or else dissolved in water and used to anoint the target. Beggar's lye is caustic, and even dilute it will cause painful marks on the skin that fade slowly.

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The Great Wyrm

Contents

- 1 The Law

- 2 The Constellation

- 3 Symbolism

- 4 Invoking the Great Wyrm in Ritual

- 5 Tulpas of The Great Wyrm

- 6 Alignment

The Law

Things Change and Transform

The Constellation

The Great Wyrm is the largest recognised constellation comprising of 17 stars. It begins just to the south-west of the brightest star of The Drowned Man, curves below and behind the tail of The Phoenix to pass between it and The Chain and concludes just to the west of The Web.

Symbolism

The Great Wyrm is the emblem of transformation and transfiguration - not just that change is possible but that it is inevitable. It is often used as an emblem or representation of magic itself; it is especially held as influential in alchemical workings where the process by which substances combine to create something greater is called "passing through the flames of the Great Wyrm".

The touch of the Great Wyrm changes everything, for good or ill; in much the same way that introducing magic to a situation can transform it well beyond the original intent of the magician. The Law of the Wyrm is a nickname for unintended consequences spilling from well-intentioned actions.

Invoking the Great Wyrm in Ritual

The Great Wyrm is a very large constellation and is only invoked by confident or large ritual teams - it is especially common to invoke it in magical rites and processes that deal with magic itself. It also can be used to represent the transformative touch of magic - rites which change one thing into another or in which alchemy plays a large part are commonly those in which the Wyrm is invoked.

Tulpas of The Great Wyrm

The Great Wyrm manifests thoughforms either as streamer-like, ephemeral snake-like beings that flutter through the air, or as humanoids, scaled in shimmering rainbows. The Feather-Snake of Brass Coast legend and the Mirrorman of the League are all known tulpas of the Great Wyrm. The Suaq believe the shimmering curtains of light that sometimes light the northern night are an aspect of the Wyrm too.

Alignment

The Great Wyrm transforms everything it touches and that includes ritualists. Mostly these transformations are mental; opinions shift, attitudes alter. There are rumours, however, of a Highborn ritualist who, after invoking the Great Wyrn in a large ritual, found himself abruptly manifesting Lineage.

Constellations

The Chain
(Things hold together)

The Chalice
(Things heal; things apart come together)

The Claw
(Things bleed)

The Door
(Things move and change)

The Drowned Man
(Things end)

The Fountain
(Things live)

The Great Wyrm (Things change and transform)

The Key
(Things are revealed)

The Lock
(Things can be hidden)

The Mountain
(Things are not easy)

The Oak
(Things endure)

The Phoenix
(Things learn)

The Spider
(Things are watched by a hidden eye)

The Stallion
(Things procreate)

The Stork
(Things matter)

The Web
(Things are connected)

The Three Sisters
(Things are connected by blood)

The Wanderer
(Things are not what you think or Things go awry)

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The Green World

Description

The Green World is a powerful ritual tool attuned to the ebb and flow of the magic of the Spring realm. It is most often crafted in the shape of a wooden or bone sphere or chalice, inlaid with tempest jade, ambergelt and weltsilver. It often has an organic look, as if it were grown rather than fashioned. During rituals it takes pride of place, a strong reminder of the magical power a coven wields. When it takes the form of a bowl or chalice, it is often filled with fresh water, wine or fruit juice at the beginning of a ritual and passed from hand-to-hand as each ritualist takes a sip or adds a drop of their blood to the mix, reaffirming the bonds that connect them and the power they share as a consequence.

Spring magic is often cruel, dangerous or destructive. A green world that has been passed down from hand to hand over a period of time (whether an artefact or through being re-enchanted) is often stained with blood, sweat or wine and becoming more asymmetrical as time goes by. It is often warm to the touch, and often seems to recognise the presence and touch of those versed in Spring magic, especially briars. Some covens make a point of placing this item in direct sunlight as often as possible, allowing it to drink in the life-giving rays in the manner of a living plant.

Rules

- Form: Paraphernalia. Takes the form of a piece of ritual paraphernalia.

- Effect: Once per day the coven may perform a Spring ritual that does not count towards their daily limit of rituals performed.

- Materials: Crafting the green world requires five ingots of tempest jade, five measures of ambergelt, three ingots of weltsilver and six measures of dragonbone. It takes one month to make one of these items.

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The Hammer of Thunder

Contents

- 1 Rules

- 1.1 Summer Magnitude 4

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 4

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target may call SHATTER once per day with a two-handed weapon.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 3. Additional characters must be present throughout.

Description

This enchantment is among one of the best-known Summer rituals. Along with Cunning Puissance of the Leaping Hare, The Swan's Cruel Wing and Strength of the Bull it provides a coven with the ability to select the right enchantment to enhance any band of warriors..

Common Elements

This ritual usually involves both the target and their great weapon. A ritualist might trace matching runes on weapons and warrior, or might anoint them with a mixture of blood and oil. A toast is often drunk, especially when the ritual is performed on a band of warriors rather than a single target. Legendary warriors, especially those known for their strength or uncompromising nature, are often invoked as are Paragons and Exemplars of warlike mien.

Any of the Summer runes might be evoked, but Verys, the rune of strength, is the most common (although the ill-favoured rune of storms may be used by especially war-like magicians). An evocation of The Stallion or The Oak may be appropriate with this ritual, as are evocations of bears, bulls and other powerful creatures such as lions and mammoths.

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The Hands of Sacred Life

Contents

- 1 Rules

- 1.1 Spring Magnitude 2

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 2

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

The ritual fails if you or the target are hit, or attack another character.

Effects

The target of this ritual, who may be one of the characters performing it, regains all lost hits.

Additional Targets

This ritual can affect additional characters. The magnitude increases by one for every two additional targets. All targets must be present throughout, and the ritual fails if any of the targets are hit, or attack another character.

Description

The Hands of Sacred Life is a simple, yet potent, healing ritual that is at its most effective when it restores several people to full health. The more patients the ritual treats, the more powerful it is in comparison to the heal incantation. It sees most use on battlefields, or in the aftermath of accidents and disasters. A single competent ritualist can restore nearly a dozen injured or dying people with a handful of mana crystals.

The heal spell is more versatile, and can be performed much faster, but even a skilled magician is likely to find their personal reserves of strength quickly depleted in the aftermath of an especially vicious engagement. The Hands of Sacred Life comes into its own in this kind of situation, allowing a small team of ritual magicians to heal many targets to full health at the expense of a little extra time.

The other primary use for this ritual is on those occasions when other reserves of healing power are depleted or dangerously low. While many ritual magicians eschew the study of healing incantations, the ability to quickly improvise this ritual is available to anyone who has made even a cursory study of the lore of Spring; in such circumstances it can be a literal lifesaver.

Common Elements

Blood and water are very common elements in this ritual. Highborn magisters and Urizen magi alike use bowls and ewers of fresh water as part of the rite, cleansing wounds and quenching the thirst of their patients as they perform the ritual.

Small gifts or benedictions are another common feature of this healing ritual. A band of Marcher ritualists may quickly weave poppets from grass and corn, dunk them in water or beer and give them to their targets with whispered words of healing. In The League this ritual is often associated with the character of The Doctor, and the use of The Chalice; in Dawn, a cabal of weavers is more likely to carefully bind the wounds of their targets with strips of woven white linen or silk.

Elements such as natural sunlight, wholesome food and drink, the Rhyv rune, the constellation of The Fountain and even the supernatural regeneration of the hydra or firebird might all be evoked to restore vitality to the targets of this ritual.

Life flows through each of us; our magic allows us to reach out to our fellows and nurture that life as a gardener might nurture a failing flower.

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The Heralds of Lashonar

Following the of the 380YE Autumn Equniox, and the events that preceded it, Lady Tamain Sepulchre composed this song to assist in pushing back against the insidious heralds of Lashonar.

This has been adapted by Tegwen Hammersley from Eileen Óg/The Pride of Petravore, the original tune can be found here.

A recording of this song will be uploaded as soon as possible

Dawnish knights, and Yeofolk and Weavers, In the Way, I’m sure you’re all believers, But these birds will trick you, they’re deceivers, For they are the Heralds of Lashonar. They work for a fickle Eternal, Strive to do its deeds infernal, And their words will put your soul in peril, For they are the Heralds of Lashonar.

You may cry, and mourn for those you’ve lost, But your love is gone, their sacrifice the cost, And the Empire’s wars, they are still there to be won So don’t listen to the Heralds of Lashonar.

Courage bids us stand against our Foe, Wisdom states, “To War we must Go!” To these calls for peace we say no! Say no to the Heralds of Lashonar. Ambition means that we will win this War, Our Prosperity is what it’s for. Our Empire, it always will need more, But it doesn’t need the Heralds of Lashonar.

Chorus

In this Barrens War Pride we find, And we stand with Loyalty behind, For these Druj no treaty will yet bind, All despite the Heralds of Lashonar. In the East we fight with Vigilance, Come, my friends, and join with your Lance, So together take up this dance, All to spite the Heralds of Lashonar.

Chorus

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The Hundred

Want to join us? We are the Centuria - a hundred warriors who fight against a thousand. No horn sounds for battle that we do not take the field. But we swear that whenever the Empire sets foot upon the field of battle we will match them boot for boot, blade for blade. We are slain but never die, defeated but never beaten, our banners are captured but never fall. We will become war.

Contents

- 1 Overview

- 2 The Goal

- 3 What is Involved

- 4 What you Get

Overview

The Skirmish team are one of the most essential parts of Empire. Our game is built around the concept of exciting, dramatic battles against the enemies of the Empire - but we need scores of capable LRPers able to fill those roles. We need a kick-ass team of fighters to make the fights feel epic. Our ultimate goal is to build an elite team who can convincingly portray every threat the Empire might face - monstrous creatures summoned from the realms, elite Jotun heroes, disciplined units of Faraden soldiers, rampaging minions of the Thule or the devious Druj.

Although we encourage the other crew to help with the numbers needed for the large battles, the key roles go to the skirmish team - it's down to them to give the leadership needed to make the whole experience immersive and fun for all participants.

The head of the team is Rich Loveday and the deputy is James Crollie. They are responsible for organizing and deploying the skirmish team at the event.

We are looking for one hundred members of crew to join the skirmish team.

The Goal

The vision is to have the most effective, adaptable and experienced combat crew ever at larp. We know it will take time and dedication, from all involved, so anyone who is a part of the team will be encouraged to share their thoughts on how we can get there! The more input we can get from the team - at every level - the better it will be.

The team has a budget to purchase any materials and kit that we feel will help us run the most fun, emotive, dramatic and challenging skirmishes possible, so those conversations about ‘wouldn’t it be nice if we had x’ are now, what shall we get first! All members of the team will be encouraged to help out planning what to get next and helping to create it.

So please keep reading for the specifics of what will be involved. We fully acknowledge that it will require dedication from our team, especially at the beginning while we are still building, but if you want to help build and be a part of the coolest team in Empire then please get in touch!

What is Involved

There will be plenty of fighting, so it's essential that you're enthusiastic about LRP fighting! Hard skills, roleplaying and fighting are really useful, but experience is not essential. You'll soon get plenty of practice at the events and we hope to have opportunities to drill and train as well. Most of the core hard work takes place during daylight at the event, so you will get evenings off, but there are opportunities for night-time encounters as well.

Being part of the skirmish team isn't just about fighting, you can help us create the visual look and feel for the elite units the Empire faces. It's down to the skirmish team to create the individual characters that bring the plots and campaign to life.

We are aiming to create a fun environment, with interesting fighting, and the chance to get involved in other areas of the game. We want to have a great crew area, where you will be able to relax and unwind and share tales of the days exploits and dramatic game enhancing combat and glorious deaths!

It will be hard work to start, but as the regular crew grows we will be able to offer more time ‘off’ where you can play more roleplay orientated roles, play your character (see below), or just relax around the crew camp (or in the evening around a fire), or get involved and many other areas of the game.

We are asking for the following from our skirmish team:

- To fight in battles, skirmishes and quests. You will have the opportunity to get involved in other parts of crewing (the more crew we get, the more time you will have to do other things (so tell your friends), but your primary responsibility will be to be available for the conflicts.

- To help build the team into the most effective fighting force larp has ever seen! This could involve taking part in combat practice/drills when time allows as well as the opportunities for fighting practice the skirmishes and quests will involve!

- Your dedication to make this happen and the understanding that it will take time and hard work to bring to fruition.

- We will need to know you will be available for most skirmishes. Once the crew is at full strength then we may not always need everyone but we want to prove a rewarding and adaptive combat experience to the players, where they have choice in what fights they attempt - even at very short notice!

What you Get

- Free event ticket

- Meal vouchers for every meal valid usable at all the onsite caterers

- Free soft drinks at the bar and hot and cold drinks in the crew area

- Transport from the local train station

- A character to play during time-off

All Empire crew get free entry, but you also get vouchers for every meal which are worth £4.50 with any of the caterers onsite. There are free soft drinks for crew in the bar and free hot and cold drinks in the crew area throughout the event. If you're coming by public transport, we'll pick you up from the station if you need it (a very active ‘lift share facebook group already solves many ‘getting to the event’ issues).

Yes can also have a character! They have normal starting skills and will accrue XP and get resources just like a normal player. So when you are getting food, or relaxing you will be able to do so IC. All we ask is that you understand that your primary responsibility is to your crew, and not get any in character responsibilities that would cause conflict with that. If you do not have a particular group or nation you are connected to, we can help you make a ‘local flavoured’ character that will still let you get involved or even just go to the bar when you are done for the day!

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The Iron Labyrinth

Description

The covenstone known as The Iron Labyrinth draws upon the Realm of Autumn to empower a coven with additional capacity for performing rituals, drawing upon the bonds created between members of the coven.

These items are usually finely crafted to appear like a miniature city crafted of gleaming metal and often exhibit Queros, rune of plots and Hirmok, rune of dominion.

Covenstones can be crafted in a great variety of different forms but are usually large enough to form a decent centre-piece for a ritual. Regardless of the precise form it takes, a coven that uses one is careful to ensure that it plays a central role in their ceremonies. A covenstone is a potent representation of the bonds that tie a coven together and the power that their oaths allow them to wield. They are usually bespoke and thus depict runes and motifs that are relevant to the coven for which they were made.

Rules

- Form: Paraphernalia. Takes the form of a piece of ritual paraphernalia.

- Effect: Once per day the coven may perform an Autumn ritual that does not count towards their daily limit of rituals performed.

- Materials: Crafting the iron labyrinth requires five ingots of tempest jade, five measures of green iron, three ingots of weltsilver and six measures of dragonbone. It takes one month to make one of these items.

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The Judgments of the Synod

The Synod, as an institution, has been entrusted by the law and constitution, with a number of powers that enable it to reward the virtuous and punish the wicked, and thus ensure the spiritual wellbeing of the Empire.

The following table summarises:

- The judgments the Synod can make

- The Assemblies capable of making those judgments

- The effects of those judgments

- What is required for the judgment to be made

Synod Power

Available to

Summary

Requirements

Appointment

Virtue Assemblies, Assembly of Nine

The priests of the Virtue Assemblies elect one of their own to be Cardinal of that Assembly. Cardinals make special appointments of either Gatekeepers or a Conscience of the Senate

Lesser Majority
(abstentions are ignored)

Inquisition

All Assemblies

A target individual, or group, is required to come to the Synod to face questions about their conduct/virtuousness for the turn of an hourglass. An Inquisition may be escalated to a Condemnation by the priest who raised it.

Lesser Majority
(abstentions are ignored)

Condemnation

All Assemblies

A target individual is alleged to have committed a religious crime. If the judgement is upheld, the matter – and evidence – goes to the magistrates.

Lesser Majority
(abstentions are ignored)

Statement of Principle

All Assemblies

Through an Assembly of the Synod, a priest may make a statement of principle or belief. This has no force in law, but can indicate if a position has the support of an Assembly of the Synod, and apply encouragement to other persons, groupings or bodies

Lesser Majority
(abstentions are ignored)

Revocation

National Assembly, Assembly of Nine, General Assembly

A target individual is alleged to be unworthy of Imperial Office. If upheld, the individual is required to vacate the position they hold, which is reappointed. (Note: some positions are exempt from this power)

Lesser Majority
(abstentions are ignored)

Recognition

Virtue Assembly, General Assembly

An individual may be recognised as an Exemplar of Virtue. The General Assembly may recognise an Exemplar as a Paragon of Virtue.

Greater Majority
(abstentions count as votes against)

Veto

General Assembly

After a Senate motion has passed, the Synod has the time between that session and the next session of the Senate to pass a judgment of veto against the motion for being unvirtuous. The General Assembly may only veto one motion per sitting in this manner. The Assembly of Nine or the General Assembly may veto any number of motions that have constitutional implications.

Greater Majority
(abstentions count as votes against)

Rewarding

General Assembly

A target group or individual is hailed for their Virtue and gifted with a reward from the Synod treasury.

Lesser Majority
(abstentions are ignored)

Changing Doctrine

General Assembly

The General Assembly may change the Doctrines of the Faith, including adding to them, or removing them. This has an impact on what is regarded as orthodox, and what is regarded as heresy.

Greater Majority
(abstentions count as votes against)

Writ of Excommunication

General Assembly

The General Assembly may subject an individual to formal excommunication. This legal status strips the individual of their right to hold office or manage resources. They may also be legally targeted by the excommunication ceremonial skill.

Greater Majority
(abstentions count as votes against)

Further Reading

- Synod Processes and Powers

- Information about the different Assemblies

- The powers of individual Synod Members

- Judgement

- Witness

- Sanctuary

- Clemency

- The Judgements of the Synod

- Appointment

- Inquisition

- Condemnation

- Statement of Principle

- Revocation

- Recognition

- Veto

- Rewarding

- Changing Doctrine

- Writ of Excommunication

- Religion

- The Way of Virtue

- Imperial Theology

- Religious skills

- Religious Crimes

- Recent history

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The Key and The Lock (Redirected from The Key)

Contents

- 1 The Lock

- 1.1 The Law

- 1.2 The Constellation

- 1.3 Symbolism

- 1.4 Invoking the Lock in magic

- 1.5 Tulpas of the Lock

- 1.6 Alignment

- 2 The Key

- 2.1 The Law

- 2.2 The Constellation

- 2.3 Symbolism

- 2.4 Invoking The Key in Magic

- 2.5 Tulpas of the Key

- 2.6 Alignment

The Lock

The Law

Things can be hidden

The Constellation

The Lock is a trio of stars located below The Key. Forming a triangle, its brightest star points in the direction of the constellation of The Door.

Symbolism

the Lock is a powerful symbol in Astronomancy signifying seals, secrets, hidden knowledge and control of access. To invoke the Lock can conceal other constellations being invoked; tradition also states that things conducted under these stars will remain hidden from public view.

The Lock is often engraved on doors or on buildings wherein secret meetings occur; in the league this is often painted into the decor of rooms and salons.

In Urizen the Lock is regarded as a hostile constellation; an enemy to archivists and those who seek to uncover the truth. Torchbearers particularly regard it as malevolent. Conversely, in high guard the Lock is regarded as the patron constellation of those who guard the secrets of the past.

Invoking the Lock in magic

In magic the Lock is primarily associated with bars, wards and defensive magicks that conceal, prevent access to or deny control over something.

Some ritualists – this is a common tactic in The League and Highguard – use The Lock to conceal or obfuscate a second constellation in the ritual by moving to or closing the ritual under the Lock. Tulpas generated by such rituals tend to be Lock tulpas but with the characteristics of the concealed constellation.

Tulpas of the Lock

Lock Tulpas normally manifest themselves as shrouded, veiled or hooded figures, often bearing a resemblance to Highborn ascetics. They move slowly and seldom speak; but often manifest under their concealing robes as an entirely different kind of Tulpa altogether. Opinion is divided among Astronomancers as to whether Lock Tulpas are true thoughtforms at all or are instead some form of symbiotic shroud used by other Tulpas to conceal their nature or motive.

One thoughtform clearly associated with The Lock is The Chained Man, a humanoid figure with a veil and draped in heavy iron chains. Common to The League, he is said to be able to seal any door and lock any chest with a touch such that no magic can open it.

Alignment

It is believed that alignment with The Lock invokes a strong sense of secrecy and uncommunicativeness. Ritualists may become pensive and silent or may conceal their intent or motives for no apparent reason after a lock ritual. Because of the intense secrecy associated with the constellation, few ritualists are willing to speak of their experiences under it.

The Key

The Law

Things are revealed

The Constellation

The Key is formed by a pair of twin stars and found almost directly above The Lock. It sits outside the curve where The Great Wyrm passes behind the tail of The Phoenix.

Symbolism

Opener of the ways, standing in opposition to both the Door and the Lock, The Key is a recondite and mystical constellation with considerably more significance than just the opening of things.

The Key symbolises understanding; the key to a code, the key to a secret, the key to a map. Specialist knowledge that must be possessed to make other things clear; hidden wisdom that makes other knowledge manifest. The principles of the Key are that there are no secrets; just levels of understanding that any man can pursue if he has the will, opportunity and desire.

The Key is the constellation of the Torchbearers; indeed, in Urizen and Highguard The Key is sometimes referred to as The Torch.

Invoking The Key in Magic

The Key is one of the most commonly used Astronomantic invocations. It’s simplest use is in direct opposition to invocations of The Lock; opening what is sealed, revealing what is hidden, undoing what has been done. But it has subtler and more nuanced uses too. Scrying rituals or those which seek to uncover secrets or hidden things fall under the aegis of the Key but so do those where prior specialist knowledge is required. Autumn rituals to do with businesses are often invoked under the Key where the ritualist lacks the specialist knowledge required to make a success of a given business – knowledge of good grapes for a vintner, or of where the finest cloth may be purchased for a milliner or tailor.

Tulpas of the Key

One of the most famous thoughtforms of the Key is a being called Revelation – a bald human dressed in white carrying a great ring of keys. It is said the presence of Revelation uncovers secret knowledge and reveals the majesty of the universe to the beholder; it is also said that many who endure the close presence of this Tulpa run mad from the experience.

The Key also manifests as birds, especially owls or hunting birds, or as creatures of air and light. It is best to avoid creating a situation where Tulpas of the Lock and Key come into contact with one another as they tend to react negatively to each others’ presence.

Alignment

Ritualists invoking the Key speak of a desire to lay open all of the mysteries of the Universe – to place secrets in the open, to tell everyone your darkest desires and wildest fantasies. This is coupled with a strange euphoria, as if the telling of such things released a terrible burden one did not know one carried.

Many’s the ritualist who has spent the day after a Key ritual apologising to the rest of his ritualists for the things he said after the rite was concluded.

Constellations

The Chain
(Things hold together)

The Chalice
(Things heal; things apart come together)

The Claw
(Things bleed)

The Door
(Things move and change)

The Drowned Man
(Things end)

The Fountain
(Things live)

The Great Wyrm
(Things change and transform)

The Key
(Things are revealed)

The Lock
(Things can be hidden)

The Mountain
(Things are not easy)

The Oak
(Things endure)

The Phoenix
(Things learn)

The Spider
(Things are watched by a hidden eye)

The Stallion
(Things procreate)

The Stork
(Things matter)

The Web
(Things are connected)

The Three Sisters
(Things are connected by blood)

The Wanderer
(Things are not what you think or Things go awry)

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The Key and The Lock

Contents

- 1 The Lock

- 1.1 The Law

- 1.2 The Constellation

- 1.3 Symbolism

- 1.4 Invoking the Lock in magic

- 1.5 Tulpas of the Lock

- 1.6 Alignment

- 2 The Key

- 2.1 The Law

- 2.2 The Constellation

- 2.3 Symbolism

- 2.4 Invoking The Key in Magic

- 2.5 Tulpas of the Key

- 2.6 Alignment

The Lock

The Law

Things can be hidden

The Constellation

The Lock is a trio of stars located below The Key. Forming a triangle, its brightest star points in the direction of the constellation of The Door.

Symbolism

the Lock is a powerful symbol in Astronomancy signifying seals, secrets, hidden knowledge and control of access. To invoke the Lock can conceal other constellations being invoked; tradition also states that things conducted under these stars will remain hidden from public view.

The Lock is often engraved on doors or on buildings wherein secret meetings occur; in the league this is often painted into the decor of rooms and salons.

In Urizen the Lock is regarded as a hostile constellation; an enemy to archivists and those who seek to uncover the truth. Torchbearers particularly regard it as malevolent. Conversely, in high guard the Lock is regarded as the patron constellation of those who guard the secrets of the past.

Invoking the Lock in magic

In magic the Lock is primarily associated with bars, wards and defensive magicks that conceal, prevent access to or deny control over something.

Some ritualists – this is a common tactic in The League and Highguard – use The Lock to conceal or obfuscate a second constellation in the ritual by moving to or closing the ritual under the Lock. Tulpas generated by such rituals tend to be Lock tulpas but with the characteristics of the concealed constellation.

Tulpas of the Lock

Lock Tulpas normally manifest themselves as shrouded, veiled or hooded figures, often bearing a resemblance to Highborn ascetics. They move slowly and seldom speak; but often manifest under their concealing robes as an entirely different kind of Tulpa altogether. Opinion is divided among Astronomancers as to whether Lock Tulpas are true thoughtforms at all or are instead some form of symbiotic shroud used by other Tulpas to conceal their nature or motive.

One thoughtform clearly associated with The Lock is The Chained Man, a humanoid figure with a veil and draped in heavy iron chains. Common to The League, they are said to be able to seal any door and lock any chest with a touch such that no magic can open it.

Alignment

It is believed that alignment with The Lock invokes a strong sense of secrecy and uncommunicativeness. Ritualists may become pensive and silent or may conceal their intent or motives for no apparent reason after a lock ritual. Because of the intense secrecy associated with the constellation, few ritualists are willing to speak of their experiences under it.

The Key

The Law

Things are revealed

The Constellation

The Key is formed by a pair of twin stars and found almost directly above The Lock. It sits outside the curve where The Great Wyrm passes behind the tail of The Phoenix.

Symbolism

Opener of the ways, standing in opposition to both the Door and the Lock, The Key is a recondite and mystical constellation with considerably more significance than just the opening of things.

The Key symbolises understanding; the key to a code, the key to a secret, the key to a map. Specialist knowledge that must be possessed to make other things clear; hidden wisdom that makes other knowledge manifest. The principles of the Key are that there are no secrets; just levels of understanding that anyone can pursue if they have the will, opportunity and desire.

The Key is the constellation of the Torchbearers; indeed, in Urizen and Highguard The Key is sometimes referred to as The Torch.

Invoking The Key in Magic

The Key is one of the most commonly used Astronomantic invocations. It’s simplest use is in direct opposition to invocations of The Lock; opening what is sealed, revealing what is hidden, undoing what has been done. But it has subtler and more nuanced uses too. Scrying rituals or those which seek to uncover secrets or hidden things fall under the aegis of the Key but so do those where prior specialist knowledge is required. Autumn rituals to do with businesses are often invoked under the Key where the ritualist lacks the specialist knowledge required to make a success of a given business – knowledge of good grapes for a vintner, or of where the finest cloth may be purchased for a milliner or tailor.

Tulpas of the Key

One of the most famous thoughtforms of the Key is a being called Revelation – a bald human dressed in white carrying a great ring of keys. It is said the presence of Revelation uncovers secret knowledge and reveals the majesty of the universe to the beholder; it is also said that many who endure the close presence of this Tulpa run mad from the experience.

The Key also manifests as birds, especially owls or hunting birds, or as creatures of air and light. It is best to avoid creating a situation where Tulpas of the Lock and Key come into contact with one another as they tend to react negatively to each others’ presence.

Alignment

Ritualists invoking the Key speak of a desire to lay open all of the mysteries of the Universe – to place secrets in the open, to tell everyone your darkest desires and wildest fantasies. This is coupled with a strange euphoria, as if the telling of such things released a terrible burden one did not know one carried.

Many’s the ritualist who has spent the day after a Key ritual apologising to the rest of his ritualists for the things they said after the rite was concluded.

Constellations

The Chain
(Things hold together)

The Chalice
(Things heal; things apart come together)

The Claw
(Things bleed)

The Door
(Things move and change)

The Drowned Man
(Things end)

The Fountain
(Things live)

The Great Wyrm
(Things change and transform)

The Key
(Things are revealed)

The Lock
(Things can be hidden)

The Mountain
(Things are not easy)

The Oak
(Things endure)

The Phoenix
(Things learn)

The Spider
(Things are watched by a hidden eye)

The Stallion
(Things procreate)

The Stork
(Things matter)

The Web
(Things are connected)

The Three Sisters
(Things are connected by blood)

The Wanderer
(Things are not what you think or Things go awry)

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The Key and the Gate

Description

The Key and the Gate is a very powerful ritual tool attuned to the searing magic of the Day realm.

Rules

- Form: Paraphernalia. Takes the form of a piece of ritual paraphernalia.

- Effect: Twice per day the coven may perform a Day ritual that does not count towards their daily limit of rituals performed.

- Materials: Crafting the key and the gate requires seven ingots of orichalcum, twelve ingots of weltsilver, seven ingots of tempest jade, nine measures of beggar's lye, five measures of dragonbone and two measures of iridescent gloaming. It takes one month to make one of these items.

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The Labyrinth of Ages and the Paragons and Exemplars

The Labyrinth of Ages and the Paragons and Exemplars

The Labyrinth of Ages is the name, coined in Highguard, of the twisting realm of pure spirit that is integral to the cycle of reincarnation. The name is something of a metaphor for no mortal has been there to witness it. However, it is understood that the journey from death to rebirth is neither simple nor instantaneous. Indeed, some spirits are said to wander between lives for years, even generations, before being reborn. Some are condemned to wander lost forever.

The Way of Virtue teaches that living a virtuous life holds the key to successfully traversing the Labyrinth of Ages swiftly, safely and with the purity of spirit that strengthens ties to past lives. This is supported by insights gained from the Liao Ceremonies conducted by priests of The Way. These same insights revealed the nature of the Seven Virtues and the presence of powerful individuals throughout history who have burned with Virtue and been legendary heroes known as Exemplars. A few, rarer still, have been recognised as Paragons, possessed of such a state of Virtue that they have transcended the Labyrinth of Ages and never again need to be reborn. This is held to be the ultimate destiny of humankind.

Although the Way teaches the supremacy of the human spirit and rejects false gods, there are some superstitious corners of the Empire in which simple folk venerate the transcendent Paragons. The Synod tolerates this idolatry by affirming that prayer to the Paragons achieves nothing more than meditating on their example for inspiration on how to take action oneself.

The Synod, and the Highborn Chapters that pre-date it, have found evidence of exemplars and paragons going back to the dawn of history, preserved in myths and legends. To many are attributed wonders and miracles that have helped raise up humanity from darkness and primitive superstition, laying the groundwork - in their own way - for the Empire and the Way. It is also widely held that the First Empress was herself a paragon, though there is some debate as to which virtue she may have been a paragon of.

Further Reading

- The Way of Virtue

- Imperial Theology

- Imperial Synod

- Religious Skills

- Recent History

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The Lantern

The lantern is one of the instruments or dramaturgy. As such it often represents the method used in a magical ritual. A troupe will often have a specific prop that they use for the lantern whenever it appears, and may in time come to treat the inanimate object a little like a member of the cast.

Appearance: Often a lantern which can be hooded and shuttered; also a lamp or a candle. It is sometimes jewelled, and used with stage effects to provide a great deal of light. Also, the mirror.

Meanings: On its own, it represents illumination and knowledge. It is often used when a character is seeking something, and sometimes used in rituals where another coven might use either the rune of discovery or rune of revelation. If it is left unlit, it often means a mystery or secret - the act of lighting it is the act of uncovering or divining that secret.

When held by The Captain, the lantern signifies honesty and directness, and pierces illusion and concealment; in the hands of The Prince, it stands for the illumination and elevation of a group, such as through rituals that grant skills or abilities. When held by The Bishop it represents the 'light of faith' and empowers rituals that create emotional effects, suppress confusion or grant clarity. In the hands of The Mountebank it signifies flashy attempts to bamboozle and dissemble, and is often extinguished. With The Doctor it means inquiry, especially with rituals such as Bright Lantern of Ophis or Wisdom of the Balanced Blade. With The Witch it represents occult wisdom and things that deal with the realms - sometimes Eternals

For Bright Lantern of Ophis; I want to get to the bottom of this enchantment nonsense, the Prince is prepared to pay well ...

A Counting House. The Doctor is there as a beggar, ignored. The Mountebank and the Witch are there as lovers, discussing a plan to use a potion (special cup?) to drug The Prince and his guests (too obvious?). Concerned about some Badger called Gancio. The Doctor overhears the conspiracy (fill in details; use that speech from 'the Merchant and the Shrew'). Comedy business with clowns, travelling salesman with potence-potion, plenty of cock jokes for the cheap seats. Conspirators return after dark with potion, some business with a cook; before they can enact crime, The Doctor with a lantern surprises them, revealed as badger; Mountebank and Witch arrested, sentenced and punished by Doctor.

Bish, bash, bosh - ritual penetrates the shroud, enchantment unravelled, we're paid so well we need help to hold up our trousers .

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The Last Of The Trolls

A story song adapted by Wulfmear Dunwold. Original lyrics are from The Last of the Giants in A Storm of Swords by George RR Martin.

Oh I am the last of the trolls, my people are gone from the earth, The last of the great mountain trolls, who ruled the world at my birth. Oh the men have stolen my forests and glens , stolen my rivers and hills, Built castles and towns in my valleys and peaks, and fished all the fish from my rills. Oh I am the last of the trolls, so learn well the words of my song, For the singing will fade, and the silence shall last, when I am finally gone In the stone halls they burn, many great fires, in stone halls the forge their sharp spears, Whilst I walk alone in the mountains and mist, with no true friend but my tears. They hunt me with dogs in the rain and the snow, they hunt me with torches by night, For those men who are small can never stand tall, whilst trolls still walk in the light. Oh I am the last of the trolls, so learn well the words of my song, For the singing will fade, and the silence shall last, when I am finally gone. Oh the runes I have made and the magic I dreamed, was an ancient and powerful thing. But the world it has turned and the magic is gone, only left in the words that I sing. Now the people of old are buried and gone, torn down by mortal fears. And the conqueror’s crown glitters so cold, borne down by frozen tears. Oh I am the last of the trolls, so learn well the words of my song, For the singing will fade, and the silence shall last, when I am finally gone. When I am finally gone...

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The Last Retort

Description

The Last Retort is rarely used outside of the Marches, but when it is it can be devastating, especially as it is powerful enough to allow pikes to perform heroic deeds. A block of pike-wielding infantry who march beneath a Banner of Last Retort at the centre of a Marcher army can deliver a terrible shock to an enemy's first charge by smashing a wide swathe of it to the ground.

The Last Retort gets its name from General Jim "the Woodcutter" Pickett, who fought off a Jotun army nearly three times the size of his own near to Fisher Rock at the turn of the third century. With two units armed with pikes and these banners, he punched a hole into the middle of the enemy army that went all the way back to its chieftain, whom he then killed without ceremony. He later remarked that he'd been enraged by the loose comment of a Free Company's captain about the quality of his troops, but decided to prove their worth in battle rather than getting into an argument. Since then they have seen service wherever Marcher armies of any size have met Imperial foes, and many the company that carries a Last Retort also carries tales of unexpected victory with it.

Some have concerns about the enchantment's virtue, however, since the banner seems to have an effect on those bonded to it, making them slightly less willing to talk and more willing to use violence. Others simply say that this is an anecdotal story, and that anyone bonding to a banner while preparing for battle must be expected to be tense and ill-mannered, especially the famously dour and taciturn Marchers.

Rules

- Form: Standard. Takes the form of a magical standard.

- Effect: Each character bonded to this banner wielding a pike can call STRIKEDOWN once per day.

- Materials: Crafting The Last Retort requires twenty-seven measures of dragonbone, thirteen ingots of green iron, nine ingots of orichalcum, nine measures of iridescent gloaming, seven ingots of tempest jade, and five measures of ambergelt. It takes one month to make one of these items.

"Look at them, just a dozen Marcher lads and lasses come up off the land. Everything about them says amateur; from the hand-me-down pikes that look like they've served a dozen generations to the "uniforms" that were no-doubt stitched by their dear, silver-haired old parents. You'd expect them to be cut to ribbons in pitched combat against orcs. Instead what happens? - They scythe through the enemy flank like a field of corn at threshing time, and virtually hand us the battle. We'd better hope the Marches never start fielding Free Companies, or we're in for some serious competition..."

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Law (Redirected from The Law)

Redirect page

Imperial Law

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The League children

The arrival of a child in a family is a time for great celebration and as a result, for the first few years of their lives, children are feted, celebrated and looked after by their family and older siblings; in the more affluent sections of society they are often bedecked in finery and brought out on show at balls and public events. While infants in League cities are treasured and cooed over, and every babe will have a dozen adopted aunts or uncles, older children are very much treated like miniature adults. Smart youngsters in League cities are apprenticed early and expected to learn the basics of how to thrive in League society.

Apprenticeship is very important in League cities. One will see young people in livery serving at the tables of a Merchant Prince or working as guides and messengers. It is expected that education will come as part of one’s apprenticeship. The master one works for will also be responsible for teaching letters and numbers, or arranging tuition. In return, the child is expected to earn their keep. It is understood that League children must be kept busy; else they turn to the fine League tradition of Making Trouble.

The Church of the Little Mother is famed for drawing its members from the orphans of war who might otherwise be reduced to begging on the streets. The Church will take in children whose parents have been killed on the borders or at sea, offering apprenticeship. Many influential leaders of the League began as orphans in the care of the Little Mother.

Things every child should know

- People will expect you to do jobs for them. This is good – keeping busy is fun and lets you see lots of different things. See how you can help.

- Lots of people have money and they should give some of it to you. You are working hard and deserve to be paid!

- A good price for a little job (such as running a message or carrying heavy things, or laying a table for a feast) is one Ring – so ask for two!

- Keep your ear out for gossip. People like to know interesting things and some pieces of information might be worth money.

- Know who’s in charge – they’re normally the people with the most money.

- Be polite – you can get a lot further with people that way; and good manners are worth their weight in gold.

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The League costumes

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

Note: The tone and style of this page may need editing. All costume advice pages should be written in third person voice, using verbs that make clear that this page is advice, not direction.

Contents

- 1 Look and feel

- 2 Regional variations

- 2.1 The Bay of Catazarria

- 2.2 Holberg

- 2.3 Temeschwar

- 3 Similar nations

- 4 Research

- 4.1 Historical influences

- 4.2 The Borgias

- 4.3 Zeffarelli's Romeo and Juliet 1968

- 4.4 Romeo and Juliet (unreleased)

- 4.5 Ever After (1998)

- 5 In detail

- 6 Specifics

- 6.1 The basic garments by layer

- 7 Jewellery

- 8 Armour

- 9 Resources

- 9.1 How To's

- 9.2 Patterns

- 9.3 Reading

- 9.4 Shops

- 10 Things to avoid

Look and feel

"The people of the League are city-folk through and through" - No farming or utility costumes here, and no agricultural class. Your clothes are City clothes and not designed for harsh climates or a manual or physical lifestyles. They should be as far from 'utiity' as you can get them.

"In the League wealth is status" - As the most important people in the League, your costume should reveal your wealth and thereby status.

"Everything is on show" - Your costume should and will say something about you.

"Even the poorest of the League feel free to remark upon the fashions and actions of those around them" - In this nation your costume is more important than in any other. Expect to be judged in character so aim to keep upping your game and raising the standards around you.

"Masks represent anonymity, and are extensively used in magic" - Those playing mages should invest in one or several good masks and aim to adorn and personalize them

"In the south, doublets of richly patterned silks are cut to flatter. Sleeves are full, and the effect is somewhat top-heavy, with trousers fitted to a slender leg" - use bright jewel colors and lighter fabrics for the more southern cities. Hose are the historical option for trousers and easily sourced from reenactment sites. Other tight trousers will be appropriate however, and if only the legs are showing (rather than the crotch) leggings might be a good option and can be found in many colors at the moment. A beautiful doublet is easy to make - or make over an old one one - as seams can be tied rather than sewn. The best investment will be a very full, light undershirt for all genders.

"The northern cities are colder in climate, and clothing reflects that" - They are still city dwellers however and will not let inclement weather get in the way of good fashion. The northern cities will merely add more layers: a longer outer gown or a sleeveless surcoat or both. Fur is seen and heavier fabrics such as thick brocade and velvet. These may be darker in color but still sumptuous. In the north leather might be used in a very tailored way for garments. To the southern cities this might seem very drab indeed.

"Ladies who do not favour doublet-and-breeches often wear elaborate high-waisted gowns" - These are typically the Italian style with a very small bodice and low neckline necessitating a segment of (often contrasting) fabric at the front and an underdress/chemise to cover the chest. The gowns may be sleeveless, have slashed sleeves or the segmented sleeves over the very full chemise/undershirt. In the northern towns the burgundian gown might still be worn with its attached sleeves.

"They’ll never, ever shy from a fight" - Though the women of the League may like to display their wealth and taste with elaborate dresses they wont let a skirt stop them from proving their skill with a sword and outsiders should be wary of underestimating a Catazarri beauty.

Regional variations

The Bay of Catazarria

These stills are all taken from Neil Jordan’s “The Borgias" - the setting and period are perfect for the southern cities of Sarvos and Tassato. The feel here is firmly Southern Europe. Colours are brighter and fabrics typically lighter. Natural colours are considered drab and utility materials such as wool and leather are very dull indeed.

Holberg

Costume in Holberg is less colourful than the southern cities. Materials are thicker and heavier.

Temeschwar

Temeschwar is further north still and the costume reflects that with the use of fur not just as trimming but as an integral part of the costume, and strong Varushkan influence. A simple tutorial for making a fur hat appropriate to Temeschwar can be found here.

Similar nations

Although doublets and long gowns will be worn in both the League and Dawn, follow these tips to keep them distinct:

1. Embellishment: The Dawnish like rich but clean lines and un-fussy tailoring. The League should be the opposite. Go to town on ribbons, flounces, slashes and puffed sleeves. Costume should be extravagant and flamboyant.

2. Waistlines: Fashionable waistlines for dresses in the League are high. Full skirts should fall from the underbust. Dawn's low slung hip belts are thought to be a little provincial. Although high waisted houppelandes existed during this period I would advise avoiding them as they feature strongly in Dawn.

3. Slashes: A key look is to have bits of your undershirt displayed through the gaps in your gown or doublet. The easiest way to achieve this is by having sleeves that are tied on rather than attached. It would be quite easy to do this yourself if you have a doublet with integral sleeves. Replace the seams with ties and pull puffs of your undershirt through. (there will be more on constructing costumes later)

As Temeschwar was historically Varushkan, here there may be some influences from Varushka, perhaps displayed in the traditional style of hat or the cut of a coat. Fur is also common here. However, rich brocades and silks are rarely seen in Varushka.

Research

Historical influences

The League draws its influence from the latest and narrowest historical period of all the Nations. The key looks will be found in the late1400s (1460-1500) and generally more central and southern Europe (Look at http://en.wikipedia.org/wiki/1400%E2%80%931500_in_fashion).English fashions of this time are likely to be off mark. It is at the height of the medieval renaissance shortly before our Tudor period. Not everything worn in Europe during this period is 'on brief' however.

A popular european influence of this time is Landsknecht fashions. Landsknechte (German plural, singular Landsknecht) were European, predominantly German mercenary pikemen and supporting foot soldiers from the late 15th to the late 16th century, and achieved the reputation for being the universal mercenary of Early modern Europe (see http://en.wikipedia.org/wiki/Landsknecht) Please read the linked page for more advice on these costumes.

The Borgias

Most of the pictures in the look and feel section are taken from this series which really typifies the look. The costumes in the film are exceptionally high standard. Information on how to get the same look for far less cost are in following sections. Lots of detailed pictures of the costumes can be found here http://theborgias.wetpaint.com/page/COSTUMES

Zeffarelli's Romeo and Juliet 1968

The doublets and gowns in this production are beautiful. Inspiration for Bravos can be taken from the squabbling Capulets and Montagues.

Romeo and Juliet (unreleased)

Currently post production. So far the costumes seem to be suitable for this Nation.

Ever After (1998)

This film beautifully pulls historical and fantasy elements together to produce the excellent costumes. For instance, the prince's doublet in this first picture is not based on a historical pattern but nevertheless captures the feel of the League. Drew Barymore's Ball dress is lovely masquerade inspiration. Baroness Robmilla's green and gold dress would perhaps be perfect for Holberg as it uses heavier velvet and has darker colours. Its attached sleeves also suggest Holberg and the 'v' collar is similar to that of the burgundian gown.

In detail

For fabrics go all out for the richest and plushest ones. Try silks, cottons, brocade and velvets. Good imitations are available for lower cost online. The only fabrics I would suggest staying away from are shiny satin and stretch velour. Often fabrics can be picked up from charity shops. A great place to get vibrant and detailed fabrics at a reasonable price are saree shops.

Undershirts are best made of a thin and light material, highly gathered to give it the ability to be pulled through clothing in many places. A very light muslin might be a historical choice but actually a polyester, plain window 'net' can give a better effect.

Use rich embroidered or gold trims. Think about using ribbon for the ties on both men's and women's clothing.

Where possible use lacing (again consider ribbon for all genders in Catazarria) and make sure the undershirt shows though at every seam and closure.

Specifics

The basic garments by layer

The single most important item of costume for the League will be a billowing undershirt - the more volume the better. If you can't make or source a round or square necked one as here, a standard larp shirt/chemise may do - try buying it oversized. Steer clear of shirts with a turned over collar. Women may wish to wear a long underdress/chemise or a shorter shirt tucked into trousers/hose.

Tight trousers are the ideal legwear. Hose should be the joined type. If you wear a more modern trouser style try hiding the fly and any belt loops with a wider belt or sash. If the top of your trousers is hidden by other layers and the bottom by boots, thick, plain leggings are a cheap and easy option for legwear. (Patterns and tutorials to follow)

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The bodice or doublet should be tight fitting. The neckline can be any shape but avoid high collars on this layer - Ideally have it low to show the undershirt. It should ideally sit at the natural waist, at the top of the hose/trousers or shortly below. The sleeves should tie on rather than be stitched in. If you already have, or buy, a doublet or dress with attached arms you can unpick the arm hole seam and stitch on cord or ribbon ties to instantly transform it into a League costume. If making your own costume sleeves can be elaborately slashed or segmented to show the undershirt/chemise in as many places as possible. This is easy to do as rectangles can be sewn into tubes with a gap at the elbow.

(Patterns and tutorials to follow)

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The two outer garments shown could be worn by any gender. They both fall from the shoulders loosely and can be made from the same simple pattern. The overgown (Simar worn by the male figure) has loose sleeves and is typically tied closed with a sash. The surcoat worn by the woman is very simple but could have false sleeves or box pleats across the back if you are a more confident costumer. Cloaks are also suitable in most forms too.

(Patterns and tutorials to follow)

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Armour for the League is discussed more fully in the armour section, however, for those wearing long gowns the overgown could be open centre front and tucked back to allow free movement when fighting.

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Jewellery

Rings are very important in the League, representing loyalty and allegiances, and should probably be the first item of jewellery that a player invests in.

A wealthy or influential person might wear a large heavy chain loosely around their neck.

Another good way to adorn an outfit might be elaborate hair decoration. Otherwise gold and silver necklaces and bracelets with large stones will work in this nation. Fine chains are unlikely to be opulent enough.

Armour

Bravos are typically lightly armoured with perhaps a more substantive shoulder piece.

A starting Free Company may equip its soldiers with a quilted jack. Wealthier companies may have matching arming doublets, armour and helmets. A breastplate and helm are the basic armour but a full harness is rare. For the very wealthy their breastplate might be very ornately detailed. Scale and chain are unlikely to be seen here.

Resources

How To's

Italian Renaissance Gown construction http://homepages.wmich.edu/~rowen/renbk/rendressbook.html#anchor1163546

How to make your own hose instructions http://historiclife.com/Essays/howto_hose.html

Patterns

15thC doublet and hose. Ideally need to be unattached at shoulder http://www.paulmeekins.co.uk/patterns/patternpages/RH003.html

Early 16thC pattern but still ok as long as you keep the trousers tight, boys! http://www.paulmeekins.co.uk/patterns/patternpages/RH502.html

Pre-Tudor doublet and hose http://www.paulmeekins.co.uk/patterns/patternpages/RH610.html

Very simple women's overgown. You probably won't need to buy the pattern if you have any sewing experience. http://www.paulmeekins.co.uk/patterns/patternpages/RH510.html

The baggy sleeves on the gown are not necessarily perfect (try getting the segmented look by adding tight bands of fabric around the apper and lower arm to pull them in) but the bodice shape and skirts are great http://www.paulmeekins.co.uk/patterns/patternpages/RH511.html

Mens slashed sleeved doublet and hose. This simplicity Pattern is a little late in style but would still look right for the League. To improve it you could crop the doublet short so there was no flared portion over the hips. http://www.simplicity.com/p-7206-burda-style-middle-age-guard.aspx

Womens Gown.A little late in period but a lovely design. It cold be improved by having the sleves constructed seperately and tied on and by raising the waistline a little. http://www.habithat.co.uk/product_info.php/products_id/12230

Once again a little late in style but has the right feel. Could be worn with a sleeveless underdress and with a chemise for a better look. The short version would be great for fighting style with trousers and undershirt/chemise. http://www.simplicity.com/p-7937-misses-costume.aspx

Chemise pattern http://www.simplicity.com/p-1722-misses-costumes.aspx#t-0

Reading

Have a look at the art of Albrecht Durer (http://en.wikipedia.org/wiki/Albrecht_D%C3%BCrer), Leonado Da Vinci (http://en.wikipedia.org/wiki/List_of_works_by_Leonardo_da_Vinci) and Sandro Botticelli (http://en.wikipedia.org/wiki/Botticelli)

Useful, brief historical info, particularly the southern European Styles: http://en.wikipedia.org/wiki/1400%E2%80%931500_in_fashion

This is quite interesting. Explains the fashion for showing your chemise/shirt: http://www.homemade-costumes-from-history.com/showing-your-chemise.html

http://www.florentine-persona.com/femflorence.html women's clothing in 15th c Florence

http://realmofvenus.renaissanceitaly.net/

http://jessamynscloset.com/ image gallery includes 15thC

Detailed pictures of the Borgias costumes http://theborgias.wetpaint.com/page/COSTUMES

Shops

- By the Sword inc Armour and clothing (including reproductions of costumes from the Borgias TV series)

- http://www.theknightshop.co.uk Several different chemise shirt underdress styles

- Angrave Designs Custom costume production and embroidery

- Armstreet Chemises and undershirts. Not really any suitable doublets. One dress (renaissance nobility velvet dress) that although a little late in style would look in keeping

- The Midgard Seamstress Custom made UK LARP and Re-enactment costumes

- Totally Leathered provides custom tooled leatherwork & bespoke armour.

- Idiom Productions Costume and Props Workshop creates custom hand-tooled leather armour, clothing and LRP weapons

- Custom Costume Company Bespoke designs for re-enactors and roleplayers

Things to avoid

The 16th Century This may be tricky. Unlike the other nations with strong historical influences, here there is a definite cut off. Although there will be some overlap into the 16thC it is important to keep the feel as late 15thC as possible. Here are some tips:

1) Avoid breeches if possible. Although they are "not wrong" they become the mainstay of legwear in the Tudor period. Several of the images in the guide have breeches in them but that is due to a lack of perfect images. If you wear breeches keep them tight to the leg. Do not wear stiff padded ones.

2) Avoid padded clothes of any kind. In general these are too late period.

3) Dont use straight or conical corsets or bodices - these will give a stiff silhouette and the wrong shape. In general, overbust corsets of any kind are wrong for the look. Underbust corsets could be used under clothes for a little extra control.

4) Keep waistlines high. For doublets should stop at the natural waist. For dresses the waistline is underbust.

5) The style is soft and almost a little lazy looking. Everything is loosely tied and shirts/underdresses should seem to fall out of the connecting parts. Overgowns and surcoats fall softly from the shoulders. Shirts and dresses are very full with metres of fabric yet men's doublets and women's bodices loook like there isnt quite enough fabric.

Dandies The League is a Nation of self-made people. There are no gilded spoons and no lazy person will achieve wealth. Although appearance is of critical importance it is not a substitute for ability and action. The typical makeup and dress of the European Dandy comes from the 18th century so is far too late in style.

Wench costumes

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The League culture and customs

Contents

- 1 Rules

- 2 Dead Reckoning

- 3 Hospitality

- 4 Duelling

- 5 Performance

- 6 Relationships

- 7 Funerals

Rules

There is a strong emphasis on rules in League society. They despise people who break the law, because they are seen as cheating and using unworthy mechanisms to take wealth and power from their more prosperous neighbours. The written rules are the Imperial Laws and breaking them is considered an act of utter desperation. To reduce an enemy to the point where they are caught breaking the law to try to keep their head above water is considered by many to be the ultimate defeat that you can inflict, the final mark of shame. Assassination, theft and murder only happen if a citizen of the League has no other card left to play, and in the knowledge that they have already lost.

The League has other rules besides Imperial laws, however. Manners are important; individuals are expected to remain polite even towards their hated enemies. While the League strives to be civil not servile, it is vital to display the respect due to those who have earned positions of importance in League society. A regard for punctuality is an element of this civility; if a party begins at sundown then you can expect to be turned away if you turn up an hour later. Breaking the general rules of civility and respect suggests you are the sort of person who cannot be trusted. If you cannot obey the small, simple rules how can you be expected to obey the important, complex ones?

Dead Reckoning

For centuries the citizens of the League have engaged in ruthless competition with each other. Wealth serves as a basic way of working out who is "winning" but it is a metric that lacks finesse. Ultimately, the League deals in favours and influence. Favours are more valuable than gold, because they represent the ability to influence other people in a more direct fashion than money. In the same way, every guild keeps a count of those who have worked against their interests in the past, because such offences represent a debt that is still to be repaid. This system, called Dead Reckoning, can be bewildering to outsiders, assuming it is even visible to them.

Some citizens of the League keep a physical ledger in which their favours and debts are recorded, often in the form of a personal journal or small notebook that is kept on the person at all times. Guilds do much the same, recording obligations owed in ledger books. It is very useful to know who owes a favour to whom, or who considers themselves to be owed a debt, because carefully navigating the tricky waters of the League sea of favours and debts is a key element in success at politics between the cities.

Hospitality

“The best of everything” might as well be the League motto. Wealth exists partly to "keep score" but its true value lies in its ability to acquire the fruits of civilization: beautiful things, comfortable clothes, delicate jewelry and inspiring entertainment. While outsiders sometimes criticize the League for being a den of greed and miserliness, this is largely unsupported prejudice. Wealth, after all, achieves very little if it is simply stored in a vault.

The nation is a crossroads for trade in all kinds of luxury goods, and being able to set a fine table for close friends and allies is the mark of a solid citizen, regardless of social position. It is clear, however, that such a table is by invitation only; life in the League is busy, and unexpected guests are an unwanted distraction. People wait to be invited to dine; anyone arriving at a League table with an assumption of hospitality will receive short shrift. To ensure that everyone has a chance to see the depth of their hospitality, most individuals and guilds prefer to throw a lavish party, at most once a year, to which they invite everyone they know, friend and foe alike. Balls and feasts are common, with hosts competing to offer the most lavish entertainment and finest distractions. A party is a serious business in the League because it is an opportunity to demonstrate one's wealth and social cleverness.

Citizens of the League are meticulous in recording favours done and favours owed, but when they give a gift to someone it is free of any obligation, even the expectation that the gesture will be returned. Gifts are given by the rich and powerful as a way of demonstrating their social standing but the cleverness and appropriateness of the gift is much more vital. Gifts that display insight into a person's character, or allude to their situation are more impressive than mere wealth. Gifts to political opponents are common; they carry a mark of respect and appreciation. It is the mark of a true Merchant Prince that they are as gracious in defeat as in success.

One gift that is almost never offered casually, especially to a citizen of the League, is that of a ring. Rings have powerful connotations to League citizens, and offering a ring is tantamount to asking the recipient to swear loyalty to the giver.

Duelling

Although duelling to the death is illegal, formal duelling is an accepted way of settling disputes. Challenges are usually publicized; bouts between well-known duellists can draw sizeable crowds, and particularly popular duellists may find themselves attracting a significant following. The terms of the duel are set by mutual agreement by the participants, but usually both parties will use matching weapons and fight until one party submits or is too wounded to continue. It is accepted practice for powerful and wealthy individuals to employ professional duellists to fight in their stead. It is common for a duel to be observed by a magistrate that no foul play occurs - indeed, many duellists consider the presence of a magistrate to be insurance of a sort; if an accident does take place, it is extremely useful to have as an eyewitness one of the people responsible for enforcing the law.

Performance

Performance and display are important parts of life in the League. From the signs over every shop and the street vendors hawking their wares, the rumbustious displays of bravado by the Free companies and the dramatic duels between rival theatre troupes, to the ostentatious parties of the Merchant Princes and the displays of wealth and power, everything is on show in the League. Those who want to get ahead need to show everyone why they should be taken seriously; those who have achieved success want everyone else to know it.

Most people in the League implicitly understand the importance of image, even while they realize its artificiality. Nobody really imagines that the duels between rival actors are genuine, they understand that this is performance - indeed that is the very point of the exercise. The actors compete to be more brilliant and compelling and thereby win business for their troupe. The fights between bravos might result in broken bones, but their ultimate purpose is to demonstrate the capabilities of the Free Company they work for. The masks worn by the actors in the theatre are not real, but it is attendant on everyone to treat them as real, otherwise the play cannot proceed.

As cicisbeo Narante Garamul said in Theatre and Politics "Remember always that the stage lies before you, and the mask you wear is the part you play in it. Rather a virtuoso villain than a mediocre hero, better a subtle servant than a heavy-handed prince. Don’t be afraid to try on masks until you find the one that suits you best, but remember to change out of sight of the audience. Loved or hated, when the curtain finally falls for you, let them feel the world is a smaller place for your passing."

Relationships

Marriage in The League is not only a matter of love or romance. By choosing to wed, two individuals are swearing an oath expressing a profound loyalty towards one another on par with the loyalty others feel for their guild, city or nation. A wedding may be a joyous occasion, but it is also a serious business. Many League citizens who choose to get married do so later in life, in early middle age, rather than in the first flush of youth. Weddings between the young, especially by those in love, are seen as ill-advised.

It is entirely acceptable for lovers to live together, or raise children, without ever being wedded. These relationships may be as casual or committed as those involved are comfortable with. However, if someone is married there is an assumption of absolute fidelity - extramarital affairs are a serious business; they destroy the reputations of both the adulterer and their paramour. In a nation where trust is important, an affair is the ultimate expression of unreliability and treachery. The only exception is the cicisbeo (pronounced kick-a-BEY-o in Empire), a professional paramour sometimes hired by prosperous and well to do married citizens.

Committed lovers often wear rings to represent their connection to one another, and a wedding almost invariably involves the exchange of these rings. Powerful symbols of loyalty in The League rings can have a magical significance when exchanged in this manner.

Funerals

The League obsession with keeping score extends past death. League wills are full of bequests to charitable institutions, endowments for public memorials and most of all extravagantly planned wakes. It is common to hire mourners and traditional for the deceased to attend their own wake, in the form of a single masked performer. Attendees at the wake are given free license to say things to the death masque that they would have liked to say to the deceased were they were alive.

It is common at a funeral in the League for someone trustworthy to be asked to play a death guiser. This person wears the clothes and mask of the deceased, so grieving friends and family may say a proper farewell or pass on any last words they never got the chance to say in life. The richest will also hire professional troupes to perform the highlights of their lives in theatre or music. True immortality is commissioning a play or song about your life to be performed long after you're dead. Of course, the writer may choose to subvert your memory cleverly if the actual truth doesn’t agree with the public image you wished them to portray. Immortality can be for good or ill, after all.

The majority of League citizens are cremated and their ashes cast into one of the of the four great rivers. The exception are those few souls whose virtue has gained them the signal honour of a place in the great Necropolis of Highguard, or those wealthy enough to be able to afford mausoleums or tombs. Cremation, after all, is quite cheap whereas securing and maintaining a tomb in or near one of the cities is an expensive proposition.

Each Winter Solstice, the League celebrates a particularly lavish festival with strong ties to their funerary traditions: the Masquerade of the Reaper.

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The League economic interests

The League is rich, and the cities have always been a centre of trade within the Empire. Anyone prepared to work hard who has any level of moxie or chutzpah can amass a respectable pile of coin. There is a poor underclass in all the cities of the League, but there is a widespread perception among many that these people are poor because they “choose” to be. If they had any get-up-and-go they would join a guild and make something of themselves.

League entrepreneurs have expanded the Empire’s knowledge of foreign lands and even gone so far as to establish embassies and trade delegations outside the borders of the Empire. The Synod has expressed concerns about these embassies on more than one occasion, but the benefits they bring to the Empire have so far outweighed any danger peaceful relations with foreigners might represent.

The League is entrusted with the Imperial Mint based in Tassato, which produces all Imperial coins. At the Empire’s birth, every nation used different coinage, and trying to consolidate exchange rates and manage investment across the Empire was an economic nightmare. Issuing a new coinage was a way to support both economic growth and ensure a level of stability, and making that coin out of steel prevented coin clipping as well as strengthening the power of the Empire. The mint is run by the Civil Service, but defended by League troops and control of the Mint and its guards is a powerful political position.

The League was also ultimately responsible for the creation of the Imperial Bourse, which oversees and controls the distribution of bulk goods throughout the Empire. While they do not have a monopoly or control over this institution, more than any Nation save perhaps the Brass Coast they appreciate the opportunities for influence that the Bourse represents. Many merchant princes make a fortune in steel playing the Bourse, while others gain great influence within the Empire through clever manipulation of the markets.

The downside of the vast wealth of the League is that it breeds schemes to redistribute it and not everyone is prepared to play by the rules. There is always some up and coming individual prepared to risk hiring a few Bravos to extort a little money and there are always rumours of people who will do more for money than just threats and a beating. Those that want to be accepted into society make an effort to distance themselves from such methods as far as possible - the guilds have no time for organized crime and they work closely with the Imperial Magistrates to ensure that those involved are caught and punished. There is no sympathy for those operating outside the rules that everyone else chooses to abide by and a belief that tolerating lawbreaking undermines the fabric of League society.

To help the magistrates enforce the law, the cities employ professional thief-takers. These groups operate to identify and capture criminals, in return for bounties offered by the magistrates or by wealthy guilds and individuals. The first thief-takers were Temeschwari, but the advantages of the system spread across the League once the benefits were understood.

If the League has no truck with violent crime, they do have a love affair with confidence tricksters. Imperial law contains no protections for merchants or those who buy from them and in the League the art of the swindler is much admired. The best usually have some skill with magic and are called mountebanks, after the traditional theatrical character. They are part of League folk lore, selling the fish from an empty net to a wealthy priest or persuading a merchant prince to part with a fortune for a worthless glass bauble. Surprisingly, such deeds are perfectly acceptable within the rules of Dead Reckoning – with one very important caveat - be careful who you tell. A merchant prince may applaud your ingenuity, provided her reputation is intact, but a mountebank who makes a fool of her in public had better have some very powerful friends.

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The League hearth magic

Rings

Rings have a power all their own. They are worn to represent loyalty, and become powerful symbols of oaths and promises. Stealing a ring from someone can result in the oath or loyalty it represents being damaged in some way, and there are stories of rings used to inflict terrible curses not only on the original wearer, but on all those who are loyal to them. There are also stories that rings gain a power of their own, especially rings that represent a profound, magical or hidden loyalty - stories tell of rings that draw the shades of the betrayed to drive a villain mad.

Masks

Masks represent anonymity, and are extensively used in magic, but they also represent a hearth magic. The mask conceals the identity of the wearer, or allows that identity to be confused or connected with that of another individual, especially an iconic character. The use of masks is traditional, and can be seen as an evolution of the use of veils and cowls among the Highborn. Masks are also extensively used in ritual magic by many League magicians.

Mirrors

A similar fascination with identity revolves around the use of mirrors. Mirrors show the face that others see, but also sometimes reveal one's true face. There are stories of mirrors that reflect murderers as if they were still covered in the blood of their victims, or of mirrors that show parted lovers the location or fate of the one they are bound to. Mirrors have no identity of their own - they only show what is placed before them. Some Leaguers have adopted a practice originally from Holberg that encourages those with worries or wracked with guilt to confide their problems to their reflection - engaging in imaginary dialogues as they work through the concerns of the day. There are stories of magical mirrors that allow the reflection to take on a life of its own, to serve as advisors to those who use them or to act out the repressed desires of those reflected in them.

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The League history

Aldones di Sarvos was the Merchant Prince of Sarvos when the Empress and her supporters began their crusade. Conveniently for her, legend claims he was also the richest person in the world at that time and his silver flowed everywhere the Empress and her troops went. But Aldones was faced with a clear problem; the Sarvossians might consider themselves to be the most important people in the world, but the truth was a single city - even one with the power of Sarvos - could not compare with the power of the nations that were drawn to the Empress' banner. There were whispered suggestions among the Empress' supporters that Sarvos should become a Highborn or Freeborn territory.

Aldones met with Barell, Merchant Prince of Tassato, the fierce rival of Sarvos on the bay of Catazar and with Maria Ivanova, Boyar of Temeschwar, the greatest city of Varushka into which all the riches of that nation flowed. He introduced them to the Empress, and together they persuaded the two that their future lay with the Empire. But Aldones' plan was much more ambitious than even this. He convinced them that as the greatest cities of the world, they had more in common with each other than with the nations that surrounded them. His proposal went beyond the mere suggestion that become part of the Empire; Aldones proposed that they join together into a single League and thereby create an entirely new nation.

With their backing it was impossible for any of the Empress' supporters to gainsay Aldones's ambition and the League was recognized as the eighth nation of the Empire. The newly created Egregore helped to bind the cities into one, allowing them to adopt the best of each other's customs. Their immense geographical separation means that each city still keeps something of its own character, despite the link to the Egregore. As far as the League is concerned this is part of what gives them their strength; each city has a vital spirit of its own - they see themselves as strands of rope woven together for strength, distinct from each other but capable of pulling together when they choose.

In the years that followed, the Empire consolidated its control of the lands around the Bay of Catazar, driving the orcs into the wilderness. The cities of the League worked tirelessly to advance the Empire, but despite military successes the League were unable to identify any cities that shared their enterprising approach in the lands being conquered. They prided themselves on being first amongst equals in the Empire, but they began to whisper to each other about their loss of influence as other Nations gained new territories and senators.

As Dawnish forces pushed westwards they came to the walls of Holberg, a city so heavily fortified that it had never fallen. League forces offered to put the city under siege whilst the Dawnish armies pushed on, eager for glory in battle against the orcs that populated the surrounding lands. The League army encircled the city, but rather than starve them out and storm the walls, they began secret negotiations with the burghers who ruled the city. By the time the Dawn had completed their conquest, the clever words of the League's ambassadors and the gifts that accompanied them had been enough to convince Holberg to open its gates to the Empire. The city that has never fallen joined the Empire without a single life lost - as far any citizen of the League was concerned it was the greatest military triumph of the age.

Never before had the Senate been split over which nation might lay claim to a territory. The Merchant Princes seized this opportunity and with the help of an envoy from the city of Holberg they convinced the Senate to declare the city to be part of the League. The nobles of Dawn were incandescent with fury, regarding the territory as rightfully theirs by virtue of the blood they had spilled to conquer it. They denounced Holberg swearing that they would never lift a finger to aid the territory. Centuries later, the resentment still simmers - as Holberg lost land to the barbarians, there were never quite enough Dawnish Earls able to spare the troops to help the city - the political divisions of the past destroying the Empire's future - according to the League.

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The League leadership

If you cross a bravo they might break your fingers; cross a merchant prince and they’ll ruin you.

The League cities are administered by the Empire, but they are run by the guilds. These economic affiliations draw members from every section of League society united by common interests and a desire to work together to acquire wealth. The earliest types of guild were formed as confraternities of workers. They were organized in a manner something between a trade union, a cartel, and a secret society. Today only a few guilds limit themselves to just one craft; most have expanded to include merchants and traders and thereby cover any economic activities they can draw profit from.

Each guild is headed by a merchant prince - an honorific title for the most economically powerful individuals that harks back to pre-Imperial times. The title is the same for all genders, a mark of respect for Aldones di Sarvos, the League's first merchant prince. Together the most powerful merchants choose their senators but beyond this they usually leave the administration of the cities to the civil service, allowing them to concentrate on increasing the wealth of their guild.

The guilds are not merely a matter of shared interests, but also of oaths and loyalties. Membership of a guild represents one of the most important loyalties a citizen of the League can hold. It is considered at least equal in importance to the loyalty owed to the League, the Empire and one's city. Those who betray their guild find every door closed to them and face exclusion from society and economic life. This is a short road to ruin in the League, a fate that most citizens will do anything to avoid. It is their ability to apply these sanctions that gives the guilds much of the power and influence they wield.

In the League, people wear rings to demonstrate their allegiances, wearing one for each major loyalty they owe.

Leading a territory

Each city in the League is a territory of its own and so sends one Senator to the Imperial Senate. Any citizen of the League can have a say in the identity of their Senator - provided they are prepared to work for it. The Civil Service compiles and maintains records of what investments are owned by an individual, and they are allocated a number of votes based on the value of the properties they own in that city. These votes are represented by official "bonds", and during an election Senatorial candidates for a city try to convince the electors to give them their bonds to show their support. The bonds are then registered with the civil service. The candidate with the largest amount of support when the election ends, as represented by the value of their combined bonds, becomes the Senator.

Timing is important in League senatorial elections. Candidates must declare themselves before the election begins, and after that time no more candidates are admitted. When the elections formally open, they continue for exactly one and a half hours and then they close and no more bonds can be exchanged. Punctuality and good timekeeping are, after all, simply good manners in the League.

While the process itself is quite above-board, that does not prevent a fair degree of politicking behind the scenes. While uncommon, for example, it is not unknown for an individual to claim to be collecting bonds on behalf of one individual, only to then hand them over to another.

Residency is important - a citizen only receives bonds if they own a business in the contested territory. Citizens who move from one city to another are eligible to vote in the new city only once a year has passed since they last voted in a senator election.

The senators for each Imperial territory are re-elected at specific equinox and solstices during the year. The senator for Holberg is elected at the Spring equinox, the senator for Sarvos is elected at the Summer solstice, the senator for Tassato is elected at the Autumn equinox, and the senator for Temeschwar is elected at the Winter solstice.

Tallying the Votes

Each League citizen whose business resource is in the contested territory receives votes in the election of a senator for that territory. Each character receives ten votes, plus two additional votes each time they have upgraded their resource. Bonds are issued to each character by the civil service, and are usually included in the player's character pack at the start of an event where a Senatorial election is scheduled to take place.

Prominent League guilds

A list of well-known guilds who have attended Anvil in recent years can be found here.

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The League lineage and species attitudes

The cambions’ instinctive cunning and ambition mean that many of them find a spiritual home in the League. They are especially encouraged to enter the priesthood, and many consider it fortunate to have a cambion bishop perform important ceremonies. The most successful often follow the fashion of capping their horns with bejewelled gold to display their wealth.

Briars find it hard to achieve high positions in League society. Their often blunt demeanour and tendency towards direct solutions means that they are regularly underestimated. The typical League prejudice is that briars are suited to be bravos, and little more. Many briars leave the League when their lineage becomes apparent - and not just because of prejudice. Living for extended periods in the sprawling cities of the League is emotionally and mentally draining for many briars, and the constant pressure of urbanised society can make it increasingly difficult for them to resist the destructive impulses that lurk in their blood.

Reckoners

The Reckoners of the great rivers are dominated by several families with strong merrow and naga lineage. They have done much to establish the position of their lineage in League society. Initially powerful in Tassato, the merrow boatmen of that city began by ferrying citizens across the wide river that separated the twin halves of that city. Over the years, they parleyed their knowledge of the secret assignations of citizens into political and then economic power. Although the boatmen were careful never to pry into the affairs of others, they became experts at deducing some of the nature of other people's business simply by knowing where they were going and who they were talking to.

When Aldones di Sarvos brought the cities of the League together the boatmen found themselves in competition with a guild of Nagas in Sarvos. This secretive guild made a living collecting and compiling lists of favours and debts owed by other guilds - and for a small price revealing the nature of those relationships. The two groups soon saw the benefit of cooperation and began to work together as the Guild of Reckoners.

Although there are now several different Guilds of Reckoners, they continue to display a great interest in secret affairs and espionage, supplementing their normal mercantile activities extensively with spying and information brokering. This suits both the merrow interest in truth and the naga interest in secrets, and serves as a lucrative sideline. As a consequence, many League citizens expect that any merrow or naga they meet will have the latest and most salacious gossip.

Orcs

If the lineages are generally respected and welcomed in the League, the same cannot be said for orcs. For most citizens of the League, Imperial Orcs represent the worst of both worlds; they constantly remind the citizenry of the barbarian threat and they often meddle in local schemes on behalf of their Imperial masters. Few Orcs are interested in deals or profit and thus there is little common ground between them and the average citizen of the League.

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The League look and feel

Contents

- 1 Overview

- 2 Feel

- 3 Breakdown

- 3.1 Influences

- 3.2 Materials

- 3.3 Colours

- 3.4 Clothing

- 3.5 Armour

- 3.6 Weapons

- 4 Costume

- 5 Bravos

- 6 Free companies

- 7 Banners

- 8 Theatre and masks

- 9 Churches

Overview

The League is urban. The influences come from the Italian city states, the Hanseatic league, and Prague, as well as classic fantasy cities. This is a nation ruled by powerful guilds, and while there are poor people the cities are well maintained and are very different to the shambolic chaos of a Port Blacksand or even a Lankhmar.

The League is rich. Fine fabrics showing the wealth and style of merchant-princes. Rich silks in the south and fur trim for the northern cities of Temeschwar and Holberg. It is opulent not ostentatious, a purposeful show of wealth and power.

Also see League costumes and League icons and artistry.

Feel

Flamboyant, rich, urbane, ambitious, loyal, resplendent, flourish.

Breakdown

Influences

High medieval and renaissance luxury.

Materials

Velvet, Cotton, Silk, Fur Trim, Brocade, Damask, Jacquard

Colours

The palette is rich and autumnal. Wine reds, golden yellows, supported by rich oranges and deep blues and blacks.

Clothing

In the south, short doublets of richly patterned silks are cut to flatter. Sleeves are either tight with the undershirt puffing from beneath or occasionally full, and the effect is somewhat top-heavy, with trousers cut to a slender leg. Slashing is the height of fashion, particularly amongst the military whose taste verges on the gaudy.

In the north the climate is colder, and clothing reflects that. More fur trim, more layers. Perhaps a long sleeveless gown of velvet over the fashionable doublet, which might be made of leather not silk.

Ladies who do not favour doublet-and-trousers wear elaborate high-waisted gowns. The neckline may be lower than in other nations, cut almost to the waistband. An undergown, chemise or kirtle, often of a contrasting colour, is usually visible at the front. A fashionable gown from the northern cities would be long and full, sleeved and high-waisted. To the south, the gown might be sleeveless, or with sleeves slashed like a doublet’s. Ribbons are often used as decoration.

Armour

Armour is usually worn to allow the brightly covered clothing beneath to show through. A full harness is rarely worn, and heavy armour is usually concentrated over the vital areas, particularly the chest and head.

Those Free Companies that can afford it purchase matching armour. Those that must make use of what they can salvage combine it with matching costume to ensure that their group is identifiable as a single unit.

A starting Free Company may equip its members with a bright uniform in two contrasting colours and a quilted jack. Wealthier companies may have matching arming doublets, armour and helmets.

Weapons

Professional soldiers tend to prefer crossbows, long spears or halberds. Street fighters usually favour a light sword with a main gauche or stiletto for the off-hand. Shields are not common in either case.

Costume

League costume is beautifully tailored with layers of complex cutting and decoration. Gowns are high waisted with low necklines and complicated detailing such as puffed or slashed sleeves.

Doublets are constructed with similarly complex decoration; sleeves are often laced on to the body of the doublet. The look is generally rather top heavy with slim fitting trousers or breeches and high legged boots.

Bravos

A bravo is usually light armoured if at all. They usually wield a rapier, sometimes paired with a short parrying dagger like a main gauche. Many bravos are part of a free company.

Free companies

The riotously bright uniforms of the free companies mostly comprise two colours, with sleeves and trousers in the main colour, slashed to let the contrasting colour show through. A steel breastplate and helm provides the basic armour.

Banners

An iconic impressive banner makes a bold statement for any free company.

Theatre and masks

The tradition of masked theatre runs strong in League cities, where it is an important constituent of the magic of a performance. Facemasks are also a common element of fashionable attire for individuals from all walks of life.

This custom sprang partly from the popular Facio style of masked theatre, where actors and even audience members swap characters as they swap masks, and partly descends from the traditions of cowls and veils in Highguard society. Masks allow an individual to cultivate anonymity and the air of mystery. Some groups – military units and criminals especially – may go so far as to all wear matching masks even in dangerous situations.

Churches

The heavily decorated robes of The League priests are in sharp contrast to some of the ascetics of other nations. Lavish embroidery, metallic threads and elaborate headdresses are all used to communicate their importance.

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The League magical traditions

Theatre is a vital part of League society, and theatrical groups called troupes are common. From the most bombastic performances in lavish theatre houses to the simplest productions performed in the streets themselves – the citizens love spectacle and little is more spectacular than League theatre. In part this is due to the common use of magic by a troupe’s performers. Some of this magic is simple stage tricks, but skilled performers use can weave quite literally enchanting performances. Quite how many members of a troupe can perform formal magic is a closely kept secret. A troupe demands every bit as much loyalty as any guild and discretion about the abilities of the members is considered just another part of the rules. Whether producing a performance of Scillio’s "The Fallen Herald" or attempting a dangerous ritual by command of a Merchant Prince, every member of a troupe plays a part.

To the League, magic is a commodity like any other. Although Urizen lays claim to the secrets of grand power and treat it with great dignity, in the League it is the money of a wealthy patron that pays for that dignity. As such, the show a troupe puts on is as important to their reputation as the results they produce. The performers weave knots in time as well as space, drawing influences from the past to spread their patron’s influence in the future. They must make a show of invoking symbols of ambition, loyalty and prosperity, as much because a merchant prince enjoys watching a bravura performance as because of their importance to the ritual.

Most troupes wear masks when they perform ritual magic, and guard these masks carefully. The notion of taking on a character for the purposes of ritual is well established. When one knots the ties on a mask in order to perform enchantment, one does not simply wear a piece of cloth or leather or paper, one is wearing the combined weight of all the stories told about that character - and all the stories that can yet be told. The most famous masks in the League are in in the Armetto Theatre house, in Sarvos. These masks are old and, in some cases, nothing special to look at, but they are exceptionally potent in the hands of a skilled performer.

There is also a belief that these masks not only empower the ritual, but also ensure that any malign influences or backlash will fall on the mask, rather than the wearer because they conceal the identity of the magician. As a consequence, some masks are believed literally to be cursed items - items that cannot be destroyed because to do so is to cause the weight of the malign energies contained within to be released. Several stories - and indeed plays - tell of cursed masks and the trickery that causes their wickedness to be released on the undeserving. (see also masks in Hearth Magic).

Rivalry between troupes is famously intense, and long-standing feuds are commonplace. Troupes compete for the patronage of the most powerful guilds, and performers have even been murdered for changing troupe or giving a bad performance. Open violence is rare, but public duels between performers are an important part of advertising and promoting a troupe's plays - especially when an opening night is approaching. Such matches always draw a fine crowd as performers are expected to retort and riposte while they fight; the eventual victor will be the one who most entertains the crowd the most rather than the one who strikes the winning blow.

Mountebanks

The troupes of the League would like to believe that there is no other tradition of magic in the cities, but this is far from true. There is an underclass of street-mage known as mountebanks - a derogatory term first used by the troupes that many of these street mages have claimed for themselves as a badge of pride. Their rough magic is more immediate and improvised, rarely for the benefit of a patron, and often performed on street corners. Many mountebanks are part conjurer, part con-artist, with a widely-held reputation for being crooks and scoundrels - or so the troupes would have you believe. While not all mountebanks are confidence tricksters, enough of them are that their entire profession is viewed with some suspicion.

Many mountebanks combine an understanding of incantations with a little ritual magic, and supplement their understanding with trinkets and even potions and elixirs. They tread a fine line between entertainer and criminal, and those who step over the line are in danger of the serious repercussions that face anyone who cannot follow the rules in League society.

The archetypal example of the mountebank con is the shell game - playing on the greed and hopefulness of their victims to trick them into making a wager they cannot win.

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The League military concerns

At the height of the Empire's power the League was able to field two armies, but since the territory of Holberg fell under the control of barbarians, the need for soldiers to defend the city has absorbed what military strength they can spare. It was a constant frustration for many Merchant Princes that they cannot match the military strength of nations like the Marches or Dawn. However, the structure of Imperial forces does not appeal to many citizens of the League and attempts to find additional volunteers have come to nought. When the League reclaimed Holberg they rebuilt the TowerJacks army and now once again field two Imperial armies.

Most citizens of the League who seek a military life look instead to the free companies and it is here that the nation excels. The free companies are the mercenary units for which the League is famous. Threats are considered downright rude, but most guilds still employ mercenaries; only a fool relies on the rules alone to protect their interests. After all, not everyone in the League is of the League.

Joining a free company is a serious undertaking. A free company is like a guild; members are expected to show the same loyalty, and that loyalty will be tested on the field of battle. Although free companies are renowned for their discipline on the battlefield, they are equally notorious for their riotous behaviour on the streets. Not for nothing are their members called bravos, fighting by day and drinking through the night. When two free companies are housed in the same city then rivalry easily spills over into violence. Brawls and duels abound and running battles in the streets are not unknown. The leaders of the free companies turn a blind eye as long as the bills for the damage do not mount too high, and as long as civilians are left out of the conflict. The Imperial authorities turn a blind eye provided nobody is reported killed.

If the League lack military numbers, they strive to make up for it with competent generals. League tacticians are a byword for brutal brilliance; men and women prepared to contemplate the unthinkable to achieve victory. General Anke Carsten von Temeschwar infamously stated “I am an artist, the battlefield is my canvas” when called before the Synod to justify the cruel tactics she employed against the barbarians.

Crossbows are very much in favour with the League – anyone from wealthy merchants to street bravos might tote one of these exquisitely made devices and the free companies have taken them up with great enthusiasm. While they may lack the range of a Marcher longbow, they are just as effective at short range. Crossbows are easy to produce and simple to master. Once the crossbow is cocked and ready, physical strength is irrelevant. There are not many bow users in the League, and it is considered more of a "hunting weapon" than a weapon of war.

Imperial Armies

The League fields two Imperial armies; the Wolves of War and the Towerjacks

The Wolves of War

The Wolves of War are an extremely versatile fighting force. Many of the soldiers in this army are bravos from the roughest parts of Temeschwar and Tassato, supported by talented engineers from Holberg and Sarvosian scouts. They are also adept at working with mercenary troops, taking advantage of the great wealth of the League to employ specialist units to help them on campaign.

In Autumn 378YE, the Dawnish Archmage of Autumn, Maurice de Gauvain, took clever advantage of a rare conjunction to gather the ilium needed to place a permanent Bound by Common Cause enchantment on the Wolves of War. This enchantment greatly enhances the ability of the army to work with Imperial military units. It coincidentally means that the General of the Wolves of War is subject to a powerful magical influence, but it remains to be seen how far-reaching this effect will be.

The first League General leads the Wolves of War army, and is appointed (or re-appointed) at the Autumn Equinox each year.

The Towerjacks

While the League used to field a second army, the Towerjacks, that army ceased to exist in 346YE when its officers and soldiers dedicated themselves to the defence of their home territory (Holberg). While they were active, the Towerjacks were known for their expertise at siege warfare. With the liberation of Holberg, the officers of the Towerjacks let it be known that they were prepared to return to active duty, provided they could be returned to full strength. A motion before the Senate during the Summer Solstice 379YE gained permission to reinstate the Towerjacks. When their resupply and recruitment are complete, a new general was appointed in Winter 379YE.

The second League General leads the Towerjacks army, and is appointed (or re-appointed) at the Winter Solstice each year.

We, the Mercenaries of The League, exist to serve the leaders of the Empire, and bring glory to our nation. Through patronage, we arm ourselves. Through leadership, we gather in companies, and perfect our fighting styles. Through experience, we chart a bloody course across the battlefield, marching not as soldiers, but as heroes. Each nation is a crucible in which champions are forged. The apothecaries and artisans of many nations give up their wares gladly, but The League would never ask such a thing of its citizens. We value their work, and pay them a fair price for it. In turn, we ask for an honest wage, to strengthen our forces, and bring honour to our patrons.

While the civilians of the League will lay down their quills and raise arms against the barbarians, the Free Companies lead a life of perpetual warfare, travelling as one, fighting as one, and willing to die as one, if the Empire demands it. It is this life that our wages pay for, an endless round of marching, drilling and combat.

Our patrons - the noble princes of the League, and the wise Generals of the Empire - need only tell us where and when, and we muster, armed and armoured according to their wishes, and equipped for the enemies that face us. When battle comes, we stand united, fearless against our foes, strengthened by the knowledge that one soldier can show weakness and confusion, but a Free Company will hold the line, and march to victory.A Mercenary Doctrine, Jakub the Unruly, Signeur of the Red Company, 156YE

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The League music

Contents

- 1 Style summary

- 2 Commonly known songs

- 2.1 Songs about notable people/entities in the League

- 2.2 One for the kids

- 3 Further examples

- 3.1 Songs

- 3.2 Instrumentation and tunes

- 3.3 Other performance traditions

- 4 How to adapt your repertoire

- 5 Our sources

Style summary

The League is a combination of different cultures and its performance traditions reflect that. High art in all its forms, theatre and songs laced with innuendo and hidden meaning, characters who delight in cunning and trickery, flamboyance, opera and baroque/classical stylings accompanied by flutes, guitars, and even brass, themes of playfulness, loyalty and ingenuity. Low culture: comedy song, street magic, and clever rhyming, often poking fun at someone or something.

For the high art of the League, look to European and Spanish-influenced classical music, particularly Italian and German including arias, lieder, and classical instrumental music from Argentina. For low art concentrate on songs with the theme of deals, cunning, trickery, flamboyance, or loyalty and instrumental music with an Italian, Spanish, or Mariachi sound.

Commonly known songs

Songs about notable people/entities in the League

- Marching to Victory - a song about Senator Cesare.

- A Fool in a Crown - a comedy

- The Night of a Thousand Torches - a song from Temeshwar

- Holberg Wine - a tragedy

- Reuben's Brethren - popular with the mercenary companies

- Uncle Vyig - funny song about organised crime, very popular in Temeschwar, usually not sung in other League cities.

One for the kids

Tower Song - a silly round demonstrating League competitiveness.

Further examples

Songs

- Treggajoran Wartha - song about rings and trickery

- Say Gentle Ladies - medium difficulty Mozart aria. A lovely English language arrangement is available to buy here

- Flower duet (Google it)

- Lovely Joan - medium song with a moral

- Tower Song - a funny round demonstrating League competitiveness.

Instrumentation and tunes

- Recorders, flutes and whistles, classically played guitar or stringed instrument, violin, classical accordion.

- Elizabethan recorder music which played on any classical instrument would be appropriate for The League.

Other performance traditions

- Theatre and acting. There is a lot more information about this in The League brief, in particular the page on Troupes.

How to adapt your repertoire

- For 'low culture' sing in a tongue in cheek way, have a game or a joke with your audience.

- For 'high art' sing in an operatic way, up the drama! Have a listen to some Portuguese fado songs and copy the style.

- When playing folk tunes, try to pick ones that are a bit classical or baroque sounding, a good example is The Gale by Susan Conger

Our sources

Italian or German opera, Argentinian tangos and other S. American accordion music (cf. The Oxford Concert Party), classical poetry, Portuguese/Brazilian fado songs, Alejandro Toledo & The Magic Tombolinos

Here is a youtube playlist of appropriate or inspiring music.

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The League people

One people with four souls

The four great cities of the League give the nation her spirit. Her love of culture, the appreciation for fine things, opera, theatre, art and dance come from Sarvos. The determination to be the best, savouring every triumph, ferocious competition and ruthless nerve are born of Temeschwar. The problem-solving, imagination and sheer brilliance of Holberg has led to their mastery of surgery and engineering. The childlike delight with the cunning and the clever spreads from Tassato, where words are laced with more ambiguity than meaning and every ruse conceals another strategem beneath it.

While the character of each city can be clearly seen, it is important to appreciate that this is one nation, bound by their Egregore and countless generations of migrations and marriages. "One people with four souls" is how the League often describes itself - and individuals and groups draw their strength and their character from the best qualities of the whole nation. Citizens of the League are always proud of their city and some strive to exemplify its attributes, but it is as if the qualities were in the cities themselves as much as the people who inhabit them.

True power in the cities is in the hands of the guilds. The guilds are exceptionally varied; some are organized to supply a single product or skill while others have no common basis beyond a group of people who join together to make money. There are guilds that are mercenary companies or theatre groups and some say the churches of the League are little more than guilds. What the guilds have in common is the expectation of loyalty, their ties are every bit as strong as the closest family. Loyalty to your guild is one of the great pillars of life in the League. The guilds have no formal powers so they use their stranglehold on economic existence in the cities to rule despite that; if you want to get ahead in the League - join a guild.

The League is committed to the Empire; Imperial law has brought peace and prosperity. The opportunities and the civilization that the Empire brings are things that many are prepared to die – or preferably kill – to preserve. Because the citizens of the League see themselves as the pre-eminent people of the Empire, they tend to view the Empire very possessively - as if the whole thing were arranged for their benefit.

League society greatly prizes loyalty, but scorns servility. Everyone is expected to give as good as they receive. They are relentlessly competitive in everything they turn their hands to, always seeking to outdo each other. They are not obsessed with money, as some claim, but money is a great way to judge success - a metric by which to quantify how well you have done. When outsiders point out that they seem to view life as a game they are playing then League citizens tend to agree - "someone is keeping score" is the usual response. But it is not a case of treating war, politics and trade like a child's game, it is a case of treating every game they play as seriously as if it were a war.

There is a merciless emphasis on the rules in the League. Crime is always a problem in the cities, but those who hold the reins of power regard it as a parasite, eating into their own profits. They ensure the laws are enforced with a brutal practicality and pragmatism, that stems in part from a cultural belief that those who break the rules have cheated in the game. It is not just the laws they hold in iron regard; a civil tongue, the customs of the city, her superstitions and her rules, are not to be broken. If an individual does not respect League society enough to play by the same rules as everyone else, how can you be sure what other rules they will break? Such people are not trusted and in business, a lack of trust is fatal to your chances of success.

Famed for a devotion to the arts, the League claims to have invented opera and theatre and take constant joy in the novel and the clever. They appreciate flair and wit, as signs of a sharp mind. Witty banter and verbal quips are considered fine entertainment in the League. Those who can employ wit skillfully are given more license than others to break the social rules of respect with less chance to cause a scene - or a duel.

This is not a nation of effete libertines. Innovative gewgaws and beautiful artworks are prized, but they are nothing compared to the pride these people take in the exercise of their will, their ambition and their success. A clever quip is no substitute for wealth, power, influence and the will to employ them to meet one's goals. The Merchant Prince may continue to make ironic comments when a situation turns deadly serious, but never make the mistake of thinking that they are not prepared to do what it takes to ensure the outcome they favour. More than one guest has made an inappropriate "joke" and discovered themselves ejected from someone's home - often through a first storey window.

Any gutter urchin might be a merchant prince one day, so you must be careful, cousin. Kick a puppy today, and tomorrow it might have grown up to be the hound that has your hand in its jaws ...

Two Gentlemen of Tassato, Act I, scene ii

Names in the League

Each of the four cities of the League has a different flavour. We suggest Italian names for Sarvossian characters, Eastern European names for Temeschwari characters, German or Dutch names for Holberghan characters and Portuguese names for Tassatan characters.

Most people in the League use their city as part of their name. They may use one of a number of connecting words - "di", "de", "van" and "of" are all popular and are used interchangably across the League - but they firmly indicate the city they are loyal to. This is usually the city of their birth, but not always. Many League citizens have cause to move from one city to another at one time and some find themselves more at home in their new city than the place of their birth.

Many individuals do not bother with a family name, although they may take some element of their name from their guild.

Sample names

- Elsbet van Temeschwar, of the Black Raven

- Bertolli Giacomi di Sarvos, of the Giacomi Carta

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The League religious beliefs

Virtue made the Empire strong, we made it great

Bishop Gilde van Holberg, Address to the Assembly of Prosperity

To the eyes of an outsider, religion in the League seems a little transactional. Many religious buildings and celebrations seem to exist to take money or goods from the citizens in the most splendidly showy way possible. This certainly isn’t to say that priests here are not fervent or devout in their beliefs. They simply recognise that they provide a service and should be recompensed appropriately. Competition amongst priests for provision of lucrative religious services, such as the marriage of a merchant prince or the funeral of a wealthy merchant, is fierce. The priesthood make an effort to provide a spectacle for such events, ensuring that they earn their wage.

The League quality of competition is as strong in matters of faith and spirituality as it is in every other aspect of life. A bishop of the League may be as pious as any priest of Highguard, but they can also be as ruthless and mercantile as any merchant prince. Where the guilds keep score with coin and favour, the bishops use the size and notable membership of their congregations. The most powerful include artisans, tradesman and in some cases mercenaries or dedicated soldiers as well as priests and layfolk. The bishops of the League together form the League Assembly within the Imperial Synod, and when united on a common purpose their political acumen can make them a potent force.

In addition to preaching The Way of Virtue, many of the churches in the League also operate on the basis of providing civic functions paid for by donations, often from the people they have helped. Some employ soldiers to patrol the streets and keep them free of muggers and pickpockets, while others operate schools and hospitals. Others look beyond the borders of the League, actively soliciting donations to help them in their "good works," seeing their city, their nation or even the whole Empire as their congregation and its defence and improvement their responsibility.

Church of the Little Mother

The most famous League church is the Church of The Little Mother. Originally based in Sarvos, churches dedicated to the Little Mother, an Exemplar of Prosperity and the matron of children and orphans, are found in all League cities and in some parts of other Nations as well. The Little Mother takes in orphaned or abandoned children, ensuring that they receive a chance in life. Children are taught basic numeracy and literacy before being apprenticed to a master in the city. The Church sustains itself with donations, often made by former beneficiaries, and is well respected by the Imperial authorities and League people. It can also wield a surprising amount of political power, as many influential people owe their start in life to the priests of the Little Mother.

Aldones di Sarvos

A key figure in the religious life of many citizens is Aldones di Sarvos, who many look to as the founder of the League, and is recognised by the Imperial Synod as a Paragon of Ambition. Aldones started life with nothing and through his labours, fierce competition, skill and swordsmanship, created the first guild and declared himself a Merchant Prince. Aldones did many great deeds throughout his life, but all inspired by the love he bore his city. Aldones' legacy was affirmed when, through his vision and influence, he united the cities of the League, and helped forge a Nation. He disappeared - or ascended - shortly after his keynote speech to the newly-united League, and the final words of his address are inscribed on his memorial in Sarvos to inspire his successors to pursue their goals: "In Highguard, they build castles and call them towns. We will build cities, and call them a nation."

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The League territories

The city is the mirror of the world. If we cannot master the city, how can we master the world?

Gidea di Sarvos, Reflections

Each territory in the League represents the land that extends around a single great city. Surrounding lands are tightly parcelled into estates, each of which is traditionally worked hard but may also be sculpted for maximum beauty. Commonly country estates are kept for show, but a Merchant Prince will only really relax when at their townhouse in the city, surrounded by the fruits of civilization. The League is small in terms of landmass compared to some other nations, but it still manages to have a sizeable population.

Each of the four cities of the League has something of a character of its own. League citizens from that city may strive to exemplify what they see as the strong qualities of their city, but the truth is that all these characteristics are present in every citizen in the League. The physical city itself seems to have some effect, citizens from one city who move to another often find themselves reflecting the mood of their new home. How much an individual character or group chooses to emphasize the city of their birth - or the city they live in - is entirely up to the player.

Territories

- Tassato

- Sarvos

- Temeschwar

- Holberg

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The Leaping Hare

Contents

- 1 Rules

- 1.1 Summer Magnitude 4

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 4

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target may call STRIKEDOWN once per day with a pole-arm.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 3. Additional characters must be present throughout.

Description

This enchantment is among one of the best-known Summer rituals. Along with The Swan's Cruel Wing, The Hammer of Thunder and Strength of the Bull it provides a coven with the ability to select the right enchantment to enhance any band of warriors.

The ritual is usually referred to by its popular Marcher name. The swift movement of the hare, and the way it weaves back and forth underfoot, are an image associated for the quick and deft use of a bill to hook a target's legs out from under her. Some magicians use the name of their own favoured totem animal in the ritual - for example it is called The Dancing Fox by some Navarr, while several cabals of Dawnish war-witches call it Glittering Salmon Leap, and a few Urizen refer to it as the Charge of the Mountain Goat.

Common Elements

This ritual usually involves both the target and their pole-arm. A ritualist might trace matching runes on weapons and warrior, or might anoint them with a mixture of blood and oil. The target is often persuaded to perform a series of quick, deft maneuvers; sweeping, jabbing and hooking as the ritualist weaves magic over the warrior and the pole-arm. Legendary warriors, especially those who displayed cleverness or guile, are often invoked as are Paragons and Exemplars of warlike mien.

Any of the Summer runes might be evoked, but Jotra, the rune of battle, is the most common. An evocation of The Stallion or The Oak may be appropriate with this ritual, as are evocations of horses and unicorns.

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The Library

The library is a throne, a location used in dramaturgy that represents both a setting and a Realm of magic.

Realm: Day.

Setting: The airy library of an Urizen spire, a cramped Varushkan wise one's hut or a dusty Highguard scroll-room, the courtroom of a magistrate or an ice-cavern beneath Wintermark with rune-covered walls - all of these may evoke the Library. It is always a place of learning, where knowledge and wisdom are applied. It is sometimes the Chapel, where meditation and introspection take place.

Characters: The Doctor and The Bishop are strong characters in this setting; they uncover or declaim truths, discover secrets and reveal important events. It is also a place where people receive news of distant events. Any character may reveal their innermost thoughts here.

Magical Style: This is a place of knowledge, where information is uncovered and hidden things found. Divination rituals take place here. It is also a place of introspection and meditation - purification is a theme, as is healing. It is obvious that rituals such as Swim Leviathan's Depth may be performed here, but so might a ritual such as Art of the Deal, where the Prince pores over a map of distant lands, or Clarity of the Master Strategist where the Captain and the Doctor discuss difficult choices for the coming battle.

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The Lion and the Unicorn

Trad. The Keeper Did A-Hunting Go. A rather slow version here. OOC lyrics by Jude Reid.

The lion did a hunting go Down in the woods where the green leaves grow All for to feast on a stag or a doe Among the leaves so green o There in the woods was a unicorn Silver mane and long white horn A nobler beast was never born Among the leaves so green o

Chorus: Come with me (Come with me) Come and see (Come and see) The Lion and the Unicorn Among the leaves so green o

The lion flexed her cruel claws And spittle dripped from her mighty jaws She thought that she'd devour him raw Among the leaves so green o The unicorn cried 'Don't eat me Although in truth I'd honoured be I know a more fitting meal for thee Among the leaves so green o'

Chorus:

'Up on yonder leafy hill There lies a stag that's newly killed And there you may go and eat your fill Among the leaves so green o' The lion followed where he led on Though she laughed at the foolish unicorn She'd eat him up and leave just the horn Among the leaves so green o

Chorus:

He led her to a leafy glade And there she found a table laid With meats all roasted and displayed Among the leaves so green o But as she sprang and feasted there Around her neck the hunter's snare Pulled her high up in the air Among the leaves so green o

Chorus:

The lion roared in rage and spite The hunter's snare it held her tight And there she hung both day and night Among the leaves so green o The lion pleaded all in vain The unicorn went home again Lord and master of his domain Among the leaves so green o

Chorus:

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The Little Mother

Contents

- 1 Virtue

- 2 Biography

- 3 The Little Mother Today

- 4 Controversy

- 5 Signs

- 6 Further Information

- 6.1 The Little Mother In Dramaturgy

- 6.2 Inspirational Tomb of the Little Mother

- 6.3 The Basilica of the Little Mother

Virtue

The Little Mother, of the League, was recognised as an exemplar of Prosperity by the Highborn Assembly of the Virtuous, fifty years before the formation of the Empire. Her status was later confirmed by the first Imperial Synod.

Biography

The actual history of the Little Mother is unclear, and attempts to pin down a date for her life by scholars have proved difficult. She is usually depicted as an older woman with cambion blood, almost invariably smiling, simply dressed but with one or two discreet references to wealth. The oldest Church of the Little Mother is found in Sarvos, and there is some evidence it may date back to around 150BE, thus probably placing the life of the Little Mother sometime in the second century before the foundation of the Empire. Much of what modern Imperial scholars know about her is apocryphal; the most commonly quoted source is Genevier de Sarvos' "Life of the Little Mother" written in 34BE and reprinted many times since.

She is believed to have begun her life as a talented merchant prince in early Sarvos, at a time when the city was still nominally part of Highguard. She made a small fortune, but did nothing with it. Several sources describe her as being "rich in wealth, but poor in joy" and living "a life full of distractions, but empty of meaning."

In early middle age, she "changed her face upon the world entirely", giving up day-to-day control of her business to a business partner and deciding to build something new from scratch. The official histories credit a visit to Bastion, the White City of her forebears, which she undertook initially as part of a straightforward trade agreement but which quickly became a spiritual pilgrimage. She returned to Sarvos "possessed of a surety of purpose and love for life she had never before possessed". She changed her name and began to live as a woman in the Church that she founded. As part of her new life, she began a policy of adopting those children orphaned by fate and circumstance - with no children of her own, she raised many like they were part of her family.

Having effectively abandoned her fortune, she relied on charitable donations to fund her church and her work with orphaned children. She is credited with redefining the idea of charity in the League. Rather than presenting herself as a beggar, she strode calmly through the halls of the rich and powerful presenting herself as an equal. She had an unparalleled ability to find people who, like herself, felt that their lives were lacking a spiritual dimension. She did not frame her requests for funding in terms of desperation, or overly flatter the rich people with whom she dealt, but in terms of investing in the future - not only of the children they would help but of Sarvos itself.

The children of the Little Mother - and there were many! - were not coddled. In return for their second chance in life, they worked hard and in the process learned a trade that would serve them well when the time came for them to leave her care. Younger children were taught reading, writing, and mathematics, as well as principles of hard work, probity, and prudence. Older children would spend a portion of each day in a practical industry - weaving and carpentry, jewellery, brewing, and baking being most common. Several of the projects she helped to organise were deeply practical; there are foundation stones in the older parts of Sarvos that were laid by teams of young teenagers under the direction of the Little Mother.

As her charges grew older, she would use her trade contacts to find secure apprenticeships for every child under her direction, finding each of them a place in the world. Once they left to build their own destinies - and here the tales get inspirational in tone - they never forgot her and the lessons she taught. They repaid her investment in kind, investing a portion of their money and time in creating a network of orphanages - the Churches of the Little Mother - spread across Sarvos, and eventually beyond - first to Tassato, then to Bastion, and then to Siroc.

She espoused the principle of opportunity - that giving people the opportunity to work hard was the kind of charity that those who pursued Prosperity should embrace. Her view was that the true purpose of a priest of Prosperity was not to embrace those who had worked hard but rather to help those who lacked the tools or the skills to find their own virtue. Her teachings reminding those she dealt with that an investment in the orphans of the Sarvos was an investment in the future of Sarvos survived long after her death. As her charges become industrious and prosperous in their turn, and eventually had families of their own, they passed on these principles. Slowly but surely they shaped the face of Sarvos and Tassato - and by extension the League.

Her name is a matter of interest for some scholars, but most priests consider uncovering it to be unnecessary - she is the Little Mother. She was originally known as the "Little Mother of Sarvos". References to her as the "Little Mother of the League" begin from around 30YE. There is some evidence that this slow change in identity from a patron of Sarvos to a patron of the League as a whole was the work of early supporters of the new nation. Churches of the Little Mother were built in Temeschwar despite some quiet scepticism from Maria Ivanova, Boyar of Temeschwa, but within a few scant years they had been accepted as part of the political and spiritual landscape of the northern city. Missionaries from Temeschwar built further churches in Kalpaheim and Delev in the same way that her missionaries had spread her renown to Highguard and the Brass Coast, and by 100YE there were churches of the Little Mother in all nations of the Empire.

The Little Mother Today

There are churches of the Little Mother throughout the Empire, and several in other nations including Sumaah, Sarcophan, and the Principalities of Jarm. All such churches are connected to or serve directly as orphanages and schools.

The largest concentration of her churches is unsurprisingly in the League, especially in Sarvos and Tassato. She is obviously regarded as an inspiration by many League citizens (a surprising number of whom can trace their lineage back to a child raised by her priests). Her teaching about commitment to decent work for decent pay and her keen understanding of the reckoning created when an orphan child is raised mesh well with national sensibilities. During the long war in Holberg, churches there took in scores of displaced orphans, many of whom have now come of age, igniting renewed interest in her teachings there.

In the Marches, tales including her often frame her as a steward, taking in those with nowhere to go and helping them learn how to work a field, so that they might themselves one day become successful. Several monasteries in eastern Upwold predate the formation of the Empire, and continue to encourage her message of prosperity throughout the nation.

In Highguard, she is regarded as a patron of the benefactors. Some Highborn priests are at pains to remind their League counterparts that she would probably have described herself as a Highborn, and point to her keen understanding of how to invest in people as evidence that she understood the benefactor's art.

She is also a popular inspiration to many Navarr, some of whom point out the resonance between her teachings and the philosophy of the Great Dance. She helped people who were in a bad place to find new lives for themselves by changing their circumstances. Likewise, she is held up in Urizen as a fine example of the Net of the Heavens in action; a single individual influencing the lives of many other people and thereby shaping a nation.

Controversy

Given her wide renown, it is sometimes seen as a little strange that the Little Mother is an exemplar rather than a paragon - especially as she seems to have much more influence over the Empire than many paragons. There are certainly supporters, especially in the League, who would like to see her elevated to the status of a paragon.

While she has been recognised as having five of the signs, she is one short of the number required to be recognised as a paragon. There are no records that she ever experienced a past-life vision. There are no credible stories of her performing any miracles - indeed many of those who honour her memory would be angered at the suggestion she achieved anything by means other than extremely hard work. Whether she has achieved liberation is a matter for debate; there is a record of a past life vision in 201YE experienced by a Varushkan boyar named Oksana Veroneva Trioskovar but her accounts were disputed at the time and the only known accounts of the vision were lost when the Lepidean library was destroyed by Emperor Nicovar in 209YE.

Signs

- The Little Mother directly inspired generations of orphans raised in her care, who in turn spread her teachings to successive generations, as well as the priests who carried on her work looking after the desperate.

- Her benevolence is clear. Not only did she help those who might otherwise have fallen by the wayside to find a place for themselves in society, she helped shape the meritocratic philosophies of the League and arguably the Empire.

- Her legacy lies in the many churches, orphanages, schools, and other charitable organisations that exist in the Empire today.

- The spiritual awakening she underwent at Bastion, which gave her a new outlook and direction and led directly to her virtuous acts, is an obvious pilgrimage.

- Her philosophy of hard work repaid, and of the value of using wealth rather than hoarding it, lead many pre-Imperial citizens to salvation. Her heirs have continued to bring the unvirtuous to virtue.

Further Information

The Little Mother In Dramaturgy

One of the ways knowledge of the Little Mother was spread was through plays, and to this day she often appears in theatrical works and dramaturgic rituals alike - sometimes by name, and sometimes as in an allegorical role. She often makes appearances in works of theatre and opera from pre-Imperial Sarvos. A common trope was to have the protagonist of the work, invariably an orphan down-on-their-luck and turned to casual theft, encounter the Little Mother in her chambers or counting-house. She would catch them in the act of theft, but, instead of punishment, she would offer them forgiveness - if only they would help her with a few chores. Invariably, the tasks the wayward youngster are given teach them the value of hard work and a just reward. Once they have proven themselves, she sends them on their way with a generous tithe of coin. At the end of the play - once they have spun straw into gold, bested the eternals of Autumn at a wager, or won the heart of the Prince they desire, they invariably return to the Little Mother to pay her back in kind, and more besides. In this way, she often acts a chorus figure, ending the play with some maxim and a cheerful smile... before another lost child falls through her window, and it all begins again.

Inspirational Tomb of the Little Mother

The first Church of the Little Mother still stands In Sarvos. Over the centuries it has sprawled across several connected buildings, and now stands as one of the largest orphanages and schools in the Empire. The chapel has been consecrated with true liao, providing pilgrims with a profound awareness of the value of hard work, and what it can achieve. The Little Mother herself is said to be interred beneath the floor of the beautiful old church where she first taught her children the power of Prosperity. It is a site of pilgrimage for followers of the Way from across the Empire and beyond, many of whom come here specifically to volunteer their time or their money in support of the charitable work done by the priests. During the recent invasion of Sarvos by the Grendel, the Church of the Little Mother was left largely unmolested - it is not clear if this was intentional or if the orcs were simply unaware of its significance.

The Basilica of the Little Mother

The Basilica of the Little Mother was built in 15YE in the White City by the Custodes Clavium with extensive investment from League citizens and priests. A beautiful structure of white granite, it is much more than a place of pilgrimage and, like other churches of the Little Mother, operates as an orphanage - the largest outside of Sarvos. The prelate of the Little Mother is often a League bishop, but throughout its long history there have been prelates from every nation except the Imperial Orcs.

Prelate of the Little Mother is an Imperial title that provides 15 liao and 30 votes in the Imperial Synod. The current prelate is Bishop Marianne di Sarvos, who has served the people of the Empire for 32 years after stepping down as Cardinal of Prosperity to take the prelacy. She is largely disinterested in (and occasionally critical of) the politics of the Synod, spending most of her waking hours running the orphanage and offering support to priests of the Little Mother across the Empire. Born in the reign of Empress Deanne, there is a rumour that she intended to stand down on her 70th birthday but that with the death of her favoured successor - Bishop Ynez di Caricomare - she has resolved to continue until she can no longer discharge her duties, or a suitably devout and hard working candidate can win her respect.

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The Key and The Lock (Redirected from The Lock)

Contents

- 1 The Lock

- 1.1 The Law

- 1.2 The Constellation

- 1.3 Symbolism

- 1.4 Invoking the Lock in magic

- 1.5 Tulpas of the Lock

- 1.6 Alignment

- 2 The Key

- 2.1 The Law

- 2.2 The Constellation

- 2.3 Symbolism

- 2.4 Invoking The Key in Magic

- 2.5 Tulpas of the Key

- 2.6 Alignment

The Lock

The Law

Things can be hidden

The Constellation

The Lock is a trio of stars located below The Key. Forming a triangle, its brightest star points in the direction of the constellation of The Door.

Symbolism

the Lock is a powerful symbol in Astronomancy signifying seals, secrets, hidden knowledge and control of access. To invoke the Lock can conceal other constellations being invoked; tradition also states that things conducted under these stars will remain hidden from public view.

The Lock is often engraved on doors or on buildings wherein secret meetings occur; in the league this is often painted into the decor of rooms and salons.

In Urizen the Lock is regarded as a hostile constellation; an enemy to archivists and those who seek to uncover the truth. Torchbearers particularly regard it as malevolent. Conversely, in high guard the Lock is regarded as the patron constellation of those who guard the secrets of the past.

Invoking the Lock in magic

In magic the Lock is primarily associated with bars, wards and defensive magicks that conceal, prevent access to or deny control over something.

Some ritualists – this is a common tactic in The League and Highguard – use The Lock to conceal or obfuscate a second constellation in the ritual by moving to or closing the ritual under the Lock. Tulpas generated by such rituals tend to be Lock tulpas but with the characteristics of the concealed constellation.

Tulpas of the Lock

Lock Tulpas normally manifest themselves as shrouded, veiled or hooded figures, often bearing a resemblance to Highborn ascetics. They move slowly and seldom speak; but often manifest under their concealing robes as an entirely different kind of Tulpa altogether. Opinion is divided among Astronomancers as to whether Lock Tulpas are true thoughtforms at all or are instead some form of symbiotic shroud used by other Tulpas to conceal their nature or motive.

One thoughtform clearly associated with The Lock is The Chained Man, a humanoid figure with a veil and draped in heavy iron chains. Common to The League, he is said to be able to seal any door and lock any chest with a touch such that no magic can open it.

Alignment

It is believed that alignment with The Lock invokes a strong sense of secrecy and uncommunicativeness. Ritualists may become pensive and silent or may conceal their intent or motives for no apparent reason after a lock ritual. Because of the intense secrecy associated with the constellation, few ritualists are willing to speak of their experiences under it.

The Key

The Law

Things are revealed

The Constellation

The Key is formed by a pair of twin stars and found almost directly above The Lock. It sits outside the curve where The Great Wyrm passes behind the tail of The Phoenix.

Symbolism

Opener of the ways, standing in opposition to both the Door and the Lock, The Key is a recondite and mystical constellation with considerably more significance than just the opening of things.

The Key symbolises understanding; the key to a code, the key to a secret, the key to a map. Specialist knowledge that must be possessed to make other things clear; hidden wisdom that makes other knowledge manifest. The principles of the Key are that there are no secrets; just levels of understanding that any man can pursue if he has the will, opportunity and desire.

The Key is the constellation of the Torchbearers; indeed, in Urizen and Highguard The Key is sometimes referred to as The Torch.

Invoking The Key in Magic

The Key is one of the most commonly used Astronomantic invocations. It’s simplest use is in direct opposition to invocations of The Lock; opening what is sealed, revealing what is hidden, undoing what has been done. But it has subtler and more nuanced uses too. Scrying rituals or those which seek to uncover secrets or hidden things fall under the aegis of the Key but so do those where prior specialist knowledge is required. Autumn rituals to do with businesses are often invoked under the Key where the ritualist lacks the specialist knowledge required to make a success of a given business – knowledge of good grapes for a vintner, or of where the finest cloth may be purchased for a milliner or tailor.

Tulpas of the Key

One of the most famous thoughtforms of the Key is a being called Revelation – a bald human dressed in white carrying a great ring of keys. It is said the presence of Revelation uncovers secret knowledge and reveals the majesty of the universe to the beholder; it is also said that many who endure the close presence of this Tulpa run mad from the experience.

The Key also manifests as birds, especially owls or hunting birds, or as creatures of air and light. It is best to avoid creating a situation where Tulpas of the Lock and Key come into contact with one another as they tend to react negatively to each others’ presence.

Alignment

Ritualists invoking the Key speak of a desire to lay open all of the mysteries of the Universe – to place secrets in the open, to tell everyone your darkest desires and wildest fantasies. This is coupled with a strange euphoria, as if the telling of such things released a terrible burden one did not know one carried.

Many’s the ritualist who has spent the day after a Key ritual apologising to the rest of his ritualists for the things he said after the rite was concluded.

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The Lure of Distant Shores

Contents

- 1 Rules

- 1.1 Autumn Magnitude 10

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 10

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a fleet. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target fleet earns additional profit during the next season, but only if it engages in foreign trade. The effect of the ritual increases the level of the target fleet by 5 ranks, which is sufficient to effectively double the production of a starting fleet.

The character who controls the target resource is under a roleplaying effect for at least ten minutes after the ritual is performed: they feel a strong urge to seek out new situations and new people, learn all they can about them, and find ways to influence them for their own advantage.

The effect lasts until the start of the next Profound Decisions Empire event. If the owner of the resource does not attend the next event, then the additional production provided by the resource is still added to that character's inventory. If the fleet does not engage in foreign trade during the next downtime, the ritual has no effect.

Additional Targets

This ritual can affect additional fleets belonging to characters in the same band. Each additional fleet increases the magnitude by 8. The character who controls each fleet must be present throughout the ritual.

Description

This ritual is quite similar to the Day ritual Sular's Promise in its effect, but is somewhat more economical to perform in the Autumn realm. It helps navigators chart routes to distant lands, and encourages sailors and ships alike to work in close harmony to reach hitherto unknown shores. Target ships seem to serendipitously adjust their courses by themselves, avoiding hidden dangers and submarine terrors with equal ease. On reaching new ports, the merchants who operate from the fleet are able to make surprisingly good deals.

This enchantment often ensures that the target fleet will encounter luck or fortune that results in some sort of adventure. For example, a League merchant bound for Leerdam in the eastern Commonwealth ended up blown off course and involved in a furious battle between Commonwealth troops and local barbarians. After their valuable assistance, the leaders of the Commonwealth army rewarded the League traders handsomely, helped them repair their ship, and sent them on their way with considerably more tempest jade and green iron than they might have expected to gain in trade had they reached Leerdam. Likewise, a Marcher vessel operating out of Meade offered a Sumaahn ship assistance only to become embroiled in a tale of mistaken identity, Sumaahn politics and corruption that resulted in great profits for the Marcher fleet-owner - and a new spouse for the captain.

(OOC Note: You are encouraged to make up similar stories to explain the additional profits generated from this ritual, highlighting adventure, coincidence, romance, intrigue and strange encounters. A referee will not provide additional specific information about your trading activities beyond what is presented here, and what can be potentially gleaned from the pages about foreign nations.).

Common Elements

The ritual both influences chance and encourages the crew and officers of a fleet to take risks that later turn out to be lucrative. Ritual performances often include the evocation of the rune of chance or the rune of wealth, as well as things that encourage risk-taking and accentuate the value of seeking out new opportunities for profit and influence . Foreign traders are a component of some rituals; a Sarvosan troupe may invite a Jarmish dignitary to view a performance of a play involving themes of trade and travel, while a Freeborn coven might perform an energetic dance inspired by Faraden rhythms.

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The Marches children

Marcher children are treated like any other growing thing; they are nurtured so that they may grow straight, strong and true, they are showered with love like the rain and sun and with discipline like the frost and wind.

It is universally recognised in the Marches that children are not yet “finished”, that is, that they have not grown enough in order to bear fruit (have children of their own, fight in the armies, or contribute to the nation in quite the same way as an adult). Until adulthood is reached, a child’s soul has not “fixed” or “settled” in their body; this is why children can be prone to selfishness, whim or fancy and can be unpredictable or fickle.

However, that doesn't mean they can't be useful to have around. The notion is that they'll learn best by watching and helping where they can. This practise is formalised by custom as "giving a hand". It's a precurser to apprenticeship but more based on the child’s interest and not a permanent thing. If a child is watching what you’re doing, ask them to ‘give you a hand’ and give them something to ‘do’, something which doesn’t get in your way. That involves them in what you're doing whilst they watch and learn. An interested child might ask if they can ‘give you a hand’, meaning they want to learn more by helping out.

Most Marcher children are given a poppet each year. Looking after the poppet is part of the child’s growing and maturing process – “learn to look after yourself and you’ll better look out for others” many a mother has been heard to say to her child. The poppet contains a hearth magic that helps to protect the child against disease and illness. When the child’s poppet is ploughed back into the field their connection to the land is strengthened.

When a child passes the tests of adulthood, there is a celebration. Not unlike a birthday, gifts are given and some parents present their children with a weapon so that the child may fight for the Marches when needed and with a tool so that they may work the land in the mean time. These items are often heirlooms and have been passed along generations of families. There are a few regional variations upon this, but the principles are the same. Some well-wishers give a gift of symbolic jewellery representing the items instead.

Things every child should know

- Give people a hand. Hard work is the secret to respect in the Marches. If you see people you know who are working hard, offer to give them a hand. If they include you in what they are doing, they'll treat you with more respect and you may learn something useful.

- Hue and cry. In the Marches, people work together to stop criminals. Keep your eyes open for anyone up to no good and give a shout if you see it.

- Shunning. You must never shun another child, but if you are told that someone is shunned then you should make an effort to ignore them and not talk to them.

- Sport. When you're not working, get a ball and some friends and have a game. Don't worry about the rules, worry about winning!

- Traditions. If you see someone breaking the Marchers' traditions always speak up and let others know that something is wrong.

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The Marches costumes

Note: The tone and style of this page may need editing. All costume advice pages should be written in third person voice, using verbs that make clear that this page is advice, not direction.

Contents

- 1 Overview

- 2 10 Quick Tips

- 3 Making Guides and Examples

- 3.1 Tunics

- 3.2 Cotehardie

- 3.3 Doublet

- 3.4 Shirts

- 3.5 Legwear

- 3.5.1 Braies

- 3.5.2 Pourpoints

- 3.6 Dresses

- 3.6.1 Kirtles

- 3.6.2 Cotehardies

- 3.6.3 Shifts

- 3.7 Headwear

- 3.7.1 Coifs

- 3.7.2 Hoods

- 3.7.3 Hats and caps

- 3.8 Cloaks

- 3.9 Shoes

- 3.10 Armour

- 3.10.1 Jacks

- 3.10.2 Brigandine

- 3.11 Livery

- 3.12 Children's costumes

- 4 Inspiration

- 4.1 Colour Scheme

- 4.2 Historical Women's Wear Reference Material

- 4.3 Historical Men's Wear Reference Material

- 4.4 Reenactment Sources

- 4.5 Guides to Livery

- 4.6 Books

- 4.7 Costume sellers

- 4.8 Armourers

- 4.9 Leather items including shoes

- 4.10 Fur and traditional materials

- 4.11 Camping accessories and other bits

- 4.12 Flags, banners and livery badges

- 4.13 Pewter and cast goods

- 4.14 Wooden items

- 4.15 Tents

Overview

The Marches draws strongly on English history from the 12th century through to the Wars of the Roses for costume, weaponry and armour. The look is earthy, sober and simple with plain flat colours of natural dyes and unbleached cloth. The fabrics are likewise natural - wool, calico, linen and leather combine to give a realistic look. Medieval re-enactments are a great source of inspiration for the look and feel of Marches territory - although unlike history, its worth noting that Marches society is gender neutral. Clothing is chosen according to the situation and activity, rather than through roles assigned to men or women.

"Pride in small things, loyalty to great ones"

10 Quick Tips

- Charity shop fabric rails are a great source of wool blankets that can be made into staples of Marcher costume

- With the popularity of medieval re-enactment, its very easy to buy off the peg hose, doublets, cote-hardie and other key pieces - just head for 12th - 15th Century, rather than Tudor kit when choosing on-line or at kit fairs.

- Don't fancy hose? Don't worry. Any reasonably close fitting trousers in earthy or dark colours will look good for practical Marches characters.

- Households and families are important in the Marches - displaying the house livery can be done cheaply through simple sashes or badges or if you fancy something a bit clearer, follow the guides for livery coats.

- There are a range of options for practical footwear - from bespoke re-enactment shoes to simple desert boots - any soft leather or suede with simple ties, laces or side buckles will look good.

- Worried about all that itchy wool and linen? Shirts and shifts are your friends, both are simple, loose and easily available in cotton and make a good part of the Marchers look. And whilst re-enactment markets are very useful for Marcher supplies, we're not looking for historical accuracy here - there's no expectation for you to be in itchy underwear!

- For those playing a rich Marcher, it could be easy to make choices that make the costume seem very similar to neighbouring Dawn - by sticking to plain fabrics (wool, maybe velvet, but not silks or brocades) and choosing rich autumnal colours rather than bright summery ones confusion can be avoided

- Marcher beaters who are likely to wear light leather armour can avoid being confused with Steinr and Navarr by staying away from furs and going for classic Marcher accessories. Bollock pouches are one example that are really simple to make and easily available to buy.

- Want to indicate low status? Try adding an apron or leather trousers or swap a doublet for a sleeveless jerkin.

- Want to show off high status? Try doing so very discreetly, with a rich lining or carefully chosen buttons rather than ostentatious trims and decoration.

Making Guides and Examples

Tunics

The simplest item a Marcher can wear is the T-tunic, which is a common garment throughout the Empire. In the Marches it will usually be undecorated, long sleeved and belted, and will commonly be worn by the lower classes, with hose or trousers and maybe a simple jerkin - usually made from linen or wool.

- How to make a t-tunic

- T-Tunic instructions

- T-tunic instructions

Cotehardie

A more fitted version of the t-tunic, with central lacing is known as a Cotehardie - this comes in many lengths - from high on the thigh to floor length. It hangs best when made in heavier fabrics, and tends to denote higher status than a simple tunic.

- Period Patterns 23

- Reconstructing History 022

Doublet

A more complex and tailored option is the doublet, like the puffed shoulder, and the baggy upper arm. Doublets are usually between waist and thigh length and can fasten with buttons, lacing or hooks and eyes. Doublets are usually made of wool, but a heavier weight of linen will also work.

- Reconstructing History 003

Shirts

A plain cotton or linen shirt with a round/key-hole neck or simple collar would usually be worn underneath both cotehardies and doublets. These help to soak up sweat as well as stopping the woollen garments from being too itchy.

Shirts can be worn on their own as an alternative to a tunic, perhaps with a leather jerkin over the top.

- Reconstructing History 024 - multi item pattern

- Reconstructing History 008 - multi item pattern

- Tunic style shirt

Legwear

Marcher leg wear is practical and slim fitting. Close fitting trousers are practical and easy to come by or make.

- Basic trousers

Hose is also easier to make and wear than you might think and can be very practical for both day to day wear and fighting:

Woollen hose come as split hose, which are two separate legs with or without integral feet, or joined hose which are one piece with a flap at the groin. Split hose should be worn with long braies, which are a mid thigh length, baggy boxer short style garment. Joined hose, and some split hose will tie or 'point' to either a doublet, or to a 'pourpoint' (literally meaning 'for pointing'), which is a waistcoat style top worn in much the same way as modern braces are! Split hose can also be held up by a belt, if they have loops at the tops of the legs.

Both braies and split hose are very easy to make from scratch, although joined hose are fairly complex to get the fit right, which is the vital component to stopping them splitting! The other important factor for making hose is to make them stretchy. This can be done by using boiled wool, which is naturally stretchy, or 'cutting on the bias' to use fabric's natural stretchy-ness.

- Joined hose

- Reconstructing History 024

- Split hose

Braies

- Reconstructing History 024

Pourpoints

- Pourpoint instructions

Dresses

Women's wear from the historical period offers the option of more fitted styling and longer lengths in a choice of simple dresses made in heavy flowing fabrics and worn over a lighter shift.

The kirtle is the basic pull on, t-shaped gown which was worn throughout northern Europe from the dark ages onwards. kirtles Later kirtles became more fitted and either button or lace up the front. These are often called cotehardies These dresses can also lace up the side, or in the back(showing status as help is required!) and can be as tight or loose as desired.cotehardie They're usually worn over a lightweight underdress called a shift which can be made by simply adding some panels to a t-tunic to allow for movement. All three of these dresses are straightforward to make either from patterns or from pattern diagrams and are easy to buy from both reenactment and LARP suppliers. Generally these dresses are made from wool, but heavier weights of linen or cotton are also suitable.

These dresses can be worn with the skirt tucked into the belt at the front to display the shift underneath, or show off a fancy lining.

Some sources of information and patterns are given below.

Kirtles

- The underdress in this pattern Burda Patterns 7977

- Burda Patterns 7468

- Reconstructing History 018

- Authentic Patterns Late Medieval Kirtle

- Reconstructing History pattern RH002

- Basic pattern instructions

- Basic pattern instructions

- Nehelenia Kirtle pattern

- McCalls Pattern 4490

- McCalls Pattern 4491

- Butterick Pattern 4827

Cotehardies

- Instructions on creating cotehardies

- Period Patterns 21

Shifts

- T-tunic instructions

- How to make a t-tunic

- Reconstructing History pattern RH018

- Reconstructing History pattern RH009

Headwear

Most Marchers will wear some sort of headwear. Hoods, coifs, caps and hats all add to the Marcher look.

Coifs

These can be made from linen, for every day wear, and from leather or padded linen or wool for combat. Coifs can be simple white linen, or embroidered and coloured for a fancier look.

- Coif pattern

- 3 different styles of coif pattern

- Shows how to alter the above pattern to create a nice cap for women

Hoods

Best made out of wool, or leather for beaters in particular. Another very variable garment with dozens of options for length, colour and decoration meaning a hood can be a simple or fancy as you like.

- Good information and patterns for hoods

- Cowl and hood

- Various hood patterns

- Reconstructing History 008 - Multiple head wear items

- Reconstructing History 009 - Multiple women's head wear items

Hats and caps

There are lots of hats that would look great in the Marches, the key kinds are a simple skullcap, a square cap, an acorn cap and the bag or sack hat.

- Skullcap pattern

- Skullcap pattern

- Skullcap pattern

Cloaks

Marchers, being a practical people, have plenty of options for keeping the rain off. Cloaks can be simple half circles, or luxurious full circles. They come with and without hoods, can be decorated by dagging and fastened with pins, buttons or straps. There are a good list of cloak patterns given on this website.

- Nehelenia Patterns - Multi part pattern for men and women

- Nehelenia Patterns - Men's tabard cape

Shoes

For those who'd like to make their own shoes: Medieval shoe pattern

Otherwise desert boots, and other soft leather and suede boots can work well, as can re-enactment specialised supplies. Boots for the rich can rise far higher than the ankle - even over the knee in some cases.

Armour

Jacks

Poor Marchers may wear just a plain coloured padded jack or gambeson as their only armour. Wealthier yeomen have jacks in their household colours and mail or plate over the top if they have it. Richer people will add chain and maybe odd pieces of plate, like a gorget on top, while the rich will wear a full harness of plate. Beaters usually wear lighter armour, either just a padded or leather jack or else a leather tunic like the ones worn by the Rangers in Lord of the Rings.

Padded Jacks are fairly simple, though time consuming, to make from cheap calico quilted to 'batting' used to stuff quilts. The very simplest way is to make a T-Tunic as detailed in the men's clothes section, and simply sew the batting to the calico panels in straight lines before sewing the pieces together. More historically accurate gambesons can be made by sewing channels into the jack and stuffing them with fabric. Instructions for various styles are below;

- Batting stuffed gambeson

- Simple batting stuffed gambeson

- Handmade linen gambeson

- Stuffed jack

- Padded gambesons

- Various arming clothes - coifs, jacks and coat of plates

- Arming coat

- Historical arming coat

- Fancy arming coat

Brigandine

A good option for many Marchers with a bit of money is a brigandine, a series of overlapping metal plates inside a fabric shell. These can be home made, though require equipment to cut and rivet metal and take a lot of time and patience!

- Tutorial on how to make brigandine Patterns from 14th 15th and 16th centuries.

- Instructions and patterns

- 15th Century Archer

Livery

Any Marcher who owns farmland is a member of a Household, albeit perhaps a Household of one, and any Marcher Household can declare a livery. Members of the Household wear the livery colours in some way. Stewards of a Household that alies to a more powerful Household usually retain their own livery, or combine it with the new Households’ colours in some way. Households often wear matching livery jackets - and here's a guide, although simple sashes or badges are also effective ways of showing affiliation.

- How to make a livery coat

Children's costumes

Children in the Marches can be dressed in scaled down versions of their parent's clothes. For toddlers and babies, traditional smocks, or simple t-tunics and drawstring trousers are simple and easy to pull-on garments, that can be made in linen or cotton for easy washing! These types of clothes also have plenty of flexibility in terms of size, meaning you'll get more than one year's use out of them. Small coifs, made as described above are great for keeping the sun off a baby's head and simple straw hats can also be used to stop children burning. Older children can either have their own costumes, or be given adult clothes which are then rolled up and belted to fit - the practical Marchers are unlikely to waste any clothing and hand me downs are a cheap (in and out of character!) way to clothe your children!

General tips for costume for children:

- Robes that stop at knee - mid-calf will be less of a trip hazard

- Headgear that can be very simply retied is great

- Avoiding things that can pull around the neck is wise (strings on cloaks/hats on cords/ tabards that don't secure under the arms

- Wider neck holes, sleeves and armholes will help with getting costume on and off, and leave room for growth

- Information on clothes and swaddling for babies

- Patterns for Medieval children's clothes

- Childrens' dresses

- Childrens' shirt, tunic and hood

- 'Mother and Daughter' dresses

- Revival Clothing's Premade items for children

- Gambeson's Premade items for children

Inspiration

Take a look at some of the thinking that went into creating the Look and Feel of The Marches:

Colour Scheme

Historical Women's Wear Reference Material

As with military clothes, dresses can reflect household livery. 'Parti-coloured' (or split coloured) dresses look very effective. Lara Corset's website gives an excellent overview of all aspects of women's wardrobes in the late 1400s,

Matilda la Zouche's wardrobe follows the reconstruction of several historically accurate outfits for a broad medieval period.

Some general pattern books are available which cover all types of women's wear:

- Medieval Women's dress

- High medieval women's dress

- The Medieval Tailor’s Assistant

- Make Your Own Medieval Clothing for women.

- Nehelenia Patterns - Multi part pattern for men and women

Historical Men's Wear Reference Material

Some general pattern books are available which cover all types of men's wear:

- High Medieval men's dress

- Medieval men's dress

- The Medieval Tailor’s Assistant

- Make Your Own Medieval Clothing for Men

- Nehelenia Patterns - Multi part pattern for men and women

Reenactment Sources

Medieval re-enactment, Wars of the roses and 13th, 14th or 15th Century re-enactment will all provide helpful inspiration.

Guides to Livery

- 15th Century Livery

- Livery coats

- Standards, Badges & Livery Colours of the Wars of the Roses, Pat McGill & Jonathan Jones, Freezywater Publications

- Heraldic Banners of the Wars of the Roses (3 vols), Pat McGill & Thomas Coveney, Frezywater Publications.

- Medieval Art and Woodcraft make livery badges, banners and flags, signage, medical charts etc. to order

Books

- The Medieval Soldier: 15th Century Campaign Life Recreated in Colour Photographs, Gerry Embleton & John Howe,

- English Medieval Knight 1400-1500, Christopher Gravett, Osprey Publishing

- The Great Warbow, Matthew Strickland & Robert Hardy, Sutton Publishing – probably the best accessible book you can get on the subject.

- Arms and Armour of the Medieval Knight, David Edge & John Miles Paddock, Saturn Books

Costume sellers

- The Midgard Seamstress Custom made UK LARP and Re-enactment costumes

- Arm Street Medieval and Fantasy clothing from Russia (English language website)

- Cloak’d and Dagger’d

- Custom Costume Company Bespoke designs for re-enactors and roleplayers

- Historic EnterprisesAmerican based costume company. Trades at TORM

- Medieval Dress Company Clothing and leatherwork

- Matuls Clothing, armour tents and camp accessories from Poland (English language website)

- Revival Clothing

- Sally Green

- Sew-mill

Armourers

- https://www.facebook.com/ArmourServices

- https://www.facebook.com/pages/The-Medieval-Rats/147041485362649

- http://www.armabohemia.cz/Novestr/homeA.htm

- http://www.armorymarek.com/

- http://www.bestarmour.com/

- http://www.capapie.co.uk/

- http://www.dtok.fsnet.co.uk/

- http://www.lancasters-armourie.co.uk/

- http://www.stgeorgearmouryshop.co.uk/index2.html

- http://www.whiteroseapparel.com/

- http://www.whiterosearmoury.com/

- Darkblade studded leather armour

- Totally Leathered Totally Leathered provides custom tooled leatherwork & bespoke armour.

- Idiom Productions Costume and Props Workshop creates custom hand-tooled leather armour, clothing and LRP weapons

Leather items including shoes

- Phil Fraser

- Re-enactment shoes

- Historical Shoes

- Historic Shoes German company (English language website)

- Ravenswood Leather Items America site. Non-historical leather items.

Fur and traditional materials

- House of de Clifford Ethically sourced furs of all kinds

- Candles for All Ages Tallow and Beeswax Candles

- Herts Fabrics

- Bernie the Bolt

Camping accessories and other bits

- Sally Pointer Hats and bits and bobs

- Smoke and Fire American company.

- Medieval Market German company (English language website) – Clothing, furniture, and other items

- Medieval Dress Company Clothing and leatherwork

- Matuls Clothing, armour tents and camp accessories from Poland (English language website)

- Reenactors Shop German company (English language website) Lots of bits and bobs, including camping accessories.

- Medieval design 1st -16th century clothing, furniture and other historical products.

Flags, banners and livery badges

- Medieval Art and Woodcraft Historical and historically inspired banners, flags and livery badges

Pewter and cast goods

- Casts from the Past Pewter items including livery badges and some household items

- The Quiet Press Historical buckles, brooches and other ornamental metalwork

- Billy and Charlie's Finest Quality Pewter Goods American company. Pewter badges and other accessories.

- HR-Replikate German company. Jewellery based on archeological finds (English language website)

- Lionheart Replicas Pewterwear

- Pewter Replicas Pewter badges, household items and livery collars

Wooden items

- Douggie the Wood Wooden Furniture

- Robin Wood Authentic wood turned historical items

- Paul Atkin Bowls and other hand turned items

Tents

- Canvas Tents

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The Marches culture and customs

Contents

- 1 Tradition

- 1.1 Hue and cry

- 1.2 Rough music

- 1.3 Shunning

- 1.4 Shriving

- 1.5 The beating of the bounds

- 1.6 Wassail

- 1.7 The wicker man

- 2 Proverbs

- 3 Sports and games

- 4 Funerals

Tradition

Tried and trusted traditions bind the folk together and give a context to their lives. Traditions such as hue and cry, rough music, shunning, shriving and beating the bounds and sacrifice are all part of a system that has worked to make the Marches strong for centuries. Several of these traditions have their roots in necessity - when times are hard, people who act against the interests of their neighbours endanger the entire community. These traditions help to maintain the cohesion of a community, and lay down punishments for those who act against the communal good.

Hue and cry

The Marcher attitude of taking matters in hand is the basis of the hue and cry, the old tradition of law enforcement in the Marches that still endures. Any Marcher who witnesses a crime can raise a hue and cry. All able-bodied people, upon hearing the shouts, are expected to assist in the pursuit until the felon is apprehended. In the pre-Imperial past, the hue and cry would often result in summary justice for a criminal, which occasionally lead to innocent people receiving harsh punishments. Today, suspects are turned over to Imperial magistrates to judge. The readiness of the Marchers to defend the common good derives from their belief in doing the right thing and their pride that they are up to the task of getting it done.

Rough music

Those who break Marcher traditions are often publicly shamed. A suspected sorcerer, for example, is a likely target for a shaming; for "rough music".

At its simplest, rough music is simply a group of Marchers making a lot of noise outside the house of the person they're punishing. Rough music is a peculiarly egalitarian punishment. The more Marchers agree with the punishment, the louder it is. The more serious they deem the transgression, the more effort is made in preparation. The more outraged the people are by the behaviour of the target, the longer the music will go on. Some particularly egregious offences see the perpetrator driven out by the din, forced to leave their home behind and hope to start a new life somewhere nobody has heard of their transgression. Sometimes the rough music follows them.

It may start with a procession, it may simply be a gathering. Like a lynch mob, it rarely has any sort of formality to it. The precise nature of the "music" varies across the Marches, but it is always noisy. The noise may just be chanting, or it may involve drumming, rattles, bells, hooting, and improvised instruments such as pots and pans. Sometimes, the victim is presented in effigy, and at its most sophisticated the target is shamed by theatrical performance or puppetry. The only rules are that nobody lays a hand on the target unless they start a fight, and nobody actually enters their home. (See Marches Music for some suggestions regarding rough music)

Shunning

Those who persist in ignoring Marcher traditions may end up subject to Shunning. Individuals who are shunned are effectively cast out of society. They are turned out of their household and find every door closed in their face. Helping or in some cases even acknowledging someone who has been shunned can result in the offender being shunned in turn. Shunning may last for a week, a season, a year or even indefinitely. The extent of the punishment depends on who is enacting it – one family may shun another and anyone who helps them, or an entire household or town might shun someone and encourage all their allies to do the same. Many individuals who are shunned are forced to leave the area.

Children are never shunned. Until someone has passed their test of adulthood, they may be punished by their parents but they are not considered mature or responsible enough to gain any benefit from being shunned. Adults who suggest shunning children are considered to be idiots.

Shriving

An old Marcher tradition says that dark deeds can be mitigated through disavowing their actions and to cleanse their souls through the practice of shriving. A Marcher will often seek out a trusted friar or monk and share the onus of their wicked thoughts or unvirtuous deeds. A priest who hears a confession transfers some of the culpability for the dark deeds recounted to themselves; only an individual who is certain their soul is relatively unsullied will offer shriving.

The beating of the bounds

The beaters mark out what is Marcher and what is not, and they help the Civil Service with the recording of who is loyal to whom. The Beating of the Bounds usually takes place after the harvest is in. At this festival every Marcher marks their land, by walking around the boundary led by the beaters. Certain stones, trees or other marker points around the boundary are beaten literally, ceremonially striking them with sticks or willow wands. Market towns beat the boundaries laid out by their warrant, and individual market towners often have a second ceremony in which they beat the bounds of their shop or workplace.

The ceremony is designed to remind all of the size of the holding, but it also works to remind everyone of who is part of the community and who is outside it. On a practical level, the beating of the bounds is often preceded by the beaters ensuring that the boundary areas are safe for the upcoming ceremony, and followed by a period of maintaining and replacing whatever physical markers delineate the bounds - it is a time for repairing fences, planting hedges and the like.

Wassail

After every harvest, Marcher farmers perform this traditional religious ceremony to celebrate prosperity. Wassailing varies from place to place but typically involves parading through the village singing and drinking to the health of the fields and orchards. Food and drink produced during the year is consumed or left as an offering; ale might be used to toast a barley field or a pat of butter buried in a dairy pasture. The parade is often led by the children of the village. As the yeomen go from house to house they share food and drink with their community and receive in return a taste of the food that each household has in excess from their own harvests.

At each Autumn Equinox, Marchers parade from camp to camp, singing the Wassail and sharing their home-grown produce with other nations. Although not expected, other nations often reciprocate in small token exchanges of goods that their own territories have in abundance.

Wassail songs can be found on the The Marches music page.

The wicker man

This is a large figure of wicker and wood, which is set alight to burn sacrifices. Ideal sacrifices are things that have been raised by mortal hands from the land such as crops and domesticated animals. These sacrifices are made to atone for acts of vice. By giving up the rewards of prosperity, and creating the need for more prosperity to replace them, the Marchers believe that they make reparation for their unvirtuous behaviour and in this way ensure that they reincarnate well in the next life.

The greatest sacrifice of all is to give up your own life. This is only ever permitted for individuals whose failure cannot otherwise be redeemed. Primarily this responsibility lies with a person whose actions cause a Marcher territory to be lost. In Marcher eyes, that individual - and everyone who worked and fought for them - is responsible for the failure. By going voluntarily to the wickerman a general or senator absolves not just their own failure but the failures of everyone who served under them. A recent example was in 349YE when former Senator Thomas Overton of the Mournwold went into the wicker man to absolve himself for his inability to keep his territory out of Jotun hands.

In Autumn 381 YE, former general of the Tusks Nedry Galest of the Cullach went to the wicker man to atone for the curses on the Mourne which had killed so many. "Only Remembered For What We Have Done", they sang as he burned.

Proverbs

Marchers are keen on mottoes and folk sayings. Many Marcher households adopt a single motto, a phrase meant to formally summarize the spirit of the group. Marchers in general make common use of proverbs, pithy pieces of folk wisdom often expressed as admonitions. Favourites can have double meanings often unnoticed to the outsider. Individuals generally pick one or two that they like or find particularly wise, but some collect dozens of sayings and employ them at every opportunity. While there are some common Marcher sayings that many people know, nobody could expect to know all of them and new ones are regularly created when a pithy comment is repeated.

Sports and games

At their best, Marcher folk relish competition. All kinds of sports and ball games are taken very seriously, to the bafflement of outsiders unfamiliar with the subtleties of rules that often only exist in oral form, depending of the regions involved. Foot-the-ball might be a simple game of five-a-side or it might be a more traditionally Marcher game with unlimited participants. Stick-and-ball might ban sticks wielded above the waist, or might, in a version much favoured by some younger Marchers, be played at head height. There is no centralised authority to define and enforce rules; it's traditional for participants to double-check their understanding of the rules before they start. Sporting competitions are sometimes used to decide serious matters or settle disputes. In some cases participation may even be part of ancient treaties between Households.

Beaters Annals for the Household of Barrowfield, Summer’s End Festival, Year of the Empire 294

"I hereby bear witness to the annual match between the allied lesser Households of Elderhowe and Youngerhowe to determine cultivation of the Old Howe orchard, as is the custom since the division of Old Howe farm between the Sons. Rules were agreed as follows:

Teams of five. First to three scores wins.

Elderhowe running from Mill Lane End, scoring at the oak by Blacksmith’s gate, John the Blacksmith counting at the oak.

Youngerhowe running from Blacksmith’s Gate, scoring at the red beech at Mill Lane End, Grey Allan counting at the red beech.

Let it be recorded that Elderhowe won by three scores to two, retaining the orchard for a fourth year. Bond of three baskets of apples, three of pears was promised to Youngerhowe for six pairs of strong hands at picking time.”

Funerals

Marcher dead are buried in good fertile soil, often with an apple seed or small apple sapling planted above the body. There are plenty of stories of Marchers who die far from home and who "rest uneasy in the poor soil, cold in their stony beds" as one song (The Unquiet Grave) has it. Sometimes these are little more than ghost stories, but there is some evidence that so ingrained is the desire to "sleep beneath the apple trees" that the spirits of dead Marchers may trouble friends, relatives or even random travellers until their remains are given a suitable burial.

Should an apple tree actually sprout in a graveyard, the apples are not to be gathered, but are free for the poor and desperate to eat. The wood of these graveyard orchards is said to contain some of the wisdom or knowledge of the deceased. Many Shunned individuals survive on apples taken from graveyards. There is also a common belief that for those souls who have achieved true greatness, the grave is a literal “resting place.” According to this superstition, the greatest heroes of the nation simply slumber beneath the ground, ready to defend the Marches in its darkest hour.

Very few Marcher heroes lie on the cold marble biers of the Necropolis, and those that do have a good thick layer of soil in the tomb under them.

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The Marches economic interests

Overview

Agriculture is the basis of wealth in the Marches. Even a modest holding produces an income that allows its yeoman to live comfortably. With some improvement, a Marcher farm can pay for luxuries and imported goods. Marcher fields and orchards feed people across the Empire. Trade surplus in the form of cured and preserved meats, flitches of bacon, barrels of beer, bushels of fruit and vegetables, sacks of flour, tanned leather and bales of wool travels from one side of the Empire to the other, purchased by intermediaries from the Brass Coast or The League.

Many of these traders come initially to one of the many small but important market towns that dot the landscape. The first market rights were established by Imperial charter, and towns with these rights are outside the direct control of the households. The inhabitants of a market town appoint aldermen, the rough equivalent of the yeomen, to represent the town. In most cases these men or women are wealthy merchants of the town, but often they include prominent town folk such as a friar or blacksmith who lives in the village. Those market towns that employ their own militia usually raise the captain to the rank of alderman.

Most market towns are small, little more than a few score houses on either side of a main street. The Imperial charters prevent a market town being established within a full day's travel of an existing market town but competition and rivalry between market towns is at least as fierce as that between rival households. Because the market towns lack a stake in the political process, they are forced to rely on neighbouring households to represent their interests. While most Marcher folk see this as right and proper, a life of honest toil on the land being superior to a life spent haggling for every last silver, aldermen often have a rather different view.

At the heart of almost every prosperous market town is an inn. These large structures are often fortified, with a wall surrounding the building and adjacent compound. Merchants visiting the town will usually eat and sleep at the inn but so will visiting yeomen bringing their goods to market, unless they have relatives who live in the town. Only Meade is large enough to support more than one inn, so the quality of the food and drink provided by a town's inn can have an impact on the prosperity of the whole town, as foreign merchants may avoid those towns whose inns have a bad reputation.

The innkeeper is almost invariably an alderman of the town and can be one of the wealthiest members of the community. They are often also the best informed; inns tend to be hotbeds of gossip, with news and information being bought and sold as regularly as the drinks.

Many aldermen take great pride in their ceremonial chains of office, sometimes referred to as "Chains of Prosperity". Several towns maintain a healthy level of competition in providing the most magnificent chain for their representative, and some go so far as to commission them as magical items, such as an Alderman's Edge.

Granaries and Storehouses - the Imperial Breadbasket

The three northern territories of the Marches - Bregasland, Mitwold, and Upwold - are dotted with public buildings referred to as a whole as the Imperial Breadbasket. These granaries, barns, warehouses, gain silos, and storage houses are maintained by the civil service, and overseen by the Keeper of the Breadbasket who makes any important decisions regarding their bounty. They exist to ensure that the farms of the Marches are prepared to meet any potentially disastrous setbacks such as poor harvests or wide-scale curses. They were completed just before the Spring Equinox 381YE. Any Marcher farm-owner can make use of their services, and at a reasonable price. The great work they represent was created as a result of the disasters that beset the nation in 379YE and 380YE.

The disastrous failure of the Autumn harvest in 379YE was followed by a particularly harsh winter during which the farmers of the Marches suffered significant losses in order to keep the Imperial armies marching. Then the Spring 380YE planting was hit with torrential rains and a vicious blight that devoured many of the seeds before they can be put in the ground. While the rest of the Empire was enjoying a burst of vitality and fertility, the farms of Bregasland, Upwold, and Mitwold were once again labouring under the yoke of a vicious magical curse that ruined the crops, sapped the life from the beasts in the fields, and spread sickness and hunger wherever it touched.

Next came the catastrophic news from the Mourn. Across the Marches morale was low, and tempers frayed. But surrendering in the face of hardship is not really in the Marcher psyche. Rather than turn on each other, the Marchers helped their neighbours - grumbling and complaining all the while, and making it clear their aid was a loan and not a gift.

The plan to construct the Imperial Breadbasket began in the markets of Meade and received immediate support from many of the market towns. The call went out for the construction of a great work, a network of granaries and storage barns, coupled with the creation and cultivation of stocks of seed to be made available to all for a modest price in the face of blight, harsh weather, or similar disasters. Meade has long since grown past the point where it can feed itself. It relies on a steady influx of grain, meat, milk, and cheese not just from Mitwold, but from across the Marches. Its prosperity relies on trade routes supported by well-fed and healthy merchants selling food and metal and wood produced by labourers who are not starving to death. The rest of the market towns are in a similar situation - and recognise a simple truth. When the farmers starve, everyone starves. The aldermen put their hands in their pockets - but not as a gift, or as charity, but as recognition of the fact the Marches - and the Empire - prosper when the farmers prosper. It was an investment for the future, as well as an effort to "darn the rip" between the folk of the market towns, and the rest of the Marches.

The project required the support of the Imperial Senate, and it was not cheap. In the end, even with the assistance of the market towns, building granaries and seed stores for Bregasland, Mitwold, and Upwold still required 100 wains of weirwood and 40 wains of white granite, plus labour costs of 35 Thrones. In the end the project was commissioned in Summer 380YE, and work completed shortly before the Spring Equinox 381YE.

Their presence boosts the income of every farm in the Marches. It is estimated that it would provide benefits equivalent to 1080 rings per territory spread between the Marcher farms based there, regardless of curses and other effects that impact their harvests.

Furthermore, the presence of this great work in the Empire provides a "safety net" to the Imperial armies. If a nation of the Empire were unable to support their armies (because of a powerful curse or because they had lost a territory, for example), then the natural decay of all its armies and navies would be reduced by half. The silos could only support a single nation in this way - If a second nation were to have more armies than it could support, then the Keeper of the Breadbasket would need to make a decision as to which nation to assist. The grain stores would not allow an Imperial nation to build more armies than it can support.

The Mournwold

As on the Summer Solstice 382YE, the network of granaries and storehouses only covers Upwold, Mitwold, and Bregasland. Expanding the great work so that it includes the Mournwold is certainly possible. It would require a commission as for any other great work, and would require 16 wains of white granite. 40 wains of weirwood, 112 crowns of labour, and take six months to complete. When finished, it would divide a bounty of 1080 rings among every farm in the Mournwold each season (assuming no other great works were built improving farm production in the interim). It would not increase the ability of the breadbasket to sustain armies, and it would fall under the custodianship of the Keeper by default.

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The Marches hearth magic

Poppets

Every home in the Marches has at least one straw dolly or poppet, made at the time of harvest to bring good luck to the house and ward off evil omens. These intricately twisted and knotted effigies of straw, corn, oats, rye, grass or rushes traditionally bind the vitality of the fields and bring their strength into the home. Every child is given a straw dolly of their own to help protect them from sickness. In particular, an expectant mother will carry a poppet to ensure the health of the child. When the season turns again to sowing the seeds for the new crop these poppets are laid on the fields and ploughed back into the earth, or occasionally cast into a bonfire, ensuring a bountiful harvest for the following year.

A landskeeper might employ a poppet in magic that binds or shares vitality or strength, such as granting potence of a band of yeomen warriors. A sorcerer might use a poppet to steal the strength of an enemy or an enemy's fields, binding it as they twist and knots the doll until the poppet is destroyed or a year has passed.

Standing stones and chalk figures

The dolmens and chalk figures that are common throughout the Marches mark the land as the property of humankind. They stamp the presence of humans on the environment, and by doing so seek to tame the forces of nature. A Marcher who wants to claim an area of wilderness will often begin by placing a standing stone on the boundary of the area they plan to claim. Likewise a circle of landskeepers who plan to enact a large change, such as flooding a valley or improving the fertility of an orchard, will use a standing stone or chalk figure as the centre of their working. The power of the hearth magic derives from the way the stone or figure resembles a person, so some dolmens are painted or carved with human features.

Twist. Cross over. Hold with the thumb.

Twist. Cross over. Hold with the thumb.

Twist. Cross over. Hold with the thumb.

The mantra went through her head as a sort of background mutter as she plaited the rafia and strips of rag. Always in her mother’s voice. She looked at her hands as they worked. Twist. Cross over. Hold with the thumb. Work worn, but not yet twisted by rheumatism. Broad hands. Strong hands. Small hands. The years blurred. Her hands? Her mother’s hands? She couldn’t tell. Twist. Cross over. Hold with the thumb. The ropes grew. Thick as her thumb, a good couple of arm lengths, each one. Twist. Cross over. Hold with the thumb.

She measured off the lengths and tied them off. A handspan for each one would do it. Some of that pudding string would do nicely. And a good tight reef knot.

The paint was dry. It wouldn’t be a fine job. Not like a calligrapher had done it on parchment, but it would be a job. Serviceable. She’d given the spoons a rub before painting them. She looked at the pile of rags left over the years from making things: hoods, bags, gowns, tunics. Any bit bigger than the palm of your hand, her mother had said. You can always find a use for it. Bit of linen for a herb bag, bit of wool for a pincushion, scrap of this for that and that for the other. Nothing wasted. Smaller bits got chopped up for stuffing. As she cut and tied and twisted and tugged, they took shape. That was another thing her old mum had said: poppets don’t have to be made from straw. You make them from what you use all the time. From bits and bobs about the house. Things like rags and string and spoons and pegs. What mattered was that all the things that made the poppet meant something. All the things had a part in your life other than just as a poppet. Spoons and pegs that were used all the time, rags from making things, string that tied things. Rafia and twine from the garden, wheat from the harvest... And the hearth magic. The warmth of the heart, the love of the land, the care of the people who lived there. The stars that guide us, the turn of the seasons. No big words, no mighty deeds, no incantations or rituals, nothing other than the rhythm of the work and the satisfaction of a job done to the best of your ability and the way you had of doing it.

When they were done, she stood them all in a row on the bench, in little pots. Twelve little figures in a row. She could feel the power in them. Gentle but strong, waiting, expectant.

“You’ll do.”

by Nesta of The Applewood Levy

The child looked up at me with large, unblinking eyes; a rough dolly of woven cornstalks clutched to her woollen tunic with one grubby hand. Thinking that perhaps I might build a rapport with her, I asked if I could take a closer look at the hideous thing. As I began to reach towards it she started in surprise, sank her teeth into my finger hard enough to draw blood and then ran off shouting that I was trying to steal her soul! Moments later several grim-faced Marchers approached with the girl in tow and confronted me. I assumed that perhaps she would face punishment for attacking a visitor in this way, but in fact when they heard the story they sided with her – one even ruffled her hair! I was advised in no uncertain terms that “Marchers keep to Marches business, best you do the same with your own.” I would have argued the case, but I couldn’t help noticing the subtle air of menace with which they were gripping their agricultural tools…

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The Marches history

Contents

- 1 The creation of the Marches

- 2 Joining the Empire

- 3 The Marches in the Empire

- 4 Marchers on the Throne

The creation of the Marches

The history of the Marchers begins with a rebellion in Dawn of a group of disaffected yeomen determined to leave their lord's lands and make a better life for themselves. With nowhere else to go they marched across the country, heading for the border, intent on claiming land outside of Dawn. They were joined on their pilgrimage by thousands more, until they became known as the Marchers.

The first Marchers had few real weapons or pieces of armour between them. The Dawnish nobility fully expected them to flee the oncoming winter or die at the hands of the orcs. Instead, the Marchers took their farm tools and padded jacks and carved out a kingdom for themselves, slaughtering the orc tribes they encountered and driving them before them with grim determination. Working together they created the Marches, a patchwork of cleared lands controlled by a score of independent-minded yeoman households.

In the following centuries there were frequent but sporadic conflicts with Dawn. Occasionally one or the other would attempt to expand into the neighbouring nation's territory. To this day the easternmost parts of the Marches and the westernmost parts of Dawn are scattered with battlefields and castles that are largely abandoned since the formation of the Empire. Despite the conflicts and the tension, the two nations often refer to each other; Marchers who put on airs and graces are told to "Piss off to Dawn", while Dawn nobility or yeomen who question the validity of their ancient traditions are given equally earthy advice to move to the Marches.

There were also frequent battles between Marchers. Although Marcher households found it easy to unite against a common enemy, they often fell to quarrelling amongst themselves. Bitter feuds and grudges developed, usually over land and often paid in blood. By the time the Empress began her crusade the Marches was split into half a dozen great households, each supported by the loyalties of countless minor households.

Joining the Empire

The First Empress did not come to the Marches. One of her advisors, a Landskeeper called Brigit of Dourfen, spread the word of her first gathering to the Marcher Lords, and while several attended the majority did not. After hearing the Empress speak, the Marcherfolk who were present debated for several days and appointed Henry of Meade to speak for them. Approaching the Empress, he told her that some of the Marchers would join her, but that she would never get all of them. The Empress refused to accept this. "I will take all of you, or none of you." she said, and walked away.

Initially flabbergasted, wise Brigit explained what the Empress probably meant - that the Empire had no use for a divided land. It would not take some of the Marcher Households, and let the others squabble among themselves. If the Marchers were serious about joining, they would need to be united in doing so.

Historians sometimes debate whether the Empress should not simply have used her nascent army to unite the Marches herself, but it is generally agreed that doing so would have been a disaster. The Empire could not afford to become bogged down in a Marcher civil war; and the Marches traditionally are very hard to conquer for any period of time. Their dogged determination and ability to hold grudges would have meant that the Empire would have to have established a military dictatorship in perpetuity to keep the place under control.

The Marchers returned home and a civil war ensued (often referred to as the Cousin's War). Those Marcher Households and Landskeepers who sided with the Empress and her vision of a united humanity used diplomacy where they could, and force of arms where they could not. In the end, the forces of those who sided with the Empress were triumphant. The remaining Households drew up on the fields to the west of Dawn and the Empress marched out to meet them on foot with her standard bearer, and asked if they were prepared to join her Empire.

The Marches in the Empire

Marchers from Upwold were involved in the first campaign of the new Empire. Tom Drake of Redston led his household and the territory's Landskeepers to Varushka. They fought through unfamiliar forests, alongside all those who opposed Alderei the Fair and brought Varushka into the Empire. Some say it was Tom who killed the boyar-king; the Redston folk just point at the broken crown on their livery and let that speak for them.

Entry to the Empire brought some changes. Pious Marcher folk returning from pilgrimages to Highguard founded the monasteries which now dot the landscape. Friars have become an important part of most Households and few powerful Marcher households do not have one or more of these learned folk by their side. Imperial writ created the market towns, outside the control of the households. Yet the traditional beliefs that give the Marchers their strength have endured every transformation brought by the Empire.

Marchers on the Throne

Two Marchers have sat on the Imperial Throne, and their reigns could not have been more different.

The first Marcher to take the Throne was Emperor James of Mournwold. Appointed in 257YE, he was crowned as the Empire was in real danger of being destroyed by the barbarian orcs after decades of fruitless back-and-forth conquest and liberation. He is perhaps most famous for "fixing the borders", making it illegal for the Empire to add new territory until such time as the Senate and the Synod were both in agreement that the Empire was sufficiently strengthened as to be able to hold those territories. His reign issued in the Second Interregnum, just under twenty years of relative peace and prosperity for the entire Empire during which the Throne remained vacant.

The second Marcher Throne was Emperor Walter of Upwold. An effective businessman and Alderman, he was appointed only a short time ago in 371YE. His reign was very short, and very chaotic - he attempted to run the Empire like a business with near disastrous consequences. He is largely viewed as a failure and an embarrassment by the rest of the Marches. About the only good thing to come out of his reign was an awareness of just how much trouble the Empire was in - laying the groundwork for the appointment of Empress Britta and the resurgence that continues to this day.

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The Marches icons and artistry

Any Marcher who owns farmland is a member of a Household, albeit perhaps a Household of one, and any Marcher Household can declare a livery. Members of the Household wear the livery in some way – perhaps as a coat, or perhaps as a simple sash or badge. Stewards of a Household that alies to a more powerful Household usually retain their own livery, or combine it with the new Households’ colours in some way.

Poppets and other symbols of the land are commonplace. Gates and doors are traditionally decorated with woven bundles of grain on either side, the respect shown to the land prevents evil doers from entering. The hearth is where food taken from the land is prepared. It should always be kept clean and ideally be decorated with fresh cut flowers to prevent food cooked there causing a poison of the blood. Poor March Folk or those on campaign will make do with bundles of grass or common meadow flowers.

The symbol of the seed or apple and seed is a common representation of the soul and the cycle of rebirth. The crow and the rat are both images of ill-omen and bad luck.

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The Marches leadership

Marchers do not allow anyone to claim authority over them without their permission. Loyalty is an important virtue in the nation and once they have chosen a leader they will not renounce them lightly, but they refuse to be ruled over by anyone. They remember their history and will not tolerate anyone who thinks they are better than their fellows. Leaders find it almost impossible to lead effectively in the Marches without the consent of those they lead. Those who are given power in the Marches are expected to reflect this understanding in the way they act.

The Marchers do accept the authority of the Senate and the Empress, seeing it as an extension of their own complex structures of household loyalties. They know that any one of them could become a Senator or take the Imperial throne. Likewise, they can follow orders on a battlefield so long as their officers remember that they hold their position of command with the consent of their troops. They can be given orders, and obey them, as long as the one ordering them about remembers that they are ultimately equals.

Agriculture is the basis of political leadership in the Marches, and power is vested in those who work the land. The Marcher households are groups of yeomen who have given loyalty to each other. They are led by one of their own, chosen by themselves. This leader is called a steward regardless of gender. Even a single yeoman may call themselves steward of their own household, and have a direct voice in the leadership of the nation.

Anyone who owns a farm has the right to call themself a yeoman, and only they have a voice in Marcher politics. Owning farmland is considered a great responsibility; it is the duty of the yeoman to ensure the best interests of everyone who lives and works on it. Monasteries that own lands are treated as identical in every respect to a Marcher household in terms of votes allowed but the market towns, which hold no farmland, are not.

In times past, a household would be responsible for the defence of all the members’ lands, so it was practical for members to live near each other. In modern times this requirement is less important, thanks the the existence of the Imperial armies, and the lands claimed by a household may be scattered throughout a March. Smaller households often swear loyalty to larger ones, partly to further cooperation between Households and partly to increase their political power.

Leading a territory

The steward whose household controls the largest value of land - including that controlled by any smaller households who declare their support for them - selects the Senator who will represent that territory. It is not uncommon for the steward to appoint one of their supporters to the Senate than to fill the seat themselves, but there is no stigma attached to a steward who serves their territory in the Senate.

The competition to appoint the Senator for a March can be very fierce. The larger households in a March compete with one another to have the largest number of landowners under their banner, and as with so much else in the Marches the results of these selections have caused bitter feuds and sometimes open conflict.

The traditional method of determining who selects the Senator is for every interested yeoman to gather together in an open space. Each steward in turn then either declares themselves a candidate for the election, or declares their support for another steward. Support is measured in "Marks" which reflect the value of the combined farmland as assessed by the Imperial Civil Service. This valuation reflects not just the actual physical size of the combined farmland their household controls, but also its quality.

The candidate with the largest support selects the Senator. These meetings tend to be rowdy affairs, with much barracking and the occasional insult. Candidates try to get stewards who support them to declare their support as early as possible, but some canny stewards prefer to wait to see which way the wind is blowing before proferring their support.

Merchants, miners, crafters, priests and the like are forced to rely on neighbouring households to speak for them in the political process. Over recent years, there has been growing dissatisfaction in some quarters about this arrangement, but it represents one of the oldest traditions of the Marches and is not going to be changed any time soon.

The Marcher attachment to land means it is not common to move from one territory to another, but it is certainly not unknown. When a Marcher citizen changes territory, they cannot vote to appoint a senator in their new territory until a year has passed since they last voted.

The senators for each Imperial territory are re-elected at specific equinox and solstices during the year. The senator for Mitwold is elected at the Summer solstice, the senator for Upwold is elected at the Autumn equinox, and the senator for Bregasland is elected at the Winter solstice. The senator for the newly liberated Mournwold is elected at the Spring equinox.

Tallying the votes

Each Marcher citizen whose farm resource is in the contested territory receives votes in the election of a senator for that territory. Each character receives ten votes, plus two additional votes each time they have upgraded their resource. They verbally pledge their support for themselves, or for one of the Stewards from their territory who is contesting the election.

Prominent Marcher households

A list of well-known households who have attended Anvil in recent years can be found here.

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The Marches lineage and species attitudes

Marchers will concentrate on the positives in their own people, and the negatives in others. Those with lineage are like normal folk, just more so. For example, a cambion from your own household might be seen as energetic and spirited, whereas a cambion from some other territory would probably seen as particularly conniving, and one from another nation would be seen as spiteful and ruthless.

We like the marsh. The marsh likes us. Leave us to get on with each other.

Merrow

The first main exception to this general attitude is the merrow lineage. Merrow as a whole are considered "not quite right" by other Marcher folk; they're secretive, cold and altogether too clever by half. Concentrated around the fens of Bregasland, those families with strong merrow blood have traditionally kept to themselves. Merrow born elsewhere often move to join one of the merrow households in the marshes.

Briars

The other exception is the briar. Many Marcher folk believe the briars are accursed, and they are the only Marchers who may find themselves denied a decent burial in Marcher soil. This is due to the belief that the corpse will taint the soil where it lies and lead to the rise of unnatural and hostile plant life. In the worst cases, their bodies are burnt and the ashes scattered, although some receive more traditional burials but in soil that is outside the Marches. There are also a rare few places where burial grounds specifically for briars are laid aside, often in land that is of no use to anyone else, or that is owned by a briar yeoman, although such places soon acquire a poor reputation and the landowner may attract the Rough Music if the neighbours become too concerned.

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The Marches look and feel

Contents

- 1 Overview

- 2 Breakdown

- 2.1 Feel

- 2.2 Influences

- 2.3 Materials

- 2.4 Colours

- 2.5 Icons

- 3 Clothing

- 4 Camps

- 5 Weaponry

- 5.1 Bows

- 6 Armour

- 6.1 Shields

- 7 Marcher household

- 8 Yeomen

- 9 Stewards

- 10 Beaters

- 11 Aldermen and Townsfolk

- 12 Monks and Friars

- 13 Landskeepers and Mummers

- 14 Children's costumes

- 15 10 Quick Costuming Tips

- 16 Things you're unlikely to see

- 17 Costume Sources

- 17.1 Historical Women's Wear Reference Material

- 17.2 Historical Men's Wear Reference Material

- 17.3 Reenactment Sources

- 17.4 Guides to Livery

- 17.5 Books

- 17.6 Costume sellers

- 17.7 Armourers

- 17.8 Leather items including shoes

- 17.9 Fur and traditional materials

- 17.10 Camping accessories and other bits

- 17.11 Flags, banners and livery badges

- 17.12 Pewter and cast goods

- 17.13 Wooden items

- 17.14 Tents

Overview

The Marches draws strongly on English history from the 12th century through to the War of the Roses for costume, weaponry and armour.

The costume of the Marches has a 'solidity' to it, a worn, lived-in look that contrasts with its neighbour Dawn's high romance, gleaming plate and vivid hues. The Marches is Kenneth Brannagh’s Henry V rather than Laurence Olivier’s.

Breakdown

Feel

Gritty, solid, practical, traditional, mud, blood, green fields, rural, iron.

Influences

Wars of the Roses England, Rangers of Ithilien (Beaters), Cadfael (Monks and Landskeepers).

Materials

Wool, calico, linen, leather.

Colours

Plain flat colours, mostly the soft colours of natural dyes or unbleached cloth. The palette is autumnal suggesting natural dull blues, greys, browns/ rusts, mustards and greens, dull reds etc. especially at the lower end of the social scale. Wealthier Marchers may use deeper, brighter shades.

Icons

- Livery Members of a household generally wear their livery in some way – as a livery coat, sash or pewter badge.

- Poppets and other symbols of the land play an important role in the Marches hearth magic. Many Marchers, all children and every home in the Marches have at least one poppet.

- Apples The symbol the apple, and fruit and seed in general, is a common representation of the soul and the cycle of rebirth.

- Crow and Rat are both images of ill-omen and bad luck.

Clothing

Marchers favour plain clothes, tunics, simple hoods, hose and shirts. Wealthier characters might wear finer robes, cotehardies or a simple doublet, but even then plain wool or heavy linen will be more appropriate than fancy patterns or embroidery. Medieval re-enactments are a great source of inspiration for the look and feel of the Marches territories - although unlike history, its worth noting that Marches society is gender neutral.

Marcher leg wear is practical and slim fitting. Close fitting trousers are practical and easy to come by or make. Hose, either joined or split, are worn with braies and a long shirt. An extremely simple untailored cut for shirts fits the Marches very well: Full in the body and sleeve, possibly gathered at neck and wrist.

Doublets are popular in the Marches, a snug-fitting buttoned jacket that is shaped and fitted to the body. It can be worn over the shirt or under another layer of clothing. They tend to be short and simple – fancy slash work doesn't really fit the Marchers practical approach.

A woollen or heavy linen overdress such as a kirtle or cotehardie over a shirt or shift is be a good alternative to shirts and hose. The look is long, lean and smooth and laced to fit. Back lacing shows higher status and gives a better line. Side lacing is more common. It would be rare to see a gathered skirt (common to Tudor kirtles) in the Marches.

Headwear is frequently worn, from a simple cap or coif, to hats or something like a hood with liripipe or a chaperon.

Marchers have no pockets, so a pouch is invaluable – bollock or kidney pouches or leather bags are perfect. Belts are often very long, wrapped round, looped at the front and left to dangle.

The typical clothing of both male and femals monks and friars consists of a traditional plain monk's habit.

Camps

Gates and doors are traditionally decorated with woven bundles of grain on either side, the respect shown to the land prevents evil doers from entering. The hearth is where food taken from the land is prepared. It should always be kept clean and ideally be decorated with fresh cut flowers to prevent food cooked there causing a poison of the blood. Poor March Folk or those on campaign will make do with bundles of grass or common meadow flowers.

Weaponry

The classic Marcher fighting unit is a block of bills and other polearms recruited from the yeomanry. Two handed swords are common for richer characters in heavier armour, as well as warhammers, maces or poleaxes. Any historical weapons from the Hundred Years War and the War of the Roses are typical: poleaxes, bills and other polearms are iconic; warhammers, bollock daggers, axes, falchions, mauls, and improvised weapons based on farm equipment are all carried by some. .

Bows

Bows, in particular longbows, are also a common sight among the Marchers units on the battlefield. They are especially popular with beaters.

Armour

Padded gambesons or leather jacks are common for the poor, with a harness of plate for richer individuals. Brigandine is an intermediate option. Households often wear matching livery coats, although simple sashes or badges are also used to denote affiliation. Jack chains over a gambeson are ideal for a Marcher yeoman.

Mage armour is often from similar materials - fabric, leather and possibly pieces of chain mail - in both natural and household colours, but is more likely to be adorned and decorated with elements of no immediately obvious use.

Shields

Large shields are much less common than in other nations; shield-walls are seen as a tactic best left behind in Dawn. Marchers who have a good reason not to use a polearm or a great sword, such as martial Landskeepers fearing arrows, or skirmish groups protecting the flanks will often use a small buckler to go alongside their weapon of choice.

Marcher household

Any Marcher who owns farmland is a member of a household, albeit perhaps a household of one, and any Marcher Household can declare a livery. Members of the household tend to wear the livery colours in some way. Stewards of a household that allies to a more powerful household usually retain their own livery, or combine it with the new households’ colours in some way. Households often wear matching livery coat|livery jackets, although simple sashes or badges are also effective ways of showing affiliation. Many households own a banner showing their livery.

Yeomen

Poor Yeomen may wear just a plain coloured jack or padded gambeson as their only armour. Wealthier Yeomen usually have livery coats in their Household colours and mail or plate over the top if they have it.

Stewards

The head of a household, a steward, may wear richer colours, but most likely in home grown wool not rarer silk. Wealthy Marchers are often seen in full harness of plate in battle.

Beaters

Beaters are skilled trackers and gamekeepers. They watch the borders of the Marches. They are inspired by the classic British archers of the period mixed with the Rangers of Ithilien from Lord of the Rings. Beaters usually wear lighter armour, either just a padded or leather jack or else a leather tunic like the ones worn by the Rangers in Lord of the Rings.

Aldermen and Townsfolk

Many aldermen take great pride in their ceremonial chains of office, sometimes referred to as "Chains of Prosperity". Some go so far as to commission them as magical items, such as an Alderman's Edge.

Monks and Friars

Both male and female monks and friars wear traditional plain monk's habit either in dark colours, or white with a dark scapular.. A simple brown cassock works well but it might also be seen in black or grey. A more complex arrangement with dark scapular over white undergarments is also a popular choice. A chasuble or cowl may be worn over the habit, in particular during the cold seasons, but monks and friars alike tend toward simple outfits.

Landskeepers and Mummers

Some landskeepers wear robes, similar to the monk, but a jerkin, shirt and hose, with rolled-up sleeves is just as good an alternative. A landskeeper is well used to hard work in the fields and their look reflects that.

By contrast, Mummers are more likely to wear flamboyant costumes as suits magicians whose tradition involves performing plays.

Children's costumes

Children in the Marches can be dressed in scaled down versions of their parent's clothes. For toddlers and babies, traditional smocks, or simple t-tunics and drawstring trousers are simple and easy to pull-on garments, that can be made in linen or cotton for easy washing! These types of clothes also have plenty of flexibility in terms of size, meaning you'll get more than one year's use out of them. Small coifs are great for keeping the sun off a baby's head and simple straw hats can also be used to stop children burning. Older children can either have their own costumes, or be given adult clothes which are then rolled up and belted to fit - the practical Marchers are unlikely to waste any clothing and hand me downs are a cheap (in and out of character!) way to clothe children.

General tips for costume for children:

- Robes that stop at knee - mid-calf will be less of a trip hazard

- Headgear that can be very simply retied is great

- Avoiding things that can pull around the neck is wise (strings on cloaks/hats on cords/ tabards that don't secure under the arms

- Wider neck holes, sleeves and armholes will help with getting costume on and off, and leave room for growth

- Information on clothes and swaddling for babies

- Patterns for Medieval children's clothes

- Childrens' dresses

- Childrens' shirt, tunic and hood

- 'Mother and Daughter' dresses

- Revival Clothing's Premade items for children

- Gambeson's Premade items for children

10 Quick Costuming Tips

We strive to treat the mud with care

with lots of muck and tilling.

And it repays us thousandfold: That’s why its so fulfilling.

And when the day is over, we’ll drink a glass or more,

to Marcher mud - its in our blood, ingrained in every pore.

We’re down to earth, down and dirty:

Digging for victory.

- Charity shop fabric rails are a great source of wool blankets that can be made into staples of Marcher costume.

- With the popularity of medieval re-enactment, its very easy to buy off the peg hose, doublets, cotehardie and other key pieces. 12th–15th century kit is preferable to Tudor kit when choosing on-line or at kit fairs.

- Instead of actual hose, any reasonably close fitting trousers in earthy or dark colours will look good for practical Marches characters.

- Households and families are important in the Marches - displaying the house livery can be done cheaply through simple sashes or badges or if you fancy something a bit clearer, follow the guides for livery coats.

- There are a range of options for practical footwear - from bespoke re-enactment shoes to simple desert boots. Any soft leather or suede with simple ties, laces or side buckles will look good.

- There is no need to worried about all that itchy wool and linen: Shirts and shifts are both are simple, loose and easily available in cotton and make a good part of the Marchers look. And whilst re-enactment markets are very useful for Marcher supplies, we're not looking for historical accuracy here – There's no expectation for you to be in itchy underwear!

- For those playing a rich Marcher, it could be easy to make choices that make the costume seem very similar to neighbouring Dawn. By sticking to plain fabrics (wool, maybe velvet, but not silks or brocades) and choosing rich autumnal colours rather than bright summery ones confusion can be avoided.

- Marcher beaters who are likely to wear light leather armour can avoid being confused with Steinr and Navarr by staying away from furs and going for classic Marcher accessories. Bollock pouches are one example that are really simple to make and easily available to buy.

- Want to indicate low status? Try adding an apron or leather trousers or swap a doublet for a sleeveless jerkin.

- Want to show off high status? Try doing so very discreetly, with a rich lining or carefully chosen buttons rather than ostentatious trims and decoration.

Things you're unlikely to see

- Don't expect 'bling' in the Marches, even the wealthy are likely to be subtle - with wealth displayed in linings and button detail, not slashed sleeves, full gathered fabrics, or rich embroidery or brocade.

- You won't find anyone worrying about hand stitching, whether that coat is too long for 1389 or what your underwear is made of. The Marches is a historically inspired culture, not a historically accurate one.

- There are no modesty guidelines in the Marches and gender roles don't follow the historical pattern - long skirts and laced dresses are a choice made by some not an expectation of all.

Costume Sources

As the Marches draw on inspiration from Earth history, there are both vendors of appropriate items of costume and documents dealing with the costume styles easily available for Marcher players looking for more details.

Historical Women's Wear Reference Material

As with military clothes, dresses can reflect household livery. 'Parti-coloured' (or split coloured) dresses look very effective. Lara Corset's website gives an excellent overview of all aspects of women's wardrobes in the late 1400s,

Matilda la Zouche's wardrobe follows the reconstruction of several historically accurate outfits for a broad medieval period.

Some general pattern books are available which cover all types of women's wear:

- Medieval Women's dress

- High medieval women's dress

- The Medieval Tailor’s Assistant

- Make Your Own Medieval Clothing for women.

- Nehelenia Patterns - Multi part pattern for men and women

Historical Men's Wear Reference Material

Some general pattern books are available which cover all types of men's wear:

- High Medieval men's dress

- Medieval men's dress

- The Medieval Tailor’s Assistant

- Make Your Own Medieval Clothing for Men

- Nehelenia Patterns - Multi part pattern for men and women

Reenactment Sources

Medieval re-enactment, Wars of the roses and 13th, 14th or 15th Century re-enactment will all provide helpful inspiration.

Guides to Livery

- 15th Century Livery

- Livery coats

- Standards, Badges & Livery Colours of the Wars of the Roses, Pat McGill & Jonathan Jones, Freezywater Publications

- Heraldic Banners of the Wars of the Roses (3 vols), Pat McGill & Thomas Coveney, Frezywater Publications.

- Medieval Art and Woodcraft make livery badges, banners and flags, signage, medical charts etc. to order

Books

- The Medieval Soldier: 15th Century Campaign Life Recreated in Colour Photographs, Gerry Embleton & John Howe,

- English Medieval Knight 1400-1500, Christopher Gravett, Osprey Publishing

- The Great Warbow, Matthew Strickland & Robert Hardy, Sutton Publishing – probably the best accessible book you can get on the subject.

- Arms and Armour of the Medieval Knight, David Edge & John Miles Paddock, Saturn Books

Costume sellers

- The Midgard Seamstress Custom made UK LARP and Re-enactment costumes

- Arm Street Medieval and Fantasy clothing from Russia (English language website)

- Cloak’d and Dagger’d

- Custom Costume Company Bespoke designs for re-enactors and roleplayers

- Historic EnterprisesAmerican based costume company. Trades at TORM

- Medieval Dress Company Clothing and leatherwork

- Matuls Clothing, armour tents and camp accessories from Poland (English language website)

- Revival Clothing

- Sally Green

- Sew-mill

Armourers

- https://www.facebook.com/ArmourServices

- https://www.facebook.com/pages/The-Medieval-Rats/147041485362649

- http://www.armabohemia.cz/Novestr/homeA.htm

- http://www.armorymarek.com/

- http://www.bestarmour.com/

- http://www.capapie.co.uk/

- http://www.dtok.fsnet.co.uk/

- http://www.lancasters-armourie.co.uk/

- http://www.stgeorgearmouryshop.co.uk/index2.html

- http://www.whiteroseapparel.com/

- http://www.whiterosearmoury.com/

- Darkblade studded leather armour

- Totally Leathered Totally Leathered provides custom tooled leatherwork & bespoke armour.

- Idiom Productions Costume and Props Workshop creates custom hand-tooled leather armour, clothing and LRP weapons

Leather items including shoes

- Phil Fraser

- Re-enactment shoes

- Historical Shoes

- Historic Shoes German company (English language website)

- Ravenswood Leather Items America site. Non-historical leather items.

Fur and traditional materials

- House of de Clifford Ethically sourced furs of all kinds

- Candles for All Ages Tallow and Beeswax Candles

- Herts Fabrics

- Bernie the Bolt

Camping accessories and other bits

- Sally Pointer Hats and bits and bobs

- Smoke and Fire American company.

- Medieval Market German company (English language website) – Clothing, furniture, and other items

- Medieval Dress Company Clothing and leatherwork

- Matuls Clothing, armour tents and camp accessories from Poland (English language website)

- Reenactors Shop German company (English language website) Lots of bits and bobs, including camping accessories.

- Medieval design 1st -16th century clothing, furniture and other historical products.

Flags, banners and livery badges

- Medieval Art and Woodcraft Historical and historically inspired banners, flags and livery badges

Pewter and cast goods

- Casts from the Past Pewter items including livery badges and some household items

- The Quiet Press Historical buckles, brooches and other ornamental metalwork

- Billy and Charlie's Finest Quality Pewter Goods American company. Pewter badges and other accessories.

- HR-Replikate German company. Jewellery based on archeological finds (English language website)

- Lionheart Replicas Pewterwear

- Pewter Replicas Pewter badges, household items and livery collars

Wooden items

- Douggie the Wood Wooden Furniture

- Robin Wood Authentic wood turned historical items

- Paul Atkin Bowls and other hand turned items

Tents

- Canvas Tents

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The Marches magical traditions

Despite their apparent focus on the mundane, the Marches has a strong tradition of spellcasting and ritual magics. Their ritual magic in particular is used to great effect to help ensure excellent harvests and to prepare yeoman soldiers for war. A great deal of Marcher magic comes from concepts of ownership of land; of harnessing the symbolic power in the wheel of the seasons; and of the connection between the human body (flesh, sweat, breath) and the physical world (soil, water, wind).

Spellcasting is often seen as a practical discipline. A doctor is as likely to know a charm to heal as to rely solely on herbs and potions; a respected blacksmith may use a magical word to mend a damaged pot - or weapon. The magic they wield is steeped in tradition; the methods they use have been handed down from one magician to another for centuries. This means that both the village healer and the powerful ritualist alike are wielding magic tried and tested by the generations that have gone before them.

A great deal of magical power rests in the hands of the landskeepers, politically powerful magicians who safeguard the customs of the Marches and see to its magical wellbeing. They are steeped in tradition, and tend to be given a wary respect by the folk of the Marches. By contrast, the Mummers practice a rough and ready form of magic that is often seen as suspect, unreliable or downright dangerous - but does not prevent them being in demand for the kind of magical workings that may be seen as beneath the notice of the "stuffy" landskeepers. Both groups look down on hedge wizards - magicians at the beck and call of a steward.

Mummers

Some Marcher magicians practice dramaturgy, and join together in bands of mummers. They tend to maintain an itinerant existence combining the practice of ritual magic with entertainment. Traveling from place to place freely, they attend fairs, markets and other regular gatherings performing plays and feats of skill. They are often greeted with a little suspicion - compared by some uncharitable souls to the mountebanks of the League. Some market towns observe local ordinances that ban mummers from spending the night in their environs.

Mummers pride themselves on working magic through improvisation, without scripts but with a strong intuitive feel for the stories they create and the roles they use to work their magic. The personae are usually presented with a single key prop rather than a mask or sumptuous costume, while the thrones are generally established by narration rather than through expensive - and unwieldy - scenery. Almost all groups of mummers include the fool as a major character, weaving narration and commentary through the performance as the personae act out the events they describe - the fool is also responsible for encouraging audience participation and attracting patrons prepared to pay a few coins for the magic or entertainment the mummers provide. In contrast to League dramaturgists, the fool is often the only member of the band who wears a mask.

Their plays are often rough and full of broad humour, but no less effective at providing entertainment or instruction for all that. It is quite common for bands of mummers to have a broad mastery of ritual lores rather than to focus in any one lore - many pride themselves on mastering the four rituals that allow a farm to be enchanted through the year. They use the opportunity of seasonal fairs to stage grand performances that enchant all the farms in the vicinity usually for a suitable donation from the yeomen who own those farms.

The tradition clearly has roots in the Dawnish traditions of the guisers.

Spirit Animals

One form of magic practiced in the Marches is a type of totem magic. It has partially fallen out of favour, but some Marcher magicians draw on symbollic spirit animals (and in some cases plants) to work their magic. The practice is quite old, and many modern Marcher magicians look on it as being a little primitive or simplistic.

Sorcery and the Threshers

Someone who is suspected of using magic in ways that violate Marcher traditions faces shunning or worse. The Declaration of Sorcery used by the Imperial Conclave was originally a Marcher idea. The landskeepers could judge fellow magicians accused of misusing their magic, declaring them to be sorcerers and punishing them for their misdeeds.

There is a common belief in the Marches that all magic should be done publicly. Only sorcery is done in private - "dark minds find dark places to do dark deeds" so the saying goes. That is not to say that every magical ritual requires an audience, but the more effort the practitioners make to keep people from seeing what they are doing, the more suspect their magic must be.

Some Marchers dedicate themselves to tracking down, exposing and destroying sorcerers wherever they may operate. They are called Threshers and they watch for things that are wrong. Every farmer knows about separating wheat from chaff, and the Threshers look to separate human wheat from human chaff. They seek out those who are using magic or old lore against the interest of the people. Where crimes are being committed they work with the beaters and landskeepers to capture the sorcerer and hand them over to Imperial justice. If the sorcerer has not broken any Imperial laws then the rough music is their punishment, or shunning if they persist. It falls to the Thresher to convince the folk of the Marches that these punishments are merited, and in many cases to oversee their performance.

Several Threshers expand their interests to include the rest of the Empire, looking for villains outside the borders of the Marches whose wickedness threatens - or may eventually threaten - the innocent folk of their Nation. These Threshers have an interests in groups such as the circle of sinister sorcerers called the Volodny, or the most powerful barbarian shamans, who threaten the Marches by dint of the threat they present to the entire Empire.

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The Marches military concerns

War is a thrice-ploughed field.

Marcher Traditional

The rich Marcher soil gives rise to great military strength and, after the recent recruitment of The Tusks, four of the Empire's armies come from the Marches. Marcher generals have a reputation for being cautious, and for valuing victory more than personal glory. War is seen as work, hard dirty work, something to achieve over months of effort, not something to be won or lost in a moment. It is also seen as a shared responsibility, something that everyone who can must face together. On campaign, even Marcher generals who can't fight for whatever reason are expected to share the same risks and privations as the common soldier, one yeoman amongst many.

Powerful households field ranks of heavily-armoured yeomen wearing their colours and fighting together. Neighbours well-used to working together fight shoulder to shoulder. The expectation of loyalty and sacrifice can make a Marcher household a fearsomely cohesive force. Traditional rivalries are put to one side when a Marcher army faces a force of outsiders, and folk who would go out of their way to avoid acknowledging each other will fight back to back against a band of invading orcs.

The strength of the Marcher forces is derived from their long hours of toil. Arms hardened by days at the forge, cutting a forest, or threshing grain are strong enough for any fight. It is common for Marchers to wield weapons made from the tools of their labour; bills used for cutting hedges and great hammers used for driving piles are pressed into service of war. The wealthiest may march in a harness of plate but plenty have nothing more than a hard leather tunic or quilted jack they have made themselves. Their true strength is their loyalty and discipline; at their best a Marcher army is a great hedge of steel, moving inexorably forward like a harvest-gang through a field of wheat.

Service to the Empire in one of the Marcher armies is considered an excellent coming of age for the sons and daughters of a yeoman. This offers them a chance to learn a little of the outside world and to earn enough to purchase their own farm and become yeomen themselves. For a nation that prides itself on its military prowess, it also ensures a steady stream of soldiers with practical experience of battle.

Beaters

Contents

- 1 Beaters

- 2 Imperial Armies

- 2.1 The Drakes

- 2.2 The Strong Reeds

- 2.3 Bounders

- 2.4 The Tusks

Beaters roam through the Marches, learning every part of the land, watching for thieves, vagrants and other ne’er-do-wells. Beaters are often instrumental in settling land disputes between neighbours and they still play a vital role in the tradition of beating the bounds. Beaters often live off the land and most are skilled rangers or hunters. They serve as an informal police force, investigating crimes and tracking criminals. While an individual beater often associates with one or more households, they make no secret of the fact that they maintain an informal network among themselves.

The beaters watch the boundaries and defend them against trespass until its forces can muster. They also remain vigilant for internal threats. In addition to the orcs that still occupy the more inaccessible hills and wild forests of the Marches, there are bands of Féni, the ancient people driven from the fertile lowlands centuries ago. These primitive humans cover their skin in green and yellow tattoos and launch raids against civilised Marchers to steal cattle or crops. If something or someone is raiding out of the forests or hills then the beaters are the ones who are called on to hunt it.

In time of war, beaters serve the Marches as scouts, ranging ahead of the main force. Their experience watching the boundaries of the nation makes them useful light troops, particularly in forested areas, an excellent complement to the heavily armoured yeomen.

Imperial Armies

The Marches field four imperial armies; the Drakes, the Strong Reeds, the Bounders and The Tusks.

The Drakes

First led by the legendary Tom Drake, this army is extremely well-supplied and has an excellent corps of quartermasters, allowing it to recover casualties much more swiftly than normal. Many of the soldiers in this army come from Mitwold, and this has lead to a reputation for dogged determination and occasional internal conflict away from the battlefield. Its ranks have been swelled in recent years with soldiers displaced from the Mournwold, which has helped exacerbate the situation.

The first Marcher General leads the Drakes army, and is appointed (or re-appointed) at the Summer solstice each year.

The Strong Reeds

Initially raised from the people of Bregasland, there is still a strong territorial bias in the soldiers of this army. The army is notoriously dour, stubborn and hard bitten. The Strong Reeds have a long history of resisting Jotun aggression against the marshes, and have several times in their history fought alongside the Wintermark armies in Kallavesa.

The second Marcher General leads the Strong Reeds army, and is appointed (or re-appointed) at the Winter solstice each year.

Bounders

This adaptable army attracts many beaters who support a solid core of Upwold soldiers and a small cadre of dedicated battlefield magicians. They are skilled skirmish fighters, able to quickly learn the lay of the land and relentless in their pursuit of their enemies. Some of the best military archers in the Empire are part of this army, adept at bringing down their opponents with a combination of clever placement and withering storms of arrows.

The third Marcher General leads the Bounders army, and is appointed (or re-appointed) at the Autumn equinox each year.

The Tusks

The fourth Marcher Army was raised by Senate motion proposed by Henry Ward, then Senator for Upwold, during the Winter Solstice of 377YE. Mustering completed shortly before the Summer Solstice 378YE. The army of The Tusks was briefly named after High Courage, an ancient monument in Mournwold. This highly disciplined force saw its first major engagement when the Empire launched its liberation of the Mourn in late Autumn 379YE.

The fourth Marcher General leads the army of The Tusks, and is appointed (or re-appointed) at the Summer Solstice each year.

The Marcher officer walked out into the middle of the gathered mob, slow and casual, thumbs tucked into his belt. He took a long look around.

“Who here’s got a neighbour they can’t stand?”

The circle of Marchers looked tentatively one to another, a few raised hands and chuckles.

“Quite a few of you, I see. So let me ask you this – raiders come to burn their farm, would you go help them?”

Nods, fist shaking, raised bills and bows.

“Course you would, only common sense; they burn that farm this week, could be yours the week after, couldn’t it?”

He pointed at the gaudily dressed Free Company officers swaggering about in the League lines on their flank.

“See them? I don’t like ‘em. I don’t like their plumes, I don’t like them silly pantaloons, I don’t like the perfumed piss they call wine, or the way they put on airs when they talk, or their grub what’s so full of spices it gives me the gallopin’ trots. Nope, I don’t like ‘em, not one bit. But, them? They’re our neighbours.”

He pointed to the other end of the valley, where thousands of grey-skinned orcs covered the ground like blades of grass on a pasture.

“And those motherless bastards? They’re going to try and burn down our neighbour’s barn.”

Rumbling growl, stamping feet, billhooks banged on the ground.

“We proposin’ to let em?”

Full throated roar, weapons brandished, rising chant.

“Right then, let’s go pull the idiot neighbour’s arse out of the fire, eh?”

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The Marches music

Contents

- 1 The music of The Marches

- 1.1 Style summary

- 1.2 Commonly known songs

- 1.3 Musical traditions

- 1.3.1 Battle Songs

- 1.3.2 Seasonal Songs

- 1.3.3 Autumn

- 1.3.4 Winter

- 1.3.5 Funeral Songs

- 1.3.6 Songs from Mournwold

- 1.3.7 One for the kids

- 1.3.8 Songs about notable people/entities in the Marches

- 1.3.9 More Songs

- 1.3.10 Instrumentation and tunes

- 1.3.11 Other performance traditions

- 1.4 How to adapt your repertoire

- 1.5 Our sources

The music of The Marches

Style summary

A capella harmony singing, no-nonsense, boisterous and earthy, simple folk and morality tales, minimal instrumentation, heavy rhythms on guitars or concertinas. Themes of working the land, agriculture and fishing, harvest, enjoyment of food and drink, recognition of obligation to the land and its people.

The music of the Marches is drawn primarily from the folk song traditions of Devon and Cornwall, Derbyshire and Yorkshire: wassails, shanties, drinking songs, and work songs.

Commonly known songs

- Marcher battle song, invariably sung before battle!

- Bringing in the Sheaves, a harvest song (not the hymn), often sung for solidarity.

- Down to Earth, a song about the importance of good earth and common sense to the Marchers!

- Many people in the Marches will know one version of a Wassail

Musical traditions

After every harvest, Marcher farmers perform a traditional ceremony, a Wassail, to scare away evil spirits from the fields and ensure a good crop for the coming year. There are more details on the wassail in the Marcher brief.

In the Marches, misdeeds are sometimes rewarded with a public shaming using noise, music, even satirical performance of some kind, called Rough Music. Some chants are known throughout the Marches such as those below (usually interspersed with verses detailing the misdeed), some songs/performances are written especially for the occasion!

- "Ran tan tan, raise your hand, a sin to us is a sin to the land"

- "Old Fred Thatcher (insert name of miscreant), we know your name, Old Fred Thatcher, you are to blame, Old Fred Thatcher, we know your shame, Old Fred Thatcher, we know your name!"

Battle Songs

- Marcher battle song easy song for marching into battle

- Rebel March easy song for upsetting the Dawnish (and battles)

- Yet another Marches Battle Song

- Marcher At My Side - easy song popular with soldiers in the Marcher armies

Seasonal Songs

Autumn

- Bringing in the Sheaves medium harvest song (not the hymn)

- John Barleycorn medium folk song

- Wassail easy call and response, and lots of versions

- Harvest Time - song about the land and Britta's lost army

Winter

- Drive the Cold Winter Away

Funeral Songs

- Marcher Dirge - a bit heretical

- Turn the Circle - a song which can be sung as a round

- Carts Come Home - easy song about bring back Marcher dead from the wars

- Only Remembered For What We Have Done - medium harmony song

- Lay me Low - medium difficulty harmony song

Songs from Mournwold

- Mournwold Harvest - sad song about orphaned Mournwolders

- Jonah Gold - traditional miners song from Mournwold

- The Mournflag - a song inspiring the fight for the Mourn

One for the kids

- Whose Pigs Are These? a fun round

- Chants for naughty children

Songs about notable people/entities in the Marches

- Jack in the Green - a song about the Marches Egregore

- The Culloch Boar - tells of the origins of the Culloch banner

More Songs

- The Unquiet Grave

- Tom A'Bedlam's song

- Ye Mariners All - medium drinking song

- Here's A Health to the Company - easy drinking song

- His Banner's Not Mine - medium love song

- Pull Down Below - medium shanty with chunky harmonies

- One More Day - easy shanty: lyrics, tune

- Ten Thousand Miles - love song with easy harmony accomp

- Pretty Ploughboy - easy song about saving the lad you love from the war

- Silent Giants - easy song about standing stones

Instrumentation and tunes

Songs are usually unaccompanied in the Marches, typically sung in raucous harmony rather than using instruments. However sometimes drums, accordions, guitars, fiddles, and whistles/recorders are used. For instrumental music, look to the very heavy rhythms of trad English music (the kind of tunes used to accompany morris dancing would be perfect).

- The Chicken Dance - dance tune often brought out at hen parties and other festivities, by Cora and Kit score, recording

- The Bond Ring - dance tune for weddings and other bondings, by Cora and Kit score, recording

Other performance traditions

Marches Tales

How to adapt your repertoire

The Marches is all about people singing together so choose songs that have a chorus, or even better, a call and response line. Nothing wrong with a bard leading a song but try to encourage participation from the people around you, even if just banging their tankards off the table. Can you turn your song into a drinking song?! Think of some harmonies ahead of time and if possible teach them to your group instead of using instrumental accompaniment. Any folk song will be fine but especially those in the themes listed above. If you are mostly a solo performer perhaps learn a few easy rounds and sing them with people between your solo numbers.

Our sources

- Songs: Coope, Boyes and Simpson; Muldoon's Picnic; Fisherman's Friends; Chumbawamba (the folky stuff e.g. English Rebel Songs and ABCDEFG), and number of Welsh a capella choirs; all great acapella harmony singers. Seth Lakeman (sans guitar), June Tabor.

- Tunes: Florida, Eliza Carthy

- Great list of harvest themed songs: http://piereligion.org/harvestsongs.html

- Good list of sea shanty lyrics (stick to the very English sounding ones, preferably about fishing): http://www.boundingmain.com/Lyrics.htm

- Good list of sources for English folk suitable for the Marches: http://www.informatik.uni-hamburg.de/~zierke/folk/

Here is a youtube playlist of appropriate or inspiring music.

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The Marches people

The Marches is a proud nation. The folk here are proud of their accomplishments, proud of their households and history, and proud of their traditions and their mastery of their land. The Marches is the breadbasket of the Empire. No other land is as fertile and no other people work as hard as the Marcher folk, they say. The Marchers have no time for idle hands and idle tongues.

Land is at the heart of Marcher society. Those who farm the land, yeomen, band together in households that wield great power. The market towns may be filled with skilled and wealthy crafters, but without land they do not have the right to influence the politics of the Marches. The monasteries by comparison do own land. They are a thoroughly Marcher creation, blending religion and hard work and their monks till their fields like everyone else. Their influence is growing and may one day rival the most powerful households, but its roots lie in the ownership of land. Behind it all lie the Landskeepers, powerful magicians whose traditional rituals help to keep the land fertile and prosperous.

The archetypal Marcher is famous for stubborn pride and unyielding self-reliance. They are a hard people, who are well accustomed to a long day working the land. The yeomen wear their Household livery with pride, viewing those in other colours as rivals at best. This leads to passionate and sometimes bitter rivalries. Marcher history is filled with accounts of bloody conflicts between once powerful Households, fortunes that wax and wane with victories on the battlefield. Marcher folk have long memories and feuds are nursed down the generations. In some cases they've become so ingrained that the truth behind them is no longer remembered, or even considered particularly relevant.

One reason the Marchers are prosperous is that they don't waste anything. Thrift is virtuous in the Marches; it is the root of prosperity. Their possessions are likely to be old, worn, trusted and well-maintained rather than new and untested. Throwing away a serviceable cloak that simply needs patching is frivolous; it shows disrespect to the crafter, at the very least. Even when they do buy something new, they see no reason to discard an old possession, not while there are family members or friends who might still get use out of it. There is a saying "every coin is washed in sweat." The Marchers earn what they have through hard work, and being frivolous with that wealth devalues the work that went into earning it.

Marcher folk don’t stand around waiting for someone else to solve their problems; self-reliance is a large part of their national character. While there is land for the ambitious to start new farms, it has to be cleared. Some places have trees to fell, some have enemies to defeat. People of other nations talk endlessly about what it means to be heroic; Marchers don’t waste their breath, they just get on and do what needs to be done.

Self-sacrifice underpins many elements of Marcher culture. It is found in the tenacious attitude of the people to hardship. It is found in the belief that hard work pays for good fortune. And it is found in the response to the loss of their territory: the ultimate sacrifice, death in a wicker man, for the ultimate responsibility.

Names

Marcher names are usually English in origin. Given names in the Marches are usually plain and simple.

Surnames often come in three flavours: where you're from, what you do, or a nickname.

Most often, they'll be for where you live, perhaps your home hamlet; "Of Stoke" for example. You might be named for a territory; usually if you live far from there. "Tom Of Upwold" might be a useful way of denote a particular Tom who lived in the Mitwold, not so for one in Upwold.

Less often, Marchers are named for what they do. "Beater", "Landskeeper", "Friar", "Brewer", "Smith", "Tailor" "Thatcher" etc.

However, a Marcher might also be named for a nickname: maybe a pet, or a description; "Wise", "Good", or something less complimentary.

Sample names

- Male: John, Henry, Robin, Thomas, Walter, William

- Female: Alice, Agnes, Brigit, Matilda, Margaret

At sixteen summers I was finally a man, and ready to take my place in the world. From my ma I got this old almanac that she’d had off her nanna afore her. At the time I wasn’t too impressed, truth to tell, but you’d be surprised how handy the damn thing has been over the years, especially since I got me own place and had to figure out plantin’ an’ croppin’ an’ such for meself. From me da I got Old Stinger, the gnarled ash bow what was made by me great-great-grandad. Not much of a bowyer but a real bear of a man who could straight-arm an anvil . Pull on it like an oxen, an’ by Virtue, if you didn’t learn to use it just so you’d find out the hard way why it was called Stinger, cos you wouldn’t be able to use yer hand fer the rest o’ the day! But I didn’t care, an’ I thanked ‘em right smart (somethin’ told me bein’ a man didn’t mean too old for a switchin’ if I didn’t show manners.) That night I got to go out to the lightning oak with the other young things, to say our words to the Landskeepers, an’ after that there was beer an’ dancin’ an’ such under the stars. Next mornin’ I was a man steerin’ a plough instead of a boy steerin’ a plough. Not sure why it made all the difference, but somehow it did.

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The Marches religious beliefs

Long before the foundation of the Empire, the people of the Marches looked to their friars for spiritual guidance. These plain spoken folk were often at the centre of the Marcher households. Although they worked their own land, they also provided spiritual advice and counsel to their fellow yeomen. Many also served as scholars for their communities, acting as a chirurgeon, assisting with the writing and interpretation of formal correspondence, and teaching letters and history to young children. Awareness of, and belief in, reincarnation was a strong component of Marcher faith even before The Way took hold. Today, some of these beliefs are seen as problematic by the Imperial Synod - especially the beliefs to do with reincarnation as trees or vermin - but the Marchers cleave to them with stubborn indifference to the criticism of foreign priests.

Following contact with Highborn wayfarers, many friars and undertook a pilgrimage to Bastion. Marcher folk are not easily impressed, but it is difficult to visit the great white towers of Bastion without being moved and inspired by their majestic spirituality, and soon other Marchers followed in their footsteps. Long discussions between the friars and the Highborn priests saw the legendary Marcher figure, Good Walder, recognised as a Paragon of Prosperity.

Upon returning from Highguard, some of these pilgrims founded the first monastery.

Monks and Friars

Today there are two distinct priestly traditions in the Marches. The friars live amongst the households and market towns, tend to their spiritual needs and exert gentle but far-reaching influence.

Monks live in politically powerful monasteries, their control of farmland granting them the power and influence of an equivalent household.

Marchers and the Way of Virtue

As with any adherents of the Way the Marchers believe that unvirtuous behaviour and unworthy thoughts stain the soul, and that a soul that has more dark deeds weighing on its conscience than virtuous deeds is deemed wicked, and faces a dreadful fate after death. However, some of the older pre-Imperial beliefs about reincarnation still linger.

Some of these beliefs are at odds with the orthodox beliefs in the Labyrinth of Ages, but do not directly contradict any of the Doctrines of the Faith and so does not fall under the definition of heresy. Friars who feel the need to defend these practice are often quick to emphasise the role of Pride, Loyalty and Courage that fills them.

A few Marchers continue to believe that a dead soul spends an amount of time being reborn as a non-human between lives. It was once thought that a virtuous soul is reborn as a tree, especially a fruit tree, and rests between lives (see funerals). An unvirtuous soul is reborn as a succession of vermin, vexing their descendants with foul behaviour and stealing the food from their mouths. These old beliefs have mostly been abandoned and few people talk about them openly but some Marcher folk continue to believe them and rats and crows are often killed on sight by Marchers as a consequence.

Shriving

May your sins be shared,

your burdened halved,

and your spirit guided

by the virtues.

from the Pickham shriving benediction

Another old Marcher tradition holds that dark deeds can be mitigated somewhat through the ceremony of shriving. Marcher folk disavow their actions and try to cleanse their souls through this practice. By unburdening oneself of the misbehaviour and dark thoughts to a willing person, a trusted friar or monk, one makes them complicit in the actions and shares some of the burden. Both souls are then stained by the deed, halving the burden between them. The assumption behind shriving is that the person offering absolution - usually a priest - will pursue a highly virtuous life and thus mitigate the effect of some dark marks on their soul. Following the acceptance of The Way, Friars of the Marches continued to perform shriving, and the practice has occasionally been taken up by priests in other nations.

While liao is sometimes used during shriving, it is not generally accepted as a true liao ceremony in its own right. Rather, some priests adapt the dedication ceremony that allows a priest and a pilgrim to share virtuous dreams to gain greater insight into the darkness within the petitioner, and to gain a clearer understanding of the burden that is to be taken on.

Because of the burden taken on by the confessor, pious Marchers expect to pay for this service, and contributions to pay for the shared guilt have helped swell the coffers of the monasteries.

Another way to deal with unvirtuous behaviour, which has not traveled quite so well, is through sacrifice, most often in a wicker man. This sacrifice also allows for one person to take the spiritual taint of failure and unvirtous behaviour from several people and then absolve themselves - and their companions - through self-sacrifice. A Marcher who offers themselves as a sacrifice is believed by fellow Marcher to be completely purified by the act, passing immediately to their next life.

Initially our efforts to spread the Way in the Marches were fruitful.

Though they show little interest in the immortality of their soul

or the nature of the Labyrinth of Ages, there is clear evidence that

virtue, especially Loyalty, informs much of their culture. There are

also tales of a man they call Good Walder whose legend I would

submit to the Assembly as possible Exemplar of Prosperity. We

had even encouraged some to undertake a pilgrimage to Highguard.

Regrettably, the situation has become complicated when Sister

Ashara burned one of the false idols that they insist that their

children carry with them. Upon the child’s cry, a mob descended

upon the inn we are staying at. They beat upon the door as I write…

From the Epistles of Wayfarer Lucien

to the Winds of Virtue Chapter, 12BE

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The Marches tales

- Jack and the Giant

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The Marches territories

Contents

- 1 Overview

- 2 Upwold, The Silver Chase

- 3 Mitwold, Pride of the Marches

- 4 Bregasland the Dour Fens

- 5 Mournwold, the Mourn

- 6 Marcher Territories in Play

- 6.1 Being from Bregasland

- 6.2 Being from Mitwold

- 6.3 Being from the Mournwold

- 6.4 Being from Upwold

Overview

The Marches lie in the western Empire. Mitwold and Upwold are largely made up of fertile farmland, while Bregasland is rich fenland and the Mournwold is a combination of wide grasslands and rolling hills. The territories are covered in a patchwork of farms, small villages, household estates, and the occasional small town. While much of the Marches is civilised, there are still plenty of wild lands - deep forests, lonely hills, and dour marshes alike can harbour greedy brigands, savage orcs, lost ruins, and hungry monsters.

Upwold, The Silver Chase

Upwold is where the Marchers first established themselves when they walked away from Dawn. The scattered orc tribes that dwelt here were no match for the Marcher determination to carve out a home for themselves and were swiftly driven out or defeated. Today, Upwold is a wealthy territory in a wealthy nation, although perhaps surprisingly a significant amount of its wealth comes from industries other than farming. While there are of course many farms in Upwold, the eastern forests of quick-growing silver birch trees provide a great deal of income. Charcoal-burners live there, turning wood into easily transportable fuel for smith and hearth alike while the birch bark is used in the tanning industry, to cure the hides of the cattle that graze on the river pastures.

The forests of Upwold also create a need for skilled beaters - the woodlands are deep and the Feni that make their homes there do not welcome trespassers. For the most part, the painted savages keep to themselves but every few years there is an incidence of raiding, or an attack on a lumber camp or charcoal burner village that they decide has strayed too far into "their" woods.

Mitwold, Pride of the Marches

More than in Upwold or Bregasland, the households of Mitwold engage in feuding and bitter rivalry. The closer two households are to one another in Mitwold, the more likely it is that they are engaged in a long-running feud. This is also the territory where many of the best known ball games are played, and it is a regular occurrence for some dispute to be settled by a savage game of rugby, football or rounders. Outside observers wryly observe that this enthusiasm for sports arises directly from the simmering resentment between the houses - or as often as not is part of the cause.

Mitwold's substantial coast, populated by small fishing villages along the shore, gives way to fertile chalk-soiled downs further inland, with rich game-filled woodland and larger farms and market towns beyond. The city of Meade stands on the western coast of Mitwold - the largest settlement in the Marches, and in some ways its spiritual heart.

Bregasland the Dour Fens

Sandwiched between the dark woods of Liathaven, the southern Jotun kingdoms, and the sea, lies Bregasland. The territory is primarily made up of freshwater fenland. Home to “Bregas” (fenlanders), this is a place of small islands of abundantly fertile soil, surrounded by seemingly endless marshes where eels are caught. There are several households here made up entirely of merrow, and several settlements populated by people who have been shunned but cannot bring themselves to leave the Marches.

Bregasland is home to partially sunken ruins, including several stone circles that pre-date Marcher possession of the land. It is also home to dangerous man-eating lizards, giant insects, flesh-eating plants, marshwalkers, bottomless bogs and strange lights that seek to lure the incautious into deadly situations. Those who explore the depths of the marshes here sometimes disappear without trace ...

Mournwold, the Mourn

Lost in 349YE, liberated in 381YE This desolate land was known as the Mourn even before its final fall to the Jotun hordes. Originally the name referred to the sound of the wind in the trees and across the craggy hills. After three decades of loss and bitterness, it seems an even more fitting name than ever for this lonely land of chalky sheep-grazed grassland and dark-boned hills.

Whereas Upwold and Mitwold in particular are known for their sprawling farms, the rugged terrain of the Mourn is better known for its mines. The folk of the Mourn have a reputation for holding grudges, and for being stubborn and quarrelsome, even among their fellow Marchers. Prior to the invasion of the Jotun, there had been a growing tide of dissatisfaction among professional miners that all political power had been vested in the hands of those who owned farms. The Jotun invasion more -or-less put an end to this grumbling, but events during the occupation and ultimate liberation of the territory have proved even more incendiary for the people of the Mourn, the Marches, and the Empire.

Marcher Territories in Play

Every character in Empire has a home territory - which is the territory where your personal resource is located. Land is especially important for Marchers - their society is based around farming and ownership of farms. The territory where they live effects who you can vote for during Senator elections, but in the Marches who you are is sometimes seen as a function of where you are from.

If you are part of a Marcher household, market town, or monastery, you probably all want to be from the same territory - if you make a mistake during character creation an e-mail can easily sort that out. After you start playing your character, however, changing your home territory is a little more complicated - it costs money, and if you have upgraded your personal resource you may lose out - so ideally you want to get your territory right before the game begins.

You don't need to declare which region you live in, but given how Marchers feel about where you come from its usually a good idea to look over the territory page and pick a region. You might be from one of the established settlements, or you might have your own village or farm anywhere in the territory - the named villages and towns are by no means the only settlements in the Marches! Your character background, or your group background, can include a few details about your home if you like.

Each of the four territories has certain themes, which are often used as a starting point when plot writers create plot. Furthermore, certain personal resources lend themselves to certain territories better than others.

Being from Bregasland

The marshy territory of Bregasland has a theme of strangeness. The pub from American Werewolf in London with its suspicious villagers and grim secrets might be an example of a Bregasland settlement, as might the weird town of Innsmouth from Lovecraft's fiction (albeit with less emphasis on tentacled horrors). The stereotypical Bregas is insular and suspicious. This is also a territory with several mysteries - the dead waters, the strange rocks, the odd ruins, the rum beasts - which while they may not get explored in play can provide an interesting underpinning to your character's background.

Outside of Gravenmarch most of the territory is marsh - farm life is very different in Bregasland than in the rest of the Marches - you're more likely to be raising eels than sheep. Bregasland is an excellent choice however if you play to have a herb garden, and its emphasis on strange mysteries makes it a good choice for a mana site. Along with Mitwold, Bregasland also has a coastline. While it lacks the emphasis on foreign trade that its richer neighbour enjoys, a character from Ottermire or North Fens could easily operate a fleet resource.

Incidentally, Bregasland is also an excellent territory to choose if you plan to play a character with the merrow lineage - the stereotypical Marcher merrow is often assumed to come from the Fens.

Being from Mitwold

The Pride of the Marches is rich, but it's theme is politics. The households, villages, towns, and monasteries of Mitwold are mostly locked in centuries long feuds. The citizens of one village view their neighbours in the next town as everything that is wrong with the Marches. They scheme and plot against each other, and to advance their own household. The stereotypical Mitwolder thinks their home is the best part of the Marches - and would rather deal with someone from another nation or even another country than someone from another part of Mitwold.

This is a good territory to establish a group, and is an excellent choice for a yeoman's farm, alderman's business,or a monk or friar's congregation. It's also a good choice for a military unit - local militias like the Hay irregulars and the yeomen soldiers associated with a household are both good examples of military units. Mitwold is also one of the best places in the Marches to have a fleet resource - the city of Meade and the town of Odd's End both have strong traditions of trading with foreign powers.

Being from the Mournwold

The Mourn has only recently been liberated after thirty years of Jotun occupation. The theme here is conflict - even before the Jotun came the Mournwold was uneasy. The conflict between the mine workers and the farm owners, for example, had been simmering for generations and was very close to boiling over. When the Empire came to liberate the Mourn, their actions soured the people against them and even if solutions are found it is likely many Mournwolders will continue to resent Imperial citizens for decades to come.

If the Mourn is your home territory, you have an obvious first question to answer - did you stay, or did you go? When the orcs conquered the Mournwold, many families chose to stay on their land, and lived as thralls of the Jotun warlords. The orcs were not especially cruel, but they were harsh masters, taxing their thralls mercilessly to support their war effort. You are likely to have some understanding of the Jotun (it is well worth looking over the Jotun page for background details). In particular, access to weaponry and armour was restricted - thralls are by definition not allowed to fight. Likewise, you will have grown up or spend three decades alongside orcs - both warrior-orc overlords and orc thrall neighbours. How has this shaped your attitude to orcs - what will you make of the Imperial Orcs? Did you support the resistance? How do you feel about the exiles returning to the Mournwold now it has been liberated? How do you feel about the Empire's actions leading up to the liberation - remember that roughly one in six people living in the Mournwold died at the hands of the Military Council's powerful curses.

On the other hand, many yeomen fled north and lived in exile in the remaining Marcher territories. If you or your family fled, and returned after the Mournwold was liberated, you may encounter prejudice from those who stayed behind - or view those who stayed as collaborators. How easy was it for you to reclaim your family land? What do you make of the orc thralls scattered across the Mournwold?

The Mournwold is an excellent choice of home territory for anyone who wants to have a mine resource - before the Jotun came it was the centre of Marcher mining. Yet having a mine in Mournwold brings with it a little baggage - the relations between mine owners and farmers is not an easy one. It's also a good choice for a farm, obviously - although it is probably a slightly less appropriate choice for a business unless your resource either represents something the orcs would have made use of (a forge perhaps), or a new establishment in the wake of the liberation. It's also an interesting choice for a forest or herb garden especially if you are planning to play one of the residents of the forest of Alderly.

Being from Upwold

The Silver Chase is the oldest of the Marcher territories, and it is steeped in history and tradition. It's where the exodus from Dawn ended, and where they built their first farms - and had their first fights with the native orcs. In their hearts, many Upwolders know they are the only true Marchers - and some resent that the people of Mitwold have largely eclipsed them in terms of wealth and influence. There are elements of Upwold that reflect elements of the other three territories - understandable given that at the end of the day almost everyone is descended from people who first settled in Upwold. Like Bregasland, it has it's own strangeness - the Woldstone and the village of Mumford. Like Mitwold it has its feuds and factions - it's easy to imagine the people of Stockland feuding with the folk of King's Stoke over politics, Like Mournwold, it has it's unique industry - the woodlands of Birchland and Tower March are the best places in the Marches to have a forest resource, for example (although a business could also represent a lumberjack, charcoal burner, or forest warden just as easily).

Upwold is a great choice for a farm or business, but it also makes a good choice for a congregation perhaps as part of a monastery focusing on preserving the Marcher's odd religious traditions. As with Mitwold, it is a good place for a military unit - there is a long tradition of Upwold protecting the rest of the Marches from Dawn and Wintermark, and while these days the three nations are technically allies, tradition dies slowly in the Marches. Today, Upwold soldiers are more likely to be concerned with bandits, feni, the weird creatures lurking in the depths of the Bloody Great Hole, or have spent the last three decades watching the borders with Mournwold.

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The Marked

Virtue

The Marked - or one thereof - is regarded as the oldest Paragon of Loyalty. In legends, the Marked are a group of tattooed slaves who came together and swore the First Oath to one another. This oath - the words now lost to history - contained bonds of loyalty that sustained the Marked through trial, torment and even death to the point that their inhuman masters - the Oppressors - were overthrown.

Among them, the Paragon is occasionally regarded as specifically as the one who wove the actual magic that sealed the oath, but more often it is regarded as the band as a whole. Records do not record whether, when the early Synod recognised the Marked, they did so regarding the group or the specific individual.

The Marked are identified as the first to discover or create the hearth magic that underpins a band: certainly the first to master this for humanity.

Biography

Exactly who the Marked were and where they lived is a matter of some debate. They are figures out of myth. Highborn scholars first transcribed the story of the Marked down from the Navarr - but the legends go back much further, back even before Terunael. Versions of their story survive in the oral traditions of many of the nations of the Empire: the identities of the Marked are often given a local flavour in these stories.

What is known is this: the Marked were a group of slaves under an inhuman oppressor, over whom they banded together and gained their freedom. It is not known who this oppressor was, but most tellings of the story has the Oppressor as an orc tribe. The slaves were much-divided into factions, and the Oppressors played the factions off against one another: no faction being large enough to individually prove a challenge to the Oppressors. Each faction's face was marked with a different symbol by the Oppressors, to emphasize their difference.

Once, one among the slaves - a charismatic leader who eschewed all factional loyalty, and spoke of a unification of the divided peoples - killed one of the leader of the Oppressors. For their insolence, they were publicly executed.

At that time, the Marked (each leaders of one of the seven factions among the slaves) realized that only together, in one swift strike, could they hope to free their people. They met that night, under darkness, and vowed then and there to set aside all prior rivalries and differences in aid of the defeat of their common enemy. They affirmed their commitment to a common cause, and this act of Loyalty sanctified their Oath: the first Oath.

They slowly but surely worked to gain the trust of their masters, becoming favored servants, trusted guards: until one fateful night, as one, they struck. In one evening, all the leaders of the Oppressors were destroyed, and the Marked led the slaves in a revolt against the rest. They carved out a home from the lands of their Oppressors, and, together as one people, defended it until the day they passed on, together, beyond the Labyrinth.

When Emperor Ahraz freed the orcs, one faction in the Loyalty assembly of the time opposed the matter by appealing to the legacy of the Marked - that the legacy of their loyalty for one another was betrayed by extending forgiveness to the species that had held them in yoke. Ironically, since the foundation of the Imperial Orcs, many preachers have pointed to the Marked as an inspiration for their fledging nation - bonding together against a common foe. Of course, the Marked are still cast as human in the preacher's tales... at least, in public hearing. Rumors abound of a small sect within the Winter Sun who cleave to the belief that the Marked were, in fact, ancestors under the yoke of human masters.

Signs

- The seven founding member of the Marked - who swore the Oath as one - were said to have lived long, and died together. In their hour of death, they joined hands and said the Oath once more: then, the stories say, their bodies seemed to disappear into dust, as a great light shone around them. This aspect of their legend is regarded as the clearest sign of their status as Paragons, as it surely describes their Liberation.

- The Marked freed their peoples from the subjugation of their oppressors, at great risk to themselves: certainly a great act of Benevolence.

- Numerous people across the ages and across the nations have cited the Marked as inspiration when bringing people together against a common foe. From the Navarr, to the Imperial Orcs, to the Wintermark: wherever peoples have come together and sworn oaths of loyalty and togetherness, they have done so Inspired by the Marked.

- The Marked led their disparate factions together against the Oppressors: in hardship the peoples of the Oppressed found a common kinship, led by the Marked, and discovered the power of Loyalty. This is cited as evidence of Salvation: the Marked discovered the power of Loyalty, and crucially, led others along the same path.

- The precise nature of the bond created by the first Oath is disputed: was it magical in nature, or somehow more spiritual? Scholars point to the fundamental nature as bonds as magical things as evidence of the former: some suggest that the bond the Marked achieved somehow transcended simple magic. It is definitely agreed, however, that the ability to form the bond - by whatever means - came unbidden from the Loyalty they felt for one another: and this is regarded as Miraculous in nature.

- It is widely agreed that the Legacy of the Marked is bond magic: the simple and ancient hearth magic of sects, banners, and covens. Before the Marked, scholars agree, oaths did not have the same power to shape the world. Their simple and pure Loyalty to one another was so powerful that it created something new. Various members of the Marked are said to have developed the ritual that would later be refined into the spell "create bond", and to have made the first items that dealt with the creation of bonds, such as Scrivener's Seals.

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The Masquerade of the Reaper

Contents

- 1 Celebration

- 2 Traditions

- 2.1 Entertainments

- 2.2 Bridge Duelling

- 2.3 Gifts

- 2.4 Mountebanks and Tricksters

Celebration

Even in mourning, the League cannot help but make a grand show. Each year at the Winter solstice, the Masquerade of the Reaper offers citizens of all four cities a chance to celebrate the lives of those they have lost, which they do with great style.

The festival has its roots in dramaturgy and the League's love affair with masks - although some scholars point out semantic similarities with the Highborn - Day of the Dead which also takes place at the Winter Solstice .

At Anvil, a central role is played by the nation's egregore, who dons the mask of the Reaper, bringing back the shades of the recently deceased from the Labyrinth in a grand procession through the streets. In many ways, the egregore becomes a cultural death guiser, touring the camp, visiting every guild and being given a small gift. Anyone who has died in the last year might be represented by a death guiser, who will then follow the Reaper in their procession, ending at the grand plaza. There, any of the citizens of the League who attend Anvil may speak with them and make a (symbollic) public presentation to the spirits of the dead.

Being asked to take on the death guise at any time implies a great deal of trust and respect, but this is especially true at this grand memorial performance. Any words said to the masked figure are, as far as Leaguers are concerned, spoken to the dead and thus to be taken to the Labyrinth. The role is taken very seriously - significant Dead Reckoning may be recorded for the favour of taking on a guise, or the honour of being asked.

Powerful hearth magic is associated with this festival. It is considered the worst possible luck to let the Reaper see your own face, as then they will know what to look for during the year to come. Any Leaguer thus knows the importance of wearing a mask for protection, while many have tales of someone who flaunted this tradition and came to an unfortunate end soon after. Scholars often compare this dramaturgic personification of Death to that of the Freeborn. On the Brass Coast, Death is often portrayed as a foolish figure of fun; while there is an air of festivity to the role of the Reaper, the traditions that surround its celebratory incarnation are deadly serious. It is unsurprising that the two nations have similar customs relating to the personification of death - some scholars see this as a reaction to their shared historical connection to the Highborn.

Festivities will continue long after dark, with the guilds remaining open for business as the central Plaza transforms into the night market. A visitor to The League camp at this time might be forgiven for thinking the whole area was reminiscent of a stage, with every citizen performing. They would not be far wrong.

Traditions

Entertainments

The festival includes a great many entertainments; and as in all things, the League cannot help but be competitive about them. No-one officially judges who performs the finest play or hosts the finest gathering, but be in no doubt that citizens keep score of who and what has impressed or offended them. Leading theatre troupes and musicians will be sure to perform publically and many of the more fashion conscious will choose this time to reveal their new outfits.

Bridge Duelling

Some of the competition is more obvious to an outsider. Bridge Duelling is a popular sport between bravos, a sport often credited as a satire of the relations between the twin cities of Tassato. One team will stake out an area as their 'bridge' and challenge all comers who wish to cross it. This culminates in a grand series of duels where competitors fight for ribbons. Duellists can choose to stake a number of ribbons from their collection against each other, but a greater number are often won from admirers in the crowd who applaud flamboyance, wit and style as much as combat prowess. In keeping with the masked nature of the festival, it is common for combatants to adopt a persona and announce themselves under a name chosen for the occasion, rather than their own.

Gifts

The giving of gifts to loved ones is very common during the festival, although individual guilds have very varied traditions; outsiders would be well warned to subtly find out what is normal for any guild they have regular dealings with. For some, the gift of food and drink is the norm, while others take pride in giving small but much more personal trinkets.

Mountebanks and Tricksters

Amongst the street magicians the festival has a gained a slightly different flavour. It is known unofficially as the Masquerade of the Red Dancer. Daring acts of sabotage and infiltration are commited under heavy masks, and it is said the greatest long cons have reached their climax on this night. The knowledge of this tradition adds an extra frisson of danger to the celebration - at the back of the mind of each prince and bishop is the vague suspicion that this might be the night where some unscrupulous trickster, grifter or thief unravels their carefuly laid plans.

The orphans lined up on the marble steps, ready in their best clothes and every face covered with a mask - all except one small petulant blue face in the middle ranks. One of the guardians of the Little Mother soon swooped forward.

"Giovanna, put your mask on!"

"But Mother, it is uncomfortable, and the ribbon makes my gills itch."

"It's terrible luck if the Reaper sees you! Do you want him to know your face?"

"But Mother, in lessons they said luck is a heretical idea and not real."

"Hearth Magic is very real though, and very powerful." The guardian helped the little girl tie her mask back on. "Besides, if Mother Bishop catches you showing up our Church without a mask he will make you wish the Reaper would take you..."

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The Midgard Seamstress

The costuming expertise of the Midgard Seamstress has been essential to creating the kit briefs for the Empire nations.

Drawing on over 15 years of LARP, reenactment and costume experience, Lauren specialises in soft kit made to measure, making everything from hero pants to banqueting kit, and hats to ballgowns. She works with period appropriate materials like linen and wool and likes to understand (if not necessarily follow) what's authentic. All historical eras and fantasy genres are catered for, and as an experienced LARPer she has a good idea what's practical. Contact Lauren on Facebook or via email for a no obligation chat about your costuming needs.

- Facebook

- Email - midgardseamstress@gmail.com

As every piece is custom made, all Empire nation can be catered for. These are some examples of past work, prices will vary due to fabric choice, style and finish (machine or hand). Designing, making, reproductions, alterations, embroidery, beading and many other services available.

Contents

- 1 Wintermark

- 2 Marches

- 3 Dawn

- 4 League

Wintermark

- Linen tunics from £35

- Woollen tunics from £45

- Woollen trousers from £40

- Dresses from £35

Marches

- Doublets from £45

- Braies and Hose £20 each

- Dresses from £35

- Pourpoints from £25

Dawn

- Surcoats from £25

League

- Livery coats from £60

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Military (Redirected from The Military)

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Military Council

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The Moon's Only Daughter

Lyrics by Amelia Crowley, Music by Jude Reid.

A pdf of the lyrics and tune can be found here.

William of Astolat walking by night Was struck by a beacon of pearl grey light Fashioned of starfire, lovely and chill The moon's only daughter came over the hill

She walked like a mist-wraith with never a sound As she drifted and dreamed high above the dark ground And William knew coming to with a start That the moon's only daughter had stolen his heart

He trembled and shook till he hardly could stand Then he stumbled before her with hat in his hand But before he could utter what plainly he showed The moon's only daughter passed on down the road

He followed down hillsides, he followed on plain He followed through forests and fields thick with grain He followed her over the silvery moor Till he saw her go in at her mother's white door

He waited without, for her dared not go in Dared not touch the door, for he feared 'twas a sin That to touch the moon's whiteness would damn him for sure So he stood there, in silence, a step from the door

William of Astolat walks by the hill And as he goes dreaming true lovers fall still For dawn found him walking, all dew-drenched and dazed And his heart will keep aching for all of his days.

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The Mountain

Contents

- 1 The Law

- 2 The Constellation

- 3 Symbolism

- 4 Invoking The Mountain in magic

- 5 Tulpas of the Mountain

- 6 Alignment

The Law

Things are not easy

The Constellation

The Mountain is formed of ten stars and appears low to the horizon. Whilst the ‘peak’ is visible throughout the year, the constellation is partially obscured during the winter months, only completely rising in to view during the late spring and summer.

Symbolism

in Urizen there is a saying – "you can only go around the mountain". The mountain represents obstacles delays and difficulties; things that must be worked around or problems that have no easy solution. The mountain can represent a puzzle, and intractable trial, or an impossible decision; but whatever it is, you cannot ignore it – you can only go around it.

The mountain can also mean great reward in return for great toil – such as those who work in mines in such mountains. The mountain tells us there is no easy life or free lunch - anything worth having is worth fighting for.

Invoking The Mountain in magic

the mountain is invoked where ritualist wishes to represent or call on a great obstacle or hindrance to forward progress. Before a battle, the opposing force might be represented by the mountain; equally the mountain is often used in curses to represent great difficulty or struggle for the target of the curse.

The mountain is often also used to represent the end of a quest; the object, achievement, or outcome desired by the ritualist to reach which requires great effort, strife, and toil.

Tulpas of the Mountain

Tulpa is of the mountain take many forms but are often known to appear near bridges, Crossroads, or gates. There they will demand any who pass answer riddle or perform a small task; only those who succeed will be permitted to pass without further harassment. They do not appear to take any pleasure in their task regarding it instead as a duty.

Alignment

Ritualists who come close to the mountain in ritual report that often, they are overwhelmed by a feeling of immobility and obstreperousness. They become awkward, uncommunicative, unfriendly and wilfully difficult.

Constellations

The Chain
(Things hold together)

The Chalice
(Things heal; things apart come together)

The Claw
(Things bleed)

The Door
(Things move and change)

The Drowned Man
(Things end)

The Fountain
(Things live)

The Great Wyrm
(Things change and transform)

The Key
(Things are revealed)

The Lock
(Things can be hidden)

The Mountain (Things are not easy)

The Oak
(Things endure)

The Phoenix
(Things learn)

The Spider
(Things are watched by a hidden eye)

The Stallion
(Things procreate)

The Stork
(Things matter)

The Web
(Things are connected)

The Three Sisters
(Things are connected by blood)

The Wanderer
(Things are not what you think or Things go awry)

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The Mountainous Oak

Description

The Mountainous Oak is strongly tied to the resolute magic of the Summer realm.

Rules

- Form: Paraphernalia. Takes the form of a piece of ritual paraphernalia.

- Effect: Twice per day the coven may perform a Summer ritual that does not count towards their daily limit of rituals performed.

- Materials: Crafting the mountainous oak requires twelve measures of orichalcum, nine ingots of green iron, seven ingots of tempest jade, seven ingots of ambergelt, five measures of dragonbone and two measures of iridescent gloaming. It takes one month to make one of these items.

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The Mountebank

The mountebank is one of the personae used in dramaturgy. While the character is usually referred to as female, regardless of the gender of the thespian taking the role, within the narrative she may be of either sex; often, as with many dramaturgical characters, the gender is irrelvant to the story as a whole to allow any ritualist to take the role.

Character: In most traditional League troupes, the Mountebank is a charming and debonair rogue - a confidence trickster whose deceptions are eventually uncovered and who comes to a deservedly sticky end. Regardless of her cleverness, her sins are always revealed by the end of the play although she does not always pay for them.

The Mountebank is used in stories and magic that subverts and undermines expectations or accepted roles. She is smooth, charming and convinced of her own cleverness. Even characters like The Prince and The Bishop cannot help but like her, and she is often paired with either The Captain or The Witch in a romantic entanglement or sub-plot. Her antithesis is The Doctor, who is often the mechanism of the Mountebank's downfall.

She never acknowledges her own limitations, though can be quick to exploit the weaknesses of others. A merciless seductor and an inveterant rake, she remains a likeble rogue, even when committing the most deceitful acts.

There is a dark side to the Mountebank - she is wild and unconstrained. She says and does things that shock others, and she urges other characters to embrace riot and revellry when they should look to their duties and loyalties.

In street theatre, the Mountebank is a hero, a wily counterpart to The Captain who succeeds through his wits and his cleverness.

Magical Associations: She is most used in rituals that deal with transformation and deception, but she also works with magic that unleashes primal forces, grants strength or encourages destructive behaviour. She is associated with the virtues of Ambition and Courage.

Realms: The mountebank is associated with spring (destruction, chaos, blood) and night (transformation, disguise, concealment).

Identities: As one of the personae, the mountebank usually appears named after one of the four rivers. Her name influences her character, which in turn influences the magical role she plays.

- Scorrero – used for magic that grants health or that deals with positive or relaxed emotions

- Vassa – used for magic that transforms or disguises

- Gancio – used in magic that conceals or destroys

- Couros – used in magic that unleashes dangerous emotions or destructive forces

Trappings: She dresses flamboyantly in vivid and often contrasting colours, walks with a swagger and waves her hands dynamically. Her mask is often quite simple, but over the course of a performance she may wear other masks over the top of it to represent various disguises.

As with all personae, a troupe is likely to have a specific mask they use to portray the Mountebank..

Other Identities: She usually appears as either a mountebank or agitator. In Dawn she is sometimes a Troubadour. In The Marches she is often a Knight whose boorish manners and lusty behaviour get him into trouble. Occasionally a band of mummers will cast her as the Alderman, and then she is often portrayed as cheating people.

Minor Roles

The Gambler

The Mountebank sometimes appears the guise of the gambler. A compulsive figure, the gambler has no sense of morality at all. He can happily bet ridiculous sums on the most trivial or insane things. However, he is very good at his profession, and seldom loses. He favours long wagers, that give the heroes time to either complete them or find payment. The Gambler has a macabre sense of humour, and usually wants something grisly, ironic or embarassing rather than money in return for a lost wager.

The Sailor

A generous spendthrift, the Sailor appears irregularly. He can't be relied on in the least, but he represents good times and trouble when he is in town. He often brings bequeathals or bounty, or signifies a short span of lavish entertainments. He also sometimes brings strange gifts, which are often more trouble than they are worth. The sailor is a blowhard and a braggart, and often starts trouble that he can't finish. He's also lusty, lazy, and given to taking more food and drink than is wise.

In this role the Mountebank often represents a fleet, or the primal bounty of rituals such as Rampant Growth.

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The Mournflag

All across the Marches, and indeed the Empire, those who have set themselves to the task of taking back the Mournwold have taken to wearing the Mourn Flag, be it on their cap, on the breast of their tunic to wherever. Some wear the blossom, and some a badge cast of tin, or of welt-silver or green iron, as their prosperity allows. The Mourn Flag (or Miner's Mate) is a hardy flower that blooms year-round. It favours broken or disturbed ground, growing thick on old mine tailings, over graves, and on hillsides where there is runoff from a Green Iron vein that's broken the surface. Canny miners will look for beds of the flower, and follow them up-slope up the hill, and like as not they’ll find a spot worth mining.

Some sing it to the Marcher hymn, "Good Walder's Progress" (music by Kathryn Wheeler), some to the old Highborn processional Virtues Anthem

Lyrics by Dan Towse

A recording of this song can be found here

The Mourn Flag blooms when 'Wolder's work is done Where Green Iron's mined or Miner's laid to rest. And now the Marches' labour has begun, We'll muster every virtue, give our best,

Refrain: And if by chance we fall and come to lie Beneath the Wold, there let the Mourn Flag fly.

To free the Mourn with blood and sweat and toil And plough the Wold thrice o'er from March to Moor Each Soldier, Farmer, Alderman, all loyal Will give their all, though prosperous or poor.

Refrain

So pluck the Miners Mate and wear its flower All you who strive to break the Jotun's Hold Till by our works and our collective power The Marches Bounds are Beaten round Mournwold.

Refrain

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Nation Overview (Redirected from The Nations)

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Nation overview

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The Navigators

The Navigators lyrics by Jude Reid

To the tune of Sacred Harp 121 (Florence), recording and score on youtube, tune is the middle line.

So many times the stars have turned Since in those days of yore The Navigators first set sail To seek a distant shore Through chilling winds and beating rains, Through waters deep and cold, Their enemies surrounding them, Take courage and be bold.

Though storms and hurricanes arise, And foes be all around, And foul Eternals may appear, To profane the sacred ground. Dark nights and clouds and gloomy fear — And dragons fearsome roar We'll hold as fast as heros of old Who sailed for Highguard's shore.

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The New Scions of Atun

Overview

The New Scions of Atun are an Imperial Sodality founded to investigate theology, perform experimentation, and lead theological discourse. Their stated goal is to perfect doctrine and seek a better understanding of the Way of Virtue.

The New Scions of Atun are named after the original Highborn group of mystics, the Scions of Atun who first refined and discovered liao and ushered in The Revelation. Like the first Scions, they seek to uncover the mysteries of liao, the Labyrinth, and the Way of Virtue through investigative theology.

The New Scions produce a regular pamphlet, Theosophical Collections, which contains articles discussing theological ideas and discoveries sourced from members and other imperial citizens. They also hold meetings at Anvil summits to discuss their diverse points of view, propose new paths of discovery, and test each other's ideas.

History

The New Scions of Atun were founded by Yael of Highguard at the Winter Solstice 379 YE. They were formally recognised by the General Assembly's support of a Statement of Principle made at that summit. Yael of Highguard lead the Scions as their first Archimandrite, until her execution for heresy at the Summer Solstice 381.

In their first few seasons of its existence, members of the New Scions proposed multiple changes of Doctrine based on their investigations. The orcish Doctrine of the Howling Abyss and Doctrine of the Ancestors were successfully codified into the Way of Virtue. The failed Doctrine of the Beyond was responsible for the Yaelian Schism.

In Play

The New Scions of Atun are headed by the Archimandrite, who coordinates its members and its investigations. An Archimandrite appoints their own successor, and serves until they retire or expire. After the execution of Yael, the Scion's first Archimandrite, Edward Novarion (formerly Ed Watcher), the symposiarch of the Symposium of Revelation, took up the mantle.

The New Scions of Atun have a loose structure. Members are advised to refer to themselves as Scions or Seekers if they wish to denote their membership to others.

Scions are encouraged to have a testimony of 'New Scion' placed upon their soul. This is so that they may identify themselves to one another through Insight if they meet in the field, and for the benefit of future theologians to study the effects of a testimony's persistence between lives.

The membership is instructed to bring any experimental theology or religious discourse they wish to undertake which is liable to be controversial before the Archimandrite for judgement. If a Scion does not do so, the sodality makes no guarantee that it will support or speak in defence of their actions.

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The Night of a Thousand Torches

The Night of a Thousand Torches Written and recorded by Chris Robins Kennish for the Compagnia di Rossi for the Autumn Equinox, 377.

When torchlight flickers on your skin With a thousand eyes upon you Does it tell of virtue or sin Darling what am I to do?

The night of a thousand torches They came for them in they’re beds The night of a thousand torches So cold they wished they were dead

To clear the city it is their way Into winters depth they are cast Any they find whose skin is stained The time to hide is past

The night of a thousand torches They came for us in our beds The night of a thousand torches So cold we wished we were dead

Proud red stag upon your skin A sign of your disgrace Can’t keep them out, so I let them in Tears stream down my face

The night of a thousand torches They came for you in our bed The night of a thousand torches So cold I wished you were dead

You’ve gone into the winter night And I will sleep no more I only tried to do what was right I cast you out of my door

The night of a thousand torches Wish they’d come for me in my bed The night of a thousand torches So cold, I wish I were dead

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The North wind doth blow

A simple traditional nursery rhyme, to an original tune File:North wind.mid

The North Wind doth blow And we shall have snow And what will poor Robin do then? Poor thing!

He'll sit in the barn And keep himself warm And tuck his head under his wing. Poor thing!

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The Novarian Phoenix

This has been adapted by Rosie Goldsmith from The Phoenix by Julia Ecklar, as sung here.

A pdf of the tune and lyrics can be found here.

Knight of Dawn in Richilde’s reign, she was born Proved true and brave, with a charge so fierce, they won at Semmerholm And with all the battles over, the darkness at an end Novaria stood tall in victory and the Sun Queen called her ‘friend’

With my banners riding so high, my knights all armed in steel And from my Pride and Courage comes the power that I wield Once around the labyrinth, I died beneath my tree Now my scions rise on phoenix wings, for all of Dawn to see

To guard in Applefell she built her, fortress there But the soul that never ventures far, in peace begins to wear No one listened to the Weavers, they’d forgotten how to strive So when flames took hold of the old heart, left them open to the sky.

With my banners riding so high, my knights all armed in steel And from my Pride and Courage comes the power that I wield Once around the labyrinth, I died beneath my tree Now my scions rise on phoenix wings, for all of Dawn to see

My war cry rends the morning skies, I am here No longer sheltered and kept close, now I stride out without fear My fruit I cast so widely ‘neath, the Empire’s blazing sky I led the way, and I lead the way, to the future and for Pride

With my banners riding so high, my knights all armed in steel And from my Pride and Courage comes the power that I wield Once around the labyrinth, I died beneath my tree Now my scions rise on phoenix wings, for all of Dawn to see

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The Novarion Phoenix

This has been adapted by Rosie Goldsmith from The Phoenix by Julia Ecklar, as sung here.

A pdf of the tune and lyrics can be found here.

Knight of Dawn in Richilde’s reign, she was born Proved true and brave, with a charge so fierce, they won at Semmerholm And with all the battles over, the darkness at an end Novaria stood tall in victory and the Sun Queen called her ‘friend’

With my banners riding so high, my knights all armed in steel And from my Pride and Courage comes the power that I wield Once around the labyrinth, I died beneath my tree Now my scions rise on phoenix wings, for all of Dawn to see

To guard in Applefell she built her fortress there But the soul that never ventures far, in peace begins to wear No one listened to the Weavers, they’d forgotten how to strive So when flames took hold of the old heart, left them open to the sky.

With my banners riding so high, my knights all armed in steel And from my Pride and Courage comes the power that I wield Once around the labyrinth, I died beneath my tree Now my scions rise on phoenix wings, for all of Dawn to see

My war cry rends the morning skies, I am here No longer sheltered and kept close, now I stride out without fear My fruit I cast so widely ‘neath, the Empire’s blazing sky I led the way, and I lead the way, to the future and for Pride

With my banners riding so high, my knights all armed in steel And from my Pride and Courage comes the power that I wield Once around the labyrinth, I died beneath my tree Now my scions rise on phoenix wings, for all of Dawn to see

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The Oak

Contents

- 1 Laws

- 2 The Constellation

- 3 Symbolism

- 4 Invoking The Oak in Magic

- 5 Tulpas of the Oak

- 6 Alignment

Laws

Things Endure

The Constellation

The Oak is usually located by following the final strand of The Web to pinpoint The Oak’s brightest star, which forms the apex of this constellation of ten stars. What is commonly referred to as the ‘Root’ star is obscured by the horizon until late spring, when it rises over the following months. By late summer this constellation is found almost overhead.

Symbolism

The Oak is the tree which has the strength to grow out in defiance of the ground; which stands fast against the buffets of fate and weather. Oak endures; it gains strength as it ages and it stands fast against all comers. It is dependable, reliable, does not blunt or rust, can be turned to many uses. Barricades and buttresses, shields and staves, the simple homespun stuff of civilisation. In Varushka where The Oak is not a natural tree the constellation is known as The Summer Tree; in the Marches it is referred to as "Our Good Oak".

The Oak can also refer to origin and sense of self; communities that put down deep roots or that have a very strong personal identity often feel the Oak represents them.

Invoking The Oak in Magic

invoking The Oak is to call on natural strength, on the virtue of good rich earth and the tenacity of that which grows from it. Spells which strengthen, cause people to stand fast, defy other spells, shields the innocent from effects, or are associated with wards all benefit from the implication of The Oak. Some subtler ritualists also use The Oak or more specifically the Acorn as a symbol for young warriors and those not yet passed their test of citizenship; associating them with The Oak is believed to provide them with strong and beneficial auspices for the future.

The Oak also has deep roots; rituals to do with hearth, family, sense of self and belonging all benefit from the presence of the Oak as of course does the national Egregore ritual.

Tulpas of the Oak

The Marches have a long history of Oak tulpas – The Green Man, Puck-in-the-Moss, Hob-Robin and The Antrobus Horse are all thought-forms associated with The Oak. They tend to solitary and are usually only encountered in heavily wooded areas. There are some reports though of a woman in armour all made of wood and leaves who appears to Dawnish knights and Highborn in need of strength and fortitude, especially if they sit vigil during the night. Such people speak only of a silent, warm, reassuring presence; and of being ready, in the morning, for the trial.

Alignment

Ritualists who invoke the Oak speak of a strong sense of self and identity; of a deep awareness of national and imperial pride. Some believe that invoking the name of the Oak before taking Liao can increase the chances of placing one in touch with a past life with a past sense of self. One Suaq ritualist described brushing by the Oak as "feeling like I could see a thousand ancestors stretching before me into the past".

Constellations

The Chain
(Things hold together)

The Chalice
(Things heal; things apart come together)

The Claw
(Things bleed)

The Door
(Things move and change)

The Drowned Man
(Things end)

The Fountain
(Things live)

The Great Wyrm
(Things change and transform)

The Key
(Things are revealed)

The Lock
(Things can be hidden)

The Mountain
(Things are not easy)

The Oak (Things endure)

The Phoenix
(Things learn)

The Spider
(Things are watched by a hidden eye)

The Stallion
(Things procreate)

The Stork
(Things matter)

The Web
(Things are connected)

The Three Sisters
(Things are connected by blood)

The Wanderer
(Things are not what you think or Things go awry)

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The Oak (song)

Adaptation of The Oak by Frank Gorga - http://www.youtube.com/watch?v=Zb2aoZr6bEM

Chords: Am G Em x4

Chorus The limbs, the veins, the head and the heart The earth, the roots, the leaves and the bark The limbs, the veins, the head and the heart The earth, the roots, the leaves and the bark

Chorus

Verse 1 For shelter and shade has the oak tree grown (The limbs, the veins, the head and the heart) The boat and cradle, the hearth and home (The earth, the roots, the leaves and the bark)

Verse 2 Tear the leaves and the crops will fail (The limbs, the veins, the head and the heart) Cut the branch and your ships won’t sail (The earth, the roots, the leaves and the bark)

Chorus

Verse 3 Arms so strong they hold the sky (The limbs, the veins, the head and the heart) Fell the tree and the heart won't die (The earth, the roots, the leaves and the bark)

Verse 4 What dies when the sea returns? (The limbs, the veins, the head and the heart) What grows when the black rain burns? (The earth, the roots, the leaves and the bark)

Chorus

Instrumental

Verse 5 For seven generations the oak trees grow (The limbs, the veins, the head and the heart) The roots reach deep to the rocks and bones (The earth, the roots, the leaves and the bark)

Chorus x2

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The Orc Rebellion

Contents

- 1 Prelude

- 2 The Rebellion Begins

- 3 The Rebellion Spreads

- 4 Emperor Ahraz and the End of the Rebellion

- 5 Integration and the Imperial Orcs

- 6 Repercussions of the Orc Rebellion

Prelude

As every child know, the lands that now form the Empire were once contested by powerful orc tribes. The First Empress embarked on a crusade to unite the disparate human kingdoms, attacking those tribes that controlled the fertile plains between the human lands. In battle after battle the orcs were driven back. The larger tribes withdrew beyond the Empire’s borders to plot their revenge. The smaller tribes retreated to the mountains and marshes, surviving by raiding and banditry. Thousands were captured and many enslaved, forced to work in the mines in Varushka and other lands.

Despite the privation of their existence, the number of orc slaves in the Empire remained steady as generations grew to adulthood in the Imperial mines. Unable to read or write in the dark tunnels, with slaves moved around at their masters' whim, their histories were slowly forgotten until even the names of their tribes were lost. The few that managed to escape found that those orcs who still fought the Empire treated them even more harshly than their Imperial masters.

The Rebellion Begins

The orc rebellion began in the summer of 322AE when a disastrous collapse in a Varushkan mine in Karsk allowed a large band of orcs to escape as the walls of their confinement crumbled. Rather than attempting to seek refuge with the enemies of the Empire, this group set up a camp and began raiding nearby slave enclosures, freeing their brothers and sisters and appropriating weapons and food for the growing band of freed slaves.

The leader of the uprising, a male orc going by the name of Thrace, has become an almost mythical figure. Stories vary from accounts of a cunning, highly intelligent slave who lead his companions in an all-out rebellion to tales of a monstrously huge orc who terrorised the Imperial troops with raids of shocking ferocity. Accusations that the rebellious orc leadership made accommodations with a Sovereign or with Eternals hostile to the Empire have never been proven, but there are numerous dubious tales from this period that place a number of atrocious acts at the feet of Thrace and his allies.

Initially the Empire under-estimated the threat posed by the slaves. Varushakan troops sent to deal with the threat found themselves heavily outnumbered and were soundly defeated. Winter came early, and a decision was taken to face the threat in the spring under the assumption that the orcs could not endure the harsh Varushkan winter. But the orcs captured three vales and splitting their forces between them, they weathered the cold there using the time to equip themselves with armour and weapons taken from the defeated Varushkan Schlacta.

There were skirmishes between the Varushkan Army of the Golden Axe and the orcs throughout 323, but the orcs were able to avoid a decisive battle. There were defeats on both sides, but the size of the threat continued to grow as more mines were captured and their occupants freed. As Summer drew on, the Senate bowed to the inevitable and ordered the Imperial generals to send the Army of the Northern Eagle to support the Golden Axe. Together the two forces were able to bring the orcs to battle and soundly defeat them in the Fall. The "final" battle took place near Kolvy in Karov, and saw hundreds of orcs killed as their force was routed - the Varushkan generals gave orders that no prisoners were to be taken.

The Empire breathed a sigh of relief as the revolt appeared to be over.

The Rebellion Spreads

Early in 324 it became clear that the orcs had laid plans against the possibility of their defeat. More mines were captured, but this time the attacks happened nearly simultaneously across Wintermark, Dawn, The League and Highguard. Months were wasted trying to analyse the threat as the Empire mistakenly believed that the orc slaves had somehow gained access to the gate magics that the Empire used against their barbarian enemies. Eventually it became clear that those orcs who had escaped defeat in Varushka had split their forces.

Interrogation of prisoners captured in Varushka revealed that the orc leadership was intent on winning the freedom of all orcs enslaved throughout the Empire. The orc slaves had tried to make deals with the barbarian forces fighting the Empire, but their efforts had been bloodily rebuffed. The barbarian tribes maintain ancient taboos against mixing blood between tribes and they regarded the ex-slaves with horror. It was clear that the slaves would find no succour with their barbarian brethren and so they had laid plans to spread their rebellion across the Empire.

Imperial armies were recalled from the borders and sent to put down the revolts, but as before the orcs strove to avoid pitched battles. Word of the rebellion spread and spontaneous revolts broke out across the Empire. The Senate was riven when it was discovered that a handful of Freeborn and League merchants had been selling the orcs weapons and provisions in return for precious ores plundered from the captured mines. The actions were widely condemned, but were ruled legal since the Empire was not technically at war with the slaves.

Several pitched battles took place throughout the year in Dawn and Wintermark and although the orcs suffered a number of defeats the raids on mines continued and their numbers continued to grow. As the year drew on, the orcs fled towards the centre of the Empire and were soon camped in huge numbers near the city of Temeschwar. The League town of Narien was razed, its inhabitants routed by the overwhelming tide of freed slaves and the ruins plundered to feed the horde.

Emperor Ahraz and the End of the Rebellion

Desperate to end the rebellion, the Senate appointed an Emperor after a debate that lasted the best part of a day. Emperor Ahraz, a Freeborn Scrivener was chosen after very public promises by the Brass Coast senators that they would end the rebellion. The orcs fled north into Varushka pursued by the Emperor who led a force consisting of Brass Coast forces and troops from other nations that had supported his election.

As the armies moved north through Varushka, the Emperor secretly entered into negotiations with the orcs. Several meetings took place, where Ahraz reiterated his people’s antipathy for slavery and desire to see the orcs freed. The Emperor offered full citizenship to any orc who would swear to serve the Empire and claimed he could achieve freedom for all orcs enslaved by the Empire. After weeks of protracted talks, the orcs agreed to accept Ahraz’ offer and swore to serve the Imperial throne.

In a calculated show of strength, Ahraz’ forces marched to Anvil with the orcs. The Emperor presented the agreement to the Senate; the Brass Coast and their allies in Urizen and Wintermark rallied to his cause, but Varushka, Dawn and Highguard refused to contemplate the deal. Navarr, The League and The Marches remained undecided and were the subject of intense and frantic negotiation in the hours that followed. That evening the League suddenly switched en masse to support the Emperor’s agreement; whereupon senators from Navarr and the Marches swiftly followed. Much has been made of the politics behind these events and the legality therein, but the final outcome was that soon after the Navarr joined the orc cause, the Freeborn Hakima and orc shamans created the Imperial Orc Egregore who was ratified by the Emperor.

The recognition of the orcs, as citizens of the Empire, meant that no orcs could be kept as slaves under the constitution. Those orcs that were prepared to swear oaths of service to the Empire were accepted by the egregore, those that would not were expelled or in some cases executed. The orcs were free citizens of the Empire, but there remained questions of where they would live and what they would do.

Most orcs made their way to the vast camps based near Anvil. The Imperial civil service provided tents and provisions and recruited many to join the Imperial army. A few tried to strike out on their own, but few had any desire to return to the sites of their former subjugation. Even those who did not join the army found remaining in the camps offered the easiest path. As months passed the legion camps became the de facto home for the Imperial Orcs. The discipline of army life suited the orcs and keeping their people together made it possible to exert leadership over them.

Integration and the Imperial Orcs

The years followed saw a painstaking rebuilding of skills. Urizen teachers taught the orcs to read and write, while smiths from Wintermark and the Marches taught them to work a forge. Those who joined the army were equipped with old weapons and armour. It was impossible to recreate the tribes; that identity was lost to the centuries of slavery. Most orcs were keen to abandon the past and embrace the opportunity they had won and create a name for themselves as citizens of the Empire. Those that joined an Imperial Army formed themselves into fighting companies, called legions, and these quickly became as pivotal to them as their tribes had once been.

Imperial generals were hesitant to use the orcs at first, there remained a conviction amongst some that the Imperial Orcs would prove unreliable in battle, some even whispered that their loyalties could not be trusted. Orc generals pushed for them to be deployed, rightly believing that the only way such doubts could be dispelled would be through victories on the field. The orcs were convinced that only military victories against the barbarians would eventually bring them a chance to claim lands of their own.

Doubts about the loyalties of the Imperial Orcs were soon quashed. News of the acceptance of orcs into the Empire brought renewed conflict with the barbarians on every border. Some Urizen historians believe that barbarians united to try to wipe out the Imperial Orcs to prevent them spreading into barbarian lands. The Imperial Orcs have always claimed that the invasions were launched with the intention of attacking them directly, the hatred of the barbarians for those who abandon their tribal legacy. Whatever the motivation, the barbarians pushed the Empire hard and a series of weak Emperors that followed Ahraz saw the Empire steadily losing ground.

The string of losses means that five decades after they won their freedom, the Imperial Orcs still do not possess lands of their own. It is claimed that the Empress Britta promised the orcs lands in return for their support in first reconquering the lost territories. News of her death has come as a bitter blow to many orcs who fear that the Empire may yet return to the dark years of divided and weak leadership, rather than the strong leadership that orcs value and which most believe the Empire needs if Britta’s promise is to be realized.

Repercussions of the Orc Rebellion

Varushka probably suffered most from the slave revolt. Many prominent businessmen were ruined in the wake of the orc rebellion, most especially the Varushkan mine-owners in Karsk (several of whom were arrested after they defenestrated their own senator). There is still some bad blood between Varushkan vales and the Imperial Orcs due to harsh acts committed by both sides both prior to and during the rebellion.

The losses were not restricted to Varushka; several Dawnish noble houses and Marcher households who had relied on the orcs to operate their mines lost access to their pool of free labour, slashing their profits. They found it very difficult to recruit humans to take their place for obvious reasons - mining was dirty, dangerous work that appealed neither to the Dawnish nor the Marcher yeomen. In many cases, mines were simply closed down as sufficient workers could not be found to keep them operational.

The League and Highguard weathered the rebellion reasonably well. Highborn chapters who operated mines tightened their belts and accepted reduced profits. Hard work by a cabal of benefactors generally called the Ring of Stone worked to keep the quarries and mines operational and smooth the transition to paid labour. The League lost the labour that had allowed its farms to operate so profitably, but mostly simply adjusted to more imports or reduced profits.

Many Wintermark slaves, in contrast to the slaves of several other nations, were mostly thralls - more akin to prisoners of war than the slave labourers used by other nations. Those slaves almost exclusively chose exile over joining the Imperial Orcs. Those orcs held in more traditional slavery mostly joined the Imperial Orcs.

Neither Urizen nor the Brass Coast used orc slaves at the time of the rebellion and emerged mostly unscathed by the economic considerations of the rebellion. In the aftermath however there were several accusations of treason - indeed, Emperor Arhaz himself faced inquisition before the Synod and was called on to defend his actions which he did with the support of several prominent Cardinals, notably the Cardinals of Pride, Courage and Prosperity. To this day there are rumblings of a conspiracy within the Empire to emancipate the orcs with deep roots in the two nations who did not rely on orcish slaves. The Freeborn commitment to freedom is obvious, but the actions of the Urizen during this conflict are often characterised as more cynical, undermining their political enemies in the Senate secure in the knowledge that orcish freedom would not affect their ushabti-powered mines.

Regardless of the good that came from the orc rebellion, the economic uncertainty that resulted left the Empire reeling and paved the way for the increasing corruption and self-interest of the Senate, the Freedom Heresy and ultimately accelerated the decline of the Empire.

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The Parting Glass

Trad. Wailin' Jenny's version - very similar to the arrangement below

Learning resources

Media:parting-glass.pdf - score (arranged by Daisy Abbott)

Midis to help learn:

- Media:parting-glass-tune.mid Tune

- Media:parting-glass-middle.mid Middle harmony

- Media:parting-glass.mid Bottom harmony

Of all the money e'er I had, I spent it in good company. And all the harm e'er I've done, Alas! it was to none but me. And all I've done for want of wit To mem'ry now I can't recall So fill to me the parting glass Good night and joy be with you all.

Chorus: (Some Versions Omit) So fill to me the parting glass And drink a health whate'er befalls Then gently rise and softly call "Good night and joy be to you all"

Oh, all the comrades e'er I had, They're sorry for my going away, And all the sweethearts e'er I had, They'd wish me one more day to stay, But since it falls unto my lot, That I should rise and you should not, I gently rise and softly call, Good night and joy be with you all.

If I had money enough to spend, And leisure time to sit awhile, There is a fair maid in this town, That sorely has my heart beguiled. Her rosy cheeks and ruby lips, I own she has my heart in thrall, Then fill to me the parting glass, Good night and joy be with you all.

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The Phoenix

Contents

- 1 The Law

- 2 The Constellation

- 3 Symbology

- 4 Using the Phoenix in Ritual

- 5 Tulpas of the Phoenix

- 6 Alignment

The Law

Things learn

The Constellation

The Phoenix is ones of the most easily recognised constellations, possibly due to frequent depiction in Urizen art and iconography. It is rare to find even an Urizen child who hasn’t been taught how to find the Phoenix in the night sky, and then use it to more easily locate The Chain and many other constellations.

Symbology

The Phoenix is the transformation of the self through learning, wisdom and understanding; unlike the Great Wyrm, which is elemental change, the Phoenix is the rebirth of the soul through understanding and education – the awakening of enlightenment.

In some cultures the legend of the bird’s fiery death and rebirth is seen as a metaphor for the transit of souls through the Labyrinth – in others, the fiery end is seen as the strife and toil required to better oneself. Nothing worth learning should be cheap or easy.

Using the Phoenix in Ritual

The Phoenix stands for knowledge revealed and the betterment of all thereby. It is the enemy of ignorance and secrets, the flame that burns superstition and misunderstanding away. It has considerable application in rituals designed to counter or destroy other rituals especially those which cloud or obscure; it is also efficacious when used to raise morale or counter fear and despair.

Tulpas of the Phoenix

The thoughtforms of the Phoenix are always vivid in colour and vigorous in movement; enthusiastic, energetic, rousing and full of fire. Red Jack Firestarter in the Marches, The Flame-Haired Woman in Dawn and The Chimneysweep in The League are all known Tulpas of the Phoenix.

Alignment

Ritualists who align closely with the Phoenix speak of being energised; of knowing that the solution to a problem is literally just within their reach, and of being full of energy and drive, often to unclear purpose. Decisions made in such a state can often be of dubious utility in the cold light of day.

Constellations

The Chain
(Things hold together)

The Chalice
(Things heal; things apart come together)

The Claw
(Things bleed)

The Door
(Things move and change)

The Drowned Man
(Things end)

The Fountain
(Things live)

The Great Wyrm
(Things change and transform)

The Key
(Things are revealed)

The Lock
(Things can be hidden)

The Mountain
(Things are not easy)

The Oak
(Things endure)

The Phoenix (Things learn)

The Spider
(Things are watched by a hidden eye)

The Stallion
(Things procreate)

The Stork
(Things matter)

The Web
(Things are connected)

The Three Sisters
(Things are connected by blood)

The Wanderer
(Things are not what you think or Things go awry)

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Member of the Synod (Redirected from The Powers of Synod Priests)

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Judgement

- 3.2 Witness

- 3.3 Sanctuary

- 3.4 Clemency

- 4 Further Reading

- 4.1 Core Brief

- 4.2 Additional Information

Overview

Members of the Imperial Synod are responsible for the spiritual leadership and wellbeing of Imperial Citizens. It is understood that a Synod priest has a virtuous nature that enhances virtue in others and protects them from wickedness. Consequently, Synod priests are entrusted with legal powers to help them fulfill their virtuous role.

Every Imperial citizen who oversees a congregation is a member of the Imperial Synod. In addition, a sinecure that provides votes in the Imperial Synod grants the holder of that Imperial title the powers and responsibilities of membership of the Synod.

Responsibilities

Members of the Synod are expected to wield the powers of the Synod in accordance with the doctrine of The Way to ensure that citizens are virtuous. They are expected to identify and reward the virtuous, and to seek out and punish the wicked and corrupt. In this way, they safeguard the Imperial destiny, and work to ensure that the Empire lives up to the high principles and aspirations on which it was founded.

Powers

The powers of a member of the Synod arise from their leadership of their congregation, not from appointment to an Imperial title. As such, it is not possible to proxy these legal rights to another citizen, they may only be used in person by the member of the Synod. Imperial titles appointed by the Synod may use a proxy as normal.

Judgement

Every Synod member can raise a single judgement during each summit. That judgement must be raised with an assembly the priest belongs to. There are many different types of judgement, and not all of them are available in every assembly.

Over the course of a summit, there may be many judgments put before the various Synod assemblies. A Synod priest can vote for or against any judgement raised in any assembly of which they are a member.

Witness

"...we come to Lot 4 of the private auction: The skull of Mikkal. The seller claims this relic is the remains of the self-styled Exemplar of Anarchy, and may even possess unusual spiritual qualities. There is a reserve price of..."

Rillet tuned out the auctioneer's voice as he turned to look at the gaggle of priests staring at either him, or the skull. Getting into the private auction had been one challenge. Getting out again, and with the skull, was going to be something else entirely. Thankfully, he had a plan.

Members of the Synod are empowered by the Imperial Constitution to witness or observe all aspects of the bodies of state in function. In practice this is considered to be any formal meeting of an Imperial body organized and supported by the civil service. Meetings such as the Muster or a Senate session, are all covered by the right of Witness, but private meetings of citizens are not covered.

Any member of the Synod must be granted access to the Imperial Bourse, the Imperial Senate, the Imperial Military Council, and the Imperial Conclave, in order to observe and witness proceedings. While exercising the right of witness, Synod priests are required to remain quiet, and respectful. This power does not grant a priest the legal right to interfere with the proceedings in any way - if they do they risk being ejected and refused reentry.

In practical terms, the power of witness has been ruled to grant the right of Synod priests to:

- Access the Imperial Senate public gallery during a Senate session, or during any formal audience undertaken by a representative the Empire wielding authority (such as an ambassador)

- Be present in the Imperial Military Council during meetings of Generals, including the muster and any official council session. This right does not extend to a priest who is currently a senator; the constitution explicitly forbids senators from entering or being present during the meetings of the Military Council.

- Be present at a meeting of the Imperial Conclave in the Hall of the Worlds. The Conclave has no responsibility to empower members of the Synod who are not magicians to reach the Hall of the Worlds. Representatives of the Conclave have repeatedly pointed out that a magician who is a priest has every right to attend a conclave meeting anyway. The main use for the right of witness in the Conclave is to observe the election of the Grandmasters of the orders.

A priest using the power of witness may still be excluded from a meeting by a civil servant with an appropriate power, such as the ability of the Speaker for the Senate to censure disruptive individuals. Such abilities are only used in situations where a priest is clearly abusing the power by being loud, disrespectful, or disruptive.

- Observe the Imperial Bourse private member's auction

Of all these rulings, the right to witness the private members auction is the most controversial. The auction is organized by members of the civil service on behalf of the members of the Bourse. But the auction's existence is not stipulated in law and has no basis in the constitution and it has been frequently argued that it is equivalent to a private meeting.

Sanctuary

The bravo leapt round the corner with the two knights hard behind him. With a final burst of speed, he rocketed into the League encampment and into a shrine, almost knocking over the bishop as he did so.

As the knights came pounding up, the bravo grinned as he turned to face them. "Sanctuary..." he gasped, breathlessly, "I have... sanctuary."

Feeling the aura of pride palpably about him, the bravo turned to the bishop - only to find himself being regarded as though he were something unpleasant found on the sole of a boot.

"No," said the bishop, "you don't"

The knights advanced.

If a Synod priest is on consecrated ground, they have the power to grant sanctuary to any Imperial citizen who asks for it. Once granted sanctuary, the recipient has an hour before they may be taken to a magistrate to face criminal charges. While someone is under the protection of sanctuary, the Synod priest who granted it to them is responsible for the actions they take. The recipient is expected to remain in the vicinity of the priest who has granted them sanctuary. It is traditional for a citizen granted sanctuary to use their hour of grace to gather evidence or seek clemency.

Any member of the Synod may refuse a request for sanctuary. It must be clear which priest or priests are granting sanctuary - another reason why the priest who does so is wise to remain in the vicinity of the recipient.

Sanctuary cannot be offered to barbarians or foreigners. Prior to 296YE it was legal to offer sanctuary to foreigners who were adherents of The Way, but this legal protection was removed by motion of the Senate in light of several egregious abuses of the power and the difficulty of providing an acceptable definition of "adherent of The Way".

Clemency

Wayfarer Isaac looked through the flap of the tent at the waiting orcs, who in turn were watching the sand trickle through the hourglass. Isaac took a breath and let out an inaudible sigh as he turned his attention back to young pilgrim who had made her way to the tent.

"...and I cut him nearly in two. As he dropped to the floor, I took another swing and, just like that, two pieces."

Isaac winced at the glee in the zealot's voice. "And pray tell me which virtue was foremost in your heart as you slew the yeoman?"

"Vigilance, of course. On the grounds that he was a briar who had been hiding it and clearly up to something."

Isaac shook his head slowly, musing once again that loyalty was proving a difficult path to walk this day. "I shall accompany you to your trial, but I recommend you use the remaining time available to us to put your affairs in order."

Anyone may confess their wrongdoing to a Synod priest and ask for clemency. If the priest believes the crime or deed was done for virtuous reasons, they may agree to speak on their behalf and ask for clemency from the magistrate. They accompany the recipient to the criminal trial and lay out the reasons why their virtuous behaviour should result in a reduced sentence.

It is not possible to submit a plea for clemency unless the accused pleads guilty to the charge at the start of their trial. A plea for clemency must be made on virtuous grounds. To be effective the priest must present a clear case that demonstrates that the actions of the accused were virtuous, albeit illegal.

The magistrates work closely with the Synod priests to ensure that clemency appeals run smoothly and that everyone involved knows the processes. A recent document of clemency guidance published by Magistrate Reinholz in Summer 378YE is recommended reading for any priest planning to formulate a claim for clemency.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

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The Prince

The prince is one of the personae used in dramaturgy. While the character is usually referred to as female, regardless of the gender of the thespian taking the role, within the narrative she may be of either gender; often, as with many dramaturgical characters, the gender is irrelvant to the story as a whole to allow any ritualist to take the role.

Character: The Prince is a powerful, dynamic figure, symbolising both material wealth and temporal power. She has authority, and she is unafraid to exert it. She is often involved in a conflict with another character, sometimes a military conflict with The Captain, sometimes a conflict of philosophy with The Bishop, or sometimes the foil for the intrigues of The Witch or The Mountebank.

She often has power over other characters, but how she uses that power determines her fate at the end of the play. If she is wise, she brings prosperity and happiness at the end. If she is cruel, she is deposed and brought to ruin.

Although a strong ruler, the Prince is a pragmatist, and may be swayed against honesty and truthfulness by the path of expediency. She understands the sacrifices that a ruler must make - perhaps the first being her own conscience.

In street theatre, she is often a foolish figure who gives herself unearned airs and graces, and whose wealth is usually stolen or given away to another character, who profits greatly thereby.

Magical Associations: She is most obviously used in rituals where magic is used to create or influence wealth. She is also used in magic where her authority is relevant, such as oaths or wards, or even curses if she is presented with he ability to punish other characters. She can be used to represent the Senate, the Throne and the Empire as a whole. She is associated with the virtues of Ambition, Prosperity, Loyalty and Pride.

Realms: The prince is associated with autumn (wealth, power) and winter (authority, oaths).

Identities: As one of the personae, the captain usually appears named after one of the four rivers. Her name influences her character, which in turn influences the magical role she plays.

- Scorrero – used for magic that encourages prosperity

- Vassa – used for magic that enchants or grants strength, or that affects many people

- Gancio – used in magic that promotes wisdom or that places bounaries or wards

- Couros – used in magic that punishes or destroys, or that teaches a harsh lesson

Trappings: She wears rich colours often decorated with gold, sometimes with a circlet or crown above her mask, and may carry a sceptre or a bag of coins. She almost always wears several rings.

As with all personae, a troupe is likely to have a specific mask they use to portray the Prince.

Other Identities: She appears in roles that include authority and rulership, and often reperesents off-stage forces outside the remit of the play. She may be cast as a magistrate, a senator, or occasionally as the Emperor. In Dawn she is an Earl, and in The Marches she is either a wise Steward, or a cruel and capricious overlord who seeks to dominate others.

Minor Roles

The Artisan

Sometimes the Prince appears in the guise of the Artisan. In this role she appears mature, calm and confident, dressed simply but richly in dark browns and greens. The character is calm, measured and well-spoken; she represents confidence in oneself and mastery of one's life and one's abilities. She is a regular character in rituals that deal with enchanted or special items - she might be used in a ritual such as Maker's Mark or Mark of Ownership.

She also represents maturity and fulflled potential, and may be used in rituals where one character gives skills or abilities directly to another (such as Illuminate the Higher Mind or Secrets of Skillful Artifice.

=The Miser

A dark reflection of the prince, almost always dressed in black, often worn and dusty, the miser is a greedy and grasping villain, desperate to take what the heroes value most without paying a fair price. He is deceitful and sly, and continually strives to strike a bargain to his best advantage - if the Persona is placed in a position where they require the miser's help (often in the form of coin) they always lose on the deal. This can be a role taken by the target of a curse, or sometimes the source of a negative effect.

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The Retrograde Wheel

Contents

- 1 Rules

- 1.1 Night Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The ritual targets up to three ingots or measures of one of the special Materials, which must be present throughout. All the ingots or measures must be of the same type.

Effects

At the completion of the ritual the ingots are permanently transformed into an equal number of ingots of another type. The ritual will not turn one material into any other; instead the transformation follows a fixed progression

- iridescent gloaming into beggar's lye

- beggar's lye into ambergelt

- ambergelt into dragonbone

- dragonbone into weltsilver

- weltsilver into tempest jade

- tempest jade into green iron

- green iron into orichalcum

- orichalcum into iridescent gloaming

All ingots or measures transformed must be of the same type, and they must all be transformed into the same type.

Description

Someone who masters this ritual often calls themselves an alchemist, Someone who masters both this ritual and The Eight-spoked Wheel often lays claim to the title of master alchemist, and demonstrates considerable power over the raw materials of nature.

As detailed under the description of The Eight-spoked Wheel, this ritual is the result of decades of careful work refining a number of individual rituals that transformed one material into another material. Before this work was completed, ritualists used to have to employ a number of separate rituals such as the Landskeeper ritual Ashes and Honey which simply transformed beggar's lye into ambergelt.

It has not escaped the notice of theoreticians or alchemists that this ritual is a higher magnitude than The Eight-spoked Wheel. There has been a lot of discussion about why this might be, and the most common theory is that the ritual in some way goes 'against the grain' of the transformation process ... although that theory is challenged by those who point out that the results are still permanent, as they are with the other alchemical ritual.

Common Elements

Each of the eight transformations is technically a different ritual, with different incantations and equipment. The type of equipment needed often varies depending on a number of factors such as the time of year. Common elements include fire; beakers, bowls and other pieces of alchemical equipment; water and other liquids; samples of the material the alchemist wishes to create; charts and diagrams; and the other trappings of this ancient magical lore. Many ritualists wear masks or veils when they perform this ritual - not least because there are occasionally noxious byproducts of the transformation. They often work in private, out of public eye, especially if they are powerful enough to perform the ritual without the assistance of a coven.

The forces of the heavens are often referenced in alchemical rituals. If the theory that the stars represent in some way the tools of the Creator are true, then evoking the power of astronomancy seems entirely appropriate to the practice of enacting permanent transformation. The names of the Eternals Murit and Soghter are sometimes used, especially in their aspects as the Azoth, a theoretical compound that provokes miraculous transformation.

A magical Mask of Gold and Lead can be used to empower this ritual. Not only does the mask make it slightly easier for a small coven or apprentice of night magic to perform the ritual, magicians using the power of these masks can transform more materials with a single casting - making the ritual somewhat more efficient at the task of transmuting materials (although all materials targeted with a single performance must be of the same type).

The rune Xun which represents transformation is usually evoked with this magic, although some alchemists choose to include Aesh for the power of the mind, Cavul to represent the idea of purifying materials into higher forms or Pallas to represent material wealth.

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The Ring

The ring is one of the instruments or dramaturgy. As such it often represents the method used in a magical ritual. A troupe will often have a specific prop that they use for the ring whenever it appears, and may in time come to treat the inanimate object a little like a member of the cast.

Appearance: The Ring is the smallest of the instruments, and in order to be visible to an audience most troupes choose the flashiest and largest ring that they can. Some troupes have diamond heirlooms; some more recently founded ones make do with faceted glass and gold plate. It can also appear as a crown, a bracer, a pendant or even a mask. Outside the League, a gift of some sort often plays the same role as the Ring in more formal dramaturgy.

Meanings: On its own, the Ring represents loyalty and oaths, bonds and bands. Moved between two characters it often represents a transfer of power from one to the other, and is often used in bargains, deals (and geases), and in placing some enchantments.

When used by The Captain, the ring signifies oaths that are upheld, and the bonds between a banner. In the hands of The Prince, it stands for the covenant between ruler and subject, and for rituals that create such bonds, or which transfer things from one person to another (it may be used for Thief's Arcane Gambit for example). When held by The Bishop it represents oaths of faith, often the vows taken by priests, sects or magic that draws power from emotions or by simulating virtues. For The Mountebank it may signify a broken or false oath, which means it has resonance with a curse that is delivered to someone for a past action, or it may be hidden to conceal a bond. With The Doctor it is used with magic that follows or exposes bonds or the influence of outside forces. With The Witch it is most often a symbol of covens or things that connect two people (such as Fan the Flame of New Life).

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The Rising of the Moon

Another song dating back to the founding of the Marches, especially popular on the Bregas/Mourn border.

http://m.youtube.com/#/watch?v=bUVSvit98Zw&desktop_uri=%2Fwatch%3Fv%3DbUVSvit98Zw

Oh, then tell me John of Barrow, tell me why you hurry so? Hush me neighbour hush and listen, and his cheeks were all a-glow, I bear orders from the captain; get you ready quick and soon, For the bills must be together at the Rising of the Moon.

Chorus: At the rising of the moon, at the rising of the moon The bills must be together at the rising of the moon

Oh, then tell me John of Barrow, where the gathering is to be? In the old spot by the river, right well known to you and me One more word for signal token, whistle up the marching tune. With your bill upon your shoulder at the rising of the moon

Chorus: At the rising of the moon, at the rising of the moon, With your bill upon your shoulder at the rising of the moon

Out of many a mud wall cottage, eyes were watching through the night, Many a Marcher's heart was throbbing, for the coming morning light Murmurs ran along the valley, like the banshees lonely croon And a thousand bills were flashing at the rising of the moon

Chorus: At the rising of the moon, at the rising of the moon, And a thousand bills were flashing at the rising of the moon

There beside the singing river, that dark mass of men was seen Far above their shining weapons hung their own beloved green Death to every foe and traitor, forward strike the marching tune And hurrah me boys for freedom, 'tis the rising of the moon

Chorus:�At the rising of the moon, at the rising of the moon, And hurrah me boys for freedom, at the rising of the moon At the rising of the moon, at the rising of the moon, And hurrah me boys for freedom, at the rising of the moon

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The Ritual On The Black Plateau

Words by Claire Sheridan. Tune by Aneurin Redman-White and Claire Sheridan. Recording: https://soundcloud.com/herecosyouare-1/the-ritual-on-the-black

Fourth in "The Black Plateau Saga"

The Ritual on the Black Plateau By Nicassia of Phoenix Reach and Eudaemon of Halcyon Spire

It began on a starry night, Talk of the madness of the Black Plateau, We were told our time had come, Bring to bear Poise and Arête both: Citizens were gathered, plans were laid that night, Shone light on our work so all would know, With the Twins’ assent, we’d end the foul torment, We’d make Spiral a place we’d once again call home.

The Ritualists took up the task, Talk of the madness of the Black Plateau, To mark out the vital sign, Bring to bear Poise and Arête both: Gather up the mana: lay it out with chord, Bring all you can bring to make it so, Now by Virtue’s light, we must get it right, We’d make Spiral a place we’d once again call home.

The Sentinels took up the task, Talk of the madness of the Black Plateau, To consider every foe, Bring to bear Poise and Arête both: Highguard played the madmen at our captains’ word, The Cultist’s dance performed just so, Sword and rod and shield were bound to make them yield, We’d make Spiral a place we’d once again call home.

The Urizen went out the gate, Talk of the madness of the Black Plateau, Now to use what they had learned, Bring to bear Poise and Arête both: Madmen rushed the circle as we laid it down, As inside, so without, we fought the foe, For our blood they cried, even as they died. We’d make Spiral a place we’d once again call home.

With our Archmage at the fore, Talk of the madness of the Black Plateau, And the General close at hand, Bring to bear Poise and Arete both: Egregore stepped forward to the circle’s heart, As Eudaemon pulled the magic’s flow, Nicassia repelled them, Vulpes struck them down, To make Sprial a place we’d once again call home.

Now don’t rest your mind too soon, Talk of the madness of the Black Plateau, Though a great wound has been healed, Bring to bear Poise and Arete both: Peace is settling gently, minds are whole again, But this is not over we all know, We have work to do and we must stay true, To make Sprial a place we’ll once again call home.

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The Ritual for the Departed

Words and music by Aaron Walter

A midi of this song can be found here.

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The Rose Garden

Words and music by Jude

In the gardens by the riverside the fragrant rose-trees grow, Where you and I once walked, my love, so many moons ago. You picked for me a single rose that blossomed on the bough- But that was long ago, my love, and all is different now.

When Summer follows Spring again the roses catch the breeze That whispers through the long green grass and rustles in the trees We walked the gardens hand in hand, when all was new and strange, But that was long ago, my love, and all things come to change.

In Astolat, as I hear tell, the rose-trees bloom once more, Though we no longer wander there, as once we did before, When we joined hands beneath the trees, and vowed to come again, But that was long ago, my love – and all was different then.

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The Ruins of Terunael

By Joanna Bendle. (http://dl.dropbox.com/u/20185601/The%20RuinsOfTerunael.mp3)

In the halls of old Terunael Under floors of sundered stone Crawl the roots of our ancient foe Conquered all, that dark Vallorn.

In the streets once loud with voices Now the quiet of sylvan deeps Not a song but the buzz of insects Conquered all, that cruel Vallorn.

Along the walls long left unguarded The winding vines and briars grow The once great gates now hanging broken Conquered all, that wild Vallorn.

Atop the spires of gleaming silver Once seat of powers beyond our ken Nothing left but rot and ruin Conquered all, that rank Vallorn.

Those ancient tomes of boundless knowledge Lost to all forever more Now but dust, long left to moulder Conquered all, that foul Vallorn.

In the hearths once bright and blazing There the beasts have made their beds Even here the dark encroaches Conquered all, that vile Vallorn.

But when we dance the dance together All things can and will be done We'll reclaim those age old wonders Conquering all that fell Vallorn.

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The Scop's Gift

Words and music by Jude

A year since the Thane last strode to battle Since last his axe and armour rattled When he slaughtered the settlers and stole their cattle

That night they drank in the Thane's mead hall While the shadows stretched outside the wall And the land turned white from the swift snowfall

A black-cloaked Scop at the door came knocking From out of the dark where the ghosts were walking He muted their mirth and silenced their talking

Then spoke the Thane in his cloak of sable  'What gift do you bring me, to eat at my table? To feast by my fire and to sleep in the stable?'

'Here is the gift that I trade for your favour- A pouch of salt I bring you to savour That your bread rises well and your meat has flavour'

The thane bade him sit by the blazing fire And eat and drink all he could desire And the Scop sang soft and he strummed his lyre

The Thane drank deep till the dawn was breaking His swordsmen snored as the crows were waking But he drank with a thirst that there was no slaking

Then up rose the Scop from the hearthstone, crying: 'There on the field you left me lying Down in the dirt with the dead and dying

'Hear now the song I come to play you A curse of salt I bring to slay you  For you killed my kin and I will repay you

'Salt for a thirst that's never slowing Salt for the earth that will brook no growing Till the winter wind over your bones is blowing'

A year gone past since the great Thane's falling And his hall's a ruin where the rats come crawling Lost to the snow, and the grey gulls' calling

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The Semmerlak

Contents

- 1 Overview

- 2 Folklore

- 2.1 Sedaret

- 2.2 Dho'uala

- 3 The Mallum

Overview

The Semmerlak is a great freshwater lake bordered by Dawn (Semmerholm and Weirwater), Varushka (Karov and Karsk), the League territory of Holberg and by the Druj lands of the Mallum. Rivers rise in Varushka, and in Ulvenholm, and flow down into the basin; a navigable river flows south along the borders of Holberg towards the distant Barren Sea in the Barrens. While it is believed to be navigable, the presence of hostile orc forces means only the bravest captains are prepared to risk the journey. The lake is shallow around the shore, but drops off very sharply. It is surprisingly cold, and in winter it regularly freezes in great chunks - though rarely does it freeze completely and the ice is treacherous and breaks easily under the weight of an armoured human.

Dawnish enchanters know that there are several places around the southern and western shores where regio connected to the Summer realm can be found. They tend to be within a stone's throw of the lake, or even within the water itself - there is at least one regio in Weirwater that exists entirely in shallow water and is said to be inhabited by comely youths who leave their magical realm when the moon is full to frolic in the shallow water. The nymphs are friendly to those who approach them with respect, but are capable of creating armour and weapons of sparkling water to defend themselves from anyone who addresses them rudely.

Folklore

It has always been a little more unpredictable than it should be as a lake - prone to storms and odd tides. Islands appear and disappear from time to time. Seabirds avoid crossing it from north to south or east to west. There are several stories of fat fish pulled from the depths that speak in human tongues, promising riches or hidden secrets; stories of poached salmon that when cut open are discovered to contain magical rings or odd metal coins.

Sedaret

A legend from Weirwater suggests that the lake has expanded at least once since the foundation of Dawn. it claims that there was once land to the east of Culwich, ruled by the Earl of Sedaret. Long ago the last Earl of Sedaret pursued a crusade against several cabals of weavers who refused to recognise her authority. At the height of a great banquet, thrown by the Earl to celebrate her apparent victory over the weavers, a great bell began to toll and the castle and its surrounding village was drowned beneath great waves and unrelenting rain. It is said by the people of Culwich that on Winter nights of the new moon when the sky is clear one can still hear bells ringing in the depths of the great lake, and see lights that are said to be those of the drowned Earl and her noble household, still celebrating in the depths.

Dho'uala

The Varushkans tell their own stories of the dangers presented by the Semmerlak. While the waters teem with fish, sailors in Karov and souther Karsk say that the water is truly part of Varushka and exacts a dangerous price from any who take its bounty for granted. They speak in whispered terms of Dho'uala, a terrible siren that lures fisherfolk into its cold embrace and drags them beneath the waters - it rarely waits for them to die before it begins to feast. They claim it is a sovereign, and that it must be avoided at all costs.

The Dawnish scoff at these tales, claiming no such horror exists in their lake ... but even they cannot deny that sailors sometimes go missing - experienced sailors, who should know better than to fall for the charms of submarine terrors.

The Mallum

To the east of the Semmerlak lies the Mallum - the lands claimed by the Druj. In the reign of Empress Varkula they attacked across the Semmerlak in a fleet of weirwood rafts. While they were driven back, they did extensive damage to the Dawnish territory before they were defeated. There has been no repeat of that attack - but from time to time opportunistic Druj will raid the shores of the Semmerlak looking to spread chaos and discord.

The Druj are poor sailors, however - their boats are crude and they seem to have little respect for the lake. It is rare to see more than one or two of these raids in a ten-year period.

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Imperial Senate (Redirected from The Senate)

Contents

- 1 Overview

- 2 Role within the Empire

- 3 History

- 4 Sessions

- 5 Participation

- 6 Limitations

- 6.1 Veto

- 6.2 Constitution

- 7 Further Reading

- 7.1 Core Brief

- 7.2 Additional Information

Overview

The Imperial Senate is the primary legislative body for the Empire. It is an elective chamber; with one senator appointed by each territory of the Empire to represent their interests. The chamber has access to a wide range of political powers which makes senators some of the most powerful political individuals in the Empire. They alone have the ability to change Imperial law, as well as enjoying access to the Imperial treasury. They are also responsible for appointing The Throne.

Role within the Empire

The purpose of the Senate is to govern the Empire. This control extends to all areas of Imperial life not already covered by the other houses of government; the Synod, Bourse, Military Council, and the Conclave.

Any major commission, whether military or economic in purposes requires the approval of the Senate. They cannot order the Bourse to provide the materials required, but they control the Imperial treasury and can disburse funds from it to purchase the materials needed.

The Senate are forbidden by the Imperial Constitution from intervening in the business of the Military Council, but members of the Senate appoint each general and only the Senate can declare war on another nation - or end it. When a territory is conquered by the Imperial armies, it is the Senate who decides which nation the territory will be assigned to.

The Senate are also responsible for Imperial law. Any changes to Imperial law must be raised and approved by members of the Senate; changes which have constitutional implications also require authorization by The Throne and approval by the magistrates. The Senate also has the power to create new offices of state, individuals with powers and responsibilities, who operate as part of any of the great houses of government.

Because of their great power, the Senate is closely watched over by the Synod who have the power to veto decisions made by the Senate.

History

The Senate was created at the dawn of the Empire to ensure that the power to govern remained in the hands of the citizens. The Senate is a development of the Witan which existed in Wintermark to help the monarch run the nation, in the time before the Empire.

The design of the Senate is a direct consequence of the unique way the Empire was formed, not by conquest, but by a union of nations. All agreed that the Senate should limit the power of The Throne - the first Empress was a popular figure - but not that popular. But every nation had their own dogmatic views on how the new Empire should be run. Nations with strong military traditions, like Dawn and The Marches sought to enhance the power of the military, while nations like The League were openly contemptuous of the idea that politicians should control the Empire's economy. Highguard as the driving force behind the creation of the Empire was determined to secure the power and authority of the Imperial Synod.

Compromises were made to ensure unity; for example the constitutionally protected roles of the Imperial Bourse and the Imperial Military Council were expressly created to thwart the desire of senators to control these areas of the Empire. As a result, while the Senate is the most powerful of the five political houses, it has defined limits to its power set down by the Constitution, and it is forever watched over by the Synod.

Sessions

The Senate typically sits twice in each full day of an Imperial summit, and once in each part day. Sessions are conducted in the Senate chamber, a grand stone building at the heart of Anvil. To keep order each Senate session is chaired by the Speaker for the Senate, a civil servant responsible for ordering motions during a sitting, allowing time for motions to be considered, for maintaining civil debate, counting votes and ensuring due procedure within the chamber.

The agenda consists of motion, announcements, and addresses. Motions are raised by members of the Senate and considered and voted upon by all present. By historical tradition, motions are nailed to the walls of the Senate so that all citizens can be aware of them. It is common for the civil service to take a copy of the motion and make it available through the hub.

Announcements are made by any holder of an Imperial title who wishes to use Senate powers that have been delegated to that office. They can be considered and discussed like a motion, but are not subject to a vote. Addresses are made by those whose title grants them the power to address the Senate. Like an announcement, they may be considered and discussed, but no vote is taken.

Participation

Only a Member of the Senate is entitled to entry to the Senate chamber for a session. Members must arrive promptly, entry is prohibited to any once a session has begun. Anyone who has the right to enter, has the right to speak during the debates. To do so they must catch the eye of the Speaker and wait until invited to speak. To cast a vote, eligible members who are present will be called upon by the Speaker to take a stance on each motion brought before the Senate.

The right of witness ensures that every member of the Synod is entitled to observe all aspects of the Senate. To facilitate this, the Senate building has a large viewing gallery that runs alongside the main chamber. When it was originally constructed the gallery was only available to members of the Synod, but it was easier to open the gallery to all, and now all citizens with an interest in the proceedings are encouraged to attend. Any Imperial Citizen can ask the Speaker or the Captain of the Senate Guard to remove a non-citizen from the viewing gallery.

Although only a handful of citizens have the right to raise motions and vote on them in the Senate, the Senators who form the mainstay of the Senate are chosen by the people of their nation. Most senators work hard to make themselves available to the citizens who elect them. A senator who does not adequately represent the interests, views, and goals of the people of their nation and territory can quickly find themselves removed from office.

Limitations

Veto

The decisions of the Senate, both motions and announcements are subject to veto by The Throne and the Imperial Synod. Any veto automatically cancels the motion or announcement, as if it had been a motion which was voted down. A motion that is vetoed cannot be raised again before the start of the next summit.

The Imperial Synod, either the Assembly of Nine or the General Assembly may veto any motion with constitutional implications. In addition, the General Assembly of the Synod may veto any one Senate decision during any summit, using its veto. A veto by the Synod must be exercised before the start of the next session.

The Throne may veto any business that occurs during a Senate session while they are present.

Constitution

The power of the Senate's is limited by the Imperial Constitution. The magistrates may declare a motion to be unconstitutional, if they believe it violates the principles of the Constitution. Where possible the magistrates will always do this before a motion is considered if they are given due time. If a motion is declared unconstitutional, the magistrates are required to provide complete guidance for why it was ruled unconstitutional. The senate may then consider a new motion on the issue at any time.

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- The Throne

- OOC design

This selection of articles can be downloaded as a PDF book (or as html only)

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The Sentinel

This page refers to the Paragon of Vigilance; for the Urizen martial archetype see Sentinel

Contents

- 1 Virtue

- 2 Biography

- 3 Signs

- 4 The Sentinel in Play

- 4.1 Controversy

- 5 Inspirational Tomb

Virtue

The Sentinel is upheld as a Paragon of Vigilance. The Sentinel was initially identified as such by Wayfarers of the Highborn Assembly of the Virtuous, but was confirmed by the Synod at its first sitting in 1 YE.

Biography

There is nothing actually known of The Sentinel themselves. No text has identified them by name, gender, lineage or nation. The only attestation that this Paragon exists are in a series of ancient structures that can be found throughout the Empire, but most particularly in the mountains of Morrow and in the lands of the Highborn. These ancient towers and defensive structures have stood for generations, and many with the capacity for a warning bell or beacon. The structures and layouts speak of a common design, a template plan - the guiding intentions of a master architect.

Even by modern standards, the defensive constructions of The Sentinel stand the test of time. More than one has been simply adapted upon and added to rather than needed to be replaced. More than one Urizen spire or Highborn chapterhouse is built upon, or within, an adapted edifice.

The journey of the Sentinel to a recognised Exemplar and Paragon has been unusual. To an extent, the anonymous nature of this benevolent builder has enabled priests and pilgrims to project their own understandings upon him or her. Parables have been constructed on the importance of preparing ones' defences against threat, and there have been speculations about the type of threat that the constructions were designed to shield against.

As yet, no liao visions have given any insight. During her tenure over the Assembly of Vigilance, Cardinal Selene of the Highborn was attributed with saying that she hoped that no visions would be forthcoming; not only to preserve the Sentinel's Paragon legacy, but because the Synod's interpretation of the Sentinel was the most "true".

Signs

Noting the signs of the Sentinel has been difficult with so little information, but the Synod holds:

- The Sentinel has achieved Liberation from the Labyrinth of Ages by dint of no past life visions recalling them.

- The Sentinel's edifices and constructions are a clear Legacy whilst simultaneously being a gift of Benevolence to the Empire

- The constructions and shelters of the Sentinel have granted shelter to virtuous people in need, offering Salvation, and have been instructive to the craftsfolk of the nations and so Inspirational.

- While the initial Synod judgement was that the Sentinel was excused the sign of Pilgrimage by dint of pre-dating the Highborn arrival to these shores, the Heirs of Lepidus have discovered the remains of a tower near the city of Bastion that raises serious questions about whether the paragon may, in fact, have made a pilgrimage to the location where the city would later be built.

- Early on, some claimed that the Sentinel's towers could only have been erected by Miraculous means, but over time engineers and artisans have developed methods capable of replicating the Sentinel's achievements; though this does not diminish those advanced achievements

The Sentinel in Play

Controversy

- The Sentinel is often used by critics of the judgement of Recognition as an example of a paragon whose status makes no sense.

Inspirational Tomb

While the Sentinel has no known tomb, a significant place of pilgrimage exists in Casinea. Following the revelation of the research of the Heirs of Lepidus into the structures of the Sentinel at the behest of the benefactors council of Highguard, proof was found that the castle was the largest built by the enigmatic paragon and most likely their place of residence given its location. The Imperial Synod arranged for it to be consecrated by Rhesa, Exarch of the Scions of Ravensfell, and the Senate commissioned a grand belltower to serve as a place of pilgrimage. The title of Castellan of the Silent Sentinel was created not only to oversee the tower, but also to take custody of the fortification as a whole.

Have you not heard, have you not seen that corpse

Of shadows in the tower, whose shoulders sway

Antiphonal carillons launched before

The stars are caught and hived in the sun's ray?

The bells, I say, the bells break down their tower;

And swing I know not where. Their tongues engrave

Membrane through marrow, my long-scattered score

Of broken intervals… And I, their sexton slave!

Oval encyclicals in canyons heaping

The impasse high with choir. Banked voices slain!

Pagodas campaniles with reveilles out leaping-

O terraced echoes prostrate on the plain!…

And so it was I entered the broken world

To trace the visionary company of love, its voice

An instant in the wind (I know not whither hurled)

But not for long to hold each desperate choice.

My world I poured. But was it cognate, scored

Of that tribunal monarch of the air

Whose thighs embronzes earth, strikes crystal Word

In wounds pledges once to hope - cleft to despair?

The steep encroachments of my blood left me

No answer (could blood hold such a lofty tower

As flings the question true?) -or is it she

Whose sweet mortality stirs latent power?-

And through whose pulse I hear, counting the strokes

My veins recall and add, revived and sure

The angelus of wars my chest evokes:

What I hold healed, original now, and pure…

And builds, within, a tower that is not stone

(Not stone can jacket heaven) - but slip

Of pebbles, - visible wings of silence sown

In azure circles, widening as they dip

The matrix of the heart, lift down the eyes

That shrines the quiet lake and swells a tower…

The commodious, tall decorum of that sky

Unseals her earth, and lifts love in its shower.

The Broken Tower, by Harold Hart Crane

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The Sentinel Gate

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

The Sentinel Gate is the portal at Anvil which allows access to far distant battle fields.

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The Snow It Melts the Soonest

Trad.

Media:snow.mp3 by Jude and Daisy. Used with permission.

The snows they melt the soonest When the winds begins to sing And the corn it ripend fastest When the frosts are settling in And when a woman tells me That my face she'll soon forget Before we part I'll wage a crown She's fain to follow yet

The snows they melt the soonest When the winds begin to sing And the swallow flies without a thought As long as it is spring But when spring goes and winter blows My love then you'll be fain For all your pride to follow me Across the raging main

The snows they melt the soonest When the winds begin to sing And the bee that flew when summer shone In winter cannot sting And I've seen a woman's anger melt Between the night and morn So it's surely not a harder thing To melt a woman's scorn

So don't you bid me farewell here No farewell I'll receive For you will lie with me, my lass Then kiss and take your leave And I'll wait here till the moorcrock calls And the martin takes the wing For the snow they melt the soonest When the winds begin to sing

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The Solace of Chimes

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

Contents

- 1 Rules

- 1.1 Day Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual is most effective when used on a tent or room, where the location aura automatically expands to fill the interior space. If the ritual is performed in an open area, then the space must be clearly defined and no more than 40' across at most. It must be absolutely clear to anyone whether they are inside an enchanted area or not. If for any reason the boundaries shift or move significantly, then the enchantment collapses prematurely.

This spell is an enchantment. A target may only be under one enchantment effect at a time. This is also a location aura. A target may only be under the effect of one aura at a time.

Effects

This ritual enchants an area with a potent aura. Anyone who enters the area becomes aware of (and subject to) the aura, and experiences a powerful roleplaying effect: they feel calm, relaxed and focused; they find meditation and rational discussion preferable to physical action. All emotions and pressing concerns are muted; physical action and behaving in an impassioned way are both tiring. Violence requires a major effort of will.

The Solace of Chimes can provide a source of supernatural strength to anyone in the area, allowing them to overcome an unwanted roleplaying effect. This ability requires the character to roleplay being calm and focused, and to remain in the area. If they leave, the unwanted roleplaying effect returns assuming it has any duration left.

A character who engages in at least fifteen minutes of relaxed, focused roleplaying in this location aura recovers all lost personal mana. There is no effect if the character is on a battlefield or in a similar stressful environment. If the character makes or suffers an attack during this time, or spends any personal mana, then the fifteen minutes is interrupted and must be begun again from scratch. This magic is not sufficient to allow recovery of personal mana to any character who is under an effect that prevents recovery of mana overnight - most obviously, it will not help someone who is under the effect of Dreamscape of the Endless Hunt or similar curses.

This enchantment is a location aura, similar to that created using the consecration ceremony. A location can only be under one aura at a time. This ritual will replace any standard location aura (including those created by similar rituals), but is not powerful enough to remove a durable location aura . Likewise, any consecration can replace (or remove) this enchantment. A detect magic spell performed in the area determines the realm and magnitude of the effect. The insight skill will not detect any spiritual element to the enchantment.

The effect lasts until the start of the next Profound Decisions Empire event.

Description

This ritual creates an enchanted aura that evokes feelings of calm focus and mental clarity, similar to those that surround some eternals of the Day realm. It is commonly used to prepare areas that encourage relaxation and quiet discussion. Some Urizen spires have an area set aside specifically for the use of this ritual - and a rare few have expended the expensive resources needed to create a permanent aura in a library or meditation chamber. Many merrow find such enchanted areas especially appealing - not least because of their effectiveness at convincing more boisterous companions to settle down a little and become easier to deal with.

Such persistent enchantments are almost always performed inside a building rather than in a tent or other fragile structure - simply because it is too easy to cause the enchantment to collapse by shifting the boundaries of the aura. Magicians theorize that an ilium-infused enchantment such as this would be especially durable. They speculate that in addition to the usual resistance to replacing such an enchantment with an enchantment not also infused with ilium, removing or replacing the aura with the consecration ceremony would only work if the priests involved used true liao. The reticence of the Synod to "waste" true liao on magical experimentation has meant that there is no definitive proof either way.#

Some doctors and healers find the ritual useful for treating patients who are in a great deal of pain or have terminal illnesses - the quiet and calm created in the aura can also be a boon to convalesence.

There have always been priests who are skeptical of this enchantment, and those like it. They claim that it somehow invokes a false virtue, or even a malign spiritual presence. However such claims are often dismissed by scholars of magic. Magicians of the Sevenfold Path have demonstrated more than once that while consecrations and enchantments such as these share some similarities, they are different on a profound level. In practice, most priests see The Solace of Chimes much as they would any other enchantment - it is just something that influences the minds of mortals, through magic. It may be a useful tool, or a test for the faithful, but the context in which it is encountered is the most important thing. More than one priest on the path of Wisdom or even Vigilance has seen the value in such auras, and the clarity of thought they encourage.

The ritual is known and used by people across the world by many different names. Imperial magicians speculate that it should be possible to create similar enchantments in the Summer, Spring, and even Winter realms although no such rituals are currently part of Imperial lore.

Common Elements

This ritual is designed to create feelings of calm and inspire meditation. It is often performed with soothing music, especially the sound of wind-chimes. Soothing incense is often burnt, and where possible the area is dressed in neutral colours and decorated with patterns designed to help focus the mind (mandalas, depictions of the runes of Day and so on). Crystals, mirrors and other reflective surfaces are often scattered around the area. Invocations are almost invariably performed in quiet voices, and may involve participants sitting and staying as still as possible.

The area is often dressed in ways that highlight and reinforce the culture of the nation to which the ritualist belongs. A Highguard Magister performing this ritual is likely to ensure that there is a suitable vessel for washing the hands and face. A Navarr vate is likely to decorate the area with complex, swirling designs that can be studied and followed during meditation.

The rune Cavul is almost always evoked with this ritual.

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The Sound of Drums

Contents

- 1 Rules

- 1.1 Summer Magnitude 11

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 11

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains the ability to use unstoppable twice per day as if they know the skill, without spending any hero points.

The target is also under a roleplaying effect: whenever a fight breaks out, you feel a strong urge to join in, and find the experience of fighting to be especially joyful and energizing.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 9. Additional characters must be present throughout.

Description

When the drums pound and the horns are blown, those under this enchantment find it difficult to rein in their enthusiasm. Their hearts beat faster, and their limbs ache to be wielding their weapons. They can shrug off blows that would incapacitate a lesser warrior, even drawing on the fierce love of battle that the enchantment creates to drive them back to their feet, ready to fight again.

This ritual is occasionally used on battlefield healers, but there have been incidents where some of those healers were unable to resist the urge to get involved in the fighting, often with tragic consequences for themselves and their allies.

Common Elements

This ritual usually involves music, most commonly drumming. A common element involves synchronizing the beat of the drums to the heartbeat of the target, and then slowly accelerating as the ritual moves towards its climax.

The rune Jotra is often used with this ritual, and evocations of The Stallion, of horses or bears, and especially of gryphons and unicorns..

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The Sovereign

Original: The Raven King (lyrics) / The Demon Lover-The House Carpenter (tune): https://www.youtube.com/watch?v=1VzGibeTuGs Recording: https://soundcloud.com/oxfordgirl/ballad-of-the-raven-king-the

Not long, not long, my father said Not long will you be ours The sovereign knows all too well Which are the fairest flowers

The priest was all too worldy Though he prayed and rang his bell The sovereign three candles lit The priest said it was well

Her arms were all too feeble Though she claimed to love me so The sovereign stretched out its hand She sighed and let me go

This land is all too shallow It is painted on the sky And it trembles like the wind-shook rain When the sovereign rides by

For ever and for always I pray remember me Upon the moors, beneath the stars In the sovereign's company

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The Spider and The Web (Redirected from The Spider)

Contents

- 1 The Spider

- 1.1 The Law

- 1.2 The Constellation

- 1.3 Symbolism

- 1.4 Invoking The Spider in magic

- 1.5 Tulpas of The Spider

- 1.6 Alignment

- 2 The Web

- 2.1 The Law

- 2.2 The Constellation

- 2.3 Symbology

- 2.4 Invoking the web in magic

- 2.5 Tulpas of the Web

- 2.6 Alignment

The Spider

The Law

Things are watched by a hidden eye.

The Constellation

The Spider is a small cluster of five stars just off the fourth star in the spiral of The Web. It appears to have two ‘arms’ reaching out towards The Web whilst a small triangular ‘body’ points outwards.

Symbolism

The Spider stands off from the web; quick to react to events in it but separate from it. It represents unknown forces; those that watch the affairs of the world and interfere when they see fit. The Spider stands for things outside the Empire sphere of influence; internals, foreigners, magical powers, great mysteries, those things that stand beyond the Ken of mortal being.

The Spider also represents the manipulator; he who places his thumb upon the scales of fate.

Invoking The Spider in magic

invoking The Spider can be a dangerous business for ritualists since the constellation is often seen to represent the Eternals. Varushka ritualists often use The Spider to represent the doings of sovereigns in their magic. The Spider, though, can be used to represent any hidden hand or unseen force; whether to steer it or to ward against it.

Tulpas of The Spider

the thought forms of The Spider never appear the same way twice. Whether it be the sinister man in black in the corner of the Tavern, the pale skinned and hairless fellow traveller on the lonely mountain road or the mysterious rustling in the undergrowth keeping pace with you through the forest the agents of The Spider are many and varied. One that is a friend to you today may be a foe to you tomorrow; or may draw you into schemes that you wish you had never heard of.

Alignment

Ritualists who invoke The Spider report that it leaves behind a sense of great clarity and detachment as if the affairs of humanity were watched from the other side of the sheet of glass from a very long way away ritualists may be detached distant and emotional dispassionate and cold after invoking The Spider in ritual.

The Web

The Law

Things are connected

The Constellation

The Web is found almost directly opposite The Phoenix with The Chain equidistant between them. It spirals inwards with an almost direct line between its first two stars that can be extended out to find the apex of The Oak. There are, in fact, nine stars in this constellation, however the center star is somewhat faint and easily obscured on a less than clear night.

Symbology

the Web or the Net of the Heavens as Urizen would have it represents the interconnectedness of all things. Urizen astronomancers have a saying which stems from this constellation; "the world is full of secret knots". The failure to close a deal between two grain merchants in a League city can mean that hundreds of miles away a family in The Brass Coast starve and in the Marches an honest farmer cannot sell his produce. Every action has consequences both obvious and subtle; both seen and unforeseen.

The web also stands for the powers of coincidence and synchronicity; the tendency of things to go right or be in the right place at the right time through apparent chance. The foolish or superstitious may call this luck; the wise understand that there is no such thing and that somewhere, someone has done something to turn circumstances the way they have turned out.

Invoking the web in magic

The web is frequently invoked in day rituals; to see the whole of the web is to understand the interrelationship between all of the components in your ritual, how they affect each other and how they affect you. It has many uses is crying magic and divination but also has strong associations with sympathetic magic playing on the aspects of synchronicity and interconnectedness. Some of the most esoteric of the Astronomancers of Urizen who study the web say “Synchronicity is it’s servant”; creating long, complex chains of action and reaction started by the smallest impetus and relying on luck, chance and “being in the right place at the right time” all evoke the Web.

Tulpas of the Web

Tulpa is of the web are curious creatures. Often times they will appear as perfectly normal men and women, sometimes even as orcs. They speak little if at all, and usually position themselves in the right place at the right time to give circumstances the tiny nudge they need. The cloaked and hooded person who steps out into the street and spooks the horse of the dray master, causing it to rear and shed its load blocking the road and stopping the pursuing magistrate from catching the running figure is in all likelihood Tulpa of the web.

Alignment

Ritualists who embrace the web speak of the sense of interconnectedness; of being the part of a great network of consciousness and of living things. Someone who approaches this unprepared can be overwhelmed by the sensation and it is not unknown for ritualists who embrace the web to go mad and lose their own personalities in the ever shifting sea of all. Once the sense of interconnectedness fades, ritualists report unenhanced ability to see all sides of a given problem or to experience other people's point of view.

Constellations

The Chain
(Things hold together)

The Chalice
(Things heal; things apart come together)

The Claw
(Things bleed)

The Door
(Things move and change)

The Drowned Man
(Things end)

The Fountain
(Things live)

The Great Wyrm
(Things change and transform)

The Key
(Things are revealed)

The Lock
(Things can be hidden)

The Mountain
(Things are not easy)

The Oak
(Things endure)

The Phoenix
(Things learn)

The Spider
(Things are watched by a hidden eye)

The Stallion
(Things procreate)

The Stork
(Things matter)

The Web
(Things are connected)

The Three Sisters
(Things are connected by blood)

The Wanderer
(Things are not what you think or Things go awry)

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Spider_and_The_Web&oldid=43114#The_Spider"

The Spider's Web

Description

The Spider's Web is a very powerful ritual tool attuned to the subtle magic of the Autumn realm.

Rules

- Form: Paraphernalia. Takes the form of a piece of ritual paraphernalia.

- Effect: Twice per day the coven may perform a Autumn ritual that does not count towards their daily limit of rituals performed.

- Materials: Crafting the spider's web requires nine ingots of weltsilver, twelve ingots of green iron, seven ingots of tempest jade, seven measures of beggar's lye, five measures of dragonbone and two measures of iridescent gloaming. It takes one month to make one of these items.

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The Spider and The Web

Contents

- 1 The Spider

- 1.1 The Law

- 1.2 The Constellation

- 1.3 Symbolism

- 1.4 Invoking The Spider in magic

- 1.5 Tulpas of The Spider

- 1.6 Alignment

- 2 The Web

- 2.1 The Law

- 2.2 The Constellation

- 2.3 Symbology

- 2.4 Invoking the web in magic

- 2.5 Tulpas of the Web

- 2.6 Alignment

The Spider

The Law

Things are watched by a hidden eye.

The Constellation

The Spider is a small cluster of five stars just off the fourth star in the spiral of the Web. It appears to have two ‘arms’ reaching out towards the Web whilst a small triangular ‘body’ points outwards.

Symbolism

The Spider stands off from the Web; quick to react to events in it but separate from it. It represents unknown forces; those that watch the affairs of the world and interfere when they see fit. The Spider stands for things outside the Empire sphere of influence; internals, foreigners, magical powers, great mysteries, those things that stand beyond the Ken of mortal being.

The Spider also represents the manipulator; he who places his thumb upon the scales of fate.

Invoking The Spider in magic

invoking The Spider can be a dangerous business for ritualists since the constellation is often seen to represent the eternals. Varushka ritualists often use The Spider to represent the doings of sovereigns in their magic. The Spider, though, can be used to represent any hidden hand or unseen force; whether to steer it or to ward against it.

Tulpas of The Spider

The thought forms of the Spider never appear the same way twice. Whether it be the sinister man in black in the corner of the tavern, the pale skinned and hairless fellow traveller on the lonely mountain road or the mysterious rustling in the undergrowth keeping pace with you through the forest the agents of the Spider are many and varied. One that is a friend to you today may be a foe to you tomorrow; or may draw you into schemes that you wish you had never heard of.

Alignment

Ritualists who invoke the Spider report that it leaves behind a sense of great clarity and detachment as if the affairs of humanity were watched from the other side of the sheet of glass from a very long way away ritualists may be detached distant and emotional dispassionate and cold after invoking the Spider in ritual.

The Web

The Law

Things are connected

The Constellation

The Web is found almost directly opposite The Phoenix with The Chain equidistant between them. It spirals inwards with an almost direct line between its first two stars that can be extended out to find the apex of The Oak. There are, in fact, nine stars in this constellation, however the centre star is somewhat faint and easily obscured on a less than clear night.

Symbology

the Web or the Net of the Heavens as Urizen would have it represents the interconnectedness of all things. Urizen astronomancers have a saying which stems from this constellation; "the world is full of secret knots". The failure to close a deal between two grain merchants in a League city can mean that hundreds of miles away a family in The Brass Coast starve and in the Marches an honest farmer cannot sell his produce. Every action has consequences both obvious and subtle; both seen and unforeseen.

The web also stands for the powers of coincidence and synchronicity; the tendency of things to go right or be in the right place at the right time through apparent chance. The foolish or superstitious may call this luck; the wise understand that there is no such thing and that somewhere, someone has done something to turn circumstances the way they have turned out.

Invoking the web in magic

The Web is frequently invoked in Day rituals; to see the whole of the Web is to understand the interrelationship between all of the components in your ritual, how they affect each other and how they affect you. It has many uses in scrying magic and divination but also has strong associations with sympathetic magic playing on the aspects of synchronicity and interconnectedness. Some of the most esoteric of the astronomancers of Urizen who study the Web say “synchronicity is it’s servant”; creating long, complex chains of action and reaction started by the smallest impetus and relying on luck, chance and “being in the right place at the right time” all evoke the Web.

Tulpas of the Web

Tulpa of the Web are curious creatures. Often times they will appear as perfectly normal humans, sometimes even as orcs. They speak little if at all, and usually position themselves in the right place at the right time to give circumstances the tiny nudge they need. The cloaked and hooded person who steps out into the street and spooks the horse of the dray master, causing it to rear and shed its load blocking the road and stopping the pursuing magistrate from catching the running figure is in all likelihood Tulpa of the Web.

Alignment

Ritualists who embrace the Web speak of the sense of interconnectedness; of being the part of a great network of consciousness and of living things. Someone who approaches this unprepared can be overwhelmed by the sensation and it is not unknown for ritualists who embrace the web to go mad and lose their own personalities in the evershifting sea of all. Once the sense of interconnectedness fades, ritualists report unenhanced ability to see all sides of a given problem or to experience other people's point of view.

Constellations

The Chain
(Things hold together)

The Chalice
(Things heal; things apart come together)

The Claw
(Things bleed)

The Door
(Things move and change)

The Drowned Man
(Things end)

The Fountain
(Things live)

The Great Wyrm
(Things change and transform)

The Key
(Things are revealed)

The Lock
(Things can be hidden)

The Mountain
(Things are not easy)

The Oak
(Things endure)

The Phoenix
(Things learn)

The Spider
(Things are watched by a hidden eye)

The Stallion
(Things procreate)

The Stork
(Things matter)

The Web
(Things are connected)

The Three Sisters
(Things are connected by blood)

The Wanderer
(Things are not what you think or Things go awry)

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The Spiral Sigil

Description

While those who can work magic are.found throughout the Empire, the phenomenon of fielding entire groups of magicians is relatively recent. Prior to the formation of the Empire, the Urizen, the Brass Coast Hakima and the Varushkan cabals would generally get enough magicians together to take the field as a unit, as would a few Dawnish noble houses with an emphasis on war witchery. With the improved co-ordination and spread of magical training, this has become much more common within those nations and is now prevalent throughout the Empire.

Due to their innate tendency toward organisation it is still most commonly ritualists who form the backbone of magician bands on the battlefield. Such groups often supplement their magical skills with the use of enchanted implements such as the Pugilist's Shillelagh or the Unseen Encasement, allowing them to tap the power of their innate mana more efficiently.

Rules

- Form: Standard. Takes the form of a magical standard.

- Effect: Each character bonded to this banner wielding a staff gains one additional point of personal mana.

- Materials: Crafting the spiral sigil requires seventeen measures of dragonbone, seven measures of iridescent gloaming, twelve ingots of tempest jade, seven measures of beggar's lye and three ingots of ambergelt. It takes one month to make one of these items.

“You must focus your minds on the connection” Calacius spoke as a drift of snow fell upon the spire courtyard around them. He motioned to the flag that lay unfurled before them all. A design that, while simple, was striking at the same time; the fountain Calacius had stitched it himself deciding that the aesthetics of the banner were wholly appropriate for the group of Urizen around him. Dressed in a simple, unadorned robe the Urizen magician seemed untroubled by the temperatures and appeared as comfortable as if it were a cool summer’s day. Seven others stood forming a circle beside him, similarly dressed and showing equal stoicism in the face of the cold. Each stood before a different carved symbol at their feet; the runes of The Way beautifully engraved and lined with shining weltsilver and glowing ambergelt. Each bore a simple, unadorned staff of pale wood, held at ease beside them.

“Ambition, our drive to perfect all that we are” spoke the first, a female Cambion whose horns were hung with arcane fetishes.

“Courage, to use all that we know where it is needed.” Atticus, an elderly man bent almost double with age. supported himself on his staff but his grip was strong and sure.

“Loyalty, to the spires, the Empire and the pursuit of perfection.” The third, a Merrow, the rest of those around him reflected in his glassy eyes.

“Pride, in the knowledge that we stand above all in our art.” The fourth speaker was a young man whose warrior’s stature seemed a little at odds with his quiet demeanour.

“Prosperity; the richness of knowing and the rewards of our labours.” The woman who spoke next turned her head left to right as if listening to something only she could hear, the strands of silver woven into her hair shimmering in the light of the glowing globes around them.

“Vigiliance, to watch for the darkness that threatens us all, to use our talents for the good of the Empire,” rasped the sixth, her skin toughened with pale-brown patches. A Briar, uncommon among the Spires of the Urizen she stood beside her brethren as equal, her worth in battle proven by the bark that marred her beauty.

“Wisdom, for it guides us always” Calacius finally spoke again, completing the circle.

They each raised their staffs before them and banged them once, hard on the stone courtyard. As they did, each fancied they could see dancing lights coalesce around them, vague shapes that formed in the air. Wrapped in their own thoughts for a moment, they shared an endless second of unspoken communion before the lights faded in their minds and floated towards the flag and were absorbed by the fabric.

“As one we learn, as one we fight” Calacius pronounced, bowing his head slightly to those around him who repeated the motion. “Now steel yourselves for we march on the morrow. Go with wisdom.”

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The Stallion

Contents

- 1 The Law

- 2 The Constellation

- 3 Symbolism

- 4 Using The Stallion in magic

- 5 Tulpas of The Stallion

- 6 Alignment

The Law

Things Procreate

The Constellation

The Stallion is a complex constellation of 14 stars and is located beneath The Phoenix. It is most easily located by following the line of the fixed star of The Chain, through the rear of The Phoenix and down to the center of The Stallion’s back.

Symbolism

The Stallion represents prosperity and the urge to grow and procreate. It is a symbol of strength and virility; of the quality of the bloodline and of the value of children. Some coarser interpretations in the League and Navarr strongly associate The Stallion with the act of coitus but more properly it refers to action begetting consequence.

A deeper symbolism attached to The Stallion refers of course to its nature as a horse; the imperial emblem. The Stallion can refer in magical workings to the Empire itself or to its leaders.

Using The Stallion in magic

The most obvious use of The Stallion in ritual is to invoke blessings on unborn children; however it is also used as a fertility symbol in rites to do with agriculture growth and business. Fertility is not just to do with making babies; two coins invested wisely will make their own kinds of babies. The Stallion also has strong associations with children in ritual; as protector of the herd and as teacher.

Tulpas of The Stallion

Some legends speak of creatures half horse half man deep in the forests – sometimes these are said to be near feral but other times are regarded as wise teachers. There is an old tale among the Dawnish yeomen of the mysterious ale merchant who plies a shy husband with ale on his wedding night to give him the courage to approach his beautiful but intimidating wife naked.

Alignment

Ritualists who invoke The Stallion speak of a sense of great virility, pride in family and overwhelming sense of freedom – and indeed of a heightened desire to secure their own lineage. More than one ritualist in such a state has found themselves doused with cold water by their own collaborators.

Constellations

The Chain
(Things hold together)

The Chalice
(Things heal; things apart come together)

The Claw
(Things bleed)

The Door
(Things move and change)

The Drowned Man
(Things end)

The Fountain
(Things live)

The Great Wyrm
(Things change and transform)

The Key
(Things are revealed)

The Lock
(Things can be hidden)

The Mountain
(Things are not easy)

The Oak
(Things endure)

The Phoenix
(Things learn)

The Spider
(Things are watched by a hidden eye)

The Stallion (Things procreate)

The Stork
(Things matter)

The Web
(Things are connected)

The Three Sisters
(Things are connected by blood)

The Wanderer
(Things are not what you think or Things go awry)

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The Stargazer's Song

Written by Dave Lowry and Claire Sheridan. Recording

The Stargazer's Song Phoenix Reach

Looking out, Dancing in starlight, Looking out, What do I see? Skies on fire, And dancing in amongst that light, The brightest vision, I have ever seen.

Chorus: And all I see is you in the sky, But this empty winter’s night, Needs a thousand sunset skies.

You my love, Smile down upon me, And you my love, Light of my life, Gentle hands, So fine the artisans can’t touch, The finest beauty, I have ever seen.

Chorus

Evenings spent Dancing in starlight, Touch your cheek With my gazing eyes, Night on night, Seeking out the mysteries, The diamonds glinting, In your raven hair.

Chorus

Ending 1: You my love, Dance on forever, Skies on fire, Will never fade. Looking out, Though my hair is white and thin now, You smile down on me, You never change.

Ending 2: Looking out, I didn’t hear you, Walking out, Light of my life. I gaze on, The only company I keep, The brightest vision, I have ever seen.

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The Stork

Contents

- 1 The Law

- 2 The Constellation

- 3 Symbolism

- 4 Using the Stork in Ritual

- 5 Tulpas of the Stork

- 6 Alignment

The Law

Things Matter

The Constellation

The Stork can be found close to the horizon in late autumn and late spring and is absent from the night sky throughout the summer months. A constellation of nine stars it is located on the opposite side of The Claw to The Chain. After The Great Wyrm it is probably the next largest constellation along with The Mountain.

Symbolism

The Stork is a curious constellation and many disagree about it’s precise meaning. To some it is a symbol of precision; the stab of a long beak into the water. To others, The Stork is the freedom to choose – though it could fly away, it remains in the water. If it may be said to have any one meaning, it is that things are important – that focus and concentration are worthwhile when the need is great, that life is not just a pointless procession of accidents one after another. The Stork teaches that there is a purpose and a meaning to our lives even if that meaning is not obvious or clear to us. Not quite fate or predestination – more a sign from the Universe to say “Trust me, I know what I’m doing.” And that the decisions we make dictate the life we will lead.

The Urizen say the Stork means making the right choice for the right reasons; in Highguard they call it the Decision to be Virtuous. It is about accepting responsibility for your own destiny, being the master of your own fate. Accepting that things matter, and that the decisions and actions we take in life influence them.

Using the Stork in Ritual

The Stork is the decision-point, the marker in the road where fate turns left or right. Invoking its power in ritual is to take responsibility for your own actions, to accept that the decisions you make will have far-reaching consequences. It is a rarely invoked constellation and often it is only invoked for large, powerful rituals which may have a profound effect on the future fate of the Empire or a large community.

In smaller ways, the Stork is often seen as the patron constellation of the Senate; Senators are hoped to show the traditional virtues of the Stork in their voting. Rituals specifically to do with senators or the Senate might invoke the Stork.

Tulpas of the Stork

“Are you sure…?” are the words most likely to be heard from the lips of a Stork Tulpa. Their role seems to be to challenge, to ask rhetorical questions and to tease out of people the true motives and understanding of their actions. The most well-known is The Plague-Hat, a masked figure known in Sarvos for his inquisitive and relentless questioning of those about to embark on a momentous decision.

Alignment

Coming close to the Stork is a rare feat, for it is not often invoked. Those that do speak of a great grasp of the web of destiny; similar to those who brush past the Web, but more to do with the tide of history and the inexorable march of fate.

Constellations

The Chain
(Things hold together)

The Chalice
(Things heal; things apart come together)

The Claw
(Things bleed)

The Door
(Things move and change)

The Drowned Man
(Things end)

The Fountain
(Things live)

The Great Wyrm
(Things change and transform)

The Key
(Things are revealed)

The Lock
(Things can be hidden)

The Mountain
(Things are not easy)

The Oak
(Things endure)

The Phoenix
(Things learn)

The Spider
(Things are watched by a hidden eye)

The Stallion
(Things procreate)

The Stork (Things matter)

The Web
(Things are connected)

The Three Sisters
(Things are connected by blood)

The Wanderer
(Things are not what you think or Things go awry)

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Stork&oldid=61864"

Swan's Cruel Wing (Redirected from The Swan's Cruel Wing)

Contents

- 1 Rules

- 1.1 Summer Magnitude 3

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 3

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target may call cleave once per day with any melee weapon except a pike.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 3. Additional characters must be present throughout.

Description

This enchantment is among one of the best-known Summer rituals. Along with Swift Leaping Hare, Hammer of Thunder and Strength of the Bull it provides a coven with the ability to select the right enchantment to enhance any band of warriors.

The Swan's Cruel Wing is also known as The Hungry Blade (or axe, or what-have-you), or The Dolorous Blow. It has several advantages over other enchantments of Summer because almost anyone can benefit from it; there is no requirement to have mastered a specific weapon to strike a devastating blow.

Common Elements

This ritual usually involves both the target and their armoury. A ritualist might trace matching runes on weapons and warrior, or might anoint them with a mixture of blood and oil. A toast is often drunk, especially when the ritual is performed on a band of warriors rather than a single target. Legendary warriors, especially those who fought and triumphed against great odds, are often invoked as are Paragons and Exemplars of warlike mien.

Any of the Summer runes might be evoked, but Tykonus, the rune of victory, is the most common. An evocation of The Stallion or The Oak may be appropriate with this ritual, as are evocations of horses, unicorns and dragons.

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Synod (Redirected from The Synod)

Redirect page

Imperial Synod

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The Syphon of Stars

Description

The Syphon of Stars is a very powerful ritual tool attuned to the raw power of magic itself. While some are crafted in the shape of a metal or glass orb they most often take the form of a chunk of irregular crystal shot through with strands of the magical materials, bound in tempest jade and dragonbone. Very occasionally, they are crafted in the form of great tomes bound in rare hides with their covers intricately decorated; twisted ceremonial staves or rods; or small portable monoliths of dark stone engraved with depictions of various constellations and runes, especially The Phoenix - the latter are sometimes called Phoenix Stones and are popular with Urizen and Freeborn magicians of an experimental nature.

The Syphon of Stars has four main purposes. First, it can be invaluable to a coven that wishes to perform a 'formulaic' ritual that some of its members have not mastered, allowing them to reach the threshold of lore required. This is often a costly endeavour, as those coven-members still perform the ritual without the benefit of mastery, meaning that it requires more crystal mana, but without the Syphon the ritual would often be impossible to perform.

In a similar vein, it allows a coven to spontaneously invoke a ritual that none of them have mastered, again with a commensurate cost in mana crystals, In emergencies, however, this extra flexibility can prove absolutely invaluable. For example, a coven of Summer magicians might draw on the Syphon to allow them to perform Renewed Strength of the New Day on their entire coven after receiving a potent curse, or a mixed coven might allow all their members to more readily benefit from a ritual such as Signs and Portents or Hearthfire Circle that takes effect only on those who contribute to the ritual.

Finally - and this use causes some cautious magicians to look askance at any coven that relies on it - is to allow magicians more flexibility in creating ritual effects 'on-the-fly' as it were. Experimental and theoretical magicians, especially those associated with the Unfettered Mind order, have used it to great effect when improvising magical effects. As they sometimes say, the Syphon of Stars is at its most powerful - and most valuable - when it applies its power to everyone and when better to get this benefit than when performing a ritual that nobody knows?

Rules

- Form: Paraphernalia. Takes the form of a piece of ritual paraphernalia.

- Effect: Once per day when the coven performs a ritual, all members of the coven who have not mastered that ritual gain an additional effective rank in the appropriate lore for purposes of performing that ritual, subject to the normal rules for effective skill.

- Materials: Crafting the Syphon of Stars requires eleven ingots of tempest jade, nine measures of dragonbone, five measures of ambergelt, five ingots of weltsilver, five measures of beggar's lye, five measures of iridescent gloaming, five ingots of orichalcum and five ingots of green iron. It takes one month to make one of these items.

Rules reminder

The normal rules mean that each contributor must posses at least one innate skill rank of the appropriate realm lore. The additional rank does not grant any additional mastered rituals, and a character's total effective rank can never be more than three times their innate skill (the number of ranks of the appropriate Realm Lore they have gained by spending experience points).

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The Three Pillars

Tune by Dave Lowry, lyrics by Dave Lowry and Claire Sheridan.

A meditation on the key concepts underpinning the Urizen.

The Three Pillars Ioseph & Nicassia of Phoenix Reach

We shape and we perceive, We hide and grow. The Realms move and concede; We move the flow. A word can break a wall, A rune a soul: We'll know and name them all, Make this world whole.

Chorus: These three pillars hold our nation, Stronger than mountains, clearer than a stream, Virtue carried to our horizon, These three pillars.

We document and own, We learn and grow: All knowledge can be known; It's ours to know. We reason and apply, We use with care, Our Spires touch the sky, Destiny’s there.

(Chorus)

So ever on we strive, Ambitions grow. Through Poise we show our Pride In what we know. Our work will strengthen all; We'll pass it on. Others will heed the call After we've gone.

(Chorus)

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The Three Refrains

Contents

- 1 Overview

- 2 The Refrains

- 3 History

- 4 In Play

- 5 Members

- 5.1 Irontide Kron

- 5.2 Tiny Dunning

- 5.3 Maritza i Ruiloba i Guerra

Overview

The Three Refrains is an old bardic sodality whose prominence has waxed and waned over the years. The group is based on a founding set of principles, the Three Refrains, from which it takes its name. Sworn to political neutrality, they are committed to an ethic of service, dedicated to aiding the people of the Empire. Bards have a traditional role in the Empire preserving important lore as well as music, poetry and dance of their nation, but members of the sodality are known for their interest in helping any citizen of the Empire regardless of nation. This has led people to assume that the sodality exists to spread knowledge, though in practice members prefer to focus on helping citizens find the knowledge they are seeking, rather than simply passing it on.

The Refrains

The Founders' Refrain expresses an ideal to preserve the rich cultural identity of each nation of the Empire. Despite the political neutrality of the sodality, members of the Three Refrains are often found in the company of egregores - with whom they share this common concern. The founders of the sodality believed it was important to maintain the distinct character of the artistic and musical traditions of the nations. They were happy for music to be shared - but wanted to ensure that each nation retained its own unique musical tradition - that each people remained conscious of which music, which songs, which dances were their own.

The Bards' Refrain aims to encourage musical performance, song and dance, a principle the sodality shares with bards across the Empire. In a land obsessed with politics and war, the claim is that bards are best placed to remind people of their essential humanity, encouraging them to take joy in their lives. The sodality see it as particularly important that there is music in every nation camp at Anvil during the summit, either by performing there themselves or more usually by working with bards and performers of the nation to encourage to encourage celebration and song.

The Heroes' Refrain is the most famous of the sodality's goals - to help the people of the Empire become heroes - to see them achieve great deeds and immortalize those actions for future generations. The most practical implication of this lofty aspiration is to help citizens who are seeking to achieve great deeds by providing them with encouragement and support. This is usually in the form of esoteric lore - for the sodality maintains a strong oral tradition of lore and will usually share this freely if they believe it will help the listener on the path to greatness. Members of the sodality will usually help people who are on a specific or in pursuit of a specific goal - but they have also been known to help those who have not yet found the path that will take them to glory. The sodality ultimately draws its roots from the Dawnish traditions of the Tests and members often have good links with the Earls of Dawn - working with them to help set challenging tests.

History

The first members of the Three Refrains were a group of five Dawnish troubadours who sought their own solution to the chaos and anarchy that followed Nicovar's madness. While the Senate bickered over the costs involved in attempting to rebuild the destroyed libraries, the minstrels claimed that Nicovar had done the Empire a favour. Under his rule, the Empire had become a thing of books and study, they had piled up great store houses of knowledge, but they had neglected to use the information they treasured. In searching to take the measure all things, to assess its worth and value they had lost the passion for life. They sought to create a Dawnish institution that would not just inspire nobles and yeomen alike to acts of greatness but would arm them with the knowledge they needed to achieve it.

The troubadours were popular with those they helped, but their habit of giving aid only where they felt it was warranted did not endear them to everyone. Powerful figures from Dawn and beyond sought them out, thinking that the troubadours might provide them with answers to troubling questions, but the group had little time for senators, generals, cardinals, grandmasters or archmages and even less for the politics of Anvil. After a very public spat with a prominent Dawnish earl, the Senator for Weirwater, in which they refused to give her the name of a herald who was troubling fisherman of the shores of Sandling, they swore an oath of neutrality - forgoing any involvement in the politics of the Empire in favour of helping the common citizens of every nation achieve glory.

The oath of neutrality was the true foundation of the sodality - as the troubadours tale slowly spread, it touched a chord with other kindred spirits. Bards from other nations sought them out. The first three were a Wintermark scop, a Highborn archivist and a Freeborn sutannir. Together they formulated the principles of their sodality - describing them as the three refrains. Over time they built up a network of friends and allies, bards and learned men and women in every nation who, even if they were not members of the group, were prepared to share information with them on the understanding that such lore would ultimately be used to help the Empire.

In the years since, the membership of the sodality has waxed and waned. At times it has ceased to exist altogether, only to be reborn again later when another bard discovers the tale and decides to take up the mantle.

In the chaos of recent times, following the death of Britta and her followers, the Three Refrains has been reformed. A handful of bards gathered to the cause and together they hope to restore the reputation and accomplishments of the sodality. Staying true to their roots, the members of the sodality have eschewed any involvement with the politics of the Empire, swearing an oath to take no office and serve no title. Instead, they plan to travel the Empire, encouraging music and performance and dispensing lore to those they believe will use it to achieve greatness.

In Play

Some members of the sodality are NPCs who are part of our player support team. These people work alongside the egregores encouraging people to perform music and entertainment in the appropriate style for each nation and to encourage the spread of information throughout the Empire. Rather than having a focus on their own nation - members of the sodality work with bards and performers from every nation. We want to encourage each nation to strive to maintain its own unique musical style, but characters of every nation can perform and enjoy any songs that are appropriate to the Empire setting, not just their own.

Members of the sodality will often try to help individual citizens who are seeking assistance with some challenging task or quest. If you are struggling to find a way to follow up a plot in the field at Anvil - if there is some great task you want to attempt but do not know how to get started - then a member of the sodality may help you. If they choose to help then will often consult with their fellow bards to ensure they provide the best possible assistance. One of the reasons that some of the members of the sodality are NPCs, is so that they can consult with the plot team to provide aid that may be useful in game. Usually aid will be in the form of information or advice that will help you get started on your quest - but do not expect too much - the sodality's role in game is to encourage and enable players to achieve things in game - not to do it for you.

Do not automatically assume that all members of the sodality will help you - they are characters and will need to be convinced to help you. In particular, the more important and powerful your character is, the less likely they are to have any interest in helping you. You should also expect to pay for any help you receive; their aid is not dear and the bards won't charge you if they can't help you but they will expect to be rewarded for their time and effort if they can help you. Many citizens take up the mantle of one of the Refrains during their lifetime. It can be a useful tool to convey the message that you are trying to work for a greater Imperial cause and that you wish to spread and support across the nations. They obviously retain their nationality in this and must continue to act under the influence of the egregore bonds. This can be done as simply as declaring oneself a member, after all knowledge and culture has no leader or constraints or talking to an existing member to discuss if this path is right for you.

The Anvil Library is a popular gathering spot for people looking to be involved in knowledge and culture and starting here could be a good place for those looking to for contact with Three Refrains members.

If you are a talented performer who is an active participant in the political game of Empire, then membership of this sodality is probably not for you, but we hope you will still take time to get to know the members of the sodality - part of their remit is to work with players across the game to encourage music and performance in every camp. Our NPCs are briefed to encourage players who are performing and to give them what support they can. Just because you can't be a member of the sodality, hopefully you will find the members are staunch allies and sources of useful information and support for bards across the game.

Members

Irontide Kron

Irontide Kron was an Orc born of his time perfectly, his parents, both liberated slaves, himself, born without ever feeling a shackle or collar, yet respectful of those who did. Unbeknownst to him, in the Sodality of the Three Refrains there was talk of whether truly all Imperial Voices were being heard, whether they could truly represent the Empire, without the voices of those who had only just been allowed to raise their own, only just been allowed to speak freely. It was a Cambion, of Dawnish birth, Simeon Dane, himself an Imperial Bard of the Hero’s Refrain, who set out to put the proof to this philosophy. He travelled with the Second Legion of Orcs, the Summer Storm, undergoing much hardship and suspicion, in his time he heard of a young Orc, one who inspired his fellows by words, despite not being a unit commander, a soldier of daring, yet a reflective soul. At first, after accepting the offer, Irontide Kron seemed a poor choice, his ebullience and enthusiasm had turned to sulleness, laconic words and a dour disdain for his human fellows, the curious nature of the Orc, and how solitary nature apart from their race diminished them seemed to have stifled such ideals that he once held.

It was only when a few of his erstwhile fellow pupils, one of which in earshot despaired of ever being able to inspire an Orc, after all, he remarked “They don’t come back”, that the change happened, Kron stood, straightened his back, and thundered forth, with calm, yet heartfelt words as to ‘how’ one inspired an Orc, as to -what- an Orc was, as to -how- One life could count as much as a hundred or more ill-spent….

It was only when he finished speaking, by all accounts for some forty minutes, that he saw the people around him, and realised that in his ‘lesson’ he was both tutor, and also pupil.

Dane smiled “You say you have one life, so make it count?”

Kron nodded brusquely.

“You have one life, Kron, so make it count”

To this day the Orcish bard has taken those words to heart, he struggles at times, with isolation, when walking alone amongst humans, some trappings of Empire cause him discomfort, and often he feels the need to return to his own ‘people’, to regain his confidence and demeanour, but at the same time, he walks without prejudice or shame, without a chip on a shoulder or an axe to grind. He seeks others, like himself, young future luminaries of the Empire, who could be -more-, and as Simeon Dane did to him, he seeks to not make them heroes, but to give them the tools to make -themselves- heroes.

Tiny Dunning

Bards in Wintermark (known as "scops") are responsible for giving "names" to people to mark significant events or achievements. Thus Bruin (pronounced "broon") Dunning is known universally as "Tiny". Indeed, if you ask for "Bruin", nobody will know who you mean. For many years, a wandering bard, going from hall to hall, and across other nations of the Empire. Tiny returned to Wintermark to help his sister following the death of her husband. Spending so long amongst other peoples has shown him the importance of the diversity of the nations of the Empire, and of using their various strengths to support each other. Never keen on written history, when his friend Stone told him of the Dawnish troubadores of the past, and their Three Refrains, Tiny was instantly drawn to the idea and became a keen participant. If you seek his help, expect a tale, or a song, but not a document. Nor will he be waiting around for you to write his words down. If that is the sort of help you wish, perhaps you should seek out a librarian..

Maritza i Ruiloba i Guerra

Better known as the Brass Coast Dagger Dancer, she was born into a large performing family and has dedicated her life to dance. She spends her time training and studying the dances of each of the ten nations. Her goal is to discover and teach the traditional styles for every nation. If you wish to see her dance, you better have something worthy of her attention to offer. If you want to learn to dance, however, the fee is much more modest. She is even available to create dances for you or your group. At this time Maritzas wanderings have taken her away from Anvil, we hope to see her again in the future.

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The Three Sisters

Contents

- 1 The Law

- 2 The Constellation

- 3 Symbology

- 4 Invoking the Three Sisters in Ritual

- 5 Tulpas of the Three Sisters

- 6 Alignment

The Law

Things Are Connected By Blood

The Constellation

The Three Sisters is probably the smallest constellation. A run of three bright stars just outside one edge of The Door they are comparatively close together and only appear above the horizon during the winter months through to mid spring.

There is some disagreement over the naming of the stars. In most of the Empire the stars that make up the Sisters are called Erigo, Riqueza and Guerra by Imperial astronomers, although there is a great deal of disagreement as to which one is which. Older texts refer to them as Suspire, Lachryma and Tenebrae.

Symbology

Sometimes known as the Three Sorrows, The Three Sisters stand for family and bloodline; kith and kin, belonging, being on the inside rather than the outside. Legend speaks of them being three sisters cursed to carry the sorrows of the world; each of them bearing a different part of the burden. Suspire, the youngest, carries the world’s sighs; Lachryma, the middle sister carries the world’s tears, and Tenebrae, the eldest, carries the darkness in the souls of people.

Knowing as they do all sorrows, it stands within their power in legend to grant surcease from sorrow by gifting it to another; though in the tale their gifts always carry a sting in the tale.

In Navarr, Wintermark and Varushka they are called the Three Mothers, rather than the Three Sisters.

Invoking the Three Sisters in Ritual

The Three Sisters stand for regret, for sorrow and for consequences; they are a popular choice for cursing with, bringing down the sorrows of the three sisters on an opponent is seen as less inherently dangerous than invoking the Wanderer or the Drowned Man. They can also stand for the ties that bind families, tribes and communities together; rituals to affect a specific bloodline or group may benefit from invoking their name.

Tulpas of the Three Sisters

Tulpas of the Sisters almost always take the form of one of the Three Sisters themselves; a veiled young woman sighing sorrowfully, a middle-aged woman weeping tears of blood or a night-veiled old woman silent and deadly. Beware Tenebrae.

Alignment

Coming too closely into alignment with the Sisters brings with it an overwhelming sense of sorrow, woe and regret. Bleak, black depression can fall on the ritualist and be hard to shift; others fall to weeping and woe.

Constellations

The Chain
(Things hold together)

The Chalice
(Things heal; things apart come together)

The Claw
(Things bleed)

The Door
(Things move and change)

The Drowned Man
(Things end)

The Fountain
(Things live)

The Great Wyrm
(Things change and transform)

The Key
(Things are revealed)

The Lock
(Things can be hidden)

The Mountain
(Things are not easy)

The Oak
(Things endure)

The Phoenix
(Things learn)

The Spider
(Things are watched by a hidden eye)

The Stallion
(Things procreate)

The Stork
(Things matter)

The Web
(Things are connected)

The Three Sisters (Things are connected by blood)

The Wanderer
(Things are not what you think or Things go awry)

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The Thrice-cursed Court

Contents

- 1 Eternal of Winter

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

- 2 Tharim

- 3 Skathe

- 4 Surut

Eternal of Winter

Sobriquets

Most commonly, the Court are called "The Three" or sometimes "The Bound."

Individually, the three known members of the Thrice-cursed Court are Tharim, Skathe and Surut.

Appearance

The Thrice-cursed court are rarely encountered individually - when they are found alone it is usually because they are conspiring in some way against the other two.

Servitors of the Thrice-cursed Court are often tormented and tortured, flesh mortified or scarred, and are usually in constant pain. Even their favoured courtiers are broken or twisted in some fashion, either in body or mind.

Concerns

As a whole, the Thrice-cursed Court strongly exemplify the ideas that power comes at a price, and that spite and malice can be dangerous forces. They deal in curses more than any other eternal, crafting specific curses for angry sorcerers and helping petitioners to lay curses over those they hate.

More than many other eternals, the Thrice-cursed consider themselves bound by their word. While they may seek to frame agreements in such a way as to place the other party at a disadvantage, once the agreement is struck they stick to the word and the spirit. Woe betide someone who does not keep to their side of the agreement - the Thrice-cursed view treachery as an unforgivable act that can only be repaid by a lifetime of suffering and torture.

The Thrice-cursed generally hate beauty and purity. They are suspicious of anyone who appears to have no personal agenda, and expect everyone to be as conniving, ruthless and ambitious as they are. They are known to actively oppose unselfish, altruistic people and groups preferring that everyone looks after themselves and the people who 'belong' to them.

According to stories, the Thrice-cursed Court are themselves accursed. Each labours under a powerful malediction that twists their body and mind. Scholars agree that the Court wish to share their curses with others. It is believed that if enough people simultaneously share the curse of one of the Thrice-cursed then that eternal is freed from the curse and restored to their 'true power' - whatever that might be. The Thrice-cursed themselves have often claimed to have once been Summer eternals until they ran afoul of a dark curse. Some scholars say this is impossible, and warn that more than many other eternals the Thrice-cursed Court lie about their history and their motivations.

There are also stories that Sorin was once part of the Thrice-cursed Court. According to these rumours, Sorin was cursed with an unsatable hunger but managed to escape the curse, and the Court, by passing his curse onto the draughir lineage. Modern scholars point out that this is actually nothing more than anti-draughir propaganda, and makes no sense. Sorin himself refuses to comment on it, and the Thrice-cursed Court give inconsistent replies when questioned about it.

Nobody really agrees on who cursed the Thrice-cursed Court. They have appeared in their current forms since they were first encountered by the Dawnish enchanter Mellisande de Cullwich a century before the formation of the Empire. There is some evidence that they have been known in other parts of the world much longer than this,especially in the Sarcophan Delves.

Boons

The Thrice-cursed Court are experts at the creation of curses and magically binding oaths. They can place such themselves, or empower those who wish to do so. Oaths bound by the Thrice-cursed Court usually bring down awful retribution on those who break them.

They can also offer power, especially magical power, to those who bargain with them. The price for such boons is usually that the bargainer take on a fraction of one of the Thrice-cursed's maledictions. So someone who bargains with Tharim may find it difficult to move quickly or with surety; someone who bargains with Surut is likely to experience constant pain and burning wounds, while someone who bargains with Skathe may find themselves becoming twisted, hateful and ugly in the eyes of others.

In the past they have been shown to be eager to help in the creation of winter regio, although the prices they demand are usually very steep and the regio themselves tend to be tainted with the curses of the Court.

They are said to be able to destroy anything that is brought before them, and to be able to kill anything that has ever been alive. Between the cruel intellect of Tharim, the malicious knowledge of Skathe and the irresistible strength of Surut it is said that nothing can resist their efforts to bring it to its ending. They are known to take great pleasure in destroying beautiful or precious things, and one of the few boons they will offer for free is the absolute destruction of something irreplaceable.

The Court are considered relatively easy to manipulate, as long as one is cautious of their fractured personalities. They are known to be especially jealous of other Winter eternals, and seem to take great glee in thwarting them and rewarding those who steal from or confound their eternal peers.

Tharim

The Bound King

Appearance: The Bound King is a pale, corpse-like humanoid with inhuman features wearing fine blue robes and a tarnished silver crown. Tharim is usually seated, and is always wrapped in chains. He is immobile - he can speak, and turn his head a little, and can move the fingers of one hand a little, but that is all.

Concerns: Like all the Thrice-cursed, Tharim is believed to desire freedom from his curse. He is described as being arrogant beyond belief, and utterly cold-blooded. He can demand unspeakable acts with icy detachment, and even his fury is cold and measured. According to some scholars, Tharim's true curse is that he has no empathy for other creatures - it is his heart that is bound, not his body.

While he is immobile he is not without power. He can speak words of such cold clarity that they drive those who hear them to their knees, as well as paralyse or cause unspeakable agony. While he cannot move personally he is said to be able to travel magically between thrones in many places, solely through the effort of his cold will.

Tharim makes little effort to disguise the contempt he feels for the other member of the Thrice-cursed Court.

Boons: In addition to the boons offered by the Court as a whole, Tharim can offer physical endurance and fortitude to bargainers, but as with the ritual Pallid Flesh of the Dead King, such physical strength usually comes with additional weakness. The Bound King is also said to be an expert in binding and constraining supernatural creatures such as sovereigns.

Skathe

The Hag Queen

Appearance: The Hag Queen is a monstrous, corpse-like humanoid with inhuman features. She wears tattered finery and wields a sceptre-like rod. She is very ugly indeed, and the nature of her curse means that her appearance changes constantly. Even more than her outer appearance, she is spiritually ugly - she is malicious, hateful, spiteful, envious and unnecessarily cruel.

Concerns: Like all the Thrice-cursed, Skathe is believed to desire freedom from her curse. She is described as manipulative, deceptive and wicked, and more than any of the others she despises beauty and purity. She cannot resist malicious behaviour, and sometimes undermines her own plans with her drive to exact petty revenge on those she dislikes. According to some scholars, Skathe's true curse is that her outer form reflects her soul - that were she able abandon her malice and spite she would be revealed as a great beauty.

Skathe carefully conceals the contempt she feels for the other member so the Thrice-cursed Court, and often plays Tharim and Surut against one another.

Boons: In addition to the boons offered by the Court as a whole, Skathe offers enchanted items as gifts. These gifts almost always involve a double-edged curse of some sort - for example she once gifted a League magician with a mirror that helped him to spy on his rivals but which slowly drove him mad by encouraging him to dwell on the inevitable advance of old age and death.

Skathe is also the magician of the Court, and knows horrible rituals and dark spells that delve into the darkest parts of the Winter realm. She is known to be extremely jealous of Wise Rangara and often demands that a petitioner steal something from that eternal before she will offer her own magical assistance.

Surut

The Charred Prince, The Ashen Knight, The Burnt Steward

Appearance: Surut is a warrior in heavy armour, usually with a two-handed sword or axe. He is hideously scarred, burnt from head to foot. Sections of his skin are missing, and he appears to be in constant pain. As with Skathe his appearance shifts over time, as new injuries appear. Likewise his armour varies from encounter to encounter - most often in recent times he appears as a Marcher steward.

Concerns: Like all the Thrice-cursed, Surut is believed to desire freedom from his curse. He is described as consumed with anger, hateful of those with whole bodies and souls, and bloodthirsty in the extreme. He is likely to suggest frontal-assaults against anything that gets in his way, and encourages both warriors and politicians alike to be utterly ruthless in pursuit of their goals.

Despite generally being given a lower station that Tharim or Skathe, Surut seems to hold equal rank within the Court while at the same time choosing to act as their strong arm and enforcer. The Charred Prince seems the most conflicted of the Court, sometimes descending into maudlin self-pity. It is in such moods that he is at his most dangerous - while he may agree to deals he might otherwise dismiss, his mood may shift to bloodthirsty slaughter at a moment's notice.

Boons: In addition to the boons offered by the Court as a whole, Surut can offer martial prowess and sometimes loans one of his enchanted weapons or suits of armour to a bargainer. He is also known to possess a box into which he can seal another person's empathy and conscience for a time, which he tends to view as a boon rather than the horrible curse it generally proves to be.

According to some scholars, Surut can wield or offer deadly powers of unleashed destruction against fortifications and even enemy armies but rarely chooses to do so. On at least one occasion, stories tell of Surut providing aid to the cabalists of a beleaguered vale; they gained the power to burn undead husks to ashes with their staves, but at the cost of permanent burning wounds.

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The Throne addresses the Empire

The Throne announces, through her power of Voice of the Empire, that she shall address the citizens of the Empire following the spring solstice summit of 381YE.

Announced by Empress Lisabetta

Overview

- The Throne has announced their intent to use their power to Address the Empire

Date

- Spring 381YE

Progress

- The Empress made an address following the spring solstice summit of 381YE.

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The Tomb

The tomb is a throne, a location used in dramaturgy that represents both a setting and a Realm of magic.

Realm: Winter.

Setting: The Tomb may be an actual tomb or mausoleum, or it may be a graveyard or even a battlefield after a battle. Rituals that take place in the tomb can be mournful tragedies, chilling ghost stories or dark morality tales, but usually have a sinister undertone. The Tomb may also be represented by the Gate or the Door - a transitional point between one place and another where conspirators meet, or where characters are separated from each other or from the things they desire by the final closing of a door.

Characters: The Doctor and The Prince are strong characters in this setting; they wield authority and deal with questions of life and death. The Doctor sometimes becomes a gravedigger in this scene, while the Prince may be re-imagined as a ghost, or sometimes even an Eternal.

Magical Style: This is often a location where someone is cursed, doomed or condemned for their actions. It is a place where things come to their conclusions, and it is a place where promises and oaths are made, especially between conspirators or in the name of a dead person.

Rituals that create curses, that inflict weakness or venom, or that deal with fear and dread are often enacted here. Any ritual that invokes themes of the past, or of wisdom, may also benefit from being set in the tomb. The most obvious use for the tomb location is in rituals that deal directly with the dead such as Whispers through the Black Gate.

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The Tribunal

Contents

- 1 Summary

- 2 History

- 3 Structure

- 4 Legacy

Summary

The Tribunal of the Orthodox to Ensure the Integrity of the Way is more commonly referred to as just "The Tribunal" and is one of the earliest recorded Imperial sodalities with a cross national interest in orthodox theology.

History

According to what recollections remain, The Tribunal of the Orthodox to Ensure the Integrity of the Way was founded between the Revelation and the First Empress. Initially, the Tribunal consisted entirely of Highborn priests and theologians. It was set up as a response to increasing exposure of The Way of Virtue to foreigners and their philosophies, such as the Navarr Great Dance and Urizen Net of the Heavens, and how the Way of Virtue might inform, and be informed, by these beliefs.

Following the foundation of the Empire, and at the request of the First Empress, the Tribunal opened its membership to philosophers and theologians from other nations, and in so doing became one of the earliest recorded sodalities. During this time, there were several changes to the Doctrines of the Faith as the Tribunal and the Synod refined their understanding of the Labyrinth of Ages and the Paths of Virtue. Precise details of these changes have been lost over the past four centuries.

During the reign of the Empress Richilde, the Tribunal had a complex - and frequently antagonistic - relationship with Abraxus, which soured over time following repeated condemnations in the Synod that were encouraged and supported by Tribunal members.

The height of the Tribunal's power and status came during the reign of the Empress Teleri, where they - along with the Synod - enjoyed extensive latitude and members of the sodality were granted multiple sinecures, ministries and Imperial Titles. This is also believed to have been the start of the Tribunal's downfall as it continued to move from theological and philosophical society to being an orthodox political party. According to stories, the rot started to set in during the Interregnum where the Tribunal sought to retain the theocratic direction of the Empire.

After ascending to the Throne, Empress Varkula's reforms included seeking to curb the excesses of the Tribunal. The leader of the Tribunal at the time, Archimandrite Grigori, opposed the Empress vigorously. The tension between the Throne and the Tribunal escalated to the point of Archimandrite Grigory exhorting the Synod to excommunicate the Throne, and, at the Empress Varkula's request, the Senate outlawed the Tribunal as a sodality and attempted to have their sinecures and titles abrogated. Allegedly, members of the Tribunal were responsible for at least one of the attempts on the Empress Varkula's life.

During the reign of the Emperor Frederick, there was an attempt to reconcile the Tribunal and attempt to get back to its original purpose as a cross-national body for theological and philosophical consideration. However, whilst the Senate's prohibition was lifted, the initiative failed to gain the momentum and popularity that it had once enjoyed, and was formally discontinued in the reign of the Emperor Frederick, around 200 years after its inception.

Structure

When it was recognised and active, the Tribunal operated a senior council comprising three Archimandrites who co-ordinated members who titled themselves as Judges. These were, for the most part, informal titles granted within the sodality, though some were given the status of Imperial Titles during the reign of Empress Teleri and the following Interregnum.

Legacy

The Tribunal of the Orthodox to Ensure the Integrity of the Way has a notable legacy that includes:

- Being one of the oldest Imperial sodalities on record, but also one that was outlawed by the Senate for a time

- Having been involved with several changes in theological understanding and the shaping of the Doctrines of the Faith

There are some who believe that, during their heyday, the Tribunal possessed a wealth of theological texts, relics and other similar items of interest. However, these were either destroyed during the Tribunal's conflicts with the Empress Varkula, or were otherwise concealed and remain so to this day.

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The Twilight Masquerade

Contents

- 1 Rules

- 1.1 Night Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual allows the creation of a magical disguise. The disguise is partly due to physical change and partly due to glamour and illusion; it persists until the enchantment expires or is removed; you cannot alter your appearance again without further use of magic.

- A human target of this ritual can create a disguise that allows them to add, change, increase, reduce or remove their lineage.

- An orc target may create a disguise that changes their orc phys-rep; they remain recognisable as an orc although they may appear to be a different orc.

In all cases the normal rules for disguises apply, with the obvious exception that this magical means of disguising yourself allows you to alter your lineage (but not species). As always, the disguise is only as effective as you can physically make it. This ritual will not allow you to break the rules for trappings (or in the case of orcs, phys-rep) you cannot combine trappings from more than one lineage, for example, nor create additional trappings 'on the-fly'. If you are a cambion who wishes to disguise themselves as a naga you will need to remove all cambion trappings before you create new naga trappings.

The target often experiences mild versions of the roleplaying effects associated with the assumed lineage (if any), and any roleplaying effects due to their actual lineage (if any) are lessened in intensity for the duration.

The disguise may take a little while to complete (the time it takes you to apply the prosthetics and make-up).

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

Additional targets can be effected by the ritual provided they are all humans or all orcs. Each target is transformed in the same way although the details of the transformation may differ (so a group of humans could all be given a disguise as naga, but could not be disguised as a mix of naga and cambion). Each additional target increases the magnitude of the ritual by 5.

Description

This ritual effects a magical transformation, a combination of physical changes and subtle glamour that works to convince onlookers not to look too closely. This magic will not defeat attentive observation, but on casual observation onlookers will not question the new appearance. (OOC: Someone who challenges your disguise has pushed beyond the glamour effect, and recognized your character).

As with mundane disguise, this ritual is used for all sorts of purposes, both legitimate and seamy. It might be used in espionage, or to conceal a fugitive; it might be performed for artistic reasons, or to create a challenging costume for a play or celebration. It is sometimes used by those interested in experiencing life as a different lineage, or seeking freedom from the prejudices of others for a time. The ritual has a reasonably long duration, and if it is performed regularly a specific appearance can be maintained for a long period of time.

When used for transitory effects, the targets often arrange for a second ritual to be cast on them at a later date; the underpinnings of magic mean that once the enchantment is removed, the disguise will quickly fall away - even a simple ritual such as Tenacity of Jotra is sufficient to bring the Twilight Masquerade to an end.

Both humans suspicious of various lineages, and the lineaged themselves, may react unpredictably when they discover this ritual has been used. A human who discovers that someone is secretly a member of a despised lineage is likely to react badly, as is someone who discovers that a supposed ally is not even lineaged at all.

On occasion, the hearth magic of mirrors will penetrate this disguise; it is usually a good idea to avoid locations with many mirrors if the disguise is to persist.

Common Elements

Masks are the most common element of this ritual - especially a magical Mask of the Mountebank which not only empowers the performance of the ritual but allows additional option to use iridescent gloaming in place of crystal mana. In some caes, mirrors may also be used, sometimes with sleight of hand to quickly change who or what the mirror is reflecting in an attempt to create a resonance for falsehood. In other cases, the image of the target is 'trapped' in a mirror by the ritualists, allowing them to change their appearance freely. Drawings of the target are used in a similar way a quick sketch of the target can be modified with new trappings, or removed trappings, to sketch out the desired transformation. A Marcher ritual might involve the use and modification of carefully constructed poppets pinned with scraps to suggest the transformation required.

Butterflies and frogs, their images or materials that come from them are another common element, and the ritual often involves the targets changing clothes as they change their identity (especially when performed by Freeborn or Dawnish ritualists. An Imperial orc ritual may involve an invocation to a specific ancestor whose appearance the target orc wishes to adopt or use as a model. A Navarr ritual by contrast is likely to involve a little blood from a living character of the appropriate lineage (or lack thereof), preferably one of the ritualists. Finally, symbols of the Realm associated with a new lineage disguise might be appropriate.

The rune of transformation Wyr is often used with this ritual, as are scenes involving mistaken or false identity, or evocations of the sphinx, manticore or even the wicked, shapeshifting mora.

The main body of the theatre would be noisy; people pushing to find their seats, last minute trips for refreshments or ablutions, speculation on the show, comments on clothing and standing - the common rhythm of excitement usual to a night of sophisticated entertainment. But it was quiet back here in his dressing room, he insisted on it. It was part of his process.

Bruno de Tassato, the man of a thousand masks, sat looking into his mirror. A very fine quality mirror it was too, weltsilver backing, and buffed to a high sheen (that wasn't part of the process, just part of his generally fastidious nature.) He stared at his reflection, the glistening scales, the dark eyes, the hint of a fang resting on his lower lip. His reflection regarded him in return, drinking in the details of the figure seated before it. This was the beginning of the process.

Slowly and carefully he stood and began to face the wall of his dressing room, where hundreds of masks (not quite a thousand, not yet) hung on the wall. And such masks! Leering whole-face jesters, velvet slips that barely covered the area around the eyes, faces of alabaster perfection, faces bisected or with playfully elongated features. A seemingly infinite variety, but which would be his tonight? He let his hands glide over them one by one, drinking in their textures and forms. Who would be his dance partner for this evening's performance?

Eventually he settled on an ornate affair, beaded with seed-pearls, but its beauty marred by a diagonal scar which cracked the gilded surface, rendering it ugly and menacing. Oh, yes, most fitting for the role of the Horned Prince. Even as he slipped it on, he felt the arrogant and scheming character begin to well up inside him like a mouthful of bitter wine. The ritual itself was almost the least important part of the process, almost an afterthought, but an important one. Lessers might make do with greasepaint and props, but not Bruno de Tassato, the man of a thousand masks!

...

The performance was a roaring success. The troupe were masterful, but as always Bruno had been the star of the show. With his dagger horns and iron talons, he'd lived the role of the Horned prince, practically oozing ambition and connivance from his pores. As usual, the reclusive actor had fled back to his dressing room after the performance was done, but this time it seemed something was wrong. A stagehand, sent to deliver some of the more tasteful gifts from the audience found him wandering his room, his face slack and eyes lustreless. He fumbled with the masks, spilling faces in every direction, his voice a dull monotone.

"Where is my face? Where is my face? I took this mask off, but I cannot find my own face..."

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The Unquiet Grave

The Unquiet Grave - adapted for Empire, based on the traditional song as performed by Kate Rusby.

http://www.youtube.com/watch?v=wQgiebndmbc&feature=youtube_gdata_player

How pleasant is the wind tonight I feel some drops of rain I never had but one true love And far off he lies slain As I lay dreaming in my bed I heard my true love speak My bones are lying far from home And there I cannot sleep

When all the fighting it was done  They laid me with the dead To  rest uneasy in the poor soil,  Cold in my stony bed Oh come to me my dearest dear Come swiftly and alone For you alone my soul can save For you can bring me home

For twelve long months the land I roamed Until the field I found Where they had laid my true love's bones In stony barren ground I had no box to bear his bones No coffer made of stone But linen for a winding sheet To carry my love home

Oh, pleasant is the wind tonight And sound my sleep shall be But my love sleeps the best of all Beneath the apple trees

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The Vagabond Wyrm

Description

The Vagabond Wyrm, a more powerful version of The Flickering Flame, draws upon the Realm of Night to empower a coven with additional capacity for performing rituals, tugging upon the bonds created between members of the coven.

Covenstones can be crafted in a great variety of different forms but are usually large enough to form a decent centre-piece for a ritual. Regardless of the precise form it takes, a coven that uses one is careful to ensure that it plays a central role in their ceremonies. A covenstone is a potent representation of the bonds that tie a coven together and the power that their oaths allow them to wield. They are usually bespoke and thus depict runes and motifs that are relevant to the coven for which they were made.

Rules

- Form: Paraphernalia. Takes the form of a piece of ritual paraphernalia.

- Effect: Twice per day the coven may perform a Night ritual that does not count towards their daily limit of rituals performed.

- Materials: Crafting the vagabond wyrm requires seven measures of beggar's lye, seven ingots of tempest jade, nine measures of ambergelt, five measures of dragonbone and fifteen measures of iridescent gloaming. It takes one month to make one of these items.

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The Vigour of Youth

Contents

- 1 Rules

- 1.1 Summer Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains two additional ranks of fortitude, and is under a roleplaying effect: you feel vigorous and potent, as if you were at the height of your physical peak.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 4. Additional characters must be present throughout.

Description

Unlike Tenacity of Jotra, this ritual provides a significant boost to a warrior's ability to survive serious wounds, and remains potent for several months. While it is at its most effective when it enhances the constitution of an individual who is already quite tenacious, it is still quite powerful regardless of target. Even when cast on someone of unremarkable constitution, it doubles the amount of time it takes someone to die from their wounds.

Common Elements

As with many enchantment rituals, common elements include the consumption of wholesome food and drink (especially mead or beer) and the use of tokens and gifts such as favours. The rune Jotra is often used, painted onto the skin especially the skin of the chest or belly. Likewise an evocation of The Stallion or The Oak may be appropriate with this ritual, as are evocations of horses, boars, bears and other animals famed for their bodily fortitude.

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The Virtues

The Seven Paths of Virtue illuminated by Paragons and Exemplars across history are:

- Ambition

- Courage

- Loyalty

- Pride

- Prosperity

- Vigilance

- Wisdom

Each Virtue is, by itself, regarded as a Path through the Labyrinth of Ages.

Collectively, the Paths are known as The Way of Virtue.

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The Walker of the Snow

THE WALKER OF THE SNOW

SPEED on, speed on, good master! ... The camp lies far away; We must cross the haunted valley Before the close of day.

How the snow-blight came upon me I will tell you as we go, — The blight of the Shadow-hunter, Who walks the midnight snow.

To the cold December heaven Came the pale moon and the stars, As the yellow sun was sinking Behind the purple bars.

The snow was deeply drifted Upon the ridges drear, That lay for miles around me And the camp from which we steer.

'Twas silent on the hillside, And by the solemn wood No sound of life or motion To break the solitude,

Save the wailing of the moose-bird With a plaintive note and low, And the skating of the red leaf Upon the frozen snow.

And said I,—" Though dark is falling, And far the camp must be, - Yet my heart it would be lightsome, If I had but company.

And then I sang and shouted, Keeping measure as I sped, To the harp twang of the snow-shoe As it sprang beneath my tread;

Not far into the valley Had I dipped upon my way, When a dusky figure joined me, In a capuchon of gray,

Bending upon the snow-shoes, With a long and limber stride; And I hailed the dusky stranger, As we travelled side by side.

But no token of communion Gave he by word or look, And the fear chill fell upon me At the crossing of the brook.

For I saw by the sickly moonlight, As I followed, bending low, That the walking of the stranger Left no footmarks on the snow.

Then the fear-chill gathered o'er me, Like a shroud around me cast, As I sank upon, the snowdrift Where the Shadow-hunter passed.

And the otter-trappers found me, Before the break of day, With my dark hair blanched and whitened As the snow in which I lay.

But they spoke not as they raised me; For they knew that in the night I had seen the Shadow-hunter, And had withered in his blight.

Mother Varushka speed us ! The sun is falling low, — Before us lies the valley Of the Walker of the Snow

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The Walls of Terunael

Adapted from "The Shores of Old Blighty" by Graeme Miles (public domain)

Lyrics and Melody adapted by Ian Thomas. (link to come)

Chorus The walls of Terunael we've left behind The brightest of cities are broken and grey As we walk an endless road how will we find All that was stolen away, Liaven All that was stolen away?

Verse 1 The city is joyous, the bell tower peals A festival spirit, a respite from woes Our vates call down power to the crops in the fields But the only crop here is for crows, Liaven The only crop here is for crows.

As the walls start to crumble, there's no cause for dread Our army's unbeaten, our magic's still strong But then out from the palace black thorns start to spread And our strength and our courage is gone, Liaven Our strength and our courage is gone.

Chorus

Verse 2 Just a handful of warriors escape the Vallorn We've made it much further than our dead would have dreamed, They lie in piles broken by the vines and the thorns When this morning how lively they seemed, Liaven, This morning how lively they seemed.

The forests they offer the comfort of night We huddle together, our tears mourn the dead Navarr she stands up; says she won't lose this fight And the oaths on her skin are marked red, Liaven The oaths on her skin are marked red

Chorus

Verse 3 We set our feet forward and shoulder our loads Walk spirals unending through lands far away We bind our disaster in chains made from roads And our journeying keeps it at bay, Liaven Our journeying keeps it at bay.

A people in exile, a travelling tribe We wander with purpose, our course is well laid One Empire is lost but its spirit survives And we'll cherish this new one we've made, Liaven We'll cherish this new one we've made.

Alt Chorus x2 And the walls of Terunael we've left behind The brightest of cities are broken and grey As we walk an endless road we'll keep in mind All that was stolen away, Liaven All that was stolen away.

by Ebb Summercrow, 377 YE

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The Wanderer

Contents

- 1 The Law

- 2 The Constellation

- 3 Symbolism

- 4 Invoking the Wanderer in Ritual

- 5 Alignment

The Law

There is a great deal of discussion about what precisely this star represents. The most common interpretation is Things Are Not What You Think, but older texts refer to the law of the Wander as Things Go Awry.

The Constellation

The Wanderer is a reddish star that appears to migrate across the night sky, most recently passing beneath and through the legs of The Stallion during the course of the summer months.

In constellation symbology it is usually depicted either as an octopus with short arms, or some kind of eye with many writhing limbs. The reason for this depiction is unclear but it dates to the oldest depictions of the constellations.

It most recently passed beneath and through the legs of the Stallion during the summer months.

Symbolism

Less a constellation than single bright point of light that wanders seemingly unpredictably across the sky, almost every culture has its own name for this star. In Wintermark they call it the Kraken Eye; in Varushka Flame-in-the-Dark and in the League it is the Red Dancer. Dawn calls it the Hand of Alderei; in the Marches they say it is the Bloody Crown. In Navarr it is See-Me-Not; the Brass Coast call it The Octopus. The Imperial orcs call it Outcast; only in Highguard and Urizen is there any agreement; both call it, simply, The Wanderer.

The Wanderer is an ominous star. Many astronomancers predicted a period of instability in the Empire when the star made a close approach to the Stallion; views proven all too true when news of the Empress' death arrived. It stands for fate, chance, disaster and change; to follow the Wanderer is to be in a place without maps. In Varushka they say following the Wanderer will lead you into the country of the bats; you should not tarry there.

While it is generally seen as an ill-omened star, the change it brings and the fates it reveals are not always negative - even if they seem so at first.But make of it what you will - where it passes, the status quo is upturned and thrown down for good or for ill.

There is a secondary association of the Wanderer; during interregnums, the Wanderer is seen as the star representative of the Empress-to-be. Fate calls an Empress to stand; perhaps Fate puts trials in their way too.

The most well-known depiction of the Wanderer is over the arch of Sentinel Gate, which stands today at Anvil since it was transported there when the Urizen joined the Empire. It is the mechanism whereby the Empire sends its heroes to fight in pivotal engagements during the Solstices and Equinoxes, and has a number of poorly understood magical powers. The presence of the Wanderer in such an important location, on such a vital item, occasions a great deal of debate among astronomantic scholars.

Invoking the Wanderer in Ritual

A dangerous game not for the faint of heart. The Wanderer is, like the Great Wyrm, a powerful change agent; but where the Wyrm transforms, the Wanderer tears down and rebuilds. It can also stand for destiny - inexorable fate, the kind that cannot be escaped no matter how much you struggle.

Invoking the Wanderer also gives a ritual Imperial connotations; other astronomancers will watch such rites carefully for clues and signs of Imperial ambition.

Alignment

Alignment with the Wanderer is universally reported to be an unpleasant experience. The cold, rolling inexorability of fate leaves the ritualist shivering and bleak; some have reported watching the red star roll beneath them, until a great, milky eye opened and regarded them, bringing to them a full and terrifying understanding of their own insignificance in the universe.

It is not uncommon for ritualists who invoke the Wanderer to run mad shortly thereafter. The Spire of Twisting Shadows in Urizen is a common destination for such damaged individuals, where they can be cared for quietly. Few return.

Constellations

The Chain
(Things hold together)

The Chalice
(Things heal; things apart come together)

The Claw
(Things bleed)

The Door
(Things move and change)

The Drowned Man
(Things end)

The Fountain
(Things live)

The Great Wyrm
(Things change and transform)

The Key
(Things are revealed)

The Lock
(Things can be hidden)

The Mountain
(Things are not easy)

The Oak
(Things endure)

The Phoenix
(Things learn)

The Spider
(Things are watched by a hidden eye)

The Stallion
(Things procreate)

The Stork
(Things matter)

The Web
(Things are connected)

The Three Sisters
(Things are connected by blood)

The Wanderer (Things are not what you think or Things go awry)

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The Way and the non-human

The Way and the Non-human

Pure Liao has an equal effect on all adult humans, including those of Lineage descent. However, it has no particular effect on Orcs or, it is assumed, any other non-human species. This is understood to mean that the non-humans have no 'past lives' and thus supports the Doctrine of Reincarnation’s claim that only human spirits traverse the Labyrinth of Ages.

Opinions are divided as to what this means for the non-human. Some maintain that they are incapable of following The Way because of their natures. Others maintain that, even if they do not reincarnate, they should still be encouraged to follow the example of the Paragons and Exemplars.

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The Spider and The Web (Redirected from The Web)

Contents

- 1 The Spider

- 1.1 The Law

- 1.2 The Constellation

- 1.3 Symbolism

- 1.4 Invoking The Spider in magic

- 1.5 Tulpas of The Spider

- 1.6 Alignment

- 2 The Web

- 2.1 The Law

- 2.2 The Constellation

- 2.3 Symbology

- 2.4 Invoking the web in magic

- 2.5 Tulpas of the Web

- 2.6 Alignment

The Spider

The Law

Things are watched by a hidden eye.

The Constellation

The Spider is a small cluster of five stars just off the fourth star in the spiral of The Web. It appears to have two ‘arms’ reaching out towards The Web whilst a small triangular ‘body’ points outwards.

Symbolism

The Spider stands off from the web; quick to react to events in it but separate from it. It represents unknown forces; those that watch the affairs of the world and interfere when they see fit. The Spider stands for things outside the Empire sphere of influence; internals, foreigners, magical powers, great mysteries, those things that stand beyond the Ken of mortal being.

The Spider also represents the manipulator; he who places his thumb upon the scales of fate.

Invoking The Spider in magic

invoking The Spider can be a dangerous business for ritualists since the constellation is often seen to represent the Eternals. Varushka ritualists often use The Spider to represent the doings of sovereigns in their magic. The Spider, though, can be used to represent any hidden hand or unseen force; whether to steer it or to ward against it.

Tulpas of The Spider

the thought forms of The Spider never appear the same way twice. Whether it be the sinister man in black in the corner of the Tavern, the pale skinned and hairless fellow traveller on the lonely mountain road or the mysterious rustling in the undergrowth keeping pace with you through the forest the agents of The Spider are many and varied. One that is a friend to you today may be a foe to you tomorrow; or may draw you into schemes that you wish you had never heard of.

Alignment

Ritualists who invoke The Spider report that it leaves behind a sense of great clarity and detachment as if the affairs of humanity were watched from the other side of the sheet of glass from a very long way away ritualists may be detached distant and emotional dispassionate and cold after invoking The Spider in ritual.

The Web

The Law

Things are connected

The Constellation

The Web is found almost directly opposite The Phoenix with The Chain equidistant between them. It spirals inwards with an almost direct line between its first two stars that can be extended out to find the apex of The Oak. There are, in fact, nine stars in this constellation, however the center star is somewhat faint and easily obscured on a less than clear night.

Symbology

the Web or the Net of the Heavens as Urizen would have it represents the interconnectedness of all things. Urizen astronomancers have a saying which stems from this constellation; "the world is full of secret knots". The failure to close a deal between two grain merchants in a League city can mean that hundreds of miles away a family in The Brass Coast starve and in the Marches an honest farmer cannot sell his produce. Every action has consequences both obvious and subtle; both seen and unforeseen.

The web also stands for the powers of coincidence and synchronicity; the tendency of things to go right or be in the right place at the right time through apparent chance. The foolish or superstitious may call this luck; the wise understand that there is no such thing and that somewhere, someone has done something to turn circumstances the way they have turned out.

Invoking the web in magic

The web is frequently invoked in day rituals; to see the whole of the web is to understand the interrelationship between all of the components in your ritual, how they affect each other and how they affect you. It has many uses is crying magic and divination but also has strong associations with sympathetic magic playing on the aspects of synchronicity and interconnectedness. Some of the most esoteric of the Astronomancers of Urizen who study the web say “Synchronicity is it’s servant”; creating long, complex chains of action and reaction started by the smallest impetus and relying on luck, chance and “being in the right place at the right time” all evoke the Web.

Tulpas of the Web

Tulpa is of the web are curious creatures. Often times they will appear as perfectly normal men and women, sometimes even as orcs. They speak little if at all, and usually position themselves in the right place at the right time to give circumstances the tiny nudge they need. The cloaked and hooded person who steps out into the street and spooks the horse of the dray master, causing it to rear and shed its load blocking the road and stopping the pursuing magistrate from catching the running figure is in all likelihood Tulpa of the web.

Alignment

Ritualists who embrace the web speak of the sense of interconnectedness; of being the part of a great network of consciousness and of living things. Someone who approaches this unprepared can be overwhelmed by the sensation and it is not unknown for ritualists who embrace the web to go mad and lose their own personalities in the ever shifting sea of all. Once the sense of interconnectedness fades, ritualists report unenhanced ability to see all sides of a given problem or to experience other people's point of view.

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The Wind That Shakes The Barley

Original song by Robert Dwyer Joyce - http://youtu.be/zOtyZXgnmUE

New lyrics by Joanna VanderHoeven

I sat within a valley green I sat there with my true love My heart strove to choose between The old love and the new love The old for her, the new that made Me think on Navarr dearly While soft the wind blew down the glade And shook the golden barley

'Twas hard the woeful words to frame To break the ties that bound us But harder still to bear the shame Of foreign chains around us And so I said, "The mountain glen I'll seek at morning early And join the brave Navarrian While soft winds shook the barley"

'Twas sad I kissed away her tears Her arms around me clinging When to my ears the fateful shot Came out the wildwood ringing The arrow pierced my true love's breast In life's young spring so early And all upon my breast she died While soft winds shook the barley

I bore her to some mountain stream And many's the summer blossom I placed with branches soft and green About her gore-stained bosom I wept and kissed her clay-cold corpse Then rushed o'er vale and valley My vengeance on the foe to wreak While soft winds shook the barley

'Twas blood for blood without remorse I took at Oulart Hollow I placed my true love's clay-cold corpse Where I full soon may follow Around her grave I wandered drear Noon, night and morning early With aching heart when e'er I hear The wind that shakes the barley

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The Winter Moon

The poisons known as The Winter Moon are sinister and somewhat supernatural poisons that combine the effects of a terrible curse with a cruel lethality. The Virus Lunarae attacks the spirit, casing a slow, numbing chill but the vile effectiveness of this venom does not end with death - the corpse of the victim soon reanimates as a flesh-hungry husk and attacks friends and family gathered around the sickbed. The Hunger of the Wolf drives the target increasingly mad, culminating in a bloody rampage that ends only when the poor victim is dead. Both poisons work by causing a fundamental inbalance in the body and mind - and some say spirit - of the victim.

Both substances are illegal within the Empire; possession of either is generally viewed by the Imperial Magistrates as intent to commit murder. The antidote for both theVirue Lunarae and the Hunger of the Wolf is an infusion called the Feast for Crows. It purges the symptoms of either or both poisons if they are present, meaning it is pointless to try and poison someone with both preparations.

See the section on poisons for more details of how these horrible substances, and their antidote, are used.

Virus Lunarae

This cruel ingested poison numbs and kills the victim, slowly leeching their vital essences and will to live. Worse, when the subject finally succumbs their flesh rises again as a monstrous undead horror, hungry for the meat and blood of the living. There is some evidence that the target is granted unnatural life by the power of the poison itself, although there is also a belief that the virus lunarae traps a spirit of Winter similar to that unleashed by Quickening Cold Meat ritual, and binds it to the corpse of the victim.

- Form: Liquid.

- Description: This clear, odourless, tasteless liquid appears indistinguishable from water.

- Roleplaying Effects; You feel a growing chill spreading through your body. Over the next fifteen minutes you become increasingly cold and numb; shivering despite all efforts to keep you warm. You lose all sensation in your extremities, and eventually are incapable of feeling any physical sensation or holding anything in your numb fingers. You also become increasingly incoherent, and will tend to babble incomprehensibly as the symptoms worsen.

- Mechanical Effects: You are immediately effected by weakness which cannot be removed until the poison is cured. After ten minutes you can no longer move under your own power and cannot attack, defend yourself or use any abilities or items. At the end of thirty minutes you slip into a coma from which you will never recover. A few minutes after that, you reanimate as a flesh-hungry zombie bent on killing and devouring the living.

- Incorrect Antidote: If the incorrect antidote is applied, you slip into a coma and die. A few minutes later you will animate as a flesh-hungry zombie.

- Recipe: Three drams each of Marrowort and Cerulean Mazzarine and two drams each of True Vervain and Bladeroot.

Hunger of the Wolf

The hunger of the wolf makes the victim increasingly unstable. When the target eventually succumbs to the poison, they enter a final psychotic frenzy from which there is no recovering, ultimately lasting until the target is fatally injured or a fatal brain haemorage kills them. The poison also prevents the blood from clotting naturally - any serious injury is sufficient to kill the target.

- Form: Liquid.

- Description: This clear, odourless, tasteless liquid appears indistinguishable from water.

- Roleplaying Effects: You feel a growing heat spreading through your body. Over the next fifteen minutes you become extremely short tempered, often incoherent with rage, and lash out at anyone who annoys you. Your growing rage makes it harder and harder for you to concentrate; you begin to hear voices urging you to kill everyone around you.

- Mechanical Effects; You are immediately affected by venom which cannot be removed until the poison is cured. After ten minutes you can no longer communicate coherently with others, and become extremely violent. After thirty minutes you may choose to either enter a psychotic killing frenzy or suffer a fatal brain haemorage. You will never recover from this state.

- Incorrect Antidote: If the incorrect antidote is applied, you undergo a pychotic break, raving incoherently and lashing out at everyone nearby for at most a minute or so before suffering a fatal brain hemorrhage and dropping dead.

- Recipe: Four drams each of Imperial Roseweald and True Vervain and two drams of Bladeroot.

Feast for Crows

The feast for crows is spread onto the skin, especially the skin of the hands and face. It quickly rebalances the body and spirit of the poisoning victim. Unfortunately it exacerbates the effect of other poisons, allowing them to quickly overwhelm the bodies defences and resulting in quick death.

Note: As with the poisons to which this preparation is an antidote, the Feast for Crows becomes inert fifteen minutes after being brewed.

- Form: Salve.

- Description: This lumpy red balm has a texture similar to that of rotting meat soaked in blood. It is quickly absorbed into the skin, leaving red marks behind.

- Roleplaying Effects: You are overwhelmed by alternating burning fever and freezing numbness that completely incapacitates you. You may lose consciousness, and suffer painful convulsions. Over the next five minutes the symptoms of either Virus Lunarae or Hunger of the Wolf quickly recede.

- Mechanical Effects: Removes the effect of either or both of Virus Lunarae or Hunger of the Wolf. The weakness and venom effects need to be removed separately. If you are not poisoned, you are reduced to 0 hits by this unpleasant preparation.

- Recipe: Four drams each of Marrowort and Cerulean Mazzarine, three drams each of Bladeroot and Imperial Roseweald and one dram of True Vervain.

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The Witch

The witch is one of the personae used in dramaturgy. While the character is usually referred to as female, regardless of the gender of the thespian taking the role, within the narrative she may be of either sex; often, as with many dramaturgical characters, the gender is irrelvant to the story as a whole to allow any ritualist to take the role.

Character: The Witch is seductive and mysterious. She knows secrets, and she is often a magician. If she has a weakness it is her drive to learn more, to acquire more magic and secrets, and to use both in purusit of her agenda, which is often unknown to the other characters. She is often manipulative, and she uses the secrets and weaknesses of the other characters to influence and control them.

She is rarely a negative character; she arranges romance, weddings and political alliances as well as causing the unwise and the foolish to betray themselves to each other and the audience. She often brings prosperity to those who heed her advice, and ruin to those who are churlish or impolite toward her.

In street theatre, she is often a lusty figure who represents pleasure and happiness, as well as mystery. In comedies the witch often represents a man or woman who indulges in the pleasures of the flesh, but who is wealthy and comfortable - sometimes a jovial parent or other family member of a more central protagonist.

Magical Associations: She is used in ritual where magic is used to influence, or where mystery is explored. She is also a common figure in healing rituals - she uses her secret wisdom to heal with herbs or with magic, or she renews the spirits of the other characters through music or by revealing things to them. She is associated with the virtues of Wisdom and Prosperity.

Realms: The witch is associated with autumn (manipulation,cleverness) and night (secrets, mystery).

Identities: As one of the personae, the witch usually appears named after one of the four rivers. Her name influences her character, which in turn influences the magical role she plays.

- Scorrero – used for magic that grants prosperity, especially to farms

- Vassa – used in magic that creates passions or that exploits the weaknesses of others

- Gancio – used in magic that uncovers or reveals secrets and mysteries

- Couros – used in magic that unleashes magical primal forces, or that frees emotions to run riot

Trappings: Usually dressed in a robe or gown, she is often portrayed with a veil as part of her mask, usually covering her eyes and mouth, or with a cowl which hides her eyes. She speaks firmly, and is absolutely uncompromising in the pursuit of her goals. She often engages in clever word-play, or uses innuendo to say one thing while meaning another.

As with all personae, a troupe is likely to have a specific mask they use to portray the Witch.

Other Identities: The witch appears as a courtesan, lover or cicisbeo; she may be an actor or actress, and is often a foreigner or other exotic character. She is a central character in Dawnish mystery plays, where she often represents a weaver. In The Marches and Wintermark she often represents slightly threatening forces; mysterious and enigmatic magic that might threaten a protagonist.

Contents

- 1 Fortune

- 2 Minor Roles

- 2.1 The Seamstress or Queen of All Threads

- 2.2 The Shadow

- 2.3 The Spurned Lover

Fortune

In the Brass Coast, especially among the corsairs, ideas of luck, fate and chance are sometimes personified as a whimsical man or woman often called "Fortune". Sometimes portrayed as the lover of Death, Fortune alternately embraces and flees from that grim figure. When Fortune is invoked to bring good luck. he is attentive and amorous; when used to brig bad luck or misfortune, he is tempestuous, jealous and cruel. Either way, he is characterised by mood swings - as a role, Fortune always reminds the audience and the other characters around him that he is unpredictable and always, eventually, turns on those who have hitherto enjoyed his favour.

Minor Roles

The Seamstress or Queen of All Threads

Sometimes the Witch appears in the guise of the Seamstress, representing fate and fortune. She is always more than she appears. Often her part in the play begins with a main character making a wish - she might help them towards their heart's desires but her help always comes at a high cost. Her assistance typically revolves around small, seemingly innocuous actions (ie, you place a flower on a window sill, it distracts your lover's cruel father as he crosses the road, and he ends up falling under a cart and dying.)

The Shadow

An ambiguous figure, often shown in close-fitting blue clothes, the Shadow rarely reveals herself to the character she wishes to aid. Instead, she acts as an unseen and generally altruistic assistant, removing obstacles from his path and ensuring that he is in the right place at the right time. In some plays, she also appears as a family member or lover of the hero; in such stories, donning the Cloak signifies her transition from one identity to the other. Although her actions are generally to the hero's benefit, the Shadow's motivations are not generally clear, and in some Night rituals she can be the focus of a late twist in the story. She often represents external magical forces that are either wooed to assist the protagonist, or invoked to hinder an opponent.

The Spurned Lover

The Spurned Lover is spiteful, vengeful and will stop at nothing to achieve revenge. She represents dark passions, and often the protagonist has done little to attract her attention. While she can be superficially charming and disguise her intentions beneath a mask of indifference or forgiveness, she always works against whichever of the Persona has spurned her, and whichever character has replaced her in her former lover's affections. She is an agent of curses and misfortune, and a key component of some magical curses. When she holds The Cup, its meaning often becomes 'poison' in either a literal or metaphoric sense.

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The Witches of Applefell

Marthe crouched down behind Big Will and John Green grateful that the pair of them were between her and any of the arrows that were about to start flying. She was painfully aware that while she might not be the youngest member of the group, she was certainly the least experienced. She'd never robbed a caravan before, never faced another person in a fight to the death. She hoped her fear was not obvious to the two men beside her.

She remembered as a child thinking how exciting being a witch must be - having the powers of magic at your command. Glorious! Right now all she could feel was a sense of numb fear and a stomach that felt like it was going to hurl at any moment. Will looked equally petrified, but Big Will at least was calm. She wondered how many times he'd done this sort of thing - more times than her or John that was for sure.

Somebody gave a shout. She remembered Big Will explaining that the signal would be a shout - that you didn't need to worry about what was going to be shouted. It had seemed odd advice at the time, but now that people were running around screaming and shouting she realized it really was all just a blur of chaos. Big Will and John were running towards the caravan and she was somewhat surprised to find she was running with them. Surprised and relieved - her biggest fear - something she'd told no-one - was that once the fighting started she probably just turn and run. Apparently not.

They passed Miller Watkins, writhing on the ground with an arrow through his thigh. It looked proper nasty - she wanted to run and help him but she was under strict orders from the loom-keeper to stick with the two she'd been assigned to. And Big Will was shouting something at her that sounded like "Now, Now - do it now" which seemed important.

The bandit was faced off against three men, barely keeping them at bay with swings of his axe. Will Green was to one side with his shield and a stout club. She was terrified, but she found herself going through the motions, just like they had planned A hand on Big Will's shoulder (odd name for a man four inches shorter than her), an incantation garbled with undue haste and then power flowing through her, out of her, into Big Will.

The man gave an almighty shout, stepped up to the nearest guard and hewed his arm off with a single blow of the axe. The guard went down, blood everywhere, and the other two turned and fled.

She looked around, but it was all over. The guards were fleeing - the bounty was theirs. Her first fight was over - and a lot quicker than she had been expecting. Looking round Watkins was the only one of theirs injured and he'd live. It had seemed such a simple plan at the time, but she could see now what the loom-keeper meant when he said that a lot of training and a simple plan was the way these things worked best.

She thanked the virtues she was in the company of people who knew what they were doing - hopefully next time people would think the same of her.

Overview

Applefell, in Weirwater, is a sprawling hill town (for Dawn), surrounded by many small farms. The yeomanry look after the farms, and service the merchants who pass through on their way to and from Semmerholm and Karov. The people have a reputation for being pleasant, if a little standoffish with outsiders. Merchants encounter a pleasant enough welcome, but even there the locals maintain a cool, professional distance that has given the place a bit of a reputation for strangeness. Some troubadours suggest that one reason for this might be that there is a fair amount of Varushkan blood running in the veins of the yeomen of Applefell - and everyone knows Varushkans are peculiar people.

In addition to actual apple orchards, the area is also known for its slightly sinister "ground apples" - actually a type of mushroom with an almost spherical head. Some apothecaries claim that properly prepared, the mushrooms grant the power to perform spiritual ceremonies, or to see ghosts, or to gain visions of the Labyrinth. All that is known for sure is that improperly prepared they can kill a healthy man or woman in a few hours if they do not receive medical attention.

The road between Applefell and Hawthorn to the west has always been a little treacherous - the woods have been home to bandits both human and orc for centuries. Recently, the situation has deteriorated a little, and stories have begun to surface of a coven of witches who are either supporting the brigands or have fallen into brigandage themselves. The bandits are becoming bolder - there are reports of occasional attacks across the border in Semerholm, as well as along the edges of Sandling and Wickmoor.

These stories prepared nobody for what happened six weeks ago, however. Two large groups of bandits attacked a shipment of weirwood coming south from Weirwater Vales. There were a significant number of witches among the bandits, using spells to hurl guards around and break their defensive formations as well as empowering the warriors to strike powerful blows. Five full wains of weirwood were stolen, along with several wagons and oxen, and a number of guards were left seriously injured.

All the evidence the magistrates have been able to turn up suggests that these witch-bandits are operating from the vicinity of Applefell, but their investigations have encountered a wall of silence. Nobody in the town will confirm anything, and most of them will not even talk to the magistrates unless forced to do so. Their replies range from noncommittal, to openly scornful. Many of the yeomen appear more concerned about the army of unliving horrors just up the road in Weirmoor than about the actions of bandits. Investigations are continuing, but there is some concern that the witches may have subverted a significant number of the townsfolk as their allies.

One thing that is very unclear is what the witches and the bandits want the weirwood for. Outside of Senate commissions, it is primarily used for improving a herb garden, fleet, or farm. There is no sign that anything like this is happening in Weirwater. Yet the bandits and their witch allies cannot fail to be aware that stealing this material will draw the attention of the Empire on them - so why would they perform such a risky theft?

Attack on the Weirwater Vales

The Weirwater Vales are an Imperial Bourse seat that is due to be auctioned at the Winter Solstice summit. While Soren il Signo, the previous holder of the Seat, was technically in charge when the theft took place, the seat is due to be reappointed at the Winter Solstice. Consequently, the responsibility of responding to this theft will fall on the shoulders of the new Bourse title holder, whoever they are.

The new holder is going to receive only 18 wains of weirwood when they claim the Seat, and may potentially lose production in coming seasons as well. There is no evidence that the witches are planning to attack the weirwood caravans again - indeed, it is likely their plan mostly succeeded due to surprise as much as anything else. On the other hand, there is no evidence they are not planning another raid.

However, there is one possible source of information about what is going on in Applefell. The overseer of the Weirwater Vales received an anonymous message shortly after the raid. The note claims that someone has valuable information about the people behind the attack on the Weirwater Veils caravan, and is prepared to sell that information to the new Seat holder. Their intention - whoever they are - is to attend the public auction on Saturday night where the ownership of the Weirwater Veils will be determined for the next year, and make themselves known to the new holder of the Imperial title.

Yes, citizens are expected to report crimes they are aware of, but they are not legally obliged to.

However if a citizen is suspected of being involved in a course of criminal conduct (for example by covering up evidence of their co-conspirators or being a look out or what have you) then they risk prosecution as if they had committed the crime themselves - because they are aiding and abetting a crime. If they refuse to answer the questions of the militia then at trial the magistrate will draw an adverse inference about their conduct.

The other side of the coin is becoming aware of criminal activity you are not involved in. Yes, a citizen should report it but they are not required to. So this enterprising individual might know all about the crime because they are in league with the bandits. Or they might have overheard a whispered conversation they should not have been privy to. Even if they are in league with the bandits a deal might be done to give them a reduced sentence if that might lead to the capture of the other bandits.

It wouldn't be illegal to pay this person, but it seems less likely to be necessary if they are facing the wrong end of a prosecution. If they are truly innocent but have information then they could happily ask for money for it. But if they prove to be suspicious then the militia might well use any indications of criminal conduct as leverage against them.Magistrate Karkovitch

Dealing with brigandage

The bandits are wily, and Weirwater is a wild territory. While it is not as dangerous as Varushka, it is still a place of rolling forests and brooding hills. The wilderness stretches wide and deep between the towns, villages, and noble estates. The bandits and their allied witches know the area well, by all accounts, and are proving adept at avoiding the magistrates. Even an army might struggle to track them down, were an army available - but at least an army would bring the benefit of a massive number of soldiers able to pursue simultaneous searches across the territory over the course of a season.

The general of an Imperial army in Weirwater may choose to issue the Leave no stone unturned attacking order in place of their normal order (and as an attacking order, even if there are no enemy forces present, the army will not be eligible for natural resupply).

Leave no stone unturned

- This army will capture no territory

- If the army is engaged by another campaign army, casualties inflicted by this army are reduced by two-fifths

- If the army is engaged by another campaign army, casualties suffered by this army are increased by a fifth

- Ends the immediate threat of bandits in the area

This order involves breaking the army up into multiple forces who will sweep the hills and forests of Weirwater with the assistance of the Imperial magistrates, rousting out bandits and brigands and arresting them. Any who resist arrest will be brought in by force if necessary. The army avoids towns, villages, and noble estates, focusing all its efforts on dealing with the scattered bands of brigands active in Weirwater.

Using an army to hunt bandits is like using a great weapon to crack an egg, but in this case it will be effective enough to remove future threat of organised bandit activity for at least a year. The army won't catch any of the witches, you can't catch the leaders of something like this with an army, but they will kill enough of the bandits that the threat of robbery against the Weirwater vales is ended and the general of the army will receive any intelligence that is discovered that might lead them to those who organized the raid.

The risk is that if the army is engaged in a campaign - attacked by another army - while their attention is focused on rooting out bandits, they will be poorly situated to respond to this threat, inflicting reduced casualties and suffering more casualties in turn. This may be a very real consideration given the presence of the unliving forces in western Weirwater.

If the army has the scouting, magic quality, then this order will prove extra effective. They will gain additional information about the wider agenda of the witches, about their membership, and about what the weirwood was stolen for.

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World Overview (Redirected from The World)

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World overview

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The art of restraining power

No country can act wisely simultaneously in every part of the globe at every moment of time.

Henry Kissinger

Whatever must happen ultimately should happen immediately.

Henry Kissinger

A Crack in the Ice

- Sumaah remains at war with the Empire; the port of Zemeh remains closed.

The changes to Doctrine authored by Bonewall Rek and Bonewall Cole have been successfully communicated to the pilgrims of the Way around the known world. During the Summer Solstice, an inquisition by priests from the Sumaah Republic visited Anvil. With the aid of the Highborn of Felix's Watch, the inquisition took place without any obvious problems. The Sumaah priests then returned to city of Timoj to present their findings to the präster of the Republic.

Contents

- 1 A Crack in the Ice

- 2 Asavean Archipelago

- 3 Citadels of Axos

- 4 Principalities of Jarm

- 5 Faraden

- 6 Sarcophan Delves

- 7 The Commonwealth

- 8 The Orcs of Otkodov

- 9 OOC Note

- 10 Resolution

A month ago, the Sumaah republic formally recognised the virtue of Bonewall Rek and Bonewall Cole. The Sumaah have not as of yet embraced the new doctrines. The Sumaah Council of Eight has however extended a formal invitation to the two Imperial Orcs to come to Timoj and speak before the assemblies of the Way, and the House of the People

Bonewall Rek - the priest responsible for overseeing the dissemination of the Doctrine of the Ancestors and the Doctrine of the Howling Abyss - has accepted the invitation and set sail for the port-city of Zemeh on the first leg of a journey that few Imperial citizens have ever been permitted to undertake.

Gossip around the Sumaah embassy in Necropolis suggests that both House of the People and the Sumaah Synod have already begun discussing the implications of the two doctrines. The scuttlebutt suggests that Tipoa the Insightful, Präst of the Way, Utredare of the House of Wisdom, has given an extremely positive evaluation of the orc priests, and challenged centuries of Sumaah prejudice.

The civil service is preparing a briefing on the situation in Sumaah for the ambassador. The Republic still holds the Imperial Crown, and the port of Zemeh remains closed, but it is possible that a resolution of the "orc question" might finally clear the way for a détente between the two nations and an end to the (admittedly unreciprocated) state of war.

Accept everything about yourself - I mean everything, You are you and that is the beginning and the end - no apologies, no regrets.

Henry Kissinger

Asavean Archipelago

- Every Imperial Fleet trading with Nemoria receives an additional measure of iridescent gloaming and an additional ingot of orichalcum

Relations with Asavea continue broadly positive. The Temple of Balo and the Black Bull continues to provide "spiritual" (albeit idolatrous) support to Asavean citizens in the Empire. Things are looking good. Work on the Temple of the Way in Nemoria is complete - the first priests have taken residency there and begun providing spiritual support to Imperial mariners and emigrants alike. The unfortunate affair of the Cavabianca Dock has been resolved, and the first shipments of white granite have arrived at the docks in Sarvos. It certainly seems as if the deténte between the Empire and the Archipelago has gone from strength to strength.

With the temple complete, the appointment of a liaison becomes relevant. The method of appointment was not specified in the original Senate motion so the necessary details are left to the senator who raised the motion - Maher i Zaydan i Riqueza to decide. The obvious methods for appointing the title would be appointment by Senate motion (if the title is seen as primarily diplomatic) or appointment by judgement of the General Assembly, or the Assembly of Nine (if the title is seen as primarily about matters of religion). A case could also be made for making it an Imperial title auctioned through the Imperial Bourse (if the title were seen as primarily economic in nature).

To be absolutely certain about something, one must know everything or nothing about it.

Henry Kissinger

Citadels of Axos

- The opportunity for characters with a congregation to gain additional profit by selling liao has ended.

Word from traders visiting the Towers of Kantor is that the Axou attitude towards the Empire continues friendly. The competence of the Imperial Ambassador to Axos, Tarquinius of Ankarien, is widely praised in mercantile and diplomatic circles.

With the completion of the Black Sails Quay in Necropolis, Axou merchants now have reliable access to shipments of liao. Now that they are confident of being able to purchase liao at good prices, the artificially high demand for the valuable spiritual substance has finally abated. The price for liao has returned to normal - 12 rings each dose when sold through a congregation.

During the Summer Solstice, Agnetha de Rondell, Cardinal of Wisdom, extended an invitation on behalf of the Assembly of Nine to Axou scholars prepared to visit Imperial institutions of higher learning and share their peculiar faith. Over the last six weeks, several priests and students of spirituality have visited the Empire to lecture and occasionally engage in mannered debate with their opposite numbers within the Empire.

Most of the priests visiting the Empire appear to belong to a sect called the Order of the Ivory Cup who do not attempt to hide the fact that alongside powers the Empire recognise as Courage and Wisdom they practice a spiritual power that they call Understanding - a power that several scholars find unsettlingly familiar.

Lectures have taken place at the Citadel of Phoenix Reach, Bronwen's Rest Wayhouse in Therunin, the Icy Crag of the Eternal Sun in Miekarova, the Chantry of the SIlver Skull in Necropolis, and the Printer's Guild Museum of Wonders in Tassato. An invitation to speak to the Legion's Rookery in Skarsind was politely declined; the visiting Axou cited the great distances involved. After the initial invitations from the Synod, less formal invitations have been issued by the University of Holberg, the School of Epistemology in Tassato, the Diora University in Sarvos, and several other Imperial places of learning.

The odd philosophies of the Axou priests - a religion based around reverence of their ancestors as well as a vision of a world where the Creator is the enemy of humankind and the Labyrinth of Ages a cruel trick - turns Imperial doctrine on its head at every turn. Despite the almost preternaturally courteous nature of the Axou, there are some angry scenes in which offended priests openly seek to challenge their eastern visitors. While visiting Tassato, two of the priests are pelted with rotten vegetables and eggs by students from the School of Epistemology, and after a lecture at Bronwen's Rest a third priest is subjected to a curse of swarming insects. In each case, the priests cooperate fully with the magistrates - and are not shy about pressing charges where appropriate.

OOC Outcome: A new page, Axos religion, has been added to the main wiki summarizing the philosophy expressed by the Axou priests.

Each success only buys an admission ticket to a more difficult problem.

Henry Kissinger

Principalities of Jarm

- The southern port of Vezak will supply an additional crystal mana to each visiting ship.

- The northern port of Kavor, and the eastern port of Rigia, provide no additional materials.

Relations with Jarm remain positive. Imperial captains continue to receive warm welcomes and secure good deals with merchants in Vezak. Sadly, the port of Kavor has become a little less welcoming in comparison. There is a little muttering among the northern princes that the Empire clearly favours their traditional rivals in the southern alliance, as demonstrated by their preference for Vezak over Kavor. Still, Imperial captains are still welcome - it is simply that they are not seen as especially favoured trading partners.

The presence of the Sumaah temple continues to make Rigia a little chilly for Imperial captains. There is also talk of in-fighting between the Princes of the eastern faction - while their alliance has largely been recognised as a peer by the Princes of the north and south, this is a double-edged sword. The "upstart" faction is now being forced to compete with the much better established factions on an equal footing, and this is proving to be something of a challenge. The continuing decline of Imperial fleets visiting Rigia - especially in comparison to the more prosperous ports in the north and south - only exacerbates the situation.

If you don't know where you are going, every road will get you nowhere.

Henry Kissinger

Faraden

- There is no opportunity to trade with Faraden directly during downtime.

Relations with Faraden remain uncertain. The decision of the Senate to approve a trade hub in the Upwold settlement of King's Stoke has been met with widespread approval, and seen as a sign that a long-planned expansion of Faraden presence in the Empire is finally beginning to see some progress. Sadly, work has yet to begin - but the Faraden have already moved wagonloads of white granite into warehouses in Anduz in anticipation of their contribution to the project. The Court of the Five Winds is said to be very enthusiastic about securing easy access to Marcher grain, fruit, and alcohol.

Rumour says that Lady Saretta - the Faraden advisor to the Court of the Winds - favours similar enclaves in Dawn and Varushka. There is even talk of establishing "mercenary markets" in Tassato and Temeschwar when the enclaves are complete, dedicated to helping Faraden traders secure guards and guides for their trade with the Empire. Furthermore, Faraden merchants visiting the Empire have waxed lyrical about the grand construction project currently underway intending to link the four League cities together - the Blood Red Roads. The merchant families of the west are very keen to see that network extended to Anduz, in Segura, and have apparently been negotiating an offer to provide cheap white granite to help with such a project.

The positivity of the Faraden merchant families is not universally reflected in the nation as a whole, however. While many of their wizard families remain neutral or broadly pro-Imperial, most the warrior class, and much of the priestly class, remain suspicious of the Empire. So far this anti-Imperial faction has not taken any direct action against the Empire, however.

Finally, reports continue to reach Imperial traders of a virulent blight that has all but wiped out iridescent gloaming production in Faraden. The Gloaming Road - an arrangement overseen by Antonio i Carno i Guerra whereby the Freeborn export the valuable pigments in return for precious mithril - appears much in demand.

In crises the most daring course is often safest.

Henry Kissinger

Sarcophan Delves

- Herb production has returned to normal

Relations with the Sarcophan Delves remain cordial, but neutral. Traders from the mercantile nation are a common sight in the Empire - not just around the Bay of Catazar but often much further in land. There have even been reports of a band of Sarcophan traders braving the long roads to Skarsind and Hahnmark on a speculative jaunt to sell herbs and healing supplies to the orc bonesetters and Wintermark's grimnir.

An agreement with the Grendel to ensure their ships retain free access to the Imperial ports remains a popular topic in waterside taverns and brothels; Sarcophan merchants make no effort to deny the presence of an orc embassy in the Delves. Sarcophan captains are more cautious about accusations that they are trading equally with both the Empire and the Broken Shore - especially rumours that they are selling Imperial goods on the docks of Dubhtraig! While such behavior would not be illegal - if it were taking place - but it could damage Sarcophan merchants' ability to trade profitably in Imperial ports.

The surplus of Cerulean Mazzarine, reported last season, has ended and prices have returned to normal.

No foreign policy - no matter how ingenious - has any chance of success if it is born in the minds of a few and carried in the hearts of none..

Henry Kissinger

The Commonwealth

- Trade with Leerdam and Volkavaar remains stable.

Relations with the Commonwealth have not deteriorated further, although they are at best described as "cooly civil". Continued favoured-trader relationship status with Jarm appears to be the main reason for the relatively poor condition of relations between Empire and Commonwealth.

During the Summer Solstice, a representative of influential Commonwealth general Bernhardt Adenauer, commander of the Wagenkorps, visited the Empire in an unofficial capacity. The Wagenkors is apparently a Commonwealth army specialised in logistics and resupply that traditionally espouse strong views around abolitionism and emancipation. Information has filtered back that the representative has delivered a relatively optimistic report of their time at Anvil, expressing the opinion that the actual people of the Empire appear broadly anti-slavery - and that many of them see cordial relations with Jarm in particular as an opportunity to attempt to convince the Princes of the advantages of an economy not founded on slave labour. The attitude is widely derided as lacking any credibility and seen as hopelessly optimistic at best - and fundamentally self-serving at worst. But it is used by a few to suggest that the Empire might eventually be persuaded to take a more enlightened view of the evils of slavery.

Blessed are the people whose leaders can look destiny in the eye without flinching but also without attempting to play God.

Henry Kissinger

The Orcs of Otkodov

- There is no opportunity for Imperial fleets to trade with the Thule, the Druj, or the Barrens Orcs during downtime.

With the completion of the Embassy to Otkodov in Miekarova, the northern orcs have grudgingly recognised the recently appointed Ambassador to Otkodov, Juha the Cavespider. Their emissary, Rak Who-Speaks-For-The-Dragons-United, is reportedly less than pleased he has had to give up the relative comforts of Void for the freezing weather and relative isolation of Coldmere, but has done so with relative good grace.

Shortly after the Summer Solstice, a small detachment of red-cloaked Thule orcs escorted a contingent of some fifty human slaves to the foothills of the Silver Peaks in Sermersuaq. The humans - all Imperial slaves taken either during the recent invasion of Skarsind or during Thule aggression in the Silver Peaks - were equipped in crude but serviceable furs and boots, and provided with sufficient food and water to reach Atalaq. All fifty slaves belonged to the Thule Warlock Skogr the Red, and were apparently freed as a result of a ransom agreement with the people of Wintermark. The slaves are currently readjusting to life in the open air - some of them had spent years working underground in mines for one Thule master or another before becoming the property of Skogr the Red.

Skogr the Red has also expressed his intention to send representatives to the Varushkan Winter Market during the coming summit to trade on his behalf - it is not clear whether this presents another opportunity to ransom slaves; whether the warlock is interested in merely purchasing Imperial goods; or whether this is a chance to acquire interesting Thule treasures.

The Dragons continue to offer to participate in the northern trade network, and remain interested in acquiring the remnants of the Runeforge beneath Gildenheim. If they have other offers to make, it is likely they will be detailed in the briefing delivered to the ambassador at the Autumn Equinox.

OOC Note

As always, these opportunities are significantly more volatile than most. The decisions of Imperial citizens during the coming summit have the potential to significantly alter relations between nations; we will reiterate the exact state of play when Downtime opens after the event.

Resolution

With regard to the Sumaah situation, the Imperial Senate voted to accept the ceasefire offered by the Republic.

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The dead tree gives no shelter

Red roots clutched at broken rock under the hot sun of late summer.

Amira i Haour i Guerra sighed, and sword, and wiped the sweat out of her eyes. The ground was hard, uncooperative. The spade at times seemed to be actively fighting her, twisting uder her hands. She took a swig of water from the bottle at her belt, and made a face. It was warm, and tasted slightly brackish.

Still ... the job had to be done. If she wanted to expand her herb garden, she needed to break the soil up. Get rid of the larger stones. She had simply started to question the wisdom of doing it manually instead of paying someone else to do it for her.

She straightened up, then, and considered retreating the to the shade beneath the lone tree on the edge of the field, to eat her lunch. It was appealing, but she knew if she took a break now the temptation would be to have a quick nap, and then it would be getting late, and she would convince herself to go home and come back tomorrow. It's the job that never gets started that takes longest to finish, her mothers used to say. She privately had come to undestand that while that might be true, the job you give up halfway through easily ends up staying that way for weeks.

She pressed one hand against her protesting lower back, and groaned. Dust crickets chirruped and sang to each other nearby, apparently appreciating the heat more than she was.

To the west, in the distance, something was not right. She shaded her eyes. A cloud of red dust. Was it a dust storm? They were rare, normally, but it had been a very hot summer. A combination of strog winds, parched soil, and dry streambeds could produce a blinding, stinging tempest that left everything coated in fine red sand when it abated.

No. Not a dust storm. She remembered seeing something like this before.

She had been only a little girl when the orcs came. She remembered standing in a field not unlike this one, looking west with her mother, talking excitedly about the clouds of red dust. She remembered the fear; her mother dropping her rake and lifting her up and running back towards the farm; the shouting. The fighting. She missed her mother very much.

This was not the red wind, come to scour the paint from her door. This was an army. An army of orcs, marching out of the western hills.

She dropped her spade, and hitched up her skirt, and ran back down towards the farm, shouting

Contents

- 1 Overview

- 2 Significance

- 2.1 Supplies

- 2.2 Armies

- 2.3 The Way

- 3 Resolution

- 4 Real World Sensitivities

- 5 Real World Solutions

Overview

Five days before the Autumn Equinox summit begins, news begins to spread of an unexpected development in the south-west.

The news gathers speed as it spread. It hits the Brass Coast first; then Sarvos and Tassato; then the rest of the Empire soon after. A "significant force" of orcs has crossed the border from Reinos into Segura, in the south-western region of Anduzjasse.

Initial garbled reports pronounce it to be the vanguard of a Jotun invasion force, at least fifteen thousand strong! Within a day however, the true facts begin to filter through as the honest assessment of the Freeborn puts an end to rumour and speculation. The force is actually the remnant of the Hierro army, the Lasambrian defenders, recently allied with the Empire. There are several thousand orcs in the group. They are led by the warriors and raiders that formed the core of the army, but the baggage train includes countless members of the Hierro tribe who are not fighters, mostly children, and the elderly. The numbers are not stable; more arrive every day from both Reinos and Kalino.

They encounter no significant Imperial forces; the nearest armies are in Feroz, and the nearest fortification is in Kahraman. The local Freeborn population, however, are quick to take up arms - they remember only too keenly the invasion of 363YE, never mind the war of liberation that so recently freed them from Lasambrian oppression. There have been no engagements between orc and Imperial citizen, but the situation is extremely volatile.

Almost immediately after crossing into Segura, the Lasambrian orcs send out a small delegation under a flag of truce (just to be on the safe side), and waste no time declaring their intention to ask for support from the Empire. As the delegation makes it's tired away towards Anvil, the remaining raiders set up a makeshift camp twenty miles south-east of the partially rebuilt town of Anduz. They throw out defensive pickets, and send out a few scouts ... and that is where the problems really start.

The orcs appear to have with them only what they have been able to carry on their backs, and in a limited number of ox-drawn carts. Estimates suggest they have enough supplies to see them through until the end of the Autumn Equinox, and then for perhaps one more week. After this, they will be forced to scavenge for enough food to support themselves.

It is very unlikely they will be able to do so without incurring the wrath of the Seguran people... or resorting to full-blown banditry.

It is not as if the Lasambrians lack experience, after all...

Significance

The orc army out of the Lasambrian hills is not invading Segura as such. However, they will soon run out of food - and the dry plains of southern Anduzjasse are not precisely overflowing with fresh drinking water, either.

Then they will start to starve ... unless they take what they need from the populace of Segura. If this happens, their presence will be indistinguishable from an invasion. Although the Empire is currently at peace with the Lasambrians, the raiders who make up the Hierro army have have been raiding, robbing, and looting Freeborn caravans passing through Segura for generations.

Supplies

If the Senate chooses to, it can pass a motion to instruct the civil service to make food and other necessities available to the Hierro army. This will require a minimum expenditure of 75 Thrones for each season that the orcs remain in Imperial territory - effectively supporting the army and it's civilian baggage train. This is at best a temporary solution, but it would prevent the Lasambrian orcs from needing to engage in banditry simply to survive.

Alternatively, if the General Assembly of the Synod were to issue a judgement of rewarding, they could supply the orcs with supplies necessary to support them for three months ... provided they could gather the required 75 Thrones to do so. The judgement would need to name a single Imperial citizen who would be responsible for providing the funds and overseeing the relief effort (the player would need to have the 75 Thrones in their inventory at the end of the event).

These Hierro tribe orcs represent, or contain, the remains of a significant military force - a large army of reasonably well-equipped, and resilient orc soldiers. While they are in Segura, however, they cannot resupply themselves naturally ... but the Senate could instruct the civil service to provide them with weirwood or mithril in the same way they might perform emergency resupply for a Imperial army. The Quartermaster General of the Imperial Armies cannot perform this function, as their title only allows them to resupply Imperial armies - although the Senate could choose to expand the remit of the Quartermaster if they wished to do so.

Alternatively, any citizen could provide the general of the Hierro with weirwood or mithril with which to resupply themselves. This would be entirely legal, unless the Senate chooses to declare the Lasambrians to be barbarians in which case providing them any assistance would be treason.

Armies

The Hierro army has sent a delegation to Anvil - assuming it arrives safely there may be other opportunities to negotiate with these orcs and perhaps secure their assistance. The Lasambrian delegation is unlikely to arrive before Saturday afternoon at the earliest.

One thing is clear however; the Hierro have no interest in joining the Imperial Orcs. Inhabitants of Segura who have spoken to them say they seem to be at best ambivalent to the orcs who are already a part of the Empire - and in some cases, actively hostile to them. Whatever else happens, the Lasambrians are not joining the Imperial orcs at this point - nor any other Imperial nation.

Any general could instruct their Imperial army to attack the Lasambrians - but if they did so they would be committing an illegal act unless the Empire declared war on the Hierro.

The Way

A few residents of Segura have complained about the presence of such a large body of barbarians coming into their midst, none of whom acknowledge The Way. While there are foreigners living all over the Brass Coast, the size of the Hierro camp is huge, larger even than the biggest Imperial Orc camps. The General Assembly of the Synod could charge a priest to oversee efforts to bring the tenets of the Way to the Lasambrian orcs. This would require a minimum of 100 liao. It is impossible to say what reception the priests would receive from the orcs, but at least the missionaries would be protected by Imperial law, and their presence would at least quell the current concerns about the number of non-believers inside the Empire's borders.

Resolution

The General Assembly of the Imperial Synod appointed the Navarr priest Taryn of Exile's End to oversee efforts to bring the tenets of the Way to the Lasambrian orcs. The requisite 100 liao was collected and provided.

OOC Note: There will be more information about the outcome of these events in the run-up to the next event.

Real World Sensitivities

There are clear parallels between the trouble in Segura and the real world fate of the Syrian and Afghan refugees. There are nearly four million Syrian refugees in refugee camps in Turkey, Lebannon, Iraq, and Jordan and now that some of them have tried to reach Europe, our media has woken up and filled our televisions with images of their plight. It would be all too easy to fall victim to the disinformation cycle of our media and think that this is a problem that started recently, when in fact it is has been an ever increasing problem for the last four years.

In fact genuine comparisons between the Lasambrians and the Syrians and Afghans end with the fact that both have fled their homeland. The Lasambrians in Segura are the same Lasambrians who conquered the territory in 363. They are not helpless - they are well-armed and dangerous and pose a clear threat to the Empire. Rather than compare them with the current crisis we'd prefer our players to appreciate a more fundamental truism - "war is hell". The displacement of human beings is actually one of the less awful parts of war - the reason people flee a war-zone is because it is better than the alternatives they face if they stay.

In Empire the one topic we do not include as part of our game is sexual violence. Other subjects - murder, genocide, tyranny, starvation, slavery are explicitly included as themes of our game. We don't strive to force players to confront the realities of war - this is a LRP game not a social awareness course. But it would do a terrible disservice to the 220,000 Syrians who have been killed in the civil war if we painted the conflicts of the world of Empire as entirely without hardship, deprivation, or death.

War in all its forms is the single most terrible invention of humanity - it is also the fundamental context for the setting of Empire.

Real World Solutions

- UNHCR

- Oxfam

- The Red Cross

- International Rescue Committee

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The flood and the storm

"So for the purpose of the ritual, you'll be taking the roles of Navarr and Thorn. Decide between yourselves which is which. I will be taking the role of Star. Once the ritual begins you must be careful only to use those names when talking to me, or to each other. You understand?"

Beil's voice was calm, reassuring. The young couple nodded their understanding. They had not let go of each others' hands since they came down into the hollow among the weirwood trees, into the regio. They were clearly nervous.

"Really, you don't need to worry. I know some people claim the ritual may leave the child more open to briar taint but I've performed it dozens of times and I genuinely don't think I've seen more than a couple of children grow up to sprout bark. Are we ready?"

They both nodded. Beil took a sharp knife and a clay bowl lined with honey-dark ambergelt. The vate carefully placed three spheres of crystalline mana inside it, and began to perform the ritual - a reenactment of the mythical bonding of Navarr and Thorn. At Beil's urging, Rees and Yenna cut their palms and mingled their blood together. They let a few drops fall into the bowl, spattering the mana crystals as they swore oaths of love and fidelity.

Without thinking, Beil opened up to the regio. The vate had done this a thousand times before, and saw no reason for the current troubles to change the habit of a lifetime. For six months there had been nothing to draw on - the regio had been silent.

The regio was not silent any more. Power surged through Beil - more power than the vate had ever felt before - almost impossible to control. With a thunderous explosion, a loud crack, and a burst of light the vate was hurled bodily through the air clear across the hollow. The old bowl detonated, sending shards of pottery and ambergelt in all directions. The knife vibrated and twisted in Yenna's hands, and then burst apart into a cloud of red dust and bone shards.

A moment later it began to rain - sudden unexpected heavy rain out of a sky that up until a moment ago had been quite clear.

Rather than run away, like any sensible people, Rees and Yenna ran across the clearing to where Beil lay. The vate was unharmed - merely a little dazed.

"Are you hurt?" Rees' worry showed in his voice. "What went wrong? Why is it raining?"

All three of them were soaked to the skin.

"No, thank you; I'm not sure; and I'm not sure," said Beil looking around blearily. "Are you both alright?"

The two of them looked at each other. Yenna spoke first, a little tenatively. "I'm alright. In fact I feel... actually I feel quite good? Very good. Um."

She blushed. Rees opened his mouth to say something, then shut it again. A number of expressions warred across his face - embarrassment, uncertainty, happiness, excitement. He blushed as well, deep beetroot red. Beil did not have to ask how he was feeling.

"I think you'd better go find some shelter." said Beil. "You're obviously fine. More than fine"

The two did not need to be told twice, scampering out of the hollow through the weirwood trees, heedless of the pouring rain that had soaked them to their skin.Beil could hear them laughing as they ran back along the trail towards the wayhouse.

The old vate stared up at the sky. The sense of the regio's pulsing power was still there - a simple cantrip confirmed the seething, surging Spring magic that pooled all around the hollow just a hair's breadth away. Even as Beil crossed the hollow to start tidying up the shards of pottery and ambergelt, delicate golden flowers were sprouting and blooming all around.

"Well, this is new," said Beil thoughtfuly, speaking out loud. "But at least it looks like the drought is over."

.

Contents

- 1 The Flood

- 1.1 Rites of Spring

- 2 Three Opportunities

- 2.1 The Well of Valas

- 2.2 Evenstar in Naris

- 2.3 Eye of Serenael

- 3 Heart of the Tempest

- 4 Limited Opportunity

- 5 Resolution

The Flood

For six months, the magicians of the Empire have been unable to draw power from regio aligned with the Spring Realm. This problem has ended as abruptly as it began - and with a vengeance. Spring magic is always eager to expand, to overpower those who use it. This urge seems to have been significantly heightened since last Imperial magicians were able to use it. Some astronomancers suggest an untimely conjunction of the the Fountain and the Stallion is to blame. Some goetic magi are more suspicious and believe that the conjunction merely reflects the efforts of some primal force in the Spring realm to spread its influence into the Empire. It is unlikely either side will be able to provide definitive proof any time soon.

What is clear however is that Imperial magicians can draw on Spring magic via a regio again - both to enhance their power and to target spring rituals at Imperial territories. More than that, the spring magic is like a flood, seeking any avenue to pour into magicians who make contact with appropriate regio.

Rites of Spring

Any magician working a spring ritual will experience a roleplaying effect: you find the experience of working spring magic exhilarating but tiring. You are left panting, sweaty, and aching by the completion of the ritual. The higher the magnitude of the ritual, the more tired they will be at the end of it. These symptoms will fade with a short rest. If you are a briar, you instead feel energetic and alert.

Furthermore, when contributing to any Spring ritual that is targeted using a regio, any Imperial magician can choose to embrace dangerous levels of magic - allowing it to surge through them and risking short-term or even potentially permanent consequences. They must inform the referee that they choose to do so before the ritual is begun, and will then gain a temporary one rank bonus for that performance of that ritual. However they will also receive a magical traumatic wound from the referee - it is up to their sense of drama when during the ritual the traumatic wound begins to manifest. Each individual can only do this once - one you have received a traumatic wound you cannot receive another.

The rituals in Imperial Lore that can be used with this opportunity are: Foam and Spittle of the Furious Sea, Forge the Wooden Fastness, Rivers of Life, Rivers Run Red, Thunderous Tread of the Trees, Mountain Remembers Its Youth, Thunderous Deluge, The Dance of Navarr and Thorn, and Hallow of the Green World. It would also be possible to use this ability when performing an appropriate Arcane Projection.

Three Opportunities

The Well of Valas

- In Hahnmark, the opportunity to construct a magical well that will provide Spring vis

South-west of Valashal, not far from the edges of Rundhal Marsh there is a certain wide well each of whose stones is marked with one of the runes of Spring. Even mawrig is represented - although for every appearance of the Rune of Storms there are three of Bravash, Rhyv, and Evrom. The well stands at the heart of a Spring regio - for centuries it has been the habit of Steinr couples who wish to conceive a child to spend a summer night when the moon is full eating, and drinking, and trysting at the well. It is said that such children as are conceived on such nights are hale and hearty, and often bear good, strong briar blood.

One such couple, desperate enough to approach in Winter, tested the waters and to their surprise discovered them thick and glutinous, like treacle. Hurik and Manun, a pair of experienced and well-respected runesmiths were prevailed upon to investigate and discovered the magic of the regio had seeped into the water - infusing it with the sweet essence of the Spring realm. For the most part the water is simply very sweet - but the power could be harnessed to create a more potent effect. If the runes that cover the well were inlaid with mithril, say the runesmiths, it would be possible to focus the magic and gain a unique benefit thereby. it would also, they say with very serious expressions, require a fine mithril bucket engraved with the Rune of Wealth.

Hurik and Manun can oversee the runework themselves. It would require a suitable commission, but would not count against the number of commissions the Senate could arrange this season. The construction would need 10 wains of mithril, and 20 crowns of additional materials, and take one month. At the end of that time it would create an Imperial title - the Moonwell Runewarden perhaps - who would receive each season a single bucket of vital honey from the well (enough to provide four doses of the exotic material). The civil service suggest that such a title would most likely be appointed by the Imperial Conclave, or the unanimous decision of the Wintermark senators. Hurik and Manun - mention it would be fitting if it were an annual appointment rather than a lifetime appointment, but they place no actual restriction on their willingness to do the work.

Evenstar in Naris

- In Redoubt, the opportunity to create a unique sinecure that provides both crystal mana and healing herbs

The spire of Evenstar in Naris on the southern coast of Redoubt was once a hospital staffed by potent practitionars of Day magic and Spring magic and built around a potent Spring regio. The doctors and many of the patients were carried away into slavery when the Grendel attacked it in Winter 380YE. It was liberated eventually but not beore Grendel sea magicians had used the regio to unleash devastating magic against Redoubt.

The magic of the regio never really went away - there was just nobody left to harness it. With the abeyance of magic at an end, the Urizen have identified that this is one of the regio that seems to be seething with undirected Spring potence. The herb gardens maintained by the healers have exploded with fecundity, rapidly overwhelming the spire and transforming it into a beautiful, tragic garden - a flower-strewn monument to the men and women who died here or were carried away by the orcs. The flows of raw mana that pass through the ruined spire - that once fed the mana sites nearby - coalesce through several of the trees and vines now growing here, producing rare crystalline fruit that function as crystal mana.

The profusion of life and crystal mana will quickly fade as the surge of magic subsides, but part of it could be harnessed with a web of mithril and weirwood. Such a structure would require a commission - whether from a Senator, the Bearer of an Imperial Wayleave, the Crystal Architect of the Spires, or the Arcane Architect hardly matters. It would cost 10 wains each of mithril and weirwood, and 20 crowns for additional rare components. It would take a season to complete, and at the end of that time produce a sinecure and an Imperial title - Evenstar Defender perhaps - who would receive a seasonal bounty of 7 crystal mana and 13 random healing herbs to do with as they wished. Such a title could be appointed by declaration of the Imperial Conclave, or by unanimous decision of the Urizen senators, depending on the motion raised.

Eye of Serenael

- In Miaren, the opportunity to create a great work that will provide herbs to mana sites and crystal mana to herb gardens across the territory

Perhaps unsurprisingly, there are several strong regio in Miaren aligned with the Spring realm. One of the most powerful - the Eye of Serenael - lies on the outskirts of modern Seren, the largest Navarr settlement in the Empire. With the surge of magic running through regio aligned with Spring, a troubling fountainhead of raw magical energy and seething fertility is seeping from the regio. The energy pooling here is not dangerous as such, but occasionally it discharges in bursts of spontaneous spring magic bringing sudden uncontrolled plant growth, violent weather shifts, and the occasional ruination of crated goods.

The Navarr are the masters of channeling, containing, and gently herding Spring magic - and of harnessing it's vibrant fecundity. An elderly vate passing through Miaren with her striding, suggests a way that the wellspring of magic could be used to the benefit of the nation. The trods of Miaren are old and well-walked, and well suited to drawing Spring magic along their length. By building a suitable structure over the regio, its magic could be safely guided in such a way that all the steadings of Miaren could potentially benefit.

She suggests a squat labyrinth of white granite, carved with swirling designs symbolic of the trods that criss-cross the Navarr territory could be built, and planted with weirwood saplings from the golden trees. Such a structure would require 35 wains of white granite and 35 wains of weirwood to build, a suitable commission, and 140 crowns. It would take six months to build but once complete it would safely channel the magic of the Eye of Serenael - and potentially several of the smaller regio - throughout Miaren. The result would be that every mana site in the territory would be infused with life - and every herb garden would be infused with magical plants whose essence could be harvested to provide crystal mana. This would mean every herb garden would share in a seasonal bounty of 36 crystal mana, and every mana site would share in a bounty of 54 random herbs.

Heart of the Tempest

The effects of the surging Spring regio are not uniformly positive. The Heart of the Tempest in Mieriada in Miekarova has begun to expand. it is spreading slowly - perhaps no more than a handful of paces each week in fits and starts - but expand it is. There is a wildness at its heart, and the strange plant-like creatures that dwell within its tangled thickets have been seen abroad beyond its woody boundary. There are some reports that they are spiriting away lone travelers and taking them back to the woods. There is some concern - more than one mystic has endured troubling dreams about the Heart of the Tempest in recent years. There is a worry that a hitherto unknown sovereign may lurk at its heart.

At the moment there seems to be no immediate remedy to the slow, careful expansion of the peculiar woodland.

Limited Opportunity

The three opportunities to commission structures in Hahnmark, Redoubt, and Miaren are only available while the Spring regio continue to behave peculiarly. It is likely that the flood will have abated by the Spring Equinox, so any opportunity that is not taken during the Winter Solstice is likely to be lost.

Resolution

During the Winter Solstice, the Imperial Senate voted to construct Seren's Whispering Garden, taking advantage of the opportunity to channel the energy of the Eye of Serenael.

Following the Winter Solstice, the Heart of the Tempest ceased expanding and over the course of several weeks the forests became quiescent - or at least as quiescent as forests in Varushka ever become.

The tide of Spring magic subsides in the weeks following the Winter Solstice. The opportunities to harness its power - whether through embracing dangerous magic or creating structures to channel spring-tainted mana - are no longer available.

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The history of the Way

The History of The Way

Priests and Scholars of The Way have unearthed myths and legends of Exemplars and Paragons that go back as far as any history or saga. Belief in reincarnation pre-dates understandings of the Labyrinth of Ages and can be found in multiple disparate cultures.

The Way of Virtue first began to take shape during a period of Highguard history called The Revelation. A Highborn Chapter called The Scions of Atun found a way to unlock the potential of Vinum, a herb previously used by the Navarr for medicinal purposes.

Through a complex system of refinment and maturation, The Scions of Atun created Liao which, when used, opened up a person's mind to the Labyrinth of Ages. In its rarest form, known as True Liao, it grants humans clear visions. During this time, another Highborn Chapter - The Distant Shores - uncovered proof that the visions were of events that had truly happened by matching up archaeological evidence and historical record with the visions witnessed. This was the spark that ignited The Revelation in Highguard. Further study by the Scions, Shores and other Highguard Chapters uncovered other secrets, such as the nature of the Labyrinth of Ages, the Seven Virtues and the identities of some Exemplars and Paragons.

Having taken root in Highguard, several Chapters - most famously the Winds of Virtue - carried The Way to the other Nations. As they did so, they learned about Exemplars and Paragons that had manifested in those lands, taught the people of the Labyrinth and the Virtues, and invited pilgrims to come to Highguard to experience the truth of The Way through the True Liao visions.

The spread of The Way amongst the nations preceded the rise of the First Empress, with pilgrims coming to Highguard in search of pure liao visions and to learn liao ceremonies. Yet The Way truly became dominant when the Empire was founded and the Empress formally recognised The Way as the religion of the Empire in the Imperial Constitution. This included the creation of the Synod and the granting of its powers.

Since the founding of The Empire, the combined insights of priests, holy mystics, scholars and wise ones from all nations have further informed the understanding of the Virtues, the Paragons and the Labyrinth of Ages. Further study of liao has also revealed it has applications in ceremonial rites that can facilitate or hinder a spirit's passage through the Labyrinth of Ages as well as demonstrating and aiding the power of Virtue in this lifetime.

Further Reading

- The Way of Virtue

- Imperial Theology

- Imperial Synod

- Religious skills

- Religious Skills

- Recent History

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The mother of morality

The blow came from nowhere, the sword whipping out faster than her eye could follow, the flat of the blade smacking against her skull. The coif took the force of it, but stars filled her eyes and she dropped her own weapon.

"Pick it up. Drop it in battle - you're dead. Keep your guard up. Drop it in battle - you're dead. Keep your wits about you. Drop them in battle..."

"You're dead!" She interrupted her teacher before he could finished his regular sermon. She'd heard it a thousand times before. He waited for her to bring the wooden sword back to guard, but she left the point facing the earth as she rubbed her head to try and banish the stars.

Sensing her distraction, her teacher lowered his own weapon "Alright Liddy - what's eating you?"

"Nothing... it's nothing... just thinking about what that Crow said today... about the Iron Helms being dogs." The truth was she hadn't really understood what the priest had been talking about. But she'd knew old Siward would be able to explain it. There was a reason he was her favourite teacher, Siward was just about the smartest man she knew.

"You're wondering why it's wrong? What's so bad about being cruel? You figure the Jotun are our enemies and they'd kill us soon enough. Here I am teaching you to how to kill them and then up comes Gunnbrand Ironwill to tell you not to. Confused huh?" She nodded encouragement - that wasn't quite it - but it always helped to hear Siward talk.

"Gunnbrand is one of our best Crows - you should listen to him... but since you clearly didn't - then I'll tell it to you straight. All that butchery - all them slavering dogs and the bodies on spikes... there's a point to it. It ain't cruelty for cruelty's sake - only those claimed by the Wendigo would do that. The point is fear. The point is to make them afraid. To break them - make 'em too scared to face us."

She picked up the line of reasoning hoping to impress him with her understanding. "Fear's a false virtue - it's the biggest failing there is. So it's wrong to make them fear us?"

"Pig-shit! You can't control the virtue of another - you can't make a person lazy, or foolish or cowardly. Your virtue is the choices you make - not the choices of others."

"So what then?"

"Liddy, folk use fear to scare their enemies because they don't have the courage to face them. If you're scared to face death, you'll put a man on a spike, or set your dog to rip his throat out - you'll do anything to avoid that fight. Them that use fear to fight their enemies do so because they are afraid. The Varushkans spend half their life cowering in the dark - they're afraid to fuck at night for fear of the shadows getting them. They don't have the courage to face their monsters - so they become them instead." Happy with his explanation he smiled and raised his tone a little. "Are you afraid to face your enemies Lyydia With No Name? Are you afraid to die?"

She grinned back at her teacher. "Never! We are the Mark... the storm can never break us!"

"Good - now keep your guard up! Or I'll name you Lyydia Died In Training..."

Contents

- 1 Overview

- 2 Gaze Into The Abyss

- 3 A Hundred Times Too Short

- 4 Wipe the Blood Off Us

- 4.1 In Pursuit Of The Goal

- 4.2 Close To The Flowers

- 5 Limited Opportunities

- 6 Resolution

Overview

The Iron Helms, the infamously cruel Varushkan army continue to be divisive. The Wintermark and Freeborn Assemblies have unambiguously rejected them - even taking steps to make it harder for the army to fight alongside them. Likewise, the priests of the League have spoken out against the use of cruelty and fear on the battlefield - although their assembly was far from united in that condemnation.

Several significant opportunities have arisen as a result of the Synod's ongoing discussion of what is, or is not, too high a price to pay for victory.

Gaze Into The Abyss

- The Wintermark nation assembly may promote a change of strategy towards the Jotun, encouraging heroism rather than slaughter.

The priests of the Wintermark assembly have dispelled any doubt that they consider the actions of the Iron Helms are unvirtuous and beneath the heroic warriors of the Mark. First Ylmiska Ferbow passed a statement of principle calling them unvirtuous, then Gunnbrand Ironwill openly condemned them for their actions. As a result of this mandate, the Iron Helms will now be shunned when on campaign with any Wintermark army. It won't stop their butchery, not if their general orders it, but without the support of their fellow soldiers they will suffer a penalty to their effectiveness making it harder for them to win battles and conquer territory.

Perhaps as a result the Helms have turned tail and left the west, heading to Sarvos and presumably from there on to face the Grendel or the Druj. Many Winterfolk welcome this decision - "let the monsters kill each other" appears to be the common sentiment. "When the Varushkans emerge from the Labyrinth they will have a chance to be born in Wintermark where they can learn to become real heroes."

Still the actions of the Iron Helms in the Mournwold cannot be undone. The Jotun have always faced off against Wintermark, since as long as anyone can remember. They have even fought beside Wintermark in the past - in the reign of Emperor Guntherm warriors from the two nations even joined forces for a short time to fight the Thule...

Now they have fled the Mourne with their tails between their legs. It seems like a great victory - but some of the mystics mutter that there is a price to be paid for such a hollow triumph. They remind those who listen that Wintermark warriors once fought the Jotun as heroes - not butchers. At that time the Jotun would return the respect the Wintermark warriors showed them. Those days are gone now... but perhaps if Wintermark took a stand they might come again.

It is clearly a risk, but the Wintermark Assembly could choose to authorize a named priest to spread the following mandate.

A hero's tale ends with a good death - for us or our enemies. We send named priest with 25 liao to urge our warriors to face the Jotun on the battlefield as heroes, and strive with every sinew for victory, not for slaughter. Thus will we let the grimnir of either side treat their fallen.

Wintermark National Assembly

If the Wintermark Assembly passes this mandate then for the next year (until the start of the Autumn Equinox 382YE) any Wintermark army that fights the Jotun will gain 10% more victory points but inflict 20% less casualties. The change of tactics that ensures this reduction of casualties will be apparent to everyone present in the territory where the campaign takes place.

A Hundred Times Too Short

- The National Assembly of the Brass Coast may encourage the Red Wind Corsairs to embrace the idea of capturing, rather than killing, enemy soldiers, permanently changing their quality.

Like Wintermark, the Freeborn Assembly did not stint in their criticism of the Iron Helms. The statement of principle by Mazo i Zabala i Erigo made clear that such tactics as the Helms employed were unvirtuous and that the Freeborn should "aspire to be better than this and lead by example". The following season the Assembly authorized Constanza i Kalamar i Guerra to spread a mandate encouraging every Freeborn soldier to follow their conscience and disdain and shun the Helms, rejecting them and their cruelty.

Their words find ready ears among the Freeborn, although perhaps it is more than just virtue. The Varushkans are by their nature a dour folk and the Iron Helms in particular are a grim-faced lot. Few Freeborn weep any tears at the thought of charging the sour-faced schlacta a throne or more to join them at their table. Let the Helms debase themselves bringing death to their enemies - in the Brass Coast people revel in adventure - in a life lived to the full. Life is too short — it should never be dull.

For those who enjoy hearing tales of the corsairs, there is also another truth. Slaughtering your enemies... putting their heads on spikes... it might win a war... it will certainly kill your enemies... but it won't make you rich! To the victor should go the spoils - there is money to be made in war - just not from butchery. The dead pay no ransoms.

So why not let the Freeborn set a real example for the Empire? A way to show everyone that the Empire can triumph on the field of battle - fight their enemies with honour - and still turn a tidy profit. If the Synod takes this view then they could authorize a named priest to spread the following mandate.

All things can have a price. We send named person with 25 liao to remind people of their prosperity as well as their courage and to take a ransom from those foes we defeat rather than count their bodies. We will fill our souls with virtue and our pouches with coin!

Freeborn National Assembly

If this mandate is spread then the message will be eagerly taken up by the Red Wind Corsairs. Of all the Freeborn forces, the Corsairs more than any other epitomizes the Freeborn approach to life. They take a joy in their own life, rather than seeking to end the lives of others. Crucially though, many see battle as a chance to seize the wealth of their enemies. To them the point of war is to increase your affluence at the expense of your enemies, rather than to see them dead. After all, have the Red Wind (and the Wolves of War) not just demonstrated the value of a well-planned raid against an enemy's money-pouch in Spiral?

The mandate will build on and reinforce earlier messages - that the Varushkan approach to war is unvirtuous - and instead encourage the Freeborn to embrace their instinct to treat their defeated enemies with respect and take their money not their lives. The army's quality will be changed to Daring. Instead of the plunder order, the army will be able to submit the daring raid order. Although some Wintermark armies find fighting alongside a foraging army distasteful - many Wintermark heroes prefer the idea of ransoming defeated enemies to butchering them and have no reason to dislike a daring army.

Daring Raid

- Casualties inflicted by this army are reduced by three tenths.

- Casualties suffered by this army are reduced by a tenth.

- The army generates wealth based on the number of victory points generated.

The army concentrates on lightning attacks against the enemy forces intended to take key strategic points and capture prisoners in the process. Defeated enemies are treated with respect and healed, but kept as prisoners to be ransomed back to the enemy. By such a means members of the army will grow wealthy; a portion of this bounty in the form of potions, magic items, money, herbs, crystal mana, crafting materials and valuable materials such as weirwood, mithril, white granite, and ilium will be claimed by the army general.

The use of cruel tactics by any army is unvirtuous. Cruelty is designed to break the spirit and install fear. The use of the False Virtue of Fear as a weapon is unvirtuous. We urge all Synod members to provide spiritual guidance to the generals of their nations that use said tactics.

Cesare Enzo Di Trivento, League Nation Assembly

Wipe the Blood Off Us

- The League National Assembly can use mandates to support their statement of principle regarding the danger of embracing fear as a weapon.

During the Summer Solstice, the priests of the League narrowly passed a judgement condemning the cruelty of the Iron Helms. The priests were far from united in their condemnation - the statement only just managed a lesser majority - but it was successful, and in the current climate that is enough to have some impact. Of course the assembly may wish to repudiate the statement and embrace cruelty and fear - but if they are happy with their decision then there are ways to demonstrate their commitment to their principles.

In Pursuit Of The Goal

The League assembly may choose to pass a mandate urging their soldiers to show their disdain for the Iron Helms and their cruel ways. If this mandate is passed, then regardless of what orders are given by the generals of the Military Council the soldiers of the League will acknowledge the unvirtuous nature of the Iron Helms. They will shun them, or refuse them comfort or aid when they campaign together.

The cruelty of the Iron Helms is unvirtuous, it demeans our Empire to use such tactics and it betrays the ideals of our people to fight alongside those who do so. The assembly sends X with 25 doses of liao to urge our soldiers to reject the Iron Helms and their cruelty."

Synod Mandate, national assembly

If this mandate is enacted then for the next year, if the Iron Helms are deployed in a territory alongside the Wolves of War or the Towerjacks, , they will suffer a reduction of one tenth in the number of victory points they contribute to that campaign. This bonus is cumulative for each additional nation (not individual army) that has passed this mandate that are present in the territory.

Close To The Flowers

Alternatively, the League national assembly may look to The Throne for inspiration. While the Imperatrix tends to the entire Empire, she is a daughter of Holberg, and thus the League. The League national assembly may choose to pass the following mandate.

It is not enough to denounce the cruel; we must set an example that inspires others to eschew the false virtue of fear. The League assembly sends X with 50 doses of liao to urge the Wolves of War to seek allies prepared to embrace the vision of Imperatrix Lisabetta and preserve life, rather than embrace fear.

If the League passes this mandate it will automatically incorporate the effects of the first mandate urging the soldiers of the League to shun the Iron Helms - but in addition it will permanently allow the Wolves of War to add the physick quality to the list of qualities they can select from as a mercenary army, representing recruiting Holberg physics, Navarr apothecaries, and Highborn herbalists to support the army and their allies.

Limited Opportunities

Any of these opportunities that are not taken during the Autumn Equinox will be lost.

Resolution

Gunnbrand Ironwill of the Wintermark Assembly has been charged by his peers to encourage the warriors of the Mark to fight the Jotun with respect. The armies of Wintermark will change their strategies over the next four seasons.

Likewise, the Freeborn Assembly embraced the opportunity to encourage the capture and ransoming of their foes. Gonzalo i Riqueza , the named priest, has provided the appropriate amount of liao and so the quality of the Red Wind Corsairs will be permanently enhanced.

.

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The other empress

Hugh sat down next to his old friend Isolde, a plate of food in either hand. Hardly a fair payment for the time of the woman who had once been the best advocate in Weirwater, but Isolde was retired now and this was mate's rates anyway. And besides the Fatted Pig was not a cheap inn.

"So - Giselle - how do you reckon it's going to play out?" he said in a poor attempt to be nonchalant.

"Hah - you're going in on Donnie's wager aren't you? What's he giving - five-to-three that the League claim her back?"

It didn't fool the old advocate - wasn't meant to mind. That's not how the game was played.

"You got me - I figure I pick the brains of the smartest legal mind in Dawn - bound to give me an edge."

"Enchanting - but I notice you never mention my figure any more."

"Isolde, your beauty is beyond compare - you are a rose that will never wilt." She snorted at the obvious flattery but she smiled afterwards so he went in for the kill. Start with the legal arguments, it was always the best way to get Isolde talking. "Naine says there is a legal case to answer - reckons the Highborn have stolen it."

"What? That's never going to fly! Who owns the body? The Empire is the closest you could get to a legal owner - I look forward to being the one to tell the Highborn they were taking the body off the Empire. But lets say the League push for it - Naine's daughter could do the clemency on that one - and she's seven! If taking the body so the Grendel can't despoil it isn't the most perfect example of Vigilance as the basis for your actions I don't know what is. Any priest who can't make that case had better hang his liao up!"

"So it goes to Highguard then? But what about the will?" Isolde was on a roll now, he just needed to keep her talking.

"What the will Giselle never took the time to write down - do you mean that will?"

"I thought a verbal agreement was still a contract?" Isolde was in full flow, just needing the occasional push to keep her on track.

"Sure - but she was dying in agony - Druj poison was burning her up from the inside. I'll never forget her face - it was like she was in labour. She was ranting and raving and screaming all manner of crazy things. It's a good case - but it's far from cast iron. A decent advocate can claim that she was not in her right mind when she said it. And that's before you even start questioning the motives of the only two witnesses to this deathbed testament."

"So you think Highguard will win then?"

"Sarvos have the stronger legal claim - just. Problem is they just showed the whole Empire they can't protect the body. But this won't come down to the magistrates - sorry Hugh, but that's how it is. It'll go to the Senate - and that means it'll depend on how badly the Highguard want her back."

Hugh cursed inside, realizing he wasn't going to get the gambling tip he'd been hoping for. He shook his head - "I never understand why the Highborn want the bodies anyway" he mused.

"Hah! And that's why you're a pig-farmer, paying for tips from a dying woman for a wager on a dead one. Pride, Hugh, Pride! Preserving the traditions and the trappings of the Empire is what makes the Highborn who they are. It's in their bones, it's in their soul. Taking the body off them is like asking a nobleman to clean out your sty. If we give up our Pride then we'll all be pig farmers..."

Isolde stopped, realizing she'd hurt her old friends feelings. "Hugh you're the best damn pig farmer in Hawsmoor - now stop feeling sorry for yourself and get me another ale."

Contents

- 1 Overview

- 2 Significance

- 2.1 The Judgement of the Senate

- 2.2 The Pride of the Empire

- 2.3 The fate of Tedoroe von Mestra

- 3 Resolution

Overview

During the occupation of Sarvos, the Grendel stole priceless works of art and irreplaceable cultural artefacts. In one theft, however, they were stymied at least in part. When they broke open the tomb of Empress Giselle, they discovered it had already been robbed... but not in the manner anyone was expecting.

A small cadre of Highborn Unconquered, visiting Sarvos when the Grendel surprise attack took place, quickly realised that the orcs would want to raid the resting-place of the famously rich Empress. They moved quickly to secure the remains of the sixteenth Throne before the unscrupulous Grendel could defile them. Their focus was on protecting the dead Empress; there were plenty of valuable grave goods for the orc thieves to steal away - but they were denied the opportunity to tear open Giselle's coffin, or steal the personal effects with which she was interred.

The Grendel gave chase, and the Unconquered were slowed by the heavy coffin. The intervention of a band of League heroes saved the Unconquered, and allowed them to bring the coffin to Anvil via the Sentinel Gate - well beyond the reach of the thieving orcs. The remains of Empress Giselle were safe.

There is some uncertainty as to precisely what happened next, but the Unconquered band who had recovered Giselle's remains left Anvil heading east toward necropolis. Contradictory instructions were issued, and confusion reigned. Some citizens of the League demanded the return of Empress Giselle, while some Highborn seemed certain that the Empress' remains should be re-interred in a suitable tomb in the Necropolis.

The Unconquered themselves were intercepted by magistrates just outside of Sybella and the coffin impounded until a clear decision could be given as to where the dead Empress' remains belong. Investigation has determined that while there are several word-of-mouth reports that Empress Giselle declined the honour of being interred in the Necropolis, there is no actual written or magistrate-witnessed evidence to support these claims. Sufficient doubt is cast that the matter remains in contention. As a consequence, the decision lies with the Senate; not least because they will need to authorize the construction of a suitable tomb to house the remains.

Significance

It is traditional that deceased Thrones are interred in the Necropolis. There have been exceptions - Empress Mariika chose to enter Sydanjaa rather than face death meekly. Emperor Barabbas was lost at sea. Empress Britta - the focus of a similar controversy - was finally given to the marshes of Kallavesa shortly before the Winter Solstice. Yet by far the majority are entombed in Highguard. Even the revoked Empress Brannan rests in the Necropolis, as do the crazed Emperor Nicovar and the incompetent Emperor Walter. It is a tradition that has been observed since the First Empress was laid to rest there.

Weighed against that are the wishes of the Empress. According to those who were with her during the retreat from Holberg, she refused the honour of being interred in the Necropolis and insisted on being entombed in her beloved League alongside her husband. She was laid to rest in the Alivetti estates (a mere two years before they were ravaged by the storm that sank Caricomare) in a marble tomb that has now been effectively destroyed by the Grendel.

Several Highborn Stewards of the Dead have raised serious concerns about the ability of the Empire to protect a tomb built in Sarvos - they argue that the Grendel have shown they can strike at the city with impunity. To re-inter Giselle in Sarvos would be an attack on Imperial Wisdom and Vigilance. Only in the Necropolis can the tomb be properly protected (not least because the cliffs south of the Necropolis provide no access to naval forces.) In response, a group of League bishops lead by the influential Bishop Jago Heshel di Temeschwar of the Church of the Golden Orator in Temeschwar has denounced attempts to move Giselle out of the League - in violation of her stated wishes - as an unforgivable attack on the Pride of that nation. A band of Marcher abbots have penned a series of strongly worded letters to the Senators of both Highguard and the League suggesting that regardless of where Empress Giselle turns up, it might not be a bad idea to start fortifying the coast of the Bay of Catazar given the Grendel appear to be able to attack wherever they want without repercussion.

Regardless, the final resting place of Empress Giselle is of great interest not only as a political hot potato, but as a matter of deep concern to patriotic followers of the Way across the Empire.

The Judgement of the Senate

The final decision about where Empress Giselle should be laid to rest is up to the Imperial Senate.

If they choose to honour tradition and say that she will be interred in the Necropolis, this will reassure the Highborn that their role as protectors of the Imperial dead is still recognised by the rest of the Empire.

Alternatively, if they choose to inter Giselle in a League city (whether in Sarvos, or a different territory) this will salve the injured pride of the League, still smarting from their losses at the hands of the Grendel.

Regardless of the decision, Giselle will require a new vault. The motion to decree the new resting place for the Empress, will automatically include the commission of a vault to house the remains. A suitable tomb will require a minimum of ten wains of white granite and twenty crowns and will automatically create an Imperial title responsible for protecting the tomb. The title will receive 10 votes and 5 liao, and should be appointed through the Imperial Synod. As a result the motion will count against the twelve commissions available to the Empire each season.

If the Senate does not pass a motion regarding its final disposition, the coffin of Empress Giselle will remain in the custody of the Magistrates, in a reasonably secure cellar in Sybella until a decision is reached.

The Pride of the Empire

Choosing either the Necropolis or a League city will also provide a wider bonus. The civil service predicts that if Necropolis is chosen, a completed tomb will have the effect of providing a small boost to every Highborn congregation in Highguard. If a League city is chosen, then the completed tomb will provide a small boost to every League business in that city. In both cases, these bonuses would persist for at least a season.

However, the more prestigious the tomb the longer the bonus would last. There is no upper limit to how many wains may be committed to construction, and wains of mithril (to provide magical protection or beautiful decoration) and weirwood (to construct a suitable garden) may also be invested at the discretion of the Senator responsible for the motion. In each case the standard labour costs of 2 crowns per wain used would apply.

If the tomb is built with 20 wains the bonus will last for two seasons; if built with 40 wains the bonus will last for a year; if built with 80 wains, construction will take six months but the bonus will last for two years; and if built with 160 wains, construction will take nine months but the bonus will last for four years. In each case, the bonus will apply from the point where the tomb's construction is completed.

Regardless, a more prestigious tomb will not increase the number of votes or liao delivered, and any bonuses will last only as long as the tomb of Empress Giselle remains intact, umolested, and uncontested.

The fate of Tedoroe von Mestra

The body of Empress Giselle's husband Teodore von Mestra, was not recovered by the Unconquered. His sarcophagus was discovered to have been torn apart (presumably by Grendel orcs), and the contents stolen along with a number of other valuable goods precious to that Imperial household. Why the Grendel would take Teodore's body (rather than simply stripping it of valuables) is unknown - speculation suggests they may have mistaken it for the body of Empress Giselle but this explanation is tenuous at best.

Regardless, no matter what the decision of the Senate, Empress Giselle will rest in her new tomb alone.

Resolution

During the Summer Solstice, the Senate issued no instructions regarding the disposition of the body of Empress Giselle. However, shortly after the end of the Solstice a delegation of respected magistrates accompanied by a discreet coven of diviners visited the cellar where the body is being kept, and apparently engaged in an extensive examination of the remains.

Shortly before the Spring Equinox 381YE, work was completed on Virtue's Respite, a new tomb, in the League city of Temeschwar. Empress Giselle has now been re-interred in the northernmost city of the League.

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The parents of security

"You wanted to see me, Doctor Moretti?"

The doctor swallowed nervously and shuffled forwards. "Thank you so much for this opportunity, my illustrious prince, I am so grateful for this..."

The merchant prince cut the nervous man off before he could finish his sentence. "Yes, yes, Doctor. I'm illustrious, you're grateful... Marvellous. Now I'm also very busy, so lets see your proposal, shall we?"

"Sorry, sorry... my proposal, of course, of course! My proposal, yes..." he prattled on as he scrambled for his papers, all the time desperately telling himself not to prattle so as not to annoy the prince. In his haste, he dropped the plans, his hands were shaking so much.

With a click of the prince's fingers the beautiful cicisbeo swooped down, and snatched the plans from the floor. Before he could react she had placed them in her prince's hands. The prince unrolled the scrolls and began to study them carefully.

"We found Francesca's plans last week - it took us a few hours to work them out - but we're certain that they describe a vast naval arsenal that could..."

The prince held up a hand, interrupting the nervous academic once more. "Thank you, Doctor Moretti - I studied architecture at the university, as you know - I can read the plans just fine."

"Yes, yes, of course..." The doctor kept babbling, even as the voice in his head told him to stop, as it was clearly annoying the prince. The cicisbeo was staring at him now with what he was certain was a certain degree of contempt, which was only making him more nervous. She was said to be the prince's lover and deadly with a blade (weren't they all?). Stop prattling, he told himself, over and over - but words just kept coming out of his mouth. "The buttresses are really quite a unique design, it would be an architectural first..." Finally he managed to force his mouth to trail off as it dawned on him that nobody in the room was paying him the slightest attention.

The silence dragged on and on... the prince even took out a glass to study the plans in detail. Still no-one spoke. The urge to try and explain the many fine elements of the design was clawing at his mind, but he forced himself to remember that the Merchant Prince of the Carta Astaria was widely considered one of the most brilliant architects of their day - that was why he had come to them first. If the prince gave this project their backing then they had a fighting chance...

The prince sat back in their seat and smiled at the nervous academic. "You've done well bringing this to me first, Doctor Moretti. The Carta will be happy to endorse these designs."

"Wonderful - wonderful - I knew an architect as brilliant as yourself would wish to attempt such an ambitious design..."

The prince cut him off with a harsh laugh. "And that is why you are an academic, and I am a merchant prince, Doctor Moretti." They smiled at the last, to soften the tone of their rebuke. "It's not the architecture I am endorsing, Doctor - it's what it means for Sarvos... Dozens of fleets ply their trade from Sarvos every year - and yet we are forever doomed to play second fiddle to the Freeborn. When people think of the Empire's shipping - they think of Siroc, and Madruga, and the Brass Coast. But if we build this arsenal of yours, then the League will finally be the naval equal of the Brass Coast. Sarvos... will be the equal of the Brass Coast. Now that is an ambitious design..."

Contents

- 1 The Ships of Sarvos

- 2 A Chain Against Chains

- 3 Cold Welcome, Dark Mirror

- 4 The Old College Try

- 5 Limited Opportunities

- 6 Resolution

The Ships of Sarvos

- A unique opportunity to build a powerful Naval Arsenal in Sarvos - and potentially a League navy.

During the reign of Emperor Barabbas in there was a great deal of Imperial interest in naval matters, and the League was no exception. Sarvos is a centre for maritime trade - foreign vessels throng the docks and a great many Guilds have interests in shipping and international commerce. Following the Grendel attack, a scholar repairing some of the damage to Diora University came a cross a set of plans, apparently drawn up by Francesca "Franky" di Sarvos, for a grand project to militarise the Sarvos docks. The plans would require some minor modifications to take into account developments such as the Colossus and the new Cavabianca Dock - but such work is easily undertaken.

The Sarvos Arsenal and Dockyard would consist of a squat white granite bastion and a set of quays and drydocks designed specifically for constructing and maintaining warships. Similar to a shipyard, it would allow a navy to be raised - but anyone could build a shipyard in Sarvos. There is more to the Sarvos Arsenal and Dockyard. The League cannot currently maintain a third army - but with the support from the citizenry it could support a navy using the Arsenal - especially one raised with the intention of protecting the city, or paying the Grendel back for their cowardly sneak attack.

The Arsenal would require 100 wains of white granite and 30 wains of weirwood - it is much easier to re-purpose the docks of Sarvos than to build them from scratch, so the weirwood requirement is not especially great. Labour would require 260 crowns, and construction would take six months. The Naval Arsenal would require an upkeep of 15 Thrones each season. When it was complete, it would offer the following benefits.

- Firstly, it would function as a great port, providing a share of 900 rings to every fleet operated by a League citizen in Sarvos.

- Secondly, it would provide refuge to any Imperial navy that put-to-port in Sarvos.

- Thirdly, it would allow naval construction to take place, just as a shipyard does, following all the normal rules.

- Finally, and perhaps most importantly, it would allow the League to raise and maintain an Imperial navy, the core of which would be supported by the maritime guilds of Sarvos. As long as the region of Cigno remained under League control, they would be able to support the navy, regardless of what other territory they might gain or lose. If they lost control of Cigno, however, the navy would be assumed to have insufficient suppy and begin to deteriorate.

We acknowledge the Loyalty and Courage of the people of Sarvos in defending their home. We encourage them to show their Pride and Prosperity by rebuilding their city with vigour.

Josephine Von Temeschwar , League Assembly

At the moment, there is some enthusiasm among the Guilds of Sarvos for the Arsenal and Dockyard, but that may not last much beyond the end of the year - memories can be short in the League - so the opportunity to commission this construction is available only until the end of the Winter Solstice.

A Chain Against Chains

- An opportunity to construct a great fortification to protect the city of Sarvos from future Grendel invasion

The Arsenal of Francesca di Sarvos is not the only large-scale building project being discussed in the city, however. When the Grendel invaded, they did as little damage to the actual city as they could. It was not until the nights of rage, under the peculiar chaotic fog, that there was much actual destruction of property. In the months following the invasion, most of the destruction was repaired as the Sarvosans got on with their life. That said ... the ease with which the Grendel took control of the city still gives many of the residents nightmares. As a port city, Sarvos is very vulnerable to attack from the sea. Rebuilding is all very well, but when an armada of orcs could invade at any moment ...

Representatives of the Sarvos Chamber of Commerce have been in discussion with Menno Van Ritsjhof, perhaps the most skilled siege architect in Holberg. He has prepared a design for a grand fortification to protect Sarvos - a series of walls, towers, and barracks, coupled with great iron chains attached to blocks of white granite that can be raised or lowered to provide a nigh insurmountable obstacle to naval forces.

The fortification is ambitious and will not be cheap. To bring his vision to life will require 130 wains of white granite and 32 Thrones 4 crowns in labour costs. Construction would require a year to complete ,and obviously require a commission from the Imperial Senate. It would have an upkeep of 10 Thrones each season. The resulting fortification would have an effective strength of 3,000 against any conventional land forces invading Sarvos, or against any Shore Offensive in Bocche or Uccelini. Against any shore offensive aimed at capturing Cigno, however, the fortification would resist conquest with an effective force of 6,000 (OOC Note: bearing in mind that the benefit of a fortification in a region directly being attacked will effectively increase this force, this is a significant advantage).

The use of cruel tactics by any army is unvirtuous. Cruelty is designed to break the spirit and install fear. The use of the False Virtue of Fear as a weapon is unvirtuous. We urge all Synod members to provide spiritual guidance to the generals of their nations that use said tactics.

Cesare Enzo Di Trivento

Cold Welcome, Dark Mirror

- An opportunity to encourage League citizens to support their armies - by condemning the armies of Varushka.

The Iron Helms are spending the Summer in Sarvos, giving the people of the League a chance to get a good look at them. Many citizens, bearing in mind the words of Cesare Enzo Di Trivento, supported by the League Assembly, do not like what they see. The Varushkans are seen as boorish, insular, peculiar, unfriendly, and in many cases their attitudes suggest they have more in common with the barbarians than the refined people of Sarvos. Indeed, some wags suggest that by comparison the Grendel made better guests.

The fact that the Iron helms are there to protect the city is fair enough - but there are also many stories of the atrocities committed by the Iron Helms in the Mournwold. It does not help that a lurid pamphlet claiming to depict the true events of the arrest of Dogri Thulebane begins to circulate shortly after the Summer Solstice - and it is quickly joined by numerous other cheap, thrilling publications ascribing all sorts of strangeness to the Varushkan army. Worse, when a brawl breaks out in a drinking house in the northern part of the city between a band of bravos, a half-dozen off-duty Varushkan schlacta, and a work-gang of College orc longshoremen, the tale rapidly spreads across the city and is wildly exaggerated with every street it crosses. The magistrates never get to the bottom of who started the brawl, but it leaves an inn ruined, blood on the cobbles - and the Iron Helms with a most-likely unjust reputation for savagery and anti-orc bigotry.

Several prominent citizens compare the Iron Helms very unfavourably with the popular Wolves of War and the Towerjacks, echoing the words of the League Assembly. There is a lot of murmuring and grumbling about what these uncouth northerners are doing in Sarvos - would they not be happier in Temeschwar perhaps?

The Iron Helms use the malign spiritual power of fear. That the Varushkans are prepared to use such a weapon speaks poorly of their entire nation. The Imperial Synod sends (named priest) with 50 doses of liao to remind the people what a virtuous army looks like - and urges them to shun the unvirtuous northerners and save their favour for the Wolves of War and the Towerjacks instead.

Synod Mandate

If the League national assembly successfully raises this mandate, and sends a named priest with at least 50 doses of liao to spread the word, it will have a permanent effect, encouraging the League citizens to support their own armies.

Iron Helms will travel to Sarvos under a solid defence, eye to the beaches and the sea. Iron Helms prepare to bring terror to the Grendel.

General Magnus Prochnost

Any League army that receives natural resupply in a League territory will recover an additional 100 strength each season (150 if the army is large). This represents the support of the wealthy citizens of the League for their armies.

By contrast, any Varushkan army that attempts to receive natural resupply in a League territory receives only four-fifths the amount they would normally expect. The Iron Helms, specifically, will instead receive half the normal amount of natural resupply.

The Old College Try

- The orc slaves liberated from Jarm have graduated from the College

I encourage the people of Sarvos to show hospitality to the freed Jarmish slaves at the College of the Liberated, but to be vigilant to the possibility of Grendel infiltrators.

Casimir Marcelino di Sarvos, League Assembly

The College of the Liberated was commissioned by the Imperial Senate in Winter 379YE to deal with an influx of orcs from the Principalities of Jarm. In the nearly two years since, most of the orc students who have passed through its doors have moved on, one way or another. Today, the college provides education and apprenticeships to the poor and disadvantaged of Sarvos - and by doing so thereby increase the productivity of every business in the territory.

Of the three hundred or so freed slaves who came to the Empire from Jarm, only around a third remain in Sarvos, Some still live in Trivento, but most have been lured to the Jewelled City itself. Despite their time at the college, many struggle to compete with professional League citizens who have enjoyed more education and greater opportunities. While some are able to hold jobs as assistants to shopkeepers, most have ended up as labourers of one type or another - farmhands, dockworkers, miners, drovers. There are even a very few nasty rumours that at least one old-style "fighting pit" has been reopened somewhere in Caricomare, with orc gladiators providing the main attraction as they did in the bad old days before the Orc revolt.

Part of the problem has been caused by the sack of Sarvos, a mere three months after work on the College was completed. The Jarmish orcs are often treated with suspicion by citizens of Sarvos, concerned that they may be more inclined to support the Grendel than their human benefactors. There seems to be little basis for this prejudice - after all, there were no College orcs in Sarvos during the time of the invasion - they were all still in Trivento. There have been a handful of violent incidents of violence aimed at the newcomers, but for the most part the prejudice is less obvious.

It is no surprise, then, that two-thirds of the orcs educated at the College have chosen to move elsewhere. Most take the long overland trip to Skarsind, looking to find new lives for themselves. Ironically, they have little difficulty finding employment there. Many are more than happy to work in the mines the Imperial Orcs eschew, alongside the human miners who make up the majority of mineworkers in Skarsind. Others find the skills learned in their apprenticeship in the League to be rare among the Imperial Orcs, and settle into comfortable positions running or helping to run businesses - such as those associated with Torfast Trading Post. College orcs settling in Skarsind invariably bond to the Imperial Orc egregore, and set about industriously building new lives for themselves and their families.

As a result, Marcello's words have polarised opinion somewhat in Sarvos. Those already predisposed to view the College orcs as citizens make more of an effort to help them improve their status in the League. Those already suspicious of the orcs point to the possibility of Grendel orcs among them, and grumble. Most people don't care one way or another of course - this is Sarvos and there are more important things to worry about - but discussion between the two opposed sides is becoming more heated.

Those orcs who have moved to Skarsind and joined the Imperial Orcs are called the liberated.

Limited Opportunities

The opportunity to build a Naval Arsenal remains as is until the end of the Winter Solstice 381YE, after which it will need to be re-evaluated. The opportunity to build a grand fortification is not time sensitive - the plans exist. The opportunity to convince the citizens of the League to support their own armies at the expense of Varushkan armies is only available during the Autumn Equinox while memories of the Iron Helms and the recent mandate are fresh in peoples' minds.

Chieka held her son up in both hands, and leaned dangerously out over the edge. The boy made a happy gurgling noise.

"Do you see it, little tygrysek?" she asked in heavily accented Imperial. "Do you see the big statue on the bay? That is the Big Butcher, who watches out for danger from the sea. He will protect you, little myszko. They say the one who built him is ten feet tall, and wields a great sword in either hand! They say he started as a meatchopper and became the richest man in the whole Empire!"

The boy ignored her, paying no attention to the grand Colossus, happily kicking his tiny feet over the long drop into the bay. Her husband chuckled deep in his chest, the grey skin on his scarred face creasing into an indulgent smile.

"He is too young słodyczko." He chided. "He doesn't understand at all. Maybe when he is a little older..."

The little orc child began to struggle a little then, twisting round to look for his father. Chieka stood back from the edge, handing the boy off to Piek, and smiling a little ruefully.

"I just want him to understand a little bit, that is all." she spoke quickly, in their native tongue. "I don't think he will believe us when he is older."

Piek chuckled, and pulled his wife into an embrace. The little orc trapped between them began to grizzle as his parents hugged.

"Did you get the job?" she asked hopefully. She'd be dreading to ask fearing she already knew the answer. He would have said already.

Piek looked down, sadness filling his eyes. "No - it went to the Scapa brothers on Crank Street"

"But you're a far better carpenter on your worst day than Alfeo Scapa on his best!" She held her young child close, trying not to think about what this would mean. "We needed that job."

"I know, I know. But people are always going to put their own first. That's just how the world is." he smiled at the woman he loved, the mother of his child as he tried to explain. Most of the humans had been welcoming enough, but they would never be citizens while they remained in Sarvos. They would never belong, not really. "At least we still have the money from your door work."

"It's not enough Piek, it's not enough. You eat better than this in Jarm!" Things had always been difficult, but they had definitely got worse ever since this talk of Grendel spies had started. Alfeo Scapa only had three fingers on his left hand after a duelling accident and he charged near double what Piek was asking. It was just not fair.

Her raised tone caused the child to start crying. "Maybe we need to be among our own" said Chieka as she tried to comfort the bawling child. "I think ... Yes I'm certain. It's time we went north. Rusech said that he would have a place for us if we wanted to go find the egregore."

Piek smiled down at his wife. She would hate the north, it was cold there by all accounts and she hated the cold. But it was the right decision. Somewhere in this strange land there was a home for them and their son - he was sure of it.

Resolution

Neither the Imperial Senate nor the League Assembly chose to take advantage of any of these opportunities during the Autumn Equinox. As detailed above, the opportunity to build a Naval Arsenal remains as is until the end of the Winter Solstice 381YE, after which it will need to be re-evaluated. Likewise the opportunity to build a grand fortification is not time sensitive - the plans exist and can be implemented at any time unless the situation in Sarvos shifts dramatically.

Unfortunately the opportunity to convince the citizens of the League to support their own armies at the expense of Varushkan armies was only available during the Autumn Equinox, and that opportunity has been lost.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_parents_of_security&oldid=61179"

The place you called home

An early Summer evening in Therunin. The humidity was almost overpowering. Three-foot long dragonflies darted lazily hither and yon across the surface of the shallow lake, between the mangrove trees. The sky was darkening as the sun drifted with slow purpose down to the horizon.

Valak stood with his spear before him, unmoving. He had kept the same position since noon, sweat running in rivulets down his face. Two thousand spears stood in a broad circle around him. The only sound was the slow beating of the drum, the Speaker of Totems pounding out the slow heartbeat of the nation. Beyond the great ring of spears the rest of the tribe, and the elders, rested in the shadows beneath the great marsh trees, watching and preparing meat and fruit for the feast to come.

As the sun touched the horizon, the Speaker of Totems suddenly fell silent. Shaking with exertion, Valak raised his spear in a smooth motion, reversed it, and drove it point-first into the soft ground with a warcry that tore his throat, left him leaning on the haft of the spear, strength fled from his body. Behind him he heard the voice of his great-grandfather, speaking words of wisdom, but he was too exhausted and suddenly too drained to make out the words. He took comfort in them though - his tone was not angry, but resigned, gentle.

A thunder of answering cries. Each warrior in the ring roared as they thrust their own spear into the soil. Some of them fell to their knees, others leant against their companions for support. A storm of wings from the rushes, as dozens of pale marsh birds, startled by the thunder, took flight, scattering feathers and shadows.

Silence. Valak struggled to catch his breath, as his strength slowly returned to him. He had pins and needles, but he could not afford to show weakness at this time.

"I am here," he said, as loud as he could. The spears echoed his words. "I am no longer a hunter of enemies, but a hunter of beasts. My warspear stays here as a promise, that when the leaves turn red I will return."

The murmured words bounced back and forth around the spears, sussuration, some voices stronger than others. The ceremony complete, he stood a little straighter, throwing out his arms.

"We are here," he said, with more confidence. He could feel his great-grandfather's hand on his shoulder, giving him strength. "This will be our place, at least until the season turns and the leaves change. We shall make a home here, beneath the trees."

A ragged cheer, and then the Speaker of Totems began to beat out a more energetic rhythm. The people came out from among the trees, many of them bearing garlands of leaves and vines. They helped the warriors to shed their armour, cast aside their shields, laid the wreaths upon them, and passed gourds and buckets of water and rough beer, and platters of food around.

As the festivities began, Valak looked off across the lake to wear a massive white heron was eying him grumpily. He smiled, tired, but happy, already beginning to think like a hunter and a chieftan rather than a warrior. "We will do well here, he thought. "For a time, at least, we will do well here." And then his wife was there, laughing, and embracing him, and dragging him through the forest of abandoned spears to sit in the cool shade beneath the trees of their new home.

Contents

- 1 The Treaty

- 2 The Spears of the Pine

- 2.1 Calling the Spears of the Pines

- 3 The Holt of the Oak

- 4 The Lodge of Yew

- 4.1 The Bounty of Reikos

- 5 The Song of the Great Forest

- 6 Guarded Wisdom

- 7 Participation

- 8 Resolution

The Treaty

- The tribe of the Great Forest will live as guests of the Empire in Therunin, primarily centered in the Lower Tarn Valley.

- The Great Forest Orcs have chosen to disband their army.

When the Great Forest Orcs left the Barrens, they came as a people fleeing the Druj with a greatly depleted army. They sought an alliance with the Empire hoping for a home with the Navarr in Therunin. Inititally they hoped that the Empire might grant them a region of their own in which to dwell. With such a homeland they could have begun to rebuild their army and be ready to retake their homeland in the Barrens.

Eventually it became clear that such a request was impossible. The Empire are prepared to allow the tribe to dwell within Therunin provided that they are willing to help defend it - but they will not cede a region the ancient forest. The orcs are clearly disappointed by the outcome, but their mood is one of resignation rather than anger. They seem to accept that in the end they simply asked for too much and offered too little.

Without a homeland, the survival of their army remains precarious. If the force were to face the Druj in such a state, then any significant losses would cause the army to break and be destroyed. Faced with such a threat the elders are forced to accept the inevitable and take action to protect what remains of their tribe.

In the weeks following the Summer Solstice, the orcs voluntarily disband their army, casting aside their war spears. Near half of the two thousand warriors ceremonially cast aside their role as warriors and defenders, and shift their focus toward building a new life for themselves and their people in Therunin.

If diplomacy is the art of persuading others to act as we would wish, effective foreign policy requires that we comprehend why others act as they do.

Madeline Albright, US Secretary of State

The Spears of the Pine

- Even without an army, the tribe of the Great Forest maintains a cadre of warriors.

The Great Forest Orcs have named Chief Valack as their liason to the Imperial Military Council. He may be contacted by Winged Messenger at the Great Forest Encampment, Lower Tarn Valley, Therunin for the time being. Valack has sent messengers to inform the Military Council that he is creating a map showing the disposition of the Mallum as his people know it, and expects it to be ready for the Winter Solstice. These maps will not be sufficient to allow Imperial magicians to scry the territories, they are an outline at best, showing the names and locations of the Druj territories. They will make it easier for the Imperial Senate to build a spy network in the Mallum if they choose though. They also promise to deliver as much information as they know about the Druj armies - although Valak cautions that such information is several years out of date.

While the Great Forest Orcs have disbanded their army their warriors do not abandon their weapons or their armour. Half choose to maintain combat readiness, guarding their people from the dangers of the forest of Therunin - which is, after all, a Navarr territory. Giant insects, alligators, and the occasional vallorn spawn threaten the orcs just as they threaten their human neighbours. These warriors call themselves the Spears of the Pines.

Calling the Spears of the Pines

As long as relations between the Great Forest Orcs and the Navarr remain cordial, and the orcs continue to live in Therunin, any Navarr general who is fighting in Therunin can call for the Spears of the Pines to fight alongside them. If they do so, a band of orcs and briars with a fighting strength of 1,000 will fight alongside that general in the coming season. To call the Spears of the Pines, the general need merely mention that they are doing so in their orders. Further, if any Navarr army is fighting to conquer the Barrens, they may likewise call for the Spears of the Pines, again by mentioning the in their orders. The Great Forest Orcs will only fight alongside Navarr armies in this way.

For purposes of rituals such as Bound by Common Cause, a warband of Spears of the Pines qualifies as seven military units.

The Holt of the Oak

- The tribe of the Great Forest offer to construct a fortification of weirwood in the Lower Tarn Valley, to help protect Therunin.

- The fortification would require a Senate motion, 80 wains of weirwood and 20 thrones, take a year, and be garrisoned by the orcs.

- The fortification would not count against the Empire's limited number of commissions, and would have no upkeep for the Empire as long as the orcs remained.

The Great Forest Orcs claim to have great skill working with wood and seem keen to put their skills in service to protect the Empire. They have offered to oversee the construction of an effective fortification, using weirwood rather than the traditional white granite. They propose that the fortification would be sited in the Lower Tarn Valley but stress that it would serve to protect the whole territory if it were attacked. If built, it would not only function as a fortification, but any Spears of the Pine who were not supporting a Navarr army would default to using the fortification.

Obviously they have neither the weirwood nor the money needed to build such a thing. But after some discussion the civil service confirm that they do possess a number of skilled builders and that the proposal is sound - architecturally at least. If the Senate were to grant legal permission and the senator who passed the motion provided 80 wains of weirwood and 20 thrones, then they could construct a fortification in the Lower Tarn Valley. Crucially, with the Great Forest Orcs able to oversee the construction, it would not need oversight by the Empire's engineers and thus would not count against the Empire's limit of commissions.

Although they cannot afford to build the Holt of the Oak, they can spare the warriors to garrison it, so the Empire would not need to support the fortification (saving 10 Thrones each season as long as the Great Forest Orcs continued to support it). While the treaty remained in effect, the fortification would be identical to any regular Imperial fortification in practical terms. Any Imperial military unit could still choose to support it in the same way as any other fortification built by an allied force in the Empire, but it would be occupied and defended by the Great Forest Orcs.

Such a plan is not without drawbacks. The Great Forest Orcs are adamant that the work will be a gift to the Navarr, when the Orcs leave for the Barrens once again. But it is the job of the civil service to consider what other eventualities might occur. If the treaty were broken and the Orcs were motivated to try and seize the Lower Tarn Valley... then any fortification controlled by them would take no part in the initial fighting. But if the worst happened and the Orcs did somehow manage to consolidate their control of the region then the fortification could be quickly turned against the Empire.

The Lodge of Yew

- The Navarr National Assembly may encourage the herbalists and business owners of Therunin to offer aid to the tribe of the Great Forest.

Most of the Great Forest Orcs apothecaries and physics have been killed, lost in battle to the Druj (or in some cases the Dawnish). Those that survive have been forced to abandon their herb gardens to the Druj and now they have used every herb they possess to keep their people alive. Despite their best efforts, many of their people are still in need of medical treatment and without it they are unlikely to survive the coming winter. Some have attempted to buy what supplies they can from the Navarr who live in Therunin - but they lost what little wealth they once possessed when they fled the Barrens.

The sorry truth is that any Navarr herbalist who looks to trade with the Great Forest Orcs is certain to find themselves losing out as a result. These people simply do not have the means to pay for what they need - there is nothing to be gained from helping them. The sensible thing would be to leave them to their own business - most of them will survive and within a few years they should be established enough to prosper by themselves.

But a few guides point out that hoarding wealth is not part of Prosperity. They urge the Navarr Synod to consider the virtues and take action. At their request, the Imperial civil service calculate that the following mandate would be effective.

The Navarr assembly send NAMED PRIEST with 25 Liao to urge Navarr apothecaries, physicsks and brokers to share what herbs they can spare with our guests and allies.

Synod Mandate

If this mandate is enacted, every herb garden in Therunin will produce two less herbs than normal (chosen randomly) for the next year and every business will produce 36 less rings. But the resulting generosity will be sufficient to ensure that no orc dies from wounds that might otherwise have been healed or for lack of herbs to treat them.

The Bounty of Reikos

Following request by Yosef of the Shattered Tower, the civil service has prepared two additional opportunities, related to the suggestion that the people of Reikos could offer support to the Great Forest tribe. While the Highborn have traditionally had little to do with these orcs, the people of Reikos have a shared experience of being oppressed by the Druj.

One option would be for the Imperial Senate to pass a motion, similar to that used to distribute the contents of the Imperial Breadbasket, distributing the bounty of the Gardens of High Chalcis to the Great Forest Orcs. This would see the great work provide no benefit to the herb garden owners of Reikos for the next year, but would provide the orcs with a generous supply of herbs, more than enough to ensure that where no unnecessary deaths. This exceptional act of generosity, would also create an unrivaled opportunity for a closer relationship between the people of Reikos and the tribe of the Great Forest.

The Highborn assembly send NAMED PRIEST with 25 Liao to urge the apothecaries, physicks and benefactors of Reikos to offer charitable aid to the orcs of the Great Forest in Therunin.

Synod Mandate

Alternatively, the Higborn National Assembly could pass the above mandate to encourage the people of Reikos to offer succour to the Great Forest orcs – but after years of occupation the population of Reikos is still significantly lower than that of Therunin so the burden of charity will be more tightly focused. If enacted, every herb garden in Reikos will produce three less herbs than normal (chosn randomly) for the next year, and everby business will produce 48 less rings. Though not as effective as redistributing the bounty of the Gardens of High Chalcis, the Great Forest orcs would still be supported allowing for the Highborn of Reikos to forge a better understanding with the Therunin tribe.

The Song of the Great Forest

- The tribe of the Great Forest have offered to work the Thimble for the Empire in return for a share of its bounty.

The Great Forest Orcs are expert tenders of weirwood trees. When they dwelled in the Barrens they worked the weirwood groves in the Heart of Peytaht producing a steady stream of valuable timber to help the Barrens. The Orcs speak fondly of these groves, it seems that they possess some value to them beyond the wealth of the trees themselves, and they long to take them back. For now though, that resource languishes in the hands of the Druj - leaving these skilled craftsmen with no wood to work or work to perform.

Their shaman and totem-speakers have asked the Empire to consider the proposal that their woodcutters would work the trees in the Thimble for the Empire in return for a bounty of four wains of weirwood each season. Doing so would mean that the entire cost of running the Thimble would be negated while the agreement was in place - but the output of the grove would be reduced by four wains per season. They Orcs could then use the weirwood they gained to create herb gardens and similar of their own in Therunin.

A few kind brokers have tried to explain to the Great Forest Orcs that their offer isn't commercially viable. That the sale price of weirwood is higher than the value of their labour. To this the orcs have only shrugged. It's not clear if they fully understand the complex economics involved - or if they just don't care. Whatever the case they ask that the Empire consider their proposal.

The running of the Empire's bourse resources follows strict constitutional and legal rules. It would require a suitable Senate motion to authorize the Great Forest Orcs to work the groves and claim the timber - but due to the nature of the seat's election, such a motion could only be passed this season - so that any change took place while the Thimble was up for election at the Winter Solstice.

Guarded Wisdom

- The Imperial Conclave may choose to help the Great Forest orcs expand their understanding of magic.

The Great Forest Orcs lack skilled magicians and ritualists. In fact they possess only the most rudimentary magical training and some of their best magicians are barely a match for the children in the Academy. It appears that when they laboured under the Druj, what little magic they possessed was stripped from them. The Druj it seems will tolerate their subject tribes learning some of the more simple battle spells and little more. In total they have only a few dozen rituals - none of which surpass Imperial equivalents - most are far worse.

From interactions with the Navarr, they slowly become aware that the Empire's magical learning exceeds their own as the light of the sun exceeds that of a candle. They ask those magicians they talk to how they came by such mastery of magic and seem awed that the Empire has instituted schools and libraries to spread this learning across the land.

Eventually the inevitable question is put to the Navarr. Would the Empire consent to let the Great Forest Orcs access this great storehouse of knowledge and learning? Would they allow the young magicians of the tribe to learn what their own children learn? Could their shamans be allowed to access these mystical libraries?

The Great Forest Orcs clearly have no concept of what the Empire might charge for such a thing - but they scrape together all the wealth they can amass which amounts to 13 mana crystals, 7 ingots of Beggars Lye, and a single ring of Ilium. Apparently this great treasure has been in the tribe's possession for a generation - carefully hoarded away from the Druj. They offer this bounty in exchange for access to Imperial Lore while they dwell in Therunin.

There would be no financial cost to the Empire to grant access to their ritual magics, but the civil service advice caution. The Empire has a treaty with the Great Forest Orcs, but treaties have failed before now, especially in recent times. If the Orcs are granted access to Imperial Lore there is no way to limit what rituals they might acquire. While they are hardly likely to become the equal of the Urizen in a few short years... they are going to use that access to acquire rituals that they have never had access to before. Once that happens there is no simple way to take the lore back short of extermination. And worse, if the Orcs return to the Barrens... there might be nothing to stop the Druj enslaving them again - and taking that lore for their own - just as they did before.

To share Imperial Lore with the Great Forest Orcs would require a suitable Declaration of Concord by the Conclave. If successful, the bounty of mana crystals, lye and ilium could be the subject of a Declaration of Endowment at the next summit. In return the Orcs would gain access to many useful rituals such as Blessing of New Spring or similar that they could use to prosper as they settle in Therunin.

What people have the capacity to choose, they have the ability to change.

Madeline Albright, US Secretary of State

Participation

Any Imperial character is free to create stories of interactions with the Great Forest Orcs if they wish, as long as they bear certain considerations in mind.

The Great Forest Orcs are centred in the Lower Tarn Valley, but their people will spread out throughout Therunin over the coming months into every region that is not occupied by the Vallorn (every region except Greenheart and Sweetglades). They will not build permanent settlements outside of the Lower Tarn Valley unless explicitly invited to do so by Navarr steadings. Their hunting parties will, however, be encountered in all parts of the territory.

Whenever they are encountered, they are guarded but cautiously friendly to the Navarr. They are cordial to Imperial Orcs, in all ways treating them as equals. With representatives of other nations, they are cool and aloof and will not voluntarily spend time around them. The exception is the Dawnish - it is clear they have little love for them. They abide by Imperial law as they understand it, and they do their level best not to infringe on Navarr hunting grounds uninvited.

They have no interest in the Way, and no interest in sharing their own philosophy save to speak in the broadest terms about ancestors, spirits, and their concept of the Great Forest - that all the woodlands that currently stand in Imperial lands and in the Barrens were once part of a single immense forest that stretched across the entire land long before humans arrived, and will one day reclaim that land.

The briars who live among them rarely leave Lower Tarn Valley unless they are part of a large orc hunting party. They avoid contact with Imperials for the most part; although some of them appear to be working to help the Great Forest Orcs understand the Empire their information is somewhat patchy and out of date. They, likewise, have little interest in the Way - but Navarr who visit the Great Forest Orcs quickly learn that these briars honour the same virtues as the Empire ... but unfortunately they also honour the false virtue of anarchy. While they are careful never to speak of it to Imperials, some of them can occasionally be heard referencing it among themselves.

Resolution

Volfe of Ashenhall, the Archmage of Spring, successfully raised a Declaration of Dissemination in the Imperial Conclave to have a ritual text for Rivers of Life created and bequeathed to the Great Forest Orcs. The ritual text has been provided to the orc magicians. The results remain to be seen.

The Imperial Senate voted to allow the construction of the Holt of the Oak.

The Navarr National Assembly passed a mandate charging Tynan Lonestriker to urge the people of Therunin to share their herbs and supplies with the great forest orcs. If Tynan provides the required 25 doses of liao, this will impact the herb gardens and businesses of Therunin as detailed above. At the same time the Imperial Senate voted to amend the use of the Gardens of High Chalcis, to redirect the bounty of herbs they provide to support the Great Forest orcs. It is not entirely clear what will result from taking advantage of both opportunities, but it is certain that the Great Forest will have more than enough herbs for their needs in the coming year.

The Great Forest orcs have also been given permission by the Imperial Senate to take over the operation of the Thimble. This has several effects. It removes the upkeep of the Bourse seat, but it also allows the Great Forest orcs to claim a portion of the weirwood produced to allow them to establish herb gardens and farms in Therunin. This reduces the amount of weirwood received by the Navarr custodian of the Thimble by 4 wains each season.

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The prime colour of the world

Megan considered stepping over the thick patch of briar that was growing next to the trod. She was late, for the reunion with the other members of the Striding... but.. she had her duty. Sighing to herself she draw a long bladed heavy knife from a scabbard and began to cut the briar back.

Something was definitely up. The trods positively pulsed with powerful Spring magic at the moment - and she could feel the familiar benefits as she marched along. The price of all that magic was that the trods needed occasional maintenance to avoid them becoming overgrown. Usually she'd have to spend half an hour of her time no more than once a twice a day this way - but this was the third time today she had had to cut a fresh path through overgrown brambles and it was barely lunch. Maybe it was just her frustration at running late - but it definitely seemed like there was a lot more work to be done to keep the trods clear.

As she cut away the last of the brambles she noticed something, an unusual flower growing in the long grass, protected from heavy feet by the thorns. She examined it carefully - and then with long practiced skill began to expertly remove the plant. She painstakingly dug the plant out, excavating the soil all around the roots first to avoid damaging it. It was Realmsroot - very rare - and worth a fair few crowns. She might be late, but it appeared the day would not be a disaster after-all.

The work complete, she continued on her way, quickly leaving the remains of the bramble patch behind. As she sped off to rejoin her Striding, a slow trickle of water begin to appear in the hole where the rare root had been been.

Contents

- 1 Overview

- 2 Significance

- 2.1 Cerulean Bounty

- 2.2 Briar Madness

- 2.3 The Waters of Life

- 2.4 Realmsroot

- 2.5 The Garden of Tiberius' Bequest

- 2.6 Problems with the Morass

- 3 Resolution

Overview

During the Spring solstice, the Sherard Hunters of Wintermark took advantage of the potent conjunction of the Fountain to weave the powerful Spring enchantment known as the Hallow of the Green World. Following extensive preparations, they were able to raise the magic to spread the fecund power of the Green World across the Empire.

In addition to dramatically increasing the amount of Cerulean Mazzarine available to be harvested in the Empire, the enchantment has also made animals, plants, and people significantly more fertile. The impact of this profligate fecundity is not immediately apparent - but the coming seasons will likely see a dramatic increase in the size of herds, and the quality of harvests, across the Empire.

At the same time, there are going to be a great many more healthy children born to Imperial citizens. There is a superstitious belief that the children conceived under the influence of the Hallow of the Green World will express the briar lineage in later life, but the way the briar lineage develops has made a definitive study extremely difficult.

The magic also serves to temporarily empower weak Spring regio across the Empire, and encouraging the heralds of Spring eternals to become more active, and more interested in the Empire, and the activities of Imperial citizens.

Significance

There are several enchantments (such as Wondrous Forests of the Night and Bright Eyes Gleam in the Depths ) that work at such a level of power, but this is the first one lain across the Empire since before the reign of Emperor Hugh and seems to have been specially effective, possibly due to the influence of the potent conjunction under which it was performed.

Cerulean Bounty

Every herb garden in the Empire has produced an additional bounty of Cerulean Mazzarine over the last three months, cumulative with the effects of other enchantments such as Ruthless Vigilance, Healthy Crop. The Sherard Hunters chose Cerulean Mazzarine specifically, no doubt inspired by its use in several potions of particular value to the Empire.

Briar Madness

Any character with the briar lineage may choose to take advantage of the powerful Spring magic to strengthen the trappings of their lineage.

Furthermore, the lingering effects of the enchantment mean that any briar can choose to strengthen the influence of their natural briar instincts for the duration of the Summer Solstice. In particular, many briars who are exposed to the Hallow of the Green World find themselves feeling vigorous, energetic, and enthusiastic - but conversely find it more difficult to resist lashing out physically at things that irritate or confuse them.

The Waters of Life

The Rivers of Life evoked in Kahraman has been particularly effective thanks to the Hallow. The extensive floodwaters resulting from the dire winter weather have carried the power of that Spring curse down the river, and spread additional fertility along the length of the Scorrero. Every farm and herb garden in Kahraman, Segura, and Madruga has benefited from even further enhanced production.

Realmsroot

This particularly fecund Spring season has seen a very rare plant called Realmsroot blooming in unprecedented quantities across Upwold, Hahnmark and Miaren. Realmsroot is a naturally occurring plant that has a propensity for reacting to certain types of magic. It is occasionally found growing around strong regio or mana sites in the western Empire. Each individual plant flowers once every six years, and it is at this point that the herb is at its most potent. The properly infused roots can be ground into a paste that has a dramatic narcotic effect on the lineaged.

Owners of herb gardens in Upwold, Hahnmark, and Miaren should find a dose or two of the prepared Realmsroot in their character packs.

The Garden of Tiberius' Bequest

This opportunity is no longer available.

It is not just the personal herb gardens of Imperal citizens that have benefited from the Hallow of the Green World. Indeed, the revelation of hitherto unknown locations of Spring magic have provided a valuable opportunity for the sinecures that produce herbs.

One particular opportunity is available to the newly constructed Gardens of Tiberius' Bequest in Laroc. Obviously, the Civilian Commissioner of Dawn ensured that the newly-commissioned sinecure was built in a fertile location, but to the surprise of many the chosen area turned out to have a Spring regio at the centre!

This unexpected benefit has resulted in a unique opportunity to take advantage of the current enchantment to increase the effectiveness of the garden. With a suitable announcement by the Dawnish commissioner or a successful motion through the Senate they could use 2 wains of mithril to create a series of carefully positioned mirrors that will capture and reflect the font of Spring magic welling at the centre to make the garden especially fertile. The work would cost 4 crowns for the labour.

If the expansion were carried out, the production of the gardens would improved dramatically, increasing production to twenty-four Cerulean Mazzarine each season instead of the current eighteen.

Problems with the Morass

The potent Hallow of the Green world has not been without its downsides, however. The spread of the Morass in Holberg has been a matter of some concern for some time now, and the powerful enchantment appears to have exacerbated the situation. In the absence of repairs and replacements to the dikes and dams that keep the southern marshes in check, large sections of Rebeshof have reverted to their original, sodden state.

As a result Rebeshof has been officially declared a marsh (it now has the marsh quality). This deleterious change has the immediate effect of permanently decreasing the production of farms in Holberg by 18 rings. If Ennerlund also succumbs to the marsh, the penalty will double.

Assuming nothing changes, Ennerlund will have become a marsh by the start of the Winter Solstice. Should any further powerful Spring enchantments be placed on Holberg - specifically Thunderous Deluge, Rivers Run Red, Rivers of Life, Thunderous Tread of the Trees, or similar spontaneous magic - or should the Hallow of the Green World be cast on the Empire again, it will speed this reversion up dramatically and see Ennerlund swallowed by marshes at the end of the season in which the magic is evoked. If Ennerlund does become a marsh, the newly opened Great Pits of Ennerlund will need additional pumps and precautions, permanently increasing the upkeep of this important Bourse resource by 2 Thrones per season.

It is too late to prevent the marsh spreading into Rebeshof, but Ennerlund could still be protected. With the expenditure of 60 wains of weirwood, and 15 Thrones, new dikes could be built and some effort made to replace the paths and bridges the Druj have destroyed. This great work would add 75 random herbs to the production of herb gardens owned by League citizens in Holberg.

Alternatively, the Senate could abandon efforts to stop Ennerlund being swallowed by the marshes and instead try to make the best of the situation. The result would be a vast, teeming marsh partially tended by skilled herbalists and doctors that would nearly rival the Kallavesa marshes for valuable healing herbs. This would cost the same as the plan to prevent the spread of the marsh - 60 wains of weirwood and 15 thrones but would provide 100 random herbs each season to League herb gardens in Holberg. The downside is that both Rebeshof and Ennerlund would be marshes by the time the work was finished.

Green is the prime colour of the world, and that from which its loneliness arises

Pedro Calderon de la barca

Resolution

The majority of the effects of this powerful enchantment have now faded. The rare realmsroot is no longer flowering and most of the plants have returned to their natural dormant state - although some of the herbs are still available here and there for purchase. The opportunity to improve the Garden of Tiberius' Bequest has not been taken, and is now no longer available.

Without immediate effort to contain the spread of the Morass, the situation has continued to develop. You can learn more about it here.

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The sack of Sarvos

Celi and Gill ducked into the side street and pressed themselves against either wall, panting slightly.

"I think we've lost them," said Celi. Gill quickly peered back round the corner.

"No they're still coming. Come on!" she set off full-pelt down the alley, leaping athletically over a pile of crates. Celi was right behind her. They had moved not a moment too soon. A half dozen angry orcs rounded the corner behind them. Rough, vicious looking thugs from the Broken Shore in the front and behind them an exceptionally angry looking Grendel. They smashed through the crates, roaring and bellowing imprecations after the two women.

Gill risked another look behind. The orcs were slowly gaining. As they sprinted along a relatively straight alley, Celi unslung her crossbow, and just before turning the next corner spun round, took barely a moment's aim, and let loose. The bolt shattered against the wall near the lead orc, who let out an explosive oath and leapt back.

"That will slow them down," she shouted to Gill who was now a short distance ahead. Her partner slowed her pace to let Celi catch up.

"We don't want to slow them down too much," she muttered.

"Trust me," said Celi winking. "I'm getting them good and angry. We don't want them losing interest."

"After them you idiots!" the Grendel orc clearly did not need much in the way of encouragement. The two women, breath caught, started running again. A few minutes later, they turned left into a dead end.

"Oh no!" shouted Celi dramatically - perhaps a little too dramatically. Gill rolled her eyes.

"Quick - through here!".

They timed their dash through the door to make sure that the orcs got a good look at where they were going. The invaders thundered down the dead-end alley and through the door after them, weapons at the ready.

Well, most of them did. The Grendel leader hung back with his bodyguard - as he had at each of the buildings he had cleared this past week.

"Take them alive if you can!" he shouted through the door after his troops. "I want them to sweat out the last of their days in the mines of Vorlach!"

He turned to his bodyguard and in a quieter voice said "Stay alert - something about this is beginning to ...." he trailed off.

His bodyguard stared blankly ahead, and then dropped to his knees, then crunched down onto the pavement face-first. Six inches of crossbow bolt protruded from between his shoulder blades. The Grendel spun, opening his mouth to shout for assistance, but he barely got time to do more than draw breath before his assailant was on him. With expert skill she smashed his blade out of his hand with her mace, and laid him out with swift blows to the face and gut.

Sabrina caught him as he fell, lowering him to the ground, and then quickly closed and barred the door into the warehouse. Two ropes dropped down on either side of her and she was joined by Gill and Celi. They paused long enough to expertly tug the ropes loose.

"You took your time," said Sabrina as she grabbed the unconcious Grendel. She and Celi supported the orc between them.

"We've got about three minutes to get him under cover," fretted Gill. "If he bleeds out we'll learn nothing, and we'll never find out where they're holding John and the others."

As they fled the scene with the dying orc between them, smoke began to billow out of the high windows of the warehouse.

"There was a lot of merchandise in there," said Celi conversationally. "Even assuming none of the orcs manage to batter one of the doors down, someone somewhere is going to be very angry with us."

Sabrina shrugged as best she could with one arm of a bleeding Grendel captain wrapped round her shoulder.

"The battlefield is our canvas" she quoted mildly, and despite the seriousness of their situation, all three women burst into laughter.

Contents

- 1 Overview

- 2 Significance

- 2.1 The Citizens of Sarvos

- 2.2 The Wealth of Sarvos

- 2.3 The Wrath of Sarvos

- 2.3.1 Liao

- 2.4 The Strategies of the Grendel

- 3 Participation

Overview

The Grendel have invaded the southern League city of invaded Sarvos. Grendel ships disgorged thousands of Broken Shore soldiers into the streets of the city. The city is taken by surprise, and armed resistance quickly squashed. With the island of Cignio conquered - the orcs turn their attention to pillaging one of the richest cities in the Empire, if not the world.

For the most part, citizens of the city who do not raise arms against the Grendel are left in reasonable peace. The orcs have publicly declared that anyone who harms one of the invaders will be enslaved and transported to the southern salt mines. Anyone who so much as lays hands on one of the Grendel will be immediately executed, and their families enslaved.

Apart from this draconian martial law, the barbarians appear to be leaving the civilian population to its own devices - for the most part - while they concentrate on denuding the city of its wealth.

Significance

The Citizens of Sarvos

While Saros has five regions, without doubt it is the city proper that is the most important. The Grendel occupation has significant implications for the citizens of the territory.

Due to the nature of the attack, which happened some distance into the last season, the current production of those resources based in Sarvos is unaffected. However, if the Grendel continue to control Sarvos at the start of downtime then the production of all resources in Sarvos will be halved - as if the territory were completely conquered. The exceptions are the more mobile military units and fleets - these resources instead lose a third of their production or fighting strength (as appropriate).

This prediction assumes that the civilian population of Sarvos continues to at least partially cooperate with their new Grendel overlords - which may not continue to be the case (see below).

It is possible to use ritual magic to conceal some of the wealth of Sarvos from the Grendel - an effect such as the Vale of Shadows can protect a personal resource from the effects of the occupation, allowing it to provide its normal production as long as the enchantment remains.

The Wealth of Sarvos

The Grendel have already looted the Diora University, and the beautiful Capodomus Cathedral, among others. They have looted several centuries-worth of art works, cultural artifacts, money, jewelry, and even statuary. Nowhere is safe - in addition to art galleries, museums, and private collections the wicked barbarians have even broken open the tomb of Empress Giselle - carrying off not only the valuables interred with her but also allegedly breaking open her sarcophagus itself and removing her body. The treasures the orcs pillage being shipped back to the Broken Shore; the impact on this historic League city cannot be over-emphasised.

While this is primarily a blow to the pride of the League, it has also significantly impacted the taxation provided by Sarvos to the Imperial Treasury. Some of this reduction is likely to be permanent, reflecting the effective destruction of vital businesses and congregations, and the loss of citizens to the invasion and the subsequent martial law. The amount of taxation provided will not start to recover until Cignio island is liberated from the Grendel.

The Wrath of Sarvos

At the moment, the civilian population of Sarvos are keeping their heads down. Those who try and stand up to the orcs are either killed, or enslaved. Yet there is also a lot of pride in the city folk; pride in their heritage, and in their city. The Imperial Synod could harness that pride, and with the assistance of the Mayor of Caricomare, encourage the people to rise up against the orc invaders in bloody resistance.

If the League national assembly, or the general assembly of the Synod, call for the people of Sarvos to resist the invaders with a Statement of Principle, then they will rise up. This will require a named priest who would collect 25 doses of liao to spread around the city, creating auras intended to strengthen the virtue of the population. You can learn more about the procedure for enacting a synod opportunity here.

However this statement can only have a significant impact with the public support of the Mayor of Caricomare - as the most public and influential figure in the city proper. The Mayor can express this support in any number of ways - being named in the statement of principle; speaking in the Senate; or even simply expressing their clear support for the uprising to a League egregore. As the title of Mayor is to be re-appointed during the Spring Equinox, this support will only be effective it comes from the person who is Mayor at the end of the summit - which may or may not be Aria Notturno di Sarvos.

The precise effects of armed resistance are hard to predict with any certainty. It is extremely likely that a popular uprising will catch the Grendel off guard, giving ample opportunities to surprise and ambush the orc forces, sabotage their vessels, and inflict perhaps as many as five hundred casualties on the forces occupying Sarvos (both the armies and the naval vessels). The Grendel will certainly retaliate. Along with the loss of life caused by fighting the Grendel, the retaliation is likely to further increase both the short-term loss of production from personal resources and the taxation provided to the Imperial Treasury.

Liao

- 25 liao provided to endorse the uprising by Vitória Barossa di Tassato Regario

The Strategies of the Grendel

Despite leaving the majority of the populace to get on with their lives - albeit under martial law - the Grendel are making a special effort to arrest a specific group of people. In between all the pillaging, there are gangs of dour-faced orcs rounding up any builder, architect, or engineer they can find. A bounty has been offered for any information leading to the arrest of such an individual. The captured artisans are being kept under lock-and-key by the invaders and scuttlebutt suggests they are being set to work designing something for the orcs.

At the same time, dozens of civilians have been pressed into labour-gangs, and set to work flattening a significant area near the quayside. There have been reports of a significant number of wagons being brought to this area - wagons full of stone from the destroyed buildings, and from structures ruined during the invasion. One of the early casualties is the partially completed cargo dock at Caricomare - the Grendel foragers have stripped the building site bare, and destroyed the progress that had already been made. There is also some talk of tearing apart the buildings of Caricomare - rebuilt only recently following the devastating storms of 348YE that drowned the low-lying area of the city.

Agents still active in the city believe that the Grendel may be planning to undertake a significant building project on the conquered island.

Participation

Any player whose character's personal resource is in Sarvos can choose to roleplay that their resource has been damaged or destroyed by the Grendel.

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The stars aren't right

The Brother of Wizards lounged back on his cushions, gesturing lazily to the wooden throne. His guest glided across the chamber and settled herself neatly. The young girl looked even smaller in the massive seat. She settled her black skirts neatly around her with assured motions, and then without bothering to wait to be invited selected a deep crimson fruit from the bowl by the throne and popped it in her mouth.

Sadogua finished chewing dragonbone, belched appreciatively, and favoured his protégé with a wide grin.

"So ... how is the world? Still there I assume?" he laughed at his own joke. One of his massive ears twitched as his grim spread even wider.

Neora finished her fruit before answering. Despite her youth she spoke confidently.

"Still there. I went to the places you suggested, and looked at things. It was very interesting."

"Did anyone try to interfere with you?"

"Not at all. I don't think anyone really saw me. They spoke to the guardians you'd given me, I think that most of them thought it was something to do with the Academy. I didn't even have to use your name once."

Sadogua slapped his belly.

"Ha! Good good, good good! And why would anyone question a little naga girl an her two burly armoured tarry minions anyway?"

He laughed at a private joke. Neora ate another fruit, a blue one this time. When he had finished she continued.

"The mists are all still there. I liked them. They are very pretty, especially at night."

Sadogua nodded, pleased.

"Then I went up to Madruga and looked at the sky like you said."

"Did you spot any patterns?" Sadogua leant forward, looking at her from each eye in turn, his expression intent.

Neora thought carefully. "I think so. I think ... I felt like all the stars were there but in different places. Even when they were in the same places, or there were no stars at all. Does that make any sense?"

Sadogua said nothing. He bit open a container of iridescent gloaming, swallowed the contents, and then crunched the bottle speculatively.

"Mmmm. Maybe later we'll talk about that."

"They were powerful."

"Yes they were. Do you have any idea why."

"They really didn't want people to scry on them, I suppose. And because why would you ever bother to not make them powerful if you wanted them to work?" Neora picked up another fruit, looked at it, put it down, and sipped a little cordial from a clay cup. Then she picked up a chocolate amphibian and set to work biting its legs and arms off one at a time. She continued to talk in between bites.

"Then I went to the very west and looked at the marshes. I've never seen a marsh before. They were very wet. I liked them. There were some creatures there who were very pleasant. We spoke to some of the Marchers and the Kallavesi about the enchantments. We visited the mists, and in Kallavesa a giant lizard ate one of the guardians. It was very surprising. Can I ask a question?"

"Always, my dear. You can ask me any question you like. I won't always answer but you can always ask."

"Why have they woven the mists like that?"

"Politics and war, my sweetling. Politics and war. They're worried about the Jotun, who are full of passionate intensity and bellyfulls of injured pride. It's very sad. The humans and the orcs are like lovers, who've never quite gotten around to fu- ..."

He looked at her, his mouth a line, and cocked his head as if listening to an internal monologue.

"Anyway, we can talk about that when you're older. Anything else?"

"I met a Boundery man who was very pleased with the mists. He said he and his friends had hidden behind a stand of birch trees and caught a bunch of cattle rustlers redhanded. He was very proud. I liked him. There was also a lot of talk about farms, and about herbs, and something about famine but it sounded quite dull so I didn't really listen."

Sadogua nodded. "Anything else?"

"Then we went right up north to a very cold flat place I didn't like, but there were mountains. The orcs were unfriendly at first but the guardians put them straight. I did not like the old wizard very much, I felt sorry for him. The younger wizard made me laugh and gave me this."

She touched a beautiful brooch of mithril and tempest jade pinned to her jacket. Sadogua eyed it thoughtfully.

"It's very pretty. I should probably take a look at it later. Then what happened?"

"Then they did a great rite, under the stars, and they invoked the Mountain and the Oak, and there was a great ice ogre there crowned with antlers who was not like an ogre, and then they brought out a hundred rings of starstuff, and then there was a castle. It was made of ice and granite, and it sparkled. They let me look inside. It was cold, but it was very pretty. There were more ice ogres inside."

"Hmmmmmm. So they went ahead. Show offs." Despite his words ,the Brother of Wizards seemed pleased. "Now why do you think they did something so extreme when they could have just piled up a load of white granite over the next year instead?"

Neora considered as she finished her frog. "I think they did it for two reasons. Firstly, they don't trust the Empire and they didn't want to risk them attacking before they had built the castle. The young wizard said as much when he thought I was asleep in the sled."

"Insightful. What was the other reason."

Neora smiled then, and her golden eyes lit up with a fire that was not entirely human. "Because they are wizards and because they could do it!" she exclaimed.

Sadogua laughed uproariously. "Ah child you are a gift, an absolute gift! Literally, in fact. Heh."

Neora laughed along with the great wyrm. He stretched and yawned. "Well, that is enough for now you are tiring me out. We can talk about the rest later. Oh ... hmmm ... one final thing."

He said it in an off-hand way that made the girl immediately suspicious. He reached into the rubbish near his bed of cushions and pulled something out - a little wooden box. He tossed it across to his guest, and she caught it deftly. She flicked the copper catch and opened it up. The contents took her breath away, and light flooded her scaled features.

"What ... what is it?"

"Oh it's just a bauble I happen to have lying around. Some nice Urizen gave it to me." he frowned. "Leant it to me. Whatever. Now I want you to have it. No reason."

Neora looked at her guardian, waiting for him to say something else, but he just watched her solemnly, his eyes heavy and lidded and full of calculation. Then he smiled, and it was as if he had been smiling all along.

"Now shoo, and go climb some trees or chase some deer or what have you. I need to get plenty of sleep."

She snapped the box closed again, and left the chamber back to the tower on the edge of the woods.

Sadogua watched her go, his expression unreadable.

Contents

- 1 Overview

- 2 Significance

- 2.1 Castles of the Mist

- 2.2 Fog on the Brine

- 2.3 Veils of Night

- 2.4 Citadel of Silver and Bone

- 2.5 OOC Note

Overview

Mysteries, secrets, wonders, and splendour. This is the legacy of magic, and it is scattered liberally across the slumbering Empire this evening. This round-up is hardly exhaustive but it covers a number of significant situations that would be of interest to the Empire.

Significance

Castles of the Mist

In Bregasland and Kallavesa, the marshes are behaving peculiarly. Drifting ignis fatuus, ghostly voices, banks of mist that glow gently under the full moon, a rise in the number of marshwalkers spotted slumping around the muddy pools about their inscrutable vegetable business. The quiet folk of the fens and the mystics of the western Wintermark marshes alike tell tales of lost travelers rescued by translucent heroes of elder days - not ghosts, as such, but phantasmal guardians. A band of thieves fleeing with their ill-gotten gains ends up lost for six weeks in the same square mile of ground and when they finally escape are almost grateful to see the militia. The remains of an entire band of orc raiders are found, drowned in three feet of water in southern Bregasland. Patches of quicksand emerge where there was no quicksand before, but seem oddly reticent to consume Marchers or Kallavesi. The effects are subtle, but very real.

In short ... for three months there appears to be a magical protection placed on the marshes of the western Empire. Magicians are able to divine that a night magic enchantment of moderately high magnitude has been placed on both territories to help grant additional defence against the Jotun. They tend to agree that someone has raised the Dripping Echoes of the Fen, and while the effects are short lived, they have certainly curtailed any adventurous Jotun raiders looking to strike into the marshes.

Fog on the Brine

An eerie, glowing fog still clings to the shores of the northern Bay of Catazar. Since its first appearance in autumn, the situation has not changed. The Empire magicians are still at a loss to explain exactly what it is and what it does - an effect of the Night realm, of thirtieth magnitude, which conceals information including information about its own nature and properties. Magicians still agree that the effect could be examined with a suitably powerful performance of a ritual such as The Eye of the High Places, targeting one of the affected territories, but bypassing a potent shroud of this magnitude is no simple matter.

Veils of Night

The skies above Madruga, Zenith, and Tassato continue to appear strange. During the day the effect is barely noticeable apart from a two hour period in mid-Autumn when the sleet and hail falling on Madruga was accompanied by a rain of small green and red frogs. While such unnatural amphibian rains are extremely rare, they are not unknown. The frogs themselves appear to be entirely mundane in every way, even though they are of no species known to be native to the Empire. Zoologists suggest that they are native to the jungles of Sumaah. They are harmless - although they can give someone a nasty little nip if mishandled - and have become popular pets among Freeborn children.

At night the effect is much more pronounced - the night skies over the three territories are not the night skies one sees in the rest of the Empire. Sometimes the changes are subtle - stars in the wrong place, or the moon in the wrong phase. On other nights - especially in Madruga - the sky appears entirely unnatural. There have been sightings of two additional moons; a night when all the stars were red; and on one occasion all the stars vanished entirely except the three stars of the Lock.

Magicians agree that this is caused by Drawing the Penumbral Veil. The shroud over Madruga is the most powerful, its magnitude in the high forties. The shroud on Zenith is also quite potent, in the low thirties, while the shroud over Tassato is the least potent - but still impressive. Any attempts to divine information about or scry these territories must overcome the potence of the shroud or reveal nothing.

Citadel of Silver and Bone

Two weeks before the Winter Solstice, the Thule magicians in the Silver Peaks work a great ritual on the slopes of one of the highest peaks. From sunset to sunrise, the snowy slopes glow with an unnatural effulgence, and at the climax of the ritual a deep cerulean aura coalesces and coils around the height of the mountain the form of a great blue serpent. When it clears, a castle stands on the side of the mountain, a castle of ice and white stone with massive inhuman soldiers patrolling its battlements. The Frozen Citadel of Cathan Canae has been seen before ... but this time there is an exception. Magicians who saw the ritual being performed concur that the magic has been bound permanently in place - the castle is no longer a magical construct but an actual, physical structure of unmelting ice and adamant stone. The icewalkers who have gotten close enough to get a good look are in agreement that the Thule have used ilium to permanently draw the castle and its garrison from the Summer Realm to the world. They report that white granite is already being used to expand and further fortify the castle.

This is a significant event because it almost certainly speaks of collusion between Cathan Canae and the Thule. To use starmetal to bind an enchantment such as this permanently into the world without the permission of the Eternal would be a significant error - that the wily orc magicians have not secured her permission first is extremely unlikely. It is an impressive - if arguably very wasteful - act. The Thule have achieved more or less a year's construction in the Silver Peaks in less than twelve hours.

OOC Note

One note worth raising at this point concerns a slight change to a set of rituals which create shrouds. Previously, some of these rituals have been enchantments, and some have been curses. We've finally given in and changed their classification to shroud - they still work exactly the same way but they are not enchantments, and they are not curses. In Imperial Lore this effects Drawing the Penumbral Veil, Incantation's Mystic Mask, Masque of the Blinded Weaver, and Secrets for the Shadow Courier. It better reflects their intended purpose, makes them harder to remove, makes it clearer what Piercing Light of Revelation is meant to work on, and ends the odd situation where there were curses that appeared to have uniformly beneficial effects.

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The twentieth empress

Contents

- 1 Overview

- 2 Significance

- 2.1 Addressing the Throne

- 2.2 The Coronation

- 2.3 Foreign Dignitaries

- 2.4 Monarch of Dawn

- 2.5 Other Celebrations

Overview

There is a Throne again!

The Imperial Senate has appointed an Empress: Lisabetta Giacomi von Holberg. She is perhaps best known as the founder of the House of Seven Mirrors, a political salon and publishing house founded to promote advances in political thought, with a view to furthering the Empire’s destiny.

The eldest child of Elise Giacomi of Tassato, and Gyorgy Yakovitch of Temeschwar, the young Empress-to-be excelled at the study of music and philosophy at the prestigious University of Tassato. After completing her studies, she was reluctantly drawn back into her family’s long-established Temeschwari business, the Hearthfire Guild of Arms and Artisans, and six years ago set up a new branch in Holberg after succeeding her mother as Prince of that Guild.

Her rise in the political sphere has been remarkable. Shortly after arriving at her first Anvil Summit in the Winter of 378YE, she was appointed Conscience of the Senate by the then Cardinal of the Way Beodun Snowlock. She served her year’s term with distinction and immediately afterwards took on the role of proxy to the Warmage, carrying out the full responsibility of that role during the storm-wracked Summit of Winter 379YE. She announced her candidacy for the Throne shortly before the Summer Solstice of 379YE and it took nearly a year of hard work to achieved the support of the Senate.

Finally, during the Spring Equinox 380YE, Lisabetta von Holberg was elected as the twentieth Empress.

Significance

The Throne has several significant powers that they can wield in each of the houses of Imperial power. These powers are not unlimited, however. For example, while they are a member of the Senate, with the power to raise an address, to exclude a senator, ratify constitutional motions, or even to veto any Senate motion they wish, they cannot raise or second a motion as a Senator can, and can still be excluded from the Senate by the Speaker.

Regardless, The Throne has capabilities far beyond those enjoyed by any other Imperial title. Among other things, they are part of the Assembly of Nine in the Imperial Synod for example; may invoke the Order of The Throne in the Imperial Conclave, and serve as a member of the Imperial Military Council. This ability to participate in all areas of Imperial governance gives them a unique ability to provide direction and leadership in times of crisis.

In each case, The Throne must be present to use their powers. The Throne cannot veto a motion after it has passed if she is not present, any more than she can prevent the Imperial Synod wielding its own constitutional power to veto a motion that they have approved. They are forbidden to appoint a proxy; rather, their powers can be wielded in their absence only through the use of an Imperial favour and there are significan limitations on how that favour can be created, and deployed.

Addressing the Throne

Each Throne may choose their own forms of address. Traditionally, The Throne is addressed as "their Imperial majesty" but some Thrones have chosen a different honorific. Emperor James for example preferred to be addressed as "your honour" while Empress Richilde favoured the Dawnish "m'lady Empress". While few people in the Empire put much store by other titles, most citizens take a very different approach with The Throne. The Throne is chosen by the Senate, who hold their titles on behalf of the people of the Empire. As such it is suggested that The Throne stands as a symbolic representation of the Empire itself - and a failure to accord them due respect ultimately shows that the citizen does not respect their own Empire. At the very least, this can be seen as an abject failure of Pride.

By default, foreign dignitaries will refer to The Throne by the traditional title unless instructed otherwise.

Also traditionally, a male Throne uses the title "Emperor" while a female Throne uses the title "Empress" but The Throne is free to choose either honorific or to avoid the formal title entirely if they wish.

The Coronation

The Throne wields its full powers from the point where they are appointed. There is a formal coronation that is traditionally held during the Solstice or Equinox following their appointment. The coronation of Lisabetta will take place on Saturday during the upcoming Summer Solstice.

The coronation begins with a procession through the ten nations which begins at five o'clock in the afternoon at the Imperial Senate. It proceeds through each nation in turn (the exact itinerary is being worked on by the Civil Service, and those wishing to learn more should consult with them at the Hub).

After the procession, there are some formal celebration involving music and dance, and then the Coronation proper takes place. The Throne has the Imperial Crown placed on their head by their chosen Cardinal. Another short period of celebration may occur at this time, The Throne's busy schedule allowing.

Following the Summer Solstice summit, and the formal coronation, there are traditionally parties across the Empire, accompanied by a celebratory address from The Throne. You can learn more about these celebrations here.

Foreign Dignitaries

It is traditional for foreign nations with whom the Empire has good relations to send representatives to Anvil to recognise the new Throne. It is common for these dignitaries to bring gifts, presented to The Throne as a representative of the Empire. Such gifts are often made in the Senate, with the Empress seated on the Throne. It is understood that this is a matter of protocol - foreign ambassadors do not discuss political matters with The Throne, preferring to deal instead with the Senate or the Imperial ambassadors.

The governments of Asavea, Jarm, Commonwealth, Faraden, Axos, and Sarcophan have all indicated that they intend to send gifts to the Empress in recognition of her coronation. The Grendel, Jotun, and Thule orcs have all informed the civil service that they intend to do likewise. it is not clear how many of these delegations are due to turn up at the Summer Solstice, however.

These gifts are the property of the person who bears the title, to do with as they see fit. The expectation is that The Throne will keep at least some for themselves, but foreign nations know that some will represent bequests for The Throne to bestow as they see fit. In some cases, Thrones have passed the dispensation of such gifts over to others. For example, Empress Teleri gave all formal gifts over to the Synod to determine suitably virtuous recipients while Emperor Giovanni had almost all gifts he received while on the throne auctioned through the Bourse.

Monarch of Dawn

Of particular interest to historians will be whether Empress Lisabetta chooses to challenge the people of Dawn for the title of monarch. As a citizen of the League, Lisabetta would not be permitted to fight in the resulting tourney and would need to rely on the support of Dawnish nobles to fight on her behalf. If she does, it would make her the first Throne since Empress Brannan to seek that honour.

Other Celebrations

There is a war on, it is true... but the coronation of a Throne is a significant event in the history of the Empire. Even at the height of the Orc Rebellion, the coronation of Emperor Ahraz was followed by a night of revelry. Each new Throne places an indelible mark on the Empire, and their ascension never goes unmarked.

Individual nations have their own methods of honouring The Throne. Sometimes the celebrations are for the specific person who has taken the title, sometimes they are more about celebrating the ideals, institutions, and traditions that make the Empire what it is. Regardless, all citizens are encouraged to at least toast the name of the new Throne - to informally pledge their support to The Throne and the Empire itself.

"I've come about the civil service briefing Abraham - the one on the new Throne?"

"Yes, yes, I gave it to Karkovich days ago."

"Yes - about that. Karkovich has instructed me to let you know that he felt it neccesary to edit some of your comments."

"Felt it neccessary did he? I bet he did. Karkovich is a fine magistrate, but he shouldn't have asked for my bloody opinion if he didn't want it."

"He says we can't describe citizens who don't use the proper form of address as abject traitors. Apparently it's their legal right. He said you were entitled to an opinion but he felt it was unsuitable to compare them to Druj in a formal document."

"Right? Rights! What has that got to do with anything? Its the legal right of the Freeborn to dress in motley and caper through Anvil like a pack of dancing fools once a year. Virtue is the difference between what you can do and what you should do."

"Yes Abraham, but apparently Karkovitch felt it wasn't our place to be lecturing citizens on the importance of having Pride in their Empire and their Empress."

"Hmph. The problem with the citizens of today is that they've no respect for their elders - no respect for anything they didn't do themselves. In my day we were taught to take Pride in our Empire. And what's more we understood that if you wanted people to treat you with any respect you had to start by according them the respect they were due. She's The Throne for Virtue's sake! How do we expect other nations to treat us with any respect if we don't respect ourselves? But you mark my words, if you don't make people use the traditional address there'll be a gross of citizens in Anvil who think that not showing her the appropriate respect makes them special in some way. Weasels! If her Imperial Majesty has any sense she'll excommunicate the lot of them."

"Er... quite. I'm just letting you know what Magistrate Karkovitch said Abraham. He... he also felt your comments strongly advising the Empress to adopt the formal title were inappropriate."

"Fine! Edit the bloody thing. I've said my piece. But don't come crying to me if tomorrow you find we've all abandoned four hundred years of tradition and started addressing her by some ruddy awful League title."

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The whole world

Matthijs de Ligt traced a line on the diagram.

"What's this?" he asked.

Alemenus of Kantor glanced down.

"Water pipe. Our hosts already pump water up from the river - with some slight changes we pump it into these pipes through the furnace room here and then along these sections of the wall here and then when someone turns the wheel here it pours boiling hot water all down the sides of the wall. You need to watch the pipes, mind, but it's pretty effective. Plus, if you have the time you can arrange the sluices so that this bit drops down and channels the water so it pours out - like the spout of a kettle - and catches the third and fourth ranks as well. They're often not expecting it."

"Uh huh." Matthijs took another bite of spiced chocolate and chewed thoughfully.

"And this bit?"

The Axou looked a little shifty.

"Well I'm not sure whether to include that bit. Back home there'd be... uh... some defensive creatures there."

"Flesh hungry unliving horrors?" Matthijs arched an eyebrow. The Axou shrugged noncommitally.

"Something like that. It's hard to tell what will annoy the Imperials, so I'm not sure if I shouldn't just just fill them with rocks and bits of metal and dump them on the heads of anyone who gets past the sally ports. Blocks the passages as well which is a nice bonus. Especially if you work a couple of curses into the stone, but that gets expensive obviously. Much easier just to let your ancestors eat... oh hang on we're starting."

The Axos Ambassador's attention had been captured by movement at the other end of the room. He deftly rolled up the plans he and his countrpart from Sarcophan had been discussing and slipped them into a bone white tube of probably ivory. The gentle hubbub of conversation quieted down. Eyes began to turn to the stage toward the western end of the ballroom. The sun was just setting, painting the great windows behind a thousand shades of red and pink. The Jarmish ambassador had stepped up onto the platform, resplendent in a florid crimson gown, bedecked in golden chains hung with priceless rubies and polished tempest jade. The music became quieter and quieter but did not entirely cease.

Cionek Rangalla, the new Ambassador from Jarm, threw one arm wide and began to declaim in a loud, formal manner.

"Imperial friends, honoured guests, we face a common threat...."

"Here we go," said Matthjis. He took a sip of his wine as the Ambassador continued to talk. "I wonder if this is going to end with her telling the Imperials that her government has set fire to another one of their few friends in Jarm?"

The Axou ambassador choked on his canape, attracting disapproving glances from the Urizen nearby. Matthjis slapped him on the back and offered to refill his glass as the younger man shook his head, barely concealing his own expression of amusement.

Contents

- 1 Overview

- 2 The Variable Price of Liao

- 3 Principalities of Jarm

- 4 Sumaah Republic

- 5 Asavean Archipelago

- 5.1 Asavean Architect

- 6 Faraden

- 7 Citadels of Axos

- 8 Sarcophan Delves

- 9 Iron Confederacy

- 10 Commonwealth

- 11 An Opportunity in Cargo

- 11.1 The Wealth of Sarcophan

- 11.2 The Builders of Axos

- 11.3 The Magic of Jarm

- 11.4 The Unpredictable Druj

Overview

The Empire maintains diplomatic relations with several foreign nations - both the powerful nations that lie many weeks away by ship, and the Empire's independant neighbours. These relationships are subject to change based on the actions of Imperial citizens - the information here is correct as of the start of the Summit. As always with the trade winds, and with foreign diplomacy in general, the situation remains subject to change.

The Variable Price of Liao

- Demand for liao has increased, raising the price once again to 18 rings a dose

Demand for liao in other nations remains high. The establishment of the temple of the Seven Virtues in Nemoria has driven the price up, of course, but it is not the only source of increased demand. Both Faraden merchants keen to acquire the substance for use by their own priests and Sarcophan traders looking to exploit liao's more narcotic qualities have driven the price up. Imperial citizens who lead congregations continue to be able to sell their liao for 18 rings each dose instead of the recent rate of 12 rings per dose.

Principalities of Jarm

- The southern port of Vezak will supply an additional crystal mana to each visiting ship.

- The northern port of Kavor provides no additional materials.

- The eastern port of Rigia is closed to Imperial shipping.

A fortnight after the Winter Solstice, Lord-Magister Anton Trescher of the Hidden Hook announces to the House of Princes that Eriktho, the Ambassador from Jarm to the Empire has stepped down from her position to focus more time on her magical studies. Three days later, Magician-Prince Barbara Radz of Rigia is dead. Details are sketchy at this time, but it appears that she has been overthrown in a violent coup, apparently lead by members of her own alliance. The port of Rigia has been closed to Imperial ships - ostensibly due to the need to rebuild following damage caused during brief but extremely violent clashes between factions of the Eastern alliance. The Imperial embassy in Rigia has been damaged during the fighting.

While the majority of the civil servants stationed at the embassy are reported to be alive and well, and taking sanctuary in Vezak as guests of Anton Trescher, several are still unaccounted for. Lord-Magister Trescher, speaking on behalf of the House of Princes, offers sincere apologies for the damage to the Imperial embassy and requests that as compensation the Empire keep the ritual text of the Immaculate Architect that was on loan to the Conclave. He strongly encourages the magicians of the Empire to add the ritual to Imperial Lore. Further, he is at great pains to reassure Imperial citizens that despite the chaos in Rigia, they are still very much welcome in Vezak and Kavor, and the entire House of Princes hopes that this unfortunate internal development will not sour relations with the Principalities.

The Ambassador to Jarm, Oswi Twiceburned, is likely to know more about what has happened. Any Imperial captain visiting Rigia will have found the city in turmoil, with armed confrontations between rival factions openly fighting in the streets and several buildings damaged by fire.

(Note: Even though the port at Rigia is currently closed, the Synod mandate discouraging trade with Vezak and Kavor still stands. Imperial captains trading with either of these ports receive two fewer crystal mana than they might normally expect.)

Sumaah Republic

- Sumaah remains at war with the Empire; a ceasefire is in place until the start of the Summer Solstice.

- The port of Zemeh remains closed.

- A diplomatic contingent is visiting Anvil to discuss permanent cessation of hostilities.

A Sumaah diplomat made a short visit to the Empire during the Winter Solstice to discover if there was any chance of finding common ground between the Empire and the Republic. This season, a small formal delegation is due to visit Anvil to discuss resuming diplomatic relations. They are expected to arrive on Friday evening around nine o'clock.

So far the "war" with Sumaah has been entirely one-sided, primarily restricted to undermining Imperial religious presence overseas. Given the distances involved, it is unlikely the Sumaah will ever arrive on Imperial shores with war vessels and armies, but that does not mean they cannot make life difficult for the Empire. There are plenty of traditionalist followers of the Way in the world who find the Sumaah orthodoxy appealing - there have already been problems in Jarm for example where Sumaah is increasingly seen as the "true" home of the faith rather than the Empire. Similarly, the Sumaah have a much closer connection to the pilgrims of the Way among the satrapies and rebel slaves of the Asavean Archipelago than the Empire does. While they might not, for example, funnel aid to the orcs the way some other nations might if relations collapse catastrophically, they do not lack the ability to create obstacles for the Empire on the international stage.

There may be wider considerations as well - Sumaah is, after all, the only nation that produces liao in volumes approaching that of the Empire. Ships visiting Zemeh returned with this valuable spiritual substance alongside more mundane supplies of dragonbone, orichalcum; and the herb that Imperials know as Imperial Roseweald. The Imperial Synod can always use a little more liao, after all.

Asavean Archipelago

- Every Imperial Fleet trading with Nemoria receives an additional measure of iridescent gloaming and an additional ingot of orichalcum

- Imperial fleets no longer receive herbs from Asavea; a standard fleet trading with Nemoria will receive 36 rings rather than 2 Cerulean Mazzarine.

Imperial relations with Asavea remain stable and reasonably positive. Imperial fleet captains are eagerly received. A liason to the Temple of the Way in Nemoria has been appointed and preliminary reports suggest that the temple is proving popular - although wiser heads realise that this is most likely due to with the novelty of the "new" religion more than anything spiritual. There is some minor opposition to the temple - the Way is closely associated with slaves and rebels and the despised Sumaah Republic in the minds of many traditionalists - but critics restrict themselves to angry speeches in the Plenum rather than any direct action.

Unrest continues to grow among some of the Asavean satrapies - the subject nations ruled by the Plenum. While none are in open revolt, the use of Asavean legions to root out sedition and suppress discord seems to be adding fuel to the coming fire. The Plenum will not stand for open rebellion, and the situation is likely to turn ugly. Missionaries from the Sumaah Republic continue to be blamed - although there has been some attempt to link the growing dissatisfaction to the Temple of the Way in Nemoria, only the most hysterical give such rumours any credence.

The Asavean high priest of the war god - who is also the Master of Military Procurement - has announced that until the current crisis is over they are enforcing certain legal powers related to securing support for the armies. For Imperial captains this means that it is now extremely difficult to acquire healing herbs in Nemoria - there is no True Vervain or Cerulean Mazzarine available for trade to foreign captains. Rather, captains visiting the port have the opportunity to sell herbs and acquire luxury goods. This means that any fleet visiting Nemoria will receive money rather than herbs. A standard fleet trading with Asavea will receive 36 rings rather than 2 doses of Cerulean Mazzarine; upgraded fleets will receive commensurately more money proportionate to the herbs they would otherwise have received.

The Master of Military Procurement has also expressed an interest in acquiring significant stocks of healing herbs - especially Bladeroot and Marrowort. Marrowort and bladeroot both grow poorly in Nemoria. Marrowort is a valuable healing herb that can be used to treat any number of life-threatening conditions, while bladeroot is a required component for such valuable potions as ossean solution, tranquil nostrum, philtre of strength, and oakenhide tonic. The Master of Military Procurement is not interested in dealing with individual merchants and anyone interested in exploiting this opportunity should probably speak to the Imperial Ambassador to Asavea, Jarrigk Wegwandelaar, who will know more. Merchants from the Sarcophan Delves are believed to have already opened negotiations - herbs are their speciality after all - but a narrow window exists during which there may be an opportunity for Imperial citizens to profit.

Asavean Architect

Almodin Oktístis, the Asavean priest of the Builder god, has been in the Empire for just over a year. In that time he has overseen a number of commissions for the Senate: the Pallas Docks, several great works, a fortification in Varushka, and even the newly completed runeforge near Cargo. In return he receives a regular stipend from the Imperial Senate.

Having settled in a little, he continues to enthusiastically embrace every opportunity to design large structures that the Empire offers. He is, in fact, prepared to go further. At the moment he is overseeing two new commissions each season, but that is the limit of what he can manage by himself. However, if the Imperial Senate invites some more of his fellows from Nemoria to come to the empire, he believes that together they could oversee a third commission each season (provided of course it was worth their time - nothing costing less than 30 wains. He might even be persuaded to waive the stipend he is currenlty being paid by the Senate - but only in return for a little quid-pro-quo.

The Asavean builder-priests would require leave to construct a temple of Baddu the Builder in some central location (ideally Casinea, Astolat, Miaren, or Temeschwar). There would be no cost to the Empire for materials or labour, and it would count against the limit of commissions the Senate could announce each season. Once the temple were complete, which would take a single season, the Senate would enjoy the additional commissioning ability.

There is one major fly in the ointment. A fortnight after making his announcement about bringing in additional priests Almodin Oktístis learns that the fortification he built in Karsk, Aleksandra's Watch, has been "defiled by philistines" with the full approval of the Senate. The sensitive engineer is apparently beside himself with grief and fury, and for a few days it looks like he might quit the Empire in a rage. He calms down however, but sends a clipped letter to the civil service warning them that designing structures for the Empire is a profoundly spiritual act for a devout priest of Baddu. If another of the structures he has built is defiled in this way not only will he not encourage more of his fellows to move here but he will immediately quit the Empire. If this happens, not only will the Senate immediately lose their additional commission opportunities, but any construction he has been retained to oversee that has not been completed will require another motion from the senate to continue building and count against that season's construction tally.

(Note: The wind of fortune in which the Asavean architect appeared initially said he would only work on certain types of commission. This has been expanded to include anything listed on the commission page except armies and navies.)

In order to improve understanding between the Empire and Faraden, the Synod invites Faraden priests to visit the Empire and discuss their understanding of the Way with Imperial Priests in good standing with the Synod. This invitation is made with the understanding that Faraden will make similar allowances for Imperial Priests in Faraden. Discussion would only be allowed at the specific places of learning listed below. Additionally, if a purpose-built structure were constructed for religious debate in the Empire, future debate would be consolidated at that location.

Places of learning: the School of Epistemology, League; Seminary of the Hall of the White Ravens, Skarsind; Pickham, Marches; Towers of Anduz, Brass Coast; Chantry of the Silver Skull, Highguard; Legion’s Rookery, Skarsind; Meagenstede Hall, Wintermark; Spire of the Waxing Sun; Magisterium of Antearein, Urizen.

All religious debate in the Empire would be conducted in the same manner as the recent Symposium in Winter 380YEMazo i Zabala i Erigo, Winter 381YE, General assembly, upheld 991-97

Faraden

- The completion of a trading enclave in Upwold brings prosperity to the Marcher territory.

- The number of Faraden merchants visiting the Empire is on the rise thanks in part to the enclave, and in part to the Blood Red Roads.

Relations with the Faraden remain balanced between broadly positive relations with the merchant families and parts of the priesthood, while the remainder of the priests and many of the military families remain critical of the Empire. Following the success of Moonwater Hall in Upwold, work has begun on the planned extension of the Blood Red Roads that will link Anduz in Segura with Madruga. Once complete, this project will allow Faraden merchants easy access to almost every corner of the Empire.

During the Winter Solstice, the Synod passed a Statement of Principle inviting Faraden priests to visit the Empire and discuss their understanding of the Way with Imperial priests - on the understanding that the same opportunity be extended to priests of the Empire. The statement has encountered a mixed reception in Faraden, however. While a significant number of priests supported the judgement, it did not achieve a greater majority. As such, for now, the Faraden have declined the invitation and likewise have not issued an invitation of their own. Some priests may visit the Empire to speak of their religion, and a few missionaries may continue to visit Faraden, but no formal exchange of theology will take place.

The presence of Faraden traders, especially in the western Empire, continues to see an increased amount of orichalcum and weltsilver on the public auction. Furthermore a small coterie of Faraden merchants have asked the civil service to handle the auction of several wains of mithril, transported through Jotun lands at some expense; as long as their returns remain significant they will continue to auction their metal through the Bourse. A side effect of increased Faraden trade, however, has been a drop in the amount of Iridescent Gloaming available through the public auction. As the Gloaming Road indicates, Imperial Iridescent Gloaming continues to be in high demand in Faraden thanks to the decimation of their own crops by a recent blight.

Citadels of Axos

- Axos remains friendly to the Empire.

Relations with Axos remain largely positive. Of the four active citadels, only Issyk continues to express anti-Imperial sentiment. Captains visiting the Towers of Kantor receive a reasonably warm welcome. The long term plan, endorsed by the Imperial Synod, to encourage the abolition of slavery continues to be supported by Imperial captains. However, there is some concern at the higher levels of Axou society about attempts to enforce Imperial culture on their people - how far will this "Imperialisation" go, they ask? While slavery is by no means a common practice, there are a number of very wealthy Illarchs whose prosperity is based on the use of slavery. They stand to lose a significant portion of their wealth if the Grand Ilarchs decide to outlaw slavery - and between them these wealthy merchants possess considerable political influence.

There are also reports that at the same time the Empire is encouraging total abolitionism, canny traders among the Grendel orcs are offering cheap slaves to wealthy patrons in the Chambers of Issyk, extolling the virtues of workers that do not need to be paid and warning of the economic disaster that could occur if the Imperial agenda is carried through. The Grand Ilarchs of Kantor, Maykop, and Ipotavo are unlikely to embrace full abolition of slavery in the face of opposition from Issyk - they have no interest in potentially starting a civil war over this issue. Especially not when it is clear that the economic benefits of making slavery illegal are entirely dependent on the largesse of their Imperial neighbours.

The issue of slavery in Axos is largely one of economics - most of the Axou regard slavery as tawdry and uncivilised but the grim reality is that the nation has a great many slaves who work the mines and quarries that provide the the Axou with their wealth. It is near certain that a number of powerful and influential families would face ruin if the Axos simply outlawed slavery and freed all their slaves. Moreover the threat to reverse the position in the five years subsequent to that is inconceivable. Slaves are expensive and difficult to come by - they couldn't easily get new slaves to replace they ones they had freed.

In light of the Imperial interest, as demonstrated by the fleets turning up to trade at Kantor, the civil service push the Ilarch to put a firm credible proposal on the table. There is some reluctance on their part but eventually they do come up with a definitive proposal. If the Empire are able to sustain the recent trading levels for the following two seasons, then the Grand Ilarchs will agree to pass a law forbidding the purchase or sales of slaves and outlawing any act of enslavement. This won't free their current slaves of course - and people born to slaves would legally remain slaves but it does mean they will not acquire any new slaves and could no longer trade slaves between themselves. If those laws were passed the Axou lands would see a consistent gradual decline in the numbers of slaves as the practice withered away over the next few decades. Furthermore, if the Empire continued this current level of trade for a further five years, then the Grand Ilarchs would be prepared to free all slaves and outlaw slavery completely in Axos. Obviously this is a long time scale - but the costs involved for the Axos are huge and the risks to them are significant.

However if the Empire and its allies were prepared to make significant investments in Axos - provided the much needed raw materials to create the infrastructure needed to replace the lost slaves - then the Grand Ilarchs would be prepared to act sooner, and more decisively. Reading between the lines, they are talking about mithril, weirwood, and white granite. Significant amounts of these materials; a hard number has not been publicly discussed but estimations of a hundred wains of each would not be inconceivable.

Sarcophan Delves

- Situation continues normal

Imperial relations with the Sarcophan Delves remain politely friendly as long as discussions remain focused around purely mercantile affairs. Their ships are regular visitors to the ports along the Bay of Catazar and their traders cheerfully travel far inland to secure the best deals.

Their open agreement with the Grendel to ensure their ships remain unmolested continues to cause some discontent in ports along the Bay of Catazar, as does the open secret that their merchants are just as keen to trade with the Broken Shore as with the Empire. The Sarcophan continue to largely ignore their critics. They are pragmatic merchants and traders; they largely do not care where their goods come from and they are happy to buy from and sell to anyone who treats fairly with them. The Empire's problems with their neighbours are their own affair.

Iron Confederacy

- The port of Robec is now open to the Empire

As well as developments in Feroz, relations with the Iron Confederacy appear to be improving. The port of Robec has been opened to Imperial captains, and a small number have taken advantage of this to visit the Iron Confederacy. The Suranni are cautious around Imperial citizens, and the welcome received by traders from the Empire is cool if not actually chilly. Reagrdless, the merchants seem happy enough to trade green iron, ambergelt, Cerulean Mazzarine and assorted luxury goods (hardwoods, stone, fine jewellery and the like) with visiting captains.

Despite the potential increase in trade between the two nations, the High Priest of the Smith, Jeanne de Hibernat, has made several statements cautioning Imperial visitors against bringing contraband into the Iron Confederacy. She makes sweeping statements that attempts by Imperials to bring narcotics, crystal mana, or blasphemous philosophy to the Confederacy will see the port closed immediately. Likewise if any Imperial citizen is found guilty of espionage, or of aiding the enemies of the Suranni people while in the Iron Confederacy, the port will be closed until appropriate reparations are made. She does not seem to be restricting her concerns to the port of Robec, either - any evidence that the Empire is undermining Suranni law will be met with sanctions.

The civil service have cautioned that it is currently not a crime for an Imperial citizen to trade narcotics - which the Suranni consider to include liao - or crystal mana to Iron Confederacy citizens. Likewise, it is not illegal for priests to preach the Way in Robec or elsewhere. The Imperial Senate could institute laws criminalising these actions of course, which would send a clear instruction to the civil service to intervene in preventing such trade when they were aware of it.

The Regario Dossier already has spies in the port of Robec, as of the Senate decision of 379YE. The Suranni are believed to be unaware of that situation at present - the statements issued by Jeanne de Hibernat appear to form a clear warning rather than any direct evidence - but if they did become aware of Imperial activities there then there would definitely be some diplomatic repercussions. (OOC Note: In line with our guidelines about secrecy, the Iron Confederacy will only uncover the presence of the Regario Dossier agents as a result of player action during an event. Likewise we will not run a plot in which NPC citizens are trading contraband to the Iron Confederacy without the involvement of player characters.)

As always the Imperial ambassador to the Iron Confederacy, Zadkiel de Coeurdefer, may know more.

Commonwealth

- Trade with Leerdam and Volkavaar remains stable.

Relations with the Commonwealth have not worsened. They continue to be distant yet polite. While the Empire continues to extend favoured-trader status to the Principalities of Jarm, it is unlikely to be easy to improve this state of affairs. Imperial captains are still welcome at Leerdam and Volkavaar, at least for the time being.

One exception involves the Commonwealth ambassador, who has made some statements from the embassy in Siroc that may be of interest to her Freeborn hosts.

An Opportunity in Cargo

- Three nations have an interest in aiding in the defence of Cargo

The Druj have conquered Zenith in Urizen, and among other places now directly threaten the region of Limus in Redoubt. Among the spires and valleys of Redoubt is one of the jewels of the Empire - the town of Cargo. In recent years, the Empire has not only build three embassies there (for Axos, the Principalities of Jarm, and the Sarcophan Delves) but also the valuable Concordium Dock that brings white granite from the Delves, and the Pallas Docks that bring weirwood from Jarm.

Cargo is vulnerable, and this makes the ambassadors and foreign merchants who live there nervous. Independently, each embassy has made formal inquiries about the defence of Cargo - and made offers of assistance to their hosts.

"And in summary, I remain your gracious friend, blah blah blah, Matthijs de Ligt etc etc etc..." He waited a few minutes for his aide to painstakingly ink out his name and formal titles and then snatched up the parchment to read it through. "Excellent... good... yes... good." Having confirmed everything was as dictated he handed it back to the aide "Send it to Huisabaas Vandersar as quickly as possible".

His aide received the letter carefully curling and rolling it before preparing the wax seal. Her tell was obvious immediately, that subtle way she repeated each motion once more than necessary. The poor girl was as transparent as glass to a skilled student of human nature like Matthijs. "You don't approve Mariëlle - what are you concerned about?"

Mariëlle bit her lip nervously - she was always getting things wrong - but Matthijs encouraged her to ask questions anyway. Said it was the only way she would learn. After a moment's pause she finally found her voice "It just seems... expensive.... costly." She waited for him to respond but it was clear from his silence that he wanted more so finally she said "Couldn't we just buy the Druj off? Surely it would be much cheaper than this?"

"Good sentiment Mari - bad strategy. Think it through. We pay the Druj to leave us alone... and then what? Assuming they keep their word - assuming - they sweep down from the mountains, slaughter every Urizeni they can catch and burn every building of significance to the ground. All except our embassy... left mysteriously unharmed, an island of calm in a sea of Druj destruction. Now how do you imagine our hosts might view that act of startling serendipity? How would our Jarmish and Axou friends react when their ambassadors are on Druj spears... while you and I are sipping on spiced cocoa? Can you imagine what the Sumaash would say if they knew we'd paid bloody money to people like the Druj?"

"Ah... I hadn't thought of that... I'll send the letter immediately ambassador."

"That would be best Mariëlle, thank you".

The Wealth of Sarcophan

- Matthijs de Ligt, current Ambassador from Sarcophan, offers cheap white granite to protect Cargo.

The Sarcophan Delves are wealthy. Their entire nation is based on trade and the flow of money and goods. They are also as practical as only a nation with any strong draughir bloodlines can be. They seem convinced the Empire will see the wisdom of building fortifications in Cargo and they are prepared to pay their share. Specifically, they will make a large shipment of white granite available to the Imperial engineers at a bargain price - on the understanding that work will begin on the fortifications immediately. The docks already exist to bring this material to Cargo, and the Bedelaar Huisabaas Vandersar has already confirmed his vessels will carry the stone to the Empire.

Provided the fortification of Cargo is commissioned during the Spring Equinox, the Ambassador to the Sarcophan Delves Thanmir Hrafnar, will be empowered to purchase up to 40 wains of white granite at an absolute bargain price of 23 crowns a wain. If the Senate chooses to commission a larger fortification, the Sarcophan Ambassador is confident that more white granite could be made available, but that would be a matter for the Imperial Ambassador to determine. The fortification must be built at Cargo however - building it elsewhere in Limus or Redoubt will not be good enough.

The Builders of Axos

- Alemenus of Kantor, currently serving as Ambassador to the Empire, has suggestions for an Axou-style fortification to protect Cargo.

The Axou also have significant amounts of white granite, and their Ambassador is confident that if their Imperial counterpart Tarquinius of Ankarien approaches the Ilarch Maxatious of the Towers of Kantor (who advises the Grand Ilarchs on matterrs of trade and foreign diplomacy) some arrangement might be made. More importantly, the ambassador casually mentions that as an idle exercise last year they arranged plans for a fortification in the Axou style to protect the settlement from attackers. They are quite happy to make the plans available to the Empire.

Unlike Imperial fortifications, Axou castles and forts include extensive provisions for injuring and killing attacking soldiers rather than just protecting the settlement itself. The fortification the Ambassador from Axos proposes would cost 80 wains of white granite, 40 wains of mithril, and 240 crowns, but would inflict half again as many casualties on any attacking army as a construction of similar size as long as the Axou were free to offer their assistance to the garrison. Indeed, the Ambasador suggests that if the Senate wants a larger version of the structure they are more than happy to work out how to enlarge it to be an even more effective deterrent if Tarquinius requests it.

The Magic of Jarm

- Cionek Rangalla, the new Jarmish Ambassador, offers magical assistance should the Empire act to protect the embassies.

The previous Jarmish Ambassador, Eriktho of Auricspire, stepped down during the Winter Solstice. Her replacement pro tem is a corpulent woman of remarkable appetite who tells everyone she meets that she expects to be recalled at any moment. She has, however, brought several members of her family with her. She seems less concerned than either her opposite numbers from Sarcophan or the Axos about a potential Druj attack, but then out of the blue she throws a large banquet inviting representatives of all the local spires - and several of the refugee magicians camped outside the walls of the town. In a rambling but passionate speech at the banquet, she absolutely commits herself and the resources of her embassy to the protection of Cargo if the orcs attack. She is very vague about what form this defence might take in practical terms, but she is crystal clear on one matter. If the Senate begins work on a fortification to protect Cargo, the Jarmish magicians will use their magic to speed the process. However long it might take to build, she say emphatically, it will take half as long. It doesn't matter if they build a disappointing little castle or a grand citadel on the scale of the Castle of Thorns; whether they build a nice wall or the maniacal deathtrap the Axos ambassador suggests. The amount of time it takes will be half what the Empire might expect.

The Unpredictable Druj

There is of course no certainty the Druj will press on into Redoubt. If they do, however, they are likely to begin their assault in Limus and that puts Cargo at risk. If the Druj treat the town the same way they have dealt the other settlements they have captured in Zenith, then they will without a doubt destroy the embassies and both sets of docks, inflicting a serious blow to Imperial diplomacy (and trade). They might not come... but even if they do not, a fortification at Cargo might still be a wise and vigilant investment. There are more threats than the Druj, after all - Limus is no stranger to organised bands of orcs who attack without warning - and there is more in Limus than just the embassies. The new runeforge, for example, is literally only a short walk down the road from Cargo towards Necopolis, and it is no more immune to fire than the embassies and the docks.

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The widening gyre

"It's not enough. Barely 500 of us - it's not enough."

He said it with such force that the incessant arguments that had been raging in the hall finally stopped. It didn't matter - they weren't going to agree on where to attack tonight anyway. But everyone was talking about where - nobody was seeing the bigger picture. "It's not enough." he said again - more definitely this time.

Young Siward - who had rescued from the burned-out ruins of his mother's hall and raised as one of his own started at him in surprise. "We can do it Thane. If we take them by surprise, then we can have the main body on the run before they know what's happened. Once we're past the keep there are three mines within a day's march that we can loot and then be back here before they know who has hit them. We're not afraid!"

He chuckled and shook his head. Siward was still young but if he lived through a few more winters, he'd give him the banner to carry. That one would walk into Sydanjaa before his Courage failed him.

"It's not our courage that is short Siw. The plan is sound. We'll kill many and return as heroes, I don't doubt it. But it's not enough. We've been sat on our arses here at the Keep gathering what strength we can and doing what? We need more. Something that reminds everyone why Skarsind was part of Wintermark back when the Three Tears was more than just a symbol."

"We don't have the numbers for a bigger raid - it would mean... a final fight... but... better to go down fighting?" Siward looked up at his thane, ready to hear the command that would lead him and everyone else in the hall to their deaths.

"Aye better for sure. But better still to triumph. A year ago they sat in my hall, eat at my table and spoke of friendship. Let's send the word out... Dogri Thulebane is heading north. Let's see how many friends we really have."

Contents

- 1 Overview

- 2 Significance

- 2.1 Supporting the Thulebane

- 2.2 Preventing the Raid

- 2.3 Supporting the Thule

Overview

Dogri Thulebane, the rebellious Wintermark Thane, has refused to accept the will of the Imperial Senate and resides still at Crows Keep in Skarsind. His forces, small though they are, have moved to secure the region and, for all practical purposes, the region is no longer under control of the Imperial Orcs. It is still Imperial, Dogri has been very careful on that point, but it's not part of the regions controlled by the Imperial Orcs.

This impasse has continued for the best part of a year and the situation had begun to seem normal, but now a problem has occurred. Thule traders coming down from the north attempted to move through Crows Ridge. They were met by armed Wintermarkers who ordered them to turn back. Somehow a fight broke out and one of the Wintermarkers and all of the Thule were killed.

As news of the death spread, an Imperial Orc magistrate and several militia members went to Crows Reach to try to investigate the deaths. They were refused entrance by Dogri's warriors but they stood their ground until the Thulebane himself appeared. He told them that nobody from Crows Keep would be handed over - that they would not stand down for any force short of a Wintermark army.

Since then he appears to have decided he may as well hang for a sheep as a lamb. Rumours are flying that he is gathering warriors for a raid... Maybe it's just a rumour - maybe it's just a bluff. But if he is intending to raid then it's a sure bet where he will be going. The Thulebane didn't get his name playing cards.

Significance

The Empire has a well-established peace treaty with the Thule. The treaty makes clear that any raid will not break the treaty - but the raiding party would need to pay reparations. Any significant raid by Imperial citizens - even criminals - might not break the peace treaty, but it would certainly land the Empire with a hefty bill. Unless the Thule decide to be uncharacteristically generous, the bigger the raid... the more weregild they will demand.

Supporting the Thulebane

Dogri Thulebane is planning a raid into Thule lands. Enough people know where he lives and that he is planning something that those who command military units could choose to lend their support to him if they wish. It's clear that he is planning something significant; the more support he receives the bigger the impact will be. Given this state of affairs, it is certain that he will attempt to make contact with those Wintermarkers who share his grievance. Only by gathering support from others will his actions have a significant impact. Any character with a military unit will be able to submit orders for their unit to support Dogri after the summit ends.

The raid is covert; Dogri will be ordering everyone in the raid to cover their faces and their shields so even those who attend the raid will not know who has taken part. The only way anyone is going to get caught supporting Dogri Thulebane is if they are stupid enough to tell people what they've done. Of course, Dogri will know who has supported him, but the Thane is notoriously loyal to his supporters. It's impossible to imagine him sharing the information with anyone.

Of course with the Guerdon currently at record levels, those captains who have their eye on a monetary prize are going to have to think very hard if they want to support a raid that will not provide any return of any kind. The loot from this raid will be claimed by Dogri - and the distribution will be down to him. Dogri is known to be a citizen of his word - only by making contact with Dogri's people and agreeing on terms can a captain ensure that they and their soldiers will be paid.

Preventing the Raid

There is one definitive way that the Empire could prevent this raid from happening. If an Imperial army attacked Crows Ridge, they could quickly seize control of the area making it impossible for Dogri to launch this raid or any other. Although it is not legal for the Senate to declare war on their own citizens, now that Dogri is refusing to cooperate with Imperial law and potentially concealing one or more murderers, then the army could be sent there to occupy the area and arrest the Thulebane.

The Imperial armies are well trained and highly disciplined; there is no doubt that a general could order their force into the area and the only fighting that would take place would be between Dogri and his supporters and the Imperial soldiers. If any army moves to restore full Imperial control of Skarsind - then the raid would be aborted and no future raids would be possible. The Thane does not have the military strength to repel a concerted attack, but it is certain that there would be some losses if he chooses to fight - as he says he will. Collateral damage would be minimal, but there would be severe consequences of Dogri and his supporters, should they choose to fight. The position of the Thulebane is well defended and hard to approach, so any Imperial army would also take some casualties in any ensuing fracas.

There is one way that fighting could be averted. Dogri has sworn that he will only submit to the authority of a Wintermark general. If a Wintermark army went to Crows Ridge, then Dogri could be arrested. The raid would be prevented and there would be no loss of life - but it needs someone to persuade a Wintermark general to accept the dubious honour of ordering their troops to seize an old Wintermark war hero from Britta's day.

Supporting the Thule

The Thule have likely got wind of the impending raid already but the border between the Empire is long with many possible targets. Unless they know where Dogri is going to attack, then any attempt by them to move troops to counter the raid will be futile.

But if there was some way to find out where Dogri Thulebane was planning to attack - and someone passed that information to the Thule, then they could take decisive steps to counter the rebellious thane. The Thule would be certain to place sufficient troops to rebuff the attack - and if Dogri was unaware of the betrayal then he and his supporters would be walking into a trap. The Thule would wipe them out and that would be the end of him.

Such an outcome would guarantee no further problems with Dogri Thulebane and allow the Imperial Orcs to resume full control of Skarsind. Crucially it would be a significant gesture of goodwill towards the Dragons which would further solidify the current peace treaty.

But if Dogri were sold out to the Thule, it would be impossible for them to claim that the Empire had broken faith with them. The Dragons are known to be powerful users of magic and the hearth magic of oaths is a terrible thing - especially in the north. If the Empire hand Dogri to the Thule in this way then it will guarantee peace on the Northern border for the next year at the very least, short of a full-on Imperial invasion. The thaw in relations with the Thule would also provide new opportunities for trade with Otkodov - both in rare materials and rituals.

One final alternative is that the Senate could pass a motion to hand Crows Ridge to the Thule. They are unlikely to look such a gift horse in the mouth. If the region were part of Thule territory - they could move their forces to deal decisively with Dogri Thulebane. They could stop the raid taking place, preventing the Senate being landed with the reparations and ensuring that no Imperial soldier had to soil their hands dealing with the Thane themselves.

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The worth of a life

"Yes but what about that fella up north and his ...."

Kejek slammed her mug down on the table, loudly, clattering platers and sending her fork pinwheeling off the table.

"Oh for the love of ... can we not talk about something other than politics?"

Eft and Yantl exchanged a quick look. Eft rolled his eyes heavenward while Kejek recovered her fork from under the table.

"We could but this Thane needs to be ..." he began, conciliatory.

Kejek reappeared, slammed the fork tines-first into the table. She leaned across, bringing her scowling grey face close to her companions' and grabbing a handful of his shirt.

"I think it's time to talk about something other than politics." She growled, making it clear to the other two that it was time to talk about something other than politics.

Yantl finished chewing his mouthful of mammoth and said mildly: "Isn't it so much colder up here than Dawn?"

The other two glared at him. He grinned.

"Sorry, is weather still off the table then? How about we talk about the real problem then? The mines."

Kejek rocked back onto the bench on her side of the table. "Go on. What mine problem?"

Yantl sliced off another hunk of meat as he spoke.

"Mines. Do you want to work in a mine? Underground. Picks. The rattle of chains. That kind of thing."

Eft shook his head emphatically. "That's no life for an orc. No life at all. My grandparents died to get us out of the mines."

"Everyone's grandparents died to get us out of the mines." said Yantl, swallowing another hunk of meat and chewing it meditatively.

The three sat in silence for a moment. Then Kejek raised her mug, and the other two mimicked her in a silent toast, and they each drank a deep mouthful, and then returned to their conversation.

"The mines of Skarsind are rich." Said Yantl. "Really rich. It'd be a crying shame to let them go to ruin. More than that ... Skarsind is rich. It's not Varushka-rich, not Karov-rich, but it is richer than we've ever had before."

Kejek frowned. "Are you saying we should all ... I don't know. Stop thinking of all the orcs who died in mines and take up a pick? Maybe get the preachers to ..."

Yantl shook his head, swallowed convulsively, coughed madly for a few moments while Eft pounded him on the back and gulped down a mouthful of beer.

"No no no, bugger that idea. No I think we just face facts. Orcs don't mine. But we do like having our shiny Knight's Redoubt and our Shieldbreaker axes. So why don't we just face it. We're not beggars, nor paupers. We've all got money set aside. Let's just pay people to work the mines for us. I think its probably even prosperous, which will make the preachers happy. And more importantly its sensible."

"Wise." said Eft. Yantl and Kejek looked at him. He shrugged. "It's wise, not sensible, and we're the people to make it happen."

Kejek nodded thoughtfully. "We've got a lot of experience dealing with the Dawnish and the Leaguers, it's true." she said. "How much harder can Winterfolk, Navarri, and ... well we're on the Varushkan border and they do know a lot about mines ..."

Eft looked surprised, but Yantl nodded along with her, his enthusiasm growing.

"Yes. There's more bonesetters in Skarsind now than there has been in one place since the end of the rebellion. And we've got fifty more years experience with the humans than we had back then, and we're ... we're established now, you know what I mean?"

They knew. They'd fought hard to be people, and much of that fighting had taken place since the rebellion technically ended.

"So ... what else?" asked Yantl. "We can pay people to work the mines ... and I think we need to look at Southpine as well. We're going to need all sorts of things now, food from the Marches, labour. Wintermark has Hahnmark, they never really needed to worry too much about the trade routes but all we have is Skarsind."

"And herbs." Said Eft. The others looked at him. "One life make it count." he quoted. "I think it's time we stopped being proud of ... of window boxes on the backs of wagons and looked at what we might be able to grow in actual soil. Look at the Hearth Tithe, and the gardens at Treji. We could do that. And bigger. Better. Together."

The other two smiled at each other. The fire of enthusiasm had caught the big orc physick as well.

They talked long into the night, before tumbling exhausted into bed, all worries about thanes, and stormcrows, and the Thule and the war in the Marches banished in the face of a new-found ambition to build something.

Contents

- 1 Overview

- 2 Significance

- 2.1 The Miners of Gulhule

- 2.2 One Life to Live

- 2.3 Crossroads of the North

- 3 Resolution

Overview

The Imperial Orcs have never really had land before. Living an itinerant life between armed camps and barracks, camping with the armies on campaign ... all that has changed now. For many Imperial Orcs, especially the youngest and the oldest, Skarsind represents an opportunity to live an entirely new kind of life - a life of stability.

This is not to say that the orcs have undergone a change to their nature; they are still warriors, still bound to each other by instinctual ties. They are simply focusing their decades of experience in military procurement, battlefield engineering, and last-ditch medicine, on a new serious of problems. In particular, groups of orcs such as those who inhabited the main Imperial Orcs training camp in Estcastle have arrived in Skarsind and set to work establishing a new base of operations for themselves.

This presents several opportunities.

These opportunities are somewhat transitive however; the orcs who can help facilitate them are keen to settle in Skarsind. While they are available at the Winter Solstice, they may not continue to be available - at least in the same form.

Significance

A large number of experienced bonesetters have moved to Skarsind, and are looking for ways to serve their nation. Three possibilities present themselves. Note that in each case a motion would need to be passed in the Imperial Senate to grant permission for the commission to go ahead but these motions need not be brought by the Imperial Orcs senator.

The Miners of Gulhule

Orcs do not like to work in mines. It reminds them of the centuries they spent as slaves - and it reminds their ancestors as well. Orcs often experience the angry tirades of their ancestors when they work underground, and this discourages them even more from taking up pick and shovel. However, there is never any shortage of people prepared to dig ore out of rock for a good day's pay - and the Imperial Orcs have the chance to take advantage of that.

By establishing a suitable structure in Gulhule (or Gildenheim if they want something more central), the Imperial Orcs could organise their efforts to locate and recruit human miners prepared to either make the trek north (or in the case of Winterfolk already in place, to put personal prosperity ahead of politics). This would function as a national ministry, and would automatically create an Imperial title to oversee relations between the Orcs and human miners. Such a title could be appointed by unanimous decision of the Orc senator, but it would also be appropriate for it to be appointed through the Bourse by vote of the captains of Imperial Orc military units.

There would need to be some investment in materials and money, however. Structures would need to be built and fine-quality tools purchased, as well as cash spent to recruit the workers.

A minor ministry focused around ensuring plenty of workers for the key mines in Estermark would require 6 wains of mithril and 12 crowns in labour costs, as well as an outlay of an additional 12 crowns towards active recruitment across the Empire. It would provide a ministry, allowing the purchase of green iron and orichalcum.

A more significant ministry that expanded the operations across northern Skarsind would require 8 wains of mithril and 16 crowns in labour costs, and an additional outlay of 16 crowns towards active recruitment. It would provide a more advanced ministry that allowed the controller to purchase green iron, orichalcum, and tempest jade.

A large ministry that encouraged human works to operate mines across Skarsind and sell their products to the Orcs would require 10 wains of mithril and 20 crowns in labour to set up, and an additional outlay of 20 crowns toward active recruitment. It would provide a significant opportunity to purchase green iron, orichalcum, tempest jade, and weltsilver and potentially other, more valuable, materials.

One Life to Live

The bonesetters of the Orcs have a lot of experience with desperate last-minute medicine on the battlefield, and know that they can never have enough herbs. In the past the Orc master physicks have been scattered across the Empire. Now they are together in one place, and working to adapt their strategies for cultivating herbs to the cold north. Yet there are many Orcs who will never see Skarsind. They died, often in battle, fighting for a homeland that they will never enter. Many have been laid to rest in far distant fields, the same fields they shed their blood to conquer or defend.

Taking inspiration from the Navarr, and their Memorial Gardens at Treji, a group of older bonesetters calling themselves the Fellowship of the Red Blade have proposed that a similar structure be built in Skarsind to memorialize all those Imperial Orcs who will never see it. They will oversee and maintain such a place - and share the lore they have gathered from the masters of herb lore across the Empire. Such a place would not only be a memorial to the dead, but would honour their name by spreading the healing arts of the chirurgeon, physick, and apothecary far and wide to help as many other prevent as many premature deaths as possible.

Such a structure would be a Great work. In addition to maintaining the memorial, the Fellowship of the Red Blade would help any orc who wishes to settle down in Skarsind to establish herb gardens. With an investment of 45 wains of weirwood, and 90 crowns in labour costs, this would provide a seasonal pool of 90 true vervain that would be distributed equally among all Imperial Orcs characters in Skarsind who own a herb garden themselves.

Crossroads of the North

Southpine and Solvihill are, respectively, on the border with Temeschwar and Hercynia, and with Karov. In the past, the Winterfolk maintained trade routes south and west from the town of Torfast. In the years since Skarsind was recovered, the roads were repaired and some work went towards re-establishing trade, but the Wintermark focus was more on the routes through the passes into Hahnmark in the north-east.

The opportunity exists to significantly improve Torfast's trade with the rest of the Empire. By creating a ministry in Torfast, the Imperial Orcs could establish a merchant-boneseeker imperial title who would be responsible for protecting trade south from Skarsind south through Temeschwar, east into Varushka, and west into Hercynia.

In this particular scenario, an opportunity exists for the Orcs, the League, Navarr, and Varushka to co-operate if they wish. An outlay of 8 white granite and 16 crowns in labour costs would establish trading offices in Torfast, and allow the creation of a basic ministry which would have the ability to purchase goods from the rest of the Empire. If a similar ministry was established by the League in Temeschwar, by the Navarr in the Glen of Shadows, and by the Varushkans in Delev, then the Skarsind ministry would be directly improved by it, having a wider range of goods that it could purchase. In each case, the exact goods available to purchase by any of the ministries will depend on which, if either, of the other three ministries is completed.

Commissioning this project would require four separate motions, and the four ministries would need to be constructed separately, but they need not be established at the same time.

Resolution

The Senate has commissioned the a ministry in Gulhule to encourage human miners to work orc-owned mines. They also began work on trading posts in both Torfast and the Glen of Shadows, to begin establishing the "crossroads of the north."

The opportunity presented by the Fellowship of the Red Blade to establish a great work in Skarsind has likewise been completed.

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There Is No Welcome Here

Contents

- 1 Rules

- 1.1 Winter Magnitude 14

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 14

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The area to be enchanted with this ward must be clearly apparent to those within, and without, its bounds.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual targets a building or well defined, walled area. It must be performed inside that location.

At the completion, the area is warded against the Heralds of the Eternals. Such a creature approaching the boundary is always aware that the area is warded; if it enters it is immediately weakened for as long as they remain in the area. Even creatures that are larger-than-human-sized will be weakened by the power of the ward if they enter it.

When used inside a building, the ward protects the entire structure. Any openings in the structure - doors and windows especially - must be clearly marked with runes or symbols of warding. The building must be a reasonably permanent structure, preferably of wood or stone; the ritual will not work on a tent or other entirely similar structure.

For purposes of this ritual, a walled area must be composed of solid posts, preferably wooden. Posts should be placed at least three pace, and at most five paces, apart and protrude out of the ground at least three feet. The posts should be clearly visible, and ideally clearly marked as 'special' - carved or painted with runes for example.

As with anything you might be taking onto a battlefield, or that is likely to have people fighting around or near it, the phys-reps should be as safe as possible (no sharpened points, for example). Please do not tie rope between the posts; if it is not clear where the boundary is, you will need to use more posts.

The ward can be taken down by moving, removing or defacing the warding signs, but heralds cannot do so themselves. Assuming it is not interfered with, the ward stays in place until the duration expires.

If undisturbed, the ward remains until the next sunrise.

Description

This is a powerful ritual that keeps Heralds at bay. Weak Heralds will usually hesitate before entering the area; the more powerful the creature is, the more it has to lose and the less likely it is to enter the ward if it has any choice. Magical scholars see no reason that the ward would not be equally useful against Eternals themselves, but few people have ever been in a position to test this theory.

The wards are effective against Heralds who serve as diplomats, but also on more martial Heralds such as the troops conjured by rituals like Knights of Glory. Some lineaged individuals with very strong lineage are known to be uncomfortable if they spend large amounts of time in a warded area - often lethargic and short tempered. It is not clear if this is a real magical effect, or a psychological repercussion of knowing the ward was in place.

Common Elements

The most common runes to use with this ritual are the Wintermark runes Yoorn and Kyrop and the common tower symbol associated with Vigilance. In Varushka these wards are often supplemented with staring humanoid faces or the heads of geese, while in Wintermark bird-heads are common on the top of any warding poles. In The Marches the warding symbols often include stylised figures of guardians, or straw poppets- sometimes with small daggers, needles or shields bound to their limbs.

When performing the ritual, the ritualists often walk the boundaries of the waded area, invoking protection. They often burn incense, or scatter ashes, and check that all the warding symbols are intact. Some ritualists place bowls of milk or honey at each entry point. Fire is often used as well, especially when the ritual is performed at night.

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Therunin

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

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 The Thimble

- 3.2 The Docks at Feverwater

- 4 Regions

- 4.1 East Ashes

- 4.2 Eastring

- 4.3 Greenheart

- 4.4 Lower Tarn Valley

- 4.5 Peakedge Song

- 4.6 Sweetglades

- 4.7 Upper Tarn Valley

- 5 OOC Note

Overview

On the borders of Highguard, the water-logged bayou of Therunin provides a unique challenge to the stridings that travel here. As the Navarr have recovered territory from the Vallorn, the forest here has grown still more malicious. Monstrous insects are a common threat here, even outside of areas where the Vallorn still holds sway. Orcs from the east are a constant threat, although their incursions are made more difficult by the swampland.

Recent History

The Druj have long coveted Therunin. Since the fall of Reikos in 367YE, many Navarr had been expecting an assault from the barbarians. In the Winter of 377YE, this long anticipated attack finally came. A major force of Druj moved across the border from Reikos into Peakedge Song. Only the courage of the Black Thorns slowed the barbarian advance. Outnumbered two-to-one, the Navarr army suffered grievous losses, but prevented the Druj from establishing a beach-head in Therunin.

While Reikos was dominated by the orcs, Therunin was connected to the Empire only by tenuous routes through the mountains of Morrow; with the Druj gone the old trade routes down from Chalcis Mount.

Major Features

The Thimble

The Thimble is a Bourse resource located in the Eastring. Custodianship of the Thimble is an Imperial Title that brings with it a Seat on the Imperial Bourse. It produces 24 Imperial wains of weirwood every season. Control of the Thimble is assigned to whichever Navarr candidate receives the most support from Navarr owners of herb gardens.

The Docks at Feverwater

Built along the western shores of Feverwater are a series of ancient quays of aged weirwood and white granite. Some have collapsed, and others are now submerged or exposed as the waters of the massive fresh water lake have ebbed and flowed. The docks date back to the time of Terunael, and have been thoroughly explored by the modern Navarr; they seem to be much larger than would be appropriate for fishing the feverwater, and the ruins around the area are certainly those of a reasonably large Terunael settlement. Their purpose remains a mystery - all that lies to the east of Therunin are the dark woodland homes of the Druj. Even if the docks were restored, there would be nowhere useful for boats to actually go.

Regions

East Ashes

Quality: Marsh

Stretching along the shores of the Feverwater, East Ashes is a twisted maze of great mangrove trees and murky water. Like the Tarn Valley it is home to several rare creatures, but the smaller beasts are overshadowed by the occasional incursion by a pack of hydra. Even the threat of the hydra is minor compared to the danger caused by the occasional marshwalkers attempting to migrate through East Ashes toward the Lower Tarn Valley - when they pass through Greenheart, they invariably rouse the insects there and emerge on the far side angry and twisted by the poisonous air of the Vallorn. The Steading of Ruis Farkas is based in East Ashes. Since the death of Empress Britta, this small steading has been highly politically active in the Empire to ensure that Britta's successor has strong Empire to lead

This region has a reputation for being haunted; the core of that reputation can be traced to Fever’s wake. Once a Navarri Glade of the Dead, but over a small space of days all the corpses laid there disappeared completely, with no sign they had ever existed. The area is shunned completely now.

Eastring

Quality: Forest

The ground in Eastring is less marshy than that of the Lower Tarn Valley or East Ashes, but there are several expanses of bayou especially in the west or south. The Iridescent Butterfly is extremely common here, and the forests are rich in hard and soft woods making lumber a regular export. Eastring is also home to several fortified steadings, and a higher than average concentration of Thorns due to the constant threat posted by the barbarian lands to east and north. This was one of the first regions of Therunin cleared of vallorn influence, and is the site of the Thimble, a valuable source of Weirwood.

Greenheart

Qualities: Forest, Vallorn

The vallorn holds the ruins at the centre of Therunin in a fierce grip. While other Navarr forests are generally more threatened by vine-infested husks, the monstrous insects of Greenheart greatly outnumber the unliving corpses. The ruins themselves are water-logged, with large sections submerged in marsh according to the few adventurous scouts who have penetrated into this deadly zone.

Lower Tarn Valley

Quality: Marsh

The lower valley is boggy and marshy. It is known as an excellent location for herb gathering, and the steadings here tend to have large numbers of herb gardens. The Lower Tarn Valley teems with rare wildlife seen nowhere else in the Empire - the delicate and deadly red crane, the somnolent bark alligator and the morose blue wave frog.

Peakedge Song

Comparatively lightly wooded, especially for a Navarr forest, the steadings of Peakedge Song maintain cordial relations with their neighbours to the north and south. The land here slopes quickly into the foothills of Morrow, and there are several valuable mines along the southern border. During the fall of High Chalcis the Navarr lead several rescue missions across the borders, and as a consequence a number of Highborn refugees camped there; with the final liberation of Reikos, many of them have chosen to return - but a significant number have chosen to remain as permanent residents of the steading. At the same time, a number of Navarr have chosen to move to Reikos - initially to help in the establishment of the Gardens of High Chalcis, but they have also established a small settlement on the edge of the forest not far from Peakedge Stead.

One of the most important sites in Therunin, Peakedge Stead is found in the western part of the territory. A place of contemplation, of houses in the trees where the Navarr can see across the hills of Reikos to the forests beyond. Some stories claim the steading is a remnant of long-lost Terunael; there is something ageless about the trees here.

Sweetglades

Qualities: Forest, Vallorn

The forests of the Sweetglades are ironically named; the vallorn holds sway here.

Upper Tarn Valley

Looking down on the Lower Tarn Valley, the Upper Valley is comparatively dry but the soil here is rich and healthy. The steadings here take advantage of this fertility, and the relative dearth of trees, to maintain extensive agriculture. The largest steading in the Upper Tarn Valley is Return, a well-fortified settlement surrounded by tall watch towers that look out across the forests to the north and east. A place of flowers and memory, the steading has a storied history, revolving around the tale of a Brand who spent too much time amongst the barbarians and became too much like them - where Stridings pass to remember what happens when you forget that you are human, and they are not.

OOC Note

- The Vallorn infests Greenheart and Sweetglades; the Navarr (and thus the Empire) control the other five regions. Therunin is an Imperial territory, but the Navarr would lose control of it if they lost two more regions

- The Great Forest Orcs have their main settlement in the Upper Tarn Valley but hunting parties can be encountered everywhere except Greenheart and Sweetglades.

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Thief's Arcane Gambit

Contents

- 1 Rules

- 1.1 Night Magnitude 4

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Magnitude

- 1.5 OOC Note

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 4

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The character or item bearing the target enchantment, as well as the character or item intended to receive the enchantment, must be present throughout.

Effects

This ritual targets an enchantment on a character or item. At the completion of the ritual, the enchantment is moved from the character or item it is on now to a new character or item (as appropriate).

The entire enchantment is moved along with any remaining duration or power (in the case of enchantments that can be used a number of times each day). All effects of the enchantment are moved; the enchantment ends on the donor, and any effects that might be triggered by the enchantment ending occur. The enchantment is then gained by the new target, and any effects that might be triggered by the enchantment taking effect on a target occur.

The "donor" of the enchantment must be present throughout, but need not be willing.

The enchantment must be moved to a legitimate target. For example, you cannot move an enchantment that targets a character onto an item, and you cannot move an enchantment that requires a character with the magician skill to a character who does not have that skill. Note however that the new target does not need to be in the same band as the old target, nor does it need to be the same nationality.

The ritual will move an enchantment with a magnitude up to double that of the thief's arcane gambit. The exception is any enchantment that obscures or conceals information; to move enchantments such as Masque of the Blinded Weaver the magnitude of Thief's Arcane Gambit must be at least equal to the magnitude of the target enchantment.

This ritual has no effect on things that are not enchantments, such as the benefits granted by potions or auras created with liao; it also does not work on any curse effects.

The ritual can be used to transfer enchantments such as Blessing of New Spring which target a resource but use a character as the focus for that ritual. This is much more prone to failure, however, as it is difficult to be certain about the magnitude of the target enchantment, or be certain what the targeting restrictions are.

Additional Magnitude

You may increase the magnitude of the ritual to attempt to target a more powerful enchantment.

OOC Note

Despite similar terminology, the qualities of a magic item are not enchantments. They are an innate part of the item - it is impossible to move the magical properties of a magic item to another magic item using this ritual.

Description

Misdirection, cleverness, cunning and transformation ... in this case these all boil down to the ability to take something from one place and move it to another. Often this ritual is used for quite legitimate purposes - to move an enchantment to a new target who will benefit from it, with the collusion and approval of the donor character. Other times, the enchantment is moved for underhand reasons - effectively stolen from a legitimate target and placed on someone undeserving. The law is not entirely clear on whether this counts as theft or not; often the Imperial Conclave is called on to determine if a theft has taken place. It is more common for an unwilling target to be a restrained barbarian or prisoner of war, but it is also possible to use trickery to cause the bearer of the target enchantment to remain unaware of the true purpose of the ritual - an apocryphal tale speaks of a Marcher ritualist who persuaded a spy to receive what she believed was a ritual to purge venom when in fact the clever Bregaslander used Thief's Arcane Gambit to transfer Secrets of the Empty Heart from the spy to himself before handing the spy over to the magistrates for interrogation.

Still, some ritualists balk at the more underhanded possibilities of this ritual, and insist on calling it Transfer of Power or Gift of Enchantment.

The ritual will fail if it is cast at insufficient magnitude, so it is sensible to use detect magic before beginning, to ensure the correct magnitude is achieved. Detect magic does not provide any additional information, however, and incautious use of this ritual may lead to infortunate repercussions of this. On one memorable occasion, for example, a barbarian enchantment turned out to fill the citizen to which it was transferred with a lust to consume the flesh of humans as a side-effect of the martial enhancement it offered. Often this lack of knowledge can lead to the ritual failing - for example, when ritualists are unknowingly transferring an enchantment that requires a specific kind of target.

This is also an element when transferring an enchantment from one resource to another. In such cases ,the target enchantment needs to have been placed on a resource controlled by the 'donor' character, and the recipient needs to have a suitable resource that satisfies the targeting criteria of the initial ritual. This is particularly tricky when trying to move Strong Ox, Golden Sun or Gathering the Harvest, for obvious reasons.

There are few enchantments that are placed directly on objects, and so this ritual is much more likely to target a person than an item.

Common Elements

This ritual often involves symbolic transfer of something from the donor to the recipient. For example, in a consensual ritual the donor might hand a token or item associated with the enchantment to the new target. In less consensual uses, the target may be stripped of valuables, especially items of jewelry, which are then given to the recipient character. For the Navarr, blood is often shared between two characters effected by the ritual, or the same design traded on both characters or items. When runes are used, the same runes are painted on both the target with the enchantment and the target who will receive it. Commonly the rune Xun is used.

It is common for Night ritualists to wear masks, hoods or cowls ... it is especially common if they are performing this ritual on an unwilling target.

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Thimble

Contents

- 1 Overview

- 2 The Resource

- 2.1 The Great Forest Orcs

- 3 The Bourse Seat

- 3.1 Responsibilities

- 3.2 Powers

- 3.2.1 Seat on the Bourse

- 3.2.2 Bounty of weirwood

- 3.3 Appointment

Overview

The Thimble is located in the Eastring in the Navarr territory of Therunin. Custodianship of the Thimble grants an Imperial title; a seat on the Imperial Bourse; and a seasonal bounty of valuable weirwood.

The Resource

The Thimble is a vast stretch of forest that covers a series of rolling hills allegedly laid out in the pattern of a tailor's thimble. The Thimble was one of the earliest areas of Therunin to be cleared of vallorn influence. As the campaign to reclaim Therunin continued, the significant loss of life led to several areas around the Thimble becoming the final resting places of heroic Navarr and allied Imperials alike. The glades where the fallen were laid are not harvested by the workers, and to this day pilgrims still come to those corpse glades, to hang mementoes of and for their fallen ancestors. By long tradition, anyone who has worked a full season at the Thimble may ask to be laid to rest in the glades here, and some steadings and stridings make pilgrimages across the Empire specifically to honour these final wishes.

According to some records, the Thimble was initially intended to become an Imperial resource (with the Navarr keeping the Golden Trees of Seren instead), but to the surprise of the Imperial Senate the Navarr Senators refused - despite the fact that the forests of Miaren produce a greater bounty. The inability of the Senate to provide assurances that the funeral glades would never be touched forced the Navarr to place loyalty to, and reverence for, the fallen over merely economic considerations.

Today, the thimble provides an impressive supply of valuable weirwood for the Navarr use. Many Navarr, both within Therunin and without, worry about its proximity to the Druj controlled lands of the Mallum - especially after what happened to the Great Forest at Reikos when the barbarians launched their surprise attack. There have been several incursions from the east over the last several centuries, attempting to seize Eastring and the great weirwood forests, but ruthless action by the Navarr has meant that the Druj have been driven back each time.

There is an informal expectation that at least a portion of the bounty of weirwood the Thimble provides be used to expand the herb gardens of the Navarr - with a further expectation that those who supported the Seat candidate who wins the title receiving the lion's share. While this expectation is impossible to enforce, those who have voluntarily done so have benefited in the long term both by ensuring that their supporters continue to support them, and by ensuring that they have more votes with which to do so.

Some Navarr are bitter about the fact that their lands contain not one but three large weirwood forests - but only a third of that bounty is actually in Navarr hands. The Golden Trees in Miaren and the Heartwood of the Great Vale in Hercynia are both Imperial resources. With the loss of the Great Forest at Reikos, the Navarr territories produce a little more than half the weirwood used by the Empire - yet they control less than a fifth of that production. More than a few brokers grumble that this situation is unfair; but there is little the Navarr senators can do about it. At various points in Imperial history, loose conglomerates of Navarr brokers have "bought back" what many see as their legacy - using unexpected monetary reserves to size the "missing" Navarr weirwood and using it to improve the herb gardens and forest preserves of the Navarr.

The Great Forest Orcs

In Autumn 381YE, in response to an offer by the orcs of the Great Forest tribe living in Therunin, the Senate voted to permit Great Forest Orcs to work the Thimble. The Great Forest Orcs are expert tenders of weirwood trees - when they dwelt in the Barrens they worked the weirwood groves in the Eaves of Peytaht producing a steady stream of valuable timber. The Orcs speak fondly of these groves; they clearly place some value to them beyond the wealth of the trees themselves, and they long to take them back. For now though, that resource languishes in the hands of the Druj - leaving these skilled craftsmen with no wood to work or work to perform.

Their shaman and totem-speakers approached the Empire shortly before the Autumn Equinox, proposing that their woodcutters would work the trees in the Thimble in return for a bounty of four wains of weirwood each season. Doing so would mean that the entire cost of running the Thimble would be negated while the agreement was in place. The Orcs could then use the weirwood they gained to create herb gardens and similar of their own in Therunin. After some deliberation, the Senate agreed. The production of the Thimble was reduced, but the need to provide upkeep was removed. The pragmatic Navaar woodcutters and tree-tenders previously employed to maintain the groves quickly found employment at one of the other weirwood groves, or simply joined a striding and set off to see the Empire.

About the only potential fly in the ointment regards the longstanding tradition that anyone who has worked a full season at the Thimble may ask to be laid to rest in the glades there, but given the orcs have expressed no interest in either following or preventing the Navarr from observing this tradition, it is unlikely to lead to any conflict.

The Bourse Seat

Responsibilities

The Seat has no particular responsibilities; they simply receive a bounty of weirwood which is theirs to do with as they will. If the Thimble were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to the Thimble, the Seat would expect to be consulted as to how that opportunity might be resolved.

Powers

Seat on the Bourse

Custodianship of the Thimble comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of weirwood

The Seat has control of a source of weirwood and receives Bourse certificates to represent that control. They can dispense this resource as they choose. Production is 24 Imperial wains of weirwood every season, but 4 wains are claimed by the Great Forest orcs meaning that the Seat holder receives only 20 wains each season.

Appointment

As with all weirwood Bourse seats, the holder of the title is determined during the Winter Solstice. Control of the Thimble is assigned to whichever Navarr candidate receives the most support from Navarr owners of herb gardens. Votes are recorded in private in conjunction with the civil servants who support the Bourse.

Custodianship of the Thimble is retained for a year, or until the citizen holding the seat dies or steps down. An Imperial Bourse seat cannot be revoked by the Imperial Synod.

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This land is your land

Shem scratched his arse while he sat on the boulder and waited for Landry and Becks. They were late and that gave him a wry smile. He'd warned them of course, brownies were treacherous little devils not to be taken lightly but the pair of them were convinced they could handle it between them. Perhaps he should have mentioned that there was rarely just one brownie... that the little bugger in Aslaug's woodpile was probably not alone. Oh well... they'd know by now sure enough.

He should have gone with them of course... but he was too old to play that game now - and they were too young to admit they needed help dealing with a boggart. Still he was impatient to tell them the news, to let them know what Mel, Edda, and Long Tom had got agreed and now he nobody but himself to blame that where was no-one to share the gossip with.

Becks wouldn't believe it of course. She wouldn't accept that the Conclave had really banned the black curses that killed so many. She'd say it was all just children's tears, that they take the ban away as soon as their tears dried and it suited them to do it. Promises of castles and caves wouldn't convince her either. Promises of castles and are a sight easier to make than stone and mortar ones she'd say.

And she might just have a point. Becks always saw the pips in people, and she weren't always wrong. But Shem was not so sure. Surely after all these years the Empire knew what Marcher folk were like. Things had been proper bad round here for a while - but now they had a chance to sort it all out. But chop all their bloody trees down! If they just upped and changed their mind again, folks would be twice as mad as ever they were. The Empire wouldn't risk that... he hoped...

Landry would see it straight away. He'd argue fierce that the Empire had done almost everything they asked for. You can't plough a farm in a day, he'd say. Give them a chance to bring the crop in! And they'd argue for an hour and then that's where they'd settle the matter. Folk in the Mournwold would be well pleased by this good news and they had a right to that. A bit of cheer would warm hearts this winter so they'd encourage people to take what were promised on trust... and then it would be down to their landskeepers to ensure that the Empire kept its word.

In the distance he could see Landry and Becks coming up the path towards him. Becks had a bruise on her face the size of an egg. Looked right painful. He sighed again and braced himself for the coming argument. He really should have gone with them...

Contents

- 1 Overview

- 2 A Landskeeper's Oath

- 3 Sword and Shears

- 4 A Civil Tongue

- 4.1 Whither Whittle?

- 5 Legacy

- 5.1 Grateful Dick

- 5.2 The Third Pie

- 5.3 Jonah's Gold

- 6 Resolution

- 7 Further Reading

Overview

The Jotun have fled the Mournwold, driven out by a combination of Imperial armies and Imperial magic. But lingering resentment remains in the hearts of many who dwell, a bitter legacy of the malevolent magic used to break the Jotun. The potent combination of curses hurled at the Mourn have left long memories scarred by short graves. And this is the Marches... nobody holds a grudge like these people. There is a common saying in these parts "Plant a grudge in the soil, it will last a lifetime. Set in stone and it will last forever". Anywhere else that aphorism would be a warning on the dangers of holding onto old hatreds - here it's taken as useful advice on how to ensure they are not forgotten.

Determined to seek amends, the people of the Mourn selected three representatives to take their concerns to Anvil in person. Mel Greenhill, Long Tom, and Edda Counter are all well respected prominent citizens in the Mournwold. They were sent with a list of demands so see if they could get some recompense for the wrongs done - and to prove that it wasn't going to happen again the next time the Jotun try to raise their banner over the Mourn.

Nobody expected to get everything they had demanded - but "Things turn up for one who digs". And so it has turned out. Collectively the leaders of the Empire took decisive action to address some of the key concerns of the Marchers. As a result of the decisions made at the last summit, the Empire has settled the mood in the Mournwold. There is no longer talk of open rebellion - instead people are now content to wait to see how the situation develops and to see if the Empire delivers on its promises.

The Mournwolders have not entirely given up on their original ambitions. The mood here remains febrile, this could be a seminal moment in the history of the Mournwold. Any citizen who could help deliver some or all of the outstanding demands is likely to become a figure of legend throughout the Marches.

A tree is known by its fruit, not by its leaves.

Marcher Proverb

A Landskeeper's Oath

Of all the news from Anvil details of the Imperial Conclave is the best received. Long Tom reports that they met with the War Mage and he tried to explain that he hadn't quite meant that he wasn't sorry and he'd do it all again when he wrote to tell everyone that he wasn't sorry and that he'd do it all again. Fine... whatever... "Nothing dries faster than a tear". But the Conclave did ban the casting of two bloody curses like those that wrote the butchers bill here. Admittedly the Senate didn't pass a motion to remove them from Imperial Lore forever (or to let the Conclave remove them though that distinction is largely lost on people here) but that is largely blamed on the senators of Dawn. Nobody is quite sure of their justification for that particular piece of racism, beyond Dawn are always causing trouble so it was probably them.

But the Mountain Remembers Its Youth - and Rivers Run Red were both interdicted by the Conclave. The Senate might still be eyeing the murderers cudgel with a keen eye, but the Conclave at least did the right thing. The clear acceptance that these rituals are beyond the pale impresses people here - they are moved by the Conclaves acknowledgement that what was done here was wrong and must not be repeated. While Rivers Run Red was one of the rituals used to devastate the Mournwold, the fact they've also interdicted Mountain Remembers Its Youth is appreciated nearly as much - given the way this ritual went into Imperial lore was practically a slap in the face to the grieving people of the Mourn.

This has wrought a widespread improvement in attitudes here - though that good feeling is contingent on the rituals staying interdicted while memories remain raw. If would be fine to remove the interdictions once people have buried their grief - say in a generation or two - but doing it before then would undo all the good work that has been achieved here and worse - it would paint the Conclave - and by extension the Empire - as a liar.

If either interdiction is removed any time in the next five years the results will be disastrous for the mood here.

The biggest impact is reserved for a single grand gesture by the entire Marcher people - and there is no chance of this one being reversed. Nedry Galest of the Cullach, General of the Tusks went to the wicker man to atone for the curses on the Mourn which had killed so many. Nedry Galest did the right thing - he stood by the traditions of the Marchers - traditions that are older than the Empire. He gave his life to shrive the sins of the war. It was the ultimate sacrifice - and it commanded the respect of everyone who was witness to it.

The folk of the Mournwold who had lost the most gathered by Old Tam Shaffer's farm where they met with their friends from the other Marcher territories and sang "Only Remembered For What We Have Done", as the wicker man burned. The Mournwold called for a reckoning - and Nedry Galest answered the call. His death has turned the field and left it ready for the new planting. The sins of yesterday will never be forgotten, but Nedry's sacrifice has renewed the faith of these people that there is still a place for them in the Empire.

You don't own it, unless you can defend it.

Marcher Proverb

Sword and Shears

The main military demand was a way to protect themselves from the Jotun. Fortifications don't make a territory impregnable, but they do make it a damned site harder to take. So the Mournwold asked for three great fortifications to be built, and suggested a few good spots where they might be sited. And just for good measure they told Mel, Long Tom, and Edda to ask the Empire to hand them over so the Mournwold could run them instead of the Empire.

Much to the surprise of everyone the Imperial Senate passed commissions to build two fortifications - and there remains some hope that a third one might be authorised. Of course they haven't ceded the fortifications to the Mourn but that was a big ask. A few people try to get angry about that - but wiser heads point out that if they had been handed over then the Mournwold would have had to pay to maintain and upkeep the things instead of the Empire... not surprisingly people are less keen on that idea.

Deep down most folk are grudgingly pleased with what was achieved here. Many Marchers cling to the view that you don't really own something unless you can defend it. Two solid fortifications will go a long way to making the Mournwold feel safe. Three would have been perfect... but "Bread without spice is better than spice without bread." It's easy for those who want to criticise the Empire to claim it is interested in nothing but what it can take from the Mourn. This doesn't entirely refute that - but it does demonstrate that the the Empire is willing to do some good here. Provided work starts on the new fortifications soon it will start to remind these people what it means to be part of a great Empire. "Pride in small things... loyalty to great ones" as one old Marcher rightly puts it.

Of course the Empire had better start to make good on these two promises soon. People are being patient at the moment - lost time is never found is a common proverb here but they also understand that you can't plough a farm in a day.

The news about the Singing Caves the priceless deposit of mithril located near Overton is more mixed. The Senate haven't yet given it to the League (which is how folk here contemptuously view Imperial Bourse resources), but they are clearly minded to do so. There is some sympathy for the Empress, folks here are very self-reliant and there is a grudging respect for a woman who wants to ensure that the Empire can pay its way. Don't blame the woman for spending bad money on good seed is said a few times. But most folk are of the view that the Empress should definitely ensure that the treasury coffers are full - but she should do that with someone else's mithril.

But the rumours that the Imperial Orcs might be trying to give up their own Bourse resource so that the Empress can give the Singing Caves to the Marchers causes genuine surprise. The fact that the Imperial Orcs might be prepared to give up their own wealth to see right done by the Mourn is seen as a truly exceptional gesture. If it actually happens... then that will have a profound impact on how these people view the Imperial Orcs - and a marked improvement in their view of the whole Empire.

All good Marcher folk should recognise and support the Virtuous acts achieved by Marcher folk in support of the Mourn. That Thomas of Hay and Asher Holt convinced Conclave to sponsor a mana sinecure built by Dicky Holberg dedicated to healing and healing magics. The Loyalty shown by Unwavering Ned Cullach in taking the stain on his soul of the evil shit what's been done to us in the Mourn by entering the Wicker Man. That Robert Dunlain, our new Mournish Senator, has invited the Whittlefolk back home. That Benedick Goodfellow and Beatrice Greenhill have given to the Mourn the Prosperity-blessed wool sheared from the last sheep in the Mourn before it fell 30 year ago. A lot good been done for the Mourn, and the Marches as a whole should recognise this.

Robin of Swindale, Marcher Assembly, Autumn Equinox 381YE, Upheld 72 - 0

All good Marcher folk should recognise and support the Virtuous acts achieved by Imperial folk in support of the Mourn. That Long Tom and Helios Bitter Chalice got Rivers Run Red and Mountain Remembers Its Youth interdicted in Conclave. That Cesare Enzo Di Trivento is bringing missionaries from the Church of the Little Mother to build orphanages and schools. That the Winterfolk passed through the Senate to build a memorial to the heroes what died fighting for the Mourn at Overton, paid for by the kiddies of the Artisan’s Arms. That Ricardo de Tassato has, as the Assembly of Nine, started the wider condemnation of the cruelty what we been seeing in the Mourn. A lot good been done for us, and the Marches as a whole should recognise this.

Mel of Mourn, Marcher Assembly, Autumn Equinox 381YE, Upheld 72 - 0

To the people of Whittle. The Jotun drove you to hate. This was not your way before. This is the last chain they have on you. When you put it aside you will be free of their influence.

Brother Hugh, Marcher Assembly, Autumn Equinox 381YE, Upheld 76 - 0

We invite Marcher and Imperial Orc preachers to the Mourn to talk to the free orcs of the Mourn (the former Jotun thralls) and preach to them about the Way. We encourage the Virtuous folks of the Mourn to support these preachers and ensure their voices are heard. In return, we invite stewards or other leaders of the free orcs of the Mourn to come to Anvil and make their concerns heard, so that the Empire will not decide for them, but with them.

Hrodin, Marcher Assembly, Autumn Equinox 381YE, Upheld 62- 0

A Civil Tongue

People are pleased to see that the Imperial Synod is addressing the matter of the Jotun thralls. News of the invitation extended by the Synod to the thrall's leaders has been passed on and there is some hope that it will be taken up. The orcs are not Marchers and never will be - but they are neighbours and that is the next best thing. It would ease the minds of many here to see the matter resolved fairly.

There are two important statements passed by the Marcher Assembly, by Robin of Swindale and Mel of Mourn. They provide witness to the crucial decisions taken, and help to let everyone in the Marches know what has happened, and do demonstrate some Synod for traditional Marcher views. The other ray of light is the surprise decision of the people of Wintermark to fund the construction of a new monastery in Overton. That is generally well received but with one important caveat. Whose going to be in charge of this fancy new monastery? More than a few folk seem to think that Mel of Greenhill should be pushed forward to take up the position - and there's plenty of support for that - but it could be anyone provided they're from the Mourn and are ready to speak up for what folk round here believe - which leads to the matter of the Whittle folk.

The word in the fields is that the Whittle folk are coming home. Apparently the result of actions taken by Robert Dunlain, the newly appointed senator. People don't really like the Whittle folk much - they are guided by the Synod's warning that these people are blasphemers and should be shunned. But the common view is that Whittle Hill is the best place for them - and that that should be the end of the matter. If the Synod had declared the Whittle folk as heroes of the Mourn it would have healed divisions and given the people something to rally around. They clearly chose not to do that; but they also chose not to pass the mandate designed to dig up more evidence of blasphemy. As a result the hope is that the Synod intend to leave the Whittle folk alone from here on and they can just go back to bothering nobody but themselves.

Still the most recent words of the Synod on the matter do give cause for concern. It strikes many as hypocritical that it's apparently fine for the Military Council to kill thousands and thousands of innocent people to fight the Jotun... but if the Whittle folk Hate the Jotun then they get executed for it. Few people in the Marches can see any real difference between this spiritual power of "Hate" that the Synod keep banging on about and good old fashioned hating people who are different from you.

The official view that there is a difference between "Hate" and "hate" is generally regarded as venal sophistry by many. "Right and wrong is not a matter of capital letters" is how simple folk put it. The idea that it's alright to hate the Jotun provided you don't "Hate" just baffles these folk. By that argument it's not virtuous to courageously fight the Jotun... but if some priest comes along and uses his liao to make it Courageous then suddenly it's good for your soul? This understanding of the Way isn't buying any apples here; most feel that the Imperial Synod have got the cart before the oxen.

As for "This was not your way before" - that produces more than a few belly laughs. The Marches is a land of grudges - people here take to hate like a duck takes to water. As Good Jack from East Banks Farm in Whitewater points out, his family have hated the folks over on the West Banks for longer than any of them can remember. Hating Sarah Mallet from the other side of the river is what drives him to get out of bed at dawn each day - to prove once and for all who the better yeoman is. Sure the folk from Whittle take it a bit too far, but nobody here needs a dictionary to explain what hate is. A few friars try to point out that the fact that the Marchers are not exactly shy about regarding people who are different with suspicion is precisely why they need to especially careful about the risk of a false virtue like Hate - but they don't convince many.

In the end the problem seems to turn on the idea that there is a crucial distinction between the malign false virtue of Hate and the kind of traditional contempt for the people in the next village along that is normal for Marchers. The judgements passed by the Synod seem very concerned with the use of auras and the dedication of your soul, but most people in the Mournworld are not dedicated to any virtue, just like the rest of the Empire. Their focus is very much on the actions that people take - for them what is real, what is important, is weighing the virtue in the actions that they take every day. Because the common people of the Marchers don't see any real moral distinction between the false virtue of Hate and the everyday experience of hating other people, attempts to distinguish between the two are struggling to gain traction.

Nobody has a solution to this problem - indeed it likely does not have a solution. Grudges have been a tradition in the Marches since before there was an Empire - the Marcher way of life predates the Way. The Synod has already convinced everyone who is listening not to pursue auras of Hate - the people of Whittle have been shunned and isolated. But trying to convince the Marchers to go further and give up their grudges, their rivalries, their tendency to hate outsiders is going to be well nigh impossible. From the broken bones of the football match to the broken bodies of the Cousins War these people have hated anyone different to themselves since time immemorial.

As a result, the Synod has been very effective at convincing them not to use the power of Hatred against the Jotun but largely unsuccessful about trying to persuade them not to hate. Crucially these people just don't see a meaningful distinction. They've done what the Synod says - the people of the Whittle have been shunned - because they listen to their priests and broadly follow their guidance. If the Synod says the Whittle folk are to be shunned, then they accept that and follow it. But it causes consternation in part because, fundamentally, they do not share the Synod's concern with the false virtue of Hate as a spiritual power as distinct from the everyday experience of hating the Jotun and anyone else who has ever crossed them.

The wider risk is that too much emphasis on the crucial role of the spiritual force of Hatred risks weakening the influence of the Marcher Assembly - both in the Mournwold and beyond. The danger is that if people come to believe that the moral judgements of their Synod are divorced from the actual actions that people take - which is what most people who aren't priests actually care about - then they will lose respect for their priests. If the matter is not handled with care, then the fact that a degree of hatred is often accepted as pretty normal by many Marchers but Hatred is condemned by the Marcher Assembly risks creating a situation where individual Marchers do not feel that their Assembly reflects or represents them. The challenge for the Marcher Assembly is to make the lessons about the spiritual dangers of Hatred resonate with a stubborn people who often take disdaining outsiders for granted.

Whither Whittle?

At the invitation of the Senator for the Mournwold, more than half the remaining Whittlers have left Tassato and returned home. They remain shunned by all their Marcher neighbours, but they seem perfectly content with that outcome. More than a few people comment that many of the Whittle Folk are "as cold as a Bregasland eel". Rather than make any attempt to work with their fellow Marchers, the Whittle Folk keep themselves to themselves. Indeed their very first priority seems to be restore the fences and walls that protect their lands, repairing the breaches made by the Jotun.

There are some that remain in Tassato, but these people seem different in manner and mood to those who have returned to the Mourn. Mostly it is the younger folk who remain and they seem more interested in getting to know their neighbours and learning to live with them. It is likely that this Marcher enclave in Tassato will remain for the immediate future - in fact if anything it is prospering now more than ever. But with every passing day the people there are coming to reflect the ways of their fellow Tassatans every bit as much as their Marcher roots.

The same cannot be said for the Whittle folk. It is patently clear that the people who have returned remain firmly motivated by the spiritual power of Hatred, despite (or perhaps because!) of everything the Imperial Synod has said. Hatred gave them the power to resist the Jotun invasion for thirty years and they see absolutely no reason of any kind at all to give that up now. But they are shunned by their fellow Marchers - so they are not spreading their religious or philosophical views to the common people even if they wanted to - and in fact there is no sign of any kind that they intend to do that. That means that unless the Synod is prepared to take the step of sending inquisitors to the Hill then there is almost certainly nothing more that can be done. These people will simply live out their days here and provided that nobody from Anvil goes to Whittle for spiritual guidance then that will be the end of them.

Legacy

Taken together, the decisions of the Empire described in the reports of Long Tom, Mel, and Edda and the sacrifice of Ned of the Cullachs have achieved what was needed to heal the wounds that have scarred the Mourn. People remain confused by the Synod - but that is increasingly being seen as a "problem with the Synod". Concerns remain about the Military Council - the view of many is that most of them are probably as cruel as the Iron Helms they sent here. But that doesn't matter provided the Marcher armies have shown that they can defend the Mourn which is how most people feel it should have been in the first place. And crucially their generals have already proved they understand what being a proper Marcher is all about.

So the commission of the two new fortifications coupled with the generosity of the Wintermark and Imperial Orcs leading to rumours that the Singing Caves might yet be made a Marcher holding have reminded people here of all the things they gain by being part of the Empire. It has renewed their pride and in doing so it has reminded them of old loyalties. The decision of the Conclave to interdict two curses that could so easily be used to repeat the atrocity committed in the Mournwold has convinced people that the Empire can learn from its mistakes and can be trusted to do better in the future.

If the Empire begins the work on the two fortifications it has commissioned and gets them built and the two terrible curses remain interdicted for the next five years then the situation in the Mournwold will remain stable. Even with no other action, these gestures would be enough to placate the anger of the worst affected and give Mournwolders who support the Empire a basis to defend the status quo. In effect, if the Empire does nothing more than this to improve relations with the inhabitants of the Mourn, then the situation in the territory would be broadly comparable with views throughout the Empire.

However the Empire still has the chance to go beyond this - to make a grand gesture that would go beyond fixing what was broken. There are three opportunities to create a lasting endowment for the Mournwold that would really win hearts and minds. If handled right it would mean that these people would become the Empire's fiercest advocates and those who were seen as pivotal in achieving them would pass into Marcher legend.

The answer lies in the soil.

Marcher Proverb

Grateful Dick

Richard of Holberg has offered to design some kind of grand structure that would produce a trove of mana crystals. Apparently he made this offer to the Conclave as some kind of complicated politics involving eternals and things nobody here understands very well - or frankly cares about. Such a thing would be incredibly welcome - all the more so following the work that the landskeepers have done with the architect.

After talking to the landskeepers, Richard has been able to formulate an elegant plan to create a a set of great stone dolmens, each inlaid with mithril filigree that would be erected in every region in the Mourn. Such a construction would not be cheap - it would require 80 wains of white granite and 20 wains of mithril, cost 25 thrones to erect, and take two seasons to build. But it should produce a trove of mana crystals - around 60 - spread through every farm owner in the territory.

But thanks to the assistance of the landskeepers, the dolmen network would have a second effect, providing a powerful magical defence that would make the territory considerably more difficult to attack with a curse. As a result, any magical curse targeting the territory which caused increased military or civilian casualties would be weakened - the casualties inflicted would be reduced to half of the normal level.

Note that since Richard has done all the work and made the plans publicly available, anyone could commission these dolmens (under the normal rules for commissioning a great work), and there is no time constraint as to when they can be built.

Hard work wins wars.

Marcher Proverb

The Third Pie

The Empire has passed two commissions to fortify Greensward and to fortify Freemoor, but it rejected the third motion to fortify Southmoor. People are well pleased with this news, but they have started to refer to the new fortifications as "the Three Pies". The name is a reference to a local story about a legendary feast that features three hearty pies - the first is a simple butter pie, tasty but filling, the second is rich, made with venison and thick gravy, but the final pie is sweet and filled with rhubarb, apples or other fruit. The point of the story is that it is the final pie that transforms the repast into a feast. Two fortifications will make it difficult for the Jotun to retake the Mourn - but a third might be just enough to make the territory virtually impregnable. The people could finally be assured that the Jotun were never coming back.

At present there is a sense that the Empire has promised a lot to defend the Mournwold - they've given them a hearty meal - but it is not quite a feast. If the Senate could be persuaded to reconsider the final commission to fortify Southmoor - then the Mournwold would have their three pies. It would be go beyond what anyone expected - it would be a feast to remember for years to come.

Folks have some idea of just how expensive three fortifications would be - but that is precisely why making such an effort would have such a significant impact. Thus far the Empire have passed two fortifications - one is to be funded by the Empress - but there is no mention of how the other is to be funded. Folks here feel that if the Senate can be persuaded to pass a third fortification then the Senate can pay for one, the Empress can pay for one and the Mournwold (or perhaps the Marchers) can raise the money for the third. It would cost a fortune of course - but "Easy come, worth less" as the proverb goes. Nobody expects any of this to be easy - they understand that this is a big ask - anyone who could achieve this would be creating a lasting legacy making the Mournwold safe for generations to come. Perhaps old Jonah Gold might finally rest.

The mining town of Sarcombe in Southmoor would be the obvious place to fortify in the minds of many. The foundations of Hillstop, the ruined Jotun fortification are still present, but just as importantly the work would help to restore the fortunes of the ruined town - bringing workers and families back to the settlement. If the Empress saw fit, she might grant the town an Imperial charter, to create a new market town. That would renew trade with the Navarr once they have retaken Liathaven and also with the people of Tassato ("Little Mournwold", the Marcher enclave in the city continues to prosper despite many of the Whittle folk returning home). If Sarcombe's position as a trade hub were restored, it may go some way toward rebuilding the prosperity of the Mournwold.

A handsome husband is common property.

Marcher Proverb

Jonah's Gold

The single most important thing the Empire could do is to grant the Singing Caves to the Marches. The people here are aware that the Senate badly needs money into their treasury to pay for the Empire's wars "...but the Singing Caves is part of the Mourn". And besides, the Marches don't have a single national Bourse position at present so this is really only their due.

Most people here fully understand the complexities of the idea that the Imperial Orcs might give up their national Bourse resource to allow the Empress to grant the Singing Caves to the Marches, but if that does happen then they will be enormously to the Orcs for such a generous gift. Happily, the scholars of the Constitutional Court have indicated that they believe such a change could be constitutional provided the appropriate Senate motions were passed (see box out). It remains to be seen if anyone will still think this is a good idea now that it appears to be legally possible...

But people are quick to point out that if the Singing Caves were made a Marcher national position, then the new occupant could provide the mithril needed to construct the dolamn network. The entire thing could be self-funded by the nation over the next two years and still leave plenty of mithril for other important projects. A few people point out that anyone granted the title would be under no legal obligation to fund the dolmans, to which people respond that "that's what rough music is for". The point is that by giving the Marchers permission to build the dolman network and granting the Singing Caves to the Mourn, the Empire could meet two of the needs of the Mournwold for the price of just one.

It is a tall ask even given that... but if any citizen can make it happen they will win the undying gratitude of folk in the Mourne. The people here are fond of keeping their grudges for generations... but it can't be denied that they also remember those who have done right by them with the same fervour.

The Constitutional Court have provided recommendations for a constitutionally valid way for the Imperial Orcs to relinquish a Bourse resource. It would require a number of steps.

- The Imperial Senate pass a motion with a constitutional vote to create a new power for the Senate to relinquish a territory or Bourse resource. The power could be used to relinquish a national or Imperial resource, or to relinquish a territory.

- Any motion of relinquishment would require a constitutional vote to pass and would be subject to a veto by the General Assembly, the Council of Nine and by the national assembly of the nation relinquishing the territory or resource if it were not Imperial.

- The relinquished territory or resource would become eligible for allocation or assignment as appropriate at the next Senate session.

The court is clear that they would not permit this as an extraordinary motion as happened with Skarsind. If the Senate wishes to go ahead with this then they must change Imperial law to make this new legal power of the Imperial Senate clear to everyone.

Resolution

The Senate voted to give themselves the power of relinquishment but the Singing Caves have yet to be assigned national or Imperial.

Construction has begun on the fortifications in Greensward and Freemoor.

Further Reading

- House of earth details the situation with the orc former thralls

- Spoils of war for the Mournwold are here.

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Thorn

Overview

Thorns are the professional warrior caste of the Navarr. Like brands, Thorns make an active decision to commit themselves to their chosen course; they literally swear to be ready at all times to fight in the defence of their community. They mark their oath, usually with a tattoo but many also choose to don warpaint each day. This ritual ensures that they remain focussed regardless of where they are. By marking themselves out in this way they make their identity and pledge clear and remind others that they are ready to fight.

The Navarr consider surprise to be one of the most effective weapons to use in battle, so they are particularly wary of being caught unawares. The Thorn philosophy is one of constant preparedness. They are practical about the actual level of risk involved, they don't set guards when none are needed, but they strive to maintain a vigilant readiness and ensure that they are prepared to defend themselves when the time comes.

Most Thorns are warriors, but anyone who can wield a weapon - even magicians who are skilled with battle magic - can take the Thorn pledge. The purpose of becoming a Thorn is to ensure that you remain vigilant and ready for battle, to devote yourself to fighting for your community and to make your purpose plain to other Navarr so that they can find martial help when they need it.

There is a great deal of similarity between the oaths of the Thorn and those of the brand or the Vate. As a result those Thorns who feel they are best placed to lead their fellows are usually Brands as well and many Thorns with some mastery of magic choose to become a Vate.

Thorns are not known for their timidity and reserve. Their military doctrine, known as the Irrevocable Blow, states that war should be fought swiftly, without mercy or doubt. Isaella, the most infamous Thorn in Imperial History, murdered mad Emperor Nicovar in 209 YE.

Thornborn

It is rare that a problem can be solved by a single Thorn; cooperation between many Thorns is usually required to defeat an enemy. The Thorns in a large steading or striding will usually fight together, alongside the other warriors from the community. But when preparing for battle, lone Thorns from smaller communities often band together under a single banner.

These groups are called Thornborn, and most have an identity and history of their own. They are often at the forefront of important conflicts and many members are proud of their group's reputation for skill and ferocity. Most are led by a Thorn who is also a Brand, but not all. Thorns regard themselves as having taken a vow equivalent to that of the Brand, so their first requirement is that they follow another Thorn.

Die today? By Ambition, I hope not! We are the Thorns of Navarr, and my story is not yet finished.

Brynn Mourne, Brand, before the Battle of Gulps Deeps

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Thorn's Dance

Description

A thorn's dance allows the banner bearer to aid their allies by restoring crippled limbs. The banner pole is usually carved of spruce or yew wood, making significantly more flexible than similar standards. The wood is treated with beggar's lye and ambergelt to reinforce these qualities, causing the pole to bend rather than snap. The banner itself tends to present a dark field, with a device picked out in striking, vibrant colour. Among the Navarr, the banner is often edged with entwining briars, the tangling thorns suggesting the way the power of the banner can be used to fuse broken bones and knit torn sinew and flesh together. The banner pole is often marked with the rune of blood, representing physical health, or with the rune of might to symbolise physical strength.

The banner takes its name from the Navarr warriors who first made extensive use of it. Many thorns favour light and medium, prioritizing speed and ease of movement over heavier forms of protection. While aids their ability to outflank and outmaneuvre their enemies, it also leaves them vulnerable to deadly arrows and savage melee attacks. The Thorn's Dance standard can help alleviate some of these problems, especially when it is borne into battle by someone who also possesses training in battlefield medicine.

The magical properties also makes the banner popular among many regiments of Freeborn kohan. There the banner often takes the form of a flag or pair of flags, and rather than the symbolism of thorns and briars they are usually worked with colours and designs suggesting wind, water, and fire. The Freeborn call them Firedance Flags and there is a tradition that the banner bearer be a sutannir who wields the flag in complex swirling motions while supporting the passionate warriors of the Brass Coast.

For similar reasons, the Thorn's Dance also sees use among battle magi who rely on the protection granted by mage armour. In Urizen for example, cadres of elite warrior-magicians may be supported by a version of this banner they term a Red Fountain, often with the stars of astronomantic constellation known as the Fountain picked out subtly on the banner in moonsilver threads.

Archers can also benefit from this banner - the Unconquered, the Bounders, and the yeomen of Dawn in particular make use of this banner. These archers often favour lighter armour than other soldiers of their nation, but are rendered useless by the loss of a single limb. In all three of these nations it is common to see the image of a hydra worked into the standard somewhere - on the banner itself in Dawn, or coiled around the banner pole in Highguard and the Marches.

Rules

- Form: Magical standard. The phys-rep requirements for a magical standard are more stringent than those of similar items. You must be bearing this banner aloft to use its magical properties.

- Effect: Five times per day you may engage in five seconds of appropriate roleplaying to restore the use of a limb that has been ruined by the cleave or impale call. The roleplaying must include manipulating the ruined limb. If you or your target attacks another character or either of you are hit then the attempt to use this ability fails. The charge is not lost but you must begin the roleplaying again.

- Roleplaying Effect: Touching this banner causes your fingers to tingle unpleasently. While wielding it you are keenly aware of the needs of those around you.

- Materials:Crafting a Thorn's Dance requires nine ingots of weltsilver, fifteen measures of ambergelt, thirteen measures of dragonbone, ten measures of beggar's lye and nine measures of iridescent gloaming. It takes one month to make one of these items.

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Thorn's Kiss

Description

A thorn's kiss is predominantly used by the Navarr, although it see some use by the folk of Wintermark. Some other nations, especially Urizen and Dawn frown upon these banners, claiming that they reduce the art of combat to little more than bloodthirsty slaughter. The Navarr often accuse their critics of having forgotten the harsh reality of life in the wilds and upon the battlefield, and that the aim of war is to slaughter your foes until they back down. And foes presented with an ambush of poisoned Navarri spears often do back down rapidly after a few of their number have received painful, burning wounds.

Thornborn who wield one-handed spears, sometimes with shields, most strongly favour this banner, usually bearing a motif of interlaced thorns and vines dripping venom to make its enchantment clear and thus weaken their opponents with fear before the fight has even begun. A few stridings and steadings who are less dedicated to war also keep these banners on hand, to intimidate attackers with the deadliness of their defence - they can also prove highly effective against groups of vallornspawn husks. The Suaq learnt of the banner from passing Navarr allies, appreciating both the magical effect on their harpoons and hunting spears and the psychological effect on their enemies.

Even making these banners is a dangerous process. The cloth is bleached with the poisonous fumes from Beggar’s Lye, rather than the more usual solution, then painted with a thick layer of Iridescent Gloaming to seal in the poison and make the banner safe for human contact. Usually the lye’s strength fades during the crafting process, so cracking the paint layer is seldom damaging, save for occasional skin irritation.

Rules

- Form: Standard. Takes the form of a magical standard.

- Effect: Each character bonded to this banner wielding a one-handed spear can call VENOM once per day.

- Materials: Crafting a thorn's kiss requires seventeen measures of dragonbone, fourteen measures of beggar's lye, three measures of iridescent gloaming, seven ingots of weltsilver and ten ingots of tempest jade. It takes one month to make one of these items.

Commander Brigney was polishing his antlers when the Beaters ran back into the camp, the sunlight fast fading over the lush forest behind them. Tomas of Groad skidded to a halt in front of him whilst Simon the Green padded close behind, his bow still knocked, more out of fear than combat-readiness. Returning his polishing cloth to his breast pocket, Commander Brigney bade them report.

Tomas spoke first. “We tracked the orcs, sir – it wasn't difficult, given their numbers. They made camp much farther into the forest than we realised.” Simon jittered next. “They, er, that is, I mean, erm, they're all dead sir. To the last man, well I mean the last orc, sir. Dead.”

The Commander stood and pulled himself up to his full height, puffing out his chest and prodding a finger at Simon. “We won't be able to call you the Green for much longer, lad. You'll need a new name. Now tell me what else you know.”

“Thank you sir, I mean, yes sir.” Simon glowed a little, but still faltered in his speech. “Most of the bodies have been stabbed with spears and some still have arrows sticking out of 'em, sir. No other bodies but orc, sir, if you see what I mean.”

Commander Brigney did know what he meant, though he feared the young Simon had drawn the wrong conclusion. Walking up to the pair now, he looked at the expressions on their faces closer. Simon's fear was dwindling now and there was something else – pride, perhaps, at having something to report. Tomas, on the other hand, was grinning broadly and barely concealing his excitement.

“Out with it then, Tomas. Tell our young recruit here what he missed in the clearing.”

Tomas coughed and drew half an arrow from where it had lay concealed within his jerkin, handing it with pride to the Commander. Simon still looked confused.

“Navarr arrows, sir. No doubt the orcs died swiftly and without warning. There was some close combat as well, but only orc losses noted, sir. By the looks on their faces, they died in immense agony.” Tomas was still grinning, Simon looked like the colour for which he'd been named.

“They are our enemies, Simon, never forget that, enemies of all the Empire. And those that did this did no more than what was necessary.” Still, the Commander mused, there may be more to it than just a well-planned ambush. Even the fierce Thorns of the Navarr were bound to have taken some losses against such a large and heavily armed raiding party of orcs. No, this could only mean one thing – Drustan the Banner-Bearer must be nearby. Great news, indeed.

“Simon!” The recruit looked up into the violet eyes of his commander. “Take a message across camp to Commander Walter. Tell him Good News Simon brings greetings from Commander Brigney and inform him that we are down some enemies and have gained an old friend. He will know what to make of it.” Simon sped off at top speed and Tomas headed off to the mess tent.

With his troops dismissed, the Commander extracted a carefully folded piece of cloth from his breast pocket and resumed his earlier polishing.

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Thorn Battle Cadence

Original Song by Jamie Wakefield (https://soundcloud.com/jamie-wakefield/thorn-battle-cadence)

Chords: Am Em G Am

Call As Thorn. As Thorn. Navarri fight as Thorn.

Response 1 (repeated after each line) As Thorn. As Thorn. Navarri fight as Thorn.

Calls As Thorn. As Thorn. Navarri fight as Thorn.

In the day or in the night we take our victory. In the dark or in the light we're running through the trees.

Sure and swift, our arrows fly. Upon our spears, all will die.

Know no mercy, heed no plea. You cannot betray your enemy.

The blood will flow!

Response 2 (repeated after each line) The blood will flow!

Calls The blood will flow!

From the wounds of our foes! From the wounds of our foes!

Their guts we'll spill! With every kill!

KILL! KILL! KILL! KILL! KILL! KILL!

As Thorn. As Thorn. Navarri fight as Thorn.

Response 1 (repeated after each line) As Thorn. As Thorn. Navarri fight as Thorn.

Calls As Thorn. As Thorn. Navarri fight as Thorn.

Know no mercy, heed no plea. You cannot betray your enemy.

As Thorn. As Thorn. Navarri fight as Thorn. As Thorn. As Thorn. Navarri fight as Thorn.

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Thorns of the Rose

Description

These arcane weapons are reasonably rare; they are powerful only in the hands of a warrior who combines a deep understanding of offensive magic, including the ability to cast the spell entangle with the puissant drive of the true hero. In the right hands, however, they are deadly. By binding an opponent in place with her magic, the wielder has several heartbeats in which they can use their advantage to deliver a crippling blow or a mortal strike.

There are more efficient weapons that can deliver crippling strikes against an enemy - the Bravo's Blade or Labyrinth's Gate come to mind - but using these weapons effectively requires a certain discipline and elegance that appeals to some expert warrior-magicians.

Rules

- Form: Weapon. A pair consisting of a one-handed weapon and either a rod or a wand. You must be wielding both the weapon and the implement to use the set's magical properties.

- Requirement: You must have both the ambidexterity and magician skills to bond to these items.

- Effect: After you successfully entangle a character, you may spend a hero point to call IMPALE when you hit the entangled character with this weapon.

- Materials: Crafting the Thorns of the Rose requires twelve ingots of tempest jade, seven measures of dragonbone, five ingots of green iron and five measures of iridescent gloaming. It takes one month to make a pair of these items.

Belisari wove through the battle lines to meet the Jotun Chieftain in single combat. The bellowing Orc had demanded that one of their number stepped forward to face him, calling out their mightiest warriors so that he may slay them. He had already battered three other soldiers down, stepping contemptuously over them as he strode through the fray seeking a true challenge.

The barbarian laughed when the frail looking Cambion magi stepped forward, robes billowing behind him and the gentle chink of ornate glass mage armour almost drowned by the fighting around them.

“I wanted your best warrior” the orc growled, “not your strangest livestock.”

Belisari simply nodded and adopted a fighting stance, his curved sword pointed towards the orc while an ornate rod hung from his off-hand, resting gently on the ground. A sharp eyed observer would have noticed that the grass slowly browned and withered around the perfectly rendered ambergelt rose at the tip of the rod. The orc champion was not a sharp eyed observer.

The Jotun charged, axe raised and ready to bisect the fragile looking Urizen. As it drew closer Belisari could see human faces locked in a grimace worked into it the barbarian's breastplate; for a moment he considered the skilled craftsmanship it must have taken to so perfectly render the images until it became all too apparent that they were, in fact, actual human faces; cured and dried and stitched into the the armour. He did not allow his disgust to show on his face, turning it inwards, drawing strength from it. He began to softly chant the canticles of verdant entrapment, calming his mind and preparing to strike.

As the orc brought its weapon back Belisari suddenly jumped in to action. He leapt forward into a roll as the Jotun axe sailed over his horned head and he slapped the rod into the chest of the barbarian, landing softly behind the orc. As he did so he could imagine the invisible vines spiralled around the confused orc as it tried to follow him, spittle frothing in the corners of his mouth as he screamed fruitless curses at the magician to stand and fight.

Suddenly he fell silent. The point of the cambion’s blade thrust from the centre of the orc's chest; Belisari imagined the unseen vines blackening and dying and taking his enemies' life with them.

The orc body tumbled face first to the floor, as Belisari turned began to scan the battlefield for his next challenge.

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Those who worship

"The olives are very - mmm - tart but it's the sauce that makes them. What's your secret?"

The Freeborn mistress of the Paradour smiled and arched an eyebrow. "Trade secrets? Really?"

The Asavean architect smiled back at her, tipping his cup of syrah in a mocking, friendly toast.

"But really it's not a great secret. Imperial roseweald is the secret. Properly prepared of course. And chili peppers. Never scrimp on the chili peppers, as my mother used to tell me."

The architect nodded scooping up a fingerful of the sauce with obvious enthusiasm. He followed it with another olive, spitting the stone into the shallow bowl at his elbow with practiced skill. Then he pushed his plate away and leant back.

"Truly, a repast fit for the Gods." He said expansively.

A little lull settled around him, a well of silence, as the diners to his left and right fell silent. After a moment, conversation resumed. The Asavean looked a little flustered.

"I'm sorry I didn't mean to -" he began.

The paradour mistress waved him away. "I shall take it as the compliment you obviously intended," she said. She caught the eye of her son, giving him a quick nod. He came over to clear the plates away, and then returned with a jug of freshly squeezed orange juice and a plate of savoury biscuits.

The Asavean sighed heavily.

"I keep forgetting, I'm sorry. I'm still not used to Imperial ways even after two seasons. I blame your weather."

The paradour mistress poured herself a glass of fruit juice. "How so?"

"It's warm, it's dry. We're on the coast. If I close my eyes and relax I can imagine I am sitting in an eating house on the docks at Santuário, I forget I'm thousands of miles away in a strange land surrounded by strangers with strange customs. And so I honour the Gods, and then people look at me strangely. It is the same at work."

"Do you mention the Gods a lot at work?" The paradour mistress sipped her fruit juice.

"How can I not? Baddu guides my hand when I'm drawing. He's in the spirit level and the plumb bob. He helps me keep my head when people are being idiots. Without his teachings, without the measure and the line, it is so much more complicated to explain how long your carpenter is meant to be cutting the planks. You know I've had to employ a young man to translate all my instructions into something that won't cause your people to start waving their arms and hooting about idolatry? Another expense."

He paused, looked guilty.

"I'm sorry, I'm sorry. I should not rant. I seem to spend so much of my time either apologising or ranting these days. I like your country, but it is tiring sometimes. Your people can be so humourless."

He helped himself to a glass of cool fruit juice. Then he leant forward conspiratorially.

"Now if we were at home, after such a fine meal and such pleasant company, you know what I would do? I would thank you, and pay my bill, but on the way out I would toss a handful of coins into the bowl before the little shrine of Esoran el cocineritoo pequeño. There would be one by the door. I'd thank the God for my fine meal, but in the evening when the last customer has gone, the money from the shrine would be collected and split between the servers and the cooks. I thank Esoran for my meal with a prayer and an offering, and Esoran thanks you by sharing the money - and keeping the prayer for themselves. The more I like the meal the more money, and the more effusive my prayer. It is elegant, and polite. Here though? Here I have to constantly ask for the price of things or run the risk of offending someone."

He sighed again. The paradour mistress looked thoughtful.

"And this is a custom shared by all Asaveans? Or just architects?"

Her guest shrugged.

"Everyone I know does it, architects, labourers, builders, carpenters. Sailors."

Her thoughtful look became speculative. "Sailors, you say?"

She began to smile.

Contents

- 1 Overview

- 2 Significance

- 2.1 The Black Bull

- 2.2 The Temple of the Lords of Virtue

- 2.3 The Synod

- 2.3.1 Supporting the Temple

- 2.3.2 Opposing the Temple

- 2.3.3 Supporting a Revolt

- 2.4 Almodin Oktístis, Priest of the Builder

- 3 Resolution

Overview

The Asavean temple of Balo and the Black Bull nears completion in the port of Oran. Despite delays caused by opposition from Agnetha de Rondell and the Assembly of the Nine, the impressive structure will soon be complete. It has taken significantly longer than estimated, and run significantly over budget, but the building itself is now built and the next three months will primarily be taken up with final finishing, decoration, and installation of furniture and the like. Unless the situation dramatically changes it will begin offering idolatrous services to Asavean sailors, in time for the Spring equinox.

Once the temple is complete, work can begin on a temple of the Way in Nemoria, the capital city of Asavea.

Significance

The Black Bull

The Temple of Balo and the Black Bull is a major work, and when it is completed in Spring it will have two immediate effects. Firstly, it will improve diplomatic relations with Asavea; and secondly it will offer improved opportunities for Imperial citizens trading with Asavea.

Once it is complete the Asaveans will look to appoint an Imperial citizen to serve as liaison with the temple priests. The Asaveans have indicated that they will be guided in this appointment by the temporal power of the area the temple has been built - in this case the decision of the Senator for Feroz. However, this is not classed as an Imperial title as the decision to appoint the post is taken by the Asaveans and the occupant can only be changed by them. The selected liaison will enjoy the opportunity to deal directly with Asavean merchants and potentially acquire valuable goods at a bargain price (effectively, a campaign resource allowing a named character to purchase Asavean goods such as orichalcum, tempest jade, iridescent gloaming, and cerulean mazzarine).

Unless something catastrophic happens, the temple will be complete and the successful applicant will be appointed by the Asaveans at the Spring Equinox 381YE.

The Temple of the Lords of Virtue

The Asavean government has extended a reciprocal offer to the Empire. Once the temple in Oran is complete, work can begin on a temple of the Way in Nemoria, the capital of the Asavean Archipelago.

At the moment, the Asavean government assumes that the Senator who raised the original motion to allow the building of the Temple of Balo and the Black Bull in Oran - Maher i Zaydan i Riqueza, who was Senator for Kahraman in Spring 380YE - will oversee the project. In practice, however, anyone could collect the 20 wains of white granite required to begin building a major temple of the Way when the temple in Oran is complete. Once the wains are collected it will be up to this individual whether they provide the 10 Thrones necessary to pay for emancipated labour to build the structure, or to accept the offer of the influential Joãon family to undertake the building using the unpaid labour they own.

Construction of the Temple of the Way in Nemoria will take six months. Once it is complete it will automatically create an Imperial title responsible for aiding and liaising with the Imperial priests attached to it. The method of appointment was not specified in the original Senate motion so the necessary details are left to the senator - Maher i Zaydan i Riqueza to determine how the title will be appointed. The obvious methods for appointing the title would be appointment by Senate motion (if the title is seen as primarily diplomatic), appointment by judgement of the General Assembly, or the Assembly of Nine (if the title is seen as primarily about matters of religion). A case could also be made for making it an Imperial title auctioned through the Imperial Bourse (if the title were seen as primarily economic in nature).

The title-holder would be responsible for ensuring the priests of the Nemorian temple received the valuable liao they need to perform spiritual ceremonies, but this would also likely result in gifts from the grateful (effectively creating a ministry allowing the character to trade liao for Asavean goods). Obviously, as the temple will be built on distant shores, it will not provide votes in the Imperial Synod, nor doses of liao, however.

Completion of the Nemorian temple will see a further improvement in relations with the Plenum and a small improvement to all Imperial trade with Asavea. Any fleet visiting there would earn an additional ingot of orichalcum going forward - as long as relations between Asavea and the Empire remain good.

The temple may create the potential for future opportunities - to secure better diplomatic ties, to spread the Way to Asavea, or to secure better trade opportunities depending on how the title was appointed.

The Synod

The Imperial Synod does not appear particularly enthusiastic about building a temple of the Way in Nemoria. An attempted veto of the original building project from the Urizen priest Solas very nearly scuppered the project before it began. A judgement in the Assembly of the Nine raised by Serrusto Caeli Rezia di Tassato during the Spring Equinox 380YE was withdrawn without voting. Likewise, an attempt by Vitor di Mestra to secure funding for the temple in Summer 380YE was also withdrawn. Without their support it might prove difficult to actually operate the temple - and if they were in active opposition then it would prove almost impossible.

Supporting the Temple

The Imperial Synod send X with 25 doses of liao to endorse the creation of a temple of the Way in Asavea and encourage missionaries to travel there to spread knowledge of the Way to the people of Nemoria.

Synod Mandate

If the Imperial Synod wishes to endorse a temple of the Way in Nemoria, the General Assembly or the Assembly of the Nine may issue a mandate using the above wording. A named priest and 25 doses of liao would smooth over residual bad feelings arising from earlier interference. This would set the stage for relations between the Empire and Asavea to improve further.

Opposing the Temple

The Imperial Synod send X with 10 doses of liao to denounce as blasphemous any construction of a temple of the Way in Nemoria

Synod Mandate

A mandate raised by the General Assembly or the Assembly of the Nine using this wording would create sufficient opposition to completely prevent any opportunity to build a temple in Nemoria, provided it is issued before work on the temple in Nemoria begins. It would need to name a priest who was given the mandate to use 10 doses of liao to spread opposition to the temple in Nemoria and at home.

If the Imperial Synod pass this mandate then it will have immediate repercussions, damaging relations with Asavea. It is now too late to get the temple stopped without publicly snubbing the ruling families of the Asavean Plenum.

Such a mandate may also bring the Synod's commitment to missionary work with foreign nations into question - refusing an open invitation to build a temple in Asavea could be interpreted as the Empire is disinterested in spreading the Way or else has adopted the attitude of the Sumaah Republic that the Asaveans should not receive teaching in the Way.

Supporting a Revolt

The Imperial Synod send X with 50 doses of liao to denounce as blasphemous any construction of a temple of the Way in Nemoria; rather than dealing with the idolatrous tyrants of Nemoria, missionaries should focus on supporting and empowering the rebellious slaves who fight to overthrow them.

Synod Mandate

Alternatively, the General Assembly or the Assembly of Nine may issue a priest with the above mandate and 50 doses of liao to spread the relevant auras.

This mandate would have a catastrophic effect on relations with the Plenum, and confirm the suspicions of the Asavean priesthood that the Synod is their enemy. There is no possible route by which the Empire can provide effective support to people who are trying to overthrow the Plenum without causing outrage in Asavea.

It would however allow the Imperial Synod to reach out to the rebels against Asavean rule who are also receiving nominal support from the Sumaah Republic. If the mandate is passed with a greater majority this would send a very strong signal to those who are fighting against the Asavean rulers that the Empire would support them. Both parties are likely to react accordingly.

Any option that offends Asavean is likely to please Sumaah - given the state of war that exists between these two Empires. With the right diplomacy, it might be possible to use such any such act to improve relationships with the Sumash.

Almodin Oktístis, Priest of the Builder

One of the Asavean dignitaries who came to the Empire is Almodin Oktístis, a prestigious priest of the god the Asaveans call "Baddu the Builder" - the patron of architects and builders. As work on the temple nears completion, the majority of the structure itself has been finalised and much of the last three months work will involve finishing the interior - "a job for artists not builders" as the priest has commented several times. Apparently a genial sort, Almodin Oktístis has spent an increasing amount of time enjoying the pleasures of Oran, and has made several trips to Joharra, Bramar, and Mora. Finding the climate of the Brass Coast acceptable, he has begun making noises about possibly taking a sabbatical and spending a year or two exploring the Empire and its architectural styles.

Now that Almodin has some experience of working with the Civil Service on a commission, he has some constructive comments to make about ways that the process could be improved. He has presented a formal offer to the Ambassador to Asavea, to put his expertise in the service of the Imperial Senate. Working with his own team of Asaveans, in conjunction with Freeborn architects and builders with whom he has developed a good working relationship, he believes that he can oversee two commissions each season without using any of the existing resources of the civil service.

He is not prepared to do this out of the goodness of his heart, however.

Firstly, he would require a salary. His expertise (and that of his team) does not come cheap. It would cost 8 Thrones a season to retain his services. Secondly, he is an Asavean patriot and could not countenance working with the Empire if relations between the Imperial people and the people of Asavea were to decline. Finally, he is looking for a challenge not for make-work; he is prepared only to work on commissions (excluding armies and navies) that involve the investment of at least 30 wains to complete. Lesser projects are simply beneath his notice.

If the Senate wishes to retain his services, he will be available from the Winter Solstice. The Imperial Senate must pass a motion agreeing to retain his services and assigning a suitable stipend to him. As soon as this passes, the Senate can increase the number of commissions they can perform by two, by assigning projects to Almodin and his team in the body of the motion.

If the Senate does choose to take his offer on board, they may specify that he will only be given work by the Senate, or may allow a Civilian Commissioner to make use of his services. In either case, the minimum size of project applies. If Almodin is assigned a project that is beneath his notice, he will refuse to oversee it and thus the commission will fail.

Resolution

The Imperial Synod chose to endorse the building of a temple in Nemoria, and mandated that Lucifaro would use liao to encourage missionaries to travel there in support of the temple, and to help spread knowledge of the Way.

The Imperial Senate agreed to provide a stipend to Almodin Oktístis, Priest of the Builder.

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Though Philomena Lost Her Love

youtube version

This edition is out of publisher's copyright so free to use.

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Thought Becomes Action

Contents

- 1 Rules

- 1.1 Day Magnitude 11

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 11

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must have the magician skill.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target can cast all the regular spells with a few words of appropriate roleplaying, rather than taking the standard 10 seconds. In addition, the casting is not interrupted if the caster or target are attacked, or if the target makes an attack.

The target does not gain any additional knowledge of, or ability to cast, spells they do not know. Other requirements of casting a regular spell do not change - the caster must still be unarmoured, and they must still be capable of touching the target with their casting hand throughout the performance of the spell.

While under this enchantment the target experiences a roleplaying effect; once they have decided to do something, they feel a strong urge to immediately do that thing, even if it is likely to have unpleasant consequences. They are not more likely to act foolishly, but they are driven to avoid procrastination and unnecessary delay.

The effect lasts until the end of the next battle, skirmish or quest the character participates in; or until the end of the current event, whichever is sooner.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 7. Additional characters must be present throughout.

Description

Where Hands of the Healer allows a magician to perform healing spells swiftly, or Smooth Hands Shape the World allows speedy casting of the mend spell, Thought Becomes Action grants that ability to the full suite of regular spells (create bond, detect magic, heal, mend, night pouch, operate portal, purify, restore limb and voice for the dead) - provided the target is already proficient in those spells, or has gained the ability to cast them from items such as a Staff of Imperial Mastery. Removing the likelihood that a magician's spellcasting can be interrupted, the enchantment is most commonly placed prior to a battle or dangerous quest.

While the ritual provides no additional knowledge, it is equally effective at accelerating a magician's own spellcasting, and the use of items that provide the power to cast spells such as a Scrivener's Seal, Bloodwoven Braid, or Robe of Blood and Bone.

Some magicians (especially merrow magicians) who have experienced this enchantment find themselves developing an additional odd quirk. They find that their speech patterns and movements become very precise and confident. Such magicians speak of experiencing greatly increased harmony between body and mind. This makes the ritual quite popular in Urizen, where it is sometimes referred to as Triumvirate Unity and discussed in terms of helping to bring body, mind, and spirit into closer alignment. There are stories of an earlier incarnation of this ritual which lasted for an entire season, dating back to pre-Imperial days. Its use was discontinued, however, simply because magicians exposed to the enchantment often found it increasingly difficult to avoid doing or saying things they later regretted. Only those with ironclad poise were able to channel the ritual's influence.

Common Elements

This ritual focuses the mind of the target, making their movements and speech confident. The ritual often involves meditation, or careful repetitive gestures or chants that become a little faster as the ritual progresses.

The rune Aesh is commonly evoked, as is the rune Hirmok, in this case to represent mastery. Zorech or Bravash may also be used ,but in this case they are always evoked to represent harnessed passions or the mastery of the mind over the base urges of the body.

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Thoughts are free (Trade Winds)

"The enslavement of sapient beings is contrary to the defining principles of the Empire, our Constitution and the Way of Virtue. Proposed by Sermersuaq, seconded by Weirwater. You see the problem ..."

"I don't see a problem at all."

"Well, the enslavement of sapient beings is a very vague term, what does it even mean?"

"It means people owning other people. I think it's pretty straightforward."

"Yes, but even allowing for that, you can't really point at one nation or another and say 'they're slavers' can you?"

"Are you being thick on purpose? Of course you can. Nations that don't allow slavery - the Empire, the Commonwealth, the Sumaah, the Sarcophan probably. Nations that have practiced slavery for so long they're pretty damn good at it - Faraden, Iron Confederacy, Asavea, Jarm. You'll note two of them are the Empire's current primary trade partners. Oh and then there's Axos which kind of allows slavery while treating anyone who does it like they're idiots, but can't be bothered to actually make it illegal."

"Well, yes, but didn't Soratio point out that banning trade with slavers would damage the economy to no clear benefit?"

"Sure, but the Prosperity assembly didn't agree! I don't know what you point is!"

"My point is that the slavery issue is complex! What does it help us if a bunch of foreigners are emancipated, but the Empire gets burnt to the foundations by barbarians because some well-meaning idealist says we can't buy white granite from Asavea!"

"Oh for.... why do you always say idealist like it's an insult? And for that matter... look, I am nowhere near drunk enough for this. It's your round."

"Fair. Same again?"

Contents

- 1 Overview

- 2 Developments in Sumaah

- 3 Trade with Asavea

- 4 Concord with the Commonwealth

- 5 The Amusement of Princes

- 6 Pleasant Sarcophan

- 7 A Welcome in Axos

Overview

The Empire does not exist in isolation. Every season, brave captains set sail from Sarvos and Tassato; from Meade and Siroc; from Korotny and Lacre; and from a dozen smaller ports across the Empire. Their ships cross vast distances, holds burgeoning with Imperial goods, returning weeks later with exotic goods from distant shores.

Yet the Empire is by no means universally liked, or respected. The international arena is as brutal and bloodthirsty as any fighting pit. The captains who risk the open seas to visit foreign ports return with more than mere trade goods - they often bring with them the first warning of changes in the political landscape that might have profound effects on the Empire at home, as well as abroad.

The administration of government, like a guardianship ought to be directed to the good of those who confer, not of those who receive the trust.

Marcus Tullius Cicero

Developments in Sumaah

The Sumaah Republic remains at war with the Empire - and the port of Zemeh remains closed to Imperial visitors. That is not to say that there has been no communication however. The Sumaah continue to send diplomatic dispatches to their embassy in Necropolis. There have also been a few unofficial envoys sent to the Empire and it is clear that while the Sumaah are still greatly offended by the Empire's descent into heresy they do not consider the entire Imperial Synod beyond hope. For example, the Sumaah Synod is apparently discussing the life of the late Highborn Asher of Felix's Watch, and considering his acceptance into the list of Sumaah Paragons and Exemplars.

Sumaah diplomats continue their criticism of the Empire, however, denouncing the Imperial Synod as schismatic heretics and blasphemers. Their words carry weight with many foreign nations. To add further substance to their accusations, they are claiming to be in possession of the Imperial Crown - and that the fact the Empire has lost it is proof that it no longer understands either Pride and Vigilance. The House of the People (the Sumaah equivalent of the Imperial Senate) is apparently locked in debate about what to do about the crown. There have been no formal offers to return it and it is unlikely any will be forthcoming while the state of war persists.

The Sumaah have responded to an invitation to attend the forthcoming symposium - scheduled for the Winter Solstice 380YE - by indicating in no uncertain terms that there is no possibility of any of their priests attending while it is a hotbed of heterodoxy, heresy, blasphemy, and idolatry. They would like to attend - but will only do so if they have assurances that the entire symposium is orthodox and heretical and blasphemous speech will not be permitted.

Trade with Asavea

The delay in completing the Temple of the bull in Feroz, coupled with the formal statement of the Imperial Senate denouncing the practice of slavery have not gone down well with the people of the Asavean Archipelago. Of the two issues, it seems that the Asaveans are more concerned about the Imperial Synod's continued opposition to their construction on the Brass Coast than they are to the Senate statement of principle. Still, they have not yet withdrawn the invitation to the Empire to build a temple of the Virtues in Nemoria.

Unfortunately, delays in the completion of the Temple of Balo and the Black Bull mean that work will not be able to begin on the Temple of the Virtues until after the Spring Equinox 381YE at the very earliest. Likewise, any benefits to trade between the Empire and Asavea are unlikely to be felt until that time - and potentially not at all if the Synod continues its open opposition to the priests of the western archipelago.

Concord with the Commonwealth

By contrast, the Senate's statement regarding slavery has directly contributed to a thawing of the attitude of the Commonwealth to Imperial ships. The staff of civil servants who tend to the Imperial embassy in the port of Leerdam have reported a surge of interest in trade opportunities and cultural exchange with the Empire.

The stratocratic government of the Commonwealth, however, remains cautious. The additional tariffs and trade restrictions on visiting ships have been rescinded, restoring the status quo - but that is all. The diplomatic back channel suggests that the Commonwealth is now waiting for some concrete sign of the Empire's commitment. After all, idealistic but ultimately short lived efforts to restrict trade in some goods imported from some slaving nations aside, the Empire seems loathe to actually oppose the vile practice in any meaningful way.

The Amusement of Princes

The various trade restrictions the Jarmish princes in the North and South had placed on the Empire have now been relaxed to the point where nobody is bothering to enforce them anymore. The House of Princes will likely rescind them entirely in the next few months, but politics often moves quite slowly in Jarm. Apparently, the statement of the Senate about slavery has been largely dismissed by the Jarmish - treated as a political manoeuvre rather than a declaration with any real passion behind it.

Rumour suggests that the primary advisor to the House of Princes regarding international trade - Lord Magister Anton Trescher of the Hidden Hook - has dispatched a representative to the Empire to engage in formal negotiations with Imperial contacts. It is likely such a diplomat would expect to speak to representatives of the Imperial Conclave, at the very least.

Pleasant Sarcophan

The Sarcophan Delves continue to present a neutral face toward the Empire, remaining open and welcoming to Imperial trade. Unfortunately, they make no secret of the fact that they are also open to Grendel shipping. Indeed, reports are reaching the Empire that the Bedelaar Huisbaas have received a formal embassy from the Grendel Salt Lords, and reciprocated by sending diplomats of their own to open an embassy somewhere on the Broken Shore. They continue to make no demands of the Empire - neither reasonable or unreasonable - but several Sarcophan traders have expressed cautious approval for the Empire's statement against slavery.

One note of interest - there have been several inquiries made by Sarcophan merchants as to the nature and identity of the Krakenfire Armada, believed to be a Freeborn family of corsairs. Their interest in the Freeborn is unclear but does not appear threatening.

A Welcome in Axos

Following a visit to the Empire by a group of diplomats representing the remaining Axou citadels, the Imperial Senate has commissioned the construction of an embassy in Cargo, not far from the Jarmish embassy. The Axos have reciprocated, inviting the Senate to send civil servants to take residence in the Towers of Kantor - a bustling and vibrant citadel on the eastern coast of Axos. They have sent a formal invitation to captains of the Empire to bring their vessels to Axos to trade. Axos is believed to be rich in beggar's lye, and perhaps most seductively crystal mana.

The merchants of Kantor are looking forward to sending their own black-sailed ships to Imperial ports in hitherto unseen numbers which can surely only prove of benefit to the Empire. It remains to be seen whether they will endure the constant threat of Grendel pirates in the Bay of Catazar, or find alternate routes - this could be quite a boon to the ports on the shores of the Semmerlak should they choose to risk the Barren Sea approach.

Thoughts are free, talk is cheap, and actions are expensive. What's your worth?

Noel DeJesus

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Thoughts on Navarri attitude

Ian wrote this as an explanatory document for Navarri players on Facebook, and it has been added here to reach the rest of the player base.

There's been a lot of discussion about the Navarri outlook, and what it is and what it isn't. I thought I'd try and expand on some of the outlook that we were going for when we wrote the brief. This, of course, doesn't restrict how you can play it -- it's entirely up to you. However, this'll hopefully give you an idea of where we were coming from.

There're two things I'll cover:

- Navarri attitude

- Reconciling the savage with the civilised

Navarri Attitude

The shortest way I can think of to sum this up is 'pragmatic realism'.

Let the Dawnish have their romantic notions about laying a lover down on a bed of roses - the Navarri know that such a bed would be rather spiky, and probably have more than a few spiders, wasps, and other crawly things in it.

The Navarr are straightforward, and see things for what they are. They are rarely superstitious.

They are not threatened by nature, nor do they try to preserve it. A tree is a tree. It's useful for wood and for making things, or for getting fruit from. A tree isn't a spirit. It doesn't need to be nailed with iron to make it dead.

There is no war with nature. Equally, there is no eco-friendly movement in Empire, for we are not in an industrialised society - humanity has barely scratched the surface of the world the Navarr live in. Nature, if it was a war, is winning hands down.

The Spring Realm, the Spring eternals and the Vallorn are a different matter. In Vallorn-infested areas, nature grows out of control, like a cancer. It's not nature's fault - it's the wild out-of-control infusion of Spring power. That is what the Navarr must keep under control at all costs, and they'll do their utmost to destroy that threat, one which they feel more than a little responsible for causing. And they need the Empire to be strong to do that.

In the wild, life's a bitch. Decisions need to be quick. No great debates on philosophy and morality - that threat needs dealing with right now. Honour's all very well, but this is about survival - use the poison, dig a pit, attack them while they sleep.

Yes, Navarr are friendly and welcoming to those of other nations - of course they are. It's nice to interact with someone who isn't trying to stab or eat you. And they might have some decent food and soft toilet paper to trade...

They are not inherently nasty or cruel. They're generally a cheerful nation, happy to celebrate with others. It's only their enemies who get the sharp edge. And the Navarri are totally supportive of the rest of the Empire. But if the rest of the Empire is being stupid (=leading the Empire into danger), the Navarr will not be reticent in calling them on it.

The best exponent of Navarri philosophy I can think of is Granny Weatherwax in Pratchett's Discworld series. Totally practical. Cut right to the heart of the matter. When you have two knives, one of which is decorated with runes and one of which is a breadknife, the only thing that matters is which is sharper. No flim-flam - or rather, no believing your own flim-flam. Which leads on to my next point…

Savagery and Civilisation

The Navarr are not savages. They may be brutally pragmatic, and may kill a captive as a matter of pragmatism where others might be merciful (*stab*, and then if questioned:"Well, I wasn't carrying that guy back to camp past those Orcs, and there's no way we could leave him alive to report to the enemy. And if we took him prisoner, we'd have to feed him.") But that's an attitude which comes from in-the-field necessity.

The Navarr are not uncivilised. They may not have the latest in forge-smelting technology or carry around a printing press, but that's because they are forced by their duty to travel. They have no choice. They'll happily take the latest greatest Imperial tech with them - particularly if it's a decent form of waterproofing for a cloak! - but only as long as its portable.

But how does that reconcile with the savagery of the barbed spear, the leather-clad tattooed creatures painted with blood exploding from the trees to rip into the enemy? Surely those are savage primitives?

The Navarri started as a resistance force to fight as much against the barbarian incursions as against the Vallorn. They were a small, weak force. So they could not face the enemy on open battlefields, but needed to strike quickly and get away, and in the process of doing so strike such terror into the hearts of the enemies that the enemy would be loath to travel that way again.

They needed to fight as much with fear as with weapons.

So they began to cultivate their image, an image which the Imperial nations often believe as much as the barbarians do. It came originally from the oaths they took and the brands which were a part of that, but was built up into a picture of savage, brutal primitives who are a part of the wild and who use the wild to their advantage. Think of the moment in Brotherhood of the Wolf where the white French aristocrat puts on the Native American makeup and attitude - how much more terrifying does he suddenly become?

What's more effective at stopping barbarians going through a territory - a contingent of orcs being met at the edge of a forest by a force of skirmishers and destroyed, or a contingent of orcs marching into that forest - carefully marked with bones hung from trees - and never coming out again?

The image of the Navarr as these demons-of-the-wild is critical to their effectiveness in battle against the barbarians. So they maintain it carefully, knowing a well-placed skull on a spike is far more effective than a sign saying 'no trespassing'.

Some Navarr adopt this look a lot more strongly than others. These are the 'isolated' Navarr from the costume brief, which essentially means they spend more time out in the wilds potentially facing barbarians. It's a way of life for them to look as terrifying as possible. The so-called 'integrated' Navarr are those who spend more time around the other nations, and less time on the frontier, so need to dress like that less. But there's no clear-cut divide - it's a spectrum.

And, in most cases, all Navarr will dress up and paint themselves up for war: 'putting a game face on,' if you like.

Additional Notes (from Damian)

The Navarr aren't apologists and find sloughing blame unpalatable. When judgement comes, look it in the eyes and go down smiling. This is how you write your life large on the Great Dance.

"Actions have consequences", "You cannot betray your enemies". Imagine these as the leading man/woman of the movie epic 'Navarr Are a Metric Mega F'ton of Awesome. Part 1' and everything else we add are the extras.

Oh and 'enemy' is not just the one poking you with a sharp stick.

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Thresher's Cudgel

Description

A Thresher's Cudgel is most commonly a stout knobkerry or shillelagh bound with iron and inlaid with tempest jade. These weapons are often carried by threshers in the Marches, but they are known throughout the Empire. Some unconquered warriors among the Highguard call them Shamansbane weapons, and the nickname is often used by any skirmisher or scout who regularly finds themselves fighting an enemy magician.

Battlefield opportunists find them particularly useful against enemy magicians who use the rely on staffs, finding them much easier to hit during an engagement - and because such implements are generally only carried by competent war casters. The most successful Orcish thief-takers acquire these weapons as a tool against well-equipped thieves who employ magical implements such as Yeoman's Bounty to help them evade pursuit. Some call it Mountebank’s Goodbye after numerous run-ins between thief-takers and the League’s most dastardly criminal magicians.

Orc-made versions tend to use Jotra, the Rune of Battle, to fight the opponent’s magic, while Highborn artisans, favouring the power of the Winter realm prefer to use the Yoorn, the Rune of Severance, to cut away the enemy’s power. While perfectly capable of wielding them, some magicians are reluctant to bond to a Thresher’s Cudgel, claiming a sense of resentment radiating from the weapon. Some oathwrights explain that as it is the weapon’s nature to destroy mage implements, most examples have an intrinsic dislike of magicians. Most other commentators believe such magicians are simply imagining the effect.

Rules

- Form: Weapon. Takes the form of a one-handed weapon.

- Requirement: Any character can bond to this item.

- Effect: You may spend a hero point to call SHATTER with this one-handed weapon when you strike a mage implement.

- Materials: Crafting a Thresher's Cudgel requires nine ingots of tempest jade. five ingots of green iron, three measures of ambergelt, and three measures of beggar's lye. It takes one month to make one of these items.

The volodny thrust with his staff towards the three sisters, keeping them at bay as around them the tormented spirits of the damned villagers shrieked and wailed.

"I will freeze your blood!" cried the volodny, his eyes flashing with silver. He thrust towards the youngest sister, Zelda Ignazy, but she swung her axe with all her might and struck the staff in the middle, shattering it to splinters. As the volodny reeled back, the spirits of the damned villagers swarmed upon Zelda and whispered to her of her lost love, buried these long six months beneath the frozen earth, and she wept and fell to her knees.

"I will drive you from my presence!" cried the volodny, drawing a rod of twisted pine marked with runes of despair and fear. He swung towards the middle sister, Magda Ignazy, but she swayed aside as a tree sways in a storm, and struck the rod with her sword, shattering it to splinters, As the volodny staggered away, the spirits of the damned villagers surged forward again, and whispered to Magda of her dead daughter, buried these long six years beneath the frozen earth, and she wept and fell to her knees.

"I will bring the shadow of death onto you all!" cried the volodny, and drew from the hidden place beneath his crimson robe a wand carved from the bone of a child and inlaid with the black stone that was his heart, the wand that looked like a wizened finger wearing an iron ring, as heavy as the full moon.

This was what the eldest sister, Rhina Ignazy, had been waiting for. She had held back while her sisters fought, remembering what the goose had told her and her sisters, remembering the advice their grandfather had given them before they set out.

As the volodny darted forward, his sleeves flapping like the wings of a great bloody bat, she struck with her wooden club, and broke the wand into flinders of bone and shattered crystal.

The volodny gave a single terrible cry, and then cracks ran across his skin, as he broke apart like an old clay bowl struck with a hammer, leaving nothing but dust and tattered robes.

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The Throne (Redirected from Throne)

A bleeding pox take your manners. Having a beard doesn't make you wise. We could put a pig in that chair and put a crown on it - it would still be a ruddy pig. She can have my respect when she earns it.

Walter Brewer, Senator for Upwold

Contents

- 1 Overview

- 2 Duties

- 3 Limitations

- 3.1 No Proxy

- 3.2 Senate Support

- 3.3 Constitution

- 4 Powers

- 4.1 Powers of State

- 4.1.1 Member of the Senate

- 4.1.2 Right of Address

- 4.1.3 The Hand of the Chancellor

- 4.1.4 Ratification

- 4.1.5 Power of Veto

- 4.1.6 Exclusion from the Senate

- 4.2 Powers of Virtue

- 4.2.1 Custodian of Virtue

- 4.2.2 The Mercy of the Empress

- 4.2.3 The Gift of Liao

- 4.3 Powers of Magic

- 4.3.1 Master of Magic

- 4.3.2 Order of The Throne

- 4.4 Powers of War

- 4.4.1 Defender of the Empire

- 4.4.2 Declaration of War

- 4.5 Creation of an Imperial Favour

- 4.5.1 Using an Imperial Favour

- 5 Selection

- 6 Removal

- 7 History

- 8 Further Reading

- 8.1 Core Brief

- 8.2 Additional Information

Overview

The Throne is the most powerful political position in the Empire. It is the formal title for the position of the head of the Imperial state, be they emperor or empress. The occupant heads the Imperial Senate, the Imperial Synod and the Imperial Military Council and serves as a rallying figure for the entire Empire.

Duties

The Throne holds a unique power: as a head of state, an Emperor or Empress is the only person who can have simultaneous influence in the Senate, the Synod and the Military Council. This gives them a signature ability to help provide unity of vision to the entire Empire and to guide it towards its manifest destiny.

Limitations

No Proxy

The Throne is not entitled to appoint a proxy. This restriction presents any potential for fraud by a claimant as well as avoiding any possibility of two participants acting as The Throne simultaneously (the incumbent and a proxy). Ultimately though this limitation was imposed by the founders to limit the powers of The Throne - the powers of an Empress are potent, but she must be physically present to utilize them.

Senate Support

The Throne may use the legal powers granted to them without approval of the Senate, but they cannot propose a Senate motion. The Throne does not even receive a vote in the Senate, as they are expected to remain above the natural politics of the chamber.

Constitution

Although The Throne is needed to ratify amendments to the Imperial Constitution which have been passed by the Senate, they cannot approve an unconstitutional motion. A motion that has been struck down by the constitutional court because it is considered to violate the spirit of the Constitution cannot be ratified by an Empress.

Powers

Powers of State

Member of the Senate

The Throne is a member of the Senate. They are entitled to enter the Senate chamber at the start of a Senate session and participate in the debates.

Right of Address

The Throne has the right to make a Senate address once per summit. As a member of the Senate, The Throne is able to participate freely in the debates there, but this power allows them to deliver an impassioned speech on a subject of their choice. To make an address, The Throne must add the address to the agenda for the next Senate session.

The Hand of the Chancellor

Up to one third of the residual income to the Imperial Treasury each season can be disbursed by The Throne without approval by the Senate. They may take these funds and dispose of them as they choose. To use this power, The Throne must make an appropriate announcement in the next Senate session.

The maximum that The Throne may disburse in this way during a summit is equal to a third of the Senate's income for that summit, after all upkeep has been paid. The Imperial Treasury cannot go into debt, so no motion or announcement may disburse more thrones than remain in the Treasury.

Ratification

If a constitutional vote in the Senate is successful, then the motion is passed but does not become law until it is ratified by signature by The Throne. This means that it is not possible to make any alterations to the constitution unless they are ratified by The Throne. The Throne may choose whether to ratify constitutional changes or not. Any constitutional changes which are not ratified remain in suspension and may be ratified by a future occupant of The Throne. One of the first jobs of a new Emperor or Empress is often to ratify several outstanding constitutional changes.

Power of Veto

The Throne may veto any motion that has been passed by the Imperial Senate. Unlike the power of veto exercised by the Synod, this power can be used any number of times without limitation. To veto legislation, The Throne must be present when the vote is taken and must exercise the veto immediately after the vote.

Exclusion from the Senate

The Throne may order a single senator removed from the Senate for the duration of a vote. They are not required to present a justification for this action. Unlike the Speaker for the Senate, they may only remove a single senator during a session and only for the duration of a single motion. Traditionally the Speaker uses their power to exclude senators whose behaviour is disorderly while The Throne acts to remove senators whose behaviour is considered to go against the best interests of the Empire.

Powers of Virtue

Custodian of Virtue

The Throne may intercede in the creation of any judgement that requires a lesser majority of the Imperial Synod. This intercession causes the judgement to require the greater majority to pass. To use this power, The Throne must intercede before the judgement is complete; they cannot use this power after a judgement has been rendered.

The Mercy of the Empress

The Throne may present an appeal for clemency on behalf of any Imperial Citizen who is being sentenced. The citizen must have pleaded guilty during their trial and The Throne must present the appeal on Virtuous grounds.

The Gift of Liao

The first portion of pure liao that is produced by the Synod in each season is given to The Throne. The Throne may dispense this portion of liao as they choose.

Powers of Magic

Master of Magic

The Throne may dissolve the Imperial Conclave once a season. If this occurs then all the positions of the Imperial Conclave become vacant and must be refilled as soon as possible. The Throne cannot remove individual citizens from their position in the Imperial Conclave, they can only dissolve the entire Conclave. To use this power, The Throne must make an appropriate announcement in the next Senate session.

Order of The Throne

The Throne may nominate any citizen, including themselves, to speak during a Conclave session. To use this power, The Throne must be present during the Conclave Session. If The Throne is present during a session, then they are always asked to nominate first on any declaration, address, or gambit being discussed. Unlike the grandmaster of a Conclave order, The Throne's first nomination is not free - everyone who is nominated by The Throne must pay the Conclave one mana crystal for each minute they wish to speak.

Powers of War

Defender of the Empire

The Throne may remove any general from their position on the Imperial Military Council. The occupant of The Throne automatically assumes responsibility for and control of the Imperial army and all associated legal rights accorded to that general, until a new general is appointed. While holding the responsibilities of the removed general, The Throne cannot remove any further generals from their position.

Declaration of War

The Throne can declare war on any foreign power. Unlike the Senate, they are not able to end a state of war with another nation. To use this power, The Throne must make an appropriate announcement in the next Senate session.

Creation of an Imperial Favour

The Throne has the right to award a chosen citizen with an Imperial Favour. A Favour can be presented at any time, and allows the bearer to perform a single act with the full power of The Throne. E.g. A citizen may claim the first portion of pure liao that is produced that season or they may issue a declaration of war. The Favour must be physically presented to the relevant body to be used. It is possible for The Throne to create an Imperial Favour whose remit is more limited.

An Imperial Favour is a physical document describing the specific power that can be used, created with the assistance of a Magistrate. An individual occupant of The Throne may only have one favour in existence at any one time. They may not award an additional favour until their current favour has been presented and fulfilled. Any favour not presented by the time of the death of an Empress or Emperor remains valid until it is used. An Imperial favour is transferable and may be passed to another if the current owner desires.

To use this power, The Throne must make an appropriate announcement in the next Senate session.

Using an Imperial Favour

In legal terms, when an Imperial Favour is used, it counts as if it were being used by the Throne. For example, an Imperial Favour that was used to replace an Imperial general would count as if it were used by the Throne. Any existing general's position occupied by the Throne would be vacated; the new occupant would carry out the duties of the title only until the Throne used the same power again.

Selection

Any Imperial citizen may seek election to The Throne but appointment requires a constitutional vote by the Imperial Senate. Although many occupants of the Throne have been senators before their accession, there is no requirement to be so. The Senate may choose any Imperial citizen.

The exact procedure is as follows:

- A motion is raised that we should have a Throne.

- Any holder of an Imperial title with the power of proposal can choose to put forward a candidate (whether that is themselves or another imperial citizen).

- Each candidate has the opportunity to give a short speech, in the order in which they were nominated.

- Every senator then stands behind the single candidate they wish to give their support to or moves to a designated 'none of the above' area.

- If any candidate has got the required two-thirds of all senators in support (constitutional majority) then they have succeeded.

- If there is no successful candidate then, with no further discussion, senators are given a short amount of time to reconsider their position and move their support if they wish.

- If any move then a recount is conducted, still seeking a constitutional majority for a successful candidate.

- This process can be repeated until it becomes apparent that there will be no successful candidate, as none of the senators wish to move their support, in which case the motion has failed.

- If any candidate is successful then they becomes emperor or empress at the start of the next Senate session once their coronation is complete and the Synod have had time to consider their position.

Removal

The Throne serves until they die, step down or are revoked.

The Throne can only be revoked by the General Assembly of the Synod.

History

The powers of The Throne were codified when the Empire was first created and have remained largely unchanged since then. There have been nineteen Emperors and Empresses since the Empire was created.

Further Reading

Core Brief

- Senate session

- Senate motion

- Senate powers

- Senator

Additional Information

- Commission

- Senate address

- Senate announcement

- New Imperial titles

- The Throne

- OOC design

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Through the dark places

Song by Gerwyn Walters (link to come)

Chords: Dm C - Dm, F A, Dm C - Dm, F A - Dm

Through the Dark Places - A song of the Navarr Written sometime between 3-17 YE Author - Unknown

Through the dark places we onward roam bearing the beacon that shines the way home for gone are the houses and gone are the halls gone are the ancients at Terunael's fall

Chorus through the dark places, through this long night through the dark forest, we bear this light for though all around us, the Vallorn do swarm through our blood and our oaths, the Empire was born

Highguard Through the dark places where the orcs lay bearing the truth that will open The Way walking the roads, from chapter to hold We carry her message, so it may be told

Varushka Through dark Varushka and into the Vales We carry the promise that they would prevail we'll vanquish the Sovereigns, we'll slaughter their kin This was the promise that brought the Vales in

Brass Coast Through the dark places and onto the bay we danced with the Freeborn to start the parley The price at the table was bitter and red for Freeborn freedom the Navarri bled

Dawn Through the dark places, where knightly they rest we met a young serpent and joined in her quest we conquered the rapids and filled them with stone and with but one leap, She had won a new home

Marches Through the dark places we joined the Parade and walked with the Marchers to the home they had made Through the trod that we crafted, the land was renewed so The Way that we traveled, the Marchers walked too.

Wintermark Through the dark places, to the north we had came and witnessed the Thunder, the Wind and the Rain through vinum's offspring, heroes were reborn The Winterfolk were no longer forlorn

The League Through the dark places, near rivers long We Sang for Aldones and Danced to his song there the three people, as one they were cast and eight became one for they were the last

Through the dark places, through this long night we gathered the people, all bearing this light And where they had gathered, the oaths there were sworn Through Navarri Wisdom, the Empire was born

Through Navarri Wisdom, the Empire was born

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Thule

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

Contents

- 1 Overview

- 2 The Tribe

- 3 Warriors of the Thule

- 4 Magic

- 5 The Imperial Orcs

- 6 History

- 7 Look and Feel

- 8 Playing the Thule

Overview

Across the northern mountains, beyond Wintermark and Varushka, lies the cold land of Otkodov, where the Dragons rule. The Thule tribe is used to the cold, ruled by their shamans; cold, calculating and hungry for power, the Thule are a formidable force not because of their magical power, but because of their potent ability to wield it where it can cause the greatest damage. In the past they have been like cold-hearted locusts, descending on human settlements and stripping them of their assets before fading back into the mists and shadows. In recent decades they have changed their tactics, attacking in force and conquering Imperial territory for their own inscrutable purposes.

The Tribe

The Thule are ruled by their magicians. Almost all positions of authority within the tribe seem to be held by those capable of working magic. Ritual magicians - or warlocks - hold more power than those who focus on the performance of incantations, and the tribe as a whole is ruled with an iron fist by potent, aged shaman-ritualists called the Dragons.

There is a great deal of competition between warlocks, apparently, over magical resources, access to regio and mana sites. Lesser warlocks can gain power by challenging and defeating their superiors in ritual combat, and some scholars believe that a powerful warlock can ascend to become a Dragon in the same way.

Those unwilling or unable to master magic take second place to their magical leaders - they are accorded few rights and survive by currying favour with the warlocks and their covens. There is little opportunity for Thule who are not ritual magicians to progress, although the bravest and most successful warriors may come to enjoy the patronage of a powerful warlock and enjoy access to great wealth and prestige. Skilled artisans are something of an exception - although they have no political power, they are considered on a par with lesser warlocks or shamans, and enjoy a degree of protection and influence as a consequence.

"Thule are thieves" as they say in some parts of northern Varushka. Even when they are not stripping an area of valuables, they are known to strip the dead for anything that may be of use to their tribe. The value they place on raw materials may go some way towards explaining why they are the most cautious of the barbarian orc tribes that threaten the Empire - they seem to abhor waste. This is widely believed to suggest that Otkodov is relatively resource-poor compared to the Empire.

The Thule are slavers, and the stories of the few escaped or liberated Imperial slaves paint a horrific picture. Slaves are poorly treated, commonly worked to death, and are often fed on the remains of their fallen comrades. Some slaves are transformed into undead warriors, or their blood spilled as offerings to dark spirits or sinister Eternals. Many Imperial citizens would rather die than become Thule slaves. Disturbing reports have come from the battlefields of both Skarsind and Karsk of humans fighting alongside the Thule, their spirits and minds broken by the orcs and their bodies used as shock troops. These tragic victims seem to welcome the release of death, and efforts to rehabilitate them have largely been unsuccessful.

The intricacies of Thule society are not well-known to Imperial citizens, and they seem to take pleasure in cultivating an aura of mystery. Prisoners rarely speak about the business of the tribe, apparently being much more afraid of the Dragons than they are of death or the Howling Abyss.

The Thule are known to deal relatively well with both Jotun and Druj - Thule mercenaries have been encountered in armies controlled by both these tribes. They apparently serve in return for payment, which offends their Jotun allies and leaves them open to treachery by their Druj allies. Commonly, a warlock serves with another tribe either for the opportunity to claim resources and wealth, or to spy on that tribe or the Imperial enemies they are fighting.

Warriors of the Thule

Among the armies of the Thule, certain warriors especially stand out. They include:

- The Warlocks are generally ritual magicians who control Thule society. They tend to focus on the magic of Autumn and Day, but individuals have also demonstrated mastery of the other realms. They often deal with Eternals, and have the power of life-and-death over members of their band who are not magicians.

- The Spellbinders are magicians who focus on battlefield magic. They are usually armed with staffs and wear mage armour, and possess a full range of magical powers especially tactically useful spells (entangle, repel and paralysis) or spells that support their warriors (especially heal). The spells venom and weakness are uncommon among Thule spellbinders. Spellbinders are usually supported by a cadre of warriors who are prepared to lay down their lives for their masters.

- The Black Maggots (as the Winterfolk call them) are units of semi-elite warrior-Thule who focus on looting battlefields. They are usually light skirmishers, moving wherever the fighting is drawing to a close. They are especially despised by the Winterfolk, and their sole purpose appears to be stealing crafted items and resources from the fallen for use by the Thule. They are indiscriminate; they loot their own warriors with as much gusto as they strip fallen Imperials. They are killers, dispatching fallen warriors on either side who they judge cannot be saved; but they are also healers. The Thule themselves call them Cruel Ones or Grasping Hands and treat them with a mixture of fear and respect, because they often carry potions or bandages that can be used to save warriors they deem 'worthy'.

- The Hollowed are sinister figures who seem to serve as advisors to the warlocks. They are often painted with runes, but rarely wield weapons or wear armour. Their eyes are said to be 'empty' - examination of corpses has shown a distinctive discolouration of the eye sockets, like a spreading black bruise that appears to be 'natural' rather than the result of make-up or tattoos. They are believed to be the results of Thule shaman who have been found wanting and been 'hollowed out' - they have little or no personality of their own, and serve in some fashion as 'vessels' for the spirit of a Dragon. The Dragon can see through their eyes, speak through them, and (potentially) even perform magic using them as a tool. No hollowed has ever been captured alive - the Dragon that controls them seems able to destroy the vessel at will. By use of the hollowed, the Dragons can maintain a watch over their tribe and provide a level of communication and cohesion that other armies can only dream of ... but at great cost. Imperial scholars speculate that the Dragons turn any Warlock who steps out of line into one of the hollowed, while others believe that the majority of shamans meet this fate at a young age.

- The Dragons have not been encountered on a battlefield to date, but are believed to be extremely aged orc men and women who are both potent shamans and extremely skilled ritual magicians. Their number is unknown, and they are believed to occupy a cavern complex in the heart of Otkodov. Rumours and myths about the Dragons are rampant among the Thule; they say that they can somehow "walk as spirits" and observe anything that happens in lands claimed by the Thule; that they are physically immortal; that they are living ancestors, possessed by the spirits of the greatest Thule who have ever lived; that in times of need they can assume the form of unique and terrible beasts with their magic; that they feed on magical materials and mana crystals; and that they travel bodily to other realms where powerful spirits offer them fealty.

- Unlike their cousins, the Thule do not make much use of subject tribes on the battlefield; rather they make extensive use of beasts, creatures, undead husks and spirits in their armies. They are known to enslave and magically manipulate various creatures, creating useful battle-field minions. Examples include the Artok used in the attack on Skarsind; the undead husks they are using extensively in their current campaigns; conjured Eternal mercenaries; and a variety of twisted beasts such as the semi-humanoid dire wolves that have been spotted in some parts of Karsk.

Magic

Magic is at the heart of the Thule nation; where other tribes value physical strength, the Thule value the use of magic. They are ruthless in their pursuit of mastery, and heartless in its application; but they are still orcs. Thule magic is visceral and passionate, bound up in pounding drums and invocations of their ancestors as much as it is channelled through runes or implements.

The Imperial Orcs

The Thule despise the Imperial Orcs. Given a choice between attacking Imperial Orcs or attacking human warriors, most Thule will choose to attack the Imperial Orcs. Unlike the Jotun however they are more likely to try and slay the Imperial Orcs from a distance than to engage them in melee combat.

History

From extensive interrogation of captured prisoners, the Empire has built up a basic understanding of Thule history. The tribe may have had its roots in the Jotun, but split centuries before the arrival of the Highborn and formed a distinct tribe. The cause of the split appears to have been dissatisfaction among several cabals of ritual-working shamans, influenced by certain 'malign ancestors.' There is no way to tell how trustworthy this version of their history is. The fact remains that the Thule have been in Otkodov since long before the arrival of the Vard and the Steinr.

For the most part, the Thule kept to themselves apart from occasional raids into Wintermark and Varushka, most commonly after particularly harsh winters. Over the last century or so, however, the Thule have become more aggressive, and have been particularly vicious in raids against mana sites, mines and forests. This culminated in 366 YE with a serious campaign of conquest against the Varushkan territory of Karsk which fell to the Thule in 368 YE and is still occupied to this day. Shortly after, in 373 YE they attacked Skarsind in Wintermark under the aegis of a supernatural blizzard and with the assistance of a dozen enslaved Artok shattered the Imperial defence and claimed the territory.

According to Imperial observers, the Thule are consolidating their positions but also stripping the captured territories of their valuable resources. Some of these resources are being used to reinforce their armies, but the lion's share is being sent north. Fighting against the Thule is fierce, especially since the disastrous death of Empress Britta and most of her court.

Of potential interest to the Empire is that there seems to be a growing schism among the Thule forces in Karsk. Over the last two years it has become clear that the invading orcs are fighting among themselves, and with some of the few remaining indigenous orcish bandit tribes. It is not clear if this is a purely internal Thule problem, or a problem the tribe is having in bringing some of the local orc brigands under their banner.

Look and Feel

The Thule favour dark, hooded robes and cloaks, emphasizing their size and bulk with fur pelts over their shoulders. A dark blue underlayer is common, and they consider a dark blue hue to be fortunate. They revere dragons and wyrms as totemic beasts full of potence and cunning. They commonly depict animal skulls on their banners - they are particularly fond of mocking the totem animals of their enemies, and may surmount their banner pole with a dead eagle or an eagle's skull when fighting the Varushkans.

The Thule make extensive use of the Wintermark runes, often displaying them in highly stylised, intricate forms. Scholars are divided as to whether this use of runes has been adopted from their Imperial enemies, or derived directly from the ancient runes in parallel with the human versions.

Playing the Thule

- Groups and armies are led by magicians called Warlocks, who use all types of ritual magic extensively

- They are organised into coven-banners, with the largest ritual group leading

- Crafters are highly respected as 'half magicians'

- They raid into Wintermark and Varushka, and have been increasing their attacks recently. They typically steal mana and other magical resources.

- They are patient, careful and smart.

- Look is dark robes, blue under-layer, staffs and furs. Mage armour is common.

- Their shamans are called Dragons and lead the tribe as a whole.

- Their armies are often supported by the Hollowed, failed shaman with no emotions, who serve as conduits for the will of the Dragons. They make very little noise and don't talk above a whisper.

- They supplement their armies with undead husks, ritually summoned creatures, and magically twisted or enslaved beasts and monsters

First came the mist.

As we waited on the edge of the glacier, we watched it rolling from the crevasses, up through the ice and from the narrow passages scarred into the mountainside. Cold and grey, it licked first at our boots, our ankles, our knees, rising until it sat around us in a thick muffling fog, caressing our skin with its frozen dead touch.

Next we heard them; phantom voices, shuffling steps, all distorted by that damned mist. The line started to falter, looking from side to side for the source of the dull keening that seemed one moment a mile away and the next inches from your ear. I could hear the scop's voice, low and insistent as she fought to calm the green troopers at her side; hear her tone rising as she began to lose her own courage. Then out of the mist they came, slack-faced, empty eyed, and shambling like the walking corpses they were. Some were rotted to skeletons, others still wore flesh and blood-soaked furs. They had been Suaq once, but no longer. I forced myself to look away from their faces. Better not to recognise them.

They fought silently, as my comrades raised weapons and shields, hacking apart dead flesh with grim efficiency despite the fear that threatened to grip us all. They came, unarmed and seemingly endless, clawing over the carcasses of their fellows to reach us. Each alone was little threat, but they struck in force and in great numbers, and more than one of us found himself overwhelmed and dragged to the ground by cold hands. Wave after wave, on and on they came, until it seemed that the day was lost, that surely the retreat would sound -until at last, there seemed a break in their line, and the fog began to lift. A ragged cheer rose up around me; we pressed forward, pursuing the husks that seemed suddenly in retreat, chasing them down with renewed courage and vigour as the sun slowly melted that cursed fog away to nothing.

Only I saw him. A lone, orcish figure, hulking and black against the ice of the mountainside, a twisted black iron staff in his hand. Perhaps it was my imagination, but he seemed to acknowledge me, one hand raised in a mocking salute. His cold laugh carried on the wind towards me, and my heart turned to ice at the sudden knowledge that we had all been tricked, and that the real attack was elsewhere.

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Thundering Drum

Description

A Thundering Drum allow a priest to use a musical performance to draw on the power of the consecration of Loyalty to inspire their audience. Listeners are filled with a profound sense of the connections they have with other people, and reminded of the things they would be prepared to sacrifice their own lives to protect. The power of the magical musical instrument itself is only part of the process that brings about this spiritual experience - the performance itself helps connect the spirit of the audience with the power of the potent consecrated aura, and with the spirits of the other people sharing the same space with them..

These instruments may be any type of musical instrument but commonly takes the form of a straightforward instrument that may be struck. A common form is a simple drum or even tambourine, something that can be played to produce a tune that an audience or other participants in the ceremony can easily take up with clapped hands, stamped feet or instruments of their own. Indeed, it is the prevalence of such performances that gives the Thundering Drum its name - the thunder in question is the sound of a room full of people bound together for a few moments by the music of the priest. Such instruments have the advantage that they can easily be combined with song - and a group of the faithful singing a song together lead by a priest can create a powerful experience all by itself.

Some artificers believe Loyalty is represented by Lann, Rune of Bargains, and thus include this rune as part of the decoration of the instrument. As with many religious items, it is common for a Chorus of the Righteous to be hallowed. A popular choice is the Hallowing of the Marked's Oath - an audience of people inspired by the virtue of Loyalty makes a fertile recruiting ground.

Rules

- Form: Weapon. Takes the form of any kind of musical instrument. You must be performing music with this item to use its magical properties.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: You must be dedicated to Loyalty to use this item. Once per day, while you are in an area consecrated to Loyalty, you may spend ten minutes of appropriate roleplaying that includes playing this musical instrument. Any listener who was in the area for the entire period recovers all hero points. You cannot use this ability if you are on a battlefield or in a similar stressful environment. A listener who has lost the ability to recover hero points overnight is not effected by this power.

- Materials: Crafting Chorus of the Righteous requires 7 ingots of tempest jade, 9 ingots of green iron, and 5 measures of dragonbone; It takes 1 month to make one of these items.

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Thundering Mace

Description

These weapons strike with incredible force. The tempest jade inlaid into the head and handle enhance the weapon's momentum and hurl the enemy to the ground - sometimes literally lifting them off the ground with the power of the blow before bringing them crashing back down to earth, prone and vulnerable. Many foes are unprepared for the mighty blow this weapon can strike, and the moment of fear and confusion coupled with their disadvantageous position makes them easy prey for any follow-up strikes.

Several magistrates are known to maintain a small stock of these weapons, issued to trusted adjutants and investigators for the express purpose of preventing suspected criminals from evading capture. In some quarters, they may be called a Watchman's Rod or more informally a Culpritbane Cudgel.

Rules

- Form: Weapon. Takes the form of a one-handed weapon.

- Requirement: Any character can bond to this item.

- Effect: Once per day, you may call STRIKEDOWN with this one-handed weapon.

- Materials: Crafting a Thundering Mace requires eight ingots of tempest jade, eight ingots of green iron and five ingots of orichalcum. It takes one month to make one of these items.

"Correction, the magistrate thinks he has a stock of Thundering Maces in the locked chest in his basement - what he actually has is a pile of driftwood fished from the river. I swapped those maces with Big Aldo, the quartermaster in the Greenapples free company, for a sack of officer's uniforms that were on their way to be laundered. As you know, the Greenapples run security for the Grandiose playhouse, so we use those uniforms to infiltrate during their busiest time of day and make our way to the third floor, where the troupe keep their ritual paraphernalia. Spiro here will run a Bishop's Bloomers wheeze to keep all the attention up front while Carlotta and I pick the locks make our way inside. Once we get in then we swipe everything and leave a glove so they know it was the Flash Hand mob that done the job, before exiting via the stage door onto the waiting canal boat!"

"An ingenious plan, Fortenza, with just one small flaw." The mountebank gasped as he turned towards the doorway where Magistrate Inskipp stood, glowering. Five burly bravos in deputised city colours stood at his back, each one wielding a fierce looking cudgel of green metal. "You see, Fortenza, I still have my stock of Thundering Maces - what you gave to Aldo were five excellent props, supplied by the players of the Grandiose when they learned that you were planning to rob them." Fortenza could only gape, mouth opening and closing in horror as the steel manacles were brought forth and placed on his arms. How could all his work, all his plans have come to ruin so quickly? The entire Flash Hand mob pinched at once, they'd never recover from this...

"You'll have your day in court, of course." Inskipp leaned in, "But in the meantime you'll be sharing a cell with Big Aldo, and he's not too pleased with you at present"

Inskipp allowed a rare smile to cross his craggy features, "Take them away, boys!"

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Thundering Roar of the Lion-bound Horn

Contents

- 1 Rules

- 1.1 Summer Magnitude 60

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Option

- 1.6 OOC Note

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 60

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must be a contributor participating in the performance of the ritual.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This enchantment allows the target to call MASS REPEL once during the duration. The character must be able to cast spells to make this call - it explicitly will not work if they are wearing armour.

While under the effect of the enchantment, the target experiences a role-playing effect: they feel full of boisterous energy, and find it very hard to talk quietly. Indeed, they may have to make an effort not to shout whenever they feel even slightly emotional or stressed. All their passions are stirred up, and their emotions are heightened. Whenever people pay attention to what they are saying or doing, they feel a rush of pleasure. When people ignore them, they feel a burst of irritation and resentment. This is especially potent if they have the changeling lineage; such characters find it difficult to resist trying to be the center of attention at all times.

The effect lasts until the end of the next battle, skirmish or quest the character participates in; or until the end of the current event, whichever is sooner. The power of the ritual can be invoked only once during this time.

Additional Targets

The ritual can affect additional characters from the same coven. Each additional character increases the magnitude of the spell by 35. Additional characters must be present throughout, and each must contribute to the performance of the ritual.

Option

Any caster who has mastered the ritual may choose to substitute tempest jade for crystal mana when contributing to it. Every 2 ingots of tempest jade spent counts as 1 crystal mana when contributing to the ritual.

OOC Note

If you enter a battle, skirmish or quest with one of these enchantments active on you, you must let a referee with a radio know about it shortly before or after your passage through the Sentinel Gate.

If you are expecting to deploy one of these effects, you are invited to bring this to the attention of any nearby referee or marshal shortly before you do so; they will then be able to assist the targets in taking the call correctly

Description

This battlefield ritual allows a powerful magical attack to be unleashed against a group of enemies, hurling them backwards and breaking their formation. It is especially useful when used against shield walls, or against enemies who have taken up defensive positions such as in a gateway or on top of the wall of a fortification

The ritual is named after the legendary war-horn of the Eternal Hayaak, the Gryphon-king, whose irresistible wrath sweeps all before it.

Common Elements

When performing this ritual, a coven often invokes symbols of strength and physical might. Some magicians might invoke the unleashed power of an earthquake, while others look to legendary figures like Inga Tarn or Korl. Others invoke the names of Eternals such as Barien or Hayaak. This is a ritual that creates a violent force, and as such the ritual itself is often violent with sudden movement and discordant or clashing music. Drums and cymbals are quite appropriate, but the sound of horns being blown can be a particularly powerful element.

Other common elements in this ritual might include the runes Verys or Mawrig, and occasionally the rune of dominion. They might also evoke the powerful roar of the lion, chimera or wyvern.

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Thunderous Deluge

Contents

- 1 Rules

- 1.1 Spring Magnitude 46

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Options

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 46

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. During the ritual the casters must be in a strong Spring regio. This ritual targets a territory, and must be performed at a regio in that territory. If the ritual is used to target an Imperial territory, it may instead be performed at the Imperial regio at Anvil.

This effect is a curse. A target may be under more than one curse at a time.

Effects

The territory is scoured with terrible thunderstorms; torrential rain; frozen hail or dreadful blizzards as appropriate to the area and the season.

The income from all farms and businesses in the territory is halved over the coming season.

This will have a significant effect on a foreign or barbarian territory, damaging their agriculture and industry and reducing their capacity to field troops and feed their people.

Options

Any caster who has mastered the ritual may choose to substitute tempest jade for crystal mana when contributing to it. Every 2 ingots of tempest jade spent counts as 1 crystal mana when contributing to the ritual.

Description

The power of this ritual pounds the target territory with supernaturally bad weather. It directly attacks the economy of the area where it is invoked. The effect is wide-reaching, but as with most such effects a certain degree of protection can be gained from any enchantment that improves the production of a resource - the enchanted production is not impeded.

In some cases, a well-timed use of this ritual has compounded natural conditions to give a strategic advantage to Imperial troops; as recently as the Jotun campaign of Empress Britta a well-timed and destructive blizzard created by a circle of Navarr magicians accompanying her army trapped a retreating barbarian force in an exposed position, allowing them to be easily mopped up.

The ritual has been invoked twice in the last hundred years by Imperial citizens on an Imperial territory. Once was during a dispute between two groups of Varushkan cabalists in Volodmartz that boiled over into a direct assault; the second involved the efforts of a circle of Suaq icewalkers who were trying to influence a Marcher vote in Upwold. In both cases, the covens involved were declared to be sorcerers by the Imperial Conclave and faced the full force of the law.

Common Elements

The ritual calls up an uncontrollable force of nature and sets it loose in a territory. Warhorns, drums, copper rods and clashing cymbals are all used, and it is not uncommon for a great bowl of water to play a central role, especially if the ritualists plan to use tempest jade in place of some or all of the crystalline mana.

Performances are often violent and dramatic, as is to be expected with a ritual that unleashes the force of the storm. Some ritualists are of the opinion that the 'best' time to perform the ritual is during naturally bad weather, with the intention of making it worse.

It is common to evoke the rune Mawrig with this ritual, which represents the indiscriminate and most destructive forces of Spring. Some Wintermark covens attempt to channel or mitigate its effects with Hirmok, but they are rarely successful in doing so.

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Thunderous Tread of the Trees

Contents

- 1 Rules

- 1.1 Spring Magnitude 120

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 120

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. During the ritual the casters must be in a strong Spring regio. This ritual targets a territory, and must be performed at a regio in that territory. If the ritual is used to target an Imperial territory, it may instead be performed at the Imperial regio at Anvil.

During the performance of the ritual the casters must name a region within the target territory which has the forested or marsh keyword.

This effect is a curse. A target may be under more than one curse at a time.

Effects

The ritual targets a single territory. Over the course of the next few days a powerful curse settles over the area. Plants in the territory, especially trees, become possessed of both mobility and malign awareness. The resulting force is uncontrolled. It attacks indiscriminately within the area, targeting fortifications and campaign armies (favouring the former over the latter).

Every season, 500 casualties are assessed and spread among all potential targets in the territory. Casualties inflicted on fortifications are increased by 20%. For example, if a territory contains only a single campaign army (regardless of who it belongs to) the army takes 500 casualties. If the territory contains an army and a fortification, the army takes 250 casualties and the fortification suffers 300 casualties. An army will not benefit from natural resupply if they end their movement in this territory.

The effect of the ritual lasts for a year (until the start of the Profound Decisions Empire event four events from now).

Description

This ritual infuses the vegetation in an area with a malign life. Scholars suggest that it causes spirits of the Spring realm to infuse the vegetation, granting animation and sending them on a murderous rampage. The trees cannot be directed, and will not fight alongside other campaign armies. They are especially drawn to fortifications, which they tear asunder with reckless abandon.

Attacks against the animated trees are largely fruitless. While individual trees might be burnt or hacked to pieces, the sheer amount of vegetation in most territories makes this minimally effective at best. The trees may occasionally endanger smaller settlements, but for the most part they simply ignore villages and even small towns preferring to vent their wrath on armies and castles. This is not to say there is no collateral damage from performing this ritual, and sometimes it will lead to the destruction of an unlucky town, mine or farm - but the emphasis is on large, solid fortifications and gatherings of thousands of troops.

An area under the effect of Thunderous Tread of the Trees will give rise to plenty of stories of horror and heroism in the face of what amounts to an army of angry plants. Some witnesses claim that the vegetative horde unleashed through the ritual is drawn to both Spring regio and to the trods, drawing strength from the one and using the other to move quickly through a territory. A plant that is not entirely burnt to ash seems to quickly repair itself at a regio and rejoin the fray, while there are also reports of previous immobile plants suddenly uprooting themselves as one or more Spring spirits, cast out of their earlier hosts, find new wood to clothe themselves in.

As the curse runs its course, effected vegetation tends to move back towards the location where the plants originally grew. Many trees fail to make it all the way back, however; those that can locate places to root themselves where they can survive, but the aftermath of Thunderous Tread of the Trees often sees trees, bushes and other plants growing in peculiar or unexpected locations.

In the early years of the Empire, the Navarr guide Megan Black Blood observed the use of this ritual during a campaign in Weirwater. She commented primarily on its destructive nature but also remarked how many of the non-Navarri soldiers mistook the effect for the attack of a vallorn. She is said to have privately theorised that a similar effect could be achieved more easily by crafting a ritual to specifically target vallorn vegetation, but said that the results could be unpredictable. She pointed to the way the unleashed vegetation does not leave the territory in which it was created, and that the trees tended to find their way back to (or close to) their original places when the curse began to fade to suggest that such a ritual might be "controllable - for a given definition of 'control'."

Common Elements

The performance of this ritual often involves evocations of destructive forces, and the destruction of easily broken items especially objects of pottery or clay. A map is sometimes used as an additional element, showing the target territory. It is often carved into bark or wood, drenched in water or blood, and left behind at the site of the ritual when it is completed.

The rune Mawrig is commonly used during this ritual, and the star known as The Wanderer is often invoked.

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Tian

Contents

- 1 Virtue

- 2 Biography

- 3 Speculations and Controversies

- 4 Signs

Virtue

Tian's status as the oldest recorded Paragon of Ambition, which had been mooted by the Highborn Assembly of the Virtuous, was confirmed by the Imperial Synod at its first assembly in 1 YE. Tian's legend claims that she took fire from the sun to keep her people safe and warm, but forever burned her hands in doing so.

Biography

The legend of Tian have been traced to the people who would go on to found Terunael. How much further back the legends go before that time is not known.

Even now, the legend is incomplete. What remains are scattered verses of what is known as the Tianese Epic. A copy of this text was unearthed by scholars of Highguard even before the Revelation and were widely prized, not least because the story of legendary twins held resonance. Following the Revelation, it became clear that the text related to one who was, or could have been, a Paragon of Virtue. The oldest known copy of the text is stored in Bastion.

While many of the verses are lost, and the provenance of many that remain is debated, the general outline of Tian's legend is clear.

From her very birth, her attitude is contrasted with that of her twin brother, Jian. A lost verse supposedly details her dragging him back within her mother's womb to ensure she was the first-born; some accounts suggest this also spared her mother's life, but others decry this as a later addition.

Tian strives with great determination not to settle for indulgence in the many luxuries that her position affords her, while her brother tries to convince her that achievement is for the lower orders and that she should simply allow everything to be handed to her, as he does.

In the time before fire, winters were harsh and deadly and Tian vowed she would do the impossible and bring the warmth of the summer sun to her people. In the story, she seeks out a wise and ancient being who shows her the way to the highest of all mountains, where the sun dips so close that it can be touched. At first Tian plans to lead her people to the top of the mountain to meet the sun, but rejects the idea of settling for less. So she overcomes many challenges and obstacles to ascend the highest of all mountains and takes the fire from the sun bringing it down to her people then, and evermore.

Some voices have attempted to show her mastery of courage through the stories of her many travails, facing great snow-wolves, grey-blue orcs that freeze over at night and hunt by day, and the many rockslides and switchbacks and crevasses that the mountains bring. But noted scholars point out that many of the stories involve how she avoided such confrontations where possible, with an unwavering focus on her goal driving her to use any stratagem that would bring success.

It is, however, the story which continues after she returns triumphant to her people - one of the most poignant verses detailing her injuries, the hands that would never again hold a spear or a pen - that cement her virtue as that of Ambition, and not that of Loyalty. Not satisfied with saving her own people, for she has to oust her brother Jian who has usurped her position and is ruling poorly, she determines to take the gift of fire to other tribes and peoples, even those with which they have been at war.

The closing verses of the Epic are somewhat cryptic descriptions of all the places to which Tian brought fire, and dwell on several landmarks, although the copies that remain are fragmentary. It is believed by a few scholars that should one be able to collect the entire set of closing verses, the location of Tian's tomb could be found. Some have speculated that he remains could be found in the ruins of Terunael, but there is no evidence to support such a claim.

Speculations and Controversies

- Some scholars have speculated that Tian may not have literally taken fire from the sun, but that the legend is a metaphor for the discovery of summer realm magic, and inspired the discovery of other magics for which Terunael and the people of that era were famed.

- Tian's paragon status was disputed by an orc named Bloodhammer Krydak in an incident known as the Krydacian Blasphemy

Signs

- Tian's liberation was contested by the orc Krydak in the Krydacian Blasphemy, but the claim was never properly evaluated by the Synod. Subsequently, the claim has been discounted out of hand by many due to orcs being unable to receive past life visions. No credible claim of being a reincarnation of Tian has been presented; historically, some Highborn chapters kept secret verses of the Epic to test false claims against.

- The very early point in history that Tian's exploits took place in means that nothing is recorded that might be an indication of her past lives, so the sign of revelation is impossible to confirm or refute.

- Tian is one of the standard examples of the sign of benevolence for bringing fire, not for her own sake, or those of her kindred, but to all people everywhere.

- The Tian's legend has inspired scholars from all nations for generations, and has held an enduring place of regard. Some pious wizards, who believe Tian's fire is a metaphor, have also been known to reference Tian in summer-themed rituals.

- Tian's acquisition of fire from the sun is also a standard example of the sign of miracles. While there are now known many standard and commonplace ways of making fire, none of them involve carrying it down a treacherous, mountainous journey in one's own hands, straight from the sun itself.

- While there was no organised religion in Tian's time, her journey to the summit of the highest peak has been cast by some as a pilgrimage of Ambition.

- Tian's achievement of the sign of salvation is debated. Her deeds were in response to the physical and practical needs of her people, rather than the improvement of their souls and assistance in the Labyrinth. More pragmatic scholars have taken the view that promoting the mortal wellbeing of her people enabled them to pursue Virtue, though others regard this as tenuous.

- Attempts to claim fire or any form of magic as Tian's legacy have tended to be contested. However, the Tianese Epic itself is considered to be enough for the sign of legacy, given its status and preservation through the years, although some still point at the remains of the final verses and claim that part of this legacy still remains to be found in the final resting place of Tian's mortal remains.

A long way off, a light, a light;

the weakened sentry cries in darkness

bringing rough spears to order

wary, weary from their night

Hushed voices in uncommon chorus

whisper of forbidden memories

the dark-haired girl, her dark-eyed passion

the mirror of her dark-hearted brother

And so they stand out against the blizzard

out trembling in their ragged clothes

as measured stride flickers onwards

bringing light here through the snow

As the fragment of sun grows nearer

ghostly figure puts one foot before the other

iron control in cold-cracked voice

"Come drop your cloaks,

gather branches, take this burden

this gift, this light, this life

I have come too far to end here

I have come too far to end here."

It was not a voice that left

room for doubts or questions;

whatever they had against the snow,

they shed and gave to her

The first bonfire rises;

the flames lick anxiously upwards,

as if they could be reunited

with the sun they were torn from

They send for balm, they send for relief

they send for a healer

but when she cannot move dead wood

with dead hands

she carries the boughs in her teeth

-- First Stanza of the Verse of Triumphant Return, on display in the great Basilica of Tian in Bastion

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Ties that Bind

Contents

- 1 Rules

- 1.1 Autumn Magnitude 6

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Magnitude

- 2 OOC Information

- 3 Description

- 4 Common Elements

Rules

Autumn Magnitude 6

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

Effects

This ritual allows the coven, to divine information about the bonds of a single character. It will answer some or all of the following questions:

- Is this person bonded to any magic items? Are any of those items visible right now? Which ones are they?

- Is this person part of any bands? Are they part of a banner? A sect? A coven? What are the names of those bands?

- Is this person an Imperial citizen? If so, which nation do they belong to?

- Is this person a creature of the realms? If so, which eternal are they responsible to?

- Does this person bear the Arcane Mark of a conclave order? If so, which one?

Each contributor receives the same information.

If the character is protected by a shroud, the ritual determines the realm and magnitude of that shroud. If an object or band they are bonded to is protected by a shroud of a higher magnitude than the ritual, the ritual determines no information about that object or band, beyond the fact it exists and is shrouded (along with realm and magnitude as normal) - it still provides other information about bonds that are not shrouded.

Information about the bonds of a character is always available - detect magic may occasionally indicate that there is some additional piece of information that could be found with this ritual.

Additional Magnitude

You may increase the magnitude of the ritual to penetrate more powerful shrouds or masks.

OOC Information

The target character must be present throughout but need not be a willing participant. The referee may take a moment to confirm certain information with the target. If the coven wishes to determine if a character is bonded to a specific magic item, it is a good idea to let the referee know that in advance of performing the ritual.

Description

This divination allows the contributors to analyse the network of bonds and connections that surrounds most living beings. Bonds created by magic are easiest to divine, but there are other connections the ritual will track. It can tell if someone is an Imperial citizen, for example, by divining the bonds and sympathies that define cultural identity - it can even determine which nation an Imperial citizen belongs to. It can identify a creature of the realms as distinct from a human or orc, and reveal which eternal the herald is tied to, generally by their most commonly known name.

The ritual can also divine social connections - it can trace the delicate strands of band affiliation, revealing membership of a coven, sect, or banner and providing information about the name of that band. Likewise, it is effective at determining membership of a Conclave order - much more effectively than a mere detect magic; if the target belongs to an order it reveals which one, regardless of the order affiliation(s) of the contributors.

The ritual has some weaknesses, of course. If someone is not an Imperial citizen it does not provide any other information - although there are stories that similar rituals exist in most other nations that instead provide information about the gross affiliations of their countryfolk. For example, it is widely believed that barbarian orc magicians can perform a version of this ritual that reveals tribal affiliation. Academic magicians theorise that the rituals are actually the same, and it is the nature of the contributors that determines what information they receive about nationality.

Magic that misleads divination can confuse this ritual - but unless the target person is fully shrouded, it will only conceal some threads from the prying gaze of the ritualists. A target's membership of a certain sect may be concealed, for example, or their tie to a certain sinister magic item shrouded by an enchantment, but even in such cases a powerful enough performance can force its way through the shroud to reveal the connection. Incidentally, magicians practicing this ritual have reported that they most commonly encounter shrouds specifically concealing this kind of information when dealing with heralds of the Night realm - especially those who later prove to be associated with Sung or the Whisper Gallery.

To date, this ritual has not been cast on an eternal directly and they seem to have little interest in allowing it. According to one apocryphal tale from the wily Suaq magician Belus Redsparrow (archmage of Autumn 53YE to 56YE), the ritual was cast on the eternal Prospero as the result of a certain favour being called in, and the sheer volume of information it provided proved impossible to discern in any detailed sense, and did little more than confirm that the individual the magician was dealing with was Prospero, and was connected to a great number of heralds. The truth of this tale is difficult to confirm or deny.

In pre-Imperial times, the ritual was commonly used in Urizen and the League, primarily for investigative purposes. In Urizen it is sometimes seen as a manifestation of the Net of the Heavens, while in the League (where it was coincidentally known by the same name even before the creation of Imperial lore), it is often discussed in meditations of the bonds of loyalty and obligation that surround all civilised individuals.

Common Elements

As a divination, runestones and cards may be employed, or the ritualists may reflect the target in a mirror or other reflective surface, or study the magical auras around them with lenses or crystals. A lone ritualist performing Ties that Bind will often stare into a bowl of water, often with a golden coin at the bottom, while a practitioner of another tradition might spatter a little of the target's blood into a bowl of water, or the surface of a mirror, and study the resulting patterns.

The rune Queros is often evoked with this ritual, but the Lann rune also has some resonance. The dramaturgical personae of the Prince and the Doctor are particularly appropriate, as is the Instrument of the Ring or the Throne of the Chamber, where things are revealed. Wise totems such as sphinxes, owls, the names of paragons or exemplars of Loyalty or Wisdom, and the name of the eternal Prospero are likewise commonly evoked.

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Timeless Hammer Rhythm

Contents

- 1 Rules

- 1.1 Autumn Magnitude 14

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 OOC Elements

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 14

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must have the artisan skill.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target, who must possess the artisan skill, can craft a single item overnight. They must know how to make the item, and must have all the required materials.

After making the item, the artisan experiences a roleplaying effect: they are tired and drained, exhausted by a night of supernaturally enhanced work; this condition persists for at least an hour unless removed in some fashion.

The effect lasts until the end of the next battle, skirmish or quest the character participates in; or until the end of the current event, whichever is sooner.

OOC Elements

The target is assumed to have access to any tools they might realistically need when they are targetted with this spell - a forge, a spinning wheel, a workbench or whatever. The item is crafted between time-out on the night the ritual is cast, and time-in the next day. You cannot perform this ritual on the final day of an event.

Using this ritual it is possible to restore the magic to an existing magic item whose powers have expired - a practice often referred to in-character as "reforging" even for items such as robes or wands. You must meet all other criteria, and give the depleted ribbon to the referee along with the other materials. You can only restore the magical property that the item already possessed - you cannot use Timeless Hammer Rhythm to make a Biting Blade into a Bravo's Blade for example. Restoring the magic of a depleted item does not provide any sort of reduction in the cost of the ritual, or reduce the materials needed, and the target must be able to make the item as normal. You cannot use this option with an item that has not expired.

This option exists to allow characters to maintain the continuity of a special item such as an heirloom or an item of worth. Another advantage is that the history of the item will be continuous for the purposes of effects such as Skein of Years. Performing a reforging "rests" the information gained through Hand of the Maker.

Description

This powerful ritual allows an artisan to employ their skill with supernatural speed, making an enchanted item in a tiny fraction of the time it would normally take. Artisans who have worked under the influence of the ritual have reported that time seems to stretch endlessly ahead of them, and that no matter how much physical effort it takes them to work their craft, they never become tired. They speak of working in a fugue-like state, unaware of the world around them and utterly fixated on their crafting task. They do not eat or drink, nor feel hungry nor thirsty, and are almost impossible to distract from their work. Some speak of having assistants in their work, although they are never quite able to remember what form these assistants took; nor has any observer seen any sign of them.

The next morning, all save the most energetic of targets report being absolutely exhausted. For several hours after sunrise, they feel enervated and weary, not only in body but also in mind. Some magicians connect the effect of this ritual with the Eternal Estavus, the forgemistress, who is said to be able to perform similar feats on an even greater scale. Others point to stories in which tailors, cobblers or carpenters perform miraculous tasks in impossibly short time and suggest that the ability to create items overnight is more about focusing on human endeavour through Autumn magic than drawing on supernatural entities.

Common Elements

This ritual involves crafting and artisan, and it is common to target the tools of the crafter as well as the character with the artisan skill. Often runes such as Aesh, Hirmok or Verys are used to (respectively) give clarity of thought and mastery of skill, and to give physical endurance to the crafter. It is common for the crafter to be given an enchanted brew of some sort. Invocations of heroic crafters or Paragons and Exemplars who are artisans, such as Isenbrad are common.

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Tinctures of True Eminence

Mastery of these recipes allows an apothecary to brew preparations valuable to ritual magicians versed in the Lore of Summer. With one of these potions a ritualist can wield the magic of the Summer Realm more effectively, but they also become more susceptible to the influence of that Realm.

Before the Druj orcs were driven from Reikos in 379YE, masters of the Tinctures of True Eminence knew how to brew two potions - Dragon's Blood and Goldencrown. During the liberation of Haros Water and Riverwatch, documents captured from the orcs gave tantalizing hints regarding a new potion that granted orc Gulai incredible proficency with certain battlefield magics. A cadre of Unconquered working closely with Navarr scouts, tracked down further details and eventually, with the aid of Dawnish war witches attached to the Eastern Sky cornered and defeated one of the Stone Toad Tepel in a ruined chapterhouse in Longshire. With the savage herbalist's notes in hand, Imperial apothecaries were able to deduce the recipe for Firewine, a powerful aid to the performance of Summer magic. Unselfishly, the soldiers involved in recovering these notes chose to share the information about how to make this potion with the rest of the Empire and the recipe - based on principles familiar to anyone who had mastered the Tinctures - quickly spread.

Dragon's Blood

This spicy crimson tincture warms the blood and enhances a magician's awareness of the Summer power. The tincture itself is volatile and somewhat flammable. Some magicians (especially those Wintermark runesmiths and Dawnish war witches who study ritual magic) set fire to the heady brew before downing it in a single gulp, claiming it improves both the flavour and the quality of magical power it imparts.

As with many of the more potent preparations, it is easy for a magician to become reliant on the power this potion grants, or to use the sensations of power and confidence it imparts. Dawnish weaver cabals and Highborn magisters are particularly cautious when employing dragon's blood, lest they become dependent on the temporary power it offers. By contrast, many changelings claim that the potion is actually a little bland, and has no noticeable effect on their behaviour.

- Form: Liquid.

- Description: This red elixir smells of oranges and glows with an inner radiance when it catches the light. The scent makes your nostrils tingle and warms your chest. The tangy flavour makes you want to down the entire potion.

- Roleplaying Effects: You are filled with personal pride and self-assurance. Any contradiction or lack of respect is profoundly annoying, and you find it difficult to tolerate mockery, insolence or being treated as if you are unimportant.

- Mechanical Effects: If you possess the Summer Lore skill then you gain one additional effective rank to the next summer ritual that you perform within ten minutes, subject to the normal rules for effective skill. This is a tonic; the effect of any other tonic you have drunk immediately ends.

- Recipe: Two drams each of Cerulean Mazzarine and True Vervain, one dram of Imperial Roseweald,and one crystallized mana.

Goldencrown

This energetic golden elixir allows a ritual magician to exert great power in the Realm of Summer. It allows a ritualist to command the powers of the Realm by will alone, using force of personality to forge powerful Summer magic. Some covens of ritual magicians follow a general rule that allows only one member at a time to use the concoction, often due to bitter experience of what happens when more than one magician feels a strong urge to take charge of a ritual at the same time.

This preparation was first formulated by Polina di Temeschwar, an apothecary working for the Bloodgold carta. It was immediately popular with magicians connected to the Landsknecht based in that city, and within a short time agents for magicians throughout the Empire were coming to Temeschwar to pay handsomely for phials of goldencrown. This lasted until Alienor Firetress was tasked with discovering the formula as part of her Test of Mettle to enter House Ayen. She entered Temeschwar in disguise and ended up stealing not only the apothecary's recipe but also her heart. The couple's exploits both in the city and on their flight across the Empire are popular fodder for Dawnish ballads. House Ayen used copies of the formula to win political influence in the Senate, and within a generation or so it had become common knowledge - although the Bloodgold carta was so rich by that point that it barely cared (beyond, obviously, the matter of the Dead Reckoning ...)

- Form: Liquid.

- Description: When this beautiful golden elixir catches the light it glows with an inner radiance. If the container is shaken, the liquid within hisses and bubbles energetically. It smells strongly of apples and pears. A tiny droplet on your tongue reveals it to have a delicious, fruity flavour that leaves you with a strong desire to drink the entire thing, savouring every mouthful.

- Roleplaying Effects: You feel a strong urge to take charge of any situation you find yourself in. Filled with pride and self-confidence, people who disagree with you or disrespect you make you exceptionally angry. Whatever you are doing, you very much want to be the centre of attention.

- Mechancial Effects: If you possess the Summer Lore skill then you can use up to 3 personal mana as if it were crystal mana on the next summer ritual that you perform within ten minutes.

- Recipe: Three drams of Cerulean Mazzarine, two drams of Imperial Roseweald, and one dram each of True Vervain, Bladeroot and Marrowort.

Firewine

Despite its distinctive, syrupy consistency, this red-brown liquid is not at all sweet but rather tastes like a combination of strong spirits and wine. The sensation of drinking a glass can be dangerous - the sudden rush of anger that it brings can overwhelm someone who is not prepared for it leading to furious exchanges that may boil over into confrontation. A coven that shares a bottle of firewine should take care before doing so that there are no outstanding grievances between their members lest the power of this philtre bring them explosively to the surface.

There has been some contention around the name of the potion. As one Marcher abbot has written, "If this were wine I would not give it to my dog. It is more likely to rot your guts than delight your palate." By contrast, some magicians welcome the influence of firewine, claiming to find the experience liberating. They talk about the value in drinking "a glass a day, to promote good health and lively blood" - although not without some irony given how expensive the potion is to produce.

Unlike Dragon's Blood, a potion to which it bears some similarities, Firewine requires a significant amount of Imperial Roseweald to brew - no doubt the potion harnesses that herbs remarkable ability to "heat" the blood. Some apothecaries have commented that they would have expected this potion to require more Cerulean Mazzarine. Regardless of these odd elements of the recipe, it works and at the end of the day that is what tends to matter to Summer magicians.

- Form: Liquid.

- Description: This syrupy russet liquid smells very alcoholic. A droplet on your tongue brings an overwhelming taste of strong spirits and fermented fruit. Even a small amount makes your heart beat faster for a few moments.

- Roleplaying Effects: You experience a rush of heat that flows down your throat and boils in your stomach. When you feel thwarted, belittled, or wronged you find it hard to avoid becoming enraged. If you are actually insulted, disrespected, or threatened you experience an urge to respond violently.

- Mechanical Effects: If you possess the Summer Lore skill then you gain three additional ranks to the next summer ritual that you perform within ten minutes, subject to the normal rules for effective skill. This is a tonic; the effect of any other tonic you have drunk immediately ends.

- Recipe: Three drams each of Imperial Roseweald and True Vervain, one dram of Cerulean Mazzarine, one crystallized mana, and one ring of ilium.

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Tonics of the Open Sky (Redirected from Tinctures of the Open Sky)

The tonics of the open sky are useful preparations that slow bleeding and help mitigate injury. They allow a severely injured warrior finds it easier to endure their wounds, granting valuable time for a healer or chirurgeon to reach them. More than one veteran is alive today because of one of these preparations, and they are often referred to as elixirs of lifekeeping as a consequence.

The herbs used to brew these potions are dissolved in a small amount of alcohol. Unlike the harsher Tonics of the Deep Forest, the tonics of the open sky require a much weaker solution and usually possess a more mellow flavour. The recipes originated in the Brass Coast in pre-Imperial times. While they were initially a secret of the Riqueza family, the method of brewing these lifesaving tonics quickly spread to the other Freeborn families. In the decades before the formation of the Empire, Freeborn merchants engaged in a lucrative trade in selling them to foreign warriors. After the Brass Coast joined the Empire it was only a matter of time before the recipes became generally known. To pre-empt this, a family of the Riqueza simultaneously sold the formulae to no fewer than fourteen apothecaries in various nations, often through intermediaries, for quite astronomical sums of money. When challenged, their dhomiro simply shrugged, and said it was better to sell something while it still had value than to allow it to be stolen.

In Wintermark, these tonics are collectively termed the Grimnir's Cloak. According to a popular legend, Grimnir Kaisa Bloodwing served the potion to all the warriors of her Hall before a vicious battle against a besieging orc force. Her foresight meant that the healers were able to save more warriors than the orcs were able to bring down, patch them up, and return them to the fray. In the end the defending forces were victorious. While some historians question the veracity of this story, few can dispute the deeper truth - that no matter how wounded someone may be, if a healer can reach them in time, they can be saved.

Tonic of Sunlit Glass

This preparation is most effective when drunk by someone who already possesses deep reserves of fortitude. Even more than its protective properties, it is valued for its ability to inspire a positive attitude in those about to take to battle. As the Highborn general Aaron of Redwater wrote in his journal "Believing you can win is not enough by itself, but it is the first step along the road to victory."

- Form: Liquid.

- Description: When this translucent yellow-gold liquid catches the light it seems almost to glow. It has a faint scent of lemons, and a tiny drop on your tongue tastes of freshly squeezed oranges.

- Roleplaying Effects: You feel a sudden burst of optimism and a rush of positive emotions; you are reminded of past triumphs, hopes and dreams.

- Mechanical Effects: You gain an additional rank of Fortitude until the next sunrise. This is a tonic; the effect of any other tonic you have drunk immediately ends.

- Recipe: One dram of Cerulean Mazzarine and one dram of Imperial Roseweald.

Tonic of Surging Flame

This potent preparation provides a valuable healing benefit. If the drinker is mortally wounded, the elixir unlocks inside their body and suddenly fills them with renewed life and enthusiasm, healing their wounds and driving them back to their feet. If there is a downside it is that the nature of the preparation itself almost encourages the drinker to take foolhardy risks. The tonic dulls the sense of self-preservation that many consider so important to their continued survival. Some warriors, especially among the Freeborn, the Dawnish and the Steinr, welcome the feelings of self-assurance that the tonic of surging flame brings with it, and are driven to ever more courageous and glorious acts.

- Form: Liquid.

- Description: This deep orange-red liquid has a thin layer of sediment at the bottom; shake the container and it quickly settles again. It smells distinctly of apricots - or perhaps oranges. It has a delicious, citrus taste.

- Roleplaying Effects: Warmth spreads from your stomach to your entire body, and persists for the duration of the effect. It brings with it feelings of absolute confidence in your ability to survive no matter what happens. You find it hard to remember that risky behaviour might result in permanent injury or death.

- Mechanical Effects: This potion automatically activates the next time you are dying. After 30 seconds you are restored to 3 hits and stop dying even if venomed (does not cure the venom). The effect remains until used or until the next sunrise. Once you have drunk this tonic you cannot benefit from it again until after the next sunrise. This is a tonic; the effect of any other tonic you have drunk immediately ends.

- Recipe: One dram of Cerulean Mazzarine, two drams of Imperial Roseweald and one dram of True Vervain.

Tonic of the Distant Shore

This powerful elixir that can easily triple the bleeding-out time of the average person, and has even more dramatic effects when drunk by someone who already possesses uncommon reserves of fortitude. There are plenty of stories of warriors who survive for hours after they are incapacitated by their enemies, only to be rescued by a friend or passing stranger. While many are almost certainly exaggerated there is no doubt that under the right circumstances this elixir can grant a miraculous ability to stave off death.

It takes its name from an old Freeborn story in which the heroic corsair Bolivar i Riqueza tricks Death during a thunderstorm, engaging that dark spirit in a contest of riddles and enigmas. Constantly playing for time, Bolivar keeps the malign entity guessing until the storm passes and the ship reaches shore, saving not only himself and his vessel but all his crew in the process. It is not uncommon to see death mocked or presented as a bumbling idiot in Freeborn humour and a draught of this tonic is often accompanied by a toast that taunts the ever-present spectre of Death.

- Form: Liquid.

- Description: When this cherry-red liquid catches the light it seems to glow. A droplet of this sticky fluid on your fingertip stains it a deep crimson. It smells strongly of fresh berries and has a sweet, dry, fruity flavour.

- Roleplaying Effects: You feel a sudden burst of optimism and renewed hope; feelings of worry, doubt and uncertainty are banished.

- Mechanical Effects: You gain an additional three ranks of Fortitude until the next sunrise. This is a tonic; the effect of any other tonic you have drunk immediately ends.

- Recipe: Two drams each of Imperial Roseweald and Marrowort, and one dram of Cerulean Mazzarine.

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Tisanes of the Labyrinth

These preparations are of special interest to the priests of The Way. Each of these preparations uses Liao, and consequently those apothecaries who master them usually require the assistance of someone with access to that comparatively rare preparation, Under normal circumstances this means a priest with a congregation as a resource.

Usher's Decoction

Consuming this sweet, pale orange preparation allows a character to enhance their ability to perform priest skills.

The dreams that come after a use of Usher's Decoction are troubling to some theological scholars. While many of these dreams seem to be little more than night-time fancies, albeit very vivid ones, there is some circumstantial evidence that the dreamer is actually experiencing one of the dreams originally dreamt by a past life. Priests have reported dreams that made sense only in the context of someone else's life.

- Form: Liquid

- Description:When this pale orange liquid catches the light it seems to glow. It has a light, spicy scent. A tiny droplet of this thin fluid on your tongue reveals it to taste faintly of cherries.

- Roleplaying Effects: Until you next perform or participate in a ceremony, and for a short time afterward, you feel remarkably centred. If you are dedicated to a virtue, you feel a strong urge to take action in line with that virtue. If not, you feel a strong urge to take action in keeping with your personal philosophy. The night after drinking this potion you will have particularly vivid dreams.

- Mechanical Effects: The next time you perform or participate in a ceremony of anointing, consecration, hallow, exorcism, excommunication or testimony the effect is one rank higher than normal. You must possess the appropriate skill to take part in the ceremony. The effects last for ten minutes or until you next perform a religious ceremony.

- Recipe: One dram each of Imperial Roseweald and True Vervain and a single dose of Liao.

Waywalker's Suffusion

Consuming this bitter, midnight blue preparation allows a character to greatly enhance their ability to perform certain priest skills.

Theologians have discussed this potion at some length. There is a school of thought that it somehow places one in contact with those previous incarnations who were either strongly virtuous or were actual priests of The Way, somehow drawing on their presence to empower one's understanding and ability to effect the world. There is little concrete evidence for this, but there are regular - if rare - reports where one of the auditory hallucinations said something that seemed relevant to the situation at hand, or offered a fragment of useful insight.

- Form: Liquid

- Description: When this midnight blue liquid cathes the light it seems to glow. It has a light, spicy scent. A tiny droplet of this thin fluid on your tongue reveals it to have a rich, bitter flavour.

- Roleplaying Effects: Until you next use a priest skill, and for a short time afterward, you are aware of unseen presences as if you are at the centre of an unseen crowd. Occasionally you hear distant muttering or occasionally a comprehensible word or fragment of a sentence.

- Mechanical Effects: The next time you perform or participate in a ceremony of anointing, consecration, hallow, exorcism, excommunication or testimony the effect is two ranks higher than normal. You must possess the appropriate skill to take part in the ceremony. The effects last for ten minutes or until you next perform a religious ceremony.

- Recipe: Two drams each of Cerulean Mazzarine and Marrowort, one dram of True Vervain and two full doses of Liao.

Shadowcrow Infusion

This preparation owes its origins to a Kallavesi remedy that was designed to aid troubled minds. This remedy helped those troubled with traumatic memories, troubled sleep, night terrors and the legacies of hauntings or possessions.

Subsequent study by Kallavesi priests following contact with the Imperial faith revealed a further, at the time unintended, effect upon the soul. Several members of the synod have lobbied on more than one occasion to have the use of this mystical infusion declared illegal, but has not yet succeeded in getting the support of the Senate in doing so. Indeed, some priests argue that seeking to outlaw knowledge is a slippery slope that leads to unvirtuous behaviour.

- Form: Infusion.

- Description: This glimmering silver liquid has a light scent reminiscent of cloves. Tasting it reveals it to have a sharp bitter flavour that is never-the-less quite appealing.

- Roleplaying Effects: Inhaling this infusion causes a momentary anguish, like the sudden separation from a loved one, but there are no other immediate affects.

- Mechanical Effects: Inhaling the steam from this infusion causes your aura to become impossible to read with the insight ceremony or similar effects. You are also unable to make use of liao, true liao, or any religious skill. The effects last until the next sunrise. If you are human, any time you sleep under the influence of the potion, you either do not dream or do not remember your dreams. This is a tonic; the effect of any other tonic you have drunk immediately ends.

- Recipe: One dram of Marrowort and a dose of Liao.

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Titan's Battlemark

Description

A Titan's Battlemark itself is often woven from strong sungold threads, and even those that appear flimsy or diaphanous are extremely resistant to damage. Sturdy oaken shafts support the banner, reinforced with green iron and mithril, and with decorations of dragonbone and weltsilver. While the banner will most likely bear a symbol associated with the warband it represents, it is also common to include depictions of mountains and spreading oaks either on the banner or the pole - and the pole is often marked with Wintermark runes such as unyielding Verys or victorious Tykonus.

Moreso than any other magical standard, a Titan's Battlemark is intended to be bourne by standard bearers who march at the front of their band - leading the charge against the foe. The standard-bearer who wields a Titan's Battlemark can take incredible punishment before they fall. There are stories of banner bearers who have stood resolute in the path of the enemy battle after battle, never faltering, never allowing their flag to touch the ground, inspiring their fellows by their simple unyielding presence as much as anything else.

In the Marches, a Titan's Battlemark is often called a Last Retort. It takes its name from General Jim "the Woodcutter" Pickett, who fought off a Jotun army nearly three times the size of his own near to Fisher Rock at the turn of the third century. With two units armed with pikes and these banners, he punched a hole into the middle of the enemy army that went all the way back to its chieftain, whom he then killed without ceremony. He later remarked that he'd been enraged by the loose comment of a Free Company's captain about the quality of his troops, but decided to prove their worth in battle rather than getting into an argument.

One of the most famous examples of a Titan's Battlemark was the banner crafted by the Merchant Prince Ferdinanda Piacenti di Sarvos for use by the Free company lead by her son Gancio. The company, largely composed of archers, saw extensive action against the Jotun alongside the Towerjacks, fighting in Segura and Kahraman. The crossbow archers of Holberg and Freeborn soldiers alike still refer to a Titan's Battlemark as a Gancio's Gamble or a Sarvosan Standard, in memory of the bravery and sheer stubborn refusal to lose displayed by the company of Gancio Piacenti di Sarvos.

Where a Titan's Battlemark is wielded as a regimental standard, the banner is often the subject of some gentle superstitions. It is considered disrespectful to allow the flag to touch the ground, for example. Anything that splinters the banner pole, or requires it to be replaced, is considered bad luck - but many companies consider it equally bad luck to wipe any blood from the banner-bearer off the pole. The blood, they sometimes claim, strengthens the power of the banner - indeed there are some very old Titan's Battlemarks whose poles have been permanently stained with generations of blood shed by banner bearers who continued to stand despite blows that might have slain several weaker warriors.

Rules

- Form: Magical standard. The phys-rep requirements for a magical standard are more stringent than those of similar items. You must be bearing this banner aloft to use its magical properties.

- Effect: While wielding this standard you gain five additional ranks of the endurance skill.

- Roleplaying Effect: This banner feels surprisingly heavy. While wielding it, you feel driven to finish what you've started.

- Materials: Crafting a Titan's Battlemark requires fourteen ingots of of orichalcum, seven ingots of green iron, seven ingots of weltsilver, nine measures of ambergelt, five measures of beggar's lye, five measures of iridescent gloaming. It takes one month to make one of these items.

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377YE Autumn Equinox Imperial Titles (Redirected from Titles Autumn 377)

Contents

- 1 Overview

- 2 Senators

- 2.1 The Freeborn senators of The Brass Coast

- 2.2 The senators of Dawn

- 2.3 The senators of Highguard

- 2.4 The senators of The League

- 2.5 The senators of The Marches

- 2.6 The senators of the Navarr

- 2.7 The senators of Urizen

- 2.8 The senators of Varushka

- 2.9 The senators of Wintermark

- 2.10 Other Imperial Senate positions

- 3 The Military Council

- 3.1 The Generals of The Brass Coast

- 3.2 The Generals of Dawn

- 3.3 The Generals of Highguard

- 3.4 The Generals of the Imperial Orcs

- 3.5 The General of The League

- 3.6 The Generals of The Marches

- 3.7 The Generals of Navarr

- 3.8 The General of Urizen

- 3.9 The Generals of Varushka

- 3.10 The Generals of Wintermark

- 3.11 Other Military Council Positions

- 4 Cardinals and Gatekeepers of the Imperial Synod

- 4.1 Ambition

- 4.2 Courage

- 4.3 Loyalty

- 4.4 Pride

- 4.5 Prosperity

- 4.6 Vigilance

- 4.7 Wisdom

- 4.8 The Way

- 5 The Imperial Conclave

- 5.1 Archmagi

- 5.2 Grandmasters of the Orders

- 5.3 Other Imperial Conclave Positions

- 6 The Imperial Bourse

- 6.1 Imperial Bourse Positions

- 6.2 National Bourse Positions

- 6.3 Changes to Bourse Seats

- 7 Mercantile Investments

- 7.1 Further Reading

Overview

This information is believed to represent the outcome of the assorted elections and appointments at the Autumn Equinox 377YE.

Senators

The Freeborn senators of The Brass Coast

- Senator for Feroz: Sallur I Mnajdra I Guerra

- Senator for Kahraman: Rauul i Jannat i Requiza (retained seat)

- Senator for Madruga: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell

- Senator for Semmerholm Ywain De Gauvain (retained seat)

- Senator for Weirwater: Lady Adia of House Arwood

The senators of Highguard

- Seantor for Bastion: Brother Gideon of the Scions of Ravenfell

- Senator for Casinea: Zephram of Cantiarch’s Hold (claimed seat from Cyrus of Felix's Watch)

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato (claimed seat from Arsenio Sanguineo Rezia di Tassato)

- Senator for Temeschwar: Oksana Kazaku von Temeschwar

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Richard of Bourholt

- Senator for Mitwold, Pride of the Marches: Bridget Eastville (née Talbot)

- Senator for Upwold, The Silver Chase: Henry Ward (retained seat)

The senators of the Navarr

- Seantor for Hercynia: Rhain

- Senator for Miaren: Rhys

- Senator for Therunin: Caerwyn Summer Crow (retained seat)

The senators of Urizen

- Senator for Morrow: Lucius of Quicksilver Spire (claimed seat from Ioseph)

- Senator for Redoubt: Probus

- Senator for Zenith: Hector of the Spire of the Celestial Cascade.

Senator Hector was revoked by the Imperial Synod during the Spring Equinox, but then re-elected to the post; he cannot be revoked again until after the next time the Senatorship would be elected normally.

The senators of Varushka

- Senator for Karov: Constantin

- Senator for Miekarova: Yelislaveta Syrnova Vlanich

- Senator for Volodmartz: Valentin Ivarovich Severy (claimed seat from Maxim)

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun (retained seat)

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

- Senator for Skarsind: Triva of Tyrshalt

The title of Senator for Skarsind will next be up for election at the Spring Equinox, 378YE.

Other Imperial Senate positions

- The Conscience of the Senate is the Imperial orc Stormcrow Gralka

- The Advisor on orc affairs is Kessek, appointed by the Imperial Orc generals.

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Anwar i Covas i Erigo replaced Yasmina I Ezmara I Erigo of the Fire of the South

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Skayde of the Golden Sun

- General Frederick Novarion of the Eastern Sky (retained his position')

The Generals of Highguard

- General Matthias of the Seventh Wave (retained his position)

- General Ruth, daughter of Esther of the Granite Pillar

The Generals of the Imperial Orcs

- General Bloodcrow Martok replaced Klor of the Winter Sun TBC

- General Braka of the Summer Storm (retained his position)

The General of The League

- General Gabriel Barossa replaced Stanislav Krieger van Temeschwar of the Wolves of War

The Generals of The Marches

- General Richard Talbot of the The Drakes

- General Edwin de Warrene of the Strong Reeds

- General William Tanner of King's Stoke of the bounders (retained his position)

The Generals of Navarr

- General Cerunnos of the Black Thorns (retained his position)

- General Gwai replaced Kale Vigil of the Quiet step

The General of Urizen

- General Tanwyn Ankarien of the Army of the Citadel

The Generals of Varushka

- General Olaf Gregorson Strascovich of the Army of the Northern Eagle

- General Stanislav Borodin Havel of the Army of the Golden Axe

The Generals of Wintermark

- General Vahne of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Other Military Council Positions

- The title of Warmage has fallen vacant due to the death of Septima of Shatterspire towards the end of The Autumn Equinox. New elections will be held at the start of The Winter Solstice, and the newly appointed warmage will serve until the Spring Equinox

Cardinals and Gatekeepers of the Imperial Synod

Ambition

- Olek of the League remained Cardinal of Ambition

- Serrusta Caeli Rezia di Tassato of the League remained as the Gatekeeper of the Ambition Assembly

Courage

- Asher of Highguard was appointed Cardinal of Courage (replacing Lazarus of Highguard)

- Cyrus Cascade of Urizen remained as the Gatekeeper of the Courage Assembly

Loyalty

- Jared of Highguard remained Cardinal of Loyalty

- Friar Alan Young of the Marches remained as the Gatekeeper of the Loyalty Assembly

Pride

- Samson of Highguard was appointed Cardinal of Pride (replaced Epaph of Highguard)

- Meurig Tystwarden of the Navarr remained as the Gatekeeper of the Pride Assembly

Prosperity

- Ynez of the League was appointed Cardinal of Prosperity (replacing Bishop Alexandru Vintla)

- Darius i Esmara i Erigo of the Brass Coast remained as the Gatekeeper of the Prosperity Assembly

Vigilance

- Petra Petrivna Melikov of Varushka remained Cardinal of Vigilance

- Silas of Highguard remained as the Gatekeeper of the Vigilance Assembly

Wisdom

- Agnetha De Rondell of Dawn was appointed Cardinal of Wisdom

- Hywel Summercrow of Navarr was appointed as the Gatekeeper of the Wisdom Assembly

The Way

- Bishop Antonnio Vanzetti of the League remained Cardinal of The Way

- Gralka, an Imperial Orc, remained as the Conscience of the Senate

The Imperial Conclave

Archmagi

- Kallendar Stormcrow declared Archmage of Spring

- Corvus of Auric Horizon declared Archmage of Summer

- Maurice de Gauvain declared Archmage of Autumn

- Savik Summerstorm declared Archmage of Winter

- Darius of Auric Horizon declared Archmage of Day (replaced Callisius Quicksilver)

- Baba Ana declared Archmage of Night

Grandmasters of the Orders

These Grandmasters will serve with these voting strengths until re-election at the Winter Equinox, 377YE.

- Grandmaster of the Order of the Celestial Arch Sejanus with a voting strength of 14

- Grandmaster of the Order of the Golden Pyramid Edmundo I Jannat I Riqueza of the Brass Coast with a voting strength of 16 (replaces William Bolholt of The Marches)

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr with a voting strength of 22

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard with a voting strength of 10

- Grandmaster of the Order of the Shuttered Lantern Dimitri Ivanovich Ionescu of Varushka with a voting strength of 35 (replaced Wyrda Bjornadottir of Wintermark)

- Grandmaster of the Order of the Unfettered Mind Alexei of Varushka with a voting strength of 20

Other Imperial Conclave Positions

- The Varushkan Simargl, the Empty One of the Circle of Zulgan-Tash continues to serve as Dean of the Lyceum

- Iago Melfizzi was appointed to the title of Bursar of the Conclave by declaration before the conclave.

The Imperial Bourse

Under normal circumstances, all Mithril Bourse Seats would have been re-elected or re-appointed during the Equinox. Due to concerns of economic stability in a time of Imperial crisis, the seats gained at the Winter Equinox 376 will run until the Winter Equinox 377 and then the normal process of re-election will begin again.

Imperial Bourse Positions

- The Arratan Gamble is held by Francisco Alestros Sanguineo Rezia di Tassato Mestra (76 crowns & 1 ring)

- The Brilliant Star is held by Lukash Biessek von Temeschwar (101 Crowns)

- The Canterspire Circle is held by Thomas Shanks (90 crowns & 5 rings)

- The Damation Cliffs are held by Vittorio, Butcher's Guild of the League (104 crowns)

- The Fortress of Salt is held by Aedred ap Magor Renwaerd (70 crowns)

- The Golden Trees of Seren are held by Tobias Shanks (90 crowns & 5 rings)

- The Great Mine of Briante is held by Horsa Tyrshalt (70 crowns)

- The Heartwood of the Great Vale is held by Landon of Longridge (55 crowns)

- The Hunt of Alderei the Fair is held by Nikolai Tannhauser (104 crowns)

- The Night Quarry is held by Rodrigo Barossa de Tassato Regario (64 crowns & 5 rings)

- The Scorrero Nets are held by Aesher Endsmeet (30 crowns & 1 ring)

- The Singing Caves are held by Guillamo de Tassato (150 Crowns)

- The Sutton Stone Quarries are held by Sandoval Nieschteri Rezia van Temeschwar (76 crowns & 1 ring)

- The Syrene's Wisdom is held by Silvio de Tassato (80 crowns)

- The Weirwater Vales are held by John Marsh (61 crowns & 2 rings)

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Bohdan Ivanovich Bashnya

- The Legacy (Urizen) is held by Valerian of Phoenix Reach

- The Thimble (Navarr) is held by Idris Eternal

- The Regario Dossier (League) is controlled by Lorenzo “La Volpe” Macelliao von Temeschwar

- The Master of the Imperial Mint (League) is Nicolo Barossa de Tassato Regario

- The Steel Fist (Imperial Orcs) is held by Bruk

- The The Broken Shore Bounty (The Brass Coast)is held by Tabib i Eldaha i Riqueza

- The The Stonefield Ice Caves (Wintermark) is held by Joakim

Changes to Bourse Seats

- The Brilliant Shore has been reclaimed from the Thule but the allocation of the Bourse position by the Senate during The Autumn Equinox was vetoed by The General Assembly of the Imperial Synod and hence no one could be appointed to the position. Its allocation is now waiting for a standard Senate motion to be raised (which can occur no earlier than the Saturday evening senate session of The Winter Solstice); the seat continues to accrue mithril until it is successfully allocated.

- The Vigilant Swan (Highguard) has been lost to the Druj due to their conquest of Reikos. The seat will not be auctioned again until it is recovered.

Mercantile Investments

- The position of Spider's Tollkeep has not yet been appointed; it well be appointed at the Winter Solstice 377.

- The position of Keeper of the Spice Gardens has been vacated; it will be appointed at the Winter Solstice 377.

Further Reading

- 377YE Autumn Equinox Senate Sessions

- 377YE Autumn Equinox Synod Judgements

- Titles by event

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Autumn_Equinox_Imperial_Titles&oldid=25395"

377YE Spring Equinox Imperial Titles (Redirected from Titles Spring 377)

Contents

- 1 Overview

- 2 Senators

- 2.1 The Freeborn senators of The Brass Coast

- 2.2 The senators of Dawn

- 2.3 The senators of Highguard

- 2.4 The senators of The League

- 2.5 The senators of The Marches

- 2.6 The senators of the Navarr

- 2.7 The senators of Urizen

- 2.8 The senators of Varushka

- 2.9 The senators of Wintermark

- 2.10 Other Imperial Senate positions

- 3 The Military Council

- 3.1 The Generals of The Brass Coast

- 3.2 The Generals of Dawn

- 3.3 The Generals of Highguard

- 3.4 The Generals of the Imperial Orcs

- 3.5 The General of The League

- 3.6 The Generals of The Marches

- 3.7 The Generals of Navarr

- 3.8 The General of Urizen

- 3.9 The Generals of Varushka

- 3.10 The Generals of Wintermark

- 3.11 Other Military Council Positions

- 4 Cardinals and Gatekeepers of the Imperial Synod

- 4.1 Ambition

- 4.2 Courage

- 4.3 Loyalty

- 4.4 Pride

- 4.5 Prosperity

- 4.6 Vigilance

- 4.7 Wisdom

- 4.8 The Way

- 5 The Imperial Conclave

- 5.1 Archmagi

- 5.2 Grandmasters of the Orders

- 5.3 Other Imperial Conclave Positions

- 6 The Imperial Bourse

- 6.1 Imperial Bourse Positions

- 6.2 National Bourse Positions

- 6.3 Further reading

Overview

Following the death of state of emergency at the previous year's Winter Solstice, only a handful of titles were appointed or re-appointed during the Spring Equinox.

Senators

The Freeborn senators of The Brass Coast

- Senator for Feroz: Sallur I Mnajdra I Guerra

- Senator for Kahraman: Rauul i Jannat i Riqueza

- Senator for Madruga: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell (Proxied)

- Senator for Semmerholm Ywain De Gauvain

- Senator for Weirwater: Marek

The senators of Highguard

- Seantor for Bastion: Simiel of the Shattered Tower

- Senator for Casinea: Cyrus of Felix's Watch

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Miroslav

- Senator for Tassato: Arsenio Sanguineo Rezia di Tassato

- Senator for Temeschwar: Oksana Kazaku von Temeschwar

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Richard of Bourholt

- Senator for Mitwold, Pride of the Marches: Bridget Talbot

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Seantor for Hercynia: Cei Windstrider

- Senator for Miaren: Bledri Eternal

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ioseph

- Senator for Redoubt: Probus

- Senator for Zenith: Hector of the Spire of the Celestial Cascade.

Senator Hector was revoked by the Imperial Synod but then re-elected to the post; he cannot be revoked again until after the next time the Senatorship would be elected normally.

The senators of Varushka

- Senator for Karov: Konstantin

- Senator for Miekarova: Yelislaveta Syrnova Vlanich

- Senator for Volodmartz: Maxim

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

Other Imperial Senate positions

- The Conscience of the Senate is the Imperial orc Stormcrow Gralka

The Military Council

The Generals of The Brass Coast

- General Yasmina i Ezmara i Erigo of the Red Wind Corsairs

- General Deigo i Guerra of the Fire of the South

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Eryk Rykker of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Matthias of the Seventh Wave

- General Ruth, daughter of Esther of the Granite Pillar

The Generals of the Imperial Orcs

- General Klor of the Winter Sun

- General Braka of the Summer Storm

The General of The League

- General Stanislav Krieger van Temeschwar of the Wolves of War

The Generals of The Marches

- General Bjorn of the The Drakes

- General Edwin de Warrene of the Strong Reeds

- General William Tanner of King's Stoke of the bounders

The Generals of Navarr

- General Cerunnos of the Black Thorns

- General Kale Vigil of the Quiet step

The General of Urizen

- General Decius Cascade of the Army of the Citadel

The Generals of Varushka

- General Zakhar Dragovin Vassillich, called the grim of the Army of the Northern Eagle

- General Stanislav Borodin Havel of the Army of the Golden Axe

The Generals of Wintermark

- General Merrick of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Other Military Council Positions

- Septima of Shatterspire was appointed Warmage.

Cardinals and Gatekeepers of the Imperial Synod

Ambition

- Olek of the League was appointed Cardinal of Ambition

- Serrusta Caeli Rezia di Tassato of the League was appointed as the Gatekeeper of the Ambition Assembly

Courage

- Lazarus of Highguard was appointed Cardinal of Courage

- Asher of Highguard was appointed as the Gatekeeper of the Courage Assembly

Loyalty

- Bishop Julius Cavita of the League remained Cardinal of Loyalty

- Friar Alan Young of the Marches remained as the Gatekeeper of the Loyalty Assembly

There is some minorquestion as to whether Brother Alan was gatekeeper or not, which has not yet been resolved.

Pride

- Josephine of Dawn was appointed Cardinal of Pride

- Meurig Tystwarden of the Navarr remained as the Gatekeeper of the Pride Assembly

Prosperity

- Bishop Alexandru Vintla of the League remained Cardinal of Prosperity

- Darius i Esmara i Erigo of the Brass Coast remained as the Gatekeepe of the Prosperity Assembly

Vigilance

- Petra Petrivna Melikov of Varushka was appointed Cardinal of Vigilance

- Silas of Highguard was appointed as the Gatekeeper of the Vigilance Assembly

Wisdom

- Guide Tockryn Nighthaven of the Navarr remained Cardinal of Wisdom

- Agnetha de Rondell of Dawn was appointed as the Gatekeeper of the Wisdom Assembly

The Way

- Bishop Antonnio Vanetti of the League remained Cardinal of The Way

- Gralka, an Imperial Orc, remained as the Conscience of the Senate

The Imperial Conclave

Archmagi

- Kallendar Stormcrow declared Archmage of Spring

- Corvus of Auric Horizon declared Archmage of Summer

- Maurice de Gauvain declared Archmage of Autumn

- Savik Summerstorm declared Archmage of Winter

- Callisius Quicksilver declared Archmage of Day

- Baba Ana declared Archmage of Night

Grandmasters of the Orders

These Grandmasters will serve with these voting strengths until re-election at the beginning of the Spring Equinox, 377YE.

- Grandmaster of the Order of the Celestial Arch Sejanus with a voting strength of 36

- Grandmaster of the Order of the Golden Pyramid William Bolholt of The Marches with a voting strength of 76

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr with a voting strength of 42

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard with a voting strength of 41

- Grandmaster of the Order of the Shuttered Lantern Wyrda Bjornadottir of Wintermark with a voting strength of 63

- Grandmaster of the Order of the Unfettered Mind Alexei of Varushka with a voting strength of 46

Other Imperial Conclave Positions

- The Varushkan Simargl, the Empty One of the Circle of Zulgan-Tash was appointed Dean of the Lyceum by declaration of the Conclave.

The Imperial Bourse

These seats are usually auctioned at various points throughout the year. Due to concerns of economic stability in a time of Imperial crisis, the seats gained at the Winter Equinox 376 will run until the Winter Equinox 377 and then the normal process of re-election will begin again.

Imperial Bourse Positions

- The Arratan Gamble is held by Francisco Alestros Sanguineo Rezia di Tassato Mestra (76 crowns & 1 ring)

- The Brilliant Star is held by Lukash Biessek von Temeschwar (101 Crowns)

- The Canterspire Circle is held by Thomas Shanks (90 crowns & 5 rings)

- The Damation Cliffs are held by Vittorio, Butcher's Guild of the League (104 crowns)

- The Fortress of Salt is held by Aedred ap Magor Renwaerd (70 crowns)

- The Golden Trees of Seren are held by Tobias Shanks (90 crowns & 5 rings)

- The Great Mine of Briante is held by Horsa Tyrshalt (70 crowns)

- The Heartwood of the Great Vale is held by Landon of Longridge (55 crowns)

- The Hunt of Alderei the Fair is held by Nikolai Tannhauser (104 crowns)

- The Night Quarry is held by Rodrigo Barossa de Tassato Regario (64 crowns & 5 rings)

- The Scorrero Nets are held by Aesher Endsmeet (30 crowns & 1 ring)

- The Singing Caves are held by Guillamo de Tassato (150 Crowns)

- The Sutton Stone Quarries are held by Sandoval Nieschteri Rezia van Temeschwar (76 crowns & 1 ring)

- The Syrene's Wisdom is held by Silvio de Tassato (80 crowns)

- The Weirwater Vales are held by John Marsh (61 crowns & 2 rings)

- The Brilliant Shore is held by the Thule and will not be auctioned until Skarsind is once again an Imperial territory.

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Bohdan Ivanovich Bashnya

- The Legacy (Urizen) is held by Valerian of Phoenix Reach

- The Thimble (Navarr) is held by Idris Eternal

- The Vigilant Swan (Highguard) is held by Obadiah of Cantiarch's Hold

- The Regario Dossier (League) is controlled by Lorenzo “La Volpe” Macelliao von Temeschwar

- The Master of the Imperial Mint (League) is Nicolo Barossa de Tassato Regario

- The Steel Fist (Imperial Orcs) is held by Bruk

- The The Broken Shore Bounty (The Brass Coast)is held by Tabib i Eldaha i Riqueza

- The The Stonefield Ice Caves (Wintermark) is held by Joakim

Further reading

- 377YE Spring Equinox Senate Sessions

- 377YE Spring Equinox Synod Judgements

- Titles by event

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Spring_Equinox_Imperial_Titles&oldid=25391"

Titles Summer 377

Contents

- 1 Overview

- 2 Senators

- 2.1 The Freeborn senators of The Brass Coast

- 2.2 The senators of Dawn

- 2.3 The senators of Highguard

- 2.4 The senators of The League

- 2.5 The senators of The Marches

- 2.6 The senators of the Navarr

- 2.7 The senators of Urizen

- 2.8 The senators of Varushka

- 2.9 The senators of Wintermark

- 2.10 Other Imperial Senate positions

- 3 The Military Council

- 3.1 The Generals of The Brass Coast

- 3.2 The Generals of Dawn

- 3.3 The Generals of Highguard

- 3.4 The Generals of the Imperial Orcs

- 3.5 The General of The League

- 3.6 The Generals of The Marches

- 3.7 The Generals of Navarr

- 3.8 The General of Urizen

- 3.9 The Generals of Varushka

- 3.10 The Generals of Wintermark

- 3.11 Other Military Council Positions

- 4 Cardinals and Gatekeepers of the Imperial Synod

- 4.1 Ambition

- 4.2 Courage

- 4.3 Loyalty

- 4.4 Pride

- 4.5 Prosperity

- 4.6 Vigilance

- 4.7 Wisdom

- 4.8 The Way

- 5 The Imperial Conclave

- 5.1 Archmagi

- 5.2 Grandmasters of the Orders

- 5.3 Other Imperial Conclave Positions

- 6 The Imperial Bourse

- 6.1 Imperial Bourse Positions

- 6.2 National Bourse Positions

- 6.3 Further Reading

Overview

Following the state of emergency at the previous year's Winter Solstice, normality resumes with the first series of annual re-elections.

Senators

The Freeborn senators of The Brass Coast

- Senator for Feroz: Sallur I Mnajdra I Guerra (retained seat)

- Senator for Kahraman: Rauul i Jannat i Riqueza

- Senator for Madruga: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell

- Senator for Semmerholm Ywain De Gauvain

- Senator for Weirwater: Lady Adia of House Arwood (claimed seat from Marek)

The senators of Highguard

- Seantor for Bastion: Gideon (claimed seat from Simiel of the Shattered Tower)

- Senator for Casinea: Cyrus of Felix's Watch

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Mirislav (retained seat)

- Senator for Tassato: Arsenio Sanguineo Rezia di Tassato

- Senator for Temeschwar: Oksana Kazaku von Temeschwar

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Richard of Bourholt

- Senator for Mitwold, Pride of the Marches: Bridget Eastville (née Talbot)

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Seantor for Hercynia: Rhain replaced Cei Windstrider who was revoked by the Navarr National Assembly in his absence

- Senator for Miaren: Rhys (claimed seat from Bledri Eternal)

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ioseph

- Senator for Redoubt: Probus (retained seat)

- Senator for Zenith: Hector of the Spire of the Celestial Cascade.

Senator Hector was revoked by the Imperial Synod during the Spring Equinox, but then re-elected to the post; he cannot be revoked again until after the next time the Senatorship would be elected normally.

The senators of Varushka

- Senator for Karov: Constantin (retained seat)

- Senator for Miekarova: Yelislaveta Syrnova Vlanich

- Senator for Volodmartz: Maxim

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte (retained seat)

This scribe would like to offer humble apologies to the Senator for Hahnmark for consistently spelling his name incorrectly in multiple cases, and hopes that all such incidents are now corrected.

Other Imperial Senate positions

- The Conscience of the Senate is the Imperial orc Stormcrow Gralka

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs (replacing Yasmina i Ezmara i Erigo)

- General Yasmina I Ezmara I Erieo replaced Deigo i Guerra of the Fire of the South TBC

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Skayde of the Golden Sun (replacing Eryk Rykker)

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Matthias of the Seventh Wave

- General Ruth, daughter of Esther of the Granite Pillar (retained her position)

The Generals of the Imperial Orcs

- General Bloodcrow Martok replaced Klor of the Winter Sun TBC

- General Braka of the Summer Storm (retained his position)

The General of The League

- General Stanislav Krieger van Temeschwar of the Wolves of War

The Generals of The Marches

- General Richard Talbot of the The Drakes (replacing Bjorn)

- General Edwin de Warrene of the Strong Reeds

- General William Tanner of King's Stoke of the bounders

The Generals of Navarr

- General Cerunnos of the Black Thorns (retained his position)

- General Kale Vigil of the Quiet step

The General of Urizen

- General Tanwyn Ankarien of the Army of the Citadel (replacing Decius Cascade)

The Generals of Varushka

- General Olaf Gregorson Strascovichlaf of the Army of the Northern Eagle (replacing Zakhar Dragovin Vassillich, called the grim )

- General Stanislav Borodin Havel of the Army of the Golden Axe

The Generals of Wintermark

- General Vahne of the Green Shield Army 'replaced General Merrick whose position was revoked by the Wintermark National Assembly in his absence.

- General Erkenbrand of Tyrsholm of the Fist of the Mountain (retained his position)

Other Military Council Positions

- Septima of Shatterspire was appointed Warmage.

Cardinals and Gatekeepers of the Imperial Synod

Ambition

- Olek of the League remainedd Cardinal of Ambition

- Serrusta Caeli Rezia di Tassato of the League remained as the Gatekeeper of the Ambition Assembly

Courage

- Lazarus of Highguard remained Cardinal of Courage

- Cyrus Cascade of Urizen was appointed as the Gatekeeper of the Courage Assembly

Loyalty

- Jared of Highguard was appointed Cardinal of Loyalty

- Friar Alan Young of the Marches remained as the Gatekeeper of the Loyalty Assembly

Pride

- Epaph of Highguard was appointed Cardinal of Pride

- Meurig Tystwarden of the Navarr remained as the Gatekeeper of the Pride Assembly

Prosperity

- Bishop Alexandru Vintla of the League remained Cardinal of Prosperity

- Darius i Esmara i Erigo of the Brass Coast remained as the Gatekeeper of the Prosperity Assembly

Vigilance

- Petra Petrivna Melikov of Varushka remained Cardinal of Vigilance

- Silas of Highguard remained as the Gatekeeper of the Vigilance Assembly

Wisdom

- Agnetha De Rondell of Dawn was appointed Cardinal of Wisdom

- Hywel Summercrow of Navarr was appointed as the Gatekeeper of the Wisdom Assembly

The Way

- Bishop Antonnio Vanzetti of the League remained Cardinal of The Way

- Gralka, an Imperial Orc, remained as the Conscience of the Senate

The Imperial Conclave

Archmagi

- Kallendar Stormcrow declared Archmage of Spring

- Corvus of Auric Horizon declared Archmage of Summer

- Maurice de Gauvain declared Archmage of Autumn

- Savik Summerstorm declared Archmage of Winter

- Callisius Quicksilver declared Archmage of Day

- Baba Ana declared Archmage of Night

Grandmasters of the Orders

These Grandmasters will serve with these voting strengths until re-election at the Autumn Equinox, 377YE.

- Grandmaster of the Order of the Celestial Arch Sejanus with a voting strength of ??

- Grandmaster of the Order of the Golden Pyramid William Bolholt of The Marches with a voting strength of ??

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr with a voting strength of ??

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard with a voting strength of ??

- Grandmaster of the Order of the Shuttered Lantern Wyrda Bjornadottir of Wintermark with a voting strength of ??

- Grandmaster of the Order of the Unfettered Mind Alexei of Varushka with a voting strength of ??

Other Imperial Conclave Positions

- The Varushkan Simargl, the Empty One of the Circle of Zulgan-Tash was appointed Dean of the Lyceum by declaration of the Conclave.

The Imperial Bourse

Under normal circumstances, all White Granite Bourse Seats would have been re-elected or re-appointed during the Solstice. Due to concerns of economic stability in a time of Imperial crisis, the seats gained at the Winter Equinox 376 will run until the Winter Equinox 377 and then the normal process of re-election will begin again.

Imperial Bourse Positions

- The Arratan Gamble is held by Francisco Alestros Sanguineo Rezia di Tassato Mestra (76 crowns & 1 ring)

- The Brilliant Star is held by Lukash Biessek von Temeschwar (101 Crowns)

- The Canterspire Circle is held by Thomas Shanks (90 crowns & 5 rings)

- The Damation Cliffs are held by Vittorio, Butcher's Guild of the League (104 crowns)

- The Fortress of Salt is held by Aedred ap Magor Renwaerd (70 crowns)

- The Golden Trees of Seren are held by Tobias Shanks (90 crowns & 5 rings)

- The Great Mine of Briante is held by Horsa Tyrshalt (70 crowns)

- The Heartwood of the Great Vale is held by Landon of Longridge (55 crowns)

- The Hunt of Alderei the Fair is held by Nikolai Tannhauser (104 crowns)

- The Night Quarry is held by Rodrigo Barossa de Tassato Regario (64 crowns & 5 rings)

- The Scorrero Nets are held by Aesher Endsmeet (30 crowns & 1 ring)

- The Singing Caves are held by Guillamo de Tassato (150 Crowns)

- The Sutton Stone Quarries are held by Sandoval Nieschteri Rezia van Temeschwar (76 crowns & 1 ring)

- The Syrene's Wisdom is held by Silvio de Tassato (80 crowns)

- The Weirwater Vales are held by John Marsh (61 crowns & 2 rings)

- The Brilliant Shore is held by the Thule and will not be auctioned until Skarsind is once again an Imperial territory.

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Bohdan Ivanovich Bashnya

- The Legacy (Urizen) is held by Valerian of Phoenix Reach

- The Thimble (Navarr) is held by Idris Eternal

- The Vigilant Swan (Highguard) is held by Obadiah of Cantiarch's Hold

- The Regario Dossier (League) is controlled by Lorenzo “La Volpe” Macelliao von Temeschwar

- The Master of the Imperial Mint (League) is Nicolo Barossa de Tassato Regario

- The Steel Fist (Imperial Orcs) is held by Bruk

- The The Broken Shore Bounty (The Brass Coast)is held by Tabib i Eldaha i Riqueza

- The The Stonefield Ice Caves (Wintermark) is held by Joakim

Further Reading

- You can learn about the Senate motions proposed during the Summer Solstice here

- You can learn about the Synod Judgements of the Summer Solstice here

- You can return to the index of titles here.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Titles_Summer_377&oldid=23640"

376YE Winter Solstice Imperial Titles (Redirected from Titles Winter 376)

Contents

- 1 Overview

- 2 Senators

- 2.1 The Freeborn senators of The Brass Coast

- 2.2 The senators of Dawn

- 2.3 The senators of Highguard

- 2.4 The senators of The League

- 2.5 The senators of The Marches

- 2.6 The senators of the Navarr

- 2.7 The senators of Urizen

- 2.8 The senators of Varushka

- 2.9 The senators of Wintermark

- 3 The Military Council

- 3.1 The Generals of The Brass Coast

- 3.2 The Generals of Dawn

- 3.3 The Generals of Highguard

- 3.4 The Generals of the Imperial Orcs

- 3.5 The General of The League

- 3.6 The Generals of The Marches

- 3.7 The Generals of Navarr

- 3.8 The General of Urizen

- 3.9 The Generals of Varushka

- 3.10 The Generals of Wintermark

- 4 Cardinals and Gatekeepers of the Imperial Synod

- 4.1 Ambition

- 4.2 Courage

- 4.3 Loyalty

- 4.4 Pride

- 4.5 Prosperity

- 4.6 Vigilance

- 4.7 Wisdom

- 4.8 The Way

- 5 The Imperial Conclave

- 5.1 Archmagi

- 5.2 Grandmasters of the Orders

- 6 The Imperial Bourse

- 6.1 Imperial Bourse Positions

- 6.2 National Bourse Positions

- 6.3 Further Reading

Overview

Following the death of the Empress Britta and many other Imperial officers, a state of emergency was called. Many Imperial titles were re-appointed during the Winter summit.

Senators

The Freeborn senators of The Brass Coast

- Senator for Feroz: Raul

- Senator for Kahraman: Salur

- Senator for Madruga: Zeref i Ezmara i Erigo (later proxied by Yalda i Ezmara i Erigo)

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell

- Senator for Semmerholm Ywain De Gauvain

- Senator for Weirwater: Marek

The senators of Highguard

- Seantor for Bastion: Simiel of the Shattered Tower

- Senator for Casinea: Cyrus of Felix's Watch

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Miroslav

- Senator for Tassato: Arsenio Sanguineo Rezia di Tassato

- Senator for Temeschwar: Oksana Kazaku von Temeschwar

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Richard of Bourholt

- Senator for Mitwold, Pride of the Marches: Bridget Talbot

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Seantor for Hercynia: Cei Windstrider

- Senator for Miaren: Bledri Eternal

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Ioseph

- Senator for Redoubt: Probus

- Senator for Zenith: Hector Cascade

The senators of Varushka

- Senator for Karov: Konstantin

- Senator for Miekarova: Yelislaveta Syrnova Vlanich

- Senator for Volodmartz: Maxim

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

The Military Council

The Generals of The Brass Coast

- General Yasmina i Ezmara i Erigo of the Red Wind Corsairs

- General Deigo i Guerra of the Fire of the South

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Eryk Rykker of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Matthias of the Seventh Wave

- General Ruth, daughter of Esther of the Granite Pillar

The Generals of the Imperial Orcs

- General Klor of the Winter Sun

- General Braka of the Summer Storm

The General of The League

- General Stanislav Krieger van Temeschwar of the Wolves of War

The Generals of The Marches

- General Bjorn of the The Drakes

- General Edwin de Warrene of the Strong Reeds

- General William Tanner of King's Stoke of the bounders

The Generals of Navarr

- General Cerunnos of the Black Thorns

- General Kale Vigil of the Quiet step

The General of Urizen

- General Decius Cascade of the Army of the Citadel

The Generals of Varushka

- General Zakhar Dragovin Vassillich, called the grim of the Army of the Northern Eagle

- General Stanislav Borodin Havel of the Army of the Golden Axe

The Generals of Wintermark

- General Merrick of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Cardinals and Gatekeepers of the Imperial Synod

Ambition

- Bishop Serrusto Caeli Rezia di Tassato of the League was appointed Cardinal of Ambition

- Silent John of the Marches was appointed as the Gatekeeper of the Ambition Assembly

Courage

- Beorn Y’Basden of the Navarr was appointed Cardinal of Courage

- Asher of Highguard was appointed as the Gatekeeper of the Courage Assembly

Loyalty

- Bishop Julius Cavita of the League was appointed Cardinal of Loyalty

- Friar Alan Young of the Marches was appointed as the Gatekeeper of the Loyalty Assembly

Pride

- Friar Langdon Tor of the Marches was appointed Cardinal of Pride

- Meurig Tystwarden of the Navarr was appointed as the Gatekeeper of the Pride Assembly

Prosperity

- Bishop Alexandru Vintla of the League was appointed Cardinal of Prosperity

- Darius i Esmara i Erigo of the Brass Coast was appointed as the Gatekeepe of the Prosperity Assembly

Vigilance

- Sirka Parakgoosier Bashnya of Varushka was appointed Cardinal of Vigilance

- Abraham of Highguard was appointed as the Gatekeeper of the Vigilance Assembly

Wisdom

- Guide Tockryn Nighthaven of the Navarr was appointed Cardinal of Wisdom

- Starac of Varushka was appointed as the Gatekeeper of the Wisdom Assembly

The Way

- Bishop Antonnio Vanetti of the League was appointed Cardinal of The Way

- Gralka, an Imperial Orc, was appointed as the Conscience of the Senate

The Imperial Conclave

Archmagi

- Kallendar Stormcrow declared Archmage of Spring

- Corvus of Auric Horizon declared Archmage of Summer

- Maurice de Gauvain declared Archmage of Autumn

- Savik Summerstorm declared Archmage of Winter

- Callisius Quicksilver declared Archmage of Day

- Baba Ana declared Archmage of Night

Grandmasters of the Orders

These Grandmasters will serve with these voting strengths until re-election at the beginning of the Spring Equinox, 377YE.

- Grandmaster of the Order of the Celestial Arch Sejanus with a voting strength of 36

- Grandmaster of the Order of the Golden Pyramid William Bolholt of The Marches with a voting strength of 76

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr with a voting strength of 42

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard with a voting strength of 41

- Grandmaster of the Order of the Shuttered Lantern Wyrda Bjornadottir of Wintermark with a voting strength of 63

- Grandmaster of the Order of the Unfettered Mind Alexei of Varushka with a voting strength of 46

The Imperial Bourse

These seats are usually auctioned at various points throughout the year. Due to concerns of economic stability in a time of Imperial crisis, the seats gained at the Winter Equinox 376 will run until the Winter Equinox 377 and then the normal process of re-election will begin again.

Imperial Bourse Positions

- The Arratan Gamble is held by Francisco Alesthos Sangiene Relia de'Tessato Mestra (76 crowns & 1 ring)

- The Brilliant Star is held by Lukash Biessek von Temeschwar (101 Crowns)

- The Canterspire Circle is held by Thomas Shanks (90 crowns & 5 rings)

- The Damation Cliffs are held by Vittorio, Butcher's Guild of the League (104 crowns)

- The Fortress of Salt is held by Aedred ap Magor Renwaerd (70 crowns)

- The Golden Trees of Seren are held by Tobias Shanks (90 crowns & 5 rings)

- The Great Mine of Briante is held by Horsa Tysalt (70 crowns)

- The Heartwood of the Great Vale is held by Landon Landridge (?) (55 crowns)

- The Hunt of Alderei the Fair is held by Nicolai Tarrnhausen (104 crowns)

- The Night Quarry is held by Rudviso Garnossa (64 crowns & 5 rings)

- The Scorrero Nets are held by Aesher Endsmeet (30 crowns & 1 ring)

- The Singing Caves are held by Guillamo deTassato (150 Crowns)

- The Sutton Stone Quarries are held by Sandoval Meichteri Relia van Temekhlvan (76 crowns & 1 ring)

- The Syrene's Wisdom is held by Silvio De'Tassato (80 crowns)

- The Weirwater Vales are held by John Marsh (61 crowns & 2 rings)

- The Brilliant Shore is held by the Thule and will not be auctioned until Skarsind is once again an Imperial territory.

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The Eternal Shafts of Time (Varushka) are held by Tamasz Stracovich

- The Granites of Veltsgorsk (Varushka) are held by Bohdan Ivanovich Bashry

- The Legacy (Urizen) is held by Valerion of Phoenix Reach

- The Thimble (Navarr) is held by Idris Eternal

- The Vigilant Swan (Highguard) is held by Obediah of Cantiarch’s Hold

- The Regario Dossier (League) is controlled by Lorenzo la Vulpe

- The Master of the Imperial Mint (League) is Nicolo Barrossa DeTassato

- The Steel Fist is appointed during the Spring Equinox

- The Broken Shore Bounty is appointed during the Spring Equinox

- The Stonefield Ice Caves is appointed during the Spring Equinox

Further Reading

- 376YE Winter Solstice Senate Sessions

- 376YE Winter Solstice Synod Judgements

- Titles by event

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=376YE_Winter_Solstice_Imperial_Titles&oldid=25399"

377YE Winter Solstice Imperial Titles (Redirected from Titles Winter 377)

Contents

- 1 Overview

- 2 The Imperial Senate

- 2.1 The Freeborn senators of The Brass Coast

- 2.2 The senators of Dawn

- 2.3 The senators of Highguard

- 2.4 The senators of The League

- 2.5 The senators of The Marches

- 2.6 The senators of the Navarr

- 2.7 The senators of Urizen

- 2.8 The senators of Varushka

- 2.9 The senators of Wintermark

- 2.10 Other Imperial Senate positions

- 2.11 Sinecures selected by senators

- 3 The Military Council

- 3.1 The Generals of The Brass Coast

- 3.2 The Generals of Dawn

- 3.3 The Generals of Highguard

- 3.4 The Generals of the Imperial Orcs

- 3.5 The General of The League

- 3.6 The Generals of The Marches

- 3.7 The Generals of Navarr

- 3.8 The General of Urizen

- 3.9 The Generals of Varushka

- 3.10 The Generals of Wintermark

- 3.11 Other Military Council Positions

- 4 The Imperial Synod

- 4.1 Ambition

- 4.2 Courage

- 4.3 Loyalty

- 4.4 Pride

- 4.5 Prosperity

- 4.6 Vigilance

- 4.7 Wisdom

- 4.8 The Way

- 5 The Imperial Conclave

- 5.1 Archmagi

- 5.2 Grandmasters of the Orders

- 5.3 Other Imperial Conclave Positions

- 6 The Imperial Bourse

- 6.1 Imperial Bourse Positions

- 6.2 National Bourse Positions

- 6.3 Mercantile Investments

- 6.4 Other Bourse Positions

- 7 Further Reading

Overview

This information is believed to represent the outcome of the assorted elections and appointments at the Winter Solstice 377YE.

The Imperial Senate

The Freeborn senators of The Brass Coast

- Senator for Feroz: Sallur I Mnajdra I Guerra

- Senator for Kahraman: Rauul i Jannat i Requiza

- Senator for Madruga: Avisena i Ezmara i Guerra

The senators of Dawn

- Senator for Astolat: Bohemond De Rondell

- Senator for Semmerholm Ywain De Gauvain

- Senator for Weirwater: Lady Adia of House Arwood

The senators of Highguard

- Seantor for Bastion: Solomon

- Senator for Casinea: Zephram of Cantiarch’s Hold

- Senator for Necropolis: Adamah of the Silent Tide

The senators of The League

- Senator for Sarvos: Mirislav

- Senator for Tassato: Cesare Sanguineo Rezia Di Tassato

- Senator for Temeschwar: Drogon Morosini

The senators of The Marches

- Senator for Bregasland, the Dour Fens: Orrick

- Senator for Mitwold, Pride of the Marches: Bridget Eastville (née Talbot)

- Senator for Upwold, The Silver Chase: Henry Ward

The senators of the Navarr

- Seantor for Hercynia: Rhain

- Senator for Miaren: Rhys

- Senator for Therunin: Caerwyn Summer Crow

The senators of Urizen

- Senator for Morrow: Lucius of Quicksilver Spire

- Senator for Redoubt: Probus

- Senator for Zenith: Cato

The senators of Varushka

- Senator for Karov: Constantin

- Senator for Miekarova: Radomir

- Senator for Volodmartz: Vitomyr Krasiludovich Antonov

The senators of Wintermark

- Senator for Hahnmark: Hengest Dun

- Senator for Kallavesa: Uskolli

- Senator for Sermersuaq: Atte

- Senator for Skarsind: Triva of Tyrshalt

Other Imperial Senate positions

- The Conscience of the Senate is Gideon of the Sons of Couros

- The Advisor on orc affairs is Irontide Bruc

- The Imperial Master of Works is Richard Tunstall

- The Bursar of the Imperial Academy is Titus Hopkirk

Sinecures selected by senators

- The sinecure of Spider's Tollkeep is held by Rafa'eet i Contra i Guerra

- The sinecure of Keeper of the Spice Gardens is held by Reina i Shartha i Riquez

- The sinecure of Guardian of Britta's Shrine is held by Ruth of the Cenotaph in Highguard

The Military Council

The Generals of The Brass Coast

- General Estana I Mestiere I Guerra of the Red Wind Corsairs

- General Anwar i Covas i Erigo replaced Yasmina I Ezmara I Erigo of the Fire of the South

The Generals of Dawn

- General Floree de Rondell of the Hounds of Glory

- General Clarence Oswald of the Golden Sun

- General Frederick Novarion of the Eastern Sky

The Generals of Highguard

- General Matthias of the Seventh Wave

- General Ruth, daughter of Esther of the Granite Pillar

The Generals of the Imperial Orcs

- General Bloodcrow Martok replaced Klor of the Winter Sun TBC

- General Braka of the Summer Storm

The General of The League

- General Gabriel Barossa replaced Stanislav Krieger van Temeschwar of the Wolves of War

The Generals of The Marches

- General Richard Talbot of the The Drakes

- General Jack Flint of the Strong Reeds

- General William Tanner of King's Stoke of the bounders

The Generals of Navarr

- General Carr Foxden of the Black Thorns

- General Gwai replaced Kale Vigil of the Quiet step

The General of Urizen

- General Tanwyn Ankarien of the Army of the Citadel

The Generals of Varushka

- General Olaf Gregorson Strascovich of the Army of the Northern Eagle

- General Stanislav Borodin Havel of the Army of the Golden Axe

The Generals of Wintermark

- General Vahne of the Green Shield Army

- General Erkenbrand of Tyrsholm of the Fist of the Mountain

Other Military Council Positions

- Warmage Vaan of Auric Horizon

- The title of Quartermaster General of the Imperial Armies is held by Janusz Dalibor von Temeschwar of the League

The Imperial Synod

Ambition

- Cardinal Olek of the League

- Gatekeeper Serrusta Caeli Rezia di Tassato of the League

Courage

- Cardinal Asher of Felix's Watch in Highguard

- Gatekeeper Cyrus Cascade of Urizen

Loyalty

- Cardinal Jared of the Suns of Courous, Highguard

- Gatekeeper Friar Alan Young of the Marches remained as the Gatekeeper of the Loyalty Assembly

Pride

- Cardinal Samson of Cantiarch's Hold, Highguard

- Gatekeeper Meurig Tystwarden of the Navarr remained as the Gatekeeper of the Pride Assembly

Prosperity

- Cardinal Ynez di Carcomare of the League

- Gatekeeper Darius i Esmara i Erigo of the Brass Coast

Vigilance

- Cardinal Petra Petrivna Melikov of Varushka

- Gatekeeper Silas of Highguard

Wisdom

- Cardinal Agnetha De Rondell of Dawn

- Gatekeeper Hywel Summercrow of Navarr

The Way

- Bishop Antonnio Vanzetti of the League

- Conscience of the Senate - Gideon of the Sons of Couros

The Imperial Conclave

Archmagi

- Kallendar Stormcrow declared Archmage of Spring

- Corvus of Auric Horizon declared Archmage of Summer

- Maurice de Gauvain declared Archmage of Autumn

- Savik Summerstorm declared Archmage of Winter

- Darius of Auric Horizon declared Archmage of Day

- Baba Ana declared Archmage of Night

Grandmasters of the Orders

- Grandmaster of the Order of the Celestial Arch Sejanus

- Grandmaster of the Order of the Golden Pyramid Edmundo I Jannat I Riqueza of the Brass Coast

- Grandmaster of the Order of the Rod and ShieldMeir Pathfinder of Navarr

- Grandmaster of the Order of the Sevenfold Path Jessica of Highguard

- Grandmaster of the Order of the Shuttered Lantern Dimitri Ivanovich Ionescu of Varushka

- Grandmaster of the Order of the Unfettered Mind Alexei of Varushka

Other Imperial Conclave Positions

- Simargl, the Empty One of the Circle of Zulgan-Tash of Varushka serves as Dean of the Lyceum

- Iago Melfizzi of The League serves as Bursar of the Conclave

The Imperial Bourse

Imperial Bourse Positions

- The Arratan Gamble is held by Rodrigo Barossa de Tassato Regario (41 Thrones)

- The Brilliant Star is held by Tobias Shanks (78 Thrones)

- The Canterspire Circle is held by Antoni Krol (90 Thrones)

- The Damation Cliffs are held by Lukash Biessek von Temeschwar (50 Thrones)

- The Fortress of Salt is held by Lorenzo “La Volpe” Macelliao von Temeschwar (80 Thrones)

- The Golden Trees of Seren are held by Ilia Miroslav von Danzig (145 Thrones)

- The Great Mine of Briante is held by Ricardo Almieda Desmondo di Tasetto (65 Thrones)

- The Heartwood of the Great Vale is held by Landon of Longridge (100 Thrones)

- The Hunt of Alderei the Fair is held by Horsa Tyrshalt (112 Thrones)

- The Night Quarry is held by Giacomo Corvinoscuro (49 Thrones)

- The Scorrero Nets are held by Aesher Endsmeet (30 crowns & 1 ring)

- The Singing Caves are held by Guillamo de Tassato (150 Crowns)

- The Sutton Stone Quarries are held by Todd the Smith (93 Thrones)

- The Syrene's Wisdom is held by Silvio de Tassato (80 crowns)

- The Weirwater Vales are held by Niccolo dos Tassatos (98 Thrones)

- The Great Forest at Reikos is held by the Druj and will not be auctioned until Reikos is one again an Imperial territory

- The Great Pits of Ennerlund are held by the Druj and will not be auctioned until Holberg is once again an Imperial territory.

National Bourse Positions

- The Eternal Shafts of Time (Varushka) are held by Tomasz Strascovich

- The Granites of Veltsgorsk (Varushka) are held by Zlatimir Prochnost

- The Legacy (Urizen) is held by Marcus of Endsmeet

- The Thimble (Navarr) is held by Idris Eternal

- The Regario Dossier (League) is controlled by Carmine de Sarvos "Father" (8 Thrones)

- The Master of the Imperial Mint (League) is Guillamo de Tassato (18 Thrones)

- The Steel Fist (Imperial Orcs) is held by Bruk

- The The Broken Shore Bounty (The Brass Coast)is held by Tabib i Eldaha i Riqueza

- The The Stonefield Ice Caves (Wintermark) is held by Joakim

Mercantile Investments

- Hamnett of Gallowdale is appointed to the ministry of Bailiff of the Grand Market

- Estrella is appointed to the ministry of Dhomiro of the Cinnabar Hills

- Jaoquin i Shartha i Riquez is appointed to the ministry of Mistress of the Glass Parador

Other Bourse Positions

- Octavius of Auric Horizon was appointed as Provost of the Halls of Knowledge

Further Reading

- 377YE Winter Solstice Senate Sessions

- 377YE Winter Solstice Synod Judgements

- Recent history

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Winter_Solstice_Imperial_Titles&oldid=28661"

Titles by season (Redirected from Titles by Season)

Redirect page

Election schedule

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Titles_by_season&oldid=38252"

Titles by event

This list of titles is not exhaustive, but covers the characters appointed to hold an Imperial Position.

- Winter, 377YE - Event One 2014

- Autumn, 377YE - Event Four, 2013

- Summer, 377YE - Event Three, 2013

- Spring, 377YE - Event Two, 2013

- Winter, 376 YE - Event One, 2013

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Titles_by_event&oldid=21639"

Election schedule (Redirected from Titles by season)

Contents

- 1 Overview

- 2 Winter Solstice

- 2.1 Imperial Senate

- 2.2 Imperial Military Council

- 2.3 Imperial Synod

- 2.4 Imperial Conclave

- 2.5 Imperial Bourse

- 3 Spring Equinox

- 3.1 Senate

- 3.2 Imperial Military Council

- 3.3 Imperial Synod

- 3.4 Imperial Conclave

- 3.5 Imperial Bourse

- 4 Summer Solstice

- 4.1 Imperial Senate

- 4.2 Imperial Military Council

- 4.3 Imperial Synod

- 4.4 Imperial Conclave

- 4.5 Imperial Bourse

- 5 Autumn Equinox

- 5.1 Imperial Senate

- 5.2 Imperial Military Council

- 5.3 Imperial Synod

- 5.4 Imperial Conclave

- 5.5 Imperial Bourse

Overview

Most important Imperial titles are reelected annually on a rolling schedule, for instance if a nation has four senators they will be elected one each season. For the name of the character holding a particular title then please refer to the current Imperial titles page.

Unless death, misfortune or the Synod intervene, the schedule is as below.

Winter Solstice

Imperial Senate

- Senator for Madruga:

- Senator for Astolat:

- Senator for Necropolis:

- Senator for Temeschwar:

- Senator for Bregasland:

- Senator for Hercynia:

- Senator for Zenith:

- Senator for Miekarova:

- Senator for Kallavesa:

- Bursar of the Imperial Academy:

- Captain of the Senate Guard:

Imperial Military Council

- General for Hounds of Glory:

- General for Winter Sun:

- General for Strong Reeds:

- General for Army of the Golden Axe:

- General for Green Shield Army:

Imperial Synod

- Cardinal of The Way:

- Cardinal of Prosperity:

- Gatekeeper of Prosperity:

- Conscience of the Senate:

- High Exorcist

Imperial Conclave

- Grandmaster of the Celestial Arch:

- Grandmaster of the Rod and Shield:

Imperial Bourse

- The Golden Trees of Seren:

- The Hunt of Alderei the Fair:

- The Heartwood of the Great Vale:

- The Weirwater Vales:

- The Canterspire Circle:

- The Thimble:

- Bailiff of the Grand Market:

- Provost of the Halls of Knowledge:

Spring Equinox

Senate

- Senator for Segura:

- Senator for Karsk:

- Senator for Skarsind:

- Advisor on the Vallorn:

- Advisor on orc affairs:

Imperial Military Council

- General for Valiant Pegasus:

Imperial Synod

- Cardinal of Ambition:

- Cardinal of Vigilance:

- Gatekeeper of Ambition:

- Gatekeeper of Vigilance:

Imperial Conclave

- Grandmaster of the Golden Pyramid:

- Grandmaster of the Sevenfold Path:

Imperial Bourse

- Syrene's Wisdom

- The Scorrero Nets

- The Steel Fist

- The Broken Shore Bounty

- The Stonefield Ice Caves

- The Regario Dossier

- Custodian of the Assayer's Guild

- Vizier of the Incarnadine Satchel

- Master of the Imperial Mint

Summer Solstice

Imperial Senate

- Senator for Feroz:

- Senator for Weirwater:

- Senator for Bastion:

- Senator for Sarvos:

- Senator for Mitwold:

- Senator for Miaren:

- Senator for Redoubt:

- Senator for Karov:

- Senator for Sermersuaq:

- Admiral:

- Ambassador to the Iron Confederacy:

- High Consul

Imperial Military Council

- General for Red Wind Corsairs:

- General for Golden Sun:

- General for Granite Pillar:

- General for Summer Storm:

- General for The Drakes:

- General for The Tusks:

- General for Black Thorns:

- General for Army of the Citadel:

- General for Army of the Northern Eagle:

- General for Fist of the Mountain:

Imperial Synod

- Cardinal of Courage:

- Cardinal of Wisdom:

- Gatekeeper of Courage:

- Gatekeeper of Wisdom:

- Imperial Inquisitor:

Imperial Conclave

- Grandmaster of the Unfettered Mind:

Imperial Bourse

- The Damation Cliffs:

- The Night Quarry:

- The Arratan Gamble:

- Sutton Stone Quarries:

- The Brilliant Shore:

- The Granites of Veltsgorsk:

- Mistress of the Glass Parador:

- Brock's Toll:

Autumn Equinox

Imperial Senate

- Senator for Kahraman:

- Senator for Semmerholm:

- Senator for Casinea:

- Senator for Tassato:

- Senator for Upwold:

- Senator for Therunin:

- Senator for Morrow:

- Senator for Volodmartz:

- Senator for Hahnmark:

- Minister of Historical Research:

- Imperial Master of Works:

- Quartermaster General of the Imperial Armies:

- Ambassador to Faraden:

Imperial Military Council

- General for Fire of the South:

- General for Eastern Sky:

- General for Seventh Wave:

- General for Wolves of War:

- General for Bounders:

- General for Quiet Step:

Imperial Synod

- Cardinal of Loyalty:

- Cardinal of Pride:

- Gatekeeper of Loyalty:

- Gatekeeper of Pride:

Imperial Conclave

- Grandmaster of the Shuttered Lantern:

Imperial Bourse

- The Singing Caves:

- The Fortress of Salt:

- The Brilliant Star:

- The Great Mine of Briante:

- The Eternal Shafts of Time:

- The Legacy:

- Dhomiro of the Cinnabar Hills:

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Election_schedule&oldid=40605"

To March with Navarr

Words by Jericho-Jayne Cobb to a traditional tune Recording

First sung by Jericho of the Suns of Couros in 379YE

To March with Navarr By General Jericho of the Valiant Pegasus

I am a soldier of Highguard In Bastion I was born And many is the happy hour I’ve spent On the banks of the river Couros. But to the war I must endure, As others of my nation, To Reikos fight I'd march away, To save this Highborn nation.

Chorus- To march with Navarr March with Navarr To save this Highborn nation To march with Navarr March with Navarr To save the Highborn nation

The night before we went away I spent it with my darling From lowest sun in the afternoon To the break of day next morning. And when that we were going to.part, We lay in each other's arms, And you may be sure, and very sure, That we lay discontented.

Chorus....

The very first night we marched away, I dreamt about my darling, I dreamt I held her in my arms And well she pleased my fancy. And when I woke out of my dream, And found my bed was empty, You may be sure and very sure That I lay discontented.

Chorus....

When we arrived to fight the war We all were lean and healthy We planted banners in the soil, And set our shields and spears For to the war we would endure, As others of our nations, To Reiko’s fight we'd marched away To free the Highborn nation.

Chorus.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=To_March_with_Navarr&oldid=45685"

To Take High Chalcis

Words by Claire Sheridan. Tune by Show of Hands Recording

Written by Nicassia of Phoenix Reach to commemorate the final stages of the war against the Drujj in Reikos, 379YE.

To Take High Chalcis By Nicassia of Phoenix Reach

From the nations they came to reclaim the land, All were for Reikos bound, their weapons in hand.. Lights being lit in the chapter house, felt half a world away, Miles to go over cursed lands, all the way…

It came to a head in the red of autumn, With rivers that ran full of a plague, Five armies stood after months of war, at the walls of that great fort, And their Generals swore they’d push on, all the way...

All the way to take High Chalcis All the way to take High Chalcis All the way to take High Chalcis All the way…

Urizen and the Marchers, Highborn and the League, Commanded from Anvil, determined to save, The Valiant Pegasus broke the walls, to end that foul siege, The four armies held and they pushed those broken gates:

Early next morning, through the clouds and the mud, Through the Sentinel gate, the heroes came, Ritual stones causing miasma, the targets of the fray And for all who had suffered, the Drujj would pay,

All the way to take High Chalcis All the way to take High Chalcis All the way to take High Chalcis All the way…

Flags they were raised, and rituals started, Mages all focused, soldiers kept foes at bay, Wintermark, Highguard, Varushka, Navarr and Urizen, Did Virtuous work in those cursed lands, all the way...

For thirteen years, the Highborn have waited, Waited to punish the Drujj, and enter the fray, Actions taken upon the field, gain their just reward, General Jericho’s orders had won the day.

All the way to take High Chalcis All the way to take High Chalcis All the way to take High Chalcis All the way…

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To sleep in Kallavesa

The evening mist gathers over the lake, the cold lake, over Sovvengard. It twists and curls like a serpent, like paper burning, like the long hair of the drowned. The smoke from the torches twines with the mist, braiding, merging with the silence.

Drums beat. Once. Half-trunks with painted mammoth hide stretched across them. Old. Not as old as the lake and the marshes, but older than any living Winterfolk present.

Birds fly overhead, garrulous, swift, gone. The silence returns. The drums beat again. The water laps on the shore.

The storm crows lower the small bundles into the weirwood boat. It rests on a launching ramp. Boat, and ramp, and priests alike are marked with runes. Yoorn for ending; Gralm and Ull to mark the skein of a life; the unnamed rune between and around them. The prow of the boat is shaped for Tykonus, the banner of victory.

The bundles are small in the body of the boat.

The ceremony continues, an echo of another ceremony performed on another winter night three years ago when the last Empress was laid to rest in the lake beside her foremothers and forefathers.

Another drum beat. The torches flicker, their smoke fragrant with liao and the heady incense of the Kallavesi. The crowd watches. Thane and frayed, runesmith and mediator, united in silence and the heavy sadness of the marshes. Three people, one people, on the shores of the great lake.

The last of the light fades from the sky.

The blocks are pulled away, and the boat slides gently down the ramp. It enters the water with hardly a sound. It seems to glide through the evening mist, out into the lake. Almost immediately, it is sinking - the artfully places holes fill with cold clear water. Within minutes it is lost beneath the surface of the lake, the armour and the weapons and other accouterments returned to their rightful place, returned to their mistress.

A sigh goes up from the crowd. One by one the torches are extinguished, dropped into the lake. One by one, the people turn and begin the journey north to Rundahl.

Unobserved, on the edge of the lake, an old man in an antlered cowl cocks his head and listens to the silence. After a moment, his expression changes. He does not smile - even if his wizened skin allowed him such luxury it is not in his nature to smile - but there is a sense of ... satisfaction. He turns, leaning on his staff, and begins to limp back into the swamp, his long feathered cloak trailing in the mud as overhead the stars begin to come out.

Contents

- 1 Overview

- 2 Significance

- 2.1 The Guardian of Britta's Shrine in Necropolis

- 2.2 Opportunities in Kallavesa : Shrine of the Young Empress

- 2.3 Opportunities in Kallavesa : Place of Pilgrimage

- 2.4 The Silence of the Marshes

- 3 Participation

- 4 Resolution

Overview

During the Autumn Equniox 379YE a contingent of Highborn and Winterfolk traveled from Anvil to Necropolis via a conjunction of the Sentinel Gate. There, they visited the Shrine of Britta and removed the armour, weapons, and other accouterments held therein.

The shrine was constructed, and the guardian appointed, following the successful recovery of Empress Britta's body during the Winter Solstice 376YE. The decision was made by the Imperial Senate at that time to inter the body of the dead Empress in the marshes of Kallavesa, according to Wintemark custom, but to build a shrine in her memory in Necropolis to house the relics of her reign according to long Imperial tradition.

With the removal of the relics, and their placement in the marshes, Empress Britta becomes one of only a handful of Imperial Thrones not interred in the Necropolis. She joins Emperor Barabbas (whose body was never recovered from the Bay of Catazar), Empress Giselle (interred in her family tomb in Caricomare), and her fellow Winterfolk Empress Mariika (who walked into Sydanjaa after she quit the throne).

Significance

The removal of the relics from the shrine, and their interment in the marshes, has two significant effects.

The Guardian of Britta's Shrine in Necropolis

The shrine in Necropolis has lost much of its significance as a result of the decision to move the relics to Kallavesa. As a consequence, the number of pilgrims has dropped dramatically with those who wish to pay their respects to the young Empress choosing to travel to Wintermark instead. The eternal flame still burns outside the beautiful white granite shrine, but by the start of the new year (Spring 380YE) the imperial title of Guardian of Britta's Shrine will have become a purely ceremonial title.

Opportunities in Kallavesa : Shrine of the Young Empress

By contrast, an opportunity now exists for the folk of Wintermark to build a shrine of their own on the shores of the Sovevann. This would require a motion before the Imperial Senate, of course. The structure would require an investment of thrones and white granite. The shrine would need to be constructed in Kallavesa Marsh, and would create a congregational sinecure.

A modest shrine, appropriate for pilgrims to pay their respects, would require 10 wains of white granite and cost 20 crowns in labour. This would create an Imperial title who received 7 liao and 14 votes in the Imperial Synod.

A major shrine, suitable for a large numbers of pilgrims that would also provide places for them to stay and places for meditation, prayer, and religious ceremonies would require 18 wains of white granite and 36 crowns in labour. It would provide the Imperial title with 9 liao and 18 votes in the Imperial Synod, and would be a significant religious structure in Kallavesa.

In both cases, the well worn path for appointing the sinecure would be for the Wintermark national assembly to appoint a candidate (one of the Winterfolk), who would likely have lifetime tenure.

Opportunities in Kallavesa : Place of Pilgrimage

With renewed interest in the Imperial heroes that rest beneath the waters of Kallavesa, a program of public works could be enacted in Kallavesa to improve access for pilgrims from the across the Empire to visit both the resting place of Empress Britta, and the many memorials to other Wintermark heroes scattered across the marshes. Such a great work would require a motion before the Senate. It would require an outlay of 30 wains of white granite and 10 wains of weirwood, along with a basic cost of 10 thrones for labour. This would allow roads and bridges to be built to connect the major religious sites across Kallavesa to each other and to the rest of the Empire.

The result would be a great work that would certainly improve the influence of the stormcrows and other priests of the Wintermark marshes. The net result would be an additional 50 votes in the Imperial Synod and 25 liao divided among the congregations of Kallavesa.

The Silence of the Marshes

One final note; the dour curse that has been plaguing the marshes of Kallavesa for the last year has completely abated. Whatever was interfering with the flow of mana into the territory has completely dissipated. Mystics cautiously suggest that this is a result of returning the relics of Britta to her body, but they have little hard evidence to back up their claim.

Participation

Any character is free to roleplay that they attended the ceremony in the marshes, and any Wintermark priest can have participated in officiating the sending of the relics into the lake.

Resolution

The Imperial Senate chose both to commission the pilgrim's trail and to undertake the construction of a major shrine dedicated to the memory of Empress Britta. Work has begun on the shrine, but at this time no progress has been made on the pilgrim's trail.

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Toil and weep

The peaceful night air was fractured by angry shouting, the sound of wood splintering, and the clash of steel on steel. From the direction of the hall of meditation came a sudden chorus of loud, ugly voices singing in unison. Fire bloomed.

The small man moved quickly along the shadowed colonnade that ran alongside the water garden. His soft leather boots made no noise on the white marble flagstones. One of the priests he was escorting tripped and stumbled over his own feet, cried out. Vorici rounded on him, furious.

"You must be quiet," he hissed. "You must be very quiet or we are all dead do you understand?"

The priest bridled. His face was pale, and streaked with tears, but for a moment his pride got the better of him.

"Don't speak to me like that, do you know who I am, I will have you -"

His companion slapped him, once, hard, open-handed across the face. Shock more than pain made him fall silent.

"Mea culpa," whispered the other priest. "I understand, and Romio understands as well. He is just afraid and in shock."

His face was a pale as his fellow's, but streaked with blood rather than tears. When they had set out, there had been four of them. One was dead, another fled. At least the one that ran had drawn some of the revolutionaries away with her.

The slight warrior nodded, and turned his back. He continued forward, pausing now and again to listen. Stealth was their only armour, now. The wound in his side was beginning to ache again. He badly wanted to ask the priests for something to help dull the pain... but he knew he needed his wits about him. The wound was mostly healed, now.

Part of his mind pondered how this had happened. An accident in the training yard had lead him here to the temple. A shortage of beds in the main ward had seen him settled in one of the smaller chambers. The seriousness of his wound had meant that he had been brought straight in, still with his weapons. Coincidence, no doubt. Or perhaps the will of the Gods. Had the Black Bull sent him here to protect these hapless priests? Or had Thessed of the Cup called for him to discharge the many debts he had accrued to her chosen representatives?

He shook his head. He needed to focus.

Ahead, an open archway. Beyond that, a hall, a corner, another hall, an open space, and then the low wall that overlooked the sea. If he could could get out of the temple, get them to the water, he thought they could probably...

"What is this here?" A sudden loud voice, a flaring of torchlight on the other side of the water garden. Three of the rebels, weapons drawn, swords and tunics alike marked with a dark stickiness.

Vorici moved without thought, acting with a dozen years of training. He stepped smartly behind one of the pillars, drawing a knife in either hand. He breathed in as he threw the first one, testing the distance. He breathed out as he threw the second one, adjusting his aim without conscious thought. The first knife struck the speaker in the arm, the second square in the chest, and with a gurgling wail she went down. He was lucky that his opponents were not armoured - not like the warriors they had seen in the main hall smashing the statues, or breaking the sacred basins beneath the fountain in the main courtyard.

He glanced quickly back at his charges, saw that the younger of the two - Remius - had taken cover behind the next pillar along. Romio, tears brimming in his eyes, seemed paralysed.

Remius tried to attract his attention, gesturing madly for him to hide. The older priest ignored him. He pulled himself up, wiped his nose on the hem of his toga, and seemed to make a decision. The wrong decision.

Romio stepped out then from the shadow of the colonnade into the moonlight, into the firelight. He spread his arms wide so that the two slaves could see the blue and purple tattoos on his wrists.

"Please," he said. "Please, I am a priest of Thessed of the Cups. You know this. Please, let me help your friend. Let us stop this bloodshed. Let me..."

He never finished his sentence. He trailed off, staring down stupidly at the arrow sticking out of the left side of his chest. He touched it, as his knees buckled, his face a mask of incomprehension, and he began to wail.

The newcomer lowered her bow. Her armour glowed dully in the firelight, bloodgold breastplate and helmet matching that of the two other soldiers who flanked her. Vorici's blood boiled, his face twisted into a sneer. He recognised that armour. So the rumours were true. Sumaah. Here, in Aracossa. Things began to make sense.

"Idolator," said the woman, clearly, in heavily accented Asavea Italiano. She gestured, and one of her companions knelt quickly beside the fallen slave pulling a salve out of one of her belt pouches. The captain's eyes scanned the shadows, looking for the figures she knew must be hiding there - she knew that a priest of the healer God was unlikely to have thrown daggers with killing accuracy.

"Come out, Nemorians," she called. "And your journey through the labyrinth will begin quickly and with least pain this I swear to you."

Remius was looking at Vorici with wide-eyed terror. Only the fact the Sumaah didn't know how many of them there were was holding them back - and every second eroded their uncertainty and their restraint.

Vorici had no more daggers.

"Follow my lead," he said as loudly as he dared. "And if it goes to shit, just run. Run as hard and as fast as you can, and try not to die."

The surviving priest nodded, taking a deep breath. Vorici flashed him a grim smile, closed his eyes for just a moment... and made his move.

Contents

- 1 Overview

- 2 Insurrection

- 3 The Sumaah Connection

- 4 Ending the Uprising

- 4.1 Mercenary Campaign

- 4.2 Rewards

- 4.3 No Swift Solutions

- 5 The Asavean Ambassador

Overview

For at least a year, trouble has been brewing in the Asavean Archipelago. As the Summer Solstice approaches, that trouble has finally boiled over into open conflict. Two of the satrapies - provinces administered from Nemoria - have revolted against the Plenum, declared independence, and started destroying every symbol of Asavean power.

The Archipelago may be thousands of miles away, but the reverberations of this conflict echo even as far as Anvil. Not only are the Asaveans keen to secure Imperial mercenaries to help them deal with the insurrection, but there is evidence that the Sumaah Republic - currently at war with the Empire - are openly supporting the insurgents with an eye towards bringing down the government of a nation that is a reasonably close Imperial ally.

Insurrection

It is no secret that the many satrapies - the subject nations "advised" by Nemorian satraps - chafe under the yoke of Asavean dominance. As unrest has grown, the Asavean Plenum has been making preparations to deal with any open revolt. Their legions tightened Nemorian control over the most contentious satrapies, and made clear that the Plenum would tolerate no disruption of the Pax Nemoria.

Shortly after the Spring Equinox, the northern satrapy of Marracoss lynched their satrap, burned her palace to the ground, and declared independence. The Plenum cannot tolerate open rebellion, obviously, and immediately mobilised its armies to suppress the revolt. To their surprise, however, they discovered not a rag-tag rabble of dissatisfied slaves and disgruntled minor nobles such as they have seen before, but a serious, organised military force well-equipped and well-provisioned.

The leader of the Marracoss uprising, Terentia Comasigne has seized the capital Aracossa and is believed to be directing the rebel forces from the Maragladia, a coastal fortress built by the Nemorians and previously garrisoned by their forces. She has apparently dispatched magical messengers to critics of the Plenum throughout Asavea calling on them to rise up in bloody revolution against the Nemorians and seize independence for themselves and their people.

A week after the burning of the satraps palace in Aracossa, the neighbouring satrapy of Emphedor followed suit. In addition to the Emphedorian satrap's palace, the mob stormed and burned several other symbols of Nemorian dominance. According to horrified reports made public by the Plenum, they sealed the doors of the Temple of Lord Isso Mãos de Ouro in the Emphidorian city of Telios and burned it to the ground with the priests still inside. This atrocity alone has done much to rouse the Nemorian people against the rebels.

The Plenum is in uproar. Refugees fleeing the conflict choke the roads, and rumours circulate that other satrapies are considering following the example of Marracoss and Emphedor. If the insurgency is not dealt with quickly and decisively it may well spread.

The Sumaah Connection

The Asaveans say that there are clear signs of Sumaah Republic support for these anarchists. Weapons and armour are unmistakably Sumaah in origin, and there are cadres of Sumaah troops fighting alongside the native Marracossi and Emphedorian soldiers.

This is nothing new - Sumaah agents have been actively encouraging rebellion against the Plenum for decades. They have worked hard to establish the Sumaah version of the Way in opposition to the established faith in the gods of Asavea. If they are openly supporting this insurgency, it implies strongly that they believe that this time they can actually bring down the Nemorian government - or at the very least ensure that some of the provinces of the Asavean Archipelago break free and form their own government. A government presumably aligned with Sumaah Republic goals.

The Sumaah navy is by all accounts no match for the Asavean navy, but neither is the Asavean army a match for the Sumaah army. Any assistance the Sumaah are giving to the insurrection must take the form of materials - weapons, armour, and provisions - independent captains, and expertise - spiritual support and liao ceremonies most likely. How effective this aid will ultimately prove to be remains to be seen.

Ending the Uprising

The Asavean Ministry of War has called all Asavean auxiliaries to support the armies. The normally slow-to-act Plenum has quickly implemented brutal laws to ensure that their instructions are followed to the letter. With the support of the priests of the God of War, the Black Bull, and other martial gods, mercenaries and ex-soldiers alike are rallying to the defence of the republic.

The campaign is further complicated by concerns that soldiers from satrapies sympathetic to the Marracossi and Emphedorian positions may refuse to follow orders - or even desert and join the revolutionaries. Legions containing Marracossi or Emphedorian soldiers have been moved to the south-west, while troops drawn from other satrapies lead by Nemorian generals are moving to attempt seize key positions in the secessionist provinces.

With that in mind, the Minister for Military Procurement (who is also the high priest of the Red God, the Asavean God of War) has received permission from the Plenum to secure foreign mercenaries to help bring the disorder to an end and restore peace and the rule of law to the two satrapies. Significant financial incentives are being offered to any Imperial military unit prepared to travel to Asavea and help defeat the rebellious armies running amok in Emphedor and Marracoss.

Mercenary Campaign

The paid work action represents mercenary work undertaken by Imperial captains. Normally this involves working for fellow citizens, or protecting the caravans of foreign merchants as they travel the Empire. In the coming season, there will be an additional option accessible through the Paid Work dropdown menu - Suppress Asavean Uprising. This may be taken by any character with a military unit, and represents traveling to Asavea to help the Nemorian government restore order to their rebellious satrapies.

Any military unit that takes part in this action will be assigned to support the Asavean armies fighting in Marracoss and Emphedor. They will be expected to help track rebels, infiltrate and capture key locations, and protect both baggage trains and Asavean refugees moving out of the war zone.

Each standard military unit assigned to the "Suppress Asavean Uprising" action effectively adds 100 points toward successful resolution of the opportunity. Each additional rank for an ungraded or enchanted unit adds another 20 points. Rituals and other effects that increase the ranks of a military unit undertaking paid work (such as Merciless Wrath of the Reaver) will increase the effective strength for purposes of this special action.

In a similar manner to a spy network, the total strength assigned to the opportunity will help decide the outcome of this season campaigning in Emphedor. However, given the unpredictable nature of a military campaign - and the absence of definitive information about the situation in the Archipelago - it is difficult to say for sure how effective additional military units will prove. All the civil service can say for certain is that if the Empire provides at least 5000 strength of military units to support Asavea, the Imperial mercenaries will significantly increase the chance of the Nemorians being victorious in the coming campaign season.

Whatever happens, it is likely to have significant diplomatic effects. If the Sumaah do have any agents in Asavea, as the Asaveans claim - then they are likely to react very negatively to the presence of any Imperial military forces fighting against them. Given they are currently at war with the Empire however, they can't really complain that much - or indeed do that much - about it. On the other hand, if the Empire provides significant military assistance to the Asaveans - if enough Imperial mercenaries travel to Asavea to help them win this war, then that will have an enormously positive impact on their view of the Empire. There will be clear diplomatic gains - but also spiritual benefits. At present acceptance of the Way in Asavea is hindered by the fact that many still judge the faith to be a threat to the Asavean way of life, which is perhaps understandable given the enmity between them and the Sumaah. All that suspicion would disappear however, if Imperial forces proved decisive in protecting Asavea in its hour of need.

Rewards

The Plenum is keen to employ foreign mercenaries to support their campaign against the rebels. A standard military unit will receive a payment of 11 crowns for taking the Suppress Asavean Uprising action this season. A more powerful unit will receive commensurately more money from the Plenum - an additional 36 rings for each rank of upgrade or enchantment.

Each captain who sends their military unit to Asavea will also receive a report about the campaign there, included in their pack at the start of the next event. While the general progression of the Asavean campaign will be public knowledge, this report will not be public knowledge so it will not be added to the wiki.

As a form of paid work, none of the military units traveling to Asavea will appear on the roll of honour. While some military units may wish to travel on Imperial vessels, with their civil service observers, there are also plenty of Asavean or Sarcophan ships prepared to arrange passage to the Archipelago for captains who wish to travel discreetly. As such the civil service will be unable to provide a list of military units who choose to accept the Asavean offer.

No Swift Solutions

All the signs coming from Asavea are that this is unlikely to be a quick-and-easy victory for the Nemorians. The insurgent forces in Marracoss and Emphedor appear to be well prepared for war with the Plenum, and the campaign may well drag on for several seasons. Indeed, it is entirely possible that the Asaveans may even lose this conflict, even with Imperial assistance.

The Asavean Ambassador

As always, the briefing prepared for the Ambassador to Asavea, Jarrigk Wegwandelaar, may contain more information about this situation.

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Tom A'Bedlam's song

There's a (poor quality) recording of the song here:

http://www.reverbnation.com/artist/artist_songs/1250565

The lyrics are:

From the hagg and hungrie goblin That into raggs would rend ye, And the spirit that stands by the naked man In the Book of Moones - defend ye! That of your five sound senses You never be forsaken, Nor wander from your selves with Tom Abroad to beg your bacon.

While I doe sing "any foode, any feeding, Feedinge, drinke or clothing," Come dame or maid, be not afraid, Poor Tom will injure nothing.

Of thirty bare years have I Twice twenty been enraged, And of forty been three times fifteen In durance soundly caged. On the lordly lofts of Bedlam, With stubble soft and dainty, Brave bracelets strong, sweet whips ding-dong, With wholesome hunger plenty.

While I doe sing "any foode, any feeding, Feedinge, drinke or clothing," Come dame or maid, be not afraid, Poor Tom will injure nothing.

With a thought I took for Maudlin And a cruse of cockle pottage, With a thing thus tall, skie blesse you all, I befell into this dotage. I slept not since the Conquest, Till then I never waked, Till the roguish boy of love where I lay Me found and stript me naked.

While I doe sing "any foode, any feeding, Feedinge, drinke or clothing," Come dame or maid, be not afraid, Poor Tom will injure nothing.

When I short have shorne my sowre face And swigged my horny barrel, In an oaken inn I pound my skin As a suit of gilt apparel. The moon's my constant Mistrisse, And the lowly owl my morrowe, The flaming Drake and the Nightcrow make Me music to my sorrow.

While I doe sing "any foode, any feeding, Feedinge, drinke or clothing," Come dame or maid, be not afraid, Poor Tom will injure nothing

The palsie plagues my pulses When I prigg your pigs or pullen, Your culvers take, or matchless make Your Chanticleers, or sullen. When I want provant, with Humfrie I sup, and when benighted, I repose in Powles with waking souls Yet never am affrighted.

While I doe sing "any foode, any feeding, Feedinge, drinke or clothing," Come dame or maid, be not afraid, Poor Tom will injure nothing.

I know more than the sun do, For oft, when he lies sleeping I see the stars at bloody wars In the wounded welkin weeping, The moone embrace her shepherd And the queen of Love her warrior, While the first doth horne the star of morne, And the next the heavenly Farrier.

While I doe sing "any foode, any feeding, Feedinge, drinke or clothing," Come dame or maid, be not afraid, Poor Tom will injure nothing.

The Gipsie Snap and Pedro Are none of Tom's companions. The punk I skorne and the cut purse sworne And the roaring boyes bravadoe. The meek, the white, the gentle, Me handle touch and spare not But those that crosse Tom Rynosseros Do what the panther dare not.

While I doe sing "any foode, any feeding, Feedinge, drinke or clothing," Come dame or maid, be not afraid, Poor Tom will injure nothing.

With a host of furious fancies Whereof I am commander, With a burning spear and a horse of air, To the wilderness I wander. By a knight of ghostes and shadowes I summon'd am to tourney Ten leagues beyond the wild world's end. Methinks it is no journey.

While I doe sing "any foode, any feeding, Feedinge, drinke or clothing," Come dame or maid, be not afraid, Poor Tom will injure nothing.

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Tombsteel Guardian

Description

The most common group of Highborn guardians who wear this mithril plate armour are the protectors of the Necropolis. The armour forged in that shrouded city is often hallowed by priests of Vigilance even when it is worn by guardians from other chapters. According to popular belief, when the armour is used dead spirits who have yet to pass into the labyrinth of ages are drawn to the wearer and offer a little of their essence to revitalise him in whatever battle he is engaged.

Building on these legends, the Imperial Orcs call this armour a shaman's beacon. They claim that when they call on the revitalizing energy bound into the armour their renewed energy comes from their ancestors, and they often hear them more clearly than normal when they evoke its power.

Outside of Highguard, the tombsteel guardian is as likely to be mithril chain as it is mithril plate, and occasionally it is made of heavy segmented leather finished with ambergelt resin and carefully inlaid with weltsilver. Scouts, spies, merchants and other people who must often operate by themselves for long periods of time favour this armour because it provides vital healing when a situation turns unexpectedly deadly.

Rules

- Form: Armour. Takes the form of a suit of medium armour. You must be wearing this armour to use its magical properties.

- Requirement: Any character can bond to this item.

- Effect: Twice per day you may use the unstoppable skill as if you know it without spending any hero points.

- Materials: Crafting tombsteel guardian armour requires thirteen ingots of weltsilver, five measures of ambergelt, three ingots of orichalcum and three measures of dragonbone. It takes one month to make one of these items.

"You'll have plenty of time to sleep when you're dead. Until then, on your feet, soldier!"

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Tinctures of True Eminence (Redirected from Tonics of True Eminence)

Mastery of these recipes allows an apothecary to brew preparations valuable to ritual magicians versed in the Lore of Summer. With one of these potions a ritualist can wield the magic of the Summer Realm more effectively, but they also become more susceptible to the influence of that Realm.

Dragon's Blood

This spicy crimson tincture warms the blood and enhances a magician's awareness of the Summer power. The tincture itself is volatile and somewhat flammable. Some magicians (especially those Wintermark runesmiths and Dawnish war witches who study ritual magic) set fire to the heady brew before downing it in a single gulp, claiming it improves both he flavour and the quality of magical power it imparts.

As with many of the more potent preparations, it is easy for a magician to become reliant on the power this potion grants, or to use the sensations of power and confidence it imparts. Dawnish weaver cabals and Highborn magisters are particularly cautious when employing dragon's blood, lest they become dependent on the temporary power it offers. By contrast, many changelings claim that the potion is actually a little bland, and has no noticeable effect on their behaviour.

- Form: Liquid.

- Description: This red elixir smells of oranges and glows with an inner radiance when it catches the light. The scent makes your nostrils tingle and warms your chest. The tangy flavour makes you want to down the entire potion.

- Roleplaying Effects: You are filled with personal pride and self-assurance. Any contradiction or lack of respect is profoundly annoying, and you find it difficult to tolerate mockery, insolence or being treated as if you are unimportant.

- Mechanical Effects: If you possess the Summer Lore skill then you gain one additional rank to the next summer ritual that you perform within ten minutes.

- Recipe: Two drams each of Cerulean Mazzarine and True Vervain, one dram of Imperial Roseweald,and one crystallized mana.

Goldencrown

This energetic golden elixir allows a ritual magician to exert great power in the Realm of Summer. It allows a ritualist to command the powers of the Realm by will alone, using force of personality to forge powerful Summer magic. Some covens of ritual magicians follow a general rule that allows only one member at a time to use the concoction, often due to bitter experience of what happens when more than one magician feels a strong urge to take charge of a ritual at the same time.

This preparation was first formulated by Polina di Temeschwar, an apothecary working for the Bloodgold carta. It was immediately popular with magicians connected to the Landsknecht based in that city, and within a short time agents for magicians throughout the Empire were coming to Temeschwar to pay handsomely for phials of goldencrown. This lasted until Alienor Firetress was tasked with discovering the formula as part of her Test of Mettle to enter House Ayen. She entered Temeschwar in disguise and ended up stealing not only the apothecary's recipe but also her heart. The couple's exploits both in the city and on their flight across the Empire are popular fodder for Dawnish ballads. House Ayen used copies of the formula to win political influence in the Senate, and within a generation or so it had become common knowledge - although the Bloodgold carta was so rich by that point that it barely cared (beyond, obviously, the matter of the Dead Reckoning ...)

- Form: Liquid.

- Description: When this beautiful golden elixir catches the light it glows with an inner radiance. If the container is shaken, the liquid within hisses and bubbles energetically. It smells strongly of apples and pears. A tiny droplet on your tongue reveals it to have a delicious, fruity flavour that leaves you with a strong desire to drink the entire thing, savouring every mouthful.

- Roleplaying Effects: You feel a strong urge to take charge of any situation you find yourself in. Filled with pride and self-confidence, people who disagree with you or disrespect you make you exceptionally angry. Whatever you are doing, you very much want to be the centre of attention.

- Mechancial Effects: If you possess the Summer Lore skill then you can use up to 3 personal mana as if it were crystal mana on the next summer ritual that you perform within ten minutes.

- Recipe: Three drams of Cerulean Mazzarine, two drams of Imperial Roseweald, and one dram each of True Vervain, Bladeroot and Marrowort.

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Tonics of the Deep Forest

Contents

- 1 Overview

- 2 Oakenhide Tonic

- 3 Winterskin Tonic

- 4 Ironblood Tonic

Overview

The tonics of the deep forest grant vigour and health. These preparations use alcohol as a base, and are usually very strong tasting. They are especially popular among the Varushkans, who mix them with raw spirits and flavour them with strong honey. Some Freeborn Kohan are leery of using the Winterskin and Ironblood tonics due to the way they dampen strong passions. By contrast, many Landsknecht and Schlacta appreciate the way these elixirs help them suppress feelings of fear, empathy or compassion.

Oakenhide Tonic

This potion helps the drinker to shrug off the effect of minor wounds; a sword blow that might otherwise have resulted in a significant wound instead inflicts a nasty bruise, for example. The preparation is also valued for its positive effect on an imbiber's fighting spirit; while it will not make a cowardly fighter any braver, it helps to reduce the fear of danger in a way that grants valuable confidence, especially to untried troops.

- Form: Liquid.

- Description: This deep golden liquid looks a little like watered-down honey. It has an alcoholic scent, and a tiny droplet of the sticky fluid on your tongue tastes strongly of apples.

- Roleplaying Effects: You feel very confident in your ability to survive dangerous situations.

- Mechanical Effects: You gain an additional rank of endurance until the next sunrise. This is a tonic; the effect of any other tonic you have drunk immediately ends.

- Recipe: One dram of True Vervain and one dram of Bladeroot.

Winterskin Tonic

This cool elixir deadens sensations of pain, allowing a warrior to shrug off an assault that might fell an untried combatant. It also cools the blood and distances the drinker from their emotions, which can be both a positive and a negative side-effect.

- Form: Liquid

- Description: When this golden-brown liquid catches the light, it seems almost to glow. It has a strongly alcoholic scent, but tastes sweet - like butterscotch. Place a tiny drop on your finger or your tongue, and the tip quickly becomes numb.

- Roleplaying Effects: You feel distanced from your emotions, as if they were being experienced by someone else.

- Mechanical Effects: You gain two additional ranks of endurance until the next sunrise. This is a tonic; the effect of any other tonic you have drunk immediately ends.

- Recipe: Two drams of Cerulean Mazzarine, one dram of True Vervain, and one dram of Bladeroot.

Ironblood Tonic

This potent elixir reduces the effect of wounds but also numbs the heart. The preparation has a bad reputation, and is sometimes blamed for encouraging violent and cruel individuals to express their antisocial tendencies. Imperial magistrates have little patience for criminals who try to claim that it is the effect of this tonic that drove them to some act of excessive cruelty.

Excessive and extended use of Ironblood Tonic has been known to permanently reduce the ability to relate to others, and lead to long-term emotional damage.

- Form: Liquid.

- Description: This golden-brown liquid clings viscously to the inside of the container if you shake it. It smells faintly of apples, but a tiny drop on your tongue reveals it to have a strangely salty flavour.

- Roleplaying Effects: You find it very hard to care about the feelings of other people, and tend to take the most expedient course of action regardless of who it might hurt.

- Mechanical Effects: You gain three additional ranks of endurance until the next sunrise. This is a tonic; the effect of any other tonic you have drunk immediately ends.

- Recipe: Three drams of Marrowort, two drams each of True Vervain and Cerulean Mazzarine, and one dram of Bladeroot.

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Tonics of the Open Sky

The tonics of the open sky are useful preparations that slow bleeding and help mitigate injury. They allow a severely injured warrior finds it easier to endure their wounds, granting valuable time for a healer or chirurgeon to reach them. More than one veteran is alive today because of one of these preparations, and they are often referred to as elixirs of lifekeeping as a consequence.

The herbs used to brew these potions are dissolved in a small amount of alcohol. Unlike the harsher Tonics of the Deep Forest, the tonics of the open sky require a much weaker solution and usually possess a more mellow flavour. The recipes originated in the Brass Coast in pre-Imperial times. While they were initially a secret of the Riqueza family, the method of brewing these lifesaving tonics quickly spread to the other Freeborn families. In the decades before the formation of the Empire, Freeborn merchants engaged in a lucrative trade in selling them to foreign warriors. After the Brass Coast joined the Empire it was only a matter of time before the recipes became generally known. To pre-empt this, a family of the Riqueza simultaneously sold the formulae to no fewer than fourteen apothecaries in various nations, often through intermediaries, for quite astronomical sums of money. When challenged, their dhomiro simply shrugged, and said it was better to sell something while it still had value than to allow it to be stolen.

In Wintermark, these tonics are collectively termed the Grimnir's Cloak. According to a popular legend, Grimnir Kaisa Bloodwing served the potion to all the warriors of her Hall before a vicious battle against a besieging orc force. Her foresight meant that the healers were able to save more warriors than the orcs were able to bring down, patch them up, and return them to the fray. In the end the defending forces were victorious. While some historians question the veracity of this story, few can dispute the deeper truth - that no matter how wounded someone may be, if a healer can reach them in time, they can be saved.

Tonic of Sunlit Glass

This preparation is most effective when drunk by someone who already possesses deep reserves of fortitude. Even more than its protective properties, it is valued for its ability to inspire a positive attitude in those about to take to battle. As the Highborn general Aaron of Redwater wrote in his journal "Believing you can win is not enough by itself, but it is the first step along the road to victory."

- Form: Liquid.

- Description: When this translucent yellow-gold liquid catches the light it seems almost to glow. It has a faint scent of lemons, and a tiny drop on your tongue tastes of freshly squeezed oranges.

- Roleplaying Effects: You feel a sudden burst of optimism and a rush of positive emotions; you are reminded of past triumphs, hopes and dreams.

- Mechanical Effects: You gain an additional rank of Fortitude until the next sunrise. This is a tonic; the effect of any other tonic you have drunk immediately ends.

- Recipe: One dram of Cerulean Mazzarine and one dram of Imperial Roseweald.

OOC Note

In common with all tonics, it is important to remember that you cannot be under the effect of more than one at a time. This means even though the Tonic of Surging Flame gives you a one-use ability, you cannot combine it with another tonic nor can you drink more than one at a time to try and stack uses of unstoppable.

When you use the ability granted by the Tonic of Surging Flame, you follow all the rules for using unstoppable. For example, if you plan to use the ability to regain lost hits, it still takes five seconds to drink the potion and five seconds to use the unstoppable skill for a total of ten seconds of appropriate roleplaying to regain three hits. This also means that the hits restored are affected by items such as Goldenfire Scale, that you cannot use the ability while weakened or paralysed, and so on.

Tonic of Surging Flame

This potent preparation provides a valuable healing benefit. At its most basic, it allows the drinker to "store up" the power to restore themselves with a few moments of concentration, releasing healing energy to flow through their bodies. More potently, if the drinker is mortally wounded, the elixir unlocks inside their body and suddenly fills them with renewed life and enthusiasm, healing their wounds and driving them back to their feet. If there is a downside it is that the nature of the preparation itself almost encourages the drinker to take foolhardy risks. The tonic dulls the sense of self-preservation that many consider so important to their continued survival. Some warriors, especially among the Freeborn, the Dawnish and the Steinr, welcome the feelings of self-assurance that the tonic of surging flame brings with it, and are driven to ever more courageous and glorious acts.

- Form: Liquid.

- Description: This thin tangerine liquid has a thick layer of darker sediment at the bottom; shake the container and it quickly settles down again. It smells strongly of apricots - or perhaps oranges - and has a tart, citrus taste.

- Roleplaying Effects: Warmth spreads from your stomach to your entire body, and persists for the duration of the effect. It brings with it feelings of absolute confidence in your ability to survive no matter what happens. You find it hard to remember that risky behaviour might result in permanent injury or death.

- Mechanical Effects: Once today you may use the unstoppable skill as if you know it without spending hero points. The effect remains until used or until the next sunrise. This is a tonic; the effect of any other tonic you have drunk immediately ends.

- Recipe: Two drams each of Imperial Roseweald and True Vervain, and one dram of Cerulean Mazzarine.

Tonic of the Distant Shore

This powerful elixir that can easily triple the bleeding-out time of the average person, and has even more dramatic effects when drunk by someone who already possesses uncommon reserves of fortitude. There are plenty of stories of warriors who survive for hours after they are incapacitated by their enemies, only to be rescued by a friend or passing stranger. While many are almost certainly exaggerated there is no doubt that under the right circumstances this elixir can grant a miraculous ability to stave off death.

It takes its name from an old Freeborn story in which the heroic corsair Bolivar i Riqueza tricks Death during a thunderstorm, engaging that dark spirit in a contest of riddles and enigmas. Constantly playing for time, Bolivar keeps the malign entity guessing until the storm passes and the ship reaches shore, saving not only himself and his vessel but all his crew in the process. It is not uncommon to see death mocked or presented as a bumbling idiot in Freeborn humour and a draught of this tonic is often accompanied by a toast that taunts the ever-present spectre of Death.

- Form: Liquid.

- Description: When this cherry-red liquid catches the light it seems to glow. A droplet of this sticky fluid on your fingertip stains it a deep crimson. It smells strongly of fresh berries and has a sweet, dry, fruity flavour.

- Roleplaying Effects: You feel a sudden burst of optimism and renewed hope; feelings of worry, doubt and uncertainty are banished.

- Mechanical Effects: You gain an additional three ranks of Fortitude until the next sunrise. This is a tonic; the effect of any other tonic you have drunk immediately ends.

- Recipe: Two drams each of Imperial Roseweald and Marrowort, and one dram of Cerulean Mazzarine.

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Too much of nothing

Mouths to feed

Lord Hugo looked at the farmers around him. They had only just made it out before the Druj had arrived, but they knew this day was coming and had made plans. Plans to escape, to get out with as many of their people as they could. Belongings could be remade or replaced, but lives couldn't. Hugo was not a young man anymore, but he knew his duty to his yeofolk.

The Renard farms have fed Drycastle for many years, the hard work and prosperity of these farmers had been there for the Dawnish. Now he had to feed them. He looked down at the small box of seeds before him.

"Sebille," he said to his steward, "there is only one thing for it. We need to sell the Barrenberries"

The steward looked shocked. She had seen many things in her long life, but this was one thing she never expected to hear.

"My lord." She said. "If we lose the seeds we may not be able to grow any more." He looked at her sternly, but she continued - "Without them we might as well serve the Vexille muck" She spat on the floor as she said it, remembering the vinegary taste of the liquids from the vineyards of Lord Vincent.

"Sebille" The old man spoke. "These people have never let me go hungry. I will not allow them to"

She looked at him and knew he was right.

"To Anvil then... "

Contents

- 1 Mouths to feed

- 2 A memorial for a loved one

- 3 A mysterious death and a skein on the brink

- 4 An exemplars curiosity

The Tower of Dawn has fallen. Drycastle lays in the hands of the traitorous Druj and the Imperial presence within the Barrens has been expelled by the green tide that swept away all before it. Many ancient families who have lived on these lands for centuries now find themselves homeless as they make the march towards the relative safety of the wooded glades of Semmerholm.

Amongst these families come a large mass of farm workers who once worked the renowned farms of House Renard. For untold time House Renard has committed themselves to the maintenance of Drycastle and the fortification it held. Their farms stocked the castle and the garrison there and have fed many a Dawnish army during the numerous crusades to take the Barrens for the glory of Dawn. Their wines have have toasted many a victory and have mourned many a defeat in those troubled lands and they alone have mastered the cultivation of the grape known as the Barrenberry which give their vintages its unique flavour.

Now all that remains of this great house is its earl, an elderly enchanter known as Hugo the Scarred, and yeofolk. Oh so many yeofolk. Farmers now without farms to work, and no harvest to feed them through the coming winter. Farmers with only the clothes on their back and their Pride.

But not all is lost for some things did survive the sack of Drycastle, carried away by hand so that the cursed Druj could not get their hands on them. In addition to their heirlooms one other thing came with the refugees, a single box of seed of the fabled Barrenberries. With the Vineyards in Drycastle now in orcish hands, whoever has access to this precious bounty will be sure to monopolise the market for this now rare resource.

With so many mouths to feed Earl Hugo comes to anvil with his seneschal to find buyers for these. He is expected to arrive at some point on Saturday afternoon.

A memorial for a loved one

The young man finished putting the books in wooden crates. Most of them were full of paper, although some contained glue, tools and thread. He remembered his time here as a child, long before he had passed his Test of Mettle. His grandmother was always working, stitching pages, gluing spines. She would work long into the night and let the long tallow candles burn down. That was before her eye sight failed her.

The yeoman went to pick up the crates for him but he waved them away. He may be a noble now, but this was family. He would carry the burden, as far as the ox-cart anyway. He had made it at least half way to the doorway when he stumbled over a loose floor board.

"By the Virtues, is nothing going my way today"

Putting the crate in the cart, he came back to find his steward, knelt in front of the pile of scraps of paper, off cuts from binding some older book and reusing parts from a long past repairing tome. Although some of the paper was half chewed, probably by some foul rodent that he didn't want to have to encounter on his own, a few of the pages were recoverable.

"Let me deal with this, my lord. I think we may be able to get some crowns for these writings that we can put towards a memorial for your grandmother." The knight nodded, and carried on with the moving of the crates.

Morold Lionsgate has sent his seneschal to Anvil, with a page of writings that he found. The writings, although incomplete, seem to have been written by a Dawnish senator long since passed through the labyrinth. Whether they will fetch some coin from the Dawnish or maybe the fabled library of Anvil that he has heard so much about remains to be seen, but he knows that Sir Morold is not a rich man and it would be good to be able to put the money towards something for him.

He is likely to begin looking for a buyer in the Dawnish camp first. He will want to try the library and maybe to speak to other seneschals to see if they are interested, maybe someone from Weirwater is interested in the writings of an influential past senator. If not, it will have to be selling the cider round the taverns again.

A mysterious death and a skein on the brink

The thane looked at the body of the young icewalker laid out before him. The grimnir laid his old hands on the body of the girl’s corpse, he examined the body for any sign of wounds or malady. There, were none apart a fine white froth around her lips. He wiped it away with a cloth and sniffed it, trying to see if it had the recognisable smell of True Vervain, the sign that an apothecary had been at work here. He shook his head confused.

"How did you find her, what had she been doing” Erkki asked the assembled crowd.

The glances of the crowd turned to a scrawny Steinr who was trying to hide the tears running

"Tolan, you filthy maggot, what have you been up to"

The young man stood forwards towards his thane.

"I found a cave... full of ruined parchments and scrolls. Most things in it had gone, but I found a knife. It must be as old as the glaciers"

Erkki looked disapprovingly, "Go on" he said.

"Ilma said that she would tell me about it. To tell me its skein. But something unnerved her, so we had a drink or two. I didn't think she'd drunk that much" He broke down, trying hard not to cry in front of his thane, but to no avail.

The grimnir coughed and both men turned round, as he compressed her chest and a salty smell was in the air as water poured from her lungs.

Ilma Erkking, a young Suaq icewalker has been found drowned dead in her sleep. Her friend has been sent from his hall, to make his own way in life. He only has one thing to sell, and although is worried about its prominence is trying to make some money by selling it. He plans to travel to Anvil where he can sell the ancient skinning knife he has found, and to try to start to make amends for the death of his friend.

He knows that the death of Ilma may make the knife harder to sell, but if he is to restart his life, it is important that he is honest with people and they know what they are getting themselves into. He has not been frayed, no Stormcrow was present at the Hall to declare him such, but he knows it wise to seek their council, maybe he could show people the cave he found, or maybe he could trade items to give a great gift to his hall.

Either way, he should start at Anvil, although this does mean speaking to his egregores, and he has heard rumours of Sulkavaris' nature.

An exemplars curiosity

Saulo looked at his sister and shrugged. The story they had been told was a good one, and they had enjoyed the tale.

"You say it was from the inspirational tomb of an exemplar of Prosperity?"

The merchant looked and them and nodded.

"And the exemplar was freeborn?"

The merchant nodded again, but tight-lipped he said nothing.

"So it was Zemress' tomb?"

The merchant kept staring, then slowly replied

"I never said whose tomb. It does not change the story"

Felipa looked at Saulo and he back to her.

"Dinner and a bed for the night for the item?" It seemed like a good deal. It was a gamble, but surely they would be able to get profit on it.

The merchant pushed the item wrapped in lace slowly and purposefully across the table. Felipa smiled and picked it up.

"I guess i will be doing the trading, you have a house guest to look after"

Saulo opened his mouth to argue, but he knew she was the better trader... and he the better cook.

Felipa i Manola i Guerra is planning on bringing this curio to Anvil to see if anyone would like to purchase it. It has not been investigated and she guarantees that no rituals nor spells have been cast on it. To investigate the item they would either have to have purchased it already or people would have to pay for the privilege.

All freeborn know that to get a good profit you need to work hard, so it is unlikely that Felipa will let the curio go to the first seller for an easy sale.

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Tooling & Embossing

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

Contents

- 1 What

- 2 Why

- 3 When

- 4 Where

What

What exactly is tooling, and what is the difference between tooling, carving and embossing? Bah, we could be here all year if I were to list the many and varied descriptions of all three. Suffice to say that for the purposes of this guide, embossing just requires things to be hit, tooling requires some cutting and hitting and carving is just cutting.

Why

Tooling can be the most permanent method of decorating leather as well as being the most tactile. Whilst you can paint a masterpiece on a piece of leather with acrylics, if that masterpiece was painted on to leather than had been tooled first with would gain extra depth and texture. Even without such extravagant colouring, in fact sometimes even without the most basic of dyeing techniques, tooled leather can still look stunning.

When

Due to the nature of the leather required for tooling, it needs to be completed prior to any dyeing, surface finishing etc. Likewise it often needs to take into account the structural design of a piece, where joins may be required, straps and buckles etc be riveted on and so forth, so is generally undertaken after these elements have been set.

Where

Any surface area of a piece can be tooled, almost regardless of size; however tooling can only really be undertaken on natural VegTan leather. This is leather that has been tanned without use of chromium salts and/or other chemicals. It is un-dyed and unfinished therefore capable of being cased, essential for tooling.

Basic Tools

Basic Tooling Skills

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Totally Leathered

Where artistry meets practicality, high quality leather armour & accessories for LRP, Re-enactment, Archery, Film & Equestrian. Also happy to advise, guide & teach people make their own items or source materials, the expertise of Totally Leathered has been drawn on when creating the kit briefs for the Empire nations.

About:

Creating costumes, LRP weapons, armour and props for more than 20 years, I have focused tooled and moulded leather work since 1992. Though specialising in armour and archery equipment I can and have produced everything from masks, watches and books to, of all things, bridlework for a camel.

Whilst most items are custom made with armour being made to measure, designs can be created to specific requirements or along already existing themes or styles. I also have a large range of more basic templates, each of which can be easily customised to a greater or lesser extend depending on individual requirements. This enables me to provide you with a unique piece without incurring the higher costs of totally bespoke work.

Wherever possible I work with untreated VegTan leather and dye the finished items myself. Again, further enabling me to customise otherwise stock items with individual colour combinations.

Contact:

TotallyLeathered@gmail.com

- Totally Leathered Facebook gallery of work.

Example Work

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Totem magic

Overview

Totemic magic is a broad category that covers a number of lesser known traditions of magic. Totemism involves using a natural object, animal, or supernaturally significant being a symbolic channel through which to work magic. Each approach to totemism considers itself a unique tradition, despite the similarities between the various "schools." The most commonly known forms of totem magic in the Empire are:

- Heraldic magic - primarily used in Dawn, witches draw on the symbolism of powerful magical creatures.

- Spirit animals - primarily used in Wintermark and Varushka, but also practiced in parts of the Marches and Dawn, this approach calls on the symbolic nature of natural creatures, most commonly birds (in Wintermark), or the Virtuous Animals (in Varushka).

- Theurgy - viewed with some suspicion, this school of totem magic uses the names and characteristics of paragons and exemplars as channels for magical power.

- Goetia - most commonly used in Urizen, this school likewise has some questionable associations for some magicians. It involves calling on the name and characteristics of eternals.

Totemic magic bears strong similarities to dramaturgy, in that there are a series of specific entities that are used to create a magical effect. It is generally seen as much less subtle than dramaturgy, and less versatile. Totem magic tends to deal best with straightforward, primal magics and struggle when used to perform more sophisticated, complex magic. Evoking the miraculous healing power of the hydra to restore a crippled limb is one thing; finding a magical beast that resonates with the complex serendipity at the heart of a ritual to increase the prosperity of a business is an entirely different matter.

This is not a universal quality of totemic magic. Theurgy, for example, has the opposite problem. It is much easier to evoke the name of a paragon of Prosperity to "bless" a ship so that it derives greater profit from foreign trade than it is to find a paragon or exemplar who symbolises the restoration of a broken leg.

There is usually little crossover between schools of totem magic - a Dawnish witch might find it distasteful to evoke rats and crows to curse an enemy, preferring to call up the rough, slouching appetite of the manticore; their Marcher counterpart by contrast might see evoking a manticore as foolish, when the natural vermin of the fields and hedges are much easier to work with. The exception is goetia -

Contents

- 1 Overview

- 2 Techniques

- 3 Totemic Magic in the Empire

- 3.1 Heraldic Magic

- 3.1.1 List of beasts and associations

- 3.2 Spirit Animals

- 3.3 Goetia

- 3.4 Theurgy

- 4 Totemism and magic items

while magicians who focus solely on goetia are sometimes viewed with suspicion, it is a rare coven that does not occasionally evoke the name of an eternal when performing a ritual particularly associated with their domain. Indeed, many magicians deny they are working goetia at all, claiming their use of an eternal's name or nature is purely ceremonial.

The physical form of a totem may be used in totemic magic - a picture, a statue, or the actual physical components of the creature - but the core of the practice is in the symbolic nature - not what the totem looks like or what it does, but what it is believed to mean.

Regardless, totem magic traditions are considerably less refined, and less unified, than traditions such as dramaturgy, astronomancy, or music of the spheres.

Techniques

There are three main techniques used in heraldic magic, and they largely differ in terms of who takes on the role of the totem. Totemism is often explained as having the quality of girding someone in the symbolic power of an iconic being. Magicians who disdain the reference to the Dawnish hearth magic often talk in terms of "donning" the nature of the totem, or "rousing" or "calling up the power" of the symbolic channel.

The first approach is for the magician themselves to take on the role of the totem. A heraldic magician might make themselves into a firebird, and bestow their healing touch on an injured friend; a magician who evokes a spirit animal might take on the might of a bear or boar to inspire their allies with additional vitality, or the mien of a raven to examine a magical aura; while a theurgist might evoke the name of Good Walder, taking up a wooden club, and going forth to exercise the wrath of that paragon when delivering a curse of penury to a wrongdoer. By taking on the symbolic nature of the totem themselves, the magician becomes a very active part of the magic. They may demonstrate their new identity with props (the club for a theurgist evoking Good Walder, for example, or a burning torch when drawing on the power of the firebird), through their body language and actions (voicing the mighty roar of a bear, or performing a spinning dance designed to evoke the image of the kraken's flailing limbs), or through costume (a mystic may ceremonially don the mask of an ox before blessing their allies with incredible fortitude).

Alternatively, the target of the magic may take on the totemic role. The magicians weave the nature of the totem with words and symbols, as the target takes on its characteristics. This may leave odd lingering effects; a warrior who takes on the role of one of the grim legionnaires of Kaela as part of a ritual to gain Unyielding Constitution may find that the lingering effects of the ritual are more pronounced, or find themselves detached from their emotions. Likewise, when a coven girds a scholar in the nature of a sphinx to grant them supernatural insight, they may find that the enchanted sage becomes disconnected from events and wishes to observe them rather than involve themselves in the world around them.

The third, and perhaps most common approach, is to cast the magic itself in the totemic role. This is common with goetia in particular, where the name of an eternal is called out and they are petitioned to lend their power to a ritual, or in theurgy where the name of an inspirational legendary figure is evoked along with a petition that they offer their assistance to the targets of the ritual. This method is also commonly used with spellcasting - rather than symbolically becoming a unicorn to shatter an enemy’s shield, the magician might ‘summon’ one to the tip of their rod instead.

Totemic Magic in the Empire

Heraldic Magic

Heraldic magic is primarily used in Dawn. It is perhaps the most formal and widespread tradition of totem magic in the modern Empire, with a shared body of knowledge and several tomes detailing magical beasts and their correspondences. As powerful legendary beasts are a common part of the heraldry of Dawnish houses, witches who practice this tradition often keep track of which noble houses are employing which beasts and in what context.

Heraldic magic sometimes uses an additional technique rarely suited to other forms of totem magic - the metaphor of the ritualists or the targets of their ritual defeating or overcoming a symbolic beast. For example, when performing a ritual such as Bound by Common Cause, the ritualists may create a hydra (the many heads representing a warband of many enemies) for the general who will be the subject of the enchantment to overcome. They might evoke the spirit of a hydra or a manticore as the "sickness" that must be "defeated" during the performance of a ritual to purify a patient of disease or poison. Overcoming these totemic challenges does not always involve a battle - a ritual to grant insight might involve a ritualist in the role of a sphinx engaging in an exchange of riddles with the target of the ritual.

A key element in this form of totem magic comes from how the creature is presented. A proud chimera beneath a crown brings a very different resonance to a fearsome chimera poised to attack, or a sleeping chimera. A wounded gryphon is a very different element in a ritual to a ferocious strutting gryphon.

List of beasts and associations

Beast

Associations

Gryphon

strength, pride, potency, hunting prowess and keen senses,

Unicorn

Strength, ferocity, nobility of spirit, protection of the weak or innocent,

Pegasus

Speed, grace, pride

Chimera

Ferocity, danger, destructiveness, terror, battlefield prowess.

Firebird

wisdom, insight, knowledge, resurrection or reincarnation, healing and purification

Yale

Strength underestimated, defence of home, stubbornness and tenacity

Hydra

poison and regeneration, life and death, threat, danger, strength found in unity, revenge

Sphinx

Wisdom, intelligence, knowledge, serenity; protection, magic, riddles and mysteries

Manticore

Hatred, bloodlust, savagery, disease, death, carrion, jealousy and hoarding

Mandowla

Strength, straightforwardness.

Dragon

Overwhelming force, majesty, wealth, hoarding, tyranny, oppression, demands for sacrifice

Wyvern

Viciousness, cunning; poison, ferocity, stubbornness

Wyrm

cleverness, influence

Spirit Animals

The symbolic characteristics of animals are evoked most often in Wintermark and Varushka, but there is also a tradition of Marcher magic that calls on symbolic animals. While they are often lumped together in a single tradition, practitioners from different nations use subtly different groups of animals. Varushkans, for example, primarily draw on the Virtuous Animals for their rituals, although whether they reference the associated virtue directly or not varies from cabal to cabal. There is some evidence that this form of magic predates the foundation of the Way, and adds credence to the idea that the virtue associations of the animals were a later addition to an already extant body of lore. Varushkans often weave the magic of totem beasts through the telling of stories, sometimes acting them out as a narrator describes the events.

Virtuous Animal

Common Associations

Bear

Physical strength, leadership, authority, devastation

Bee

Wealth, business, castles, transformation

Boar

Fearlessness, fertility, confrontation, truth

Fox

Deception, concealment, darkness, dreams

Goose

Watchfulness, war, alarms, armour

Hare

Vision, alacrity, comfort, children

Hound

Warding, enemies, protection, bones

Spider

Intrigue, connections, traps, poison

Squirrel

Preparation, concealment, treasure, walls

Stag

Rulership, authority, crowns, lineage

In Wintermark, the virtuous birds are often used, but there is a long tradition of using other animals in magic, especially among the Kallavesi and the Suaq. A Kallavesi coven may don animal masks and wrap themselves in hides to evoke the strength of the bear, while a Suaq coven may enact a symbolic hunt to bless their herds with fertility. The Steinr are not left out - songs, poems, and tales of powerful beasts and the heroes who over come or tame them are common.

In the Marches, the tradition of calling on spirit animals is roughly divided into two categories. Domesticated animals are called on for positive aspects - oxen for strength and fortitude, hounds for loyalty and keen senses, pigs for cleverness and adaptability, cats for cunning and subtlety, rabbits and hares for speed and agility, and so on. Wild animals are considered more dangerous - while wolves, bears, and boars may be evoked to grant great strength, they are often tied to uncontrolled or dangerous magic. A Marcher magician who instils the spirit of a bear into a target is much more likely to use images of bloodlust and berserk rage than a Wintermark or Varushkan magician working similar magic. Vermin - rats and carrion birds especially - are often evoked as part of a curse. Interestingly, the Marcher magicians include several plants in their list of totems - from trees such as the strong oak and poisonous yewtree to healthy wheat and beautiful meadow flowers.

As with goetia, it is not uncommon for a coven that otherwise practices a different tradition to call on a spirit animal for a specific ritual. There are Freeborn magicians for example who will use the imagery of albatross or dolphin to support a ritual designed to guide a ship through dangerous waters who would scoff at the idea of totems.

Goetia

Goetia is relatively common, but covens specifically dedicated to the tradition - who work all their magic by petitioning eternals - are rare. It is one thing for a coven to offer a respectful nod to Sorin when performing Hunger of the Draughir, but quite another for a coven to dedicate all their rituals to powerful supernatural beings. In the past such covens have been found guilty of idolatry. There are plenty of recorded incidents where a goetic coven slipped over the line into cultish behaviour, reverencing an eternal or group of eternals to the point where they became agents of forces inimical to the Empire.

The tradition is most commonly practiced openly among Urizen, especially among illuminates, who have a more practical attitude to the eternal realms and their inhabitants. Many covens who practice goetia are extremely focused - such as a conspiracy of League reckoners who draw on the Whisper Gallery to work Night magic, or a secretive Highborn cult that reverences the Winter eternals and ascribes mastery of various rituals to each in turn.

Theurgy

Theurgy is much less common. In the past, the use of paragons and exemplars to work magic was often denounced as blasphemy by the Imperial Synod. The last case of a coven prosecuted for treating a virtuous figure as a symbolic channel for magical power was in 348YE, but modern practitioners of the art tend to avoid drawing attention to their tradition just to be on the safe side.

While it has been used in all parts of the Empire, especially by the illuminates of Urizen, theurgy has always been most popular in Highguard - where it is also paradoxically viewed with the greatest suspicion. Some theurgic scholars argue that what they are doing is inspiring the target of the ritual, or the ritualists themselves, with the iconography of the paragon or exemplar - that they are empowering human beings to draw on hidden reserves of spiritual power to more effectively wield their magic. Critics are unconvinced; there is a strong sense that theurgy is too close to the superstitious ancestor-worship practices of the orcs, and the Axou, and that it attempts to cast inspirational human figures in the role of spirits, demiurges, or even gods.

Totemism and magic items

As with other traditions, especially rune magic, totemism is also employed by artisans. An obvious example is the Roaring Chimera Rod that uses the martial power of the eponymous beast. There are many other examples - magic items decorated with spirit animals, or with the feathers, bones, or fur of creatures both mundane and legendary; objects marked with the symbolism of an appropriate eternal; there is even a case to be made that items such as icons are employing a form of theurgy.

Thanks to Greg Weir for additional work on Heraldic Magic.

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Touch of Vile Humours

Contents

- 1 Rules

- 1.1 Spring Magnitude 11

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 11

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains the ability to call venom once per day, following the rules for a heroic call. The call can be made with any melee weapon or implement, with the exception of a pike.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 9. Additional characters must be present throughout.

Description

This ritual imbues a character with the ability to deliver a deadly strike that plays havoc with the life-force of their opponent. Using a weapon or implement as a conduit, powers of sickness and disease are released to run rampant through the enemy. While a portion of the power used in this ritual goes towards creating the venomous strike, considerably more goes towards shielding the enchanted individual from the consequences of that strike.

One advantage to the deadly strike granted by the Touch of Vile Humours is that it is equally effective when delivered by an armoured warrior as by a magician in robes or mage armour. The power to disrupt the health of an opponent remains until it is used, or until sunrise.

There are many uses for this ritual, from ensuring the demise of a hated opponent to preventing a husk, zombie or a creature with powerful healing abilities from rising again after it has been defeated, to quickly dispatching a vallornspawn husk.

Common Elements

When performing this ritual, the coven often invokes poisonous creatures or plants. Some magicians, especially Suaq icewalkers and Navarr vates, anoint the skin or weapons of the target. using blood mixed with poisonous plants or the venom of spiders, scorpions or serpents to create a thick paste reminiscent of oil of blackthorn. Other magicians invoke forces of plague, sickness and fever as they work their magic, viewing the ritual as being more concerned with turning the body of the target against itself.

The performance of this ritual is often subdued. Few magicians can deny that the powers it deals with are insidious, and potentially fatal. There are few uses to which venom can be put that do not result in death, and while the poison itself may be subtle the end result is anything but. Highborn and Freeborn ritualists alike combine solemn, leaden drum-beats with slow, threatening movement and droning chants as they go about performing this ritual. A number of ritualists end the ritual by ceremonially cleansing themselves with fresh water; Urizen magi and Varushkan cabalists alike know the danger of allowing any hint of residual Spring magic to infect them once the ritual is complete.

Other elements might include the runes Rhyv, Naeve or Kyrop (often accompanied by the rune of dominion; the evocation of The Claw or The Drowned Man; a scene in which a potion is brewed or a remedy spilled; or images of serpents, spiders, scorpions, wasps hydra, wyverns. or even chimerae.

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Tournament Stud

Contents

- 1 Queries

- 2 Directions

- 2.1 Site Address

- 2.2 From M40 (south)

- 2.3 From M40 (north)

- 2.4 From M1

- 2.5 By Train

- 2.6 Minibus from Banbury

- 2.7 By Bus or Taxi

- 3 Site regulations

- 3.1 Vehicles

- 3.2 Ground Fires

- 3.3 Rubbish

- 4 Amenities

Queries

For all site related queries about Profound Decisions events at Tournament Stud, please contact Profound Decisions, please do not attempt to contact the site.

Directions

Site Address

Tournament Stud, Syresham Fields Farm, Biddlesden, Brackley, NN13 5TR

From M40 (south)

- Leave the motorway at J10 and take the A43 towards Northampton

- After 10 miles take the exit signposted for Banbury and Syresham (B4525)

- At the roundabout take the first exit

- Take the first right signposted for Syresham

- After less than a mile turn right signposted for Biddlesden and Syresham

- Follow the road for a mile. The site entrance is on the left as the road turns right

From M40 (north)

- Leave the motorway at J11 and take the A422 then B4525 after around a mile

- Follow the B4525 for 10 miles and then turn left signposted for Syresham

- After less than a mile turn right signposted for Biddlesden and Syresham

- Follow the road for a mile and the site entrance is on the left as the road turns right.

From M1

- Leave the motorway at J15a and take the A43 towards the M40

- After about 12 miles take the exit on the left signposted for Biddlesden and Syresham

- At the T-junction turn left and follow the road for a mile. The site entrance is on the left as the road turns right

By Train

The most convenient train station is Banbury (which has good links to London Marylebone and Birmingham).

Minibus from Banbury

Profound Decisions will be running a free minibus service between the site and Banbury train station. This minibus will leave Banbury at 16.30 and 19.30 on Thursday and at 11:00, 13:00, 15:00 and 17:00 on Friday. Return trips on the last day start from 16:00 until everyone is ferried.

By Bus or Taxi

From Banbury you may also take the Stagecoach 500 bus to Brackley which is 5 miles from the site and then use a local taxi. Taxis include Braxi Taxis (01280 700 600) and Direct Taxi Services (07512 929 297).

Site regulations

Vehicles

The car park is the first field on the left as you enter the site. Please park your car in the first field near the security point and check with the gate crew for further instructions. If weather conditions permit then vehicles may be allowed on the IC field to unload.

Ground Fires

Fires must not be set on the ground, they must only be lit on the oil drums provided or an equivalent that keeps the fire off the ground. Existing fire sites and should be completely extinguished each night. Firewood is available at the site.

Rubbish

Please make sure that all your rubbish is suitably bagged and disposed of in the skip before you leave site. Do not overfill your rubbish bags - more bags are available on request from GOD at any time. The skip is located on the grass verge by the side of the road that leads to GOD. Please ask for directions if you cannot find it.

Amenities

Brackley has a large Tesco store on the southern edge of the town and a Waitrose more centrally. There are various other shops and takeaways in the centre.

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Tower Song

Original tune from the Forth Bridge round, words by Daisy Abbott and Chris Edwards.

I am a merchant prince* of Catazar, Better than the other ones by far! With every single coin I ever made, I try to put the others in the shade

I built a tower in the sky I buit a tower so high I built a tower taller than the rest To show who's best

When I climbed to the top of my tower so fine I saw another tower slightly taller than mine Next to the others mine looked so small So I'll tear it down and built it twice as tall!

(ruder alt last two lines for adults: A tower of such girth made mine look so slight So I'll tear it down and build it twice the height!)

* can replace with "clever mage", "mountebank" etc.

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Fortify Town defences (Redirected from Town defences)

Defensive improvements required for towns in the League, Marches and Highguard.

Proposed by Mitwold, seconded by Temeschwar.

Contents

- 1 Overview

- 2 Date

- 3 Cost

- 4 Progress

- 5 Constitution

- 6 Campaign Outcome

Overview

- Defensive improvements required for towns in The League, The Marches and Highguard

- Passed at 60 Thrones with 13 votes against, money distributed to Senator Mitwold.

Date

- Passed Winter 376YE (Easter 2013)

Cost

- 40 wains of White Granite will provide sufficient fortification to suppress banditry in these regions

- 300 wains of White Granite are required to fortify these regions

Progress

- 40 wains of White Granite presented by Bridget Eastville nee Talbot, Senator for Mitwold in Winter Solstice 2013 downtime

Constitution

- This motion does not follow constitutional protocol

Senate motions should only contain a single item. The motion was not struck down by magistrates at the time and the construction has now begun.

Campaign Outcome

- Banditry in League, Marches and Highguard suppressed

- Meade, Sybela and Mellfort have been partially fortified.

Partial fortification does not confer a military advantage. It is sufficient to redress the banditry problems in those areas, but not sufficient to class as a separate fortification. It would require a total of 260 additional wains of White Granite to complete the three fortifications.

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Trade envoy

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 4 Appointment

- 5 Existing Trade Envoys

- 6 Constitution

- 7 The Title in Play

Overview

Trade Envoy is an Imperial title with responsibility for pursuing trade in mithril, weirwood, white granite, and ilium with specific foreign nations. The first trade envoys were created by the Imperial Senate during the Spring Equinox 377YE.

Responsibilities

Each trade envoy is responsible for pursuing opportunities with a specific foreign nation to gain mithril, weirwood, white granite, or ilium for the Empire. While the ambassadors are responsible for representing the Empire to foreign nations, the trade envoys are expected to proactively seek opportunities for trade in valuable Bourse materials. It is likely that a trade envoy will need to work closely with an ambassador in service to this goal.

Powers

The trade envoys have no legal powers. The significance with which the title is treated is likely to vary, depending on the culture and politics of the foreign nation with which they communicate.

Appointment

Each trade envoy is an Imperial position appointed by the Senate. The title can be held by any Imperial citizen. A trade envoy has tenure, and serves until they die or step down. They can be revoked by the General Assembly and by the Assembly of the Nine.

When they were created, the trade envoys were ceremonial titles appointed by the Imperial Senate. This decision was challenge by the Master of the Imperial Mint Guillamo de Tassato who was successful in arguing that the titles should be auctioned through the Imperial Bourse. At the point where it was clarified that the titles were Imperial titles, then it was clear that this shift was unconstitutional. Appointment by the Senate was restored after the Autumn Equinox 381YE.

Existing Trade Envoys

Trade envoys were initially created to the Principalities of Jarm, the Asavean Archipelago, Faraden, the Commonwealth and the Sumaah Republic. A sixth trade envoy, to the Sarcophan Delves, was created in Winter 379YE.

OOC Note: In the interests of ensuring our records are correct, anyone who currently holds a trade envoy position should e-mail plot@profounddecisions.co.uk with their details.

Constitution

Considerable constitutional issues surrounded these posts; there were constitutional problems with the way the titles were created, as it is not possible to create multiple titles with a single senate motion in this way. In addition, the titles are appointed annually, but as the titles have no legal powers they would normally be appointed with tenure (for life). Finally there was the confusion generated by the Master of the Mint who successfully argued that the titles must be appointed through the Bourse since they concerned bourse materials. In fact, no such constitutional restriction exists, and there is no legal basis in the motions passed for the titles to be appointed by anyone but the Senate. A motion to abrogate the titles was raised in Summer 379YE, requested by the Constitutional Court as one of the steps toward creating the Imperial Consul but the Senate declined to do so.

All the ongoing problems associated with these titles were resolved when their status as Imperial titles appointed by the Senate was clarified during Autumn 381YE.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

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Trade winds

"To be honest, the best part about the trip was not having to do it with a damned civil servant aboard," said Gregory to his first mate during a lull in the unloading. She laughed and agreed.

"The last poor sod I thought was going to spew herself inside out!"

They had been unloading for only half an hour or so. As captain he could have left his mate to see to everything, or shouted orders from the deck ... but he had been raised to work hard for his money and was never one to shirk some heavy lifting. Hard work wins wars as his Mam used to say. Despite this, the hold of "The Meade Minstrel" was still three-quarters filled with sacks of fine milled flour, barrels of beer and a few casks of the fine Amontilliado that had proved so popular during his last visit.

"Right we'd better ..."

A shadow fell across him. He looked up to find a massive ogre of a woman glaring down at him. Her armour resembled nothing so much as gilded crab shells, and she was holding a seven-foot mancatcher as if she knew how to use it. She said something to him in Jarmish - he caught none of it.

He fixed a smile in place and stood up, spreading his hands and talking clearly and calmly.

"What seems to be the problem, soldier?" The woman's right eye twitched and she stepped back to reveal a petite, prim looking man behind her. He wore multiple layered robes of gorgeous silk, and a tall hat held in place with jewelled pins. Delicate golden chains ran from his ear to his nose, and matched the chains around his waist in value if not in size.

"Imperial captain," began the Jarmish man, matching Gregory's smile with his own. "There seems to be a misunderstanding."

Gregory broke out in a cold sweat. The man's Imperial was precise, if heavily accented. He looked like trouble. There were another five soldiers in golden crab-shell armour on the docks behind him.

"What do you mean, we have paid for this berth and these are the docks we always use ... so?"

The Jarmish functionary shook his head sadly.

"I am sorry, but you are unloading sacks of flour. I am sure if the people you spoke to had realised what you had for cargo they would not have made this mistake. I will be sure to have them reprimanded for their error. I am afraid to tell you that due to a recent ruling from the House of Princes - and ordnance enacted by Lord-Magister Trescher himself - all foodstuffs imported from the Empire must be carefully examined for the presence of pests before they can be sold."

Gregory ground his teeth. His first mate stood up suddenly and growled.

"This flour came straight from the mills of Upwold you..."

He touched her arm - now was not the time - and kept his smile fixed. He had already paid all the bribes he expected to pay and if he had to put his hand in his pocket another time it would start cutting straight into his pockets.

"How long will this inspection take? Perhaps I could help smooth this along by..."

The functionary interrupted him.

"Oh I am so very apologetic, but I am afraid that we cannot perform the inspection here. You must go to the South-Eastern docks where the inspection will happen. It will not take more than an hour or so - our inspectors are very adept at finding pests - and while there will be a small charge for their time they are *very* professional."

Gregory could feel himself getting angry.

"I am expecting to meet with the traders of the House of the White Forest to discuss the purchase of dragonbone, I can't ..."

Again the functionary stopped him mid-sentence.

"Ah, that is a terrible shame. I am afraid that the House of the White Forest have unfortunately been investigated on charges of espionage, and Lord-Magister Trescher has temporarily suspended their permission to trade with Imperial captains whose good character cannot be absolutely vouchsafed. I am dreadfully, awfully sorry."

Gregory kept himself under control with a supreme effort of will, remembering the good advice of his Da about throwing the first punch.

"Good character ... Are you trying to piss me off?"

The functionary made a sad face.

"Oh no no no, that is not my intention at all. It is just that we really did not expect many captains from the Empire this season at all - we expected you to be far too busy trading with your new friends in the east! Perhaps, if you cannot accept a few minor inconveniences in the name of the safety of the Jarmish people, you might wish to take your cargo there instead? I am sure *their* dragonbone is *nearly* as fine as ours is."

The two blinked at each other.

"This is bloody politics, isn't it?" rasped Gregory, barely keeping his temper.

"You might think that," smiled the little functionary - a real smile for the first time so far. "But I could not *possibly* comment. Good day, Imperial captain."

The functionary inclined his head and withdrew back towards Vezak, leaving Captain Gregory to reload his cargo and decide where he was going to take it - to the South-Eastern dock or to somewhere much farther afield.

Contents

- 1 Significance

- 1.1 The Principalities of Jarm

- 1.2 The Commonwealth

- 1.3 The Sumaah Republic

- 1.4 Dubhtraig

Significance

The Imperial Senate oversees international diplomacy, but the actions of individuals can still have far-reaching consequences. Ship captains crossing the oceans to the great trade cities of the known world have had a first-hand reminder of how carefully balanced the Empire's relationship with its fellow world powers can be.

The Principalities of Jarm

The most obvious example of Imperial influence can be found far to the east, in the Principalities of Jarm. Rulership of the magocracy has long been contested between two main factions - the Northern faction and the Southern alliance. Until very recently, it has been in ports controlled by these two factions - Kavor and Vezak - that Imperial captains have traded their goods.

Recently, though, in part due to the decision of the Imperial senate, the Eastern faction of the Jarmish princes has received an unexpected boost - the port of Rigia was chosen to host the Imperial embassy to Jarm. That port is now open to the Empire and trade has commenced between Empire and eastern Jarm for the first time.

It has proved to be a very popular destination - a great number of Imperial captains have set sail for Rigia. Unfortunately, the port is not entirely prepared for the influx of trade ships from the west. Suitable wharfs are still being established, and the berths are a far cry from the ports Imperial ships are used to trading with. The eastern princes are only just beginning to see the benefit of Imperial favour - but those benefits are already being felt and the port-city is being transformed.

All is not well however. The northern and southern factions resent the upstart eastern alliance and, rightly or wrongly, blame Imperial interference for the shift in power. There is much talk of some underhand deal involving supporting Rigia through the slave trade; accusations that Imperial citizens are purchasing orc slaves for use in their mines are rife. Obviously, the Jarmish see no problem with this ... but consider secret slave deals to be the height of hypocrisy from a nation that has previously claimed to eschew the practice.

As a result, Imperial captains visiting Kavor find a cold reception - and opportunities to trade dry up as soon as they recognise an Imperial accent. The people in Vezak are more subtle - but Imperial captains encounter an inordinate number of bureaucratic errors, missed contacts and frustrating delays.

Most likely the Jarmish problem will blow over - given time - and some new intrigue will overtake the House of Princes. Indeed, if rumours of a church dedicated to the Way being built in Kavor are true, it might suggest that there is dissent within the factions themselves.

For now, however, the two old ports of Jarm are less than ideal destinations for Imperial captains ... while Rigia is still establishing itself as a suitable place to trade.

The Commonwealth

The same cannot be said for the problems Imperial captains are encountering in the Commonwealth. Their approach, however, is a great deal more straightforward. Their government has introduced a series of new tariffs on trade goods imported from the Empire. There is little attempt to dissemble as to the reasons behind it - the Commonwealth government is concerned both by the growing friendship with their Jarmish rivals to the north-east, and with the Empire's obvious lack of interest in reaching a diplomatic understanding with the Commonwealth.

In theory, if the diplomatic situation continued to deteriorate then the Commonwealth might close their ports completely to Imperial traders.

The Sumaah Republic

The frustrations of the Commonwealth pale into insignificance next to the cold fury that Imperial traders encounter in the port of Zemeh, the only available destination in the Sumaah Republic.

The government - and indeed the people - are furious with the Empire. Imperial traders encounter slammed doors, rude gestures and occasionally even open threats. The devout people of the far South-West point to repeated attacks against their Pride and Prosperity by the Empire; by their continued friendship with the hated slave-taking idolatrous heretic blasphemer tyrants of the Asavean Archipelago. It is no secret that the Sumaah people hate the Asaveans - centuries ago, they enslaved them after all - but now it seems that the Empire is being tarred with the same brush.

Hopefully the construction of an embassy may go some way towards mollifying them.

Dubhtraig

Not everything that happens at sea involves trade. The Empire's closest maritime neighbours, the Grendel, live just across the Bay of Catazar to the South and many Imperial citizens choose to raid their ships and their coastal settlements.

Recent reports however suggest that the warships of the Salt Lords are being gathered in force, patrolling the waters of the Southern bay and actively seeking out Imperial ships to harass and where possible destroy. Engaging with Grendel ships is more dangerous than normal as a result - captains who engage the barbarian orcs are finding it harder to make a profit. When the holds of the ships you raid are not stuffed full of trade goods but of heavily armed marines, you can end up spending more than you make...

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Trader guidelines

Contents

- 1 Overview

- 2 No Spaces at Present

- 3 Options

- 4 Trader Liaison

- 5 Trade Items

- 5.1 Weapon

- 5.2 Non IC Items

- 5.3 Alcohol

- 5.4 Food

- 6 Set up and Take-down

- 6.1 Arrival

- 6.2 Tents

- 6.3 Costume

- 6.4 Departure

- 7 Electricity

- 7.1 Provision

- 7.2 Usage

- 7.3 Connections

- 7.4 Safety

- 8 Booking and Prices

- 8.1 Account

- 8.2 Price

- 8.3 Pitch Sizes

- 8.4 Trade stall members

- 8.5 VAT Invoices

Overview

These guidelines are for all traders attending Empire events. If you are interested in trading at an Empire event please make sure that you have read these rules carefully.

The trade area is the centre of the event, and includes the main sets built to support the event, such as the tavern and the senate. Most of the rules and regulations for trading at events are designed to ensure that we maintain a high level of immersion in this area.

No Spaces at Present

At present, due to the popularity of the game with players and traders, we are unable to accept any new requests for trade pitches at the event. If you wish to be added to the waiting list for a pitch then please contact us.

Options

There are two options for anyone who wishes to sell non-food/drink items for OOC money, either a standard trader or a peddler. Both options require you to purchase a player ticket and follow all the normal guidelines for a player. A pedlar may then go about the camp and sell their goods as they choose. If you want to have a trade pitch for a tent in the main market place then you to pay a small additional charge for a pitch and follow the additional guidelines for a trader.

Peddlers can sell out of their own tent as a peddler, anywhere within the nation camps, provided you avoid setting up too close to the official marketplace. Alternatively, a peddler can sell off a blanket or cart etc in the marketplace as long as they are not obstructing the traders set up in the marketplace or in a place that would spoil the game for players. Please keep any non-IC looking items from spoiling the view and ambiance of players. Please contact our trader liaison if you want any additional information about pedling.

Trader Liaison

Our trader liaison exists to help with trading queries between and at events. Their role is to be a first point of contact and ensure that we provide you with effective support so that you can trade successfully at our events. Our current trader liaison is Angel.

Trade Items

Any items sold for OOC money at our events must comply with all standard legal requirements. For example, if you are selling hand-made soaps then they need to comply with the statutory regulations on testing and registration of your products.

Weapon

Please remind all players that they must have weapons, shields, bows and arrows checked by a weapon checker before they use them at the event. They must not assume that an item automatically passes.

Non IC Items

It is perfectly fine to sell items that do not fit the Empire genre at our events, provided they are not on display at the front of the shop. Items that do not fit the game should only be displayed inside your tent or stall.

Alcohol

Traders are not permitted to sell alcohol at events.

Food

It is acceptable to sell cold or preserved food from your stall, but not hot or fresh cooked food. Caterers are covered by different rules and financial arrangements with PD, so traders are not allowed to offer major catering operations at events without prior agreement.

Set up and Take-down

Arrival

You may arrive on site at any time from the Wednesday before the event onwards. Traders are encouraged to come early and have their stalls set up before the players arrive, so there is no charge for early arrival for traders.

Tents

All tents in the IC area must conform to the rules for tents published in the basic costume guidelines. Specifically it is not possible to put dome tents or party tents in the IC area.

Costume

All traders must wear costume that is suitable for the setting while in the IC area.

Departure

You may bring vehicles onto the site and begin taking your stall down as soon as the event ends at 3pm on the last day. Please do not start taking your stall down before this time as it disrupts the event for players.

Electricity

Provision

Generators are not permitted in the IC area so we provide power to all traders with a pitch at the event. The price for this is included in the pitch fee, but you will need to supply your own 25m extension cable. This power is intended to run lights and small low power utility devices - you cannot use our power supply for electrical heating at an event.

Usage

Traders with a small pitch may have up to 200 watts, traders with a large pitch may have up to 400 watts. You cannot run a kettle, toaster or any electrical device that produces heat.

Connections

Do not plug anything into any socket outlet until it has been checked by a member of the Profound Decisions electrical team. Electrical team members can be contacted via GOD or via the event crew on the radio. Remember, there are a lot of traders and it may take a short period of time to get a member of the team to your location.

Safety

If the PD crew electricians are not happy with the safety of a device then you will not be allowed to use it. You will not be able to use the device at the event and will need to secure any such items in your trader vehicle.

Booking and Prices

Account

To trade at our events your account on our website must be approved by our trader liaison. Once that is done you will be able to use the regular website to book tickets and a pitch to trade at events.

Price

Every person who attends a Profound Decisions event must have a valid ticket - this includes yourself (if you are attending the event) and everyone who is working on your stall.

Please see the main Profound Decisions website for ticket prices. In addition you can purchase a pitch in the main trading area in the centre of the site. All normal ticket discounts apply for traders attending an event.

Pitch prices are £15 for a small pitch and £30 for a large pitch if booked during the 'early booking' period. The prices increase to £30 and £50 respectively if booked during the 'late booking period'. We do not accept requests to trade after the late booking period has ended.

Pitch Sizes

A small pitch is up to 20m^2, a large pitch is anything over this size. The size is taken from the sides of the tent, not the footprint of your guy ropes.

Trade stall members

Please contact us to book tickets for staff who are working your pitch. We will add the staff to your booking, which will ensure that your invoice is correct.

VAT Invoices

A VAT invoice is automatically available from your Profound Decisions account for all bookings made using your account.

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Traitor's Fate

Contents

- 1 Rules

- 1.1 Winter Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Option

- 1.6 Removing the Curse

- 2 Description

- 3 Common Elements

- 4 OOC Note

Rules

Winter Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets two willing characters. Each character must be present throughout. Both targets must verbally assent to the use of the ritual.

This effect is a curse. A target may be under more than one curse at a time.

Effects

At the completion of the ritual, the target characters gain the ability to call IMPALE against each other using any melee weapon or implement, at will, for the duration.

The effect of the ritual lasts for a year (until the start of the Profound Decisions Empire event four events from now).

Additional Targets

This ritual can affect additional willing characters. Every additional character increases the magnitude by 3. Additional characters must be present throughout, and all must verbally assent to the performance of the ritual.

Option

This ritual can be made permanent much more effectively than similar rituals. It costs only a single ring of ilium for each participant. Sufficient ilium to make the ritual permanent for all targets must be employed, and each target must demonstrate that they know the curse is being made permanent.

Removing the Curse

Removing this curse prematurely is extremely difficult, as all living targets must be present. Should all the targets be present, they can remove the curse from themselves by agreeing to do so in the presence of a referee. If all the living targets are not present, or are not consenting, the curse can sometimes be ended prematurely by a powerful eternal of the Winter realm, but they are loathe to do so without significant inducement.

Description

This powerful binding spell creates a connection between participants, allowing them to exact lethal vengeance on each other. At its core, it creates a sense of obligation by empowering both targets to kill the other. It usually involves an oath or promise, and the understanding that the power of the ritual will be invoked against anyone who breaks the oath. This is Winter magic however and the effect is not quite that straightforward.

The power of the curse allows each participant to inflict crippling, potentially fatal, blows on the other. Using the power of this ritual to kill someone is likely to be treated as murder by Imperial magistrates, but it is entirely legal to use it to capture someone, or to bring them before a magistrate to face charges for any criminal action they have undertaken.

The Thule orcs are believed to make extensive use of this ritual when arranging deals and agreements, while there are stories of the Druj employing it among themselves when members of different clans must spend significant time together. The curse is apparently popular among the magician families of the Faraden, who employ a particular usage of the ritual to allow one of their number to serve as an arbitrator between people who pay well for their services. In this case the ritual is performed twice, each time involving a neutral individual and one of the people whose agreement is to be arbitrated. This allows the third party to determine if the promise or agreement has been broken, and invoke the 'penalty clause' against the target with lethal results. Of course, the arbiter is equally vulnerable to an attack from any of the individuals involved in either ritual, although by custom striking an arbitrator down incurs the full wrath of the magician family and usually results in many more, much more singificant, curses being levied against the murderer and their family.

A number of other variants of this ritual exist, that deliver differing levels of punishment. The Bargain of Agramant for example allows two individuals the power to inflict crippling weakness on each other while the Guttering Candle Promise rumoured to be used by certain Temeschwari criminals before that city was purged of their presence caused a traitor to putrefy and rot in great agony while still alive.

One unique element of this ritual is the ability to make the curse permanent with only a single ring of ilium for each participant. Arcane scholars have worked for centuries to try and unravel this property, in the hope of applying it to other rituals. None have succeeded. As near as they have been able to establish, there is something fundamental in this ritual that resonates with universal hearth magic that is impossible to duplicate. The ritual allows a person to choose to make themselves vulnerable by consenting to a curse - and curses tend to be durable anyway at least in the Winter realm. Coupled with the strong hearth magic of oaths and obligations, this creates a seemingly anomalous situation where only a tiny amount of ilium is needed to anchor the curse permanently to the participants.

Common Elements

The most common element of this ritual is a bargain, oath or agreement that lays out how the power is to be used. In the Brass Coast in particular a written contract is often involved, not least because the magic only works if it is clear that both targets are entirely willing and understand what is happening. Blood is often shared or exchanged; in The League a drop of each target's blood is mixed with wine that is then used by each in turn to drink a toast; while a Freeborn coven might use a couple of drops of blood from a cambion ritualist mixed with fruit-juice to serve the same purpose. Some brutal covens, especially in Varushka finish the ritual by having each target strike the other, crippling a limb, as a stark reminder of what will happen if the power of the curse is invoked.

This ritual is often performed at sunset, or at night, and is usually performed in private. Some covens (and targets) like to have an Imperial Magistrate present to ensure.that everything is above board.

The runes Yoorn, Lann and Queros each have resonance with this ritual, depending on the purpose for which it is being performed. The eternal Sorin is often evoked as part of the ritual and is said to have a particular interest in its use.

When ilium is used to make the curse permanent, the star metal is often alloyed with precious metal and turned into jewelry - usually a chain or ring. At the completion of the ritual the participants ceremonially don the jewelry to mark the beginning of the circle of trust.

OOC Note

The option to make this ritual permanent for one ring of ilium is a unique quality that you should assume will not be available to any other ritual. It is uniquely thematic to the voluntary curse created by Traitor's Fate creates. We will not approve requests to employ this benefit with any other ritual.

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Transcendent Mastery

Contents

- 1 Rules

- 1.1 Day Magnitude 26

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Day Magnitude 26

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must have the magician skill.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains the ability to cast all the spells known to Imperial magicians as if they knew them.

They also experience a series of powerful roleplaying effects:

- They feel full of exotic knowledge, as if the secrets of the universe were just on the tip of their tongue.

- They feel a strong urge to use their knew magical knowledge to solve all problems.

- They have a voracious appetite for new information, especially factual information.

- They feel buoyed up, as if they are filled to bursting with an invisible power. They feel as if at any moment, if they relax or lose control, they might rise off the ground or explode in a burst of radiant possibilities.

This can all be very distracting.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 20. Additional characters must have the magician skill and be present throughout.

Description

The rituals Illuminate the Higher Mind and Ascendance of the Highest Mind allow ritualists to share knowledge. This potent ritual goes one better - it draws magical knowledge out of nowhere and pours it into the mind of the target. Some magicians believe this is the cumulative knowledge of all the magicians of the Empire, or perhaps even the world; others claim that the knowledge is drawn from somewhere in the Day Realm, or from one or more Day Eternals - perhaps the Great Library of Phaleron or its attendants. The most disappointing element of the ritual, as many magicians have lamented, is that it does not enhance the number of spells they can cast. Magicians under the effect of Transcendant Mastery often develop an insatiable appetite for mana crystals to fuel their desire to cast as many incantations as possible.

This ritual is very expensive, and difficult to perform. The most common use is to allow one or more ritualists access to spells the coven do not know that are desperately valuable. A group of ritualists with no knowledge of spells such as heal or purify can gain access to those valuable incantations in desperate need. Likewise, a group of otherwise ineffectual scholar-librarians under threat can gain the entire suite of offensive spells in one swoop, provided they have access to enough crystals of mana.

Common Elements

The ritual involves the invocation of an outside agency. The target often wears a robe of fine silk, perhaps dyed with iridescent gloaming, and often dons a circlet or crown at the culmination to represent mastery of magic. Scrolls of incantations are commonly used, but any written material may serve as a conduit for the magical knowledge the coven seeks. A group of Urizen magicians might use mirrors and crystals to focus beams of light onto the target while invoking their own magic, while a coven of Freeborn or Imperial orc magicians may engage in a frenzied spinning dance with pounding music to try and elevate the target to a higher state of consciousness.

Invocations to legendary magicians and scholars, especially those who are exemplars or paragons are often included; the idea that the ritual draws on the collective knowledge of humanity is a powerful one. Highborn magisters are likely to try and encourage the target to access their previous lives in which they may have been magicians, while orcs will similarly call on the ancestors to fill a shaman with their power. Obviously, invocations of powerful Day Eternals are also common, as are the runes Aesh and Hirmok.

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Transmogrification of the Soul's Echo

Contents

- 1 Rules

- 1.1 Night Magnitude 60

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 60

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. This target must be willing. If they are unwilling or unaware of the general nature of the ritual, their mind remains closed and the ritual fails.

Effects

This ritual permanently changes the personality of the target character.

- This can be a subtle alteration or a full 'rewrite' of their nature, goals, aims, beliefs and behaviour.

- The changes may be as sweeping or minor as the target desires, and seem perfectly natural to the target from that point onwards.

- The character still remembers who they are and what they did before; memories do not change.

- They remain physically the same person; their lineage, sex and appearance do not change.

- Their abilities do not change.

- Everything else from the kind of food they like or dislike to their core beliefs can be changed with immediate effect.

The decision about what elements of personality are changed and in what way is left in the hands of the target; the coven performing the ritual may try to influence these changes, but the final decision is up to the target.

In addition to giving the target character a new personality, this ritual is effective at permanently removing lower-magnitude curses that effect the emotions or mind of the target.

Description

The apogee of alchemy - the 'Great Work' - is often said to be more than the process of turning orichalcum into green iron. Rather it is sometimes seen as being the same transformative effect rendered on the very soul, transmuting the fabric of the person into something new. This ritual can be compared to an alchemical change wrought upon a living mind, rather than gross materials.

Characters who undergo this ritual sometimes take a new name, but it is not mandatory. Those who have experienced the change describe their earlier life as being like a dream, from which they have suddenly awoken. Many students of Night lore claim that the new personality is the character a person might have had if they had made different choices at key points, or chosen to unravel their skein in a different way. Others say that the person who undergoes it becomes essentially a new person, and treat them as such - although it must be noted that Imperial law makes no distinction between the identity of a person before and after this ritual and claims that the old person no longer exists are generally dismissed out of hand.

Some people react quite badly on discovering the new identity of someone they thought they knew; on one occasion a woman attempted to bring a coven before magistrates on charges of having murdered her brother and replaced him with some sort of Night-spawned doppelganger. The case was dismissed, but the ritual continues to have a slightly shady reputation. Occasionally friends and relatives claim that the ritual has been used as a form of brainwashing, to force changes on a loved one; magical scholars are usually called on to give evidence that the ritual affects only willing targets.

Some theologians have questioned how the ritual works, and what implications it might have for one's soul; how one's past deeds effect one's path through the Labyrinth if the person who performed them no longer exists; and whether someone who has chosen their identity can be truly virtuous. There are even those who go so far as to suggest the 'new' personality is nothing more than a spirit from the Night realm possessing the body of someone whose spirit has been displaced during the ritual.

This ritual is quite expensive to perform, and is rarely used simply to change someone's mind. It sees much more use as a method of treating curses that disturb the thoughts or passions of a victim; even then it is much more likely to be used to counter a devastating effect such as All the World in a Grain of Sand than a comparatively mild curse such as Unfettered Anarchy. When used in this way, the ritualists focus on the nature of the curse, and the target leaves the rest of their personality as-is. On some occasions when the ritual is used to end a curse, the target still awakens to find that not only has the curse gone but some minor element of their personality has changed as well; they like a type of food they disliked before, or now find a piece of music they previously enjoyed to be intolerable. Most Night ritualists just shrug and point out that the ritual only changes things that the target wants to change; sometimes people don't realise how much they want to change things.

Common Elements

The ritual often involves the target symbolically dying, so that a new personality can be born. Funereal elements appropriate to culture might be used, especially shrouds and clothing associated with the dead. Many rituals make use of narcotics, sedatives or mild poisons to relax the target. The target is often encouraged to consider their previous identity to be a dream, and that when they awaken they will have changed. Sometimes the ritualists describe the changes the character will undergo (although they are doing this to help the target change, not dictating what those changes will be). Butterflies and frogs are a common image used, as is the profound ability of fire to change things from one state to another.

Masks or items that represent the personality or identity are often used, and may be shattered during the ritual. Sometimes multiple mirrors are used to capture the reflection of the target as they describe the person they wish to be. The name of the Eternal Soghter is sometimes evoked during this ritual, although there is an unproven superstition that doing so increases the chance that the target's children will become naga.

The Xun rune is often invoked with this ritual, as is the rune of passion.

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Treason guidance

Legal treatment of dealings with eternals

When a citizen is accused of committing treason with an eternal (or herald) it is not uncommon for there to be little evidence of what actually transpired. Consequently magistrates follow some simple guidelines.

If magistrates have satisfactory evidence regarding an interaction between a citizen and an eternal (or herald) then they will judge that evidence to determine if treason was committed or not.

If there is no satisfactory evidence (because it was a secret meeting or similar) then if the meeting was with an eternal under amity or neutral then (in the absence of evidence to the contrary) the magistrates will presume everything was above board.

However, if the meeting was with an eternal under enmity then:

- for an archmage (or similar titleholder) interacting with their realm of responsibility the magistrates will presume that they were just doing their job; but

- the magistrates may draw an adverse inference against anyone else. If so this is likely to lead to a conviction for treason.

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Treasures of Zenith

Words by Claire Sheridan. Tune by Aneurin Redman-White and Claire Sheridan. Recording: https://soundcloud.com/herecosyouare-1/treasures-of-zenith

Third in "The Black Plateau Saga"

Treasures of Zenith By Nicassia of Phoenix Reach and Eudaemon of Halcyon Spire''

By the gates of Urizen A tea house stands, Two Naga stand ready, With helping hands. In the cool, dark tents, Of the Sentinel’s Repose, They’ll soothe your aching mind, They’ll soothe your aching bones.

The Solace of our nation, Their main concern, Into the Realm of Night, Their vision burns. In their cool, sharp minds, The pieces slot in place; They keep our secrets well, They keep our secrets safe.

They and I and coven bold, The Plateau saw, They and I and coven bold, Sought out more. In the cool, high spires, We showed and made our plans, We knew where we would fight, We knew where we would stand.

An Arbiter then came to call In dead of night, He brought with him the message, The time is right. In a warm, sick sweat, Two Naga sleeping lie; It should have been their night, It should have been their time.

So I’ll sing of our ritual For all should know, Of the great deeds done, On the Black Plateau. In the heart of the tale, There always should remain, Those who know it best, Elyssian, Elyssiathain.

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Tree of ice (conjunction)

Jacova stood beneath spreading boughs of translucent ice, and turned her face toward the east.

As dawn broke across the trees below her, she began to move in a slow circle around the prone Pietro. As she moved, she touched him on the forehead; on his lips; on each shoulder; on either side of his chest; on his navel; on each shin. As the sun peeked above the horizon for the first time, she began to sing a quiet bubbling song weaving nine words of power over and over in time with her flowing gestures.

Iosca leaned close to Yani, and whispered reassuringly:

"Jacova is evoking the power of the Tree of Ice," she told the boy's father. "It will purge the last of the sickness from your son. You must not become afraid at what you see - the venom must flow out of his body. It may look as if she is hurting him, but she is not."

Yani nodded jerkily, his face pale, his eyes red from crying.

"Is she powerful enough to do this by herself?" he asked, haltingly, not wanting to appear ungrateful, but concerned nonetheless.

"Yes, you need not worry. She is a master of this magic, she has performed it many times. The Tree of Ice will melt and flow through little Pietro, and where it has passed there will be no more poison. Trust us. In this place, at this time, before the Tree, there is nothing so corrupt that Jacova cannot purify it."

The magician's song had become louder as the onlookers whispered among themselves, her gestures wider, swifter, and more joyous. The sun was nearly above the horizon when her bubbling, liquid song was rudely interrupted.

A shudder ran through the Tree of Ice, and then cracks began to appear revealing the mithril framework beneath. Before either magician or father could move, great chunks of ice began to slough off the Tree, like calving glaciers. Jacova desperately tried to maintain focus on her ritual, but was knocked to the ground when one of the boughs snapped off completely, striking her face. She disappeared from sight behind the bier.

Iosca ran to her aid, arm raised to protect her own face from flying shards of ice. She stifled a whimper when she saw that Jacova was not moving, blood pumping from a ruined face and madly twisted shoulder.

Whispering a line from the Rhyme of the Bear to steady her nerves, she swiftly began a healing invocation. Out of the corner of her eye she saw Yani covering his son's prone body with his own, shielding him.

Immediately she knew something was wrong. Her stomach twisted in her belly, and a freezing chill ran through her. There was an unspeakable taste in her mouth something ... impossible to put into words how ... like bile and salt and rotten milk. She clamped her teeth tight and rasped the last few words of the spell, sending healing energies through Jacova. She was able to prevent her gorge rising for long enough to see the bleeding slow and the torn skin and flesh begin to knit before she was forced to turn aside and vomit her early breakfast onto the flagstones of the Izlechivaya Dvor.

Pausing only to wipe her mouth, she called for Yani to come help her move the heavy length of ice and metal that pinned Jacova to the stone. She spared a glance for the broken tree, and for a moment in the early morning light it appeared to run with thick, rotten blood. She swore under her breath, but this was a problem for another time. For now, she had lives to save.

Contents

- 1 Overview

- 2 Significance

- 2.1 Healing spells

- 2.2 Ritual magic

Overview

It appears that the Wanderer has aligned with the constellation of the Fountain, with pronounced and unexpected effects. Perhaps it is simply the usual unpredictable influence of the Flame-in-the-Dark, or perhaps it is something more - for any conjunction of the Wanderer by default includes a conjunction of the nameless star that now accompanies it.

As the Fountain rises above the horizon with the dawning of Spring, something corrupt is rising with it - and may well continue to rise until spring turns to summer.

Whatever magical tides are being reflected in this alignment, it seems that it reflects a negation or corruption of the constellation, associated as it is with both life-giving water, and with the wellspring idea of beginnings.

Those who have tried to draw on the life-giving waters have described those waters as "tainted" - and spoken of a thin film of "filth" that smothers the surface of the water. The experience of performing certain rituals, or casting certain spells, causes nausea - and sometimes even more potent malignant effects.

Astronomantic scholars are worried, and almost without exception blame the new star for this apparent warping of the Fountain's natural meaning. Yet it is not merely an astronomantic phenomenon. As with every conjunction, the stars are as much reflecting a wider magical shift as causing that shift through their movement. Dramaturgists report that both the Witch and the Garden resonate particularly closely with this astral arrangement, leading to bouts of stomach sickness that incapacitate performers, or attempts to employ the Garden stymied by rotting backdrops and broken magic. Those who favour rune magic speak of sticky residue that comes from nowhere to taint their runestones, oozing from the surface of Evrom, Cavul, or Rhyv.

That this is a negative conjunction seems without question, but it is not without potential advantages.

Significance

Unlike many conjunctions, this strange alignment has implications for those who engage in spellcasting as well as for ritual magicians.

Healing spells

Any magician casting the spells heal, restore limb, purify, swift heal, or purge suffers an additional roleplaying effect whenever they do so - they experience a sensation of nausea brought on by some combination of disgusting, rotting tastes and odours, or the sensation of being spattered with something noisome and unpleasant.

This doesn't prevent the casting of the spell, but leaves the magician feeling ill - and the more spells they cast in a short period, the more unwell they will be left feeling.

This effect only applies if the magician is actually casting the spell - magic items that duplicate the effect of these spells without using wording such as "cast (the spell) as if you knew it" or "cast the spell X times per day" can be used normally.

Ritual magic

During the coming event certain ritual magic is easier to perform - but at a price.

Attempts to perform rituals that heal or purify living creatures bring with them sensations of sickness, fetid rot, and corruptive taint. It is as if a thin film of vile scum lies between the ritualist and their magic. While magicians can penetrate this yielding barrier easily, the sensation of doing so is disturbing and unpleasant, often giving the ritualist a feeling of being "unclean" or nauseous. Performing rituals that create venom or sickness bring the same awareness, but the experience is a less nauseating and more tempting - any ritualist engaged in such a ritual feels an urge to embrace the poison they are evoking and draw strength from it.

Rather than trying to keep the taint at bay and work their magic in spite of it, a ritualist can choose to open themselves to it instead, risking their own health to gain additional power.

Experiencing the taint

Any contributor who is about to perform one of the effected rituals can tell the referee that they wishes to embrace the taint. They will gain a temporary one rank bonus for that performance of the ritual, but in the process they will become sickened; the referee will give them a card detailing the effects of the taint. This option is only available if they are not already suffering the taint from a previous ritual.

The rituals in Imperial Lore which are effected by this conjunction are:

- Spring Blessing of New Spring, Blood of the Hydra, The Hands of Sacred Life, Fountain of Life, Rampant Growth, Chirurgeon's Healing Touch, Vitality of Rushing Water, Hands of the Healer, Touch of Vile Humours, Unending Cascade of Blood's Fire, Curse of Gangrenous Flesh, Fetid Breath of Teeming Plague, Rivers of Life, Rivers Run Red

- Day Ascetic Star of Atun

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Treggajoran Wartha

Version by Madrigirls here: http://www.youtube.com/watch?v=RbO4k6ISHSk Arr. Florence MacDonald & Katy Cooper.

Down in the town of Treggajoran Wartha Cumes on Jenny Jo Jenny Jinny Jan Johnny Bucca lived Jenny Jo Jenny Jinny Jan Lived with his lovely daughter

Two merry geeks came asking to court her Cumes on Jenny Jo Jenny Jinny Jan Two merry geeks Jenny Jo Jenny Jinny Jan Came asking to court her

Wined her and dined her on ale and porter Cumes on Jenny Jo Jenny Jinny Jan Wined her and dined Jenny Jo Jenny Jinny Jan Her on ale and porter

Jenny took turns walking out along the water Cumes on Jenny Jo Jenny Jinny Jan Jenny took turns Jenny Jo Jenny Jinny Jan Walking out along the water

Showed each the ring the other one had bought her Cumes on Jenny Jo Jenny Jinny Jan Showed each the ring Jenny Jo Jenny Jinny Jan The other one had bought her

Buy a bigger ring each one he thought he ought to Cumes on Jenny Jo Jenny Jinny Jan Buy a bigger ring Jenny Jo Jenny Jinny Jan Each one he thought he ought to

Gathering up the rings Jenny gave no quarter Cumes on Jenny Jo Jenny Jinny Jan Gathering up the rings Jenny Jo Jenny Jinny Jan Jenny gave no quarter

Said she'd marry whichever was the shorter Cumes on Jenny Jo Jenny Jinny Jan Said she'd marry Jenny Jo Jenny Jinny Jan Whichever was the shorter

Poor little man he wished he'd never caught her Cumes on Jenny Jo Jenny Jinny Jan Poor little man Jenny Jo Jenny Jinny Jan Wished he'd never caught her

Down in the town of Treggajoran Wartha Cumes on Jenny Jo Jenny Jinny Jan Johnny Bucca lived Jenny Jo Jenny Jinny Jan Lived with his lovely daughter

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Tribune of the Synod

Contents

- 1 Overview

- 2 Duties

- 3 Powers

- 3.1 Judgement

- 3.2 Consideration

- 3.3 Withdrawal

- 4 Appointment

- 5 The Tribune in Play

- 6 Further Reading

- 6.1 Core Brief

- 6.2 Additional Information

Overview

The Civil Service appoint one or more of their number to serve as Tribune to the Imperial Synod. This position is designed to ensure the smooth operation of the Synod and has powers of judgement to support that. Although the office of Tribune is referred to in the singular, it is common for more than one civil servant to share the position, so that they may share the responsibilities and work between them.

The Tribune of the Synod is an NPC only position. Its role is to be the umpire for the Synod - not to play the game.

Duties

The Tribune of the Synod helps to ensure that Synod judgements take place in a timely and effective fashion. They accept judgements from members of the Synod and are responsible for publishing them and for collecting and tallying the votes. They also help priests to understand the different assemblies and powers of the Synod as well as ensuring that the text of any judgement meets the legal requirements.

The Tribune is responsible for communicating the decisions of the Synod to the Empire. In most cases they discharge this responsibility by ensuring the judgements are publicly available at the Hub, announcing the count of votes, and keeping accurate records which can be published by the civil service later. If a judgement targets an individual citizens - such as revocation or Writ of Excommunication then the Tribune will take additional steps to ensure that the citizen is aware of the judgement and the outcome.

Powers

Judgement

The Tribune may submit any number of judgements for consideration by any assembly of the Synod each summit. In practice this ability is usually used to submit judgements of appointment for elections or to resubmit a judgement of recognition to the General Assembly after it has passed a virtue assembly.

They do not accept "suggestions" for judgements from citizens.

Consideration

It is part of the Tribune's responsibilities to ensure that the Synod runs smoothly and that members are aware of pending judgements and can vote on them. As part of their responsibilities, the Tribune has the power to reject a judgement if they consider it too be invalid, too similar to an existing judgement, or that its consideration would damage the good standing of the Synod.

To be valid, a judgement must be submitted to the correct assembly and contain the necessary details for consideration by the Synod. For example, the Tribune will reject a judgement calling for a change of doctrine that is submitted to the Assembly of Courage. Likewise they will reject a judgement to issue a writ of excommunication if it does not clearly state who will be excommunicated. In extremely rare cases, the Tribune may reject a judgement if the wording is so deliberately convoluted that they make the legal implications of passing the judgement unclear.

The Tribune will also reject a judgement if it is practically identical to a pending judgement. This is to prevent confusion over multiple judgements that have the same outcome.

Finally the Tribune may reject a judgement if its acceptance would damage the good standing of the Synod. In practice, this power exists so that the Tribune can reject judgements that contravene our rules for conduct at events.

Withdrawal

The Tribune has the power to remove a judgement before voting is completed, if they believe it is in the interests of the Synod to do so. If this happens, then the withdrawal is noted in the Synod records. For legal purposes the judgement is treated as if it had failed.

The Tribune will usually only initiate this where they discover a duplicate judgement has been submitted, however members of the Synod may request the Tribune use this power on their behalf to withdraw a judgement that they have submitted. The Tribune will usually facilitate this request provided that they are satisfied that the withdrawal is not being request to thwart the will of the Synod. For example, if a judgement of veto were withdrawn at the last minute, when it was becoming clear that it would pass - then the Tribune will not allow that judgement to be withdrawn.

As an NPC the Tribune may use this power to withdraw a judgement where there are convincing personal OOC reasons to do so.

Appointment

The Civil Service selects the Tribune of the Synod. Although the title is usually referred to in the singular, the civil service may grant the title to more than one citizen. It is common practice to have two or more civil servants serving as Tribune at any one time.

The Tribune can be revoked by the General Assembly, and by the Assembly of the Nine.

The Tribune in Play

The Tribune is an NPC whose role it is to keep the Synod fun and engaging for the participants.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Imperial Theology

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

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Triumphant Blade

Description

A Triumphant Blade is a popular enchanted weapon, used throughout the Empire in various forms. A heroic individual may enhance their reservoir of inner strength directly, but with a little effort anyone can benefit from the fire the weapon kindles in their soul. In addition to allowing even the meekest senator to stand firm in the face of malign spiritual presences, it is sometimes coupled with other enchanted items such as Mediator's Mail to serve as a mystical 'power source' for the second item.

A Dawnish Triumphant Blade often bears the rune Tykonus, while a Winterfolk-forged axe or sword is just as likely to bear Gralm or Ull, the runes associated with fate and chance. In Varushka, a Schlacta's Axe is a popular weapon bought by rich boyars for their favoured captains, while the Freeborn and officers of the Free Companies of the League alike are known to favour beautifully crafted and decorated Triumphant Blades as marks of office.

Rules

- Form: Weapon. Takes the form of a one-handed weapon.

- Requirement: Any character can bond to this item.

- Effect: You gain one additional hero point.

- Materials: Crafting a Triumphant Blade requires ten units of green iron and four ingots of orichalcum. It takes one month to make one of these items.

“You 'ear about ole crazy Nicholas, over in Gauk, that small village, the one by the bend with the tree what looks like ‘orse? Yeah him. That one what reads all them books ‘n’ all that ‘bout things whats ‘appened years back?”

The Marcher wiped a patch of ale foam from his beard before continuing.

“Well ‘e say Feni up ‘n’ raided his farm so they did, reckons they was in after all his books ‘n’ that cos it hadn’t stopped raining for a month and there weren’t a dry twig in all o’the Empire. Reckons they was gunna use ‘em all for burnin. Well ole Nicholas said ‘e weren’t ‘aving none o’it. Said ‘e picked up his old log-axe made by his mam it was, back when we ‘ad all them good berries that year. They said she ‘ad a bit o’summer blood in her, funny way o’looking at ya she ‘ad.

"Anyway, ‘e reckons he chased off three o’the buggers with naught but an ale tankard to cover ‘is modesty. Reckons he knocked the biggest one clean off ‘is feet an’ near split him in two, t’others ran off tail between their legs, tall as a barn door ‘e said the Feni was, said that the ole summer magic his mam mixed in the axe-wood what ‘elped him. That’s what ‘e says anyway”

The man finished speaking and returned to his drink, his companion screwed up his face for a moment, taking in the details of the story and scratching his head in contemplation before asking a question.

“So….’owd he keep his tankard on?”

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Trod

Contents

- 1 Overview

- 2 Trods and the Navarr

- 3 Benefits of the Trods

- 4 Further Reading

Overview

The trods are magically enchanted paths that weave and wind their way across the majority of the Empire. They have special significance to the Navarr, but they are also invaluable to Imperial travelers, merchants, and soldiers. People who use trods - some of which have effectively become well worn roads - feel refreshed each morning as if they had spend a night in the finest beds. They are able to walk for many miles without becoming tired, allowing them to cover great distances on foot or by ox-wagon.

Trods rarely form in straight lines - they meander across the landscape in complex patterns. Travelers who use the trods to speed their movement often do so only sporadically as part of a more direct journey.

The trods also nurture the land through which they pass - plants of all kinds grow more freely near trods, and prove to be more hardy.

Trods and the Navarr

As a striding migrates along the trods the unconstrained Spring Magic which is the heart of the vallorn is slowly leached away. The longer the trod and the larger the striding the greater the effect. However, this magic is not just bled into the ether but is returned to the land and in some small way the people that travel the trod.

A trod starts and ends at a Vallorn. As a vallorn grows more powerful as the Navarr advance closer to its heart, successive generations have needed to travel further to weaken it sufficiently before any attack is attempted. The most potent users of the trods are those who begin their journey within an area claimed by the vallorn, and then travel as far away as possible using the trods. Only the Navarr do this on anything approaching a regular basis.

Stridings routinely move from trod to trod, to ensure as much of the vallorn's life-force is depleted before they attempt the dangerous journey back towards the vallorn. At the fall of Terunael the unstoppable advance of the orc foe made this task virtually impossible. The founding of the Empire was the beginning of a sea-change in the Navarr ability to fight the vallorn.

In addition the land near a trod is often noticeably fertile and the crops on land through which a trod passes seems much less prone to disease.

New trods can be created; however, it takes a great ritual and no new trods have been pioneered since 282 YE. With the recovery in 378YE of The Dance of Navarr and Thorn - a powerful ritual from pre-Imperial times - the Navarr once again have access to the potent tool necessary to create trods. The ritual text also laid out several of the theories behind the trods, how they worked and their ultimate effect. The Imperial Conclave agreed to place the ritual into Imperial lore, ensuring that it would not be lost as long as the Empire lasted.

Benefits of the Trods

The trods provide a boon to transportation and travel within the Empire.

In addition, everyone moving along the trods helps contribute to their magical effect, but the Navarr stridings are the most significant, moving long distances in large numbers along the trods from season to season. Traders and other travelers do make use of the trods, but in smaller numbers and their movements are focused on their destination. The trods are circuitous so traders moving between cities of the League (for example) will use a trod only as long as it takes them in the direction they wish to travel.

As a trod sees more traffic its effectiveness at drawing off the power of the vallorn increases - but only the Navarr make the effort to spread their movements out over many trods, rather than take the shortest route to their destination.

Further Reading

- The Dance of Navarr and Thorn

- Trods, Roads, and Ox-carts

Damaged Trods

As of the start of Winter 378YE, the trods in Reikos were seriously damaged by the actions of Druj magicians. Swift action by the Navarr allowed them to use a regio associated with the Sign of Tamar to repair the trods during a battle there. The trods in Segura and Holberg also suffered damage under barbarian orc occupation, but were recently repaired by the combined efforts of the Navarr nation. They are once again walked by stridings.

The trods in Spiral are likewise severely deteriorated due to long-term barbarian dominance of that territory, and in need of repair.

The Barrens, never having been Imperial territory, have never had a proper trod network - rumours exist of a few tenuous paths that may have been created or used by the Navarr in historical times, but there is little sign of them today.

The trods in the Mournwold had suffered extensively due to neglect; during the Winter Solstice 381YE Navarr magicians rewove the trods, repairing the damage they had suffered. Also during the Winter of 381YE, a courageous band of Navarr accompanied by Freeborn allies made a dangerous sortie into the woods of Liathaven, and performed the Dance of Navarr and Thorn, repairing the tattered trods surrounding the vallorn there.

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Trod (Redirected from Trods)

Overview

The trods were created as a weapon but in the fullness of time their value to nurture the land through which they pass and the people that use them has been realised by the Imperial Conclave.

As a striding migrates along the trods the unconstrained Spring Magic which is the heart of the vallorn is slowly leached away. The longer the trod and the larger the striding the greater the effect. However, this magic is not just bled into the ether but is returned to the land and in some small way the people that travel the trod.

A trod starts and ends at a Vallorn. As a vallorn grows more powerful as the Navarr advance closer to its heart, successive generations have needed to travel further to weaken it sufficiently before any attack is attempted.

Stridings routinely move from trod to trod, to ensure as much of the vallorn's life-force is depleted before they attempt the dangerous journey back towards the vallorn.

At the fall of Terunael the unstoppable advance of the Orc foe made this task virtually impossible. The founding of the Empire was the beginning of a sea-change in the Navarr ability to fight the vallorn.

People that that use trods, some of which have become well worn roads, feel refreshed each morning as if they had spend a night in the finest beds. This benefit is often exploited to allow travellers to cover much greater distances on foot or by ox-wagon than they might normally manage.

In addition the land near a trod is often noticeably fertile and the crops on land through which a trod passes seems much less prone to disease.

New trods can be created; however, it takes a great ritual and no new trods have been pioneered since 282 YE. With the recovery in 378YE of The Dance of Navarr and Thorn - a powerful ritual from pre-Imperial times - the Navarr once again have access to the potent tool neccessary to create trods. The ritual text also laid out several of the theories behind the trods, how they worked and their ultimate effect. The Imperial Conclave agreed to place the ritual into Imperial lore, ensuring that it would not be lost as long as the Empire lasted.

Damaged Trods

As of the start of Winter 378YE, the trods in Reikos were seriously damaged by the actions of Druj magicians. Swift action by the Navarr allowed them to use a regio associated with the Sign of Tamar to repair the trods during a battle there. The trods in Segura and Holberg also suffered damage under barbarian orc occupation, but were recently repaired by the combined efforts of the Navarr nation. They are once again walked by stridings.

The trods in Spiral and the Mournwold are likewise severely deteriorated due to long-term barbarian dominance of those territories, and in need of repair.

Finally, and perhaps most worryingly, the trods in Liathaven have almost entirely unravelled due to nearly thirty years of Jotun dominance; until they are restored to full strength, the power of the vallorn in that territory will not be depleted at all by the walking of the trods.

The Barrens, never having been Imperial territory, have never had a proper trod network - rumours exist of a few tenuous paths that may have been created or used by the Navarr in historical times, but there is little sign of them today.

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Trodwalker's Readiness

Description

The warrior with magical abilities or the magician with the confidence and inner fire to be a true hero both benefit from the use of these arcane weapons. Both weapon and implement are often marked with mirrored spirals, or designs reminiscent of the trods that the Navarr walk.

There are many stories that suggest that the weapons occasionally channel additional strength to their wielders when they are employed in the vicinity of a trod, although there may be other explanations for this phenomenon (if it even exists - all the evidence so far is anecdotal). Obscure stories from the earliest days of the pre-Imperial Navarr suggest that these weapons were wielded by some form of elite Terunael champion, one who embraced both warfare and arcane study. There is some evidence to support this - relic hunters have uncovered more than one sets of these weapons in old burial grounds or vallorn-choked ruins. Presumably, the items went by a different name in the days before the trods were established.

These weapons are not common in the Empire - the skills needed to use them are rare. One must not only possess personal discipline and magical skills, but also the training needed to do something useful with that discipline and magic before one can get good use out of these items. They are somewhat more common in the hands of Urizen magicians who fight alongside the sentinels.

Rules

- Form: Weapon. A pair consisting of a one-handed weapon and either a rod or a wand. You must be wielding both the weapon and the implement to use the set's magical properties.

- Requirement: You must have both the ambidexterity and magician skills to bond to these items.

- Effect: You gain one additional hero point and one additional point of personal mana.

- Materials: Crafting the Trodwalker's Readiness requires five measures of dragonbone, six ingots of green iron, five measures of iridescent gloaming, five ingots of orichalcum and three ingots of tempest jade. It takes one month to make a pair of these items.

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Trogoni

The trogoni are somewhat humanoid creatures with insect-like traits that live deep underground.They are most commonly encountered in the mountains of Urizen (and presumably Skoura and Axos), but are not solely found in the south-eastern peaks. They are significantly less common in the mountains of northern Wintermark and Varushka. Some miners report creatures that sound very similar to trogoni attacking and infesting tempest jade mines, feasting on the raw tempest jade. There are also occasional reports of the Thule barbarians employing monstrous beasts that sound a lot like magically altered trogoni. Whether these are the same species or a related species is not clear.

What makes trogoni a problem is that they seem to be drawn to areas where mana is focused; they attack mana sites, consuming the mana crystals and then seeming to feed on the magical flows. While they do not seem to deplete the magical energy flows, their feasting can prevent the formation of crystal mana while they are present; they can also accidentally destroy any improvements attached to the mana site. The more powerful the mana site, the more trogoni are likely to gather there. A pack of trogoni will defend a captured mana site with rabid intensity.

They seem to possess a natural sense for magical energy, and have been observed charging towards and attacking anyone who performs an incantation in their vicinity. On the few occasions they have been exposed to ritual magic. they apparently enter a berserk frenzy attacking everyone and everything nearby in an effort to overwhelm the ritual. presumably to feast on the mana crystals used in performing the ritual. When they are encountered outside a mana site, they are drawn to consume any mana crystals they can find. They seem to have no interest in crafted items, but some scholars theorize that they are capable of consuming and drawing sustenance from the power of ritual enchantments.

The trogoni do not seem to eat conventional food, and do not kill animals or people to feast on them. Indeed, when there is no magic in their vicinity they are not especially hostile - they will warn off intruders or threats, but do not attack unless provoked or they detect the presence of mana crystals or magical spells.

A single trogon is usually a match for an armoured warrior or two. They possess a tough carapace and savage rending claws (capable of shattering shields into splinters and even digging slowly through raw stone). The majority are around human sized, but there are reports of occasional encounters with much larger creatures. They seem to possess only animal intelligence, and lack the ability to engage in anything other than simple animal tactics. To date nobody has reported an encounter with an immature trogoni, and it is not known how the creatures reproduce.

The trogoni are rarely used in heraldry, but are occasionally adopted as symbols by groups who are skeptical of or hostile to magic, such as Threshers.

Trogoni in Play

Trogoni are occasionally are a threat to isolated mana sites or tempest jade mines. Trogoni do not form massive swarms; a pack is likely to number between three and a dozen or so, although larger groups are not unknown. It is quite acceptable to have encountered and killed trogoni in your background, or to have lost resources to a trogoni attack; a background involving the domestication or breeding of trogoni is not likely to be approved however.

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Trollhammer

Description

A Trollhammer is a massive two-handed weapon, usually a mace or hammer, that strikes with such concussive force that it temporarily stuns the target.

A common misconception about this weapon is that it is named a Trollhammer because it is a weapon used to kill trolls. While this may be the case, the fact of the matter is that the early Winterfolk first encountered these weapons in the hands of the trolls, and only used them against them at the point where they took them away from their previous owners... Fully grown trolls can wield such a hammer in only one hand. Stories of the final battles tell of troll champions who used these weapons to devastating effect, crushing all who came before them until eventually they were overwhelmed by sheer weight of numbers. Legend states that the dying trolls called down a curse upon the weapons their enemies had stolen from them - several of which were true artefacts - although these are surely fanciful accounts embroidered by scops to make better sagas. Still, anyone discovering a truly ancient Trollhammer is wise to treat the weapon with caution until it is clear whether it is safe to wield in battle or not.

Rules

- Form: Weapon. Takes the form of a two-handed weapon.

- Requirement: You must have the Weapon Master skill to bond to this item.

- Effect: You may spend a hero point to call PARALYSE when you strike with this two-handed weapon.

- Materials: Crafting a Trollhammer requires ten ingots of tempest jade. seven ingots of green iron, nine ingots of ambergelt, six measures of beggar's lye. It takes one month to make one of these items.

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Trollslayer's Crescent

Description

A Trollslayer's Crescent is a massive great-axe, usually forged with a sweeping crescent blade. They were first wielded in the short war with the trolls, and according to legend the heroes among the first Steinr fell from the heavens with these weapons in their hands. The earliest sagas claim that three of these axes were crafted of "star-stuff" - possibly a reference to the use of ilium in their forging - and that two of them were given as gifts to the warleaders of the Suaq and Kallavesi warriors before the final battle. If these weapons are anything more than mythical, their locations today are unknown.

Indeed, most stories associated with these weapons verge on the mythical. Though the recipe can be sought out by any determined smith, the cost is so great that few are made. The ancient Vard hero Vesna, a briar warrior of unmatched skill and a forerunner to the wardens, is said to have used one of these great axes to cut both heads off a particularly vicious chimera which plagued the mountains of Volodmartz. In Dawn, these blades are known as Summer Sickles, a reference to legends of three great knights who quested into the Summer realm to slay three of the most fearsome beasts they could find there, each armed with huge two-handed swords of green iron.

Some combination of the runes of Summer tend to be inlaid into the hilt in weltsilver and orichalcum, but Hirmok, the Rune of Dominion, is also used to represent the triumph of the human spirit over any obstacle. Perhaps once in a lifetime, one will be made using Zorech, the Rune of Passion, for a hero who is pursuing some vendetta or loses themselves in the madness of battle, but such weapons are seen as so unruly that they may as well be cursed.

Rules

- Form: Weapon. Takes the form of a two-handed weapon.

- Requirement: You must have the Weapon Master skill to bond to this item.

- Effect: You gain two additional hero points.

- Materials: Crafting a Trollslayer's Crescent requires twenty ingots of green iron. three ingots of weltsilver, five ingots of orichalcum, and three measures of dragonbone. It takes one month to make one of these items.

The gift was laid before the Thane. A mighty axe, blade shimmering with iridescent colours, a weapon for a hero. "Saga! Saga! Saga!" the banner-bearers called, slamming the pommels of their knives on the oak board.

The scop stood up, took his harp in hand, and a silence fell in the hall.

"Star-fallen Steinr-folk, war-makers, earth-shakers,

landing like mountains, and girded with blood.

Blade-wielding warriors, life-takers, line-breakers,

fighting like Artok, as deadly and strong.

Death-dealing axes-bright, star-metalled, blood-guzzlers,

rainbow-like bladed, so keen-edged and sharp.

Long-ago troll-slaying, monster-fell ancestors,

nation-like following, down ages of time."

Verse after verse came, in praise of the first heroes, and the nation of Steinr, the formation of Wintermark and of all that had come since, verses added with every new tale that the hall told of its heroes. Then the scop turned to the visitors, and in particular to a burn-scarred figure who had stayed at the back.

"Hard-hammering, cold-quenching, white-forging weapon-craft,

tablet-like twisting, builds blade fast as light.

Mistress of runesmiths-work, bone-carver, iron-worker,

Karlsdottir, crafter, the finest of smiths.

Long-toiling effort makes greatest of greatest gifts,

Trollslayer's Crescent, blade bonded for war!

Mighty makes mightier, great Kolti Koltisson,

Hero stands taller, the thane of our hall."

The entire hall erupted as the rune-smith bowed, her name remembered now for as a long as the hall should endure. The scop smiled. Maybe it wasn't his best work, but he'd polish it later. After this much beer had flowed, no-one ever remembered the new verses anyway.

But they all knew the last one, always the last and always shouted by everyone, passed down the line of scops who had sung in this hall since the Empire was founded. This was not a verse for harp, this was a verse for hammered tables and smashed drinking horns.

"Axe-ready glory-torn, Wintermark newly-born,

bonded like sword-edge, a nation for war.

Ice-crafty Suaq-scouts, Steinr-line weapons high,

storm-crows amongst us, wise Kallavesi.

First Empress came to us, Wisdom she spoke to us

Empire like thanes-hall, nine nations as one.

Soul-singing, gathered here, heroes of Kolti's hall!

These are our stories, they say who we are."

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Trollsweave Vest

Description

The cloth used to make these sturdy pieces of clothing is woven with weltsilver threads and stiffened with ambergelt resin - a type of cloth called trollsweave by the Winterfolk. The hems are often intricately decorated with the rune Rhyv, in the Varushkan style, symbolising both healing and the wearer’s sacrifice of more protective garb in favour of these robes. While other magical robes are often long and dramatic, these vests tend to be shorter to prevent them hindering the wearer on the battlefield when seconds can make all the difference in saving a life.

These valuable tunics are favoured by heroic magician-healers who move quickly through the heart of the battle in search of those hovering on the brink of death who cannot wait for the attentions of a chirurgeon. This ability, to pull a patient back from the very edge of life, has lead to the vest being called a “Gravesnatcher’s Shroud” in the League, and to skilled battlefield healers sometimes being called gravesnatchers.

Some scholars claim that the intense burst of Spring magic delivered through the use of these robes has a greater chance of causing the latent Briar lineage to manifest in a patient. Several notable stargazers have publicly dismissed this theory, but those with strong prejudices against briars are leery about the use of this garment.

When combined with a Woundbinder wand, the two items together are sometimes called the Warhealer's Regalia or occasionally the Chirurgeon's Tools.

Rules

- Form: Armour. Takes the form of a robe.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Twice per day when you cast, or swift cast, the heal spell you may do so without spending any mana. You must be able to cast the heal spell to use this power.

- Materials: Crafting a Trollsweave Vest requires eight ingots of weltsilver, seven measures of ambergelt, and three measures of iridescent gloaming. It takes one month to make one of these items.

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Troubadour

A troubadour is a Dawnish priest who uses poetry, storytelling and song to recount the deeds of glorious heroes, both living and dead.

There exists an informal relationship between troubadours and the people, and generally fairly little ceremony between them. The tales recounted by troubadours often include reference to their hero or heroine's mistakes, follies, and even defeats before they reach the conclusion. A good troubadour wants their audience to identify with the subject of the verse and if they romanticize the tales a little, the goal is to make their subject seem glorious, not perfect.

Troubadours in the largest Dawn houses tend to study the history of their house's own heroes alongside the tales and legends of the paragons. The best are adept at creating recitals that leave the listener in no doubt about the divine provenance of the house's heroes. Some in the Imperial Synod consider this mix of personal history with official canon to be nothing short of blasphemous, but the Dawnish vigorously defend their traditions and their troubadours are careful to avoid ever explicitly claiming paragon status for a hero without the sanction of the Synod.

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Troubadour's Ring

Description

A Troubadour's Ring is a ring, usually worn by Dawnish troubadours, banner-bearers, standard-bearers, bards, scops, Varushkan stzena, many priests and even League cicisbeos. It is a valuable item that allows a supporter or assistant to use their charisma and inner strength to keep their allies alive in the most desperate straits. While the common name is used throughout the Empire, the individual nations often refer to them by the name of an archetypal supporter from their own culture - thus there are Cicisbeo Signets, Bannerbearer's Bands, and Bard's Bands in various places.

A Troubadour's Ring is a grand gift to a member of a fighting company whose bravery and loyalty are seen as being inspirational. Some companies with a long history are lucky enough to own an artefact quality version of the ring which is passed from one 'mascot' to another. Being chosen to carry one of these treasured relics is a mark of great honour. The nature of war means that these priceless rings often fall into the hands of enemies, unfortunately; recovering one of these rings and returning it to the company to which it belongs can easily create a lifelong debt, especially in places such as the Marches and the League where debts are not treated lightly.

Rules

- Form: Talisman. Takes the form of a jewellery. You must be wearing this item to use its magical properties.

- Requirement: Any character can bond to this item.

- Effect: You may spend a hero point to use the stay with me skill as if you know it. Once per day you may use the stay with me skill without spending a hero point.

- Materials: Crafting a Troubadour's Ring requires five ingots of green iron, four measures of ambergelt and seven measures of dragonbone. It takes one month to make one of these items.

Dear Tomasina di Sarvos, Captain of the Company of the Black Banner,

Firstly, allow me to extend my warm congratulations on the birth of your granddaughter, a girl whom I am certain will be as full of the virtues of courage and pride as those who gave her birth. Keep her close and love her dearly, and she will not falter for want of good examples to guide her.

Secondly, please request from my messenger the package accompanying this letter now. I hope that you recognise it, my dear friend. I only wish that I could deliver it in person, but the terms of my contract keep me across the water for now, and it seemed too important to wait once I discovered its origins.

This fine ring fell into my possession on campaign along the Brass Coast, among a hoard of otherwise trivial jewellery being auctioned after its capture from foreign reavers. My lieutenant recognised it immediately as a Cicisbeo’s Signet, and clearly decorated with a banner of Sarvos, and yet though it lingered on the edges of our awareness, none among the crew could place it by sight. Call it a failing of vigilance, perhaps, but my banner-book was damaged by water some years ago, and parts of it remain utterly illegible. As you are aware, I am not presently on friendly terms with the Reckoner guilds, and I did not wish to entrust it to another, and so it lay unknown, an object of fierce curiosity, for these past two years.

Eventually, however, along came a torch-bearer of Urizen who wished to travel in foreign parts. He boarded the same Freeborn ship as us, and his own notes on the banners of the Companies of the League were quite extensive. It was then, some days into the voyage, that we recognised it in those notes as the old seal of the Company of the Black Banner, formerly the Black Swan Ascendant, which your grandfather re-named and valiantly rebuilt after its defeat at sea.

Imagine my delight at the discovery. I swear to you, that nervous old mountain-goat did not appreciate being shaken with quite such excitement as I felt at that moment. Immediately we made landfall I attempted to amend the terms of my contract to permit me to deliver the ring myself, but alas, you know the Freeborn: signed in a cambion’s blood, the contract was immutable. I do not blame them; when I look back, the gesture seems a tad off-colour, but such was my delight.

Instead, you have it from the hand of my most trusted lieutenant Drago Durante di Sarvos, along with this letter, sealed with two kisses of joyful affection, one for each cheek. I hope that when we next meet, I will have the honour of seeing it resplendent on the hand of your cicisbeo.

I must to the campaign trail now, but know that a part of my thoughts go with this ring to you.

With warmest regards, I remain,

Yours,

Fabrizio di Sarvos

Captain, Company of the Bald Eagle

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Troubadour's Tunic

Description

A troubadour's tunic, templar's cuculla, or a sutannir's coat (in Dawn, Highguard, and The Brass Coast respectively) is an ornamented priestly garment that helps the wearer connect with their inner reserves of passion and personal power. Both Navarr and Varushkan priests favour a more subdued coat, with a brightly coloured and decorated interior - not because they are modest, or afraid of calling attention to themselves, but because it allows them to move among the people unremarked until it is time for them to take action. Regardless of form, this vestment is heavily reinforced with pieces of dragonbone, which help to connect the priest to their own reserves of inner strength.

The vestment generally appeals to two distinct priestly paths. More martial priests wear it beneath their armour when they take the battlefield, sometimes in conjunction with a weapon such as an Apprentice's Blade, Thresher's Cudgel, or Butcher's Cleaver. Others draw on the power it offers to help them endure dangerous urges or to inspire and protect their allies.

As with many such magic items intended for the use of priests, a Troubadours Tunic is often hallowed to over additional spiritual strength to the wearer. Common choices include Hallowing of the Shepherd, the Hallowing of Isaella's Resolve or Ashwine's Rose, or the Hallowing of the Unconquered.

Rules

- Form: Armour. Takes the form of a robe.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: You gain two additional hero points.

- Materials: Crafting a troubadour's tunic requires seven ingots of green iron, four measures of beggar's lye, five measures of iridescent gloaming, and nineteen measures of dragonbone. It takes one month to make one of these items.

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Troubadour (Redirected from Troubadours)

A troubadour is a Dawnish priest who uses poetry, storytelling and song to recount the deeds of glorious heroes, both living and dead.

There exists an informal relationship between troubadours and the people, and generally fairly little ceremony between them. The tales recounted by troubadours often include reference to their hero or heroine's mistakes, follies, and even defeats before they reach the conclusion. A good troubadour wants their audience to identify with the subject of the verse and if they romanticize the tales a little, the goal is to make their subject seem glorious, not perfect.

Troubadours in the largest Dawn houses tend to study the history of their house's own heroes alongside the tales and legends of the paragons. The best are adept at creating recitals that leave the listener in no doubt about the divine provenance of the house's heroes. Some in the Imperial Synod consider this mix of personal history with official canon to be nothing short of blasphemous, but the Dawnish vigorously defend their traditions and their troubadours are careful to avoid ever explicitly claiming paragon status for a hero without the sanction of the Synod.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Troubadour&oldid=39375"

Troupe

Contents

- 1 Introduction

- 2 Magical heritage

- 3 Creating a troupe

- 4 Playing a troupe member

- 5 Helpful Questions

- 6 Stock archetypes

- 6.1 The Rivers and their Qualities

- 6.2 The Cities

- 6.3 Other Common Archetypes

- 7 Using Dramaturgy

Introduction

Troupes are magical groups found in The League who perform rituals through a tradition of theatrical performance called dramaturgy. A member of a troupe is commonly referred to as an actor even if they do not technically perform on a stage. Internally, a troupe may have all sorts of titles and names, often drawing from theatrical traditions (so a character who works to bring in business for the troupe or presents it in public might be called a barker internally, while someone who organises rituals and encourages practice might be a director).

Magic is a commodity in The League, and magicians are skilled professionals who deliver their services for a steep fee. The troupes are rare - and effective - enough that they can charge high prices for their magic if they choose to do so, and a successful troupe enjoys a lavish lifestyle. Some troupes prefer to perform their magic as they see fit, rather than sell their prowess to the highest bidder, and instead make money through the quality of their theatrical performances. Some actors talk about "the Art and the art", meaning that both theatre and magic are arts and that one is more important than the other. Most agree that the "Art" is magic and the "art" is theatre, but this is by no means a universal interpretation.

Many troupes cultivate relationships with a specific patron or patrons, usually a powerful guild, free company or church, sometimes going so far as to offer their services exclusively to these patrons in return for regular support. Even troupes with patrons usually choose to maintain a degree of independence however - after all no troupe wants to be bound to a faded star, or be brought down alongside their patron if they can avoid it.

Some troupes insist new members swear an oath of secrecy upon joining - the precise details of this oath change between troupes, but the principles are often the same - to protect its members and (most importantly) its secrets. Many troupes are rivals, after all, and being able to offer a rare ritual or knowing a magical secret that can give them an edge is very important.

In addition to magical activities, troupes usually stage plays and other performances, which can prove to be quite lucrative if they are entertaining, impressive or challenging enough for the picky League theatregoers. Some free companies will employ a troupe to improve morale, or to tell great deeds of their exploits in battle. Some churches, too, will employ troupes to perform morality plays, explaining the Imperial Virtues to the layperson, or depicting the lives of Exemplars and Paragons. Just as often, the theatrical performances are an adjunct to the real reason for employing the troupe, which usually involves magic.

It is quite common for a troupe to be paid to craft a short play or piece of verse about a prominent individual who wants some good publicity - or to try and manipulate public opinion against such an individual's political enemies with scandalous allegations, lampoons highlighting their buffoonery and obvious satires. The theatre is a political world in The League, as much as anywhere else.

"I swear to keep the secrets of the Black Dragon Troupe, to tell nothing of my comrades' arts, to protect all of my brothers and sisters from harm and to work only for the good of the troupe, sound in the knowledge that they will do the same for me."

Traditional Oath of the Black Dragon Troupe

Magical heritage

More information on the League theatrical magic style can be found in the section about dramaturgy.

The troupes work their magic through drama and ritual performance. Their rituals almost always involve elements of movement, the recitation of speeches, and the portrayal of a situation related to the nature of the magic performed. Some troupes work in verse, others improvise and interact with the audience; some use grand costume while others prefer a more simple approach with simply decorated masks and everyday clothes. Whilst there are grand troupes who specialise in doing long and elaborate shows around their magic, the majority of ritual performances are much shorter.

Rituals are woven into plays through the use of key words or movements. Rarely do they look like a magical ritual to an onlooker, because part of the approach is about concealing the real magic beneath a veneer of performance. That is not to say that a troupe might not weave a performance similar to the scene between Shakespeare's Macbeth and the three witches - but that same performance with a few modifications might be used as part of a scrying ritual, a curse or even the bestowal of some sort of boon on an ambitious individual.

The actor becomes a conduit for something else when he or she performs a theatrical ritual. Almost without fail, League rituals are performed while wearing a mask. This has a twofold advantage; it reinforces the presence of the character one is depicting, and it conceals or protects one's true identity from potential mistakes, jealous Eternals or anything else.

A common style for ritual performance is something akin to the theatre of Ancient Greece - two or three characters in masks engage in dialogue with one another, creating the scene through words, stylised gestures and the use of simple props. Other members of the troupe form the chorus, focusing or enhancing the scene unfolding between the main characters. This is a somewhat archaic form of theatrical expression, and sets magical ritual apart from the more intricate, longer and somewhat more informal Shakespearean feel of mundane performances.

Even though the theatrical style benefits from an audience, it doesn't absolutely demand one. A ritual is still a ritual if it is performed in a darkened tent, but the troupes lend themselves to larger, flashier performances.

“Like the finest fruit, the sweetness fades the longer it sits on the platter”

The Fallen Herald, Act III, Scene I

Creating a troupe

Troupes provide a space in which to play a group of magicians who have influence in League society both through the magic they call on and the performances they deliver. It is entirely possible to play a troupe that focuses on the more mundane elements of theatrical performance, and simply have fun putting on plays and other performances. Even these mundane troupes benefit from having a few magicians, however, so it is worth thinking carefully about how much magical power you want to start with.

It's certainly possible for a troupe to combine characters from numerous cities, perhaps in a cordial and friendly atmosphere or perhaps with a more volatile relationship, but it is slightly more common for the majority of members to come from a single city. Your troupe will quite likely be based in a single territory - perhaps it is where your theatre is if you have one. When picking a base of operations it is worth looking at a city that intrigues you that already has two or three interesting groups based there but doesn't already have a troupe associated with it.

Not everyone in the troupe needs to be a magician or an actor. Your troupe might have a craftsman who makes props and sets alongside magical implements and masks, or a bravo or two who provides security and makes sure nobody interrupts your performance (magical or otherwise). It's equally acceptable to play a pure ritual group and rely on contracts and negotiation to get the rest of the things that you need.

When it comes to resources, individual members probably want to look at magical resources such as mana sites. One or two of your group may want to focus more on the theatrical site of the troupe, and they have a perfect excuse to pick up financial resources that represent your off stage performances. The ratio of magical resources to financial resources in your group probably says something about your group. It might represent the size and prosperity of your theatre (if you have one), suggest the presence of an NPC patron, or indicate your commiment to magic rather than theatre.

It's theoretically possible to be a lone ritualist, but your magic is likely to be limited in scope. It's also rare for a troupe to be part of a guild, free company or church. Ritualists who are part of another group are likely to be either also part of a troupe, or are seen as being "just" magicians - or even mountebanks - rather than proper League troupe members.

Playing a troupe member

Remember that you're actors as well as magicians. As well as discussing magical rituals, you're free to spend time creating art either for its own sake or (more likely) for money or patronage. You might want to take on a larger-than-life personality that is as much a role as any you play with your mask on, or you may appear to be just another actor, playing down your arcane prowess until the time comes for magic.

You should generally expect to be recompensed when you perform magic for other people - they should recognise that you are providing a useful service, that you are a skilled professional. By all means perform for favour or influence rather than cash, but make sure that someone, somewhere is giving you the credit you deserve for your work. That's not to say you charge someone for every healing spell, or demand attention every time you take the battlefield, but the movers and shakers of the Empire should appreciate that you are using your magical powers on their behalf. Any magic used for altruistic reasons is a great opportunity for good publicity, especially if you make sure everyone knows what troupe you represent.

Don't get too hung up on either the performance aspect or the particular magical tradition. As is mentioned above, it is still a magical ritual if you don't have an audience, and some plays are performed well away from prying eyes. While the majority of troupes practice theatrical magic, it is not impossible to imagine a group that works more-or-less like a troupe does but practices a very different theme to their magic. Keeping the elements of expecting to be paid, secrecy and rivalry with other magicians can help such a group keep the feel of The League.

Helpful Questions

Here are a number of questions you could ask about the group when creating a troupe. This is not an exhaustive list, but should allow some jumping off points for ideas.

- How are the decisions made? Is there a single leader who makes decisions? Do all members get a vote on what the Troupe does - and are all votes equal? Who handles the money and other resources?

- What is the Troupe's focus? Do you pay more attention to magic or performance? What kind of performances do you favour? Do you specialise and try to be the "best" at one or two types of magic, or are you generalists?

- How do you join? How are new members of the company brought on board?

- What kind of patrons do you cultivate? How does this impact your performances? A Troupe that is attached to a Free Company might have a very different feel to one that seeks the patronage of a Bishop, for example.

- Where are you based? How are the cities of the League reflected in your style and appearance? Do you own a theatre of your own?

- What about when you’re not casting spells? Do you put on theatrical performances for cash? What about in downtime? There's a difference between a troupe that picks only magical resources – mana and library, for example - and one that picks less magic and more “financial resource” to represent a larger, richer theatre that also has political pull.

- What kind of masks do you use? Where do they get them from? Are they antiques, held by the company, or are they remade, year after year, according to the recent fashions?

- How secretive are you? Are you jealous of your secrets? Do you seek out the secrets of other magicians to add to your own? Are you engaged in an active rivalry with another troupe?

Stock archetypes

League magicians, even those who do not practice dramaturgy directly like to draw on a roster of stock archetypes. Common elements include naming characters after the rivers or the cities of the League.

The Rivers and their Qualities

The four rivers are common figures in theatre. Playwrights compete with one another to include one or more of them in a subtle, unexpected way; challenging their audiences to identify who represents which character. The personae used in dramaturgy are almost always named after one of the rivers, and their name helps define the magic of the ritual they are used with.

- Couros - Languid; Primal; Wise; Crude; Instinctual; Content and Prosperous due to natural bounty.

- Gancio - Capricious; Vengeful; Enigmatic; Ambitious; Quickwitted; Discontent and Prosperous due to hard work.

- Scorrero - Mentally "Slow"; Tenacious; Courageous; Methodical; Humble and Loyal.

- Vassa - Furious; Fast; Foolhardy; Determined; Proud and Vigilant.

The Cities

The cities of the League often appear in plays. Sometimes they are stand-ins for the Egregore, other times they represent either the people of the city or some mystical "genius locii." Magical rituals that are designed to influence a territory often include a character that represents the city. The most common characters in Tassato usually appears in the form of the rival twins Mestra and Regario, Holberg is usually depicted in armour, Temeschwar in furs and Sarvos in silks.

Other Common Archetypes

The original material about common archetypes has been superceded by the discussion of dramaturgy. You should still feel free to create rituals and plays using the earlier material.

Using Dramaturgy

League troupes often perform rituals using dramaturgy, a process of using narrative, stock characters, props and situations to create a magical effect.

For example, if you are about to perform a ritual to grant a soldier or group of soldiers extra battlefield prowess, you might create a narrative in which a band of soldiers from Holberg lead by The Captain using the name Vassa encounter a beast and overcome it with the good advice of The Bishop. Having a basic plot that includes an obvious moment to deliver an enchantment, you get to work with the other ritualists to come up with a few lines and a rough idea of what order things will happen in.

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Troupe (Redirected from Troupes)

Contents

- 1 Introduction

- 2 Magical heritage

- 3 Creating a troupe

- 4 Playing a troupe member

- 5 Helpful Questions

- 6 Stock archetypes

- 6.1 The Rivers and their Qualities

- 6.2 The Cities

- 6.3 Other Common Archetypes

- 7 Using Dramaturgy

Introduction

Troupes are magical groups found in The League who perform rituals through a tradition of theatrical performance called dramaturgy. A member of a troupe is commonly referred to as an actor even if they do not technically perform on a stage. Internally, a troupe may have all sorts of titles and names, often drawing from theatrical traditions (so a character who works to bring in business for the troupe or presents it in public might be called a barker internally, while someone who organises rituals and encourages practice might be a director).

Magic is a commodity in The League, and magicians are skilled professionals who deliver their services for a steep fee. The troupes are rare - and effective - enough that they can charge high prices for their magic if they choose to do so, and a successful troupe enjoys a lavish lifestyle. Some troupes prefer to perform their magic as they see fit, rather than sell their prowess to the highest bidder, and instead make money through the quality of their theatrical performances. Some actors talk about "the Art and the art", meaning that both theatre and magic are arts and that one is more important than the other. Most agree that the "Art" is magic and the "art" is theatre, but this is by no means a universal interpretation.

Many troupes cultivate relationships with a specific patron or patrons, usually a powerful guild, free company or church, sometimes going so far as to offer their services exclusively to these patrons in return for regular support. Even troupes with patrons usually choose to maintain a degree of independence however - after all no troupe wants to be bound to a faded star, or be brought down alongside their patron if they can avoid it.

Some troupes insist new members swear an oath of secrecy upon joining - the precise details of this oath change between troupes, but the principles are often the same - to protect its members and (most importantly) its secrets. Many troupes are rivals, after all, and being able to offer a rare ritual or knowing a magical secret that can give them an edge is very important.

In addition to magical activities, troupes usually stage plays and other performances, which can prove to be quite lucrative if they are entertaining, impressive or challenging enough for the picky League theatregoers. Some free companies will employ a troupe to improve morale, or to tell great deeds of their exploits in battle. Some churches, too, will employ troupes to perform morality plays, explaining the Imperial Virtues to the layperson, or depicting the lives of Exemplars and Paragons. Just as often, the theatrical performances are an adjunct to the real reason for employing the troupe, which usually involves magic.

It is quite common for a troupe to be paid to craft a short play or piece of verse about a prominent individual who wants some good publicity - or to try and manipulate public opinion against such an individual's political enemies with scandalous allegations, lampoons highlighting their buffoonery and obvious satires. The theatre is a political world in The League, as much as anywhere else.

"I swear to keep the secrets of the Black Dragon Troupe, to tell nothing of my comrades' arts, to protect all of my brothers and sisters from harm and to work only for the good of the troupe, sound in the knowledge that they will do the same for me."

Traditional Oath of the Black Dragon Troupe

Magical heritage

More information on the League theatrical magic style can be found in the section about dramaturgy.

The troupes work their magic through drama and ritual performance. Their rituals almost always involve elements of movement, the recitation of speeches, and the portrayal of a situation related to the nature of the magic performed. Some troupes work in verse, others improvise and interact with the audience; some use grand costume while others prefer a more simple approach with simply decorated masks and everyday clothes. Whilst there are grand troupes who specialise in doing long and elaborate shows around their magic, the majority of ritual performances are much shorter.

Rituals are woven into plays through the use of key words or movements. Rarely do they look like a magical ritual to an onlooker, because part of the approach is about concealing the real magic beneath a veneer of performance. That is not to say that a troupe might not weave a performance similar to the scene between Shakespeare's Macbeth and the three witches - but that same performance with a few modifications might be used as part of a scrying ritual, a curse or even the bestowal of some sort of boon on an ambitious individual.

The actor becomes a conduit for something else when he or she performs a theatrical ritual. Almost without fail, League rituals are performed while wearing a mask. This has a twofold advantage; it reinforces the presence of the character one is depicting, and it conceals or protects one's true identity from potential mistakes, jealous Eternals or anything else.

A common style for ritual performance is something akin to the theatre of Ancient Greece - two or three characters in masks engage in dialogue with one another, creating the scene through words, stylised gestures and the use of simple props. Other members of the troupe form the chorus, focusing or enhancing the scene unfolding between the main characters. This is a somewhat archaic form of theatrical expression, and sets magical ritual apart from the more intricate, longer and somewhat more informal Shakespearean feel of mundane performances.

Even though the theatrical style benefits from an audience, it doesn't absolutely demand one. A ritual is still a ritual if it is performed in a darkened tent, but the troupes lend themselves to larger, flashier performances.

“Like the finest fruit, the sweetness fades the longer it sits on the platter”

The Fallen Herald, Act III, Scene I

Creating a troupe

Troupes provide a space in which to play a group of magicians who have influence in League society both through the magic they call on and the performances they deliver. It is entirely possible to play a troupe that focuses on the more mundane elements of theatrical performance, and simply have fun putting on plays and other performances. Even these mundane troupes benefit from having a few magicians, however, so it is worth thinking carefully about how much magical power you want to start with.

It's certainly possible for a troupe to combine characters from numerous cities, perhaps in a cordial and friendly atmosphere or perhaps with a more volatile relationship, but it is slightly more common for the majority of members to come from a single city. Your troupe will quite likely be based in a single territory - perhaps it is where your theatre is if you have one. When picking a base of operations it is worth looking at a city that intrigues you that already has two or three interesting groups based there but doesn't already have a troupe associated with it.

Not everyone in the troupe needs to be a magician or an actor. Your troupe might have a craftsman who makes props and sets alongside magical implements and masks, or a bravo or two who provides security and makes sure nobody interrupts your performance (magical or otherwise). It's equally acceptable to play a pure ritual group and rely on contracts and negotiation to get the rest of the things that you need.

When it comes to resources, individual members probably want to look at magical resources such as mana sites. One or two of your group may want to focus more on the theatrical site of the troupe, and they have a perfect excuse to pick up financial resources that represent your off stage performances. The ratio of magical resources to financial resources in your group probably says something about your group. It might represent the size and prosperity of your theatre (if you have one), suggest the presence of an NPC patron, or indicate your commiment to magic rather than theatre.

It's theoretically possible to be a lone ritualist, but your magic is likely to be limited in scope. It's also rare for a troupe to be part of a guild, free company or church. Ritualists who are part of another group are likely to be either also part of a troupe, or are seen as being "just" magicians - or even mountebanks - rather than proper League troupe members.

Playing a troupe member

Remember that you're actors as well as magicians. As well as discussing magical rituals, you're free to spend time creating art either for its own sake or (more likely) for money or patronage. You might want to take on a larger-than-life personality that is as much a role as any you play with your mask on, or you may appear to be just another actor, playing down your arcane prowess until the time comes for magic.

You should generally expect to be recompensed when you perform magic for other people - they should recognise that you are providing a useful service, that you are a skilled professional. By all means perform for favour or influence rather than cash, but make sure that someone, somewhere is giving you the credit you deserve for your work. That's not to say you charge someone for every healing spell, or demand attention every time you take the battlefield, but the movers and shakers of the Empire should appreciate that you are using your magical powers on their behalf. Any magic used for altruistic reasons is a great opportunity for good publicity, especially if you make sure everyone knows what troupe you represent.

Don't get too hung up on either the performance aspect or the particular magical tradition. As is mentioned above, it is still a magical ritual if you don't have an audience, and some plays are performed well away from prying eyes. While the majority of troupes practice theatrical magic, it is not impossible to imagine a group that works more-or-less like a troupe does but practices a very different theme to their magic. Keeping the elements of expecting to be paid, secrecy and rivalry with other magicians can help such a group keep the feel of The League.

Helpful Questions

Here are a number of questions you could ask about the group when creating a troupe. This is not an exhaustive list, but should allow some jumping off points for ideas.

- How are the decisions made? Is there a single leader who makes decisions? Do all members get a vote on what the Troupe does - and are all votes equal? Who handles the money and other resources?

- What is the Troupe's focus? Do you pay more attention to magic or performance? What kind of performances do you favour? Do you specialise and try to be the "best" at one or two types of magic, or are you generalists?

- How do you join? How are new members of the company brought on board?

- What kind of patrons do you cultivate? How does this impact your performances? A Troupe that is attached to a Free Company might have a very different feel to one that seeks the patronage of a Bishop, for example.

- Where are you based? How are the cities of the League reflected in your style and appearance? Do you own a theatre of your own?

- What about when you’re not casting spells? Do you put on theatrical performances for cash? What about in downtime? There's a difference between a troupe that picks only magical resources – mana and library, for example - and one that picks less magic and more “financial resource” to represent a larger, richer theatre that also has political pull.

- What kind of masks do you use? Where do they get them from? Are they antiques, held by the company, or are they remade, year after year, according to the recent fashions?

- How secretive are you? Are you jealous of your secrets? Do you seek out the secrets of other magicians to add to your own? Are you engaged in an active rivalry with another troupe?

Stock archetypes

League magicians, even those who do not practice dramaturgy directly like to draw on a roster of stock archetypes. Common elements include naming characters after the rivers or the cities of the League.

The Rivers and their Qualities

The four rivers are common figures in theatre. Playwrights compete with one another to include one or more of them in a subtle, unexpected way; challenging their audiences to identify who represents which character. The personae used in dramaturgy are almost always named after one of the rivers, and their name helps define the magic of the ritual they are used with.

- Couros - Languid; Primal; Wise; Crude; Instinctual; Content and Prosperous due to natural bounty.

- Gancio - Capricious; Vengeful; Enigmatic; Ambitious; Quickwitted; Discontent and Prosperous due to hard work.

- Scorrero - Mentally "Slow"; Tenacious; Courageous; Methodical; Humble and Loyal.

- Vassa - Furious; Fast; Foolhardy; Determined; Proud and Vigilant.

The Cities

The cities of the League often appear in plays. Sometimes they are stand-ins for the Egregore, other times they represent either the people of the city or some mystical "genius locii." Magical rituals that are designed to influence a territory often include a character that represents the city. The most common characters in Tassato usually appears in the form of the rival twins Mestra and Regario, Holberg is usually depicted in armour, Temeschwar in furs and Sarvos in silks.

Other Common Archetypes

The original material about common archetypes has been superceded by the discussion of dramaturgy. You should still feel free to create rituals and plays using the earlier material.

Using Dramaturgy

League troupes often perform rituals using dramaturgy, a process of using narrative, stock characters, props and situations to create a magical effect.

For example, if you are about to perform a ritual to grant a soldier or group of soldiers extra battlefield prowess, you might create a narrative in which a band of soldiers from Holberg lead by The Captain using the name Vassa encounter a beast and overcome it with the good advice of The Bishop. Having a basic plot that includes an obvious moment to deliver an enchantment, you get to work with the other ritualists to come up with a few lines and a rough idea of what order things will happen in.

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Trove remade

Punam dropped down the side of the bank into the ditch. There was a figure in the bushes that she could just make out in the twilight. Grasping her staff firmly she stalked towards the figure. It was no orc by the silhouette - its cambion horns were unmistakable in the half light.

“Comac?” She said hesitantly. The cambion turned round and grinned. His bow in one hand and a half eaten rabbit’s leg in the other. He offered it to her, but she shook her head.

“Nice staff,” He said. “You didn’t have that when I saw you in Ateri”

She smiled back at him. “We had a shipment.” She indicated her silk mantle. She had been reluctant to fight alongside the Navarr, but apart from the lack of respect for personal space and their tendency to overshare, they were a lot friendlier than she had expected.

“You’re lucky. You have no idea what I had to do just to get a bottle of ale. The Military Council must favour you, I can’t remember the last time we had anything nice delivered."

He grinned and finished eating the rabbit, throwing the bone over his shoulder.

Punam wondered how nice it must be to live so carefree. She had spent the last three evenings practicing with the other sentinels. The cyclic magic wasn’t versatile, and they would need to master six different sets of tactics if they were to get best use out of the equipment they had been given.

She actually enjoyed the problem solving involved, although fighting during the day and theorising at night was taking it toll on her, leaving her tired and aching when she finally collapsed into bed.

“You don’t still have that bottle of ale?” she said.

The cambion grinned, pulling out a small leather wrapped bottle.

“Swap you for your mage staff?” He said, laughing as he passed it over. Punam accepted it and poured some of the bottle into a small silver cup before passing it back.

“No, but I’ll buy you a pint when we get out of Spiral, I have a feeling that I won’t be getting a rest any time soon.”

Overview

The trove of mage weapons and armour discovered in the vaulted chamber underneath the ruins of the Unmade Spire in Redoubt has been used to equip the Citadel Guard.

The Senator for Redoubt, Probus of the Shattered Spire, provided a significant amount of ilium that has been used to imbue the weapons and armour with a potent magic that causes them to resonate in harmony with the power of the six realms of magic. The power contained in the items is cyclical, following a set cycle from one realm to the next as the power shifts and reforms season by season. The progression follows the pattern established by the ritual Align the Celestial Net. In turn, the accoutrements resonate with the power of day, winter, spring, night, summer, autumn, and then back to day.

With their understanding of magic, the Citadel Guard can harness and empower themselves with potent effects that will allow the army to employ unique tactics on the battlefield.

Significance

The Citadel Guard has improved its magic quality. It has now become the Cyclic Resonance quality. This quality is a unique advancement of its existing quality.

As well as all the properties of the magic quality, each season the general will be able to choose whether to employ a unique order derived from resonance with one of the realms. This order reflects the potent magics the Citadel Guard can draw on during that campaign season. Unlike the mercenary quality, the general cannot select the special ability they receive. Once the cycle begins it will shift in a predictable pattern from one to the next over six seasons and then begin again. It is not possible to interrupt, reverse, delay, or skip any part of the sequence. The inclusion of the ilium in the effects, means it will not be possible to shift the cycle using magic.

It will be up to the general of the Citadel Guard, General Nicassia Avicia of Phoenix Reach, to determine where the cycle will begin, and after that the cycle will turn inexorably as long as the Citadel Guard possesses the Cyclic Resonance quality.

OOC Note

The exact properties of this advanced quality were presented to the Urizen general at the event, and have since been added to the wiki.

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True Vervain

Description

While the common vervain has flowers that are typically some shade of blue, the True Vervain or Imperial Vervain is known for tight clumps of tiny yellow-green flowers. It is recognised by its brilliantly green, excessively hairy leaves which release a delicate, fresh aroma when crushed or bruised. These leaves are carefully gathered, dried and prepared to release their powerful healing qualities. The aromatic juice of the crushed leaves and stems is held to have a calming, relaxing effect when added to boiling water and the steam inhaled. Small quantities, when mixed with soda crystals can also provide relaxing bubbles for bathing.

Overuse may result in stomach ache, apathy, and a feeling of mental dullness or mild depression.

Rules

- Can only be applied by a character with the physick skill.

- Using 30 seconds of appropriate roleplaying the physick can heal a target to full hits.

- The herb use fails if you or your target are hit or attack another character during application, but the herb is not consumed

Common Herbs

Bladeroot

Cerulean Mazzarine

Imperial Roseweald

Marrowort

True Vervain

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Astronomancy (Redirected from Tulpa)

As above, so below; As below; so above.

Contents

- 1 Overview

- 2 Invocation and Command

- 3 As Above, So Below

- 4 Tulpas

- 5 Constellations

- 6 Further Reading

Overview

The constellations have been known since time immemorial – they figure, largely unchanged from their present forms, on some of the oldest buildings and artifacts in the world. Many magicians – especially those of Urizen – believe them to be a map or chart of the powers of the world reflected above – as if the sky were a great dark lake and reflected on its surface was the means to understand, control and manipulate the forces of nature.

At its core, astronomancy is a magical tradition that involves identifying patterns in the stars associated with fundamental magical and natural laws, and drawing power from them to fuel ritual magic. These patterns - the constellations - are held by many astronomancers to be the same tools the Creator used to forge Creation. Like the runes and the narrative principles of dramaturgy, Astronomancy is a means of placing magic in context and understanding it.

Invocation and Command

The stars are handles – physical ways to grab the force of magic. Nobody in the Empire imagines The Stork is an actual stork. That arrangement of stars you can see in the sky is the way it is to represent one of the primal powers of creation; by using that imagery and incorporating it into your rituals, you are tapping into that primal power and associating your ritual with it.

Astronomancers believe that the sky is limitless, and so are the powers it represents; the constellations known and codified by the Empire are merely the tip of the iceberg. Every star is part of a constellation and every constellation is a representation of a cosmic principle, a natural force or a universal power. The codified ones are simply those whose meaning and purpose is clearly understood; there exist many more to discover, comprehend and codify. Every Astronomancer dreams of naming a new constellation and adding them to the great catalogue.

Using the constellations the easy way, an Astronomancer can draw the design on an implement or artifact, arrange things or people to recreate the design below (such as standing your ritualists in the shape of The Fountain or The Chain) or simply invoke them during a ritual to shine favourably or unfavourably upon the outcome or a specified target. By naming propitious stars to someone you could bless or curse them.

As Above, So Below

Astronomancers firmly believe that echoing the structure of the constellations strongly influences the environment – it is not uncommon to find an Urizen spire's encampments laid out in the form of The Net, or Astronomancer’s chambers arranged specifically to evoke a particular constellation.

Tulpas

The constellations are not sentient or sapient in any meaningful way – they are symbols of potentiality, emblems of cosmic forces ill-understood by the Empire’s magicians. But sometimes during a ritual, a combination of the existence of the constellation, coupled with the efforts of the magician, will cause the manifestation of a Tulpa. These are thought-forms; concepts and ideas given form by magical will and the motive power of the Constellation.

Tulpas are curious creatures – constructs of will and magic that make it easier to form a connection between the constellation and mortal men. The process by which a Tulpa forms and manifests is structurally and magically very similar indeed to the process by which a national Egregore is formed; some Astronomancers view them perhaps as the understandable face of principles too vast and alien for our minds to clearly understand. As the Varushkan Egregore sometimes represents a way for magicians to understand what it means to be Varushka, to interact with the soul of a nation in a meaningful way, so Tulpas of the Claw allow a magician to interact with the principle of conflict between living things.

They are bridges, formed by magicians to connect them to these potent principles. Essentially the magician gives the magic a physical form or a spiritual form that is easier for mortal minds to interact with. In a real sense, if the magician were not doing the ritual the Tulpa would not exist - it is like a combination of the cosmic principle and the ritual itself. It exists from moment to moment at the point where magicians work magic using it. Through the principles of Astronomancy, the tulpa allows magicians to connect to the power of the constellations; they are not entities in the way the Eternals are entities; the Urizen in particular describe them as being much more like cosmic ushabti.

Whilst Tulpas traditionally form their own bodies, Astronomancers who are deeply aligned with a constellation during a working sometimes experience what they describe as “brushing by” or "alignment" with a Tulpa. The ritualist’s mind brushes the consciousness of a Tulpa during a ritual and the ritualist finds themselves behaving in a way which personifies or exemplifies the principle of the Constellation. The ritualist does not lose control or consciousness, they remains in control of their own actions; but all factors to do with the constellation are amplified.

Constellations

There are eighteen constellations recognised by Imperial astronomancers, from which they can draw power.

Constellations of Astronomancy

Constellation

The Law

Common magic

The Chain

Things hold together

Bonds, oaths

The Chalice

Things heal; things apart come together

healing, mending, connections

The Claw

Things bleed

Battle, destruction, violence

The Door

Things move and change

transport, travel, personal transformation

The Drowned Man

Things end

Curses, misfortune, ending

The Fountain

Things live

Growth, fertility, foundations

The Great Wyrm

Things change and transform

magic, grand transformation

The Key

Things are revealed

scrying, opening, skills

The Lock

Things can be hidden

wards, defence, concealment

The Mountain

Things are not easy

obstacles, effort, trials

The Oak

Things endure

strength, endurance, fortitude

The Phoenix

Things learn

knowledge

The Spider

Things are watched by a hidden eye

hidden forces, eternals, sovereigns

The Stallion

Things procreate

fertility, growth, wealth

The Stork

Things matter

decisions, responsibility, leadership

The Web

Things are connected

relationships, synchronicity, sympathy

The Three Sisters

Things are connected by blood

consequences, ties of blood, sorrow

The Wanderer

Things are not what you think or Things go awry

destiny, fate, chance

In each case, the common magic mentioned is just a starting point or summary. The individual pages for each constellation contain a lot more information about the use of a constellation in ritual magic or spellcasting.

Further Reading

- Traditions

- Astronomancy

- Blood Magic

- Dramaturgy

- Rune Magic

- Music of the Spheres.

- Ritual Theory

- Spellcasting

This selection of articles can be downloaded as a PDF book (or as html only)

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Tumultuous Gyre

Description

This rod stores and enhances the power of magic intended to drive an opponent away. It can be used to great effect to break up an enemy formation, or to give a magician a temporary respite when faced by multiple opponents. This rod is regarded as a weapon for the serious battle-magician, one who has studied the magics of war and wishes to extend their abilities. League bravos with a taste for magic are fond of the 'Gyres for throwing people across taverns during bar brawls in flamboyant fashion in addition to its potent tactical advantage on the battlefield.

In Wintermark, these rods sometimes have a slightly hammer-like form and are a weapon of choice among the runesmiths who take to the field of battle, as its powerful blows resembles the swinging of the hammer in the forge. Their students among the Imperial Orcs, the Warcasters, also appreciated the rod's power, but the Orcs also found the name extremely pleasing. Being able to spell Tumultuous Gyre correctly is seen as testament to the owner's literacy and the owners of such rods sometimes inscribe the name on the rod itself.

Highguard battle-casters call these rods Horseshoes' Mark, recalling the powerful kicks delivered by trained warhorses, which at their greatest could be more deadly than the cataphracts they carried. A rare few examples have antique horse shoes built into them.

Rules

- Form: Weapon. Takes the form of a rod.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Twice per day you can cast the repel spell as if you knew it and without spending any mana.

- Materials: Crafting a Tumultuous Gyre requires six ingots of tempest jade and three measures of iridescent gloaming. It takes one month to make one of these items.

“G... Y... R...” the young orc painted the letters down the length of his new rod with painstaking precision, one in each gap between the dragonbone coils along its length. He looked up at Dunstan Anjing with a hopeful look in his eyes, grinning broadly as he did. The runesmith was always a bit surprised at the bright enthusiasm that shone out of Tik’s young eyes; he was so much bigger than any human boy his age, but just as innocent.

Dunstan did not wear the look that Tik had hoped for, however, but a look that he had learned (through much experience) meant, “...anything else?”

“Er... oh, clotpole it, it’s an E, isn’t it?”

“Language, Tik. But it is, yes.”

The young orc bit his lip as he stared out of the window. “When’s the Legion going to be back, Dunstan?” he said plaintively. “I miss the Legion.”

Dunstan sighed and gripped the boy’s shoulder firmly. He’d known apprentices get homesick before – of course he had – but never like this. When he’d agreed to take the boy in and teach him the runesmith’s trade, he’d never expected that he would spend almost as much time missing the company of other orcs as he would shaping and carving. “The Legion will be back when it’s done patrolling, boy,” he said, “And with any luck, it’ll have a good tale to tell for it. Much worth earned, and all that.”

“I can’t wait to get into the ranks,” he said, “I’ll never be away from them again. I’ll stand between the warriors and wait for just the right moment, and then I’ll send the barbarians flying! They’ll never know what hit them! You’ve gotta... you’ve gotta always have the element of surprise, that’s what Gannik says.”

“Gannik’s got a point, boy. I’ve seen these rods scatter the best of an enemy, so your mates only have to deal with what’s left. One spell, two targets – there’s not many around who can boast that kind of power, you know? Once word of that sort of thing gets round, ‘specially among the kind of primitives who’ve barely seen a magical wand before, the enemy starts to think you’ve got something really special in waiting. Of course, they have – they’ve got you!”

“That’s why I wanted to learn it,” Tik said, smiling at the compliment, “I’m going to be the best warcaster in the Legion, and scare all the barbarians away.”

The boy had ambition, that much was certain, and pride in his heritage. Vigilance and courage would come with age. But there were skills that came first. “I’m sure you’ll make a fine magician for your people, young lad, and remember to remember yourself to me next time you’re fighting up Hahnmark way. But not until you learn to spell, boy. So come on, hop to it.”

“Oh yeah. Gyre. Right. It needs an E, yeah?” Dunstan nodded. Tik grinned, “I know this one.”

He took his paintbrush in hand, dipped it in thinner, and began to erase the still-wet letters he'd just painted. “G... E... Y... R...” he said, his tongue sticking out of his mouth a little with the effort of thought.

Dunstan pinched his brow, and held out a hand to stop the boy before he got any further.

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Tunic

The simplest item a Marcher can wear is the T-tunic, which is a common garment throughout the Empire. In the Marches it will usually be undecorated, long sleeved and belted, and will commonly be worn by the lower classes, with hose or trousers and maybe a simple jerkin - usually made from linen or wool.

- How to make a t-tunic

- T-Tunic instructions

- T-tunic instructions

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Turbulence

"Are you sure we're not going to get into trouble?" Anna whispered to Toby for the third time.

"It will be fine," said her eldest brother, a little terse. Toby was losing patience with her continued skepticism. "I came here with Leo lots of times."

Anna felt a stab of loss, then. She missed Leo very much indeed. When the news had come back from the west that he had been killed by the orcs, she had wept for two days. Now, tonight, Toby had taken on Leo's role and she had come as his companion. Assistant. Something. Toby said that the rite required two of them, and though she had been skeptical he had reminded her that family tradition was important. Something to be proud of. Papa had taken Leo, and then when he passed away, Leo had brought Toby.

It was dusk, and the narrow path through the woods was treacherous even during broad daylight.

"Wait ... lots of times? I thought we only had to come out here at midsummer?"

Toby favoured her with a sharp look, and didn't answer, but she was intrigued to see that he was blushing. Well, well, well. She stored the information for proper consideration later as they walked along in silence for a few minutes. Then she tried again. "It's just that Mladenovich said ...."

Toby tried to interrupt her with a growled "I don't think you should be talking to that boy" but Anna ignored him and kept going.

"... Mladenovich said that the Semmerlak is dangerous because of the Dho'uala, and that he'd heard that people had gone missing. Are you sure we should be poking around the 'Lak? It's getting dark ..."

Toby launched into a speech about family traditions, which Anna stopped listening to after the first few sentences. She had heard it before. She loved her brother, but sometimes he acted like a tedious blowhard. She spent his speech remembering Mladenovich's quick smile and long dark hair, and let her fingers graze the little charm he had given her after their last "chance meeting" at the market. She had kept it under her pillow but tonight, on a whim, she had slipped it into the pocket of her skirt for no particular reason.

After another half-a-mile or so, the path seemed to peter out in a strand of wild apple trees, old and chaotic, branches woven together to create a wall of wood and white flowers. Toby took a moment to look at the ground, then with a triumphant noise pulled aside a low hanging branch heavy with blossom, and ducked through the gap it created. Anna followed, and they emerged onto the shores of the 'Lak, next to a low, flat rock that extended out a short distance into the shallow waters.

"We're here now," her brother said brightly. "Anyway I told you. We're not having anything to do with Varushkan goblins, we're here to talk to the Golden Kingfisher. We'll give him the gift we've brought, and we'll swear friendship, and he'll give us four balls of golden thread, and then we'll use them on the nets and the sails to get another year of fine catches. We've done it every year since granny's day and nothing has ever gone wrong before."

Anna was still not convinced, but she could not argue with family tradition. Toby set her to gathering apple blossom, while he made his own preparations. As the sun inched over the horizon in the west, a cold wind tugged at their hair and set their cloaks fluttering. Toby ignored it. Anna looked out across the lake and frowned to see the heavy clouds gathering over the dark water. A storm was brewing. She hoped they would be finished and home before the rain hit - they were dressed for a warm midsummer night, after all.

Her basket full, Anna handed the apple blossom over to Toby. He told her to stay quiet until he called for her - then she was to step forward, address the Golden Kingfisher as "my good lord", and give him the six bottles of wine she had in her satchel. She was not to answer any questions, and under no circumstances to allow him to kiss her.

She frowned at Toby and started to explain in clear language him how little she needed to be told to resist the advances of strange aquatic men but he shushed her. "You say that," he said. "But Leo told me the first time he was here he let himself get enchanted and pa had to throw in four sheep to buy him back from the Kingfisher. If Leo fell for the creatures charms ... well we're all in danger. I've got pa's medal, but you're just going to have to rely on your wits."

She bit back a rude word, and let her chilly silence do all the talking for her. Toby ignored her, stepped up onto the rock and began to sing. Her brother was an arse, but she had to admit he had a beautiful voice. She did not recognise the song, but it had a haunting cadence that was almost bewitching. As he sang, he scattered handfuls of blossom onto the waters of the lake until they were all gone. He threw the basket behind him and continued to sing. After a few more minutes, the water where the apple blossoms floated began to churn and boil as Toby raised his arms, and sang the chorus again at the top of his lungs. As the water continued to churn, he leaned forward suddenly, peering over the edge of the rock into the lakewater and his song suddenly faltered.

He barely had time to say "Wait a moment this isn't -" before he was gone.

Anna felt a scream trapped in her throat. She found herself staring at the white blossom in the lake, now dappled red. The water around the rock had turned dark, rising suddenly to swamp the place her brother had just been standing, grabbing the empty blanket and sweeping it down into the water.. She could hear her own voice shouting at her, telling her to move, but she could not make her limbs move.

Something flopped out of the still-churning lake water. Part of it was like a man or an orc perhaps, but with great green eyes and an inhumanly wide mouth full of snaggle teeth. Long, filthy hair matted with pond weed framed its monstrous face and cascaded over its shoulders and down its back. It dragged vicious looking claws over the wet rock as it pulled itself up on its thick muscular arms. Where it should have had legs, its body fused together into something reminiscent of the lower half of a fish, or a seal, or perhaps a squat msucular eel.

It raised it's head to the darkening sky and screamed - a high pitched shriek like the squabbling of gulls, laid over the howl of a wolf. The sound broke her from her stupor and she turned ... to discover a second creature, as monstrous as the first, pulling itself out of the 'Lak to her right.

By instinct rather than skill she stumbled out of the way, slipping on the bank, landing heavily, tears streaming her face, desperately scrabbling to try and get her feet under her and flee back through the apple trees to the (presumed) safety of the woods.

As the two Semmerfolk dragged themselves toward her, she drew her shortsword ... and with sudden desperate inspiration pulled the little charm out of her apron pocket. Carved of dragonbone and weirwood, it felt cold against her palm. With a whispered prayer on her lips that she had the courage to survive, she held the charm out towards the beasts of the Semmerlak - now no more than a few feet away - and hoped against hope that it would be enough to save her ...

Overview

The Semmerlak is the great freshwater lake - or perhaps from some points of view, the small freshwater sea - that lies between Varushka, Dawn, and the Druj infested marshes of the Mallum. Along the shores, the water is shallow and inviting, but the further out one goes the deeper it becomes until the bottom suddenly drops away entirely. Some say the cold waters of the Semmerlak are bottomless. Certainly nobody has ever provided a clear assessment of its depths - attempts to do so have been oddly contradictory.

Cautious or adventurous ship captains travel east along the wide waterways that run through the Barren Sea to the distant ocean and from there to foreign ports. When the moon is full, curious Dawn folk come here in the hope of catching a glimpse of the magical beings that live in the regio that dot the shores. When the moon is dark, the people of Varushka fasten their shutters and tell dark stories of the unnatural predators that hunt the depths when the sky is at its darkest.

Two days after the Summer Solstice, an unnaturally strong thunderstorm blows up across the Semmerlak just as the sun is setting. It batters fishing vessels that are late returning to port with roaring winds and crashing waves. Many boats are caught unawares. Most fisherfolk are lucky enough just to lose some or all of their catch, but a few are unfortunate enough to see their ships suffer real damage.

The storm seems to blow itself out just as the morning sun is dappling the horizon crimson and gold, leaving the shores scattered with odd flotsam and jetsam. While the sky remains clear and the day is warm enough, it is noted that no wind blows across the Semmerlak for the rest of that entire day. As the sun drops below the horizon, however, the storm returns. A fierce, howling, raging gale that again lasts until sunrise then falls silent again, and a day of utter calm follows.

This pattern continues. By day there is not a breath of wind, nothing to dispel the summer heat - or fill the sails of a ship. By night, a storm. Reports come in of things active in the water at night. The Dawnish yeomen dub them Semmerfolk or kalpie while the Varushkans call them rusalka - but both nations realise fairly quickly that whatever they are called they are no friend to the people of the Empire.

Significance

At this stage, the aberrant weather across the Semmerlak is primarily impacting characters who operate fleets based in Semmerholm, Weirwater, Karov, or Karsk. Unless it is dealt with in some fashion, all such resources will suffer a significant penalty to their production in the coming season. Even though they spend most of their time away from home, the unnatural weather and peculiar creatures are a significant obstacle to them when setting off and returning home.

The strange phenomenon on the Semmerlak is also impacting the fisherfolk , which may eventually escalate to the point where it impacts the income of businesses in these territories. For the moment there have been no significant problems for anyone except those yeomen and noble houses who rely directly on fishing the Semmerlak to support themselves.

The weather is clearly supernatural. Coupled with the increasing number of reports of attacks on people on or near the lake by unnatural creatures, it seems likely that there is more going on here than just a simple ritual curse. The Semmerlak is not a territory itself so any magical investigations could in theory target any one of the territories along the shore of the lake (Semmerholm, Weirwater, Karov, or Karsk) and gain the same information.

It is also noted by some of the sailors on the Semmerlak, and by the captains of ships sailing down toward the Barren Sea, that the storms appear to be battering the eastern shores as readily as those in the north, west, and south - so the Druj presumably are suffering similarly from ... whatever is going on here.

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Turn the Circle

A song about the cycle of life and death which resonates very strongly with Marcher ways. Often sung contemplatively as a solo, but can also be sung as a round (see the first recording below for an example).

Music by Kathryn and lyrics by Jude

A recording of this song can be found here and here and sheet music is available here

Earth and dark holds seed and root To the sun rise leaf and shoot Rest shall follow all your toil Turn the circle, turn the soil

Seeds that in the Spring were sown In the autumn are full grown Children grow to grooms and brides Turn the circle, turn the tides

Fields that grow with barley high In their turn must fallow lie Wicker men to ashes burn Turn the circle, turn the sun

Long days full of warmth and light All must end with gentle night Here's the wound no art can heal Turn the circle, turn the wheel

Wounded, weary, sick and sore Lay down now to rise no more To the land that gave you birth Turn the circle, turn the earth

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Turns the Circle

Contents

- 1 Rules

- 1.1 Spring Magnitude 4

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 4

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a single corpse or a single terminal character. The target must be present throughout.

Effects

At the completion of the ritual, a corpse immediately blooms with plant and fungal life that rapidly consume the remains; buds erupt from their flesh and mushrooms sprout out of their skin. Within one minute, the body is entirely gone, replaced instead with a mouldering heap of vegetation that is easily scattered; not even bones are left behind.

If the target is a terminal character, they die peacefully and painlessly when the ritual is completed, and their corpse is rapidly consumed as above.

Additional Targets

This ritual can affect additional corpses or terminal characters. Each additional target increases the magnitude by 1. All targets must be present throughout the ritual.

Description

Turns the Circle draws on natural power to speed the process of decomposition to supernatural levels. It is a well-known belief that corpses quickly break down in the Spring realm, feeding the plants and animals of the Realm and serving to nurture new life in the form of fungus and other spawn of rotting meat.

This ritual is not often mastered by Imperial citizens; most of the people who do so are either murderers, vates, or a small handful of magicians who dedicate themselves to either healing or hunting the undead. On the rare occasion that the ritual is needed it is usually a simple matter to spontaneously perform it.

One of the most common uses for the ritual is to respectfully remove a corpse before it can be puppeted by a Vallorn, or used as the host for a spirit - in short, to prevent the creation of husks. On several occasions Navarr magicians have used the power of this ritual to speed the decomposition of the corpses in a funeral glade, to prevent them falling under the influence of a vallorn or falling into the hands of barbarians who would use them for sinister purposes.

The ritual also has some medical applications. It is also an expensive but generally foolproof way to deal with remains that are diseased or cursed in some fashion. While burning is a more mundane solution, there are some cases where even the brief exposure required to move bodies may spread a contagion, or where the smoke of burning corpses will cause some other unlooked for effect. Some individuals who are lingering in great pain, especially Navarr and some traditional Marchers request the use of the ritual to allow them to pass peacefully from life and enrich the soil in a natural way.

Despite all of this, the ritual has a negative reputation because the most common use is by murderers looking to dispose of a victim and prevent necromantic incantations being used to trace them. The rapid disposal of a corpse fortunately has no effect on more powerful magics such as Whispers through the Black Gate that do not require a body to function.

Common Elements

Common elements include things designed to prompt new life or speed decomposition, or which are associated with burial or funerals. For example, it is common to throw a handful of seeds onto the target in the hope they will quicken from the life-force released as the corpse is consumed. Likewise, handfuls of dirt may be thrown onto the body in a symbolic burial. When this ritual is performed on Marcher targets who are not on the soil of their homeland, a little soil taken from the fields of the Marches may be used. It is traditional in these cases to collect a little of the material that remains after the spell is complete and return it to the same field.

A number of ritualists weave the name of the fungal Eternal Llofir into their performance, seeking to create a connection between their targets and that forces it wields as a primaevil exemplar of rot and decay.

Elements such as natural sunlight or fresh water may also be used, and on the rare occasion that the Highborn resort to this ritual it may be accompanied by the use of spices and unguents such as myrrh that are associated with death. The runes of beginning and ending are often evoked with this ritual, as is the constellation of The Drowned Man or The Oak.

As the circle turns so new life grows from the stink and rot of decay; so new hope rises from the depths of despair; so the flesh returns to the soil. This is not my brother, my friend, my lover this is something they have discarded. They departed this place long ago, and their spirit treads the labyrinth. It is fitting that their body melt into the ground, and return whence it came, a circle turning with neither beginning nor end.

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Twilight Orb

Description

This valuable item is usually crafted in the form of an orb of crystal, glass, metal inlaid with tempest jade. It is infused with potent enchantments and attuned to the realm of Night. A coven can use it to draw on the transformative power of iridescent gloaming and align it with their own magic, allowing them to reduce or in some cases replace the need for crystal mana when performing Night rituals.

In some cases, a twilight orb may be crafted as a dark mirror, a brazier or bowl, or a lantern. The item is often marked with runes; or with images of transformation, such as butterflies. Regardless of the precise form it takes, a coven that uses it ensures that it takes pride of place in their ceremonies - in addition to its magical functions it is a potent reminder of their unity of purpose and their coven oath. In many cases the orb is kept perpetually in shadow or darkness, wrapped in cloth or concealed from casual viewers inside a decorated chest, and brought out only during the rituals where its power is evoked.

Rules

- Form: Paraphernalia. Takes the form of a piece of ritual paraphernalia. The item must be present in the ritual to use its magical properties.

- Effect: Members of the coven who are performing a Night ritual they have mastered may use iridescent gloaming in place of crystal mana. Every two measures of Iridescent Gloaming spent count as 1 crystal mana.

- Materials: Crafting a Twilight Orb requires seven measures of tempest jade, four measures of iridescent gloaming and three measures of dragonbone. It takes one month to make one of these items.

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Twilight Pauldrons

Description

Purified with beggar's lye, the materials used to craft twilight pauldrons are carefully coloured and woven with threads dyed with iridescent gloaming. This potent suit of mage armour greatly increases the number of spells the wearer can cast.

All the magical materials needed for this suit can be found in the forests of the Empire. It is said that the first set of pauldrons was made either for or by Star, one of the first Navarri Vates, when the remnants of Terunael’s defenders fled into the forests. It served as a symbol of how the wilds contained power that the resistance could use to their advantage. This first suit was dyed a twilight blue and decorated with flecks which sparkled like stars. The celestial theme is found elsewhere. Suits made in Urizen often bear a design of a large star surrounded by six smaller stars, representing the world and the six magical realms, as well as reminding the wearer of the Net of the Heavens.

Bonding to these suits has been linked to bursts of arrogance, but it has been impossible to tell whether this is an effect of the bond or a natural consequence of such an increase in personal power. In peaceful or well-defended regions, Ashen Mantles are more popular among the most powerful magicians, thus donning this armour in such places is considered a statement of over-dedication to the arts of war. Meanwhile in border regions under active attacks, powerful mages who stick to Ashen Mantles are seen as a little naive or shirking their duties in battle.

Rules

- Form: Armour. Takes the form of a suit of mage armour. You must be wearing this armour to use its magical properties.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: You gain four additional points of personal mana.

- Materials: Crafting twilight pauldrons requires five ingots of tempest jade, three ingots of weltsilver, five measures of beggar's lye, three measures of dragonbone, and fifteen measures of iridescent gloaming, and. It takes one month to make one of these items.

It had, he reflected, been a perfectly normal meeting of the Senate. It seemed now to be quite a trivial matter. How should magic be best used in the Empire's campaigns? The Senator for Casinea had been going on and on about the importance of ritual magic in a support role.

He'd been speaking for the front-line battle-mage. In his old green robe, as usual. Nothing showy, nothing over-decorated. Just a plain green robe. Like a barbarian might wear, they said, when they thought he wasn't listening.

***And hand raised to the Net of Heavens, and pull down the power...***

The smoke had been choking, he remembered. Maybe some beggarwood had got in to the pile outside? Then, of course, the messenger had pushed his way in and suddenly a simple debate became a tumult. She'd called for silence, and he'd read the message. When she asked: "Who's with us?", he'd clasped his hands in agreement to what had become a unanimous decision. After a short pause for effect, of course.

***And turn, and swing, and drive the orc away...***

He'd gone outside and called over a friend from the Brass Coast to help his shrug his old green robe off. To reveal his full mage armour beneath. He rather suspected no one realised he always wore it to Senate meetings. Not because he thought he might need the extra power from the Twilight Pauldrons he'd been give to mark his election as Senator for Morrow, but to remind himself that he was a battle-mage, first and foremost.

Here is where he's most at home. To feel the touch of perfection in battle. To strive for arete over the bodies of the Empire's enemies.

***And that orc falls into two others, and you've time for a smile before the next one...***

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Twist of Moebius

Contents

- 1 Rules

- 1.1 Autumn Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual allows the coven that casts it to perform one additional ritual on the day after it is performed.

Performing Twist of Moebius always counts as a use of the coven bond and counts towards the number of rituals the coven can perform that day.

The ritual counts as an enchantment on the coven (or the coven bond itself) rather than the individual ritualists.

The effect of the enchantment takes effect immediately and lasts until the additional ritual is performed, or until the sun has risen twice, whichever comes first.

Description

This ritual captures the potential to perform a ritual and temporarily seals it in place, to allow the coven to perform an additional ritual the next day. It is worth noting that the power of this enchantment goes into effect immediately; even though the ritual cannot be performed until after the next sunrise.

The ritual was first formalised by the League magician Bridenal von Temeschwar who used it to great effect both to allow for extra rituals to be performed immediately prior to (or in some cases, during) a battle and to allow his coven to arrange for multiple castings of Rivers of Gold during prestigious performances. Bridenal and his troupe were slain during the reign of Empress Giselle during her retreat from Holberg. According to some rumours, the final performance of Bridenal's Twist of Moebius is still sealed in a lacquered oak box; stories say that if it were recovered a coven would be able to draw not only on the ability to perform an extra ritual but on the potence of Bridenal's entire coven (despite the fact that, as several Urizen scholars have claimed over the years, this would be quite impossible - the mountebanks of the League do not let these 'facts' get in the way of a good story). Perhaps of more value would be the Iron Labyrinth covenstone belonging to Bridenal's troupe.

Common Elements

The ritual often involves taking a strip of paper, parchment or cloth, giving it a twist and sealing the ends together to create a shape that seems to have only one surface. The strip is then usually sealed in a box or sack until it is needed. When the magic is unleashed the strip is cut or destroyed. Some covens create a similar effect by inscribing a glyph, rune (often Hirmok) or sigil on themselves or an item that can be destroyed. These elements are not vital to the creation of the enchantment - it will still work if the element is lost, it simply requires a little more effort the next day to release the stored energy.

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Two Men Came to Your Hall Door

The Sound of a Tear not Cried by Karine Polwart, available on Three Ravens by Malinky

Two men came to your hall door And you did not let them in And you did not care What had brought them there They were bones covered ower wi' skin

When you looked again they were five and ten All sighing a sorrowful sound Did you hear the knell Of the warning bell Or the howl of a hunting hound

Then a hundred more came to your door A-mutterin' and makin' their mane (moan) Still you scorned at the skaith (dismissed their complaint) You were aye sick-laith (really reluctant) To keep them fae the wind and rain

As the night's grew long did you hear the throng Roar like a ralliach tide (stormy) Through the rising flood Did you hear your own blood Or the sound of a tear not cried

They will wait no more at your hall door For their waiting days are done And there's no lock nor key That will hold back the sea There's no chains on the rising sun

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Tykonus

Contents

- 1 The Banner, Rune of Victory

- 1.1 Using Tykonus in magic

- 1.2 Crafting with Tykonus

- 1.3 For Machine Embroidery

The Banner, Rune of Victory

Affiliated with the Realm of Summer

The feasting hall that is home only to heroes is hung with banners, the golden instant of consummation that burns itself into memory, the moment when you can hear history urging you onwards in the fluttering of the pennants. Tykonus transcends mortal flesh, and becomes immortal – a legend.

Tykonus cares not for morals, only that the battle is won. That said, it smiles upon those who win through great deeds that will be remembered through the ages. An infamous general who cruelly puts their enemies to the flame embodies the meaning of this rune as much as a noble warrior that spares their enemies. What matters is the victory and the triumph; that you have won and that your enemies have lost. Mercy is not a matter for Tykonus, but neither is cruelty.

It is the active counterpart of Jotra, and the two are often evoked together simply because there is no victory without conflict. It is sometimes presented as the mediator between Ull and Gralm, representing that Victory comes from the tension between chance and destiny.

Along with Feresh, Jotra and Verys, the Banner is used to represent Glory by many Dawnish magicians and crafters; here it represents the Glory that comes from overcoming an opponent and achieving one's goals despite opposition.

Using Tykonus in magic

Tykonus is used in magic that enhances and empowers, as well as in magic that contends against others. It is often evoked in large-scale magic where success is not assured. As with the other runes associated with Summer, it is often evoked while performing the empower incantation.

Crafting with Tykonus

The rune of victory is commonly worn on shields and (obviously) worked into the hems of banners and surcoats. A gift given to the victor in a contest of skill or arms often bears the rune as part of its decoration.

For Machine Embroidery

Here is a digitized version of Tykonus in .jef format, suitable for a 7x5 hoop. File:RuneTykonus.jef

When dragged to battle in service to the grey little bean-counters, it serves like a whipped dog, always looking for a way to strike out and ruin its master's aims. If you do not seek to win with some style, then you may take victory, but you will never take the truer victory of Tykonus, for your dry tales will shiver no spines and inflame no passions. Who will remember you when you are gone? True victory is immortal.

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

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Ull

Contents

- 1 The Road, Rune of Chance

- 1.1 Using Ull in magic

- 1.2 Crafting with Ull

- 1.3 For Machine Embroidery

The Road, Rune of Chance

Ull is the rune of chance, the counterpart of Gralm the rune of destiny. Unlike many other runes it does not have an association with one of the realms of magic. It is a highly mystical rune, and defies easy definition. In conjunction with Gralm, it represents the concept of skein. It represents those things that affect the passage through life which are not the result of a personal choice. Some blasphemous cultists who profess fatalism use Ull as their symbol.

Some mystics call Ull The Coin (or rarely The Dice). It is sometimes misinterpreted as representing randomness - but Ull does not represent the chaos of infinite possibility; rather it represents the many things that could happen at any given moment. Like the tossed coin or the rolled die, there are a finite number of outcomes to any moment or event. Ull does not care if the outcome is good or bad, only that there is an outcome.

The Road also represents opportunity - the chance to perform a deed that the individual must choose to grasp, or allow to slip through their fingers. It represents the ability of individuals to perform great deeds, whether for good or ill, based on seemingly chance encounters and events.

Using Ull in magic

Ull is useful in any magic that relies on serendipity, or on altering the likelihood that events will or will not occur. It is sometimes used as an intensifier, especially with curses that bring doom down on a target.

Crafting with Ull

Ull is rarely used in crafting. Outside of divination, it commonly appears on simple medallions worn by those seeking adventure. Some gamblers replace the 1 or the 6 on a dice with Ull.

For Machine Embroidery

Here is a digitized version of Ull in .jef format, suitable for a 7x5 hoop. File:RuneUll.jef

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

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Unable to see

The message hits like a wave across the gathered congregation. Across the patchy tents and shelters which have made their home these past months - much diminished now, since the departure of those of the other nations - there is a wailing. She is dead. Yael is dead. There is an ending to be mourned.

---

Bethany and her sibling Jesse are shivering in the cold next to the fire when they hear the news, Micah running up to the fire before running off again to deliver it to the next tent along.

"Did he say...?" Bethany's tone is questioning, a hint of fright there. Her sibling nods. "Yes. Virtues. Fuck. I know she warned us, but I never thought... I never though they'd actually... damn them!" The tears start to flow, free and easy. Bethany moves to sit next to them, and the two sit and silently weep, holding in each other, not daring to think of what follows.

---

"So we're clear, right?" Joby stands, a crowd of fellow pilgrims around her. "We're forming up, and fighting this out? This is war! It's the Patricians come again! Is this not our destiny?"

From the crowd, one voice speaks up - it is young Ruth. "What are you saying? Would we destroy her Empire, just for this? She told the Dawnish to go home and fight the husks... This would not be what she wanted."

---

Miles away, in their chapter house, the people of Virtue's Ride bar the doors. Their pantries are well-stocked - they have enough food to last out half a decade or more. A fresh stream burbles next to the vegetable garden. In the vaults below the chapter-house are all the supplies that they'll need. Their Exarch speaks to the gathered chaptermates. "This is it. This is the moment we have prepared for. It is a sign - we must seclude ourselves away from this unvirtuous world and keep her message in our hearts. Even if our countryfolk have to bend the knee, we will not. Let us stand fast here and meditate upon her teachings. The Land Without Tears awaits us. We know that now."

---

Across the gathering place of the Congregation of the First Empress, and indeed out across Highguard, in countless ways people react in shock, in grief, in anger, in pain to the death of the beloved daughter of their nation. When the autumn rains begin to fall, later in the season, some even say it tastes of salt - as if the sky itself weeps.

There is an ending to be mourned. But what follows?

Cleave to what you know is true, even where others wish you to doubt.

The Path of Courage

Contents

- 1 Overview

- 2 You Make Your Tomorrow

- 3 The Absence of Hate

- 4 Notes

- 5 Resolution

Overview

At the Summer Solstice, the General Assembly of the Imperial Synod condemned Yael, who claimed to be the First Empress reborn, for heresy. Her proposed Doctrine of The Beyond had been rejected and, by continuing to preach this as truth, she was found to be guilty as charged. She refused to recant and warned that she would continue to preach. She refused clemency at her trial and the magistrates ordered her execution. For most people in those nations that rejected Yael, her death marks the end of the matter.

But one nation did not reject her. The Highborn stood by their own, just as the nation once stood by the First Empress when she set forth with on a journey to unite all humanity. Now everyone is faced with the fact that their founding nation of The Way has taken a doctrinal position at odds with the rest of the Empire.

Condemnation for heresy. In the persistent preaching of the rejected doctrine of The Beyond as Truth, Yael of Highguard has performed continuing acts of heresy. We, the general assembly of the Imperial Synod thereby condemn Yael of Highguard on charge of heresy; on account of active teaching and promotion of false doctrine.

Aarne Ceorling, General Assembly, Summer Solstice 381YE, Upheld 1286 - 404

You Make Your Tomorrow

- Only the Highborn Assembly can provide the necessary moral guidance to the Highborn nation to heal this schism

- The penalties affecting Highborn armies that fight alongside other forces has increased to 60% for military units and 25% for armies

The Nations of the Empire have passed judgement on Yael of Highguard. In the judgement of the League, Astrid Fjellrevening di Tassato called her "the false, deceitful Yael." The Navarr Assembly utterly rejected "Yael's claim to be the first Empress reborn". The Council of Nine rejected "Yael and her teachings". Finally the General Assembly "rejects that Yael is the First Empress Reborn and disbelieves her vision and teachings as stated." Despite the overwhelming view of the Empire that there was no truth of any kind to her claims to be the First Empress Reborn or the Land Without Tears she refused to recant. In the end the General Assembly took the only remaining step and condemned Yael allowing the Imperial magistrates to execute her for heresy.

But none of this has influenced the people of Highguard who primarily look to their own National Assembly for guidance on spiritual matters. As long as that Assembly continues to back Yael there is no obvious way to preventing Yael's claims spreading through Highguard. The laws on religious crimes are explicit - they can only be invoked following a successful condemnation by the Imperial Synod. If the Highborn Assembly could be convinced to disavow Yael - then they could choose to pass a mandate designed to discourage any further interest in her. Such a mandate would require a lot of liao - given how deep passions run on this subject, given how much preaching has already taken place, it would not be easy to change course... but it would be possible.

We send (named priest) with 250 liao to disavow Yael. Her claim to be the First Empress Reborn has proven false and her visions of the Land Without Tears are without basis or merit. We urge all Highborn citizens to reject her.

Highborn Assembly mandate

Melchior of Adina's Charge has suggested an alternate wording for this mandate, which the civil service predict will have the same effect but is more conciliatory in tone.

We cannot prove for certain if Yael was the first Empress reborn or not. Regardless of this and no matter who Yael was, the Land without Tears is not part of doctrine and preaching it as such is Heresy.We refute the claim of the Land without Tears and encourage our citizens to look to only those Doctrines which have been debated and agreed upon by the Synod rather than allowing one figure to tear our faith and our Empire apart. We the priests of Highguard send (named priest) with 250 Liao to spread this message to the citizens of Highguard.

Highborn Assembly mandate

Of course that assumes that the Highborn Assembly are minded to pass such a mandate - the current evidence suggests otherwise. At present it seems there are a significant number of priests, in the Highborn Assembly and in other assemblies who continue to support Yael and her teaching despite the rejection of her doctrine by the Synod. If Yael's supporters prove pivotal in preventing the Highborn Assembly from acting, then the only effective option for the Synod may be to gather evidence and consider charges of condemnation.

Never accept defeat; adapt your strategy and try anew.

The Path of Courage

The most obvious alternative is simply to do nothing... but that would mean accepting the continued spread across Highguard of Yael's claims to be the First Empress Reborn. The longer that goes on, the more complete the conversion - the more painful any solution will ultimately be. And while they delay the split between the Empire and Highguard continues to widen. The difficulties facing Imperial armies fighting together continue to grow worse and the problems could well spread to other areas if this is not dealt with.

The National Assembly of Highguard believes that Sister Yael is the First Empress Reborn, returned amongst us to further our understanding of the Way of Virtue, to be our Guiding Light and to bring a glimpse of what lies beyond the Labyrinth of Ages

Jared, Highborn Assembly, Spring Equinox 381YE, Upheld 379 - 76

The Absence of Hate

- A change of doctrine by the General Assembly would ensure that Highborn priests are safe from condemnation

- A mandate could be authorized that would boost morale in the Highborn armies granting a 20% bonus to victory points gained in battles

- The mandate would also increase the surge in prosperity in Highguard, raising it to two additional ranks for all affected resources

When news of Yael's execution spreads across Highguard many are concerned that those who followed her will react with anger or violence - but the first response is one of sadness. Yael had long predicted that the Synod would ultimately lack the Courage to embrace her revelations and that at the end they would turn on her. Everything has transpired as she predicted - and few people here seem to blame the other nations or the Synod for their lack of vision.

Do not fear to act; only be shamed by inaction.

The Path of Courage

The overwhelming response is one of sorrow and pity. Of all the people of the Empire - the Highborn were the first to discover the Way - why should anyone be surprised that in this time of revelation the Highborn are the only ones to truly see? But few believe that Yael would have wanted them to take up arms in her name - to ride forth on a new crusade - to put the unbelievers to the sword. The other nations may be misguided - but they are still part of the Empire. There are conditions worse than being unable to see.

In the absence of hate there is only an intense pain felt in the hearts of many. Yael's revelation of the Land Without Tears brought the hope of a better life, an escape beyond the Labyrinth to a world without sorrows or loss. Her followers are certain that Yael, having delivered her revelation, will have returned to the Land Without Tears now that her life has passed. But her followers were touched personally by her deep conviction, her quiet courage, her steel determination to walk her path to the end. And so they weep to know that a life of such pure virtue has ended so soon.

But as the pain inflicted by Yael's death begins to fade the sorrow gives way to a growing concern. The doctrinal rift between Highguard and the Empire is affecting the ability of the Imperial armies to fight together continues to grow worse. How will the Empire deal with this growing schism? If Yael herself can be put to death who else is safe? The threat to those who teach others of the Land Without Tears will ensure for as long as the Empire refuses to accept Yael's revelation. Highborn priests who have been the bedrock of doctrinal purity for nearly five hundred years are now vulnerable to charges of heresy, leading to possible condemnation and execution. Only the General Assembly can resolve this problem - a successful change of doctrine to accept the Land Without Tears would mean that the Highborn people could practice their faith without fear of persecution.

Despise cowardice which steers the spirit to weakness and inaction.

The Path of Courage

So the Highborn people are looking to their Assembly for leadership in this crucial hour. The leaders of the nation have spoken - overwhelmingly endorsing Yael and backing her vision of what lies beyond the Labyrinth of Ages. That decision has healed the rift within Highguard - brothers and sisters in chapter houses across the nation are once more united in their shared understanding of their faith. Even now, in chapter-houses all across the nation, there are priests conveying the news of the First Empress Reborn, teachers helping children to learn of the Land Without Tears, craftsmen fashioning new works extolling her Wisdom and Courage.

The sorrow at her death has not diminished the great joy that most Highborn feel at the recognition that the greatest human being who ever lived was reborn to them. The people are enormously proud of Yael and of her place within their pantheon of inspiring figures. That pride has translated into a great boom in prosperity which looks set to continue for the foreseeable future. The statement of principle that was passed has settled the doctrinal differences of opinion within Highguard - the majority of the general populace now accept the existence of the Land Without Tears as revealed by the First Empress Reborn. But there is still a difference between accepting the truth and embracing it.

We send (named priest) with 75 liao to spread the truth of the First Empress Reborn and the revelations of the Land Without Tears throughout Highguard. Let everyone embrace the truth revealed by Yael.

Highborn Assembly Mandate

If the mandate above is implemented then this act of confirmation and the proselytizing it empowered would be sufficient to cause the Highborn people to fully embrace Yael's vision. There would be no easy return from such an act, but the resulting surge in piety and purpose would bring confidence and surety of purpose to every Highborn citizen. That would mean that all Highborn armies would be more effective in battle (they would generate 20% more victory points) in any campaign where they were not fighting alongside a nation that had rejected the doctrine of the Land Without Tears. In addition the current surge in Prosperity across Highguard would double for as long as that effect lasts.

Notes

Like the situation in the Mournwold the situation involving the legacy of the First Empress Reborn is complex and filled with strife - reflecting as it does the various actions taken by players over the last few years of the campaign. What we've tried to do here, is lay out some steps that players could take that would definitely have an effect on the situation.

As with all our Winds the list is accurate but not definitive. There are many other ways to influence the situation - there are alternatives that we have thought about but have not included because we don't feel they add much to the range of options. And there is always the potential for players to do things we have not thought about in advance - that's what makes running this game fun!

Players can change the laws of the land or use a statement of principle as a powerful tool to influence the wider world. Players on all sides could double down on their current positions - or either party could attempt to backtrack and concede. As with a mandate, if you e-mail an idea to us in the next few days, we may try to add something to the wiki, and give an appropriate explanation of how effective it would be. Otherwise you will have to take your chances at the event!

There won't be any NPCs on the field directly involved with this plot at the event. The outcome of this schism is utterly in the hands of the players.

Resolution

The mandate of Melchior of Adina's Charge was supported by the Highborn Assembly. Melchior has collected the required 250 doses of liao and will encourage the people of Highguard to return to a state of orthodoxy.

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Unblinking Eye

Description

An unblinking eye is often worn as a piece of headgear - either as a circlet, or as part of a net or chain. It is most commonly designed to place a polished gemstone or symbol of an eye on the forehead, above and between the wearer's own eyes. They are very popular in Urizen, Varushka and Highguard, but the Kallavesi also make much use of them - although in the latter case the jewelry is most commonly worked into the lining of a raven- or goose-feather headdress. Occasionally they are worn as medallions, or worked into the clasp of an intricate cloak design.

By invoking the power of this magical talisman, the wearer is able to dimly perceive the aura of a living being and discover information about them such as whether they are dedicated, if they are subject to any external auras and whether a priest has testified as to their virtue or lack thereof. Some spiritually aware wardens make use of these talismans if they suspect that someone is the victim of a malignant entity, while priests and inquisitors more often use them to supplement their own ceremonial abilities.

An unblinking eye often bears symbols of Wisdom or Vigilance, although it may also bear runes of wisdom, revelation or discovery.

Rules

- Form: Talisman. Takes the form of ceremonial regalia.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: Once per day while wearing this item you may use the insight skill as if you knew it without spending any liao.

- Materials: Crafting an Unblinking Eye requires seven ingots of tempest jade, five ingots of weltsilver, three ingots of orichalcum, and six measures of dragonbone, It takes one month to make one of these items.

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Unbreakable Behemoth's Strength

Contents

- 1 Rules

- 1.1 Summer Magnitude 36

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 36

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains five additional ranks of endurance.

In addition, they may respond to any roleplaying effect that creates fear or doubt by becoming angry instead and assaulting the source of the effect.

In addition, the target experiences a powerful roleplaying effect; they feel physically invincible and capable of facing down any foe, even a colossal beast. They feel larger than life, and while they are no more likely to become angry if they are roused, their wrath becomes terrible to behold and is likely to persist until the source of their anger is removed one way or another.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 27. Additional characters must be present throughout.

Description

This ritual calls on the immense strength of the vast leviathan beasts that wallow in the oceans of the Summer Realm. The incantation pours this primal essence into the recipient, filling them with a tide of power that can be quite overwhelming. The behemoths named in the ritual are immense whale-like or dragon-like creatures that rarely, if ever, come to the surface - if any exist in the mortal realm, they have yet to be encountered.

Some Freeborn ritualists refer to this ritual as Unbreachable Shell of the World-Turtle after the mythological sea-creatures said to resemble turtle-sized islands. In some accounts it is called The Kraken Rises and draws on the images of the immense squid that dwell in the deepest oceans. In Sermersuaq the ritual is often called Might of the Horned Leviathan and invoke the spirit of the narwhal when they perform it. There is also an older version of this ritual in the collections of Navarr and Urizen libraries called The Mountain Stands which has very similar effects but is connected with majestic mountains and slumbering giants rather than deep-dwelling behemoths.

Some recipients of this ritual claim that they have also felt a very strong urge to swim or otherwise surround themselves with water, perhaps overwhelmed with a little too much of the behemoth's essence. There are fanciful stories that some warriors who receive the spell on multiple occasions eventually feel the urge to travel to the Summer Realm, and that this ritual is actually a tool for turning mighty warriors into worthy prey for Summer Eternals to challenge themselves against. If this bizarre tale is to be believed, the mighty whale-serpents of the Summer oceans were all once mortals who spent too long under the effects of this enchantment and were somehow collected when they finally gave in to the desire to submerge themselves beneath the sea.

Common Elements

This ritual often includes the use of the rune Verys or Feresh and invocations of whales, narwhals and other great beasts of the ocean depths.

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Unbreakable Spirit, Unbreakable Blades

Contents

- 1 Rules

- 1.1 Summer Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains a limited ability to repair a broken item. Once per day, with five seconds of uninterrupted appropriate roleplaying, they may repair any item, such as a weapon or shield, that has been broken using the SHATTER call. The roleplaying must include touching the broken item. If the user or their target attacks another character or either of them are hit then the attempt to use this ability fails, but is not wasted.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 6. Additional characters must be present throughout.

Description

A significant advantage to this ritual is that the ability it grants can be used just as effectively by a robed magician or a knight in full harness. It is most commonly used by wielders of pole-arms, pikes or staffs - weapons at particular risk of being shattered - and by those who rely on a shield for protection. The ritual is sometimes criticised for lacking the immediate power of a enchantments such as Strength of the Bull or Swan's Cruel Wing. However, as the war-witch Elaine de Rouillard famously said when challenged over her support of the ritual "a warrior without a weapon is no different to a farmer, and a warrior without a shield is no different to a corpse".

Most often, the ritual is performed with a specific item in mind - a Marcher yeoman who needs to keep their pike or halberd in fighting shape, or a Highborn cataphract who relies on their shield both may make good use of the power this ritual offers. It is often especially useful in battles against Jotun champions who often employ .magic weapons that allow them to break weapons and shields, or when fighting cunning Thule warlocks who use magic to render their foes vulnerable.

This ritual is popular in Dawn, where it is sometimes combined with the practice of girding. The ritualists assist a companion in preparing for battle, and help ensure that they are not left unarmed or defenceless in the heart of the fray. It is also quite popular with the runesmiths of Wintermark and with the blacksmiths of The Marches, who often see it as a natural extension of their skills at the forge.

Common Elements

The Runes of Verys and Jotra, steel, artisans' tools, oaths of brotherhood and loyalty

The ritual is often performed with as specific item that is vital to the target in mind, and that item usually plays a central role in this ritual. Some magicians may even combine the performance of the ritual with the create bond spell or as part of a ceremony to make or reaffirm an oath of fraternity or loyalty. The unres Verys and Jotra are often used, sketched on the target characters or items, but the rune of wealth is also used, especially when the item involved is especially valuable or precious.

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Uncle Vyig

This song is well known in Temeschwar, the Varushkan city that joined The League. It’s about organised crime, which was once endemic there, and was referred to obliquely as “Uncle Vyig” (“Uncle Vyig had his hands in my pockets”, etc). The song is about how crime takes a cut of everything. It a fun song about terrible things, and is also popular as a song to sing with children in Varushka.

Words by Chris Edwards, tune by Daisy Abbott.

Recording (rough): here

More verses coming soon. Strongly encouraged to make up your own verses, personalising any family feuds etc that are happening on the field.

(sung fairly slow and deep before each verse) When Uncle Vyig comes to dinner...

He takes a bite from every onion Puts his spoon right in your soup And all the poultry that he eats Could fill a chicken coop!

When Uncle Vyig comes to dinner...

He goes through all your clothing And borrows just one boot He helps himself to gloves and hats And the socks right off your foot!

When Uncle Vyig comes to dinner...

He sits right by the fire And leaves you all to freeze His bones are scrawny, thin and cold But he shares with you his sneeze! (ATCHOO!)

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Unconquered

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

Overview

The Unconquered are skilled warriors who undertake scouting missions, employ sabotage and terror as weapons to weaken their foes, and seek out specific targets on a battlefield. In contrast to the archers and skirmishers of many other nations, the unconquered favour medium armour and short bows, and are not shy about engaging in close combat with hand weapons if the tides of battle make retreat-and-fire an unappealing option.

Unconquered are used to operating with a high level of autonomy, often behind enemy lines or in unknown territory. Despite this independence, the best of them know that they operate as one part of a larger plan, that their duty is to ensure that the forces they accompany achieve victory. Unconquered who arrogantly assume they can win the day all by themselves generally meet unpleasant ends.

Virtue and Compromise

Contents

- 1 Overview

- 2 Virtue and Compromise

- 3 History of the Unconquered

- 4 Creating an Unconquered

- 5 Playing an Unconquered

The unconquered are practical, and regularly employ tactics that can make other Highborn uneasy. At the end of the day, however, they are still scions of Highguard. Virtue is as important to the unconquered as it is to the rest of their people. The actions they take determine their virtue, and they understand that virtue is contagious. Of all the virtues, many unconquered fell an affinity for Vigilance and Wisdom. They are often in the best position to identify and deal with a potential threat before it endangers their friends; as scouts and spies they know both the value of brevity, the need to ask the right questions, and the danger of accepting hearsay at face-value.

The unconquered find it easier than most to fall into an "ends justify the means" attitude, and by doing risk losing their virtue. They act on their own judgement, but many carefully police their own ranks to ensure that they do not fall to malign influences. An unconquered who becomes Vengeful, or full of Hate, or enjoys wielding Fear against their enemies, is cause for concern.

History of the Unconquered

The most commonly accepted story for the origins of the unconquered comes from the first years of the settlement of Highguard. An outpost established in the territory that would eventually become Reikos - generally believed to be in the vicinity of either Tabernacle or Haros - fell to orc raiders. The survivors fled south, and a force of cataphracts was sent to launch a counterattack. When the reinforcements arrived, however, they found that the settlement had already been liberated, and the cataphracts were able to make short work of the remaining barbarians.

In the aftermath, a group of Highborn scouts emerged from a nearby woodland. Believed lost in the initial attack, the scouts revealed that when it was clear the settlement was lost, they rallied the survivors and retreated to forest seeking to save as many lives as possible. The orcs assumed they had routed the defenders but when darkness fell, the scouts launched a series of counterattacks using practical guerilla tactics. They raided, sabotaged, and sowed confusion among the orc ranks, over a period of weeks they crippled, starved, and demoralised the barbarians while simultaneously stealing supplies and materials needed to support the small band of survivors.

Upon hearing the report, the patricians saw the merit of this uncompromising form of warfare in this new land. These defeated, yet unconquered, rangers formed the seeds of a new military force designed to fight battles by any means, in any conditions.

The unconquered were incorporated into the Highborn armies, fighting alongside the cataphracts and infantry as skirmishers. They also operated independently as scouts, assassins, and saboteurs - tactics that the Highborn generals at the time often considered beneath them. Some small groups of unconquered were also retained by the patrician families as personal agents - the murderers sent after Lepidus during the civil war for example are generally held to have been unconquered. Indeed, during the war between the Virtuous and the patricians, unconquered on both sides fought vicious "shadow wars", often without the knowledge of the soldiers on either side.

Creating an Unconquered

An unconquered might be part of a small group within a more diverse chapter, but it is not unknown for an entire chapter to adopt the themes of this archetype. Such chapters recruit promising unconquered enthusiastically - perhaps the best known example in the game was the chapter of Exile in Reikos that prided itself on training young unconquered

The unconquered are first and foremost a martial archetype. They stand in stark contrast to the traditional image of the Highborn warrior in heavy plate armour or steel lorica with a large shield. They favour armour and weapons that allow them to remain mobile - segmented heavy leather or mail is ideal and the iconic weapon for an unconquered is without doubt a bow.

Unconquered are traditionally mobile on the battlefield, potentially even fighting behind enemy lines. As such they are often unable to reliably access support or back-up. As such heroic skills that allow them to heal themselves or each other are a good choice when building an unconquered character.

While most unconquered favour combat skills, there may also be a role for a battle mage among their number. Wearing mage armour and wielding a rod or staff, such a character can support their fellows with healing magic, and fight alongside them with judicious use of spells such as entangle, repel, or shatter. With a nod to the magister archetype, such a character could also serve as a de facto chaplain to a group of unconquered, reinforcing the Highborn attitude that all the best magicians are also students of Virtue.

Playing an Unconquered

Like the cataphracts, the unconquered are elite Highborn warriors. Where the cataphracts act to attack the enemy directly looking to their heavy armour to protect them, the unconquered seek to use guerilla tactics to destroy their enemies. In battles alongside the other Highborn warriors they usually look to harry the enemies flanks or otherwise use the terrain against their enemies. They are adaptable, and independent in their tactics and in their approach to fighting.

When they are not on a battlefield, the unconquered are still elite warriors. In Anvil, an unconquered could be involved with espionage and spying on the Empire's enemies, or get involved with the Vigilance assembly and help to root out potential threats. It is also easy to imagine an unconquered character with an aspect of "secret police" about them, keeping an eye on the rest of Highguard and looking for signs of heresy or treachery.

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Under the red sky

The white skinned herald stumbled down the dark corridor in the dank castle. The smell of mould hardly seemed to bother him anymore. It was better than the alternative. He shuddered, remembering his former life in the frozen donjon below the ground. Tharim was not the worst master and although he served the court, he would rather serve the Bound King than the other two – not that he would dare say that out loud. Not where anyone could hear him.

When he arrived there was a heated argument underway in Tharim’s throne room. Surut’s growling voice could be heard, echoing across the chambers. He had arrived in the middle, and it did not look like it would be a short conversation. All three of them were present.

Skathe, sat to one side in the guise of a delicate, winsome lass. Before her, a pile of magazines spread out across a low table of polished bone. The covers were adorned with pictures of skulls and bones. She did not appear to be reading them, simply studying them, her black eyes unblinking.

Tharim, as always, sat in his throne, manipulating small pieces of jewellery, turning them in his arthritic fingers, glaring at Surut.

The Charred Knight strode back and forth with a gobbet of venison in one hand shouting obscenities at the other two as he did so.

The herald clutched the scrap of paper in his hand, and tried to make him as small as possible. Tharim ignored his entrance.

Surut, however, turned and glared at him. The only thing that made him more afraid than being under the gaze of Surut was the wry smile with which Skathe was favouring him. He collapsed prone before the frozen throne, his eyes closed, thrusting out the piece of paper, an offering to his liege.

Tharim dropped the rings he was examining. They rolled here and there on the stone floor, and one of his broken servants scuttled out from the side of the throne to collect them. He indicated that the herald should hold the letter for him to read. The herald rose, presenting the letter, gritting his teeth as he used every iota of will to keep the parchment steady. His lord read it carefully, a slow, bitter smile spreading across his cold face as he did so.

Without warning, the note was snatched from his hand by a mailed fist. Surut read it aloud, his burnt face a mask of contempt.

"They want another meeting! You are certainly popular at the moment, aren't you? Ha! I see that they wish to take on some of your curse, even! How fortunate are you."

"Skulking in the shadows again?" Skathe swept the magazines from her table onto the floor. "They are happy enough to trade for our winter's blood,and take our gifts when it suits them, spurning us should we be so gauche as to ask for recompense. Never do they think to ask what price we might pay for our beneficence! I think it is time for the court to meet with the Empire, to make some things clear to them."

"Good," Surut spat meat across the room as he spoke. It steamed where it lay. "I would like to meet this Empress of Flowers or whoever she sees fit sending to speak to me."

Tharim looked at the two members of his court. He was not going to get away with meeting without them. "Very well, tell them we shall parley if they wish."

The herald nodded and then turned away, shuffling backwards down the long corridor, hearing the bitter, mocking, hateful laughter of the three echo in his ears behind him.

Contents

- 1 Overview

- 2 Significance

- 2.1 Llofir

- 2.2 Barien

- 2.3 Tharim

- 2.4 Roshanwe

- 2.5 Lashonar

Overview

The eternals are prominent supernatural beings who inhabit magical realms beyond the reach of the mortal world and whose abilities rival that of the more powerful ritual teams in the Empire as a result of their magical abilities and dominion over their realms. Dealings with them can bring many benefits - but it can also carry some risk... For those who are prepared to deal with them - the first challenge is to make contact - for all eternals are bound by magic to their realm and can never leave it.

The simplest way to make contact is to ask a herald to convey your message to their master - but that is only useful if you can find the right herald. An easier route is to ask a herald to take a message to an eternal they do not serve - but many will refuse to serve as a courier for another power and some will be angered by such a request.

Magic offer other means - there are codified rituals that some Imperial magicians have created that allow them to communicate with a named eternal. Rituals like Missive for Sadogua are part of Imperial lore , where as others are only taught to the most trusted of mages. Few of these rituals guarantee a reply however.

The most certain route is to request the aid of the six Archmagi who represent the Empire to the eternals, and the eternals to the Empire. Each possesses the power of plenipotentiary - the power to send a formal message to one of the eternals of their realm each summit. Such a message is guaranteed to reach the eternal - and almost guaranteed to bring a reply. No eternal who wishes to maintain relations with the Empire will fail to respond to the missive - even if those relations are currently strained.

The nature of the plenipotentiary missive is such that it serves as a powerful invitation making it easier for the eternal to respond. An eternal who is sent a missive by an archmage of the Imperial Conclave is able to enter the Hall of Worlds at the next summit regardless of any state of enmity that may exist. It is not unknown for an eternal to take the opportunity to appear with their entourage in the Hall of Worlds in parley, though most choose a more low-key response. A peaceful response is not the only option however though it is exceptionally rare for an eternal to respond with force.

Significance

During the Spring Equinox, five of the Imperial Archmagi used their power of plenipotentiary to contact eternals. Eternals do not always respond publicly to plenipotentiary messages, but in this case each of the five has chosen to make an open, formal response.

Magicians of the Empire who are politically active have many ways of being appraised of these messages. In cases where the eternal requests a formal parley the civil service plays a role in publicizing and arranging the meeting. In other cases, creatures of the realm about their business in the mortal world will mention the upcoming meeting - or may deliver formal messages to powerful or influential magicians directly.

Llofir

Rosamund Holt, Archmage of Spring, has contacted The Quiet One, Llofir.

Two months before the Summer Solstice, two heralds of Llofir - small rotting creatures with mushrooms growing out of their flesh - appear in the Hall of Worlds. Eventually a civil servant appears and they are able to pass on their message, that Llofir declines to appear for formal parley with the Spring Archmage, however, they have agreed to send messenger heralds to the Hall of Worlds to speak to the Archmage around one hour after midday on the Saturday.

Barien

Solomon of the Shattered Tower, Archmage of Summer, has contacted the Iron Duke, Barien to speak about the arrangement of a large tournament to see which eternal shall have the patronage of the Icy Crag of the Eternal Sun.

Castellan has agreed that she will meet personally with Solomon on the Saturday of the Summer Solstice, to discuss the matter over drinks and a light lunch. Barien has sent word that the challenge has been accepted by the Nobles of the Summer Realm but they refuse to partake of such a challenge before the Autumn Equinox - as they must have time to allow each of them to chose their champions and prepare fully for this conflict.

Barien has confirmed that the following eternals will be sending heralds to find champions. Eleonaris, Queen of the Fields of Glory. Jaheris, Prince of the Shadowed Forest, Cathan Canae, Queen of Ice and Darkness, Meraud, the Golden Magician, Rhianos, Regent of the Eternal sea and Adamant, King of the Golden Deeps. Barien himself is remaining neutral in this matter and there has been no response from Hayaak or others in the realm.

The icy winds that were damaging the Varushkan vale of Volchitrava have stopped and there seems to be no sign of Cathan Canae's anger at this moment.

This is not a formal request for parley - it is advance warning that the eternals of Summer intends to send representatives to speak to the people of the Empire and to chose or test champions. Castellan will have more details although it is clear that the Summer Realm plan to be proactive over the season in finding and supporting champions.

Tharim

Syrus Skybreaker, Archmage of Winter, has sent a second plenipotentiary message to Tharim, the Bound King of the Thrice-cursed Court.

Unlike the previous muted response, Shakle, a herald of Tharim has come to speak to the civil service personally. The herald has conformed that a full formal parlay with The Three will take place at midnight on the Friday night of the summit.

Tharim, the Bound King has agreed to speak about other things but especially involving the forging of chains to take on part of his curse. Skathe, The Hag Queen has sent a cryptic message that she is interested in speaking about fashion as part of this parley. Surut, the Charred Prince has requested a representative of the Imperatrix Lisabetta who he would like to speak to in a formal capacity. Whatever their real purpose it is clear is that this time the Court wish to address as many of the Empire as will listen.

Any magician of the Empire may attend, but it is at the discretion of the Winter Archmage who may speak during a formal parley.

Roshanwe

Gancius Dellamotte di Sarvos, Archmage of Day has contacted the Navigator, Roshanwe and invited her to meet with the Empire.

One month before the Solstice, three thin-lipped humanoids with fish like features enter the Hall of the Worlds to speak to the civil service. Two of them wear long white robes and have their faces cowled, the third wears chainmail and plate under a long white tabard and bares a two handed sword strapped to their back. They bring a simple message, "The Mariner will be arriving to speak to the Mages of the Empire at five o'clock of the Saturday of the Summer Solstice to discuss matters arising from the recently held Symposium."

The Mariner is a common epithet for Roshanwe, so it may be that the eternal intends to appear in person - but identity can be fluid in the realms so it may indicate that some major herald will come forth to discuss matters instead. Whatever happens it seems clear that while this may not be a formal parley, Roshanwe is taking the Archmage's invitation very seriously.

Lashonar

Elyssiathain of Endsmeet, Archmage of Night, has sent a message to the Guardian of the Southern Skies, Lashonar.

One month before the Summer Solstice, flocks of brightly coloured parrots are seen across the Empire, landing nearby large groups and proclaiming in song that the Conscience of Kings will be happy to face the challenge of music and song proposed for the Winter Solstice.

In a more subdued meeting, two almost-human looking heralds in traditional brass coast grab approach the civil service in Anvil. They bring two things from Lashonar. The first is a message that he will arrive in the hall of worlds at around 3 o'clock on the Saturday of the Summer Solstice. The second is a small note, written to Murit that is being returned apparently unopened and unread.

It is clear that Lashonar is taking this challenge very seriously and is sending heralds to the hall of worlds to discuss terms.

Day

Time

Eternal

Realm

Meeting

Friday

Midnight

Thrice Cursed Court

Winter

Parley

Saturday

1pm

Llofir

Spring

Heralds

Saturday

3pm

Lashonar

Night

Heralds

Saturday

5pm

Roshanwe

Day

Meeting

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Unending Cascade of Blood's Fire

Contents

- 1 Rules

- 1.1 Spring Magnitude 14

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Option

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 14

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must have the magician skill.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains the ability to cast the venom spell four times each day as if they know it without spending any mana.

They also experience a roleplaying effect: they feel a strong desire to use magical venom against anything that startles or threatens them.

If the target regains all spent personal mana by resting in a magical aura such as that provided by the Chamber of Delights, or drinks an Elixir of Empyrean Art, they also regain all spent uses of this ability at the same time. Other methods of restoring personal mana do not restore uses of the VENOM call.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 11. Additional characters must be present throughout.

Option

Any caster who has mastered the ritual may choose to substitute beggar's lye for crystal mana when contributing to it. Every 2 measures of beggar's lye spent counts as 1 crystal mana when contributing to the ritual.

Description

This enchantment allows the target to scourge their enemies with venom. It can have a powerful demoralising effect on opponents, and gives a magician a potent ability to mark and then destroy their enemies. The Spring Eternal Arhallogen is known to offer magicians boons that enhance their ability to perform this ritual, encouraging them to use it to defend themselves and prove their superiority over their opponents through the use of that being's favoured tool. Indeed, the Spider King is sometimes credited with having been involved in the development of this ritual, although it does not seem to draw directly on their power. In some circles it is called the Blessing of Arhallogen or Fangs of the King. Some Dawnish war witches refer to the ritual as Donning the Spider Crown.

The ability to refresh the use of the venom that the enchantment provides is particularly significant. After a battle, a magician can restore their personal reserves of magic in the restful aura of the Chamber of Pallas, the Chamber of Delights, or by experiencing Solace of Chimes and regain their ability to unleash magical venom at the same time. This ability can be even more powerful on the battlefield, provided the magician can make use of the rare and powerful Elixir of Empyrean Art.

Common Elements

When performing this ritual, the coven often invokes poisonous creatures or plants. Some magicians, especially Suaq icewalkers and Navarr vates, anoint the skin or weapons of the target. using blood mixed with poisonous plants or the venom of spiders, scorpions or serpents to create a thick paste reminiscent of oil of blackthorn. Other magicians invoke forces of plague, sickness and fever as they work their magic, viewing the ritual as being more concerned with turning the body of the target against itself.

The performance of this ritual is often subdued. Few magicians can deny that the powers it deals with are insidious, and potentially fatal. There are few uses to which venom can be put that do not result in death, and while the poison itself may be subtle the end result is anything but.

Other elements might include the runes Rhyv, Naeve or Kyrop (often accompanied by the rune of dominion; the evocation of The Claw or The Drowned Man; a scene in which a potion is used against a rival; or images of serpents, spiders, scorpions, wasps hydra, wyverns. or even chimerae.

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Unfettered Anarchy

Rules

Night Magnitude 10

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. At the end of the ritual one of the contributors is chosen to deliver the curse with a pronouncement of doom.

This effect is a curse. A target may be under more than one curse at a time.

Effects

This ritual creates a curse that is delivered to a target with a pronouncement of doom: one contributor is chosen to deliver the curse. If the curse is not delivered within fifteen minutes, the chosen contributor suffers its effects instead.

While under the curse, the target experiences a powerful roleplaying effect; whenever they experience an emotion, they experience it much more powerfully than normal. They may switch between one powerful emotion and another suddenly and without warning. They feel an urge to oppose anything they see as restraining their behaviour, whether it is a law, an expectation of society, or a sign that says 'quiet please' on it. These sensations surge and recede; the curse is most likely to impact the roleplaying of the character at dramatically appropriate moments.

Contents

- 1 Rules

- 1.1 Night Magnitude 10

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Removing the Curse

- 2 Description

- 3 Common Elements

Under this effect, the target should respond to any roleplaying effect that attempts to dampen their expression of emotions, or to create feelings of calm, clarity or tranquility, with a passionate outburst of an emotion such as anger, happiness or enthusiasm.

In addition, the target cannot use hero points or similar sources of spiritual strength to overcome the roleplaying effect created by this curse. They may overcome other roleplaying effects using the normal rules.

The effect lasts until the start of the next Profound Decisions Empire event.

Removing the Curse

The ritual Crystal Clarity of the Rational Soul is frequently used to counter the effect of Unfettered Anarchy. The effect of that enchantment replaces, but does not remove, any other roleplaying effect the target is currently experiencing - meaning that for as long as the enchantment persists the target feels calm and relaxed (as per the description of that enchantment). When that enchantment ends, any other auras that the character is experiencing resume, assuming they have not expired.

Description

This simple curse is difficult to deal with, causing extremes of emotion to overwhelm the target. This curse can be emotionally and physically exhausting. On a few occasions, subjects have made themselves very ill indeed by forgetting to eat or drink while filled with enthusiasm and in the grip of powerful emotions. Worse, it encourages otherwise staid people to express unrestrained passions, speak their mind at inappropriate moments, and indulge in momentary whims with a dangerous intensity.

Common Elements

This ritual often involves a symbolic 'freeing' of the target from chains or bonds. Narcotics are a common element, as is the consumption of strong drink or herbal preparations. Fires that are stoked and made brighter, or music and dance that begins quietly and becomes faster and more exhuberant, are also regular components of this ritual. As with many curses this ritual often involves a recitation.of the grievances against the target; the rune Zorech is unsurprisingly a common element.

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Unfettered Mind

Contents

- 1 Motto

- 2 Symbol

- 3 The Manifesto

- 4 Membership of the Order

- 5 Conclave vault

Motto

Explore the unknown and master it.

Symbol

The Order of the Unfettered Mind has used a range of symbols across its history, including an open and unblinking eye, and a ray of light.

The Manifesto

The Order of the Unfettered Mind holds the following to be true:

- The Empire's rich understanding of magic is one of its great strengths

- As the Empire's knowledge and use of magic increases, so does its power and influence

- The Empire must stay at the apex of magical knowledge and power and not cede this ground to another force

The Order of the Unfettered Mind therefore exists to:

- Expand the body of magical lore, theory and practice throughout the Empire

- Challenge any constraints to the practice and expansion of such knowledge

- Boldly consider possibilities and opportunities that others may not consider

Membership of the Order

Researchers, theoreticians and magicians for whom magic is both a mystery and the greatest calling flock to the Unfettered Mind. Members are often frustrated that other orders do not appreciate the joy of pure research, or the way that everyone is enriched by greater understanding of the theories of magic. Members tend to be ritual magicians rather than spellcasters, as ritual magic offers the greatest opportunity to expand the power and knowledge of Imperial magicians. They are second-only to the Celestial Arch in their interest in the Eternals, and they compete regularly with the Rod and Shield for the position of Dean of the Lyceum.

It would be wrong to consider them naive or politically weak; they have a great need for crystal mana and other resources, and in the past they have been ruthless in acquiring it. Their membership includes a number of magicians interested in understanding magic specifically to gain more personal power, or more power for the Empire, and critics claim they are more interested in novel uses of magic than in wise uses of magic. Their tendency to reach for their crystal mana rather than seek more mundane solutions to vexation are well known and it is undeniable that more members of the Unfettered Mind have been declared to be sorcerers than any other order. The order was very nearly dissolved in 264 YE following the unwise application of a major curse to an entire delegation of visiting dignitaries from the Principalities of Jarm.

The magicians of this order are often at odds with both the Celestial Arch and Sevenfold Path because they oppose all efforts to censor or limit Imperial magic. As they often point out, the enemies of the Empire are under no such constraints. They sometimes find unlikely allies in the Shuttered Lantern and even the Rod and Shield in this regard.

The order generally has far more ideas of things to try and do than it knows what to do with. It carefully guards its own Conclave vault and often enjoys periods of surprising wealth - it is one of the orders most often chosen to receive bequests from retired or deceased magicians, especially ex-members of the Lyceum. Despite the suspicion with which the Order is viewed by the more politically savvy orders, it has also been regularly responsible for discoveries that have proved of great value to the Conclave and the Empire as a whole

Conclave vault

Each summit, the Conclave vault of the Unfettered Mind garners the following resources;

- A pro-rata share of the Font based on the precedence of the orders at the previous summit.

- A portion of ilium based on their position among the orders as determined by precedence.

- 4 measures of iridescent gloaming, 3 ingots of tempest jade and 2 ingots of weltsilver from existing bequests.

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Unguents of Falling Leaves

Mastery of these recipes allows an apothecary to brew preparations valuable to ritual magicians versed in the Lore of Autumn. With one of these potions a ritualist can wield the magic of the Autumn Realm more effectively, but they also become more susceptible to the influence of that Realm.

Since the formation of the Empire, those apothecaries who had mastered the Unguents of Falling Leaves knew how to brew two potions - Bronze Spider Balsam and Leaden Quicksilver. There had been plenty of stories of other, more potent, potions but such preparations were invariably extremely difficult to get hold of and prohibitively expensive to secure when they were available at all. Following the fall of Reikos in 379YE, however, writings kept by several Tepel fell into the hands of Imperial scouts who discovered the details of the recipe for Essence of Verdigris. There were some early attempts to keep the information as a proprietary secret, but those efforts were ruined when a second recipe came to like during the liberation of the Great Forest at Reikos. One of the Highborn slaves forced to work the weirwood forests by the savage orcs had possession of a copy stolen at great risk from their Druj masters, and immediately shared it with not only her liberators, but any other Imperial who wished to learn it. "After all," she said, "it would be nice if something good might grow out of all this horror."

Bronze Spider Balsam

This strongly scented metallic salve is most often worked into the skin in a series of interlocking patterns reminiscent of a maze or series of tree roots. Applying the unguent carefully in this manner helps to focus the mind on the many branching pathways of the Autumn Realm, and draws to mind images of webs of influence that are valuable in achieving the right mindset to work Autumn magic. The Navarr and Freeborn often mix the preparation with metallic paint, and use it to carefully paint designs on their bodies as part of the preparation for performing a ritual.

Bronze spider balsam has subtle effects on the mind of the user, encouraging them to think more like an Autumn Eternal; by synchronising their thoughts with the Realm, they find it easier to work ritual magic. Mortals tend to be very social creatures, and the bronze spider balsam brings out these elements in ritualists who use it.

- Form: Salve.

- Description: This copper-brown ointment glows when it catches the light. If rubbed on the fingers it releases a strong, spicy scent and is quickly absorbed into your skin. It is hard to resist the urge to rub the entire pot onto your skin.

- Roleplaying Effects: You are driven to match wits with those around you, and try to gain influence over them. You become acutely aware of anyone who owes you a favour, or to whom you in turn might owe a favour.

- Mechanical Effects: If you possess the Autumn Lore skill then you gain one additional effective rank to the next autumn ritual that you perform within ten minutes, subject to the normal rules for effective skill. This is a tonic; the effect of any other tonic you have drunk immediately ends.

- Recipe: Two drams each of Cerulean Mazzarine and Marrowort, one dram of True Vervain and one crystalized mana.

Leaden Quicksilver

This metallic grey ointment is very thick; it flows sluggishly and has a consistency akin to very soft metal rather than anything more organic. It chills the skin, and while every gross physical movement seems to require a little more effort, the fingers, tongue and mind become a little more deft and sure. it may be applied in the same manner as brass spider balsam, but is just as often smoothed into the skin of the face and scalp. It allows a ritual magician to use personal reserves of power to influence the magic of the Autumn Realm.

While under the influence of leaden quicksilver, a ritual magician focuses on the goals they wish to achieve, and with this single-minded focus can draw on personal reserves of power to shape Autumn magic by force of will. It is dangerous to get between a magician using leaden quicksilver and their goals, but it is also dangerous for a coven to use this ointment if they are not truly united in pursuit of the same ends - at least in the short term.

- Form: Salve.

- Description: When this smooth, metallic-gray ointment catches the light it glows with a cold, reflective light. The firm texture feels like metal when rubbed between finger and thumb. It chills your flesh where it touches exposed skin.

- Roleplaying Effects: You become highly motivated to pursue and achieve your goals, whatever they may be. Anything that stands in the way of your success is an obstacle to be overcome, although you feel an urge to avoid personal physical confrontation. Other people should follow your advice because you alone know what is best for them. Anyone who refuses to heed your suggestions is probably plotting against you.

- Mechanical Effects: If you possess the Autumn Lore skill then you can use up to 3 personal mana as if it were crystal mana on the next autumn ritual that you perform within ten minutes.

- Recipe: Three drams of Cerulean Mazzarine, two drams of Marrowort and one dram each of Imperial Roseweald, Bladeroot and True Vervain.

Essence of Verdigris

Also referred to in the original Druj notes as Gamemaster's Patina, this potent salve is challenging to create for even the most skilled apothecary. The process has multiple complex stages which include heating the herbal mixture in a sealed copper container with carefully measured amounts of acidic compounds that are themselves difficult to prepare.

The resultant pigment has a rich, deep colour but appears deceptively mundane. Smeared on the skin of the hands, face, or chest it sharpens the mind and brings an enhanced awareness of the users abilities - as well as encouraging them to employ those talents to "prove" their superiority over their friends and rivals. The salve is absorbed surprisingly quickly but can leave a faint green-blue reside that is resistant to washing - it is theorised that over time a magician who uses this preparation extensively will be left with permanently stained skin.

- Form: Salve.

- Description: This thick blue-green paste has a rough, coarse texture. Rubbed between finger and thumb, it smears easily and releases a strong smell of vinegar and copper.

- Roleplaying Effects: You feel an urge to test your skills against others. It is easy to become contrary and stubborn, to try and force people into competing with you. Only the competition matters - winning or losing is irrelevant.

- Mechanical Effects: If you possess the Autumn Lore skill then you gain three additional ranks to the next autumn ritual that you perform within ten minutes, subject to the normal rules for effective skill. This is a tonic; the effect of any other tonic you have drunk immediately ends.

- Recipe: Three drams each of Cerulean Mazzarine and Marrowort, one dram of True Vervain, one crystalized mana, and one ring of ilium.

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United in law

My people of the Empire,

Our Constitution’s guarantee of dignity, freedom and prosperity is founded upon the oaths taken by every one of us when we first became citizens. We vowed to accept three principles: to accept the culture of one of our Imperial nations; to honour the virtues of the Way; and to support the laws of the Empire. We swore more than mere acquiescence with law - we swore our support. To uphold, with deliberate intent, the whole body of civil and religious Imperial law, originally codified under Emperor Giovanni di Tassato, who did so to safeguard the vision of the first Empress from collapse into anarchy and barbarism.

Upon occasion, our vows of virtue and of law come into conflict. It is well known that Law itself allows for a resolution to this conflict, by means of a plea for Clemency. It is less well known that Clemency requires other avenues of recourse to have been followed with prior zeal. Law cannot be scorned through expedience nor the slenderest reference to Virtue.

Two Senators died at the Summit of Winter 381YE. Senator Gant Archama of Temeschwar gave his life, alongside many other courageous heroes, striving to defend Zenith against the reviled Druj. I salute their sacrifice - and my heart grieves the outcome.

The other Senator, Lady Jocelyn Cordraco, met her death at the point of a venomed dagger in the dark. A further murder followed - lawlessness begetting lawlessness - again without discernible consideration of proportionate action nor legal due process. The subsequent trial led to execution: a correct consequence, but a foolish and needless curtailment of three lives.

To counter a malaise, one must strengthen the remedy. I have therefore considered ways in which our citizen Militia may be further supported. I commend the work of Nadia Borodina di Sarvos, who for many seasons has accurately reported their successes in her column in the Pledge. Furthermore, I shall seek to recognise outstanding service by individual members of the Militia and urge loyal citizens to join with me in doing so.

Our Constitution mandates that we shall be “united in law... but free to maintain the traditions that have made each of us strong.” These principles are inseparable. Our freedom and dignity to live as we choose depends upon each of us upholding our oaths to support the Law.

When I swore my own oath of citizenship, many years ago, I vowed to accept the culture and traditions of the League. In accordance with old tradition, those of my nation make alliances of marriage not in callow youth, but at the height of one’s power and influence. Hence it is timely and right that I should seek a spouse. Yet because I am the Throne, I shall pledge the Loyalty of marriage only to one who can bring significant benefit to the Empire - howsoever that might be.

In accordance with newer League tradition, the decision and arrangements shall be negotiated by the Master of Hearts of the House of Seven Mirrors, with the support of the other members of my guild. Those who wish to be considered should address themselves in the first instance to Benedict Pacelli von Holberg.

In conclusion, I speak of a matter that brings me unalloyed satisfaction. Senator Cesare Sanguineo Rezia di Tassato frequently remarks that “long-term economic investment in the infrastructure of the Empire benefits us all” - a sentiment with which I wholeheartedly agree.

With the reclamation of the Mournwold comes the opportunity to restore trade between the people of the Mourn and the rest of the Empire. The town of Sarcombe in Southmoor has a long history as a centre of rich commerce. The Senate motion passed at the last summit established the legal right for Sarcombe to operate once more as a market town. I am delighted to announce the grant of an Imperial Charter, in order to encourage further rebuilding and the benefits of prosperous trade.

In Wisdom, and in service to the Empire,

Lisabetta von Holberg, Imperatrix

Prince of the House of Seven Mirrors

Overview

Imperatrix Lisabetta has used her power to address the Empire to send a personal message to all Imperial citizens. As with her coronation address, the civil service has ensured the message is heard by citizens across the Empire and beyond.

Significance

The Throne has the power to nominate a single Imperial citizen who can deliver a message to the people of the Empire each summit. It is common practice for The Throne to use this power themselves, when they wish to speak to all their people about important matters.

Further Reading

- Proud to Serve (Autumn 381YE)

- In Virtue and Reason (Summer 381YE)

- Coronation Address (Autumn 380YE)

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Unmade trove

Drusa stared at the contents of the box, delighted to find them as new as the day they were laid down. The Torchbearer picked up the elegant staff gingerly. All her instincts told her it must be fragile, but she forced herself to ignore them. They had argued for a day over what the winter ritual they had detected could have been for, and now she was proved right. The only rational explanation was this... this treasure - no this trove, was what the spell must have been intended to preserve.

The weapon was beautifully made, superbly balanced so that it moved easily in her hands. She wondered for a moment if it were magical in some way. But no, the arete was purely that of the crafter, there was no magic here she was sure of it. Livius was stood to one side, an almost bored look on his face. She quelled the urge to drive the butt of the staff into his solar plexus and tried to remind herself that she could have brought Ushabti instead, but she had been lonely last time and wanted company.

"Beautiful isn't it?", she said trying to make him grasp the enormity of what they had discovered.

Livius shrugged "It's a mage staff, you've already got one and I prefer a rod - so it's worthless. You said we'd find treasure - and all you've got is a pile of mage staffs."

The Torchbearer closed her eyes and summoned the image of a three pointed star to mind. She doubled the points and then doubled them again. Once she had regained her poise, she tried again.

"There is armour too." she said, lifting up the beautifully painted and layered silk gorget. "Do you see?"

"You're wearing a warlock's net already, I have a hero's girdle. Neither of us need a set of non-magical mage armour."

Drusa ground her teeth together and tried to imagine that Livius was being dense for effect. He could identify her armour just by looking at the conjunctions sewn into it, so he couldn't possibly be as stupid as he was making out.

"In this box is a beautifully made set of battle mage's implements Livius. Now, how many boxes are in this chamber?"

Livius cast his eyes around the vaulted chamber making a swift count of the boxes that surrounded them. "Somewhere between 800 and 900. Fine, you have enough regalia to outfit a host of magicians, so what?"

Drusa's poise finally snapped. "You idiot! There are enough implements here to outfit an army!"

Overview

The mystery of the Unmade Spire in Redoubt has long baffled historians and scholars. The discovery of a trove of mage weapons and armour in a vaulted chamber underneath the ruins by the Torchbearer Drusa of Mute Spire has created as many new theories as it debunks. Were the Unmade Spire planning to raise their own army? Where would the magicians have come from? Did the other spires learn of their intent?

The debate may well range for another hundred years before the mystery is solved, but what is certain is that the find presents the citizens of Urizen with an invaluable opportunity now. While there are not nearly enough weapons to outfit an entire army, there is no doubt that these weapons could significantly enlarge the capabilities of the Citadel Guard.

Significance

The civil service have calculated that by expending a further 150 mithril, the Citadel Guard could become a large army. While such a sum of mithril is not inconsiderable the real saving would be in time - with the normal time needed to enlarge an army reduced from a year to a mere two seasons. Of course, such an action would require the approval of the Imperial Senate.

There are viable alternatives for the cache, they might theoretically be gifted or sold to another nation which could then employ them to make it easier to grant a new army a similar mastery of magic in battle that the Citadel Guard enjoys.

There are even some speculative claims that for a significant investment of ilium the weapons could be worked by artisans to enhance the abilities of the Army of the Citadel in new ways, further refining their mastery of the arcane arts in battle. Such costs would, of course, depend on exactly what the Urizen were trying to achieve.

Whatever is to be decided, it seems certain that General Tanwyn Ankarien is likely to be extremely interested in what happens to the Unmade trove. Legally a treasure trove of this kind is regarded as the property of nation of Urizen, and is assigned exactly as if it were a national appointment by the Senate. This means it can be assigned by a successful Senate motion or by a unanimous decision of all the Urizen senators, whichever comes first.

Resolution

Probus provided 25 rings of ilium to use the trove for enchantments after Autumn Equinox 379YE. You can learn more about this resolution here.

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Unquiet dead

Espen von Holberg stared at the woman who was standing before him. She was visibly shaking, and refusing to look him in the eye as she prattled her excuses.

"There was a light coming out it, like it was glowing or something. And it wouldn't stop screaming... it sounded like Johan that day the pit prop broke and the tunnel came down on his leg. It were just screaming and screaming."

Espen sighed and tried to summon up some sympathy for the woman, but it wasn't working. Miners were a bloody superstitious lot - often with good reason - and she was the third person who come up out of the shaft and refused to go back down today. But still a ghost was just a bloody ghost, horrible it might be, but she would just have to screw her courage to the sticking place or find another job. He tried to explain to her, as he had with the others that there was no real danger here.

"It's a ghost Francisca, just a ghost. It can't harm you. It can't do anything to you. Just ignore it. If you can't manage that, just give the thing a full belt with your pick and that it will drive it off for an hour or two. You work in a mine for pitys sake, a ghost is nothing to be scared of."

The light in the mine passage flickered and then went out. Espen cursed inside, as the tunnel was plunged into darkness. Just what he needed - the superstitious woman was bound to take it as some dread omen. He fumbled for the flint and steel at his belt before he realized he could see them through the gloom after-all, bathed in a pale green light.

Espen stared at the apparition as it hung in the air. The miner was already running - and the thought went through Espen's head that perhaps he should have had the courage to run with her. Instead he stood transfixed by the sight, unable to think what to do.

The thing was tall and thin and so gaunt he couldn't tell if it had once been a man or a woman. The light came not from the ghost but from knots of spectral green flame that curled over its body slowly blackening the flesh where they touched. It opened its mouth - as if to say something - but only whisps of green flame came forth. It reached out towards him, to touch him or perhaps to cradle him in its arms. But as their flesh joined he felt the flames searing his skin, burning sinews and tendons to the bone. A tiny part of his brain screamed at him that none of this was real, that this was just a projection of the ghosts fears.

But the rest of him just screamed until their was no breath left in his body. When they finally managed to stop him screaming the next day his throat was so damaged they had to give him Marrowort before he was physically well enough to speak of what had happened.

Contents

- 1 Overview

- 2 Significance

- 3 OOC Note

- 4 Resolution

Overview

The Druj are poisonous creatures - deadly in victory, but savage and vengeful in defeat. It is once claimed that they took to poisoning the swamps in which they dwell, merely to deny the land to any that might conqueror them. Now that the Empire is finally forcing them back, the extent of their evil has become apparent.

The Pits of Ennerlund have been under the control of the Druj for many years, but the Vigilant Swan was under the Druj yoke for only a few seasons. Enough time however for the Druj to turn both sites into charnel houses, the bodies of the slaves they worked to death left to rot where they fell. Still they needed the mithril and the granite the sites produced, so they kept them working while they held them.

But once it was clear that the Druj were beaten, they have acted to destroy the mines. The Pits were collapsed, and that will take months of expensive work to clear. But as the rubble is removed it is clear that this was just the least part of the vengeance of the Druj. A bloody harvest, a ritual slaughter of hundreds of citizens forced to work the mines has taken place just days before they could be rescued. This is more than just murder however, it soon becomes clear that the butchery was for a purpose - a fell purpose intended to render both sites unworkable.

As the Imperial citizens have returned to try to work the Swan and to reopen the Pits, they have found scores of ghosts haunting the mines. Every passage seems to contain the restless spirit of some poor soul, tortured and murdered in the most gruesome ways imaginable. The ghosts are not harmful... at least not to the body... but it is more than the spirit of any normal citizen can stand to work the site for more than a few hours.

As a result, any attempt to work either resource is completely stalled. No work can be completed to clear the Pits of Ennerlund to prepare them for use and no white granite can be extracted from the Vigilant Swan until the problem with the ghosts is solved.

Significance

The civil service have assumed that they can count on the heroic priests who attend Anvil to help with the work of clearing the mines, once their business at Anvil is concluded. But even so it will take months of painstaking work combing the passages to find and exorcise the ghosts that the Druj's twisted murders have created. There are enough priests able to exorcise a ghost to clear a site in a season, but it will require at least 50 liao to achieve this and a clear indication of which suitably skilled priest is going to lead the gruesome work.

Critically, since there are two sites that are plagued in this way - and only sufficient priests to clear one at a time - someone is going to have to decide which site should be cleared first, assuming that sufficient liao can been spared.

The civil service looks to the Imperial Synod in this obviously spiritual matter, and stands ready to assist with the organisation and accommodation of the priests venturing to whichever one of the sites is chosen to be the focus of the Empire's attention. A judgement by the General Assembly would be sufficient to express the intention of the Empire's priests in this regard. The judgement should also name the priest versed in the exorcism ceremony who will lead the endeavour, who should also be the priest to collect the required liao.

OOC Note

Obviously, whichever of the two Bourse resources is addressed first, the problem at the other resource will persist and will likely need addressing during the following summit.

The successful cleansing of either the Vigilant Swan or the Great Pits will require the assistance of a very large number of Imperial priests. Our assumption is that any player-character priest will be able to help at the chosen location - but only at one of the two sites will such efforts have any measurable effect. There is no need for specific priests to contact Profound Decisions to discuss their actions in downtime - the assumption is that any priest who wishes to can role-play having helped in the spiritual clean-up exercise.

The priest who is chosen to lead the endeavour should put the 50 liao required into their inventory, and ideally e-mail Profound Decisions after the event.

Resolution

During the Summer Solstice, Ozren de Orzel of Dawn was named by the Imperial Synod to oversee the exorcism of the Great Pits at Ennerlund. The following season, during the Autumn Equinox, High Exorcist Solas was nominated to oversee the exorcism of the Vigilant Swan.

.

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Unseen Encasement

You are a fly, struggling in my web of lies... and ambergelt!

Description

Many insects, and on some occasions, even tiny animals end their lives preserved inside a hardened, sticky dollop of ambergelt, or inside hardened amber. It should be little surprise then that these materials are often used to decorate the Unseen Encasement. While only a tiny amount of ambergelt resin is used to finish the wood of a staff, an Unseen Encasement is likely to include a large piece of amber or treated glass or crystal at the business end, and the most valuable such pieces have an insect or small creature preserved inside.

One of these staves may occasionally be called a Zoologist's Leash, following their use to temporarily restrain beasts for capture and inclusion in zoos or use in magical experiments. While they cannot be used to capture larger beasts, they are excellent for preventing flying creatures and fast-moving, smaller animals from escaping long enough for a companion to quickly restrain the target. Some Imperial Orc warcasters and Freeborn magicians find the use of these implements distasteful, referring to their regular use in Imperial history to capture or restrain slaves.

Rules

- Form: Weapon. Takes the form of a staff. You must be wielding this implement to use its magical properties.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: You may cast the paralysis spell as if you know it.

- Materials: Crafting an Unseen Encasement requires no special materials. It takes two months to make one of these items.

"Sit down and I'll tell you a story."

Tom had heard them all before, every story Granny told, every night like this with the fire crackling and the rocking chair creaking its way back and forward. He could recite them, word for word, down the lilt of her thick Bregas accent, or the way her eyes grew wide with mock fear when the tales turned to Feni, or monsters, or barbarians. He was too old to enjoy them like his little sisters April and May did, sitting in a spellbound cluster at Granny's feet, and too young yet to listen the way Ma did, stopping from time to time in her spinning to listen to the old woman's voice. But he listened anyway- it wasn't like there was anything else to do.

"See that staff hangin' there?" She gestured with one knitting needle to the ugly, gnarled oaken staff, high on the wall over the fireplace, without bothering to look. Tom didn't look either. He could have drawn every detail of the room with his eyes closed, from the boots at the door to every bannister of the stair that led you up to Ma's bedroom overhead where she shared the big bed with Granny. He'd asked about that staff a dozen times, though, but Ma would only ever say that it had been his Da's, then clam up tight shut. Ten years dead, and Tom could barely remember him, but still Ma could barely say his name without welling up in tears. Tonight though - maybe there'd be a new story, and a few answers.

"I made that staff," Granny said, her voice in counterpoint with click of her knitting needles. "Made it for your Da when he was a lad, when he was first prenticed to the Landskeeper. That was Upwold Peter, back in those days; a proper Landskeeper, even though he was a Townie, not like the sorts you get nowadays. Anyhow, some folks said the staff was an ill omened thing, cut from a storm-blasted oak. Then it was carvin' it, sandin' it, waxin' it an' polishin' it - every day for a month till it shone like the moon on the water. He wasn't much pleased with it, either; he had his heart set on some fancy jade bound wand or somethin' like that, boys bein' what they are. But for once he took a tellin', and once the staff was in his hand he didn't lay it down for fear of gettin' a skelp round his ear.

"Turns out it was for the best, seein' as how one day he's out on the fen, walkin' the bounds or some such when he sees a Feni warrior, comes stalkin' through the reeds, bold as brass, teeth all filed to points an' a rusty sickle in hand. So your Da weighs up his chances an' doesn't fancy any of them much, but he starts walkin' like he hasn't seen a thing, walking along the path, over the boards and along the water like he doesn't have a care in the world. An' this Feni hunter, he's followin' after, thinkin' that he's stalkin' your Da unawares. Your Da leads him on, lettin' him get closer and closer, pretendin' he don't see a thing, and pretty soon he's lead that Feni out onto the marsh, an' just when he's right behind him and that sickle's about to come down on your Da's throat, your Da turns, quick as a flash, an' whacks him quick smart with that white oak staff, right in the pointy teeth.

"Now, your Da weren't much of a hittin' type, an' that staff ain't much when it comes to power. All it does is stop you dead in your tracks for ten seconds or so, same as it stops whoever you're hittin' with it, an' where's the use in that, you're thinkin? Well, there's your Da on the path, an' that one swipe with the staff's enough to knock the Feni back - just one step, but out of the marshes one step's enough if it takes you off the path. An' ten seconds in the marsh is a long time when you've stepped off that path, with that black mud suckin' at your feet, draggin' you down, an' sure enough when there was blood back in your Da's limbs enough to get him movin' again, there weren't hide nor hair of that Feni, savin' one hand stickin' up with a sickle grasped in it, and soon enough that was swallowed up by the Fen an' all."

"So what're you saying, then, Granny?" Tom, slightly surprised by his own daring, found himself too irritated to stay quiet. "Granny knows best, is that what it is? Da did what he was told an' it was all fine? Ain't it a shame you never told him how not to get killed by them orcs?"

Silence fell in the farmhouse, broken only by the click of the knitting needles. Tom heard the sharp intake of Ma's breath from the kitchen, saw April and May's saucer eyes turn from Granny to him, felt the blood rising to his face with shame. Granny's eyes narrowed, just a fraction, then she nodded to herself, as if making a decision.

"Anyroad, I bin speaking to Martha Landskeeper." The chair began to rock again, Ma's spinning wheel whirred back into action, even the fire began to crackle again. "Turns out she's after a new 'prentice." With a creak from the chair, or perhaps from her old bones, Granny got to her feet and lifted the staff down from the wall. She weighted it carefully in her hands for a moment, then offered it at arm's length to the elder of her two granddaughters. "This one's for you, April. Martha says she'll take May an' all, next harvest time when she's of age.

"An' as for you, Tom, there's an oak shaft in the shed an' a barrel of lye, an' come mornin' I'll be out to see what manner of a start you've made. Time I taught on what I know, an' time you learned to take a tellin'."

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Unwelcome guest

"I hear there's a vallorn in the heart of this wood." Darius swung his heavy broadsword up and down like a cleaver, hacking away at the husk's flesh. "I hear they eat the hearts of men and women and send the bodies to attack their familes."

Tersia laughed, Darius' fanciful stories always made her chuckle. "Yeah, and I hear it's a 100ft tall and spits fireballs out of its arse. Just shut up and keep fighting." she retorted.

Undettered Darious persisted "No but seriously, shouldn't the Navarr be doing this or something? I thought the Vallorn was their problem to sort out?"

"Oh, poor little cataphract... Do you want the Navarr to wipe your bum for you as well?" Her voice was louder now and some of the other soldiers joined in with the laughter.

"I joined up to kill orcs, not walking corpses" Darius persisted "all I'm saying is that this is dangerous work, we should..."

"No Darius! This? This is a bloody holiday!" Tersia shouted at him. "The Pillar and the Pegasus are in Reikos right now. They'll be up to their necks in Druj and facing a lot worse than this I'll wager. And yeah I wish we were with them... but not half as much as I wish you were with them right now."

There was more laughter from the rest of the regiment but it was cut short by a scream from the other side of the clearing. Someone had been foolish enough to let one of the husks reach him and was paying the price.

It might not be the Druj exactly, but Dairus was right about one thing. Clearing Vallorn infestation from Casinea was dangerous work.

Overview

Under orders from General Cuth, the Unconquered scouts attached to the Seventh Wave were sent to investigate stories of a Vallorn infestation in Casinea. Provided with good information by the Suns of Couros and others, they quickly located the encroachment in a burgeoning Spring regio and over the next few days they scouted the entire area to provide the general with a thorough description of the size of the threat.

Once it was clear that it was well within their ability to deal with, the general ordered the soldiers to circle the area and attack. Lines of heavily armoured cataphracts advanced through the dense foliage, chopping down anything they could reach. Hard work, dangerous work, but vital in order to prevent the vallorn from taking a foothold. Left for a decade or two, this infestation could have taken root and then the thing would have been much harder to shift.

Significance

At the end of the day, the destruction is complete. Imperial magicians sweep the area and confirm that there is not the sightest trace of the vallorn left there. They do find two strange pods, near the centre of the regio, which are boxed up and sent to Anvil for the Conclave to examine. Sadly the Wave takes over 90 casualties before the location is rendered safe, but most agree that it is a small price to ensure that the Vallorn remains confined to its dark forests.

Resolution

The strange pods were presented to the Imperial Conclave. While there have been some further problems with vallorn-related effects in Casinea, there appears to be no links to this incident.

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Unyielding Constitution

Contents

- 1 Rules

- 1.1 Winter Magnitude 13

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 13

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target may ignore the roleplaying effects of traumatic wounds. The traumatic wound is still present, and can be healed as normal, but the target can endure the wound without penalty ... until it kills them.

The target experiences a roleplaying effect; the target finds it increasingly difficult to care about injuries that are not incapacitating, and often forgets to seek out healing unless reminded to do so.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 7. Additional characters must be present throughout.

Description

This ritual is often used in advance of situations where warriors know they will receive desperate injuries, allowing them to keep fighting. Warriors who find themselves in the thick of battle often embrace it, although in some battles it is much more useful than others. An engagement that includes wights, powerful beasts or the cruel weapons of the Druj barbarians are all much more likely to result in complications for the warriors involved.

The eternal Sorin is known to offer boons that enhance or empower the casting of this ritual, and it is sometimes known as That Which Does Not Kill Us after a saying allegedly attributed to the callous eternal king.

Common Elements

Common elements include washing away blood, especially with melted snow, but may also include rubbing soil into the injured location (especially when the caster or the target is a Marcher). paragons and exemplars may be invoked, especially those associated with determination and resilience, and the rune Jotra or Rhyv is used to encourage fortitude and determination as are the constellations of The Oak or The Drowned Man.

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Up on Whittle Hill

On the craggy hill, William Watcher sits, eating his luncheon, staring out across the empty valley.

(And thirty years ago, his grandmother Joyce Watcher sits in the same place, eating her own lunch. On that day, the valley comes alive with brutal shapes, savage orc warriors, who fill the air with guttural voices raised in rough song as they march. Joyce runs down the hill, lunch forgotten, shouting a hue-and-cry, raising the pikes to the defence of the Whittle Hill.)

William Watcher stares across the empty valley. It is never empty, or shouldn’t be. You can always see some Jotun patrol or other, marching this way or that. But they haven't been seen for a few days, called away perhaps and not yet returned.

He eats his lunch in silence, lost in his own thoughts. His brow furrows - he sees something that confuses him. Two patrols, but the orcs look strange. They march under the flag of a boar’s head. They move closer, about a mile away now as the crow flies, and he realises that they aren’t orcs at all. Are they ... humans? Not all of them: some of them have horns, antlers, mottled skin, scales - like what Joyce had always told him the Lineaged looked like, back when you used to get them round the Whittle way.

How could they be here? What were they going to do?

Young Watcher has always heard tales, of what'd happen when the Empire came back for the Whittle. But his generation has always treated them as jokes, you know, just jokes. No-one really believes it’ll happen… and now it has.

William doesn’t quite understand, and he looks down upon the people he doesn’t know, strange folk, strange faces, and his gut fills up with a powerful force of apprehension. What’ll happen now?

He knows he has to tell the steward, and the friar. They'll know what to do: they always do.

He runs down the hill, his lunch forgotten, shouting a hue-and-cry, calling the pikes to the defence of the Whittle Hill.

Overview

Thanks to the Jotun defence, the Imperial forces have made no further progress toward the final liberation of the Mournwold. Despite this, they have still sent out patrols and scouts as armies are wont to do. Some of them have attempted to gain inroads into Freemoor. When exploring further, they've made contact with the folk of Whittle, a village at the base of the Whittle Hill.

The folk of Whittle appear to have weathered the Jotun invasion. It seems that after an initial short-lived occupation by the Jotun they took back their village and the territory around it, dug in, and waited for help to come. Unable to contact the outside world, lacking magical or mundane means to get word out that they were alive, they settled down to wait.

It has been thirty years since the Mourn fell: and now, finally, help has come.

Significance

The people of Whittle do not seem to regard their potential liberation as a blessing. They've grudgingly allowed Imperial troops into the town, given them quarters: but there is definitely a constant edge of hostility. This is particularly pronounced towards those soldiers that are lineaged. According to stories, when the Jotun hammer fell there were few lineaged souls living in the village, and in the intervening years they had passed away, and no new lineaged were born. The natural Marcher tendency towards strong loyalty to one's kin seems to have been replaced with a deep suspicion of anyone not meeting this description.

Still, they are very clear that they are still loyal to the Empire - there is no question here of secession or of approval for the orc invaders. They have kept the traditions of the Marchers intact: they talk to some of the liberating troops of the village fayres that they've still held each year, every year, even as food stocks grew scarce in the leanest years. They are full of questions however and their primary interest seems to be the campaign against the Jotun. Why has it taken so long? Are they to be destroyed? There is no shortage of stories of Jotun tyranny in the years since the invasion.

They are also very interested in the opportunity to reconnect with their faith. For thirty years there has been no liao in Whittle. They speak of how hard it has been to keep the virtuous flame alive in the face of the Jotun menace.

After some days, a decision is communicated to a messenger heading back to join the main army of the Tusks. The people of Whittle have decided to send representatives to Anvil, to meet their follow Marches again, to start the process of re-connection, and to talk about how the Jotun are going to be displaced from Freemoor.

They also allude to a "great treasure, hidden away": and indicate they may be in the market for a sale - just before the Jotun invaded the Mourn there were rumours of a significant discovery beneath the Whittle Hill, a rich vein of ore that might be of interest to the weapon and armoursmiths of the Marches.

There is also a possibility that the people of Whittle may be able to offer more tangible support to the liberation of the Mournwold, although what form that might take and whether it is forthcoming is unclear. At the very least, they are apparently proud Marchers keen to reestablish their link to the egregore and reconnect with their people.

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Upper Spernall Farm

Contents

- 1 Queries

- 2 Site regulations

- 2.1 Vehicles

- 2.2 Ground Fires

- 2.3 Rubbish

- 3 Travel

- 3.1 Site Address

- 3.2 Approach Speed

- 3.3 From M40 (The South-East)

- 3.4 From M5 (The South-West)

- 3.5 From M42 (The North)

- 3.6 By Train

- 3.7 Minibus

- 3.8 By Bus

- 3.9 Taxi

- 4 Amenities

- 4.1 Supermarkets

- 4.2 Local Food Shops

- 4.3 Pubs

- 4.4 Restaurants

- 4.5 Fast Food

- 4.6 Camping Equipment

- 4.7 Accommodation

- 4.8 Chemist

- 4.9 Cashpoint

- 4.10 Petrol stations

- 4.11 Purity Brewing Company

Queries

For all site related queries about Profound Decisions events at Upper Spernall Farm, please contact Profound Decisions, please do not attempt to contact the site.

One of our players, John Shockley, has very kindly created this rough guide to Spernall. Most of the local amenities are listed below on this page, but John's guide includes more details of the quality and services on offer as well as his personal recommendations.

Site regulations

Vehicles

The car park is the first field as you enter the site. Please park your car near the security point and check with the gate crew for further instructions. If weather conditions are reasonable then vehicles will be allowed on the IC field to unload.

Camping will be operated on our usual "pitch and park" process. The gate team will direct you where to camp and you can then pitch your tent next to your vehicle.

Ground Fires

Fires must not be set on the ground, they must only be lit on the oil drums provided or an equivalent that keeps the fire off the ground. Existing fire sites and should be completely extinguished each night. We are arranging firewood for the site.

Rubbish

Please make sure that all your rubbish is suitably bagged and disposed of in the skip before you leave site. Do not overfill your rubbish bags - more bags are available on request from GOD at any time. The skip is located in the main OOC field. Please ask for directions if you cannot find it.

Travel

Site Address

Upper Spernall Farm, Off Spernal Lane, Great Alne, Warwickshire, B49 6JF.

Please be very cautious if you are attempting to navigate to the site using a satnav system. There are a number of minor roads near the site that are incredibly narrow, including one which fords a river. Please follow our published directions and only fall back on your satnav if you get lost; this will take you to the site by the best route.

Approach Speed

- 40 mph please

- 68% of road deaths take place on rural roads

The local residents have expressed some very understandable concerns about the impact of traffic on the local roads. One of the really constructive suggestions that we have received is to ask all participants to moderate their speed on the minor roads around Spernall and Great Alne. These roads are narrow and used by horse riders, cyclists, and pedestrians of all ages. If we want to share them with the local residents then it is only fair that we respect their right to use them safely.

It is very easy for us to assume that fears about the impact on the local area from our hobby are unfounded, but DfT figures show that 68% of road deaths take place on rural roads. That's an astonishingly high figure when you consider the relative amount of traffic using them. The statistics reveal a simple truth - if we can't moderate our speed on these roads then we really are a threat to the local residents.

As a result we are asking everyone to reduce their speed when using the approach roads. Dropping your speed to 40mph or less for the last few miles will make no difference at all to your travel time but will make a huge difference to how our hobby is perceived. We know that once folk understand the reasoning then everyone who attends our events will want to do this to demonstrate that live roleplaying is a respectful hobby.

From M40 (The South-East)

- Leave the motorway at J15 and take the A46 towards Stratford Upon Avon

- Stay on the A46 past Stratford Upon Avon towards Alcester

- 9 miles after leaving the motorway there is an offset crossroads

- Take the right turn signed Billesley 1/2, Aston Cantlow 3 onto Wood Lane

- Go straight through Billesley, and 1 mile later take the first left signed for Haselor and Great Alne

- 1 mile after the bend is a minor crossroads

- Go straight on, onto Pelham Lane, signed for Great Alne

- Carry on for 0.75 mile, turn right at the T-junction, signed for Great Alne

- 0.25 mile after, turn left at the T-junction, signed for Alcester

- 0.1 mile after the road bends to the left with a pub on the corner, turn right off the road onto Spernall Lane, signed for Spernall, Studley

- The road is straight for 2 miles, then take a right turn into the lane that leads to the farm, signed for the event

- The site entrance is on your left

From M5 (The South-West)

- Leave the motorway at J7 and take the first exit, signed A44 Worcester and Evesham

- There is then a series of closely spaced roundabouts one after another

- At the first roundabout, take the second exit, signed Worcester (City centre) (A44)

- At the second roundabout, take the second exit, signed Evesham (A44), Stratford (A422)

- At the third roundabout, take the third exit, signed Evesham A44, Stratford (A422)

- Stay on the A44 for 1.5 miles until you come to another roundabout.

- Take the second exit, straight on, signed Stratford (A422)

- Stay on the A422 for 10 miles until you reach an offset crossroads

- Turn left, signed Redditch A441, Stratford (A422) then immediately right signed Stratford A422

- Stay on the A422 for 1.5 miles until you come to a t-junction. Turn left signed Birmingham, Warwick, Evesham, Stratford, and Alcester

- Straight after that is a roundabout, take the first ext, for the A435, signed The North M42

- 1 mile later is another roundabout, take the fourth exit, signed for Arden Forest Industral Estate, Great Alne, B4089

- Straight on for .75 mile you come to a crossroads with give way signs. Turn right.

- Straight on for .3 mile then you come to a t-junction with a mini-roundabout.

- Turn left signed for Great Alne, Wooten Wawen, B4089

- After 1.5 miles the road bends to the right with a pub on the corner, turn left off the road onto Spernall Lane, signed for Spernall, Studley

- The road is straight for 2 miles, then take a right turn into the lane that leads to the farm, signed for the event

- The site entrance is on your left

From M42 (The North)

- Leave the motorway at J3 and take the A435 towards Evesham

- Stay on the A435 for 7 miles past Studley

- Turn left onto Spernall Lane after Spernal Ash Garage a small car sales garage on the right

- Straight on for 0.5 miles over a narrow bridge

- Straight on for a further 0.5 miles then the road bends round to the right

- 0.3 miles later take a left turn into the lane that leads to the farm, signed for the event

- The site entrance is on your left

By Train

The most convenient train station is Redditch (which has good links to Birmingham).

Minibus

There is no minibus service this year.

By Bus

From Redditch, take either the 26 or the 247 getting off at Spernal Ash Garage. It is about 1 mile from here to the site.

- 26 timetable

- 247 timetable

Taxi

Local taxi companies include

- Premier Taxis on 01527 69999.

- Redditch Taxi on 01527 852699 or 07801 730456

- Albany Cars on 01527 852699

Amenities

Supermarkets

- Co-op - 2.9 miles - 4 Alcester Road, Studley, B80 7AR.

- Aldi - 3 miles - Birmingham Road, Studley, B80 7BG.

- Tesco Express - 3 miles - 33-35 Alcester Road, Studley, B80 7LL.

- Waitrose - 4.1 miles - Off Moorfield Road, Alcester, B49 5DA.

- Morrisons - 5.4 miles - Warwick Highway, Redditch, B98 0SW.

- Sainsbury's - 7.8 miles - Abbey Trading Centre, Alvechurch Highway, Redditch, B97 6RF.

Local Food Shops

- The Meat Shack - butcher bakery - 2 miles - Spernal Garden Centre, Alcester Road, Studley B80 7PD.

Pubs

- The Moat House - 4 miles - Birmingham Road, Kings Coughton, Alcester, Warwickshire, B49 5QF - 01789 762984.

- The Boot Inn - 4 miles - Birmingham Road, Mappleborough Green, Studley, B80 7BJ - 01527 852192.

- The Throckmorton Arms - 3 miles - Coughton Hill, Alcester, Warwickshire, B49 5HX - 01789 766366.

- - 4 miles - The Washford Mill - Icknield Street Drive, Studley, B80 7BD - 01527 523 068

Restaurants

- The Mount Everest - 3 miles - 31 Alcester Road, Studley, Warwickshire B80 7LL - 01527 850717

- The Summer Palace - Chinese restaurant - 5 miles - Birmingham Road, Studley, B80 7DF - 01527 857118.

- Peppers - Indian restaurant - 3 miles - 45 High Street, Studley, B80 7HN - 01527 853183.

- The Cellar - Indian restaurant - 7 Market Place, Alcester, B49 5AF - 0791 768 55 50 / 01789 764 635.

Fast Food

- Fred’s fish bar - 3 miles - 19 Alcester Road Studley, B80 7AG - 07787 687151.

- Safs Fast Food - 3.3 miles - 57 High Street, Studley, B80 7HN - 01527 850086.

- McDonalds - 5.2 miles - Clews Road / Coldfield Drive, Oakenshaw, Redditch, B98 7ST.

- KFC - 5.2 miles - Clews Road, Redditch, B98 7ST.

Camping Equipment

- Winfields - 7 miles - 5 Astwood Lane, Feckenham, Redditch, B96 6HQ.

Accommodation

- The Throckmorton - 2.9 miles - Coughton Hill, Coughton, B49 5HX.

- Kings Court Hotel - 3.9 miles - Kings Coughton, Alcester, B49 5QQ.

- The Old Rectory - 5 miles - Ipsley lane, Ipsley, Redditch, B98 0AP.

- Travelodge - 5.6 miles - A435 Birmingham Road, Oversley Mill Roundabout, Alcester, B49 6PG.

- Premier Inn - 7.9 miles - Bordesley Lane, Alvechurch Highway, Redditch, B97 6AQ.

- Studley Castle - 4 miles - Castle Road, Studley, B80 7AJ.

Chemist

- Dudley Pharmacy - 3.2 miles - Pool Medical Centre, Pool Road, Studley, B80 7QU.

Cashpoint

- Co-op - 2.9 miles - 4 Alcester Road, Studley, B80 7AR.

- Oversley Mill - 6 miles - Oversley Mill Services, Alcester By-Pass, Alcester, B49 6PQ.

Petrol stations

- BP - Oversley Mill - 6 miles - Oversley Mill Services, Alcester By-Pass, Alcester, B49 6PQ.

- Harvest - 2.6 miles - Alcester Road, Studley, B80 7NW.

Purity Brewing Company

The site we are on is also home to Purity Brewing Company, a great company that brew some fantastic beers. They are looking forward to us turning up and have a shop on site all ready to sell to anyone coming to the event.

- Shop on site stocking their own beers and a range of other beers and lagers, canned and bottled

- Normal opening hours Monday to Friday 9am – 5pm Saturday 10am – 4pm.

- They can make up mini-casks (9 pints) and polypins (30 pints) of live (needs 24 hours to settle) or bright beer (can serve immediately).

- They can supply 9 gallon firkins of live or bright beer (cask deposits apply)

In order to ensure they have stock on the day, please visit the online shop. You can click and collect and order things like Polypins and Minicasks in advance which need making up by the brewery itself. They also have a membership scheme called the Puritans which entitles members to a 10% discount online and instore.

Please note that dropping any beer ‘bright’ incurs a surcharge.

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Upwold

Contents

- 1 The Silver Chase

- 2 Recent History

- 3 Points of Interest

- 3.1 Stockland

- 3.2 The Eastern Guard

- 3.3 The Woldstone

- 3.4 Mumford

- 3.5 Lorzeno's Deep Pockets (the Bloody Great Hole)

- 3.6 Sutton Stone Quarries

- 3.7 Moonwater Hall

- 4 Regions

- 4.1 Ashbrook

- 4.2 Birchland

- 4.3 The Heath

- 4.4 Stock March

- 4.5 Tower March

- 5 OOC Notes

The Silver Chase

Upwold is where the Marchers first established themselves when they walked away from Dawn. The scattered orc tribes that dwelt here were no match for their determination to make a home for themselves; those that fled west or south would find themselves followed in short order as the Marchers pushed into Mitwold and Bregasland. Those that fled north found death at the hands of the Wintermark.

Some of the worst fighting of the short-lived Marcher civil war took place in western Upwold. One of the few pitched battles between the households who supported the First Empress and those households who opposed the formation of the Empire took place here at Hepton Bridge. Widely regarded as the bloodiest conflict of the civil war, the scrubby heathland of the battlefield is largely given a wide berth except by occasional pilgrims of Loyalty who come here to muse on the spiritual significance of the ancient conflict that set cousins against one another.

Today, Upwold is a wealthy territory in a wealthy nation - though unlike Mitwold a significant amount of its wealth comes from industries other than farming. While there are of course many farms in Upwold, the quick-growing silver birch woods on the eastern borders are the source of a great deal of income. Charcoal-burners live there, turning wood into easily transportable fuel for smith and hearth alike - the charcoal of Upwold provides pure fuel for the cities of the League and the forges of Wintermark alike. The birch bark is used in the tanning industry, to cure the hides of the cattle that graze on the river pastures.

Upwold has always felt a certain rivalry with Mitwold to the west. There is no argument that the farms of Upwold tend not to be as fertile as those of their neighbours; the soil tends to be quite acidic. In part, this has lead to a more diverse economy - while the farm is the centre of Marcher life here as elsewhere, there are many who make their living from trees rather than crops, which occasionally attracts comment from the more agriculturally minded Mitwolders.

The people who live up here have closer links to the Navarr than many in the Marches, and more need for Beaters than most. Through the dark heart of those woods are paths no Marcher treads. From these secret ways come the painted Feni - uncivilised raiders, thieves, and rustlers who raid and steal from isolated settlements. To the north-west, cousins to these forests decay into the marshes that form the southern border of Kallavesa in Wintermark.

Finally, Upwold is one of the few areas where anything other than beer is drunk. For centuries, the brewers of Upwold have made a drink from the sap of the birch trees that warms their hearts in the cold winter nights but brings strange dreams.

Recent History

Over the last thirty years there have been several attempts by the Jotun to attack across the border from the Mournwold. These campaigns were primarily aimed at claiming the Sutton Stone Quarries - the Jotun apparently have a great desire for white granite to help build and maintain their fortifications. The last such attack in 372YE saw significant losses on both sides, and several new Jotun burial mounds along the southern borders.

The disastrous failure of the Autumn harvest in 379YE was followed by a particularly harsh winter during which all the farmers of the Marches suffered significant losses in order to keep the Imperial armies marching. Then the Spring 380YE planting was hit with torrential rains and a vicious blight that devoured many of the seeds before they can be put in the ground. While the rest of the Empire was enjoying a burst of vitality and fertility, the farms of Bregasland, Upwold, and Mitwold were once again labouring under the yoke of a vicious magical curse that ruined the crops, sapped the life from the beasts in the fields, and spread sickness and hunger wherever it touched.

The plan to construct the Imperial Breadbasket may have begun in the markets of Meade, but it received immediate support from market towns across the Marches. The aldermen of Stockland in particular were quick to put their hands in their pockets - not as an act of charity, but as recognition of the fact that when the farmers prosper, everyone in the Marches prospers. Shortly before the Spring Equinox 381YE, work was completed on a network of granaries and storehouses across Upwold as part of the Imperial Breadbasket great work. In addition to its work in securing the future of the Marches, this has helped to improve relations between the yeomanry and the residents of the market towns - reinforcing that even though they do not till the soil, they are still Marchers.

Points of Interest

Stockland

Dominating the fertile farmlands of Stock March, Stockland is a sprawling town known for its sheep and cattle markets. Almost all the households of western Upwold take their stock here to trade, and there is a market most weekends through Spring, Summer and Autumn. In addition to its cattle and livestock markets. It is known for its raucous taverns - successful drovers and herders celebrate the sale of their livestock with a hard night's drinking, while the less successful drown their sorrows before heading home. The breweries of Stockland produce ale and beer that is exported around the Marches and across the Empire - but while it is popular it is not particularly fine. Rather, the distinctive peaty taste of the brews is immediately recognisable to anyone who has spent time in Stockland, and easily brings a lump to the throat of the homesick Marcher. The brewers of Stockland take pride in their straightforward, down-to-earth product, and are quick to scorn anyone who expresses a preference for more refined beverages.

Hepton Bridge - the site of the only major pitched battle of the Marcher civil war - crosses the Meade near Stockland. On the anniversary of the battle, monks from the Stockwater Monastery make a pilgrimage to the site and the abbot delivers a sermon from the bridge itself, generally focusing on the importance of Loyalty and Pride. The monks, and the many visitors, then spend the night camped around the bridge, alert for signs of any unquiet ghosts. There have been no actual reports of hauntings in over fifty years, but the tradition endures.

The Eastern Guard

Great crenelated walls and brooding towers look down from Eastern Guard onto the northern forest of Miaren. Built early in the history of the Marches in Birchland, the garrison was initially charged both with remaining vigilant against Dawnish aggression, and with maintaining readiness for attacks from the Vallornspawn of the deep woods. Since Miaren was cleansed in the early days of the Empire, and since the people of Dawn are now an allied nation, the castle has become more open - it is a popular stopping place for merchants travelling through the central Empire. Still, the dour Marchers ensure it maintains battle readiness at all times, for one never knows when an attack may come from an unexpected direction.

During the great collapse of Spring 381YE, most of the garrison of Eastern Guard was evacuated. Despite serious concerns, the sinkhole stopped spreading before swallowing the old castle whole, although the lip of the great dismal hole is little more than five-hundred yards from the north-eastern tower. Now, Eastern Guard has a new job - keeping an eye on the trogoni that lurk in the depth of Lorenzo's Deep Pockets.

The Woldstone

Standing in central Ashbrook, the Woldstone is very old. It is said to be the first dolmen planted by landskeepers when the Marchers claimed Upwold for their own. A little over eight feet tall, it is a rough white stone pitted and weathered by centuries of wind and rain.

The dolmen marks the centre of a potent Autumn regio that has in the past been used to lay powerful enchantments over the whole of Upwold. The regio is tied to the realm of the eternal Ephisis, and watched over by one of her more potent heralds, Nunn o' the Wold. According to stories, Nunn appears as a prosperous Marcher steward or alderman, and has a keen interest in the interplay between those who raise crops and the traders who buy and sell them. According to local stories, at one time the herald would appear every solstice and equinox to negotiate minor deals with brave yeomen, but it has been over a century since he was last encountered.

Mumford

In western Stock March is the sleepy village of Mumford - right on the border with Upwold. Standing on the northern banks of the Meade, it marks a shallow spot in the river used for centuries by travelers and shepherds alike. North of the village, on a low and rolling rise, stands a ring of seven dolmen known as the Mummers. Each of the stones has a name; the six that make up the rough ring are called the Yeoman, the Abbot, the Weaver, the Steward, the Farmer, and the Alderman. The seventh stone stands a short distance outside the ring proper, and is called the Pipe - depending on who one asks it represents either the fool or the beast. The stones mark a strong regio tied to the night realm, and the nature of the Piper is said to be tied to whichever eternal serves as the patron of the regio at any given time - Janon or Sadogua.

Every Spring, mummers and peddlers from across the Marches come here for the Mumford Fair, a celebration of music, dancing, open-ear theatrics, heavy drinking, and the unofficial Mummers Trial in which bands of entertainers compete for ... well it is never entirely clear for what. The entertainers put on their performances, and at the end of the weekend long celebration one or another of their number is carried up to the standing stones and crowned with a wreath of daisies before being dumped unceremoniously into a vat of beer. Traditionally, the "Earl of Mumford" is not allowed to get out of the vat until it is empty, and the fair closes with a night of serious debauchery and celebration as the guests help the Earl drink all the beer. A bottle of beer from the Mumford Fair vat will often fetch a surprisingly high price - occasionally the alcohol is imbued with vestiges of Night magic and gains unpredictable qualities.

Lorzeno's Deep Pockets (the Bloody Great Hole)

Just over a month after the Spring Equinox 381YE a large section of north-western Goldglades in Miaren collapsed with an almighty roar that was heard across most of Birchland. After the initial collapse, the hole began to spread. Warnings by the Navarr vates reached an already-worried Birchland not a moment too soon - over the next month, chaos reigned. Eastern Guard was evacuated of all save a bare bones garrison too stubborn to abandon their post, and for several weeks there was real concern that this old fortress might be a casualty of the ongoing destruction.

Where Upwold once bordered Temeschwar, there is now a massive sinkhole. Estimated to be seven hundred feet deep, with a lake at the bottom that may well be bottomless. The cliff walls are nearly vertical, and still prone to collapse in some places, but there are also signs of caves and tunnels opening out in several places. Initial explorers have excitedly reported what look to be ancient mine workings - some reaching back to the time of the Terunael, and some reaching back even further. The full extent of the network of caverns here has yet to be determined. More worryingly, some of the early daredevils who have made a preliminary investigation of some of the more accessibly caves and tunnels have failed to return - and all those who have made it back in one piece have described encounters with particularly angry trogoni - creatures rarely encountered outside of the mountains of Urizen, and the northern peaks of Wintermark and Varushka.

The sinkhole was officially named by Lorenzo Macelliao von Temeschwar, but that has not prevented many of the residents of Birchland referring to it as the Bloody Great Hole (perhaps a reference to Lorenzo's membership of the Bloody Butchers guild, perhaps simply a result of Marchers choosing to call a spade a spade). Some yeomen, with a grim gallows humour, prefer to call the hole Downwold in reference to the not insignificant amount of Upwold soil that is now at the bottom of it. Regardless of what it is called, the beaters of northern Upwold keep a close eye on the hole - and the dangerous trogoni that lurk in its depths.

Sutton Stone Quarries

The Sutton Stone Quarries are a Bourse resource located on the Heath. Custodianship of the Quarries is an Imperial Title that brings with it a Seat on the Imperial Bourse. It produces 23 Imperial wains of white granite every season. Control is allocated to any Imperial citizen by open auction during the Summer Solstice.

Moonwater Hall

Built near King's Stoke in Tower March, Moonwater Hall is a Faraden enclave that consists of several dozen buildings including inns, homes, blacksmiths, wheelwrights, a shrine, and a number of warehouses, as well as a large public pasture for use by oxen. It was commissioned in Summer 381YE, and work was completed shortly before the Winter Solstice. Half of the materials were provided by Henry Ward on behalf of the Empire, with the other half being supplied by Lady Saretta of the Red Moon on behalf of a consortium of Faraden mechant families.

With the completion of the hub, Faraden merchants have begun travelling to Upwold in significant numbers, keen to trade for fine quality food and drink such as only the Marchers can provide. Entering the Empire through the Towers of Anduz, the majority take the Blood Red Road up through Tassato and Miaren, but the more adventurous take the more risky but ultimately more lucrative path through the Cinnabar Hills and the Mourn.

Regions

Ashbrook

Named for the river Ash which feeds into the Mead, the region of Ashbrook is scattered with thriving communities such as Ashill - said to be perpetually covered in soot from the charcoal burning that provides its main industry. North of Ashill, near the Hahnmark border, stands the prosperous market town of Sweetroot. This small settlement is a major a center for the cultivation of the licorice plant. While small, Sweetroot has become wealthy through careful exploitation the leafy plant and its delicious roots. Popular exports include sweetroot cake (a small, round confection that is popular almost everywhere), and sweetwater (licorice-infused water, used to treat a number of digestive system complaints).

One of the oldest dolmens in the Marches - the Woldstone - is also located here. Believed to be the first dolmen raised by the landskeepers, it watches over the farms and market towns of Ashbrook. Not far from the Woldstone is the old oak wood of Walksend. Some of the trees here are over five hundred years old, but none have ever been felled. Local stories claim that the wood marks the spot where the first Marchers ended the March out of Dawn. According to this quaint story, on emerging from the woods of Birchland, the Marchers saw the rolling plains of Upwold laid out before them and knew they had reached their new home. They thrust their walking staves into the ground here to signify that they were done with marching, and the staves miraculously put forth roots, branches, and leaves and became the trees that form the forest today. Visitors claim that the experience of walking among the great oaks is distinctly restful. The monks nearby Oakwood monastery, known for their excellent physicks, take advantage of this reputation to speed the convalescence of their patients.

Birchland

Quality: Forest

The thick birch woods of Birchland are a source of valuable timber. There are also extensive stands of beggarwood in Birchland, producing excellent quality Beggar's Lye, which support a thriving tanning and leatherworking industry. The fortress of Eastern Guard stands here, still watching the forest of Miaren for any sign for invasion by Dawnish nobles. Scattered here and there are old battlegrounds where Dawn and the Marches clashed in pre-Imperial times. Locals give these areas a wide berth, and tell gloomy stories about the ghosts that haunt them.

In Spring 381YE, parts of north-eastern Birchland were swallowed up in the great collapse that created the sinkhole dubbed "the Bloody Great Hole" by locals and more properly referred to as Lorenzo's Deep Pockets.

The Heath

There are few settlements on the Heath's rolling grasslands - the soil is not exceptionally fertile and the farms here tend to focus on raising goats and sheep rather than growing crops. The most significant location here is probably the Sutton Stone Quarries, although historians would argue that the village of Redston would give it a run for its money. The village is the birthplace of the Marcher hero Tom Drake, who helped create the Imperial Military Council, was the first general of the Drakes, and ultimately fell in battle leading the Imperial armies against Alderei the Fair. Over the centuries, Tom's Orchard - the apple tree woods where the general was buried - has become something off a place of pilgrimage for Marcher generals and yeomen facing difficult challenges. The Redstons - the household that still owns the farms around the village - have resisted any attempt to create a more prestigious memorial to the dead general.

A significant number of the farms here belong to by grim-faced refugees from the Mournwold. During the occupation, these emigrants kept a close eye on the border to the south; they saw it as a solemn duty to rally the rest of Upwold against any sign of Jotun aggression from their old homelands. Now that the Mournwold has been liberated, there is a great deal of discussion between the families as to whether they should seek to reclaim their old farmland. While their parents want to return south, the younger generation have never lived anywhere else and consider themselves Upwolders through-and-through.

Stock March

The green farmlands of Stock March are dominated by the presence of Stockland, which makes the most of its advantageous position at the junction of major roads linking Mitwold, Hahnmark, and Tassato.

Stock March is the richest region in Upwold, and one of the most prosperous in the Marches. The sprawling Applewood grows here known for the fine, fat apples that bear its name. The Applewood shares its name with a village on the road near the border to the Moot, famous both for the Applewood Arms and for the fine-quality ciders it has produced since the earliest days of the Marches.

The village of Mumford stands on the western border of Stock March, famous for its Spring fair and the magical dolmens that watch over it.

Tower March

Quality: Forest

The Dense woods of Tower March have been cut back around the village of King's Stoke, but remain thick and vital in the rest of the region. A pre-Imperial tower stands here, just east of the village, that is said to mark the place where the rebels held back the King of Dawn following the march of secession. Most Upwold families - and indeed many families from other parts of the Marches - claim a connection to the battle at King's Stoke. That said, if every family who claims an ancestor fought there is right, it must have been an easy victory. King's Stoke is also the site of Moonwater Hall, a Faraden trading enclave that supports merchants from that western nation who wish to purchase fine quality Marcher food and drink.

West of King's Stoke is Borsdell Hall, perhaps the closest the Marches gets to a centre of learning. The original hall belonged to the well-respected Brigit of Dourfen, the first grandmaster of the Rod and Shield order of the Imperial Conclave. Raised in Bregasland, the legendary landskeeper moved to Tower March in the early years before the formation of the Empire and built the hall "the better to keep an eye on the rest of the world." Her interest in "the wider world" brought news of the First Empress' meeting at Anvil to the stewards of the Marches, and many historians ascribe her a pivotal role in the Cousin's War that followed that fateful congress. Modern landskeepers will send an apprentice who shows a talent for battle magic to spend a season or two studying at Borsdell, learning techniques refined by Brigit and passed on to the martially-minded magicians who followed her.

Farmland at a premium in in Tower March, and the region is better known for its woodcutters and foresters. In addition to the ever present beggarwood, Tower March is the main source of dragonbone in the Marches. In recent years the demand for Tower March amber has subsided in the face of extensive imports from Miaren and through Tassato, but there are still several old and stubborn households whose fortunes are traditionally tied to the valuable material. Some of the more ambitious stewards of Tower March are said to favour a wholesale clearance of the woods, both to take advantage of the voracious Imperial demand for building materials and to allow for new farms - so far they have faced a great deal of resistance from those whose livelihood is tied to the woodlands. Most are pessimistic however; political power in the Marches does not lie in the hands of woodcutters and foresters, after all.

OOC Notes

- All the regions of Upwold are in the hands of the Marches (and by extension the Empire) making it a staunchly Imperial territory.

- The castle of Eastern Guard is a rank one fortification.

- The Imperial Breadbasket great work gives every Marcher character who owns a farm a share of 1080 rings.

- In conjunction with the Imperial Breadbasket, Moonwater Hall provides a dividend of 110 rings each season, spread between every farm in the territory owned by a Marcher citizen who attended the previous summit.

- Moonwater Hall also provides a dividend of 225 rings each season, spread between every business in the territory owned by a Marcher citizen who attended the previous summit.

- The presence of Lorenzo's Deep Pockets means that it is not possible for an Imperial army to move from Upwold to Temeschwar directly. They will instead need to pass through either Miaren or Hahnmark.

- Some of the prominent households of Upwold are detailed here.

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Urizen culture and customs (Redirected from Urizen Culture and Customs)

Contents

- 1 The Net of the Heavens

- 2 Arete

- 3 Poise

- 4 Privacy and politeness

- 5 Communal meals

- 6 The Heliopticon

- 7 Art

- 8 Funerals

The Net of the Heavens

The Urizen embrace an image of the world they poetically call the Net of the Heavens. It is a metaphor that defines human interaction and history as being made up of “nodes” or “knots” – pivotal people and events that shape everything around them. For actions to be effective they must operate on these nodes, otherwise effort is wasted. By influencing a powerful node, an individual can exert influence over events and individuals he has no personal connection to and produce results out of all proportion to the energy expended. Learning to possess Arete and Poise are seen as prerequisites for being able to reliably manipulate the Net of the Heavens.

Arete

The principle of Arete, the idea of excellence in all things, is central to the Urizen way of life. The word means something close to "being the best you can be", or "reaching your highest human potential". It encompasses courage and strength in the face of adversity. Arete is frequently associated with bravery, but more often, with effectiveness. The person of Arete is a person of the highest effectiveness; they use all their faculties: strength, bravery, wisdom, and guile, to achieve real results. Arete involves all of the abilities and potentialities available to humans.

We do not act rightly because we have virtue or excellence, but we rather have those because we have acted rightly.

Poise

Linked to Arete is the idea of Poise. The Urizen are wary of instinct and emotion, believing that people who allow their passions to move them rather than their higher minds are prone to acting irrationally and ineffectually. To allow the self to be overwhelmed by emotions undermines the basic goals of Arete. “When one speaks angrily,” an old saying goes, “only the anger is heard.”

Many Urizen actively disdain uncontrolled public expressions of emotion, and this gives them a reputation for being haughty, cold individuals. In truth they feel their emotions as deeply as any, but they strive to master their emotions and subordinate them to their rational spirit. The Urizen believe that you draw your strength and impetus from your emotions, but the emotions must be controlled for this to be usefully directed.

Rather than subdue or suppress their emotions, Poise is the practice of allowing yourself to feel your emotions as deeply as possible yet retain perfect self-control. Practitioners seek to hold themselves in a state of equilibrium so that they channel the strength of their emotions at the perfect moment. A common drill used to develop poise is the “deep breath” – a simple meditative technique where before undertaking any challenging activity the individual takes a breath and holds it while taking a moment to harness their emotions and decide how they will act. When the student breathes out, often explosively, they spring into action.

Anybody can become angry - that is easy, but to be angry with the right person and to the right degree and at the right time and for the right purpose, and in the right way - that is not within everybody's power and is not easy.

Privacy and politeness

Urizen place great stock on politeness and good manners. Their nation is a place of competing and sometimes incompatible philosophies. It is also a nation where it is easy to become isolated from your neighbours. As a consequence, a level of assumed respect reduces the likelihood of a misunderstanding souring relations.

Urizen tend to value their privacy, and be very aware of their personal space. Theirs is a mountainous nation, but the spires are built on a larger scale than most Imperial citizens would be familiar with. The citadels, towers, balconies and houses of Urizen often extend a short distance into the stone of the mountain itself, and these galleries are intended to be as airy and open as Urizen engineering can make them. As a consequence, some Urizen suffer from symptoms akin to mild claustrophobia.

This extends to their social lives as well – Urizen generally have a larger “personal space” than other people, and some become uncomfortable if they are pressed together with other people for long periods of time. Even spouses tend to maintain separate apartments, albeit with a shared communal area. Urizen bow to others as a mark of respect rather than shaking hands. A handshake is a greeting between close friends, while a hug or embrace is rare except among lovers, trusted confidants and close family members. Physical intimacies are always offered, rather than forced on someone.

Communal meals

Urizen food tends to be simple, but supplemented by a dazzling array of spices and sauces designed to make a limited palette of foodstuffs raised on the mountainsides more interesting. Most Urizen communities make an effort to attend a communal evening meal, characterised by lively discussion and debate. This expectation that the day will end in a communal meal helps to create a feeling of community and continuity for the Urizen people. Many spires add additional traditions, such as music and poetry, to cement the importance of this “community time.” A religious spire may add prayers before and after the meal, while a martial spire might use regular sparring to “work up an appetite for supper.”

The Heliopticon

Much of Urizen is hard to cross and physical messengers travel slowly. The nation is united through the use of the Heliopticon – a series of polished bronze mirrors used to send messages across great distances to nearby spires using a simple code of short and long flashes (this is represented by international morse code). To an outsider the Heliopticon is a technical marvel, but the Urizen appreciate that the true brilliance of the Heliopticon is the cipher of flashes used to send the messages rather than the method used to create them.

Art

Artistic Urizen love poetry, but their work tends to follow strict structural rules. Urizen poets are expected to be technically excellent, and are applauded for their clever use of structure and meter. They also value sculpture and painting, again preferring a technically adept piece of work that appeals to the reason and is aesthetically pleasing.

Funerals

Most Urizen embrace the idea that this flesh is just a vessel through which the soul happens to be passing on its road to enlightenment. After an individual is dead, the body should be treated with respect but it is fundamentally an empty husk. Bodies are interred with minimal ceremony in quiet mausoleums built on the lower slopes beneath a spire. They are rarely entombed with grave goods or marked with great ornamentation. Influential and inspiring figures are recalled in bas-reliefs and statuary that decorates a spire, but it is a rare Urizen whose biography, journals and collected letters cannot be found in the library at the heart of a spire.

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Urizen Egregore

Contents

- 1 Menos

- 1.1 Current Hosts

- 1.1.1 Theodosia of Canterspire

- 1.1.2 Philostrate

Menos

Menos, the Urizen Egregore, amost always appears to have Lineage. Its often that of a golden skinned individual with a calm and polite demeanour. It plays the role of observer, commentating on the events around it and loving the interplay of conversation with intelligent and educated individuals from all walks of life.

The Urizen egregore has taken two hosts

Current Hosts

Theodosia of Canterspire

Theodosia of Canterspire initially trained as a priest of Wisdom, before discovering an arête for healing magic. With a keen understanding of the details of human existence, she sometimes struggles with Menos’ habitual calm detachment and often takes on the role of wise counsellor or mother of Urizen in order to remain both involved in the nation’s affairs and grounded in the mundane world. When the time comes for action, she prefers to step back and give other members of the nation – particularly younger citizens – the opportunity to prove their worth. With little patience for the politics of Conclave, she can usually be found on the battlefield or enjoying music, debate and fine wine at the campfire.

Philostrate

Philostrate is an aged Draughir sentinel who had his first taste of war when the Grendel invaded Spiral and Hadrian shattered the lighthouse at Apulian.

Spending his years in Spiral coordinating resistance against the Grendel, he maintains a keen interest in strategy and tactics, in politics as well as in war and particularly the interconnectedness of people and events in the Net of the Heavens.

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Urizen Flower Festival

Also known formally as "The Festival of the Net of the Heavens," this is the best known and most widely celebrated festival in Urizen.

At the Spring Equinox, citizens of Urizen celebrate their personal nets by giving gifts of flowers (real, fake, abstract) to the people who impact their lives. There are seven colours flowers, one for each Virtue. The colour of the flower is a framing device that allows you to explain/or not what you think of the person. They are also a way for everyone to Witness these links.

The colours are: Blue - Loyalty Red - Courage White/Silver - Wisdom Purple - Ambition Pink - Pride Yellow/Gold - Prosperity Green - Vigilance (sometimes translated as leaves around a flower, or a flower on it’s own). (There is also a helpful [folk song] to help with this)

Here are some examples of the messages one may wish to give::

- You are the bravest person I know.

- You lack wisdom, but you are very ambitious.

- You always remind me where my loyalties lie.

- You must remember your vigilance.

There have even been instances of people gifting entire bouquets of every virtue - gestures like these are always extreme and mean one of two things - ‘to me you are everything/you need a lot of work’.

In addition to the flowers, ribbons can be used. A person can wear ribbons to signify interest, or they could wrap a bouquet for their intended in the relevant colour. These are mostly red to express the desire for physical affection, with pink to signify a more emotional bond, a confidence, or close friendship. Not everyone does this, so the presence of a red or pink ribbon with their flowers means interest, the absence of one doesn't mean lack of interest. If the person who had been presented with the ribboned flowers wears them openly, then that signifies their acceptance of the offer.

Essentially this is an important time of year to vent one’s feelings, clear the air, and shore-up your net. Some people use it as a time to be purposefully vague to force people to dwell on a particular virtue for a while. People sometimes give flowers sarcastically, as with one priest who gave an Ambition flower to his cardinal. Also it can be treated as a sort of Urizen Valentine’s day.

Tips for new players to Urizen: Some people give lots of flowers, some people give very few. There is no wrong way of doing it. If you are uncertain, or don’t feel that close to a lot of people in Urizen, then bring flowers for your spiremates, and a handful of spares for if you develop an interesting bond in uptime. There are also several sources for buying flowers on the field in up-time.

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Urizen Icons and Artistry

The symbol of Urizen is a brightly coloured fantastical bird with plumage of green, blue and purple crested with a crown of long golden feathers. Urizen is sometimes represented by a circle or constellation of six (or sometimes seven) stars, usually surrounding or surmounting a symbol representing the Nation, the Empire or the Realm.

The net and web are both symbols of Urizen, especially a net or web with stars caught at its nodes. This is a symbol of the fundamental interconnectedness of all things. A net is often worn on the head, and it is common for hair to be braided and ornamented with tiny beads or gemstones, again referencing the image of the net.

The mountain is a great symbol of Urizen – it represents any number of things from the concept of hierarchy to the idea of enlightenment. A mountain is rooted in the earth but reaches up to the sky. It is also a triangle, and the Urizen love geometric shapes of all sorts.

Every spire in Urizen has its own “sigil” that represents the settlement. These tend to be simple images, usually an object on a coloured background. It is very rare for a spire to choose an animal as a symbol. Common symbols include musical instruments, tools, implements of magic, mountains, stars and (for citadels) weapons. Spires with a close connection, especially parent and child spires, often have similar sigils.

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Urizen leadership (Redirected from Urizen Leadership)

Magic is seen as a mark of a rational and learned mind and more importantly as the most powerful tool that an individual or group can wield. The Urizen maintain that those who best understand the world are the ones best suited to lead it, and they look to their most powerful mages for leadership. Every citizen is encouraged to learn a little magic, whether it is practical spellcasting or superior craftsmanship, but ritual magic, the mastery of the lore of the Realms, is regarded as the highest calling.

Most Urizen spires appoint an arbiter whose role is to resolve disputes, and represent the spire to others. Traditionally the individual who is deemed to demonstrate the most complete Arete is asked to take the position. In most spires this will be the wisest and most skilled mage, but a martial spire is more likely to choose a weapon-master than a magician.

There is little history of open military conflict between Urizen spires. Cooperation between neighbours is the norm in Urizen, but disputes between spires whose councils differ on political, social or ideological grounds are commonplace. Even before Urizen joined the Empire, such conflicts were almost always settled through debate, often with the assistance of a judge or mediator from a neutral spire.

Urizen are passionate about politics. Being able to debate competing points of view and achieve consensus is seen as a high art form that raises humans above animals. It also makes civilised people superior to barbarians who practice brute force approaches to leadership. The Imperial Senate is held up as a great triumph of the Empire, although they are often disappointed by the way the other nations choose to exploit the Senate, especially how they pick their Senators.

Leading a territory

Urizen Senators are determined by magical ability. All Urizen who live in a contested territory are eligible to vote, provided they demonstrate some mastery of ritual magic. Each spire in the contested territory can put forward a candidate, and each citizen receives a number of votes based on the breadth and depth of their Realm lore skills. The candidate with the highest number of votes becomes the Senator for the territory.

Candidates are encouraged to engage in open debate about their intentions, political views and agendas while the election is taking place, leaving votes to be collected by civil servants or representatives of the spire in question. The Egregore often chairs the debates, although it is not uncommon for a third-party mediator to be selected from outside the territory.

An Urizen who moves from one territory to another may encounter some obstacles to voting; if they voted in the elections for their old territory, they cannot vote in the election for their new territory until a year has passed since they last voted to appoint a senator.

Many Urizen dream of a utopia and strive to share that dream with the Empire, partly by example and partly through education. The belief is that the wisest and most educated should lead by example, and that mages who have the greatest understanding of the cosmos and the greatest personal power should shepherd their fellow humans for the good of all.

The senators for each Imperial territory are re-elected at specific equinox and solstices during the year. The senator for Redoubt is elected at the Summer solstice, the senator for Morrow is elected at the Autumn equinox, and the senator for Zenith is elected at the Winter solstice.

There are three principles in a person's being and life, the principle of thought, the principle of speech, and the principle of action. The origin of all conflict between me and my fellow-people is that I do not say what I mean and I do not do what I say.

Torchbearers

One of the most active political movements in Urizen is that of the torchbearers. This loose society is dedicated to uncovering the truth about important events and reporting their findings to as many people as possible. They adhere to a philosophy that suggests the only way to ensure the Empire remains "honest" is to ensure that the citizens are kept informed of what is going on around them, so they can make sensible decisions and appoint virtuous Senators. They dislike secrets, especially political secrets. The torchbearers regularly clash with those who rely on secrecy to get their work done, and with the Highborn archivists who are often frustrated by their insistence on spreading information to everyone without any regard for the potential repercussions.

The torchbearers are drawn to places where important events have happened. Some live among strangers, to learn as much about them as they can and help spread understanding between nations. Some are active in ensuring that the citizens of the Empire receive a good education. Others dedicate themselves to certain specific forms of truth – they become battle observers or political commentators. Most are involved in writing and publishing journals or pamphlets, or maintain a wide circle of correspondents with whom they share their findings.

There is no formal torchbearer organization, and not all torchbearers are Urizen. Those who feel a strong affiliation for this philosophy tend to wear a badge, pin or piece of jewellery in the shape of a lit torch, to allow easy identification of other sympathisers.

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Urizen lineage and species attitudes (Redirected from Urizen Lineage and Species Attitudes)

Our true nationality is humankind.

Lineage is common in Urizen. The Urizen philosophers were the first to study and codify the way lineage may be passed on through bloodlines, and to describe the effects of Eternal supernatural influence on humans. They also have a great deal of interest in ways that Eternal influence manifests in other species.

A number of merrow who live in Urizen were born in the Brass Coast. The Freeborn see the calm nature of the Merrow is being at odds with their way of life and it is true that merrow rarely find themselves comfortable in Freeborn society. Many Freeborn parents of a Merrow child will take that child across the bay to Urizen, where the child will find a better life.

Only the Briar lineage is not well represented in Urizen. The instinctual attitudes of the Spring Lineage sit poorly with many Urizen. It is not the superstitions about sinister Spring influence that concern many Urizen, but what they see as a built-in anti-intellectualism. That said, there are a number who have made a name for themselves as sentinels. The instinct of the Briar to take direct, straightforward routes around problems helps them to focus their attention on the pursuit of physical, rather than purely mental, excellence.

Urizen does not have a great store of knowledge about the non-human species, and there is consequently a national fascination with thinking creatures from outside the Empire, including the orcs. When The Senate voted to allow the Imperial Orcs to become part of the Empire the Urizen senators spent hours debating with other senators. At the end of this period they agreed among themselves with a two-to-one majority that the orcs were civilized creatures who would improve the Empire. The dissenting senator made a dire prediction that the Imperial Orcs could do irreparable damage to the Empire, but thus far there are no signs of this outcome happening.

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Urizen magical traditions (Redirected from Urizen Magical Traditions)

To conquer yourself is the first and noblest of all victories.

When a citizen of the Empire thinks of the Urizen, it’s usually a magician they imagine. Whether a priest, a soldier or a merchant, it is quite common for an Urizen to know an incantation or the fundamentals of a magical lore.

The mountains of Urizen are rich in raw magical resources but they are even more rich in lore and recorded knowledge. There are libraries here that have been collected and expanded over five hundred years, but the magicians don’t rest on their laurels; they quest constantly to improve and increase their understanding of magic.

When Urizen joined the Empire they were instrumental in the creation of the Conclave, the great body of magicians that support the Empire with their arcane skills.

Magic is viewed as the most potent tool an individual can wield to change the world. As nodes in the Net of the Heavens, mages are inherently more pivotal than those around them because they can use magic to achieve far-reaching and dramatic changes. Magic can be dangerous, however: too much magic can warp an individual’s consciousness or taint an area of land. Reliance on one Realm of magic can create imbalances with terrible consequences. What is more the Urizen know that individual magicians in other nations rival or even exceed the power of the Urizen though they lack their perspective and understanding and this makes them dangerous. Yet at the same time these magicians are the peers and potential allies of the Urizen magi, they just need guidance.

By bringing magicians together, the Conclave makes it easy for the Urizen to assess their peers, to identify those magicians amongst the other nations who are pivotal nodes. By working together in the Conclave, they can more easily influence their colleagues and thus ensure that the magicians of the Empire are effective and work to improve the Empire.

Magi

Some Urizen take an interest in the workings of other Imperial bodies, like the Senate, the Synod or the Bourse, but the majority regard the Conclave as the most important political arena in the Empire, a reflection of the importance which the Urizen place on magic. One exception to this attitude are the magi, the political magicians of Urizen. A magus sees an equivalence between politics and magic. In both, carefully chosen words and gestures, a strong will and a keen intellect allow one to achieve results far beyond what one could achieve using only one's body. Magic is notoriously unreliable at influencing the hearts and minds of thinking beings, whereas a charismatic steward of the Marches or a silver-tongued Sarvosian Mountebank can achieve incredible results without using the tiniest bit of actual magic.

Whereas the stargazers and seers look beyond the world, and beyond the present, the magi are focused on the here and now. Using the Net of the Heavens as a model, they seek to become powerful nodes in their own right, building alliances and exerting influence over others to achieve their ends. They feel a natural affinity for other magicians, but they also realise the value of using their magical abilities to help their allies and build interlocking webs of favour and influence. Where reason and debate are insufficient, the magi use magic and more mundane methods to learn everything they can about their political opponents, reasoning that the more they know the more likely they are to find some lever that will allow them to bring their rival around to their way of thinking.

Magi do not restrict their political ambitions to the mortal world; the Eternals are powerful and are clearly pivotal nodes in their own rights, even if they are not part of the Empire. Where other nations may find the Eternals suspect, the magi believe fundamentally that the Eternals are a “knowable quantity.” Their restricted nature as compared to humans means that mortals will always eventually get the better of them, provided they approach them rationally and with care not to become overconfident.

Stargazers

Some Urizen magi have little or no interest in politics. The stargazers are interested in magic itself, performing research and experiments seeking to advance understanding and exceed the known limits of magic. They study magic not just for the power it grants, but so that they can understand both it and the complex laws that govern it. Although only a few stargazers are interested in astronomy they take their name from those amongst them who meticulously chart the course of the heavens.

A common theory among the stargazers is that there is at least one more Realm – the seventh Realm that represents the unknown. This seventh Realm, if it exists, is concerned with things that humans cannot conceive of, and may be related to the process of reincarnation. Attempting to understand the seventh Realm is a complex mental exercise – how does a human mind conceive of something that is by its very nature impossible to imagine?

Another common theory held by stargazers is that there are probably eight Realms, although there is bitter division over what these Realms might be. The most widespread belief is that the four “physical” Realms – Spring, Summer, Autumn and Winter – should be mirrored by four “spiritual and mental” Realms – that there are at least two more Realms, the counterparts to Day and Night.

The stargazers maintain that the Realms can be a positive influence on the world, but only so long as no one Realm dominates the others. All six realms possess qualities that are valuable, especially in moderation. Many stargazers perform experiments designed to create balance between the influence of the realms, or to highlight positive elements rather than negative. The ultimate goal is to create a fabled state they variously call “celestial harmony” or “the omnihedron” that will help usher in a state of perfection on the mortal realm.

Stargazers are also interested in the Eternals, for obvious reasons. As denizens of Realms beyond the mundane, the Eternals may offer insights that can unlock the secrets of the Realms and the physical world. Stargazers relish the opportunity to engage with friendly Eternals in discussions about philosophy and theorising about the nature of existance.

Seers

The seers of Urizen maintain libraries of lore gathered from across the Empire and beyond. Honed and refined by generations of study and discussion, these libraries rival the great libraries of Highguard. Urizen does not limit itself to magical lore; everything can be quantified, charted and recorded and to lose or waste knowledge is a dreadful thing. Recording and gathering wisdom and knowledge of the mundane world helps them to a greater understanding of how to apply their magic to the best effect.

The seers always attempt to maintain perfect detachment from the events they are recording, no matter how painful or unpopular those facts might be. Most seers are masters of the Day Realm, able to perform powerful divination rituals. They know that success in divination relies upon having the most accurate possible information, so they regard personal opinions and interpretations as flaws. It is perfectly appropriate for an Urizen to hold an opinion on their data, to have interpretation of what it means, the seers just don’t believe that mere opinions merit being written down.

The clashes between Highborn archivists and Urizen seers and torchbearers are notorious. Seers are outraged by what they see as the archivists' cavalier approach to the facts while the archivists are infuriated by the torchbearers' insistence on spreading information to everyone. There is rarely much love lost between scholars of the two nations and they often compete with each other to possess information.

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Urizen Maps

See Also

- Morrow

- Redoubt

- Spiral

- Zenith

PRINT INFORMATION - Each map is set to print at A3 size (the resolution varies between 175ppi and 300ppi). Do not print larger than this or it will pixellate. If you print smaller, the quality will improve slightly. Various sizes are available by clicking on the image. To print, make sure you download the ORIGINAL size image (should be between 2700 and 5000 pixels wide. Feel free to add your own textures etc

Maps by Daisy Abbott

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Urizen Memorial Song

Words and tune by Claire Sheridan tune Manuscript by Aneurin Redman-White [1]

We are all human, our spirits live on, Though these vessels who were our companions are gone. We are all human, our spirits live on, Though these vessels who were our companions are gone.

Immortal spirits, through virtues we try, To make the most of each of our lives. To return from the Labyrinth enriched and enlightened, Beginning again to learn and to strive.

We are all human, our spirits live on, Though these vessels who were our companions are gone. We are all human, our spirits live on, Though these vessels who were our companions are gone.

The Labyrinth will take us, our own time will come, To walk for a while away from the sun, While on the Way our path only moves forward, Mourn not the soul that is sure to return.

We are all human, our spirits live on, Though these vessels who were our companions are gone. We are all human, our spirits live on, Though these vessels who were our companions are gone.

Where there is darkness, we will make light, We will lead others on the path that is right, Though the price may seem high, life is never lost, When given in earnest, here in our sight.

We are all human, our spirits live on, Though these vessels who were our companions are gone. We are all human, our spirits live on, Though these vessels who were our companions are gone.

Follow the Paragons, follow the Way, Follow your loved ones into the fray, Each day is a battle for control of the self, We will triumph ourselves over death one day.

Edit the categories appropriately. This is important.

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Urizen military concerns (Redirected from Urizen Military Concerns)

Courage is the first of human qualities because it is the quality which guarantees the others.

The Urizen contribute only a single army to the Imperial Military, but they have a history of providing important arcane assistance in wars against the Empire's magically capable enemies. This history began even before they joined the Empire, with several notable Urizen magicians providing pivotal assistance to the Empire in the war against Alderei the Fair and the Volodny sorcerers. This earned them the hatred and enmity of the Volondy, but it created a precedent for future conflicts. When the Imperial Armies march to war against a foe that uses magic, the Urizen magicians work to provide what support they can.

In theory each Urizen Spire maintains its own defences, but it is common for spires to collaborate to construct a spire in such a way that it can protect all its neighbours. These military spires – called citadels – are built at strategically important points and are usually heavily fortified. They attract individuals of a martial bent from all over the nation, drawn by the opportunities to practice their skills and hone their fighting Arete.

Citadels are often constructed on Urizen's borders, where they can guard important passes, but there are dangers throughout the mountains of Urizen. Brigands and bands of indigenous orcs threaten civilisation and the many powerful magical auras that afflict the region create problems of their own. A key advantage of the Heliopticon is that it allows for the transmission of messages between spires without the need to traverse the dangerous valleys and passes that lie between them.

Swords, spears and glaives are the favourite weapons; axes, maces and flails are considered to be heavy and ungainly weapons by many. Urizen masters teach their students to see a weapon as a tool to control the space around them, they prefer longer weapons with which they can keep an enemy at a distance. The Urizen disdain wrestling and pugilism. This is partly a result of their desire to keep people outside their personal space but fighting without a weapon is seen as ineffectual and barbaric – a waste of effort and energy that is the very opposite of the Net of the Heavens and a higher mind. “Animals fight with their hands” is a common rebuke for Urizen children caught fighting.

Sentinels

Although most Urizen view skill with ritual magic as a sign of fitness to govern, ultimately it is excellence they respect. Arete is about skill, precision and effectiveness with one’s chosen art; a skilled warrior receives more acclaim than a careless mage. Those who train themselves to fight without using magic are unlikely to be considered for high office but they can still gain the respect of their peers. To do so requires more than just skill at fighting however; to demonstrate Arete as a warrior requires an individual to show a mastery of all aspects of warfare.

Those Urizen warriors who strive to achieve this ideal call themselves sentinels. They combine study of strategy, tactics and the mastery of weapons and armour with knowledge of history, magic, religion and philosophy. They study not only the practical arts of fighting, but also the theories of how and why men and women fight, what it means to be a warrior, and the ethics of violence and killing. A few possess some magical ability, but just as often they are dedicated fighters who leave the practice of magic to their charges and allies.

Some sentinels choose to focus their fighting skills, devoting their life to the goal of mastering a single weapon. Sentinels who choose this path are less likely to learn magic, as the time required makes it harder to master their chosen weapon.

The alternative is to seek to develop equal skill with all weapons of war. This approach stresses flexibility, the idea that the ultimate warrior is one who can adapt themselves to any need. Sentinels who choose this path are much more likely to learn healing or combat magic, viewing magic as one of many weapons they can wield as circumstances require. These individuals tend to prepare the weapons and armour for each battle, depending on who they are fighting and in particular on who their allies are – specializing in supporting or complementing their allies approach to the battle.

Sentinels strive to be mindful of the Net of the Heavens. To be effective requires a warrior to identify the perfect moment for a strike. Prolonged engagements are wasteful and to be avoided where possible; the ideal strategy commits troops only at the pivotal moment when they can transform the outcome. Sentinels are far from pacifists; they actively seek out battle, the better to master their skills and demonstrate their Arete. The best generals are those who can achieve victory without wasted lives or effort.

When fighting alongside other nations, sentinels often prefer to stay in reserve, avoiding the front lines of a battle – they observe the unfolding conflict and quickly decide where their particular skills can make the most difference to the outcome, then employ those skills with ruthless effectiveness before moving on to another crisis point. This often means engaging at the point where fighting is most fierce, bringing relief to beleaguered allies who are about to be overrun.

I hear and I forget. I see and I remember. I do and I understand.

Imperial Armies

Urizen fields one Imperial army; the Army of the Citadel. The Urizen also have a great deal of interest in the position of Warmage, appointed by the Imperial Conclave each Spring Equinox to serve as a de facto general, albeit one without command of an army.

The Army of the Citadel

This army (unsurprisingly) incorporates a large number of magicians, battle-magicians and sentinels trained to fight alongside them. Their prowess with battlefield magic is unparalleled, but their versatility should not be underestimated. There are also diviners who use the magic of Day and Night to gather intelligence about the magical capabilities of their enemies; scouts and disciplined raiders who focus on denying those resources to the enemy; and potent ritualists who can channel the magic of the Empire to bring down curses and enchantments on the territory where the army campaigns.

The first Urizen General leads the Army of the Citadel, and is appointed (or re-appointed) at the Summer solstice each year.

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Urizen music (Redirected from Urizen Music)

Contents

- 1 The Music of Urizen

- 1.1 Style summary

- 1.1.1 A musical tradition

- 1.2 Further examples

- 1.2.1 Songs

- 1.2.2 Instrumentation

- 1.2.3 Other performance traditions

- 1.3 How to adapt your repertoire

- 1.4 Our sources

The Music of Urizen

Style summary

The Urizen musical tradition mirrors their tranquil, philosophical approach to life. More in meditation than performance, traditional Urizen musicians gather to improvise fluid, shifting melodies and harmonies around a series of repetitive themes, usually choosing a concept such as 'tranquility', 'hope' or 'grief' around which to base their compositions. They favour picked strings, tuned percussion and light, breathy woodwind, though any instrument can be played as part of the soundscape.

Real world inspiration includes gamelan, minimalists such as Phillip Glass and Ludivico Ianoudi, Vangelis and Mike Oldfield, though with acoustic rather than electric instruments.

A musical tradition

Urizen does not have a popular concert tradition. However, many Stargazers who are also musicians use musical improvisation and composition to structure their ritual magics; one such major tradition is the Silutarian Method, which utilises the connection between musical modes and the realms of magic.

Further examples

Songs

Traditionally, Urizen has not had a significant song tradition of its own, although bards have happily purloined the songs of other nations to sing in bars and around campfires. See Music for songs known throughout the Empire.

Children still sing songs and nursery rhymes, such as the following: Hungry Goat

Very recently, however, there has been a developing vogue for musical settings of Urizen lyric poetry. The pieces are usually repetetive, cyclical and reflective, as befits the Urizen outlook.

- The Stargazer's Song

- Cold, Crisp Air

- From the Spires Tall

Instrumentation

Bells, glockenspiels, Hand pans, hammer dulcimer, soft pipes, long notes from bowed instruments or drone instruments such as singing bowls or wine glasses.

Other performance traditions

Performers in Urizen more commonly recite poetry than sing. There is more information about Urizen art here.

How to adapt your repertoire

- Take any tune and repeat a phrase over and over, allowing others to improvise around it.

Our sources

Any gamelan, Philip Glass and other minimalists but preferably played on tuned percussion, Michael Nyman, Solaris soundtrack.

Here is a youtube playlist of appropriate or inspiring music for Urizen.

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Urizen children

Don't limit your children by making their lives easy.

Children in Urizen are expected to learn. It is common practice during an evening meal to ask the children what they have learnt today, and question them not only about their studies but also about their more practical experiences, to tease lessons and understanding of social rules out of them.

A sun- or otherwise light-bathed courtyard will often be set aside for children within a spire; depending on the dominant practices of the spire it may also have puzzles or contemplative games set up there. Young children are often given puzzle toys and left to discover their working with minimal interference, except when their frustration rises and thus their capacity for fruitful exploration is exhausted for that time. Families with young children often share responsibility, for example each afternoon one family or another might take all the youngsters, generally on a schedule, and allow the other parents to pursue their own endeavours for a few hours.

Older children are taught to use the libraries and to conduct their own research, for example by studying an object, or asking questions of several adults on a given topic. They are also encouraged to put the knowledge they gain into action, for example by assisting a crafter, scholar or other person for a day. In spires with many children, a junior scholar may take on the role of disseminator, who arranges a regular program of theoretical and practical placements for older children with various respected individuals. These placements may lead on to apprenticeships, unless the child has shown promise in a discipline which would be better progressed by moving to study with a master in a neighbouring spire.

Although children are not taught magical principles until after they prove their maturity and come of age, they are often taught of the Realms and Eternals, often without the element of caution seen elsewhere in the Empire.

Things every Urizen child should know

- Ask questions, and think about the answer. If you don't understand something, ask more questions until you do.

- Write down anything important that you learn. Not just from your lessons, but anything you think might be useful for the future.

- Practice doing things until you do them right. This might mean drawing, counting or fighting, but you can get good at almost anything and anything worth doing is worth doing right.

- Do not be afraid to disagree. Reason and debate are the paths to knowledge and even adults can be wrong.

- Once you have learned something, use it. Knowledge never used may just as well never have been learned.

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Urizen costumes

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

Note: The tone and style of this page may need editing. All costume advice pages should be written in third person voice, using verbs that make clear that this page is advice, not direction.

Contents

- 1 Look and feel

- 2 Similar nations

- 3 Research

- 3.1 LOTR High Elves

- 3.2 Nuada and Nuala - HellBoy II

- 3.3 Padme Amidala - Star Wars

- 3.4 Classical High Elf and magician images

- 4 In detail

- 4.1 Colours

- 4.2 Materials

- 4.3 Garment closures

- 4.4 Decoration

- 5 Layer by layer

- 5.1 Warriors

- 5.2 Itinerant mages and traveling scholars

- 5.3 High mages

- 6 Jewellery

- 7 Armour

- 8 Resources

- 8.1 Costume

- 8.2 Patterns

- 8.3 Shops

- 8.4 Armour

Look and feel

They seek excellence in themselves, in everything they do. This should be reflected in costume. A citizen of Urizen will aspire to wear the best fabrics, the most flattering cuts and should always be well presented.

This is a Nation of timeless tranquility. Express this in clean lines and elegant styling. Robes should flow and billow and fall gracefully from the shoulders or hips.

Robes are worn long and draped over the body with layers of different materials in complementary shades. Clothing is similar for both genders. The staple items are long robes, but how you interpret this and what style they take might vary greatly. Typically several layers in complementary shades are worn together. The inner robed may well be tied at the waist with a soft sash but the outer robe is normally loose and hanging smoothly from the shoulders. Sleeves are often long and voluminous and may be false sleeves. or split to display the lower layers.

Similar nations

As there is no historical influence, this nation's image is quite distinct. It shares an emphasis on elegance with Highguard and Dawn. Some in these nations might wear a similar style of gown, but in Urizen a long elegant robe ought to be worn over the top. In Urizen there is more scope for fantasy ideas and perhaps a more exotic look to the costumes than in other nations.

Research

LOTR High Elves

Nuada and Nuala - HellBoy II

The shape and layering of their costumes in this is great for Urizen. The red and black colour scheme of a few of the costumes is not right for this Nation.

Padme Amidala - Star Wars

Several of Natalie Portman's costumes are excellent for Urizen. These two in particular have elegant folds of fabric that hang gracefully to the floor. Avoid the stiff costumes and geisha makeup of the first film however.

The Jedi robes might also provide inspiration for traveling scholars and itinerant mages, but be careful not to fall into cliches.

Classical High Elf and magician images

Due to copyright issues it is difficult to post images here, but fantasy artwork is full of great ideas for Urizen costumes. Try google seraches for High Elves and Wizards

In detail

(Under construction)

Colours

The colours are primarily a wide range of light pastel shades but strong dark colours like midnight blue or blood red could be appropriate for the right character. Aim to use a single colour in varying pale shades and add a complementary darker colour if accent is wanted.

Materials

Materials suggest a refined, elegant people Coarse linens and wools will not be as appropriate here. However, this Nation will allow players to use more modern (potentially cheaper) and lightweight fabrics should they wish. Organzas and satins will make good layers of contrasting textures. Light cottons are cheap and practical. Silk of all kinds, especially dupion, shot taffeta etc, will make the most splendid costumes.

A guide to fabrics for kitmaking

Garment closures

The most iconic way of closing garments is with a wide sash around the waist. Long rows of small buttons would also look very elegant. Clasps and brooches could be used. Straps and buckles or lacing will probably look to coarse.

Decoration

The materials themselves are usually plain. The most common decoration is complex embroidery of looping spirals. Fabric can come pre-constructed with these designs or some costume companies can add these embroidery designs to your costume (no moons and stars motifs please)

Layer by layer

The following are suggestions on how to pull together costumes for three different characters in three simple layers. The aim is to show how a few simple, easy to source, and relatively cheap items can be combined to make a great costume

Warriors

The first later here is a top (or dress) in pale colours. Almost any top could be used but a Sherwani or Kurta looks especially good and can be purchased in most towns in the UK.

For all genders a double-split skirt (or dress) could be worn for a high fantasy feel - perhaps in leather for extra armour cover. This can be made simply by cutting up to the waistband of an existing skirt, either side of the centre. Alternatively it can be made in two parts. It is shown full length here but could be worn knee length or over trousers.

A brestplate will look particularly Urizen if layered on next, under the robes.

For the second layer, a robe will look best. This could take many forms and lengths. Here it is shown short with split sleeves, which is another detail typical of Urizen. You could cut up to the arm seam of an existing robe and hem the edges to achieve this, or use this pattern.

The third layer is a sash and outer robe. The shape of the Japanese Kataginu will create a great look for an Urizen costume. By adding tassets here the armour is split up creating more layers.

Itinerant mages and traveling scholars

This look is loosely based on Jedi costumes. To avoid it looking too similar use colours such as greens and blues and perhaps use a Sherwani or Kurta for the first layer over trousers.

For travellers a shorter robe (or two) is practical for the next layer. This pattern is good for this layer and for a longer robe which could be worn over the top for warmth.

A suggestion for a third layer here would be a short sleeveless robe similar to a Japanese Jimbouri. A long hooded robe would be good for a travelling coat, worn over the top.

High mages

To create a majestic high mage look use multiple layers of loose robes. A sleeveless tunic gathered at the neckline and tied with a sash will make a good first layer. This could be made very simply by a novice tailor and offers a very cool option for hot events (pattern will be added). Alternatively a Sherwani or Kurta would once again be an easily available option, or you might want to chose a gown instead. This pattern is for a lovely Lord of the Rings inspired elven gown.

The second layer is once again a hooded robe like this to make it distinctively Urizen. Long belled sleeves make it very lavish.

Over this add a further robe with split sleeves (like this) or no sleeves. Made in velvet this would be warmer in winter months and would work well with a fur lining.

Below Is a demonstration of further layering to create an even more extravagant costume whilst still using the simple layers found in this section. Layer the long sleeveless tunic, then Sherwani or Kurta, robe, double-split skirt, mage armour hero belt, sash, split-sleeve robe, sleeveless robe, Jimbouri and finally mage armour such as this. Further suggestions for mage armour will follow.

Jewellery

Armour

Resources

Costume

Lenora Gewandungen, a German costume designer. Her elven style costumes are perfect for Urizen.

Patterns

- Traditional wizard robe

- Some of these shapes would make great layers for an Urizen costume Simplicity 4795

- The elegant lines and hanging sleves of this dress would make it a good style for a lower layer of a female Urizen costume: Simplicity 4940

- The blue hooded robe is excellent and the short wrap-over robe would work for an itinerant mage: Simplicity 5840

- This dark green cape would work as a robe for both men and women and has excellent split/false sleeves: Burda 7154

Shops

- Angrave Designs Custom costume production and embroidery

- Costume Mercenary

- Twin Roses American company with large portfolio of costumes

- The Midgard Seamstress Custom made UK LARP and Re-enactment costumes

- Custom Costume Company Bespoke designs for re-enactors and roleplayers

Armour

- Totally Leathered Totally Leathered provides custom tooled leatherwork & bespoke armour.

- Idiom Productions Costume and Props Workshop creates custom hand-tooled leather armour, clothing and LRP weapons

- Darkblade Diagonal banded leather armour

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Urizen culture and customs

We do not act rightly because we have virtue or excellence,

but we rather have those because we have acted rightly.

Contents

- 1 The Net of the Heavens

- 2 Arete

- 3 Poise

- 4 Privacy and politeness

- 5 Communal meals

- 6 The Heliopticon

- 7 Art

- 8 Funerals

The Net of the Heavens

The Urizen embrace an image of the world they poetically call the Net of the Heavens. It is a metaphor that defines human interaction and history as being made up of “nodes” or “knots” – pivotal people and events that shape everything around them. For actions to be effective they must operate on these nodes, otherwise effort is wasted. By influencing a powerful node, an individual can exert influence over events and individuals they have no personal connection to and produce results out of all proportion to the energy expended. Learning to possess Arete and Poise are seen as prerequisites for being able to reliably manipulate the Net of the Heavens.

Arete

The principle of Arete, the idea of excellence in all things, is central to the Urizen way of life. The word means something close to "being the best you can be", or "reaching your highest human potential". It encompasses courage and strength in the face of adversity. Arete is frequently associated with bravery, but more often, with effectiveness. The person of Arete is a person of the highest effectiveness; they use all their faculties: strength, bravery, wisdom, and guile, to achieve real results. Arete involves all of the abilities and potentialities available to humans.

Poise

Linked to Arete is the idea of Poise. The Urizen are wary of instinct and emotion, believing that people who allow their passions to move them rather than their higher minds are prone to acting irrationally and ineffectually. To allow the self to be overwhelmed by emotions undermines the basic goals of Arete. “When one speaks angrily,” an old saying goes, “only the anger is heard.”

Many Urizen actively disdain uncontrolled public expressions of emotion, and this gives them a reputation for being haughty, cold individuals. In truth they feel their emotions as deeply as any, but they strive to master their emotions and subordinate them to their rational spirit. The Urizen believe that you draw your strength and impetus from your emotions, but the emotions must be controlled for this to be usefully directed.

Rather than subdue or suppress their emotions, Poise is the practice of allowing yourself to feel your emotions as deeply as possible yet retain perfect self-control. Practitioners seek to hold themselves in a state of equilibrium so that they channel the strength of their emotions at the perfect moment. A common drill used to develop poise is the “deep breath” – a simple meditative technique where before undertaking any challenging activity the individual takes a breath and holds it while taking a moment to harness their emotions and decide how they will act. When the student breathes out, often explosively, they spring into action.

Anybody can become angry - that is easy,

but to be angry with the right person

and to the right degree and at the right time

and for the right purpose, and in the right way

- that is not within everybody's power.

Privacy and politeness

Urizen place great stock on politeness and good manners. Their nation is a place of competing and sometimes incompatible philosophies. It is also a nation where it is easy to become isolated from your neighbours. As a consequence, a level of assumed respect reduces the likelihood of a misunderstanding souring relations.

Urizen tend to value their privacy, and be very aware of their personal space. Theirs is a mountainous nation, but the spires are built on a larger scale than most Imperial citizens would be familiar with. The citadels, towers, balconies and houses of Urizen often extend a short distance into the stone of the mountain itself, and these galleries are intended to be as airy and open as Urizen engineering can make them. As a consequence, some Urizen suffer from symptoms akin to mild claustrophobia.

This extends to their social lives as well – Urizen generally have a larger “personal space” than other people, and some become uncomfortable if they are pressed together with other people for long periods of time. Even spouses tend to maintain separate apartments, albeit with a shared communal area. Urizen bow to others as a mark of respect rather than shaking hands. A handshake is a greeting between close friends, while a hug or embrace is rare except among lovers, trusted confidants and close family members. Physical intimacies are always offered, rather than forced on someone.

Communal meals

Urizen food tends to be simple, but supplemented by a dazzling array of spices and sauces designed to make a limited palette of foodstuffs raised on the mountainsides more interesting. Most Urizen communities make an effort to attend a communal evening meal, characterised by lively discussion and debate. This expectation that the day will end in a communal meal helps to create a feeling of community and continuity for the Urizen people. Many spires add additional traditions, such as music and poetry, to cement the importance of this “community time.” A religious spire may add prayers before and after the meal, while a martial spire might use regular sparring to “work up an appetite for supper.”

The Heliopticon

Much of Urizen is hard to cross and physical messengers travel slowly. The nation is united through the use of the Heliopticon – a series of polished bronze mirrors used to send messages across great distances to nearby spires using a simple code of short and long flashes (this is represented by international morse code). To an outsider the Heliopticon is a technical marvel, but the Urizen appreciate that the true brilliance of the Heliopticon is the cipher of flashes used to send the messages rather than the method used to create them.

Art

Artistic Urizen love poetry, but their work tends to follow strict structural rules. Urizen poets are expected to be technically excellent, and are applauded for their clever use of structure and meter. They also value sculpture and painting, again preferring a technically adept piece of work that appeals to the reason and is aesthetically pleasing.

Funerals

Most Urizen embrace the idea that this flesh is just a vessel through which the soul happens to be passing on its road to enlightenment. After an individual is dead, the body should be treated with respect but it is fundamentally an empty husk. Bodies are interred with minimal ceremony in quiet mausoleums built on the lower slopes beneath a spire. They are rarely entombed with grave goods or marked with great ornamentation. Influential and inspiring figures are recalled in bas-reliefs and statuary that decorates a spire, but it is a rare Urizen whose biography, journals and collected letters cannot be found in the library at the heart of a spire.

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Urizen economic interests

Overview

Urizen is not an economic powerhouse. There are a number of mines that produce magical materials, but there is rarely a surplus of anything else and the mountainous terrain makes the transport of bulk goods very difficult. Where they do excel is in the creation of magical implements. The masters of these professions are figures of influence and prestige in Urizen. While they rarely master the Realm Lores, the prevalence of magicians in Urizen means there is a constant demand for wands, staves, rods and ritual accoutrements of all sorts. Further, trinkets, amulets and talismans are popular with all levels of society – they represent tangible pieces of magical power that can mark status and wealth more effectively than any number of jewelled rings or necklaces.

Ushabti

Menial labour in Urizen is mostly performed by arcane constructs called ushabti. These humanoid figures are crafted by artifices from wood and clay, and animated by magical energies. They are unintelligent, unaware, and have no personalities, constructed to perform a handful of simple tasks repetitively. Field ushabti work the small farms, mine ushabti dig and extract ore, and builder ushabti perform construction work and general labour. A group of ushabti is usually overseen by a single person, who gives them their instructions and the small amount of mana they need to function. Ushabti left unsupervised have a tendency to get into trouble due to their virtual inability to react to unexpected situations. Their main value lies in allowing their supervisor to get a lot of menial work done with minimal effort, generally leaving the person free to read, study or practice while keeping one eye on the ushabti.

Ushabti are constructed without facial features. A few Urizen use servant ushabti, distinguished from the labouring ushabti by more delicate construction and usually "humanized" by giving them a clay or porcelain mask to wear. These servants are useful for simple tasks, but getting them to do anything more complex than serving wine or washing dishes tends to require so much supervision that it is rarely practical.

While Ushabti are about as strong as a fit human they are fragile - a single solid blow is usually enough to disrupt the magic that animates them, regardless of attempts to armour their form. They are almost useless on a battlefield; although they are occasionally used to supplement defensive emplacements, they are rarely very effective except in large numbers. They function best in the mountains of Urizen, and are more effective the higher up the mountains they are. Outside the nation, Ushabti break down quickly, are even more unresponsive, and are generally considered fascinating curios rather than a potential replacement for human industry.

In a country well governed, poverty is something to be ashamed of. In a country badly governed, wealth is something to be ashamed of.

Architects

Some Urizen make a study of economics, the way that money moves around and influences the world. These scholars, called architects, see money as a powerful tool for influencing people and changing society for the better. Originally the architects were skilled masons, designing and constructing dwellings for the Urizen people. However the term has come to describe any individual who uses a meticulous approach to look for ways that investment and improvement can make the Empire more successful and effective.

Individual spires sometimes raise funds by performing rituals for payment, for other spires or representatives from other nations. For some spires this is little more than a way to raise funds to pay for mana and materials for their own work. But spires where most of the mages are architects or spires dominated by architects proactively seek to sell their skills in this way. Magic is the most powerful tool for influencing the Net of the Heavens and mages who are architects strive to develop and perform rituals that can enhance the effectiveness of every part of the Empire. Such spires can grow wealthy indeed, if they are skilled at utilising their magical Arete to transform and improve the Empire.

Architects disdain “shopkeepers”, people who buy things and simply wait for customers to purchase from them. Architects seek out individuals who can benefit from the skills or commodities they are selling and convince them to invest their money in whatever service the architect can provide. They make an effort to study the world around them to try to understand what improvements and investments are needed and who is best placed to carry that out. Through investment and mercantile activity they seek to change the world around them.

For many architects, this is nothing more than another expression of the Net of the Heavens, the idea that wealth is simply a tool and that they are seeking out the nodes, the people and moments in the net where wealth can be best employed to produce the most dramatic changes. Of course such opportunities might well yield some of the best profits, but riches are not the primary concern for most architects. The majority are driven by a desire to change the Empire, to strengthen and enrich it, so that it grows ever more perfect. A Merchant Prince of The League might bemoan the actions of a dozen imitators who copied their original idea – whereas a true Urizen architect would be delighted to achieve so much with so little personal effort.

If you think in terms of a year, plant a seed; if in terms of a decade, plant trees; if in terms of a century, teach the people.

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Urizen hearth magic

Darkness cannot drive out darkness; only light can do that.

Light

Light is a powerful hearth magic. Light dispels darkness; it allows one to employ one's sense of sight; it represents clarity and reason. It is the light of truth that drives away confusion and mystery, and it exposes poisonous secrets. The heliopticon is an example of the Urizen obsession with light, while the magical lightstones they invented are another. A common light in Urizen homes is a single lightstone or brazier surrounded by mirrors and lenses that focus and direct the light into all corners of a chamber. In enclosed environments such as Urizen spires and mines, fire is less than ideal. Consequently they prefer to light these places with either natural light, luminescent plants and crystals, or the reflected light of the sun or a single beacon.

The eye

The eye has a particular significance to the people of Urizen. Events that are observed gain greater significance, and it is through observation that individuals gain the perspective to make decisions. A third eye marked on the forehead is a symbol for wisdom, while eyes are often carved or painted onto surfaces both to represent vigilance and to give additional significance to events that take place near them. An Urizen ritual group will often invite one or more people specifically to act as witnesses to their rituals, to grant them additional significance. Events that are not witnessed are often suspect or wicked events.

The sun and the moon are sometimes used to symbolise the “Eyes of the Heavens.” The sun is constant and a symbol of order and reason – it travels across the sky in predictable ways. Events performed when the sun is clearly visible in the sky are “witnessed” by the sun. Likewise, the moon is a symbol of transformation but one that is regular – it is the chaos of night harnessed to a pattern than can be predicted. At night the moon, especially the full moon, observes events. If one truly wishes to act in secrecy then one should act under the new moon, or when the moon is not visible in the sky.

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Urizen history

Centuries ago, humans ascended the mountains of Morrow to move away from the orcs that were dominating the fertile plains. When they reached the peaks, they found ruins that were clearly not of human origin. They discovered no remnants of the original inhabitants, nor any suggestion that they had been destroyed in a catastrophe. There were simply great, empty halls carved into several of the most magically attractive peaks.

These echoing galleries formed the heart of the first half-dozen Urizen spires, and remain an enduring mystery that is still debated by scholars. The people who made these galleries were probably humanoid, albeit slightly larger than humans, and spent a lot of time studying the night sky. These forerunners had an advanced grasp of the lore of the Realms of Day and Night, but no apparent concept of the other four Realms.

Initially the main appeal of their mountainous home was their defensibility. As they explored further they encountered many places with a strong natural aura of magical power. The mountains were also rich in mineral wealth that helped their crafters create numerous wonders. They used their magic to ameliorate the problems of creating dwellings and producing food on the inhospitable mountains. As the decades passed, the people developed into the Urizen.

The arrival of humans from across the sea was welcomed by the Urizen. They initiated diplomacy with the Highborn and the Dawnish, and maintained cordial relations with Highguard thereafter.

Joining the Empire

While the First Empress had the support of a handful of Urizen, the nation as a whole declined to join her nascent Empire. The First Empress was a powerful warrior and an inspirational general, but Urizen magicians predicted disaster if their nation joined an Empire led by a conqueror. Despite efforts to persuade them that their concerns were unfounded, the people remained adamant; they would not join the Empress' cause. One of her loudest critics, Tiberius of Sunspire asked her "Who will rule your empire when you are gone?" a question to which she was unable to supply a satisfactory answer.

At this time in Varushka, a cabal of undying sorcerors called the Volodny raised an army under a powerful Boyar named Alderei the Fair. Born of the Ushka tribes, distant cousins of the Urizen, some of the Volodny assumed that their distantly shared heritage, common interest in magic and refusal to join the Empire made the Urizen their natural allies. One of their number, Kareina of the Swans, initiated secret negotiations with several spires to gain support for their plans which involved the creation of an empire of their own, controlled by the Volodny. Foremost among the Urizen diplomats who met with her was a respected arbiter called Tiberius of Sunspire - the same man who had delivered the Urizen decision to representatives of the Empress. He presented a neutral face to Kareina, neither encouraging nor discouraging her, until such time as they had revealed many of the Volodny plans. He then chose to oppose the Volodny. "We would not support a conqueror whose heart was filled with the best of intentions," said Tiberius of Sunspire to the outraged Kareina. "Why would you believe we would support one driven by bitterness and spite?"

The Urizen would not commit military force to aid the Empire, but three dozen powerful magicians drawn from all across the nation travelled to Varushka to offer support to the Imperial forces. The Volodny had raised a dread pall over Alderei's armies that spread fear and confusion among his opponents. The Urizen magicians were able to use powerful ritual magic of the Day realm to first understand the magical effect, and then to pierce and scatter it for a short time, allowing the Imperial forces to attack Alderei. Taking advantage of the respite the spell offered, the Imperial armies defeated the wicked Boyar and scattered his forces.

Some of the Empress' supporters assumed this assistance meant the Urizen were prepared to join their cause, but once the battle was over the remaining Urizen magicians - many of them shattered in spirit, exhausted in body, or casualties of the battle - simply returned to their mountains. They took no part in mopping up the remainder of Alderei's supporters, and gave no indication that their people considered becoming a permanent part of the Empire to be any more appealing than they had before.

The Urizen watched the development and consolidation of the Empire, and welcomed diplomats and trade, but maintained their distance. After the death of the Empress, they watched as her successor was appointed by the Senate, and as he in turn began to create and reinforce the structures of civillisation that ensured that the Imperial citizens would prosper. He travelled to their mountains along with a number of ranking civil servants, and met with many influential arbiters. He laid before them his plans for the construction of a rational, ordered society based on merit and personal drive. He made it clear that he would continue with or without the support of the Urizen, and that the Empire would remain militarily powerful, but that the assistance of the Urizen could keep it from collapsing into anarchy or becoming a barbaric force focused entirely on conquest. Several of his allies engaged in debate with Urizen critics, arguing that the Empire would be a force for civillisation and stability, using clear examples of the work they were already doing in that regard.

Swayed by a vision of an organised society, the Urizen consulted their auguries again. This time Urizen magicians predicted disaster if their nation did not join an Empire led by a peacemaker. After several more weeks of debate and discussion, they agreed to join, helping to create the Conclave as a body of representation for every magician that would share magical learning and ensure that it was used to the benefit of the Empire rather than its detriment.

Urizen benefited strongly from joining the Empire. Food imported from the Marches allowed the spires to grow and freed people to devote more time to training and study allowing Urizen to develop into the nation of magicians and scholars it is today. The Empire gained more than just their magical lore and skills; shrewd interventions by the first Urizen senators transformed the tests of citizenship adding literacy, numeracy and theology to the requirements needed to pass. In the decades that followed, their adroit manipulation of the role of the civil service was instrumental in raising standards of education right across the Empire.

Urizen on the Throne

Only one Urizen has occupied the the Throne so far, and he is perhaps the most infamous person to have worn the Imperial Crown.

Elected in 200YE, Emperor Nicovar at first was an excellent Throne. His attention to detail made him a brilliant administrator, and his court was hailed as a place of learning. He expanded the Civil Service, establishing multiple ways for them to support and aid the people of the Empire, and was expected to usher in a new golden age of reason and expansion. Unfortunately, it was not to be. A decade of increasingly attempting to micromanage every detail of the Empire slowly drove Nicovar mad. Things came to a head after nine years when he suddenly sent out troops to burn down the libraries and archives of the Empire - even his home spire of Ankarien was not spared. In the end, his rampage ended only when his trusted bodyguard Isaella assassinated him - but not before he had done irreparable damage to the Empire by destroying many of its largest repositories of history and scholarship.

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Urizen leadership

Magic is seen as a mark of a rational and learned mind and more importantly as the most powerful tool that an individual or group can wield. The Urizen maintain that those who best understand the world are the ones best suited to lead it, and they look to their most powerful mages for leadership. Every citizen is encouraged to learn a little magic, whether it is practical spellcasting or superior craftsmanship, but ritual magic, the mastery of the lore of the Realms, is regarded as the highest calling.

Most Urizen spires appoint an arbiter whose role is to resolve disputes, and represent the spire to others. Traditionally the individual who is deemed to demonstrate the most complete Arete is asked to take the position. In most spires this will be the wisest and most skilled mage, but a martial spire is more likely to choose a weapon-master than a magician.

There is little history of open military conflict between Urizen spires. Cooperation between neighbours is the norm in Urizen, but disputes between spires whose councils differ on political, social or ideological grounds are commonplace. Even before Urizen joined the Empire, such conflicts were almost always settled through debate, often with the assistance of a judge or mediator from a neutral spire.

Urizen are passionate about politics. Being able to debate competing points of view and achieve consensus is seen as a high art form that raises humans above animals. It also makes civilised people superior to barbarians who practice brute force approaches to leadership. The Imperial Senate is held up as a great triumph of the Empire, although they are often disappointed by the way the other nations choose to exploit the Senate, especially how they pick their Senators.

Leading a territory

Urizen Senators are determined by magical ability. All Urizen who live in a contested territory are eligible to vote, provided they demonstrate some mastery of ritual magic. Each spire in the contested territory can put forward a candidate, and each citizen receives a number of votes based on the breadth and depth of their Realm lore skills. The candidate with the highest number of votes becomes the Senator for the territory.

Candidates are encouraged to engage in open debate about their intentions, political views and agendas while the election is taking place, leaving votes to be collected by civil servants or representatives of the spire in question. The Egregore often chairs the debates, although it is not uncommon for a third-party mediator to be selected from outside the territory.

An Urizen who moves from one territory to another may encounter some obstacles to voting; if they voted in the elections for their old territory, they cannot vote in the election for their new territory until a year has passed since they last voted to appoint a senator.

Many Urizen dream of a utopia and strive to share that dream with the Empire, partly by example and partly through education. The belief is that the wisest and most educated should lead by example, and that mages who have the greatest understanding of the cosmos and the greatest personal power should shepherd their fellow humans for the good of all.

The senators for each Imperial territory are re-elected at specific equinox and solstices during the year. The senator for Redoubt is elected at the Summer solstice, the senator for Morrow is elected at the Autumn equinox, and the senator for Zenith is elected at the Winter solstice.

Tallying the votes

Any Urizen magician who lives in the territory is eligible to vote, provided they have at least one rank of ritual magic skill. The number of votes each magician is eligible to case is based on the triangular number of ranks they have in each lore. This means that a character receives one vote for each character point they have spent on realm lore - so a character with three ranks in one realm lore has the same number of votes as a character with one rank in each realm lore. Magic items and other temporary bonuses (such as from a potion or enchantment) do not count, nor do experience points spent to master extra rituals.

There are three principles in a person's being and life, the principle of thought, the principle of speech, and the principle of action. The origin of all conflict between me and my fellow-people is that I do not say what I mean and I do not do what I say.

Torchbearers

One of the most active political movements in Urizen is that of the torchbearers. This loose society is dedicated to uncovering the truth about important events and reporting their findings to as many people as possible. They adhere to a philosophy that suggests the only way to ensure the Empire remains "honest" is to ensure that the citizens are kept informed of what is going on around them, so they can make sensible decisions and appoint virtuous Senators. They dislike secrets, especially political secrets. The torchbearers regularly clash with those who rely on secrecy to get their work done, and with the Highborn archivists who are often frustrated by their insistence on spreading information to everyone without any regard for the potential repercussions.

The torchbearers are drawn to places where important events have happened. Some live among strangers, to learn as much about them as they can and help spread understanding between nations. Some are active in ensuring that the citizens of the Empire receive a good education. Others dedicate themselves to certain specific forms of truth – they become battle observers or political commentators. Most are involved in writing and publishing journals or pamphlets, or maintain a wide circle of correspondents with whom they share their findings.

There is no formal torchbearer organization, and not all torchbearers are Urizen. Those who feel a strong affiliation for this philosophy tend to wear a badge, pin or piece of jewellery in the shape of a lit torch, to allow easy identification of other sympathisers.

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Urizen lineage and species attitudes

Our true nationality is humankind.

Lineage is common in Urizen. The Urizen philosophers were the first to study and codify the way lineage may be passed on through bloodlines, and to describe the effects of eternal supernatural influence on humans. They also have a great deal of interest in ways that eternal influence manifests in other species.

A number of merrow who live in Urizen were born in the Brass Coast. The Freeborn see the calm nature of the Merrow is being at odds with their way of life and it is true that merrow rarely find themselves comfortable in Freeborn society. Many Freeborn parents of a merrow child will take that child across the bay to Urizen, where the child will find a better life.

Only the briar lineage is not well represented in Urizen. The instinctual attitudes of the Spring lineage sit poorly with many Urizen. It is not the superstitions about sinister Spring influence that concern many Urizen, but what they see as a built-in anti-intellectualism. That said, there are a number who have made a name for themselves as sentinels. The instinct of the briar to take direct, straightforward routes around problems helps them to focus their attention on the pursuit of physical, rather than purely mental, excellence.

Urizen does not have a great store of knowledge about the non-human species, and there is consequently a national fascination with thinking creatures from outside the Empire, including orcs. When the Senate voted to allow the Imperial Orcs to become part of the Empire the Urizen senators spent hours debating with other senators. At the end of this period they agreed among themselves with a two-to-one majority that the orcs were civilized creatures who would improve the Empire. The dissenting senator made a dire prediction that the Imperial Orcs could do irreparable damage to the Empire, but thus far there are no signs of this outcome happening.

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Urizen look and feel

Contents

- 1 Overview

- 2 Feel

- 3 Breakdown

- 3.1 Influences

- 3.2 Materials

- 3.3 Colours

- 3.4 Clothing

- 4 Urizen Costume

- 5 Jewellery

- 6 Armour

- 6.1 Helms

- 7 Mage Armour

- 8 Weapons

- 9 Shields

Overview

The Urizen look draws heavily on classic fantasy images of high elves and wizards. The colours are primarily a wide range of light pastel shades but strong dark colours like midnight blue or blood red can be appropriate for the right character.

Robes are worn long and draped over the body with layers of different materials in complementary shades. The materials themselves are usually plain, the most common decoration is complex embroidery of looping spirals. Materials suggest a refined, elegant people - linen and silk.

Jewellery is common particularly worn around the neck and in the hair. Stylised gold or silver chains in loops and swirls that are suggestive of a net are best.

Feel

Calm, refined, poised, elegant, wise, ageless, graceful, serene, focussed

Breakdown

Influences

Ars Magica, wizards, Lord of the Rings high elves

Materials

Primarily cotton, linen or silk. Wool is possible but less common, fur should be avoided except for trimming.

Colours

The pallette is usually light pastel shades but some characters may adopt a dark primary colour: midnight blue, blood red or hunter green.

Clothing

Urizen clothing is usually layered robes that hang from the shoulders. Often the layers are tied at the waist or belted before flaring out again to cover the legs. Sleeves are often long and voluminous.

Ideally, clothes are layered to achieve warmth, rather than being made from thicker or warmer materials like wool. Cloaks and mantles may be added for warmth in cold weather.

Garments may include high collars, or have material gathered around the neck. Most outfits are made in two, or three at most, complementary colours and are often embellished with intricate looping embroidery.

Garments are often belted or worn with a sash which may be long and ornamental.

Urizen Costume

The favoured Urizen costume is long robes or coat like garments that hang from the shoulders. These may be worn loose or belted or buttoned at the waist. This garment is tied with an embroidered sash - an iconic look for the nation.

A complete outfit includes layers of garments in matching or complementary colours, often with a high collar or material worn around the throat. Garments often include intricate embroidery of looping swirls in a contrasting colour.

Light pastel shades are common, but garments can include darker colours for contrast.

Dark shades of blue or red can work well especially if highlighted with a lighter colour. A costume of purely dark shades like the purple and black outfit is difficult to pull off. The iconic design, complex cut and layering make this one look right.

Jewellery

Silver and gold jewellery is common, usually worn around the neck, brow or hair. The ideal pieces are long interlocking chains suggestive of a net. Jeweled circlets representing the power of the will or the mind are also common.

Armour

Whether metal or leather, armour is usually fitted closely to the body. It is often banded or segmented to emphasize flexibility and ease of movement. The ideal armour gives a sense of being fitted, as if it were an extension of the wearer's body. The classic fantasy shaped breastplate is a good option for female Urizen warriors if they want to wear that.

Helms, shields and pieces of armour are often shaped and curved in stylised ways to appear more elegant.

Helms

Like other pieces of Urizen armour, helms are often stylised and carefully shaped. They tend to cover the whole head, rather than just the top, and cheek pieces are common.

Mage Armour

Even more so that with other nations, Urizen mage armour is heavily stylised.

Weapons

Urizen weapons suggest grace and speed rather than weight and power. Pole-arms such as spears or staves are favoured rather than longer or heavier equivalents like pikes or halberds. Glaives, a long shaft ending in a blade are popular. Swords are favoured in place of axes or maces - the ideal weapons are stylized swords, potentially with a slight curve to the blade, that look light and designed for swift graceful movements.

Bows are far more common than crossbows, which do not fit the style of the nation with its emphasis on lithe, graceful movements.

Shields

Shields are often heavily curved to remain close to the body in use. The ideal shield is highly ornate and reflects the high-fantasy character of the nation.

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Urizen magical traditions

To conquer yourself is the first and noblest of all victories.

When a citizen of the Empire thinks of the Urizen, it’s usually a magician they imagine. Whether a priest, a soldier or a merchant, it is quite common for an Urizen to know an incantation or the fundamentals of a magical lore.

The mountains of Urizen are rich in raw magical resources but they are even more rich in lore and recorded knowledge. There are libraries here that have been collected and expanded over five hundred years, but the magicians don’t rest on their laurels; they quest constantly to improve and increase their understanding of magic.

When Urizen joined the Empire they were instrumental in the creation of the Conclave, the great body of magicians that support the Empire with their arcane skills.

Magic is viewed as the most potent tool an individual can wield to change the world. As nodes in the Net of the Heavens, mages are inherently more pivotal than those around them because they can use magic to achieve far-reaching and dramatic changes. Magic can be dangerous, however: too much magic can warp an individual’s consciousness or taint an area of land. Reliance on one Realm of magic can create imbalances with terrible consequences. What is more the Urizen know that individual magicians in other nations rival or even exceed the power of the Urizen though they lack their perspective and understanding and this makes them dangerous. Yet at the same time these magicians are the peers and potential allies of the Urizen magi, they just need guidance.

By bringing magicians together, the Conclave makes it easy for the Urizen to assess their peers, to identify those magicians amongst the other nations who are pivotal nodes. By working together in the Conclave, they can more easily influence their colleagues and thus ensure that the magicians of the Empire are effective and work to improve the Empire.

Magi

Some Urizen take an interest in the workings of other Imperial bodies, like the Senate, the Synod or the Bourse, but the majority regard the Conclave as the most important political arena in the Empire, a reflection of the importance which the Urizen place on magic. One exception to this attitude are the magi, the political magicians of Urizen. A magus sees an equivalence between politics and magic. In both, carefully chosen words and gestures, a strong will and a keen intellect allow one to achieve results far beyond what one could achieve using only one's body. Magic is notoriously unreliable at influencing the hearts and minds of thinking beings, whereas a charismatic steward of the Marches or a silver-tongued Sarvosian Mountebank can achieve incredible results without using the tiniest bit of actual magic.

Whereas the stargazers and seers look beyond the world, and beyond the present, the magi are focused on the here and now. Using the Net of the Heavens as a model, they seek to become powerful nodes in their own right, building alliances and exerting influence over others to achieve their ends. They feel a natural affinity for other magicians, but they also realise the value of using their magical abilities to help their allies and build interlocking webs of favour and influence. Where reason and debate are insufficient, the magi use magic and more mundane methods to learn everything they can about their political opponents, reasoning that the more they know the more likely they are to find some lever that will allow them to bring their rival around to their way of thinking.

Magi do not restrict their political ambitions to the mortal world; the Eternals are powerful and are clearly pivotal nodes in their own rights, even if they are not part of the Empire. Where other nations may find the Eternals suspect, the magi believe fundamentally that the Eternals are a “knowable quantity.” Their restricted nature as compared to humans means that mortals will always eventually get the better of them, provided they approach them rationally and with care not to become overconfident.

Stargazers

Some Urizen magi have little or no interest in politics. The stargazers are interested in magic itself, performing research and experiments seeking to advance understanding and exceed the known limits of magic. They study magic not just for the power it grants, but so that they can understand both it and the complex laws that govern it. Although only a few stargazers are interested in astronomy they take their name from those amongst them who meticulously chart the course of the heavens.

A common theory among the stargazers is that there is at least one more Realm – the seventh Realm that represents the unknown. This seventh Realm, if it exists, is concerned with things that humans cannot conceive of, and may be related to the process of reincarnation. Attempting to understand the seventh Realm is a complex mental exercise – how does a human mind conceive of something that is by its very nature impossible to imagine?

Another common theory held by stargazers is that there are probably eight Realms, although there is bitter division over what these Realms might be. The most widespread belief is that the four “physical” Realms – Spring, Summer, Autumn and Winter – should be mirrored by four “spiritual and mental” Realms – that there are at least two more Realms, the counterparts to Day and Night.

The stargazers maintain that the Realms can be a positive influence on the world, but only so long as no one Realm dominates the others. All six realms possess qualities that are valuable, especially in moderation. Many stargazers perform experiments designed to create balance between the influence of the realms, or to highlight positive elements rather than negative. The ultimate goal is to create a fabled state they variously call “celestial harmony” or “the omnihedron” that will help usher in a state of perfection on the mortal realm.

Stargazers are also interested in the Eternals, for obvious reasons. As denizens of Realms beyond the mundane, the Eternals may offer insights that can unlock the secrets of the Realms and the physical world. Stargazers relish the opportunity to engage with friendly Eternals in discussions about philosophy and theorising about the nature of existence.

Seers

The seers of Urizen maintain libraries of lore gathered from across the Empire and beyond. Honed and refined by generations of study and discussion, these libraries rival the great libraries of Highguard. Urizen does not limit itself to magical lore; everything can be quantified, charted and recorded and to lose or waste knowledge is a dreadful thing. Recording and gathering wisdom and knowledge of the mundane world helps them to a greater understanding of how to apply their magic to the best effect.

The seers always attempt to maintain perfect detachment from the events they are recording, no matter how painful or unpopular those facts might be. Most seers are masters of the Day Realm, able to perform powerful divination rituals. They know that success in divination relies upon having the most accurate possible information, so they regard personal opinions and interpretations as flaws. It is perfectly appropriate for an Urizen to hold an opinion on their data, to have interpretation of what it means, the seers just don’t believe that mere opinions merit being written down.

The clashes between Highborn archivists and Urizen seers and torchbearers are notorious. Seers are outraged by what they see as the archivists' cavalier approach to the facts while the archivists are infuriated by the torchbearers' insistence on spreading information to everyone. There is rarely much love lost between scholars of the two nations and they often compete with each other to possess information.

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Urizen military concerns

Courage is the first of human qualities because it is the quality which guarantees the others.

Overview

The Urizen contribute only a single army to the Imperial Military, but they have a history of providing important arcane assistance in wars against the Empire's magically capable enemies. This history began even before they joined the Empire, with several notable Urizen magicians providing pivotal assistance to the Empire in the war against Alderei the Fair and the Volodny sorcerers. This earned them the hatred and enmity of the Volondy, but it created a precedent for future conflicts. When the Imperial Armies march to war against a foe that uses magic, the Urizen magicians work to provide what support they can.

Contents

- 1 Overview

- 1.1 Sentinels

- 2 Imperial Armies

- 2.1 Citadel Guard

- 3 Further Reading

In theory each Urizen Spire maintains its own defences, but it is common for spires to collaborate to construct a spire in such a way that it can protect all its neighbours. These military spires – called citadels – are built at strategically important points and are usually heavily fortified. They attract individuals of a martial bent from all over the nation, drawn by the opportunities to practice their skills and hone their fighting Arete.

Citadels are often constructed on Urizen's borders, where they can guard important passes, but there are dangers throughout the mountains of Urizen. Brigands and bands of indigenous orcs threaten civilisation and the many powerful magical auras that afflict the region create problems of their own. A key advantage of the Heliopticon is that it allows for the transmission of messages between spires without the need to traverse the dangerous valleys and passes that lie between them.

Swords, spears and glaives are the favourite weapons; axes, maces and flails are considered to be heavy and ungainly weapons by many. Urizen masters teach their students to see a weapon as a tool to control the space around them, they prefer longer weapons with which they can keep an enemy at a distance. The Urizen disdain wrestling and pugilism. This is partly a result of their desire to keep people outside their personal space but fighting without a weapon is seen as ineffectual and barbaric – a waste of effort and energy that is the very opposite of the Net of the Heavens and a higher mind. “Animals fight with their hands” is a common rebuke for Urizen children caught fighting.

Sentinels

Although most Urizen view skill with ritual magic as a sign of fitness to govern, ultimately it is excellence they respect. Arete is about skill, precision and effectiveness with one’s chosen art; a skilled warrior receives more acclaim than a careless mage. Those who train themselves to fight without using magic are unlikely to be considered for high office but they can still gain the respect of their peers. To do so requires more than just skill at fighting however; to demonstrate Arete as a warrior requires an individual to show a mastery of all aspects of warfare.

Those Urizen warriors who strive to achieve this ideal call themselves sentinels. They combine study of strategy, tactics and the mastery of weapons and armour with knowledge of history, magic, religion and philosophy. They study not only the practical arts of fighting, but also the theories of how and why men and women fight, what it means to be a warrior, and the ethics of violence and killing. A few possess some magical ability, but just as often they are dedicated fighters who leave the practice of magic to their charges and allies.

Imperial Armies

Urizen fields one Imperial army; the Citadel Guard. The Urizen also have a great deal of interest in the position of Warmage, appointed by the Imperial Conclave by declaration of candidacy, to serve as a de facto general, albeit one without command of an army.

Citadel Guard

- Army Quality: Cyclic magic

One of the oldest continuously active armies in the Empire, the Citadel Guard (unsurprisingly) incorporates a large number of magicians, battle-magicians and sentinels trained to fight alongside them. In addition to the skilled and well-equipped combat magicians there are also diviners who use the magic of Day and Night to gather intelligence about the magical capabilities of their enemies; scouts and disciplined raiders who focus on denying those resources to the enemy; and potent ritualists who can channel the magic of the Empire to bring down [curse|curses]] and enchantments on the territory where the army campaigns.

The first Urizen General leads the Citadel Guard, and is appointed (or re-appointed) at the Summer solstice each year.

Further Reading

- Sentinel

- Citadel Guard

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Urizen music

Contents

- 1 The Music of Urizen

- 1.1 Style summary

- 1.1.1 A musical tradition

- 1.2 Further examples

- 1.2.1 Songs

- 1.2.2 Instrumentation

- 1.2.3 Other performance traditions

- 1.3 How to adapt your repertoire

- 1.4 Our sources

The Music of Urizen

Style summary

The Urizen musical tradition mirrors their tranquil, philosophical approach to life. More in meditation than performance, traditional Urizen musicians gather to improvise fluid, shifting melodies and harmonies around a series of repetitive themes, usually choosing a concept such as 'tranquility', 'hope' or 'grief' around which to base their compositions. They favour picked strings, tuned percussion and light, breathy woodwind, though any instrument can be played as part of the soundscape.

Real world inspiration includes gamelan, minimalists such as Phillip Glass and Ludivico Ianoudi, Vangelis and Mike Oldfield, though with acoustic rather than electric instruments.

A musical tradition

Urizen does not have a popular concert tradition. However, many Stargazers who are also musicians use musical improvisation and composition to structure their ritual magics; one such major tradition is the Silutarian Method, which utilises the connection between musical modes and the realms of magic.

Further examples

Songs

Traditionally, Urizen has not had a significant song tradition of its own, although bards have happily purloined the songs of other nations to sing in bars and around campfires. See Music for songs known throughout the Empire.

Children still sing songs and nursery rhymes, such as the following: Hungry Goat

Very recently, however, there has been a developing vogue for musical settings of Urizen lyric poetry. The pieces are usually repetetive, cyclical and reflective, as befits the Urizen outlook.

- The Stargazer's Song

- Cold, Crisp Air

- From the Spires Tall

Instrumentation

Bells, glockenspiels, Hand pans, hammer dulcimer, soft pipes, long notes from bowed instruments or drone instruments such as singing bowls or wine glasses.

Other performance traditions

Performers in Urizen more commonly recite poetry than sing. There is more information about Urizen art here.

How to adapt your repertoire

- Take any tune and repeat a phrase over and over, allowing others to improvise around it.

Our sources

Any gamelan, Philip Glass and other minimalists but preferably played on tuned percussion, Michael Nyman, Solaris soundtrack.

Here is a youtube playlist of appropriate or inspiring music for Urizen.

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Urizen people

All people by nature desire knowledge.

The Urizen live in the mountains in settlements called spires: clusters of buildings, halls, galleries, and balconies that are carved into a hilltop or the side of a mountain peak. Spires tend to specialise: a given spire might be known for its fine craftsmanship, the beauty and artistry of its musicians, its dedication to martial affairs, or its mastery of one or more spheres of magical power.

These majestic peaks have shaped Urizen society. They are defensible, but can only support a small population. As a result, Urizen is the smallest nation in terms of population, although its numbers have been slowly increasing since it joined the Empire. The small size gives every person a clear sense of their own importance and their place in the community. The Urizen philosophers claim that the high peaks allow them to maintain a sense of perspective on the world, giving them a physical distance from the turmoil of day-to-day life in the Empire that they need to be able to consider problems dispassionately.

The Urizen prize rationality and learning above all other qualities. They favour an ordered approach to life and their culture is shaped by the philosophies and ideals they have embraced. They are an ambitious people with a desire for perfection in all things and most Urizen spend what time they can in study, contemplation, and practice. Scholars and philosophers are prominent, but magic is considered the highest discipline of all in Urizen and their most prominent citizens are usually powerful mages.

Urizen love to see practical applications of knowledge, lore, and philosophy. While learning for its own sake is laudable, the Urizen value much more highly knowledge that is used to create tangible benefit – to change the world, even in a small way. They are credited with creating whole branches of natural philosophy and mathematics, formalising and codifying ideas such as algebra, geometry, and trigonometry. They are most proud of practical inventions such as the telescope or the many magical rituals they have created. They apply their learning to make their lives more comfortable and fulfilling, and strive for the ideal of achieving something elegantly and with the least expenditure of effort.

Urizen aspires to a sense of timeless tranquillity. They seek to cultivate serenity and calm in themselves and in their environment. Most Urizen live a structured life that provides a foundation for them to build their identities around. They are not moribund or calcified, but disruption of the personal daily routine is a clear sign that there are problems that demand their attention.

A desire for order and perfection in all things is what drives most Urizen. They seek mastery of the self, often through philosophies such as Arete and Poise, and they employ the teachings of the Net of the Heavens to make the world around them flawless and sublime. Most strive to move the Empire towards a utopia. While different spires disagree on what constitutes the perfect society, they broadly agree it should involve the largest amount of happiness for the largest number of people.

The archetypal Urizen is an educated person who applies their learning and discipline to every part of their life. An individual Urizen might easily be an implacable blade-master, oratorical reformer, dedicated natural philosopher, wise theologian or powerful magician. Wherever possible, they seek to expand their understanding of the world and their role within it, and apply that understanding to achieve their goals.

Names

Urizen names are inspired by Roman and Byzantine names. They do not use the classical Roman three part name, and comic pidgin Latin should not be used, but the classical roots give a single name the right air of timelessness.

Formally, all Urizen append the name of their spire to their title. Spires are small enough that the occupants can avoid naming children with names used by other living residents of the spire, so the Urizen have no need of family names. If two Urizen with the same name do end up living in the same spire then one or both of them are usually given an appropriate epithet by the peers, e.g. "Portia the younger".

Spire names tend to be in English, and are usually descriptive. For example; Evenspire, White Marble Spire, Spire of the Immaculates.

Sample names

- Male: Aeneas, Aquila, Belisari, Cyrus, Drusus, Felix, Florian, Hadrian, Majorian, Marcus, Octavius, Seneca, Severus, Tacitus, Vaanes, Zeno.

- Female: Adula, Alba, Camilla, Flavia, Julia, Livia, Martina, Megaris, Nicasia, Octavia, Priscilla, Portia, Sabina, Sophia, Tatiana, Valeria.

Naming resources

- Roman names

- Byzantine male names

- Byzantine female names

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Urizen religious beliefs

Faced with what is right, to leave it undone shows a lack of courage.

With its emphasis on philosophy and an ordered and rational life, it is no surprise that virtue and religion are important in Urizen. Most Urizen try to live virtuous lives and many believe that virtue is essential for Arete, that people can only be truly effective when they act in a virtuous manner, or that Poise cannot be achieved while giving in to base urges. In particular, a philosophical understanding of the Way of Virtue is regarded by most Urizen as a matter of concern and interest to all, rather than the prerogative and business of priests.

The Way of Virtue promotes behaviours that allow civilisation to prosper. Individuals who are virtuous encourage others around them to be more virtuous, and discourage self-serving or slothful attitudes. Highguard priests argue that virtue and vice are “contagious”, that virtuous individuals promote virtuous behaviour in those around them, and vice versa. The priests of the Urizen do not deny this idea, but from their understanding of the Net of the Heavens the priests of Urizen perceive a deeper truth.

Illuminates

The Illuminates of Urizen are priests who combine a unique appreciation of the Net of the Heavens with a dedication to the Way of Virtue. Where other Urizen seek to understand the world around them in terms of pivotal nodes, individuals and events which dominate and control those around them. The Illuminates seek, instead, to identify virtuous individuals and work to make them into pivotal nodes, to put them in positions or bring them to events that will prove pivotal.

The idea is compellingly simple; by making a virtuous individual into a pivotal node, that node then influences all those nodes that are connected to it. The more pivotal the node, the greater the influence – the more virtue takes root and spreads across the Empire. The obvious way to make an individual into a pivotal node is to put them in a position of command within the Empire; a courageous general will inspire their troops to greater loyalty and courage, a prosperous senator will enable prosperity and ambition throughout their nation. Ultimately though anything that serves to make a virtuous person become a pivotal individual achieves the Illuminate’s objectives.

Vice is just as contagious as virtue, so Illuminates also seek to identify vile individuals, those who lack the virtues, and eliminate them. There is nothing particularly underhand about this; most Illuminates are priests who actively serve in the Synod, which has the power to remove anyone from Imperial office if their behaviour is deemed sufficiently unvirtuous. By bringing evidence of vile behaviour before the Synod, the Illuminates can remove those whose behaviour is influencing the Empire in the wrong way.

On the face of it, the Illuminates appear little different to most Highguard Inquisitors or to any other priests concerned with vile behaviour. The difference is that the Illuminates are not concerned with the behaviour itself, but rather with the influence that the behaviour has on others, by way of the connections between them. A high ranking Imperial general whose selfish behaviour does not affect their ability to do their job is of little concern to an Illuminate.

The other approach for Illuminates is to identify pivotal individuals and encourage them to become more virtuous. All the nodes in the Net of the Heavens influence each other, as well as the space between them, so a powerful node can still be affected by bringing another node into contact with it. A powerful senator prone to graft and corruption may be made more prosperous and loyal simply by the presence of a secretary in their entourage who is known for their honesty.

The goal of the Illuminates is to work to make the entire Empire more virtuous. But rather than deliver sermons to a congregation of dozens they seek to transform pivotal individuals; the ultimate goal is that all the nodes of the Net of the Heavens should be occupied by virtuous individuals. By such methods the Illuminates will transform the entire Empire.

Questors

Some Urizen regard the Way of Virtue as an unfinished work, as incomplete revelation. These individuals, often called Questors, seek to challenge themselves and others by questioning the dogma of other priests. They use doubt and logic as tools to explore the meaning of faith and the purpose of virtue. They are often at odds with the priests of Highguard, and are known to question what the exact role of priests should be in religion – they regularly propose that priests have a responsibility to guide and offer advice, but that they should not attempt to make individuals undertake or avoid certain types of behaviour because by doing so they are damaging the soul’s progression towards enlightenment.

There is a subset of Questors who go so far as to actively discourage the use of evocative liao ceremonies, such as consecration or anointing, claiming that they interfere with the pure rational and objective pursuit of a virtue. These Questors, referred to by some as Lucidians for their commitment to clarity, are often excellent exorcists but who are as like to banish a virtuous aura as a malign spiritual presence, an attitude which has caused some tensions and conflicts with other priests, including accusations of Idolatry (from the Lucidians) and Blasphemy (from Wayfarers and other priests).

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Urizen territories

Human behaviour flows from three main sources: desire, emotion, and knowledge.

Contents

- 1 Overview

- 2 Morrow

- 3 Redoubt

- 4 Zenith

- 5 Spiral

Overview

The lands of the Urizen are predominantly mountainous in nature, for they favour the heights and summits of hills and mountains as sites to construct their spires. The territories are sparsely populated, and those populations tend to be widely spaced out. A network of well maintained roads and bridges connect the spires, but the wilderness between them is largely given over to bandit orcs, brigands, and peculiar monsters.

Morrow

The spires of Morrow are amongst the oldest in Urizen, dating back to the nation's birth. The heart of the Heliopticon is here, making it a centre of communication for the Nation. The miracle of the Heliopticon is administered from this territory, and most spires maintain a series of prisms, lenses and mirrors atop their tallest roof in order to pass on the flickering messages that keep the nation in constant communication. Many spires in Morrow inhabit some of the original buildings discovered on the mountaintops by the first Urizen to ascend the mountains. Large open buildings, with doorways and halls just larger than a human might need, they create a sense of open space that has set the pattern for all Urizen architecture. Despite its great age Morrow moves inexorably forward, and many of its spires are undergoing constant reconstruction and improvement. It is said that “no two days find the same Morrow” as the Urizen constantly strive to perfect their land even further. A project may take a decade or even more to come to fruition, but the Urizen pride themselves on vision and their desire to perfect their world.

Redoubt

Smallest of the three Urizen territories and the wildest, the spaces between the spires are haunted by bandit orcs and dangerous beasts. The mountains here are riddled with odd star-shaped tunnels that date back thousands of years, long before there were any reliable records of humans in this part of the world. There is a strong martial tradition, and many citadels, including the great Court of the Fountain that watches the eastern approaches against the barbarians who occupy Spiral. The territory has a long coastline, and while it is not easily passable for much of its length, there are several spires on the Bay of Catazar that look outwards to the wider world - both to their allies in the Empire, and to distant lands full of strange philosophies.

Zenith

Lost in 382YE to the Druj. The mountains of Zenith are the tallest in the nation, and perhaps the Empire, and the air here is still and cold. The spires tend towards the contemplative, the night sky is rarely concealed by clouds making the territory perfect for stargazers. Many religious thinkers and philosophers also reside in Zenith, where they claim that the rarefied air helps them maintain a sense of detachment and clarity. Zenith is well known for its abundant magical auras and many spires have experimented with arrays of metal mirrors that focus the light of the sun into internal chambers to try enhance the production of magical crystals. Zenith also has some of the most beautiful waterfalls in the Nation, with apparently bottomless mountain lakes providing succulent fish to supplement the diet of the inhabitants.

Spiral

Lost in 331YE, Liberated and re-conquered by the Grendel several times The Urizen lived in Spiral long before there was an Empire, but even then it was isolated. The main thrust of pre-Imperial Urizen settlement was in Morrow to the north, and the two territories were connected by a tenuous "bridge" of spires stretching across Zenith. Even then, the place had a haunted reputation. At some point in the distant past, powerful magic was worked here and the echoes of that magic occasionally caused trouble for the Urizen in their mountain fastnesses. At the heart of the territory is the Black Plateau, great plateau of volcanic glass with a dire reputation. Artefacts from the Black Plateau are often considered haunted or touched by malign evil, and are generally destroyed when they are encountered.

The territory has been often contested by the Grendel orcs from the Broken Shore to the south - and in 381YE they succeeded in conquering it. The Empire and the Grendel have waged war back and forth across the territory for decades, with the war heating up in the last five years or so. The territory has been liberated once, then lost again as the battle-lines shift. Many of the spires have been looted, their wonders stolen by the orcs, their people carried away in chains to serve as slaves. And always, as the fighting continues, the Black Plateau grumbles and rumbles in its uneasy slumber.

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Useful Rhymes

These rhymes are spoken all over the Empire and often nations have their own versions. Children sometimes use these chants in games or when picking (like Eeenie Meenie Minie Mo).

Virtue Rhymes

Ambition, Prosperity, Loyalty, Pride - Empire strong and the foeman outside Courage and Wisdom, and Vigilance true - Empire's future depends upon you

Pride - play each game as it ought to be played Prosperity - share the good things you have made Wisdom - know when you don't know and should ask Courage to act and not flinch from the task Loyalty during both good times and bad Ambition to make this the best life you've had Vigilance always, and seeing things true Empire's future depends upon you.

Pride - know the great stuff your nation has done. Prosperity - help everybody have fun Wisdom - your words should be clever, but brief Courage - strong heart kicks an orc inna teef. Loyalty - keep to your family strong Ambition - keep going, you'll never go wrong. Vigilance - keep your friends faithful and true. Empire's future depends upon you.

Nation Rhymes

Here is Varuskha, who keep to the light, Here's the Navarri - they're good in fight Here's Urizen who are magic and clever Here's Wintermark who are Loyal forever. Here are the Marches who toil in the sun. Here is the League who can get the job done. Here are the Freeborn who come from Brass Coast Here are the Orcs who will eat you on toast, Here are the Highborn who keep to the faith, Here are the Dawnish who who test you to death!

Physick Rhymes

Blue Mazzarine to save a limb Grey Bladeroot stems a weakness dim Red Roseweald poison's power breaks True Vervain body's healing wakes Though Marrowort takes soldiers' pain At battle's end they'll fall again

See also: Chants for naughty children

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User:Chrisfallen

Content moved to 379YE_Spring_Equinox_Conclave_sessions.

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User:Harry

]ÀA Speaker's guide to the Senate 378E Spring Equinox Imperial Titles 378YE Spring Equinox Academy Student Councilĉ senate notes winter 379 380YE Summer Solstice Speaker's Notes

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User:IllithidbixTom

Tom who plays Samson of Bastion, Synod Civil Servant NPC.

To do list:

Update:

- http://www.profounddecisions.co.uk/empire-wiki/How_Assemblies_make_Judgments

Esp. Structure of scrutiny closing times, 2pm, 6pm, 10pm, primacy.

- http://www.profounddecisions.co.uk/empire-wiki/Appointment

Really needs updating.

Resurrect and update and use as guide for new Synod members.

- http://www.profounddecisions.co.uk/empire-wiki/Primer:_Synod

- http://www.profounddecisions.co.uk/empire-wiki/Civil_Service_Guide:_Synod

- http://www.profounddecisions.co.uk/empire-wiki/Guides:_Synod

Ensure parity on:

- http://www.profounddecisions.co.uk/empire-wiki/Ceremonies_overview

- http://www.profounddecisions.co.uk/empire-wiki/Religious_skills

- http://www.profounddecisions.co.uk/empire-wiki/Liao_ceremonies

- Recent history

Further Reading:

Further Reading

- Synod Processes and Powers

- Information about the different Assemblies

- The powers of individual Synod Members

- Judgement

- Witness

- Sanctuary

- Clemency

- The Judgements of the Synod

- Appointment

- Inquisition

- Condemnation

- Statement of Principle

- Revocation

- Recognition

- Veto

- Rewarding

- Changing Doctrine

- Writ of Excommunication

- Religion

- The Way of Virtue

- Imperial Theology

- Religious Skills

- Religious Crimes

- Recent History

Further reading: Religious

Further Reading

- The Way of Virtue

- Imperial Theology

- Imperial Synod

- Religious Skills

- Religious Crimes

- Recent History

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User:Matt

Spreading the word

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User:Rafferty

Contents

- 1 Overview

- 2 Titles Bollocks

- 3 Cosmology

- 4 Ritual Templates

- 5 Dealing with Curses

- 6 Introduction to spellcasting

Overview

This is Andy Raff's page for doing things with links and the like. He can't believe he didn't think of it earlier.

I suggest you move along, there's nothing to see here :)

Titles Bollocks

- Sort out Shadowed Well - PDF

- Sort out hedge college - sorted

- Construct_Horddalat_spy_network - check progress with boss

- Voice of Barbs - created base page and title; contacted John about further info and drawings; check progress with boss; update Hercynia with details of construction progress.

- Construct_Sumaah_embassy_II - created Ambassador to the Sumaah Republic page but commented out details of title; still no progress; no progress can be made without a location; awaiting e-mail response

- Curator of the Printer's_Guild_Museum - awaiting e-mail response

- Construct_apothecary_clearing_house_in_Tassato - email Senator Tassato for details; awaiting e-mail response

- Construct_Master_Apothecary's_Garden - contacted Jono waiting on info; awaiting e-mail response

- Construct_Garden_of_Falling_Snow - email Senator Hahnmark (Jono?) for details; awaiting e-mail response

- Construct_cargo_dock_at_Caricomare - check debrief; check progress with boss; wait until they contact us; summarize info from NPC brief; check with player

- Custodian of the Storm Vault - check when he put the announcement in. Text commented out

===The [[Night Quarry]]=== The Night Quarry is a Bourse resource located in [[#Mieriada|Mieriada]]. Custodianship of the Quarry is an [[Imperial Title]] that brings with it a Seat on the [[Imperial Bourse]]. It produces 27 Imperial wains of white granite every season. Control is allocated to any Imperial citizen by open auction during the Summer Solstice - the fact that the Night Quarry is not a national Bourse seat is a bone of contention for some Miekarovans.

Cosmology

- How creation is put together

- Where the Realms are

- The theory that the closer you get to the center of a realm the purer it gets - the Eternals live on the outsides because they are not pure. Pure eternals would be so one-note they couldn't really communicate with PCs very well etc etc

Ritual Templates

Template%3ATimey Wimey; Template%3AMass Ref-effect Template%3ABourse Seat Template%3ASeason Duration; Template%3ADay Duration; Template%3AYear Duration;

Template%3ATen Minute Power; Template%3ACoven Bond;

Template%3ARitual Substitution; Template%3AMagnitude Reduction;

Template%3ACurse;

Template%3ARegio;

Template%3AArea Aura;

Template%3AWarding an Area; Template%3AWard Duration

Template%3ATarget Resource; Template%3ATarget Character; Template%3ATarget Territory; Template%3ATarget Empire; Template%3ATarget Group Template%3AFortification; Template%3ATarget Object

Template%3ASenate Motion

Template%3AArmy Strength Ritual

Template%3ARemote Targeting

Template%3AResponsibilities Expectation, Template%3AOffensive Spell

Template%3ADaggers; Template%3AOne-Handed Weapons; Template%3ATwo-Handed Weapons; Template%3AOne-Handed Spears; Template%3APaired Weapons; Template%3APole-Arms; Template%3ABows; Template%3AWands; Template%3ARods; Template%3AStaffs; Template%3ARitual Staves; Template%3AIcons; Template%3AMusical Instruments; Template%3AInstrument Effect; Template%3ALight Armour; Template%3AMedium Armour;Template%3AHeavy Armour;Template%3AMage Armour: Template%3AMage Robes; Template%3AVestments; Template%3AParaphernalia; Template%3AReliquary Template%3AShields; Template%3AJewellery; Template%3AFoci; Template%3ATool; Template%3ARegalia Template%3AMagical Standards

Template%3AMusical Use

Template%3AScrutiny

Template%3ACeremonial skills further reading

377YE Autumn Equinox Senate Session Imperial lore Imperial Lore Ritual text

Dealing with Curses

Curse

Removal

All the World in a Grain of Sand
(Mag 30?)

Transmogrification of the Soul's Echo
(Mag 60)

Unfettered Anarchy
(Mag 10)

Transmogrification of the Soul's Echo
(Mag 60)

Curse of Gangrenous Flesh
(Mag 50)

Distill the Serpent's Stone
(Mag 70)

Curse of Decrepitude
(Mag 50)

Distill the Serpent's Stone
(Mag 70)

Gnawing, Endless Hunger
(Mag 20)

"powerful rituals that remove hunger"

Dreamscape of the Endless Hunt
(Mag 30)

"powerful rituals that remove fear"

Wither the Seed
(Mag 150)

"a powerful ritual to restore fertility of around mag 200"

Like Water Through Your Fingers
(Mag 30)

"a powerful ritual to correct the vagaries of fate and chance"

Removal

Effects

Transmogrification of the Soul's Echo
(Mag 60)?)

All the World in a Grain of Sand
(Mag 30?),
Unfettered Anarchy
(Mag 10)

Distill the Serpent's Stone
(Mag 70)

Curse of Decrepitude
(Mag 50),
Curse of Gangrenous Flesh
(Mag 50)

Introduction to spellcasting

As a regular spell, it takes ten seconds to cast detect magic on a target. You should make it very clear what the target is, by touching it or by waving or holding your hands over the target throughout. You may want to close your eyes, the better to focus your "magical sight", or examine the target from several angles. While many magicians perceive magical auras visually, you might want to roleplay that you perceive them using a different sense. You don't need to be a practitioner of the music of the spheres to "hear" magical auras as complex chords, for example. You might run your fingers over an item, or through the air above a character, "felling" the "shape" of the magic and speak in terms of a "texture" rather than a realm. A naga character in particular might enjoy demonstrating that lineage's discerning senses by "tasting" or "smelling" the aura in the air around the target (within the bounds of propriety, of course).

The use of a simple prop can make the casting of this easy spell especially memorable, especially when time is not of the essence. A Mystic might burn a herb or a stick of incense and inhale pungent smoke, while a Highborn magister might dab pure water on either eyelid or a League magician might study the target closely with a mirror to try and reveal it's true nature. Don't be afraid to interact with the target - turn the item over and over and study it carefully, or ask a character questions about how they feel or seemingly inconsequential details about their life.

It should be obvious you are casting a spell, and the easiest way to do this is through your spellcasting vocals. An easy way to do this is to vocalise what you are doing with phrases such as "Let my inner eye be opened," or "I seek answers from beyond the mundane world," or the like.

While the spell takes only ten seconds to cast, it can be very satisfying to continue the roleplaying even after the referee has delivered the result "uncovering" that information over the course of several seconds of revelation. Describing the spell in evocative terms - rather than simply describing it as a "magnitude such and such, of such and such realm" - can help make the experience of casting the spell more powerful. "This magic is warm, it's like it's alive, it almost has a heart beat - I think it is an enchantment drawn from the realm of Spring" or "This spear thirsts for blood, it's hungry, I think it wants to cut me ... I think it has the power to strike deadly, fatal blows but after it does so it's sated and has to sleep for an entire day" or "The tulpa of the spider seems to think that this ritual is Winter magic, and it's quite powerful - it's a little scared, to be honest with you ... and so am I."

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Vale

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

Many vales employ Stzena, local musicians who perform at local civic events and celebrations.

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Vale of Shadows

Contents

- 1 Rules

- 1.1 Night Magnitude 20

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Magnitude

- 1.5 Additional Targets

- 1.6 Options

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 20

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a farm, forest, mine, business, herb garden, mana site or congregation. The character who controls the target personal resource must be present throughout. Please note that this ritual cannot target National Bourse Positions.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target resource is concealed from hostile forces. If the territory is lost to the barbarians, the resource does not suffer any loss of production.

Magical means of divining information about the resource will only work if they are performed at an equal or higher magnitude. Lower magnitude divinations will merely detect the presence and magnitude of the Vale of Shadows enchantment in the region.

The effect of the ritual lasts for a year (until the start of the Profound Decisions Empire event four events from now). If the ritual is performed again at the end of the year, the resource will remain shrouded.

Additional Magnitude

You may choose to create a more powerful effect, which is harder to penetrate or remove. You may increase the magnitude of the ritual by any amount.

Additional Targets

This ritual can affect additional multiple personal resources in the same territory. Each additional resource increases the magnitude by 12. The character who controls each resource must be present throughout the ritual. It is worth noting that adding additional resources in this way does make it harder to pierce or remove the Vale of Shadows on any of the targets - adding extra targets makes the enchanted shroud more powerful for every targeted resource.

Options

Instead of increasing the magnitude by 12 when adding additional targets to this ritual the casters may substitute 12 measures of Iridescent Gloaming. This does not increase the magnitude of the ritual either for purposes of performing it, or for purposes of trying to penetrate it. No partial measures are possible - the full dozen must be used - but the ritualists may include some targets using Iridescent Gloaming and others by increasing the magnitude.

Description

This ritual uses Night magic to shroud a resource from the eyes of hostile forces. It does this through a combination of glamour to encourage enemies to not notice the resource, shadowy illusion and mirage that actively conceal the resource, and a subtle influence over chance and even the weather to ensure the area is cloaked in heavy rain or thick fog.

The ritual is a little risky; while it is difficult to penetrate, the presence of the Night magic may still attract unwanted attention. Still, when a barbarian army is rampaging across a region the risk is usually worth it, compared to losing control of the resource entirely. There are still believed to be a few resources in territories lost to the barbarians that are protected by this magic (perhaps enhanced with ilium, but that have been largely forgotten by the outside world. It is surmised by some scholars that the Feni use some variation of this ritual to conceal their settlements. There is no actual evidence for this - indeed, other scholars have pointed out that if it were the case then surely Imperial diviners would be able to detect the presence of the Vale of Shadows itself.

One fascinating element of the ritual is the way that including additional resources makes the shroud over each location harder to pierce. While the same effect can be achieved simply by increasing the magnitude of the ritual (and indeed can be combined with that approach), a number of magicians feel that it is simply more effective to shroud additional resources against the barbarians where that is an option.

Common Elements

The ritual creates often involves a map of the resource to be enchanted, or items that come from that area. The map is often ceremonially burnt during the ritual, symbolically removing it from all maps. The ritual is often performed with ritualists in masks and cloaks, and is another one where the magicians begin in dim light and extinguish those lights as the ritual reaches a climax. Strong alcohol, powerful narcotics and incense are all used as components to create feelings of disorientation (the alcohol and drugs are not neccesarily consumed).

The runes Diras is often used with this ritual, sometimes in conjunction with Sular - although in such cases the Rune of discovery is usually inverted or destroyed as part of the ritual. The Eternals of the Whisper Gallery are occasionally evoked with this ritual (which makes a location 'secret'), although some Freeborn ritualists prefer to draw on Sung (choosing instead to make the location mysterious). Some practitioners of Astronomancy may use the constellation of The Lock while others work with The Spider. A small group of ritualists caution against using the Spider, for the same reason they caution against evoking Eternals - they perceive a definite risk in drawing the attention of mysterious forces to the hidden location.

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Vallorn

The Vallorn... nothing less than the vile offspring spewed out from the mating of a Great White Shark and a rampant fungal infection.

Zietel van Temeschwar, Mountebank

The vallorn appeared as part of the disaster that overthrew the cities of a nation named as 'Terunael' in Navarr legends, which may have covered much of the land which is now Empire. From the hearts of those cities, abundant greenery spread, a sick, infectious wave of life that cracked and crumbled stone, shot great trees up through streets and buildings, and warped, twisted and destroyed most of the inhabitants of those cities, scattering the others to the wind.

As the refugees attempted to claim back their lands, they discovered that around the core of each city, areas of superabundant, warped life had appeared, resistant to all efforts to destroy them. These were named vallorn.

A vallorn seems to be a malignant hostile magical ecosystem -- an area deep in the heart of a forest where even the Navarr fear to tread. Inside them are monstrous plants, the spores of which mutate living creatures that are exposed over many months. Even the air is different within the vallorn, weakening those who enter as if they were breathing mild poison.

There is no clear guiding intelligence behind the vallorn - they are not believed to be self-aware. However, they will strike back if damaged or hurt, much as a beehive or ant's nest will use its footsoldiers to drive off the invader. It is believed that there is one vallorn around each of the fallen cities of Terunael. Sometimes, however, vallornspawn and even vallorn plants show up in locations with no clear connection to Terunael; there is no clear explanation for how this happens.

We welcomed the night; in the darkness we could not bear witness to the vallorn’s appetite. By day… by day all Its wants, Its passions, Its yearnings were laid out in their visceral horrors. Synod forgive me for I know the Law cannot; but when darling Arturo came back to me – mud in his veins and thorns in his mouth – and he gestured me to embrace him… I ran, and I ran, and I ran.

Cai, Thorn of the Conclave, after the reconquest of Miaren prior to his execution for desertion

As far as it is known, the vallorn have not spread far after the initial rush of growth in the fall of the ancient cities. This is at least in part due to the watchfulness of the folk of the steadings, who take great pains to ensure vallorn areas are not disturbed and the vallorn roused. The forests of the vallorn are sick with life, greenery regenerating so fast that axe or fire only serves to enrage them. Attempts to cull these areas have been made time and time again, using both magical and mundane means, and have always met with failure.

No complete catalogue has ever been made of the strange monstrosities within the vallorn's domain - some appear simply to be diseased, misshapen forest creatures, or mutated humans and orcs. Some seem to be plants, sporting a mass of tangled thorns or possessing abilities that make them dangerous to travellers. A common threat to those who venture into those areas where the vallorn is strong are the vallornspawn husks. Some threats extend beyond the infested forests, however; from time to time, the monstrous insect horrors that prosper in the miasma swarm out of the woods and voraciously destroy crops and communities that lie in their path.

The Navarr have long believed that the Empire is still weak, and any attacks on the vallorn would be disastrous. So they build their strength, and the strength of Empire, and learn what they can of the foe.

Vallorn Miasma

The deeper one travels into an area claimed by the vallorn, the more likely one is to encounter the "vallorn miasma." It is as if the air itself is infected with dangerous toxins or spores, or perhaps an aura given off by the slumbering vallorn itself. The miasma seeps into the lungs and through the skin. It is sometimes visible in the air as tendrils of mist, often tinged green or yellow. It is impossible to avoid the miasma, and while some travellers claim that exposure can be avoided by tying wet cloth over the mouth there is little evidence that this tactic actually works.

Humans and orcs exposed to the miasma rapidly develop symptoms of nausea or mild feverishness. A critically injured individual is quickly - and fatally - overwhelmed by the miasma. Explorers in an area of miasma are advised to employ precautions such as the Vitality of Rushing Water ritual, or the use of an Abraxus Stone; to ensure they are accompanied by competent healers and well-prepared physicks; and to avoid violent confrontation wherever possible ... although this latter rarely proves practical. Even if they have avoided being injured, explorers who spend any period of time in an area of vallorn miasma will need medical attention when they return to remove its lingering effects - rituals such as Ascetic Star of Atun are ideal for this purpose. Extended periods of time exposed to the miasma - even in its most dilute form - is also known to cause the sickness known by the Navarr as green lung. While a wet cloth is of little use against the miasma itself, there is some evidence that a wet cloth over the nose and mouth will reduce the likelihood of contracting this sickness, at least in the short term.

The miasma is somewhat inimical to unliving material - corpses exposed to the miasma quickly rot away to mulch. The miasma speeds the process of decay in most unliving material - which has made the recovery of fragile artefacts from Terunael ruins especially challenging.

The strength of the miasma can only be permanently reduced in an area by reducing the power of the vallorn that spawns it. Miasma powerful enough to harm a mortal may be found in small "pools" outside the immediate area of vallorn infestation, especially if there are vallornspawn plants in the area. It is much more common to find it across large expanses of vallorn claimed regions like a toxic sea (OOC Note: regions with the Vallorn keyword are likely to be heavily invested with vallorn miasma.) Exotic, alien and unique plants prosper in areas thick with miasma, and the monstrous insects associated with the vallorn thrive in these areas.

The miasma itself is not restricted to areas of vallorn infestation. Like a cloud of smoke, strong winds can blow the miasma into nearby areas. Without the support of an active vallorn, however, the miasma dissipates quite quickly. For the hours or (rarely) days it remains, however, it supports the presence of vallornspawn husks or ettercaps in unexpected areas.

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Vallornspawn husk

Husks are found throughout the areas infested with the Vallorn; unlike certain other vallornspawn they are rarely encountered outside the immediate area of a vallorn dominated region. They resemble humanoid bodies infested with plant material; there is a great deal of diversity among 'husks. Some have vines or creepers growing from their orifices, others are covered in patches of moss; some have been reported with thorns growing through the skin while others are adorned with flowers. The only consistency is that the creature looks like a several-days-old-corpse infested with living plant matter.

Contents

- 1 Overview

- 1.1 Vallornspawn Husk capabilities

- 2 Vallornspawn Husks and Briars

- 3 Vallornspawn Hulks

- 4 Green Lung

- 5 OOC Notes

Overview

A vallornspawn husk is formed when a humanoid is incapacitated (rendered terminal or killed) in an area filled with vallorn miasma. While most 'husks are formed from human or orc bodies, a rare few are composed of the bodies of ogres. The miasma quickly infests the body and maintains (or in some cases, restores) the natural processes that make life possible. Over a period of time ranging from a few hours to several days, living plants spread through the flesh and eventually the new vallornspawn husk lurches to its feet. Corpses that have been dead for more than a few minutes do not seem to become prey to the miasma in this way. Rather, the miasma causes them to rapidly putrefy and decay, often causing non-animate foliage to sprout from their remains. Likewise, a body that is very badly damaged (dismembered or decapitated) is not suitable to become a 'husk. Removing the body from the miasma may also prevent it from being reanimated in this way.

The plant infests the flesh and maintains life, preserving it long after a dead body would have rotted and fallen apart. Indeed, it seems that a vallornspawn husk can endure indefinitely as long as it is exposed to the vallorn miasma and avoids violence. Given the incredible healing abilities common to all vallornspawn, a husk that is damaged or injured but not destroyed will rapidly be restored to full health. Some stories claim that the ritual Turns the Circle was developed in part specifically to ensure no usable bodies were left behind for a vallorn to use - and as a more acceptable and less time-consuming method than chopping a fallen comrade limb from limb and scattering their remains.

Students of the vallorn say that a 'husk does not appear to be a self-aware creature like a human or orc. While they may moan, wail, howl or even occasionally produce comprehensible words they appear to do so without any awareness of language or communication even with each other. Unlike the humans and orcs they once were, they seem to operate on a small number of instinctual responses.

A 'husk left to its own devices is a reasonably passive creature, moving slowly around the environment and spending long periods stationary in sunlight or near water. When a living human or orc comes nearby, however, the husk becomes a relentless predator. It moves quickly to attack the intruder, pursuing the target if it if flees. The 'husk often voices an echoing wail or howl when engaging, which rapidly attracts other husks. A husk in "offensive" mode receives a burst of vitality, and can maintain a frenzied attack for as long as it takes to neutralise all interlopers in its environment. Once a target is incapacitated, a vallornspawn husk tends to ignore it, leaving it to be infested with miasma and create a new vallornspawn husk.

Vallornspawn Husk capabilities

'Husks are physically strong and are very resilient to damage. They attack with weapons that range from rusted and pitted swords to heavy tree branches. They heal rapidly - warriors have observed 'husks quickly restoring themselves from near-death to full strength in a few moments during which they sway hypnotically and give off a dreadful wailing moan as the corrupt vitality that infuses them repairs or in some places replaces damaged flesh.

'Husks appear to suffer no discomfort from the Vallorn miasma that infests the areas where they are usually encountered. Paradoxically however they are extremely vulnerable to magical venom (as well as substances such as Oil of Blackthorn). A 'husk that is exposed to powerful venom of this nature rapidly falls apart. The rituals Fetid Breath of Teeming Plague and The Grave's Treacherous Edge can clear a small area of vallornspawn husks almost immediately and have proved occasionally useful in punching through a ring of the creatures, often allowing those trapped within the vital moments needed to make an escape.

Experiments have shown that the vallornspawn husks are not "undead" by any standard definition. The ritual Hold Back Frozen Hunger is ineffective against them; rather, like other vallornspawn, they can be held at bay by Ward of the Black Waste and similar specific protections.

Vallornspawn Husks and Briars

When a human with a strong briar lineage is infested with Vallorn miasma, the result is sometimes a more potent creature. Scholars theorise that the strong influence of the Spring realm that causes a briar to manifest its lineage makes the resulting body a good match for the vallorn infestation. Vallornspawn briar husks possess powerful healing abilities that they use to repair and restore fallen 'husks. They seem to possess a heightened awareness of other 'husks, and unlike their fellows they often hang back, rather than running straight into the fray. In close combat however, they are still dangerous opponents able to cripple and incapacitate lightly armoured opponents with ease.

it is interesting to note that a vallornspawn husk created from a briar continues to grow bark throughout its existence. Older husks have been identified that are covered almost entirely in bark, and for a long time it was assumed that these "dryads" were in fact a different order of creature altogether.

Vallornspawn Hulks

Ogres are not common, which makes vallornspawn hulks rarer still. A Vallornspawn hulk is a massive creature full of unnatural vitality and, due to its size, does not share the fatal vulnerability to venom that marks its smaller kin. A hulk still reacts to the touch of venom - such attacks mark the creature in much the same way fire or vitriol might mark a living tree - but they are not incapacitated by them.

Green Lung

A sickness particularly common among the Navarr is believed to be related to the vallornspawn husks. Long-term exposure to vallorn miasma can cause the illness to develop - it is characterised by a creeping malaise, difficulty breathing and coughing fits. While it is relatively easy to treat with an infusion of bladeroot, if it is allowed to progress for too long it can cause permanent lung damage and even death. There is a superstitious belief that someone who dies of green lung will become infested as a Vallornspawn husk, and so the body is often destroyed - but there is no practical evidence to support this belief.

While green lung is most common in those exposed directly to the Vallorn miasma, it is also found in people who live close to a vallorn tainted area - there is speculation that the wind may expose those outside a tainted area to sufficient miasma to bring on symptoms of the illness. It is not otherwise contagious. While a wet cloth is of little use against the miasma itself, there is some evidence that a wet cloth over the nose and mouth will reduce the likelihood of contracting this sickness, at least in the short term - this counter is of little use to those who are exposed for extended periods.

OOC Notes

The easiest way to deal with vallornspawn husks is to stay out of the areas where they are found. Vallornspawn husks are for the most part a passive danger to those who explore vallorn tainted areas. They can be avoided, and rarely venture outside of the miasma. Once engaged, however, they are relentless opponents.

They are not intelligent however, and all things being equal a competent well-armoured warrior could deal with one or two husks without too much difficulty.Unfortunately, they are usually encountered in large numbers, and fought within the vallorn miasma, two factors which make them much more dangerous. The more husks there are in a group, the more likely they will be able to take a few moments to restore themselves to full health, making it much more difficult to destroy them. Worse, the presence of the vallorn miasma means any warrior who is badly hurt is at great risk of dying and in turn swelling 'husk numbers unless special precautions such as an Abraxus Stone or an enchantment such as Vitality of Rushing Water have been employed. A wave of 'husks easily pushes forward over a downed warrior, leaving them unreachable by healers who might otherwise save them in the short time before the miasma overwhelms them entirely.

Vallornspawn husks are never allies of humans or orcs. Any background that includes non-violent interactions with them is unlikely to be approved. Within the restrictions noted above, they may make good opponents for a player event set in or around one of the Navarr forests.

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Vallornspawn husk (Redirected from Vallornspawn husks)

Husks are found throughout the areas infested with the Vallorn; unlike certain other vallornspawn they are rarely encountered outside the immediate area of a vallorn dominated region. They resemble humanoid bodies infested with plant material; there is a great deal of diversity among 'husks. Some have vines or creepers growing from their orifices, others are covered in patches of moss; some have been reported with thorns growing through the skin while others are adorned with flowers. The only consistency is that the creature looks like a several-days-old-corpse infested with living plant matter.

Contents

- 1 Overview

- 1.1 Vallornspawn Husk capabilities

- 2 Vallornspawn Husks and Briars

- 3 Vallornspawn Hulks

- 4 Green Lung

- 5 OOC Notes

Overview

A vallornspawn husk is formed when a humanoid is incapacitated (rendered terminal or killed) in an area filled with vallorn miasma. While most 'husks are formed from human or orc bodies, a rare few are composed of the bodies of ogres. The miasma quickly infests the body and maintains (or in some cases, restores) the natural processes that make life possible. Over a period of time ranging from a few hours to several days, living plants spread through the flesh and eventually the new vallornspawn husk lurches to its feet. Corpses that have been dead for more than a few minutes do not seem to become prey to the miasma in this way. Rather, the miasma causes them to rapidly putrefy and decay, often causing non-animate foliage to sprout from their remains. Likewise, a body that is very badly damaged (dismembered or decapitated) is not suitable to become a 'husk. Removing the body from the miasma may also prevent it from being reanimated in this way.

The plant infests the flesh and maintains life, preserving it long after a dead body would have rotted and fallen apart. Indeed, it seems that a vallornspawn husk can endure indefinitely as long as it is exposed to the vallorn miasma and avoids violence. Given the incredible healing abilities common to all vallornspawn, a husk that is damaged or injured but not destroyed will rapidly be restored to full health. Some stories claim that the ritual Turns the Circle was developed in part specifically to ensure no usable bodies were left behind for a vallorn to use - and as a more acceptable and less time-consuming method than chopping a fallen comrade limb from limb and scattering their remains.

Students of the vallorn say that a 'husk does not appear to be a self-aware creature like a human or orc. While they may moan, wail, howl or even occasionally produce comprehensible words they appear to do so without any awareness of language or communication even with each other. Unlike the humans and orcs they once were, they seem to operate on a small number of instinctual responses.

A 'husk left to its own devices is a reasonably passive creature, moving slowly around the environment and spending long periods stationary in sunlight or near water. When a living human or orc comes nearby, however, the husk becomes a relentless predator. It moves quickly to attack the intruder, pursuing the target if it if flees. The 'husk often voices an echoing wail or howl when engaging, which rapidly attracts other husks. A husk in "offensive" mode receives a burst of vitality, and can maintain a frenzied attack for as long as it takes to neutralise all interlopers in its environment. Once a target is incapacitated, a vallornspawn husk tends to ignore it, leaving it to be infested with miasma and create a new vallornspawn husk.

Vallornspawn Husk capabilities

'Husks are physically strong and are very resilient to damage. They attack with weapons that range from rusted and pitted swords to heavy tree branches. They heal rapidly - warriors have observed 'husks quickly restoring themselves from near-death to full strength in a few moments during which they sway hypnotically and give off a dreadful wailing moan as the corrupt vitality that infuses them repairs or in some places replaces damaged flesh.

'Husks appear to suffer no discomfort from the Vallorn miasma that infests the areas where they are usually encountered. Paradoxically however they are extremely vulnerable to magical venom (as well as substances such as Oil of Blackthorn). A 'husk that is exposed to powerful venom of this nature rapidly falls apart. The rituals Fetid Breath of Teeming Plague and The Grave's Treacherous Edge can clear a small area of vallornspawn husks almost immediately and have proved occasionally useful in punching through a ring of the creatures, often allowing those trapped within the vital moments needed to make an escape.

Experiments have shown that the vallornspawn husks are not "undead" by any standard definition. The ritual Hold Back Frozen Hunger is ineffective against them; rather, like other vallornspawn, they can be held at bay by Ward of the Black Waste and similar specific protections.

Vallornspawn Husks and Briars

When a human with a strong briar lineage is infested with Vallorn miasma, the result is sometimes a more potent creature. Scholars theorise that the strong influence of the Spring realm that causes a briar to manifest its lineage makes the resulting body a good match for the vallorn infestation. Vallornspawn briar husks possess powerful healing abilities that they use to repair and restore fallen 'husks. They seem to possess a heightened awareness of other 'husks, and unlike their fellows they often hang back, rather than running straight into the fray. In close combat however, they are still dangerous opponents able to cripple and incapacitate lightly armoured opponents with ease.

it is interesting to note that a vallornspawn husk created from a briar continues to grow bark throughout its existence. Older husks have been identified that are covered almost entirely in bark, and for a long time it was assumed that these "dryads" were in fact a different order of creature altogether.

Vallornspawn Hulks

Ogres are not common, which makes vallornspawn hulks rarer still. A Vallornspawn hulk is a massive creature full of unnatural vitality and, due to its size, does not share the fatal vulnerability to venom that marks its smaller kin. A hulk still reacts to the touch of venom - such attacks mark the creature in much the same way fire or vitriol might mark a living tree - but they are not incapacitated by them.

Green Lung

A sickness particularly common among the Navarr is believed to be related to the vallornspawn husks. Long-term exposure to vallorn miasma can cause the illness to develop - it is characterised by a creeping malaise, difficulty breathing and coughing fits. While it is relatively easy to treat with an infusion of bladeroot, if it is allowed to progress for too long it can cause permanent lung damage and even death. There is a superstitious belief that someone who dies of green lung will become infested as a Vallornspawn husk, and so the body is often destroyed - but there is no practical evidence to support this belief.

While green lung is most common in those exposed directly to the Vallorn miasma, it is also found in people who live close to a vallorn tainted area - there is speculation that the wind may expose those outside a tainted area to sufficient miasma to bring on symptoms of the illness. It is not otherwise contagious. While a wet cloth is of little use against the miasma itself, there is some evidence that a wet cloth over the nose and mouth will reduce the likelihood of contracting this sickness, at least in the short term - this counter is of little use to those who are exposed for extended periods.

OOC Notes

The easiest way to deal with vallornspawn husks is to stay out of the areas where they are found. Vallornspawn husks are for the most part a passive danger to those who explore vallorn tainted areas. They can be avoided, and rarely venture outside of the miasma. Once engaged, however, they are relentless opponents.

They are not intelligent however, and all things being equal a competent well-armoured warrior could deal with one or two husks without too much difficulty.Unfortunately, they are usually encountered in large numbers, and fought within the vallorn miasma, two factors which make them much more dangerous. The more husks there are in a group, the more likely they will be able to take a few moments to restore themselves to full health, making it much more difficult to destroy them. Worse, the presence of the vallorn miasma means any warrior who is badly hurt is at great risk of dying and in turn swelling 'husk numbers unless special precautions such as an Abraxus Stone or an enchantment such as Vitality of Rushing Water have been employed. A wave of 'husks easily pushes forward over a downed warrior, leaving them unreachable by healers who might otherwise save them in the short time before the miasma overwhelms them entirely.

Vallornspawn husks are never allies of humans or orcs. Any background that includes non-violent interactions with them is unlikely to be approved. Within the restrictions noted above, they may make good opponents for a player event set in or around one of the Navarr forests.

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Vambraces of Regeneration

Description

This light mage armour most often has orichalcum decoration, and fastenings of weltsilver. The material is usually finished and reinforced with ambergelt. It offers a magician a way to recover quickly from crippling wounds. The forearm-guards of this suit of mage armour are most often marked with runes of healing or protection such as Rhyv or Feresh.

The Navarr call this mage armour the mantle of verbena after the fast-growing plant (believed to be a distant relative of the True Vervain). The fendwellers of Bregasland by contrast call them frogbracers and mark them with stylised depictions of newts and salamanders, creatures sometimes believed to possess miraculous abilities to regrow limbs. In Wintermark the combination of orichalcum and ambergelt used to craft this mage armour is often called trollsweave and gives rise to the common name of the trollsweave harness.

Rules

- Form: Armour. Takes the form of a suit of mage armour.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: Twice per day you may use the relentless skill as if you know it without spending hero points.

- Materials: Crafting vambraces of regeneration requires eight ingots of orichalcum, eight measures of ambergelt, five measures of iridescent gloaming, and three ingots of weltsilver. It takes one month to make one of these items.

Hear me, brave children, you who will lead the Empire to greater glories, listen as I tell you of Larcwide, Son of Elfryd the Changeling, Larcwide hero of Wintermark, he who tamed the trolls to 'tend his words!

In those times there was much trouble between the Trolls and the Steinr, for this was before the age when the Trolls would be buried under the mountains. Larcwide was Thane then of a hall that numbered near a hundred people and angered by the Troll's raids he determined to put an end to them. But he would risk none of his warriors, so he set out aline in the fog and the forest, surrounded all by the dark in the green, surrounded all by the snows and the smells of night, of snow-lillies and crocus and brug.

At length he came at leas to an old farm, watched over by a whitehaired troll, who's wrinkled skin was old and pallid grey, whose back was crooked and curled like the moon is curved, like the bow when drawn or the old oak tree is gnarled and bowed.

"It is late," cried Larcwide, brave as the boar, "and here I am lost and the lights of your farm are bright and warm. I offer you my arm in friendship that I might call on Hospitality to beseech one drink of you, one plate of food, a hearthbed for the night - for this night and these snows are cold and even your people have some laws of host and guest."

The bent old troll nodded and spat and the spittle sizzled in the snow. "Such is," said he" such is and such was and such will always be. But you must ask my father this, for this farm is his and host he is."

Larcwide, brave as the boar, looked on, at this old troll "Your father is yet alive? Old he must be, old as the trees around us."

"Older," said the Troll "and yet he lives. He sits inside in his chair."

So Larcwide, brave as the boar, strode on and in the farm beyond an old chair sat, crooked and wooden and in the chair an old troll sat, crooked and broken, such that his body, shrivelled like the winter leaves in frost, lacked fingers and feet.

"Old Troll!" Cried Larcwide, brave as the boar, "Your son sends me thus! For it is late and here I am lost and the lights of your farm are bright and warm. I offer you my arm in friendship that I might call on Hospitality to beseech one drink of you, one plate of food, a hearthbed for the night - for this night and these snows are cold and even your people have some laws of host and guest."

The old troll's old father nodded and spat in to the hearth and the spittle quenched the flames a little. "Such is," said the old troll's father" such is and such was and such will always be. But you must ask my father this, for this hearth is his and host he is."

Larcwide, brave as the boar, looked on, at this, old troll's older father "Your father, too, is yet alive? Old he must be, old as the hills around us."

"Older," said the Troll "and yet he lives. He lives thus in that leather bag hung above the hearth. Better though you flee this place for my father will not tolerate a man who cannot shake his hand in friendship but beware for hard he always grips the hands of guests to see their strength and that may hurt you horribly."

Larcwide, brave as the boar, strode to the hearth and high on the hearth a leather bag was nailed, cracked and torn and in the bag an old troll sat, older still, and cracked and torn, more broken even than his crooked kin, such that his body, broken like the burnt wood in the fire lacked all but head and chest and arm.

"Oldest of Trolls!" Cried Larcwide, brave as the boar, "Your son and son's son sends me thus! For it is late and here I am lost and the lights of your fire are bright and warm. I offer you my arm in friendship that I might call on Hospitality to beseech one drink of you, one plate of food, a hearthbed for the night - for this night and these snows are cold and even your people have some laws of host and guest."

The old troll's father's father nodded and spat in to the flames and the spittle burned and melted the very flagstones that fire was built on. "Such is," croaked the old troll's father" such is and such was and such will always be. I'll take your arm of friendship and I'll give to you one drink, one plate of food, a hearthbed for the night, for such is law of host and guest, even amongst out people. But first manling, you must grip my arm for you cannot rest here if you have not the strength to lift a flagon or hold a plate."

Larcwide, brave as the boar, thrust forward his arm and the oldest of the trolls gripped down upon it, squeezing it with all his might. The old trolls grip was so strong that Larcwide's bones gave way and his muscles tore before the Troll released him saying "Best you flee manling, for I hear the sound of bones cracking. You have not the strength to lift a drink with us."

Larcwide threw back his head and laughed. "Old Troll, I am Steinr, we fell from the stars! My bones are made of iron and cannot be broken by any force under the sky. The cracking sound you hear is nought but the sound of my armour shifting over my bones. Bring me a drink and I will prove to you that the Steinr are stronger than any Troll."

Thinking to prove Larcwide a liar, and thus win the right to devour him, the trolls went to fetch a flagon of ale. While their backs were turned Larcwide twisted the wide leather bracer that covered his broken arm, wrenching bone and flesh back into position.

When the trolls returned, to their astonishment Larcwide reached out his arm and took the drink from them and drained it dry.

And thus it was that Larcwide, brave as the boar, bravest of his kinsmen, taught the Trolls to fear the Steinr who once fell from the stars and whose bones are made of iron so that they cannot be broken by any force under the sky.

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Vardas

Virtue

Vardas is held to be a Paragon of Vigilance. In 34BE the Highborn Assembly of the Virtuous recognised him as both an Exemplar, and a Paragon, a decision upheld by the Synod during their first general assembly.

Biography

The majority of what is known about Vardas has been passed down in the form of stories, whose authorship is attributed to Vardas' staunch companion and friend, Ion. Ion started to accompany Vardas on his adventures after Vardas tracked down, and eliminated, the sinister cult that had abducted Ion.

Very few of the stories told of Vardas go into his youth and upbringing. Accounts agree that he was one of the earliest of the 'true' Varushkans, mingling the blood and the strengths of both the Vard and the Uhska. He grew up to become an excellent hunter and tracker with a keen eye for the small signs that detailed the movements of his prey. In later life, he joined a Warden fellowship and employed his skills in the active pursuit of larger, more intelligent, prey - criminals, cultists and monsters.

The majority of stories about Vardas are structurally similar; he becomes aware of a threat or mystery, and then bends his exceptional mind and skills to tracking down and dealing with those responsible.The answer to the threat and mystery often hinges on Vardas noting something inconsequential that subsequently becomes instrumental in revealing a guilty party, giving him a strong reputation for vigilance and attention to details.

Many of Vardas’ stories also relate to his ongoing conflicts with Mikkal, an anarchy cultist. The circumstances of Vardas’ death are unclear. They are tied up with the eventual fate of Mikkal, and fact and story have become inextricably intertwined. The most popular version of events (see below) is held to be unlikely, however it was sufficient for the priests of Bastion to recognise that Vardas was not only an Exemplar, but a true Paragon of Vigilance.

Following Vardas' demise, or ascension, his disciple, Ion, proceeded to spread the stories of his heroic deeds, vigilance and the lessons he had learned about identifying, tracking and disposing of monsters and other threats far and wide. Ion's own adventures in this time are worthy of note, and he was held up as a possible Exemplar of Vigilance. However, this did not receive recognition by the Synod. The consensus was that Ion would mostly likely be an Exemplar, or even a Paragon, in his next life.

Signs

- Vardas is claimed to have demonstrated the sign of benevolence by distinction of the sheer number of monsters, criminals, saboteurs and villains he dispatched and thus removed as threats to the world.

- Vardas has been held up as an inspiration to many. Although he really only had one “sidekick” in the form of Ion, there are many who had admitted to being inspired by Vardas’ deeds and sought to emulate them, especially in identifying and eliminating Mikkalites.

- It is claimed that Vardas attained liberation and became a Paragon. There have been no past life visions attributed to him. It is even claimed, in one version of Vardas’ final encounter with Mikkal the Firestarter that Vardas even attained ascension, though some hold that account to be apocryphal.

- Vardas did undertake a pilgrimage to Bastion, though this was primarily in pursuit of Mikkal who had sought to steal some true liao. For his vigilance, Vardas was rewarded with a true liao vision, but there is no record of what he saw.

- Vardas is held to have demonstrated the sign of salvation by dint of having rescued many from peril and encouraged them to be more vigilant in the future, and thus prevent evil beings from being able to threaten them again.

- Vardas’ legacy is said to be a holy site where he confronted Mikkal for the last time, and potentially achieved ascension, leaving behind an enduring aura of vigilance. However, the precise location of this act was lost following Nicovar’s madness.

- No miracles are attributed to Vardas, nor has any proven link been made to a former incarnation, but neither of these have been disproven either.

As the last of his followers fell to my sword, I looked up to see Vardas aiming an arrow at Mikkal’s heart.

“You have nowhere left to hide,” he said, “Nowhere left to run. It is over.”

Mikkal lifted his arms displaying empty palms. His expression was rueful, but the dark malevolent fire that danced in his eyes was undimmed. “Perhaps it is,” he said, “My followers dead. Every hideaway exposed. Every plot and scheme foiled. Perhaps this truly is the end.”

I started to advance on him. Vardas would have wanted me to bind him and search him thoroughly for any hidden surprises. Mikkal glanced at me. His lowered the fingers on his upraised left hand, leaving only the index one to indicate that I should come no closer. I hesitated.

“Except…” he went on, “there is one thing that has nagged at me for some time. Why did you not kill me at the Blackened Stump when you had the chance? You caught me completely unawares. That riddle has vexed me for quite some time, but I think I now have the answer.”

I glanced at Vardas questioningly, for I had often wondered the same thing. Vardas’ jawline tensed, but he said nothing. The bowstring tensed even further at the arrow sighted on Mikkal.

The oily, self-satisfied smile that I had grown to loath crept over Mikkal’s face. “It is because you lack faith, isn’t it? You are not certain, as those zealots of Bastion are, that the path of chaos that I walk will condemn me to the Labyrinth for eternity. For if I die, and am reborn, I shall be where you cannot follow. Where you cannot thwart me.”

He flourished with his right hand and suddenly a small bottle appeared within it.

“NO!” shouted Vardas, loosing the arrow which buried itself in Mikkal’s shoulder, but seconds too late for Mikkal had already emptied the bottle down his throat. The self-styled Firestarter slumped to his knees, as Vardas and I sprinted over to him. Already his lips were discolouring and his skin paling.

“And so…” he coughed, blood splattering my tunic, “I escape you once again.” And he died.

Vardas unleashed oaths and curses upon the air before sinking into silence. I did not know what to say. How many generations would it be before Mikkal returned? Only now did I understand why Vardas feared to put his mortal enemy beyond reach.

Heavily, Vardas rose to his feet and looked at me. “Kill me,” he said.

I was stunned, and immediately began to protest, but he would none of it. “You must. You above all others understand what he is, what he is capable of. I must pursue him into the Labyrinth and somehow, though I don’t yet know how, prevent his escape. The longer we delay the harder it shall be for me to find him.”

“You don’t know that!” I said, “You don’t know what truly lies beyond life.”

“Perhaps not,” Vardas said, “but I do know that I must do all that is within my power to protect the world from Mikkal, in this life or any other. I can entrust this generation to you now. You are ready.”

With that, he handed me his bow. As I nocked the arrow and raised it, he nodded with the grim determination I recognised and loved in him.

Yet, as I drew back to shoot, something incredible happened. As I looked at Vardas, I could see, not one, but a dozen – maybe more – people looking back at me. The aura of confusion and rebellion that Vardas and I had battled since entering Mikkal’s lair vanished, and, before my eyes, Vardas faded away, leaving behind his clothes and satchel.

To this day, I cannot adequately describe the sensation of being in the presence of a true ascension. Yet I take reassurance from the truth that the Labyrinth of Ages is now under the watchful guardianship of Vardas the Paragon of Vigilance.

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Varushka economic interests (Redirected from Varushka Economic Interests)

Varushka may be dangerous, but it is also rich. Varushka does not export many finished goods. Varushkan craftsmen tend to craft for their family and community, not for the wider world. The true wealth of the nation lies in raw materials, and in that it has become a great provider for the Empire. It is famous for its high quality furs, which are sold all over the Empire, and the nation is home to many species of majestic hardwoods whose timber is in high demand. Not just timber is produced from the woods; amber is a common export, and many Varushkan men and women sport amber jewellery.

The bones of the land itself are valuable. There are rich deposits of iron and precious metals, and quarries that produce both fine quality stone and beautiful precious gemstones. Honey and mead are both common Varushkan exports. Varushkan honey is a delicacy, with different regions producing different types of honey. Connoisseurs talk about Varushkan honey in the same way one might discuss fine wine or cheese.

In Varushka, nothing is free. The supernatural threats of the nation often seem strongest where the wealth is greatest, and those seeking to make their fortunes must contend with the malign creatures that come in darkness. As a result, operating a Varushkan mine or lumberyard, or entering the forests to hunt and trap, is not an entirely mundane business. It is dangerous to harvest the bounty of an area that is claimed by a sovereign unless the creature is subject to a compact, agreement or binding. Only by following these rules may the resources be gathered safely. For example, a Varushkan lumberjack might mark trees in a certain area with a sigil the day before they plan to fell them; if the sigil is gone when they return the next morning, they know that the tree is claimed by a sovereign and cutting it down will have dire consequences.

While Varushka has towns that serve as trade hubs, it has no cities – but this was not always the case. Temeschwar, the greatest city in the north, was once part of Varushka. When the Empire was formed, Maria Ivanova, the boyar of Temeschwar, elected to join her city's fortunes with those of the League rather than remain part of Varushka. While some Varushkans were outraged by this apparent treachery, the majority simply shrugged. The defence of Temeschwar was now no longer their concern; the inhabitants had simply looked for protection elsewhere. Relations remain mostly good, and the city is still a central trade hub for many Varushkan traders. The symbiotic relationship between Varushka – rich in raw materials – and the League – rich in worked goods – has made the fortunes of merchants from both nations.

The Navarr are welcome if irregular visitors to the land. They ensure that every settlement receives news of the wider Empire and provide additional protection to those who want to travel long distances. For their part, visiting Navarr know to keep to the roads and to consult the wise ones and wardens whenever they can, to ensure they do not accidentally break some important taboo and bring disaster down on their own heads and the heads of the people they move amongst.

Many Varushkan villages employ Stzena, local musicians who perform at local civic events and celebrations.

Outposts

Not all Varushkans dwell in the vales; there are countless isolated mines, quarries and similar across the nation where hard men and women work to make their living. Few of these outposts are joined to the network of warded roads that cross the nation and lacking the constant vigilance of a community they must be guarded solely by schlacta. Those who work there are often regarded as foolhardy, desperately gambling their lives to make their fortune.

Most outposts are ruled by a merchant boyar. The best eventually grow to become a true vale, as people settle there to raise a family under the protection of the boyar and their schlacta. The worst have a reputation for iron rule and cruel discipline, a refuge for exiles and anyone prepared to wield an axe and follow orders. Most outposts were worked by orc slaves in the past. That practice has long been abolished but many still retain a fetid air and often employ criminals working off a punishment. Varushkan magistrates keep a close eye on those they can travel to, but the more isolated outposts are difficult to reach.

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Varushka Egregore

Contents

- 1 Mother Varushka

- 1.1 Current Hosts

- 1.1.1 Illya the Warden

- 1.1.2 Sirka the Wise One

Mother Varushka

The Varushkan Egregore spirit is called Mother Varushka, a familial indication of the high respect in which they are held. They epitomizes the Varushkan tradition of a wise one, making time for any who need advice or help.

The Egregore works hard to maintain the hearth magics that keep everyday Varushkans safe. They are particularly concerned to ensure that Varushkans celebrate properly once the sun has set, and likes to test any child thye meets about the nation’s traditions and the meanings behind them.

Current Hosts

There are two current hosts.

Illya the Warden

One is a warden named Illya, usually known simply as "Warden". His fellowship was ambushed by wolves whilst hunting criminals on the roads in Karov and he is the only survivor. Like most wardens he tries to be ready for any situation, aiding Varushka with his Summer rituals in addition to taking the battlefield as a light skirmisher and healer.

Just as all the previous hosts, Warden always carries a distinctive wooden staff painted with dozens of images of virtuous animals. At gatherings he usually wanders from tent to tent, listening to folk’s business and offering words of sage advice.

Sirka the Wise One

The second is Sirka Parakgoosier Bashnya from the Red Tower, known to Varushkan people as Wise One. He looks to the vigilance of the Varushkan people and is always ready to give advice on the virtuous path to take and maybe give a warming bowl of bigos too.

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Varushka hearth magic (Redirected from Varushka Hearth Magic)

Rules

Rules and laws are a powerful hearth magic throughout Varushka. There is a power in self-imposed rules, oaths and bindings. Many of the darkest powers are bound by geases and strictures that render them powerless, or expose their weaknesses. There is a belief that the stronger a creature is, the more profound its weaknesses become. Breaking an oath, rule or law always has profound consequences – this is clearly seen in the rules Varushkans follow to prevent the monsters destroying them. Those who ignore or break this rule rarely live to regret it, and might rile up the supernatural force to the degree that it threatens their friends and family.

This idea of binding is very relevant when dealing with shapeshifters. Varushkan shapeshifters are bound to the form they assume, and while they are being treated as if they were what they appear to be, they cannot change their shape again and are compelled to continue in the role they have assumed. There are many Varushkan stories of Mora being bound to act as a polite guest and leave without hurting their hosts, or of the reckless few who take a Mora as a spouse and meet a terrible end when they mistreat them.

Curses are also important; while other Nations might frown on the use of curses, there is a strong sense of lex talionis (commonly summarized "an eye for an eye") in Varushka. The more fitting a punishment, the more apt for the crime, the more powerful the curse becomes.

Warding

While magical wards are more reliable, there is also a powerful hearth magic in things that guard or keep watch for the approach of danger. Tent posts, lintels and fence stakes are often carved with faces that keep watch against the approach of evil creatures. Fires represent the light that keeps darkness at bay and warning bells have a power to send restless spirits fleeing back into the darkness.

Walls

Walls are a form of hearth magic as well; they are often built with warding symbols carved into them, and many are reinforced with ritual magic. The presence of a wall defines an area as belonging to the people who dwell within it, and many monsters have strictures that prevent them clambering over walls to get at the inhabitants. Some wise ones say that this is the same kind of protection that extends to the roads – that they are “walls laid on their side”.

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Varushka history (Redirected from Varushka History)

The Ushka were the first human inhabitants of this land; their legends claim that they were born, fully formed, from the soil and the shadows beneath the trees. Their villages clustered together in the wilderness, prey for wolves and worse, but they had an understanding of the cruel realities of life in the forest. They made bargains with stronger powers and thus survived, although they often paid a steep price for their survival.

The Vard were cousins to the Steinr, warlike and fierce; they came to Varushka meaning to claim the riches of the land for themselves. When the Ushka encountered the Vard, at first they tried to hide. When hiding failed they tried to make bargains with the Vard. When this too failed, they tried to fight the Vard. When the steel axes and steel shirts of the Vard meant they could not be defeated, they bowed their heads and were conquered. Rather than destroy them, the Vard offered the Ushka a place at their hearth and protection from the shadows beneath the trees. In return the Ushka shared their hard-won wisdom and helped them to survive the dangers that could not be defeated with steel alone.

With the wisdom of the Ushka and the prowess of the Vard, their ancestors defeated or bound many of the monstrous threats that lurked in the wilds. They spread slowly over the land, working together, until eventually the Vard and the Ushka were both gone, and in their place were the Varushkan people who partook of the strengths of both.

Not all the Ushka are gone, however. Early records say that many of the Ushka were assimilated but that the greatest of their sorcerers – who called themselves the “bargainers” – refused to bow their heads. When it became clear the Ushka were outmatched, these bargainers made terrible compacts with the Eternals of the Wasteland, the place Imperial scholars call the Realm of Winter. In return for dreadful sacrifices – and with the promise of more to come – these Volodny hid their hearts outside their bodies, becoming to all intents and purposes immortal. Kept alive by their hatred, and possessed of terrible hungers, they vowed collective vengeance against the Vard and those Ushka they now saw as collaborators.

Joining the Empire

In the time of the first Empress, the Volodny created a terrible champion, Alderei the Fair, who sought to conquer Varushka with the aid of their sorceries. In desperation, the Wise Ones convinced those Boyars who opposed Alderei to turn to the nascent Empire for help. Faced with few choices, many Boyars agreed to become part of the Empire, in return for aid against Alderei. With the strength of the Imperial forces, they were finally able to defeat the Volodny pawn.

Even while the war still raged, the foundations for the Empire were being laid. The nations had agreed to a set of laws and seemed confident that they could be enforced but the cautious Varushkans thought otherwise. They argued that the powerful of each nation could not be trusted to collect the taxes and enforce the law with an even hand. They would find themselves constantly torn by their allegiances to their countryfolk.

This caused outrage, but the Varushkans were adamant, and insisted that the Empire needed dedicated civil servants and judges, whose loyalty was to the Empire only and whose probity was above reproach. In the end each nation agreed to put forward a dozen individuals of good standing. The Imperial Civil Service was created and powerful enchantments were woven to ensure that the Magistrates and other civil servants would be loyal to the Empire and no other cause.

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Varushka leadership (Redirected from Varushka Leadership)

The typical community in Varushka is a vale. These inhabited valleys are usually well fortified, and may be home to a single small town or several villages. Most vales have a leader called a boyar. Anyone can, in theory, become boyar – while it is common for the boyar to be a warrior, there are plenty who are magicians, priests and especially merchants. A boyar generally oversees day-to-day life in the valley and serves as an arbiter to resolve disputes. Their authority stems from the protection from the dangers of the Varushkan wilderness they provide to the vale’s inhabitants.

The boyar is usually assisted in this task by a group of professional warriors called schlacta. Heavily armed and armoured, these soldiers protect their vale from the dangers of Varushka. Most boyars provide weapons, armour and food for their schlacta, in return for their loyalty. A boyar can claim as much land as their schlacta can protect – prosperous, ambitious or wise boyars arrange regular patrols to keep quite large areas safe from wolves and other threats, acting decisively to destroy their lairs before they can threaten the boyar’s vale.

There is no single way that boyars are selected – or, more truthfully, select themselves. In some areas it is common for a single family or group of families to lead a valley for several generations. In other villages there are fierce feuds between a small number of families over who claims the title of boyar. Some vales claim not to have a boyar at all – they are often run by a small council of wise ones – but in these cases it is usually easy for an outsider to point to the leader of that council, the head of the local militia forces, or some form of local sheriff, as being the de facto boyar.

Imperial law has done little to curb the real power of the boyars, which ultimately stems from their ability to withdraw their protection from the community, or from individuals in the community. While this is unlikely to result in immediate death, the next time the wolves gather in numbers those who cannot rely on the protection of the boyar and the schlacta are almost certainly doomed. Despite the cruelty of this practice, there is nothing illegal about it – Imperial Law does not require the boyars to protect the people who live under their auspices.

While some boyars are fair and even-handed and enjoy the respect and love of their community, others rule with a rod of iron. Tyrannical boyars are not necessarily evil men and women. The dangers of Varushka are very real, and sometimes compromises need to be made between freedom and survival. A weak yet well-meaning boyar is often more of a threat to the people they supposedly protect than a strong yet authoritarian boyar whose schlacta maintain rigid order in the face of malignant supernatural evil. “Hard as iron and fair as silver” is meant as a compliment for a boyar who brooks no disagreement with their judgements.

While a boyar is often the effective leader of a valley, it is a foolish leader who neglects to hear the counsel of the wise ones. The wise ones maintain a loose network of communication between valleys, and help to tie the nation together. While their communication is most often used for the transmission of gossip or the spread of useful information, in times of trouble the wise ones are capable of working together to orchestrate effective responses. The relationship between the wise ones and the boyar in a settlement often sets the tone for the entire vale.

Leading a territory

Each territory in Varushka returns a Senator to the Imperial Senate. The process whereby these Senators are selected is a little convoluted, but is built around the Varushkan emphasis on wisdom. The candidates are isolated from the rest of their nation and then brought one-at-a-time before the Egregore. The heart of the nation then asks each of them a series of riddling questions designed to show their wisdom and character. Each candidate is asked the same questions, but they change with each election.

Once the questioning is complete, the answers are taken to a council of wise ones, likewise kept in isolation from the Senate candidates. Wise ones who hold high office – senators and generals, for example – are customarily prevented from taking part in this council. The answers are often presented to the wise ones through the medium of a handful of children so that none know which candidate has given which answer. The children are used to provide the answers so that the wise ones can put a face to each set of answers, even though that face is not that of the actual candidate. Then the wise-ones deliberate and, based on those deliberations, select the Senator. Only when the decision is made is the identity of the successful candidate revealed.

The idea is that by using this blind test, the wise ones cannot be swayed by politics or personal opinion. Varushkans believe that this process returns some of the wisest and least-corruptible members of the Senate, and they are accordingly proud of this selection process.

The senators for each Imperial territory are re-elected at specific equinox and solstices during the year. The senator for Karov is elected at the Summer solstice, the senator for Volodmartz is elected at the Autumn equinox, and the senator for Miekarova is elected at the Winter solstice.

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Varushka lineage and species attitudes (Redirected from Varushka Lineage and Species Attitudes)

Varushkans take a pragmatic approach to lineage – they know well the dangers of judging someone by their appearance. Varushkan families are large, and many people can tell a story of a relative who has lineage. As long as a person with lineage abides by the rules of Varushka, their fellows largely do not care about the touch of magic in their blood.

This touch of the other also draws the attention of the volhov. Many volhov are lineaged or were taught their magic by a lineaged master. When people are troubled by Eternals or their heralds, the volhov know that people with lineage will have an advantage dealing with creatures who share their supernatural roots. If a vale is having trouble with a Summer Eternal, many volhov would rather have the assistance of a naive changeling cook than a schlacta without lineage.

Stories claim that the draughir lineage began in Varushka in a valley beset by terrible famine. A boyar made a deal with a powerful Winter Eternal to save her people but in the process they were transformed into monsters who feasted on rotten meat and the flesh of the dead. Traditionally the Varushkans have a great deal of respect for the pragmatic instincts of the draughir and for their ability to survive, while simultaneously keeping a close eye on them in case their monstrous appetites overwhelm them.

The briar lineage is accepted in Varushka, but its members are not entirely trusted. There is a common prejudice that the willful nature of the briar lineage makes it difficult to follow the rules, and that a briar left to their own devices in a dangerous situation will simply end up harming themselves and others. They are treated as if they are a little slow - and few briars can tolerate this attitude for long.

The Company of the White Stag

The Company of the White Stag is an unpopular changeling fellowship of wardens who concentrate on fighting monsters. Their confidence drives them to take their lives in their hands and risk trying to destroy these creatures wherever they can, taking risks far beyond what their peers consider good sense. Many Varushkans consider these changelings to be a liability – their recklessness and refusal to abide by the rules is a disaster waiting to happen and they are considered anathema and cast out by most other wardens.

The Vodyanoi

The rivers of Varushka are often used to transport raw materials for trade. Some vales along the banks of the most commonly travelled rivers are dominated by clannish merrow boyars who are known for charging hefty tolls for all boats that pass through their territories. Called vodyanoi, the people of these merrow-dominated settlements are seen as grasping and miserly. The common vodyanoi claim is that without the hard work of their schlacta, the rivers would quickly become impassable. They are also accused of various underhand economic practices such as dumping rubble into rivers to prevent trade bypassing them. Calling a merrow a vodyanoi is often an insult.

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Varushka magical traditions (Redirected from Varushka Magical Traditions)

Most Varushkans regard magic as a useful tool to protect people, but one that can also be dangerous. Supernatural evil is rife in Varushka, and magic is often the only counter to the workings of sovereigns, many of whom possess potent occult power themselves. Magic is rarely free however – and Varushkans understand that magical power often involves some sort of sacrifice. Magic is neither good nor evil – the same power that lets a magician bless crops and protect against monsters allows them to spread sickness or kill their enemies. As such magicians are treated with wary respect by sensible Varushkans.

A lot of Varushkan ritual magic revolves around sacrifice. This may involve a literal sacrifice when performing rituals that involve casting valuable items into a fire, or be more symbolic in nature involving shedding of a small amount of a ritualist's blood. There is a strong tradition of bargaining and payment in Varushkan magic that recognises that nothing comes without a price.

Volhov

Varushkan volhov are occult problem solvers who make a study of supernatural powers to better understand and defend against them. They work to unravel curses and defend their allies from monsters, but they also lay curses on those who they think deserve or will learn from them. They aspire to wield magic with an even hand, maintaining an internal balance between positive and harmful magic.

Volhov often specialise in two particular branches of magic. They are interested in magic that wards against and binds supernatural forces for obvious reasons, and volhov who master this particular type of spellcraft are often interested in the Eternals. These entities are dangerous, but several of them seem to have a particular interest in Varushka and they can be bargained with by clever volhov. Further, some volhov actually make contact with sovereigns, either arranging deals that protect their community or working magic to keep the sovereign quiescent.

They also make a study of divination – especially if they are also wise ones. The ability to predict danger or uncover secrets serves them well as advisors, and is often key to uncovering the weakness of an enemy. Volhov know that uncovering a secret is not enough, that they need to find a practical way to use their knowledge to resolve their problems. The volhov embrace practicality and teach that not every problem can be solved with magic – that it sometimes creates more problems than it resolves.

Some volhov are itinerants, travelling the roads between settlements in the company of a warden fellowship or Navarr striding, or trusting their wisdom and magic to protect them when they journey by themselves. This willingness to travel alone adds to their mystique, and there are many stories of cunning volhov encountering and overcoming sovereigns, often staying as their guests for a short time while the sovereign tries to trap them into breaking a stricture and freeing the creature, or dooming themselves.

Volhov have a reputation for being meddlers that is not undeserved. They do not live apart from the other inhabitants of Varushka, and actively involve themselves in the lives of those around them, offering advice or interfering to improve any situation that catches their fancy. A volhov boyar is rare but not unknown; some use magic to empower their schlacta, or hire schlacta who possess practical magical talents of their own. Some volhov boyars have a bleak reputation for making deals with Eternals and sovereigns that protect their people but leave the people of other valleys prey to monstrous depredations.

Volhov are usually aided by a younger apprentice who learns when and how to wield magic. It is common for volhov to possess lineage, and they often prefer to take apprentices who have the touch of “the other” about them, in the knowledge that it makes it easier for them to deal with some Eternals. Volhov tend to dress in dark coloured robes made of hard-wearing fabric and are rarely without their staves. They commonly cover their heads with hoods or hats, and volhov are often described in stories as “shadow faced” as a reference both to their headgear and their mysterious nature. This simple uniform announces their profession to others, and warns them to be respectful.

Cabalists

Magic commonly forms a basis for cooperation in Varushka with skilled practitioners from different vales coming together to form a cabal to work powerful rituals. Cabals vary greatly in their unity and purpose and members may include wise ones, volhov and even wardens. The loosest cabals are little more than ritual teams where individuals whose primary concern is the vale in which they live come together for a time to further their own interests but more unified cabals often have an identity and a purpose of their own.

No two cabals are alike; some make their existence known while others prefer to operate unnoticed. Some occupy ancient fortifications and employ schlacta to protect them and keep unwanted intruders away, while members of others prefer the comforts and community of life in a vale. Some welcome any who would be a member, others invite only the most powerful to join them. The cabals of Varushka rarely challenge the power of the boyars, precious few have the time or the inclination to take on the defense of a vale and its populace, but they are influential and most boyars tread carefully around those who can wield magic. Some cabals favour the philosophy of the volhov, and tend to meddle in the politics of the vales and the nation, while those that favour wise ones tend to serve as a haven for wisdom and assistance when a hard winter brings difficult times.

The most powerful cabals have existed for centuries and often have an agenda of their own; many can trace their roots back to groups of Ushkan magician-mystics known as "bargainers" who specialised in negotiating with the sovereigns in the days before the appearance of the Vard. In the centuries since, as in all areas of Varushkan life, there has been an extensive merging of Ushka and Vard traditions to create something very different to the original small covens.

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Varushka Maps

See Also

- Karov

- Karsk

- Miekarova

- Volodmartz

PRINT INFORMATION - Each map is set to print at A3 size (the resolution varies between 175ppi and 300ppi). Do not print larger than this or it will pixellate. If you print smaller, the quality will improve slightly. Various sizes are available by clicking on the image. To print, make sure you download the ORIGINAL size image (should be between 2700 and 5000 pixels wide. Feel free to add your own textures etc

Maps by Daisy Abbott

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Varushka military concerns (Redirected from Varushka Military Concerns)

The schlacta are the most common group of professional soldiers in Varushka. They stand ready to defend the valleys that form Varushkan society. They are the defensive core that shields the people against its enemies, whether those enemies are ravening wolves, rapacious bandits, or rampaging orcs. The schlacta tend to be the best armed and best armoured of Varushkan warriors, but they also tend to see the most combat. As professional soldiers they tend to favour the heavy weapons of war such as broad swords, war axes and bardiches. This sets them apart from other Varushkans who tend to favour weapons that are also tools – the hammer, bow or spear and most especially the woodsman's axe.

Not all schlacta work for a boyar; any organised group of men and women that fights for a living could be called schlacta. Several travelling merchants maintain schlacta to protect themselves and their caravans. There are even mercenary bands of schlacta who offer their protection to others in return for money.

Some particularly brave – or reckless – Varushkans follow the tradition of the wagon raider. These opportunists seek their fortunes by launching forays into barbarian lands to grab whatever riches can be found. They live in tight-knit communities of hard-bitten veteran soldiers, forming well-defended wagon trains. The wagon raiders are especially skilled in the use of the great pavisse shields, and these hardened gangs are adept at desperate fighting in close quarters. They are also treated with suspicion – there are plenty of stories of wagon raiders who bring back more terrible things than riches when they return from the deep forests.

As well as schlacta, Varushka is home to the warden fellowships who combine martial might with the clever use of amulets, talismans and magical devices to oppose the threats of the Varushkan wilderness. Many wardens are champions of Imperial Law, and they are often seen as romantic, dashing and above all heroic figures by the people of the vales.

Imperial Armies

Varushka fields two imperial armies; the Army of the Northern Eagle and the Army of the Golden Axe.

The Army of the Northern Eagle

The soldiers of this army have long experience of fighting along the northern mountains that border the Thule tribelands. They contain a number of expert mountaineers, ex-prospectors and other specialists who serve as scouts, and have a significant advantage over less-experienced armies when fighting in mountains, forests and marshes. Once the Northern Eagle establishes a presence in a territory, it can prove extremely hard to dislodge.

The first Varushkan General leads the Army of the Northern Eagle, and is appointed (or re-appointed) at the Summer solstice each year.

The Army of the Golden Axe

The history of the Army of the Golden Axe is a history of sustained assault, horrible battles and massive losses. The Varushkan soldiers are philosophical - someone has to do the hard work - but also adaptable. They consider themselves good at surviving odds that would devastate other armies; they are known for ruthlessly crushing all opposition during their slow grinding advance through enemy territory. Pessimism has become the norm for the officers of this army, although their dire pronouncements of failure are often rendered incorrect by their own heroism and fortitude.

The second Varushkan General leads the Army of the Golden Axe, and is appointed (or re-appointed) at the Winter solstice each year.

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Varushka music (Redirected from Varushka Music)

Contents

- 1 The Music of Varushka

- 1.1 Style summary

- 1.2 Commonly known songs

- 1.2.1 A musical tradition

- 1.2.2 One for the kids

- 1.3 Further examples

- 1.3.1 Warding Songs

- 1.3.2 Funeral Songs

- 1.3.3 Drinking Songs

- 1.3.4 War Songs

- 1.3.5 Other Songs & Poems (unsorted)

- 1.3.6 Instrumentation and tunes

- 1.3.7 Other performance traditions

- 1.4 How to adapt your repertoire

- 1.5 Our sources

The Music of Varushka

Style summary

Varushkan music is rich and full-bodied, following a long tradition of being used to keep both the cold and the horrors outside at bay. Choral singing, accordions, violins and hurdy-gurdies all find their place with the Varushkan love of discords resolving into rich harmony; the normally stoic people find an outlet for grief, love and joy in their music that they would find hard to express in any other way. A vein of melancholy runs through their music - minor keys are more common than major.

Varushka draws on the real world traditions of Eastern European and Balkan music, in particular Georgian, Bulgarian and Russian songs and Yiddish or klezmer instrumental music.

Commonly known songs

- Marching song This simple melody has echoed wherever the Varushkan army has fought - the night before battle, on the way to the battlefield and accompanying them home in victory or defeat. Often led by one singer with everyone joining in the chorus.

- Raise up your glass to Varushka The toasting tradition in Varushka is a huge part of their culture. Here is a famous musical toast.

- Mother Varushka Goes to War A rousing battle song.

- The Beast of Volgadurn A cautionary poem for monster hunters, often recited rhythmically and dynamically, and accompanied by stamping feet and clapping.

- One More Vodka - drinking song.

- Hearth and Home - nostalgic travelling song, easy

- Song to Keep the Dark Away - a.k.a. the oompah song

- Day Song and Night Song - two songs that are commonly used for warding as night falls.

- Feast of the Loom - most vales have a version of a song that is sung at the Feast of the Loom. Here is one version.

A musical tradition

Toasting is very common in Varushkan culture. Pretty much every major event - weddings, funerals, births, victories, defeats, change of leadership, ceremonies of adulthood - will lead to both spoken and sung toasts. A typical Varushkan toasting song has very few words: the old-fashioned songs use "mravalzhamier" meaning 'good health' although others are sung to similar sentiments, or sometimes the name of the person being toasted or simply "Varushka!". Toasting Songs often start slowly and speed up and can be sung in full harmony or led by one singer. Some examples: Mravalzhamiers and Raise up your glass to Varushka, or use Here's A Health to the Company which is a drinking song known throughout the Empire.

Many Varushkan towns and villages employ a Stzena, a band of musicians who perform at civic functions, local events and public ceremonies. Historically, these were sentries who kept night vigils and raised the alarm in case of attack from monster, barbarians and raiders by blowing on trumpets and beating drums. As the wardens grew in strength and reach, the Stzena turned their skills to music and served their community in a different way, but some still take their secondary role as watchmen very seriously.

One for the kids

- The North wind doth blow

Further examples

Warding Songs

- Wardens of Varushka - easy call and response song (3 part harmony optional)

- Day Song and Night Song - two songs that are commonly used for warding as night falls.

- Varushkan Warding Song

Funeral Songs

- Footprints - medium Varushkan funeral song about Courage and the Labyrinth.

- Here's To Varushka - rousing song for wakes.

Drinking Songs

- Raise up your glass to Varushka - some toasting songs

- Mravalzhamier - some more toasting songs

- One More Vodka - drinking song.

- Ballad of the Schlacta - easy and fun drinking song

War Songs

- Mother Varushka Goes to War A rousing battle song.

- Brave Varushka Forth

- Marching song - medium difficulty

Other Songs & Poems (unsorted)

- The Beast of Volgadurn - poem about a monster

- Beneath the Skin

- The Walker of the Snow

- The Sovereign- haunting ballad

- Hurry, Hunter

- Build The Fires High

- Dos Vidanya

- If Varushka Wills

- Mother Varushka

- All The Ushka

- Keep the Fires Burning

- Lord of Winter

- Child of the Mountain

- The Brewer's Lesson

Instrumentation and tunes

Violins, accordions, reeded woodwind, hammered dulcimer if you've got one! Music is drawn from Eastern European gypsy music, klezmer, or any fast tunes written in a klezmer scale. More info on klezmer scales.

Varushkan rhythms - and how to do them

Other performance traditions

- Dancing, set dances like ceilidh circle dances but typically dancers will come out of the line to do their own thing before rejoining the set moves. Avoid Cossack dancing!

How to adapt your repertoire

- Avoid cliched Russian tunes like the Tetris theme music (good though it is!)

- Start very slow and speed up!

Our sources

Georgian, Serbian, Croatian, Czech, Moravian and Bulgarian folk as well as traditional Russian songs. Artists: Bulgarian State Television Female Vocal Choir; Georgian Voices; Northern Harmony, Kitka, [www.youtube.com/user/yaleslavicchorus Yale Slavic Chorus]

Here is a youtube playlist of appropriate or inspiring music.

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Varushka territories (Redirected from Varushka Territories)

Varushka spreads across the north and north-eastern borders of the Empire. It is a wild land, a mixture of difficult hills, dark forests, unpleasant marshes and fast rivers. The terrain has helped shape the nation, and has contributed to the relative isolation of its settlements. It is also a prosperous nation - the bounty of its forests and mines provide the Varushkans with great wealth.

It is also a land of danger; the monsters of Varushka are well known, but the wide wilderness holds dangerous other than the claws of the walking dead or the bite of a maddened bear-horror. It is easy to get lost in Varushka, if one strays too far from the vales and the roads that connect them.

Contents

- 1 Karov

- 2 Miekarova

- 3 Volodmartz

- 4 Karsk

Karov

The rich heartland of the nation, and the wealthiest territory in terms of timber and amber, this is where most outsiders think of when Varushka is mentioned. The vales here exist among rich forests, where they have not been cleared to make way for small farms. Karov has the largest towns in Varushka, and the majority of its boyars come from this relatively civilised territory. A great deal of trade happens in Karov, with wagon trains and river barges carrying raw materials south to Temeschwar and north to more isolated valleys who are in need.

Miekarova

Miekarova is more heavily forested than the rest of Varushka. It is known for its furs, for its hunting, and for its particularly harsh winters. Snow regularly falls here for up to six months in the year, and it is common for vales to be snowed-in during the darkest months. The wolves of Miekarova are especially savage, and every few years or so gather in great hordes that sweep down out of the north, threatening the unwary and causing widespread trouble until they are eventually dealt with. Plaguewulfs are more common here than anywhere else in Varushka, and the sovereign believed to be their progenitor, The Howling Queen, is said to slumber somewhere beneath the hills of north-eastern Miekarova. .

Volodmartz

The mountains of Volodmartz are rich in timber and ore. There are comparatively few vales here, and the boyars have a reputation for being particularly iron-fisted. Much more common are outposts, scattered across the brooding hills and growing rich from the mineral wealth they exploit. Both tend to be very well fortified, and not without reason. There are dark things in the peaks north of Volodmartz - creatures too wicked to live in Thule lands, or spawned in the lightless depths beneath the mountains. Plenty of folk tales tell of malign horrors that burrow under the earth, emerging without warning to overwhelm the foolish. The Volodny had their old centre of power in Volodmartz, and it was here that Alderei the tyrant-boyar was defeated by the Imperial Army. The ruins of his strongholds still lie beneath the forest canopy.

Karsk

This has always been a war-torn land. The scene of many vicious battles against the barbarians since before Varushka joined the Empire, it is scattered with fortresses, battlefields and ruins. It has an accursed reputation, and many stories refer to the "bloated crows of Karsk, grown fat from human flesh and suffering." At one time this territory was home to numerous merchant boyars who became rich capturing and enslaving orcs to work in the mines of Volodmartz. When the [Imperial orcs]] joined the Empire and it became illegal to keep orcish slaves, the senator for Karsk was brutally murdered during a meeting with a dozen now-ruined Karsk boyars. It was conquered by the Thule in 368YE, and liberated by the Empire in 377YE - although how long it will remain free is difficult to judge.

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Varushka children

Varushkan children are treasured, but they are also a source of constant worry to their parents. They are often naive, and their innocence of the dangers and rules of Varushkan life can bring harm not only to themselves but to their families. In a land where harsh winters can sometimes mean shortages of food, another mouth to feed can be a blessing but also a burden.

There are many sovereigns and Winter Eternals who desire children for their own purposes, and stories tell of the bargains they strike with unscrupulous or desperate parents in return for their offspring. There are also monsters who feast on children, or who carry them off as servants and entertainment. Some of these children are twisted by their captors and returned to prey on their parents in turn.

Children are often dressed in bright clothing to make it easier to spot them against the dark wood of the Varushkan forests. Innocence is a powerful protection in Varushka. They are taught to stay close to adults who can protect them from the dangers of Varushkan life. They are expected from an early age to help with chores such as cooking and cleaning. It is impossible to keep them in sight at all times however, and it is assumed that a child who is not being watched is getting up to mischief.

Varushkan children are taught a powerful warding that draws on its owner’s innocence and fear. By presenting the talisman boldly in front of them a young child can turn dark creatures aside, keeping them safe. Unfortunately this protection extends only to the child themself; the parents and older siblings are fair game for the monsters of Varushka. The power of the talisman wanes as a child ages and most children find them useless long before they reach their majority.

Things every child should know

- Don't trust strangers. Danger can take pleasing forms in Varushka, do not trust people you do not know.

- Listen to your elders. They can teach you wisdom which will protect you from the dangers of the wilds.

- Use your wits first and your talisman last. It will only work so many times, so save it for when you really need it.

- Stay alert. Look for things that are out of place and warn the adults about them.

- Don't cry wolf unless it is for real. Those who pretend danger is coming will not be listened to when it comes for real, and then everyone suffers.

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Varushka costumes

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

Note: The tone and style of this page may need editing. All costume advice pages should be written in third person voice, using verbs that make clear that this page is advice, not direction.

Contents

- 1 Overview

- 2 10 Quick Tips

- 3 Making Guide with Examples

- 3.1 Children

- 4 Inspiration

- 4.1 Colours

- 4.2 Research

- 4.3 Shops

Overview

Varushkans' grim outlook on life is contrasted by their clothes, which are beautiful, bright and warm. Perhaps as a remedy to the cold and dark of their lands, they take great pride in intricately embroidered shirts, richly coloured trousers and warm fur trim on coats and hats. Varushka is primarily influenced by Rus and Slavic costume and players can draw heavily from these sources for their costumes. The traditional Slavic white shirt or dress with red embroidery at the hem is a favourite for Varushkans, and the Rus trousers, hats and wrap over coats provide inspiration for the rest of the nation.

10 Quick Tips

- There's no need to spend £££'s on expensive fabrics - in Varushka it's all about the trim. Market stalls are great for bias tape, and embroidered ribbon in various widths.

- Fur can be ethical - whether you choose vintage real fur (ask in charity shops they often keep it in the back room); look for a sale after a licensed cull of animals or seek out good quality fake furs from fabric stores Fabrics Online

- Fake fur sold as 'fun fur' has a tendency to matt and go manky really quickly (and the designs are often a bit garish) so is probably best avoided

- Silks and velvets may be worn by the rich - but it'll often be as the trim with the work-wearing fabrics of linen, wool, leather, cotton still being used for the main garment - so only small amounts are needed.

- If you don't fancy embroidering from scratch and want more than just a border, some re-enactment stores have the Rus or Slavic style embroidered shifts and blouses for sale, and they also pop up in unusual places like Christmas Markets.

- Similarities between Varushkan and Wintermark costume (wrapped trousers, tunics, lots of fur) shows the shared heritage between the cultures - to err towards Varushka and away from Wintermark ensure trousers are baggy from waist to knee; use fur as trim in bands and hems, rather than loose pieces and opt for open fronted tunics cut on a diagonal layered over a white base layer rather than standard pulled over the head shapes.

- to stay warm go for multiple layers - it really does work.

- shawls are great as traditional family pieces and can often be found in charity shops or jumble sales

- Wigs are a great time saver for Wise Ones - all sorts of talismans and pieces and can be braided in and the whole thing removed to sleep in comfort - and ebay, charity shops and even Claire's Accessories are a great source for the bits and pieces you might need

- To avoid confusing a Wise One with a Kallavesi, steer clear of feathers or animal headdresses, and avoid looking like a Navarr by not using warpaint.

Making Guide with Examples

There are lots of choices for making a base layer. Whether it is a smock, blouse, dress or simple t-tunic it'll usually be white.

- Smock for men, women and children

- Roumanian Blouse

- Afghan Nomad Dress

- How to make a t-tunic

- T-tunic instructions

- Reconstructing History pattern RH018

For trousers its simply a case of taking any baggy trousers pattern and then strapping below the knee.

For coats, the style that is most traditional is fitted to the waist then with a flaring skirt.

- Turkish coat

- Tibetan coat

- Rus coat

And hats have a wealth of possibilities.

- Rus style hat

- Skullcap pattern

- Skullcap pattern

- Skullcap pattern

- A simple tutorial for making a fur hat can be found here on the wiki.

Children

Costume for Varushkan children follows the traditional styles and emphasis on bright colours. For toddlers and babies, traditional smocks, or simple t-tunics and drawstring trousers are simple and easy to pull-on garments, that can be made in linen or cotton for easy washing! These types of clothes also have plenty of flexibility in terms of size, meaning you'll get more than one year's use out of them. Traditional children's smocked dresses are easy to find in white and often have red or blue embroidery. These are an excellent simple costumes for babies and small children in Varushka.

When making costumes for smaller children, remember to avoid anything tight around the neck - strings, cloaks, hats on cords etc and in addition, all tabards should secure under the arms. Make sleeves and armholes wider than needed; they're the bits that get tight as they grow. Neck holes also need to be bigger than for adults or should fasten at the back.

- Information on clothes and swaddling for babies

- Patterns for Medieval children's clothes

- Kittle

- Revival Clothing's Premade items for children

- Gambeson's Premade items for children

Inspiration

See where some of the ideas came from:

Colours

Bright vibrant colours predominate, especially brilliant red, yellow and blue and are worn with white, black and grey.

Research

- http://pinterest.com/medabeaks/empire-inspirations/

- http://pinterest.com/captinron/varushkan-inspiration/

- http://pinterest.com/thetriggerbug/slavic-nation-empire-lrp/

- Tumblr

- Wolfhound (Russian, Spanish dubbed)

- Bulgarian costume

- Embroidered folk costumes

Shops

- http://armstreet.com/

- Jorgencraft make beautiful period costume.

- http://www.dein-larp-shop.de/index.php?language=en

- http://www.larp-fashion.de/

- http://www.planettrading.co.uk

- http://www.wulflund.com/

- https://www.facebook.com/groups/115644428575951/ - Custom

- http://www.etsy.com/shop/NeedlesAndChisels?section_id=11353342

- https://www.mytholon.com/index.php?language=en&osCsid=c3d32892e5cffd1811fba68f300c2ab5

- Custom Costume Company Bespoke designs for re-enactors and roleplayers

- The Midgard Seamstress Custom made UK LARP and Re-enactment costumes

- Totally Leathered Totally Leathered provides custom tooled leatherwork & bespoke armour.

- Idiom Productions Costume and Props Workshop creates custom hand-tooled leather armour, clothing and LRP weapons

- Darkblade Leather lamellar and Leather scale

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Varushka culture and customs

Family

A respect for family is central to Varushkan culture. Varushkans commonly use familial titles to show respect and friendship. Friends may call each other Cousin, or even Brother or Sister if they are particularly close. Calling someone Uncle or Aunt indicates a significant degree of respect and acknowledges someone’s seniority and authority while Grandfather or Grandmother is usually used for the oldest and most respected members of the community. Individuals honoured in this way are usually treated just like any other family member.

Old age commands respect in Varushka. Older relatives who pass their wisdom and experience down to the younger generations are treasured. To the Varushkans, long years both grant and demonstrate wisdom. Fools die young, and their strength does not save them. Varushkan folklore includes countless stories where the young hero gets into trouble after ignoring the advice of their elders.

Often this tradition of the older generation passing their wisdom to the younger is demonstrated in the form of an apprenticeship. Rarely formalised, it is especially common with magicians and priests. An older individual takes a younger one "under their wing" and imparts their wisdom while engaging in day-to-day activities. The younger individual, for their part, helps the older in any number of ways, often serving as an assistant or conversational foil, for example.

Parting

Contents

- 1 Family

- 2 Parting

- 3 Hospitality

- 4 Celebration

- 4.1 The Feast of the Loom

- 4.2 The Winter Market

- 5 Funerals

Varushkans have a tradition of gift giving before and after a significant journey. When a Varushkan leaves their family for the first time, there is usually a ceremony to mark the occasion, a celebration that culminates with one or more gifts. Travellers sometimes do not come back, or come back changed, so when family return from such travels, there is a second celebration where the returning traveller is expected to give gifts in their turn. Traditionally the gifts given to a departing family member are usually practical, while gifts given by the returning family member are usually decorative mementos of the traveller's journey.

The Varushkan people cannot afford to suffer the foolish or indulge the lazy for long. The slothful, the ignorant, the arrogant and the petty criminal – anyone whose presence is no longer tolerable – receives an unlooked for parting ceremony, receiving the traditional departure gifts of a travelling cloak, a sack, a meal of bread and cheese, and a stout staff before effectively being exiled. Such individuals either learn harsh lessons in self-sufficiency or die in the wilderness between vales. The luckiest fall in with a group of travelling Navarr, while others end up joining a new community, become bandits or leave Varushka forever. While some hold grudges against the vales that threw them out, those who learn from their experiences and become better people feature strongly in Varushkan folklore.

One particular parting tradition is performed on the eve or the morning of battle, or before an especially long or perilous mission. Most often a spouse or lover, but sometimes a close friend or parent, spends time braiding the hair of the loved-one who is leaving into an intricate weave, working charms of protection in as they go. The hair is not untied until they are together again. Those without long hair are often ceremonially presented with a hank of braided animal hair, or knotted yarn, which will be carried until the pair are reunited and untie it together. In much of Varushka this is also performed for the beloved dead as they set off on their last journey - some folk-takes refer to the shame of going from this life with loose hair and thus unloved.

Hospitality

Anyone who lives in Varushka for long learns to be naturally suspicious of strangers. The land has many dangers and some can take a pleasing form if they choose to. Despite this they traditionally offer a warm welcome to any who stay after nightfall. Varushkans rarely let their guard down around strangers, but they know that treating them well is the best way to ensure prosperity and avert danger.

Treating a stranger well is the first step to turning them into an ally, and encourages them to respond in kind – pitching in with the cleaning, the cooking and so on. More importantly, treating a disguised monster well traps them in the role of well-behaved guest. As long as they are not mistreated, they are bound by the rules of hospitality, and they cannot harm anyone. There are several cautionary tales of Varushkans who forget the importance of these customs and bring terrible suffering down on themselves and their families.

Bringing your own food and drink and sharing it with your hosts is a cultural expectation as well as common courtesy. Visitors who break the traditions of hospitality by being rude or taking their hosts for granted may be offered a drink or a meal “for the road”. This phrase is a pointed warning that your behaviour is offending your hosts and the visitor who does not mend their ways faces immediate ejection. Depending on the circumstances a wise visitor might decline the offer and ask instead for a bed for the night. A foolish visitor who accepts the offer or carries on causing offence faces expulsion into the dark night.

Celebration

Day is the time for hard work. Celebrating before the sun touches the treetops implies indolence and invites the land to punish you accordingly. Few celebrations are ever held during daylight and as a result many Varushkans appear dour and parsimonious at first. In fact, they reserve their merrymaking for nightfall when feasts, drinking, dancing, toasting, storytelling and singing abound. Varushkans love dark bread and honey, and many meals start or end with it. Honey is also used to brew mead or create sweets, and bees are a powerful symbol of Prosperity, wealth and the family. Stzena are part- or full-time musicians employed by many towns and villages to play and compose music for local celebrations.

Festivals and feasts are a common feature of Varushkan life; among the most widespread observations are the Feast of the Loom and the Winter Market.

The Feast of the Loom

In the remote and isolated vales of Varushka, superstitions and traditions that date from the earliest days of the Imperial Faith -and perhaps before - persist in hearth magics and festivals. One such tradition is the Feast of the Loom, a winter celebration that traditionally begins at dusk on the first night of the Winter Solstice, when Varushkans gather around the hearth to share food, drink, songs and stories (in particular, this song ). Any Stzena present often begin the proceedings by performing, though their role throughout the night is more to encourage the participation of others than to provide continual entertainment themselves.

The Loom after which the festival is named comes from one of the traditional tales told at this festival. Many vales have their own version, which tells of three sisters whose children wander too far from their house and lose themselves in the woods. One sister tries to draw them back by lighting fires on the edge of the forest, one makes noise with bells, rattles and signing, but only when the third sister brings her loom, and weaves the children's names into cloth with scraps of their clothes and hair do the children remember their families and return home. Taken literally it is told as a children's story to warn against the dangers of straying into the dark forests; allegorically the children are thought to represent to lost souls in the Labyrinth. At this time of year, some Varushkans still cling to the primitive superstition that the labyrinth is passing closest to the mortal realm and that songs and tales told of the departed will be heard by the souls of the Virtuous dead, and hasten their rebirth. It is traditional in some vales for a simple loom to be hung near the Hearth, where are all welcome to weave scraps of ribbon, cloth or hair into a rug or blanket over the course of the Festival.

The Winter Market

No season in Varushkha can be said to be easy, but for the unprepared, Winter especially can prove fatal. When the air cools and the blizzards begin in the northern territories, it is only a matter of time before the roads become impassible, adding the perils of avalanches, deep crevasses and freezing temperatures to the ever-present fear of Wolves. Travel becomes difficult, and trade near impossible. For that reason, many Varushkans make an annual Autumn journey to the largest settlement nearby, to stock up on all that they need to see them through the Winter months.

Many vales hold a formal Winter Market, and take the opportunity to celebrate with their neighbours before returning to their homes to wait out the season. Traditionally shopping for food, furs, and textiles is done during the afternoon, with entertainment and sweets provided for children and hot spiced wine for adults. One tradition involves giving older children a pouch of money and a shopping list, and telling them they have exactly the right amount of coin for the goods they are to buy. Children quickly learn that the harder they bargain and the more carefully they shop, the more coin they have to spend on themselves, learning valuable skills in the process.

When dusk comes the market usually pauses while the area is warded against the night. Once that is done the children are usually tucked up in bed, and the Shadow Market begins. Some stalls - often those selling hot wine and food - remain open - others close, allowing their owners to devote themselves to revelry. Music and fire breathing are popular entertainments; puppeteers and storytellers change their daytime repertoire to suit darker and more adult tastes. In some vales the celebration lasts long into the night, the guests knowing that this may be their last chance for some months - or perhaps, forever.

Funerals

A funeral is almost always a sombre occasion in Varushka. The majority of funerals take place during the day, and are restrained affairs marked by eulogies spoken by the closest friends and families of the dead and a blessing from a priest. The body is then buried in a graveyard or corpse garden, wrapped in a shroud traditionally sewn together out of the sheets and blankets from the last bed they slept in before death. Graves are usually dug by the closest relatives of the deceased, rather than by any kind of professional.

After sunset, the tenor of the funeral changes. It is traditional to have a celebratory wake once the sun has set, during which an extra place is set for the dead. It is common for a Varushkan to put an amount of money aside with a trusted friend or a wise one to pay for the wake. The wake often lasts until sunrise, and includes the reading of the will and the distribution of the deceased's property wherever possible.

Varushkans remain buried for around five years, after which their bones are dug up and they are reinterred in an ossuary. The greatly reduced space taken up by an ossuary means that it is possible to store the remains of many more people in a single tomb which is much easier to protect than a sprawling cemetery. Ossuaries often have underground catacombs, and a comparatively small building can serve the needs of an entire vale.

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Varushka economic interests

Varushka may be dangerous, but it is also rich. Varushka does not export many finished goods. Varushkan crafters tend to craft for their family and community, not for the wider world. The true wealth of the nation lies in raw materials, and in that it has become a great provider for the Empire. It is famous for its high quality furs, which are sold all over the Empire, and the nation is home to many species of majestic hardwoods whose timber is in high demand. Not just timber is produced from the woods; amber is a common export, and many Varushkan men and women sport amber jewellery.

The bones of the land itself are valuable. There are rich deposits of iron and precious metals, and quarries that produce both fine quality stone and beautiful precious gemstones. Honey and mead are both common Varushkan exports. Varushkan honey is a delicacy, with different regions producing different types of honey. Connoisseurs talk about Varushkan honey in the same way one might discuss fine wine or cheese.

In Varushka, nothing is free. The supernatural threats of the nation often seem strongest where the wealth is greatest, and those seeking to make their fortunes must contend with the malign creatures that come in darkness. As a result, operating a Varushkan mine or lumberyard, or entering the forests to hunt and trap, is not an entirely mundane business. It is dangerous to harvest the bounty of an area that is claimed by a sovereign unless the creature is subject to a compact, agreement or binding. Only by following these rules may the resources be gathered safely. For example, a Varushkan lumberjack might mark trees in a certain area with a sigil the day before they plan to fell them; if the sigil is gone when they return the next morning, they know that the tree is claimed by a sovereign and cutting it down will have dire consequences.

While Varushka has towns that serve as trade hubs, it has no cities – but this was not always the case. Temeschwar, the greatest city in the north, was once part of Varushka. When the Empire was formed, Maria Ivanova, the boyar of Temeschwar, elected to join her city's fortunes with those of the League rather than remain part of Varushka. While some Varushkans were outraged by this apparent treachery, the majority simply shrugged. The defence of Temeschwar was now no longer their concern; the inhabitants had simply looked for protection elsewhere. Relations remain mostly good, and the city is still a central trade hub for many Varushkan traders. The symbiotic relationship between Varushka – rich in raw materials – and the League – rich in worked goods – has made the fortunes of merchants from both nations.

The Navarr are welcome if irregular visitors to the land. They ensure that every settlement receives news of the wider Empire and provide additional protection to those who want to travel long distances. For their part, visiting Navarr know to keep to the roads and to consult the wise ones and wardens whenever they can, to ensure they do not accidentally break some important taboo and bring disaster down on their own heads and the heads of the people they move amongst.

Many Varushkan villages employ Stzena, local musicians who perform at local civic events and celebrations.

Outposts

Not all Varushkans dwell in the vales; there are countless isolated mines, quarries and similar across the nation where hard men and women work to make their living. Few of these outposts are joined to the network of warded roads that cross the nation and lacking the constant vigilance of a community they must be guarded solely by schlacta. Those who work there are often regarded as foolhardy, desperately gambling their lives to make their fortune.

Most outposts are ruled by a merchant boyar. The best eventually grow to become a true vale, as people settle there to raise a family under the protection of the boyar and their schlacta. The worst have a reputation for iron rule and cruel discipline, a refuge for exiles and anyone prepared to wield an axe and follow orders. Most outposts were worked by orc slaves in the past. That practice has long been abolished but many still retain a fetid air and often employ criminals working off a punishment. Varushkan magistrates keep a close eye on those they can travel to, but the more isolated outposts are difficult to reach.

The Oathwright lay unopened in Pavel’s hands. He played gently with the corners of the white paper with his fingertips before setting it down on the desk. He rose slowly and with a sigh, crossing to the window and pressing his forehead against the chill glass. The streets of Delev were busy, even at nightfall, and he could hear the chanting of Wardens in the distance as they marched near the palisade. The clustered townhouses and drifting people were a sign of the town’s growing prosperity.

It was the prosperity which troubled Pavel.

“The Singing Caves Retaken.”

Turning back to the desk, picking the day’s copy of the Pledge from the bin he read the same headline in its crumpled pages. He thought he heard gruff voices for a moment, echoing roughly as though reflected by sheer walls of granite and glanced toward his bookcase. A guilty moment, but enough to take in the early volumes of ledgers and accounts wedged into the most inconspicuous space at the bottom. The cracked spines loomed, and seemed to grow in his mind’s eye into a rock face. He slumped down next to the worn leather, and ran his finger gently along the top of the oldest records.

“The Singing Caves.”

Again the distant singing. Not of Wardens, but the defiant, raucous noise of a hundred tribes drowned by time and stone and Prosperity. Made loud now by guilt. Pavel pulled a ledger from the row, the engraved leather bearing the name of his grandmother, an icon in his family and the second Novak to run a trade through the difficult mountainous paths of northern Miekarova. Rich trade, which had run through the Empire and into the multitude of mines and farms and ports. And to the Singing Caves, the great Marcher mithril mine. His hands worked ahead of his mind now, leafing through the pages of prosperous trade deals, accounting and material movements until they reached a section more dog-eared than the rest. The title written in the neat, warm handwriting of his father’s mother.

The Singing Caves

Shadows from the fireplace flickered gently around Pavel as he bent to read. His heavy sigh drowned out in his head by the ceaseless moaning of a lost generation. Varushkans make oaths with everything; the land, spirits of the natural world, Paragons and their totems. Not least of all pacts are made with the past, and the singing must be satisfied. He began to read.

Tragg of Otkodov and family to Singing Caves. 4 Thrones, 3 Crowns, 0 Rings

Bannak of Verthandi and family to Singing Caves. 5 Thrones, 0 Crowns, 8 Rings.

Usshak of Otkodov and family to Singing Caves...By David Stibbards

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Varushka hearth magic

Rules

Rules and laws are a powerful hearth magic throughout Varushka. There is a power in self-imposed rules, oaths and bindings. Many of the darkest powers are bound by geases and strictures that render them powerless, or expose their weaknesses. There is a belief that the stronger a creature is, the more profound its weaknesses become. Breaking an oath, rule or law always has profound consequences – this is clearly seen in the rules Varushkans follow to prevent the monsters destroying them. Those who ignore or break this rule rarely live to regret it, and might rile up the supernatural force to the degree that it threatens their friends and family.

This idea of binding is very relevant when dealing with shapeshifters. Varushkan shapeshifters are bound to the form they assume, and while they are being treated as if they were what they appear to be, they cannot change their shape again and are compelled to continue in the role they have assumed. There are many Varushkan stories of Mora being bound to act as a polite guest and leave without hurting their hosts, or of the reckless few who take a Mora as a spouse and meet a terrible end when they mistreat them.

Curses are also important; while other Nations might frown on the use of curses, there is a strong sense of lex talionis (commonly summarized "an eye for an eye") in Varushka. The more fitting a punishment, the more apt for the crime, the more powerful the curse becomes.

Warding

While magical wards are more reliable, there is also a powerful hearth magic in things that guard or keep watch for the approach of danger. Tent posts, lintels and fence stakes are often carved with faces that keep watch against the approach of evil creatures. Fires represent the light that keeps darkness at bay and warning bells have a power to send restless spirits fleeing back into the darkness.

Walls

Walls are a form of hearth magic as well; they are often built with warding symbols carved into them, and many are reinforced with ritual magic. The presence of a wall defines an area as belonging to the people who dwell within it, and many monsters have strictures that prevent them clambering over walls to get at the inhabitants. Some wise ones say that this is the same kind of protection that extends to the roads – that they are “walls laid on their side”.

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Varushka history

The Ushka were the first human inhabitants of this land; their legends claim that they were born, fully formed, from the soil and the shadows beneath the trees. Their villages clustered together in the wilderness, prey for wolves and worse, but they had an understanding of the cruel realities of life in the forest. They made bargains with stronger powers and thus survived, although they often paid a steep price for their survival.

The Vard were cousins to the Steinr, warlike and fierce; they came to Varushka meaning to claim the riches of the land for themselves. When the Ushka encountered the Vard, at first they tried to hide. When hiding failed they tried to make bargains with the Vard. When this too failed, they tried to fight the Vard. When the steel axes and steel shirts of the Vard meant they could not be defeated, they bowed their heads and were conquered. Rather than destroy them, the Vard offered the Ushka a place at their hearth and protection from the shadows beneath the trees. In return the Ushka shared their hard-won wisdom and helped them to survive the dangers that could not be defeated with steel alone.

With the wisdom of the Ushka and the prowess of the Vard, their ancestors defeated or bound many of the monstrous threats that lurked in the wilds. They spread slowly over the land, working together, until eventually the Vard and the Ushka were both gone, and in their place were the Varushkan people who partook of the strengths of both.

Not all the Ushka are gone, however. Early records say that many of the Ushka were assimilated but that the greatest of their sorcerers – who called themselves the “bargainers” – refused to bow their heads. When it became clear the Ushka were outmatched, these bargainers made terrible compacts with the Eternals of the Wasteland, the place Imperial scholars call the Realm of Winter. In return for dreadful sacrifices – and with the promise of more to come – these Volodny hid their hearts outside their bodies, becoming to all intents and purposes immortal. Kept alive by their hatred, and possessed of terrible hungers, they vowed collective vengeance against the Vard and those Ushka they now saw as collaborators.

A more in-depth document discussing the history of the Vard and the Ushka, and of early Varushka, can be found here.

Joining the Empire

In the time of the first Empress, the Volodny created a terrible champion, Alderei the Fair, who sought to conquer Varushka with the aid of their sorceries. In desperation, the Wise Ones convinced those Boyars who opposed Alderei to turn to the nascent Empire for help. Faced with few choices, many Boyars agreed to become part of the Empire, in return for aid against Alderei. With the strength of the Imperial forces, they were finally able to defeat the Volodny pawn.

Even while the war still raged, the foundations for the Empire were being laid. The nations had agreed to a set of laws and seemed confident that they could be enforced but the cautious Varushkans thought otherwise. They argued that the powerful of each nation could not be trusted to collect the taxes and enforce the law with an even hand. They would find themselves constantly torn by their allegiances to their countryfolk.

This caused outrage, but the Varushkans were adamant, and insisted that the Empire needed dedicated civil servants and judges, whose loyalty was to the Empire only and whose probity was above reproach. In the end each nation agreed to put forward a dozen individuals of good standing. The Imperial Civil Service was created and powerful enchantments were woven to ensure that the Magistrates and other civil servants would be loyal to the Empire and no other cause.

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Varushka icons and artistry

Animals in their roles as embodiment of the Imperial Virtues are common elements in Varushkan jewellery, heraldry and decoration. They are worn as belt buckles, symbols carved into the belt leather or charms and embroidered onto patches or into the decoration of a garment.

Symbols of warding are common, and take the form of eyes and faces that watch vigilantly for danger, stars and moons that represent the light that comes at night, images of torches and burning brands, and symbols of swords and shields that represent armed might. Some symbols of the Imperial Faith are used as well, especially the labyrinth which represents a hope that monsters will become lost and unable to find the bearer. Many Varushkans wear a talisman or amulet with a personal symbol that represents protection carved on it, and gifts of protective talismans are common between family members and lovers. The efficacy of these wardings is questionable if they are not supported by other magic, but they are often useful for inspiring confidence and reminding the bearer that they are not alone no matter how dark their situation might be.

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Varushka leadership

The typical community in Varushka is a vale. These inhabited valleys are usually well fortified, and may be home to a single small town or several villages. Most vales have a leader called a boyar. Anyone can, in theory, become boyar – while it is common for the boyar to be a warrior, there are plenty who are magicians, priests and especially merchants. A boyar generally oversees day-to-day life in the valley and serves as an arbiter to resolve disputes. Their authority stems from the protection from the dangers of the Varushkan wilderness they provide to the vale’s inhabitants.

The boyar is usually assisted in this task by a group of professional warriors called schlacta. Heavily armed and armoured, these soldiers protect their vale from the dangers of Varushka. Most boyars provide weapons, armour and food for their schlacta, in return for their loyalty. A boyar can claim as much land as their schlacta can protect – prosperous, ambitious or wise boyars arrange regular patrols to keep quite large areas safe from wolves and other threats, acting decisively to destroy their lairs before they can threaten the boyar’s vale.

There is no single way that boyars are selected – or, more truthfully, select themselves. In some areas it is common for a single family or group of families to lead a valley for several generations. In other villages there are fierce feuds between a small number of families over who claims the title of boyar. Some vales claim not to have a boyar at all – they are often run by a small council of wise ones – but in these cases it is usually easy for an outsider to point to the leader of that council, the head of the local militia forces, or some form of local sheriff, as being the de facto boyar.

Imperial law has done little to curb the real power of the boyars, which ultimately stems from their ability to withdraw their protection from the community, or from individuals in the community. While this is unlikely to result in immediate death, the next time the wolves gather in numbers those who cannot rely on the protection of the boyar and the schlacta are almost certainly doomed. Despite the cruelty of this practice, there is nothing illegal about it – Imperial Law does not require the boyars to protect the people who live under their auspices.

While some boyars are fair and even-handed and enjoy the respect and love of their community, others rule with a rod of iron. Tyrannical boyars are not necessarily evil men and women. The dangers of Varushka are very real, and sometimes compromises need to be made between freedom and survival. A weak yet well-meaning boyar is often more of a threat to the people they supposedly protect than a strong yet authoritarian boyar whose schlacta maintain rigid order in the face of malignant supernatural evil. “Hard as iron and fair as silver” is meant as a compliment for a boyar who brooks no disagreement with their judgements.

While a boyar is often the effective leader of a valley, it is a foolish leader who neglects to hear the counsel of the wise ones. The wise ones maintain a loose network of communication between valleys, and help to tie the nation together. While their communication is most often used for the transmission of gossip or the spread of useful information, in times of trouble the wise ones are capable of working together to orchestrate effective responses. The relationship between the wise ones and the boyar in a settlement often sets the tone for the entire vale.

Leading a territory

Each territory in Varushka returns a Senator to the Imperial Senate. The process whereby these Senators are selected is built around the Varushkan emphasis on wisdom. The candidates are isolated from the rest of their nation and then brought one-at-a-time before a council composed of the nation's children and the wise ones. Wise ones who hold high office – senators, cardinals, generals, for example – are customarily prevented from taking part in this council.

The young children, working with the Egregore, will ask three questions designed to reveal the Virtue of the candidate, especially their Wisdom. The wise ones listen to the answers but are forbidden to discuss them with the applicant. The children however may ask for clarification or challenge what is said if they choose.

Once the questioning is complete, the wise ones will discuss among themselves which candidate demonstrated the most Wisdom. When they have made their decision, the candidates (and the civil service) are informed of who has been chosen to be senator for the coming year.

The senators for each Imperial territory are re-elected at specific equinox and solstices during the year. The senator for Karsk is elected at the Spring equinox, the senator for Karov is elected at the Summer solstice, the senator for Volodmartz is elected at the Autumn equinox, and the senator for Miekarova is elected at the Winter solstice.

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Varushka lineage and species attitudes

Contents

- 1 Overview

- 2 Specific Lineage

- 2.1 The Company of the White Stag

- 2.2 The Vodyanoi

- 3 Orcs

Overview

Varushkans take a pragmatic approach to lineage – they know well the dangers of judging someone by their appearance. Varushkan families are large, and many people can tell a story of a relative who has lineage. As long as a person with lineage abides by the rules of Varushka, their fellows largely do not care about the touch of magic in their blood.

This touch of the other also draws the attention of the volhov. Many volhov are lineaged or were taught their magic by a lineaged master. When people are troubled by Eternals or their heralds, the volhov know that people with lineage will have an advantage dealing with creatures who share their supernatural roots. If a vale is having trouble with a Summer Eternal, many volhov would rather have the assistance of a naive changeling cook than a schlacta without lineage.

Specific Lineage

Stories claim that the draughir lineage began in Varushka in a valley beset by terrible famine. A boyar made a deal with a powerful Winter Eternal to save her people but in the process they were transformed into monsters who feasted on rotten meat and the flesh of the dead. Traditionally the Varushkans have a great deal of respect for the pragmatic instincts of the draughir and for their ability to survive, while simultaneously keeping a close eye on them in case their monstrous appetites overwhelm them.

The briar lineage is accepted in Varushka, but its members are not entirely trusted. There is a common prejudice that the willful nature of the briar lineage makes it difficult to follow the rules, and that a briar left to their own devices in a dangerous situation will simply end up harming themselves and others. They are treated as if they are a little slow - and few briars can tolerate this attitude for long.

The Company of the White Stag

The Company of the White Stag is an unpopular changeling fellowship of wardens who concentrate on fighting monsters. There are several chapters of this fellowship active in Varushka at any given time, and they tend to be short lived. Their confidence drives them to take their lives in their hands and risk trying to destroy these creatures wherever they can, taking risks far beyond what their peers consider good sense. Many Varushkans consider these changelings to be a liability – their recklessness and refusal to abide by the rules is a disaster waiting to happen and they are considered anathema and cast out by most other wardens.

The Vodyanoi

The rivers of Varushka are often used to transport raw materials for trade. Some vales along the banks of the most commonly travelled rivers are dominated by clannish merrow boyars who are known for charging hefty tolls for all boats that pass through their territories. Called vodyanoi, the people of these merrow-dominated settlements are seen as grasping and miserly. The common vodyanoi claim is that without the hard work of their schlacta, the rivers would quickly become impassable. They are also accused of various underhand economic practices such as dumping rubble into rivers to prevent trade bypassing them. Calling a merrow a vodyanoi is often an insult.

Orcs

Of all the Imperial nations, Varushka is the one most associated in the popular consciousness with the enslavement of the orcs. The Orc Rebellion began in Varushka. The ringleader, Thrace, was a Varushkan slave. The Varushkans were the first people forced to confront the necessity of using their armies against the escaped orcs, and the last to accept the decision of Emperor Ahraz to recognise the orcs as people. Many Varushkans were ruined when the orcs were freed - barely two generations later the violence, and the sense of betrayal by their Imperial allies are still fresh in many minds.

Some Varushkans find the attitude of the other Imperial nations a little hard to swallow - they are quick to remind them that every nation other than the Freeborn kept orcs as slaves for centuries. The farms of the Marches, the fighting pits of the League, and the forests of Dawn were worked by orc slaves just as much as the Varushkan mines were. It is unjust, they argue, that Varushka is painted as the villain, the tyrant who oppressed the ancestors of the Imperial Orcs.

Others, of course, still regret that the orcs were ever freed. There is an undercurrent of bigotry against Imperial Orcs to this day in some corners of the nation - sometimes overt, more often bubbling away beneath the surface. There are people alive today who remember a time when an orc would not look a Varushkan in the eye for fear of a flogging - or worse. Much less talk back to them, or consider themselves the equal of a human.

For their part, the Imperial Orcs avoid Varushka, except to make pilgrimages to the places where certain key events of the rebellion took place.

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Varushka look and feel

Contents

- 1 Overview

- 2 Feel

- 3 Breakdown

- 3.1 Influences

- 3.2 Materials

- 3.3 Colours

- 3.4 Clothing

- 3.5 Decoration and Embroidery

- 3.6 Jewellery

- 3.7 Hats

- 3.8 Armour

- 3.9 Shields

- 3.10 Weapons

- 4 Low status Varushkans

- 5 Wise Ones

- 6 Boyars

- 7 Children

- 8 Animals and Runes

- 9 Things you're unlikely to see

Overview

Varushkans like to display their wealth in their costume. Clothes are usually practical and well made but are made from cloth dyed in bright colours and then intricately embroidered with a dark thread. The use of fur is common, on cloaks, robes and mantles in a range of colours and styles.

Armour and weapons are always solid and well made. For most they are practical pieces made to serve, but the wealthiest Varushkans use ornate designs that serve to strike fear into their enemies. Talismans are widespread, used to help ward off evil.

Also see Varushka costumes and Varushka icons and artistry.

Feel

Dour, stern, uncompromising, wise, cunning, prosperous, rich, powerful.

Breakdown

Influences

Rus and Slavic costume.

Materials

Fabrics are usually a single colour, suitable for embroidery or decoration. Poorer Varushkans use practical and hard wearing materials like wool, felt, heavy cotton, leather - but the fabric is less important than the decoration. Fur is common, but is usually reserved for trim.

Colours

Bright vibrant colours predominate, with white, decorated with brightly coloured embroidery also common.

Clothing

The most common Varushkan costume is a white shirt, tunic or dress, often white or a light colour. This is usually intricately embroidered on the hems, red is traditional but other bright contrasting colours are seen. Garments are sometimes made from wool, but most Varushkans prefer a lighter material. These can be worn in layers for warmth, commonly with different garments in contrasting colours. Warm shawls in bright colours are handed down through families.

Varushkans of all genders frequently wear plain coloured “hero trousers”, baggy down to just past the knee then strapped to the leg. Trousers may be plain or brightly dyed but are usually made from fabric of a single colour; the strapping is another opportunity for a bright contrasting colour, embroidery or both. Coats are more common than cloaks. The traditional coat has an asymmetric overlap across the chest, is nipped in at the waist but flares out below the waist to a full ‘skirt’. The wealthiest wear coats in bright strong colours often with fur trim or embroidered hems. If dresses are worn they tend to have full, layered skirts, often with added aprons.

Decoration and Embroidery

Fur is used extensively to trim garments of all kinds including armour. When trims are added it tends to be in bands of colour around the upper arms and hems. The most distinctive feature of Varushkan costume is the intricate embroidery that provides a strong contrast. Embroidery stands out as a mark of the wearer’s wealth - and is most commonly seen in bands and hems not across whole garments.

Jewellery

Amber and silver are most commonly worn. Hunters carry amulets, talismans and fetishes designed to protect them from the monsters that might otherwise hunt them in turn.

Hats

Varushkan hats may be simple embroidered round caps trimmed with fur (you can find a simple tutorial for making this kind of hat here),or else pointed caps that fold over the head.

Armour

The traditional Varushkan armour worn by the Schlacta, the professional soldiers, is tightly woven scale or lamellar. It is as likely to be leather as metal.

Splinted greaves and vambraces are common. Helms usually rise to a point, often with a plume.

Shields

Round shields are common and some Schlacta employ a pavisse.

Weapons

Schlacta, the Varushkan professional warriors, use heavy weapons of war such as broad swords, war axes and bardiches. The woodsman’s axe is a common weapon for many other Varushkans.

Low status Varushkans

This couple are wearing some traditional Varushkan garments, a white dress and a white tunic with embroidered hems respectively. Sheepskin is a practical but cheap material which is worn by poor Varushkans, wealthier individuals would layer their garments instead and hem them with fur. Patterned fabrics, such as the woman’s skirt, are used by the poor in place of the embroidered garments worn by most Varushkans.

Wise Ones

Wise ones have a distinctive look which marks them out from other Varushkans. They receive a lot of gifts from the people they help and many people choose to give hair locks in return for luck and answers. The Wise Ones might braid these into their own hair, or wear them in bunches on belts or tied to staves. Other talismans and totems similarly given are similarly incorporated into hair or clothing or worn as jewellery. Many Wise Ones will know the story of each talisman they wear. Wise Ones also tend to wear blindfolds when they are conducting official business, and for some their blindfolds become an iconic part of their costume worn as head band or stole. They often make the most traditional of choices - long wrapover coats in the favourite colours of Varushka are common, and many take a ritualised approach to ageing - emphasising crow's feet around the eyes with colours, drawing attention to white streaks in the hair - even clothing is sometimes retained, patched and repatched to show its age.

Boyars

Warrior Boyars often wear the traditional lamellar armour but with more complete coverage and supplemented with hardened leather or plate on the fore-arms and legs. A few wear plate that has a simple design but is intricately decorated with the tooled plate emphasising the strength and power of the wearer to make them appear darker and more intimidating.

Children

Costume for Varushkan children follows the traditional styles and emphasis on bright colours.

Animals and Runes

Varushkans often use animal symbols and runes to express virtues in their storytelling and artwork.

Things you're unlikely to see

- Varushka is not a catch all culture for all things cool and Eastern European/Russian. It would be surprising to find short braided cavalry jackets (eg Hussar's jackets) worn by Varushkans rather than the long swirling coats they favour.

- Similarly big fur hats and tiny waistcoats - Cossack style - are not commonly worn and neither are Cossack dances a common form of Varushkan entertainment.

- It may seem a short step from some of the costume guidance and the cold of Varushkan lands to Vikings and then to Thor's Hammer symbols. As Thor doesn't exist in the world of Empire the iconic symbol (much like the Christian Cross in Highguard) is best avoided where possible.

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Varushka magical traditions

Most Varushkans regard magic as a useful tool to protect people, but one that can also be dangerous. Supernatural evil is rife in Varushka, and magic is often the only counter to the workings of sovereigns, many of whom possess potent occult power themselves. Magic is rarely free however – and Varushkans understand that magical power often involves some sort of sacrifice. Magic is neither good nor evil – the same power that lets a magician bless crops and protect against monsters allows them to spread sickness or kill their enemies. As such magicians are treated with wary respect by sensible Varushkans.

A lot of Varushkan ritual magic revolves around sacrifice. This may involve a literal sacrifice when performing rituals that involve casting valuable items into a fire, or be more symbolic in nature involving shedding of a small amount of a ritualist's blood. There is a strong tradition of bargaining and payment in Varushkan magic that recognises that nothing comes without a price.

Some Varushkan magicians practice a form of totem magic, specifically using the virtuous animals as spirit animals.

Volhov

Varushkan volhov are occult problem solvers who make a study of supernatural powers to better understand and defend against them. They work to unravel curses and defend their allies from monsters, but they also lay curses on those who they think deserve or will learn from them. They aspire to wield magic with an even hand, maintaining an internal balance between positive and harmful magic.

Volhov often specialise in two particular branches of magic. They are interested in magic that wards against and binds supernatural forces for obvious reasons, and volhov who master this particular type of spellcraft are often interested in the Eternals. These entities are dangerous, but several of them seem to have a particular interest in Varushka and they can be bargained with by clever volhov. Further, some volhov actually make contact with sovereigns, either arranging deals that protect their community or working magic to keep the sovereign quiescent.

They also make a study of divination – especially if they are also wise ones. The ability to predict danger or uncover secrets serves them well as advisors, and is often key to uncovering the weakness of an enemy. Volhov know that uncovering a secret is not enough, that they need to find a practical way to use their knowledge to resolve their problems. The volhov embrace practicality and teach that not every problem can be solved with magic – that it sometimes creates more problems than it resolves.

Some volhov are itinerants, travelling the roads between settlements in the company of a warden fellowship or Navarr striding, or trusting their wisdom and magic to protect them when they journey by themselves. This willingness to travel alone adds to their mystique, and there are many stories of cunning volhov encountering and overcoming sovereigns, often staying as their guests for a short time while the sovereign tries to trap them into breaking a stricture and freeing the creature, or dooming themselves.

Volhov have a reputation for being meddlers that is not undeserved. They do not live apart from the other inhabitants of Varushka, and actively involve themselves in the lives of those around them, offering advice or interfering to improve any situation that catches their fancy. A volhov boyar is rare but not unknown; some use magic to empower their schlacta, or hire schlacta who possess practical magical talents of their own. Some volhov boyars have a bleak reputation for making deals with Eternals and sovereigns that protect their people but leave the people of other valleys prey to monstrous depredations.

Volhov are usually aided by a younger apprentice who learns when and how to wield magic. It is common for volhov to possess lineage, and they often prefer to take apprentices who have the touch of “the other” about them, in the knowledge that it makes it easier for them to deal with some Eternals. Volhov tend to dress in dark coloured robes made of hard-wearing fabric and are rarely without their staves. They commonly cover their heads with hoods or hats, and volhov are often described in stories as “shadow faced” as a reference both to their headgear and their mysterious nature. This simple uniform announces their profession to others, and warns them to be respectful.

Cabalists

Magic commonly forms a basis for cooperation in Varushka with skilled practitioners from different vales coming together to form a cabal to work powerful rituals. Cabals vary greatly in their unity and purpose and members may include wise ones, volhov and even wardens. The loosest cabals are little more than ritual teams where individuals whose primary concern is the vale in which they live come together for a time to further their own interests but more unified cabals often have an identity and a purpose of their own.

No two cabals are alike; some make their existence known while others prefer to operate unnoticed. Some occupy ancient fortifications and employ schlacta to protect them and keep unwanted intruders away, while members of others prefer the comforts and community of life in a vale. Some welcome any who would be a member, others invite only the most powerful to join them. The cabals of Varushka rarely challenge the power of the boyars, precious few have the time or the inclination to take on the defense of a vale and its populace, but they are influential and most boyars tread carefully around those who can wield magic. Some cabals favour the philosophy of the volhov, and tend to meddle in the politics of the vales and the nation, while those that favour wise ones tend to serve as a haven for wisdom and assistance when a hard winter brings difficult times.

The most powerful cabals have existed for centuries and often have an agenda of their own; many can trace their roots back to groups of Ushkan magician-mystics known as "bargainers" who specialised in negotiating with the sovereigns in the days before the appearance of the Vard. In the centuries since, as in all areas of Varushkan life, there has been an extensive merging of Ushka and Vard traditions to create something very different to the original small covens.

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Varushka military concerns

The schlacta are the most common group of professional soldiers in Varushka. They stand ready to defend the valleys that form Varushkan society. They are the defensive core that shields the people against its enemies, whether those enemies are ravening wolves, rapacious bandits, or rampaging orcs. The schlacta tend to be the best armed and best armoured of Varushkan warriors, but they also tend to see the most combat. As professional soldiers they tend to favour the heavy weapons of war such as broad swords, war axes and bardiches. This sets them apart from other Varushkans who tend to favour weapons that are also tools – the hammer, bow or spear and most especially the woodsman's axe.

Not all schlacta work for a boyar; any organised group of men and women that fights for a living could be called schlacta. Several travelling merchants maintain schlacta to protect themselves and their caravans. There are even mercenary bands of schlacta who offer their protection to others in return for money.

Some particularly brave – or reckless – Varushkans follow the tradition of the wagon raider. These opportunists seek their fortunes by launching forays into barbarian lands to grab whatever riches can be found. They live in tight-knit communities of hard-bitten veteran soldiers, forming well-defended wagon trains. The wagon raiders are especially skilled in the use of the great pavise shields, and these hardened gangs are adept at desperate fighting in close quarters. They are also treated with suspicion – there are plenty of stories of wagon raiders who bring back more terrible things than riches when they return from the deep forests.

As well as schlacta, Varushka is home to the warden fellowships who combine martial might with the clever use of amulets, talismans and magical devices to oppose the threats of the Varushkan wilderness. Many wardens are champions of Imperial Law, and they are often seen as romantic, dashing and above all heroic figures by the people of the vales.

Contents

- 1 Imperial Armies

- 1.1 The Army of the Northern Eagle

- 1.2 The Army of the Golden Axe

- 1.3 The Army of the Iron Helms

Imperial Armies

Varushka fields three imperial armies; the Army of the Northern Eagle, Army of the Golden Axe and the Army of the Iron Helms.

The Army of the Northern Eagle

The soldiers of this army have long experience of fighting along the northern mountains that border the Thule tribelands. They contain a number of expert mountaineers, ex-prospectors and other specialists who serve as scouts, and have a significant advantage over less-experienced armies when fighting in mountains, forests and marshes. Once the Northern Eagle establishes a presence in a territory, it can prove extremely hard to dislodge.

The first Varushkan General leads the Army of the Northern Eagle, and is appointed (or re-appointed) at the Summer solstice each year.

The Army of the Golden Axe

The history of the Army of the Golden Axe is a history of sustained assault, horrible battles and massive losses. The Varushkan soldiers are philosophical - someone has to do the hard work - but also adaptable. They consider themselves good at surviving odds that would devastate other armies; they are known for ruthlessly crushing all opposition during their slow grinding advance through enemy territory. Pessimism has become the norm for the officers of this army, although their dire pronouncements of failure are often rendered incorrect by their own heroism and fortitude.

The second Varushkan General leads the Army of the Golden Axe, and is appointed (or re-appointed) at the Winter solstice each year.

The Army of the Iron Helms

The first army to bear this name fell victim to the budget reforms of Empress Mariika. In 379YE, the Senator for Karov, Maximov Goraniv Strascovich, received authority from the Senate to raise the army. It was completed shortly before the Winter solstice 380YE. The core of the army is made up of former followers of a sovereign known as the Charnel Lord. The Iron Helms are renown for their cruelty, employing merciless strategy against those they face in war.

The third Varushkan general leads the Army of the Iron Helms army, and is appointed (or re-appointed) at the Spring equinox each year.

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Varushka music

Contents

- 1 The Music of Varushka

- 1.1 Style summary

- 1.2 Commonly known songs

- 1.2.1 A musical tradition

- 1.2.2 One for the kids

- 1.3 Further examples

- 1.3.1 Warding Songs

- 1.3.2 Funeral Songs

- 1.3.3 Drinking Songs

- 1.3.4 War Songs

- 1.3.5 Other Songs & Poems (unsorted)

- 1.3.6 Instrumentation and tunes

- 1.3.7 Other performance traditions

- 1.4 How to adapt your repertoire

- 1.5 Our sources

The Music of Varushka

Style summary

Varushkan music is rich and full-bodied, following a long tradition of being used to keep both the cold and the horrors outside at bay. Choral singing, accordions, violins and hurdy-gurdies all find their place with the Varushkan love of discords resolving into rich harmony; the normally stoic people find an outlet for grief, love and joy in their music that they would find hard to express in any other way. A vein of melancholy runs through their music - minor keys are more common than major.

Varushka draws on the real world traditions of Eastern European and Balkan music, in particular Georgian, Bulgarian and Russian songs and Yiddish or klezmer instrumental music.

Commonly known songs

- Marching song This simple melody has echoed wherever the Varushkan army has fought - the night before battle, on the way to the battlefield and accompanying them home in victory or defeat. Often led by one singer with everyone joining in the chorus.

- Wardens of Varushka A popular song often sung while warding villages and camps at dusk.

- Raise up your glass to Varushka The toasting tradition in Varushka is a huge part of their culture. Here is a famous musical toast.

- Mother Varushka Goes to War A rousing battle song.

- The Beast of Volgadurn A cautionary poem for monster hunters, often recited rhythmically and dynamically, and accompanied by stamping feet and clapping.

- One More Vodka - drinking song.

- Hearth and Home - nostalgic travelling song, easy

- Song to Keep the Dark Away - a.k.a. the oompah song

- Day Song and Night Song - two songs that are commonly used for warding as night falls.

- Feast of the Loom - most vales have a version of a song that is sung at the Feast of the Loom. Here is one version.

A musical tradition

Toasting is very common in Varushkan culture. Pretty much every major event - weddings, funerals, births, victories, defeats, change of leadership, ceremonies of adulthood - will lead to both spoken and sung toasts. A typical Varushkan toasting song has very few words: the old-fashioned songs use "mravalzhamier" meaning 'good health' although others are sung to similar sentiments, or sometimes the name of the person being toasted or simply "Varushka!". Toasting Songs often start slowly and speed up and can be sung in full harmony or led by one singer. Some examples: Mravalzhamiers and Raise up your glass to Varushka, or use Here's A Health to the Company which is a drinking song known throughout the Empire.

Many Varushkan towns and villages employ a Stzena, a band of musicians who perform at civic functions, local events and public ceremonies. Historically, these were sentries who kept night vigils and raised the alarm in case of attack from monster, barbarians and raiders by blowing on trumpets and beating drums. As the wardens grew in strength and reach, the Stzena turned their skills to music and served their community in a different way, but some still take their secondary role as watchmen very seriously.

One for the kids

- The North wind doth blow

Further examples

Warding Songs

- Wardens of Varushka - easy call and response song (3 part harmony optional)

- Day Song and Night Song - two songs that are commonly used for warding as night falls.

- Varushkan Warding Song

Funeral Songs

- Footprints - medium Varushkan funeral song about Courage and the Labyrinth.

- Here's To Varushka - rousing song for wakes.

Drinking Songs

- Raise up your glass to Varushka - some toasting songs

- Mravalzhamier - some more toasting songs

- One More Vodka - drinking song.

- Ballad of the Schlacta - easy and fun drinking song

War Songs

- Mother Varushka Goes to War A rousing battle song.

- Brave Varushka Forth

- Marching song - medium difficulty

Other Songs & Poems (unsorted)

- Rubies on the Snow

- The Beast of Volgadurn - poem about a monster

- Beneath the Skin

- The Walker of the Snow

- The Sovereign- haunting ballad

- Hurry, Hunter

- Build The Fires High

- Dos Vidanya

- If Varushka Wills

- Mother Varushka

- All The Ushka

- Keep the Fires Burning

- Lord of Winter

- Child of the Mountain

- The Brewer's Lesson

Instrumentation and tunes

Violins, accordions, reeded woodwind, hammered dulcimer if you've got one! Music is drawn from Eastern European gypsy music, klezmer, or any fast tunes written in a klezmer scale. More info on klezmer scales.

Varushkan rhythms - and how to do them

Other performance traditions

- Dancing, set dances like ceilidh circle dances but typically dancers will come out of the line to do their own thing before rejoining the set moves. Avoid Cossack dancing!

How to adapt your repertoire

- Avoid cliched Russian tunes like the Tetris theme music (good though it is!)

- Start very slow and speed up!

Our sources

Georgian, Serbian, Croatian, Czech, Moravian and Bulgarian folk as well as traditional Russian songs. Artists: Bulgarian State Television Female Vocal Choir; Georgian Voices; Northern Harmony, Kitka, [www.youtube.com/user/yaleslavicchorus Yale Slavic Chorus]

Here is a youtube playlist of appropriate or inspiring music.

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Varushka people

Varushka is a hard country. Life here is a struggle; the summers are short and the winters are long. The land is wild and resentful – it resists taming and sends monsters to threaten those who would settle here. Varushkans are stoic and grim in the face of this adversity, only letting down their guard when they are able to secure their door against the dangers of the night.

To endure the predations of the land, the Varushkans have become guarded and wary. Most live in vales, wide valleys where the roads in and out can easily be watched. To survive here requires constant protection from the terrible dangers that infest the land. If those who provide that protection sometimes exact a grim toll in return, that too is the Varushkan way. Varushkans have little time for fairy stories where everything ends happily ever after – they are a people well used to making hard choices.

Isolation is a fact of life here. Dangerous wilderness, where darker powers hold sway, lies between the vales. The Varushka have built roads to join their settlements and learned ways to ward those roads against the fell creatures that stalk the night, but no warding is perfect and some evils cannot be kept out by magic alone. The people know that if they grow weak or soft, if they forget the lessons of their past and the blood that was spilled to learn them, then those dark powers will reach out to claim them.

The malevolent entities that dwell in the dark woods of Varushka come in many different forms. The weaker ones, which the Varuskhans call Wolves, can be driven off by strength of arms alone; but the most dangerous, called Sovereigns, require more subtle ways to deal with them. Varushkans have learned to prize wisdom dearly, for understanding is essential to dealing with the threats they face. Sometimes these threats can be defeated and destroyed but more often they must be endured. And sometimes they must be bargained with; for no matter how distasteful, it is a truism that it is better for one life to be lost than all.

The wealth of the land is what makes the dangers of Varushka worth facing. Veins of ore lie close to the surface, the trees provide valuable amber and timber, while the forests and rivers teem with beasts. Danger is never far away, but the land provides commensurate reward for those who are careful and wise enough to endure its predations.

The Varushkan people are often considered pessimistic by outsiders. They expect the worst, and they prepare accordingly. Yet they also possess an irrepressible spirit – they endure hardship but they refuse to give in. They take fierce pride in their ability to prosper in a dangerous land. They carve out homes for their families from the darkest woods, and reap rich rewards for daring to live where lesser men and women would falter. No one can know the joy of small things like a Varushkan, for nothing is given them: they have fought for everything they have.

At one point, they were two peoples – the Vard and the Ushka. The necessity of living in a harsh land first blurred and then removed those distinctions centuries ago, and they are absolutely one people. The only exception is those Varushkans who are born with a white birthmark somewhere on their bodies. According to legend, this mark shows the child as having a strong connection to the ancient Ushka, and the shape of the birthmark may give a hint as to who the child may have been in a past life. Children born with such birthmarks are often a little fey and unpredictable, feeling a strong instinctual connection to the dark forests and are said to possess a natural talent for bargains – a “silver tongue flows from a silver mark.”

Names

Varushkan names are primarily Slavic in flavour.

It is common for children to initially be named with something more akin to a nickname, a substitutional name, that it is often thought will not attract the curiosity of those Evils that constantly threaten the Vales. These names are short and often dismissive in tone, to keep the children safe. Normally the child will be granted their proper name sometime between 7 and 11 years old, as they begin to develop towards adulthood. It has been known for these names to last long into adulthood though, mostly much to the bearer's annoyance.

Adult names are normally three part - a first name that carries meaning itself, a second name that is patronymic or matronymic with -ovich, -ovna, -in, -yn, -ov, -ev, --eva, -ova, -ina or similar suffixes added to one of the persons parents' names. The third name that is usually the family name, though sometimes this is derived from the Vale's name especially when unfortunate circumstances have struck the family.

Naming resources

Wikipedia has an excellent list of names, along with the historical meanings.

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Varushka religious beliefs

Priests in Varushka are considered to be (or seek to be) wise, and are generally either physically old or possessed of an “old spirit.” These wise ones are the repositories of wisdom in a community. While many consider themselves priests, and several are magicians, anyone can be a wise one simply by dint of offering good advice and keeping a close eye on moral concerns.

Elder wise ones are particularly respected, but there are wise ones of all ages. As a wise one grows older, they traditionally take on young apprentices who help them with their growing infirmity and in return are schooled in the ways of wisdom and virtue.

The most important role of the wise ones is to help people fend off the monsters of Varushka. Few wise ones fight the monsters directly; rather they teach people how to recognise them and protect themselves. They rally the whole vale when the monsters come, sharing with them the benefit of their experience and common sense. It is more important for a wise one to recognise and think their way around a problem than it is for them to memorize chunks of historical lore.

Wise ones recognise the danger of judging by appearances. There are plenty of stories where a wise child defeats a monster by refusing to trust the evidence of their eyes. Some wise ones emulate this by blinding themselves – not literally, but by blindfolding themselves when they are about official business. Forced to rely on other senses, they claim that they become adept at separating truth from lies – there is a common conceit that by blinding the eyes of the body, the eyes of the soul open wider allowing the wise one to see things as they truly are. A few wise ones never remove their blindfolds, living their entire lives in darkness and cultivating the “inner vision” that helps them hone their insight into the souls of others.

There is no official test to become a wise one – the title is an honorific either claimed or bestowed by one's peers. One becomes a wise one by being treated as a wise one and included in the counsels of the other wise ones.

The Virtuous Animals

Varushkans believe that most animals display one or more of the great Virtues. In particular they know that symbols or drawings of a creature can contain some of its power, so many Varushkans decorate their belongings with images of animals whose virtues they wish to emulate. The virtuous animals are also seen in Varushkan heraldry and art, as well as being worn as charms, belt buckles or embroidered patches.

Wisdom is usually symbolised by the spider or the squirrel. The goose and the spider (again) symbolise Vigilance. The bear and the boar symbolise Courage, and the virtue of Loyalty is associated with the hound. Deer and the eagle often symbolise the Imperial Virtue of Pride. hares, foxes and other animals seen as cunning symbolise Ambition, and often encourage the hero of the tale to improve their lot or that of their family. Prosperity is symbolised by bees, whose honey has a special place in Varushkan society.

Varushkans use animal symbols and runes to express virtues in their storytelling and often as part of their costume.

Storytellers

Another common role for priests is as storytellers, following a tradition of telling instructional tales that show proper forms of behaviour and the repercussions of foolishness or vice. These stories balance optimism with harsh practicality; Varushkan religion instructs with a harder edge than some other national traditions. The custom of an older relative telling stories to the younger generation as the family gathers around the family is as old as humankind, but in Varushka it takes on additional significance.

Storytellers are often travellers, bringing spiritual support, entertainment and news of the outside world to isolated valleys, especially those without their own priests. The traditional garb of a storyteller is a brightly coloured coat of patchwork, marked with symbols and hung with trinkets, each one of which represents a story. Many storytellers use these trinkets and symbols as memory aids when telling their favourite stories. More so than other wise ones, a storyteller is likely to have a younger apprentice who learns the storytelling craft and the priestly ceremonies by travelling alongside the older priest.

...could not see the Wisdom in blindfolding oneself as some Varuskan wise ones do. So I tried it, and I will concede that I had to change the way I interacted with the world. The stories of the wise ones are steeped in virtue, and I feel they will come to accept the whole of The Way as readily as they do Wisdom. There is a matter I need to clarify, though. Is using animal symbols for the virtues a useful metaphor, or blasphemy against human virtue? I always believed it was the latter, but the practice is widespread and I cannot dissuade them against it.

Wayfarer Sarah in Epistles to the Winds of Virtue, 2 BE

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Varushka territories

Varushka spreads across the north and north-eastern borders of the Empire. It is a wild land, a mixture of difficult hills, dark forests, unpleasant marshes and fast rivers. The terrain has helped shape the nation, and has contributed to the relative isolation of its settlements. It is also a prosperous nation - the bounty of its forests and mines provide the Varushkans with great wealth.

It is also a land of danger; the monsters of Varushka are well known, but the wide wilderness holds dangerous other than the claws of the walking dead or the bite of a maddened bear-horror. It is easy to get lost in Varushka, if one strays too far from the vales and the roads that connect them.

Contents

- 1 Karov

- 2 Miekarova

- 3 Volodmartz

- 4 Karsk

Karov

The rich heartland of the nation, and the wealthiest territory in terms of timber and amber, this is where most outsiders think of when Varushka is mentioned. The vales here exist among rich forests, where they have not been cleared to make way for small farms. Karov has the largest towns in Varushka, and the majority of its boyars come from this relatively civilised territory. A great deal of trade happens in Karov, with wagon trains and river barges carrying raw materials south to Temeschwar and north to more isolated valleys who are in need.

Miekarova

Miekarova is more heavily forested than the rest of Varushka. It is known for its furs, for its hunting, and for its particularly harsh winters. Snow regularly falls here for up to six months in the year, and it is common for vales to be snowed-in during the darkest months. The wolves of Miekarova are especially savage, and every few years or so gather in great hordes that sweep down out of the north, threatening the unwary and causing widespread trouble until they are eventually dealt with. Plaguewulfs are more common here than anywhere else in Varushka, and the sovereign believed to be their progenitor, The Howling Queen, is said to slumber somewhere beneath the hills of north-eastern Miekarova. .

Volodmartz

The mountains of Volodmartz are rich in timber and ore. There are comparatively few vales here, and the boyars have a reputation for being particularly iron-fisted. Much more common are outposts, scattered across the brooding hills and growing rich from the mineral wealth they exploit. Both tend to be very well fortified, and not without reason. There are dark things in the peaks north of Volodmartz - creatures too wicked to live in Thule lands, or spawned in the lightless depths beneath the mountains. Plenty of folk tales tell of malign horrors that burrow under the earth, emerging without warning to overwhelm the foolish. The Volodny had their old centre of power in Volodmartz, and it was here that Alderei the tyrant-boyar was defeated by the Imperial Army. The ruins of his strongholds still lie beneath the forest canopy.

Karsk

This has always been a war-torn land. The scene of many vicious battles against the barbarians since before Varushka joined the Empire, it is scattered with fortresses, battlefields and ruins. It has an accursed reputation, and many stories refer to the "bloated crows of Karsk, grown fat from human flesh and suffering." At one time this territory was home to numerous merchant boyars who became rich capturing and enslaving orcs to work in the mines of Volodmartz. When the [Imperial orcs]] joined the Empire and it became illegal to keep orcish slaves, the senator for Karsk was brutally murdered during a meeting with a dozen now-ruined Karsk boyars. It was conquered by the Thule in 368YE, and liberated by the Empire in 377YE - although how long it will remain free is difficult to judge.

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Varushkan Monster

Varushka is dangerous, and the dangers come in many shapes. Some of these shapes are familiar to the other citizens of the Empire. Disenfranchised or lazy men and women take to banditry, using the isolation of the Varushkan wilderness to create hidden settlements, raiding their neighbours and travelling caravans to sustain themselves from year to year. They are reviled as parasites by civilised Varushkans, and those bands that survive more than a few years tend to fall under the sway of dark forces.

There are orcs here who take advantage of that same isolation. These orcs tend to be the remnants of larger tribes defeated by the Varushkans, and while they are a threat they are rarely any more pressing than any other disenfranchised bandit gang. As with the bandits, the Varushkan orcs tend to make pacts with the horrors that lurk under the trees, sometimes becoming their agents.

Contents

- 1 Wolves

- 2 Sovereigns

- 3 Exceptions

- 3.1 Mora

- 3.2 Rusalka

- 3.3 Plaguewulf

Wolves

The mundane dangers of Varushka pale beside the supernatural threats. The weakest and most common of these are termed “Wolves” by the Varushkans. They are hungry, instinctual horrors that seek to feast on living flesh. Ghouls and husks are common examples of Wolves. They tend to appear in large groups and besiege a valley, or fall on travellers in large numbers, but they can usually be driven off by strength of arms or cleverness. The primary task of the boyars and Schlacta is to keep the Wolves at bay.

Another example of a Wolf would be the dubik of the deep forests - animate plant-like creatures that thirst for human blood and inhabit certain isolated tangled woodlands. They have an ability to mimic human speech, and seek to draw unwary travellers off the road so they may feast. On occasion, they gather in sufficient numbers to try and overwhelm a vale, and if they are successful the buildings are claimed by the forest with supernatural speed. Despite superficial appearance, they are not related to the vallornspawn husks - rather the volhov claim they are connected to some slumbering vegetative sovereign that sleeps in the black earth of Volodmartz. This sovereign is somewhat confusingly referred to as the Dubik and said to have a particular hatred for those of the changeling lineage.

Sovereigns

A more powerful threat are the “Sovereigns.” A far cry from the instinctual terrors, these creatures are powerful and wilful individuals. Corrupt boyars empowered by sinister bargains, meddling Eternals and cunning conspirators such as the Volodny are all examples of Sovereigns. They are intelligent, patient and terrible. Sovereigns tend to be restricted to specific areas, and many of them labour under bindings or strictures that prevent them from preying on the Varushkans directly. While “Wolves” move freely, many Sovereigns tend to slumber in their lairs until external influences wakes them up. The actions of foolish bandits, thieves and roving orc bands are often blamed for wakening the more powerful Sovereigns, and many rules or restrictions in Varushka are designed to prevent people interfering with them and drawing their attention. Sovereigns sometimes work through agents who possess more freedom to operate outside their lairs. Wolves can rarely be reasoned with, but Sovereigns often present a civil mien and can be bargained with.

The Dubik has already been mentioned. Other famous sovereigns include the Howling Queen who is said to slumber beneath the Razors in north-eastern Miekarova; the hungry king believed to rest in a barrow under Broken Barrow in northern Karsk; and Agramant the Wendigo, an Eternal whose fascination with cannibalism makes his heralds and agents a threat to some isolated vales especially in northern Miekarova.

Exceptions

Not every monstrous threat in Varushka fits easily into the wolf/sovereign category. Some creatures seem to fall part-way between the two - they are intelligent like sovereigns, but lack individual power or are motivated by appetites more appropriate to wolves.

Mora

Midway between the Wolves and the Sovereigns in power are the shapechangers, the most common of whom are the Mora – strange bird-like creatures who can assume pleasing shapes to go among humans or lure travellers to their deaths. The Mora can bypass many protections to visit human settlements, but by doing so they become tightly bound to the rules of hospitality and cannot directly act against gracious hosts.

While they are shapeshifters, Mora cannot take on the form of specific people. They can disguise themselves as a human, but they cannot take on the guise of a specific human.

Rusalka

Similar to mora, Rusalka are shapechangers but their natural form appears to be that of a water- or sea-dwelling beast rather than a bird. Rusalka are very rare, even by Varushkan standards, but most common in the Semmerlak and the frozen lakes of the far north. They dwell in certain bodies of water, seeking to lure travellers to a watery doom. In addition to their natural shape, they can assume the form of a human or orc - often a beautiful youth or an aged figure in need of assistance. They can also take on a form that appears as a nightmarish humanoid with aquatic features, razor-sharp teeth, wide eyes, and grasping claws. Those who let the Rusalka touch them are often rendered helpless by their touch - paralysed by the strength-sapping charm of the creatures.

Some Wintermark travellers claim that similar creatures dwell in the northern oceans - which they call Hylje - but they consider them helpful, positive spirits. By contrast, some Marchers claim more predatory creatures akin to shark shapeshifters dwell in the Gullet, and creep about vessels at anchor to devour the sailors aboard. There are also circumstantial reports that the Thule orcs know of similar beasts.

Plaguewulf

Another creature that occupies a nebulous middle ground between Wolf and Sovereign is the supernatural predator called the Plaguewulf. They are usually classified as Wolves, although the Elder Plaguewulf especially is closer in power to a Sovereign. The Sovereign named the Howling Queen, who is said to slumber in north-eastern Miekarova, is said to be the progenitor of these horrors, each of which is capable of threatening a small or undefended vale with their flesh-hungry minions.

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Varushkan Monster (Redirected from Varushkan Monsters)

Varushka is dangerous, and the dangers come in many shapes. Some of these shapes are familiar to the other citizens of the Empire. Disenfranchised or lazy men and women take to banditry, using the isolation of the Varushkan wilderness to create hidden settlements, raiding their neighbours and travelling caravans to sustain themselves from year to year. They are reviled as parasites by civilised Varushkans, and those bands that survive more than a few years tend to fall under the sway of dark forces.

There are orcs here who take advantage of that same isolation. These orcs tend to be the remnants of larger tribes defeated by the Varushkans, and while they are a threat they are rarely any more pressing than any other disenfranchised bandit gang. As with the bandits, the Varushkan orcs tend to make pacts with the horrors that lurk under the trees, sometimes becoming their agents.

Contents

- 1 Wolves

- 2 Sovereigns

- 3 Exceptions

- 3.1 Mora

- 3.2 Plaguewulf

Wolves

The mundane dangers of Varushka pale beside the supernatural threats. The weakest and most common of these are termed “Wolves” by the Varushkans. They are hungry, instinctual horrors that seek to feast on living flesh. Ghouls and husks are common examples of Wolves. They tend to appear in large groups and besiege a valley, or fall on travellers in large numbers, but they can usually be driven off by strength of arms or cleverness. The primary task of the boyars and Schlacta is to keep the Wolves at bay.

Sovereigns

A more powerful threat are the “Sovereigns.” A far cry from the instinctual terrors, these creatures are powerful and wilful individuals. Corrupt boyars empowered by sinister bargains, meddling Eternals and cunning conspirators such as the Volodny are all examples of Sovereigns. They are intelligent, patient and terrible. Sovereigns tend to be restricted to specific areas, and many of them labour under bindings or strictures that prevent them from preying on the Varushkans directly. While “Wolves” move freely, many Sovereigns tend to slumber in their lairs until external influences wakes them up. The actions of foolish bandits, thieves and roving orc bands are often blamed for wakening the more powerful Sovereigns, and many rules or restrictions in Varushka are designed to prevent people interfering with them and drawing their attention. Sovereigns sometimes work through agents who possess more freedom to operate outside their lairs. Wolves can rarely be reasoned with, but Sovereigns often present a civil mien and can be bargained with.

Famous sovereigns include the Howling Queen who is said to slumber beneath the Razors in north-eastern Miekarova; the hungry king believed to rest in a barrow under Broken Barrow in northern Karsk; and Agramant the Wendigo, an Eternal whose fascination with cannibalism makes his heralds and agents a threat to some isolated vales especially in northern Miekarova.

Exceptions

Not every monstrous threat in Varushka fits easily into the wolf/sovereign category. Some creatures seem to fall part-way between the two - they are intelligent like sovereigns, but lack individual power or are motivated by appetites more appropriate to wolves.

Mora

Midway between the Wolves and the Sovereigns in power are the shapechangers, the most common of whom are the Mora – strange bird-like creatures who can assume pleasing shapes to go among mankind or lure travellers to their deaths. The Mora can bypass many protections to visit human settlements, but by doing so they become tightly bound to the rules of hospitality and cannot directly act against gracious hosts.

While they are shapeshifters, Mora cannot take on the form of specific people. They can disguise themselves as a human, but they cannot take on the guise of a specific human.

Plaguewulf

Another creature that occupies a nebulous middle ground between Wolf and Sovereign is the supernatural predator called the Plaguewulf. They are usually classified as Wolves, although the Elder Plaguewulf especially is closer in power to a Sovereign. The Sovereign named the Howling Queen, who is said to slumber in north-eastern Miekarova, is said to be the progenitor of these horrors, each of which is capable of threatening a small or undefended vale with their flesh-hungry minions.

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Varushkan Road

Without the roads that criss-cross Varushka, it would not exist as a Nation but as a series of slowly declining, isolated settlements in a sea of darkness. The Vard built the first roads, connecting their settlements and allowing for trade and the movement of troops. Since joining the Empire, good quality roads have become more widespread, carving out safe passages through the deepest wilderness.

Building a road in Varushka is a task that involves dozens of workers and the soldiers to protect them. Roadbuilders practice a hearth magic of their own, following traditional methods to lay out the roads, and every hundredth stone is marked with a warding sigil. This hearth magic grants the roads in Varushka powerful protection. The Wolves of the forest cannot step onto the stone of a properly constructed Varushkan road, and on rare occasions merely touching the road can cause them to spontaneously ignite.

This protection allows trade and communication between the valleys of Varushka. It also means that a traveller who approaches “by the front door” (that is, along the road) is probably not a monster, whereas a traveller who approaches “by the back door” (from the woods) is automatically suspect.

Some of the major roads of Varushka are also Navarr Trods - ancient roads walked by the Navarr for time out of mind. The Navarr and the Varushkans cooperate on keeping these roads maintained and clear. The power of the Trods combined with the protective sigils of Varushka make these the safest trade routes to other nations.

Settlements that are not connected by a proper stone road are not only difficult to reach, but likely to be more dangerous to approach. Settlements that are not even connected by tracks to the main networks of road are especially dangerous territory. The wagon raiders are the primary architects of settlements that are not connected by roads, but there are also said to be valleys in Varushka whose inhabitants have not left their homes in generations because they are cut off from the rest of the Nation by hungry monsters and remote locations.

The value of roads is mitigated slightly because the horrors that lurk in the shadows under the trees have learnt that roads mean people. Some monsters lurk near roads, trying to lure unwary travellers “off the beaten track” to their doom.

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Varushkan Road (Redirected from Varushkan Roads)

￼￼

Without the roads that criss-cross Varushka, it would not exist as a Nation but as a series of slowly declining, isolated settlements in a sea of darkness. The Vard built the first roads, connecting their settlements and allowing for trade and the movement of troops. Since joining the Empire, good quality roads have become more widespread, carving out safe passages through the deepest wilderness.

Building a road in Varushka is a task that involves dozens of workers and the soldiers to protect them. Roadbuilders practice a hearth magic of their own, following traditional methods to lay out the roads, and every hundredth stone is marked with a warding sigil. This hearth magic grants the roads in Varushka powerful protection. The Wolves of the forest cannot step onto the stone of a properly constructed Varushkan road, and on rare occasions merely touching the road can cause them to spontaneously ignite.

This protection allows trade and communication between the valleys of Varushka. It also means that a traveller who approaches “by the front door” (that is, along the road) is probably not a monster, whereas a traveller who approaches “by the back door” (from the woods) is automatically suspect.

Some of the major roads of Varushka are also Navarr Trods - ancient roads walked by the Navarr for time out of mind. The Navarr and the Varushkans cooperate on keeping these roads maintained and clear. The power of the Trods combined with the protective sigils of Varushka make these the safest trade routes to other nations.

Settlements that are not connected by a proper stone road are not only difficult to reach, but likely to be more dangerous to approach. Settlements that are not even connected by tracks to the main networks of road are especially dangerous territory. The wagon raiders are the primary architects of settlements that are not connected by roads, but there are also said to be valleys in Varushka whose inhabitants have not left their homes in generations because they are cut off from the rest of the Nation by hungry monsters and remote locations.

The value of roads is mitigated slightly because the horrors that lurk in the shadows under the trees have learnt that roads mean people. Some monsters lurk near roads, trying to lure unwary travellers “off the beaten track” to their doom.

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Varushkan rhythms

To get a Varushkan sound to your drumming, use asymmetrical rhythm. What does this mean? Googling "Bulgarian rhythm" will give you lots of information but essentially it means that you group your notes in uneven groups across the bar. So if you are playing in 4/4 time, don't play two groups of four beats or four groups of two beats, play 3,3,2.

Better however is to go for a 7/8 bar - this is traditional for Bulgarian folk dances and can be split in a lot of fun ways:

- 2,3,2 gives a steady, kind of funky, rhythm.

- 3,2,2 gives a rushed, driving feel.

- 2,2,3 gives a sort of anticipatory feeling as the last beat keeps listeners hanging on.

Got it? Easy peasy? Then mix and match your 7/8 bar with a bar of a different length e.g. a 6/8 bar (two groups of 3 quavers), a 3/4 bar (3 groups of 2 quavers), or a 4/4 bar, split however you like.

Totally new to weird time signatures?

Fear not, here is a good way of getting some of these irregular rhythms, for example, this is how to do a classic Bulgarian 7/8, 6/8 pattern.

- Say the following to yourself, making sure each syllable is the same length: "Staple, triangle, staple, triangle, triangle."

- Repeat ad nauseum.

- Then make sure you strongly emphasise the first syllable in each word.

- Then take out the words and just do it with "duh" or beats on a drum.

- Then once you've got it, do fun stuff like one person do the first one and someone else do the other ones so you end up with: Dum tish, dum tish tish, dum tish, dum tish tish, dum tish tish

You can use staple and triangle to learn any of the cool rhythmic patterns suggested.

Got a mixed ability group?

It can be fun to do asymmetric rhythm over the top of a straight 4/4 beat. Try a 3,3,2 quaver pattern with someone beating simple 4/4 at the same time.

Lovely choral example

This gorgeous piece (which yes, I am in the process of filking) shows the wonderful complexity of Bulgarian rhythm. Listen to it on youtube here: http://youtu.be/pwNKTXpy67M

It looks (and sounds) very complex but you can break down the rhythm into staples and triangles to help. (Ignoring the grace notes) the pulse in the first four bars goes:

Staple, staple, triangle, staple, staple | Staple staple triangle triangle and | Staple, staple, triangle, staple, staple | Staple, staple, triangle, staple, staple.

Count it through with the recording. Then stick the grace notes in (they're simply doing them as semiquavers).

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Vault of Hoarded Wisdom

Contents

- 1 Rules

- 1.1 Autumn Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Autumn Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets the contributors. Each character must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

At the completion of this ritual, all contributors gain the ability to consume crystal mana to replenish their personal mana. With 5 seconds of appropriate roleplaying they can consume two crystal mana to restore three personal mana.

When cast with more than one contributor, this ritual always counts as a use of the coven bond and counts towards the number of rituals the coven can perform that day.

The effect lasts until the end of the next battle, skirmish or quest the character participates in; or until the end of the current event, whichever is sooner.

Description

This enchantment grants magicians the ability to replenish their personal reserves of power. It is rarely of particular use to a coven that consists solely of ritualists, but when those magicians also possess useful spellcasting abilities, it can add a valuable edge to their ability to perform incantations.

Still, many magicians would prefer to use this enchantment if it was just more efficient; after all the Crystaltender's Vestment is considerably more effective at replenishing personal mana, albeit restricted to once each day. Vault of Hoarded Wisdom is the result of years of work, refining and adjusting the costs of the ritual as much as possible to try and increase the amount of personal mana restored by each piece of crystal mana. There are rumours of a version of this ritual called Harvest of Crystal Bounty which allows a ritualist to recover personal mana more efficiently, but no clear details have emerged - the ritual may be no more than wishful thinking.

When all is said and done this ritual is rarely mastered and rarely cast. It is sometimes referenced by magicians discussing the truism that rituals which restore personal mana or grant the ability to cast a spell are rarely very efficient; given that a single crystal mana allows a magician to cast any spell, rituals that restore mana must be more efficient than a one-for-one trade. The ritual is mostly useful in that it allows a coven that specialises in single-mana spells to get slightly more spellcasting power from a single crystal of mana than they would normally be able to achieve.

As with most similar effects, the ritual is more powerful the more members of the coven are present to receive the enchantment.

Common Elements

When performing this ritual, the coven usually has additional crystal mana to hand, sometimes arranged in significant pattern. Meditation may be used, but invocations often reference the idea of personal wealth, investment and the idea of storing valuables for later use. Other elements might include the runes Pallas or Lann, a scene evoking The Counting House, or evocations of totem beasts that create stores of food such as squirrels, bees (and, of course, dragons).

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Vengeance roleplaying effects

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

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Venom

Contents

- 1 Description

- 2 Casting

- 3 Effects

- 4 Sample Spellcasting Vocals

- 5 Common Elements

Description

This vicious spell endangers the life of the target, such that they are quickly overpowered by critical wounds.

It is worth noting that this spell creates a magical poison, or a malaise of the spirit; it attacks the life force directly. As such, it is equally effective on humans, orcs and even more exotic creatures - shambling husks, animate plants and arcane constructs are all equally vulnerable to its effects. Indeed, some creatures such as Vallornspawn husks are especially vulnerable to this searing magical poison - it is sufficient to mortally wound such creatures by its very nature.

It is particularly dangerous in that it does not go away naturally; it can be removed with herbs by a skilled physick, or purged by a magician using the purify spell or a ritual such as Ascetic Star of Atun. Otherwise, it lingers indefinitely.

Casting

- Type: Offensive spell

- Cost: 1 Personal mana

Effects

You may call VENOM against the target struck by your implement.

The venom condition reduces the time it takes the target to die from three minutes to thirty seconds. The fortitude skill provides some limited protection from the effect of this spell.

You must assume that the target has taken the effect when you cast this spell.

The effect lasts until cured by the purify spell, or a similar potion or magic.

Sample Spellcasting Vocals

- "I strike with the sting of the scorpion - VENOM!"

- "May magic's bitter bite bring you low - VENOM!"

- "From the heart of hate I stab at you - VENOM!"

- "Naeve's knife cleave your soul from your body - VENOM!"

- "In Llofir's name, may rot and ruin claim you - VENOM!"

Common Elements

- Rune Magic: Kyrop is often invoked to weaken the foe, though Rhyv may be invoked by those who regard the spell as tainting the victim's blood. In both cases, the caster may trace the rune in the air during the casting, or the rune may be carved into their implement.

- Astronomancy: The Claw is used by those magicians who regard the spell as rending the victim's soul, or its link with the body. The Drowned Man, representing unavoidable disaster, is a dangerous force to invoke in battle, but a confident or desperate magician may employ it to bring a foe low.

- Dramaturgy: Poisonous creatures such as spiders, scorpions,snakes, or hydra are often evoked with this spell. The caster may take on the persona of The Doctor (particularly Doctor Vassa, punishing the enemy with a curse, or the vicious Doctor Couros), or may refer to their implement as The Blade or The Scalpel.

- Other traditions: This spell is closely tied to the lore of Spring, although some magicians prefer to think of it as a Winter spell - they say it is clearly a minor curse that impairs the victim's will to live. Navarri magicians in particular tend to shy away from Spring themes, concerned about invoking a power characteristic of the Vallorn.

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Verdant Bounty of the Twilight Bayou (Redirected from Verdant Bountry of the Twilight Bayou)

Contents

- 1 Rules

- 1.1 Night Magnitude 6

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 6

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a forest. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

At the start of the next event, the target forest produces an additional five measures of material. The additional materials are always of the same type as the basic forest, regardless of any improvements.

If the owner of the resource does not attend the next event, then the additional production provided by the resource is still added to that character's inventory.

Additional Targets

This ritual can affect additional forests in the same territory. Each additional forest increases the magnitude by 4. The character who controls each forest must be present throughout the ritual.

Description

The four special materials gathered in the forests of the Empire are mysterious and complex to gather. iridescent gloaming can be gathered from cocoons, but they must first be located and gathered. The viscous ambergelt must be collected carefully from the natural production of trees which is difficult to predict. While beggar's lye is relatively easy to create, the beggarwood tree from which it is manufactured resists efforts at cultivation. Even more obviously, dragonbone must be carefully sought out where it lies beneath the soil amid the roots of trees.

All of this goes some way to explain why the magic of Night is so useful for enchanting the useful material production of the forest. The magic of Spring is useful for creating uncontrolled and unpredictable growth, but with the magic of Night a forest is not so much persuaded to produce extra materials, as to collaborate with the harvesters and gatherers to help lead them to valuable substances that might otherwise be lost.

The most common feature of this ritual is the manifestation of tiny fist-sized purple or light-blue lights that drift among the trees gathering in small groups around concentrations of the raw materials so valuable to Imperial artisans. By marking the locations of these 'twilight lanterns', foresters can increase their harvest of special materials without risking any damage to the forest's bounty.

This ritual takes its name from Therunin, the waterlogged forest of the Navarr; the residents of that territory had been using this ritual for centuries prior to the rise of the Empire. Around the same time, the mystics of Kallavesa used a similar ritual they called Evocation of the Twilight Fireflies to harvest iridescent gloaming and ambergelt from the hardy trees of the swamps. The ritual is now employed across the Empire, especially in Varushka, to produce large amounts of raw materials for sale to the other nations.

Common Elements

The ritual creates often involves a map of the forest to be enchanted; in the case of the Navarr a map of the trods near the forest may be studied, and the shapes worked into new designs suggesting swirling tendrils extending from the trods to embrace and surround the target forest. Other common features include samples of the raw material most suited to the forests; wood, leaves or flowers taken from the forest; symbols of Prosperity; candles or other small flames reminiscent of the twilight lanterns the ritual often manifests.

Like many Night rituals, performance tends to be subtle and understated. Music and movement suggesting searching and finding is often used, and ritualists often wear long capes or cowls of silk or other valuable materials. The runes Wyr and Diras are sometimes used, and even Sular might not be inappropriate.

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Verdant Bounty of the Twilight Bayou

Contents

- 1 Rules

- 1.1 Night Magnitude 6

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 6

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a forest. The character who controls the target personal resource must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

At the start of the next event, the target forest produces an additional five measures of material. The additional materials are always of the same type as the basic forest, regardless of any improvements.

If the owner of the resource does not attend the next event, then the additional production provided by the resource is still added to that character's inventory.

Additional Targets

This ritual can affect additional forests in the same territory. Each additional forest increases the magnitude by 4. The character who controls each forest must be present throughout the ritual.

Description

The four special materials gathered in the forests of the Empire are mysterious and complex to gather. iridescent gloaming can be gathered from cocoons, but they must first be located and gathered. The viscous ambergelt must be collected carefully from the natural production of trees which is difficult to predict. While beggar's lye is relatively easy to create, the beggarwood tree from which it is manufactured resists efforts at cultivation. Even more obviously, dragonbone must be carefully sought out where it lies beneath the soil amid the roots of trees.

All of this goes some way to explain why the magic of Night is so useful for enchanting the useful material production of the forest. The magic of Spring is useful for creating uncontrolled and unpredictable growth, but with the magic of Night a forest is not so much persuaded to produce extra materials, as to collaborate with the harvesters and gatherers to help lead them to valuable substances that might otherwise be lost.

The most common feature of this ritual is the manifestation of tiny fist-sized purple or light-blue lights that drift among the trees gathering in small groups around concentrations of the raw materials so valuable to Imperial artisans. By marking the locations of these 'twilight lanterns', foresters can increase their harvest of special materials without risking any damage to the forest's bounty.

This ritual takes its name from Therunin, the waterlogged forest of the Navarr; the residents of that territory had been using this ritual for centuries prior to the rise of the Empire. Around the same time, the mystics of Kallavesa used a similar ritual they called Evocation of the Twilight Fireflies to harvest iridescent gloaming and ambergelt from the hardy trees of the swamps. The ritual is now employed across the Empire, especially in Varushka, to produce large amounts of raw materials for sale to the other nations.

Common Elements

The ritual creates often involves a map of the forest to be enchanted; in the case of the Navarr a map of the trods near the forest may be studied, and the shapes worked into new designs suggesting swirling tendrils extending from the trods to embrace and surround the target forest. Other common features include samples of the raw material most suited to the forests; wood, leaves or flowers taken from the forest; symbols of Prosperity; candles or other small flames reminiscent of the twilight lanterns the ritual often manifests.

Like many Night rituals, performance tends to be subtle and understated. Music and movement suggesting searching and finding is often used, and ritualists often wear long capes or cowls of silk or other valuable materials. The runes Wyr and Diras are sometimes used, and even Sular might not be inappropriate.

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Vermin

Tiago Alto di Holberg had no friends, only acquaintances. Right now, he wished he had brought almost any other acquaintance than Big Erbér von Temeschwar with him into the ruins.

"What are we doing here Tiago?" Erbér was not happy outside the walls of a city. And there was no way this place counted as a city, not in any regard.

The ruins of Holmauer stretched around them - they were creeping cautiously along the rubbled line of what might once have been some Merchant-Prince's summer home. Years ago it would have been an impressive barrier against the jealous gaze of the Prince's rivals. Now, it barely came up to their shoulders. What hadn't been destroyed in the fighting had been cannibalised by one side or the other to shore up makeshift barricades.

Tiago shushed Erbér, paused briefly to unshield his lightstone for a moment to check the ground ahead, and continued to creep forward. The flash of dull red light made Erbér nervous. There were said to be vyig in Holmauer - and perhaps worse, priests of the Vigilant and militia searching for those same vyig. He was painfully aware that he and his friend looked a lot like thieves in the dark, and some of the Vigilant shot first and asked questions at their leisure. They didn't even need you to be alive, he had heard. He wanted to stay alive very much.

After a few more minutes of stealthy movement, they reached the ruined house itself. Tiago gestured for Erbér to precede him, and drew a wicked throwing knife. Erbér steeled himself and slipped through the door, crossbow at the ready.

The hall of the ruined building was empty. Now they were inside - for a given value - Tiago unveiled the lightstone.

"My contact said to meet him here," he said. "Not in the usual place. The Vigilant are making it too dangerous to meet in the city. That's why we're out here. I brought you in case he tries something, see?"

He frowned and looked around him.

"I expected him to be waiting for us. Come on, let's find him. I want to be back inside before anyone notices we're gone, if you know what I mean." They explored the lower level of the ruined house. It might have been opulent once, long ago. Now it was little more than weed-crowded pile of rubble with walls round it. it felt ... haunted. Oddly as if it were inhabited, despite the ruin. Erbér found himself jumping at shadows. When Tiago tapped him on the shoulder, he nearly cried out. His finger convulsed reflexively and sent a length of razor-sharp metal and wood into the ceiling. Rotten plaster cascaded down on both of them. Tiago swore in a hoarse whisper.

"Idiot!" he hissed. "You could have shot me! Have more care - who walks around with their crossbow loaded in a place like this?" he smacked Erbér round the ear, and the bigger man blushed furiously, grinding his teeth.

"I said, I think I have found him come this way." Tiago lead the way into what had once been the kitchen. It was thick with unruly vegetation that had overflowed from the garden. There was a bedroll, and the remains of a little campfire on the near side, away from the undergrowth. Tiago made a satisfied sound - next to the bedroll there were several sacks. He looked around cautiously, then knelt down and opened one. He whistled through his teeth.

"Here we go, here we go. Mithril. Raw mithril. Straight from the slave pits and almost certainly not haunted! Enough to keep me - us - in brandy and cheese for a year, if not two the way the markets are right now.”

“Where's your friend?” Asked Erbér. He was eyeing the door in the wall not too far from the little camp site. It seemed to open onto some stairs. It looked a lot like a cellar door. And it was open – well half of it was. The thick wooden door hung off its hinges, but only the top half was present. The bottom half was missing entirely. There was an odd smell coming from it.

Tiago was unconcerned. “Not a friend, a contact. I don't have any friends.”

He seemed to be weighing the odds.

They both heard it then, an odd scraping noised from the cellar. Tiago and Erbér froze.

“Hello?” called out Erbér in that strained whisper people use when they want to be heard and at the same time do not want to be heard.

Tiago was more forthright. He stepped across the the cellar and held the lightstone out across the threshold.

“Are you there?” he said. “We were not stealing from you, I was just looking.”

There was no reply.

“Maybe he is hurt?” suggested Erbér.

“Maybe.” Tiago narrowed his eyes. He drew a short blade from its sheath and stepped forward onto the stairs, testing them.

“You had better stay here, you are too heavy for these stairs.” said Tiago. Erbér shrugged. He did not want to go into the cellar anyway. He turned to look around the roofless kitchen again as Tiago stealthily made his way underground. Erbér felt a little sorry for Tiago's contact if he was hurt; the little murderer would not hesitate to kill him and keep both the mithril and the payment.

Seconds stretched and then suddenly the silence was shattered by a high-pitched shriek and the sound of someone running up the stairs. Erbér whirled round, to see Tiago desperately scrambling up the cellar stairs, his eyes wide. In his haste he missed his step, fell forward onto hands and knees, dropping the lightstone. It bounced down the stairs … illuminating horror.

Three immense black rats, the size of attack dogs, were close on Tiago's tail. They were the biggest rats Erbér had ever seen – dire rats he thought, they look like dire rats. Their fur was muddy with fresh blood and he suddenly knew beyond a shadow of a doubt what had happened to Tiago's contact.

Tiago pulled himself up, desperately, managing to thrust himself forward up the stairs just ahead of the snapping jaw of the lead rat. He scrambled up, kicking back as he did so. One of the rats took his boot to its head and was sent squealing, tumbling away. He used the momentum to lift him the last two steps …

… and stopped. Froze in place. He gaped stupidly down at the length of wood-and-metal protruding from his chest. A moment later, a second bolt blossomed beside the first, and he gently toppled backward, sliding down the stairs, landing on top of two of the rats. They didn't bother to wait for Tiago to bleed out before they started to feast.

Erbér quickly reloaded his crossbow,

He looked briefly down into the cellar. Tiago was sprawled halfway down. One of the rats had its head buried in his stomach. Another, the largest of the three, met his gaze with its crimson eyes and it reared up on its haunches and hissed at him like a cobra. It took a step up towards him without fear. He considered shooting it but knew that if he missed he would not get a second shot.

Instead, without taking his eyes off the rat, he hefted one of the heavy sacks over his shoulder. He could come back for the others. During the day. With some friends.

Because unlike Tiago Alto di Holberg, Erbért von Temeschwar did have friends; it was just that Tiago Alto di Holberg was not one of them

Contents

- 1 Towerjacks

- 1.1 Significance

- 2 The Trees Walk

- 2.1 Significance

- 3 Mines, Ruins, and Marshes

- 3.1 Significance

- 4 The Twisted Briars of Misericorde

- 4.1 Significance

Towerjacks

With the liberation of Holberg, the League is finally able to field its second army. The Towerjacks have always held a great deal of affection for Holberg - historically, many of their officers and more than half their generals were graduates of the college of engineering there. When the Druj came in force, the last general of the Towerjacks took the contentious decision to focus the entire army on the defence of the city.

With support from the rest of the League, the remaining Towerjacks have mobilized their forces and taken up their battle-standards again. For the first time in decades are ready to heed the call of the Imperial Military Council. They will need a general, of course, one who is prepared to take advantage of their skilled siege engineers and battlefield architects in the pursuit of victory.

They may well encounter difficulty before they ever leave Holberg, of course.

Significance

The League senators will be expected to appoint a general to take charge of the Towerjacks, and take a seat on the Military Council beside the general of the Wolves of War. As with any other general, the decision about who holds the post lies in the unanimous decision of the four League senators. If they are unable to reach a decision, any Senator may raise a motion in the Imperial Senate to have the general appointed by the Empire, rather than the League.

The Trees Walk

The situation in the League territory is nowhere near as terrible as it is in Reikos, but the Druj have certainly left indelible marks on the territory.

The most obvious are the animated trees intent on tearing down the walls of Holberg. This season, without the presence of Old Tom's Finest the evil vegetation is free to attack the fortifications without significant opposition. The order eventually has to be given to the garrison to stop pouring oil onto the trees and lighting it; many of them hail from the Morass in the south and are too damp to burn well, and those that do burn have a marked tendency to spread the fire around in a way that threatens to do even more damage.

Significance

The walls of Holberg have weathered entire Druj armies, however. The attack of the trees is a nuisance, but the walls have withstood worse. According to magicians versed in the lore of Spring, the trees should cease their attacks shortly before the Spring Equinox. The Holberg College of Engineering estimates that the walls are still at two-thirds their full strength, and unlikely to drop even to half unless something dramatic changes.

The animated trees have nearly run their course, but there is one last season during which they will attack any fortification or Imperial army in Holberg. Once they have returned to immobility, there will be an obvious opportunity to look at repairing the damage they (and their creators) have done to the territory.

Mines, Ruins, and Marshes

While the animated trees are somewhat more "cunning" than might be expected, like all such entities they are drawn to large structures over small ones. As a consequence, the restoration of the Great Pits of Ennerlund are continuing with minimal problem. There is some concern that there seems to be a lot more water in the lower mine tunnels than anyone was expecting, but the new (built with the assistance of engineers from the re-invigorated Wunderkind) appear to be up to the challenge of combating the worst of the flooding. The tunnels will never be dry but they can at least potentially be worked.

Then there are the ruins of Holmauer. Once beautiful suburbs surrounded by a secondary wall, they are now little more than rubble. The killer trees continue to damage anything resembling actual structures, but they are only part of the problem. In the absence of human settlement, Holmauer is becoming overrun with nests of vermin - some of whom walk on two legs. There have already been clashes with vyig agents trying to hide out in the ruins. Now there are reports of cat-sized rats and dog-sized feral cats roaming in packs through the shattered streets and lairing in the broken villas and townhouses.

During their time in control of the territory, and especially during the final years of the occupation, the Druj dismantled the dykes and levvies that helped to keep the Morass quiescent. In their absence, the marsh is slowly spreading north. The potent spring magics used by both the Druj and the Empire appear to have exacerbated the problems. A large stretch of southern Rebeshof has become subject to regular flooding, and each time the waters rise they subside a little less. If the situation continues unchecked, the Morass will engulf Rebeshof and significant parts of Ennerlund. Unfortunately, the Morass is also one of the places from which the murderous trees are issuing - until the curse subsides it is extremely difficult to get an idea of the full extent of the problem.

Significance

With the ghosts dealt with, estimation by the civil service is that the Great Pits will begin producing their first Imperial mithril shortly after the Summer solstice 380YE, and the first mithril will be received by the seat at the Autumn Equinox 380YE. Assuming nothing else goes wrong.

The ruins of Holmauer are not a problem at the moment, so much as they are an eyesore that attracts vermin. With aggressive trees running riot in the territory, it is difficult to do more than make speculative plans for what to do with the ruins. Once the trees settle down again, there should be an opportunity to see what can be done about the devastated region.

Finally, the Morass. It is not a pleasant place, being full of large mosquitoes, unpleasant stench, and the occasional marshwalker. However, it is surprisingly fertile, perhaps because of the amount of Spring magic that it has been exposed to. The Kröger Steading is an example of what can be achieved through taking advantage of the natural outcroppings of high land, but Doctor Ventner's Greenhouse is perhaps a better example of what might be achieved if, rather than trying to contain the Morass, it was allowed to spread and carefully cultivated. Doing so would mean abandoning perhaps a third of Holberg's arable farmland to the Morass, and might even mean that filthy water and vicious alligators were added to the vermin infesting Holmauer.

While this might be bad for more conventional agriculture, the marshes could yield a cornucopia of herbs for the people of Holberg - if they were properly harnessed.

The Twisted Briars of Misericorde

Lastly... in the northern forests of Misericorde and Utterlund something unwholesome has sprouted. A few scattered bands of orcs still haunt the northern forests. They avoid all contact with Imperial troops, preferring to keep themselves alive through banditry and brigandage. It is a pattern the Empire has seen before. Within a generation, they will have forgotten they were once soldiers and will have adopted the practices of the common cut-throat and ruffian. Young heroes of the Empire will cut their teeth tracking them down and putting them to the sword. They are not the problem.

The problem are the vines and briars that began to sprout, largely unnoticed, over Autumn. In defiance of natural law, they have grown stronger and more vital through the cold winter months. They have not yet encroached onto the Sorensdromen but it is likely only to be a matter of time. They possess a grim potence that marks them as something other than natural, and they have spread through most of the northern forests and may well reach as far south as Rebeshof and Ennerlund.

Significance

Since the Summer Solstice, the forests of Misericorde and Utterlund have been gradually changing. Barely noticeable at first, over the last few months, the land where a so-called Druj "poison beast" shed its venom has been transformed. Throughout the forests a strange bramble has been growing. This hardy, thorny plant has embedded itself round many of the trees. It is often difficult to spot through the undergrowth, but the scratches from the bramble carry a potent venom. The venom does not survive long outside the plant itself, but direct exposure leads to light-headedness, disorientation, confusion, unconsciousness, and in some cases death.

Small groups can generally move through areas where the plants are found without too much difficulty, as long as they are mindful. Any sort of large scale deployment of troops, however, could be significantly impeded by the presence of this unfamiliar creeping bush. There is little doubt that there is something unnatural at work here - it is simply too coincidental that the Druj spent so many forces protecting the "poison beast" and then this deadly vegetative threat grew out of the ground where it had spilled its foul milk.

At the moment it is not clear precisely what is going on in the heart of the forest, but hopefully an Imperial expedition will be able to uncover more details soon.

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Verthandi

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 Lake Dauthötter

- 3.2 Stone Forest

- 3.3 Houses of Silence

- 3.4 Wheel of Sighs

- 3.5 Őrnhjorfal

- 3.6 Feyanksyothen

- 4 Regions

- 4.1 Askja

- 4.2 Erskjuvaten

- 4.3 Ierkul

- 4.4 Hengill

- 4.5 Erawayugot

- 4.6 Tinfjalla

- 4.7 Yurah

- 5 Thule Forces (Summer 381YE)

- 5.1 Banner of the Rime Hound

- 5.2 Chasm of Thunder

- 5.3 Claws of the Icy Grasp

- 5.4 Dance of Binding

- 5.5 White Mountain Fire

- 6 Game Information

Overview

Verthandi is a territory in Otkodov. It is in the south of the Thule nation, to the east of Urdur and to the west of Sküld. It lies to the south of Nithoggir. It shares a border with the Varushkan territories of Miekarova and Volodmartz.

Once past the mountains along the southern border, most of the territory consists of chilly plains and tundra interspersed with cold lakes and several rivers. Some of the naturally occurring bodies of water are warmer than those found in the Empire - in some cases they actually bubble and steam at temperatures near boiling. The cold plains are home to a sizable population of mammoths, hunted and in some cases herded by the orc tribes that live here.

Verthandi seems to be quite populous, with many orc settlements. The largest number of settlements are built along the shores of a large, shallow lake in the region of Erskjuvaten. The lake freezes over from early autumn through to mid-spring; it is more often traversed with sleds and skates that with boats. The territory is not rich however, at least not compared to an Imperial territory. Much of the population lives in tribal groups, organised and overseen by warlocks in the name of the Dragons. There are a number of farms and mines, but the farms are nowhere near as fertile as those of the Marches, and the mines seem to have quite low production compared to their Imperial equivalents.

Verthandi imports fish and grain from Urdur, and exports meat and metal to the other three territories of Otkodov. Anything of true value (especially mithril and crystal mana) seems to be exported north to some central point, and then trickled back down to the people of Verthandi in line with some incomprehensible plan.

One point of interest is that a number of the farms of Verthandi appear to be underground. There are reports of caverns of indeterminate size where Thule slaves work to cultivate and harvest a great profusion of edible mushrooms and fungi. The fungus is processed, and turned into a sweet tasting but ultimately bland foodstuff that seems to be a staple of Thule diet. Some of the fungus is apparently fermented to produce a strong, volatile spirit that tastes disgusting but appears to be extremely alcoholic.

In 241YE, during the reign of Emperor Guntherm, parts of Verthandi were conquered by a combined force from Varushka and Dawn. Their occupation was short lived - in 243YE they were forced to retreat back across the mountains, pursued by a counter-invasion force of Thule orcs that laid siege to Skarsind and Karsk. Some historians suggest that the Varushkan and Dawnish forces lost interest in defending their territorial gains when the rich mithril mine they had seized was allocated by the Imperial Senate not as a Varushkan national seat as had been expected, but as an Imperial seat that was immediately won by a League citizen from Holberg,

Recent History

In Summer 377YE, the Thule attempted to move forces south from Verthandi through the mountains of southern Tjinfalla into Volodmartz. The mountains there are believed to be riddled with hidden passages, and the Thule attempted to use these to launch a surprise attack in support of their invasion forces in Karsk. Imperial heroes managed to disrupt their effort to establish a base camp near Void - and within striking distance of the Granites of Veltsgorsk. Varushkan armed forces drove the remaining scattered forces back through the mountains, and the tunnel they were attempting to use was collapsed.

The Empire maintains a spy network in Verthandi, established in Summer 377YE. After an initial survey of Otkodov, the spy network was largely ignored by Imperial forces until the Winter of 379YE, when a number of scouts from Wintermark made the trek north - during one of the worst Winters on record - to cautiously explore the territory. The details of this force can be found on the Imperial Roll of Honour.

Following the Spring Equinox 381YE, a second expeditionary force made use of the spy network, primarily made up of Wintermark independent captains with the support of a solitary group of League soldiers. They greatly expanded Imperial information about Verthandi, especially with regard to major points of interest. Again, details of this force can be found on the Imperial Roll of Honour.

The Imperial Senate voted to decommission the spy network during the Winter Solstice summit of 381YE. It is no longer possible to assign military units to the spy network.

Slavery in Verthandi

Slavery is endemic in Thule lands – with large numbers of slaves employed to operate and work farms, mines and other resources. They are worked hard and poorly fed, but in that regard they are not radically different to those who do not wear chains. Verthandi is neither rich nor fertile and it is clear that the Thule must toil hard to make the land yield anything of value. Punishments are harsh. Those who rebel are packed in ice and allowed to freeze to death, those who attempt to escape are permanently maimed if they are recaptured. But it is clear that the Dragons limit their demands to obedience – there is little of pointless brutality common in Druj lands and familiar to any who fought in Reikos.

More than half of the slaves are orcs – many look like Thule who have fallen from favour with the Dragons, but there are definitely members of other tribes as well thought it is hard to tell which for sure. The remainder are clearly human, perhaps half of whom are clearly of Wintermark or Varushkan descent. The rest could be former Imperial citizens, or descendents thereof or they might be related to one of the few small scattered groups of humans living in Otkodov.

Most of the slaves employed in Verthandi are engaged in hard labour, such as mining or farming. There is some talk of human slaves forced to work for the Dragons as artisans and runesmiths but there is no sign of them here. All the evidence suggests that if such a group exist, they are likely far to the north, closer to the throne of the Dragons – the volcanic Dragonvault - in Nithoggir.

Major Features

Lake Dauthötter

This large lake covers most of the border with Urdur to the west. Imperial scouts have marked small boats traveling both east and west, trading with Urdur, as well as small fleets of fishing boats. The Thule favour the use of oared vessels rather than anything with sails, and there were several sightings of small one- or two-person vessels similar to the canoes used by some Suaq hunters.

The waters of the lake are significantly warmer than might be expected. It seems likely that this great body of water is fed by underground hot springs as well as cooler waters. Scouts report that the waters "taste funny" - although they seem potable enough. It is noteworthy that it did not freeze even during the dreadful winter of 379YE (although chunks of ice were still visible on the surface, there is a possibility that they originated elsewhere). It is theorised that the great body of water is fed by underground hot springs as well as the cooler waters Scouts report that the waters "taste funny" - although they seem potable enough.

A large seal population lives in the lake – many of them with white pelts marked with odd red striations. As the majority of the seals are in Urdur it is hard to say much more about them except that the local hunters seem to give these white seals a wide berth for some reason (while being more than happy to slaughter a group without such a beast among them).

Stone Forest

In eastern Askja is a peculiar forest - dubbed the Stone Forest. At first sight the woodland appears normal. Only when one approaches closer does it become apparent that the trees are dead - and more than dead. They have been petrified - turned to stone by some cataclysmic magical or natural effect. Stretching for several miles, there are numerous hot springs scattered among the trees. While the trees themselves appear dead, the earth itself seems supernaturally fertile. The entire area appears to be a massive herb garden. Perhaps even more interestingly, despite the cold climate the garden appears to produce a significant amount of the delicate herb the Empire knows as Cerulean Mazzarine. The herbs are tended by slaves but the scouts who discovered the location recount that they all have one unique feature in common - they are all blind.

OOC: The Stone Forest provides a significant bounty of herbs each season. In Imperial terms, it is similar to a sinecure.

Houses of Silence

High in the mountains of Tinfjalla are a series of cave mouths that do not appear to lead to mines. The local orc tribe refers to them as the Houses of Silence. Earlier Imperial scouts were unable to get too close; this time, it was possible to get a good look at the location, and even explore some of the caves. They appear to be tombs, filled with mummified orc remains, some of them apparently extremely ancient. Many of the orcs had been interred with tomb goods (a rare practice among the resource-hungry Thule), but the caves were extensively protected with traps both mundane and magical. One group reported encounters with dessicated, mummified, unliving guardians that came out of nowhere and inflicted terrifying, crippling wounds. According to the scouts, several of the lower caves also contained mithril runes and mirrors intended to focus magical flows - and slaves tasked with harvesting a large amount of crystal mana. What the relationship between the tombs and the mana sites (if any) is hard to say.

OOC: Whatever else they do, the Houses of Silence seem to provide a significant bounty of crystal mana each season. In Imperial terms, it seems similar to a sinecure.

Wheel of Sighs

In Hengill, not far from the settlement of Samkǒma, is a great wooden wheel laid horizontally on a tree-trunk thick axle. The orcs call it the Wheel of Sighs. Perhaps thirty feet across, it is slowly turned by dozens of orc prisoners. A cadre of whip-wielding overseers ensure that the slaves keep the wheel turning. It seems to be some sort of punishment device - one scout reported a scene where a blue-clad warlock was escorted to the area, stripped of their finery, and forced to join the slaves toiling at the wheel while another was removed from their shackles, given the very accoutrements her replacement had shed, and escorted away from the area. The wheel turns day and night, without pause. Sometimes, when a slave drops at last from exhaustion, they are dragged away and brutally beaten to death. Other times, they are dragged away and deposited in low stone buildings near the wheel, given a short time to recuperate, before being returned to their onerous task. The scouts also reported something a little odd - what they at first took to be grease lubricating the axle was actually a material being collected by other slaves, and stored in small clay pots under armed guard before being transported north towards Nithoggir.

OOC: It is not clear what is going on here, but something is being produced by the wheel that is valuable to the Thule. It seems likely that this is similar to an Imperial sinecure or ministry,

Őrnhjorfal

On the cold plains of Askja stands the fortress Őrnhjorfal. It juts out of the plains without warning, a tall and slender keep of white granite surrounded by high, smooth walls. The tower has an eerie grace to it, quite at odds with the more practical aspect of most Thule architecture. The top of the tower is carved in the shape of a great eagle, clutching a polished weltsilver orb in one talon. The warlock-lord of Őrnhjorfal is said to be a favoured initiate of Hinodir of the Bright Orb, one of the Thule Dragons. The structure is built over a "place of power" that allows Hinodir to observe everything that happens in Verthandi - and to visit her wrath on anything that displeases her. In Imperial terms, this appears to be a very powerful day regio, tended by a skilled and well-supplied coven of Thule warlocks that might well be even more dangerous than the fortification itself.

OOC: Őrnhjorfal seems to be a rank one fortification. It is possible that it surrounds a strong Day regio belonging to Hinodir.

Feyanksyothen

This deep mine is found in the mountains of northern Yurah, overlooking the Erawayugot plains. It has only a single entrance - a massive double door forged from an alloy of orichalcum and iron, set in a doorway of white granite surmounted by a massive mithril-inlaid Rune of Wealth. Above the mine opening is an immense carving - a rival to the Face of King Ulmo in Kalpaheim - depicting a great five-headed dragon. The eyes of the carving appear to be enchanted such that they glow brightly after sunset, illuminating the gate with a pitiless silver glow.

A small town lies below the gate, swollen with mineworkers. The mine is believed to delve deep into and beneath the Yurah peaks, and if overheard stories are to be believed it burrows deep into the roots of the mountains in an endless array of tunnels and galleries that have never seen the light of day. There are also stories of massive lightstones, and great weltsilver mirrors, which are used to light the abyssal depths of the mine.

While it produces only a small amount of precious metals, it produces a steady stream of mithril ore. Estimates suggest at least twenty-two wains a season. All the mithril ore is transported north into Nithoggir by heavily armed and armoured caravans made up of elite Thule soldiers and accompanied by powerful warlocks.

According to some historical documents, Feyanksyothen was briefly captured by a joint Varushkan-Dawnish force during the early reign of Emperor Guntherm. The Imperial forces were unable to maintain their foothold in Verthandi unfortunately, and quickly lost control of the mine,

OOC: Feyanksyothen is a rich mithril mine, easily equivalent to an Imperial bourse seat. Precisely how much mithril it produces each season is unclear.

Regions

Verthandi is broken up into seven regions.

Askja

In the north of the territory, large parts of Askja's cold plains are covered in eerie craters. Many of these craters are filled with water, usually boiling or at least very warm. It is a hostile area, but there are still several small settlements of Thule tribesfolk here, many of whom appear to be engaged in tending to the larger "cauldrons". Opinion is divided as to whether the hot springs are sites where crystal mana is harvested, or whether the heat allows the cultivation of herbs that might otherwise be unable to survive the cold climate. Indeed the Stone Forest in eastern Askja provides a significant bounty of valuable herbs each season. The region is watched over by the sinister fortress Őrnhjorfal.

Erskjuvaten

The most populated region in Verthandi, Erskjuvaten is dominated by a great shallow lake fed by the Juvaten Cascade that flows down the side of the unscalable Mount Huversk that is frozen over for nearly half the year. The shores are scattered with settlements, the largest being Skjuhalm on the northern shores. The orcs split their time between hunting, cultivating a tough but hardy strain of edible grass, and fishing in the lake - both with small boats and more commonly by cutting holes in the ice.

Ierkul

Cold tundra stretches from Erskjuvaten and Tinfjalla east toward Sküld. There is some sign that there were once forests here, long ago. Today there are only stretches of frozen stumps and stretches of tough, woody brush that seems adapted to the cold temperatures.

The region is home to several nomadic clans of Thule hunters who move regularly, favouring animal-hide tents and yurts over more permanent structures. They are primarily involved in tending and hunting the mammoths herds that roam the tundra here.

Hengill

Hengill is a cold plains, with several stretches of woodland and hills especially in the northern parts of the region. Wild woodlands are rare in Otkodov outside of Sküld – these trees appear to be given a wide berth by the scouts, although several report what look to be orcish faces carved into their trunks.

There is one major settlement - Samkǒma - which lies on the northern shores of Lake Dauthötter. The lake stretches east into Urdur, and boats are regularly seen passing back and forth across it surface. Unlike the waters of Erskjuvaten, Lake Dauthötter rarely freezes solid – but in the colder months chunks of ice are visible bobbing on the surface. Not far from Samkǒma stands the Wheel of Sighs, an enigmatic locale that appears to serve as a place of punishment.

Erawayugot

As with Ierkul and Askja, Erawayugot is primarily cold plains. The tundra becomes more hilly the further north one travels. As with Ierkul, the population here are somewhat nomadic - they live in the north during the spring months, and travel south in late summer. The clans here are not mammoth hunters - it's not entirely clear how they make their living. Several scouts report the presence of eerie structures here and there in the northern part of the region – tall trees stripped of branches and carved and decorated in unsettling fashion.

Tinfjalla

Quality: Hills

The hills of Tinfjalla are riddled with mines, and according to scouts it is likely that somewhere in this region lie the hidden tunnels through the mountains into Volodmartz that the Thule have used in the past. This is particularly hostile territory – even without the deathly chill and constant snow of the deep winter the paths are treacherous and a horrible fall with a sickening crunch at the end seems all to common a fate.

There are several cave mouths high in the hills here that are clearly not mines, but are marked with runes and curtains of bones tied to thin cords that clatter and jerk madly in the wind. Known as Houses of Silence, these caves appear to be both tombs and a rich source of crystal mana.

Yurah

Quality: Hills

As with Tinfjalla, this is a hilly region. There are several settlements here low in the hills. The largest of these is called Sasuihk and is built on the shores of a deep mountain pool fed by a magnificent waterfall that cascades down the side of a mountain. Called Virt Sasuihk Ussa, this waterfall is crystal clear and appears to be an object of veneration by some of the Thule.

While there are mines in Yurah, there are significantly less than are found in Tinfjalla. The largest, however, is without doubt the wealthiest and most prominent in the entire territory - the mithril mine of Feyanksyothen.

Thule Forces (Summer 381YE)

After the Spring Equinox 381YE, the scouts reported five Thule armies in Verthandi. Each occupied one or two fortified camps, scattered across the plains and foothills of the territory. Many of their number were engaged in peace-time activities – hunting, farming, patrolling – but the warriors could be recalled at a moments notice to defend Verthandi from invaders. This information has been gleaned from the extensive spy reports and is presented here as an example of how the Thule armies operate when they are in friendly territory. it is correct as of the beginning of the Summer Solstice 381YE.

Banner of the Rime Hound

Quality: Warbeasts. This quality allows the Banner of the Rime Hound to take a powerful attacking order by unleashing their creatures onto a battlefield.

The Banner of the Rime Hound is a large force, familiar to many who fought in the Sermersuaq campaigns of 378YE and 379YE. Beneath banners depicting white dogs, they are notable for the number of warbeasts included in their ranks. Wintermark warriors who fought at the Battle of Ikka's Tears mark the war rhinos, but they also make use of packs of barely domesticated dire wolves, armoured bears of great size, and a unique breed of creature that seems to combine all the worst traits of wolves and bears with the aspect of an ape. They seem mostly engaged in hunting and training new beasts for their army, presumably still working to replenish the creatures slain during their attack on the Silver Peaks.

Chasm of Thunder

Quality: Bloodthirsty

The Chasm of Thunder march beneath dark blue banners often bearing the Runes of Dominion and Strength. They were noticably camped apart from the other armies on the plains of Erawayugot. They seemed to spend almost their entire time training – fighting viciously in shallow pits dug out of the ground for that purpose, as well as sending out small war parties to hunt mammoths with hand weapons. They appeared to be especially bloodthirsty – after every victory, the victory was daubed with the blood of their opponent.

Claws of the Icy Grasp

Quality: Resourceful

The Claws of the Icy Grasp appeared to have spread out across much of the territory. Their banners show taloned hands or paws, and the rune Pallas is common – and also appears to be a common tattoo worn by many of the soldiers. They seemed quite disciplined – even spread out as they were they drilled regularly in small groups and kept their weapons and armour ready to go at a moments notice. More so than any of the other Thule forces in Verthandi the warriors were engaged in “civilian” work – farming, mining, hunting – and a significant portion of their produce was channelled to stockpiles at Skjuhalm in Erskjuvaten.

Dance of Binding

Quality: Warrior-mystics

The Dance of Binding were primarily camped on the cold hills of Tinfjalla in the south-east. Their banners show a chain motif, and the Tykonus rune. Of note are the number of forges they maintain – there seem to be a number of smiths among them who are engaged in forging weapons and armour. Interestingly, they seem to be using old and damaged weapons – melting them down and reshaping them – more than they are using fresh material. Many of the warriors seem to spend long periods engaged in great ritualistic dances, often fully armoured and wielding their weapons, during which they push themselves to the point of exhaustion and beyond, apparently to strengthen their bodies and their will.

White Mountain Fire

Quality: Hunters

The White Mountain Fire were camped in the hills and mountains of Yurah. Their banners usurprisingly incorporate themes of mountains and fire, and the runes Diras and Sular. They appeared especially at home in the hills and mountains – indeed scouts suggested that the entire army is drawn from a single sprawling clan of hill-orcs that dwell in Yurah and Tinfjalla.

Game Information

- The Thule control all seven regions of Verthandi, and with them the territory.

- Information about Verthandi is discovered through the use of a spy network. This information was last significantly updated after the Autumn Equinox 381YE.

- Őrnhjorfall is a rank one fortification.

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Verys

Contents

- 1 The Lion, Rune of Might

- 1.1 Using Verys in magic

- 1.2 Crafting with Verys

- 1.3 For Machine Embroidery

The Lion, Rune of Might

Affiliated with the Realm of Summer

The strong arm, the numberless host, the storm against which there is no shelter, the shelter that no storm can breach, the fire that forges the strongest blade. At its basest level, Verys is the rune dealing with the application of strength, but it makes no moral assumptions about the manner of such use – beyond the assumption that it is good to exercise strength.

Verys is very much a rune of two faces. One face is the strength that aids society; the strong smith at their forge, the sturdy battlement that holds back the enemy, the powerful army that keeps the peace or the learned sage that dispenses wisdom to all and sundry. It is power harnessed and channelled towards constructive ends. The other face is a brutal one, the simple naked application of force, generally in a mindlessly destructive way. It is strength without reason or restraint; the horde that pillages all in its path, the siege weapon that batters and smashes all in its path, the bully who oppresses all before them, the clever jackanape that keeps others in bondage through application of the rules of society.

Verys is sometimes used to embody the idea that the great should command the weak, either by seeking its fealty or by crushing it completely. This also colours its interaction with other runes; those it cannot command it seeks to destroy.

In Dawn it is used alongside Jotra, Tykonus and Feresh to signify Glory – in this case the glory that comes from the exercise of strength and power.

In some ancient rune sets, Verys and Kyrop, the Rune of Weakness are represented by a single runestone, with the direction in which it is drawn and laid determining which meaning it takes on.

Using Verys in magic

As with the other Summer runes, Verys is used in magic that enhances or supports. Unlike several other runes, it grants strength and prowess directly rather than enhancing what is there. It has little patience for weakness, however, and can be dangerous to apply to those who are too weak to control the strength that flows through them.

Crafting with Verys

Throughout the Empire, warriors and soldiers bear Verys as a touchstone. It appears on armour, weapons and shields, and is a common symbol worn as a tattoo or brand.

For Machine Embroidery

Here is a digitized version of Verys in .jef format, suitable for a 7x5 hoop. File:RuneVerys.jef

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

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Veto

Synod Judgement

- General Assembly, Assembly of Nine

- Greater Majority

Overview

The Synod is charged with ensuring the virtuous behavior of the Empire. Because the decisions of the Imperial Senate are crucial to the soul of the Empire, the General Assembly has the authority to veto one Senate motion or Senate announcement each summit. This allows them to act as a check and balance on the power of the Senate, throwing out decisions that are corrupt, unvirtuous or otherwise offend the moral turpitude.

Any Senate motion that requires a constitutional vote to pass may be vetoed by the General Assembly or by the Assembly of Nine. The veto always requires the greater majority to pass - but the Synod may veto any number of constitutional votes.

The Synod shall ensure the virtuous behaviour of the Empire.

Imperial Constitution

Contents

- 1 Overview

- 2 Judgement

- 3 Timing

- 4 Outcome

- 5 Further Reading

- 5.1 Core Brief

- 5.2 Additional Information

Judgement

Any member of the Synod may submit a judgement of veto. The judgement must specify a single successful motion that has passed the Senate that summit and must be submitted before the start of the Senate session after it was passed. It is not possible to veto a motion before it has been passed by the Senate.

The Synod may only veto one normal motion per summit. It is possible for different Synod members to submit judgements to veto different motions; but judgements of veto that cannot legally pass are cancelled at the moment where the first judgement achieves primacy.

If an Assembly rejects a judgement to veto a Senate motion - then it may not reconsider this judgement later. It is not possible to submit a second judgement of veto to veto the same senate motion.

When a judgement of veto is submitted, the Tribune is responsible for informing the senator who raised the motion. Usually they will send a messenger to find the senator to ask them to attend the Hub so that they can be briefed on the development.

A judgement of veto always requires a greater majority to pass.

Timing

If the Imperial Synod submits a judgement of veto for a motion - then implementation of the motion will not proceed until voting has concluded. To ensure the smooth running of the Senate, a veto must be submitted at the same summit where the motion was passed and before the start of the next Senate session.

Most citizens begin to depart Anvil once the final Senate session concludes. Since the judgement must be submitted at the summit where the motion was passed, the Tribune allows members of the Synod to request a veto after the final Senate session has taken place. If a judgement of veto is submitted to a civil servant then the motion will not pass into law until the Synod has had time to consider their judgement.

Although it is rare for a Tribune to be present in the Senate during the final session, it is technically legal for any civil servant to accept a judgement. Traditionally this is accomplished by a citizen calling out from the gallery or the floor that they intend to seek the veto. A civil servant will find the citizen to confirm that they are a member of the Synod who has not yet used their judgement this summit. If that is the case, they will accept the judgement and the pass the details to the Tribune for judgement before the first voting deadline at the following summit.

A small leak will sink a great ship.

Marcher Proverb

Outcome

If the Synod passes a judgement of veto, then the Senate motion is struck down.

The motion does not pass into law - and furthermore the Senate may not pass another motion which is the legal equivalent again that summit. They may pass a motion on the same issue provided that it contains substantive legal differences to the motion that was vetoed. This assessment is made by scrutiny by the Constitutional Court - who have a reputation for respecting the expressed wishes of the Synod in this matter.

The Conscience of the Senate is responsible for announcing vetoes to the Senate. The Speaker for the Senate will invite the Synod to speak and inform the Senate of their decision at the start of the next summit. Usually the Conscience will make the announcement themselves, but the Speaker will usually allow the Conscience to invite another member of the Synod to speak in their place if they wish.

If the Synod rejects a judgement of veto, then that assembly they may not raise another judgement to reconsider the matter, though it may still be judged by another assembly if appropriate.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Imperial Theology

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

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Vigilance Guide Our Faithful Watch

A song commemorating the founder of Felix's Watch.

Sung to the tune of Agni Parthene. Lyrics by Andre Tcherepnine

Midi here PDF score and lyrics here Original on youtube here

Lyrics:

In forests dark and lands forlorn Was Felix born to clan Yagoda (Vigilance guide our faithful watch)

The touch of Winter in his blood Would ever test his watchfulness (Vigilance guide our faithful watch)

For years he hunted wickedness And yet his soul lacked true purpose (Vigilance guide our faithful watch)

In Virtue did he find the way To Shelomit, his guiding light (Vigilance guide our faithful watch)

The Highborn call he did accept In Casinea he found himself (Vigilance guide our faithful watch)

A prosperous touch upon his brow Would bring his hand to Mount Uphaz (Vigilance guide our faithful watch)

Within the mountain omens bright The skull of Susa he unearthed (Vigilance guide our faithful watch)

With horse's courage laid he stones His Watch to last forever more (Vigilance guide our faithful watch)

O Shelomit she lifted him Till he stood tall as Atuman (Vigilance guide our faithful watch)

The Highborn they did heed her call To Felix pledged their Loyalty (Vigilance guide our faithful watch)

His creed did spread among the wise Inwards they looked and knew themseves (Vigilance guide our faithful watch)

To Realms beyond they turned their gaze And raised their guard Eternalwards (Vigilance guide our faithful watch)

From Cuna voyaged peerless minds The wisdom of recorders sublime (Vigilance guide our faithful watch)

Within the mines and battlements Are forged the virtuous and pure (Vigilance guide our faithful watch)

A golden hostel on the mount Its creed inscribed in black marble (Vigilance guide our faithful watch)

The touch of Winter in his blood Would lead him to the Labyrinth (Vigilance guide our faithful watch)

The towers steadfast in his name His watch to last forever more (Vigilance guide our faithful watch)

The towers steadfast in his name His legacy forever more (Vigilance guide our faithful watch)

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Vigilance roleplaying effects

Contents

- 1 Overview

- 2 Consecration of Vigilance

- 3 Anointings of Vigilance

- 3.1 The Demands of Vigilance

- 3.2 The Cutting Edge of Vigilance

- 3.3 The Merits of Vigilance

- 3.4 The Preparations of Vigilance

- 3.5 The Omen of Vigilance

- 4 Hallows of Vigilance

- 4.1 Hallowing of the Sentinel

- 4.2 Hallowing of the Whetstone

- 4.3 Hallowing of the Inquisitor

- 4.4 Hallowing of the Unconquered

- 4.5 Hallowing of the Bellringer

- 4.6 Hallowing of Vardas

Overview

These roleplaying effects are created by priests dedicated to the virtue of Vigilance who use the relevant ceremonial skill. A character performing an anointing or hallow must pick one of the appropriate roleplaying effects when they perform the ceremony.

Consecration of Vigilance

- In this place, you are acutely aware of that which you value; you are strongly inclined to speak and act in a way that eliminates any threat to that which you value.

Anointings of Vigilance

The following are a range of auras that can be summoned onto a living soul, with their consent, by priests whose own souls are dedicated to Vigilance:

The Demands of Vigilance

- You feel a desire to challenge deceptions and facades that may conceal a threat, which includes an urge to question and analyse the motives and claims of those you encounter. This feeling is amplified if the person in question is in a position of power and authority. Any respect you have for privacy and confidentiality is lessened.

Description: This is an anointing favoured by Inquisitors, Illuminates and other priests who desire to get to the truth behind deception and dissembling. It is less popular with citizens who have had their privacy invaded as a result, though only the guilty have cause to fear. Priests of vigilance have also used this to help citizens question assumptions, and whether individuals or groups are actually worthy of their loyalty.

The Cutting Edge of Vigilance

- You feel a sense that threats must be addressed by any means. Any feelings or attitudes that may prevent you from taking action against any threat to that which you desire to protect are muted, and you find it easier to do what you feel must be done.

Description: The threats that beset the Empire are wily and cunning, and few will ever provide absolute proof or solid evidence of their intentions before it is too late. Yet doubts about the consequences of acting, or feeling that there is insufficient information, can bedevil the pilgrims of vigilance and discourage them from doing what must be done. Priests of the path of vigilance use this anointing to ready the virtuous and strengthen them to act with confidence and certainty. This anointing is popular in empowering priests and pilgrims to overcome other effects that cloud the mind, including malign auras.

The Merits of Vigilance

- You feel the importance of being vigilant. When you take an action that you believe will eliminate, or reduce, a potential threat, you are rewarded with a sense of satisfaction, even if the action does not ultimately accomplish this.

Description: The path of vigilance is rarely kind to pilgrims. Dangers and evils can slip past even then most tireless efforts, or actions taken in good and virtuous intent, may backfire. Priests of the path of vigilance are able to use this anointing to reassure their pilgrims that it is the intentions that are marked on their souls, and which will ultimately aid their passage in the Labyrinth of Ages. The desire for vigilance and efforts to this end are what marks a pilgrim from a citizen.

The Preparations of Vigilance

- You receive a brief vision of the immediate consequences of being ill-prepared. You feel a desire to prepare yourself, and those around you, for possible dangers to come. Your tolerance for laziness and complacency is greatly diminished.

Description: Many priests of the path of vigilance use this anointing as a call to arms, especially for those who they feel have become complacent and are unready for the dangers that may come. Other vigilant groups or sects may use this anointing more regularly to encourage regular drilling and practicing of skills.

The Omen of Vigilance

- The next time you sleep you experience vivid dreams concerning known threats and likely dangers, and the ways in which you might take action to confront and defeat them. You awaken with renewed optimism and a strong desire to move decisively against your enemies, and to make sensible precautions for potential future dangers.

Description: Sometimes it is easy to overlook the current danger because you are worrying about a potential danger to come. The pilgrims of vigilance are aware of this, and work to consider likely avenues of danger and known threats in order to prepare for them, and ideally prevent them coming to pass. Priests of the path of vigilance seek to use this anointing to help their congregations and pilgrims contemplate threats and to make themselves ready for them.

Hallows of Vigilance

Hallowing of the Sentinel

- You feel an urge to ensure that preparations are made against threats, current or potential, and that these measures are checked to ensure they are ready.

Hallowing of the Whetstone

- You feel an urge to test yourself in order to identify, and compensate for, any weaknesses you possess. This urge includes an impulse to use this item in that testing, if appropriate.

Hallowing of the Inquisitor

- You feel an urge to investigate, and scrutinize, the affairs of those you have dealings with to ensure their integrity.

Hallowing of the Unconquered

- You feel an urge to take immediate action to address, or eliminate, something you regard to be a potential threat before it gains further strength, or manifests its danger fully. If you deliberately pass up an opportunity to do so, the feeling changes to one of revulsion and rejection that flows from the item to you for as long as you are bonded to it.

Hallowing of the Bellringer

- You feel an urge to rally others to deal with a threat or danger you have identified. This impulse includes an urge to use this item in raising the alert, if it would be appropriate to do so.

Hallowing of Vardas

- Any warmth, affection, empathy or mercy you feel toward others is lessened. You find it easier to perceive the world by that which may be a threat, and that which is not.

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Vigour of Youth

Contents

- 1 Rules

- 1.1 Summer Magnitude 9

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 2 Description

- 3 Common Elements

Rules

Summer Magnitude 9

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The target gains three additional ranks of fortitude, and is under a roleplaying effect: you feel vigorous and potent, as if you were at the height of your physical peak.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 6. Additional characters must be present throughout.

Description

Even more so than Tenacity of Jotra, this ritual provides a significant boost to a warrior's ability to survive serious wounds for several months. While it is at its most effective when it enhances the constitution of an individual who is already quite tenacious, it is still quite powerful regardless of target. Even when cast on someone of unremarkable constitution, it more than doubles the amount of time it takes someone to die from their wounds.

Common Elements

As with many enchantment rituals, common elements include the consumption of wholesome food and drink (especially mead or beer) and the use of tokens and gifts such as favours. The rune Jotra is often used, painted onto the skin especially the skin of the chest or belly. Likewise an evocation of The Stallion or The Oak may be appropriate with this ritual, as are evocations of horses, boars, bears and other animals famed for their bodily fortitude.

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Virtue Assembly

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Virtue inquisitor (Redirected from Virtue Inquisitor)

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Inquisitor's Judgement

- 4 Selection

- 5 Removal

- 6 History

Overview

These Imperial titles were established by a vote of the Imperial Senate in Summer 379YE. There are eight virtue inqusitors in total - one for each of the virtue assemblies, and one for the assembly of the Way.

Responsibilities

The intention of the Senate is that the Virtue inquisitors would form an Inquisitorial court in conjunction with the Imperial Inquisitor, to oversee inquistions and ensure their accountability and transparency. This inquisitorial court is also expected to work with the Imperial militia and the Imperial Synod to ensure inquisitions are performed correctly.

Powers

Inquisitor's Judgement

Any priest who performs an inquisition, they may choose to escalate it to a condemnation. The virtue inquisitor has another option; they can instead choose to escalate their inquisition to a Statement of Principle in the General Assembly. As with a more traditional condemnation, this escalation is submitted in their name by the Tribune of the Synod so it this does not count as raising another Synod judgement.

The intention of this power is that a virtue inquisitor who finds no fault, or who considers there to be insufficient grounds for a condemnation, may share their findings officially with the Imperial synod.

Selection

Each virtue inquisitor is appointed by the cardinal of their respective virtue assembly.

Removal

A virtue inquisitor retains their title until they die, step down, are revoked, or until a new cardinal of their assembly is appointed and chooses to name a replacement.

A virtue inquisitor may be revoked by their respective Virtue Assembly or by the General Assembly.

History

The virtue inquisitors were established in Summer 379YE, as part of a larger plan to establish an inquisitorial court.

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Virtue Never Falter

Lyrics by Andre Tcherepnine. The tune is Riu Riu Chiu youtube version

Here is a guide for the tune, but please do listen to the recording as well. The triangles denote places where the tune groups three quavers (and gives it the bounce that you hear on the recording). The crotchets with x heads are three clapped beats.

Chorus:

See the Way before you

Your path never alter

Be you ever loyal

Virtue never falter (repeat last 2 lines)

In the Revelation was the Way discovered

By the Scions' work was the Labyrinth uncovered

From the Distant Shores came the proof of our birthright

Signs of Seven Virtues seen as clear as daylight

Chorus

On the Winds of Virtue was this finding carried

Brought to all the people of the Nations varied

When the Empress rose so did the Way of Virtue

Founded was the Synod ever faithful and true

Chorus

Heed the Pride of ages your soul will be commended

Vigilance and Courage will keep you well defended

Prosperous and Wise is the way that's never fallow

Loyal and Ambitious the soul that's ever hallowed

Chorus

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Virtue inquisitor

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Inquisitor's Judgement

- 4 Appointment

Overview

These Imperial titles were established by a vote of the Imperial Senate in Summer 379YE. There are eight virtue inquisitors in total - one for each of the virtue assemblies, and one for the assembly of the Way. The virtue inquisitors were established as part of a larger plan to establish an inquisitorial court.

The powers and appointment method of the Virtue inquisitors were significantly amended by the Imperial Senate in Spring 382YE.

Responsibilities

The intention of the Senate is that the Virtue inquisitors would form an Inquisitorial court in conjunction with the Imperial Inquisitor, to oversee inquistions and ensure their accountability and transparency. This inquisitorial court is also expected to work with the Imperial militia and the Imperial Synod to ensure inquisitions are performed correctly.

Powers

Inquisitor's Judgement

Once per summit, the Virtue inquisitor may propose a judgement of Inquisition that is in addition to the single judgement they may normally raise. The inquisition follows all the normal rules.

Appointment

Each inquisitor is appointed by a judgement of Appointment in the appropriate virtue assembly. Selection is by a judgement of appointment raised by the Tribune in the standard manner.

Any Imperial citizen may hold this title. They can be revoked by the General Assembly, the appropriate Virtue assembly, and the Assembly of the Nine.

Reappointment Schedule

Winter Solstice

Courage & Wisdom

Spring Equinox

Loyalty & Pride

Summer Solstice

The Way & Prosperity

Autumn Equinox

Ambition & Vigilance

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Virtues Anthem

To the tune of Veni Veni Emmanuel. Lyrics by Jude Reid. Transcribed by Aaron Walter

Funerary variant, adapted and transcribed by Aaron Walter

RECORDING of this song: Media:virtues-anthem.mp3

O come o come ye seven virtues bright And lead this soul from darkness into light Let courage be my armour and my shield With virtue as my guide I shall not yield O come o come ye seven virtues bright And lead this soul from darkness into light

O let my spirit hear ambition's call To strive and rise and never fear to fall Let flames of holy fervour fill my soul I shall not cease until I reach my goal O come o come ye seven virtues bright And lead this soul from darkness into light

I pray that every day my wisdom grow That I in turn may teach on what I know To know the truths of all the world I yearn- Till my last breath I shall not cease to learn O come o come ye seven virtues bright And lead this soul from darkness into light

Oh holy virtue grant that I be proud To own my sins and speak my virtues loud No falsehoods vile, false modesty or shame Shall tarnish the bright glory of my name O come o come ye seven virtues bright And lead this soul from darkness into light

All ills I will ensure for duty's sake A valiant heart may cease but never break To kinsman, to lover, and to friend My loyalty shall be without an end O come o come ye seven virtues bright And lead this soul from darkness into light

With vigilance I strive that I perceive Those liars who dissemble and deceive May sinners fear my name across the land May traitors perish weeping at my hand O come o come ye seven virtues bright And lead this soul from darkness into light

When hard I work with hand and heart and mind Prosperity shall follow close behind I shall make use of every throne I earn That other men shall prosperous be in turn O come o come ye seven virtues bright And lead this soul from darkness into light

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Virtuous Ward

Description

This oldest Virtuous Wards still in use in the Empire were crafted by Highborn artisans during the turmoil of the Highborn civil war. Crafted in the form of large kite and heater shields, some of these items are still in use and seen as valuable relics akin to the artefact Pilgrim's Shields. The shield is of use only to a priest - only someone trained in the ceremony of dedication can make use of its powers. Whenever an ally heals the bearer, whether with magic or appealing to their will to survive the shield creates a brief connection between the priest's spirit and that of the healer, allowing a brief moment of communion that inspires the bearer and rewards them with a burst of renewed energy.

The Shield of the Last Navigator - or more properly the Shield of Edion - is a particularly sought-after Virtuous Ward. Allegedly bourn by Permion the Lawmaker's brother and bodyguard Edion, the shield was lost 150 years ago during an orc raid against Necropolis when the Blade of Vigilance was sunk by Grendel pirates. A potent artefact, the shield also bore a powerful hallow infused with true liao and its loss was a serious blow to the pride of the Highborn.

As the Shield of Edion suggests, it is common for a Virtuous Ward to be hallowed. Popular hallows reflect the fact that the item is intended to be carried on a battlefield by a warpriest, one who expects to fight toe-to-toe with the enemies of the faithful.

Rules

- Form: Shield (Talisman). This item is also regalia. You cannot make a Virtuous Ward that is a buckler.

- Requirement: You must have the dedication and shield skills to bond to this item.

- Effect: When another character makes you the target of a spell, ritual, heroic skill, or chirurgeon that restores a number of hits you regain 2 additional hits. You do not gain additional healing from any effect you use on yourself, nor from any use of potions or herbs.

- Materials: Crafting a Virtuous Ward requires requires twelve ingots of weltsilver, eleven ingots of ambergelt, seven ingots of green iron, and fifteen measures of dragonbone. It takes one month to make one of these items.

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Vis

Contents

- 1 Overview

- 2 Forms

- 2.1 Prismatic Ink

- 2.2 Heart's Blood

- 2.3 Vital Honey

- 2.4 Crystal Fire

- 2.5 Golden Apples

- 2.6 Warm Ashes

- 2.7 Other Forms

- 3 Rules

Overview

Vis (sometimes called quintessence, grym, or realm mana) is a substance not found naturally in the mortal world. Scholars agree that it serves a similar purpose for inhabitants of the realms as mana crystals do for mortal magicians.

Vis is an Old Asavean word meaning "power or force" and is recognisable in all modern nations. Traditional, educated magicians pronounce it "weeeez" while iconoclastic, younger magicians tend to pronounce it "viz" to the exasperation of the first group.

The practice of referring to vis as "quintessence" comes from extremely old texts, and the context has long since been forgotten. In Roget's "The Five Quintessences", that Urizen scholar tries to claim that it proves that fire crystals and prismatic ink are the same substance - but this has been largely discredited due to there being absolutely no evidence to support his wild claims.

The easiest way to acquire vis is to deal with an eternal of the appropriate realm. Over the centuries, various rituals have been created to allow commerce between mortal magicians and an eternal - the rituals Before the Throne of Estavus and Tribute to the Thrice-Cursed Court are examples which exist in Imperial lore.

Forms

There are six commonly-known forms of vis, each of which hails from a different realm.

Prismatic Ink

Found in the Day realm, and used in the performance of Day magic. Over time, this miraculous pigment slowly changes colour from deep purple to cerulean blue, to vibrant green, to golden yellow, to fiery red and then back to deep purple. A single vial can be used in the same way as mundane ink to create images or documents in a beautiful range of colours. When it is used in the performance of a ritual it is often used to draw a map, write a message, or mixed with paints or coloured sands to trace designs.

Heart's Blood

This scarlet liquid comes from the Winter realm, and is used in the performance of Winter magic. It is usually found in small glass or crystal vials, or more rarely in earthen pots. It behaves in all ways like normal blood, apart from the fact that it is always warm to the touch, and liquid, as if it had just been spilled. Any magician can tell it apart from a normal phial of blood because if it is held by a living creature for more than a few moments they will feel it begin to pulse gently in time to their own heart beat. When it is used in the performance of a ritual, it is often drunk, smeared on the skin of the target, mixed with the blood of the ritualist (or another liquid), or simply spilled out onto the earth. The ritual Tribute to the Thrice-Cursed Court is a common way to acquire heart's blood.

Vital Honey

This translucent gold, orange, or yellow substance comes from the Spring realm, and is used in the performance of Spring magic. It is soft and a little sticky, with a consistency that varies between that of of golden treacle and pliable amber. It is sweet and tasty when consumed, but most magicians caution against voluntarily eating a substance that comes from the volatile spring realm. It can be easily told apart from normal honey by its gentle, golden glow - and by the fact that it occasionally moves as if it were a living thing. When used in the performance of a ritual, it is often spilled out or mixed with hot water, or smeared on the target of the ritual.

Crystal Fire

This dark mineral comes from the Night realm and is used in the performance of Night magic. The crystals themselves vary in colour from a purple so deep it is almost black, through deep red to lustrous fiery orange. They are always warm to the touch, and often glow slightly like banked embers. When their magic is used, they become dull and lifeless and quickly crumble into inert ash. The eternals of the Night realm claim they are nothing more than the flames of a camp fire or bondfire made solid, although a few claim they are actually crystallized starlight. When used in the performance of a ritual, they are sometimes burnt in mundane fire, or rubbed and caressed to draw on the power trapped within them.

Golden Apples

These magical fruit hail from the Summer realm and are used in the performance of Summer magic. They appear as apples with golden skin, and on the rare occasion they are eaten they taste delicious - they are almost the platonic ideal of fresh summer fruit given form. Sometimes called sun apples, they are also known as the apples of Meraud - that Summer eternal is said to own great orchards that produce bushels of golden apples to use in his magic or to offer as gifts to friends. Regardless, they are found throughout the Summer realm from the glaciers of Cathan Canae to the Fields of Glory. When used in the performance of a ritual, they may be consumed or cast to the ground as their magic is used - once their power has been exhausted they quickly lose their lustrous sheen.

Warm Ashes

Sometimes called Ashes of Estavus, this industrial byproduct comes from the Autumn realm and is used in the performance of Autumn magic. A pouch of ashes is easily distinguished from mundane material because it is always warm to the touch, losing this warmth only when its magic has been depleted. The most common way to get hold of the ashes is through the ritual Before the Throne of Estavus, but all Autumn eternals are known to have access to the substance. When used in the performance of a ritual, it is often thrown into the air, or used to trace a design on the ground, or more rarely mixed with water and used to paint runes or symbols on the target of the ritual.

Other Forms

Vis is rarely found in other forms - such as seed pods bursting with spring mana, or frozen lumps of rock and ice infused with the power of Winter. Such items are often of unique provenance, and may be significantly more potent than the traditional forms of vis but they follow the same rules (that is, no matter how much vis they supply they are used up entirely during a single ritual performance).

(When vis is found in other forms, it is almost always presented as a one-shot ribboned item)

Rules

- Counts as three individual mana crystals

- Can be combined with other sources of mana

Standard vis counts as three individual mana crystals towards the performance of a single ritual of the appropriate realm. It cannot be used for spellcasting. Vis can be freely combined with crystal mana in the performance of a single ritual. All the vis is consumed in a ritual regardless of how much mana is needed - but the vis may be split between multiple contributors if desired. The normal rules limiting the number of mana crystals that you can use to perform a ritual apply. For example, if a magician with two ranks of spring lore works with a covenmate who has one rank of Spring lore, a single jar of vital honey can be used by both of them to provide all the mana for their ritual.

Note that despite its similarities, vis is not the same as crystal mana. You cannot make an arcane projection using them; you cannot employ vis in conjunction with a Crystaltender's Vestment; and you cannot use them to speak before the Conclave or to place an item on the agenda, for example.

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Vitality of Rushing Water

Contents

- 1 Rules

- 1.1 Spring Magnitude 14

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Option

- 2 Description

- 3 Common Elements

Rules

Spring Magnitude 14

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual has three related effects:

- When hits are restored to the target by any means then they are also cured of the VENOM status if they were affected. This effect will not work if the purify spell would fail to remove the VENOM effect for any reason.

- The target is not subject to the venomous effects of the vallorn miasma. They will not contract green lung, nor will they become a vallornspawn husk if they die while under this enchantment.

- The target experiences a roleplaying effect: they feel healthy, vital and full of energy. They also have a greatly increased appetite, feeling the need for significantly more food and drink than they might normally require.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters who are part of the same banner. Each additional character increases the magnitude by 11. Additional characters must be present throughout the ritual.

Option

Any caster who has mastered the ritual may choose to substitute Imperial Roseweald for crystal mana when contributing to it. Every 2 doses spent counts as 1 crystal mana when contributing to the ritual.

Description

The supernatural vitality offered by this ritual helps survive exposure to supernatural venom, especially the effects of close exposure to the vallorn and its creations. It is a powerful protection when facing enemies who employ tactics that make extensive use of venom, such as the Druj or the Navarr, or creatures whose presence or attacks can be dangerously toxic such as hydras or plaguewulfs.

The ritual strengthens the life of the target, such that almost any medical attention will purge the effects of venom. This greatly improves the likelihood of exposure to life-threatening poisons and venom - a chirurgeon can quickly remove the effect of exposure to a Druj knife, for example, or a single dose of True Vervain not only restore the victim of a plaguewulf to full fighting strength but also remove the threat of undying servitude should the patient fall to the creature's claws. Rather than needing to exhaust their entire reserve of personal power, a war witch can swiftly cast a heal spell on their enchanted ally, having the dual effect of restoring health and purging venom. A bold Navarr thorn can rise, unstoppable, from the ground while fighting a venomous beast not only restored to health but purged of life-threatening venom.

The ritual is not a panacea - it is sufficiently difficult that it is not a simple matter to provide it to every warrior on a battlefield - but when coupled with other protections it can greatly increase the likelihood of surviving a battle, not least because it allows existing supplies for treating poison to be spread more thinly. Those protected with the Vitality of Rushing Water can rely on more straightforward healing methods

In some circles this ritual is called The Mark of Abraxus, after the Abraxus Stone. In Dawn it is sometimes referred to as the Breath of the Hydra, while those Highborn who have used it in skirmishes with the hated Druj call it Strength of Pure Water.

Common Elements

As with many enchantments, ritualists often mark the targets of the ritual in some way. Common elements include shared consumption of a drink or herbal preparation; painting a rune or symbol on the face or chest of the target; or securing a woven woven favour, braid or protective amulet to the target. Branches or leaves from hardy plants or those associated with good health, such as the oak, ivy or mistletoe, are sometimes woven together and worn on the head or wrists or in the hair; amber or even ambergelt jewelry might also be used to signify the protection offered by the ritual.

The idea of washing or purifying is another element that works well with this ritual. Fresh and salt water alike have resonance with a ritual designed to offer protection from dangerous impurities. Some ritualists perform a ceremonial washing of hands, while more vigorous rituals might involve pouring water over the head of the targets. With blood magic, it is not uncommon for a small amount of blood donated by a child to be mixed with water and used to anoint the targets.

Evocations of runes such as Bravash, Rhyv, Feresh or Cavul are all common, as is the constellation of The Fountain; a scene involving The Doctor or The Witch; or the strength and vitality of potent creatures such as hydras, boars or bears.

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Vitriolic Orb

Description

A vitriolic orb item is usually crafted in the form of a bone, glass or ceramic orb inlaid with tempest jade; although there are some metal orbs of this type, they tend to become pitted and rusted very quickly, appearing diseased or unwholesome. They are rarely adorned, although they may be marked with runes. A vitriolic orb is infused with potent enchantments and attuned to the realm of Winter. A coven can use it to draw on the caustic and destructive power contained in measures of beggar's lye, aligning it with their own magic. This allows them to reduce or in some cases replace the need for crystal mana when performing Winter rituals.

The power of beggar's lye is like the power of Winter itself - dangerous, but incredibly useful when treated with respect and used wisely. Many vitriolic orbs are fashioned as bowls, chalices or cauldrons in which pure beggar's lye is mixed with water or blood; others take the form of braziers where resinous cakes are burnt. Even when the item takes the form of a traditional orb, it is often anointed with liquid beggar's lye as part of any ritual in which it is used. While the item itself is undamaged by exposure to beggar's lye, covens who make use of this 'covenstone' invariably handle it while wearing gloves - extended exposure to a vitriolic orb can raise welts or in some cases actual burns on unprotected skin. Regardless of the precise form it takes, a coven that uses it is careful to ensure that it plays a central role in their ceremonies - in addition to its ceremonial use it is a symbol of their unity of purpose and their coven oath - and often a quiet reminder of the repercussions of breaking those oaths.

Rules

- Form: Paraphernalia. Takes the form of a piece of ritual paraphernalia.

- Effect: Members of the coven who are performing a Winter ritual they have mastered may use beggar's lye in the place of crystal mana. Every two measures of beggar's lye spent count as one crystal mana.

- Materials: Crafting a vitriolic orb requires seven ingots of tempest jade, four measures of beggar's lye and three measures of dragonbone. It takes one month to make one of these items.

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Vizier of the Incarnadine Satchel

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Ministry

- 4 Appointment

- 5 The Title in Play

Overview

The Vizier of the Incarnadine satchel is an Imperial title awarded to a Freeborn citizen. It is a national position appointed through the Bourse.

The Vizier oversees and advises agents across the Bay of Catazar and beyond who acquire herbs on their behalf. Sometimes agents of the Vizier travel with fleets visiting distant shores, empowered to negotiate on behalf of the minister and constantly seeking the best possible deal when bargaining for valuable plants.

The title takes its name from the Incarnadine Satchel, a unique artifact in the form of a crimson-stained bag said to have been a gift from the original Riqueza to her youngest daughter. Stories differ as to its properties but the most common versions suggest the wondrous satchel either transformed any herb placed within it into any other herb, or transformed herbs into potions with incredible alacrity regardless of the capabilities of the holder. The satchel was passed from its guardian hakima to the first Freeborn to take up this ministry. Unfortunately, the satchel was lost along with its bearer somewhere in the mountains of Kahraman during the punishing winter of 294YE, and has not been seen since.

Responsibilities

The Vizier is traditionally expected to ensure that the apothecaries of the Brass Coast have access to the herbs they need to make potions. This being a Freeborn ministry, it is expected that the Vizier will take the opportunity to make whatever profit they consider appropriate. A few Viziers have instead used their title to ensure that Freeborn warriors and hakima are kept well supplied with useful potions, especially those that will help them fight the enemies of the Brass Coast during journeys through the Sentinel Gate.

Powers

Ministry

As a ministry, the title of Vizier of the Incarnadine Satchel allows the holder to purchase quantities of special materials at a set price. The Vizier makes their decision how much money to spend during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed.

Total Money Spent

Production

8 Crowns

10 Cerulean Mazzarine and 5 each of True Vervain and Imperial Roseweald

20 Crowns

16 Cerulean Mazzarine, 8 each of True Vervain and Imperial Roseweald and 3 each of Marrowort and Bladeroot

36 Crowns

20 Cerulean Mazzarine, 10 each of True Vervain and Imperial Roseweald and 6 each of Marrowort and Bladeroot

Appointment

This title is appointed during the Spring Equinox. The Vizier of the Incarnadine Satchel is appointed by citizens of the Brass Coast who control fleet personal resources. The larger the fleet an individual has, the more votes they can allocate in support to a candidate. The voting is handled by the civil servants in the Bourse.

Only a Brass Coast character may hold the title. They do not receive a seat on the Bourse. As a title appointed through the Bourse, they cannot be revoked by the Imperial Synod.

The Title in Play

The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.

These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.

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Voice for the dead

Contents

- 1 Description

- 1.1 Roleplaying a corpse

- 2 Casting

- 3 Effects

- 4 Sample Spellcasting Vocals

- 5 Common Elements

Description

One of the most powerful spells, voice for the dead empowers a departed person to speak to the living for a short time. It has obvious application when investigating serious crimes, but has even seen use as an interrogation tool on battlefields. The corpse subject to this spell can see, hear and speak and may have some limited ability to move its eyes or head, but that is all.

This spell does not work on corpses that have been dead for an extended period; the powerful ritual Whispers through the Black Gate is needed to communicate with a deceased character who has been dead for much longer than a few minutes

The spell has been the subject of a great deal of superstition and was once the subject of a failed attempt to interdict the spell by the Sevenfold Path. Defenders of the spell point out that there is no evidence that the spell interferes with the passage of a soul through the labyrinth; as far as anyone has been able to demonstrate it does not "summon" a departed spirit at all. Rather they claim that the magic temporarily strengthens the connection between the consciousness of the deceased and their dead flesh. Many magicians have agreed that using this spell is like speaking to a copy of the dead person, rather than to the dead person themselves.

While there have been countless experiments, magicians have been unable to gather any real information about what happens to someone after they die. The experience of actually dying often seems to be intensely personal, and there is little consistency. Dead people commonly mention experiences such as a sensation of falling into darkness; of seeing a bright light towards which they are drawn; of a slow fading of consciousness; or of a sudden sharp cessation of awareness. It certainly appears that awareness of the mortal world ends at the point of death.

This spell can also be cast on ghosts and other representatives of the undead creatures, even if they have been dead for longer than ten minutes. Some of these beings find communication with the living to be difficult and need additional magic to allow them to speak.

Roleplaying a corpse

This spell is a good opportunity for a last interaction with friends or enemies. You are not compelled to answer questions nor to speak truthfully if you do not want to, any more than when you were alive. You have no awareness of anything that happened after the moment of your death - but remember that a dying or terminal character is aware of everything that occurs around them. You may certainly share what you believe is going to happen to your soul (assuming you think you have one), but this spell cannot be used to learn about the labyrinth, the howling abyss or any other sort of afterlife experience.

It is up to you, and your sense of drama and characterisation, as to whether you know you are dead or not.

Casting

- Type: Regular spell

- Cost: 1 Personal mana

Effects

You enable a corpse that is still being phys-repped to speak. The target must have died in the last 10 minutes. This spell lasts five minutes.

You may also cast this spell on a ghost or other undead creature that otherwise lacks the ability to speak.

Sample Spellcasting Vocals

- (evoking the Door) You who stands at the gates of the Labyrinth, on the last threshold, wait. I call to you, I wear a crown of stars, and my voice is a summons. Pause for a moment on your final journey. We stand on opposite sides of the final gate, I reach out my hand, I command you. Speak!

- (singing or chanting) You come and stand at every door / But no one hears your silent tread / You knock and yet remain unseen / For you are dead, for you are dead / You need no sleep, you need no breath / You need no fruit, you need no bread / I ask for nothing for myself / Take my last gift, voice for the dead.

- (painting the appropriate Runes on the subject) With Hirmok's claw I catch you; you who are slipping away. With Gralm's hand I grasp your fraying skein. By mana and my will I bind you to this world a little longer. Fulfil your final duty; speak now at my request.

- It is cold where you are now, it is dark. It is warm here by the fire, and there is hot wine. Speak to me, far traveller. Speak to me with the voice of the dead.

Common Elements

- Rune Magic: Irremais, the rune of wisdom, is often evoked with this spell, although some magicians might trace Hirmok, the rune of domination on the forehead of a corpse as the spell is cast. Some cautious magicians may scratch a warding rune such as Queros on the ground between themselves and a body to ensure nothing else returns with the summoned spirit ... Evoking Evrom when the spell is cast, and then Yoorn when the spell ends is seen by some mystics as a sensible way to ensure the dead consciousness does not linger.

- Astronomancy: The constellation of the Door has a strong symbolic resonance with this spell.

- Dramaturgy: The persona of the Witch is very appropriate to this spell, but a magician might also take on the role of the Doctor, especially in her aspect as a harbinger or agent of death. The Bishop, who deals with spiritual matters, is often a good fit for this spell, but a magician who takes a more commanding or authoritative mien may evoke the Prince. The instrument of the Lantern works well with this spell - either as a glowing beacon to call the target back for a short time, or as a dark lantern whose fire is visible only in "the underworld".

- Other traditions: This spell is usually a solemn business. Some Highborn carry a small bell to use with voice for the dead - it is believed that the sound of bells reminds the dead of their mortal lives. A Navarr tradition when using this spell is for the magician to cut or bite their thumb and use it to smear a little fresh blood on the lips or eyes of the target corpse - to literally share a little life with the dead.

- Realms: This spell is strongly associated with the realm of Winter, which deals with dark matters such as death, ghosts and spirits.

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Voice of Barbs

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Point of Pilgrimage

- 4 Appointment

- 5 The House of Barbs

Overview

The House of Barbs was finished in the Winter of 379YE, creating the title Voice of Barbs. This is an Imperial title in the Synod, and grants custodianship of a sinecure.

The title was established by a motion of the Imperial Senate during the Spring Equinox 379YE. The motion commissioned the construction of a gathering place for Navarr guides in Hercynia; the House of Barbs. Work on the House of Barbs began shortly after the Spring Equinox 379YE but progress was slow.

Responsibilities

The Voice of Barbs is responsible for ensuring the maintenance of the House, and for representing the concerns of the Navarr guides in the Imperial Synod.

Powers

Point of Pilgrimage

The Voice of Barbs receives 6 liao and 12 votes in the Imperial Synod. These votes apply to all appropriate assemblies. If the holder of the title is not already a member of the Synod, it automatically includes membership of all appropriate assemblies (usually the General Assembly, the Assembly of the Way, and the Navarr national assembly).

Appointment

This title is appointed during the Winter Solstice. The Voice of Barbs is appointed by a judgement of Appointment in the Navarr national assembly.

The title may only be held by a Navarr citizen. They can be revoked by the General Assembly, and by the Navarr National Assembly.

The House of Barbs

The house is built after the style of a traditional Navarr wayhouse on the slopes of the Northpines in north-western Hercynia.

It was intended as a place where Navarr guides unable to attend Anvil could raise and discuss issues affecting them, or concerns related to their role as spiritual advisors to the Navarr people. It also serves as a place for stridings travelling through Hercynia to find spiritual guidance in the absence of their own guides. The House also acts as a point for the collection and forwarding of messages throughout Hercynia and beyond.

The House consists of a central meeting hall, communal sleeping area, kitchen, stables for oxen, and extensive wagon-yard. Separate from the main compound is a meditation labyrinth, and a secluded funeral grove. The grove includes a small memorial to the family of Senator Rhain who were laid to rest there long before the House of Barbs was constructed.

The meditation grove is the source of some controversy. It is arranged as a labyrinth with eight distinct circles, one dedicated to each virtue. The walls of the labyrinth is made up of plants and bushes known for their wicked barbs and poisonous nature, a constant reminder to those who walk it of the perils of leaving the path of virtue.

At the entrance to each of the eight circles stands a white granite statue of a contemporary figure in a small meditation area. At the base of each statue sits a stone bowl for collections that maybe be freely given and taken by pilgrims, and a copy of an appropriate chapter from "On being a brand, a meditation on the virtues in service" inscribed in stone.

The eight circles, from largest to smallest, and the figures they commemorate are:

- Ambition: The orc Irontide Bruk, depicted as if charging down an enemy, shield raised smashing open an enemies skull, his other hand bound as if wounded.

- Courage: The Highborn Lazarus, former cardinal of courage, shown giving a sermon, his shield and sword at his feet.

- Pride: Dušan Otecovna Zlata of Varushka pointing angrily, his hand on a wand at his hip, back to back with the Highborn Zephraim of Cantiarch's Hold with his arms crossed.

- Loyalty: The child Izzy Sumercrow grinning holding a towel.

- Prosperity: The Highborn Ruth holding a blade in one hand. The blade is inscribed "Prosperity is sometime knowing when what you have is perfect."

- Vigilance: Ulric Y’basden with his foot planted on a faceless barbarian human, a dagger in one with an expression of innocence. The more vigilant person will spot barbarian coins spilling from the barbarian's hand and horsehead motifs woven into the tattoos carved into Ulric's skin and rod tipped with the imperial throne hidden behind his back.

- Wisdom: Rhiannon Fleetfoot glaring while leaning on a staff as if unhappy about being there.

- The Way: A willow tree under which sits a rock and dagger bound in its roots.

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Voices Call

Words and tune by Dhiamara Coulson. tune

A story song, by Salviana of Endsmeet Spire

Voices call in mountains high To rituals it's time to cry Be wary now Be wary thee The consequences of your dreams.

We've heard the callings night and day Where stars once shone the sun doth play And on the wind a might song Of fallen comrades Death of sons.

We've travelled through these misty peaks An old world cracks beneath our feet Through fight and glory tales and more Your journey ends At the Spire door.

Edit the categories appropriately. This is important.

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Volhov's Robe

Description

A very long time ago, robes such as these were used as the basis of all co-operative ritual magic. Magicians everywhere made use of them, and of robes like them. When magicians began to understand how to form covens, however, the robes became less and less relevant and eventually fell out of favour. In the Empire today, they are primarily used by ritualists who have for one reason or another lost their coven or chosen to avoid being tied down to a single band. They allow these individuals to offer aid to existing covens without needing to swear that band's oath, or become bonded to the group.

Once called simply ritual robes, today they are named for the itinerant volhov. The wandering Varushkan magicians are the people who make the most use of them, appreciating the ability to stay mobile and independent while at the same time being able to offer their magical expertise to cabalists and other volhov that they encounter on their adventures. Even the Urizen and the Navarr, both nations who see great value in a skilled individual being able to help an established coven, have taken to calling them by the common name rather than continuing to call them the diplomat's robe as they allegedly did during the early years prior to the founding of Terunael.

They are also moderately popular in The League where they are often designed to resemble the long, multi-coloured coats that are occasionally fashionable with street performers. A small sub-culture of League mountebanks with ritual lore are known to make extensive use of them, offering their assistance as 'ritualists for hire' to more organised mountebank bands and even occasionally coming together to form highly informal pseudo-covens in pursuit of less-then-reputable enterprises.

Some foreign nations may still make extensive use of these items, especially those who have not embraced the idea of forming covens. A similar effect can be gained by using a Web of Celestial Attunement, a covenstone that allows a coven to aid another coven.

During the Autumn Equinox 381YE, a ritual enchantment was entered into Imperial Lore that increases the power of a magician using one of these valuable robes. Aid Once More allows the wearer of a Volhov's Robe to use its power an additional time each day, granting additional versatility.

Rules

- Form: Armour. Takes the form of a robe. You must be wearing this robe to use its magical properties.

- Requirement: You must have the magician skill to bond to this item. You cannot be in a coven while you are bonded to this robe.

- Effect: Twice per day you can take part in a ritual with a coven of the same nation. Two (or more) solo ritualists with Volhov's robes may use the robes to perform a coven ritual together. If you have contributed to a coven ritual, you cannot make use of a volhov's robe until the next day; likewise if you have used a volhov's robe to contribute to a ritual you cannot contribute to a ritual as part of a coven until the next day.

- Materials: Crafting a volhov's robe requires five measures of dragonbone and three measures of iridescent gloaming. It takes one month to make one of these items.

A volhov's robe allows a magician to form a temporary group with other users of this item, but they do not create a true coven bond when doing so. When two (or more) solo ritualists use these robes to perform a ritual together they cannot make use of ritual paraphernalia, or other effects that target the coven bond (such as Twist of Moebius.

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Volodmartz

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 Triosk

- 3.2 The Hunt of Alderei the Fair

- 3.3 The Granites of Veltsgorsk

- 3.4 The Gift of the Dwindling Star

- 4 Regions

- 4.1 Brez

- 4.2 Livardz

- 4.3 Murupa

- 4.4 Opascari

- 4.5 Suvretz

- 5 OOC Notes

Overview

Mountainous Volodmartz is rich in timber and deep mines. There are comparatively few vales here, and the boyars have a reputation for being particularly iron-fisted. Much more common are outposts, scattered across the brooding hills and growing rich from the mineral wealth they exploit. Both tend to be very well fortified, and not without reason. There are dark things in the Volodmartz mountains, and plenty of folk tales tell of malign horrors that burrow under them, emerging without warning to overwhelm the foolish, especially on Winter nights when the northern lights dance in the sky. An equally worrying threat is that posed by the northern Thule barbarians who sometimes strike down through the north-eastern forests. As recently as 376YE a major offensive was launched through the northern mountains in an attempt to secure a beachead near Void; it is very unlikely to be the last.

The Volodny had their old centre of power in Volodmartz, and it was here that Alderei the tyrant-boyar was defeated by the Imperial Army. The ruins of several strongholds still lie beneath the forest canopy. One of the most vicious battles took place in the foothills of the Opascari mountains at what is now a valuable weirwood forest. This vital strategic asset, the largest source of weirwood in Varushka, was essential to the support of the tyrant-boyar's armies. The penultimate, savage battle of the Imperial campaign against Alderei took place here; after the forest was lost, his forces were forced to fall back towards Alderei's Run in Murupa, where they finally met their end.

Recent History

Following the Thule invasion of Karsk in 368YE, probing assaults were made against Livardz and Suvretz. These were turned back by Imperial forces, but the threat of further attacks has never been ruled out. The northern barbarians certainly covet the valuable resources of Volodmartz; in the Summer of 377YE an attempt was made to create a beachead in the north near the vale of Void - almost certainly a strike not only against the mana sites and libraries of the cabalists but against the Granites of Veltsgorsk. The expeditionary force was scattered by a force of Imperial heroes, and a follow-up campaign by Imperial forces wiped out the survivors, stymieing the attempted invasion.

Major Features

Triosk

A riverside town in Livardz, with a fish-dam and low bridge that has always been the main land route into Karsk. Once a hotbed of support for Alderei the Fair on the edge of what was then Varushka, and the scene of savage fighting in the war against his forces. Empire armies laid siege to it, and burnt the original town to the ground. The tyrant-boyar sallied forth before the final assault, and gathered those still loyal from across Volodmartz and the wilds to his final battle to the north. Despite recent Imperial victories in Karsk, it is still considered to be a front-line settlement, doing all it can to support the campaign in Karsk. Home to many refugees, there is some pressure for these displaced Varushkans to return to their homes - homes that many rightly point out are still threatened by the remaining Thule armies.

The Hunt of Alderei the Fair

The Hunt of Alderei the Fair is a Bourse resource located at the foot of the Opascari mountains. Custodianship of the Hunt is an Imperial Title that brings with it a Seat on the Imperial Bourse. It produces 26 Imperial wains of weirwood every season. Control is allocated to any Imperial citizen by open auction during the Winter Solstice - as with the Night Quarry, there is some resentment that the Hunt is an Imperial, rather than National Varushkan, Seat.

The Granites of Veltsgorsk

The Granites of Veltsgorks are a Bourse resource located deep in the mountains of Brez. Custodianship of the Granites is an Imperial Title that brings with it a Seat on the Imperial Bourse. It produces 26 Imperial wains of white granite every season. The seat is allocated during the Summer Solstice, to whichever Varushkan candidate receives the most support from Varushkan owners of forest resources.

The Gift of the Dwindling Star

Following the impact of the falling star known as the Stalker or the Miscreant during the Autumn Equinox 380YE, the Thule orcs arranged to provide some of the bounty of ilium the star provides to the Varushkan people. The offices for overseeing this tribute are located at Void in the mountainous foothills of Brez. Custodianship of the Gift of the Dwindling Star is an Imperial Title that brings with it a Seat on the Imperial Bourse. It produces 4 rings of ilium every season. The seat is allocated during the Spring Equinox to whichever Varushkan candidate receives the most support from Varushkan owners of forest and mine resources.

Regions

Brez

Quality: Hills

The mountains of Brez have a shadowy reputation among Varushkans. The peaks are high enough that they are perpetually shrouded in snow, even at the height of summer. The Granites of Veltsgorsk lie high in the eastern peaks of the region, and it is said that without the presence of this valuable Bourse resource, no outsider would ever visit the peaks here despite the rich seams of copper, iron, silver and Tempest Jade the mountains conceal.

There are known to be several strong regio here, associated primarily with the realm of winter, and these have attracted cabalists and magical scholars since before there was a Varushka. The cabalists of the mountains of Brez tend to be somewhat isolationist; the best known settlement is the vale of Void in the western foothills, home to a number of allied cabals who study and perform those rituals best kept away from centres of population. Rumour has it that Heralds from the Realm of Winter come here to treat and bargain with the inhabitants, while others speak of a shadow library containing great stores of information about curses, malign magics and the nature of the Winter eternals. Void has also become a place of contact for the orcs of Otkodov - the offices of the Gift of the Dwindling Star are here, and the warlocks of the north have begun to visit the settlement more regularly in the wake of this arrangement.

The southern peaks are the site of Ruin. Once a key mining settlement called Vikram's Haven, its destruction in 349YE is generally believed to have been at the hands of a group of miners who delved too far into rocks under the broken peak above Alderei’s Run in search of rare ores. The vale did not survive their return. . Precisely what led to the doom of Ruin is unclear, but scattered rumours suggest that the miners came upon a trove of ancient pre-Imperial artefacts, and fell prey either to a maddening curse or possession by malign occult forces. Ruin is now the occasional home of Warden-bands who seek to ensure no Vale makes the same mistake again, and is closely watched by the inhabitants of the nearby Vale of Gorazima who are keen to avoid a similar fate

Livardz

The southernmost region of Volodmartz, and certainly the most densely settled. The vales here maintain trade west to Miekarova and south to Karov - especially to the bustling port-town of Korotny. At one point, Livardz served as something of a crossroads - with trade also coming from Karsk to the east, through the town of Triosk. With that territory now back under normal Imperial control, it is to be hoped that trade will begin to trickle in once more.

In addition to the permanent population, there are a number of vales who maintain their prosperity by catering to the wagon raiders - either as a base of operations, or serving as middle-men purchasing the raw materials they rip from the northern mountains and forests.

Murupa

Quality: Forest

Central Volodmartz is home to several vales and outposts drawn by the rich bounty of Dragonbone that the forests promise. Several of the vales here maintain close ties with Razorwatch in Miekarova - and keep a close eye on the Razors and the dark power that lurks beneath them. There is also a brisk trade in items scoured from the old battlefields, where Varushkan and Imperial forces fought Alderei's armies. The valley known as Alderei’s Run is the largest of these battlefields, the Tyrant-Boyar’s forces were finally destroyed by the Imperial Armies. Rumour says that Alderei can still be heard there, ordering his men back into the fray.

To the north of the run are a series of small caves that Alderei’s army used for stores. They are generally referred to as The Star Caverns, due to a prevalence of eroded carvings of star patterns attributed to the Ushka mystics. Some scholars suggest that some of the patterns are much older, probably pre-Terunael in origin. The caverns themselves contain a regio aligned with the realm of Day, whose power waxes and wanes from season to season and year to year - studies have suggested the strength of the regio is related to the position of certain constellations especially the Key and Lock.

Opascari

Quality: Hills

The mountains of Opascari are rich in gold, orichalcum and precious stones. Opascari is known in particular for its sapphires and emeralds, which are often of uncommon size and lustre. The range is also rich in mana sites, often jealously guarded and requiring regular protection again (among other things) packs of hungry trogoni. While much of Opascari's wealth is mineral in nature, at the feet of the southern peaks lies the rich weirwood forest known as The Hunt of Alderei the Fair.

Suvretz

Quality: Forest

A sprawling region of forests that extends to the eastern borders of Volodmartz and, by extension, the Empire. Many of the vales here are especially fortified, even for Volodmartz - fortifications designed to offer protection not only from wolves, but also from barbarian raiders coming down from the cold forests of barbarian Otkodov. There are few permanent settlements in the eastern woods - but many crow-haunted battlefields.

Of special interest in Suvretz is a place of legend named Runa's Loss. Runa was a draughir warden who watched the monsters of the hills with Toki, her changeling lover, an apprentice volhov. Toki's master was seduced by an eternal of Winter (generally held to be Agramant), and Toki chose loyalty to master over love. Runa was one of the wardens who hunted and killed the volhov and all loyal to him. The Vale reminds all wardens that their calling is more important than lesser loyalties, and is considered a site of pilgrimage for devotees of Loyalty and Vigilance - albeit a particularly perilous one. The vale maintains a careful watch not only over the eastern forests but also over the borders with Karsk.

OOC Notes

- All the regions of Volodmartz are under Imperial control.

- This page is still under development - the next stage is to review approved backgrounds for details that would enrich the description of the territory.

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Volodny

Overview

The Volodny are a circle of magicians from Varushka who present a threat to the entire Empire.

They collaborated with the warlord Alderei the Fair to oppose the First Empress. They are said to wish to destroy the Varushkan people, and the Empire that they are part of.

The Volodny have made dreadful pacts with the Eternals of the Wasteland (the Winter Realm), and are said to be immortal as long as they maintain these pacts. They are known to have "hidden their hearts" outside their bodies, and cannot be permanently killed unless their hearts are found and destroyed.

While the Volodny focus their attention on Varushka, they are a threat to the entire Empire and their malign influence could be felt by any Nation.

Known Volodny

Conservative estimates suggest there may be as few as five volodny, or as many as fifteen, still in existance. This is by no means an exhaustive list and includes volodny believed to be deceased.

- Bas Celik - called the Binder. Believed to be active in the Empire since the death of Empress Britta.

- Koshiev the White - alleged leader of the volodny executed during the fall of Alderei the Fair.

- Górować - a powerful Night mage who was instrumental in the battles between Navarr and Vard in Hercynia

- Shadowsmith - an artisan of unparalleled skill associated with the city of Temeschwar.

- Kareina of the Swans - called Silvertongue. Attempted to turn Urizen against the Empire, and appears as a diplomat

- Breknia- allegedly a weak volodny believed to have been destroyed several centuries ago

Historical Research

In 377YE, a Varushkan magician commissioned research into the nature of the volodny Bas Celik. The document contained numerous points of general interest concerning the volodny as a whole, and has recently been made available to imperial scholars.

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Vorpal Sword

Description

A Vorpal Sword is a powerful weapon that grants extensive additional power to a heroic warrior, as well as putting even an unskilled fighter on par with a skilled soldier.

These enchanted blades have a long history, generally cropping in tales of monstrous incursions. The best known name originates from the obscure Varushkan vale of Vorpa, where according to legend, such a blade was used to slay a poorly defined but vicious monstrosity, the nature of which changes with every teller of the tale. In the Brass Coast, the stories speak of an axe with similar powers being used to slay an enormous dire ostrich, while the Marchers tell of a magical hammer which was used to crack the skull of an enormous weasel plaguing Upwold. The wealth of such stories has made it common practice to work parts of terrible and exotic beasts into the weapon, possibly as a hilt or haft, to draw upon the blade’s legend.

These fanciful tales mask the very real uses of Vorpal Swords throughout Imperial history. A skilled and spirited warrior armed with a Vorpal Sword can cut through lesser folk with terrifying ease. The Marcher general Tom Drake is said to have wielded one when he confronted and slew the tyrant boyar Alderei the Fair. During the invasion of Kahraman, the Freeborn general Jone i Arco i Erigo wielded a straight-bladed Vorpal Sword at every battle. Those who dislike childish stories call these blades “Conquerors’ Swords” and insist that there is no record of a battle lost by a general bearing one of these blades.

Artisans in Wintermark especially like to inscribe the rune Jotra on a Vorpal Sword along with one or both of the runes Verys or Hirmok. In Dawn these swords are often called Gryphon Talons.

Rules

- Form: Weapon. Takes the form of a one-handed weapon.

- Requirement: Any character can bond to this item.

- Effect: Twice per day, you may call CLEAVE with this weapon.

- Materials: Crafting a Vorpal Sword requires ten units of orichalcum, three ingots of green iron, and three measures of beggar's lye. It takes one month to make one of these items.

The battle raged around them but both magicians remained perfectly still. The barbarian's face was contorted with rage as he desperately fought against the magic that held them both in place. It was his own spell and yet still he fought it, the inevitable response, so unhelpful, so difficult to unlearn. The true danger occurs in the moment the spell first strikes, but her sentinels were well trained and had reacted instantly throwing themselves forward and pushing the line back, separating the two standing figures from their allies. Now the only thing that remained was to wait.

There was no need to count the seconds, better to relax and prepare. The ignorant often assume that poise is easy to maintain when paralyzed. She remembered the long years she spent learning to calm the mind as well as the body - to wait for the perfect moment to strike. This fight was already over, her opponent was already defeated, he simply didn't realize that yet. His struggles were the last gasps of a fish pulled from the water, floundering frantically for breath.

She watched his confidence bleeding from his eyes as they stood locked together. He ran through spells in his mind and settled on one. A repel probably, an entangle perhaps. Predictable - and under the circumstances entirely rational. If he could just complete his spell before she could complete her own then victory would be his. They were both magicians, what else could they do?

The barbarian's grasp of his staff tightened and his jaw dropped open as the spell released him. She reacted instantly to her enemies movement, breaking poise to begin her own strike. Her mage staff started its slow fall towards the earth the moment her hands left it and dropped to her waist. A single fluid motion to pull the short blade and drive it towards the magician's gut, her target cheerfully outlined by the gaudy decoration on his belt. Such a small weapon, so easy to overlook, so inconsequential for someone who has been convinced their opponent is just a magician.

She activated the Gryphon Talon as the long knife struck the belt. The magic parted his mage armour like tissue paper opening his belly and allowing his guts to spill forth. She stooped to kneel as she stepped back, allowing her to wipe the blade clean on the wet grass, before sheathing it once more at her belt. She collected her staff as she stood, the barbarian distracted by his agony and his weakening grip on his own entrails.

In Urizen, we are never just a magician. She allowed herself the moment of pride as she rejoined her sentinels.

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Vyig

Contents

- 1 Overview

- 2 Structure

- 3 Methods

- 4 Resources

- 5 Legal Status

- 6 The vyig in play

Overview

The vyig are a criminal fraternity, founded in Varushka, that once threatened to overtake the city of Temeschwar and the League. Their power has been broken several times, but each time - after a respite - they have reappeared.

Their most famous setback came at the hands of the Temeschwari boyar Ratibor, shortly before the foundation of the Empire. The criminal gangs that would serve as the foundation of the vyig were thieves and assassins who operated with open impunity. Thousands of inhabitants were linked with the different gangs who used tattoos to mark membership and enforce loyalty. In the end Ratibor hired a force of Varushkan mercenaries and brought them in secret into the city during the depths of winter. In the notorious night of a thousand torches (named for the torches the soldiers carried to light their way) every inhabitant of the city was turned out of their beds, stripped and searched for marks. Anyone with a tattoo on their body was given a few minutes to collect their belongings before being forced from the city into the frozen snows beyond the walls. A few managed to bribe their way past the search but most were given over to the winter and were never seen again. The act was one of monstrous brutality, but it established the power of Ratibor as boyar and broke the power of the criminal gangs.

The few survivors of the purge were united by a burning hatred of the law that had brought them down, and when the city of Temeschwar joined the League - and through it, the Empire - they transferred their wrath to the structures of Imperial law. It is unclear how much influence the vyig actually have, and it has proved difficult to gather much concrete information about them, but it is certain that for the last four hundred years there have been tattooed criminals operating on the outskirts and in the shadows, especially in the cities of the League and some of the southern Varushkan vales.

Much of what follows is conjecture, often gleaned from the testimony of unrealiable sources whose terror of the vyig was unquestioned. Much of the truth about the vyig has been obscured by myth and legend - take for example the song Uncle Vyig, a "fun song about terrible things."

Structure

The vyig are a fairly closed culture who value iron self control and a capacity for violence or graft. They are contemptuous of Imperial law, but cleave to a harsh honour code of their own. Those who wish to join must undergo a ritual which tattoos their skin. More senior members gain more tattoos, usually commemorating specific criminal or violent deeds. While not everyone with a tattoo is a member of the vyig, everyone in the vyig has tattoos. The organisation is based in Temeschwar, but occasionally recruits fresh blood from "the old country" of Varushka.

They detest the law, and hold a special hatred for Imperial Magistrates, and take great pleasure in murdering members of the militia - although such behaviour often leads to their exposure and the destruction of their cell. Many of their members embrace a narrative in which they are part of a special band of brothers and sisters, destined to take what they want from a world that constantly mistreats and misjudges them. Strangely, however, many vyig are deeply religious, and are often less tolerant of heresy or profanity than many firebrand priests. Of course, they have a very self-serving view of religion, excusing their own misdeeds, or interpreting them as virtuous, but it cannot be denied that they embrace many tenets of the Way especially loyalty, prosperity and an especially twisted version of vigilance.

Members refer to each other as "Good Brother" or "Good Sister". Leaders are referred to as "Czar" or "Czarina", or more informally "Good Uncle" or "Good Aunt". A historical slang term for organised crime was "Uncle Vyig" - as seen in phrases such as "Uncle Vyig has his hands in my pocket again" or "Uncle Vyig has told me not to talk to you, militiaman."

All communication takes place face-to-face, and trust between members is everything. An informer will suffer an exceptionally painful death - a common method of dispatching someone who betrays the organisation is to force them to watch as members of their family are force-fed a caustic concoction of beggar's lye before they themselves are tortured to death. Lesser transgressions against the group are often punished by the application of beggar's lye to burn away specific tattoos, leaving disfiguring scars.

Methods

Vyig take a pride in never engaging in honest exchange; as far as they are concerned, labour is for peasants. A true vyig takes what they want and doles out what they feel is appropriate. While they are undoubtedly brutal, frequent purges have taught them to be circumspect and look for allies in high places.

As an organisation they are always trying to expand, usually by beating and absorbing other criminal enterprises. Indeed, some magistrates have theorised that the vyig actually help discourage organised criminal endeavour in the Empire by immediately moving to absorb or destroy any underworld group that begins to establish itself. Due to their codes, Czars cannot interact with high Imperial society, so they have a desperate need of respectable faces to represent their interests.

Vyig despise merchants and haggling; rather they exchange "gifts". A gift is always suitable to the respect they feel they are owed - offering too little in return for a vyig's gift is a slap in the face, offering too much is a sign of weakness.

Resources

It is difficult to guess at the resources the vyig have available to them. At various times they have maintained a criminal network stretching across the League, with outposts as far afield as Meade, Siroc and even the Urizen settlement of Redoubt. However, only a minority of the criminals who operate under their aegis are true vyig; the rest are just gang members that they have "recruited".

They rarely use coin directly, preferring to deal in stolen or smuggled goods. They maintain facilities for providing illegal services, and are adept at the use of fear and intimidation to encourage others to act on their behalf.

Legal Status

During the Winter Solstice 378YE, the Imperial Senate outlawed the Vyig, and made it a crime not only only to be a member but to possess Vyiv tattoos. A citizen found to have such tattoos can be prosecuted, and the minimum sentence will involve the defacing of those tatoos by the magistrates.

The vyig in play

The vyig are ruthless criminals who are actively persecuted by Imperial law. While they may romanticise their behaviour, in actuality they are greedy, vicious thugs. They have no allies - everyone is either a pawn or a rival - and their leadership is cloaked in shadow. If you wish to include the vyig in your character background, they make excellent antagonists - someone who has intentionally or accidentally interfered in one of their schemes is likely to earn their undying enmity. Anyone who has connections to Imperial law enforcement may have run afoul of the vyig or one of their schemes.

However, they are not a single monolithic organisation - individual groups of vyig adhere to the same code of honour, but as far as anyone can tell there is no "big boss" who coordinates all vyig activity across the Empire. While they are not really intended to be player characters, and there are massive downsides to playing characters who consider themselves part of the vyig, it is not an unacceptable character choice. A vyig group is most likely to be either League or Varushkan in nature, and should expect to be arrested within a few events. Worse, the vyig are likely to view any group calling themselves "vyig" who regularly associate with Imperial law as traitors - and as pointed out above, they take a very dim view of traitors.

The vyig are most active in the League, but they are a potential threat to people across the Empire. They are not a threat to the Empire itself, however - at the end of the day they are only criminals. While some may hate the Empire and want to bring it down, they are absolutely without the resources to achieve it - although they have plenty of resources needed to make a citizen's life miserable, or to unleash a crime wave that might threaten a town or League city. However, they know from past experience that when they act openly, they immediately draw the Imperial law down on their heads and the law is implacable and largely uncorruptible.

Finally, it should be clear that the Empire actually knows very little about the inner workings of the vyig. Their members fierce code, and their cruel treatment of informers, means that many would prefer to die rather than reveal the secrets of the organisation. The information presented here is only common knowledge; it should be enough to include the vyig in a character background, or to use them as antagonists at sanctioned events, but there are plenty of mysteries about the vyig that have yet to be revealed.

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Wagon song

Original tune Sancta Maria strela do di, words by Jude. Recording at Wagon Song

Score for the chorus only

Drink up your tankards and drain your flagon Morning has come and it's time to pack the wagon

Heading south, for satins soft and flowing Silks of gold, all blazing like the sun Buy and sell, and ever onward going Turning west when all our trade is done

Drink up your tankards and drain your flagon Morning has come and it's time to pack the wagon

To the West, the river and the city Following the bright sun as it sets Singers sweet and dancers oh so pretty - Leave with smiles and never with regrets

Drink up your tankards and drain your flagon Morning has come and it's time to pack the wagon

Now the north, the mountains rise to meet me Ambergris and hardwoods in great store Cider spiced to satisfy completely Then we'll turn back to the road once more.

Drink up your tankards and drain your flagon Morning has come and it's time to pack the wagon

Turning east, the bay is there before me In the distance I can see the sea On the road, a new adventure story Nothing but a traveller's life for me

Drink up your tankards and drain your flagon Morning has come and it's time to pack the wagon

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War

Contents

- 1 Overview

- 2 Campaign

- 3 Orders

- 3.1 Issuing Orders

- 3.2 Barbarian Orders

- 4 Outcome

- 4.1 Attacking Unopposed

- 4.2 Supply Lines

- 4.3 Victory

- 4.4 Casualties

- 5 Battles and Skirmishes

- 6 Philosophy

- 7 Further Reading

- 7.1 Core Brief

- 7.2 Additional Information

Overview

The generals and admirals of the Imperial Military Council oversee the military campaigns on behalf of the Empire. Working with the Civil Service they give orders to the Imperial armies for the months between events to direct the ongoing military campaigns against the enemies of the Empire.

A campaign refers to a clash of forces in a territory when one or more of the armies or navies there attacks. Campaigns stretch over three months and encompass multiple encounters between the Imperial forces and the barbarian enemies. Each commander issues a single set of orders to determine the strategy their army or navy will pursue during the campaign. The orders create a narrative for the campaign; they communicate the aims of the Imperial forces and shape the results of success (or failure) at each stage of the campaign.

Campaign

- A campaign takes place if one or more opposing armies or navies attacks another

- If no admiral or general submits an order to attack then no fighting occurs

If any force from two or more opposing sides in the same territory issues orders to attack, then a military campaign takes place there. A campaign is not a single "battle", it is a prolonged period of warfare that takes place over the whole territory in the three months between events. If no army or navy on either side has submitted an order to attack then no fighting occurs and no campaign takes place.

A campaign will normally incorporate every force present in a territory. Navies are located in coastal regions while armies may be spread throughout a territory, or concentrated on defending one region, but they are all assumed to act in concert, so the total strength of all forces is compared to determine the outcome, regardless of the distribution.

Orders

- Admirals and Generals receive briefings throughout the event

- They must submit their orders by the end of the event

At the beginning of an event the admirals and generals are briefed on the current status of their force and the outcome of the campaign, if any, that it was involved in running up to the event. The Military Council is also presented with a number of opportunities to intervene – usually battles or skirmishes - that might affect the current Imperial military situation. Toward the end of the event, the Military Council is briefed with regard to how the actions of the characters (especially battles and skirmishes) have changed the situation since the start of the event, if at all. Each general must then submit an order for their army to follow over the coming three months.

Orders should focus on what the commander wants their army or navy to achieve rather than how they do it. An Imperial force fights to the best of its ability, the civil service control military logistics and supply lines and the Empire has battlefield captains and commanders who are well versed in tactics. The orders issued by an admiral or general determine the overall actions of their force in the field over the next three months; there is no option to submit specific tactics or arrangements of troops or ships. The place for complex battlefield plans is during the events, where player characters fight barbarian enemies.

E.g. The Dawn general of The Hounds of Glory may issue orders for their soldiers to advance without concern for casualties with the goal of smashing through the Druj lines to join up with the Imperial forces defending the fortifications at the city of Holberg.

There are six different categories of army orders - three for attacking and three for defending, based on how aggressive or cautious the general wishes their army to be. Navies use different orders to armies, but they are also split into six different categories with three for attacking and three for defence.

The text for the orders is important - we use it to determine the narrative of the campaign outcome - and it influences the options that the plot team write for the battles at the next event - but the mathematical results are calculated based purely on the type of order that was submitted. The orders are then compared with the orders submitted for the barbarian armies to identify where military campaigns are happening, which forces are fighting, and to calculate the outcomes.

Issuing Orders

- Members of the Military Council hand their copy of their signed orders to the Herald of the Council

Admirals and generals must provide the Herald of the Council with a signed copy of their orders. They can submit their orders at any time. Traditionally they are written and sealed on the last day but there is no legal requirement for this - as long as the orders are received by the Herald before the end of the summit.

The civil service use the signed orders to make suitable arrangements and instructions for all the necessary logistical support, as well as ensuring that the correct orders are communicated to the army. Any attempt to change the orders once they are officially given to the Herald invariably leads to chaos and confusion which harms the army's effectiveness.

Barbarian Orders

The orders for the barbarian armies are submitted by members of the military campaign plot team. The barbarian generals have access to magic and rituals - similar to those employed by the players - so the team also decide which rituals to use to strengthen their armies and to scry the Imperial forces. All these decisions are done blind; the people submitting them do not have any knowledge of the orders submitted or rituals performed by the players.

Outcome

- The side with the largest fighting strength wins

The outcome of a campaign is found by comparing the total effective strength of both sides in the territory. The effective strength of each force is adjusted based on the orders their general or admiral has submitted for them. Even though individual armies and navies are given specific orders, the outcome of the entire campaign as a whole is determined by all the forces on both sides. The side with the higher effective strength wins.

The basic outcome can be significantly affected by any battles or skirmishes linked to that military campaign that take place at the events.

Attacking Unopposed

- Territory is gained 50% faster than normal

Forces that attack a territory that contains no defenders are considered to be attacking unopposed. They do not take any casualties and receive a significant bonus to the attempts to conquer regions in the territory. A single fortification in a territory is sufficient to negate this advantage.

Supply Lines

- The first region in a territory is always twice as difficult as normal

- Any region which is not adjacent to an existing region under Imperial control in the same territory is twice as difficult to take

Trying to take the first region in a territory is twice as difficult as normal. The same penalty applies if you try to take another region which is not adjacent to an existing region in that territory that your side controls. These rules are designed to reflect the difficulties presented by extended and exposed supply lines. This is one of the reasons the Empire and barbarians alike take pains to conquer an entire territory rather than permit their enemies to keep control of one or more regions.

Victory

- If one or more victorious forces are attacking then their side will take territory

- Victorious fores that are defending have their casualties reduced

The total strength of each side present in a territory is calculated and compared. The side with the largest army and navy strength is considered to be winning, the scale of the victory is proportional to the difference in the numerical strength of the two sides.

If the winning side have submitted orders to attack their enemies then then their victory translates into territory captured. They may gain control of one or more regions within the territory the campaign is taking place in.

If the winning side has submitted orders to defend the territory then their victory translates into reduced casualties taken. It is possible for a victorious defending side to reduce their casualties to zero if their scale of their victory is large enough.

Casualties

- Each sides inflicts casualties on the enemy side equal to a tenth of their fighting strength

- Casualties are divided up between the armies on a side based on the orders submitted

Each side engaged in a campaign will inflict casualties equal to one tenth of their fighting strength. Both sides in a campaign take casualties, not just the side that loses the campaign.

Casualties are divided up between the side based on the orders submitted by the generals. The final casualty figures an army incurs are then adjusted based on the orders submitted by their general.

Battles and Skirmishes

- Battles and skirmishes can significantly affect a campaign outcome

At the Equinox and the Solstice, the opportunity exists to intervene in a military campaign and influence the outcome. The Sentinel Gate allows bands of Imperial heroes to travel instantly to key locations to try to turn the tide of a campaign. The civil service prepare briefings for opportunities that they judge will make a difference to the ongoing military campaigns, and present them to the military council.

Battles and skirmishes can have any number of outcomes, but a common result might be to improve the outcome of a campaign to help complete a specific campaign goal, or to achieve specific goals in that territory. For example, eliminating a specific barbarian command group might spread confusion among the enemy during the coming season increasing their casualties, or it might prevent predicted casualties to the Imperial armies engaged in that territory. Destroying a key bridge might mean that the casualties to a retreating Imperial army are significantly reduced, or cut off a barbarian army from reinforcements.

Even a small number of player characters might influence the outcome of a campaign during an event. A small band of scouts who penetrate a barbarian-held wood to assassinate a Druj messenger and steal the orders she carries could give a significant bonus to the campaign goal of trapping or out-manoeuvring the barbarian forces in that territory. Providing an army fighting in filthy, disease-infested marshes with valuable supplies of Imperial Roseweald might significantly reduce the casualties that army will suffer.

Philosophy

- The maths expressed on these pages can be considered an IC "rule of thumb"

- The fog of war is sufficient to make it impossible for anyone to predict the actual outcome with certainty

We have a simple system to determine which side is winning in a campaign. Most of the effects are expressed as simple fractions to ensure that most generals will be able to work out roughly what will happen in a campaign - if they know what the barbarians are doing - without needing to use any detailed maths.

We have deliberately kept the system simple; Empire is intended to be a game in which characters make difficult, political choices. For that to work the decisions the generals take should be well informed choices, ones where they can make reasonable predictions of the outcomes provided they have sufficient knowledge of the barbarian's plans.

As a result it is perfectly reasonable for generals to make reference to these numbers during in-character conversation. Numbers such as the one tenth ratio for casualties an army will inflict are considered to be a rule of thumb that is widely employed by the Imperial civil service and anyone who has studied warfare in the world of Empire.

In reality, it would not be possible to make a prediction for a given scenario that was as accurate and precise as the simple framework allows. However in practice in Empire it is not possible to precisely predict the actual outcome of a campaign anyway, since the numbers involved are dependent on factors obscured by the fog of war such as the plans of barbarians and the orders submitted by players for their military units.

Further Reading

Core Brief

- Military Council

- War

Additional Information

- Imperial armies

- Army orders

- Navy orders

- Casualties

- Territory

- Army qualities

- Spy network

- Fortification

- Campaign outcome

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Warcaster's Oath

Description

This solid shield is commonly reinforced with greensteel bands and inlaid with tempest jade decorations. It is a favourite of battlefield magicians, especially Dawnish war-witches and Imperial orc warcasters. While it requires additional skill for a magician to benefit from a shield, those who favour the shield-and-wand or shield-and-rod style of fighting find the warcaster's oath to be a valuable addition to their tactics.

While it is popular among more martially-inclined magicians, it also sees some use among magicians who focus on healing and supporting their allies; incantations such as heal or purify are depressingly easy to interrupt, but a magician with this shield can not only cover themselves and their patients from random blows or arrows, but in the event that an enemy gets close enough to incapacitate the magician, they can restore themselves and continue fighting, or beat a hasty retreat.

The Imperial orc magicians who use this shield, however, are strong proponents of the more warlike use. They wade into combat alongside their legion, invoking offensive spells with their rods while using the shield as insurance that they will be available to aid their allies even if an enemy manages to break through their defences. While the orc risks constant interruptions, they will eventually complete their spellcasting. This attitude has lead to some of the wielders, orc and human alike, being dubbed warchanters because their invocations can take much longer than those of magicians who retreat to a safe location to begin their spellcasting.

Magicians who favour this shield find mageblood and similar potions that restore personal mana to be especially useful, allowing them to maintain an emergency reserve of mana with which to power the shield while still making use of their spells in dangerous situations. It is not uncommon for a wealthy magician to combine the use of this shield with a Gravedigger's Vest, allowing them to gain additional benefit from the burst of healing energy the shield can provide.

Rules

- Form: Talisman. Takes the form of a full-sized shield. You cannot make a magic buckler. You must be wielding this shield to use its magical properties.

- Requirement: You must have the shield skill to bond to this item.

- Effect: You may spend 2 personal mana (instead of 1 hero point) to use the unstoppable skill as if you know it. You must be able to cast spells to use this power - it will not work if you are wearing any armour other than mage armour.

- Materials: Crafting a warcaster's oath requires seven ingots of green iron, five ingots of tempest jade, and four measures of dragonbone. It takes one month to make one of these items.

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Ward of the Black Waste

Contents

- 1 Rules

- 1.1 Winter Magnitude 14

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 14

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The area to be enchanted with this ward must be clearly apparent to those within, and without, its bounds.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This ritual targets a building or well defined, walled area. It must be performed inside that location.

At the completion, the area is warded against Vallorn creatures. Such a creature approaching the boundary is always aware that the area is warded; if it enters it is immediately weakened for as long as they remain in the area. Even creatures that are larger-than-human-sized will be weakened by the power of the ward if they enter it.

When used inside a building, the ward protects the entire structure. Any openings in the structure - doors and windows especially - must be clearly marked with runes or symbols of warding. The building must be a reasonably permanent structure, preferably of wood or stone; the ritual will not work on a tent or other entirely similar structure.

For purposes of this ritual, a walled area must be composed of solid posts, preferably wooden. Posts should be placed at least three pace, and at most five paces, apart and protrude out of the ground at least three feet. The posts should be clearly visible, and ideally clearly marked as 'special' - carved or painted with runes for example.

As with anything you might be taking onto a battlefield, or that is likely to have people fighting around or near it, the phys-reps should be as safe as possible (no sharpened points, for example). Please do not tie rope between the posts; if it is not clear where the boundary is, you will need to use more posts.

The ward can be taken down by moving, removing or defacing the warding signs, but vallornspawn cannot do so themselves. Assuming it is not interfered with, the ward stays in place until the duration expires.

If undisturbed, the ward remains until the next sunrise.

Description

This is a powerful ritual that keeps creatures spawned by a vallorn at bay. It is equally effective against corpses animated by vallorn growth and the chitinous creatures that cluster around and prosper in its heart. Cunning vallornspawn will often hesitate at the edge of an area and withdraw rather than enter it; more animalistic creatures will barrel forward regardless, but are greatly weakened by the ward.

The ward does not weaken the dangerous venom that infects the air around a vallorn. Vallorn plants will not grow inside the area of a Ward of the Black Waste, but the magic persists for such a short period of time that it is not very effective for clearing an area of vallorn influence.

Common Elements

The most common runes to use with this ritual are the Wintermark runes Yoorn and Kyrop and the common tower symbol associated with Vigilance. In Varushka these wards are often supplemented with staring humanoid faces or the heads of geese, while in Wintermark bird-heads are common on the top of any warding poles. In The Marches the warding symbols often include stylised figures of guardians, or straw poppets- sometimes with small daggers, needles or shields bound to their limbs.

When performing the ritual, the ritualists often walk the boundaries of the waded area, invoking protection. They often burn incense, or scatter ashes, and check that all the warding symbols are intact. Some ritualists place bowls of blood at each entry point. Fire is often used as well, especially when the ritual is performed at night.

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Warden

"I am ready."

Overview

The warden fellowships of Varushka travel the Imperial roads across the Empire. They often have a romantic reputation, being seen as dashing and heroic figures – in stories they often turn up just in the nick of time to help a band of beleaguered schlacta protect their vale. Most wardens combine skill at arms with a knowledge of magic, creating and using amulets, talismans and other items against the threats of the Varushkan wilderness.

The warden's motto, “I am ready” refers both to their willingness to take charge of difficult situations, and their belief in making sure they have right tool for any job. As a consequence many wardens build up broad skills with a number of weapons, adjusting their weaponry to the needs of the battlefield.

Many wardens are champions of Imperial Law actively pursuing lawbreakers and criminals to bring them before Magistrates for judgement. Some chase criminals across national or even Imperial borders. Wardens may be hired to deal with particularly difficult supernatural threats and are sometimes seen as reckless as a result. Regardless, most are sensible enough not to needlessly arouse a sovereign, and a warden who causes a problem and then ignores it is likely to be cast out of their fellowship.

The group of exclusively changeling wardens known as the Company of the White Stag are considered a liability by their peers, leaving some wardens a little leery of working with any changeling. Their group actively seeks out dangerous monsters to challenge, and often causes more trouble than they prevent.

Creating a Warden

Wardens usually have martial skills, but they also tend to pick up crafting skills as well so that they can equip themselves and their allies with useful items such as amulets, talismans, weapons and armour.

If you intend to play a warden, it is important to appreciate the large scale of the PD Empire events. You will have epic opportunities for battles as part of a great army fighting the orcs, but you won't be going off on a lone quest to slay a monster. It isn't possible to create that kind of experience for characters at an event where hundreds of players are attending.

Other activities that have clear resonance with the warden characterisation might include helping the Magistrates in their investigations, especially those that seem to have a magical flavour to them; keeping abreast of and involving oneself in events on the field that concern any sort of supernatural evil, regardless of where those stories originate.

Creating a Warden Fellowship

A warden fellowship is a good way to create a Varushkan group that is more interested in plot than politics and trade. Warden fellowships concern themselves with helping the vales deal with the threats of Varushka, helping the magistrates enforce Imperial Law and keeping the nation together.

Most characters can be part of a fellowship, there is a place in any fellowship for schlacta, wise ones and volhov. Lacking a vale to control the group will not need a boyar, most groups of wardens pick one of their own to lead the fellowship as needed, but they rarely claim the title of boyar, as doing so can make their dealings with the boyars who run the vales and outposts more difficult.

Your fellowship may be larger than the characters portrayed by the players in the group - if members of the group wish to take small military units as their downtime resources these can represent small groups of schlacta and wardens who serve the fellowship.

Most fellowships endure over several generations and have a history of their own. Many begin as a consequence of a conflict with a sovereign, a figure that may be long defeated or that still exists as a threat to be dealt with.

A warden fellowship is usually based out of an old castle, ruin or similar. You'll want to pick a territory where your fellowship is based. If you're having trouble choosing, we recommend picking the territory with the fewest active groups in-game. If you are the only fellowship group in that territory you can assume a degree of responsibility for what happens there, if there are other fellowships based in the territory then it is worth trying to work with them.

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Warden's Bardiche

Description

The Warden's Bardiche is a weapon that is popular with weapon masters, but is also favoured by wardens, Winterfolk runesmiths, Marcher monks and aldermen (especially in conjunction with an Alderman's Edge talisman) and even some martially-minded magicians (especially those of Urizen who appreciate the value the weapon has in keeping an opponent beyond arms' reach). As with a Biting Blade and similar weapons it is sometimes favoured by a "civilian" who lacks the passion to use an item such as Mediator's Mail, or for its ability to grant mental fortitude in the face of a sinister aura.

Rules

- Form: Weapon. Takes the form of a polearm. You must be wielding this weapon to use its magical properties.

- Requirement: You must have the weapon master skill to bond to this item.

- Effect: You gain one additional hero point.

- Materials: Crafting a Warden's Bardiche requires ten ingots of green iron and four measures of ambergelt. It takes one month to make one of these items.

The pilgrimage didn't seem like such a good idea now.

Walter scrambled through the undergrowth, the trees' lowest branches slapping him in the face with stinging reprimand while his lungs burned. Stay on the path, they'd said, stay on the path but did I bloody listen? He hadn't listened, of course; he'd seen the exemplar's shrine from the crest of the valley, decided that a stout Marcher lad like himself could make good time just blazing his own trail across the dense Varushkan woodland right to the place that they'd laid the warrior's bones down in honour all those decades ago. Following the path would have added hours to the trip. This was the third exemplar tomb he'd visited on his pilgrimage, and nothing bad had happened while he'd been traipsing through Dawn, so he'd gotten a little overconfident and...

...and here Walter was now, running and running as fast as he could from some things that were fast and hungry and had too many teeth for anyone's good. His hands were raw and torn, his pack was somewhere back there in the tangled gloom of the forest, and a branch had snagged and ripped away his seven-spoked amulet. He could swear the whole damn wood was possessed of some malign hatred for him, the way it seemed to trip his feet and confound his flight.

An old, rotting log half-buried 'neath moss and mushrooms caught his boot, and down Walter went, sprawling face-first into the leaf-litter. The shock left him breathless, then the pain of his ankle flared into bright agony. Crying in pain, he was peripherally aware of shapes pouring past him, so he groaned, gritted his teeth and resolved to at least face his death rather than chew on mud while the things' mouths tore into him.

But no teeth came, just a terse, shouted command, and as Walter rolled over he saw them all around – Varushkans, armoured in leathers and chain, each bedecked in talismans and trinkets that jangled as they formed a rough square around him. The two dozen men and women each gripped a vicious bardiche, the weapons readied in a thicket of polearms pointing outwards.

Walter groaned again and tried to haul himself to his feet. One of the wardens glanced over her shoulder at the wounded pilgrim, the talismans woven into her braids clicking against one another, and gave him a quick grin. “Your lucky day, friend,” she said, then frowned as she saw Walter trying to untangle his dagger sheathe and draw the weapon.

“Those things, they're still out there, aren't they? I can... I can fight them too,” he ventured, by way of explanation.

“I'd really rather you didn't, not with that ankle. You'd be more harm than help.” the woman snorted, and she gently pushed him back down with the haft of her polearm. “Better you leave this fight to the wardens, eh?”

Then she turned back to the forest, leaving Walter feeling a little ashamed at how reassuring it felt to let the scarred Varushkans battle those things for him.

And when the shadowy things did come sprinting through the gnarled trunks, their snarls echoing amidst the twisted branches, the wardens met them with unyielding ferocity and razor-edged glaives. No matter from where the beasts lunged, the hedge of polearms stood strong, and soon enough the last of the mangy, pestilent creatures was bubbling out its final breadth.

As the wardens cleaned the carmine gore from their weapons, Walter gingerly tested his weight on his twisted ankle and winced at the fresh flare of pain. He met the gaze of that warden woman, saw the expression of amusement at his haplessness, and returned a chagrined smile.

“I think I'll stick to the path in future.”

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Warden's Fists

Description

It is said that the first pair of Warden's Fists was crafted by a warden born of both the tribes Vard and Ushka, she made and named them Brother and Sister for the siblings that she never had. However the Navarr claim that the wardens learnt the secret from their vates who claim that they were originally called Terunael’s Fists and were a common weapon in their war against what came before the Vallorn.

The Company of the White Stag often refer to Warden's Fists as Antlers, and shape the dragonbone component of the axe and rod into complex tangs often resembling their own, as a maker’s mark.

In Urizen they are favourite among the sentinels who believe that the balance between martial and magical is the best demonstration of Arete, a fight that can be altered by quickly removing pivotal opponents is one that you win without wasted lives.

Rules

- Form: Weapon. A pair consisting of a one-handed weapon and either a rod or a wand. You must be wielding both the weapon and the implement to use the set's magical properties.

- Requirement: You must have both the ambidexterity and magician skills to bond to these items.

- Effect: Once per day you may either use the weapon to call CLEAVE or instead use the implement to cast repel without spending hero points or mana.

- Materials: Crafting a set of Warden's Fists requires two measures of dragonbone, two ingots of tempest jade, two ingots of green iron and two ingots of orichalcum. It takes one month to make a pair of these items.

The Wolves circled her in the creeping darkness of the forest. The wall that was a road was out of sight now. She had been tracking them for days, and nights, without sleep. She could smell the putrid breath of the flesh-feasters, as they hissed in gloating hunger.

Maybe three of them. No, four.

She was alone.

She crouched in the glade, undergrowth knotted about her feet. She was wounded, a gash in the side from a bone sharp branch. Her power was spent, and the Wolves could smell the metallic tang of blood in the air. They made a guttural noise in their throats. She tensed.

“I am ready.” She called forth words of power, drawing not on her depleted resources but on the power of her dragonbone rod. It flared to life as her words caressed it.

The first two charged, her Antlers flashed, their tangs finding homes in the ribs of one of the monsters. She struck it with her rod and it fled, wheeling back into the woods. The second fell back before her, the orichalcum of her axe glowing gently in the gathering twilight. She'd hardly worked up a sweat.

The remaining couple came crashing and snarling out of the gloomy brush.

Two-on-one, now those were better odds. She sheathed her rod and unslung her shield.

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Wardens of Varushka

Words by Jude and Rhi. Original tune Nicolaj/Carol to St Nicholas (a slow youtube version is at https://www.youtube.com/watch?v=GaySP--97wc )

Helper files:

Full harmony: File:Wardens-of-varushka-full.mp3

Sop (tune): File:Wardens of varushka - sop alto.mp3

Tenor (or descant): File:Wardens of varushka - tenor.mp3

Bass: File:Wardens of varushka - bass.mp3

Melody-only: Media:Wardens_of_Varushka.wav

Stand with me, Wardens of Varushka (x2) In the winter's snow and hail Proud defenders of the Vale Wardens of Varushka

Come with me, Wardens of Varushka (x2) 'Cross the empire far and wide Brothers, sisters side by side Wardens of Varushka

Fight with me, Wardens of Varushka (x2) Onward to the war we go We will stand against the foe Wardens of Varushka

Join with me, Wardens of Varushka (x2) Wolves are howling in the night Take up arms and join the fight Wardens of Varushka

Optional more verses:

Sing with me, Wardens of Varushka (x2) Drumbeat strong and voices loud Heads held high and never bowed Wardens of Varushka

Drink with me, Wardens of Varushka (x2) Fire to keep the dark at bay Mead to drink til break of day Wardens of Varushka

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Wardensweave Scale

Description

Tightly woven leather or mithril scale and lamellar are popular with the Wardens of Varushka. This armour is not as encumbering as the heavy steel armours favoured by the schlacta, but allows for move maneuverability - a trait that is particularly prized by the traveling 'heroes' of the Varushkan roads. As many wardens are artisans themselves, they often make and maintain their own wardensweave scale. Some fellowships receive gifts of raw materials needed to keep their armour enchanted from the vales they help, or the Imperial Magistrates they work with.

When made into mithril chain, this armour is called bloodgold maille and is worn under plate by some Dawnish knight's errant, Marcher captains and Freeborn warriors. The enchanted chain helps cushion the force of blows, while the heavy plate offers greater protection to vital areas.

Rules

- Form: Armour. Takes the form of a suit of medium armour. You must be wearing this armour to use its magical properties.

- Requirement: Any character can bond to this item.

- Effect: Gain two additional ranks of the endurance skill.

- Materials: Crafting wardensweave scale requires nine ingots of orichalcum and seven measures of ambergelt. It takes one month to make one of these items.

The headless corpse in the dim glade was by no means the worst sight the Warden Company of the Burnt Rose had ever seen, but it still gave Lydiena Filipova pause. She recognised it instantly from the armour it wore, and the array of talismans and amulets it had once worn, even though these now hung from all the trees of the copse, by way of a grim warning. The claw-marks on the trees nearby suggested that she’d strayed into the edge of a Sovereign’s territory, and it must have been nearby and angry at the time.

“She was the most ferocious Warden I ever knew,” Lydiena sighed, “She was warded, she was sensible, and she wore a... a damned fine suit of wardensweave scale. This shouldn’t have happened to her.” She grimaced as she began to strip the corpse of its possessions, including the armour – things for which the woods and their denizens had no use.

“We’re pulling back to the road,” she said, when she’d finished. From the beating her armour had clearly taken, the appalling wounds on her body, and the battle-scarring of the trees and the ground, it had clearly been a long fight, a valiant fight. Lydiena surveyed the damage with – pride would be the wrong word, but at least a certain vindication.

She gripped the scale armour tightly, barely noticing its points and edges digging into the flesh of her hand. Lydiena had given Mariam the armour, a parting gift when the younger woman had left the Burnt Rose’s employ to work alone again. If it was an expensive gift, then that only stood for the depth of the affection between them.

But now she walked the walled roads of the Labyrinth, where nothing would get her. Lydiena felt her throat tighten, and her grip with it, and it was then that she became aware of her deputy talking to her.

“My captain? We’re not going after it?” Juliana Ivanova repeated.

“Oh, we’ll see about coming back,” Lydiena said, forcing out all of the unhelpful emotion in a hard sigh as she set her mind back to the task at hand, “But first I want to talk to the local Volhov and find out what they know that Warden Trevelyan didn’t, and find out what, if any, rituals and paraphernalia they use to keep this thing at bay.” She carefully didn’t say anything about killing it with an army at her back, just in case it was listening. Lydiena hadn’t remained a Warden for over a decade now by saying things like that where Sovereigns could hear them.

She slotted the talismans into an empty pouch in her armour, and handed the armour off to Juliana, who hefted it over her shoulder with a grunt. “Oh, and without disrespect to the dead, I want that armour checking, repairing, and refitting. It’s going on you next, girl,” she said, trying not to think about what that meant.

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Warmage

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Membership of the Imperial Military Council

- 3.2 Addressing the Conclave

- 3.3 Proxy

- 3.4 Bearer of the Healing Rod

- 3.5 Bearer of the Staff of Judgement

- 3.6 The Bounty of the Heavens

- 4 Appointment

- 5 Further Reading

- 5.1 Core Brief

- 5.2 Additional Information

Overview

The Warmage is an Imperial title in the Conclave bestowed on a magician.

The first Warmage was a Dawnish warwitch named Jayne de Severnford, and the witches of Dawn often seek to emulate her by claiming this position and keeping for as long as possible. Indeed, on several occasions a test of mettle has revolved around becoming Warmage. The position is often hotly contested by members of the Rod and Shield order. On occasions where a Warmage that does not belong to that order is appointed, they often come under pressure to join the ranks of the Rod and Shield. A wise Warmage cultivates good relations with the Order of the Rod and Shield, as their goals are often in alignment.

Responsibilities

The Warmage ensures that the Military Council has specialist advice on tactical and strategic use of magic; is appraised of the availability and effect of magical resources; and to recognises opportunities to use magic on the battlefield or in pursuit of strategic aims. The holder of the title is also expected to use their powers to liaise between the Conclave and the Council, helping to arrange magical assistance for the armies of the Empire. They are also likely to offer advice about deploying and gathering magical resources, specific magical counters to known threats, and ways that additional magical support can be acquired or deployed.

Powers

The Warmage is an Imperial title in the Conclave.

Membership of the Imperial Military Council

The Warmage has a seat on the Military Council. This grants them a vote, identical to that possessed by an Imperial general. While they do not directly control an Imperial army, they receive all other benefits and expectations of being an Imperial general such as being permitted to speak freely.

Addressing the Conclave

Once per summit, the Warmage can raise an address to the agenda of a conclave session for free. This power is intended to be used to let the Warmage appraise the Conclave of developments in the Military Council, but the Warmage is free to address the Conclave however they wish.

Proxy

The Warmage is entitled to appoint a proxy who may exercise the legal powers of their office in their name.

Bearer of the Healing Rod

Since 377YE, the Warmage has been entrusted with Merel's Rod of Healing, an artefact Ambergelt Baton. The rod was made by the Navarr artisan Merel Pathfinder, with ilium garnered from the Imperial Conclave. The Warmage may wield the rod themselves, but the intention was that it could be allocated to a worthy individual each day to ensure it saved the most lives possible. If the Warmage loses their position, then the item must be given to the new Warmage with all appropriate haste. The Warmage is encouraged to take all appropriate precautions to keep this item safe.

Bearer of the Staff of Judgement

At the Spring Solstice of 380YE, the incumbent Warmage was entrusted with "The Staff of Judgement" an artefact Staff of Imperial Mastery made by the Marches artificer Thomas of Upwold as an item befitting the role of Imperial Warmage. This item is now part of the regalia of office for the Warmage. The staff judges every action that the wielder takes so that those who take on the role will be aware of the great responsibility they have been entrusted with.

The Bounty of the Heavens

Major deposits of ilium in the Empire are regulated and disposed of through the Bourse for the benefits of everyone. However minor deposits - a few rings - of the kind associated with minor star falls can be claimed by any who find them. Often such bounties end up in the public auction - the best way for the lucky finder to turn their trove into rings. The Arch of the Sky in Zenith has enriched themselves considerably by this means - having developed the ability to accurately plot the passage of stars as they fall. In 332YE, the stargazers elected to provide a small bounty of ilium taken from their finds for use by the Warmage. The practice ended in 367YE after a long period without star falls left the Arch low on supplies but they have now indicated that they are in a position to resume supporting the Warmage.

The Arch has committed to provide 3 rings of ilium for the Warmage each summit for the foreseeable future. This wealth is intended to be used by the Warmage in their negotiations with other magicians as they coordinate and corral the efforts of magicians to support the Military Council. Aiding the Warmage fits perfectly with the Net of the Heavens philosophy of Arch of the Sky. Their goal is to aid the Empire and they see the Warmage as the pivotal node through which to achieve that end.

Appointment

The appointment, replacement, or removal of the Warmage is made by the declaration of candidacy as part of a Conclave session. Any Imperial citizen may hold the title. A candidate can be presented for the post of Warmage only once a season.

The Warmage serves until they are replaced by another magician using the Declaration of Candidacy. As a title in the Conclave, they cannot be revoked.

Further Reading

Core Brief

- Military Council Overview

- Muster

- Council Session

- Powers of the Imperial Military Council

- General

Additional Information

- War

- Council Address

- Appointments to the Military Council

- The Throne

- Herald of the Council

- Warmage

- Appointments by the Military Council

- Field Marshal

- Quartermaster General of the Imperial Armies

- OOC Design

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Warmage's Belt

Description

A sturdy leather belt is a common component of a suit of mage armour, using raw magic to protect the guts and groin. When the magic of the belt is invoked, healing power flows up from the base of the spine and the stomach and spreads through the body, not only fixing damaged skin, bone and blood vessels, but invigorating the wearer. Many wearers feel permanently vigorous and potent. Briars find this effect particularly pronounced, bestowing upon them a restlessness and drive extreme for even the twisted. This leads many briars, ashamed of their heritage, to avoid this mage armour. Those few who embrace their lineage in spite of the suspicions of others wear these belts proudly, relishing their exaggerated liveliness and putting their energies to good use on the battlefield

A Warmage's Belt is usually polished with ambergelt resin, usually inlaid or embossed with weltsilver. The rune Bravash is often worked into the front of the belt, helping to generate and channel vital energies when the belt is invoked. For this reason, some waggish Marcher once named it the cocksure cummerbund, a name which appears in more than one bawdy ballad. A Marcher landskeeper who wears a Warmage's Belt may expect some good-natured ribbing after the battle is won.

As might be expected, the Warmage's Belt is common among the sentinels of Urizen, where it is often made with elegant simplicity. In contrast, a number of extremely decorative examples exist from the League, made around the turn of the fourth century when the Merchant Prince Julio de Tassato ran a contest to make him a suit of mage armour that exemplified his Pride in his city - the prize being a hefty sum of steel and exclusive patronage for the winner. In an ironic turn lost on none of Tassato's salon wits, blind judging led to the prize going to his greatest rival, who purchased all of the runners-up with the prize money and marched his Free Company through the streets to display them.

Rules

- Form: Armour. Takes the form of a suit of mage armour. You must be wearing this armour to use its magical properties.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: Once per day you may use the unstoppable skill as if you know it without spending hero points.

- Materials: Crafting a Warmage's Belt requires seven ingots of weltsilver, and four measures of ambergelt. It takes one month to make one of these items.

"Hold still!"

The harsh tone of the cambion seamstress shocked him out of his contemplations. Tillita had a reputation of being the best in Sarvos and it would not do to anger her. Almost immediately, Illyrio felt a sharp pain in his rear and near jumped out of his skin.

"Pay attention! That's what happens if you start daydreaming and shuffling your feet. A pin will be the least of your worries if you are so distracted when you stand before the guild tomorrow!"

Illyrio sighed and stood up straight, his cheeks flushing a bright red. His embarrassment was not just due to the constant haranguing this tailor was giving him, but also to the nagging fact that she had been right on every occasion. He regaled himself briefly in the magnificent full-length gilt-edged mirror that stood before him in Tillita's well furnished studio. Somewhere off to the edge of the room, he could hear his young apprentice Cassio snickering into his sleeve. He would have to have words.

“I have chosen this to complement your new robe.” Tillita clapped her thrice-ringed hands together and a naga child ran out from behind the rich red curtains leading to her workshop, a sturdy belt held above his head. Illyrio studied it with interest, noting how it was the weltsilver reflected the light, drawing further attention to the embossed rune in the centre. Tillita had outdone herself, he thought as the seamstress took the belt from the youngster and arranged it around his ample midriff.

At once, Illyrio felt empowered – potent and confident. A perfect choice not just for his meeting with the guild, but a marvellous accompaniment to any outfit. He smiled.

“I trust it meets with your approval.” Illyrio nodded vigorously.

“The full outfit will be ready in the morning. I expect prompt and full payment.” Illyrio carefully removed the new belt and robe, handing them to the child as Tillita adjusted the mirror impatiently. Illyrio took his cue and with a curt bow left the room, dragging his apprentice behind him.

Tillita fidgeted with the gold ring adorning her left index finger and motioned to the naga boy.

“Please be so kind as to pay a visit to Master Parati. Wish him good health and inform him of the details of Illyrio's purchase.” The youth

nodded and sped off down the stairs, leaving Tillita whistling to herself as she prepared the studio for her next customer. She had never loved her job more.

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Warmage Heilyn of Bronwen’s Rest shall address the citizens of the Empire

The Throne announces through her power of Voice of the Empire that the Warmage, Heilyn Bronwen’s Rest shall address the citizens of the Empire following the summer solstice summit of 381YE.

Announced by Empress Lisabetta.

Overview

- The Throne has announced their intent to use their power to allow the Warmage to Address the Empire.

Date

- Summer 381YE

Campaign Outcome

- The address was delivered to the citizens of the Empire. The text of the address can be found here.

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Warrior's Plate

Description

Much like an Apprentice's Blade, a battle smith who can construct a suit of warrior's plate without the assistance of her master is no longer considered to be an apprentice. Making the armour is a time consuming, exhausting process of repeatedly beating out the plates without allowing them to become too hot, then shaping and moulding the metal without allowing it to cool down too much. All of this is without any consideration for the trace amounts of orichalcum that must be added to the steel in precise quantities at precise moments, allowing the tiny amounts of ore used to permeate the entire suit. A mistake can often mean that a plate becomes brittle and must be melted down completely to recover the wasted orichalcum - and a particularly catastrophic failure of concentration can mean that the entire process begun again.

Despite this, the armour tends to be very much in demand. It is often cheap, compared to other suits of heavy armour that require extensive use of expensive components, but woe betide the warrior who thinks that the lack of polished orichalcum or tempest jade inlay means that they can discount the time and effort put into the armour by the smith.

Rules

- Form: Armour. Takes the form of a suit of heavy armour.

- Requirement: Any character can bond to this item.

- Effect: You gain one additional rank of the endurance skill.

- Materials: Crafting a suit of warrior's plate requires no special materials. It takes two months to make one of these items.

Elina laid down the hammer with a sigh of relief, mopping her brow with one glove-sheathed hand as the fumes of the forge swirled through the heat-shimmering air. The muscles of her arms felt like they had venom burning in them, they ached so badly. But she'd sworn to see this through despite her slight frame, especially in the face of Athelstan's lack of belief.

And maybe, maybe, it had finally proven worthwhile. The final plate of the armour lay before her, the last rune beaten into its surface. Elina leaned in to take a closer look and winced as she saw the blotchy pattern of the orichalcum threads she'd been lacing into the folded metal, shavings left over from some more serious work the master runesmith had undertaken in the Summer. She'd painstakingly collected them, and carefully smelted and wound them into wires to use in her work.

But the plate was finished, the armour done. She picked it up and gave it a tentative twist, putting her aching muscles into the movement. Unlike her last attempt, the metal didn't creak and groan in protest, nor did it bend or flex or just shatter with brittle failure like the last one.

The door clattered open as Athelstan stooped under the threshold, the old rune-smith glancing from under thick brows at the table where she'd been quietly laying out the sum of her efforts – the warrior's plate, with only half its buckles and straps fitted.

He raised one of those white, tangled brows and threw the apprentice a quizzical look. “You've actually finished, girl?”

Elina put on a brave face, not entirely sure what happened next. She'd never made a whole suit of armour herself, but Athelstan had not only insisted that she work alone on this piece, but had flatly refused to do anything more helpful than offer scathing critique when her efforts inevitably resulted in a pile of worthless metal. “I am.”

To her surprise, the older smith just shrugged. “Alright then. Grab the pieces and bring them out into the yard. We'll test them.”

“But I haven't finished the buckles-”

“Doesn't matter, girl, just do as I say,” he grunted, and stooped back out into the cold yard's embrace.

She sighed as she began to pick up the sections of armour, then followed the runesmith out into the yard, snow crunching under her boots and threatening to tip her over in an undignified sprawl. Athelstan just stood there watching her, his expression unreadable as he surveyed his thin-framed apprentice's efforts. One wrinkled hand rested on the haft of a heavy hammer, not at all like the ones he used on the forge and furnace.

“We need to test the mettle of your metal,” he said finally as she came to a halt at his side, then snorted at his own joke. “That means testing the armour with the same force it'll meet on the field of battle, so you don't end up palming off a piece of rubbish to an unfortunate soldier who ends up dying because he trusted you.” Elina flinched at that and stared at the snow-covered yard's floor. “So get that armour on, strap it as best you can, and stand still so I can swing the hammer at you.”

She tore her gaze up from the dirty slush to stare at the rune-smith in plain shock, which he only compounded by laughing with genuine warmth. “Oh, come on, Elina. You think I'd really go at you with a weapon and trust your first plate to protect you from harm? Just strap the armour onto the wooden post there. It'll do a passable imitation of a human body for what I have in mind.”

Working past the further shock at Athelstan displaying anything close to a sense of humour, Elina hurried to comply. She had to admit the armour didn't look all that awe-inspiring, tied on to a snow-capped post. Then Athelstan stepped up, hauling that old hammer into the air with a grunt of effort, and swung it with remarkable strength right at the centre of the breastplate.

The air rang, but it wasn't anything like the clear, bell-chime she'd thought it might be in her mind. Just a dull clang and then, as the rune-smith drew his hammer back, Elina felt that yawning sense of dismay open up in the pit of her stomach.

The weapon's impact had left a massive dent in the breastplate's front. The armour hadn't withstood it. She'd failed, again, and she'd have to start from scratch after melting the metal down, and extracting the few precious threads of orichalcum.

Athelstan reached out to brush his fingers across the dented armour, nodding in satisfaction, then frowned when he saw the miserable expression on her face. “What's the problem, Elina?”

She sighed and slumped, not sure what to say to fight off that feeling of dread and the expectation of another tongue-lashing. “It's broken. That unfortunate soldier you spoke of would be dead by now, because I'm still not good enough,” she said, voice subdued.

The master smith blinked, then snorted with fresh humour. “You're not crafting some armour of diamonds and dragonbone for the Empress herself, you realise? This is good, workmanlike artifice, Elina – the orichalcum patterning held and didn't shatter. Oh, I'm sure our unfortunate soldier would have gotten hurt if he'd been stupid enough to let a foe get in a solid swing like that, and probably be nursing a broken rib or two into the bargain, but you know what he wouldn't have been? He wouldn't have been dead.”

“You mean... I succeeded?” Her breath frosted in the air, and she winced slightly at the girlish excitement in her voice.

“You've been telling me all these bloody months how you're going to succeed despite me warning you off, and now that you've managed it, you don't even dare believe it! Now hammer the dent back out and mark it with the rune of Jotra. That way, our unfortunate soldier knows full well that he's wearing armour that's had the test and come out on top.”

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Warsmith's Shingle

Description

This magical standard takes its name from the famous "banner" carried by Vasilisa the Prosperous, a Varushkan hero who was said to possess supernatural ability to mend and repair anything - from shattered spears and shields to broken hearts and sundered friendships. She is often depicted in Varushkan art with her "banner" - the wooden sign of a smith's force hanging from a simple yet sturdy pole. Today, the Warsmith's Shingle is much more likely to take the form of a strong canvas flag, banner, or pennant; but it is likely to be decorated with symbols of craftsmanship, industry, and Prosperity (such as anvils, hammers, and bees) either on the pole or worked into the edges of the main banner.

A Warsmith's Shingle is usually woven with threads of orichalcum, both the banner and its pole will be reinforced with ambergelt solution that makes them hard-wearing and prevents fading and accidental damage. Members of the warrior band know to look for the standard on the battlefield if their weapon or shield is damaged, confident that they will be able to get it repaired. Banner-bearers who wield a Warsmith's Shingle consequently tend to further enhance their ability to repair splintered weapons and shields by further investing in items such as a Redsteel Chisel, Forge of Isenbrad, or phials of Artisan's Oil.

The standard is popular with many nations - especially those that favour pole-arms (such as Marchers) or heavy shields (such as Dawn, the Imperial Orcs, and the Highborn) - simply for its ability to repair damaged weapons and shields. Some nations, however, look for more subtle benefits in a Warsmith's Shingle. In the citadels of Urizen for example it is sometimes called a Sentinel's Compass and they value it as much for the way it encourages the bearer to look for opportunities to intervene in places where the unit can make the most difference. A contingent of sentinels under this banner will quickly identify places where the battleplan is going awry, and take steps to "resolve" that situation.

Rules

- Form: Magical standard. The phys-rep requirements for a magical standard are more stringent than those of similar items. You must be bearing this banner aloft to use its magical properties.

- Effect: Five times per day, with five seconds of appropriate roleplaying, you may repair any item, such as a weapon or shield that has been broken using the SHATTER call. The roleplaying must include touching the broken item. If you or your target attacks another character or either of you are hit then the attempt to use this ability fails. The charge is not lost but you must begin the roleplaying again.

- Roleplaying Effect: This banner feels sturdy and durable. When wielding it you feel driven to seek out problems and resolve them.

- Materials: Crafting a Warsmith's Shingle requires twenty ingots of of orichalcum, five ingots of tempest jade, fourteen measures of ambergelt, thirteen measures of dragonbone, nine measures of beggar's lye, and seven measures of iridescent gloaming It takes one month to make one of these items.

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Wassail

A Wassail is a Marcher tradition performed at every harvest.

Contents

- 1 Wassail Song

- 2 Apple Wassail

- 3 Yorkshire Wassail

- 4 Malpas Wassail

- 5 Gloucestershire Wassail

- 6 Lots more wassailing songs

Wassail Song

Media:wassail.mp3 A traditional Wassail song sung by Muldoon's Picnic and a pub full of people. Used with permission.

Sheet Music

Learning resources: (if in doubt, learn the tune, if you can hold a harmony have a go at one of the harmony parts!)

- File:Wassail-tune.mp3

- File:Wassail-alto.mp3

- File:Wassail-tenor.mp3

- File:Wassail-bass.mp3

- File:Wassail-all-parts.mp3

1. O Mistress, at your door our Wassail begin(s), Pray open the door, and let us come in,

Refrain: With our Wassail, Wassail, Wassail, Wassail, And joy come to our jolly Wassail!

2. O Mistress, at your door we kindly salute, For it is an old custom you cannot dispute, With our Wassail, etc.

3. O Mistress and Master, sitting down by the fire, While we poor Wassail-men are travelling thro' the mire, With our Wassail, etc.

4. O Mistress and Master, sitting down at your ease, With their hands in their pockets to give what they please To our Wassail, etc.

5. Come young men and maidens, I pray you draw near; Come fill up our bowl with some cider or beer, With our Wassail, etc.

6. You see how we'll smile at our flowing Bowl — Just now it is empty, by-and-bye it'll be full, With our Wassail, etc.

7. I wish you a good Harvest and a Prosperous Year, And plenty of money and a barrel of beer, With our Wassail, etc.

8. I wish you a blessing, and a long time to live, Because you're so free and so willing to give To our Wassail, etc.

And plenty more, which can be improvised! E.g.

I hope that your apples will prosper and grow, That you may have cider and a plenty to bestow, To our Wassail, etc.

I hope that your barley may prosper and grow, That you may have beer and a plenty to bestow, To our Wassail, etc.

Apple Wassail

A very easy tune and limited lyrics to learn. The score and recordings of each part individually can be found here: http://www.voicebeat.org/apple-wassail

Yorkshire Wassail

Words edited for IC sense. Score and midi file youtube version

1.We've been a -while a wandering Amongst the leaves so green. But now we come a wassailing So plainly to be seen,

Chorus For it's Harvest time, when we travel far and near; We wish your crops health and a prosperous year.

We are not daily beggars That beg from door to door; We are your neighbors children, For we've been here before

Call up the steward of this house Likewise the yeomen too, And all the little children That round the table go

Bring us out a table And spread it with a cloth, Bring us out a mouldy cheese And some of your wheaten loaf;

Good master and good mistress, While you're sitting by the fire, Pray think of us poor children That's wandered in the mire

Malpas Wassail

youtube version

Now the harvest being over      And winter drawing in      Please open your door      And let us come in      With our wassail

Wassail, wassail      And joy come to our jolly wassail

Here's the master and mistress      Sitting down by the fire      While we poor wassail boys      Do trudge through the mire      With our wassail

Wassail, wassail      And joy come to our jolly wassail

Here's the master and mistress      Sitting down at their ease      Put your hands in your pockets      And give what you please      With our wassail

Wassail, wassail      And joy come to our jolly wassail

This ancient old house      We will kindly salute      It is your custom      You need not dispute      With our wassail

Wassail, wassail      And joy come to our jolly wassail

Here's the saddle and the bridle      They're hung upon the shelf      If you want any more      You can it sing yourself      With our wassail

Wassail, wassail      And joy come to our jolly wassail

Here's an health to the master      And a long time to live      Since you've been so kind      And so willing to give      With our wassail

Wassail, wassail      And joy come to      our jolly wassail

Sung by The Watersons on the For Pence and Spicy Ale LP, re-released on the For Pence and Spicy Ale CD.

Gloucestershire Wassail

Another wassailling song, score, midis, etc can be found here

Lots more wassailing songs

Source for lyrics, scores, and midi files: http://mysite.verizon.net/cbladey/wassong.html Lots of youtube recordings of wassails at http://www.youtube.com/user/krjollywassailers

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Watcher of Britta's Pool

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 A Portion of Liao

- 3.2 Voice in the Synod

- 4 Appointment

Overview

The Watcher of Britta's Pool was an Imperial title created by the Imperial Senate in Winter 379YE. The position of Watcher is a sinecure, requiring minimal responsibility but awarded a regular income of liao and votes in the Imperial Synod to reflect the many pilgrims making the visit to the pool.

Following the death of Empress Britta in 376YE, heroic efforts recovered her body and many of her effects from the Thule barbarians. The body was interred in the swamps of Kallavesa while her personal accouterments were placed in a shrine of white granite in Necropolis. In Autumn 379YE, a delegation of Highborn and Winterfolk visited the shrine and removed the personal effects of the Young Empress and reunite them with her body in the swamps. The Pool was created to support the many pilgrims from Wintermark and beyond to allow them to visit Britta's resting place in safety.

Responsibilities

The Watcher oversees the pool dedicated to the memory of the dead Empress, and ensures the grove is not disturbed.

Powers

A Portion of Liao

The sinecure provides nine measures of liao to the Watcher each season, to be used as they see fit.

Voice in the Synod

The Watcher of Britta's Pool may sit in the Imperial Synod, and possesses 18 votes in Synod affairs (or an additional 18 votes if they already have a congregation). They may use these votes in any assembly they are eligible for.

Appointment

The Watcher of Britta's Tomb is chosen by a judgement of appointment in the Wintermark national assembly.

The title may only be held by a Wintermark citizen. The Weigher of Worth has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Wintermark National Assembly, and the Assembly of the Nine.

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Watered with fears

Brithei Firekeeper, knelt by the newly raised cairn. It was short and that turned her heart to ice, bitter, cold and hard.

Had he grown to be a man, her son would have stood head and shoulders above her. When his time came his sons and daughters should have toiled all day to pile the stones.

Instead his own mother had cut his ground and piled the stones. And a day was all it took to cover his small body.

Her son. Gone. Taken by curses of Ice and Fire. Curses wove by the Marchers and their allies.

She turned to face the others, nodding to her husbands to approach. Irb Sawyer held out the jagged knife, still warm from the fires they had used to purify it.

She felt the burn from the first cut. Droplets of her blood ran down her thigh. She clung to the physical pain, embracing it, letting it in to touch the torment in her soul.

"By the ancient oaths, I cut this mark. We shall pursue them and never stop. We shall hunt them and never rest. We shall slay them and never tire. Let those who never die mark my words."

If those who never die heard the words this time they gave no sign. So many deaths. So many oaths. Perhaps even stone grew weary of the dying.

Contents

- 1 Overview

- 2 The Marchers

- 3 Wintermark

- 4 The Jotun

- 5 The Feni

Overview

At the Winter Solstice, Imperial strategists discovered details of the Jotun military strategy and laid a trap for them. Weaving powerful curses of Spring and Winter over the land they turned the entire territory of Mournwold into a killing ground. Thousands of Imperials lie dead as a result of the apocalyptic battle, but for every human soldier dead two or three times their number of Jotun have fallen. Imperial magicians cut open the throat of the Jotun armies and bled them like cattle.

The magic of Spring is impossible to control. A spring curse is like a fire in dry field - best hope the wind is at your back. It falls on friends and enemies alike - it falls on any who stand in its path. The bloody magic of Rivers Run Red is a pestilence on the common inhabitants of a region who must endure its effects. But by combining the curse with a deadly Winter curse created specifically to slaughter any who fall ill, the Empire has added thousands of names to the Butchers Bill. Acting in concert these two curses have killed a sixth of the civilian population across the Mournwold as well as more than half of the remaining population of the Greensward.

Less than a year ago the throne issued a grand proclamation calling on citizens to "to stem this tide of Imperial blood". This reaction is strongest in the Mournwold where the ghastly death toll has caused many to question whether the Empire really has their best interests at heart. But the questions are not confined to the territory and a group of Wintermarkers are also deeply concerned about events that have transpired.

The Marchers

The Marchers of the Mourne have struggled under Jotun rule for three decades, many of them dreaming of the day the Empire would liberate their home. Others would have fled, but for many Marchers land defines who they are and so they remained. Pressed into slavery by the Jotun, they were forced to work their land as thralls, living hand to mouth, bound to hand over everything they produced.

For all the squalor of that life, there are now some who pointedly ask if the invasion of the Empire has not brought worse horrors. The Jotun are not generous masters - but they were lawful and treated those who served them honestly. And any man or woman who desired to be free could become so - by taking up a place in the Yegarra, the human soldiers who fought alongside the Jotun. Life under the Jotun offered only a few hard simple choices - but the young who died at the hands of these curses had no choices at all.

More and more Marcher voices in the Mournewold are questioning if they shouldn't be fighting to free their land from the twin curses... of the Jotun and the Empire. In practice it is very unlikely that open conflict will break out - most of those prepared to take up arms against the Empire already won their freedom from the Jotun years ago by doing exactly that.

But what is clear is that nobody who visits Anvil on a regular basis is getting a warm welcome in the Mourn right now. To the contrary there is open hostility in some quarters, sour looks and dark comments. It hasn't devolved to rough music and shunning yet... but "they're warming up the pots and pans" as the Marchers say. After much discussion, those who are most outraged nominate one of their number, a short stoic woman called Mary Singer to go to Anvil to settle matters with the other Marchers.

She is expected to turn up early Saturday evening and is certain to head direct to the Marcher camp.

Wintermark

Although they have fought often, Wintermark has enjoyed a relationship with the Jotun that is somewhat unique in the Empire. According to the histories the heroes of Wintermark and the heroes of Jotun have even fought together on occasion, side by side against the Thule. What has happened in the Mourn has distressed some Wintermarkers. The nation has a proud tradition of the Grimnir, physics and apothecaries who swear to set aside the heroism of battle so that they may heal and protect those fight. Some of these individuals are questioning whether the virtue of the strategy employed in the Mourne.

Almost a century ago, the Wintermark army of the Bloodcloaks was destroyed, but it left behind a legacy of heroism and healing that was carefully nurtured by the descendants of its physicks; blood-children and students alike passed down carefully-hoarded healing lore across the generations. The various threads of the army's tattered skein can still be found across the nation - a healer here, a family there. In recent years, there have been attempts to reform the Bloodcloaks, and rumours have begun to swirl that a potent artifact, the cloak worn by the army's generals until it was lost in battle - has been rediscovered.

Now the banner of the Bloodcloaks has been seen flying again - not at the head of an army, but over gatherings of grimnir and apothecaries, over urgent conversations and arguments and debates. It seems that these influential healers are uncertain and discontented over the direction that Imperial warfare is taking, and wonder what future the Bloodcloaks could have in such a glorious, merciless Empire. A delegation of healers has signaled their intention to come to Anvil during the Spring Equinox, there to discuss the future of the Empire's military strategy - and the place of the Wintermark armies within it - with the dignitaries of Wintermark. They are likely to try to find Lofyn Ulfdottir first, since she is the titular leader of this community - and go from there. They are particularly concerned with meeting the generals and the priests, especially Gunnbrand Ironwill and Ylmiska Ferbow who authored the Synod judgments pertaining to Dogri Thulebane - and would also be eager to meet with Mazo i Zabala i Erigo and Sister Meredith, the authors of judgements pertaining to the Iron Helms' tactics, even though the latter are not of the Mark. They have also sent word that they would like to meet with the Empress herself, and hope that the Winterfolk at Anvil will be able to arrange such an audience for them.

The delegation is expected to arrive in Anvil some time during Saturday mid-afternoon, most likely soon after four o'clock if nothing slows their journey.

The Jotun

The curse has scythed through the ranks of the Jotun, killing thousands, but the majority of those slain are soldiers. This land has been a battleground for many years and most of their Jarls keep their households further West so there are few large populations of Jotun in the Mourne. As a result the loss of life among the Jotun has been largely confined to those who serve in their armies.

Even so, the rumour is that the Jotun view of the Empire has reached a new low. They are apparently furious with the Empire. Likely this is just a consequences of their bitterness at the astonishing loss of life and the way their military victory this season has turned to ashes in their mouth. But allegedly there is something more than just this, that they regard this strike against them as blasphemous in some way.

Given the Empire are at war with the Jotun - probably the foreseeable future now - it probably doesn't matter much in the short term. But it if is true then it is certain to come up in any discussions that any citizens have with the Jotun and will likely prove a problem if the Empire ever did desire to treat for peace with them.

The Feni

The Mournwold is home to more than just Marchers and Jotun. There have always been stories that the great forest at Alderly is home to a population of Feni who live off the land hunting and gathering what they need. Feni are known to be fiercely protective of their lands and those who know the area well say they have fought with both Marchers and Jotun in the past. The Marcher resistance fighters exiled from the Mourn by the Jotun last season say that these are more than rumours - and that at one point some of them found sanctuary with the Feni, united by a mutual dislike of the orcs. Unfortunately that fragile alliance came to nothing.

It is not clear how many Feni there are, nor how relevant they are to the situation in the Mourn, given that they are not Imperial citizens. What is not in doubt is that they will have been hit by these twin curses every bit as hard as the Empire and the Jotun.

Those same former resistance fighters report that the Jotun have often had to station large numbers of troops to defend supply lines that pass by Alderly while the Empire has more leeway to plan their strategy. If the Feni are sufficiently angered to begin attacking Imperials - or even to stop attacking the Jotun and switch sides completely - that will not improve the military situation in the Mourn.

Fear waters a bitter crop.

Marcher proverb

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Wayfarer's Pyx

Description

Perhaps the simplest of the reliquaries, a Wayfarer's Pyx is constructed from dragonbone, to capture and enhance the spiritual energies of the sect to which it is bonded. In some parts of the Empire, the Wayfarer's Pyx is called a Dragonbone Reliquary. It usually takes the form of a round box decorated with symbols important to the sect. It is often used to protect communal liao supplies, or to contain relics or writings of profound importance to the sext. Although it is commonly a box, a Wayfarer's Pyx might be formed from any object that has spiritual significance to the sect to which it belongs.

As with all reliquaries, the Wayfarer's Pyx is bonded to an entire sect of the faithful. It is often the subject of a Hallow ceremony, especially one that exemplifies or underlines the purpose or philosophy of the sect. Its powers are modest; in many ways its primary value is as a physical symbol of the shared beliefs that tie the members of a sect together. Still, the ability to create more powerful durable auras, to empower a difficult exorcism, or to create a potent testimony, is not to be underestimated.

When the Pyx is used, it is common for the priests involved in the ceremony to use liao that has been stored within. While this does not directly enhance the power of the liao, it can serve to symbolically remind the sect of their mutual bond.

Rules

- Form: Reliquary. Takes the form of a ceremonial reliquary.

- Effect: When your sect cooperates in the use of a religious skills, the final strength of the ceremony is increased by one, provided one of the participants is wielding this item.

- Materials: Crafting a Wayfarer's Pyx requires 10 measures of dragonbone; It takes 1 month to make one of these items.

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Wayfarer's Robe

Description

This sturdy garment is often made of soft wool treated with beggar's lye and dyed in rich colours. The robe is decorated with dragonbone, and often bears beautiful embroidery. It often bears a hood, and is commonly designed to be worn over other clothing - or even armour on some occasions. It is favoured by priests who serve as spiritual advisors, especially to military units, and in some places it is called a Warpriest's Robe. The robe can also prove valuable to itinerant or missionary priests who regularly find themselves in situations where there are no other priests of the Way nearby. This has lead to the item being dubbed a missionary robe or a mendicant's coat in various parts of the Empire.

The potential strength it offers to a priest's ceremonies which makes it appealing to active, adventurous priests such as a troubadour who supports a band of questing knights or a Varushkan priest who investigates spiritual corruption alongside a warden fellowship. Such adventurous priests never know when they might encounter a malign aura that must be removed, or the influence of a malignant spirit that must be exorcised. Being able to strengthen the potence of a ceremony can make the difference between success and tragic failure.

Also known as a Pilgrim's Robe, this vestment was traditionally called a Wayfarer's Chasuble. A chasuble was a pilgrim's garment popular among pre-Imperial Highborn priests. This took the form of a circle or oval of cloth, a little like a poncho, with a hole in the middle for the head, falling on all sides nearly to the ground and gathered up to allow the arms to be used freely. Often made of tough wool, sometimes treated with ambergelt to make it waterproof. Its association with pilgrimages and thus itinerant preachers lead to it being further associated with several early Chapters. The popularity of the chasuble grew as the Way spread, but over time it fell out of fashion. Today the use of the chasuble has been largely replaced by the use of robes.

As with many magic items of a ceremonial nature, it is common for a Wayfarer's Robe to be hallowed, even where it is intended to be worn by an undedicated priest of the Way (rather than a member of a specific virtue assembly). Common hallows include the Hallowing of Inga Tarn, the Hallowing of the Archivist or Scout, or the Hallowing of the Volhov.

Rules

- Form: Armour. Takes the form of a robe.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: When you perform or cooperate in the performance of a religious skill, you may spend an additional dose of liao to increase the strength of the ceremony by one.

- Materials: Crafting a Wayfarer's Robe requires three measures of beggar's lye, three measures of iridescent gloaming, and four measures of dragonbone. It takes one month to make one of these items.

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Wayfinder

Description

Elite scouts, hunters and skirmishers have used these bows since humans first learnt to stalk their prey through the woods and across the snow and the grassland. They take their name both from their use by rangers, trappers and pioneers who spend long periods of time in untracked wilderness, and from the elite battlefield archers who use them to solve problems by delivering sudden death with pinpoint accuracy to their foes.

In the League a Wayfinder is most commonly called a Waymaker, referring both to its us in solving problems and from the tendency of opponents to get out of the way when threatened with a loaded crossbow.

In some parts of the Brass Coast, Freeborn bowyers plant a tree when a child is born. As the child ages they encourage the child to tend that tree, and when the tree and child are both ready, they craft a bow from the wood of the tree and enchant it as a Wayfinder. The bond between tree and archer is strengthened over time, and is widely believed to result in bows that are ideally suited to the hand of the archer who wields them. A similar tradition was observed by the master crossbow makers of the League city of Holberg, but the hardwood groves they favoured were burnt when their territory fell under barbarian sway in 346 YE.

Rules

- Form: Weapon. Takes the form of a bow or crossbow. You must be wielding this weapon to use its magical properties.

- Requirement: You must have the marksman skill to bond to this item.

- Effect:You gain two additional hero points.

- Materials: Crafting an Oathkeeper requires fifteen ingots of green iron, ten measures of ambergelt, three measures of beggar's lye, and three measures of dragonbone. It takes one month to make one of these items.

Grant o’ the Woods was only a little out of breath as he jogged along the wooded valley back to the Imperial camp, but it disappointed him a little. The days when he could jog from dawn till dusk didn’t seem too far behind him, but behind him they were. Harry Bold, Captain of the 19th Upwold Light Infantry, would never say anything, but he’d tut, and maybe shake his head, and that’d be all that needed saying.

The old beater had scouted out the Feni camp, and spent the night out on the hillside opposite, counting their numbers. Those pig-ignorant thugs had no idea how to hide, nor how to spot a hidden man, and he’d pinned them at just over two hundred, maybe forty of them too young to be fighting. The camp wasn’t a raiding-clan’s camp, but a homestead of sorts, and what Harry didn’t realise – because he didn’t have Grant’s experience watching the buggers – was that he would escalate their raiding into a full-scale war if he destroyed it.

Unenviable though it was, it was now Grant o’ the Woods’ job to tell a Marcher general to stop hunting the Feni. To pull back, reinforce the nearby homesteads, and simply hit their raiding parties hard enough to scare them off. A complexity of tactics worthy of a fancy-pants Leaguer, he thought with a grin.

Of course, it’d be a damn sight harder if he didn’t make it back.

They always sent scouts out in bands of four or five, just to make sure they won any fights they got into with a Marcher beater, the latter being invariably better-trained and far better-equipped. It was four of them this time, and the grin fell off Grant’s face as they rose from the underbrush only fifty yards in front of him.

Too busy thinking to spot a Feni. The bloody irony.

They screamed bloody murder as they came, hoping to put the fear up him. Unperturbed, he unslung the bow and nocked it in a matter of seconds, and picked off the first half-naked, screaming savage with a fine shot. The second shot went wide as its target dodged around some obstacle, but the third found its mark, sending an emaciated woman with a dreadful-looking bone axe spinning to the floor.

And then they were on him, and he picked up his own axe and split the third Feni up the middle with a cruel blow.

The fourth just kept coming, as fearless as he was desperate, and Grant wasn’t ready for him. He held a savage, jagged sword in each hand, and he spun as he bore down on Grant, the first scoring a searing line across his shoulder and the second slamming into his layered leather armour with a heavy thump. He raised his axe to block the deadly blows but was beaten to the ground. Grant felt ribs crack and his weight shift as his armour’s straps gave way, and he went down on the floor in a heap.

He wouldn’t make it back. Harry Bold would wipe out this camp, and half the Feni clans who lived in the wooded hills above Stockland would descend. They’d pillage and burn, massacre the adults, take their stock and their kids back up to the hills. All because he wouldn’t make it back. Hot bile burned the back of his throat.

No. He wouldn’t be remembered for that. Not as just the first Stocklander to die in the massacre. Not as the incompetent who got himself seen and killed. Harry Bold wouldn’t remember him like that. Not the man who’d given him the Wayfinder.

Nor would he have his friend remembered as the man who made the fatal mistake. Fancy-pants Dawnish would’ve called it heroism that got Grant back on his feet. Later, when asked, he’d call it stubbornness.

The next blow was aimed at the back of his neck, and would have taken his head off if it wasn’t for that thought of the Wayfinder. He hurled himself out of the way of the falling sword and grabbed for the bow, which lay where he’d dropped it. It just seemed like the right thing to do. Without hesitation he reached for an arrow; without thought he loosed it. His wounded shoulder stopped him even drawing it fully, but this close, he didn’t need to. The Feni crumpled.

Alive again – in every sense of the word – Grant glanced quickly around, to see if their screeching had attracted any more attention. It hadn’t. But it would. He knew these Feni; he knew how they thought. In minutes, they’d be here.

He wiped the blood off his axe and stretched his aching muscles, rolling his injured shoulder and stretching his ribs to test out their strength. He should have been crippled, barely able to walk, but stubbornness was a hot-burning fuel, and it had him feeling right again in no time. Neither shoulders nor ribs felt great, but they’d do, thanks to stubbornness. For the sake of the man who gave him the Wayfinder, he’d be stubborn, or heroic, whatever they felt like calling him.

The old beater set off at a jog for the Marcher camp again with a more wary eye for his surroundings, and thought to himself, with a wry smirk, that at least now he had an excuse to be out of breath when he met his old friend.

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Wayhouse

The Navarr build wayhouses along the trods on the edge of civilisation. These buildings are designed to support the stridings, to give them a place to rest and resupply. Most wayhouses include a skilled healer or surgeon, so that they can provide treatment for Navarr who have been attacked and wounded while travelling. They usually also include a few thorns or warriors who can defend the wayhouse itself, should it be attacked.

Some wayhouses serve as an Inn, providing meals and a bed, but most do not specialize this way. They are more likely to provide grain and salted meat to a Navarr striding that has run out of provisions than to cook and serve the food. The wayhouse provides critical help; it serves to ensure that the Navarr can survive and continue their journey, not to provide an abundance of comforts. Wayhouses are often built where a deep well can be sited, their role is to allow the Navarr to resupply with the essentials and nothing is more vital than clean water.

Wayhouses often keep messages, supplies and goods for the Navarr, either items that will need collecting later, or else things that need to be passed to other Navarr who are expected to travel to the wayhouse later.

Wayhouses also serve as places of sanctuary - when someone "runs away to join the Navarr" they often run to a wayhouse near their home, and are generally welcomed by the Navarr there.

Some wayhouses require payment for their goods, but many do not, especially when dealing with other Navarr. They often accept donations, which may be coin, but it may be anything that can help the wayhouse prosper. These places can operate quite effectively as businesses - Freeborn caravans find welcome respite here, for example, but this is not their primary purpose

Creating a wayhouse group

Wayhouses are a potential concept for any Navarr group that are more interested in hospitality and roleplaying in the Navarr camp than in fighting, magic or politics. It is possible to run a wayhouse in the Navarr camp simply by creating an open camp where other Navarr can come to be healed. If you can develop a welcoming and reliable reputation then other PCs may start to leave messages for other characters with you and your camp can serve as a social hub for other groups.

It is possible to play a wayhouse by offering out-of-character food or drink for in-character money, but this is not essential. Wayhouses offer the essentials that travellers need, healing, a place to rest and resupply as well as serving as a nexus for the nation. They are not defined as places that sell food or drink, so you can do as much or as little of that as you wish.

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We will go Home (Across the Mountains)

Original by Hans Zimmer - https://www.youtube.com/watch?v=6hoyDQ3LeTU

New lyrics by Michael Barley

Verse 1 Land of bear and land of eagle. Land that gave us birth and blessing. Land that called us ever homewards. We will go home across the mountains.

Chorus We will go home, we will go home, We will go home across the mountains. We will go home, we will go home, We will go home across the mountains.

Verse 2 Land of Thorn, and land of Navarr. Land that gave us hope and memories. Hear our singing, hear our longing. We will go home across the mountains.

Chorus

Verse 3 Land of sun and land of moonlight. Land that gave us joy and sorrow. Land that gave us love and laughter. We will go home across the mountains.

Chorus

Verse 4 Land of our fathers. Land of our mothers. Land of spear, of blade, of bow. Thorns are singing in the darkness. We will go home across the mountains.

Chorus

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Weakness

Contents

- 1 Description

- 2 Casting

- 3 Effects

- 4 Sample Spellcasting Vocals

- 5 Common Elements

Description

This spell is a potent malediction that can neutralise the most powerful enemy champion or render an archmage as powerless as a raw recruit.The debilitation imposed by this spell is more than mere lack of strength - it is a potentially lethal curse. The victim cannot concentrate on even the simplest spell, cannot inspire themselves to heroic action and cannot use the powers of any magic items they are bonded to.

It is particularly insidious in that it does not go away naturally; it can be removed with herbs by a skilled physick, or purged by a magician using the purify spell or a ritual such as Renewed Strength of the New Day. Otherwise, it lasts indefinitely.

Casting

- Type: Offensive spell

- Cost: 1 Personal mana

Effects

You may call WEAKNESS against the target struck by your implement.

The weakness condition prevents the target from using any heroic skills, utilizing any enchantments, using any mana, or activating any magic items that are not "always on".

You must assume that the target has taken the effect.

The effect lasts until cured by the purify spell, or a similar potion or magic.

Sample Spellcasting Vocals

- By what creeps, what crawls, by what does not; let all that grows recede and rot!

- "Oh mist-filled pits, dark, dank, unclear; touch all before me with frost-fingered fear!"

- "Kyrop drain the strength from your bones - WEAKNESS!"

- "Drowned Man drag you down in the darkness - WEAKNESS!"

- "By magic's might, be stripped of all your powers - WEAKNESS!"

- "May Winter's cold grip your hateful heart - WEAKNESS!"

Common Elements

- Rune Magic: TBC

- Astronomancy: TBC

- Dramaturgy: A Dawnish witch might echo the terrifying roar of the chimera, or the dire spirit of the manticore when casting this spell.

- Other traditions: This spell has a strong resonance for the realm of Winter.

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Weapon checking

Contents

- 1 Overview

- 2 Traders

- 3 All weapons

- 4 Missile weapons

- 4.1 IDV Arrows

- 5 Arrows & Bolts

- 5.1 Forthcoming Changes

- 6 Shields

- 7 Armour

- 8 Thrust safe polearms

- 9 Props

- 10 Banned items

- 11 Further Reading

Overview

All weapons, bows, arrows, shields and armour, must be checked by a member of the Profound Decisions weapon checking team before they are used at our events. They check every item to ensure that the design, construction and condition of it is suitable for use at our events. If they are not satisfied that an item is safe for use then you must secure the item in the OOC area and may not use it at the event. The team use the following guidelines when checking weapons.

Not all weapons that are sold online are suitable for use at Empire LRP events - even if they are sold for LRP. It is always advisable to buy your weapons from a trader on site where possible - to ensure the least possible chance of disappointment.

Traders

- You must get any item you buy at the event checked before you use it.

Items on sale at all Profound Decisions events have not been checked by a weapon checker. Please take any item that you purchase to a weapon checker and have it checked.

All weapons

Weapons designed for live roleplaying are commonly constructed from a solid core that is surrounded in high-density foam and then covered with latex. Weapons must meet the following guidelines:

- The rigidity of the foam must protect the core and must not have degraded and become too soft

- The layers of foam must be securely bonded to each other and not be delaminating

- The right kind of foam must be used. High-density foam is the basic material and low-density foam must be used appropriately in collapsible tip weapons or in large hammerheads. This stops weapons being too heavy and having too much momentum

- The whole length of the core must be held securely in place and must not be moving freely inside the weapon

- The tip reinforcement must not be protruding through the surface of the foam

- The core of the weapon must be made of an appropriate material such as fibreglass or carbon fibre - not of aluminium, wood or bamboo

- There must not be any protruding hard or sharp objects such as gems or studs

- There must be sufficient padding on the tip, guard, pommel and haft

- The handle must be securely attached to the rest of the weapon and must not be loose

- The choice of former must be appropriate to the length of the weapon and must not be too heavy and rigid (especially for thrown weapons) or too light making the weapon ‘whippy’ (long weapons)

Missile weapons

These are bows and crossbows designed to fire an LRP safe arrow or bolt. There is no bow competency testing at Profound Decisions events. We require any player using a bow to adhere to the same standards of safety and control as players using melee weapons.

- The string must be in good condition and must not be fraying

- The body of the bow or crossbow, whether wood or fibreglass, must not show signs of cracking

- The string notches must not be worn and must be able to hold the string firmly

- The draw of a bow must be less than 30 lbs at 28” draw. Crossbows are also limited to 30lbs draw weight

IDV Arrows

IDV tear-drop arrows are not usable at any Profound Decisions events.

Arrows & Bolts

As well as checking before the start of the event, we recommend that you check these before and after each combat, as they may have become damaged.

- The shaft must be made of fibreglass or wood. Carbon fibre, aluminium and dowel are not allowed

- The shaft must not be cracked or damaged

- Flights must be adequate to keep the arrow stable in flight and must be properly attached to the shaft

- The shaft must have a proper nock which is securely attached

- Arrows must have a maximum draw position of 28” clearly marked if the possible draw length is greater than 28”

- The arrow must have some kind of blocker between the shaft and the foam of the arrowhead to stop the shaft pushing through

- The head must be securely attached and not move on the shaft

- The arrowhead must be at least 50mm (55mm recommended) across and have a circular cross-section

- Dome headed arrows are allowed as long as the width of the widest part of the soft foam dome, and the foam behind it are of the appropriate diameter

- The soft foam portion of the head must be designed in such a way as to allow it to collapse fully (so there must be no latex within 5-10 mm of the face)

- Any gaffer tape used on the arrowhead must not be within 25mm of the face of the arrow

- Archery Tag screw-on arrowheads are not currently accepted at our events

Forthcoming Changes

As the incidence of Archery related injuries is still too high at PD events, we will be making the following changes to arrows. These changes will come into effect at the first PD event in 2017. From 2017, the only arrows we will allow at PD events will follow this general pattern:

The arrow head will have a diameter of at least 50mm. Any smaller, eye injuries are a distinct possibility. Arrowheads must have two stage foam construction, fronted by spongy foam at least 20mm thick. The second layer should be 25mm thick. The thick rubber (leather is also acceptable) layer must be at least 3mm thick. The cap must not be brittle and be able to withstand repeated impacts.

The head of an LRP arrow must be soft enough for a close range shot not to damage delicate areas of the body (to account for unforeseen accidents). It must be constructed to be robust, long lasting, and eliminate all possibilities of the arrow shaft punching through the foam to the outside world.

Arrows with round heads will still be permitted, provided that it uses a two-part foam construction as shown.

If you are making your own arrows, then follow these guidelines. Arrows remain the most dangerous element on the battlefield, please make sure that you make them correctly and with care - or don't make them at all.

Shields

Please take care when using shields in melee combat. You must not use the shield as a weapon. For events in 2014 you will able to use shields with a rigid former at Empire. We will be monitoring rigid shields on an ongoing basis and it is possible that they may be removed as an option in future years. Therefore if you are making or buying new shields we strongly recommend you use a foam and latex shield.

- A rigid former may be used during 2014 Empire events, but shields should preferably be of full-foam construction

- If you use a rigid former then there must be at least 6mm of high-density foam on the face and no protruding bolts

- The rim must be padded all round. Note that pipe lagging will quickly degrade will likely be insufficient after a relatively short time

- Handles must be securely fixed so that they do not cause the shield to “flap” from the arm/ hand

- Wing nuts must not be used to secure straps and any protruding bolts must be cut short

Armour

Armour checking is new for the Spring Solstice 2014. Our weapon checkers will be checking all armour, but because the rules are new, we will operate an amnesty for minor problems until Easter 2015. The weapon checkers will point out any problems that will cause the armour to fail from next year onwards - so that you have time to remedy them - but you will still be allowed to use the armour unless it is egregiously unsafe.

- The armour should not have any sharp burrs or edges or any sharp protusions

- Mail should not include unclosed links that allow sharp edges to be felt

- The armour should not have any loose studs or rivets

- The armour must not have any solid steel tower studs

The armour must have no sharp edges that could damage other player's weapons. The edges do not have to be rolled, but if they are not then they do have to be filed smooth.

Thrust safe polearms

You may only thrust with a weapon that has been passed as ‘thrust-safe’ by a Profound Decisions weapons checker at that event.

- Construction must combine a low-density foam tip with a high-density spear head

- Specific construction guidelines will be forthcoming

Props

Battle props are items that are present in combat, but are not used as weapons. As they do not conform to the regulations that govern weapons and shields they must not be used for offence or active defence. As they are likely to be present in combat they must not have any extremely sharp protrusions. Otherwise they must be removed from the combat preferably in an out of the way area.

All weapons and implements taken onto a battlefield must have been passed by a weapon checker. You cannot use a wooden staff as a mage staff, or a wooden stick as a wand on a battlefield, even if you do not intend to hit anyone with it.

Banned items

The following items cannot be used at Empire events, either for reasons of safety or because they are unsuitable for the campaign. The traders are permitted to sell these items but only on the condition that they are collected at the end of the event. You must not carry these items on site in an IC area.

- Real weapons, including bayonets, re-enactment weapons and any sort of non-replica firearm

- Modern or futuristic items such as chainswords or power armour as well as novelty items such as inflatable hammers and bananas, rubber or plastic combat knives, nerf guns etc.

- No fireworks or pyrotechnics of any sort may be brought onto the site without the prior permission of Profound Decisions

- Injection-moulded weapons will be treated on a case-by- case basis, as although they tend to soften up with use, some may be too heavy or too hard

Further Reading

- Characters

- Playing the Game

- Referees & GOD

- Safety

- Event safety

- Weapon checking

- Bow safety

- Fire safety

- Conduct

- Downtime

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weapon_checking&oldid=63409"

Weapons & armour (Redirected from Weapons & Armour)

Contents

- 1 Weapons

- 1.1 One-handed Weapons

- 1.2 Two-handed weapons

- 1.3 Pole-arms

- 1.4 One-handed Spear

- 1.5 Pike

- 2 Implements

- 2.1 Wands

- 2.2 Rods

- 2.3 Staff

- 3 Bows

- 4 Shields

- 5 Armour

- 5.1 Light Armour

- 5.2 Medium Armour

- 5.3 Heavy Armour

- 5.4 Mage Armour

- 6 Further Reading

Weapons

- All weapons must be at least 8” (20 cm) long

- Some categories require you to use a set grip to fight with the weapon

There are five basic weapon categories in Empire. Any character can wield a one‑handed weapon but they must purchase the Weapon Master skill to use a larger weapon. Weapon categories are also important for enchantments and for use with the skills allowing heroic blows.

One-handed spears, pole-arms and pikes require you to use a set grip when fighting with the weapon. These grips are set for a combination of safety and play balance. You don’t have to carry the weapon like this when you are not fighting, but you must use the mandated grip throughout any fight where you use the weapon.

One-handed Weapons

- Must be between 8” long and 42” long

- Can call CLEAVE using a hero point and the Cleaving Strike skill

A one-handed weapon must be up to 42 inches long. If you expend a hero point then any one-handed weapon longer than 24" can be used to call CLEAVE provided you also have the relevant skill.

Flails up to 42” long are included in this category and can be used by any character. Larger flails are covered by the rules for two-handed weapons.

Two-handed weapons

- Must be between 42” long and 60” long

- Can call CLEAVE using a hero point and the Cleaving Strike skill

- Can call SHATTER using a hero point and the Shattering Blow skill

- You must hold the weapon in both hands

A two-handed weapon must be between 42 inches and 60 inches in length. If you expend a hero point then any two-handed weapon can be used to call CLEAVE or SHATTER provided you also have the relevant skill.

The phys-rep for a two-handed weapon can be any suitable phys-rep such as a great sword, dane axe or similar. You must hold the weapon in both hands during combat.

Pole-arms

- Must be between 60” long and 84” long

- Can have a thrust-safe tip

- Can call CLEAVE using a hero point and the Cleaving Strike skill

- Can call STRIKEDOWN using a hero point and the Mighty Strikedown skill

- You must hold the weapon in both hands with at least 18” separating them

A pole-arm must be between 60" and 84" in length. You can always swing a pole-arm at any enemy but you may also thrust with the weapon if it has a thrust safe tip. If you expend a hero point then any pole-arm can be used to call CLEAVE or STRIKEDOWN provided you also have the relevant skill.

The phys-rep for a pole-arm should be any suitable phys-rep for a pole-arm designed for swinging or thrusting at an enemy such as a bardiche, halberd or bill. You must hold the weapon in both hands at all times and keep at least 18 inches separation between your hands during combat.

One-handed Spear

- Must be between 60" long and 84" long

- Must have a thrust-safe tip

- You must only thrust with a one-handed spear, you cannot swing it

- Can call CLEAVE using a hero point and the Cleaving Strike skill

- You must hold the weapon within 6" of the centre of the haft

A one-handed spear must be between 60" long and 84" long. If you expend a hero point then any one-handed weapon can be used to call CLEAVE provided you also have the relevant skill.

The phys-rep for a one-handed spear should be any suitable phys-rep for a spear designed for thrusting at an enemy. You must hold the weapon within 6" of the centre of the haft during combat.

Pike

- Must be between 84” long and 108” long

- Must have a thrust-safe tip

- You must only thrust with a pike, you cannot swing it

- You must hold the weapon in both hands with at least 18” separating them

A pike is any pole-arm between 7 foot and 9 foot in length. It must have a thrust safe tip. You may only thrust using a pike, you may not swing any weapon that is over seven foot in length. A pike is too heavy and cumbersome to be used to make heroic calls.

The phys-rep for a pike should be any suitable phys-rep for a long pole-arm designed for thrusting at an enemy. You must hold the weapon in both hands at all times and have at least 18” separation between your hands during combat.

Implements

- Offensive spells can only be delivered using an implement

- Must be a safe phys-rep of a wand, rod or staff

- Should not look like a weapon

An implement is a magical tool that allows a magician to deliver an offensive spell. All offensive spells require an implement to be used. You cannot use an implement to cast a regular spell such as mend or heal.

All implements must be weapon safe phys-reps. They may appear to be made of any material, and should be decorated and shaped to make it as clear as possible that they are magical implements and not weapons.

Implements come in three broad classifications; wands, rods and staves. Any character with the magician skill can wield a wand or rod effectively, but the Battle Mage skill is needed to wield a staff.

A character can cause a point of damage with an implement, but they cannot be used with the heroic skills cleaving strike, shattering blow or mighty strikedown.

Although any magician may choose to use a wand or rod as an implement, some magical enchantments can only be placed on wands and some can only be placed on rods.

Wands

- Must be between 8” long and 18” long

A wand is 8” to 18” long. Magical wands usually enhance healing incantations such as restore limb or utility incantations such as mend

Rods

- Must be between 18” long and 42” long

A rod is 18” to 42” long. Wielded in one hand, a rod is popular with many magicians who take the battlefield because it can be combined with a shield or with another one-handed weapon (provided the magician possesses the skill to do so). Magical rods most commonly enhance battlefield incantations such as repel or swift heal.

Staff

- Must be between 42” long and 84” long

- You must hold the weapon in both hands

- A staff that is at least 60” long must be held in both hands with at least 18” separating them but can be thrust safe

A staff is 42” to 84” long. It must be wielded in two hands, but greatly extends the magician's reach for delivering implement incantations. Staves are popular with magicians of all backgrounds, but require the Battle Mage skill to use in battle. Magic staves may enhance battlefield incantation or grant benefits to ritual casters.

A staff that is between 60" and 84" in length may have a thrust-safe tip. If it does then you may attack, and deliver spells and incantations by making an appropriately safe thrust to strike your target. You must keep at least 18" separation between your hands when wielding a staff that is 60" or longer.

Bows

- You must have the Marskman skill to use a bow or crossbow

- You must hold the weapon in both hands to shoot

You may use a bow or crossbow. All missile weapons require both hands to shoot, and do IMPALE automatically, with no need to call the effect.

Shields

- Any character can use a buckler up to 15” (40 cm) in diameter

- A shield must be gripped by a handle held in the hand

- Characters with the shield skill can use larger shields

- You can push with a shield, but you cannot shield barge another character

Any character can use a buckler, a small shield up to 15 inches in diameter. If you have the shield skill then you can use a larger shield. The maximum dimensions for a shield are based on the shape, listed in the table below.

A shield must be gripped by a handle held in the hand to protect the wearer. A shield that is simply strapped to the body does not protect the wearer. All blows that strike a slung shield are considered to hit the character wearing it.

Shield Type

Max Dimensions

Buckler

15" (40cm) diameter

Round shield

40" (1m) diameter

Tower shield

40" by 24" (1m by 60cm)

Kite/Heater shield

48" by 24" (1.2m by 60cm)

If you are standing still or walking slowly then you may hold a shield out and push with it. You are not allowed to shield barge other characters; you must not run, shield first, into another character for safety reasons.

Armour

- All characters can wear armour

- Armour that covers the torso and another location provides extra global hits

- Some armour protects from CLEAVE, IMPALE, or PARALYSE

- Magicians cannot cast spells while wearing armour

Armour protects the wearer by increasing their global hits if it covers the majority of the torso and at least one other location. Valid locations are the head (with a helm), the arms and the legs, or you may cover half of your arms and legs.

E.g. A mail vest covers your torso but does not cover another location. If you wear it with a helm them it would count. A full-length mail hauberk covers the torso, thighs and upper arms so it would always count.

Medium armour protects a character against CLEAVE, while heavy armour protects them against CLEAVE, IMPALE, and PARALYSE. You are only protected if the blow strikes the armour phys-rep; if it hits an unprotected part of the body then you are affected normally. Your armour continues to protect you in this way even if the hits it provides have been lost.

Any character can wear armour, but magicians cannot cast spells or perform rituals while wearing armour.

To count as armour, the phys-rep must be a phys-rep of a suit of armour. A leather coat or biker-jacket does not count as armour and is not appropriate costume for the Empire setting. Leather armour may count as light or medium armour depending on the thickness; adding studs or rivets does not make it count as heavy armour.

Armour does not provide separate armour hits, it protects you by increasing your global hits. Armour is not repaired separately. Whenever you are healed back to full hits all lost hits are regained.

Wearing more than one type of armour does not grant any additional hits.

Light Armour

- Padded cloth or thin leather armour (between 1.5mm and 3mm).

- Provides 2 extra hits only.

Any armour made of padded cloth such as a gambeson or light or thin leather such as a thin leather hauberk provides the wearer with 2 additional hits. It does not provide any additional protection against heroic blows.

Any cloth or leather that is less than 1.5mm thick counts as clothing, it does not count as armour at all. Costume made from foam or karrimat does not count as armour.

Medium Armour

- Thick leather or any light weight armour materials, such as polyurethane or aluminium.

- Provides 3 extra hits and protects against CLEAVE.

Thick leather armour (the majority of the armour is more than 3mm thick) or any armour made from a light weight material such as polyurethane (e.g. Norton Armour), aluminium, or mixed neoprene and steel provides the wearer with 3 extra hits. Light mail, such as modern ring mesh (butcher's mail) or mail with an open weave (sometimes called "ring mail"), counts as medium armour.

If the wearer is hit by a CLEAVE heroic blow that strikes a piece of medium armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.

Heavy Armour

- Armour made from steel or a similar weight metal

- If there are plates used they must be at least 1mm thick

- Butchers mail and ring mail are not included as heavy armour, regardless of the materials used

- Provides 4 extra hits and protects against CLEAVE, IMPALE, and PARALYSE

Any armour that is primarily made from steel provides the wearer with 4 extra hits. Other base metals that weigh the same such as brass would also count, but aluminium and titanium armour counts as medium.

If the wearer is hit by a CLEAVE or IMPALE heroic blow, or a PARALYSE call, that strikes a piece of heavy armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.

Mage Armour

- You must have the battle mage skill to wear mage armour

- Must cover at least 3 locations including one of the chest, shoulders or waist

- Providers 2 extra hits only

- Does not protect against CLEAVE, IMPALE, or PARALYSE calls

Mage armour is a magical talisman that protects you against harm but allows you to cast spells and perform rituals. The talisman is made up of several pieces fitted to the wearer's body to protect them. The parts of the talisman superficially resemble pieces of armour, but armour that is ornate and ceremonial rather than practical. They are often decorated with runes, crystals, gems or other magical accoutrements and it is clear that the armour protects the wearer through magic rather than by physically deflecting blows.

Mage armour provides the wearer with two additional hits. Mage armour does not protect against CLEAVE, IMPALE, or PARALYSE. To qualify the talisman must include three of the following items including at least one of the first three items on the list:

- Pauldrons (shoulders)

- Pectorals (upper chest)

- Hero Belt (waist)

- Circlet (head)

- Vambraces (wrists)

- Gorget (neck)

- Greaves (lower legs)

The items must be substantial and cover a significant portion of the area but it is possible to use a single pauldron, greave or vambrace if appropriate for the costume.

You must have the Battle Mage skill to wear and use mage armour. Although mage armour is magical in nature, any character with the battle mage skill is assumed to have access to a suit of mage armour, in the same way a warrior has access to a suit of mundane armour.

Mage armour can be made out of any real world material, provided you try to make as clear as possible that your character is wearing magical protection and not mundane armour.

Further Reading

- Combat

- Calls

- Weapons & Armour

- Game Items

- Roleplaying Effects

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Weaver cabal (Redirected from Weaver)

Contents

- 1 Overview

- 2 Creating a weaver cabal

- 3 Characters in weaver cabals

- 4 Choosing a leader

Overview

Any yeoman who learns magic is formally referred to as a weaver. This old title refers to the time when they would weave magical banners to sell to the noble houses. Many weavers still perform this vital role, but over time the role of the weaver, and in particular the weaver cabal has grown significantly. Weavers now represent the single biggest crack in the Dawn social system - neither noble nor fully yeoman, they are to some extents outside the hierarchy.

To complicate matters further some nobles have joined the ranks of the weaver cabals. Noble houses can be notoriously competitive, with individuals striving to outdo each other, whereas most cabals are built around skilled ritual teams and have a strong emphasis on cooperation. Learning is shared and everyone is encouraged to grow their skills together. Nobles who see magic as a route to power and glory strive to join a noble house that has a strong team of witches and look to become an enchanter. But they all find they have a lot to learn from the weaver cabals and those who enjoy magic for its own sake sometimes find they enjoy the more relaxed lifestyle they offer.

Mixing nobles and yeomen can cause tensions - some cabals allow nobles to retain their title and position - others require that everyone in the cabal treat each other as equals. Those nobles who try to move between the two worlds of the noble house and the weaver cabal especially can find it difficult. Those who acquiesce to the egalitarian attitudes of the cabal may well find themselves suffering the disdain of their fellow nobles.

A weaver cabal has some of the qualities of a noble house. Like the noble houses they replace the family unit, adopting children from other cabals and from yeomen and very rarely from noble houses. Some even set tests of aptitude, checking the skill and magical abilities of those who wish to join. They are not a noble house however, so they cannot set a Test of Mettle, they cannot raise a Dawnish citizen to the rank of nobility.

Common symbols that represent weaver cabals are the Iridescent_Butterfly, spindles, needles and weaving combs.

Creating a weaver cabal

The weaver cabal is intended as the simplest way for a groups of players to create a Dawnish group whose primary focus is performing ritual magic. If you want to play a group of ritual magicians, especially ones that are more interesting in wealth and magical power than in political power and glory than a weaver cabal is a good choice.

The magicians who are members of your cabal - the weavers - will usually be the characters portrayed by the players in the group. Your cabal may include yeomen who are employed by the cabal work their lands and estates but it is much better to avoid assuming that the cabal includes dozens of weavers who are not played.

Membership of a weaver cabal is usually a much simpler affair than membership of a noble house. There is no requirement for dangerous tests or acts of glory. Some members of your group may wish to play Dawnish nobles who are part of the cabal so they may still have complex background stories, but most members of the group will have been born and raised in it or simply joined as a adult.

You need to pick a territory that your cabal is from, but it is not overly important, so you can choose Weirwater unless you have a good reason to pick somewhere else. Noble houses compete for political power based on their territory, but the cabals are not direct participants in the politics of Dawn so you can choose a territory freely.

It is worth considering how your cabal presents itself to other cabals and to the noble houses of Dawn. The weaver cabals occupy a complex social position, they undermine the basis of the Dawnish noble system but they provide invaluable services which the noble houses cannot do without. If the cabal is too radical and utterly refuses to acknowledge the position of the nobles then you should be locked out of Dawnish society which will likely give you few opportunities to interact and enjoy roleplaying at the event. On the other hand, if you have a powerful ritual team then the noble houses will want your help, so you can afford to demand a degree of respect accordingly.

Characters in weaver cabals

Most characters in a cabal will be magicians, but there are opportunities for yeomen, as hired men-at-arms or the spouses of actual weavers. Although most of the character roles presented for yeomen are suitable for characters who are members of a noble house it is worth considering how a role might be adapted to work with a cabal.

If you are creating a magician, especially a character with an emphasis on ritual magic, then you can choose whether you are playing a noble or a yeoman. The simple option is to play a yeoman, the life of a yeoman is simpler and less tortuous than the life of a noble, so it is the easiest choice. However if you want the additional roleplaying challenge of being a noble, then you should pick. You will need to think about how your character treats other weavers in the cabal - an issue that is worth discussing with your group to ensure that the play style you adopt will be a good fit for the group.

Any characters who are noble should think about what noble house they are formerly part of. Most members of a weaver cabal will have severed any ties with their noble house; they retain their title but have nothing to do with their affairs of their noble family. You can create a minor noble house to fill this role in your background or get in touch with an existing noble house group and see if they are happy to let you play a member of their house. If you want a real challenge you can consider playing a character that is trying to be a part of the weaver cabal whilst remaining an active member of their noble house. To get much play from this option you will also need to be a part of an existing noble house that is played by another group, so it is something to discuss with both groups.

If you are not certain what ritual skills to take then the simplest choice is to spend your skills buying mastery of Summer magic. This is the most common magic in Dawn, and should help your character play a useful role.

Choosing a leader

Your cabal may have a nominal leader, but there is no common title or particular social role for the head of a weaver cabal. The nature of a weaver cabal is such that most have a fairly egalitarian structure with little need for a clearly identified leader. Most cabals take decisions together, usually by communal agreement of the weavers.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weaver_cabal&oldid=30242"

Weaver's Curse

Filked by Jude from the original "Shift and Spin" by Ewan McVicar

http://www.youtube.com/watch?v=ZC79GmP7Ntw

A pdf of the tune and lyrics can be found here.

Chorus: Warp and wind, shift and spin Weaving thread thick and thin Red as blood and black as sin Working at the loom

Saw you ride in dawn's first light Shining in your armour bright How I loved my new made knight Working at the loom

Chorus: Warp and wind, shift and spin Weaving thread thick and thin Red as blood and black as sin Working at the loom

Proud to weave the banners you bore Though my hands were red and sore Never loved so much before Working at the loom

Chorus: Warp and wind, shift and spin Weaving thread thick and thin Red as blood and black as sin Working at the loom

For a maid my love you spurned When at last the truth I learned How my heart with vengeance burned Working at the loom

Chorus: Warp and wind, shift and spin Weaving thread thick and thin Red as blood and black as sin Working at the loom

Weave a curse in silken thread May this cloth be soaked in red May your foeman strike you dead Working at the loom

Chorus: Warp and wind, shift and spin Weaving thread thick and thin Red as blood and black as sin Working at the loom

Love her well who loves you first Love for better or for worse Else you court a weaver's curse Working at the loom

Chorus: Warp and wind, shift and spin Weaving thread thick and thin Red as blood and black as sin Working at the loom

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weaver%27s_Curse&oldid=20868"

Weaver cabal

Contents

- 1 Overview

- 2 Creating a weaver cabal

- 3 Characters in weaver cabals

- 4 Choosing a leader

Overview

Any yeoman who learns magic is formally referred to as a weaver. This old title refers to the time when they would weave magical banners to sell to the noble houses. Many weavers still perform this vital role, but over time the role of the weaver, and in particular the weaver cabal has grown significantly. Weavers now represent the single biggest crack in the Dawn social system - neither noble nor fully yeoman, they are to some extents outside the hierarchy.

To complicate matters further some nobles have joined the ranks of the weaver cabals. Noble houses can be notoriously competitive, with individuals striving to outdo each other, whereas most cabals are built around skilled ritual teams and have a strong emphasis on cooperation. Learning is shared and everyone is encouraged to grow their skills together. Nobles who see magic as a route to power and glory strive to join a noble house that has a strong team of witches and look to become an enchanter. But they all find they have a lot to learn from the weaver cabals and those who enjoy magic for its own sake sometimes find they enjoy the more relaxed lifestyle they offer.

Mixing nobles and yeomen can cause tensions - some cabals allow nobles to retain their title and position - others require that everyone in the cabal treat each other as equals. Those nobles who try to move between the two worlds of the noble house and the weaver cabal especially can find it difficult. Those who acquiesce to the egalitarian attitudes of the cabal may well find themselves suffering the disdain of their fellow nobles.

A weaver cabal has some of the qualities of a noble house. Like the noble houses they replace the family unit, adopting children from other cabals and from yeomen and very rarely from noble houses. Some even set tests of aptitude, checking the skill and magical abilities of those who wish to join. They are not a noble house however, so they cannot set a Test of Mettle, they cannot raise a Dawnish citizen to the rank of nobility.

Common symbols that represent weaver cabals are the Iridescent_Butterfly, spindles, needles and weaving combs.

Creating a weaver cabal

The weaver cabal is intended as the simplest way for a groups of players to create a Dawnish group whose primary focus is performing ritual magic. If you want to play a group of ritual magicians, especially ones that are more interesting in wealth and magical power than in political power and glory than a weaver cabal is a good choice.

The magicians who are members of your cabal - the weavers - will usually be the characters portrayed by the players in the group. Your cabal may include yeomen who are employed by the cabal work their lands and estates but it is much better to avoid assuming that the cabal includes dozens of weavers who are not played.

Membership of a weaver cabal is usually a much simpler affair than membership of a noble house. There is no requirement for dangerous tests or acts of glory. Some members of your group may wish to play Dawnish nobles who are part of the cabal so they may still have complex background stories, but most members of the group will have been born and raised in it or simply joined as a adult.

You need to pick a territory that your cabal is from, but it is not overly important, so you can choose Weirwater unless you have a good reason to pick somewhere else. Noble houses compete for political power based on their territory, but the cabals are not direct participants in the politics of Dawn so you can choose a territory freely.

It is worth considering how your cabal presents itself to other cabals and to the noble houses of Dawn. The weaver cabals occupy a complex social position, they undermine the basis of the Dawnish noble system but they provide invaluable services which the noble houses cannot do without. If the cabal is too radical and utterly refuses to acknowledge the position of the nobles then you should be locked out of Dawnish society which will likely give you few opportunities to interact and enjoy roleplaying at the event. On the other hand, if you have a powerful ritual team then the noble houses will want your help, so you can afford to demand a degree of respect accordingly.

Characters in weaver cabals

Most characters in a cabal will be magicians, but there are opportunities for yeomen, as hired men-at-arms or the spouses of actual weavers. Although most of the character roles presented for yeomen are suitable for characters who are members of a noble house it is worth considering how a role might be adapted to work with a cabal.

If you are creating a magician, especially a character with an emphasis on ritual magic, then you can choose whether you are playing a noble or a yeoman. The simple option is to play a yeoman, the life of a yeoman is simpler and less tortuous than the life of a noble, so it is the easiest choice. However if you want the additional roleplaying challenge of being a noble, then you should pick. You will need to think about how your character treats other weavers in the cabal - an issue that is worth discussing with your group to ensure that the play style you adopt will be a good fit for the group.

Any characters who are noble should think about what noble house they are formerly part of. Most members of a weaver cabal will have severed any ties with their noble house; they retain their title but have nothing to do with their affairs of their noble family. You can create a minor noble house to fill this role in your background or get in touch with an existing noble house group and see if they are happy to let you play a member of their house. If you want a real challenge you can consider playing a character that is trying to be a part of the weaver cabal whilst remaining an active member of their noble house. To get much play from this option you will also need to be a part of an existing noble house that is played by another group, so it is something to discuss with both groups.

If you are not certain what ritual skills to take then the simplest choice is to spend your skills buying mastery of Summer magic. This is the most common magic in Dawn, and should help your character play a useful role.

Choosing a leader

Your cabal may have a nominal leader, but there is no common title or particular social role for the head of a weaver cabal. The nature of a weaver cabal is such that most have a fairly egalitarian structure with little need for a clearly identified leader. Most cabals take decisions together, usually by communal agreement of the weavers.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weaver_cabal&oldid=30242"

Web of Celestial Attunement

Description

This valuable item is usually crafted in the form of a sphere of dragonbone contained inside an orb of glass, crystal or metal and bound with an intricate web of orichalcum with shards of tempest jade at various carefully chosen junctions. It is infused with potent enchantments and attuned to the network of bonds and oaths between coven members. Many covens believe that the 'covenstone' is most powerful when it is allowed to 'align' itself with the magical interconnections of the coven that wields it, and may customarily meet up at least once a day to each handle the stone in turn for a few moments - often as part of another activity such as a meal or review of the day.

While the powers of the item are not excessive, Webs of Celestial Attunement have been used to perform some of the most powerful magics in the history of the Empire. For example, it is a matter of record that when Urizen magicians defeated the miasma of dread created by the volodny supporters of Alderei the Fair it was with the union of several covens using these items. Likewise, the initial magics used to lay out the pattern of the trods were performed through the cooperation of multiple Navarr covens. According to many historians, these items were developed in the time of Terunael, where their use was much more widespread.

The magic of a Web of Celestial Attunement mirrors that of the Volhov's Robe. It allows covens to co-operate without having to abandon their own oaths, or the structure of their own band. Even more potent is the ability for several covens attuned to a Web of Celestial Attunement to link together by using their covenstone on a single other target ritual group. The real difficulty in using these items comes in the human sphere - aligning different approaches to magic, discussing the details of how the ritual will be performed, and even agreeing on the actual ritual and what it will achieve are all obstacles that must be overcome before the true potence of the web can be unleashed.

Rules

- Form: Paraphernalia. Takes the form of a piece of ritual paraphernalia.

- Effect: Your coven may join another coven from the same nation and perform a single ritual together. This counts as a daily ritual use by your coven as well as the target coven. While your covens may perform a ritual together, they are still treated as separate covens for all other purposes (for example, a ritual that affects an entire coven will only affect the target coven, not both covens). Your coven does not gain the benefit of the other coven's paraphernalia (if any) while performing a joint ritual.

- Materials: Crafting a Web of Celestial Attunement requires ten measures of dragonbone, nine ingots of tempest jade and five ingots of orichalcum. It takes one month to make one of these items.

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Wedding Air

This is an arrangement of G.F. Handel's Air from the Water Music Suite No. 1. It has been arranged for three recorders (two descants and a tenor) but can be played by any instruments in C. There is a version of the bass line in both treble and bass clef, so you only need to play one of the bottom two lines. There is also chords above the music, but these are less desirable and should be omitted if two or three of the parts are available.

The pdf of this arrangement can be found [here].

You can listen to it on YouTube [here].

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Weep O Mine Eyes

Out of copyright

youtube version

Score: Media:Weep-o-mine-eyes.pdf‎ (pdf)

Learning resources

Weep O Mine Eyes midis:

- all parts: Media:Weep-o-mine-eyes.midi

- soprano: Media:Weep-o-mine-eyes-sop.midi

- alto: Media:Weep-o-mine-eyes-alto.midi

- tenor: Media:Weep-o-mine-eyes-tenor.midi

- bass: Media:Weep-o-mine-eyes-bass.midi

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Weigher of Worth

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Oathwright's Bounty

- 4 Appointment

- 5 The Halls of Worth

Overview

The Weigher of Worth is an Imperial title awarded to an Imperial Orc citizen. The sinecure was announced in Summer 381YE, by Azzam i Zaydan i Requeza, using an Imperial Wayleave. It brings with it custodianship of a sinecure located in the mountains of eastern Gildermark, called the Halls of Worth. The halls provide a bounty of crystal mana.

Responsibilities

The Weigher of Worth is expected to use the crystal mana they receive to seek out new items of worth, and to deliver them into the right hands.To aid with this they receive a bounty of crystal mana from the Halls of Worth. If the Halls themselves were to be threatened in any way, it would be the responsibility of the Weigher to deal with those threats - but also to deal with any opportunity to expand the sinecure, or to make any decisions about its operation..

Powers

Oathwright's Bounty

As a sinecure, the Weigher of Worth receives an income drawn from several mana sites in the caves near the Halls.

The holder of the sinecure receives nine crystals of mana each season.

Appointment

The Weigher of Worth is appointed by unanimous decision of the Imperial Orcs senator. If a unanimous decision cannot be reached, the title may be appointed by the Imperial Senate instead.

The title can be held by an Imperial Orcscitizen. The Weigher of Worth has tenure, and serves until they die or step down. They can be revoked by the General Assembly, the Imperial Orcs National Assembly, and by the Assembly of the Nine.

The Halls of Worth

The Halls of Worth are located on a high mountain over looking Gildenheim, the capital and heart of Skarsind, not far from the Brilliant Shore. The relatively inhospitable location of the Hall is seen as an advantage. Any orc who wishes to travel there and consult the oathwrights who call the Halls home must first undertake a tiring trek up into the mountains - the path is well marked but far from easy.

The Halls are built in an area known for frigid caves, where the flows of mana are particularly strong. Several covens of Imperial Orc magicians, primarily of the oathwright tradition tend the Halls ad and gather mana from the caves. The majority of the mana is claimed for their own use,but a portion is set aside for the Weigher of Worth to aid them in their search for new items that can be used to inspire future generations of Imperial Orcs. The Halls extend an open invitation to any oathwright to come and visit, to discuss the arcane and spiritual philosophies of worth and the nature of bonding. In addition to regular visits from orc magicians, the Halls also see occasional visits from Varushkan volhov with similar interests who brave the significantly more arduous climb into the peaks of Skarsind from the Karov side.

Younger orcs looking for help in building their legend, or older orcs who wish to strengthen themselves to resist the pull of the Howling Abyss are encouraged to travel to the Halls of Worth, or to consult the Weigher of Worth for guidance. The Halls maintain a small collection of items with historical import, but they are not intended as a museum, but as a place of learning and study.

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Weirwater

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 Culwich

- 3.2 Applefell

- 3.3 The Weirwater Vales

- 3.4 Spiral Castle

- 4 Regions

- 4.1 Garthmoor

- 4.2 Hawksmoor

- 4.3 Sandling

- 4.4 Weirmoor

- 4.5 Wickmoor

- 5 OOC Notes

Overview

The craggy hills of Weirwater are home of many weavers, and the noble houses here seem to have more than their fair share of witches. The territory itself is scattered with deep forests, maintained untouched by the noble houses and inhabited by Eternal Heralds, exotic beasts and an abundance of rare herbs. The caves of Weirwater have a dark reputation with the people of Dawn, and are said to contain mysterious magics.

Legend has it that long ago the Earl of Sedaret pursued a crusade against several cabals of weavers who refused to recognise her authority. At the height of a great banquet, thrown by the Earl to celebrate her apparent victory over the weavers, a great bell began to toll and the castle and its surrounding village was drowned beneath great waves and unrelenting rain. It is said by the people of Culwich that on Winter nights of the new moon when the sky is clear one can still hear bells ringing in the depths of the great lake, and see lights that are said to be those of the drowned Earl and her noble household, still celebrating in the depths.

During the reign of Empress Varkula, a significant force of Druj crossed the Semmerlak from the east and invaded Weirwater. Fighting under the banner of the Shadow Wasp, the Druj invaded Weirwater with a flotilla of great rafts launched across the Semmerlak. The Druj were lead by a powerful Ghulai and her coven, who wielded the power of Spring magic against the Imperial defenders. With the aid of the Navarr - especially Megan Black Blood - the Druj were defeated - but not before they raised the oldest forests of Weirwater against the Empire. Since then, there has been no significant incursion across the Semmerlak ... but the folk of Weirwater remember.

Recent History

Major Features

Culwich

A large town with a few outlying villages. Culwich has a long tradition of farming and is said to produce some of the best flax and wool in the Empire. The local merchants have influence with the weavers, who in turn offer them fine woven goods to sell to mutual profit. It was here or hereabouts that the first humans to live in Dawn landed. Culwich is now a rich port: goods and trade come to Dawn from Varushka through Culwich. There’s some trade to far-off Highguard, though to get there ships have to pass the shores of the Barrens.

Applefell

A sprawling hill town in Garthmoor, surrounded by small farms. The people have a reputation for standoffishness, even with the merchants who pass through on their way to and from Karov and Semmerholm. While the area is known for its apple orchards, it is also known for “ ground apples” - a type of mushroom with an almost spherical head - which can be quite dangerous to those who mistake them for wholesome fungus. They grow on the ground, in rings, and the wise do not consume them without great care. Rumour has is that those who know the trick to preparing them can see into the Labyrinth, converse with ghosts, and perhaps more importantly avoid a lingering death.

The Weirwater Vales

The Weirwater Vales are a Bourse resource located in Wickmoor. Custodianship of the Vales is an Imperial Title that brings with it a Seat on the Imperial Bourse. It produces 23 Imperial wains of weirwood every season. Control is allocated to any Imperial citizen by open auction during the Summer Solstice.

Spiral Castle

In the centre of a small weirwood forest in Weirmoor stands Spiral Castle. Built in pre-Imperial times, it lies at the heart of a strong Summer regio. The earls of Spiral Castle have always been enchanters, and usually possessed of a strong changeling lineage. The household has been controlled by scions of the de Cassilon family, and many of the nobles who live there are descendants of Empress Richilde. Over the centuries, the inhabitants have become more and more insular, spending less and less time beyond the boundaries of their manor. Some members of the Imperial Synod have even expressed concerns over whether they are entirely human any more.

During the height of the Sun Queen's reign, the Imperial Senate agreed to a request that the resources of Spiral Castle be dedicated to the support and upkeep of the armies of the Empire, and of Dawn in particular. They created the title of Castellan of Spiral Castle to oversee the procedures needed to turn the weirwood and expertise of the castle's inhabitants into emergency support for Imperial armies camped in Weirwater.

For several decades, Spiral Castle was not reachable by outsiders; following the death of Emperor Hugh in 368YE the castle and surrounding forest abruptly disappeared behind a wall of swirling, chaotic mist. Attempts to communicate with, or reach, the inhabitants of Spiral Castle proved unsuccessful. Recently, however, contact was re-established with the deCassilons and the wall of mist brought down, leaving the house free to rejoin the rest of their nation - and providing the Dawnish people with a valuable new resource.

The Castellan of Spiral Castle was an Imperial title within the Bourse appointed annually by the captains of Dawn.

Regions

Garthmoor

The town of Applefell stands in Garthmoor. Known for lightly wooded hills, Garthmoor has a reputation as an odd region, and many Dawnish ghost stories take place on the roads and in the woods here.

Hawksmoor

Hawksmoor is a land of wild hills and twisted woodlands. The only settlement of any size is Hawthorn, a small town of lush gardens in a hollow near the road to Delev. Hidden behind a forbidding hedge, it is home to a circle of witch weavers well versed in the intricacies of Spring magic. Their coven accepts only those who vouched for by a herald of Spring - although which eternal the herald owes allegiance to is not common knowledge. The hedge around hawthorn grows thick and tall, and those not welcome feel its thorns if they try and push their way in.

Sandling

Best known for the town of Culwich, and for the fisherfolk that live in villages along the banks of the Semmerlak, the wide fields of the south slowly rise into the low wooded hills of the north. Atop one of these hills, overlooking the lake, stands the Sentinel’s Folly. The remains of this ancient, shattered stone tower rise high above the trees and are attributed to the paragon known as the Sentinel. The four storey white granite structure is weathered, but the remaining floors are reasonably sound and it is used variously as a refernce point or beacon for sailors in the western Semmerlak, as well as a look-out post for keeping an eye on the woods of Karov to the north.

Weirmoor

Quality: Forest

One the least settled regions in Dawn, the rolling hills of Weirmoor are largely covered by an old and tangled forest. In the north and south, well maintained roads link Weirwater with Delev and Astolat, but the heart of the region is wild and untamed. There are said to be trees in Weirmoor that were old before the Dawnish ever came to the Bay of Catazar. The local Dawnish nobles prefer the forest primaeval - Weirmoor is prime hunting ground and not only for game. Forest lions roam here, along with occasional packs of dire wolves or bears, and the occasional wyvern. The handful of noble houses in Weirmoor have a reputation for standoffishness, and several have a grim reputation.

Wickmoor

The eerie Weirwater Vales stand in Wickmoor, between the extensive estates of the feuding House deCourney and House Seerkan. Their presence gives the entire region a reputation for strange events, usually blamed on whatever it is that haunts the weirwood trees.

OOC Notes

- Every region of Weirwater is under the control of the Dawnish (and by extension, the Empire) making this a staunchly Imperial territory.

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Weirwater Vales

Contents

- 1 Overview

- 2 The Resource

- 3 The Bourse Seat

- 3.1 Responsibilities

- 3.2 Powers

- 3.2.1 Seat on the Bourse

- 3.2.2 Bounty of weirwood

- 3.3 Appointment

Overview

The Weirwater Vales are located in Wickmoor in the Dawnish territory of Weirwater. Custodianship of the Vales grants an Imperial title; a seat on the Imperial Bourse; and a seasonal bounty of valuable weirwood

The Resource

Weirwater is named for the forests that dot this landscape and the rich supplies of weirwood they produce. The Weirwater Vales are an Imperial resource, and while there is some occasional grumbling from the earls, this is unlikely to change. The houses of Seerken and deCourney who once claimed the land on which the Vales stand each blame the other for the fact that they no longer control the weirwood forest - their feud has persisted for nearly four hundred years and shows no sign of abating any time soon.

Legend claims that the first weavers made a pact with an eternal to enchant the woods, but that the magic has slowly dwindled over time. Yet there is still magic here, of a sort.

The workers of Weirwater Vale are used to it, but every so often visitors to the area make an unsettling discovery. Colloquially known as a Bone Hanger, it is a tree decorated with wild flowers, ribbons, and small knicknacks made with twine and sticks. Whenever such trees are found, workers will take undue care removing all the decorations, and pack them in a box made of the first weirwood harvested that season. The workers then fell the weirwood tree, knowing that it will be the best wood of the seasons harvest. The box of decorations is left in a certain place, an old ring of black stone, for the mysterious owner to collect. By the next season, the box will be gone, and perhaps another tree will be decorated.

Visitors to the area are sometimes unaware of the traditions. Some are unlucky enough to take one of the knickknacks, possibly as a keepsake, or some sort of memento. If one of the workers discovers the accidental crime, they make every effort to return the trinket to the Bone Hanger. As long as it is returned before nightfall, there will be no tragic consequences. Every so often someone will come to the Vales intending to stop the "idolatrous" reverence for the Bone Hangers. On one occasion, an ambitious priest from Holberg tried to make a name for themselves by stripping a tree of its decorations and burning them.

Disrespect for the Bone Hangers always ends in the same way. The transgressor will be found a short time later, serving as a grisly decoration on another weirwood tree. The workers will draw lots as to who will remove the body - it is gruesome, bloody work.

The nature of the spirit that haunts the Weirwater Vales is a matter for debate. More than one scholar has pointed to the proximity of Karov and wondered if the spirit is not some creature of the eternal realms as is often theorised, but an exiled Varushkan sovereign. Regardless of its nature, there is no doubt that there is something in the woods here, and that it will not tolerate disrespect.

The Bourse Seat

Responsibilities

The Seat has no particular responsibilities; they simply receive a bounty of weirwood which is theirs to do with as they will. If the Weirwater Vales were to be threatened in any way, it would be the responsibility of the Seat to deal with those threats. Likewise, if any particular opportunity were to arise related to the Weirwater Vales, the Seat would expect to be consulted as to how that opportunity might be resolved.

Powers

Seat on the Bourse

Custodianship of the Weirwater Vales comes with a seat on the Imperial Bourse. For the most part, this Seat comes with no additional responsibilities. It is an Imperial title that grants the right to participate on the rare occasion when the Imperial Bourse as a body is required to make a decision.

Bounty of weirwood

The Seat has control of a source of weirwood and receives Bourse certificates to represent that control. They can dispense this resource as they choose. Production is 23 Imperial wains of weirwood every season.

Appointment

As with all weirwood Bourse seats, the holder of the title is determined during the Winter Solstice. As an Imperial seat, any Imperial citizen may participate in the auction and hold the title.

Custodianship of the Weirwater Vales is retained for a year, or until the citizen holding the seat dies, or steps down. An Imperial Bourse seat cannot be revoked by the Imperial Synod.

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Wendigo

Contents

- 1 Eternal of Winter

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Winter

Sobriquets

The Wendigo goes by a number of names. It is usually identified as male, and is referred to as Agramant in many older texts - although what that name means is anyone's guess. He is most commonly called The Howler or The Hunter in the Wastes.

Wendigo is also known as the Devourer of the Fallen, and The Voice of the Pines. In Wintermark the Suaq call him Blood-on-the-Snow and the Kallavesi call him The Dream of Famine. In some old Varushkan tales he is referred to as The Whisperer or The Wastewalker; these stories focus on the belief that he tries to encourage the hungry and the lost to atrocious acts in the name of survival, or how he lures the greedy to acts of self-debasement and madness until they finally snap and become literal or figurative monsters.

In Highguard the magisters call him The Abominable One and many count him the worst of the eternals. In The Brass Coast and parts of Dawn he is sometimes called The Horned Manticore, and there are several stories that suggest the beasts of the same name are his children. In The Marches he is often mentioned as The Harvester of Graves and the superstitious spit when they mention him by any of his epithets - there are old stories that suggest that food eaten or drink drunk will cause a stomach upset while you still have the same saliva in your mouth that spoke his name.

Appearance

Wendigo is sometimes depicted as a massive, hairy monster with razor-sharp claws and wide, staring eyes. He is usually shown possessing a massive mouth of shark-like teeth, and is generally pale in colour and spattered with blood. In some cases he appears as a brutish and thuggish orc wielding a club made from the legbone of a great beast.

Stargazers, Dawnish enchanters and icewalkers who have experience of dealing with Agramant claim that his most common form is that of a sturdy draughir-like being wrapped in flayed hides, usually those of a bear or stag, still dripping with blood and gore. He often wears the head of a great beast as a helmet, or crown. They say that his razor-sharp teeth and tearing-claws are quite real, however.

Wendigo is almost always encountered alone.

Agramant the Wendigo has claimed numerous times to be the source of the draughir, and in some places they are called wendigo as a consequence. There is absolutely no evidence of this claim; those dealing with Wendigo would do well to remember that he lies and he lies often.

Concerns

Agramant - or Wendigo - teaches that ultimately everyone is alone. That survival is all that matters - another breath is the only truly precious thing in creation. His twisted philosophy appears to include ideas such as the expendibility of all those who are weak, and the need for the strong to prey on and devour the weak. He expresses the idea that only those with the will to power are truly aware of their place in the cosmos, and that those bound by rules, laws and the expectations of society or concern for others are little more than sheep, who deserve to be slaughtered by those with superior souls.

This eternal, like Sorin is associated with hunger, but for Wendigo it is the hunger that leads to unnatural acts of murder and cannibalism. He is the only Winter eternal who seems to actively approve of wanton acts and the consumption of the flesh of other thinking creatures for its own sake, rather than as a desperate act brought on by circumstance. He is known to use heralds and gifts to actively encourage cults and bands of murderers to perform cannibalistic feasts in his name, and in the name of proving their own superiority over the herd.

At the time of Britta's death, Wendigo was the only eternal considered to be an enemy of the Empire, due to the declaration of enmity of the Imperial Conclave in 306 YE following exposure of his involvement in no less than three cannibalistic cults dedicated to blasphemy, idolatry and heresy. The declaration was brought by the Varushkan volhov Beloslava Velkovitch. It is currently illegal to deal with him or his heralds.

The Wendigo's Bargain is a magical staff. The term also means a bargain where both parties are weakened or harmed, but one of the parties is capable of enduring or mastering the pain or debilitation to the detriment of the other party.

Some thoughtful scholars suggest that Agramant is not entirely what he appears to be. There is wisdom in him, they claim. All he does is point out to his followers that they could do unspeakable things - he never coerces them. He encourages them to become monsters, but they could just as easily choose to ignore his inducements. Wendigo, they say, drives his cults until they self-destruct, demonstrating the foolishness of his professed philosophy and reminding others that there are monsters in their midst who look just like they do. Wendigo himself laughs at this, apparently, and changes the subject.

Boons

Agramant the Wendigo offers strength to those who undertake his Unspeakable Feast - usually a ritual involving the consumption of the fresh meat of a thinking being such as a human or orc. He is also believed to be especially keen to encourage the draughir to embrace their facility to gain sustenance from rotten flesh. He may provide powers associated with physical weakness, most often through the evocation of his terrible howl - the same howl that can send mortals stumbling away in terror.

He is also said to be a consummate hunter; that he can hunt not only in the Winter Realm, but can somehow hunt in the dreams of others, finding anyone who has ever known hunger or desperation. Wendigo can deliver or empower many curses, and by hunting in the dreams of an enemy he can drive them slowly insane, twisting them until they turn against their neighbours attacking and slaughtering without warning; such unfortunates often believe that they have transformed into bloodthirsty beasts, free of the constraints their human scruples place on them.

He rarely uses his powers or grants them as boons unless he receives some sort of tribute in return - usually a savage murder or act of cannibalism.

Beware the Wendigo, my child,

When the moon is fat and the sky is clear;

Beware his grinning maw and gentle voice,

His joysome tales of warm, red meats.

Beware the Wendigo, my child,

When the wind is cold and home not near;

Beware his grasping claw and whisper'd choice'

His gleesome talk of soft, dark treats.

Beware the Wendigo, my child

When the moon is fat and the sky is clear.

''Beware the Wendigo'', Valshok Juerdann

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Wendigo's Bargain

Description

These staves are usually made of dark pinewood, or carefully shaped and sanded oak bleached white. They are soaked and cleaned in a weak solution of beggar's lye, and carved with runes such as Kyrop and Lann. Many bear staring faces, skulls, or in the Marches the appearance of carrion creatures such as rats and crows. They are usually unsettling things to look upon.

They are sometimes called a Draughir's Bargain. Both names mean roughly the same thing - a bargain where both parties are weakened or harmed, but one of the parties is capable of enduring or mastering the pain or debilitation to the detriment of the other party. In the hours after bonding to this staff, some wielders seem overcome by a sense of paranoia or become dismissive of hardship. Generally these feelings wear off, though occasionally bonding to this staff has tipped Draughir into madness.

Rules

- Form: Weapon. Takes the form of a staff.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: You may cast the weakness spell as if you know it.

- Materials: Crafting a wendigo's bargain requires no special materials. It takes two months to make one of these items.

Casimir stepped out of the tavern into the city night, groaning momentarily as his eyes adjusted to the darkness and his thin, bedraggled frame rebelled against the chill air. Grumbling to himself, he leant heavily on his staff before lurching forward from the doorway into the cobbled street ahead. Vendors called out to him from various doorways, hawking sweet-smelling treats to delight his senses but he ignored them all. He just wanted to get back to the inn and get a good nights sleep before heading on in the morning.

It wasn't long before he realised that he had made a wrong turn and cursed himself for not paying more attention. Turning round to the alley entrance, he saw it blocked by three shadows, long and thin on the ground but less impressive in silhouette. Damnable guttersnipes, presumably. He grasped his staff tightly and walked forward in confidence. Damned if these rotten urchins were going to get the better of him.

One of them stepped forward, a meagre knife glittering in his outstretched hand, while the others flanked him.

“Hand over your goods, old man, and we'll let you live”. The kid was unwavering in his speech and Casimir wondered how many times the three had robbed others before. Never mind, this would be the last.

“And what if I don't?” rasped Casimir, feigning an air of decrepitude beyond even his advanced years. The robber paused for a moment, No doubt he wasn't used to being answered back to.

“Reckon you can take us all on, do you? I don't fancy your chances.”

Casimir began chanting and pointed his staff at one of the two followers.

Divide and conquer, he thought.

This wasn't magic he was using – not yet - just some impressive sounding words which usually worked to drive off the uninitiated. True to form, the wretch took to heel almost immediately.

One down, two to go. Steady now..

The second follower began to falter in his advance and spoke to the lead urchin. “Nathan, we picked a wrong one here. This one's magic! Let's get out and find some easier pickings over on Southside!”

The leader didn't budge, even when his second henchman turned tail and skittered off, leaving him alone.

And then there was one.

Casimir resumed his chant, low and menacing; but this time there was meaning to the words, and mana woven into the pauses.

“You won't fool or scare me so easily, old man!” Nathan ran forward and tried to get in close to use his knife but even with Casimir's reflexes he was too slow. The bleached tip of the old man's oak staff hit Nathan squarely on the knee, knocking him flat in the mud.

Now we're equal. Not so confident now, are we?

Nathan was still quicker though, and rolled to one side before standing up and squaring off against Casimir, his eyes stinging with embarrassment and hatred. He summoned all his strength to teach this old, unarmoured man a lesson ...

... But the strength didn't come. Afraid, unsure what other tricks the old man had up his sleeve, he ran off into the night with one last hateful look back and a threat on his lips..

Casimir took a deep breath and continued on his journey. There may not have been a spring in his step, but there was a smile on his lips.

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Whelpmaster's Fang

Description

This rod is usually made of wood and bone, bleached with beggar's lye and then stained darker colours. It often bears the rune Naeve (hunger) rather than Kyrop (weakness). The Varushkans and Imperial Orcs alike decorate these rods with the teeth of predatory animals, especially wolves.

The rod takes its name from the hungry Winter Eternal Sorin, and it is not often used by pious individuals. In Highguard especially it is called a Withering Rod instead, where they sometimes tell the stories of Mahalath of Habor's Retreat and her daring, but clearly virtuous, escapades in which such a rod is often used to good effect.

Rules

- Form: Weapon. Takes the form of a rod.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Once per day you can cast the weakness spell as if you knew it and without spending any mana.

- Materials: Crafting a Whelpmaster's Fang requires four measures of beggar's lye. It takes one month to make one of these items.

The young knight-errant strode through the mist that separated her from her army, certain that she should be able to hear the sounds of battle nearby. They came distantly, muted, as if they echoed through the halls of memory, rather than raged and screamed all around her. The mist made the whole experience unreal, and yet she knew how important it was – if she found the Orcs’ leader, she would kill him, and that would most likely break the morale of the tribe who fought solely for the sake of his brutal charisma.

Her test had been only to involve herself in this war and to bring back a great story, to be told by her troubadour at her earl-enchanter’s court. That was enough. She’d lived two great stories already, alerting her company to an ambush in time to outwit it and rising from near-defeat to shatter the shield of a mighty orc warrior at the centre of a scouting force they’d encountered, but this damnable mist had hidden her true prize from her, and it seemed she would never find the chieftain she sought.

She never did. Out of the shrouding mist sprang a single figure, capering in a way that suggested madness. The orc spoke to himself constantly, as if answering voices whispered in its ear, and hissed a string of vile swearing when it saw her.

The knight-errant readied her sword, and raised it for a mighty blow that would snap the creature’s wand and leave it powerless. She swung once, but it darted beneath her sword with astonishing speed and jabbed its wand right into the centre of her armour-

-and time seemed to slow for her. The orcish shaman dropped back and fell to his knees, panting in exhaustion, but she hardly seemed able to lift her sword. Nausea crept into the edge of her awareness, as it had in her first ever combat, and vertigo made her stumble. She reached down into her soul, thinking back on her heroes – and found none of their strength there. Somehow, some vile magic had weakened her. She could barely stand in her armour, let alone fight in it.

Coming back to her senses, she saw the shaman, still grinning, shaking with exhaustion but still a very real threat to her. She blocked his first blow, but not his second, which cut her from temple to her jaw, nor his third, which cut deep into her elbow where the plates met. Screaming in pain and rage, she lifted her sword high to bring it down in a devastating blow.

She was too slow. The shaman’s dagger slipped into her armpit, and she dropped the sword and fell, screaming, to the ground. The creature cackled triumphantly while she struggled to get up again, though her arm hung uselessly by her side.

Seconds later, the fallen knight felt rusted iron at her throat-

-and woke up screaming in the arms of his stormcrow. The mist evaporated in the heat of the sweat-lodge, and the old Suaq held the Steinr warrior to his chest as he wept bitter tears for the death he’d just watched.

“What was that?” he whispered as he regained his composure.

“The wand? It was a cruel enchantment, power-eating, strength-sapping, Naeve and Rhyv bound up together in a wand of oak. The orcish shaman, foul corruptor, gave it his power to take yours from you. You were vigilant, great in courage, but the hidden weapon is the worst to guard against. We will tell this tale, o' battle-burned warrior, a warning to the unwise courageous, those who fear the sword over the wand.”

“Are they common? The wands?”

“As common as the unvirtuous man who puts his trust in those around him,” came his answer. "Some of great Virtue may use them for good, those with the strength to hold back the wand's cruelty."

The warrior laughed, “So, not really. C-can I make a request, noble stormcrow? I-is that alright?” He had never been so polite in his life before, but somehow it seemed the right time to start. After all, the stormcrow bore a wand too, and he'd never trusted magic as little as he did at this moment.

“Son of my nation, descendant of my people, do not be so coy,” the stormcrow chided him, though not unkindly.

“Can we leave out the part where I was Dawnish?”

“Nobody’s perfect, my boy,” he laughed, dropping for a moment out of his storyteller’s cadence to address him as a man, rather than a stormcrow, “Not in this life, not in the next.”

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When I Am Laid

This has been adapted from Purcell's 'When I Am Laid' from Dido and Aeneas.

A recording of the original can be found here (0:47 onwards).

A score can be found at here. It is intended to be accompanied by recorders but feel free to adapt this for any instrumental combination you have to hand.

When I am laid in earth, May my passing create No trouble in thy breast; Remember me, remember my fate.

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When all this was trees

The orcs and the humans stood a little distance apart, facing each other.

The Navarr woman had her arms crossed, her face blank. At her side, the armoured brand held herself ready, the butt of her spear resting on the ground - but none of her weight on it. She was ready to fight.

Tension was evident in the posture, and in the faces, of both the orcs who faced them. Both orcs bore the marks of the shaman, a pale contrast to the red paint on the women who stood opposite them.

"This is out second meeting," said the elder orc, after a few moments of silence.

The Navarr brand inclined her head but said nothing. Her thorn companion peered past the two shaman to the group a few dozen yards away, narrowed her eyes, touched the brand's arm.

"There are humans among you already," said the brand, her tone neutral. "Are they slaves?"

The younger orc shaman snorted. "We keep no slaves." he said. "The Druj keep slaves. We are not Druj."

It was the older orc's turn to reach out to his companion, touch his arm, without taking his eyes off the brand before him.

"They are our companions. It is something we can discuss later." The elder shaman leaned a little heavily on his staff, favouring one leg.

"You're injured." said the brand. The orc shifted his head slightly, closed his eyes for a moment and opened them.

"Yes. An arrow."

"An Imperial arrow." said the younger orc. He kept his voice steady, mimicking the elder, but a quiver ran through his body at the effort. His eyes became a little distant. The Navarr brand tensed, ready to strike at the first sign of hostile movement from the orc across from him, buying time for the brand to escape at the cost of her own life.

"I'm sorry to hear that." said the brand.

"I was sorry to feel it," said the shaman. He barked a laugh suddenly. "But I am thankful that the arrow was clean, and the metal neither barbed nor hooked, and the wood not cursed. The wound festered, but that is the cost of war beneath the aegis of the Sick Ones. Your Senate is untrustworthy, but the Ancestors know, you are the lesser evil."

A little of the tension drained out of the brand, and the orcs. The thorn remained at the ready.

"We should find a place to sit," said the brand, decisively. "How many are you?"

The two orcs exchanged a wordless look, and then the younger one said cautiously "There are eight-score score of us here. There are more back at our camp."

The brand did a quick calculation and if she was surprised she did not show it. So, a little over three thousand orcs of the Peytaht tribe then?"

The younger orc nodded, but the older one shook his head.

"No, we will not use that name here. Peytaht is the heart of that which was. We have left our hearts behind, with it, with the spirits. For now, we are the tribe of the Great Forest, in memory of that time when all the lands were covered by tree and leaf from one edge of the world to the other."

As he spoke, his eyes were distant and there was ... a resonance? A suggestion of something else speaking alongside him, or through him, perhaps. He shook himself, sending droplets of water and sweat from his fur mantle in all directions.

"For now, I thank you. Let us find somewhere to sit. My son will make a brew of herbs and we will discuss the invitation that has brought us here. There is news that your people ... well, it is not good news but you must hear it."

"We will hear your news," said the brand. "And then we must discuss what we are to do with you."

The younger shaman opened his mouth, but before he could speak the older shaman, with an enigmatic smile, spoke first.

"Ah, perhaps that would be an interesting conversation. But let us have a different conversation instead. Let us talk about what we are to do with each other."

Contents

- 1 Overview

- 2 Significance

- 2.1 Politics

- 2.2 Religion

- 2.3 Supporting the army

- 2.4 A place to live

- 2.5 Briar Problem

- 2.6 Delegation

- 3 Resolution

Overview

During the Summer Solstice, the Imperial Senate declared that the orcs of the Great Forest of Peytaht were foreigners - that the Empire was no longer at war with them. A little over a month later, an army of around two thousand orcs, along with what appears to be the majority of their tribe, emerged from Hope's Rest into the Tarn Valley, at the invitation of the Senator for Therunin, Caerwyn Summercrow.

The orcs are weary, and their numbers are much depleted from several seasons of fighting Imperial forces in and around Dawnguard, but they are armed, and armoured, and alert for signs of treachery. They are met by representatives of the steadings and stridings of Therunnin, and a great camp is raised in the Lower Tarn Valley.

Significance

The Great Forest orcs represent a number of challenges to the Empire, if the Navarr intend to continue offering them asylum in Therunin.

Politics

The Great Forest orcs are lead by a chief, advised by a council. The current chief is relatively young, but their council is made up of old and experienced orcs. They have been quick to make clear that they intend to maintain their own cultural identity - they have no interest in being absorbed by either the Navarr, or the Imperial orcs.

Religion

The orcs of the Great Forest have their own faith, and have so far politely - but firmly - rebuffed attempts by Therunin guides to engage them in religious discussion. They are disinterested in the Way, and likewise not interested in talking about their faith with outsiders while their status is still somewhat unclear. At this time, there is no opportunity for the Imperial Synod to send effective missionaries among the Great Forest orc tribe.

Supporting the army

The Tribe of the Great Forest have an army of two thousand armed orcs, along with a number of soldiers injured fighting the Empire. They represent a standard campaign army under the command of a warchief (a rank analogous to an Imperial general). The warchief answers to the chief and their council - who set the policy of the tribe - but is free to act as they see fit in pursuit of the goals the leaders of the tribe set forth.

This army requires support. It can continue to support itself at its current strength until the start of the Winter Solstice, after which it will either need to find an alternate means of support or begin to disband. Supporting this army requires 50 Thrones each season. As with the previous arrangement with the orcs of the Hierro clan in Segura, the Imperial Senate may choose to pass a motion agreeing to support the army.

The orcs also wish to rearm and restore their fighting strength. The tribe contains the remnants of a not insignificant military force an army of strong orc warriors experienced in fighting to defend difficult, dangerous terrain. While they are in Imperial territory, however, they cannot resupply themselves naturally (but see below)

The Senate could instruct the civil service to provide them with weirwood or mithril in the same way they might perform emergency resupply for a Imperial army. The Quartermaster General of the Imperial Armies cannot perform this function, as their title only allows them to resupply Imperial armies - although the Senate could choose to expand the remit of the Quartermaster if they wished to do so with an appopriately worded motion.

Alternatively, any citizen could provide the orcs of the Great Forest tribe with weirwood or mithril with which to resupply themselves. This would be entirely legal, unless the Senate chose to abrogate the decision to treat them as foreigners, and mark them as barbarians once again, in which case providing them any assistance would be treason.

The warchief has already made clear that for the moment the army will focus on protecting its tribe and, while it would fight alongside the Navarr in defence of the territory in the event of a Druj invasion of Therunin, the orcs are not prepared to commit to any other military action at this time.

For the moment, no Imperial citizen can support the orcs of the Great Forest with personal forces, and even were the orcs to permit such an action those soldiers would not be eligible for the guerdon unless the Empire specifically extended it to include them.

A place to live

The Great Forest orcs have brought many supplies and possessions with them, but they have a number of needs that cannot be met without the opportunity to create a permanent settlement. They are interested in negotiating the details of their presence in Therunin, but one of the things they are already asking is for a region of the forest where their tribal laws hold sway rather than the law of the Empire. Specifically, they are asking that the Empire cede control of one of the three northern regions of Therunin to their control - specifically Upper Tarn Valley, Lower Tarn Valley, or Eastring.

While this region would be the centre of their habitation, they would not force any Navarr to leave the area - provided they were comfortable living alongside the Great Forest orcs, not interfere with the customs and traditions of the Great Forest, and respect their right to ignore "the Imperial ancestors".

Ceding a region to the Great Forest orcs would also allow them to engage in natural resupply in an otherwise Imperial territory. The orcs would not be restricted to this region - they have already expressed cautious interest in trading with the Navarr of Therunin at the very least - but it would provide a solid hub around which they could focus their settlements.

Even with the presence of the Vallorn in Sweetglades and Greenheart, this would still leave the Navarr (and thus the Empire) in control of four of the seven regions of Therunin, but if they lost even one more region then they would lose control of the territory.

Briar Problem

There are eyewitness reports that as well as orcs, the Great Forest tribe is accompanied by an unknown number of humans of obvious briar lineage who are not Imperial citizens. There is a good deal of speculation that these briars may be representatives of the anarchists of Dourfell Keep in the Barrens - descendants of the murderous heretics who attempted to claim the Barrens as an independent briar "kindgom" built on heretical principles.

If these are representatives of that group, their legal status is slightly unclear. They are not orcs of the Barrens, so the Empire has not declared war on them. The Imperial Synod has not condemned them as heretics - possibly because nobody in the Empire has had any real, official interaction with them at all. The Great Forest orcs have so far refused to answer questions about these briars, and have given no indication as to who they are or where they have come from, nor how many there are.

Delegation

The Great Forest orcs have prepared a small delegation to visit Anvil and speak to the Navarr, which is expected to arrive at some point on Saturday afternoon. They seem to have little interest in the Senate - whenever the matter is brought up, the orcs mention the failed peace treaty of Summer 379YE.

Resolution

Caerwyn Summer Crow provided the Great Forest orcs with 50 Thrones to help them supply themselves, but they are still living in makeshift camps in the Lower Tarn Valley. Their situation is not yet desperate, but they are keen to see a resolution to their request for land to call their own.

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When the ship comes in

Chesed of High House was not used to the Commonwealth style of religious observance. He wasn't sure if this was the way they all did it, or just how the people of Leerdam came together. The congregation sat in a big circle on benches, in what looked like a converted warehouse. The windows in particular were rough and ready - clearly holes beaten into the bricks - but beautiful in their way. Vibrant, colourful, and framed with thin slabs of white granite. He did not recognise any of the paragons or exemplars depicted there, although the virtues each represented was clear at least.

From the heavy oak rafters hung a simple, yet effective, Labyrinth cast of what looked like an alloy of iron and orichalcum. It was obviously heavy, with seven thick chains holding it in place. As he stood beneath it, he could not help glancing up at it every few moments, irrationally concerned it would fall on him. It was hard enough delivering a sermon in another language without worrying about being crushed flat at any moment.

There was something else nagging at him as well, but he couldn't quite put his finger on it. Some detail that was out of kilter.

There were some forty people in the congregation, including a dozen children, and one orc. All were comfortably dressed in practical clothes of dark colours, and each wore a simple medallion marked with the same design as the Labyrinth that hung above him. He had started his sermon almost an hour ago, and had managed no more than five continuous minutes before someone interrupted him.

He couldn't fault them on their focus, however. Everyone - even the children - was paying close attention to his words. It was just that if he said something they disagreed with or did not understand, they immediately stood up and expected to have their questions answered. It was disrupting his oratory. In some ways, he felt more like he was addressing a business meeting than preaching about Doctrine.

The real problem was that their questions were generally relevant, and difficult. They wanted to hear proof, they wanted to understand. Sometimes these interruptions would cascade - he would make a point to the satisfaction of one, and then someone else would interrupt to ask for clarification on his clarification. He imagined that without his merrow spirit, he would have lost patience half an hour ago. He felt a little guilty - but then he was among people who did not even seem to notice the taint of Day magic in his skin and his eyes.

He finally finished, with a rousing call to embrace Wisdom that at home would have encouraged his congregation - twice the size of this - to applaud and perhaps call out their agreement and support. This crowd however absorbed his words in expectant silence, simply nodding - or in a few niggling cases, frowning. When it was clear he was finished, Brechtur, the priest, came forward and shook his hand thanking him. The meeting broke up, people moving their benches to make it easier to socialise. Platters of hearty food, and a barrel of small beer, were brought out. Conversation swelled - much of it, he was heartened to hear, about the Doctrines of the Howling Abyss and the Ancestors. Not all of it though - there was also an undercurrent of local news that he did not understand the context for, and unless he missed his guess, a surprising amount of flat out gossip.

Brechtur brought him a clay mug of frothy beer.

"All of this about Ancestors and the Abyss is very interesting," she began. "But I have several questions,"

He quickly swallowed his mouthful of beer. He had not realised how dry his mouth and throat were..

"We agree that slavery of the body is wrong, of course, but how do you reconcile that with slavery of the mind? By which I mean, of course, the use of powerful auras in public places? The ones that influence the minds of people who have not actively consented to their use?"

Internally he groaned. That was what was missing! At home, a church like this would have been consecrated as a matter of course. But here, in the Commonwealth, it was a very different matter.

" Is that not in some ways a form of oppression?" prompted Brechtur. "And even more wicked, of course, because it does not appear to be oppression?"

He had prepared to discuss the nature of the orc soul, not debate the flaws of Lucidianism with his host. It was going to be a long, thirsty night.

Contents

- 1 The Fire Spreads

- 2 Asavean Archipelago

- 2.1 A Venomous Jellyfish in the Tidepool

- 3 Citadels of Axos

- 4 Principalities of Jarm

- 5 Sumaah Republic

- 6 Faraden

- 7 Sarcophan Delves

- 8 The Commonwealth

- 9 The Orcs

- 9.1 Thule

- 9.2 The Great Forest Orcs

- 10 OOC Note

The Fire Spreads

Perhaps the most significant development in international affairs in the last few months has been the work by Bonewall Rek, and the missionaries. They have worked with to spread the Doctrine of the Howling Abyss and the Doctrine of the Ancestors to those followers of the Way who live on foreign shores. Imperial wayfarers have visited communities in Asavea, Jarm, Sarcophan, and the Commonwealth to spread the understanding of the orc soul among pilgrims in these distant lands.

It is important to realise that while foreign congregations that follow the Way look to the Empire for guidance and support, they are largely made up of local people and not migrant Imperials. The Synod has no legal power over them - in practice they are entirely independent. Just as the practice of the Way differs from Imperial nation to Imperial nation, so the way that foreign congregations practice the Way can differ from the traditions of the Empire. Yet any true follower of the Way acknowledges the same Doctrines and the same Virtues, wherever they may live.

For the most part, the change of Doctrine has been well received. Taking the time and the effort to ensure that people understand the reasons for the changes, and their implications, helps smooth over what might otherwise have been a divisive process. Still, all is not smooth sailing - the Sumaah have their own missionaries and while for the moment they have largely adopted a "wait and see" attitude, that could change drastically.

The missionaries encountered the least resistance in the Commonwealth - unsurprising given that the humans of that nation already accept the orcs as their equals. Indeed, the Commonwealth followers of the Way primarily seem relieved that the Empire has settled the question of orc souls - although there is apparently some heated disagreement as to the precise nature of the Howling Abyss and the ancestors. The fact that orc citizens of the Commonwealth are empowered to join in these debates makes them significantly more constructive than they might otherwise have been. In most cases there is more interest in pursuing the old arguments about the role auras play in the practice in the Way, and "theoretical" discussion of the Lucidian blasphemy.

Those followers of the Way who live in civilized Asavea likewise are open to the change of doctrine - many have never so much as seen an orc, and in the Asavean mind they are already seen as mystical and magical creatures. The new temple, and recent visits from missionaries encouraging tolerance and cooperation have helped a good deal. Unfortunately, this acceptance is not universal - it is extremely difficult for Imperial missionaries to make contact with any of the rebel slaves who claim to follow the Way; the Sumaah have much more sway in this regard.

In the Delves, there is some resistance, but for the most part the people of Sarcophan have more things to worry about than whether orcs have souls, and the nature of those souls. Orcs are not common in that part of the world, and for the most part the people of Sarcophan and the feral orc tribes give each other a wide berth. Accepting that orcs have their own place in creation is easy for people who rarely have anything to do with them.

The followers of the Way among the Jarmish are the least receptive to the new doctrines. Many are familiar with orcs as savage killers. There is also a somewhat stronger Sumaah presence here than might be expected, and their priests are urging the faithful to be cautious - especially in Eastern Jarm where they have recently constructed a prestigious temple of the Way at the invitation of Magician Prince Barbara Radz of Rigia. In the end though, many followers of the Way grudgingly see the wisdom of the new doctrines.

For now, there appears to be no chance of a schism. Minds are not changed over night, but many foreign congregations respond positively to the reasoned arguments of the Imperial missionaries.

Asavean Archipelago

- Every Imperial Fleet trading with Nemoria receives an additional measure of Iridescent Gloaming

Relations with Asavea remain broadly positive. The Freeborn Assembly decision to embrace Asavean visitors has no doubt helped (and has certainly helped improve the prosperity of Freeborn paradour owners in the vicinity). Work on the Temple of the Way in Nemoria continues apace. The Temple of Balo and the Black Bull continues to provide "spiritual" (albeit idolatrous) support to Asavean citizens in the Empire. Things are looking good.

A Venomous Jellyfish in the Tidepool

There is, however, a problem. The Senate recently commissioned a set of docks in Sarvosan disrict of Caricomare, intended for the use of two Asavean plenum families, to facilitate trade in white granite. Construction of the Cavabianca Dock has been completed, and a ship bearing members of the the Heraclien and the Ragnabe families has arrived on the Bay of Catazar to begin preparations for the first deliver of white granite. Unfortunately, their ship has docked in Oran, in Feroz, rather than in Sarvos. According to the Asaveans, the agreement made with the Ambassador to Asavea was that the docks would be built within sight of the temple, in Oran - not in Sarvos. It is believed a representative of the families is due to attend Anvil during this summit to speak to the Ambassador. Hopefully this matter can be sorted out painlessly, or the Cavabianca Dock may end up going unused.

Citadels of Axos

- Any character with a congregation can sell liao in downtime for 18 rings a dose (rather than the more usual 12)

Word from traders visiting the Towers of Kantor is that the Axou attitude towards the Empire remains broadly positive. Several of the more well-connected merchants speak particularly highly of Tarquinius of Ankarien (the current Imperial Ambassador to Axos).

The Axou continue to pay over the odds for liao. While there are still some voices concerned about what use it might be being put to, the price remains half again as high as it has been in recent years. The Imperial Synod could still use a statement of principle to encourage or discourage the trade of liao to Axos, and if the statement passed with a greater majority, it might influence the outcome of this opportunity. Likewise, the Imperial Senate may pass a Senate motion to amend the law regarding the trade of liao to the Axou - making it illegal - in which case they could remove this opportunity completely.

Principalities of Jarm

- The northern port of Kavor will supply an additional ingot of green iron in the coming season.

- The southern port of Vezak will supply an additional crystal mana to each visiting ship.

- The eastern port of Rigia provides no additional materials.

Relations with Jarm remain positive. The completion of the Pallas docks in Cargo; the Lodge in Tassato; the trade of rituals between the Imperial Conclave and the House of Princes; all contribute to an atmosphere of polite cordiality. Imperial captains continue to receive warm welcomes and secure good deals with merchants in Kavor and Vezak. Sadly, the port of Rigia becomes a little less welcoming - the presence of the Sumaah temple there makes it a little less friendly, and while the Eastern Alliance has largely been recognised as a peer by the Princes of the North and South it is easy to see that the older, more established factions have little interest in making life easy for the "upstarts". The steady decline of Imperial fleets visiting Rigia - especially in comparison to the more prosperous ports in the north and south - cannot be helping their situation, either.

Sumaah Republic

- Sumaah remains at war with the Empire; the port of Zemeh remains closed.

The only significant development is that a Sumaah ship has recently arrived at the docks of Crown's Quay in Necropolis. A small delegation of Sumaah Präster disembarked, and began the overland journey to Anvil. It has been confirmed that this is Tipoa the Insightful, Präst of the Way, Utredare of the House of Wisdom, and their entourage. Last season the Sumaah House of the Way declared their intention to have an inquisition performed on Bonewall Rek and Bonewall Cole; to "evaluate the seemingly blasphemous and heretical doctrines they have propagated." They are expected to arrive at Anvil later Friday or early Saturday, but they have not chosen to share their itinerary with the Civil Service.

While Sumaah is at war with the Empire, the Empire has not at this time declared war on Sumaah and as such this delegation enjoys all the legal protections (and responsibilities) due any foreign visitors to Anvil.

Faraden

- There is no opportunity to trade with Faraden directly during downtime.

Relations with Faraden remain ... variable. Some Faraden (especially the merchant class and many of their wizards) appear broadly pro-Imperial. Traders are a relatively common sight in the Brass Coast, and in the Imperial heartlands of Tassato and Casinea. They are also slowly becoming more common in the eastern Marches, southern Varushka, and western Dawn - especially where stretches of the Blood Red Roads near completion.

By contrast, most the warrior class, and much of the priestly class, remain deeply suspicious of Imperial citizens and their motives. During the Spring Equinox, the high-ranking priestly investigator known as the Quiet Flame and her apprentice visited the Empire to investigate the deaths of the i Tsagaan sisters. By all accounts they secured testimony from a number of people, and discussed several matters relating to differences in law and Justice between the two nations.

On returning to Faraden, the Quiet Flame is said to have delivered her findings with a heavy heart. She apparently concurred that the death of Laodicia i Tsagaan at the hands of Ephrael of Highguard was almost certainly provoked by the sisters themselves. While there is no certain evidence that the other two sisters took their own lives, everyone involved appeared sincere in their belief it was the case. The people of the Empire certainly appear to believe that the three were involved in some plot to destabilise relations between the Faraden and the Empire. There is no contradiction in accounts of the death of Laodicia - and as the Quiet Flame herself is reported to have said "If someone were to credibly threaten my own family, I would not require a spiritual aura to give me the will to kill them and all who stood with them."

However, the Quiet Flame also reported - supported by others who have recently visited the Empire including the priests Canto and Boma Ogudai who attended the very Symposium where the i Tsagaan sisters met their fate - that the Empire still understands nothing of Justice. Despite the efforts of the Faraden priesthood, they remain stubbornly disinterested in any truths save their own - worse there are signs that many of them barely seem to understand their own code of laws. The Empire certainly seems to consider any attempt to share the knowledge of Justice to be in itself a heinous - even capital - crime. This rankles with the Faraden priesthood particularly.

Barring any damning evidence coming to light at this late stage, the Faraden seem to view the matter of the i Tsagaan sisters to have been laid to rest - albeit uneasily. The situation has deescalated, but relations remain turbulent. It is possible that the Faraden ambassador Tal'Shar i Zabala i Erigo may have additional information on this situation once they receive their briefing at the coming summit.

Sarcophan Delves

- Any Imperial fleet captain who trades with the Delves this downtime will receive 2 doses of Cerulean Mazzarine, but receive one less of each of Bladeroot and Marrowort

Relations with the Sarcophan Delves remain pleasant, if a little distant. The southern merchants and traders are a common sight along the Bay of Catazar, and many are making adventurous visits inland. Rumours of an agreement with the Grendel to ensure their ships retain free access to the Imperial ports are rife, and the merchants cheerfully acknowledge the presence of an orc embassy in the Delves. There are even a few rumours of Sarcophan captains trading with both the Broken Shore and the Empire. Indeed, some concern is raised that the Sarcophan merchants are cheerfully buying Imperial goods and then selling them at a profit in Dubhtraig! There's no proof - but there are enough mutterings and whisperings to raise concern.

Regardless of their activities in the Empire, news has filtered through visiting captains that the Delves are experiencing a surprise surplus this season. The kruidenkenner of the Delves are adept at the cultivation of the magical herbs, along with any number of recreational and medicinal herbs of a more mundane nature. In recent months however, the Delves have seen a bumper crop ofCerulean Mazzarine, and prices have dropped significantly in the Delves. This season, any ship visiting Sarcophan for purposes of trade will receive 2 doses of Cerulean Mazzarine, but 1 dose each fewer of Imperial Roseweald and Marrowort. This situation is not expected to last beyond the Autumn Equinox, so merchants interested in taking advantage of the surplus will need to move swiftly.

The Commonwealth

- Trade with Leerdam and Volkavaar remains stable.

Relations with the Commonwealth seem to be stable, albeit frosty. The strategists and generals of the south-east continue to prepare for what many now see as an inevitable outbreak of hostilities between the Commonwealth and the Principalities of Jarm. At the same time, it has not escaped their notice that the Empire appears extremely friendly with the Magician-Princes while keeping the Commonwealth at arm's length. The current situation is best described as tense.

During the Spring Equinox, the Urizen Assembly made efforts to encourage Commonwealth soldiers to join the campaign against the Grendel. The Commonwealth's opposition to slavery is well known - but Commonwealth critics accuse the Empire of continuing to send mixed messages. In the last six months alone, the Empire has constructed the Pallas Docks to explicitly trade weirwood with Jarm, and the Cavabianca Dock to trade white granite with the Asaveans. In the eyes of many in the Commonwealth, the Empire is happy to denounce slavery when it suits them, and condemn the orcs for taking their own citizens as slaves... but more than happy to profit from this corrupt institution when the opportunity arises. Thus, while they roundly condemn the Grendel for taking slaves, there seems to be little interest in getting involved on behalf of the Empire in their dispute with the orcs of the Broken Shore. It is possible the new Ambassador to the Commonwealth may learn more when they receive their briefing during the Summer Solstice (the title is currently vacant, but likely to be appointed during the first Senate session on Friday night).

The Orcs

- There is no opportunity for Imperial fleets to trade with the Thule, the Druj, or the Barrens Orcs during downtime.

The Empire is technically at peace with three of the nearby orc tribes - although it is not clear how much longer the Imperial Senate will remain at peace with the Druj given recent developments in Dawnguard.

Thule

The northern orcs have declined to recognise the recently appointed Ambassador to the Thule, Juha the Cavespider. Their emissary in Void, Rak Who-Speaks-For-The-Dragons-United has suggested that while the Thule will continue to deal with the "respected Varushkan warlock", they are not prepared to recognise his title until such time as the Empire either builds an appropriate embassy somewhere in northern Varushka, or amends the title such that it is appointed by the Varushkans and not by the Imperial Senate.

The Dragons have not, at this time, withdrawn their offer to participate in the northern trade network, nor their interest in acquiring the remnants of the Runeforge beneath Gildenheim, but their mild dissatisfaction over the matter of the Ambassador is obvious.

The Great Forest Orcs

The orcs of the Great Forest, and their human allies, are still in Therunin. The situation is not substantially changed from where it was last season, save that the orcs and the Empire are now actively involved in discussion of a treaty. For the time being, they show no signs of moving, but that could change at any moment.

OOC Note

As always, these opportunities are significantly more volatile than most. The decisions of Imperial citizens during the coming summit have the potential to significantly alter relations between nations; we will reiterate the exact state of play when Downtime opens after the event.

They tell you "time is money," as if your life was worth its weight in gold.

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Whisper Gallery

Contents

- 1 Eternal of Night

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

- 1.5 Members of the Court

Eternal of Night

Sobriquets

The Whisper Gallery are also known as the Shadow Courtiers; the two terms are used interchangeably.

Specific shadow courtiers (assuming such a concept is relevant) claim to have their own names and demonstrate individual personalities and quirks. However, observers note that these names and personalities seem to lack stability - more than one magician has come away convinced that the courtier she has just spoken to is the same being as a courtier they interacted with on a previous occasion, now with a different name and apparent personality.

The enchanter Warwick de Alyons made a study of the Whisper Gallery and identified five distinct 'flavours' of courtier (see below). Modern magicians have found his notes relatively reliable. The enchanter himself disappeared one night from his locked bedchamber less than a month after he first presented his findings to the Conclave; his sleeping husband was undisturbed by whatever happened to him but later enacted a declaration of enmity against the Courtiers, blaming them for the disappearance of his husband. The declaration stood for ten years before being overturned, allegedly in return for information leading to the recovery of tomes of Night magic believed lost during the purges of Emperor Nicovar.

Appearance

The Whisper Gallery claim to be serpents (that is, their true form is that of winged snakes as distinct from the wyrm-form Night eternals who are more draconic). No magician has ever seen one assume their 'true form' however. Rather, they invariably appear as robed figures wearing full-face masks and gloves. Every part of their body is covered; some scholars have speculated that the shadow courtiers are composed entirely of living shadow inhabiting their garments rather than being physical beings. Some scholars have proposed that the Whisper Gallery as a whole might be a single entity, taking multiple forms; there does seem to be an odd continuity of knowledge among them, although this could be explained by a supernaturally developed method of communication or preternatural levels of intuition.

Also unlike other Night eternals, the Whisper Gallery do not noticeably shift their shape - their appearance as robed, masked figures is constant. This supports supposition that the Whisper Gallery may not actually be eternals at all, but the constructs of another eternal using them as a mask. On more than one occasion both Sadogua and Lashonar have made comments that have been interpreted to suggest that they 'created' the whisper gallery in some fashion. If there is any truth behind this hints, it is clear that the Gallery has achieved independence from their creator, and on rare occasions where courtiers have been in the company of agents of these two eternals observers have claimed that they seemed ambivalent toward them - if not downright hostile. A similar hostility exists between the eternals of the Gallery and the Lady of Mysteries Sung, whose fascination with the preservation of enigmas they appear to consider self-indulgent and the expression of a weak mind.

They are rarely encountered individually; a meeting with the Whisper Gallery usually involves at least two of them and a Sommelier. When they gather together, they create an aura that encourages mystery, circumspection and secrecy in the mortals they meet with which can make audiences a less than straightforward affair.

Concerns

The Whisper Gallery are obsessed with secrets. Unlike some other Night eternals, they are equally concerned with learning secrets and with ensuring that secrets remain secrets. They have also evidenced some interest in the way that the things individuals know (or believe they know) about each other influence their interactions and desires.

The gallery collects secrets. While the courtiers themselves have referred to their "collection" the details of what form it takes seem to be fluid. They also act to preserve secrets - in the past agents of the Whisper Gallery have acted to destroy rare books containing esoteric knowledge, and even (allegedly) to assassinate scholars who have been probing into hidden lore.

The Shadow Courtiers love to interact with mortals, discussing their hopes and dreams and their innermost secrets. Individual courtiers appear to have specific interests (see Courtiers below).

Boons

On a mundane level, the Whisper Gallery are privy to an astonishing range of secrets. Before they will share something, however, they must usually be 'paid' with a secret of equal or greater value. They are known to employ mortal agents to uncover specific pieces of lore, or to protect those pieces of lore from being uncovered.

The Shadow Courtiers are closely connected to the ritual Whispering Shadow Courtiers, and often evoked when it is cast - they have been known to offer boons that allow this ritual to be performed more effectively, as well as mysterious boons that allow individuals to add specific pieces of information to the 'pool' of secrets the magic draws on.

The Whisper Gallery are also known to offer boons that enhance the ability to conceal people, places or things whether through ritual such as Masque of the Blinded Weaver or Shroud of Mist and Shadow; permanently remove memories with effects such as Cast Off The Chain of Memory; or invoke enchantments or even curses that preserve secrecy such as Secrets of the Empty Heart.

They are also known to have an interest in, and the ability to offer enhancements to, the night pouch spell (and by extension the ritual Secrets for the Shadow Courier). Some magicians have reported that they can be prevailed upon to deliver messages or even small items to anyone, anywhere in the world provided there is an area of shadow or darkness near the target.

Finally, they are known to be fascinated by and perhaps even dimly aware of the many shapes that future events might take. They enjoy hearing the results of rituals such as Signs and Portents, and occasionally are known to speak prophecy - although in such vague and mysterious terms that their pronouncements are invariably incomprehensible until after the event they describe has come to pass.

Members of the Court

Warwick de Alyons wrote a short treatise on the Whisper Gallery called 'The Book of Whispering Shadows' in which he identified five specific 'flavours' of Shadow Courtier. Four of the courtiers are identified by the colour of their robe and their general interest - and by the fact that there are never two matching these descriptions in the same group. The courtiers do not answer to these names, nor are they names they give themselves; rather these are viewed as being titles that have more weight than whatever name the courtier is claiming at the time.

The fifth courtier (the Sommelier) seems to be a special case, and may actually be the form taken by some of the Courtiers' heralds.

The Lover Clad in Crimson Robes: This courtier appears the most pleasant and engaging of the Shadow Courtiers. It is usually dressed in red, although Warwick mentions that sometimes the courtier appears in black or white robe but always with some scarlet element. It is fascinated by concepts of passionate romance, and by what motivates heroic (or villainous) deeds, especially those done in the name of love. In character it seems 'flighty' or impulsive, easily distracted, and apparently responds well to gifts of painting or sculpture.

The Vizier Arrayed in the Raiment of Dawn: This courtier often takes the lead in situations where they are encountered as a group. It is usually dressed in yellow silk or gold, and with a mask to match. It encourages ambition, and is interested in the inner lives of leaders (especially but not restricted to senators; generals; cardinals and gatekeepers; archmagi and grandmasters) and reformers. In character it seems easily angered, and occasionally flies into uncontrollable rages that subside as rapidly as they arose into gloomy introspection. It appreciates deference, politeness and being treated with respect.

The Emerald Scholar in Sable Ribbons: This courtier is always wrapped in green and black, and seems the most cerebral and introverted of the identified courtiers. It often presents a scholarly or even priestly appearance, and seems fascinated by educated discussion and philosophical debate. It considers itself a poet, and is said to appreciate gifts of poetry or song; it favours tragedy over all other themes however. It collects secrets that lead to, or have resulted from, tragic failure or internal flaws. It is especially interested in those who are motivated by jealousy or anger, but never seems entirely satisfied with the results its agents achieve.

The Incarnadine Minister: This courtier is usually in blue, and is often arrayed like a magician. It appreciates riddles, and is often the most reserved and distant of the identifiable courtiers. It is fascinated with magic, but never seems to perform any itself. It often answers questions with questions, and appears averse to making statements. It is known to consistently encourage those it meets to perform actions, without any concern for that the outcome might be (and often appears to offer material support although such rarely materialises). It is fascinated by secret lore, especially that of the distant past, or secrets that contradict widely-held belief. It is said to hoard such dangerous secrets in the same way a dragon hoards gold

The Sommelier: The fifth identifiable courtier never speaks, and is usually dressed in white. While it wears mask and gloves like the other courtiers, it rarely wears a robe. More commonly it appears as a servant or retainer, often in a League or Dawnish style. It attends the other courtiers and their guests, bringing food and drink, arranging chairs and the like. It delivers payment, and is probably a herald rather than a true eternal. Also unlike the other Courtiers, flashes of skin may occasionally be seen beneath its clothing. When the Whisper Gallery wish to deliver a message, they will sometimes send a Herald attired in a similar manner to the Sommelier, usually with a message or gift on a silver platter.

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Icon of the Watchful (Redirected from Whisper of Conviction)

Description

An Icon of the Watchful allows a priest to perform ceremonies as if they were dedicated to the virtue of Vigilance. It generally takes the form of a piece of religious art, usually depicting a paragon or exemplar of Wisdom such as Vardas or Berechiah. The Icon is not always a portrait, however - in Varushka it often takes the form of a statuette of a goose, and is known as a Vigilant Goose - or occasionally a Vigilant Swan; when a visitor queries the name, pointing out the statue is obviously a goose, they are congratulated on their keen perception. In Wintermark it is sometimes crafted in the form of a medallion or short rod decorated with the bones and feathers of the same bird, generally decorated with the Rune of Revelation, which is known as an Icon of the Goose or a Bright Icon. Other less common variants are certainly possible - from the colourful illuminated scrolls recouting the lives of the exemplars popular in the Brass Coast to the delicate green crystal spindles wrapped in weltsilver the Urizen call an Emerald Beacon.

The icon is equally valuable to a priest who is dedicated to one of the other six virtues as it is to a priest who is dedicated to none of them. It allows them to perform ceremonies such as anointing, consecration, and hallow, and create auras of vigilance in place of the auras they would otherwise have access to. It also allows a priest to cooperate with priests dedicated to Vigilance who are not part of their sect.

Rules

- Form: Weapon. Takes the form of an icon.

- Requirement: You must have the dedication skill to bond to this item.

- Effect: You may perform ceremonial skills other than dedication as if you were dedicated to the virtue of Vigilance.

- Materials: Crafting an Icon of the Watchful requires 5 measures of iridescent gloaming, 7 ingots of weltsilver, and 9 measures of dragonbone; It takes 1 month to make one of these items.

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Whispering Shadow Courtiers

Contents

- 1 Rules

- 1.1 Night Magnitude 8

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 OOC Elements

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 8

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. During the ritual the contributors must whisper a secret of some sort, preferably one unknown to the other contributors.

Effects

During the ritual the ritualists become increasingly aware of whispering voices, and may begin to become aware of shadowy indistinct shapes observing them from nearby.

At the completion of the ritual, the contributors receive a communication from the eternals known as the Whisper Gallery. Details of this communication are not common knowledge.

OOC Elements

Anyone who performs this ritual will be left with a scroll - a physical communication from the Whisper Gallery. This scroll also represents a pact with the eternals, allowing the bearer to send a return communication using the operate portal spell at the Imperial Regio. This ability can only be used at night. It needs a written document, and the presence of one of the scrolls received from this ritual. Both are handed to a referee as the operate portal spell is cast.

Description

As of Winter 379YE, it is illegal to perform this ritual in the Empire as the Whisper Gallery - the eternals on whose power it explicitly draws - are under enmity.

In earlier times, this ritual was often seen as a counterpart to Signs and Portents; like that mysterious ritual it seemed to pluck information out of the air, and like that ritual it seemed to ensue that the information was relevant to some degreer. It has since become very clear that the ritual in some way created a communion with the eternals known as the Whisper Gallery and it was they who were sending the symbolic visions about secret events.

When open hostilities broke out between the eternals and the Empire, the ritual ceased to work for a short time. Now it is once again functioning, but it no longer does what it used to do. Now, it functions more like a complex version of Missive for Sadogua, allowing limited two-way communication between the Whisper Gallery and mortal magicians.

Every ritualist who has performed Whispering Shadow Courtiers reports the same awareness of whispering voices, and indistinct shadowy shapes. To date, no Imperial magician has conclusively explained this phenomenon although most ritualists believe that these are probably spirits of the Night realm, or possibly emissaries of a Night Eternal, most likely agents of the Whisper Gallery. The Axou by contrast claim to believe that these are the spirits of the dead, whispering secret lore they have gained beyond the boundaries of life. This tale is usually dismissed as fanciful rubbish.

Common Elements

This ritual often involves consuming a narcotic of some sort, or the burning of strong incense to produce a form of mist or obscuring fog. It is often performed in secret; invocations are whispered, and identities are concealed with masks, cowls, cloaks and hoods. Runestones may be used, especially if they are concealed in darkess - creating a divination that nobody reads is seen as a clever way to create a secret. It is common for the ritual to start in dim light, and for the ritualists to slowly deepen the darkess by extinguishing candles or lanterns as they weave their magic.

Symbols of Wisdom or Vigilance may be used, and the rune Diras has obvious application here. The ritual is associated with the Whisper Gallery, the Shadow Courtiers of the Realm of Night, who are said to collect all secrets and hoard them as a miser hoards wealth. Their names are often invoked during the performance of the ritual, as is the name of Sadogua, especially if the contributors are hoping to receive magical insights.

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Whispering wind

Some said the breeze started in Feroz, blowing on-shore all along the coast from Fontargenta to Oranseri. Others said it came down out of the mountains of Kahraman racing down the passes between Serra Briante and Serra Damata. At first it seemed to be a wind like any other wind... but a wind that speaks to you is an unusual thing to hear, even in the Brass Coast.

The wind blew day and night. Some heard it in the morning while they were getting ready to sail. Some heard it at noon as they took shade from the midday sun. Some heard it in the evening as they sat down their family to feast. Lovers said they heard it in the night between the first and the second sleep. Some said it was a zephyr, some said it was a gale. An old man claimed the wind blew the tiles from his roof. It was different in different places, but the words were always the same. As it blew by it whispered a warning - and an invitation.

"Jotun in Liathaven. Lasambrians in Segura. Grendel off the Coast. Challenges on all sides. A hard time for any to be Free Born. A good time for all hakima to talk. I call council - meet at dusk on the first full day of the summit. I will bring olives. Cande i Riqueza."

Overview

A magician, likely a Freeborn magician or coven, has conjured a magical wind and used it to send a message to the hakima of the Brass Coast, calling them to a council at Anvil. There is little else in the message other than some terse references to the troubles facing the Coast and an implication that those who come should bring some hospitality to share.

There has not been a council of the hakima of the Brass Coast since Britta's death. Once the hakima were numerous and influential - but so many died with Britta, that some have even suggested they are now a spent force in the Coast.

When the hakima were numerous they would hold a council to discuss matters of importance to the Brass Coast. By tradition any hakima has the right to call a council - and by tradition any hakima who respects them will bother to turn up. It is not wise to make demands of the hakima of the Brass Coast unless you have something worthwhile to say.

In Britta's time, the council was a private affair. Apart from the egregore those who were not hakima or kohan were not welcome there. Members were often tight-lipped about what was discussed. "A family does not wear its disagreements in public" was a common comment on what went on.

Significance

The message invites those who hear it to attend a meeting of the hakima to be held at seven o'clock in the evening on the Saturday of the next summit. Only hakima and kohan are invited to attend.

Participation

The magic used to create the message has been targeted at individual hakima and hakima groups such as the Celesti, the Handful of Dust, the House of the Sea Breeze, the Seers of Oran, Seers of the Southern Storms, and Wealth through Mystery.

Any player with a Freeborn character may decide they have heard the message that was carried on the wind - or if they prefer they may choose not to have heard it.

Characters who are not Freeborn did not hear the words attributed to the wind - though of course they may have heard of it through the gossip the wind created.

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Whispers through the Black Gate

Rules

Winter Magnitude 30

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. During the ritual the casters must be in a strong Winter regio. This ritual can only be cast at sunset.

Effects

During the ritual, the ritualists must name a single character. At the completion of the ritual, a spirit is summoned. The spirit will be:

- the spirit of the dead character, who may be questioned for up to ten minutes. They know whatever they knew while they were alive.

- the spirit of one of the dead character's past lives, who may be questioned for up to ten minutes.

- the spirit of someone else, usually with a connection of some sort to the deceased (however tenuous), who may likewise be questioned for up to ten minutes.

- a dangerous spirit.

Contents

- 1 Rules

- 1.1 Winter Magnitude 30

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Targets

- 1.5 Option

- 1.6 OOC Elements

- 2 Description

- 3 Common Elements

The casters cannot predict in advance with absolute certainty which will appear. The longer it has been since the named character died, the more likely it is that something other than that character's spirit will appear.

Spirits summoned by this ritual are only aware of the ritualists who performed the ritual.

Additional Targets

You may call an additional spirit by increasing the magnitude of the spell by 15 for each additional spirits. All spirits appear simultaneously and depart simultaneously.

Option

The ritualists may consume up to 5 measures of liao as part of the ritual. Every measure consumed in this way reduces the magnitude of the ritual by 2.

OOC Elements

If you plan to perform this ritual, you will need to let PD know at least an hour in advance, or longer if we need to track the player of the dead character down ourselves. If we are unable to obtain the physrep, then one of the second two possibilities will occur. If we are able to obtain the physrep then the first option will almost certainly occur.

Dusk usually runs from half an hour before sunset, to half an hour after. If players wish to physrep their dead characters, they should report to Monster half an hour before this period: 9PM.

The player of a character who died while part of a sect bonded to a Litany of the Labyrinth will receive a slightly different briefing when playing their ghost. It is important that the player make sure the person briefing them knows this special circumstance exists.

Description

This powerful ritual eases open the door of death for a short time, raising the spirit of a recently deceased person. In some ways, this ritual represents little more than a more than an advanced form of Voice for the dead; in other ways it is a profound alteration of the natural order. Priests and magicians alike are fascinated by the magic this ritual represents.

The spirit summoned with this ritual can be questioned about anything it knew when it was alive; it seems to possess all the memories and the personality of the deceased individual. Sometimes the spirit is unaware that it has died, especially if that death took place very suddenly or happened while the target was asleep. More often though, the spirit knows it has died and under what circumstances. Regardless, the spirit cannot speak about anything that has happened to it since it died. Attempts to learn more about the Labyrinth of Ages or the Howling Abyss have simply served to frustrate arcanists and theologians alike.

The spirit is only aware of the ritualists who performed the ritual; when it comes to questioning the dead, it is the magicians who must take the lead. Being able to see a departed loved-one, but unable to reach them, can be a profoundly upsetting experience for the living, and for the spirit once it realises a beloved spouse or child is present, but they they cannot see or hear them.

A conjured spirit appears to be at least slightly corporeal; it seems to possess a pseudo-body and if it is struck firmly it can be dispelled back to wherever it came from. Most spirits cannot physically interact with the living; only in the case of the rare malignant spirit have there been any reports of attacks and wounds on ritualists.

It is possible for a priest to use the exorcism ceremony to dismiss a spirit prematurely. In the case of most spirits called by this ritual, a single does of liao is usually sufficient; more malign or dangerous spirits may require a more potent exorcism however.

The most common use for this ritual is to call up the spirit of a murder victim to question them about the circumstances of their deaths. In such circumstances a magistrate is often present, but the ritualists must perform any interrogation themselves. The majority of magistrates treat the witness statements of the dead much as they would the living; they know there is no requirement that the conjured spirit tell the truth about what happened, and even though departed the spirit is likely to share the same motivations and prejudices it had when alive.

The ritual is expensive, and a little risky, but has also been used in the past to allow the living one final chance to speak to a departed loved one - or enemy - before the black gate closes forever. Likewise, it has been used on occasion to attempt to gather intelligence about a distant event or the plans of enemies, although such uses are frowned upon in general. During the Freedom Heresy the ruthless League general Sagio de Temeschwar had the spirit of a deceased briar warrior called up and proceeded to torment the spirit by describing in intense detail the tortures he was inflicting on the briar's still-living wife. While the general did not in fact have the woman present, so effective was his performance that the weeping spirit disclosed several key facts about the secessionist's plans. In a final act of cruelty for which he was widely criticised, Sagio let the spirit depart in the belief that his wife was still suffering unspeakable agony. His acts also reignited discussion of whether the ritual calls an actual spirit from the Labyrinth, or simply an echo of the target.

On rare occasions this spirit calls up a malign spiritual presence that is a threat to the ritualists. Recorded incidents have included a mass possession by spirits that tried to drive a coven of landskeepers to acts of monstrous hatred, a horrible shadowy spectre that killed two of the magicians responsible for raising it before it could be dismissed; and a band of restless spirits whose anguished cries inflicted crippling weakness on the coven.

On very rare occasions, the spirit that appears seems entirely unconnected to the target spirit. These events were recorded as enigmatic anomalies until a Highborn steward of the dead named Esther of Highcastle drew parallels between two incidents and public records of liao visions. Her theory that these spirits were echoes of past lives is generally accepted, although the precise details of how and why this can occur given the temporal limitations of Whispers through the Black Gate is still not understood.

It is also possible that the deceased spirit is that of someone else who has some sort of connection to the deceased. For example, there has been one incident where it appears that the dead individual's father answered the call of the ritual, and another where a member of the target's coven appeared rather than the dead person themselves.

Common Elements

This ritual is usually accompanied by solemn music, incense and chants recounting as much detail as possible the life of the target spirit. It is usually accompanied by a design laid out on the ground, often with braziers or candles. at key points of the design.

Fire and light often play a key role, serving as a beacon for the dead spirit to 'find the way' back to the mortal realm. Similarly, some ritualists like to have things that belonged to the target in life, or people important to them Imperial orc shaman ideally want to have someone from the same legion, while Freeborn ritualists prefer the presence of someone of the same family, especially a child or parent. Likewise, many Navarr include small amounts of blood in this ritual, the smell of which help attract the attention of the spirit and remind it of its life; Marcher spirits might include an offering of food or drink, an action that leads to the ritual sometimes being referred to as The Feast for the Dead..

It is important to realise that the ritual is not technically complete when the spirit appears. Many ritualists consider it to be only half-way through at this point. The spirit must still be addressed, and agreeing in advance how this will happen can save time and prevent confusion. Some ritualists include an hourglass to track the amount of time available before the spirit must depart,

At the end of the ritual, the spirit should be formally dismissed - sent back into the Labyrinth or the Abyss - and some ritualists believe that if the spirit is not treated well it is more likely to become one of the restless dead. The end of the ritual is often marked by the mournful tolling of bells, as the spirit departs.

The rune Irremais and the constellation of The Door are often evoked with this ritual.

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Whole Hog Tavern

Contents

- 1 Overview

- 2 Winter Menu

- 2.1 Breakfast

- 2.2 Snacks

- 2.3 Lunch

- 2.4 Dinner

- 2.5 Options and Side Dishes

- 2.6 Special Challenge Platters

- 2.7 Drinks

Overview

The Whole Hog Tavern are one of the caterers who will be catering at all Empire events in 2017. They will be setting up in the in-character field near the other IC hostelries.

Winter Menu

Breakfast

- Winter Porridge V/VEG - £3.00 (with choice of Jams or Honey)

- Breakfast Bap (choice of hot fillings) - from £3.00

- The Whole Hog Breakfast - £6.00 (Sausage,Bacon,Eggs,Black Pudding,Tomatoes,Mushrooms,Beans,Fried Bread, and Roll)

- The Whole Hog Veggie Breakfast V/VEG - £6.00 (VEG Sausage,Potato Cakes,Tomatoes,Beans,Mushrooms,Fried Bread,and Roll)

- Choice of Cereal V- £2.00

- Biksemad (Nordic Hash) - £6.00 (Mixed Fried Veg and Meat topped with an Egg)

Snacks

- Sandwiches - As priced

- Bar Snacks - As priced

- Pickled onions

- Pickled eggs

- Nuts

- Pork scratchings

- Vegetable Quiche Slice V - £3.00

Lunch

- Carvery Bap - From £5.00 (Choice of Gammon,Pork, and Beef)

- Big Pan - Meat Dish (Paella) - £6.00 (Chicken Chorizo and Bacon)

- Big Pan - Veg Dish (Paella) V/VEG - £6.00 (tomatoes,peppers red onion olives mushrooms manetout)

- Ploughmans lunch - £7.00 (Sliced Ham,Cheese,Pickle,Pickled Onion,Boiled Egg,Apple,Raddish,Celery#,and Crusty bread)

- Ploughmans lunch V - £7.00 (Quiche slice,Cheese,Pickle,Pickled Onion,Boiled Egg,Apple,Raddish,Celery#,and Crusty bread)

Dinner

- Roasted Meat Baps (Selection on Day)

- Carvery - £8.00 / large £10.00 (seasonal Vegetables Yorkshire Pudding, selection of Roasted Meats)

- Carvery V £7.00 / large £9.00 (seasonal Vegtables Yorkshire Pudding, selection of Veggie Pies/veggie kebab)

- Big Pan - Meat Paella - £6.00 (Chicken Chorizo and Bacon)

- Big Pan - Vegetable Paella (V/VEG) - £6.00 (Tomatoes,Peppers,Red Onion,Olives,Mushrooms,and Manetout)

- Meat Stew of the Day - £5.00

- Vegetable Stew of the Day V/VEG -£5.00

- Half Chicken & Bread Roll - £7.00

Options and Side Dishes

- Cheese Board V - £6.00 (selection of 4 Cheese's with Fruit, Chutney, and Crackers)

- Vegetable side dish V/VEG - £1.50

- Double Meat* - £2.00

- Bread Basket with Olive Oil & Balsamic Dip V/VEG - £3.00

Special Challenge Platters

- "The Pork Sword" - £20 (1 meter long Baguette Sausages, Gammon, Pork, and Cheese)

- "The Whole Hog Trough" - £20 ( Whole Chicken, Seasonal Vegetables, Pork, Gammon and Bread Roll)

Drinks

(available all day)

- Tea & Coffee £1

- Pot of tea £2

- Soft Drinks £2.50

- Fruit Juice £1.00

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Wiki Updates

This is a list of significant updates to the wiki which we will try and keep as up to date as possible. Hopefully this will be a more useful document than the recent changes page which lists every spelling correction and formatting change.

By its nature this page will be regularly updated so when you visit the wiki try checking here first. However please keep in mind this is a manually updated page so at times maybe a little behind the actual updates.

Contents

- 1 Victory Points

- 2 Grandmaster

- 3 Inquisition

- 4 Robes and Vestments

- 5 Exchanging Mastered Rituals

- 6 Lineage Demeanour

- 7 Writ of Excommunication and Right of Witness

- 8 Great Work Construction and Commissions

- 9 Walls

- 10 Empress Teleri

- 11 Site Map

- 12 Accessibility

- 13 Caterers

- 14 Rewarding

- 15 Rivers and Navies

- 16 Adjutants

- 17 Building Spy Networks

- 18 Altering a Commission

- 19 Liao and the Civil Service

- 20 Hacksilver

- 21 Realms and Chambers

- 22 Filming at Events

- 23 Adjutants

- 24 Penumbral Watcher

- 25 Ambassador trade opportunities

- 26 Event Caterers Updated

- 27 Mandates are limited opportunities

- 28 Retiring and Imperial Titles

- 29 The Font

- 30 Resupply and Damage

- 31 Historical Research

- 32 Conduct

- 33 Conclave Declarations

- 34 Sale of Images

- 35 Kallavesi, Steinr, and Suaq

- 36 Wintermark History

- 37 Imperial Orcs brief

- 38 Freeborn senators

- 39 Tonic of Surging Flame

- 40 Druj

- 41 Clarifying Trade Envoys

- 42 Bourse Titles with Tenure

- 43 One Second Rule

- 44 Making Calls

- 45 Strikedown and Repel

- 46 Death and the Imperial Bourse

- 47 Curtailment and the Throne Veto

- 48 Mine and Forest Production

- 49 Concedence and Custodianship

- 50 Authority

- 51 Removing Ceremonial Titles

- 52 Dean of the Academy

- 53 Civil Service Participation

- 54 Ethereal Courier

- 55 Arcane Projections

- 56 Symbols of the Virtues

- 57 Circle of Trust and Traitor's Fate

- 58 Crystaline Focus of Aesh

- 59 "Coven Bond" Rituals

- 60 Changing Covens and Volhov's Robes

- 61 Empowerment Rituals

- 62 Senate Secret Ballots

- 63 Forgery

- 64 Dawn Monarchy

- 65 Language

- 66 Event Page

- 67 Conduct

- 68 Rivers of Life

- 69 Call Winged Messenger and Ethereal Courier

- 70 Mediator's Mail

- 71 New Caterers

- 72 Fast and Scouting qualities

- 73 Freezing Brand of Irremais

- 74 Decommissioning Spy Networks

- 75 Exorcising Called Spirits

- 76 Rituals Not In Imperial Lore

- 77 Stipends

- 78 Like Water Through Your Fingers

- 79 Army orders

- 80 Keeper of Aurelie's Garden

- 81 Parley with an Eternal

- 82 Divination Rituals and Detect Magic

- 83 Authority

- 84 Wayfarer's Pyx

- 85 Insight

- 86 Trods

- 87 Crossbows

- 88 Pyrotechnics

- 89 Private Auction

- 90 Spy Network

- 91 Extra Targets

- 92 Ritual Changes

- 93 The Ebb and Flow of Battle

- 94 Thought Becomes Action

- 95 Braying Horns of War

- 96 Execute

- 97 Playing Possum

- 98 Cleave and Impale

- 99 Unstoppable

- 100 Army Strength

- 101 Ritual Staff Phys Reps

- 102 Losing a Caterer

- 103 Losing a Bourse Seat

- 104 Declaration of Sorcery

- 105 Miracles

- 106 Conclave Review

- 107 Icons and Musical Instruments

- 108 Physrepping religious items

- 109 Religious Items

- 110 Recovery magic items

- 111 Election eligibility

- 112 Dawn Look and Feel

- 113 Mercenary Banner

- 114 Maggot's Talon

- 115 Staff of the Magi

- 116 Magic Standards

- 117 Catering

- 118 Magic Two-Handed Weapons

- 119 Cuckoo's Egg

- 120 Large army disbanding

- 121 Catering

- 122 Philtres

- 123 Philtre of Heavenly Lore

- 124 Implement Changes

- 125 Heroic Skills

- 126 Natural Resupply

- 127 IC Tents

- 128 Artisan's Oil

- 129 Physick and Apothecary

- 130 Spellcasting

- 131 Paralyse, Entangle, and Repel

- 132 Hero points

- 133 Empower, Shatter and Extra Mana

- 134 Shattering Blow and Mortal Blow

- 135 Imperial treasury

- 136 Magical Ritual Masks

- 137 Abraxus Stone

- 138 Magic Item Changes

- 139 Magic Item Materials

- 140 Fortifications

- 141 Castellan

- 142 Amend Quartermaster General

- 143 Further Funerary Details in the League

- 144 Clarification to Polearm use

- 145 Changes to Varushkan Elections

- 146 Insufficient Army Support

- 147 Exommunication and Orcs

- 148 Liao and Anointing

- 149 Dragonbone Symbol, Banner of the Bold

- 150 Aura enchantments

- 151 Wayfarer's Pyx and Dragonbone Reliquary

- 152 Religious Skills and Virtue Auras

- 153 Foraging

- 154 Ilium and Religious Skills

- 155 Ritual Potions

- 156 Mastery

- 157 Performing Rituals

- 158 Enchanted fortifications

- 159 Update to The Throne

- 160 Great Works

- 161 Changes to Arrows for 2017

- 162 Colleges of Magic and Arcane Projections

- 163 Commission Rules Updated

- 164 Battle Conjunction Rules Updated

- 165 IC Camp layout

- 166 Shroud of Mist and Shadow

- 167 Gnawing, Endless Hunger

- 168 Frozen Citadel of Cathan Canae

- 169 Corsets

- 170 Military Unit and Fleet Enchantments

- 171 Labyrinth's Gate

- 172 Upgrading Fortifications

- 173 Accessibility

- 174 The Three Refrains

- 175 Site Details

- 176 Event Details

- 177 Boxes

- 178 Conjunctions

- 179 Like Water Through Your Fingers

- 180 Shatter

- 181 Shrouds

- 182 Freeborn Matrilineality

- 183 Broken Shore Bounty and Privateering

- 184 Barbarians

- 185 Elections in Absentia

- 186 Artisan's Oil

- 187 Ties that Bind

- 188 Before the Throne of Estavus

- 189 Fortifications

- 190 Rituals that cause MASS effects

- 191 Appointment of Senators

- 192 Senate Announcement

- 193 Pakaanan's Iron Shutters

- 194 Shatter

- 195 Navy Updates

- 196 Magical Traditions

- 197 Army and Navy Resupply

- 198 Military Units

- 199 Fleets

- 200 Army Attacks

- 201 Raising an Army

- 202 Large Armies

- 203 Fast Casting Effects

- 203.1 Healer's Harness

- 203.2 Warcaster's Oath

- 204 Spy Network

- 205 Navy Resupply

- 206 Senate Update

- 207 Event Updates

- 208 The League Army Support

- 209 Changing Territory

- 210 Honesty

- 211 Furrowed Wake

- 212 Follies

- 213 Ritual Update

- 214 Capturing a Character

- 215 Military Keywords

- 216 Summer Solstice

- 217 Magic Armour

- 218 Spontaneous Magic Changes

- 219 Historical Research Changes

- 220 Ritual Changes

- 221 Declaration of Dissemination

- 222 Clarification of Imperial Inquisitor

- 223 Streamlined Administration Process

- 224 Clarify Proxy Voting Rules

- 225 Forgery

- 226 Item Correction

- 227 Sects

- 228 Winter 2015 Rules Update

- 229 Magic Item modifications

- 230 Otkodov Spy Network

- 231 Ritual Theory

- 232 Brass Coast Army Support

- 233 Senate Commissions

- 234 Remote Navarr

- 235 Military Council Overhaul

- 235.1 Field Marshal

- 236 Clemency

- 237 Legacy of Thorns

- 238 Ritual Changes

- 239 The Brass Coast Brief

- 240 Marcher Brief

- 241 Wintermark Brief

- 242 Commissions Updated

- 243 New Map Viewer

- 244 Senate Update

- 245 Rules Update

- 246 Sanctioned Event Update

- 247 Senate Pages Overhauled

- 248 Field Marshal

- 249 Nations and Territories

- 250 Ritual Corrections

- 251 Anvil Hospital

- 252 Map Update

- 253 Military Council Update

- 254 Senate Update

- 255 Bourse Update

- 256 Monstering

- 256.1 Conclave Update

- 257 Winter 2014 Rules Update

- 258 Updates April 2014

- 258.1 Conclave Overhaul

- 259 Updates March 2014

- 259.1 Minor updates

- 260 Updates February 2014

- 260.1 Minor updates

- 261 Updates January 2014

- 261.1 Minor additions

- 262 Updates after Event 4, Sept 2013

- 263 Updates between Event 3 and Event 4 2013

- 263.1 Ring of Triumph

- 263.2 Rules and OOC info

- 263.3 World information

- 263.4 Magic

- 263.5 Music

Victory Points

- 11/7/2018

We have updated the rules for conquering regions in a territory to include the costs for conquering multiple regions in a single season.

Grandmaster

- 11/07/2018

We've edited the link and reference to the defunct Declaration of Balance to refer to the section on challenging a grandmaster on the order page.

Inquisition

- 04/07/2018

Noted that it is legal for a priest to raise a judgement of inquisition against themselves but it can be seen as an abuse of powers depending on circumstances.

Robes and Vestments

- 04/07/2018

We have changed the minimum phys-rep requirement for robes and vestments. Rather than requiring an amount of coverage, they must be a phys-rep of a piece of clothing such as a sash, belt, coat, jacket, or robe.

Exchanging Mastered Rituals

- 04/07/2018

We've added the ability to exchange a mastered ritual for a ritual that is not in imperial lore, provided your character has access to the ritual text.

Lineage Demeanour

- 04/07/2018

We've added a line to the "demeanour" trapping of each of the lineage pages to make it clear that this cannot be your only trapping - you must have at least one physical trapping if you are lineaged.

Writ of Excommunication and Right of Witness

- 02/07/2018

We've added notes about removing a writ of excommunication. We've made it explicit that a priest cannot use the right of witness to observe private meetings between an ambassador and a representative of a foreign power.

Great Work Construction and Commissions

- 01/07/2018

We've changed the example on the costs section of the Great Works commission to clarify that the materials required must match the resource to be affected rather than the production. We have also added a restriction that without an opportunity a great work can only provide resources appropriate to the resource in question.

We've also added a note to the commission page that they cannot be used to alter the setting unless there is an appropriate opportunity. That is, a sinecure or great work for example cannot be used as a way to replenish destroyed woodlands without an explicit opportunity.

Walls

- 30/06/2018

We've added a section on walls to the rules on playing the game to make clear that any in-character barrier is only as effective as the barrier itself. That anyone can attempt any reasonable method for getting past the barrier.

Empress Teleri

- 23/06/2018

We've cleared up a mistake on the Empress Teleri page that talks about her instituting the role of the Conscience of the Senate, which is at odds with both the title page and the page for Empress Varkula. We've replaced it with the information that Teleri secured Senate voting rights for the Cardinals, as referenced on the later historical Throne page.

Site Map

- 8/6/2018

We have updated the wiki with the new site layout for Spring Equinox 2018.

Accessibility

- 8/6/2018

We have updated the accessibility guidelines to include the new system that allows appropriate players to nominate a friend to handle all their GOD administration for them if needed.

Caterers

- 7/6/2018

We have updated the list of caterers at the event - Right Wok are no longer attending our events, but we have are pleased to announce that Yuley's Bratwurst will be serving food in the OOC area.

Rewarding

- 06/06/2018

The money raised by a judgement of Rewarding is provided to the priest raising the successful judgement, not the named individual.

Rivers and Navies

- 06/06/2018

We've adjusted Rivers of Life and Rivers Run Red to explain how the curses interact with navies and environmental damage.

Adjutants

- 30/05/2018

We've explicitly called out that adjutants gain the legal powers of their general, but not the magical or symbolic ones. You cannot focus a ritual through an adjutant regardless of whether the general is alive or dead.

Building Spy Networks

- 30/05/2018

We've added a limitation to where a spy network can be built.

Altering a Commission

- 30/05/2018

We've added a section to the commission page detailing how the appearance and character of an existing commission can be altered.

Liao and the Civil Service

- 24/05/2018

We've added a note to the liao page to make it clear that the civil service produces all Imperial liao from vinum purchased from farm owners.

Hacksilver

- 23/05/2018

We've removed hacksilver from the game, It was not fulfilling any particular purpose.

Realms and Chambers

- 19/05/2018

We've corrected some errors related to mortals visiting the supernatural realms on the lineage and Wise Rangara pages. Mortals cannot survive in the realms; any mortal who believes they have entered the realms have in fact visited a chamber.

Filming at Events

- 10/05/2018

We have updated the page on photography with a revised set of rules for filming at events.

Adjutants

- 09/05/2018

We've added a few notes to the section on adjuants making it a bit clearer when an adjutant to a dead general uses their position.

Penumbral Watcher

- 03/05/2018

We've changed the bonus provided by the Penumbral Watcher's shadow well ability from a quarter bonus to a two rank bonus. Problems created at the coding level made it impossible to implement the earlier effect.

Ambassador trade opportunities

- 24/04/2018

We've updated the ambassador page to explicitly call out the mechanism for taking advantage of trade opportunities offered in their briefing.

Event Caterers Updated

- 20/4/2018

We have invited Flavours of Africa and Routes Coffee to join us at the first event. We have updated the event information to include them in our list of caterers.

Mandates are limited opportunities

- 16/04/2018

We have explicitly called out that mandates tend to be relevant only at the event where they are presented.

Retiring and Imperial Titles

- 12/04/2018

We've added a note to the section on retiring characters that makes clear any character who retires is assumed to have resigned from any Imperial title they held.

The Font

- 12/4/2018

We have changed the calculation for the allocation of the Conclave font - it is now based on the number of living characters in an order at the end of the previous summit - not the number of characters booked to attend the forthcoming event. We have made this change because it is so much easier to calculate people at the last event than people attending the next event.

Resupply and Damage

- 12/04/2018

Armies and navies cannot benefit from resupply if they are are in a territory where they would take ongoing damage from an effect such as Thunderous Tread of the Trees, Mountain Remembers Its Youth, or (for navies) Foam and Spittle of the Furious Sea.

Historical Research

- 05/04/2018

We've changed some of the details of how historical research works. Going forward, the cost of 5 Thrones per commission has been removed, but the results of any historical research commissioned will be published on the main wiki during the downtime after they are received. You can read more about the changes here.

Conduct

- 03/04/2018

We have updated the rules for conduct to try and clarify the remit of those rules - in terms of the online Empire community, sanctioned events and other situations.

Conclave Declarations

- 22/03/2018

We've reviewed and updated the information about the various declarations the Imperial Conclave can make. Most declarations now appear on their own pages. At the same time, we've removed some redundant pages such as Conclave appointments and incorporated the information into the appropriate declaration page. Additional changes include:

- We've removed the ability of the Imperial Senate to create national positions in the Conclave. Only mentioned on the conclave appointments page, the way the Conclave appoints titles is incompatible with the procedures surrounding a national title (where only members of a certain nation can vote).

- We've updated and expanded the declaration of concord to make it clearer what the declaration actually does and who knows about it.

- We've slightly changed the requirements to make a declaration of Imperial lore. It now requires that the physical ritual text be present when the declaration is brought before the Imperial Conclave.

- We've clarified the position of heralds subject to amity or enmity. If a herald is given amity or enmity the usual legal restrictions apply to them but the supernatural benefits or penalties apply as if the status had been given to the eternal they serve. This new information has been confirmed by scholars performing research at the Lyceum.

- We have made some changes to how sorcery works. You can read about these changes here.

Sale of Images

- 18/03/2018

We have updated the rules for photographers to explicitly rule out the sale of photographs outside the LRP community without the express permission of the people in the photo.

Kallavesi, Steinr, and Suaq

- 17/03/2018

We've heavily updated the Kallavesi, Steinr, and Suaq pages to contain more detailed information about the three traditions of Wintermark. We've drawn together existing material from across the wiki and expanded on that to create a useful page for each tradition. We've phrased it in terms of the heroic ideal for each tradition - a lot of the character traits we've described are aspirational - they're deliberately a pretty high bar to try to live up to! The same with the Virtue sections - we're not saying that the traditions ignore the virtues that aren't mentioned, we're just using the virtues that are particularly important for each people as a way to draw out some of the themes and ideas behind the three traditions.

Wintermark History

- 16/03/2018

We've overhauled the Wintermark history page, collecting some scattered information in one place and adding a section on recent history summarizing some of the developments over the first five years of the campaign.

Imperial Orcs brief

- 13/03/2018

We've made some major edits to the Imperial Orcs brief. Not every page has been changed, but we've made an effort to address discrepancies and anachronisms especially around the way the Orcs have changed since the acquisition of Skarsind. A short summary of the major changes:

- Introduction: has been significantly edited, and we've tweaked the five things.

- Imperial Orcs people:we've changed the flow of the page and edited to reflect the fact that the Orcs have a homeland

- Imperial Orcs history: we've updated with information about the Plan, the Homeland, and the Future

- Imperial Orcs economic interests: edits to reavers a bit to bring them into line with recent developments and changes to paid work, and some additional material about resources.

- Imperial Orcs military concerns: has seen several edits and movement of content

- Most importantly we've added a bit about a potential future problem for the Imperial Orcs in the section titled "Supply".

- Imperial Orcs lineage and species attitudes: we've added a few lines about orcs with heritages outside enslavement in the mines and fields of the Empire

- Imperial Orcs territories: has been edited to include Skarsind

Freeborn senators

- 12/03/2018

We have changed the process by which the Freeborn elect their senators to be an open auction with the winning bid used by the egregore for the good of the nation. We've also added a page exploring some of the ideas around the elections here, and a rules update that includes the IC explanation.

Tonic of Surging Flame

- 08/03/2018

We've changed the Tonic of Surging Flame so that it now duplicates the Unstoppable skill. We've also slightly altered the description, and increased the number of herbs required to make it. You can read about the reasons here, along with an explanation of what to do if you have one of the old potion cards.

Druj

- 08/03/2018

We've completely overhauled the Druj page on the wiki, bringing it into line both with the other barbarian orc pages (Jotun and Grendel), and refining the content in line with our increased understanding of things such as elite military units and the kind of battles we will run with the Druj.

Clarifying Trade Envoys

- 23/02/2018

In line with the removal of ceremonial titles, we've updated the trade envoys. They are now Imperial titles, and we have further reinstated both their appointment mechanism as being by vote of the Imperial Senate and their lifetime tenure. Their movement to the Imperial Bourse did not have the backing of a Senate motion and was unconstitutional.

Bourse Titles with Tenure

- 04/03/2018

We have changed the way titles in the Bourse with tenure work. It has been ruled unconstitutional to create an Imperial position that has tenure. Titles that are auctioned through the Bourse (rather than voted by members of a nation) must be appointed annually.

One Second Rule

- 04/03/2018

We've changed the one-second rule to remove references to attacking as fast as you like, and included the line: "attackers should avoid rapid flurries of blows (often call 'drum rolling') that could confuse the opponent about how many blows they have taken."

Making Calls

- 01/03/2018

We've added some notes to the calls page making it clear that every call should be accompanied by appropriate roleplaying.

Strikedown and Repel

- 01/03/2018

We've updated the rules on STRIKEDOWN and REPEL to make it clearer how you respond to these calls. We've also added two new FAQ for repel covering holding on to things and being grabbed.

Death and the Imperial Bourse

- 28/02/2018

We've clarified that a character who dies is treated as any other character who loses their bourse seat - a refund is made to their next of kin.

Curtailment and the Throne Veto

- 19/02/2018

We have updated the wiki to reflect the way the vote of curtailment is actually carried out in a Senate session (if the vote passes then the session ends, if it fails then the session continues) and made clear that The Throne has the power to veto this vote if they are present. We have clarified that the The Throne veto does not apply to powers like the right of address or to a vote to recognize a proxy.

Mine and Forest Production

- 15/02/2018

After a great deal of discussion we have increased the production of mine and forest resources from ten units to twelve units each downtime. You can learn more about this change here.

Concedence and Custodianship

- 13/02/2018

We've codified a new power of the senate - concedence. This makes formal something the Senate had already done (giving land to a foreign power), but expands it slightly to cover ceding control of commissions as well. Along with some new notes about appointing a custodian to oversee a great work or folly (among other uses), this makes it more apparent how certain types of treaty or plot will function.

Authority

- 12/02/2018

We have removed the idea of authority being a quality separate from the powers of an ambassador. Instead, we've rolled several of the concepts into the formal ambassador title. The main change was the introduction of the treaty power and a clearer explanation of how the ambassador interacts with other citizens communicating with a foreign nation. There is now a clearer definition of what powers an ambassador has, and the role of the Imperial Consul has likewise been altered slightly. We've likewise made some changes to Senate powers related to foreign relations. You can read more about the changes here.

Removing Ceremonial Titles

- 11/02/2018

We've removed the category of ceremonial title, Any title created by the Imperial Senate is an Imperial title. You can read about the reason for the changes here. This has effected certain specific titles.

- Field Marshal - we've removed the idea that the field marshal is a title.

- Captain of the Senate Guard, Terunael Lorekeeper, and Dean of the Liberated - These are now Imperial titles, albeit without legal powers at this time.

- Guardian of Britta's Shrine has been restored and is an Imperial title with no powers.

- The attempt to create a ceremonial title of Master Botanist of High Chalcis was (finally) deemed not to be constitutional as the great work was created by a Civilian Commissioner.

Dean of the Academy

- 06/02/2018

The motion to create the Dean of the Academy had clear constitutional implications. As a title created by a motion with constitutional implications, its appointment requires a constitutional vote in the same manner as the appointment of the Throne. We've updated the page to reflect this.

Civil Service Participation

- 06/02/2015

We've made a few minor changes to some of the pages for the Imperial Senate and Military Council making it more explicit about the role and presence of civil servants in these areas of the game. We've also added a section to Senate session that explains the role a civil servant might play in correcting factual errors on the floor of the Senate. Finally we corrected an error in the section about Senate voting that claimed any member of the Senate could participate in a vote rather than only the senators and Conscience of the Senate as is the case. You can read a little more about some of these changes Senate Session.

Ethereal Courier

- 05/02/2018

We've made a slight change to the ritual Ethereal Courier, which is not in Imperial Lore. The ritual can send a single properly prepared missive along with the contents. Attempting to send additional written material will cause the ritual to fail. The description of the ritual available to anyone who has mastered the ritual has been updated on their character page.

Arcane Projections

- 01/02/2018

We've changed how arcane projections work. It now takes several weeks to prepare an arcane projection. Rather than being something you can do overnight, it is something that happens between events. You can read about the reasons for the change here.

Symbols of the Virtues

- 01/02/2018

We've expanded the section on each of the pages for the seven virtues, and also updated the page Symbols of the Way to collect together many of the common symbols used in the Empire for each virtue.

Circle of Trust and Traitor's Fate

- Updated 25/01/2018

We've combined the function of the two rituals Traitor's Fate and Circle of Trust into a single ritual, Traitor's Fate. Having two rituals that did the same thing in slightly different ways was unneccessary - and one of them was a coven bond ritual to boot. Anyone who had mastered Circle of Trust should find that they have now mastered Traitor's Fate.

Crystaline Focus of Aesh

- Updated 15/01/2018

The function of Crystaline Focus of Aesh has been completely changed. Previously, it reduced the magnitude of another ritual by 10 ranks. We have reworked it as a an empowerment ritual similar to Noble Mien of the Hawk Lords.

"Coven Bond" Rituals

- Updated 11/01/2018

We've taken a close look at the "coven bond rituals" - rituals that allow an entire coven to gain a benefit, usually the ability to cast a specific spell once during a ten minute period after the ritual is complete - and decided to retire these rituals. For the most part they seem to have been very unpopular; their niche appeal complicated by the effectiveness of simply using a man crystal to cast a spell and the versatility provided by rituals such as Shared Mastery of the Magician's Guild. Rituals that effect a variable number of people (all members of a coven) are also extremely hard to cost correctly, even with the New Maths, due to their potential to scale. Finally, the ten minute duration and the fact they did not count as an enchantment created a weird rules space that we're keen to get rid of.

Some of the rituals had further issues. Rot's Rightful Claim in particular never quite worked with the rules due to the complexity around knowing who the power it granted could be used on, and Vault of Hoarded Wisdom was poorly designed in terms of magnitude when compared to the magic item it mimicked (the Crystaltender's Vestment is a once-per-day power, while the ritual was unlimited and thus in theory should have been significantly higher magnitude - making it effectively useless).

As a consequence, we have removed the following rituals from the game: Rot's Rightful Claim, Ensnaring Bond of Transient Stasis, Charge of the Rushing Wind, Imurrement of Leaden Chains, Vault of Hoarded Wisdom, and Cold Water from the Mountain. Anyone who had mastered these rituals will now have an empty ritual slot they can use to master another ritual.

Two rituals remain in the game: we have reimagined Glorious Crown of Enchantment and Hungry Grasp of Despair in line with Unending Cascade of Blood's Fire and Brazen Claws of the Lictor. These rituals have had their magnitude tweaked, and now provide a number of castings of the appropriate spell with the option to refresh that power through certain means. As always, if you have mastered one of these rituals and no longer want to know it, you can e-mail Profound Decisions and change the ritual for another in Imperial Lore.

Changing Covens and Volhov's Robes

- Updated 03/01/2018

We've slightly changed the rules on how moving between one coven and another works. You are now only prevented from contributing to a coven ritual with your new coven if you have already contributed to a coven ritual with your former coven.

We've also changed the function of a Volhov's Robe to make it clearer how this item is supposed to work.

Empowerment Rituals

- Updated 14/12/2017

We've changed the effect of five rituals specifically designed to grant additional ranks of ritual lore. The rituals effected are Sift the Dreamscape's Sands, Noble Mien of the Hawk Lords, Balanced Scales of Lann, Fire in the Blood, and Sorin's Rite of Agony. In each case, the magnitude of the effect has become 20, and the bonuses provided by the enchantment have been modified. In some cases, additional information about the provenance of the rituals' power has been provided - in character this additional information has been discovered by scholars at the Lyceum.

Senate Secret Ballots

- Updated 20/11/2017

We've updated the rules for secret ballots in the Senate to include a requirement that a Senator wishing to announce a secret ballot needs to inform the Speaker of their intention before the session.

Forgery

- Updated 30/10/2017

Added arcane projections to the list of things you cannot forge.

Dawn Monarchy

- Updated 26/10/2017

Following a number of questions regarding the traditions of the Dawn monarchy, the mechanisms for interacting with those traditions and what the consequences might be. Rather than answer those emails individually, we've done a single wiki page to try and cover all the details relevant to this which you can find here.

Language

- Updated 2/10/2017

We have updated the rules for language use at Empire events to make clear that deliberately misgendering players is not acceptable at our events.

Event Page

- Updated 12/9/2017

We have updated the wiki with the Autumn Equinox 2017 event page.

Conduct

- Updated 12/9/2017

We have changed our rules for conduct at events, with some significant changes to what is appropriate and acceptable. In addition we have put a new team in place for handling problems and overhauled the processes involved for Reporting discrimination or harassment

Rivers of Life

- Updated 03/09/2017

We have updated the ritual Rivers of Life to change it from an Enchantment to a Curse. The effects of the ritual have not been changed.

Call Winged Messenger and Ethereal Courier

- Updated 31/08/2017

We have updated the ritual Call Winged Messenger to change how the ritual functions. We've also updated a ritual that is not in Imperial Lore - The Ethereal Courier. If you have mastered this ritual the full rules text should be visible on your character page.

Mediator's Mail

- Updated 16/08/2017

We have corrected an error on the table, and in the data, that caused Mediator's Mail to require two months to craft. The cost should now be correct.

New Caterers

- Updated 24/07/2017

We're sorry to say that Whole Hog Tavern are unable to cater this event, but we have arranged for two new caterers to join the event in their place. Both Conspiracy Catering and Giddy Kipper will be serving food from the in-character area, alongside Mhorish Good Food and Goldbird Bistro. We've asked Giddy Kipper in particular to focus on producing some good quality vegetarian dishes for the events as players have been asking for more vegetarian choices at events. All four caterers will be in the central market place - near the tavern.

Fast and Scouting qualities

- Updated 24/07/2017

We have made significant changes to the way the fast and Scouting army qualities. Both now require the general to give an appropriate order, meaning they cannot be combined with other army orders.

Freezing Brand of Irremais

- Updated 19/07/17

The magical effect of the curse lasts for a year. After this time the brand remains but can be restored (usually with magic).

Decommissioning Spy Networks

- Updated 19/07/17

We've updated the Spy network page to include the methods whereby the Imperial Senate can decommission a spy network without alterting the owner of the territory it contains.

Exorcising Called Spirits

- Updated 19/07/17

We have updated Whispers through the Black Gate to make it explicit that a spirit or spirits called using this ritual can be dismissed using the exorcism ceremony.

Rituals Not In Imperial Lore

- Updated 13/07/2017

We have updated several rituals that are not in imperial lore: The Good Green Oak, Swords in the Noonday Sun, Find the Best Path, Walls of Adamant, Eyes of the Hills, and Hook of the Hoarfrost Guardian. If you have mastered one of these rituals the full rules text should be visible on your character page.

Stipends

- Updated 12/07/2017

We have adjusted the ability of the Imperial Senate to create stipends by placing a minimum value (1 throne each season) on such stipends.

Like Water Through Your Fingers

- Updated 05/06/2017

This curse originally said that it effected the 18 rings every player character starts with. For various conceptual and mechanical reasons, it is not possible to change this basic starting cash with magic.

Army orders

- Updated 21/06/2017

We've updated command of an army to clarify what happens if we receive multiple sets of orders for an army.

Keeper of Aurelie's Garden

- Updated 14/06/2017

We updated the Keeper of Aurelie's Garden to smooth over some confustion about when it is appointed.

Parley with an Eternal

- Updated 10/06/207

We've made a change to the wording of parley. The previous wording implied incorrectly that anyone wishing to speak during a parley would need to spend crystal mana to buy "minutes" in the same manner as a formal Conclave session, which was not the intention. While the archmage determines who can speak, there is no cost for doing so.

Divination Rituals and Detect Magic

- Updated 04/06/2017

We are updating divination rituals - rituals that gather information about people, places, and things. Several rituals that discover information have had their magnitude adjusted, and a number have seen major changes to how they work and what information they provide. We have also added additional function to the detect magic spell, allowing it to function as a preliminary divination tool - it now provides information about which rituals will reveal more, pertinent, information rather than leaving players to guess.

- Detect magic has been modified. We have differentiated between ritual enchantments and eternal boons for the discern enchantment option, but the larger change is the addition of the new divination option which will reveal what rituals or skills can be used to gather more information about the target.

- Clear Lens of the Eternal River is now magnitude 8, and specifically uncovers the historical significance of an area.

- Shadowed Glass of Sung is now magnitude 8, and may reveal a secret, mystery, or enigma about an area.

- Ties that Bind is now magnitude 6, and provides significant information about the bonds connected to a character, but can only be cast on a character. The previous version of the ritual proved very difficult to implement in any consistent way, and was unneccessarily complicated. We're looking at ways we can redesign the ritual's functions that will make it work more reliably.

- Bright Lantern of Ophis has been significantly redesigned and is now closer to Wisdom of the Balanced Blade than detect magic in its function - it analyses unfamiliar magical effects in the same way Wisdom of the Balanced Blade analyses curses. It no longer provides any information about magic items or curses.

- Hand of the Maker is now magnitude 8, but it has some additional functionality - it may also reveal information about the crafter, or the circumstances of an items crafting, in a similar manner to Skein of Years.

- Wisdom of the Balanced Blade has remained largely unchanged - apart from to clarify in a bit more depth what it uncovers. There is now no cross-over in information gained with Bright Lantern of Ophis.

- Skein of Years has been tweaked slightly, and is unlikely to provide information about the creation of an item. It also explicitly no longer works on unribboned items, or items that do not have a Profound Decisions ID number.

- Reading the Weave has been retired. As part of a move to make the divination spells more distinct, the effect of Reading the Weave has now been transferred to Ties that Bind.

- A new ritual Hakima's Glass has been created to replace Reading the Weave. This is a magnitude 2 ritual that duplicates the effect of detect magic. It's primary use is that it can be cast at a higher magnitude in order to over come shrouds or obscuring effects. The conceit is that the ritual has always been in Imperial Lore, but previously it has been rarely mastered. The increased number of magical shrouds in the world has lead to a mild resurgence of interest in its effects.

- The rituals Eyes of the Soul's Past and Secrets of the Soul's Desires have also been significantly modified. These rituals are not in Imperial Lore, but if you have mastered one of these rituals you should be able to see the changes on your character screen. If there are any queries, please email us.

You can learn a bit more about the reasoning for the changes here.

Authority

- Updated 15/05/2017 (superseded 12/02/2018)

We have updated the explanation of the powers of an ambassador - to try to make clear that they only need an agreement to be ratified by the Senate if it requires a change to Imperial law (such as a new commission or a declaration of peace). An ambassador does not need to get every agreement they make ratified by the Senate.

Wayfarer's Pyx

- Updated 08/05/2017

We corrected the error that had left Wayfarer's Pyx as a two month, no materials item rather than a 10 dragonbone item as is intended.

Insight

- Updated 05/05/2017

We have added the response "ghost" to the species information available through quick insight.

Trods

- Updated 30/04/2017

We've made a few updates to the Trod and The Dance of Navarr and Thorn pages to clarify the use of trods by non-Navarr, as well as to underline the fact that trods are very rarely straight lines.

Crossbows

- Updated 29/04/2017

We have updated the rules for crossbows to make clear that you cannot load a crossbow with more than one bolt at once in Empire - regardless of construction. A crossbow with more than one track is acceptable as a minimum phys-rep provided that you do not load more than one bolt at once.

Bows and crossbows are powerful weapons in Empire - the rules balance the difficulty of using them - they are not play-balanced for situations involving a crossbow with two bolts or more loaded at once. We also want to encourage authentic looking crossbows with a single stock as these suit the look and feel of the game best.

Pyrotechnics

- Updated 16/04/2017

We are no longer legally allowed to let players bring their own pyrotechnics to the event. Previously it was possible to do this with prior permission from Profound Decisions - but changes in the law mean that it is no longer possible.

Private Auction

- Updated 15/04/2017

We have stopped the Bourse private auction for the time being. We are diverting the plot resources that used to be allocated to the auction into other fields plots as we believe we can create more plot this way. This wind of fortune update has more details about the changes and the reasoning and gives the official IC reason for it.

Spy Network

- Updated 15/04/2017

We have modified the rules for a spy network. The details of the update are cover on the rules update 2017 that explains the reason for the change.

Extra Targets

- Updated 07/04/2017

Following feedback, we've adjusted the extra target options on Tenacity of Jotra, Strength of the Bull, Swan's Cruel Wing, Hammer of Thunder, Swift Leaping Hare, and Horizon's Razor Edge so that there is still an incentive to enchant multiple targets at the same time.

Ritual Changes

- Updated 05/04/2017

We have updated a number of rituals, especially those which were personal enchantments. Several magnitudes have increased or lowered. In addition a number of rituals have had their effects changed either because they were no longer appropriate due to other rules changes, or to better reflect their intended purposes. Specific rituals that have changed include:

- Any enchantment that had a "day" duration has been changed to "season" duration.

- We are beginning to phase out "coven" rituals, replacing them with specific enchantments.

Specific rituals we have modified include:

- Unending Cascade of Blood's Fire and Brazen Claws of the Lictor have changed entirely. We are experimenting with a new approach to these rituals, allowing the special ability they provide to be replenished under certain circumstances.

- Whispering Shadow Courtiers has been updated to reflect its new use as a method for communicating with the Whisper Gallery.

- Hearthfire Circle has changed from a coven-targetting ritual to a ritual that provides significant healing to a single target.

- Devastating Scythe of Anguish and Loss has been changed entirely to reflect the fact that we are not continuing with MASS SHATTER.

- Ravenous Tongue of Entropy now provides the ability to perform three specific destructive spells (shatter, paralysis, and weakness).

- Unbreakable Spirit, Unbreakable Blades now provides the ability to repair any one shattered item rather than a specific named item.

- Ambassadorial Gatekeeper has lost the requirement that it can only be used on a member of the coven's band - it can now target any character.

- The functionality of Kimus' Glaring Eye has been significantly changed.

It is worth checking any ritual you have mastered to see if it has changed. If one of your rituals has been altered, you can e-mail [admin@profounddecisions.co.uk] to have it changed.

The Ebb and Flow of Battle

- Updated 02/04/2017

We have removed this ritual. In practice it proved impossible to provide any actual useful information in response to this spell.

Thought Becomes Action

- Updated 02/04/2017

We have removed this ritual. The ability to swift-cast any regular spell was incompatible with the recent changes to spellcasting.

Braying Horns of War

- Updated 02/04/2017

We have removed this ritual. Its functionality duplicates the Mercenary Banner, and we determined that adding significant restrictions to the ritual to make it work in the same way was not ideal.

Execute

- Updated 01/04/2017

There were some problems with players knowing if their characters had been executed or not, especially while wearing orc masks. We have changed the rules so that if you are executing someone, you must call "EXECUTE" at the end of the five seconds of appropriate roleplaying.

Playing Possum

- Updated 01/04/2017

We have made it explicit that pretending to be dead or dying is a use of the disguise skill.

Cleave and Impale

- Updated 01/04/2017

We made the effects of suffering a cleave or impale to the arm or leg more explicit.

Unstoppable

- Updated 1/04/2017

We've clarified how the ability to use the unstoppable skill interacts with the paralysis effect. Paralysis precludes the use of unstoppable.

Army Strength

- Updated 31/03/2017

We have changed the definition of "fighting force" where it represents the strength of a campaign army. The previous model did not support the campaign fiction, so we have explicitly moved to a model where one fighting strength represents one trained soldier,

Ritual Staff Phys Reps

- Updated 30/03/2017

We have clarified the rules with regard to ritual staff magic item phys reps. It must be a phys-rep of a staff at least 42" long and no more than 84" long. It does not need to be a weapon-safe implement.

Losing a Caterer

- Updated 30/03/2017

It is with great sadness that we have removed Appleby Coffee from our list of caterers for the event. Nicky and his coffees have been a fantastic part of our event since he stated attending and we have enjoyed working with him. We are gutted that he is no longer trading. We will be looking for a new stand to replace his service.

Losing a Bourse Seat

- Updated 30/03/2017

We have updated the procedures for characters who lose an Imperial Bourse seat. There is an explanation for this in the latest rules update.

Declaration of Sorcery

- Updated 30/03/2017

We have updated the declaration of sorcery to allow it to be used to name more than one individual at a time. This change means that players don't waste time and mana raising multiple declarations against groups of characters for the same offense.

Miracles

- Updated 26/03/2017

We've edited the description of the miracles sign of the paragon or exemplar to make clear that some exemplars have also shown this sign.

Conclave Review

- Updated 24/03/2017

We have made significant changes to the Conclave. The changes are covered in more detail in the rules update.

Icons and Musical Instruments

- Updated 23/03/2017

We have changed all the musical instruments that allowed a priest to use religious skills as if they were dedicated to a different virtue into Icons.

Physrepping religious items

- Updated 22/03/17

We updated the minim phys rep requirements for musical instruments and icons to underline that they must be a phys rep of a musical instument or icon, must be wielded in at least one hand, and must be used by the character bonded to them.

Religious Items

- Updated 19/03/2017

We've completed work on religious magic items. There have been signifiant changes to vestments, regalia and reliquaries (almost a complete redesign of these categories), and we've introduced seven new musical instruments.

Recovery magic items

- Updated 19/03/2017

We've done a final pass on the magic items that mimicked or affected relentless and unstoppable. The majority of these items were armour or mage-armour, and included some significant changes to Gryphonsoul Aegis. The costs of several items were modified.

Election eligibility

- Updated 15/03/2017

We updated the page Imperial elections to expand the eligibility to vote in restricted elections to any title. The requirement that you not have been eligible to vote in a different election for a senator is explicitly expanded to include cardinals and grandmasters.

Dawn Look and Feel

- Updated 07/03/2017

We removed the word "heavy" from the armour section of the Dawnish Look and Feel page.

Mercenary Banner

- Updated 04/03/2017

We have amended the rules for the Mercenary Banner to try to ensure that they do not upset the out-of-character play-balance of the battles. There is a long explanation of the reasoning behind the update on the rules update page.

Maggot's Talon

- Updated 01/03/2017

We've removed the Maggot's Talon item from the game.

Staff of the Magi

- Updated 08/02/2017

We have significantly changed the Staff of the Magi. it is now a ritual staff, meaning any magician can bond to it without needing the battle mage skill. It also has significantly altered functionality.

Magic Standards

- Updated 06/02/2017

Magic standards have been redefined as a type of talisman with stringent phys-rep requirements. As a consequence, we've retired all existing magical standards (except the Banner of the Bold) as they were obsolete, and added eight new magic standards.

Catering

- Updated 6/2/2017

We have added menus for Goldbird Bistro and Beats and Bass pizza place to the wiki.

Magic Two-Handed Weapons

- Updated 30/01/2017 and 4/12/2016

With two-handed weapons now using mortal blows rather than shattering weapons, we've made some changes to some two-handed weapons

- The Woodcutter's Axe is no longer a two-month item but an expensive two-handed weapon that allows one to spend hero points to call SHATTER.

- The Butcher's Cleaver is now a two-month item that allows the wielder to spend hero points to call IMPALE.

- The Reaving Mattock and Landsknecht's_Zweihänder have had their costs adjusted, and allow the wielder to call IMPALE rather than SHATTER.

- The Trollhammer has had its cost increased, but the sympathetic quality of the paralysis has been removed.

We are also considering the addition of a number of new two-handed weapons.

Cuckoo's Egg

- Updated 29/01/2017

This ritual does not work on Imperial citizens. This change is intended to prevent the ritual being used as a way to take additional players through the Sentinel gate to participate in a battle.

Large army disbanding

- Updated 18/01/2016

We have restored the information that large armies and navies disband when they fall to 1,500 fighting strength. This information was removed by mistake during recent work on the military pages.

Catering

- Updated 17/1/2017

We have updated the list of caterers on the event details page, adding some details of all the caterers we have booked for the coming year.

Philtres

- Updated 13/1/2017

We have switched a number of common potions that are often used in battle to being philtres. You can learn more about this change in the rules update.

Philtre of Heavenly Lore

- Updated 05/01/2017

The Philtre of Heavenly Lore has been increased from 5 points of personal mana restoration to 6 points of personal mana resorattion.

Implement Changes

- Updated 12/12/2016

The wands Acolyte's Mercy, Runesmith's Gavel, Swanfeather Schema, and Mazzarine Spindle; the rod Forlorn Hope; and the staffs Staff of Power, Staff of Life, and Staff of Imperial Mastery have all been updated to make explicit that they allow the wielder to swift cast the appropriate spell, as long as they are prepared to spend the additional mana to do so.

We have also updated several items effected by the changes to spellcasting including the Bloodsilver Spike, the Blood-dimming Tide, the Witches' Hammer, an the Radiant Torrent.

We also updated some of the arcane weapons - specifically the Children of Thunder and Binding Threads to make clear that they cannot be used while wearing armour.

Heroic Skills

- Updated 10/12/2016

We have effectively merged the Second Wind and Unstoppable skills to create a new unstoppable skill. The new skill allows a hero point to be spent along with appropriate roleplaying to recover three hits, but can also be used immediately a character drops to 0 hits. Instead of dying, the character receives a surge of stamina that restore their fighting spirit. It is also possible to use this ability while effected by VENOM - we have removed that restriction. You can learn more about this change in the rules update

In the process, we have removed the old second wind skill and replaced it with the new relentless skill which allows a character to restore a crippled limb with five seconds of uninterrupted roleplaying and a hero point. You can read more about this change in the here.

Finally, we have placed requirements on unstoppable, stay with me, and get it together than require them to involve at least five seconds of appropriate roleplaying that is not interrupted.

Obviously, these changes will require several magic items to change.

Natural Resupply

- Updated 10/12/2016

We have amended how armies receive natural resupply. An army must be taking a defending order to be eligible for natural resupply - they cannot receive natural resupply and capture territory at the same time, for example.

IC Tents

- Updated 10/12/2016

We have updated the rules so that you cannot enter an IC tent that has been sealed, unless you have a ref present and there are clearly people inside roleplaying. You can read more about this change in the rules update.

Artisan's Oil

- Updated 10/12/2016

In keeping with our changes to the use of herbs and regular spellcasting, the time to use Artisan's Oil has increased to 30 seconds of appropriate roleplaying from 10 seconds, and can now be interrupted if the user or the target are involved in combat.

Physick and Apothecary

- Updated 10/12/2016

We have made several changes to the way a Physick uses a herb to heal someone. All use of herbs now takes 30 seconds of appropriate roleplaying, and is interrupted if the patient or the physik is hit or makes an attack. If herb use is interrupted, the herb is not lost but the roleplaying to apply the herb must begin again. This change has meant that a character is always considered to be using the chirurgeon skill when applying True Vervain - meaning it can now always be used to restore a character who is dying.

We have also reduced the power of the Elixir Vitae. The potion now restores only 3 hits rather than restoring the person who drinks it to full hits. We have also adjusted the recipe for the Sovereign Specific: this potion still restores all lost hits, but the potion now requires an extra two drams of true vervain to prepare.

This is part of the wider changes to healing. You can read more about this change in the rules update.

Spellcasting

- Updated 10/12/2016

We have changed the time required to cast a regular spell to 30 seconds of appropriate roleplaying, up from from 10 seconds. At the same time we have added the ability to swift cast any regular spell by spending an additional mana, allowing the spell to be cast as if it were an offensive spell.

As a consequence, we have removed the swift heal and purge spells, and rolled their functionality into heal and purify respectively. Several magic items will change as a consequence..

Finally ,we made a small change to the create bond spell, specifically with regard to breaking bonds - meaning that it is not feasible to use a swift cast create bond spell to strip a target of the ability to use their magic items.

Paralyse, Entangle, and Repel

- Updated 10/12/2016

We have changed how the paralyse, repel, and entangle effects work. Repel and entangle join strikedown as calls that still have their special effect if they are blocked with a shield or parried with a weapon.

Conversely, we have changed paralyse so it can explicitly be blocked with a shield or parried with a weapon, but now has full effect if it strikes heavy armour.

Hero points

- Updated 10/12/2016

We have changed the way hero points are bought, and a slight change to how they work. The basic skill is now called hero, costs 2 character points, and provides 2 hero points and the ability to spend them to over come roleplaying effects. We have also added a new skill Extra Hero Points that costs 1 character point, can be bought multiple times (at an increasing cost each time it is purchased), and provides 1 additional hero point each time it is bought. You can learn more about the thinking behind these changes in the rules update.

Empower, Shatter and Extra Mana

- Updated 10/12/2016

We have reduced the mana required to perform the empower spell from 2 to 1. We have also added the new shatter spell - a 2 mana spell that allows a magician to call SHATTER with their implement. This will also involve some changes to magic items. In addition, the extra mana skill now provides 2 extra personal mana each time it is bought, up from 1. You can read more about these changes to spellcasting in the rules update.

Shattering Blow and Mortal Blow

- Updated 10/12/2016

We have removed the shattering blow skill and replaced it with the mortal blow skill. This skill allows a great weapon to be used to make IMPALE calls. A number of magic items and rituals will change as a consequence; we are working through those changes but final transition may take some time. You can read more about this change in the rules update.

As part of these changes, the one-handed weapon Sundering Axe has been removed from the game.

Imperial treasury

- New Page 10/12/2016

We have added a page that explicitly states how the Imperial treasury works - including what happens if the Empire is in debt. This information has been in play for a while, but has never made it on to the wiki.

Magical Ritual Masks

- Updated 08/12/2016 and 10/12/2016

Several ritual masks have had their costs and/or effects altered. Some such as the Mask of the Mountebank have seen significant changes to their effects beyond merely adding additional ranks to ritual lore for performing certain rituals. The masks which have been effected include:

- Mask of the Mountebank - no longer aids Masque of the Blinded Weaver. It provides a 2 rank bonus to perform the Twilight Masquerade, and allows the wearer to substitute iridescent gloaming for crystal mana up to the normal (enhanced) limit of mana they can contribute to the ritual.

- Strigine Mask - no longer aids Reading the Weave or Piercing Light of Revelation, and now provides a 2 rank bonus to Eyes of the Sun and Moon and The Eye of the High Places.

- Straw Mask and Mercantilist's Mask - now empower additional rituals, and have had the materials required to make them adjusted (sometimes cheaper, sometimes more expensive).

- Corsair's Bloody Mask - has had its cost adjusted but otherwise unchanged

- Mask of Gold and Lead - has materials adjusted, and additional powers added.

Abraxus Stone

- Updated 08/12/2016

We have updated the Abraxus Stone magic item to provide protection from the effects of the vallorn miasma. Not only is a character wearing one of these talismans not subject to the deleterious effects of exposure to the miasma, they will not contract green lung, nor will you become a vallornspawn husk if they die while wearing this talisman. All other abilities associated with the vallorn, including other area of effect powers of vallorn creatures, work on them normally.

Magic Item Changes

- Updated 30/11/2016 and 10/12/2016

Several items have had the bonus they provide, or their number of uses per day, adjusted. In most cases this has been coupled with a change to the materials required to make them.

- Several items can now be used additional times each day. They include: Bloodwoven Braid, Amberglass Chain, Death's Door, Enfeebling Echo, Caress of Arhallogen;

- Several items that provided a bonus to personal mana have had that bonus increased: Neophyte's Aid, Twilight Pauldrons, Ashen Mantle

- Several items allowed the wielder to make two attacks when they cast an offensive spell. Since we changed offensive spells, those items have become a lot less useful. As a consequence, we have changed them to let the wielder simply cast a spell a certain number of times each day as if they knew it without spending mana. The following items have been adjusted so far: Tumultuous Gyre, Ethereal Manacle

- Several items that allowed an effect to be created with hero point expenditure have had their time to use modified. The following items have been changed: Blacksmith's Wage, Jack of Irons, Splint Mail

- The Sceptre of the Necropolis has had it's 1/day limitation removed.

- The Thresher's Cudgel is no longer a once/day item but allows mage implements to be shattered with hero point expenditure

- The Blood-dimming Tide allows the wielder to cast the heal spell

- The Glamourweave Robe now allows a magician who know the empower spell to cast it four times each day without spending mana

As part of the change, a number of implements have had their wording tweaked such that they no longer require their wielder to know the spell in question.

Magic Item Materials

- Updated 3011/2016

We have begun an overhaul of our magic items. The first stage involves adjusting the costs to make a significant number of magic items cheaper, especially those that allow two or more uses of a power, or provide two ranks of a bonus. A number of other items have also changed because we have removed the cost-breaks initially provided to items that needed more than one magical material to make. The following items have had the materials required to make them changed in the first pass, but have otherwise stayed the same.

- Daggers: Scorpion's Sting

- One-handed Weapons: Triumphant Blade, Thundering Mace, Vorpal Sword, Shieldbreaker

- One-handed Spears: Ironbrand Thorn, Bloodsteel Barb, Terunael Warlord

- Two-handed Weapons: Giant's Maul, Dawn's Glory, Captain's Command, Trollslayer's Crescent

- Pole-Arms: Butcher's Bill, Bolstering Bill, Warden's Bardiche,Magistrate's Grasp, Fell Iron Fury, Bullroarer's Shout, Barbed Spear

- Bows and Crossbows: Oathkeeper, Wayfinder

- Light Armour: Winter's Breath, Runemark Shirt, Ivory Aketon, Spiritskin Coat

- Medium Armour: Mithril Shirt, Boarskin Vest, Runemail, Wardensweave Scale, Tombsteel Guardian

- Heavy Armour: Knightly Redoubt, Goldenfire Scale, Winterborn Warmail, Runeplate

- Wands: Altruist's Recompense, Witchwood Wand, Seer's Probe, Redsteel Chisel, Boneweaver, Woundbinder

- Rods: Windreaping Sickle, Whelpmaster's Fang, Quiet Word, Stormweaver, Roaring Chimera Rod

- Staves: Shadowbound Donjon, Suzerain's Command

- Arcane Weapons: Arms of the Warwitch, Trodwalker's Readiness

- Paired Weapons: Brother Blades, Earthquake Drummers, Bear Claws

- Mage Armour: Sunfire Pectoral, Bloodfeather Harness, Mountainfall Bracers, Battlesmith's Panoply. Splintering Gorget, Wyvernsting Spaulders

- Mage Robes: Shimmergold Coat, Opaline Coat, Robe of Blood and Bone, Alabaster Cerement

- Shields: Champion's Bastion, Oakheart Shield, Stormguard Bulwark

- Jewellery: Shackle of the Unvirtuous, Alderman's Edge, Greensteel Bracelets, Troubadour's Ring, Circlet of Command, Abraxus Stone, Pauper's Key

- Foci: Ring of Adversity, Ring of Triumph, Atun's Ring

- Ritual Staves Choleric Staff, Enigmatic Staff, Luminous Staff, Melancholic Staff, Phlegmatic Staff, Sanguine Staff

- Tools: Phial of the Sun, Lodestone Shears

- Paraphernalia: Amberglass Orb, Burnished Orb, Greensteel Orb, Radiant Orb, Twilight Orb, Vitriolic Orb, Dragonbone Orb, Orator's Chalice, Cartographer's Eye, Web of Celestial Attunement, The Green World, The Fields of Glory, The Iron Labyrinth, The Barren Land, The Empty Horizon, The Flickering Flame, The Eternal Gambit. The Syphon of Stars

Fortifications

- Updated 26/10/2016

Fortifications always occupy a specific region. A given region may have only one fortification in it, regardless of whether that fortification is mundane in nature or summoned with a ritual such as Frozen Citadel of Cathan Canae.

Castellan

- Updated 23/10/2016

We made some minor edits to the entry for Castellan, favoured agent of the eternal Barien, primarily to make the confusion about her precise status (eternal or herald) a little more explicit.

Amend Quartermaster General

- Updated 08/10/2016

Following the decision of the Senate, the Quartermaster General of the Imperial Armies has been amended with the power to apportion the Imperial Guerdon. Furthermore, the method of appointing the Quartermaster General has changed - it is now a majority decision of the Military Council, rather than an appointment by the Imperial Senate from a shortlist provided by the Generals. The sections relating to the Imperial Guerdon on the military unit and fleet pages have been updated to reflect this change.

Further Funerary Details in the League

- Updated 08/10/2016

Some contradictions between customs surrounding funerals and customs surrounding rings have been smoothed out. Most League citizens are cremated - only the most wealthy can afford to purchase, build, and maintain a tomb.

Clarification to Polearm use

- Updated 31/08/2016

We have made explicit that it is not legal to use a spear or similar polearm by "snooker-cuing" - sliding the pole-arm back and forth through your hands so that your hands meet. If you are using polearm, your hands must remain 18 inches apart on the haft of the weapon. The rules have not changed, but we wish to make clear that this is not acceptable under the existing rules.

Changes to Varushkan Elections

- Updated 24/07/2016

We have subtly but significantly altered the mechanism by which Varushka elects their senators. You can read the reasoning for the change and the IC explanation on the rules update page.

Insufficient Army Support

- Updated 23/07/2016

We have laid out the rules for what happens if an Imperial nation has more armies and navies that it can support. Details of what happens are here.

Exommunication and Orcs

- Updated 20/07/2016

We have slightly amended excommunication to remove a contradiction with the orcs page. Excommunication does not work on orcs at all.

Liao and Anointing

- Updated 18/7/2016

We are going to switch to using cards for liao rather than PD provided phys-reps. Although the little PD provided bottles are great, there are significant issues in using them for self-reffing activities like performing a ceremony. We had planned to get round some of these problems using anointing oil cards for anointing but in the final analysis this half-way house solution proved ineffective. As a result we have abandoned this approach and are instead moving foward our plans to switch liao to cards taking effect immediately at the next event.

We have added a more detailed explanation for the change - and how it will be implemented to the rules update page.

Dragonbone Symbol, Banner of the Bold

- Updated 16/07/2016

With the change to hallow, the power of the Dragonbone Symbol item was invalidated. Consequently, we have changed it to allow a character who is dedicated or anointed to recover hero points once each day by engaging in appropriate roleplaying in an appropriate consecration area.

These same changes meant that the Banner of the Bold was now significantly more potent than when it was originally designed, in comparison to hallow. Consequently, we expanded its power to allow the bearer - and only the bearer - to overcome any roleplaying effect, as well as providing them with an additional hero point. Going forward, our intention is to change all magical standards such that they are of use to the bearer who is bonded to them, rather than to a band of warriors.

Aura enchantments

- Updated 16/07/2016

Several rituals have been changed in response to the changes to the religion rules, clarifying their function as auras as well as enchantments.

- The Chamber of Delights, Solace of Chimes, and The Chamber of Pallas have all be updated. They are now magnitude 8 rituals that create location auras. The locations can be used as a source of spiritual strength to over come roleplaying effects, and it is possible for magicians who relax in these areas to recover personal mana. Their interaction with religious skills has also been brought into line with the goals of our religion update.

- The Conspirator's Cloak and Freedom of the Soul have been updated. They are now personal auras that explicitly provide a source of spiritual strength to overcome certain roleplaying effects. Their interaction with religious skills has also been brought into line with the goals of our religion update.

- Unfettered Anarchy has been clarified to explain how the inability to overcome roleplaying effects works, and its relationship with Crystal Clarity of the Rational Soul.

- Dreamscape of the Endless Hunt has had a line added noting that it also prevents recovery of hero points with effects such as a Dragonbone Symbol or a relaxing in a magical chamber.

- Crystal Clarity of the Rational Soul has also been updated slightly, to clarify its relationship with roleplaying effects and remove unneccessary references to auras.

Wayfarer's Pyx and Dragonbone Reliquary

- Updated 16/07/2016

As a consequence of the change to the way sects and hallows work, we have altered the properties of the Wayfarer's Pyx, and retired the Dragonbone Reliquary. The Wayfarer's Pyx now provides a small bonus to the strength of a ceremony performed by a sect.

As a consequence, every artisan who knew how to make a Dragonbone Reliquary now has the recipe for Wayfarer's Pyx. A character who knew how to make both items will have an empty slot which they can fill by e-mailing admin@profounddecisions.co.uk.

Religious Skills and Virtue Auras

- Updated 16/07/2016

Religious Skill

Dedication
†

Anointing

Consecration

Exorcism

Excommunication

Hallow

Insight

Testimony

† Dedication is a prerequisite for all other religious skills.

As part of a large scale review of religious skills and how they are used we have extensively expanded this area of the rules. We've created new pages for each of the priest skills that talk in detail about how they are used and what they do, as well as collecting together and clarifying information from several different locations. In addition, we've changed the function of sect, allowing them to support characters from the same nation who have different dedications rather than to empower the strength of ceremonies.

In addition we have overhauled and made extensive edits to the auras that characters can create with these religious skills. We also edited several items (including Dragonbone Symbol, and Banner of the Bold), as well as a number of rituals (including The Chamber of Delights, The Chamber of Pallas, The Solace of Chimes, The Conspirator's Cloak, and Freedom of the Soul). For the most part these were items and rituals that no longer worked under the new rules or whose properties were inconsistent.

We have also changed the way sects work (again); a sect allows a group of people dedicated to different virtues to cooperate on a ceremony, as long as they have the skill and belong to the same nation.

We have added a lengthy entry to the 2016 rules update to summarize the underlying ethos behind the change. Players who want to change some of their skills in response to this update should e-mail admin.profounddecisions.co.uk.

Foraging

- Updated 16/07/2016

We've reduced the casualties inflicted and ability to capture territory of an army with the Foraging quality using the Plunder order. The fact this order used to have no downside, and that it potentially generates considerable wealth, meant that it was simply too potent.

Ilium and Religious Skills

- Updated 14/07/2016

We've tidied up the section on roleplaying effects to clarify how permanent auras interact with religious skills, and to remove reference to using exorcism to remove roleplaying effects from rituals.

Ritual Potions

- Updated 23/06/2016

In addition to adding six new potions, we've made the six existing Realm Lore boosting potions tonics. Even though they last only ten minutes, they should not stack with other potions that provide boosts to Realm Lore.

Mastery

- Updated 23/06/2016

We have implemented a new rule to allow ritualists to change a single ritual they have mastered for another ritual chosen from Imperial Lore, after each event they attend. We have added a summary of the changes to the 2016 rules update page.

Performing Rituals

- Updated 23/06/2016

We have changed the rules on how much mana a magician may contribute to a ritual. We have added a summary of the changes to the 2016 rules update page. We are in the process of updating other entries on the wiki for rituals, items, and potions to reflect the new rules.

Enchanted fortifications

- Updated 23/06/2016

The three enchantments in Imperial lore that create magical fortifications - Frozen Citadel of Cathan Canae, Forge the Wooden Fastness, and Dripping Echoes of the Fen - have all had their magnitude increase to 80 from 64. When these rituals were initially designed fortifications were less effective tools; solidifying the rules on how fortifications work has made these rituals significantly more effective, so the cost has been increased accordingly.

Any similar ritual enchantment that is not currently in Imperial lore will likewise require a higher magnitude to cast going forward - if you have a source for such a ritual you should contact empire.refs@profounddecisions.co.uk.

Update to The Throne

- Updated 23/06/2016

The powers of The Throne have been clarified and amended. We have added a summary of the changes to the 2016 rules update page.

Great Works

- Updated 09/09/2016

Liao removed from top row of great works, was included in error.

Changes to Arrows for 2017

- Updated 25/05/2016

As the incidence of Archery related injuries is still too high at PD events, we will be making changes to the types of arrows (and bolts) allowed at events from 2017 onwards. Arrows that are currently legal will remain legal at all PD events in 2016. These changes will come into effect from the first PD event next year.

Colleges of Magic and Arcane Projections

- Updated 23/05/2016

We have amended the powers of College of Magic, Dean of the Lyceum, and Provost of the Halls of Knowledge to remove the ability to create a free arcane projection.

Commission Rules Updated

- Updated 23/05/2016

We have amended the rules for implementing a commission described on the wiki to reflect the actual rules we are using in practice. This means that any player can email PD to provide materials for a commission, you do not need to pass them to the player of the senator who raised the motion to have them email us.

Battle Conjunction Rules Updated

- Updated 23/05/2016

We have amended the rule change for nations on battles using the Sentinel Gate. The new amendment makes the options for the battle as flexible as humanly possible - preserving as many IC choices as are fun - while preserving the goal of having roughly equal forces on both battles.

IC Camp layout

- Updated 23/05/2016

We have updated the wiki with the layout of the camps at Anvil for the next event.

Shroud of Mist and Shadow

- Updated 27/04/2016

After much discussion we have reverted the change to Shroud of Mist and Shadow. Our initial change was necessitated because of the way a military unit works in downtime. Rather than expand the remit of Shroud - which was a little unsatisfying - we've agreed to look at changing the way a military unit operates on our system to allow for a bonus only to campaign army support and paid work.

Gnawing, Endless Hunger

- Updated from 20/04/2016

We have updated Gnawing, Endless Hunger to make explicit the interaction between this curse and the herbal poisons created by the Assassin's Gate and the Winter Moon.

Frozen Citadel of Cathan Canae

- Updated 19/4/2016

Targeting restrictions corrected.

Corsets

- Updated 18/4/2016

We have rewritten the tone of the page on corsets to remove editorial elements and focus on the facts and suggestions that are relevant for the Empire setting.

Military Unit and Fleet Enchantments

- Updated 16/04/2016

We've streamlined some of the ritual enchantments that target fleets and resources. Clad in Golden Raiment, Clarion Call of Ivory and Dust, Raise the Standard of War works specifically when supporting campaign armies. Shroud of Mist and Shadow now explicitly adds its bonus when the target military unit is supporting a spy network.

We are also discussing changing Conclave of Trees and Shadow to receive its enhancement when supporting a spy network rather than when performing paid work.

Labyrinth's Gate

- Updated 14/04/2016

We have corrected the page on Labyrinth's Gate so that the description matches the item's cost.

Upgrading Fortifications

- Updated 04/04/2016

We have updated the pages on improving a fortification in line with the changes we made to the price for a basic fortification.

Accessibility

- Updated 17/3/2016

We have updated the pages on assistance, Dadford Road Campsite and the Winter Solstice 2016 to include a section for players with disability or mobility needs.

The Three Refrains

- Updated 17/3/2016

We have reformulated our former team of national bards to create a new bardic sodality - The Three Refrains. Members of the sodality are tasked with bringing performance of all kind to Empire, music, plays, dance, songs, poems, just as the bards before them did. However they now have a new remit - to help players poke the plot and bits of the setting they are interested in. If you're following up a piece of lore, looking to find out what happened to something, seeking out a mystery or anything of that kind - then The Three Refrains may be able to help you.

Site Details

- Updated 16/3/2016

We have added a page to explain how our mules will operate on site to enable players get help quickly.

Event Details

- Updated 15/3/16

We have updated the wiki with more details for Dadford Road Campsite as well as the IC field layout for Winter Solstice 2016.

Boxes

- Updated 13/3/16

We have clarified the rules on stealing items from locked boxes and chains in Empire. These things are considered to be made of weirwood, mithril and similar resources and to have been strengthened magically to the point where they are virtually unbreakable. This means that you must have the key or another mundane way to open the lock if you are to access any of the contents. A full description of the update along with an explanation for the clarification has been added to the rules update page for 2016.

Conjunctions

- Updated 13/3/16

We have made a significant update to the way major conjunctions work in Empire. This will affect the way the Military Council pick the battles they wish to fight and crucially who can fight together on them. A full description of the update along with an explanation for the change has been added to the rules update page for 2016.

Like Water Through Your Fingers

- Updated 10/3/16

We have removed the erroneous reference to campaign resources and imperial titles from the effect of this curse.

Shatter

- Updated 10/3/16

We have clarified that you cannot use a spear, pole-arm, or quarter-staff with the Shattering Blow skill. You can learn more about this change here.

Shrouds

- Update 10/03/2016

We have changed Drawing the Penumbral Veil, Incantation's Mystic Mask, Masque of the Blinded Weaver, and Secrets for the Shadow Courier from being enchantments or a curses to being shrouds. This fits their intended purpose more closely. The only difference is that they count as neither enchantments nor curses.

Freeborn Matrilineality

- Update 3/3/2016

We have updated the Freeborn brief to make clear that men and women who join the nation (instead of being born into it) would not formally take a tribal name. Men or women who marry into a Freeborn family (or are adopted) are encouraged to use the family name, but any progeny always take the tribal name that their mother was born with. We have made this change to preserve the essential idea that Freeborn society is matrilineal - because it traces a line back to the three founders - but keep the experience of playing a character who joins the Freeborn nation as free of gender bias as is possible.

Broken Shore Bounty and Privateering

- Update 1/3/2016

Following feedback from several players and crew we have changed the piracy action to be privateering as that best reflects what is actually happening. We have also updated the Broken Shore Bounty in parallel with this, clarifying the allocation process of the seat and the benefits of committing privateering in the Bay of Catazar.

Barbarians

- Update 1/3/2016

We have updated the page on monstering at Empire events, including a new emphasis on players having the chance to play elite barbarian units on the battlefield. This is an idea we have been developing over winter to improve the battles for people playing and volunteering them. We have also substantially updated the Grendel pages and will hopefully update the Jotun pages at the end of the week.

Elections in Absentia

- Update 25/02/2016

We have clarified that it is perfectly legal to elect a citizen to a position in absentia. You must be present to vote - but you don't have to be present to be elected!

Artisan's Oil

- Update 15/02/2016

From 2016 onwards, artisans can expend one month of downtime and 1 crown to make three doses of Artisan's Oil.

Ties that Bind

- Update 03/02/16

The ritual Ties that Bind has been updated to remove the requirement for the target to be a contributor; we also clarified some of the information the ritual may provide. This should improve the utility of the ritual, especially in terms of locating stolen items.

Before the Throne of Estavus

- Update 03/02/16

The ritual Before the Throne of Estavus has been adjusted to reduce the basic magnitude, but remove the ability to trade any amount of material with the eternal. The ritual now has a base magnitude of 4 (down from 6), but this allows only one lot of ingots to be transferred. Every additional group of five ingots now increases the magnitude of the ritual by 2.

Fortifications

- Update 03/02/16

Due to an oversight, we forgot to apply the standard 2 crowns per wain labour cost to the emergency repair of a fortification. We have corrected this oversight and brought it into line with the resupply of armies and navies..

Rituals that cause MASS effects

- Updates 03/02/16

We have changed how rituals that create a MASS call work (Fetid Breath of Teeming Plague, Howling Despite of the Yawning Maw, Inescapable Chains of Bitter Glass, Revelatory Light of the Empyrean SpheresThe Grave's Treacherous Edge, and Thundering Roar of the Lion-bound Horn).

Rather than imbuing an implement, the rituals now create an enchantment on one of the contributors, and the option for additional uses has been altered to additional targets to reflect this. In addition, we have removed the fifteen minute restriction on their use, allowing covens to perform the ritual in a safe location, or drawing on the power of the Imperial regio, to be unleashed at a later date.

Several of the rituals have also had roleplaying effects added. We have removed the ability to reduce the magnitues of the MASS VENOM and MASS WEAKNESS rituals, replacing them with the ability to substitute beggar's lye for crystal mana common to the other MASS effects.

We also removed the sympathetic element from several of these rituals, and clarified the "backlash" of Revalatory Light, as well as making it clear that the character making the call must be capable of casting spells (so, they cannot be wearing armour for example).

There is still some minor tweaking going on in relationship to some of the options the rituals provide with regard to including materials to empower the ritual.

The only ritual that has not been edited at this time is Devastating Scythe of Anguish and Loss; we are still reviewing the changes we plan to make to this ritual.

Appointment of Senators

- Updates 02/02/16

We've added short sections in out-of-character language to the League, Highguard, Marcher, and Urizen pages to make explicit how votes are calculated. Of particular note is that we think the votes for the Urizen elections have previously been calculated incorrectly, and the new section should make it clear how they will be calculated from here on in.

Senate Announcement

- Updated 29/1/16

We have updated the guidelines for raising a senate announcement to emphasize that the title-holder must present the civil service with the equivalent of a senate motion paper, summarizing their plans. We have made this change to make it possible for our crew to track and record senate announcements, which is almost impossible when announcements are verbal only.

Pakaanan's Iron Shutters

- Updated 27/1/16

We have clarified the use of Pakaanan's Iron Shutters ritual to close the portal at the back of the Hall of the Worlds, and explained what happens if someone is in transit when the ritual is performed.

Shatter

- Updated 15/1/16

We have increased the minimum weapon length required to use the shattering blow skill from 42" to 48". You can learn more about this change here.

Navy Updates

- Updated 15/1/16

We have added a page to the wiki on navy orders as well as updating the information on a commission to include a shipyard.

Magical Traditions

- Updated 15/1/16

There is now some additional content on the magical tradition page, giving a broad outline of the use of traditions in Imperial magic. We also included a description of the blood magic tradition, expanding on elements in the navarr brief.

Army and Navy Resupply

- Updated 22/12/15

We've streamlined the explanation of how an Imperial army or Imperial navy recovers from casualties. We've also introduced a 2 crowns per wain labour cost onto emergency resupply bringing it into line with other Senate commissions.

Military Units

- Updated 20/12/15

We have changed the downtime options available to military unit owners. Military units no longer take the raiding action, but rather engage in paid work. While mechanically the actions are similar, the game context for the paid work action is very different. You can read more about this change here.

We also adjusted the description of Merciless Wrath of the Reaver and Shroud of Mist and Shadow to reflect the changes.

Fleets

- Updated 17/21/15 and 20/12/15

We have changed the downtime options available to fleet owners. Fleets can now be assigned to assist an Imperial navy in the same way a military unit can support a campaign army. We have also made some significant changes to the way that trade and piracy work.

We later adjusted how piracy works, making it an option similar to the paid work option for military units. You can learn more about this change here.

Army Attacks

- Updated 16/12/15

We have amended the rules on the wiki for armies attacking a region to make clear that the targetted region must be adjacent to a region which is under Imperial control - or to a region which will fall under Imperial control in the subsequent campaign.

Raising an Army

- Updated 16/12/15

We have amended the costs to raise an army to bring them into line with the standard costs for Imperial commissions.

Large Armies

- Updated 15/12/15

We've added a labour component to the cost to enlarge an Imperial army, to bring it in to line with other Senate commissions. We have reduced the mithril cost and removed the requirement for the army to sit out for a year while its size is increased.

Fast Casting Effects

- Updated 05/12/15

Since the changes to spellcasting, rituals and items that allowed the fast-casting of regular spells were lagging behind in effectiveness. We've now adjusted these effects to allow a magician to cast spells with a few second of appropriate roleplaying, rather than 5 seconds of roleplaying. Furthermore, this means that (as with offensive spells the caster is not interrupted if they or their target are struck, or if the target is making an attack. All other restrictions of casting regular spells apply, especially the requirement that you must be capable of touching the target with your casting hand as you cast the spell. These changes effect the Hands of the Healer, Smooth Hands Shape the World, and Thought Becomes Action rituals, as well as the Forge of Isenbrad and Trollsweave Vest.

Healer's Harness

- Updated 02/12/15

At the same time, we've altered, the Healer's Harness ability to prevent loss of mana when interrupted while casting a healing spell. The change to spellcasting meant that nobody loses mana when a spell is interrupted; they simply have to begin the casting again, We have changed the effect, and slightly increased the cost in materials to create the item, which now provides reciprocal healing for the wearer when they use certain healing spells.

Warcaster's Oath

- Updated 05/12/15

Likewise, the Warcaster's Oath effect has also changed. This shield is thematically intended to be useful for magicians who fight on the front lines, and the new power - to gain a burst of personal emergency healing in return for personal mana - is intended to reflect that.

Spy Network

- Updated 04/12/15

We've added a labour component to the cost to create a spy network, to bring it in to line with other Senate commissions.

Navy Resupply

- Updated 04/12/15

We clarified how an Imperial navy resupplies, removing the requirement for a navy to be in a friendly dockyard before it can benefit from natural resupply. Instead, the navy merely needs to be in a friendly territory that includes a region with the Coastal quality, and not engaged in a campaign.

Senate Update

- Updated 3/09/15

We have added a page to the wiki which describes the process for the Constitutional Court to check a motion to ensure that it is compatible with the Constitution.

Event Updates

- Updated 3/09/15

We have added the Imperial Roll of Honour for Summer Solstice to the wiki. We have also begun updating the wiki with the event details for the final event of the year and adding the Winds of Fortune and Winds of War details to the wiki.

The League Army Support

- Updated 25/08/15

With the liberation and re-integration into the Empire of Holberg, the League can now support two armies. In theory, the League was always supporting two armies, it's just that one of those armies (the Towerjacks) was part of the defences of Holberg. The Towerjacks are in the process of being restored to full operation by the League.

Changing Territory

- Updated 23/08/15

We clarified what happens when you change territory, with particular reference to how this interacts with a personal resource and with voting in elections. We added several sections to the "leading a territory" sections of the politics pages to make the situation explicit.

Honesty

- Updated 21/08/15

We added a page on Freeborn honesty - to explain a little more about this Brass Coast ideal - in a manner similar to the pages on Dawnish glory and Wintermark heroism.

Furrowed Wake

- Updated 19/08/15

The Furrowed Wake description and flavour text have been edited to use the correct spell. All other sources rather than the page make it clear the staff works with entangle and not repel.

Follies

- Updated 13/08/15

We added a page for a new type of commission, the folly.

Ritual Update

- Updated 17/07/15

We have altered the benefits for casting a more powerful version of Clarity of the Master Strategist. The Empire rituals are designed on the principle that magic is much easier to share around than to simply pile up in one place. That important principle was unfortunately missed when this ritual was originally being written. This update brings the ritual into line with the way other rituals in Empire work.

We have also defined the effects of the Spring ritual Foam and Spittle of the Furious Sea. This ritual was created very early on, long before we had any rules for navies so the previous description of the effects was very vague. We have also altered the rules so that the ritual does impact fleets - as we are now able to define a mechanism by which that affect occurs.

Capturing a Character

- Updated 17/07/15

We have updated the rules for capturing a character. We have made this change to make it easier for the militia to conduct ongoing investigations into crimes in Anvil. The old rules were a hang-over from Maelstrom, our previous game, and had little relevance for Empire.

Military Keywords

- Updated 17/07/15

We have update the rules for the fast quality to improve it. The quality only applies when the army needs to move a long distance and we felt there was little benefit in placing a limit on how far it could move under those circumstances.

We have also amended the magic quality. This quality was quite overloaded with abilities and need a simpler and better balance with other abilities. We have removed the generation of an arcane scrying report as we felt this was infringing too far on the ability of players at events to generate such reports using their rituals. We have also amended their ability to create mana - making this a defensive order - but changing it so that the mana generated is based on the effectiveness of the army. The larger and more effective the army is, the more mana it can create.

Summer Solstice

- Updated 13/07/15

The wiki has been updated with a new page with all the details for the forthcoming Summer Solstice 2015, including the site map and the monstering times. There is also a lot of information on the latest campaign developments released with the Winds of Fortune.

Magic Armour

- Updated 12/07/15

We have updated the rules for Gryphonsoul Aegis, Goldenfire Scale, and Gravedigger's Vest. In addition we have removed Soldier's Coat from the game - characters with this skill or one of these items have had it replaced with Baersark's Rage. We have updated the 2015 Rules Update page with an explanation for the changes.

Spontaneous Magic Changes

- Updated 12/07/15

We have changed the costing for spontaneous magic to make it more expensive to request a spontaneous ritual, but easier and cheaper to cast spontaneous rituals of medium or higher magnitude. We have also updated the Rules Update 2015 sheet to describe the change and explain why we've updated the rules. There are some minor changes to the use of ritual texts in formulaic rituals to bring them into line with the new rules for spontaneous magic.

Historical Research Changes

- Updated 11/07/15

Due to the murderous events of 379YE, the civil service ability to perform Historical research has been greatly curtailed, The number of research projects that can be commissioned has been dropped from five to two.

Ritual Changes

- Updated 23/06/15

Some minor tweaks to rituals.

- We've removed the time limit on Whispers through the Black Gate to allow it to be performed on dead people who died more recently than a day ago while stressing that the longer ago someone died the less likely it is you get them.

- We've added the functionality to Timeless Hammer Rhythm that allows it to be used to "reforge" an expired ribbon, to keep continuity of character.

Declaration of Dissemination

- Updated 22/06/15

There have been several questions about how the Imperial Conclave can share rituals with representatives of other nations. The Declaration of Dissemination has been added to address these questions.

Clarification of Imperial Inquisitor

- Updated 03/06/15

While making the Imperial Chaplain Consular page, it became necessary to clarify how the powers of that title were used. After doing that, the Imperial Inquisitor was also adjusted to use their powers in the same way - namely, that they still place a judgement before the Synod, but that no vote is required. This is similar to the way an Imperial title operates in the Senate.

Streamlined Administration Process

- Updated 31/5/5

We have streamlined the administration process for players handing in resources to use to pay for senate commissions or to affects Winds of Fortune. If we are already aware that you intend to pay for something (from your actions in the field) then we will take the resources from your downtime automatically rather than wait for you to email us. You should still email Profound Decisions to let us know that you want to use the materials - as this will ensure that the action is not overlooked - but we will not wait to receive an email if we believe we know what you intend to do.

If a mistake occurs then you should email us as quickly as possible so that we can rectify that.

Clarify Proxy Voting Rules

- Updated 19/5/5

Clarified the proxy rules to explain that a character cannot proxy votes for the appointment of a title in the Senate or Bourse. For example, a Navarr character could not give another character the votes that come from their herb garden during the appointment of The Thimble Bourse seat. You can learn more here.

Forgery

We have updated the published rules for forgery to make absolutely clear that it is cheating to forge bourse notes.

Item Correction

We have corrected the costs of the Staff of Life which were correct on the database but wrong on the wiki entry for this item.

Sects

The rules for priestly co-operation within sects were unintentionally more restrictive than those for co-operation in the absence of a sect. The duplication of rules has been removed, leaving priests precisely as able to co-operate within sects as without.

Winter 2015 Rules Update

Over winter we carried out a review of the rules from the second year. As a result of that review we have changed a number of rules. We are in the process of updating the wiki to reflect these rules changes. We will continue to carry out reviews of rules each winter. The most recent updates are to magic, particularly spontaneous magic and battle magic.

Magic Item modifications

The Healer's Harness and Warcaster's Oath were rendered useless by our change to spellcasting. We have modified the effect of both, and raised the cost of the Healer's Harness to reflect these changes.

Magic standards must be carried (wording strengthened from "should"): back banners, tabards and especially flamboyant bandannas are not appropriate phys-reps for magic standards, and this was not clearly communicated by the previous wording.

Otkodov Spy Network

The Otkodov spy network was initially set up before more detailed information about how they worked was available. A single spy network cannot provide information about an entire nation, only a single territory. We have clarified this, and future reports from this spy network will focus on the Thule territory of Verthandi.

Ritual Theory

We've created a series of pages relating to ritual theory that provide background, setting and rules information for players. It is primarily of use to players who want to create new spontaneous magic effects, or explore the theories of how ritual magic work. This is somewhat of a work in progress - we intend to expand it to cover more setting-related information such as what crystal mana is or how it differs from personal mana (for example), but the information given here should serve as a good foundation for players who want to discuss magical theories in the field.

Brass Coast Army Support

Following the re-integration of Segura into the Empire, the Brass Coast now has the ability to support three armies rather than two.

Senate Commissions

We added details of three new civilian commissions available to the Imperial Senate.

- The College of Magic.

- The Runeforge.

- The Embassy.

- The Imperial navy.

Remote Navarr

We've clarified a few design concepts around the Navarr on the Remote Navarr page. To accompany this, we've made a few edits to look and feel to reflect those clarifications.

Military Council Overhaul

We have done a major redesign of the way the Imperial Military Council works. This has included clarification on the events at the muster and Council session, as well as expanded and clarified material regarding the role of a general, the Field Marshal and the civil servant role of the herald of the Council. We've also given the right of Council address to the High Exorcist and Quartermaster General of the Imperial Armies.

At the same time, we've clarified and streamlined some of the factors to do with war, including the way that generals submit their army orders. We've also included a campaign outcome page that details the mathematics that underlie the campaign resolution system.

Finally, we've removed the idea of keywords from armies - each imperial army now has a singular quality that reflects the way that army operates. This means that we have also overhauled all the existing armies with new abilities. The individual armies will be updated over the next day or so, but for the moment the changes are detailed on the table here.

You can find details of some of our reasons for these changes here.

Field Marshal

Following discussion with our magistrates, we have removed the idea that it is a legal requirement for the Field Marshal to address the Imperial Senate. It is still a responsibility of the role, but it is up to the Imperial Synod to deal with Field Marshals who neglect to do so, rather than the Magistrates.

Clemency

We removed the idea that characters with Imperial Titles were given additional weight by a magistrate. This was simply not the case in practice, and undermined the idea of virtuous defence. A virtuous argument from a priest should hold more weight than a poor speech from The Throne.

Legacy of Thorns

We've clarified that the blade venoms (specifically oil of blackthorn and Redwillow Paste cannot be applied to implements).

Ritual Changes

Several rituals are receiving clarifications and tweaks.

- Whispering Shadow Courtiers no longer references the idea of providing visions of "nearby" things. It functions like Signs and Portents, drawing from a pool of visions including "important" or "relevant" secrets, no matter where in the Empire it is cast.

- Wisdom of the Balanced Blade no longer gains a bonus to penetrate magical obscuring effects. As with Bright Lantern of Ophis it must overcome the full strength of an effect designed to obscure information about a curse.

- Eyes of the Sun and Moon has been tweaked to specifically provide military information about armies and fortifications. We've also removed the "hour's notice" requirement from the ritual as the information it delivers is now prepared for each potential target territory before an event.

- The Eye of the High Places has been tweaked to clarify that it determines any large scale effects on the target territory, and to remove reference to detecting small-scale effects such as resource enchantments which were proving difficult to collate information about.

- Reading the Weave has been clarified to remove reference to information that was proving difficult to uncover in a timely fashion.

- Bright Lantern of Ophis has had its ability to divine large-scale effects from a distance removed - this is now the purview of The Eye of the High Places.

- Wisdom of the Balanced Blade no longer requires a regio to analyse an area curse, but the ritualists must be in the presence of the curse in some fashion.

- Sum of the Parts has had its magnitude increased, correcting a significant rounding error

The Brass Coast Brief

We have updated the Brass Coast brief on the Brass Coast magical traditions and the Hakima to clarify their political niche and to modify their role slightly. The Hakima are now dedicated to aiding (and meddling in the affairs of) the entire nation rather than an individual tribe. The old brief was too focused, and too limited in scope and we think these changes will help address that. We've also made a minor change to the way kohan are organised, primarily to remove the restriction that the members of a group belong to a single tribe.

We've also expanded on the material on corsairs that was originally scattered around the Brass Coast section. The new brief contains some new elements and advice on creating corsair characters and groups.

Marcher Brief

We have updated the Marcher brief on the the Marches magical traditions and Landskeepers to clarify their political niche and how they usually organize themselves. We have corrected the old text to make clear that Landskeepers make frequent use of curses against those they believe have transgressed against Marcher traditions and Marcher interests. The old brief was restricting the ability of existing Landskeepers to access the full range of magical powers at events and the previous Landskeeper political structure was too complex and fine-grained to be workable in play.

Wintermark Brief

We have updated the Wintermark brief on the good death to remove any mention of how Wintermark treats individuals who are maimed or crippled. Any form of discrimination on the grounds of disability is against our game rules on equality and diversity and does not fit the setting. Many of the heroes of the Empire come from hard lands - but the Wintermark brief stood out as none of the other briefs single out individuals who are disabled in anyway for special note. The people of the Empire do not discriminate on grounds of infirmity.

Commissions Updated

We have updated the page on commission to lay out the essential details needed for any new commission.

New Map Viewer

Racheet Dave has produced a cool new map viewer for the Empire. The maps page has been updated with a link to the new map viewer.

There are also new maps showing the tactical/political features of the Empire, and two maps showing Barbarian lands (Otkodov and the Barrens).

Senate Update

We have updated the rules for mercantile commissions, and added a page each for a sinecure, ministry, and great work. The costs to make new mercantile commissions has been altered and reduced for play balance reasons. We have increased the effective output of the Madruga Shipyard, but all other existing sinecures, ministries and great works are unaffected.

Rules Update

We have removed Spider Folds the Net from the list of available rituals. The ritual had major problems and after several attempts to fix it, we have abandoned the attempt and simply deleted it. Everyone who had the ritual now has a free slot that they can fill at any time instead. If anyone requires an IC explanation for the change, it is because recent movements of the constellations have rendered the ritual unworkable.

Rules for Battlefield Rituals written up.

Regio rules changed: using a regio does not automatically make the ritual take ten minutes. Some rituals intrinsically take ten minutes, and some rituals require a regio. There is some overlap between these groups.

Sanctioned Event Update

We have added some guidelines for using Imperial Law at sanctioned events.

Senate Pages Overhauled

We have overhauled the Senate wiki pages, mostly to improve the presentation and make the processes clearer. The overhaul includes a few changes to the political rules and powers of some positions. As with other recent updates we have included some OOC design notes about the changes and this part of the game.

Key changes or clarifications are:

- Procedural motions are eliminated, allocation and assignment are done by normal motions. Administrative motions covering minor matters by civil service remain.

- The Throne can talk in the Senate but cannot propose a motion or vote in the Senate.

- The Throne can address the senate.

- The Throne gains the Custodian of Virtue power to change a vote in the Synod.

- The Throne gains the Order of the Throne power to nominate speakers in the Conclave.

- We have removed the deadline for the Senate to appoint a national position but given the wider Senate freedom to act earlier if they choose.

Field Marshal

A page for the Field Marshal, the official name for the Field Commander chosen by the Military Council has been added to the wiki. This page expands on this position, how it works, the powers, limitations and responsibilities. It includes some OOC design notes about why the position works the way it does.

Nations and Territories

The Wintermark Territories have been extensively expanded. A note was added to Wintermark history to make it clear that the position of king or queen of Wintermark was not a hereditary position.

(09/10/14) Extensive updates to Varushka Territories; to Redoubt in Urizen; and to Tassato and Sarvos in The League (including the creation of the Keeper of the Sapphire Stair sinecure)

Ritual Corrections

The following rituals had incorrect costs listed on the wiki. These have now been corrected.

- Blood and Salt

- Revelation of the Jewel's Sparkling Heart

- Unending Cascade of Blood's Fire

The last ritual was incorrectly reduced in magnitude shortly before the last event. This error has been fixed and the original correct magnitude restored.

The following ritual had an incorrect casting time listed on the wiki. This has now been corrected.

- Rising_Roots_that_Rend_Stone

The following rituals have been overhauled to bring them into line with each other and changes to the Campaign Battles.

- Knights of Glory

- Quickening Cold Meat

- Clarity of the Master Strategist

- Bound by Common Cause

- Thunderous Tread of the Trees

- Forge the Wooden Fastness

- Dripping Echoes of the Fen

- Frozen Citadel of Cathan Canea

Anvil Hospital

We have added information about the Anvil Hospital & Imperial School of Medicine to the wiki. Thanks to all the players involved for creating this great institution.

Map Update

There is a new strategic-and-political map of the Empire here, and each of the Imperial (or formerly Imperial) territories now has a territory map. Over the next few days, each territory page will be overhauled and updated to include more information about regions and points of interest.

Military Council Update

We have updated the Imperial Military Council, streamlining the processes which we will use going forwards to calculate the outcomes of military campaigns, and giving player generals more freedom and control over what happens to their armies. We have also modified the upkeep costs for fortifications to ensure that powerful fortifications remain tenable. We have overhauled the presentation of the section to bring it into line with the new pages for the Imperial Conclave and added extra design notes and an explanation for the change.

Senate Update

We've reorganised several pages, as well as creating separate pages for titles such as senator. We've also done some work clarifying some of the powers of The Throne where their function was either unclear, or would work poorly.

Bourse Update

Several new Imperial Bourse titles have been added to the wiki.

- Bailiff of the Grand Market (Marcher position)

- Vizier of the Incarnadine Satchel (Freeborn position)

- Dhomiro of the Cinnabar Hills (Freeborn position)

- Mistress of the Glass Parador (Freeborn position)

- Custodian of the Assayer's Guild (League position)

- Provost of the Halls of Knowledge (Urizen position)

- Castellan of Spiral Castle (Dawn position)

The method by which national Bourse positions are assigned has been updated for the Marches and the League.

Monstering

Information about monstering and playing a barbarian has been added to the wiki. Everyone who is keen is welcome to join us for big kit making session on Friday before the Easter event starts. Whatever you make is yours to keep! We'll hope to find time to add more detail to these pages later in the year.

Conclave Update

Players have asked us to provide an IC explanation for the change in the Conclave rules, rather than simply retcon it, so we have done as requested.

Winter 2014 Rules Update

Over winter we carried out a review of the rules from the first year. As a result of that review we have changed a few rules. We are in the process of updating the wiki to reflect these rules changes. We will continue to carry out reviews of rules each winter, but do not envisage making many other significant changes in the future.

The rules update has been updated... please note that you need to have the relevant skill to participate in a ceremony as part of a sect.

Updates April 2014

Finally wrote up Riddle Hides the Reward.

Clarified power of The Throne to ratify constitutional votes.

Added details of a Highborn celebration to the Customs and Culture section of Highguard.

Changed Warmage again in line with constitutional note.

Clarified ability of Senator to resupply army on Casualties page

Completed motions outstanding from 377YE_Summer_Solstice_Senate_Session

Updates and maps for Semmerholm, Liathaven, Therunin, Mournwold, Brocéliande and Spiral are up, but still stubbed until I have time to check all the backgrounds in the world.

Conclave Overhaul

A number of pages have been changed to reflect changes to the way the Imperial Conclave will function at future events. You can read about the changes in more detail here

- Updated the Imperial Conclave page to lay out the new Conclave in more detail

- Created pages for the three principles of the Conclave Principle of Precedence, Principle of Proportions and Principle of Presence.

- Updated the Conclave order page with details of joining an order and the powers of membership.

- Updated the Membership of the Order section of each conclave order page, and included details of the base materials that go into their Conclave vault each season. The orders are Celestial Arch, Sevenfold Path, Shuttered Lantern, Rod and Shield, Golden Pyramid and Unfettered Mind.

- Updated detect magic with regard to Arcane Mark.

- Updated Imperial title pages for Archmage, Grandmaster, Dean of the Lyceum, Warmage and created a page for the Bursar of the Conclave.

- Updated Conclave session and created pages explaining Conclave address, declaration, gambit and amity and enmity

- Included the ritual Arcane Mark

- Updated Powers of the Senate to reference creation and dissolution of Conclave order and to remove references to Imperial Lore.

Updates March 2014

Ongoing changes to ritual text durations and targeting guidelines; most of these are just clarifications. Specific changes include:

- Rot's Rightful Claim is no longer an enchantment

- Added a section about ilium use to Mark of Ownership

- Added a section to Black Iron Blade allowing its magnitude to be increased when cast on a single target to allow removal of protected bonds.

- Icy Maw Devours the Spark of Essence, Naeve's Twisting Blight, Winter's Ghosts and Drawing the Penumbral Veil now target a territory rather than a region

- Clarity of the Master Strategist now requires a Day regio to bring it into line with other campaign army rituals

- Transmogrification of the Soul's Echo is now clearer on who makes the changes - it is not a brainwashing ritual

Sanctioned event guidelines have been updated to give advice on how to apply Profound Decisions equality and diversity rules to your event.

Tidied up information about several Bourse seats, and linked the physical locations of the seat resources to the territory sections.

Clarified military unit downtime options relating to assigning to Imperial armies or special projects and the production from doing so.

Overhauled and updated Skarsind page, with smaller updates elsewhere especially to Miekarova and Hercynia territory pages

Overhauled and updated Reikos page, with smaller updates elsewhere

Updated the Titles Autumn 377 page to indicate who has what title as of the end of 2013

Overhauled and updated Hercynia page, with smaller updates elsewhere

Made some changes to the with reference to operate portal and detect magic

Several changes to enchantment effects, as well as a slight change to the way an enchantment made permanent with ilium can be removed

Changed duration of Mark of Ownership to "as long as the item lasts"

Minor updates

Corrected an error where Enfeebling Echo was referred to as Hand of Time on the staffs category page, and corrected an error in the materials (it costs seven beggar's lye, not seven beggar's lye and seven green iron. Matt to change on database.

Clarified the way that Witness works for priests in the Imperial Conclave.

Updates February 2014

The senate powers to create new Imperial titles have been overhauled with additional content and clarification.

Update about changing a resource

LaTeX download added to runes

Update to Spider's Tollkeep and Advisor on orc affairs to correct error in who can hold these titles; as National positions, they can be held only by characters from those nations.

Slight change to Vallorn interconnectivity; Vallorn are not believed to be interconnected, allowing more plot options.

Ongoing changes to ritual text durations and targeting guidelines; most of these are just clarifications. Specific changes include:

- Touch of Vile Humours has changed to bring it into line with the new rules on Day duration enchantments

- Forge the Wooden Fastness, Frozen Citadel of Cathan Canae and similar rituals are undergoing a revision to bring them into line with out rules on fortifications. Watch this space.

Changed the election process for Keeper of the Spice Gardens has been adjusted to bring it into line with the section on the appointment of titles; added a page about the Keeper title; made some edits to the Feroz section about the gardens.

Rules about what happens with personal resources in conquered territories added here.

Change to orc rules about liao and religious skills, to make the situation very clear

Additional page Languages added to wiki

Details of the Eternals Sung and Janon laid out.

Minor updates

Recordings of songs added for Brass Coast (Lost Segura, Wagon Song, Without You) and Marches (Marcher Battle Song, Apple Wassail).

An option to retire a character using Sift the Dreamscape's Sands added

Updates January 2014

More details added to the sanctioned events page including rules.

The Play one, Crew one rule added to the Battles page

Traders page updated

Events page updated with details of 2014 events

Facebook and Forums page with links for the various social media resources that exist for Empire.

PD management team page updated to show Alison and Matt's current event roles.

Minor additions

A new minor trapping added to the Naga page.

New song "For Once I Was A Young Man" added to Highguard music

New costume diary added to costume advice - high status Marchers doublet.

Updates after Event 4, Sept 2013

Synod Results, Autumn Summit, 377 YE

Updates between Event 3 and Event 4 2013

All updates up to Event 4 are grouped here under appropriate heading.

Details of event 4 Autumn Equinox 2013

Ring of Triumph

An error on the summary page for the Ring of Triumph has been corrected. The correct materials for this item are include six ingots of green iron not six ingots of tempest jade

Rules and OOC info

Update on the FAQ

- Question added - Can I email a longer background?

- Clarification about using using a one handed spear as a two handed pole weapon.

- Clarification about using hero skills at range.

A section added to playing the game about stealing IC items and what to do with the phys reps.

Traders info updated with details of Jolly Dicey, Twisted Flax, Grimm & Grizzly and a new website for Mandala Studios.

World information

A current affairs page added to pull together various reports including elections, senate and synod decisions from the first three events. This page and the various other pages it leads to should be updated each event. There is also a page which details the planned elections at E4 .

Addition of Damaris of Cantiarch's Hold as a exemplar

Pages about Trogoni and Plaguewulf added.

The section on Madruga has been updated to show the current situation with the now repaired Spider's Dream bridge and the Imperial title Spider's Tollkeep which is funded from the tolls is now available for election again.

Section on criminal offences updated with more links to the religious crimes section. New crime of desecration added. Several new Imperial titles have been created they will be added to the current Imperial titles list in due course.

More information added to some foreign nations including a new page on Iron Confederacy

Updated information on the Imperial Bourse about elections and titles.

More Eternals detailed

Details added about Fortifications and existing ones added to relevant territory pages.

On going - Details of senate decisions and the resulting actions being added as the scribes have time, check the Senate sessions for details.

Magic

- Ritual Cold Water from the Mountain changed from Spring to Day

- Autumn ritual Sum of the Parts added.

Updates to Dean of the Lyceum and Conclave session about adding new rituals available to Imperial citizens.

Music

Highguard Go To War added to Highguard music

Extra information about music added to Urizen including three new songs.

Also a whole bunch of song .pdfs have been updated.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wiki_Updates&oldid=66029"

Will

Contents

- 1 Overview

- 2 Making a Will

- 3 Passing on Resources

- 4 Passing on Personal Effects

- 5 Holding in Trust

- 6 Disputes

Overview

Any Imperial citizen can make a will bequeathing their estate and belongings to other characters after they die. There is no requirement to have a will, it is purely a personal and roleplay choice. If you are concerned that your estate will not be passed on correctly then creating a will and leaving copies with your character's allies is the best way to ensure that your wishes are followed.

Neither Profound Decisions, nor any of our NPCs, will register or record your will. You will need to make the appropriate arrangements in game.

Making a Will

Although the Imperial legal system recognizes wills, there is no formal mechanism for creating or registering a will. It is down to the individual how they create their will, how they notarize it and who they ask to hold the will for them.

The Imperial Civil Service take no part in the administration of wills as they cannot undertake commitments which might require them to place the interests of individual citizens above those of the Empire or the Imperial Constitution.

Passing on Resources

If a person has invested in the upgrade of their Personal Resource they may wish to pass it on to another citizen should they die. Whoever takes on a resource after the previous owner dies will need to pay a fee of 2 Crowns. If there is any doubt about who should receive the resource then the interested parties will need a magistrate to settle the dispute.

Once all in-character issues of ownership have been resolved, then the new owner should inform Profound Decisions administration team, either at GOD or by email before the end of the next downtime. We will then update the ownership accordingly.

Passing on Personal Effects

Items that the deceased are carrying with them are usually distributed amicably after death by friends and family. If there is a will in place this could be used to direct such distribution and form the basis for resolving any disputes which arise.

If a character owns significant possessions which they have not brought to Anvil, then ownership of these items follows the same rules for resources above. Items registered in a character's inventory by Profound Decisions can be transferred to another character. This can be done in person at GOD or between events by email.

Holding in Trust

Sometimes a character may want to instruct that a resource be held in trust by a named individual until a suitable recipient is found (eg a priest's congregation held until a new priest comes forward). In this situation there is no need to update ownership of the resource on the database until the trustee is ready to dispose of the asset. Any resource remains registered with the dead owner indefinitely until it is claimed.

Disputes

Issues arising from wills can be raised with magistrates as civil claims and will be heard on their own merits. The magistrate will adjudicate the matter. Ownership will pass to whomever has the best claim, based on the perceived authenticity of any will.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Will&oldid=34542"

Will to survive

Across the Mournwold, night falls. Lonely campfires burned across the land that until recently was the last bastion of Imperial control in the Mourn - now fallen, like the rest, to the Jotun.

Around one fire, three figures sat. Two were dressed in the distinctive uniform of the Drakes, their equipment and weapons still by their side. They sat in each others arms, watching the firelight and thinking. Tomorrow the long trek to rejoin the rest of the army beckoened - but for now there was nothing to but wait; and talk to the curious third who'd joined them in the early evening, like them fleeing the oncoming forces as they'd overrun Overton. He was dressed more lightly- though he wore light armour, beneath that his brown robes and cassock distinguished him as a friar.

"So where did you say you were from, Friar?" asked Jill, the taller of the two.

The man sighed, his face suddenly crinkling with time-worn worry. "Whittle, if I ever see it again. Virtues, let them be safe... thirty years we waited, you know... and now the whole Mourn is fallen again."

Grace piped up. "Whittle, I heard of that. You ain't seen nobody and nothing outside your land since the Mourn fell, that right?"

"That's it - though a few of us 'ave been to Anvil, now. I went last season. Didn't fill me with much confidence, to be honest. Seems you brave folks are led by donkeys - ah, it was ever thus. I remember when I were a lad, visiting Anvil, were just the same."

Jill shivered. "Fuck the Jotun. Fuck what they've done, you know, fuck all of this. They call it honorable war - s'not honorable to tear a people from their land. Not right." She fell silent, staring into the fire.

Holding her closer, Grace picked up the refrain: "Yeah. We shouldn't give them an inch, you know, shouldn't have let them creep in. This is what peace brings, you know: it's just delayed horror. Back in my home village, they always said you should stand up to bullies: well, here it seems we give them the pity of picking up their honored dead and leaving the battlefield. They don't deserve it."

The three of them started in silence for a moment. Then, the Friar spoke.

"You know, we have a saying up Whittle way. 'Tolerance is the first crack in strong foundations'. Seems like you might agree."

Grace snorted, and nodded. "Yeah, that's a good way of putting it. Seems to me if we'd done a lot less tolerating of the Jotun before their armies got as big as they are now, we wouldn't be in this mess."

Friar Robin nodded. He seemed to think for a moment, and then the worry lines faded from his face, replaced by a decisive look.

"Look. Things are fucked, here. But I've got a message to spread. Mayhaps it's the only way we've got. Kept us safe in Whittle for a long time..."

The two women looked at each other, then at Robin. "What are you saying?"

"Hear me out, at least, right? Let me tell you about the purest form of will that there is. Let me tell you about hatred..."

Contents

- 1 Overview

- 2 Significance

- 2.1 The Power of Hatred

- 2.2 Wildfire

- 2.3 Seven Virtues

- 2.4 Into the Abyss

Overview

The Mournwald has fallen. All seems lost. The armies of the Empire retreat. Across the Marches, those who have been waiting for thirty years to see their homes again feel the deep sadness and disappointment - not for the first time - that they shall have to wait a little longer. Even in this time of great hope and optimism brought about by the new Empress, it's hard for many of the Marcher-folk who yearn for the hill of Freemoor beneath their feet again to feel content.

And from perhaps an unexpected source comes... an opportunity? A threat? Salvation?

The village of Whittle still stands isolated within what is now squarely Jotun territory. Indeed, for all anyone knows it has now fallen. However, some of its residents were staying in Overton - along with a large cache of liao collected by those kind enough to donate to them - and, emboldened by one of their Friars who has made his way to them, they have begun to openly spread the secret of Whittle's survival these long years. They begin to talk openly of the virtue of Hatred... and they are finding many a sympathetic ear.

Significance

The Power of Hatred

The friars of Whittle have begun to overtly preach Hatred - and it quickly becomes clear that at least one of them is dedicated to it, and when they find receptive converts, are happy to pass on this dedication to others. Though no-one will admit to accepting such an aura, they are certainly around - and on more than one occasion Hallowed weapons of Hatred are found, or campfires which have been consecrated to that virtue.

If your character has a military unit that has spent time in the Mournwald in the previous season, you may have a ribbon for one of these hallowed weapons in your pack.

Legal Note: Magistrates advise that the mere possession of such an item is not illegal, but actions taken while carrying it may be, should the Synod choose to condemn them.

Any character who has spent time in the Mournwald this season may have have been exposed to the effects of a Hatred consecration which are as follows:

- You have a profound sense that your will is strong enough to defeat all that you hate. You feel no pity for foes, only righteous contempt.

Obviously, the effects will no longer be actively affecting your character in the field - but of course the purpose of an aura - virtuous or not - is to encourage someone to a certain way of thought.

Wildfire

Auras of hate have not been seen in the Empire in many years, but there is no denying the fact of their presence in the Mournwold now. Not everyone is keen to accept the unorthodox blessings, but those who do find they gain a reserve of inner strength they had not known before. A source of resilience that wells up inside them helping them find the will to go on when all seems lost. Those who embrace Hate feel driven to resist the Jotun.

The Marcher Assembly, the General Assembly, or the Assembly of Nine, may raise a Statement of Principle worded in such a way as to indicate that they support the spread of Hatred of the Jotun. The judgement must include a named priest who will be responsible for finding the Marcher priests who are preaching of the virtue of Hate and providing them with the liao they need to help to spread the word. The named priest will need to provide at least 50 doses of liao for the creation of auras that will encourage Marchers to resist the Jotun.

Spreading auras of Hate across the Mourn will have a significant effect on the Jotun occupation of the territory, encouraging resistance to Jotun rule and suppressing any thought of collaboration. As a result, every region in the Mournwold will be easier for Imperial forces to retake (each region requires 2 less victory points) - due to the help of the Marcher inhabitants. This effect will endure throughout that season - and for each campaigning season thereafter that a further 50 liao are spent sustaining the auras, provided they are continuous. If there is a season's break in the support for the work of the Marcher priests, it may not be possible to resume support later.

Legal Note: The magistrates advise, in the event that the judgement is successful and the named priest collects and uses the liao, that another synod assembly might choose to condemn for religious crimes both the priest presenting the judgement and the named priest.

These priests could in theory be held responsible for aiding and abetting the religious crimes carried out by the Marcher priests who are directly spreading Hatred. Religious crimes involving dedication to a false virtue usually carry the death penalty, and depending on the specifics of the condemnation that could potentially apply here. However unless and until a relevant synod assembly condemns them, the magistrates will not act; and they cannot interfere with the freedom of priests to speak, to exercise their voting rights, or to collect liao.

The positions in the synod hierarchy of the conflicting assemblies would be taken into account when considering the evidence at any trial.

Seven Virtues

Alternatively the Marcher Assembly or the General Assembly may raise a Statement of Principle reminding the Marchers of the Mournwold of the Virtues of the Way and denouncing Hatred as heretical. The statement would need to be include clear wording that the Empire opposes Hatred of the Jotun and include a named priest who will be responsible for opposing the preaching of Hate. The named priest will need to provide at least 25 doses of liao for the creation of auras that will discourage Marchers from resisting the Jotun.

Such a judgement would put a stop to the spread of Hate in the Mournwold. It will not make it any harder for the Empire to retake the Mournwold, though it well mean that more young Marchers take up arms to fight for the Jotun.

In the event of multiple contradictory statements from the Synod, the one supported by the most liao would win.

Into the Abyss

Many of the soldiers who were fighting in the Mournwold this season have reported the presence of hallowed weapons. Many soldiers have found the spiritual power of these weapons help maintain their will to fight even when the night is at its darkest. Unfortunately, it seems that the auras of these weapons draw their power for a virtue that the Synod does not recognise. Yet at the same time they fan the flames of warrior fervor in those who use them - giving them an outlet for their frustration and directing it against the enemies of the Empire.

During this season, the presence of these hallowed weapons allows the general of the Drakes, the Granite Pillar, the Strong Reeds, the Tusks or the Winter Sun to choose to issue the "Into the Abyss" attacking order in place of their normal order, provided they are fighting in the Mournwold .

Into the Abyss

- Casualties inflicted by this army are increased by two-fifths.

- The ability of this army to capture territory is increased by one-tenth.

- Casualties suffered by this army are increased by two-fifths.

The army fights with an unquenchable fury fueled by their hatred for their foe. Rather than worrying about the Jotun's perception of honour, they will take whatever steps are necessary to exterminate every invader on Marcher soil, and will not respect the rules of engagement the Jotun offer.

While the weapons are key to the use of this order, it also reflects a deep antipathy towards the Jotun felt in some parts of the Empire. In particular, the recent tendency for some of the Imperial armies to insist on treating the barbarian attackers as an honorable foe whose traditions should be respected, rather than an invader to be exterminated. There is an undercurrent of anger in some parts of the Marches that Jotun burial mounds are being raised on Marcher soil - an honour that is not generally extended to anyone outside of their nation.

Legal Note: If a Synod assembly chose to condemn a General who had issued this order for blasphemy, it is unlikely that the army orders alone will be sufficient evidence to substantiate a conviction; it could be combined with other evidence and testimony, however.

Individuals could be condemned for illegal actions they personally took on campaign if magistrates were made aware of them: but it is not in and of itself illegal to act hatefully; the crime of blasphemy relates to the promotion of Hatred as a false virtue. At trial the magistrates would consider whether the evidence shows that the accused has elevated hatred to the position of a false virtue.

Dedication to a false virtue is not required for a successful blasphemy conviction, although it is certainly strong evidence in favour of such.

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Wind of Mundane Silence

Contents

- 1 Rules

- 1.1 Winter Magnitude 150

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 150

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. The ritual can only be performed in a powerful regio. It cannot be performed by a coven who is drawing on the power of that regio to enhance their ritual.

Effects

At the completion of the ritual, the target regio is destroyed.

Description

This ritual ends a regio permanently. In theory, a regio might be recreated, but there is no guarantee of this. The circumstances that caused the destroyed regio to form will need to recur, and it will take about the same amount of time. A lonely graveyard might eventually generate another Winter regio, but it is likely to take as many decades as the original regio took to form, perhaps longer; there is a theory that events that helped empower the original regio do not influence the formation of a later regio.

To all intents and purposes, the regio is gone forever.

Any portal attached to the regio is also destroyed; this usually means that any chamber or hidden realm associated with the regio is also destroyed.

Common Elements

This ritual is often performed with an extended invocation, often with funereal elements such as the ringing of bells. A fire that represents the power of the regio might be built and then dramatically extinguished at the climax of the ritual.The rune Yoorn is often evoked, as is the constellation of The Lock.

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Windblow, home

Song by Gerwyn Walters (link to come)

Chorus Wind blow hot. Wind blow cold. From Te-run-ael, come warriors bold, To set their feet, on brambled path. Bloody feet! The Vallorn's Wrath.

Verse 1 Come Navarr young. Come Navarr old. Show the courage, that you hold. Barb-ed spear, and bow run free, And walk the path that, will set us free

Chorus ' Verse 2 Come Nav-ar-ri. Bare your pride, Along the Trod both, long and wide. Bare you brands, to the green, So our oaths there, can be seen.

Chorus

Verse 3 Come Way-far-ers, bare you load, Onward, always, down the road. Greet your friends, along the way. Bring your oath-sworn, to the fray.

Chorus

Verse 4 Come now branded, hark to me. Guide our path through, the cursed trees. Bring us home, where our ancient rest. Put our loyalty, to the test.

Chorus

Verse 4 Come now blood-ed, hooded vate. Ward your sisters. Ward your mate. Take your place, with-in the dance. Let the blood flow, on the manse.

Chorus

Verse 5 Come now Thorns, with blades a-drawn. Stand you ready. Stand you tall. With sharp eyes you, shield the stride. Sharpen daggers, on Vallorn hide.

Chorus

Verse 6 Come Navarri. Come the Nine. Where we walk, we walk in time. Our empire will, never fall. We swear this oath, to fight for all.

Coda Wind blow hot. Wind blow cold. To Te-run-ael, come warriors bold. Where we walk, and where we bleed, We will full-fil, Navarr's creed

Wind blow hot. Wind blow cold. To Te-run-ael, Come warriors bold, On bloody feet, both young and old. Human triumph, are foretold.

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Windreaping Sickle

Description

In parts of the League a rod of this nature is called an Rod of Expeditious Retreat or more rarely a Lefthand Bastard. Both names refer to its use by magicians who find themselves in trouble, providing an opening through which to flee. The Lefthand Bastard is a reference to a popular combination used by some ambidextrous mountebanks in which the rod is wielded in one hand while a long blade is used in the other. A magician equipped with both can drive one opponent away while delivering a nasty slash with the other hand.

Rules

- Form: Weapon. Takes the form of a rod.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Once per day you can cast the repel spell as if you knew it and without spending any mana.

- Materials: Crafting a Windreaping Sickle requires four ingots of tempest jade. It takes one month to make one of these items.

"You have sown the wind and now you will ... ah just bugger off.".

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Winter Realm (Redirected from Winter)

Redirect page

Realms

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Winter's Breath

Description

Crafted from pieces of pale leather, or from thick padded cloth, with weltsilver fastenings, a jacket of winter's breath provides emergency protection on the battlefield. When far from help, more than one wearer has been saved from a cold, lonely death by the burst of energy this armour provides. Some artisans insist that the best suits of winter's breath are crafted at the end of winter, soaked in snowmelt so that they are infused with the promise of the thaw. The harsher the preceding winter, they say, the more powerful the resulting armour. It is said that the first five-hundred Winter’s Breath was made by Sermersuaq for her human children from the skins of her drowned children that became seals. Suaq seal hunters believe it is good luck to wear a seal-skin padded leather Winter’s Breath. These are often painted with designs of swimming seals and the runes: Lann, the rune of bargains, and Xun, the rune of transformations, representing the tale of the Sermersuaq’s children. Therefore they are often referred to as “Seal Coats” or "Mother’s Coats” among the Suaq. The latter makes them popular gifts from parent to child.

The Freeborn live in warmer climes and thus have less need of protection from the cold, and thus name this item the “Rainbow Coat”. It is traditionally made of 30 layers of silk, the wealthy dye each layer a different colour, with the outer and inner layers being heavily embroidered with weltsilver thread and ambergelt beads. It is popular among corsairs, as they are able to swim in it should they fall overboard . However should anyone die while wearing a Rainbow Coat then it is considered unlucky to handle, let alone wear. Often a Hakima will ritually cleanse the item before it is burned by a sutannir who knows the rite of Exorcism.

Rules

- Form: Armour. Takes the form of a suit of light armour.

- Requirement: Any character can bond to this item.

- Effect: Once per day you may use the unstoppable skill as if you know it without spending any hero points.

- Materials: Crafting a winter's breath requires six ingots of ambergelt and five ingots of weltsilver. It takes one month to make one of these items.

“Suvi, don’t leave the cottage without your Seal Coat.”

“But, ‘’Mother,’’ I don’t need it. I’ve passed my warrior test now. I’m taking my spear out hunting. I’ll be fine.”

“Now your father stayed at home every night for a month sewing that Coat for you and I hunted those seals for you myself. Even your little brother helped with the painting.”

“I know he helped. That’s why it looks more like a horse than a seal.”

“I know you are very brave, but the Empire can’t be defended by heroes who are frozen to death on the Tsirku. Save your bravery for when you need it, my puffin.”

“Ugh, fine, I’ll be back in a couple of days. I’m off with Eawyn and Tostig. There is a pod of beluga out in the bay.”

“Okay, remember to take Thane Raygada her share when you get back.”

“Of course, ‘Mother’, what do you think I am, a Maggot?”

“Of course not, dear, now off you go.”

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Winter%27s_Breath&oldid=50415"

Winter's Ghosts

Contents

- 1 Rules

- 1.1 Winter Magnitude 50

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 50

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. During the ritual the casters must be in a strong Winter regio. This ritual targets a territory, and must be performed at a regio in that territory. If the ritual is used to target an Imperial territory, it may instead be performed at the Imperial regio at Anvil.

This effect is a curse. A target may be under more than one curse at a time.

Effects

All farms, forests, businesses, mines, mana sites and herb gardens in the target territory provide only three quarters as much material as they would normally provide.

The additional production provided by an enchantment such as Rampant Growth is not effected by this curse.

The effect lasts until the start of the next Profound Decisions Empire event.

Description

The ritual unleashes malignant spirits to torment the people of the territory. Crops fail, animals sicken and die; human and orc inhabitants suffer malaise and nightmares; unseasonable weather causes floods and droughts. Preserved foodstuffs are ravaged by rot and mould, as are buildings and such vital implements as pit props and support beams. Misfortune, weakness, hunger and dread run rampant. Tempers fray, and everything goes wrong at once.

When this ritual is used against a barbarian territory, it interrupts their abilities to supply and support their armies, and will often cause them to withdraw or become bogged down.

The spirits unleashed by this ritual are rarely visible, nor entirely material; they sometimes appear as emaciated shapes, sometimes skeletal, sometimes with obvious unnatural features such as twisted horns or glowing eyes. Others manifest as nothing more than howling winds and whispered threats, or looming presences that surprise lone travellers. They never actually attack anyone, but where they pass misfortune follows.

Scholars believe that these are similar kinds of spirits that Quickening Cold Meat binds into corpses to create undead.

Common Elements

The ritual releases uncontrolled spirits across a territory. Grim, throbbing musical rhythms, slow threatening movement and invocations of dread and hunger are all used to raise and direct this malign power. It is common to evoke the rune Naeve and sometimes Ull, Gralm or Mawrig with this ritual.

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Realms (Redirected from Winter Realm)

Redirect page

Realm

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Winter Solstice 2014

Contents

- 1 Overview

- 2 Battles

- 2.1 Volunteering

- 3 Site Map

- 4 OOC Camping

- 5 Traders

Overview

This page lists all the details that are specific for our fifth Empire event - the Winter Solstice 2014. There is an additional page with event information which lists arrival and departure times and similar details that are common for all Empire events.

Battles

At the event we will be running two large battles, one Saturday morning and one Sunday morning, along with a large number of smaller encounters. The large battles will follow the normal rules for battles; you may only participate in a single battle as your character and you must monster the other battle if you decide to participate in one.

The fighting begins at 11:00 am - but if you are playing the battle then you will need to muster up before this time and if you are monstering then you need to make your way to the monster area for 10:00 am to give us time to get you into costume, made-up and briefed.

Volunteering

Players are welcome to volunteer to help PD crew the smaller encounters, but are not obliged to do so - anyone who volunteers to help by monstering an encounter will receive a token that enables you to collect a free drink from the bar as thanks.

Site Map

The map shows the layout of the OOC camping fields and the IC area. The grey lines in the in-character field are roads that go through the camps. These roads will be laid out with fencing pins and nylon rope until the start of the event. You must not pitch your tent in the road, the red hats are under instructions to move any tents pitched in the IC roads.

No unescorted vehicles are allowed in the IC camping area - you may only use the road indicated by the grey line that circles around the field. The road will be wide enough for you to pull up and park so that you can unload your vehicle next to your camp. Please unload your camping equipment and then move your vehicle to the car park before putting up your tent to allow other players to unload.

If you have a trailer or a large vehicle filled with heavy kit then you may drive that on to the field to unload. To do that you must wait at the IC entrance to the field. A member of the PD security team will then escort you vehicle to your camp where you can unload your vehicle. Once you are ready to move your vehicle to the car park you must request a member of the PD team escort your vehicle off the field.

OOC Camping

The OOC camping area will be laid out in lines with fencing pins and nylon rope. The system is designed to separate the tents from the cars so the rope has signs hanging from it which indicates that you should park you car adjacent to the rope and then pitch your tent on the other side of the rope.

Do not pitch your tents in the wide lane between the guide ropes, this lane must be kept free for access.

Traders

The following traders have booked for the event.

- As If By Magic Creating custom makes for your delectation.

- Battle Ready Hand crafted leather goods.

- Chows Emporium Costume, leather gloves, products related to drinking and accessories.

- Coelred Monger Suppliers of replica costume and artefacts.

- Darkblade Leather Stuff.

- Eldritch Weapons and armour.

- Evenlode Studio Evenlode Studio supply a wide range of props and costume. These include all kinds of leather armour and costume, masks suitable for Empire, natural accessories and much much more.

- Gem’s Trading Co Costumes and leatherwork. Fine quality tailored garments and LRP props. Also a wide range of hand made leather items and missile weapons supplied by Arrow Kaster available to order.

- Grand Expedition Costume and jewellery and trips to foreign parts.

- Having A Larp Costume, weapons, armour and LARP accessories.

- Irregular Props Weapons, shields and mage implements designed especially for Empire.

- Light Armouries Supplier of latex weapons and props.

- Mandala Studios High quality latex prosthetics and masks tailor made for the Empire campaign.

- Millstream Forge Metalwork - located next to Skian Mhor.

- Romany Robes A range of beautiful costume at reasonable prices.

- Saxon ViolenceA wide range of weapons suitable for Empire.

- Skian Mhor Latex Weapons and props. Costume, armour, leatherwork, chainmail, tents and all types of LRP supplies and essentials.

- Tallows Beautiful weapons and shields that are perfect for Empire.

- Velvet Glove Costumes Costumes, make-up, prosthetics, jewellery with more to come!

- Warriors Wardrobe A wide range of costume made for Empire.

- White Rose Apparel Beautiful armour.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Winter_Solstice_2014&oldid=24170"

Winter Solstice 2016

Contents

- 1 Overview

- 2 IC News

- 3 Battles

- 4 Quests

- 5 Site Map

- 6 Mobility Camp

- 7 Traders

Overview

This page lists all the details that are specific for the Winter Solstice 2016. There is an additional page with event information which lists arrival and departure times and similar details that are common for all Empire events.

IC News

Please see the 379YE Winter Solstice winds of fortune for the latest IC developments known throughout the Empire.

For the Civil Service events set to occur and at what location, please refer to the external link to this Service Timetable

Battles

At the event we will be running two large battles, one Saturday morning and one Sunday morning. The large battles will follow the normal rules for battles; you may only participate in a single battle as your character and you must monster the other battle if you decide to participate in one. The sides for the battles will be chosen by the generals in the Muster of the Imperial Military Council on Friday night.

The fighting begins at 11:00 am - but if you are playing the battle then you will need to muster up before this time and if you are monstering then you need to make your way to the monster area for 10:00 am to give us time to get you into costume, made-up and briefed.

Quests

At our previous event we asked for player volunteers to give us a few hours to monster some of our larger quests. This let us run much more plot at the event so we're asking for more help again this time.

To help us organize folk, we've set aside a slot for each nation to volunteer to monster, which are listed below.

Saturday

Sunday

Time

Nation

Time

Nation

14:00-15:30

Dawn

14:00-15:30

Imperial Orcs & The League

15:30-17:00

Navarr

15:30-17:00

Wintermark

17:00-18:30

The Marches, Urizen & Brass Coast

17:00-18:30

Varushka & Highguard

Monstering during this slot is purely voluntary - but it will help us put on a much better event for everyone. We are tracking the numbers of players who volunteer from each nation on an ongoing basis and using that to create equivalent sized quest opportunities for those nations at the next event. In effect, we'll try and deliver more fights to the nations that volunteer the most - on the assumption that those nations contain the players who want those opportunities the most.

Site Map

The site map is opposite; the camp coordinators for each camp will have their own layout for their camp, showing where all the tents they know about are to be pitched. If you do not know where you are supposed to be camping, then please speak to them on arrival at your nation's camp.

Mobility Camp

The area marked with a wheelchair on the out-of-character camp is intended for participants with mobility needs. We have permission from the land owner for the handful of players with legitimate mobility needs to come and go from this area through the weekend. Please discuss with the crew if you have a disability that means you will need to camp here.

The nearest disabled toilet is approximately 120 m away in the in-character field near Varushka and the Imperial Orcs. The shower units are 500m away in the quiet camping field, but please ask a member of crew to radio you a mule if this transport will assist you to access the showers.

Traders

The following traders have booked for the event.

- Battle Ready Hand crafted leather goods.

- Chows Emporium Costume, leather gloves, products related to drinking and accessories.

- Coelred Monger Suppliers of replica costume and artefacts.

- Darkblade Leather Stuff.

- Das Shoppe New and second hand costume, leatherwork, weapons, props and furniture. Trade ins welcome.

- Gem’s Trading Co Costumes and leatherwork. Fine quality tailored garments and LRP props. Also a wide range of hand made leather items and missile weapons supplied by Arrow Kaster available to order.

- Irregular Props Weapons, shields and mage implements designed especially for Empire.

- Light Armouries Supplier of latex weapons and props.

- Mandala Studios High quality latex prosthetics and masks tailor made for the Empire campaign.

- Millstream Forge Metalwork - located next to Skian Mhor.

- Saxon ViolenceA wide range of weapons suitable for Empire.

- Skian Mhor Latex Weapons and props. Costume, armour, leatherwork, chainmail, tents and all types of LRP supplies and essentials.

- Tallows Beautiful weapons and shields that are perfect for Empire.

- Velvet Glove Costumes Costumes, make-up, prosthetics, jewellery with more to come!

- Warriors Wardrobe A wide range of costume made for Empire.

- White Rose Apparel Beautiful armour.

- Winterforge Armouries Bespoke LRP weapons, Leather, props and commission work.

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Winter Solstice 2017

Contents

- 1 Overview

- 2 IC News

- 3 Battles

- 3.1 National Weightings

- 4 Site Map

- 5 Mobility Camp

- 6 Traders

Overview

This page lists all the details that are specific for the Winter Solstice 2017. There is an additional page with event information which lists arrival and departure times and similar details that are common for all Empire events.

IC News

Please see the 380YE Winter Solstice winds of fortune for the latest IC developments known throughout the Empire. An Event schedule that shows timings of IC activities common to all Empire events is also available. The schedule is also available in printable PDF format here. A list of what Imperial elections are taking place this event can be found here

Nation

Force Weight

Wintermark

22

Navarr

16

Dawn

16

Highguard

14

Varushka

10

League

12

Marches

6

Urizen

7

Imperial Orcs

5

Brass Coast

6

</div>

Battles

At the event we will be running two large battles, one Saturday morning and one Sunday morning. The large battles will follow the normal rules for battles; you may only participate in a single battle as your character and you must monster the other battle if you decide to participate in one. The sides for the battles will be chosen by the generals in the Muster of the Imperial Military Council on Friday night.

The Sentinel Gate opens at 11:00 am - regardless of whether anyone is ready or not! If you are playing then make sure you arrive in plenty of time before this so your weapons can be checked.

If you are monstering then you need to make your way to the monster area between 9:30 and 10:00 am to give us time to get you into costume, made-up and briefed. If you turn up after 10:30 you will be turned away.

At this event, the best estimate of the fighting strength of each nation provided by the civil service is as follows. of their options, which nations could take the battlefield together. Each of the two battles must have at least 55 and at most 60 force weight sent on it.

National Weightings

All the nations are much bigger than the numbers listed - the numbers listed reflect the relative numerical strength of the nations not the actual number of fighters who take the field.

Site Map

The site map is opposite; the camp coordinators for each camp will have their own layout for their camp, showing where all the tents they know about are to be pitched. If you do not know where you are supposed to be camping, then please speak to them on arrival at your nation's camp.

Mobility Camp

The area marked with a wheelchair on the out-of-character camp is intended for participants with mobility needs. We have permission from the land owner for the handful of players with legitimate mobility needs to come and go from this area through the weekend. Please let the crew know if you have a disability that means you will need to camp here.

The nearest disabled toilet is approximately 10 m away in the adjacent hygiene block. There is a second disabled toilet 120 m away in the in-character field near Varushka and the Imperial Orcs.

Traders

The following traders have booked for the event.

- Battle Ready Hand crafted leather goods.

- Cantrips Affordable handmade, new & used costumes, props and accessories.

- Chows Emporium Costume, leather gloves, products related to drinking and accessories.

- Craeftigan Beautiful weapons and costume that are perfect for Empire.

- Darkblade Leather Stuff.

- Das Shoppe New and second hand costume, leatherwork, weapons, props and furniture. Trade ins welcome.

- Gem’s Trading Co Costumes and leatherwork. Fine quality tailored garments and LRP props. Also a wide range of hand made leather items and missile weapons supplied by Arrow Kaster available to order.

- Irregular Props Weapons, shields and mage implements designed especially for Empire.

- Light Armouries Supplier of latex weapons and props.

- Mandala Studios High quality latex prosthetics and masks tailor made for the Empire campaign.

- Millstream Forge Metalwork - located next to Skian Mhor.

- Quiverstock - archery supplies

- Romany Robes A range of beautiful costume at reasonable prices.

- Saxon ViolenceA wide range of weapons suitable for Empire.

- Skian Mhor Latex Weapons and props. Costume, armour, leatherwork, chainmail, tents and all types of LRP supplies and essentials.

- Velvet Glove Costumes Costumes, make-up, prosthetics, jewellery with more to come!

- White Rose Apparel Beautiful armour.

- Winterforge Armouries Bespoke LRP weapons, Leather, props and commission work.

- Wonderlust Couture - custom made, individual jewellery and costume in various designs.

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Winter Solstice 2018

Contents

- 1 Overview

- 2 IC News

- 3 Battles

- 4 Site Map

- 5 Mobility Camp

- 6 Traders

Overview

This page lists all the details that are specific for LAST event. There is an additional page with event information which lists arrival and departure times and similar details that are common for all Empire events.

IC News

We will update the wiki with the 381YE Winter Solstice winds of fortune showing the latest in-character developments throughout the Empire as they become available. An Event schedule that shows timings of IC activities common to all Empire events is also available. There is also a list of upcoming Imperial elections

Nation

Force Weight

Brass Coast

7

Dawn

19

Highguard

14

Imperial Orcs

6

League

10

Marches

8

Navarr

21

Urizen

8

Varushka

11

Wintermark

27

Battles

At the event we will be running two large battles, one Saturday morning and one Sunday morning. The large battles will follow the normal rules for battles; you may only participate in a single battle as your character and you must monster the other battle if you decide to participate in one. The sides for the battles will be chosen by the generals in the Muster of the Imperial Military Council on Friday night.

The Sentinel Gate opens at 11:00 am - regardless of whether anyone is ready or not! If you are playing then make sure you arrive in plenty of time before this so your weapons can be checked.

If you are monstering then you need to make your way to the monster area between 9:30 and 10:00 am to give us time to get you into costume, made-up and briefed. If you turn up after 10:30 you will be turned away. At this event, the best estimate of the fighting strength of each nation provided by the civil service is as follows. of their options, which nations could take the battlefield together. Each of the two battles must have at least 64 and at most 67 force weight sent on it.

Site Map

The site map is opposite; the camp coordinators for each camp will have their own layout for their camp, showing where all the tents they know about are to be pitched. If you do not know where you are supposed to be camping, then please speak to them on arrival at your nation's camp.

Mobility Camp

The area marked with a wheelchair on the out-of-character camp is intended for participants with mobility needs. Please let the crew know if you have a disability that means you will need to camp here.

The nearest disabled toilet is approximately 10 m away in the adjacent hygiene block. There is a second disabled toilet 120 m away in the toilet unit next to the Hub and the IC caterers.

Traders

The following traders have booked for the event.

- Chows Emporium Costume, leather gloves, products related to drinking and accessories.

- Coelred Monger Suppliers of replica costume and artefacts.

- Craeftigan Beautiful weapons and costume that are perfect for Empire.

- Darkblade Leather Stuff.

- Das Shoppe New and second hand costume, leatherwork, weapons, props and furniture. Trade ins welcome.

- Eldritch Weapons and armour.

- Gem’s Trading Co Costumes and leatherwork. Fine quality tailored garments and LRP props. Also a wide range of hand made leather items and missile weapons supplied by Arrow Kaster available to order.

- Hardy & Sweet

- Having A Larp Costume, weapons, armour and LARP accessories.

- In Your Dreams FX Weapons, armour, masks and arrows.

- Irregular Props Weapons, shields and mage implements designed especially for Empire.

- Light Armouries Supplier of latex weapons and props.

- Mandala Studios High quality latex prosthetics and masks tailor made for the Empire campaign.

- Millstream Forge Metalwork - located next to Skian Mhor.

- Romany Robes A range of beautiful costume at reasonable prices.

- Skian Mhor Latex Weapons and props. Costume, armour, leatherwork, chainmail, tents and all types of LRP supplies and essentials.

- Velvet Glove Costumes Costumes, make-up, prosthetics, jewellery with more to come!

- White Rose Apparel Beautiful armour.

- Wonderlust Couture - custom made, individual jewellery and costume in various designs.

- Wyrd Sisters

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Winter Solstice Elections

Contents

- 1 Winter Solstice Elections

- 1.1 Senate

- 1.2 Military Council

- 1.3 Imperial Synod

Winter Solstice Elections

Each Winter Solstice, the citizens of Anvil elect, or otherwise appoint, the following positions:

Senate

Position

Chosen by

Senator for
Madruga

Citizens of the Brass Coast

Senator for
Astolat

Citizens of Dawn

Senator for
Necropolis

Citizens of Highguard

Senator for
Temeschwar

Citizens of the League

Senator for
Bregasland

Citizens of the Marches

Senator for
Hercynia

Citizens of the Navarr

Senator for
Zenith

Citizens of Urizen

Senator for
Miekarova

Citizens of Varushka

Senator for
Kallavesa

Citizens of Wintermark

Conscience of the Senate

The Cardinal of the Way

Military Council

Position

Chosen by

General of the
Hounds of Glory

General of the
Winter Sun

General of the
Strong Reeds

General of the
Army of the Golden Axe

Varushkan Senators

General of the
Green Shield Army

Winternark Senators

Imperial Synod

Position

Appointed By

Cardinal of
Prosperity

Assembly of Prosperity

Cardinal of
The Way

Assembly of the Way

Gatekeeper of Prosperity

Cardinal of Prosperity

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Winter magic

Contents

- 1 Overview

- 2 Resonance

- 2.1 Weakness

- 2.2 Endings

- 2.3 Hunger

- 2.4 Fear

- 2.5 Wisdom

- 2.6 Oaths and Wards

- 2.7 Cruelty

- 2.8 Punishment

- 2.9 Survival

- 2.10 Preservation

- 2.11 Death

- 3 Dissonance

- 3.1 Healing

- 3.2 Creation

- 3.3 Hope

- 3.4 Strength

- 3.5 Prosperity

- 3.6 Community

- 4 Further Reading

Overview

The magic of Winter is old, hungry and cruel but also wise - it has seen all the horror the world has to offer, and it has triumphed over it. Winter magic is dangerous to the wielder and the world, but its power cannot be denied and it is honest about the harm it may cause. It is not evil in a human sense - it simply wells up from dark places that have little regard for the weakness of humans.

When most people think of Winter magic, they think of curses. The realm is adept at bringing harm to others, and no other realm is quite so adept at weaving ironic or unspeakable punishments. It is especially adept at delivering curses that deal with concepts of extreme age (crippling, tiredness, infirmity, withering sickness, mental degradation and even death), hunger (hunger and thirst for food and drink that cannot be allayed, robbing something of its joy or meaning, or more unpleasant urges such as a drive to commit cannibalism) and fear (everything from full-blown feelings of crippling fear to nagging doubts and uncertainties, an infestation of nightmares, or the slow eroding of hope into despair). These curses can also become blights that affect larger areas, or they can become contagious effects that spread through a bloodline or town.

The realm is also hungry, a hunger that can manifest in the form of rituals that prey on other people or on binding ravenous spirits into mortal flesh. Stealing someone’s youth to prolong your own life, or consuming their power to gain a little of it yourself both resonate with Winter. These rituals are never an even trade – a large portion of whatever energy they deal with is bled off into Winter – and they often come with other dreadful downsides (they might be addictive, for example, or need to be repeated regularly to avoid a painful and messy death). There is often a sacrifice with Winter magic - but it is the sacrifice of the self for others not the sacrifice of others for the self.

At its heart, this realm is old and it understands the power that fear and death have over the living. Yet from this understanding grows wisdom - and from wisdom comes a very different form of power. No realm approaches the potency of Winter when it comes to creating wards, bindings or oaths.

There are of course mystics and scholars say that the magic of Winter is innately dangerous. They claim that each magical effect ended, each portion of energy consumed, and each incident of destruction somehow “feeds” the Wasteland. The energies it consumes are gone forever, and eventually all the magic in the world will be swallowed up by Winter, bringing an end to creation. Another group disagree – they claim that by using the magic of Winter the magician steals power from the Realm, postponing the eventual death of creation. Magicians who work powerful Winter rituals often speak of the magic as being dangerous - predatory or watchful. They must wield it without fear, without showing the slightest weakness, because if they do they can sense that the cold, cruel magic will take advantage and turn against the practitioner.

Winter magic is the most powerful because it is honest - it is power stripped of deception - and because it deals with the inevitable powers of death and decay. Those who wield Winter magic can become powerful protectors - or devastating villains.

Resonance

Weakness

The Winter Realm is preoccupied with ageing and especially with the weakness and infirmity that comes from old age and the realm resonates strongly with any rituals that produce similar effects. All manner of mortal ailments, even simple exhaustion, are likewise strongly favoured by the realm. Magics that weaken need not be limited to the body; Winter magic excels at weakening objects and structures, causing metals to corrode, wood to rot, and stone to erode. It can even be used to blight the land, however, the more powerful Winter destruction is, the slower and more insidious it tends to be.

Examples: the weakness spell, Withering Touch of Frost, Crumbling Flesh and Withering Limbs, Hungry Grasp of Despair, Naeve's Twisting Blight, Inevitable Collapse into Ruin, Howling Despite of the Yawning Maw, and The Grave's Treacherous Edge.

Endings

Winter magic likes to bring things to things to an end. For many objects and buildings, this means their destruction, but Winter magic can be used in different ways to cause things to end. There is no generic "dispel magic" effect in Empire, but Winter is far and away the best the realm to use to bring magic that is ongoing and active to an end.

Examples: the shatter spell, Black Iron Blade, Words of Ending, Ravenous Tongue of Entropy, Devastating Scythe of Anguish and Loss, Wind of Mundane Silence, and Wither the Seed.

Hunger

The physical needs of the body are a common theme of the realm, but this resonance incorporates more than just physical needs - it includes hunger in the metaphorical sense as well. Desires such as the hunger for power or for wealth are all claimed by Winter. Eating or consuming things, especially consuming something to gain strength by sating your hunger, are all powerful forces in Winter magic, as are any rituals that involve empowering yourself at the expense of others.

Examples: Coil of the Black Leech, Icy Maw Devours the Spark of Essence, and Gnawing, Endless Hunger.

Fear

Fear is a powerful emotion throughout the Winter Realm and Winter rituals that create fear are especially potent. Almost any fear resonates in Winter: fear of death, fear of loss, or just fear of being hurt. This resonance also spans some of the things that help to feed fear, especially uncertainty and doubt. Strangely, fear is often seen as a positive force by many Winter eternals, who believe that it serves as a warning, helping individuals to realise when they are in danger.

Examples: Dreamscape of the Endless Hunt.

Wisdom

Rituals that embrace wisdom and long memories, that provide the understanding that comes from experience, are all resonant with Winter magic. Traditions, especially traditional lore passed down from one generation to another, are considered precious by the realm, as is any wisdom inherited from the past. Lore about death, curses, and mortal threats are especially important, as are rituals that involve the preservation or recall of lost memories.

Examples: An Echo of Life Remains, Wisdom of the Balanced Blade, Ruthless Vigilance, Healthy Crop and Whispers through the Black Gate.

Oaths and Wards

Both Autumn and Winter magic take a strong interest in statements of intent; while Autumn favours deals, pacts, and accords, Winter is most concerned with sworn oaths and geas. Winter magic wants to hold people to the words they speak, punishing those who break solemn vows. This binding nature of the Winter realm can also physically constrain people, creating wards that punish those who cross them.

Examples: Tribute to the Thrice-Cursed Court, Pakaanan's Iron Shutters, Hold Back Frozen Hunger, There Is No Welcome Here, Ward of the Black Waste, and Clarion Call of Ivory and Dust.

Cruelty

To mortal eyes, the Winter Realm often appears cruel or heartless. Winter magic often comes with a price to be paid; the more powerful the magic, the more terrible the price. When questioned on such matters, Winter eternals do not deny that Winter magic can exact a cruel toll on its caster, but they claim it reflects the true nature of the world - that things cannot be achieved without sacrifice.

Examples: Pallid Flesh of the Dead King, Sorin's Rite of Agony.

Punishment

Winter magic deals with many rituals that administer punishment. The Realm delights in punishing those who have transgressed with suitable consequences for their actions, but magicians are advised to use such power carefully. Those who use the curses and punishments of Winter magic indiscriminately may soon find their enemies wielding the same power on them in turn.

Examples: Traitor's Fate, Freezing Brand of Irremais, and Circle of Trust, Winter's Ghosts.

Survival

The urge to survive is a powerful instinct of the Winter Realm, making rituals that draw on this resonance especially powerful. Winter magic can allow the beneficiary to endure pain or even resist death in the short term.

Examples: Hunger of the Draughir, Unyielding Constitution, Fight Tooth and Nail, and Last Breath Echoes.

Preservation

Winter magic has a predilection for preserving things. It naturally seeks to oppose change, wanting things to remain as they are, even if this leads to stagnation.

Examples: Fallow Fields and Dried Meat and Mark the Flesh Incorruptible.

Death

Death and the bodies of the dead are an obsession for many inhabitants of the Winter realm. Winter magic can speak to those who have recently departed and the realm includes divinations that can be performed on the bodies of the dead. Although there are no magics that can bring a person back from the dead, some of the most powerful Winter rituals allow the magician to summon drudges from the Winter Realm to occupy the bodies of the fallen, making them march at their command.

Examples: Quickening Cold Meat, Clarion Call of Ivory and Dust, Last Breath Echoes, An Echo of Life Remains, Hold Back Frozen Hunger, the Voice for the dead spell.

Dissonance

Healing

Although Winter magic can grant unnatural ability to survive, it is near powerless to heal those who have been harmed. Winter magic almost seems to prefer that the wounded suffer rather than recover swiftly. The realm takes no interest in rituals to provide good health and it would be desperately unwise to attempt to use the magic to improve fertility.

Creation

The Winter realm is strongly dissonant with any rituals that attempt to create. A skilled magician can use the Winter realm in constructive ways by destroying unwanted things allowing what remains to prosper, but the realm fiercely opposes any attempt to use it to construct or conceive new things.

Hope

There is no mercy in the Winter Realm; at best it can provide a sombre sympathy for the pain that life brings, at worst it takes a delight in the cruel and capricious nature of the mortal experience. The realm's inhabitants consider forgiveness to be foolish and weak and happiness to be the refuge of ignorant fools. Rituals cannot use Winter magic to create uplifting or positive feelings.

Strength

Winter does not strengthen or empower. It is extremely difficult for Winter magic to grant enhanced health, endurance or mighty blows. While a magician might shatter a shield with a touch of their rod, Winter cannot grant a warrior the supernatural strength needed to smash such a shield with their two-handed weapon. The personal enchantments that Winter creates are about resisting death through increased fortitude, or about enhancing personal power with a price (in the manner of rituals such as Sorin's Rite of Agony).

Prosperity

Winter ends where Autumn magic begins. It does not take for granted the idea that someone will be alive tomorrow in the way Autumn does. It is concerned with survival, not wealth. Winter does not work well with enchantments that deal with wealth, trade, commerce or creature comforts. It focuses towards the bottom end of the hierarchy of needs.

Community

Winter encourages selfishness. Sometimes, hard choices are needed to provide security for oneself and the people one is responsible for. Winter magic works well with small groups, but the larger a group becomes the more likely Winter is to break that community down into several smaller groups. It often promotes an "us and them" attitude that makes complex, large-scale beneficial effects increasingly difficult.

Further Reading

- Ritual theory

- Spring magic

- Summer magic

- Autumn magic

- Winter magic

- Day magic

- Night magic

- Spellcasting

- Rituals

- Formulaic Rituals

- Spontaneous Magic

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Category:Winter Ritual (Redirected from Winter ritual)

Ritual

Explanation

Magnitude

An Echo of Life Remains

Identifies a corpse.

2

Black Iron Blade

Cuts all bonds on target.

2

Fallow Fields and Dried Meat

Add 18 rings to the production of a farm over winter.

2

Hunger of the Draughir

Grants one rank of fortitude and the ability to eat anything for a season.

2

Mark the Flesh Incorruptible

Preserves a corpse.

4

Tribute to the Thrice-Cursed Court

Trades crafted items for Winter mana.

4

Words of Ending

Destroys the magic of a crafted item.

4

Wisdom of the Balanced Blade

Analyses a curse.

6

Withering Touch of Frost

Curses a character to lose a quarter of farm, forest and herb garden production for a year.

6

Crumbling Flesh and Withering Limbs

Grants ability to call cleave with a rod twice each day for a season.

8

Pakaanan's Iron Shutters

Seals a portal for ten minutes.

8

Ruthless Vigilance, Healthy Crop

Enhances a herb garden, increasing production of each herb by two over next season.

8

Traitor's Fate

Agree to let someone trigger a dangerous curse if they betray you.

8

Freezing Brand of Irremais

Brands and influences a target.

10

Hungry Grasp of Despair

Grants coven a one-use ability to cast weakness over ten minutes.

10

Ravenous Tongue of Entropy

Grants the ability to cast shatter, weakness, and paralysis as if you know them.

10

Circle of Trust

Agree to let someone trigger dangerous curse if they betray you.

12

Fight Tooth and Nail

Grants two uses of unstoppable each day for a season.

12

Pallid Flesh of the Dead King

Grants three ranks of endurance for a season at the cost of persistent venom.

13

Unyielding Constitution

Grants the ability to endure the effects of traumatic wounds for a season.

13

Hold Back Frozen Hunger

Wards an area against the dead.

14

There Is No Welcome Here

Ward an area against eternals and heralds.

14

Ward of the Black Waste

Wards an area against vallornspawn.

14

Icy Maw Devours the Spark of Essence

Curse a territory so that mana crystal production is halved for a season.

15

Naeve's Twisting Blight

Blights all crops in a region, halving their production.

15

Clarion Call of Ivory and Dust

Conjures unliving winter troops to greatly enhance the rank of a military unit.

20

Coil of the Black Leech

Grants a target the ability to heal themselves when they cast weakness.

20

Devastating Scythe of Anguish and Loss

Grants ability to IMPALE foes with a staff.

20

Gnawing, Endless Hunger

Curses a character with endless hunger and inability to benefit from potions.

20

Last Breath Echoes

Restores a terminal character for a short period before they die.

20

Retreat to the White Caves

Season-duration version of There Is No Welcome Here: heralds are weakened and don't want to enter the warded area. Horrible roleplaying effect within the area

23

Sorins Rite of Agony

Grants 1 rank of winter lore for a season at the cost of an unhealing wound.

24

Dreamscape of the Endless Hunt

Curses a character with nightmares and removes ability to recover hero points or mana naturally.

30

Whispers through the Black Gate

Summons a dead spirit to answer questions.

30

Inevitable Collapse into Ruin

Damages a battlefield fortification.

40

Curse of Decrepitude

Curses a target with persistent weakness for a year.

50

Howling Despite of the Yawning Maw

Allows one use of area-of-effect weakness.

50

Winter's Ghosts

Curses a region so that all production is reduced by a quarter for a season.

50

The Grave's Treacherous Edge

Allows one use of area-of-effect venom.

60

Quickening Cold Meat

Creates a force of animated corpses that enhance a campaign army by around 20%.

150

Wind of Mundane Silence

Destroys a regio.

150

Wither the Seed

Drastically reduces the fertility of an area for a generation.

150

Pages in category "Winter Ritual"

The following 42 pages are in this category, out of 42 total.

A

- An Echo of Life Remains

B

- Black Iron Blade

C

- Circle of Trust

- Clarion Call of Ivory and Dust

- Coil of the Black Leech

- Crumbling Flesh and Withering Limbs

- Curse of Decrepitude

D

- Devastating Scythe of Anguish and Loss

- Dreamscape of the Endless Hunt

F

- Fallow Fields and Dried Meat

- Fight Tooth and Nail

- Freezing Brand of Irremais

G

- Gnawing, Endless Hunger

H

- Hold Back Frozen Hunger

H cont.

- Howling Despite of the Yawning Maw

- Hunger of the Draughir

- Hungry Grasp of Despair

I

- Icy Maw Devours the Spark of Essence

- Inevitable Collapse into Ruin

L

- Last Breath Echoes

M

- Mark the Flesh Incorruptible

N

- Naeve's Twisting Blight

P

- Pakaanan's Iron Shutters

- Pallid Flesh of the Dead King

Q

- Quickening Cold Meat

R

- Ravenous Tongue of Entropy

- Retreat to the White Caves

- Ruthless Vigilance, Healthy Crop

S

- Sorin's Rite of Agony

T

- The Grave's Treacherous Edge

- There Is No Welcome Here

- Traitor's Fate

- Tribute to the Thrice-Cursed Court

U

- Unyielding Constitution

W

- Ward of the Black Waste

- Whispers through the Black Gate

- Wind of Mundane Silence

- Winter's Ghosts

- Wisdom of the Balanced Blade

- Wither the Seed

- Withering Touch of Frost

- Words of Ending

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Winter rituals

Ritual

Explanation

Magnitude

An Echo of Life Remains

Identifies a corpse.

2

Black Iron Blade

Cuts all bonds on target.

2

Fallow Fields and Dried Meat

Add 18 rings to the production of a farm over winter.

2

Hunger of the Draughir

Grants one rank of fortitude and the ability to eat anything for a season.

3

Mark the Flesh Incorruptible

Preserves a corpse.

4

Tribute to the Thrice-Cursed Court

Trades crafted items for Winter mana.

4

Words of Ending

Destroys the magic of a crafted item.

4

Wisdom of the Balanced Blade

Analyses a curse.

6

Withering Touch of Frost

Curses a character to lose a quarter of farm, forest and herb garden production for a year.

6

Pakaanan's Iron Shutters

Seals a portal for ten minutes.

8

Ruthless Vigilance, Healthy Crop

Enhances a herb garden, increasing production of each herb by two over next season.

8

Traitor's Fate

Agree to let someone trigger a dangerous curse if they betray you.

8

Crumbling Flesh and Withering Limbs

Grants ability to call cleave with a rod once each day for a season.

9

Coil of the Black Leech

Grants a target the ability to heal themselves when they cast weakness.

10

Freezing Brand of Irremais

Brands and influences a target.

10

Hungry Grasp of Despair

Grants coven a one-use ability to cast weakness over ten minutes.

10

Ravenous Tongue of Entropy

Grants the ability to call shatter with a staff once a day for a season.

11

Circle of Trust

Agree to let someone trigger dangerous curse if they betray you.

12

Unyielding Constitution

Grants the ability to endure the effects of traumatic wounds for a season.

13

Hold Back Frozen Hunger

Wards an area against the dead.

14

There Is No Welcome Here

Ward an area against eternals and heralds.

14

Ward of the Black Waste

Wards an area against vallornspawn.

14

Icy Maw Devours the Spark of Essence

Curse a territory so that mana crystal production is halved for a season.

15

Naeve's Twisting Blight

Blights all crops in a territory, halving their production.

15

Clarion Call of Ivory and Dust

Conjures unliving winter troops to greatly enhance the rank of a military unit.

20

Fight Tooth and Nail

Grants two uses of unstoppable each day for a season.

20

Gnawing, Endless Hunger

Curses a character with endless hunger and inability to benefit from potions.

20

Last Breath Echoes

Restores a terminal character for a short period before they die.

20

Pallid Flesh of the Dead King

Grants two ranks of endurance for a season at the cost of persistent venom.

22

Retreat to the White Caves

Wards an area against heralds and eternals for a season.

23

Sorins Rite of Agony

Grants 1 rank of winter lore for a season at the cost of an unhealing wound.

24

Dreamscape of the Endless Hunt

Curses a character with nightmares and removes ability to recover hero points or mana naturally.

30

Whispers through the Black Gate

Summons a dead spirit to answer questions.

30

Inevitable Collapse into Ruin

Damages a battlefield fortification.

40

Curse of Decrepitude

Curses a target with persistent weakness for a year.

50

Howling Despite of the Yawning Maw

Allows one use of area-of-effect weakness.

50

Winter's Ghosts

Curses a territory so that all production is reduced by a quarter for a season.

50

The Grave's Treacherous Edge

Allows one use of area-of-effect venom.

60

Devastating Scythe of Anguish and Loss

Allows one use of area-of-effect shatter.

150

Quickening Cold Meat

Creates a force of animated corpses that enhance a campaign army for a year.

150

Wind of Mundane Silence

Destroys a regio.

150

Wither the Seed

Drastically reduces the fertility of an area for a generation.

150

This selection of articles can be downloaded as a PDF book (or as html only)

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Winterborn Warmail

Description

The first suits of winterborn warmail were crafted in Varushka in the early years of the Empire, where the artisans of Volodmartz discovered new techniques of working the metals from their abundant mines. These techniques involved subjecting the alloys of orichalcum and weltsilver to the freezing temperatures of the mountain tops in winter, a process which toughened them beyond all expectations. Although this armour can be made in any cool cellar or tunnel, it is widely held that the very best examples are those worked in the bitter cold of Wintermark and northern Varushka during the depths of winter.

Due to the vast expense of the materials and the scarcity of such skilled armourers, this armour is truly rare, every suit individually named and worn by the Empire's most renowned (or most wealthy) warriors. Even generals find it difficult to acquire and look jealously at any collegue who dons it. Freeborn generals often strive to acquire suits of Winterborn Scale. Should they die during the post and their armour is retrieved, their family will often give it to a talented young warrior to give them some of the deceased general's strength, even after the enchantment has worn off.

Empress Varkula wore a suit of this armour on campaign, and towards the end of her decades-long reign she tended to wear it even when she was not on a battlefield. Partly in honour of this warlike empress, and partly from considerations of practicality, this armour is popular with draughir from many nations, resulting in popular epithets such as Draughir Warplate, Dreadlord's Panoply and Hungerer's Heart.

Rules

- Form: Armour. Takes the form of a suit of heavy armour. You must be wearing this armour to use its magical properties.

- Requirement: Any character can bond to this item.

- Effect: You gain three additional ranks of the endurance skill.

- Materials: Crafting a suit of winterborn mail requires fourteen ingots of of orichalcum, seven ingots of weltsilver, seven measures of ambergelt and three measures of beggar's lye. It takes one month to make one of these items.

Virtueless dogs of the Varushkan wilds, filth that descends from the tree-line to threaten my Empire, look upon your enemy! For all your play-acting the terrors of the unknown night, you are lambs before my ravenous slaughter. I am your nightmare of rampant civilisation come to kill you without mercy or honour. I am the conqueror with the strength of nations come to drive you from your land. I am the fire that is fueled by the hate of millions, and I declare this vale mine, this forest mine, these mountains mine, and this army mine to take them with!

Look upon your enemy, o' mangy curs of Miekarova! There is more strength in my armour than in the best of your warriors!The Carrion Queen, Act 1, Scene 2

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Wintermark costumes (Redirected from Wintermark Costumes)

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

Note: The tone and style of this page may need editing. All costume advice pages should be written in third person voice, using verbs that make clear that this page is advice, not direction.

Contents

- 1 Look and feel

- 1.1 Suaq

- 1.2 Kallavesi

- 1.3 Steinr

- 1.4 Similar nations

- 2 Research

- 2.1 Historical inspiration

- 2.2 Lord of the Rings Rohirrim

- 2.3 Game of Thrones

- 2.4 King Arthur 2004

- 2.5 Beowulf and Grendel 2005

- 2.6 Jade warrior

- 2.7 Skyrim

- 3 In detail

- 4 Specifics

- 4.1 Wintermark man and woman

- 4.2 Wintermark variations on the same tunic- utility and high status

- 4.3 Asymmetric hems

- 4.4 High-status bliaut-style tunic dress

- 4.5 High status kirtle

- 4.6 Suaq coats

- 4.7 Kallavesi looks

- 5 Hats and outerwear

- 6 Jewellery

- 7 Armour

- 7.1 Steinr

- 7.2 Kallavesi and Suaq

- 8 Bibliography and Resources

- 8.1 Further Reading

- 8.2 Patterns

- 8.3 Online Shops

- 8.4 Armour

- 8.5 Jewellery

Look and feel

Women and men, young and old are always ready to protect their home, family and the empire. Costume should reflect this. The wealthy may display their fortune in richer fabrics, decorative borders, beautiful armour and longer tunics but these things will not grant them respect. Some Winterfolk may wear long, full skirts or tight fitting kirtles but they should always be able to kill two orcs before breakfast whilst wearing them.

"They are perfectionists who value quality over mass production" - a group of Winterfolk are very unlikely to have a uniform or matching clothes.

"Wintermark art tends to be intricate and detailed" - add borders and trim to your tunics. This can be added to in between events to spread costs. Embroidery and beading may also be appropriate. Another idea might be to create or buy tooled leather 'patches' that you could add to plainer leather armour to build on its individuality and intricacy. If you are feeling arty, persuade a leather crafter to show you how to carve runes into your armour.

"The most common clothing for the Wintermark is a thigh length tunic over trousers" - most Winterfolk of any gender wear a version of this. Try several layers with varying sleeve and hem lengths. Some Winterfolk prefer a longer and fuller tunic or dress. The wealthier may also wear a kirtle or very simple form of the bliaut and corsage (see specifics section). More details on this are given later. Trousers are slim but not fitted, and normally wrapped with strips of cloth from ankle to knee. The differences between the three subcultures will be expressed in the way you adorn the basic costume. More details follow.

Suaq

Over their tunics the Suaq wear a hooded coat. In the cold north this would be made of thick animal pelts, fur side in. In warmer climates perhaps leather and in the imperial heartland in summer they may choose to wear linen or canvas versions. Base coat colors tend to be pale to blend with the icy landscape. Although they may keep them plain for hunting and scouting, at home most choose to paint or embroider their coats with bright sigils - symbols of animals and enemies the warrior has killed. Icewalkers tend to adorn their coats with fetishes in a similar way to Kallavesi mystics.

Kallavesi

The clothing of the Kallavesi tends to be a little more primitive and this is where some iron-age styles may be more appropriate. Clothes are a little rougher, unlikely to be tailored and colours will be more drab with occasional flashes of colour. Instead of decorative borders they adorn their clothes with fetishes and feathers, beads and bones. Headdresses are central to their identity as an individual and as a member of the Kallavesi and a symbol of their wisdom, power or responsibility. These are usually animal headdresses- either figuratively or literally as they believe it helps them draw on the animal's strengths. Mystics usually chose animals associated with wisdom or guile while warriors favour strong animals like bears, boars and stags.

Steinr

Steinr clothing is most similar to the central look. They will have multiple layers of tunics and more decorative borders. Although their clothing may be simple, a wealthy Wintermarker may have clothing as exquisitely crafted as a lord of Dawn. Their wealth is most likely to be displayed in the details: the embroidery and expensive decorative borders, the multiple layers and beautiful jewellery.

Similar nations

The Wintermark shares close trade connections with their neighbours in the Marches; with grain and wealth comes influences on fashion. Among those with the money to spend on decorative clothes more tailored fashions are seen, with kirtles laced closer at the waist and hips and longer hem lines.

The Wintermark's and Varushka's ancient origins can be seen in their similarities of costume. Both nations most commonly wrap their trousers to the knee although Varushkan baggy trousers are seen as rather flamboyant by Wintermarkers. Tunics of varying length and decoration are the staple of both nations. In the Wintermark these are normally pulled on over the head but Varushkan styles are commonly open at the front and asymmetrical or diagonal-cut. The Wintermark do not share Varushka's love of mixing bright primary colours. Hats are common in Varushka but Winterfolk favour hoods. Men and women of the Wintermark are frugal and practical and are more likely to wear leather or fur layers or other materials that are hard-wearing and sensible for their harsh climate.

Practicality in clothes and armour is something the Winterfolk share with the Navarr. Their well used leather armour is often similar. Kallavesi mystics may also be occasionally mistaken for a Navarr blood mage, however the latter do not wear animal headresses and do not believe in invoking animal spirits

Research

Historical inspiration

Saxon is the main historical influence but most things from the Roman exit through to mid 13th century should be suitable as change is minor during this time. In general, viking reenactment costume should be fine with a few exceptions: Try to avoid anything iconic of Vikings alone as this is not a key look for the Nation and the Winterfolk are neither seafarers nor raiders. Thor's hammer is a well recognized religious symbol that does not exist in Empire and should not be used. 'Viking' hero pants are more suited to Varushka. Iron age costume may also be appropriate - particularly for the Kallavesi. The checked patterns of a simple plaid can look good but be careful not to stray into the realms of tartan, which is not acceptable. Kilts in any form did not exist in our own history until the Jacobean era, and should not be worn.

Although there are strong historical influences for this nation it is important to remember that this is a fantasy setting. The best costumes will take Saxon as a starting point and add an individual fantasy feel. Don't be restricted by what is historically accurate.

Lord of the Rings Rohirrim

The armour of Rohan is perfect for the Steinr. Leather armour, sometimes with metal plate, is layered over chain and occasionally scale. Gimli's armour follows similar lines and is also appropriate. Theoden's clothes are a perfect example of a wealthy Wintermarker. Use caution when copying Eowyn's dresses as some of these are more typical of other nations. The white dress with corsage (tight vest laced at the back) is a great example of a wealthy Steinr's dress. However, the scoop-neck velvet green gown belongs in Dawn, the side-less surcoat perhaps in the Marches and her funeral gown might be worn in Highguard.

Game of Thrones

The snow-coats of the wildlings are great for Suaq hunters (But wearing human skulls might be considered too 'barbaric' even for the Winterfolk). Inspiration for the feel of the Wintermark can be taken from the Night's Watch and Starks.

King Arthur 2004

Inspiration can be taken from the Saxons in this film. In general the Picts less suitable. Bors' leather armour looks great and if layered over chain might be perfect. Tristan and Gawain's armour has the right feel but plate mail and brigandines are not central to the look.

Beowulf and Grendel 2005

Beautiful clothing. Great examples of the effectiveness of layering costume.

Jade warrior

Set in iron age China, Jade Warrior (2006), has inspiration for the snow coats and hoods of the Suaq.

Skyrim

Skyrim successfully mixes fantasy with Norse inspiration. In particular the Norse layered leather armour would look excellent for the Wintermark. The leather corsets worn by many of the women are not sufficient as armour and horned helmets should not be worn.

In detail

Layers, layers, layers. The best way to make a great costume is by using multiple layers each revealing the one below.

As mentioned previously the edge trim on tunics will mark you out as a Wintermarker, particularly the Steinr. Try or buy tunics with a contrasting color at the neck/hem/cuff then think about adding trim or embroidery.

The above images are from The Midgard Seamstress http://www.facebook.com/themidgardseamstress

The above trims although not specific or necessarily perfect can all be bought from shops or markets at low cost.

For the low-fantasy and early-period Wintermark, the best fabrics are natural ones or good imitations. Heavy cottons, linens and wool will be best for most characters with maybe some velvet and raw silk for the very richest. Avoid shiny satins or crushed velvet/velour. Twills and simple checked plaids will look good but careful not to stray into the realm of tartan.

All colours are suitable but muted or natural hues are likely to look best.

Try not to use visible buttons. Toggles or lacing will look much better and try closing neck openings with brooches as this looks good and saves on fiddly eyelets if you are making your own costume.

Most costumes will look better if tied in with a decent leather belt and accessories such as pouches and jewellery.

Specifics

It can be hard to find well priced costumes and appropriate Dark Ages patterns can be hard to come by. The good news is that almost all the Wintermark costumes can be made with very simple flat-patterns with straight-edged shapes. Most people with even very basic skills will be able to make or supplement their kit. Below are basic (not to scale) patterns with each of the following costume suggestions. You need to work out the appropriate dimensions for you and dont forget to add 2-3 cm at the edges for seams.

This is the very basic Wintermark kit comprising a tunic and trousers bound to the knee. The tunic is easy to make and a run through is given in the tutorial below. The trouser pattern is useful because the gathers around the crotch are comfy and make tearing the seams very difficult.

Another simple trouser pattern and tutorial can be found at: http://www.vikingsonline.org.uk/resources/authenticity/basickit/basickit5.html

The following costume suggestions are mostly based on variations of the tunic with a couple more simple ideas thrown in. Full instructions will eventually be added for each pattern.

Here is a tutorial to make a basic tunic: how to make a t-tunic. Or alternative instructions here : http://www.virtue.to/articles/tunic_worksheet.html or http://www.angelfire.com/ia2/barony/newmembersguide/sewingtipstxt.html

Wintermark man and woman

All of these are formed from two layered tunics. Lengthen dimension Y for longer length in the body and dimension Z can be altered for short or long sleeves. Tunics can have either front or side splits or none at all. Use wider gores (triangles at the sides from waist to hem) to create fuller skirts.The neckline shown here for the man is an off-centre split and there is a 'bib' of contrasting material and trim. The pattern for the hood is in the next section.

Wintermark variations on the same tunic- utility and high status

Here the under-tunics have a short standing collar at the neck line, very similar to early medieval shirts. Sleeves can be attached separately. This is particularly useful if you make a tunic layer out of leather as it avoids bulky seams. Thick fabrics/leather can have added metal studs or rings and be worn as armour. For a higher status male character make tunics longer and more ornate.

Asymmetric hems

If you are feeling confident you can also add detail and individuality by playing with hemlines. this simple pattern creates pleats at the side and shows how to change the basic hem shape. Of course sleeve length can be varied and neck fastenings changed too.

High-status bliaut-style tunic dress

The full sleeved tunic dress is still very simple but has added gores at the front and back as well as the sides for a very full skirt. Keep the arms straight, slightly belled or very full as shown here.

A corsage can be worn over the top. This streamlines the silhouette and can help hold in bellies in the place of a corset. Fit dimension X to bust measurement (divide by 4 but don't forget to allow 2-3cm for seams) dimension z to waist and dimension w to hips. Dimension y is from top of shoulder to hip-line. This can be lightly boned if preferred and is best made of a more heavy duty fabric. Ornament it as required and lace up the back to close. The easiest way to do the edges is with bias binding. Hopefully a tutorial will be uploaded soon.

High status kirtle

The kirtle is more complex as it is a fitted item but patterns are easily available from re-enactment sites or main stream suppliers like Butterick. The gathered under-tunic can be worn by any character and I have included it here because it is a really great way of staying warm as the pleats trap air against your skin. The more fabric you use the warmer the result.

Suaq coats

Wrap over Coat

This is a very simple wrap-over coat design similar to a dressing gown. You can use a gusset at the side for it to flare from the hips.

Hooded tunic coat

Use tunic A with the hood from pattern M.

Kallavesi looks

This is harder to define and will involve more fantasy elements. The two drawings use only the flat pattern A tunics and might be easier to make for beginners as edges could be left unhemmed.

Hats and outerwear

The main outwear for the Wintermark is a cloak. Try rectangular and semicircle cloaks in heavy fabrics. These can be fur edged or lined and decorative borders are ideal. Try to avoid full circle, or gathered at the neck or pre-attached hood styles as they are evocative of later in history. Pull them up over your head, or wear a separate hood to keep the rain off. Hats or caps although 'not wrong' are more Varushkan as are coats (except Suaq coats). A simple tutorial for making a fur hat can be found here.

I. This is a very simple hood pattern, simply cut two, and would be very easy to hand stitch if necessary.

J. Rectangular cloak - couldn't be easier

K. Semicircular cloak - can be plain or richly adorned

L. Gathered over-tunic. Simple and look good with un-hemmed edges for a rough Kallavesi look.

Jewellery

A google search for Saxon jewellery will mostly display historical items of gold with semiprecious stones.

Simple jewellery can be easily made or bought in most markets. Bone (resin), seeds, glass, wooden, shell, ceramic or metal beads can be purchased from most sewing or craft shops and cheap arm bands can be found online or from most lrp traders.

Torcs and ring brooches are particularly iconic of the Dark Ages and make a great investment.

When buying more expensive metal jewellery keep it bold and chunky avoiding fine chains or delicate pendants. As always avoid OOC religious icons.

Armour

Steinr

The basic look is leather over chain but the rest is up to your imagination. Although some Steinr may have rougher leather, the greatest crafters of the Wintermark produce beautiful, detailed, carved and runed leatherwork with inlay and occasionally metal plates. Helmets are leather or metal plate, often with plumes mimicking the tails of the extinct horse.

The above images are from Lord of the Rings

The above images are from Idiom Productions Costume and Props Workshop

Kallavesi and Suaq

Here thick furs and rougher leathers are more commonly worn. The headdresses of Kallavesi warriors are often bulky and protective.

Bibliography and Resources

Further Reading

http://www.3owls.org/sca/costume/saxon.htm

Patterns

- McCall's kirtle pattern

- Historical patterns

- Tunic pattern

- Child dress pattern

- Female tunic and bliaut pattern

Online Shops

- Angrave Designs produces custom orders (including embroidered borders).

- Jorgencraft make beautiful period costume.

- The Midgard Seamstress Custom made UK LARP and Re-enactment costumes

- Dein LARP Store has a large range of appropriate dresses, trousers and tunics. Note their page has a translate button and they ship to UK.

- LRP Store sell short and long sleeved tunics.

- Custom Costume Company Bespoke designs for re-enactors and roleplayers

- LARP Fashion sells several styles of tunic and some simple trousers and dresses.

- Velvet Glove have several plain tunics.

- Medieval Merchant stock tunics and dresses.

- Chow’s Emporium has tunics.

- LARP Inn has two tunic styles.

- StahlGilde sells tunics.

Armour

- Battle Ready provides quality leather armour

- Evenlode Studios provides quality off-the-peg and custom leather armour.

- Idiom Productions Idiom Productions provides for custom leather orders.

- Totally Leathered Totally Leathered provides custom tooled leatherwork & bespoke armour.

- Darkblade has leather armour (note that some items in the general armour page may be more suitable than those on the specific wintermark page)

Jewellery

- Crafty Celts - Torcs, jewellery, buckles and belts (American company but they will ship to UK).

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Wintermark culture and customs (Redirected from Wintermark Culture and Customs)

Contents

- 1 Skein

- 2 Scars

- 3 Hospitality

- 4 Birds and feathers

- 5 Art and history

- 6 Age, infirmity and the good death

- 7 Funerals

Skein

The Winterfolk believe that each individual has a skein, a path down which that individual travels. A person's skein is not predestined at birth, rather it is fixed in places by the significant choices they make as they pass through life. The steps along the way are only the consequences of your skein; the critical moments are the points at which the individual makes a momentous choice - this is when their skein can alter. In the Winterfolk view, what happens in your life, your skein, is a direct consequence of the choices you make, the path you choose through life - the key therefore is to make the right choices.

Obviously not all the choices that a person makes are notable; what is important are the key points when far-reaching decisions are needed. At such points an individual's skein forks with the opportunity for different consequences. The Kallavesi have handed down various methods to help them identify these moments and more importantly to be able to identify what the consequences might be. Those who can accurately read a person's skein and give them advice to help them make the most auspicious choices, called mystics, are important figures in Winterfolk society.

According to the mystics, once the skein has been forked then it cannot be reversed. A person's skein can only be travelled one way; decisions cannot be undone, so it is foolish to dwell on any decision once the choice has been made. By accepting that your skein is fixed, you can commit yourself to your course and make the best of what has been decided. By travelling forwards along your skein you can hope that the future will bring opportunities to make more auspicious choices.

Scars

Scars are important to the Winterfolk. According to tradition a warrior who emerges blooded from a battle has demonstrated heroism by finding a worthy enemy to fight, and is celebrated as a consequence. As a sign of recognition, some Thanes will cut a young warrior who has fought well in their first battle but not been blooded. Others will mark a young warrior before their first battle as a way to encourage them to avoid taking unnecessary risks. Some bands re-open old wounds before a battle begins so that those who face them can mark their courage. All such cuts are little more than a nick, but done with a sharp knife so that they bleed profusely.

When a warrior is wounded in a memorable fight, they will often encourage the grimnir to treat the wound "so that it scars well." Scars are badges of honour; they serve as a visible mark of the warrior's skill and permit them to boast about the battle later - there is rarely anything to brag about a fight in which you didn't get a scar.

Hospitality

Any traveller visiting a hall in Wintermark may claim one drink, one plate of hot food and a bed by a hearth for one night, without any payment or even thanks. This generosity is mandated for one occasion only; beyond this a hall owes a traveller nothing and may turn them out into the night. However, a guest who works for their sustenance and shelter is entitled to hospitality for another night, and it is customarily unacceptable to refuse a traveller who offers to work. Wintermark folktales are filled with stories of unwanted guests who overstay their welcome which usually end when a cunning Suaq tricks them into taking unmerited food or drink, or into failing to complete their assigned work.

Some Thanes choose to follow this tradition when camped with their people in the field, others refuse as tradition only demands they offer hospitality when in their hall.

Birds and feathers

Birds are sacred to the Winterfolk, who believe that they bring a child’s soul at the moment of their birth and carry it away at the moment of death. Some wealthy Winterfolk keep birds of prey, to ensure that the heaviest and most powerful souls are brought to their children when they are born. Birds favour souls of their own nature, so a raptor usually carries the soul of a warrior or great hunter, while an owl or a raven usually brings the soul of a wise mystic or a cunning scout to be reborn.

A bird’s wisdom is contained in the feathers that allow it to fly, and birds discard a feather when they are done with an idea or thought. Winterfolk of a particularly spiritual bent, especially stormcrows and Kallavesi mystics, often collect feathers and wear them for a lunar month. They seek to gain mystical insight by absorbing the discarded thoughts of the bird that shed the feather. Killing an animal specifically to collect its feathers is said to bring bad luck.

Birds are often used as symbols of the virtues in Wintermark. The raven symbolises Wisdom, the goose and the jay both symbolise Vigilance, the eagle, heron and swan all symbolise Pride, jackdaws often symbolise Courage, magpies symbolise Prosperity, hawks and falcons symbolise Loyalty, and the rook symbolises Ambition.

Art and history

Crafting is second nature to the Winterfolk. Stone, metal and wood are carved with runes, but they are rarely painted, coloured or enamelled, as crafters prefer to show the beauty in the underlying colours of the materials. By contrast fabric and leather are often decorated with carefully painted or embroidered images that complement their colour and texture.

This nation is also known for its poetry, intended to be recited or sung rather than read. While epic tales of heroic deeds or historical poems are popular in formal situations, there is also a tradition of short and entertaining poems, often improvised, in informal situations such as a tavern.

The high art of the Scop, the professional entertainer in Wintermark, is in the creation and recital of alliterative verse, the oldest form of traditional Wintermark poetry. Scops are often travellers, moving from hall to hall performing and looking for new material. Many are poets using rhyming structures common throughout the Empire or else using the traditional Wintermark alliterative verse but some Scops master an instrument instead. Suaq Scops traditionally give formal recitations of epic tales, having learned by rote the sagas of the Winterfolk. In contrast Kallavesi Scops often prefer to work with a small audience, telling symbolic stories with complex imagery that are adapted to reflect their audience's situation; the best are designed to help their listeners make auspicious decisions.

Scops have an important responsibility in Wintermark, for they are the ones who grant people their names. The scops watch the younger heroes of Wintermark, those who have still to make a name for themselves. Once an individual has performed a deed of note, they give them a name, to replace their childhood name.

Riddles are also a national pastime. Cold winter nights are both long and tedious, and it is all too easy to fall asleep on duty or lapse into a numbed state of depression. Thinking up and answering clever riddles helps keep the mind limber.

The Winterfolk are not uneducated, but books and scrolls are treasured among them simply because paper and parchment fare poorly in the damp climate. In Wintermark, history exists primarily in oral form, or on rune-carved slabs of stone, sheets of metal, or artefacts of bone. The Winterfolk celebrate and remember the past, but they are never bound by it. This attitude to the past is the foundation of the Wintermark legal system where each transgression is judged on its own merits, rather than on the basis of past precedent. This practical attitude to legality helped to form the basis of the Imperial codes of law.

Age, infirmity and the good death

The land of Wintermark is harsh but this serves to make the Winterfolk strong. It is the cold forge in which each of them is tempered. They face life unbowed by the ferocity of their land and refuse to acknowledge their own mortality. For this reason, death in their prime while striving to meet a challenge is preferable for many to the weakness of old age. Warriors seek the good death on the battlefield, but the good death is any ending that comes while pushing yourself to achieve one final act of heroism.

A few choose to walk north into the Heart of Ice, the great ice-storm Sydanjaa, and are never seen again. Legend says that they battle forever against the creatures deep in the storm. When someone chooses to walk into Sydanjaa they do not imagine it will achieve anything, but that it is preferable to a slow decline leading to weakness of mind and body in dotage. There is a widespread acceptance of the idea that those who challenge Sydanjaa find the good death in an attempt to unravel the mysteries and riddles of the endless storm.

Funerals

Heroes are interred in the Kallavesa marshes, their bones lying in the dark waters alongside those of the first king of Wintermark and the great heroes who have come since. As a hero's life fed the nation when they were alive, their body feeds the marsh in death. “To sleep in Kallavesa” is a powerful metaphor for the rewards of glory and heroism, and to speak of “those who sleep in Kallavesa” is to invoke the very heart of what it means to live in Wintermark.

Wealthy Thanes usually pay for a beautifully crafted wooden boat for their body which is then sunk beneath the waters. Paupers make do with a reed raft. Kallavesi mystics are skilled at preserving bodies for the long journey to Kallavesa.

In the past there has been conflict between the funereal mystics and the priests of the Necropolis in Highguard. The Highborn have strong traditions regarding the funerals of heroes and especially Emperors. Several times they have tried to claim that the remains of Winterfolk heroes who have done some great service for the Empire should be honoured by being interred in their cold marble crypts rather than lying in the swamp alongside their ancestors.

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Wintermark Egregore

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

Sulkavaris

Sulkavaris, Knower of Names is the Egregore of Wintermark. It appears as a figure, male or female in form, dressed in the traditional garb of the Winterfolk either as Suaq, Kallavasi or Steinr as suits its role. Sulkavaris particularly enjoys being told riddles or shown other examples of Wintermark art and children are encouraged to create riddles of their own to tell.

In midwinter, Sulkavaris gives blessings to the virtuous but is sometimes accompanied by a malevolent figure known as the Krampus. The Krampus is a strange being that dispenses curses, but only upon those who ask for them. Individuals who feel the need to atone for something, perhaps an infidelity or a moment of cowardice in battle, will approach the Krampus and whisper their crime in its ear. The Krampus curses them, but the curse lasts only until the next winter and those who survive the curse are absolved of any wrongdoing. An image of the Krampus is often worn as a symbol by the Frayed, although it has no particular affection for them.

Current Hosts

In recent years it has taken three hosts, one following each of the traditions, though these hosts activities are not restricted to the Winterfolk who follow that tradition by any means.

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Wintermark Icons and Artistry

A series of twenty-six mystical runes originated in Wintermark, and are now used by magicians and crafters all over the Empire.

Birds are important, as are their feathers. Designs of birds are common as personal emblems, and as devices on a Thane's banner. The Kallavesi, in particular, make extensive use of feathers.

The Three Tears is the national symbol, usually shown on a brilliant red background.

An arrangement of three interlinked rings called Borromean rings is a powerful image of Winterfolk unity.

The Winterfolk prefer bright colourful banners that can be seen well from a distance. A banner is a glorious shout or a challenge to the enemies of the Winterfolk, rather than a logistical aid to coordinate troop movements. Anyone on the battlefield that does not have a banner is treated with some suspicion, the implication being that they might wish to leave the battlefield without being seen. No true warrior skulks about.

Stringed instruments are traditional in Wintermark, meant to be played while the user sings or recites poetry, but trade with the Empire has made other instruments popular. Perversely only cheap or simple instruments are rune-marked, with traditional runic marks being kept for covers and bags in which the instruments are stored. It is claimed this is because the magic of the runes subtly interferes with the magic of the instrument. See Wintermark Music.

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Wintermark lineage and species attitudes (Redirected from Wintermark Lineage and Species Attitudes)

The Winterfolk tend to judge people as individuals so they rarely discriminate against a particular lineage, though they are unforgiving of people's failures. For Winterfolk to say that an individual “cannot help themselves, it’s in their blood” is meant as a final condemnation not as a mitigating justification.

A spontaneous changeling birth is regarded as a sign of good luck, and having “sharp ears” is a common compliment for anyone who shows alertness or initiative.

There are a number of groups of Kallavesi that are heavily dominated by those with the naga lineage. Some of these naga-dominated halls disdain magic, preferring to focus on the arts of war and take a rapturous joy in battle which can disquiet even the militant Steinr.

The bold, direct and uncompromising nature of the briar lineage makes them welcome among many Winterfolk, especially those of the Steinr tradition. The bark-like material that covers their wounds is treated like any other scar and a briar with strong lineage is often given additional respect as a result.

In Wintermark most orcs are regarded as worthy opponents, an enemy suitable to give or receive a good death from. They were also quick to accept the Imperial Orcs once they proved their loyalty. Quietly some even comment that the Imperial Orcs have recently proved a more reliable and effective ally than some nations of the Empire.

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Wintermark magical traditions (Redirected from Wintermark Magical Traditions)

The Suaq, Steinr and Kallavesi each had their own magical heritage long before they joined to create the nation of Wintermark. Although they have shared magical knowledge extensively since then, these approaches are as much an extension of the traditional beliefs and attitudes of the three people as they are to any particular magical skills. There are Suaq Runesmiths or Steinr icewalkers for example, but they are uncommon. For the most part the three people have maintained their magical traditions along with their cultural heritage.

Contents

- 1 Runesmiths

- 2 Icewalkers

- 3 Mystics

- 4 Artok

Runesmiths

All crafting is magical to some degree, but the Steinr make the ancient magic of their runes an integral part of all craftsmanship. Whether or not the runes are visibly etched into the finished item, you can be certain the proper symbols were painstakingly inscribed during every stage of the construction. Runes represent primal powers and are used not just in metal and stonework but everywhere from a set of clothes, to a banner, to a loaf of bread.

The Steinr see magic as a potent weapon, every bit as deadly as an axe or a sword. Runesmiths who learn battle magic can make formidable combatants or powerful healers; they use the runes to enact immediate magical effects. The original runesmiths developed their strength working the anvil, but as they gained a reputation for daring in battle, more Steinr magicians began to emulate them. They prize boldness and vigour, and may be as comfortable in the thick of melee as any warrior. Many runesmiths wield a heavy oak staff or rod carved with runes when fighting, and like to spar with other runesmiths or warriors through unarmed combat, pugilism and wrestling.

Some runesmiths focus their attention on the mastery of the rituals, often of the Summer Realm. These runesmiths use their runes to mark out their allies and grant them strength and protection. Others prefer to concentrate on Autumn rituals, feeling an affinity for the magics of skill and wealth.

Icewalkers

The Suaq see magic as a practical tool, a key to open doors, a way to solve problems indirectly. The Suaq call those magicians who are thought to show wits and cleverness icewalkers - a title that confers a degree of respect and admiration beyond the ability to simply perform magic. Icewalkers strive to embody the best values of the Suaq people; erudite, pragmatic and shrewd.

Icewalkers favour using ritual magic of the Day Realm to perform divinatory and scrying rituals to help find their quarry. Suaq magicians are widely known for their clever negotiations with Eternals, trying to use their wits and glib tongues to negotiate bargains that favour the icewalker and her people more than they favour the Eternals. Outwitting a powerful creature of another Realm is sometimes seen as the pinnacle of heroism for an icewalker.

Ritual magic for the icewalkers often involves invoking natural things or creatures, and drawing parallels between them and the target of their magic. For example, an icewalker who wishes to divine an area might create a parallel between themself and a high-flying eagle, while one who wishes to grant their comrades great strength might compare them to a flood, storm, earthquake or herd of wild boar. They often cement this magical simile by painting or carving an appropriate rune onto the target or a piece of their equipment.

Mystics

The Kallavesi see magic as a means to insight and wisdom. The enigmatic Kallavesi approach to life leads many of their heroes to become skilled magicians, of which the most famous are mystics. As well as magic, the mystics study the skeins, the idea that there are fated paths down which individuals travel. At critical points in life there are choices to be made, moments when your skein can shift, for better or worse, as a result of your decision. A mixture of magic, wisdom and divinatory arts are used to allow a mystic to determine the most auspicious choices to make.

Artok

In Sermersuaq, the most northern point of the Empire, lies Sydanjaa, the never-ending ice-storm, sometimes called the Heart of Ice. This vast blizzard is a great mystery, blowing night and day across the tundra without respite. Beasts emerge from Sydanjaa that possess magical powers and their bodies often provide magical components. One of the most important are the great ice golems known as Artok. These creatures emerge from the storm to tread fixed paths before they head back into the ice. They can be tamed for a time by carving them with runes, during which time they are potent weapons of war if they can be controlled. Unfortunately they are difficult to take south, as they need the cold to function for long.

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Wintermark Maps

See Also

- Hahnmark

- Kallavesa

- Sermersuaq

- Skarsind

PRINT INFORMATION - Each map is set to print at A3 size (the resolution varies between 175ppi and 300ppi). Do not print larger than this or it will pixellate. If you print smaller, the quality will improve slightly. Various sizes are available by clicking on the image. To print, make sure you download the ORIGINAL size image (should be between 2700 and 5000 pixels wide. Feel free to add your own textures etc

Maps by Daisy Abbott

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Wintermark military concerns (Redirected from Wintermark Military Concerns)

Wintermark has a strong warrior culture. Everyone wants to be a hero, and there are many opportunities for heroic action on the battlefield. This means that while heroism does not have to mean fighting, it does for many Winterfolk. The warrior culture crosses all three traditions; while outsiders may think of the Steinr warrior in chain with runebound weapon and shield when they envision a Winterfolk warrior, the Suaq and the Kallavesi traditions stretch back to a time before the first Steinr set foot in Hahnmark.

The Steinr generally prefer close melee to archery or skirmishing, most often fighting with a one-handed weapon and shield and wearing layers of mail and thick leather. Their generals are often larger-than-life figures who lead from the front and seek out the counsel of the warbands they will lead before planning their strategies – but who brook no disagreement once the plan is decided.

The Suaq employ their hunting craft equally well in the forest and on the battlefield; their archers give close support to their spearmen who in turn look to attack the flanks and other weak points in their enemy's lines. Suaq generals pick their battles carefully, looking to make best use of the terrain and any situational advantage they can create for their army.

Kallavesi warriors tend to favour the axe, either a shorter axe in either hand or a long handled axe near as tall as a person. In battle they often try to take on the demeanour of a ferocious animal such as a boar, wolf or bear. They are alert for omens, reading the flow of the battle around them and anticipating threats and opportunities. Kallavesi generals work closely with the shamans to pick the most auspicious locations and strategies for a battle.

The generals of Wintermark, regardless of tradition, have a responsibility for their people and are expected to call a retreat if it becomes appropriate. A futile death is not a good death and once the order is given, warriors withdraw without shame or ridicule. Winterfolk strive not to rout – when they retreat it is a matter of tactics.

Contents

- 1 Bannermen

- 2 Grimnir

- 3 Imperial Armies

- 3.1 The Fist of the Mountains

- 3.2 The Green Shield Army

Bannermen

At the heart of most Wintermark forces is one or more bannermen. The bannermen are an old Steinr tradition. They are warriors, men or women, whose role is to inspire and enthuse the rest of the warband. Most bannermen are skilled warriors, but their purpose is to rouse the courage and fighting spirit of their band. The traditional responsibility of the bannermen is to carry a warband's banner, a difficult and dangerous job that makes it impossible to carry a shield. Even if they are not personally carrying the banner, they tend to stay close to it as it is the heart of the unit.

Bannermen find many ways to motivate their colleagues. Steinr bannermen often carry instruments of war, drums, horns and the like to perform music on the battlefield to lift spirits. Kallavesi bannermen prefer to anoint their fellows with oils and use ancient tales to remind their comrades of past heroes. Some Suaq bannermen prefer to lead their warriors in song while others learn the chirurgeon's art.

Winterfolk generals know that the bannermen are key to the battle, and encourage the Thanes to pick wisely; a few good bannermen can change the course of the battle with their skills. In some situations a good bannerman is more important than the Thanes who actually command, because their presence can keep a group of warriors focused and prevent them routing. A wise general traditionally wants to have the bannermen present when strategy is discussed. While the Thanes may have insight into the situation, it is the bannermen who are relied on to remember the plan and make sure their comrades keep to it.

Grimnir

Especially important are the Grimnir, the doctors and healers of Wintermark. They combine the study of herbs and traditional healing methods with practical experience that is invaluable to the militaristic Wintermark society. While they have an important role to play on the battlefield, they have a wider role to see to the health of everyone in their hall.

While Winterfolk warriors are highly valued, those who keep those warriors alive and healthy are valued even higher. By ancient tradition the Grimnir are forbidden from the front lines of any conflict; they are expected to hang back and keep themselves out of harms way. After all, a dead doctor heals no warriors. Some Grimnir push this tradition to the limit, staying just behind the front line, but most take their responsibility seriously and carry out their work a safe distance away from the fighting.

The Grimnir are denied the obvious chances for heroism that warriors can find on the battlefield. Instead they work to the last to save the lives of their comrades rather than concerning themselves with renown. Wintermark warriors acknowledge this sacrifice, treating the Grimnir with a profound respect. The Grimnir can be all that stands between a warrior and a lingering, painful, futile death. During a battle it is normal for a Grimnir to be accompanied by a few warriors, often those whose life they have saved. Unlike the Grimnir, these warriors do not hang back; they are expected to fight their way through to the wounded and bring them to be tended by the Grimnir.

The Grimnir tradition began with the Suaq. In the past, the healers of a Suaq tribe did not accompany the hunters into the wilderness but instead maintained the camp and prepared to heal those who were injured by wild beasts. The Steinr added their own traditions wherein the chirurgeon responsible for tending the wounded was also entrusted with the task of maintaining the hall or home – "good health is founded on a strong hearth". Consequently, while most Thanes aspire to be powerful warriors, it is not uncommon for a Thane to be a sworn Grimnir, seeing to the health of everyone who lives in their hall.

Imperial Armies

Wintermark fields two imperial armies; the Fist of the Mountains and the Green Shield Army.

The Fist of the Mountains

This army is supported by a number of miners, engineers and ex-prospectors, and the captains are regularly advised by clever icewalkers and proud scops. Centuries of fighting in the mountains of Sermersuaq, Skarsind and Hahnmark have left their soldiers with a reputation for caution and for an ability to fight viciously in tight spaces over vertiginous drops. Their unyielding nature means that while they do not fight to the last drop of blood, they are known for their stubborn dedication to making their enemy pay dearly for every inch of land they take from Wintermark.

The first Wintermark General leads the Fist of the Mountains army, and is appointed (or re-appointed) at the Summer solstice each year.

The Green Shield Army

The army of the Green Shield have fought in almost every campaign in the northern empire and have a long history of supporting the Varushkan and Navarr armies on campaign. Each soldier is equipped with an axe and a wooden shield with a green covering, usually decorated with a symbol in gold or white that marks the regiment the soldier belongs to. They are famed throughout Wintermark for their heroic deeds, and the presence of the Green Shields has turned the tide of battle more than once. They are one of the few armies outside Navarr that have any experience fighting vallornspawn, usually in Hercynia.

The second Wintermark General leads the Green Shield Army, and is appointed (or re-appointed) at the Winter solstice each year.

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Wintermark music (Redirected from Wintermark Music)

Contents

- 1 The Music of Wintermark

- 1.1 Style summary

- 1.2 Commonly known songs

- 1.2.1 A musical tradition

- 1.2.2 One for the kids

- 1.2.3 Funeral Songs

- 1.3 Further examples

- 1.3.1 Songs

- 1.3.2 Instrumentation and tunes

- 1.3.3 Other performance traditions

- 1.4 How to adapt your repertoire

- 1.5 Our sources

The Music of Wintermark

Style summary

Alliterative poetry and heroic saga songs spoken or chanted, scraping fiddles, breathy pipes, and low drones. Themes of winter, seasons, mythical creatures, tales of hardship, dark wit, and of course riddles!

For inspiration for Wintermark look to the music of the old Americas, Scandinavia and Iceland, along with certain British folk with a minor or modal sound.

Commonly known songs

- Oy lay la loyla - one of several calls used when herding animals or bringing home a hunt

A musical tradition

From Wintermark Military Concerns: Steinr Bannermen often carry instruments of war, drums, horns and the like to perform music on the battlefield to lift spirits. Kallavesi Bannermen prefer to anoint their fellows with scented oils and use ancient tales to remind all of the heroes of the past. Some Suaq Bannermen prefer to lead their warriors in song while others learn the chirurgeons art. Most Bannermen are skilled warriors, but whatever their art, their purpose is to rouse the courage and fighting spirit of the band, supporting them on the battlefield.

One for the kids

Ho Ho Away We Go, very easy song with optional harmonies.

Funeral Songs

Low Down in the Broom

Further examples

Songs

- Cattle Calls

- The Snow It Melts the Soonest

- Two Men Came to Your Hall Door

- I Wish My Baby Was Born

- Low Down in the Broom

- My Ain True Love

- The Scop's Gift

- Lament for Skarsind

Instrumentation and tunes

- Kalenda Maya - medieval fiddle tune that sounds great with drones

- Orcadian/Shetland tunes have the right sort of sound for Wintermark, as does the Swedish fiddle.

- Pan pipes, ocarinas, or low whistles could be used to great effect here too, using any breathy slow music.

- Scandinavian fiddle/folk resources: http://www.people.iup.edu/rahkonen/Fiddling/scandi.htm

Other performance traditions

- Riddles!

How to adapt your repertoire

- Whether singing or playing, get people to join in with a long low drone or untuned drums.

- When playing from your folk tune repertoire, flatten all your 7ths (turning the major scale into the mixolydian mode). Here is a search for mixolydian mode tunes

- Sing in a raw style and emphasise the story behind the song.

Our sources

- June Tabor, Vasen, Althing (vocal group), Ensemble Norma, Enkelit, Flight of the Condor soundtrack, Andean pipe music generally and processional songs.

- A great source of Swedish fiddle tunes: http://www.norbeck.nu/abc/index2.asp?cat=s&sort=title

Here is a youtube playlist of appropriate or inspiring music.

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Wintermark religious beliefs (Redirected from Wintermark Religious Beliefs)

The priests of Wintermark provide spiritual and moral guidance through the tales of the greatest heroes of the past. Called stormcrows, they wear the traditional Kallavesi feathers and a black or grey tattered and layered robe. The stormcrows compose and recite verses which recount the feats of the Paragons and other heroes.

A stormcrow provides the moral centre of every hall, pushing them to perform the deeds their souls long to achieve and to live up to the legacy of the heroes who have gone before. Their duties are often very serious, but many also strive to be the heart of the community, providing cheer through the dark winter nights and reminding their fellows of the joys of being alive. A stormcrow might find themselves preaching the need to laugh in the face of death, conducting grand and glorious death rites, or testing their congregation with riddles. Their preaching, rites and riddles often refer to the birds sacred to the Winterfolk. Whatever form religious observance takes, it usually ends with music, laughter and feasting.

Inevitably the stormcrows favour those tales that sing to the Wintermark spirit. Pride and Courage are prized above all things followed closely by Wisdom. Tales of Ambition or Prosperity are usually reserved for those thanes who seem to be exhibiting an unseemly tendency towards caution or miserliness. In battle, however, at least one stormcrow will endeavour to remain by the side of whoever has command. In this way they seek to remind them that it is a warrior’s place to show Courage, but a thane’s place to show Wisdom.

In Wintermark it is considered a cowardly, childish thing to gossip about the inadequacies or misdeeds of another. Instead the stormcrows serve as a sort of confessor. Anyone can go to them and share a story of a misdeed or failing they have witnessed, and then depart secure in the knowledge that the stormcrow will deal with it. The priest seeks out the truth of the matter and deals with the situation as openly or discreetly as they see fit. When a stormcrow says “the birds told me” they mean that someone has confided in the stormcrow. They will not reveal the source. Likewise a person who feels guilty can seek out a stormcrow and confide whatever it is that is prompting the guilty feelings. A stormcrow can lay a penance, and witness the completion of that penance, effectively absolving the person of their shame.

Stormcrows also serve as witnesses to what their people say and do. In Wintermark it is important to carry through on any deed that you have claimed you will do. They have no patience for empty boasting. This embodies the Virtue of Courage as well as the idea that it is important not to go back on your Skein. Stormcrows fight alongside Winterfolk who have made boasts or claims for their achievements in a coming battle or who have otherwise set themselves a particularly dangerous task. In this the stormcrow serves two important roles. Firstly they can carry back the tale of a good death or vouch for the honesty of accomplishment if a person survives the battle. More importantly a stormcrow knows that by acting as a watcher they can bolster the courage of the person they are watching, helping them to stay true in the face of their fear.

The Frayed

Individuals who make inauspicious choices, committing crimes or making cowardly or greedy decisions that betray the trust of others, lock themselves into an unheroic skein. They incur the contempt of their fellows as their skein carries them towards the Labyrinth of Ages with their souls stained by their actions. They are called the frayed, a reference to the way their choices have damaged their skein. Wintermark heroes who are convicted of serious crimes, or individuals who feel great guilt over a personal failing, become frayed.

For the frayed to restore their skein to a heroic path takes a great deal of effort and wisdom; for most warriors battle is their only opportunity to achieve this. Here the frayed fight alongside a warband rather than as part of it and seek out the most dangerous fights in the hope of redeeming themselves. Those who do so and survive may eventually rejoin their warband. If they became frayed due to committing a crime, then it is never mentioned again once their sentence is complete. Those who have not have been able to redeem themselves through acts of bravery and valour continue to fight as a frayed until they prove themselves or die.

It is common for several frayed to fight together in battle to improve the chances of all and some groups of frayed take an oath to continue to fight together as a warband until all have proven themselves. If worthy, such bands often attract a stormcrow, who fights with the band even though they are not frayed. The stormcrow provide spiritual guidance as well as witnessing their efforts to redeem themselves.

The Winterfolk are, by nature, a virtuous people and their Stormcrows were teaching about Pride and Courage long before we arrived. Our words about the reincarnation of souls were also accepted as confirmation of truths already known to them. Their superstitions around birds are misguided, but I sense no idolatry here; merely the lingering traces of older traditions from less enlightened times.

Wayfarer Malachi in Epistles to the Winds of Virtue, 12 BE

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Wintermark territories (Redirected from Wintermark Territories)

Wintermark lies in the north-west of the Empire. It is significantly colder than the lands around the Bay of Catazar, marked by high peaks, rolling tundra and great freshwater lakes. The four territories are scattered with settlements and criss-crossed by a network of watchtowers and beacons that allow the Winterfolk to maintain vigilance against barbarian attacks. Many of these beacons are isolated, but halls have sprung up around several of them, often taking their names from the beacons or watchtowers they protect.

The wilderness between halls is often trackless, but there are many well-known routes between settlements. The land is known for its natural beauty; while it is cold, it is by no means an Arctic wasteland. In summer particularly the plains and woodlands of Wintermark teem with animal life. It is a hardy land, however, that breeds hardy folk. It is also a prosperous land - there is a great deal of hunting, fishing, herding. agriculture, mining and trade between halls and the rest of the Empire.

While three of the four territories are viewed as the "spiritual home" of one of the three peoples, all Winterfolk are welcome in all territories. While the halls of Kallavesa tend to have more Kallavesi members than Suaq or Steinr, it is a rare hall that consists only of folk from one of the three peoples.

Contents

- 1 Hahnmark

- 2 Kallavesa

- 3 Sermersuaq

- 4 Skarsind

Hahnmark

The territory of Hahnmark is spread along a series of treacherous mountain passes, the rolling foothills beneath and the wide plains that stretch toward Sermersuaq and Kallavesa. In ancient times was the centre of the troll kingdom, but today is considered the ancestral homeland of the Steinr in Wintermark. It was here that the three peoples first came together to oppose their enemies, and to create the union that has made their people the strongest in the world. The territory is prosperous - as well as the farms of the lowlands and the mines in the mountainous foothills, the halls of Hahnmark are visited by traders from across the Empire. it is also a territory that revels in its strength - the sword-arm of the people of Hahnmark is ever ready to strike against the enemies of the three peoples and the Empire that is their home.

Kallavesa

This is the ancestral home of the Kallavesi, a land of cold stagnant bogs. It is a mournful land, beautiful as it changes through the seasons, but always possessing a feeling of brooding stillness. In the warmer months it is a boggy marsh cut through with streams and fjords. In the winter the waterways freeze over and the whole land is covered with frost and snow. Thanes' halls are traditionally constructed entirely from wood here and those built in marshy areas are raised up on stilts. The marsh serves as the national graveyard and this is a place of ancient secrets and mysticism and parts of Kallavesa, especially the West Marsh, have a reputation for being haunted.

Sermersuaq

Sermersuaq is the ancestral home of the Suaq people. The forests and tundra of this territory are rich with animal life that sustains the Winterfolk, ranging from great furred beasts to small game and hunting birds. The northern waters are home to seals and penguins, and full of fish and whales. As one travels further north, the land becomes colder and colder until a traveller comes to transient ice floes that mark the the farthest extent of the land claimed by the Winterfolk. This fertile territory is under constant threat from both the Thule and the Jotun whose hunting parties also seek to exploit the profusion of life here, regularly engaging in skirmishes with the Winterfolk who live here.

Skarsind

Lost in 373YE, recovered in 377YE. Skarsind is a place of alpine slopes and valleys, pine forests and rising mists, set in what's known as the Great Vale, a bowl of mountains that holds both Skarsind and the forest of Hercynia. At its height, Skarsind was particularly noted for fine rune work, and artisans and runesmiths travelled here to study their craft. Gildenheim in the east was the second largest settlement in Wintermark, built over the entrance to a frozen underworld cavern into the walls of which are carvings in a mysterious alphabet that are said to be the source of the magical runes used throughout Wintermark. Gildenheim lies in ruins, thanks the the barbarian Thule; yet it also stands as a symbol of the strength of the Winterfolk. With the aid of the Empire, the Thule have been driven out and the rebuilding of Skarsind can begin.

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Wintermark children

Children are considered a mixed blessing in Wintermark, for every new child is another mouth to feed. While Wintermark has not suffered a major famine since it joined the Empire, there is still a tradition of giving new parents gifts of grain, or dried fruit, or meat to help celebrate the birth. Twins are considered unlucky by the Winterfolk, and it is still common for a childless friend or relative to adopt one of the twins and raise them as their own child even though the practical need to spread the burden of feeding babies and small children has mostly passed.

Older children are expected to work hard to help their parents. They are not allowed to fight before they are strong enough to hold a warrior’s sword at arm's length without shaking. No Thane will permit a child to take the battlefield with them unless they can pass this test.

Children are encouraged to talk to adults in the Hall, so that they may find a trade or calling that suits them, but never to pester them, lest they distract them from their business. Once a child is old enough to choose an apprenticeship, they are encouraged to stay close to their tutor where they can work to help. “Heroism is not found in the mouth” is an old Winterfolk saying. Even before then, children are expected to act and to be treated as small adults.

When playing amongst themselves, however, children are encouraged to be boisterous and energetic. Children are often given wooden practice swords and will divide themselves into orcs and warriors to play-fight it out. Some stormcrows enjoy the company of children and will spend their time teaching them the legends of Wintermark heroes of old to inspire them.

Things every child should know

- Stand on your own two feet. Every person in Wintermark should be able to stand up for themself.

- Heroism is not found in the mouth. Listen to what adults are saying, and avoid spreading tales. If you must tell someone, find a stormcrow and let them know what you have heard.

- Never back down when you know you are right. Never let anyone bully you or keep you from your rights. The Winterfolk stand firm and keep what is theirs.

- Be cunning as the Suaq, and wise as the Kallavesi. Learn about riddles and challenge each other with them. Riddles will sharpen your mind like a whetstone sharpens a sword.

- Choose your own path. Learn about all three traditions of the Winterfolk so that you can decide which one you wish to follow.

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Wintermark costumes

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

Note: The tone and style of this page may need editing. All costume advice pages should be written in third person voice, using verbs that make clear that this page is advice, not direction.

Contents

- 1 Look and feel

- 1.1 Suaq

- 1.2 Kallavesi

- 1.3 Steinr

- 1.4 Similar nations

- 2 Research

- 2.1 Historical inspiration

- 2.2 Lord of the Rings Rohirrim

- 2.3 Game of Thrones

- 2.4 King Arthur 2004

- 2.5 Beowulf and Grendel 2005

- 2.6 Jade warrior

- 2.7 Skyrim

- 3 In detail

- 4 Specifics

- 4.1 Wintermark man and woman

- 4.2 Wintermark variations on the same tunic- utility and high status

- 4.3 Asymmetric hems

- 4.4 High-status bliaut-style tunic dress

- 4.5 High status kirtle

- 4.6 Suaq coats

- 4.7 Kallavesi looks

- 5 Hats and outerwear

- 6 Jewellery

- 7 Armour

- 7.1 Steinr

- 7.2 Kallavesi and Suaq

- 8 Bibliography and Resources

- 8.1 Further Reading

- 8.2 Patterns

- 8.3 Online Shops

- 8.4 Armour

- 8.5 Jewellery

Look and feel

Women and men, young and old are always ready to protect their home, family and the empire. Costume should reflect this. The wealthy may display their fortune in richer fabrics, decorative borders, beautiful armour and longer tunics but these things will not grant them respect. Some Winterfolk may wear long, full skirts or tight fitting kirtles but they should always be able to kill two orcs before breakfast whilst wearing them.

"They are perfectionists who value quality over mass production" - a group of Winterfolk are very unlikely to have a uniform or matching clothes.

"Wintermark art tends to be intricate and detailed" - add borders and trim to your tunics. This can be added to in between events to spread costs. Embroidery and beading may also be appropriate. Another idea might be to create or buy tooled leather 'patches' that you could add to plainer leather armour to build on its individuality and intricacy. If you are feeling arty, persuade a leather crafter to show you how to carve runes into your armour.

"The most common clothing for the Wintermark is a thigh length tunic over trousers" - most Winterfolk of any gender wear a version of this. Try several layers with varying sleeve and hem lengths. Some Winterfolk prefer a longer and fuller tunic or dress. The wealthier may also wear a kirtle or very simple form of the bliaut and corsage (see specifics section). More details on this are given later. Trousers are slim but not fitted, and normally wrapped with strips of cloth from ankle to knee. The differences between the three subcultures will be expressed in the way you adorn the basic costume. More details follow.

Suaq

Over their tunics the Suaq wear a hooded coat. In the cold north this would be made of thick animal pelts, fur side in. In warmer climates perhaps leather and in the imperial heartland in summer they may choose to wear linen or canvas versions. Base coat colors tend to be pale to blend with the icy landscape. Although they may keep them plain for hunting and scouting, at home most choose to paint or embroider their coats with bright sigils - symbols of animals and enemies the warrior has killed. Icewalkers tend to adorn their coats with fetishes in a similar way to Kallavesi mystics.

Kallavesi

The clothing of the Kallavesi tends to be a little more primitive and this is where some iron-age styles may be more appropriate. Clothes are a little rougher, unlikely to be tailored and colours will be more drab with occasional flashes of colour. Instead of decorative borders they adorn their clothes with fetishes and feathers, beads and bones. Headdresses are central to their identity as an individual and as a member of the Kallavesi and a symbol of their wisdom, power or responsibility. These are usually animal headdresses- either figuratively or literally as they believe it helps them draw on the animal's strengths. Mystics usually chose animals associated with wisdom or guile while warriors favour strong animals like bears, boars and stags.

Steinr

Steinr clothing is most similar to the central look. They will have multiple layers of tunics and more decorative borders. Although their clothing may be simple, a wealthy Wintermarker may have clothing as exquisitely crafted as a lord of Dawn. Their wealth is most likely to be displayed in the details: the embroidery and expensive decorative borders, the multiple layers and beautiful jewellery.

Similar nations

The Wintermark shares close trade connections with their neighbours in the Marches; with grain and wealth comes influences on fashion. Among those with the money to spend on decorative clothes more tailored fashions are seen, with kirtles laced closer at the waist and hips and longer hem lines.

The Wintermark's and Varushka's ancient origins can be seen in their similarities of costume. Both nations most commonly wrap their trousers to the knee although Varushkan baggy trousers are seen as rather flamboyant by Wintermarkers. Tunics of varying length and decoration are the staple of both nations. In the Wintermark these are normally pulled on over the head but Varushkan styles are commonly open at the front and asymmetrical or diagonal-cut. The Wintermark do not share Varushka's love of mixing bright primary colours. Hats are common in Varushka but Winterfolk favour hoods. Men and women of the Wintermark are frugal and practical and are more likely to wear leather or fur layers or other materials that are hard-wearing and sensible for their harsh climate.

Practicality in clothes and armour is something the Winterfolk share with the Navarr. Their well used leather armour is often similar. Kallavesi mystics may also be occasionally mistaken for a Navarr blood mage, however the latter do not wear animal headresses and do not believe in invoking animal spirits

Research

Historical inspiration

Saxon is the main historical influence but most things from the Roman exit through to mid 13th century should be suitable as change is minor during this time. In general, viking reenactment costume should be fine with a few exceptions: Try to avoid anything iconic of Vikings alone as this is not a key look for the Nation and the Winterfolk are neither seafarers nor raiders. Thor's hammer is a well recognized religious symbol that does not exist in Empire and should not be used. 'Viking' hero pants are more suited to Varushka. Iron age costume may also be appropriate - particularly for the Kallavesi. The checked patterns of a simple plaid can look good but be careful not to stray into the realms of tartan, which is not acceptable. Kilts in any form did not exist in our own history until the Jacobean era, and should not be worn.

Although there are strong historical influences for this nation it is important to remember that this is a fantasy setting. The best costumes will take Saxon as a starting point and add an individual fantasy feel. Don't be restricted by what is historically accurate.

Lord of the Rings Rohirrim

The armour of Rohan is perfect for the Steinr. Leather armour, sometimes with metal plate, is layered over chain and occasionally scale. Gimli's armour follows similar lines and is also appropriate. Theoden's clothes are a perfect example of a wealthy Wintermarker. Use caution when copying Eowyn's dresses as some of these are more typical of other nations. The white dress with corsage (tight vest laced at the back) is a great example of a wealthy Steinr's dress. However, the scoop-neck velvet green gown belongs in Dawn, the side-less surcoat perhaps in the Marches and her funeral gown might be worn in Highguard.

Game of Thrones

The snow-coats of the wildlings are great for Suaq hunters (But wearing human skulls might be considered too 'barbaric' even for the Winterfolk). Inspiration for the feel of the Wintermark can be taken from the Night's Watch and Starks.

King Arthur 2004

Inspiration can be taken from the Saxons in this film. In general the Picts less suitable. Bors' leather armour looks great and if layered over chain might be perfect. Tristan and Gawain's armour has the right feel but plate mail and brigandines are not central to the look.

Beowulf and Grendel 2005

Beautiful clothing. Great examples of the effectiveness of layering costume.

Jade warrior

Set in iron age China, Jade Warrior (2006), has inspiration for the snow coats and hoods of the Suaq.

Skyrim

Skyrim successfully mixes fantasy with Norse inspiration. In particular the Norse layered leather armour would look excellent for the Wintermark. The leather corsets worn by many of the women are not sufficient as armour and horned helmets should not be worn.

In detail

Layers, layers, layers. The best way to make a great costume is by using multiple layers each revealing the one below.

As mentioned previously the edge trim on tunics will mark you out as a Wintermarker, particularly the Steinr. Try or buy tunics with a contrasting color at the neck/hem/cuff then think about adding trim or embroidery.

The above images are from The Midgard Seamstress http://www.facebook.com/themidgardseamstress

The above trims although not specific or necessarily perfect can all be bought from shops or markets at low cost.

For the low-fantasy and early-period Wintermark, the best fabrics are natural ones or good imitations. Heavy cottons, linens and wool will be best for most characters with maybe some velvet and raw silk for the very richest. Avoid shiny satins or crushed velvet/velour. Twills and simple checked plaids will look good but careful not to stray into the realm of tartan.

All colours are suitable but muted or natural hues are likely to look best.

Try not to use visible buttons. Toggles or lacing will look much better and try closing neck openings with brooches as this looks good and saves on fiddly eyelets if you are making your own costume.

Most costumes will look better if tied in with a decent leather belt and accessories such as pouches and jewellery.

Specifics

It can be hard to find well priced costumes and appropriate Dark Ages patterns can be hard to come by. The good news is that almost all the Wintermark costumes can be made with very simple flat-patterns with straight-edged shapes. Most people with even very basic skills will be able to make or supplement their kit. Below are basic (not to scale) patterns with each of the following costume suggestions. You need to work out the appropriate dimensions for you and dont forget to add 2-3 cm at the edges for seams.

This is the very basic Wintermark kit comprising a tunic and trousers bound to the knee. The tunic is easy to make and a run through is given in the tutorial below. The trouser pattern is useful because the gathers around the crotch are comfy and make tearing the seams very difficult.

Another simple trouser pattern and tutorial can be found at: http://www.vikingsonline.org.uk/resources/authenticity/basickit/basickit5.html

The following costume suggestions are mostly based on variations of the tunic with a couple more simple ideas thrown in. Full instructions will eventually be added for each pattern.

Here is a tutorial to make a basic tunic: how to make a t-tunic. Or alternative instructions here : http://www.virtue.to/articles/tunic_worksheet.html or http://www.angelfire.com/ia2/barony/newmembersguide/sewingtipstxt.html

Wintermark man and woman

All of these are formed from two layered tunics. Lengthen dimension Y for longer length in the body and dimension Z can be altered for short or long sleeves. Tunics can have either front or side splits or none at all. Use wider gores (triangles at the sides from waist to hem) to create fuller skirts.The neckline shown here for the man is an off-centre split and there is a 'bib' of contrasting material and trim. The pattern for the hood is in the next section.

Wintermark variations on the same tunic- utility and high status

Here the under-tunics have a short standing collar at the neck line, very similar to early medieval shirts. Sleeves can be attached separately. This is particularly useful if you make a tunic layer out of leather as it avoids bulky seams. Thick fabrics/leather can have added metal studs or rings and be worn as armour. For a higher status male character make tunics longer and more ornate.

Asymmetric hems

If you are feeling confident you can also add detail and individuality by playing with hemlines. this simple pattern creates pleats at the side and shows how to change the basic hem shape. Of course sleeve length can be varied and neck fastenings changed too.

High-status bliaut-style tunic dress

The full sleeved tunic dress is still very simple but has added gores at the front and back as well as the sides for a very full skirt. Keep the arms straight, slightly belled or very full as shown here.

A corsage can be worn over the top. This streamlines the silhouette and can help hold in bellies in the place of a corset. Fit dimension X to bust measurement (divide by 4 but don't forget to allow 2-3cm for seams) dimension z to waist and dimension w to hips. Dimension y is from top of shoulder to hip-line. This can be lightly boned if preferred and is best made of a more heavy duty fabric. Ornament it as required and lace up the back to close. The easiest way to do the edges is with bias binding. Hopefully a tutorial will be uploaded soon.

High status kirtle

The kirtle is more complex as it is a fitted item but patterns are easily available from re-enactment sites or main stream suppliers like Butterick. The gathered under-tunic can be worn by any character and I have included it here because it is a really great way of staying warm as the pleats trap air against your skin. The more fabric you use the warmer the result.

Suaq coats

Wrap over Coat

This is a very simple wrap-over coat design similar to a dressing gown. You can use a gusset at the side for it to flare from the hips.

Hooded tunic coat

Use tunic A with the hood from pattern M.

Kallavesi looks

This is harder to define and will involve more fantasy elements. The two drawings use only the flat pattern A tunics and might be easier to make for beginners as edges could be left unhemmed.

Hats and outerwear

The main outwear for the Wintermark is a cloak. Try rectangular and semicircle cloaks in heavy fabrics. These can be fur edged or lined and decorative borders are ideal. Try to avoid full circle, or gathered at the neck or pre-attached hood styles as they are evocative of later in history. Pull them up over your head, or wear a separate hood to keep the rain off. Hats or caps although 'not wrong' are more Varushkan as are coats (except Suaq coats). A simple tutorial for making a fur hat can be found here.

I. This is a very simple hood pattern, simply cut two, and would be very easy to hand stitch if necessary.

J. Rectangular cloak - couldn't be easier

K. Semicircular cloak - can be plain or richly adorned

L. Gathered over-tunic. Simple and look good with un-hemmed edges for a rough Kallavesi look.

Jewellery

A google search for Saxon jewellery will mostly display historical items of gold with semiprecious stones.

Simple jewellery can be easily made or bought in most markets. Bone (resin), seeds, glass, wooden, shell, ceramic or metal beads can be purchased from most sewing or craft shops and cheap arm bands can be found online or from most lrp traders.

Torcs and ring brooches are particularly iconic of the Dark Ages and make a great investment.

When buying more expensive metal jewellery keep it bold and chunky avoiding fine chains or delicate pendants. As always avoid OOC religious icons.

Armour

Steinr

The basic look is leather over chain but the rest is up to your imagination. Although some Steinr may have rougher leather, the greatest crafters of the Wintermark produce beautiful, detailed, carved and runed leatherwork with inlay and occasionally metal plates. Helmets are leather or metal plate, often with plumes mimicking the tails of the extinct horse.

The above images are from Lord of the Rings

The above images are from Idiom Productions Costume and Props Workshop

Kallavesi and Suaq

Here thick furs and rougher leathers are more commonly worn. The headdresses of Kallavesi warriors are often bulky and protective.

Bibliography and Resources

Further Reading

http://www.3owls.org/sca/costume/saxon.htm

Patterns

- McCall's kirtle pattern

- Historical patterns

- Tunic pattern

- Child dress pattern

- Female tunic and bliaut pattern

Online Shops

- Angrave Designs produces custom orders (including embroidered borders).

- Jorgencraft make beautiful period costume.

- The Midgard Seamstress Custom made UK LARP and Re-enactment costumes

- Dein LARP Store has a large range of appropriate dresses, trousers and tunics. Note their page has a translate button and they ship to UK.

- LRP Store sell short and long sleeved tunics.

- Custom Costume Company Bespoke designs for re-enactors and roleplayers

- LARP Fashion sells several styles of tunic and some simple trousers and dresses.

- Velvet Glove have several plain tunics.

- Medieval Merchant stock tunics and dresses.

- Chow’s Emporium has tunics.

- LARP Inn has two tunic styles.

- StahlGilde sells tunics.

Armour

- Battle Ready provides quality leather armour

- Evenlode Studios provides quality off-the-peg and custom leather armour.

- Idiom Productions Idiom Productions provides for custom leather orders.

- Totally Leathered Totally Leathered provides custom tooled leatherwork & bespoke armour.

- Darkblade has leather armour (note that some items in the general armour page may be more suitable than those on the specific wintermark page)

Jewellery

- Crafty Celts - Torcs, jewellery, buckles and belts (American company but they will ship to UK).

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Wintermark culture and customs

Contents

- 1 Skein

- 2 Scars

- 3 Hospitality

- 4 Birds and feathers

- 5 Art and history

- 6 Age, infirmity and the good death

- 7 Funerals

Skein

The Winterfolk believe that each individual has a skein, a path down which that individual travels. A person's skein is not predestined at birth, rather it is fixed in places by the significant choices they make as they pass through life. The steps along the way are only the consequences of your skein; the critical moments are the points at which the individual makes a momentous choice - this is when their skein can alter. In the Winterfolk view, what happens in your life, your skein, is a direct consequence of the choices you make, the path you choose through life - the key therefore is to make the right choices.

Obviously not all the choices that a person makes are notable; what is important are the key points when far-reaching decisions are needed. At such points an individual's skein forks with the opportunity for different consequences. The Kallavesi have handed down various methods to help them identify these moments and more importantly to be able to identify what the consequences might be. Those who can accurately read a person's skein and give them advice to help them make the most auspicious choices, called mystics, are important figures in Winterfolk society.

According to the mystics, once the skein has been forked then it cannot be reversed. A person's skein can only be travelled one way; decisions cannot be undone, so it is foolish to dwell on any decision once the choice has been made. By accepting that your skein is fixed, you can commit yourself to your course and make the best of what has been decided. By travelling forwards along your skein you can hope that the future will bring opportunities to make more auspicious choices.

Scars

Scars are important to the Winterfolk. According to tradition a warrior who emerges blooded from a battle has demonstrated heroism by finding a worthy enemy to fight, and is celebrated as a consequence. As a sign of recognition, some Thanes will cut a young warrior who has fought well in their first battle but not been blooded. Others will mark a young warrior before their first battle as a way to encourage them to avoid taking unnecessary risks. Some bands re-open old wounds before a battle begins so that those who face them can mark their courage. All such cuts are little more than a nick, but done with a sharp knife so that they bleed profusely.

When a warrior is wounded in a memorable fight, they will often encourage the grimnir to treat the wound "so that it scars well." Scars are badges of honour; they serve as a visible mark of the warrior's skill and permit them to boast about the battle later - there is rarely anything to brag about a fight in which you didn't get a scar.

Hospitality

Any traveller visiting a hall in Wintermark may claim one drink, one plate of hot food and a bed by a hearth for one night, without any payment or even thanks. This generosity is mandated for one occasion only; beyond this a hall owes a traveller nothing and may turn them out into the night. However, a guest who works for their sustenance and shelter is entitled to hospitality for another night, and it is customarily unacceptable to refuse a traveller who offers to work. Wintermark folktales are filled with stories of unwanted guests who overstay their welcome which usually end when a cunning Suaq tricks them into taking unmerited food or drink, or into failing to complete their assigned work.

Some Thanes choose to follow this tradition when camped with their people in the field, others refuse as tradition only demands they offer hospitality when in their hall.

Birds and feathers

Birds are sacred to the Winterfolk, who believe that they bring a child’s soul at the moment of their birth and carry it away at the moment of death. Some wealthy Winterfolk keep birds of prey, to ensure that the heaviest and most powerful souls are brought to their children when they are born. Birds favour souls of their own nature, so a raptor usually carries the soul of a warrior or great hunter, while an owl or a raven usually brings the soul of a wise mystic or a cunning scout to be reborn.

A bird’s wisdom is contained in the feathers that allow it to fly, and birds discard a feather when they are done with an idea or thought. Winterfolk of a particularly spiritual bent, especially stormcrows and Kallavesi mystics, often collect feathers and wear them for a lunar month. They seek to gain mystical insight by absorbing the discarded thoughts of the bird that shed the feather. Killing an animal specifically to collect its feathers is said to bring bad luck.

Birds are often used as symbols of the virtues in Wintermark. The raven symbolises Wisdom, the goose and the jay both symbolise Vigilance, the eagle, heron and swan all symbolise Pride, jackdaws often symbolise Courage, magpies symbolise Prosperity, hawks and falcons symbolise Loyalty, and the rook symbolises Ambition.

Art and history

Crafting is second nature to the Winterfolk. Stone, metal and wood are carved with runes, but they are rarely painted, coloured or enamelled, as crafters prefer to show the beauty in the underlying colours of the materials. By contrast fabric and leather are often decorated with carefully painted or embroidered images that complement their colour and texture.

This nation is also known for its poetry, intended to be recited or sung rather than read. While epic tales of heroic deeds or historical poems are popular in formal situations, there is also a tradition of short and entertaining poems, often improvised, in informal situations such as a tavern.

The high art of the Scop, the professional entertainer in Wintermark, is in the creation and recital of alliterative verse, the oldest form of traditional Wintermark poetry. Scops are often travellers, moving from hall to hall performing and looking for new material. Many are poets using rhyming structures common throughout the Empire or else using the traditional Wintermark alliterative verse but some Scops master an instrument instead. Suaq Scops traditionally give formal recitations of epic tales, having learned by rote the sagas of the Winterfolk. In contrast Kallavesi Scops often prefer to work with a small audience, telling symbolic stories with complex imagery that are adapted to reflect their audience's situation; the best are designed to help their listeners make auspicious decisions.

Scops have an important responsibility in Wintermark, for they are the ones who grant people their names. The scops watch the younger heroes of Wintermark, those who have still to make a name for themselves. Once an individual has performed a deed of note, they give them a name, to replace their childhood name.

Riddles are also a national pastime. Cold winter nights are both long and tedious, and it is all too easy to fall asleep on duty or lapse into a numbed state of depression. Thinking up and answering clever riddles helps keep the mind limber.

The Winterfolk are not uneducated, but books and scrolls are treasured among them simply because paper and parchment fare poorly in the damp climate. In Wintermark, history exists primarily in oral form, or on rune-carved slabs of stone, sheets of metal, or artefacts of bone. The Winterfolk celebrate and remember the past, but they are never bound by it. This attitude to the past is the foundation of the Wintermark legal system where each transgression is judged on its own merits, rather than on the basis of past precedent. This practical attitude to legality helped to form the basis of the Imperial codes of law.

Age, infirmity and the good death

The land of Wintermark is harsh but this serves to make the Winterfolk strong. It is the cold forge in which each of them is tempered. They face life unbowed by the ferocity of their land and refuse to acknowledge their own mortality. For this reason, death in their prime while striving to meet a challenge is preferable for many to the weakness of old age. Warriors seek the good death on the battlefield, but the good death is any ending that comes while pushing yourself to achieve one final act of heroism.

A few choose to walk north into the Heart of Ice, the great ice-storm Sydanjaa, and are never seen again. Legend says that they battle forever against the creatures deep in the storm. When someone chooses to walk into Sydanjaa they do not imagine it will achieve anything, but that it is preferable to a slow decline leading to weakness of mind and body in dotage. There is a widespread acceptance of the idea that those who challenge Sydanjaa find the good death in an attempt to unravel the mysteries and riddles of the endless storm.

Funerals

Heroes are interred in the Kallavesa marshes, their bones lying in the dark waters alongside those of the first king of Wintermark and the great heroes who have come since. As a hero's life fed the nation when they were alive, their body feeds the marsh in death. “To sleep in Kallavesa” is a powerful metaphor for the rewards of glory and heroism, and to speak of “those who sleep in Kallavesa” is to invoke the very heart of what it means to live in Wintermark.

Wealthy Thanes usually pay for a beautifully crafted wooden boat for their body which is then sunk beneath the waters. Paupers make do with a reed raft. Kallavesi mystics are skilled at preserving bodies for the long journey to Kallavesa.

In the past there has been conflict between the funereal mystics and the priests of the Necropolis in Highguard. The Highborn have strong traditions regarding the funerals of heroes and especially Emperors. Several times they have tried to claim that the remains of Winterfolk heroes who have done some great service for the Empire should be honoured by being interred in their cold marble crypts rather than lying in the swamp alongside their ancestors.

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Wintermark economic interests

Wintermark commonly exports crafted goods and imports food. Good relations exist between the Winterfolk and their southern neighbours in the Marches. The grain, barley and salted meat that flows north in exchange for beautifully crafted and enchanted goods ensures that since the foundation of the Empire the Wintermark has never suffered a great famine of the kind that was common before.

Merchants are important in Wintermark, but they are often regarded with caution. A merchant who uses trade to enrich themselves at the expense of their Thane and hall will be given short shrift, but a merchant who uses wisdom and cunning to bring wealth and prosperity to their hall and the warriors it supports will be held up as an example to all.

Mediator

The most prestigious role for Winterfolk merchants is to act as a mediator, negotiating weregilds. A fair weregild is considered one that matches the severity of the crime and satisfies the victim but is accepted by the perpetrator. The Winterfolk tradition of weregilds has been incorporated into Imperial Law but now they are approved by the magistrates who took over responsibility from the Thanes. In order to benefit from a weregild arrangement the accused must ensure that agreement is reached before their trial and for this purpose mediators are often employed to negotiate with both parties to find the right weregild. Such negotiations must often be done in haste, so that all can see that justice has been done. Identifying the right weregild and convincing both parties to settle for it is considered an exceptional skill and talented mediators are in high demand and well regarded. By tradition they are expected to be paid in equal amounts by both parties.

The weregild not only replaces any compensation to the victim that would otherwise have been set by the magistrate, but agreeing this settlement with the victim is also taken into account positively during sentencing. Magistrates will refuse to take into account weregilds which are unfair to the victim. Even where the weregild is accepted, the Magistrate will still apply severe punishments if the needs of justice demand it.

Maggot

Those who use their skills to enrich themselves are often called maggots. Maggot is Wintermark slang for a looter on a battlefield. Before the Empire, maggots who were caught were summarily executed, as Thanes expected to divide the loot from the field between their warband. That tradition is now rarely used except when Wintermark warriors are taking the field alone. Since the adoption of Imperial Law, a looter can only be convicted if they are stealing from the body of an Imperial citizen, not from an enemy. However the epithet remains a powerful Wintermark insult, applied to greedy merchants and camp followers. Ultimately anyone who makes profit from battle without taking the field themselves risks being reviled as a maggot.

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Wintermark hearth magic

Contents

- 1 Runes

- 2 Animals and Masks

- 3 Birds

- 4 Curse Coins

Runes

In addition to being used by magicians, the runes are a widespread and popular hearth magic. A baker might bake the rune of plenty into the crust of a loaf of bread, while a farmer might scratch the rune of fertility onto the handle of their plow. The runes do not have discernible game effect when used in this way, but within the setting the baker's loaf might last a little longer, and the farmer's field might be a little less prone to pests.

Animals and Masks

Many animals have an association with Virtue in Wintermark. This tradition began with the Kallavesi and Suaq, but many Steinr have embraced it at as well. Animals are seen as having laudable spiritual qualities, and by calling on the animal, the Winterfolk seek to embody those qualities. The Kallavesi wear animal masks to draw on the spiritual strength of an animal. A magician might wear a bird mask to draw on the animals' wisdom, while a warrior might wear a bear or boar mask to draw on the creature's courage. The Suaq do not normally wear the masks but paint the animals on their clothing and equipment instead. The Steinr may use either approach but more commonly give people nicknames that draw on the symbolism of the animals they respect.

Birds

Birds are well-regarded in Wintermark; the Kallavesi in particular regard them as wise and powerful creatures. Every part of a bird contains magic; their feathers help provide wisdom and inspiration while their bones bring strength and good health. Winterfolk often carry the hollow bones of a bird in a pouch. These are stroked with crossed fingers for luck at times of stress or when a wish is made. It is believed that breaking a bone from a powerful bird in the face of an enemy can sometimes conceal you from its sight.

Curse Coins

If a Winterfolk wishes a person ill, they may give them or pay them in curse coins, which bring bad luck to the recipient. The more numerous the cursed coins, the worse the luck. Curse coins are normal coins that have been blackened with soot, so they are readily visible to anyone who is paying attention, but one is easily overlooked in a pouch. Once the coin has been accepted, the curse cannot be removed by cleaning the soot off - the coin must be given to another to move the curse to them or else washed clean in the blood of an enemy, otherwise the curse remains. Wintermark folklore contains many stories of Suaq Icewalkers tricking people into accepting cursed coins or planting them on an enemy unawares.

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Wintermark history

Contents

- 1 Origins

- 2 The Troll Wars

- 3 Wintermark

- 4 Joining the Empire

- 5 Building the Empire

- 6 Recent History

- 6.1 War with the Thule

- 6.2 The Curse of Tradition

- 6.3 The Relinquisment of Skarsind

- 6.4 Dogri Thulebane

- 7 Further Reading

Origins

The people of the north, the Suaq and the Kallavesi, have lived in Sermersuaq and Kallavesa for longer than written records have existed.

The tales of the Suaq say that they are all descended from a single mother; the legendary Sermersuaq. Said to be so powerful that she could balance a kayak on the tips of three fingers, and kill a seal just by rapping it on the head with her knuckles, she rode out heavily pregnant from Sydanjaa on a mammoth. She gave birth to one thousand children, half of whom drowned themselves and returned as seals to provide food for the others. Some say Sermersuaq was an eternal and that all the Suaq share a trace of her bloodline while others argue she is an allegory for the enduring and tenacious spirit of the Winterfolk. Some travelers claim that to this day eerie seal spirits who can take the form of men and women still haunt the northern shores. They call them Hylje and consider them helpful, positive creatures who will aid a lost hunter or a sailor lost at sea.

The Kallavesi are the cousins of the Suaq. The stories of the mystics say that in ancient times a flight of crows flew over the marshes from east to west, scattering feathers into the waters below. Where each feather landed, a Kallavesi emerged from the marshes. Some scholars point to the sinister mora of Varushka and wonder if there is some distant connection; others suggest a similar link to an eternal - perhaps one of the wise powers of the Winter realm.

More recent scholars suggest that these stories - of seals and crows - are simply metaphors and that the forebears of the Kallavesi and the Suaq are the same people who would found the lands of the Ushka in the east, and eventually build the cities of Terunael in the south. No hard evidence one way or another has ever come to light, however.

For a time the Suaq and the Kallavesi traded and fought with each other, with the other early humans living in the northern lands of what is today the Empire, and with the ancestors of the Jotun. At some points, however, they became isolated from the rest of humanity by a troll kingdom that held sway over the mountain passes of Hahnmark and Skarsind. The trolls warred with the humans and forced them further and further into the cold, bringing them to the desperate brink of extinction.

Then the Steinr came. Their stories say that they fell from the heavens in a shower of falling stars. They claim that there is meteoric iron in their blood, and this is what gives them their indomitable spirit. Cousins to the Vard who conquered Varushka, the Steinr chose to head westwards while the Vard pushed east.

The Troll Wars

Caught between the orcs and the trolls the situation for the Kallavesi and the Suaq had become increasingly desperate. Salvation came when a small band of Steinr warriors made a heroic trek through the mountains. They followed visionary dreams that lead them to seek out the Suaq and the Kallavesi, and the promise of a land to call their own.

A historic meeting between the warriors, the hunters, and the mystics lead to a bold plan to defeat the trolls. The Suaq hunters and the Steinr warriors launched a coordinated campaign to harry their subhuman foes from north and south. At the height of the war, the Kallavesi performed a great ritual that collapsed the glaciers of the mountains onto the troll armies, sealing them forever in a frozen underworld.

After the war a victory celebration was held in Hahnmark. A traditional Steinr grand moot – a Witan – was called, where three representatives of each people spoke on the nature of their achievement and of what must be done next to survive. It is said that amidst the speeches the leaders of the Suaq, the Kallavesi and the Steinr each shed a single tear for the trolls, and that these three tears froze in an instant, becoming clear gems. These gems were collected by the most cunning of the Suaq hunters and set in a crown forged from the torcs and rings of the fallen heroes of the three people. The wisest of the Kallavesi mystics crowned wily Ulmo of the Suaq King of the Three Tears, ruler of a new nation, Wintermark. The crown was passed from monarch to monarch through the history of Wintermark; when a king or queen died the Witan would select another to take their place.

Wintermark

The three people joined Hahnmark. Sermersuaq, and Kallavesa into a single nation. The early decades were not without turmoil and conflict. The western orcs saw the opportunity for conquest, and a bitter war was fought that lasted nearly three decades until a peace was negotiated by the Kallavesi Queen Aku Millasdottir. War with the Jotun became a constant threat to the people of the north, with the orcs ever ready to fight their human neighbours.

Occasionally, the Thule orcs of Otkodov would attempt to push down into Sermersuaq through the Silver Peaks, but the united peoples were able to hold off their expeditionary forces. The northern orcs were much more successful in what is today Skarsind; for centuries the Winterfolk and the Thule fought back and forth over the north-eastern territory, neither side able to conclusively conquer the alpine wilderness.

The Winterfolk did not solely fight with the orcs; there were several clashes with the Navarr and the people of Varushka. When the Marchers claimed their lands south of Hahnmark, the border became the site of regular conflict with raiders from both sides eager to claim the wealth of the other nation. Over time, however, these conflicts became less common and less desperate. .

Joining the Empire

By the time of the First Empress the Winterfolk had learnt the strength that comes from standing together. Popular stories claim that King Alof Bearning - the last King of Wintermark - was known to be a confidant and friend to the Empress. When the Empress spoke of her vision of one people united in defence of humanity, he was amongst her first and most enthusiastic supporters.

Historians who look closer into the matter disagree with this straightforward, reassuring view of the relationship between King Alof and the First Empress. Before his coronation, the mystics explored a powerful vision that suggested the next ruler would be called on to make a decision vital to the future of Wintermark. Alof was chosen for his swift wits, clever tongue and cautious demeanour. Only six months after his coronation the First Empress held her historic meeting at Anvil and Alof attended. While he found the Empress' vision appealing he declined the offer to forge an Empire.

According to his contemporaries, he saw little benefit in an alliance with the distant Highborn. Another story suggests that a bitter argument between Marchers and Dawnish attendees (or between Urizen and Navarr – sources give different versions) caused him to believe that the Empire would fail because it would be unable to achieve unity. The King was no fool however – he knew that if the Empress did unite the Bay of Catazar, even for a short time, she would be irresistible. He returned to Kalpaheim full of uncertainty and sought the advice of his counsellors. In the end, the last king of Wintermark was persuaded that the grand alliance might in fact work, prompted in part by the advice of bold, cunning, and wise representatives of the three traditions, and the diplomacy of a Highborn wayfarer send by the First Empress.

When the nation finally joined the Empire, King Alof Bearning returned the crown to the Kallavesi mystics. It became not only a symbol for the unity of the three peoples of Wintermark, but for their union with the newborn Empire. The Kallavesi gave the crown to the Winterfolk hero they considered to best exemplify the virtues of Wintermark, until 373YE when the last wearer Inga Suvvisdottir was slain during the fall of Skarsind. The crown was not recovered until 379YE, with the aid of the Imperial Orcs.

Alof helped lay the groundwork for the Imperial Senate, and was instrumental in ensuring that the leaders of the Empire represented the people, rather than governed them. He ensured that the traditions of the Winterfolk were the model for Empire and the bedrock on which it was built, and it is certainly true that both the Senate and the Imperial legal system are based on those traditions.

Building the Empire

The Winterfolk were enthusiastic supporters of the Empire. They worked closely with Emperor Giovanni to lay the foundations for the Imperial Senate, and to define the basis for Imperial Law. Their armies fought alongside those of the Marches, Varushka, and the Brass Coast to secure the western and northern borders of the Empire. Their magicians helped to shape the Imperial Conclave, arguing for the same principles of debate, diplomacy, and democracy that made the Witan so successful.

Wintermark has given three Thrones to the Empire. First Guntherm the Bold, then Mariika the Cunning, and most recently the tragic Empress Britta, the bright flame who began the period of resurgence that continues to this day.

Recent History

War with the Thule

In 373YE a savage blizzard swept down out of the mountains of Skarsind, accompanied by an army of Thule barbarians. Using powerful Winter rituals to reinforce their armies with hordes of walking corpses created from battlefield dead, they conquered most of the territory. Some small pockets of resistance remained - mostly based around the mines and halls to the north-east - but the situation looked increasingly desperate - both the Crown of Three Tears and the young Empress Britta were lost trying to defend Skarsind from the brutal nothern orcs. It was not until four years later in 377YE that Imperial forces were able to push into Skarsind and drive the Thule forces out of the territory and reclaim it for the Empire and for Wintermark.

In 378YE, the Thule attacked again, sending armies from Otkodov to invade the Silver Peaks, in an attempt to create a beach head in Sermersuaq. Barbarian and Imperial forces were well matched, but the advantage appeared to lie with the Thule as they slowly pushed the defenders back.

During the Autumn Equinox 378YE, the Battle of Ikka's Tears took place on the cold plains east of the glacier. The Thule had sent a large force of elite warriors, accompanied by a massive warbeast, to steal an artefact of unknown power from the Face of Ikka. They were intercepted by a warband of the Empire's heroes using the Sentinel Gate. This powerful barbarian amy inflicted a painful defeat on the Imperial heroes, perhaps the most significant since the death of Empress Britta two years previously.

In Summer 379YE a delegation of Thule attended the Anvil summit and brokered a peace treaty with the Empire which the Imperial Senate eventually accepted. This required the Silver Peaks be ceded to the Thule, in return for land surrendered to the Empire elsewhere. With heavy hearts, the defenders of the northern mountains withdrew and allowed the Thule to take the Stonefield Ice Caves. This decision rankles with many Winterfolk, needless to say.

The Curse of Tradition

Beginning officially in Winter 378YE, and continuing through until the Spring Equinox 379YE, the folk of Wintermark fell under a malign curse that threatened to tear them apart. The three peoples of Wintermark were plagued by internal strife with no clear origin. The eerie influence caused some Suaq, Kallavesi and Steinr to factionalise - arguments between members of differing traditions became commonplace, and people increasingly sought the company of those who shared their cultural beliefs. When surrounded only by members of their own tradition, people reported feeling more comfortable and more confident.

The situation slowly worsened. When they worked together, members of the same tradition feel increasingly confident, stronger, more willing to take risks and trust that their fellows will support them. When working with members of the other two traditions, however, people began to feel less sure of themselves, less confident, suspicious of their allies from different traditions. Arguments became common; tempers frayed, enduring friendships were strained almost to breaking point, and there was even some (limited) violence. The growing rift caused serious tension within the Wintermark armies with some soldiers actively forming banners only with members of their own tradition, slow to respond to the orders of commanders from different traditions.

In the end, the heroes of Wintermark and their allies were able to trace the source of the curse to one of the dragons of the Thule - and discovered that the wicked malediction was being worked with the Crown of Three Tears itself. Eventually the heroes of Wintermark, with assistance from the Imperial Orcs, engaged the forces of the dragon responsible for the curse. The fighting was fierce, but the Crown was recovered. Members of the Irontide and Skywise legions returned that potent symbol of Wintermark unity to the nation, but only after Winterfolk proved its worth to the Imperial Orcs. The Kallavesi mystics chose Erkenbrand of Tyrsholm as the latest champion of Wintermark, and the seeds were sown for the great gift that was to follow.

The Relinquisment of Skarsind

At the beginning of 379YE, the Wintermark people took the historic decision to bequeath that land to the Imperial Orcs. A motion was brought before the Imperial Senate to relinquish Skarsind so that it could be reassigned to the Imperial Orcs. The motion passed the Senate but could not be put into force without ratification by The Throne. This hurdle too was crossed when the Imperial Orcs acquired the Imperial favour of Empress Britta which granted the holder the ability to ratify a decision of the Imperial Senate. At that point Skarsind became an Imperial Orc territory.

Dogri Thulebane

Many existing residents of the territory resisted the urge to give up their ancestral homeland. Their protest found leadership under the influence of a charismatic Thane, Dogri Thulebane, a Wintermark hero who had fought the Thule all his life. Dogri claimed the old, isolated fort of Crow's Keep in the north, an ideal position from which to watch both Otkodov and the Thule-dominated mountains of Silver Peaks in Sermersuaq. After a year of arguments, the Empire was forced to act on news that Dogri planned to raise an army to take the fight to the Thule in breach of the existing peace treaty. Shortly before the Spring Equinox 381YE the cruel Varushkan army, the Iron Helms, conquered Crows Keep and captured Dogri. The Thulebane was taken to Anvil where he was tried and ultimately sentenced to be executed. Before the sentence could be carried out, several Wintermark heroes arranged for him to participate in a deadly skirmish against the Grendel and he died fighting the enemies of the Empire. Regardless, his death broke the spirit of those Wintermarkers who had hoped to hang on in Skarsind and most left soon after.

Further Reading

- Crown of Three Tears

- People of the North

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Wintermark lineage and species attitudes

Overview

The Winterfolk tend to judge people as individuals so they rarely discriminate against a particular lineage, though they are unforgiving of people's failures. For Winterfolk to say that an individual “cannot help themselves, it’s in their blood” is meant as a final condemnation not as a mitigating justification.

Specific Lineages

A spontaneous changeling birth is regarded as a sign of good luck, and having “sharp ears” is a common compliment for anyone who shows alertness or initiative.

There are a number of groups of Kallavesi that are heavily dominated by those with the naga lineage. Some of these naga-dominated halls disdain magic, preferring to focus on the arts of war and take a rapturous joy in battle which can disquiet even the militant Steinr.

The bold, direct and uncompromising nature of the briar lineage makes them welcome among many Winterfolk, especially those of the Steinr tradition. The bark-like material that covers their wounds is treated like any other scar and a briar with strong lineage is often given additional respect as a result.

Orcs

In Wintermark most orcs are regarded as worthy opponents, an enemy suitable to give or receive a good death from. They were also quick to accept the Imperial Orcs once they proved their loyalty. Quietly some even comment that the Imperial Orcs have recently proved a more reliable and effective ally than some nations of the Empire.

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Wintermark look and feel

Contents

- 1 Overview

- 2 General Breakdown

- 3 Kallavesi

- 3.1 Kallavesi Warriors

- 3.2 Kallavesi Images

- 4 Steinr

- 4.1 Steinr Warriors

- 4.2 Steinr Images

- 5 Suaq

- 5.1 Suaq Warriors

- 5.2 Suaq Images

- 6 Wintermark Magicians

- 7 Wintermark Priests

- 8 Wintermark Children

- 9 Camps

- 10 Images to avoid

Overview

The Wintermark look is rugged and practical but strives to express the wearer's individuality. Each of the three traditions - Kallavesi, Steinr, and Suaq - has their own style of dress and way of expressing this unique personality. Sometimes minor elements of one tradition's style will be used by another, especially where a character has embraced an archetype more often associated with a different tradition (for example, the runesmith magical path is strongly associated with the Steinr, and Suaq or Kallavesi magicians who embrace it often include elements of a more Steinr style in their day-to-day garb). Regardless of these accents, it is generally a matter of pride for the people of Wintermark to demonstrate the style of their chosen tradition as strongly as possible.

Winterfolk art tends to be intricate and detailed. Stone, metal and wood are carved with runes, so crafters can show off their skills. The people of the Wintermark use bright scarlet for things like banners because they can be seen for miles through snow and atop mountainsides.

General Breakdown

Feel: Iron, hard, firm, strong, unmoving, earnest, well-crafted, perfectionist (Steinr), practical (Suaq), dreamer (Kallavesi), individual, heroic.

The look of Wintermark is much more varied than that of some other nations due to the presence of the three traditions. Regardless of which tradition someone follows, however, certain traditional elements remain widespread through the entire nation. The differences between the three traditions are expressed in the way they add to and adorn this basic style.

The traditional costume for Winterfolk of any tradition is either a thigh-length tunic of linen or wool worn over trousers, or a close-fitting dress. In case, trousers are close fitting, often with wrappings ankle to knee.

The Viking apron dress exists but is considered slightly old fashioned.

On the battlefield, Winterfolk favour heavy, layered armour with thick leather plates over chain. Only the Steinr make extensive use of shields, generally favouring round shields. Tear-drop shaped kite shields are also popular and provide an acceptable alternative to those who desire more full-body protection. Suaq and Kallavesi warriors tend to eschew shields altogether in favour of two-handed weapons, especially bows (for the Suaq) and spears (for the Kallavesi).

Weapons vary by tradition and individual choice, but are usually marked with runes. It is also common for Winterfolk - especially those of the Kallavesi tradition - to incorporate bird imagery into their day-to-day garb as birds hold a special place in Wintermark culture.

Also see Wintermark Costumes and Wintermark Icons and Artistry.

Kallavesi

- Influences: The Kallavesi tradition draws on images from Finland, the Kalevala, and the Crannogmen from Game of Thrones. As bog-dwelling shamans, their look is heavily informed by their mystic customs.

- Materials: Homespun checked wool, linen, fur, leather, wood and wicker, polished semi-precious stones.

- Colours: Greys, duns, moss, smoke, with occcasional bright flashes of colour. Dark feathers, especially black feathers.

Kallavesi clothing consists of the standard Wintermark thigh-length tunic over tight trousers. Garments use drab colours that would not stand out against the bogs of the Kallavesa marshlands, and the fabrics used tend to be heavier and coarser than those used by Suaq or Steinr. Their clothing often includes a heavy cloak of wool or fur, often with a hood, designed to offer protection from the elements.

Feathers are a common decoration, especially the feathers of crows and ravens. The Kallavesi are even more likely than the typical Winterfolk to work feathers, avian bones, and bird imagery into their dress, in preference to runes or totem animals. Fur - with the fur side facing out - is commonly used as an embellishment.

The Kallavesi are a tradition rooted in deep mysticism, and it is very common for even the most prosaic among them to wear personal totems, fetishes, and amulets with spiritual or magical significance. Masks are very common, usually depicting a favoured totem animal especially a bird.

Kallavesi Warriors

Kallavesi warriors favour leather and fur armour (both light and medium). When they want heavier armour, they favour leather or fur over mail. As with their clothing, armour is commonly decorated with feathers and beads. An animal headdress is sometimes worn as a helmet, sometimes in addition to more traditional head protection.

For weapons Kallavesi favour axes (especially long axes), staves, and fishing spears (often two-handed spears). Many carry an all-purpose gutting knife as a practical tool and for dispatching fallen opponents.

Kallavesi warriors rarely make use of shields. When they do they favour small wicker bucklers over the bulkier round- or tear-drop shields favoured by the Steinr.

Kallavesi Images

This gallery contains images of Kallavesi characters taken from Empire events.

Steinr

- Influences: Saxons, Rohirrim, Tolkien’s Dwarves, Beowulf (2005), the Nords of Skyrim.

- Materials: Metals, furs, leather, stone, woollen cloth; richer fabrics may be appropriate for high status Thanes.

- Colours: Dark shades of green, blue, red and brown, also dark metals – iron, coppers, bronze.

As with the other traditions, the Steinr favour a thigh-length tunic over tight trousers. While still remaining practical, Steinr clothing is designed to show off the owner’s wealth. It may be dyed a bright colour (espcially bold reds), be intricately embroidered or have decorated hems in a contrasting colour or material. Steinr tunics may be layered to show off hems that are decorated with a contrasting fabric or braid. Theoden’s costume from Lord of the Rings shows the sort of outfit a wealthy or powerful Steinr might wear to display their prosperity - the tunic is made from a rich, intricately embroidered fabric.

Steinr enjoy wearing jewellery as another way to display their prosperity, with torcs and cloak pins being very popular. Silver and bronze are as popular as gold when it comes to Steinr jewellery - it is often the fine craftsmanship that attracts a Steinr rather than the monetary value of a piece.

Almost anything a Steinr owns might be inscribed, embroidered, or painted with one or more runes. The Steinr consider themselves the originator of the magical runes, and even the most prosaic is likely to trace or evoke one to aid them in a certain task.

Steinr Warriors

The Steinr have a strong warrior culture, and the Rohirrim from Lord of the Rings epitomise the look of their warriors. Armour is usually layered, with leather (or less commonly plate) worn over mail. The armour is often intricately tooled and embellished, again proudly displaying the wealth of the wearer. Conformity and uniformity are considered slightly distasteful by many Steinr - each considers themselves a heroic champion of their people and displays this individuality through their weapons and armour.

On the battlefield Steinr favour long swords, spears (both one- and two-handed), and Dane axes. Their weapons are heavy and practical, and as with everything else almost invariably decorated with runes.

When fighting with a one-handed weapon, the Steinr favour round shields, although tear-drop shaped kite shields are not uncommon.

Steinr Images

This gallery contains images of Steinr characters taken from Empire events.

Suaq

- Influences: Think of Sami reindeer herders and Inuit; independent scouts and hunters.

- Materials: Furs and hides, ivory, scrimshaw carved bone items.

- Colours: Light, washed out tones of cream, ivory, taupe, pale grey.

In addition to the thigh-length tunic, a Suaq commonly wears a heavy coat - an iconic piece of clothing for this tradition. These heavy coats protect them against the cold and the elements, and have become a symbol of their independence and self-reliance. Commonly made of reindeer and seal skin, they are turned fur side in for warmth. Ideally, the heavy fur coats are richly decorated with important symbols — designs of totem animals and symbols of enemies the warrior has killed are common as are the ubiquitous bird images and runes common to all Winterfolk.

While the traditional coat is heavy leather and fur-lined, in warmer climates, the coats may be lighter leather. In the imperial heartland in summer, sensible Suaq may choose to wear linen or canvas versions.

Jewelry is not unknown but tends to be more discreet than that favoured by the Steinr or even the Kallavesi. Shiny metal attracts attention and is often seen as at odds with the Suaq's role as hunters. Rather than metal torcs, rings, or bangles Suaq favour more natural materials - intricately tooled leather bracers, ivory or bone ornaments, feathers, and painted or engraved beads.

Suaq Warriors

Like the Kallavesi, Suaq warriors prefer leather armour for general use, and don mail shirts when they need heavier (and more restrictive) protection. As with their coats, Suaq paint their armour with symbolic designs of animals.

Perhaps unsurprisingly, the Suaq favour traditional hunting weapons. They are the Winterfolk who make the most use of bows, and they favour both one- and two-handed) spears in melee. Some also make use of staves, which serve the dual purpose of being weapons and aiding in crossing treacherous ice or snow.

It is uncommon for a Suaq to carry a shield, but when they do they favour leather stretched over wood frames or practical round wooden shields.

Suaq Images

This gallery contains images of Suaq characters taken from Empire events.

Wintermark Magicians

Each of the three traditions has their own magical heritage. Any Wintermark magician might embrace any one of these paths, but they tend to be drawn towards the approach that matches their tradition. Where they follow a different path, they often combine elements of their tradition and their magical approach to create a unique look.

Runesmith

Runesmiths are a predominantly Steinr tradition. Even more so than other Winterfolk characters, their possessions will be marked with the powerful magical runes that are the focus of their study.

Mystic

Mystics are primarily drawn from the Kallavesi tradition. Most supplement their tradition's iconic costume with an animal headdress decorated with feathers and fur.

Icewalker

The Suaq make up the majority of the savy icewalkers. They wear clothing appropriate to their tradition but supplemented with jewellery and amulets. Unlike runesmiths, their magical accoutrements are more likely to be adorned with stylised animals or symbols of a person nature with only a scattering of runes. Non-Suaq Icewalkers may adopt the Suaq tradition of painting animal totems on their mage armour or clothing.

Wintermark Priests

In general, priests of Wintermark dress like the people they live alongside and counsel.

Those who embrace the path of the stormcrow wear a traditional ragged, heavy cloak and a costume adorned with tatters of material and fetishes. Even stormcrows who are not of the Kallavesi tradition are likely to incorporate some elements of the mystic look into their costume - especially when it comes to feathers and ceremonial masks.

Wintermark Children

Children generally dress in the same style as their parents, at least until they are old enough to express a preference for one tradition or another. Even before they have passed their Citizenship tests, some Winterfolk children feel drawn enough to a tradition that differs from that of their parents to favour dressing as if they were already a member.

Camps

Images to avoid

An LRP setting is defined as much by what you leave out as by what you include. In defining the Wintermark look we have actively chosen to exclude some elements. Please do not use any of the images or looks seen in this section. In particular please note that the Winterfolk were inspired by Saxons rather than Vikings and the setting does not include longships and the associated imagery.

Avoid: Hero pants

The ideal Wintermark trousers are tight, not baggy. The more Viking or Rus style hero pants are perfect for Varushka. It's perfectly acceptable to wear hero pants in Wintermark, it is simply that they are more suited to Varushka.

Avoid: Thor’s hammer

Thor’s Hammers have become as evocative and iconic as a crucifix. They are irrevocably associated with Thor, a deity who does not exist in the Empire game setting, so please avoid this specific piece of jewellery.

Avoid: Horned helmets

The Steinr draw their inspiration from traditional Saxon imagery as well as the Rohirrim, rather than the Vikings. In particular horned helmets are completely inappropriate for the nation.

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Wintermark magical traditions

The Suaq, Steinr and Kallavesi each had their own magical heritage long before they joined to create the nation of Wintermark. Although they have shared magical knowledge extensively since then, these approaches are as much an extension of the traditional beliefs and attitudes of the three people as they are to any particular magical skills. There are Suaq Runesmiths or Steinr icewalkers for example, but they are uncommon. For the most part the three people have maintained their magical traditions along with their cultural heritage.

Contents

- 1 Runesmiths

- 2 Icewalkers

- 3 Mystics

- 4 Artok

Runesmiths

All crafting is magical to some degree, but the Steinr make the ancient magic of their runes an integral part of all craftsmanship. Whether or not the runes are visibly etched into the finished item, you can be certain the proper symbols were painstakingly inscribed during every stage of the construction. Runes represent primal powers and are used not just in metal and stonework but everywhere from a set of clothes, to a banner, to a loaf of bread.

The Steinr see magic as a potent weapon, every bit as deadly as an axe or a sword. Runesmiths who learn battle magic can make formidable combatants or powerful healers; they use the runes to enact immediate magical effects. The original runesmiths developed their strength working the anvil, but as they gained a reputation for daring in battle, more Steinr magicians began to emulate them. They prize boldness and vigour, and may be as comfortable in the thick of melee as any warrior. Many runesmiths wield a heavy oak staff or rod carved with runes when fighting, and like to spar with other runesmiths or warriors through unarmed combat, pugilism and wrestling.

Some runesmiths focus their attention on the mastery of the rituals, often of the Summer Realm. These runesmiths use their runes to mark out their allies and grant them strength and protection. Others prefer to concentrate on Autumn rituals, feeling an affinity for the magics of skill and wealth.

Icewalkers

The Suaq see magic as a practical tool, a key to open doors, a way to solve problems indirectly. The Suaq call those magicians who are thought to show wits and cleverness icewalkers - a title that confers a degree of respect and admiration beyond the ability to simply perform magic. Icewalkers strive to embody the best values of the Suaq people; erudite, pragmatic and shrewd.

Icewalkers favour using ritual magic of the Day Realm to perform divinatory and scrying rituals to help find their quarry. Suaq magicians are widely known for their clever negotiations with Eternals, trying to use their wits and glib tongues to negotiate bargains that favour the icewalker and her people more than they favour the Eternals. Outwitting a powerful creature of another Realm is sometimes seen as the pinnacle of heroism for an icewalker.

Ritual magic for the icewalkers often involves invoking natural things or creatures, and drawing parallels between them and the target of their magic. For example, an icewalker who wishes to divine an area might create a parallel between themself and a high-flying eagle, while one who wishes to grant their comrades great strength might compare them to a flood, storm, earthquake or herd of wild boar. They often cement this magical simile by painting or carving an appropriate rune onto the target or a piece of their equipment.

Icewalkers sometimes extend this practice as part of the magical tradition of totem magic - specifically the use of spirit animals.

Mystics

The Kallavesi see magic as a means to insight and wisdom. The enigmatic Kallavesi approach to life leads many of their heroes to become skilled magicians, of which the most famous are mystics. As well as magic, the mystics study the skeins, the idea that there are fated paths down which individuals travel. At critical points in life there are choices to be made, moments when your skein can shift, for better or worse, as a result of your decision. A mixture of magic, wisdom and divinatory arts are used to allow a mystic to determine the most auspicious choices to make.

Artok

In Sermersuaq, the most northern point of the Empire, lies Sydanjaa, the never-ending ice-storm, sometimes called the Heart of Ice. This vast blizzard is a great mystery, blowing night and day across the tundra without respite. Beasts emerge from Sydanjaa that possess magical powers and their bodies often provide magical components. One of the most important are the great ice golems known as Artok. These creatures emerge from the storm to tread fixed paths before they head back into the ice. They can be tamed for a time by carving them with runes, during which time they are potent weapons of war if they can be controlled. Unfortunately they are difficult to take south, as they need the cold to function for long.

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Wintermark military concerns

Contents

- 1 Overview

- 2 Banner-bearers

- 3 Grimnir

- 4 Imperial Armies

- 4.1 The Fist of the Mountains

- 4.2 The Green Shield Army

- 4.3 The Bloodcloaks

Overview

Wintermark has a strong warrior culture. Everyone wants to be a hero, and there are many opportunities for heroic action on the battlefield. This means that while heroism does not have to mean fighting, it does for many Winterfolk. The warrior culture crosses all three traditions; while outsiders may think of the Steinr warrior in chain with runebound weapon and shield when they envision a Winterfolk warrior, the Suaq and the Kallavesi traditions stretch back to a time before the first Steinr set foot in Hahnmark.

The Steinr generally prefer close melee to archery or skirmishing, most often fighting with a one-handed weapon and shield and wearing layers of mail and thick leather. Their generals are often larger-than-life figures who lead from the front and seek out the counsel of the warbands they will lead before planning their strategies – but who brook no disagreement once the plan is decided.

The Suaq employ their hunting craft equally well in the forest and on the battlefield; their archers give close support to their spearmen who in turn look to attack the flanks and other weak points in their enemy's lines. Suaq generals pick their battles carefully, looking to make best use of the terrain and any situational advantage they can create for their army.

Kallavesi warriors tend to favour the axe, either a shorter axe in either hand or a long handled axe near as tall as a person. In battle they often try to take on the demeanour of a ferocious animal such as a boar, wolf or bear. They are alert for omens, reading the flow of the battle around them and anticipating threats and opportunities. Kallavesi generals work closely with the shamans to pick the most auspicious locations and strategies for a battle.

The generals of Wintermark, regardless of tradition, have a responsibility for their people and are expected to call a retreat if it becomes appropriate. A futile death is not a good death and once the order is given, warriors withdraw without shame or ridicule. Winterfolk strive not to rout – when they retreat it is a matter of tactics.

Banner-bearers

At the heart of most Wintermark forces is one or more banner-bearers. The banner-bearers, also known as bannermen or bannerwomen, are an old Steinr tradition. They are warriors whose role is to inspire and enthuse the rest of the warband. Most banner-bearers are skilled warriors, but their purpose is to rouse the courage and fighting spirit of their band. The traditional responsibility of the banner-bearers is to carry a warband's banner, a difficult and dangerous job that makes it impossible to carry a shield. Even if they are not personally carrying the banner, they tend to stay close to it as it is the heart of the unit.

Banner-bearers find many ways to motivate their colleagues. Steinr banner-bearers often carry instruments of war, drums, horns and the like to perform music on the battlefield to lift spirits. Kallavesi banner-bearers prefer to anoint their fellows with oils and use ancient tales to remind their comrades of past heroes. Some Suaq banner-bearers prefer to lead their warriors in song while others learn the chirurgeon's art.

Winterfolk generals know that the banner-bearers are key to the battle, and encourage the Thanes to pick wisely; a few good banner-bearers can change the course of the battle with their skills. In some situations a good banner-bearer is more important than the Thanes who actually command, because their presence can keep a group of warriors focused and prevent them routing. A wise general traditionally wants to have the banner-bearers present when strategy is discussed. While the Thanes may have insight into the situation, it is the banner-bearers who are relied on to remember the plan and make sure their comrades keep to it.

Grimnir

Especially important are the grimnir, Wintermarkers who have dedicated themselves to the healing arts. They combine the study of herbs and traditional healing methods with practical experience that is invaluable to the militaristic Wintermark society. While they have an important role to play on the battlefield, they have a wider role to see to the health of everyone in their hall.

While Winterfolk warriors are highly valued, those who keep those warriors alive and healthy are valued even higher. By ancient tradition the grimnir are forbidden from the front lines of any conflict; they are expected to hang back and keep themselves out of harms way. After all, a dead doctor heals no warriors. Some grimnir push this tradition to the limit, staying just behind the front line, but most take their responsibility seriously and carry out their work a safe distance away from the fighting.

The grimnir are denied the obvious chances for heroism that warriors can find on the battlefield. Instead they work to the last to save the lives of their comrades rather than concerning themselves with renown. Most Wintermark warriors acknowledge this sacrifice, treating the grimnir with a profound respect. The grimnir can be all that stands between a warrior and a lingering, painful, futile death. During a battle it is normal for a grimnir to be accompanied by a few warriors, often those whose life they have saved. Unlike the grimnir, these warriors do not hang back; they are expected to fight their way through to the wounded and bring them to be tended by the grimnir.

The grimnir tradition began with the Suaq. In the past, the healers of a Suaq tribe did not accompany the hunters into the wilderness but instead maintained the camp and prepared to heal those who were injured by wild beasts. The Steinr added their own traditions wherein the chirurgeon responsible for tending the wounded was also entrusted with the task of maintaining the hall or home – "good health is founded on a strong hearth". Consequently, while most Thanes aspire to be powerful warriors, it is not uncommon for a thane to be a sworn grimnir, seeing to the health of everyone who lives in their hall.

There are physicks and healers in Wintermark who are not members of the grimnir - they have not sworn the oaths to stand apart from battle and instead tend to the fallen. Such individuals are appreciated and valued, much as healers are in any land - it is merely that they do not receive the special kind of respect claimed by the grimnir by dint of the vows they have sworn.

Imperial Armies

Wintermark fields three imperial armies; the Fist of the Mountains, the Green Shield Army, and the Bloodcloaks.

The Fist of the Mountains

This army is supported by a number of miners, engineers and ex-prospectors, and the captains are regularly advised by clever icewalkers and proud scops. Centuries of fighting in the mountains of Sermersuaq, Skarsind and Hahnmark have left their soldiers with a reputation for caution and for an ability to fight viciously in tight spaces over vertiginous drops. Their unyielding nature means that while they do not fight to the last drop of blood, they are known for their stubborn dedication to making their enemy pay dearly for every inch of land they take from Wintermark.

The first Wintermark General leads the Fist of the Mountains army, and is appointed (or re-appointed) at the Summer Solstice each year.

The Green Shield Army

The army of the Green Shield have fought in almost every campaign in the northern empire and have a long history of supporting the Varushkan and Navarr armies on campaign. Each soldier is equipped with an axe and a wooden shield with a green covering, usually decorated with a symbol in gold or white that marks the regiment the soldier belongs to. They are famed throughout Wintermark for their heroic deeds, and the presence of the Green Shields has turned the tide of battle more than once. They are one of the few armies outside Navarr that have any experience fighting vallornspawn, usually in Hercynia.

The second Wintermark General leads the Green Shield Army, and is appointed (or re-appointed) at the Winter Solstice each year.

The Bloodcloaks

The first Bloodcloaks army was destroyed by the Thule almost a century ago. Known for their crimson cloaks, the army was composed of many grimnir and mystics; all save a few were slaughtered in the reign of Empress Brannan during a disastrous retreat from Otkodov. They left behind a legacy of heroism and healing that was carefully nurtured by the descendants of its physicks. The various threads of the army's tattered skein persisted - a healer here, a family there. In Spring 379YE, the Imperial Senate refused to allow Wintermark to raise the Bloodcloaks standard once again; they did not relent until more a year later in Summer 380YE. The army finally mustered in Kallavesa shortly before the Spring Equinox 382YE. The army contains many grimnir, physicks, apothecaries, and magicians versed in healing magic, allowing them to offer aid and respite to allied soldiers who fight alongside them.

The third Wintermark General leads the Bloodcloaks army, and is appointed (or re-appointed) at the Spring Equinox each year.

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Wintermark music

Contents

- 1 The Music of Wintermark

- 1.1 Style summary

- 1.2 Commonly known songs

- 1.2.1 A musical tradition

- 1.2.2 One for the kids

- 1.2.3 Funeral Songs

- 1.3 Further examples

- 1.3.1 Songs

- 1.3.2 Instrumentation and tunes

- 1.3.3 Other performance traditions

- 1.4 How to adapt your repertoire

- 1.5 Our sources

The Music of Wintermark

Style summary

Alliterative poetry and heroic saga songs spoken or chanted, scraping fiddles, breathy pipes, and low drones. Themes of winter, seasons, mythical creatures, tales of hardship, dark wit, and of course riddles!

For inspiration for Wintermark look to the music of the old Americas, Scandinavia and Iceland, along with certain British folk with a minor or modal sound.

Commonly known songs

- Oy lay la loyla - one of several calls used when herding animals or bringing home a hunt

A musical tradition

From Wintermark Military Concerns#Banner-bearers: Steinr Banner-bearers often carry instruments of war, drums, horns and the like to perform music on the battlefield to lift spirits. Kallavesi Banner-bearers prefer to anoint their fellows with scented oils and use ancient tales to remind all of the heroes of the past. Some Suaq Banner-bearers prefer to lead their warriors in song while others learn the chirurgeons art. Most Banner-bearers are skilled warriors, but whatever their art, their purpose is to rouse the courage and fighting spirit of the band, supporting them on the battlefield.

One for the kids

Ho Ho Away We Go, very easy song with optional harmonies.

Funeral Songs

Low Down in the Broom

Further examples

Songs

- Cattle Calls

- The Snow It Melts the Soonest

- Two Men Came to Your Hall Door

- I Wish My Baby Was Born

- Low Down in the Broom

- My Ain True Love

- The Scop's Gift

- Lament for Skarsind

- Falcon Wings - A song commissioned by the former senator for Skarsind, upon the bequeathing of that territory to the Imperial Orcs, combining Winterfolk and Imperial Orc musical traditions.

Instrumentation and tunes

- Kalenda Maya - medieval fiddle tune that sounds great with drones

- Orcadian/Shetland tunes have the right sort of sound for Wintermark, as does the Swedish fiddle.

- Pan pipes, ocarinas, or low whistles could be used to great effect here too, using any breathy slow music.

- Scandinavian fiddle/folk resources: http://www.people.iup.edu/rahkonen/Fiddling/scandi.htm

Other performance traditions

- Riddles!

How to adapt your repertoire

- Whether singing or playing, get people to join in with a long low drone or untuned drums.

- When playing from your folk tune repertoire, flatten all your 7ths (turning the major scale into the mixolydian mode). Here is a search for mixolydian mode tunes

- Sing in a raw style and emphasise the story behind the song.

Our sources

- June Tabor, Vasen, Althing (vocal group), Ensemble Norma, Enkelit, Flight of the Condor soundtrack, Andean pipe music generally and processional songs.

- A great source of Swedish fiddle tunes: http://www.norbeck.nu/abc/index2.asp?cat=s&sort=title

Here is a youtube playlist of appropriate or inspiring music.

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Wintermark people

The Winterfolk were once three separate peoples: the Kallavesi, the Steinr and the Suaq. Although they unified years before they joined the Empire, they preserve the heritage that made each tradition strong. Which tradition you follow is not an accident of birth but a choice made by each Winterfolk child as they reach maturity. Just as one might be born a peasant and rise to become a Thane, so someone can be born to Steinr family and leave to follow the path of a Kallavesi mystic or journey with the Suaq as a scout. Children gravitate towards whichever tradition calls most strongly to them as they come of age.

All three traditions are equally respected; they are all crucial to the survival of the nation. Although a single tradition predominates in each territory of Wintermark – this is a consequence of landscape and history – most communities include members of all three. They refer to themselves as Winterfolk, especially when talking to outsiders. They no longer consider themselves three peoples; they are one people, but with three traditions.

Many Winterfolk maintain the old belief in the Skein which says that when one decides to do something, one should be absolutely committed. Vacillation is anathema as is trying to go back on one's skein by trying to undo a decision one has made. When they hunt monsters across the icy wastes, they seek to kill all of them. When they design a fortress or a suit of armour, they strive to make it impregnable. When they go to war, they are prepared to die for their cause.

They judge people not by the company they keep or by their words, but by the things they do. They live their lives to the full, throwing themselves into whatever they are doing with gusto. They are generous in triumph but selfish in defeat. The mark of a Wintermark hero is that they take personal responsibility for their failings but they share their victories with everyone. The more people involved in a heroic deed, the more heroic it is seen to be. Whenever the Scops tell a tale of a battle, everyone who fought at that battle stands a little taller, even if their specific deeds are not recounted.

All Winterfolk admire personal heroism. They relish challenges as an opportunity to prove themselves. Battle is an obvious opportunity to show one's worth, but they also recognise the challenges that are overcome with cunning or wisdom. Whether triumph is won by force of arms, imagination and cunning or wise and profound insight does not matter to the Winterfolk. What counts is how significant and notable the triumph was and how many benefit as a result of the deed. Winterfolk heroes are those whose prowess and noble qualities serve or inspire others.

While the stereotypical Winterfolk crafter is often thought of as a weapon or armour smith, they are also known for their expertise in civil and military engineering, their construction of great fortresses and other defensive structures and their delicately engraved jewellery. The Winterfolk prize individuality, not just as people, but in the things they do and the things they make. Winterfolk crafters take immense pride in incorporating complex runes into the things they create. The Winterfolk delight in this act of creation; they enjoy making beautiful and unique things, whether it be a torc, a weapon, or a poem.

Names

Winterfolk names are primarily Saxon and Finnish in flavour.

Sample names

- Male: Alric, Aarne, Burmoth, Cynestan, Dunstan, Eadric, Eomer, Esa, Kye, Marko, Oswald, Siward, Theodric, Topi, Urho, Ville, Wulfric.

- Female: Agatha, Anja, Eawyn, Edith, Elina, Emma, Gytha, Inga, Kaisa, Lyydia, Maethild, Needa, Reet, Ricola, Suvi, Wynflaed, Ymma.

When they are born Winterfolk take their second names from the thane's hall to which they belong, (which in turn will have been named after its founder) or less commonly they may take their mother or father's name. In either case, the name is adjusted to make the name flow.

The Winterfolk strive to commit deeds worthy of a name, to earn a name. This name is bestowed by the scops and is a word or phrase that reflects the character's achievements. You can create a character who has already achieved their name or one that is still looking to earn their name.

- {given name} {thane's hall}ing e.g. Alric Marking (Alric of Marko's Hall), Reet Ceorling (Reet of Ceorl's Hall).

- {given name} {parent's name}sson or {given name} {parent's name}sdottir e.g. Hrothgar Arnesson, Adla Runasdottir

- {nickname and given name} e.g. Wulfric the Bear, Wise Lyydia, Black Dow.

Naming resources

- Saxon names

- Finnish names

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Wintermark political leadership

Wintermark remains sparsely populated and the only large town is the former capital at Kalpaheim in Hahnmark. The majority of Winterfolk live in one of the many small settlements, called halls, that dot the land. Each hall is led by a Thane, and although Imperial justice is now dispensed by trained magistrates, the Thane continues to settle disputes that lie outside the law and to provide civic and military leadership.

Traditionally the Kallavesi chose the Wintermark monarch, although they never chose one of their own. This tradition is reflected in many halls, with the Winterfolk looking to the wise and prophetic Kallavesi to choose the most able candidate from amongst the Suaq and the Steinr. There are halls with Kallavesi Thanes, but these are usually the exception and occur when the majority of the inhabitants of the hall are Kallavesi.

The Winterfolk prefer strong, decisive leaders who make bold decisions and stick with them. They have little time for people who vacillate or prevaricate. When the Kallavesi believe that a powerful martial leader is needed they tend to pick a Steinr Thane, if they feel the situation calls for a clever shrewd leader they choose a Suaq. In either case they make an effort to ensure they pick a Thane who the hall can unite behind, the people of Wintermark have little interest in strained loyalties and internal disagreement.

The forerunner of the Senate was the Witan, a grand moot held at Kalpaheim. Here the representatives of each hall met to discuss the business of the nation with the monarch. Today it is a festive gathering; those who involve themselves in national and Imperial business gather to eat, drink and plan for the year ahead. It is also a time for finding husbands and wives, for seeking out mentors or apprentices, resolving internal conflicts and generally keeping the nation of Wintermark functioning as a strong, healthy whole.

Leading a territory

The symbol of Wintermark is three interlocking rings, representing the belief that the nation is stronger for the influence and inclusion of all three traditions. To preserve this heritage the Winterfolk ensure that they pick a single Senator who follows each tradition. The Steinr select the senator for Hahnmark, the Suaq select the senator for Sermersuaq and the Kallavesi the senator for Kallavesa. With Skarsind, the traditions rotated who selected the senator. For example at the Spring Equinox 379YE it was the turn of the Kallavesa and in 380YE it would have been the turn of the Steinr.

For each territory, every candidate who wishes to be considered sets out a jar bearing their name. Any Winterfolk of the appropriate tradition who wishes to express support may drop a single coin into one or more of the jars over the next hour. The face value of the coins is irrelevant, but by tradition, wealthy or earnest supporters will try to outdo each other by adding a more valuable coin. At the end of the hour, the jar containing the most coins bears the name of the new Senator. The money is taken by the civil service and distributed amongst the poorest Winterfolk present.

Although the senators are chosen by followers of a single tradition, in theory it is possible for any of the Winterfolk to stand as a candidate for any territory. In practice it is rare for the Steinr not to choose one of their own, and likewise for the Suaq and the Kallavesi.

The senators for each Imperial territory are re-elected at specific equinox and solstices during the year. The senator for Sermersuaq is elected at the Summer solstice, the senator for Hahnmark is elected at the Autumn equinox, and the senator for Kallavesa is elected at the Winter solstice. Prior to the reliqnuishment of Skarsind, the senator was elected at the Spring equinox.

Prominent Wintermark halls

A list of well-known Wintermark halls who have attended Anvil in recent years can be found here.

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Wintermark religious beliefs

Overview

As with the other Imperial nations, the people of Wintermark embrace the Way. For centuries before the foundation of the Empire, however, the halls of Wintermark practiced their own spiritual beliefs, rich with ancestor spirits and mysticism. These beliefs have largely fallen out of favour, but along with heroism, some elements of these traditions have endured and become entwined with modern Wintermark practice of the Way.

Priests in Wintermark are a widely varied group. The three people traditionally tend to favour certain virtues over than others and priests often argue among themselves about the best balance between virtue and heroism for the Winterfolk. In addition to the priests familiar to Imperial citizens, some Winterfolk choose to adopt the calling of the stormcrows.

Stormcrow

The priests of Wintermark provide spiritual and moral guidance through the tales of the greatest heroes of the past. Called stormcrows, they wear the traditional Kallavesi feathers and a black or grey tattered and layered robe. The stormcrows compose and recite verses which recount the feats of the Paragons and other heroes.

A stormcrow provides the moral centre of every hall, pushing them to perform the deeds their souls long to achieve and to live up to the legacy of the heroes who have gone before. Their duties are often very serious, but many also strive to be the heart of the community, providing cheer through the dark winter nights and reminding their fellows of the joys of being alive. A stormcrow might find themselves preaching the need to laugh in the face of death, conducting grand and glorious death rites, or testing their congregation with riddles. Their preaching, rites and riddles often refer to the birds sacred to the Winterfolk. Whatever form religious observance takes, it usually ends with music, laughter and feasting.

Inevitably the stormcrows favour those tales that sing to the Wintermark spirit. Pride and Courage are prized above all things followed closely by Wisdom. Tales of Ambition or Prosperity are usually reserved for those thanes who seem to be exhibiting an unseemly tendency towards caution or miserliness. In battle, however, at least one stormcrow will endeavour to remain by the side of whoever has command. In this way they seek to remind them that it is a warrior’s place to show Courage, but a thane’s place to show Wisdom.

In Wintermark it is considered a cowardly, childish thing to gossip about the inadequacies or misdeeds of another. Instead the stormcrows serve as a sort of confessor. Anyone can go to them and share a story of a misdeed or failing they have witnessed, and then depart secure in the knowledge that the stormcrow will deal with it. The priest seeks out the truth of the matter and deals with the situation as openly or discreetly as they see fit. When a stormcrow says “the birds told me” they mean that someone has confided in the stormcrow. They will not reveal the source. Likewise a person who feels guilty can seek out a stormcrow and confide whatever it is that is prompting the guilty feelings. A stormcrow can lay a penance, and witness the completion of that penance, effectively absolving the person of their shame.

Stormcrows also serve as witnesses to what their people say and do. In Wintermark it is important to carry through on any deed that you have claimed you will do. They have no patience for empty boasting. This embodies the Virtue of Courage as well as the idea that it is important not to go back on your Skein. Stormcrows fight alongside Winterfolk who have made boasts or claims for their achievements in a coming battle or who have otherwise set themselves a particularly dangerous task. In this the stormcrow serves two important roles. Firstly they can carry back the tale of a good death or vouch for the honesty of accomplishment if a person survives the battle. More importantly a stormcrow knows that by acting as a watcher they can bolster the courage of the person they are watching, helping them to stay true in the face of their fear.

The Frayed

Individuals who make inauspicious choices, committing crimes or making cowardly or greedy decisions that betray the trust of others, lock themselves into an unheroic skein. They incur the contempt of their fellows as their skein carries them towards the Labyrinth of Ages with their souls stained by their actions. They are called the frayed, a reference to the way their choices have damaged their skein. Wintermark heroes who are convicted of serious crimes, or individuals who feel great guilt over a personal failing, become frayed.

For the frayed to restore their skein to a heroic path takes a great deal of effort and wisdom; for most warriors battle is their only opportunity to achieve this. Here the frayed fight alongside a warband rather than as part of it and seek out the most dangerous fights in the hope of redeeming themselves. Those who do so and survive may eventually rejoin their warband. If they became frayed due to committing a crime, then it is never mentioned again once their sentence is complete. Those who have not have been able to redeem themselves through acts of bravery and valour continue to fight as a frayed until they prove themselves or die.

It is common for several frayed to fight together in battle to improve the chances of all and some groups of frayed take an oath to continue to fight together as a warband until all have proven themselves. If worthy, such bands often attract a stormcrow, who fights with the band even though they are not frayed. The stormcrow provide spiritual guidance as well as witnessing their efforts to redeem themselves.

The Winterfolk are, by nature, a virtuous people and their Stormcrows were teaching about Pride and Courage long before we arrived. Our words about the reincarnation of souls were also accepted as confirmation of truths already known to them. Their superstitions around birds are misguided, but I sense no idolatry here; merely the lingering traces of older traditions from less enlightened times.

Wayfarer Malachi in Epistles to the Winds of Virtue, 12 BE

Non-Kallavesi Stromcrows

Players often ask what costume is appropriate for non-Kallavesi Stormcrows. Remember all that is said is that they wear the traditional Kallavesi feathers and a black or grey tattered and layered robe. the main distinction of a Kallavesit Stormcrow specifically is that they will wear a full bird headdress. The tattered and/or layered effect is meant to give the impression of feathers, and this is partly because we recognise that making costume that incorporates a lot of feathers can be tricky to achieve quickly. Instead of a robe, Feathers can be incorporated in other ways, such as a mantle or collar, or as part of a Suaq coat, but the costume should include some black.

Many players want to make sure they retain their Suaq or Steinr identity whilst still appearing to be a Stormcrow, but it is partially by design that Stormcrows are instantly recognisable regardless of their tradition. The point is that Winterfolk are proud, and they need Stormcrows to talk about sensitive matters they don't want to bring up in public - often related to shortcomings of themselves or others. For that reason it is important to be confident that someone is a Stormcrow before they start the conversation. In addition to this Stromcrows are meant o be a watchful presence, that encourages others to virtue by their presence. Further to this, remember the Stormcrow tradition is an evolution of the religious traditions of the Kallavesi tribe, so if the priestly garb of Wintermark has a slightly Kallavesi look, that is again by design.

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Wintermark territories

Wintermark lies in the north-west of the Empire. It is significantly colder than the lands around the Bay of Catazar, marked by high peaks, rolling tundra and great freshwater lakes. The four territories are scattered with settlements and criss-crossed by a network of watchtowers and beacons that allow the Winterfolk to maintain vigilance against barbarian attacks. Many of these beacons are isolated, but halls have sprung up around several of them, often taking their names from the beacons or watchtowers they protect.

The wilderness between halls is often trackless, but there are many well-known routes between settlements. The land is known for its natural beauty; while it is cold, it is by no means an Arctic wasteland. In summer particularly the plains and woodlands of Wintermark teem with animal life. It is a hardy land, however, that breeds hardy folk. It is also a prosperous land - there is a great deal of hunting, fishing, herding. agriculture, mining and trade between halls and the rest of the Empire.

While three of the four territories are viewed as the "spiritual home" of one of the three peoples, all Winterfolk are welcome in all territories. While the halls of Kallavesa tend to have more Kallavesi members than Suaq or Steinr, it is a rare hall that consists only of folk from one of the three peoples.

Contents

- 1 Hahnmark

- 2 Kallavesa

- 3 Sermersuaq

- 4 Skarsind (no longer Wintermark territory)

Hahnmark

The territory of Hahnmark is spread along a series of treacherous mountain passes, the rolling foothills beneath and the wide plains that stretch toward Sermersuaq and Kallavesa. In ancient times was the centre of the troll kingdom, but today is considered the ancestral homeland of the Steinr in Wintermark. It was here that the three peoples first came together to oppose their enemies, and to create the union that has made their people the strongest in the world. The territory is prosperous - as well as the farms of the lowlands and the mines in the mountainous foothills, the halls of Hahnmark are visited by traders from across the Empire. it is also a territory that revels in its strength - the sword-arm of the people of Hahnmark is ever ready to strike against the enemies of the three peoples and the Empire that is their home.

Kallavesa

This is the ancestral home of the Kallavesi, a land of cold stagnant bogs. It is a mournful land, beautiful as it changes through the seasons, but always possessing a feeling of brooding stillness. In the warmer months it is a boggy marsh cut through with streams and fjords. In the winter the waterways freeze over and the whole land is covered with frost and snow. Thanes' halls are traditionally constructed entirely from wood here and those built in marshy areas are raised up on stilts. The marsh serves as the national graveyard and this is a place of ancient secrets and mysticism and parts of Kallavesa, especially the West Marsh, have a reputation for being haunted.

Sermersuaq

Sermersuaq is the ancestral home of the Suaq people. The forests and tundra of this territory are rich with animal life that sustains the Winterfolk, ranging from great furred beasts to small game and hunting birds. The northern waters are home to seals and penguins, and full of fish and whales. As one travels further north, the land becomes colder and colder until a traveller comes to transient ice floes that mark the the farthest extent of the land claimed by the Winterfolk. This fertile territory is under constant threat from both the Thule and the Jotun whose hunting parties also seek to exploit the profusion of life here, regularly engaging in skirmishes with the Winterfolk who live here.

Skarsind (no longer Wintermark territory)

Lost in 373YE, recovered in 377YE, ceded to the Imperial Orcs in 379YE Skarsind is a place of alpine slopes and valleys, pine forests and rising mists, set in what's known as the Great Vale, a bowl of mountains that holds both Skarsind and the forest of Hercynia. At its height, Skarsind was particularly noted for fine rune work, and artisans and runesmiths travelled here to study their craft. Gildenheim in the east was the second largest settlement in Wintermark, built over the entrance to a frozen underworld cavern into the walls of which are carvings in a mysterious alphabet that are said to be the source of the magical runes used throughout Wintermark. Today, Skarsind is the homeland of the Imperial Orcs, and is no longer part of Wintermark.

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Winternight Lifestealer

Description

These vicious spears punch through leather and even mithril-steel as if it were paper. They inflict catastrophic wounds, and a well-placed strike to a vital area can completely incapacitate a target in seconds. According to a pamphlet circulated in Temeschwar called The Case for banning the Winternight Lifestealer as recently as 369YE the weapons were first created by Winter eternals, and a portion of the soul of their victims is syphoned off to feed the relentless hunger of the Wasteland. The document was largely dismissed, but they are still widely considered to be weapons of ill-omen.

A few Winterfolk settlements dominated by Kallavesi will not allow a warrior who is revealed to bear one of these weapons to spend the night in their hall. They say that the presence of these hateful weapons causes "bloody dreams" to disturb the minds of children and those already susceptible to violent urges or traumatised by war. There may be some truth to these beliefs; the Suaq general Vilav Solving who lead his countryfolk under the banner of Empress Varkula is said to have thrown himself to his death from the Skarsind peak that bears his name to this day, driven mad by terrible guilt caused by his artefact spear Heartpiercer which filled his sleep with dreams of everyone he had killed in the name of the Empire.

More pragmatic warriors are less concerned. These spears are especially popular with some Varushkan schlacta, who combine the razor-sharp spear with a heavy shield and use them to dispatch wolves. They are also somewhat popular with Marcher beaters for use against vermin whether it goes on two legs or four. They especially appreciate the spear's ability to pierce the defences of armoured bandits and those Feni and orcs whose piecemeal armour is supplemented by mithril chain or stout hides. Some concern has been raised that over the years several of these weapons have fallen into the hands of the Feni, who have been reported using them in several skirmishes - perhaps the same lost weapons, perhaps new ones constructed by those Feni artisans who have riddled out the secret of their construction.

Rules

- Form: Weapon. Takes the form of a one-handed spear.

- Requirement: You must have the weapon master skill to bond to this item.

- Effect: You may spend a hero point to call IMPALE with this one-handed spear.

- Materials: Crafting a Winternight Lifestealer requires thirteen ingots of tempest jade, seven ingots of green iron, seven measures of beggar's lye and five ingots of orichalcum. It takes one month to make one of these items.

"Bringer of falcon-food, bastion of slaughter-walls,

Sing I of Solving, of Vilav the brave.

Of wise Kallavasi, and Suaq-scout, Steinr,

war-host commanded, great victories won.

With death-branch tall standing, stern-faced for the foeman,

Swimming in wound-rain, in battle-sweat bathed.

Heartpiercer, foe-death, his constant companion.

Driving through leather, or through mithril-steel.

But whispering softly, its evil seed planting,

Heartpiercer, false-friend, brought him to his death.

No hearts-ease in mind's-worth. No sleep-safe soul-resting.

Black dog walked with him, and darkened his heart.

He ran the white sky-road, and left us with heart's-rain,

Marsh-resting spear-man, in peace now at last."

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Wisdom of the Balanced Blade

Contents

- 1 Rules

- 1.1 Winter Magnitude 6

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Magnitude

- 1.5 OOC Note

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 6

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The ritual targets a single character or item which must be present throughout and, in the case of an item, close enough to touch. It can also be performed to target the immediate area surrounding the ritualists.

Effects

The ritual reveals information about any and all curses on the target person, place, or thing. It is most often used on a character or item that is present, but can also be used in an area that is under a curse such as that created by Naeve's Twisting Blight, provided the contributors are in that area.

When completed the ritual answers some or all of the following questions about each curse that is present on the target:

- What does this curse do? How does it work?

- How long will it last if nobody intervenes?

- How can the curse be removed?

- Will anything make the curse worse?

- Where has this curse come from? This will usually indicate a general source rather than a specific one - "an eternal" rather than "the eternal Sorin" or "a spirit" rather than "the King at the Crossroads". If the source is a ritual, it will reveal the realm and magnitude. If the source is a spirit, it may reveal the strength of exorcism required to remove it.

The magic that analyses the curse can be stymied by shrouds or masks of greater magnitude. In this case, it always reveals the realm and magnitude of the shroud, and whether there is any information that can be discerned by Wisdom of the Balanced Blade.

The divination function of the detect magic spell will indicate if there is information that can be found with Wisdom of the Balanced Blade - which is usually a clear sign that the target is cursed in some way.

Additional Magnitude

You may increase the magnitude of the ritual to penetrate more powerful shrouds or masks.

OOC Note

The ritual is least useful when used to analyse the effects of ritual curses that are in Imperial lore. It can be used in a territory under the effect of a curse to determine details of that effect. This effect cannot be achieved by performing the ritual at the Anvil regio - attempts to do so simply provide information about the Anvil regio and any magical effects on Casinea.

Description

While many Winter magicians are adept at identifying the effects of curses that are part of the wider body of Imperial Lore, this ritual helps analyse a curse whose details and potential counters are unknown. It may be used to divine the details of a curse that has come from an eternal, from the rituals of a barbarian magician, or from more esoteric sources - it can discern the details of curses inflicted by malign spirits, as well as those brought down by less understood means such as broken oaths or vile transgressions.

The ritual has some similarities to Bright Lantern of Ophis, but it only analyses curses - while the Bright Lantern cannot analyse curses at all. Sometimes the information it provides requires some interpretation. For example, it might discover that a certain farmer has become cursed, and that the provenance is "their own dark deeds" and that the curse can only be removed by "atonement" - what precisely that may mean will require further investigation. Usually, the information is much more straightforward - a curse is due to the actions of someone else, and the method of dealing with it may be difficult but clearly understood.

When used to study a curse placed by an eternal, the ritual rarely reveals the precise eternal involved - usually it will simply provide the realm. This is not always the case - some eternals seem to want their involvement in a situation to be clear, especially those of the Winter realm. Likewise, when providing information about how a curse might be lifted it is just as common to learn that a "powerful supernatural creature such as an eternal" might lift a curse as it is to determine the precise eternal capable of doing so.

The ritual is sometimes called (Grandmother's/Grandfather's) Appraising Eye.

Common Elements

This ritual usually involves carefully examining the target. Active divination may take place, often with runestones or cards. Other, more exotic, methods of diagnosis might be used as well such as observing if the presence of the target has any effect on a lodestone, or on fresh milk; letting droplets of their blood, phlegm or sweat fall into fresh water or cream; or getting the target to throw a handful of runestones or sticks, or spatter blood onto a hide covered in runes, and observing the results. Lenses might be used to examine the target; lights used to make their shadow move; and mirrors used to catch their reflection. The rune Irremais is commonly invoked, as are the names of wise Paragons and Exemplars, folk heroes or the eternal Wise Rangara.

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Wisdom roleplaying effects

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

Contents

- 1 Overview

- 2 Consecration of Wisdom

- 3 Anointings of Wisdom

- 3.1 The Worth of Wisdom

- 3.2 The Focus of Wisdom

- 3.3 The Fresh Eyes of Wisdom

- 3.4 The Guidance of Wisdom

- 3.5 The Portents of Wisdom

- 4 Hallowings of Wisdom

- 4.1 Hallowing of Avigliana

- 4.2 Hallowing of Atun

- 4.3 Hallowing of the Philosopher

- 4.4 Hallowing of the Strategist

- 4.5 Hallowing of Kala

- 4.6 Hallowing of Chastisement

- 4.7 Hallowing of Isenbrad

Overview

These roleplaying effects are created by priests dedicated to the virtue of Wisdom who use the relevant ceremonial skill. A character performing an anointing or hallow must pick one of the appropriate roleplaying effects when they perform the ceremony.

Consecration of Wisdom

- In this place, you feel an urge to use the knowledge you have gained and, in doing so, test it.

Anointings of Wisdom

The following are a range of auras that can be summoned onto a living soul, with their consent, by priests whose own souls are dedicated to Wisdom:

The Worth of Wisdom

- You feel that the acquisition of wisdom is a worthy end in itself. Increasing your knowledge and understanding generates a sense of satisfaction and wellbeing. Any hesitations or remorse you might encounter as a result of actions taken to advance your knowledge or understanding are lessened.

Description: The path of wisdom can sometimes teach hard lessons, or require pilgrims to learn from bitter or painful experience. These burdens acquired on the path have sometimes caused pilgrims to falter and leave the path. Priests of wisdom have been able to use this aura to ease the burdens acquired on the path, and empower pilgrims to walk the difficult steps ahead of them.

The Focus of Wisdom

- You feel a desire to pursue wisdom without distraction. You feel a desire to consider circumstances in a dispassionate and objective manner. All your emotions, and passions, become more muted and contained for as long as the aura lasts.

Description: The pursuit of the virtue of wisdom is often made challenging by mundane concerns, petty distractions or heightened emotion that interfere with the learning of valuable lessons. Priests of wisdom have been able to use this anointing to help pilgrims and citizens clear their minds of these distractions and focus on the pursuit of wisdom. This anointing has proven useful in helping pilgrims to overcome other influences on their minds that might obscure the pursuit of wisdom, including malign auras. Some priests have also used this anointing to help citizens cope with grief or other strong emotion, but this is not widely endorsed by the Synod.

The Fresh Eyes of Wisdom

- During this anointing, you were asked to specify a particular event, topic or thing. Whilst this anointing is in effect, your knowledge and experience of this event, topic, or thing, is suppressed. This knowledge and experience is returned in full when the anointing ends. This has no effect on any knowledge or experience you gain whilst the anointing is in effect.

Description: Assumptions and inherited knowledge can be dangerous obstacles on the path of wisdom. The path of wisdom teaches pilgrims to "test what you learn; only fools accept hearsay as truth". The priests of wisdom have been able to use this anointing to help temporarily remove these assumptions and pre-conceptions and allow the pilgrim to approach an incident, or phenomena, from a different and renewed angle. This fresh perspective will ultimately be reconciled with their prior knowledge, unlike the ritual Cast Off The Chain of Memory which seeks to remove the knowledge and experience forever.

The Guidance of Wisdom

- You feel a clear sense that wisdom without action has no meaning. You are inclined to make a decision using the knowledge you possess now, or even make a decision on behalf of another, especially if they are hesitating.

Description: The path of wisdom teaches that knowledge and experience must go hand-in-hand with such axioms as "the virtuous apply what they have learned; wisdom knows all knowledge is incomplete". Priests of the path of wisdom are able to use this anointing to stir those who have become mired in contemplation or the acquisition of knowledge to test and apply that knowledge and gain wisdom. This anointing has also been applied to citizens and pilgrims who face difficult decisions, or are hesitating from taking action.

The Portents of Wisdom

- The next time you sleep you experience vivid dreams concerning the problems you are facing. These dreams recall those experiences and moments that revealed information about the challenges you are now facing and sometimes you see yourself acting on that information or seeking out new information. You awaken feeling refreshed and with lucid memories of the things you dreamed about, and a strong urge to take decisive actions to resolve your problems.

Description: The world is a complex place and full of mysteries, such as the Eternal Realms and the Labyrinth of Ages. Those lacking in virtue can sometimes balk at the complexity and enormity of these mysteries. Equally, those citizens who live in one area all their lives may never challenge the assumptions around them or explore the distant horizons. Priests of wisdom are able to use this anointing to encourage others to open and expand their minds.

Hallowings of Wisdom

Hallowing of Avigliana

- You feel an impulse to seek out those in need of your experience, knowledge and insights and share them. The impulse includes using this item as part of this teaching, if it would be appropriate to do so.

Hallowing of Atun

- You feel an inclination to expand your mind and the ways in which you acquire knowledge. This impulse includes a desire to either learn new things, or seek to learn in new ways. You also feel more inclined to trust your intuition more.

Hallowing of the Philosopher

- You feel comfortable when discussing concepts, ideas, and matters of depth and substance. This sensation is accompanied by a growing intolerance for trivialities, such as gossip or minor details, when compared to bigger issues.

Hallowing of the Strategist

- You feel a tremendous sense of scale and an urge to appreciate the bigger picture. Whilst under this effect, it feels harder to consider the needs and priorities of individuals or smaller groups against the whole.

Hallowing of Kala

- When bonded to, and in contact with, this item, you feel an urge to solve problems that you encounter; even if they do not directly affect you. This includes an impulse to challenge assumptions about the nature of a problem. This includes an impulse to use this item in the solving of problems, if doing so is appropriate.

Hallowing of Chastisement

- You feel an urge to forcefully chastise fools, and those who spread folly. This includes an impulse to use this item in the chastisement, if doing so is appropriate.

Hallowing of Isenbrad

- You feel an urge to use this item in the most effective way that you know how. Alongside this impulse, you feel a broader urge to utilise the knowledge that you have immediately, and test it through that use.

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Wise Rangara

Contents

- 1 Eternal of Winter

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

- 1.5 Rangara's Apprentice

Eternal of Winter

Sobriquets

Most commonly, Rangara is called "The Wise."

She is also known as The Ancient One, Eldest or Grandmother Winter and Kind Rangara, all epithets intended to flatter her and show the respect she considers so important. Some Kallavesi use the name Pale Raven when speaking of her, while the Varushkan wise ones use the old Ushka name Clever Spider. Regardless of the name used, Rangara herself demands respect and finds flattery entertaining - the more florid the greetings she is given, the more amused she becomes.

Outside her hearing she is sometimes called the Cruel Lady, or the Crone, but woe betide someone who refers to her as such within her hearing - such individuals will be ejected from her presence and may well receive a curse for their insolence.

Appearance

One of the oldest known eternals, Rangara appears as an extremely old woman with snow-pale skin. She is believed to be blind, although this does not seem to effect her ability to perceive visitors and should never be mistaken for weakness - indeed most scholars agree she has a supernatural ability to penetrate disguises and transformations in those who come before her. She wears a cloak of black feathers, and either a dark cowl or more often a ritual mask made from the bones of a great bird, likewise covered in feathers. .

Wise Rangara may be encountered alone, but is often assisted by dark figures that combine elements of birds with humanoid form. Sometimes she is accompanied by a human child, often expressing a strong draughir lineage who she refers to as her apprentice.

Concerns

The exemplifies the strength that comes from old age and tradition. She possesses great stores of knowledge, and often has a keen insight into difficult situations. She expects respect and politeness from those who meet her, and insolence or disrespect may be answered with expulsion from her presence and sometimes a curse. She prefers the company of older humans, those with hard-won experience gained over a long life. She believes that wisdom is gained by experience, but that it can be passed to other people. She is disdainful of books and schools, however, and expresses the belief that wisdom is only really passed down from one person to another person - anything else is just knowledge, which is not the same.

She has limited patience with the young - she always prefers the company of older folk to younger folk. The exception is her love of children. This appreciation of the young is double-edged; while she often indulges their foolish behaviour, she is also known to send her heralds to lure clever children to her to serve as her apprentice. She controls at least one chamber containing a cottage in the deep woods where her apprentices stay while serving her. She is known to take an extremely dim view of those who harm or kill the very old or the very young without good reason.

Wise Rangara served as a patroness to the Ushka people, and she maintains a soft spot for their descendants the Varushkans. She is always interested in the doings of the Varushkan people. She also has a long tradition of good relations with the Kallavesi mystics, and is usually happy to welcome one to her presence. By contrast she is known to have had conflicts in the past with both Suaq icewalkers and Urizen stargazers and those who identify themselves as such often receive a chilly reception.

Wise Rangara does not appear to be able to read. While she is blind, her illiteracy seems to have little to do with her lack of sight - she has demonstrated the ability to easily identify colours and fine details by handling objects, for example. On the few occasions that someone has quizzed her about this or offered to help her she has claimed that she is too set in her ways to learn to read. Her apprentice reads anything presented to her - she has several times said that she finds children to be best suited to read documents as their lack of preconception often allows unexpected insight into the words or their writer.

In Wintermark she is strongly associated with the rune Irremais.

Boons

The most important thing to understand about Rangara is that she never gives anything of value away without exacting an appropriate price. She warns those who bargain with her that nothing of value is every gained without price. She rarely barters with those she is dealing with; she states a price, and if it is not appropriate she rarely agrees to a counter-offer. The prices she exacts are often painful, and often involve an effort to teach the bargainer a lesson of some sort. If the bargain appears too good to be true, scholars warn, be very careful as there is likely to be a hidden catch.

The Eldest is a mistress of herbs, and can brew any potion. She can also combine herbs in such a way as to create unique elixirs, salves and infusions beyond the ability of mortal apothecaries. Often these potions require a strange or symbolic element in addition to the normal herbs - the blood of a warrior or a tear from a boyar, for example. She is known to request difficult quests from those who ask her for potions, usually involving gathering a unique ingredient some of which goes into the potion and some of which she takes as payment. According to stories she can brew a draught that renders the one who drinks it immortal - they will continue to age, but they will not die except by violence.

Her cauldron is believed to be an especially potent artefact, and she sometimes lends or gives magical cauldrons to those who gain her favour. These items may duplicate the effects of talismans such as the Escharotic Cauldron, while others have offered benefits to cabals of apothecaries or ritualists as a form of. The Sisters of the Silver Goblet in Dawn, for example, received a cauldron that allowed their coven to use herbs in their rituals, renewed each year in return for unknown service.

Rangara possesses great stores of both wisdom and knowledge gathered over her long existence. She can often identify objects by handling them, sometimes having special insight into their nature or purpose. Likewise she can examine and understand any enchantment or curse simply by examining it, and can often remove supernatural curses especially those that involve nightmares or compulsions.

She has a great interest in dreams, and sometimes trades small trinkets in return for stories of strange dreams, especially those that later prove to be prophetic in some way. She sometimes trades with mortals for the ability to dream their dreams - those who accept find their sleep wracked with terrible nightmares for the duration of the exchange. On occasion Rangara has repaid this boon with knowledge gleaned from these dreams, sometimes even that which has to do with past lives.

Rangara can deliver horrible curses, but she rarely offers this ability to others. Her curses are often tailored to ironically punish their victim, and despite the fact they tend to be less debilitating than ritual curses, are often surprisingly difficult to remove. On rare occasions in the past some winter archmagi have brought criminals before her and asked her to judge them. She is known to be a ruthless judge who often interrogates a guilty person to see what else they are guilty of. The reason behind her judgements is not always obvious -she has been known to pardon criminals who acted for the good of their families while punishing those whose transgressions appeared minor. Needless to say Imperial Magistrates do not consider Rangara to be an Imperial authority - something her allies have occasionally tried to rectify.

"You are a hero of your Empire, not a spoiled child to demand a treat for sweeping the step.

"What you come by too easily, you value too little. If you were to sweat, and bleed, and strive for six months to possess a smooth stone from the beach, just a simple stone, I would say that you would value that little stone more than any amount of silver.

"As to the parents of the little boy... either they will kill you and realise that their son was threatened and learn to protect him better; or you will bring the boy to me and they will learn the lessons that loss teaches. In time they will come to me to bargain for his return, or they will realise they did not truly love him after all and he will abide with me until he is of age.

"Either way, the boy will be safer and his parents will have learnt a lesson."

Rangara's Apprentice

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

Rangara has a special interest in children; her apprentice is always a human child, and rarely of any lineage other than draughir. Children who approach Rangara politely and offer her assistance may be allowed to spend time with her in her Realm. Those who do must be exceptionally careful to specify the duration of their apprenticeship - there are stories of unwise children who have failed to do so and end up serving the Cruel Lady for years until a family member is able to bargain with Rangara for their release. A child who spends time with Rangara usually receives a gift from the eternal when they return to the mortal Realm. Children who spend time with Rangara are very likely to return marked by the draughir lineage, and in later life often follow the path of the physician or apothecary. The eternal only ever has one apprentice at a time; before she will accept another she must be persuaded to release her current apprentice. There are several stories of families who have rescued foolish children from her by exchanging one child for another, sometimes through trickery sometimes by provided Rangara with an apprentice she considers "superior."

Rangara's Apprentice in Play: A player-character child may become Rangara's apprentice for a time. This will usually last between a season and a year. In such cases heralds may collect the child at the end of an event, but they will always be delivered safely to their parents by the start of the next event. Between events the player-character child will spend time with Wise Rangara in one of her many homes, and may be asked to achieve goals for the eternal during an event.

Children are only likely to be stolen away for a longer period with appropriate permission.

While an apprentice is more likely to become a draughir, or an apothecary, there's no requirement for this to be the case.

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Witches' Hammer

Description

A Witches' Hammer channels and twists the energy from each movement, each strike, and each spell cast through it, storing a little of the energy so that it may be called upon in times of need to allow the magician to unleash the shatter incantation. With a single crushing burst of power, the battle mage tears asunder a weapon or shield. Their common name comes from their popularity with the war witches of Dawn.

These rods are usually plated with tempest jade, and often marked with the rune Mawrig (often in conjunction with Hirmok to channel and control the release of destructive energy), or the Rune of Transformation Xun. The Dawnish war witches who make excellent use of these rods to disarm and then defeat their enemies favour marking them with Verys, the Rune of Might, or with the totemic representation of a powerful magical beast such as a dragon or chimera.

In parts of the Marches this item is called a Rod of the Ram and often constructed with a ram's head or the horns of a ram at one end.

Rules

- Form: Weapon. Takes the form of a rod. You must be wielding this implement to use its magical properties.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Twice per day you can cast the shatter spell as if you knew it without spending any mana.

- Materials: Crafting a witches' hammer requires seven ingots of tempest jade, six measures of iridescent gloaming, and three measures of beggar's lye. It takes one month to make one of these items.

“How did I beat him? Maybe it was the training, the best Holberg has to offer. Perhaps it was my fine doublet and hose, their cut so excellent as to stun his parochial Dawnish tastes as well as a blow to the temple. If you must know, though, it was the rod, that delightful little bit of Marcher trickery with the ram’s head. Yes, the one with the open mouth. If you look really closely, it’s roaring the rune Xun. I always liked that, a roaring sheep; much like the wand, really.

“Well, we started to cast, and though I did finish my casting second, he hardly had much chance to deliver the blow when I snapped his wand in two! Oh, you should have seen his face. Priceless, truly priceless, sad like a lost little duckling. He honestly tried to call foul! Ach, well, we’ll have none of that, we all agreed.

“So it was sorry, he said he was, for ever even thinking to impugn the honour of the Holberg Engineers’ Guild, and he said it through teeth gritted so tight I swear he bit off the tip of his tongue. Beautiful. Simply beautiful.”

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Witchwood Wand

Description

The witchwood is a soft, pliable tree that is reasonably common in the Empire; the wood is often used to decorate fine furniture or carved to make decorative friezes, puppets and children's toys. The wood is light and easy to shape, and has been used to craft wands since time immemorial. When a magical wand of this nature is made of a different material, it is often called a Witch-something Wand depending on what it is predominantly made of.

These wands are known by a variety of colloquial names - in parts of the Brass Coast it might be called a One-more-spell Wand, while the mountebanks of the League call them Lucky Holdouts. It is common for magicians in many nations to give their wand a specific name, and refer to it as their companion - so in Varushka for example the wand may be referred to as a Cabalist's Companion. Some especially grumpy magicians call their Witchwood Wand a Reliable Apprentice because it is always to hand and always ready to help.

Rules

- Form: Weapon. Takes the form of a wand.

- Requirement: You must have the magician skill to bond to this item.

- Effect: You gain one additional point of personal mana.

- Materials: Crafting a Witchwood Wand requires seven measures of iridescent gloaming. It takes one month to make one of these items.

The mountebank eyed the wand suspiciously, bending it first one way, then the other, and handed it back to the artisan in the feathered hat. “It’s a bit... bendy for a wand, isn’t it?” she said with a sniff.

“Don’t know what you’re talking about, mein frau. That’s a Witchwood Wand. It’s witchwood. It’s not bendy, it’s pliable.”

“I’m not looking for pliable, I’m looking for reliable.”

“Hey, you’re a poet and-”

“Shut up," the mountebank said testily, "I’m not here to banter; I’m here because Henrietta said you were the woman to talk to about wands.”

“Trust me, it’s a real wand. It’s magic ‘cos it’s got a little bit of its own mana tied up inside of it, and for a lady in a profession like yours, it’s that little bit of extra versatility that can make all the difference, am I right?”

The mountebank took the wand back and felt its heft in her hand. She swung it, and the tip wobbled comically. “I’m not sure I could take it seriously.”

“It’s as reliable as the next wand, I promise you. It’s pliable for reasons of symbolism. Versatility and all that.”

“Yes, you said that already. But what I still don’t know is-” she gave it another swing, and watched it whip briefly out of shape, “-why is it bendy?”

The artisan sighed. Some customers just didn’t want to be satisfied. “Because it’s made of witchwood, mein frau, and there’s a queue out the door for these things if you’re not interested.”

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Wither the Seed

Contents

- 1 Rules

- 1.1 Winter Magnitude 150

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Removing the Curse

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 150

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. During the ritual the casters must be in a strong Winter regio. This ritual targets a territory, and must be performed at a regio in that territory. If the ritual is used to target an Imperial territory, it may instead be performed at the Imperial regio at Anvil.

This effect is a curse. A target may be under more than one curse at a time.

Effects

Over the next thirty years, the fertility of the target territory undergoes a marked decline. Fewer and fewer animals and people are born there, and while plants are not as seriously effected, they tend to produce less blossom and thus less fruit. Cereal crops become sparser, and less fruitful, which may lead to increasing hunger or even famine.

Vallorn and vallornspawn in the target territory tend to become slothful and quiescent for the duration; they are not harmed, but they rarely expand beyond their borders unless provoked.

The ritual has no real effect on resources, even farms, but over time the population of people and animals in the area will drop dramatically.

The curse has lingering effects on creatures who have spent a lot of time in the area making conception more difficult if not impossible without magical assistance.

Over time this will have a significant effect on a foreign or barbarian region, damaging their agriculture and industry and reducing their capacity to field troops and feed their people.

The effects last for around thirty years.

Removing the Curse

The curse can be removed by certain powerful creatures or items with powers associated with fertility (most likely the eternal Yaw'nagrah) although such assistance is unlikely to come cheaply. It could also be removed by an extremely powerful ritual, probably from the Spring realm that restores fertility but such an effect is likely to approach magnitude 200, and potentially higher if it is to remove lingering effects.TBA.

Description

This ritual was initially designed to be an 'answer' to the problem of barbarian orcs, but it has not been used. It was suggested as a bloodless way to deal with the barbarians but has several marked flaws. The most obvious is that the barbarians quickly realise what is going on, and leave the area; they often do so by invading Imperial territory.

As the populations of prey animals decline, predatory animals move out of the area. Any population that relies on hunting is likely to follow them. Within a decade, most areas effected by this spell will have been effectively emptied of natural animal populations which can have a devastating effect on hunter-gatherer societies..

The ritual has mostly been used to encourage vallorn and their spawn to quiescence. It is not foolproof, and unfortunately it has the same effect on birth-rates of any humans who share the territory with the vallorn so is rarely an ideal solution to vallorn expansion. Some scholars believe that this ritual was performed on The Barrens centuries ago, and that some residual effects linger there to this day.

Common Elements

A map of the target territory is a common focus for this ritual. The ritual usually involves the evocation of the Yoorn rune, although Naeve may also be referenced. It is generally accompanied by slow, sonorous music and quiet incantations. Likewise dust and ashes may be scattered over an area, and are often used to obscure the map required to perform the ritual. The entire ritual tends to have a feeling of inevitability or slow decline about it; the eternal Kaela is sometimes evoked due to her connection with entropy and slow decline.

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Withering Touch of Frost

Contents

- 1 Rules

- 1.1 Winter Magnitude 6

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Removing the Curse

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 6

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. At the end of the ritual one of the contributors is chosen to deliver the curse with a pronouncement of doom.

This effect is a curse. A target may be under more than one curse at a time.

Effects

This ritual creates a curse that is delivered to a target with a pronouncement of doom: one contributor is chosen to deliver the curse, and they must do so within fifteen minutes or it falls on their own head.

While under the curse, the target experiences a roleplaying effect; they feel chilly almost all the time, unless they are actively warming themselves at an flame.

While under the curse the target looses a quarter of any production that would have been provided by a farm, forest or herb garden resource.

The additional production provided by an enchantment such as Rampant Growth or Gathering the Harvest is not effected by this curse.

The effect of the ritual lasts for a year (until the start of the Profound Decisions Empire event four events from now).

Removing the Curse

The curse can be removed by certain powerful creatures or items.

Description

This curse focuses the withering energies of the Winter realm onto a target, and through them onto their resources. Plants wither and die, or are attacked by parasites. It makes little difference if the target abandons their farm, forest or herb garden - within a few days the same unnatural decay begins to overwhelm any new resource of that type.

Several Eternals of Winter are known to have the power to remove this curse - and to deliver their own variants of it - especially Kaela. Unfortunately, she is much more inclined to encourage the curse than to discourage the supernatural famine it causes; it generally requires a great deal of effort to encourage her to assist. Wendigo also has the ability to remove this curse, but generally requires unspeakable acts of blood and slaughter before he is prepared to do so. By contrast, some Eternals of Spring (notably Yaw'nagrah) is more than happy to help remove the effect ... but this rarely leaves the resource in question any more productive.

Common Elements

As with many curses this ritual often involves a recitation.of the grievances against the target; casting aside food or forest resources, invoking the rune Naeve, or calling on the names of Eternals such as Kaela or Llofir.

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Without You

A traditional farewell song, also sung at funerals. Particularly associated with the practice of sending Merrow children to Urizen. Words by Jude, original song Un Vi Vavante.

Recording is here

The sun shall not rise without you Dark are the skies without you I shall have no sleep All night my vigil keep

The tide shall not turn without you No fire shall burn without you I'll wait by the shore Until you come once more

Here I must stay without you Another day without you Silent and alone While you are gone

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Member of the Synod (Redirected from Witness)

Contents

- 1 Overview

- 2 Responsibilities

- 3 Powers

- 3.1 Judgement

- 3.2 Witness

- 3.3 Sanctuary

- 3.4 Clemency

- 4 Further Reading

- 4.1 Core Brief

- 4.2 Additional Information

Overview

Members of the Imperial Synod are responsible for the spiritual leadership and wellbeing of Imperial Citizens. It is understood that a Synod priest has a virtuous nature that enhances virtue in others and protects them from wickedness. Consequently, Synod priests are entrusted with legal powers to help them fulfill their virtuous role.

Every Imperial citizen who oversees a congregation is a member of the Imperial Synod. In addition, a sinecure that provides votes in the Imperial Synod grants the holder of that Imperial title the powers and responsibilities of membership of the Synod.

Responsibilities

Members of the Synod are expected to wield the powers of the Synod in accordance with the doctrine of The Way to ensure that citizens are virtuous. They are expected to identify and reward the virtuous, and to seek out and punish the wicked and corrupt. In this way, they safeguard the Imperial destiny, and work to ensure that the Empire lives up to the high principles and aspirations on which it was founded.

Powers

The powers of a member of the Synod arise from their leadership of their congregation, not from appointment to an Imperial title. As such, it is not possible to proxy these legal rights to another citizen, they may only be used in person by the member of the Synod. Imperial titles appointed by the Synod may use a proxy as normal.

Judgement

Every Synod member can raise a single judgement during each summit. That judgement must be raised with an assembly the priest belongs to. There are many different types of judgement, and not all of them are available in every assembly.

Over the course of a summit, there may be many judgments put before the various Synod assemblies. A Synod priest can vote for or against any judgement raised in any assembly of which they are a member.

Witness

"...we come to Lot 4 of the private auction: The skull of Mikkal. The seller claims this relic is the remains of the self-styled Exemplar of Anarchy, and may even possess unusual spiritual qualities. There is a reserve price of..."

Rillet tuned out the auctioneer's voice as he turned to look at the gaggle of priests staring at either him, or the skull. Getting into the private auction had been one challenge. Getting out again, and with the skull, was going to be something else entirely. Thankfully, he had a plan.

Members of the Synod are empowered by the Imperial Constitution to witness or observe all aspects of the bodies of state in function. In practice this is considered to be any formal meeting of an Imperial body organized and supported by the civil service. Meetings such as the Muster or a Senate session, are all covered by the right of Witness, but private meetings of citizens are not covered.

Any member of the Synod must be granted access to the Imperial Bourse, the Imperial Senate, the Imperial Military Council, and the Imperial Conclave, in order to observe and witness proceedings. While exercising the right of witness, Synod priests are required to remain quiet, and respectful. This power does not grant a priest the legal right to interfere with the proceedings in any way - if they do they risk being ejected and refused reentry.

In practical terms, the power of witness has been ruled to grant the right of Synod priests to:

- Access the Imperial Senate public gallery during a Senate session, or during any formal audience undertaken by a representative the Empire wielding authority (such as an ambassador)

- Be present in the Imperial Military Council during meetings of Generals, including the muster and any official council session. This right does not extend to a priest who is currently a senator; the constitution explicitly forbids senators from entering or being present during the meetings of the Military Council.

- Be present at a meeting of the Imperial Conclave in the Hall of the Worlds. The Conclave has no responsibility to empower members of the Synod who are not magicians to reach the Hall of the Worlds. Representatives of the Conclave have repeatedly pointed out that a magician who is a priest has every right to attend a conclave meeting anyway. The main use for the right of witness in the Conclave is to observe the election of the Grandmasters of the orders.

A priest using the power of witness may still be excluded from a meeting by a civil servant with an appropriate power, such as the ability of the Speaker for the Senate to censure disruptive individuals. Such abilities are only used in situations where a priest is clearly abusing the power by being loud, disrespectful, or disruptive.

- Observe the Imperial Bourse private member's auction

Of all these rulings, the right to witness the private members auction is the most controversial. The auction is organized by members of the civil service on behalf of the members of the Bourse. But the auction's existence is not stipulated in law and has no basis in the constitution and it has been frequently argued that it is equivalent to a private meeting.

Sanctuary

The bravo leapt round the corner with the two knights hard behind him. With a final burst of speed, he rocketed into the League encampment and into a shrine, almost knocking over the bishop as he did so.

As the knights came pounding up, the bravo grinned as he turned to face them. "Sanctuary..." he gasped, breathlessly, "I have... sanctuary."

Feeling the aura of pride palpably about him, the bravo turned to the bishop - only to find himself being regarded as though he were something unpleasant found on the sole of a boot.

"No," said the bishop, "you don't"

The knights advanced.

If a Synod priest is on consecrated ground, they have the power to grant sanctuary to any Imperial citizen who asks for it. Once granted sanctuary, the recipient has an hour before they may be taken to a magistrate to face criminal charges. While someone is under the protection of sanctuary, the Synod priest who granted it to them is responsible for the actions they take. The recipient is expected to remain in the vicinity of the priest who has granted them sanctuary. It is traditional for a citizen granted sanctuary to use their hour of grace to gather evidence or seek clemency.

Any member of the Synod may refuse a request for sanctuary. It must be clear which priest or priests are granting sanctuary - another reason why the priest who does so is wise to remain in the vicinity of the recipient.

Sanctuary cannot be offered to barbarians or foreigners. Prior to 296YE it was legal to offer sanctuary to foreigners who were adherents of The Way, but this legal protection was removed by motion of the Senate in light of several egregious abuses of the power and the difficulty of providing an acceptable definition of "adherent of The Way".

Clemency

Wayfarer Isaac looked through the flap of the tent at the waiting orcs, who in turn were watching the sand trickle through the hourglass. Isaac took a breath and let out an inaudible sigh as he turned his attention back to young pilgrim who had made her way to the tent.

"...and I cut him nearly in two. As he dropped to the floor, I took another swing and, just like that, two pieces."

Isaac winced at the glee in the zealot's voice. "And pray tell me which virtue was foremost in your heart as you slew the yeoman?"

"Vigilance, of course. On the grounds that he was a briar who had been hiding it and clearly up to something."

Isaac shook his head slowly, musing once again that loyalty was proving a difficult path to walk this day. "I shall accompany you to your trial, but I recommend you use the remaining time available to us to put your affairs in order."

Anyone may confess their wrongdoing to a Synod priest and ask for clemency. If the priest believes the crime or deed was done for virtuous reasons, they may agree to speak on their behalf and ask for clemency from the magistrate. They accompany the recipient to the criminal trial and lay out the reasons why their virtuous behaviour should result in a reduced sentence.

It is not possible to submit a plea for clemency unless the accused pleads guilty to the charge at the start of their trial. A plea for clemency must be made on virtuous grounds. To be effective the priest must present a clear case that demonstrates that the actions of the accused were virtuous, albeit illegal.

The magistrates work closely with the Synod priests to ensure that clemency appeals run smoothly and that everyone involved knows the processes. A recent document of clemency guidance published by Magistrate Reinholz in Summer 378YE is recommended reading for any priest planning to formulate a claim for clemency.

Further Reading

Core Brief

- Assembly

- Judgement

- Cardinal

- Member of the Synod

Additional Information

- The Judgements of the Synod

- Appointment

- Change of Doctrine

- Inquisition

- Mandate

- Recognition

- Revocation

- Rewarding

- Sanction

- Statement of Principle

- Veto

- Writ of Excommunication

- Synod Positions

- Conscience of the Senate

- Gatekeeper

- Tribune of the Synod

- Religious Crime

- Inspirations

- Paragons and Exemplars

- Known Exemplars

- Signs of the Paragon and Exemplar

- Schools of Thought

- Inspirational Tomb

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Wolf in summer

Lucinda lifted her spectacles and squeezed the bridge of her nose. From the direction of the stage came a muffled clatter and the sound of raised voices.

"You imbecile Frederick! You're meant to be the Witch as Gancio and you have all the enigma and allure of a horse apple!"

"And you're meant to be a sophisticated urbanite and not some Tassatan arsehole who has just slid off the back of a wagon from the Marches!"

There were more raised voices, and the sound of something breaking. Lucinda hoped it was nothing expensive. From the sounds of it, the two leads were attempting to stab each other for the third time in four days. She hoped they were using prop daggers for a change; they opened before the Prince in two nights and if the Witch and the Doctor were in the hospital - or worse, under arrest - it could mean a lost patron. Or - unthinkably bad! - an offended one ...

She needed a drink badly, and looked longingly towards the bottle of Amontillado on top of the cabinet. It was probably too early ... but given she had not been to sleep in some time, she thought she could convince herself it was actually very late.

She stood up, grabbing a cup and checking it for spiders, and picked up the bottle.

Someone cleared their throat behind her.

She turned, feeling guilty, until she saw that it was just Amelia. Or "the Black Spot" as she preferred to be called when working.

"It's a little early, isn't it? Even for an actor."

Lucinda put the Amontillado down and scrounged up a second cup. She grabbed a different bottle - an acceptable Black Unicorn vintage from Dawn. She poured them both a generous measure of white wine.

"I assume you've brought my crystals?" asked Lucinda, sipping.

Her guest made a face behind her sable mask. An expensive face, if Lucinda was any judge.

"There's a problem ..." Amelia had the grace to pretend to look uncomfortable.

"Of course there is," said Lucinda. "How much?"

"Even at the cheapest price I can find it, It's nearly double what we agreed I'm afraid. First there was that business after Winter with the peculiar crystals, but now ... it seems that whatever it is that has hit your sources has hit everyone. I even tried old Rigo from up north - he says the same thing is happening in Temeschwar. There's talk down at the Oloroso that it's in both Tassatos, and in Holberg too. Nowhere else though."

Lucinda hid her desperation behind an actors blank face. Her troupe were short - badly short - and she had been relying on Amelia to provide the rest of the mana she needed.

"Have you any contacts on the other side of the bridge? Someone on the Coast who might have the merchandise at a reasonable price?"

Amelia looked thoughtful.

"Not for crystals ... but how does your troupe feel about mixing something up with your slap?" She mimed slapping makeup on her face. "It might be the only way to do it in time, with the money you have ..."

Lucinda finished her wine in a single long gulp. She imagined how much fun it was going to be trying to control Frederick and Alo during a leaden quicksilver rush - especially given the bad mood everyone seemed to be in. But the alternative was disappointing the Prince ... and failing to perform the magic he was paying for was not an option.

She could feel her headache starting again.

"Do it. I'll explain to the troupe what is happening. If nothing else, it will separate those who can act from those who have merely made a profession of moving in an interesting way while looking pretty."

Overview

Shortly after the Spring Equinox, a vicious malaise crept over the cities of the League. Despite their geographical separation, it hit Sarvos, Temeschwar, Tassato and Tassato, and Holberg simultaneously.

Most citizens seemed oblivious but the magicians of the League - whether troupe dramaturgist at the height of their career, or the lowest street mage creating bonds for a handful of rings - were all too aware of it.

The malaise made some lethargic and restless, while others became short-tempered and aggressive - leading unfortunately to several deaths both in common brawls and ill-considered duels. Even those with enough self control to avoid the extremes feel restless, unsettled and short of concentration. Headaches are rife, as are sleepless nights.

The weather does not help - and that is something the mundane population does notice. It is too warm. Even in Temeschwar, where Summers tend to be short and barely distinguishable from the Spring and Autumn that bracket them, the temperatures are soaring. There is no wind to take the edge off; and precious little rain to clear the air. Even with the modern conveniences of the League, a great city is not the best place to be when the weather is too hot. Worse, there is the threat of fire...

The situation is especially bad in Holberg of course - too many years of fighting against the Druj have left the sewers in a dreadful state of repair. Years of bloody rivers have not helped - when the wind is from the south they say you can smell the rot of the Morass from the walls. Those who can are getting out of Holfried for the Summer, looking for cooler climates.

In Sarvos where the Summers are usually hot, this year is one of the worst on record. There have been incidents where people fall down in the street, insensible. People are actually paying for drinking water. Layers are shed left and right, and every eating-house or drinking-den is putting tables and chairs on the streets - which has lead to congestion and arguments about right-of-way, and perhaps inevitably to brawls.

It is only the river that has prevented Tassato exploding in a riot - and that's at it's lowest ebb since the dreadful Summer of 296YE. In some places, things that might better have been left submerged have started poking out of the water. There is a constant worry about what will happen if there is a fire - with the water levels low, there might not be enough accessible to fight a major fire. Coupled with the raids from the Jotun...

While short tempers and poor sleep and the heat can all be endured, there is a more sinister aspect to this malaise - one that hits the troupe magicians especially badly. All the mana sources in the League territories have without warning slackened off and produced only half the normal crystalline mana. It does not matter whether the site was on a well-maintained estate in the forests around Temeschwar or a mean little cellar in Tassato Mestra.

Significance

While the hot weather is a problem for everyone in the cities, the magicians of the League find themselves particularly affected. You may wish to role-play being more short-tempered and aggressive - or more lethargic and despondent. Regardless, your personal mana is not affected. The effects are likely to be muted in Anvil, but may take some time to fade completely.

The decline in magical energies has also caused several weak regio to collapse completely. In one case, the regio was in use at the time and lead to several severe injuries.

After a few days of confusion, the mystery about what is happening is quickly dispelled. Divinations reveal that all four League cities are labouring beneath the effect of the ritual curse known by the voluminous title of Icy Maw Devours the Spark of Essence. The worst of the effect should fade over the Summer Solstice... but until then every magician based in the League will suffer.

The real mystery lies in who has done this. Rituals do not cast themselves, after all. More to the point, the curses must have originated within the Empire - either through the Anvil regio or by a ritual performed in a Winter regio in each of the League territories during the Spring Equinox.

This is not the first time that the League has encountered this kind of problem - several historians in Sarvos have pointed to an incident involving a dispute between magicians in the City of Jewels and neighbouring Siroc which resulted in an almost identical situation - but one restricted to the southern city alone rather than effecting all four great cities.

Others mutter about Agramant, and his cultists but they are generally dismissed as a paranoid ...

Resolution

Shortly after the Summer Solstice, the effects of the curses fade from all four cities and do not recur.

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Won't Lay Down My Pride

Words by Claire Sheridan. Tune by Emily Portman Recording

Manuscript by Aneurin Redman-White PDF

Won't Lay Down My Pride By Nicassia of Phoenix Reach

A Sentinel went out the gate, Pride, soldier, Pride, To battle Thule tribes was her fate, I won't lay down my Pride.

They met them on a windswept field, Pride, soldier, Pride, They fought to make our enemies yield, I won't lay down my Pride.

Their victory won, they turned for home, Pride, soldier, Pride, But they would not be left alone, I won't lay down my Pride.

They met another band of Thule, Pride, soldier, Pride, Another warband, just as cruel, I won't lay down my Pride.

The bulk of them had gained the gate, Pride, soldier, Pride, They must escape 'fore it's too late, I won't lay down my Pride.

She moved to the back, to steady the line, Pride, soldier, Pride, The Orcs struck through the armies’ spine: I won't lay down my Pride.

The captives then were marched away, Pride, soldier, Pride, And reached the camp by the break of day, I won't lay down my Pride.

The orcs they kept them all awake, Pride, soldier, Pride, Sure that they would make them break, I won't lay down my Pride.

Said they, "O soldier of Urizen high," Pride, soldier, Pride, "Kneel to us or else you will die," I won't lay down my Pride.

They said, "Look at you, dressed up to fight," Pride, soldier, Pride, "A soft thing like you won't last the night," I won't lay down my Pride.

But there she stayed and there she stood, Pride, soldier, Pride, Said, "All your taunts will do you no good," I won't lay down my Pride.

For three long days they went unfed, Pride, soldier, Pride, They were beaten and they bled, I won't lay down my Pride.

And some they cried and some they died, Pride, soldier, Pride, And some they joined the other side, I won't lay down my Pride.

And so the offer came again, Pride, soldier, Pride, "Serve now, or not see dawn again," I won't lay down my Pride.

So she breathed, and with a mighty roar, Pride, soldier, Pride, She fought as she'd never fought before, I won't lay down my Pride.

Tooth and nail, knee and claw, Pride, soldier, Pride, She broke her captor's leering jaw, I won't lay down my Pride.

And one last thing before she died, Pride, soldier, Pride, She lifted up her voice and cried, "I won't lay down my Pride."

"It's enough for me, enough for me," Pride, soldier, Pride, "To be proud and die virtuously, I won't lay down my Pride."

(rpt last verse)

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Wondrous Forests of the Night

Contents

- 1 Rules

- 1.1 Night Magnitude 160

- 1.2 Performing the Ritual

- 1.3 Effects

- 2 Description

- 3 Common Elements

Rules

Night Magnitude 160

The magnitude of this ritual may fluctuate as the Empire expands or contracts.

Performing the Ritual

Performing this ritual takes at least 10 minutes of roleplaying. This ritual targets the entire Empire. It must be performed at the Imperial regio at Anvil. The ritual requires a map of the entire Empire which is used to harness and focus it's power.

This spell is an enchantment. A target may only be under one enchantment effect at a time.

Effects

The ritual enchants the entire Empire. Every forest in the Empire produces two extra measures of special materials. These additional materials will match the base type selected when the forest was created.

In addition, many inhabitants of the Empire experience especially vivid dreams of fantastical vistas, mysterious encounters, romance and adventure.

The effect lasts until the start of the next Profound Decisions Empire event.

Description

This old and dramatically powerful ritual enchants the entire Empire for a short time. It effects every forest resource in every region within the Empire. Much like Verdant Bountry of the Twilight Bayou, the ritual is more about helping the people who tend forests to gather rare ingredients than it is about increasing fertility or producing more trees.

During a season when this ritual is in effect, there are increased incidences of people encountering Night regio, or the Heralds of night Eternals. Indeed, the Eternals of Night themselves seem to become more active after periods when this ritual is performed, and more interested in the activities of Imperial citizens. There is a superstitious belief that more naga are born during this period, but there is no evidence for that. There is some anecdotal evidence that especially high-lineage naga feel energized during this period, but that is all.

Common Elements

This is a powerful ritual, and few covens can perform it by themselves. When this ritual has been performed in the past, it has usually been achieved with the use of at least one Web of Celestial Attunement and with supplies of crystal mana from the Imperial Conclave. A coven that plans to perform it often spends several days in preparation, knowing that the eyes of the Empire are likely to be on them.

Symbols of change and Night are used throughout. Ritualists are often hooded, masked or veiled. The map that is a central focus for the ritual is often marked with blood or painted or inscribed with the runes of Night. it is common for one or more of the ritualists to recite the names of the Imperial territories or even regions throughout the casting as a counterpoint to the ritual invocation. Music is common, often gentle and mysterious, to further counterpoint the invocation. The names of Night Eternals may be used, but this is less common that invocations of popular fictional characters from around the Empire, especially those whose stories are concerned with mysterious locations.

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Woodcutter's Axe

Description

Setting out to create one of these great steel or mithril axes can be a daunting proposition given the sheer amount of materials required to create them. Also known as a Sundering Axe, their most common form is that of a great daneaxe wielded by a Varushkan or Wintermark warrior, although they are also popular in some parts of Marches. Woodcutter’s Axes are often engraved with Yoorn, the Rune of Ending or Kyrop, the Rune of Weakness.

In the League, there is a tradition of making these weapons in the form of heavy, thick bladed greatswords colloquially called Butterknives - a waggish reference to the way the weapons cut through steel as if it was butter. For a similar reason, some Marcher or Navarri warriors refer to them as Hotknives. The greatsword incarnation of this weapon is often marked with the rune Hirmok, representing its dominance over other tools of war.

Rules

- Form: Weapon. Takes the form of a two-handed weapon. You must be wielding this weapon to use its magical properties.

- Requirement: You must have the Weapon Master skill to bond to this item.

- Effect: You may spend a hero point to call SHATTER with this two-handed weapon.

- Materials: Crafting a Woodcutter's Axe requires nine ingots of orichalum, fifteen ingots of tempest jade, nine ingots of green iron, three measures of ambergelt, three measures of beggar's lye, and three measures of dragonbone. It takes one month to make one of these items.

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Wording of a motion

Contents

- 1 Overview

- 2 Posterity

- 3 Amendments

- 4 Necessary Details

- 4.1 Commission

- 4.2 Disbursement

- 4.3 Emergency Resupply

- 4.4 Historical Research

- 4.5 Imperial Law

- 4.6 Imperial Titles

- 5 Responsibilities

Overview

A Senate motion is the primary way that the Imperial Senate carries out its business. The Speaker for the Senate will read out the wording of a motion, before it is discussed, so it is vital to keep the wording as concise as possible.

The legal implications of any Senate motion begin with the precise wording of a motion. The senator who proposes a motion is responsible for the execution of the motion if it is passed by the Senate, so the civil service will take guidance from the senator who proposed the motion to complete any necessary details that are omitted from the wording of the original motion. The more details that are left off a Senate motion, the more freedom the senator has to set those details later, if the motion is passed.

For both these reason it is important to consider the wording of a motion carefully. This page lays out the necessary details for most Senate motions.

Posterity

The wording of the motion is recorded for posterity in the Imperial archives, so those citizens with an eye to their place in history will want their wording to have a pleasing cadence. Some proud senators have been known to employ Freeborn scriveners or Wintermark stormcrows to give the wording of their motion more impact.

Amendments

The wording of a senate motion may change after it has been submitted, based on advice the proposer has received from the civil service, the magistrates, and other citizens. It is not possible to alter the wording of a motion once the motion is read out on the floor of the Senate. At that point the wording is fixed and cannot be changed; the proposer will not be able to submit a new or altered motion during that summit even if they withdraw their motion.

Necessary Details

Many motions have a number of necessary details which are required for the civil service to enable the motion to be carried out. For example, a commission to construct a fortification cannot proceed until it is clear where the fortification is to be built.

A senator is free to determine any of the necessary details that are omitted from their proposed motion. Shrewd senators have been known to deliberately omit details from a motion to try to avoid a hostile reception by the Senate.

The Constitutional Court may veto a motion if the necessary details provided by a senator would breach the spirit of the Constitution, regardless of when they are specified.

Commission

- Location

- Cost

- Nature

- Imperial Title

The Imperial civil service need to know the rough location where the commission is to be raised or built - usually the territory and region are sufficient.

Some commissions have a standard cost for mithril, weirwood and white granite, for example a new Imperial army requires 250 wains of mithril, so this detail is fixed. If the commission can be of variable size, then the necessary details include how much Bourse materials will be used to complete the commission.

A sinecure is a very general term, only marginally more specific than a word like "building" or "construction". It is used by the Empire to describe any construction designed to produce a fixed income. The civil service need to have a clear idea of the nature of any commission that is being built, where that is not clear. A concise overview on the nature and purpose of a commission may be relevant to the Senate's decision to pass a motion; a more detailed description can be provided to the civil service later.

Any commission that requires the creation of an Imperial title to oversee the new commission will also require the necessary details for the new Imperial title.

Disbursement

- Amount

- Recipient

Any instruction for the civil service to disburse funds from the Imperial treasury should clearly state the beneficiary and the amount. Where the sum of money is not precisely specified, the Speaker for the Senate will ask the Senate to [on a budget] rather than leave the matter to the senator's discretion.

If the recipient is omitted, then the disbursement will be given to the senator that proposed the motion.

The Senate cannot legally direct how the recipient might spend Senate funds, but it is still advisable to make the Senate's expectation clear in the wording of the motion, as the Synod do have the power to punish citizens whose actions fall short of what is legitimately expected of them.

Emergency Resupply

- Army

- Cost

A motion to resupply an Imperial army should specify which army is to be resupplied and how much bourse materials will be supplied.

Historical Research

- Subject

The civil servants who carry out historical research need a clear indication of the subject they should pursue.

Imperial Law

- Wording

The precise wording of any changes to Imperial Law form part of the necessary details for a motion.

Any senator who wishes to change Imperial Law is well advised to consult the magistrates first; the Constitutional Court will strike down any motion that is unconstitutional or that cannot be implemented by the magistrates.

Imperial Titles

- Powers

- Appointment

- Tenure'

- Revocation

A motion to create a new Imperial title must specify what what legal powers, if any, the title will have authority to use. If a title does not have any legal powers, then it is automatically considered a [title].

The necessary details include the method of [[1]], to allow civil servants to determine which political house will appoint the position and whether it will be an Imperial or national position. They also need to know the tenure, how long an elected citizen may hold the title before need to be reelected and which assemblies in the Imperial Synod may revoke a citizen who holds the title.

Many commissions automatically cause the creation of an appropriate Imperial title - for example raising a new Imperial army causes the creation of a new Imperial title for the general of that army. Many of these Imperial titles have long-standing traditional methods of appointment, tenure and revocation. Any new Imperial title that has unusual powers, appointment, tenure, or revocation is likely to be subject to close scrutiny by the Constitutional Court.

The Senate cannot legally direct what the holder of the title should do, nor how they will do it, but like a disbursement, it is still worthwhile to set out the responsibilities of the office. The Synod is expected to use the stated responsibilities of an Imperial title to inform any judgement made against the citizen who holds the office.

Responsibilities

The business of the Senate is focused on the law, determining what the law is, how it will be applied, etc. While it is common for a Senate motion to include an explanation of what responsibilities they believe accompany a motion, the law cannot be used to dictate how citizens employ the powers they have been given.

For example, if a senate motion is passed to disburse funds to a senator with the intention that they be used to purchase additional Bourse materials to complete a commission, the money becomes the legal property of the senator at the point where they receive it. The law cannot stipulate how the funds must be used.

Wording that aims to provide direction of this kind is treated as part of the responsibilities of the motion. These carry no legal weight, but it is still advisable to make the Senate's expectation clear in the wording of the motion, as the Imperial Synod do have the power to punish citizens whose actions fall short of what is legitimately expected of them.

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Words of Ending

Contents

- 1 Rules

- 1.1 Winter Magnitude 4

- 1.2 Performing the Ritual

- 1.3 Effects

- 1.4 Additional Magnitude

- 2 Description

- 3 Common Elements

Rules

Winter Magnitude 4

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The ritual affects a single item which must be present and able to be touched throughout.

Effects

This ritual permanently destroys the properties of a Magical Item, leaving the physical item itself unharmed. The item ceases to be magical and becomes a mundane item, and any bonds connected to it are immediately cut.

The target must be small enough to be considered an 'item' rather than a piece of scenery, and it has no effect on living creatures or enchantments. Generally, an object must be easily lifted by a single character to count as a target for this ritual.

Additional Magnitude

This ritual can also be used to destroy the magic of an artefact. The magnitude of the ritual must equal or exceed the number of rings of ilium used to create the artefact. The magnitude of ritual required to destroy an artefact can be determined using the detect magic incantation if need be.

Description

This ritual is most often employed to destroy artefacts, rather than the more common crafted items. In the past it has been used to permanently dispose of certain malignant items whose bonds could not be severed more traditionally, as well as to deal conclusively with items such as Volodny hearts.

The ritual lacks the power to affect buildings or magical structures; a recent effort by ritualists associated with the Freedom Heresy to destroy the Sentinel Gate at Anvil failed disastrously. It has been used successfully to unravel the magic that motivates constructs such as animated statues or ushabti. In the former case, the ritual is complicated by the need to keep the construct within close range for the entire performance of the ritual; in the latter the ritual is complicated more by the ease with which most ushabti simply fall apart if dealt any damage at all.

The ritual does not remove enchantments or curses, even those placed on items rather than people.

Common Elements

This ritual, as the name implies, tends to involve a chanted invocation of destruction. Some ritualists focus on the idea of a magical item as a living thing, drawing parallels with the inevitability of death. Trappings associated with a forge are often used, especially when the ritualists are Marchers or Winterfolk runesmiths or when the target is made of metal. An anvil and a hammer may be employed, either with a single symbolic blow shattering the enchantment at the end of the ritual's performance or with the ritual performed as part of an extended process of physically destroying the item.

The rune Yoorn is a common element of this ritual, as are evocations of the names of Eternals such as Kaela or members of The Thrice-cursed Court.

Even through the haze of an evening's drinking, Eadric could tell something was wrong. The space within his tent was filled with shadows; nonetheless, his eyes warned him that there were just too many of them, and their shapes not right.

The broad space under the canvas served the thane as his personal quarters, but also the army as its command tent. His hand immediately fumbled for his blade-grip, thinking that perhaps assassins had come for him, or spies come to steal the maps and orders.

As he stepped forwards and blinked, his eyes gaining a fraction more sight in the gloom, he saw something that frightened him far more. A hooded figure wrapped in dark silks stood over the spot where the Owl's Gaze was laid. Magic sparked and danced around the figure's fingers as it chanted spells of unmaking over the enchanted shield.

Eadric gathered his breath to bellow a challenge, only to have it knocked out of him; something slammed into his stomach, then hooked his legs and sent him tumbling to the well-trodden earth of the tent's floor. Even as he tried to twist aside, something else tapped his arm. Cold ice flared there and rushed through his limbs, leaving them leaden and unmoving.

“Curse your witchcraft,” he spat, lying there like a trussed animal.

Several more silk-swaddled figures loomed over him. He prepared for the end, but no blades descended. Instead, a whispered voice drifted down at him.

“Thane Eadric himself. You need not fear for your life, not yet. We are here for the Owl's Gaze alone.”

And that threat, more than any fear for his own safety, was what brought tears to the thane's eyes. “You cannot!” he said, cursing his cold-gripped limbs as he lay there helpless. “The Gaze is the heirloom of my hall, the undying symbol of our victory! Without it, my people... You, your tongue is Urizen. Traitors! How dare you do this?”

One of the figures muttered a fresh chant and then, just as the frost-chill began to creep back from his limbs, a wand darted down and bound him in the enchantment again.

“The Net of Heavens warns us that your skein must not prevail, my good thane. For the greater good, there is another thread in the tapestry that must be brought to greatness. And, Thane, your skein is so bound up with that shield that, without it, the wider world will see your weakness.”

Over by the Owl's Gaze, the spell-song ceased, and Eadric groaned in dismay as he felt his bond to the shield break.

“And so it is done. No more will the people of your hall see you stride through the thickest fighting, your shield still shining bright despite the worst of the foe's weapons. No more will you raise up your father's father's shield before battle to show the eternal strength of your line to your soldiers. No more will their spirits swell to know that, no matter how dark grows the night, the Owl's Gaze will see them through it.”

The figures disappeared from sight as they swept from the tent like the midnight wind,

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Workers in struggle

"Virtues, what is wrong with the dedges today?" Bryda mused to herself. Bryda tugged on the line again. Nope, still stuck.

Frustrated, she pulled again, harder this time, bracing her legs against the side of the punt and heaving backwards. Stuck fast.

It gave this time, casting the dredger back into the flat bottom of her craft. With it came a mass of rotting vegetation, rocks and mud, that bobbed quietly on the surface. A sickening rancour rose with it out of the dark waters and hung heavy in the air. Bryda new exactly what would now happen next; it was something all the dredgers tried to push to the back of their minds, something that they all wished would happen to someone else. The floating body of detritus appeared to emit a groan, and then, slowly, began to creep towards the punt, crawling and coalescing around the dredge line she still held in her hands. Panicked, Bryda dropped the rope and scrambled for her pole. She cried out into the gloomy mist covered lake as she planted the pole into the mud and pushed away from the approaching creature.

"Marshwalker!" Her cry echoed out into the swirling fog. To her relief she heard the sounds of splashing and comforting replies from her fellow dredgers...

Contents

- 1 Northern Sinkhole

- 1.1 Developments

- 2 Trouble in Serra Briante

- 2.1 Accessibility

- 3 Shadows over Feverwater

- 3.1 Accessibility

Northern Sinkhole

Last season, an immense sinkhole opened up in the north-western Empire, radically changing the geography and ruining the livelihoods of a great many people. The area affected by the sinkhole was prosperous and rich in resources - many of which were destroyed by the subsidence. The lands around Dunhearth Hall in Hahnmark were known to have been particularly badly hit. With the support of the Imperial Senate, however, the construction of a new hall - New Dunhall - was speedily undertaken on the northernmost edge of the great pit.

The Imperial Senate also passed two other motions to do with the sinkhole; to auction the rights to name the Sinkhole, and to create the title of Delver in the Depths, to make ownership of the sinkhole - and its valuable bounty of weltsilver - a matter for the Imperial Bourse.

Developments

The civil service estimates that whoever purhases the title of Delver of the Depths will receive 50 ingots of weltsilver, 20 tempest jade, and 12 crystal mana each season. With careful monitoring, they are confident that there will be not risk of rousing the trogoni that lurk in the depths of the crater, and that it will take at least a decade before there is any chance of the rich bounty beginning to slacken.

An opportunity has come to light, in the form of the popular scholar and historian Peter of Hintown. The sometime civil servant has a great deal of interest in ancient history. Along with a party of Winterfolk, he was responsible both for uncovering some of the secrets of the Gildenheim runeforge, and for discovering the rich vein of mithril that would ultimately lead to the foundation of the Pride of Ikka's Tears. Stormcrow Tormund Crowstooth has contacted Peter and his companions, and suggested that he might be just the person to undertake an exploration of some of the deeper tunnels exposed by the sinkhole. Peter has agreed, and is excited by the chance to explore the sinkhole, but cautions that such an expedition would not be cheap - and it would be the sole responsibility of whoever ends up as Delver of the Depths to issue him an invitation. Otherwise he will stay away.

Peter has agreed to compile a short report about any findings he makes in the depths, and make the results public. All that is required is to for the Delver in the Depths, once they have won the title, to send him a winged messenger at New Dunhall, Wood Heath, in Hahnmark authorising him to undertake his expedition. He would require 5 Thrones for supplies, weapons, and armour (the Delver of the Depths would need to ensure this money was in their inventory and e-mail plot@profounddecisions.co.uk after the event).

Alternatively, as Peter is still associated (at least peripherally) with the Department for Historical Research, he is prepared to accept an announcement by the Dredgemaster of Feverwater, Advisor on the Vallorn, or Minister for Historical Research, or by a Senator, instructing him by name to explore the tunnels. Again this would require 5 thrones, and again he would insist on making his discovery public - but crucially this would not count against the limit of two historical research commissions imposed on the Empire by the diminished size of the department. Peter of Hintown is essentially on an extended sabbatical from the civil service as he and his brave Winterfolk companions explore the depths of the Empire for mysteries of the past.

Trouble in Serra Briante

The Great Mine of Briante is due to be auctioned by the Imperial Bourse this season.

Three days ago, a winged messenger was received at Anvil from one of the overseers of the Great Mine. The magistrates quickly became involved. It seems that with the eyes of the Empire turning toward Anvil, a daring gang of orcs launched a clever heist against several of the wagons transporting mithril from the mine to a civil service maintained warehouse. There was some fighting. Four wains of mithril are unaccounted for, presumably stolen by the orcs along with the wagons and the oxen. The orcs themselves are believed to have fled back into the mountains, perhaps even reaching Jotun held territory in Liathaven already.

The immediate repercussion is that the Great Mine will provide slightly less mithril than normal - while it will continue to provide 22 wains of mithril going forward, this season it will provide only 18 wains. Given the seat is up for auction at the Autumn Equinox, the civil service are quick to disseminate this information so that anyone interested in claiming the seat can make an informed choice.

The Freeborn egregore has also let it be known that the militia in Serra Briante have captured one of the orcs ... and a herald apparently in the service of a Summer eternal although they refuse to reveal any information about which one which makes things even more awkward. The egregore is also aware of a conjunction on the Sentinel Gate that will permit up to five people to travel to the Great Mine in Serra Briante at seven o' clock on Friday evening. It is assumed that, in the absence of a current holder for the Bourse seat, the militia will be responsible for investigating the theft, seeing if any mithril can be recovered, and if possible ensuring another similar theft does not occur. Individuals with particular expertise or interest in this case may wish to make themselves known to the militia as soon as possible after reaching Anvil.

One question that seems quite important is how precisely the orcs got to the Great Mine of Briante in the first place, as well as how they got the wagons of mithril away, given regular patrols from the garrison at Fort Braydon. Perhaps this mysterious "summer herald" knows more.

Accessibility

The visit to Serra Briante is a tent encounter with wheelchair access available. It is not well lit by default. If a fight happens on this quest, it will be in a contained area that it will be possible for Non Combatants to avoid (well signaled IC, and if required OOC). You may stay Non Com on this quest and expect your character to survive and, not to experience any OOC danger of being hit provided you have followed the guidelines about the fight area.

Shadows over Feverwater

A few days ago, another message reached the civil service at Anvil with a desperate message for the Dredgemaster of Feverwater. According to the note, something has attacked the boats that trawl the Feverwater for valuables and Terunael artifacts. Several people are dead, others missing, and there are signs the creature has moved inland to threaten Black Sails steading. The creature appears to be an immense marshwalker, and there are concerns that its attack is not a coincidence. The Druj, after all, are known to make use of these creatures from time to time, and half of the Feverwater lies in the Mallum. There have been concerns from the dredgers in the past that the further east they pushed, the greater the danger the Druj might decide to launch an attack against them.

When a sinecure is threatened, it is generally the responsibility of the title holder to ensure it is defended. At the moment its not clear who the Dredgemaster is. The Navarr egregore reports that there is a conjunction on the Sentinel Gate for seven o' clock Friday night. It will allow up to thirty citizens to visit a location near Dredgemaster's Wharf at Black Sails steading in East Ashes, where the offices of the Dredgemaster are located.

Accessibility

Whatever is waiting on the other side of the gate, it will be a high combat encounter.

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World overview (Redirected from World Overview)

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

- Maps

- Gazetteer

- Barbarians

- Foreign nations

- Realms

- Spring

- Summer

- Autumn

- Winter

- Day

- Night

- Eternals

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Worth

Worth is a quality possessed by many objects that is based on the history of an item; who made it, what happened to it and how it came to be in the Orc’s possession. It is based on a belief that a person’s unique personal effects are imbued with qualities related to that person during important moments. One of the reasons worth is important is because the inherent hearth magic means that the items affect the owner as much as the owner affects the item. The worth of an item becomes stronger the more people who value and use it, and so the objects with the greatest worth are usually heirlooms that are passed down from generation to generation.

Few Imperial Orcs would sell an item that had worth for money. Selling an item often damages its worth, so it is more common for them to be won in battle or passed from one generation to another rather than bought and sold. Items of worth are given to children once they are old enough to recount its history accurately, or they may be given as gifts to spouses and trusted allies and friends who had done great service or favour. Worth is gained when an item is won in battle, so the story of some heirlooms begins this way.

Because items lose worth if they are bought, some orcs prefer to perform a bold or dangerous service for an artisan in exchange for a powerful magical item, rather than purchase it with money. In this way the item begins with some history and worth, reflecting the deed that won the item as well as the skill and reputation of the one who made it. Only the original acquisition of an item is affected in this way, since the worth is based on how the item came to be in your possession. Magical items with worth are commonly taken back to the original artisan to have the enchantment reworked once it fails, a practice that is seen as adding a small amount to the worth of the item, rather than detracting from it, even if the artisan is then paid for his time.

When in good spirits, Imperial Orcs will occasionally tell the history of one or more items they possess, recounting its worth to those present. There is a great art to this recounting of worth, so most orcs who do not have the skill of it will keep their story brief and say only a few lines. If the tale sounds worthy then those present may press them for more details. A few orcs are especially skilful at recounting tales, and if they know the worth of an item they may step in and recount the full history. These individuals are sometimes given worthy items to keep by other orcs, as their skill ensures the worth of an item is remembered.

It is commonly believed that leaving behind a large number of items of worth is a critical step in becoming an ancestor. Taking an item in battle adds to its worth, but it is not enough to simply acquire them. To be effective the items must derive worth from your actions and the deeds you put them to. There is another common belief that carrying items of worth helps to strengthen the connection between an orc and their ancestors - in particular any ancestors whose history the items are connected with. This is particularly relevant to orc ritual magicians who use items of worth from older ritualists who have died to help preserve a link to their spirits that is important to the practice of ritual magic.

Imperial Relics

The first legions were given old weapons and spare armour to train with when they joined the Empire. These are regarded as valuable heirlooms and items of exceptional worth. While the Empire considered them to be of little value, the Orcs considered them to be items they had won through their determined refusal to remain slaves, thus giving them much greater value than was represented by their physical form. Better still, those items which showed signs of use brought with them the additional worth of weapons and armour used by previous generations of Imperial citizens, strengthening the connection the Orcs felt to their new Empire. The worth of these items only increased over time - a discarded sword given to an orc became the sword that orc wielded in battle as she carved out an identity for the Imperial Orc nation, and was passed down to heirs of succeeding generations.

Many of these items are still maintained and passed from one orc to another. Weapons and armour too old to stand further repair are often hung on tent walls as ornamentation or passed to young orcs to train with in the hope that they will gain some of the courage and strength that the equipment has experienced.

Most of these old items are ripped and torn or pitted with rust, their appearance hopelessly affected by the rigours of age and hard use. Orcs regard these signs of age as a necessary improvement for a thing to gain worth and care little for the aesthetics. To an Imperial Orc, the idea that the appearance of an item is more important than the history and noted deeds of the item is seen as incomprehensibly vain and superficial. As a result their appearance is usually a motley collection of clothing and items that have been worn and used for decades.

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Woundbinder

Description

One of the most powerful wands an artisan can make, a Woundbinder greatly enhances the healing power of a magician. While some carry them primarily for personal healing, they are far more common in the hands of dedicated magical healers. Many are delicate wands of solid weltsilver, toughened by glazes of other materials. They are notoriously difficult to make as any mistake or blemish means that the artisan must start over from scratch. Any flaw would nullify the wand’s ability to remove flaws, such as injuries, from living things. Some owners go as far as keeping their wand in a padded case to prevent any damage to it. When channelling such great power, using the correct array of runes is vital. An empowering rune such as Feresh or Bravash gives fuel to a calmer rune such as Cavul, which guides the power into an appropriate form for a spell of healing.

These wands truly come into their own in the most dire of circumstances. When overwhelmed by foes, a healer with this wand can throw wounded warriors back into the fight more effectively than their colleagues. It is said that a magician named Leptus was instrumental in helping Fort Mezudan hold out against the barbarians for a fortnight before help arrived, through intelligent use of his Woundbinder wand. He is reported to have said,”I wish we had four more soldiers here, but a magic stick and some stubbornness will have to do.”

Some healers refer to one of these items and either a Robe of Blood and Bone (or more rarely a Healer's Harness or Trollsweave Vest) as being the Warhealer's Regalia and greatly covet them.

Rules

- Form: Weapon. Takes the form of a wand.

- Requirement: You must have the magician skill to bond to this item.

- Effect: Four times per day you may cast the heal spell as if you know it without spending any mana.

- Materials: Crafting a Woundbinder requires eleven ingots of weltsilver, seven measures of iridescent gloaming, five measures of ambergelt and seven measures of beggar's lye. It takes one month to make one of these items.

Out on the field, two armies squared off. Resplendent in blue and gold, the Free Company of the Crossed Keys stood to attention, their crossbows pointed at the ground. Two hundred yards away, the barbarian horde of Gattag Bloodletter, who styled herself Queen of the Wastes. Not because her land was a waste, but as a threat to those she sought to conquer.

And unseen by human or orcish eyes, the Brand and best Thorns of the Striding of the Midsummer Eve, climbing the orcs’ rear palisade with ladders and thick blankets to cover the spikes.

Brand Kim landed first, rolling to break his fall, and crept for the shadows. The others followed seconds later, only one making any more noise than the hard breath of landing.

The orcs had no discipline, and all their guards’ eyes were on the field below. They cheered furiously, too, which made it all the easier to sneak up on them. The fight was short and vicious, the Thorns cutting the gate-guards down in seconds and dragging them back inside the walls. There were only half a dozen, to Kim’s immense disappointment. He’d wanted much more of a fight than that.

He got it, moments later, when his Thorns started dropping around him. Queen Gattag herself strode out of her command tent with her bodyguard, their bows humming from their first arrows and his Thorns on the ground and bleeding. He knew he could take them in a fight. Any Changeling knows he can take any other in a fight. But there were five of them, and now only one of him.

Forward thinking is an admirable trait in a Changeling; it defends against most of their inherent character flaws all at once. While his Thorns lay bleeding and moaning, Kim cut the ropes that held the gates open with a little hacking of the axe, trapping himself and his Striding inside with the Queen, leaving the finely-dressed gentlemen and ladies of the League outside to get on with their battle and leave him to his. And then he drew his wand and began casting.

He cast loudly and obviously, giving the orc all the chance she wanted to interfere. And he met her eye while he did it. As if by unspoken agreement, she waited, perhaps not believing that he could muster the strength to cast so much magic at once and still have anything left for the fight. He met her eye, and she gave him all the time he needed to beat her.

Confident of success, he tossed the Woundbinder to one side – if he lived, he could always pick it up again later – and readied his rod and his sword for combat. And four fine Changeling Thorns stood with him, all of them holding the gaze of an orc champion.

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Wyr

Contents

- 1 The Serpent, Rune of Mystery

- 1.1 Using Wyr in magic

- 1.2 Crafting with Wyr

- 1.3 For Machine Embroidery

The Serpent, Rune of Mystery

Affiliated with the Realm of Night

The Rune of Mystery covers things that are not known, but whose nature can be uncovered. It is the counterpart of Diras, Rune of Secrets. It represents confusion and uncertainty but it is also associated with intuition and perceptiveness. As with the Shuttered Lantern, what the Serpent conceals, it can also be used to uncover.

Wyr is a seductive rune; mystery leads to allure, curiosity and even obsession. In this regard, it is sometimes called the Veil, and is said to have correspondences with love, seduction and desire. It differs from Zorech in that this is a rune of temptation, beguilement and romance, whereas the latter rune is more closely associated with more direct infatuations and carnal desires.

In some areas, the Rune of Mystery is called the Pestle and Mortar, and represents the use of narcotics. Anything that dulls the mind and unshackles reason falls under this rune, and while it is often seen in a negative light there are some who claim that by voluntarily seeking out such states their intuition becomes sharper and their ability to transcend the constraints of plodding logic is sharpened. In this aspect, Wyr also represents confusion and uncertainty, as well as physical phenomena such as fog or mist.

This rune has an adversarial relationship with Ophis, Rune of Revelation, The illumination of the Lantern destroys mysteries, exposes romance and beguilement to the tawdry light of day, and renders the unknown and the alluring banal and commonplace. By contrast, the Rune of Mystery has a more complex relationship with Sular, Rune of Discovery. The hard work and effort represented by that rune complement the nature of Wyr - the more someone tries to understand Wyr, the more alluring and mysterious it may become. Behind every veil, another mystery awaits.

Wyr is also the rune of riddles; while the person asking the riddle usually knows the answer (which would suggest a riddle is a secret) riddles are usually unravelled through intuitive steps and leaps of logic rather than through literally interpreting the meaning of their words. The Book of Wyr is a legendary Suaq tome that contains every riddle that exists; many icewalkers collect their own Book of Wyr as they create or discover new riddles.

In Highguard it is sometimes called the Broken Mast, representing a ship that has become damaged or lost and referencing a perceived adversarial relationship to Sular Rune of Discovery. Used in conjunction with that rune, it represents a quest to uncover something that is unknown, rather than a quest to uncover hidden facts and consequently investigators and magistrates often bear the two runes together on some item of jewellery to represent the quest to uncover the truth. The mystics of Kallavesa carve this rune into sweat lodges and chambers intended for vision quests and the use of sacred narcotics, and some Riqueza claim that their founder used a crystal with a flaw in the shape of this rune at its heart to lead the Freeborn to their new homeland.

Wyr is often associated with the eternal Sung, who revels in speculation about and preservation of, mysteries.

Using Wyr in magic

Wyr is used directly to uncover mysteries and may be evoked in magic that obscures facts or identities. Magic worked with this rune tends to be subtle; it is useful for making it harder to discern facts about something, whereas specifically changing or concealing one item of information is much more in the purview of Diras. It is also worked into magic intended to inflame desire, confusion and uncertainty.

Crafting with Wyr

Wyr is most commonly used by crafters in its aspect of the Veil, embroidered into beautiful and seductive clothing. It is also commonly associated with luxury and may be engraved onto bottles of fine liquor or etched onto containers designed to contain exotic treats and visionary or recreational narcotics.

For Machine Embroidery

Here is a digitized version of Wyr in .jef format, suitable for a 7x5 hoop. File:RuneWyr.jef

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

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Wyrmstone Mortar

Description

This apothecary's bowl is traditionally made of stone, but wooden, ceramic and metal examples exist. Purified with beggar's lye, and often decorated with trace amounts of silver or weltsilver, the mortar is often carved with the symbol of a snake biting its own tail around the rim or spiralling around the inside of the bowl. While it is often created along with a pestle, the magic resides in the mortar alone and works whether the herbs are being prepared using a mortar or a piece of heavy stone.

A Wyrmstone Mortar usually bears the rune Xun, although older examples are often inscribed with Diras, the Rune of Secrets. Traditionally in Wintermark the apothecary carves or paints the runes Rhyv (representing the Imperial roseweald) and Irremais (representing bladeroot) onto the pestle they use with the mortar.

The Wyrmstone Mortar is particularly well-known in the Marches, where its simple versatility is appreciated, and among the Navarr; both of these peoples sometimes name it an Alchemist's Friend. The Navarr in particular, on their long trods far away from the storehouses of civilisation, sometimes find themselves with an excess of one herb and a deficiency of the other, and the power to turn bladeroot into roseweald, with its purgative qualities, has also earned it the less-common name Vallorn-bane among the Navarr.

In recent times, skilled Urizen alchemists have begun to take up the Wyrmstone Mortar, giving it the name Empyrean Mortar for its use in preparing the costly Elixir of Empyrean Art.

Rules

- Form: Talisman. Takes the form of a tool. You must be holding this item in hand to use its magical properties.

- Requirement: You must have the Apothecary skill to bond to this item.

- Effect: When you use the apothecary skill to create a potion you may substitute two drams of Imperial Roseweald for one dram of Bladeroot, or two drams of Bladeroot for one dram of Imperial Roseweald. You can only make this substitution once per preparation.

- Materials: Crafting a Wyrmstone Mortar requires seven measures of beggar's lye. It takes one month to make one of these items.

“Yesss,” Urho the Surly hissed sibilantly, “of courssse it will work, I have done this a hundred times before, and I’d like to do it a hundred more, but I shall not be able to with you pestering me like this.” The naga sat hunched over an ornate pestle etched with runes that glittered in the candlelight of his chambers.

“I meant no insult! It is just that I’m sure you haven’t used the correct ingredients. It’s just that, well, I've never seen Imperial Roseweald mixed into it before. You are brewing the one that makes them weak aren't you? It’s just that she was very specific. It must be….”

“QUIET!” the Naga snapped, his anger flared briefly and sent an adrenaline shiver through his body. “Are you sure you haven’t been drinking this tincture yourself? Yesss, thisss is the whipped cur poison. No it does not normally have Roseweald but then it is not normally mixed in a pestle that inscribed with Diras. See here? Thisss opensss up sssecretsss that you could never understand”

He pointed to the rune etched into the stone of the bowl, then to each of the others in turn, absently crassing the delicately carved scales of the serpent that wove around them with his thumb as he did so.

“Here? Rhyv, this is the Roseweald and here, Irremais, the Bladeroot. See how they are joined by the serpent while Diras watches over it all? That is why thisss will work and that is also why I need you to be quiet. Diras does not shout itsss secrets, it whispers them. If you have the earsss to hear.”

The man who stood behind him took a step back into the doorway. He unfolded a sturdy hand fan, wafting himself to stave off the smell of the swamp. Te unseasonable heat had set the marsh-flies on a blood-crazed hunt for anything without scales. He gazed out over the swamps. Flatness, spread out before him for miles and miles, broken only by the occasional tree and huddle of tilted huts. He sighed and wished he was back home rather than stuck out here in the arse-end of nowhere.

“Apologies, apothecary, it’s just that the lady I work for is not very forgiving of mistakes.” Ulho span on his stool, fixing the man with reptilian eyes, his scaled brow shimmered as he bristled with barely controlled rage at the man’s constant interruption.

“Yesss, and the Imperial Magistrates are not very forgiving of those who misuse this concoction; a concoction which is intended for the use against criminals, and the barbarians at our doors. Now, I am an honest businessman and I keep very strict and accurate recordsss of my trading. So, once again, I advise you leave me to my work.”

The other man nodded, stammered an apology, and stepped out onto the balcony that ran around the house. Ulho's keen hearing could still hear him muttering for several minutes as his footsteps creaked away around the side of the hut. He shook his head.

“Senatorsss!” He sighed, under his breath, then listened for a few moments to the restful drone of the marsh-flies and the gulping chorus of the frogs, letting it soothe his rattled nerves before he returned to his careful measurements.

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Wyvernsting Spaulders

Description

Where possible a set of wyvernsting spaulders is crafted from leather taken from an actual wyvern; when this is not available, drake hide is substituted. In a few cases leather is covered with a layer of snakeskin, or leather taken from lizards such as alligators, is used instead. The spaulders are usually combined with vambraces of similar material and design, often with a belt or pectoral to match.

Wyvernskin spaulders are occasionally called wyrmhide pauldrons, although the name is a misleading reference to legends of poisonous reptillian creatures rather than to the Eternals of Night. The Navarr and those who live in certain areas threatened by massive insects call them venomskin chitin and make them from insect shells. In the same fashion, Freeborn and League magicians with access to the shells of great crabs often use them in the creation of the mage armour - while there are few poisonous crabs, those few that do exist have lead to this mage armour being called mudpebble carapace or sometimes, when fancifully decorated, pufferfish stingmail.

Much like the Mountainfall Bracers and Splintering Gorget this mage armour allows a magician to channel the power of a spell - in this case the venom incantation - much more efficiently, allowing them to poison many more opponents during a day.

Rules

- Form: Armour. Takes the form of a suit of mage armour.

- Requirement: You must have both the magician and battle mage skills to bond to this item.

- Effect: Twice per day when you cast the venom spell, you may do so without spending any mana. You must be able to cast the venom spell to use this power.

- Materials: Crafting wyvernsting spaulders requires three measures of beggar's lye, three measures of iridescent gloaming, and three measures of weltsilver. It takes one month to make one of these items.

Gnaeus shook the rain from his face and, with a heroic effort, heaved his shield from the sucking mud of the landslide that had half-buried his band of Sentinels. It was weighed down with clinging earth, but the gryphon facing off against his comrades would not extend him any courtesy for that. He brushed what he could off it and raised it to defend himself. His sword, though, was lost, and on the dark and rain-swept hillside he might not see it next to his own feet. The calculated decision was to spend no longer with his back to the gryphon, and though the Merrow didn't like the idea of facing it with only his wand and his dagger, Katerina needed his shield as quickly as possible.

The creature was small for a gryphon, perhaps six feet from beak to haunches. It must have been an adolescent, an outcast from its pack, which explained its desperate behaviour, attacking humans during a storm. Katerina, shivering violently, was holding it off with her long spear, and Castor, the older Merrow physick with the Healer's Harness, stood uncertainly by her side. Gnaeus trudged through the mud to cover Katerina's side, giving her spear some defence, and looking for any chance to help her.

"Gnaeus, if I can knock it down with the spear, do you think you can get close to it?" Katerina asked.

"I've only got a dagger!"

She only took her eyes off the gryphon for a second, but it was long enough to give him a withering look. "You're wearing-" she began.

The gryphon batted the tip of her spear away, its blows surprisingly strong for its size, and Katerina lurched as her centre of balance shifted. It hurled itself at the group, and Gnaeus felt claws rake his shield.

"Envenom it!" Katerina shouted, trying to back off while keeping it at bay. She was freshly injured, and still too close to defend herself adequately. It looked between the two, choosing which foe to face, and then leapt at Katerina.

"Isn't it too big?" Gnaeus asked. Katerina didn't reply; she was too busy trying to hold it off her. He heard Castor go down behind her, and hoped he had enough mana to keep healing them both.

"Do you have... any... better ideas?" she growled eventually, her voice full of pain. He looked up from his fumblings with his wand to see her wrestling with the beast, holding its forelimbs to keep its talons from her face. Its powerful back legs raked her.

It was a terrible gamble. Combat magic didn't work on creatures bigger than humans. It was just how the spells worked; they hadn't been designed for non-human enemies. Still, there was nothing that said that they mustn't work. It was just a question of... dose. Gnaeus swallowed hard, knowing very well that he was all-but signing his own death warrant, and began the casting. It wasn't his best spell, but the Wyvernskin Spaulders made it so much easier, and would leave him with more to heal the others when they dug them out.

He lurched forward, keeping his shield high, and the gryphon didn't seem to notice him. He got close enough to see the hipbones poking out through its fur. It was starving; that must have made it desperate. Katerina got a blow in with her spear, and Castor kept shouting at it, keeping its attention on the two of them. Gnaeus dodged past its lashing feline tail and jabbed his wand into its flank.

It reared back as the venom entered it, and Gnaeus threw himself back into the mud to get as far away from it as fast as he could. Panting and coughing out rainwater, his veins filling with the same ice-cold venom, he crawled backwards with the desperation of the near-dead. He was certain he must now die, giving Katerina the chance to kill it while it ate him alive.

It didn't. The gryphon spread its wings and lifted off with a great blast of wind. It turned and glided away, heading down the valley, and did not settle within sight.

Castor squelched over to him, shaking violently in terror on the ground, and purified his blood with a word. The older Merrow held out a hand to help him to his feet. "That was a young one, probably the runt of the pride. It fled because you hurt it worse than we did. Any animal will flee if envenomed – it places them far too close to death for their comfort.

“Come now. We must rescue the others quickly. We don't know how badly injured they are, and if a pride takes an interest in us, we'll need everyone to frighten them off."

Gnaeus nodded, swallowed, and followed Castor to where the other three Sentinels lay injured and part-buried. Together, glancing over their shoulders, the three free began to unearth the three trapped.

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Xun

Contents

- 1 The Wyrm, Rune of Transformation

- 1.1 Using Xun in magic

- 1.2 Crafting with Xun

- 1.3 For Machine Embroidery

The Wyrm, Rune of Transformation

Affiliated with the Realm of Night

The Wyrm is associated with transformation, transfiguration and change. It represents the mercurial nature of many Eternals of the Realm of Night, whose physical forms are as mutable as their passions and goals. The changes worked or divined through Xun are rarely trivial; the rune corresponds to profound, life-changing events rather than minor alterations. It is often called the Butterfly or the Cocoon by mystics to better communicate the potency of the concepts it represents.

Xun is not just concerned with physical change. It also represents profound spiritual and mental changes; in some places it is used to communicate ideas such as enlightenment, or the idea of the spiritual transformation of a mortal into a Paragon. When used specifically to represent these kinds of transformation it is often called the Key. This is also a rune associated with life, and the transition from birth through childhood and adulthood to the final transformation of death, and potential rebirth of the spirit.

The Rune of Transformation also challenges and ultimately defeats stagnation and complacency. Some Kallavesi in particular speak of Xun as the Axe, which cuts away the undergrowth and clears a path through the forest. In divination this rune can often be taken to mean a challenge to accepted truths, or an encouragement to break out of a routine.

This is also a rune associated with alchemy, medicine, cooking, smithing and any other endeavor where ingredients with different properties are brought together to create something different to, or stronger than, the individual components. In this aspect it is sometimes called the Clenched Fist, or the Firm Hand.

Almost any activity undertaken by more than one person with similar goals can be connected to this rune, but there is a strong connection between Xun and the dramatic arts. It is often seen carved into stages, especially in the League, and symbolizes the idea that a play is the result of many people combining different qualities to produce something greater than any one person could achieve alone. Several Troupes use Xun on their rings or, and in some places Xun is used as a symbol for the practice of ritual magic.

Using Xun in magic

Xun is evoked in any magic that transforms one thing into another thing, or that changes one quality into another quality. It might be evoked with rituals intended to physically change a person, place or thing, but it is most commonly used to represent durable changes rather than temporary alteration or disguise. Some magicians evoke Xun when performing the mend incantation, transforming the damaged or broken object into a new, sturdy form.

Crafting with Xun

From a mundane point of view Xun is often engraved or carved into tools used in crafting, especially cooking, alchemy and the formation of alloys. Apothecaries use it to mark preparations that alter perception or physical qualities. It is also often found on musical instruments, especially those owned by musicians who hope that their music or poetry will profoundly move their listeners. Often items crafted with Xun will also contain some rainbow silk.

For Machine Embroidery

Here is a digitized version of Xun in .jef format, suitable for a 7x5 hoop. File:RuneXun.jef

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

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Yaw'nagrah

Contents

- 1 Eternal of Spring

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Spring

Sobriquets

Most commonly, Yaw'nagrah is called the Green Mother or the Queen of the Forest.

She is occasionally called Mother of Briars or Barkspawner and some stories tentatively link her with the foundation of the Briar lineage. Her handmaidens have never offered conclusive proof one way or another, and according to many magicians appear not to understand the question - although it cannot be denied that Yaw'nagrah and her handmaidens respond much more favourably to briars than to other mortals, even for a Spring Eternal.

Appearance

Like Llofir, Yaw'nagrah is immense. She appears to be a primeval forest of immense size that spreads across an area of the Spring Realm roughly the size of Varushka, although it is possible that this estimation is out by several magnitudes. She rarely speaks directly to magicians, but spawns handmaidens from her body that take the form of human-shaped tree creatures who work to make her guests more at home.

Some magicians describe these handmaidens as being comely humanoids, often with briar trappings, rather than animate tree creatures but it is not clear if these are a different kind of creature (possibly heralds), or the result of some exposure to hallucinogenic pollen or spores

Concerns

Yaw'nagrah is concerned with life, in infinite diversity and infinite combinations. Her forest is fecund, but she is a creature without compassion; she favours no form of life over any other. Discussions with her handmaidens have suggested that she may consider all forms of life other than plants and perhaps insects to be an aberration, a temporary infestation on the mortal world that will eventually disappear.

While she is not malicious, she is also entirely without mercy. Her interests in the Empire appear to be limited, beyond her somewhat detached interest in all living things. Some magicians have noted, however, that she appears to look favourably on those who bring her gifts of plants she has not encountered before, or who bring children into the presence of her handmaidens.

She is strongly associated with the rune Bravash.

Boons

Magicians seek out Yaw'nagrah because she has powerful abilities related to fertility, in all forms. She has been known to allow barren females to conceive; to cause female creatures to become with child without a partner. She is said to be able to provide offspring to childless couples, although these offspring are not always entirely human. She is also able to help magicians to restore fertility to blighted crops or beasts, as well as to encourage fecundity over large areas, potentially to a dangerous degree.

Some tales suggest that the fertility she offers is tainted in some way by her fascination with diversity; that while barren soil may become capable of supporting crops, it is impossible to predict what else may grow from the things she has touched ...

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Yaw%27nagrah&oldid=61294"

Ye Mariners All

http://m.youtube.com/watch?v=rOwoltyeliM

Ye mariners all, as ye pass by Come in and drink if you are dry Come spend, me lads, your money brisk And pop your nose in a jug of this

Oh mariners all, if you've half a crown You're welcome all for to sit down Come spend, me lads, your money brisk And pop your nose in a jug of this

Oh tipplers all, as you pass by Come in and drink if you are dry Come in and drink, think not amiss And pop your nose in a jug of this

Oh now I'm old and can scarcely crawl I've a long grey beard and a head that's bald Crown my desire, fulfill my bliss A pretty girl and a jug of this

And when I'm in my grave and dead And all my sorrows are past and fled Transform me then into a fish And let me swim in a jug of this

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ye_Mariners_All&oldid=2992"

Main Page

Welcome

Welcome to the Empire Wiki; here you will be able to find everything you need to know about Empire, the new live roleplaying game from Profound Decisions, which began Easter 2013. We often upload new content to the site, so if you are returning after a break then check the Wiki Updates section for a list of what has changed since your last visit. For up to date in character information head to the recent history page.

The Game

Read our introduction to LRP if you're new to the hobby. Then take a look at the game overview to get an idea of what Empire is all about.

The Nations

The Empire is composed of nine human nations and the Imperial Orcs. Each culture is detailed on the wiki including advice on costumes.

Lineage

All human beings may choose one of the six lineages if they are touched by the Realms. Read how each lineage can shape your character.

The Empire

Find out about the political structures of the Empire that will allow the players to shape the game world. Also here is information about the Way of Virtue, the unique Imperial Religion.

The World

The Empire is part of a rich and vibrant campaign setting that includes barbarian enemies, foreign powers and six magical realms as well as their supernatural inhabitants.

The Rules

Empire uses a simple set of rules that are designed to be fun to play but easy to understand. The rules explain how to make a character and how the game works.

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Yeoman's Flag

Description

A yeoman's flag is obviously a popular standard for the Marches, granting additional strength to their bill blocks. However most materials, care and attention is often not paid to the cloth itself but to the woven dragonbone poppet that tops the pole. Often all the yeoman bonded to the flag will carry a miniature version of the same dolly on their person, or even tied securely to the haft of their bill.

In Highguard this banner is known a Lancer's Pennant and is often used by Cataphracts. In the past it was used to make cavalry charges with lances even more effective, as the fallen enemies of the Highborn were crushed under the mighty hooves of their steeds. It is still used in this manner, however the charge is now on foot. The maneuver was most famously used by Lepidus of the Seven Stars chapter during the Patrician Civil war who used it repeatedly on the armies of the Patricians, using the shock tactic to defeat forces of greater size, and is now known as a Lepidian Charge. Therefore Highborn artisans tend to work the seven measures of ambergelt into seven stars in addition to including the symbols of the chapter that bears the pennant.

Rules

- Form: Standard. Takes the form of a magical standard.

- Effect: Each character bonded to this banner wielding a pole-arm can call STRIKEDOWN once per day.

- Materials: Crafting a yeoman's flag requires seventeen measures of dragonbone, twelve ingots of green iron, seven measures of ambergelt, seven ingots of orichalcum and three measures of iridescent gloaming. It takes one month to make one of these items.

The two old farmhands each took a deep draught of bitter, as another column marched past.

“Well, thass'a rum'un...”

“You're not wrong, Freddie. I hint never seen the like.”

A banner of soldiers. In parti-coloured blue-and-green silk finery, shimmering like scales. They were armed with halberds and the banner at their head was topped with an ivory-coloured emblem.

"On top of that banner... Thass'like...."

"That it is."

"But it's....."

"Yup. It's a side of salt-cod. And it's on their standard."

"Are they takin' the piss?"

"What, soldiers that dress like kingfishers, and've got a bit'o'fish on top their flagstaff?"

He paused for another gulp of beer.

"Best we get our bills out again, Arthur."

The column drew to a halt.

"Do I have the honour of addressing stout yeomen of Overton."

There was an awkward pause.

"Is'ee callin' us...."

"Shut'up Freddie.... You do, and who might you be?"

"We are the Bacalhau. The Company of Salt Cod, from Tassato. Our little joke, although you'll never forget it and so our fame spreads.... You see the dragonbone emblem atop our banner? We travel well, we outlast our enemies, and we are marching to war. So... Which way to Mournwold?

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Yeoman%27s_Flag&oldid=32382"

Yeoman of Dawn

This article is about the Dawnish character type. For the Marcher population, see
Yeoman of the Marches

.

Contents

- 1 Overview

- 2 Creating a yeoman character

- 3 Roles for yeomen

- 3.1 Knight-errant

- 3.2 Seneschal

- 3.3 Retainer

- 3.4 Advocate

- 3.5 Weaver

- 3.6 Yeoman Soldier

- 3.7 Imperial positions

Overview

Anyone in Dawn who has not passed a Test of Mettle is a yeoman (or sometimes yeofolk), whether they are a farmer, a merchant or the daughter of an earl. In practice the children raised as part of the noble houses - the noble-born - have advantages and luxurious that most yeomen can only dream of, but in technical terms they are all considered to be yeomen.

Any yeoman can demand that a noble house set them a Test of Mettle. Such a request cannot be refused, but the test can be impossibly difficult if the request is not welcome. Some yeomen spend their entire lives looking for a chance to be ennobled. The more glorious the deeds they perform before they attempt their Test of Mettle, the reasoning goes, the better the chance that the noble house will set them an achievable task.

Although most Dawnish yeomen accept that they could become a noble if they passed the Test of Mettle, many are put off by the the danger inherent in the tests, or lack confidence that they are glorious enough to join a noble house, but some simply prefer their simpler life. Many yeomen, especially those who work closely with the nobles as part of a house's entourage often enjoy many of the privileges of the noble class.

There are many opportunities to play a Dawnish yeoman in Empire. Although most Dawnish characters will be noble, there are roles specially designed for yeoman characters and the social class represents an opportunity to play a lower status character, something which is not part of the designed setting of the other Imperial nations, which assume that all the PCs are of equivalent social class.

Creating a yeoman character

If you are planning to create a yeoman character it is very important to think about the social role that your character will fill, much more important than if you are creating a noble character. Noble characters can move easily from one role to another, taking up Imperial positions, or positions of leadership within the house or the nation as their character finds their feet. This is much harder to do as a yeoman, so you need to have a much clearer idea in advance of what you want to play. Anyone can be a noble, but if you decide to create a yeoman character - think about what kind of yeoman you are.

If you are attending the event with friends who are playing a Dawnish noble house, then you can be part of the entourage of the house even though you are not a noble member of it. Noble houses have hundreds of yeomen, most of them are soldiers or farmers but the number includes servants and trusted retainers. It is well worth speaking to other members of the group about the role your character might fill and making sure that other players are comfortable with the role you are going to fill - you may well be reliant on their roleplaying to make your character concept work.

If you are attending the event by yourself or with a group of characters playing yeomen then it is worth looking at the various yeoman roles that are not part connected with the noble houses. The obvious choice is a knight-errant or a group of knights-errant but there are other roles in Dawnish society that you can fill. If you want to play a ritual team then it is worth considering creating a weaver cabal instead.

One important choice to think about is why your character isn't noble. The default choice for Dawnish players is assumed to be a noble character, there are thousands of yeomen in Dawn but most of these are assumed to be NPCs. This is because the characters with ambition, drive, enthusiasm, passion, intelligence and courage become nobles - the characters without these traits remain as yeomen. You should think about why your character isn't noble - perhaps they are seeking to become noble and have not yet passed their test, perhaps there is some terrible act of shame in their past that prevents it or maybe they prefer the simpler and safer life of a yeoman.

Please don't create a yeoman character who disdains the idea of becoming a noble; yeomen with these attitudes are not welcome in the nation and the few that exist usually leave to live in the Marches.

Roles for yeomen

This is a brief overview of the roles that Dawnish yeoman can play, there is further information for each of these ideas for anyone who is interested in playing one. With the exception of the knight-errant, most of these roles are designed for players who want to play a character that is a yeoman, not a character that is trying to become a noble.

Knight-errant

A knight-errant is any character who has publicly declared that they are questing to try to complete a Test of Mettle. Most knights-errant are noble-born but some are born yeoman. Despite the name, a knight-errant can be a character with any skills, a warrior, a magician a troubadour or the like.

Seneschal

Trade and money is considered beneath the dignity of a noble, it is inglorious and thus it is better something left to yeoman. As a result there are many opportunities for yeoman who seek to make their fortune, but the seneschal is a unique role in Dawnish society. These skilled professionals oversee control the estates and wealth of a noble house and can one of the most powerful members of the house.

Retainer

Some nobles keep a retainer; a yeoman who serves as a personal aide and servant. Retainers are trusted aides who attend to worldly matters allowing their noble to concentrate on striving for glory. Although a retainer is a lower social class than a noble they are often close personal friends and allies.

Advocate

Dawnish Senators are chosen from amongst the noble class by tourney. To help them function effectively in the Senate, they may seek the help of an advocate. These yeomen study the operation, bureaucracy and history of the Senate allowing them to give pivotal help to the nation's senators.

Weaver

A member of a weaver cabal - a ritual magician who is part of a structure that exists outside normal social rules in Dawn. The weaver cabals contain nobles and yeomen who work together as equals, their power can rival that of the noble houses.

Yeoman Soldier

The large noble houses of Dawn often maintain their own standing forces of soldiers. These yeomen are professional warriors who work directly for the house, helping to protect their lands and estates. A normal soldier is not recommend as an option to play at events, they do not normally attend events and are usually NPCs that are represented by one or more noble members of the house taking a military unit. It is possible that some yeoman soldier characters might be fun to play, for instance a particularly important member of a large and powerful house might have a personal bodyguard who is a yeoman soldier. Please be careful before picking this character option however - it exists to fill out the setting, it has not been designed to be fun to play.

Imperial positions

Yeomen have some social mobility, and may prosper in the Imperial Bourse and the Imperial Synod, but they will almost certainly never become Generals or Senators unless they rise to become nobles. Those yeomen who do well in the arenas of power that are accessible to them will probably find themselves being approached by noble houses and offered a Test of Mettle - after all, if nobles are glorious then it makes sense that they want to make glorious people into nobles.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Yeoman_of_Dawn&oldid=53843"

Yeoman of the Marches

This article is about the Marcher character type. For Dawnish lower classes, see
Yeoman of Dawn

.

The yeoman is, for many, the archetypal inhabitant of the Marches. They are generally farmers and often have a large family or extended circle of friends or employees who work their land with them.

Yeomen (sometimes yeofolk or yeomanry) are a hard people, who own their own land and are well accustomed to a long day working it. A single farm on this rich soil has the income to outfit its holder in plated steel, and many yeomen enjoy a quality of life similar to that of the landed gentry elsewhere.

Yeomen often group into households, choosing one of their number to lead. The yeoman who leads a household is known as its steward, and has authority over those who have entrusted them with leadership. A household will generally have a livery, which its members wear with pride. Members of different households are often at odds with one another, leading to passionate and often bitter rivalries. Most Marchers hold grudges, but the yeomen of the households turn it into a fine art.

Military service is a proud tradition in the Marches, and the majority of yeomen are also soldiers. Yeoman soldiers of the Marches generally seek out the heaviest armour and strongest weapon they can afford, often a polearm. Their equipment is likely to be old, worn, trusted and well-maintained rather than new and untested.

Playing a yeoman

The yeomen are the salt-of-the-earth, typical characters of the Marches. They possess most of the political power, and serve as the backbone of the nation.

Yeomen are often suspicious of characters from other backgrounds - market towners in particular threaten the status quo and the basis of their political power.

There are also characters called yeomen in Dawn. These yeomen are very different to Marcher yeomen, being closer to peasants, servants and retainers. Sometimes a Dawnish yeoman leaves Dawn and comes to the Marches, and they are generally greeted with open arms. Most folk are welcome in the Marches, provided they are prepared to work.

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Yeoman_of_the_Marches&oldid=51195"

Yeoman of Dawn (Redirected from Yeomen of Dawn)

Contents

- 1 Overview

- 2 Creating a yeoman character

- 3 Roles for yeomen

- 3.1 Knight-errant

- 3.2 Seneschal

- 3.3 Retainer

- 3.4 Advocate

- 3.5 Weaver

- 3.6 Man-at-arms

- 3.7 Imperial positions

Overview

Anyone in Dawn who has not passed a Test of Mettle is a yeoman, whether they are a farmer, a merchant or the daughter of an earl. In practice the children raised as part of the noble houses - the noble-born - have advantages and luxurious that most yeomen can only dream of, but in technical terms they are all considered to be yeomen.

Any yeoman can demand that a noble house set them a Test of Mettle. Such a request cannot be refused, but the test can be impossibly difficult if the request is not welcome. Some yeomen spend their entire lives looking for a chance to be ennobled. The more glorious the deeds they perform before they attempt their Test of Mettle, the reasoning goes, the better the chance that the noble house will set them an achievable task.

Although most Dawnish yeomen accept that they could become a noble if they passed the Test of Mettle, many are put off by the the danger inherent in the tests, or lack confidence that they are glorious enough to join a noble house, but some simply prefer their simpler life. Many yeomen, especially those who work closely with the nobles as part of a house's entourage often enjoy many of the privileges of the noble class.

There are many opportunities to play a Dawnish yeoman in Empire. Although most Dawnish characters will be noble, there are roles specially designed for yeoman characters and the social class represents an opportunity to play a lower status character, something which is not part of the designed setting of the other Imperial nations, which assume that all the PCs are of equivalent social class.

Creating a yeoman character

If you are planning to create a yeoman character it is very important to think about the social role that your character will fill, much more important than if you are creating a noble character. Noble characters can move easily from one role to another, taking up Imperial positions, or positions of leadership within the house or the nation as their character finds their feet. This is much harder to do as a yeoman, so you need to have a much clearer idea in advance of what you want to play. Anyone can be a noble, but if you decide to create a yeoman character - think about what kind of yeoman you are.

If you are attending the event with friends who are playing a Dawnish noble house, then you can be part of the entourage of the house even though you are not a noble member of it. Noble houses have hundreds of yeomen, most of them are soldiers or farmers but the number includes servants and trusted retainers. It is well worth speaking to other members of the group about the role your character might fill and making sure that other players are comfortable with the role you are going to fill - you may well be reliant on their roleplaying to make your character concept work.

If you are attending the event by yourself or with a group of characters playing yeomen then it is worth looking at the various yeoman roles that are not part connected with the noble houses. The obvious choice is a knight-errant or a group of knights-errant but there are other roles in Dawnish society that you can fill. If you want to play a ritual team then it is worth considering creating a weaver cabal instead.

One important choice to think about is why your character isn't noble. The default choice for Dawnish players is assumed to be a noble character, there are thousands of yeomen in Dawn but most of these are assumed to be NPCs. This is because the characters with ambition, drive, enthusiasm, passion, intelligence and courage become nobles - the characters without these traits remain as yeomen. You should think about why your character isn't noble - perhaps they are seeking to become noble and have not yet passed their test, perhaps there is some terrible act of shame in their past that prevents it or maybe they prefer the simpler and safer life of a yeoman.

Please don't create a yeoman character who disdains the idea of becoming a noble; yeomen with these attitudes are not welcome in the nation and the few that exist usually leave to live in the Marches.

Roles for yeomen

This is a brief overview of the roles that Dawnish yeoman can play, there is further information for each of these ideas for anyone who is interested in playing one. With the exception of the knight-errant, most of these roles are designed for players who want to play a character that is a yeoman, not a character that is trying to become a noble.

Knight-errant

A knight-errant is any character who has publicly declared that they are questing to try to complete a Test of Mettle. Most knights-errant are noble-born but some are born yeoman. Despite the name, a knight-errant can be a character with any skills, a warrior, a magician a troubadour or the like.

Seneschal

Trade and money is considered beneath the dignity of a noble, it is inglorious and thus it is better something left to yeoman. As a result there are many opportunities for yeoman who seek to make their fortune, but the seneschal is a unique role in Dawnish society. These skilled professionals oversee control the estates and wealth of a noble house and can one of the most powerful members of the house.

Retainer

Some nobles keep a retainer; a yeoman who serves as a personal aide and servant. Retainers are trusted aides who attend to worldly matters allowing their noble to concentrate on striving for glory. Although a retainer is a lower social class than a noble they are often close personal friends and allies.

Advocate

Dawnish Senators are chosen from amongst the noble class by tourney. To help them function effectively in the Senate, they may seek the help of an advocate. These yeomen study the operation, bureaucracy and history of the Senate allowing them to give pivotal help to the nation's senators.

Weaver

A member of a weaver cabal - a ritual magician who is part of a structure that exists outside normal social rules in Dawn. The weaver cabals contain nobles and yeomen who work together as equals, their power can rival that of the noble houses.

Man-at-arms

The large noble houses of Dawn often maintain their own standing forces of men-at-arms. These yeomen are soldiers who work directly for the house, helping to protect their lands and estates. A normal man-at-arms is not recommend as an option to play at events, they do not normally attend events and are usually NPCs that are represented by one or more noble members of the house taking a military unit. It is possible that some men-at-arms characters might be fun to play, for instance a particularly important member of a large and powerful house might have a personal bodyguard who is a yeoman man-at-arms. Please be careful before picking this character option however - it exists to fill out the setting, it has not been designed to be fun to play.

Imperial positions

Yeomen have some social mobility, and may prosper in the Imperial Bourse and the Imperial Synod, but they will almost certainly never become Generals or Senators unless they rise to become nobles. Those yeomen who do well in the arenas of power that are accessible to them will probably find themselves being approached by noble houses and offered a Test of Mettle - after all, if nobles are glorious then it makes sense that they want to make glorious people into nobles.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Yeoman_of_Dawn&oldid=39616"

Yeoman of the Marches (Redirected from Yeomen of the Marches)

This page is about the Marcher character type; for the Dawnish lower clases see yeoman of Dawn. many the archetypal inhabitant of the Marches. They are generally farmers and often have a large family or extended circle of friends or employees who work their land with them.

They are a hard people, who own their own land and are well accustomed to a long day working it. A single farm on this rich soil has the income to outfit its holder in plated steel, and many yeomen enjoy a quality of life similar to that of the landed gentry elsewhere.

Yeomen often group into households, choosing one of their number to lead. The yeoman who leads a household is known as its steward, and has authority over those who have entrusted them with leadership. A household will generally have a livery, which its members wear with pride. Members of different households are often at odds with one another, leading to passionate and often bitter rivalries. Most Marchers hold grudges, but the yeomen of the Households turn it into a fine art.

Military service is a proud tradtiion in the Marches, and the majority of yeomen are also soldiers. Yeoman men-at-arms of the Marches generally seek out the heaviest armour and heaviest weapons they can afford. Their equipment is likely to be old, worn, trusted and well-maintained rather than new and untested.

Playing a yeoman

The yeomen are the salt-of-the-earth, typical characters of the Marches. They possess most of the political power, and serve as the backbone of the nation.

Yeomen are often suspicious of characters from other backgrounds - market towners in particular threaten the status quo and the basis of their political power.

There are also characters called yeomen in Dawn. These yeomen are very different to Marcher yeomen, being closer to peasants, servants and retainers. Sometimes a Dawnish yeoman leaves Dawn and comes to the Marches, and they are generally greeted with open arms. Most folk are welcome in the Marches, provided they are prepared to work.

Retrieved from "http://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Yeoman_of_the_Marches&oldid=30198"

Ylenrith

Contents

- 1 Eternal of Day

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Day

Sobriquets

Ylenrith (sometimes Ylenrath) is called the Swan.

Unlike many other eternals, Ylenrith does not have many other common names; the only one used with any regularity is the Pure but the eternal is known to dislike the use of this term. It is also occasionally known as the Eternal Flame and the Pure Morning and responds more positively to these sobriquets.

Appearance

Ylenrith (Il-LEN-rith) appears as a humanoid, often with strong merrow characteristics. It is neither female nor male, although its physical form may suggest elements of either or both genders. It is usually dressed simply in a single pale colour, often white, light green or soft pastel blues. It usually wears a cloak of white feathers, and a belt of silver scales. It always speaks quietly, never raising its voice except to sing.

As with Roshanwe the eternal is said to make its home at the point where they ocean of the realm of Day rises to touch the sky. Also like Roshanwe, it expresses emotions such as bittersweet joy and quiet sadness in a way that is comprehensible to humans. While it is clearly a creature with great emotional depth, it rarely expresses those emotions - and when it does it does so through the medium of song.

Ylenrith claims that it never lies - that lying creates unnecessary dissonance - but this claim is difficult to substantiate.

The Swan is often accompanied by one or two heralds; they are generally either musicians or mathematicians and some observers have suggested that they treat Ylenrith with a kind of restrained awe or worship that can be slightly unsettling.

Concerns

Ylenrith is strongly associated with concepts of purity and harmony. Focus, clarity calm and reason are all powerful touchstones as far as Ylenrith is concerned, and all suffering is caused by moving away from these principles. Lies, sickness, ignorance, drugs, passion, desire, fear and anger are all the same thing - impure, dangerous things that weigh down the spirits of living beings and lead them to harm themselves and others.

It is a consummate musician, and regularly expounds the idea that true communication takes place only through music (and occasionally through dance). The Swan appears to believe that spoken and written language impedes, rather than promotes, communication and suggests that it might be a dead end that encourages division rather than harmony. When individuals make music together their spirits briefly move into alignment with each other and with the greater scheme of things - they become a metaphor for the power of unity without sacrificing individual identity.

Emotions and passions expressed through music are 'harnessed' to the will of the musicians, and allow for catharsis without which they can overwhelm the good sense of an individual and cause them harm. Ylenrith teaches that it is not wrong to feel things strongly, but that unless powerful emotions are carefully controlled they can lead to suffering and dissonance. By expressing them through music, they can be experienced in a contained and ordered way and provide strength and spiritual communion, rather than encouraging selfishness and disharmony.

Ylenrith encourages magicians to practice their magic with music - even the passionate dancing of the hakima - and especially favours magicians who employ the Music of the spheres in their rituals.

Finally, music is also used as the gateway to Ylenrith's only true passion; mathematics. She firmly believes that the study of mathematics is the only 'pure' discipline, and that through it every truth of existence can be expressed in an elegant, simple and above-all truthful way. Mortals who study mathematics as more than "the physics of bottlecaps" are of great interest to Ylenrith.

This eternal is also fascinated by medicine. Through understanding how mortal beings are built, one can restore harmony, purity and wholeness to them. It encourages healers to explore and embrace advances in medical sciences, moving away from superstition and tradition towards a true understanding not only of how living things are formed and operate, but from there to a greater understanding of the world around them.

Ylenrith is closely associated with the rune Cavul. It is strongly associated with pure water and a form of magical fire - which it calls the true flame - that can consume almost anything without producing smoke or soot, or leaving ashes behind.

Ylenrith is viewed with some suspicion by followers of the Way. It makes no effort to conceal its disdain for the auras created through consecrate, hallowing and anointing. Some religious magicians further point to the way that its heralds seem to encourage worship of Ylenrith, and warn that its philosophy and boons may represent an attempt to spread idolatrous worship of an eternal to the Empire. They also point to the tranquillity it seeks to promulgates as being no different to the malign spiritual presence of peace which ultimately robs humanity of its drive to strive and leads to stagnation and death.

Boons

Ylenrith can remove almost any strong passion, alleviate pain, and grant clarity and clear-thinking, especially though the use of music. In the same way it can help purify a mind, it can purify physical things, separating potions into their component parts, turning wine into water and fruit juice, cleansing infection and disease and similar effects. While most of its boons focus on the small scale, it has also been known to offer aid in purifying tainted water sources up to the size of large lakes or entire rivers.

In the past Ylenrith has also demonstrated the ability to permanently remove lineage from an individual, although the process is apparently extremely painful and on at least one occasion has proved fatal.

It can also sometimes be prevailed on to grant boons related to the true flame with which it is associated. The fire can consume anything found in the mortal world except ilium (and things made with ilium) which do not even become warm when exposed to it. This represents one of the dangers of receiving the boons of Ylenrith - the act of purification can sometimes prove more damaging than allowing corruption to run its course.

On one occasion, Ylenrith was asked to help remove a curse from an area of forest that was causing iridescent butterflies to produce horribly tainted iridescent gloaming. With some reluctance it agreed. It instructed the magicians involved to set fire to the trees at the heart of the forest, and the ensuring conflagration consumed every living and unliving thing within five miles of the central point, without producing a thimbleful of smoke. The curse was alleviated, but to this day no plant larger than tall grass will grow in the area.

It sometimes offers its boons through consumable items (usually clear water) or enchanted musical instruments.

This selection of articles can be downloaded as a PDF book (or as html only)

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Ylith Silthar

...that I found the corpse of Laurence d'Orsin lying in his bedchamber, his abdomen burst in a manner consistent with something within forcing its way out. There I also found the jar of seeds that the Herald, Ylith Silthar, had provided to him so that he might provide Yaw'nagrah with offspring.

Yvaine d'Orsin's testimony to the Conclave, 329YE

Summary

Accounts of Yaw'nagrah sending forth Ylith Silthar to the Hall of Worlds and the lands of the Empire appear to go back to before the founding of the Empire itself. From this accounts, it seems that Ylith Silthar's purpose when sent forth is the furtherance of fertility. This can include aiding mortal fertility as well as aiding and supporting birth, though it is claimed this leads to a greater chance of them being briars. One account refers to Ylith Silthar aiding a Dawnish witch in the creation of the Midwife's Recourse ritual as way to protect unborn life, which has generally been regarded as a benevolent act.

More accurately, it appears that Ylith Silthar's primary focus is the promotion of diversity of life through abundance of life. Which is to say that if one in every hundred births is in some way different, then Ylith Silthar will look to encourage ten thousand births to bring a hundred different forms of life into the world. More directly, Ylith Silthar has been known, with the consent of Imperial Citizens, to impregnate them. The results of these tend to be extremely unusual entities in nature. In the year 378YE, the first orc Archmage of Spring, Kallendar Stormcrow, consented to be impregnated by Ylith Silthar and produced what appears to be some manner of seed-pod, or egg, which was taken back into the Realm of Spring.

In the year 329 YE, Ylith Silthar was, for a time, subject to a Declaration of Enmity following the death of Laurence of House Orsin, in Dawn. Laurence has made a deal with Yaw'nagrah in which he promised her a child and Ylith Silthar gave him a jar of seeds to eat. Laurence had apparently believed that this would affect the manner in which he impregnated his wife. Instead, a monstrous creature that burst forth from his abdomen. Investigation by Yvain of House Orsin uncovered Ylith Silthar's involvement, which led to the Declaration in the Conclave. However, during the reign of Emperor Walter, the then Archmage of Spring argued that Laurence's story taught a valuable lesson in the virtue of Vigilance in dealing with Eternals, and that Ylith Silthar's Declaration of Enmity be lifted on the understanding that the boon it bore from Yaw'nagrah was not an act of murder.

The creature that spawned from Laurence d'Orsin was contained for a time, but was ultimately destroyed in 378YE by heroic citizens from Anvil travelling through the Sentinel Gate.

Appearance

As a Herald of Yaw'nagrah, Ylith Silthar appears as part of a living aspect of the Queen of the Forest. As is typical, this is akin to living plantlife in humanoid form.

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Yoorn

Contents

- 1 The Shears, Rune of Ending

- 1.1 Using Yoorn in magic

- 1.2 Crafting with Yoorn

- 1.3 For Machine Embroidery

The Shears, Rune of Ending

Affiliated with the Winter Realm

Dark counterpart to Evrom, rune of Beginning, the Shears represent the end of the journey. It is the point at which all decisions have been taken, all plans made have come to fruition and victory or loss are complete. Nothing now can be changed and all has taken its course; the thread must now be cut and an ending made.

Although ending can be a time for sorrow, Yoorn urges us to look back and reflect on what has been learned. Often used together with Irremais, Yoorn allows us to learn from what we have done, and in that can also be a rune of fulfillment and completion. Now that an end has been made, we are ready to be renewed and move on, ready for transformation and a fresh start.

Sometimes called the Rune of Severance, it is often mentioned during the formal ending of relationships, associations or agreements. The scriveners of the Brass Coast sometimes stamp it onto a contract that is considered to have been completed, or voided in some way. Lovers occasionally give a gift with the rune inscribed on it to discreetly draw a romantic affair to an end – this is most common in Dawn and the League.

Yoorn is combined with the Spring rune Evrom to represent the idea of birth - as the baby enters the world, the time of pregnancy is at an end. So too as the shears cut the thread of life the soul passes from one world into the next, ready to continue its journey, Yoorn represents Death. When used alone, it represents oblivion; when combined with Evrom, it represents the hope of reincarnation.

Using Yoorn in magic

Yoorn is often evoked at the end of a ritual to draw a sustained magical working to its close and is used alongside Cavul, Rune of Purity, in cleansing rituals or in magic intended to prematurely bring other magic to a conclusion. It is also used alone to sever bonds, and especially when breaking the covenant between members of a magical coven who choose to part and go their separate ways.

Crafting with Yoorn

It is often inscribed on tombstones and funeral wrappings, and occasionally found on weapons of war intended to end the life of an opponent.

For Machine Embroidery

Here is a digitized version of Yoorn in .jef format, suitable for a 7x5 hoop. File:RuneYoorn.jef

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Yoorn&oldid=63846"

You'll recognise yourself

"This is never going to work. You're an idiot."

"It will - I'm telling you - they built this art gallery in Sarvos and this Volpe guy just paid for the whole lot!"

"Right. Course he did. He'll be a Sarvossian won't he? Why would he pay for something in Madruga? You're an idiot."

"Nah - he's from up north somewhere - Temesfar or something."

"It's Temeschwar, you idiot."

"Whatever. So this guy is just going round the Empire building stuff. All we got to do is ask the Senate to build my dam and he'll just pay for the whole thing!"

"He only builds stuff he can put giant cleavers on - how's he gonna put giant cleavers on a lake full of water? Have you thought of that?"

"Now whose the idiot? It's a giant sodding wall holding all the water back isn't it? We can paint a set of cleavers on it 50ft high. He'll love it! Ships at sea 'll be able to see it! Every ship sailing past the Coast will gaze in awe on the 'MAJESTY OF EL VOLPE' - the richest benevolentest prosperoustest citizen in the whole Empire!"

"The coast is 30 miles away! Nobody's going to see that from here you idiot."

"They might... if they're in the crows nest... "

"You're an idiot."

"Yeah. Yeah. But it's worth a try though innit?"

"It's... it's... not prosperous?"

"Course it is! We get the water we need to irrigate every farm for miles around. And the League Prince gets a chance to show everyone how wonderful he is! I call that a pretty fair trade... If he builds my dam I'll vote for him for Empress!"

"You don't get a vote - idiot."

Contents

- 1 Overview

- 2 Supporters of la Volpe

- 2.1 The Majesty of la Volpe

- 2.2 The Legacy of Wisdom

- 2.3 The Blood Red Pig Farm

- 2.4 The Colossus of Tassato

- 2.5 The Cleavers Dance

- 2.6 The Bloody Great Sausages

- 3 Detractors of la Volpe

- 3.1 Virtue

- 3.2 Glory

- 3.3 Poise

- 4 Limited Opportunity

Overview

As the Blood Red Roads spread across the Empire, and various constructions are created in the League cities, the benevolence of Lorenzo la Volpe Macelliao von Temeschwar is slowly growing to become a legend. Those who travel to and from the League cities are forced to gaze on his largess as they pass beneath the gates built in the shape of giant cleavers. Word is spreading and more people are becoming interested in news of the Merchant Prince of Temeschwar, the Bloody Butcher, whose patronage brings prosperity in its wake. This growing interest has suddenly come to a head this season and now there are so many people coming forwards with ideas for things the Butchers might fund that the civil service are struggling to keep track.

Not everyone is happy of course - they never are. Some people have called the constructions gauche. Those who grouse, complain that the constructions have nothing to do with the Empire's Pride and everything to do with the Volpe's vanity.

Supporters of la Volpe

A number of citizens have prospered from the many ministries and great works that the Merchant Prince of Temeschwar has created. His supporters dismiss concerns about the architectural merits of putting giant statues of cleavers everywhere and counter with the undeniable truth that the works of la Volpe have benefited every region where he has been allowed to build. The problem they say is not that there are too many follies to the great wealth of the Butcher of Temeschwar - but rather that there are too few.

Individual senators are preoccupied with meagre constructions of dubious economic worth - the most egregious example of which is surely the Dredgemaster of Feverwater, an utterly indulgent Navarr sinecure whose cost was out of all proportion to its benefits. La Volpe, they claim, would never be foolish enough to build something on the edge of a giant monster-filled swamp nor would he be obsessed with creating yet another sinecure to provide nine mana crystals to some fortunate citizen.

The problem, they argue, is that the Senate has repeatedly shown itself to be far too busy to devote serious time to commissions. As a result there is no overall planning, and worse... there's just no Ambition in what is being attempted. What it needs is someone with la Volpe's towering ambition and bottomless pockets to take control of the situation - but the Prince is forced to waste his valuable time messing around with wayleaves and lining up senators to raise the Senate motions he needs.

Their proposal is simple - the Senate should create a single imperial title - the Master of Commissions - to which they should appoint la Volpe immediately. The Master of Commissions should have power to announce as many commissions as they choose. That would free up the Senate's time to focus on the important business of whatever it is the Senate does - but more importantly it would free up la Volpe's time, letting him concentrate on the crucial task of making everyone in the Empire more wealthy.

To those who suggest that la Volpe could not be trusted to use the power wisely, they point out that the Imperatrix can simply veto any commission that the Senate disapproves of; she could do the same if la Volpe's announcements risked leaving the Senate unable to act. Of course she won't have to do that because la Volpe is more than smart enough to ensure that his constructions meet with her approval. They claim that the old system of civilian commissions did not work well because they were all in competition with each other for commissions, but none of them had the kind of resources that were needed to build anything truly impressive. By appointing la Volpe alone to handle the commissions, the Empire would give free rein to his ambition to create truly monumental commissions that would improve lives for citizens right across the Empire. Senators would still be free to raise their own commissions of course - but it would be much more efficient for them to get la Volpe to simply announce them on their behalf. This would mean that the senators could still get their mana sinecures or what have you but without the need to waste their precious Senate motion or risking a vote before the Senate - provided they convinced the Master of Commissions to oversee their construction.

A number of potential benefactors for Volpe's patronage have recently come forward to ask the Merchant Prince for help.

The Majesty of la Volpe

The Galia family own a large series of farms thirty miles upriver from the coast at Lightsea in Madruga. The farms are productive, and regular shipments of grain, wheat, and salted pork are unloaded every week in Siroc - but the area is dry, and water is often in demand. The Galia family would like to build a great dam across the river, creating a huge artificial lake that they could use to ensure that they had a dependable supply of water throughout the summer.

The dam would require 30 wains of white granite and 60 crowns to construct, and would need someone to be appointed to oversee operations, authorize repairs, maintain the sluice gates and the like. In return the Galia farmers would sign a contract for the water ensuring a steady income of 4 thrones every season according to the civil service estimate (a sinecure).

Sadly the family don't remotely possess the means to pay for such a vast construction - but they are more than happy to incorporate the symbols of the Bloody Butchers into their dam. They are very clear they don't care what the dam looks like - provided they get their water.

The Legacy of Wisdom

There are a series of small caves in Marupa in Volodmartz that were used by the armies of Alderei the Fair to store supplies for his armies according to legend. The caves are known as the Star Caverns, due to a set of Ushkan star patterns which are carved into the walls. By some strange artefact of the geography that is not well understood, the caves are bitterly cold - even during the hottest Summer - which makes them perfect for storing food-stuffs and similar perishable goods, including valuable herbs.

Petra, the boyar of the nearby Vale of Stars has put together a proposal to deepen and reinforce the caves, enhance the roads to and from them and build a fortified outpost to protect the way in and out. He has offered to extend his vale's dominion to include the Caverns, providing the necessary schlacta to protect the caves from any nefarious denizens of the nearby woods that might be drawn to them. If successful it would allow the Caverns to be used as an effective place to store food and herbs for use by merchants from vales all across the region. He proposes to call the fortification The Legacy of Wisdom or perhaps the Legacy of the Way if la Volpe prefers.

The Legacy would require 20 wains of white granite and 40 crowns to construct, and would need someone to be appointed to oversee operations, maintaining the defences and dealing with merchants and the like. In return the Legacy would allow the citizen appointed to buy bladeroot - the most common herb grown in this region - for a price. The civil service estimate that the minimum purchase would be 7 crowns in exchange for 16 doses of bladeroot - but they could spend up to 62 crowns to buy 84 doses.

The Blood Red Pig Farm

The town of Graven is the largest settlement in Bregasland and some say it has always had ideas above its station. The aldermen of the town have a bad reputation for their cantankerous relationship with the local yeofolk who supply the town and its inhabitants with food. Bregasland is far from being the most fertile Marcher territory and the high prices the town is forced to pay to feed itself are just one of many sources of friction.

To improve their bargaining position, the town council proposes to build a vast pig farm on the north edge of the town. The centrepiece of the farm will be a large abattoir where the pigs can be killed and the carcasses cut up. The farm will be huge, much larger than any single yeoman might manage so it would need to have a citizen appointed to oversee the essential tasks of managing the farm. The farm will then send shipments of salted pork to the town, including the miners working the profitable mines that dot the adjacent mountain. In return for their time, the citizen will be able to use some of their own funds to purchase ingots of weltsilver and green iron from these mine-owners.

The Blood Red Pig Farm would require 20 wains of weirwood and 40 crowns to construct, and would need someone to be appointed to oversee operations, handling the contracts with the various mine owners who would be queuing up to acquire cheap cuts of meat for their workers. As a result the Farm would allow the citizen appointed to buy weltsilver and green iron - for a price. The civil service estimate that the minimum purchase would be 7 crowns in exchange for 8 ingots of weltsilver and 4 ingots of green iron - but they could spend up to 48 crowns to buy 32 ingots of weltsilver and 16 ingots of green iron.

The Aldermen of Graven are unable to fund the Pig Farm themselves but they are keen to point out that it will include an actual butchers hall! They are more than happy to paint it any colour of red that la Volpe would like and propose to make him the very first Honorary Citizen of Graven Rock - a newly created ceremonial title that would be bestowed for life on whoever funded the Blood Red Pig Farm.

The Colossus of Tassato

Ever since the Colossus of Sarvos was completed, some residents of Tassato have groused that their cousins on the coast have been getting trade that should have come to them. There is no real evidence for this of course - but such is the nature of people.

Never one to stand by and let themselves be outdone by another League city, a handful of Tassato residents have come up with a proposal for a colossus of their own. But rather than put it at the entrance to Tassato, they want to construct it down-river on top of the Red Rock, a high hill that overlooks a key section of the Sapphire Stair. In this way, every ship traveling upriver to Tassato will be forced to spend hours gazing on its magnificence as they navigate the locks.

The group have engaged an artist to create a flattering sketch of the finished statue of Lorenzo, his arms outstretched as he overlooks the River Vassa. They have also come up with a way to make parts of the statue hollow so that although it still needs the same 40 wains of white granite and 80 crowns as the original construction, the new statue will be almost half as high again, more than 30ft higher than the original Colossus!

The civil service estimate that the new statue would bring in an additional of 450 rings spread across all the businesses in Tassato. Of course some of that is trade that would previously have gone to Sarvos, so that city will lose 100 rings of income generated by the Colossus of Sarvos.

The Cleavers Dance

Though Therunin is predominantly a marshy territory with little stable ground, in its southwest lies the region of Peakedge Song, which despite its relative lack of woodland is fairly populated with Navarr stridings. More common here than in any other Navarr territory are profitable mines, extracting a bounty of precious minerals from the foothills and rocky slopes of the mountains that border Morrow to the south.

An aspiring broker by the name of Cyfarth of the steading of Loren's Bargain has, for some time, tried to find opportunities to connect the Prosperous work of the miners with smiths and crafters elsewhere in the Empire. He has recently proposed plans for a great smithy to be constructed in Peakedge Song, meaning that the materials produced from the mines would not need to be transported far.

The comparatively stable ground in the region and the lack of dense forests have been well-accounted for in Cyfarth's designs, and he proposes a great work that would require 20 wains of white granite, 20 wains of mithril and 80 crowns to construct. The resulting Smithy would be well-staffed with artisans from within and without Therunin, who would be keen to take advantage of the opportunities to refine their skills with an abundance of artisanal materials. The increased demand for such materials would create a bounty of 900 rings, which would be distributed evenly amongst mines in Therunin.

Cyfarth has magnanimously suggested that the outer walls of the smithy could be carved out of the white granite to resemble large cleavers, extolling the Prosperity of the Butcher's Guild - and, of course, of la Volpe. He is quite confident that la Volpe would not pass up an opportunity to boost the industry of Therunin and encourage more miners and crafters to take up residence in the stridings there.

The Bloody Great Sausages

The Right Virtuous Company of Provisioners and Victuallers of Holberg have long supplied the army of the Towerjacks with quality rations. Even when times were darkest, the spicers and sausagemakers of Holberg ensured that the rations were as palatable as possible, containing nothing to remind the soldiers of the ingredients they had been forced to use. With the breaking of the siege, the passes became clear and the farmland of Holberg was no longer drowning in Druj; the victuallers of the Towerjacks integrated with trademark efficiency into the logistics chain of the Imperial armies. But it does not have to stop there.

Now that the Blood Red Roads connect everywhere of importance, the desirability of fine-quality sausages across the Empire and the evident Prosperity of the Butchers of Temeschwar have inspired this guild to seek a new and exciting opportunity to diversify. More than just the Towerjacks appreciate traditional Holberg rations: surely the rest of the Empire would do so as well? And with the right investment, they think they can provide high-quality Holberg charcuterie to those with the palate for it!

For a modest outlay in white granite and construction funds - say 20 wains and 40 crowns - the Virtuous Company could engage in a rapid expansion of their supply and distribution chain. This efficiency saving will result in a bounty of two thrones and four rings distributed between the owners of every farm in Holberg, and quickly make the distinctive Holberg travelling ration available wherever good sausages are sold. The Provisioners are more than happy to allow this expansion to carry the brand of the Butchers of Temeschwar, provided its overseers are sworn to maintain the Provisioners’ standards of quality and efficiency - indeed, they propose to create a new speciality sausage just for Lorenzo - "the Bloody Great Sausage"!

Since the announcement of their intention to expand, the Virtuous Company have come under fire from other purveyors of fine food in Holberg. Some critics even go so far as accusing them of attempting a scam, an attempt to secure a monopoly on Holberg sausage. More sober individuals have pointed out that the scheme - to spread the distinctive Holberg sausage across the Empire - works equally well whoever is in charge. Rather than simply entrusting the extension to a single guild, the Senate could create an Imperial title to bestow custodianship of the Bloody Great Sausage project on an Imperial citizen appointed by the Senators of the League.

Detractors of la Volpe

Not everyone is impressed by the ministries and great works that the Merchant Prince of Temeschwar has created. Their argument is not one of Prosperity but one of Pride. La Volpe is rich - nobody can deny that - but his works are tasteless, gauche monstrosities that are entirely devoid of any artistic, architectural, or inspirational merit. La Volpe could have built an artistic statue of the Founder of the League at the entrance to the Jewelled City that would have served as an inspiration to every citizen who arrived in the city - reminding them of what great things those with Ambition might achieve. Instead the city is cursed with some gaudy statue of la Volpe, stood with his legs akimbo, as if about to urinate into the Bay. Yes, it's made the city richer... but is anyone Proud of this obscenity? It's no wonder someone tried to knock the bloody thing down, they say - it's only a pity that they didn't succeed.

In the eyes of his detractors the Colossus is the least of his crimes. The Blood Red Roads are a great work the likes of which have not been attempted before. Does that mean they have to have giant butcher's gates everywhere? What inspiration will citizens draw from Lorenzo's massive follies? To become butchers? Bankers? The Empire needs many things, but there isn't a terrible shortage of either butchers or bankers that anyone is aware of. In fact more than a few acerbically comment that the Empire currently has one too many.

How did it come to pass that one man has been able to paint the Empire blood red, given carte blanche to build giant edifices decorated with cleavers anywhere he likes? The answer of course is because he's rich - he made a fortune playing the Imperial Bourse for mithril - and now he's making a travesty of the Empire playing the Senate for fools. Greedy senators look the other way while la Volpe announces anything he chooses. They groan every time he comes to the floor... but none of them actually do anything about it.

In fact, much of this sentiment comes not from the League where many of the la Volpe's commissions are based, but from Highguard and other places. Unfortunately for la Volpe this group are not just angry about him but also about the Asavean architect whose works have grown increasingly blasphemous. The Empire's commitment to the Way is mocked by this individual whose entire body of work is simply one act of blasphemy after another. In the minds of these people the presence of Asavean temples on the Coast coupled with Asavean statues to their blasphemous gods that now dot the Empire are yet another sign that the Senate simply cannot be trusted with the power of commission.

The solution, they say, is simple. The power of commission must be delegated by the Senate to the one house that can be relied on to use the power virtuously. The Council of the Nine can be trusted to ensure that no more blasphemous temples, no more Asavean architects decorating fortresses with images of his gods, no more statues of butchers and cleavers everywhere you look.

There are nine members of the Council of Nine... and at present the Empire has nine commission slots free. It's too sweet a correspondence to ignore. Then the Empire could go forward in virtue - with works created to inspire Ambition, Courage, Loyalty, Prosperity, Wisdom, Vigilance - and most of all, Pride.

Should the Senate wish to embrace this proposal, it would require a Senate motion that would be a constitutional vote. It would remove the power of commission from the Senate, but create the judgement of commission in the Imperial Synod, available to the General Assembly and the Assembly of the Nine. The wording of the motion would need to make clear whether this power would be restricted to civilian commissions or would include military commissions as well. While the constitutional court deems the basic idea to be constitutional, they cannot of course rule on the matter until they have the exact wording of such a motion before them.

A number of groups have come forward with commissions that they are hoping that the great and the good of the Empire will see fit to fund - but in these cases they have made very clear that they will not accept support from the Merchant Prince of the Bloody Bank.

Virtue

Back when the plans for the Butchers' roads were announced, "la Volpe" announced his intention to spread the roads further, taking them as far as Anduz in Segura and even as far as Morrow. These plans would have taken these roads to the very steps of the White City of Bastion, holy city, site of yearly pilgrimages by the Highborn and other virtuous followers of the Way. Sadly the roads have not yet arrived at Bastion, but the civil service are confident that if that section is built and completed then it would see a significant increase in pilgrims visiting the holy city - and that prediction gives rise to an opportunity.

Based on the predictions, Philemon of the Chapter of Fulmon's Bounty has put his chapter's resources to work to design a series of beautiful hostels and facilities intended to support the increased number of pilgrims taking advantage of the simple and safe passage to the the birthplace of the Way down the Blood Red Roads. Philemon is clear that his chapter are not prepared to see their work traduced by "gaudy red cleaver symbols" and "bloody money", so they are not prepared to take a single ring of la Volpe's money for their commission - instead they are hoping that the benefactors of the nation will dig deep to find the resources needed. Or if not, then perhaps the Cohort of the Winter Bear, whose traditional duty is to defend pilgrims on the road, might help.

Philemon's design for the Pilgrims' Road hostelry requires 100 wains of white granite and 200 crowns to complete. The benefits of such an impressive set of new hostels would be significant, however, providing a bounty of 50 liao and 100 Synod votes spread between every congregation in Bastion. Philemon is prepared to allow the benefactors to have appropriate input on the work to ensure that everyone can be confident that the hostels constitute something every Highborn can be proud of - however he is absolutely clear that he will not permit that "League montebanc" anywhere near this grand scheme.

Which is slightly inconvenient... because although the hostelry is impressive, there is a stark flaw in Philemon's designs - namely, the lack of roads. The hostels are designed to go all along Lorenzo's proposed Blood Red Roads... This great work can be built at any time - but it will only provide half the expected benefits unless the Blood Red Roads or similar are extended to Bastion.

Glory

Astolat is the vibrant and beating heart of Dawn, and one of its most famous locations is Laroc, home of the the largest known pageantry in the Empire. There, questing knights, yeofolk, and nobles alike clash in glorious bouts, ever eager to prove themselves in the eyes of their peers.

Yet for the most part, the existing tournament ground of Laroc has somewhat fallen behind over the years. The fluted pillars and arches of white granite were once some of the largest non-military constructions in the nation, but in the years that have passed they have begun to look small in comparison to some of the impressive and Ambitious works other nations have built.

A movement has begun to spread amongst the folk of Laroc to construct a new, and much more magnificent tournament ground - an arena not only capable of housing a dozen or more bouts at once, but also seating great hosts of passionate onlookers, who would be drawn like moths to Laroc's flame.

A passionate architect by the name of Lady Larille de Rochemont is leading the forefront of this movement. The Lady has been a very public critic of the work of the Lorenzo whom she scornfully disdains as "that jumped up yeoman" whenever his name is mentioned. She has quite deliberately created two competing sets of designs: one is themed in red and black with a stylised motif of eagles and primroses, the other is blue and argent, with three crescent moons around a gryphon. Doubtless the Lady would be prepared to change her plans if needed but she is making no secret of the fact that she is appealing to the Pride of two of the most powerful noble houses, to see who is willing to do most to support her work.

She is at pains to stress that her designs do include an element that references the Bloody Butchers. A section of the arena which she anticipates will be seen by many visitors will incorporate Lorenzo's name and the heraldry of the Butchers Bank, but she promises that if Lorenzo is prepared to make a 25 throne contribution towards the costs then she is willing to redesign the ablutions block to a more neutral theme.

If it gets built then the resulting edifice would be an truly impressive, but the costs are not small. 80 wains of white granite would be needed to construct the area, along with 160 crowns to pay for the extensive labour required. The end result, however, would be a huge boon to troubadours all over Astolat, who would be well-called upon to extol the glory of the combatants, provide them with sources of spiritual strength, and watch over their exploits. A total of 40 liao and 80 votes would be split between every congregation in the territory.

The troubadours plan to keep extensive records of everyone who competes in the area, so that everyone will be aware of their glory - which would have another minor benefit, since it would allow Dawn to raise any new army in 9 months rather than a year, for as long as the arena stood - provided the army was raised in Astolat.

Poise

With their invasion of Zenith complete, the Druj have destroyed the Gardens of Pallas in central Iteri. The gardens have been flooded, their ushabti smashed, their caretaker spires burned. But among the refugees in Morrow, the expertise remains, and to those with eyes to see, this creates what might be considered a once-in-a-lifetime opportunity to salvage something out of this disaster. By next season, the refugees will have begun to disperse, looking for places to use the specialised skills of an Urizeni herbalist. But just right now, that expertise is concentrated, albeit in a refugee camp - and with assistance, it could be given a place to flourish.

Morrow is full of ancient ruins that could prove viable to renovate. Places where people once lived, where people could live again - with work. But the site that has been chosen is considered to be ideal for this project. The Bleak Tower is an ancient structure, long abandoned for reasons unknown. It is now half collapsed but it once housed a vast arboretum. The buildings lie in ruins, but the trees have grown wild and in doing so the site appears to have developed a powerful winter regio - with some unusual benefits.

The work to restore the spire would have to be carefully planned - to keep the overwhelming sense of ruination that may be linked to the regio. But with great care it could be made habitable - and if the skilled herbalists among the refugees opted to remain here they could tend the arboretum. It would require some substantial work - and need 120 crowns, as well as 30 wains of weirwood and the same of white granite - but the benefits could be significant. The Bleak Tower could collaborate with herb gardens across Morrow, exchanging seeds and plants as well as skills and expertise. The result would be a huge boost, a net gain of 80 herbs spread across the herb gardens in the territory.

The real gain would be in the arboretum itself however. The Senate would need to appoint a custodian to oversee the gardens, to ensure that the work did not impact the regio. But in return the custodian would receive the true bounty of the new spire. The trees that grow near the regio produce sap that is a sticky dark red in colour with a metallic tang. It is more than just a mere curio however, it is potent with magic - a rare form of Heart's Blood - invaluable for winter rituals. With careful tending the Spire could produce 6 doses of Heart's Blood for the custodian every season.

Of course 30 wains of weirwood and white granite do not come cheap! And that raises the rather sticky question of who might pay for it. Cyrus of the White Stair, formerly of Zenith, is at pains to admit that while he would be only be too happy to accept backing from the benevolent la Volpe, the nature of the project means it is impossible to include any part of the symbol of the Butchers in the construction. It is not a question of taste, but one of magic; the immutable laws of magic mean it is simply not possible. Every element of the design will have to be handled with exquisite care - to keep the natural sense of Winter that now permeates the ruin. Anything bright or showy would undermine that and make the entire project a failure. Or so Cyrus claims.

Cyrus also claims that the project requires a benefactor whose arete and poise allows them to understand the fine balance of magic and architecture which are essential to make the new spire a success. They are hoping that Achilles of Damakhan's Forge - whose fortune is said to rival that of la Volpe - will be intrigued by the potential of the project and keen to play a role in what could be a historic project that would benefit all of Urizen.

Limited Opportunity

These opportunities definitely remain open until the end of the Summer Solstice. After that, interest and enthusiasm - both from those keen to win the support of la Volpe, and those who dislike him for whatever reason - may begin to wane. if this happens, some or all of these commissions may cease to be available.

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You know the night

"Wintermark and the Marches were the first I think, oh and the Freeborn of course. But now they've been joined by the Imperial Orcs as far as I can tell." Abigail kept her voice moderate, a mark of respect for her elder that concealed how she was really feeling.

Hiram, the old archivist sighed at the news, though it hadn't been unexpected. "Near half then?".

"I'm afraid so. The Varushkans are utterly unrepentant of course, and the Navarr are hardly a surprise. The Urizen were a close run thing though. If it hadn't been for Zeno..." her voice trailed off as she left the thought in the air.

"Quite. I suppose our Urizeni friends would call them a node." Hiram snorted to himself - "superstitious nonsense - but we should be grateful for small mercies I suppose."

"Yes. But the split is only growing worse. Frankly it seems irredeemable - I genuinely cannot see how she can solve this."

Hiram pondered the implicit question for a while, but like his younger colleague he had no ideas either. He shook his head, "No, and this time there is no messianic figure who we can fortuitously discover later was a committed liar. No easy way out this time."

"Exactly. Coming so soon after the schism, I am genuinely worried that this could actually tear things apart." The younger archivist look genuinely troubled now as if seriously contemplating the possibility of a irrevocable split in the faithful.

"Let us not be alarmist Abigail. The Empire has stood for nearly four hundred years. Once the dust settles, hindsight will show that this is simply another chasm that the Empire has traversed unharmed, just as it always has."

"With respect Hiram... I was reading Pontius' History of the Mad Throne the other day and apparently people felt much the same then too." And with that rather sobering thought she swept out of the scriptorium leaving the older scribe to his books and his thoughts.

Contents

- 1 Overview

- 2 Imperial Orcs

- 2.1 Heroes of the Empire

- 3 Varushka

- 4 Limited Opportunity

- 5 Resolution

Overview

In Spring 381YE the Varushkans completed the training and equipping needed to raise the Iron Helms. This army has a long and bloody Imperial history, famed for its cruel tactics and the employment of brutal force in battle. When the army were finally let off the leash in the Mournwold the results were as effective as they were difficult to stomach for many. The issue has grown increasingly divisive, with three nations backing the bloodthirsty approach to war, and four opposing it.

Increasingly these bitter divisions have begun to impact the ability of the Empire's armies to fight alongside each other. The Assembly of Nine has unequivocally condemned such tactics - but until the General Assembly can make a similar ruling (a statement of principle with a greater majority) it seems unlikely that these new divisions will heal.

The worth of our armies is not written with cruelty, our legends are not made by harming civilians. We do not need dogs and beasts to fight our wars for us. We are heroes of the Empire, we are Imperial Orcs.

Gralka, Imperial Orc Assembly, Autumn Equinox 381YE, Upheld 36 - 0

Imperial Orcs

There has always been a difficult relationship between the Varushkans and the Imperial Orcs. Of all the lands of the Empire, this is the one where the chains of orc slavery were the heaviest. When the Freeborn reached out to Thrace to bring the Imperial Orcs into the Empire... the Varushkans were the ones who fought to the bitter end to keep them as slaves. Now Gralka has led a greater majority of the Imperial Orc assembly in passing a judgement that contains a clear tone of contempt for the Varushkans and the tactics adopted by the Iron Helms.

The great irony of humanity is that a people who believe that they are reborn over and over again are so afraid of death that some of them will do anything to avoid it. The Varushkans believe that they must be virtuous to be reincarnated yet they debase themselves with cruel tactics and justify steeping their arms in blood by saying its the only way to survive in a harsh world! Every Imperial Orc knows that they have only one life to live - if you are to cross the Howling Abyss then you must make it count. Salvation is to be found by raising yourself up, reaching for a heroic ideal that will inspire the ancestors to aid you and grant you the strength to cross the Abyss when you die. If you choose the path of cruelty... the path of cowardice... then you may live another day - but death will still take you in the end and when it does nothing but oblivion will await you.

To reaffirm this statement the assembly can now pass a mandate urging the legions to show their disdain for the Iron Helms and their cruel ways. If this mandate is enacted by the national assembly, then all the soldiers of the Imperial Orcs will acknowledge the unvirtuous nature of the Iron Helms and show them the disdain they deserve. Wintermark and the Freeborn assemblies have already enacted just such a mandate, this would place the Imperial Orcs firmly in their camp and against the Helms and their cruel ways.

The cruelty of the Iron Helms is unvirtuous, it demeans our Empire to use such tactics and it betrays the ideals of our people to fight alongside those who do so. The assembly sends X with 25 doses of liao to urge our soldiers to reject the Iron Helms and their cruelty."

Synod Mandate, national assembly

If this mandate is enacted then for the next year, if the Iron Helms are deployed in a territory alongside an Imperial Orc army, they will suffer a reduction of one tenth in the number of victory points they contribute to that campaign. This bonus is cumulative for each additional nation (not individual army) that has passed the mandate that are present in the territory. Wintermark, and the Freeborn have already passed the mandate, so if the Imperial Orcs passed it and the Iron Helms were engaged in a territory where there were armies from all three of these nations then the Varushkan army would suffer a penalty of three-tenths to victory points.

Heroes of the Empire

The judgement of the Orc Assembly did more than simply scorn the dogs, beasts, and dark magicians of the Iron Helm army - they reminded the Imperial Orcs that the worth of an army is far more than a matter of how many are slain when the battle is ended. They called on every Orc to remember that they are heroes of the Empire. Now there is an opportunity to pass a mandate that would allow the general of the army to seize an opportunity to permanently abandon the traditional brutal tactics adopted by the Summer Storm in favour of something considerably more heroic.

We are the heroes of the Empire. First to battle, last to leave. We will charge into the breech when others stumble. We will hold the line when all others have failed. We send X with 50 doses of liao to urge the Summer Storm to adopt new ways of fighting, ones that truly reflect the spirit of our people.

Imperial Orc Assembly Mandate

If the Imperial Orc assembly enact this mandate, then it will automatically incorporate the effects of the first mandate urging the soldiers of the Imperial Orcs to shun the Iron Helms - but in addition it will permanently change the quality of the Summer Storm from relentless to heroic. The army will no longer be able to submit the order to cut them down but will gain the ability to issue orders to make a triumphant charge or a final stand.

Imperial Orc Mandates

While they can benefit from auras, orcs are entirely unable to use liao; it makes them nauseous. While it is a simple matter for a human priest to annoint an orc, or consecrate an area for an orc preacher to use, this can often prove counterproductive, distracting from the priest's words and rendering the mandate ineffective. Most preachers as a result do things differently. When they need to undertake a mandate, they usually take the liao to a friendly human priest along with important items of worth - the Halls of Worth in particular have proved valuable in providing such items. The priest can use the liao to hallow the items, so that the preacher can take them and share them with the orcs to whom they speak. Hallowed items of worth have additional significance for orcs, and when combined with the oratory of the preacher, are just as effective at spreading a mandate as any amount of anointing or consecration.

Varushka

Thus far Dawn, Highguard, Navarr and Urizen have all chosen to stand with the Iron Helms and Varushka. Some of these have passed statements of principle in favour of the Varushkan approach, but both the Navarr and the Urizen have been inspired to pass mandates to adopt similar tactics.

But of course the Freeborn can never see a consensus without having to try and stand it on its head. Equally it should come as no surprise that the Imperial Orcs are using this as yet another excuse to criticize. It's a shame that the Marchers and the Wintermarkers are being so high and mighty about the issue, but in fairness these are nations of hunters and farmers who border the Jotun. It's not like either nation has ever been threatened by an enemy who was really trying. As Empress Varkula was fond of pointing out, people are always full of high-minded ideals that usually last right up until the point where the Druj are about to burn your house down.

What is beginning to irk many Varushkans is the way the Iron Helms are being singled out in all this. As if somehow the fact that they are prepared to get their hands dirty when fighting the barbarians was the problem. The Freeborn love to defend their unorthodox ways as important cultural traditions, part of their rich heritage. But of course they're not prepared to accept the idea that the steel from which the Iron Helms are forged is part and parcel of the Varushkan tradition. Ours is a dark land... those who walk the roads come nightfall need more than a torch to see the sunrise.

Perhaps it is time to show the Assembly of Nine and these other nations that they cannot single out the Iron Helms for special treatment any longer. The Iron Helms reflect the ways of the people of Varushka since time immemorial, but there are other traditions, other customs, other ways. If they choose the Varushkan National Assembly could choose to enact the following mandate to encourage the whole nation to remember their roots and to reflect the realities of this hard land.

Every established nation of the Empire has traditions that go back to the founding and before. Let all our people look to their past, and let our soldiers remember who they are and where they came from. We send X with 50 liao to encourage all Varushkan soldiers to embrace our rich heritage.

Varushkan Assembly Mandate

If the Varushkan assembly enact this mandate, then it means that all Varushkan armies will then be affected by the penalties for fighting alongside Wintermark, and the Brass Coast, rather than just the Iron Helms. In effect all the Varushkan armies will make clear to the Empire that they stand together as one nation.

In addition, the soldiers will look to their history for lessons on how to comport themselves. As a result, whoever is general of each army will receive a single opportunity at the following summit to update the quality of their army to better reflect the rich heritage of the Vard and Ushkan people.

If you think me cruel, cardinal, that is because I am cruel. Not because of this winter-touched flesh and blood as you have claimed but because I choose to be cruel. Why do I make this choice? I choose to be cruel because when the night grows darkest someone must wield the knife and cut out the heart, so that everyone else may live to see the dawn. I choose to be cruel because someone must carry the burden or none of us will reach our destination. I choose to be cruel, cardinal, because I am strong enough to make that choice. You flatter yourself that you have made the better choice - but you have not. The truth is that you never had a choice.

Empress Varkula

Limited Opportunity

As with most mandates, the ones listed here are available only at the Winter Solstice. While it might be possible to get similar mandates at a future event, that would be dependent on the use of an appropriate statement of principle with a greater majority. There is no guarantee that the same mandates would be relevant at a future summit.

Resolution

The Imperial Orc national assembly unanimously refused the opportunity to change the quality of the Summer Storm. The Varushkan assembly passed a mandate to send Bogdan Bogdanovich to encourage all Varushkan soldiers to embrace their rich heritage.

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Zakalwe

Contents

- 1 Eternal of Day

- 1.1 Sobriquets

- 1.2 Appearance

- 1.3 Concerns

- 1.4 Boons

Eternal of Day

Sobriquets

Zakalwe is called Master Strategist and the General of Day.

The Master Strategist is also called weapon-wise due to his skill with the many accoutrements of war. The Suaq in particular call him "Hunter of Tides" and tell several stories in which his counsel helps an Icewalker to defeat an opponent.

In distant centuries he was a patron of the Asaveans at the height of their civilisation, regularly worshipped as "Zakalwe Dieu de la Guerre" - a name that apparently still causes mild embarrassment to this self-effacing eternal. In the Commonwealth he is called "Strategos", an ancient word meaning "military general". In Jarm he is called "Manush" a name which apparently literally means "mind".

Appearance

The Hunter of Tides appears as a large humanoid, generally masculine, wearing archaic armour in a style that has not been worn in the Empire for centuries. He always carries a two-handed weapon, generally a trident or glaive but occasionally a spear. He usually has at least one sword at his side, generally a single-bladed long sword with an exotic curved blade. On rare occasions he might appear in more "civilian" guise in which case he usually appears in robes appropriate to an Urizen arbiter. Even in such a non-martial guise, he is never unarmed.

There is not a single conflict in all of history

that has been won save that ten thousand tiny

events have been resolved in favour of the victors.

He never appears human; he has a strong mark of the sea in his appearance. This often takes the form of gills and webbed fingers. Unlike a merrow however, Zakalwe rarely has barbels or scales - his skin may be mottled but is much more likely to be black-and-white than blue. According to several sources Zakalwe is an actual shapeshifter - while he assumes humanoid for to deal with humanoids his "natural" form is more like a large black-and-white whale, narwhal, or dolphin.

Zakalwe is a master of weapons - he can wield anything anyone has ever conceived to use as a weapon with deadly force. He prefers the versatility of a polearm, but has demonstrated skill with bows, thrown weapons, crossbows, one-handed and two-handed swords, maces and axes, shields of all sizes, siege weapons, daggers, staves, one- and two-handed spears, flails, and even the occasional exotic weapon wielded by specialist warriors. When he encounters a weapon for the first time, he wastes no time studying it in great detail until he has mastered it. "If you are to master war," he has said "you must first master yourself, then master all the weapons there have ever been, and then realise which mastery is the most important to ensure victory."

Like Roshanwe, with whom he is sometimes associated, he lives at the point where the sky of the realm of Day touches the sea. Unlike the Navigator, who tends to live on the airy side of the divide, Zakalwe's domain is the upper shallows, the brightly lit sub-marine region between the many islands that dot the surface of the eternal ocean. He apparently resides in a great citadel of coral, crystal, and mithril built on the edge of the oceanic abyss, the bottom of which is the domain of Leviathan.

In personality Zakalwe is said to be calm, with a dry wit and perhaps even a certain cynicism. He is softly spoken and while he can be moved to great passions, he never allows his emotions to rule his head. He is known to practice philosophies very similar to those the Urizen call poise and arete as well as cultivating scrupulous sincerity - when Zakalwe says he will or will not do something there is very little that can sway him from his avowed course.

The Strategos is sometimes alone and sometimes accompanied by aides. He is often found in the company of warriors or soldiers who appear to be carved from living crystal and motivated by a cool intellect similar to that of Zakalwe himself. The warriors are very similar to those created/summoned by certain rituals, and Zakalwe is often evoked during their performance.

The merciless will never know mercy.

If you can safely show mercy, show mercy.

If you cannot safely show mercy, strike without malice

and kill without spite.

Concerns

Zakalwe is fascinated by conflict, especially war. He exemplifies a philosophy of warfare that focuses on preparation, gathering of information, and fighting with absolute commitment and focus. His philosophy can be applied at many levels, from individual warriors facing each other to entire nations at war. He also preaches that martial conflict and political conflict are the same thing - the diplomat, the spy, the politician and the general all employ the same strategies to win.

He collects and studies the writings of generals, captains, soldiers, and politicians from every nation and realm. He himself has written an immense number of epigraphs, essays, treatises, and books of philosophy, both original and echoing the thoughts of mortal war-makers. He encourages the idea that during peace, one should be honing oneself and preparing for future conflict; in this as in other areas he is seen as supporting the Virtue of Ambition.

The core of his philosophy is threefold. The first step to triumph is understanding - knowing who the real enemy is and what must be done to achieve victory. This need for understanding extends to all areas of war: the general whose intelligence is greater has an advantage. The second step is preparation; ensuring that one's soldiers are armed and armoured, supported, and aware of their role in the battle. A poorly-prepared army will always lose out to an army whose general has given thought to logistical and strategic matters. The final step to victory is absolute commitment; being engaged in a battle, the triumphant general does not stop until the enemy is defeated.

A general who does not appreciate the value of intelligence, logistics, and preparation will find Zakalwe has little time for them. He is fascinated by militaristic societies (such as those of many orc tribes), and by concepts such as peoples' militias, military councils, and the like.

Zakalwe is deeply critical of those who believe in fate, destiny, or higher powers. He regularly decries hope as the biggest enemy of rational thought. Skill, ambition, understanding, and thought buy victory; faith in the righteousness of one's cause is a luxury. Despite this, the Master Strategist cautions that the best soldiers and generals believe in the cause they are fighting for.

The Master Strategist has strong views on the integrity and self-knowledge of the warrior. He believes firmly in concepts of personal honour and that every soldier is ultimately responsible for the actions they take on the battlefield. His commitment to rational thought even in the thick of battle is very appealing to a certain breed of soldier and general, but often puts him at odds with those who embrace the idea that the ends justify the means.

He has no patience for the weak willed; those who will not or cannot protect themselves seem to annoy him on some level. He does not expect everyone to be a warrior, but he does expect that everyone be capable of standing up for the things they believe in; of acting on their convictions; and of actively fighting against anyone who would attempt to subjugate them.

The Enchanter Lydia de Courland described him as a fascinating creature that "Loves the idea of war, but hates the horror, inhumanity and slaughter. At heart this is a gentle being that nonetheless is drawn to everything that is abominable in the human spirit."

Zakalwe is associated with the rune Aesh.

When it is time to strike, strike.

Strike with all your heart, and all your strength,

and hope that all your preparation will mean

that one blow shall be sufficient to achieve victory.

Boons

As a master of strategy it should come as no surprise that the boons Zakalwe offers are often martial in nature. He is known to offer crystalline tokens that assist in the performance of Clarity of the Master Strategist and Carve the Crystal Guardian. On a more personal level, he offers boons that enhance Alignment of Mind and Blade, and is known to offer similar boons that allow individuals to share their martial knowledge with one another or demonstrate instant (if temporary) mastery of martial skills. Unlike eternals of realms such as Spring, Zakalwe's boons rarely deal with endurance or fortitude; he is much more interested in armour than in innate abilities to survive blows, and in skill with weapons more than innate talents.

Zakalwe has an immense collection of books about war, including many collections of poetry written by warriors and soldiers. He is known to pay quite well for new books, or copies of books he has been unable to acquire, especially if those books are not part of the repository of written lore that is Phaleron. He is said to be especially interested in the battle philosophies of the Druj barbarians - and their justification for their methods.

While not an artificer, Zakalwe is able to provide enchanted weapons to those he deals with, and often gives them in payment for martial writings. He especially favours magical swords and polearms, magical shields, and magical suits of armour. Occasionally his boons take the form of a rod or a suit of mage armour. Very rarely, he gifts a diplomat or politician with a magical robe or belt designed to help them maintain their poise in the political arena. In addition to the weapons he offers as boons, he is known to collect weapons, armour, and other items that have been wielded by notable individuals or in notable events - regardless of whether they are enchanted or not.

Zakalwe loves games of strategy - he is known to greatly enjoy chess. He has expressed the opinion that such games hone the mind, and also allow one to gain insight into the personality and strategic style of one's opponents. He greatly appreciates anyone who can introduce him to a new game of this kind.

While it is true that no plan survives contact with the enemy, I should also say that without a plan nobody survives contact with the enemy for very long.

Fight a war, not a battle.

Fight the war that you are in, not the war you wish you were in.

Sometimes you will want to fight with minimal force, with respect for your foe and honouring the politeness of war; other times you will want to crush them utterly with shock and awe and leave not one brick above another. Be sure you know which situation requires which approach, and that you have the will for what is to come.

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Zemress

Every charitable act is a stepping stone towards enlightenment.

attributed to Zemress, Blade of the Isles.

Virtue

Zemress, The Blade of the Isles was recognised as an Exemplar of Prosperity by the Imperial Synod in 223 YE, three years after her disappearance and presumed death.

Biography

Zemress i Ezmara i Erigo was born into a poor family of merchant sailors and dockworkers who lived in Calvos, along the western rim of the Bay of Catazar. There is little known about her early years other than testimonies that state she was a hard worker, dedicated to her community and the Imperial Way of Virtue. It is rumoured that she had the habit of stowing away on ships in search of adventure but as yet no evidence has been presented to support these claims.

What is confirmed is that by the age of just twenty she was granted the position of first mate on board The Old Pearl, a merchantman that sailed The Jewelled Isles and Sarvos trade routes. Two years later she was granted captaincy of her own vessel and worked for the Saluga trade guild transporting shipments of fine wines destined for the cities of The League. It was here that she met and befriended the retired ship's captain and famous shipwright, Captain Massimo Belardinelli. For several years she split her time between sailing and studying under the tutelage of Belardinelli and proved to be a most gifted pupil.

The following years were infamous for the increased pirate activity in the Bay of Catazar. The Saluga guild suffered the loss of dozens of valuable shipments and several ships were seized or scuttled, resulting in the complete collapse of the trade guild and the bankruptcy of the investors. Zemress was outraged by the depredations of the pirates yet despite the fact she was now unemployed and destitute, she vowed to take action against these barbarian scum. The Civil Service were unable to supply any financial or military support due to the recent loss of Segura in 204 YE, all spare Imperial resources being directed to deal with this tragedy.

Undeterred by her misfortune, Zemress gathered her designs and embarked upon a journey to Anvil. Along the way she visited shrines erected to the Virtue of Prosperity and discussed her intentions with priests and pilgrims, pleading for advice and meditating upon the wisdom she was granted. Upon arriving in Anvil, she presented her design proposals to several affluent guilds who universally expressed interest in purchasing her drawings. Several of her proposed improvements to rigging, construction and hull design are stored in the Imperial Library and may still be viewed today. The Zemress Hull is still considered to be the standard of design for all Imperial Light Cutters and has even been adopted by some foreign nations.

With her newly acquired wealth, she returned to her home city of Calvos, setting up a business with her old friend and mentor Belardinelli who acted as chief overseer of operations. A newly discovered acumen for matters of business combined with her revolutions in ship design provided her with enough funds to start construction of her own sailing ships. The Kraken's Bane, a ship designed with the lone intention of hunting and destroying pirate raiders, was the first ship launched from her new shipyards and remained her personal vessel and the flagship of the fleet for the duration of her life.

Over the following years, Zemress hunted and captured dozens of pirate raiders, paying for her crews and expenses out of her own pocket and without financial support from her impecunious homeland. After the devastation of Segura (204 YE), Barbarians were shown no mercy and were quickly put to the sword while foreigners were frequently taught Imperial values and the benefits of following The Way. Those who converted to The Way were often set free and returned safely to their homes, others were ransomed back to their people with strict warnings never to trespass upon Imperial waters again. She is one of the few Imperial Exemplars also recognised in the Sumaah Republic. It was during these Years of Trouble that Zemress gained the epithet The Blade of the Isles.

It would be quite easy to simply dismiss her actions as those of a glorified pirate were it not for her actions following a successful patrol. Zemress would split the spoils of war between her sailors, each taking their due share. Upon docking in port, a service of thanks would be given. This was always led by a priest of Prosperity and all and sundry were invited to participate (It has been recorded that one such service was attended by over two thousand citizens). At the conclusion of the service, Zemress would take her share of righteous bounty and bestow it upon the poor and needy of the community, announcing her plans for how it would be spent. As far as can be discerned, this money was never simply given away to be squandered. Instead, it was invested into projects that would benefit everyone in the community. Indeed, several housing projects were funded by this wealth, local business ventures were started, a widows and orphans fund was initiated and the greatest proportion was delivered into the hands of the Imperial Civil Service to benefit all citizens of the Empire.

In the year 220 YE, Zemress sailed out of port in her ship The Kraken's Bane, with the intention of hunting a notorious pirate vessel known as the Grendyl. This led to one of the greatest mysteries of the Catazar. After leaving port, neither Zemress or her crew were ever seen or heard from again. Since The Grendyl also vanished at the same time it is speculated by some that both ships were engaged in a momentous battle, so fierce that everyone on board was killed. All that is truly known is that a year after setting sail, The Kraken's Bane was spotted drifting at sea just off its home port of Calvos. There was no sign of the crew or any evidence of what happened to them. It was as though everyone had simply and peacefully abandoned the ship at exactly the same time. Many faithful proclaim this is testimony that everyone must have died in battle, with the exception of Zemress herself who ascended at the end of the fighting. Others have speculated that when Zemress ascended, her entire faithful crew were raised in the labyrinth with her. Most people have no explanation and to this day the events surrounding The Kraken's Bane, remain a mystery.

For many sailors, Zemress represents the epitome of the Imperial corsair - mercilessly hunting and destroying those who threaten the security and integrity of the Empire. Others remember her for her less martial actions - as a great and selfless benefactor of the Empire responsible for great acts of kindness and generosity.

Zemress has been attributed with the saying "It is not the pointless accumulation of money that makes one wealthy, but the responsible distribution of that money that provides true wealth.". During the year 223 YE the Imperial Synod recognised Zemress Ezmara, The Blade of the Isles, as an Exemplar of Prosperity.

Signs

The Assembly of Prosperity cited the following signs of Zemress's exemplardom:

- Zemress's acts of charity were acts of Benevolence that enriched thousands of Imperial Citizens.

- The Blade of the Isles is an Inspiration to many who take up arms against those who threaten the Empire, from sailors to Dawnish knights-errant. However, she is primarily recognised as an inspiration to those who work hard and invest that money for the benefit of others, knowing that the long-term rewards will be a benefit to every citizen - recognised as such by the Merchant Princes of the League and members of the Imperial Bourse.

- Her journey to Anvil is generally accepted as a Pilgrimage and many faithful replicate her travels, culminating in a great service in the city of Anvil.

- The Imperial Synod have acknowledged the great contribution Zemress made in converting irreligious foreigners to The Way of Virtue and also in reaffirming the faith of many Imperial Citizens who had wandered from the true path. Her acts of Salvation are frequently sermonized by Priests of Prosperity.

- The Kraken's Bane is considered an, albeit slightly unusual, Legacy. It is housed in a specially erected dry dock in the city of Calvos and is the destination of many pilgrims. Slivers of keel timber are mounted in medals with ribbon necklaces and The Honour of the Kraken is awarded as one of the highest honours to those heroes of the Empire who have performed charitable and/or valorous acts for the sake of others.

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Zenith

Contents

- 1 Overview

- 2 Recent History

- 3 Major Features

- 3.1 Arch of the Sky

- 3.2 Endsmeet

- 3.3 Bountiful Autumn

- 4 Regions

- 4.1 Clypion

- 4.2 Iteri

- 4.3 Lustri

- 4.4 Occursion

- 4.5 Proceris

- 5 OOC Notes

Overview

The mountains of Zenith are the tallest in the nation, and perhaps the Empire, and the air here is still and cold. The spires tend towards the contemplative, the night sky is rarely concealed by clouds making the territory perfect for stargazers. Many religious thinkers and philosophers also reside in Zenith, where they claim that the rarefied air helps them maintain a sense of detachment and clarity.

Zenith is well known for its abundant magical auras and many spires have experimented with arrays of metal mirrors that focus the light of the sun into internal chambers to try enhance the production of magical crystals. Zenith also has some of the most beautiful waterfalls in the Nation, with apparently bottomless mountain lakes providing succulent fish to supplement the diet of the inhabitants.

Somewhere to the east of Zenith lies the nation of Axos. Between the two nations is a mountainous area that the Urizen call the Mountains of the Moon. Explorers claim that the area is impassable, but there are stories of hidden or hard to find passes that allow access to an unknown territory that lies within.

Recent History

A month after tthe Spring Equinox 381YE, the Druj barbarians invaded Zenith from the Mallum. The initial attack swept the unprepared defenders away, and saw the destruction of the powerful spire of Endsmeet. Lustri and Occursion fell to the orcs in short order.

Only a brave defense by the three Highborn armies - the Seventh Wave, the Granite Pillar, and the Valiant Pegasus - stopped the Druj from conquering the entire territory. The Druj responded with blackest malice, unleashing a marshwalker against the high mountain dam supplying water to the Golden Cascade. The resulting catastrophic flood ruined the fertile plains of Proceris and forced the defenders back west to a thin sliver of higher ground. At the same time, the Druj destroyed numerous sinecures, and burnt several prominent spires including the Arch of the Sky.

After the Winter Solstice 381YE, the Druj launched a major assault against the defenders of Zenith. They pushed the Highborn westward inexorably, eventually driving the three armies out of the territory entirely and claiming it for the Mallum. Only the fact the Halls of Knowledge had been moved under mysterious cirucmstances a few months previously prevented them from capturing (and presumably destroying) it. The Gardens of Pallas however were not so fortunate; the Druj looted and then burnt them to the ground.

Major Features

Arch of the Sky

Before the Druj invastion of 381YE, the Arch of the Sky was a collection of spires on the tallest mountain in Zenith. Stargazers and astronomancers from all of Empire gathered here to observe the night skies, and debate the Net of the Heavens. One of the most prestigious schools of astronomancy, it was also one of the finest observatories in Urizen, if not the Empire.

The flood waters unleashed by the destruction of the Golden Cascade did not reach the spire itself of course, but even as the dam was being smashed apart Druj guerillas were moving into position. Many of the astronomancers and star-watchers had already retreated, but a handful of magicians and sentinels remained behind in the hope of holding the orc invaders at bay. Such hope was in vain. Less than a week after the Autumn Equinox, the eastern orcs captured and looted the Arch of the Sky. What they could not carry away was reduced to ashes and broken ruins.

Endsmeet

This spire in south-western Occursion studied interaction between people, and had particular interest in times of political turmoil in the Empire. It was home to refugees from Spiral, particularly those who brought with them the great library of Ankarien. Sadly, when the Druj invaded they quickly overwhelmed the spire. Many of the Urizen living there managed to escape, but the library was burned and those who did not flee either killed or enslaved by the ruthless eastern orcs.

Bountiful Autumn

The lakes of Zenith are deep, but of particular interest are the two bodies of water known together as "Bountiful Autumn". Found in Occursion, their shores were once regarded as a particularly fortuitous place to marry for the success of the new family. Although modern Urizen have found little support for these claims, it is worth noting that the lakes lie within a strong regio tied to the Autumn realm. To this day, it is still traditional to eat fish from the lakes at a wedding, or to present them (fresh or cooked) as gifts to particularly close friends. Ritual magic used to create bonds between individuals is said to be especially potent when performed at these lakes, or using pure water gathered from their depths at certain specific times of year (the exact times are closely guarded secrets shared only by the spires that stand on the mountainsides above the lakes).

Regions

Clypion

Quality: Hills

The passes between Clypion and Proceris house a cluster of spires keen to take advantage of the relative seclusion of their foothills. The spires are all "related" - formed initially by settlers originating in the nearby Arch of the Sky, and later by successive generations gathered from among these daughter-spires as their populations grew. The spires of the "Clypion Alliance" maintain cordial relations, and each tends to specialise in study of impractical esoterica. Critics suggest that the magi of Clypion see practical applications of theory or magic as somehow beneath them. There have been spires devoted to the study of boundaries, of ageing, of ceremonies, of symbols, and perhaps most recursively, to the study of the studies of other spires...

Several of the older spires are starting to feel a little crowded, and it is likely that a new spire will be formed within the next few years - there is likely to be fierce competition between the Clypion spires to determine the location and focus of this new spire.

The Halls of Knowledge once stood high in the mountains of Clypion. One of the greatest Imperial colleges dedicated to the study of magic, it attracted students, lecturers, and magical theoreticians from across the Empire. Shortly after the Autumn Equinox 381YE, however, the college vanished. It reappeared shortly before the Winter Solstice, relocated to the volcanic pools of Peregro in Morrow. The Provost at the time, Octavius of the Auric Horizon, disappeared along with the college - and did not reappear when the buildings were relocated.

Iteri

The plains of Iteri in western Zenith are home to the river Utique, a tributary of the Couros which flows from Redoubt in the south. The land here is rich in fine clay and valuable dragonbone deposits, both of which contribute to a reputation for producing beautiful ceramics. Iteri also boasts the ancient Spire Calator near the foot of Mount Lutum, where the secrets of ushabti production are believed to have first been codified. The artisans of Urizen still gather here to study and perfect the craft of these valuable magical constructs. The spire is known as much for its art as for the practical application of the artificer's craft. An ongoing debate between those who favour artistic form over practical function has so far lasted nearly 150 years without any clear victor - it is unlikely a resolution will ever be reached. Some magi send their students to Spire Calator specifically to study the arts of formal debate.

Along the banks of the Couros stands the Gardens of Pallas sinecure.

Lustri

Quality: Forest

Lustri is heavily forested, and home to many carefully cultivated preserves. It is known both for the quality of its iridescent gloaming and the beggarwood trees that provide wood, bark, and lye to artisans across Urizen. The deeper parts of the woods have a bad reputation, however - there are many stories of encounters between travelers and dangerous creatures such as the tulpas said to have escaped from the Spire of Twisting Shadows.

The Spire itself was an ancient structure dedicated to the treatment (and, functionally, incarceration) of those who suffer long term spiritual or mental damage due to exposure to magic. Most of the inmates are were voluntarily, but a few are restrained for their own safety. The spire had a grim reputation, unsurprisingly. A significant portion of the patients here had been hurt due to overuse or misuse of astronomancy - permanently twisted by exposure to a tulpa. The physics of the Spire of Twisting Shadows has a great deal of practical experience dealing with magical curses as well as more esoteric maladicaments, and was always interested in reports of new malign enchantments - or the opportunity to study them.

In Summer 380YE, during the ascent of the red star, the Spire of Twisting Shadows was destroyed following a riot among the patients. The ruins are widely believed to be haunted by the ghosts of the staff and inmates who died in its fall.

The herb conservatory of Origen's Rest stood near the Spire, and was largely untouched by the destruction inspired by the Red Star. Sadly, it was not untouched by the Druj invasion and in Autumn 381YE confirmation came that the druj had looted and destroyed it, robbing the Anvil Hospital & Imperial School of Medicine of a valuable source of medicinal herbs.

Occursion

Quality: Hills

More than any other region in Zenith, Occursion was home to spires dedicated to religious philosophy and many illuminates and questors had their homes here. The northernmost slopes of these mountains enjoyed a particularly still, cold, dry air which was believed to aid contemplation, and focus the mind. Priests here practiced meditative arts and subtle magics that allow them to explore their own thoughts, and often receive unique insights into the natures of the virtues and the philosophies of the Way. The Tower of the Fall was believed to have been built as a retreat for just such an exploration of the inner magic of the spirit. Sadly, the Tower was a casualty of the Druj invastion. Along with the beautiful Starlight Drift of Shimmering Snow, it was torn apart by the rapacious orcs.

Of particular note were the famous spire of Endsmeet, and the Hall of the Risen Sun, a beautiful edifice of white granite, polished marble, and orichalcum mirrors which serves as a great cathedral for the faithful of Zenith (and Urizen as a whole). Dedicated to the virtues of Pride and Ambition, the Illuminates combined study of the Way with mastery of the Net of the Heavens and were known to be quite active in political affairs of the territory, nation, and (from time to time) the Empire itself. Since the reign of Emperor Walter they had been somewhat reticent about involving themselves in wider affairs - but during the reign of the late Empress Britta there were signs this spire was beginning to pay close attention to affairs of the Synod and Senate once more. Both spires were captured by the Druj during the 381YE invasion, and those Urizen who did not manage to flee are presumed either dead or enslaved.

Proceris

Quality: Marsh

Much of the region of Proceris lies in the shadows of the lofty peaks that surround it. While there were few spires here, there were settlements devoted to what little agriculture the Urizen and their ushabti could muster in this chilly climate. Proceris actually had a fascinating microclimate for those that are interested in such matters, with many frost hollows and sun traps that provide unique opportunities to the spires that live here. The region was sparsely populated, even for Urizen, and with the exception of the Arch of the Sky what spires there were tend to explore somewhat mundane, practical matters such as farming and economy. Architects in particular often found reasons to visit or live in Proceris, and many of the magicians here focused their studies on the secrets of Spring and Autumn magic.

Perhaps the richest farmers in Urizen lived in Proceris, three spires that between them maintained and worked the Golden Cascade - a series of terraces carved into the foothills and supported both with powerful ritual magic, expertly constructed aqueducts, and great polished mirrors that ensured that the fields here receive as much sunlight as possible all year round. The golden cascade was seen by many as a wonder of the Empire, and while it had been copied by a few other spires, there was no match for the size and fertility of this great farm anywhere in Urizen. Sadly, when the Druj came in 381YE they saw the Golden Cascade not as a wonder but as an opportunity. In Autumn of that year they unleashed a marshwalker against the dam that channeled water into the aqueducts. The catastrophic flood that followed devastated the Golden Cascade, ruined the agricultural spires, destroyed hundreds of ushabti, and drowned scores of farmers. The tragic loss of the Golden Cascade had dire significance for the territory; most of its agriculture lost in one fell swoop.

The Storm Vault, high in the mountains above Echostorm Spire, was another casualty of the Druj invasion, torn apart for its mana and valuable mithril.

During the Winter Solstice 381YE, the Druj undertook esoteric action including the creation of several miasma pillars that began transforming the entire region into a stinking morass of marsh and swampland.

OOC Notes

- As of the start of the Spring Equinox 382Y, the Druj control the entire territory.

- The destruction of the Golden Cascade in Autumn 381YE has devastated the main farming region in Zenith (if not Urizen as a whole). As a consequence, every farm resource in Zenith suffers a permanent 18 ring penalty to its production.

- Any attempt to build a fortification in flooded Proceris are likely to encounter additional costs and difficulties.

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Zeno's Rest

Words and melody by Claire Sheridan. A recording of the song can be found here.

Composed by Nicassia of Phoenix Reach following events in Autumn 381YE.

There is a place where hope will never die, The Onyx Path for us is open wide, Whatever we embrace, However dark our fate, At Zeno’s Rest all stand and stand with Pride.

Through the mud and through the mist the heroes came, Knowing they might never leave again, All was dark and mire, But in us there was fire, To reach that place and hold it just the same.

chorus

They fought with magic and with shield and sword, They fought with guile those pirates from abroad. With sharks they’ve made a pact, Sharp-toothéd Spring attacked, And countless they lay bleeding on the floor.

chorus

Six heroes of the Empire gave their lives, For refugees and armies to survive, All bloody, broke and torn, What’s left for those who mourn? At Zeno’s Rest all stand and stand with Pride.

chorus

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Zorech

Contents

- 1 The Flame, Rune of Passion

- 1.1 Using Zorech in magic

- 1.2 Crafting with Zorech

- 1.3 For Machine Embroidery

The Flame, Rune of Passion

Affiliated with the Realm of Night

The Flame represents strong emotion, but not just romantic or carnal feelings. It represents strong feelings, especially feelings and instincts that overwhelm reason or restraint. Fire expresses the idea that passion is dual-natured - a fire can warm and illuminate, bring comfort and offer the promise of safety. It can also rage out of control, consuming and destroying everything in its path until it burns out, leaving only cold embers behind. As the Rune of Destructive Passions, it is called the Inferno.

This is the rune of hatred, vengeance and fury as well as love in its various forms, but it is also the Rune of Joy. It represents any powerful or compelling emotion. Zorech is bold and uncompromising; it overcomes impediments by whatever means are necessary and is consequently often seen as being a selfish rune. Yet Zorech also governs those passions that drive the most heroic of actions; these profound emotions may help a soldier be victorious over a hated foe, or drive a lover to acts of incredible daring to spend one night with the object of her affections.

Zorech also represents disorder, and the collapse of hierarchy and tradition. It is a rune of social chaos, rather than the uncontrollable natural chaos of Mawrig the Spring Rune of Storms. Embracing passion frees one from societal constraint, and there are many who would argue that the first step to understanding this rule is to abandon conventional ideas of politeness and acceptable behaviour. All of this means that while the rune has many positive connotations, but is often mistrusted because of its dangerous duality. Several priests are deeply suspicious of this rune due to its obvious correspondence to the Malign spiritual presences of anarchy, vengeance and hatred.

The rune is often found on weapons wielded by Freeborn Kohan, and is also popular with the Hakima magicians of that nation due to its correspondence with the idea of using passion and strong emotion to fight or work magic. In combination with Aesh, Rune of Thought, it is a symbol of Arete for some Urizen sentinels. It is also a common symbol for Kallavesi warriors to bear as a tattoo or brand. Some Navarr paint the rune on themselves before seeking vengeance or fighting a hated opponent - especially warriors who must enter the area of a Vallorn for some reason.

The Eternal Janon exemplifies many of the attitudes and themes of Zorech, and is often referred to as the shadowed fire.

Using Zorech in magic

The Rune of Passion is used most commonly in workings designed to inflame passion. Harnessed by another rune it can be a powerful source of energy - it is often combined with Aesh, the Rune of Thought, to represent passion channelled by reason. Some magicians evoke Zorech when performing the Empower Incantation.

Crafting with Zorech

Even more so than Xun, Zorech is inscribed on musical instruments, especially drums. It is also found on weapons and shields, especially among those warriors who fight with passion, especially those who hate or seek vengeance against their enemies.

For Machine Embroidery

Here is a digitized version of Zorech in .jef format, suitable for a 7x5 hoop. File:RuneZorech.jef

Runes

Aesh

Bravash

Cavul

Diras

Evrom

Feresh

Gralm

Hirmok

Irremais

Jotra

Kyrop

Lann

Mawrig

Naeve

Ophis

Pallas

Queros

Rhyv

Sular

Tykonus

Ull

Verys

Wyr

Xun

Yoorn

Zorech

The Unnamed

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Zoria

Virtue

Zoria was recognised as a Paragon of Wisdom by the Highborn Assembly of the Virtuous shortly after its founding.

Biography

The common legends date back to when the Ushka were a young people. So legend has it, Zoria was a Sorceress possessed of great insight and knowledge who lived in the depths of the Great Wilds and learned the names of all the creatures of the wild; bird and beast, fish and fowl. Using their names, Zoria could command them and they served her. One day, in return for a kindness done to her by a hunter lost in the Great Wilds, she commanded beasts to serve the hunter by carrying burdens, providing wool, food and companionship. The hunter went on to be the first farmer and their tribe prospered.

She is also credited with weaving the first cloth dyed with iridescent gloaming.

Signs

Retrieved from "https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Zoria&oldid=62083"

Table of Contents

Table of Contents

Alphabetical Index

Introduction to LRP

Game overview

Getting involved

Battles

Monstering

Children

Events

Dadford Road Campsite

Event information

Sanctioned events

Contact Profound Decisions

Feedback

Forums & Facebook

Crewing

Profound Decisions management team

Conduct

Traders

Nationality

The Brass Coast

Dawn

Highguard

Imperial Orcs

The League

The Marches

Navarr

Urizen

Varushka

Wintermark

Costume advice

Music

Nation FAQ

Empire overview

Imperial Senate

Imperial Synod

Imperial Military Council

Imperial Conclave

The Throne

The Academy

Imperial sodality

Imperial law

Imperial history

Imperial elections

Recent history

Sentinel Gate

Orc

Briar

Cambion

Changeling

Draughir

Naga

Spellcasting

Rituals

Magic items

Potion

Ritual theory

Magical tradition

Eternals (Redirected from Eternal)

Realm

Regio

The Way

Religious skills

Aura

Liao

Ambition

Courage

Loyalty

Pride

Prosperity

Vigilance

Wisdom

Imperial theology (Redirected from Imperial Theology)

World overview

Maps

Gazetteer

Realm (Redirected from Realms)

Eternals

Barbarian

Foreign nations

Languages

Pronunciation guide

Setting FAQ

Characters

Playing the game

Referee

Safety overview

Downtime

Combat

Calls

Weapons & armour

Magic

Game items

Roleplaying effects

Skills

Bands

Resource

Rules update 2016

Frequently Asked Questions

18 Rings

18 rings

376YE Winter Solstice Conclave declarations

376YE Winter Solstice Imperial Titles

376YE Winter Solstice Imperial titles

376YE Winter Solstice Senate Session

376YE Winter Solstice Senate Sessions

376YE Winter Solstice Senate sessions

376YE Winter Solstice Synod Judgements

376YE Winter Solstice Synod judgements

377YE Autumn Equinox Conclave declarations

377YE Autumn Equinox Imperial Titles

377YE Autumn Equinox Imperial titles

377YE Autumn Equinox Senate Session

377YE Autumn Equinox Senate Sessions

377YE Autumn Equinox Senate sessions

377YE Autumn Equinox Synod Judgements

377YE Autumn Equinox Synod judgements

377YE Spring Equinox Conclave declarations

377YE Spring Equinox Imperial Titles

377YE Spring Equinox Imperial titles

377YE Spring Equinox Senate Session

377YE Spring Equinox Senate Sessions

377YE Spring Equinox Senate sessions

377YE Spring Equinox Synod Judgements

377YE Spring Equinox Synod judgements

377YE Summer Solstice Conclave declarations

377YE Summer Solstice Imperial Titles

377YE Summer Solstice Imperial titles

377YE Summer Solstice Senate Session Redirect page

377YE Summer Solstice Senate Sessions

377YE Summer Solstice Senate Sessions (Redirected from 377YE Summer Solstice Senate Summit)

377YE Summer Solstice Senate sessions

377YE Summer Solstice Synod Judgements

377YE Summer Solstice Synod judgements

377YE Winter Solstice Conclave Sessions

377YE Winter Solstice Conclave sessions

377YE Winter Solstice Imperial Elections

377YE Winter Solstice Imperial Titles

377YE Winter Solstice Imperial titles

377YE Winter Solstice Senate Sessions

377YE Winter Solstice Senate sessions

377YE Winter Solstice Synod Judgements

377YE Winter Solstice Synod judgements

378YE Spring Equinox Academy Student Council (Redirected from 378E Spring Equinox Academy Student Council)

378YE Autumn Equinox Announcements by the Quartermaster General

378YE Autumn Equinox Conclave declarations

378YE Autumn Equinox Imperial titles

378YE Autumn Equinox Senate sessions

378YE Autumn Equinox Synod judgements

378YE Autumn Equinox winds of magic

378YE Autumn Equinox winds of war

378YE Spring Equinox Academy Student Council

378YE Spring Equinox Announcements by the Advisor on the Vallorn

378YE Spring Equinox Announcements by the Minister for Historical Research

378YE Spring Equinox Announcements by the Quartermaster General

378YE Spring Equinox Conclave declarations

378YE Spring Equinox Imperial Titles

378YE Spring Equinox Imperial titles

378YE Spring Equinox Senate Sessions

378YE Spring Equinox Senate sessions

378YE Spring Equinox Synod Judgements

378YE Spring Equinox Synod judgements

378YE Spring Equinox winds of war

378YE Summer Solstice Announcements by the Minister for Historical Research

378YE Summer Solstice Announcements by the Quartermaster General

378YE Summer Solstice Conclave sessions

378YE Summer Solstice Imperial Titles

378YE Summer Solstice Imperial titles

378YE Summer Solstice Senate Sessions

378YE Summer Solstice Senate sessions

378YE Summer Solstice Synod Judgements

378YE Summer Solstice Synod judgements

378YE Summer Solstice winds of war

378YE Winter Solstice Announcements by the Minister for Historical Research

378YE Winter Solstice Announcements by the Quartermaster General

378YE Winter Solstice Imperial titles

378YE Winter Solstice Senate sessions

378YE Winter Solstice Synod judgments

378YE Winter Solstice Synod judgments

378YE Winter Solstice Synod judgments

378YE Winter Solstice Synod judgments

378YE Winter Solstice winds of fortune

378YE Winter Solstice winds of war

379YE Autumn Equinox Conclave sessions

379YE Autumn Equinox Imperial elections

379YE Autumn Equinox Imperial titles

379YE Autumn Equinox Senate sessions

379YE Autumn Equinox Synod judgments

379YE Autumn Equinox winds of fortune

379YE Spring Equinox Announcements by the Advisor on the Vallorn

379YE Spring Equinox Announcements by the Crystal Architect

379YE Spring Equinox Announcements by the Quartermaster General

379YE Spring Equinox Conclave sessions

379YE Spring Equinox Imperial elections

379YE Spring Equinox Imperial titles

379YE Spring Equinox Senate sessions

379YE Spring Equinox Synod judgements

379YE Spring Equinox Synod judgments

379YE Spring Equinox winds of war

379YE Summer Solstice Announcements by the Advisor on the Vallorn

379YE Summer Solstice Announcements by the Crystal Architect

379YE Summer Solstice Conclave sessions

379YE Summer Solstice Imperial elections

379YE Summer Solstice Imperial titles

379YE Summer Solstice Senate sessions

379YE Summer Solstice Synod judgments

379YE Summer Solstice winds of fortune

379YE Summer Solstice winds of war

379YE Winter Solstice Announcement by the Advisor on the Vallorn

379YE Winter Solstice Announcement by the Dredgemaster of Feverwater

379YE Winter Solstice Announcement by the Quartermaster General

379YE Winter Solstice Conclave sessions

379YE Winter Solstice Imperial elections

379YE Winter Solstice Imperial titles

379YE Winter Solstice Senate sessions

379YE Winter Solstice Speaker's Notes

379YE Winter Solstice Synod judgments

379YE Winter Solstice winds of fortune

379YE Winter Solstice winds of war

380YE Autumn Equinox Conclave sessions

380YE Autumn Equinox Imperial elections

380YE Autumn Equinox Imperial titles

380YE Autumn Equinox Senate sessions

380YE Autumn Equinox Speaker's Notes

380YE Autumn Equinox Synod judgments

380YE Autumn Equinox winds of fortune

380YE Autumn Equinox winds of war

380YE Spring Equinox Announcement by the Advisor on the Vallorn

380YE Spring Equinox Announcement by the Civilian Commissioner of Dawn

380YE Spring Equinox Announcement by the Civilian Commissioner of Highguard

380YE Spring Equinox Announcement by the Civilian Commissioner of the Imperial Orcs

380YE Spring Equinox Announcement by the Civilian Commissioner of the Marches

380YE Spring Equinox Announcement by the Quartermaster General

380YE Spring Equinox Conclave sessions

380YE Spring Equinox Imperial elections

380YE Spring Equinox Imperial titles

380YE Spring Equinox Senate sessions

380YE Spring Equinox Synod judgments

380YE Spring Equinox winds of fortune

380YE Spring Equinox winds of war

380YE Summer Solstice Conclave sessions

380YE Summer Solstice Imperial elections

380YE Summer Solstice Imperial titles

380YE Summer Solstice Senate sessions

380YE Summer Solstice Speaker's Notes

380YE Summer Solstice Synod judgments

380YE Summer Solstice winds of fortune

380YE Summer Solstice winds of war

380YE Winter Solstice Conclave sessions

380YE Winter Solstice Imperial elections

380YE Winter Solstice Imperial titles

380YE Winter Solstice Senate sessions

380YE Winter Solstice Synod judgments

380YE Winter Solstice winds of fortune

380YE Winter Solstice winds of war

381YE Autumn Equinox Announcement by the Quartermaster General

381YE Autumn Equinox Conclave sessions

381YE Autumn Equinox Imperial elections

381YE Autumn Equinox Imperial titles

381YE Autumn Equinox Senate sessions

381YE Autumn Equinox Speaker's Notes

381YE Autumn Equinox Synod judgements

381YE Autumn Equinox Synod judgments

381YE Autumn Equinox winds of fortune

381YE Autumn Equinox winds of war

381YE Spring Equinox Conclave sessions

381YE Spring Equinox Imperial elections

381YE Spring Equinox Imperial titles

381YE Spring Equinox Senate sessions

381YE Spring Solstice Speaker's Notes (Redirected from 381YE Spring Equinox Speaker's Notes)

381YE Spring Equinox Synod judgments

381YE Spring Equinox winds of fortune

381YE Spring Equinox winds of war

381YE Spring Solstice Speaker's Notes

381YE Summer Solstice Announcement by the Quartermaster General

381YE Summer Solstice Conclave sessions

381YE Summer Solstice Imperial elections

381YE Summer Solstice Imperial titles

381YE Summer Solstice Senate sessions

381YE Summer Solstice Speaker's Notes

381YE Summer Solstice Synod judgments

381YE Summer Solstice winds of fortune

381YE Summer Solstice winds of war

381YE Winter Solstice Conclave sessions

381YE Winter Solstice Imperial elections

381YE Winter Solstice Imperial titles

381YE Winter Solstice Senate sessions

381YE Winter Solstice Speaker's Notes

381YE Winter Solstice Synod judgements

381YE Winter Solstice announcement of the Quartermaster General

381YE Winter Solstice winds of fortune

381YE Winter Solstice winds of war

382YE Spring Equinox Conclave sessions

382YE Spring Equinox Imperial elections

382YE Spring Equinox Imperial titles

382YE Spring Equinox Senate sessions

382YE Spring Equinox Speaker's Notes

382YE Spring Equinox Synod judgements

382YE Spring Equinox winds of fortune

382YE Spring Equinox winds of war

382YE Summer Solstice Imperial elections

382YE Summer Solstice winds of fortune

382YE Summer Solstice winds of war

A Blight in Miaren

A Fool in a Crown

A Kallivesi Costume Diary

A League Costume Diary

A League Costume Diary 2

A Miracle in Hahnmark

A Speaker's guide to the Senate

A Sudden Farewell

A banner of Thorns

A bit of peace

A business like any other (Trade Winds)

A fine and private place

A fundamental struggle (Trade Winds)

A guide to fabrics for kitmaking

A heap of broken images

A job worth doing

A long good-bye

A question of provenance

A season of mushrooms

A silver chalice

A spiritual prism

A throne of blood

Aben-Nuath

Abraxus

Abraxus Stone

Abrogate Asavean trade ban

Abrogate Civilian Commissioners

Abrogate Trade Envoys

Abrogate fund disbursement

Abrogate motion to construct the Signori d’Argento Vineyards

Abrogate motion to provide aid to the Hierro Clan

Abrogate the Blood Red Roads

Abrogate third Navarri army

Abrograte Civil service observation

Abstraction

Academy Student Council

Accept Barrens peace treaty

Accept Druj peace treaty

Accept Druj peace treaty II

Accept Grendel peace treaty

Accept Grendel proposal

Accept Iron Confederacy treaty

Accept Jotun ceasefire

Accept Lasambrian treaty

Accept Orcs of the Great Forest treaty

Accept Sarcophan Delves treaty

Accept Thule peace treaty

Accept ceasefire with Sumaah Republic

Accessibility

Acolyte's Mercy

Across the seven seas

Adamant

Add Sum of the Parts ritual to Imperial lore (Redirected from Add "Sum of the Parts" to Imperial Lore)

Add Bloodcloak schema to Imperial Lore

Add Sum of the Parts ritual to Imperial lore

Address

Address boggart infestation in Morrow

Adelmar the Lion

Admiral

Advisor on orc affairs

Advisor on the Vallorn

Advocate

Aesh

Aid Once More

Alabaster Cerement

Alderei the Fair

Alderman's Edge

Aldones di Sarvos

Align the Celestial Net

Alignment of Mind and Blade

All Come Listen

All The Ushka

All along the watchtower

All the Pretty Ponies

All the World in a Grain of Sand

All work together

Allocate Gift of the Dwindling Star

Allocate Great Forest

Main Page

Allocate Great Pits of Ennerlund

Allocate Legacy

Allocate Vigilant Swan

Allocate Vigilant Swan II

Allocate the Damatian Cliffs

Allocate the Great Mine of Briante

Allocate the Pride of Ikka's Tears

Allocate the Singing Caves

Allocate the Singing Caves II

Allocate the Singing Caves III

Allocate the Vigilant Swan

Allocation of the Vigilant Swan

Almery of Purity

Almery of Silence

Alter manifesto of Sevenfold Path

Altruist's Recompense

Always a Hero Comes Home

Ambassador

Ambassador to Asavea

Ambassador to Axos

Ambassador to Faraden

Ambassador to Otkodov

Ambassador to the Commonwealth

Ambassador to the Iron Confederacy

Ambassador to the Sarcophan Delves

Ambassador to the Sumaah Republic

Ambassadorial Gatekeeper

Ambergelt Baton

Amberglass Chain

Amberglass Orb

Ambition roleplaying effects

Amend Crime of Desecration

Amend Crime of Sorcery II

Amend Head Gardener of Urizen

Amend Powers of Civilian Commissioners

Amend Powers of Imperial Master of Works

Amend Powers of the Master of the Imperial Mint

Amend Powers of the Quartermaster General

Amend Powers of the Quartermaster General II

Amend Powers of the Quatermaster General

Amend Synod power of Recognition

Amend conditions of Brock's Buffet

Amend crime of slavery

Amend crime of sorcery

Amend law of delegation protection

Amend law regarding foreign True Liao trade

Amend motion to Fortify Karsk

Amend motion to construct Runeforge in Redoubt

Amend motion to construct runeforge in Redoubt

Amend motion to fortify Karsk

Amend power of Inquisition

Amend powers of Advisor on the Vallorn

Amend powers of Captain of the Senate Guard

Amend powers of Civilian Commissioners II

Amend powers of Conclave

Amend powers of Dredgemaster of Feverwater

Amend powers of Dredgemaster of Feverwater Winter 381YE

Amend powers of Grandmasters

Amend powers of Imperial Master of Works

Amend powers of Warmage

Amend powers of the Advisor on Orc Affairs

Amend powers of the Advisor on the Vallorn

Amend powers of the Arcane Architect

Amend powers of the Auditor of Senatorial Accountability

Amend powers of the Bursar of the Imperial Academy

Amend powers of the Civilian Commissioners

Amend powers of the Conclave Liason

Amend powers of the Crystal Architect of the Spires

Amend powers of the High Bard

Amend powers of the High Exorcist

Amend powers of the High Exorcist II

Amend powers of the Imperial Admiral

Amend powers of the Imperial Magus

Amend powers of the Imperial Master of Works

Amend powers of the Imperial Seer

Amend powers of the Imperial Seer II

Amend the Imperial Constitution

Amend powers of the Advisor on Orc Affairs (Redirected from Amend the powers of the Advisor on Orc Affairs)

Amend powers of the Imperial Magus (Redirected from Amend the powers of the Imperial Magus)

Amend the use of the Gardens of High Chalcis

Amend the use of the Imperial breadbasket

Amend the use of the Imperial breadbasket II

Amend title of Custodian of the Imperial War Memorial

Amity and enmity (Redirected from Amity and emnity)

Amity and enmity

An Echo of Life Remains

An apple that falls

Anarchy in Miekarova

Anarchy roleplaying effects

Anathemic Call of Bug and Briar

Annan Water

Announce targets of the Imperial Guerdon III

Announcements by the Advisor on the Vallorn

Announcements by the Minister for Historical Research

Announcements by the Quartermaster General

Anointing

Anthem of Cantiarch's Hold

Anvil Hospital & Imperial School of Medicine (Redirected from Anvil Field Hospital)

Anvil Hospital & Imperial School of Medicine

Anvil Library

Surgical skills (Redirected from Apothecary)

Apothecary Potions

Apothecary potions

Appoint Asavean Ambassador II

Appoint Asavean Ambassador III

Appoint Asavean ambassador

Appoint Axos Ambassador

Appoint Captain of the Senate Guard II

Appoint Captain of the Senate Guard III

Appoint Commonwealth Ambassador II

Appoint Commonwealth Ambassador III

Appoint Commonwealth ambassador

Appoint Commonwealth Ambassador III (Redirected from Appoint Commonwealth ambassador II)

Appoint Dean of Pilgrims

Appoint Dean of Pilgrims II

Appoint Dean of the Academy

Appoint Dean of the Liberated

Appoint Envoy to Axos

Appoint Faraden Ambassador II

Appoint Faraden Ambassador III

Appoint Faraden ambassador

Appoint Feverwater Dredgemaster

Appoint General of the Wolves of War

Appoint Imperial Consul

Appoint Imperial Consul II

Appoint Imperial Master of Works

Appoint Imperial Master of Works II

Appoint Iron Confederacy Ambassador

Appoint Iron Confederacy Ambassador II

Appoint Jarmish Ambassador III

Appoint Jarmish Ambassador IV

Appoint Jarmish ambassador

Appoint Minister for Historical Research

Appoint Minister for Historical Research II

Appoint Quartermaster General

Appoint Sarcophan Delves Ambassador

Appoint Sarcophan Delves Ambassador II

Appoint Senate auditor

Appoint Sumaah Ambassador III

Appoint Sumaah ambassador

Appoint Sumaah ambassador II

Appoint Throne I

Appoint Throne II

Appoint Throne III

Appoint Throne IV

Appoint Throne V

Appoint Thule Ambassador

Appoint Trade Envoy to the Sarcophan Delves

Appoint a Captain of the Senate Guard

Appoint a General for the Golden Sun army

Appoint ambassador to Asavean Archipelago

Appoint ambassador to Axos Winter 381YE

Appoint ambassador to Faraden Winter 381YE

Appoint general of the Strong Reeds

Appoint trade envoys

Appointment

Appointment by the Senate

Appointments by the Senate

Appointments to the Senate

Apprentice's Blade

Apprentice Ability

Appropriate roleplaying

April is in my mistress' face

Arcane Architect

Arcane Mark

Arcane projection

Archetypes

Archmage

Arete

Arhallogen

Arkad

Arms of the Warwitch

Army orders

Army qualities

Arratan Gamble

Art of the Deal

Artefacts

Artisan's Oil

Artisan's Oil (Redirected from Artisan's oil)

Asavean Archipelago (Redirected from Asavea)

Asavean Archipelago

Asavean Archipelago ports

Ascendance of the Highest Mind

Ascetic Star of Atun

Ashen Mantle

Assembly

Assembly of Nine

Assign Holberg

Assignment of Reikos (Redirected from Assign Reikos)

Assign Segura

Assignment of Skarsind II (Redirected from Assign Skarsind)

Assign Spiral

Assign guards to historical researchers (Redirected from Assign funds to protect historical researchers)

Assign guards to historical researchers

Assignment of Karsk

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Assignment of Mournwold

Assignment of Segura

Assignment of Skarsind

Assignment of The Brilliant Shore

Assistance

Astolat

Astronomancy

Atuman

Atun

Atun's Ring

Auction the rights to name the Sinkhole

Auditor of Senatorial Accountability

Auras

Auras illegal in the Civil Service hub

Auras illegal in the Senate

Auras of Ambition

Auras of Courage

Auras of Loyalty

Auras of Pride

Auras of Prosperity

Auras of Vigilance

Auras of Wisdom

Authorise ambassador to Iron Confederacy

Authorise retraining of The Valiant Pegasus

Authorise targets of the Imperial Guerdon I

Authorise targets of the Imperial Guerdon II

Authority

Authorize ambassador to Iron Confederacy

Autumn Realm (Redirected from Autumn) Redirect page

Autumn Equinox 2013

Autumn Equinox 2015

Autumn Equinox 2016

Autumn Equinox 2017

Realms (Redirected from Autumn Realm) Redirect page

Autumn magic

Category:Autumn Ritual (Redirected from Autumn ritual)

Autumn rituals

Avigliana di Sarvos

Axos

Axos ports

Axos religion

Background

Baersark's Rage

Bailiff of the Grand Market

Balanced Scales of Lann

Ballad of the Schlacta

Balms of the Fountainhead

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Banner of the Bold

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Barked Command of the Iron Serjant

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Basileus Flint

Basileus Flint (Redirected from Basileus Flynt)

Basileus Flynt (Redirected from Basileus Kade)

Bastion

Battle Anthem

Battle safety

Battlefield ritual (Redirected from Battlefield Ritual)

Battlefield Rituals

Battlefield ritual

Battlesmith's Panoply

Bear Claws

Bearer of an Imperial Wayleave

The Marches military concerns (Redirected from Beater)

Beats and Bass

Before the Throne of Estavus

Before the sunrise

Beg, steal, or borrow

Beneath the Skin

Benefactor

Benefactor (Redirected from Benefactors)

Beneficent Sigil

Benevolence, inspiration, and legacy

Berechiah

Better world

Custodian of the Vandersar Dock (Redirected from Bewaarder van het Vandersar dok) Redirect page

Beware my power (Winds of Magic)

Beyond Apulian's Light

Bidford Grange

Binding Threads

Birds and bats

Birth of a Nation

Bishop

Bishop's Chalice

Bishop's Ensemble

Bishop (Redirected from Bishops)

Biting Blade

Black Iron Blade

Black Plateau

Black and white

Blackest night

Blacksmith's Wage

Blackwillow Twist

Bladeroot

Blessing Wheel

Blessing of New Spring

Blood-dimming Tide

Blood-sweat Hauberk

Blood and Bone

Blood and Salt

Blood of the Hydra

Bloodcloak

Bloodfeather Harness

Bloodfire Periapt

Bloodsilver Spike

Bloodsteel Barb

Bloodwoven Braid

Bloody murder

Blossoms a rose in the deeps of my heart

Blow the Candles Out

Blue seas, white stone

Boarskin Vest

Boggarts in Morrow

Bold Navarr Men

Bolholt Song

Bolstering Bill

Bolstering Bill (Exemplar)

Bondring

Bonesetter of Torfast Trading Post

Boneweaver

Bound by Common Cause

Imperial Bourse (Redirected from Bourse)

Bow safety

Braies

Brand

Brand (Redirected from Brands)

The Brass Coast (Redirected from Brass Coast)

Brass Coast culture and customs (Redirected from Brass Coast Culture and Customs) Redirect page

The Brass Coast economic interests (Redirected from Brass Coast Economic Interests)

Brass Coast Egregore

Brass Coast lineage and species attitudes (Redirected from Brass Coast Lineage and Species Attitudes) Redirect page

Brass Coast magical traditions (Redirected from Brass Coast Magical Traditions) Redirect page

Brass Coast Maps

Brass Coast music (Redirected from Brass Coast Music) Redirect page

Brass Coast religious beliefs (Redirected from Brass Coast Religious Beliefs) Redirect page

The Brass Coast culture and customs (Redirected from Brass Coast culture and customs)

The Brass Coast economic interests (Redirected from Brass Coast economic interests)

The Brass Coast lineage and species attitudes (Redirected from Brass Coast lineage and species attitudes)

The Brass Coast magical traditions (Redirected from Brass Coast magical traditions)

The Brass Coast military concerns (Redirected from Brass Coast military concerns)

The Brass Coast music (Redirected from Brass Coast music)

The Brass Coast religious beliefs (Redirected from Brass Coast religious beliefs)

Bravash

Brave Varushka Forth

Bravo

Bravo's Blade

Bravo (Redirected from Bravos)

Braying Horns of War

Brazen Claws of the Lictor

Brazier of Benediction

Bregasland

Briar liar

Brigandine

Bright Eyes Gleam in the Depths

Bright Lantern of Ophis

Brilliant Star

Bringing in the Sheaves

Britta's Glory

Britta's song

Brock's Toll

Brocéliande

Brocéliande Be Stronger Now

Broken Shield Guardian

Broken Shore Bounty

Broker of Treji Wayhouse

Brother Blades

Brotherhood of Tian

Budded roses

Repair Holberg defences (Redirected from Build Holberg defences)

Build The Fires High

Bullroarer's Shout

Burial rites of Empress Varkula

Burnished Orb

Burnished Rampart

Bursar of the Conclave

Bursar of the Imperial Academy

Bury the hatchet

Business

Butcher's Bill

Butcher's Cleaver

By Chance It Was

Call Down Lightning's Wrath

Call Winged Messenger

Callidus

Calling the Drottningbjotha

Campaign outcome

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Campaigns of Emperor Guntherm

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Canterspire Circle

Captain's Command

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Captain Decius' Song

Captain of the Senate Guard

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Caricomare

Cartographer's Eye

Carts Come Home

Carve the Crystal Guardian

Casinea

Cast Off The Chain of Memory

Castellan of Spiral Castle

Castellan of the Silent Sentinel

Castle of wind and sky

Casualties

Category-379YE Winter Solstice winds of fortune

Category-380YE Spring Equinox winds of fortune

Category-Arcane Implements

Category-Arcane Weapons

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Category-Bows

Category-Constellations (Redirected from Category-Constellation)

Category-Constellations

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Category-Descriptive Text Required

Category-Foci

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Category-Help

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Category-Photos:AdamHeritage

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Category-Urizen

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Category-Wintermark

Cathan Canae

Cathan Canea

Cattle Calls

Caution for the Dawnish Youth

Cavul

Celebrant's Fiddle

Celesti Lighthouse Keeper

Celestial Arch

Celestial Sigil

Brazier of Benediction (Redirected from Censer of Benediction)

Ceremonies overview (Redirected from Ceremonies Overview)

Ceremonies overview

Cerulean Mazzarine

Chain around my leg

Challenge the Iron Duke

Chamber of Delights

Chamber of Pallas

Champion's Bastion

Champions Shining Resolve

Change

Change Urizen voting

Change of doctrine

Change the level of the Guerdon

Change to Imperial Breadbasket

Change to Navarr voting

Change of doctrine (Redirected from Changing Doctrine)

Changing of the guards

Icon of the Insightful (Redirected from Chant of Long Years)

Chants for naughty children

Chapter

Chapter (Redirected from Chapters)

Charge of the Rushing Wind

Charter Sarcombe market town

Chasuble of Majesty

Child protection information

Children of Thunder

Chimes of Annulment

Surgical skills (Redirected from Chirurgeon)

Chirurgeon's Ensign

Chirurgeon's Healing Touch

Choleric Staff

Icon of the Devoted (Redirected from Chorus of the Righteous)

Chrysalis Pendant

Churning Cauldron of Bravash

Circle March

Circle of Gold

Circle of Trust

Circlet of Command

Circlet of Falling Snow

Citadel Guard

Citizens, priests, pilgrims and dedication

City folk and country folk

City lights

City of Temeschwar

Civil Claims

Civil Service Look and Feel

Civil servants

Civil tongue

Civilian Commissioner

Civilian commissioner

Clad in Golden Raiment

Clarification on Peace with the Thule

Clarification on the Brilliant Shore

Clarify the powers of the Minister of Historical Research

Clarify the powers of the Quartermaster General

Clarion Call of Ivory and Dust

Claviger of the Basilica of Cora Holdfast

Clear Counsel of the Everflowing River

Clear Lens of the Eternal River

Member of the Synod (Redirected from Clemency)

Clemency guidance

Cloak

Cobwebs

Coif

Coil of the Black Leech

Cold, Crisp Air

Cold Water from the Mountain

College of Magic

College of magic

College of the Liberated

Combat skills

Combing the Beach

Come back to stay

Come my pretty one

Coming home

Commission

Commission Egregore histories

Commission Imperial audit

Commission Ossuary of Reikos

Commission Runeforge

Commission roll of honour

Commission the Expansion of Spiral Castle

Construct the Ministry of Industry and Skarsind Trade (Redirected from Commission the Ministry of Industry and Skarsind Trade)

Commission the Park of Holberg

Commonwealth

Commonwealth ports

Complaints

Feedback (Redirected from Complaints procedure)

Imperial Conclave (Redirected from Conclave)

Imperial Magus (Redirected from Conclave Liaison to the Senate)

Conclave address

Conclave appointments

Conclave design

Conclave of Trees and Shadow

Conclave order

Conclave session

Conclave vault

Concord

Sanction (Redirected from Condemnation)

Conduct design

The Courageous Priest (Redirected from Confusion)

Congregation

Sentinel Gate (Redirected from Conjuction)

Conscience of the Senate

Consecration

Astronomancy (Redirected from Constellation)

Astronomancy (Redirected from Constellations)

Construct Academy Religious Studies sinecure

Construct Alchemical Workshop in Miaren

Construct Arsenal in Sarvos

Construct Art Museum of Tassato

Construct Asavean Embassy

Construct Asavean Temple

Construct Aurelie's Garden

Construct Axos Embassy

Construct Barrens Spy Network

Construct Blade of Thorn

Construct Brenna’s Gift

Construct Cathedral of Courage

Construct the Celesti Lighthouse II (Redirected from Construct Celesti Lighthouse)

Construct College of Summer Magic

Construct College of the Liberated

Construct Commonwealth embassy

Construct Dunfrith

Construct Embassy to the Thule

Construct Faraden embassy

Construct Garden of Falling Snow

Construct Garden of the Grim II

Construct Gardens of High Chalcis

Construct Gardens of Morrow

Construct Gardens of the Grim III

Construct Gate in Semmerholm

Construct General Estana's Repository

Construct Giant's Well

Construct Glen of Shadows Trading Office

Construct Golden Orchards of Miaren

Construct Grand Art Gallery of Sarvos

Construct Grand Conservatory of Music

Construct Hall of the Krampus

Construct Harps of Astolat

Construct Home of the Broken Shield

Construct Honour's Rest

Construct Hordalant spy network

Construct Hordalant spy network (Redirected from Construct Horddalat spy network)

Construct House of Barbs

Construct Iron Confederacy embassy

Construct Iron Qanat

Construct Jarmish Docks

Construct Jarmish Embassy

Construct Jarmish trade hub in Tassato

Construct Liathaven spy network

Construct Lorenzo's Legacy of Ambition

Construct Lorenzo's Legacy of Courage

Construct Lorenzo's Legacy of Loyalty

Construct Lorenzo's Legacy of Pride

Construct Lorenzo's Legacy of Prosperity

Construct Lorenzo's Legacy of Vigilance

Construct Madruga shipyard

Construct Master Apothecary's Garden

Construct Menagerie

Construct Mercantile Exchange in Temeschwar

Construct Mines of Gulhule

Construct Ministry for Jarmish Slaves

Construct Ministry in Sybella

Construct Mountains of the Moon spy network

Construct Ossuary of Reikos

Construct Otkodov spy network

Construct Pilgrim's Trail

Construct Potion Lab in Miaren

Construct Printer's Guild Museum of Wonders

Construct Reckoners Reward

Construct Reinos Spy Network

Construct Ritual School of the White Shaman

Construct Rose Towers

Construct Runeforge

Construct Runeforge in Redoubt

Construct Sarcophan Delves Embassy

Construct Sarvos Mana Exchange

Construct Seren's Whispering Garden

Construct Starlight Drift of Shimmering Snow

Construct Statue of Janon

Construct Sumaah embassy

Construct Sumaah embassy II

Construct Sylvihrafn Crystal Henge

Construct Temeschwar Mana Exchange

Construct Temple of the Way in Nemoria

Construct The Legion's Rookery

Construct The Unbound Steel Hall of Lost Chapters

Construct The Wellspring of Jade

Construct Torfast Trading Post

Construct Trading Post of Karov

Construct Treasure Ship

Construct Urizen Sinecure Outposts

Construct Vales Might

Construct Valley of Pride

Construct a Marcher graveyard in Holberg

Construct a Trade Hub to Axos

Construct a memorial at Anvil

Construct a reliquary in the mountains of Gildermark

Construct a road connecting the Thule to the Torfast Trading Post

Construct an inspirational shrine to Cora Holdfast

Construct apothecary clearing house in Tassato

Construct butterfly reserve in Miekarova

Construct cargo dock at Caricomare

Construct cargo dock in Cargo

Construct college of magic in Morrow

Construct conservatory for the Anvil Hospital

Construct folly in Afarjasse

Construct fortified garrison in Overton

Construct fortified manor in Liathaven

Construct herb gardens at Treji

Construct herbal great work in Skarsind

Construct mana ministry in Astolat

Construct mana repository in Morrow

Construct mana sinecure at New Dunhall

Construct the Eternal Flame of Miaren (Redirected from Construct mana sinecure in Miaren)

Construct memorial at Anvil

Construct mithril mine

Construct museum

Construct night mana sinecure in Redoubt

Construct place of pilgrimage in Casinea

Construct runeforge in Redoubt

Construct shrine for Britta's body

Construct shrine to Britta

Construct spy network in the Mountains of the Moon

Construct summer sinecure

Construct the Azure Chorus

Construct the Blood Red Roads

Construct the Celesti Lighthouse

Construct the Celesti Lighthouse II

Construct the Colossus of Sarvos

Construct the Dour Fens

Construct the Eternal Flame of Miaren

Construct the Gardens of Pallas

Construct the Gardens of the Grim

Construct the Glass Point Cove

Construct the Glorious Fountain of Dusk and Dawn

Construct the Golden Fields

Construct the Great Library of Hacynian

Construct the Hanging Fruit Gardens of Gerondi

Construct the Hearth of the Tempest

Construct the Imperial Breadbasket

Construct the Ministry of Industry and Skarsind Trade

Construct the Park of Holberg

Construct the Pilgrim's Rest

Construct the Signori d’Argento Vineyards

Construct the Signori d’Argento Vineyards II

Construct the Skarsind School of Warcasting

Construct the Tassato Mana Exchange

Construct the Weaver's Market

Construct the expansion of Spiral Castle

Construct the market town of New Dunhall

Construct theatre in Temeschwar

Construct tomb for Empress Giselle

Construct trade hub in Upwold

Construct vale in Karsk

Construct village expansion in Volodmartz

Contact the Lasambrian orcs

Conversion of Overton Garrison

Conviction

Cora Holdfast

Corsair

Corsair's Bloody Mask

Corset (Redirected from Corsets in Empire)

Costume

Cotehardie

Council address

Council session

Courage roleplaying effects

Bands (Redirected from Coven)

Cowl of Ashes

Cowl of Judgement

Crafting skills

Create Egregore histories

Raise Highguard army (Redirected from Create Highguard army)

Create Imperial Banner

Create Inquisitorial Court

Create Senate power of escalation

Create Senate power of relinquishment

Create Senate power of relinquishment II

Create bond

Create law of Annihilation

Create law of delegation protection

Create law of desecration

Create law of protection for humans in Mournwold

Create law outlawing the Vyig

Create roll of honour

Create title of Admiral

Create title of Advisor on the Vallorn

Create title of Ambassador to the Thule

Create title of Arcane Architect

Create title of Auditor of Senatorial Accountability

Create title of Bursar

Create title of Bursar of the Imperial Academy

Create title of Captain of the Senate Guard

Create title of Chaplain Military

Create title of Conclave Liaison

Create title of Crystal Architect of the Spires

Create title of Dean of the Academy

Create title of Delver of the Depths

Create title of High Bard of the Empire

Create title of High Consul

Create title of High Exorcist

Create title of Imperial Censor

Create title of Imperial Chaplain Consular

Create title of Imperial Harbourmaster

Create title of Imperial Inquisitor

Create title of Imperial Master of Works

Create title of Imperial Orc observer

Create title of Imperial Seer

Create title of Imperial Wayleaves

Create title of Keeper of the Breabasket

Create title of Keeper of the Breadbasket

Create title of Master Strategist

Create title of Minister of Historical Research

Create title of Quartermaster General of the Imperial Armies

Create title of Seer of the Gateway

Create title of Trade Envoy to the Sarcophan Delves

Create title of the Dean of the Academy

Create title of trade envoy

Create titles of Civilian Commissioners

Creation of an Imperial lottery

Crewing (Redirected from Crew guidelines)

Criminal trial (Redirected from Criminal Trials)

Crimson Ward of Summer Stars

Crossroads

Crow Keeper of the Rest

Crow on the Cradle

Crow on the cradle

Crown of Three Tears

Crumbling Flesh and Withering Limbs

Crusade

Crystal Architect of the Spires

Crystal Clarity of the Rational Soul

Crystaline Focus of Aesh

Crystaltender's Vestment

The Leaping Hare (Redirected from Cunning Puissance of the Leaping Hare)

Curator of the Printer's Guild Museum (Redirected from Curator of the Printer's Guild)

Curator of the Printer's Guild Museum

Curator of the White City Museum

Currency

Current Affairs

Current Imperial Titles

Current Imperial titles

Current crewing opportunities

Curse

Curse of Decrepitude

Curse of Gangrenous Flesh

Custodian of Glass Point Cove

Custodian of the Assayer's Guild

Custodian of the Claw

Custodian of the Concordium Dock

Custodian of the Imperial War Memorial

Custodian of the Starlight Drift

Custodian of the Storm Vault

Cuttings

Cyclic magic

Daddy Fox

Damaris

Damation Cliffs

Dark skies

Darkest night

Dawn's Glory

Dawn culture and customs (Redirected from Dawn Culture and Customs)

Dawn Egregore

Dawn history (Redirected from Dawn History)

Dawn lineage and species attitudes (Redirected from Dawn Lineage and Species Attitudes)

Dawn look and feel (Redirected from Dawn Look and Feel)

Dawn Maps

Dawn music (Redirected from Dawn Music)

Dawn children

Dawn costumes

Dawn culture and customs

Dawn economic interests

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Dawn monarchy

Dawn monarchy update

Dawn music

Dawn people

Dawn religious beliefs

Dawn territories

Dawnish War Song

Day Realm (Redirected from Day) Redirect page

Realms (Redirected from Day Realm) Redirect page

Day Song and Night Song

Day magic

Category:Day Ritual (Redirected from Day ritual)

Dean of Laroc Cathedral

Dean of Pilgrims

Dean of the Academy

Dean of the Lyceum

Death's Door

Death is not the end

Death of a salesman

Declaration

Declarations of Amity

Declarations of Enmity

Declarations of Interdiction

Declarations of Sorcery

Declare Mournwold thralls foreigners

Declare peace with Barrens orcs

Declare peace with Lasambrian orcs

Declare peace with Orcs of the Great Forest of Peytaht

Declare war on the Barrens orcs

Declare war on the Hierro Clan

Decoctions of Hoarfrost

Decommission Verthandi spy network

Dedication

Defiant Steel

Define Jarmish embassy

Imperial Delegate to the Temple in Feroz (Redirected from Delegato Imperiale presso i sacerdoti di Balo e del Toro Nero)

Delve Deep, Beneath the Mountain

Delver of the Depths

Designing a costume for your character - a Marcher Costume diary

Desperate affairs, desperate measures

Detect magic

Devastating Maul of Inga Tarn

Devastating Scythe of Anguish and Loss

Dhomiro of the Cinnabar Hills

Diras

Dirge for Fidele

Disburse Funds to the Quartermaster General III

Disburse Funds to the Quartermaster General IV

Disburse Imperial budget

Disburse additional funds for Dawnish Army

Disburse additional funds for Marcher army

Disburse funds for Astolat ministry

Disburse funds for Commonwealth Embassy

Disburse funds for Dawnish army

Disburse funds for Empress Lisabetta's Celebrations

Disburse funds for Iron Helms

Disburse funds for Iron Helms II

Disburse funds for Iron Helms III

Disburse funds for Pilgrim's Trail

Disburse funds for Senator Bregasland

Disburse funds for Summer college

Disburse funds for The Towerjacks

Disburse funds for Wintermark army

Disburse funds for Wintermark army II

Disburse funds for Wintermark army III

Disburse funds for Wintermark army IV

Disburse funds for Wintermark army V

Disburse funds for Wintermark army WInter 381YE

Disburse funds for breadbasket

Disburse funds for enlargement of The Black Thorns

Disburse funds for military matters

Disburse funds for mithril research

Disburse funds for rebuilding of Holmauer

Disburse funds for rebuilding of Holmauer II

Disburse funds for resupply

Disburse funds for resupply II

Disburse funds for resupply III

Disburse funds for resupply IV

Disburse funds for resupply V

Disburse funds for strategic magic

Disburse funds for strategic magic II

Disburse funds for strategic magic III

Disburse funds for strategic military magic

Disburse funds for strategic purposes

Disburse funds for strategic rituals

Disburse funds for strategic rituals II

Disburse funds for strategic rituals III

Disburse funds for summer college

Disburse funds for the Empress

Disburse funds for the Empress II

Disburse funds for the Empress III

Disburse funds for the Empress IV

Disburse funds to Autumn Archmage

Disburse funds to Bregasland

Disburse funds to Conclave Grandmasters

Disburse funds to Miekarova militia

Disburse funds to Mr Tyke

Disburse funds to Quartermaster General Spring 382YE

Disburse funds to Senator Sarvos

Disburse funds to Thanmir Hrafn

Disburse funds to Ywain de Gauvin

Disburse funds to add Skein of Years to Imperial Lore

Disburse funds to add a ritual to Imperial Lore

Disburse funds to aid Liathaven citizens

Disburse funds to assist Iron Confederacy port

Disburse funds to citizens of Skarsind

Disburse funds to hire Autumn mercenaries

Disburse funds to militia

Disburse funds to nominated entity

Disburse funds to raise Towerjacks

Disburse funds to settle Freeborn debts

Disburse funds to the Dean of the Lyceum

Disburse funds to the Gatekeeper of Wisdom

Disburse funds to the Jarmish Cartel

Disburse funds to the Quartermaster General

Disburse funds to the Quartermaster General II

Disburse further funds to the Quartermaster General

Disloyal, unprosperous, unvigilant, unwise

Dissemination

Distant deeps

Distill the Serpent's Stone

Distillation of Diverse Parts

Disburse Imperial budget (Redirected from Distribute Imperial budget)

Distribute food to the thralls of Mournwold

Distribute knowledge of Arhallogen's Ploy cure

Doctor's Attire

Documentary FAQ

Dos Vidanya

Doublet

Down along the cove

Down in the Rugged Glen

Down to Earth

Dragonbone Orb

Dragonbone Reliquary

Dragonbone Symbol

Dragonbone Tunic

Drain the flooded streets of Caricomare

Dramaturgy

Dramaturgy Archive

Drawing the Penumbral Veil

Dreams in the Witch House

Dreamscape of the Endless Hunt

Dredgemaster of Feverwater

Dripping Echoes of the Fen

Drive the Cold Winter Away

Druj

Druj Arkad

Druj champion

Druj look and feel

Druj lore

Druj miasma

Duelist's Scales

Duelist's Scales (Redirected from Duelist's scales)

Dusty old dust

Dying light

Earl

Earthquake Drummers

Icon of the Righteous (Redirected from Echoes of Glory)

Egregores

Imperial Delegate to the Temple in Feroz (Redirected from El official de engage imperial crown loss surcotes de Balo y le Toro Negro)

Imperial Delegate to the Temple in Feroz (Redirected from El oficial de enlace imperial con los sacerdotes de Balo y el toro negro)

Elayne Silverlark

Election schedule

Eleonaris

Elite Grendel characters

Elite Grendel troops

Elite Jotun characters

Elite Jotun troops

Elizabethan recorder music

Embassy

Embrace the Living Flame

Emperor Ahraz

Emperor Ahraz (Exemplar)

Emperor Barabbas

Emperor Frederick

Emperor Giovanni

Emperor Guntherm

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Empire overview (Redirected from Empire Overview)

Empire rules

Employ Civil Service to observe Fleets

Employ Civil Service to observe Fleets II

Empower

Empress Aenea

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Empress Britta

Empress Deanne

Empress Giselle

Empress Lisabetta

Empress Mariika

Empress Richilde

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Empress Varkula

Empty handed

Empty skies (winds of magic)

Enchant Imperial Banner

Enchantment

Endowment

Enduring Breastplate

Enfeebling Echo

Enigmatic Staff

Enlargement of The Black Thorns

Enoch and Levi

Ensnaring Bond of Transient Stasis

Entangle

Ephisis

Ephisis' Scale

Equality and diversity

The Founders (Redirected from Erigo)

Erthe Upon Erthe

Escharotic Cauldron

Establish Imperial Offices

Establish Imperial Orc Assembly

Establish contact with Barrens orcs

Estavus

Eternal Flame of Miaren

Eternal Shafts of Time

Ethereal Manacle

Ettercap

Evenlode Studio

Evenlode Studio (Redirected from Evenlode Studios)

Event information (Redirected from Event Information)

Event safety (Redirected from Event Safety)

Event crew

Event safety

Event schedule

Everything has rhythm

Evrom

Exarch's Standard

Excommunication

Exorcism

Expand the Regario Dossier

Extension of Jotun Ceasefire

Eyes of the Sun and Moon

Forums & Facebook (Redirected from Facebook & Forums)

Falcon Wings

Falcon in winter

Fallow Fields and Dried Meat

Fallsheart Guardian

Family

Fan the Flame of New Life

Faraden

Farewell Farewell

Farm

Farmer's Scythe

Fearful symmetry

Feast of the Loom

Fell Iron Fury

Fellowship of Purple Sails

Feni

Feresh

Feroz

Fetid Breath of Teeming Plague

Field Marshal

Fight

Fight Tooth and Nail

Fire Maringo

Fire in the Blood

Fire safety

Fireglass

Fit and proper

Five Little Ploughboys

Flavours of Africa

Fleet

Fly high

Foam and Spittle of the Furious Sea

Fog on the brine

Foggy mountain top

Folly

Footprints

For Once I Was A Young Man

Foreign nations (Redirected from Foreign Nations)

Foreman of the Mines of Gulhule

Forest

Forests of the night

Forge of Isenbrad

Forge of champions

Forge of sorrows

Forge the Wooden Fastness

Forlorn Hope

Forms of magical items

Formulaic ritual

Fortification

Fortification (Redirected from Fortifications)

Fortify Ateri in Spiral

Fortify Foracci

Fortify Freemoor

Fortify Golden Downs in Mitwold

Fortify Greensward

Fortify Lestasny in Karsk

Fortify Lower Tarn Valley

Fortify Miekarova

Fortify Miekarova II

Fortify Overton

Fortify Reikos

Fortify Skogei (Redirected from Fortify Skarsind)

Fortify Skogei

Fortify Southmoor

Fortify Tassato

Fortify Town defences

Fortify multiple towns

Fortify the Ore Hills

Fortress of Salt

Forums & Facebook

Fountain of Life

Four Seasons' Boneweaver

Free Company (Redirected from Free Companies) Redirect page

Free company (Redirected from Free Company)

Free company

Free to live

The Brass Coast (Redirected from Freeborn)

Freeborn family Redirect page

Freedom Heresy

Freedom of the Soul

Freezing Brand of Irremais

Friar of Honour's Rest

Friendly rivalry

Froggy went a'courting

From the Mouths of Babes

From the Spires Tall

Frozen Citadel of Cathan Canae

Frozen Citadel of Cathan Canae (Redirected from Frozen Citadel of Cathan Canea)

Fund the Academy

Furrowed Wake

Future territory assignment

Gabriel de Leon

Gallant Archer

Gambeson

Gambit

Gancio's Gamble

Garden of Teth-Anon

Gardens of High Chalcis

Garrison's Vigilance

Sentinel Gate (Redirected from Gate)

Gatekeeper

Gatekeeper of Falling Snow

Gathering the Harvest

General

Giant's Maul

Giddy Kipper

Gidyon's Refrain

Gift of the Dwindling Star

Gift of the Wily Broker

Gilda Ashwine

Glamourweave Robe

Gloaming Road

Gloaming Sentinel

Glorious Crown of Enchantment

Glory

Glory's Call

Glory to the Sovereign

Gnawing, Endless Hunger

Goatfoot

Goldbird Bistro

Golden Pyramid

Golden Ramparts

Golden Sails

Golden Trees of Seren

Golden Trumpets

Golden Voyage

Goldenfire Scale

Goldentide Mail

Goldwood Pipes

Gone

Bolstering Bill (Redirected from Good Neighbour)

Good Walder

Good apples

Good faith

Gralm

Grandmaster

Granger of the Golden Orchard

Granites of Veltsgorsk

Grant permission to contact Jotun

Gravedigger's Vest

Great Forest Orcs

Great Forest at Reikos

Great Forest of Peytaht

Great Library of Hacynian

Great Mine of Briante

Great Pits of Ennerlund

Great work

Green and pleasant lands

Greensteel Bracelets

Greensteel Orb

Grendel

Grendel look and feel

Grim Gardener

Grimnir's Hearthfire

Group Archetypes

Bands (Redirected from Groups)

Gryphonsoul Aegis

Guardian of Britta's Shrine

Guardian of Dunfrith

Guardian of Giselle's Tomb

Guardian of the Cairn

The Founders (Redirected from Guerra)

Guided Path

Guidelines for all young live roleplayers

Guidelines for parents or carers

Guides: Synod

Guild

Guild (Redirected from Guilds)

Gwerin Morfa

Hahnmark

Hakima

Hakima's Glass

Hallow

Hallow of the Green World

Hammer of Thunder

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Hand of the Maker

Handful of magic

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Hard times

Harvest Time

Hat

Hayaak

Head Gardener of Urizen

Heal

Healer's Harness

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Heart of the Song

Hearth Tithe

Hearth and Home

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Heartwood of the Great Vale

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Help:Adding A Page

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Help:Editing Empire Navigation

Help:Empire Extras

Help:Formatting

Help:Images

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Help:Tables

Herald of the Council

Herb

Herb garden

Herbalist of the Hearth

Herb (Redirected from Herbs)

Hercynia

Here's A Health to the Company

Here's To Varushka

Hero's Girdle

Heroes

Heroes' Horn

Heroic skills

Heroism

High Bard of the Empire

High Exorcist

High Herbalist of Sybella

Highguard Egregore

Highguard Go To War

Highguard history (Redirected from Highguard History)

Highguard lineage and species attitudes (Redirected from Highguard Lineage and Species Attitudes)

Highguard Maps

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Highguard children

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Highguard look and feel

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Highguard religious beliefs

Highguard territories

Hire Asavean Architect

Hirmok

His Banner's Not Mine

Historical Thrones (Redirected from Historical Empresses and Emperors)

Historical Thrones

Imperial history (Redirected from History)

Ho Ho Away We Go

Holberg

Holberg spoils of war (Redirected from Holberg Spoils of War)

Holberg Wine

Holberg spoils of war

Hold Back Frozen Hunger

Honesty

Hood

Hordalant

Horizon's Razor Edge

Horn Resounding

Horses

Hose

House of earth

How Assemblies make Judgments

How To - Make a Surcote

How To - Make an easy kids cloak

How sweet is the sea

How to - Make a Suaq Coat

How to - Make a felt hat

How to - Make a wizard's or monk's outfit

How to - Make an awesome furry mantle

How to - make a really easy Medieval cote

How to - make an amazingly easy kirtle

How to adapt a commercial pattern to make a high status dress

How to make a fur hat

How to make a t-tunic

How to submit a background

Howling Despite of the Yawning Maw

Hunger of the Draughir

Hungry Goat

Hungry Grasp of Despair

Hunt of Alderei the Fair

Hunter of stars

Hunters and wolves

Hurry, Hunter

Hymn to Vigilance

I Come and Stand at Every Door

I Wish My Baby Was Born

I will make you brooches

Icon of Judgement

Icon of the Devoted

Icon of the Driven

Icon of the Forge

Icon of the Hearth

Icon of the High Tower

Icon of the Industrious

Icon of the Insightful

Icon of the Judge

Icon of the Justicar

Icon of the Pilgrim

Icon of the Proud

Icon of the Righteous

Icon of the Seer

Icon of the Smith

Icon of the Steward

Icon of the Watchful

Icon of the Witness

Icy Maw Devours the Spark of Essence

Idiom Productions

Religious Crimes (Redirected from Idolatry, Blasphemy and Heresy)

Idolatry, blasphemy and heresy

Idumea

If Varushka Wills

If it had a Heart

Ilium

Illuminate the Higher Mind

Illuminates' Amulet

Immortal hand

Imperial:Breadcrumbs

Imperial:Footer

Imperial:LeftBar

Imperial:TitleBar

Imperial Censor

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Imperial Fleet Master

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Imperial Law Overview

Imperial Law at sanctioned events

Formulaic ritual (Redirected from Imperial Lore)

Imperial Magus

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Imperial Orc music

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Imperial Roll of Honour

Imperial Roll of Honour Autumn Equinox 379YE

Imperial Roll of Honour Autumn Equinox 380YE

Imperial Roll of Honour Autumn Equinox 381YE

Imperial Roll of Honour Spring Equinox 379YE

Imperial Roll of Honour Spring Equinox 380YE

Imperial Roll of Honour Spring Equinox 381YE

Imperial Roll of Honour Spring Equinox 382YE

Imperial Roll of Honour Summer Solstice 379YE

Imperial Roll of Honour Summer Solstice 380YE

Imperial Roll of Honour Summer Solstice 381YE

Imperial Roll of Honour Winter Solstice 379YE

Imperial Roll of Honour Winter Solstice 380YE

Imperial Roll of Honour Winter Solstice 381YE

Imperial Roseweald

Imperial Seer

Imperial Sodalities

Imperial Sodality

Imperial title (Redirected from Imperial Title)

Imperial army (Redirected from Imperial armies)

Imperial lore

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Improvement Suggestions

Imurrement of Leaden Chains

In brightest day

In the tents of prosperity

Incantation's Mystic Mask

Increase the Imperial Guerdon

Increase the Imperial Guerdon II

Increase the Imperial Guerdon III

Inescapable Chains of Bitter Glass

Inevitable Collapse into Ruin

Inez y Guerra

Infant Starts with a Blank Slate

Information for 11-15 year olds

Information for 16-18 year olds

Information for 7-10 year olds

Information for under 7s

Infusions of Feathers

Inga Tarn

Inquisition

Inquisitor's Cassock

Insight

Inspirational tomb

Icon of the Driven (Redirected from Inspiring Refrain)

Intent to exercise right of Address

Into the woods

Investigative Theology

Invite Grendel delegation

Invite an Archmage to address Senate

Iron Confederacy

Iron Confederacy ports

Iron Raptors

Iron and wine

Ironbound Axe

Ironbrand Thorn

Irra Harah

Irremais

Irrepressible Monkey Spirit

Isaella

Isenbrad

Issue an apology to Jarm

It Is Not Yet Day

Ivory Aketon

Jack and the Giant

Jack in the Green

Jack of Irons

Jade Custodian

Jade Hammers

Janon

Principalities of Jarm (Redirected from Jarm)

Jewellery Guide

John Barleycorn

Jonah Gold

Jotra

Jotun

Jotun look and feel

Judged by their company

Judgement

Kaela

Kahraman

Kala

Kalenda Maya

Kallavesa

Kallavesi

Karov

Karsk

Karsk spoils of war (Redirected from Karsk Spoils of War)

Karsk spoils of war

Keep the Fires Burning

Keeper's Habit

Keeper of Aurelie's Garden

Keeper of Berislav's Rest

Keeper of the Breadbasket

Keeper of the Crystal Vale

Keeper of the Dour Fens

Keeper of the Glorious Fountain

Keeper of the Golden Fields

Keeper of the Imperial Menagerie

Keeper of the Memorial Gardens of Treji

Keeper of the Sapphire Stair

Keeper of the Spice Gardens

Keeper of the Tower of the Fall

Kethry

Keywords

Kimus

Kimus' Glaring Eye

Kirtle

Knight-errant

Knightly Redoubt

Knight-errant (Redirected from Knights-errant)

Knights of Glory

Known exemplars

Korl

Kyrop

Labyrinth's Gate

Labyrinthine Vestments

Lambent Essences

Lament for Skarsind

Lament for Spiral

Lamia's Whisper

Land fit for heroes

Landskeeper's Oath (Redirected from Landkeeper's Oath)

Landskeeper

Landskeeper's Oath

Landsknecht

Landsknecht's Zweihänder (Redirected from Landsknecht's Zweihander)

Landsknecht's Zweihänder

Language

Lann

Lantern's light

Lashonar

Last Breath Echoes

Imperial Law (Redirected from Law) Redirect page

Lay me Low

The League (Redirected from League)

League Egregore

League hearth magic (Redirected from League Hearth Magic) Redirect page

League lineage and species attitudes (Redirected from League Lineage and Species Attitudes) Redirect page

League magical traditions (Redirected from League Magical Traditions) Redirect page

League Maps

League music (Redirected from League Music) Redirect page

League territories (Redirected from League Territories) Redirect page

The League costumes (Redirected from League costumes)

The League hearth magic (Redirected from League hearth magic)

League icons and artistry

The League leadership (Redirected from League leadership)

The League lineage and species attitudes (Redirected from League lineage and species attitudes)

The League magical traditions (Redirected from League magical traditions)

The League military concerns (Redirected from League military concerns)

The League music (Redirected from League music)

The League religious beliefs (Redirected from League religious beliefs)

The League territories (Redirected from League territories)

Least of my Kind

Leatherworking Guide

Leaves and fruit

Legacy

Legacy of Thorns

Legalize Scorpion's Sting Dagger

Legendary beasts

Lepidus

Leviathan

Liaison to the Temple in Nemoria

Liao ceremonies (Redirected from Liao Ceremonies)

Liao and the Labyrinth of Ages

Liao ceremonies

Liathaven

Liberated

Lictors

Light Festival Song

Like Water Through Your Fingers

Like a wheel within a wheel

Limitu Principality House of the Way

Lineage

Lions of Phoenix Reach

Litany of the Labyrinth

Little Boats (Redirected from Little Boats (Summer 379YE)) Redirect page

Little Folk of the Empire

Little boats

Livery Coat

Livery Coat (Redirected from Livery coat)

Llofir

Lodestone Shears

Lonely, dark and deep

Long Tom Goodfellow

Long roads to ruin

Lord of Winter

Lorenzo's Legacy

Lost Segura

Lost Territories

Lovely Joan

Low Down in the Broom

Lower the Imperial Guerdon

Loyal Stanchion

Auras of Loyalty (Redirected from Loyalty roleplaying effects)

Lucia's Song

Luminous Staff

Madruga

Madruga shipyard

Weapons & Armour (Redirected from Mage Armour) Redirect page

Maggot's Talon

Magic Butcher

Magic items (Redirected from Magic Items)

Magic overview

Magical Items (Redirected from Magical Item) Redirect page

Magic items (Redirected from Magical Items)

Magic items (Redirected from Magical items)

Magical skills

Magister

Magister (Redirected from Magisters)

Magistrate's Grasp

Magistrates

Magnum Opus

Main Page

Make good use

Making a hardened leather mask

Malign spiritual presences (Redirected from Malign Spiritual Presences)

Malign spiritual presences

Mana site

Mandala Studios

Mandate

Mantle of Lordly Might

Mantle of the Golden Orator

Mantle of the Mountebank

Map - Coloured Territories

Map - Detailed Empire

Map - Empire Overview

Map - Empire Overview Woodcut

Map - Outside The Empire

Map - Regions with Keywords

Map the Bay of Catazaar

Map the Bay of Catazar

Marauder's Cote

March On Wintermark's Army

March on their belly

Marcher At My Side

Marcher Dirge

Marcher household (Redirected from Marcher Household)

Marcher battle song

Marcher household

The Marches (Redirected from Marches)

Marches Battle Song

Marches culture and customs (Redirected from Marches Culture and Customs) Redirect page

Marches economic interests (Redirected from Marches Economic Interests) Redirect page

Marches Egregore

Marches history (Redirected from Marches History) Redirect page

Marches lineage and species attitudes (Redirected from Marches Lineage and Species Attitudes) Redirect page

Marches Maps

Marches military concerns (Redirected from Marches Military Concerns) Redirect page

Marches music (Redirected from Marches Music) Redirect page

Marches tales (Redirected from Marches Tales) Redirect page

Marches territories (Redirected from Marches Territories) Redirect page

The Marches costumes (Redirected from Marches costumes)

The Marches culture and customs (Redirected from Marches culture and customs)

The Marches economic interests (Redirected from Marches economic interests)

The Marches history (Redirected from Marches history)

The Marches icons and artistry (Redirected from Marches icons and artistry)

The Marches lineage and species attitudes (Redirected from Marches lineage and species attitudes)

The Marches military concerns (Redirected from Marches military concerns)

The Marches music (Redirected from Marches music)

The Marches tales (Redirected from Marches tales)

The Marches territories (Redirected from Marches territories)

Marching song

Marching to Victory

Mark of Ownership

Mark the Flesh Incorruptible

Market Town

Market town (Redirected from Market Towns)

Market town

Marriage in Dawn

Marrowort

Marshwalkers

Mask of Gold and Lead

Mask of the Mountebank

Masque of the Blinded Weaver

Master Apothecary

Master Medicinal

Master of Ice and Darkness

Master of the Clearing House

Master of the Imperial Mint

Master of the School of Exorcism

Materials

Matrilineality

Matter of faith

Mawrig

Mayor of Caricomare

Mazen

Mazzarine Spindle

Mediator's Mail

Megan Black Blood

Melancholic Staff

Member of the Synod

Men of Fenrose

Mend

Mendicant Cassock

Meraud

Mercantile investment

Mercantile investment (Redirected from Mercantile investments)

Mercantilist's Mask

Mercenary Banner

Merciless Wrath of the Reaver

Merlot

Miaren

Miaren (song)

Midwife's Recourse

Miekarova

Might of the Myrmidon

Mikkal

Military Council (Redirected from Military) Redirect page

Imperial Military Council (Redirected from Military Council)

Military Council design

Military Council powers

Keywords (Redirected from Military keywords)

Military procurement

Military unit

Mine

Minister of Historical Research (Redirected from Minister for Historical Research)

Minister of Historical Research

Mirror of the Virtuous

Missionary Dalmatic

Missionary work

Missive for Sadogua

Mistress of the Glass Parador

Mithril Shirt

Mitwold

Moderation

Monastery

Monstering a battle

Moonsilver Doublet

More love, less paperwork

More work

Morrow

Mother Varushka

Mother Varushka Goes to War

Motion wording

Mountain Remembers Its Youth

Mountainfall Bracers

Mountebank

Mountebank's Guise

Mountebank's Surprise

Mountebank (Redirected from Mountebanks)

Mournwold

Mournwold Harvest

Mournwold spoils of war

Mravalzhamier

Mundane beasts

Murit

Music of the spheres

Music template page

Must avoid policy

Muster

My Ain True Love

My Bonny Lass She Smileth

My Child

Myfanwy of Hercynia

Mystic

Mystic (Redirected from Mystics)

Naeve

Naeve's Twisting Blight

Nation overview (Redirected from Nation Overview)

Nation overview

Assembly (Redirected from National Assembly)

Nation FAQ (Redirected from Nations FAQ)

Naughty Pilgrim Song

Navarr (song)

Navarr costumes (Redirected from Navarr Costumes)

Navarr culture and customs (Redirected from Navarr Culture and Customs)

Navarr Egregore

Navarr hearth magic (Redirected from Navarr Hearth Magic)

Navarr history (Redirected from Navarr History)

Navarr look and feel (Redirected from Navarr Icons and Artistry)

Navarr lineage and species attitudes (Redirected from Navarr Lineage and Species Attitudes)

Navarr look and feel (Redirected from Navarr Look and Feel)

Navarr magical traditions (Redirected from Navarr Magical Traditions)

Navarr Maps

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Navarr Running Song

Navarr children

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Navarr music

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Navarr religious beliefs

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Navy

Navy orders

Necropolis

Neophyte's Aid

Net of the Heavens

New Imperial titles

News from the north

Niccolo Barossa

Nicolo Barossa

Night Realm (Redirected from Night) Redirect page

Night Quarry

Realms (Redirected from Night Realm) Redirect page

Night magic

Night pouch

Category:Night Ritual (Redirected from Night ritual)

Night rituals

No evil shall escape our sight

Noble house (Redirected from Noble House)

Noble house (Redirected from Noble Houses)

Noble house

Nomination of Hector to the Imperial Throne

Northbound Trademaster

Northern trade network

Not dark yet

Nursery Rhyme about Lineage

O Oriens

O rose thou art sick

Oakheart Shield

Oathkeeper

Oathsworn Spine

Obanzai

Obscure Questions

Ode to Shadowglyn Distillery

Of tribute

Officers of the Law

Ogre

On the Wall

On wings aspire

One More Vodka

Online

Only Remembered For What We Have Done

Onward to Glory I Go

Opaline Coat

Operate portal

Ophis

Opportunities

Opportunity

Orator's Chalice

Orders

Other Bourse titles

Otkodov

Out of void, out of chaos

Outlaw Asavean bourse material trade

Outlaw Vallorn cultivation

Outlaw foreign True Liao trade

Outside in the Distance

Overseer of the Cavabianca Dock

Overseer of the Westward Road

Pakaanan's Iron Shutters

Pallas

Pallid Flesh of the Dead King

Paragons and Exemplars (Redirected from Paragon)

Paragons and exemplars (Redirected from Paragons and Exemplars)

Paragons and exemplars

Paralysis

Pauper's Key

Pay in blood

Peace of the Mountains

Peace roleplaying effects

Peace song

Penumbral Watcher

People of the North

Permanent titles

Permion

Permit Great Forest Orcs to work the Thimble

Permit dredging of Feverwater

Phaleron

Phial of the Sun

Philtres of War

Philtres of the High Peaks

Phlegmatic Staff

Surgical skills (Redirected from Physick)

Piercing Light of Revelation

Pilgrim's Cup

Pilgrim's Shield

Pilgrimage

Pit-fights

Plaguewulf

Playing a barbarian

Plot

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Plutocracy

Poor boy

Ports of the Broken Shore

Ports of the Jotun

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Praise and blame

Preachers

Preceptor of the Skarsind College of Warcasting

Pretty Ploughboy

Price of experience

Price of prosperity

Pride of Ikka's Tears

Pride of the Highborn

Pride roleplaying effects

Prime Factor of the Pallas Docks

Primer: Synod

Prince's Raiment

Principalities of Jarm

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Principle of Precedence

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Propose treaty of limited warfare to the Jotun

Prosperity roleplaying effects

Prospero

Protection for delegations

Proud to serve (Imperial Address)

Proverbs

Provide aid to the Hierro Clan

Provide siege training to new Highborn army

Provost of the Halls of Knowledge

Proxy

Pugilist's Shillelagh

Pull Down Below

Pure liao

Purge

Purify

Quartermaster General of the Imperial Armies

Quaymaster of the Black Sails

Queens and kings

Queros

Questing knight (Redirected from Questing Knight)

Questing Knight (Redirected from Questing Knights) Redirect page

Questing knight

Questions frequently asked by new players

Quickening Cold Meat

Quiet Word

Rabbits and snares

Radiant Orb

Radiant Torrent

Raise Dawnish army

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Raise Freeborn navy

Raise Highguard army

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Raise Navarr Army

Raise Towerjacks army

Raise Varushkan army

Raise Wintermark army

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Raise a glass

Raise the Standard of War

Raise up your glass to Varushka

Rake's Progress

Rampant Growth

Wise Rangara (Redirected from Rangara)

Ratification of Britta's Seal

Ravenous Tongue of Entropy

Razorleaf Hasta

Re-employ civil service historical researchers as prognosticators

Reading the Weave

Magical skills (Redirected from Realm Lore)

Realmsroot

Reap what you sow

Reaving Mattock

Rebel March

Rebirth in Reikos

Rebuild Aleksandra's Watch

Rebuild the Colossus of Sarvos

Rebuild the Towers of Anduz

Rebuild the roads of Karsk

Senate recent history (Redirected from Recent History (Senate)) Redirect page

Recent History (Synod)

Recent History - Historical Research

Reclaimers

Recognise Academy program of mentorship

Recognise Irontide Isk

Recognise ducal quality (Redirected from Recognise ducal house)

Recognise ducal quality

Recognise the House of Guiscard

Recognition

Red Wind Corsairs

Red phoenix down

Red star

Redhound

Redoubt

Redsteel Chisel

Reed of fortune

Refusal of the ceding of territories to the Hierro Clan

Regario Dossier

Register of civil service gifts

Reikos

Reikos Spoils of War

Fortify Skarsind (Redirected from Reinforce Skarsind) Redirect page

Religion

Religious crime (Redirected from Religious Crimes)

Religious crime

Religious roleplaying effects

Relinquish Skarsind

Remote Navarr

Renewed Strength of the New Day

Repair Great Pits of Ennerlund

Repair Holberg defences

Repair the Sarvos Docks

Repair the Spider's Dream

Repair the cargo dock at Caricomare

Repair the docks at Caricomare

Reparations to the Asavean Archipelago

Repel

Reporting discrimination or harassment

Research Abraxus

Research Aneira Dancewalker and her brother Eurion Dancewalker

Research Apaayuqiu King

Research Exemplar Zemress

Research Fire from the Heavens

Research Hugh of House Mazare

Research Luca Ritter von Holberg

Research Mfanwy

Research Purifying Flame

Research Rhonwen's Fall

Research Terunael ruins in Axos

Research into the Imperial Favours of Empress Britta

Research maps

Research the Lost Art of Crafting

Research the Spring and Summer Mage known as Star

Research the descendants of Terunael in Axos

Research the founders of the Brass Coast

Research the vallorn for the Academy

Resource (Redirected from Resource overview)

Responsibility for respectful silence

Restore limb

Resupply Imperial Armies

Resupply Imperial armies

Resupply the Eastern Sky

Resupply the Golden Axe

Resupply the Granite Pillar

Resupply the Hounds of Glory

Resupply the Quiet Step

Resupply the Wolves of War

Retainer

Retreat to the White Caves

Reuben's Brethren

Revelation of the Jewel's Sparkling Heart

Revelatory Light of the Empyrean Spheres

Revocation

Abrogate fund disbursement (Redirected from Revoke fund disbursement)

Rewarding

Rhianos

Icon of the Industrious (Redirected from Rhythm of Deep Resonance)

Rhyv

Riddle Hides the Reward

Ride the Noble Steed

Right now

Skein Bowl (Redirected from Righteous Aspergil)

Ring of Adversity

Ring of Triumph

Rings in the League

The Founders (Redirected from Riqueza)

Riqueza's Dream

Riqueza, Erigo, and Guerra

Rising Roots that Rend Stone

Category-Rituals (Redirected from Ritual list)

Formulaic ritual (Redirected from Ritual text)

Ritual use of ilium

Rivers Run Red

Rivers of Gold

Rivers of Life

Road to Bramar

Roaring Chimera Rod

Robe of Blood and Bone

Rocks and gravel

Rod and Shield

Roleplaying effects (Redirected from Roleplaying effect)

Root hog, or die

Rose of Astolat

Roshanwe

Rot's Rightful Claim

Routes Coffee

Rubies on the Snow

Rules update 2014 (Redirected from Rules changes 2014)

Rules of Engagement

Rules update 2017 (Redirected from Rules update)

Rules update 2013

Rules update 2014

Rules update 2015

Rules update 2017

Rules update 2018

Run Thorns Run

Rune Overview

Runeforge

Runemail

Runemark Shirt

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Rune Overview (Redirected from Runes)

Runesmith's Gavel

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Ruthless Vigilance, Healthy Crop

Sadogua

Safe passage for Lasambrian delegation

Safe passage for the Jotun

Event Safety (Redirected from Safety) Redirect page

Sail Away Across the Sea

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Sanguine Spear

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Sarcophan Delves

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Sarvos

Sceptre of the Necropolis

Schisms and Heresies

Scholars and mandarins

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Scorpion's Sting

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Scrivener's Bloodmark

Scrivener's Seal

Scrutiny

Seals and stars

Secrecy

Secrets of Skillful Artifice

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Bands (Redirected from Sect)

Seer's Probe

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Segura

Segura spoils of war (Redirected from Segura Spoils of War)

Segura spoils of war

Seize the fire

Semblance of the Witch

Semmerholm

Imperial Senate (Redirected from Senate)

Senate Sessions of the Spring Equinox 2013 Redirect page

Senate Sessions of the Spring Equinox 377YE

Senate Sessions of the Summer Solstice 377YE

Senate Sessions of the Winter Solstice 377YE (Redirected from Senate Sessions of the Winter Solstice 2013) Redirect page

Senate Sessions of the Winter Solstice 376YE

Senate Sessions of the Winter Solstice 377YE Redirect page

Senate Speakers Note Winter Solstice 380YE

Senate address

Senate announcement

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Senate notes spring 380

379YE Winter Solstice Speaker's Notes (Redirected from Senate notes winter 379)

Recent history (Redirected from Senate recent history)

Senate session

Senator

Send envoy to Axos

Send two civil service surveyors to aid the Sarcophan Delves

Seneschal

Sentinel

Sentinel Gate design

Series of dreams

Sermersuaq

Serpent's tooth

Set in stone

Set the Imperial Guerdon

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Setting a test

Seven lords of virtue

Sevenfold Path

Severus' Song

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Shackles of Insight

Shadow in the west

Shadow of the Bronze Colossus

Shadowbound Donjon

Shadowed Glass of Sung

Shadowglyn Distillery

Shamans

Shared Mastery of the Magician's Guild

Sharp Eyes of the Corsair

Shatter

Shears of Winter

Shelter from the storm

Shepherd of the Great Herd

Sheriff of Overton

Shieldbreaker

Shift

Shimmergold Coat

Shipyard

Shirt

Shoes

Shroud of Mist and Shadow

Shuttered Lantern

Siakha

Sift the Dreamscape's Sands

Sign of Aesh

Signori d'Argento Vine Tender

Signs and Portents

Signs of the Paragon and Exemplar

Signs of the paragon and exemplar

Signs of the paragons and exemplars Redirect page

Silent Bell

Silent Giants

Silent Tide

Music of the spheres (Redirected from Silutarian Method)

Silver Chalice

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Simar of Certainty

Sinecure

Sinews of the heart (Trade Winds)

Sing a sad song

Sing your name

Sinokenon

Sir Colwyn

Sir Isobel

Site crew

Site crew (Redirected from Site set-up)

Sitskrieg

Skarsind

Skarsind spoils of war (Redirected from Skarsind Spoils of War)

Skarsind spoils of war

Skein Bowl

Skein of Years

Skian Mhor

Skin of Bark, Blood of Amber

Skoura

Small things and large

Smooth Hands Shape The World

Smooth Hands Shape the World

Snow and rain

Soghter

Solace of Chimes

Baersark's Rage (Redirected from Soldier's Coat)

Soldier's Harness

Baersark's Rage (Redirected from Soldier's coat)

Some to misery are born

Icon of the Proud (Redirected from Song of the Noonday Sun)

Song of the lakefolk

Song to Keep the Dark Away

Sorcery

Sorin

Sorin's Rite of Agony

Sorins Rite of Agony

Sorrow and death

Sowing on the mountains

Speak of Your Love

Speaker for the Senate

Spear of the stars

Spell list

Spider's Tollkeep

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Spinning Song

Spiral

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Spire

Spire (Redirected from Spires)

Spiritskin Coat

Splendid Panoply of Knighthood

Splendid Vestment

Splint Mail

Splintering Gorget

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Spoils of war

Spontaneous magic

Spreading the word

Spring Realm (Redirected from Spring) Redirect page

Spring Equinox 2014

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Category:Spring Ritual (Redirected from Spring ritual)

Spring rituals

Spy network

Squire

Staff of Command

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Staff of Life

Staff of Power

Staff of the Magi

Stalwart Stand on Solid Ground

Stance of the Constricting Scourge

Standing at the Threshold

Starfall

Start a fire

Statement of Intent regarding providing missionaries to the Iron Confederacy

Statement of Intent regarding slavery

Statement of Intent regarding the Stalker

Statement of Intent regarding trade with the Principalities of Jarm

Statement of principle (Redirected from Statement of Principle)

Statement of principle

Steading

Steading (Redirected from Steadings)

Steel Fist

Steinr

Steward of the Sarvos Mana Exchange

Steward of the Tassato Mana Exchange

Stewards

Still Waters, Running Deep

Stings like the truth

Stonefield Ice Caves

Storm Sceptre

Storm Shaman

Stormguard Bulwark

Stormweaver

Stout Resolve of the Unyielding

Stoutheart Gambeson

Strange allies

Strange fruit

Strange harvest

Straw Mask

Streams of Silver

Strength of the Bull

Striding

Striding One

Strigine Mask

Strong Ox, Golden Sun

Stumbleroot Spear

Style guide

Stzena

Suaq

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Sumaah Republic

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Summer Realm (Redirected from Summer) Redirect page

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Summer Solstice 2015

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Summer in Winter

Summer magic

Category:Summer Ritual (Redirected from Summer ritual)

Summer rituals

Sundering Axe

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Sunfire Pennant

Sung

Sungold Basin

Support medical school and Anvil hospital

Suranni pantheon

Surgical skills

Sutton Stone Quarries

Suzerain's Command

Swan's Cruel Wing

Swanfeather Schema

Swans will sing

Sweet, Stay Awhile

Sweet Kate

Swift Leaping Hare

Swift heal

Swim Leviathan's Depth

Sydanjaa's Call

Symbols, icons and trappings

Symbols of the Way

Symposium

Symposium of Revelation

Imperial Synod (Redirected from Synod)

377YE Autumn Equinox Synod Judgements (Redirected from Synod Results, Autumn Summit, 377 YE)

377YE Spring Equinox Synod Judgements (Redirected from Synod Results, Spring Summit, 377 YE)

377YE Summer Solstice Synod Judgements (Redirected from Synod Results, Summer Summit, 377 YE)

Synod Results, Winter Summit, 376 YE

Synod Results, Winter Summit, 377YE

Synod recent history

Syrene's Wisdom

Tactician's Demand

Tale of the Golden Hare

Category-Talismans (Redirected from Talisman)

Talking sailor

Talon of the Gryphon

Tam Lin

Tanner's Hill

Tassato

Tears in the rain

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Temeschwar

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Temple of the bull

Ten Thousand Miles

Tenacity of Jotra

Terms and conditions

Territory (Redirected from Territories and regions)

Territory

Terunael (song)

Terunael Warlord

Test of Arms

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Test of citizenship

Testimony

Thaneshall Banner

Ambassadorial Gatekeeper (Redirected from The Ambassadorial Gatekeeper)

The Anvil of Estavus

The Assassin's Gate

Assembly (Redirected from The Assemblies of the Synod)

The Ballad of Sir Alain

The Barren Land

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The Blade

The Blade Bites Back

Imperial Bourse (Redirected from The Bourse)

The Brass Coast children

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The Brewer's Lesson

The Captain

The Celestial Library

The Chain

The Chalice

The Chamber

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The Claw

The Cloak

The Coin

The Comical Dreamer

Commonwealth (Redirected from The Commonwealth)

Imperial Conclave (Redirected from The Conclave)

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The Dance of Navarr and Thorn

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The Eight-spoked Wheel (Redirected from The Eight-Spoked Wheel)

The Eight-spoked Wheel

Empire Overview (Redirected from The Empire) Redirect page

The Empty Horizon

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The Garden

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The Key and The Lock

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The Lantern

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The Last Retort

Law (Redirected from The Law) Redirect page

The League children

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The Leaping Hare

The Library

The Lion and the Unicorn

The Little Mother

The Key and The Lock (Redirected from The Lock)

The Lure of Distant Shores

The Marches children

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The Marked

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The Moon's Only Daughter

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Nation Overview (Redirected from The Nations) Redirect page

The Navigators

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The North wind doth blow

The Novarian Phoenix

The Novarion Phoenix

The Oak

The Oak (song)

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The Parting Glass

The Phoenix

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The Prince

The Retrograde Wheel

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The Ritual for the Departed

The Rose Garden

The Ruins of Terunael

The Scop's Gift

The Semmerlak

Imperial Senate (Redirected from The Senate)

The Sentinel

The Sentinel Gate

The Snow It Melts the Soonest

The Solace of Chimes

The Sound of Drums

The Sovereign

The Spider and The Web (Redirected from The Spider)

The Spider's Web

The Spider and The Web

The Spiral Sigil

The Stallion

The Stargazer's Song

The Stork

Swan's Cruel Wing (Redirected from The Swan's Cruel Wing)

Synod (Redirected from The Synod) Redirect page

The Syphon of Stars

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The Virtues

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The Spider and The Web (Redirected from The Web)

The Wind That Shakes The Barley

The Winter Moon

The Witch

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World Overview (Redirected from The World) Redirect page

The art of restraining power

The dead tree gives no shelter

The flood and the storm

The history of the Way

The mother of morality

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The parents of security

The place you called home

The prime colour of the world

The sack of Sarvos

The stars aren't right

The twentieth empress

The whole world

The widening gyre

The worth of a life

There Is No Welcome Here

Therunin

Thief's Arcane Gambit

Thimble

This land is your land

Thorn

Thorn's Dance

Thorn's Kiss

Thorn Battle Cadence

Thorns of the Rose

Those who worship

Though Philomena Lost Her Love

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Thoughts are free (Trade Winds)

Thoughts on Navarri attitude

Thresher's Cudgel

The Throne (Redirected from Throne)

Through the dark places

Thule

Thundering Drum

Thundering Mace

Thundering Roar of the Lion-bound Horn

Thunderous Deluge

Thunderous Tread of the Trees

Tian

Ties that Bind

Timeless Hammer Rhythm

Tinctures of True Eminence

Tonics of the Open Sky (Redirected from Tinctures of the Open Sky)

Tisanes of the Labyrinth

Titan's Battlemark

377YE Autumn Equinox Imperial Titles (Redirected from Titles Autumn 377)

377YE Spring Equinox Imperial Titles (Redirected from Titles Spring 377)

Titles Summer 377

376YE Winter Solstice Imperial Titles (Redirected from Titles Winter 376)

377YE Winter Solstice Imperial Titles (Redirected from Titles Winter 377)

Titles by season (Redirected from Titles by Season) Redirect page

Titles by event

Election schedule (Redirected from Titles by season)

To March with Navarr

To Take High Chalcis

To sleep in Kallavesa

Toil and weep

Tom A'Bedlam's song

Tombsteel Guardian

Tinctures of True Eminence (Redirected from Tonics of True Eminence)

Tonics of the Deep Forest

Tonics of the Open Sky

Too much of nothing

Tooling & Embossing

Totally Leathered

Totem magic

Touch of Vile Humours

Tournament Stud

Tower Song

Fortify Town defences (Redirected from Town defences)

Trade envoy

Trade winds

Trader guidelines

Traitor's Fate

Transcendent Mastery

Transmogrification of the Soul's Echo

Treason guidance

Treasures of Zenith

Tree of ice (conjunction)

Treggajoran Wartha

Tribune of the Synod

Triumphant Blade

Trod

Trod (Redirected from Trods)

Trodwalker's Readiness

Trogoni

Trollhammer

Trollslayer's Crescent

Trollsweave Vest

Troubadour

Troubadour's Ring

Troubadour's Tunic

Troubadour (Redirected from Troubadours)

Troupe

Troupe (Redirected from Troupes)

Trove remade

True Vervain

Astronomancy (Redirected from Tulpa)

Tumultuous Gyre

Tunic

Turbulence

Turn the Circle

Turns the Circle

Twilight Orb

Twilight Pauldrons

Twist of Moebius

Two Men Came to Your Hall Door

Tykonus

Ull

Unable to see

Unblinking Eye

Unbreakable Behemoth's Strength

Unbreakable Spirit, Unbreakable Blades

Uncle Vyig

Unconquered

Under the red sky

Unending Cascade of Blood's Fire

Unfettered Anarchy

Unfettered Mind

Unguents of Falling Leaves

United in law

Unmade trove

Unquiet dead

Unseen Encasement

Unwelcome guest

Unyielding Constitution

Up on Whittle Hill

Upper Spernall Farm

Upwold

Urizen culture and customs (Redirected from Urizen Culture and Customs)

Urizen Egregore

Urizen Flower Festival

Urizen Icons and Artistry

Urizen leadership (Redirected from Urizen Leadership)

Urizen lineage and species attitudes (Redirected from Urizen Lineage and Species Attitudes)

Urizen magical traditions (Redirected from Urizen Magical Traditions)

Urizen Maps

Urizen Memorial Song

Urizen military concerns (Redirected from Urizen Military Concerns)

Urizen music (Redirected from Urizen Music)

Urizen children

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Urizen religious beliefs

Urizen territories

Useful Rhymes

User:Chrisfallen

User:Harry

User:IllithidbixTom

User:Matt

User:Rafferty

Vale

Vale of Shadows

Vallorn

Vallornspawn husk

Vallornspawn husk (Redirected from Vallornspawn husks)

Vambraces of Regeneration

Vardas

Varushka economic interests (Redirected from Varushka Economic Interests)

Varushka Egregore

Varushka hearth magic (Redirected from Varushka Hearth Magic)

Varushka history (Redirected from Varushka History)

Varushka leadership (Redirected from Varushka Leadership)

Varushka lineage and species attitudes (Redirected from Varushka Lineage and Species Attitudes)

Varushka magical traditions (Redirected from Varushka Magical Traditions)

Varushka Maps

Varushka military concerns (Redirected from Varushka Military Concerns)

Varushka music (Redirected from Varushka Music)

Varushka territories (Redirected from Varushka Territories)

Varushka children

Varushka costumes

Varushka culture and customs

Varushka economic interests

Varushka hearth magic

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Varushka icons and artistry

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Varushka lineage and species attitudes

Varushka look and feel

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Varushkan Monster

Varushkan Monster (Redirected from Varushkan Monsters)

Varushkan Road

Varushkan Road (Redirected from Varushkan Roads)

Varushkan rhythms

Vault of Hoarded Wisdom

Vengeance roleplaying effects

Venom

Verdant Bounty of the Twilight Bayou (Redirected from Verdant Bountry of the Twilight Bayou)

Verdant Bounty of the Twilight Bayou

Vermin

Verthandi

Verys

Veto

Vigilance Guide Our Faithful Watch

Vigilance roleplaying effects

Vigour of Youth

Virtue Assembly

Virtue inquisitor (Redirected from Virtue Inquisitor)

Virtue Never Falter

Virtue inquisitor

Virtues Anthem

Virtuous Ward

Vis

Vitality of Rushing Water

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Voice for the dead

Voice of Barbs

Voices Call

Volhov's Robe

Volodmartz

Volodny

Vorpal Sword

Vyig

Wagon song

War

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Ward of the Black Waste

Warden

Warden's Bardiche

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Wardensweave Scale

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Warmage Heilyn of Bronwen’s Rest shall address the citizens of the Empire

Warrior's Plate

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Wassail

Watcher of Britta's Pool

Watered with fears

Wayfarer's Pyx

Wayfarer's Robe

Wayfinder

Wayhouse

We will go Home (Across the Mountains)

Weakness

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Weaver cabal (Redirected from Weaver)

Weaver's Curse

Weaver cabal

Web of Celestial Attunement

Wedding Air

Weep O Mine Eyes

Weigher of Worth

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Weirwater Vales

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Wendigo's Bargain

Whelpmaster's Fang

When I Am Laid

When all this was trees

When the ship comes in

Whisper Gallery

Icon of the Watchful (Redirected from Whisper of Conviction)

Whispering Shadow Courtiers

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